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把这两个脚本都插入进去基本就差不多
#============================================================================== # ■ 完整鼠标系统(四方向) #------------------------------------------------------------------------------ # 使用时务必配合专用寻路算法 # By whbm #============================================================================== #下面做一下介绍与使用说明: # 在屏幕上单击鼠标的时候,会自动进行寻路,这里为了速度更快并且为了进行迷 #宫时的难度寻路被限定在当时的屏幕内部。(否则玩家直接点到终点,呵呵....知道 #后果了吧) # 在角色移动过程中再次单击鼠标(即双击)并在单击第二次鼠标的时候不松手, #角色将会跟随鼠标方向移动。(这个应该好理解,不用多说吧)当角色贴着欲被启动 #的事件的时候,单击NPC即可启动事件。若未贴着,将会产生自动寻路到NPC附近的某 #点,那时在单击NPC即可。 # 当鼠标停在某些事件上时候会发现有不同的图标,设置方法为:宝箱事件请在事 #件的执行内容中添加 注释,注释内容为 Item 注意大小写。NPC事件请在事件的执行 #内容中添加 注释注释内容为 NPC 注意大小写。若不箱改变某事件的图标,则不要写 #那两个注释。 # 当把脚本转到您工程的时候千万别忘了那个寻路用的脚本。 #============================================================================== class Game_Event attr_accessor :flag end #============================================================================== # ■ Game_Map #------------------------------------------------------------------------------ # 处理地图的类。包含卷动以及可以通行的判断功能。 # 本类的实例请参考 $game_map 。 #============================================================================== class Game_Map #-------------------------------------------------------------------------- # ● 检查鼠标处是否有自定义的事件并返回类型 #-------------------------------------------------------------------------- def check_event_custom(mouse_x, mouse_y) for event in $game_map.events.values #循环所有事件检查 event_width = RPG::Cache.character(event.character_name,event.character_hue).width / 4 event_height = RPG::Cache.character(event.character_name,event.character_hue).height / 4 if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32 for i in 0...event.list.size if event.list[i].parameters[0] == "宝箱" #类型判断 event.flag = 1 elsif event.list[i].parameters[0] == "人物" #类型判断 event.flag = 2 else event.flag = 0 if $game_player.get_mouse_sta != 2 #无标志 end return event.flag #返回事件类型标志 end end end return 0 if $game_player.get_mouse_sta != 2 #如果不是在跟随鼠标状态,则返回无标志 return $mouse_icon_id #使鼠标图不变化 end #-------------------------------------------------------------------------- # ● 检查鼠标处是否有事件可以开启 #-------------------------------------------------------------------------- def check_event_custom_start(mouse_x, mouse_y) for event in $game_map.events.values #循环所有事件检查 #事件角色图片宽度、高度 event_width = RPG::Cache.character(event.character_name,event.character_hue).width/4 event_height = RPG::Cache.character(event.character_name,event.character_hue).height/4 #判断是否鼠标在事件上 if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32 way_x = $game_player.x - event.x way_y = $game_player.y - event.y if ([1, -1].include?($game_player.x-event.x) and $game_player.y-event.y == 0) or ([1, -1].include?($game_player.y-event.y) and $game_player.x-event.x == 0) for i in 0...event.list.size if ["Item","Npc"].include?(event.list[i].parameters[0]) #当事件属于自定义事件 #判断主角朝向 if way_x == -1 p_direction = 6 if way_y == 0 elsif way_x == 0 p_direction = 2 if way_y == -1 p_direction = 8 if way_y == 1 else p_direction = 4 if way_y == 0 end event.start #开启事件 return 1, p_direction #返回即将开启事件以及角色朝向 end end end end end return 0, 5 #返回不会开启事件以及角色朝向不变 end #-------------------------------------------------------------------------- # ● 检查鼠标处是否存在自定义事件 for 寻路 #-------------------------------------------------------------------------- def check_event_custom_exist(mouse_x, mouse_y) for event in $game_map.events.values #循环所有事件检查 #事件角色图片宽度、高度 event_width = RPG::Cache.character(event.character_name,event.character_hue).width/4 event_height = RPG::Cache.character(event.character_name,event.character_hue).height/4 if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32 for i in 0...event.list.size return 1, event if ["Item", "Npc"].include?(event.list[i].parameters[0]) #返回存在自定义事件以及事件体 end end end return 0, event #返回不存在自定义事件,以及事件体 end end #=================以下两个用来调整战斗时的手感问题,可以自己试试。 $敌人选框扩大 = 20 $角色选框扩大 = 30 #============================================================================== # ● API调用 #============================================================================== $ShowCursor = Win32API.new("user32", "ShowCursor", 'i', 'l') $GetCursorPos = Win32API.new("user32", "GetCursorPos", 'p', 'i') $ScreenToClient = Win32API.new("user32", "ScreenToClient", 'ip', 'i') $GetActiveWindow = Win32API.new("user32", "GetActiveWindow", nil, 'l') $Window_HWND = $GetActiveWindow.call $GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i') module Mouse LEFT = 0x01 RIGHT = 0x02 def self.init(sprite = nil) $ShowCursor.call(0) @show_cursor = false @mouse_sprite = Sprite.new @mouse_sprite.z = 99999 @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/001-Weapon01.png') @left_press = false @right_press = false @left_trigger = false @right_trigger = false @left_repeat = false @right_repeat = false @click_lock = false update end def self.exit @mouse_sprite.bitmap.dispose @mouse_sprite.dispose @show_cursor = true $ShowCursor.call(1) end def self.mouse_debug return @mouse_debug.bitmap end def self.update left_down = $GetKeyState.call(0x01) right_down = $GetKeyState.call(0x02) if Graphics.frame_count * 3 / Graphics.frame_rate != @total_sec @total_sec = Graphics.frame_count * 3 / Graphics.frame_rate @a = !@a end if $scene.is_a?(Scene_Map) == false $mouse_icon_id = 0 end if $mouse_icon_id != $mouse_icon_id_last case $mouse_icon_id when 1 if @a @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem1') else @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem2') end when 2 if @a @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo1') else @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo2') end when 11 @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LOWER_LEFT') when 12 @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_DOWN') when 13 @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LOWER_RIGHT') when 14 @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LEFT') when 16 @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_RIGHT') when 17 @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UPPER_LEFT') when 18 @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UP') when 19 @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UPPER_RIGHT') when 0 @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/木剑') end $mouse_icon_id_last = $mouse_icon_id end @click_lock = false mouse_x, mouse_y = self.get_mouse_pos if @mouse_sprite != nil @mouse_sprite.x = mouse_x @mouse_sprite.y = mouse_y end if left_down[7] == 1 @left_repeat = (not @left_repeat) @left_trigger = (not @left_press) @left_press = true else @left_press = false @left_trigger = false @left_repeat = false end if right_down[7] == 1 @right_repeat = (not @right_repeat) @right_trigger = (not @right_press) @right_press = true else @right_press = false @right_trigger = false @right_repeat = false end end def self.get_mouse_pos point_var = [0, 0].pack('ll') if $GetCursorPos.call(point_var) != 0 if $ScreenToClient.call($Window_HWND, point_var) != 0 x, y = point_var.unpack('ll') if (x < 0) or (x > 10000) then x = 0 end if (y < 0) or (y > 10000) then y = 0 end if x > 640 then x = 640 end if y > 480 then y = 480 end return x, y else return 0, 0 end else return 0, 0 end end def self.press?(mouse_code) if mouse_code == LEFT if @click_lock return false else return @left_press end elsif mouse_code == RIGHT return @right_press else return false end end def self.trigger?(mouse_code) if mouse_code == LEFT if @click_lock return false else return @left_trigger end elsif mouse_code == RIGHT return @right_trigger else return false end end def self.repeat?(mouse_code) if mouse_code == LEFT if @click_lock return false else return @left_repeat end elsif mouse_code == RIGHT return @right_repeat else return false end end def self.click_lock? return @click_lock end def self.click_lock @click_lock = true end def self.click_unlock @click_lock = false end end module Input if @self_update == nil @self_update = method('update') @self_press = method('press?') @self_trigger = method('trigger?') @self_repeat = method('repeat?') end def self.update @self_update.call Mouse.update end def self.press?(key_code) if @self_press.call(key_code) return true end if key_code == C return Mouse.press?(Mouse::LEFT) elsif key_code == B return Mouse.press?(Mouse::RIGHT) else return @self_press.call(key_code) end end def self.trigger?(key_code) if @self_trigger.call(key_code) return true end if key_code == C return Mouse.trigger?(Mouse::LEFT) elsif key_code == B return Mouse.trigger?(Mouse::RIGHT) else return @self_trigger.call(key_code) end end def self.repeat?(key_code) if @self_repeat.call(key_code) return true end if key_code == C return Mouse.repeat?(Mouse::LEFT) elsif key_code == B return Mouse.repeat?(Mouse::RIGHT) else return @self_repeat.call(key_code) end end end class Window_Selectable if @self_alias == nil alias self_update update @self_alias = true end def update self_update if self.active and @item_max > 0 index_var = @index tp_index = @index mouse_x, mouse_y = Mouse.get_mouse_pos mouse_not_in_rect = true for i in 0...@item_max @index = i update_cursor_rect top_x = self.cursor_rect.x + self.x + 16 top_y = self.cursor_rect.y + self.y + 16 bottom_x = top_x + self.cursor_rect.width bottom_y = top_y + self.cursor_rect.height if (mouse_x > top_x) and (mouse_y > top_y) and (mouse_x < bottom_x) and (mouse_y < bottom_y) mouse_not_in_rect = false if tp_index != @index tp_index = @index $game_system.se_play($data_system.cursor_se) end break end end if mouse_not_in_rect @index = index_var update_cursor_rect Mouse.click_lock else Mouse.click_unlock end end end end class Window_NameInput if @self_alias == nil alias self_update update @self_alias = true end def update self_update if self.active index_var = @index mouse_x, mouse_y = Mouse.get_mouse_pos mouse_not_in_rect = true for i in (0...CHARACTER_TABLE.size).to_a.push(180) @index = i update_cursor_rect top_x = self.cursor_rect.x + self.x + 16 top_y = self.cursor_rect.y + self.y + 16 bottom_x = top_x + self.cursor_rect.width bottom_y = top_y + self.cursor_rect.height if (mouse_x > top_x) and (mouse_y > top_y) and (mouse_x < bottom_x) and (mouse_y < bottom_y) mouse_not_in_rect = false break end end if mouse_not_in_rect @index = index_var update_cursor_rect Mouse.click_lock else Mouse.click_unlock end end end end class Window_InputNumber if @self_alias == nil alias self_update update @self_alias = true end def update self_update mouse_x, mouse_y = Mouse.get_mouse_pos if self.active and @digits_max > 0 index_var = @index mouse_not_in_rect = true for i in 0...@digits_max @index = i update_cursor_rect top_x = self.cursor_rect.x + self.x + 16 bottom_x = top_x + self.cursor_rect.width if (mouse_x > top_x) and (mouse_x < bottom_x) mouse_not_in_rect = false break end end if mouse_not_in_rect @index = index_var update_cursor_rect Mouse.click_lock else Mouse.click_unlock end end if @last_mouse_y == nil @last_mouse_y = mouse_y end check_pos = (@last_mouse_y - mouse_y).abs if check_pos > 10 $game_system.se_play($data_system.cursor_se) place = 10 ** (@digits_max - 1 - @index) n = @number / place % 10 @number -= n * place n = (n + 1) % 10 if mouse_y < @last_mouse_y n = (n + 9) % 10 if mouse_y > @last_mouse_y @number += n * place refresh @last_mouse_y = mouse_y end end end class Scene_File if @self_alias == nil alias self_update update @self_alias = true end def update mouse_x, mouse_y = Mouse.get_mouse_pos Mouse.click_lock idx = 0 for i in @savefile_windows top_x = i.x + 16 top_y = i.y + 16 bottom_x = top_x + i.width bottom_y = top_y + i.height if (mouse_x > top_x) and (mouse_y > top_y) and (mouse_x < bottom_x) and (mouse_y < bottom_y) i.selected = true if @file_index != idx @file_index = idx $game_system.se_play($data_system.cursor_se) end Mouse.click_unlock else i.selected = false end idx += 1 end self_update end end class Arrow_Enemy if @self_alias == nil alias self_update update @self_alias = true end def update mouse_x, mouse_y = Mouse.get_mouse_pos idx = 0 for i in $game_troop.enemies do if i.exist? top_x = i.screen_x - self.ox top_y = i.screen_y - self.oy bottom_x = top_x + self.src_rect.width bottom_y = top_y + self.src_rect.height if (mouse_x > top_x - $敌人选框扩大) and (mouse_y > top_y - $敌人选框扩大) and (mouse_x < bottom_x + $敌人选框扩大) and (mouse_y < bottom_y + $敌人选框扩大) if @index != idx $game_system.se_play($data_system.cursor_se) @index = idx end end end idx += 1 end self_update end end class Arrow_Actor if @self_alias == nil alias self_update update @self_alias = true end def update mouse_x, mouse_y = Mouse.get_mouse_pos idx = 0 for i in $game_party.actors do if i.exist? top_x = i.screen_x - self.ox top_y = i.screen_y - self.oy bottom_x = top_x + self.src_rect.width bottom_y = top_y + self.src_rect.height if (mouse_x > top_x - $角色选框扩大) and (mouse_y > top_y - $角色选框扩大) and (mouse_x < bottom_x + $角色选框扩大) and (mouse_y < bottom_y + $角色选框扩大) if @index != idx $game_system.se_play($data_system.cursor_se) @index = idx end end end idx += 1 end self_update end end #============================================================================== # ■ Game_Player #------------------------------------------------------------------------------ # 处理主角的类。事件启动的判定、以及地图的滚动等功能。 # 本类的实例请参考 $game_player。 # 鼠标控制角色的主程序 #============================================================================== class Game_Player if @self_alias == nil alias self_update update @self_alias = true end #-------------------------------------------------------------------------- # ● 得到鼠标的状态 #-------------------------------------------------------------------------- def get_mouse_sta return @mouse_sta end #-------------------------------------------------------------------------- # ● 完整鼠标系统 #-------------------------------------------------------------------------- def update mouse_x, mouse_y = Mouse.get_mouse_pos @mtp_x = mouse_x @mtp_y = mouse_y unless $game_system.map_interpreter.running? and @mouse_sta == 2 #鼠标状态不为跟随状态 #得到鼠标图标方向 $mouse_icon_id = $game_map.check_event_custom(mouse_x,mouse_y) if not [11, 12, 13, 14, 16, 17, 18, 19].include?($mouse_icon_id) else #令鼠标图标为正常 $mouse_icon_id = 0 if @mouse_sta != 2 end #单击鼠标时进行判断寻路或跟随 if Mouse.trigger?(Mouse::LEFT) #当点击鼠标时 unless $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing #各种无效情况的排除 #初始化 @mouse_sta = 1 p_direction = 5 #检查鼠标处能否开启事件 event_start,p_direction = $game_map.check_event_custom_start(mouse_x, mouse_y) #若在移动中再次点击鼠标左键(即双击左键),则改鼠标状态为跟随状态 @mouse_sta = 2 if @paths_id != nil and @paths_id != @paths.size if @mouse_sta != 2 #鼠标状态不为跟随状态则取数据并初始化路径 trg_x = (mouse_x + $game_map.display_x / 4) / 32 trg_y = (mouse_y + $game_map.display_y / 4) / 32 @paths = [] @paths_id = 0 if event_start == 0 #若不能开启事件 if trg_x != $game_player.x or trg_y != $game_player.y #若目标不为自身则开始寻路 find_path = Find_Path.new @paths = find_path.find_player_short_path(trg_x, trg_y, @mtp_x, @mtp_y) end else #若能开启事件则改变角色朝向 @direction = p_direction end end end end #开始移动 if @mouse_sta != nil and @mouse_sta == 1 #若鼠标状态为寻路状态 unless moving? or $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing #排除无效情况 if @paths_id != nil and @paths != nil and @paths_id <= @paths.size #若没有完成路径 case @paths[@paths_id] #判断路径 when 6 @last_move_x = true move_right @paths_id += 1 @direction = 6 when 4 @last_move_x = true move_left @paths_id += 1 @direction = 4 when 2 @last_move_x = false move_down @direction = 2 @paths_id += 1 when 8 @last_move_x = false move_up @direction = 8 @paths_id += 1 end end end elsif @paths != nil and @mouse_sta == 2 #当鼠标状态为跟随,且在移动中 if Mouse.press?(Mouse::LEFT) #持续按住鼠标 unless moving? or $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing #排除无效情况 #跟随方向判断并跟随 if @mtp_x > self.screen_x if @mtp_y - self.screen_y > - ( @mtp_x - self.screen_x ) and @mtp_y - self.screen_y < @mtp_x - self.screen_x move_right $mouse_icon_id = 16 @direction = 6 end if @mtp_y - self.screen_y > @mtp_x - self.screen_x move_down $mouse_icon_id = 12 @direction = 2 end if @mtp_y - self.screen_y < - ( @mtp_x - self.screen_x ) move_up $mouse_icon_id = 18 @direction = 8 end end if @mtp_x < self.screen_x if @mtp_y - self.screen_y > - ( self.screen_x - @mtp_x ) and @mtp_y - self.screen_y < self.screen_x - @mtp_x move_left $mouse_icon_id = 14 @direction = 4 end if @mtp_y - self.screen_y > self.screen_x - @mtp_x move_down $mouse_icon_id = 12 @direction = 2 end if @mtp_y - self.screen_y < - ( self.screen_x - @mtp_x ) move_up $mouse_icon_id = 18 @direction = 8 end end end else #没状态的情况 $mouse_icon_id = 0 @mouse_sta = 0 @paths_id = @paths.size #终止寻路移动 end end self_update end end Mouse.init END { Mouse.exit }
#==============================================================================
# ■ 完整鼠标系统(四方向)
#------------------------------------------------------------------------------
# 使用时务必配合专用寻路算法
# By whbm
#==============================================================================
#下面做一下介绍与使用说明:
# 在屏幕上单击鼠标的时候,会自动进行寻路,这里为了速度更快并且为了进行迷
#宫时的难度寻路被限定在当时的屏幕内部。(否则玩家直接点到终点,呵呵....知道
#后果了吧)
# 在角色移动过程中再次单击鼠标(即双击)并在单击第二次鼠标的时候不松手,
#角色将会跟随鼠标方向移动。(这个应该好理解,不用多说吧)当角色贴着欲被启动
#的事件的时候,单击NPC即可启动事件。若未贴着,将会产生自动寻路到NPC附近的某
#点,那时在单击NPC即可。
# 当鼠标停在某些事件上时候会发现有不同的图标,设置方法为:宝箱事件请在事
#件的执行内容中添加 注释,注释内容为 Item 注意大小写。NPC事件请在事件的执行
#内容中添加 注释注释内容为 NPC 注意大小写。若不箱改变某事件的图标,则不要写
#那两个注释。
# 当把脚本转到您工程的时候千万别忘了那个寻路用的脚本。
#==============================================================================
class Game_Event
attr_accessor :flag
end
#==============================================================================
# ■ Game_Map
#------------------------------------------------------------------------------
# 处理地图的类。包含卷动以及可以通行的判断功能。
# 本类的实例请参考 $game_map 。
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# ● 检查鼠标处是否有自定义的事件并返回类型
#--------------------------------------------------------------------------
def check_event_custom(mouse_x, mouse_y)
for event in $game_map.events.values #循环所有事件检查
event_width = RPG::Cache.character(event.character_name,event.character_hue).width / 4
event_height = RPG::Cache.character(event.character_name,event.character_hue).height / 4
if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
for i in 0...event.list.size
if event.list[i].parameters[0] == "宝箱" #类型判断
event.flag = 1
elsif event.list[i].parameters[0] == "人物" #类型判断
event.flag = 2
else
event.flag = 0 if $game_player.get_mouse_sta != 2 #无标志
end
return event.flag #返回事件类型标志
end
end
end
return 0 if $game_player.get_mouse_sta != 2 #如果不是在跟随鼠标状态,则返回无标志
return $mouse_icon_id #使鼠标图不变化
end
#--------------------------------------------------------------------------
# ● 检查鼠标处是否有事件可以开启
#--------------------------------------------------------------------------
def check_event_custom_start(mouse_x, mouse_y)
for event in $game_map.events.values #循环所有事件检查
#事件角色图片宽度、高度
event_width = RPG::Cache.character(event.character_name,event.character_hue).width/4
event_height = RPG::Cache.character(event.character_name,event.character_hue).height/4
#判断是否鼠标在事件上
if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
way_x = $game_player.x - event.x
way_y = $game_player.y - event.y
if ([1, -1].include?($game_player.x-event.x) and $game_player.y-event.y == 0) or ([1, -1].include?($game_player.y-event.y) and $game_player.x-event.x == 0)
for i in 0...event.list.size
if ["Item","Npc"].include?(event.list[i].parameters[0]) #当事件属于自定义事件
#判断主角朝向
if way_x == -1
p_direction = 6 if way_y == 0
elsif way_x == 0
p_direction = 2 if way_y == -1
p_direction = 8 if way_y == 1
else
p_direction = 4 if way_y == 0
end
event.start #开启事件
return 1, p_direction #返回即将开启事件以及角色朝向
end
end
end
end
end
return 0, 5 #返回不会开启事件以及角色朝向不变
end
#--------------------------------------------------------------------------
# ● 检查鼠标处是否存在自定义事件 for 寻路
#--------------------------------------------------------------------------
def check_event_custom_exist(mouse_x, mouse_y)
for event in $game_map.events.values #循环所有事件检查
#事件角色图片宽度、高度
event_width = RPG::Cache.character(event.character_name,event.character_hue).width/4
event_height = RPG::Cache.character(event.character_name,event.character_hue).height/4
if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
for i in 0...event.list.size
return 1, event if ["Item", "Npc"].include?(event.list[i].parameters[0]) #返回存在自定义事件以及事件体
end
end
end
return 0, event #返回不存在自定义事件,以及事件体
end
end
#=================以下两个用来调整战斗时的手感问题,可以自己试试。
$敌人选框扩大 = 20
$角色选框扩大 = 30
#==============================================================================
# ● API调用
#==============================================================================
$ShowCursor = Win32API.new("user32", "ShowCursor", 'i', 'l')
$GetCursorPos = Win32API.new("user32", "GetCursorPos", 'p', 'i')
$ScreenToClient = Win32API.new("user32", "ScreenToClient", 'ip', 'i')
$GetActiveWindow = Win32API.new("user32", "GetActiveWindow", nil, 'l')
$Window_HWND = $GetActiveWindow.call
$GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i')
module Mouse
LEFT = 0x01
RIGHT = 0x02
def self.init(sprite = nil)
$ShowCursor.call(0)
@show_cursor = false
@mouse_sprite = Sprite.new
@mouse_sprite.z = 99999
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/001-Weapon01.png')
@left_press = false
@right_press = false
@left_trigger = false
@right_trigger = false
@left_repeat = false
@right_repeat = false
@click_lock = false
update
end
def self.exit
@mouse_sprite.bitmap.dispose
@mouse_sprite.dispose
@show_cursor = true
$ShowCursor.call(1)
end
def self.mouse_debug
return @mouse_debug.bitmap
end
def self.update
left_down = $GetKeyState.call(0x01)
right_down = $GetKeyState.call(0x02)
if Graphics.frame_count * 3 / Graphics.frame_rate != @total_sec
@total_sec = Graphics.frame_count * 3 / Graphics.frame_rate
@a = !@a
end
if $scene.is_a?(Scene_Map) == false
$mouse_icon_id = 0
end
if $mouse_icon_id != $mouse_icon_id_last
case $mouse_icon_id
when 1
if @a
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem1')
else
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem2')
end
when 2
if @a
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo1')
else
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo2')
end
when 11
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LOWER_LEFT')
when 12
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_DOWN')
when 13
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LOWER_RIGHT')
when 14
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LEFT')
when 16
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_RIGHT')
when 17
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UPPER_LEFT')
when 18
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UP')
when 19
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UPPER_RIGHT')
when 0
@mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/木剑')
end
$mouse_icon_id_last = $mouse_icon_id
end
@click_lock = false
mouse_x, mouse_y = self.get_mouse_pos
if @mouse_sprite != nil
@mouse_sprite.x = mouse_x
@mouse_sprite.y = mouse_y
end
if left_down[7] == 1
@left_repeat = (not @left_repeat)
@left_trigger = (not @left_press)
@left_press = true
else
@left_press = false
@left_trigger = false
@left_repeat = false
end
if right_down[7] == 1
@right_repeat = (not @right_repeat)
@right_trigger = (not @right_press)
@right_press = true
else
@right_press = false
@right_trigger = false
@right_repeat = false
end
end
def self.get_mouse_pos
point_var = [0, 0].pack('ll')
if $GetCursorPos.call(point_var) != 0
if $ScreenToClient.call($Window_HWND, point_var) != 0
x, y = point_var.unpack('ll')
if (x < 0) or (x > 10000) then x = 0 end
if (y < 0) or (y > 10000) then y = 0 end
if x > 640 then x = 640 end
if y > 480 then y = 480 end
return x, y
else
return 0, 0
end
else
return 0, 0
end
end
def self.press?(mouse_code)
if mouse_code == LEFT
if @click_lock
return false
else
return @left_press
end
elsif mouse_code == RIGHT
return @right_press
else
return false
end
end
def self.trigger?(mouse_code)
if mouse_code == LEFT
if @click_lock
return false
else
return @left_trigger
end
elsif mouse_code == RIGHT
return @right_trigger
else
return false
end
end
def self.repeat?(mouse_code)
if mouse_code == LEFT
if @click_lock
return false
else
return @left_repeat
end
elsif mouse_code == RIGHT
return @right_repeat
else
return false
end
end
def self.click_lock?
return @click_lock
end
def self.click_lock
@click_lock = true
end
def self.click_unlock
@click_lock = false
end
end
module Input
if @self_update == nil
@self_update = method('update')
@self_press = method('press?')
@self_trigger = method('trigger?')
@self_repeat = method('repeat?')
end
def self.update
@self_update.call
Mouse.update
end
def self.press?(key_code)
if @self_press.call(key_code)
return true
end
if key_code == C
return Mouse.press?(Mouse::LEFT)
elsif key_code == B
return Mouse.press?(Mouse::RIGHT)
else
return @self_press.call(key_code)
end
end
def self.trigger?(key_code)
if @self_trigger.call(key_code)
return true
end
if key_code == C
return Mouse.trigger?(Mouse::LEFT)
elsif key_code == B
return Mouse.trigger?(Mouse::RIGHT)
else
return @self_trigger.call(key_code)
end
end
def self.repeat?(key_code)
if @self_repeat.call(key_code)
return true
end
if key_code == C
return Mouse.repeat?(Mouse::LEFT)
elsif key_code == B
return Mouse.repeat?(Mouse::RIGHT)
else
return @self_repeat.call(key_code)
end
end
end
class Window_Selectable
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
self_update
if self.active and @item_max > 0
index_var = @index
tp_index = @index
mouse_x, mouse_y = Mouse.get_mouse_pos
mouse_not_in_rect = true
for i in 0...@item_max
@index = i
update_cursor_rect
top_x = self.cursor_rect.x + self.x + 16
top_y = self.cursor_rect.y + self.y + 16
bottom_x = top_x + self.cursor_rect.width
bottom_y = top_y + self.cursor_rect.height
if (mouse_x > top_x) and (mouse_y > top_y) and
(mouse_x < bottom_x) and (mouse_y < bottom_y)
mouse_not_in_rect = false
if tp_index != @index
tp_index = @index
$game_system.se_play($data_system.cursor_se)
end
break
end
end
if mouse_not_in_rect
@index = index_var
update_cursor_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
end
class Window_NameInput
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
self_update
if self.active
index_var = @index
mouse_x, mouse_y = Mouse.get_mouse_pos
mouse_not_in_rect = true
for i in (0...CHARACTER_TABLE.size).to_a.push(180)
@index = i
update_cursor_rect
top_x = self.cursor_rect.x + self.x + 16
top_y = self.cursor_rect.y + self.y + 16
bottom_x = top_x + self.cursor_rect.width
bottom_y = top_y + self.cursor_rect.height
if (mouse_x > top_x) and (mouse_y > top_y) and
(mouse_x < bottom_x) and (mouse_y < bottom_y)
mouse_not_in_rect = false
break
end
end
if mouse_not_in_rect
@index = index_var
update_cursor_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
end
end
class Window_InputNumber
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
self_update
mouse_x, mouse_y = Mouse.get_mouse_pos
if self.active and @digits_max > 0
index_var = @index
mouse_not_in_rect = true
for i in 0...@digits_max
@index = i
update_cursor_rect
top_x = self.cursor_rect.x + self.x + 16
bottom_x = top_x + self.cursor_rect.width
if (mouse_x > top_x) and (mouse_x < bottom_x)
mouse_not_in_rect = false
break
end
end
if mouse_not_in_rect
@index = index_var
update_cursor_rect
Mouse.click_lock
else
Mouse.click_unlock
end
end
if @last_mouse_y == nil
@last_mouse_y = mouse_y
end
check_pos = (@last_mouse_y - mouse_y).abs
if check_pos > 10
$game_system.se_play($data_system.cursor_se)
place = 10 ** (@digits_max - 1 - @index)
n = @number / place % 10
@number -= n * place
n = (n + 1) % 10 if mouse_y < @last_mouse_y
n = (n + 9) % 10 if mouse_y > @last_mouse_y
@number += n * place
refresh
@last_mouse_y = mouse_y
end
end
end
class Scene_File
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
mouse_x, mouse_y = Mouse.get_mouse_pos
Mouse.click_lock
idx = 0
for i in @savefile_windows
top_x = i.x + 16
top_y = i.y + 16
bottom_x = top_x + i.width
bottom_y = top_y + i.height
if (mouse_x > top_x) and (mouse_y > top_y) and
(mouse_x < bottom_x) and (mouse_y < bottom_y)
i.selected = true
if @file_index != idx
@file_index = idx
$game_system.se_play($data_system.cursor_se)
end
Mouse.click_unlock
else
i.selected = false
end
idx += 1
end
self_update
end
end
class Arrow_Enemy
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
mouse_x, mouse_y = Mouse.get_mouse_pos
idx = 0
for i in $game_troop.enemies do
if i.exist?
top_x = i.screen_x - self.ox
top_y = i.screen_y - self.oy
bottom_x = top_x + self.src_rect.width
bottom_y = top_y + self.src_rect.height
if (mouse_x > top_x - $敌人选框扩大) and (mouse_y > top_y - $敌人选框扩大) and
(mouse_x < bottom_x + $敌人选框扩大) and (mouse_y < bottom_y + $敌人选框扩大)
if @index != idx
$game_system.se_play($data_system.cursor_se)
@index = idx
end
end
end
idx += 1
end
self_update
end
end
class Arrow_Actor
if @self_alias == nil
alias self_update update
@self_alias = true
end
def update
mouse_x, mouse_y = Mouse.get_mouse_pos
idx = 0
for i in $game_party.actors do
if i.exist?
top_x = i.screen_x - self.ox
top_y = i.screen_y - self.oy
bottom_x = top_x + self.src_rect.width
bottom_y = top_y + self.src_rect.height
if (mouse_x > top_x - $角色选框扩大) and (mouse_y > top_y - $角色选框扩大) and
(mouse_x < bottom_x + $角色选框扩大) and (mouse_y < bottom_y + $角色选框扩大)
if @index != idx
$game_system.se_play($data_system.cursor_se)
@index = idx
end
end
end
idx += 1
end
self_update
end
end
#==============================================================================
# ■ Game_Player
#------------------------------------------------------------------------------
# 处理主角的类。事件启动的判定、以及地图的滚动等功能。
# 本类的实例请参考 $game_player。
# 鼠标控制角色的主程序
#==============================================================================
class Game_Player
if @self_alias == nil
alias self_update update
@self_alias = true
end
#--------------------------------------------------------------------------
# ● 得到鼠标的状态
#--------------------------------------------------------------------------
def get_mouse_sta
return @mouse_sta
end
#--------------------------------------------------------------------------
# ● 完整鼠标系统
#--------------------------------------------------------------------------
def update
mouse_x, mouse_y = Mouse.get_mouse_pos
@mtp_x = mouse_x
@mtp_y = mouse_y
unless $game_system.map_interpreter.running? and @mouse_sta == 2 #鼠标状态不为跟随状态
#得到鼠标图标方向
$mouse_icon_id = $game_map.check_event_custom(mouse_x,mouse_y) if not [11, 12, 13, 14, 16, 17, 18, 19].include?($mouse_icon_id)
else
#令鼠标图标为正常
$mouse_icon_id = 0 if @mouse_sta != 2
end
#单击鼠标时进行判断寻路或跟随
if Mouse.trigger?(Mouse::LEFT) #当点击鼠标时
unless $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing #各种无效情况的排除
#初始化
@mouse_sta = 1
p_direction = 5
#检查鼠标处能否开启事件
event_start,p_direction = $game_map.check_event_custom_start(mouse_x, mouse_y)
#若在移动中再次点击鼠标左键(即双击左键),则改鼠标状态为跟随状态
@mouse_sta = 2 if @paths_id != nil and @paths_id != @paths.size
if @mouse_sta != 2
#鼠标状态不为跟随状态则取数据并初始化路径
trg_x = (mouse_x + $game_map.display_x / 4) / 32
trg_y = (mouse_y + $game_map.display_y / 4) / 32
@paths = []
@paths_id = 0
if event_start == 0 #若不能开启事件
if trg_x != $game_player.x or trg_y != $game_player.y #若目标不为自身则开始寻路
find_path = Find_Path.new
@paths = find_path.find_player_short_path(trg_x, trg_y, @mtp_x, @mtp_y)
end
else #若能开启事件则改变角色朝向
@direction = p_direction
end
end
end
end
#开始移动
if @mouse_sta != nil and @mouse_sta == 1 #若鼠标状态为寻路状态
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing #排除无效情况
if @paths_id != nil and @paths != nil and @paths_id <= @paths.size #若没有完成路径
case @paths[@paths_id] #判断路径
when 6
@last_move_x = true
move_right
@paths_id += 1
@direction = 6
when 4
@last_move_x = true
move_left
@paths_id += 1
@direction = 4
when 2
@last_move_x = false
move_down
@direction = 2
@paths_id += 1
when 8
@last_move_x = false
move_up
@direction = 8
@paths_id += 1
end
end
end
elsif @paths != nil and @mouse_sta == 2 #当鼠标状态为跟随,且在移动中
if Mouse.press?(Mouse::LEFT) #持续按住鼠标
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing #排除无效情况
#跟随方向判断并跟随
if @mtp_x > self.screen_x
if @mtp_y - self.screen_y > - ( @mtp_x - self.screen_x ) and
@mtp_y - self.screen_y < @mtp_x - self.screen_x
move_right
$mouse_icon_id = 16
@direction = 6
end
if @mtp_y - self.screen_y > @mtp_x - self.screen_x
move_down
$mouse_icon_id = 12
@direction = 2
end
if @mtp_y - self.screen_y < - ( @mtp_x - self.screen_x )
move_up
$mouse_icon_id = 18
@direction = 8
end
end
if @mtp_x < self.screen_x
if @mtp_y - self.screen_y > - ( self.screen_x - @mtp_x ) and
@mtp_y - self.screen_y < self.screen_x - @mtp_x
move_left
$mouse_icon_id = 14
@direction = 4
end
if @mtp_y - self.screen_y > self.screen_x - @mtp_x
move_down
$mouse_icon_id = 12
@direction = 2
end
if @mtp_y - self.screen_y < - ( self.screen_x - @mtp_x )
move_up
$mouse_icon_id = 18
@direction = 8
end
end
end
else #没状态的情况
$mouse_icon_id = 0
@mouse_sta = 0
@paths_id = @paths.size #终止寻路移动
end
end
self_update
end
end
Mouse.init
END { Mouse.exit }
#============================================================================== # ■ Find_Path #------------------------------------------------------------------------------ # 寻路算法--完整鼠标系统(八方向)专用版 # By whbm #============================================================================== class Find_Path #-------------------------------------------------------------------------- def initialize #初始化 @open_list = [] @close_lise = [] @path = [] end #结束初始化 #-------------------------------------------------------------------------- def fp_passable?(x, y, d, tr_x = -2, tr_y = -2) #开始判定通行 return false if (tr_x == @unable_xa or tr_x == @unable_xb or tr_y == @unable_ya or tr_y == @unable_yb) if [2, 4, 6, 8].include?(d) if $game_player.passable?(x, y, d) return true else return false end else case d when 1 if ($game_player.passable?(x, y, 4) and $game_player.passable?(x - 1, y, 2)) or ($game_player.passable?(x, y, 2) and $game_player.passable?(x, y + 1, 4)) return true else return false end when 3 if ($game_player.passable?(x, y, 6) and $game_player.passable?(x + 1, y, 2)) or ($game_player.passable?(x, y, 2) and $game_player.passable?(x, y + 1, 6)) return true else return false end when 7 if ($game_player.passable?(x, y, 4) and $game_player.passable?(x - 1, y, 8)) or ($game_player.passable?(x, y, 8) and $game_player.passable?(x, y - 1, 4)) return true else return false end when 9 if ($game_player.passable?(x, y, 6) and $game_player.passable?(x + 1, y, 8)) or ($game_player.passable?(x, y, 8) and $game_player.passable?(x, y - 1, 6)) return true else return false end end end end #结束判定通行 #-------------------------------------------------------------------------- def get_g(now_point) #开始计算G值 d = now_point[2] return 0 if d == 5 father_point = get_father_point(now_point) g = father_point[3] + ((d == 1 or d == 3 or d == 7 or d == 9) ? 14 : 10) return g end #结束计算G值 #-------------------------------------------------------------------------- def get_h(now_point) #开始计算H值 now_x = now_point[0] now_y = now_point[1] #print @trg_x,now_x,@trg_y,now_y h = (@trg_x - now_x).abs + (@trg_y - now_y).abs return h * 10 end #结束计算H值 #-------------------------------------------------------------------------- def get_f(now_point) #开始计算F值 f = now_point[3] + now_point[4] return f end #结束计算F值 #-------------------------------------------------------------------------- def get_point(x, y) #取已知坐标点 if @open_list.size != 0 @open_list.each do |point| if point[0] == x and point[1] == y return point break end end end if @close_list.size != 0 @close_list.each do |point| if point[0] == x and point[1] == y return point break end end end end #结束取已知坐标点 #-------------------------------------------------------------------------- def get_father_point(now_point) #取已知点的父节点 d = now_point[2] return now_point if d == 5 x = now_point[0] + ((d == 9 or d == 6 or d == 3) ? 1 : ((d == 7 or d == 4 or d == 1) ? -1 : 0)) y = now_point[1] + ((d == 1 or d == 2 or d == 3) ? 1 : ((d == 7 or d == 8 or d == 9) ? -1 : 0)) return get_point(x, y) end #结束取已知点的父节点 #-------------------------------------------------------------------------- def new_point(x, y, d) #开始建立新节点 #print x,y,d point = [x, y, d] point.push get_g(point) point.push get_h(point) point.push get_f(point) return point end #结束建立新节点 #-------------------------------------------------------------------------- def get_direction(self_x, self_y, trg_x, trg_y) if trg_x > self_x if trg_y - self_y > - 0.4 * ( trg_x - self_x ) and trg_y - self_y < 0.4 * ( trg_x - self_x ) return 6 end if trg_y - self_y > 0.4 * ( trg_x - self_x ) and trg_y - self_y < 2.4 * ( trg_x - self_x ) return 3 end if trg_y - self_y < - 0.4 * ( trg_x - self_x ) and trg_y - self_y > - 2.4 * ( trg_x - self_x ) return 9 end if trg_y - self_y > 2.4 * ( trg_x - self_x ) return 2 end if trg_y - self_y < - 2.4 * ( trg_x - self_x ) return 8 end end if trg_x < self_x if trg_y - self_y > - 0.4 * ( self_x - trg_x ) and trg_y - self_y < 0.4 * ( self_x - trg_x ) return 4 end if trg_y - self_y > 0.4 * ( self_x - trg_x ) and trg_y - self_y < 2.4 * ( self_x - trg_x ) return 1 end if trg_y - self_y < - 0.4 * ( self_x - trg_x ) and trg_y - self_y > - 2.4 * ( self_x - trg_x ) return 7 end if trg_y - self_y > 2.4 * ( self_x - trg_x ) return 2 end if trg_y - self_y < - 2.4 * ( self_x - trg_x ) return 8 end end end #-------------------------------------------------------------------------- def get_d_x_y(x, y, d) d_x = x + ((d == 9 or d == 6 or d == 3) ? 1 : ((d == 7 or d == 4 or d == 1) ? -1 : 0)) d_y = y + ((d == 1 or d == 2 or d == 3) ? 1 : ((d == 7 or d == 8 or d == 9) ? -1 : 0)) return d_x, d_y end #-------------------------------------------------------------------------- def find_short_path_other(self_x, self_y, trg_x, trg_y, real_self_x, real_self_y, real_trg_x, real_trg_y) @self_x = self_x @self_y = self_y @now_x = self_x @now_y = self_y @trg_x = trg_x @trg_y = trg_y @path = [] direction = get_direction(real_self_x, real_self_y, real_trg_x, real_trg_y) @now_trg_x, @now_trg_y = get_d_x_y(@self_x, @self_y, direction) while fp_passable?(@now_x, @now_y, direction) @path.push direction @now_x = @now_trg_x @now_y = @now_trg_y @now_trg_x, @now_trg_y = get_d_x_y(@now_x, @now_y, direction) end return @path end #-------------------------------------------------------------------------- def find_short_path(self_x, self_y, trg_x, trg_y, real_self_x, real_self_y, real_trg_x, real_trg_y) #开始搜索路径 return find_short_path_other(self_x, self_y, trg_x, trg_y, real_self_x, real_self_y, real_trg_x, real_trg_y) if not (fp_passable?(trg_x, trg_y + 1, 8) or fp_passable?(trg_x + 1, trg_y, 4) or fp_passable?(trg_x - 1, trg_y, 6) or fp_passable?(trg_x, trg_y - 1, 2)) and @goal_type != 1 #根据屏幕限定搜索面积..加速 @unable_xa = $game_map.display_x / 128 - 1 @unable_ya = $game_map.display_y / 128 - 1 @unable_xb = $game_map.display_x / 128 + 20 @unable_yb = $game_map.display_y / 128 + 20 @self_x = self_x @self_y = self_y @now_x = self_x @now_y = self_y @trg_x = trg_x @trg_y = trg_y @open_list = [] @close_list = [] #准备搜索 #print @self_x,@self_y @now_point = new_point(@self_x, @self_y, 5) #令起始点为当前点 @open_list.push @now_point #将当前点加入关闭列表 #开始搜索 begin loop do check_trg = check_around_point(@now_point) if check_trg == true @path = get_path break end @now_point = get_lowest_f_point if @now_point == [] or @now_point == nil @path = [] break end end rescue Hangup retry end return @path end #结束搜索路径 #-------------------------------------------------------------------------- def find_player_short_path(trg_x, trg_y, real_trg_x, real_trg_y) #寻找角色的最短路径 self_x = $game_player.x self_y = $game_player.y real_self_x = $game_player.screen_x real_self_y = $game_player.screen_y @goal_type, event = $game_map.check_event_custom_exist(real_trg_x, real_trg_y) if @goal_type == 1 trg_x = event.x trg_y = event.y end return find_short_path(self_x, self_y, trg_x, trg_y, real_self_x, real_self_y, real_trg_x, real_trg_y) end #结束角色的寻找路径 #-------------------------------------------------------------------------- def get_path #取得最终的路径 path = [] now_point = @open_list[@open_list.size - 1] path.push(10 - now_point[2]) last_point = now_point loop do now_point = get_father_point(now_point) break if now_point[2] == 5 path.push(10 - now_point[2]) end return path.reverse end #结束取得最终的路径 #-------------------------------------------------------------------------- def get_lowest_f_point #开始取得最低F值的点 if @open_list == [] return [] end last_lowest_f_point = @open_list[0] @open_list.each do |point| last_lowest_f_point = point if point[5] < last_lowest_f_point[5] end return last_lowest_f_point end #结束取得最低F值点 #-------------------------------------------------------------------------- def check_around_point(point) #开始检查已知点的八方节点 for d in [1, 2, 3, 4, 6, 7, 8, 9] x = point[0] + ((d == 9 or d == 6 or d == 3) ? 1 : ((d == 7 or d == 4 or d == 1) ? -1 : 0)) y = point[1] + ((d == 1 or d == 2 or d == 3) ? 1 : ((d == 7 or d == 8 or d == 9) ? -1 : 0)) if in_close_list?(x, y) #在关闭列表中 next elsif in_open_list?(x, y) #在开启列表中 get_new_g_point = new_point(x, y, 10 - d) get_last_g_point = get_point(x, y) if get_new_g_point[3] >= get_last_g_point[3] next else #如果改变父节点是新G值更小则确定改变 @open_list[@open_list.index(get_last_g_point)] = get_new_g_point end else if fp_passable?(point[0], point[1], d, x, y) # 如果不在开启列表中、且不在关闭列表中、且通行则添加它到新八周节点 @open_list.push new_point(x, y, 10 - d) #如果将目标点添加到了开启列表中就返回true return true if x == @trg_x and y == @trg_y return true if @goal_type == 1 and [1, 0, -1].include?(x - @trg_x) and [1, 0, -1].include?(y - @trg_y) end end end #此刻没有找到目标点并将当前点加入关闭列表并在开启列表中删除 @close_list.push point @open_list.delete(point) #此刻没找到目标点并返回false return false end #结束计算已知点的八方节点 #-------------------------------------------------------------------------- def in_open_list?(x, y) #开始检查谋点是否在开启列表中 @open_list.each do |point| return true if point[0] == x and point[1] == y end return false end #结束检查谋点是否在开启列表中 #-------------------------------------------------------------------------- def in_close_list?(x, y) #开始检查谋点是否在关闭列表中 @close_list.each do |point| return true if point[0] == x and point[1] == y end return false end #结束检查谋点是否在关闭列表中 #-------------------------------------------------------------------------- end
#==============================================================================
# ■ Find_Path
#------------------------------------------------------------------------------
# 寻路算法--完整鼠标系统(八方向)专用版
# By whbm
#==============================================================================
class Find_Path
#--------------------------------------------------------------------------
def initialize #初始化
@open_list = []
@close_lise = []
@path = []
end #结束初始化
#--------------------------------------------------------------------------
def fp_passable?(x, y, d, tr_x = -2, tr_y = -2) #开始判定通行
return false if (tr_x == @unable_xa or
tr_x == @unable_xb or
tr_y == @unable_ya or
tr_y == @unable_yb)
if [2, 4, 6, 8].include?(d)
if $game_player.passable?(x, y, d)
return true
else
return false
end
else
case d
when 1
if ($game_player.passable?(x, y, 4) and
$game_player.passable?(x - 1, y, 2)) or
($game_player.passable?(x, y, 2) and
$game_player.passable?(x, y + 1, 4))
return true
else
return false
end
when 3
if ($game_player.passable?(x, y, 6) and
$game_player.passable?(x + 1, y, 2)) or
($game_player.passable?(x, y, 2) and
$game_player.passable?(x, y + 1, 6))
return true
else
return false
end
when 7
if ($game_player.passable?(x, y, 4) and
$game_player.passable?(x - 1, y, 8)) or
($game_player.passable?(x, y, 8) and
$game_player.passable?(x, y - 1, 4))
return true
else
return false
end
when 9
if ($game_player.passable?(x, y, 6) and
$game_player.passable?(x + 1, y, 8)) or
($game_player.passable?(x, y, 8) and
$game_player.passable?(x, y - 1, 6))
return true
else
return false
end
end
end
end #结束判定通行
#--------------------------------------------------------------------------
def get_g(now_point) #开始计算G值
d = now_point[2]
return 0 if d == 5
father_point = get_father_point(now_point)
g = father_point[3] + ((d == 1 or d == 3 or d == 7 or d == 9) ? 14 : 10)
return g
end #结束计算G值
#--------------------------------------------------------------------------
def get_h(now_point) #开始计算H值
now_x = now_point[0]
now_y = now_point[1]
#print @trg_x,now_x,@trg_y,now_y
h = (@trg_x - now_x).abs + (@trg_y - now_y).abs
return h * 10
end #结束计算H值
#--------------------------------------------------------------------------
def get_f(now_point) #开始计算F值
f = now_point[3] + now_point[4]
return f
end #结束计算F值
#--------------------------------------------------------------------------
def get_point(x, y) #取已知坐标点
if @open_list.size != 0
@open_list.each do |point|
if point[0] == x and point[1] == y
return point
break
end
end
end
if @close_list.size != 0
@close_list.each do |point|
if point[0] == x and point[1] == y
return point
break
end
end
end
end #结束取已知坐标点
#--------------------------------------------------------------------------
def get_father_point(now_point) #取已知点的父节点
d = now_point[2]
return now_point if d == 5
x = now_point[0] + ((d == 9 or d == 6 or d == 3) ? 1 : ((d == 7 or d == 4 or d == 1) ? -1 : 0))
y = now_point[1] + ((d == 1 or d == 2 or d == 3) ? 1 : ((d == 7 or d == 8 or d == 9) ? -1 : 0))
return get_point(x, y)
end #结束取已知点的父节点
#--------------------------------------------------------------------------
def new_point(x, y, d) #开始建立新节点
#print x,y,d
point = [x, y, d]
point.push get_g(point)
point.push get_h(point)
point.push get_f(point)
return point
end #结束建立新节点
#--------------------------------------------------------------------------
def get_direction(self_x, self_y, trg_x, trg_y)
if trg_x > self_x
if trg_y - self_y > - 0.4 * ( trg_x - self_x ) and
trg_y - self_y < 0.4 * ( trg_x - self_x )
return 6
end
if trg_y - self_y > 0.4 * ( trg_x - self_x ) and
trg_y - self_y < 2.4 * ( trg_x - self_x )
return 3
end
if trg_y - self_y < - 0.4 * ( trg_x - self_x ) and
trg_y - self_y > - 2.4 * ( trg_x - self_x )
return 9
end
if trg_y - self_y > 2.4 * ( trg_x - self_x )
return 2
end
if trg_y - self_y < - 2.4 * ( trg_x - self_x )
return 8
end
end
if trg_x < self_x
if trg_y - self_y > - 0.4 * ( self_x - trg_x ) and
trg_y - self_y < 0.4 * ( self_x - trg_x )
return 4
end
if trg_y - self_y > 0.4 * ( self_x - trg_x ) and
trg_y - self_y < 2.4 * ( self_x - trg_x )
return 1
end
if trg_y - self_y < - 0.4 * ( self_x - trg_x ) and
trg_y - self_y > - 2.4 * ( self_x - trg_x )
return 7
end
if trg_y - self_y > 2.4 * ( self_x - trg_x )
return 2
end
if trg_y - self_y < - 2.4 * ( self_x - trg_x )
return 8
end
end
end
#--------------------------------------------------------------------------
def get_d_x_y(x, y, d)
d_x = x + ((d == 9 or d == 6 or d == 3) ? 1 : ((d == 7 or d == 4 or d == 1) ? -1 : 0))
d_y = y + ((d == 1 or d == 2 or d == 3) ? 1 : ((d == 7 or d == 8 or d == 9) ? -1 : 0))
return d_x, d_y
end
#--------------------------------------------------------------------------
def find_short_path_other(self_x, self_y, trg_x, trg_y,
real_self_x, real_self_y, real_trg_x, real_trg_y)
@self_x = self_x
@self_y = self_y
@now_x = self_x
@now_y = self_y
@trg_x = trg_x
@trg_y = trg_y
@path = []
direction = get_direction(real_self_x, real_self_y, real_trg_x, real_trg_y)
@now_trg_x, @now_trg_y = get_d_x_y(@self_x, @self_y, direction)
while fp_passable?(@now_x, @now_y, direction)
@path.push direction
@now_x = @now_trg_x
@now_y = @now_trg_y
@now_trg_x, @now_trg_y = get_d_x_y(@now_x, @now_y, direction)
end
return @path
end
#--------------------------------------------------------------------------
def find_short_path(self_x, self_y, trg_x, trg_y,
real_self_x, real_self_y, real_trg_x, real_trg_y) #开始搜索路径
return find_short_path_other(self_x, self_y, trg_x, trg_y,
real_self_x, real_self_y, real_trg_x, real_trg_y) if not
(fp_passable?(trg_x, trg_y + 1, 8) or
fp_passable?(trg_x + 1, trg_y, 4) or
fp_passable?(trg_x - 1, trg_y, 6) or
fp_passable?(trg_x, trg_y - 1, 2)) and @goal_type != 1
#根据屏幕限定搜索面积..加速
@unable_xa = $game_map.display_x / 128 - 1
@unable_ya = $game_map.display_y / 128 - 1
@unable_xb = $game_map.display_x / 128 + 20
@unable_yb = $game_map.display_y / 128 + 20
@self_x = self_x
@self_y = self_y
@now_x = self_x
@now_y = self_y
@trg_x = trg_x
@trg_y = trg_y
@open_list = []
@close_list = []
#准备搜索
#print @self_x,@self_y
@now_point = new_point(@self_x, @self_y, 5) #令起始点为当前点
@open_list.push @now_point #将当前点加入关闭列表
#开始搜索
begin
loop do
check_trg = check_around_point(@now_point)
if check_trg == true
@path = get_path
break
end
@now_point = get_lowest_f_point
if @now_point == [] or @now_point == nil
@path = []
break
end
end
rescue Hangup
retry
end
return @path
end #结束搜索路径
#--------------------------------------------------------------------------
def find_player_short_path(trg_x, trg_y,
real_trg_x, real_trg_y) #寻找角色的最短路径
self_x = $game_player.x
self_y = $game_player.y
real_self_x = $game_player.screen_x
real_self_y = $game_player.screen_y
@goal_type, event = $game_map.check_event_custom_exist(real_trg_x, real_trg_y)
if @goal_type == 1
trg_x = event.x
trg_y = event.y
end
return find_short_path(self_x, self_y, trg_x, trg_y,
real_self_x, real_self_y, real_trg_x, real_trg_y)
end #结束角色的寻找路径
#--------------------------------------------------------------------------
def get_path #取得最终的路径
path = []
now_point = @open_list[@open_list.size - 1]
path.push(10 - now_point[2])
last_point = now_point
loop do
now_point = get_father_point(now_point)
break if now_point[2] == 5
path.push(10 - now_point[2])
end
return path.reverse
end #结束取得最终的路径
#--------------------------------------------------------------------------
def get_lowest_f_point #开始取得最低F值的点
if @open_list == []
return []
end
last_lowest_f_point = @open_list[0]
@open_list.each do |point|
last_lowest_f_point = point if point[5] < last_lowest_f_point[5]
end
return last_lowest_f_point
end #结束取得最低F值点
#--------------------------------------------------------------------------
def check_around_point(point) #开始检查已知点的八方节点
for d in [1, 2, 3, 4, 6, 7, 8, 9]
x = point[0] + ((d == 9 or d == 6 or d == 3) ? 1 : ((d == 7 or d == 4 or d == 1) ? -1 : 0))
y = point[1] + ((d == 1 or d == 2 or d == 3) ? 1 : ((d == 7 or d == 8 or d == 9) ? -1 : 0))
if in_close_list?(x, y) #在关闭列表中
next
elsif in_open_list?(x, y) #在开启列表中
get_new_g_point = new_point(x, y, 10 - d)
get_last_g_point = get_point(x, y)
if get_new_g_point[3] >= get_last_g_point[3]
next
else
#如果改变父节点是新G值更小则确定改变
@open_list[@open_list.index(get_last_g_point)] = get_new_g_point
end
else
if fp_passable?(point[0], point[1], d, x, y)
# 如果不在开启列表中、且不在关闭列表中、且通行则添加它到新八周节点
@open_list.push new_point(x, y, 10 - d)
#如果将目标点添加到了开启列表中就返回true
return true if x == @trg_x and y == @trg_y
return true if @goal_type == 1 and [1, 0, -1].include?(x - @trg_x) and [1, 0, -1].include?(y - @trg_y)
end
end
end
#此刻没有找到目标点并将当前点加入关闭列表并在开启列表中删除
@close_list.push point
@open_list.delete(point)
#此刻没找到目标点并返回false
return false
end #结束计算已知点的八方节点
#--------------------------------------------------------------------------
def in_open_list?(x, y) #开始检查谋点是否在开启列表中
@open_list.each do |point|
return true if point[0] == x and point[1] == y
end
return false
end #结束检查谋点是否在开启列表中
#--------------------------------------------------------------------------
def in_close_list?(x, y) #开始检查谋点是否在关闭列表中
@close_list.each do |point|
return true if point[0] == x and point[1] == y
end
return false
end #结束检查谋点是否在关闭列表中
#--------------------------------------------------------------------------
end
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