| 赞 | 1 |
| VIP | 171 |
| 好人卡 | 21 |
| 积分 | 4 |
| 经验 | 59678 |
| 最后登录 | 2015-5-11 |
| 在线时间 | 1291 小时 |
- 梦石
- 0
- 星屑
- 382
- 在线时间
- 1291 小时
- 注册时间
- 2013-1-12
- 帖子
- 3590

|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
純屬給LBQ腳本:- =begin #=======================================================================
0 X9 M2 ^1 J4 S1 A7 r+ X - % d1 M) [ T8 D) f) {" k
- Sion Mouse System v1.3e! u7 ]" m9 o3 P4 D H
-
1 H% R) u5 A) J - Changlog0 [) {$ }5 Y( B! j/ E
- ( r1 _& q$ n9 G+ o o" U1 ~* P
- 2013.4.21 v1.3f
7 `5 H0 `6 [+ v/ m" d3 t -
$ }. C' s+ s& x' m- D - 1.3f 卷动地图 bug 修正
$ a+ f4 ]7 Y/ B$ l -
1 ^8 t( A4 h2 q - 1.3e 逻辑优化;提供解除鼠标固定的接口
, r. i' j+ x( ^/ v7 }- m' W8 Q$ E - 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内
; o. m! r: o7 v& j& I - Mouse.unlock_mouse_in_screen 解除锁定
3 E- }" L7 \/ C5 v5 O2 Q - : M" b, [8 r- W' R
- 1.3f bug修正% n" f* t* m7 B0 ~8 T
-
$ ]% v5 m6 z" w. Z - 1.3d 常数设置增加:Menu_Set_Pos,用来设置打开菜单时鼠标是否移动到光标处以及
3 g: l: I( K5 f' z - 关闭菜单时,鼠标是否移动到原来的位置。
% H$ W: d* b' {& P. c
* r/ v" L$ |% e5 X2 U& n- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处8 Z. E( J% u* ^9 U5 w
1 \4 Q, ?+ V l3 h' L; D/ q- 1.3b 修正一些罕见的bug;
! ]" C# k+ M$ p8 V - , R# L# `' }8 H& S8 e4 T
- 1.3a 代码小修改;
. m; r& ]: G; X" W& L$ D. ^+ Q7 T - 加入了鼠标点击启动事件的功能,
- _8 T( `7 d! f2 d4 v ]! g" I: t* A - 在事件中加入“注释”: 鼠标启动 ,
R$ J; M6 W) C: H) {% x) D. J9 y - 该事件将无法用其它方式启动,只能用鼠标左键点击启动。0 h* b+ w7 h' H8 T9 p+ e( x
- " P+ z( U6 b+ C/ m# w+ Q
- 2013.2.12 v1.2
3 ?. k; E# P& _+ z0 f7 {& }
* X9 u' d/ J- S1 y8 v' X9 C0 A5 m5 J- 寻路逻辑优化;
' `/ U5 c, P: {7 k8 O& S8 g - 优化了事件判断,现在点击事件附近的格子,移动到指定点后不会触发该事件了;
, Q1 e1 F& X6 j; E; @' Q - 现在支持用鼠标来操作载具了。* X: G+ N5 I* K/ x- ^" A: n; d
# S) u0 I2 u. m! n- 2013.2.8 v1.1
2 J% V. q4 S" n - + G i# ]' R* `# _$ x9 _
- 优化了事件判断,现在可以方便地启动柜台后面的事件;
4 s1 N+ d' q( H, @) \5 ? - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;4 j6 n8 h& i/ k7 ?
- 移动时,路径指示点的绘制更加稳定;
$ X2 H/ `) J& k$ M5 G X1 k - 现在支持默认存档画面的鼠标操作了。) u9 q+ h. s7 C* Y2 R
- * B0 @' f- T1 a7 t- M# h
- & h1 j# s+ l) J5 ?
- OrigenVersion6 a! k0 n7 l, Q; d2 [. h1 L- {
- ' P/ Q+ T3 Z: J. P4 H8 P+ p, }
- 2013.2.7 v1.0
" o1 j N8 g: R* f
: @5 {, m4 T# K' U- 主要功能+ Y6 X2 h/ w5 H7 D# R
- 5 W& B5 j8 b5 j, M7 {8 g
- 使用鼠标进行各种操作...5 }, w2 }0 f- K" B& G9 y+ z( D
- 将鼠标锁定在游戏窗口内1 z4 J7 J O2 S5 t! Z' |$ `0 P
- 自动寻路,按住 D 键可以扩大寻路的范围
) E* L3 n! P! `4 r, R) B - 双击鼠标进行冲刺( U) {, L' Q' c: g. O
- 更改地图卷动方式以适应鼠标移动
* J$ a0 p5 |0 q/ j/ \. `5 W: w* f - 变量输入框改良
5 |; B+ g* ]- E+ _) I
1 }8 g' p9 ?% L4 s6 o' S- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹
8 s2 g/ i( L( c N* H% U% I - ; f! ?# w; @4 t% I3 \
- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹8 W- V/ |$ \) r/ @( X9 R% U
5 n7 T: s1 n8 m- ★ 如果未放入会弹出提示,并使用RM自带图片代替缺失文件;该提示可以在下面关闭
6 m& Q( Q3 D8 ` - ) t* J; y+ H4 h
2 _" o" O4 G$ K5 F! P- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★( W; y" P: p. o. K
- # l! N( n0 u! X
; N0 e8 r4 O! d. i- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示/ d8 S( w7 o" [ ^" D1 L
. b5 H' l3 t7 m7 x- O- W- #==============================================================================
2 E" R. s% l3 Z3 h. ]8 _ - # ■ 常数设置 ( `+ U: p0 w- E5 U, |- h* E8 p( c
- #==============================================================================7 V4 t6 Z6 ^4 x3 V9 L
- module KsOfSion) Q% _# l$ r/ `2 @8 \! u I5 @
- Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false2 j& c c* H4 c4 |
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑
1 {$ K" w# O$ D' ]& B& C+ n9 ^, W - New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false
6 G& ]8 S5 Y. |$ u6 V - Map_Scroll_Spd = 1.0 # ★ 更改地图卷动速率,请确保此值为大于0的float变量7 A2 [: F& @& l6 }6 Y# b
- Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处- @0 a( z$ E. E5 E- S
- Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧
8 A2 B- G/ F5 H% J1 j# [' J- ]6 Z - # “30” 是默认显示格子数 长(17) + 宽(13)
9 K$ A! ]+ @% Y& l# v4 V7 @4 d. R - Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键1 q N+ W& ]1 s( T& y
- # RM几个内置的空键位 (X = A)(Y = S)(Z = D)
! q2 x; T. f K- Y1 H - end9 |- ~7 Z9 O" k) n
- 6 P( ^5 |1 x3 V! d
- #==============================================================================$ X4 w/ c C8 X4 a& a9 o
- # ■ 用来显示路径点的类
/ Y i l9 f" g( e- j* z - #==============================================================================
% Y* K1 D9 s% d9 E* a/ O2 z" h - class Move_Sign Game_Character
, ^# | B! H% W: A - #--------------------------------------------------------------------------
6 |5 C: W$ Z; M; c& f: v/ D - # ● 设置目标点指示图的各种参数,请注意要使用的图片是行走图
' @& c5 p$ f' f0 }2 O1 x4 w4 N - #--------------------------------------------------------------------------
~/ s) T. g: U; K7 Y. ? - def init_public_members
V7 Q% v1 r2 a9 V+ t2 c - @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹
' q% B& Y' g; i! w4 w" C, e- P - @character_index = 0 # ★ 图片索引。$开头的行走图设为02 t3 _2 r5 s) \5 d$ A" f4 L
- @move_speed = 5 # ★ 踏步速度 m% C- x$ u0 v/ h) L
- @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)6 {8 Y. i6 }* U4 O
- [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度
w" T5 T8 d4 l7 l. ?4 ^ - @blend_type = 0 # ★ 图片合成方式,默认为0(正常)7 ]0 {0 u" \. J) w
- @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列
C% c/ R# `4 U1 v - @priority_type = 1 # ★ 优先级(默认与人物同级:1)
$ ^ q5 g; F8 P o3 S( F - $ @- `- P* `9 T
& _0 L0 x/ P( l1 k- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★' O1 @5 [9 B3 u1 s. D
- 7 q/ b; c: h: n; _! Y Z& H5 E' h
- 5 ]: j( V/ v/ P- c j
- # 如果 $Arrow.png 不在对应的文件夹内,弹出提示,并使用游戏一张内置的行走图
& Z) e+ @1 ]7 K. G - unless File.exist('GraphicsCharacters' + @character_name + '.png')
c( J0 {3 j9 L; g, X& W& K3 \* W! ? - & Y8 r" _- ]) y' R+ @0 F) X
- if $no_arrowpic_warn
5 }2 R9 r1 N B) O: F0 e - MouseShow_Cursor.call(1)- y5 Z( w5 x5 A6 ]3 J. o6 ~
- msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png8 t2 P/ u8 P* X
- . t8 q/ K8 o1 r6 H5 O" {. M
- “路径指示点”将使用游戏自带图片
4 k0 L: x; g$ k8 d( r" |, g - 6 v: b& J2 t9 P/ c
- 该提示可以在脚本内关闭')
6 l" X+ t4 Q" N& m P5 D! Z - MouseShow_Cursor.call(0)
0 f% j+ ?6 _" ~! r5 n9 R# L - $no_arrowpic_warn = false n5 z( S0 \7 Z6 U& F2 e
- end
- X9 @6 s( q5 c! H) p - @character_name = '!Flame'
$ n5 ]7 M# z1 c" A: S$ M% B. q - @character_index = 66 q* z$ Y$ e: N' B n/ |& v! h& r
8 P: o7 a+ [, t" ^ y9 p- end' j7 @6 z, H. m4 P/ O) J
- @direction_fix = false # 固定朝向
. d: h6 A9 l' z, v" v* h+ ~ }# C - @move_frequency = 6 # 移动频率9 C! a' q8 ]' u3 R% D
- @walk_anime = true # 步行动画
2 A! H& v |$ |0 M. J - @pattern = 1 # 图案
$ J C# \7 W3 M5 _7 B - @through = true # 穿透/ S: h1 z+ A5 L5 |9 z5 g
- @bush_depth = 0 # 草木深度
6 g, m5 `8 M' O0 S1 c) d$ ` - @animation_id = 0 # 动画 ID
6 h4 ^9 W# ?5 |! b5 `# U - @balloon_id = 0 # 心情 ID
- F3 t {9 ]# d5 P. J- L - @transparent = true # 透明 ^7 T M6 E0 a0 r6 M8 m
- @id = 0
! \, q; O+ Q# n6 m" X( K/ o& i2 d - @x = 0, E1 g% C3 t0 }4 k4 B
- @y = 0
' ~4 Y! L U, |1 [ - @real_x = 0+ p6 [- r- q( ]& T" z# o
- @real_y = 0
0 R6 `+ v1 z' @1 y; b$ q - @tile_id = 0
@6 P# t# u& y0 x - end5 v8 d( h4 D% I' r$ J1 T6 H' X
- #--------------------------------------------------------------------------
& a# Z0 j( e9 a3 o - # ● 定义实例变量5 D7 X/ `8 \+ s/ m. E/ R/ h% ^
- #--------------------------------------------------------------------------& Z; d4 f: y. K$ V4 ]- q' }; v \
- attr_accessor direction
# `% v M( l% h& z# } - end
- }- }! ~" K( n3 x+ }; z - ) g$ i9 t3 A+ X* ]( F$ e+ k
- #==============================================================================
2 Y3 m6 ~7 ^3 ^! U - # ■ Module Mouse
9 f" `% Z8 H1 ~ - #==============================================================================8 T4 k6 j4 G, _9 j% R
- module Mouse& @7 f* ]6 Q0 H: a+ ?
- #--------------------------------------------------------------------------
/ D- f' d) O7 y5 [/ l - # ● API
7 e, V. \2 F9 y' A9 n3 S% _0 n - #--------------------------------------------------------------------------
7 x, L; Z& k' B% W" N - Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
7 _2 s! Z, r; W0 Q- T7 Z - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')4 G3 G! Y) k" C% x
- Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l'). g' d3 r4 G$ O G- k
- Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')
1 Q' t1 N2 k3 _: L& b) l - Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')
$ `$ b/ e; p! G( t! A- d( Y& i( O8 P; k - Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')4 W2 V) P" U( v5 j5 L1 v2 j4 J
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')9 {& j& i5 ~; N. S ]3 W, m
- Window_Hwnd = Get_Active_Window.call
6 l% a% H p' ?) S3 s: m - " X4 B& T: O' t( _ `' H, D
- class self
) M' b! O t e3 z: Q! V# O - #--------------------------------------------------------------------------% w% b( x9 y$ T$ I3 G6 L
- # ● 初始化# |: v, Q: ^- ~, G. `5 j. Z
- #--------------------------------------------------------------------------
7 u; Z2 p7 O6 p9 Z- m - def init) Z4 r2 z S3 N, m
- lock_mouse_in_screen if KsOfSionClip_Cursor
" Z! `0 \! c8 ^2 g - @left_state = 0
/ Q3 B" H2 R, Z8 o1 [0 {1 e - @right_state = 00 l* l3 b* e1 S% S4 g* f
- @ck_count = 0 # 帧数计,单击以后从0开始
( S) I6 a. Y9 e7 I( t1 w& @8 N& d - @dk_count = 0 # 用于双击的判定
J% G& {& r0 O9 A4 d - @clicked = false) o5 E& M) k/ m) ~
- creat_mouse_sprite/ n$ j F r4 ], j1 t: C7 a( R
- update
/ y6 t4 R- ~# C( d; i - end" D! t$ x0 O' o$ r5 b, k
- #--------------------------------------------------------------------------
. l! Q+ G2 o% A& G' C u }+ H - # ● 鼠标指针精灵
' ]( g& w2 y V4 a9 p- F" X2 } - #--------------------------------------------------------------------------
7 q# d: g: ~5 J) h% }9 \ - #~ def creat_mouse_sprite
r: Y% D/ h; h; z - #~
I- m2 Y6 v! a6 }1 [8 g/ @ - #~ @mouse_sprite = Sprite.new
+ x' N$ Q+ s( S7 A% A - #~ panda = 2#rand(2)+1
! u/ g X0 }* s' w, r, y5 t# f
; ^- I; Z: l% h; w0 a- #~ if panda = 1: g8 l% S z; L4 G- m
- #~ if File.exist('GraphicsSystemCursor2.png')
9 W' q4 M& B" ?0 A) X, u - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2'). Q& H4 o. k- Z4 N4 C; ^
- #~ end#with if File.exist( S" ^ k' E5 J* J( x
- #~
* N0 m) [; F; ]) v& v - #~ else if panda = 2 #with if panda=1$ r/ i, t4 q3 m' c# y( s5 o
- #~
3 E) |2 L1 T# M) T4 ? - #~ if File.exist('GraphicsSystemCursor2.png')# e- f+ J. Y& j: J
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
7 k; u0 v! R4 M; d: n( }# o9 u - #~ end#with if File.exist
' a) G% r# d3 T; E - #~
" `/ l6 Q! ?2 c/ W$ o - #~ else #with if panda=1, F3 N$ @5 ]6 |8 o+ F' w
- #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)/ S8 ^! `' u2 i) y$ `* S8 ?
- #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),, l. d4 n+ t: `" e
- #~ Rect.new(5 24, 24 24, 24, 24)). ?/ _, c' t6 F) W
- #~ end#with if panda=1. N9 R4 n6 ]6 t$ n
- #~
9 L B# A) k: q; h% ~ m - #~ #with def
& e# p! d2 h* ?/ a - #~ end
6 N5 i3 Z+ D: j* Q3 s - def creat_mouse_sprite
% Y, k, o% W4 Q1 L8 Q! c" N& D - @mouse_sprite = Sprite.new
+ I* k, f: M! e8 J+ K - @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})
% A/ c) i+ ^, [& Z. D" _% A$ S - @mouse_sprite.z = 9999
' ?- L: b/ E% O* q+ M: m - Show_Cursor.call(0)
% x) B; O/ q6 n+ }9 \' u, K5 P - end- u5 P* I8 o+ O
- - _. l% h1 ]9 N0 V
- #--------------------------------------------------------------------------: a3 G" Y8 k$ v- K' [
- # ● 更新
@8 X/ k+ v) m& Y, x6 ? - #--------------------------------------------------------------------------4 A# J i& m0 a
- def update
" v$ Q+ e" S0 x* x7 } - @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos, X8 j8 ^1 x4 ~" c8 D
- left_state = Get_Key_State.call(0x01)
" ?* z# U. h# w( Z4 w) i - left_state[7] == 1 @left_state +=1 @left_state = 0
2 o0 Z* v# D; C9 f; f' |2 m - right_state = Get_Key_State.call(0x02)
5 B: f7 h6 e2 E# Z$ ?# l1 L - right_state[7] == 1 @right_state +=1 @right_state = 0
" Z* C5 n2 @+ ~$ \ - update_double_click
" x2 X; w. }# x% P - @left_state == 1 @ck_count = 0 @ck_count += 1
2 f" n5 _. R5 V - end1 M x$ S9 c7 A% i2 x/ d% b8 P. m! K
- #--------------------------------------------------------------------------
0 I3 V5 G8 R/ p+ J - # ● 获取鼠标坐标
4 V4 Q ~9 N& G$ N9 C: _! M: b - #--------------------------------------------------------------------------
) e% X/ o& A- X& _/ F' h - def get_mouse_pos/ Z S G z; X- G* u4 p2 A
- arg = [0, 0].pack('ll')
5 l9 `& {0 h! B# Q7 _5 x8 V$ { - Get_Cursor_Pos.call(arg)
3 D1 o. k' k* o. W# P" i, { U - Screen_To_Client.call(Window_Hwnd, arg)
, c/ M/ P5 A' T7 Y( C - x, y = arg.unpack('ll'). e, ^$ B% d3 j/ N& X. z
- return x, y3 I% P! u; }( u' r+ b A
- end
5 }! A2 S- @7 ^* j( o - #--------------------------------------------------------------------------1 r" _9 }) e" T* o* W8 B, j3 t9 i
- # ● 将鼠标固定在屏幕内7 L0 M. d5 p+ r) F3 Z- `
- #--------------------------------------------------------------------------
7 R* m, c) T, ~: _- I/ _1 ] - def lock_mouse_in_screen7 x- f: q* Z" j* D/ y
- arg = [0, 0].pack('ll')
i! V! |2 C! \" v6 I* n T - Screen_To_Client.call(Window_Hwnd, arg)
8 O/ M$ P6 ]2 f1 n6 ~1 ? - x, y = arg.unpack('ll')
+ o4 i& D# p! n1 D3 b' `* S - Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
$ v/ M2 o) y* h" g - end
% n' V* |0 |" G W+ x! W5 V { - #--------------------------------------------------------------------------; k/ u9 P$ g5 [6 A% o, b
- # ● 解除鼠标固定+ S; h( [- |: X6 V% [* J7 E$ l+ }% ^
- #--------------------------------------------------------------------------5 m! @5 t; v( ?& p% @8 l
- def unlock_mouse_in_screen6 e8 `) U# {( o
- Clip_Cursor.call(0); |# c+ k1 [* K' T
- end
$ t) u; S3 C3 \+ |- L - #--------------------------------------------------------------------------" e: K; q+ \* K+ g$ r
- # ● 鼠标双击判定
$ F0 M6 N4 R8 r. X _ - #--------------------------------------------------------------------------
" {4 S7 b" ] @ - def update_double_click
; {! u& q* |" Z - @clicked = true if @left_state == 1
5 [; h/ C. T. v1 y - if @dk_count 0 && @left_state == 13 \" u5 X8 e2 i0 \
- @dk_count = 0; @clicked = false
6 o C3 n2 s+ W) a1 H - return @double_click = true
3 V6 a I" d8 R0 P- T - elsif @clicked) {" P! w8 s6 K% _9 M2 A% n) U4 A
- if @dk_count KsOfSionDbclick_Frame
# V& d& T! V5 U5 T( u0 ] - @dk_count += 15 T) Q! z6 Y7 |. P# ?! j( K
- else
1 k. P) \0 z8 h# g% K2 ?) c - @dk_count = 0; @clicked = false
& C8 W6 w! A7 d2 ?; m2 p - end
k0 o* q: ~$ t- s X - end
9 o5 _" p! ]* }* S7 l9 r - @double_click = false% J# K/ `6 X& l
- end
, j6 [: t) o1 o; V4 m$ L - #--------------------------------------------------------------------------: _; K `! Q8 i9 x' W3 `/ y
- # ● 按键被按下就返回true! Z" J# m7 J2 T* S5 X
- #-------------------------------------------------------------------------- E- b! F4 a8 q; e3 D1 i+ [
- def press(button)
% I% i* k2 C. T$ K( p/ Y - case button
: n' d/ Y! E& R1 Q7 F( i4 R - when 0x01; return !@left_state.zero
: p: O! y% A) e9 K8 B - when 0x02; return !@right_state.zero6 C" x# U7 q* ?. D6 \& C) E! v
- end
4 J) {# I* k8 p3 w - return false
' O7 F2 ?, B$ o) ~7 m4 M% T - end
& a7 w" h+ q: \# `6 O$ D - #--------------------------------------------------------------------------$ E, t. H8 Q+ x
- # ● 按键刚被按下则返回true( }, u) N# N8 e+ X6 a
- #--------------------------------------------------------------------------: W9 L, U: g" G& b" p, l
- def trigger(button). ?& o/ z& M" U2 [
- case button
$ h, A% r% ?1 G: ?: C9 B - when 0x01; return @left_state == 1
3 |3 U8 I7 O/ J& _) T9 [ - when 0x02; return @right_state == 1
% T: F& R2 c4 t$ e# q9 ], ~% c1 P - end
! T' W) m; a, f8 H - return false B9 y8 N h9 n5 x1 e
- end: w0 ~+ }/ l% f% g5 f
- #--------------------------------------------------------------------------
$ `$ j' l0 F8 u& n& i - # ● 持续按住键一段时间的话,每隔5帧返回一次true/ g) F- z, A: y+ r: k; U. }
- #--------------------------------------------------------------------------
, ~: r; ]- ^& d. r, Y - def repeat(button)
% q% t. Q; Y+ l8 G9 H - case button
1 B' a1 h7 x3 \$ R6 j. ]3 H - when 0x01; return @left_state == 1 , Y& v: }1 \; z1 a8 }
- (@left_state 22 && (@left_state % 6).zero)9 M9 o. e4 [6 _+ A( K( x+ y! ]
- when 0x02; return @right_state == 1 ' i; o) N* }& S% v# o# \, M
- (@right_state 22 && (@right_state % 6).zero)
3 K$ A. O0 N2 u5 M: X) G - end
; i7 |9 s$ p' ^3 s5 W, { - return false
2 J1 w5 T/ f/ T0 V- Z8 q - end# N% y# r. e4 J+ a! @2 E& ?5 J4 C6 a T
- #--------------------------------------------------------------------------4 G6 E; I: }9 z% ?- N+ _! _
- # ● 判断是否双击鼠标
7 I9 M) [! S T9 J# \ - #--------------------------------------------------------------------------! ^" D5 v4 v# Z
- def double_click
* v; A& S1 M0 y$ t) q$ E - @double_click& p B1 W; ?% l# a6 f4 D0 s4 G7 N7 k
- end
+ Y0 f7 X" h9 h# C - #--------------------------------------------------------------------------
# O) k7 R' f7 a% z - # ● 获取@ck_count(每一帧+=1,单击后重置为0)
1 e% F3 p& b0 v f - #--------------------------------------------------------------------------
, }) E" \5 H( z- j9 q8 D" p' G - def click_count7 M) S# J6 X0 d' }% r
- @ck_count
2 I$ f/ t# Z) [9 o7 D" j3 [6 e - end
% h1 I3 W& z% M l - #--------------------------------------------------------------------------
9 \; N" D5 d q9 a) g4 `! `# V - # ● 获取@left_state(按住左键每一帧+=1)' f$ f0 H; e# n2 }
- #--------------------------------------------------------------------------' m1 f5 x( E& ^
- def left_state
# u" t- [/ d, ~( M+ J; B& f/ n - @left_state
! @- Z- Q* @" E8 S - end
& ^ ~! [# |9 t - #--------------------------------------------------------------------------) G: w8 ? y6 V# y& x' n1 S
- # ● 获取鼠标的x坐标
2 S/ b8 H8 p3 f# J- G - #--------------------------------------------------------------------------& J% Z% c$ d4 S+ D' Z
- def mouse_x
; V, j# G ]1 y4 F - @mouse_sprite.x- Y" @" @3 H% [. a" c( a4 Y
- end3 p& C! a1 r" `$ f/ Y
- #--------------------------------------------------------------------------3 D- q& q5 ~. `3 f
- # ● 获取鼠标的y坐标7 S5 H" C8 k( S4 @
- #--------------------------------------------------------------------------
( S/ z! w% I0 \( { - def mouse_y7 r7 P2 ]! b* ^
- @mouse_sprite.y2 c5 b3 E0 H8 j, T) N
- end
7 \/ S! {; h Y; U4 q; @ - #--------------------------------------------------------------------------* I8 l3 c: |& z8 A6 l
- # ● 设置鼠标坐标
$ T9 Z+ X+ W4 @6 G; ~. ?. ~7 Z" v* [ g - #--------------------------------------------------------------------------" c! O0 _ K# m
- def set_mouse_pos(new_x, new_y)
8 h/ H" Y, y# ^1 u3 P8 a9 g - arg = [0, 0].pack('ll')
$ |+ T, U& I. d+ _" h - Screen_To_Client.call(Window_Hwnd, arg). K$ g+ ?, }3 w) ?( ~' ^6 C# E
- x, y = arg.unpack('ll')
/ V2 h+ ]& v6 S" R* ~ - Set_Cursor_Pos.call(new_x - x, new_y - y)+ x1 D q4 D! \, L7 x
- end
$ M- I0 R0 w$ I6 H& S7 e - end #end of class self 3 Q0 A9 b+ j. U5 t* F" M( O C
- 0 A, y$ J. {) u
- end
# z4 W. F7 j7 T1 L3 a* C! R - 3 h3 U" Y' c& y: V6 j* Y I
- #==============================================================================( `& r! \3 F& X4 A" Y# i& P
- # ■ SceneManager0 b0 V/ L& [$ M
- #==============================================================================3 y* B3 k8 W* W
- class SceneManager, S! T! R5 H$ H) u$ H7 n
- #--------------------------------------------------------------------------
" |. K% [% n5 j1 V6 J - # ● alias* l9 I- v i& E: }9 u1 z
- #--------------------------------------------------------------------------
k, A! R$ |4 T* A - unless self.method_defined(sion_mouse_run)4 V$ u: i9 h D4 E
- alias_method sion_mouse_run, run+ w6 f+ I& U' A1 Y! d% m/ x
- alias_method sion_mouse_call, call
7 \: m. B: d9 u! x - alias_method sion_mouse_return, return
& ?7 ?2 a' [) w% M I - end
% i! ]# k; A3 I& j2 K - #--------------------------------------------------------------------------+ v8 l7 q- j' }0 e+ L+ _; `9 l
- # ● 运行
; {1 c+ B5 e5 A: N* o - #--------------------------------------------------------------------------
0 m, l# [/ u- N5 Z - def run
8 F- T7 i. A! Y! k$ G0 k3 _4 a - Mouse.init
0 i4 M3 m+ c( o! m# D* l1 J- F - sion_mouse_run
+ @' b$ q: e/ i* r! f - end. O- V% y2 y. ?& e
- #--------------------------------------------------------------------------
( |2 f* T0 z: U2 k- y- O - # ● 切换7 `2 I6 d% j8 ?% y% K
- #--------------------------------------------------------------------------/ { D) `9 g3 h4 l G
- def call(scene_class)
/ |; E# G: ^7 j2 O: k1 d - $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)
8 X. J; h% k( H( N- c2 q, E! V - sion_mouse_call(scene_class)
5 w9 q7 v# J8 {% Y- W* a$ p - end1 d6 `1 c/ W. Y- m
- #-------------------------------------------------------------------------- C# s& k; ?4 A1 x* Q, n- h2 b
- # ● 返回到上一个场景( x* i( {+ f. K* I
- #--------------------------------------------------------------------------
- Q$ ~7 o$ P& y3 g: W' u - def return
, _9 y+ Z: V8 f: z: E5 @$ Z - sion_mouse_return' f6 p( |' h, d3 C6 ]; j# l
- $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&' O" ^# [+ W+ g* I' B$ o
- @scene.instance_of(Scene_Map)
* ~# @, h9 T# {7 c( ]7 m. C) } - end8 { \( t0 v% X9 m
- end3 M: R9 _0 `+ N) ^
- 6 _! X+ e8 e8 {: e U" H
- #==============================================================================1 {3 t) {- \. U" ^! C
- # ■ Module Input2 g0 z. \( [3 ]1 t
- #==============================================================================
/ v4 M4 e$ y: J; \ - class Input
/ K8 ]( }7 Q( n$ Y - #--------------------------------------------------------------------------
# B4 b" u$ {5 `# d - # ● alias
8 i; I: o; ?9 W# v( R% P - #--------------------------------------------------------------------------
+ g4 L: _& J& d3 @* ]; ~8 }* L - unless self.method_defined(sion_mouse_update)
+ V" L u: S# l3 P6 ^4 c - alias_method sion_mouse_update, update4 n7 e3 ?! y: l
- alias_method sion_mouse_press, press
% F9 F- u3 o+ h1 w( V' h - alias_method sion_mouse_trigger, trigger v3 v9 G+ B, J6 r
- alias_method sion_mouse_repeat, repeat6 `% R& w; P, U1 N" o6 Z# z) v
- end ^+ F; e: K o, j0 v9 Q, s" a, @2 J
- #--------------------------------------------------------------------------
; G% q4 H' m/ |8 o8 C - # ● 更新鼠标9 ^0 e* A3 ]6 u2 f t
- #--------------------------------------------------------------------------
4 C$ @9 B' F8 B+ P, O$ d - def update
% B1 I, Y8 Z! r; t7 L) z, n - Mouse.update
' B& S5 X! J* K3 n, q& b( l - sion_mouse_update
, N' q( D& n' j$ i8 Z - end
( i! R0 Z( i* r% F - #--------------------------------------------------------------------------( h" O0 x0 {* ^3 X- |
- # ● 按键被按下就返回true. _" a) L E5 y4 p
- #--------------------------------------------------------------------------- ~' ?0 H% O3 d: o
- def press(key)4 Q( q7 b9 p, h" C# s6 Y
- return true if sion_mouse_press(key)
3 o8 k1 y& H( l5 P+ s& Z, o: n2 d - return Mouse.press(0x01) if key == C
{) ^4 @% E e - return Mouse.press(0x02) if key == B
6 `* o& K/ \2 f# g - return false# {& z, E- W' {4 B# F+ `3 w
- end* j$ V4 H! k' z5 W
- #--------------------------------------------------------------------------
, {2 g, T8 g/ e( D$ G - # ● 按键刚被按下则返回true1 P" S$ X0 C1 B- @6 k' e
- #--------------------------------------------------------------------------
3 J6 e) h, \ ]4 ^3 } - def trigger(key)& S5 [" Q# g9 J6 V" q V, f
- return true if sion_mouse_trigger(key)
1 r' G* d& Z6 M3 N0 k/ ]/ K4 f: a - return Mouse.trigger(0x01) if key == C
2 l5 R+ x' Q2 q N0 a% z9 g - return Mouse.trigger(0x02) if key == B
; c! i# Q' g4 y( V# c. b - return false
$ _( ]/ y J( |/ e- R - end, F' L& i; Y/ B4 [- W: H
- #--------------------------------------------------------------------------, z* q: s+ r$ Q5 S; r5 c
- # ● 持续按住键一段时间的话,每隔5帧返回一次true/ ] Y0 r3 _9 ]' F: u/ C' B
- #--------------------------------------------------------------------------( I, T1 f$ I6 I
- def repeat(key)
2 J8 `9 S0 L# [' ~# t% S3 D - return true if sion_mouse_repeat(key)3 }- }# e; T7 R% w8 H7 k
- return Mouse.repeat(0x01) if key == C
. W7 o7 O; R7 a9 M7 i; f - return Mouse.repeat(0x02) if key == B; w6 y: _1 w: T' ^
- return false
" |4 T0 {; ^; i n$ [( \ - end" y# x) O" m/ o4 n, g
- end
; B: \* ]6 q* c
e4 L: x* L5 A w1 c& M* ]
4 U V/ y2 m4 x2 b) P: m8 F- #==============================================================================
7 }9 S4 j0 m% _ - # ■ Window_Selectable/ ^& S6 c; z; U5 K9 H8 F7 p3 E) u
- #------------------------------------------------------------------------------6 [+ X5 M$ U- b% @5 w
- # 拥有光标移动、滚动功能的窗口
" l6 _6 S2 C/ n' ` - #==============================================================================; g7 |) L. {% _
- class Window_Selectable
$ I: _- L* B+ d, Q - #--------------------------------------------------------------------------( ~6 k7 d: L# V
- # ● 初始化
9 z& ^% e8 f+ d8 M# { - #--------------------------------------------------------------------------
% m) }; [: @, H9 r! S: {% p. I& J - alias sion_mouse_initialize initialize9 r! p3 [( z* P/ E
- def initialize(x, y, width, height)& \. G& R4 J" B* r) J4 B
- sion_mouse_initialize(x, y, width, height)2 t2 G# w3 {5 z+ Z1 i/ s1 t: ^7 U
- @move_state = 0
( z+ L, d' u8 [9 q3 Q* K$ t - end8 r8 H: @' s( P
- #--------------------------------------------------------------------------
% c, p& [- t. z4 P6 e- f/ S# j - # ● 更新' Z+ F- l/ K7 o( t" t. ?
- #--------------------------------------------------------------------------( V- n- l6 }3 `) A% ]
- alias sion_mouse_update update
2 k* r4 I: R; ?; J* y - def update
0 {- \5 |$ ]1 }% E0 `: g8 _5 a - sion_mouse_update
9 N9 ?. \ t2 r - update_mouse_cursor
6 U' U) c8 p+ C; b- {/ q - end
* x0 \3 V8 q3 @$ K - #--------------------------------------------------------------------------
2 g/ p% A' T! Q7 k7 @ - # ● 启动后设置鼠标到index位置
- C0 r& ]' ~% D, ]) V- @ - #--------------------------------------------------------------------------2 l0 i( ]" E6 z8 N0 Q: y
- def activate
h2 q! h/ u+ E" J* Q2 @ - @need_set_pos = true if KsOfSionMenu_Set_Pos( _$ G! _/ t9 y! U2 x
- super9 @1 u. \7 E' ~
- end
$ k% a$ W2 b. U H% i - #--------------------------------------------------------------------------; f2 M1 P# M# G9 X. [3 \& M
- # ● 更新鼠标和光标的位置
1 P# |7 H% I3 q, W: L6 C& V/ s( a - #--------------------------------------------------------------------------
/ w4 O4 _- q: U9 ]% v. w - def update_mouse_cursor% r1 h; `3 J2 v7 Q( s y
- if active
3 ^" J) j2 k) j# q. E - if @need_set_pos: ]% z9 v' a" t/ z4 ]6 P+ r
- @need_set_pos = nil
1 w* a& O+ ~3 F; b. w$ g6 x - set_mouse_pos0 L: [3 K' w5 b. y
- elsif cursor_movable
6 ?, R+ m) D) m1 X' W( T - Input.dir4.zero set_cursor set_mouse_pos! z2 A$ ^3 ^+ s: c6 [* [
- end
9 j8 u1 K4 L- D3 F - end7 N9 |! k3 N: a& R" r; q
- end
: _# ]' O9 C; }2 s" I - #--------------------------------------------------------------------------
! _ H- [! q8 C0 G% Y+ U5 L' l - # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能% m$ N& \( l$ x2 U" _7 m: ?
- #--------------------------------------------------------------------------$ D8 P, X" Y% i N
- def set_cursor
' D' k# |( \$ C% d1 \+ e$ ` - mouse_row, mouse_col = mouse_window_area( b, [0 j3 C4 t; @5 f
- if mouse_row == -1
7 p& [3 V; J7 L+ _- ?" ]9 \ - @move_state += 1 if need_scroll `, ~3 C2 q" y6 z8 }
- cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand
( x B+ w# p3 p: [6 D$ |1 V+ w, F* |# z( d - elsif mouse_row == -2
4 J; B: v3 i: s+ Y) k - @move_state += 1 if need_scroll. Y/ Q8 |3 a5 ~8 z! J/ j" P/ D
- cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand
. l; ~, m1 |" H0 V$ `: q - elsif mouse_col == -19 L. N! u3 o3 O* _
- @move_state += 1 if need_scroll
! z2 r& o: ^8 A& j" I, S* y# } - cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand' v7 J4 j0 N) R
- elsif mouse_col == -26 b0 S& B* ]# E, g/ @
- @move_state += 1 if need_scroll: m$ x! o; {" H5 b0 t# J# Y0 @ a
- cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand- A8 t6 I/ J8 e+ `
- else
5 f: W6 ]" _1 T& f E+ } - @move_state = 04 }- f* F" m6 |2 Z0 c& w# k
- new_index = (top_row + mouse_row) col_max + mouse_col4 J2 `9 r. Q8 r
- select(new_index) if new_index item_max && new_index != @index. n- h9 p( q+ f( r/ O
- end
6 g$ j+ d2 ~3 g' Y- p - end
7 U- @( I) V8 w6 n, S+ [- T - #-------------------------------------------------------------------------- O4 A1 D8 m% A2 D$ T" F' Q4 V
- # ● 判断鼠标位于菜单的第几行、第几列2 L& ~/ @/ b5 \
- #--------------------------------------------------------------------------
. H7 R6 N+ R; O- M- }# \6 P - def mouse_window_area
5 R: l. L/ A4 L5 G: e% J - if viewport.nil # necessary!% `8 W* u. K9 u- k: O$ Z
- vp_x, vp_y = 0, 04 o. g' ?* F3 d: N4 I+ \0 f
- else
) J5 H$ W. F* |3 \& [; Y. m - vp_x = viewport.rect.x - viewport.ox
& _+ w8 m8 F/ ~, U3 E# f( [" C. s- N - vp_y = viewport.rect.y - viewport.oy
4 y& x, o/ }. o2 R( [8 S- l/ m( a - end3 s" I$ V: h* z- W
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
& H# W& p5 z) ^ - item_x1 = vp_x + x + standard_padding : X6 M- m% R( Q: T0 u$ {
- item_y1 = vp_y + y + standard_padding' j& l/ H9 Q/ R, Y# H t( ~
- item_x2 = vp_x + x - standard_padding + width }" u8 O5 Q' I/ K6 W' _
- item_y2 = vp_y + y - standard_padding + height8 a( H+ j2 c# s7 ]
- if mouse_x item_x1* o8 E0 l$ }8 A; ~
- mouse_col = -1
4 C2 i( `+ j! O `& n [ - elsif mouse_x item_x25 g& h6 ]- f( g; l- P2 j* Y
- mouse_col = -2 w, K u+ K2 o ?2 k T6 ]
- else0 ~0 k& V8 X6 }/ s
- mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)
4 [7 a$ e) d& R6 ? - end
" D0 ?3 n& i; k8 E) P i" L9 B( C - if mouse_y item_y1
6 [( M Q/ S% r* f0 ~ - mouse_row = -1+ S: W! u& {; k* {6 r
- elsif mouse_y item_y20 c# }: x& v+ d; x! W
- mouse_row = -2
' p% z1 s# \! M* X. `1 R3 e - else$ o( X) z, ~5 _9 ]8 q
- mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)
: W* |1 a1 R7 B9 P" z; Y y2 b - end
: T2 w/ H8 `- w - return mouse_row, mouse_col
+ Y% i: f( a9 |; C. J( h - end
% Q1 v ]. a" J; k - #--------------------------------------------------------------------------5 ^) ^4 b4 ~, k/ ?/ X2 @; ^! y6 t
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
$ E& q( S& P# a+ D$ @" C5 y - #--------------------------------------------------------------------------+ @+ G+ ^; _8 S
- def set_mouse_pos
9 M* \* T' G* |4 m" K- t; g - if viewport.nil # necessary!3 C2 M2 c H4 Y8 L1 {
- vp_x, vp_y = 0, 0" v: j0 D6 c7 \& P4 _& _+ {
- else% k, H* G, a/ c- G2 C% l7 N
- vp_x = viewport.rect.x - viewport.ox2 H- x7 ~5 u5 H; @: [* a
- vp_y = viewport.rect.y - viewport.oy9 ~; T$ {( A6 y3 t
- end
, U0 z7 k/ @& B* q - item_x1 = vp_x + x + standard_padding & W0 |3 w& `6 X0 k5 ]
- item_y1 = vp_y + y + standard_padding5 A' T/ X' ^" S2 j0 J# k3 _
- get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index
! _" U; K# W! {. D9 E: U - row = get_index col_max - top_row/ k2 F8 F8 ~/ Z
- col = get_index % col_max8 e' c0 I3 o( ]& m/ _9 e
- new_x = item_x1 + item_width (col + 0.5)
& |2 ?) K$ _# f+ { - new_y = item_y1 + item_height (row + 0.5)# y b3 N* ], j7 ]/ d& V' Q. x
- Mouse.set_mouse_pos(new_x, new_y)! B S9 s! Y1 ?4 w! I! A+ v P
- end2 d, l( X+ w3 F& w, _% ~
- #--------------------------------------------------------------------------# P- x1 Z2 }8 Y! _# W B& _% j. Z
- # ● 判断菜单是否需要卷动! q1 H$ v( o9 @3 J: ^
- #--------------------------------------------------------------------------0 S3 {+ d, h. A; f0 _7 |
- def need_scroll
. D1 K' \' }5 a# N! y0 v - item_max col_max page_row_max" m" L+ N8 z4 B& p6 f+ s1 }' E) W$ j: B
- end
! U4 C4 O9 g8 R& A9 w8 J - #--------------------------------------------------------------------------" f% O3 k) O' A8 ^: d
- # ● 判断是否为水平卷动菜单# s& M# M: I+ g1 E2 M9 K
- #--------------------------------------------------------------------------
6 g! x- ^$ _5 N8 x" [2 h - def is_horzcommand
3 F ^; P. w; X - return false9 w8 m/ w2 U, c# Q. v) f
- end
( c% J! _$ H5 B: a4 t3 B - end2 p8 ?5 j* X2 L
- 6 v) d) G8 G$ N0 ]
- class Window_HorzCommand; y6 i6 q5 G6 c) [) A# w
- #--------------------------------------------------------------------------
$ F* ?' e0 p. K* f - # ● 判断是否为水平卷动菜单
/ o/ g: s# c6 F& d3 V: c0 S- D - #--------------------------------------------------------------------------2 G7 f" m5 w9 N# m1 R6 Y) P, w
- def is_horzcommand3 f. f' @& B- k8 K O" l3 @
- return true
1 c- a- Y8 c9 A% f - end% V; Z) B/ K2 R9 D4 z1 p
- end
8 y6 t" N* W. u" u' E2 i% ~
8 R( Z, X% W. r* Y+ F- #==============================================================================
( s3 L3 \$ h! Y! q, {! g - # ■ Window_NameInput' H: o8 F) p% l# c8 F- e2 W/ _
- #------------------------------------------------------------------------------
. _) W5 _5 b1 e - # 名字输入画面中,选择文字的窗口。
' o7 X. s! y* t; q, Y8 |. l8 O+ g - #==============================================================================
3 o5 t# W/ q1 K4 ^, U$ O - class Window_NameInput
! s- M$ D7 K+ O8 V L4 W - #--------------------------------------------------------------------------
0 b( A4 D2 r1 j: w; Z3 K8 _( H* s - # ● 设置列数$ w4 b u3 c. \, w
- #--------------------------------------------------------------------------
4 ]7 r" P' Q2 L* I - def col_max
- w. E4 _7 G" s' O7 y - return 10
% c5 r/ M+ F3 y4 U; z! M; H - end
+ Q- A1 C; t2 D; V - #--------------------------------------------------------------------------! {) X8 S- d: S1 e& [. v! J, D/ g
- # ● 设置填充的Item个数
7 m, {4 ?# |# h0 J, Q) v4 ~ - #--------------------------------------------------------------------------5 y' e% j1 \! f- ` m
- def item_max
# ]6 H! c: R( W, z- {$ y - return 90! I, E& m0 u1 \4 i: b
- end
) e5 M" [4 z& E4 o+ C) l - #--------------------------------------------------------------------------3 g8 g, B3 z" X& N4 [ A2 K, v
- # ● 设置填充的Item个数, s" [" |" M( f' p8 {; k
- #--------------------------------------------------------------------------
/ y% C O) Q4 G' G* @4 J, W, w - def item_width
. A- V( k* L& `* t; _- g3 B - return 326 Y D; B6 E% P- p& }8 g8 @
- end
4 y/ G+ H* Q$ O# Q; s* z8 D7 x1 S, _( A - #--------------------------------------------------------------------------8 E$ A: w/ Q' \
- # ● 判断鼠标位于菜单的第几行、第几列
" i! F8 z3 r* E5 F1 a - #--------------------------------------------------------------------------: b+ R Q& P4 N/ K/ X: Q
- def mouse_window_area2 s, i( g) Q% y; R! N, C J5 a
- if viewport.nil
5 r. F; }' A! V4 U4 \' e" O+ Y6 m - vp_x, vp_y = 0, 0
. T% L& d M6 l( @+ I - else) _% T$ J6 E( w
- vp_x = viewport.rect.x - viewport.ox% t0 M- e7 _9 J1 l" \
- vp_y = viewport.rect.y - viewport.oy
; Z6 t6 C4 t: G' ^7 d1 @5 v - end+ \* Y5 z3 @3 X6 s- P2 p
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y" m f- b1 Q. |& L) C- N
- item_x1 = vp_x + x + standard_padding
% @7 H$ |4 o! n3 }# w( | - item_y1 = vp_y + y + standard_padding% ~; u3 n7 a% n2 e5 {
- item_x2 = vp_x + x - standard_padding + width5 R; {( a" `% Z
- item_y2 = vp_y + y - standard_padding + height
2 _/ }) r, ~3 K - if mouse_x item_x1& K1 Y2 v1 l# L5 \4 c0 ]
- mouse_col = -1 \8 S7 Y& ^+ G- I0 d: V7 O8 E
- elsif mouse_x item_x22 M: ]! S) c5 A5 M
- mouse_col = -2
$ Z6 X+ Z1 _" y* V" M: m7 u - elsif mouse_x item_x1 + 160. M- I9 N0 }0 e/ ?! @
- mouse_col = (mouse_x - item_x1)32# H9 j: H$ J- c ]* [
- elsif mouse_x item_x2 - 160
: g+ U Q7 L/ b" A( \ - mouse_col = 9 - (item_x2 - mouse_x)32
) ^ [" p! I4 \* t4 ?) ] - else+ n; o8 L' Y D
- mouse_col = mouse_x x + width2 5 4) P* E- `) E' k$ {; `; E& A
- end
) Y' E k O7 |: u; w3 c1 o - if mouse_y item_y1
3 c6 a, M% P9 o4 n - mouse_row = -1
) c' w' p+ ]* F& g1 ? - elsif mouse_y item_y2- z; R6 J0 i; k5 M: ~2 D3 e
- mouse_row = -29 V7 s$ m2 f- V. s# {$ x% Q
- else
' W8 h8 Z( ?2 _2 u! v$ V - mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)
1 \+ ~( p. d" |! ^, d2 D L, Z0 E - end6 {6 e7 `8 d1 ^) X' F' X
- return mouse_row, mouse_col
) {$ X5 N: j" f) Z/ r - end. K8 f* l1 N( G8 s. h- b
- #--------------------------------------------------------------------------' J* k) F1 o9 u \4 t% o
- # ● 方向键移动光标时将鼠标移动到对应的光标位置: F% h. Q2 d1 k. e4 _. C$ R
- #--------------------------------------------------------------------------& I/ T1 h2 f9 X `! I
- def set_mouse_pos- j# ^: W9 g9 `
- if viewport.nil # necessary!
% q' G, ^! E8 _; i( Z0 g f - vp_x, vp_y = 0, 00 Z4 B! w% X+ _6 u
- else o! V7 C) t0 w8 x# q: I7 [
- vp_x = viewport.rect.x - viewport.ox
9 t. a& U* m: D- e% r5 \- J; q - vp_y = viewport.rect.y - viewport.oy
6 b4 E" u9 @, V( v - end
- V- U9 o( f0 ?$ s/ p3 k0 g" f1 W - item_x1 = vp_x + x + standard_padding : A7 f9 n" e+ G- S
- item_y1 = vp_y + y + standard_padding
$ {/ s4 E: ^7 @" W1 _% A - get_index = @index 0 0 @index
- P4 f4 |! [6 b; e& K - row = get_index col_max - top_row: C7 d. e3 u% D% q. E* M
- col = get_index % col_max D6 T9 t5 @8 Y
- new_x = item_x1 + item_width (col + 0.5)( y# [5 w" f7 T; {* W u+ B' `
- new_y = item_y1 + item_height (row + 0.5)
f7 \+ n( r, ~ - new_x += 14 if col 4
1 \' l& Z- E# I) d - Mouse.set_mouse_pos(new_x, new_y)
1 U2 @. i$ h% N1 @7 r% e - end
! _0 i5 i2 ]1 O" o& S/ I - end
) F- c0 o9 B% [6 p
0 n$ \- q5 c8 I! b4 v0 O1 h% A8 o. a- #==============================================================================
1 @2 X3 S1 {, t9 {' f8 w2 e. ~ - # ■ Window_NumberInput9 b c6 j& ]$ N) ^' Y, o5 ?$ V# @: K* d
- #------------------------------------------------------------------------------ D1 X; ]2 f) z* v4 D
- # 重写了数值输入的方法以适应鼠标
% z$ T; G$ e$ j0 q% A$ W - #==============================================================================" m9 S1 v* V& Z1 d1 g
- class Window_NumberInput Window_Base
6 \4 R9 U$ A- N$ H, \$ P - #--------------------------------------------------------------------------( h1 D; m( D* F
- # ● 定义实例变量" H N5 Q$ V& D& Y% V/ ^% c
- #--------------------------------------------------------------------------
" ], f, n9 x, G- ~ - attr_reader extra_window
! f- T. v- D- r0 V; |# P1 U - #--------------------------------------------------------------------------
! G2 f- `, m* K - # ● 初始化0 N/ g- |8 R* v6 O4 c* O
- #--------------------------------------------------------------------------; S" _, Q$ x, g- C/ x+ M' y- V
- alias sion_mouse_initialize initialize* l5 t: Y6 y( y7 ^
- def initialize(arg)
' _9 M' V0 P1 _0 `# H0 V9 j! ^ - sion_mouse_initialize(arg)
3 _0 @8 g. r; `" C2 _ - create_extra_window6 m/ U: e: V4 `* Q! t4 m
- end2 M6 d( f6 n* B, Q
- #--------------------------------------------------------------------------; v- w3 {2 B1 b* @( _
- # ● 启动
: }/ H2 h4 U3 ?4 C - #--------------------------------------------------------------------------
$ G; k" z Y; y - alias sion_mouse_start start
- p1 m+ w; v; g; w* [5 U, p - def start7 f( e; f# e0 \( ^4 q7 {
- sion_mouse_start
) V: c( @% s+ g - deactivate+ ?7 q# q# A8 j& I |
- extra_start
. c1 }+ X! j: t3 `. n: D - end4 Q" F" i1 ^6 J# C4 z3 r8 G% L
- #--------------------------------------------------------------------------8 [% b5 \' |/ c0 R2 c
- # ● 创建新的数值输入窗口
9 z: W5 V/ [$ `" ~% _ }' } - #--------------------------------------------------------------------------9 r1 U3 n# L1 I7 r8 p% N/ h8 M
- def create_extra_window
' Z7 Y% G3 Z& a1 n- [ - @extra_window = Window_NumberInput_Ex.new
$ F4 v) q6 e% q" l+ C- B - @extra_window.x = (Graphics.width - @extra_window.width) 2
% |' F% v3 K+ P3 { - @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }- w! K: |: H4 l+ A
- @extra_window.index_proc = Proc.new {n @index = n }
7 N- d4 _8 ~/ J4 t1 { - @extra_window.close_proc = Proc.new { close }0 ~, e5 V/ [# e7 w5 k
- @extra_window.refresh_proc = Proc.new { refresh }
2 _, U Z' s. }5 \# m - end
) _: _' Q. M$ i4 h - #--------------------------------------------------------------------------4 e! e* f' i E+ y9 q/ }2 I% l! u
- # ● 激活新窗口
O8 C: O3 x/ M, J, u1 L7 { a& W - #-------------------------------------------------------------------------- B( L) i5 J( Z6 c, L9 i; G) m
- def extra_start
) q. Z9 ~8 V3 [; X/ ?7 _( h - case $game_message.position
8 M& o! M# v# V7 |3 U% g V - when 0; @extra_window.y = y + height + 4
( S( Q; Y& h0 z - when 1; @extra_window.y = @message_window.y - @extra_window.height - 84 X* [ u" D! Y9 r& \
- when 2; @extra_window.y = y - @extra_window.height - 4
, @8 M6 d3 m" b* m: ~, }$ Y - else ; @extra_window.y = 8. c, A% F0 n1 o3 F/ F
- end# m( U* p; }! P' K8 Y% q2 ]7 [7 K$ g
- @extra_window.variable_id = $game_message.num_input_variable_id' f. x, Y0 ^) d; {; {
- @extra_window.digits_max = @digits_max! b4 u$ z1 ~. h: y2 i! X
- @extra_window.number = @number
3 d% _0 Y0 w4 H g - @extra_window.open
, S- Z; h" `# C- O3 {. A# x( A - @extra_window.activate
8 T* y! `' p* Z" F+ S - end' n* @. P; m% \) `5 W6 b p3 G s. M2 K
- #--------------------------------------------------------------------------
7 l3 `$ a9 ~1 [1 \. O - # ● 更新3 F4 i! \" d) n& W% r8 E, v
- #--------------------------------------------------------------------------* V* }. {5 m! _
- def update2 j" `- B3 V9 m3 C2 L2 G q
- super
) h8 J( O9 u9 S' w, Q1 G - @extra_window.update0 j5 n/ t' `% p, D* j' h# V
- update_cursor1 f) d/ I# }0 z0 g6 x$ p- A; L0 z
- end# h+ |% h( J; M$ O
- #--------------------------------------------------------------------------
- D D0 F0 Y, q F% O$ [' |6 m - # ● 关闭窗口
I, @( z9 R% \* X- `0 R - #--------------------------------------------------------------------------
- }0 H: n/ ]: D+ f) Q! ]+ x - def close
1 Z% ~3 i, g6 M5 e8 _ - super8 f- y' \, u7 b8 Q% _" t! t
- @extra_window.close% c9 t# J; G5 F8 c
- @extra_window.deactivate, T- Q& {) d9 T, s. z& C
- end
) E q9 O, l2 A3 G# }4 H5 [( O - end( e- Q* v8 {' R! J* }& A/ C$ M6 e
) S, i0 @, P4 |! A" o9 x7 f- #==============================================================================. X/ F) a( ^6 |2 Q, ~1 h
- # ■ Window_NumberInput_Ex0 F) e- a/ |8 o" i
- #------------------------------------------------------------------------------8 U2 B0 n o5 L7 L& \) _1 o
- # 新的数值输入窗口(NewClass)
+ h8 M/ G2 V4 ?( A ~5 @: j7 O1 O - #==============================================================================0 M; t: u6 M5 q; _
- class Window_NumberInput_Ex Window_Selectable7 ^1 x" W1 C+ F! z p
- #--------------------------------------------------------------------------
- ~* O4 C. N) a1 i( p H; ` - # ● 定义实例变量8 I8 L0 k( o5 f) j8 l* ~
- #--------------------------------------------------------------------------
7 e% d3 y% T! r# z: D - attr_accessor number_proc n) W3 M0 q: _1 |; a/ V
- attr_accessor index_proc
% g8 l& ~" g' x - attr_accessor close_proc( P, B* T4 m/ D6 X T& c6 v
- attr_accessor refresh_proc) _. W; l: H9 z1 @
- attr_accessor number
! h8 x& I7 [" d. [2 U; V3 I - attr_accessor digits_max( D+ z. i6 @& V+ G
- attr_accessor variable_id6 P5 ?) K* q2 Q2 ~
- #--------------------------------------------------------------------------6 J0 W# o0 i; z# ]: h5 t" |
- # ● 数字表2 }8 n: d( `7 t: j: }3 N0 W: h
- #--------------------------------------------------------------------------9 S0 J; |1 Y# F4 J3 Y2 O
- TABLE = [ 7, 8, 9,
0 E H& U! m1 S1 s5 d - 4, 5, 6,
4 K X% I& ]7 c, ]& z: C1 d% D - 1, 2, 3,- b* y8 E$ \4 I& Q
- '←',0,'确定',]9 _/ y# B6 M: N5 x
- #--------------------------------------------------------------------------( ^9 x( `# r3 A2 G. Y( h5 m
- # ● 初始化对象1 b8 m4 H$ @0 G5 B2 f+ y) _
- #--------------------------------------------------------------------------
. r1 U# Y0 E o - def initialize! S$ s2 Y1 n9 I5 w* b+ `1 y5 N
- super(0, 0, 120, fitting_height(4))+ t, s) [ f7 X- _% B6 V
- self.openness = 0
. N1 m3 @/ i$ f5 O" U7 P! O - @index = 0
! x S# X& x$ e M' S) n$ S( n - @number = 06 E3 A8 V2 t; h6 U. h
- @old_window_index = 0( t- I# X5 x; O$ G3 Y: e, O
- @digits_max = 0/ X9 k* A* T! q) `
- 12.times {i draw_text(item_rect(i), TABLE[i], 1) }: H6 e) I- ]1 a) l) u4 @
- end
! ^6 j7 K# l2 x8 R- g$ L - #-------------------------------------------------------------------------- s5 _8 ?6 @: v X! v2 q0 t
- # ● 获取项目的绘制矩形6 V, c6 w7 v: M p8 U% d$ W8 L
- #--------------------------------------------------------------------------: j4 y/ q- _+ n' m$ v. d
- def item_rect(index)5 Y8 V' Z& y( H4 a
- rect = Rect.new. [4 w8 y9 p4 d$ }6 R
- rect.x = index % 3 32
3 w$ P. r9 z! [6 x - rect.y = index 3 line_height4 r, t5 s- t. o" k7 c- t) m
- rect.width = 328 v7 h5 ?) l4 l; s! G
- rect.height = line_height4 i* k* e3 z+ v3 K& n
- return rect! y) T8 f( U4 n& {
- end
0 ~/ N. u7 b, t, n# _( U4 | - #--------------------------------------------------------------------------
6 p; r" j( R% x# E/ a- V - # ● 将光标设置到鼠标所在的位置
, }) q1 F% S0 c) r6 j- u. f- H- Z - #--------------------------------------------------------------------------
7 g' U3 e( e8 k7 q4 b - def set_cursor
( S# S1 C7 `5 u y: K; ]: ]2 w. ? - mouse_row, mouse_col = mouse_window_area
# ^6 |+ Y! s$ ]. @9 } - if mouse_row = 0 && mouse_col = 0
- r# A' g: G+ Q" \% }- A; e7 [ - new_index = mouse_row 3 + mouse_col
( I5 G1 x6 F( K4 d7 F4 a0 n0 U - select(new_index) if new_index = 11
$ ~) s2 Z# F' z9 v - end
7 N4 p- t( L& ]) L8 U5 [# {: ~* {7 t - end
4 f/ a w @& G$ Z; A - #--------------------------------------------------------------------------
) J0 m6 D8 N. \0 Z I4 \1 R# m - # ● 判断鼠标位于新数值输入窗口的第几行、第几列
1 [- x G$ W, ^6 m8 ]& c h - #--------------------------------------------------------------------------
! I7 w: B. H/ ?2 Z; z - def mouse_window_area4 V- U1 ~6 A! [, u2 b' H7 i
- if viewport.nil
/ t) W6 E7 w- H( s! y - vp_x, vp_y = 0, 04 N9 y% P0 Y* E/ X* `
- else
; G& a+ K( U7 r, f# h - vp_x = viewport.rect.x - viewport.ox( R/ B9 |2 E* A0 Q- b
- vp_y = viewport.rect.y - viewport.oy
3 ^. w3 S; U, P: W6 e2 v: C& M - end
$ U2 C3 E) [0 ?: ?, E5 A. z - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
3 s$ y( |: F+ P! O" w. h) m% ^ - item_x1 = vp_x + x + standard_padding
+ l* v( d1 B( y6 z c; d - item_y1 = vp_y + y + standard_padding
' @* l, Z* `+ V i: M - item_x2 = vp_x + x - standard_padding + width0 T! g0 u9 `( L) @$ R6 N) Q
- item_y2 = vp_y + y - standard_padding + height& Q9 t; I$ F% F
- if mouse_x item_x1, ^2 \% w% o) |, Y/ r
- mouse_col = -1( p( j+ y- R0 B
- elsif mouse_x item_x2
) k! V. i* Z/ { k% ~ - mouse_col = -2
]2 P1 S# c: H; @ - else! ?! ?8 O [+ X3 B8 z
- mouse_col = (mouse_x - item_x1) 32
0 o* U, A: y4 c' B$ a% q" l6 c L% g - end
" } ^; D2 ~9 a - if mouse_y item_y1
! x7 {* K4 W) J5 M - mouse_row = -1
5 w- A: k2 j3 e5 ~1 ~/ G8 M8 T% n - elsif mouse_y item_y23 V3 C" w7 J8 e0 z0 n$ u
- mouse_row = -2* N, U# k( e; \$ T3 t: D3 M- F
- else
: g( e/ R. s- P) v% u9 ` - mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
5 w- s% w: `, a* U - end
$ P9 C' {( ]. z a. X7 x2 \ - return mouse_row, mouse_col
( b# ^- h# R2 q [6 W/ u - end
" Q% T: j b9 t( z, o! g* k - #--------------------------------------------------------------------------
: G4 e+ n f( x3 [/ S* F - # ● 获取文字
0 d$ H1 W1 V+ ^7 g8 P7 e/ c - #--------------------------------------------------------------------------& y4 o+ c4 O( H
- def get_number
9 b, V4 O6 m- ^ - return false if @index == 9 @index == 11
4 i7 a5 U( u( m, `" g: P7 v - return TABLE[@index]
7 y2 H( {" t8 }6 Y' V! H - end, X' e" f( ?% D* x2 r
- #--------------------------------------------------------------------------" w' [( Y. Y4 \3 @7 _' [6 r$ G
- # ● 判定光标位置是否在“退格”上& x. E, _2 I5 y8 t F
- #--------------------------------------------------------------------------9 n# ?& w+ X7 x) S( k- J) [( R
- def is_delete9 ~9 Z% X) _" v( o1 @
- @index == 9: q6 A3 f; E: J
- end
6 N4 S) t4 D# q' h5 l- b3 W {8 K - #--------------------------------------------------------------------------
0 H9 `7 k: D# P6 W! ]. l - # ● 判定光标位置是否在“确定”上
" h) ^3 D( @5 o) C& E n6 @ - #--------------------------------------------------------------------------) J: i) M& p! s1 D+ u
- def is_ok
( }# a1 ]) T, b$ N - @index == 11, n4 ]' u+ y% R( z7 J0 N1 E
- end
+ g- H0 c4 ?6 |; [ - #--------------------------------------------------------------------------
v7 Y1 S3 G0 c% O, r& m) J - # ● 更新光标. v* T, m5 R& c; H5 |, _# l
- #--------------------------------------------------------------------------
) ~9 L; Q& k) h( @5 k% i - def update_cursor; s1 r, t( E% [3 k
- cursor_rect.set(item_rect(@index))
4 X( l" G5 U% x3 \ - end1 d3 t( \7 ~* N3 X( O o5 X0 O6 {
- #--------------------------------------------------------------------------
8 Z+ H z1 e( y - # ● 判定光标是否可以移动/ q2 D# f: W# x m' ]" y
- #--------------------------------------------------------------------------
- X5 L- G! l" {& I3 _ - def cursor_movable
* F2 ^. P+ F9 A4 I0 I# D) h" d; x I - active
3 E, \4 H2 f& `. ^8 Y7 D2 n( ] - end
% `- L2 }9 Y' R% {" X - #--------------------------------------------------------------------------8 |! J( q" T' w) s8 m& H: L
- # ● 光标向下移动
% {( t( ~! B4 f+ R* u - # wrap 允许循环, w& A# ^* j+ `, J7 P
- #--------------------------------------------------------------------------7 J0 Z! R* L( a8 t9 J5 R. [
- def cursor_down(wrap)
6 s: l' V7 s# P% Q+ W. a2 O - if @index 9 or wrap
x5 T) e5 g5 j4 _$ I4 B, e% O - @index = (index + 3) % 125 _/ }1 X8 c ~" N0 A1 K
- end& Q3 y/ m9 h9 m$ @5 T! W! E
- end* R3 p& f+ U3 ?8 `, b- ~: d
- #--------------------------------------------------------------------------' p% {7 h5 A: i h5 z* U9 w
- # ● 光标向上移动% U( z- ^! F1 n- R o) I! G. R
- # wrap 允许循环
6 @* Y4 P" ]% G* i# r+ [. z - #--------------------------------------------------------------------------1 H1 E+ P% g" b8 w1 G& g. z' Z5 H
- def cursor_up(wrap)# T: l; W% q7 K" G1 I. x
- if @index = 3 or wrap
+ C" _' @. h3 L - @index = (index + 9) % 12$ w/ n4 D1 O1 u2 d* h" c7 C
- end/ N4 i! o# B( t" p. A
- end
! n! B* q3 H5 N* R& d/ | - #--------------------------------------------------------------------------1 e' B. i5 T5 W6 G1 {
- # ● 光标向右移动- v7 i: Y- V: u3 W9 U
- # wrap 允许循环
2 Z% i1 U4 m P8 o* d4 s - #--------------------------------------------------------------------------
+ t3 {0 m) _) f6 s. Y+ ~( j - def cursor_right(wrap)0 Q: z1 q7 B7 {! P5 Z1 |( I7 V
- if @index % 3 2% ]; x, [ |5 w: |6 S2 [! N
- @index += 1# o. J% C5 d( S( P* U0 L) P& E4 J
- elsif wrap1 _ P+ Q3 u$ |( R
- @index -= 25 P& x( Q* L/ [" n
- end
7 L0 m F. O% g6 \8 P - end
% k% I1 k7 A! @! K" s! M( T, w2 m - #--------------------------------------------------------------------------' \$ F/ F5 s" M: i
- # ● 光标向左移动
- G7 |0 A; i( Q) p$ I4 ]1 Y) A - # wrap 允许循环
+ I# f7 V- B6 J( S! i$ w/ F - #--------------------------------------------------------------------------0 O& x5 }; q" E! V; H+ H
- def cursor_left(wrap)9 k0 Z9 ]5 @+ f0 s7 ^3 p
- if @index % 3 0' F- F ?. A' Z4 ~3 Q2 v/ t
- @index -= 1
8 }# p' O% y: d2 J! t - elsif wrap; e& |/ {. {$ H3 C2 k) J
- @index += 2; b/ `6 u. L2 O Z
- end1 |2 s! W6 S. `! Y6 Q% B! o
- end
7 l t5 _! W; R. e3 Z - #--------------------------------------------------------------------------
$ ?! `) A8 U! k9 G4 q+ @ - # ● 处理光标的移动
: `$ x! a4 z9 K7 L2 X* [. G - #--------------------------------------------------------------------------
8 v4 ^0 ?) \) e6 r+ W; ^ - def process_cursor_move
) O4 |, n* E/ P4 d2 c) f3 p2 B - super8 F" @6 a6 S# [" W/ _! d
- update_cursor, t3 f% a6 U9 S) j! s6 h9 f
- end
+ r* j6 q! [+ G- J; G - #--------------------------------------------------------------------------8 C7 v8 u3 m9 y9 m% n
- # ● “确定”、“删除字符”和“取消输入”的处理
7 G/ {3 q' V+ |* a O - #--------------------------------------------------------------------------0 y$ F1 J) T+ `
- def process_handling
1 x2 ]# O2 y6 T% }! z - return unless open && active
1 V0 z3 ~7 T* ^4 Y4 |8 z) n - process_jump if Input.trigger(A)# M3 y b2 C- z% V4 f; {" _
- process_back if Input.repeat(B)
" w# i2 ~: o1 R& S5 Y; B - process_ok if Input.trigger(C)) p. r- T9 A5 w8 u! l
- end
+ ^- o' n0 Z7 B8 s - #--------------------------------------------------------------------------
5 n3 Q q* v$ a" o+ a3 ?! G - # ● 跳转“确定”
; t/ u' E" P# w& n3 s/ X - #--------------------------------------------------------------------------
* L9 L8 P* k) f) f4 _) S3 ] - def process_jump6 g1 y2 e) C" Y3 U! V# N
- if @index != 11/ |& Z2 p% z/ v# B
- @index = 115 l/ }$ y, \3 t3 S
- Sound.play_cursor; c3 O* ~4 i' c* H/ x- D
- end
! u) ^, N g( Y- e - end
" |" j) W) s9 B$ r0 ^ - #--------------------------------------------------------------------------
3 i1 e" X# S+ R1 z3 Z+ {/ t$ N - # ● 后退一个字符' j- E$ s- |0 f; {" l
- #--------------------------------------------------------------------------
% v' b* w6 W% ]% O - def process_back
. a& v. f8 o* {. W - Sound.play_cancel& d! T' X) z1 F+ Z8 _/ o4 J8 ]; L
- place = 10 (@digits_max - 1 - @old_window_index)
) n0 z6 m+ G5 j - n = (@number place) % 10
1 _1 J5 h' g4 M+ j0 G - @number -= n place
4 i4 C, U. d. A - @number_proc.call(@number)+ ]/ ?+ ^& U' `0 C
- @old_window_index -= 1 if @old_window_index 0
7 x, K q4 {" r+ b8 u- a, h - @index_proc.call(@old_window_index)
' T% j1 W7 ?$ D6 r: I8 b - @refresh_proc.call
4 E+ X; I! R7 o, v - end
+ l% b; C) ~1 m$ |9 C) b( U - #--------------------------------------------------------------------------
. L. K9 r9 M! J* q0 l+ \ - # ● 按下确定键时的处理
, I' V4 A/ }/ }. ~ - #--------------------------------------------------------------------------
) ^/ L; g: z' t6 b3 p1 y - def process_ok7 E" G& I; x0 b/ `+ q$ f
- if get_number4 t1 B; }3 _3 Y0 ?$ f d K
- Sound.play_cursor6 g4 F1 G. d/ z7 {: C0 \
- place = 10 (@digits_max - 1 - @old_window_index)" ]7 i# k& ?: A5 F* U1 l
- n = get_number - (@number place) % 10# H% e% L( V7 N9 H3 Z- @6 D1 U
- @number += n place
2 ?1 d8 E/ |! Q+ v - @number_proc.call(@number)6 k: @( V* H7 E( C
- @old_window_index += 1 if @old_window_index @digits_max - 1 @: g7 Q: h+ B3 D2 Z
- @index_proc.call(@old_window_index)
. s! A* Z* x% H" y4 M! ]) o - @refresh_proc.call% D+ L, Y" b$ p5 I' c, F+ N4 Q; F5 r
- elsif is_delete
: s5 w8 T* U+ |9 n; p - process_back$ D! X1 v' \9 B( O1 S
- elsif is_ok
. e8 M" |7 o6 E! T P$ v - on_input_ok2 ^, |8 P0 P( ]2 D- F K" f
- end
) J( i- e4 |0 N3 N; s; D - end' E# L( G! B; O( r& I" J7 K- q5 @
- #--------------------------------------------------------------------------% v$ y7 y1 f, |$ } ?) A; c/ L
- # ● 确定
* H7 |$ w/ n) N1 f9 r6 ^ - #--------------------------------------------------------------------------
( z( F5 Q U$ J& x+ r2 } - def on_input_ok* ]3 f: v& N) t
- @index = 0
A# {+ W W6 W3 i8 h4 P - @old_window_index = 0% N7 J, p! z+ P/ ^ H+ R
- $game_variables[@variable_id] = @number/ c: j8 ?* k) J( N
- Sound.play_ok
1 J0 D7 y5 f0 U N; g - @close_proc.call
5 b& F4 J5 B6 B- ?% L0 K/ \ - end3 I" e$ S q$ O4 W
- #--------------------------------------------------------------------------) w1 ^- C5 a1 E; @" g% g
- # ● 方向键移动光标时将鼠标移动到对应的光标位置4 B- A1 W9 o: `8 r" x
- #--------------------------------------------------------------------------
. r% X2 V2 Z8 U" | - def set_mouse_pos2 D% s8 [) `1 G7 s
- if viewport.nil # necessary!9 x3 k$ z: i3 b
- vp_x, vp_y = 0, 0
; Z3 [- q0 w3 O1 e3 Q$ A7 ^, [ - else+ G Z) K* O' F% z' c j/ \& Q
- vp_x = viewport.rect.x - viewport.ox
, f7 j5 g& X C# c0 k" p - vp_y = viewport.rect.y - viewport.oy2 H' x% E* p8 Q+ o
- end* t& q) @/ d, v( G$ K" j
- item_x1 = vp_x + x + standard_padding 7 n- A1 h' X* h
- item_y1 = vp_y + y + standard_padding
8 X/ y' i* k9 w# x/ X% N5 H - get_index = @index 0 0 @index $ @9 d* h: U ^) N* B4 `5 g$ B
- new_x = item_x1 + 32 (get_index % 3 + 0.5)
d; ~/ q# v# x. F W+ _- B" G - new_y = item_y1 + 24 (get_index 3 + 0.5): f/ |3 M. [. {3 ]3 a9 `
- Mouse.set_mouse_pos(new_x, new_y)
5 U8 Q/ A$ c1 f2 a - end, p. H/ l, w( m* q$ z y* z! X
- end
\% l! z% }, f5 \0 g
& d5 T4 l* t7 i7 q: R7 d- #==============================================================================3 z4 n7 b! S+ e3 S0 o5 V( @
- # ■ Window_Message8 ]1 l4 g7 |3 k. I- g% H* R
- #------------------------------------------------------------------------------
2 x7 D# t! M! U& e+ d2 L* ]0 ^3 R4 P, j - # 显示文字信息的窗口。& i+ @( |: ?) |+ \' r
- #==============================================================================* |+ F* {1 J3 m h) H
- class Window_Message Window_Base
Y" ]4 i+ Z. Q) _# m - #--------------------------------------------------------------------------$ g/ e8 O$ }6 B, |5 Z4 w2 A) }. C
- # ● 处理数值的输入(覆盖原方法)- r0 y: y0 B; {# ]. w
- #--------------------------------------------------------------------------
0 F$ o( H3 s o; }; j, z9 c - def input_number
+ G4 o' [7 k3 s - @number_window.start/ r& ^# B0 {( D
- Fiber.yield while @number_window.extra_window.active7 m# k2 `( ]5 [3 t% D% S4 E$ }
- end
8 [# @2 [. C( u - end$ m& E% X5 Y" C5 ]2 ]- X
' f- L# e1 A* ~5 X2 l8 y. C- #==============================================================================$ M! {( M# k, _* a$ P! |5 t# D' K
- # ■ Window_PartyCommand
3 d1 Z, ~0 t3 M6 d - #------------------------------------------------------------------------------
' I! o' z+ L- Y0 m - # 战斗画面中,选择“战斗/撤退”的窗口。
8 K" ?, \' c. [ - #==============================================================================
. d: }. d+ Z9 R8 z' x$ X8 V: E' l - class Window_PartyCommand Window_Command
: \! A8 f6 v! }2 S - #--------------------------------------------------------------------------
$ \" c2 X$ b) G! m, h9 D - # ● 方向键移动光标时将鼠标移动到对应的光标位置$ R1 P7 W% r% X1 i% N
- #--------------------------------------------------------------------------
$ H( L7 ~4 R g P* \3 [; [) E - def set_mouse_pos$ y' r* M) t$ O
- if viewport.nil" n( ?4 |! ~. b) ?! M( h0 c2 B
- vp_x, vp_y = 0, 0( m% _1 s2 U4 B# K- P0 i/ {- p: J" R# w
- else C. f7 L. Z* b+ y6 L c
- #vp_x = viewport.rect.x - viewport.ox+ k- `6 `0 g5 x/ P* |
- vp_y = viewport.rect.y - viewport.oy. Q& V) w; [5 p! q' R9 h
- end% Q' M" a7 c1 u& E1 x! O4 ?2 d# E6 i
- item_x1 = x + standard_padding 3 r* u% y( r+ d+ o' F3 w" N
- item_y1 = vp_y + y + standard_padding
$ O' Q+ O( W/ h0 |% U$ ~ - get_index = @index 0 0 @index % S u) F% S2 t/ S/ F# ?
- row = get_index col_max - top_row
* {4 t, c J9 e$ c+ s/ h0 M* L! b7 E - col = get_index % col_max- T) q# `9 z$ B1 a1 g' ^; f% d
- new_x = item_x1 + item_width (col + 0.5)3 V( p+ j0 n- |) j5 Z
- new_y = item_y1 + item_height (row + 0.5)
' O2 i3 Y$ D9 R5 a2 `# ` - Mouse.set_mouse_pos(new_x, new_y)
) j, F+ O& j; f- Z7 [* L; \8 ~ - end6 }- Q8 K7 R" d, a) P
- end. [# J8 z) w$ U0 C; X
7 L6 J! D% a% i$ W5 X- #==============================================================================
0 T& ^& i @7 p - # ■ Window_ActorCommand
3 A& C$ b* I. z; C& _ - #------------------------------------------------------------------------------
6 G6 g3 _# o( }3 ]& o* q" g! C - # 战斗画面中,选择角色行动的窗口。- y4 ^4 v) a" W' L* Y" I" j4 n/ u
- #==============================================================================+ A M8 F @0 d
- class Window_ActorCommand Window_Command
# A. h. G. u' s u% m - #--------------------------------------------------------------------------
& [! p/ O5 O6 a6 }% x, H - # ● 方向键移动光标时将鼠标移动到对应的光标位置
) t3 V$ b6 ?. A9 f - #--------------------------------------------------------------------------
) w" D4 d2 U! w7 W: i+ q - def set_mouse_pos
4 r5 o7 W& q; I8 X, d1 n - if viewport.nil
. a7 {: e, p& K( S- A" Z3 Q - vp_x, vp_y = 0, 0$ x/ D# O+ N% ]8 m2 M9 V" t
- else6 _" u4 G6 O e6 x, j$ W3 x
- #vp_x = viewport.rect.x - viewport.ox
[0 `9 i( {% E8 x7 h - vp_y = viewport.rect.y - viewport.oy
; g0 J1 G. o) n3 B - end, [6 w' m6 w q
- item_x1 = Graphics.width - width + standard_padding
M+ @1 H' y& p( P - item_y1 = vp_y + y + standard_padding, M2 z1 ]: J D; M4 o+ r( E
- get_index = @index 0 0 @index R% M# E7 s9 |. K0 f3 o
- row = get_index col_max - top_row- m4 e; O2 b2 l$ t g; ~. }. I+ [
- col = get_index % col_max4 x( g( N3 w1 ^6 u! G4 K
- new_x = item_x1 + item_width (col + 0.5)$ e* e A% x# Q- |2 a. p- T
- new_y = item_y1 + item_height (row + 0.5)
! v5 r: n, D& T - Mouse.set_mouse_pos(new_x, new_y)
; G7 \% Z+ ?! R) N - end. C; \+ t% p7 }, y a
- end7 \5 I* V) e$ Y% m
0 W6 o3 H3 N, d5 i) {. O- #==============================================================================
! c" {/ }9 r6 A: j! Q - # ■ Game_Player
; T% o1 d; @$ d! O3 x& N* g - #------------------------------------------------------------------------------
) z9 [2 x# {( i/ k8 K- K) \; Z - # 处理玩家人物的类。拥有事件启动的判定、地图的卷动等功能。
2 B: j$ K* C/ O; K8 O$ `# [ - # 本类的实例请参考 $game_player 。
# H+ M* n& a3 r7 w - #==============================================================================" _0 c+ o7 g U
- class Game_Player Game_Character
# g* ?+ |5 P3 \' O' f - #--------------------------------------------------------------------------
0 H" b4 e% [5 v& v4 H: u$ V; V - # ● 由方向移动(覆盖原方法). u/ j1 H' b" i" W' n2 n2 i
- #--------------------------------------------------------------------------
2 t/ P+ O' B* C% N - def move_by_input
6 d& g1 F) o5 c. h! w3 B O - return if !movable $game_map.interpreter.running
) q) g7 V! ^6 I# j7 }) z7 L - if Input.dir4 0
1 M/ X# B+ K: c2 B - move_straight(Input.dir4) - A" M( A9 W: {" O& w
- reset_move_path
7 D2 U( X4 E% Y Y+ J4 Q+ c- F - else
0 Y ?' _+ K, m. r8 I/ N' t! G/ ?9 ~ - move_by_mouse# T, T; v5 {6 S% k$ F+ `+ ~3 F
- end* M1 ]9 E' h% O d
- end
8 V% o r+ s% b1 ?9 a8 H - #--------------------------------------------------------------------------+ z+ P1 B; d" n% {/ t
- # ● 非移动中的处理(覆盖原方法)6 [6 l4 Q' s* p" Q
- # last_moving 此前是否正在移动
2 e" e4 G# o4 a4 M+ Y - #--------------------------------------------------------------------------
% W; D$ {# p" i% g5 V - def update_nonmoving(last_moving)' z+ N0 l6 b1 a- e) U
- return if $game_map.interpreter.running
2 _% i3 Z. q8 ] - if last_moving
8 {, E7 ^! W6 r& F% x- j - $game_party.on_player_walk
_/ J/ l% D' y2 l5 Z0 ]- F - return if check_touch_event
% ]9 c+ _% R, E+ S4 u1 | - end+ N. U3 M6 s. ?
- if movable && Input.trigger(C)
) U( A ~2 m5 j1 i2 q* N - return if Mouse.press(0x01) # 防止按下鼠标左键绘制路径时触发事件或载具切换
$ ~- [ U3 Q$ C" z - return if get_on_off_vehicle" \3 q7 d2 U. a9 @4 n) \, O
- return if check_action_event
+ l3 o9 k* [+ Y& i' M! C. Y& R - end
) ]& I' c; Q7 l9 C2 x* @1 r$ p - update_encounter if last_moving U. p' p( _8 J3 z
- end2 ]! m8 s K) H
- #--------------------------------------------------------------------------
; Z0 c4 l) W2 h/ @ - # ● 判定是否跑步状态(覆盖原方法)
3 {0 d6 M T" K$ }7 R/ A7 m# W - #--------------------------------------------------------------------------( J8 a% X1 f% j7 B- q
- def dash' t- |' }" N- Y& x$ v0 D
- return false if @move_route_forcing4 V7 o# o+ n w$ f" H- }
- return false if $game_map.disable_dash& @- x+ E" _' w% N9 Q2 F
- return false if vehicle
3 g7 v! P, l: t$ y r' k5 _ - return Input.press(A) @mouse_dash# i! @$ ~/ L8 G4 ^
- end
; {& B. s/ b# [ - #--------------------------------------------------------------------------
6 m' v U. }9 n - # ● 初始化6 S; I% X6 O0 n/ N9 ]% e
- #--------------------------------------------------------------------------$ U3 x' v; N7 a
- alias sion_mouse_initialize initialize6 f2 s9 g9 G' P+ P
- def initialize
, P( ], G) n& F4 S1 p - sion_mouse_initialize+ @% x1 E0 ]6 y" E/ U% N
- reset_move_path' i0 u3 A4 e# M! H
- @moveto_x = 0
0 L9 s4 u* L* |8 n - @moveto_y = 0
* d. S6 r# o- v' ^& V - end
" j, o, G Q3 P* x9 y0 }4 L - #--------------------------------------------------------------------------
7 j2 s9 _* G. U - # ● 更新
4 \" K* ~" @/ D% U8 P) P+ O - #--------------------------------------------------------------------------. G t! T: d4 G9 J
- alias sion_mouse_update update
* m j8 {' p* l! v3 ]% q - def update# O% A! {+ p/ s! Q# N
- sion_mouse_update7 x9 G' W& d) g/ G3 y! N! h6 b* p) r: [
- clear_unreachable_sign
) g! ]' H& |/ f; u6 O; { - end. {& q j5 Y* [# L7 {
- #--------------------------------------------------------------------------
* M8 Z" S9 k) {( ` c: { T1 Y2 t$ W - # ● 处理卷动
7 e5 P+ z. ?8 p) Z - #--------------------------------------------------------------------------
9 A: D% _$ _! a! @1 @) ^9 m - alias sion_mouse_update_scroll update_scroll
8 d/ ~ P1 Z$ n: `) |* s/ _ - def update_scroll(last_real_x, last_real_y)! D$ Y- [' g$ ]
- return if $game_map.scrolling
^6 s7 B* `" G6 d/ Y - KsOfSionNew_Scroll new_update_scroll
4 M. n1 B, x& {( _ - sion_mouse_update_scroll(last_real_x, last_real_y)
# `: H# c8 H: ?9 _ - end: @, V# L* G' b& ]3 F$ J3 x
- #--------------------------------------------------------------------------) H: G) ?! @2 N# {# }7 `) d
- # ● 重置移动路径相关信息
8 N [" M7 ?, s - #--------------------------------------------------------------------------
8 N) ~/ V7 L2 ]6 G' l1 r - def reset_move_path2 t, i/ ^# a4 C7 r
- @mouse_dash = false
& I x4 A) o9 }- ~7 k( D - @mouse_move_path = []( P! T9 h9 E% F8 a4 Z! O
- $mouse_move_sign.transparent = true
8 m& y" b1 T& N/ s - end- K: S, X$ I/ h: ~: E; a2 D$ i
- #--------------------------------------------------------------------------
5 N$ y e+ M( _; U% e - # ● 新的卷动地图方法
# g/ L) O S$ R ~" b6 k5 p% ]6 b& Y9 l - #--------------------------------------------------------------------------9 U/ c# { d) [/ {
- def new_update_scroll7 k; H+ b+ x: H
- horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width
% b! V4 R* R3 ?% U9 Q* D; O - vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height
# H% K8 J+ _1 s x - ax = $game_map.adjust_x(@real_x)* U$ R# \$ I3 F% T, o/ b
- ay = $game_map.adjust_y(@real_y)
0 W9 i) K; o+ P3 V% u. @ - $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y* f. p: F2 r$ }. h
- $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x0 P1 L* r' H! Y* U) f/ N; P6 i
- $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x
9 C; O7 V3 d8 | - $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y5 d% m/ T) d! O4 M/ \
- end
+ `) _% }5 ~7 g1 v# z - #--------------------------------------------------------------------------" Q$ d7 {$ O: d5 D5 v$ @) f$ X5 l& U
- # ● 消除不能抵达图标
4 e) Y% l4 h/ V w% M - #--------------------------------------------------------------------------
, U% G2 d) B* ?8 _2 @. _ - def clear_unreachable_sign
6 t7 q( i9 v9 p z - return if Mouse.press(0x01)2 j. x# S' g* R [; U7 K; [
- if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 01 [' ]! D. ]6 M% ?8 D* J
- $mouse_move_sign.transparent = true! c8 M0 e9 i1 G+ ?% s( X
- $mouse_move_sign.direction = 2
+ C$ U1 S+ g+ P( m - end
t& o& F, W; ^: P! o8 B& s# g - end
6 L) [5 |+ |2 J6 y, L9 n. t. O - #--------------------------------------------------------------------------
- X: f& D9 j. G- n L" q - # ● 由鼠标移动7 S# D/ r3 g; _ ?/ _7 Y( {
- #--------------------------------------------------------------------------. i4 c; C- I) ^
- def move_by_mouse
* ]. [8 Y( u C0 | - unless @mouse_move_path.empty # 移动路线数组不为空则执行移动& d) j" D7 T9 X% n
- dir = @mouse_move_path.shift' G# ~4 ~7 j& u5 f
- if passable(x, y, dir) && !@mouse_move_path.empty& i! J$ z/ j6 P3 t4 n4 Q
- move_straight(dir)
* h7 P" D. d Q! P1 j! i8 D - elsif @mouse_move_path.empty # 判断是否是最后一步+ d- K2 I$ ?% o1 { s4 \6 H
- x2 = $game_map.round_x_with_direction(x, dir)
2 |4 g# ?* M4 d' j - y2 = $game_map.round_y_with_direction(y, dir)
' q0 B1 D* I O, { - move_straight(dir) unless dir.zero
* s4 X% A. C- M5 ^0 {+ b7 V - unless x == x2 && y == y2 # 如果移动失败,检查是否启动前方事件、上下载具7 D+ b! N) B+ z% v# C, }4 r! F
- check_event_trigger_there([0,1,2])/ @' L: X' x! n8 D/ \
- get_on_off_vehicle unless $game_map.setup_starting_event9 K: t! R: n1 G1 F8 L
- end, R. O+ n6 M. }2 m' N4 R& E
- $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2
5 M) l4 g2 X% ^/ `. N, l$ _) |! {8 O - @mouse_dash = false/ T* C" n8 N$ T/ |- K0 _* J
- elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点
k( G, A; A, L - @mouse_move_path.shift! a I; {6 G$ R. U, i6 O/ o- \0 X7 `
- @direction = dir
. o' x# H( _6 S. q. O1 a - @mouse_dash = false/ L% w7 f) @& j9 z
- else
+ R. V# }1 t# Y, ]+ I - draw_move_path2 M# g0 K7 E# ^/ T# ~1 e. a
- end
Z4 w' B: O- J% F, c, t( T - end. ^* k. u s) F f+ b/ P2 H
- end
) f: r) h0 g+ Z$ Y p$ n& q8 c6 I - #--------------------------------------------------------------------------
: O, t, A% O# H: r% E. c- }; ]; B - # ● 地图界面按下鼠标左键的处理
9 @' |* z0 e7 Z2 J) h - #--------------------------------------------------------------------------" H/ t/ X8 o: s3 `! D* d
- def left_button_action
1 ]7 A4 k" o5 ? - return if !drawable $game_map.interpreter.running
9 d2 ^) M3 ]. S - get_mouse_pos# X) i7 I* M, r, w* w: | H! ^0 o# |
- $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图2 r- ], p; c/ y; U3 @" l" {# n! l
- if @shift_event) N' q/ H" b- L; s$ H
- if Mouse.trigger(0x01)$ t7 ~! r0 U' p8 C* X
- @shift_event.jump(@moveto_x - @shift_event.x,$ T. b* g: g. {! ?& y
- @moveto_y - @shift_event.y)
9 K! p1 O$ H5 N- z - @shift_event = nil5 q1 N- @, c. A [$ A
- end' i @9 z! B- o" O2 w; }* {
- return& k$ O0 \. j1 q, k5 P* [
- end
" z0 _+ Q' l8 ]8 A# D3 O2 V) ~+ j - if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合2 d. t8 `" [5 E) w% x) s3 \. w
- return if moving (vehicle && !vehicle.movable)
6 Z5 n2 A1 s$ k- I - check_event_trigger_here([0]) # 判断是否触发重合点事件
* j3 {7 S' y# P8 N4 |' E( a - get_on_off_vehicle if !$game_map.setup_starting_event &&
& o- l- I5 v$ V9 @ - $game_map.airship.pos(x, y) # 判断是否要上、下飞艇
. A# Y1 Q' f( o) a% A - return
% N! R9 l( Y6 [# n; ?+ w: S# w - end
, x4 c8 m% `5 u- f$ o5 J - # 判断是否用鼠标启动事件
3 q4 O7 M2 M7 l% t7 G n7 e( X - $game_map.events_xy(@moveto_x, @moveto_y).each do event
. W* Z: X7 T, S) [0 H) q - if event.mouse_start
( l& \ N0 w& ~! ^ - reset_move_path% k" R! f- a* g t4 ^) S
- event.start if Mouse.trigger(0x01)
5 t8 F. h: H' A) V, V$ d# j i4 H - return! n& H( T' G8 Y9 n
- end2 h9 ]/ [0 }! t- e+ u
- end
0 G6 l# c1 p9 x5 M! A: m. X - @mouse_dash = true if Mouse.double_click # 双击冲刺" ]. W$ K7 k4 ?6 g
- return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
o% p+ s" e6 @' y) i" Z- G - for i in 1..4 # 判断目标点是否为角色周围四点
/ I7 d4 r. `- e6 ~6 \ - if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&
0 h; Q1 ^4 \% y6 p - y == $game_map.round_y_with_direction(@moveto_y, i 2)
+ H- Q1 Y1 Z0 o - $mouse_move_sign.transparent = true0 |2 [( S8 B* g2 N5 Q
- @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)7 g1 P4 E5 \4 g( Y* n5 G: P- m
- return; end
* h# G- y0 G# z% e; J" D/ V/ ^5 B: l - end0 j" }& E6 L x: E6 f) n; s+ ~
- draw_move_path
1 z; n9 d1 U( l: o& p - end7 }# c% p6 C2 Z. l& x
- #--------------------------------------------------------------------------
+ z8 `5 J6 F1 | - # ● 取得鼠标处对应地图坐标点/ r. t$ s4 {1 J+ T
- #--------------------------------------------------------------------------* S/ l# y1 A7 n6 E+ v" Z, L5 V
- def get_mouse_pos
( l, Y# |# t" C F! c5 b& i - $game_map.get_mouse_map_xy
+ s7 G1 F- _8 A8 n' K - @moveto_x = $game_map.mouse_map_x
' |6 J' a# v- C - @moveto_y = $game_map.mouse_map_y \0 _+ C- X$ q$ C; S
- #mouse_x, mouse_y = Mouse.get_mouse_pos
& G7 l. h7 u( o - #@moveto_x = $game_map.round_x(x + (mouse_x - 7 e. k% S3 e/ C
- # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)
1 q5 C; Z! W; f2 J - #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -
q% A$ g i0 W; y/ P2 A" ^ - # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)
|6 ?: d5 \* o - end
4 L" d5 O9 D9 B6 L3 S" j2 Q; O1 u - #--------------------------------------------------------------------------* S- v, h; \+ y
- # ● 绘制移动路径 @array[move_directions...]
* A: J8 @; @) h7 r, Q. R" Y - #--------------------------------------------------------------------------# b9 G! l( K% X. P& O
- def draw_move_path
+ Z% [5 b+ Z/ z- H' N: V - #temp = Time.now7 w% ]( c0 _2 K* w( U3 s
- case @vehicle_type
8 s" u1 D2 y4 a0 d& N$ A - when walk
4 G% F; q+ T5 l. W9 x/ ~' E7 e- l - draw_walk_path1 f( u9 \; y, f1 a3 T
- when boat
- Z& C" y9 ?' Q s% E( H - draw_boat_path( c* Y' q: e2 x
- when ship) k- B8 N" W( |) z- m7 z8 W+ J
- draw_ship_path) r8 Y- n: u F, O6 N3 |0 C
- when airship9 q$ D3 G9 j% I$ q$ K
- draw_air_path" s2 ^8 O | A" A4 @( B
- end# N1 H4 W+ q' F5 ^1 X- ]
- #p (Time.now.to_f - temp.to_f) # 测试效率
' g) g( Y- p( k6 Q - end, w( [ a3 Z5 p0 ^
- #--------------------------------------------------------------------------7 V! J1 Y8 n$ ~* \& E9 r: _
- # ● 判定是否可以绘制移动路径- _# u- v5 Z( V1 Q( b
- #--------------------------------------------------------------------------
- ]+ h V# h$ A - def drawable) F' x+ a6 t# S' Z2 M7 E
- return false if @move_route_forcing @followers.gathering: D4 l- A$ t1 ?+ u6 n" ~
- return false if @vehicle_getting_on @vehicle_getting_off3 B' u$ C- h+ L& G% t; H
- return false if $game_message.busy $game_message.visible
) n+ u9 l: I2 B3 o) i - return true6 m8 `5 J5 a3 @- B: L7 l: g
- end
( o |" B, n# F4 w, ~" T: { - #--------------------------------------------------------------------------
9 p2 m6 d, t6 Z - # ● 绘制walk移动路径 @array[move_directions...]
6 _3 m" ^) H& ~4 B6 j# @ - #--------------------------------------------------------------------------/ Q2 z: G8 d4 }+ A+ h1 ]- A
- def draw_walk_path
0 \) K* A% C8 n6 { - # 准备绘制路径表格
% R6 e" a/ i9 k$ e, O0 d" b7 V - sheet = Table.new($game_map.width, $game_map.height)
1 ?5 m9 V; C! f) q - reversed_chase_path = []; chase_path = []! T# [# o6 m9 E0 f& g+ w8 l7 _' p
- reversed_chase_point = []; chase_point = []3 _/ }$ T4 K4 p% m
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]$ p1 K8 i* [ P3 D" w: _0 j
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
6 Z5 {$ K: K9 T2 T# C - reach_point = false
: ?8 b6 }! H& b, Q" G - step = 3
! ~' R' z8 k" s9 f$ ~: m4 \1 g/ B - loop do #loop1 开始填充表格* B5 n/ @' `: ]1 U
- draw_path = false
( M4 W+ y& E; T& g2 W0 i. x) ] - check_points = new_start_points
/ l( N& N, l: O5 W- ^9 b* \5 C - new_start_points = []
5 a# [5 J; p+ Q" v- P3 w1 ^ - loop do #loop2 从起点开始正向填充. ? A9 v! f6 S# P2 ~ R: Z
- point_x = check_points.shift3 y2 F7 w# [3 @0 G" X/ |
- break if point_x == nil6 q* a* c: c5 |( m
- point_y = check_points.shift
* O* n6 O) Q" |, g2 f2 Q - left_x = $game_map.round_x(point_x - 1)' W/ _. }# s8 \0 x1 ^
- right_x = $game_map.round_x(point_x + 1)/ W& S+ d! J. b w4 ~, _# M
- up_y = $game_map.round_y(point_y - 1)
0 h( Q3 M1 R& N8 O! | - down_y = $game_map.round_y(point_y + 1)( d. P7 B D% f
- # 判断路径是否连通
, r! s3 o6 z$ g$ e; \. {, _$ P6 b - path_step = step - 1
w+ o" b& n2 `. S - if sheet[left_x, point_y] == path_step &&. t! v" s! z9 [0 B4 M. h
- $game_map.passable(left_x, point_y, 6) &&1 w1 A/ `! f f7 i
- $game_map.passable(point_x, point_y, 4)
# X/ {* V! Z6 m& Z3 p( B - chase_path.push(4)
6 D6 J( w+ d W; O( n& l6 { - chase_point = [left_x, point_y]
5 G0 t9 e* H& F6 o/ q - reversed_chase_point = [point_x, point_y]. Z$ G" R9 ^0 e& c4 _4 k
- reach_point = true; break
, e6 k) \( u1 S" }! ~& o4 `# m - elsif sheet[right_x, point_y] == path_step &&3 i3 E& j. W v/ w2 {
- $game_map.passable(right_x, point_y, 4) &&/ D1 l# ~. r/ d( R& W8 S
- $game_map.passable(point_x, point_y, 6)
# {0 V7 e0 d1 `1 \ - chase_path.push(6)
2 X: r* h6 w. g8 \7 h - chase_point = [right_x, point_y]" L, i# H& P( w# ?
- reversed_chase_point = [point_x, point_y]
' W2 z( E, @: B. C) g - reach_point = true; break
6 u _1 O1 ~" G G" n/ t% W - elsif sheet[point_x, up_y] == path_step &&
8 O' ]. v& p7 _5 w - $game_map.passable(point_x, up_y, 2) &&
: ]* s) x! B7 G* ]! N - $game_map.passable(point_x, point_y, 8)$ b4 B0 s: M5 u7 I# l, `- Q
- chase_path.push(8)
/ J( L$ f! D) E3 o; B+ E2 Q2 N0 { - chase_point = [point_x, up_y]5 i* p& |# q+ ]( t
- reversed_chase_point = [point_x, point_y]
! \/ x* f( I$ j. ?5 X1 [$ c - reach_point = true; break
m. w$ v; z3 e! q- W% \ - elsif sheet[point_x, down_y] == path_step &&
; N# v0 y, J9 x K& z - $game_map.passable(point_x, down_y, 8) &&
$ N; h& [' c6 W% Y - $game_map.passable(point_x, point_y, 2)3 S |( W2 E2 p5 p' x
- chase_path.push(2)7 n& Y4 z. }, G& |
- chase_point = [point_x, down_y]$ {- ?3 X+ B$ C) m
- reversed_chase_point = [point_x, point_y]( o& G; U, D' U1 y8 W# \
- reach_point = true; break
. p! V0 Y, G* t4 p$ t9 @ - end5 l4 J+ q$ O6 J/ k" Q2 y6 W1 s1 C
- # 以需要抵达该点的步数填充路径表格 #( M4 `8 E" a% o- o9 l/ S( l* @
- if sheet[left_x, point_y] == 0 &&" x. K g! z) x
- $game_map.passable(left_x, point_y, 6) &&4 @% `3 [8 N) Q, a2 R" D' j
- !collide_with_events(left_x, point_y) &&
2 d$ k3 K. u9 I9 Q2 a) k - $game_map.passable(point_x, point_y, 4) &&
+ v( \- z, `( ], r" ~ - !collide_with_vehicles(left_x, point_y) #judge_end' \1 e4 i' y$ J1 s) x' C: R
- sheet[left_x, point_y] = step5 O1 Z: W$ J; k
- draw_path = true
# h* w7 _6 h2 D - new_start_points.push(left_x, point_y)/ ?' g0 o5 Y" V \+ j. g% |) O" O. v
- end
- R9 ] s) f4 ^) ^6 ]+ J - if sheet[right_x, point_y] == 0 &&
& ?! _- i! r9 \+ q5 O5 @/ Z - $game_map.passable(right_x, point_y, 4) &&
5 ~: n D3 O, y( c9 \( S# g3 ?$ i; ` - !collide_with_events(right_x, point_y) &&) r; [- l( b& o8 _: N9 u
- $game_map.passable(point_x, point_y, 6) &&
4 @6 }9 n% e7 _# F c. } - !collide_with_vehicles(right_x, point_y)#judge_end2 U! U9 M; r/ h8 A$ d$ F% k
- sheet[right_x, point_y] = step
G" {! Y1 B* S8 P1 L - draw_path = true
( R8 p& U% y2 N' I/ B - new_start_points.push(right_x, point_y)
# w8 @) d- y( f" R- z2 q b$ m - end# E+ `( @! F* m: R
- if sheet[point_x, up_y] == 0 && R w3 _* k. n+ k/ x8 Z
- $game_map.passable(point_x, up_y, 2) &&1 | \( s& G2 a6 T0 P3 }2 n
- !collide_with_events(point_x, up_y) &&
5 d! M0 W* h7 ?7 {% C - $game_map.passable(point_x, point_y, 8) &&" \! `( p6 N6 J$ P" Y v
- !collide_with_vehicles(point_x, up_y) #judge_end _ I7 X# M/ C$ U6 Z& d* q; G
- sheet[point_x, up_y] = step
& }) z9 V" v9 F8 u. w5 z - draw_path = true+ [; R* d( i$ z( J: H* S3 l4 ]! Y
- new_start_points.push(point_x, up_y)
. i! K1 @7 W/ k/ ~7 y4 i6 @ - end
0 J5 I( v5 l; z6 W. w% m - if sheet[point_x, down_y] == 0 &&5 I, w6 ]+ T2 _' u, V$ l
- $game_map.passable(point_x, down_y, 8) &&& x* z! j/ s( o1 b1 S0 X
- !collide_with_events(point_x, down_y) &&8 u* E9 ^8 q4 Z4 @2 I% f/ g6 U
- $game_map.passable(point_x, point_y, 2) &&
, M8 N5 w* ~! U5 f - !collide_with_vehicles(point_x, down_y) #judge_end
/ y# P6 g# B4 p1 S9 ^$ R - sheet[point_x, down_y] = step' k1 y" C, |' Q& W( O, ?3 i; q
- draw_path = true
* ^4 I$ ^, J; F9 s - new_start_points.push(point_x, down_y) O9 ^8 t, H* c; ^' q- t
- end: q; _2 D- O" T# L4 \/ Z
- end#endOfLoop26 g! _1 v1 l1 S6 \
- break if !draw_path reach_point4 k6 @5 y5 ~! Z1 ?, [8 G+ q% `$ R3 ?
- draw_path = false
, m. S8 _+ {$ ?7 e) {; C) Z1 T - check_points = new_end_points: e k1 s5 {- j) E! U) U
- new_end_points = []
! `# U, i2 {% Z - step += 1
- C0 n1 x$ G: N, d! | - break if step KsOfSionBreak_Steps &&
0 |9 S8 x7 h2 e. B. K/ {) F; v - !Input.press(KsOfSionFind_Path_Key)
5 l( i0 [0 Y& ~ - loop do #loop3 从终点开始反向填充
& p6 u# K- g) k8 l# E Y6 q4 ^# b, X! X - point_x = check_points.shift ^0 |6 c- S* z0 [
- break if point_x == nil
5 w& w! [, a C' K/ |9 Y. p - point_y = check_points.shift# d/ e! N \/ e7 }
- left_x = $game_map.round_x(point_x - 1)
$ ?- e8 X3 m# h: z: J9 L6 m - right_x = $game_map.round_x(point_x + 1)/ V* v" }5 |+ Z) X" q
- up_y = $game_map.round_y(point_y - 1)# y( ]* e/ r B1 L) m% }
- down_y = $game_map.round_y(point_y + 1): l. ]. I9 W& c7 s: ]+ j
- # 判断路径是否连通
+ ~# p6 e7 l% d" j& W - path_step = step - 1- G+ T" _ b' n# H; k; A; L9 K8 P
- if sheet[left_x, point_y] == path_step &&/ S1 B d5 O2 p: |4 e+ t) l
- $game_map.passable(left_x, point_y, 6) &&
- {6 J5 q) }: v Z3 W6 Y; ?, f- q - $game_map.passable(point_x, point_y, 4)4 W. Q Y: A2 }
- chase_path.push(6)" g+ z6 m2 n2 m: d3 c
- chase_point = [point_x, point_y]
/ z \* J* E+ x! I - reversed_chase_point = [left_x, point_y]
7 N) K2 l) `, [6 j3 U9 V - reach_point = true; break
; e) o% b8 h6 @0 @0 o0 ^" T - elsif sheet[right_x, point_y] == path_step &&
. A: J P# T2 H; P - $game_map.passable(right_x, point_y, 4) &&! A, l' s o; |) l' c8 i
- $game_map.passable(point_x, point_y, 6)* R# k" M1 h8 i" ~9 x* _
- chase_path.push(4)
. F9 \, T" X6 S j9 V' s9 u- M' C/ a - chase_point = [point_x, point_y]9 A, M- e, r G- P# ~. T
- reversed_chase_point = [right_x, point_y]* W2 @5 x9 v5 B! C
- reach_point = true; break
1 k$ ~5 k" e6 B* t8 g2 \ - elsif sheet[point_x, up_y] == path_step &&
$ x' C6 N+ z/ \4 A' b - $game_map.passable(point_x, up_y, 2) &&7 f& ?* c- l3 n4 C
- $game_map.passable(point_x, point_y, 8)
0 d0 ^3 x$ K7 p; ^, t - chase_path.push(2)
! }2 T6 r) V# @- X4 C& e: j - chase_point = [point_x, point_y]
7 B0 ~0 ] G1 O/ O - reversed_chase_point = [point_x, up_y]
4 ^. z& R0 H6 U& @' r0 M - reach_point = true; break' U1 x/ h' N8 F# `# \+ P" c
- elsif sheet[point_x, down_y] == path_step &&; p: \, {& N) M' \8 ^
- $game_map.passable(point_x, down_y, 8) &&$ V( \2 p1 A- `5 i& }* y6 s
- $game_map.passable(point_x, point_y, 2)
; g0 ?% L" p+ M6 r3 ^: {! u - chase_path.push(8)
5 `1 d4 R5 u$ d6 t' r9 a) { - chase_point = [point_x, point_y]; |8 r+ ]0 N( j2 s* \
- reversed_chase_point = [point_x, down_y] [. R5 K% _8 q0 R& v: I }
- reach_point = true; break
' j( S! K1 z1 R$ w - end
3 H7 W% w7 G1 B0 e; h& O) w) V - # 以需要抵达该点的步数填充路径表格 #
0 m. o- f7 T% T! C- Q - if sheet[left_x, point_y] == 0 &&
0 i6 L, Q( B' \1 e* q0 a - $game_map.passable(left_x, point_y, 6) &&
: d0 Z2 N/ S& v( r! C - !collide_with_events(left_x, point_y) &&. A% e! ~$ M. ]
- $game_map.passable(point_x, point_y, 4) &&
' a8 v8 B; Q5 n0 \ - !collide_with_vehicles(left_x, point_y) #judge_end
" M5 ~5 `7 d8 n% i5 r: [& Q5 l. ` - sheet[left_x, point_y] = step
5 A1 d* W: X2 k; E5 O0 E - draw_path = true
0 P A& N' ]% O% O - new_end_points.push(left_x, point_y)6 \1 x2 \* H9 W. I& x' {# n
- end6 ~$ V/ [# `6 v$ @5 F4 R
- if sheet[right_x, point_y] == 0 && C: t- \+ c; D- k
- $game_map.passable(right_x, point_y, 4) &&
$ ^( P. o$ O4 |, ~- m' G# m - !collide_with_events(right_x, point_y) &&
6 k1 g, y* |7 Q# d - $game_map.passable(point_x, point_y, 6) &&
) {0 V6 }- J) f+ K - !collide_with_vehicles(right_x, point_y)#judge_end
$ q9 C( {# B$ |. S2 g - sheet[right_x, point_y] = step
1 a0 |/ F ]: X$ o - draw_path = true
( D- f& U' }- X0 F - new_end_points.push(right_x, point_y)
8 X; x# z2 {4 l: L$ H/ G' ]% N - end" [) j H$ }% j0 n# \- q
- if sheet[point_x, up_y] == 0 &&/ K& Z0 @( r+ |: L0 m% j
- $game_map.passable(point_x, up_y, 2) &&
. {: O+ d% l6 T0 U- R4 G/ ` - !collide_with_events(point_x, up_y) &&
* D3 V+ q: f+ p2 c8 o5 L3 D - $game_map.passable(point_x, point_y, 8) &&
/ }! T2 Z, S/ a, _0 E W - !collide_with_vehicles(point_x, up_y) #judge_end+ l, W ]6 T) ]7 G
- sheet[point_x, up_y] = step' z- o" `3 j# ~; T) z' r, j
- draw_path = true" P- N# C% ^# K. q' y# v
- new_end_points.push(point_x, up_y)4 v# D5 V' M* w' j) n
- end
! u, j8 R& K/ s3 D - if sheet[point_x, down_y] == 0 &&4 o- k, ^- b# G) o0 }
- $game_map.passable(point_x, down_y, 8) &&" b! {. E$ g+ `3 R: f0 A" Q' [
- !collide_with_events(point_x, down_y) &&# f+ R, M5 X: G* h: b- x% O
- $game_map.passable(point_x, point_y, 2) &&" x/ J' G1 C/ m* _7 z, L
- !collide_with_vehicles(point_x, down_y) #judge_end
1 Y& [8 _5 Y; K W8 \( ~ C - sheet[point_x, down_y] = step- s8 d G4 U8 ]0 x& g% x8 P8 I
- draw_path = true
5 F4 `0 \7 ~1 r4 B4 k0 x - new_end_points.push(point_x, down_y)
2 `" e* {, l9 v, K) _; i - end8 @+ S8 C9 X7 O2 ?- s
- end#endOfLoop31 B+ q; b) t$ G
- break if !draw_path reach_point c; X9 D3 V% E U5 m2 u
- step += 1
, y9 x/ W1 f g* A# }- g - end #endOfLoop1 路径表格填充完毕! _+ Z. N! e" h4 y1 T: Y$ z
- $mouse_move_sign.transparent = false
, o7 l5 R7 F1 ]" ~$ X7 t& e - # 判断指定地点能否抵达0 ], a; h4 N# C" \8 t' O
- if reach_point6 h D- L$ w3 N
- $mouse_move_sign.direction = 26 t# ?- T, s1 M3 F9 u* A
- else
$ [# F& @6 ~9 E2 [ - not_reach_point
! u( x! ?% S; \ @ - return
7 v& K! D0 C5 `! v5 q. T - end
" K% ^, C9 o! {: s - # 根据路径表格绘制最短移动路径(反向)6 \/ U$ J- x v( E* k% a' _
- steps = step 2 2 + 1
0 Y% f; p" _$ B+ m5 i+ ]( h0 w - loop_times = step 2
& e+ p% Y- \! P. L - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
0 ~; X- K- F k4 }# k( O1 i: D - for i in 1..loop_times # forLoop& X7 ^9 [1 h6 S/ S6 d
- steps -= 2
. x1 ^; d9 }1 }3 \8 M - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……# y3 X9 F m" K' H' H3 A
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&! ]# R& J! v% A9 u5 ^; S1 Y
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&, f2 o4 E: Q& b0 r
- $game_map.passable(point_x, point_y, 4) #judge_end9 f5 O7 M6 ?9 y3 [
- reversed_chase_path.push(6)( ~4 `8 Z" \& \+ ^# Z$ z
- point_x = $game_map.round_x(point_x - 1)
" X, y) n5 k: V( H6 N - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
! [- C# L/ E; h/ o - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&4 t: {/ V2 p- P' X& p& w2 a
- $game_map.passable(point_x, point_y, 6) #judge_end
4 s7 l) i) P6 f1 q H! V4 T/ G - reversed_chase_path.push(4)5 w- d5 ?- H+ m" F8 `8 l& t
- point_x = $game_map.round_x(point_x + 1) f; K. x* ]& l1 g
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&4 @( o y* P$ L* L4 K4 _2 H
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
: Q. u3 B7 G5 J! R/ ]7 ?$ c - $game_map.passable(point_x, point_y, 2) #judge_end
' Z) E3 @' ]& F- D8 ]& V - reversed_chase_path.push(8)
0 U2 X! v: |; v4 ~/ r - point_y = $game_map.round_y(point_y + 1)" M& L/ Z# V/ b
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
3 p# K* p& E; D- M3 X - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&6 s$ K- K+ Y: d: A& U& t! B, x
- $game_map.passable(point_x, point_y, 8) #judge_end. h* E1 ]& B7 @/ ~* V
- reversed_chase_path.push(2)
( N7 L$ z/ ^& f& u: |1 C - point_y = $game_map.round_y(point_y - 1)
( \$ y5 l0 P" |% h1 Q' q - end
# e, G$ |1 P8 H$ n* m( I - else
+ }5 d7 R! _9 r. `/ G1 W - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&, x! A% j1 D/ {, m
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&; C; e6 W( N8 |' u9 l! r6 u% W$ e
- $game_map.passable(point_x, point_y, 2) #judge_end
8 @$ c! ~- l5 u4 v/ ~* i - reversed_chase_path.push(8)
* j( ]- @: A0 M9 B# [. k - point_y = $game_map.round_y(point_y + 1)! R* |$ W8 j+ Z; i) O' F
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
" e8 k/ M5 `. F) D - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
6 {, ]" \9 J3 d9 V% l - $game_map.passable(point_x, point_y, 8) #judge_end
3 j1 b1 x$ v% L+ C5 E f& \/ ` - reversed_chase_path.push(2). a2 k3 s% S+ l6 |
- point_y = $game_map.round_y(point_y - 1)
" k3 _7 n* A( o0 Q# P' |0 _ - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
- e( U; r/ O' F& z$ [, u+ X - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
% Y8 Q3 ]1 N" z0 i) D" G - $game_map.passable(point_x, point_y, 4) #judge_end$ |% L! s: V9 z, r' R: [& Q! F9 z3 R
- reversed_chase_path.push(6)
8 M5 w* V3 u, Z' h1 y" p - point_x = $game_map.round_x(point_x - 1)% Y" O( _+ A) [& h/ i, ^6 [: b1 E1 j
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
8 V( w, l' X' m" @. B6 O - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&" G; Z6 `' H9 L# I* a) e; C
- $game_map.passable(point_x, point_y, 6) #judge_end
9 Y& l1 s1 u5 W, n - reversed_chase_path.push(4); ^) D- r h. o, M) W* i
- point_x = $game_map.round_x(point_x + 1)1 y, ~" w& ~2 Y6 q( B
- end4 C3 V' q* c7 A! D) M5 k- w) @" u
- end4 h% V) y% j$ c- W- f5 }
- end #endOfForLoop- p2 @( A* {8 G P" l- e- V6 O
- # 根据路径表格绘制最短移动路径(正向), b/ q1 G, H0 s7 |- c# l+ f
- steps = step 2 2
' @/ C2 X2 s+ l X( q7 j4 C7 x - loop_times = step 2
3 s3 V2 e W6 d* }! _ _ - point_x, point_y = chase_point[0], chase_point[1]2 }9 P/ W$ R. b) g1 U% V
- for i in 2..loop_times # forLoop
# M& K1 X( T2 y: K5 ~ t* _ - steps -= 25 t O8 l* |9 d7 g+ R7 t& h7 [
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
- K5 I* @# l+ H: g4 J# X1 D# d/ d - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
& Z- p- V+ s3 z, ?: p - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&! k4 P$ p1 a* ^: b' L6 ]8 {$ p
- $game_map.passable(point_x, point_y, 2) #judge_end
) U+ c! Y- U; a7 o& F! ` - chase_path.push(2)! I) U4 p: Y/ r \( D
- point_y = $game_map.round_y(point_y + 1)
" H w" v3 I9 d4 o9 ~# d& R - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
6 t" d' y$ ?5 D& s - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
2 M9 o3 {( G& N+ H: z5 n5 n$ ^& E - $game_map.passable(point_x, point_y, 8) #judge_end5 o$ `" A( S5 \1 l" F
- chase_path.push(8)
% ~" N4 p6 A; c" S - point_y = $game_map.round_y(point_y - 1)
0 E$ e+ P0 D! W7 ]) d& |3 S, [ - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
* b! t, F; P, o. b W5 | - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&3 @% K2 c- Y8 t& W" l' s, p
- $game_map.passable(point_x, point_y, 4) #judge_end5 ]2 u6 [2 v( |& |! R
- chase_path.push(4)& H* n$ F8 g* z+ \0 @
- point_x = $game_map.round_x(point_x - 1)4 o+ i" x" @1 z% W; M
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&9 s9 |/ I `1 D; Q0 G
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&4 t% r9 O1 c% ~
- $game_map.passable(point_x, point_y, 6) #judge_end( S0 b( ?( Z, V6 o4 v
- chase_path.push(6)+ T* Y, o' D7 y, `( O& k
- point_x = $game_map.round_x(point_x + 1)/ i% c& P7 v3 f
- end/ S% x8 n- w& }* I; S( N
- else
, X5 a3 ^ o- E6 ]: X- z4 h c# Y - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
6 b0 {+ M2 {' ?/ M" E5 t2 [' L - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
3 U) j( ^/ v! N% i4 L - $game_map.passable(point_x, point_y, 4) #judge_end8 B" {1 y; ?: W" E7 w9 E3 _
- chase_path.push(4)$ c4 i( A# Y4 ?) ]1 y& d$ E i
- point_x = $game_map.round_x(point_x - 1); U9 I4 U q Y# u
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&2 K1 }8 K6 p$ W1 W, l
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&; j& v( c8 l5 r- \0 ?, Z
- $game_map.passable(point_x, point_y, 6) #judge_end; B& n. I; D0 h0 Q( v1 L, q, J
- chase_path.push(6)+ Z/ W% W+ z3 L9 T- ^ r" G- j
- point_x = $game_map.round_x(point_x + 1)( s- v' N w, V; Q* ^, t
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
# ]: J* D( E2 B0 c. O/ {+ M - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&8 d+ @3 p3 n, a" p! h% J; P$ l
- $game_map.passable(point_x, point_y, 2) #judge_end: k7 l8 b. p0 ^( K9 Q
- chase_path.push(2)
3 D" m+ e( ]4 p& K4 K& t - point_y = $game_map.round_y(point_y + 1)
. F" D$ u# G7 R, _- H6 k v E - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
$ X5 P2 u( E. }& ^+ k# q" r - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
) ~3 s" h& D& v5 H$ H- E( Q - $game_map.passable(point_x, point_y, 8) #judge_end; g# u) H ~# O) l5 {$ d
- chase_path.push(8)* g- h' m1 |! w8 }
- point_y = $game_map.round_y(point_y - 1), g# m2 s( G* f4 ?+ W* w' w( M
- end5 C$ F6 X5 f2 d
- end5 }; Z+ M2 T8 M2 c# N8 w ~ J4 r
- end #endOfForLoop
$ N8 p! s8 q" c0 B* s* G! Y* m - @mouse_move_path = reversed_chase_path.reverse + chase_path2 g" F. Y) l4 {3 O3 B* U
- end#walk9 o, _& _, G5 {
- #--------------------------------------------------------------------------) \' `' Z3 r$ d8 h+ i2 L7 A5 O. d
- # ● 绘制boat的移动路径 @array[move_directions...]/ g7 C+ O8 W- h- {9 v0 l! k
- #--------------------------------------------------------------------------! p" k* _, p, v4 |
- def draw_boat_path( J! m7 [( I9 P: N1 A
- # 准备绘制路径表格
: R# A1 \* z( }7 a" | - sheet = Table.new($game_map.width, $game_map.height), j: P5 o( Q, r- X+ |; ^/ U
- reversed_chase_path = []; chase_path = []1 a2 _: m: q4 p, L6 V- q
- reversed_chase_point = []; chase_point = [], `* W7 s; p0 }, y" u
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
# ^, [( R0 u- i8 z& G7 B1 z+ U - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
$ ?/ ?; r/ m' G8 ^9 c: \ - reach_point = false! n/ G# }$ ]* b+ }) L6 k
- step = 3
+ `: G; _0 o4 A/ m; A - loop do #loop1 开始填充表格
" l9 [! x. g9 f$ x& o+ T - draw_path = false
- |" H) [5 j0 Q8 Z% H - check_points = new_start_points& u" ^" x/ Q7 L8 b3 ~$ o
- new_start_points = []0 \& x$ Y! Z) h( R$ t5 q( e
- loop do #loop2 从起点开始正向填充
9 u% S0 n& ~4 ?" F/ U- H9 A - point_x = check_points.shift
d% v+ k, X/ P& y6 L3 ` - break if point_x == nil4 D, e! c/ w+ b* Z7 W: i g
- point_y = check_points.shift. B z( I0 i; p6 E- `
- left_x = $game_map.round_x(point_x - 1)& G" e' L$ [0 o3 v8 l
- right_x = $game_map.round_x(point_x + 1)# ` s3 i- N, t3 I0 C
- up_y = $game_map.round_y(point_y - 1)( a M, i- ? A: m8 Y5 G
- down_y = $game_map.round_y(point_y + 1)
; H _0 c7 ]3 |; y# `' O - # 判断路径是否连通
2 d0 B+ H9 _& _! r1 L - path_step = step - 1, r& z7 \! g5 o. U/ ~ k- @! T3 w
- if sheet[left_x, point_y] == path_step! \, K0 a$ e+ f; M
- chase_path.push(4)9 O9 Q! ?: m' c: T
- chase_point = [left_x, point_y]
. Z3 R" f/ m3 O# q! ?% g1 Z0 z - reversed_chase_point = [point_x, point_y]. A3 J7 K& L$ y/ d+ G, L' v; b
- reach_point = true; break% }. c/ C. f* ^* v
- elsif sheet[right_x, point_y] == path_step `- M" a/ i2 X/ X6 _& N" ~
- chase_path.push(6)
9 y. @8 S, x* y5 c. s6 K7 l5 w* ? - chase_point = [right_x, point_y]4 s6 H4 F, u7 l: b. y
- reversed_chase_point = [point_x, point_y]$ S& R2 `9 C: e1 e2 m1 ^( r* a
- reach_point = true; break* H( t2 A4 h- N: a2 ]# e, t
- elsif sheet[point_x, up_y] == path_step8 t8 R4 ~: q5 J. U u1 F3 j N6 ?- G
- chase_path.push(8)
" u/ w7 J. O( _# s' H - chase_point = [point_x, up_y]
8 X0 {$ [, ], w; M* ]# O" b - reversed_chase_point = [point_x, point_y]
' d8 b) h% s, C6 ^ - reach_point = true; break
! A% u5 U/ Z" E Q3 e+ f - elsif sheet[point_x, down_y] == path_step
/ V/ F2 R6 c0 `! Q8 X. r3 x/ o - chase_path.push(2)
u% h* g! f5 c - chase_point = [point_x, down_y]1 |7 l; l8 w; t6 n
- reversed_chase_point = [point_x, point_y]7 Y3 C; [ x7 n0 I6 ~4 t9 y
- reach_point = true; break; H2 a7 q. g4 { N4 Y' W
- end
2 Q2 A+ N3 z# F6 m' B* y5 ` - # 以需要抵达该点的步数填充路径表格 #
3 e( ]4 y) v0 P - if sheet[left_x, point_y] == 0 &&% V/ n. J- r" N _
- $game_map.boat_passable(left_x, point_y) &&0 h, g1 X0 c! l+ f/ t" F" ]
- !collide_with_events(left_x, point_y) &&
8 W; B8 @' N$ g; n, x - !collide_with_vehicles(left_x, point_y) #judge_end
6 |) m' L. E2 Z1 Q( z" b - sheet[left_x, point_y] = step
; I/ p( r9 q8 Y) R% u1 e1 {" Y - draw_path = true
* v& i3 Y$ u L: ^6 F - new_start_points.push(left_x, point_y)$ |( [- ^" {( h" I5 |1 y$ R
- end
" S" t5 J4 V' ?7 t; p0 c2 G/ j& ] - if sheet[right_x, point_y] == 0 &&& K) s' \; ?6 y6 k i" ~7 B
- $game_map.boat_passable(right_x, point_y) &&% ?9 D" @5 l1 S$ z1 @9 D
- !collide_with_events(right_x, point_y) &&
/ t1 E4 _) s4 b' g- D* c [ - !collide_with_vehicles(right_x, point_y) #judge_end) O( m: E3 O7 @: n- e' M6 v
- sheet[right_x, point_y] = step
8 Z0 j+ F c! K# w. _: a+ [* \ - draw_path = true
/ f |% ^ u9 u5 \* H& a - new_start_points.push(right_x, point_y)
7 @3 j4 r! [5 n9 g* v; e - end+ P! N7 `2 \) }9 z. c) e$ q
- if sheet[point_x, up_y] == 0 &&5 ~, E% V6 V1 g
- $game_map.boat_passable(point_x, up_y) &&+ z2 S5 ?8 ]% X: H/ N
- !collide_with_events(point_x, up_y) &&( G9 i: q1 q5 h
- !collide_with_vehicles(point_x, up_y) #judge_end
3 n; x+ B3 {' j7 c/ j! r - sheet[point_x, up_y] = step
. ~+ g: j1 B- V I. q9 i - draw_path = true
: P* S- u4 }" e/ z# H" c7 Q; u - new_start_points.push(point_x, up_y)
' \# g; s" g, ]7 w2 v1 e6 m2 V! _ - end* M' S/ v7 }" k8 p- j9 \
- if sheet[point_x, down_y] == 0 &&- D/ m- |1 [# q( J$ x1 z( R7 F
- $game_map.boat_passable(point_x, down_y) &&
% p' k, H. J3 j. \7 L3 \( J - !collide_with_events(point_x, down_y) &&( a2 x* M* m1 ~4 V6 A5 _( [1 |/ ?: L
- !collide_with_vehicles(point_x, down_y) #judge_end- B w) w! y4 `5 G2 w) H
- sheet[point_x, down_y] = step" Q3 L) c3 E& w- q5 a
- draw_path = true
5 K0 s- T6 J3 q2 Q k9 i. ?8 q - new_start_points.push(point_x, down_y): D) V% I: ^. }
- end3 c( I! I0 v1 \# J2 Z# r* I- E) w
- end#endOfLoop2# K; r- c# D* s( H
- break if !draw_path reach_point
% W) a* i' t# V. y) M! J - draw_path = false1 C6 |) J* ~: L! I
- check_points = new_end_points
. d0 {- e+ B& Q8 H1 \ - new_end_points = []6 n& \/ d; K7 T+ }, q4 y; e x
- step += 12 `# o9 K0 ^) f% d: e6 h
- break if step KsOfSionBreak_Steps &&
2 K+ s$ P% V. ?5 y. O" y' j4 Z/ b - !Input.press(KsOfSionFind_Path_Key); J# r; V0 w4 N* S
- loop do #loop3 从终点开始反向填充6 U+ d W' @8 o9 ?' Y) ]2 u
- point_x = check_points.shift1 P1 C6 ~+ x6 H+ J( ?, |
- break if point_x == nil
9 B9 a9 A9 n9 b( R y% ?) p$ { - point_y = check_points.shift
+ I | w4 i- Q T - left_x = $game_map.round_x(point_x - 1)
2 U& E6 i) c0 X6 c - right_x = $game_map.round_x(point_x + 1)
5 h2 a F0 u# @3 {) l - up_y = $game_map.round_y(point_y - 1)
1 D! w- `$ _2 d9 {2 @% A) i - down_y = $game_map.round_y(point_y + 1)$ ]5 N3 g$ P# G6 A
- # 判断路径是否连通: C6 q, M) B$ G
- path_step = step - 1
! L% [; m# u" S5 k2 Z0 @ - if sheet[left_x, point_y] == path_step. U: a' d1 }; p9 X
- chase_path.push(6)' ?: N% T5 r! i' ~( v
- chase_point = [point_x, point_y]
+ L) w0 R- N' d4 o- C - reversed_chase_point = [left_x, point_y]
) I( ?+ k2 C# U8 l* [ - reach_point = true; break2 J: l. U7 K" ?1 a+ p; J
- elsif sheet[right_x, point_y] == path_step
2 h G' I t, S+ `6 v, \( [5 O* t$ ?, A - chase_path.push(4)
( g$ ^+ C1 d7 S; J; o - chase_point = [point_x, point_y]
" J* ]& X# B. C - reversed_chase_point = [right_x, point_y]
) j+ Z3 N& f4 H: h4 W$ X i0 ~ - reach_point = true; break+ f1 `; E n9 N3 |. d! d- B
- elsif sheet[point_x, up_y] == path_step9 r) W; h" K+ V% ?& W4 B
- chase_path.push(2)
$ v' x/ \1 F8 n' K3 f - chase_point = [point_x, point_y]
8 s& t2 k1 M5 s6 U# b# o) j - reversed_chase_point = [point_x, up_y]
/ @# ~8 c4 k5 {2 x N - reach_point = true; break
! M: U' x: a- |5 u( F0 s - elsif sheet[point_x, down_y] == path_step
" l7 T) b8 @# \1 \# \ - chase_path.push(8)
* c& ] H3 e% |0 b& s - chase_point = [point_x, point_y]9 I& A! z2 `; @# Q
- reversed_chase_point = [point_x, down_y]9 S* b, Q+ P6 R% w4 t* q
- reach_point = true; break+ F5 ], w4 R4 V4 j/ R
- end
' i; f2 C/ j6 u. z( D/ B - # 以需要抵达该点的步数填充路径表格 #" P, Z: n, w$ b* a3 y: Q ?. ]9 \
- if sheet[left_x, point_y] == 0 &&
, V) @: _. T4 i' v: c - $game_map.boat_passable(left_x, point_y) &&
% Z! F3 k! ^: k5 W% J - !collide_with_events(left_x, point_y) &&/ X* _# M. O- w$ L
- !collide_with_vehicles(left_x, point_y) #judge_end
! `0 j: T% C, [ U# P$ t5 J1 G. [! w - sheet[left_x, point_y] = step2 _2 b" \9 F7 [2 B, w' W- D
- draw_path = true3 O7 w8 h$ x" h) }# v' c% V
- new_end_points.push(left_x, point_y)/ T5 C# ?4 }0 N7 M
- end
0 n* |# q$ \5 {# w, Q; V* d - if sheet[right_x, point_y] == 0 &&
/ B% |: ~0 [+ P0 R" h - $game_map.boat_passable(right_x, point_y) &&/ |" M8 N w8 A
- !collide_with_events(right_x, point_y) &&
: Q5 j! L" J, S" e - !collide_with_vehicles(right_x, point_y) #judge_end
9 e8 e& y8 ^: J+ ] - sheet[right_x, point_y] = step
8 t7 E2 S5 r2 E$ v0 k8 W - draw_path = true
1 i" S U' W/ X. L1 h - new_end_points.push(right_x, point_y)
5 M. o# ~8 A( n% w5 q5 D" s - end
/ T7 c$ D! z }* ` - if sheet[point_x, up_y] == 0 &&! x" o; k; w9 p, n; Q2 |# P5 l
- $game_map.boat_passable(point_x, up_y) &&+ Y* Y% O% Q" E8 d' I9 P( O# T
- !collide_with_events(point_x, up_y) &&' W! c: c' A1 |% q' B7 m
- !collide_with_vehicles(point_x, up_y) #judge_end# u$ A, q( g, ]1 S1 ~! w
- sheet[point_x, up_y] = step0 A# V9 W$ ~, W# y
- draw_path = true
0 |) Q2 Q; b e! o( ^+ r - new_end_points.push(point_x, up_y)* L* k4 `+ U- n: T- \5 V8 }; t
- end, A: _, F3 c9 Z1 X2 i6 R( F
- if sheet[point_x, down_y] == 0 &&. n. S' R+ [, A2 N/ z/ P' H/ Q. F
- $game_map.boat_passable(point_x, down_y) && c2 O8 V9 N) |7 Q/ U, u5 g! Z
- !collide_with_events(point_x, down_y) &&
9 Q3 B) |0 k) X - !collide_with_vehicles(point_x, down_y) #judge_end
/ c3 n8 y' E* f# d' L, I - sheet[point_x, down_y] = step
4 u% t! c- l4 h+ u - draw_path = true3 L. V- {' |" Q$ ^: ?
- new_end_points.push(point_x, down_y)
1 F" j, q& E4 P" p - end
h, i9 n1 t, j) s' M: `1 @ }$ A& } - end#endOfLoop3
) U. f& {$ ?! Y5 a/ }: M - break if !draw_path reach_point( C, ]2 u- S1 t4 T+ {1 S7 X! R
- step += 1! ?+ S3 j/ G/ T7 J9 W
- end #endOfLoop1 路径表格填充完毕4 W4 u% k+ q- R/ S- P
- $mouse_move_sign.transparent = false
! e5 D0 j6 R; _/ E0 G* ?1 \4 _ - # 判断指定地点能否抵达: [! U, C5 i2 q7 ]) U
- if reach_point
; d% k+ e) T/ }4 I$ j - $mouse_move_sign.direction = 2
, h6 d% x# U. [1 M' L' `. H7 T! B - else9 J& Z' _7 N! L9 _
- not_reach_point
# ^9 T, m; v$ a7 A6 ?- ^ - return
1 s, u5 J7 _3 O3 t6 ? - end
9 z ]+ B1 l8 q4 i" C3 U3 R - # 根据路径表格绘制最短移动路径(正向)
* e" J$ o: ` y) a* p6 B - steps = step 2 28 P+ m8 i' f0 T- G& ]
- loop_times = step 27 @; o D' U7 u8 R
- point_x, point_y = chase_point[0], chase_point[1]
* Y+ \& Q* P. L' y8 x( S, ~ - for i in 2..loop_times # forLoop, r3 G0 Z/ L0 g/ h4 v7 w
- steps -= 2" k: e; w- z6 W2 N5 M2 b1 H. J
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs1 C Z# j9 a- O$ M9 a& x- R
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
7 w- Q+ d5 O: H+ n S. ^+ C - chase_path.push(2)5 r, [2 W$ a o `9 o7 F
- point_y = $game_map.round_y(point_y + 1) p! H" [. C# P5 O0 b. V- z: c
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps9 `5 v9 ~+ _; _. o) F
- chase_path.push(8)
& \0 X* ~0 o' V - point_y = $game_map.round_y(point_y - 1)
2 |2 r( n' g: x+ b - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps+ x" D; o, p, F) d
- chase_path.push(4)
! A2 K4 R& c) w% m - point_x = $game_map.round_x(point_x - 1)3 p/ ?. X. u7 J/ I( C0 k5 W
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps, B. s; I, V# b' _
- chase_path.push(6)
3 c5 g+ v' o& C8 g - point_x = $game_map.round_x(point_x + 1)
+ u5 v6 I5 x8 s8 ?6 d6 b; E - end) P* d/ F. G% `! ?1 h) s
- else
$ Y/ I) U9 b9 o5 x% u8 V9 _. C - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
+ F9 K6 V7 @ J - chase_path.push(4)
9 v& ~' F" {1 l: z. u9 y$ t - point_x = $game_map.round_x(point_x - 1)
B2 \/ I5 d4 P$ t R2 G- w - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
( E" _! r( H7 e {7 d6 Z - chase_path.push(6)! y& b8 p( q* ~9 \5 s, S
- point_x = $game_map.round_x(point_x + 1)( G; D7 D6 E- U
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps# W2 f0 ?) }. D, u' y2 e
- chase_path.push(2)( Y% m3 q9 w" P
- point_y = $game_map.round_y(point_y + 1)
0 |, n- u$ p( m1 `$ t9 ^ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps: I/ U+ p! g6 r8 b, v
- chase_path.push(8)3 }1 b2 S/ G. ~* J6 Z
- point_y = $game_map.round_y(point_y - 1)3 }- }, i3 R& j5 L& F6 c
- end
$ f. L7 V: H6 ~& {" o( l0 `# C: [- ~ - end
. }1 \. \. n6 g T p( ~9 i+ g - end #endOfForLoop+ O( Y' i! H; l* U
- # 如果指定点无法抵达或者登陆% k! ?! I ]) f7 e
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)$ t0 L6 r Z8 j( q5 O# ?
- # 根据路径表格绘制最短移动路径(反向)
, O+ j! v/ g" q6 Q. U. Q - steps = step 2 2 + 1
1 I7 i# X# L$ G - loop_times = step 25 E" s1 z `8 g- ^/ @) N( t
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1], r1 K5 f) q+ Q/ C9 m8 h' q/ V/ _+ U$ E
- for i in 1..loop_times # forLoop2 n+ @5 E$ v' g- X, a, `3 h
- steps -= 2: l. i2 x2 o- x) L) h
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs' \( B, q. O+ A! z* v; Q
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
; q! _% p3 c8 ?' V. X, [$ X - reversed_chase_path.push(6)
0 ]; M0 o4 @' h9 Q: w - point_x = $game_map.round_x(point_x - 1)1 n' c g B- [0 e t' h
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
; i1 e& h' N, ^) n/ k - reversed_chase_path.push(4)" ^+ R4 ?0 k. ?! M' N1 ]0 w. s6 Q
- point_x = $game_map.round_x(point_x + 1)2 o$ U. H/ v0 B' |
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps8 p- [5 X, A$ f: q# X; ]# J, A ~
- reversed_chase_path.push(8)* J8 v" z- i; @" E) ~* n/ L# b
- point_y = $game_map.round_y(point_y + 1)0 ?# d5 G0 h0 y) ?2 U
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps0 X( g' _ v% w+ K/ X2 H
- reversed_chase_path.push(2)
3 w1 Y9 _3 F1 s4 ^" A1 S) L0 G - point_y = $game_map.round_y(point_y - 1), J3 T2 t2 p: b6 Z$ Z) [: Z+ _+ g Q
- end; z: |/ e# W5 V2 M% o# j" @! b7 r8 b$ k
- else! {+ b' l' U6 N) ~9 A
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
Q# q7 i2 J! P. A. J& D3 {3 |- v - reversed_chase_path.push(8)
9 V! g# H& _# `3 J. z2 f0 T - point_y = $game_map.round_y(point_y + 1)' R" I3 F$ W% ?4 }1 l6 S
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
0 V+ E, y5 D1 V' |& B - reversed_chase_path.push(2)
0 ]' Z+ S7 H* t2 T" M# M" M8 U, d6 s - point_y = $game_map.round_y(point_y - 1)9 Z8 ~+ ~+ t" d! H$ t# h
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps" _3 a- R* E2 \* S' {9 ?# @
- reversed_chase_path.push(6)1 r" \7 Z+ M6 W
- point_x = $game_map.round_x(point_x - 1)1 N( i8 D$ u0 e: Z( ?" O/ z' I
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
9 |4 _2 X. v. T5 A+ w - reversed_chase_path.push(4) t+ O( y8 Q( e7 f4 U; c
- point_x = $game_map.round_x(point_x + 1)
) b( p. r% d7 C7 X2 {8 x - end: `7 I1 d3 k7 B! ?
- end% p- `# c; t# x; P% E9 G( _
- end #endOfForLoop z6 s/ W) f! e* C
- @mouse_move_path = reversed_chase_path.reverse + chase_path! X8 J3 ` R, F9 ]
- end#boat9 l5 U4 e- | O( @+ u; y5 u
- #--------------------------------------------------------------------------
4 Y! e$ K; W( v2 ~1 ~- ?0 M z - # ● 绘制ship的移动路径 @array[move_directions...]- J2 [$ B }) Z+ Z/ s- j: k
- #--------------------------------------------------------------------------
: m( ?! M4 m8 M* a - def draw_ship_path4 ~2 B1 O( `' ]6 F1 R, T" ^' L
- # 准备绘制路径表格
8 b! ?) r* q0 a3 ` - sheet = Table.new($game_map.width, $game_map.height)
6 }" D$ X0 Q& D' A- N - reversed_chase_path = []; chase_path = []
. Y5 o4 j' u6 U- Q, l$ F - reversed_chase_point = []; chase_point = []
6 t2 N0 y" \8 q6 }; `' b+ {) g - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]9 y1 n' o+ _, t2 k9 c
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
1 g% p% I6 m' b& l - reach_point = false
1 x6 a# o. ?3 J - step = 38 X( j4 z( g: n4 ^
- loop do #loop1 开始填充表格3 Y8 N2 S3 \6 k0 j( b% M( D. E! w! ?
- draw_path = false
# B' V, {) h# v+ J( U+ a - check_points = new_start_points
" [% V1 j1 j& Z8 p& V6 ~ - new_start_points = []
7 w6 c4 b$ ]* f. L) P - loop do #loop2 从起点开始正向填充6 w5 G- v: h% \
- point_x = check_points.shift
3 M( [6 v7 I. |! z5 ~, q5 r - break if point_x == nil8 S& l4 ~9 @( ~* i+ ~1 h* ^
- point_y = check_points.shift
, i4 @8 _1 z" n: }0 p2 h/ ~ - left_x = $game_map.round_x(point_x - 1)
" R0 ~) L7 c+ k - right_x = $game_map.round_x(point_x + 1)( ?0 O$ z: L8 t y N) U
- up_y = $game_map.round_y(point_y - 1)
+ M0 r3 _$ F5 y; e: h( o: x- c) ~ - down_y = $game_map.round_y(point_y + 1)5 Q# m4 p# c! i4 {( D+ K
- # 判断路径是否连通
9 E) Q% Y! z( d9 j+ | - path_step = step - 1" F6 F& x, i4 D s
- if sheet[left_x, point_y] == path_step
: S" h- p$ f1 ~' y - chase_path.push(4)/ h% H. M2 U. Y% | T7 T; N
- chase_point = [left_x, point_y]
: g/ U' M- K; x# T, X - reversed_chase_point = [point_x, point_y]
+ V$ ?2 N7 a( ^3 m5 | - reach_point = true; break I; `% l: U) R4 Y
- elsif sheet[right_x, point_y] == path_step
" _: o$ ^. g: r - chase_path.push(6)
) | u' H& T4 `, Z* K4 j! Y* b: P - chase_point = [right_x, point_y]
6 ^5 d3 O6 ?; x/ v, t" E - reversed_chase_point = [point_x, point_y]
; S/ K( @" V- y3 N - reach_point = true; break
! R; M3 |* k" u5 x1 m& M& Q - elsif sheet[point_x, up_y] == path_step
) L" S$ r% a0 v4 ]) K - chase_path.push(8)
; W$ n. p: ~ m, o8 L2 {! L - chase_point = [point_x, up_y]
) m, @# G4 Y& M/ L/ Y - reversed_chase_point = [point_x, point_y]
7 A) C4 \4 l/ K+ J, m0 \ - reach_point = true; break) }3 i/ o+ J! f# [; s- A$ U
- elsif sheet[point_x, down_y] == path_step" k0 J! n& o: L; \5 _- o- A
- chase_path.push(2)- R4 I- s) f5 j8 k" X
- chase_point = [point_x, down_y]# i2 S' z \/ @
- reversed_chase_point = [point_x, point_y]
0 J% k/ j6 d) _! c: B1 w - reach_point = true; break* }' D0 q0 o Y1 O* {& @8 [! H5 X
- end+ @: D% v8 p: P6 W: q5 w( x
- # 以需要抵达该点的步数填充路径表格 #
5 _3 ^! H# F- @+ S - if sheet[left_x, point_y] == 0 &&
- L5 l A3 Q8 V# A; n% D$ O - $game_map.ship_passable(left_x, point_y) &&3 @- U: }! n e
- !collide_with_events(left_x, point_y) &&( Y1 W' N H$ }) l+ z$ e
- !collide_with_vehicles(left_x, point_y) #judge_end
; H p9 {' @ ^) _ - sheet[left_x, point_y] = step
/ K) V2 }( e4 P2 d# Q - draw_path = true
1 Z, A0 o+ ]: Z4 d - new_start_points.push(left_x, point_y)7 X# m+ {( N* h9 v/ Z6 s: X- ^
- end+ H4 m5 }; P4 |0 [5 C3 R( n% C
- if sheet[right_x, point_y] == 0 &&
9 F6 x9 S w% p2 `; G* H - $game_map.ship_passable(right_x, point_y) &&9 n0 z! C' J6 B1 t6 y. |$ [
- !collide_with_events(right_x, point_y) &&" v+ g' g) Q- ~/ [$ C1 g5 u' u' b
- !collide_with_vehicles(right_x, point_y) #judge_end
* s0 f; L( R6 C4 E - sheet[right_x, point_y] = step
/ A) G2 q$ ]1 o2 ~7 z - draw_path = true* O, r. e( F' j& _
- new_start_points.push(right_x, point_y)- e; b8 a0 N: }+ ~
- end
+ T ]1 ~2 H( s' O - if sheet[point_x, up_y] == 0 &&! M- C. u3 B( j8 C. t% X2 B) s
- $game_map.ship_passable(point_x, up_y) &&/ h4 V2 h7 N% l1 k( e; g
- !collide_with_events(point_x, up_y) &&
3 M: N5 \. d- p5 q - !collide_with_vehicles(point_x, up_y) #judge_end. h2 ?. Y% u; H: z& C
- sheet[point_x, up_y] = step7 _4 y' E7 B: G" H9 a* O
- draw_path = true, U8 w# [4 G: n. }6 @
- new_start_points.push(point_x, up_y)3 i- T' ~3 ?/ O$ k/ Y3 s
- end0 C- W/ _2 | ^9 z
- if sheet[point_x, down_y] == 0 &&! \' l- d! M* T" m5 y- }! c( S- h
- $game_map.ship_passable(point_x, down_y) && t0 V) W, P3 M& D, b% u1 f3 A
- !collide_with_events(point_x, down_y) &&2 f/ ~% ~$ _$ j n1 X1 |& X
- !collide_with_vehicles(point_x, down_y) #judge_end
5 O/ I5 G% M7 e - sheet[point_x, down_y] = step
! g B9 D6 j: k6 E: z/ Y - draw_path = true' w3 n1 W; S4 p1 T- v
- new_start_points.push(point_x, down_y)* p9 n2 B7 v% ^( M5 {$ |) S- ?- G
- end
' j, j h# R* `; }- v - end#endOfLoop2
$ N- n# {) b3 Q* r5 a" c+ B - break if !draw_path reach_point6 u4 ?4 g( A" `7 e
- draw_path = false
1 C \* @% j" ]% x/ @3 c2 K2 z2 G3 l. X' ` - check_points = new_end_points) E: v/ @- d/ P& q
- new_end_points = [], F+ t9 ~3 U% k
- step += 12 ~9 D5 }& k) X7 s
- break if step KsOfSionBreak_Steps &&
0 C0 q# a6 h: j E0 k2 j3 M - !Input.press(KsOfSionFind_Path_Key)' e$ D6 K% j" z0 ]
- loop do #loop3 从终点开始反向填充
/ Q3 b# N5 F/ n9 _* f - point_x = check_points.shift8 z4 z6 Q+ d$ D( Y2 \2 N
- break if point_x == nil7 o" Z, N& s3 N# P- R+ @
- point_y = check_points.shift) |: o2 J3 y4 O& p. `' s% s
- left_x = $game_map.round_x(point_x - 1)1 M2 n4 X) i( p
- right_x = $game_map.round_x(point_x + 1)
' q1 k* B1 ]6 i" b - up_y = $game_map.round_y(point_y - 1)2 ?( ?) }) E/ U5 A- d; k; ]# k
- down_y = $game_map.round_y(point_y + 1)
5 f j: p* ~- M* l; @9 H; i - # 判断路径是否连通# z" u. ?4 u9 s
- path_step = step - 1/ J( ]# a2 p2 b- J
- if sheet[left_x, point_y] == path_step- k) G. |* O# e! X/ e7 e
- chase_path.push(6) A$ c2 J/ p% b) _6 e
- chase_point = [point_x, point_y]
4 c6 C- ]* Z" D - reversed_chase_point = [left_x, point_y]
+ V ]4 }% f E- \8 d4 S - reach_point = true; break$ F R3 w0 |4 K
- elsif sheet[right_x, point_y] == path_step% ]8 S( ]( Y6 `9 l) [% w
- chase_path.push(4)
O, y: l& m1 z - chase_point = [point_x, point_y]1 X0 m% \8 o6 e- k! {
- reversed_chase_point = [right_x, point_y]) W' U9 J; Y) P; x9 d; x$ R
- reach_point = true; break
4 `8 m4 D" e2 o9 ~+ U - elsif sheet[point_x, up_y] == path_step" R W& c/ L3 s* W: v
- chase_path.push(2)* H! d( T, |' H* j+ g e A
- chase_point = [point_x, point_y]: C) u" a: E8 m, u( c) w( W
- reversed_chase_point = [point_x, up_y]
0 b9 S. H7 e/ m+ N. i - reach_point = true; break
W9 g( T' ?2 D5 R - elsif sheet[point_x, down_y] == path_step0 Y3 w* U N3 ?! N7 X$ b
- chase_path.push(8)' ?& s2 i) I% Y4 ~. L3 b
- chase_point = [point_x, point_y]
7 ]& G* j4 D. b C V! R" m - reversed_chase_point = [point_x, down_y]3 ]9 r1 G/ s7 t( \8 ^
- reach_point = true; break
( p: S4 M) ]+ r3 y9 m1 u2 w - end( B# R4 {9 c0 S( `! M
- # 以需要抵达该点的步数填充路径表格 #. L3 i* l. t8 Y5 n& B5 u& Q
- if sheet[left_x, point_y] == 0 &&
" c, s1 U0 u! P' f* v* H - $game_map.ship_passable(left_x, point_y) &&
) h% x$ {3 K7 P0 A) b8 K" S - !collide_with_events(left_x, point_y) &&
- ^; U8 Q9 h, s( y# X& {) Z. R$ V - !collide_with_vehicles(left_x, point_y) #judge_end( o% i- R# g) ~& U
- sheet[left_x, point_y] = step
1 A; k* K% Q6 `% Z# `1 V" H$ z - draw_path = true
. y; n1 D; o+ \! E, o - new_end_points.push(left_x, point_y)7 @* A8 |3 O5 U
- end& D$ ?2 R" n- F! m: I& g
- if sheet[right_x, point_y] == 0 &&0 G/ q2 w/ B7 U+ L B
- $game_map.ship_passable(right_x, point_y) &&! G; d" h' y+ `
- !collide_with_events(right_x, point_y) &&3 P; s3 U# N. [7 T" Q. ~; n
- !collide_with_vehicles(right_x, point_y) #judge_end" {* N7 W$ i, O2 I; M/ I$ l7 |
- sheet[right_x, point_y] = step* Q+ Q$ l( j, |7 I2 J
- draw_path = true
; S+ P3 q2 q7 f, L# v - new_end_points.push(right_x, point_y)+ @: Y6 S& e+ ]
- end
/ z3 N, {' o) x" ~0 v+ m5 s - if sheet[point_x, up_y] == 0 &&
7 D* m) R$ v( r6 `7 d - $game_map.ship_passable(point_x, up_y) &&
4 U7 K: K8 P, q/ s - !collide_with_events(point_x, up_y) &&/ @: l5 G5 Z7 F0 G% S
- !collide_with_vehicles(point_x, up_y) #judge_end
" u4 r2 }9 k( e- P4 L8 t - sheet[point_x, up_y] = step$ t+ s" ^8 N* W N0 T8 @
- draw_path = true7 \6 k: f* R4 D/ {
- new_end_points.push(point_x, up_y)
- z( U" P. {1 K. W- a - end
1 r) L" j3 f% s+ Y8 m* [, r* a - if sheet[point_x, down_y] == 0 &&
% q* l |7 z- L% J9 c - $game_map.ship_passable(point_x, down_y) &&- H# c9 D6 j( z8 j( A% Z) t
- !collide_with_events(point_x, down_y) &&
B5 s8 H! L# o6 T - !collide_with_vehicles(point_x, down_y) #judge_end
) v$ J: L* p% l" S - sheet[point_x, down_y] = step/ M4 p% l6 U# ~: K0 L
- draw_path = true
% q4 j. C) z, }4 F0 O# t - new_end_points.push(point_x, down_y)
' n. ?9 [8 H+ l - end
+ D) q' _/ Q/ I7 D, _- E' s: u - end#endOfLoop37 x$ T! k) [( t, A* C8 l3 ]" p& a/ p
- break if !draw_path reach_point4 v" N! X% _6 l' j/ ~9 f. D( U0 l& c7 x$ n
- step += 10 L2 }3 ~6 N# k$ ?- ^9 L. I( N* ^
- end #endOfLoop1 路径表格填充完毕
8 ]2 V7 j4 T# w. u - $mouse_move_sign.transparent = false/ U6 d$ p; A5 s7 D9 S/ d7 Y
- # 判断指定地点能否抵达) g4 r6 g# u/ V- l' |0 q+ y$ x* z0 X
- if reach_point# ]4 Q1 _% m; }8 ^- x& {
- $mouse_move_sign.direction = 2
+ m1 }1 C6 P3 U - else
! D" j. G( d8 L+ ]% t - not_reach_point) ^' J: s- {8 ~; O; L% k0 J& q( D
- return# H9 ~3 ~6 N H3 ?
- end
$ [ W' z% z% ~& l - # 根据路径表格绘制最短移动路径(正向)# ~. }, G" z' O. J6 X
- steps = step 2 2! z0 [" T. w$ Z
- loop_times = step 2
1 X$ z& S4 L9 ^" ]1 X5 ] - point_x, point_y = chase_point[0], chase_point[1]3 E) X5 T8 N0 Z7 E
- for i in 2..loop_times # forLoop) s( s. M5 o4 U& o9 I
- steps -= 2
$ s' Y% s- T) B0 S. `5 p$ ? - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs+ n$ C+ S; T1 @/ f
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
2 B& Y2 n& b7 G - chase_path.push(2) K! m& m1 t. ` t: D% A6 T
- point_y = $game_map.round_y(point_y + 1)- }3 l3 n: {7 `7 M7 w k% C/ Z- ]
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps! V. L8 Q2 k7 ^' h- A4 j+ v
- chase_path.push(8)
: i" \, ]! U+ a, z$ @ - point_y = $game_map.round_y(point_y - 1)4 l, R- P% K6 ^$ U4 X
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
: F$ j8 Q" Q. r$ y, y - chase_path.push(4)% [- N& O+ p1 I# ]- {* j. i
- point_x = $game_map.round_x(point_x - 1)+ R' I k/ U$ f! p; @ A2 U
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps! J5 Q* o0 W" X0 d" A- K- T1 ?, H x
- chase_path.push(6)
! U& I. p7 ^0 u/ l - point_x = $game_map.round_x(point_x + 1)* O7 p5 U; h1 F3 h% J
- end
4 Q$ o1 `2 ^. K - else
) d" R C% a5 e& U7 A- x3 u4 e+ m - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
4 ~* n3 j( I: o! [ - chase_path.push(4)/ _$ X- O: D! P( c: A
- point_x = $game_map.round_x(point_x - 1). O* v1 u1 f: J. K: \; q
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
. ~& I6 a Y" L+ x3 T - chase_path.push(6)
9 T5 w4 F6 R `+ {# p - point_x = $game_map.round_x(point_x + 1)
' w; r! [7 Q' g2 _ C5 V, q - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
* T H9 x5 y! |5 s3 z4 S+ Q - chase_path.push(2)
" D! Y4 E( G( ^- o - point_y = $game_map.round_y(point_y + 1)
: A& t3 c5 r5 |' _2 d% J: |- B - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
" H( R1 v! W* G% y* X - chase_path.push(8)
! B4 \' ^& T' k) l7 A) F4 ]* J - point_y = $game_map.round_y(point_y - 1)5 F4 S* \5 n4 u9 b( T! Q
- end; q% H& f; S9 P9 U( R1 R
- end2 d/ ?; H8 X- `$ l3 Q3 ^
- end #endOfForLoop
9 h2 t2 T- A* L2 C1 }3 i2 V0 L - # 如果指定点无法抵达或者登陆
% T$ z( `# }8 L8 A+ h - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
& @! k6 Z$ |7 T/ v7 ^ ^ - # 根据路径表格绘制最短移动路径(反向)& B {( X* m' P
- steps = step 2 2 + 1
' B& O# r3 |. H( p+ m - loop_times = step 24 ~& Y/ b8 ^/ i: K, ]0 w% T4 c' l
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
* v3 C1 _6 Q' K7 t6 O3 w - for i in 1..loop_times # forLoop1 P" L/ f8 M5 N3 W# P1 u
- steps -= 28 H) L2 @' w7 K3 C. k. ~
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs! L1 m {4 F* a* n; A) h6 h4 J/ z
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps7 ^& U6 y- N- S* p( p
- reversed_chase_path.push(6)/ @) P, l9 M' c/ u
- point_x = $game_map.round_x(point_x - 1)8 v1 i8 D/ m% g+ x& e) U, M/ @
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
/ Z I* X8 ~/ d - reversed_chase_path.push(4)
4 L! I+ [) h- g( O, \( t) X s - point_x = $game_map.round_x(point_x + 1)
: m$ J O: N; W x+ R! R) y - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
0 f- L0 q" o, l# f - reversed_chase_path.push(8)
+ d8 N- i, A3 }* t7 a: ^1 Z% T - point_y = $game_map.round_y(point_y + 1)! S; _0 ~+ R8 ]5 n
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
3 @. Y. l7 r( d' I - reversed_chase_path.push(2)% \: b K% C' A' s2 `" h' L
- point_y = $game_map.round_y(point_y - 1)
6 ^' s0 j( b: t( H - end: o" n5 D+ G3 d" X. Z; H, b0 H! h
- else
( w0 r9 M% P4 ?9 H, r( c# ? - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps4 N3 \' G1 ]% L
- reversed_chase_path.push(8); f% B7 j. }) }# g; d+ p6 S. ~
- point_y = $game_map.round_y(point_y + 1)' T3 ]' V. y1 w: r; ]
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
, R! i' g2 d- V1 m4 q$ z0 A - reversed_chase_path.push(2)
3 `. Q- A8 e. [3 ` - point_y = $game_map.round_y(point_y - 1)
: f3 {+ i( @. y j! } - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
) D( `3 s; y4 Z8 ?( B+ L5 H5 i - reversed_chase_path.push(6)- `( n" v& d& X! r( j ]4 \' Q, `
- point_x = $game_map.round_x(point_x - 1) `# R4 F% k9 N# d" q. }* t
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps& @/ k6 f* ~3 V
- reversed_chase_path.push(4)
# ]) ^& R) F, Q5 u - point_x = $game_map.round_x(point_x + 1)( S# ]0 X8 o, H# [. y, n2 X
- end
; s& l3 {/ |( w" g" o4 \ - end v. A# ~. A6 C# D1 k6 q
- end #endOfForLoop
$ [7 r0 a' D6 Q+ y5 E - @mouse_move_path = reversed_chase_path.reverse + chase_path* d0 L, P! B+ r% g4 D: ^) n ~' ~& n1 q
- end#ship, l7 a9 O! U: L4 K, Y. A) n
- #--------------------------------------------------------------------------
3 z& z' g' @$ X- W1 @' t6 Y7 k - # ● 绘制airship的移动路径 @array[move_directions...]
9 t* w9 G1 J2 G |/ u - #--------------------------------------------------------------------------& P- N4 e% G2 k$ Q
- def draw_air_path
0 M; `5 C( `- N1 v. A7 W5 k+ B - $mouse_move_sign.transparent = false
; D: S. A* y) U @( p M - # 准备绘制路径表格
- h1 W5 f4 I# g) } - sheet = Table.new($game_map.width, $game_map.height)' L- x# J3 I* Q9 a2 m
- new_check_point = [x, y]; sheet[x, y] = 1! \5 p# S3 M' N2 N
- reach_point = false; step = 22 D P/ K. K, E- |8 @
- loop do #loop10 w, o- |7 a6 T; C, T
- check_point = new_check_point$ C- K8 K! a; Q! A, V- E
- new_check_point = []
g: K& [! U( Z" k; J" ] - loop do #loop2
8 z) E9 U5 |! C& F9 C- l - point_x = check_point.shift& {6 h0 j o5 p+ B. N6 Q9 V2 z
- break if point_x == nil6 }+ x5 P( E0 U* }0 V& \9 B
- point_y = check_point.shift
; i2 C; a6 B; f3 a% l1 t. |$ J, M - if point_x == @moveto_x && point_y == @moveto_y7 ^* t6 G7 X. @) e/ _) c1 Z2 H1 S
- reach_point = true; break
' ]6 z0 j( F. s a" a - end0 J' V, S* G) D* a; ?. z
- left_x = $game_map.round_x(point_x - 1)
- U: @9 E: e. j$ I: X$ L' | - right_x = $game_map.round_x(point_x + 1)! m/ R8 H3 Z3 H8 m1 n. P
- up_y = $game_map.round_y(point_y - 1)
: ^6 ^ Z3 S( M9 u3 K4 ~4 G - down_y = $game_map.round_y(point_y + 1)
. {8 u: v- B6 Q' a - # 以需要抵达该点的步数填充路径表格 #% `. q0 R" X* b. b. l ~; `# H& C
- if sheet[left_x, point_y] == 09 e: p; `( s0 Z8 @; a- E4 O
- sheet[left_x, point_y] = step T5 v; j: \. `' u: G) Y- [: u
- new_check_point.push(left_x, point_y)5 V! ^* Q7 g" @
- end9 K1 i; e: J5 a# I
- if sheet[right_x, point_y] == 0
2 t2 H0 b$ p% X - sheet[right_x, point_y] = step$ p( K$ V& t" e( n) |( k
- new_check_point.push(right_x, point_y)9 B5 k4 L- q1 K1 P" d9 m
- end
* K4 }( f1 G, ~ - if sheet[point_x, up_y] == 0$ n) o- t: |. F0 {# d7 U+ O7 |
- sheet[point_x, up_y] = step
% b! m3 R1 s F4 @0 @; p - new_check_point.push(point_x, up_y)
. R) p7 K2 U9 g1 E: A. p( @ - end( ^& Z! F: u, d
- if sheet[point_x, down_y] == 0
4 R# k/ ?. u" o% k9 p% | - sheet[point_x, down_y] = step+ N( ^; F; \( q4 J g8 `
- new_check_point.push(point_x, down_y)2 j/ O1 V, {! T# ?% P
- end2 c4 ?# s! \# G# G) i
- end#endOfLoop2
8 z: B) ]; h" S - break if reach_point
/ b& t; v. B4 J. k/ {2 D - step += 1- Z8 z( A- m. B; A) M; t
- end #endOfLoop1
5 L+ ^- a" b8 p/ V& O" c. |/ ] - # 根据路径表格绘制最短移动路径 #- u) O# G( j, H7 g* v! I I0 }
- reversed_chase_path = []; step -= 1/ k% B6 ~7 y4 a, ^! [* s
- point_x, point_y = @moveto_x, @moveto_y
8 J) }; Q( u1 \0 S C7 o) j/ d! x - for i in 2..step
j7 S, O* Y& r9 V - step -= 1
9 ]3 Y' z0 Y- g* z - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs4 e5 R1 F6 D6 N5 _
- if sheet[$game_map.round_x(point_x - 1), point_y] == step
" b$ t: A7 \) R$ I0 y# W% f - reversed_chase_path.push(6)
* o4 x. \5 [* a. V% G0 | - point_x = $game_map.round_x(point_x - 1)
! a0 M* Z" Y1 N6 P! g" B - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
* ]+ P- u9 t4 f& h2 P - reversed_chase_path.push(4)
- u. r1 d( J; `- f2 L - point_x = $game_map.round_x(point_x + 1)% k# P% ?4 b& w1 ?. P' D& w
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step
# {, h L: A6 }( s/ Z - reversed_chase_path.push(8)+ y6 ]3 B% e4 c6 W! ~
- point_y = $game_map.round_y(point_y + 1)
1 M0 |- H7 C$ p5 l! t% M - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step" P7 f! B9 e M, |/ Q" m- L5 z, q2 X
- reversed_chase_path.push(2)' w+ j5 m; y& h% h: d. h
- point_y = $game_map.round_y(point_y - 1)
) Q! B$ P# N0 Q+ z& K) } - end: j# F! R6 a: ?% F/ ^
- else
2 H$ v/ _5 U M& m$ f7 o- H D - if sheet[point_x, $game_map.round_y(point_y + 1)] == step# L6 U# e9 p' k( ^0 y. _3 b Y
- reversed_chase_path.push(8)9 u# v; d$ g+ g- z) v+ f9 [
- point_y = $game_map.round_y(point_y + 1)% o8 W$ B- @+ U* k. l2 K- D$ A! {
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step) @0 _' `8 T0 {$ L/ Z
- reversed_chase_path.push(2)/ V3 t! g2 n% O! [. a% r9 \
- point_y = $game_map.round_y(point_y - 1)
* @# m) w4 |. T, d) \( F S - elsif sheet[$game_map.round_x(point_x - 1), point_y] == step q$ h8 L) I) R8 a4 d( O
- reversed_chase_path.push(6)
% G+ X, N1 ^ t- L/ k. W" p - point_x = $game_map.round_x(point_x - 1)
o1 L4 k2 c9 q3 [( W& [8 g: _: b - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step2 q& w0 Z$ q4 q5 X% r
- reversed_chase_path.push(4)/ Z4 c( w2 ?5 d* N7 p, A4 C
- point_x = $game_map.round_x(point_x + 1)
6 R7 X# b( H4 {; u% ?) [' u$ B* }) K - end3 u- D# F" ^* o/ ~$ S; @
- end" h% y9 O- @, L9 n& b ^2 z3 P
- end #endOfForLoop
! P- {$ p. t. D4 Z# k3 v' [ - @mouse_move_path = reversed_chase_path.reverse
3 K$ D$ W7 U) f6 }! f - end#airship
: b2 g4 N( L) G' i9 I/ g8 f' k - #--------------------------------------------------------------------------
0 g" Y2 i+ o+ U& d0 p - # ● 目标点无法抵达时的处理,用于各路径绘制方法内部; s4 d0 b: O8 ~' x M6 J/ K* o
- #--------------------------------------------------------------------------5 ^9 x) {6 f: V4 p# ]
- def not_reach_point
) d4 j+ Z+ ^& F; G4 g - $mouse_move_sign.direction = 4. P: J7 m- N7 Y7 w
- dx = 0; dy = 0; dir = 0+ @0 ?4 a, q. M
- if @moveto_x - x 07 g. X+ S4 H: ?) n+ b" E
- if @moveto_x - x $game_map.width - @moveto_x + x &&
8 n8 \& z2 a: y+ x! w3 ?) k1 J - $game_map.loop_vertical
0 Y/ p) E( o! Y" @) P7 w& S" S - dx = $game_map.width - @moveto_x + x; dir = 4: g$ ^+ w# Q' Q1 y/ G9 O5 j& y
- else+ R+ w5 x: A8 X; x6 E9 l4 o
- dx = @moveto_x - x; dir = 6
1 }, |" y6 Y0 r: c - end+ H* a& n$ ]5 Q, ?
- else
$ V+ o8 m+ l" |$ l1 n& s1 I" R - if x - @moveto_x $game_map.width - x + @moveto_x &&
' ]& v- N5 v [9 j5 {: v; i - $game_map.loop_vertical
+ ]% H, V9 \* s1 \# d0 j! X - dx = $game_map.width - x + @moveto_x; dir = 6
2 j: l0 p2 N5 M( H9 ] - else" B2 }" I9 i1 P: ]
- dx = x - @moveto_x; dir = 4- k3 B7 h+ i; D5 _ c1 A3 k
- end
R& d+ E4 @- G2 F1 c - end+ ^5 |& u0 F, X6 r: @
- if @moveto_y - y 06 J, A8 @: Q. O) V3 D: x8 T* Z3 E" z) u4 K
- if @moveto_y - y $game_map.height - @moveto_y + y &&
" m g0 g2 y/ Y: T6 i - $game_map.loop_horizontal
4 n7 I* _: f2 u! u4 n - dy = $game_map.height - @moveto_y + y/ f( L) c9 D9 b/ K- _0 U7 l$ ^
- dir = 8 if dy dx
0 L f: I" O H X/ d - else
3 D/ o; j# i: h - dy = @moveto_y - y4 L# a% L8 v9 {" X6 f8 f, H/ T
- dir = 2 if dy dx
9 _# k; p! y' {( {* r - end
4 w/ h2 t6 a1 S6 i5 v2 ~. H3 H8 `$ I - else
3 P8 }& K+ V$ p& G5 ~, d' d3 z) m - if y - @moveto_y $game_map.height - y + @moveto_y &&
8 i# ~4 X) F" m5 S0 D0 N - $game_map.loop_horizontal7 u# e; _% u0 p8 t
- dy = $game_map.height - y + @moveto_y2 m. \7 l; o I' k) m4 m) K
- dir = 2 if dy dx
, s9 T% _' d( _9 L+ a - else' ?1 U( x! g# y5 u0 U. n
- dy = y - @moveto_y$ D% b% w& J+ ^6 O3 ~
- dir = 8 if dy dx: M3 z7 W6 s$ a4 z
- end- ~( j0 s, d' i9 J- ]8 h& G
- end% {6 t/ `: ^5 ~+ Q7 d/ F* t- X
- @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件2 f6 [& S$ ?8 i! H `/ n6 ?* O6 a
- end
" b$ d4 C+ N! V$ r5 [ - #--------------------------------------------------------------------------
3 K2 r. A* O/ I- e) P - # ● 判断目标点是否能抵达、登陆,用于船只路径绘制
7 } e' e( L- v- X- {) S0 U - #--------------------------------------------------------------------------1 F# [. M2 T( S
- def landable(x, y, path)% u% L! V. [! F4 z" v! M* G
- case @vehicle_type; U v( |* [, H8 @
- when ship; return $game_map.ship_passable(x, y) " x* H) a3 K! ]( t# D) p' T
- $game_map.passable(x, y, 10 - path[-1])
0 p! Q! {! ]1 J+ u$ x4 n7 o - when boat; return $game_map.boat_passable(x, y) 8 n1 s3 f n# d6 i1 F
- $game_map.passable(x, y, 10 - path[-1])
* d1 Z7 K- q3 @) u9 B, J5 k @3 I" J - end/ G- y, X# F1 r2 p3 K3 D' b
- end
& c0 O* ~7 J4 A7 R: ~8 `2 c - end: I* R. b' ~# W g
- + h# m4 u& a! G' O
- #==============================================================================
: J2 p3 ]% Q. M6 ^% W( l& \$ { - # ■ Game_Map
* v+ k L; P7 C) F; ~; B' b3 [ - #------------------------------------------------------------------------------( O( e. \8 g3 m8 E1 p& ^
- # 管理地图的类。拥有卷动地图以及判断通行度的功能。1 F) D" n0 N8 j3 }0 Q% Z
- # 本类的实例请参考 $game_map 。4 M. [3 z4 c9 P. F2 A. h: r
- #==============================================================================( _6 x1 f- ?% C
- class Game_Map' c- Z9 V( k" g! w3 ?6 @
- #--------------------------------------------------------------------------. H# f0 V* C; H7 U& y4 L9 i
- # ● 定义实例变量+ H \, L% v2 N A
- #--------------------------------------------------------------------------
; I4 q9 r$ K) z: ]1 B7 S# g - attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据
) u1 Q. P4 X% V' L8 D - attr_reader mouse_map_y # 同上
3 H# n; v% n7 J! P: y U - #--------------------------------------------------------------------------' v: v! Y% W. K. @! @+ A% r
- # ● 初始化对象
& R. ~; V8 l/ D4 e3 M8 l L$ b - #--------------------------------------------------------------------------2 }1 t; i! \9 v8 A2 |1 |+ G
- alias sion_mouse_initialize initialize. h" ^3 y9 e$ |* V
- def initialize) b! u9 J I, N& Y
- sion_mouse_initialize* w# f$ `. r$ W3 N9 Z
- creat_move_sign ### a% r6 A7 [: \% J3 u6 k# h7 K
- set_constants7 \6 x& e2 ]) W% Q( S8 s0 p
- end
" }1 E5 {0 h% G4 `( A: ^- q - #--------------------------------------------------------------------------; K, z/ H! y9 s1 g5 X0 c2 [" D/ x
- # ● 更新画面
% A: m6 G" ]6 k - # main 事件解释器更新的标志7 m7 K4 [3 M3 X: L( a( r! {) g
- #--------------------------------------------------------------------------) ]% l( A) V2 e1 n+ o9 f
- alias sion_mouse_update update0 E6 R$ w8 M8 s, u V) }& ?" q
- def update(main = false)
+ `. A1 b. p8 }* e - sion_mouse_update(main) P$ }4 A. h( c" ] [# H
- update_move_sign4 [* V/ |9 l) C& d
- end6 ]- w E7 @8 n
- #--------------------------------------------------------------------------
/ F! o3 @2 J" S3 ~8 o' L! `/ l - # ● 创建显示路径点的事件, F5 Z/ r# J c- ^; m8 r
- #--------------------------------------------------------------------------
, f2 j1 ~9 t; p, T( r: y; B4 Q - def creat_move_sign2 K2 P4 R3 M% r2 f) }: v
- $mouse_move_sign = Move_Sign.new
4 N3 U$ N7 S' o p& S U' r - end( w4 ^, G4 d0 _. p2 Q. D; @
- #--------------------------------------------------------------------------: z! [2 {! n: i N
- # ● 更新显示路径点的事件
. x; k4 C" r3 A7 n9 |' z- ^7 C - #--------------------------------------------------------------------------/ s6 Q4 {5 H' E% h. h) Q
- def set_constants
6 _0 |3 v& o. J - @mouse_pos_setted = true. F- }! k; y3 N8 }1 a2 u: J* K
- @set_pos_prepared = false
1 c( V+ ~' S* y3 D6 O9 x1 T1 D3 U4 S - @mouse_old_x = 0
$ e; A- g, Z0 ]5 n6 Q6 C. t7 j - @mouse_old_y = 0
8 D$ ~# T- p' F a& G' `: X - end, H: I& ^$ R! ^- r/ a' t$ G9 J& h+ ]
- #--------------------------------------------------------------------------8 g6 ~, z- d! G! h* P6 W
- # ● 更新显示路径点的事件+ S! N9 T) f: c/ ]' y
- #--------------------------------------------------------------------------2 ^$ z' e$ w4 y; b6 ~
- def update_move_sign
A1 \% B) b1 T - $mouse_move_sign.update
: y+ {. E1 O- P2 m" e8 D8 V - end$ D4 ^* l: I% n |8 \, r/ p& v: x
- #--------------------------------------------------------------------------
9 V) u7 p# H5 V - # ● 获取鼠标位于的地图块的x、y坐标/ |+ W7 |/ ~8 P# W: W9 i
- #--------------------------------------------------------------------------
6 w! S2 X0 |% L5 X/ M - def get_mouse_map_xy" M9 w2 b, h+ S. _. G- Z' F
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y e* K# v4 } Z4 a1 K/ I% `
- @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i). q* F; ^( q) S$ y; G' j
- @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)/ ]' S; P F8 U8 s/ e$ k R" c
- end' I5 u. B( \4 p
- #--------------------------------------------------------------------------
' Y5 V! K+ u2 Z8 p4 U4 P6 `7 k - # ● 返回地图画面时重设鼠标坐标) e) ~" ]8 N+ C% Q6 g
- #--------------------------------------------------------------------------0 v8 Y% P; |2 ]6 q- I' l: S
- def reset_mouse_pos& U6 i7 x4 c* H( L( X0 V; C
- return if @mouse_pos_setted
" H$ x/ j) N& K/ e( z% ~ - Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)
# s' U/ S4 V3 U8 E# c: W) v" h - @mouse_pos_setted = true r8 M3 Q8 W$ C6 {9 E S7 k( d# N
- @set_pos_prepared = false
2 z, y$ y. g( d: ~& y" d - end
# ^+ E" d+ c% u( \ - #-------------------------------------------------------------------------- V; [7 R# w3 f
- # ● 重设鼠标的坐标- A: N n& A3 i' i, q
- #--------------------------------------------------------------------------" l4 f3 |# `" H' T
- def prepare_reset_mouse_pos- o+ g# y& L4 \2 }: G1 @
- return if @set_pos_prepared
! I; C3 |9 N! h5 e - @mouse_pos_setted = false; c& x1 s1 G/ \7 W% ~
- @mouse_old_x = Mouse.mouse_x
U* c$ D0 ^/ e7 z - @mouse_old_y = Mouse.mouse_y! i# r0 L W/ Z& p3 N
- @set_pos_prepared = true
6 a. j9 H+ L- R+ p - end
# x M% i3 L' G, l) h5 \8 p - end7 q0 ]& ]1 l* e2 X5 _
' ?" q: h# N- r u" i% O6 }- #==============================================================================
a- c; ]% \6 Q' p, I! Z. p - # ■ Spriteset_Map
: f/ ^4 @( N) m' o" a - #------------------------------------------------------------------------------/ q U+ }6 X5 y6 B
- # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。
/ A) O3 \6 X a - #==============================================================================& l8 c/ \" Z e- a8 l4 k% E% n. @
- class Spriteset_Map- B/ e. U2 {( h" E) X
- #--------------------------------------------------------------------------
$ ^; s# e. F# B: U - # ● 生成路径点精灵
; @# R% a- O0 u, R( g; p* P2 E: ? - #--------------------------------------------------------------------------4 g: F. v8 l4 D
- alias sion_mouse_create_characters create_characters, T5 T. o1 F1 d: k2 X" S
- def create_characters* B4 _0 q0 ^$ T! f2 ^
- sion_mouse_create_characters
4 C6 r& R9 F1 m0 A# t - @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))
: ?3 S- X: F$ }+ A8 O - end
6 w% B1 H& _( @" Q: l- C" } - end
- n3 g F2 `6 X: B- z6 {$ g
) V! \( U$ q. h2 a2 y- #==============================================================================
4 {+ P$ p# Z3 }& {' n& { - # ■ Scene_Map8 I" W4 I# W" A; l
- #------------------------------------------------------------------------------
; L. T+ _$ h5 d; c+ r - # 地图画面" P+ Q: h( _, \% l$ |# i
- #==============================================================================; t* `3 I J* L$ a; ^
- class Scene_Map Scene_Base
% }; O% w9 o5 O) @3 k% k1 c - #--------------------------------------------------------------------------3 k5 V: @9 c! }
- # ● 画面更新
+ Q& ?& A0 G9 _% l - #--------------------------------------------------------------------------
+ x; T" t6 | \3 x5 W - alias sion_mouse_update_scene update_scene: Q) W% N7 B7 y7 |# ?5 J
- def update_scene( c& y' C& E7 b h# z5 K
- sion_mouse_update_scene! s( \$ a( m7 |
- update_mouse_action unless scene_changing0 O: S9 u$ d6 @; v
- end) U" G% J3 B# ?% d6 c* f2 y( k
- #--------------------------------------------------------------------------$ V# u: D% u+ t& W6 m$ @
- # ● 场所移动前的处理! Y" I9 e5 J& c' f) U8 @, X2 y( ?$ [
- #--------------------------------------------------------------------------$ B; ]) Z( x/ K6 M
- alias sion_mouse_pre_transfer pre_transfer! f' B& m, }# `/ P$ i
- def pre_transfer
7 W; U7 L3 e# v - $game_player.reset_move_path
! z+ o5 j5 b! o/ |# w - sion_mouse_pre_transfer
) v" o1 f. `( ~$ w* ]3 Q2 C - end$ E4 V6 x4 W, R$ a1 H& p
- #--------------------------------------------------------------------------2 C' h0 Q! B' g2 I! V) Q" b7 G
- # ● 监听鼠标左键的按下
- n: H: q( L9 m5 g: P2 @) J - #--------------------------------------------------------------------------
; Z4 A" R6 m9 H4 A - def update_mouse_action" D- q G: b& J9 I6 D
- $game_player.left_button_action if Mouse.press(0x01)! i/ p( B! I: F+ J: G ^3 l
- end
) k* [, l7 o0 E# Z; H9 j/ o4 S0 P - end
( T7 G: G; D6 q- y8 i) b7 C& @
: d7 Y; V) s- `, M2 E# {- #==============================================================================
. G/ [6 Z8 Y& s" j5 S# ]* G8 [0 \ - # ■ Scene_File
% i* z- u- \3 s: v/ c3 |, L& V) d - #------------------------------------------------------------------------------ N) m7 Y, a, W0 b! ^/ A& L
- # 存档画面和读档画面共同的父类) |/ s: i" M A( M! ?
- #==============================================================================
1 a+ q, j, ?' m$ K( p - class Scene_File Scene_MenuBase7 {, q2 _0 [4 q/ b: |( j9 \( }
- #--------------------------------------------------------------------------- v# ?/ [! e6 h% M6 L7 n8 B
- # ● 开始处理2 i: ]% D3 g; Y. Q3 R2 \9 J6 m
- #--------------------------------------------------------------------------
9 F' ^0 w/ X2 W9 n; u0 Q3 |( o - alias sion_mouse_start start
" Y4 _- J, a8 ?$ ]3 {# ]7 F5 r, Y - def start
% |% O+ k+ a1 f# B# j. t$ m - sion_mouse_start
# p% N1 ], X) K: i& z) M - @move_state = 01 s9 h# L7 a1 Y' j4 q8 o
- set_mouse_pos
" I" Y; @. a. l% ~ - end
6 \2 ~% K1 p5 ^ - #--------------------------------------------------------------------------
# e2 Z6 Q7 ^6 R: b0 X+ _ - # ● 更新画面 E+ ]/ S. K. w6 `* y2 y' D: _
- #--------------------------------------------------------------------------
6 G) A" A* W6 y$ a2 u - alias sion_mouse_update update+ Q7 [# i) H8 _' n, \! z( b; w
- def update. b" \& A; \% k
- sion_mouse_update7 I; L" Q9 u, ` R4 Y8 J+ n8 V
- Input.dir4.zero set_cursor set_mouse_pos
. s4 z! B. l, o; c - end9 ?+ ?3 x2 y# g0 M1 K; D6 J
- #--------------------------------------------------------------------------
! e* I) L% k9 E$ y. T - # ● 更新光标0 `" W) l8 t6 b) i
- #--------------------------------------------------------------------------
8 U' U ^2 \+ ~6 ~) J& K, @) C - def set_cursor- V6 E# ]3 E4 r& L* I9 t
- @move_state += 1" N' A& o1 U7 h+ d) e' }& O* I3 _- z
- last_index = @index: c2 q( j7 r; z
- if mouse_which_window == -2! L% c# z8 x! N5 S
- if (@move_state - 1) % 6 == 0
2 U0 ]5 R3 M9 @0 X- h - @index = (@index + 1) % item_max if @index item_max - 1# B8 Z- |( R$ J9 H* H
- end
# g% t; n9 s0 {. M# h$ n6 y# [5 Y - elsif mouse_which_window == -1
" r. w" i" G4 r, r# P7 V% ~) y! g - if (@move_state - 1) % 6 == 08 \% ], z9 `) P
- @index = (@index - 1 + item_max) % item_max if @index 0& q+ D* v/ K! d$ r* B8 R; U6 @
- end7 G' e. _3 c$ W* S
- else7 H: |" \* q; E( r+ Q f P
- @move_state = 0
2 b _/ ?8 t- ~# A' x# m - @index = top_index + mouse_which_window8 j* T% E7 Z: V& N- ^
- end
4 m `6 Z* g2 p, A - ensure_cursor_visible
2 L1 t% H; P6 v" D, i - if @index != last_index
! \4 N' g) c( ]- V) G! v# F% S6 L4 N - @savefile_windows[last_index].selected = false% k! p- n* U# F4 F, }) @; h- N
- @savefile_windows[@index].selected = true8 y$ l% f% a; x1 D5 B0 W' Z$ c6 b0 S# D% M
- end8 g7 g8 h; Z& |5 |$ k# X; C
- end; j$ {# p% W/ i& v& O! z
- #--------------------------------------------------------------------------7 p( J) v0 k, A. U# }- Q
- # ● 判断鼠标位于哪个窗口
3 w! n; m# f$ }$ y% ? - #--------------------------------------------------------------------------# G5 T. `$ _5 |( m
- def mouse_which_window7 ~' W5 Q) l3 x
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y1 t, m5 l# w, ~
- if mouse_y @help_window.height + 14. V, `- I* m& G( j
- mouse_row = -1
5 ~: p; D/ c# R# i7 S - elsif mouse_y Graphics.height - 14) b& d. V# ~8 g: ~
- mouse_row = -2- N. w7 B1 N! T' H6 c
- else
, P2 f" V/ U% p( j; _1 F. i - mouse_row = 4 (mouse_y - @help_window.height) 7 p/ P$ d/ i4 {: ~
- (Graphics.height - @help_window.height)
' G) r/ {' j- \/ T& I+ s - end
, g7 C* g& o- V3 B: B - return mouse_row
; u _3 e+ x! ]: q$ x0 N& a8 ]" y) O/ B' j - end4 L% I- V$ f- ]# F+ G/ D
- #--------------------------------------------------------------------------$ P9 d9 |8 R5 F$ L9 m7 A; [
- # ● 方向键移动光标时将鼠标移动到对应的光标位置3 X* X0 V0 X: j
- #--------------------------------------------------------------------------
& f) n& C+ `( p* n - def set_mouse_pos" U9 l4 [/ V2 f, {- ]3 F5 Y
- new_x = 40
, R( j2 a, c1 x3 O; K" c) u - new_y = @help_window.height + savefile_height (@index - top_index) + 24
3 z4 ?! P+ F3 b# Y - Mouse.set_mouse_pos(new_x, new_y)
8 b% S9 R3 E; Q - end
2 S3 X/ K6 J# Z5 ~: @% z - end
6 n( l% t k: K. q
! E) Q& B" T7 o& w- ^- #==============================================================================: J& I4 D6 j, j/ B0 T5 y* b
- # ■ Game_Event& W1 b8 L. T }+ s! w; @* P( h5 r5 K
- #------------------------------------------------------------------------------
2 c* w4 j- i! Q- c* T* M7 ] l - # 处理事件的类。拥有条件判断、事件页的切换、并行处理、执行事件等功能。 V2 R) F$ C. \& Y! o
- # 在 Game_Map 类的内部使用。
' } Z6 B8 o4 ] - #==============================================================================
9 Y% b3 v n" v" o - class Game_Event Game_Character
% E: n% B% X) A - #--------------------------------------------------------------------------
{ G. A$ N6 ?! H. Y- E - # ● 事件启动& \5 q: U) p& \% v; |$ I
- #--------------------------------------------------------------------------, e7 }8 K! J; D+ P1 b
- alias sion_mouse_start start
6 U% B7 {6 w' C' \) L2 E8 h - def start4 F1 ~, j- f7 i6 m$ `
- return if mouse_start && !Mouse.press(0x01)
+ H6 _* g: z+ ^4 n: m - sion_mouse_start
2 B; f* W8 I- V( f1 H - end
; i2 a- I- F- B3 _+ u4 ]: C1 g - #--------------------------------------------------------------------------- @ b: @3 E: q" ~$ m, H
- # ● 判断事件是否由鼠标启动& P3 i( ~2 |! n1 U7 w& j7 ?# f
- #--------------------------------------------------------------------------
) F4 i! E, G/ d8 ~) f" Y - def mouse_start* u/ M! L) ?; b( I2 N
- return false if empty4 [ q* o$ P+ [0 f9 u6 |
- @list.each do index
% m' d1 N% E6 D' Y; E( L - return true if (index.code == 108 index.code == 408) &&( s4 T J/ r9 @) h$ n! U1 g! ^
- index.parameters[0].include('鼠标启动')
% ^. \( I: `# }7 ^4 T8 R% Q - end
. l w& q; q1 h2 o( i" { - return false2 J' _3 \ W2 E: R: a$ v: k
- end2 v5 i5 v v( q; B2 y+ U0 s& t
- end% V& `( R* `9 D$ p
- / U. P' w7 P1 h F
- ####泥煤的height7 a* h/ z$ p4 D6 H
- # @height = height2 Z( H* Y8 d5 d# T$ B
- - y, @5 U6 k4 h1 X) r$ S+ r
- class Area_Response
5 y ~- o* v* u) u0 M0 c L - attr_accessor type# P$ k; F! b; k6 l' z5 h8 u, e
- attr_reader ox) Z# S* D& {0 x% c; e+ \9 k! u! [
- attr_reader oy
. Y5 a( ?5 d$ n, a- x - attr_reader width
- ]( B" H$ Q% ]+ L# o - attr_reader height4 {9 p- ]7 m/ S
- attr_reader switch_id1 D0 ]& s! X2 y0 N; d2 y
- def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)9 ^ R' u$ v8 O2 G s2 Q
- @type = type! g% q9 L- B% l0 `
- @ox = ox. x/ ?9 w6 s" M8 S% j# F/ \
- @oy = oy
) F6 j' d2 J. ~$ { ~1 s& S - @width = width
; N4 [5 }: w. _) Z - @height = height6 g# g2 \/ n4 U8 y
- @switch_id = switch_id
b! k G8 Y. D4 d4 D5 E- y - end
" x. m. P9 }% ?; K% g - end
% T6 K! B: `& X$ m" ?
* u4 Y, A) m/ f: G: v) r/ v- $area_responses = []% F( M" O: I/ _; |" Z \
8 N" H/ [! p( |- ?4 }" S8 ^- class Scene_Map" w- _$ s" |# s4 q1 U! n
- alias update_mouse_2013421 update_mouse_action
9 {* ^7 P3 U8 [) p7 I8 h8 K - def update_mouse_action
5 J1 E: ]1 P7 k6 U - update_area_response
8 H* {9 ]0 j& Y D T; U! F9 s6 P, {3 |: G - update_mouse_20134217 Y8 t7 N b8 z$ S: Z4 k
- end
7 k' [1 {$ A5 e+ x/ i8 t - def update_area_response6 b, \/ T5 z- @; T, b2 q
- responses = $area_responses
1 l2 F. q* u- c. h6 Y3 Q - responses.each {response
3 Y, |1 Z9 g# a8 C [ - ox = response.ox' A: d5 n3 s" N6 j, m
- oy = response.oy
9 x# m. T! a5 \" S - width = response.width
5 x9 c3 K8 z5 P5 H* x - height = response.height
) R1 n4 @5 g' w1 o( j& U; Q - switch_id = response.switch_id) ^7 h1 c* F- p W: q
- case response.type
) c( C" L5 r, n& F% d - when 0
6 B- u4 v0 T. c9 u, I$ } - if mouse_in_area(ox, oy, width, height)8 g1 W/ y( ]5 v5 k
- $game_switches[switch_id] = true$ O3 V; Y: x+ d3 y3 h: r
- $area_responses.delete(response)
1 J: t1 G. U( | - end9 M2 b) R8 \2 ]3 N1 J# S
- when 1& Z% b0 {1 D+ i9 |! d! e# D/ n6 r
- if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)
/ ~+ n3 e% Q1 k/ i$ s1 f* l4 n) G& e - $game_switches[switch_id] = true
( d/ m$ x+ V" Y7 R - $area_responses.delete(response)- j0 C6 i4 n( \% E+ a. _$ V
- end) \" P0 Y" w! X3 e5 O
- when 2
2 E( h- g' k- E - if mouse_in_area(ox, oy, width, height)
7 k! W7 [# m" i' V( c3 e - $game_switches[switch_id] = true
% w) J9 p1 N, T. i1 j4 ] - else
* W% u3 g% G! M, h7 r( b - $game_switches[switch_id] = false4 q6 b8 N& S# p8 N* j% |
- end
; j9 X) I j3 F0 ^ - when 39 q& A: F1 k6 A. G1 b: x A' y6 N
- if mouse_in_area((ox - $game_map.display_x) 32 ,
& f! \/ ~- ?3 O: o - (oy - $game_map.display_y) 32, width, height)
4 E: d1 D8 ^- @( k* W - $game_map.events_xy(ox, oy).each {event
3 E$ k# c' e! v* W7 ~6 N7 o5 I- p$ g - event.start2 F4 G8 f$ I$ A' [
- $area_responses.delete(response)
, y) h6 N$ d: ~. h, f% D5 a2 B( k: N - return
6 y' c: I" a0 J( n# x - }
8 V% L6 N' l4 U% P0 [! t9 [ - end, ]/ l/ t2 C. M+ A
- when 4
/ b- g y) g) k( W - if mouse_in_area((ox - $game_map.display_x) 32,
9 _3 x" Z; A: ~; l! A - (oy - $game_map.display_y) 32, width, height)# c# U9 S3 U# p
- $game_map.events_xy(ox, oy).each {event
! a6 p) U3 p5 O# d. R. p. t - event.start
2 i A5 d7 n0 L - return
4 {# C+ P% |6 s# d U( N - }
/ u' u9 J" p* y - end& v1 Z. @" }3 I9 y# k. b5 B& ?- k. ]
- end2 o2 v z& w$ `% A: z% ^+ x
- }/ I$ ~9 f* \5 [
- end6 `/ J6 M5 w( S' \
- def mouse_in_area(ox, oy, width, height)
8 _6 N8 s; Z8 w0 c1 ~ - Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&5 y* G6 X6 X9 l2 ?! X' Y7 i
- Mouse.mouse_y = oy && Mouse.mouse_y = oy + height a- Z/ \) e, H2 ^# S
- end
% V: m! u) G0 ]7 h% Z$ K Q6 Y - end
5 d8 ?4 R1 V4 f: n" `5 F+ v - class Game_Interpreter
; t0 _# d8 J( a2 ]7 B# m9 L - def area_response(arg)
+ r8 h' E/ A# \- \6 e - $area_responses.push(Area_Response.new(arg))
$ y. O; |! u) c) G5 U - end
5 Y( F5 Y; @9 V% w1 V+ X* R4 [ - end
; ?( |! ]. o! o5 A/ S2 w
复制代码 |
|