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純屬給LBQ腳本:- =begin #=======================================================================
) q7 K3 |) m% q" j$ o1 a' v - * h+ g% V K- D6 x9 q. K' p" K
- Sion Mouse System v1.3e
% f: k" y4 _! l7 T9 @0 Y6 A; q -
3 Q6 X, x) ~# s7 o7 ]6 M - Changlog- }. y- ~* C0 M
-
3 m% O1 g; {4 T# b3 t; C5 i4 B- Q - 2013.4.21 v1.3f
; v6 L$ ?5 D5 g6 {& H. M -
4 x( ~& w9 B1 c - 1.3f 卷动地图 bug 修正
$ M- X7 r$ y7 v2 O& {2 {$ E2 z' `: t - ) z0 q. o0 E" n: |! d0 |/ z
- 1.3e 逻辑优化;提供解除鼠标固定的接口0 h; E9 u) K' e7 B3 ~
- 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内2 `+ Q3 j4 C7 b# E# N2 J+ S
- Mouse.unlock_mouse_in_screen 解除锁定& e6 x$ y6 ]$ H0 G' K; m: M
- 9 A! L3 X5 g1 W! g* r. O* y% o
- 1.3f bug修正* u1 P4 y: k/ t' ]
- ) Z9 J+ ^* @) x! D$ b: W
- 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
6 E% Q b9 k2 H9 E - 关闭菜单时,鼠标是否移动到原来的位置。
" g1 N, p8 p; P
' E8 E& ?1 v# e1 c, _. c- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处4 _6 M# O1 K4 W% p, s9 Z& j9 @$ f( A
- $ O; F9 H0 Z# t5 d/ y, j
- 1.3b 修正一些罕见的bug;
+ C2 V" {: n+ Q% Z
( ~0 f: n7 H8 m- 1.3a 代码小修改;( n. \; _7 B2 H0 C; i8 K0 {1 k
- 加入了鼠标点击启动事件的功能," h+ a+ Q" |. Z* K
- 在事件中加入“注释”: 鼠标启动 ,
2 |7 q- i- K2 A1 w+ n* }8 o* n: m+ E. o - 该事件将无法用其它方式启动,只能用鼠标左键点击启动。, E' O% O. @; A# N( Q# Q' k8 L
-
5 S8 w4 o6 s/ J* \- [2 H - 2013.2.12 v1.2
k) o4 {+ p: j' E9 K - 7 R. s9 Q' M6 Z% F
- 寻路逻辑优化;0 w5 N1 W; {+ z, E1 k
- 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;$ B( X; g% A9 b8 V
- 现在支持用鼠标来操作载具了。$ m" q7 x. q' Y/ ?0 U: I" G
* r/ B' O$ Y( G1 M# ]( i% L- 2013.2.8 v1.1, f" j% p7 O% C% P ]5 j% f! F" V
- - n2 B/ L9 x X- b$ Y
- 优化了事件判断,现在可以方便地启动柜台后面的事件;4 C, _2 g. j" I" q) }* t
- 修复了某些菜单(例如更换装备的菜单)掉帧的问题;
7 y. O" B" C/ c! U$ w; Y9 I - 移动时,路径指示点的绘制更加稳定;
' @6 t; W+ B. n$ z - 现在支持默认存档画面的鼠标操作了。
9 e6 `0 t, x, U; c6 K: A% A - 3 V0 C* E B1 R0 j2 H
- ; y; a( y( [, }; @, K& P
- OrigenVersion
0 |( `$ v7 `' \0 O/ s( M) w9 v -
! ^4 O3 B; F0 v3 X! f1 D - 2013.2.7 v1.0
+ e' `$ |: G' c0 |4 c4 {' x - ; g% k M4 Y& P
- 主要功能
% c5 Z$ F6 I9 L* _
' R4 |. J! w# o7 ^( q! `- 使用鼠标进行各种操作...
* Q0 v& }: c) B* O/ r - 将鼠标锁定在游戏窗口内
; w% d: j/ ~/ Y% s6 M) \2 D% @" h - 自动寻路,按住 D 键可以扩大寻路的范围7 _& K/ P% A, |+ Q- P9 S: V
- 双击鼠标进行冲刺
& P0 K6 L( H) x8 k - 更改地图卷动方式以适应鼠标移动9 ^( r( {# P3 s5 x* y4 g% \
- 变量输入框改良
1 u4 l7 C3 q0 t
+ j" A5 I% h% ^: S- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹
8 h+ |2 k, u0 A3 e( ` g } - * o& f* F( p! r) j9 P# ]+ U
- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹' x7 \# S! u3 Z j
- : i! I/ V6 y' h- A; T* W
- ★ 如果未放入会弹出提示,并使用RM自带图片代替缺失文件;该提示可以在下面关闭2 H6 A* I( ], m& r, I
- 1 D! }5 U1 l$ }; ]* d
- - V) k# c, s* L% n* @
- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★8 n6 b+ p% E* X+ c& z1 T" Z% U
- " v9 D" y, `' U
- & d' `1 ~/ H8 ~( z, C
- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示
! y# x3 H$ w$ J* H# e' P - ( i7 b2 Z( Q8 {
- #==============================================================================
, Z+ i$ n' X6 d0 g0 R - # ■ 常数设置
& |' q& w' q% W1 K: q" ` - #==============================================================================7 X) B! T" [& J/ `; b
- module KsOfSion
; O+ _+ X5 p! ] n+ {- o: l - Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false
" Q+ _* p, t# h- o1 H - Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑: I+ f+ t d2 y
- New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false
: ^$ z* E! Q( `- x+ H - 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
# l5 l% l" g8 A# U: {4 t - Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处
{) K& e" B6 q - Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧( ^' \5 q" t, P5 n; E! Q4 s
- # “30” 是默认显示格子数 长(17) + 宽(13)" v# X% `7 j! a8 X; q
- Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键0 x6 |0 _$ u$ C
- # RM几个内置的空键位 (X = A)(Y = S)(Z = D)
) M: V2 b: s* K ?3 f$ H, w v5 J3 t - end
& g2 M& m- h- V* a
. Y$ d& V4 r1 f, ]" _- #==============================================================================8 }5 Y' G, W/ @
- # ■ 用来显示路径点的类
; g# f8 k" l4 w( y$ A1 A: b - #==============================================================================, K+ w+ O" w7 F$ s- f
- class Move_Sign Game_Character4 F% Z: A' [ g% A/ v( d
- #--------------------------------------------------------------------------
& Q& z& K! R0 \! W6 V - # ● 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
$ h- o8 W- P0 E) B! ~: r: v - #--------------------------------------------------------------------------% K% K" q \, o' t
- def init_public_members
$ e( ]' R( ^0 \+ A - @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹
1 M( V# e6 Q9 Q' b$ Z- @% d! j - @character_index = 0 # ★ 图片索引。$开头的行走图设为07 x5 X0 i# L2 j4 N5 R
- @move_speed = 5 # ★ 踏步速度& e% g3 E: J9 h5 B! o% T
- @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)' z. F) N( x. x" R: G+ n3 F
- [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度
% J) D2 Y. ]0 J3 T+ J - @blend_type = 0 # ★ 图片合成方式,默认为0(正常)
% z% l/ ]0 |3 D' C% @% ^. L, @; J - @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列/ M: J7 v) l8 J+ p. R; c8 o% n
- @priority_type = 1 # ★ 优先级(默认与人物同级:1)/ P5 G$ h- t% `8 S$ L
% W) u7 H4 v' g$ c/ D
* Y% Z# u8 g, q0 R- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★
9 v) e3 U: Y/ W4 I/ ^
8 g9 s$ ]5 b9 g' n
+ z3 j' X7 U( `1 A+ q- # 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
* A, _- r) ]& T( ^+ C# x8 R2 l - unless File.exist('GraphicsCharacters' + @character_name + '.png')
+ y4 }8 {/ @; J7 ^' W - 6 Y7 l9 j& E% b. D+ ~, U) Z* y5 H: p
- if $no_arrowpic_warn
8 J2 O0 i. i1 Q7 X+ [ - MouseShow_Cursor.call(1)/ l! q1 E; P1 ^8 S* e8 Y" a9 G+ m
- msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png1 S+ U N) }* ]
- 8 T; u4 T: [; n% N+ W
- “路径指示点”将使用游戏自带图片
; h7 n; g% h H2 i6 F5 a3 n9 o- o
3 O) v2 P/ o, }: d7 R6 y4 o- 该提示可以在脚本内关闭')4 A/ v' w6 O+ T# Q0 j+ b* ^
- MouseShow_Cursor.call(0)
( v* Q8 Z* h9 t. D0 k3 j - $no_arrowpic_warn = false, _1 \' v- E+ R4 l
- end
9 |$ o. E$ ]0 u- a0 ` - @character_name = '!Flame'4 K+ t9 O: f8 @8 n. b: s: ?
- @character_index = 6: o& l: S" b, m: u
' n5 N5 M$ L, Z# d* j% x- end
; ~; ` s7 ?$ Y( _% H - @direction_fix = false # 固定朝向
! {/ W# D; Y3 h3 F6 x - @move_frequency = 6 # 移动频率
0 \( ], `) O; h! Q4 X - @walk_anime = true # 步行动画6 Q, ?# t) {3 ~
- @pattern = 1 # 图案8 @4 D3 u7 h! P' n% _* n7 i
- @through = true # 穿透
4 ]) \; X9 ?6 v - @bush_depth = 0 # 草木深度
* `4 B' @" {* e: l9 z - @animation_id = 0 # 动画 ID
2 q% {/ w6 x: i$ J, ` - @balloon_id = 0 # 心情 ID
- ?: X0 [; L% l' @% S: n - @transparent = true # 透明* {0 f0 |# D6 s! I4 d
- @id = 00 K4 @/ Q0 E& \7 v. k; w3 D/ D8 K, u
- @x = 0: a9 ]! h1 F) K: c
- @y = 0! _3 b- p; V$ j! z0 I" V
- @real_x = 06 O6 |* l! p5 }8 ~4 B7 G$ ~
- @real_y = 09 k. W/ M8 W2 _/ k$ N1 S
- @tile_id = 0
0 d+ U! \' x9 |2 t. S - end% l' }* _0 i0 x
- #--------------------------------------------------------------------------6 ^1 E, M/ g: r8 e+ X9 T* o
- # ● 定义实例变量
- P$ K6 a& x: ^- `7 ^: L7 S' M - #--------------------------------------------------------------------------
8 W- M; T. n' e0 |0 N/ G2 C - attr_accessor direction
i( }3 D+ i& o/ L - end
" M, }; B2 o0 ~: p - * \4 j ~5 N2 {$ ^% ^6 I
- #==============================================================================9 J' [: c. m" M% }- }) b
- # ■ Module Mouse# u3 o8 z/ l5 \/ ?% ~6 ] y
- #==============================================================================) h; A% H+ |6 n1 W
- module Mouse: b3 p% J7 Y2 ^ x" P) f& t: u5 P
- #--------------------------------------------------------------------------
0 h5 @; X# _- m) E8 c - # ● API. p! l4 Q/ |$ `
- #--------------------------------------------------------------------------6 O/ Q- L5 v; ~% N$ P
- Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
q: m2 \+ f1 ]/ @3 t7 l - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
6 H! E1 I0 k# b - Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')* i$ |" }9 Y+ S$ D0 u
- Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')& Q _4 d6 j' t6 v
- Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')
/ c. t: G# I& Q% g/ K1 d - Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')% \: ~1 x7 i% C& i w; }
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')
; I: z5 x. F, | - Window_Hwnd = Get_Active_Window.call
" N: D" Y1 c; h: C! X' P - $ [& T: e" G! l3 Z" M# `( v
- class self
9 t7 r, h+ ]9 R - #--------------------------------------------------------------------------
1 B# `" X8 v- k, J R" v - # ● 初始化; y" u3 Q# T) f' `: F
- #--------------------------------------------------------------------------
7 |4 x, W9 G) F3 J% F - def init0 Z- I& P1 }1 K( R9 J
- lock_mouse_in_screen if KsOfSionClip_Cursor: L8 ^( i ^0 ~! @/ R
- @left_state = 0( ]5 ^5 P. f4 G9 D" ^; N6 N( m$ i
- @right_state = 01 e# D1 u' Q4 m
- @ck_count = 0 # 帧数计,单击以后从0开始- }/ y( N j" I5 n7 J- d
- @dk_count = 0 # 用于双击的判定
# t. z- @/ u8 N. e - @clicked = false
; H; h4 s% B% y4 W7 N% V# U9 V - creat_mouse_sprite
) h1 K' s$ N* e6 ? - update# J' j" t, P4 D, l' w
- end
& j W! R% K/ }4 n. X/ ^- { - #--------------------------------------------------------------------------: o- z! n+ o7 r- T, N/ v
- # ● 鼠标指针精灵
9 A+ t5 @, T" w7 q - #--------------------------------------------------------------------------
- u( h. S2 l6 v+ w7 |, V - #~ def creat_mouse_sprite8 m1 |0 @( D/ E. L$ [
- #~ 7 A& A7 D a- z* o' D
- #~ @mouse_sprite = Sprite.new& b/ ^2 H& S( o6 t M( \3 b
- #~ panda = 2#rand(2)+1
6 N+ i$ L# ~; H( k6 L0 ^4 ]
, C/ F3 c" I# p2 y @( [+ h, A- #~ if panda = 1
" w/ y8 u( H3 ~) H" V$ ~ - #~ if File.exist('GraphicsSystemCursor2.png')0 I$ U- k5 e; ~/ M9 O
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')- e" S5 a3 K% t
- #~ end#with if File.exist
5 S/ W' U6 Y$ l$ o- \ - #~ . u) s6 Y) t, ? U% p
- #~ else if panda = 2 #with if panda=1
6 R1 n- q: D. D9 T: }* s! u/ u( ?' Y' q - #~ 8 V* D! p; ?6 H u8 q0 q! ]/ d. W8 E
- #~ if File.exist('GraphicsSystemCursor2.png')- X! ]: p3 h6 ]/ F3 F
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')5 G* H8 E; e% X/ N
- #~ end#with if File.exist
1 C* r. Q- l1 n% l; u+ ~ - #~ $ T2 O) {' h8 I7 j
- #~ else #with if panda=1
2 p; ?+ j# ` S$ q, a! g" w3 b - #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)3 L! m V9 }3 [6 W
- #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),% {! f- n6 m: W
- #~ Rect.new(5 24, 24 24, 24, 24))! S$ h3 X# T1 _; k
- #~ end#with if panda=1+ A. j5 |7 N8 z$ |
- #~ ; m' L- r4 K k2 @7 z$ k
- #~ #with def( M- T- x" v" G
- #~ end
0 Y! P) g3 m2 ] - def creat_mouse_sprite: W) e4 j- f3 m4 Y6 L
- @mouse_sprite = Sprite.new3 z' x, r! o' [- B& L
- @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})5 E" D Y; S( {
- @mouse_sprite.z = 9999
4 c% S4 r' c- X- G }; E5 Z - Show_Cursor.call(0)
" p& }! ?$ X% r! U2 Y - end
: x. t5 N: u6 N
0 Y8 `$ Z( r( ^+ y' k, S3 J6 s* d% w- #--------------------------------------------------------------------------
4 m; z" y s% U6 P h3 t( \/ X - # ● 更新" L0 \2 L. z( R( ~) }9 s
- #--------------------------------------------------------------------------6 O2 r+ s d. x2 g9 x6 P
- def update- {& S9 z) x: d' Z
- @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos
8 |& t' ^! X4 ~" f, \" X5 E - left_state = Get_Key_State.call(0x01)
8 [0 n3 S; r' R4 P - left_state[7] == 1 @left_state +=1 @left_state = 02 L& m+ D+ q, b$ X
- right_state = Get_Key_State.call(0x02). U+ V1 \4 C# d0 S7 x+ B6 F4 Z$ w
- right_state[7] == 1 @right_state +=1 @right_state = 0
9 Y% V8 ]( m4 \9 v1 h2 ~5 R - update_double_click
1 M# j9 a# E$ z% g5 J* ]. I - @left_state == 1 @ck_count = 0 @ck_count += 1, R2 ~3 k" S7 f: [/ c- c& ^. x
- end$ h+ X$ T) G; _; Q
- #--------------------------------------------------------------------------
! b" r1 s3 h& J" S - # ● 获取鼠标坐标% P) R5 P: Q& K
- #--------------------------------------------------------------------------( o, V, @4 g" T4 O
- def get_mouse_pos
( A S1 G) o. ~, w" y - arg = [0, 0].pack('ll')4 x; M$ z6 j. x/ Q
- Get_Cursor_Pos.call(arg)
# L1 @& m, \2 P: S7 { - Screen_To_Client.call(Window_Hwnd, arg)
+ l: s7 o& b& [' L1 Z5 T - x, y = arg.unpack('ll'): j1 J0 @) D4 m$ e. p
- return x, y
j* v& h* |) H. J2 X - end1 p( H& T* I. ?" A0 b" ~' Z
- #--------------------------------------------------------------------------1 \& }/ a- t* s; ]
- # ● 将鼠标固定在屏幕内% C( L6 I5 C# x' b n
- #--------------------------------------------------------------------------
9 J% i: |$ i( N8 ^1 ^ - def lock_mouse_in_screen
0 m: b2 s( a. ]) D4 P) l; O - arg = [0, 0].pack('ll')% z6 H" f. r: g& R
- Screen_To_Client.call(Window_Hwnd, arg)
- q6 V* [2 y# p - x, y = arg.unpack('ll')5 W! \3 w- W2 r, t
- Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))' r6 {- P5 j9 \3 C9 L% d
- end
4 w4 l! I9 t. b - #--------------------------------------------------------------------------; F$ _ J* w1 \* y: W; H& H: f/ @
- # ● 解除鼠标固定
9 p/ R! [3 j6 Y k - #--------------------------------------------------------------------------
/ n5 B- q6 T0 y c+ B - def unlock_mouse_in_screen( Z. v# X8 C- K0 O
- Clip_Cursor.call(0) _5 R$ p z4 r
- end
' v' M' \9 Q! F% f0 G$ k - #--------------------------------------------------------------------------
+ d$ Y. d& L3 E" Y* ` - # ● 鼠标双击判定 X2 W) t2 Z# s- d4 N: [
- #--------------------------------------------------------------------------
8 w. V; M9 h4 _) h& C - def update_double_click
9 ^% E" @: t. A4 E" { - @clicked = true if @left_state == 1
( O2 r- E- G8 p0 Q8 j - if @dk_count 0 && @left_state == 1
S. f8 _ ~$ [* E3 b3 G6 b - @dk_count = 0; @clicked = false0 P) E: c! J* s2 h
- return @double_click = true
3 Y) W! f8 Y4 y( C+ g' ^# F b0 c6 X8 P - elsif @clicked4 U9 S, M7 A* x: w
- if @dk_count KsOfSionDbclick_Frame( `$ L& C9 @) K
- @dk_count += 1# E% g7 |( {5 c7 n! S5 L" ?
- else
/ |. K% d$ j+ x - @dk_count = 0; @clicked = false" k& ^- S ~1 o" s0 [0 S' |
- end. L& }# L2 q% K$ ^# w( z" ?
- end
5 k* V! z8 v1 J$ U - @double_click = false
7 P% B/ v! K$ N) T4 H$ J - end
- B. ?. l* C% L5 P - #--------------------------------------------------------------------------
1 y4 i' Y2 a @. {+ a6 \0 z7 f - # ● 按键被按下就返回true# ?& S. V( t( a- I4 S; ^9 u$ q
- #--------------------------------------------------------------------------
% ^# c/ F& }4 h9 U& X8 E) U - def press(button)
/ m1 }. v7 g" } - case button3 O- G" a) [1 U( m) [
- when 0x01; return !@left_state.zero8 n( ]9 t* ^& U. s* @
- when 0x02; return !@right_state.zero
5 x" s u% A, T3 W6 C8 f6 f$ L! X1 a - end
. W7 T! f: X0 d: Q - return false1 `( P* P4 U& k# {
- end
$ B, ^) e$ n+ q0 a" O( \ - #--------------------------------------------------------------------------
7 |' _' \( G, _: {4 h - # ● 按键刚被按下则返回true
; u6 i5 D) ^2 k( r0 G - #--------------------------------------------------------------------------
! x2 ~0 @1 \3 i) c3 L6 _. w2 E - def trigger(button)+ P: v0 v3 \5 N% D
- case button
& p1 B) U2 d+ j3 F2 n. ^* } - when 0x01; return @left_state == 1
7 b5 }7 o6 `. B9 o - when 0x02; return @right_state == 1
) S: ~2 p9 c* K6 p$ O1 A: W, n - end4 q) N0 R. l9 H0 L' s
- return false
' \: r6 d0 p; b% ]1 ~3 c - end! u$ a' q. P3 m* v. ?8 {' b
- #--------------------------------------------------------------------------, [8 x( T6 t* G1 v8 C
- # ● 持续按住键一段时间的话,每隔5帧返回一次true" C2 `6 t( m; J$ ]" v# Z5 ]
- #--------------------------------------------------------------------------7 M1 r. y" W5 `+ P- A; ^1 a" F
- def repeat(button)) ?% c2 s: P9 @/ |) w, W
- case button
: T$ D" G& K# j - when 0x01; return @left_state == 1 ) ]) o& B \ Q, K- y
- (@left_state 22 && (@left_state % 6).zero)
. K9 W# n. d3 `: s5 A7 ]) M - when 0x02; return @right_state == 1 / N" X+ m' D/ Z" `. z& T
- (@right_state 22 && (@right_state % 6).zero)9 ^0 t/ P2 W% [& g f4 u
- end/ V0 Q; d% p0 i
- return false
) [6 V4 W1 N8 c" S" s1 ~ - end9 i# @% F m% F- P- T
- #--------------------------------------------------------------------------
# k3 @. _1 m9 L - # ● 判断是否双击鼠标3 k3 d+ O* Q, K9 _/ p0 H) T
- #--------------------------------------------------------------------------3 s) y# l4 _; y' L- u& e" D4 B
- def double_click$ w$ h r' u. q
- @double_click& P( k9 B# F' a: g1 z' V
- end
! U3 B$ F7 }0 H4 x0 x: T% \# s A6 T - #--------------------------------------------------------------------------
/ Z' {- D+ k' {% S6 f. J" G9 i, y! P - # ● 获取@ck_count(每一帧+=1,单击后重置为0)5 m2 S6 q2 F# L
- #--------------------------------------------------------------------------# m6 s: d7 s1 G) p2 f6 P
- def click_count
. E6 L7 x( J* u9 R - @ck_count) W/ K% c6 R; [* |+ s
- end* E3 s9 E V: x4 p: e
- #--------------------------------------------------------------------------# [" ]: _1 o d/ m$ E
- # ● 获取@left_state(按住左键每一帧+=1)) P& e- X, P1 Q7 Z8 K! K: F# ?8 j
- #--------------------------------------------------------------------------
, \6 x+ R8 W2 _6 Z0 W; Z4 D( @: k t - def left_state; b0 K n0 J; [7 o/ U1 C; Y, L
- @left_state
9 ~- g, e) p5 d - end, n) x/ d* z& `; i: Y5 y
- #--------------------------------------------------------------------------& h4 u( K3 Q* }9 L( I4 ~4 o
- # ● 获取鼠标的x坐标
4 `, i1 F0 C D( w$ C, I - #--------------------------------------------------------------------------& L2 `3 B. W3 ~8 ]" u7 r4 [
- def mouse_x
* V- M; b# q! h8 O- F - @mouse_sprite.x" S' }9 f6 F- R, I
- end D, b M. t# c) Y8 ^% l3 Z# e
- #--------------------------------------------------------------------------% D+ M: q3 G A
- # ● 获取鼠标的y坐标
d( K; H) R7 _ - #--------------------------------------------------------------------------: J0 g0 U0 F6 ?! N* e8 Q' G
- def mouse_y
D3 B$ h5 O: r - @mouse_sprite.y* A0 [9 D6 K, Z4 ^- j! e
- end/ X5 G( {4 d' S1 z
- #--------------------------------------------------------------------------+ A- x+ K$ Q4 X) B. U/ ]0 m5 t
- # ● 设置鼠标坐标
$ y1 K" U/ z' D4 f/ C) R9 Z0 `- \ - #-------------------------------------------------------------------------- e9 z9 ]8 h/ B
- def set_mouse_pos(new_x, new_y) N2 k" M0 g+ S7 ]8 b) S
- arg = [0, 0].pack('ll')
2 A, k2 r; [- b/ ~) U7 e# I - Screen_To_Client.call(Window_Hwnd, arg)- P7 B8 U% O. b( ]- y
- x, y = arg.unpack('ll')% t" M. A: i6 S
- Set_Cursor_Pos.call(new_x - x, new_y - y)
0 V# ^: v1 w% i0 t' A' Z& u5 V - end' x- y. P& M/ y& E6 P. U N
- end #end of class self
% X/ }# P' P% D$ w1 |& I8 W
3 T9 ~: ]$ F( {+ x3 F: n- v- end
3 { N% Y* Q+ w& h7 u c
! l4 t! y1 u- H- J8 W0 ^ P- #==============================================================================
0 w5 V$ d6 s* @( N2 t - # ■ SceneManager' c7 @( m/ F" V* `! j$ u
- #==============================================================================3 D. u; b6 s7 Q
- class SceneManager
: c S/ @5 g# d - #--------------------------------------------------------------------------( y3 i7 g0 ]! v* n
- # ● alias
9 J% Y9 E) [6 G. Q# q7 G- o - #--------------------------------------------------------------------------6 b- |& B' N8 b. ~; } ~* H
- unless self.method_defined(sion_mouse_run); L4 v9 l) N( P+ B
- alias_method sion_mouse_run, run7 M8 N+ g9 E6 V
- alias_method sion_mouse_call, call* E y! W# q4 k- z
- alias_method sion_mouse_return, return" }; \+ {& Y% F$ b
- end
) ?0 c1 k5 x0 h) e - #--------------------------------------------------------------------------
! i* |# m/ E) @$ L+ v( M+ H. R - # ● 运行" H D F4 o, u; g; g; B: v% F
- #--------------------------------------------------------------------------
1 |8 Q f9 N; t H* v - def run
( O2 O' t; T+ P6 M& A! V, N8 l - Mouse.init H% _4 X) F8 ~. }) Z0 x4 Z
- sion_mouse_run6 s. x6 B3 ]9 r$ p6 q. f
- end
0 m6 R& ~8 {" Y. k/ O - #--------------------------------------------------------------------------
8 |$ C* e* |+ \5 w! `7 j# V' U - # ● 切换" }0 b3 D" v' K) a
- #--------------------------------------------------------------------------) N; b3 ]' ?2 i1 U. t8 V6 c0 g
- def call(scene_class)
- y, x5 ~# ^$ ? - $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)
; o% l! a* L; U d8 H - sion_mouse_call(scene_class)
+ v- h9 V4 t& ]4 s! C! Z - end
# L, g$ k2 Z% y. O; |- ~& D - #--------------------------------------------------------------------------
5 J7 H Q" x3 Z5 f' c/ B - # ● 返回到上一个场景
: q' m" H( h# g - #--------------------------------------------------------------------------2 E1 b5 V4 D# `5 a | ?5 h
- def return' e' B1 i. C: d; l, z. `2 g
- sion_mouse_return
, t/ O. [4 D) [8 j0 @) N - $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&
. h" K7 f# H2 ^9 H - @scene.instance_of(Scene_Map)
1 @* t- Q7 |: w' H$ ?/ G - end
; m$ C. v5 a! d/ u1 E+ G - end
' ]: k6 d5 o/ ~2 e% ] y
0 w7 ]! h7 p) y# A/ h" ^- #==============================================================================
+ P! d1 f; D0 U2 |. D0 z - # ■ Module Input: _1 O5 {# w' n* F
- #==============================================================================
9 W- ]0 s, w! Y# ~. ` - class Input, s0 g: v# e' X& ]
- #--------------------------------------------------------------------------) f% [2 b. e" \0 q! X
- # ● alias
3 b% D) M1 t: @9 ]0 |5 f$ v - #--------------------------------------------------------------------------, E0 U; ?- A8 G- B* k8 t
- unless self.method_defined(sion_mouse_update)7 ]2 D& h" W9 S$ `" N6 W; @
- alias_method sion_mouse_update, update( X3 O' S' w! M( m4 g- L. j! U1 [
- alias_method sion_mouse_press, press
" }: A6 s) `4 b g6 X - alias_method sion_mouse_trigger, trigger3 R/ Z' ^; D7 f6 H' B
- alias_method sion_mouse_repeat, repeat" s6 V9 B0 L! q( C6 e7 f! F/ Z
- end
" Q/ q0 ?4 |% F$ `) B - #--------------------------------------------------------------------------9 i# l$ i& t% a3 M4 z
- # ● 更新鼠标, } T. t( @3 p
- #--------------------------------------------------------------------------0 m. K4 B2 u8 v5 E) N' a0 l7 u
- def update
2 n, o- h& c3 L. a/ y) D) V" k - Mouse.update
4 G# s$ L2 T8 M- n8 p: o* ^2 [$ d - sion_mouse_update0 G2 G# r. e1 m7 G7 }* A
- end
* d8 e) t$ u" j( x3 S - #--------------------------------------------------------------------------5 o# l8 m7 M5 a
- # ● 按键被按下就返回true; G3 T% b3 F7 `7 l& i* z0 z& H# ^
- #--------------------------------------------------------------------------& V4 F4 E5 o L
- def press(key), \& ]) E3 f8 t1 Q
- return true if sion_mouse_press(key)+ G: S& s' ]/ U) t7 i9 Y; c" z
- return Mouse.press(0x01) if key == C
* a2 a1 s/ O: x# } - return Mouse.press(0x02) if key == B, F* `6 w) W8 d! M! S0 s, y
- return false4 z+ x& H: [4 k: F
- end
- }9 _& |7 o* _5 X6 j - #--------------------------------------------------------------------------
: G y& N) Q! ?# K1 y/ t - # ● 按键刚被按下则返回true
; S# H4 W+ `& a$ N4 ]% d0 ]7 |) v - #--------------------------------------------------------------------------4 m: z- d$ }: G& T% P: ?- j
- def trigger(key) J( X$ n8 h' f7 S. G
- return true if sion_mouse_trigger(key)& d$ M5 u4 R5 g) F; k3 O& M
- return Mouse.trigger(0x01) if key == C
+ W$ [) M. C! L8 ~5 m1 c - return Mouse.trigger(0x02) if key == B4 P" K. ^/ J; i' O) V* p
- return false
4 [! [( Q' V1 Y6 I/ e) ~ - end
, b: m, H8 [8 E, `8 e6 z' R - #--------------------------------------------------------------------------
/ i I( }2 C! F) K2 g+ _ - # ● 持续按住键一段时间的话,每隔5帧返回一次true$ i$ L7 j1 Z, {2 w( a
- #--------------------------------------------------------------------------" S9 ]% S( |8 U( c, ~/ c
- def repeat(key)" R! g0 R$ r0 M% H3 l6 Q; Y( ?
- return true if sion_mouse_repeat(key)0 s3 C5 U; Q! D. L
- return Mouse.repeat(0x01) if key == C8 l% o* k; ]- ^7 h
- return Mouse.repeat(0x02) if key == B
% N+ j/ P2 ~; j7 r7 y4 G- F# o - return false+ k/ e* Y- P5 ~, F t
- end6 G: w* N& W9 c, H7 _
- end4 M2 @; O' n1 V% _! P
; m/ \( ` k( f6 y5 ]; o- ' K6 D+ E& g7 r6 @7 E
- #==============================================================================
4 x* f: M7 r4 }; J - # ■ Window_Selectable
6 J7 p" \; k0 ?: p4 u# x/ D9 v6 p& @ - #------------------------------------------------------------------------------
9 K5 p' h7 _. E, ?8 f6 p$ Z, k2 F - # 拥有光标移动、滚动功能的窗口% S; a$ R8 j. N! y8 C
- #==============================================================================" t% Z% l* {, v
- class Window_Selectable1 k" N; s. W @3 H3 H2 m: T3 v) _( {
- #--------------------------------------------------------------------------4 `; A! s, L6 L+ ?- y) }; s
- # ● 初始化3 }7 ~ C, F9 ]
- #--------------------------------------------------------------------------
: c$ B$ _! [5 R; A. P/ p$ r t$ }+ j - alias sion_mouse_initialize initialize5 O1 u7 ?- @1 I5 W
- def initialize(x, y, width, height)
8 W6 Z+ t/ Z" M4 ?9 K - sion_mouse_initialize(x, y, width, height)
7 |2 A' C/ v9 ^! G3 e2 o( t - @move_state = 0- D+ N+ ]2 N1 j
- end
- [) W# A5 K6 \$ t9 W# J - #--------------------------------------------------------------------------/ s5 o; m* F- q/ O# u: d
- # ● 更新- I* e3 j. N( W3 f# e$ @/ }
- #--------------------------------------------------------------------------1 }7 T* s* F: j& E
- alias sion_mouse_update update
: z" v. g/ b4 W$ o0 k* j9 V# C - def update; Y4 F: J7 J) _
- sion_mouse_update5 l M$ }) r I! U
- update_mouse_cursor/ C. h! U: V$ P. M+ c E
- end" P0 i! t4 f( B
- #--------------------------------------------------------------------------7 L w# S& P& n! H
- # ● 启动后设置鼠标到index位置
5 v7 m- t7 p( |: T - #--------------------------------------------------------------------------4 N6 F6 h6 Q* j$ D9 F2 u
- def activate0 N( Y* s1 x( c2 y
- @need_set_pos = true if KsOfSionMenu_Set_Pos
2 W3 x$ ?- p, e - super" F6 R" ^7 {2 W1 ?
- end. @1 q2 l, x5 j# G; s! T$ ^5 ~
- #--------------------------------------------------------------------------/ ]' Q5 ]) U/ \( \3 o
- # ● 更新鼠标和光标的位置7 G6 @3 b) Z8 D7 y" ?
- #--------------------------------------------------------------------------
w( Q' {( C0 n5 L - def update_mouse_cursor9 L- W4 m( @9 D$ M2 I! ]
- if active/ R+ ]; M% g& c4 ?% Q4 L9 n" r
- if @need_set_pos
3 {$ ~7 |4 _9 ^& e - @need_set_pos = nil7 |% i$ r$ M# @' p+ t P/ J+ |2 [
- set_mouse_pos f l- _) @ i2 m8 q3 w
- elsif cursor_movable
* z3 ~- A! N9 M - Input.dir4.zero set_cursor set_mouse_pos0 C( t4 C; O" M. A* W- Z( Q
- end
5 T$ w( o9 g2 N - end; o# j' X, q' J" T! J) W: d
- end
4 f' v2 N5 [1 v6 p8 O9 h- d - #--------------------------------------------------------------------------8 k& k& j3 z! ]7 j s+ K
- # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能) T+ R0 R' b+ G+ M4 x8 V# ~! M6 `
- #--------------------------------------------------------------------------1 R5 h7 ]5 Q9 s+ }+ {
- def set_cursor. z3 t0 I( @$ A: c! p- M
- mouse_row, mouse_col = mouse_window_area3 @6 ~: g- E5 v+ u7 j
- if mouse_row == -1
$ T+ r& P/ T" @, d1 \$ A - @move_state += 1 if need_scroll
3 I! R7 @4 R; `6 p; E2 e$ @6 }; F0 v - cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand" o) m3 T0 T* q) C! r$ u4 f
- elsif mouse_row == -2
7 Y9 C3 z/ @" }3 j7 F$ p' J) g - @move_state += 1 if need_scroll
% h6 H% T* G) ]+ z0 E& r - cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand
( e5 M- k7 q( t. f - elsif mouse_col == -1
6 o$ s! A8 T! ]/ w& K - @move_state += 1 if need_scroll
& B9 |1 ^* t1 \ - cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand
7 Y# u Q# y4 u - elsif mouse_col == -2
- o+ j5 V s+ N3 u* \, A7 @ - @move_state += 1 if need_scroll
3 `; w: J5 j0 i( d: \8 q - cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand
0 r- z- Y# V% m" D7 n - else$ Z* J) [. S4 |$ F. T
- @move_state = 0/ f3 a' I3 m0 Y/ I9 V9 {; @' g
- new_index = (top_row + mouse_row) col_max + mouse_col
$ V" o1 ]2 P% a& W8 F% O2 m - select(new_index) if new_index item_max && new_index != @index, H$ }% P- C k# ]; Z' ^
- end
$ I; I8 E: q( @, V z - end9 @# G. g S" ]" a7 ^: {( O& {
- #--------------------------------------------------------------------------1 o- B. Z. K$ [4 U1 s/ @
- # ● 判断鼠标位于菜单的第几行、第几列
7 [9 \$ T" h9 ?; f# V! E - #--------------------------------------------------------------------------/ _3 Q9 L6 I6 ~2 y- E( m
- def mouse_window_area
' G/ j3 x$ U) F3 H" h' Q/ \( ] - if viewport.nil # necessary!/ ~8 H$ H2 {, j: ~2 l. k# R
- vp_x, vp_y = 0, 0
( G4 [- x \4 {$ ?6 { - else
3 D7 ~$ \% f. i5 B0 }9 e - vp_x = viewport.rect.x - viewport.ox
9 V B' @; {( N7 t - vp_y = viewport.rect.y - viewport.oy
* _: |$ f( G+ r - end
, W4 @2 g1 {2 B/ J - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y# T l" M% {6 ^! B
- item_x1 = vp_x + x + standard_padding
2 R( w( m+ ^5 z - item_y1 = vp_y + y + standard_padding3 n- p' z* ~9 n0 O0 V
- item_x2 = vp_x + x - standard_padding + width9 h/ H6 Z! C, O3 r: h- o
- item_y2 = vp_y + y - standard_padding + height2 c# H4 F. X: x4 j% l
- if mouse_x item_x1
; n) a; l1 u t% M# n - mouse_col = -1( F: E+ c6 ^; X5 y' a# W' H/ T
- elsif mouse_x item_x2& q4 ]" T7 n+ }8 W$ _$ j
- mouse_col = -2
$ p/ F' B/ M& f+ y. w - else
- _; o7 O5 |/ x: r) \3 o" m - mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)7 f& g+ M- s) ~4 f
- end5 I) Y- H- }1 h4 ?/ V
- if mouse_y item_y1
+ W* c3 e! X. j2 n) e - mouse_row = -12 b' x/ R. m5 w1 d2 s
- elsif mouse_y item_y2* v& n2 W! f, z- F1 y k
- mouse_row = -2
3 q+ x+ s7 P z) B6 M - else
# S- H1 Y+ E2 T$ X1 W9 s) _2 ^$ {4 I" U - mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)
4 K4 T! o/ `0 ?3 m' e% F, v - end
) o0 U+ A# y2 a0 o - return mouse_row, mouse_col G; e% U! P$ Q7 e! y
- end
, m2 l! M( I* o - #--------------------------------------------------------------------------
" |+ c& b5 e' |& P1 e+ @ - # ● 方向键移动光标时将鼠标移动到对应的光标位置
8 M9 U0 I- p( k( Z/ e) J6 E9 X - #--------------------------------------------------------------------------' t6 w, J7 C6 m0 u) D, {
- def set_mouse_pos+ `5 w( c* F, w- d7 M+ Z
- if viewport.nil # necessary!
; S$ i* |, P- O) L6 ^4 I - vp_x, vp_y = 0, 0
# R: c; ]! H4 T5 x1 | - else
8 J# W3 S' W, a5 v- k2 t) s! X - vp_x = viewport.rect.x - viewport.ox
: _& p: j6 }2 P. P y1 z9 ` - vp_y = viewport.rect.y - viewport.oy) V* X+ @% T7 ]# Y- E
- end
' T( G1 q( f! e9 q# k. Z - item_x1 = vp_x + x + standard_padding
& t( e# [+ d' j1 E - item_y1 = vp_y + y + standard_padding
5 S: W' Q2 j+ A% t- [/ H% c* c - get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index
- l! Q0 R; [, I% J E P - row = get_index col_max - top_row
m- K; u( a1 U% Q9 N$ c - col = get_index % col_max+ b$ ?6 i5 i7 j8 d5 J1 \
- new_x = item_x1 + item_width (col + 0.5)
* a1 O% v& E- a' r- _ - new_y = item_y1 + item_height (row + 0.5)
4 E* i8 W' q' D9 T" J; K - Mouse.set_mouse_pos(new_x, new_y)
2 p3 m) K8 Z' z - end
6 ` q! L. h0 k7 [ - #--------------------------------------------------------------------------( m. V$ ~# r) ^! @, V% N: E3 _
- # ● 判断菜单是否需要卷动
7 F. N* J8 b( Z/ \) s - #--------------------------------------------------------------------------1 ?" P, r8 y& I, H
- def need_scroll: Z& x% [0 B' R) _
- item_max col_max page_row_max Z5 y) ]( j- |: C
- end9 d6 N3 Z$ k" h) y
- #--------------------------------------------------------------------------
1 ~; J7 v8 W: y5 E- f: I6 e+ a4 u - # ● 判断是否为水平卷动菜单
" n, R$ K- g" m: n% g4 ^ - #--------------------------------------------------------------------------( z! y3 a, B1 A* D7 J
- def is_horzcommand
% Q4 C$ V7 n U0 T - return false& c, y% I# j! O0 |
- end
X: o+ J3 O( M3 H - end+ |% y1 l6 J) w& F: H/ Y6 }- R, ~
- ' W& \* e4 h8 [$ |$ U, R8 ^2 D
- class Window_HorzCommand
f2 q$ P6 q' u4 y9 ^3 Q7 {, [' G - #-------------------------------------------------------------------------- F( z9 c6 X" b2 v; t
- # ● 判断是否为水平卷动菜单# y6 Y2 {$ y7 w7 H" U5 I" I
- #--------------------------------------------------------------------------
9 }6 l1 x5 D. R - def is_horzcommand
0 T. D0 Y# @' m% z - return true; K0 y0 V# ~9 y6 A3 n7 A: _6 a" N+ A5 ^
- end
3 P- Z1 H9 j3 L8 c - end' b3 c/ u2 y1 G! R+ F
- 7 F- }3 A4 L5 |+ {! J
- #==============================================================================9 Z' x) d, \( ~' K9 F
- # ■ Window_NameInput* q- p! _ u- n* Y5 ~
- #------------------------------------------------------------------------------( m- j+ Y+ m! X8 ?- x
- # 名字输入画面中,选择文字的窗口。
: @+ j- m4 h: C - #==============================================================================0 o" A( {( ~% L$ W4 g( u* ~6 }
- class Window_NameInput$ Y; e. L; b: O" T" s! P+ U1 q
- #--------------------------------------------------------------------------: v- V0 M0 m- [8 c! G/ @/ V
- # ● 设置列数
5 E! U, h( U) u3 h& ^* A/ o - #--------------------------------------------------------------------------
* |+ R4 N* E& p+ W1 Y - def col_max$ G4 S) }; q" t! }5 a! C% F2 c
- return 101 V9 D3 f- |; _
- end2 a; c) u+ d S% l! Z
- #--------------------------------------------------------------------------
( r' V' `$ ]! l$ A( k0 H - # ● 设置填充的Item个数
3 p0 X4 q+ r8 ]1 e1 e+ C% Y - #--------------------------------------------------------------------------7 r5 e. h! L" y1 T; @
- def item_max
3 F# L, P7 m6 W8 q, K - return 905 G* i ^: w& q0 f
- end7 g# e0 |: y9 M, @
- #--------------------------------------------------------------------------1 Z" o( N1 `, d+ w8 s x# H
- # ● 设置填充的Item个数 A9 ?1 m0 h6 i( e& n7 H
- #--------------------------------------------------------------------------
- H9 {* V6 H' u5 w - def item_width
8 ?& x" k4 k, T3 O) E - return 32; D9 m' z& W: U9 n) q
- end \ {0 e" q% `/ S u
- #--------------------------------------------------------------------------
) \7 x) l- C( C% B& ~8 ], v. z - # ● 判断鼠标位于菜单的第几行、第几列; V& ~) t! `) \8 U
- #--------------------------------------------------------------------------
4 b2 m0 V; F, f' a1 u1 `; c - def mouse_window_area }& H2 C0 m( w- L( p
- if viewport.nil( @2 Z8 e& `* k% l# j( {& O; F
- vp_x, vp_y = 0, 07 z K9 d/ P7 H# @
- else
/ Q- y# J) A4 a: [2 L+ w% ] - vp_x = viewport.rect.x - viewport.ox1 Q1 ^9 t9 N" P, K) [
- vp_y = viewport.rect.y - viewport.oy& S5 t; l# n& F. e" n4 S
- end
# P* v4 l& q& v- D. Z - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
$ O( E- c H, z v$ o& A - item_x1 = vp_x + x + standard_padding
8 \& f6 _* R2 E- z) k - item_y1 = vp_y + y + standard_padding; A1 R7 x' g$ r
- item_x2 = vp_x + x - standard_padding + width$ y6 T1 e% j/ J3 z) U
- item_y2 = vp_y + y - standard_padding + height
9 K) J% f, @1 \; l( n - if mouse_x item_x1* o9 G5 }/ e6 b) v
- mouse_col = -1
' u$ Z/ a: _! e/ s - elsif mouse_x item_x2, f$ M! `0 q. L: b& f6 w6 N6 R. ~2 I
- mouse_col = -2
! ?- g; B- a0 ^# B. F7 h - elsif mouse_x item_x1 + 160: D# m( b* z6 H) I9 d
- mouse_col = (mouse_x - item_x1)322 J% y; f( S3 z. v' N/ i9 T
- elsif mouse_x item_x2 - 160
+ S2 Q1 H, H2 W( [+ m3 G1 N2 k - mouse_col = 9 - (item_x2 - mouse_x)32
) u1 R7 s7 p, L E. d0 ? - else+ U7 T" r% I. X8 E
- mouse_col = mouse_x x + width2 5 4
2 F/ F! @( W8 T# Q, a# k K - end7 c+ b+ J# d G: W
- if mouse_y item_y17 H3 U% T) X, k' B/ }7 A' E1 _; V- U) G
- mouse_row = -11 t2 `. h2 [( G, m1 F3 N l
- elsif mouse_y item_y2
* w' |+ w% N- P6 w f - mouse_row = -2
2 V' N A- d9 q( y3 h K Y - else2 E9 s0 }" @$ S+ G8 U0 T+ _4 ?
- mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)
( N2 U7 f; Y% v& {5 V+ e- @ - end5 n6 t0 C7 q7 z. t e3 o: @
- return mouse_row, mouse_col
- y( U5 h( {" G: s" W - end
# ^) k/ U: z; _& ^! |3 b% v - #--------------------------------------------------------------------------& W- q. [5 M1 x, V: S& R
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
P; X2 S* n ~ r. D - #--------------------------------------------------------------------------
/ x: Y) G, X2 ^1 n7 w' g - def set_mouse_pos8 m) x4 [: J7 d% h+ c
- if viewport.nil # necessary!
1 v# |8 G$ A8 C - vp_x, vp_y = 0, 0# N! m5 P/ v/ i3 G
- else/ v- c$ r. F# \
- vp_x = viewport.rect.x - viewport.ox
4 C3 U" x* {- z- A! [; ? - vp_y = viewport.rect.y - viewport.oy
( n* @8 R8 \5 Y2 Q9 w) ] - end
; r! X+ \4 `5 s" Y Y( { - item_x1 = vp_x + x + standard_padding 7 p1 [. d Q. ]6 w% T% E
- item_y1 = vp_y + y + standard_padding
1 W+ X8 L' D. y( c - get_index = @index 0 0 @index
2 ?$ d9 e) |! ` - row = get_index col_max - top_row
; c# G3 w" b, X. k5 v - col = get_index % col_max5 }* O( s" C9 ?4 n
- new_x = item_x1 + item_width (col + 0.5) C" F0 }1 W8 N
- new_y = item_y1 + item_height (row + 0.5)3 L" S0 T5 \. f4 W7 U4 o& K
- new_x += 14 if col 4
6 H9 N4 P4 f: q: A& X c - Mouse.set_mouse_pos(new_x, new_y)' n6 ~9 m# y& g0 ?1 @
- end9 n4 f+ z! F" w8 r) Z. ]
- end
- W: x1 I" h$ ?! T) }0 P# j, ~ - 2 H6 }# D0 N5 m* K B( p6 j* w
- #==============================================================================
* u4 r1 t S# m$ @# } - # ■ Window_NumberInput
J7 |9 U4 ~$ A( g# R ?, A - #------------------------------------------------------------------------------( `5 E" W0 t3 a- H9 {& Z+ T5 U$ w
- # 重写了数值输入的方法以适应鼠标7 f( f4 ]0 ?6 \3 J4 D2 D
- #==============================================================================
/ G$ S( \7 C8 h5 C - class Window_NumberInput Window_Base) Z1 t: z& L$ c4 s2 L! t! r
- #--------------------------------------------------------------------------
" T, Z7 M! d9 R+ m" ? - # ● 定义实例变量- R7 u1 J' _* b4 P; E6 S
- #--------------------------------------------------------------------------
- I! X9 f @/ T/ n - attr_reader extra_window8 y- ] q" P" u" @' m2 z2 b8 W
- #--------------------------------------------------------------------------
0 s+ Y0 d8 C9 a6 D- J5 \/ n! k% Z - # ● 初始化% \$ J3 H; _" J
- #--------------------------------------------------------------------------
: H+ N& W& N+ i$ d - alias sion_mouse_initialize initialize
! Y7 k% j( ~! Z. o1 | - def initialize(arg)
0 M( H, q; ^5 F" @8 n - sion_mouse_initialize(arg)1 }% ?3 h7 f# x ^
- create_extra_window5 r7 ]$ Y. S6 ] t; x+ O h5 w$ G
- end `* d1 n+ v" p! L) h! I }: k2 P
- #--------------------------------------------------------------------------
# f( G: }% x: ^" n8 @ - # ● 启动+ t- j. n- }3 u
- #--------------------------------------------------------------------------7 _! r: Y+ u4 z( v- c- P! E/ E5 C
- alias sion_mouse_start start
: F1 t/ G2 C& @9 r - def start; A! T! q6 W0 f' v- x+ h& Q+ }% K
- sion_mouse_start7 @' J6 w$ R; p3 Y* q9 t0 a" j
- deactivate
) o) O* _+ r: j/ d% g6 y& ~ - extra_start9 k* N- e/ a7 J+ f6 ^/ L" y9 U
- end
1 z! T+ e. V- }4 Z+ z - #--------------------------------------------------------------------------
/ z# f( ~- X( T, A' h* U# q" T - # ● 创建新的数值输入窗口
) P: m0 A. ^- G - #--------------------------------------------------------------------------
! _+ [; Z* g" {; V2 y3 b2 Z - def create_extra_window
6 S) O0 F4 q% [9 A: I - @extra_window = Window_NumberInput_Ex.new
' g2 `& V; F! |$ q& p% ` - @extra_window.x = (Graphics.width - @extra_window.width) 2* x M9 R& `/ l5 Y7 q0 ]( e
- @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }( u( z: O# [: [
- @extra_window.index_proc = Proc.new {n @index = n }
# t S' {9 g" J( p/ A2 H0 g$ m$ p5 e - @extra_window.close_proc = Proc.new { close }
5 y! ?% q8 M7 E V O: N - @extra_window.refresh_proc = Proc.new { refresh }8 E, d+ T! c6 N/ d% ^
- end
, A2 D1 d. @% p1 Q! E, p/ @ - #--------------------------------------------------------------------------
K# W; h) }$ h% X - # ● 激活新窗口
* P6 D( m% M# M+ ^3 i& A% P - #--------------------------------------------------------------------------
! r3 K+ c/ B7 W' W1 v - def extra_start) C! R1 m' Z! }
- case $game_message.position# T, \, ^+ d R/ t% o
- when 0; @extra_window.y = y + height + 4# r$ z+ A3 g+ ? M: G* i5 J4 x2 z! C& G
- when 1; @extra_window.y = @message_window.y - @extra_window.height - 8
0 C: D# m! N `) [ - when 2; @extra_window.y = y - @extra_window.height - 40 O$ b0 q" _$ Y% n- p
- else ; @extra_window.y = 8% C8 A! m- b* ?7 Q: T8 R9 l0 z
- end
9 R* p6 Y+ i# q! S5 }# g - @extra_window.variable_id = $game_message.num_input_variable_id
( A' |, T2 W9 B - @extra_window.digits_max = @digits_max
|) j: _2 r2 i - @extra_window.number = @number+ Q" b+ ^3 ~0 B/ e$ J$ W
- @extra_window.open) o) R5 X7 q- A- E$ z/ R+ k
- @extra_window.activate
, e; g% C `( Q& e. k2 T$ u! [ - end* I. n7 k7 }% O1 S( [9 g& w
- #--------------------------------------------------------------------------
4 ^) R1 W2 Z& |; I - # ● 更新! g: U: r, e9 k a5 ^
- #--------------------------------------------------------------------------
/ o. ?9 [3 T" y- V* x - def update
9 g# ~; H, ]; ]+ V5 ~3 L( U5 t - super
- y- Q) G8 [0 Y W+ D - @extra_window.update6 s4 R5 b+ `' R2 g. p2 F2 ?$ y
- update_cursor
1 x& I4 [2 O, r; V - end$ c' x0 U( [0 ~! ]" e0 R4 J! k
- #--------------------------------------------------------------------------! y2 n% N- E9 z! Q& z8 S" e! z# O* Z
- # ● 关闭窗口
! |3 J# [' z0 @, ~) C9 | - #--------------------------------------------------------------------------
7 z, S+ C8 S8 J% T - def close# q( E, B% G2 A8 H( k' j- w
- super( C; v$ U/ @ b9 g) Q4 j2 x& J
- @extra_window.close _7 z T: ~# Y8 V8 X) e) c& z
- @extra_window.deactivate- C, P/ I( j- p: |
- end. U' t( z. g) n) H$ C
- end
' i* B5 z, U4 v: [* S
/ ~8 U3 l$ e5 j$ g9 Y; h( N' L r- #==============================================================================
/ k4 j% c8 E1 s( K6 z* J' I - # ■ Window_NumberInput_Ex
6 W% }1 [$ L1 D4 N - #------------------------------------------------------------------------------
. _4 G+ O6 L/ O" `! v - # 新的数值输入窗口(NewClass)
- j5 r/ w- q5 Q# G8 A' c - #==============================================================================
/ _( a# y4 R: J. b( R, q - class Window_NumberInput_Ex Window_Selectable! b2 f X, I0 g2 S& T, G6 ?
- #--------------------------------------------------------------------------
" L3 o0 E) C3 f - # ● 定义实例变量* u2 p# v9 Q* p+ e2 J+ ~3 ~6 D* R
- #--------------------------------------------------------------------------
! s4 c$ ]2 h, } - attr_accessor number_proc0 g" K0 r5 d3 ~$ f
- attr_accessor index_proc& x8 u- e' M+ T' s
- attr_accessor close_proc$ X6 Z! I$ y& V/ }1 R6 Y- K
- attr_accessor refresh_proc
" g& Q8 r9 a' O$ @$ Q9 I$ | - attr_accessor number$ F0 g9 ?3 w" P
- attr_accessor digits_max
( _* x5 b0 b$ A& H1 p3 H, k - attr_accessor variable_id1 i& |$ \& l9 r% P- T
- #--------------------------------------------------------------------------' @3 O' j9 l9 h8 E* a' L# ?, r
- # ● 数字表
' b& C8 s; v6 i2 G - #--------------------------------------------------------------------------; _4 G" N4 _8 s% h7 p# {4 }% A7 n
- TABLE = [ 7, 8, 9,
2 C& S, _, {& v0 O: y. z+ r - 4, 5, 6,4 C% |% ~* L3 ~$ T" \; N
- 1, 2, 3,- F" r+ B8 S7 I$ p3 x4 E6 t
- '←',0,'确定',]
u! z4 ]) X$ o' N+ n( ~ - #--------------------------------------------------------------------------6 K2 r* W" E+ r7 r
- # ● 初始化对象. S9 ^1 o h: R$ a$ [; Y
- #--------------------------------------------------------------------------- y6 e, o; `& @1 x
- def initialize5 j& t- O& P2 ]; s1 ]5 [% _
- super(0, 0, 120, fitting_height(4))
- M' A( g& L% Q6 j4 U- `! T0 ? - self.openness = 0
- I& i. d$ ]3 s( y5 B - @index = 07 n4 S8 |8 n8 L6 J8 K* q
- @number = 0
8 c8 F* ?% s+ P5 J8 C - @old_window_index = 0
7 t3 O b/ t1 c1 N - @digits_max = 0
( s4 |# x8 x+ }. e& o% z - 12.times {i draw_text(item_rect(i), TABLE[i], 1) }
: X3 e4 ^. [: r8 W/ L, k% ? - end
% Q/ v L6 I2 w& _ W - #--------------------------------------------------------------------------& h0 g! l5 N, K5 M
- # ● 获取项目的绘制矩形! f8 d$ C1 ]' E+ @, k% H
- #--------------------------------------------------------------------------/ t+ f/ z" C% E1 `
- def item_rect(index)& @' d0 y7 `2 l8 t
- rect = Rect.new
. |2 {, x) j0 U0 b8 V: C - rect.x = index % 3 32
8 T- z. [& K- ?2 B) O - rect.y = index 3 line_height/ F: T1 _/ j: T2 q& g7 y
- rect.width = 32
+ g# E( p6 W3 k, o0 @ - rect.height = line_height
. t) V3 t; [$ C) g - return rect7 e4 P$ @! v/ i& z- ^+ G
- end3 V+ @- S- J: H7 p* [
- #--------------------------------------------------------------------------
" `& \- l& I9 F. v$ [2 V - # ● 将光标设置到鼠标所在的位置
j' r+ ]! W0 g* d2 A - #--------------------------------------------------------------------------7 h0 a+ G- p1 k Z ^
- def set_cursor) w4 g" `: z; J( [
- mouse_row, mouse_col = mouse_window_area6 [* U2 d& d# h: [$ M% i; r
- if mouse_row = 0 && mouse_col = 0
" M$ X9 h3 B$ g( ]& Y - new_index = mouse_row 3 + mouse_col. H( ]# j' p( w( P
- select(new_index) if new_index = 11
( u9 R5 O2 H+ T. D - end4 e5 Y' M, Y% a$ R0 V# U2 _* _
- end
7 r7 s" M# W/ ~' Q - #--------------------------------------------------------------------------
# S/ D0 f2 Z0 ] S - # ● 判断鼠标位于新数值输入窗口的第几行、第几列
: ^- `5 S9 o" q) I - #--------------------------------------------------------------------------
9 F- z" {1 {) ] - def mouse_window_area( ~+ k" j G" Y
- if viewport.nil9 G8 b6 a8 c) k) F+ K
- vp_x, vp_y = 0, 0* C; ^8 h+ C3 k L
- else
. p$ ]; t$ ^0 T6 ^% N: `9 E5 {( p2 t - vp_x = viewport.rect.x - viewport.ox, r2 ^1 |6 _2 L8 S4 f( d
- vp_y = viewport.rect.y - viewport.oy
0 y" J( F% K$ Q - end1 ^. D8 }! [$ l3 `/ r2 Q
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y3 Y6 T! P2 U" l; m% o
- item_x1 = vp_x + x + standard_padding
8 E; j. `$ n) F% Q - item_y1 = vp_y + y + standard_padding
: L% B. ]: S& F - item_x2 = vp_x + x - standard_padding + width
& g4 k" T- j1 g! _& D& N0 w/ z: k# e2 }7 { - item_y2 = vp_y + y - standard_padding + height9 C- }/ U# |/ x% ~" b1 G
- if mouse_x item_x1
3 v9 g7 h" z% x1 u6 W0 s - mouse_col = -1
; w. T2 ?" q1 @0 I - elsif mouse_x item_x2
8 E# [1 w2 g7 D, z9 P - mouse_col = -2& K( b7 w4 |$ G, J7 D; X
- else
" u- H' B2 P, _, g8 y; I% I) j- H" N - mouse_col = (mouse_x - item_x1) 32
: V' }6 _% O8 Q7 E& E - end3 u& c% j' c2 h' p$ k. N- y6 K
- if mouse_y item_y18 x, Z& X& X8 e- ^
- mouse_row = -1' Z7 c. P" E% e4 M4 u
- elsif mouse_y item_y2
7 v5 r' N+ p8 J- N - mouse_row = -2
- _! f, Q$ ^0 w. h( K3 B3 F7 w - else
! L8 e; R6 o/ Y% j+ f) n. R - mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)* |$ ^( B7 q/ n) B
- end1 T0 _( s- z8 P
- return mouse_row, mouse_col
9 d4 {; q3 {% i$ \3 ~/ k0 Y) _ - end( }( ^% }4 S3 j2 l: |+ l" [3 Y
- #--------------------------------------------------------------------------# {0 H! O$ h0 p' @& p
- # ● 获取文字
+ ~5 P6 w' o! C$ Q8 p) f7 j - #-------------------------------------------------------------------------- [2 [5 W; N* h& E
- def get_number6 J! a1 I! u( R9 X" q+ d& F3 h" M
- return false if @index == 9 @index == 118 {* }' u+ ~9 V$ e& U% |$ F
- return TABLE[@index]' _" u8 d6 U9 p0 j2 B
- end
2 H; p7 ?. f) U" ^0 ^" d - #--------------------------------------------------------------------------
/ e9 w8 \3 |& }! [; E9 @ - # ● 判定光标位置是否在“退格”上
% z. _1 N5 U% v8 t/ a3 s" p - #--------------------------------------------------------------------------/ {6 T0 E1 q& l) A$ N) m# b2 E8 N
- def is_delete# x/ F8 x% {: K( U2 E
- @index == 9- S3 x: g! T" |: \" ]. m
- end
* M& c0 M) C4 H C - #--------------------------------------------------------------------------
9 R# q1 R: U3 R3 f - # ● 判定光标位置是否在“确定”上- e1 z! |# I; ]4 T
- #--------------------------------------------------------------------------
9 p7 Q" `7 ?, Z# r( T - def is_ok" y* J9 V. s3 P/ G1 |
- @index == 11
2 N1 e( D* k7 w, c& r - end
5 f: T6 V0 M: u' J# r) ], L - #--------------------------------------------------------------------------4 S/ ^% ~' @6 d5 [
- # ● 更新光标
# g( H" K' _- a# W1 b - #--------------------------------------------------------------------------
! i& e: {: i% V ?" q7 N* Z - def update_cursor
) y. l0 ^ p6 g* J - cursor_rect.set(item_rect(@index))
& S% T( ]5 v, q# H6 y Q, x' r( r - end" M) e+ ~ Q" w$ M W! o
- #--------------------------------------------------------------------------
* U5 d2 V4 [$ Y: F5 O - # ● 判定光标是否可以移动8 ?+ b6 G! H* y: a7 _/ A
- #--------------------------------------------------------------------------0 o) o T7 y1 G% w% r
- def cursor_movable
% G1 ^& L8 Y- s2 k - active4 l7 {8 Y7 E( K3 @+ v8 i
- end
% i/ X7 x1 y$ j9 y' w! r ]( i9 N - #--------------------------------------------------------------------------+ `. v0 A9 R. f; t4 S' `
- # ● 光标向下移动) R* Q) E! H2 X2 m/ E$ V4 \
- # wrap 允许循环
! D/ v S$ D# q- L7 R - #--------------------------------------------------------------------------
5 l! s0 w4 o( p2 {6 M - def cursor_down(wrap)' F+ e; t1 W0 U; e d1 T
- if @index 9 or wrap# e" p' b( C; C1 B
- @index = (index + 3) % 12
9 {. w" c: o& u9 |7 ^5 q. m* ^ - end1 ~0 C$ t% o0 L
- end
8 n- I3 A, Y! t2 F' s( U% S- J - #--------------------------------------------------------------------------
3 K: P" }. l3 e& e0 { - # ● 光标向上移动
; [' n1 J3 u3 A5 E* I - # wrap 允许循环2 Y" L. Y) O6 \' v- }$ r
- #--------------------------------------------------------------------------) W) ]' l2 j& ] m% s
- def cursor_up(wrap); k/ u+ j# t! z" l" z
- if @index = 3 or wrap
* N9 Q- r e! L J- M - @index = (index + 9) % 12
- q" ^9 X3 `5 H7 k; P - end
6 a+ t/ @. _9 u& }$ V - end8 P4 K$ E1 t/ j9 _/ \
- #--------------------------------------------------------------------------
8 _) |) B' |# ?, ]) W - # ● 光标向右移动
* L: p% D8 U' P- e; L3 e" c0 Z6 U - # wrap 允许循环
) S: n7 f; ^/ b$ Z8 \, L+ S- K; L - #--------------------------------------------------------------------------
3 K0 c% i9 h/ `- O - def cursor_right(wrap)
+ D6 ?2 g1 N1 `5 b* T$ A: ] - if @index % 3 2
5 R6 T/ G( m0 z( H8 z# i - @index += 19 x" w$ j' J$ O
- elsif wrap
% o* t$ \3 x$ |9 ~* v% `% [ - @index -= 2
8 q! Z4 \; O. ` ~9 N1 G3 q - end- c% h+ M- s; {' W9 r* z
- end0 s' G4 X1 ?- _* ?
- #--------------------------------------------------------------------------
7 n, ^. b4 W- e! J U4 E% l - # ● 光标向左移动
7 g7 r/ B# m+ F/ t - # wrap 允许循环
/ D6 W* `2 [2 g* v- f# _/ k ?5 ~ - #--------------------------------------------------------------------------3 q; b/ P! o8 |
- def cursor_left(wrap)
% S$ O; ~; J) [! a/ b9 U - if @index % 3 0, u% G8 a& t. P
- @index -= 19 {% z9 f# U/ ]5 Z9 w' A
- elsif wrap) F- K3 a: Z5 C$ C7 S; V: j8 T1 v
- @index += 2. h3 v H! ^+ |$ e3 U' x8 d! M
- end
( P4 Y7 |, F7 {+ ?8 N - end1 ]$ {3 |" b1 e- ?& ]! }! H
- #--------------------------------------------------------------------------, z* P$ z) O; d' @ Z
- # ● 处理光标的移动* Y. c$ E7 J& f
- #--------------------------------------------------------------------------9 a5 y; G" T9 v# t( ?
- def process_cursor_move
) B2 }* A/ a- ~ - super
, K7 k% O9 z/ T3 q" e) A - update_cursor
7 m$ c3 I& g6 g% a; t3 g - end) o4 m5 v! X1 C8 n6 W- _% _2 {
- #--------------------------------------------------------------------------
$ t3 P: A5 M4 a; E2 k7 V - # ● “确定”、“删除字符”和“取消输入”的处理
4 W( B& x2 j6 K& ^9 v7 `# B2 W4 F - #--------------------------------------------------------------------------) N# e9 h! ~- n) S; L+ j3 Q
- def process_handling
' W" ?, _/ m4 a5 F o! n, m7 Z - return unless open && active9 K' |4 F6 Q8 `4 J. ~( I1 H6 f& q! F
- process_jump if Input.trigger(A)
3 p$ D: n6 f; S0 O" ? - process_back if Input.repeat(B)
]$ q3 c6 ^+ R% r" s - process_ok if Input.trigger(C). `2 r6 f0 R/ i
- end: Y& F; p2 n2 S0 ?$ f' _9 z2 u# b/ C0 [
- #--------------------------------------------------------------------------, v9 s8 O+ t/ O( o
- # ● 跳转“确定”. A) O. G0 I8 @5 ^/ N. r( `! Z9 c5 P
- #--------------------------------------------------------------------------' m p$ y& z, H& \
- def process_jump8 G# d- Q7 `: m2 `
- if @index != 11
# g3 m; ]1 y( Z- z) ]2 a - @index = 11
?( n9 `- ~% u! g* d - Sound.play_cursor6 L$ o0 z g$ V& N6 K. ^) }& L% P
- end
. }& M- S7 o' N: W3 \/ G - end, M) u B. ^, z3 y: s$ M: K
- #--------------------------------------------------------------------------6 T" x8 m) n \( k/ K% A
- # ● 后退一个字符
7 I8 g$ a6 ]4 J+ c - #--------------------------------------------------------------------------. }+ Y7 q+ V) T0 y
- def process_back# ^3 M1 D e' ~5 p0 s- l$ g
- Sound.play_cancel
4 n* ]+ ] H- @! \2 h - place = 10 (@digits_max - 1 - @old_window_index)# {2 a+ n/ c! Y$ h
- n = (@number place) % 10' J u& F6 l N) |5 O
- @number -= n place
, \2 D+ f+ T& ^: _ - @number_proc.call(@number)
% I0 V0 O l8 P - @old_window_index -= 1 if @old_window_index 0) V$ T1 T% g9 I6 U* d
- @index_proc.call(@old_window_index)% b. H8 ^ N" c. y0 z& p
- @refresh_proc.call
; T R9 J6 z$ X O7 u# \ - end8 k! W1 C# n& P1 F9 u9 C( O
- #--------------------------------------------------------------------------# n: p$ w' F" [: j# Y. K% m
- # ● 按下确定键时的处理& J$ m( C) ~8 `" i0 _ G
- #--------------------------------------------------------------------------' A/ J) a6 C) i; A! e
- def process_ok
8 ~$ }1 o# D2 a: j& H - if get_number2 N2 z: t, K6 j- p1 n; g0 r
- Sound.play_cursor4 [- l: p# A/ k: [) T
- place = 10 (@digits_max - 1 - @old_window_index)7 U9 c+ i( p( S, s) b* {! P
- n = get_number - (@number place) % 10) c( @* q9 m. K' P
- @number += n place5 q8 H& L; l y: k4 A# M
- @number_proc.call(@number)
1 l4 P7 Q% Q- ]! I - @old_window_index += 1 if @old_window_index @digits_max - 1
) l- x8 K V4 B5 i7 U% h3 D - @index_proc.call(@old_window_index)
) b" T/ ^. ]. L - @refresh_proc.call
) ~2 f5 _5 ?) h) K. z4 b: E2 E4 Z% U - elsif is_delete1 `9 x7 L, l8 {4 q2 F
- process_back' W8 o* z4 Y- |+ A% @* C, X% e
- elsif is_ok+ ~7 L" `9 K1 k9 `; _) `1 D
- on_input_ok
0 `/ j5 ~6 J l6 u4 ]2 T% h2 j1 M - end+ Z8 W# V" p" y1 s8 \/ h0 y8 n* K
- end
" T: g( N' K% S/ { - #--------------------------------------------------------------------------1 [) y) A; Y3 D" y
- # ● 确定
. j v/ B; n. K7 n& [ - #--------------------------------------------------------------------------; ]* l& w: ~- J# r0 f
- def on_input_ok
4 g7 W. E7 Z' }' L, p' j - @index = 0
( W/ s p* s) E4 @ - @old_window_index = 0* C) X+ y( @: o9 o9 Z$ ~* U
- $game_variables[@variable_id] = @number* T" H8 g4 \& E2 Y
- Sound.play_ok
, B( Y9 m% A, J$ B8 x - @close_proc.call
' J& a4 m" N+ N) J - end5 U5 T' |9 j& ?8 v( f" u- E# L
- #--------------------------------------------------------------------------, _- ^2 H3 ?2 s. I
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
( ~: ?/ z( V6 C& @8 Z4 E3 M - #--------------------------------------------------------------------------
+ D. q g8 q" e [" G3 Y - def set_mouse_pos) ?, O9 p1 u8 n( U+ T
- if viewport.nil # necessary!
4 N" Y- A- Z$ p3 d; i1 i9 p - vp_x, vp_y = 0, 0
% G2 T8 D5 B4 E& j8 O% X - else2 X! l! m4 a H1 ]+ [7 `, s* K
- vp_x = viewport.rect.x - viewport.ox0 a/ l7 e0 R3 m6 \& ?
- vp_y = viewport.rect.y - viewport.oy
$ M/ g R/ V: h/ J$ e3 X - end
7 ~8 D( t' `; J1 C. } - item_x1 = vp_x + x + standard_padding 9 k0 i2 B6 U3 W' N0 n8 C4 q# c
- item_y1 = vp_y + y + standard_padding- S1 S# d2 B& d3 l! N6 f/ v
- get_index = @index 0 0 @index
, J' T+ ]) {, f' p3 M4 o+ r - new_x = item_x1 + 32 (get_index % 3 + 0.5)2 b* a* [+ z, [' d) i" N" F
- new_y = item_y1 + 24 (get_index 3 + 0.5)* c8 Y- S X. ^8 {. m
- Mouse.set_mouse_pos(new_x, new_y)4 t! e) h# @3 f7 |
- end
) ] i; |0 k" t3 n7 G4 I: F" W - end
. y- W, F$ {1 ?5 {% n4 o; v - ; q) L& @. C# ~3 l
- #==============================================================================
$ [4 b% f6 {2 E - # ■ Window_Message5 w: K9 x4 s9 {/ P
- #------------------------------------------------------------------------------
$ a% h$ C( r9 D/ k6 V( W7 E0 o - # 显示文字信息的窗口。
2 t7 T/ H, `+ U; D c. i5 m. { - #==============================================================================
A9 R- D" S! n" o; P: D3 }6 B - class Window_Message Window_Base" m$ M3 d n( ~4 R1 E9 d3 h; i8 Q& m
- #--------------------------------------------------------------------------
8 R- E' I! ^. L" Q( d0 w x; z - # ● 处理数值的输入(覆盖原方法)( N5 T, c0 W ^: I# S# U' L4 B
- #--------------------------------------------------------------------------! V( \( Q C& z* }
- def input_number' k8 C% @" k! \! E; E+ S( x0 A! W
- @number_window.start
8 l$ m5 M' y5 ~ ?# _ - Fiber.yield while @number_window.extra_window.active/ t# _# Z7 B$ P6 L, V
- end$ q: t, Z" [0 p |' z F
- end# ] ?- T% |3 Q+ E. \
9 U6 w! }: L5 Y" y: C- #==============================================================================
1 N. i2 h! j4 K$ G* x! e% n - # ■ Window_PartyCommand4 J1 O/ G- j; @* o6 P7 [$ d7 t; p
- #------------------------------------------------------------------------------
6 M, P. J- ^9 ?, K; e9 h- f - # 战斗画面中,选择“战斗/撤退”的窗口。& a7 k) U" W6 E$ k4 g2 A3 k
- #==============================================================================1 h. T7 b1 P4 S( [) m4 W9 P
- class Window_PartyCommand Window_Command0 ~3 K3 i2 \9 ~ C4 u
- #--------------------------------------------------------------------------
' r# M8 M' V- V9 d - # ● 方向键移动光标时将鼠标移动到对应的光标位置/ @4 B, l' z* V# E
- #--------------------------------------------------------------------------! l. y( `# @( m: w- F( m8 F
- def set_mouse_pos6 [# s' E$ l7 i3 | R" M
- if viewport.nil& \: F) j! V7 g
- vp_x, vp_y = 0, 04 Q" a6 O# N6 G; Y% `" l
- else, R: R! t% t0 A' P
- #vp_x = viewport.rect.x - viewport.ox' l3 Q! E8 q# w
- vp_y = viewport.rect.y - viewport.oy" _& j: |) _# m! i" B; d
- end& t% f+ n! G2 W4 e5 {" M+ O* ~
- item_x1 = x + standard_padding ! `+ U$ i$ {4 w7 F- Y$ K S
- item_y1 = vp_y + y + standard_padding! `5 A$ r0 U, U( H* D
- get_index = @index 0 0 @index
) H3 s3 s9 u; K - row = get_index col_max - top_row8 ~; m5 T# y$ m7 y; F {
- col = get_index % col_max, M( e* E% z5 `5 H5 \$ X
- new_x = item_x1 + item_width (col + 0.5)& d/ S/ k8 k% a' T) ?" y1 A) Q+ ^" X
- new_y = item_y1 + item_height (row + 0.5)- u& r& E% V J7 w
- Mouse.set_mouse_pos(new_x, new_y)3 d9 O6 l3 o, ?
- end
( _3 ]+ m2 a* a' A1 ^* w6 w - end
! M: o4 l1 h5 K/ h7 Y& r - $ L) F( I' }2 m( o9 [ a2 _5 u
- #============================================================================== ^6 l$ i+ r, _5 o0 J" ?" y
- # ■ Window_ActorCommand
4 x$ s/ Q3 q* g' w! d3 ?6 k - #------------------------------------------------------------------------------+ B' z$ z% [& L A2 p" v
- # 战斗画面中,选择角色行动的窗口。/ I6 L& O* q+ A0 ~. Z# m+ {
- #==============================================================================% J7 b! D$ b& q* [/ T+ t1 q6 z( n" C# W
- class Window_ActorCommand Window_Command# M9 H0 e4 ?" W
- #--------------------------------------------------------------------------$ v/ w3 v/ m0 V0 N8 |
- # ● 方向键移动光标时将鼠标移动到对应的光标位置9 H5 M6 D* B" d+ c/ h6 S
- #--------------------------------------------------------------------------# m9 c; K2 W5 E+ N+ k( D; l
- def set_mouse_pos0 i1 ~, P; o& E& j0 I8 \
- if viewport.nil
2 Q0 t. w3 B' U4 g% ]5 p - vp_x, vp_y = 0, 0
2 h) ]9 b, e" [; r' d j) T0 r - else
9 A9 Y) G7 f0 h! O0 I - #vp_x = viewport.rect.x - viewport.ox$ M y# p" T0 V I; g6 }% N& S
- vp_y = viewport.rect.y - viewport.oy, Y$ J- @3 ], ^7 ]
- end6 Q |2 n* Z% x* m
- item_x1 = Graphics.width - width + standard_padding
; q! p, |8 f/ b$ d! @- q - item_y1 = vp_y + y + standard_padding2 ?) B. L( M8 }# H) P
- get_index = @index 0 0 @index ' A( b8 ~+ \- Z n' I
- row = get_index col_max - top_row1 ~9 }2 j6 @1 \4 ]3 O
- col = get_index % col_max+ {9 y+ W- m% W/ L7 g
- new_x = item_x1 + item_width (col + 0.5)
! L6 d1 c& n) A& H: L* j - new_y = item_y1 + item_height (row + 0.5)
3 w9 \9 A. n' H; O+ U& r0 D, T - Mouse.set_mouse_pos(new_x, new_y)5 F! F4 u& [- @" K9 L5 c
- end1 ]2 J7 C- W. Q' O9 O$ p" l
- end8 t& R5 h! L+ ~: \& T
- . h ^$ C+ X6 P4 H' k4 j% r; I
- #==============================================================================7 c/ X( p' S& ?& {) h+ V+ X
- # ■ Game_Player1 i- p0 o" m! r
- #------------------------------------------------------------------------------" N3 C5 U3 J! u. s. T: b6 Q
- # 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。& D2 k) z3 ~* [/ [4 G) n: n
- # 本类的实例请参考 $game_player 。
) i5 i( }5 L7 n$ G8 d - #==============================================================================
5 P5 |2 O; S k6 a - class Game_Player Game_Character$ E# s% e! \$ p* u& D8 H, j
- #--------------------------------------------------------------------------! g# {5 l3 c* F/ C! w; A5 t
- # ● 由方向移动(覆盖原方法)( }. v9 u8 Y b% a+ ~
- #--------------------------------------------------------------------------* C) K% k( b- O d) @5 ]1 f/ d
- def move_by_input4 Z3 I( g( {; ]
- return if !movable $game_map.interpreter.running' a/ q, ]! ~4 c5 E5 S5 a
- if Input.dir4 0( R6 w$ s) P3 r1 M, i
- move_straight(Input.dir4) 5 E$ @- U) D3 w6 @: }6 Y
- reset_move_path$ T8 z$ D/ y; n( L6 G
- else+ `( m! t1 u" M1 E, ?5 E
- move_by_mouse6 p+ }$ a2 {: ~4 `
- end
* E& ]" _& {4 C2 U. w - end! k1 U2 U1 B( u8 N {& U# m& L5 E
- #--------------------------------------------------------------------------
. h; Y% p9 q0 L6 B! e - # ● 非移动中的处理(覆盖原方法)3 x# a) m6 ]9 Z8 S. Y
- # last_moving 此前是否正在移动
4 K) a O5 i9 V0 ^, H, B1 `0 J - #--------------------------------------------------------------------------/ R d% p! D' E; h
- def update_nonmoving(last_moving)" k7 J2 x6 b) F, G
- return if $game_map.interpreter.running% W& w$ o7 h8 j- T! }) b- ]4 u
- if last_moving
: X4 f, E8 x" H6 p; @3 B1 a: Y4 h - $game_party.on_player_walk
! `5 G( Y8 V- _5 c - return if check_touch_event
& E/ a o; w$ _) \ - end
. D$ d5 h; D; h7 a( T: l2 ] - if movable && Input.trigger(C)) e$ k( Q% c3 M! }9 R
- 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
+ Z/ m9 P7 i6 B - return if get_on_off_vehicle( L3 N) g) a5 \/ {$ C4 l; K
- return if check_action_event
) D8 h- O! o% f A2 @5 H0 N7 S2 w- x8 N H - end1 |3 @$ x* v7 Z" B2 R
- update_encounter if last_moving
# t8 V6 D$ B! f1 h - end) H# \8 u2 `# B [
- #--------------------------------------------------------------------------
- l; z& r: }6 \! m' x, i; O7 ]* I - # ● 判定是否跑步状态(覆盖原方法): X$ [5 E+ }( |1 G: @, A: a i4 f
- #--------------------------------------------------------------------------
; g, T% X! A/ X - def dash" A' |+ F g7 O; z$ F4 \- }
- return false if @move_route_forcing
2 n2 S8 @1 O7 K! c" z6 } - return false if $game_map.disable_dash
' L1 J5 F) H5 U7 \ - return false if vehicle- R$ |4 H& q k* Y/ K5 J& U0 r
- return Input.press(A) @mouse_dash7 Q' P( W! g7 _: [" z5 u! j
- end
6 M" ?# z& v/ z( x- `; e - #--------------------------------------------------------------------------: M, J. ^5 Y& x
- # ● 初始化
4 Q3 p4 ?, e6 g. O+ t; Y2 J: n - #--------------------------------------------------------------------------7 x; M& ~! e# l
- alias sion_mouse_initialize initialize
+ K5 ^/ {; `! K G T - def initialize
3 k: d* H. y1 o9 ~4 l3 B) S - sion_mouse_initialize
& Z5 x! B8 j( i' o3 ]/ q) m* C- _ - reset_move_path8 G/ o/ c6 U$ x D6 {
- @moveto_x = 0: ^" n: W) N% c& x2 R) ?* B2 k( B
- @moveto_y = 0
v! J) D& d( h! V; W - end
# f; `6 F/ s c4 ^9 r - #--------------------------------------------------------------------------% ]7 |" C, r# P$ c8 d$ W. _
- # ● 更新$ W- K) e/ N& U7 `8 p9 `+ Q" ~
- #--------------------------------------------------------------------------
0 m4 p- x9 t/ h, Q - alias sion_mouse_update update
- `! z4 q+ `" N4 @# R$ I - def update
2 `9 s6 t3 I) h: t2 w' a0 v - sion_mouse_update
v" V% d& Y% g8 Y% S- L/ A - clear_unreachable_sign
H# Q$ N* ?8 }/ p% T - end% U6 w9 [2 A& H+ w8 d. D* @
- #--------------------------------------------------------------------------' i9 V/ x7 [$ H7 m( |
- # ● 处理卷动1 ?* {6 Y6 V% v2 G- ^( W8 Z
- #--------------------------------------------------------------------------7 ~3 {: y% H8 x* n: e- I7 } O
- alias sion_mouse_update_scroll update_scroll
' H# T/ a/ f- `! z ^) w- g2 }8 R - def update_scroll(last_real_x, last_real_y)7 q h, {, C3 H! s$ j
- return if $game_map.scrolling
6 |" ~ d* K- s: t# M8 a - KsOfSionNew_Scroll new_update_scroll
1 w# m2 R' }' d8 } - sion_mouse_update_scroll(last_real_x, last_real_y)
- ^, o- ~+ v9 i' h7 ], B" p - end
& u8 H3 E. h6 b# t - #--------------------------------------------------------------------------
+ [, ] W7 a2 X - # ● 重置移动路径相关信息$ {6 n4 m! f" a: l: ]
- #--------------------------------------------------------------------------9 Z/ A* o% Y% ?4 ^
- def reset_move_path
/ G) Q7 A* n, m2 `. B" Q, x7 d - @mouse_dash = false
0 D' ]! l5 D( K8 ]( V - @mouse_move_path = []
( B% ` t: Y3 Z2 p7 C% r - $mouse_move_sign.transparent = true
1 a/ t0 a+ V5 R- ~ - end. e) l2 E; y5 H. `6 g
- #--------------------------------------------------------------------------0 M. h6 G6 W" w, ?
- # ● 新的卷动地图方法" W: `! Z" a0 k1 X
- #--------------------------------------------------------------------------
* |5 n3 J9 K+ Q4 H7 h7 d, N6 D - def new_update_scroll; i- o1 L f. g8 E% Z9 i0 P
- horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width
9 \# ]+ A9 j( E& U) q+ y - vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height
6 A9 ] {9 _' U; k' P4 D# x7 D - ax = $game_map.adjust_x(@real_x)
: b) D! R' \& U; C - ay = $game_map.adjust_y(@real_y)1 D, }: h% x! Z1 v" R" p, y; X
- $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y0 q% z! o/ d, N$ J
- $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x
/ V4 r* l4 }& _: ? W8 M% M. U& k - $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x" r x" ~" X% A% w" i9 h% ?+ q
- $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y
* A5 C" U" t3 M - end
6 L( o8 i2 A+ U - #--------------------------------------------------------------------------
9 b; F% S5 m6 L4 l9 {# E- I - # ● 消除不能抵达图标
0 P+ Z5 \8 T9 m* P; P T. u - #--------------------------------------------------------------------------
* \0 D/ l5 [1 Z; W, N7 l - def clear_unreachable_sign( d; w8 A; a% j4 T5 e
- return if Mouse.press(0x01)
) W4 F( p# b9 K4 Y - if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0
0 }" [( c5 g7 T5 ?+ l - $mouse_move_sign.transparent = true4 L4 @8 i+ t7 @3 d7 J
- $mouse_move_sign.direction = 2
5 v9 {6 Z) w* s7 d, o) |# a8 I - end
. v7 a) k* \8 n# q, u( _" X - end8 R6 s k: \+ U' y7 s& K' W
- #--------------------------------------------------------------------------
6 m& o0 J1 ]' Z3 I" w - # ● 由鼠标移动
/ [& m- V+ N/ z1 b - #--------------------------------------------------------------------------
3 ]2 d9 z3 V7 V, T) R9 S3 F - def move_by_mouse/ ~6 T0 @3 {) |, k/ f
- unless @mouse_move_path.empty # 移动路线数组不为空则执行移动
' Z4 t3 Q! ?: R0 I# X - dir = @mouse_move_path.shift$ A* @* b# a- E/ l. i* D s3 \6 b
- if passable(x, y, dir) && !@mouse_move_path.empty
% h d8 ^4 U9 n- _9 W! X* \4 j8 o - move_straight(dir)' s: K6 y/ y7 k' t
- elsif @mouse_move_path.empty # 判断是否是最后一步% i8 O* l! l; e. o
- x2 = $game_map.round_x_with_direction(x, dir)3 u: Y, F" b: h6 E0 J% ]
- y2 = $game_map.round_y_with_direction(y, dir)
- Q) Q% X- r3 F; ^ - move_straight(dir) unless dir.zero
5 J- K8 X6 q& R3 b6 ]2 ?# e - 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3 p: E7 ]' R; n( I: d9 G
- check_event_trigger_there([0,1,2])
4 w+ w0 z: k1 z - get_on_off_vehicle unless $game_map.setup_starting_event& k* g& p' V9 j: A9 M
- end1 z5 `( {) R% i6 R
- $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2. r& g2 X; H9 h1 I7 {
- @mouse_dash = false' O/ o1 B9 s; L' ^; v
- elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点2 J; p2 J! m9 `8 X& B) R4 ?5 P
- @mouse_move_path.shift6 d+ `* d j: F; i
- @direction = dir
0 U/ D' B! A+ _, }$ h) M - @mouse_dash = false, o& F( x% v9 F5 V
- else; o# |/ R- }$ |+ p
- draw_move_path! b" x" c! K+ m" ` ?1 ~
- end9 j; F, W1 b" ~
- end
. q) f$ C4 W$ a$ | - end7 ?! b# l5 c" i( D% |6 L/ m
- #--------------------------------------------------------------------------
0 y9 d' y& E! J5 \: O - # ● 地图界面按下鼠标左键的处理, P, }3 T# t" r% I; r2 V
- #--------------------------------------------------------------------------
) b/ \1 B2 u6 G3 E" }, ?. U - def left_button_action
3 \0 E; g* j! i5 w, [; a4 E - return if !drawable $game_map.interpreter.running) Q& s G6 T# X; G9 ?
- get_mouse_pos
) k% c& e- o' u+ c - $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图
) T, s% S1 N. X" [& }% W - if @shift_event& G: j1 n+ H, L# l
- if Mouse.trigger(0x01)! U L* I) \ D# `7 x& @
- @shift_event.jump(@moveto_x - @shift_event.x,
) l: G! T4 {, } - @moveto_y - @shift_event.y)
* ^, D3 l6 O) a, j# g - @shift_event = nil1 X$ Q; Y5 F) I" v9 @2 d
- end
+ t; v# K# u% C/ m L( O5 u - return
& Q @# b; L/ B, s - end! @, r/ e* N% Z3 q
- if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合- |+ P1 v2 T# D
- return if moving (vehicle && !vehicle.movable)- w3 X X; G! a# j: ^
- check_event_trigger_here([0]) # 判断是否触发重合点事件
) ?* X# E4 [/ A0 x* S6 M - get_on_off_vehicle if !$game_map.setup_starting_event &&
, B5 ^! B9 b3 U* V, x0 y+ @ - $game_map.airship.pos(x, y) # 判断是否要上、下飞艇
z; ~8 v6 q) H4 Y% a: J - return
N. e4 |. Z2 [5 B0 I% h% X - end
( e; @- t8 R! H- e" e5 f! ~ - # 判断是否用鼠标启动事件2 A' b3 n+ V1 Q. h. A7 t
- $game_map.events_xy(@moveto_x, @moveto_y).each do event% m) i& |: I3 f( a3 F6 R. l& j: |& g n
- if event.mouse_start4 m7 B/ S/ a. s B7 t
- reset_move_path
; y4 c' w3 ?. O$ N. ? - event.start if Mouse.trigger(0x01)
7 F! m0 D5 E7 Y9 M - return: H6 ?8 Y* w5 d6 M" c( k: V
- end
' K" \: S% W$ A5 R2 I6 _' x" K - end
& _6 k& w- x4 t( L9 m* V - @mouse_dash = true if Mouse.double_click # 双击冲刺
. D5 ]7 Y" `" o& z* y - return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
2 E- f+ h! s/ S( h1 @0 V* C$ z5 p1 M - for i in 1..4 # 判断目标点是否为角色周围四点4 n2 e* @ L, _+ R7 n# G. P
- if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&
% z( s. @$ m( a9 y6 b( g - y == $game_map.round_y_with_direction(@moveto_y, i 2): I& {7 E7 h! s
- $mouse_move_sign.transparent = true( X% }& W" u# I5 |9 { I6 j, ^, B
- @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01), n% F3 v$ u$ [* L" p4 o
- return; end9 B+ K9 s- H* C! F* F% E) {9 o# ~
- end* ?" K/ c w" i. _$ c3 e
- draw_move_path
& w1 j3 x, |% Z6 t% N; x - end
- v! N& x; C. I4 `; L0 V( ^9 ] - #--------------------------------------------------------------------------
* {# D8 { U$ z9 l( v; n - # ● 取得鼠标处对应地图坐标点9 W2 j7 |4 v7 z
- #--------------------------------------------------------------------------! h% ^( `. S! E% C/ Z. F
- def get_mouse_pos$ n4 R1 Q, ]& G( _$ t, y2 [) B
- $game_map.get_mouse_map_xy
' C c. k6 W! ` - @moveto_x = $game_map.mouse_map_x8 x& L# ^1 g e6 C
- @moveto_y = $game_map.mouse_map_y
& `! A0 H6 E! x, H( G - #mouse_x, mouse_y = Mouse.get_mouse_pos
, q, T9 s S' [ - #@moveto_x = $game_map.round_x(x + (mouse_x -
. [$ Y0 F2 Y; q- x - # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)
: x9 ]! p& J. `& [ - #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -& |* R) u# x+ g$ O7 N
- # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)% t0 G4 U( m3 R$ h
- end
* [9 Y) m0 h; m: l - #--------------------------------------------------------------------------3 A2 p5 c+ o" k2 _" N
- # ● 绘制移动路径 @array[move_directions...]6 P3 _) [# V* S: h
- #--------------------------------------------------------------------------
$ \: i3 b- [% {. W2 i% C% g - def draw_move_path
* A) O4 t* }" [5 |' K5 A+ o - #temp = Time.now1 @* ?4 e: h/ w2 I4 V
- case @vehicle_type
; C# N. t# v1 R/ e0 R) |' w - when walk2 |9 g2 Y; L5 L: `/ v
- draw_walk_path! M4 F; K8 g4 _: |: W
- when boat9 K% H; Q0 `! M1 O a+ q
- draw_boat_path
! N7 O& O: D4 C5 N - when ship+ p2 ]( j A5 f9 c8 ]% I
- draw_ship_path8 F. |' L3 y7 @1 d8 h8 |
- when airship
! @, k/ g' p1 j; i! j: r - draw_air_path
& C2 R# u! `3 a t k. G( ^ - end
$ y' D# q0 X5 G5 X J" G$ P" H6 B - #p (Time.now.to_f - temp.to_f) # 测试效率
$ c7 h3 V6 }, b7 w - end
9 r0 C) N. ^0 S' ?& _ - #--------------------------------------------------------------------------
% T7 X }- ~# H9 I' n - # ● 判定是否可以绘制移动路径- ]6 f$ G4 I: x1 H' o/ m
- #--------------------------------------------------------------------------
. r, l) b U+ F6 P( t. Q" X. p - def drawable
7 u6 p$ E- A% P' x& F* O - return false if @move_route_forcing @followers.gathering
& ?( ^1 [$ K5 b! c - return false if @vehicle_getting_on @vehicle_getting_off0 a6 }% b% z2 n! @. R
- return false if $game_message.busy $game_message.visible
/ A/ A$ B- \8 {$ H: D - return true9 Y8 U" k2 L) ?/ w; |
- end, D( F1 [& a7 |$ b
- #--------------------------------------------------------------------------* k# ]. l( u0 k6 D3 h; `2 V& t/ I
- # ● 绘制walk移动路径 @array[move_directions...]+ z+ q* n* w# ]* E8 G \
- #--------------------------------------------------------------------------
. D% N7 f$ y x: u! L - def draw_walk_path6 Y. x" v/ Z0 z
- # 准备绘制路径表格6 C) Z2 {7 @3 G7 {" c
- sheet = Table.new($game_map.width, $game_map.height)
; X2 X# J1 J O5 d1 z - reversed_chase_path = []; chase_path = []
; f0 [, w+ @# e& m - reversed_chase_point = []; chase_point = []
. V" J, K' m% d - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
; p: I$ s/ k) c" R V, ~0 ] - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 23 e; M% l; A" o( B# s; v/ x
- reach_point = false$ ]5 S1 T5 \) ] d5 f
- step = 3
" H, Y$ g/ w8 x" T6 \: H3 m - loop do #loop1 开始填充表格
/ P2 i, F+ S8 c$ G4 N# C; f6 f - draw_path = false
2 p' N. }3 x+ Y8 P. |5 F/ d0 \ - check_points = new_start_points
% y7 E" e; [# ^, c* |: |. k - new_start_points = []
- a7 B* d. S1 A9 t' w - loop do #loop2 从起点开始正向填充3 b2 k: i+ I9 p$ l9 R" D
- point_x = check_points.shift
' @- S1 A) a1 i* l( {) s4 t0 G - break if point_x == nil
3 x3 }9 u& b3 B! k6 i - point_y = check_points.shift
% M1 s0 s& f& G2 d0 _/ i d - left_x = $game_map.round_x(point_x - 1)
! i! l0 P0 ~0 Q; D: Z. T - right_x = $game_map.round_x(point_x + 1)# r4 f( p) j# o/ @, Q7 Z
- up_y = $game_map.round_y(point_y - 1)+ l9 _/ c" p3 ~
- down_y = $game_map.round_y(point_y + 1)
' N3 s: I3 k6 w3 `' q - # 判断路径是否连通' {1 R) `) n# H& D/ M- k
- path_step = step - 1
/ S) ^7 l0 u1 O+ I' |4 b, W - if sheet[left_x, point_y] == path_step &&
* G8 s9 T( A/ d$ l - $game_map.passable(left_x, point_y, 6) &&8 X) `( m2 i: k% @! C2 o
- $game_map.passable(point_x, point_y, 4)
$ v3 V6 t& K, G - chase_path.push(4)1 p4 J8 |' }4 p" P: Y
- chase_point = [left_x, point_y]
]2 q$ m. N [3 R7 c - reversed_chase_point = [point_x, point_y]
3 ]4 P8 g3 C! c) H, W* H' K - reach_point = true; break5 m! u; C- M! E
- elsif sheet[right_x, point_y] == path_step &&1 h9 L. ]' E# G
- $game_map.passable(right_x, point_y, 4) &&
" A0 R5 v7 U( T7 ~ - $game_map.passable(point_x, point_y, 6)) }/ d+ i7 k0 l# i3 I9 a' ^0 P, `
- chase_path.push(6)
( U* {9 P- |: E/ l1 m/ }0 ^+ O - chase_point = [right_x, point_y]7 W0 H$ D7 }# Z& K2 q& P# K
- reversed_chase_point = [point_x, point_y]: b1 F- B8 Z6 j& j j
- reach_point = true; break
* p) R# o6 c7 f5 ~% e9 [ - elsif sheet[point_x, up_y] == path_step &&' F I: m7 p! e; w* u6 }7 l( B2 O# F( t
- $game_map.passable(point_x, up_y, 2) &&
: G I8 {: f2 P9 E' O9 p - $game_map.passable(point_x, point_y, 8)5 [, A# D5 D# o
- chase_path.push(8)
6 @5 I. G5 I# o& t; D5 x - chase_point = [point_x, up_y]7 k) t$ \8 Z! l' W
- reversed_chase_point = [point_x, point_y]
9 L& C4 b% q2 h - reach_point = true; break/ e# P9 n+ t0 t9 }7 _4 S$ z5 Q
- elsif sheet[point_x, down_y] == path_step &&
1 H( b" _9 S2 ]2 `. j - $game_map.passable(point_x, down_y, 8) &&
: K1 `9 t) L+ [ - $game_map.passable(point_x, point_y, 2)
8 h3 y/ r; I- _- D; T# F - chase_path.push(2)$ t! Y2 y9 J5 D. Q$ s
- chase_point = [point_x, down_y], b$ y0 _+ h/ b# F# f* e+ Y
- reversed_chase_point = [point_x, point_y]
& u7 u4 X! z B - reach_point = true; break7 p5 `' D! R1 t4 [1 E9 L' x
- end
- I( @! I. W1 p" w8 | - # 以需要抵达该点的步数填充路径表格 #
1 @: }: M \* ^, z7 C - if sheet[left_x, point_y] == 0 &&/ O' Z9 n. D8 d2 x/ s c. U
- $game_map.passable(left_x, point_y, 6) &&; v T2 o; p6 z% A
- !collide_with_events(left_x, point_y) &&
# Y. a2 D' H0 j: r% @5 d - $game_map.passable(point_x, point_y, 4) &&- | p$ U( c; `4 I! d2 [( R9 X. F7 J3 N
- !collide_with_vehicles(left_x, point_y) #judge_end
- y+ e& M- O: Z8 A5 x( Q - sheet[left_x, point_y] = step
$ ?9 w) j( V6 p; E5 P - draw_path = true
y9 ]8 A5 i1 K' g, |+ m3 k; [. i - new_start_points.push(left_x, point_y)
% Y# s2 z1 x( ]" _9 L1 g! k5 e - end
0 S1 s7 ~5 k* | - if sheet[right_x, point_y] == 0 &&
* V; M0 n3 f% |/ } T% J. { - $game_map.passable(right_x, point_y, 4) &&
/ M- A8 y1 E9 i6 i+ C9 L7 B- R - !collide_with_events(right_x, point_y) &&
6 \$ t7 D6 _ l3 `0 l. h - $game_map.passable(point_x, point_y, 6) &&/ ?+ U6 d1 ]( Q
- !collide_with_vehicles(right_x, point_y)#judge_end, n3 R3 N) V4 d9 ~5 b
- sheet[right_x, point_y] = step0 h# {2 `# M- r4 T+ E/ m4 k
- draw_path = true
# R0 B; `9 q& n x - new_start_points.push(right_x, point_y)5 `9 f) I9 U( S! w: ~
- end) b! @0 j6 C4 Y2 i C- u: r
- if sheet[point_x, up_y] == 0 &&6 Z* `$ `/ x5 G; y0 A+ Y# f
- $game_map.passable(point_x, up_y, 2) &&1 L: k% ]6 }( Y! A
- !collide_with_events(point_x, up_y) &&6 U6 Q' q8 C* @2 _7 }0 e
- $game_map.passable(point_x, point_y, 8) &&
9 t) H: Y# J* Z/ E( b& ^ - !collide_with_vehicles(point_x, up_y) #judge_end7 I; |# n+ L9 ~& Y% O6 Y
- sheet[point_x, up_y] = step
# ]" z. k. Z% G7 \$ d+ V* t - draw_path = true
! H+ x( Y# a% h; ]1 T - new_start_points.push(point_x, up_y)& T! o8 W; K& j8 M+ j+ U$ z' H
- end+ s8 I0 B$ e6 B: k) t }
- if sheet[point_x, down_y] == 0 &&
4 I" W: h9 P! w3 Q - $game_map.passable(point_x, down_y, 8) && R, s6 n' z. L9 N1 U. M6 z; D8 e
- !collide_with_events(point_x, down_y) &&
& q$ `+ S" P, g+ _; _# o - $game_map.passable(point_x, point_y, 2) &&# S1 ?/ b( i9 ?& R, O# A
- !collide_with_vehicles(point_x, down_y) #judge_end v6 ^8 g/ e# |- w) \& }: [
- sheet[point_x, down_y] = step' A0 t) d2 k/ }* ]) j2 H2 A: B0 z$ K
- draw_path = true
5 {: K1 w6 H* K$ n - new_start_points.push(point_x, down_y)
4 Y4 I5 v! L* {$ |1 `: r% ?! } - end% [ D/ N7 d5 @, K* Q6 z$ `
- end#endOfLoop2
- a$ J6 z, r6 M$ M3 Y - break if !draw_path reach_point$ r, I3 L1 n5 i0 y6 k1 {& y' t) q
- draw_path = false# z0 l7 t+ p- v5 K+ |) [9 I
- check_points = new_end_points
( X" O6 \# B& q, m - new_end_points = []
, W, |4 g& m" q - step += 13 z0 a9 I y3 I: f* O& F# i
- break if step KsOfSionBreak_Steps && O/ f. t4 M8 {) Q; h
- !Input.press(KsOfSionFind_Path_Key)6 s0 I# P2 U# r& E3 H6 }
- loop do #loop3 从终点开始反向填充
T" X: |, x! T - point_x = check_points.shift
9 p/ I; S% j0 B- k- V2 w1 ? - break if point_x == nil* @; v5 Y' t5 }! c8 [
- point_y = check_points.shift" J2 C% l) \" A' ~
- left_x = $game_map.round_x(point_x - 1)/ {9 p& q3 q& \2 v4 a7 ~# ~$ K
- right_x = $game_map.round_x(point_x + 1)6 n: e: d6 r* E3 [. W T! s
- up_y = $game_map.round_y(point_y - 1)
% f( U) p7 D; x5 {' h+ H { - down_y = $game_map.round_y(point_y + 1)
/ e" _2 s7 w" F& Z/ d& B- ` P - # 判断路径是否连通
6 U7 T; I/ J3 x; R - path_step = step - 1. W* U4 ~) T7 [7 I' e. K
- if sheet[left_x, point_y] == path_step &&# x4 B9 t7 n# Y9 v# j r- m, w3 D
- $game_map.passable(left_x, point_y, 6) &&: Y$ J! z9 [3 I! x8 f! h$ O
- $game_map.passable(point_x, point_y, 4)* L. p" w2 R9 n* o m! H5 ?
- chase_path.push(6)
1 |7 z; j' c7 R - chase_point = [point_x, point_y]. o! `0 x$ j1 U( N' `
- reversed_chase_point = [left_x, point_y]. i& y: ~% {2 d
- reach_point = true; break" h7 v7 {" h- X- Q3 a3 J8 c/ \8 v- k( k
- elsif sheet[right_x, point_y] == path_step &&
/ T9 U4 O1 j9 L3 t' e. c- _6 r - $game_map.passable(right_x, point_y, 4) &&- P1 G# I3 o/ M
- $game_map.passable(point_x, point_y, 6)
% e: K; Q* x0 |) E - chase_path.push(4)
( L) y( \9 X& F: h0 o2 M* t( d - chase_point = [point_x, point_y]( U( j1 U' K% U/ y4 U
- reversed_chase_point = [right_x, point_y]# F3 b3 q& q& `* h" y
- reach_point = true; break$ a7 Q' P) p" g. ]0 m5 A
- elsif sheet[point_x, up_y] == path_step &&
* x5 q- h. Q2 }& c$ T - $game_map.passable(point_x, up_y, 2) &&
5 I0 M5 Z; ]' }- D - $game_map.passable(point_x, point_y, 8)1 j$ v+ X6 X# H, X. K0 U
- chase_path.push(2)
) g p2 o( @: X3 P' j - chase_point = [point_x, point_y]
& \2 u8 M1 X" t o; J6 {2 i - reversed_chase_point = [point_x, up_y]
1 q, c( s W3 G0 i& N9 ~$ V: h - reach_point = true; break
& w: \& X9 o, H7 ~ - elsif sheet[point_x, down_y] == path_step &&! @7 @3 M7 g2 Q1 H6 j5 F7 M+ d
- $game_map.passable(point_x, down_y, 8) &&
3 G# r8 V& `8 i0 U5 {+ { - $game_map.passable(point_x, point_y, 2)8 x; {9 c1 Q& J. \$ I
- chase_path.push(8), {' E6 J/ `% K
- chase_point = [point_x, point_y]
: o0 B0 D& E+ c - reversed_chase_point = [point_x, down_y]7 Q2 f9 N& A( }
- reach_point = true; break
$ }+ n$ ]# `% | \. M/ l - end
" R7 A8 k! y: F! u2 |5 Y - # 以需要抵达该点的步数填充路径表格 #
8 Q* } |4 _# E: ]9 ~' j - if sheet[left_x, point_y] == 0 &&
' _4 U5 U8 e/ o: n - $game_map.passable(left_x, point_y, 6) &&
; p* B$ @7 p! n0 ?# M - !collide_with_events(left_x, point_y) &&
+ V9 P8 B9 n; _6 T5 t - $game_map.passable(point_x, point_y, 4) &&& D! [* k: `; ^9 K7 T5 P2 e
- !collide_with_vehicles(left_x, point_y) #judge_end' X3 N s5 [! q0 ?5 e) L) _7 H
- sheet[left_x, point_y] = step0 ~ a# j. X/ r! P [4 T" ?
- draw_path = true
6 Z0 ]4 K, W! V" ~- ]; b* p - new_end_points.push(left_x, point_y), _ T7 G3 R- r% k* @" W- t
- end0 R+ R3 X5 r) o
- if sheet[right_x, point_y] == 0 &&+ u& {/ E8 s/ p2 _/ Q5 `
- $game_map.passable(right_x, point_y, 4) &&1 l o; `; j* N3 y7 m
- !collide_with_events(right_x, point_y) &&) n8 g! b f5 o1 `& q$ U* |
- $game_map.passable(point_x, point_y, 6) &&
3 w$ t+ b" Y. M5 i. C' ?; V' Z O9 s - !collide_with_vehicles(right_x, point_y)#judge_end! C1 e1 h4 J8 }9 K% g
- sheet[right_x, point_y] = step/ k/ s$ T3 B0 C+ N# O- u$ |
- draw_path = true
! e. l- p* ^% {. f2 M* u; l# S3 N6 |& V - new_end_points.push(right_x, point_y)
, ]% ~- A* l( n5 ]+ J - end7 g) K8 x) P$ G+ q. d3 r/ X& Y( s/ X
- if sheet[point_x, up_y] == 0 &&
' n% W& P3 z2 O K7 f2 L - $game_map.passable(point_x, up_y, 2) &&
+ p3 r( c+ [4 V7 f/ s - !collide_with_events(point_x, up_y) &&
* }+ u, e; s; y) @ - $game_map.passable(point_x, point_y, 8) &&
6 h' }. T/ Y9 d3 h. h4 |' L - !collide_with_vehicles(point_x, up_y) #judge_end
: `! z7 s' J5 x, Y0 r - sheet[point_x, up_y] = step7 J% h; U* S; }" r+ M% X) N; F9 c
- draw_path = true1 D5 S* J" c+ Z# H) O, X1 [
- new_end_points.push(point_x, up_y)$ W: F3 l( T h x) @
- end
$ Z) l% e/ r/ n' [( { - if sheet[point_x, down_y] == 0 &&
6 g7 z- F: n' H6 \0 h - $game_map.passable(point_x, down_y, 8) &&# z0 ^6 d5 a2 f7 X6 K4 F
- !collide_with_events(point_x, down_y) &&9 Y5 `) E" w9 ^; ]4 I9 d
- $game_map.passable(point_x, point_y, 2) &&. [* X" V/ {* h, I. T" Q. l& h
- !collide_with_vehicles(point_x, down_y) #judge_end+ n; \* k3 W* u# b
- sheet[point_x, down_y] = step
- u: V8 T% q/ h - draw_path = true
3 b" n7 G' I$ k- H/ Q - new_end_points.push(point_x, down_y)% V$ O/ u% z. T7 l4 H7 u: I! s" u; |
- end
) b6 E8 {# n; a" m: V - end#endOfLoop38 p. l: P: X' w, N8 e
- break if !draw_path reach_point
2 O3 D4 `* _7 E! S - step += 1" |4 _( m; g: W
- end #endOfLoop1 路径表格填充完毕
( v# S5 I I& r- D8 B - $mouse_move_sign.transparent = false) m) q* Z2 Y: [- a9 _
- # 判断指定地点能否抵达6 l3 z/ M9 F3 ~* B
- if reach_point; C% G/ K+ M- h2 S' d* S
- $mouse_move_sign.direction = 25 A( w, `; z: Q, G
- else$ A$ ~* h W7 a% O% V* K) n" q4 P$ c
- not_reach_point
1 V( `8 D: a9 l- J - return
4 k* {2 s% u9 I) q - end
3 q4 G$ l; a3 l& A2 ~0 s - # 根据路径表格绘制最短移动路径(反向)
; |1 O8 v4 N. k+ B3 C - steps = step 2 2 + 1( y4 C7 ^4 w" _ w" ^7 [
- loop_times = step 2
* J) m: n! `1 i1 N: l5 k - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]7 V- t# ]/ r' \0 I- J
- for i in 1..loop_times # forLoop$ @9 p5 S+ R* a) W: H' L# F
- steps -= 2" X" N2 b; k. b n7 X) r6 O, r$ y2 z1 T
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……
" P: v& q$ m; n& }8 U - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
5 b" `' y5 r$ ? U - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&8 c+ p; u0 w+ `1 d0 `! r
- $game_map.passable(point_x, point_y, 4) #judge_end+ x1 e* d W [% [- `
- reversed_chase_path.push(6)
) H) K( x% S# l, \ - point_x = $game_map.round_x(point_x - 1): m) Y6 b" t. K! r8 a B6 `
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&9 ^( j" ^* B$ W9 _
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
$ Q7 y- i+ b0 a8 s! V& K - $game_map.passable(point_x, point_y, 6) #judge_end
# O& A4 U) k3 p - reversed_chase_path.push(4)
7 a, v- G; B# _4 z' h - point_x = $game_map.round_x(point_x + 1)
6 [% p9 J! a4 t5 k+ ?4 u - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
2 J, c& Z* p+ j) r - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&: r; f' h5 t2 ]
- $game_map.passable(point_x, point_y, 2) #judge_end+ c; k2 t7 ]5 H1 M0 p, ?3 O
- reversed_chase_path.push(8)) d6 ]- b; Z1 F1 ^$ @8 e, a$ ^' y! v
- point_y = $game_map.round_y(point_y + 1)
, y7 t4 e5 \' v' \ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
$ X' a9 ~" n) H6 F- X2 [ - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&4 z8 F+ d2 j* h" C# o5 D* `
- $game_map.passable(point_x, point_y, 8) #judge_end
3 {: X6 @% m; i/ J: K+ b9 S0 L% U D% I - reversed_chase_path.push(2)
# }8 m+ R% i6 A& ^ - point_y = $game_map.round_y(point_y - 1)! e: }( l" ^+ S/ Y* h$ s/ k" K
- end
8 \0 ~& ? M# O6 i6 r - else
! n) }$ C u) [% m: c; a - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&' O& w: k+ ~( L- U. L- K
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&9 Z+ `6 G. H. r. \4 I
- $game_map.passable(point_x, point_y, 2) #judge_end9 l- O! z$ N3 B! h7 W0 a6 |' U$ ?8 q
- reversed_chase_path.push(8)
7 p" A) q) z# Y) Y- M1 j8 j - point_y = $game_map.round_y(point_y + 1)( y Q( r' G K* r% K( W
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
( ~- O7 ^0 c" O - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&0 ~' |6 h* Q ^$ C) j: u
- $game_map.passable(point_x, point_y, 8) #judge_end" L# e2 T3 t) ^
- reversed_chase_path.push(2)
9 I! g' S* {2 G6 {/ [9 o# ~. Q& E - point_y = $game_map.round_y(point_y - 1)
Q0 `5 a7 a" S. Z5 }6 u8 ~ - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
0 L0 f+ L7 x0 L! y - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
' o# h U5 Z8 J) R, E - $game_map.passable(point_x, point_y, 4) #judge_end
1 D( h0 [9 ~# l- G& u6 h+ W - reversed_chase_path.push(6)
( @' C; u2 y, X. V/ n& c - point_x = $game_map.round_x(point_x - 1)4 J8 ^1 F4 u, I6 j- F7 p7 i
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&+ W! C8 U+ `3 [' q( F- l
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&0 S2 @! R6 o! W0 R3 V/ ?
- $game_map.passable(point_x, point_y, 6) #judge_end, h5 b, E) s+ c5 J, ?
- reversed_chase_path.push(4)( y5 A: U' X" D" x* P' p
- point_x = $game_map.round_x(point_x + 1)
) ^# h0 K+ d! i( ^. D - end( \7 \& b) B5 H3 t: R* k
- end
$ w" o, C+ z7 `- u. u. \) g* i s - end #endOfForLoop
D0 j3 D% T ~ - # 根据路径表格绘制最短移动路径(正向)& K' A& g; O) i' L
- steps = step 2 2$ S% [& W' n" ^* M6 Z" p1 _# |
- loop_times = step 2
8 c7 e8 z. w: d' a- [ - point_x, point_y = chase_point[0], chase_point[1]
. l" k. j+ j, g4 r0 L# [ - for i in 2..loop_times # forLoop4 W- D& o+ l: [7 k+ l* A
- steps -= 2
$ U$ s# i- [6 G* T* q2 B8 ^ - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
$ [# @; l# ]. ` }0 S - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&! z' {' G! k0 m( v0 w; A
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
1 J5 @& u7 ~: _: X7 a9 ~ - $game_map.passable(point_x, point_y, 2) #judge_end
+ q/ \ ^. G# N" t - chase_path.push(2)
* G6 a; P8 O8 z! R - point_y = $game_map.round_y(point_y + 1)
6 L) |6 k! I! i; d, l0 y) K - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&8 _' O7 N+ J, d; V4 w
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&2 N8 C1 x% t1 L$ Y
- $game_map.passable(point_x, point_y, 8) #judge_end
9 F$ K3 h, O, o6 y3 ^6 H - chase_path.push(8)
/ N- A5 m' e& J; j - point_y = $game_map.round_y(point_y - 1)
9 `$ i# M' C9 k& g! K) b3 j. G - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&- `9 G9 q0 N& F
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
3 l% n# [6 ?( T3 M& G# j4 D - $game_map.passable(point_x, point_y, 4) #judge_end+ u6 O( G8 C, G8 T3 } W9 [
- chase_path.push(4)+ n; ` n+ ?& |+ Y2 X, N
- point_x = $game_map.round_x(point_x - 1), |7 f$ W+ O6 R4 i: z% a' n
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
' X1 k: Z+ |( R% g' K - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
/ ^- [! U: D% Z; c( v - $game_map.passable(point_x, point_y, 6) #judge_end
6 r% `! W0 |4 u S# I$ v( C6 h - chase_path.push(6)
K2 n7 | U; ^# b# [. R% i: R8 O - point_x = $game_map.round_x(point_x + 1)# ]' g2 ]$ @ D
- end
+ |/ f! o& E Y6 l& J - else+ p- _! t) t9 Y5 u% \, _( E
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
W: e; Y# E# X( z - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
/ H1 P4 T4 P" A0 h - $game_map.passable(point_x, point_y, 4) #judge_end0 {/ B0 @8 S5 S' m( y8 k+ i9 o" s
- chase_path.push(4)) g$ {3 j" _% z
- point_x = $game_map.round_x(point_x - 1)
" r# e1 W/ a/ X1 b; N& ` - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
/ _$ g$ d$ [( E L1 _! X - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
4 O$ e- u; |" M2 Z$ Q9 w( P - $game_map.passable(point_x, point_y, 6) #judge_end
! M1 Q: M0 _6 v- H9 T0 y+ Z9 @* Z - chase_path.push(6)
0 V( i, ^" x) |) y1 c" F- } - point_x = $game_map.round_x(point_x + 1)
0 s G+ X- I2 V" J - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&) V+ ]' }& z4 _, Q2 ^' b- ^
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
6 l0 }7 H7 S( P3 y - $game_map.passable(point_x, point_y, 2) #judge_end$ ~1 ^8 j ]- n. z- Z3 P) }
- chase_path.push(2)/ O; d; R+ F$ s4 P0 ?9 y4 G
- point_y = $game_map.round_y(point_y + 1)7 e& y) \( d9 U
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
$ Q1 S. R3 \) a8 N. R& A - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&& L" t4 G$ }2 \, S V) L
- $game_map.passable(point_x, point_y, 8) #judge_end
9 H( t" `6 G7 A+ N - chase_path.push(8)
9 v* _: Q7 C6 p. ]9 I4 H+ z! z# D: { - point_y = $game_map.round_y(point_y - 1) o+ Q* L8 [0 `5 M, W; B: q* e
- end
# X0 t& }4 v% U - end
+ W% b3 y+ `& W% M! ] - end #endOfForLoop
/ w9 S1 z% f7 _& c3 X - @mouse_move_path = reversed_chase_path.reverse + chase_path, L* N6 j1 I! F/ g2 X+ R* t
- end#walk" P4 M% W0 ^+ h! T% F4 H9 Y, @
- #--------------------------------------------------------------------------3 \& f# N3 c* p: F
- # ● 绘制boat的移动路径 @array[move_directions...]1 F& E6 @5 \9 Y+ M; u
- #--------------------------------------------------------------------------9 X; Q" K5 P: X$ f' @1 n0 Q0 F
- def draw_boat_path
; {3 [% x* ~# c3 i" ]1 s! s - # 准备绘制路径表格) B4 p* t8 w+ @$ f& A$ L$ D2 D
- sheet = Table.new($game_map.width, $game_map.height)
7 ^5 J: h9 d: I! h+ K1 | - reversed_chase_path = []; chase_path = []" H" \2 X: ]) A8 I9 d
- reversed_chase_point = []; chase_point = []1 S) q/ b8 B% }) [4 ]/ U
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
: {- m4 T% u$ `- T' a, U - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
% I2 h9 ?" ` G - reach_point = false2 t( `. z. A; H5 A
- step = 3
/ p+ W2 V+ `5 \+ l - loop do #loop1 开始填充表格
/ ?* J, Q8 Z6 s. v7 d7 [% ~ - draw_path = false. E! r {9 t- t/ W4 e" R' H( Q
- check_points = new_start_points
6 n0 ]6 N- @0 ]' |% H$ M3 w5 | - new_start_points = []- K$ f! Y9 i, P; P/ x1 T: X
- loop do #loop2 从起点开始正向填充
1 _5 K& T3 x9 a" @" g/ K - point_x = check_points.shift
+ y$ z _3 D3 ?1 {$ B# ^( p - break if point_x == nil
0 q+ Q9 D5 p/ ~/ e - point_y = check_points.shift* W- D0 H1 D0 @- d2 D7 p
- left_x = $game_map.round_x(point_x - 1)
) e6 S* u/ T2 a" E* L0 L9 Y - right_x = $game_map.round_x(point_x + 1)+ x. M4 ~8 |" U) e6 B) |
- up_y = $game_map.round_y(point_y - 1)9 ~2 ~3 P+ b% ?+ f: n2 ?
- down_y = $game_map.round_y(point_y + 1)
5 f# A. p L: ]: `: y+ j, I: O& G0 R+ [ - # 判断路径是否连通5 J# ?$ {% y- l
- path_step = step - 11 F9 ]6 ~7 D- h2 K8 `9 i
- if sheet[left_x, point_y] == path_step
5 J/ x7 ?9 c# I6 P9 d# M# ~ - chase_path.push(4) e6 Q* Z) n( Z. ]7 ~+ i( O
- chase_point = [left_x, point_y]
2 I; j+ p4 {" G" h: K { - reversed_chase_point = [point_x, point_y]3 I; f9 ? U' p. g- r
- reach_point = true; break
- I) e, j9 H2 C7 x/ ^" N( u) X( O - elsif sheet[right_x, point_y] == path_step4 e1 _/ l, k; V1 J% @# S J
- chase_path.push(6)$ ?( j6 {5 k) R6 l% m& X3 X5 }3 ^
- chase_point = [right_x, point_y]
, S1 ?0 t: }9 K1 J; n - reversed_chase_point = [point_x, point_y]1 _2 j5 C- {/ e2 [0 e- N
- reach_point = true; break- U. l. E2 {4 h" v
- elsif sheet[point_x, up_y] == path_step
& o& X1 V( e2 ?! T8 x3 I - chase_path.push(8). M2 w* L+ }4 p7 p- f+ Z
- chase_point = [point_x, up_y]" w1 O; R M! E' u) x
- reversed_chase_point = [point_x, point_y]
1 ?2 n- ?4 O; ^* j+ |2 ?+ K. v) d+ \ - reach_point = true; break
1 u, [6 Y7 ]$ m - elsif sheet[point_x, down_y] == path_step" l# \3 \3 \+ h3 k
- chase_path.push(2)
1 B" `" p' H7 u7 O - chase_point = [point_x, down_y]# D. Q/ p, e/ C6 t
- reversed_chase_point = [point_x, point_y]" `5 ^; q# j& H m# z- Y0 @
- reach_point = true; break1 e. M! T: L6 H8 J. s- @& F1 H- ^
- end6 w$ [6 m- ^$ D7 x5 N
- # 以需要抵达该点的步数填充路径表格 #! _$ q1 ]5 e5 v! a
- if sheet[left_x, point_y] == 0 &&
* J* J3 n2 V \+ s - $game_map.boat_passable(left_x, point_y) &&% E/ _" c. R# t! Q$ C6 m* [& P
- !collide_with_events(left_x, point_y) &&
5 J: d( T4 W- ~/ Y( y* {& A - !collide_with_vehicles(left_x, point_y) #judge_end
% [2 }, l) b9 [) i2 c- z - sheet[left_x, point_y] = step! f$ f4 O) G# {
- draw_path = true1 s! F8 }- h; g% R
- new_start_points.push(left_x, point_y)
/ x; q: M- J" ]0 W - end
2 R1 k6 c# @1 P. a% G - if sheet[right_x, point_y] == 0 &&
* u- r* b7 R. t6 y# i9 z: B! g. O0 i - $game_map.boat_passable(right_x, point_y) &&
+ }/ L4 B4 c* K! H% P& P - !collide_with_events(right_x, point_y) &&
p, O! C9 {$ j1 b) G# Y - !collide_with_vehicles(right_x, point_y) #judge_end
) {5 W) ]7 r, e0 u - sheet[right_x, point_y] = step
" G# `7 Z5 Q- d# D - draw_path = true9 |4 @% ^6 D8 \
- new_start_points.push(right_x, point_y); Z0 q3 J/ o6 ]8 Z( a$ D1 u6 L0 E9 e
- end/ `" l! q H. N& p3 m
- if sheet[point_x, up_y] == 0 && u: K; N: }, d- U( t$ {, q
- $game_map.boat_passable(point_x, up_y) &&$ F0 j, d9 v( ~ w2 _
- !collide_with_events(point_x, up_y) &&
9 N3 ^* o7 k3 B7 q% T8 b1 Y! W - !collide_with_vehicles(point_x, up_y) #judge_end
a0 N$ J# f2 ? - sheet[point_x, up_y] = step
2 S5 |5 \% A! p) |" |- Y - draw_path = true
7 l# P& I+ j2 f: Q - new_start_points.push(point_x, up_y)- M( l( @2 o8 X! Y6 @! c9 p; z: P
- end
; _; f: ?$ T' e* w) @ - if sheet[point_x, down_y] == 0 &&
0 i1 ?$ q5 O2 p% } - $game_map.boat_passable(point_x, down_y) &&
9 k4 C- f, }/ U) _, e$ N# Z9 c+ k - !collide_with_events(point_x, down_y) &&% r. Z6 B# U, _$ A, \* _+ |
- !collide_with_vehicles(point_x, down_y) #judge_end3 v' p/ j& `) E8 j
- sheet[point_x, down_y] = step
- w" F2 _ J } - draw_path = true
4 T' A4 A/ C0 r+ v5 R - new_start_points.push(point_x, down_y) j# b1 {% x4 m1 s
- end8 Q1 }$ O. N% x7 O5 }$ A% X& e
- end#endOfLoop22 ~* C8 b/ n" c0 _% ~: ?$ V/ x
- break if !draw_path reach_point8 L# d% f" H/ ^8 N
- draw_path = false/ N u T. w- I
- check_points = new_end_points
$ n- A2 \' s; ] h - new_end_points = []% [2 n" w% n1 p; a7 F, h
- step += 1; M+ q. K' _4 y+ N6 w
- break if step KsOfSionBreak_Steps &&
% w/ [; j- F5 K+ M8 K% j$ D - !Input.press(KsOfSionFind_Path_Key)
1 o$ }2 G5 a) a/ q) [4 f/ \) G - loop do #loop3 从终点开始反向填充* B/ y" O ]; n! f, @2 f/ ?$ s
- point_x = check_points.shift" B5 a$ g1 X2 q+ g. @) x) y* W9 J
- break if point_x == nil
' {( z# f) r: L1 J6 ~ - point_y = check_points.shift. [0 H6 K4 {+ b
- left_x = $game_map.round_x(point_x - 1), c1 ^+ y9 [# Q4 W; v' C4 z
- right_x = $game_map.round_x(point_x + 1)' F: N) i z0 Q% [+ U R D9 O
- up_y = $game_map.round_y(point_y - 1)
e/ L# S+ @2 x - down_y = $game_map.round_y(point_y + 1)
& q, M' X( h: C* z, G" ?; N - # 判断路径是否连通
) n9 g3 |; V, t! m5 V: M: n/ j! I - path_step = step - 1
p/ y- S' k7 d! L) @9 x; b; h - if sheet[left_x, point_y] == path_step
4 G$ d/ J. O) ^* s* Y v: P2 | - chase_path.push(6)% L( K7 f# k" \4 @6 Z7 _6 u
- chase_point = [point_x, point_y]
' C: S; n1 @7 R* A2 T - reversed_chase_point = [left_x, point_y]; D! e* j+ y% j9 I9 W1 Q, G
- reach_point = true; break
) B" [" [; |, S6 E - elsif sheet[right_x, point_y] == path_step
. [2 @( x; c. i4 K" T% J - chase_path.push(4)' l# T- q7 X% }- K- y; r5 q
- chase_point = [point_x, point_y]$ A- H5 o3 G$ H6 ]
- reversed_chase_point = [right_x, point_y]
- V6 U, T6 |+ t5 @" X' @8 ] - reach_point = true; break% |/ w$ U. W8 O* l% N
- elsif sheet[point_x, up_y] == path_step- ^2 p9 M/ n* N$ O# Z
- chase_path.push(2)2 |0 q! {! Y" q& {
- chase_point = [point_x, point_y]
% S% l4 M/ C7 N8 Q1 `7 u8 _ - reversed_chase_point = [point_x, up_y]2 d6 I* _/ }, ]4 I
- reach_point = true; break8 i% w8 ~0 k! a' F4 }
- elsif sheet[point_x, down_y] == path_step
/ j0 T' h2 a! z" ?2 G, E6 x - chase_path.push(8): L, }' G) J) {. s; M. x+ M
- chase_point = [point_x, point_y]3 [/ u; u' F& D1 T
- reversed_chase_point = [point_x, down_y]& B& _7 j/ i' z# g6 @- a
- reach_point = true; break% ^- ~' [. W6 Q, x# Z3 K4 z3 ?
- end, D- B/ | H' Z& u
- # 以需要抵达该点的步数填充路径表格 #
9 }% s# J7 y& s; C. O/ i/ y8 p$ A - if sheet[left_x, point_y] == 0 &&
9 R) c [/ n$ \ I: S, X7 j - $game_map.boat_passable(left_x, point_y) &&5 z, P1 D+ H* l( h# S. r
- !collide_with_events(left_x, point_y) &&1 m( Y9 R/ \6 ^4 y6 Z# P! g
- !collide_with_vehicles(left_x, point_y) #judge_end B8 `0 z0 ^7 R: A( _. @" v: y! z7 j
- sheet[left_x, point_y] = step
7 ~0 @9 F5 e( e$ g. P: N) r - draw_path = true( q: [7 N$ l+ F o+ q1 y# [
- new_end_points.push(left_x, point_y)$ i# Q$ v9 Z3 z
- end
2 E2 J" {$ G2 m2 w - if sheet[right_x, point_y] == 0 &&
+ @, r+ A. ^' D( T4 d( f! d0 h3 B - $game_map.boat_passable(right_x, point_y) &&
3 l9 Y, r8 x( a - !collide_with_events(right_x, point_y) &&
/ V B3 y$ q3 B f- k: \ - !collide_with_vehicles(right_x, point_y) #judge_end
7 z0 l) F' L6 g3 W7 w2 N" t - sheet[right_x, point_y] = step$ ^' s6 e* n- X1 h9 D: P3 A
- draw_path = true: U" R J' u/ b# I2 k' W# M
- new_end_points.push(right_x, point_y)
' D- S! J i: g& E: {; I* K - end7 D7 [" D4 @/ m
- if sheet[point_x, up_y] == 0 &&, C* u h$ R4 |. h6 P m5 g2 L
- $game_map.boat_passable(point_x, up_y) &&% j; }3 r) q! K, ~1 \$ Y* F
- !collide_with_events(point_x, up_y) &&$ |: g, v) a5 u# j+ J" m
- !collide_with_vehicles(point_x, up_y) #judge_end* F+ x- i3 P# q8 t' n4 b" N
- sheet[point_x, up_y] = step ~2 d) F$ m: M0 q8 g, K
- draw_path = true
8 @* X0 q4 p2 l0 f2 `" u6 S - new_end_points.push(point_x, up_y)! E" E6 I1 }+ J' d6 q2 k4 }0 m
- end
0 S6 B2 l; {$ r/ | - if sheet[point_x, down_y] == 0 &&
, `& c: w k# Q) u& O - $game_map.boat_passable(point_x, down_y) &&
- r, |+ m6 q4 I7 b% B; W - !collide_with_events(point_x, down_y) &&
* o5 f+ c* M3 }, T) q( y - !collide_with_vehicles(point_x, down_y) #judge_end
" R/ Z$ i) l9 m) Q, h' }; Z% Q - sheet[point_x, down_y] = step1 Z4 L4 q7 Q% Z6 k, G* S" \
- draw_path = true# U u K) ^ ~' W& ^# q
- new_end_points.push(point_x, down_y)3 T7 }% T8 O; |4 e/ o6 A* W: P1 w
- end5 _ T$ S0 D* B- |( X2 e5 N1 v f
- end#endOfLoop3: K3 M/ ?8 u4 m( g# r7 y$ B
- break if !draw_path reach_point
! C& {: R' }# `* h - step += 1
5 b/ w9 ]2 C! E2 } - end #endOfLoop1 路径表格填充完毕
9 [5 M7 l, _7 t- u: x) b( H - $mouse_move_sign.transparent = false
( W! ~7 c6 |* P; `: w - # 判断指定地点能否抵达3 t1 P' o. I( e' X
- if reach_point
" v, t5 G% [1 G, q$ F - $mouse_move_sign.direction = 2
4 A0 k0 B1 q" @& S. `! _' x! Q - else& s6 w% H0 |" e+ n6 c& A5 a1 a' O+ n
- not_reach_point7 P, I% d5 v" U7 R
- return- A6 l3 Y* c! ]7 H! T! B
- end% z+ i# p6 \* t2 n; L( [% p
- # 根据路径表格绘制最短移动路径(正向)
$ j, z) W& Y# ?) M - steps = step 2 2& f: t6 p U2 L
- loop_times = step 2# n8 _6 @, F8 p+ o+ @$ T
- point_x, point_y = chase_point[0], chase_point[1]/ o. n" k2 w) c' C6 T' t
- for i in 2..loop_times # forLoop: g0 ^& c1 B1 ] R w
- steps -= 20 i% [/ G% L2 V% `6 k
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs% ~3 A$ ?7 \ O: y
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
" r9 t" ^! c+ ~8 K - chase_path.push(2)
$ c; `4 w# B% Y' s - point_y = $game_map.round_y(point_y + 1)
$ T6 s8 O6 H6 b$ m$ W - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
7 g, m! K% u! S5 ~( U: r4 f5 z - chase_path.push(8)' G% v7 x- s- b) w$ _' ~
- point_y = $game_map.round_y(point_y - 1)' o: E! p; d h. T9 ]
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
& w# A }/ |4 I" ~( M0 T - chase_path.push(4)
6 A- G) _" C% K3 c% B - point_x = $game_map.round_x(point_x - 1)
r# |, P1 N0 b- G - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
}% |; J' S( h0 W& B. \0 P - chase_path.push(6)
. }8 | t- c# Y+ Y0 {0 n! T - point_x = $game_map.round_x(point_x + 1)) Z) @0 H X( s
- end4 p2 e. j# A3 D" D. n
- else
2 X( N w2 O7 P. q( }. O2 s) u - if sheet[$game_map.round_x(point_x - 1), point_y] == steps- ]' I% c- x/ m
- chase_path.push(4). U" ~+ f1 D6 N: h' t! [
- point_x = $game_map.round_x(point_x - 1)
7 h, `7 f( y4 L. U - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps# A" o( p; D% ?* Y: r. Q8 r. s
- chase_path.push(6)" _, s$ p+ v7 v1 o# v
- point_x = $game_map.round_x(point_x + 1)
# b' U! k( d* p) O4 z8 ~$ {, x - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps$ \" H& C2 ?+ s1 R
- chase_path.push(2)1 M" t6 H7 p( Z) \
- point_y = $game_map.round_y(point_y + 1); x+ m: a4 _' \$ o3 z: u
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps: u% W; b2 T; r: W
- chase_path.push(8)3 U# m3 o4 q! X0 R
- point_y = $game_map.round_y(point_y - 1)# F: A C, Q( H
- end/ k9 Q3 M$ T' x7 G' j$ b
- end
; l# y# i# m# w& n - end #endOfForLoop
9 A9 J' W9 H4 _' i - # 如果指定点无法抵达或者登陆- m0 ]# j5 ]& `! J( c. A2 B! m
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)( ~7 n$ ]3 [3 |1 [ I
- # 根据路径表格绘制最短移动路径(反向); F' \* s9 e. l3 d5 J
- steps = step 2 2 + 1
# l: e! x. K+ f5 A/ ]) f - loop_times = step 2
$ x8 l& o8 l7 b4 B4 A6 U m3 @8 L - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]* d8 W" \/ v4 h* K8 g( t$ c
- for i in 1..loop_times # forLoop5 S b2 `9 ]! f) S% R1 P
- steps -= 2
. Q6 ], s3 d* T& t - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
* m; D9 w5 B. y, } - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
3 c- \! v/ W: U+ `! x+ R1 O' _6 ?1 z - reversed_chase_path.push(6)" [& L+ u: f% I0 L1 ?" k
- point_x = $game_map.round_x(point_x - 1)
% P: L5 i: a8 L; M! @1 k7 \+ E' d - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
) T! H' N+ p ]$ G+ \ - reversed_chase_path.push(4)
) l; W( J( O8 i - point_x = $game_map.round_x(point_x + 1)
; }& o" {: C* b - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps3 ~5 a8 \3 a$ }' W0 L- }9 ^6 O, q
- reversed_chase_path.push(8)
0 h7 X# W. o0 W- p3 Q - point_y = $game_map.round_y(point_y + 1)
/ J$ X1 v# K4 J& d& N( u& q# l - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
% B! `* s7 ^2 X J* g. | - reversed_chase_path.push(2)2 x- ~* V4 s" ~* `( k
- point_y = $game_map.round_y(point_y - 1)
7 T, \3 Q) c2 s0 t - end0 M" w1 F# D+ L1 E5 t; @: a
- else
7 y8 d6 P! ?' H8 W; B" s - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps& [3 x9 }4 _* ^# F4 m
- reversed_chase_path.push(8)
* J) n+ B7 W4 a5 D2 d0 a- t+ E - point_y = $game_map.round_y(point_y + 1)
6 s' A; Z t) ?+ Q5 f7 C1 T - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
, G' y. @3 M, W, @ - reversed_chase_path.push(2)1 Y; M5 ^$ _# i; e4 q+ h) h- i
- point_y = $game_map.round_y(point_y - 1)
+ U$ ?/ U/ }1 w - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
% _3 _/ }7 i8 g; @+ s: X. Z - reversed_chase_path.push(6)' ?) h$ B. Y y# X
- point_x = $game_map.round_x(point_x - 1)
& F# t, t: g; G+ D" w& `, Q% [ - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps) v! e( ?: v6 s+ L! J
- reversed_chase_path.push(4)
% q2 y+ y D( A6 W9 T - point_x = $game_map.round_x(point_x + 1)
# h& }5 b8 B1 k8 ~ - end
6 r9 B" E8 I }, c$ s - end
! L* x9 D) i- j2 E - end #endOfForLoop! C3 u3 D; b2 T/ z* A! B
- @mouse_move_path = reversed_chase_path.reverse + chase_path
p' B* Z" L# s* |; L, X h - end#boat( B6 C3 F4 [3 s) r# J& Y
- #--------------------------------------------------------------------------9 s9 Q3 E7 g# w1 M
- # ● 绘制ship的移动路径 @array[move_directions...]4 a k2 u9 {( a0 B8 i! w" t4 O4 I
- #--------------------------------------------------------------------------7 N# m0 w" i* z# N+ j
- def draw_ship_path4 C5 P- H! T# R
- # 准备绘制路径表格$ N- {( c2 k0 {8 _
- sheet = Table.new($game_map.width, $game_map.height)+ T$ d, k8 A; d7 ^# y( L2 i
- reversed_chase_path = []; chase_path = []
+ `" K2 u, G% c' ?1 F; [' t - reversed_chase_point = []; chase_point = []
( {( g- l W v/ r. P" \ - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]! O% ^* T: Y9 }4 Q2 W
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
& j5 O. ^* `$ d5 D2 _. r - reach_point = false
/ h( X ~1 c5 g8 w - step = 3
% y$ U( U$ X* v8 x- W - loop do #loop1 开始填充表格( q. X6 H1 c% F. o- C
- draw_path = false3 C' ?8 V( x; b8 P1 d$ |
- check_points = new_start_points6 d1 c; z+ ~; g+ I! J
- new_start_points = []7 Z: ^7 w! P, w4 v& o; N+ q
- loop do #loop2 从起点开始正向填充& p6 F* x2 a5 z3 t9 c `' x
- point_x = check_points.shift
9 \5 h, O# x$ ~ - break if point_x == nil/ z: u' _" T9 K
- point_y = check_points.shift) a$ [+ f1 W+ k2 C
- left_x = $game_map.round_x(point_x - 1)
! c7 u% W$ c4 E% s8 \0 m - right_x = $game_map.round_x(point_x + 1)
1 r# l- F+ q0 f$ m* s) m( x- i1 U9 [ - up_y = $game_map.round_y(point_y - 1)8 z, [3 |# L2 y# ?. k% h% U
- down_y = $game_map.round_y(point_y + 1)
2 I* C) Z ^5 X! L9 q$ c9 d" i - # 判断路径是否连通3 @' P, Z( z. l
- path_step = step - 1
1 b& \) o( ?0 M4 R - if sheet[left_x, point_y] == path_step
?! `$ _0 b6 X3 a; p. p - chase_path.push(4)6 z# N7 h- u) h6 D! ~$ l. n8 Q/ R4 V
- chase_point = [left_x, point_y]
8 e' Z- h; _. J - reversed_chase_point = [point_x, point_y]
8 h: j; x2 x" i8 E - reach_point = true; break
2 d. k$ S$ M% |* X' U3 Y5 | - elsif sheet[right_x, point_y] == path_step
+ q- z; h, [" p [; d - chase_path.push(6)$ n3 z7 `/ n" _+ X
- chase_point = [right_x, point_y]
* K! V" Q- c) {7 R4 O - reversed_chase_point = [point_x, point_y]2 c5 a3 x( L* {8 m9 U
- reach_point = true; break0 N& `9 A1 T: i/ F( ?% Z+ v7 I
- elsif sheet[point_x, up_y] == path_step
( }+ t( ?& c \! {" H - chase_path.push(8)* k! F. l( k" h" ]& U
- chase_point = [point_x, up_y]" T! a/ Z3 Q! K; Y/ H3 {) \
- reversed_chase_point = [point_x, point_y]% n5 a. H" I1 M: }0 _7 h
- reach_point = true; break/ }, z2 z: l2 F% m" D
- elsif sheet[point_x, down_y] == path_step9 e: t3 ]1 T4 s, O# u" q5 m: q
- chase_path.push(2)% U/ q+ d3 {, K+ G
- chase_point = [point_x, down_y]
: ]2 d0 ]0 X+ ]0 u! X8 l - reversed_chase_point = [point_x, point_y]
8 I7 B8 M2 A2 W; Q8 @) A. s - reach_point = true; break/ \' b5 ~0 s/ a6 ]5 k
- end
/ e) \5 s1 }% R3 Z, S, h - # 以需要抵达该点的步数填充路径表格 #3 M6 ]( Z1 t8 N, D
- if sheet[left_x, point_y] == 0 &&7 y* B' _% c6 c0 `- K! u
- $game_map.ship_passable(left_x, point_y) &&! g2 G6 S; r9 P
- !collide_with_events(left_x, point_y) &&4 h* N [: l: L% D+ ~: g3 J
- !collide_with_vehicles(left_x, point_y) #judge_end' m ^. }' A! D' ~- L$ C& w. X
- sheet[left_x, point_y] = step
' z" y6 U3 J0 c' j - draw_path = true; S# ]" I0 Q! s$ B% |' |
- new_start_points.push(left_x, point_y)- v: ~4 i$ A$ u) z$ ~ @1 ]
- end
5 L3 X& D& o8 h) K |7 d2 N - if sheet[right_x, point_y] == 0 &&
& s; h! f$ \" T) B" [6 J2 @. O0 ` - $game_map.ship_passable(right_x, point_y) && m" h8 A' a) Z
- !collide_with_events(right_x, point_y) &&
/ c- f5 f# A" ~( H" v, f' e5 o - !collide_with_vehicles(right_x, point_y) #judge_end* x+ d) g0 K' @+ D
- sheet[right_x, point_y] = step4 g- C7 u1 R# [
- draw_path = true
: W' i: q3 P* k7 \ - new_start_points.push(right_x, point_y)+ x5 F$ C$ T1 [2 J" h
- end0 O# }4 E& ~+ H j
- if sheet[point_x, up_y] == 0 &&5 D; _2 v8 p( V) V4 e& P/ x# E
- $game_map.ship_passable(point_x, up_y) &&
; U4 Z! F0 a1 c* |: i - !collide_with_events(point_x, up_y) &&8 S! |! ]. y" m \
- !collide_with_vehicles(point_x, up_y) #judge_end7 Q$ ]! r. W4 g7 ]
- sheet[point_x, up_y] = step1 n5 M) J- I3 _2 g0 v
- draw_path = true/ l& F, L" ?: ]
- new_start_points.push(point_x, up_y)
5 ^1 N! P8 `& x2 m( w( Y$ D - end8 t( V& @5 K* j" w S
- if sheet[point_x, down_y] == 0 &&
$ p: _ {& E# m2 J - $game_map.ship_passable(point_x, down_y) &&
: |# K3 N @5 p! U2 a - !collide_with_events(point_x, down_y) &&
0 ?, k2 y5 i% D3 ?. J& R4 A - !collide_with_vehicles(point_x, down_y) #judge_end8 I: v' g$ q7 W) ~
- sheet[point_x, down_y] = step
2 l3 |$ K# ]6 [9 S# `) D" ^5 ` - draw_path = true5 A% Y( y# c; M+ s9 J K
- new_start_points.push(point_x, down_y)
0 ^# Y! f) s) T( Q3 p0 W - end
2 v U8 ^, R$ V! R; ^3 n7 D' c - end#endOfLoop24 T7 U' T+ t- r/ \& L, ?7 V4 E8 b( Z4 p
- break if !draw_path reach_point
! |: |6 l1 H6 W4 s$ m2 D+ W - draw_path = false& M2 G& e3 `* I/ |+ c
- check_points = new_end_points( \; W3 W4 t4 c0 x0 m* Z3 }% F
- new_end_points = []; ?% H/ u4 a3 j# N& c
- step += 1
9 \8 n% r- s3 X: \+ g0 V$ X3 M - break if step KsOfSionBreak_Steps &&8 Q( e9 R7 t( M) u3 |; u
- !Input.press(KsOfSionFind_Path_Key)
5 [8 I7 l, Q$ g* a, \ - loop do #loop3 从终点开始反向填充9 l2 T" K1 _- d' v
- point_x = check_points.shift P. C8 U$ s4 m5 q) Y" \
- break if point_x == nil: ` F9 I' x4 n
- point_y = check_points.shift/ e( `% R; j4 x$ j: p! q$ p/ w
- left_x = $game_map.round_x(point_x - 1)! [5 f" T. X% V0 Q0 i6 b6 z5 r9 J
- right_x = $game_map.round_x(point_x + 1)% k& A$ x9 i) f# E% B
- up_y = $game_map.round_y(point_y - 1)
7 O0 x' G5 }7 V& u* ]- c - down_y = $game_map.round_y(point_y + 1)' d* w/ }! j( N. c
- # 判断路径是否连通
$ P* N: f# \, P$ ` - path_step = step - 1
0 D1 ?: h/ l6 P5 R1 V" b* R - if sheet[left_x, point_y] == path_step" E5 d- H7 `5 {6 A# o
- chase_path.push(6)- T j6 [+ i: L" v: h3 r
- chase_point = [point_x, point_y]% m& ]+ \- D1 f0 J/ F* J6 ^. ]
- reversed_chase_point = [left_x, point_y]2 [5 o/ y& ]( B: C" b" D
- reach_point = true; break
7 B" V& ]& ^0 K u$ | - elsif sheet[right_x, point_y] == path_step+ m: S: v% M, k
- chase_path.push(4)% Z9 f* G1 C' o& a
- chase_point = [point_x, point_y]4 L/ e" r5 j) `7 A
- reversed_chase_point = [right_x, point_y]
5 V1 u' k( f* D/ x - reach_point = true; break
7 p3 [) r4 D- P4 }# o - elsif sheet[point_x, up_y] == path_step
3 V/ t2 Z1 S# {2 G" n - chase_path.push(2)! d* b2 H0 y. K- }' h. e
- chase_point = [point_x, point_y]. k! w9 `9 Q- V; s; x
- reversed_chase_point = [point_x, up_y]
4 p8 n" k# z9 S; M5 x! r% e - reach_point = true; break
- v8 U8 V2 i2 D8 B - elsif sheet[point_x, down_y] == path_step
" y! \( P' s$ D' r9 E5 B- x3 f - chase_path.push(8)
5 q9 t4 D6 g& e, i0 V6 b. n - chase_point = [point_x, point_y]9 x5 }4 o8 w9 t6 e2 a) K; p7 H
- reversed_chase_point = [point_x, down_y]) W* M# p5 ?1 L2 Z2 Z
- reach_point = true; break4 @# L* s ~8 n1 A- w
- end
4 M2 V% d$ @% J ~9 r - # 以需要抵达该点的步数填充路径表格 #
7 l$ Y; W8 K, c8 \( C - if sheet[left_x, point_y] == 0 &&- N$ U( m0 U* W" T# z, I
- $game_map.ship_passable(left_x, point_y) &&
; c" X6 u0 W! P/ Z: q2 |: y$ h - !collide_with_events(left_x, point_y) &&
: Q- f& g; y' _+ g$ F4 c - !collide_with_vehicles(left_x, point_y) #judge_end O* W: t& N6 }, u6 A3 Q/ J( [
- sheet[left_x, point_y] = step$ C- U+ C6 D- L. X0 s$ z; r
- draw_path = true
: Y) i" c# u: \$ b( R& u ~) A - new_end_points.push(left_x, point_y)
6 ]' U2 b% M" P( d9 b' ~! J q - end1 Q7 ~0 W" l9 R& a: _9 Q
- if sheet[right_x, point_y] == 0 &&7 [" i# x, Y8 f; P
- $game_map.ship_passable(right_x, point_y) &&% d! J0 a/ i9 \
- !collide_with_events(right_x, point_y) &&: ~/ c* {. z) c0 X! N
- !collide_with_vehicles(right_x, point_y) #judge_end
7 l/ m7 t) _# F8 M - sheet[right_x, point_y] = step
6 M8 B% c. m3 A, J - draw_path = true3 C1 Y" n8 m" ]) O+ z- H% }$ S
- new_end_points.push(right_x, point_y). y& i' [3 S1 m; g
- end& @# r! n7 r1 [% z9 g
- if sheet[point_x, up_y] == 0 &&
. A* M% |9 l, g' y3 {$ L/ J - $game_map.ship_passable(point_x, up_y) &&
! T) x. E: q% E. F" O! \& O: w$ e - !collide_with_events(point_x, up_y) &&% u: n" R5 k6 [* _/ b2 y
- !collide_with_vehicles(point_x, up_y) #judge_end5 _9 ^& u+ Q4 H& ~3 D$ Z
- sheet[point_x, up_y] = step
; }( D7 r% u3 d( \+ V5 ? - draw_path = true4 i$ s+ c; U# _; { {
- new_end_points.push(point_x, up_y)" t3 ^# l3 E8 I6 g4 ^& K( O& D
- end
: ?) C( }6 X, r" p3 F' ^ - if sheet[point_x, down_y] == 0 &&
8 \: {7 H4 R9 b* q; M - $game_map.ship_passable(point_x, down_y) &&" {9 v; [- D& g6 ^; i) `
- !collide_with_events(point_x, down_y) &&
- R; m- z& q- f - !collide_with_vehicles(point_x, down_y) #judge_end
& H; G \! J( I3 t7 i+ w& c1 T2 j - sheet[point_x, down_y] = step
" W, T( D8 V8 I; V - draw_path = true: Y( Z( X) b6 u3 y) I6 D
- new_end_points.push(point_x, down_y). L6 _( ]8 d: @
- end: p$ i7 C J$ q
- end#endOfLoop38 \, j: m( R8 T
- break if !draw_path reach_point
% M8 M5 e4 _2 y* i/ f( z0 s# @7 a7 E - step += 1
4 {9 G. R7 ?) M, @' K# O2 Z2 s* C - end #endOfLoop1 路径表格填充完毕
4 i0 l1 l' o# L$ M: ?/ O - $mouse_move_sign.transparent = false" F& F& B1 {/ E: F9 D& H
- # 判断指定地点能否抵达
+ b% H& C/ o. J! M% ^( Z - if reach_point
! [- i" I8 |8 R8 L - $mouse_move_sign.direction = 29 u2 [+ M: M( p X Z3 L2 d
- else
n4 c2 o. X. m* A- g% q9 P' a* k - not_reach_point
+ M# I6 N3 `9 r# ^; E1 O - return
4 `6 N# n# ^$ I) X& N- V - end
. z L) i t+ P3 W. e* T% o - # 根据路径表格绘制最短移动路径(正向)1 o( b7 K, t$ f" O: I
- steps = step 2 2
7 g$ A. f1 x' Y0 C - loop_times = step 2
& ^0 D9 V* A* W! D4 Q O) O - point_x, point_y = chase_point[0], chase_point[1]
# }& V4 D- ~& I' R4 Q- H/ ] - for i in 2..loop_times # forLoop9 |4 `4 w5 G- [4 u
- steps -= 2" V: ?) E- H0 Y: r
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
1 ~! l, e: k. d- [( a - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps! l S$ ?( k% q8 d, `. S4 f" k
- chase_path.push(2)! j& Z; m. D) p: L! ]4 W* B, U
- point_y = $game_map.round_y(point_y + 1)
5 H |( j% T! [ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
% G0 }- B0 `6 F- E6 q4 u - chase_path.push(8)" p' p9 ` v* t$ d u: u" x
- point_y = $game_map.round_y(point_y - 1)- e/ \7 v) H% N% f0 w
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
% H9 L7 `5 T# {$ V - chase_path.push(4)
6 I9 K. h. R- h6 B" U - point_x = $game_map.round_x(point_x - 1)
1 n0 m# p& F5 k: ?+ O C5 C$ ~ w - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps9 X/ G8 f* W' K# d
- chase_path.push(6)1 i: |: {& V7 p2 n
- point_x = $game_map.round_x(point_x + 1)% U6 ~) t: @: n `7 Z3 g. W/ A
- end
1 s: W L9 F& s8 U3 X - else
6 P6 y, M" j6 W4 } - if sheet[$game_map.round_x(point_x - 1), point_y] == steps( K8 K0 ?. @6 i V9 D. c- ?/ x. Q
- chase_path.push(4)6 f1 I" b3 Z) F! C; k
- point_x = $game_map.round_x(point_x - 1)' o: b* `2 F# Q* {0 f, l
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
7 @. b) ]6 A+ W- `9 z% m1 K - chase_path.push(6)
: A% L' R% y# w) H b- f: k( p - point_x = $game_map.round_x(point_x + 1)* z K' c( P; h$ E
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps+ F8 {" \0 M% _5 }0 J
- chase_path.push(2)& i+ h7 K- n9 _- N; ?: ~1 e
- point_y = $game_map.round_y(point_y + 1)& L1 r! g* A: I ]# `
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
f" W9 P5 G3 i3 l; Z - chase_path.push(8)
3 y0 E; p5 T& K! J" J8 l3 S0 O - point_y = $game_map.round_y(point_y - 1)9 y! g8 N, j$ t& |; m7 t3 e
- end
8 `9 {3 z% W8 k- h9 i0 n {, e - end% O$ A; k* l) U/ X7 D
- end #endOfForLoop: q- ^3 a h3 Y: O9 v
- # 如果指定点无法抵达或者登陆$ g" x* h ^; M% }2 K
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)' J; s& B' E+ z
- # 根据路径表格绘制最短移动路径(反向)* Y' y+ \9 ?& t: M/ X/ ?+ l
- steps = step 2 2 + 1
" x! y6 w0 P) { - loop_times = step 2
6 G. E8 U6 U6 A: w - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
) Y9 X7 v$ u+ ~( W+ Q - for i in 1..loop_times # forLoop, r1 _9 `5 W7 U1 S, S+ g( a
- steps -= 2
; n7 B7 j% f2 V! ~* q - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
/ O0 [% Q' O- N1 P' [ - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
1 \* K l8 C5 a0 F" k - reversed_chase_path.push(6)1 t1 V* M' {3 ^) X/ v7 N
- point_x = $game_map.round_x(point_x - 1)) t8 _) ?. N% T3 P( U' j
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
8 r8 b3 z% q" k - reversed_chase_path.push(4)
; b6 [0 y l9 {8 [0 C* y - point_x = $game_map.round_x(point_x + 1)8 N; n; @* _$ u
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps3 J% c6 O8 c( h8 l" W% ~
- reversed_chase_path.push(8)& f3 |& K. x, O( P k% L
- point_y = $game_map.round_y(point_y + 1)2 e) H2 y e6 D+ b
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
3 t, q- d. `& M! i- S' r - reversed_chase_path.push(2)
% P- g- g1 F2 u* E& X5 {; W - point_y = $game_map.round_y(point_y - 1)1 P, f' w' C0 O6 C1 H( L) Q
- end
0 z/ W) b5 z8 ?2 e/ ~, J - else: \/ j) k# m4 F0 a
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps" `' r0 | R- q( W) f
- reversed_chase_path.push(8)
( X: e( X6 g3 e# m% u! y4 r - point_y = $game_map.round_y(point_y + 1)
& {5 D& E. f9 y! P; n# _7 Z - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps! z0 D, k) B- Q
- reversed_chase_path.push(2)+ b, Z5 d2 L6 D- O
- point_y = $game_map.round_y(point_y - 1)
8 s4 a5 e# ^: B# ~4 t: x* X- F3 o - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps: W( P F4 j/ u
- reversed_chase_path.push(6)
: F" b$ X. i6 U" m - point_x = $game_map.round_x(point_x - 1)
+ m3 }+ p0 d# d+ b- E$ r$ U5 M1 c - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps& e/ d) b, I0 b6 @+ M7 p
- reversed_chase_path.push(4)4 M+ L# _- h) M. n* h9 }! d
- point_x = $game_map.round_x(point_x + 1)
9 ~( Z, ^4 {$ F, n" P) v - end
v/ d7 N+ D1 E+ x3 Y - end
# C6 w, P/ Y: i. ^ w: u - end #endOfForLoop- [5 _! h" {7 |7 M
- @mouse_move_path = reversed_chase_path.reverse + chase_path
$ ? H, l2 ]. {- ]/ I$ F - end#ship
0 {/ l3 I4 K5 i4 } W- Z" U/ S6 p - #--------------------------------------------------------------------------
) X( {- x- d. F. ~4 R, o6 l - # ● 绘制airship的移动路径 @array[move_directions...]& g+ u, i2 ?- }) P" _- d* ]% ]$ j
- #--------------------------------------------------------------------------
! w! g6 a' |3 \* U# f% ~4 [" I- z0 X - def draw_air_path; U& x' Z2 e2 T
- $mouse_move_sign.transparent = false
' K2 E8 t, W5 _. C. j: a4 a0 E - # 准备绘制路径表格
J7 v, u& ~0 W6 J r" h9 x - sheet = Table.new($game_map.width, $game_map.height)+ x4 }1 ^" C8 _& @# m1 s
- new_check_point = [x, y]; sheet[x, y] = 1
5 r4 p" G% ]: I6 n5 e2 ^ - reach_point = false; step = 2
! E* K+ L) ~ m2 g, T - loop do #loop1
, A& F8 ^7 o' J& i - check_point = new_check_point
& x# g6 E1 Y# t e8 x( P - new_check_point = []
. ^. \ b* g8 B/ J+ } - loop do #loop25 {- l) `4 [# _. B; d0 y" k4 r% n
- point_x = check_point.shift# F. E2 b X. @/ A$ W% X6 @
- break if point_x == nil
$ _& }; T# K, G - point_y = check_point.shift7 O( i2 @0 V) L: ~3 E2 ]
- if point_x == @moveto_x && point_y == @moveto_y% F( s: `( g: e7 \3 i/ B
- reach_point = true; break
" H% p' _; `8 U7 Z$ j - end
8 k/ v0 ]3 C3 g6 o C- R+ T - left_x = $game_map.round_x(point_x - 1). T$ _, l3 w6 P' v g' m) U# g3 h3 ^
- right_x = $game_map.round_x(point_x + 1)6 |+ D4 h* y1 Q7 U1 F: A
- up_y = $game_map.round_y(point_y - 1)! S8 \6 J6 a3 C1 }( |. Q
- down_y = $game_map.round_y(point_y + 1)
* I- \7 G1 s9 q! R - # 以需要抵达该点的步数填充路径表格 #
7 S6 v6 F' Q4 _. J7 ?9 t. }+ \0 k k - if sheet[left_x, point_y] == 0: o' x3 f- i4 [6 _
- sheet[left_x, point_y] = step
0 o, S4 T) n! L# }; s - new_check_point.push(left_x, point_y)( h- F) _$ k* y$ i: z* I
- end1 @7 _# c( F5 U A. n) g
- if sheet[right_x, point_y] == 0+ l% P8 l/ x6 z. ?
- sheet[right_x, point_y] = step u7 r* A8 h% `( y1 O
- new_check_point.push(right_x, point_y)# d4 N, | u6 W! Z; _( [
- end( F' A' @9 O l: u$ u+ ]# p$ ^
- if sheet[point_x, up_y] == 0
9 m% `' o$ a0 V) }: j3 g - sheet[point_x, up_y] = step
$ e* i* o/ U x, m6 |! v0 G! q - new_check_point.push(point_x, up_y)
' p/ K2 G$ i9 w% d' i/ ~$ l3 I( ] - end8 f- I& y+ N7 F7 a! D
- if sheet[point_x, down_y] == 0- N6 v: z3 c3 n3 I- Y) a$ o: b5 U
- sheet[point_x, down_y] = step7 b/ E4 w1 f X6 Q' L
- new_check_point.push(point_x, down_y)4 V. j3 s' g. j0 u* z
- end5 b: F. S+ S) u4 n6 J% a3 D$ R4 M
- end#endOfLoop2
8 d6 b/ ]: R2 H7 \0 E% m% } - break if reach_point
# q$ p& ]* s0 [1 }: }! ?% J - step += 1
, r9 O4 s% E2 m$ q' E; W9 H - end #endOfLoop1
0 H( t W/ Y" |3 W' ^6 c - # 根据路径表格绘制最短移动路径 #
3 y1 |- ]1 F% J& [2 O2 l - reversed_chase_path = []; step -= 1
! J ]. Q: E4 F0 y, ^6 s - point_x, point_y = @moveto_x, @moveto_y
) C- I$ l6 b( \7 S" p9 r; {, f - for i in 2..step5 ` J4 v* h5 _
- step -= 1/ h- m: a2 Y/ J) {6 j# n
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
; h0 x4 T4 A# @) T3 l9 t3 F - if sheet[$game_map.round_x(point_x - 1), point_y] == step
1 t* H; E& @/ w" _2 l' B% q- [ - reversed_chase_path.push(6)
7 v) D2 g) v3 Z: N. \( x0 S - point_x = $game_map.round_x(point_x - 1)3 ?, a" k g3 x) V- J3 O% T
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
' T4 ^; @$ d" X/ Z - reversed_chase_path.push(4)
+ S# |- [( N* `/ \" F# `" T e! ^ - point_x = $game_map.round_x(point_x + 1)
7 T1 s8 c; D2 `5 w1 g - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step' }- S2 C) P$ r+ ^. @
- reversed_chase_path.push(8)6 G4 Q2 K8 I+ ?+ g
- point_y = $game_map.round_y(point_y + 1)
& [# ~/ k2 d2 {1 T( ]# D( G7 g - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
+ X, T' ^) c+ v8 g - reversed_chase_path.push(2)
6 H8 c0 A3 ~" Q$ r - point_y = $game_map.round_y(point_y - 1)
0 H( y, t% ~- f; h - end% s. ]1 _2 N/ K% s
- else& e& w0 L8 g% j6 K4 p
- if sheet[point_x, $game_map.round_y(point_y + 1)] == step5 {4 ?" h" p- ^8 [$ g6 O) W
- reversed_chase_path.push(8)
4 O# s. F9 |9 U$ w$ P. l - point_y = $game_map.round_y(point_y + 1)
7 `6 x- ?5 w! X1 U - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step- u2 i2 n7 K" n& H5 n& ]* @
- reversed_chase_path.push(2)
$ c- `! @+ f( r - point_y = $game_map.round_y(point_y - 1)
" Z& E$ ?6 Y7 |3 H - elsif sheet[$game_map.round_x(point_x - 1), point_y] == step
* d8 ` F9 ~ O - reversed_chase_path.push(6)9 D- s! n) s+ d9 P
- point_x = $game_map.round_x(point_x - 1)
- s& T# J" K0 y. Z* q2 C+ w - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step. |3 F: F* r4 j/ w
- reversed_chase_path.push(4)
! L+ \; l% w3 e q6 }+ q F - point_x = $game_map.round_x(point_x + 1)' [$ X! _- U* H; O
- end; B3 {8 F* n. o, v( b
- end
+ @9 ?6 z& M6 i; J) ?" |" f - end #endOfForLoop ' F; G$ ]3 U& u! Z) u
- @mouse_move_path = reversed_chase_path.reverse; C! c/ Y1 Y& M: }& D
- end#airship9 _7 s9 L2 |9 F5 }9 n9 a
- #--------------------------------------------------------------------------$ a+ P% v9 \3 N$ @) k8 \5 [
- # ● 目标点无法抵达时的处理,用于各路径绘制方法内部
. L3 W' Z) q2 C/ L* @0 f - #--------------------------------------------------------------------------
4 s# n4 d! j+ k, c* ] - def not_reach_point
0 S1 ^6 B. J$ @5 d& G$ E+ B - $mouse_move_sign.direction = 4
+ \# T( J+ L" }1 b9 k6 G - dx = 0; dy = 0; dir = 09 O; N7 P6 h+ m, [
- if @moveto_x - x 0
% \/ @( z0 u( C7 l$ `5 ?1 D: v- F - if @moveto_x - x $game_map.width - @moveto_x + x &&
% j) n5 N9 @* g - $game_map.loop_vertical
9 g: ]7 s; U3 }0 l* I - dx = $game_map.width - @moveto_x + x; dir = 4# f6 P& P4 Q) C/ `* u
- else4 B1 T& X5 s. o
- dx = @moveto_x - x; dir = 6 `7 K" x {" ~( P1 f. o8 e
- end5 K: f6 C% G7 _6 F" o
- else
! ]; r F) b1 P5 t9 y6 H - if x - @moveto_x $game_map.width - x + @moveto_x &&8 ^4 y$ M$ G8 {( u
- $game_map.loop_vertical
+ m2 [+ t2 L& Q - dx = $game_map.width - x + @moveto_x; dir = 6
+ m N+ }' h1 ^0 }2 }. k - else
' p; w# b7 y7 Z; C - dx = x - @moveto_x; dir = 4
( Z/ f" ^# |2 }: ?4 w - end2 G& J$ x% l K& T7 O) n1 \
- end
4 ~" x9 N" |4 v1 j& P' e - if @moveto_y - y 0
) A' n% P! k% z4 x' r. I9 n' R - if @moveto_y - y $game_map.height - @moveto_y + y &&+ H. d3 q" N8 C3 f# s# G
- $game_map.loop_horizontal" f# ?* u# ?$ T; _+ t4 [/ |
- dy = $game_map.height - @moveto_y + y
5 t6 L' ~6 C/ Z0 j3 J - dir = 8 if dy dx% F1 M8 M# E1 c) Q
- else
' v, b3 z: W5 U( o; \9 p8 y U - dy = @moveto_y - y
% T* r8 Z5 W- S9 s f - dir = 2 if dy dx
' D' |% k4 Y: M0 P+ [# V - end: m% z9 k. i5 c" i4 p0 \6 H
- else
6 U& O3 `! ]: G - if y - @moveto_y $game_map.height - y + @moveto_y &&
; j& u+ Q4 W( z) v% U - $game_map.loop_horizontal3 T" W9 a# B- t2 n- P& D
- dy = $game_map.height - y + @moveto_y0 H& T# u: A( n4 W$ q. J B: |
- dir = 2 if dy dx / P9 M' c: Z5 m" T* l% c" k
- else2 H. M1 Q2 j+ J' i
- dy = y - @moveto_y
) f+ P. p, p w' z2 }# U - dir = 8 if dy dx
) \* k0 G- U8 \, i8 U! T: `; L. o - end' w M+ E2 ~4 @' ~' a
- end
' n: t: r; l$ X1 {# S) N - @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件; H) t! u5 Q$ p% W% @
- end8 a1 D2 d, X6 Q) k
- #--------------------------------------------------------------------------8 i# e8 Q% }. F& e8 ^" O# h4 Z
- # ● 判断目标点是否能抵达、登陆,用于船只路径绘制
8 y8 }. w1 U9 E" \4 N4 t: ~ - #--------------------------------------------------------------------------
" o$ M$ T1 e2 B. t. m' k3 K* E" ?* u - def landable(x, y, path)
) v& X% b- k- l, q' t; y) E j - case @vehicle_type
' |* z/ Y' G- S - when ship; return $game_map.ship_passable(x, y) 1 x2 J+ j# k/ T6 S
- $game_map.passable(x, y, 10 - path[-1])
6 t0 w/ X% o& p: z - when boat; return $game_map.boat_passable(x, y)
. e8 `) U* i6 R3 w' V2 P, r - $game_map.passable(x, y, 10 - path[-1]), H/ M# Q. t* l, n, g* K; {
- end
0 W9 n$ M* T b, X - end C' }; ^9 z( g1 K& O: M
- end
; I% A" v4 p. s3 b6 r6 o3 a
9 ~/ ?( O6 \& @* U3 t% U- #==============================================================================
0 a2 c5 l- d- E - # ■ Game_Map
( p# B- q! J U: W - #------------------------------------------------------------------------------" a2 ]8 i9 R/ ^& {) j2 ^* l& ^8 {
- # 管理地图的类。拥有卷动地图以及判断通行度的功能。
/ L0 c" A4 S8 H: q6 L, P - # 本类的实例请参考 $game_map 。
6 l4 G' U4 i: n" f) v - #==============================================================================% G7 ^" P% M* u0 ?" Z! G
- class Game_Map
9 }1 L9 G7 M& M* |- e - #--------------------------------------------------------------------------
' M" r4 q- q/ z; C c, k/ e1 Z+ d - # ● 定义实例变量5 N5 s( \+ b3 Y( r/ R
- #--------------------------------------------------------------------------1 J/ w2 N# T- R; s+ m" e
- attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据
& M- J, I, z- {! X - attr_reader mouse_map_y # 同上0 i9 ~/ z, Q$ y5 _
- #--------------------------------------------------------------------------
" E2 \, d' U, Y- m! t4 M - # ● 初始化对象& i5 [1 D$ ^ Z/ }: w' y
- #--------------------------------------------------------------------------% S; P4 c" t5 k" h5 Q
- alias sion_mouse_initialize initialize+ E) Z8 J7 y" s+ A+ w
- def initialize7 m f* U: q7 @4 B5 d8 H
- sion_mouse_initialize2 m2 t- C* J( y D* F; @# \# {
- creat_move_sign ###. u' ~3 M& K# o
- set_constants+ l! f% V; }# B7 K2 s% w! _5 U$ N8 t% h
- end4 J) p2 n) z/ ~8 v' H. ]
- #--------------------------------------------------------------------------
$ i u( v' ` c# z7 c( e - # ● 更新画面3 e5 K- r' C) W
- # main 事件解释器更新的标志
& C; p, X0 p: {7 z: A- ] - #--------------------------------------------------------------------------
3 j# w6 J& z5 S% }9 p - alias sion_mouse_update update
" m5 V j/ p2 L& s - def update(main = false)- W/ |$ ~6 l* S7 c+ m$ W
- sion_mouse_update(main)& h9 ^% B% v h8 Q2 F; G, a
- update_move_sign8 x' H! C. c8 w. r" d2 i# \' P
- end
$ p& t1 [& R; H' W L% [3 h$ [ - #--------------------------------------------------------------------------) P: O6 i- Q0 `; D) t& F$ E
- # ● 创建显示路径点的事件
% _, ~ n" A; t; f$ S0 R - #--------------------------------------------------------------------------
3 V4 h! b$ {1 s* E! U2 C - def creat_move_sign
, w( D Z! A g% Q$ x - $mouse_move_sign = Move_Sign.new$ E! v: }9 a2 o& W/ B
- end: {: ]0 ^& o* w- b1 u& I% {) ]0 @
- #--------------------------------------------------------------------------( k9 h2 e2 i; A1 z
- # ● 更新显示路径点的事件
+ k1 z" k+ l6 V9 p4 T - #--------------------------------------------------------------------------
" g, l0 n/ k, A% E - def set_constants
7 [/ T8 r+ o/ B4 L" B9 h - @mouse_pos_setted = true
# H; u; u! g8 ^ - @set_pos_prepared = false
' f: v4 J3 {* S5 M9 H5 \( a( |! Z' D - @mouse_old_x = 09 P' H+ u) n9 M- J- c- }& j
- @mouse_old_y = 0
" H1 L" w# t4 e, c0 E8 j - end
* d. r. k |* b9 R, I) z - #--------------------------------------------------------------------------
( P* ^- O) J; j' f- G$ n - # ● 更新显示路径点的事件2 \# c6 C# t9 ]
- #--------------------------------------------------------------------------4 z5 p- R8 w/ w' V! Z. L" u+ e
- def update_move_sign6 H) }. V o |% @, E$ G" E
- $mouse_move_sign.update- e' \ f G) p' `2 X. w
- end: ^! M' C/ B j/ `; o2 K2 O
- #--------------------------------------------------------------------------1 D" [' }' {* \1 Q5 y$ [$ Z4 p
- # ● 获取鼠标位于的地图块的x、y坐标
/ g" O6 g K6 j - #--------------------------------------------------------------------------% g4 I+ m2 A# {1 m1 A
- def get_mouse_map_xy8 [- A0 q, K k0 k, N" j0 K
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y9 U4 S! D2 D4 K7 Q
- @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)
2 S+ f3 p0 l/ P) R6 N3 o3 K3 D - @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)* W$ v0 C1 q* b# S' g: i
- end
2 ]* s& }1 `( ^' }* N - #--------------------------------------------------------------------------' Z2 P! d! N( o9 x8 R" U
- # ● 返回地图画面时重设鼠标坐标
7 O$ f# A* Z' C' d" k |4 _$ B - #--------------------------------------------------------------------------$ h1 D+ T9 T9 s; k* m* C# M7 [
- def reset_mouse_pos4 N; a* x7 V2 E) e& p9 s/ t
- return if @mouse_pos_setted1 \7 o& L9 l! J0 H' d
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)0 i6 [& ]2 Z6 o$ I
- @mouse_pos_setted = true; @+ I G2 G, o
- @set_pos_prepared = false
6 A) Y8 k/ ` _ - end
% |2 g# U+ u6 w" V- ~+ ]) o- k - #--------------------------------------------------------------------------2 e( S3 p* {( e7 `& Z& M% l
- # ● 重设鼠标的坐标
7 D) [7 N6 e% i W6 G0 ~2 T( W0 e - #--------------------------------------------------------------------------3 c: f0 E) D- ?
- def prepare_reset_mouse_pos
7 T' t( M( x9 |- `6 k0 R' A - return if @set_pos_prepared
5 v% B" S$ w* C, A! g J! ]1 ~ - @mouse_pos_setted = false
. e; e: t; n! X1 W' L5 E, b - @mouse_old_x = Mouse.mouse_x! A! S. ~+ C n5 K
- @mouse_old_y = Mouse.mouse_y3 Y7 s* x0 E) D+ A( }8 a
- @set_pos_prepared = true7 w! U7 G. }" b B
- end( J X p2 W6 ]4 g. H; q+ R
- end/ W' N% ~8 L- z+ B$ C
- ) q) B& p# Y: f9 o
- #==============================================================================4 \% V3 p- E$ a, p6 U
- # ■ Spriteset_Map) T" N9 n9 M9 g4 x8 T
- #------------------------------------------------------------------------------
1 `* B& ^, V4 O: m+ M4 C - # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。2 Z @, u S+ V! V) i7 w9 Q/ \
- #==============================================================================2 R% A1 @$ B- |
- class Spriteset_Map
/ L/ J/ x# @7 z+ H$ j5 S. J5 e) n4 [ - #--------------------------------------------------------------------------. Z0 [" L; N) r6 {
- # ● 生成路径点精灵
& w8 V2 J- }% v: b& n0 x - #--------------------------------------------------------------------------/ p2 e9 ]& A# B! Y7 U4 P3 A" Y
- alias sion_mouse_create_characters create_characters! b Q0 e" @$ ]2 T. D
- def create_characters: h; _$ r- Z2 @
- sion_mouse_create_characters3 z' z: }' e% A5 y$ W
- @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))
, b& j7 W/ V3 e" l - end
) \8 y6 Q2 a! V1 D% S - end
7 z# [0 i q6 Y% G& h - + g) J7 A1 K( f- Q7 B4 z
- #==============================================================================
* f- J1 n& }; ^- e% T - # ■ Scene_Map8 l2 ?1 t5 H! D) o. p7 d
- #------------------------------------------------------------------------------
8 L @/ K: t/ p! q$ c - # 地图画面
. I+ g$ G. [$ \4 r, ^2 z; E - #==============================================================================1 r; I3 T+ ^& v5 @% t2 g3 K
- class Scene_Map Scene_Base
% u5 I% Y' }4 O' l* c4 V; [ - #--------------------------------------------------------------------------1 ]8 u% S" Y* M! h: h
- # ● 画面更新
5 F4 p8 C" i6 ^ - #--------------------------------------------------------------------------
, ?! @8 K, _9 A9 g! {3 | - alias sion_mouse_update_scene update_scene
- Y! i! ]/ j) P/ Q: e0 N - def update_scene3 s- U$ h j8 s' g7 {' ~, }" z
- sion_mouse_update_scene
# }! m2 l# Z# M& K, n - update_mouse_action unless scene_changing
* W" E5 m- [1 J - end
3 d% d. R! R9 q& g, v - #--------------------------------------------------------------------------
5 ?- M4 x/ Z0 ~; U - # ● 场所移动前的处理4 Q3 U) K/ T9 Z# I/ k" x* J$ Y
- #--------------------------------------------------------------------------4 ], L# i- J0 [: W- k- v8 `7 |
- alias sion_mouse_pre_transfer pre_transfer8 ~. |5 y% B7 d, F
- def pre_transfer& B) _$ `0 _# F% c; O- O
- $game_player.reset_move_path b! u; s7 n! [* C( U
- sion_mouse_pre_transfer( v8 l3 F" I/ H7 q# R0 K& {
- end% Q1 W O" n1 [% C+ l% n5 |# |+ q- z
- #--------------------------------------------------------------------------
/ Q' }8 N& z- j d1 n J. ?' t2 [ - # ● 监听鼠标左键的按下
' C0 h' P5 ~% P; Z/ e8 C - #--------------------------------------------------------------------------. l m5 F" ~; D! ]
- def update_mouse_action
* ^# R0 {% S( v- K+ T1 q$ D - $game_player.left_button_action if Mouse.press(0x01)0 m7 I$ N/ p; N
- end
5 J- }4 h: t/ A) ~/ l, t/ Q( v - end1 p* u7 r" w+ K0 s0 c" h
0 f: l s6 M' x0 X' N- #==============================================================================
5 i3 D) O' W% |* E1 b - # ■ Scene_File/ }/ |) w- }0 M, @$ a
- #------------------------------------------------------------------------------
' K6 z* H& \/ M1 _: d& ^, W - # 存档画面和读档画面共同的父类
, y5 _$ `9 R- n) k* ` - #==============================================================================
' _* C6 ~" Z3 U, Q' [" c' d - class Scene_File Scene_MenuBase7 B" X U# Q+ A6 e
- #--------------------------------------------------------------------------
/ w; F4 j: ?# S. Y' P - # ● 开始处理
4 E8 E" \/ M. R( D5 G - #--------------------------------------------------------------------------& o; X, K2 `& ]+ S8 E9 v! l4 N7 [
- alias sion_mouse_start start
. V4 n* \1 V& c4 H Y - def start" l& C4 A8 M2 \
- sion_mouse_start% N( j, R1 _# ^- J
- @move_state = 0- M* y1 K4 v6 l( |4 [6 J! e, }/ ^
- set_mouse_pos& \- ~+ n6 A" @' Z3 ]
- end
' m5 N5 y$ {' F+ G5 p$ i5 y - #--------------------------------------------------------------------------
2 L: J9 o8 r6 X3 p, O - # ● 更新画面' o' @) a9 r% p) F+ _/ d: v
- #--------------------------------------------------------------------------
# o6 I. m0 h1 C9 a. g; I0 @ - alias sion_mouse_update update
+ i* f4 _8 Y2 o, ~ T! H - def update
- B R; Z' b8 s. A - sion_mouse_update
7 A6 ], x" X* D; o* ] - Input.dir4.zero set_cursor set_mouse_pos
7 T: b( L& o1 w- |3 ?7 W - end
1 N5 z& r9 G- T1 i+ p - #--------------------------------------------------------------------------; c" M, b& R7 `; S* j
- # ● 更新光标$ X' K9 F o }5 o4 c, {# }
- #--------------------------------------------------------------------------2 L! l* P/ z3 W! o& \8 A5 M
- def set_cursor7 D% j' i6 j, o7 F4 @( i, K. T
- @move_state += 14 k* P$ H# a, O
- last_index = @index
) g8 z4 M8 q {- D" Y4 c - if mouse_which_window == -2- G" d6 v+ B: K% C: ~# g! c! f+ @
- if (@move_state - 1) % 6 == 0
) I5 v: X \& |+ ?. E - @index = (@index + 1) % item_max if @index item_max - 12 @3 y9 C) Q5 r. D0 i! F
- end
6 B. {/ p5 y4 w$ d0 b% _4 x! B2 w6 A - elsif mouse_which_window == -15 _8 q4 H; L0 j! v+ Z
- if (@move_state - 1) % 6 == 0: R7 F, r/ e+ N4 p9 ?% f3 u# g6 [
- @index = (@index - 1 + item_max) % item_max if @index 0
/ Q9 d" O. A: u! i& Q+ I - end
8 f8 I0 `9 e7 y9 n+ W5 C! x, j - else
) L* D: a+ Q7 }1 B* f1 ~, P - @move_state = 0- v, F) o- D7 ^; k+ s" j
- @index = top_index + mouse_which_window
' U2 v& D; x. D4 @& i0 b - end
- x0 i7 ]2 h1 i3 l- B - ensure_cursor_visible
% x& Y9 K7 |+ ?: W" C - if @index != last_index9 M$ J- u- D3 ^ c* z
- @savefile_windows[last_index].selected = false
: \& G; C4 ^5 c - @savefile_windows[@index].selected = true
' G, x) G6 T1 u- W - end
9 t S, U7 Q( Q1 L1 ^6 ^9 X* h - end" A# _- x2 j" p9 @/ v
- #--------------------------------------------------------------------------
7 \' J; N/ O) M& A5 L8 U4 ^( ` - # ● 判断鼠标位于哪个窗口/ |( O% n% ^1 ^) R4 D
- #--------------------------------------------------------------------------2 q, T- ^8 K7 Y4 x' \) b* r# X, H
- def mouse_which_window
( s: k5 Z9 O( k/ W' \ - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y3 t3 X: H% ]5 M, ~' e
- if mouse_y @help_window.height + 14
& p% S& U7 k) _$ @8 \ - mouse_row = -1
& T' H. Z9 t& m: ]1 M+ p - elsif mouse_y Graphics.height - 141 y9 Y8 E9 t2 m& u. e$ G* j7 I' F
- mouse_row = -23 v% j2 c: Q- N- l, V
- else! W# K2 f0 r: o% y
- mouse_row = 4 (mouse_y - @help_window.height)
" P& N0 f; k# ]2 t$ C0 j5 ?' V - (Graphics.height - @help_window.height)$ m/ b0 z& g" M; I
- end
! b1 u4 T9 z' `7 ~4 g - return mouse_row" R9 |; S- {" ^; L( E% P0 G: U. M
- end
7 c9 D7 u) I! ~) P) Q - #--------------------------------------------------------------------------: D9 v/ j% g# r5 p
- # ● 方向键移动光标时将鼠标移动到对应的光标位置, F) ~6 |% z7 C; @
- #--------------------------------------------------------------------------
5 R; n- Q8 m* J! Y: a% ] a - def set_mouse_pos
& e' z$ }! `! V) N' l9 t8 @$ W - new_x = 401 s2 W9 v N- T
- new_y = @help_window.height + savefile_height (@index - top_index) + 24/ E9 \3 |3 O8 e- A1 ^
- Mouse.set_mouse_pos(new_x, new_y)! K! k+ ]5 I2 `. {
- end
1 L1 u7 R2 K3 O* n# _7 C - end
% K3 L/ h. L2 W- b* A. U: I% C - 5 q3 v# \% o) ^
- #==============================================================================/ N5 k7 f7 K) D6 H0 f5 G
- # ■ Game_Event( Z1 `+ W& |9 Z1 S l: d6 c
- #------------------------------------------------------------------------------
+ G: n4 J% Y1 J) b! J& T$ a5 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。+ p) {* I0 t) O1 z# r8 N* K% p3 n
- # 在 Game_Map 类的内部使用。) ?) L* ]) M. J/ X7 F& ~! c, ^
- #==============================================================================
H2 |2 [- a( Q+ B: ^* e4 h$ p6 i - class Game_Event Game_Character
9 I# [( A4 J8 b: h - #--------------------------------------------------------------------------# Y/ N7 ?" X, Q1 N; P5 I9 l& Y3 E
- # ● 事件启动
& F/ f1 d8 R8 Y - #--------------------------------------------------------------------------" v) _" ~ L) j4 M
- alias sion_mouse_start start
9 T: {) v0 u1 l, h7 N) T8 Q - def start
6 A- D8 f* u9 Y* @/ w - return if mouse_start && !Mouse.press(0x01)
' U: s) I% w: R8 q; q - sion_mouse_start
* M0 e4 Y1 ?. p% w* [9 F - end& W* z! }" l) ]+ ~4 R5 Y
- #--------------------------------------------------------------------------4 U7 T. p8 L& `( z2 `& ~, E
- # ● 判断事件是否由鼠标启动
3 ]) d" [( U) u0 c0 \7 D! l - #--------------------------------------------------------------------------
! g! s' V3 X T0 N - def mouse_start
- D8 X& M; w9 s3 G; X" A - return false if empty: L' p' r8 j# l& M# p
- @list.each do index( `+ X- C2 n; z( L W' n0 R! u
- return true if (index.code == 108 index.code == 408) &&
7 O' H& {- n: t2 O3 ]# ~ - index.parameters[0].include('鼠标启动')
) T: {5 ~! x) T& b: u( G, r" q+ ` - end( k1 v* Z. e" d" F! o# v1 z) v
- return false2 ~) K6 u* P1 v) k o) v9 b$ P% s
- end8 }% x! p1 w' H, r2 m- O! r& r
- end
% D& Z0 Z: D5 |
# J* C& \1 C r8 D4 C1 E5 Y- ####泥煤的height m {2 F* v7 @! u
- # @height = height+ N* ?5 E5 Y! t! N5 A5 g/ n5 n
- 3 z3 E3 Z( `+ f' o1 Y
- class Area_Response
( j* R+ h' w( a - attr_accessor type8 Y R& M& ?4 a" ^! n3 X- n8 f0 Z2 M
- attr_reader ox
# m& U4 B4 x% M1 E7 z2 E( k! Q - attr_reader oy' O& f1 P" @0 ]2 H+ u% [, [
- attr_reader width' n5 S2 k3 \9 ~7 @$ @5 c8 [ K
- attr_reader height) g8 p+ L3 Z* N' F
- attr_reader switch_id
, p7 O' w1 l/ h2 |" A - def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)8 D1 r: u: g( ]1 D4 q/ S- c
- @type = type0 `5 F) `! F J
- @ox = ox" p r5 W9 {0 @
- @oy = oy5 M; g% F' K/ ~$ y, J+ E# k& S* V
- @width = width
8 F, U; E% m3 W6 a# {" r - @height = height: g/ ]* l Z6 v: N. p
- @switch_id = switch_id( p; u! x* F; r3 ~" i6 L
- end! ^' O! K, G) ?- ?
- end; o3 x* w6 Q/ o/ u) E
- 2 V3 F0 I1 j( k4 S' g2 a" E
- $area_responses = []' O2 z+ P3 p- i- J7 P4 @
- 9 d* r$ S( k3 Q$ k7 H) G0 \
- class Scene_Map
; I7 k- E& d! A" r% a/ w - alias update_mouse_2013421 update_mouse_action: u {* f+ D0 i }" F
- def update_mouse_action7 G& X s8 a# h2 v4 b& B
- update_area_response
0 x6 ]( L0 b# T6 W& d. w - update_mouse_2013421
, ]+ X4 _0 |/ N6 |1 | ^) e! b - end
! F7 _! s2 ]1 [0 n* [0 R - def update_area_response
# x) ^& }1 C) C" J0 w - responses = $area_responses& v, p3 q# o3 ?: O6 v
- responses.each {response
8 G1 V9 a$ S) A- V - ox = response.ox
& _5 l9 v! S! P0 J - oy = response.oy
9 \- x3 P6 z/ c' `! F( w2 | - width = response.width7 K, a2 o6 m1 o( o
- height = response.height4 b- I6 Q% Y2 ^/ F- ], d' C6 q
- switch_id = response.switch_id
. P+ q* J7 V7 @& D# a% R9 u8 C - case response.type8 X% T: q" D* R. G: G! X- r
- when 0$ }$ c9 X1 z+ s, H: O
- if mouse_in_area(ox, oy, width, height)
( c- [' E1 H; { - $game_switches[switch_id] = true0 f) T2 \# F7 Q
- $area_responses.delete(response)1 h4 g6 S F# C. X
- end% s' I# s; i& T6 g
- when 1
9 a P% `. _. F" E/ b; O - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01); y7 j8 Y- ~- j# r9 O* W L% c, c
- $game_switches[switch_id] = true) [. Q5 ^7 @. O' l h
- $area_responses.delete(response)3 @5 o7 q! R' l; |
- end; W- |0 E$ Z5 K& R7 _/ U
- when 2
& m) V) n+ C$ S' M" x& X - if mouse_in_area(ox, oy, width, height)6 p/ q& c1 ~1 `, l8 m/ J. ], m
- $game_switches[switch_id] = true
; ?+ k5 U8 G0 E - else! q, Y! m5 U" q' S
- $game_switches[switch_id] = false
& H4 [$ G9 q- L4 T$ W k0 y, Z6 k) s - end* ^, Q0 ^/ O$ u' `! p
- when 3+ B6 {/ R9 |, d2 e! D8 P9 [
- if mouse_in_area((ox - $game_map.display_x) 32 ,% ]$ I* Y" ?# a, e
- (oy - $game_map.display_y) 32, width, height)
, C6 z: l5 J" a( z - $game_map.events_xy(ox, oy).each {event3 {/ ^% n; J& k( t
- event.start4 W2 ` p7 r% `2 l+ P( C0 R2 P
- $area_responses.delete(response)
0 [/ A5 `7 K4 b$ I! T - return! z, u( V& X( O \6 A! ^0 [
- }
3 v, c/ F+ m k. U6 h( B, t% X/ z - end
3 k: d, S) @/ _6 R( k - when 4$ C% e1 O! I7 |1 `5 X( z; r
- if mouse_in_area((ox - $game_map.display_x) 32,% k! j; F3 ]3 W8 q" ~* [ k
- (oy - $game_map.display_y) 32, width, height)
5 X. n) K: c B! p/ z6 s - $game_map.events_xy(ox, oy).each {event4 H! m2 N: M' e* \
- event.start
; a$ K4 D% a/ o4 t; S! e) R4 I - return
' \* o+ U5 A* U& N7 i# F! R7 ? - }
# h1 z0 m+ {: D& F' Z5 a - end/ m/ a! f3 w. k
- end, [' J# b1 D; |8 a, ^2 B2 X
- }6 ?: f$ C! J) A+ E4 h
- end) b0 i3 U* D/ p4 I7 z. @
- def mouse_in_area(ox, oy, width, height); ~* p o: H2 D C: a4 K
- Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&# p: @. R5 i4 d5 X/ N% z# g8 w
- Mouse.mouse_y = oy && Mouse.mouse_y = oy + height5 P, _& \& ]% v7 ?1 L8 ?
- end* Y, f X* u7 K; q; Q5 B
- end
8 F4 ?# y- H' P$ c: O: {8 n/ | - class Game_Interpreter
: w4 B' x6 w$ ?3 R6 X7 ` - def area_response(arg)# z2 P \9 x2 }( ^( Y$ h. ~( q3 @
- $area_responses.push(Area_Response.new(arg))% B1 A& d2 ?! x
- end! k$ M% i/ B2 z. |7 H
- end
) k* U" B% {& P7 z. Q
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