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純屬給LBQ腳本:- =begin #=======================================================================
7 i, m8 y9 z$ x6 k6 F
% s9 d/ w0 G0 w8 r/ l* K* k- Sion Mouse System v1.3e- f8 a* O2 B) K# S+ B! k
-
$ i) c8 y, L' q9 A. z - Changlog2 M* g4 J- c6 T V' A1 y
- * \1 ^7 Z0 |0 a; A" k' C- r
- 2013.4.21 v1.3f
+ r6 Y7 J4 ~; H -
- M5 I+ T1 [3 m, g$ Z2 s - 1.3f 卷动地图 bug 修正- R; |' n) x7 |5 r$ k
- ( g- |2 z! Q1 }+ F6 i7 c8 R: k2 w5 I
- 1.3e 逻辑优化;提供解除鼠标固定的接口% K/ L$ v; u( ]1 A0 L) R
- 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内
# E: I* V) Y/ k+ ^+ j - Mouse.unlock_mouse_in_screen 解除锁定
1 `( E; p; k4 F
- p3 q8 X: f) ^* G3 x- 1.3f bug修正. r8 G* g0 d; o; V
- 5 ~. {8 {1 y$ o1 V8 @$ c Z7 _
- 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
- e1 w, @5 Y8 }" G# Q - 关闭菜单时,鼠标是否移动到原来的位置。5 ^) B! {$ `- B7 D1 \) o
- ! u: j( ^+ ?& e: k; p* a( E
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处) `1 z1 X @ `& u: o0 ~# W) r3 v6 T: e
* I) G/ r; X7 N) Z- 1.3b 修正一些罕见的bug;
' k \& J% I2 D6 d/ `, Y9 L - 4 j6 x& C( Y% z5 u! Q
- 1.3a 代码小修改;
* E! O9 ]* a- Z3 m0 e, o - 加入了鼠标点击启动事件的功能,, Z9 t0 T" i# o! _& Y
- 在事件中加入“注释”: 鼠标启动 ,
+ `3 R/ @# _5 R; D - 该事件将无法用其它方式启动,只能用鼠标左键点击启动。
7 n) s. m2 X, j; j M - q6 ]$ A! O1 s4 J, s% N* F- x' t
- 2013.2.12 v1.2
: b6 g! j* @) x/ `. c" k5 I
+ Z; w# {* z4 B( I0 x% T- 寻路逻辑优化;
& l K& n# {# ^3 e - 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;1 o, U: E* Q$ s6 i1 g6 `: m; |
- 现在支持用鼠标来操作载具了。0 T7 {8 S. L" L; r- Q5 U' P2 [
- 0 {8 a2 D0 |0 s. T) [9 {
- 2013.2.8 v1.1
& C9 ^3 h+ L; }& d# ~ - 3 J$ C- E; V) u$ `5 |8 ~
- 优化了事件判断,现在可以方便地启动柜台后面的事件;7 n* P. E/ O' J/ P! a" F" D3 i
- 修复了某些菜单(例如更换装备的菜单)掉帧的问题;
; O ]2 A5 d4 M* j - 移动时,路径指示点的绘制更加稳定;! |5 y* v$ d' `$ L# S
- 现在支持默认存档画面的鼠标操作了。( d! b _! ]4 [
. G$ ]' C8 ]' v( ^% }
) W; ^7 L3 ?' J* d' E2 i3 u- OrigenVersion
' U& ?/ S3 i; U2 Z; N. f5 ^ - 2 j4 j% ]3 r4 j1 {; X
- 2013.2.7 v1.0 ) M( s4 ~& D/ H) b
- # k" s. V" n/ B3 O" q
- 主要功能
* v; u# U( ^0 _# H - ( P! v! o- k5 f- h- T4 w
- 使用鼠标进行各种操作...! r7 u& d1 l; W) O% v/ N) B* J! i
- 将鼠标锁定在游戏窗口内
/ S( k, \( F: K3 ~& @9 j/ S - 自动寻路,按住 D 键可以扩大寻路的范围
. P, k3 U( h( n# k/ D" g - 双击鼠标进行冲刺
1 X: H d; R' M/ f - 更改地图卷动方式以适应鼠标移动4 q6 g4 L9 l* y" Z: a# o& \, k( E/ N
- 变量输入框改良' y' T8 }/ e2 k
- , W6 t* G2 S; C
- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹
4 |$ R) F% C( G3 Y K$ f/ ^0 J% I. w - + B C. |6 `$ a6 R* w0 p0 o
- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹
" I4 H( \* z+ j, P5 M - / |3 k1 t m/ u% J9 @( H* e( L& ]
- ★ 如果未放入会弹出提示,并使用RM自带图片代替缺失文件;该提示可以在下面关闭, L* @4 V! k' X! w+ t- Q. k1 G
- ) B F/ E8 i5 Y4 f9 Y8 V
5 m& B) U+ ]8 D c5 G# i- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★
|) @. G) G% z# B - ; g+ v8 M. P, x8 H y$ L
3 h! y5 y/ l# j! G$ Q3 x2 C- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示
8 V6 K* Q8 W3 h: Q& r7 h+ { - . h2 U: C0 \ ]4 L9 l& @- C
- #==============================================================================: E) H* [) Y4 R! C' V2 h
- # ■ 常数设置 / O D$ ^% q+ \
- #==============================================================================
! f& J/ {4 N9 D" A. K - module KsOfSion
9 q4 ]' t" t {; P - Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false& a. L; z* H7 t) I5 i4 Z+ i
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑0 v+ z' @8 H) o3 l/ {' k0 z
- New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false" D$ O4 G* M; m, I8 W7 f
- 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- v. A, U5 ?! Y0 u8 i
- Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处0 @# @7 N! T5 |( A8 [: Z
- Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧
& B5 I1 S/ `) j - # “30” 是默认显示格子数 长(17) + 宽(13)
2 `5 F& j. p3 h' r - Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键7 }7 l& B* f* L/ e7 Q9 U
- # RM几个内置的空键位 (X = A)(Y = S)(Z = D)
- u0 j. b8 s5 W$ q+ M. B8 j5 ^ - end1 A( e3 g/ c8 T7 w+ W$ R3 F! @
1 J) Q1 }) [ J. \ m3 Y, A0 p- #==============================================================================( `0 a8 L! M7 c" g/ W' }
- # ■ 用来显示路径点的类* ?' f0 d7 E- A3 c: g* {7 f
- #==============================================================================& q2 ^- ]# ~" a8 }' Z& ]8 L: T
- class Move_Sign Game_Character
4 O1 v$ n; a) P$ e+ n/ m5 J- Q5 P - #--------------------------------------------------------------------------
, E! y' ^* ^' y7 a/ q# f9 L( T - # ● 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
, T0 K+ L7 r6 Y - #--------------------------------------------------------------------------
/ a! M3 V& M* J% e J - def init_public_members& K6 j. Z% b/ f
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹7 \$ e% d4 ?* D( Q! B. Z( j
- @character_index = 0 # ★ 图片索引。$开头的行走图设为0! h& e8 ^; z3 ~7 i; m. ~( t J
- @move_speed = 5 # ★ 踏步速度4 r5 R6 l6 D' k$ v# T0 B y
- @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)* x4 S/ ?4 [0 ] S+ F( n4 d
- [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度
( a) y L( u: U5 _! b2 f" E% E - @blend_type = 0 # ★ 图片合成方式,默认为0(正常)
% I y* W! r: V [; I. X - @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列. K+ E/ C' H& Q8 B7 Z1 R1 m
- @priority_type = 1 # ★ 优先级(默认与人物同级:1)' G: n# c& _7 N" ?& p s
- ' P+ q/ U* v2 p$ }; q
- ( f y( P( f% R2 m7 g
- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★
9 a% t! h% G5 t+ L& R
# g d4 x' y8 C
0 A( s x8 z% M9 ~7 s! h1 V/ [. `) o- # 如果 $Arrow.png 不在对应的文件夹内,弹出提示,并使用游戏一张内置的行走图+ ]* W' N- P3 k+ @5 d
- unless File.exist('GraphicsCharacters' + @character_name + '.png')
9 T3 N# P$ l: f. \: A
) z" J( X: c0 } z' s& x! B- if $no_arrowpic_warn
$ B& y( h$ Z: C0 b9 } - MouseShow_Cursor.call(1)
0 g/ F" F& X' z( T0 x - msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png
$ t9 l: l: r% o
" C" p! i( o$ e9 D+ w) N" w- “路径指示点”将使用游戏自带图片' @0 P8 q' q/ ~6 f; g5 }
- ' ?4 E* w( g5 g5 N6 g0 h3 L( ~) m$ h
- 该提示可以在脚本内关闭')) ` W0 M: _: v2 |1 K
- MouseShow_Cursor.call(0): v" r3 Q- f% o# F9 h
- $no_arrowpic_warn = false
7 I0 U9 I; H* n- ?, D7 X. h - end
* Q$ O6 O' g( f4 v# l& @, C2 w% X - @character_name = '!Flame'
. d9 Y# ?$ ~& b. Q) J - @character_index = 6
% C% B1 D% d; q" q# w7 d0 H - 4 o( ^; a$ J5 V y: |' R2 {: @$ [
- end
, P, d# X! p5 u1 z' Q4 A) M - @direction_fix = false # 固定朝向& a9 G0 H/ I; f' @
- @move_frequency = 6 # 移动频率
( i( Z4 P$ S; B - @walk_anime = true # 步行动画
$ d) _: \# t2 X7 b; O" C9 ? - @pattern = 1 # 图案2 [4 v3 ~, v( F8 _& c. F
- @through = true # 穿透
$ c1 O- T$ _. z* a, k - @bush_depth = 0 # 草木深度( d: r" F( k3 w- K/ E6 }; N. q
- @animation_id = 0 # 动画 ID3 n7 O/ C3 a# b4 @1 A. ~1 R
- @balloon_id = 0 # 心情 ID5 J; D6 ]+ f$ I9 h
- @transparent = true # 透明
- F* }& x( Z- d( F7 { - @id = 0" e; e9 J8 v- d* A) E- z
- @x = 0
3 z" T3 }0 a9 L9 V - @y = 0, c! |) h3 h5 p4 H7 D' V" g
- @real_x = 0
5 E& a3 y# w8 I2 F+ |7 O" l - @real_y = 0
! G6 {5 O, J, l7 t! e3 T2 G/ R8 G - @tile_id = 0
0 |2 g: f6 k! q" y) b2 w0 N" Q8 [8 ?( a - end# l8 T* }- J, h7 @8 \% |2 H
- #--------------------------------------------------------------------------& r+ i$ {# O( k$ a2 y
- # ● 定义实例变量
; v2 b+ W7 t9 _. T- t# H1 x - #--------------------------------------------------------------------------6 w% m: c. z0 f- ]2 b2 c
- attr_accessor direction
. _" _4 z' O2 {+ j$ Z0 X) x - end
/ b2 ?6 S6 V/ X# ^" P
" M3 p- W2 Q" x7 D6 D! m r- #==============================================================================
' v2 _, h8 s( o: `2 u - # ■ Module Mouse
1 Z$ O0 m3 x9 k- F7 G/ P - #==============================================================================! I: ?6 ~' ?- b6 L R( o% x
- module Mouse
9 D0 s+ }6 r4 K- W. b - #--------------------------------------------------------------------------
1 y& y" V8 d7 X - # ● API
+ ~1 _: I, d3 f& m - #--------------------------------------------------------------------------8 |! r. ~ ]4 X- R K
- Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')2 v2 a: D; P: E6 W1 l. K7 z/ M
- Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
, Q/ z! n; _0 y% Q; p. Y - Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')
7 Z. S5 i C+ H5 U7 k - Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')8 T) z8 a7 J* m+ E9 K# w0 i8 I
- Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')$ C6 ?% S9 W4 b2 K3 h1 ?. K3 R3 i
- Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')+ i1 \/ S. \( F6 U2 D9 Q/ Z8 O) f# B
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')8 b1 A4 v+ I% h( j1 W
- Window_Hwnd = Get_Active_Window.call
9 _( H0 W. k5 U ~5 ~. x) N- X$ w - " N, ]$ [/ p; N4 [% {) h- w
- class self
/ j. n1 j: S. n! \ - #--------------------------------------------------------------------------* E }! s, Q1 q! O
- # ● 初始化
+ u, N" i# |; j& { I5 R - #--------------------------------------------------------------------------8 Q* g% x- L# d* [5 j5 N7 J1 j: b
- def init
* {# l# m; N; [ - lock_mouse_in_screen if KsOfSionClip_Cursor
4 E, X5 H4 T! _9 X1 { - @left_state = 0
( M- V& i6 X8 A% e! R& O$ r - @right_state = 0
$ c2 F# w* t7 X8 s - @ck_count = 0 # 帧数计,单击以后从0开始
( d& N; h3 j+ Z. T - @dk_count = 0 # 用于双击的判定6 d! G- O9 m% k' V
- @clicked = false
3 U; k, A" q2 @& Z - creat_mouse_sprite
, z( ] g0 G, V8 |5 E' L$ f - update
0 l S/ Q4 d p3 {/ E - end {' ^2 k q1 M: Y* O q) t
- #--------------------------------------------------------------------------( ]$ s' _4 o$ R& y; z5 }
- # ● 鼠标指针精灵
- q& Q4 _2 }" U. e - #--------------------------------------------------------------------------0 e( y3 A/ \1 k7 t1 j G& O
- #~ def creat_mouse_sprite3 I% y- {, d) K2 S' Q
- #~ + `0 W. Z( a6 W/ {- s# t' m& G
- #~ @mouse_sprite = Sprite.new
9 p8 Q6 }4 X+ K$ @! H# J# ^! }5 x - #~ panda = 2#rand(2)+1' _9 b I2 D1 z) U
- # g( t9 C) q- O: R
- #~ if panda = 1
; I6 I7 x( \& g4 v - #~ if File.exist('GraphicsSystemCursor2.png')/ @0 Y, W, J7 P2 K- [
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')- J6 I2 z; V( l7 `
- #~ end#with if File.exist4 i2 l/ |; O r- y0 `% H5 ?, b& N
- #~ " d1 D# O' c( b: m- ]
- #~ else if panda = 2 #with if panda=1" Z2 A6 R% [% l1 I& d
- #~
& X9 @6 k: x" y! B3 G' [+ A) E - #~ if File.exist('GraphicsSystemCursor2.png')
- ~6 ^9 j# P+ T# [& s6 y- |' f - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
w9 p9 w2 v# `6 c - #~ end#with if File.exist
- a8 ]0 N* _3 C. s- x0 l4 h2 W* _, i - #~ , _5 F' c" q# t- `- ~2 m; z& }
- #~ else #with if panda=1: |2 M7 V5 |1 F4 ]4 X; ?
- #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)" t! H- C4 r. ]# S
- #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),' V2 ]4 J' w& c
- #~ Rect.new(5 24, 24 24, 24, 24))2 v3 v! J! z: D& k
- #~ end#with if panda=1
7 A! O$ s7 o' q2 S: G: O - #~ % Q/ _9 W, z- W. d0 B+ Z: T
- #~ #with def
% l+ a* g5 S' G, W) h2 Y - #~ end
8 ?0 D9 R, C6 Q9 b4 j) Z: o; D - def creat_mouse_sprite* K7 h5 w V+ G8 [4 u$ I2 Z5 D& ~
- @mouse_sprite = Sprite.new6 r9 `% ?6 F. j( F, r* R- j
- @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})8 j; T: W5 r% A& W5 m6 _" N
- @mouse_sprite.z = 9999
( d( F4 Q ]- d- `0 m# E - Show_Cursor.call(0)1 k& Z' ~' ?( F) m/ `
- end" b4 K$ s# n# x) @. ^% Y% X z
% ^1 ^' W! I0 G/ P" N- #--------------------------------------------------------------------------
4 @: a+ Q$ t" U2 D0 |, g - # ● 更新
# C4 K, [, ^1 b# e% `" w - #--------------------------------------------------------------------------) Z# }9 I- T5 Y
- def update
0 x" v* |, X+ V* q, M* y# y# P - @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos
& G: d# d( H( y s: {( i - left_state = Get_Key_State.call(0x01)7 g+ E9 |5 d% f/ Q9 O8 ?
- left_state[7] == 1 @left_state +=1 @left_state = 0
% x# p, r* Z/ {6 L- U8 u8 { - right_state = Get_Key_State.call(0x02)
# b& T. `& T5 _3 t - right_state[7] == 1 @right_state +=1 @right_state = 0- |, j+ i2 M4 M7 N
- update_double_click
' F+ l0 f+ f5 S: f$ ]" e. [ - @left_state == 1 @ck_count = 0 @ck_count += 14 W7 n5 U0 k# _; k
- end8 @2 @" f) M) h: Z
- #--------------------------------------------------------------------------
# p$ c% H0 E' s! q - # ● 获取鼠标坐标$ O/ U5 ]$ e' v# E9 I- u
- #--------------------------------------------------------------------------) `5 c+ J9 Z7 _% L: M
- def get_mouse_pos
9 j; ?9 i5 `4 h0 Q5 w) Z0 ] - arg = [0, 0].pack('ll')
$ Y! x$ f+ m2 o+ g* V. Q5 a - Get_Cursor_Pos.call(arg)' o3 M2 h" }$ G7 @
- Screen_To_Client.call(Window_Hwnd, arg)
8 P. s; N7 \3 u* j/ ]2 G3 u* G - x, y = arg.unpack('ll'). X" ^3 s6 g' q( ?7 O
- return x, y' n. R `$ J2 \8 F3 N9 x; n% M7 u
- end% D; G, [2 y7 S2 W/ o
- #--------------------------------------------------------------------------2 X, D/ y, G( E/ e- W4 H
- # ● 将鼠标固定在屏幕内# \$ t9 P! P2 ]. W
- #--------------------------------------------------------------------------
% s$ Y5 E+ F4 J0 N0 u. i - def lock_mouse_in_screen0 x* _7 w1 i2 i& I
- arg = [0, 0].pack('ll')
; f9 J, ~' b6 B" M - Screen_To_Client.call(Window_Hwnd, arg)
4 }& c q; U0 s% ?% N9 l L - x, y = arg.unpack('ll')+ G2 ]6 e _( D' S
- Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
4 d+ I `7 v- o' z6 X - end- z3 ~' J5 j9 A; t+ q
- #--------------------------------------------------------------------------
Q) F C4 \9 p: P4 I6 u ^0 H - # ● 解除鼠标固定+ H- h9 _1 {0 }' E w
- #--------------------------------------------------------------------------* k: v* m4 g& @( Y
- def unlock_mouse_in_screen
& D6 c S2 V2 M* I; |; z - Clip_Cursor.call(0)! m" ?9 E3 c; M. u& l9 ]5 P* w
- end+ N2 x/ |5 T" K
- #--------------------------------------------------------------------------! v+ T1 F: f6 @7 W6 |/ `
- # ● 鼠标双击判定
+ J4 d2 s% f7 }4 `8 u: k - #--------------------------------------------------------------------------& D# J9 X l/ h6 O: O$ N
- def update_double_click
. Y1 D# C- x+ U, n6 a$ r3 W. a" Z - @clicked = true if @left_state == 15 v* S3 Z6 ?6 w) ]' q" M: H
- if @dk_count 0 && @left_state == 1% a; j9 S2 M" Q$ T- _' E5 I
- @dk_count = 0; @clicked = false
3 i/ U" ]- q: t' W2 F% D - return @double_click = true
% ?! x4 R' h; C) p+ G - elsif @clicked: w$ N1 d2 w( O# V q5 O
- if @dk_count KsOfSionDbclick_Frame9 ?: c# O6 x) s8 M
- @dk_count += 1$ C% h* ^, q* m* J
- else5 l* ?& e, F$ ]) Y: {# h
- @dk_count = 0; @clicked = false3 K- s1 ?- M* E4 d) ]7 U% l
- end
, V+ S- A2 a8 t" \1 U - end" M, Q2 }: D) n1 l2 |! Z
- @double_click = false5 N% R/ X7 K, h8 ?' x
- end3 c& M! _$ b. S
- #--------------------------------------------------------------------------
5 m" j" i) y, A - # ● 按键被按下就返回true
& V, h, Q" I8 q, p+ M - #--------------------------------------------------------------------------# D( m9 @7 ` E: {9 c j
- def press(button)- H% ]9 u/ ]' f
- case button, ^2 k5 x1 n; _, K! g
- when 0x01; return !@left_state.zero% X* p. U* v9 P
- when 0x02; return !@right_state.zero
. G, r" k& t/ K. H$ n - end
/ Q7 K, n$ v6 e8 i. F5 D - return false: U* O4 P! I2 C* D( k
- end
. O" W* K7 x9 f - #--------------------------------------------------------------------------
) X0 D$ B9 w* b5 b( _$ n3 Y - # ● 按键刚被按下则返回true
+ |# e+ I) h3 a' Q8 A8 G K5 p - #--------------------------------------------------------------------------1 r' m/ Y. x5 Z0 C7 q) h$ R0 M# r
- def trigger(button): Z& n- g1 v8 l7 ~* c# `. F
- case button
* {+ w* M8 H, `8 f% }) w2 P8 B# H - when 0x01; return @left_state == 1
9 @/ A( Q9 J+ U- l - when 0x02; return @right_state == 1, x/ m* R8 X% N' S: w
- end
9 d" D9 S9 x, j% e% N- w. e - return false
. H& p0 C, \: x1 U - end1 K( u' a2 V" D3 G
- #--------------------------------------------------------------------------
0 W9 k: _: L# h0 \! a - # ● 持续按住键一段时间的话,每隔5帧返回一次true7 q: u0 P* O3 L. l$ H$ |0 e, U
- #--------------------------------------------------------------------------4 \6 \" B, L$ O8 f4 u) F' Z
- def repeat(button)/ v( e" V" X1 c) B1 W( k
- case button
% \, F, X7 M5 `* r% ~- E0 P - when 0x01; return @left_state == 1 - i! ?0 V' b! c6 |' n3 }' @ J
- (@left_state 22 && (@left_state % 6).zero)* y3 a: O4 ~0 i# {, c, E
- when 0x02; return @right_state == 1 / d$ I0 i$ l& ]2 ~
- (@right_state 22 && (@right_state % 6).zero) @: m( y9 l$ S B- q: R; h, f! r
- end5 N% \! R7 S5 C$ ?' n. d9 H2 A
- return false7 r, c3 L1 W3 R
- end) Z/ ~& P# M9 Z2 F/ X8 k
- #--------------------------------------------------------------------------
; @2 H: z; _4 d - # ● 判断是否双击鼠标! u+ H" j6 A1 D3 j, n9 S9 l
- #--------------------------------------------------------------------------' W" m% x3 ~: _* S3 |$ ?" L
- def double_click
1 v; d/ p3 r5 F6 b. ^+ j0 ~" t - @double_click: Q5 d* E# d6 ]- s2 {: N; z0 v
- end
' L9 f( J& O8 b. Q+ ^% L4 W - #--------------------------------------------------------------------------
2 i! I' H7 v8 J! [ - # ● 获取@ck_count(每一帧+=1,单击后重置为0)
; ~ l: O# h* J3 o" f - #--------------------------------------------------------------------------
: B% x6 c/ i# i! j% j* ]7 k - def click_count
! E: v/ C/ \) X& W G; @5 O0 m - @ck_count
) O: b! I9 m8 s; e - end: X6 t) ^0 W% g, H
- #--------------------------------------------------------------------------
' a [# a, O# a2 S - # ● 获取@left_state(按住左键每一帧+=1)
" g: Z3 ? B6 o( g! X; y - #--------------------------------------------------------------------------
7 v; D3 z2 v0 a/ `# i - def left_state; ^9 T3 P8 N w# C9 O2 ~
- @left_state
& H' M& ] n" D0 n7 ]1 E9 i4 V: h - end
% D& `; T5 q& |( q - #--------------------------------------------------------------------------
; }8 j$ J& P4 }; _& @) P2 S - # ● 获取鼠标的x坐标% p- A/ z& l9 r' z
- #--------------------------------------------------------------------------2 \- b1 Y* F. ~$ c6 P! z
- def mouse_x) l& C; k$ i2 G+ v6 K- o9 y
- @mouse_sprite.x
5 b. [) s. l" O: k% c - end/ h( F6 e; s9 I' H/ v
- #--------------------------------------------------------------------------& ^: \8 H. ~' Y) F9 r5 W o/ {
- # ● 获取鼠标的y坐标3 `' v8 _6 f" i, R
- #--------------------------------------------------------------------------$ x$ F7 e+ M2 W8 S7 L4 Y7 z
- def mouse_y
5 O: E3 X' d% o+ z2 L - @mouse_sprite.y4 x4 H2 q8 D: r
- end4 L$ e/ ^" ?1 [. x8 j' @
- #--------------------------------------------------------------------------" i+ b4 j' b. n# p! U" j, W- ^6 M
- # ● 设置鼠标坐标& ?: D6 S% N& p6 j# C* L# i
- #--------------------------------------------------------------------------" V1 J5 ^8 Y% a9 J
- def set_mouse_pos(new_x, new_y)& x; N. F/ ^9 G# O* i/ _$ _( m
- arg = [0, 0].pack('ll')
0 U" T& y; j1 [, n n* l7 X - Screen_To_Client.call(Window_Hwnd, arg)$ i$ w1 b$ X# A' y, z& s0 @# O& g
- x, y = arg.unpack('ll')& b9 C$ R' Z* E. ]; _3 F
- Set_Cursor_Pos.call(new_x - x, new_y - y)
4 H/ a8 H* h" c' R - end
l0 [7 ^. Q4 o8 |" Y* t - end #end of class self
* S# z) z5 K$ e7 Q+ y/ B - ' E3 w$ D3 M6 {! h( o
- end8 A, O7 {" \% \, ?
+ l: E" |8 h" W- #==============================================================================
/ e. a) J9 s" ]# ^ - # ■ SceneManager; B! t- q, p8 _( y; x; ?0 A
- #==============================================================================# P' W$ l, Q( Y" q$ O
- class SceneManager
: [0 }0 t- {* ] ~0 K' f6 m - #--------------------------------------------------------------------------
1 P5 n. I0 \5 w% Q! t% c - # ● alias. m7 K3 Y6 W& e3 z
- #--------------------------------------------------------------------------
! ~. h, @& F' f' c9 x9 E - unless self.method_defined(sion_mouse_run)! ]1 `" Y. \" x8 ?; t
- alias_method sion_mouse_run, run1 e1 G" t% a+ ?! h
- alias_method sion_mouse_call, call6 a+ S% u0 q3 D, e
- alias_method sion_mouse_return, return
3 m( K& ~$ n! M" V% ^ - end
' c( t. N% E; B5 a5 P8 o# w4 z - #--------------------------------------------------------------------------
6 M8 M3 G2 a9 \/ X5 h- g: l3 C( q - # ● 运行
* u3 I$ [+ I: c) D - #--------------------------------------------------------------------------: m3 x' X7 q" p- g2 ]8 j
- def run3 b; l% [$ R1 p# m6 q
- Mouse.init
/ N" J3 E. X5 `; m - sion_mouse_run {9 f8 c) ^$ y3 G O- m' }
- end% h Z$ F9 x/ h& ~4 N1 ]
- #--------------------------------------------------------------------------3 L9 ]. e7 o4 M- {& d
- # ● 切换+ o) D- G( C' _$ _& U/ S* M$ U% t
- #--------------------------------------------------------------------------
. T! S" k% p( V* \& A+ D4 a - def call(scene_class)
; X8 v5 j. h! J4 _7 J - $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)
# W; i; G* k0 F0 b - sion_mouse_call(scene_class)
6 V* v2 q, Y& p& R0 i5 J8 g2 _ - end
4 s4 Z' p. e% {3 v, U0 a0 h6 Z - #--------------------------------------------------------------------------& a. ?. n! l# X. `
- # ● 返回到上一个场景+ y3 P% V* u5 |1 y7 |
- #--------------------------------------------------------------------------
1 y9 y, Q3 R |/ n2 J5 o- I4 w$ T/ F - def return
& `% s* z4 @8 n* s4 n - sion_mouse_return. ^ N1 R/ C5 Q/ }
- $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&
" m( {2 w8 g9 e - @scene.instance_of(Scene_Map)
% F( [3 `9 s9 e N( p8 [' W2 C - end
3 d+ s( z7 d; j% [7 U6 W - end
* H- C+ R9 D+ v7 }( { - - S& G2 j7 V& w( ?. L+ i
- #==============================================================================4 N: `8 E* Z5 E$ a4 L S# j
- # ■ Module Input
4 R. ~# C3 `) C& r& n6 H. C8 U - #==============================================================================5 U. L' O# P; Q. \$ ` M
- class Input: O: h" b. i) y3 w
- #--------------------------------------------------------------------------4 B f& J1 J4 @+ Y5 v, @
- # ● alias
7 }( ~5 k: m7 Y8 J5 ~! T4 M - #--------------------------------------------------------------------------5 q% {, K. b7 _8 O
- unless self.method_defined(sion_mouse_update)
! U- @, z! p; L* W1 h. U* D - alias_method sion_mouse_update, update
/ A* X; |" E3 G3 m1 v - alias_method sion_mouse_press, press
' v' t5 }- z' M+ U9 H( U7 Y. ^ - alias_method sion_mouse_trigger, trigger! o4 w0 X9 M7 R& ~4 E
- alias_method sion_mouse_repeat, repeat
) O- Y$ }7 G c - end
4 _ n. p* I# e- K - #--------------------------------------------------------------------------
1 n1 V5 W% c% ` - # ● 更新鼠标
! q, _- Y3 K y4 V+ b - #--------------------------------------------------------------------------9 I; m( q& ~. w* \
- def update: [- T# ^8 o7 y5 s% x7 q
- Mouse.update
. B9 i) k0 T' z0 u2 [% ` - sion_mouse_update9 v5 k: B9 J# ?; W0 ?
- end
/ c' d* W2 d' t a" A% T2 d - #--------------------------------------------------------------------------
" y. h1 B) O8 _: a3 e: _2 A% i - # ● 按键被按下就返回true
1 N, T, E0 ]) @ N! y( X - #--------------------------------------------------------------------------9 H' s" Q- g! N
- def press(key)
+ w' T; }" [" r+ c% t* V - return true if sion_mouse_press(key); N0 f" n* Y3 {( l1 g
- return Mouse.press(0x01) if key == C! j% S3 B6 H' G2 R; i
- return Mouse.press(0x02) if key == B
/ V6 x4 }6 S" B - return false9 L. Q+ z& @3 ?- h7 C9 W. K' i
- end
8 _4 S. d1 W$ Z4 I$ q Q - #--------------------------------------------------------------------------
3 p' Q5 Y; Q5 u; n& A - # ● 按键刚被按下则返回true0 r, M6 a; d: t# p3 p& v; u
- #--------------------------------------------------------------------------
# z# i, W5 v$ B; |& m5 Q - def trigger(key)" {. x7 O8 H8 Q9 R
- return true if sion_mouse_trigger(key) O0 B- ~& _" a; [' V, j" o" j
- return Mouse.trigger(0x01) if key == C
7 y5 g0 [7 T* Y4 A0 ~' \" R - return Mouse.trigger(0x02) if key == B
7 a+ `3 s' P" q/ e ^( e: Q$ R - return false
! U8 r Z: X. k# w - end+ g# J8 U& F$ k' H* v3 P
- #--------------------------------------------------------------------------8 o# {) f5 x j
- # ● 持续按住键一段时间的话,每隔5帧返回一次true* x1 M P, M& _& b# P
- #--------------------------------------------------------------------------
. s2 i# S1 j* H, B1 ~+ u- V; x - def repeat(key)
0 m6 q5 \' T7 Y5 Z1 X% g - return true if sion_mouse_repeat(key)2 M2 {' J& i) _1 X! q# g
- return Mouse.repeat(0x01) if key == C5 b$ i+ G6 Q+ q' W+ P) u
- return Mouse.repeat(0x02) if key == B
2 w1 _: B9 a+ M# p" D# ^ b - return false% j* O a' v2 [- _
- end$ K( d7 o7 r/ ?7 x: M4 [1 Q$ h! N) d
- end
. L: c$ s7 P7 Z. m, a; q
6 \, s" w3 a# n4 @- |6 k- ) R+ j- w) \6 m3 L
- #==============================================================================/ Q" m3 H7 R- K- N# q! h
- # ■ Window_Selectable
3 \3 ]" T0 }4 B9 ^( f - #------------------------------------------------------------------------------
3 c3 |, R# Q9 W% I {0 t8 `7 f& M - # 拥有光标移动、滚动功能的窗口! g. R. S2 \' g2 ^
- #==============================================================================; s7 v5 z9 k, I1 C
- class Window_Selectable
$ x' M4 |! } M7 G: L - #--------------------------------------------------------------------------2 c J' i% T* N+ q" Y+ S
- # ● 初始化
4 {- A6 l* d- B" L" `7 R/ T - #--------------------------------------------------------------------------
! F0 ?2 @% N! ~; X7 }1 H! }" t% E* z - alias sion_mouse_initialize initialize' ~, K6 _8 V- m2 \: Q- { k
- def initialize(x, y, width, height)" \$ b. e, m& ?% W0 ~
- sion_mouse_initialize(x, y, width, height), K) o' B! `1 e* e! y. ]
- @move_state = 0
/ \2 K/ }, R4 R3 s6 t) Z; C - end
$ }5 V. g w- T; L - #--------------------------------------------------------------------------
; ~1 C9 P+ V6 E% I - # ● 更新5 `( V- z6 J( H }- X
- #--------------------------------------------------------------------------. @/ V% w+ z% Q' X) J
- alias sion_mouse_update update
0 P+ ~# T o# {7 D$ a - def update
7 \! S% h: q0 y6 ?$ ^/ G; T - sion_mouse_update( c8 k8 \+ r0 m# c
- update_mouse_cursor
2 k, k! O5 D" g; i( J" V n( S1 Q/ x - end: d$ v. \! E |8 Q
- #--------------------------------------------------------------------------
3 Z4 B5 ?+ o( Q! G& y" d3 Q - # ● 启动后设置鼠标到index位置) r, N7 L% d" J" l9 ^
- #--------------------------------------------------------------------------
0 S& U6 l K8 ^0 u5 L L - def activate) D \4 N# H2 m; N1 y9 l. Q
- @need_set_pos = true if KsOfSionMenu_Set_Pos
( l5 j. l# w# _" C, l - super
, S$ e/ h, j: j+ f6 o8 W6 I - end) |/ R5 _; l* b
- #--------------------------------------------------------------------------
. W" N# Q4 Z7 q4 A4 p - # ● 更新鼠标和光标的位置- M3 y4 }. F2 [3 ~( i7 X
- #--------------------------------------------------------------------------
5 t6 I/ E9 z- l% E9 } - def update_mouse_cursor
5 V% a" _$ o, ?5 w - if active ?: i( ~ \$ ]* e3 a2 e0 W9 o" J
- if @need_set_pos
) c3 y, \1 J: K/ Y6 G% f - @need_set_pos = nil
. Y* Q% m0 `. Z1 x( c7 q$ i - set_mouse_pos
. T" R# i4 ^$ `% I7 B- ? - elsif cursor_movable
3 Q+ Z- O3 Z9 t# x9 X4 u/ k - Input.dir4.zero set_cursor set_mouse_pos$ S* C; @" C$ g7 ^$ ]
- end9 |2 y4 H7 l; q7 a& P- A
- end" B# \% D* |7 @& Q6 A
- end% U7 @9 T1 \; _6 D
- #--------------------------------------------------------------------------7 Q0 z2 t+ d8 B
- # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能6 Z1 F; Y C0 r' d) w
- #--------------------------------------------------------------------------% ]1 y% S8 i& C5 D- V8 Z5 P1 r$ X
- def set_cursor
; j1 E$ m* p( e/ \5 W - mouse_row, mouse_col = mouse_window_area
& u1 T5 ~8 z0 V6 e# w; f" C - if mouse_row == -1# ]* D$ z! q/ @, _. K# {
- @move_state += 1 if need_scroll; h; g" \) y5 R+ r9 f
- cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand4 |$ Z" d4 C& P% ] j9 l
- elsif mouse_row == -2
7 G2 a0 ?2 M7 R% Y0 [" P - @move_state += 1 if need_scroll P! v/ \; p( Z: s. M8 R$ M
- cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand. m d- Q/ {1 q1 |: Q7 N
- elsif mouse_col == -1
: _5 Z0 Z% B) h; L9 m. L* E - @move_state += 1 if need_scroll
$ J3 e" ~6 d8 F - cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand' u8 c7 u6 G4 j3 i: x
- elsif mouse_col == -2
" O% Z. c4 f7 b1 L P- L5 E5 t - @move_state += 1 if need_scroll
5 ?5 n, m+ V" H( |/ @0 R; L - cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand. M: y* x8 p6 r9 P$ s' b/ \7 N4 K
- else
* z% o7 r7 }1 N5 r# j( j2 E - @move_state = 0
7 k2 t) \$ e4 A: g - new_index = (top_row + mouse_row) col_max + mouse_col
% d' ?( ^. U0 N& A3 l; K2 Q! c - select(new_index) if new_index item_max && new_index != @index$ Q" \' W% Z6 Y2 V& J
- end
; i) M3 Y' u5 x) C! P: J6 } - end
- |! C- P6 O- [' ^) M% ] - #--------------------------------------------------------------------------
7 \$ X5 {( F" b' r! s9 c - # ● 判断鼠标位于菜单的第几行、第几列; J1 P+ d" c& a* O( t
- #--------------------------------------------------------------------------0 I: T1 V( e$ o- ?# K
- def mouse_window_area
! @4 [# |( i4 G8 Y& B) x; f - if viewport.nil # necessary!
t* r2 ]: g$ K4 n8 @ - vp_x, vp_y = 0, 0. O" q: J7 g' Q" J8 t: v
- else8 N% ~4 t& |. c
- vp_x = viewport.rect.x - viewport.ox
/ D8 K) p) w% S% Y - vp_y = viewport.rect.y - viewport.oy
, f- l7 w5 Z1 A6 I. t - end
9 a) Q" s9 v0 J, W/ R' O - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
; `4 p* B, m3 d$ C3 b# j - item_x1 = vp_x + x + standard_padding
8 |2 ?$ |) L8 j5 L3 M" n, K! L g - item_y1 = vp_y + y + standard_padding1 S b1 G& _1 G$ V9 w1 o) F
- item_x2 = vp_x + x - standard_padding + width) i) y. T/ a9 p0 ^# w" Z0 l
- item_y2 = vp_y + y - standard_padding + height
) z' v. c) k! V, \) L% R0 m - if mouse_x item_x1* d0 T- d0 ^3 _! I: k5 k
- mouse_col = -1
, d- D' r! @# @0 \" ?: ? - elsif mouse_x item_x2
. a% _9 K8 k8 L' q - mouse_col = -2) B3 H! b$ z3 X, D# c: M N& x/ g
- else. i2 [1 I! y9 t# l) X, w2 h8 [; `7 @
- mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1), m. X _9 {* Y& I! m3 q
- end
/ H1 Z3 N9 o. z3 r2 ^1 d - if mouse_y item_y1
, F$ c3 b7 W% Y; Y4 Y$ _: \ - mouse_row = -1
) R- K( X% w3 g* A+ v* P+ ^% q( n% l - elsif mouse_y item_y2- h8 N1 A, ^* N1 P) J
- mouse_row = -2
$ L8 [( c! j. J. x! Q" m - else( o& Z/ ~' l' ?
- mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)
5 z' g0 D: W9 T! P& R0 K) p - end
: E% S# C; D4 R, a- x - return mouse_row, mouse_col) c# N6 `- P' s, i1 n
- end, l+ C% D9 S2 @; d. f
- #--------------------------------------------------------------------------* B0 ], |9 \% @$ P: b
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
+ Y. r. [. F4 @! Z. ?/ e, F8 O; |# O - #--------------------------------------------------------------------------. x# Q# n9 |! ^ z7 _
- def set_mouse_pos9 k7 E3 f3 J8 e# l3 N X9 d
- if viewport.nil # necessary!5 F- X+ D% p9 L5 s+ Q) k& d
- vp_x, vp_y = 0, 0
# l# y& L0 g" W0 d F - else& k2 V; L: K; j' }$ T
- vp_x = viewport.rect.x - viewport.ox
. p' z+ D0 E7 ^/ Y. B) G - vp_y = viewport.rect.y - viewport.oy+ p4 ]5 r4 X+ n) L# m4 k
- end0 n% K: U* Y7 W3 `
- item_x1 = vp_x + x + standard_padding
0 D/ z$ Q9 R; d3 n - item_y1 = vp_y + y + standard_padding, }1 h: o% i1 Z; d
- get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index
p' E1 Q! }& R9 n! w" g+ P3 |. r - row = get_index col_max - top_row
% M# |5 L- k* h9 N; h3 x - col = get_index % col_max
3 T: f& ?" m2 n" ^, V - new_x = item_x1 + item_width (col + 0.5)0 \/ O6 w/ ~: O
- new_y = item_y1 + item_height (row + 0.5)
! l$ N6 D) X# Y6 i8 K6 ^/ u% a7 g6 w - Mouse.set_mouse_pos(new_x, new_y)1 m; c3 X" V2 Z' P3 J
- end
+ j( A( S4 L% E" _; b - #--------------------------------------------------------------------------% E0 `9 c: q9 k- Q9 S; s6 n; h
- # ● 判断菜单是否需要卷动
# h+ s. r1 R" `8 q4 l; r - #--------------------------------------------------------------------------8 ]) L- r' V2 D; s' Q' n7 l
- def need_scroll
! F5 w( c+ q0 n" p" p$ ^. M - item_max col_max page_row_max! k7 G6 i0 D( @0 q% w) P
- end
% `5 l5 B' K- n( t - #--------------------------------------------------------------------------
# T+ |* c; F# Z, p N - # ● 判断是否为水平卷动菜单% l( l8 `3 _3 I# a: E# M
- #--------------------------------------------------------------------------
) w, {$ a1 E0 c5 }0 O% D9 P$ f/ t - def is_horzcommand
( i8 k. b! y" L2 Y - return false
6 {; x6 i2 U! V" b% j. e" s% f - end
. b7 j. c: j- \& B8 R/ a6 {# t - end; D: r" d3 K V& m. k2 y/ K
. p1 m. \2 [; O' n& V) v- class Window_HorzCommand* a: O; X5 `' l
- #--------------------------------------------------------------------------2 l& ?1 `" l' ~# U$ v5 Y
- # ● 判断是否为水平卷动菜单
% U; C7 a) G- @( h- T3 a& |. | - #--------------------------------------------------------------------------; X/ |" z# r. n5 U! F* K
- def is_horzcommand
6 W6 ?$ }4 W* p4 Y" Y - return true# ^* W2 c; ^2 @9 W. e" t( Z
- end/ f& A3 h# D! N/ J) e
- end# h, f* ^+ f4 O( c, C% Q* u" K
9 n$ n) N, E4 g. n! u. |' H- #==============================================================================
% v1 y- w* Y# l - # ■ Window_NameInput0 k! [. ?. r" }& s, m4 x |
- #------------------------------------------------------------------------------
# |) U3 S1 M! a: d - # 名字输入画面中,选择文字的窗口。
) K" a1 ~6 ^ P4 V9 ? - #==============================================================================
1 ^6 o) I4 c7 M3 u3 ^; f - class Window_NameInput
/ f: H5 G' `1 E% O. e1 j$ F1 L: @ - #--------------------------------------------------------------------------
; Z& p$ h( n8 Q8 ~- t - # ● 设置列数
5 d! Z. ]8 S t3 n6 `% M; ~6 G% Q - #--------------------------------------------------------------------------
1 ]2 G$ o' {7 {* r - def col_max) w5 |( @2 y1 u! f7 C- V+ k
- return 10
% { l; {+ Q8 ~, j% x( \ - end
5 u5 s0 W6 Z' e& |+ X# a - #--------------------------------------------------------------------------
% W2 e9 n2 F8 `8 @8 l9 H - # ● 设置填充的Item个数( {* a0 @; f4 `8 {8 m1 w! T
- #--------------------------------------------------------------------------. x0 Z. j: ?3 ?
- def item_max
7 K, s. m* D8 M) N - return 90
9 p; x. G1 u0 `* } - end
0 b& h, q/ M6 C - #--------------------------------------------------------------------------8 s, {5 [, A% ?" U
- # ● 设置填充的Item个数
1 ^. r+ K! i- f. n+ P - #--------------------------------------------------------------------------
5 @4 L7 @$ Q: F7 t8 Q/ h - def item_width
6 C5 W' E7 E: Q u/ v5 C' G; i - return 329 d* S7 R" }7 k4 F4 E% J- p
- end8 x/ e6 e4 g$ N9 V% _+ I4 | ~6 V- l
- #--------------------------------------------------------------------------6 O) l- y7 _/ @8 w" G8 t
- # ● 判断鼠标位于菜单的第几行、第几列% h1 ^! L: _0 `+ x* l
- #--------------------------------------------------------------------------2 f: R: M. @- ^# e/ P+ P/ q
- def mouse_window_area4 h. R' z$ M9 f% N' e7 |
- if viewport.nil8 o, }3 I# |) J3 ]
- vp_x, vp_y = 0, 0; Y; {# i) R' C1 T, e
- else
6 B( C+ w: b/ l - vp_x = viewport.rect.x - viewport.ox
4 A, I4 g, Z f- y7 t9 ]4 N - vp_y = viewport.rect.y - viewport.oy' \" k4 \: f( ^ H& G+ }' E
- end, R+ |7 O' x1 f* w/ u4 Y0 c. l4 i
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
! r6 Z* @% i$ R2 C% l3 C - item_x1 = vp_x + x + standard_padding 6 n) n# u, z5 E( h% O% O
- item_y1 = vp_y + y + standard_padding! F& N0 G9 h A- I8 p, t
- item_x2 = vp_x + x - standard_padding + width
7 s$ c, o6 Y+ p$ G: F# W - item_y2 = vp_y + y - standard_padding + height/ ~. U5 U+ r) ]5 `1 x
- if mouse_x item_x1+ x; y# _/ r. S( b6 a r% n
- mouse_col = -1
) p: L h& z" g4 q; d - elsif mouse_x item_x2+ c* N9 H7 B% v2 \
- mouse_col = -2
9 w; l4 N6 \5 d5 n* O! A) s) i - elsif mouse_x item_x1 + 1609 h7 A' U+ N& G3 X
- mouse_col = (mouse_x - item_x1)32! d: C+ G* }% e' Q" r" n+ m
- elsif mouse_x item_x2 - 160$ I7 L: X. `4 [/ ^
- mouse_col = 9 - (item_x2 - mouse_x)32
8 o% e0 ^; k4 B3 F - else
' K2 c# }! S j8 h8 ?8 u - mouse_col = mouse_x x + width2 5 4
- p" b/ o/ I' J/ a7 d. P9 K - end& W/ n5 O3 n# H8 I& a8 w
- if mouse_y item_y1$ @. ]! }1 s+ P: I: x: V
- mouse_row = -19 D7 U* Z$ x, m1 s2 e
- elsif mouse_y item_y2
" {3 a- t. |) Q - mouse_row = -2# [9 k e' Y9 h5 _' A4 l" o4 X
- else
1 f! u! ]/ T% m2 a% X - mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)/ I+ e; _; a0 R! B J% k
- end% A' y, D9 _9 \. L: W3 z
- return mouse_row, mouse_col$ Y( N9 t7 {1 q1 ~( Q: ^
- end
" _! B' k0 s8 }) l5 A - #--------------------------------------------------------------------------
# f4 \" l' ?1 M) v9 a - # ● 方向键移动光标时将鼠标移动到对应的光标位置
* Z& V& a9 U7 F. B" @& V% D) A6 t9 C - #--------------------------------------------------------------------------6 N8 ]8 h% Z% {
- def set_mouse_pos4 E1 W8 t/ O7 a1 e' n
- if viewport.nil # necessary!
, B5 ` X7 d9 U: P! M! { - vp_x, vp_y = 0, 0
, r7 G; w* r2 _7 i- x/ E - else9 ^! e1 ~$ ~0 l7 h# I
- vp_x = viewport.rect.x - viewport.ox2 d( ^: L; n. \% U. K1 u7 ^
- vp_y = viewport.rect.y - viewport.oy% m* j6 e- ^, D, @7 [$ p& V2 D X9 x" {
- end
) n( \3 u/ k6 t- W - item_x1 = vp_x + x + standard_padding
$ l! G1 @) T s4 _9 O - item_y1 = vp_y + y + standard_padding
4 y8 s+ z( d7 o' [8 c - get_index = @index 0 0 @index ! |' [2 g5 L7 b' q
- row = get_index col_max - top_row) R9 d/ i, \4 i# R, x3 H
- col = get_index % col_max
5 y9 o5 n4 P3 Q - new_x = item_x1 + item_width (col + 0.5)
/ b1 Y$ u6 K( g8 p3 O0 e2 G - new_y = item_y1 + item_height (row + 0.5)
+ w5 d$ _- l: e4 u* R/ J - new_x += 14 if col 4
' o' G. L! q* g' L - Mouse.set_mouse_pos(new_x, new_y)# [" N! ?1 U, O, K/ b
- end
4 \7 D. C: [+ Z! n1 b3 }6 A - end& f; o0 f$ z/ N7 X5 X* C1 k
- # n% A' {, \. R9 P7 N: u) x
- #==============================================================================
! L0 H) X' S: G - # ■ Window_NumberInput0 j% T+ i+ G; A8 \; q
- #------------------------------------------------------------------------------& [2 U) @6 o; O1 o8 u% H% l
- # 重写了数值输入的方法以适应鼠标
- \" F8 E8 q; G2 V1 c - #==============================================================================9 i9 Q. S) T$ k7 h
- class Window_NumberInput Window_Base
; d) f1 U2 X: p+ S) ~, N - #--------------------------------------------------------------------------
% C/ z: W8 M0 U7 e# S - # ● 定义实例变量. x2 P9 i0 T$ l- D
- #--------------------------------------------------------------------------
5 r. g3 d/ |/ |. k" n; O - attr_reader extra_window$ d, X W F8 P8 y3 l- W
- #-------------------------------------------------------------------------- v9 W6 i K9 H- w4 c3 V
- # ● 初始化2 q/ E$ k2 x1 p& L( o9 h9 w
- #--------------------------------------------------------------------------
~7 m( w0 W8 v8 z2 a9 U$ n" j+ ^ - alias sion_mouse_initialize initialize
`5 A! ?0 s* h8 k. g - def initialize(arg)& k5 E6 Z i% l) x% Y ^: {
- sion_mouse_initialize(arg)
1 e+ `& M8 J1 N; ~# W - create_extra_window
3 Y8 e+ N) h8 D6 U( L, ~ - end
9 x# b3 Y$ K& m3 g - #--------------------------------------------------------------------------! @) M; u9 d# Y7 q- y7 n1 @2 m; q
- # ● 启动
/ a, |- `& y3 R7 n - #--------------------------------------------------------------------------
) F& C& o; h- @4 W, L5 F - alias sion_mouse_start start
6 X1 |6 S! S: y+ a2 o# L - def start
: h, r& V. t7 {+ e8 B7 b - sion_mouse_start
2 o; V$ e: @: u* D+ ] - deactivate5 H* t2 [/ a* W8 _1 Y. Y0 v
- extra_start% e- A q2 p+ ~: f. m! G
- end
+ I% G6 R! \& N _" ^ - #--------------------------------------------------------------------------+ S! i+ T9 [$ L2 l ^. Y1 r
- # ● 创建新的数值输入窗口
^' ~. `3 l! v: z - #--------------------------------------------------------------------------" R" @' S* j2 Q. J/ M6 U
- def create_extra_window3 }3 C- A" v$ d/ e! ^+ x* ^# H
- @extra_window = Window_NumberInput_Ex.new
D! v! j$ a) H - @extra_window.x = (Graphics.width - @extra_window.width) 2
+ u6 S. Y( k4 |' L# v6 K6 j - @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }
' p" M0 l; r5 r) P! S - @extra_window.index_proc = Proc.new {n @index = n }
, r% D2 Z5 F# Z' s: q: x) D - @extra_window.close_proc = Proc.new { close }
9 s; K2 P5 } U: \1 M% X - @extra_window.refresh_proc = Proc.new { refresh }( P- u3 x- Y& D
- end0 f( F8 ?- ^0 A. |/ y( ]/ P+ q
- #--------------------------------------------------------------------------* n& x3 D* j! Y8 q
- # ● 激活新窗口
- W: H' \! n0 |4 y; `! x( u" ^ - #--------------------------------------------------------------------------
/ I9 D4 X6 U S L4 ?3 } - def extra_start- O8 I' j$ c7 c3 ~% v
- case $game_message.position9 ]5 d) M6 p: B7 K9 L$ {3 V) g
- when 0; @extra_window.y = y + height + 4" g/ Y8 S2 x3 I3 z+ e$ ` [
- when 1; @extra_window.y = @message_window.y - @extra_window.height - 8 k& E5 z" U' j" L* \! k" P
- when 2; @extra_window.y = y - @extra_window.height - 4: e, t5 }' X7 \' W% R
- else ; @extra_window.y = 86 W0 A0 Q4 y' H: v1 L# p l
- end2 R% Q* c, h# `
- @extra_window.variable_id = $game_message.num_input_variable_id4 v- W/ w" q! a$ o: g! v
- @extra_window.digits_max = @digits_max) R# y1 w# B' B$ @2 t
- @extra_window.number = @number5 ]1 T9 n$ z1 ^& |! }6 J! d
- @extra_window.open: j: A8 b" L5 s
- @extra_window.activate
, q$ f6 P2 l3 K; l - end4 M7 ~/ |% g$ {, O
- #--------------------------------------------------------------------------
- i* A) }" r" D+ F* E - # ● 更新0 ]0 x7 }' o; ~
- #--------------------------------------------------------------------------+ w. g3 q5 ^9 I
- def update+ d. V' z7 ?8 O: J5 A
- super1 j/ G* Y' D9 ^
- @extra_window.update
- u- D' V% I$ X4 ?3 ]. f - update_cursor
9 i7 b- d q+ O3 R - end
9 V l. e1 ]5 W' U% h4 h - #--------------------------------------------------------------------------
% E! r) u }* O+ O - # ● 关闭窗口" W/ f: I" s7 ^/ O& Q# i4 z
- #--------------------------------------------------------------------------( j) G$ M0 E) B$ q# A1 X6 z4 ]8 {6 ?
- def close
5 i' t9 j5 R" c% x1 f. `; d0 p; A - super
0 O" s0 C/ n& b5 a. F - @extra_window.close* N( z2 K1 F8 T. y8 ^2 d
- @extra_window.deactivate
7 {% i3 j) ^/ h& r, G5 o, v8 w0 D - end) W* k3 E( p4 Z& I" h
- end
' l. r5 t; V% v2 E# t2 M
$ `9 e7 @7 P) D- Q- #==============================================================================; y7 z$ z4 p( p$ Q) [/ R+ \
- # ■ Window_NumberInput_Ex
* \' [# `0 }/ D - #------------------------------------------------------------------------------
1 }# H. J" N9 `2 P, j0 c' d1 z - # 新的数值输入窗口(NewClass). `3 j% _0 J) _) M3 f" z& g
- #==============================================================================
: Y, h- F: s, q" z% L - class Window_NumberInput_Ex Window_Selectable
. B! w* W. G+ }1 b - #--------------------------------------------------------------------------
5 P) Q: }# Q8 |8 D - # ● 定义实例变量" r$ k" n* s3 j& b
- #--------------------------------------------------------------------------) |7 r, V; `5 S. u
- attr_accessor number_proc
( {% c0 A5 x; Y) F; j - attr_accessor index_proc
& G0 ~# U# r; x$ {$ `! j - attr_accessor close_proc* t9 o$ A8 j* k/ o* a3 w7 }3 g, y
- attr_accessor refresh_proc" s1 G, }( G, r( f6 f+ G. f
- attr_accessor number- T5 r: J! m5 y: q
- attr_accessor digits_max+ W2 x0 e" O; I" P2 m" o3 y
- attr_accessor variable_id
# }. O- q/ N/ ?( l/ K& h3 C4 ~: Z% A7 q7 _ - #--------------------------------------------------------------------------4 P+ ^- V7 ~6 ~( O
- # ● 数字表
, w J" _+ o8 L3 Q+ C - #--------------------------------------------------------------------------
$ \1 [! D d. H) k1 b7 F& | - TABLE = [ 7, 8, 9,5 |# I' ^7 j9 `0 [/ D" w7 x
- 4, 5, 6,; K% {! N; o) J) }( W* V7 E E
- 1, 2, 3,3 B- W8 i! u* X# ?4 l. ^# N
- '←',0,'确定',] p' J; S! @7 n% R0 a6 u
- #--------------------------------------------------------------------------
% g; Y; a- C( W6 d2 u; [! b - # ● 初始化对象3 ]% I9 H ~$ x2 a! s# q
- #--------------------------------------------------------------------------
$ j5 O- ^3 {+ S1 ^" x. U: C! u2 ` - def initialize# l0 G9 d7 S3 w1 H0 x/ m
- super(0, 0, 120, fitting_height(4))
) I5 k6 u9 O& V; } - self.openness = 0& q/ {6 j4 t% ^2 w% P
- @index = 08 z" |( ]3 @# e
- @number = 02 \- ~. d+ d5 w( b, c
- @old_window_index = 0) d) H1 e% P) T5 z
- @digits_max = 0
+ ?7 x& h/ f2 d' E' I( j4 o - 12.times {i draw_text(item_rect(i), TABLE[i], 1) }' y9 s, i, R; S: e0 J
- end
& Q3 _! @5 A/ s4 `- x5 k$ i1 H - #--------------------------------------------------------------------------
2 R" e1 T! A2 [: n0 P* X$ O - # ● 获取项目的绘制矩形
# l4 z5 Q) ^( _! Q) ?1 Q7 l - #--------------------------------------------------------------------------0 J- M! n' z8 h# q$ Q
- def item_rect(index)
7 h7 O! G& i( R# X9 N7 L! a - rect = Rect.new' b5 f% U; R# ^7 w
- rect.x = index % 3 32: v. z! b* Y! d$ B
- rect.y = index 3 line_height6 r* d3 P/ S3 i8 {! K1 n8 I6 \$ r1 \
- rect.width = 320 o' W' r3 j4 s
- rect.height = line_height
: b0 w( R* L, g3 H0 f3 V - return rect3 d4 ]0 J% W7 M3 ]% n& p1 Z7 B
- end
5 N3 H/ X. ? C0 e3 z2 Q - #--------------------------------------------------------------------------
+ J" l( r! P; W- d9 K - # ● 将光标设置到鼠标所在的位置) \: Q4 G- _. v: U& w7 ]+ K2 t0 Y
- #--------------------------------------------------------------------------
0 `- {1 G$ Z8 a7 b5 K, m - def set_cursor) a0 I v. M3 w2 J+ }7 B- o
- mouse_row, mouse_col = mouse_window_area
) u" }4 |1 K. R8 J$ {' p - if mouse_row = 0 && mouse_col = 0
, H# K5 {6 `* E/ r* T7 _1 B9 E - new_index = mouse_row 3 + mouse_col; I& v" s, i/ y2 ` X$ l
- select(new_index) if new_index = 111 h3 O$ k) h( ]. {+ r$ X
- end) q5 m8 U2 s' r9 k' T3 t9 t( \) {
- end: j. z: m& u% Y% j, P! N) S
- #--------------------------------------------------------------------------
$ ^* N6 z# N% S7 a - # ● 判断鼠标位于新数值输入窗口的第几行、第几列
/ N: }& \" e8 N4 ?" X - #--------------------------------------------------------------------------- k4 Y, r# |) \1 A- C
- def mouse_window_area* O* i; @2 @; R" [5 C" I
- if viewport.nil
+ w0 Q7 E9 a& F - vp_x, vp_y = 0, 0
1 y( I( ^# \$ ? - else2 [0 i f0 X. K0 q
- vp_x = viewport.rect.x - viewport.ox0 U, r" Y: e& ^" Q& u
- vp_y = viewport.rect.y - viewport.oy0 A l& G7 G4 X Z9 X+ h; W
- end
4 @+ Q, V% \1 D( z$ g- @( l$ ~( v - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y( _& [! [' X! Z% F: u
- item_x1 = vp_x + x + standard_padding
6 @3 `7 [* [5 w9 m1 T5 e - item_y1 = vp_y + y + standard_padding
% T( e; D$ C/ n( ^5 l - item_x2 = vp_x + x - standard_padding + width6 n2 K. j ~+ D+ k% T7 c
- item_y2 = vp_y + y - standard_padding + height
- w$ b' l. K {4 C4 x3 b9 y! H6 w* V - if mouse_x item_x1
$ N( @- `: ?& @4 ?! M8 b- m2 z6 N1 U - mouse_col = -1
2 M* L, A$ L& ?7 s - elsif mouse_x item_x22 J9 H8 m- d u! ^8 B0 W* i
- mouse_col = -2
( `6 w1 O& ]3 n$ J/ r' F: u/ B; Y$ j - else: r5 K) b* x& z' e3 `% Q& Z3 `" k# _
- mouse_col = (mouse_x - item_x1) 32
1 H' J7 I+ M( p9 Q7 y0 G3 z - end
; @& @; G- x2 D* u5 u) T - if mouse_y item_y1
# G4 w# C$ F4 B, K4 m# ~ - mouse_row = -1
& t% m$ y4 M5 ?2 ? - elsif mouse_y item_y2
0 Z. Z) x* {2 D) w - mouse_row = -26 X0 \" v. P ^ F3 D5 Z
- else
$ f7 w E% K5 O) D/ Q: S0 U - mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
: k7 J% c- K2 {- W& C2 i3 @; E. z/ n - end
6 E( L- ^ k. X$ v( M& z1 o8 c) v - return mouse_row, mouse_col
) f) l/ C& F: { - end
}* w4 h" ?! t+ }6 t4 m" x0 I/ j" O& h7 _ - #--------------------------------------------------------------------------$ u) R3 r" }# p1 r# q9 g3 |
- # ● 获取文字# Z5 S* g) v. N- W% n. c% u
- #--------------------------------------------------------------------------
6 ?0 ~+ L6 R7 R9 O9 t - def get_number
. l8 j- h, K& G1 N+ X7 w+ o2 G - return false if @index == 9 @index == 11' d/ H9 a/ F, K1 n3 L2 ?
- return TABLE[@index], N e' x: R& V6 h% z
- end
' l w; f! s" e$ k1 T - #--------------------------------------------------------------------------# l: d, @0 E/ h) `' n1 X+ M2 z% s
- # ● 判定光标位置是否在“退格”上$ D: W& X3 t( w7 c
- #--------------------------------------------------------------------------
, ~/ h+ @9 a% o - def is_delete
h" o6 f5 z1 L( J+ V) J- O - @index == 99 U: G% x9 @! b) [0 u
- end
; Y. i& f9 m( U* u - #--------------------------------------------------------------------------2 g* _6 ^0 i1 K% ]5 M' Q9 `) n
- # ● 判定光标位置是否在“确定”上" u- ]3 ?7 M: `$ D# H. t7 V
- #--------------------------------------------------------------------------
- M) w9 f9 u O# j8 z - def is_ok
: |# r' d' \7 p2 o, w! D - @index == 11. M0 k) y' e" x" o2 u
- end
% w% B% ]8 V" a6 s - #--------------------------------------------------------------------------
! v, D6 P- }3 P& W' }/ N - # ● 更新光标$ u# B' v8 O* L6 Z' T
- #--------------------------------------------------------------------------& Y# i, q6 D/ W z1 v
- def update_cursor
5 \" [6 l& v8 [( z- i - cursor_rect.set(item_rect(@index))
# G6 ]% G* @5 p - end
, \( D4 K' i3 ]" s$ ~ - #--------------------------------------------------------------------------5 O/ n6 g' X) @# X9 O7 x
- # ● 判定光标是否可以移动
5 B$ w- Z. Y+ u3 _6 j - #--------------------------------------------------------------------------% }. j9 q! m7 O. z, S3 g0 P
- def cursor_movable
8 ?: t) k, V' n y8 T2 | - active
# p0 O: ~2 |+ O0 V - end
. _3 F7 y: p% u! C4 Y - #--------------------------------------------------------------------------. d/ u& Z5 |0 n$ k/ t1 F3 T
- # ● 光标向下移动
$ n4 V9 S5 C' e& W - # wrap 允许循环5 j3 r# q6 T( f% U* }
- #--------------------------------------------------------------------------
}9 z T0 U; _. \( V - def cursor_down(wrap)# N, M! _3 c/ B/ d: b3 I
- if @index 9 or wrap
. k& @- f% H _3 a( e5 {" h - @index = (index + 3) % 12
5 }" h' e) ~2 y B% ~ - end
! ~4 f9 w2 n2 }5 n$ X - end
. J5 y' f& S) n3 r s - #--------------------------------------------------------------------------+ @6 M! K1 G9 u, k7 f
- # ● 光标向上移动
. h$ d& U. r0 }0 D) l1 { - # wrap 允许循环6 i6 Y: P; R' r
- #--------------------------------------------------------------------------- R# N, x+ E+ r' `4 E- ^
- def cursor_up(wrap)
& Z3 I- U3 B. x - if @index = 3 or wrap: u2 e8 r8 ~. t1 U' a/ Z5 x+ o
- @index = (index + 9) % 122 P; s) H% Y) |% n0 m8 k. W
- end6 N6 e/ M' t( ~& m3 m1 E
- end& D6 C1 S5 K& P; x" t- F
- #--------------------------------------------------------------------------! S6 o1 l8 U+ Y3 h. f
- # ● 光标向右移动+ d% f. v/ R$ `. c" ?9 o9 {2 w$ U
- # wrap 允许循环5 k- b8 _+ \, f" e' M
- #--------------------------------------------------------------------------9 T V5 o) e; j: \* t4 R) ^7 }
- def cursor_right(wrap)
; H3 c0 K8 E; g9 j: j& X r - if @index % 3 2
$ f0 s6 t n; W( \: `4 [7 v5 A - @index += 1- h: y9 }3 J: w% L' v, b" Z6 f* d
- elsif wrap9 m! k- Z& l5 q! h K: T/ q
- @index -= 29 k. _1 z7 x9 e; k: `: `
- end
2 e7 C" t! O P3 i - end' t, B' h- }0 A: |3 K" ]
- #--------------------------------------------------------------------------2 u+ E; b* {' @! I
- # ● 光标向左移动* C/ Q+ M) ^4 N/ O
- # wrap 允许循环
# @8 e7 W! S( D- q! F: H. l - #--------------------------------------------------------------------------
: M. B! {& _# }9 |& |7 @4 }: q w - def cursor_left(wrap)
3 f9 W7 I: T- w - if @index % 3 0
, A% B0 Y; D _! z+ i) n% \$ e - @index -= 1
; B' {6 t# _' N5 S% _% y) | - elsif wrap& S, W" b3 h0 N+ H! c) _9 n9 \
- @index += 2
' N% X$ F6 k2 s5 H R$ g4 k6 C - end
5 I" d( G" d. y! j4 \ - end& M2 V' ~# A' R4 `5 k2 g- E
- #--------------------------------------------------------------------------
* k8 B2 n8 c8 N, I1 p - # ● 处理光标的移动
1 `6 _' `: @+ H9 T; U; x4 W5 q2 L) _ - #--------------------------------------------------------------------------0 N$ H# c8 d- O+ S
- def process_cursor_move
& b: f& F; s5 h) \# | - super
+ g9 T. Y8 D* L% }6 E, u - update_cursor) t, {3 T! z6 b- I
- end
; S; t3 N2 \, s6 [ - #--------------------------------------------------------------------------& D5 q0 l2 {& @1 M0 n0 G9 R
- # ● “确定”、“删除字符”和“取消输入”的处理
: g; i! S& R" Y, t' D& v - #--------------------------------------------------------------------------
( J6 q' H* p7 Q! V7 a" [$ y2 B - def process_handling
" B& V1 u. X# t' S! n2 t6 K - return unless open && active
/ q2 p0 R$ o9 L7 U6 z - process_jump if Input.trigger(A) Y/ \$ `+ U% w1 l: b
- process_back if Input.repeat(B)
& o( _, M' Z( w. Z - process_ok if Input.trigger(C): w4 I) b$ R, S
- end! x" s% q& r' y# X4 E+ q
- #--------------------------------------------------------------------------6 D5 k r. U) j; S6 a6 P
- # ● 跳转“确定”
9 O$ B. x8 t/ |1 |; ^& ]6 L H - #--------------------------------------------------------------------------
- J ]' [' J, i- [3 e- d - def process_jump
" I- |2 X( h9 @ m1 h* l - if @index != 11 W3 k' S b0 ^9 I
- @index = 11! c+ Y! O# ?; S- ^7 \: V
- Sound.play_cursor
$ g' m3 e4 N* K - end
E/ W5 q* u; o$ r - end
* t. l3 E# I* {! C2 V - #--------------------------------------------------------------------------
- ]3 M( w$ \1 Z+ \% u8 F - # ● 后退一个字符
. V' p. j& G2 d - #--------------------------------------------------------------------------
; h* E+ H+ C& T/ B" h b - def process_back1 `. j7 k0 K; c: \; z' z
- Sound.play_cancel/ z, z0 k: d; h8 g3 N5 y" ]
- place = 10 (@digits_max - 1 - @old_window_index)% y+ M7 P4 J, N; Y
- n = (@number place) % 10
) J D( P6 _8 S2 Q& o - @number -= n place
: x3 L' E. D# W/ K* r - @number_proc.call(@number)1 ?6 v1 K& F$ o# H/ E
- @old_window_index -= 1 if @old_window_index 0- O6 S( Y+ l+ R( t! o! L, P3 o9 Z
- @index_proc.call(@old_window_index)
$ p! v# p2 i2 b - @refresh_proc.call1 D; P" w2 @1 U& ?- }
- end, l9 S- s( n: u( \- D% ^0 g2 ^
- #--------------------------------------------------------------------------" I: m1 w; H; Z) A2 ?
- # ● 按下确定键时的处理& E6 ^* o+ V" C6 ?
- #--------------------------------------------------------------------------7 H% h: P8 Q0 A3 H" K4 p
- def process_ok
& X: Q& z( X$ s7 H9 }9 G9 N - if get_number9 ~! e2 M8 m$ H. l2 Q
- Sound.play_cursor" Z& L% {4 k# W6 W6 T) I6 Y& D
- place = 10 (@digits_max - 1 - @old_window_index)5 P& |2 O3 X6 V6 t# H$ f" W
- n = get_number - (@number place) % 10
/ ~ c. t/ V- W) p7 L, Q: a9 v - @number += n place
G* j4 w0 i5 ~/ P - @number_proc.call(@number)
( c, @, l; V0 `: I' v' P0 D! ^ - @old_window_index += 1 if @old_window_index @digits_max - 1: S! Q7 R5 ]1 b% g, l
- @index_proc.call(@old_window_index)$ u# x5 v4 M/ d% h
- @refresh_proc.call) \" T. N1 P4 V) \/ I) \, G
- elsif is_delete
* V) v( l6 b6 ~, _! W) s - process_back3 H8 y, p, f |3 y& i4 w
- elsif is_ok
3 x' q5 C" j* s; @0 R - on_input_ok
% ]& a6 n3 A% u5 T' ? - end* y* V4 P# N/ B8 L
- end
& a% ?: x$ c- M: a" [/ x. H - #--------------------------------------------------------------------------
m: j) J' |, j0 q: f) b' ] - # ● 确定
" f, }& \ u) f6 c( x - #--------------------------------------------------------------------------6 e8 m, W7 u0 H( ]
- def on_input_ok
7 \) @: u' a9 `8 k" I) H/ | - @index = 0: C9 Z% ?$ |6 Z
- @old_window_index = 0
1 z0 U( b9 M1 t+ n+ A - $game_variables[@variable_id] = @number4 f; s R% L- N% w% X7 W
- Sound.play_ok
# t; j5 L! y/ D, r9 l2 n+ b - @close_proc.call7 e9 M1 i+ N1 z9 X" E) T! P" Q; v
- end$ C' \- J" t. m% L9 P$ q3 h
- #--------------------------------------------------------------------------8 x! e; j# g" t) d
- # ● 方向键移动光标时将鼠标移动到对应的光标位置 g5 ?( X {$ G4 V% m. h Z
- #--------------------------------------------------------------------------
: A6 k* L- c& x! r* l! g* b - def set_mouse_pos# | C7 J- A0 j# x% E0 i8 ^
- if viewport.nil # necessary!
: U+ A6 j: m& g+ `3 i - vp_x, vp_y = 0, 0
6 k" t: u, i" J' a: a, b - else) V, k( q) L. J, ?" j/ }4 R+ x/ ~. B
- vp_x = viewport.rect.x - viewport.ox2 }- K4 v& }4 m! _; H
- vp_y = viewport.rect.y - viewport.oy
2 U7 z0 }. W3 R X5 \) o6 ?1 g' ? - end
9 h* j; Q$ [, z) b& V p" @ - item_x1 = vp_x + x + standard_padding
" o7 V& R5 i# J - item_y1 = vp_y + y + standard_padding
3 W; t7 d* F; |- J. O' b - get_index = @index 0 0 @index
9 }6 [1 f4 [/ \" j% U - new_x = item_x1 + 32 (get_index % 3 + 0.5)' l/ U6 m9 @% M) D% f" e9 {6 S
- new_y = item_y1 + 24 (get_index 3 + 0.5)$ ]; J! C( a( h/ B0 n% U4 f
- Mouse.set_mouse_pos(new_x, new_y)
7 Q: M! b4 ^$ S# r% Y - end
' J$ ~! `$ ]/ G7 s! c" R - end5 T- a1 i X# L6 Z3 u& f
! u2 r4 Q" ^' d7 c- #==============================================================================
V* a+ U2 j3 }! M) P - # ■ Window_Message- d; ?) e7 H; L, L2 ^: ?
- #------------------------------------------------------------------------------/ U! e" U% O8 c9 A! o% A! G/ d
- # 显示文字信息的窗口。
' V8 _/ d: B \) s4 G: U# U - #==============================================================================
! p) \ H p0 }+ J& m7 e - class Window_Message Window_Base
# b) J4 |+ G! D! f* h7 i% _ - #--------------------------------------------------------------------------
0 f, ^& i- G9 M - # ● 处理数值的输入(覆盖原方法)
( Q$ _3 S! D' c. l1 i# D( T - #--------------------------------------------------------------------------6 W' w: }( J( b' ^" o7 l
- def input_number
/ v: r7 {! H% Q- w/ T* g - @number_window.start2 Z) j: }3 M! E w7 i
- Fiber.yield while @number_window.extra_window.active
3 @( O2 i1 L* p7 W - end
; K0 x! p0 X# e, o - end# c9 c: g; M3 K4 h& B5 c6 m V
* \- J6 W6 O8 S, S4 J4 L: w( x- #==============================================================================- R5 X& \- H1 w- L- P
- # ■ Window_PartyCommand5 ~3 C0 a/ n! G+ v6 {
- #------------------------------------------------------------------------------
- Y! |$ y2 K+ R6 ~ - # 战斗画面中,选择“战斗/撤退”的窗口。1 A6 D1 Q" Q0 e8 y; }" F
- #==============================================================================
8 K/ G' o, S- M: F$ k - class Window_PartyCommand Window_Command; I$ p) f* {$ W$ Z
- #--------------------------------------------------------------------------
3 h: U" a( k3 ^3 O9 [& l - # ● 方向键移动光标时将鼠标移动到对应的光标位置: m: x8 v1 g" C6 @" r7 V
- #--------------------------------------------------------------------------
8 ]% k& _1 z8 d4 e( E - def set_mouse_pos! B+ Z( i+ T- \. z7 ]$ O6 o
- if viewport.nil
9 W+ @% {( }" L3 _ - vp_x, vp_y = 0, 0
6 V, @ H6 A# {7 f$ e+ Z/ e9 L - else9 I! \# r7 c( [! [
- #vp_x = viewport.rect.x - viewport.ox6 e" n2 v2 `2 s8 w Z/ W* i
- vp_y = viewport.rect.y - viewport.oy
9 ?* d y' b& ?) z, w9 q2 v' t% t - end! ]2 C7 B3 ^# ~4 _# k
- item_x1 = x + standard_padding ' H) s% h- q& o; S+ ^* Z( ~
- item_y1 = vp_y + y + standard_padding5 p! S) u7 ^: |
- get_index = @index 0 0 @index
8 y9 H% A9 Y/ A( }0 M: ^ - row = get_index col_max - top_row* z% A5 y6 u7 Z2 Q
- col = get_index % col_max8 E# j7 F9 H2 ?- A7 U, g% {( ?$ O
- new_x = item_x1 + item_width (col + 0.5)" P9 j' g) l7 v( |* x$ X
- new_y = item_y1 + item_height (row + 0.5)
* f, K* P$ d# I - Mouse.set_mouse_pos(new_x, new_y)
9 a2 w7 k( i# Q - end+ J5 r8 U6 W2 T- t% i* ^% w" X
- end6 T4 h U8 W% [/ y0 }5 Z& i3 d
) x( G9 L" @% P4 o7 k- #==============================================================================) P5 C+ e) E! c- s
- # ■ Window_ActorCommand2 n: B! [6 L& C# Z( x x
- #------------------------------------------------------------------------------
. J- n% ~1 l( M' a+ g% m - # 战斗画面中,选择角色行动的窗口。
3 C* j# `& v, q - #==============================================================================
* j3 ^" F- J" s& D6 P' {: T - class Window_ActorCommand Window_Command3 m' c& ^9 K1 Y
- #--------------------------------------------------------------------------4 x, Y1 D3 u) t! X7 Q& I4 G& x
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
' R0 v& G, Q2 `* [; V+ I5 E: B - #--------------------------------------------------------------------------5 }( ^% Z/ X+ x6 _# o. q( l+ T6 f# u( n5 I
- def set_mouse_pos, |, L: n( a V
- if viewport.nil: q. a- q/ E) D, m+ _ y G1 j/ `
- vp_x, vp_y = 0, 0
6 H4 b+ a2 G) m- p - else+ D! s1 \0 O8 J4 W
- #vp_x = viewport.rect.x - viewport.ox9 a; r: F( F+ x& V7 R9 u7 |
- vp_y = viewport.rect.y - viewport.oy
( x; k3 }- L2 O+ K - end/ n0 d' B2 P ~+ y. } `( N% s
- item_x1 = Graphics.width - width + standard_padding
r/ h- R A6 g$ K - item_y1 = vp_y + y + standard_padding
( s) I+ z3 ~2 W$ q) Y0 ] - get_index = @index 0 0 @index
" t- ^1 w6 r1 W, t6 ^2 b9 L - row = get_index col_max - top_row3 q9 p6 v( \( e* p- x
- col = get_index % col_max
3 I# p- h$ d6 d3 X# l7 w - new_x = item_x1 + item_width (col + 0.5)
0 H! q7 C$ y9 O1 F- a - new_y = item_y1 + item_height (row + 0.5)
% ]% N. P4 H# z- N3 q0 k# `* u - Mouse.set_mouse_pos(new_x, new_y)3 z5 t% Y# s3 K
- end
) h. {, Y3 w. J5 t" |: J0 ~1 A' W - end
) O, |+ l" p+ P7 ~: d' \ - & y1 y7 v4 Y& Q9 ?+ Q* q
- #==============================================================================( U6 B8 k. b$ J& n' P
- # ■ Game_Player/ |/ K) j6 Z! U+ g
- #------------------------------------------------------------------------------
+ G) |/ ?* X# t2 k, M s - # 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。0 X. F0 _* s2 |6 b+ v; ?/ m# A* Q3 |
- # 本类的实例请参考 $game_player 。* ]- W. {2 G" v+ M ], ~& {( t
- #==============================================================================" B3 A8 f! k: S( f j. K
- class Game_Player Game_Character
+ x8 S8 h& _& I9 U- d' X! ]+ s' ? - #--------------------------------------------------------------------------& d, W. |) Q3 V9 V3 Y1 z* l, J
- # ● 由方向移动(覆盖原方法)$ u# M. B, A6 r, j! i
- #--------------------------------------------------------------------------" @, B0 {& J/ }3 l. c
- def move_by_input
5 P! E; A- M. L4 b4 i - return if !movable $game_map.interpreter.running
7 Y) n, ?* U0 P9 D& O9 f' e - if Input.dir4 0
% B5 k/ Y0 X8 o1 G* P. ?" L2 _! F# s - move_straight(Input.dir4)
) e& o4 ^% C+ u% ^% `3 Y - reset_move_path
# |0 w( x) R" Y6 g/ D o9 X - else# p$ ?+ r. ]8 Z4 G# t; o
- move_by_mouse. U5 P2 C6 m: `% L
- end7 s \$ u, Q% a" L$ O }8 j5 P
- end6 f$ c# ^1 G" J- ^
- #--------------------------------------------------------------------------
" n7 V" P, ]7 K* O! ` - # ● 非移动中的处理(覆盖原方法)
2 \- g y) M0 y* ~; y9 w) H. b - # last_moving 此前是否正在移动
, O* ?& s6 g( e1 o - #--------------------------------------------------------------------------6 G; ^" k: k" X+ \
- def update_nonmoving(last_moving)2 j: H6 W, B/ P5 P# A6 S/ J0 s
- return if $game_map.interpreter.running$ o2 J9 x; [6 u# `2 m& x* x$ j# P" Z
- if last_moving
' o0 h, K- Y( x% X7 x( E5 Z! _ - $game_party.on_player_walk' S p+ K; j' q- f" k N
- return if check_touch_event9 }- G* C& `' j1 D
- end
' @/ x* t" V- u2 W - if movable && Input.trigger(C)
. E% c5 A/ M. }# M' M* S - 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
4 W5 \* k) v) b+ e6 l - return if get_on_off_vehicle
# H2 a9 `/ k- A/ } - return if check_action_event( p u- B2 d9 p2 i. x- l
- end4 X/ f" L4 I3 T- ~. c" S7 [, T% x
- update_encounter if last_moving. S+ J4 K" w5 s* r, q! @
- end/ q% O' _& P9 j+ y- j/ @
- #--------------------------------------------------------------------------3 Y5 z& S* e: m
- # ● 判定是否跑步状态(覆盖原方法)
/ q0 l* h% j2 r, l* w9 H - #--------------------------------------------------------------------------
: B& [2 k9 {2 ]9 p& U - def dash$ n3 ]+ R( N: q; f5 F+ ~
- return false if @move_route_forcing
: C1 V- b( A4 t' y* p5 k" ~ - return false if $game_map.disable_dash
- @2 N8 a6 |2 L2 l1 } - return false if vehicle
r \' V0 g" X+ Q" M) O$ j& U - return Input.press(A) @mouse_dash
. o# W- U3 G6 d, O: D! y) E0 [ - end
3 D0 h0 d7 p5 r0 v - #--------------------------------------------------------------------------7 P+ g/ ?6 k9 [1 m, n/ a3 C2 x
- # ● 初始化, d3 U) m/ x% Z: E; \
- #--------------------------------------------------------------------------6 w7 `! Q# X) ?& [5 I7 u9 e9 X) g0 a
- alias sion_mouse_initialize initialize
/ p" l8 j5 a8 u5 M2 _0 f7 {2 y - def initialize
/ W1 x, p- @- e: M - sion_mouse_initialize
5 {( M$ p6 P2 c - reset_move_path
+ C7 i# x h4 W2 j8 R7 } - @moveto_x = 0
1 q- {" f/ r% O! a - @moveto_y = 08 |6 _. n F9 E& U$ a) V
- end" T$ j: d# k$ l$ R: N
- #--------------------------------------------------------------------------
* d" m% r# l! K$ N! F, Q - # ● 更新! C; @! b5 \/ H/ o7 s! _
- #--------------------------------------------------------------------------
7 `; Y3 o4 D3 ~4 |0 s( @ - alias sion_mouse_update update
0 Y, y+ s6 [3 }1 ^) c5 P - def update- t: p: u/ l' @1 T& E' ?7 T. g
- sion_mouse_update2 j# H' a, g1 J# F" Q$ N
- clear_unreachable_sign
" v% \: B! |+ @' g' S! o7 Y - end! J1 s8 z& |$ V5 r- o
- #--------------------------------------------------------------------------
' M( d" H" u) L; o$ T% S; p - # ● 处理卷动
) K/ [. a! R! {$ b4 ~4 t - #--------------------------------------------------------------------------
( g5 l: f& n0 X/ y0 R: A+ f - alias sion_mouse_update_scroll update_scroll
; r6 e- J. z7 o, ` - def update_scroll(last_real_x, last_real_y)- G. g- ]6 n$ H/ s, @
- return if $game_map.scrolling# Q1 E& D. U) o V. F: q6 t2 m4 u& i
- KsOfSionNew_Scroll new_update_scroll - ~1 L/ \% _! U8 D! k
- sion_mouse_update_scroll(last_real_x, last_real_y)
% g2 x- q- [1 H5 e4 ]0 W7 I% p3 u3 P& D - end
* F( F& A b7 U8 i - #--------------------------------------------------------------------------
0 A2 ~5 Z; ~) D! \# S z - # ● 重置移动路径相关信息
5 M! d( j5 Q4 ?0 j; x - #--------------------------------------------------------------------------3 u3 N Z: q$ _0 k
- def reset_move_path p) f; x1 F! X% r7 I; ]- s) K1 y9 f5 Q
- @mouse_dash = false
1 |0 Z0 g# r2 L, t2 v5 U5 p3 u - @mouse_move_path = []) M& x* V* Y8 K, ^
- $mouse_move_sign.transparent = true
2 ` X: g9 C& l$ B8 I - end
( J @8 w8 q1 H) e; b - #--------------------------------------------------------------------------
$ N. C8 Q0 P: i9 f$ I0 e - # ● 新的卷动地图方法
$ E* A+ b. R) d# V" q - #--------------------------------------------------------------------------
) N( G: n E/ u0 z - def new_update_scroll1 G" {1 L6 Z2 w" G
- horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width
& Q- |: o0 o# U/ m, W) D5 d - vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height: \6 [* L. [$ q( I4 {& X8 ~/ I
- ax = $game_map.adjust_x(@real_x)4 T5 N2 |7 v( r, \
- ay = $game_map.adjust_y(@real_y)
: k0 M8 b9 I; A! X- W9 f6 l% d5 e - $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y
2 e; U3 A, P, a8 F6 C$ F4 E - $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x
( z9 U, t5 h6 g( ]4 |" r) i- G - $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x; `: H1 w3 \! }1 d$ `
- $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y) V6 n' s: {+ Z/ T- o" m
- end
- h1 t' h0 L d+ V9 H. S: d$ i - #--------------------------------------------------------------------------
, w/ a3 [* s F. B* G9 I - # ● 消除不能抵达图标+ ?7 O4 \7 B3 \# ]2 o/ G7 |) V
- #--------------------------------------------------------------------------: O& z! x) P: s
- def clear_unreachable_sign/ x L' \7 S \' P9 A; r
- return if Mouse.press(0x01)
% x# ^4 P& B- n N' C$ O - if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0, I2 G, Q. }5 S) O! ~( u
- $mouse_move_sign.transparent = true1 E0 V* J% H, @$ L0 u, [% k
- $mouse_move_sign.direction = 27 ?# ^" ~% g& j6 A8 P
- end
: ~# j; B7 D0 B9 ]) ~+ \3 O - end
: S8 T' L2 | x - #--------------------------------------------------------------------------1 c0 X5 k, r4 X0 F' J0 `
- # ● 由鼠标移动
7 z6 u, c2 @$ ?3 q - #--------------------------------------------------------------------------
$ u+ e, g8 c7 I* j# L - def move_by_mouse
- U4 [2 m+ K* t$ [0 W) _ L - unless @mouse_move_path.empty # 移动路线数组不为空则执行移动9 l3 b7 h4 q5 Q. X; R. n1 ^
- dir = @mouse_move_path.shift) b5 J1 }2 M! q
- if passable(x, y, dir) && !@mouse_move_path.empty- O* c0 s- D: r8 b
- move_straight(dir)
3 W! J' e. z" ^* C7 c - elsif @mouse_move_path.empty # 判断是否是最后一步
% b+ P- U2 [# h% X7 t! ]0 f9 ~ - x2 = $game_map.round_x_with_direction(x, dir)
. u, Q: F- L5 ]" _/ D/ H - y2 = $game_map.round_y_with_direction(y, dir)0 ~% I1 U( K6 U
- move_straight(dir) unless dir.zero
6 c) ^' Z9 M# b. h. W) i& { - unless x == x2 && y == y2 # 如果移动失败,检查是否启动前方事件、上下载具
7 B3 a. O& c& Q3 O - check_event_trigger_there([0,1,2])9 y1 ^3 l" E% l3 C4 M9 Y
- get_on_off_vehicle unless $game_map.setup_starting_event
5 c" c! ~" D- q1 M8 }" U - end
* E9 q* w8 o$ { ?0 h; _$ L - $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2
' J# e7 U- B* \0 B - @mouse_dash = false
2 k! m# i( o3 v; X6 f1 _, [1 i - elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点( |1 x+ G4 X$ N5 ~; F+ \. g
- @mouse_move_path.shift' h$ G9 S3 Q3 I
- @direction = dir
: Z3 L. c# Z. @ - @mouse_dash = false
# l9 q# V! S% a8 g - else
7 q! ]! z1 p6 C - draw_move_path+ Y7 q8 ^0 S/ j* A) F: q+ o
- end
7 ?8 |( v9 |. H+ e' W - end
7 \. {1 B1 P. Y K* E' u% p3 e1 t - end
0 v8 Y8 t* ]0 X - #--------------------------------------------------------------------------; o) Q- b$ \- c+ t* Z! ?
- # ● 地图界面按下鼠标左键的处理
; g5 T9 y0 K3 u; a$ M) y" u - #--------------------------------------------------------------------------8 i- d% K( z- g* _9 i' y
- def left_button_action
) M. n9 Z Y& I - return if !drawable $game_map.interpreter.running
7 l8 {8 O+ H' p R4 o) Y( r* E - get_mouse_pos
4 R5 n1 c) L$ B3 C2 L1 _0 R2 Z - $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图6 a7 \, t r& @! N
- if @shift_event
& b8 p0 c$ O8 ~ - if Mouse.trigger(0x01): _: b0 f* H; {; R1 v
- @shift_event.jump(@moveto_x - @shift_event.x,1 } M% B0 M5 H% M. g
- @moveto_y - @shift_event.y)9 Z( y/ `. U; I2 n) ]) V# W/ }) {
- @shift_event = nil
o% P" k( {# |" q8 @: U - end
# E& e0 I3 L' u9 w* M k. g8 z - return+ a8 S" B+ ?9 F
- end0 e+ |8 D* H4 r
- if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合6 J8 N; u, C8 M
- return if moving (vehicle && !vehicle.movable)3 e7 r8 d% [( a
- check_event_trigger_here([0]) # 判断是否触发重合点事件
9 K/ D" Z/ A$ \/ T' G/ R - get_on_off_vehicle if !$game_map.setup_starting_event && " N3 V5 \3 W# U! r
- $game_map.airship.pos(x, y) # 判断是否要上、下飞艇
" ]$ C* w" [2 O- }3 `$ t+ F6 c - return4 p; ^! c5 {. N9 _/ m2 M
- end7 X" C" l- Y0 c
- # 判断是否用鼠标启动事件/ V* j: y9 x8 F6 F7 W, [) }6 P
- $game_map.events_xy(@moveto_x, @moveto_y).each do event
: c2 C& E2 e4 N. n! x2 p - if event.mouse_start8 P# |1 }2 E) t1 X
- reset_move_path
) {% U5 W5 _( J& G - event.start if Mouse.trigger(0x01)% n8 o0 X' m1 ], ]0 r) d3 k$ Y7 l
- return. Z6 h% O% z# S* @
- end
' \4 ]* Z; j' M) Z& E$ h - end
9 P9 s$ O. j6 G- I) p - @mouse_dash = true if Mouse.double_click # 双击冲刺
8 ]$ |8 T, _! v3 } - return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
& u5 `- q) C& g) F7 N+ G - for i in 1..4 # 判断目标点是否为角色周围四点
4 Z8 n [6 g" A* ?1 s - if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&
9 u5 N8 g9 A" y4 ~ - y == $game_map.round_y_with_direction(@moveto_y, i 2)% W0 n3 P$ F( i- v+ d
- $mouse_move_sign.transparent = true9 y# ~$ ]+ |; D/ P1 l# w/ U
- @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)- L! a" o: x# P, x! J9 N
- return; end8 p0 t" s# r) }
- end8 U$ ]5 M8 t( L3 q! D7 K
- draw_move_path
6 S: ]# R6 [+ J ]# S - end
+ O! P: ?( j0 ?1 O& S n3 b1 } - #--------------------------------------------------------------------------
. D1 d7 I( z2 r" _ C0 T - # ● 取得鼠标处对应地图坐标点
2 A9 }/ j* b+ r1 X& O) Q - #--------------------------------------------------------------------------, X( [& b7 z7 Z+ N, V
- def get_mouse_pos
8 V6 A- s# s j1 N; r$ U - $game_map.get_mouse_map_xy
) H" G& Q4 L) d9 o. p" g: \ - @moveto_x = $game_map.mouse_map_x! {; H+ k- u' u
- @moveto_y = $game_map.mouse_map_y
0 P& C3 h- E P$ K - #mouse_x, mouse_y = Mouse.get_mouse_pos. S1 `$ a7 F/ p3 q" y! a
- #@moveto_x = $game_map.round_x(x + (mouse_x - . v& n7 I. i, x6 k+ r* j
- # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)
) p3 u& ]5 I' v - #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -
5 t% S# Y/ b9 j; E% E: {; o - # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)9 A1 i8 Y$ N% m# d' c0 J9 r% O1 B
- end0 g% `! ]/ q0 [+ Y7 ~! R
- #--------------------------------------------------------------------------
/ b& ?4 G4 ~7 R. o7 o1 T: M - # ● 绘制移动路径 @array[move_directions...]
- {, R6 j% Y8 V: M# L: V - #--------------------------------------------------------------------------
# @% t& l$ v& h& l, F, m6 \ - def draw_move_path
1 L. q; |+ h3 D# F, v! s - #temp = Time.now
9 m' R4 n3 F2 S/ B/ V4 n - case @vehicle_type
& t1 [- d7 Q3 c8 q9 r" V$ [6 L - when walk$ @( }) s. J7 r& ~" s7 d `
- draw_walk_path) Z" F9 P ^: E& v( Z
- when boat. q# Z2 \1 n' z3 G: Z0 ~, P
- draw_boat_path9 n0 @5 f+ j( e* ~
- when ship
2 Y! b$ b) S/ b* h. [ - draw_ship_path: ^$ l/ y* h& B9 b8 C
- when airship6 j% r L) m0 W3 ^
- draw_air_path
" n. t: }, a1 {% q3 d2 T1 y - end% W+ }+ X4 B% C7 [+ d3 m4 {
- #p (Time.now.to_f - temp.to_f) # 测试效率5 }2 t& R. t3 L3 w. o, v
- end/ `6 D, K6 V! B4 r% Y
- #--------------------------------------------------------------------------
+ K A$ E' i, Y7 z f6 W9 v3 H - # ● 判定是否可以绘制移动路径
* X1 K# r# h( S3 X% K - #--------------------------------------------------------------------------
5 h) |+ N. o& I) j6 r- Y - def drawable1 M: V9 g; X/ d0 Q7 j( H# F7 M* g A
- return false if @move_route_forcing @followers.gathering
5 D: B3 |9 D3 a8 j; K - return false if @vehicle_getting_on @vehicle_getting_off: n5 ~1 i: o' x! v! z) }1 K% b
- return false if $game_message.busy $game_message.visible
! [# k, G( c2 v- H9 O- w - return true/ [( Q' Y7 A7 H3 B( s
- end2 |3 {5 o0 N6 z" x- D# |
- #--------------------------------------------------------------------------5 ~' }0 F2 X# c2 O+ L. i
- # ● 绘制walk移动路径 @array[move_directions...]
! e2 m/ D5 n. z' K0 y: Y b( N - #--------------------------------------------------------------------------
8 W: _: j* H2 z5 N Y0 }% k - def draw_walk_path3 G# }/ n7 g8 n' |- t, J
- # 准备绘制路径表格: l' Y Q: K9 F) l6 G* I
- sheet = Table.new($game_map.width, $game_map.height)- [* u% a2 x v
- reversed_chase_path = []; chase_path = []6 h3 C5 S! ]6 l! @7 u& s% Y7 W9 H L
- reversed_chase_point = []; chase_point = []. W% Z+ M0 |' B9 ]% ]* R
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]+ M4 M, q' m. m: b; G
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2* k( }- o" [3 e m% \3 f
- reach_point = false
+ z. t& B+ o: F, f5 f# e - step = 31 t3 J! L% `6 x% E1 |
- loop do #loop1 开始填充表格
- M6 I: V& L/ T - draw_path = false
: r5 c: S7 b4 [7 x# C3 \3 p. M - check_points = new_start_points8 H: Q2 I+ m! A0 o) _
- new_start_points = []
$ h8 k: W; S% g7 S$ p* z - loop do #loop2 从起点开始正向填充
1 o W w- M: }$ }, ^ - point_x = check_points.shift
7 k" M4 M R1 O( q - break if point_x == nil' C% H( C, \# P
- point_y = check_points.shift
, c/ | `" K! o7 _+ p - left_x = $game_map.round_x(point_x - 1)5 \5 t0 y! R2 [/ p c# D
- right_x = $game_map.round_x(point_x + 1): T) ^' o/ B) g- Q; Y0 F3 W/ p
- up_y = $game_map.round_y(point_y - 1)# ~- Q& u6 o) P7 D5 j
- down_y = $game_map.round_y(point_y + 1)$ _4 h# Z* r9 s# K$ Y
- # 判断路径是否连通; |3 H$ J" o' T) l* M. o* A9 j( u
- path_step = step - 1
2 u4 G, R4 k S. @3 h4 L - if sheet[left_x, point_y] == path_step &&8 J2 Q' _5 n* ]
- $game_map.passable(left_x, point_y, 6) &&
% j% _% ^! Z" N- Y3 }3 o* v7 P - $game_map.passable(point_x, point_y, 4)
4 v0 E1 f! F8 ]3 P, g - chase_path.push(4)
4 S2 y; `' ^1 k7 i7 E - chase_point = [left_x, point_y]
1 E8 s) k2 c. f; V - reversed_chase_point = [point_x, point_y]
1 T7 i, t. C3 K B - reach_point = true; break
" K& P/ X/ S' o1 X ] - elsif sheet[right_x, point_y] == path_step &&
4 C( v1 _2 g; R) N% ^3 ~# @' i - $game_map.passable(right_x, point_y, 4) &&
9 k% @$ |( N* d5 ?% f/ @/ i, k9 Z8 y - $game_map.passable(point_x, point_y, 6)
7 G& {* n5 Z4 ~ - chase_path.push(6)+ x0 I6 v7 k+ I7 x! S3 J9 W
- chase_point = [right_x, point_y]# e- {( {2 h3 R% K2 b& d
- reversed_chase_point = [point_x, point_y]
: q. F9 p( ~5 g+ ?- z+ ]$ b3 y - reach_point = true; break
8 G6 g9 t3 |8 C9 q - elsif sheet[point_x, up_y] == path_step &&" Y1 x) d6 G y) P& e% S; d' Z) @
- $game_map.passable(point_x, up_y, 2) &&' T: z2 v. C) V' f# `
- $game_map.passable(point_x, point_y, 8)
0 V* F. c/ Z$ d% { - chase_path.push(8)( ^& c6 d9 O. \% {+ b
- chase_point = [point_x, up_y]' ?4 ]0 e6 _& Y* g$ u
- reversed_chase_point = [point_x, point_y]; z( F* `* v* E: d) P4 I
- reach_point = true; break7 Q, I% {9 E, o( o* F
- elsif sheet[point_x, down_y] == path_step &&. Y: K+ ?# l: s! Q; E0 i9 U
- $game_map.passable(point_x, down_y, 8) &&
/ | U, S$ v8 D5 D" O - $game_map.passable(point_x, point_y, 2)$ V" _% D' V, G5 c9 O' J& Q5 `
- chase_path.push(2)
- r" ]! b( ^9 x1 v& A - chase_point = [point_x, down_y]* Q; D: t" A2 H
- reversed_chase_point = [point_x, point_y]0 n, P+ m7 c5 x$ G
- reach_point = true; break1 C: W( _% r; c5 v. O5 \) p
- end7 b+ O* @5 d! [: s7 `7 @
- # 以需要抵达该点的步数填充路径表格 ## Z5 v; s4 Z* k( V4 Q' A
- if sheet[left_x, point_y] == 0 &&
, ^$ ?2 ~# Z: P - $game_map.passable(left_x, point_y, 6) &&
5 s2 F! l* _4 k4 P9 N3 I* J - !collide_with_events(left_x, point_y) &&- h1 s5 s* P% }* B+ O2 _& o
- $game_map.passable(point_x, point_y, 4) &&
8 q8 j8 Z2 j# W7 ~" A- F2 Z$ f - !collide_with_vehicles(left_x, point_y) #judge_end, @# K h/ `( }! }$ U7 h+ r/ P
- sheet[left_x, point_y] = step
$ D* r5 l& W" q$ | - draw_path = true
! G: o) U6 r' r. @8 T" w+ R; t - new_start_points.push(left_x, point_y)+ d5 R/ z, h- L' @
- end
# C+ R* x2 u2 |0 I c! T" S. \ - if sheet[right_x, point_y] == 0 &&
( ^, t/ v3 g; s5 @; f6 N, | - $game_map.passable(right_x, point_y, 4) &&
6 |& G5 {$ s, r! c - !collide_with_events(right_x, point_y) &&
9 q+ R/ Y6 |: O% Z. o - $game_map.passable(point_x, point_y, 6) &&
1 I' y3 d( p% F7 |' K3 z5 U* N, \ - !collide_with_vehicles(right_x, point_y)#judge_end5 r1 J5 ]0 T# \ B% L3 D( ~9 C% ]
- sheet[right_x, point_y] = step
! j2 a) C0 `5 ^7 x& V+ a$ a - draw_path = true
/ B) i& x) Y- T - new_start_points.push(right_x, point_y)
7 |4 C, }; r! N6 z - end' S; Y0 b3 Z/ B4 N' D! A* }
- if sheet[point_x, up_y] == 0 &&
% n1 L" P* H0 B" U - $game_map.passable(point_x, up_y, 2) &&
& G" S2 J) ^8 u2 n$ C, a9 k1 z - !collide_with_events(point_x, up_y) &&, h& z" e* d6 b1 X, V5 Z# a/ @
- $game_map.passable(point_x, point_y, 8) &&
' W9 g1 a! B5 G: ` - !collide_with_vehicles(point_x, up_y) #judge_end
- c8 E& ]+ w' w - sheet[point_x, up_y] = step o& m' R5 i9 W4 k0 z+ Y, ~4 \: ?) i
- draw_path = true) [/ G. M% f* D
- new_start_points.push(point_x, up_y)
/ M6 b6 K( q' g2 g; I - end2 y- h7 j: f: P5 _
- if sheet[point_x, down_y] == 0 &&
8 O7 W2 f3 j6 I6 @) p q s - $game_map.passable(point_x, down_y, 8) &&6 ?1 X) T- J2 B% }% s/ k
- !collide_with_events(point_x, down_y) &&0 E0 I z, I/ ~( r0 p
- $game_map.passable(point_x, point_y, 2) &&- E, P! X8 p0 S- E- o* W
- !collide_with_vehicles(point_x, down_y) #judge_end. m+ ^6 p [! t1 w2 {
- sheet[point_x, down_y] = step
! I$ U. R# g+ o* }) y! P - draw_path = true
" z0 B! U+ @% ~ - new_start_points.push(point_x, down_y)
, R+ u3 f8 m$ ^- T2 v9 Z - end
, b0 l- {1 h; ]% q8 h: n# C - end#endOfLoop2
( t( n: @4 A' ?7 Y: E; `& ]3 n - break if !draw_path reach_point
" `4 Y9 h! ^7 D- M$ y" S - draw_path = false
( n0 I" g9 A4 ~: U2 j - check_points = new_end_points& |9 v" ^1 y$ E4 D2 B
- new_end_points = []$ u. E1 L' K) N) E7 |0 K+ f- S
- step += 1
" z% A; J& {! f - break if step KsOfSionBreak_Steps &&
Z4 J9 y; s: G: H - !Input.press(KsOfSionFind_Path_Key)
: c- t0 t* X" F3 G( b8 | - loop do #loop3 从终点开始反向填充+ {! V# u9 ]9 l
- point_x = check_points.shift$ _- d$ W: m* I, ~1 O5 b" R2 ]
- break if point_x == nil
' }6 \1 X! n6 Y7 X - point_y = check_points.shift$ l: t. K& c X) c
- left_x = $game_map.round_x(point_x - 1)% F `! a% R8 R3 M/ |$ ]* {& I
- right_x = $game_map.round_x(point_x + 1)
# e1 }+ e1 O1 A' r, z - up_y = $game_map.round_y(point_y - 1)
2 l1 H7 v+ O" [ - down_y = $game_map.round_y(point_y + 1)
( Q0 a$ A; S1 F ~4 P - # 判断路径是否连通" \# \/ J7 X7 a! D, u z
- path_step = step - 1- O8 L* _/ N8 ~) n5 @
- if sheet[left_x, point_y] == path_step &&5 N! d/ K- T I4 L* |" B! c8 `
- $game_map.passable(left_x, point_y, 6) &&% h2 k) e. i0 o$ U' \8 S
- $game_map.passable(point_x, point_y, 4)# f, r Z$ Q: c: |/ d6 E! g6 t
- chase_path.push(6)! B4 p O5 a' K1 ^
- chase_point = [point_x, point_y]
8 y A n) ?* l/ X7 Z: k2 N2 h - reversed_chase_point = [left_x, point_y]
% e# R+ Y" W8 V* W- e/ r - reach_point = true; break0 ]# z' n1 b3 M/ O+ r+ s v" e
- elsif sheet[right_x, point_y] == path_step &&
& [* B w3 O1 l9 |" o1 o - $game_map.passable(right_x, point_y, 4) &&* d4 }( ~9 k7 K8 c R
- $game_map.passable(point_x, point_y, 6)
! O: T; R% |; c+ I - chase_path.push(4)5 x3 t6 @' p) h
- chase_point = [point_x, point_y]
4 i5 \0 J# F2 S$ H - reversed_chase_point = [right_x, point_y]
- K& |0 V6 Z6 v: a4 U/ _) N - reach_point = true; break
1 {* u+ N2 K8 W0 _ - elsif sheet[point_x, up_y] == path_step &&' P) \* G9 F3 j. W. p0 k" e
- $game_map.passable(point_x, up_y, 2) &&: l3 ?0 S' ^6 k) w5 P ~
- $game_map.passable(point_x, point_y, 8)
; b+ t s8 U9 h, t - chase_path.push(2)2 V" a* R: t7 O$ @- u/ `7 Q
- chase_point = [point_x, point_y]
; y4 I) P9 [9 O - reversed_chase_point = [point_x, up_y]3 b/ U. E' r/ h; H
- reach_point = true; break
0 |- b" ? H( ]5 [ - elsif sheet[point_x, down_y] == path_step &&
8 N( Y1 T2 b: C* D" e1 k - $game_map.passable(point_x, down_y, 8) &&, z4 B, ~7 T. t) z5 M
- $game_map.passable(point_x, point_y, 2), }" e% q3 t9 Y5 h v
- chase_path.push(8)9 l3 w, W. B% e0 S
- chase_point = [point_x, point_y]
9 V8 _* X0 I) v { - reversed_chase_point = [point_x, down_y]
& ]6 ~! ^4 I2 m2 [! ?0 S - reach_point = true; break$ |" S7 K" X* r8 ^
- end G& d+ b' z' B3 Z4 T* r. f) q
- # 以需要抵达该点的步数填充路径表格 #) s( C" m1 b& \5 Z5 |+ [( \
- if sheet[left_x, point_y] == 0 &&
5 Z6 b b9 w: O9 n - $game_map.passable(left_x, point_y, 6) &&
$ x' u% u6 M6 C( s- C0 @) W, F - !collide_with_events(left_x, point_y) &&. B1 g# N1 p7 q& k" x7 s
- $game_map.passable(point_x, point_y, 4) &&
; } B7 ~1 |' D/ D& m" L/ p - !collide_with_vehicles(left_x, point_y) #judge_end0 z0 Q# J. R+ y
- sheet[left_x, point_y] = step
' \3 w! C1 v) B$ Q X- s - draw_path = true. h' u4 ^# |# Y) J8 b
- new_end_points.push(left_x, point_y)
+ D% d4 q' Q6 E8 ` - end
/ ^2 b% y F; l% K - if sheet[right_x, point_y] == 0 &&
% S( u+ R4 l$ p* l7 p - $game_map.passable(right_x, point_y, 4) &&+ D$ n" K3 A2 J. c5 _% E
- !collide_with_events(right_x, point_y) &&* `. J n/ H& D0 X8 f* C0 B
- $game_map.passable(point_x, point_y, 6) &&4 d1 D5 O& p: |" i# M2 o+ h7 {
- !collide_with_vehicles(right_x, point_y)#judge_end" S T: m6 I7 c* f) h
- sheet[right_x, point_y] = step
( D8 z, ~) j& ?; g* o/ t5 ^* R/ \6 F - draw_path = true: D+ j: `0 w( T! M& w) F1 E6 M
- new_end_points.push(right_x, point_y)
4 h/ @, }" A& W) X - end
# [) Z- {. T# I$ f( _+ r j - if sheet[point_x, up_y] == 0 &&
. x' Y: v* _* W6 @ - $game_map.passable(point_x, up_y, 2) &&" I0 ]" R" _7 b: v0 i# F+ j
- !collide_with_events(point_x, up_y) &&) \# x L4 R( l3 V5 i0 M. Z1 I O
- $game_map.passable(point_x, point_y, 8) &&
7 P7 S; ^5 G; V4 Q6 T - !collide_with_vehicles(point_x, up_y) #judge_end6 f: U8 U( U& u D& ?% Q
- sheet[point_x, up_y] = step G6 r' S; U; k- S
- draw_path = true
# U$ {6 k: E `% n8 T% C! r3 } - new_end_points.push(point_x, up_y)
1 T$ y$ |2 u* L5 z0 a+ F - end
) {6 U$ Q: ?. B4 c( Q: v% F) b% o - if sheet[point_x, down_y] == 0 &&
0 r3 j9 A- x( t# K - $game_map.passable(point_x, down_y, 8) &&# f5 y/ S# N: C( R( m' G! @
- !collide_with_events(point_x, down_y) &&
2 g6 H6 [$ G6 J4 Y5 J - $game_map.passable(point_x, point_y, 2) &&- e* I1 I l: A- }5 q! F& i0 c @/ ]
- !collide_with_vehicles(point_x, down_y) #judge_end
% p) U0 \" }$ C7 B - sheet[point_x, down_y] = step
; `) {, N+ t1 H% J - draw_path = true
! l. B% j( E. U% X2 f8 |* Q* d - new_end_points.push(point_x, down_y)
! }. a3 @) U3 Z8 ~. t. M; P - end
" k% k* n5 _# t5 V - end#endOfLoop3
* U; |2 P$ X, C& x - break if !draw_path reach_point: v7 c6 t# n7 l" }- |# f
- step += 1
1 Z0 B8 L1 A$ [3 T+ f; {! B: e - end #endOfLoop1 路径表格填充完毕
8 v5 J* t% {" }- t4 k1 b+ Y - $mouse_move_sign.transparent = false2 R& \3 q& G$ j2 Q* M
- # 判断指定地点能否抵达
6 G. v% X# u/ x2 j! M f, w9 Q - if reach_point
) e. U0 ]' g' T) |+ H - $mouse_move_sign.direction = 22 f q5 t; \) I
- else2 y7 `" T- ?7 w7 l( I+ @. a
- not_reach_point
2 ]( Y2 f6 a% s8 j6 M- Z4 E" P* E - return
' j) q3 D+ q5 Q" E5 j5 n5 Q( T- d( M - end+ ?0 W" u. a& b
- # 根据路径表格绘制最短移动路径(反向)8 u$ B4 b: M. M! [' [+ @
- steps = step 2 2 + 1
/ }- I* `; C5 r& G - loop_times = step 2
4 @" T. T3 [9 `, J7 l6 r - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]) z0 ~: e( R& ^9 {1 U: m- U
- for i in 1..loop_times # forLoop
2 e/ x, w- ^5 |/ t) q - steps -= 2
' J9 u" g+ {; `& ]8 ^3 b - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……
5 N2 s7 @: @0 Y1 q - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&0 O3 M* i8 n% l/ B
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&' n( t+ o4 I7 y/ ^$ ^
- $game_map.passable(point_x, point_y, 4) #judge_end
! P0 v9 Y# N# S0 l# t - reversed_chase_path.push(6)+ U+ W% f& F% f4 y4 ?' G8 b5 U
- point_x = $game_map.round_x(point_x - 1)
' `* H ^, O2 C - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&& Q. q7 h8 E" X2 ~, Y2 D
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
3 n* @3 W: ]" H7 h2 {& D1 b - $game_map.passable(point_x, point_y, 6) #judge_end$ R: B2 j8 `. I$ F+ q9 J
- reversed_chase_path.push(4). ~7 z# z4 W$ G( e2 Q
- point_x = $game_map.round_x(point_x + 1)
9 y0 w! ]4 B* V, Q u0 T* b - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
' N5 c8 f+ J$ j7 v* _. M& W - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
7 P C) o o" N% R - $game_map.passable(point_x, point_y, 2) #judge_end S" ?2 ^) `1 z# y
- reversed_chase_path.push(8)
( O. Z, F0 W; v1 n - point_y = $game_map.round_y(point_y + 1)
* H5 J1 ?5 U; w) a$ F# h/ d+ V% h - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&" F7 ?, b" U( J4 f" C
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&* r* z8 C" t# b$ c7 ^
- $game_map.passable(point_x, point_y, 8) #judge_end) X4 L# H, m/ U1 `5 h
- reversed_chase_path.push(2)
* W% J7 k% ]8 G0 ?) t* q - point_y = $game_map.round_y(point_y - 1)
- b( ]; H. T* O. L/ s1 R - end* K$ D# V- \8 @
- else
5 h# k) L2 A( ? - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
/ ?& _; R) J: L0 H - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&, s1 d3 T5 w) s( O8 z
- $game_map.passable(point_x, point_y, 2) #judge_end$ t8 y) J1 `* \1 P
- reversed_chase_path.push(8)7 x, s# d, e* [% g5 B, T* }# Q4 X
- point_y = $game_map.round_y(point_y + 1)
4 g+ K; d; T! S9 \) n$ G - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&3 c- k7 ?9 j8 T
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
" j: w1 @& f# ~, Y" r - $game_map.passable(point_x, point_y, 8) #judge_end
! {4 i9 f! D7 M; T - reversed_chase_path.push(2)
3 R! F4 d3 j* o0 h+ m2 u - point_y = $game_map.round_y(point_y - 1). n, Q$ e$ }2 f( L) \: ]
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&- n% G7 p+ g t* F
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&% _/ ~$ ^* D. B) g$ Y3 r2 R2 ^
- $game_map.passable(point_x, point_y, 4) #judge_end
G/ E' s4 o ?4 ]* S( P' L4 d- d - reversed_chase_path.push(6)& B2 |% `, I X
- point_x = $game_map.round_x(point_x - 1)
- G0 y6 c) R( }. ?( y - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
$ w$ N E4 }( I1 c0 B - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
, J+ f, ]# e2 f& Q. l - $game_map.passable(point_x, point_y, 6) #judge_end
g: y' ]/ d9 a* g* B& A- p8 y - reversed_chase_path.push(4)+ x% u! _9 z- |# z% c$ V" a2 R. u
- point_x = $game_map.round_x(point_x + 1), k/ p7 ^" u/ w
- end" o P% [( X, [+ B, F
- end7 ^/ R+ c y4 W" j: l
- end #endOfForLoop: q- b2 I- J; q% h7 P6 L. `9 n
- # 根据路径表格绘制最短移动路径(正向)% a& e9 U+ e2 l. E" c& t
- steps = step 2 2' f6 v( r; ?2 d
- loop_times = step 2
0 `8 n' {# q. e! T$ I& `; E, c6 B: T - point_x, point_y = chase_point[0], chase_point[1]9 W B- y$ ~9 j. ]$ c
- for i in 2..loop_times # forLoop6 Q* s; \2 s9 V- G
- steps -= 28 d, R/ e4 U/ Z3 k- G$ Q& s! a) S
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
0 N0 c+ W9 C4 X. t3 f" g+ @# } - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
. r5 m! L' n) M* B+ } - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
1 a, r- r% o7 _2 D4 q4 o4 K2 U6 u1 v - $game_map.passable(point_x, point_y, 2) #judge_end
' }4 e/ J5 L: }; Y* J& ] - chase_path.push(2)
- _. b1 Z+ B E; u( F4 T, u - point_y = $game_map.round_y(point_y + 1)# f* y1 x; l5 ]- I8 U4 u
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
! |+ _7 O. d$ f4 g' o - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
! q; {" t9 F( U2 D# F5 R7 { - $game_map.passable(point_x, point_y, 8) #judge_end
- B n, Z& c3 u% X3 _# g7 w7 h - chase_path.push(8)
( T4 I& z7 [( m, _ - point_y = $game_map.round_y(point_y - 1)* y; [0 o! `( e- L/ k& g
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&- p1 h- z% m2 f6 ^
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&. w1 X, F) {$ G0 e$ ?% F
- $game_map.passable(point_x, point_y, 4) #judge_end
7 h; y4 r0 l; U0 Q& A& ~, Z' E - chase_path.push(4)
& p; e! |- u1 f( h - point_x = $game_map.round_x(point_x - 1)
) F9 f' b! j4 c0 d: [ - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&! A! M5 n3 o7 t; U
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
: ^7 l {0 O/ A8 @5 t - $game_map.passable(point_x, point_y, 6) #judge_end+ {& W# J4 `+ ]
- chase_path.push(6)8 Z; K. d& {* E$ W: ~4 H; E
- point_x = $game_map.round_x(point_x + 1)
( e; |" h; f& c+ O - end
$ O2 {# z: f( o$ a5 K1 c5 A' k0 H - else7 l9 @8 z' K, A! t2 A
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
) c3 R+ E3 L8 c9 n7 i/ O8 H% ] - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
8 v/ V/ k' r- B/ J( C - $game_map.passable(point_x, point_y, 4) #judge_end
% j/ B- B7 b2 ^: o9 G - chase_path.push(4)
# L! ]6 x- C3 u7 k - point_x = $game_map.round_x(point_x - 1)7 o$ _1 C! S( q0 X t% u! K9 z1 T* x3 ` q
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&& Z: d4 `5 [ v- x/ H$ g! y
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&( K( S! P# U% C3 }/ y
- $game_map.passable(point_x, point_y, 6) #judge_end: G" Y O: u% ?* s! ?
- chase_path.push(6), Z0 R' }' k$ j4 d0 K X7 W
- point_x = $game_map.round_x(point_x + 1)
4 W& R4 q& a9 @! h: `7 J - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
0 t* d( h- L1 ~5 g( q - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&! P- t6 l) I H. n# _0 R/ ]' G5 w, ^
- $game_map.passable(point_x, point_y, 2) #judge_end
. k% Z* ]4 v8 l - chase_path.push(2)
& ]. M2 p3 ?4 }( Q - point_y = $game_map.round_y(point_y + 1)
a0 `8 k4 A2 F3 V# \. K - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&7 e6 G3 p2 N! K( c! A
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
' k3 z% Q& L9 R& O. t - $game_map.passable(point_x, point_y, 8) #judge_end( J/ s4 {/ J2 e' o, [+ i
- chase_path.push(8)
2 P6 \% u' _+ ^" T" b - point_y = $game_map.round_y(point_y - 1)* F6 }) K5 M) E; x
- end
2 G* e" H) l6 @9 J# n - end
, f, N' W) s6 K) ?" P% R/ y* X( ]# y - end #endOfForLoop
' V0 ]5 Q4 s8 Z# K4 h# M0 K% q+ Y$ P - @mouse_move_path = reversed_chase_path.reverse + chase_path2 c+ C \- y" O
- end#walk9 |; O( R' x( V) z- {
- #--------------------------------------------------------------------------
# Q! H! m0 I+ V' {8 ]- R - # ● 绘制boat的移动路径 @array[move_directions...]* c# u0 T" w; j! c7 u! K; l
- #--------------------------------------------------------------------------( M1 o5 _5 Y, e- {5 j& `
- def draw_boat_path' y r/ ?' E$ F5 o' z' \
- # 准备绘制路径表格
9 O- S. D: v6 P4 W/ y* h A- w+ R - sheet = Table.new($game_map.width, $game_map.height)' W. P6 B1 [4 z# m
- reversed_chase_path = []; chase_path = []
! p1 V& g3 `2 x$ m2 Y' `: P2 X/ X - reversed_chase_point = []; chase_point = []
5 z) F ?2 P# o: t9 S - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
5 f& e* u% m* A, U1 k" w - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2# n# K' i) Z7 J' q* Z
- reach_point = false# u- \# R1 F' a5 t) ]4 I# |
- step = 37 b d6 K. I1 o' } X) ~" r5 L
- loop do #loop1 开始填充表格
) m; }7 r0 G( m& H, ~$ \$ a5 [ - draw_path = false( u1 `- R. j, p
- check_points = new_start_points) J% T2 H* K& Y4 o( ?' S' V
- new_start_points = []
; c9 {& ^: T1 ?% c0 ` - loop do #loop2 从起点开始正向填充& Y! t8 x ^, `7 c+ [3 n
- point_x = check_points.shift
2 Q& Z2 l7 ?9 e; w - break if point_x == nil% R0 j' u; ?3 I# f4 x( f0 U
- point_y = check_points.shift: S: K C% B a& D; y) J1 q' ?0 M1 r
- left_x = $game_map.round_x(point_x - 1)+ C: V: k, _, y9 }$ q- M
- right_x = $game_map.round_x(point_x + 1)6 ^+ `$ p0 \# W1 B5 B0 V/ s
- up_y = $game_map.round_y(point_y - 1)' F/ y) K2 ?% Y, L
- down_y = $game_map.round_y(point_y + 1)
+ c4 l- j( T) J9 h6 w# y% N. y - # 判断路径是否连通
5 E% B; j( i. h3 K1 X" W - path_step = step - 15 ~# j& k" r" y
- if sheet[left_x, point_y] == path_step1 q- a0 g9 k( ]. t! C( Q
- chase_path.push(4)
) M4 t$ H+ |% q5 {1 D9 y - chase_point = [left_x, point_y]
. `1 U: ^% A6 G0 a T - reversed_chase_point = [point_x, point_y]
% i: k. w9 | e/ r' d' m - reach_point = true; break1 k8 a5 r _6 k, Q1 U' j% O
- elsif sheet[right_x, point_y] == path_step9 s5 Z. x: O: J5 ~3 w
- chase_path.push(6)
- \+ B( u4 z0 i: g) t+ i - chase_point = [right_x, point_y]
- a/ s- v- O" f- B - reversed_chase_point = [point_x, point_y]
0 r, X: b9 \6 y" B5 P- ]* ?$ k4 @% [ - reach_point = true; break/ z+ B' q3 y5 E4 T' ^# l8 S3 h2 u
- elsif sheet[point_x, up_y] == path_step
6 H/ H, U( M* v& L6 J9 p - chase_path.push(8)
, A) k4 S" ~" @& r& Z4 a1 y* d - chase_point = [point_x, up_y]
& o0 g" G' o0 l S4 I T - reversed_chase_point = [point_x, point_y]! a$ v, S4 H! j" C) D% y7 {8 o
- reach_point = true; break/ F$ j1 t1 P+ z/ o+ s
- elsif sheet[point_x, down_y] == path_step2 j- `! c# _( B4 n% Z
- chase_path.push(2)
o5 |, ~' L& x: s/ Z5 m( \ - chase_point = [point_x, down_y]
; M% V0 C2 R7 e4 u - reversed_chase_point = [point_x, point_y]# ?- }* U8 K" U2 \# m4 f: V3 |8 Y
- reach_point = true; break6 p* D# V1 u, n1 x
- end2 l3 U) z* q4 o" _+ G2 s
- # 以需要抵达该点的步数填充路径表格 #8 P9 d% N6 H m% L& ?6 N U
- if sheet[left_x, point_y] == 0 &&4 v" s4 p0 q; S* F
- $game_map.boat_passable(left_x, point_y) &&
. G1 ^: p' }5 @( U- D - !collide_with_events(left_x, point_y) &&
7 R5 i% Q& O; r2 B/ g } - !collide_with_vehicles(left_x, point_y) #judge_end9 T8 m: u6 B3 f" l e- q7 f
- sheet[left_x, point_y] = step$ }* ]9 }' q9 P N& T# _
- draw_path = true
7 R- l' F+ }9 q2 R* @ - new_start_points.push(left_x, point_y)
" L. [. k" u0 D! ~3 N+ N - end
y3 A* P! ?7 F, o4 m" v - if sheet[right_x, point_y] == 0 &&
1 t. k. K" k4 a$ I4 D - $game_map.boat_passable(right_x, point_y) &&% g, w# C$ \0 C; r4 R
- !collide_with_events(right_x, point_y) &&
1 r. j7 O2 A7 } - !collide_with_vehicles(right_x, point_y) #judge_end
9 J& \. Y" R' H9 h) E G3 `% { - sheet[right_x, point_y] = step
' x" f$ h5 W/ _ - draw_path = true& A! t# k. {( a
- new_start_points.push(right_x, point_y)
/ G0 Z1 |: v9 ]- q2 h1 _ - end
; H4 T. c0 C3 ?- Q - if sheet[point_x, up_y] == 0 &&( H. @. ~ Y3 u/ Z$ x; s, F1 H
- $game_map.boat_passable(point_x, up_y) &&
% \% P- K* A- B: c5 V - !collide_with_events(point_x, up_y) &&2 g6 V5 t: r% t8 C; }8 v
- !collide_with_vehicles(point_x, up_y) #judge_end
* N' u( _1 U8 v& ]8 M - sheet[point_x, up_y] = step
9 P$ q S. _4 A: r" m$ c9 _ - draw_path = true5 i# E8 [9 |! Z& I5 Z1 M, r
- new_start_points.push(point_x, up_y)
$ Q3 X, M" W9 w7 | - end+ E, ?! |, \9 O$ W+ b; b
- if sheet[point_x, down_y] == 0 &&
8 y: L! `# ~4 {0 `9 Q# a - $game_map.boat_passable(point_x, down_y) &&2 @5 n6 q- V+ P1 q% K2 x9 A( j
- !collide_with_events(point_x, down_y) &&
9 r( @, L% J& m: I& {; M" P - !collide_with_vehicles(point_x, down_y) #judge_end/ _0 \$ m" O- G& z( Z
- sheet[point_x, down_y] = step
5 H3 H, H# A% [( |2 ~$ j9 K - draw_path = true
` H8 b. i% h - new_start_points.push(point_x, down_y)- Z1 L% a( A3 M+ j& i6 {( I$ s
- end E% i# R3 F7 j: P0 U$ S$ B
- end#endOfLoop28 f5 X0 g2 W- \! B+ n; {
- break if !draw_path reach_point
; ~- F4 c b' V1 }: ?% c - draw_path = false
, R# R( b4 v7 }0 q" e# x- h, ] - check_points = new_end_points
) f: k# y* {& @: x: D0 v; U - new_end_points = []
' _5 z9 k; ~+ m! u3 l( S/ l - step += 1
" O5 H9 u0 v y0 P - break if step KsOfSionBreak_Steps &&
5 h$ E/ V. L7 \3 w7 q1 Q - !Input.press(KsOfSionFind_Path_Key)
2 e" L* g5 _, s - loop do #loop3 从终点开始反向填充2 y4 U" `" g3 Y V% d
- point_x = check_points.shift
3 t9 w% k; H* l4 \: Z3 V6 s - break if point_x == nil9 {* q2 b) t2 Q2 a. b9 T7 c
- point_y = check_points.shift: u) h5 b4 S ~ c
- left_x = $game_map.round_x(point_x - 1)
: L: }0 C# G5 q( p: K. ] - right_x = $game_map.round_x(point_x + 1)+ k: y" W4 `/ P8 i. X) x
- up_y = $game_map.round_y(point_y - 1)/ A/ y. S6 b: j0 ^+ I* A8 B
- down_y = $game_map.round_y(point_y + 1)7 }6 v8 u. f& K; I% t0 C
- # 判断路径是否连通
" o7 y7 X" k8 T z4 L& B$ R - path_step = step - 16 t3 V! d# N$ z* Z% x! m' Y5 Q- C
- if sheet[left_x, point_y] == path_step
3 C4 {$ h' ]; Q! E - chase_path.push(6)
5 j6 o) m- D- D1 {/ E% L8 ^: v - chase_point = [point_x, point_y]
# C8 |: A, R) F1 _' w/ a" g - reversed_chase_point = [left_x, point_y]
, e, i5 L% l g7 V& B - reach_point = true; break
1 ?/ \* {4 ?3 O! M0 n - elsif sheet[right_x, point_y] == path_step) c4 b0 v' L% @ l- U5 C
- chase_path.push(4)
0 E8 B# V/ G# X/ M- T9 v& E: o - chase_point = [point_x, point_y]4 o) W; e% O+ [) A1 F4 J
- reversed_chase_point = [right_x, point_y]
; a1 w4 b+ \0 z# K9 g6 n: } - reach_point = true; break3 c0 L9 A* A) }1 e
- elsif sheet[point_x, up_y] == path_step8 `9 ]* p2 d3 ~+ N" X
- chase_path.push(2)1 F9 M; k$ P, _: Z0 c
- chase_point = [point_x, point_y]
p F% w: ?% E3 x$ I - reversed_chase_point = [point_x, up_y]
3 S. W. S7 ?( P - reach_point = true; break o4 C8 _- y8 X. K) o
- elsif sheet[point_x, down_y] == path_step
2 |3 G V* G. r6 Y3 d5 P - chase_path.push(8)* i4 Q0 C3 g- n9 t% A
- chase_point = [point_x, point_y]# F: b; e3 u$ s' B- B
- reversed_chase_point = [point_x, down_y]
5 `5 E+ P( A3 G - reach_point = true; break9 q8 t! p! r, G$ u5 Y
- end% w N0 {$ |0 I+ s; z
- # 以需要抵达该点的步数填充路径表格 #& d7 [5 L O, b4 q/ q; m
- if sheet[left_x, point_y] == 0 &&( k) g, J8 d' E+ y# P
- $game_map.boat_passable(left_x, point_y) &&/ Y; |4 m- f I- Y
- !collide_with_events(left_x, point_y) &&
+ F! A6 a2 k: j" o$ m* I# O - !collide_with_vehicles(left_x, point_y) #judge_end
9 I( C8 \7 o# e& n& B+ ?( A; E - sheet[left_x, point_y] = step
7 y' d* k/ M K - draw_path = true
! n' v. ?* }. E+ \- V - new_end_points.push(left_x, point_y)# a( _ h& X) g1 S5 o
- end
; y5 l# n' y4 B6 {1 P - if sheet[right_x, point_y] == 0 &&
. M7 ]. e3 D; R0 A# J - $game_map.boat_passable(right_x, point_y) &&
8 F3 Z# n( p- \0 R* H( g+ e - !collide_with_events(right_x, point_y) &&; T. J Z. ~2 m' X9 a
- !collide_with_vehicles(right_x, point_y) #judge_end6 E# G+ A& h2 \4 G" R4 q ~& z+ U( b
- sheet[right_x, point_y] = step: a, U' F# |9 E) _& j
- draw_path = true8 C: T0 r0 R8 A1 w. q7 F& W# y
- new_end_points.push(right_x, point_y)
" ]: N* e! U: H% x - end; m/ @1 n" X- H
- if sheet[point_x, up_y] == 0 &&9 O* h1 l) x+ Q0 v/ G7 Y2 j
- $game_map.boat_passable(point_x, up_y) &&% n$ u1 r' i8 z4 y
- !collide_with_events(point_x, up_y) &&1 [$ N: o! _( @, {8 S) m
- !collide_with_vehicles(point_x, up_y) #judge_end, e j4 f# T: \! o
- sheet[point_x, up_y] = step' |6 ~& W6 A. ~7 p" o4 k
- draw_path = true
/ |* t8 g- w; c2 j# S1 u2 e - new_end_points.push(point_x, up_y)
+ R. f0 ~9 f$ K0 f7 m - end
( R6 O) F8 E9 U4 V1 o - if sheet[point_x, down_y] == 0 &&/ f0 M4 f$ X/ A Z0 {
- $game_map.boat_passable(point_x, down_y) &&
7 K. r% s3 c8 H$ b$ X - !collide_with_events(point_x, down_y) &&9 f) Q" w. V; p1 T/ I/ _6 V
- !collide_with_vehicles(point_x, down_y) #judge_end3 _- F- A1 O/ i8 ~1 Q' p
- sheet[point_x, down_y] = step
$ H+ l0 d0 r. E2 w ` - draw_path = true
9 h) Z# ?5 Z/ \5 p0 n - new_end_points.push(point_x, down_y)% L* f/ {7 ]0 L) S1 K$ u
- end
2 k' ~* e" f; W2 Z - end#endOfLoop34 [7 K" O' R9 Y2 P
- break if !draw_path reach_point2 k6 w9 E( [2 n) {& w5 @
- step += 1. _& S! s) z. T) e5 \
- end #endOfLoop1 路径表格填充完毕" Q6 K8 E+ i$ e2 p4 O" S
- $mouse_move_sign.transparent = false
9 _$ F7 m" _! B7 d0 P* y9 e - # 判断指定地点能否抵达
0 C- F4 V( m. j" f9 U - if reach_point
/ I+ b. k4 s( f/ p - $mouse_move_sign.direction = 2
2 Y) N8 i* C1 P1 H1 h. a) c - else
- k4 F& v$ A. u; a i% A4 V - not_reach_point
/ ]8 j7 u& t; x' W0 B; } - return. t/ m7 W, `0 O* H5 J
- end- _9 D. J5 C" Z& Z$ u; L
- # 根据路径表格绘制最短移动路径(正向)% C" I+ T& Z' D- T- S
- steps = step 2 2
( I+ v7 G# d8 _" O B# [, r - loop_times = step 2# F. i2 L9 ]' ?# o2 h& T" q W
- point_x, point_y = chase_point[0], chase_point[1]7 H- ~4 m- G# t8 N1 h
- for i in 2..loop_times # forLoop5 O: z( j l3 J) G$ h# Y
- steps -= 2
* o1 f4 A4 H/ ~! D( k - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs* l6 Q; }& F9 N$ c: @6 Z' V
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps& {, e5 Y3 C* c" q$ h, i
- chase_path.push(2) W' W" f8 W# K8 Q# h
- point_y = $game_map.round_y(point_y + 1), w2 `: I% B: l( b4 C, |9 r- h
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps |+ T1 ~4 B3 K
- chase_path.push(8)
( S6 U: w( u* {" t4 A2 ]4 { - point_y = $game_map.round_y(point_y - 1)
0 p$ C- d5 E. j- I1 A! } - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
, p0 ?! @0 { j6 Z4 p3 M6 H; }& ? - chase_path.push(4)" \3 e3 K5 U5 N: L6 ~
- point_x = $game_map.round_x(point_x - 1)) ]1 [, \% K& T: ?- k8 [
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
1 R% H: z9 l9 E7 K3 W; P* \ q - chase_path.push(6) ]% p9 `" |4 g) X7 a
- point_x = $game_map.round_x(point_x + 1)
& n; ?: K' ?1 m$ k& D) p1 P% T - end
! W; o3 k3 J* v! h3 a$ F) R1 D - else
! h9 X. C0 d/ q) ?) g0 l3 X - if sheet[$game_map.round_x(point_x - 1), point_y] == steps! n( u! \! N3 w
- chase_path.push(4): f* e+ t7 S6 Y% M: K6 r
- point_x = $game_map.round_x(point_x - 1)
7 ~: B j! I: e& R" \0 E - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps }" Z$ b# ?+ i3 k/ I" R" ^( i" Y
- chase_path.push(6)
) {# q) k" `, X8 P* z - point_x = $game_map.round_x(point_x + 1)
9 F( r3 m' b' }; \$ w8 Q - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps+ G8 l' [* j& O
- chase_path.push(2)% l! i2 x8 u0 a2 w0 d7 E8 y
- point_y = $game_map.round_y(point_y + 1)
& \7 _! u. P2 T" W - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps2 a" D- v! a1 S" G1 x, r
- chase_path.push(8)0 v' r- `$ A/ B/ ^: B" U2 K/ a
- point_y = $game_map.round_y(point_y - 1)
; j7 f$ N. v3 ?* K& v - end" }7 D7 H7 c& x0 o7 n% a7 u% S
- end& j" ~: A; g" ?8 T8 w( \
- end #endOfForLoop3 q7 u; Z y7 T" \
- # 如果指定点无法抵达或者登陆6 K4 F4 L) c2 U
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)1 i$ P; ~% e' B' r7 h
- # 根据路径表格绘制最短移动路径(反向)
' r6 ~4 R! {, N6 k( @ - steps = step 2 2 + 1
! b5 D7 Y" J& t% X. v W/ w5 v - loop_times = step 2
% o6 E: s5 Y7 [ x$ d! P - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1] ~+ [3 E K. W. e6 ~% D K9 n
- for i in 1..loop_times # forLoop
' q0 o# s* m; x9 N" W& Y& Z$ i+ N - steps -= 2, p {/ J: Y D
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs% ?* p; O* E% Y9 {8 @* c
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps! E4 k1 x! D. q. f
- reversed_chase_path.push(6)
( B# B6 ]+ I* L+ q - point_x = $game_map.round_x(point_x - 1)! z& q4 Y% d2 X& x' g7 n% x1 T
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
! y( D/ y U. j' k - reversed_chase_path.push(4): w2 x1 B0 B% J, I' @2 P+ o8 r O- H
- point_x = $game_map.round_x(point_x + 1)) r( L" Q( _+ V- ^' ], U' \) y5 K
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
* g- a. k. }6 Q. E+ T$ }+ w" X - reversed_chase_path.push(8)
+ ~1 g6 o0 s1 x! b# O - point_y = $game_map.round_y(point_y + 1)$ @1 ]1 j$ `2 F" r) G7 l- x
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
8 R: G2 J% s' @' Z. o0 t8 y$ g' a: N - reversed_chase_path.push(2)
6 o% {' C* M$ M- J1 ~1 B - point_y = $game_map.round_y(point_y - 1)+ c' y. d: }/ k. g8 Y! x% ^. ]
- end
: j1 {$ S+ G% W2 \! m" Y+ \ - else
. i, g. ?/ i7 P: Q k7 E2 w* w* I - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
9 k' j8 {1 o' |! l - reversed_chase_path.push(8). W2 G. T4 E' f8 m+ S$ K
- point_y = $game_map.round_y(point_y + 1)' l/ M. n/ Q z* K
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
+ f8 t5 E' p& l. n0 E - reversed_chase_path.push(2)
4 L" k6 z5 E/ ?5 S5 m2 Y - point_y = $game_map.round_y(point_y - 1)# r3 ^1 ^1 o! ]$ m# S
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps) V1 ~* C- q/ r+ `* a" j' Q
- reversed_chase_path.push(6)
$ A" d& [6 n2 s9 { - point_x = $game_map.round_x(point_x - 1)4 P, c6 }, [, p! y9 y
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
* D* }. s( T9 J/ f: W2 I - reversed_chase_path.push(4)$ F( Z7 b; Z9 b- D( M2 G
- point_x = $game_map.round_x(point_x + 1)" N; t3 Z9 ]: c* Q3 _4 Y! v
- end
! J4 C3 g8 |. h1 r$ U - end+ V4 d8 Z$ p: l
- end #endOfForLoop" ^) N1 N) R7 m3 H
- @mouse_move_path = reversed_chase_path.reverse + chase_path h3 D7 \7 `! E/ u \9 P3 r
- end#boat
) S9 s9 l; L+ j0 m1 m6 P - #--------------------------------------------------------------------------, e. S% t# G1 A7 p2 F+ o
- # ● 绘制ship的移动路径 @array[move_directions...]0 [3 ~3 U7 t6 D
- #--------------------------------------------------------------------------8 v% i% I9 _8 k3 j
- def draw_ship_path" J7 W0 ^7 f% {/ N0 G
- # 准备绘制路径表格/ S \' d" G; i; G0 E+ i4 [
- sheet = Table.new($game_map.width, $game_map.height)7 H; O, m1 h% x& m1 D0 p5 p
- reversed_chase_path = []; chase_path = []4 q: E9 Z, i5 E
- reversed_chase_point = []; chase_point = [], ~4 A1 o1 M% S/ M M2 S4 g
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y] p/ ?4 l6 P/ K& J: [, U
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2 F, _0 ^8 P" G+ a8 a9 ~
- reach_point = false
; {* a, Z+ n* v5 G5 B5 f - step = 3
& q1 t# d- N- B0 m( o% D - loop do #loop1 开始填充表格
6 ]% ]+ H5 L7 c# R! e* V! [ - draw_path = false
9 {$ }; v4 J+ n/ P7 ~" U - check_points = new_start_points0 F7 W) z# q9 X2 `% \( \
- new_start_points = []8 j1 o! e8 } C. S( P
- loop do #loop2 从起点开始正向填充1 X) U2 D7 t" U- S9 z
- point_x = check_points.shift' c1 _+ C& ^# x' z4 L! g6 z: H
- break if point_x == nil: a" A" e5 }! I' t$ s8 V' Y
- point_y = check_points.shift
: ?* W8 k% {& v - left_x = $game_map.round_x(point_x - 1)
! w a8 d. N- g6 t3 e A w* Y - right_x = $game_map.round_x(point_x + 1)1 e6 u# P" D, \& M T
- up_y = $game_map.round_y(point_y - 1)5 d1 R7 Y6 V v7 W5 r: n
- down_y = $game_map.round_y(point_y + 1)/ `7 H& u# {& C' y8 f' F. Y: D
- # 判断路径是否连通( a x7 |- G7 [3 ]3 O- d
- path_step = step - 1
c- G! w9 O: ] - if sheet[left_x, point_y] == path_step {) O# w+ G; U5 q3 d
- chase_path.push(4)2 q3 j+ a# @ h0 [$ `) v
- chase_point = [left_x, point_y]. t I t/ u& t* o& z
- reversed_chase_point = [point_x, point_y], Y# }; G" X4 W. M' Q8 Q2 x
- reach_point = true; break
% b5 h8 W" N0 e' a* h6 i: y+ @ - elsif sheet[right_x, point_y] == path_step
; |* S# A) e* ~) X9 F: L' W - chase_path.push(6)
) j9 o; i C; D. X) b - chase_point = [right_x, point_y]8 X5 ?4 N: {- F1 X. N8 K
- reversed_chase_point = [point_x, point_y]
5 \% d4 Z* S R1 M* ~, S" n6 L - reach_point = true; break8 M2 A9 l1 E& c9 H" ? t
- elsif sheet[point_x, up_y] == path_step" H( R. _9 V3 `; p* Q8 z
- chase_path.push(8)+ ?; e8 O' O7 h3 i t7 |0 M
- chase_point = [point_x, up_y]
+ [, k& N! w7 @ - reversed_chase_point = [point_x, point_y]# }! C/ U0 O$ i3 U; F
- reach_point = true; break
# ?/ t/ h8 v: U" { - elsif sheet[point_x, down_y] == path_step
d4 C* V: e" n( J - chase_path.push(2)/ |0 t3 T1 k7 W' \$ T
- chase_point = [point_x, down_y]
, |9 N: Z0 l7 Q# ^ - reversed_chase_point = [point_x, point_y]1 ^3 B `. F/ m0 s3 P
- reach_point = true; break
) U# m( W( }8 @3 B! S# ~ - end! |% y6 A- G( A0 P" X4 K+ I" h
- # 以需要抵达该点的步数填充路径表格 #. \, ?2 R7 Z# M) ~) ~
- if sheet[left_x, point_y] == 0 &&4 I$ e" ?) x! Z& \; J
- $game_map.ship_passable(left_x, point_y) &&; l, f- l* V4 w( e
- !collide_with_events(left_x, point_y) &&$ M% [8 X! F% j! [, |
- !collide_with_vehicles(left_x, point_y) #judge_end/ B, R# ^2 E7 I. x& z2 z; ]
- sheet[left_x, point_y] = step7 l! G0 E$ m, Z/ ~. N# e7 G. i
- draw_path = true
. r0 s8 ]: a* O9 ^/ p+ | D1 E/ I6 Q - new_start_points.push(left_x, point_y)8 y& C2 W P$ X$ i4 n# S, }
- end) ^( {" `/ M. f8 M
- if sheet[right_x, point_y] == 0 &&" C' K2 n2 S$ u/ x) t) E+ {. B
- $game_map.ship_passable(right_x, point_y) &&( o. Y+ D( C! B3 p) Y/ Y9 H$ Y
- !collide_with_events(right_x, point_y) &&
8 e8 Q: d) J) M" A- k: H - !collide_with_vehicles(right_x, point_y) #judge_end( @ I, U# Z, U a) a
- sheet[right_x, point_y] = step6 Q* B4 @ o, S/ L
- draw_path = true- ?, |+ `5 U! @- T; ]" ^# H
- new_start_points.push(right_x, point_y)
6 u# s% I6 t. ?* U6 x' H( l; u - end& {4 F! i' ?) s8 ~4 J* W
- if sheet[point_x, up_y] == 0 &&
- J( `0 z8 Q9 B. }. y1 H- s6 ] - $game_map.ship_passable(point_x, up_y) &&
' x3 r# Z) `, p) D5 v3 G0 R' | - !collide_with_events(point_x, up_y) &&+ q, s, D# g: U
- !collide_with_vehicles(point_x, up_y) #judge_end
! W* u" _2 i( y+ t - sheet[point_x, up_y] = step: y7 A4 N' e% U8 D0 S
- draw_path = true
# ^+ r" a4 S& r0 h - new_start_points.push(point_x, up_y)
- I- Y1 G/ s1 g9 x) r - end
) I0 Y6 t6 r! q+ o - if sheet[point_x, down_y] == 0 &&' p$ w- P; {+ [* t3 P
- $game_map.ship_passable(point_x, down_y) &&
" i! n7 o* m, Y3 c- ? - !collide_with_events(point_x, down_y) &&
) p/ w- v# R) o+ _1 d - !collide_with_vehicles(point_x, down_y) #judge_end! I# N5 T& h7 |6 o+ \% V" Q5 C% V
- sheet[point_x, down_y] = step
7 k4 x3 O" j& S6 @ - draw_path = true
2 z5 C' O' T" E - new_start_points.push(point_x, down_y)1 {/ n0 N6 Y) o0 E% ]
- end
8 {' C; l2 Y/ j+ E9 s Z - end#endOfLoop29 g; f+ O* X6 `- S+ w2 e
- break if !draw_path reach_point& ]. \2 m# R6 Q
- draw_path = false8 a% x* k( D) u" E' ^3 f7 i; \
- check_points = new_end_points
4 K* }6 z/ ?$ C0 K - new_end_points = []
- E: U2 {; n7 k7 r _ - step += 1
' S! ~- R2 n2 ?0 a' B - break if step KsOfSionBreak_Steps &&
3 @' J( L7 E9 h: K - !Input.press(KsOfSionFind_Path_Key)$ I4 s2 Y, [- K& g1 }) d
- loop do #loop3 从终点开始反向填充
4 _8 q2 h+ ~* b& }4 w7 x9 ~ - point_x = check_points.shift
" Z' j! T A5 n* H - break if point_x == nil1 u% M% S' k7 C4 U& h- h2 l; o
- point_y = check_points.shift* p1 }. r5 r( A# m Y
- left_x = $game_map.round_x(point_x - 1)
9 j$ i& V7 @. G) r" R8 | - right_x = $game_map.round_x(point_x + 1)
) ~: m! g% T* u4 f - up_y = $game_map.round_y(point_y - 1)% P. k, E# t6 V* c
- down_y = $game_map.round_y(point_y + 1)3 g, I, `5 P% `; ?$ S
- # 判断路径是否连通
+ q: }/ M# m3 U) D0 `2 {# e - path_step = step - 1, _) z% ?. N; \) n% m7 H& @& ^! H
- if sheet[left_x, point_y] == path_step
3 ^& Q* |- @0 e+ b1 Y - chase_path.push(6)
0 u% |8 O/ J6 [; S: g& a% \7 P - chase_point = [point_x, point_y]5 ^2 f8 K# ]+ w4 A5 _
- reversed_chase_point = [left_x, point_y]
" `+ [- J# w r7 P( h- H) {, h - reach_point = true; break3 e: _1 X' f4 R1 O
- elsif sheet[right_x, point_y] == path_step
" L" A9 w( W1 q2 s. L) L8 w& b$ T9 I - chase_path.push(4)
, ]1 r: _5 Z" G# P - chase_point = [point_x, point_y]
. B- S% `. c0 m+ u3 I& l" I; w4 N - reversed_chase_point = [right_x, point_y]- x% H( X, V% ?% R6 R
- reach_point = true; break4 C/ ~- d* ]' ]! j4 o2 S- m: m
- elsif sheet[point_x, up_y] == path_step
( V; q+ q$ I0 G6 g; @ - chase_path.push(2)
8 J& @" L$ \# l# b$ t) ~: B- y - chase_point = [point_x, point_y]3 ^* ]' f( R# o' N& q" M
- reversed_chase_point = [point_x, up_y]
5 Z( k1 H; \4 X; E - reach_point = true; break$ U$ I; O( D( ?1 E& X
- elsif sheet[point_x, down_y] == path_step" \* |5 j: C d5 }' f
- chase_path.push(8)8 d* r/ @& M, f, f
- chase_point = [point_x, point_y]
% ^: J! t( F( E7 s/ d - reversed_chase_point = [point_x, down_y]
( h5 A( u+ X* f! @$ w5 Q; \+ i - reach_point = true; break [* u7 ~5 c: x) W/ ?* p$ I
- end+ k" F0 n0 V# ]- |( z2 |1 e
- # 以需要抵达该点的步数填充路径表格 #
2 t: g" ]& y: i- Y: m& x/ p - if sheet[left_x, point_y] == 0 &&# i" Q+ X5 @# ?; P" _7 m9 S/ `% l ^
- $game_map.ship_passable(left_x, point_y) &&7 c# x4 `, C% r! E- r: x0 N
- !collide_with_events(left_x, point_y) &&0 _1 |+ ]) t% a2 S. o' a
- !collide_with_vehicles(left_x, point_y) #judge_end/ L) Z" U0 ^/ s7 o7 Q- j
- sheet[left_x, point_y] = step2 w. d* V3 D+ v+ f Y) A! l
- draw_path = true
/ P) x; d, z/ ]2 X4 J - new_end_points.push(left_x, point_y)1 q. b. L5 `: m7 i7 Q
- end
% ?! v2 D7 f& r: {3 n* B; K - if sheet[right_x, point_y] == 0 &&; y) D# Q$ j3 H
- $game_map.ship_passable(right_x, point_y) &&- N* n( K- y3 j3 k: R C+ ` k
- !collide_with_events(right_x, point_y) &&+ L ~' l3 ~: n" F! m; w& H( M4 `
- !collide_with_vehicles(right_x, point_y) #judge_end
v* A# {8 d9 i# R7 V' T4 K% J# I - sheet[right_x, point_y] = step) n1 N: ] V3 }" O5 o3 G
- draw_path = true* W G" N; T0 F. M' V7 N
- new_end_points.push(right_x, point_y)
# c w s) X% J) f - end
% T+ p+ k1 i) T. @ - if sheet[point_x, up_y] == 0 &&, U& I* U: L% H" r% P
- $game_map.ship_passable(point_x, up_y) &&& s) U' M" m7 s4 V
- !collide_with_events(point_x, up_y) &&
8 X0 U; I; Z! b" h0 Y3 w - !collide_with_vehicles(point_x, up_y) #judge_end
! N9 ^4 j& Q+ M0 A - sheet[point_x, up_y] = step/ ?8 }% J% K. {2 n
- draw_path = true
( W( N4 Y' w z( G" F F7 Z - new_end_points.push(point_x, up_y)
# y4 `8 l( o( Y) A" n) {5 s& d7 J - end& w( C; K6 B% C7 v5 I
- if sheet[point_x, down_y] == 0 &&0 q: `1 N H( Q# h/ h% f& k
- $game_map.ship_passable(point_x, down_y) &&
5 I5 e; h- c3 F" j - !collide_with_events(point_x, down_y) &&5 |3 g8 z! r3 Q, b
- !collide_with_vehicles(point_x, down_y) #judge_end
) x, s, x+ p4 \" y. a" q5 t q" w9 I - sheet[point_x, down_y] = step& n* S7 d2 A# Z4 e6 o( Y, ^
- draw_path = true
9 F3 O0 i6 S' g# u5 |% G R8 E - new_end_points.push(point_x, down_y)
5 T% K+ w9 J0 j$ c, E" b - end3 T. }% l' n1 X, |( ^( L/ D8 ?
- end#endOfLoop33 ]5 U/ G, p4 [" {0 o! E
- break if !draw_path reach_point' ~9 u% m6 B$ y0 I
- step += 1
$ J: |& Q9 O* q- I S - end #endOfLoop1 路径表格填充完毕- q, [ b4 S/ Y: P4 v) @7 n- h5 X
- $mouse_move_sign.transparent = false1 Z) m2 L, ]2 M D/ l
- # 判断指定地点能否抵达
) w! g4 o4 F8 {8 e4 T - if reach_point! L4 O5 B. K' ]9 i
- $mouse_move_sign.direction = 2
) |0 S. F1 Z0 M' v" h4 \3 L. M! P - else
/ h) g" a& A) U7 H" s' G) W; X - not_reach_point
; s6 \5 }6 ?& z5 l$ L' u - return
" Y/ S) `+ f6 A' r6 Y) ^' k - end
. g% K V9 N: H# r( p1 n - # 根据路径表格绘制最短移动路径(正向)
# x0 P7 _3 a+ W7 k R6 u+ }& F6 @ - steps = step 2 2
: Q* ]' e2 d+ \: _* v/ r7 S" T5 g) P - loop_times = step 2
0 B3 U% T- X& b7 f4 M4 f- a( R: E. e - point_x, point_y = chase_point[0], chase_point[1]
5 A3 [( k0 Q% g& w" R - for i in 2..loop_times # forLoop" Y7 a" v/ j5 }* w
- steps -= 2* n. I3 `6 D2 n E$ r9 g
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
& C/ h9 D k- @ P7 K - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps' Z* c i$ h, J) Z) E1 y
- chase_path.push(2)$ X. M* s6 b# t$ @) v
- point_y = $game_map.round_y(point_y + 1)
7 y& @' ?6 `- n( ]3 V - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
7 i5 Y7 ^$ \0 E4 R2 {' L - chase_path.push(8)
0 V' j% J8 k$ F" M$ r) ?1 m8 f6 {8 [$ n - point_y = $game_map.round_y(point_y - 1)
" u( M! H* D& o }; D7 u C - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
# H' h( J5 G! m z& ~/ l1 p - chase_path.push(4)( V6 R4 ^+ Z `* f V6 R/ e* S
- point_x = $game_map.round_x(point_x - 1)
( ]0 M0 V" ^- _% G. n - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
0 r* i& N7 }1 ~& [ | - chase_path.push(6)8 v- S2 ?0 h/ Q! Q% {. W& p
- point_x = $game_map.round_x(point_x + 1)
; R5 o2 T0 A8 e% ^ - end! \: Z0 V1 r& I* M6 w
- else( D x A7 n" D) N1 O2 v5 ?9 N
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
" {( h8 X- x8 ? - chase_path.push(4)( s9 D( G8 x& n% Q4 |
- point_x = $game_map.round_x(point_x - 1)/ s) h" ^- H3 @4 I/ D; c
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
- v2 @: I4 A7 h - chase_path.push(6)
1 \- A: O4 d7 R - point_x = $game_map.round_x(point_x + 1)
( g3 i2 B- l. d - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
+ f& V) B z+ q4 f9 U - chase_path.push(2)3 ^, h( n8 u. ~& {" w; D
- point_y = $game_map.round_y(point_y + 1)' B( K8 ?- D& @$ A
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
G U& g/ B' v* E% I - chase_path.push(8)0 X: I) W, g( F: h! y6 S* T* z
- point_y = $game_map.round_y(point_y - 1)7 I9 l. Y( B; E1 o- a/ L4 D9 R
- end
5 y- X) B6 P; u! p$ o7 m: m - end
& e/ p3 g2 x g' [% f8 y - end #endOfForLoop
$ L' c6 y! ^3 P2 n& g. C; R - # 如果指定点无法抵达或者登陆9 }5 n9 N: b1 T2 L4 H% f
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)% L8 x6 |0 Y! h$ m7 }+ b% d
- # 根据路径表格绘制最短移动路径(反向)
: l0 `0 q1 ^+ J I - steps = step 2 2 + 1
4 \; b6 b7 Z# i# h - loop_times = step 2% e9 k' X$ X$ j. I
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
2 D1 |4 \! b9 E5 J1 N1 ~ - for i in 1..loop_times # forLoop
, O7 |+ O- w5 `" Y [ - steps -= 2
`' B7 C3 m& T - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
, _5 n, }" q1 W8 W8 ?: n, b: y - if sheet[$game_map.round_x(point_x - 1), point_y] == steps7 g8 R0 |" _( _4 t
- reversed_chase_path.push(6)/ Z, D( A4 ~7 b
- point_x = $game_map.round_x(point_x - 1)- Z7 E; P- j4 j( {9 M7 S
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
0 F R1 ?8 R6 C" h - reversed_chase_path.push(4)
! b: b; k% i4 @8 A$ y2 R" `' K - point_x = $game_map.round_x(point_x + 1)/ I' @' ^/ v7 k4 U' B
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
6 L- h! Y# g/ T* U0 x8 g8 S+ B5 O& a - reversed_chase_path.push(8)
2 J5 @ ?2 k5 p9 f- d+ X - point_y = $game_map.round_y(point_y + 1)
3 R& ^# r3 ^/ }5 U1 p - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
( f- K0 W+ C; h: W7 I3 C3 Q1 T - reversed_chase_path.push(2)4 V1 b5 u, m# a5 r( P
- point_y = $game_map.round_y(point_y - 1)
, s0 u @1 \& {' e2 s8 H* h - end* ~" @6 E$ x" z1 L6 \
- else
* N$ y1 F$ G. b% S% ?) B' \ - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps/ j% P5 t* g- e4 Z% l5 E z
- reversed_chase_path.push(8)1 A& ~* a, u* ?# T
- point_y = $game_map.round_y(point_y + 1)
& p4 q# s3 S4 L - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps- D: Z3 M' v5 G% P- T5 h
- reversed_chase_path.push(2)
2 E5 g" a, U3 s - point_y = $game_map.round_y(point_y - 1)
" t0 c6 m0 V2 L, ^( a; v3 C - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
+ v5 ]# P9 t4 Q# J - reversed_chase_path.push(6); K1 H, s, o. g8 B
- point_x = $game_map.round_x(point_x - 1)
6 n9 }/ a9 w8 ]& M+ P1 O - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
$ |/ Z$ J! C2 U - reversed_chase_path.push(4)% i' ]9 }1 {( v* T9 B
- point_x = $game_map.round_x(point_x + 1)
9 n1 B% Y( b+ I; { - end: S; ?4 b& K0 Z P
- end
* h$ n/ X# r9 l - end #endOfForLoop# ^, f) p' M. S
- @mouse_move_path = reversed_chase_path.reverse + chase_path
. Y6 ]7 i8 p5 P2 \: i1 l - end#ship( W" Q# ~- X2 v
- #--------------------------------------------------------------------------
, R0 S: f% l P* @# Y5 B/ V, Y - # ● 绘制airship的移动路径 @array[move_directions...]
' j' [# o9 R \" Q - #-------------------------------------------------------------------------- x/ |4 F& W+ p8 g
- def draw_air_path7 `! l e% J( d5 l% F, w. y
- $mouse_move_sign.transparent = false: k9 c/ i2 W9 t
- # 准备绘制路径表格
' k: m7 M) Q+ ~9 @% k - sheet = Table.new($game_map.width, $game_map.height)
$ T% G, Y# R- x1 w - new_check_point = [x, y]; sheet[x, y] = 1! p( D [) B1 A; F5 b
- reach_point = false; step = 2
' v4 ?5 K! C R7 j - loop do #loop1. c4 u5 k5 k- @
- check_point = new_check_point
; @& ?# V; x+ I9 n - new_check_point = []
5 y \" w: @: K2 ~- o/ N3 f6 \: { - loop do #loop20 o! _3 D: M* s9 [+ K4 P
- point_x = check_point.shift; N1 b6 r; L+ L6 I
- break if point_x == nil
, e! d" Y6 [+ M9 k1 M2 A7 } - point_y = check_point.shift
+ ]% z2 f" T3 x - if point_x == @moveto_x && point_y == @moveto_y6 q7 D, Z. ^" ]6 k. R: i
- reach_point = true; break
* X5 P) |$ d8 g& V7 s - end0 n9 E1 Y- l9 p$ a9 |. F4 `3 |
- left_x = $game_map.round_x(point_x - 1)$ m! c% |$ u& o o
- right_x = $game_map.round_x(point_x + 1)) x. X" F1 a+ G/ g
- up_y = $game_map.round_y(point_y - 1)4 z0 G8 Z; B# A: A) M) S& O s
- down_y = $game_map.round_y(point_y + 1)
2 X- t9 d- }% R6 V - # 以需要抵达该点的步数填充路径表格 #; a, Y7 R5 ? Z% ?
- if sheet[left_x, point_y] == 0
+ Y6 m+ r; {* G' @# U3 r - sheet[left_x, point_y] = step
/ p% D J/ E& U2 u9 [, c - new_check_point.push(left_x, point_y)
+ n4 N. W( ` I - end
! j% l: \- F$ w" o' H& t - if sheet[right_x, point_y] == 0/ y7 C% p5 U: Z7 d* Y
- sheet[right_x, point_y] = step# ~/ t% B" Q) e8 Q7 _2 N, [5 ~
- new_check_point.push(right_x, point_y)% }$ A4 u# ^; y( B6 M k
- end* f$ i9 c& K1 p5 Y4 r1 o5 U
- if sheet[point_x, up_y] == 0
( {9 _& L9 y: v5 }. }' B - sheet[point_x, up_y] = step9 T0 G5 S, l+ Y
- new_check_point.push(point_x, up_y)9 d. S$ d: l! w9 [* h
- end
* C8 Z2 J: {) \% X. q# h, k - if sheet[point_x, down_y] == 0# d6 ?/ b: I) ^* o: G* R5 U
- sheet[point_x, down_y] = step9 Y4 R" [4 g" Z; z5 l
- new_check_point.push(point_x, down_y)+ Y9 J" P/ C* J9 V
- end; `2 |, I: E. }: z% f
- end#endOfLoop21 A9 {! A. ], \3 |! ~, A' B4 P
- break if reach_point* y' C+ \/ ?) d
- step += 1
& d& l$ u- q- ~1 p0 q - end #endOfLoop1
% q9 A+ M+ m& h - # 根据路径表格绘制最短移动路径 #
/ E% P, D2 v$ O4 j - reversed_chase_path = []; step -= 11 ~* Q. l X$ I$ Y: w1 N
- point_x, point_y = @moveto_x, @moveto_y
i n7 ~4 B0 c' a3 k - for i in 2..step
: {# F$ R! n/ |* P - step -= 1
1 d, [* r( E3 R$ a. M+ _# ] - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
. ^8 l( M; t r5 M8 ?" C - if sheet[$game_map.round_x(point_x - 1), point_y] == step* }2 `3 p% f# Y' z) b# h
- reversed_chase_path.push(6)
) o) z" m' f# |( h0 k - point_x = $game_map.round_x(point_x - 1), a" u9 N3 P: {' B! H+ M
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
/ K, x: B: W T. p - reversed_chase_path.push(4)
( w# V5 x. Q: H% f9 |, L - point_x = $game_map.round_x(point_x + 1)" c* d; {! y& h: c1 Q
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step6 p, T& p/ T- Q, W
- reversed_chase_path.push(8)8 A* J1 k3 w3 K6 o/ s0 H4 B
- point_y = $game_map.round_y(point_y + 1)* P9 a8 l C& i
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
9 y6 j3 L$ G% {9 e* l. o5 H0 @; }' ` - reversed_chase_path.push(2)
. B' `/ l' V/ N6 J& N% x' \( { - point_y = $game_map.round_y(point_y - 1)* ^7 P6 a9 c5 K# S. S4 i4 C
- end
; v/ r2 P9 ]1 I - else4 A6 G6 ~: E4 t3 P5 f1 G# B) K7 N
- if sheet[point_x, $game_map.round_y(point_y + 1)] == step; X' m5 Y- l2 S1 z$ \
- reversed_chase_path.push(8)" W3 V$ Z, K4 Y. [2 @1 N
- point_y = $game_map.round_y(point_y + 1)' m& t3 R; Z4 M; _% F' u
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step1 J$ t! Z0 w( A2 G$ q% \; H
- reversed_chase_path.push(2)
?6 j6 a6 {- `& J% H g) b: C - point_y = $game_map.round_y(point_y - 1)
+ \# [; h: f# N. P2 B - elsif sheet[$game_map.round_x(point_x - 1), point_y] == step$ r' {- \' |- E1 a7 c
- reversed_chase_path.push(6)
# p0 R5 ?; L- X+ W - point_x = $game_map.round_x(point_x - 1)# z4 u. Q8 o8 n; v# n
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
' N1 E. _# t+ ^ - reversed_chase_path.push(4)
; t0 K- R7 q3 E9 C - point_x = $game_map.round_x(point_x + 1)5 n, O; E7 M6 p7 H' Z6 \3 y4 }
- end2 w K5 L. d/ O. p, G
- end
# n% I2 v s7 v! J- W - end #endOfForLoop 3 m; s+ y3 q6 t; l) `
- @mouse_move_path = reversed_chase_path.reverse" m: e" r7 k9 U& M4 ~. g
- end#airship
# }! \/ D7 d$ P8 s# x - #--------------------------------------------------------------------------0 E; m, A+ w) E+ R
- # ● 目标点无法抵达时的处理,用于各路径绘制方法内部
1 g/ | v1 s2 D6 u) T* z - #--------------------------------------------------------------------------
) T- ~) {8 h& y p - def not_reach_point
/ Z. h4 A3 e, Y( [2 j( U - $mouse_move_sign.direction = 4
7 W' r b' C* N4 X. ^ - dx = 0; dy = 0; dir = 09 p9 B- b+ C% H" e' m3 P! k
- if @moveto_x - x 0
& k. X5 t: e4 y* i - if @moveto_x - x $game_map.width - @moveto_x + x &&8 \+ ?; x- ^$ s+ |8 m M, V% @
- $game_map.loop_vertical$ [! j) g" @3 `, U' l
- dx = $game_map.width - @moveto_x + x; dir = 4: L, V7 t2 r( R! H4 N& k# S4 X
- else
4 f+ A6 v, p7 Y0 i - dx = @moveto_x - x; dir = 6) u2 G$ v8 p1 J, q; Q3 m
- end
% | _2 v1 ~, U9 ^4 d - else
# i u) F$ Y) f7 X - if x - @moveto_x $game_map.width - x + @moveto_x &&+ y4 c+ M+ N2 k, J% T
- $game_map.loop_vertical* C! y t, p5 S6 _. `: `: E- w. g
- dx = $game_map.width - x + @moveto_x; dir = 6, E* ?8 y3 Z6 {3 q. d4 c p
- else8 z1 u" @7 M* S0 Z1 g, _; D
- dx = x - @moveto_x; dir = 43 @6 T# j; l5 m/ i* E1 c
- end
i, U4 K8 r' `1 L - end9 P# r! Q& Y- \& |1 E0 _' K
- if @moveto_y - y 0) r& w6 l8 G# g. F l
- if @moveto_y - y $game_map.height - @moveto_y + y &&
0 O) c Q0 s4 s0 o - $game_map.loop_horizontal( \" s/ V+ h; Y- j! k" N0 H
- dy = $game_map.height - @moveto_y + y5 |8 [; h5 `# n# A- ^3 ?% Q
- dir = 8 if dy dx
w' R/ m7 `6 g( q. h1 p5 l - else
+ m; }8 Y- m+ H9 r4 x) O - dy = @moveto_y - y7 x, f3 M, }# l5 k5 `8 z& C0 s
- dir = 2 if dy dx' B2 D C! k0 z; K
- end8 L! ^' k( R& w
- else' ?! b; o* W0 E! ?
- if y - @moveto_y $game_map.height - y + @moveto_y &&+ F }; P7 ~- k+ V5 ?
- $game_map.loop_horizontal7 A5 ]" j/ h6 u
- dy = $game_map.height - y + @moveto_y; s+ H! A9 F5 S6 u! g" I9 @
- dir = 2 if dy dx
' H, S) O0 V/ o0 U& s4 G( } - else
. j1 k u2 r" _1 l1 z @! B5 P& z - dy = y - @moveto_y. r) F$ @; p/ I, T
- dir = 8 if dy dx
' @! |, s& U) b, a. U4 h, y/ t1 f - end
; k+ x9 H1 @2 C( b! I4 f) ` - end
* M. C2 K4 h5 i: q# x) F - @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件
/ H5 V" b/ t* g! O) R - end% k; p9 X2 w1 H2 @
- #--------------------------------------------------------------------------& r: C7 n4 p) P1 {
- # ● 判断目标点是否能抵达、登陆,用于船只路径绘制1 E# Q! a. j) P5 M
- #--------------------------------------------------------------------------
8 G' ^7 q0 B- F - def landable(x, y, path)
! H+ K7 S5 b4 s+ D - case @vehicle_type
( X: @3 Z. P# w, N! z8 P2 ` - when ship; return $game_map.ship_passable(x, y)
, K5 S& r3 X4 b) m; h4 I& Z - $game_map.passable(x, y, 10 - path[-1])
' a) s5 H# h) v, B! V - when boat; return $game_map.boat_passable(x, y)
0 } b# L" v$ z9 X3 x( R - $game_map.passable(x, y, 10 - path[-1])
& D6 n: @2 c# f& f3 m8 I - end6 ]) O) f, ]- G) h2 p, q" `
- end, W! N0 [3 l4 v2 i! G5 U9 _
- end- U% I9 Z/ p' s W {2 ^! E
, C* P j, b# ~4 \* H, P- #==============================================================================1 W0 g! |" x3 ^- E$ `3 V$ `2 A
- # ■ Game_Map6 U! }& V4 W$ u; B
- #------------------------------------------------------------------------------8 }9 ?+ p9 G) Y8 h
- # 管理地图的类。拥有卷动地图以及判断通行度的功能。: u" m9 v) h) |+ K0 }: \
- # 本类的实例请参考 $game_map 。
$ k: b; e1 y1 K( Q0 g8 U - #==============================================================================0 B% m/ ^' Y0 w! ^$ s$ W* U
- class Game_Map2 i* V9 S* G: o+ t
- #--------------------------------------------------------------------------
; A5 U$ a s, l: K* P - # ● 定义实例变量. u/ a) h! o N7 ` f
- #--------------------------------------------------------------------------
7 r" [6 D1 J/ |0 I# u: ~' T+ {$ f - attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据
* K9 J( D# w4 L9 | - attr_reader mouse_map_y # 同上, \6 a4 G8 e+ S0 T, \
- #--------------------------------------------------------------------------) ^' r q5 a, m1 @( x9 [
- # ● 初始化对象8 E: \% r' {1 _5 \* @. Q& R
- #--------------------------------------------------------------------------; O( X8 `" c/ L) l5 s2 g3 g
- alias sion_mouse_initialize initialize: B1 R6 n: b' J) u. a- U2 _( x% q
- def initialize
* Z& J5 t9 t% ?! }/ w - sion_mouse_initialize9 I6 w; `/ _4 b5 M- \/ _4 i/ R
- creat_move_sign ###
+ E9 ]( b4 Q, O( S/ Y - set_constants! j0 Z/ C7 |' l1 n$ x, X( S+ v0 c
- end
! @! T, w6 W( c/ R - #--------------------------------------------------------------------------# |: @- B2 [% G& d# W
- # ● 更新画面- N. Z! j6 e; t( m' |! _! P6 L
- # main 事件解释器更新的标志
' x5 @6 |2 S3 i2 S8 a/ { Q q2 g! J - #--------------------------------------------------------------------------
& ]/ b0 _: G' U, c7 Z - alias sion_mouse_update update
; @8 W6 s \% I- B - def update(main = false)$ z2 K. {* } V1 r
- sion_mouse_update(main)2 S! n1 n+ K& i% e
- update_move_sign
" J6 g+ l- C) e# v - end( H% v' h, P) D
- #--------------------------------------------------------------------------/ e( Q/ ?1 V" O
- # ● 创建显示路径点的事件; E- _2 C, |8 p
- #--------------------------------------------------------------------------5 v6 q8 d) f1 h" V
- def creat_move_sign, ]* Q7 z1 ~: ~% o; w) K8 [
- $mouse_move_sign = Move_Sign.new
' C* ~. e0 S' r( z( ?7 _ - end) n/ x* I( r8 D9 h" a0 E% e8 O
- #--------------------------------------------------------------------------
% |8 p' A1 H5 f6 ?2 y) a- L U1 N& ~5 ` - # ● 更新显示路径点的事件
" l3 n9 f& f3 D9 Y) k( i - #--------------------------------------------------------------------------: D# T6 m! h0 X$ b" L" y6 V
- def set_constants0 z: i" S2 k. y, n& b8 ]3 n0 g
- @mouse_pos_setted = true
" x: {' R" K* ?9 H% w - @set_pos_prepared = false6 A: X, O o; {( \% N
- @mouse_old_x = 0
' p4 j7 T& X* v( X9 G% [ - @mouse_old_y = 0
% ~) n5 {" _3 P8 h - end2 O2 N; b U& r: w+ N) c. x" \
- #--------------------------------------------------------------------------! f3 n! H* u* t! D1 x$ ^
- # ● 更新显示路径点的事件$ K% b$ q: ^3 k" h( n
- #--------------------------------------------------------------------------
& u. e1 L9 T5 l( R, E - def update_move_sign' O+ E- ]7 ]* ~
- $mouse_move_sign.update
+ o3 z; C, ?+ j; m2 _+ D - end
3 Y+ a0 X8 X! D# \4 |$ G - #--------------------------------------------------------------------------
% b0 c& {* e, ?) E3 \ - # ● 获取鼠标位于的地图块的x、y坐标
% D- p" m' X9 I, O! Q; K - #--------------------------------------------------------------------------1 [( m9 F5 t0 W' u
- def get_mouse_map_xy* ^. y3 D* W2 q A6 G
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y. q9 U8 \5 I& Q: f- p# g# J$ \
- @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)
# @( W4 Y' ~6 q8 Z$ Q2 q" M" r - @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)/ G1 s f' L- ?9 t6 r2 i
- end
8 u, A0 j; {/ _ a+ T' { - #--------------------------------------------------------------------------+ l& P0 d! T% L) Y
- # ● 返回地图画面时重设鼠标坐标
; p. X9 D2 ~4 P, x g. ~9 {: K$ k - #--------------------------------------------------------------------------
$ d, l; s& w* Z d1 V' g' z - def reset_mouse_pos& Z# `. h- E0 L! z
- return if @mouse_pos_setted
2 @: K* r- w; E5 u - Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)
0 h1 I @" `; _& V+ b - @mouse_pos_setted = true
: d( B; i2 e. d; ^. j4 N H, O - @set_pos_prepared = false4 {) I3 ~: A/ \5 d. W
- end! @# x4 b7 I/ K0 q
- #--------------------------------------------------------------------------8 {) d! ?( J, _' X; |2 |5 N
- # ● 重设鼠标的坐标
+ l6 d9 x4 u3 m- r _ - #--------------------------------------------------------------------------
! F6 c& T9 ]# a- b - def prepare_reset_mouse_pos
5 k* u P( {, ~- _: z9 w/ Y A - return if @set_pos_prepared, L$ u' K# H- ]) i* x) S6 P
- @mouse_pos_setted = false
# b" \( p, R2 B& N2 h S. J - @mouse_old_x = Mouse.mouse_x3 {( k/ \ v( E# b9 R# N7 w3 D
- @mouse_old_y = Mouse.mouse_y
0 J& e( ^5 O; ? - @set_pos_prepared = true, S; w2 P+ T/ A. @$ t
- end0 B+ r0 l: n7 E
- end! R, x, r: x) j. b0 p
- & [: `% Y* j' ~0 B' c
- #==============================================================================! d! |& y, f9 p) t% W0 N
- # ■ Spriteset_Map
3 L. ^- b/ e3 U! f* `* p& g - #------------------------------------------------------------------------------
9 w% u8 D0 i$ D( P# O: V - # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。
; j" v% Z7 X' i; H1 Y6 M - #==============================================================================
% F! ]6 I8 N( P/ D' B/ Y' L - class Spriteset_Map1 t6 R- x- z5 ~ w
- #--------------------------------------------------------------------------8 x+ t7 q# _( K6 W+ A
- # ● 生成路径点精灵
: q$ f' a6 k2 b0 \ S# r4 f8 ?, \ - #--------------------------------------------------------------------------
! D7 J* l$ \5 p- ?7 O - alias sion_mouse_create_characters create_characters5 Q% r. j; a+ w! \5 \2 \ p f
- def create_characters- y4 Y- \" J% V0 a* {
- sion_mouse_create_characters* ~; N! L' `9 F; ~
- @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))
# a/ E* o$ n. N% x/ @8 `. W) `3 I6 ] - end: ^2 K& C& v/ P. E
- end
: y: n/ T F9 X - % ?4 t1 H( @! X! {
- #==============================================================================% F( b/ g w9 \4 f# N9 N( R
- # ■ Scene_Map" e9 l* ~- u3 M
- #------------------------------------------------------------------------------2 z: B& f4 C. V1 K
- # 地图画面
9 B/ T) c6 E7 L e/ q - #==============================================================================
% V2 r# t, j" _5 j/ n - class Scene_Map Scene_Base
+ J* w0 u* n7 A% y- c7 T* @ - #--------------------------------------------------------------------------
' J, x! l8 z1 V& H - # ● 画面更新) g( }7 B# i6 ?
- #--------------------------------------------------------------------------# y" v7 A6 H0 T6 ~, ^+ w9 A
- alias sion_mouse_update_scene update_scene+ u& u) t- j: g" N
- def update_scene$ I2 U" ]1 B8 ?! _4 Z/ A
- sion_mouse_update_scene0 o3 l0 g$ c/ r$ ~7 b6 q5 B
- update_mouse_action unless scene_changing
' H. y& r. q4 u! u - end# w/ D5 q* ]4 J8 H" `
- #--------------------------------------------------------------------------
' ^3 E" w" G% `* i) V- c; Y - # ● 场所移动前的处理
8 `, L" y- A' |+ i6 a L! z - #--------------------------------------------------------------------------; ]# j2 X" q: Y) s
- alias sion_mouse_pre_transfer pre_transfer
0 `' i% R. r3 v$ @ - def pre_transfer
, R2 {8 t* n& v% Y4 S+ f: P/ }/ x - $game_player.reset_move_path) K9 }6 V2 w# C; a1 A, c
- sion_mouse_pre_transfer0 D" c* x8 Q& y- q h& K
- end
: E# A( W2 M& ^- S4 v8 h - #--------------------------------------------------------------------------! Y! y1 `( W* K5 V3 l7 x f
- # ● 监听鼠标左键的按下* f# n1 c- x( C7 \6 K
- #--------------------------------------------------------------------------
8 r. Y* u# Q7 V& w. | - def update_mouse_action
" N; S+ B5 m4 b. k& Y - $game_player.left_button_action if Mouse.press(0x01)0 ] H$ w7 W; p
- end
" N! d, S( Y6 Z - end l" `7 k4 K* p# |
' Z+ t% e2 V0 K' V+ u1 ]: K- #==============================================================================7 `/ `% F! f; }9 c+ R, s
- # ■ Scene_File! |4 s' d/ A" J6 L- x
- #------------------------------------------------------------------------------
% V6 ^! r" ~6 G, W( M2 Z, J - # 存档画面和读档画面共同的父类
9 k% o" K7 ?" z. R( s - #==============================================================================
1 ]- l9 {5 N' I/ [# j' W - class Scene_File Scene_MenuBase& v8 q5 [# b' t; X0 q
- #--------------------------------------------------------------------------
8 W w8 Z4 H4 e' y9 p3 E+ r - # ● 开始处理
' D3 \8 p: w- j# L# R$ } - #--------------------------------------------------------------------------8 ~6 E# Y( \# g/ |, g3 Q( v
- alias sion_mouse_start start* V7 g) U9 E0 e6 v* N
- def start @( M4 Q7 U0 T/ A) v
- sion_mouse_start. q7 n: @3 ?3 r4 C
- @move_state = 0- G" T0 R3 T& }- O. H
- set_mouse_pos8 C2 `' h3 d* w: X
- end2 B- S3 s0 V$ I% ~" {
- #--------------------------------------------------------------------------1 j2 q" A( n1 W
- # ● 更新画面
4 ?7 i" q3 M" @ - #--------------------------------------------------------------------------" j* I) l4 ~: U+ @" Y2 P2 ?
- alias sion_mouse_update update
& W' i: b! a) O+ n3 n - def update! [1 z/ h. f% B& X: t0 I. C
- sion_mouse_update& u) g1 ~/ e U
- Input.dir4.zero set_cursor set_mouse_pos+ s. [) ?6 }- A/ N/ k2 g
- end
( R7 e4 _# A: p' A- t& A/ b9 b - #--------------------------------------------------------------------------
9 [5 q2 D0 c' e) v- N - # ● 更新光标
/ A' u! B& V7 ^, j: H: V - #--------------------------------------------------------------------------
8 I' E- l3 X# @0 L1 ~3 z - def set_cursor/ u' U; f6 F) k* r1 k0 P
- @move_state += 17 z$ U p) b& a" [. g. ?
- last_index = @index
9 ]8 J m3 f+ Y2 A- h) z2 z - if mouse_which_window == -2- e6 @7 y3 C* S3 L& `
- if (@move_state - 1) % 6 == 0 o- I6 g3 I3 E3 g0 ?: H' D
- @index = (@index + 1) % item_max if @index item_max - 1 h1 l( q% F/ l" E! m5 V
- end
( l/ D9 C( V* u! K" b; {* G - elsif mouse_which_window == -1
( [) k) T! W1 {; u- z - if (@move_state - 1) % 6 == 06 T( }3 S" }( y4 T, M4 N" N
- @index = (@index - 1 + item_max) % item_max if @index 0/ u( x2 ~8 \3 a1 j; i$ j/ \
- end
' ~; a* Y8 s1 O) N - else
l% d( w+ t9 ^' a# X5 u* p5 W - @move_state = 06 D/ \* N9 d2 c: R# a. L1 g
- @index = top_index + mouse_which_window
9 s0 z h" w& P$ O+ M ?% I - end; d1 O3 N% u6 g7 n( H( }9 i: s" t
- ensure_cursor_visible
. }# i4 i2 Q+ b P' l - if @index != last_index Y( W5 ]# G8 J$ Y% |/ E
- @savefile_windows[last_index].selected = false
, b. y% C4 p. Y- z2 y/ H$ J - @savefile_windows[@index].selected = true
4 Q: L# J/ ^8 @7 ^6 i - end
6 ^/ H% i! d0 I8 o& H3 O - end
1 C' X _' H" E; n7 m+ q9 ] - #--------------------------------------------------------------------------" K( x: w" E9 {. v$ N2 w5 R( ?# W2 S
- # ● 判断鼠标位于哪个窗口" q. E0 J) ~0 t2 X7 ^: P
- #--------------------------------------------------------------------------
' Y$ v, {6 m5 ~ - def mouse_which_window
+ |) P5 y% J% T5 @& r. Y; C( {, O, W - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
# v# j3 d* O6 V+ f7 l3 v$ N! b5 S7 ` - if mouse_y @help_window.height + 14
- W1 B- _1 o1 E - mouse_row = -1/ T. n9 Q3 N7 S: |4 d2 W" U
- elsif mouse_y Graphics.height - 14
( x; O2 ^( n* S3 a# E V - mouse_row = -2" z/ O; `( h, c! A. r4 D
- else
) M* x+ g" I9 q - mouse_row = 4 (mouse_y - @help_window.height)
/ V# F3 Z; j3 y W - (Graphics.height - @help_window.height)3 a4 H/ l0 T# M5 U9 E9 `9 Z
- end
" }) r) I. ^. Y, F$ L2 I. o) e- l - return mouse_row+ K6 k+ |: ~0 D
- end
: j' X. t8 `8 Y/ q3 z - #--------------------------------------------------------------------------
0 l) J6 k: ]# @3 ^ }2 s - # ● 方向键移动光标时将鼠标移动到对应的光标位置
6 m5 n2 \ j# m X- Q* I# B+ T - #--------------------------------------------------------------------------% L0 t8 ~& I5 s, N
- def set_mouse_pos9 C" l# |2 e, R6 L
- new_x = 401 G3 f9 v/ i! A8 f
- new_y = @help_window.height + savefile_height (@index - top_index) + 24
. n- w9 ]( w9 X) |. m5 \) _ - Mouse.set_mouse_pos(new_x, new_y)" M3 C7 _3 L4 |5 i$ H8 {
- end; e1 b: E i7 o# }$ j8 [
- end
( c% T) G9 J" d2 D: @6 q& `
" O# o W! c* I3 X1 w0 C! J7 f, t! i, G' W- #==============================================================================
* A4 y7 U! ]$ C5 E, `7 O - # ■ Game_Event
, J! o1 V, r x" k - #------------------------------------------------------------------------------
. d% }& \, \) E+ {) ~0 f4 E6 _ - # 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。& u1 [% V* t5 _& p8 O. O
- # 在 Game_Map 类的内部使用。
% M. K; W* J W+ H x3 T( @+ I& F - #==============================================================================
: Z# D1 _' ^5 U) m' { - class Game_Event Game_Character& F; M: J/ @% S E, U a8 d K
- #--------------------------------------------------------------------------4 d- f5 g4 s3 s3 O# i6 B( ^
- # ● 事件启动
+ U( k$ {$ H; `- W% m% y( L4 R$ T - #--------------------------------------------------------------------------+ T$ ~9 O& C) \7 l- f* _! x
- alias sion_mouse_start start
7 G3 f2 P, m- k7 p" h3 e# w& T0 _ - def start4 c0 i4 q( Y) G
- return if mouse_start && !Mouse.press(0x01); _3 `! c: X9 W0 D n) e
- sion_mouse_start
- @, p) f7 q) E9 {* D" ? - end+ l9 h3 L0 ~4 d/ C) y) T {! h8 ?' q
- #--------------------------------------------------------------------------6 G3 h' n6 M: ?4 d9 H* Z6 n
- # ● 判断事件是否由鼠标启动
# c9 V9 `7 N1 `$ w+ o4 B8 w4 A9 f - #--------------------------------------------------------------------------
5 ]$ U) k4 v, l/ h% k2 V# w- ]9 V1 | - def mouse_start- H" K2 ]+ c- r5 W* X. v) k
- return false if empty
% }: s, E) @2 E2 M8 i. l! _, G! v: F - @list.each do index. V: S& z2 i# G- a
- return true if (index.code == 108 index.code == 408) &&
* l$ \9 [3 u5 c4 i( W5 P# P: V - index.parameters[0].include('鼠标启动')) H& z$ A l# m
- end9 k; z8 r/ K1 u: D0 _6 k1 d
- return false
! ^ }8 O3 M' J9 Z8 U. r2 t" _ - end
, w* P: y$ A" T! y+ z2 v' v5 f - end' R5 [$ A9 E& k+ T- P/ [8 A! E
- & `* R* \$ N/ V' m
- ####泥煤的height7 o: ^6 e+ @( o: \/ x3 q
- # @height = height! c, f& }) Y$ H$ G9 R. @
- ; L. g) V g7 B, P7 v2 _
- class Area_Response
- u4 J" Z$ M& _( l9 f* B2 @ - attr_accessor type; Q' v2 o: ~' j5 D3 g1 F
- attr_reader ox, H5 D; p( B; w4 k1 j. t3 @
- attr_reader oy0 i$ C, U( T$ Z' F- b( T
- attr_reader width1 Z1 d1 ?6 a) D9 n
- attr_reader height3 A5 R6 g5 Y4 b' J2 _/ a2 ~
- attr_reader switch_id
$ [8 y# x8 Z5 |; g - def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)/ |( m0 J" ^3 O# a+ T E5 p2 k
- @type = type8 G$ I {1 M8 t- i+ q! T! Y
- @ox = ox G' n- }$ Z Z0 w
- @oy = oy0 E9 H: r# h, @; ?# q7 b7 V
- @width = width
; Q% O+ l7 Y% F* F, h0 q; E- U/ p - @height = height: ?2 B/ K: {, e
- @switch_id = switch_id
/ V7 [% Y* x( e# I5 I1 j - end! k( u! Y- w7 V0 O9 j) F
- end |1 \; ^3 {! Q
! r( S# f$ r: i0 e2 |, I- $area_responses = []0 t& B' Q( v( c
- 8 \% d Y2 w! b
- class Scene_Map
4 ?+ B) J8 S5 ^1 s9 y8 s - alias update_mouse_2013421 update_mouse_action; x* q3 p/ } ^4 G
- def update_mouse_action/ X! O7 ~6 j5 u) N, ^! G" r6 h
- update_area_response# e( p* m* k- I: v
- update_mouse_2013421
$ K# v3 T" \* p! j4 \3 a; E2 Y - end- ` @+ J3 c4 N- E4 S
- def update_area_response
# T8 q4 P( `! A - responses = $area_responses1 |7 B; k9 P- k6 V$ [
- responses.each {response* L7 B" z Q" \$ p0 B
- ox = response.ox! F" V* \/ i$ c5 |
- oy = response.oy
, H. r$ N5 `$ T# \0 K5 T - width = response.width: F" D% C' R5 \. x: U
- height = response.height
5 ^$ q$ r% H! v3 D: Q% u, [6 l - switch_id = response.switch_id% d, {, T. I7 D! [: {
- case response.type7 a2 ^+ v# e8 m* H2 W
- when 0
) G6 E7 e1 B* H# |. d8 Z3 C - if mouse_in_area(ox, oy, width, height)
# t, Y6 c" z, Y# x- T4 e - $game_switches[switch_id] = true+ J. R ]! Q8 R2 f$ b
- $area_responses.delete(response)
" V* _3 _. M- m* `* w9 w - end7 I% X/ ~* }4 Q$ a- P- l& c
- when 1
, U! r% y% V, B2 z$ O' @2 W; a - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)
$ }0 p6 y" x5 D) K - $game_switches[switch_id] = true
6 C$ O0 i/ X0 @# u - $area_responses.delete(response)% e; [, e2 Z2 w3 d" L% e* c
- end
0 \8 R1 S# z+ g$ A - when 2
7 w) T) ^# q. s: ?* S - if mouse_in_area(ox, oy, width, height)
6 l4 n. h4 r+ s5 `" n' s - $game_switches[switch_id] = true
7 Z h% w7 `3 T: W3 i2 @! w3 Q - else
3 M# h' E9 n `. A - $game_switches[switch_id] = false4 V" l( _9 s# ^* h) }, ~/ a: ?
- end) _2 \5 {, ~ j
- when 3" y+ M& `" w& D, m/ r4 l
- if mouse_in_area((ox - $game_map.display_x) 32 ,. Q! |1 b4 k. Q; |6 j; q
- (oy - $game_map.display_y) 32, width, height)
! ^# X$ e; d* }, r6 e2 O - $game_map.events_xy(ox, oy).each {event( g3 @1 c0 \ `' l
- event.start
& f; M$ A% Q' S( y - $area_responses.delete(response), i9 ~% z+ ~3 D8 r/ h* n4 u6 p4 f
- return% ?) Q2 ?7 y* W! {, L$ Z* l
- } # _1 A3 m2 ]2 Z6 w/ F5 K) t2 _( M: K( C
- end' e& }, h; w- W' L" i! m. A
- when 43 l* [+ ~( z! N1 r9 A* W8 W! y: T
- if mouse_in_area((ox - $game_map.display_x) 32,! v) o) l. B$ o9 u$ j9 N
- (oy - $game_map.display_y) 32, width, height)8 N' H% A/ y0 u+ N
- $game_map.events_xy(ox, oy).each {event
: b+ h' |7 [& `0 d* L( e- v - event.start x; \2 {& d( l: V# @7 ?/ E
- return
! [) l% {1 F1 Z: M& _, M9 w$ v - }
5 g# Q+ i5 C+ P# w( E1 a - end
/ U* B' i% a/ j6 v$ _4 B( G1 P$ ~) C - end. U- n% }$ B9 D% g: q H5 e( v
- }" g! s8 X! C9 ]9 Z7 X7 K9 R
- end
! R& j- O; \# h' p) [* a - def mouse_in_area(ox, oy, width, height)
1 L' z2 [4 R* M4 [( N Z - Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&
3 _0 o: m L+ Y% k3 Z% Q: d - Mouse.mouse_y = oy && Mouse.mouse_y = oy + height" I8 T2 ?: E( N) m& C: G5 }
- end
6 f% u; Y. p; c$ ^2 ^ - end% U, f: t3 a$ ~/ P4 O% a
- class Game_Interpreter7 C- o3 {. J! R* x, j0 B
- def area_response(arg); E& Q8 V8 L# L# Z, ]2 ]/ w& u
- $area_responses.push(Area_Response.new(arg)). s4 @9 A% h' G" ~* | g! ^
- end
- e& n4 a1 u, r( U* `7 g - end
3 E5 X& M0 {2 c$ {
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