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純屬給LBQ腳本:- =begin #=======================================================================$ A# E7 r; u& N& S1 O2 @. ]3 U
: @! H" U2 u2 b5 T0 q, i* x- Sion Mouse System v1.3e3 r6 D8 w1 ?7 \: Z3 H2 m
- 1 c9 X+ J# F. H
- Changlog: j* c2 i- J. M3 L [) I! i
- / B7 I- F# z3 ]7 M/ Z
- 2013.4.21 v1.3f) E8 x! f2 V; ?# n% ]
- / z/ u( e9 P) W" {! |% f8 Z7 R
- 1.3f 卷动地图 bug 修正5 P8 }; V( o) f' H
- ; H' j, L. i) i. M8 Q4 C
- 1.3e 逻辑优化;提供解除鼠标固定的接口
? K0 Z+ {8 d* `. m- K - 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内
6 V U2 A1 I, | ~3 Y4 x7 f - Mouse.unlock_mouse_in_screen 解除锁定9 D, t K) {5 H y, }; H/ C9 |
- & } E. w* Q6 ?# r
- 1.3f bug修正
6 B. w1 F9 O9 B- m9 u5 A4 H - ) s: [: f. y( L3 {4 ~0 G, s
- 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
- S" A/ k" O& ?8 V+ v8 k - 关闭菜单时,鼠标是否移动到原来的位置。* [& y2 |6 C; y
- 5 w- T+ Y& i' _8 _1 z+ _6 g
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处
' G' c$ Z" w, D1 X* `0 V/ W) L% g; l - . _4 {" C) ]" K$ g! L! L
- 1.3b 修正一些罕见的bug;
; R1 \9 i# c' i! E
% w" y, x2 |# y8 }* R- 1.3a 代码小修改;
- w) K9 @0 X$ _4 @' A( q; L - 加入了鼠标点击启动事件的功能,
5 G5 I, J% r$ \- u$ u - 在事件中加入“注释”: 鼠标启动 ,5 k5 K' m5 a* h. E2 z1 d5 o
- 该事件将无法用其它方式启动,只能用鼠标左键点击启动。
9 Q2 t+ o* n4 U6 w' ] -
8 I! j% q2 F; I/ o' f! ?# I - 2013.2.12 v1.2) Z" @" X1 ^6 j) m- X
- / m. @( j9 x0 S: I
- 寻路逻辑优化;
2 e' L# N8 D; V% ^! T3 k8 e' n7 m" u - 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;, p( ?: j9 j8 x1 {& L" b- a
- 现在支持用鼠标来操作载具了。
( W' u+ `/ H/ x* ?& d - # q4 Z8 M9 D6 N9 Y) u; j7 N
- 2013.2.8 v1.13 h8 u! x( K: U6 r3 f
. q! x6 a# U+ o& B) J- 优化了事件判断,现在可以方便地启动柜台后面的事件;
8 W5 S2 D5 d( p9 f% `, h - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;
! u7 M) B! v+ O6 E2 d$ P* B - 移动时,路径指示点的绘制更加稳定;
: s+ `8 k8 v; ? - 现在支持默认存档画面的鼠标操作了。" y2 D5 E# J; r9 o* H
- 7 a( a. P6 G4 N- I2 e+ R- X
; f, q, I1 t4 C9 ^- OrigenVersion
. t8 o+ ?' c8 d - * G% t) Y# Q, ?" Q$ m/ q
- 2013.2.7 v1.0 2 F0 q4 c/ a; i) g7 a) z. z- {; k
- # ^% ~" u! S, F7 p; R# Q0 j. Q
- 主要功能
: [' {+ l1 b' a2 H+ G" s/ q
4 o2 T! a& }$ W$ W( j# r- 使用鼠标进行各种操作...2 T3 l/ }) {5 k! ~9 H$ {' J1 T
- 将鼠标锁定在游戏窗口内: F( w2 ^# Y: S3 @. t5 T
- 自动寻路,按住 D 键可以扩大寻路的范围0 H7 V5 d/ d5 W! [' S3 g" Y( t
- 双击鼠标进行冲刺6 p+ j5 p4 I0 h
- 更改地图卷动方式以适应鼠标移动
: j3 x0 b+ v% q - 变量输入框改良& D) i& K& u6 `6 J7 A
- # M. j6 O+ |* L, O' v/ I, o q" t* ]
- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹
9 P" L8 q, q: m0 b' W
" K) `6 Q2 ?0 j, R3 n6 h- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹
# G, e& |% z2 t: | y; q$ `
% H- c( j* W9 a; ^9 n. @- ★ 如果未放入会弹出提示,并使用RM自带图片代替缺失文件;该提示可以在下面关闭6 n- S. _3 ]1 Y9 a
- $ ~ ]6 ~. H3 h" r
- ^* ^; A! w- J( Q- g
- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★! d- h0 v0 O2 N, O/ f. F0 X+ ]
& r& Q; S* S" Q5 P, x
! ]) x3 n* l/ J8 h3 M0 m- r7 i- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示
5 _. @1 L0 e0 y- g
. c4 Y! c1 d3 k7 v* |1 m9 C" }+ t- #==============================================================================
! O, ]4 e7 r* [+ s) r/ R - # ■ 常数设置
' _+ R, h/ V3 r$ g - #==============================================================================
. K$ @7 f6 }1 V$ P1 X! t; | - module KsOfSion- z( v) p) a. M9 U7 x: M9 s
- Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false
. f3 G* U3 B6 z& t) v9 t; q - Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑
1 w3 V" @ v4 ?2 I) W+ L5 q+ m) P - New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false7 N, _0 D+ F4 D4 F b" `. _- s
- 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
( d8 L* o5 f- p2 v+ _ - Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处& F! y, n s/ x
- Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧
# i2 _' }1 `' g8 Q - # “30” 是默认显示格子数 长(17) + 宽(13)- B1 o: {0 |- i2 G
- Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键+ Q/ H6 u5 _! b2 q+ K- G3 p1 ~2 L
- # RM几个内置的空键位 (X = A)(Y = S)(Z = D)9 Y! r; r% h* q1 y$ C2 i- b
- end+ |6 s! w1 l/ `9 ~6 W7 F6 u" _
, n- ~ ]( n. V& l2 D9 H- #==============================================================================. h6 n o" S* i' d' D8 X
- # ■ 用来显示路径点的类
9 ~5 r" k' b3 ~2 A( b7 P. q( V) A5 \ - #==============================================================================
" t, ]6 @ S# I" A' ?) \9 F - class Move_Sign Game_Character% D0 a x2 U, b. G3 k
- #--------------------------------------------------------------------------
! |! B1 L. ~* i- x+ v$ i - # ● 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$ |; A5 c7 l2 G- o
- #--------------------------------------------------------------------------; _0 d% s1 f7 M! l* o& d0 x
- def init_public_members3 `, T7 m( C9 q
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹* b2 A! Y* s. X+ `" [
- @character_index = 0 # ★ 图片索引。$开头的行走图设为02 y' ]6 \! z0 R( B( S5 I
- @move_speed = 5 # ★ 踏步速度7 Z1 ]; i3 q( k: ^4 R$ F; o5 T: q! r
- @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个), h. ^% Y$ ?- b* N' @
- [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度! R( Q& a! L3 v
- @blend_type = 0 # ★ 图片合成方式,默认为0(正常)
" G' ]$ E% r0 i - @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列1 X8 ^& q! F% Y
- @priority_type = 1 # ★ 优先级(默认与人物同级:1)
% b( j: T, F( R - ; R$ ~# i. _# T, g# q6 @* F
9 D2 E1 a, ~ o/ P. M' l- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★
3 m* E$ k0 S4 L& J8 k2 B! C
* H2 P5 Y0 e. O! N! R4 j; m, W- ) o$ ?3 E- L( B$ Z9 q
- # 如果 $Arrow.png 不在对应的文件夹内,弹出提示,并使用游戏一张内置的行走图+ g2 X( G0 m& {6 ~* ?( G& Z T" S( J
- unless File.exist('GraphicsCharacters' + @character_name + '.png')
: {4 N' U: q' p% q" ]# z; }& o/ o - 6 ^7 U+ { Z+ h0 c y0 R* S1 @- V
- if $no_arrowpic_warn
/ r" }, S8 f6 v1 K9 k" D - MouseShow_Cursor.call(1)( W* W2 U/ J6 `) r- M0 g% P
- msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png
) {* y/ O1 z# s1 w' t% B% m
6 f; X+ R P% j$ A; H- “路径指示点”将使用游戏自带图片
5 F! ^7 P) U* [! | - 2 e9 [5 x% @) Z% G1 C( u
- 该提示可以在脚本内关闭')
% `/ A. y2 J; R; u5 w- L6 r - MouseShow_Cursor.call(0), M* N. A1 t- I
- $no_arrowpic_warn = false) D8 G$ G ?: x% ?4 J
- end X: D! w( p1 I
- @character_name = '!Flame'5 g( U3 O1 y( ?: T
- @character_index = 6
0 s1 V& I/ C0 f) T% ` - , M/ I, j q9 y# a# O6 @4 Z2 @8 H. W+ Y$ X
- end
( y# @) R6 `& t3 e - @direction_fix = false # 固定朝向5 f0 `8 D/ V; b" J1 q* O
- @move_frequency = 6 # 移动频率. U& O& R5 P$ K, [( [* H5 p1 R6 b
- @walk_anime = true # 步行动画
" I' J& _6 S) ~& ^$ _; H: ?( O - @pattern = 1 # 图案" i% a _9 Q0 y7 z
- @through = true # 穿透1 A2 A$ N7 J- u6 [- L
- @bush_depth = 0 # 草木深度- s0 P8 y& e* S
- @animation_id = 0 # 动画 ID, e9 l* N) O4 W( M1 c0 I
- @balloon_id = 0 # 心情 ID
0 ~6 P A H* t - @transparent = true # 透明
7 @( F: A4 \! J+ U1 n5 K' [* o% n8 P+ _1 i - @id = 02 _) V/ ~4 Y4 n: }( l0 x- C1 f
- @x = 0
6 L6 l& e# l% q( } - @y = 0/ s H% |7 L: S7 b9 |$ c9 a
- @real_x = 0+ t" S7 r+ P) Q+ O
- @real_y = 0
2 P6 j, o ^) k. e ^ - @tile_id = 0
( y3 c5 \" Y6 N- W - end
1 ]5 l" ^. z' E, C( Y - #--------------------------------------------------------------------------1 h8 i* A, J" `/ j& T; i& W5 A' `
- # ● 定义实例变量
. G" N8 W& X+ H( D - #--------------------------------------------------------------------------
0 e. ^" f* c2 L - attr_accessor direction
5 P( H F- ~5 i6 o9 S - end2 A6 a, f, g/ J: [* Z4 _
- 1 d$ @ `8 x7 G& d! X* l
- #==============================================================================
$ A! x% `; Z9 A5 W/ P8 C* o - # ■ Module Mouse& [1 Z) x8 j( H! x. a
- #==============================================================================* [8 ]" U6 ^" M$ T' R
- module Mouse
. s- E6 _% j; l$ O% d0 v- o - #--------------------------------------------------------------------------
" O+ C# F4 u! A9 @! o) p( |* P7 {' Y - # ● API% Q9 i4 l e) M U4 b3 T z( N
- #--------------------------------------------------------------------------% ]1 T' @7 t/ y" A5 ?6 a. q
- Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')% ] h' O) [( R7 x- @: H# N
- Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
- h; \( K0 z; E6 w; N - Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')4 c* j( `: d& X/ c7 a7 k& V& d
- Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')" }. L6 i$ @, V
- Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l'), _4 v) b; w, a- B6 f, A
- Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')# w9 t2 \5 p9 J6 a" a
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')( d5 N- N: Q ~$ t4 I) _
- Window_Hwnd = Get_Active_Window.call0 C* f* A- r u* ^" i! q
- 1 r" V; z1 v* B$ @
- class self
3 K2 F3 R2 M. l6 w- |8 w3 ?$ C - #--------------------------------------------------------------------------0 |/ r8 R# B, l9 j. ?! w- b0 L3 T( k
- # ● 初始化
/ q4 a4 o$ {1 r) W- j0 T - #--------------------------------------------------------------------------2 H. Q3 J3 `9 ?: Q( J
- def init6 E7 k! f. K+ x! q# b- Z- R7 C
- lock_mouse_in_screen if KsOfSionClip_Cursor
/ T: ^. @6 Z3 J6 z% i7 p - @left_state = 0
& F# U3 @/ i7 [3 k - @right_state = 0
: D2 R3 N3 Z2 h3 ?* i5 c - @ck_count = 0 # 帧数计,单击以后从0开始, `. K P# \; A
- @dk_count = 0 # 用于双击的判定: \ r _$ f4 W! d5 x* A
- @clicked = false
" U4 g6 g0 O% r7 n# o - creat_mouse_sprite+ F1 c) i7 ]- _9 `0 v7 n
- update
- M% s6 ^: x/ R1 T7 k' @) n - end
; [8 c5 m9 ?/ | - #--------------------------------------------------------------------------' z" R! l& x: U7 B, `" G$ l
- # ● 鼠标指针精灵, G! r( U$ d+ o. l0 B
- #--------------------------------------------------------------------------
+ c/ D8 p2 z& i" g3 d6 N - #~ def creat_mouse_sprite- Q5 p- w$ P/ u1 }0 I) t
- #~ 4 ^3 R/ ~/ M4 V
- #~ @mouse_sprite = Sprite.new
: ~& k, r1 m% p, E$ m3 c - #~ panda = 2#rand(2)+1
6 a' K+ v' Y' {' M
! T& A% q; C5 o- L/ ?' J- #~ if panda = 1+ g' x. C( K7 z
- #~ if File.exist('GraphicsSystemCursor2.png')8 N: e7 M3 m/ L5 H; |9 s" S
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')1 R0 B# C% R0 W9 i% v# A! p
- #~ end#with if File.exist
9 m8 p- o) [* `2 m- y - #~ 8 Z6 Z" H: ]+ O
- #~ else if panda = 2 #with if panda=12 H0 R X. x* E: ]
- #~
. |; R% d' W7 X2 [ z7 g - #~ if File.exist('GraphicsSystemCursor2.png')& v# p$ A+ a5 I f6 K. B2 W
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')7 W4 e W4 D, @+ E6 G
- #~ end#with if File.exist
) ?' i% M" r: a8 u5 d - #~
2 \: }' l* E8 g2 S" c - #~ else #with if panda=1( t6 c; F( y- a) v0 N
- #~ @mouse_sprite.bitmap = Bitmap.new(24, 24) x) A6 M2 s, c( _
- #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),7 b/ X! H; n4 V/ S- e
- #~ Rect.new(5 24, 24 24, 24, 24))
* `4 U! a; b- k2 |! f! a - #~ end#with if panda=1
, Z+ T5 [' w% B% d; Z, K - #~ * K! [' Q7 h' |* E( Y
- #~ #with def. W0 l: G! i8 o% L$ x' I
- #~ end- }/ x; [, l9 x6 V% F" K3 h4 Y
- def creat_mouse_sprite
3 @3 w/ z* \6 A/ Z2 k# t/ r - @mouse_sprite = Sprite.new- L9 z& }& c4 a, h0 s- F
- @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})
: d# Q/ C) W% E3 `* c - @mouse_sprite.z = 9999( O, m( v J- Z. l \
- Show_Cursor.call(0)
: Y r0 l4 @: A+ f) k) E0 N - end0 _. G4 l, S1 w7 f4 F9 M
- 1 l8 O* Y7 f( D
- #--------------------------------------------------------------------------
; P$ [8 L+ n- J1 v# K( i3 Q1 f - # ● 更新
4 f# ]% Z! u" K8 H4 P7 W - #--------------------------------------------------------------------------3 {3 j% c- `% q6 C6 j
- def update
n4 H# ?0 g/ G. l/ u - @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos$ C, U0 F# i8 O! E& \. G8 h" f
- left_state = Get_Key_State.call(0x01)
( b9 u5 N2 Q3 { - left_state[7] == 1 @left_state +=1 @left_state = 06 J$ E$ ~9 q8 |1 a- x9 j
- right_state = Get_Key_State.call(0x02)" X/ K6 l& S t3 m8 x& e' j8 M& U" n/ ]
- right_state[7] == 1 @right_state +=1 @right_state = 0
& a) v1 {% E% @3 } - update_double_click t. q* P' t$ o. X! N: G
- @left_state == 1 @ck_count = 0 @ck_count += 1- O' O/ J& S' q0 D- M+ ]; B$ M
- end
$ u" ]; w: \. m& d$ c& G% C - #--------------------------------------------------------------------------
* ~; U1 W- N( N5 a. P) k% D! \ - # ● 获取鼠标坐标% Q0 u% p6 @" J# y v
- #--------------------------------------------------------------------------0 b0 ]/ r9 w! b, M& H
- def get_mouse_pos
* B1 Y, T' o% b6 ~9 h - arg = [0, 0].pack('ll')- r6 w" k9 Z, @' r; h
- Get_Cursor_Pos.call(arg)* n1 [* K- U' ^$ ?' V
- Screen_To_Client.call(Window_Hwnd, arg)/ i: Y. ~+ b2 p' T% N
- x, y = arg.unpack('ll'). m1 R. o* a& ?# `6 p
- return x, y( S: D R- N* y3 Q' M2 h' L4 g
- end C) A5 ^" _( x; W
- #--------------------------------------------------------------------------0 t& Y2 q! G, t
- # ● 将鼠标固定在屏幕内
) y% w7 G' n3 k: n# }# R - #--------------------------------------------------------------------------
4 [) m0 ?2 J8 g' n1 j - def lock_mouse_in_screen' E/ t7 X( Y9 H" u. ]! ?' b
- arg = [0, 0].pack('ll')# d6 Y. g8 a, E% m) ~' j; G
- Screen_To_Client.call(Window_Hwnd, arg)$ l% U5 o/ R5 }+ m
- x, y = arg.unpack('ll'); I( K0 Z- \/ r6 o$ u& b, X; S
- Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))2 G& k9 I+ B! i# h/ Q! k
- end1 z9 E* ]+ P7 V
- #--------------------------------------------------------------------------
, f |, [ @+ O. e$ T - # ● 解除鼠标固定6 p0 { o/ R- D& B8 [: F
- #--------------------------------------------------------------------------
- Y8 Y9 L# z7 ]% q- a* k - def unlock_mouse_in_screen
2 n0 e" y! c4 l& e H) I4 a! R+ f( J - Clip_Cursor.call(0)
9 w# t' ?- O% @' D! u - end
2 m; z2 `* u+ q# q6 E* c! m - #--------------------------------------------------------------------------
2 d& c# q1 @& X/ u - # ● 鼠标双击判定
" v5 C% `4 Y) T& ~# K - #--------------------------------------------------------------------------
m7 Y# v, }; ?0 ^/ f- Z, _ - def update_double_click
- x, w& L! L& o& }4 E, X+ G - @clicked = true if @left_state == 1
; f0 a0 Z) O7 [# j# g8 N. } - if @dk_count 0 && @left_state == 1& K# H+ p6 Y, Z! ^8 m* A
- @dk_count = 0; @clicked = false
/ J" S- k! [& P7 { - return @double_click = true4 e6 O- q+ N/ d! }8 z
- elsif @clicked
$ L0 E7 B! v! N8 G/ \6 M- j; f - if @dk_count KsOfSionDbclick_Frame v0 z* [9 H1 A' b7 }
- @dk_count += 11 _( [ l0 Y% S- N" @! H
- else
/ a: c* M* o# w3 c; g2 m/ R - @dk_count = 0; @clicked = false3 i6 r0 ?+ @& J, f' S7 R
- end7 n5 Z" V( W) @$ P
- end
! u9 }& _: ?" }5 G/ P! B& o# T' t( l2 Q - @double_click = false7 W; c0 |/ F" S4 b2 m4 i
- end
% J5 B7 X- q( H8 y! [3 q: o! b - #--------------------------------------------------------------------------+ X0 i# C! h) N2 c
- # ● 按键被按下就返回true- x# S( E$ z0 G$ _
- #--------------------------------------------------------------------------/ U7 w+ B. n1 C: \& N
- def press(button)
g! F; B6 k# s, `) M( ?$ x# n: d* o- W0 N - case button/ k% V% a9 P& d& u0 r# \2 r
- when 0x01; return !@left_state.zero" `8 L" w& ~* I# `* ^) P7 R
- when 0x02; return !@right_state.zero
" w5 ^+ R. q# N& C" m- @ - end
) m1 _9 o2 M+ i6 R/ w6 k9 p1 t - return false
2 w" v. C& P9 }& N - end- K% a, j2 u7 v# H
- #--------------------------------------------------------------------------
# L5 C$ V+ T, _, h- G. s - # ● 按键刚被按下则返回true
/ D' \+ p3 W: Q* c4 Q* q - #--------------------------------------------------------------------------, r- a& @/ M5 }2 a
- def trigger(button)
( P# I7 o! x5 ` - case button
3 a/ |. u* s' ?2 [* |# p - when 0x01; return @left_state == 1- x$ |+ K- s! \ s8 a( g
- when 0x02; return @right_state == 1
7 [* g' K3 M& F6 f8 M R: ]. a - end; `- m8 T$ B( ~7 ^% L# q
- return false% o5 F7 z" B' O& a# S
- end9 t7 R2 j5 D9 ?4 E. b4 v6 P: A
- #--------------------------------------------------------------------------9 |" W: _, j W& c0 P) b* Y
- # ● 持续按住键一段时间的话,每隔5帧返回一次true' u* B3 u7 O$ o4 G1 V2 z7 S
- #--------------------------------------------------------------------------6 g6 i# Y8 ]4 K/ n# W
- def repeat(button)
A; m/ W1 T8 m( ?& j/ s: m - case button
, \. z n8 r4 _4 u# J" R - when 0x01; return @left_state == 1
# B" e z1 _8 ~+ N7 {* j7 [ - (@left_state 22 && (@left_state % 6).zero)
: x5 ~2 k1 I# p# m, G' l: O; D - when 0x02; return @right_state == 1 . L% E6 Q: i8 s, u) f! p. @
- (@right_state 22 && (@right_state % 6).zero)
5 f2 d; W! d3 ?# O0 \. G. H- u3 W - end2 _1 f2 Q0 {$ k
- return false
. k# j' a* N5 d; B* M! A - end) X; ]! o3 h' X2 h
- #--------------------------------------------------------------------------
! [9 g6 w0 K5 `( Q( _- V - # ● 判断是否双击鼠标( L5 |. l9 M& T6 B
- #--------------------------------------------------------------------------
) P1 h0 Y1 ]4 B2 @. i* W - def double_click5 }9 \/ y0 \" Z1 x! \( ?" d
- @double_click
% U% A* t$ f X8 z7 ~. R - end
6 ?2 h2 v x% q& [* U& g - #--------------------------------------------------------------------------. t, o7 ~# c0 _$ x, f) z, X
- # ● 获取@ck_count(每一帧+=1,单击后重置为0)
) M3 B$ Q3 Z' c6 x" W$ B- ~" O$ Y - #--------------------------------------------------------------------------4 i! J& O" F' k1 F c
- def click_count
; K: y# G, N/ e" S - @ck_count) y. _/ T5 W- B8 y% o$ ?
- end9 d7 `8 n+ U$ ]" ]3 f
- #--------------------------------------------------------------------------; W' W/ n- Z( J
- # ● 获取@left_state(按住左键每一帧+=1)
+ p' h2 k) ?8 O5 w3 v! G0 q/ o - #--------------------------------------------------------------------------
5 S; u! \/ i1 W - def left_state
1 Z- }: z; E, H/ v+ t) Z - @left_state
/ C/ Q; }2 _) L4 h# ^9 `, r - end
( ^7 J" d3 c" W6 M) a" ]; E - #--------------------------------------------------------------------------
. f0 b' r$ [+ C l$ y0 u - # ● 获取鼠标的x坐标
$ Y- o) F' h+ L \& z2 L - #--------------------------------------------------------------------------
B# k& G7 ~: q# n# t - def mouse_x" D) b& H; x, u" I0 ^6 B
- @mouse_sprite.x
. `; @5 D/ C5 a/ \) b) A- n - end+ Y' M- D v, a& G8 e0 w
- #--------------------------------------------------------------------------
" ?8 R3 i1 s6 k' ? - # ● 获取鼠标的y坐标
' N0 S; Y' X: P1 j/ R6 s$ F - #--------------------------------------------------------------------------3 R, M" J( _( x
- def mouse_y' U7 b3 V- K2 W
- @mouse_sprite.y5 Q+ s: j" ]+ D
- end: @, Q) m1 Q1 F2 }" G5 r0 S
- #--------------------------------------------------------------------------
$ v2 N6 T0 I V - # ● 设置鼠标坐标/ E9 m4 C6 I5 n4 }8 E; A
- #--------------------------------------------------------------------------( \; ?% L/ x# I( _6 l, p
- def set_mouse_pos(new_x, new_y)$ J0 U) i+ A3 j0 |" B2 D" ?
- arg = [0, 0].pack('ll')7 S% A1 P# _$ ^. c6 n
- Screen_To_Client.call(Window_Hwnd, arg)/ a3 T/ |# X& r' U/ A+ p
- x, y = arg.unpack('ll')0 y: a- C6 v- F) [- c
- Set_Cursor_Pos.call(new_x - x, new_y - y)" o4 K6 h( y4 G
- end0 q9 I! {+ }( i+ p3 ~
- end #end of class self 6 ~$ m2 c8 i! Q; R: C5 g
8 s& B- \3 R3 i- end
# S/ r& \, W0 l5 U$ d - 3 Z0 t# h! V8 a4 T' ?) |! a) N
- #==============================================================================
: O) a' I& S G% O2 M6 H - # ■ SceneManager
, P0 O) ]2 j, {/ z* m) _# h' s) G6 z2 ] - #==============================================================================
2 \- A) k6 U' {; r ~- \! A/ _ - class SceneManager' U2 K/ _ Y; r/ L; L
- #--------------------------------------------------------------------------
w$ E3 K7 W% v: R- g - # ● alias
# }# {; W: s4 j' [5 ^6 ?" f - #--------------------------------------------------------------------------+ c8 _. p- D8 I v. c
- unless self.method_defined(sion_mouse_run)
1 k6 }: f0 R9 J3 ? - alias_method sion_mouse_run, run9 ^2 v m0 d c0 y7 j5 J
- alias_method sion_mouse_call, call1 ^* o' I/ X6 ~7 I. ~5 Q
- alias_method sion_mouse_return, return5 `8 j/ E% y: I
- end
/ _0 N: t/ p$ x3 F* f# W - #--------------------------------------------------------------------------
. c0 b2 d" L- A( P - # ● 运行+ [( t& ^$ ]6 G" @; M1 Y4 \ [" ?
- #--------------------------------------------------------------------------+ F/ P5 d5 Y9 C; Y( k; l3 P% }
- def run' `1 C( A) ]5 p+ e, @3 S! ?! i) d# U
- Mouse.init9 F$ E1 T c4 q' F8 Z$ Y: }$ J+ a
- sion_mouse_run
7 r& y0 I: O5 X8 d* f - end
7 D/ \) w* h; W/ _1 L$ f! M - #--------------------------------------------------------------------------
, G- U9 x" t- X1 }7 \8 m# C0 v. m - # ● 切换+ W3 c) D" c) X7 v" ~4 @" ?. A; Z
- #--------------------------------------------------------------------------
# [' w4 n. H+ J" a$ K/ N% ^ - def call(scene_class)
' i: k) T* H1 u/ x - $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)
3 f- d. d) H1 } }1 t, }. Z - sion_mouse_call(scene_class): N% R+ X& J" |8 P& o9 {1 e
- end
& o# I' F) `) g! E/ m* V# L0 ? - #--------------------------------------------------------------------------6 d7 E2 q( @! `6 a
- # ● 返回到上一个场景
f% u: {0 B+ U1 Q - #--------------------------------------------------------------------------' Y' @4 {( X' p: Y0 o* P4 L
- def return1 V6 [- h0 f/ G/ b, Z1 `
- sion_mouse_return
! `% e4 X0 B; p( M z - $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&
+ ]8 s. B9 {% b$ n ~ - @scene.instance_of(Scene_Map). T3 j! D% P& o9 h: G. p( p6 n% N* O
- end
' u8 J, b# @7 P( V( e9 X - end1 C J/ r1 W3 ?8 c
- 7 Y3 t9 O+ l6 Q: f5 ^0 {. K
- #==============================================================================
; o$ L9 W6 s# y7 B. r+ I - # ■ Module Input" k5 J6 R& m/ ]' i" K( H/ K( F/ t
- #==============================================================================1 _1 t2 Q4 p6 [* C% }8 U4 b; \
- class Input
8 J: G/ Y5 G9 J0 U5 T5 D2 ~* N- ^ - #--------------------------------------------------------------------------) r- m: n4 ~ X2 V
- # ● alias, i" N$ |8 E% w" ?* q$ s
- #--------------------------------------------------------------------------1 w' k9 U: {; W' B
- unless self.method_defined(sion_mouse_update)
$ Y+ x* e1 ]1 A- ~- k6 Y w7 b! n - alias_method sion_mouse_update, update* [8 \! k* N( d |* a% N# t2 Y5 E
- alias_method sion_mouse_press, press
& T- |1 f% P" O0 ~/ [, y: R - alias_method sion_mouse_trigger, trigger
9 Q" u: t! ~0 g$ I8 G - alias_method sion_mouse_repeat, repeat
( x- y# c: } ?0 O. h2 E - end
! k% R9 ]8 e! x2 h" `; O - #--------------------------------------------------------------------------& z* m% B9 _, B5 o) }0 g& b
- # ● 更新鼠标
8 N" j4 \) P4 h6 N E - #--------------------------------------------------------------------------
8 V7 S+ R- R: v/ d* Y/ J5 Q - def update
& @8 I) W* ~. J, F3 l: F+ ^1 v! c - Mouse.update
: R4 Z! s, h: F - sion_mouse_update# b- k# H3 J0 p. Y
- end0 j( X+ v# W* z T& f: ]( O
- #--------------------------------------------------------------------------
1 i+ e4 T! h7 Y: c9 {& v - # ● 按键被按下就返回true
- N. P# l9 A! @( o - #--------------------------------------------------------------------------
: D( U; D, _; z' L - def press(key)+ A6 w+ A! W+ O/ t+ C0 i
- return true if sion_mouse_press(key)3 v, C! _& m' g5 _8 W; ?
- return Mouse.press(0x01) if key == C
' }& Z% d, j: S" T. M' L - return Mouse.press(0x02) if key == B! M6 D# f' L' }) n5 W* g& t
- return false+ o# [- Q8 ]/ ^: d. w# l
- end$ v. A( W2 ~( ]' F, b1 ?
- #--------------------------------------------------------------------------" @* J6 t1 y% g4 r5 l' Q
- # ● 按键刚被按下则返回true, B8 a& o( x3 O E9 ~
- #--------------------------------------------------------------------------
# U7 M* I4 J: t8 O l3 Z* x - def trigger(key)' J: X: Y) V d4 ]' d, K4 {
- return true if sion_mouse_trigger(key)
! \) A" P7 n8 a$ T9 U- B2 O3 X - return Mouse.trigger(0x01) if key == C5 ^+ E# w+ q+ Z; i
- return Mouse.trigger(0x02) if key == B
* }1 p A4 }$ t1 | - return false, y% u; Y) i6 J8 Y9 v3 W$ E/ d
- end$ Y9 J4 I& t7 c8 B! J9 |# K0 I- q
- #--------------------------------------------------------------------------
5 A. p+ `3 F9 j, X+ f - # ● 持续按住键一段时间的话,每隔5帧返回一次true
& d0 ?. O: u B) f8 r - #--------------------------------------------------------------------------- a: c$ t D2 @
- def repeat(key)
; V; i: P4 o* U - return true if sion_mouse_repeat(key)
. _0 V" a2 q: t# L0 ?3 T* L- D - return Mouse.repeat(0x01) if key == C
! P7 \+ D. w! |& `, j - return Mouse.repeat(0x02) if key == B m; m5 ?9 u4 Z7 `7 Z
- return false
8 Y: g. e) n/ U5 d# t - end
* {/ B: n) x; Y4 h6 k - end
! \, z/ t0 k" r* h% H! e: S4 i
5 [' E: H; C* B! {$ G( V; ~- k5 ?! C; g3 c6 H
- #==============================================================================
c1 i1 c+ q" r" b - # ■ Window_Selectable; ?0 F- ~ J) M, A2 d' F
- #------------------------------------------------------------------------------
. v1 @/ I" g" Y1 s0 I1 @7 N2 ^9 w+ n - # 拥有光标移动、滚动功能的窗口% ^1 ^$ b+ _# }* H% N0 x0 c1 n
- #==============================================================================7 F7 M3 k( w! [) m+ A, b
- class Window_Selectable
, i' n4 @3 M# g# n( L- { - #--------------------------------------------------------------------------
; P+ o+ N2 O3 j n) ?# T3 Y+ ?% M - # ● 初始化
) _" \+ u y) c - #--------------------------------------------------------------------------
6 `( k3 a; l- B# S. t - alias sion_mouse_initialize initialize4 w7 l- ]4 ~8 ~; Y. K3 y1 Q3 j3 H
- def initialize(x, y, width, height)+ |; k6 P2 E' I. v$ S' w
- sion_mouse_initialize(x, y, width, height); F" s! h/ u: E9 B5 [
- @move_state = 0
! M. v9 o% }( y% g; m1 e - end g" Y2 s- i: T" a- o& w
- #--------------------------------------------------------------------------- }) w7 o* s; U
- # ● 更新8 R# L8 p$ B1 S/ [8 M
- #--------------------------------------------------------------------------3 X" r" V9 P4 H; k& M+ v! R4 `9 L
- alias sion_mouse_update update" {/ U! f& j6 e2 t; M
- def update
) a" I) M0 Z0 s& I3 O/ d - sion_mouse_update4 |4 t9 d! q" ^, i. V8 @
- update_mouse_cursor( y' T+ b3 i8 [# ?& P1 H" X; e
- end2 S- ]7 ]& S4 |9 {; M
- #--------------------------------------------------------------------------2 p* L& \; ]: ~( |
- # ● 启动后设置鼠标到index位置: H4 L R* M1 j) I, O8 L0 g
- #--------------------------------------------------------------------------3 u% I- Q) ?! [! R9 H
- def activate0 F6 z! P, x5 o
- @need_set_pos = true if KsOfSionMenu_Set_Pos
% g1 ~8 v2 ^1 }# g! { - super) r( N: _% B; C+ Y( q$ M
- end
7 e, o: X& {" r4 Y# F& w2 T0 A - #--------------------------------------------------------------------------
# S# Y3 N! Z# o5 Y" F - # ● 更新鼠标和光标的位置2 x0 G' y5 n9 l
- #--------------------------------------------------------------------------
9 h; |, \5 ~3 y, U6 H7 F: }! P - def update_mouse_cursor. M- Q3 v2 Z2 s
- if active4 i. M5 `: [0 d- [9 J
- if @need_set_pos
1 B1 O" N$ u' L# {, H - @need_set_pos = nil
& W9 l, t8 H; B - set_mouse_pos9 t0 ?- D4 y$ S- w" Q5 r9 ^1 V
- elsif cursor_movable
' Z. Q" P/ y% y( \. J+ b* n& y - Input.dir4.zero set_cursor set_mouse_pos% r0 U- k, c# P3 q! |
- end! n1 v+ ?9 F! V/ _/ |
- end5 v# Q0 H. I: J5 t6 ~1 C
- end. `0 G9 f2 D- l2 g6 t- R
- #--------------------------------------------------------------------------
: a7 ^* j4 |7 O, _ - # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能
. y4 ]* ^4 l3 e) E. v# H7 @ - #--------------------------------------------------------------------------
$ t1 f* x. S6 e8 p7 E. x - def set_cursor8 L& n: f( O3 c/ X$ k. Q/ @
- mouse_row, mouse_col = mouse_window_area
a* p$ O; U- h/ C. u* d: R - if mouse_row == -1
" \- l7 K r w9 A - @move_state += 1 if need_scroll
5 O5 \( g! [/ j0 p& _1 b. \ - cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand
! y- S# l3 K( h4 p4 k K4 V - elsif mouse_row == -2) C+ {/ h% Q* k7 G. w
- @move_state += 1 if need_scroll
9 l. T% W: y1 @ |" z8 W ^9 K - cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand
! Q. b! y0 H6 _3 a5 N+ @9 M/ f$ a - elsif mouse_col == -1; c- y5 \( m* n2 z
- @move_state += 1 if need_scroll# \( G" g+ I$ B' Y" Z
- cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand
2 t, J' h8 D$ B# N- p- F- x% f/ a | - elsif mouse_col == -2* t( g4 X t' t% A" \+ p
- @move_state += 1 if need_scroll
2 x8 c. H4 l, H4 B, B4 m* Z3 n- i - cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand5 o3 m& q- |+ b0 @
- else
P: ^7 a3 c3 F1 S/ y+ X+ w - @move_state = 0( W3 I; L6 r6 Y+ _% k% ~
- new_index = (top_row + mouse_row) col_max + mouse_col" \" }; W$ h( z3 w6 h- j
- select(new_index) if new_index item_max && new_index != @index q, \6 ^* d# u# n# q8 F$ [
- end. U1 _8 q1 U2 |: `1 t" |" x5 k
- end! P+ z( n# s4 g$ p7 [1 }, z7 u F
- #--------------------------------------------------------------------------5 J0 w% d4 a: @8 S
- # ● 判断鼠标位于菜单的第几行、第几列7 ]3 y L8 V) u1 ^
- #--------------------------------------------------------------------------0 |. p: r4 G( ]! D6 M: z* `( q9 K
- def mouse_window_area
0 b1 ]8 J2 |: v& P) R) D- G9 F" ^ - if viewport.nil # necessary! r8 |' k4 m/ f2 `; q9 v+ N6 C
- vp_x, vp_y = 0, 0) E$ C3 }. j9 {; s
- else6 Q: r' H) A1 C7 {6 M# S& ]' l
- vp_x = viewport.rect.x - viewport.ox
4 N4 Q: h' p9 v( {; d - vp_y = viewport.rect.y - viewport.oy
0 `0 d- J7 L# i! z5 ?7 V - end1 a ^3 d9 t9 T% C: f1 G/ S) I
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
8 u$ _9 k4 m7 p - item_x1 = vp_x + x + standard_padding
4 H# v+ ?0 Z. f2 a+ a2 m# u2 s& { - item_y1 = vp_y + y + standard_padding
, c+ H. l$ r# \. W" |! c - item_x2 = vp_x + x - standard_padding + width! n* ?3 Q* t+ C
- item_y2 = vp_y + y - standard_padding + height+ ^! q( e' n! |( h! b8 r' R
- if mouse_x item_x1( }3 Y+ B) i V1 G# d8 P% z9 z
- mouse_col = -1
+ Q" j, o4 }8 V6 ^- y6 f8 Z% l - elsif mouse_x item_x2. w1 e) s) `3 w: W I
- mouse_col = -22 q' V$ F8 T& a; Q
- else# t% b5 X6 u- c; m. t/ g
- mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)4 D8 U/ R& \% a9 [, \
- end, k6 J8 g* o7 a/ U/ E; Z3 V* d
- if mouse_y item_y1
a( b( B1 @3 m4 e% z; ?: G# f - mouse_row = -1, {3 q0 e/ _, c1 N0 \+ }; |
- elsif mouse_y item_y2
2 Q; e/ E" v" H: ^. K/ R' l - mouse_row = -2
% \6 D7 F* p7 Y/ l, G - else3 T6 l6 t, z$ c
- mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)
" i l [+ d% a" a4 C3 ]& s - end
3 P$ d' M; Q+ L4 u& b - return mouse_row, mouse_col1 T& Q3 ~5 g: }* A' r
- end
) M* `, }6 }7 z4 ^3 |: h* u - #--------------------------------------------------------------------------
* y4 O5 I) r7 \% R1 T r( a - # ● 方向键移动光标时将鼠标移动到对应的光标位置
) z% S9 R! F. K# r/ | - #--------------------------------------------------------------------------- m: `+ [( ~- ]% q9 y: h
- def set_mouse_pos: ^* t0 [+ u' p0 ~; @4 L9 A8 A4 Z$ o
- if viewport.nil # necessary!$ L% [2 q8 C, Q* A4 z, G( f8 x$ s
- vp_x, vp_y = 0, 0
9 k) c' b# [! v# A - else
, o1 c1 f5 a8 L" V! V5 n6 j0 S - vp_x = viewport.rect.x - viewport.ox# b' P% P* f" C: g. C- c4 O, B
- vp_y = viewport.rect.y - viewport.oy0 S. D6 b, k: h3 o! V1 S, H5 U
- end
+ ?' ~! ~" D3 D - item_x1 = vp_x + x + standard_padding 0 V2 S& a9 R0 v- a/ a# k" C$ ?9 U
- item_y1 = vp_y + y + standard_padding
0 H0 W$ h) { F' s* c - get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index d5 }: H/ Z5 ~% b
- row = get_index col_max - top_row! Q$ C# k: D8 X
- col = get_index % col_max0 p( H7 c. S8 z& V% [0 ?; E
- new_x = item_x1 + item_width (col + 0.5): D2 B9 Z- Q( m7 C2 a
- new_y = item_y1 + item_height (row + 0.5)/ d% A/ _1 V6 b6 u
- Mouse.set_mouse_pos(new_x, new_y)
" ?- V; Y' R. ]0 [; r0 R - end
" Q% U5 e8 Z; M5 ` - #--------------------------------------------------------------------------% r! r$ X/ `, I& x2 D8 m
- # ● 判断菜单是否需要卷动
: l# ^' q" ^ S$ m$ B t' Z' B- t, W* ^ - #--------------------------------------------------------------------------0 r# s( Q& X! F% ]' m3 W5 g2 R* l
- def need_scroll
; `) |# e0 W2 K7 a5 T - item_max col_max page_row_max. s- `( Q* x! h8 G
- end
+ U6 Q7 d5 H- ~; R1 |2 o5 F2 _; Z - #--------------------------------------------------------------------------: I, k. ?8 L( j, u
- # ● 判断是否为水平卷动菜单
% b+ \$ C& x: z: M- ~0 f% i D$ t - #--------------------------------------------------------------------------- i3 F0 a" o- H+ l& U7 [* p$ I
- def is_horzcommand
% K' F; Q- a; f# h5 F& w5 i - return false
6 T0 b+ ` @+ h7 ` a. _ - end
. t+ n' C0 \ c2 Q. t - end
) J- w8 i' ~" B# o! X! |
4 W" Y6 C, }! G- class Window_HorzCommand( [2 q) \$ S, S& A- `9 s
- #--------------------------------------------------------------------------
2 T( ]% p/ T8 k9 V5 ]* n8 j - # ● 判断是否为水平卷动菜单0 @5 @4 b& w% i1 Z
- #--------------------------------------------------------------------------
: P' ~+ b9 B: |4 k$ [% r1 F - def is_horzcommand
3 ^4 s" L) t; k: s - return true5 r3 b2 X; ^$ u& O* K' p" f) e5 D
- end5 T. \- B) g! N7 R3 z. Y! v1 _8 Y
- end$ `) u/ B2 \( o8 W, a- _% ^
- ! z8 R4 x8 U" O/ F0 ]
- #==============================================================================
& a9 z0 d7 R. y- F9 {) H - # ■ Window_NameInput3 y$ f4 K ^% a' H; k @/ Z
- #------------------------------------------------------------------------------
& [1 d# J, H" y, x+ A3 Z% T e - # 名字输入画面中,选择文字的窗口。3 L; t. ^2 ~. I0 b
- #==============================================================================
8 _: G& }5 b( F r1 S - class Window_NameInput! h/ s4 b1 S- w, u: h- g
- #--------------------------------------------------------------------------( E! z+ g" `4 G+ ]: f( f' G
- # ● 设置列数
4 i+ ]" y& }" W1 I. B) j - #--------------------------------------------------------------------------
0 w- `* ?" C# V* R, q$ v, V - def col_max
: I( ] Q7 N" g! |' d9 q - return 10
) H6 [% R$ G/ R+ P( y& v - end; ?: z5 d$ f9 p/ D' b: |0 Y
- #--------------------------------------------------------------------------
8 Z7 Y+ i; l% A! b7 B9 `4 } - # ● 设置填充的Item个数
5 J; j: G: Z3 r" _ - #--------------------------------------------------------------------------
3 Q0 }3 k7 s) ^2 R5 G - def item_max
& e# R' `$ h+ c- `2 s+ n - return 90
+ L$ m* f3 a8 ?+ r' v0 ]+ k - end; ~1 V) l1 Q+ {
- #--------------------------------------------------------------------------5 \; k/ _+ ~6 ?# A. \' s. W
- # ● 设置填充的Item个数
7 V0 X3 p) W+ m# Z. x - #--------------------------------------------------------------------------7 f! O: c) Q2 _4 I! z9 C3 [
- def item_width4 c k9 P3 m: ]" D% P
- return 32
1 d; {6 G6 H' g; T% Y% i - end+ t8 |5 q7 t/ P% @' k7 N# g, q8 H
- #--------------------------------------------------------------------------
4 z2 l3 S g! H- N - # ● 判断鼠标位于菜单的第几行、第几列
4 ~0 D3 n0 d2 E) u+ x: s - #--------------------------------------------------------------------------
: p3 P) v7 w u3 i5 T) | - def mouse_window_area
& ^+ i; A- D& s+ r9 ^ H/ _ - if viewport.nil
! Z" |& {+ _+ `" z: z7 _5 U - vp_x, vp_y = 0, 0" u9 M' j0 g: j l
- else
' h7 W, t: I J - vp_x = viewport.rect.x - viewport.ox
! n, q! b- ]1 \1 X4 _9 i - vp_y = viewport.rect.y - viewport.oy! y7 A6 I/ B, \! H
- end
$ j! Z; \( ]& ? - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
* P+ S5 k% ], `. M: ^/ P - item_x1 = vp_x + x + standard_padding 4 R9 x+ }, [; C6 w
- item_y1 = vp_y + y + standard_padding
& j0 o. R5 f, Y& \ S - item_x2 = vp_x + x - standard_padding + width# |7 F) y6 E a
- item_y2 = vp_y + y - standard_padding + height
W r% _5 X# ]- v5 g6 I' M* m - if mouse_x item_x18 K- K2 X. m( r% F$ k
- mouse_col = -1
) y! r2 U. O7 N* l# k - elsif mouse_x item_x2
7 x( q6 i0 C/ B: I/ t' k5 n( p0 w - mouse_col = -23 M; Q: V6 f1 ~; f* i; i
- elsif mouse_x item_x1 + 160
& N3 v' H' f* `+ h2 G - mouse_col = (mouse_x - item_x1)320 z! Z) E* ^* G
- elsif mouse_x item_x2 - 160/ |! v1 y7 q, f
- mouse_col = 9 - (item_x2 - mouse_x)32
6 F+ C) Z3 y0 Z& h- y4 a - else; v R3 e, S9 E8 z, I# e1 U
- mouse_col = mouse_x x + width2 5 42 ^& o$ x; A) ], y D
- end* o8 W. r0 R. u" U, V& c( r+ k! t# k
- if mouse_y item_y19 ^5 n5 |: Q* d4 ^7 K, V9 B
- mouse_row = -18 ^3 m7 O% X8 j. P0 O
- elsif mouse_y item_y24 ]$ |1 c6 [1 T
- mouse_row = -2
( h3 _0 r+ ^4 v3 B8 _2 l - else
8 z) ^9 e* q' l - mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)) [% n# o3 f4 u5 Y9 k2 \: z
- end
$ ], p' ~9 ~7 d& H5 ^ - return mouse_row, mouse_col
! B9 _. e$ ]5 H% y; A - end
: A0 H0 `4 c% ? - #--------------------------------------------------------------------------1 W! {$ t r2 J } h
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
! o$ r' q$ c o9 {& [2 q' K' U - #-------------------------------------------------------------------------- v/ |/ S( x, B9 J8 e
- def set_mouse_pos7 w' |$ Q* C; W7 W1 n
- if viewport.nil # necessary!& j0 T2 q* {7 J3 K: {
- vp_x, vp_y = 0, 09 ^% D6 u% X' H# x# j
- else
9 V4 _2 V0 W! d9 O4 }0 x5 @ - vp_x = viewport.rect.x - viewport.ox
E/ w, u- I7 ~( N+ C - vp_y = viewport.rect.y - viewport.oy
+ j" ^3 L- s6 Z% k3 c - end
4 C' J; h5 T- R: N5 f - item_x1 = vp_x + x + standard_padding " w. T# V- u V$ w) V, V8 b" \; B
- item_y1 = vp_y + y + standard_padding
- c* e6 h# [& u" Q5 }9 u - get_index = @index 0 0 @index
/ N: q' I: x% j) M7 w @- |, r - row = get_index col_max - top_row; k& l3 T( W0 Y) n# q S% k# {
- col = get_index % col_max
& `' o0 [9 \; u9 D5 T2 W0 E - new_x = item_x1 + item_width (col + 0.5)
+ h) e* ?9 W* ~! _ - new_y = item_y1 + item_height (row + 0.5)
R1 b2 L4 i1 C# o - new_x += 14 if col 4! B5 n6 T; s2 d0 }. e
- Mouse.set_mouse_pos(new_x, new_y)& i& b& G5 A7 h( \7 T
- end
{1 e* H+ s( U! {, l* W2 r - end
) U* H% Z2 v& i - . b$ R. E3 r; a' j: i
- #==============================================================================) d0 H% P0 @! A6 Q* I4 P- T' D
- # ■ Window_NumberInput; _ d; F9 S0 c( u
- #------------------------------------------------------------------------------
0 C1 u' V" Q( ]" m4 s' e, N - # 重写了数值输入的方法以适应鼠标& y' X. c" u: M1 ^
- #==============================================================================; P# X# _* C+ ^+ T+ r! y3 E
- class Window_NumberInput Window_Base8 ]. i3 k$ f. u3 n; b
- #--------------------------------------------------------------------------
6 A2 P; z) l5 P5 g/ S, ~ - # ● 定义实例变量
& y" E2 ^( w f' N5 t - #--------------------------------------------------------------------------" c* c; C) t5 r/ f0 u/ F5 p$ w
- attr_reader extra_window8 ~+ K5 ]2 j, P0 n
- #--------------------------------------------------------------------------
0 v6 w- `7 [5 ^( p# L! y. Y - # ● 初始化
7 I3 u2 g+ ]6 R# B1 U - #--------------------------------------------------------------------------
3 g' T. a; g/ n - alias sion_mouse_initialize initialize- i# b" _7 i( _4 ~$ K3 E, L
- def initialize(arg)
9 n5 p3 S. _: I( K7 x - sion_mouse_initialize(arg)
& u7 j5 V7 W! k. `8 u. V - create_extra_window
, j8 f f b" b% w S. M3 p8 B8 ?' g4 i+ y - end
5 V& [+ d* |- t8 b0 N4 c - #--------------------------------------------------------------------------' ]5 p j8 S) F7 ]4 |
- # ● 启动
. a: G# R' v/ l7 }) p1 G" ^ - #--------------------------------------------------------------------------
( a6 ^2 p. R8 w/ \3 |( e- K( R - alias sion_mouse_start start
5 d$ D2 Q }- a - def start* ]5 g+ e9 T7 R* R
- sion_mouse_start
/ j3 |. @) E, Q' }; R& Q5 W: v - deactivate( S' m2 d& p" \
- extra_start3 a$ n* V1 K- A9 m1 m, G: ]1 u6 ^
- end
- V& t/ O. s" i. K6 Y( }2 z2 h2 c - #--------------------------------------------------------------------------
" `+ A( d. D' Z w; h4 } - # ● 创建新的数值输入窗口4 Y8 j$ e9 E6 ^) P: O
- #--------------------------------------------------------------------------
8 E: z- m( n6 ?0 A - def create_extra_window
! Q9 h) \3 p% y6 m9 B3 M4 f - @extra_window = Window_NumberInput_Ex.new
. c1 P! k3 `0 E4 O - @extra_window.x = (Graphics.width - @extra_window.width) 2! P5 @8 x0 {6 R. B/ `' u; W7 M
- @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }
9 z: E B0 [% E6 x& x) r3 F - @extra_window.index_proc = Proc.new {n @index = n }6 M8 k; D# o! k- `7 ^
- @extra_window.close_proc = Proc.new { close }
7 E7 F6 k( f7 ~! E) a w4 a - @extra_window.refresh_proc = Proc.new { refresh }
3 Z. F' L& p7 q6 Z9 z' h, o - end
! J5 J+ u' z) }9 j! P% _0 l - #--------------------------------------------------------------------------
n# c7 b% R5 J1 V- b - # ● 激活新窗口
; E8 x, G! c+ L9 t - #--------------------------------------------------------------------------
: `- U+ T: @ b3 B; X; f - def extra_start
2 [- C2 h4 L1 w+ B, _- K$ J - case $game_message.position
9 c- B% G/ X# ^5 l - when 0; @extra_window.y = y + height + 4
1 ^* F4 O( N+ x. ^7 T4 |7 z - when 1; @extra_window.y = @message_window.y - @extra_window.height - 8& c; Y; c; i6 _/ B( D- I
- when 2; @extra_window.y = y - @extra_window.height - 4
; l, k( _; c. I ~1 e ]9 ^# C - else ; @extra_window.y = 8
6 P( Q" ?4 Y7 f" V" j' c - end: S. m1 Y- I& _3 F2 m
- @extra_window.variable_id = $game_message.num_input_variable_id2 ?- @6 i; q: A1 A" |
- @extra_window.digits_max = @digits_max
- V1 E- u1 i! h; Y0 L% k - @extra_window.number = @number3 N) h Q/ v' @$ a( k/ n# L9 _7 ?
- @extra_window.open7 G* V. `0 C7 m
- @extra_window.activate
$ a( ?5 D6 I- N1 b( L; \5 \- e - end+ T# ]9 ` R7 ^! @5 ~; l9 \) J
- #--------------------------------------------------------------------------
3 p0 Z& {- ~! N' v - # ● 更新0 G* ?, S. Z% {2 b
- #--------------------------------------------------------------------------" B, A! b* u% Y% t9 r: U
- def update
, W+ T, C. b) z* r9 P( s) w - super" W% d) }+ [* d8 q
- @extra_window.update3 g8 b) B* H; G1 i% m- W1 Q, K- N
- update_cursor
1 O) D# J( @4 Y3 P" ` - end
4 ]& W- J+ z2 }1 Q; f5 c - #--------------------------------------------------------------------------* x2 O4 p* f% R! O9 s( U- M
- # ● 关闭窗口
/ L" V; z m. Y: V - #--------------------------------------------------------------------------3 i: [4 f. V/ p
- def close' D. M8 q, g: n- R H, @6 n
- super* o! a/ K' z* y8 [- T' M
- @extra_window.close
( W1 `: r. x# A# t: Y8 w - @extra_window.deactivate
6 n8 m8 ?, c( x' v0 I0 r - end; e& f7 q, I4 \$ X
- end1 Q$ X. v7 J" m% P
- 7 K6 Y9 ^, M2 @2 T0 q( I) X
- #==============================================================================
# p2 E. m I, q3 U+ P - # ■ Window_NumberInput_Ex
1 ~" C7 V- ?; k6 X" v. _+ d. K - #------------------------------------------------------------------------------
! m. F% _: i2 J7 c9 {# b1 [ - # 新的数值输入窗口(NewClass)
7 X; D3 ^% B- N) n9 y6 U - #==============================================================================
. Y* s, r7 l5 B: Q2 \7 A8 b" \* ~ - class Window_NumberInput_Ex Window_Selectable
4 w- N6 J" L# a# j8 S - #--------------------------------------------------------------------------& d% n: Y T: Y' [2 c, u
- # ● 定义实例变量
) Y$ `9 ?9 V/ W1 {! h - #--------------------------------------------------------------------------8 h5 U4 j6 |& E! Q" O: T0 N* G0 A
- attr_accessor number_proc
t8 c6 R' ~& Q* I; \ - attr_accessor index_proc
- X0 U A, r# d+ x3 [* _, G - attr_accessor close_proc8 O3 o) P9 Y! k+ d$ f1 ~- _/ g
- attr_accessor refresh_proc
+ C! C" m; B( V0 g3 }, o+ k' X! C* ? - attr_accessor number
+ l1 n5 [* Q" m4 e" ]5 r - attr_accessor digits_max
! g1 ~$ R2 ^1 q- _* T - attr_accessor variable_id4 b) _7 Z5 U; L+ A- I) ^6 O
- #--------------------------------------------------------------------------: |2 C" t% g, D8 w
- # ● 数字表) e& z+ t0 F$ P, n
- #--------------------------------------------------------------------------6 p" r- p) J" G0 E: r
- TABLE = [ 7, 8, 9,
* `0 ^5 F# O1 F - 4, 5, 6,
( ^9 N( P& H6 O, w5 h - 1, 2, 3,! ~. ]; o# T+ S
- '←',0,'确定',]
6 t5 Q, f: N% j: x! ]1 l6 j - #--------------------------------------------------------------------------
- c/ i0 W" j0 V+ h6 q( y/ Q - # ● 初始化对象
& u Z5 t$ q6 _$ z3 Q( @' m: M - #--------------------------------------------------------------------------
$ ?' D7 a0 P2 z5 ~; p, \' C) ^ - def initialize
- K p& r* l* D: I4 R( a9 w4 c - super(0, 0, 120, fitting_height(4))3 B- e. w) s* f' Z# j3 P# H( l% R
- self.openness = 0 ^; [+ m& k: Q* M) t3 F% p
- @index = 0! N+ `& |/ C2 q7 w9 n# ~) R
- @number = 0% Q+ i" C/ x9 S* P- b
- @old_window_index = 0
7 H/ X$ {3 w( x2 v - @digits_max = 0
$ C4 |4 b6 I; F; P3 H - 12.times {i draw_text(item_rect(i), TABLE[i], 1) }* e9 g- a' [1 P5 O
- end
8 A' f6 z0 D0 L8 {, N9 X& M) F - #--------------------------------------------------------------------------
; V4 a4 j4 f% k! d( [ - # ● 获取项目的绘制矩形: n2 Y% K3 t* @( {3 c
- #--------------------------------------------------------------------------
. _4 c* a' o {" _; v: n- a0 f - def item_rect(index)% S: m' u+ m. c- ~
- rect = Rect.new
* A9 E$ h2 x/ D4 ~ c* j/ Q: J - rect.x = index % 3 32
5 r* n" m; W, v' R - rect.y = index 3 line_height
0 }$ Z4 X! X2 r" X8 V - rect.width = 32
, H: ?; y" p8 L& Z! k - rect.height = line_height
; W& |9 R9 C: U - return rect
0 g: L5 v( P+ J! J - end3 U. E5 z. g6 R- v
- #--------------------------------------------------------------------------, r# k$ c: ]1 D0 k& R3 Z) k
- # ● 将光标设置到鼠标所在的位置% }% r% a% l: m3 t$ z8 e5 v
- #--------------------------------------------------------------------------5 w% m7 ^+ e% n' @
- def set_cursor
5 @' F$ n- ?7 l3 C0 P9 F% l& }: p0 h. D - mouse_row, mouse_col = mouse_window_area- O! S# E, v5 Y' W6 ]" e
- if mouse_row = 0 && mouse_col = 0' X! N3 V M5 p$ |# x N
- new_index = mouse_row 3 + mouse_col
4 p* w, M2 h6 x* Y - select(new_index) if new_index = 11
6 q' [6 o* H5 m& y - end
& K- ^, ^' B" V, I6 w4 f8 N0 K - end
c3 C- i' ?% n - #--------------------------------------------------------------------------
# [$ d' D/ O1 P4 I, A5 X. f' { - # ● 判断鼠标位于新数值输入窗口的第几行、第几列
/ ^9 N# t. h- r+ Q - #--------------------------------------------------------------------------
8 z; w G, r! t: J) q0 Y - def mouse_window_area- s; v. M: {; _& q
- if viewport.nil
5 N: G: j. U8 R. _% o0 Z - vp_x, vp_y = 0, 0
Q- O# W% g- u- v4 T* H. y/ O - else8 J' D+ A$ h( a: k; x! l
- vp_x = viewport.rect.x - viewport.ox
7 y2 {- y$ U$ s: b" d) ^; {4 k! X - vp_y = viewport.rect.y - viewport.oy" g6 ^% M7 D1 D X
- end
/ I# t J0 u# }. X7 _ - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y/ ^( E# } p. ~( f3 @% a
- item_x1 = vp_x + x + standard_padding
. \9 {$ C% Z2 l! s - item_y1 = vp_y + y + standard_padding5 N$ {4 O! x& i# U. W D
- item_x2 = vp_x + x - standard_padding + width
' P' N9 F! Z5 S - item_y2 = vp_y + y - standard_padding + height
/ \$ ]6 k8 b0 V. Z" [. s/ l, |5 { - if mouse_x item_x1
( b; x0 }+ o3 u# I/ p. X9 p - mouse_col = -16 c2 O6 K; o1 a7 f A
- elsif mouse_x item_x2' k" a% L8 t# u% X
- mouse_col = -29 K Y3 H8 R3 h0 p1 x
- else
- v0 q- m7 L. _ G- D - mouse_col = (mouse_x - item_x1) 32
& H" f g" @& V) z- t( ` - end
0 l) L0 g; M8 @, q7 W6 A3 K8 S - if mouse_y item_y13 g, D% B- ]3 \; D8 E
- mouse_row = -1" W& {# S1 c ~4 p! q( {; w
- elsif mouse_y item_y2
4 Q3 y# F" v& f7 }4 t" t - mouse_row = -26 J3 E8 q( J. Z$ [; C
- else) A E, |6 A% Q E* g3 {% h
- mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
C6 r5 Y7 Z" \4 h `! y - end& H. X, R% e- U+ J" p
- return mouse_row, mouse_col! J7 W o+ `: ^/ ^. a! c4 Y, @
- end# C l9 v+ Q6 N2 t! a3 i
- #--------------------------------------------------------------------------1 u6 W C; C; P/ J
- # ● 获取文字
7 G6 ]9 d% m: v: O9 ~$ {! V" r - #--------------------------------------------------------------------------
/ m( ?0 P/ r! ~6 \4 `4 O - def get_number
% O' c4 k2 ]. n) O+ u - return false if @index == 9 @index == 11
/ _5 [ `0 A& K3 \% m - return TABLE[@index]
' _" L. D' F1 q: \6 | - end
2 Q' s/ C: E8 o6 G - #--------------------------------------------------------------------------% v+ U" `. l, w2 g
- # ● 判定光标位置是否在“退格”上 U( ?3 q ^% p3 K# Y
- #--------------------------------------------------------------------------
/ i1 y+ u% d7 g( e* _) { - def is_delete
/ x* ~* K; j% p8 X# m7 q Q - @index == 9& i/ g& i7 w" N' O8 ~
- end
& n1 x% y4 W) p$ K& x6 k' ~ S - #--------------------------------------------------------------------------
2 P8 K9 e/ \6 X# H, y - # ● 判定光标位置是否在“确定”上! C0 R. ?: ]; [
- #--------------------------------------------------------------------------" G! g2 m9 w5 L% S- T. E
- def is_ok" y7 E4 j$ c r7 Y6 r5 F
- @index == 11
+ t* n$ ]2 e- x/ k0 [6 c, H: g - end) Z% g+ Z% B, U( u& L" G6 G+ f
- #--------------------------------------------------------------------------
2 T: `: }2 n7 N \* v. i - # ● 更新光标
6 u9 U; O1 E) C; H, d) F9 p& E9 G - #--------------------------------------------------------------------------: }0 H: s! m! x1 _
- def update_cursor0 g3 A4 I8 j3 L' y3 o1 n
- cursor_rect.set(item_rect(@index))
8 ?0 t5 C1 ~. @' z- ? - end
! r9 \" D) q" K - #--------------------------------------------------------------------------
8 R. D+ x) H4 C5 A0 u0 H' M6 } - # ● 判定光标是否可以移动' ~3 L% g7 u2 j4 h; @- P$ z
- #--------------------------------------------------------------------------1 b- z4 @0 L4 W8 Y
- def cursor_movable1 t. S& z# E- G1 E, X
- active# M4 |8 u; Z; F. w m) z, j( M
- end
+ u. H: ^1 X8 }0 V; Y/ y5 i* P - #--------------------------------------------------------------------------4 a2 r# v5 G0 J2 ]% ^7 E
- # ● 光标向下移动
: R# {9 x+ n1 q3 r: ?' ? - # wrap 允许循环' F( K3 r. k- ?$ D# @
- #--------------------------------------------------------------------------
X+ ]. f3 o4 b - def cursor_down(wrap)' ~( a: w! K% {5 `+ d6 j+ H6 d
- if @index 9 or wrap: C/ r, p$ B8 Q8 |
- @index = (index + 3) % 12
, M: s6 s8 ^. p [ - end
& i3 H$ y; c. _# ]* r" {- k6 ? - end* L0 a8 I7 A4 g/ |
- #--------------------------------------------------------------------------: Q8 v `) e6 u, b. a+ j" `- J
- # ● 光标向上移动 B3 I. z' ~ B: x% n3 l
- # wrap 允许循环
, h& ]5 f4 R/ R- g - #--------------------------------------------------------------------------0 Q9 m$ K" y8 j; T9 Z
- def cursor_up(wrap)
' V& M q0 [% v( Y' ]; P - if @index = 3 or wrap! O2 B4 i) `+ x" J1 Q
- @index = (index + 9) % 12
) U( p" T1 ?4 a, I - end% o/ N- _) n' J& v# X
- end
* @) m# F2 M+ p2 p - #--------------------------------------------------------------------------
; Y6 d" y: _" T5 [! S- ~+ K - # ● 光标向右移动# v! f. `8 s$ a3 K- ^& V2 [
- # wrap 允许循环
- T/ X' ~7 N! ]( R - #--------------------------------------------------------------------------. S$ K. l0 c: j8 B; t
- def cursor_right(wrap)
7 ^: o% p! M/ Z. R. o1 P9 k - if @index % 3 2: D) _# E; w( g0 z. V
- @index += 1. B& U' C' } {
- elsif wrap
9 z4 h6 @' A+ ?( N& n( ` - @index -= 2; O( u, m0 `9 m. K T3 f
- end9 o o/ t# g# P2 n9 Z
- end
" P' [9 E9 {2 K' E - #--------------------------------------------------------------------------
# e* } R" |" a; U- }5 Z* o - # ● 光标向左移动
4 X3 y# o9 Z B - # wrap 允许循环
6 a4 B* A# T2 ?* g# ^2 d - #--------------------------------------------------------------------------
0 {' u3 \0 _1 y7 T& v% s5 h. w. o' Q+ x - def cursor_left(wrap)1 s1 P e. w9 \ r9 ?4 Q8 O
- if @index % 3 0
) I6 O6 g8 H: d7 M- W+ F - @index -= 1
. n$ w( R5 F) e1 M' ~" i6 t8 r - elsif wrap
' J% J' t5 M, t - @index += 2
$ [2 N3 O2 e/ l8 g- l - end: d4 i& c, x! _9 L
- end1 Z) r) U, M3 v" `7 l: t' ?
- #--------------------------------------------------------------------------
8 e! |; C8 v0 b4 a: D* A - # ● 处理光标的移动
9 o1 a" B; ~6 T, v* s X - #--------------------------------------------------------------------------
1 h: V' i( S# E/ j - def process_cursor_move
+ N2 V9 a6 m5 v$ o) I2 C: v6 }# I - super
! d; I8 i. s* v' I0 e - update_cursor2 L- {2 D @5 m) l5 Z/ L% X6 z* T
- end
' M2 ^' O9 |. p - #--------------------------------------------------------------------------) W- _2 V+ K5 O3 k) e
- # ● “确定”、“删除字符”和“取消输入”的处理
, C; |! r. G- ]6 y4 x8 R, [ - #--------------------------------------------------------------------------
. c( w4 @/ n3 j, X! [ - def process_handling
. |4 F! O' i6 p% X - return unless open && active8 h! G( q) A2 G; a, p3 c* C5 ^/ B
- process_jump if Input.trigger(A)( r1 r! P$ X: `
- process_back if Input.repeat(B)
" t, b# }5 N w" B - process_ok if Input.trigger(C)% p/ h/ S1 W; f
- end) {8 p# g% b, x/ l/ e$ H/ g
- #--------------------------------------------------------------------------
- W% T) e9 B( M# {! | - # ● 跳转“确定”
O# j! t* w U3 q; M - #--------------------------------------------------------------------------: h, R6 L% X5 j6 {/ m" l6 W
- def process_jump
& _8 a4 q. ^% V& ? - if @index != 113 E( m. q' O1 X7 S( V1 U
- @index = 11
$ T+ @* T! h3 d; a - Sound.play_cursor% T$ `6 h+ I9 J0 W3 J
- end9 T" ?1 y7 ^, \
- end: ]. ^- T8 O+ t$ J! d
- #--------------------------------------------------------------------------
+ R5 F% x) E; m @! f - # ● 后退一个字符- V- C4 t4 d9 J) a7 `/ a' e' K
- #--------------------------------------------------------------------------3 g# }1 M& Z" Q. Y9 ^
- def process_back
" o4 E; P6 o3 }& ~; T' [ R( ^ O% y - Sound.play_cancel
$ m; `. N) n( T2 p0 C+ F/ a$ } - place = 10 (@digits_max - 1 - @old_window_index)
- s! W6 h v# B/ ~( |: { - n = (@number place) % 10- A/ p4 A0 Q/ @2 E% [% w K' N( T$ K
- @number -= n place- C- }) K+ e# L# ]8 D0 D* b
- @number_proc.call(@number)
2 k7 a1 r1 o. G1 G8 o8 d' R8 g - @old_window_index -= 1 if @old_window_index 0
" l9 W6 S A8 R - @index_proc.call(@old_window_index)# O1 h- ?" ~. ]) E1 o
- @refresh_proc.call
) {0 ~$ \7 d0 @* [! u! q - end) _$ P8 G( _& ?- C. L1 J
- #--------------------------------------------------------------------------
, j L/ i' H& S3 k: p. D - # ● 按下确定键时的处理3 z! ]# {: _. e/ | @5 T
- #--------------------------------------------------------------------------5 m5 k& s/ m! W4 J* H, d( B
- def process_ok0 \8 E- ] o7 W. C8 c9 ]
- if get_number- a/ m( U) u/ }; d. g# I6 F- d
- Sound.play_cursor
6 k5 S0 U: G/ D - place = 10 (@digits_max - 1 - @old_window_index)' R* W5 ^, ?5 \/ d& l$ h
- n = get_number - (@number place) % 105 S M: g7 V: y$ F8 j9 |
- @number += n place
; {) L( r" N. e" } - @number_proc.call(@number): E2 v- V6 Y1 u# `1 a' r/ {4 e
- @old_window_index += 1 if @old_window_index @digits_max - 1" ]$ Z5 V% i& T3 B: ?9 N
- @index_proc.call(@old_window_index)+ o* S, C/ _6 t# Z! H, r) k
- @refresh_proc.call1 P5 Q. a+ o; u6 V# \' n T( [
- elsif is_delete
: E2 b. A2 t! U - process_back. C7 `1 U6 i \. P$ A! A
- elsif is_ok
' U; a2 H3 t" R - on_input_ok: a: N; l" O# g. X) I4 q
- end
! e! L/ S2 x! [# w0 {$ J - end- t: h; @0 [; J2 I0 |4 `/ y8 t
- #--------------------------------------------------------------------------0 W# Z1 T5 b: K& Z- [
- # ● 确定
( C6 R. o8 |& f* B4 u- d' j - #--------------------------------------------------------------------------2 f' q, ^" A: m, W, X
- def on_input_ok
. e: S5 y6 W |2 ?8 Q9 ]: \0 N - @index = 0
- Q3 w0 ~' F7 X2 p5 ?5 `' e - @old_window_index = 0' R( J* \, L+ r( x
- $game_variables[@variable_id] = @number
+ n/ Y6 J. i6 \& v - Sound.play_ok7 f C7 |$ a5 H9 y) o
- @close_proc.call6 m% Y4 `" C" P- d/ h3 }
- end* I/ w2 M9 P1 C7 ]
- #--------------------------------------------------------------------------
+ |* C) R7 K4 q4 @8 z' _ - # ● 方向键移动光标时将鼠标移动到对应的光标位置& r' c1 m& K. \- m
- #--------------------------------------------------------------------------
% Y1 I* N& ^. f! e4 Q; A - def set_mouse_pos
6 n' k% n$ r5 L, J& a - if viewport.nil # necessary!4 M+ ^; E6 a0 U4 \+ R* B0 @
- vp_x, vp_y = 0, 04 ]; F5 y! x; W# M; h- K1 w7 f" D
- else" {% g4 P2 K2 V: _9 l$ X' t/ ^& d
- vp_x = viewport.rect.x - viewport.ox
( [, y9 j1 i+ G. {# R. f7 [ - vp_y = viewport.rect.y - viewport.oy
" q/ D: j- A) v4 p$ o7 { - end
P3 d4 N" D% E" _5 H7 T& r - item_x1 = vp_x + x + standard_padding # L9 N3 s! I7 U
- item_y1 = vp_y + y + standard_padding
) u' c; R" w7 X' J - get_index = @index 0 0 @index
5 C/ W5 ]! |7 Q6 C- B) f( z: R# `% p - new_x = item_x1 + 32 (get_index % 3 + 0.5)
, a! t7 M+ o2 b8 b k9 l - new_y = item_y1 + 24 (get_index 3 + 0.5)
: t, c, X8 I; @3 ]4 a4 M' _ s6 ` - Mouse.set_mouse_pos(new_x, new_y)2 a* o. |8 Y4 x8 L0 q9 |4 @1 \$ ~
- end
) x+ r* p7 }" r. l D - end3 ?6 G6 o3 ^* h- ?5 x
- 2 U/ [- N; D" M1 B
- #==============================================================================# `, O0 d. y, I4 s. [+ E3 F \
- # ■ Window_Message
$ f" }+ H+ L2 N9 n' F2 a - #------------------------------------------------------------------------------4 o; a, @7 Z7 ~3 D; d/ j0 Z
- # 显示文字信息的窗口。6 i) }/ ~2 L7 D! u
- #==============================================================================4 D) s, ^; G5 k( J. n o/ v; Y
- class Window_Message Window_Base/ l' l8 H( ]9 _7 {5 c
- #--------------------------------------------------------------------------
! Y1 ]- v. \) \+ I" f$ w - # ● 处理数值的输入(覆盖原方法)
' X+ C& K& V* _1 e# b/ m. n/ c, k - #--------------------------------------------------------------------------* P! n* a: `# [: h9 }
- def input_number, Z, F1 U+ j# p$ V% s% ?1 q+ k
- @number_window.start
: y1 E7 ^: g- D: t8 | - Fiber.yield while @number_window.extra_window.active/ R5 Z( Q, [& \$ w
- end
3 s# @* @" K4 N' o' V - end
+ n+ j9 p* s+ u - 7 f) |. j1 l$ Y7 @* t
- #==============================================================================- Y- F4 j. m" Y/ Z7 Z, H
- # ■ Window_PartyCommand; ^& }! R( p" u5 G( ?
- #------------------------------------------------------------------------------
9 |, j* t* N- t5 S! d4 u) G - # 战斗画面中,选择“战斗/撤退”的窗口。
- f _( n* R2 X% @$ Q" B' e - #==============================================================================
0 r! {) I7 l: H8 ^5 O/ E7 G - class Window_PartyCommand Window_Command
) B/ {# p! ]1 X5 }# K - #--------------------------------------------------------------------------
% @9 i, w- b% q8 s - # ● 方向键移动光标时将鼠标移动到对应的光标位置% F! v- c4 v. W9 v% n
- #--------------------------------------------------------------------------
/ ]2 s! N8 O5 o1 d - def set_mouse_pos
1 @) p- R+ `" q4 ]- ^" o7 r2 D - if viewport.nil0 d P) x6 Z8 P6 z8 ]: W, U( H; ?
- vp_x, vp_y = 0, 0# M6 t! S3 G e1 t
- else9 _2 d. a' n9 |; N4 @; ^
- #vp_x = viewport.rect.x - viewport.ox4 R7 k0 `& f: z& ~5 L, E8 b5 q
- vp_y = viewport.rect.y - viewport.oy
+ F1 ^5 [& h0 g6 a# @7 H4 p9 `+ m+ f - end
* E5 d$ Q! r2 x. |9 a - item_x1 = x + standard_padding . J l, X# T0 {; P9 I/ E% i$ `
- item_y1 = vp_y + y + standard_padding% k8 d2 ]2 @5 j a2 `! w
- get_index = @index 0 0 @index 9 k' J1 ?. n4 Z J' ]
- row = get_index col_max - top_row
" N/ M) x0 J* ]" U2 G" ~ - col = get_index % col_max8 M; l% X6 m) X, @7 M& \; M& L
- new_x = item_x1 + item_width (col + 0.5)2 l: U" N3 }+ @6 S
- new_y = item_y1 + item_height (row + 0.5)3 H1 Z& ?7 }. z0 j- X' c
- Mouse.set_mouse_pos(new_x, new_y)
; ?. t! u, @. _5 ]+ g3 i - end6 @4 a' C# v9 g% B
- end
P. [6 ]4 j' j4 K- ^8 ?( L- R - " S( {/ a- v6 q
- #==============================================================================% t6 } z5 G: ?1 Q! M" c9 O. r6 x
- # ■ Window_ActorCommand
+ v* Y6 H1 G3 g5 _6 I3 |# b - #------------------------------------------------------------------------------
2 Z6 c. n( q9 h C) {3 s/ w$ N' G - # 战斗画面中,选择角色行动的窗口。
6 C, {; B) ^, i Y; N! j/ f - #==============================================================================( b8 A+ X& K, {" X
- class Window_ActorCommand Window_Command+ d9 W- T: [: w
- #--------------------------------------------------------------------------
" A. k/ n8 S X+ Z$ o - # ● 方向键移动光标时将鼠标移动到对应的光标位置, n b& H1 v2 v: w; l; V
- #--------------------------------------------------------------------------8 R9 X% _; O7 h
- def set_mouse_pos B! a- T8 I t; R
- if viewport.nil
4 ?2 m, [9 D/ @8 N6 }' a - vp_x, vp_y = 0, 0
) C! K5 ^/ q# x# m- k7 \ - else
8 U" M& ~& h, N: Z Y2 P - #vp_x = viewport.rect.x - viewport.ox" q4 u. ] F6 c, ` t& Y9 A# C# ]
- vp_y = viewport.rect.y - viewport.oy/ o: V, m. N: l
- end
& x* D7 j u% r- t - item_x1 = Graphics.width - width + standard_padding, V1 Q, `5 j/ }
- item_y1 = vp_y + y + standard_padding" n/ D, e' l% ~5 d% \* X
- get_index = @index 0 0 @index C5 B3 N0 p- E( I/ ~- `- k
- row = get_index col_max - top_row
6 C `' F* s& s+ y! x - col = get_index % col_max% \/ C4 {, v# U
- new_x = item_x1 + item_width (col + 0.5). d! ^9 o( p8 ^4 b p5 }: O8 _
- new_y = item_y1 + item_height (row + 0.5)6 i( }+ Q7 Q- R3 X5 y
- Mouse.set_mouse_pos(new_x, new_y)* T4 o* R) K( w% h
- end0 l( x( y' h( j- p. e
- end
6 u, G' ?$ a6 h5 {) r% e$ A' o - 7 @" _8 p4 P( Z4 i5 h
- #==============================================================================
6 v2 D+ _" {* p5 e3 h. |" E: M - # ■ Game_Player
4 ] W3 {2 f8 R4 L/ S - #------------------------------------------------------------------------------
/ s, r1 h+ s) R9 E$ W - # 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。
5 n6 [) a) u$ y7 J2 O. ~) u - # 本类的实例请参考 $game_player 。$ u& g) f* C0 z$ ^' t- t
- #============================================================================== M) r) `- X, N4 j9 I: j
- class Game_Player Game_Character. b: t. A x8 J% g ~0 v
- #--------------------------------------------------------------------------
( y T8 ?4 O/ Y! m Z& Y5 J5 d - # ● 由方向移动(覆盖原方法)" x+ L( f& X* J5 A7 L, U! U i
- #--------------------------------------------------------------------------$ {, y+ U1 P) a( C
- def move_by_input
, n/ W" o9 z) b: h4 k, u* Y - return if !movable $game_map.interpreter.running ]$ x# M9 x# t/ G. \
- if Input.dir4 04 b9 H' n: e: j! E0 @
- move_straight(Input.dir4)
1 U; K) v; W/ ]) r$ G2 M - reset_move_path
( o2 a9 Z3 }$ y' F9 n \ - else5 l1 o* Z/ A% j
- move_by_mouse
' H5 i; c: P2 C3 Z% u; ^4 w& l9 n o - end; T; w3 c7 j1 G6 D$ ~ \6 v; }; h0 _+ q
- end
2 V' \ ^/ F- U' O- S" n4 e$ r T - #--------------------------------------------------------------------------
# y2 j: S* U, @ - # ● 非移动中的处理(覆盖原方法)0 P W. f2 b" {/ G# |
- # last_moving 此前是否正在移动
0 X$ t- D$ t, ^' T6 o& [8 u- E1 N - #--------------------------------------------------------------------------
7 N8 N1 S9 |2 m* J% T1 f - def update_nonmoving(last_moving)3 F# L( x% C- [1 i
- return if $game_map.interpreter.running; g1 I) J* H& i5 [8 q1 X& S) e( J3 o: ?
- if last_moving: z3 G1 ]! Y5 z: k% l5 f7 f) q
- $game_party.on_player_walk5 e- P" |) s6 f1 B4 z
- return if check_touch_event
' P+ k6 d9 c) t* ~ u0 e) C( B - end/ ]( |" h( O2 v% k1 a
- if movable && Input.trigger(C)/ C! _; \/ X" r0 T4 |% C% g ]
- return if Mouse.press(0x01) # 防止按下鼠标左键绘制路径时触发事件或载具切换9 e6 k" p" g* z6 m, B5 O- K
- return if get_on_off_vehicle
' S# x( i3 q: U) T* E - return if check_action_event" R- F, |3 N; H6 h
- end0 r3 M$ ]+ _# B$ @
- update_encounter if last_moving
- [1 q- [8 L* C& z5 M - end
. P- g2 Z7 ~& W8 V5 o - #--------------------------------------------------------------------------) |6 l5 p) c1 v0 B, Q
- # ● 判定是否跑步状态(覆盖原方法)% ?" c6 m2 D; Y7 M0 U3 q
- #--------------------------------------------------------------------------; n$ ?2 B9 S- J5 x% q6 @# ?; s
- def dash
5 G' v2 n; m5 W' i - return false if @move_route_forcing
9 S% q, I- W+ u9 ?2 L# C - return false if $game_map.disable_dash
) ?& D% y7 G' r6 r9 E# n - return false if vehicle5 _2 q1 ?: T5 O7 N \: a, E- h9 c
- return Input.press(A) @mouse_dash
0 `1 B& O: Q, d - end
: d! {9 l. K t' {5 A$ N - #--------------------------------------------------------------------------
; G8 A1 `6 b* \! y9 F/ v' t/ ? - # ● 初始化
! N) I/ Z7 `6 J, q7 \# j: |& M9 | - #--------------------------------------------------------------------------0 j" @' |7 z. H1 B4 c! }! s# \" k6 s
- alias sion_mouse_initialize initialize
p& H0 P" K2 [0 k9 {" ] - def initialize
4 @! z6 q4 `3 [" Y: Y9 p! [ o - sion_mouse_initialize& ?) S0 g% P, k$ I/ E
- reset_move_path
. _% V# ]1 P4 |( _ - @moveto_x = 0
; e Y" G# ^" F+ W | - @moveto_y = 0
, s" p! y0 i/ a- a - end k2 U1 _5 W5 `
- #--------------------------------------------------------------------------5 n$ l8 [! y; g3 Z
- # ● 更新4 ?8 {! o6 t! y! t, i
- #--------------------------------------------------------------------------6 l* Z H5 t [7 K2 G; s6 Y
- alias sion_mouse_update update
7 Q% z/ _3 X6 v/ b8 K; _8 X - def update6 s. u& g0 U- @# T
- sion_mouse_update* n% _0 Y/ e9 v7 r7 I% H( D: R9 |
- clear_unreachable_sign
, R8 V6 N$ z2 Q$ T& w( h# d. h - end- f- g2 }( u6 z; d6 T! ^7 G
- #--------------------------------------------------------------------------
2 u# e$ E$ ~' q8 m- w o( @ - # ● 处理卷动
/ a" }1 X" m2 E$ z2 b' k8 R - #--------------------------------------------------------------------------* I( o3 c9 r8 R' N% x0 _# w
- alias sion_mouse_update_scroll update_scroll
9 _4 G2 q# K7 ~7 O - def update_scroll(last_real_x, last_real_y)
/ Z" _3 _9 V! x2 d# ~8 [0 I3 }* d - return if $game_map.scrolling
# e5 g/ r) U! k+ G - KsOfSionNew_Scroll new_update_scroll
6 \3 }' [' _6 \7 z% F n - sion_mouse_update_scroll(last_real_x, last_real_y)( K9 c+ C5 y- e! h" C6 Y2 t5 e
- end
) c' D, Z+ J- |' H - #--------------------------------------------------------------------------+ T2 U# Z: }7 A: b& u# y; A5 ~
- # ● 重置移动路径相关信息0 ~4 s9 U' o1 u; f" O8 ]- ^
- #--------------------------------------------------------------------------
5 z' M' J$ I% D& z/ j2 [* T6 u# p. F - def reset_move_path, \" I* S% A; `* O( W
- @mouse_dash = false! w( o7 K+ a9 B; A1 Q' H7 B" R
- @mouse_move_path = []- o l. A& T) B% m7 C. I( o
- $mouse_move_sign.transparent = true
0 J9 o) u/ d+ x! B" e' \7 A - end
0 Q8 d$ U6 X; z( ], T6 C* i - #--------------------------------------------------------------------------% s0 b( k) F5 G- Y& y# z
- # ● 新的卷动地图方法
6 r( e8 ?4 A* c' H - #--------------------------------------------------------------------------' Z. u5 K( K) L7 \" z1 t
- def new_update_scroll, ^& j4 i0 D* D8 `
- horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width
& T# F* w; T" S& y$ T9 D - vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height! x2 O' y" i) r! w, O% D
- ax = $game_map.adjust_x(@real_x)
+ o& k! H* c& L( z& B1 V; b# T - ay = $game_map.adjust_y(@real_y)7 S1 f8 K. ~; L
- $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y0 V+ N2 `0 a- ]5 p8 u
- $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x
% R9 n4 h2 \5 g% a4 q- A - $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x
( l5 b# a {5 \& q- q9 Y7 v - $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y
l# h0 Z* u! D. A - end8 z# p% s* b/ s8 s; e! u
- #--------------------------------------------------------------------------- o6 Y! q" C/ a" w9 J, X" X9 [: W
- # ● 消除不能抵达图标6 U' F, D. {/ T" c- B9 x9 P
- #--------------------------------------------------------------------------4 g1 ~; Y) K Q/ K
- def clear_unreachable_sign
$ ^& y$ G6 q0 l! e9 A( `$ k7 K - return if Mouse.press(0x01)! t7 v0 T8 Q5 C& ?6 ^$ h
- if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0+ q( o) b! m" y1 |, ?" G
- $mouse_move_sign.transparent = true
# W0 T( H$ N4 ? - $mouse_move_sign.direction = 2
; Y; R- P9 B# n r" c! I: ~ - end& d2 }5 @2 e' Q1 I" T; Y: B; Y
- end
- ^4 ~& p9 J* Q. P - #--------------------------------------------------------------------------4 q: ?7 _5 v" }% j
- # ● 由鼠标移动9 D; l: S: Y9 ?
- #--------------------------------------------------------------------------
$ C# J& q! M+ j% P) L, n$ _" q3 R - def move_by_mouse
0 Y3 j$ q% _" B3 ]" @4 { - unless @mouse_move_path.empty # 移动路线数组不为空则执行移动
( g- C$ K9 b2 n - dir = @mouse_move_path.shift4 F o6 a s+ l+ I5 G3 M
- if passable(x, y, dir) && !@mouse_move_path.empty2 U& P0 e: C$ r c, u
- move_straight(dir)( s. z# X. T/ z+ Z. W2 |; Z( J
- elsif @mouse_move_path.empty # 判断是否是最后一步2 a N O5 N' ?
- x2 = $game_map.round_x_with_direction(x, dir)
* {/ k* U2 ]3 \1 X2 `% e, ^ - y2 = $game_map.round_y_with_direction(y, dir); s8 `+ h5 U& n' G1 U7 A1 G% f* ]
- move_straight(dir) unless dir.zero, r5 c: A/ d$ E& Q, s( o
- 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5 ^" P2 |1 n% p. H
- check_event_trigger_there([0,1,2])9 t# @& w9 {$ {6 r! x
- get_on_off_vehicle unless $game_map.setup_starting_event
! ^% q h; b% {; j. U - end2 ^( P! n/ V. k$ h" w5 Z
- $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2
: J1 Z6 g5 H" q. @ - @mouse_dash = false6 P6 s0 E, o8 d2 j* c
- elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点8 ~& t) X; o4 b# t9 Z
- @mouse_move_path.shift" n0 y6 j) q* `* W5 J) e: U T n
- @direction = dir
/ N" c* u% v, F9 @& e - @mouse_dash = false
; {2 l; O7 R+ k2 X6 \" b% ? - else- X, b" W2 J$ \% z1 b! S2 C# w6 p
- draw_move_path
& C! M( Z; J7 z2 J - end; y, f7 \/ Y+ J& a2 P4 S8 w
- end& g, D1 f- A9 v- [. ?1 H4 n
- end
5 k* w4 p! l+ E. N - #--------------------------------------------------------------------------
# Q! U) q! a! L& V' w# L6 T E - # ● 地图界面按下鼠标左键的处理
0 Q0 U: I+ s* _! A3 A! o/ j - #--------------------------------------------------------------------------
: Z- S: @- V) H+ e: M/ j' E - def left_button_action( F2 t6 U! w A& O/ b3 G, v7 V3 y
- return if !drawable $game_map.interpreter.running
# j1 n1 ?1 j3 B* U) @2 A - get_mouse_pos" Q q# U6 Y" Z& X4 w; L4 a
- $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图, ~+ i5 F( y4 K: ~/ K6 ?: D
- if @shift_event
* G, ~. Y- L$ K- o- n$ x - if Mouse.trigger(0x01)
8 B. ]2 O& \. N V" [; T" p8 p8 A - @shift_event.jump(@moveto_x - @shift_event.x,3 Y% R& l4 P7 m/ h3 |; X1 s0 C
- @moveto_y - @shift_event.y)4 Q5 A0 U' x! b
- @shift_event = nil
4 J* ~# S1 t% u# Z3 {6 E - end3 E! E* @* T! w; A! \
- return! X% \7 D1 T' c1 q
- end; P8 d" w+ i+ B% k6 t: Y2 p
- if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合
6 ^. T |" `0 O- `0 b# S% w* d - return if moving (vehicle && !vehicle.movable)+ {" e5 H5 O" x# C; M6 H
- check_event_trigger_here([0]) # 判断是否触发重合点事件7 L5 r% b4 i% ]5 d+ _4 X7 s
- get_on_off_vehicle if !$game_map.setup_starting_event && % _) ^, }; h9 C5 M
- $game_map.airship.pos(x, y) # 判断是否要上、下飞艇! e: D4 p ^# V6 k" d
- return, r) a* U6 Z, ^4 }, P
- end
$ H/ |- D. |- b6 T - # 判断是否用鼠标启动事件1 h5 Z+ Y8 O0 C5 j! T
- $game_map.events_xy(@moveto_x, @moveto_y).each do event! e3 P+ b- I; V
- if event.mouse_start
- p& T( d2 V) d7 y - reset_move_path
4 d9 c# B }* z( ^; i2 T+ |9 y - event.start if Mouse.trigger(0x01)( N1 U9 l/ Q: J3 n
- return$ M8 }% i; ^* g+ j( b5 H
- end
4 P8 t7 ~. I1 G& M! |( P1 }' N$ P - end# a7 g! o" o! `
- @mouse_dash = true if Mouse.double_click # 双击冲刺
- u. z5 `4 w5 K7 }' v2 l5 s - return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径% \& I/ q$ k, Y
- for i in 1..4 # 判断目标点是否为角色周围四点8 F7 |7 I; Y4 A5 I. c/ c+ O! P
- if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&7 Y8 R. u) ^# W7 S0 G+ t. D
- y == $game_map.round_y_with_direction(@moveto_y, i 2)& y6 P0 k: x& t c5 o) _
- $mouse_move_sign.transparent = true
( U8 |' z" j' Y7 b - @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)$ }& m: Z7 _0 `% P8 U, T3 O
- return; end& U1 U: q4 y9 X
- end d/ p4 j# h1 g. E( X" f+ e
- draw_move_path
_' c& h# h9 U/ k7 F - end. u6 ` H1 h/ J4 Q
- #--------------------------------------------------------------------------7 A: q8 F! W) M# y+ c1 Y" v0 r
- # ● 取得鼠标处对应地图坐标点- d4 r0 d' J- C5 z- M
- #--------------------------------------------------------------------------
5 P4 \; W# Q3 q1 h6 g- d% V - def get_mouse_pos
9 V, |$ l, V: r - $game_map.get_mouse_map_xy3 j/ @# Y) D$ ^' F( A/ Z
- @moveto_x = $game_map.mouse_map_x, G) L/ U3 Q7 r4 e5 u# u! i3 W1 I
- @moveto_y = $game_map.mouse_map_y
- [# N, a8 w+ X - #mouse_x, mouse_y = Mouse.get_mouse_pos$ y, X7 t- T& I' D2 a
- #@moveto_x = $game_map.round_x(x + (mouse_x - % b% P2 G7 k& L& t
- # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)& L a! R6 h; @/ z" W+ j/ \
- #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -; T$ U# m7 ?7 Z; e" ?0 h3 j
- # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)
! z g; {' |" d6 s2 l* l6 O$ f! u - end
6 I8 b: D% ^' B5 j% B S6 w - #--------------------------------------------------------------------------* L4 H+ v9 O* E1 U. r4 `4 u
- # ● 绘制移动路径 @array[move_directions...]
6 C$ ?3 {' r8 o- x$ P4 s - #--------------------------------------------------------------------------/ k: _/ ]* |5 f0 |% ~: |
- def draw_move_path! E4 [0 W' G; o7 C* P3 J- c
- #temp = Time.now8 ]& B9 b& u! R8 L' [2 v0 y6 N4 s
- case @vehicle_type. ?9 S9 N( h2 P; T- L: o9 Z
- when walk5 J7 ]7 L+ i" ]/ d
- draw_walk_path
7 N; R! Y: b% `# P - when boat
5 m8 p) o* Q. n0 b' S8 U - draw_boat_path
$ A _7 N- R' v - when ship8 y/ L- y6 i! B0 u2 v
- draw_ship_path
* F: A' q) ]2 k9 s3 E$ J - when airship
( v( i7 Y2 ~& y# h, \% j% V$ Y - draw_air_path6 M" t* Z9 z2 l# V- ]& ~: ~ O ?% d
- end
/ R3 A) C+ K+ p" C - #p (Time.now.to_f - temp.to_f) # 测试效率
/ Y; f& [& y3 X" W5 r - end1 c7 c, T7 s# }' n' z
- #--------------------------------------------------------------------------
; m4 V* j7 L( F% i$ T - # ● 判定是否可以绘制移动路径
/ y( c; u" N0 Q3 U; c4 W8 U - #--------------------------------------------------------------------------
' w" P: u9 i1 n1 t/ b q- m5 Q. t - def drawable
" I2 K. F( U7 v, G+ ~) Z. P5 ~ - return false if @move_route_forcing @followers.gathering
- }* H1 Z7 z" o6 T4 ?- ?8 v - return false if @vehicle_getting_on @vehicle_getting_off4 B5 b: H2 Y j6 e; A0 Z, e
- return false if $game_message.busy $game_message.visible
; ~* g" L( Q i, R/ m - return true# ?5 \1 {- K; }$ C8 @; d: S; L
- end' ?3 ^, G3 O6 ~5 `3 M
- #--------------------------------------------------------------------------
" ]1 W3 l0 {5 q5 N5 r4 h - # ● 绘制walk移动路径 @array[move_directions...]
. X- y$ D2 U0 B4 l3 d - #--------------------------------------------------------------------------
$ S: g" \0 f2 p - def draw_walk_path# X! J; c$ m) S l" @" a0 @0 r0 Y
- # 准备绘制路径表格
" {, i$ y: I) i1 T - sheet = Table.new($game_map.width, $game_map.height)
: \( Z3 b, W% H - reversed_chase_path = []; chase_path = [], c; v# r1 V( C" ^' }+ }3 f1 H
- reversed_chase_point = []; chase_point = []4 Q8 {* \+ x% m9 m# I1 o" a
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
$ J8 N4 o" @$ G# {& U3 U( f3 y - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2/ A6 d$ ?4 q9 Z7 d
- reach_point = false) h3 j" p6 \$ |2 h
- step = 3
+ E, q/ e4 V/ ` - loop do #loop1 开始填充表格: K! H; Y1 }6 x9 O
- draw_path = false! O/ H" c' g. h$ p& j: [* @+ y
- check_points = new_start_points, ?% P$ L0 B) [3 @6 C2 g
- new_start_points = []
! P C4 H' d, E/ w, H; S! I" C+ e1 ` - loop do #loop2 从起点开始正向填充5 `2 v$ u* \! c" E& w8 V9 G
- point_x = check_points.shift
0 L {9 i7 ^, o! \# @ - break if point_x == nil
; F2 m$ p* m1 n r- x' \ - point_y = check_points.shift- `1 ^' S6 ]2 e$ i# H1 I
- left_x = $game_map.round_x(point_x - 1)
% T& m; W4 X% h" O ?1 O - right_x = $game_map.round_x(point_x + 1)
- P! v& @+ V# m$ M' s' ~ - up_y = $game_map.round_y(point_y - 1)
8 H# u. R& q2 t8 _& p c0 m1 K - down_y = $game_map.round_y(point_y + 1)+ T1 i2 D6 C( ~; e0 ]% Y# C
- # 判断路径是否连通7 {: D4 {! y% A9 @; c3 R" h
- path_step = step - 1. w3 D- g, B# [2 C
- if sheet[left_x, point_y] == path_step &&/ @" n; v6 `& D1 J& y' n9 i
- $game_map.passable(left_x, point_y, 6) &&
: }. z6 w5 G8 ^' C3 |4 c9 C! l - $game_map.passable(point_x, point_y, 4)" [6 S$ m; s& T5 t, k" S1 I3 \
- chase_path.push(4)
4 l( k( F- q' }7 a - chase_point = [left_x, point_y]0 [" `* r9 C& h5 T$ F6 ^
- reversed_chase_point = [point_x, point_y]
, U1 E: ]. v% }! g/ A7 P, L - reach_point = true; break! B! ?" h5 c7 }
- elsif sheet[right_x, point_y] == path_step &&+ f! N1 j- S2 ^2 v1 @- ]0 n b S
- $game_map.passable(right_x, point_y, 4) &&
3 e3 y8 b' n$ \" U$ U! P! g% K8 C - $game_map.passable(point_x, point_y, 6)
/ O2 a8 |& C; N - chase_path.push(6)/ R) M1 ?- f4 m' [, v6 y0 M
- chase_point = [right_x, point_y]: _1 z& \- K. Z
- reversed_chase_point = [point_x, point_y]0 Y6 h1 C$ j I3 f* U
- reach_point = true; break1 j1 w( i3 @- T! g1 p. F+ R. e
- elsif sheet[point_x, up_y] == path_step &&: U2 r5 E% s/ L
- $game_map.passable(point_x, up_y, 2) &&
; B+ R. M3 J2 C5 r - $game_map.passable(point_x, point_y, 8)
m- e7 v/ G! O* P - chase_path.push(8)) l, W2 v' i/ Y! ~
- chase_point = [point_x, up_y]
, P# s- @6 M) w" r6 I - reversed_chase_point = [point_x, point_y]
4 q( m2 [' n9 r) Y) y* z - reach_point = true; break
3 K8 f9 `9 I" r. u- q/ Q - elsif sheet[point_x, down_y] == path_step &&
- l. I% P# `- G$ W - $game_map.passable(point_x, down_y, 8) &&$ J. F9 }) a1 X# S# I) D8 h$ V1 x
- $game_map.passable(point_x, point_y, 2)2 J& u3 f2 [9 Z: z
- chase_path.push(2)% }# s& H0 W1 _) w! H5 q% c9 G6 }
- chase_point = [point_x, down_y]
8 t \8 K6 S' w1 o% k( R- ]1 U - reversed_chase_point = [point_x, point_y]
5 f* K9 x# N& W2 @) K, U" b - reach_point = true; break+ r7 q! A% g9 |% {! h9 U
- end
& H4 ]" D, @' @8 L7 A) E4 s6 x8 k- B) j - # 以需要抵达该点的步数填充路径表格 #
- i) H/ k0 l4 w3 x9 M - if sheet[left_x, point_y] == 0 &&
5 ~ b7 G; K& N$ ~( q8 B$ N - $game_map.passable(left_x, point_y, 6) &&. {3 n5 G3 [5 U; a, q
- !collide_with_events(left_x, point_y) &&
% d. w1 j+ t: R& L - $game_map.passable(point_x, point_y, 4) &&
' W3 Y. n/ p% I8 R9 y. V+ R. K - !collide_with_vehicles(left_x, point_y) #judge_end
" @" D4 j* E9 ]8 O - sheet[left_x, point_y] = step
9 x9 @: y& b2 P - draw_path = true) l; B! ^ b6 J0 d. A
- new_start_points.push(left_x, point_y)
( R$ |8 X9 q2 E& F2 I5 a7 r - end' {1 e* F/ A( X! A9 P
- if sheet[right_x, point_y] == 0 &&
% H$ o2 T4 R" ~$ ]2 b - $game_map.passable(right_x, point_y, 4) &&5 |. C2 A; z, d" C7 O
- !collide_with_events(right_x, point_y) &&4 j6 I. G' S8 L& \) J* W
- $game_map.passable(point_x, point_y, 6) &&+ D2 T7 F# p, f' J5 t
- !collide_with_vehicles(right_x, point_y)#judge_end3 H$ K1 t/ C: M
- sheet[right_x, point_y] = step
9 f$ A- k! u$ x0 n9 ^ - draw_path = true' K( v9 n5 u+ g2 Y( q- [& o
- new_start_points.push(right_x, point_y), p) i2 r( f/ [2 ~8 j; k( p% @
- end
# U& a. j& c4 b: j- c# ]; O5 P - if sheet[point_x, up_y] == 0 &&. B$ P" m8 Y6 I* f5 B1 b
- $game_map.passable(point_x, up_y, 2) &&
3 m) l/ L# e- O( m& I - !collide_with_events(point_x, up_y) &&
* O5 F' \" r2 O* ] - $game_map.passable(point_x, point_y, 8) &&
4 @/ ~% H# r" U* x. _/ d' i2 F% B - !collide_with_vehicles(point_x, up_y) #judge_end
6 @4 n5 {3 S, ~5 s% a/ H& N - sheet[point_x, up_y] = step x/ p& I s+ _# @+ O% Z& C0 f; C
- draw_path = true3 ^9 J, S2 T1 [1 K9 U' P
- new_start_points.push(point_x, up_y) q. c9 I B/ b1 h
- end2 j0 K# y9 ^* F# j+ k) N0 p7 p
- if sheet[point_x, down_y] == 0 &&
8 _3 C8 `# f3 A L1 z1 l+ B - $game_map.passable(point_x, down_y, 8) && ^) _: T; h8 X" R' t3 t- ?- J
- !collide_with_events(point_x, down_y) &&
5 X( Z* g+ i3 @; k g! H6 A! U - $game_map.passable(point_x, point_y, 2) &&& ?2 t2 ^% I; w2 P3 A
- !collide_with_vehicles(point_x, down_y) #judge_end) H% R" G3 ~. X6 ]4 |5 K& |
- sheet[point_x, down_y] = step* Q$ h2 |5 ?# {
- draw_path = true
! b) b6 j: b- m7 ~ - new_start_points.push(point_x, down_y)
' ~1 |9 L) Q3 B - end! o2 ^7 s' ^$ K
- end#endOfLoop2. ^% Y9 `& r0 R" I6 o* T
- break if !draw_path reach_point; H8 e# x5 T5 S. l8 Q3 Q% g% @
- draw_path = false+ w6 c9 E% D2 t& A- V
- check_points = new_end_points
6 b. q# z2 i* E4 D, D: z" d - new_end_points = []4 h: O0 p# f$ W% R4 h4 n4 M0 A, F
- step += 1
( f& ^, W, ~$ R - break if step KsOfSionBreak_Steps &&
4 W; j/ u7 k7 [ n# v- ^6 b - !Input.press(KsOfSionFind_Path_Key)1 [: R6 k* F3 N, |# o& J' n7 Z
- loop do #loop3 从终点开始反向填充
& ~( w0 U1 |" |, I9 L, ? - point_x = check_points.shift
3 s% {! a5 v6 t1 g& ]8 ]- s - break if point_x == nil
0 [2 r9 N) d1 g& O - point_y = check_points.shift+ _0 J6 m( g) Q, l
- left_x = $game_map.round_x(point_x - 1)
+ z, e3 e5 G7 _6 e, K9 [ - right_x = $game_map.round_x(point_x + 1)" _1 J( e7 D4 ^$ p3 o, T) W& ]
- up_y = $game_map.round_y(point_y - 1)7 M' F* D$ N: G( T
- down_y = $game_map.round_y(point_y + 1)
; x9 F; h9 g4 G- K# } - # 判断路径是否连通 M; s- F# {( m- d2 F8 P- W; a) {
- path_step = step - 1
+ \/ q6 v! N1 h: e& a% j - if sheet[left_x, point_y] == path_step &&
+ a3 h% V4 o4 u5 d% C - $game_map.passable(left_x, point_y, 6) &&
& p# H7 d+ ?. Z3 K* [4 Q& K( n( o - $game_map.passable(point_x, point_y, 4)
; x1 q$ j8 P5 f) o - chase_path.push(6)
4 e- @" S/ e0 N6 W4 P0 f1 J* v) Y - chase_point = [point_x, point_y]
% f/ q# ^6 L* }$ @ - reversed_chase_point = [left_x, point_y]
; c" ?' j" S) v: U. C - reach_point = true; break! C1 z0 E/ m9 n U: {, j/ l4 z* B
- elsif sheet[right_x, point_y] == path_step &&
S0 K; r( F- c7 } - $game_map.passable(right_x, point_y, 4) &&
" l# `" f' R! `$ l0 `( r - $game_map.passable(point_x, point_y, 6)
8 } n/ K4 Z8 B - chase_path.push(4)
2 Y* k: Q9 l# w, Z' w+ k+ \ - chase_point = [point_x, point_y]) [- p' G( [3 I: U# F( w; U
- reversed_chase_point = [right_x, point_y]
+ _+ h% C0 b c1 H: U/ A - reach_point = true; break
" |3 X9 e7 n, p) N - elsif sheet[point_x, up_y] == path_step &&
: p+ n( U' l# u8 b - $game_map.passable(point_x, up_y, 2) &&
3 J5 \/ c/ B/ m, r+ W - $game_map.passable(point_x, point_y, 8)
, b- a! y1 x" j( ~# n - chase_path.push(2): W+ o! O5 y& {1 V, |4 b; w
- chase_point = [point_x, point_y]
- ]$ f3 n; Z; N7 m6 ^& | - reversed_chase_point = [point_x, up_y]
4 u( E" d8 U- B1 b8 q6 q$ ]) l7 h* A5 x - reach_point = true; break
/ \! v: @+ S; [0 ~1 F - elsif sheet[point_x, down_y] == path_step &&
& p$ U9 f8 B6 H" M - $game_map.passable(point_x, down_y, 8) &&7 ^+ Y; e4 e r! U5 q/ D5 |! M; ^: P
- $game_map.passable(point_x, point_y, 2)/ l6 \$ e8 e$ }
- chase_path.push(8)
/ n" B1 V. |& G4 X - chase_point = [point_x, point_y]
: p( i0 _! Y/ Q. Y' ]6 r - reversed_chase_point = [point_x, down_y]
% Q( ]# M; }3 L0 t) a - reach_point = true; break# V+ @2 x' S' D/ b0 R! b
- end
. H8 a' f8 w& [! X( }8 n - # 以需要抵达该点的步数填充路径表格 #0 u' b [% X' e
- if sheet[left_x, point_y] == 0 &&
, H* |: k' M# K, u - $game_map.passable(left_x, point_y, 6) &&4 ~+ w4 I1 q9 S4 G
- !collide_with_events(left_x, point_y) &&5 d6 F/ ]( L- R1 k
- $game_map.passable(point_x, point_y, 4) &&+ X" E+ c" h7 V
- !collide_with_vehicles(left_x, point_y) #judge_end
! M; c, R3 D- y5 C% i - sheet[left_x, point_y] = step1 j2 l" _2 i: _' j/ L3 D- V
- draw_path = true: B( V& a& e" k: k
- new_end_points.push(left_x, point_y)0 |- P. f2 O1 Z9 S
- end
3 i3 H1 K6 e: d* X( B - if sheet[right_x, point_y] == 0 &&
2 m7 h T- ~+ \8 ]. s) I1 r) h: n - $game_map.passable(right_x, point_y, 4) &&1 D; g/ ~# V7 n3 y
- !collide_with_events(right_x, point_y) &&6 V( o8 y z; X
- $game_map.passable(point_x, point_y, 6) &&
+ Y- O) Q4 |# {4 r: G+ Y- r% @* o+ O - !collide_with_vehicles(right_x, point_y)#judge_end
4 q! C p: Z u - sheet[right_x, point_y] = step
4 w; C$ Y9 ?" [ - draw_path = true
/ V/ y' K: R `' m - new_end_points.push(right_x, point_y)% \2 K$ `+ c8 s$ O# s. W
- end
! u0 o; C; I6 L3 z/ }2 L) y' g: @ - if sheet[point_x, up_y] == 0 &&
( w' C6 X" d8 J3 ^* _$ { - $game_map.passable(point_x, up_y, 2) &&" p! @8 C, K6 n# h5 q3 e* J
- !collide_with_events(point_x, up_y) &&/ \2 o8 U) c5 c2 O
- $game_map.passable(point_x, point_y, 8) &&. f+ X# X% X$ l1 j/ a
- !collide_with_vehicles(point_x, up_y) #judge_end
. d8 _, P" v/ M- N- p - sheet[point_x, up_y] = step
. u" o% U9 u: c9 G3 D. |3 f* b - draw_path = true
" M8 q" w5 I8 q) b' ^9 @# ^; D3 c/ y - new_end_points.push(point_x, up_y)/ ~ N5 T: c p9 i' p6 W
- end5 k) X( K. T( s6 F' Z8 U$ T
- if sheet[point_x, down_y] == 0 &&
* ]9 d% v1 R2 W- G y5 f! s - $game_map.passable(point_x, down_y, 8) &&
3 y/ ^- `# |& F6 p* [ - !collide_with_events(point_x, down_y) &&
6 q2 N% }# m: {: } - $game_map.passable(point_x, point_y, 2) &&
# n3 b; O0 g/ M - !collide_with_vehicles(point_x, down_y) #judge_end+ D8 A- [- a# I% W0 o# T
- sheet[point_x, down_y] = step
, }3 j1 k" u. ? - draw_path = true
3 L/ J( X% w& ^2 S- I9 ~ - new_end_points.push(point_x, down_y)' I3 G7 m4 R, l* w! L, g3 v
- end
; c% o; q- I0 F2 R - end#endOfLoop36 d7 Z" w8 w- A0 I; F
- break if !draw_path reach_point
! O( O- }2 Z) R' ? - step += 1# K# V, I1 K& G9 a( y5 s. E3 f; k3 v
- end #endOfLoop1 路径表格填充完毕
! ~# z d3 ]- I1 o1 ~ - $mouse_move_sign.transparent = false
* B3 ~3 |; t. {( [& _3 t5 \# s - # 判断指定地点能否抵达
/ }0 u! y: y% f! w5 q# N5 ?( s - if reach_point1 u( g0 U$ Y% ?; G5 w4 m! S+ A+ u. K
- $mouse_move_sign.direction = 2 t1 w( Y7 n1 Z- G( R% J
- else, J, U6 |3 q3 z& l
- not_reach_point, {2 |! g3 O; R o2 j: R+ |; C
- return; g! x+ t1 o# K T
- end8 R2 b3 q2 g- g* ]
- # 根据路径表格绘制最短移动路径(反向)5 R# u4 j0 K) f
- steps = step 2 2 + 1, s% t( \3 f8 q5 P7 s2 \
- loop_times = step 2
, w1 p% i1 j M4 \4 Y - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]( F) ]( v$ S6 Q0 T# a
- for i in 1..loop_times # forLoop
0 C8 @+ [/ [2 ?) X) r- K$ L - steps -= 2
- F7 W- F' u. m ~ - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……" a8 a0 P$ n; ^2 c9 y
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
& z) N" I) S: y+ w - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&9 d9 I6 p* H: T( m! ]
- $game_map.passable(point_x, point_y, 4) #judge_end
( E5 a2 P U; H! i/ s% V5 l0 e2 m" d - reversed_chase_path.push(6)2 F7 R' L S, a$ G" g) v2 I
- point_x = $game_map.round_x(point_x - 1)- n3 M# T) X+ ` b, D1 o
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&, s7 V& w( ^& C; _+ ^% `
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&! R- k! R" g6 q t/ Z ?
- $game_map.passable(point_x, point_y, 6) #judge_end
5 \0 M! o w9 w9 a y4 I/ L4 s - reversed_chase_path.push(4)! p4 {8 g5 R8 v6 Z- c y- x3 g: ?' m
- point_x = $game_map.round_x(point_x + 1). c; S7 ^5 V0 }$ g% U1 d
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&1 P. r2 ]; V; q; l/ o% \
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
: X& |& a5 ?$ P) E/ z# o - $game_map.passable(point_x, point_y, 2) #judge_end8 l6 T/ P: A$ f5 Q2 j+ I- n# ^
- reversed_chase_path.push(8)" [9 h, C5 W& H" ?& n
- point_y = $game_map.round_y(point_y + 1)
* B& d1 R, C" v8 k t/ u - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
3 Y" N v7 w- P- u - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&4 j. A9 @+ g0 X v1 ^
- $game_map.passable(point_x, point_y, 8) #judge_end. x+ G5 M% R) {: }, S% u
- reversed_chase_path.push(2)
, {. r+ x1 z3 b! F% }8 p7 m - point_y = $game_map.round_y(point_y - 1)( U. x: g' X& T; C0 ^
- end! A5 v k# P( j& x- G
- else2 |* p% I2 z% e; e
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
4 F/ }8 B- Y! F, P5 }: w; }1 H - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
$ Y' }! C! \- _, @- }7 y2 A) h% f - $game_map.passable(point_x, point_y, 2) #judge_end8 V# b3 _& x3 \7 Q% H* r9 k( _
- reversed_chase_path.push(8)
% L1 }* h# {; F- ~ W - point_y = $game_map.round_y(point_y + 1)( {6 I: Y) i: B4 J8 Y8 w" p; N
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&! B1 k2 g/ f* X3 E+ G# j, `
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
; H: L9 u/ b% ? E& }& R3 k/ b - $game_map.passable(point_x, point_y, 8) #judge_end
% ]3 b# c, _- s- {3 e - reversed_chase_path.push(2)
' e9 m# Q3 K6 y b - point_y = $game_map.round_y(point_y - 1)
) N' X4 `7 z# G, H% b - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&- H& D0 j' _, c* j, E! |
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&4 c/ A) {1 T2 `5 P& Z* Q; B
- $game_map.passable(point_x, point_y, 4) #judge_end
}! a4 k& S6 c& O! h - reversed_chase_path.push(6). ^0 m6 a6 y' s' k/ `
- point_x = $game_map.round_x(point_x - 1)& Z$ A0 }0 ^% U
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&$ u; e1 l! H3 @% h
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
2 ]( M1 u0 e: [6 V. K - $game_map.passable(point_x, point_y, 6) #judge_end
7 Z3 D5 T" B0 ]( z8 w3 C- f - reversed_chase_path.push(4)" n0 n2 |5 x( u: ~# ^; ~4 x* n' b
- point_x = $game_map.round_x(point_x + 1)/ e, j4 T( ^) R" r+ b1 I
- end
* \) q4 R2 B. g5 \ - end1 m: J% j/ u$ R9 b0 H. `$ @
- end #endOfForLoop
) K* z4 e& q7 k, S V2 U - # 根据路径表格绘制最短移动路径(正向)
5 b% ?# y' ]8 S1 ]8 { - steps = step 2 2
' x! |0 H9 P" Q* i6 d- ^3 H7 x! r0 f - loop_times = step 2
8 K0 q z" [, l1 d% [5 ?; S4 p; } - point_x, point_y = chase_point[0], chase_point[1]
) f+ J3 d9 L/ I( s - for i in 2..loop_times # forLoop
- k4 e6 w$ J2 x' ^- S - steps -= 2
/ k9 D' s% z& L$ t2 {! I - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
4 i% Y. C) ?% N+ v% | - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&5 h3 C) J; `" K7 @1 }4 w
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
. W# w1 t( c+ a6 A& f# m, H - $game_map.passable(point_x, point_y, 2) #judge_end* \- h4 \- f% H! b8 }+ R
- chase_path.push(2)& h, ^2 O% O, K8 }% h
- point_y = $game_map.round_y(point_y + 1)/ R& ~$ i& i( m5 _
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&" Z4 s3 N( `# p7 k; a& L3 D
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&- j. s7 k/ \# f0 C5 M
- $game_map.passable(point_x, point_y, 8) #judge_end5 {' f; a, Z& C% F8 B
- chase_path.push(8)
( F; _6 t/ e( L- _* ` Q: R7 a' S - point_y = $game_map.round_y(point_y - 1)8 W" D2 I3 w7 `: }6 ~! N$ {
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&9 i9 ~9 e9 }+ K
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
- K4 t' u% K1 Y( z9 v# h - $game_map.passable(point_x, point_y, 4) #judge_end
- W- x. k# `3 |4 h - chase_path.push(4)5 _+ @4 J" F8 a
- point_x = $game_map.round_x(point_x - 1)
" u! f v! B: ~( D) n - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
* g! X0 j; T( e - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
; n- a# S/ H( x% S* q - $game_map.passable(point_x, point_y, 6) #judge_end
* g! @7 c, S/ v/ h% P D. i) B - chase_path.push(6)6 m. R# y6 e) l- o
- point_x = $game_map.round_x(point_x + 1)
8 c+ }( e- G+ T S+ s' g9 G$ ] - end
* v8 M& t* a( ^; f' F3 [( n) J - else: ^4 H3 l9 g' C+ A4 S6 F& s) ~" L
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&8 Z0 @: Q( l8 o" k, a& C
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&+ k7 W, b8 \: o
- $game_map.passable(point_x, point_y, 4) #judge_end
! S5 C# a. V# X - chase_path.push(4)
3 ~9 A# f% r6 A4 l, Z. j! `& t - point_x = $game_map.round_x(point_x - 1)2 Z" Y( o2 V! F! [" w
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
) r3 P7 j+ H& I, h - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
: t7 i, ^% Z* Q9 H" ?$ P( L4 z - $game_map.passable(point_x, point_y, 6) #judge_end8 R6 P8 J* u. D$ I( g. K8 Q- f
- chase_path.push(6)
0 V0 [2 I( @! p2 [ - point_x = $game_map.round_x(point_x + 1)
& M A9 p7 o: W; [ - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&$ G6 a% t3 j$ r" F
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&" `' }2 s; F6 X" F
- $game_map.passable(point_x, point_y, 2) #judge_end- F+ @2 @, q" J! l
- chase_path.push(2)
" @' |4 n- q2 w T* w* t4 z - point_y = $game_map.round_y(point_y + 1)2 Q+ S+ a+ a4 W0 X4 l8 `/ q
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
6 e* d4 f7 H7 g) c - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&$ M O- }$ w" C4 |+ l U
- $game_map.passable(point_x, point_y, 8) #judge_end
* L; J; R8 z' ` - chase_path.push(8)
! A# g! t; g1 C/ ~! O# b - point_y = $game_map.round_y(point_y - 1)4 r Y, M, Z6 r7 u1 p/ U8 `# z
- end( X7 ?( w, L0 \* O% y' x/ t
- end+ H/ D$ J( o! v2 l' L/ v3 {
- end #endOfForLoop
: R6 W$ g$ l. Y3 W7 w0 @* s; z - @mouse_move_path = reversed_chase_path.reverse + chase_path5 D4 n& E' S$ F0 p- j8 e* M. q
- end#walk
% T" e8 \# |7 U) C9 z, X+ V# C - #--------------------------------------------------------------------------/ O5 A5 Y& e, H- C
- # ● 绘制boat的移动路径 @array[move_directions...]5 c% X; q8 Z, Y! G% h
- #--------------------------------------------------------------------------
/ t. C* U- t% U# p* _ - def draw_boat_path
, e: C+ C# a2 i7 x4 t3 B - # 准备绘制路径表格
. O2 c" r4 H# a5 d( `7 v8 C - sheet = Table.new($game_map.width, $game_map.height)" s9 I2 R! s( T
- reversed_chase_path = []; chase_path = []
* k% h+ O& ^6 \( n3 ]! g, M# ^ - reversed_chase_point = []; chase_point = []6 [: S6 M; Z$ I, c3 p1 r+ b( F
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
; W6 |" }+ J* \0 ~ X$ Z - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
. H. L+ F: Y. n0 e+ Q; J4 b - reach_point = false
2 a8 M1 M6 `- w, l8 c - step = 3& G' M: x0 g* w2 F7 d, u
- loop do #loop1 开始填充表格! t" `* g1 C4 c: [0 V- U3 t
- draw_path = false I% }4 u- w2 F
- check_points = new_start_points- x9 ~! s7 P/ V2 B0 I9 a
- new_start_points = []# y0 X1 E3 \- ?; R; f+ G: Z
- loop do #loop2 从起点开始正向填充
1 w% T8 U4 Y; G- J: i" B* N3 E - point_x = check_points.shift5 d1 n2 Y/ Y+ P3 g# y
- break if point_x == nil; U; y; I. {5 L/ ?- j/ c
- point_y = check_points.shift
8 d1 I+ T- i8 I0 G* j - left_x = $game_map.round_x(point_x - 1)* I- s! e1 w, p+ s1 y
- right_x = $game_map.round_x(point_x + 1)
; w; B7 |$ ^8 }) A( d( X E - up_y = $game_map.round_y(point_y - 1)
2 |4 R: @, }; {- w- i( D, i - down_y = $game_map.round_y(point_y + 1)& d) i p, q2 g9 r2 v
- # 判断路径是否连通
; ^+ j& p, j) V U- _$ C - path_step = step - 18 R+ i9 X2 g3 C3 h$ Q y' L
- if sheet[left_x, point_y] == path_step0 }- b7 u0 j: S7 _4 m
- chase_path.push(4)
' z7 C* j5 T, }/ @$ S - chase_point = [left_x, point_y]- F" x _7 \7 p3 p+ D( t( Z2 x$ t
- reversed_chase_point = [point_x, point_y]
. `& x6 r' A" Q' d$ ^ - reach_point = true; break1 V# r6 T7 b9 d5 q& n' ?
- elsif sheet[right_x, point_y] == path_step' f: s( v, @- b& d
- chase_path.push(6)/ }4 I) w' L* l% E! T) ]7 X
- chase_point = [right_x, point_y]2 {0 q0 R# q3 i+ {, i1 b7 W T
- reversed_chase_point = [point_x, point_y]8 H9 ^6 ^. k8 o" W& N& |" _+ M
- reach_point = true; break
, D' n* m5 n& N+ x& w; L9 n" M8 K - elsif sheet[point_x, up_y] == path_step
: H& {( x+ s" q/ D9 k7 z! r2 v \ - chase_path.push(8)
; N8 }# u0 Q! d - chase_point = [point_x, up_y]
4 q9 V$ q/ ~* n+ q# N% r" f - reversed_chase_point = [point_x, point_y]. n5 G- S- m$ ^' h/ T3 o
- reach_point = true; break% O; ]* C$ z5 y
- elsif sheet[point_x, down_y] == path_step; M- B) ^/ r" H+ f
- chase_path.push(2)
9 K" n) B; ]% g2 e$ z - chase_point = [point_x, down_y]( n+ C) l0 q' C# B; \+ e
- reversed_chase_point = [point_x, point_y]! p) X, O4 u# o# e
- reach_point = true; break
5 A/ M6 M+ E4 k% D3 C) u# l - end$ t5 `4 L7 x5 N! ^3 X
- # 以需要抵达该点的步数填充路径表格 #
# ?: G4 a4 n8 @! G k1 y - if sheet[left_x, point_y] == 0 &&) {: c! a3 L1 W! g
- $game_map.boat_passable(left_x, point_y) &&. b( T$ U6 d. }, \
- !collide_with_events(left_x, point_y) &&: K4 m# o9 Z+ [) Q' P/ O3 N
- !collide_with_vehicles(left_x, point_y) #judge_end
$ U. z# s4 A+ T# U6 N: b3 I - sheet[left_x, point_y] = step
' s0 u7 n# E; K6 h8 g - draw_path = true% H: l: X7 t0 R" c% d+ _
- new_start_points.push(left_x, point_y)3 z- C0 c# Y9 l" O6 O- D5 D8 ?
- end
/ O5 a _8 p7 [8 r' ^# W8 Z7 T - if sheet[right_x, point_y] == 0 &&
& n2 k) W" e0 G+ b2 ~& J: D6 r - $game_map.boat_passable(right_x, point_y) &&
$ F' n+ B0 t; }* _ - !collide_with_events(right_x, point_y) &&
. C% _7 T( g. z& m2 C - !collide_with_vehicles(right_x, point_y) #judge_end2 L8 ~2 `% I" |& d
- sheet[right_x, point_y] = step
' f* s/ l5 I3 i% N - draw_path = true
" f8 ~ k5 ^' r5 X; w - new_start_points.push(right_x, point_y)& b0 \/ L! a. v
- end7 z% N5 \ X& I/ B8 |- |- Y
- if sheet[point_x, up_y] == 0 &&
. m& b+ x# M. W. a - $game_map.boat_passable(point_x, up_y) &&; y2 Q% b7 D' K, u/ O, z( G/ _9 u
- !collide_with_events(point_x, up_y) &&6 u$ v+ e8 s9 ?! J6 L
- !collide_with_vehicles(point_x, up_y) #judge_end% h* r1 W8 |" m$ {
- sheet[point_x, up_y] = step
o8 ^& R# G1 b) `9 j - draw_path = true
. h: O. b# n5 j3 X$ y - new_start_points.push(point_x, up_y)5 Y! `+ H& K( D7 v1 ~
- end
& j a5 P4 x& f9 m- X+ S - if sheet[point_x, down_y] == 0 &&8 {' O# J# r+ e2 `
- $game_map.boat_passable(point_x, down_y) &&
/ R9 W- F: l8 Y0 M. j O4 A R8 L9 M - !collide_with_events(point_x, down_y) &&
: @- P. S6 v+ a4 d+ D* X& `9 v5 A# ~ - !collide_with_vehicles(point_x, down_y) #judge_end
( ^( `. g( t% x6 P7 q) B - sheet[point_x, down_y] = step
: W5 [( ?+ ~& y6 S Y: H - draw_path = true! f2 S! J: \+ H! i6 g0 Z8 T
- new_start_points.push(point_x, down_y)
+ Y" F* t+ J& M' F { - end' I. G) U, f. c4 i
- end#endOfLoop2
G. G# @4 R+ Q7 b- w - break if !draw_path reach_point( Y" N. Y# N* e8 S. b* e
- draw_path = false
. i0 Z7 p4 C4 v7 K4 B - check_points = new_end_points
* [2 L& ]8 z- b' L* M) Y& B/ ?9 i - new_end_points = []
/ I( g- \0 ?$ u, [* O# _$ Z - step += 1/ U, u3 g9 Q+ Q" o( ~% g* @
- break if step KsOfSionBreak_Steps &&% F- y. _- l/ w9 L" c- ^
- !Input.press(KsOfSionFind_Path_Key) Y5 h) R) Z6 Z+ y6 N* q+ `2 c! N* d
- loop do #loop3 从终点开始反向填充- o& k$ |* m7 I$ J$ Z3 N
- point_x = check_points.shift( ~& _' `% h, C; r _0 @$ F
- break if point_x == nil% v) {& F4 W0 i( f2 h( [6 C
- point_y = check_points.shift
# K$ Q9 M! O% e, J' D - left_x = $game_map.round_x(point_x - 1)
" R' O3 P+ A3 K/ S! g8 T8 G1 L - right_x = $game_map.round_x(point_x + 1)% J, x# J. Z6 p6 H% O
- up_y = $game_map.round_y(point_y - 1)! {) t; ^: h V% S7 P+ I3 C- h1 F
- down_y = $game_map.round_y(point_y + 1)) d+ _; I) s, L3 F U6 ]& \
- # 判断路径是否连通4 H. T. |7 h" o6 ]$ l
- path_step = step - 15 `6 D* K8 Y1 c- v+ p) H% G0 K+ z" T
- if sheet[left_x, point_y] == path_step T' L" W7 `" u) _' c( K& u0 r
- chase_path.push(6)4 D$ {1 `4 k8 C) E. C
- chase_point = [point_x, point_y]
" E E( q! z% I) N% c% w% M. ^; f! A - reversed_chase_point = [left_x, point_y]1 s8 u+ d4 w1 r, f+ w W8 O% W
- reach_point = true; break$ ^* R5 W! c! i3 z
- elsif sheet[right_x, point_y] == path_step
* y+ t& O/ F5 U7 q3 Q - chase_path.push(4)& e) K! w7 {3 r# s3 [3 U" ?
- chase_point = [point_x, point_y]
9 ~; T" ]4 j) U! g' c2 k - reversed_chase_point = [right_x, point_y]! [1 ?& b; Z2 R( s0 j h. A
- reach_point = true; break
% ~, O; u( P2 O9 } - elsif sheet[point_x, up_y] == path_step! n3 h, P1 M. y
- chase_path.push(2)
# Q, _. r- C! |8 o. x' @& ~ - chase_point = [point_x, point_y]
$ Q2 C K3 ^ J: k - reversed_chase_point = [point_x, up_y]
$ B: q$ b% C) n; e( j% T Z - reach_point = true; break+ j& s8 m4 G. Q* r5 ^" ~
- elsif sheet[point_x, down_y] == path_step
- o9 L4 q0 i% o) {& [/ S: V3 a0 ` - chase_path.push(8)
" S& _. s7 M! r9 p5 ~' ^& ^7 l3 i - chase_point = [point_x, point_y]
+ D& J( z$ v' t2 E - reversed_chase_point = [point_x, down_y]
! i0 T7 F0 |' Q3 s+ Q" `$ y: Z7 ` - reach_point = true; break
9 r# m+ {# D8 g! q1 E - end, Q" l# X( K3 h& p
- # 以需要抵达该点的步数填充路径表格 #
" g2 e6 g( R, X4 _ - if sheet[left_x, point_y] == 0 &&
' }; E9 ^, Q: C" f; q3 k; z - $game_map.boat_passable(left_x, point_y) &&
. _4 l1 Q2 B: j* \! R" V& H) h - !collide_with_events(left_x, point_y) &&( r; j9 w+ T1 }5 w2 ]7 w+ V0 h
- !collide_with_vehicles(left_x, point_y) #judge_end3 r6 J: \& G" R' n& w
- sheet[left_x, point_y] = step
4 u$ m+ `2 t1 W+ }0 c - draw_path = true* a" L+ P ]6 ^$ `% a$ T/ K
- new_end_points.push(left_x, point_y)
5 W0 W+ |! k, K2 F4 t - end
' D: ~: |/ d$ ^9 H7 s% M - if sheet[right_x, point_y] == 0 &&/ q1 n! M8 g7 Z4 e
- $game_map.boat_passable(right_x, point_y) &&
8 M) m0 ^5 i* z) e - !collide_with_events(right_x, point_y) &&
4 E% }6 x( M6 z" `; M. X - !collide_with_vehicles(right_x, point_y) #judge_end
: N% c" c3 E7 e; ]. |' u - sheet[right_x, point_y] = step* U0 K4 F' D' u3 {/ i9 R
- draw_path = true
, }7 }1 @7 x) k3 U6 U9 P; r - new_end_points.push(right_x, point_y)
( l* x$ b& @2 F8 B' s6 ]$ w - end
( ^' ?8 l' q+ i+ L0 O' Q: {9 {% W; e - if sheet[point_x, up_y] == 0 &&
, a& ?% |* }! O" e' x k - $game_map.boat_passable(point_x, up_y) && n! ^! |9 I1 j. E3 {: n
- !collide_with_events(point_x, up_y) &&! U; P0 Z ^+ Q+ q% f
- !collide_with_vehicles(point_x, up_y) #judge_end1 {; x( Z( j- H" a
- sheet[point_x, up_y] = step. J$ ]4 X1 }) V& z. J" k4 ]
- draw_path = true
) B4 O: _" ^4 q3 l - new_end_points.push(point_x, up_y)' x, I, q+ G5 R k- o
- end
* _0 D# J& l/ l( f2 S - if sheet[point_x, down_y] == 0 &&
# A1 L: R' p3 E - $game_map.boat_passable(point_x, down_y) &&
& ?# B ]7 m' d$ \; E: ]7 V - !collide_with_events(point_x, down_y) && v" L) d5 z9 x- Y
- !collide_with_vehicles(point_x, down_y) #judge_end
1 X; F5 _- h0 C - sheet[point_x, down_y] = step: O9 A1 t @9 Q. _3 J
- draw_path = true) x/ l- a% u! r6 R& |. N6 r$ l+ ~4 E/ i
- new_end_points.push(point_x, down_y)' g+ u7 a1 W/ M( z+ U# [
- end
" S! I8 F) n$ v3 H! e: J+ k) t - end#endOfLoop33 t H7 z+ s" P1 r- c
- break if !draw_path reach_point! P6 q' R% F& y3 }0 e
- step += 1
6 Z9 I- ?. k: N - end #endOfLoop1 路径表格填充完毕) L& h2 \$ @9 V, X$ u, j3 u
- $mouse_move_sign.transparent = false2 n( X; Q- t0 g& l
- # 判断指定地点能否抵达! m: l( {. Z- H8 [* X E; {
- if reach_point
" {% ~" x# z+ H7 o n* ^* T; { - $mouse_move_sign.direction = 2
% l+ G+ h3 E I- L# i - else4 E. K# K8 K& x- L& X
- not_reach_point
" {' {2 Z$ h, I7 w5 n - return ~* {+ {. K1 T
- end& a9 D4 i- ?3 E, [6 H7 t4 `
- # 根据路径表格绘制最短移动路径(正向)$ r1 N* k4 ~) {) U: H3 t
- steps = step 2 2- I& w/ P& j( I% o; @# @3 a9 ^
- loop_times = step 2$ ]3 B& G& [1 H1 z( }( e" q
- point_x, point_y = chase_point[0], chase_point[1]* y% w7 o% h4 ~% p: s. z8 X/ F
- for i in 2..loop_times # forLoop, {8 `: e) _: z
- steps -= 2
; J5 ]3 }3 b) { - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs; n/ p# D: e5 F' \% r4 E
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps2 N5 f6 c+ `. L1 h8 u9 T
- chase_path.push(2); x/ ]0 w' s6 }4 V
- point_y = $game_map.round_y(point_y + 1)( h- E6 E9 }, e0 L& q6 F( W. R# u% w
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps: y( l/ @# ~! t `9 _ r9 P* t
- chase_path.push(8)
# W. ?/ U9 j6 n' f/ F' b - point_y = $game_map.round_y(point_y - 1)
4 w& c# Y2 d5 U, }! e: S2 f' F/ J - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps+ |; B; J1 a. D3 d+ e
- chase_path.push(4)
( z5 t% A' R. e) E1 |, e, I! j - point_x = $game_map.round_x(point_x - 1): q: e+ X8 R+ _, A! T" F
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps' `! U1 F! l# }! _4 w8 X+ z
- chase_path.push(6)$ n# c- n5 B* Y' i0 l Y# A
- point_x = $game_map.round_x(point_x + 1)( n' P) l/ X: k, p
- end
4 k. t( ^" P1 \( E3 C% ? - else
. K' T6 N' O0 b0 V# }% H - if sheet[$game_map.round_x(point_x - 1), point_y] == steps7 a6 a$ G% V, e8 i7 ]- ]' ?% S$ v
- chase_path.push(4)1 [7 O8 H% n, Y
- point_x = $game_map.round_x(point_x - 1)
1 ?& x% s- ?0 c3 f5 \1 `5 E - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
2 n" U6 c3 W( g - chase_path.push(6)
" b* {! u: l3 j0 G# Z$ k2 R - point_x = $game_map.round_x(point_x + 1)
/ o( x+ Y; m/ v& J& R) }/ ? - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
, ?: n! I, m( b0 h+ E - chase_path.push(2)
0 G2 l# j$ E% _" Y - point_y = $game_map.round_y(point_y + 1)
' T6 q2 N0 D8 L' |$ b0 M - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps& N- P m# ?( t. T
- chase_path.push(8)
6 M4 A6 l9 S9 R, S: l+ `" \2 Y! b* Y - point_y = $game_map.round_y(point_y - 1)
8 ?# Z+ I6 `# m" e1 {* B0 y5 u - end5 |! F9 i1 `" W5 h( m5 `9 e
- end
: U# P* e! K. f; D- ~ - end #endOfForLoop: `- v8 H7 E% k
- # 如果指定点无法抵达或者登陆
; p& f7 e( \6 E$ `7 |% C) ~( Q - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)& ~4 a8 l: e, x6 U
- # 根据路径表格绘制最短移动路径(反向)( ]; O3 n! P- N i& I
- steps = step 2 2 + 1
0 v2 J3 H0 ?0 N! k* `; W8 o - loop_times = step 28 |2 M' T% g2 n) E: O: D
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]; X5 l* K$ \3 e! s% d9 w6 L J3 W) z
- for i in 1..loop_times # forLoop" K' K' ~( m. c1 ^- [# q' E9 y: q
- steps -= 26 m j# G$ s. ^1 o/ R5 s# t
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
9 D# N6 \. `. z( ^ - if sheet[$game_map.round_x(point_x - 1), point_y] == steps; W4 V& e. x4 w' |
- reversed_chase_path.push(6)( [# t* ~' r" }% e+ f4 x. j! ?9 ~
- point_x = $game_map.round_x(point_x - 1)1 ]( i8 ]# H, N S( V5 a9 X4 |1 J
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps5 k/ O1 }5 j) M5 D
- reversed_chase_path.push(4) T6 _3 u' |/ N8 v! N+ i: z" U
- point_x = $game_map.round_x(point_x + 1)/ [7 Y% \ f: f' d. N' ]
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps8 i4 |$ Q0 \# @% u; N
- reversed_chase_path.push(8)
# }" b# M; ~! o! l - point_y = $game_map.round_y(point_y + 1)
5 R7 K$ J# m5 P& z - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
2 r- F8 G) z6 d - reversed_chase_path.push(2)& \: Z8 n8 \( e' i; ]0 E: U
- point_y = $game_map.round_y(point_y - 1)
. k8 f4 w7 k8 u) i" A - end
; m8 B: Y% \! B1 K; V7 a$ b - else
% Z: o' ~ m8 r- K }% c0 y - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps4 y# l' l; ^! D4 L
- reversed_chase_path.push(8)
( g; T. C; i9 L2 c* ] - point_y = $game_map.round_y(point_y + 1)
# y7 w0 w: \8 @ U# s% G - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
# v7 K/ ~4 Y8 ^& k - reversed_chase_path.push(2)
, @; Y7 x$ f" v3 A$ y* {0 x - point_y = $game_map.round_y(point_y - 1)& t# l' ?' C7 a+ r, h) y5 e7 h. A
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
$ Y8 a! Q! W% Y3 F- t2 f - reversed_chase_path.push(6)( N* m8 ?* p9 V+ @
- point_x = $game_map.round_x(point_x - 1)9 |% \" [# ]3 u( F, l4 W; `$ R' d
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
" s- p3 j7 N& U/ S! q - reversed_chase_path.push(4)) h# r4 [ y- _" F" l
- point_x = $game_map.round_x(point_x + 1)
& w) Q# O/ t4 {) v; v - end
u* ]1 p1 x( T/ ]% `* ] - end6 Q& K' b4 Q$ Q7 A, ^
- end #endOfForLoop0 O" D1 A3 b. e$ A, b: L& K
- @mouse_move_path = reversed_chase_path.reverse + chase_path6 v; d8 H4 u2 U& r4 M8 z8 k
- end#boat
% ^! m) G5 K9 L1 J# g, I4 p) j - #--------------------------------------------------------------------------
/ F5 a2 ^0 Y: b3 Q$ p G* B1 o6 g - # ● 绘制ship的移动路径 @array[move_directions...]/ }8 U* d6 t, W# K3 I/ W6 b, P
- #--------------------------------------------------------------------------
* H* Y7 ^' N3 I4 [. a - def draw_ship_path
( g& Y8 P K2 f+ }% G5 F2 z - # 准备绘制路径表格8 K1 N! L; B/ u0 W- Z/ W
- sheet = Table.new($game_map.width, $game_map.height)" Y" h! n. {" i. F
- reversed_chase_path = []; chase_path = []" V6 J+ W& O, L( J+ Q2 y4 y+ Y4 {
- reversed_chase_point = []; chase_point = []7 U# d! A; F) i* N7 ^
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]# T, v) I' w3 Z. w( j
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2; p; e l" \, j& Y. V$ X
- reach_point = false
7 Q9 R" y. v% l0 x' c3 y% R: Z& k. N - step = 3
6 `, `8 e7 b. A5 z2 l - loop do #loop1 开始填充表格$ P2 `) M2 i0 H
- draw_path = false9 z+ C2 b* D; Q! x* ^) b% M2 |
- check_points = new_start_points* p" N( b' g; G4 P5 d# x% ~
- new_start_points = []
& S( I0 e, f, G% J7 N- r: j+ \$ } - loop do #loop2 从起点开始正向填充
1 ^ Z# M1 z. H - point_x = check_points.shift& D: h; r1 v, W! a5 w9 k0 G4 v
- break if point_x == nil
2 ]) H4 a% R. D - point_y = check_points.shift
4 i. J1 [5 E7 P# q. i - left_x = $game_map.round_x(point_x - 1)
7 {& u4 m' ?' f - right_x = $game_map.round_x(point_x + 1)0 S l5 l" V* E8 x
- up_y = $game_map.round_y(point_y - 1)
7 ?0 |* N# v2 v! c2 z& _ - down_y = $game_map.round_y(point_y + 1)) p$ Z! N) p( r6 ?5 T. a5 A
- # 判断路径是否连通: L5 h, F' P" Q$ r% s
- path_step = step - 10 o+ g5 ~0 V! N1 i! F! J
- if sheet[left_x, point_y] == path_step5 r* H8 u0 y! T
- chase_path.push(4)3 n' @0 D o8 W0 P0 p& N) u
- chase_point = [left_x, point_y]: i% F: V: l( C) B0 \
- reversed_chase_point = [point_x, point_y]
$ H1 L2 X8 }4 w! |. i( h3 M - reach_point = true; break
7 m+ D" u: F8 G - elsif sheet[right_x, point_y] == path_step6 L; m; ?+ d r
- chase_path.push(6)
+ l. _" k; k7 W$ j5 s* j) u" I - chase_point = [right_x, point_y]7 `+ o. p g, l
- reversed_chase_point = [point_x, point_y], y% l9 Z$ i: H2 u
- reach_point = true; break6 }, D& k+ p5 p# Q0 T- Y5 p
- elsif sheet[point_x, up_y] == path_step
. n: k) E* l0 I% N* Q - chase_path.push(8)
* J4 }- I5 V/ C" ~# L- W - chase_point = [point_x, up_y]7 s8 J' A! g6 ~5 R2 n* c- h
- reversed_chase_point = [point_x, point_y]
L' O% x h1 O# q9 X - reach_point = true; break+ T) {! N) P) a" v, z
- elsif sheet[point_x, down_y] == path_step) }- w- T3 x) \/ ?
- chase_path.push(2)0 {5 x& r8 j! C* G- m5 v
- chase_point = [point_x, down_y]0 k1 N9 r- @" H
- reversed_chase_point = [point_x, point_y]
1 ^. m I7 L6 I' m' E& H - reach_point = true; break
" @; G6 |8 ]: b0 V/ n. d/ ? - end
3 J! { R, @! N* }+ }: a1 ` - # 以需要抵达该点的步数填充路径表格 #
4 s* }+ n* ?) M- C1 c Z/ w3 C! {$ u - if sheet[left_x, point_y] == 0 &&
( c$ L8 t0 S% F! {& e - $game_map.ship_passable(left_x, point_y) &&
; C; ?- b/ P0 `, c - !collide_with_events(left_x, point_y) &&
% R, X5 ~3 l; s0 }: G - !collide_with_vehicles(left_x, point_y) #judge_end
- H) \6 T+ T+ d! b4 i - sheet[left_x, point_y] = step
# U" q) u6 S0 K. M - draw_path = true
/ X% w0 e6 @# T; X2 n - new_start_points.push(left_x, point_y): ?) j7 z$ [" e8 P' \
- end
" _) u! s- p4 b" z* b* g4 P - if sheet[right_x, point_y] == 0 &&
" n2 K2 Z' t# C2 H; p7 Z - $game_map.ship_passable(right_x, point_y) &&
* e$ Q$ O4 n( ~6 t) Q - !collide_with_events(right_x, point_y) &&
& R5 Q7 g% V6 _. C. e - !collide_with_vehicles(right_x, point_y) #judge_end8 W3 T6 B. } Y( g9 ^
- sheet[right_x, point_y] = step4 T" Y5 i7 w5 M5 D5 S \- W0 q
- draw_path = true
' V) s" b; ~5 k9 c - new_start_points.push(right_x, point_y). F6 d* h7 v. E4 I9 |9 I6 ^# Q" K* X
- end
% ?; d$ L1 x. ~, M - if sheet[point_x, up_y] == 0 &&
8 w& f' X. K5 ?3 B - $game_map.ship_passable(point_x, up_y) &&' C( j; C0 F) r* ^) w& P5 h
- !collide_with_events(point_x, up_y) &&
$ O- F8 c x; i# ?( b - !collide_with_vehicles(point_x, up_y) #judge_end
8 U5 d3 Y3 a- E3 y, A c - sheet[point_x, up_y] = step
1 h6 E; Q) |3 S& y' W - draw_path = true
2 A: H4 d- F; n5 n$ H' A* g7 N - new_start_points.push(point_x, up_y), Q5 e. @4 W9 R) F) A% A
- end
8 h l$ Q! c) Y) ~5 m7 y* u - if sheet[point_x, down_y] == 0 &&7 E9 y4 x, i2 \* k: a5 p
- $game_map.ship_passable(point_x, down_y) &&1 p; M* i4 z7 z6 t7 A# R! i5 L
- !collide_with_events(point_x, down_y) &&
% G8 l5 a7 g+ I- d4 Z* X - !collide_with_vehicles(point_x, down_y) #judge_end7 C* ] G9 @: l- a
- sheet[point_x, down_y] = step% _1 I+ M' n! q6 ]7 c) F4 ]
- draw_path = true; i) L" V+ A0 j2 @$ `
- new_start_points.push(point_x, down_y)* y* o6 h" Y4 }
- end
# |: Y3 n3 u X. C6 q - end#endOfLoop2: u7 t7 ]/ u6 \% o) f3 c& m
- break if !draw_path reach_point: ^. e- w: D3 L2 E7 b8 t
- draw_path = false8 }6 \" J8 z U3 i
- check_points = new_end_points8 w i) i( y1 i2 L0 W
- new_end_points = []4 C: `/ f& D* r" p
- step += 1$ M2 Z! F6 R# X- L$ }3 n7 }
- break if step KsOfSionBreak_Steps &&
0 A: ~( G3 T A9 b9 G. V1 b* S - !Input.press(KsOfSionFind_Path_Key)/ z" Z# F/ K( y! o; a
- loop do #loop3 从终点开始反向填充
5 Z# a0 Y* a8 ]& D - point_x = check_points.shift
( F& ]. P; W; c. J5 [1 L - break if point_x == nil
9 N+ ~9 _7 D7 R) G- C2 t - point_y = check_points.shift# V: [4 a8 F1 U1 D! p0 f( ]
- left_x = $game_map.round_x(point_x - 1)# n( \4 \+ u1 U0 p5 g9 I( e
- right_x = $game_map.round_x(point_x + 1), M/ m4 l$ |" U7 I7 V1 q6 @
- up_y = $game_map.round_y(point_y - 1)
) Q1 j) B* _# I q! W, ~/ f( H - down_y = $game_map.round_y(point_y + 1)
- j: q% G9 z; b/ d - # 判断路径是否连通1 U! e2 E. q& N
- path_step = step - 1
* g" H. n1 ?6 [4 K* d4 j - if sheet[left_x, point_y] == path_step
. e) M4 U L r5 X7 V% w! m, I - chase_path.push(6)2 b7 @$ ] [+ j5 W* U
- chase_point = [point_x, point_y]
. E* l$ t( x- W, D# d B - reversed_chase_point = [left_x, point_y]& Y5 w" ~( U5 w/ S; o8 L
- reach_point = true; break
# U3 @# r+ W- X2 R3 M - elsif sheet[right_x, point_y] == path_step
* r7 l ~0 q1 \ - chase_path.push(4)3 A- Y: F( i! u0 X/ J
- chase_point = [point_x, point_y]
& ^# D1 D% q" x - reversed_chase_point = [right_x, point_y]" l G, `& @$ ~* {" x& {& `& y
- reach_point = true; break9 Z7 [! B0 g% x& r
- elsif sheet[point_x, up_y] == path_step6 K& f) E5 Q! n2 z0 F) F) u9 @
- chase_path.push(2)
' A g! \: p; ^# U* d - chase_point = [point_x, point_y]
, P4 P& U7 ~3 p+ C$ A - reversed_chase_point = [point_x, up_y]! _( L$ }7 I+ f) p& |" r
- reach_point = true; break
, ^) G5 _: e7 C; N9 D' @1 R - elsif sheet[point_x, down_y] == path_step7 S1 Q' A2 f/ J" |( S O
- chase_path.push(8)+ R- i& ^. s' r3 Q$ A' D% ~4 j1 i
- chase_point = [point_x, point_y]
- R; k5 b+ X5 v+ u4 _! [ - reversed_chase_point = [point_x, down_y]8 q& L" j6 N; s( A
- reach_point = true; break6 |4 y" R/ K6 Y) m
- end
% k6 i& C0 d) u6 |) S6 h9 s& j - # 以需要抵达该点的步数填充路径表格 #
& y3 C+ ^) H0 b; @/ U - if sheet[left_x, point_y] == 0 &&
. \* y1 o8 E" `& X# W! V7 s - $game_map.ship_passable(left_x, point_y) &&0 {: w6 [3 p) G7 a2 }) y4 r, V
- !collide_with_events(left_x, point_y) &&
: U! z' i; O- I0 h - !collide_with_vehicles(left_x, point_y) #judge_end
0 l5 O) H) P" e# A5 k7 P/ a) N - sheet[left_x, point_y] = step+ }0 h( D& H% H& r
- draw_path = true
; [, h. U+ T/ ?5 o8 r - new_end_points.push(left_x, point_y)
% \3 `# X0 y. @" R - end1 x; ~5 [# K+ @8 [
- if sheet[right_x, point_y] == 0 &&) j1 h3 N, A" e1 I" B
- $game_map.ship_passable(right_x, point_y) &&6 `) A. ~$ V$ _6 v
- !collide_with_events(right_x, point_y) &&% l4 F# {: v- H, c
- !collide_with_vehicles(right_x, point_y) #judge_end
C5 r9 a2 w: t4 X- S6 \ - sheet[right_x, point_y] = step& X4 ]2 w, k* n( }- V! B2 T4 H
- draw_path = true
: R$ j* o/ Q6 V6 D; L# C - new_end_points.push(right_x, point_y)
7 P& B7 x/ |$ I5 ?5 `! |1 X C8 ` [; [ - end
4 O# o2 D4 ^6 u* j8 Y! n7 c3 u0 S - if sheet[point_x, up_y] == 0 &&6 G, a; `: v6 L) E, ]4 [
- $game_map.ship_passable(point_x, up_y) &&2 j% q6 p* S" D9 c7 c/ e5 Y
- !collide_with_events(point_x, up_y) &&4 t6 T. D! A2 r/ f
- !collide_with_vehicles(point_x, up_y) #judge_end' u- ^, h6 A* P2 M- a+ l' b1 t
- sheet[point_x, up_y] = step' b2 V2 E! N/ \3 S: a. w% {: S4 Y8 t
- draw_path = true
! g7 m# k7 U* `6 o$ |1 ]4 Y' E - new_end_points.push(point_x, up_y)
( U. Z7 V2 M! R" O' `: p$ U - end# E& f- f: M# L7 v
- if sheet[point_x, down_y] == 0 &&
, a8 Z7 d( f) p1 Y+ r - $game_map.ship_passable(point_x, down_y) &&$ P$ l% j! [" D) K# @
- !collide_with_events(point_x, down_y) &&* Z7 W7 m" @! k0 s) C/ F8 @' P7 E
- !collide_with_vehicles(point_x, down_y) #judge_end
) P' E8 `0 U+ }4 O: |* d - sheet[point_x, down_y] = step
S7 \: {% m [" e/ {" g. D- o$ O - draw_path = true. |8 l& q# ^$ g
- new_end_points.push(point_x, down_y) b2 O! ?9 e" M4 T# ^: ~5 X
- end: h; P6 P6 y% r* R
- end#endOfLoop3
7 i$ U, Y6 k8 `; p0 U' ? - break if !draw_path reach_point6 s, h. a* g0 b4 _, A
- step += 1
0 q# p/ R2 U& P2 j - end #endOfLoop1 路径表格填充完毕
' g9 d k- X6 v) [ - $mouse_move_sign.transparent = false8 z3 f/ L {6 [! g5 N
- # 判断指定地点能否抵达6 x3 U+ E+ C' r+ n$ ?$ d J
- if reach_point9 g% Q9 \- {7 Q- U
- $mouse_move_sign.direction = 2: F' r u4 y9 A* X4 R; t& l! g/ @
- else6 M E9 \) o+ _9 h" Y
- not_reach_point; E' v, E5 N" { }; \2 m& |
- return
! Z" V' l& I4 c$ ` - end
: x" n" z: p4 b; i. J - # 根据路径表格绘制最短移动路径(正向)/ T! o: O/ W) ~& o/ \. j
- steps = step 2 2
! P* c( A9 S) n" s+ z- Q' V - loop_times = step 2" \& A) T+ n S
- point_x, point_y = chase_point[0], chase_point[1]8 n0 W7 x2 s6 L% ]- ^
- for i in 2..loop_times # forLoop2 u+ X) [, o5 D/ Y
- steps -= 22 e2 G) Y! }$ D) [* @& [5 v. V
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs2 g# W4 @, i$ Q
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps/ b* F& _ n5 X% d
- chase_path.push(2)) H; H( B' n# ~" ?# d1 o
- point_y = $game_map.round_y(point_y + 1)
1 [/ Q7 ~- e5 b! ^. g6 @ e - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps. g) f _6 p0 ~" ?$ k0 B
- chase_path.push(8)8 {# ^+ h9 o5 o5 ~
- point_y = $game_map.round_y(point_y - 1)+ \% x. C8 h+ t
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
$ Q* G8 i9 v' \, |4 q2 I8 M# ? - chase_path.push(4) }* d& i9 v2 F
- point_x = $game_map.round_x(point_x - 1)
% A" V# g" d) J - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
1 ] j, J& k+ z( h% ] - chase_path.push(6)
; d5 @3 y- j$ T1 M - point_x = $game_map.round_x(point_x + 1)/ k! n+ q4 ]2 Y7 ?, i
- end0 H7 \7 f) X) a8 S5 {4 ?. G4 K
- else
5 u* c! F8 @/ n; M - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
7 U$ \' Y( |6 @; D2 R* J0 p' u7 ] - chase_path.push(4)8 T( A: e# J0 \0 I+ T% L% E9 w( k
- point_x = $game_map.round_x(point_x - 1)5 K: G# D( b5 P7 F! n
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
9 i- m Z& v* E T: v - chase_path.push(6)
% W4 b$ ^4 _/ G' ^, U - point_x = $game_map.round_x(point_x + 1)
, C% J/ N2 _) j. S - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps/ A* M9 H9 W4 g9 |& ~8 |
- chase_path.push(2)
! |: q+ J9 }! c$ ?" u* M" |. _ - point_y = $game_map.round_y(point_y + 1)
# C+ t! c0 H7 V - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
4 q. M U# t* w% E: Z2 s - chase_path.push(8) _7 @' [' v: u% O
- point_y = $game_map.round_y(point_y - 1)
7 m" I. O2 C: F0 p$ `% K2 w - end
: f+ y4 R/ Q0 u9 u9 m ? - end
/ C: i: `4 V& o8 I - end #endOfForLoop+ i: g. e) V, N% x
- # 如果指定点无法抵达或者登陆/ |* F- K' j- P: i/ m7 E
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
$ E1 Z4 k9 k. j( s r - # 根据路径表格绘制最短移动路径(反向)
1 {# y/ w: L4 W - steps = step 2 2 + 1
4 Z* } v2 T2 Q# o; B7 Z - loop_times = step 24 Y& w& v# H5 ]) s" Q' }9 c: x
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]) \! x. r9 B. o2 Y9 m, [
- for i in 1..loop_times # forLoop6 |8 n1 Z9 D, ~" Y5 I/ o
- steps -= 2
6 [7 ^8 H$ q5 G. z - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
* w% {, O$ H6 H - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
7 R+ s1 w& ~5 I2 t - reversed_chase_path.push(6)
( W6 W l/ `* M0 N5 E4 q - point_x = $game_map.round_x(point_x - 1)
y+ b- V+ D0 m+ E& f3 @( E+ \3 X - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
7 Y7 p G: j: d9 g - reversed_chase_path.push(4)
/ I- O: K% C+ T1 W) m% |3 p - point_x = $game_map.round_x(point_x + 1)
) ?! ]9 t2 G# o9 I1 W. L2 h - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps& V' a$ Z6 {9 C, N+ x2 t% d; [ C
- reversed_chase_path.push(8)
3 l; P6 Z" b7 o2 e; N2 n - point_y = $game_map.round_y(point_y + 1)0 T4 P1 h. T4 }* }
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
( Y/ R( N; W( }4 L. W: L5 b7 c - reversed_chase_path.push(2)
$ u$ `+ [ Z: O5 l+ w# e/ s - point_y = $game_map.round_y(point_y - 1)
, |/ R8 @9 e, | - end
0 s' a H: T* b+ q" N - else. V, Y0 K( i( j4 @6 W, E2 e
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps* z7 P4 D9 d# B! p0 {4 c4 Y5 a
- reversed_chase_path.push(8)
! n( g5 `) n$ w; i) e - point_y = $game_map.round_y(point_y + 1)" ?( { l( E$ `6 w) ~9 n3 l
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
# L5 X; M9 U+ s0 @" y' | - reversed_chase_path.push(2)
7 \6 V& Z7 t4 m7 J! C - point_y = $game_map.round_y(point_y - 1)
* l F: _, L6 Z* u2 ] - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
0 \1 ?( B2 d4 |6 [ - reversed_chase_path.push(6)% I3 a& {3 d0 Z0 T
- point_x = $game_map.round_x(point_x - 1)& _* u; W1 J' j
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
9 B6 ^1 q: U: u7 ~5 B ] - reversed_chase_path.push(4)
# x2 c$ x6 h2 W - point_x = $game_map.round_x(point_x + 1)
9 \6 S j1 |2 ~/ { ], c7 O - end
! B, ^6 U0 n" o - end3 m2 c \1 F/ ]$ b! q( ~
- end #endOfForLoop7 Q+ s! G: l' S& g2 y. @9 j& \8 }
- @mouse_move_path = reversed_chase_path.reverse + chase_path
! r2 [& l; @ b* O/ R+ h - end#ship
& [; s6 w* o) v! K2 T/ A - #--------------------------------------------------------------------------
! F( V, g5 `$ C7 ` F - # ● 绘制airship的移动路径 @array[move_directions...]
/ t4 A7 Q0 H4 ]. i3 H - #--------------------------------------------------------------------------
+ ^# s1 u& Y: |8 W( { T - def draw_air_path& S( m6 {/ @& v8 k
- $mouse_move_sign.transparent = false
1 o, o# I+ k1 e3 E4 Z/ E0 L) P9 O - # 准备绘制路径表格3 ~2 r, H' P" E
- sheet = Table.new($game_map.width, $game_map.height)8 j A$ y% Q5 `; w% \; F
- new_check_point = [x, y]; sheet[x, y] = 1* T l: z( R; u% O
- reach_point = false; step = 2
8 o" _/ f, q: h" |) z) Y3 J - loop do #loop18 k% [: i# b$ |4 d; a( [1 M/ T
- check_point = new_check_point
2 y4 B0 d8 d+ Z. ]# s - new_check_point = []7 m# g- N |- A, W8 I- @. R
- loop do #loop2
5 W+ X8 X+ |' W) G. D - point_x = check_point.shift
' R a7 e" D8 e, B: g% T | - break if point_x == nil) i v e' P" g; T, _
- point_y = check_point.shift# H) B, s, H! L) K" k" P( N& T7 W: ?
- if point_x == @moveto_x && point_y == @moveto_y8 b7 `6 H0 C7 ^: w8 J$ X
- reach_point = true; break1 g$ x- h1 d+ e" W1 E
- end2 ~' @' `) i6 j
- left_x = $game_map.round_x(point_x - 1)
; X2 g4 z: `: P4 D: t - right_x = $game_map.round_x(point_x + 1)
5 k2 h5 J- V% C, Z. l+ L - up_y = $game_map.round_y(point_y - 1)1 m" T5 w) _7 N: W, C# g1 U
- down_y = $game_map.round_y(point_y + 1)
. T( s& d( k5 P' [( O - # 以需要抵达该点的步数填充路径表格 #" Z& D- r% D% Z+ w
- if sheet[left_x, point_y] == 0
" ~. b. @8 Y, H - sheet[left_x, point_y] = step
3 X' s/ \( ^! Y3 \* O+ H6 B - new_check_point.push(left_x, point_y)+ Y- x$ B: k+ R( K) I# P5 l" X, r
- end3 m3 z$ N' I! v) }( s5 q
- if sheet[right_x, point_y] == 0
- Q$ b1 K3 k5 S1 Y& Z/ ` - sheet[right_x, point_y] = step6 _9 a; w8 G8 ^- T6 F3 k' X) J
- new_check_point.push(right_x, point_y)
% h0 F- `) w0 I% D - end, {$ W) t' z9 J3 N
- if sheet[point_x, up_y] == 03 X. H! f* L% ]- W! ^
- sheet[point_x, up_y] = step$ \. @% @1 ~; r" x5 K
- new_check_point.push(point_x, up_y)
1 c/ t _+ w. U8 b# t' ?! ]" [ - end6 l0 n( ~/ l( y6 D' J" K
- if sheet[point_x, down_y] == 00 D& r$ E* P: c4 |" a) Q }
- sheet[point_x, down_y] = step
\: y' F* S. T9 e - new_check_point.push(point_x, down_y): ]# N y$ f% `# s" I
- end; j$ P* u7 f) _7 B9 u% _
- end#endOfLoop2
, y; ]5 h5 L; B4 I% @ - break if reach_point8 Y# u1 Q* Z5 x" u n" n1 N# T
- step += 1
1 ]3 m5 H* ?" I) |( h - end #endOfLoop1
) B, U$ x& T+ e; |" s* o, I - # 根据路径表格绘制最短移动路径 #
! y8 {3 b( W% E# G, H0 ^ - reversed_chase_path = []; step -= 13 L# D7 N4 d/ i: u3 b0 Q$ s `
- point_x, point_y = @moveto_x, @moveto_y3 f6 ~/ J2 Y; A& O8 G6 g4 V/ c6 ?) H
- for i in 2..step
# g* j+ {9 P4 _: _ - step -= 1# W' `% a! a! K7 i
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
% H& U5 r& V$ _2 v+ n - if sheet[$game_map.round_x(point_x - 1), point_y] == step
; b9 F# i3 j4 {% x: t I( W - reversed_chase_path.push(6)% H& Z x! a# y/ O; }2 L9 e
- point_x = $game_map.round_x(point_x - 1)% L' r3 `5 W8 f& N( T) n
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
+ q l2 K# }; `' j9 G - reversed_chase_path.push(4)/ I* P3 H$ a: ?, n8 k o* i
- point_x = $game_map.round_x(point_x + 1)8 K0 V, A7 }" W1 D
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step) u; h4 A4 Q" |( O6 c7 _9 G% G' d
- reversed_chase_path.push(8)8 G& C6 `9 w9 q0 A' j1 _) _
- point_y = $game_map.round_y(point_y + 1)2 h& d4 r& J4 V" o- |" w: u
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
+ y) [" C% [, }& w% d - reversed_chase_path.push(2)
. l6 x, i" s0 J4 { - point_y = $game_map.round_y(point_y - 1)
+ W; l7 T: z9 @0 ^3 n - end e5 Y! A- a+ U: `( j" y
- else) U4 |: c4 s; e6 N) L5 `" k8 W
- if sheet[point_x, $game_map.round_y(point_y + 1)] == step( a2 |: Z5 D" q+ w M3 g$ J5 @
- reversed_chase_path.push(8)
% Q7 g6 X; M! q - point_y = $game_map.round_y(point_y + 1)
3 c( Q! R. X1 P3 t! Z0 ^ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
: S+ D$ r _) l! f* L - reversed_chase_path.push(2)
" L1 K- P. k# i! O. w$ R; ?& I6 F - point_y = $game_map.round_y(point_y - 1)
6 y' v p" b$ }) @7 U - elsif sheet[$game_map.round_x(point_x - 1), point_y] == step/ L& V$ M {; h! j% O7 @& m7 M. @
- reversed_chase_path.push(6)* g* l6 Y! `8 Q- N
- point_x = $game_map.round_x(point_x - 1)+ J; V: }1 {- {, C
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step1 h" Z0 B7 b6 Y5 Z3 B
- reversed_chase_path.push(4)- p+ D$ Q8 A6 W% T6 t
- point_x = $game_map.round_x(point_x + 1)
6 D1 y0 ?* M9 ~4 ~& A/ b& f2 n, A - end
! d7 r: ~8 E2 ]7 A' j `4 G) F - end% e9 X- M+ k8 c. Z0 R% g
- end #endOfForLoop
2 _- o D) Z6 b* c" k0 Z; ^ - @mouse_move_path = reversed_chase_path.reverse
3 h4 B5 D4 h# C2 B) B" N4 w - end#airship
+ Q( S' I d! y3 Z3 i% M - #--------------------------------------------------------------------------
5 i+ w) E5 j `5 C - # ● 目标点无法抵达时的处理,用于各路径绘制方法内部- o% C8 E( u2 _
- #--------------------------------------------------------------------------
5 P B, k+ a' |5 z% | - def not_reach_point
g' D; @: `! E) o* O t - $mouse_move_sign.direction = 40 _# U8 T, u6 W4 Z
- dx = 0; dy = 0; dir = 0
5 }8 {7 u% g+ W/ e9 ?+ R - if @moveto_x - x 0& Y3 o* ?/ Q$ Z2 r' U( w
- if @moveto_x - x $game_map.width - @moveto_x + x &&6 F4 I1 n- r$ D
- $game_map.loop_vertical0 K- y% h" Z, a0 B7 S' C' C
- dx = $game_map.width - @moveto_x + x; dir = 4( l3 z8 |& N" p9 q- n& l1 B. W
- else/ M/ I$ {% X. z3 V; z
- dx = @moveto_x - x; dir = 65 Z9 x' t, T( D. r% L0 W! a
- end
5 ^' b" h' \9 u - else
/ K" j; l0 \, R% x: b - if x - @moveto_x $game_map.width - x + @moveto_x &&; ?$ _; l3 E7 a- C
- $game_map.loop_vertical
8 t' z* L) x; d. V - dx = $game_map.width - x + @moveto_x; dir = 6
& b, U, K9 \/ S9 ] - else
& N7 L3 X* r# j7 g, J; ^) G - dx = x - @moveto_x; dir = 4
2 O& q, I3 d3 J# O$ ]) L3 o - end
g5 Y! w" E0 U' w. D8 I - end
i# y# q, _9 g9 Q- H - if @moveto_y - y 0* N( i& d' l% ?
- if @moveto_y - y $game_map.height - @moveto_y + y &&! x1 c: }3 L& [ I. I
- $game_map.loop_horizontal# w2 {) z& F% M6 S
- dy = $game_map.height - @moveto_y + y4 x- ?' [ u# a$ R, M" y! `! R- E
- dir = 8 if dy dx( F/ K; L' }: \& t4 C* d
- else* G! _5 k2 s0 ?/ O+ e7 o% v5 S
- dy = @moveto_y - y1 p0 h6 x# N9 ]4 U$ ?! P
- dir = 2 if dy dx- M# s( E& B \9 V3 U
- end4 X; z6 b& r. h: H1 y6 u+ ~
- else
' }. C6 ~0 x0 ~5 q% d6 s. E - if y - @moveto_y $game_map.height - y + @moveto_y &&& w% @5 q- C/ d/ k% g3 P
- $game_map.loop_horizontal
+ h( M; [- C. T( ^* ^ - dy = $game_map.height - y + @moveto_y; q# r8 H$ r L9 B$ Q
- dir = 2 if dy dx 8 [$ V! H! }9 n n3 s8 V' Z
- else
% t/ ?( C7 ?% y. f3 n - dy = y - @moveto_y
. r9 `% a% M3 D. `- \6 U" e8 N - dir = 8 if dy dx4 R+ Q6 Q. P0 R+ u
- end
5 z) q: s0 F* z0 c1 w$ M - end
0 n- B' v0 j+ H - @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件
; W2 n) `% k8 @* ? - end0 ?/ d8 [9 U- p
- #--------------------------------------------------------------------------
{# |, M2 `5 B4 }" ` - # ● 判断目标点是否能抵达、登陆,用于船只路径绘制: ^4 L$ ?* R7 H( h* S& C2 m
- #--------------------------------------------------------------------------9 x6 R X2 Y' N* m( g" a
- def landable(x, y, path)
4 W1 E2 k! I2 G* H0 v1 Z P - case @vehicle_type
' r' ]1 o/ ]% w" Z - when ship; return $game_map.ship_passable(x, y) 0 S1 m$ \' I1 j9 z( J/ k# \0 R
- $game_map.passable(x, y, 10 - path[-1])) c# i3 ]# ~. r5 B; v! E9 Y% x
- when boat; return $game_map.boat_passable(x, y) 7 z7 a7 L F! E+ Z
- $game_map.passable(x, y, 10 - path[-1])
3 [+ w. l8 e- _* z - end, a; y4 L4 k: }* z
- end: z" H) F. P1 A5 v0 E, a4 {
- end) b7 z/ Y: q$ d! h
# t. n2 f. Q% V Z6 W- #==============================================================================1 y; Y* Y, K! I f
- # ■ Game_Map
7 Q% M( z/ u. E v: { - #------------------------------------------------------------------------------
c" e/ M( o1 f- a1 i/ M - # 管理地图的类。拥有卷动地图以及判断通行度的功能。9 M8 l* U/ i0 y& c
- # 本类的实例请参考 $game_map 。* A- ~% }- p- j
- #==============================================================================
4 k0 u; b* w" K) g, T' `' N7 S - class Game_Map
* T9 e9 y3 [. q/ S - #--------------------------------------------------------------------------- ~* Y) }* @0 X; y+ A/ ^6 n
- # ● 定义实例变量5 T/ O4 L% |6 s" F
- #--------------------------------------------------------------------------+ m# v/ @9 H# y- D0 z, M
- attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据
( h- y) Z0 ^6 t2 R U( B: q - attr_reader mouse_map_y # 同上
9 @# n D; H" j1 w4 |- e. ]; p - #--------------------------------------------------------------------------
4 G) v( M$ U- } I% S, p - # ● 初始化对象
8 W' i8 \3 ` i3 z. Y - #--------------------------------------------------------------------------
( V- V5 b: \" W# G# l+ N - alias sion_mouse_initialize initialize/ \ C. H( }5 d* B
- def initialize
2 ?7 {& W! c/ M$ S8 K5 N4 w9 D - sion_mouse_initialize' m& b+ M2 L4 |3 T
- creat_move_sign ###
$ P: b6 ]& J* J - set_constants) }5 {2 ]* Y1 c* u" K4 @1 \% m2 n
- end
. Y9 R. s' ?2 x, C2 T - #--------------------------------------------------------------------------
) M% S& {* l4 e0 z$ u1 D' ]! ]) G - # ● 更新画面2 K7 l4 V6 G! w" s* V$ w
- # main 事件解释器更新的标志
9 L6 A' K q0 r, [ - #--------------------------------------------------------------------------
8 G1 X7 Q) G' n4 R6 [8 C0 X - alias sion_mouse_update update7 x; g Y; H2 g. T% [
- def update(main = false)" _" _- c- C5 n! U
- sion_mouse_update(main)
) D. E/ V" N; H% T% j - update_move_sign
H" Z. _5 D0 H4 T( H l% o - end
7 X1 ^7 N( H- s- u - #--------------------------------------------------------------------------; H5 l$ t# M" F+ V6 u
- # ● 创建显示路径点的事件7 P( v: M' ]& z6 N+ p
- #--------------------------------------------------------------------------
+ }: L- ~' U* _2 V+ a - def creat_move_sign
7 j) C5 o8 t2 G - $mouse_move_sign = Move_Sign.new. I" Q% n% y: @* ^+ N/ I) @
- end) X* a& X3 p4 v4 E) F- a
- #--------------------------------------------------------------------------
6 U) \ l! I! f9 Y3 F - # ● 更新显示路径点的事件
* X& j5 h7 l& {8 |( { - #--------------------------------------------------------------------------; `# I* W) Z3 C" A
- def set_constants' A/ v4 n _) P- p& i$ k. T( B
- @mouse_pos_setted = true0 ?# d- c- n K, v5 t, K2 l* x$ |# k* i
- @set_pos_prepared = false
. l+ |9 i& F. k8 F1 P - @mouse_old_x = 0# E/ a& e& R; l& i0 Z8 }
- @mouse_old_y = 0: y a1 w @+ C( \6 K
- end7 T1 ?9 [* V) O1 l4 e) \( ~
- #--------------------------------------------------------------------------
) \4 r% e" H( K6 w - # ● 更新显示路径点的事件
5 l. h) b% h; ^ m( }7 G - #--------------------------------------------------------------------------
5 V' W- x$ ^* m/ H7 Z - def update_move_sign9 X* h' }8 i9 @5 c @. l
- $mouse_move_sign.update
& L: ^% K) B5 y9 ] - end
3 B: m; p3 E, t) k - #--------------------------------------------------------------------------
4 F* @* C' k- [% e - # ● 获取鼠标位于的地图块的x、y坐标
) F) c i$ h: q; m - #--------------------------------------------------------------------------0 @ |) A/ e2 M# ^
- def get_mouse_map_xy' S3 c$ ^# p& L! w3 |! l! c; V
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
) W0 O9 {6 v4 K8 X* a - @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)
9 w+ q# e* C! H- \% y. r5 n - @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)# R% C% z& i1 q4 }
- end
0 i. [1 s9 Q! g7 t; h - #--------------------------------------------------------------------------- Z( x k+ r- [, h. b+ u" l
- # ● 返回地图画面时重设鼠标坐标
! U8 _9 U* o4 K2 z - #--------------------------------------------------------------------------* i. o8 ~0 g2 N6 S2 F5 D
- def reset_mouse_pos8 C+ O) V& Y% }* \
- return if @mouse_pos_setted/ a4 w. v G. G* s+ H$ ]9 s
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)" l1 c& }( B1 w% V: o
- @mouse_pos_setted = true, N9 r% f0 M$ [
- @set_pos_prepared = false) }, \! I; |) V1 W) C' n5 n- D
- end" i' G6 ?2 j# X% ~7 O: t$ H
- #--------------------------------------------------------------------------
3 h$ M# i' k( z( |! p) } - # ● 重设鼠标的坐标
7 _& L$ a7 A4 d4 ~2 o4 h, a j0 s - #--------------------------------------------------------------------------
9 i; \2 O" `4 s5 X, C; | - def prepare_reset_mouse_pos
) _& m" L4 L- d' Q4 u; A - return if @set_pos_prepared
P( e& Y$ \/ E- s - @mouse_pos_setted = false
4 A! L! r7 O* B# V/ [ - @mouse_old_x = Mouse.mouse_x D1 W0 X6 k$ y
- @mouse_old_y = Mouse.mouse_y5 \/ B2 R) ]# L8 _! O0 X) E
- @set_pos_prepared = true
0 C. P# |( _& ~ - end
7 q! @: P! i8 v3 j! y' ? x - end
- f7 l! n. b& |, E5 W& ~5 X! ]
$ L: |8 I: r# H) D ^& m/ j ~- #==============================================================================7 c/ D+ q L3 n% K* r* Q) o
- # ■ Spriteset_Map
" z. l. s- O6 c% f- h' b - #------------------------------------------------------------------------------0 n7 W! b' N. |1 c
- # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。" t& Q+ ]+ i6 m2 ^
- #==============================================================================
' C6 {, L" ]% S - class Spriteset_Map
" f ]7 k4 G- U F! j& e3 O - #--------------------------------------------------------------------------
4 M/ ]% o( v% C# u0 ^6 L - # ● 生成路径点精灵% y' m5 }5 A2 k+ D# g0 o7 L* d
- #--------------------------------------------------------------------------. Z+ N3 }+ F6 X6 Q" E
- alias sion_mouse_create_characters create_characters9 O ]* T' S6 z6 G
- def create_characters
2 i( i/ B# W; x! H9 `1 @ - sion_mouse_create_characters4 T3 W1 \6 j" i& F, T4 G, o
- @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))
; Z8 c2 n2 O) _2 L0 f - end; p) H1 W' _( x$ H8 i2 z) R
- end
. ]* \4 M6 ?% M; w$ j: D" ^# |/ G - $ y+ o5 M/ G' P; p5 Z3 A
- #==============================================================================
$ _0 ~9 |$ N/ t. p% I$ N0 ?3 N J - # ■ Scene_Map3 @. [' v6 F P; e. p
- #------------------------------------------------------------------------------
' d: q! k1 \: Z - # 地图画面
) \8 _8 _1 F2 w! z1 Y% P ?( ^5 s - #==============================================================================
0 v6 N2 v9 M {4 V - class Scene_Map Scene_Base7 j, ?( J8 F8 Z9 E. a$ M0 G7 I
- #--------------------------------------------------------------------------/ F4 X/ |! P$ X" t% |
- # ● 画面更新
' G" E R( o! N& [( ]8 [8 f - #--------------------------------------------------------------------------$ k H% J v6 J b1 T; X8 G/ c
- alias sion_mouse_update_scene update_scene0 A* Y& h. B1 Q. H( S. ^, C F
- def update_scene
! r9 ?: k# v9 @0 b6 k& j/ R2 t - sion_mouse_update_scene8 h1 m& H: A' v
- update_mouse_action unless scene_changing% a* P1 t/ @6 @8 H8 R/ i) g; F3 j
- end) F0 D4 Q/ w+ {* k) m- {
- #--------------------------------------------------------------------------
1 W0 Z/ k* {( T' M% D: i - # ● 场所移动前的处理
9 M4 |3 O! U; M1 B2 u - #--------------------------------------------------------------------------
8 {. ~, u- D8 ?1 ~7 o - alias sion_mouse_pre_transfer pre_transfer6 V& K' a( }2 g/ b
- def pre_transfer5 G" n/ D* {" P0 u H3 D
- $game_player.reset_move_path5 ?& n/ t% `# z
- sion_mouse_pre_transfer2 w! O" F! R7 o1 i: f" w
- end. P+ @7 V8 U. i M
- #--------------------------------------------------------------------------
7 ?, e( [, W9 H" u7 G: C! |2 R& M - # ● 监听鼠标左键的按下
. O* @" u/ Y' r$ n5 E% E6 Q: A - #--------------------------------------------------------------------------; a* Q( {6 C: o) L- {
- def update_mouse_action4 s# [1 k0 K. v
- $game_player.left_button_action if Mouse.press(0x01) x- y- G# C7 C) g
- end2 p+ g3 g, v3 l0 F3 G* u# ~
- end
5 G% ^9 Y; c( p: ]. V8 |0 g2 M: m - 9 f) L" b' e4 r7 q) K$ f
- #==============================================================================
: M6 ^, n: g# C( K( U - # ■ Scene_File; w% e$ S& l! I! ?
- #------------------------------------------------------------------------------
6 K( V* u, P% {/ T: ]$ f) P) ?+ U - # 存档画面和读档画面共同的父类: k& ^( L0 M4 r( {' m; s
- #==============================================================================; e& k% w2 T9 b. m& A% y
- class Scene_File Scene_MenuBase
5 ~! \- [5 Z8 m: h+ W - #--------------------------------------------------------------------------
" Y6 W W6 z8 v0 A6 b - # ● 开始处理
2 q8 l# G/ H4 T/ A' a - #--------------------------------------------------------------------------% u" O$ X u/ u8 z7 H. h
- alias sion_mouse_start start
1 {2 Y2 V8 O1 e; O - def start
# g; @+ r9 s7 @0 w - sion_mouse_start; H, v+ o$ W8 r" ?
- @move_state = 0* H0 `3 Y" `" S( y. z
- set_mouse_pos+ D) R. T) s$ c X% a! @( W! K9 j. M
- end
. b8 ^! F2 e) Q5 f0 E - #--------------------------------------------------------------------------
* {4 v" p% q/ z: t - # ● 更新画面
4 C# V$ c/ }( y% G- W1 E - #--------------------------------------------------------------------------+ E: ]( s+ p" q% w1 m" k; u
- alias sion_mouse_update update% m2 [/ V* x5 ]
- def update! ^3 ?, S" w2 b
- sion_mouse_update/ U) I- T) c& j7 H a& ^
- Input.dir4.zero set_cursor set_mouse_pos
1 \. s; ~, \' `/ K& _" x - end
, y# w7 y# b: z/ A - #--------------------------------------------------------------------------
5 D: X! J& i' X# @7 u e) Y# v9 ? - # ● 更新光标7 o4 u+ r2 U- w }- B, W( I, t
- #--------------------------------------------------------------------------
0 @ `) J. j& ^- K - def set_cursor6 r5 J& P2 T/ E7 H. k0 }
- @move_state += 1
( c9 F& W6 Q% A2 ~# a: | - last_index = @index
* H% j! X5 _. | a: G - if mouse_which_window == -2( d) r; f+ S, F4 o+ a
- if (@move_state - 1) % 6 == 0 D4 x- n# d8 N. I: h: A
- @index = (@index + 1) % item_max if @index item_max - 1
% Q: A$ \% L3 s3 n - end
2 S: O! Y( k \! O: p1 m6 V - elsif mouse_which_window == -1! L% \3 M z! d @
- if (@move_state - 1) % 6 == 0
' w2 a2 o: P3 z+ }! x6 h. ?+ |, O - @index = (@index - 1 + item_max) % item_max if @index 09 L; y3 W+ f% Y& u3 Q
- end3 @5 O# s& x9 ^7 q1 S1 f5 k
- else
6 I/ U" H# w* e" T7 G5 c* T9 _ - @move_state = 0" [0 G( Q+ g1 w
- @index = top_index + mouse_which_window
# w# x- h1 j0 Z/ i6 x: ? - end# {# d. a y; {( p
- ensure_cursor_visible
* `0 c. g2 O- X2 } - if @index != last_index
5 K/ F- h0 A5 K0 U6 l/ Z6 ?: X - @savefile_windows[last_index].selected = false
% q) S2 m C" ?0 p; Y* V1 V - @savefile_windows[@index].selected = true- ?" w. C, L! v. j+ f
- end
9 V8 E: ^& `6 B' u8 g - end/ Y2 |) a1 S8 v2 R( s4 w0 ?
- #--------------------------------------------------------------------------
3 J+ |# b( N) X' |% c - # ● 判断鼠标位于哪个窗口
( k6 m8 t& E$ e* N8 H- b# a - #--------------------------------------------------------------------------
8 ]( Y& t& Z Q/ X" L - def mouse_which_window# u' @% g0 J5 f# ^% E5 U6 y8 D
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
: e: @7 E+ S3 q; g - if mouse_y @help_window.height + 14' G* u2 w/ w2 C6 n2 Z1 c1 f
- mouse_row = -1- o" L. R; [; k( O' B' d) v9 I [
- elsif mouse_y Graphics.height - 14
* b) j0 d& R2 {5 q# W- N- f - mouse_row = -2! t' t) ~% ~# x z
- else2 d( Q9 b% g/ G3 X
- mouse_row = 4 (mouse_y - @help_window.height)
: m/ o# \ ]3 V1 u) D- X: r) M - (Graphics.height - @help_window.height)
" m+ o, m4 W3 T6 B$ ^' K - end
( m& U; W3 E( a z; J4 b - return mouse_row# u. ^' Y! k( [( }3 Y9 ]0 B/ I
- end o% R Z9 l% H% l9 G! L( R; Z
- #--------------------------------------------------------------------------, }0 v! {$ {) E
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
/ N# V% o' d8 B+ H1 x9 U1 C - #--------------------------------------------------------------------------' d6 O, ^7 N, K& T6 M# S. u
- def set_mouse_pos
d7 B7 U( R6 [' s - new_x = 40
1 i+ H6 H6 }8 I% \4 s - new_y = @help_window.height + savefile_height (@index - top_index) + 24
7 Z4 P7 o) `* W! D; O - Mouse.set_mouse_pos(new_x, new_y)
' c& p5 f0 ^0 X* S! v - end
6 E/ n- m& J0 j$ ^( v! n1 Z - end3 x- v4 ~& w2 r M+ D W1 v# S
- ' F) |8 }* N& {
- #==============================================================================, t7 m! e: w4 @0 `: i
- # ■ Game_Event
6 k: m+ E( Z/ G1 v - #------------------------------------------------------------------------------
: O9 W, o+ } m, H9 P. y - # 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。0 ~4 F9 l/ k8 d3 F! g7 ~+ r; s- i
- # 在 Game_Map 类的内部使用。
6 e3 L$ d( i \0 d" z - #==============================================================================
0 N& g1 Y6 _4 C' p. [ - class Game_Event Game_Character5 k( J2 p6 ]( o, s
- #--------------------------------------------------------------------------. j6 `- o6 f4 ^9 |% l" r ^0 \4 A5 l" O
- # ● 事件启动6 V5 D v( C& x" A/ @5 C
- #--------------------------------------------------------------------------( B+ ?% ?7 f6 d8 U/ ^
- alias sion_mouse_start start* e x; [7 s N/ U
- def start4 G2 @5 w7 J: }! t) H
- return if mouse_start && !Mouse.press(0x01)
- b8 D8 P2 K ` - sion_mouse_start/ g* o I' W0 L0 S0 g
- end9 D6 |7 k& t: y1 r
- #--------------------------------------------------------------------------; g( I8 ~; ~6 Y' v3 v& M7 ^& P
- # ● 判断事件是否由鼠标启动* x% D' C+ }0 h) W( m' D
- #--------------------------------------------------------------------------
/ P4 z* o5 f* n- O) M! }7 u' z e - def mouse_start
& f8 k1 m8 l. X/ x/ s - return false if empty6 k4 k, e5 q |( M- }4 r
- @list.each do index
0 q( Z1 [3 a7 X0 r& `# u) u7 j2 Q5 j( k5 G - return true if (index.code == 108 index.code == 408) &&% i1 ]% l8 _# l/ f
- index.parameters[0].include('鼠标启动')
: m6 j: s1 |! c; Y1 D8 H m - end
2 [" W4 H7 x3 D+ A. { - return false! G+ m. |0 ?9 @: B. i- n7 K! U; l) [
- end x& Z }$ \) I6 u
- end
" E; A+ e8 O) D+ U/ f" B# v' `
8 @# _- @- j7 x$ J$ W3 p- ####泥煤的height' ^" D0 ~: a# h* `( w4 f% l& j
- # @height = height
2 `& ?) q' T( B; e2 g1 R4 p$ J7 ] - : D2 n2 w$ b" s+ B, g ?% r' h7 J& _; R
- class Area_Response
9 H! }. }: U7 o t0 R - attr_accessor type
! @+ J% u$ {; C' S/ c - attr_reader ox
) y' W6 c W$ Z - attr_reader oy
* T* i) ^/ i7 z7 k) [' e/ y - attr_reader width
3 d: D. U4 M1 r, }" |2 C) }/ @; U - attr_reader height( o1 @% U! o1 T8 `6 p
- attr_reader switch_id
/ U( m, t2 j/ C+ H - def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)5 Y3 c. I" A! }! M" Y
- @type = type( ]0 R* c' P( o. f
- @ox = ox8 o- C6 f2 H0 H2 I
- @oy = oy
5 [/ g; \' K# p3 ?* X - @width = width9 S2 ?8 y3 i8 v
- @height = height( n! a1 d+ I, R' i1 T3 G- @
- @switch_id = switch_id
5 B9 R! B. j6 K0 g. o - end
! H: I) G0 @6 M3 d ? - end
* l: A9 O% ]/ V& o+ q, \' M
3 Z9 {' _; n. j! V2 O/ O2 }- $area_responses = []4 |6 b7 ]0 i) c) N+ c$ Y
; j6 c6 q* D, W( U& W$ D- class Scene_Map9 y4 u, K' a# I% m# \" k$ f
- alias update_mouse_2013421 update_mouse_action
& X m1 ~6 c9 {( ^6 Y% [5 k7 T - def update_mouse_action% q4 W! S8 U: g
- update_area_response8 e5 [; ]% ?3 V* u; u' L6 N
- update_mouse_2013421
- x& Y5 L* g- T) F b& N L - end2 I' t; K+ n) r: a
- def update_area_response, g9 m- b- t. r) k" G- Q7 s w/ c
- responses = $area_responses5 E( L, Q; r/ d
- responses.each {response
/ }- v2 ~+ s" n) E& y _/ h - ox = response.ox* ~1 p" ^* w& C0 F g- a8 Z
- oy = response.oy& C7 _, C7 |, F2 ?% ]
- width = response.width
* X( b6 h' E9 U Q. z! D* ^ - height = response.height2 T* h2 o- l, e/ f, B
- switch_id = response.switch_id
1 R3 U/ i. Z4 ^+ t - case response.type
1 X7 l0 a; B+ X" U7 T; f% [) f5 } - when 0
3 x/ o. A) \" [% l4 ^ - if mouse_in_area(ox, oy, width, height)
1 u9 `7 j8 t4 X5 c, c2 r - $game_switches[switch_id] = true e0 M/ R7 a; @; L8 a
- $area_responses.delete(response)
6 N2 @" P% q5 T - end
# Y1 c {* d( Y - when 1* h8 }" |2 G) \7 J* r
- if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)9 Q$ i0 [2 N9 p) L
- $game_switches[switch_id] = true* P9 Z7 b0 d% Q; B9 R
- $area_responses.delete(response)
% k1 z4 N- w+ g B - end- M( H( j6 Q* y# [6 O z1 v! r
- when 2
* }. U7 [; I; L& z" m" R - if mouse_in_area(ox, oy, width, height)
% ^1 v3 |# t( G8 c% r' u3 w! J - $game_switches[switch_id] = true& g! j0 f: I- n
- else
! A* _: d% w9 j1 o F* x- k6 b - $game_switches[switch_id] = false+ U( A, i3 s) G) U( S! g; D
- end" H8 Q2 Q% E# B% y; C- o z
- when 37 ^4 x) a8 @. b1 ~# {) O$ D! ?
- if mouse_in_area((ox - $game_map.display_x) 32 ,1 Y+ Z8 `) |4 ^* E& T
- (oy - $game_map.display_y) 32, width, height)/ ~3 Z! ]2 z: G# ], T
- $game_map.events_xy(ox, oy).each {event
8 h% l3 d% j- C% ` - event.start+ N/ P4 _% L* v7 D+ `& U
- $area_responses.delete(response)
' W0 u. ~7 k4 M5 n- } - return' ^" ^6 l( H& M* G. o
- } / v: F# K5 }, Q8 F
- end+ u0 A& p6 O o$ ^0 n2 f
- when 4/ D6 g1 u: u- Y8 @1 V, }* k
- if mouse_in_area((ox - $game_map.display_x) 32,$ Q9 U/ O" N8 Y( n) C3 b
- (oy - $game_map.display_y) 32, width, height)
! x) `4 X" C+ G" \; Q8 c0 n- u" w' l - $game_map.events_xy(ox, oy).each {event, C' Q' G. f `" |5 Y7 I7 V' E
- event.start+ Y! i. x* r1 E D
- return
! N6 b! W- v' |3 [) q - } : A9 R" G# v3 W9 C. ~- H* _" r$ D+ j+ `
- end/ W1 K" g) Q* N D. o# I7 y2 n* j
- end
0 X! X0 _0 A/ O" D+ M5 C( { g - }
0 N2 u& h5 K, H - end$ I# s( I/ P; y U
- def mouse_in_area(ox, oy, width, height)& z. S! o9 X P) x9 ?. V
- Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&5 L p- K+ U; V# O& p* B# @0 V* N+ c4 F
- Mouse.mouse_y = oy && Mouse.mouse_y = oy + height' y" i5 F+ j# F2 P* @$ \+ d
- end% v0 \0 k" t! ^# B& ^9 t( w
- end
3 O% ?% {* M( o h6 x - class Game_Interpreter
) ]2 i6 N$ U6 y- I1 Q. v R - def area_response(arg)
8 e+ H* Z4 L1 b m% F - $area_responses.push(Area_Response.new(arg))+ S: ^* v6 c% O
- end
/ T Y- M7 O+ v% d2 @ - end, ^" {+ E8 J4 ^: K8 V4 ?
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