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純屬給LBQ腳本:- =begin #=======================================================================
" Y0 M+ I! e$ [+ k, U - 7 N% b8 w# j5 r9 e% c9 W* z3 a
- Sion Mouse System v1.3e
" S, T( c7 L! F" K2 p/ ]9 N - 9 Q$ W/ I% `2 q4 S7 c& x
- Changlog
* d* L2 a! ~) C( L8 G - 2 U5 P* h9 \$ G
- 2013.4.21 v1.3f
$ I% e/ {0 l4 b1 B2 A# D& C -
# d- F6 x. R V: s+ t7 M - 1.3f 卷动地图 bug 修正
. A: g- Z3 ^' v' s- L6 Y2 e5 N: K - O0 M- _ B' ?; I( r6 j& c% W* X
- 1.3e 逻辑优化;提供解除鼠标固定的接口2 E& ^! n2 x1 d; O# X4 m3 a
- 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内9 h. E; z9 I: c4 h3 m; n
- Mouse.unlock_mouse_in_screen 解除锁定
5 f+ J* W! \; C, [! z @% p1 |
+ M9 \, [ |# N+ S) U* t- 1.3f bug修正4 m: B; m1 l6 a4 A! Z
- - U. w' z# V9 l4 a
- 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
! h# s# k( y! ^9 A( p/ w' V5 q# z - 关闭菜单时,鼠标是否移动到原来的位置。
' e* s8 Q, X* R/ I7 { - $ M9 ~5 @ V# F8 @) k
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处
% T/ A. m) e0 C' \- C( T
' D' k' L0 K5 B, C# a- 1.3b 修正一些罕见的bug;9 \) I( E/ ]! M0 x+ ] L
0 Q2 n* P/ G- n. ^4 D. Y- 1.3a 代码小修改;
7 G( F, X. K$ ~* x& t( d/ c - 加入了鼠标点击启动事件的功能,5 M8 G% O/ ]. Q# d; e
- 在事件中加入“注释”: 鼠标启动 ,( `+ N" p7 v3 u3 M/ M H1 M
- 该事件将无法用其它方式启动,只能用鼠标左键点击启动。
8 }7 \: A2 l7 s j g -
' k9 U& l% `( {# O5 [ - 2013.2.12 v1.27 z) r0 s q- m0 s( w7 j! g
^- l1 m" {9 U, u- 寻路逻辑优化;
4 Y2 W- S* {/ f, O - 优化了事件判断,现在点击事件附近的格子,移动到指定点后不会触发该事件了;1 m+ U J$ A( K! w3 C( h- f+ M
- 现在支持用鼠标来操作载具了。; y- f1 g9 p# C: S, V. Z3 p! ^% X
- & l2 N b. Q+ V- T* [
- 2013.2.8 v1.1
6 X$ i5 l: t; m! X1 S- M5 D! N - $ j b! u) @& i$ h; p
- 优化了事件判断,现在可以方便地启动柜台后面的事件;
5 _7 L% U- M5 w) G) m# y2 X5 x - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;
' ]9 U, D* y4 V2 S# M - 移动时,路径指示点的绘制更加稳定;
1 ~/ w: J H3 q* T# k8 ` - 现在支持默认存档画面的鼠标操作了。
% H8 X& ^5 |( a' m% l% B; a8 w7 @
) L2 c9 k) R, B2 ^! G
1 K! Q: e+ e9 M0 q3 q- OrigenVersion
7 Z% N! G( z% H+ W2 S8 N* A - 9 p/ V8 C) Y+ M9 g" q9 Y. y
- 2013.2.7 v1.0 ) [. b% s+ @; D1 A x
+ G5 ], g9 M% c+ K8 Y. M- 主要功能! m4 b3 ]7 r- R/ w3 V$ M
. T$ W1 K L; v' C# J( ^- 使用鼠标进行各种操作...1 A6 J7 [$ v5 o) T
- 将鼠标锁定在游戏窗口内
2 [7 Z/ M8 i2 u/ _, I - 自动寻路,按住 D 键可以扩大寻路的范围) H* w1 y" q3 y6 j
- 双击鼠标进行冲刺 V1 y2 l5 v, _& [" Y( q" p
- 更改地图卷动方式以适应鼠标移动1 G- y: D7 T; K- i- d2 t& V
- 变量输入框改良
: o: o. V) l9 j
+ e' p& _0 u t( Z- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹
# X) Y; Z) u+ r, v/ f! ] - ; K; R) R3 J9 K; c2 \$ y
- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹 T! j0 b' Z& E* J( O1 J. @6 t
- 2 }0 R& B: H! `) y
- ★ 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
% C- Q6 E( s% C" G; ?1 o - Z3 z a m) s& t
V% i& f; R9 i7 S9 ^- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★7 c! ^6 F8 e& y+ k2 h% V% G: i
- 3 L, O, O- b0 z# N4 p/ |: j
- ' l2 H# y5 S/ Z8 ?
- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示9 o* }, G6 ^1 a/ \
- - j# d! q! y0 |
- #==============================================================================
7 m3 _/ R; W5 L: X5 Q- O! g& a R - # ■ 常数设置 * A- e% L- M; z
- #==============================================================================
, r% C' L c8 l2 ?1 P0 ~. i - module KsOfSion
# A) C9 w, r+ j% m" m; S, T3 m- v - Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false+ U! t4 N% X7 l2 ~2 `1 x K
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑' @: P3 Q/ ~) r- [: F
- New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false: `: r& k% ~) q; R
- Map_Scroll_Spd = 1.0 # ★ 更改地图卷动速率,请确保此值为大于0的float变量+ g" W9 `3 ?2 ^) X! k6 t, n3 G1 h. t- \
- Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处
* h) n# h- O" ]1 P" S- U1 m9 {' l - Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧7 J" V- c$ ^; u! u \5 O9 B
- # “30” 是默认显示格子数 长(17) + 宽(13)8 M, [' t2 b* K
- Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键7 E: m$ {/ K4 w6 C2 C+ P
- # RM几个内置的空键位 (X = A)(Y = S)(Z = D)
j T4 |1 |: R0 ^: L' ~, G - end: }2 Z* j; ^0 \- u" |! u% w
- ! |" Y/ e2 i8 R* I! j: B3 I
- #==============================================================================
) Y& O1 b4 ]/ L; \3 _, E - # ■ 用来显示路径点的类
% R3 @+ s: ]! ^& i - #==============================================================================0 m4 @$ R/ o7 L
- class Move_Sign Game_Character
% l) q. a- K$ Y9 l/ B4 S - #--------------------------------------------------------------------------
1 L. b, ?, I% ~" ], e* T; A& C2 m# l - # ● 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; g" |; `4 o& c; k+ E5 g
- #--------------------------------------------------------------------------
% w6 {' |& Y/ r( A% s - def init_public_members- x* x; U* C C6 M( G
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹* a, s$ y. f) k% {8 P
- @character_index = 0 # ★ 图片索引。$开头的行走图设为0
/ r) [9 f+ A" n6 Z/ A - @move_speed = 5 # ★ 踏步速度
. G% K' Y: V! j1 [ B h6 _ - @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)
/ M9 k1 n- K& l* L - [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度1 x. }/ Z( S& S- H
- @blend_type = 0 # ★ 图片合成方式,默认为0(正常)
3 S: P9 E+ z1 j$ ~ - @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列1 B, Y. c$ p! x1 z
- @priority_type = 1 # ★ 优先级(默认与人物同级:1)
$ I" i. l4 I6 e+ f W1 A
1 b* }+ Z2 i) g; E/ A) P: y
9 f! G1 d9 }1 i `! u- P7 \- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★
3 |; O' S3 q% l- h- e% K8 }
; k+ K, E; A5 Q/ q- 4 `8 P$ t4 x& y$ ~7 x
- # 如果 $Arrow.png 不在对应的文件夹内,弹出提示,并使用游戏一张内置的行走图
; A/ ?1 L/ s! ?5 q% J# k* ]1 P- Y - unless File.exist('GraphicsCharacters' + @character_name + '.png')+ }; M8 ?4 t# ^9 w7 z( }$ h4 U
( L" S$ g$ v. A4 L0 a# y- if $no_arrowpic_warn4 @8 o: d" d" p
- MouseShow_Cursor.call(1)
: V5 s& z. [1 K5 W; a6 {$ U( u - msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png- J2 R) B. N- N+ \+ h1 r0 q
- % a! y! u* Q# Q9 G8 a& R
- “路径指示点”将使用游戏自带图片
3 \, Y% I. R& j( q
4 o* l( V/ f+ h! J* ?& U; r1 o8 s7 H- 该提示可以在脚本内关闭')
! ~. a6 j9 k0 }" |8 k9 s - MouseShow_Cursor.call(0)
* a. u2 y; p2 o - $no_arrowpic_warn = false
4 ^, r% \7 r( Y4 r) f% _ - end/ _$ ~7 ~2 [$ ?( ~2 D% L+ U# j
- @character_name = '!Flame'/ ?" {1 [( q h) D3 `/ K* }, [7 {% @
- @character_index = 65 d$ O. I# b* u
- 0 _( A& [( E: X' v
- end+ p7 \* F8 _) }* h
- @direction_fix = false # 固定朝向3 M9 d5 |" S% a! I4 x# S/ v
- @move_frequency = 6 # 移动频率1 \. |& P6 J, @" R. o& d
- @walk_anime = true # 步行动画, X5 y8 y+ k. P' K7 K/ m% t
- @pattern = 1 # 图案0 O* K+ |9 A$ i. W5 T1 S
- @through = true # 穿透
: {4 ?0 x4 i4 ? - @bush_depth = 0 # 草木深度
) M! F$ ^" b: u" V5 v - @animation_id = 0 # 动画 ID
8 K0 s& ~3 I4 O0 S- V$ J - @balloon_id = 0 # 心情 ID8 {9 j2 T! R! q3 |# e
- @transparent = true # 透明2 N) I) a2 a6 ^8 [6 L
- @id = 0
! S: ] F. I$ |; T) w q+ ` - @x = 0
( r& m; M/ Y3 n3 X - @y = 0
/ }) J, M2 P$ X+ t7 B/ q - @real_x = 0$ @& P# R; q$ N- J) v
- @real_y = 0
( }' L# z' a ` - @tile_id = 05 i# [+ Z* E% }9 K" x( A
- end
) ^0 T# U/ n/ a% ~; Y' m - #--------------------------------------------------------------------------
, \7 O7 \0 s4 G - # ● 定义实例变量3 m1 E/ \6 k6 q4 O3 b H
- #--------------------------------------------------------------------------
% R! S0 v7 U: [ - attr_accessor direction
. Q9 C4 y. g% ?3 t; U - end1 ?: x) R) m8 x: c! Y8 L
' g3 Q& g2 Q( C: p3 _- #==============================================================================1 H4 t- M/ u% j2 X7 m, G
- # ■ Module Mouse5 t3 p; P9 h' w" k: C
- #==============================================================================6 x+ }2 v# {0 r7 G2 h9 w/ Q; o5 P! n
- module Mouse
" V& @' w: N# l- n+ | - #--------------------------------------------------------------------------
0 q3 l4 }" V) B/ R8 ?0 J - # ● API
2 F! `5 l% d7 H7 w- s+ m+ n - #--------------------------------------------------------------------------
% G' {. o! h$ P& l' A - Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
+ ?0 t$ x+ K( ^4 \. I% J - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')$ z P) L$ P* l8 m* \0 l: ]
- Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')
" K6 D- m( `0 i) T3 t S( b - Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')
/ |- i. D- Y' I" p - Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')
9 Y% k6 b; t/ _' f3 }) ] - Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')% g( m8 j% [0 `! ~) r& W: ]0 O
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')
0 c* h7 h# b3 C$ h3 d9 H - Window_Hwnd = Get_Active_Window.call
8 ^/ b) W9 k6 s* K2 V - ) A3 I ]0 I- r `1 T- `
- class self
8 |& @0 W/ T; D; k. z - #--------------------------------------------------------------------------2 P5 x3 u: q X2 s
- # ● 初始化
) s& Y7 S, T- s& i& g - #--------------------------------------------------------------------------* ]; O6 d# w+ B5 Y {* C9 D" I
- def init% h7 G2 ], d+ o$ ~
- lock_mouse_in_screen if KsOfSionClip_Cursor* e' ^$ G4 @2 c0 j
- @left_state = 0 u# ?7 }" _* w5 ^# S8 \' G& D
- @right_state = 08 p1 b$ q( r( L
- @ck_count = 0 # 帧数计,单击以后从0开始
2 p! g4 R( X+ }) _' O) @ - @dk_count = 0 # 用于双击的判定
^: p; `' }. c! d7 S/ j# I5 M - @clicked = false
8 L2 J a, z( M/ T! L - creat_mouse_sprite
, n4 B. i$ O! L; r( W% i! V6 Y - update
# O Z! J `) m6 B1 S0 ~ - end% S9 }( u( C! N
- #--------------------------------------------------------------------------
: D2 U8 i f& o" Y2 V2 h - # ● 鼠标指针精灵
6 j- p- }5 G2 C7 [2 f* E$ e - #--------------------------------------------------------------------------
7 c6 d6 x7 q# N. m - #~ def creat_mouse_sprite
8 _- T; ?- L7 g2 u8 l: a! f - #~ ' ?! O+ C& q O
- #~ @mouse_sprite = Sprite.new
5 a4 [: }& C; k, h9 i3 _8 A& F Z; d+ ? - #~ panda = 2#rand(2)+1+ v5 I! k2 K) o2 [4 L
- $ H1 K. h+ v5 {6 H. ?$ H3 Z
- #~ if panda = 1, D8 X d7 I |/ ]3 M1 i: y
- #~ if File.exist('GraphicsSystemCursor2.png')
6 F9 C& {# I! W - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
# y. z( r" }2 T! d* P% l" ? - #~ end#with if File.exist
: c9 M5 W( c( M. [* ] - #~
I$ T: d7 C0 r1 B( R - #~ else if panda = 2 #with if panda=15 M" K% j( P9 u6 Y P0 H5 r/ \% U
- #~
7 z* I: I7 o" X8 k: l1 { - #~ if File.exist('GraphicsSystemCursor2.png')
" A- f/ `: f2 V' u w. ^4 \0 h - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')& Z/ n4 r; A1 Q
- #~ end#with if File.exist1 ] E0 _! e7 t$ h
- #~
1 _- S% q: K b2 | h m+ n - #~ else #with if panda=1
& @2 H& {4 O# _ - #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)
% J- v1 M; [9 k - #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),$ J" H+ r; o$ p2 f
- #~ Rect.new(5 24, 24 24, 24, 24)): e C: i! E* J& {& c7 G
- #~ end#with if panda=1
4 U% ~+ _/ |/ U; O. H# d/ u! L - #~ 6 {* ]' `; z% @& k/ E9 T6 s
- #~ #with def
2 l4 n7 i; h1 J$ |- a, Q - #~ end7 q: {* e2 \. W# r/ @" u" Q. J6 t
- def creat_mouse_sprite# k$ X- ^6 v2 N; U/ P
- @mouse_sprite = Sprite.new: f3 m0 C7 ~! g4 F7 N7 K
- @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})" d, l u2 v' j' P! i
- @mouse_sprite.z = 9999* M( G; ?2 u! C. H
- Show_Cursor.call(0)6 {4 d0 S# d- {0 j1 }" {3 y
- end7 R, ?6 k, G/ o3 p* P, ] a
, T# [: T. j% p6 S# M+ x2 O+ k- #--------------------------------------------------------------------------+ \5 _' z+ t1 B H+ k" |2 P
- # ● 更新
' u: l1 H+ d X# V - #--------------------------------------------------------------------------
6 s% D: u5 @1 w+ ] V+ M4 s8 V7 H, p - def update
. G) H6 I- V4 }9 l - @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos2 E! Y4 Y% \1 y- M, p) [) s
- left_state = Get_Key_State.call(0x01)
1 L }- G: G& l - left_state[7] == 1 @left_state +=1 @left_state = 0; ]+ ]" {4 g$ d
- right_state = Get_Key_State.call(0x02)
$ h) h2 D8 \1 D' o1 B% W) \ - right_state[7] == 1 @right_state +=1 @right_state = 00 y4 T$ \5 s- l& A b( _
- update_double_click) w4 N/ g/ n% g: A( J `! ^& a
- @left_state == 1 @ck_count = 0 @ck_count += 1, ~. z2 Z; u5 h/ ~0 h" k
- end8 K: ~8 N7 [) x1 J' ?) k. Y
- #--------------------------------------------------------------------------
: ]: t/ @9 h" E" m5 C9 n - # ● 获取鼠标坐标
, l |7 R2 U9 g& W3 f+ Y* e( E. ? - #--------------------------------------------------------------------------
; D: }& K" q4 m' L - def get_mouse_pos8 [( f) D* t6 J) ~4 |7 k* v
- arg = [0, 0].pack('ll')
' A7 u" ]" v# z3 L; `! Z# | - Get_Cursor_Pos.call(arg); d9 t$ M- _, }( d1 Q
- Screen_To_Client.call(Window_Hwnd, arg)
' C5 Y& o6 M0 N7 n! F7 M0 Z: @$ I - x, y = arg.unpack('ll')
5 @9 ?- h& w: ?: O) q0 ~/ G - return x, y. q4 t" R' j, }3 ` o3 P
- end
$ N4 g" A& ?( q4 [4 T% q( E - #--------------------------------------------------------------------------8 n, x7 Y# x+ F$ {# s/ A( p" I) M7 k
- # ● 将鼠标固定在屏幕内
1 p1 \) ]# e M3 }0 |0 D: L - #--------------------------------------------------------------------------
2 z# e. g0 }( O R$ R - def lock_mouse_in_screen2 P( q! U/ u- T% ?, p1 i
- arg = [0, 0].pack('ll'): ?& R0 R3 X" Z& V$ u
- Screen_To_Client.call(Window_Hwnd, arg)* O9 @' ?6 v& F' K* X
- x, y = arg.unpack('ll')* m1 Z( I% t" ^7 T
- Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
1 h" M- b* N) C. g% P - end
9 A: I' N" f; i# J$ A: N - #--------------------------------------------------------------------------
& l$ B6 k4 V3 v$ j1 x5 B9 f - # ● 解除鼠标固定
; d: F- h6 ~0 D& v7 `1 m - #--------------------------------------------------------------------------+ n8 q! ]6 P1 `
- def unlock_mouse_in_screen
' {' u$ d" q5 f - Clip_Cursor.call(0)! {4 ]1 Z1 _/ P; b. Y8 f
- end
+ A1 e I4 _1 ]( z( q" u7 p - #--------------------------------------------------------------------------
3 ]0 Y' r' G- I9 v! V) l - # ● 鼠标双击判定& n$ F) ?0 J5 V& G8 Y
- #--------------------------------------------------------------------------
: p- u0 ^; G6 P- c5 z/ o# u% _' Y; }5 _ - def update_double_click4 a; [4 N+ M/ W( y
- @clicked = true if @left_state == 1
" S1 I$ ^5 n$ k6 j$ T - if @dk_count 0 && @left_state == 14 ]' {4 \, o* I/ _/ w% Q# V# n! `
- @dk_count = 0; @clicked = false
. w/ Y3 i& }$ X* ?3 O7 F - return @double_click = true
# `0 r" _1 M7 |5 \ K7 m+ N) } @5 Q - elsif @clicked. q; }' Q8 F+ ?* x3 T- N C6 J1 z
- if @dk_count KsOfSionDbclick_Frame
- p/ q7 W. H2 l& Z, \; H - @dk_count += 13 j% h9 t9 m$ ?9 S# j& s2 n$ S; _
- else
; ~; \2 Y9 b6 t' w9 x9 X - @dk_count = 0; @clicked = false* G/ r& ~/ @) X& O% T
- end q+ k. \& @6 i1 S j. u; V3 V
- end% [2 f1 ~/ W0 R9 O& o( h6 Q8 H) T' u
- @double_click = false1 w! s7 ^( I* \& I6 y# X0 E9 H5 u
- end W# J2 D* z: J' y: U4 v
- #--------------------------------------------------------------------------( ^5 I5 n9 b* ~# _# m
- # ● 按键被按下就返回true; [/ d# Q, x) O) } X s" V- W
- #--------------------------------------------------------------------------
- M% i* r; g6 V8 L; n( p - def press(button)
& c4 |7 b5 y8 j5 o# L& } - case button3 T1 [+ Y |1 x5 x3 {0 O' w' B
- when 0x01; return !@left_state.zero
; x6 C1 ] N9 s0 l - when 0x02; return !@right_state.zero! u! v: @% L3 n5 `
- end
$ |6 g1 y3 C3 {! n - return false
% P4 }5 J7 }; O- B( i) J3 h - end2 U5 Q- {' R4 n; T \7 e
- #--------------------------------------------------------------------------1 E% |% n' `( P) y+ ^
- # ● 按键刚被按下则返回true
! \( { g$ P4 B/ U) @/ } - #--------------------------------------------------------------------------
1 V6 j5 o3 U4 J: R - def trigger(button)
3 d; r- O8 k# F; ^' W - case button
5 v0 J! P% t0 E) B' t& Z. W& {: e - when 0x01; return @left_state == 1
: J" L9 d I8 k2 X" n7 u - when 0x02; return @right_state == 1 ]# [0 }' j4 ~0 t* Y6 I& u4 X
- end9 O. P# P2 S, P, a3 \# h- y9 T
- return false
$ V' z2 A+ H4 V/ u" x& [ - end9 `$ |: Z! J$ a( B! c
- #--------------------------------------------------------------------------1 z& r+ ?. f/ p0 ]! i G- c
- # ● 持续按住键一段时间的话,每隔5帧返回一次true
: k2 e% v* J6 K+ O" z c - #--------------------------------------------------------------------------6 ~& v1 t2 }& w: X7 q& a8 C
- def repeat(button)
& _$ U6 [+ K. i4 F, t( D4 E* F - case button
9 W4 Q/ Z/ ^ `* |9 X - when 0x01; return @left_state == 1
8 @+ R4 s' i& g3 D0 F - (@left_state 22 && (@left_state % 6).zero)3 }5 Q5 a2 Z7 V9 ?. E
- when 0x02; return @right_state == 1
& _& i% R7 L- q- g1 }7 y- P- | - (@right_state 22 && (@right_state % 6).zero)
# N5 ~ s6 U h. {! h - end' L7 G/ T3 T( O
- return false
, ` d3 l8 O. C& b: h+ t' ` - end& @3 d2 E1 d1 n" J$ l' p, b! I
- #--------------------------------------------------------------------------
" l6 P2 b- I" i/ s( S c6 x* I @ - # ● 判断是否双击鼠标 `1 r5 g- e: h6 j& D# O) e$ t# m
- #--------------------------------------------------------------------------! {5 _% b& }6 s; F/ P
- def double_click- H9 {7 \( l% F0 |# l, Y+ ~# a
- @double_click% M/ s9 V: b/ Z4 D; n- j
- end- q, L) C% N( C7 c! \
- #--------------------------------------------------------------------------
, _7 {- e% p) p/ k - # ● 获取@ck_count(每一帧+=1,单击后重置为0)
6 e" l8 g. O, ^ - #--------------------------------------------------------------------------
4 x, {& S: x Q1 ] B - def click_count
9 S1 \# J C$ j* _ - @ck_count
# ~( ^, z+ k1 G' q - end X7 l8 P9 c! k0 {0 } c
- #--------------------------------------------------------------------------
- V6 P+ C! ~2 C$ p U4 c8 @ - # ● 获取@left_state(按住左键每一帧+=1)4 R0 h! h9 H2 W
- #--------------------------------------------------------------------------
7 f g$ m/ w' D0 J2 ? - def left_state
" c$ S2 s: T, L( d6 j - @left_state
" e. \9 U; X- ~ - end
5 A: I- U7 J& F4 S4 n - #--------------------------------------------------------------------------
$ @' W+ Q- ]' k( k1 u4 W - # ● 获取鼠标的x坐标
( v4 l& s+ D- w - #--------------------------------------------------------------------------
3 Y: m, N; e% B - def mouse_x* V1 q' h9 `* \
- @mouse_sprite.x$ E: D' l" Q: y
- end
0 q5 D; L5 m8 D' b9 X" M0 t; j - #--------------------------------------------------------------------------* h/ k* M, ?8 a/ w# p( L
- # ● 获取鼠标的y坐标
4 r& z9 G; z4 k* h$ h - #--------------------------------------------------------------------------
- b3 M/ @* N, v5 U: R - def mouse_y% s: h9 v* I0 ~! B, \# t
- @mouse_sprite.y! z" G8 @$ T' I2 ^0 f) ^
- end
. _, X5 h1 K' E. b! f" J( Y - #--------------------------------------------------------------------------3 u7 p4 t! r- m* Q6 C/ Y
- # ● 设置鼠标坐标
' y" X6 c& Z+ T - #--------------------------------------------------------------------------
j) Y1 d6 j* r2 n - def set_mouse_pos(new_x, new_y)( n" M2 I& t$ ]1 A- ~+ N
- arg = [0, 0].pack('ll')$ B, j6 k5 m5 Y) u4 Z
- Screen_To_Client.call(Window_Hwnd, arg)
! ~0 B$ w5 ~% ~4 F( D e - x, y = arg.unpack('ll'): n. ~+ v4 U5 {- ~! T. G! R
- Set_Cursor_Pos.call(new_x - x, new_y - y) M$ _, \1 J' _6 G& W' L
- end9 {. ?% s1 j+ ?5 |
- end #end of class self
; d* r4 Q& ~" B6 @, m6 ~4 c: M - $ N# M/ |7 T% S; ~- M3 H
- end+ v t3 K/ `7 {9 l- G5 z: U/ `
- , S" i: b7 k8 K1 E6 H
- #==============================================================================" Q/ X2 q+ h$ F" `% l5 |
- # ■ SceneManager" W R, |( P, A9 Y) j) @
- #==============================================================================. O, g0 o2 W" W/ \- D+ A
- class SceneManager
3 X4 L: N: D* `- ]- h. f& y' {! h/ D - #--------------------------------------------------------------------------' P% C2 y$ |: w: R
- # ● alias
! N0 Y G" j& K" E - #--------------------------------------------------------------------------! e a2 }% l. o% ?2 |! j. U
- unless self.method_defined(sion_mouse_run)
# I+ X2 j/ E0 b# ?# {; z - alias_method sion_mouse_run, run
/ L ^" E8 S$ o, ?) y6 n8 ? - alias_method sion_mouse_call, call
* y, _( E0 v: k - alias_method sion_mouse_return, return
) J, Y8 s* \' p - end7 A! x6 ^8 w% g
- #--------------------------------------------------------------------------5 C* i6 y; k5 y6 Y
- # ● 运行
$ I% f6 F9 E8 r; G, F h, T - #--------------------------------------------------------------------------
1 c' h; v" N C- y2 O - def run0 T" H! d: }8 Z) l e- T
- Mouse.init0 k; r9 g& D5 b3 ?
- sion_mouse_run
/ d8 t8 Z. C( }# Q0 F% |! Z9 X - end u* f2 |0 |5 S9 M& o `
- #--------------------------------------------------------------------------
% U/ ?5 D7 m. G; r# X - # ● 切换
6 y3 Y0 E, i$ D: x - #--------------------------------------------------------------------------
2 o0 e0 W1 S: Z. Z6 n( k; r' T - def call(scene_class)
' [% S7 ~2 e/ g, i - $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)5 b. D9 V) F8 U ~
- sion_mouse_call(scene_class)
; _$ J# s) f9 n* x$ g X- v - end
# R+ Z9 Y& U. E) G) J2 U: N' M9 c0 i& u - #--------------------------------------------------------------------------- j4 N) |; B2 E2 M( M) [- V- R
- # ● 返回到上一个场景3 N( X! I. ^- }/ v' n4 j% ^
- #--------------------------------------------------------------------------
8 J8 L* M8 w D8 y5 t3 u - def return
* G; B& k$ r0 U - sion_mouse_return
( N: b* d- [4 I - $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&
/ s+ v, {. q& T4 k& r - @scene.instance_of(Scene_Map)2 S6 E! r5 H+ Z6 u+ ^
- end
7 p, Z- i* w! T/ ?+ W6 f& O. U5 Q4 J - end- @! Q' @3 S, H# ?! [0 V
& D; z+ W6 D* e* T$ U- #==============================================================================
9 o) d0 O* S/ T3 K - # ■ Module Input) o. f9 x& q9 S! X1 ]6 E# Y
- #==============================================================================- {" O# j! r1 a( U* |/ M2 M! ]
- class Input5 P; `% ?( n5 R, ~2 M
- #-------------------------------------------------------------------------- g- |" _7 `) W! `& \" u! Y
- # ● alias
8 Z+ L+ |+ I7 V G - #--------------------------------------------------------------------------
7 c1 R+ t+ J( R4 z - unless self.method_defined(sion_mouse_update)1 J: D0 ?5 Q. [0 B7 f( F
- alias_method sion_mouse_update, update! Q& A& n6 g" h2 f0 Q& a
- alias_method sion_mouse_press, press
P! B d. L7 [; G# j; P3 H - alias_method sion_mouse_trigger, trigger
0 B1 v5 o2 r _6 E8 b+ e - alias_method sion_mouse_repeat, repeat
# J8 H8 ]( O q0 ]& j( N" s - end4 b L7 `2 Y$ W
- #--------------------------------------------------------------------------
( w" l" q0 e& }5 U, w - # ● 更新鼠标
& P4 `: w7 B: s. c$ F9 ~ - #--------------------------------------------------------------------------, T& m- A# G1 n
- def update
3 J7 `0 q1 V- S* S7 C* c" l" A - Mouse.update/ p- | P" o7 c) d; ?
- sion_mouse_update7 @2 D% A' ?, [8 ~" T0 [
- end# h; ?: k. Z. n. k
- #-------------------------------------------------------------------------- Q; C F& \' v& p* \& @
- # ● 按键被按下就返回true0 M. s1 {2 Z7 M% [' v" P
- #--------------------------------------------------------------------------
9 l! W$ A+ i W- k) v - def press(key) @# M8 a- {; c
- return true if sion_mouse_press(key) W5 e! Z2 n( t) k
- return Mouse.press(0x01) if key == C
, M% i* E: u$ t - return Mouse.press(0x02) if key == B
, h. v" j8 _) S - return false
" L9 x- V# O4 L+ ~# c5 M: R2 i! ^ - end. m) L6 t# m5 j- k: z6 L
- #--------------------------------------------------------------------------
0 R; h% L6 F5 e - # ● 按键刚被按下则返回true' G4 P' n6 O- D! J% M
- #--------------------------------------------------------------------------
) Q; h9 K! q F! |2 h - def trigger(key)
2 v) e4 s, R* c# `7 R+ Z5 q - return true if sion_mouse_trigger(key)
/ l5 Y# \4 w7 B T - return Mouse.trigger(0x01) if key == C
, L# I8 U5 s' W - return Mouse.trigger(0x02) if key == B
) I& p" f; k8 c7 v - return false, `; U- y: a/ K/ n; F
- end' a4 W8 K, p% k t
- #--------------------------------------------------------------------------
, o. @/ \' Y5 l6 u - # ● 持续按住键一段时间的话,每隔5帧返回一次true
M' a G1 N4 C9 P/ \# V3 { - #--------------------------------------------------------------------------
% @6 b' n: u6 V" ? - def repeat(key)
+ ]) ^2 F- V( Q6 N! i/ t: r3 ]- A - return true if sion_mouse_repeat(key)
9 M# e' l- ^! \: G - return Mouse.repeat(0x01) if key == C& a$ L. u v! w$ p, U$ W: R
- return Mouse.repeat(0x02) if key == B
! K$ u* K- t8 z* X - return false
; R* y: m3 E! t" q8 F - end4 g z/ j+ m2 |- @$ k" L
- end
5 ~3 T3 P5 b) C8 B T - & M1 ]' Z) r; B2 z
7 M1 V. V1 m# O3 U( F- #==============================================================================& t4 i2 O( Q7 `6 Y/ C
- # ■ Window_Selectable
C9 f8 [7 L2 Y$ E/ f' T - #------------------------------------------------------------------------------
' J8 E- Y. _$ I4 q& } - # 拥有光标移动、滚动功能的窗口
) Q0 q# R! j% d% O; e - #==============================================================================( l9 B5 a7 c$ f
- class Window_Selectable3 Y7 k# m6 Z. o, Y/ c# {/ F
- #--------------------------------------------------------------------------
) P2 j ^. E) P6 ? - # ● 初始化
$ W1 l8 q% ?; { - #--------------------------------------------------------------------------
v3 t7 D5 j% n+ V - alias sion_mouse_initialize initialize( Z3 C+ q/ T# O, C' x9 x7 `- u
- def initialize(x, y, width, height)
' ^2 b7 K! b/ ]* | q - sion_mouse_initialize(x, y, width, height)! i% Q' Y S6 T, q
- @move_state = 0
4 E( a1 I) U) f& F* G4 ?" T - end
/ K4 h% ~1 d3 C# J0 O j+ J; z" n2 K d3 U - #--------------------------------------------------------------------------) t$ c: _' X9 i# T5 A, d
- # ● 更新+ }' W9 m I E/ [
- #--------------------------------------------------------------------------
8 @. r1 c% H% d8 a' N! b - alias sion_mouse_update update6 D" i9 X2 g+ |! `% s( L/ q$ {
- def update8 N3 ]# |8 D; V* s! ?! b( K+ I# b
- sion_mouse_update
, w7 i2 h: z& q F0 c4 p - update_mouse_cursor
% f3 J; n7 ?- [' U/ O# n - end3 g6 e% P+ C/ }- G+ R" B2 F
- #--------------------------------------------------------------------------4 J% b n- k& v: U
- # ● 启动后设置鼠标到index位置# d7 |% c6 n! s4 o; u1 H) J
- #--------------------------------------------------------------------------5 u# {! f4 p) Z" S
- def activate# z% [" ~7 w2 j! i6 F
- @need_set_pos = true if KsOfSionMenu_Set_Pos' t1 ^1 U3 L* T2 q2 R! I1 R
- super% |' D! V; Q/ [' K
- end) B# u6 f. w+ X8 H% Z
- #--------------------------------------------------------------------------: y5 }0 {2 C' v
- # ● 更新鼠标和光标的位置
. t+ y" Y! z. A. ^' W' b$ H) f - #--------------------------------------------------------------------------
+ ?* S* h( E3 `% Z& S - def update_mouse_cursor, N* g: u7 L: a3 b
- if active
2 V0 p- J1 g7 B7 g7 v - if @need_set_pos1 Y" x2 j+ X0 b4 y, [, j4 r$ p
- @need_set_pos = nil
3 K, x# a! T- @5 Q* \ - set_mouse_pos
% a0 G3 @9 v4 B0 n) B* ^ - elsif cursor_movable
0 E( ]' f7 ^( R$ `' B/ @6 f - Input.dir4.zero set_cursor set_mouse_pos# ^( n% q4 R' ]; _9 T
- end
% M7 N$ [+ W3 m- j' A, V - end9 m7 g: Z4 L5 |3 v$ T
- end
- H3 a w$ [/ ?2 _( K- D - #--------------------------------------------------------------------------; c/ [" [' ~/ N4 Y3 i# M' f
- # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能+ F8 `6 J: n+ R* I
- #--------------------------------------------------------------------------/ s6 Z! L! g( Y0 d9 D
- def set_cursor9 Q2 x9 ]; a1 W# I0 |# q
- mouse_row, mouse_col = mouse_window_area7 C3 g* E: s7 I6 p P
- if mouse_row == -18 r, \/ ~& Q: R) L S
- @move_state += 1 if need_scroll
8 K) r2 p, p- q: @ - cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand# C+ ]& g; n' k1 H: Q( Z
- elsif mouse_row == -2$ r1 c6 B `! r- v3 p% I
- @move_state += 1 if need_scroll. j* h' z8 U. x6 X8 z
- cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand. w f: {! w4 E' D1 }6 G, f I
- elsif mouse_col == -16 \' s8 O8 {1 t; }- S) V3 {: b
- @move_state += 1 if need_scroll
- s( N8 F# L# }4 q - cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand# P8 v+ a- i; N& n9 N
- elsif mouse_col == -2( M8 n; P& V6 l1 g: ~' N6 R
- @move_state += 1 if need_scroll
8 f( E9 L( n( p: b4 i - cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand
0 w7 S6 g* | `/ q- D! P, U - else
$ K' @& q; D% @ - @move_state = 0* C( v! N4 I( R, c2 `& d
- new_index = (top_row + mouse_row) col_max + mouse_col9 k H3 E5 \ B/ R
- select(new_index) if new_index item_max && new_index != @index
9 Y& N: Y! p& U" ^3 t - end+ o. ^, b, M8 K7 d
- end$ ` `2 T Z! _% i/ z
- #--------------------------------------------------------------------------8 b: B. C u' N% F: @+ P
- # ● 判断鼠标位于菜单的第几行、第几列' s$ s+ ~2 C. S+ ]9 o- ?
- #--------------------------------------------------------------------------
1 w6 s1 ?" b/ X4 Y - def mouse_window_area" F2 c6 @ Q: q8 T8 P1 J
- if viewport.nil # necessary!
8 H/ }& u6 i. ] - vp_x, vp_y = 0, 0
5 F% W$ @0 U* w3 V - else9 d: t3 ]% T0 ~ c( X/ S
- vp_x = viewport.rect.x - viewport.ox) @; M7 y! [* e! j, s
- vp_y = viewport.rect.y - viewport.oy
6 o) V( J0 ~3 X ~/ {% |( H7 E* f - end( [* M' x2 k+ x3 Y W% {9 N
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
3 o' C. v, H S% ~: D& U1 r) \( f7 R- M - item_x1 = vp_x + x + standard_padding 9 t) P7 B e2 _$ h
- item_y1 = vp_y + y + standard_padding) v: [( N# A m
- item_x2 = vp_x + x - standard_padding + width
/ |8 ?+ y+ H& S4 P' \$ W- Q a - item_y2 = vp_y + y - standard_padding + height3 S5 x! u; Y) z: l5 N9 p$ Q; e
- if mouse_x item_x1
& J1 ~! b* t4 j2 j' o6 }- R - mouse_col = -1
+ h3 j1 ~, A5 ~0 x - elsif mouse_x item_x2! W; G+ K- e# x/ N7 Z) N
- mouse_col = -2
+ Z2 L& O$ H) [9 a, ~" h' } - else) _1 I2 @: v7 `: k' }% S/ f
- mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)& W W+ Z- m: M Y" A, x
- end% S7 J. K, U1 |1 E
- if mouse_y item_y15 p( o5 D) N! B. v& P
- mouse_row = -1
$ L$ @( ^; N. o% T6 L) p% m7 w. _ - elsif mouse_y item_y2
1 z) U: g0 z, o' u- m - mouse_row = -2+ u ~- [: I# l- X
- else* I6 w% F# F' g1 D6 m! C, E3 U; @
- mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)$ e7 G2 u. g' ?3 S* o
- end
' P& v7 C2 R2 L/ h4 x% ?& h - return mouse_row, mouse_col5 v5 Z$ ]( J: ^
- end+ W q& b' \ K4 w; _. R
- #--------------------------------------------------------------------------
$ D8 N/ B9 p. C- @ - # ● 方向键移动光标时将鼠标移动到对应的光标位置
. c- G2 t) k3 z& ]; z - #--------------------------------------------------------------------------& t( K$ d+ S) ^5 K; { R1 D
- def set_mouse_pos
) J! M( @' l* p - if viewport.nil # necessary!3 M7 E8 h1 S$ V/ |; Y
- vp_x, vp_y = 0, 09 R9 T) T* L9 s9 B5 p" e2 j5 N7 W, k! F
- else
% N) O& L* D) j( E" e6 e - vp_x = viewport.rect.x - viewport.ox7 U* E: Z9 m& s. \- r; L- {
- vp_y = viewport.rect.y - viewport.oy
- Y3 b: V" p9 U. J% e. F - end. w( i q) v5 z& g
- item_x1 = vp_x + x + standard_padding
/ R8 z6 F H ^' U- ?* m e - item_y1 = vp_y + y + standard_padding
7 C& M$ J$ u4 V - get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index
. \8 I& |9 f- T8 q6 n* k/ Q7 w$ I - row = get_index col_max - top_row
8 @+ h1 h- K, U& D7 p - col = get_index % col_max
; N8 A1 @# s* N4 v2 t* S ]1 O1 R( p - new_x = item_x1 + item_width (col + 0.5)
( O! P1 _5 F8 O; F - new_y = item_y1 + item_height (row + 0.5)
0 n V& h& _7 |+ Y3 T- t* ? - Mouse.set_mouse_pos(new_x, new_y)+ @0 {# |6 B8 s3 b
- end/ L7 x6 |) W2 ~$ X% A% G" H* K: d/ I
- #--------------------------------------------------------------------------
! P$ \* p1 Z% C - # ● 判断菜单是否需要卷动
7 R' @% M1 j. i- Q8 B- F - #--------------------------------------------------------------------------, h1 r4 j7 q q: u+ v# A
- def need_scroll
) z6 E! J9 t; I4 q' T - item_max col_max page_row_max3 |7 G3 }9 Z" `6 ~) d, R" d: F
- end( q$ l! G4 h9 `4 x7 F" Q
- #--------------------------------------------------------------------------
$ w- ~3 Z% @5 t' Z - # ● 判断是否为水平卷动菜单/ [& f1 ]# A% @4 |% ]
- #--------------------------------------------------------------------------) n0 M. c# z/ p9 s
- def is_horzcommand& p) ]0 B/ d! [0 k
- return false
# G9 ~' S$ g; C% M - end- m* G8 @$ a L4 ]& g' X( _; z
- end1 s, F7 @- x* ~9 ?' Q
- - E' f# w/ H2 b) @, P+ j V, `
- class Window_HorzCommand4 n' b0 T0 n# b4 s$ w
- #--------------------------------------------------------------------------: A$ f: j. r6 G
- # ● 判断是否为水平卷动菜单
`/ l: s3 h+ N0 ]: G- l' _* d5 Z - #--------------------------------------------------------------------------
) i- \* {( n* B# j { - def is_horzcommand
/ i+ Q: F* J& v5 Q6 ^5 c- T - return true" z3 v. D, R6 R5 ]& ?5 g
- end1 s# w- f m! Y9 F
- end
) o+ w% b. y2 g5 _8 e5 M - 0 o+ {' {' K7 u" c1 {% L$ T: e* A6 s9 k
- #==============================================================================
2 \9 w! _ D7 O7 U - # ■ Window_NameInput
2 u$ V9 p- Z: o2 @/ W7 n1 g - #------------------------------------------------------------------------------
8 o( c: m0 L7 h% ~ - # 名字输入画面中,选择文字的窗口。
2 H! N( r$ Z+ \) v! | - #==============================================================================+ V1 i7 {0 S2 y4 x) Q0 H) k! H
- class Window_NameInput
- y8 D9 d) N2 R% l1 T - #--------------------------------------------------------------------------
0 N4 D$ ~ l* e6 ]" p - # ● 设置列数$ f1 [( T5 e, s6 f
- #--------------------------------------------------------------------------/ F: b/ s' {: r9 a0 ^( R: f
- def col_max8 V. C) k+ A. G" q* f8 V
- return 10
, w# U# `$ f( c3 p - end
0 `* i9 K# O) b ?0 I. f+ i$ r - #--------------------------------------------------------------------------
6 g' |+ C+ p( J5 G( M - # ● 设置填充的Item个数
* N- v1 |# h5 [: p9 l - #--------------------------------------------------------------------------2 f: ?$ W0 t) t! N1 v
- def item_max! b J0 X5 }5 d: K9 P
- return 90( W* V/ c2 x7 K! J# i2 x; R( i
- end- L# u2 C- Q( y" M! Q
- #--------------------------------------------------------------------------
* t* R( `5 ~: V# m3 g+ d: ~* k! F - # ● 设置填充的Item个数6 b$ \! P4 z# e, H
- #--------------------------------------------------------------------------
; u. s d8 o% {9 k, v; Z0 V P - def item_width
: b. U3 b/ Q+ x; _, a- U* J - return 32! P* t( e9 X2 n- F
- end
* V R# V) B# r" h# d: R& L+ z - #--------------------------------------------------------------------------" T/ W% l0 w' g! o2 S: B0 y
- # ● 判断鼠标位于菜单的第几行、第几列: e6 E u6 k% W) ~
- #--------------------------------------------------------------------------
5 j2 e; U* F7 c4 r3 Z - def mouse_window_area
; p& F4 k( z" A% p6 Z" R1 R8 z - if viewport.nil
( t' i( h) ^$ |* N+ u N2 @3 z - vp_x, vp_y = 0, 0% S) h/ E8 i0 Z7 i+ U J2 @( b
- else. k g% \1 O" ~; p! P
- vp_x = viewport.rect.x - viewport.ox
+ p/ J( G0 O7 ~, p& \ - vp_y = viewport.rect.y - viewport.oy# ^! M, S- \$ N( q" m: V: u
- end
: i* q% S: x8 y - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y$ b2 {/ u+ ]* P$ |
- item_x1 = vp_x + x + standard_padding & T# _, i5 g; A% D" X) {7 N( [
- item_y1 = vp_y + y + standard_padding
k! _' r/ I$ t* p2 j4 |0 A - item_x2 = vp_x + x - standard_padding + width
. b6 J9 U" G3 \1 o% D0 | - item_y2 = vp_y + y - standard_padding + height' B! j0 U6 o( _. Y7 D3 L
- if mouse_x item_x1
" c( h$ p! D4 t2 b( s& X - mouse_col = -1+ W# x' \0 ] Y! y
- elsif mouse_x item_x2+ @+ K) k9 _$ F/ @" X; X
- mouse_col = -28 y; G: a, p2 G! g; S( m
- elsif mouse_x item_x1 + 160
% z' G6 A6 W; o, v J* B3 A* l* {8 e - mouse_col = (mouse_x - item_x1)326 f: X9 u) H- A( J8 R: D5 H
- elsif mouse_x item_x2 - 160( [0 }$ n. g9 |
- mouse_col = 9 - (item_x2 - mouse_x)32
( i6 b b9 a" ]: r6 m: Y - else
. z$ _) ^/ ]5 M# Q3 `- T - mouse_col = mouse_x x + width2 5 44 v& ?' }: E2 p( k/ @* x8 T
- end: O# n0 d( h5 a+ \
- if mouse_y item_y1
2 X$ T3 R! d! a! X - mouse_row = -10 h1 [% `% n( p9 y8 e S; l+ W! C
- elsif mouse_y item_y2
" l; m7 _+ ]5 H, j- x4 Y - mouse_row = -2" C W9 X0 o( Z
- else7 j. N6 q4 W6 ` E) {
- mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)
0 }+ u2 B0 N& \7 { - end7 r( u! r! L! ?
- return mouse_row, mouse_col. i' {: u* j+ R$ b9 w. H7 J
- end/ L# d0 P9 [: C& n- w
- #--------------------------------------------------------------------------+ W8 {6 `1 u# p" o. u
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
" o, I, J* Y) d1 V, X - #--------------------------------------------------------------------------7 k8 @' N6 w7 P+ h3 r
- def set_mouse_pos7 q- \8 B7 N b& [
- if viewport.nil # necessary!% H: I. D4 C/ h: y2 I# G
- vp_x, vp_y = 0, 0: d# V* |9 K5 T6 h
- else
& p! _6 \3 U" g - vp_x = viewport.rect.x - viewport.ox
2 l" b1 m" ?% N/ S* l/ b - vp_y = viewport.rect.y - viewport.oy
{" C$ c% L/ u: t! r9 ?+ k - end" |0 |9 X& z d. P$ Q2 L
- item_x1 = vp_x + x + standard_padding / `/ ~+ E1 \% y; a/ L$ g; Z+ c
- item_y1 = vp_y + y + standard_padding& V! A8 y7 v. E& `
- get_index = @index 0 0 @index
; M A; r# F* W, M) Y) S+ s2 S! C - row = get_index col_max - top_row
, I; s8 }. P- r. z3 L6 g5 U4 h# W - col = get_index % col_max- V/ ^7 c1 B6 i- |& t( J
- new_x = item_x1 + item_width (col + 0.5)) ~9 t% d3 ~' J( L4 h6 X7 K
- new_y = item_y1 + item_height (row + 0.5)" V: E* w z4 ]/ L, j/ }, y& [8 V
- new_x += 14 if col 4" W' w+ w- @3 e' c# \# F
- Mouse.set_mouse_pos(new_x, new_y)
/ k+ U1 v- h$ D6 m& @2 f0 C3 \3 U" M - end
# @* r$ B9 L7 P/ U* L- q - end$ e$ e0 H3 R8 A2 Z/ j2 s# g8 b
2 [3 {/ i, G" V6 S, B' Y. v- #==============================================================================
O6 z2 z# P8 A( c. w9 j, z - # ■ Window_NumberInput- O* f$ m5 m( P7 S3 W I
- #------------------------------------------------------------------------------+ ^, V E- ^ A9 P$ j$ e
- # 重写了数值输入的方法以适应鼠标
2 \# s" m2 V. M' B - #==============================================================================
0 K% ^% v# \8 K0 d - class Window_NumberInput Window_Base
/ ]3 U4 l5 y) `0 |! o* U" P - #--------------------------------------------------------------------------
1 {+ M0 ^) }1 w9 R5 y* o, u N - # ● 定义实例变量
1 q8 Z' O* \ s$ ?% y" w6 w - #--------------------------------------------------------------------------
- i, d) P9 @1 z, j5 W) [ - attr_reader extra_window
; B- f$ B/ [! S! |0 q - #--------------------------------------------------------------------------
" Y3 Q5 O6 C& c - # ● 初始化
/ @3 f+ }0 F" R/ Y" }- ^2 U) ? - #--------------------------------------------------------------------------" L9 Z" x- s# |* R) |) u
- alias sion_mouse_initialize initialize( F1 L; G, H. A$ V8 q1 B$ S5 H
- def initialize(arg)2 N8 d" O( z& J& a
- sion_mouse_initialize(arg)
* t9 ^5 ^- X8 a3 d - create_extra_window9 c9 S9 ]1 o) p5 J0 T
- end
$ G. Z, o5 j, J: j6 [ X - #--------------------------------------------------------------------------: p) p+ F: f$ ^! v/ C+ Z, L% y
- # ● 启动
0 g# ?& k) Y, ^, W - #--------------------------------------------------------------------------5 |6 I0 A& ^* o c0 o
- alias sion_mouse_start start5 \$ i6 L4 g- T( Z0 t
- def start2 n* P1 p8 k0 e/ L! k
- sion_mouse_start0 a# n9 P1 j' X, _# k
- deactivate* V$ a f* }. k8 j2 s. m4 n
- extra_start
: N4 B$ A' ^1 p Y; n6 n- o" V - end8 g& H) c# i( ?7 x* ]
- #--------------------------------------------------------------------------2 U2 O7 {! R9 ?+ O6 t7 Y
- # ● 创建新的数值输入窗口' Q4 _; i2 Y% P
- #--------------------------------------------------------------------------
- L) C4 M" ?1 k5 d, T/ J7 P - def create_extra_window; v! h% r# `: z& y# V
- @extra_window = Window_NumberInput_Ex.new
. Z- z$ `( j' l - @extra_window.x = (Graphics.width - @extra_window.width) 28 }$ w, e: W6 l
- @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }
1 [& q" ~: f5 p) h3 c) g - @extra_window.index_proc = Proc.new {n @index = n }* K; q. C$ q# W- U5 h/ Q( B5 }
- @extra_window.close_proc = Proc.new { close }5 i$ U4 A. M( G
- @extra_window.refresh_proc = Proc.new { refresh }( l+ z) P- y& A% g
- end& E( Y9 B) U3 v' _3 ?
- #--------------------------------------------------------------------------% e" h* [; k) A# g0 f3 m4 d5 q
- # ● 激活新窗口4 M+ [: q# O! T. t+ Z& v
- #--------------------------------------------------------------------------( p p6 ]( {! I9 |) W+ L
- def extra_start6 C2 x5 l9 U7 A8 E
- case $game_message.position
/ t: B% J5 m0 ~. ^4 j - when 0; @extra_window.y = y + height + 4
/ r5 t0 G5 v3 _ - when 1; @extra_window.y = @message_window.y - @extra_window.height - 8
- ^% U: e/ r* J: U - when 2; @extra_window.y = y - @extra_window.height - 4# l; W& M, H8 W4 K8 A, J
- else ; @extra_window.y = 8
: `; L6 F* I' o* ?( k* D# b0 H - end3 A4 c7 \) `' _4 X9 v( Z
- @extra_window.variable_id = $game_message.num_input_variable_id
0 B M% I% G8 ^' t - @extra_window.digits_max = @digits_max
( l9 E. W+ b( a& \ s - @extra_window.number = @number
, Z* O( k9 e+ \/ a6 \1 n3 v - @extra_window.open
% N( | L3 [: ~8 e - @extra_window.activate
" E0 p9 m. t6 d% i& q1 z5 o - end# d) B, R! o2 f' V }: L k
- #--------------------------------------------------------------------------8 G8 [# |& t( W
- # ● 更新+ k1 L0 {& Y% D* [5 Z. c4 c
- #--------------------------------------------------------------------------
. D& v; S& J: G+ t# c - def update0 @9 K) r/ ^) j
- super
' j6 u% G0 U; n! E& E8 b( B0 r - @extra_window.update5 M$ ?3 t. x& p. V# C8 Z' b
- update_cursor
8 L1 F( ], h c0 E - end
+ N. P" k" j/ { - #--------------------------------------------------------------------------) P" g! M# g) K' [9 G
- # ● 关闭窗口' i9 a- U. g. S5 U: |
- #--------------------------------------------------------------------------
5 c; s4 r: R. y* J' A# y) B4 H: W- _ - def close- Z6 H( \/ j3 Z3 p% d8 L$ S
- super0 H( o* ^; j( b- }9 q! e! x
- @extra_window.close
( I7 H, z3 B- z' q% B) ^; A5 F - @extra_window.deactivate
1 j$ Z* k$ {4 x& |1 R8 k* d3 { - end" q! `# ^9 D9 A6 t7 F" g
- end
L, G, E! c/ B0 ?' A& ~
8 h1 ^ `- N! C- V% Y4 e3 T- #==============================================================================
8 l& V- b) |8 j, {/ ~. v. x- T - # ■ Window_NumberInput_Ex0 Z+ }" l u& W9 J( f5 ?) X- t
- #------------------------------------------------------------------------------3 E* O% u* a! f- c8 `
- # 新的数值输入窗口(NewClass)
6 s; j Q3 b [+ O: N1 ^5 Q6 H - #==============================================================================/ Q! l6 b1 b- [: ]/ o, Y! n( G: n8 \
- class Window_NumberInput_Ex Window_Selectable
+ g) D0 M, X, z5 o% [9 o - #--------------------------------------------------------------------------/ X, [/ P; Z& i+ g
- # ● 定义实例变量( v' z+ R- i& B8 A# ?5 X; }
- #--------------------------------------------------------------------------$ B3 V4 r+ ?$ m' N* @" X+ e
- attr_accessor number_proc
+ i( p' F5 [3 N1 c/ ` - attr_accessor index_proc
3 s8 e+ V. a- `4 k) z0 H - attr_accessor close_proc' h, }* T5 d: a5 }8 i5 v1 t7 H4 Q
- attr_accessor refresh_proc
; S a. [4 i4 V2 ~ - attr_accessor number
7 {0 f5 F1 x+ o - attr_accessor digits_max
: T6 S7 B) y# E* b, j1 i - attr_accessor variable_id/ {) L& t6 w: n1 ?, v
- #--------------------------------------------------------------------------
$ C: }! I6 K# ]& u' c - # ● 数字表* v: d% s, b W
- #--------------------------------------------------------------------------( I& t4 e0 m$ E, v! F& [7 D" p
- TABLE = [ 7, 8, 9,
# w3 `4 Q& U1 o - 4, 5, 6,- j, d8 G2 m1 [2 E. e D3 Q/ K+ k; v
- 1, 2, 3,! ^. F. q# |& Z0 [( p
- '←',0,'确定',]
0 K3 _: W1 Z5 ~2 Q - #--------------------------------------------------------------------------
( P6 e3 |$ t. v! A3 T) I( A: O - # ● 初始化对象* B, Z/ p y8 H. {* ~' Q
- #--------------------------------------------------------------------------
1 G- e n! g" j/ N" Y - def initialize0 v: i3 {; i9 V
- super(0, 0, 120, fitting_height(4))4 j+ V! Y8 a# X/ O
- self.openness = 0
2 |. p) o: [* h, x( e - @index = 0* s3 [/ o5 @5 i
- @number = 0
0 d1 b3 R0 N3 G* ?1 { - @old_window_index = 0
6 _0 s/ v7 P# z8 J# C0 [2 t3 J - @digits_max = 0; \+ M0 q/ v/ r1 M9 I
- 12.times {i draw_text(item_rect(i), TABLE[i], 1) }" r6 m' M! R1 e" z' h
- end
' B9 n- a2 r8 e: p! L2 a4 p; ` - #--------------------------------------------------------------------------; ]- ]1 m X4 I/ b5 b+ e! f( k
- # ● 获取项目的绘制矩形
3 Y$ c2 ]* S$ ]( c/ F - #--------------------------------------------------------------------------( q5 [. J2 `% W! G, u- S, k
- def item_rect(index)% Q: w9 w! ^% X4 o* U) X
- rect = Rect.new
l9 \0 u4 f Z2 u7 W - rect.x = index % 3 32* C/ S; I" }3 [
- rect.y = index 3 line_height
2 H! @2 a; x1 ]/ ~$ M - rect.width = 32
1 C! A7 s$ |# s - rect.height = line_height
; T* r4 r: ]% e - return rect
1 z/ B/ ]2 T) Q5 q, P3 G6 Q' n - end. V+ K" k4 c( H! @% ~0 \: n
- #--------------------------------------------------------------------------
+ e" f, ~; Q8 G3 I) E5 P - # ● 将光标设置到鼠标所在的位置: |" P T2 W/ J- D) F7 z; S" D
- #--------------------------------------------------------------------------
- z4 O5 e7 I! D0 p3 ^/ X% U2 z4 f - def set_cursor' ]9 ^) Z, ?% c0 l0 }( g2 P
- mouse_row, mouse_col = mouse_window_area
) \2 o; i k. v+ u. p - if mouse_row = 0 && mouse_col = 02 i# [" r9 @1 C! G; `
- new_index = mouse_row 3 + mouse_col
- A* T6 V7 i5 y3 H8 I0 w+ E( P - select(new_index) if new_index = 11
0 \+ i3 m6 ^6 u - end
# z$ [4 J/ l' S# x. k+ k - end
: T) x- y6 j8 Q; @% k - #--------------------------------------------------------------------------
) N* d: e3 ~& k4 \. s& w$ ]6 l9 { - # ● 判断鼠标位于新数值输入窗口的第几行、第几列
% e( G+ W1 H% j. ~6 [ - #--------------------------------------------------------------------------- Y. f1 T. k$ S" r7 H1 C% Z% F' u
- def mouse_window_area: o! `3 C+ |2 y, P
- if viewport.nil
' ]; i- t/ [" I4 x! V/ Z - vp_x, vp_y = 0, 0
& @7 k% w/ k/ g$ y+ I2 p7 Z2 a! | D/ A - else
9 X4 }; e2 M0 B - vp_x = viewport.rect.x - viewport.ox
+ d, @) ], n& c4 s( J - vp_y = viewport.rect.y - viewport.oy1 M4 k9 a2 J2 E4 c; K1 h) |8 W
- end. m0 F* w( U3 _# P
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
& O4 T) V5 E% S7 b+ F* L$ @+ d - item_x1 = vp_x + x + standard_padding
# b. l% I+ N u6 u+ j9 J - item_y1 = vp_y + y + standard_padding# S: _1 j) ]0 x+ q$ h, u4 E* G2 Q
- item_x2 = vp_x + x - standard_padding + width
7 G$ m/ \8 o7 l0 q# i% V: N - item_y2 = vp_y + y - standard_padding + height, B- K8 |1 e: H3 `
- if mouse_x item_x1
, Z0 M1 ~; \( D. n) P4 ] - mouse_col = -1( o& }. T# A6 }
- elsif mouse_x item_x2
- y6 B+ f7 d# {& S3 Z7 | - mouse_col = -2
T6 X% e8 R* I: l) ]1 |2 E - else
$ l1 L. s* k, V5 R* @, f. S6 E - mouse_col = (mouse_x - item_x1) 32
/ @6 ?' t" h) ^$ U) q; |" a - end& q' e! \( Z( q+ {
- if mouse_y item_y1
# i4 u* G7 r% S# J4 E) j - mouse_row = -1
C- Y' U/ z; I) m% i6 G# m - elsif mouse_y item_y2
7 E$ a. M6 P: [ - mouse_row = -2$ H5 X/ L" s" `
- else
Y+ ]4 A4 T) z4 J/ B. n - mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
" V& w7 J4 }$ k - end9 u( f' R7 q# U4 J$ n
- return mouse_row, mouse_col
! k# J: B3 o9 m0 r3 V' W - end' R# n! L2 k1 ^& G3 n! j% v
- #--------------------------------------------------------------------------" x0 u. |0 c# w1 t9 a) I' v. A
- # ● 获取文字
; @( m( F) [5 O! B- K, f9 z - #--------------------------------------------------------------------------
+ o- P* s& s3 P( w, O/ x - def get_number5 l( w) t% f+ ]( @9 [
- return false if @index == 9 @index == 11
2 S V# g* w1 v" R - return TABLE[@index]1 B6 T4 Z9 {2 u; c- n
- end5 | w! f/ X9 W+ l2 ^- h, `
- #--------------------------------------------------------------------------! F! {3 {" h5 W; `1 H/ B/ x
- # ● 判定光标位置是否在“退格”上$ t& {* m4 O4 S2 u
- #--------------------------------------------------------------------------9 v* l5 X+ k$ ^4 j
- def is_delete
* v6 J1 f& e, D8 L$ Q! |* J - @index == 9
- F: k/ }# }5 S - end
! M% ^5 |: L! j* Z/ t; x: c6 ` j - #--------------------------------------------------------------------------1 S y3 t# L/ |) p
- # ● 判定光标位置是否在“确定”上/ w7 F; T5 k9 Q
- #--------------------------------------------------------------------------% s1 F* D* J1 G$ J: w, p9 ^
- def is_ok" k/ {3 H% N. m& {# H: M+ c
- @index == 11
* K$ ?3 b; p# p( v+ y" j1 I# x: Y - end
) }1 g) |! p7 f+ ?) J) Z - #--------------------------------------------------------------------------
& m" Q8 G2 M* z7 j - # ● 更新光标
# T: I j: s7 e - #--------------------------------------------------------------------------
. z, G1 V% _( L4 e0 u' H: Z - def update_cursor
1 O. O& F* D' o0 K8 g; E: f( | - cursor_rect.set(item_rect(@index))" s& d$ Z9 [9 |% m: B- q7 f [
- end6 f9 G; F S: a$ x( ^
- #--------------------------------------------------------------------------
) |8 {8 M+ _+ `% T6 E3 T - # ● 判定光标是否可以移动' K$ @1 Y" Q$ L- d, K# M
- #--------------------------------------------------------------------------# K' @/ j( X, l; o
- def cursor_movable
! s$ ]: V% O3 Q - active& O# j. X# U2 H4 V3 `
- end; R( x3 M. Z# [. I$ k2 x, p0 o0 l
- #--------------------------------------------------------------------------( ?% @0 b% t9 f: T @
- # ● 光标向下移动
* w- Z$ s; S" v! n: X- R - # wrap 允许循环8 ~( l. \0 c) U9 E! L) r* @) A
- #-------------------------------------------------------------------------- K& D+ H3 r+ J- t
- def cursor_down(wrap)4 @* M" r6 @. [, P. o+ N& u' U, f. m
- if @index 9 or wrap
5 b8 V# h6 ?. j - @index = (index + 3) % 12
; U+ Y% e9 C7 U; f5 C$ B! t3 E9 [) V - end
* e! h# F5 Q" P( V - end
7 k) ~& u. A6 U* A - #--------------------------------------------------------------------------
6 ~' r7 e! Z+ O g* h - # ● 光标向上移动
) c9 ]3 `0 c6 T+ L+ o* C. l - # wrap 允许循环
" b; ]5 Y/ Q1 z - #--------------------------------------------------------------------------0 C! [9 m* t7 K3 e# B4 p
- def cursor_up(wrap)
/ }* O; ?: G G" o3 d3 D4 Y - if @index = 3 or wrap
0 Q) R% x5 l/ u2 T8 i+ W4 @+ W - @index = (index + 9) % 12
/ z, y1 l& d7 _% ~ - end
8 S3 U: V5 |) ^! @4 S( ^! j- Q6 L - end$ t, ^8 L: K5 k& k8 O
- #--------------------------------------------------------------------------
/ i/ r! V4 y* |5 J - # ● 光标向右移动
9 ?, h6 k, x9 x& y8 M* o; s - # wrap 允许循环
& J v" t& a2 U" e# p7 u - #--------------------------------------------------------------------------
M5 L+ @) ^& g+ a" S& m+ F* q - def cursor_right(wrap)# F0 l; X* e' Q1 V, y5 e
- if @index % 3 2
$ s+ R2 @# Z2 }& E, w - @index += 1* P- S, _+ {. \2 S3 w# G* ?
- elsif wrap8 c! U* y3 ^9 l* y7 y
- @index -= 26 N+ N# M" O6 T2 R/ s+ Y
- end
3 z1 I' K3 R3 L5 K - end
( V E8 f5 h! a) E6 A( q2 ^ - #--------------------------------------------------------------------------7 t5 W$ Z' {, m- z, N" h3 \$ Q
- # ● 光标向左移动$ ~- p- N8 e$ ]
- # wrap 允许循环) r" K5 g- v% n- V E8 v
- #--------------------------------------------------------------------------
9 r; X3 Q0 e5 e- B: D% n+ q9 i - def cursor_left(wrap)- l/ a; E a/ N# g: ]9 H
- if @index % 3 0# p5 j, X* k7 P7 u5 f4 k
- @index -= 1: _% z& f) ]9 T P' J7 ]! F6 i
- elsif wrap
7 V1 w, P# s* }5 L- M! ?6 \' q8 z# y - @index += 2
0 S8 l9 E0 k5 J6 |& U - end, N4 {9 D0 ?* ^' R. X6 x
- end7 O# p& v$ }9 @: n/ ?8 f9 U4 q
- #--------------------------------------------------------------------------
5 d8 _9 U4 O. f( M% X1 T0 q& m$ z - # ● 处理光标的移动
# T0 W' @7 r( G% M3 d - #--------------------------------------------------------------------------
7 N( `. I* W Q4 Y, h4 x - def process_cursor_move
0 s1 O" g* t* j7 z% r$ h2 N( ` - super3 e& V* P, `( H6 j, L6 _4 x+ ?
- update_cursor- \) B4 [& l. y! v9 U) s. Y' W7 v
- end, g4 G7 u% q2 Y( H9 M1 v4 _
- #--------------------------------------------------------------------------
! L, D M, m3 R c5 T - # ● “确定”、“删除字符”和“取消输入”的处理1 t9 {' G- O) f. D5 R
- #--------------------------------------------------------------------------
^ ^9 }1 A0 F, m d - def process_handling
3 f# {+ c, O4 X% f" R0 b* F" { - return unless open && active
1 ] F* O! \/ C% P - process_jump if Input.trigger(A)9 o* [ ]: }. P- ^* F- d
- process_back if Input.repeat(B)
7 S+ `9 C: {4 y5 y8 ]' G - process_ok if Input.trigger(C)
. v ?" W" B( T6 S! M - end9 J" n6 h$ N g2 o) X5 k: u
- #--------------------------------------------------------------------------3 {0 B" ]# Y& [% ^
- # ● 跳转“确定”
" I2 J8 W a4 C$ W - #--------------------------------------------------------------------------
& ~0 i4 b) ]* r6 Y0 S# s- O4 R! Y - def process_jump2 m- G8 p! M6 L) ]3 R7 s9 s
- if @index != 11% r. m7 { w: z1 k) B
- @index = 11
% R F9 r+ h6 M% g7 z% X - Sound.play_cursor* H R! n0 N/ s% E
- end/ q4 s T+ h" W* w3 h/ W
- end
1 h3 W5 x. O2 t4 R - #--------------------------------------------------------------------------; z3 a5 u4 h3 @3 Z) ~& ~& u `: A
- # ● 后退一个字符
% r: {# p( f. p1 N% |" j! P! l7 c - #--------------------------------------------------------------------------
* i/ P1 K: ?& U6 W- B - def process_back. M; H3 ]+ R5 i( b5 p
- Sound.play_cancel
, J6 C0 h* o. R9 d8 P& ] - place = 10 (@digits_max - 1 - @old_window_index)0 }1 @% c2 u3 f3 ~1 J* T- D
- n = (@number place) % 10
5 g# _1 y8 {4 C0 a' D3 C5 g0 q. R - @number -= n place
: X4 O9 W& k% H5 S4 D: N - @number_proc.call(@number)
2 J2 C1 `; w5 {' X - @old_window_index -= 1 if @old_window_index 0
# E* |$ F, r& k" M# D9 K5 a+ S - @index_proc.call(@old_window_index)
6 s' J% H& c. W1 n+ \4 y - @refresh_proc.call
! j4 d$ |7 C7 ^8 E# \ - end8 l0 l5 Z" K5 s' B; L4 ~
- #--------------------------------------------------------------------------
6 s& o! q/ Q. e9 m9 G4 M - # ● 按下确定键时的处理4 J- C0 z, x' C; Z4 W
- #--------------------------------------------------------------------------
8 {5 s; e, J6 }2 X3 r# l. l - def process_ok
' ^. p4 K0 ]4 J! X; s4 h5 ` A: C" ^ - if get_number- Q* u! h. u8 Y; d
- Sound.play_cursor: H' a9 n0 {( V$ L y4 C
- place = 10 (@digits_max - 1 - @old_window_index)
. N- T7 Z7 k: I - n = get_number - (@number place) % 10
4 ~8 ^. B' Z( @ ?( ~, x0 l - @number += n place
3 a. }! j* r7 |/ e$ _ - @number_proc.call(@number)
& u6 R# s% x* S/ U& z% h$ Y - @old_window_index += 1 if @old_window_index @digits_max - 1. a9 I. [8 S+ J( J
- @index_proc.call(@old_window_index)
a3 Q2 b$ h( R2 b, V - @refresh_proc.call2 f+ y) i2 j6 }7 }6 r, Y
- elsif is_delete3 u) E$ @/ i/ T3 Q e
- process_back
5 f4 i* S, m/ g; E% R. b8 C3 S - elsif is_ok, ^8 j6 R& r! Q6 d! I
- on_input_ok
: M2 L+ P. Z. w - end
* a" G7 J* u7 Q, n- @* @ - end# G3 ~& N! t: ^/ h' J% Y
- #--------------------------------------------------------------------------
8 B/ a: ]6 O! Z( Z# V& u& B - # ● 确定
5 w) ~7 n; a% I a c - #--------------------------------------------------------------------------
: J* w0 `; W5 I* B - def on_input_ok; d1 P5 D7 C& M1 ^: i
- @index = 0
5 g! p* a9 D" E/ D! z6 c - @old_window_index = 0
9 n9 v$ e1 s" E4 H - $game_variables[@variable_id] = @number5 P( c/ F7 [% h' p
- Sound.play_ok; u2 U5 h% K& K9 F0 ?7 i, F$ u, e
- @close_proc.call
& V A6 S% V, y+ Q - end
5 B" @( {$ c2 p, E - #--------------------------------------------------------------------------& _3 H/ \! C* {- }7 n, y0 T8 M
- # ● 方向键移动光标时将鼠标移动到对应的光标位置) f( w) S* a1 L: [. w$ }
- #--------------------------------------------------------------------------
/ K8 h* m9 `5 O+ q9 \ - def set_mouse_pos
- F8 h2 Y4 {) E0 s! k2 u- I - if viewport.nil # necessary!
4 B1 y1 l' P' N% J - vp_x, vp_y = 0, 04 N3 d$ r4 c2 W) b+ j
- else
1 D0 V$ E# z, Q - vp_x = viewport.rect.x - viewport.ox
& X) l# W M# {; u - vp_y = viewport.rect.y - viewport.oy
4 h# s- z' \4 G+ [2 a! { - end
6 M& C3 {# {! ^8 F3 k5 c; @: N - item_x1 = vp_x + x + standard_padding 1 |$ S# l7 V2 |% r! k/ T- y
- item_y1 = vp_y + y + standard_padding
: C: A9 }' x7 j# K* I - get_index = @index 0 0 @index 0 s8 _* n2 ]9 N) o# }" k n8 U
- new_x = item_x1 + 32 (get_index % 3 + 0.5). s7 {, ]7 R/ u6 d4 o& F% Z
- new_y = item_y1 + 24 (get_index 3 + 0.5)
8 r( H7 y- r5 B - Mouse.set_mouse_pos(new_x, new_y)5 E6 `, `1 ^7 g2 e/ p2 R$ s" e
- end
: O/ p/ _2 V" ~+ D. j2 J* e, J - end
4 S5 D7 v' p2 M, | - 0 b) Z' \% l+ Z2 i% `9 \
- #==============================================================================/ M4 i5 V5 }% |' z( D* m8 [
- # ■ Window_Message
. S. `. c/ w; J" L W0 b% Q1 n - #------------------------------------------------------------------------------
9 }4 \! N& T9 n - # 显示文字信息的窗口。 B9 Q( t) V3 @& k" d, X. o
- #==============================================================================
4 S) i; y. h0 Q% E+ G3 N - class Window_Message Window_Base
# B; r: k& B1 e! a$ p' x6 I+ ` - #--------------------------------------------------------------------------
" Y8 E y/ ^: b4 v2 k) p - # ● 处理数值的输入(覆盖原方法)3 D: p" z: Z' H, N) V
- #-------------------------------------------------------------------------- J" g" Z4 w. i# Y( S
- def input_number* u& R" c! S1 n# U
- @number_window.start* p! y. e" Y1 y6 A- d2 S J# k; \
- Fiber.yield while @number_window.extra_window.active
/ d: ?2 o1 H4 d - end
. M) x& L& ?' p" m$ J - end6 _( ]0 U% D7 f" Y% S ?
- % ?) b) M5 u% K% A
- #==============================================================================
# z$ e6 I( y$ n& Q% ]3 b# x - # ■ Window_PartyCommand; f, M- M# \8 A; Q5 g
- #------------------------------------------------------------------------------2 \7 M& h$ D% G0 X; U/ n
- # 战斗画面中,选择“战斗/撤退”的窗口。
& r% R" v4 q8 U - #==============================================================================
0 I5 M9 @: G/ x2 b; b- H+ L" D( j - class Window_PartyCommand Window_Command: y' r4 E! g6 R" W( x
- #--------------------------------------------------------------------------
3 I! |) R% e! M. ?' r - # ● 方向键移动光标时将鼠标移动到对应的光标位置% ~ M+ e0 m/ T
- #--------------------------------------------------------------------------9 ^0 z4 F% G5 @" a
- def set_mouse_pos
% p% {/ L4 c2 y$ Y1 h - if viewport.nil( O+ c* \& a2 X' s, h5 a: N
- vp_x, vp_y = 0, 0* i8 n i1 Q9 ^ w$ }0 K
- else
' M: A+ n. R! n9 h* R2 V - #vp_x = viewport.rect.x - viewport.ox
# E% I* G7 C, y0 ^) a9 J/ a - vp_y = viewport.rect.y - viewport.oy
8 j* V! N3 Q6 G4 F3 z$ [5 U/ [ - end
5 u+ U# |" L Y, i0 F! r, }3 x: M - item_x1 = x + standard_padding $ n! h& g# z6 i1 r6 u" f
- item_y1 = vp_y + y + standard_padding
9 s+ i8 J# t$ r - get_index = @index 0 0 @index
* t, D6 o" H1 M3 e% t R- t - row = get_index col_max - top_row
9 I+ `: C% R& {( J - col = get_index % col_max1 ^$ _* p& P A( [
- new_x = item_x1 + item_width (col + 0.5)
! [/ z- F% ^: G# Z4 n. X8 A6 n2 Q - new_y = item_y1 + item_height (row + 0.5)( S0 b n) a. T: Y. A
- Mouse.set_mouse_pos(new_x, new_y)
# M' U* h! r0 P' p - end
) `5 i* b8 \& D/ b! F; b( B) { - end
/ [! ?6 Q5 P5 R- e5 c" o - ( K8 _, p C; w8 u# N
- #==============================================================================
* I5 _, g% k2 [6 p6 X1 k2 } - # ■ Window_ActorCommand- x; Z: g! Y s% F2 S" o
- #------------------------------------------------------------------------------; H! t" O. c3 ~) d" B
- # 战斗画面中,选择角色行动的窗口。& E" @0 V3 p1 g8 U. `6 _; a B
- #==============================================================================
' ^8 W6 b2 R' p7 P4 S' j; ]: A - class Window_ActorCommand Window_Command% B7 P+ M. _# {4 x5 N5 \- d* f
- #--------------------------------------------------------------------------2 R" f; a% L1 W8 w, i
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
' N! ~+ i0 m4 `) P7 Z% _ - #--------------------------------------------------------------------------, H9 q* o! p& W% i7 I& `
- def set_mouse_pos
! g7 y# z5 Q6 c$ q0 s - if viewport.nil
, y5 D8 z: u6 E - vp_x, vp_y = 0, 0
: z. M, P) w# }3 r0 m9 d4 m$ B7 a - else( I9 _/ j2 c' s
- #vp_x = viewport.rect.x - viewport.ox3 d1 \) A0 j. \% g' P
- vp_y = viewport.rect.y - viewport.oy" D$ K1 k8 y0 ~
- end) ~, V! ~$ B6 x- m# q2 h
- item_x1 = Graphics.width - width + standard_padding
: a, ^# b! v$ x. z, E - item_y1 = vp_y + y + standard_padding+ n0 h9 i3 k9 e% R1 o" g* g" @, `
- get_index = @index 0 0 @index 6 p" J+ q( c4 F0 h+ q! l
- row = get_index col_max - top_row
* t" Y* l- G( ], R: \ - col = get_index % col_max5 G$ t4 }8 X. v' u7 Z+ P$ p% ^
- new_x = item_x1 + item_width (col + 0.5)
0 X- L$ [- M" {: U! O: v% c, D - new_y = item_y1 + item_height (row + 0.5)
! w& V- x8 P. J* W( j- g+ \ - Mouse.set_mouse_pos(new_x, new_y)- {1 l; o, A. L# ]+ M W* ^ {
- end
( Q4 J, H( l) w4 u - end" {1 g: x9 J" T0 S& W
1 h9 D" Q% ]& i1 S3 r- #==============================================================================
0 i9 |0 E! \9 g - # ■ Game_Player+ V2 P. {- c( {4 G5 ?
- #------------------------------------------------------------------------------; w2 H9 J% ` e/ M( i7 D$ \
- # 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。
+ x& K/ U+ I% _ - # 本类的实例请参考 $game_player 。
* ?9 K( u: X- u+ w) Z6 B; ?1 G% _9 {( i - #==============================================================================
a7 X6 T( l4 [1 x! J; b p2 J5 } - class Game_Player Game_Character2 x! E6 s' K+ u
- #--------------------------------------------------------------------------
, Z& Z0 Q0 U7 v* S" I4 {- F - # ● 由方向移动(覆盖原方法)
+ G, K- }( J$ c4 A. Q - #--------------------------------------------------------------------------4 W* D/ l/ [ p; u2 z3 P; J4 o
- def move_by_input
% L. r1 S6 u6 B; w8 F- | - return if !movable $game_map.interpreter.running
2 u. x1 x9 E, G: d) I - if Input.dir4 02 b+ c1 G" R5 G. z$ S& K
- move_straight(Input.dir4) - {% I. ?8 ]4 [: j4 w3 v
- reset_move_path
! s( {) P# C; r1 Q+ i8 j# S7 u - else
. ^/ N5 u1 x. H. ^7 \ - move_by_mouse4 b8 _; J+ W' i! b6 c! h3 V
- end0 y$ F+ N4 H: \2 F8 U7 z9 e# K2 v- r
- end) L' j7 d8 H/ C% U% [" C
- #--------------------------------------------------------------------------
/ F$ Z) I; `& j - # ● 非移动中的处理(覆盖原方法)
8 ~6 I; {. l; D5 n1 f( u1 t - # last_moving 此前是否正在移动
2 p8 _2 M. r7 H" w) A - #--------------------------------------------------------------------------
6 R8 F! Y! M: t+ o5 o) e7 ^ - def update_nonmoving(last_moving)( ?, ]3 j9 W3 B6 w; C8 |
- return if $game_map.interpreter.running: }8 @% f1 [6 W7 S6 X$ ?* _2 b
- if last_moving4 E( S9 t% u) v- [- D5 R i! O
- $game_party.on_player_walk" z, @" G- Z C& _4 n$ ]8 o' B
- return if check_touch_event: I; l& u2 U+ L5 ]" O# m% [
- end
7 L; E$ _* {% t9 M1 Q5 I4 I - if movable && Input.trigger(C) G2 _& s8 ]$ O) O
- 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, V* B' s& c# R, r
- return if get_on_off_vehicle9 y9 x- Q, f8 c
- return if check_action_event' ^! H. p( W8 ]# ~3 O
- end! P& _$ R) C; ~
- update_encounter if last_moving
0 Q* M$ K- ]5 q9 r' R/ r - end
# t/ s, h- @0 v1 x - #--------------------------------------------------------------------------
5 Y; Z0 k! c) U - # ● 判定是否跑步状态(覆盖原方法)
# h& `8 n) J. E7 i& M+ z: a - #--------------------------------------------------------------------------8 C. V6 M5 K. ^7 z1 h' h) P- I0 L) X
- def dash
+ p v" M9 A w6 I" y - return false if @move_route_forcing/ b: G/ ` n& f# p
- return false if $game_map.disable_dash0 y1 N' N$ d, C' w
- return false if vehicle
# J3 J* w) {: e: g1 K - return Input.press(A) @mouse_dash
0 S. i$ H' C% D: { - end5 R8 h# w7 C# v( `' M: u
- #--------------------------------------------------------------------------) z& I3 n% E V6 O: d; W- A. C) i
- # ● 初始化
* `, x1 H' h% f - #--------------------------------------------------------------------------8 h6 R5 Y) H3 }( o, E/ ~8 K
- alias sion_mouse_initialize initialize
5 n& |3 L/ j5 O# s; g1 \1 N - def initialize1 i" S' W" ~2 ~& y" d
- sion_mouse_initialize' t) I" U! Q% \
- reset_move_path
4 j# j3 j% T4 W3 | - @moveto_x = 0
6 j& b+ U8 p$ v5 s' f2 u - @moveto_y = 0
3 B, `% y7 t7 f+ [$ e$ p' e - end
U2 V! o, ]' G2 a/ o) N# R5 m- m - #--------------------------------------------------------------------------
. v4 W; m- u7 O: }' p' j8 W; w - # ● 更新, M0 }- M2 X6 Q$ k5 G$ P- j8 B
- #--------------------------------------------------------------------------* E, }9 y- ~% S# i
- alias sion_mouse_update update
2 z2 G$ U5 b+ Y5 Y. H. M! ?0 n - def update
% K3 Q, X$ ^5 u6 B* c7 m - sion_mouse_update
9 V0 s* H* _' a& i% y" M9 L, A" Q/ d" B. ^ - clear_unreachable_sign
! y1 K3 i8 u* g+ j6 a8 u3 h$ g. J, y - end
4 K2 [4 {% G$ n+ P4 r, C( N* p - #--------------------------------------------------------------------------4 D* _! s. H, Y" G+ P1 J3 m) h
- # ● 处理卷动, O' S1 j6 W# _$ X7 v: {
- #--------------------------------------------------------------------------
- p5 ?- j* Y/ A6 i - alias sion_mouse_update_scroll update_scroll0 }8 n4 } {' o0 L
- def update_scroll(last_real_x, last_real_y)
- Q1 B# x3 S: }+ |) i$ a' b - return if $game_map.scrolling' t6 j& e* P% a ^# v
- KsOfSionNew_Scroll new_update_scroll % m, G; W- j1 @! J3 p4 R$ X
- sion_mouse_update_scroll(last_real_x, last_real_y)( G, u' n5 w1 _# v. _# ]( l; M
- end
- ? N' R* e( g- p4 _9 p. u3 u - #--------------------------------------------------------------------------
2 e! j4 K' w/ Z3 ]/ A7 _" O - # ● 重置移动路径相关信息
4 b2 B q" G3 G - #--------------------------------------------------------------------------8 y" b: E9 y1 [; J; p; i1 z# \( [
- def reset_move_path
1 O9 M1 t5 V0 _" W8 Q - @mouse_dash = false3 |3 G X' ~9 z) Y0 r6 z M' b
- @mouse_move_path = [] _1 z9 |$ m# @/ Z4 l
- $mouse_move_sign.transparent = true, L: n1 I8 f1 C2 V
- end
: m( W1 P, E. { - #--------------------------------------------------------------------------7 V( k& W& n2 `2 [% p: R
- # ● 新的卷动地图方法1 s8 e6 l E9 H, k
- #--------------------------------------------------------------------------
* t* g; R/ T8 X; ~9 U% N - def new_update_scroll# }5 x/ P* i/ ] M" r6 ^ B
- horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width# h% H+ ^3 [ D/ x P
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height7 C1 m* {% F0 o0 V% P
- ax = $game_map.adjust_x(@real_x)% Q% l* K. _* u# b$ E, |6 Q
- ay = $game_map.adjust_y(@real_y)- z, c% y f+ x4 N2 ?
- $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y" l( f* {- r7 Y3 m
- $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x% Z# ~# H) w- o% W+ C& R8 J
- $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x
" x( }1 g! N0 s1 I1 C4 b - $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y
9 U8 e W' \5 Q4 K2 ?. @ - end
% S4 b- t# d: m2 h2 p - #--------------------------------------------------------------------------$ a1 [( e' u7 b4 B. ?3 x
- # ● 消除不能抵达图标
& A+ }8 i* p; U - #--------------------------------------------------------------------------
- F+ O* R l {8 z- h% ^ - def clear_unreachable_sign! @ a5 M h% |0 J$ [
- return if Mouse.press(0x01)
' `( N2 s7 n* I5 B" l% g8 U - if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 03 `0 L! x. N9 O8 j; n3 u3 N* e, q
- $mouse_move_sign.transparent = true
' X5 w, o3 @% m# N6 r: i4 B - $mouse_move_sign.direction = 2
1 c2 B/ E8 u4 A- ]) ~; `0 a - end
! d; _! W: a0 Y8 k% a - end
' c* Y* W8 V# {8 O2 ]: ~& E1 M0 h/ I& L - #--------------------------------------------------------------------------
# }; Y, x; a/ v; y( q- p - # ● 由鼠标移动5 i* _8 y( G; N3 }
- #--------------------------------------------------------------------------
# s) ^: X9 K. H+ `: P - def move_by_mouse
) G' t1 g) S4 f - unless @mouse_move_path.empty # 移动路线数组不为空则执行移动
1 n8 B, |- m3 x( R o - dir = @mouse_move_path.shift
. ^. m7 Q+ F6 A' _6 s: M - if passable(x, y, dir) && !@mouse_move_path.empty% l3 T# d# P9 f) c
- move_straight(dir)$ ^7 A3 V+ u* `- J; e4 \/ f
- elsif @mouse_move_path.empty # 判断是否是最后一步
; ]/ B$ Y( N0 t - x2 = $game_map.round_x_with_direction(x, dir)
1 ~' F' l2 X- U9 A; D - y2 = $game_map.round_y_with_direction(y, dir)
+ Y: B( l7 }" |8 W; P - move_straight(dir) unless dir.zero
& f! y. `" d% P" O# Z/ L8 s$ e* Y5 G- ]. k - 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
: p! y9 `7 |7 H. f* ~( G+ {0 @ - check_event_trigger_there([0,1,2])
/ ]9 R( c( k U6 V$ S - get_on_off_vehicle unless $game_map.setup_starting_event- N- X3 P8 W- b) Y
- end4 W3 K. ?/ m- I# k ]
- $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2
5 c9 G( [& C- i; p4 D5 H - @mouse_dash = false
* Q7 F$ e" J5 z& V5 S% \: F1 R - elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点2 l/ r, F, L: q7 ]! W( P
- @mouse_move_path.shift
6 a8 o9 t3 Z& |/ ~9 `" D - @direction = dir
* n# z- Q$ S' v: ~0 g - @mouse_dash = false, F8 G5 u1 m z$ o* f
- else5 S# R. a S5 |( }+ Y& p% n
- draw_move_path
. S* ~& y% m' _- R6 f; X+ ]) u9 c - end
3 U/ M0 T& K1 h4 ] - end2 c. N8 w$ N/ }+ }# s q
- end1 u5 T: y( m6 M2 N# h' ^3 ]/ d' i9 m0 ^
- #--------------------------------------------------------------------------
/ o4 ]3 |8 x& w3 i8 [! g0 t - # ● 地图界面按下鼠标左键的处理
) g$ o! V" d) j7 m1 S& } - #--------------------------------------------------------------------------9 ^/ z; b5 Q* |( I$ ]$ H9 [
- def left_button_action
. H- `& ?& g c, v - return if !drawable $game_map.interpreter.running
" F2 M% M" c/ R - get_mouse_pos
( _; _0 ^' j' u/ D9 C - $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图3 _4 K) u2 k/ G6 X& ?5 r/ }( i
- if @shift_event* V: s. U. D# @' {( E- E
- if Mouse.trigger(0x01)
' I5 }: C m9 J/ h0 l8 x - @shift_event.jump(@moveto_x - @shift_event.x,
8 e7 e4 b8 N2 L - @moveto_y - @shift_event.y)5 g% B, ]% m0 y. L1 w% A
- @shift_event = nil
( h; G5 @( [! Z& h' ` - end+ b4 N# ?2 b3 ^1 U* i
- return
* L" k% F N7 d8 [ - end& W4 l6 p% F: u( P% m( M
- if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合
5 V( j1 }* n' D - return if moving (vehicle && !vehicle.movable)
B8 v* [' k8 ?% n - check_event_trigger_here([0]) # 判断是否触发重合点事件
/ Z2 [. J6 t/ q# w - get_on_off_vehicle if !$game_map.setup_starting_event &&
# j. T5 n _! L: V# @5 X- Y) |; P5 R - $game_map.airship.pos(x, y) # 判断是否要上、下飞艇
( U v) s% m# {- u - return
) E/ g; D# Q( n7 r. U3 L7 \7 O - end8 e# F; s4 `7 P
- # 判断是否用鼠标启动事件2 t n! G) ~: D
- $game_map.events_xy(@moveto_x, @moveto_y).each do event2 P* g7 w3 I1 U' b
- if event.mouse_start S+ F* B% A) G: o
- reset_move_path
7 k; G! s, k0 Z - event.start if Mouse.trigger(0x01)
2 A4 @( i* g) l+ Q. e. i - return5 ]+ `+ ]: ?4 q% t: v
- end
0 e/ x1 t7 [, s7 k* [. [ - end: O7 s; y: ]2 s I Q! b$ H
- @mouse_dash = true if Mouse.double_click # 双击冲刺
1 T6 t0 T/ U0 ^& r+ L4 u0 I - return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
# x, {, g) _% c$ i& b - for i in 1..4 # 判断目标点是否为角色周围四点7 q' i& h: V( I' I
- if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&
9 J) ~' A5 b4 Y: I. @" ` - y == $game_map.round_y_with_direction(@moveto_y, i 2) X; G0 R2 r+ O( S
- $mouse_move_sign.transparent = true1 V( g6 Z4 `; P# M% V9 _/ I
- @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)
# h4 A9 G! V: S3 `, h) w* ]9 n - return; end( x. h4 J9 s; G" T8 r( f
- end
1 w* ]8 ~- }% Y; |4 p - draw_move_path* ]9 x* c! ]& Q# N: s
- end4 R9 S2 J$ n. \3 d
- #--------------------------------------------------------------------------
* U% Y# [5 U$ p1 [) J- y - # ● 取得鼠标处对应地图坐标点/ g$ E4 U$ B: h, f, U0 S
- #--------------------------------------------------------------------------
9 X5 F4 F; M! L5 ?& C- J - def get_mouse_pos! {, u& y, x/ r3 t2 v
- $game_map.get_mouse_map_xy
" V9 X; w' M# g) I" i2 y. Y5 n - @moveto_x = $game_map.mouse_map_x6 I& u5 O0 J2 k
- @moveto_y = $game_map.mouse_map_y
% U! ~) F3 k2 z! y& B - #mouse_x, mouse_y = Mouse.get_mouse_pos
9 H/ _+ R/ @+ P9 C; ] - #@moveto_x = $game_map.round_x(x + (mouse_x -
; l2 t/ K- t( i! o$ T+ n - # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32); u" t- a7 O& R0 O. g
- #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -$ a" F! K6 n9 a6 G; s
- # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)) Z, s1 w4 m4 Z7 L) B
- end
+ E# s" E8 D7 Q- z/ x - #--------------------------------------------------------------------------4 `0 Q2 M* g+ a
- # ● 绘制移动路径 @array[move_directions...]
4 _" @5 e I, P7 `& y- U) U - #--------------------------------------------------------------------------
% p$ e/ y& q6 W. ]7 a& E- R - def draw_move_path
$ R5 B: h$ C+ I - #temp = Time.now1 G/ m% n; j# F! t8 q2 c% X3 h
- case @vehicle_type
6 I$ Y e; i( b4 A: Q$ F1 t3 v3 B8 h - when walk
& ?8 a5 _: Z3 P; o1 F/ ?5 A2 |$ ?8 U - draw_walk_path
Y6 b$ Y Q% W+ _ - when boat9 g6 v* |4 p* q. o% q
- draw_boat_path6 { z. d* Y+ Z
- when ship
1 y' j! J% n! A/ `$ t - draw_ship_path& k: y1 b$ b3 l& V5 } k
- when airship
! @8 u+ b! D+ t4 _7 g - draw_air_path7 i7 ~/ n: s$ M Z, R, O7 H
- end
) E- _1 v$ ?' `4 Z - #p (Time.now.to_f - temp.to_f) # 测试效率
o Q+ ^+ G" r; A+ g7 Y - end e' N3 N* h, O3 { @, J6 ~
- #--------------------------------------------------------------------------
4 C9 }4 Y* H% w8 R: T - # ● 判定是否可以绘制移动路径6 S( k! L) r( I: t# q
- #--------------------------------------------------------------------------
5 n! ~. U+ M* q) | - def drawable
8 N' E [( ]) K @! h s - return false if @move_route_forcing @followers.gathering7 L) Y4 \! c9 s) S. L m- E
- return false if @vehicle_getting_on @vehicle_getting_off
; k" O0 c% Y8 ?6 K3 B: Z9 ~ - return false if $game_message.busy $game_message.visible* a; W' H( Y9 j! s0 W6 l1 w U5 u
- return true
U& A3 A' a2 T - end
" R3 ?: s& T" ^4 Y* x - #--------------------------------------------------------------------------
3 |+ V1 E4 R7 @7 h5 L0 A - # ● 绘制walk移动路径 @array[move_directions...]4 \) d, H1 U+ h) p; C
- #--------------------------------------------------------------------------2 z2 t) |1 N; B
- def draw_walk_path8 P' `8 w% `7 ]/ a' X
- # 准备绘制路径表格& R8 T! f2 y% Z" F. U6 ?- q9 Z
- sheet = Table.new($game_map.width, $game_map.height)/ p' T7 {( M4 _9 q2 o& @6 T
- reversed_chase_path = []; chase_path = []
9 H; O, G7 m+ x" K - reversed_chase_point = []; chase_point = []
. w1 G. @( [6 M2 c' \3 w - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]+ ?* f1 J" y y' L8 n
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2% X8 P+ T d% v/ @/ w2 I7 j7 j
- reach_point = false0 b9 A& o2 ?7 c: A
- step = 3! ^# O; C. \# r- `
- loop do #loop1 开始填充表格
* G/ b* C, A) L' [ - draw_path = false
3 S* n- v6 |+ H - check_points = new_start_points
' d! ~2 @5 z; [ - new_start_points = []
1 `8 E+ _- X1 b+ S! ~- g - loop do #loop2 从起点开始正向填充( X) ] w: R4 I) \8 W
- point_x = check_points.shift" Y% i5 ]/ `4 @* E0 I0 R) A# A% a
- break if point_x == nil! D1 _$ N* L+ ?# q
- point_y = check_points.shift. C1 T: a% q6 R7 ]9 u+ b
- left_x = $game_map.round_x(point_x - 1)8 H/ j6 k. [4 S$ n7 S/ |
- right_x = $game_map.round_x(point_x + 1)
* b8 x0 r7 L& X/ B0 t' |& i y- V6 I' q - up_y = $game_map.round_y(point_y - 1)
; c% x: p9 O+ g) ^ - down_y = $game_map.round_y(point_y + 1)6 t: u( P- h# ?& }0 e$ N, P- E
- # 判断路径是否连通" w, {/ D. h- v% A4 c1 E
- path_step = step - 1) [- L: d# J) t$ d7 H4 o
- if sheet[left_x, point_y] == path_step &&
( E- x! C- N+ s - $game_map.passable(left_x, point_y, 6) &&
; v$ X2 o) }5 o; ^/ `: M5 e. C+ `3 ^ - $game_map.passable(point_x, point_y, 4)
2 X$ Q5 ` d$ d0 d! W0 w - chase_path.push(4)
* e4 J' O8 @8 p! ?5 _ - chase_point = [left_x, point_y]
8 }. Y, ?' f: s2 V5 ? - reversed_chase_point = [point_x, point_y] J# m2 ~: s6 a! Y1 k
- reach_point = true; break0 E; q7 s/ F8 S. z) J
- elsif sheet[right_x, point_y] == path_step &&
* ?# q$ v, x. d* J- T; h - $game_map.passable(right_x, point_y, 4) &&
! n5 [( D! N! a# { - $game_map.passable(point_x, point_y, 6) r' R. Y) |: A* y, @8 l5 u1 ^
- chase_path.push(6)) D% M. j8 R5 T; e& }4 }
- chase_point = [right_x, point_y]
" a$ e. F8 m) q7 G2 L0 B - reversed_chase_point = [point_x, point_y]: e; V8 J( F4 ~8 x4 E
- reach_point = true; break
4 e3 a; e* s/ C0 ^' C; e4 O8 i - elsif sheet[point_x, up_y] == path_step &&& q! n1 ?- ?9 T9 m! G
- $game_map.passable(point_x, up_y, 2) &&' I- S! _: \4 E4 _9 E v, A
- $game_map.passable(point_x, point_y, 8)$ s: E1 Q3 w( p9 v4 |
- chase_path.push(8)2 J$ g+ q1 c8 J5 ^, r1 u
- chase_point = [point_x, up_y]
% G' e4 ~/ v3 o& n L L - reversed_chase_point = [point_x, point_y]
L' P$ D8 m4 O( {3 z V - reach_point = true; break
' y. ^, ~/ D, A) Q/ w - elsif sheet[point_x, down_y] == path_step &&
0 w5 N+ h2 I& z& C - $game_map.passable(point_x, down_y, 8) &&7 g& L- D6 T( {
- $game_map.passable(point_x, point_y, 2)/ F9 o. `7 Q2 [8 X
- chase_path.push(2)0 A7 N0 q- {% N- O" A
- chase_point = [point_x, down_y]- b" l) C$ |3 A7 u) }( k7 T
- reversed_chase_point = [point_x, point_y]( K7 K5 B+ E1 F' w7 a& \: U
- reach_point = true; break% z- T2 @+ O5 `& X" m G/ x( w+ N
- end
) |$ J. Q$ h. v2 W. F0 G+ V - # 以需要抵达该点的步数填充路径表格 #* \; }6 U) Z3 T. x! e h
- if sheet[left_x, point_y] == 0 &&
# _4 e+ q/ ~) b+ Y$ \; W- G - $game_map.passable(left_x, point_y, 6) &&1 x" e/ B) C1 |( h
- !collide_with_events(left_x, point_y) &&
5 G; |5 f8 ` v3 I# N - $game_map.passable(point_x, point_y, 4) &&
: s3 E+ W9 F7 a8 S3 O4 @& L - !collide_with_vehicles(left_x, point_y) #judge_end; x2 _ e* Y+ W
- sheet[left_x, point_y] = step
4 J; C; w# i) M d - draw_path = true
) o6 r, W7 n5 U2 ] - new_start_points.push(left_x, point_y)/ d7 y' n2 a1 r& j) B3 \4 C
- end
& Z; _& k9 p8 B2 H. Z, `, s# z - if sheet[right_x, point_y] == 0 &&' ]5 L+ x+ w" E$ l% I8 r* {/ V
- $game_map.passable(right_x, point_y, 4) &&
5 w0 H. F& l+ l- ~* V' A - !collide_with_events(right_x, point_y) &&! L7 e8 x. z7 Y- d
- $game_map.passable(point_x, point_y, 6) &&
; c9 y" ~0 F! c; z1 F* I - !collide_with_vehicles(right_x, point_y)#judge_end
4 `8 A/ ] p4 n, a - sheet[right_x, point_y] = step
. T$ y1 R7 } r1 f! {# F - draw_path = true! I; C0 T! V$ w! ^6 F4 ~
- new_start_points.push(right_x, point_y)8 @5 P! z3 \3 B! A
- end# o& z: m2 B, o( {3 p2 u
- if sheet[point_x, up_y] == 0 &&
0 u3 F) n, s; B8 h, t& v9 E. V9 E - $game_map.passable(point_x, up_y, 2) &&
" q0 T3 y% b- C0 E6 h( E, W3 t - !collide_with_events(point_x, up_y) &&" `. }; x* H' r' k5 [/ M
- $game_map.passable(point_x, point_y, 8) &&; ]1 g: @7 u5 i2 n- B% u3 ~: z
- !collide_with_vehicles(point_x, up_y) #judge_end
' J( s O: u( Q; u6 y* ? - sheet[point_x, up_y] = step
/ m1 [* j6 x2 u/ P, o - draw_path = true
# n1 m) {0 N" ?3 l - new_start_points.push(point_x, up_y)
* _9 A G, P, j9 {0 D' n: T3 \ - end
- m- i: T) w) ]8 s( u/ @ - if sheet[point_x, down_y] == 0 &&( b. s2 L. m% e6 ]% K, \. r; \
- $game_map.passable(point_x, down_y, 8) &&2 K% A4 Y- I- ~$ r
- !collide_with_events(point_x, down_y) &&2 v) K8 o8 m: H- j$ o% V; T% _! C& y( a
- $game_map.passable(point_x, point_y, 2) &&% ^% h/ Q( g- V/ I0 Y9 ^5 k
- !collide_with_vehicles(point_x, down_y) #judge_end
+ e2 f0 k- d) O1 C* k8 h9 p7 Q' V - sheet[point_x, down_y] = step4 g6 U+ d" d( e& g2 ?
- draw_path = true. E% y- n+ P# Y. v% P( v9 q4 X2 m
- new_start_points.push(point_x, down_y)
' K% {. ~7 [) k - end
# C. i I: d) f - end#endOfLoop2
6 o3 m( o4 j3 n( j3 W - break if !draw_path reach_point
( E9 L. T! b; W U- M0 u; n - draw_path = false
8 V' a ], H& I4 c - check_points = new_end_points% S5 L- H7 i1 `5 }2 [2 r5 \
- new_end_points = []5 R+ c: x% v3 i0 ~% B
- step += 1
, b" K8 V0 \, m5 n' D5 E - break if step KsOfSionBreak_Steps &&
3 U' ]! T1 t4 n6 @4 s - !Input.press(KsOfSionFind_Path_Key)9 |4 U5 R4 x9 @$ Y( W9 }: n
- loop do #loop3 从终点开始反向填充
l" Y" y! t9 z - point_x = check_points.shift( ~0 B% `3 M& I) }* i
- break if point_x == nil
: ^0 j& m0 D" y7 _ - point_y = check_points.shift4 D+ F* U: T+ o4 H$ T1 F+ O
- left_x = $game_map.round_x(point_x - 1)
" Y% i) G" N/ n9 z! V# h# M - right_x = $game_map.round_x(point_x + 1)3 P" K: S& [4 e8 h4 e- S
- up_y = $game_map.round_y(point_y - 1)* o! A# B- T3 [, M. z
- down_y = $game_map.round_y(point_y + 1), b# ^) U. e! `; O
- # 判断路径是否连通
/ S c- b) R# K - path_step = step - 11 B3 o9 z* H8 f6 P. L0 s
- if sheet[left_x, point_y] == path_step &&& g7 R/ e! p- P9 V; d- T0 `
- $game_map.passable(left_x, point_y, 6) &&+ M( B7 C* p, H% x6 E, r
- $game_map.passable(point_x, point_y, 4)
& M+ s, a% I# S* @3 C6 O# A - chase_path.push(6)
" W2 M$ p w+ H7 q - chase_point = [point_x, point_y]
X" g( s: x* V0 [ H7 e3 Z' y - reversed_chase_point = [left_x, point_y]
! q% @; i8 J9 F& D; S* l - reach_point = true; break9 Z6 m* K, \8 L& b0 o
- elsif sheet[right_x, point_y] == path_step &&- n- A2 X; o& O( D ~+ ~
- $game_map.passable(right_x, point_y, 4) &&
: }& h3 z1 B" A - $game_map.passable(point_x, point_y, 6)7 _4 P$ _" x2 R {6 E& M( w5 _
- chase_path.push(4)4 G/ z# I0 c0 h
- chase_point = [point_x, point_y]
+ R: o2 s" w& M( s' ? - reversed_chase_point = [right_x, point_y]6 [8 D' H/ Z- h' _) z) i0 P" ]
- reach_point = true; break
3 L: ^# Y4 T% _# S. L6 Y6 w! O - elsif sheet[point_x, up_y] == path_step &&
; F/ \) W" M$ X6 p& z. a/ L - $game_map.passable(point_x, up_y, 2) &&
5 v7 H9 G0 l1 |, K# V+ |9 v6 o - $game_map.passable(point_x, point_y, 8)2 U! J$ U8 j+ ~( g, S; i* F3 {: D
- chase_path.push(2)+ @4 i$ W% k2 }) I! K: H6 j) r+ t
- chase_point = [point_x, point_y]9 f$ t0 O: C: P/ @% ]
- reversed_chase_point = [point_x, up_y]
: M( y- T+ \. b6 q Q4 F - reach_point = true; break
% j# N ^5 X% `/ ~4 t3 I% m7 G - elsif sheet[point_x, down_y] == path_step &&3 \5 ^! D5 D5 ^
- $game_map.passable(point_x, down_y, 8) &&
1 @ i5 T2 S8 C) u3 k& a - $game_map.passable(point_x, point_y, 2)# J' q/ ~5 D% i+ \2 |+ Q
- chase_path.push(8)
0 ~6 ~! f, h+ R2 {/ f2 G/ i - chase_point = [point_x, point_y]7 S0 Z" [( t3 _5 e/ ] c2 p, o
- reversed_chase_point = [point_x, down_y]( {8 {+ P4 I* U
- reach_point = true; break% A1 C3 Y1 ^4 ?1 H
- end4 ~$ |6 i( \, _8 K# ?
- # 以需要抵达该点的步数填充路径表格 #
1 ?* H2 N9 H7 g' a$ s& t! M - if sheet[left_x, point_y] == 0 &&0 H* C. Q% V' y) i0 H6 i+ \$ U
- $game_map.passable(left_x, point_y, 6) &&5 i& U) T( s7 T
- !collide_with_events(left_x, point_y) &&7 R- d1 {: h( U
- $game_map.passable(point_x, point_y, 4) &&7 @" [5 c/ O* W8 Z9 s% {8 Q* a4 L
- !collide_with_vehicles(left_x, point_y) #judge_end
' V$ i' t- s4 N1 h( ? - sheet[left_x, point_y] = step) @, _" S2 i; ?$ [/ ~2 `
- draw_path = true
7 O$ L6 [. b& c0 Y0 B& B - new_end_points.push(left_x, point_y)' E& S# e/ W- \6 l+ c
- end
9 q0 v! c. B- P* h - if sheet[right_x, point_y] == 0 &&$ }' h3 e9 `/ J: P- L( I
- $game_map.passable(right_x, point_y, 4) &&
; t6 \1 P9 q s2 N2 X - !collide_with_events(right_x, point_y) &&
# s3 Z8 b( Y- n& _+ p |; y - $game_map.passable(point_x, point_y, 6) &&
1 _( `/ H4 D) P; |, m - !collide_with_vehicles(right_x, point_y)#judge_end+ D4 G+ R7 `/ G; p6 p# @9 h( R+ E
- sheet[right_x, point_y] = step
' C( ^; Y. z2 B5 {1 D$ c& z - draw_path = true3 p( t# _+ |/ I0 B% V
- new_end_points.push(right_x, point_y)
7 I& k2 h& T4 X% d6 N6 O - end2 I; ]9 r, S0 Z8 f! D
- if sheet[point_x, up_y] == 0 &&
- K2 b9 f- g! O - $game_map.passable(point_x, up_y, 2) &&0 |& ~" ]3 J/ n K1 f
- !collide_with_events(point_x, up_y) &&. }! N5 u( M( h
- $game_map.passable(point_x, point_y, 8) &&
5 F- r( B3 \* n$ v; E. y - !collide_with_vehicles(point_x, up_y) #judge_end$ M% @( `9 _7 ]- }+ Y
- sheet[point_x, up_y] = step
" g: Q& G7 s `5 n% w: A - draw_path = true
( P0 P# X9 \: E - new_end_points.push(point_x, up_y)7 {( w8 L0 ^9 b6 X% W" T
- end
1 G' V! S6 V5 \, s4 w - if sheet[point_x, down_y] == 0 &&9 P5 \0 ^ J# w# n, H2 \
- $game_map.passable(point_x, down_y, 8) &&
' c3 Z5 V) f* q* j; v - !collide_with_events(point_x, down_y) &&
$ ^9 ~; r; @) S( y7 ~! q6 B - $game_map.passable(point_x, point_y, 2) &&
4 x% M7 x2 h0 B8 |3 G - !collide_with_vehicles(point_x, down_y) #judge_end4 J2 P& T0 s7 s5 O5 T2 Y
- sheet[point_x, down_y] = step& s2 W/ h. q, E+ [
- draw_path = true
$ C* m& \, Y% K5 t5 x3 t - new_end_points.push(point_x, down_y)
/ m: r3 l0 n6 j - end
7 j% P2 T5 c& a5 F8 d; @ - end#endOfLoop3' M/ G, i# p6 F$ n- j3 w7 Q
- break if !draw_path reach_point3 o% f0 ]6 _% j* [
- step += 1
# U5 D' N W! J& B. e - end #endOfLoop1 路径表格填充完毕 L3 L0 @7 n8 Z; s5 W
- $mouse_move_sign.transparent = false( F8 e* O8 A' P1 {. ^
- # 判断指定地点能否抵达5 U2 B7 [" T9 H5 b" W, L# L' `
- if reach_point0 Y, [- m! |* `6 D) L; z5 u" ?
- $mouse_move_sign.direction = 29 g1 _" i& f! _8 \6 v9 Z& a1 }
- else9 Z/ u( g& i3 z% Q
- not_reach_point
9 N2 b5 U/ \2 |/ U2 b( A - return8 |) T! Z# m) w( H# E7 ?/ w
- end$ g5 @# T/ H7 K0 n I1 x H
- # 根据路径表格绘制最短移动路径(反向)
2 U. q5 K9 ?0 ?& P - steps = step 2 2 + 1
$ N+ D7 w3 V/ P# c - loop_times = step 2
' M& P) r' c2 ~" ^/ W# I6 K3 z6 @8 R - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
& q2 F6 U! b' C& { - for i in 1..loop_times # forLoop
, Q$ Q' Y3 J; y: D; c' S+ Q - steps -= 2; `6 M6 \4 S' r! ?5 S3 |. ^& e
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……0 v" d$ a) Z7 \7 m- ?4 m3 E$ Q
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
' Q0 [3 y6 s8 Q7 `* @: [% C t - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&! d% c8 p7 I$ _4 H# k
- $game_map.passable(point_x, point_y, 4) #judge_end% i& ~4 n. A+ K- g6 }, K4 d/ s
- reversed_chase_path.push(6)
/ \8 Q2 ]6 F9 T - point_x = $game_map.round_x(point_x - 1)
4 T* `5 `1 z( { a4 }. K3 c9 L - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&* s" G. K! M3 `5 M
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&7 q( p: t& l G5 ^
- $game_map.passable(point_x, point_y, 6) #judge_end( p' i8 T$ a0 B2 g. j) \, m1 w) t
- reversed_chase_path.push(4)
8 ]9 G0 R* l9 C& t - point_x = $game_map.round_x(point_x + 1)! N* _) o9 F5 e: J: G w- p y
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&# D' D9 ?% H3 s j- N8 k' [
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&& e! J6 h9 Q r) k$ H, z
- $game_map.passable(point_x, point_y, 2) #judge_end
- Z) T& n6 w% o - reversed_chase_path.push(8): N i9 B6 T: R7 l" p2 T
- point_y = $game_map.round_y(point_y + 1)* ~2 Z. I6 b2 w
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&- q6 V% c2 z5 J
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) && w; M) N" K1 K! T
- $game_map.passable(point_x, point_y, 8) #judge_end
" K/ F$ E- G# h# z9 I - reversed_chase_path.push(2)
* E6 d* s4 e6 K) K* E5 A - point_y = $game_map.round_y(point_y - 1)
f. V3 q* o( a6 ^3 _8 p - end8 {# _4 G2 j' l# ?
- else/ a$ i: k( {0 ]) t$ s
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&8 x5 a& B3 f c
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&. |/ a. Y$ u3 O) O8 O4 {% h
- $game_map.passable(point_x, point_y, 2) #judge_end7 S& e0 C y0 g J- H" e
- reversed_chase_path.push(8)
! J- P3 ]: s5 b0 ` g - point_y = $game_map.round_y(point_y + 1)% b% {" |( Q& y! M$ n5 [) H
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
0 \* V) O" ]8 D( x - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
~2 `, D# R; x; e/ I - $game_map.passable(point_x, point_y, 8) #judge_end
. K/ @" k* v/ Z5 j7 c$ ]6 z - reversed_chase_path.push(2)4 `4 J% Y. {; E
- point_y = $game_map.round_y(point_y - 1)8 @/ `0 }% t4 Q
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
: }! {$ L2 @1 {& S' F - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&7 o2 [& _' ?0 S3 G$ i% f) u
- $game_map.passable(point_x, point_y, 4) #judge_end; j$ q e* Y7 u3 A, e( A6 {2 i
- reversed_chase_path.push(6)
6 m8 o2 {+ t5 P) q0 D - point_x = $game_map.round_x(point_x - 1)* s, E: A) N, `5 u, V
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&* t9 @( }$ D( J% I3 |
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
- I* U, w7 |8 K" X - $game_map.passable(point_x, point_y, 6) #judge_end
; v1 K6 q, r/ H* v' V5 \5 { - reversed_chase_path.push(4)- X' d7 [6 ^8 W" s, C! i0 r; |5 `
- point_x = $game_map.round_x(point_x + 1)
' H4 \/ Q# O3 O6 z$ e - end
4 I! C a9 T" v0 v - end" B. q( R: s% m9 e4 C
- end #endOfForLoop
4 Z% i7 v& D! c4 M( U# t6 U7 V6 v, z - # 根据路径表格绘制最短移动路径(正向)" S& w3 G2 @0 R Y# n4 x
- steps = step 2 2
: Q+ q' w/ P8 w6 v# e( r - loop_times = step 2; A* L7 _2 u9 w8 h
- point_x, point_y = chase_point[0], chase_point[1] R4 p6 w, A2 Y7 y
- for i in 2..loop_times # forLoop2 p# y4 _2 z% u! m* t4 l
- steps -= 2
- ~7 z. q# I, p - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs# p4 ]6 |) @* O4 Y* g* Q/ ?( |- |
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
& q3 E3 j3 V* y& p) V- g0 p - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&' C! Z7 B2 k* T. ? x5 K$ |5 F
- $game_map.passable(point_x, point_y, 2) #judge_end
# L9 h, g0 t- r; G9 F7 \+ n2 }; F - chase_path.push(2)
1 H' S3 \/ @* t, x9 t - point_y = $game_map.round_y(point_y + 1)# I% M; E4 |) R% G ~) Y5 g) M9 ~! Q
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
) v6 O. s+ ?9 I' w% [ - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&) v4 Q" u2 K+ B/ S' T
- $game_map.passable(point_x, point_y, 8) #judge_end7 R) T. f5 I3 e6 X
- chase_path.push(8) p* f5 U8 n! A# i! T! t8 F
- point_y = $game_map.round_y(point_y - 1)
( b1 F( g) K( ]8 x9 H# n7 L" `8 U, W - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
& Z% d) K2 m9 L9 _/ U& O# d - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
/ x8 ^( [9 I/ @! j2 b; {& o - $game_map.passable(point_x, point_y, 4) #judge_end
5 K3 E" D1 M2 N' _ - chase_path.push(4)( v5 E8 d! B/ O, S3 f2 W
- point_x = $game_map.round_x(point_x - 1)
- A( _0 b, d) B# h - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
x' r' h) B" b+ d6 E. g+ h& _ - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&- f6 I) _! X2 S
- $game_map.passable(point_x, point_y, 6) #judge_end3 L f6 A4 M" R) c. H* N
- chase_path.push(6)" T+ b& j+ x# h8 }" _2 ^1 h$ v3 E/ o
- point_x = $game_map.round_x(point_x + 1)* @) c* |! |+ B9 G5 d8 D
- end
+ r+ i+ p& p/ N2 c0 K, u+ n - else
6 h2 E8 f% d" ]2 I0 }! w - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
' U% e7 w( I* A" \& E0 b, x$ q - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
# D" T2 F5 k0 @( G" V7 V - $game_map.passable(point_x, point_y, 4) #judge_end
" [9 \' g$ T* c" |& \3 {8 y - chase_path.push(4)
% C7 o7 U- B8 @' c3 p/ P - point_x = $game_map.round_x(point_x - 1)& Z$ g2 _& ], ~8 U( J2 V9 ]
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
6 F2 z' \+ [! p$ d8 a. b& h0 u. F5 V H - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&' J y! z% E4 z- M# L/ [+ I$ I
- $game_map.passable(point_x, point_y, 6) #judge_end
]. k1 ~2 ]- v5 ? - chase_path.push(6)
' K K1 M. S0 t6 v: N - point_x = $game_map.round_x(point_x + 1)( ^4 U8 V9 K4 B& B! T* e
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
- x6 i9 F& q8 M- l6 i - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
# c0 ?' ]. [- Q+ o - $game_map.passable(point_x, point_y, 2) #judge_end
/ @3 e, S1 W0 g6 [4 y. P- g* @7 \5 L$ c - chase_path.push(2)2 k0 ~2 Q4 a p
- point_y = $game_map.round_y(point_y + 1)) ~4 e7 O# e8 g }- a) |- n
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&& b% p8 p v& L) @ N/ K7 Q7 P7 L" y
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&. n, E) _" ]4 d, P$ A; m
- $game_map.passable(point_x, point_y, 8) #judge_end! T1 v9 E7 K9 _2 s
- chase_path.push(8)7 ]9 y* `0 e' |' Y' Q# x8 B+ H
- point_y = $game_map.round_y(point_y - 1)5 L9 h" _: l3 L: c1 ^
- end
4 D) y$ C# A# n1 [ - end
! v. @, L n3 C - end #endOfForLoop% b- h' e; ~; f9 W% c; m0 K7 X" l
- @mouse_move_path = reversed_chase_path.reverse + chase_path
; q9 g4 y: H5 B$ C X; L7 ^ - end#walk
/ S$ T3 `$ i5 r9 V3 J - #--------------------------------------------------------------------------. F6 _6 q& F& F2 }9 o, c
- # ● 绘制boat的移动路径 @array[move_directions...]# s2 e: q: s# z7 I* L
- #--------------------------------------------------------------------------
% L s+ T2 K3 A* A - def draw_boat_path
& y; \0 q- N8 {0 v3 j- l/ z' h/ b/ J - # 准备绘制路径表格
1 J* {) V* L: a3 ^/ _ - sheet = Table.new($game_map.width, $game_map.height)
, B% Q0 x" y0 O; k2 [! j - reversed_chase_path = []; chase_path = []8 T* x# x4 g. ?: t
- reversed_chase_point = []; chase_point = []
# J: f8 d x8 n6 Q - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]: P3 A" b" u9 l4 s0 D8 ^5 i
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 28 s4 r3 H* f, `, O! A/ \
- reach_point = false
& c% e8 l; `; Y5 g! Y( R$ z" `. ^* g0 b - step = 31 C* ~ B) U. f" P4 {/ o* Z$ F; X/ J5 ]
- loop do #loop1 开始填充表格
. |6 J2 ?$ P% O2 d% d - draw_path = false
" G/ U( Z" b! h$ C7 s. x - check_points = new_start_points) N2 D0 }' @# @ `1 n- ^
- new_start_points = []! _9 ], V- }) t. [6 S
- loop do #loop2 从起点开始正向填充! u( s+ c; L$ ` @# Z2 j6 P+ m
- point_x = check_points.shift. F+ L, l; T+ L0 _ i
- break if point_x == nil/ A, a. O0 Y4 I
- point_y = check_points.shift# B/ `5 p8 a1 @& R. G- k3 {' Q4 r
- left_x = $game_map.round_x(point_x - 1)
+ f6 q5 W6 e; {0 P - right_x = $game_map.round_x(point_x + 1)
+ Q* m0 B- _! L B. O1 U+ g7 t - up_y = $game_map.round_y(point_y - 1)" r7 }7 o% ~# L; ^1 x
- down_y = $game_map.round_y(point_y + 1)* o, c, a/ P+ p
- # 判断路径是否连通
V# p* o( _7 \6 H0 w3 X - path_step = step - 1
8 y: l# g0 V0 o# q) e* `& Z - if sheet[left_x, point_y] == path_step% b% L- R5 v( e5 \* Y/ h/ T
- chase_path.push(4)
8 A1 [% S3 `' i - chase_point = [left_x, point_y]
! T' T Y9 \% w8 x2 v1 t7 d - reversed_chase_point = [point_x, point_y]
. j' C; w! L5 s& N% x( a, q - reach_point = true; break
0 ?+ g- {$ J* A( p, ], q! N" h- a - elsif sheet[right_x, point_y] == path_step
: j7 W% p5 }' a; C L! N7 G - chase_path.push(6)% p% `7 y8 Q% O1 T
- chase_point = [right_x, point_y]
8 ^6 E, t. _0 n - reversed_chase_point = [point_x, point_y]
# }2 t7 @+ R! r) r& { - reach_point = true; break
6 C( A0 e9 x' u - elsif sheet[point_x, up_y] == path_step
# F; l3 D+ l3 h( x0 ? - chase_path.push(8)
2 `/ n e$ ~7 `+ i2 b - chase_point = [point_x, up_y]. H1 z( c! ]4 s& c- E ]8 O, v$ Z
- reversed_chase_point = [point_x, point_y]) M& L- B# z( u$ P1 a
- reach_point = true; break: ^0 b8 f3 y/ {( D
- elsif sheet[point_x, down_y] == path_step
" {% j. q$ o9 t$ F5 L0 f - chase_path.push(2)* L$ h: {3 z0 z6 w- w% Q9 a
- chase_point = [point_x, down_y]
2 b$ g3 R* V z3 D: W& _# S - reversed_chase_point = [point_x, point_y]
$ p, C; [* S5 ]- f - reach_point = true; break
0 t4 C0 |& E5 {! ] - end
, Y% c) w" ~$ e6 f' J3 r - # 以需要抵达该点的步数填充路径表格 #
|: \+ T$ z+ O, i. \ - if sheet[left_x, point_y] == 0 &&
; l+ j6 U' v) |* h5 S7 X8 Y - $game_map.boat_passable(left_x, point_y) &&
; T) @ |! ~6 l, M. I4 I Z - !collide_with_events(left_x, point_y) &&- ]+ T2 l! f1 f# S
- !collide_with_vehicles(left_x, point_y) #judge_end
6 [2 a, N" `" ~' _ - sheet[left_x, point_y] = step
' d) P8 |4 A5 ^, {5 { - draw_path = true
- @7 D" W' b0 x9 J' d - new_start_points.push(left_x, point_y), U& w+ \% B+ l; }9 _6 n, s/ K
- end/ @# [9 g) t$ G! {# B% ~4 ?
- if sheet[right_x, point_y] == 0 &&& n' Q9 u; f' I) i2 U; {. D
- $game_map.boat_passable(right_x, point_y) &&1 h. W t8 L' B
- !collide_with_events(right_x, point_y) &&0 u. l3 ?5 R2 q4 v& _7 x
- !collide_with_vehicles(right_x, point_y) #judge_end
" T! P3 @: E1 \) K5 R7 F - sheet[right_x, point_y] = step( I, }/ k) N7 U! }& e8 I
- draw_path = true R+ R$ t- M) V, u
- new_start_points.push(right_x, point_y)( C1 y! B" `; S7 Q
- end! b7 [' p3 D2 p1 l6 s2 q. Z
- if sheet[point_x, up_y] == 0 &&, I& j; B. c7 C3 H) w- q
- $game_map.boat_passable(point_x, up_y) &&
1 Y* e8 e4 { o% S! c9 C" F4 G' z - !collide_with_events(point_x, up_y) &&7 t }6 k3 ^9 E* H" r5 X
- !collide_with_vehicles(point_x, up_y) #judge_end
" s5 u) c$ b, O+ C' u! | - sheet[point_x, up_y] = step/ r# Z3 z, z- G% s! ^
- draw_path = true
0 p, {4 h' T% A6 h- | - new_start_points.push(point_x, up_y)
0 y. Z7 y! g" e+ w" J - end
' n5 O4 n8 K; B4 e) {: L+ e' R - if sheet[point_x, down_y] == 0 &&6 w; p5 v1 d+ g* X" u, Z
- $game_map.boat_passable(point_x, down_y) &&2 p: o+ Y0 {0 k
- !collide_with_events(point_x, down_y) &&
; m$ O( c% u q# d! A - !collide_with_vehicles(point_x, down_y) #judge_end% [8 K8 ]! x; m& W# [
- sheet[point_x, down_y] = step
/ w* [1 a7 ?4 |, d4 s" @ - draw_path = true
1 ~0 X1 H4 X* M8 r - new_start_points.push(point_x, down_y)- W* L" j1 G+ ^. O$ Q5 C" y# V3 H
- end/ `8 y6 B' y0 P
- end#endOfLoop2# @4 x* f7 ^) I/ z
- break if !draw_path reach_point
1 {$ o5 S$ E! }% O8 `0 @ - draw_path = false
7 \# X6 z" ^$ D( Z/ N( C$ V - check_points = new_end_points
' h. I) h/ k# ?: d4 w; v - new_end_points = []" z2 T* j/ o" k, B
- step += 1. S( b) T6 U9 A( ~- U$ a
- break if step KsOfSionBreak_Steps &&
5 q0 x+ k( C F0 i6 u* m" Y - !Input.press(KsOfSionFind_Path_Key)
( v+ v$ x2 x* g3 K6 X: k) z* ? - loop do #loop3 从终点开始反向填充5 I4 b' x! {- u) K3 Y
- point_x = check_points.shift& y0 ~: V; ~0 ], ^9 D6 A
- break if point_x == nil
/ l) Q- q; L; {" r4 ^ - point_y = check_points.shift
4 J9 f ^/ B0 M" j! h; D0 w* _ - left_x = $game_map.round_x(point_x - 1)
9 S: h+ o! y9 X" @ - right_x = $game_map.round_x(point_x + 1)+ V/ q" b/ _! F3 c: c. p' Q. r
- up_y = $game_map.round_y(point_y - 1). F, R- H. P% B9 ^
- down_y = $game_map.round_y(point_y + 1)" i% t; y, {2 r9 }
- # 判断路径是否连通5 \+ R8 B/ x+ ]. A B
- path_step = step - 1
1 ]) }( B) h* [7 S6 m! Q - if sheet[left_x, point_y] == path_step, L5 u5 w8 }+ `5 Q6 u$ O. m' @
- chase_path.push(6)4 a4 K# p; X- q; T
- chase_point = [point_x, point_y]+ C3 a& G$ c# ?" L% s- j9 a
- reversed_chase_point = [left_x, point_y]. W4 x2 l) \4 _- D
- reach_point = true; break# R6 v+ V( T( ~: w, _6 O4 A) z6 X
- elsif sheet[right_x, point_y] == path_step
) S/ Z" S. p- ^6 N* H - chase_path.push(4)( ~. f! J! p$ n+ p) `7 S
- chase_point = [point_x, point_y]
0 u& @# s& o; y7 D! F$ o - reversed_chase_point = [right_x, point_y]
Y) d# r7 H& l/ |, e2 ?$ u% v$ A n - reach_point = true; break8 S& W- V: q$ J, `6 Z: O. [& Z
- elsif sheet[point_x, up_y] == path_step/ O+ T* w* ~! P" y7 J/ }5 f$ W
- chase_path.push(2)
. j% U/ l; q2 D( ~5 v/ E - chase_point = [point_x, point_y]
, [6 H% t' j! K1 ~ C7 v" E$ L3 \ - reversed_chase_point = [point_x, up_y]
5 O: T$ o5 m J# Z% C8 a - reach_point = true; break
& J- u; v6 m. s- m: o3 Z8 G - elsif sheet[point_x, down_y] == path_step
. G- E* G5 i; l% D( i+ | - chase_path.push(8)& `, ?7 u5 X6 q, m3 }3 I: K+ ]
- chase_point = [point_x, point_y]4 T% u5 ?$ Q% I: [
- reversed_chase_point = [point_x, down_y]
* {0 m9 |1 G Y# S! { - reach_point = true; break
. A# {9 ~! V1 Z8 [6 u. P5 ]. p B - end* K3 h5 e+ K: D( c
- # 以需要抵达该点的步数填充路径表格 #' L8 Z7 k7 X8 ?
- if sheet[left_x, point_y] == 0 &&; @. G7 ]8 P. w* I X# Y! P
- $game_map.boat_passable(left_x, point_y) &&
1 G- m$ t8 l; I - !collide_with_events(left_x, point_y) &&
: Y# M9 ~$ j8 F - !collide_with_vehicles(left_x, point_y) #judge_end
( |. m/ f# ^ O% ?: z - sheet[left_x, point_y] = step
( t8 Z D4 N* t0 h - draw_path = true
( F# a ]# m8 b' a3 `' x8 X - new_end_points.push(left_x, point_y)' s8 {; C/ p4 ]
- end" E5 r8 A* F1 e( s! J) N P# K) ~) g
- if sheet[right_x, point_y] == 0 &&6 o# G: {& w+ k# s
- $game_map.boat_passable(right_x, point_y) &&
; g. g! b# o4 W/ D - !collide_with_events(right_x, point_y) &&
- S! q" j3 g* s9 d* T# @$ R, ^4 B - !collide_with_vehicles(right_x, point_y) #judge_end
' K6 W1 D |2 z8 T- p; g/ H - sheet[right_x, point_y] = step
" I0 y1 u6 z) s- Y" L" G4 O$ z" e c& n& ~ - draw_path = true. |' v) Y, f+ _1 j! ^0 ^
- new_end_points.push(right_x, point_y)8 ^& B8 y( a% k `9 g0 Z3 \. v
- end
( m) ~' m* |7 o: L0 C - if sheet[point_x, up_y] == 0 && i, T4 t8 t2 a
- $game_map.boat_passable(point_x, up_y) &&
1 @: k. B/ }$ k0 b$ n# S - !collide_with_events(point_x, up_y) &&
5 U! D: M. L9 p2 \$ R: x - !collide_with_vehicles(point_x, up_y) #judge_end
( y2 ?5 Q+ M- d* m9 t& z4 R - sheet[point_x, up_y] = step3 f% g" z1 k" G7 b' a
- draw_path = true
) B8 Q# }! ]0 J6 _ - new_end_points.push(point_x, up_y)
. P' h) _, |/ C, f5 C - end' o7 V+ p6 f5 G5 t9 \
- if sheet[point_x, down_y] == 0 &&
3 c, b, F# H, B6 o5 |0 i+ R - $game_map.boat_passable(point_x, down_y) &&
# C G$ R, z; X# v/ o5 X/ r - !collide_with_events(point_x, down_y) &&, h1 J' i4 }3 e0 y5 c
- !collide_with_vehicles(point_x, down_y) #judge_end
* s! X# ~0 k* \ h - sheet[point_x, down_y] = step
% n1 ^; C9 g% a W - draw_path = true- f+ C% R: L4 Q1 }
- new_end_points.push(point_x, down_y) k8 @) \5 Y# M, o( m% |3 ~, V
- end& E d. Q1 ^$ _/ B) s
- end#endOfLoop3+ g8 K! t( I& _0 L% Q) e) l
- break if !draw_path reach_point
8 c/ |6 a5 Q- U' ]; L) q - step += 1' p/ C3 ?1 p e; I' U+ ~
- end #endOfLoop1 路径表格填充完毕
2 f( t% M6 W6 j. {+ k2 N - $mouse_move_sign.transparent = false3 K/ {8 ?: ^' p0 J) o% l
- # 判断指定地点能否抵达
@4 H1 g, z! V& M. | - if reach_point* N: H. k& L" G! g# t
- $mouse_move_sign.direction = 2
( I- w& ]- q% O2 f - else; b' u/ e1 e8 ~+ N' i
- not_reach_point
( e' c: z0 A( C$ e - return
2 U( f' G& Z0 H! i' t9 Q - end) J( K) H( u/ z! v
- # 根据路径表格绘制最短移动路径(正向): I% O, N" s# X3 @+ U7 [
- steps = step 2 2
& {5 n( D- B5 X7 v2 \! u; C - loop_times = step 2
h; o2 ~ s& S; P8 @$ L - point_x, point_y = chase_point[0], chase_point[1]2 G- D9 R' e5 m, v" P
- for i in 2..loop_times # forLoop7 p: l$ Y3 o7 i
- steps -= 22 E/ Y# g6 h* f7 @' [0 k
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs" d2 @, Y% f6 ^
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
. I$ V% d4 o/ n9 c# U - chase_path.push(2)5 q% \2 [* ~; g& y! t$ X# W: p2 ^, F
- point_y = $game_map.round_y(point_y + 1)& Z# y: g& r r
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
) ?7 W) z; E: l- g+ }* b - chase_path.push(8)9 @# V: z: m! D0 b
- point_y = $game_map.round_y(point_y - 1)" h8 _$ C! ?6 X0 Y" i
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps5 @9 J3 |$ j9 i! _+ H" \; T1 w. x
- chase_path.push(4)
) k+ n; p) c3 \3 H - point_x = $game_map.round_x(point_x - 1)
; k& E1 P5 p$ i0 _2 o0 r4 Q5 Y - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
7 A5 u% @9 a8 a% Y5 V - chase_path.push(6)
! U* T; P/ H0 q - point_x = $game_map.round_x(point_x + 1), ]; L. P( r9 D* L3 ^: l* s8 x
- end) X/ L% N4 x1 l8 T0 Y+ F- _) U( B
- else, z0 \6 Q7 a. X9 P6 ?- \" @$ H2 l' U
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps6 }0 o1 K O/ E9 ~0 w6 v
- chase_path.push(4). I$ m h1 |2 h& H Z( u6 {& b
- point_x = $game_map.round_x(point_x - 1)
- p7 ?3 Y, K' D' D3 \ - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
2 \. N, ~9 E& ?# p8 E2 l - chase_path.push(6)
8 b' h% O) a7 t$ N& g5 E& ^ - point_x = $game_map.round_x(point_x + 1)
7 U$ N5 V3 m3 c$ T- x' o9 [+ ` - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
: O# D9 W5 `* A3 R& C% e6 t5 c - chase_path.push(2)3 w$ ^# S3 a* T Z; i+ y9 E
- point_y = $game_map.round_y(point_y + 1)7 t6 t6 e3 c d2 |$ V4 K
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
+ Z" K3 T9 W3 F: p$ p- i9 g - chase_path.push(8)3 ~# {, _7 q! a4 Q$ I! W
- point_y = $game_map.round_y(point_y - 1)5 C+ O P5 W& `+ ~* I A
- end
" C. ^4 C8 n7 \ - end
* }$ C% X- T, l - end #endOfForLoop
7 s6 O9 ~( y- { - # 如果指定点无法抵达或者登陆; h5 | v7 Q! B; a4 Z. g
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)1 F& T$ ~' u$ j6 s
- # 根据路径表格绘制最短移动路径(反向): P$ W2 W: v" b% `% d. H# Y
- steps = step 2 2 + 1
" t; C3 i$ B: _' i - loop_times = step 2' O4 G# x$ V8 E9 a8 j9 w7 S/ B
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
* ^8 e L' d: j3 H, V& V - for i in 1..loop_times # forLoop
( K, @1 e9 A( G/ J - steps -= 2
7 H# d+ P" y1 [+ j3 J7 O - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs1 k. j& I" ?* G5 r) d4 V- V
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
& K' `" a# f1 S; v7 b2 b5 M - reversed_chase_path.push(6) S7 N, Y1 R" m3 l1 |
- point_x = $game_map.round_x(point_x - 1)7 C- E! s6 |. y' b9 I' D
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
6 ~& u) B L/ F5 I - reversed_chase_path.push(4)
4 _: @ ~# p7 O' `& u, J* B - point_x = $game_map.round_x(point_x + 1)
* P2 I/ p: t, X+ i& m - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
+ i4 S- v( t' `. O - reversed_chase_path.push(8), y2 ~* w' y; U
- point_y = $game_map.round_y(point_y + 1)
4 `( |5 U/ W- ?' s; u9 S& l - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps" D4 M0 J1 r" D6 ]
- reversed_chase_path.push(2)
( q+ z4 q+ @" n1 @1 M& V - point_y = $game_map.round_y(point_y - 1)4 q1 ?& t& `! B0 x& M
- end
9 E( B; }) Y+ l5 h& }/ \ - else3 K/ T- L2 q, X! ^: k& I, V# w
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
/ O% I) A7 |3 @ - reversed_chase_path.push(8)( m9 y6 Q' e" z
- point_y = $game_map.round_y(point_y + 1) T- _) d& T' L4 `6 Y
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
- g' i7 F v4 b. H- r9 S - reversed_chase_path.push(2)
r9 m$ Q) E. K) C3 H - point_y = $game_map.round_y(point_y - 1)
[8 X! _2 o# N R2 d" j7 L' F, f - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps! K+ u' V% q, V; t
- reversed_chase_path.push(6)
( w1 Y: `) X& n - point_x = $game_map.round_x(point_x - 1)/ c7 V" g, X5 X* j# G. Z
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps3 H9 C e+ G& H2 d2 U5 Q* I0 O
- reversed_chase_path.push(4). V. G0 z0 R+ j, N
- point_x = $game_map.round_x(point_x + 1)7 u, \7 V6 B' d* Q; G5 G
- end) o8 Z0 F! Y6 I" n2 t
- end* t W9 f# E: ]7 I+ [7 v
- end #endOfForLoop7 ?9 `: ?( K. n$ H; v8 k& @
- @mouse_move_path = reversed_chase_path.reverse + chase_path' }3 y3 l/ f$ e7 E$ F5 ?6 \
- end#boat# w% m% P% _0 I9 I0 _- T( H
- #--------------------------------------------------------------------------! `1 A0 ^% _/ t' {+ ], ^
- # ● 绘制ship的移动路径 @array[move_directions...]0 x9 k' i9 C# w+ [! U8 H) a/ W6 X% X; L
- #--------------------------------------------------------------------------& f( u z" d2 Z6 Q0 O( U# l
- def draw_ship_path& A6 G- c/ I+ y7 d
- # 准备绘制路径表格
" V8 V6 h# o9 r. T* d K1 n/ B2 F - sheet = Table.new($game_map.width, $game_map.height)( Z- P, [+ y+ O- m& U3 Z) A
- reversed_chase_path = []; chase_path = []
( d8 a k1 r* V* {% H- | - reversed_chase_point = []; chase_point = []2 T# C6 p& d# ?; E9 s
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
# E5 T4 P" A: L9 z7 `' {3 n- ] - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2& N9 `3 \: A5 T7 G) h0 t+ j
- reach_point = false
, c/ F% ]: r2 p! u3 m7 J - step = 30 `; s" e8 n* n$ U! r
- loop do #loop1 开始填充表格
- t( M3 x3 I, q1 l# E& _ - draw_path = false4 N) a: I+ i7 d4 Q" E
- check_points = new_start_points
7 `" E& c& a9 u7 D* S - new_start_points = []/ E# P \% M$ T& @
- loop do #loop2 从起点开始正向填充4 O N- J8 p/ s5 x9 s# E8 b
- point_x = check_points.shift6 ^! f: B0 n3 x* }- w* p
- break if point_x == nil. t% k2 \) D Y7 S; r" f5 g' d
- point_y = check_points.shift
$ P3 ~* t9 C1 b& W( N6 c7 D/ l3 E - left_x = $game_map.round_x(point_x - 1)
5 G% [' S; v2 P4 P - right_x = $game_map.round_x(point_x + 1)* P7 Y% u7 q- z' h3 j, K v
- up_y = $game_map.round_y(point_y - 1)
! x! N8 ^3 @0 L - down_y = $game_map.round_y(point_y + 1)
: q. S+ w) M6 q - # 判断路径是否连通' X4 _$ ?% [4 o' ^
- path_step = step - 1% ]. }9 O R/ Z# e8 [
- if sheet[left_x, point_y] == path_step
6 b; M8 J% I% @( G - chase_path.push(4)* s, _8 g$ ]+ }) {
- chase_point = [left_x, point_y]
/ z6 d; L2 S5 m4 y5 [ - reversed_chase_point = [point_x, point_y]
; E) \/ G2 u, y8 Z2 C - reach_point = true; break3 A% V* W6 h/ D% e
- elsif sheet[right_x, point_y] == path_step
, g4 h9 w0 h0 ~" R; m - chase_path.push(6)
- z3 X8 Z' \) L) c$ {+ f0 o - chase_point = [right_x, point_y]& I' R/ c" P H* [/ R
- reversed_chase_point = [point_x, point_y]# h; c3 z4 L* V9 E* O
- reach_point = true; break( l1 ^0 Q/ @$ B4 |) E- |
- elsif sheet[point_x, up_y] == path_step0 K4 w/ u9 c0 [, u8 @! [& o
- chase_path.push(8)
a% u# m$ G6 j# Q5 [1 Q - chase_point = [point_x, up_y]
7 ?* t+ a6 h, r0 @5 z3 | - reversed_chase_point = [point_x, point_y]5 g( P% A# M% {- d4 l
- reach_point = true; break
- l' K6 d1 l0 \: ~: n - elsif sheet[point_x, down_y] == path_step' x b+ W0 U4 \; a0 b
- chase_path.push(2)# t5 Y5 E0 N) H& o
- chase_point = [point_x, down_y]
/ o- l, M2 A7 T- S' l) q - reversed_chase_point = [point_x, point_y]/ Y$ k& g) y9 D. d% h) o5 Z7 A \
- reach_point = true; break, B6 i l) p& I0 l
- end
. s* c4 a1 Z4 B8 i0 ~3 @( K - # 以需要抵达该点的步数填充路径表格 #
5 |7 N+ D! L. R+ p$ e - if sheet[left_x, point_y] == 0 &&5 U8 P7 u2 g) u$ E! m- U
- $game_map.ship_passable(left_x, point_y) &&
1 H! N# K0 h% P k' H9 B0 n" x - !collide_with_events(left_x, point_y) &&+ q$ n! T0 V5 |0 _/ W7 `7 a9 e
- !collide_with_vehicles(left_x, point_y) #judge_end s& ~7 d5 t$ D! u7 Z. O; ^- B
- sheet[left_x, point_y] = step
! r* G$ C( }$ ^# Q" u - draw_path = true8 g9 q w D0 Z* p
- new_start_points.push(left_x, point_y)" P( e8 t5 b" b6 b+ }7 h; R7 T
- end
# b( Q& W1 n# m: N @4 F - if sheet[right_x, point_y] == 0 &&
8 Q3 T2 f+ G6 E5 D7 V - $game_map.ship_passable(right_x, point_y) &&/ m1 c, v% d8 b7 A
- !collide_with_events(right_x, point_y) &&
2 V( m$ B) R2 l& [3 i$ Z2 b - !collide_with_vehicles(right_x, point_y) #judge_end
5 }# b; o+ o( n6 T. m- D$ ?# E - sheet[right_x, point_y] = step
0 R9 [, j' u+ N9 Y& @ - draw_path = true; O* B R0 ^' M+ T4 ]0 k* t
- new_start_points.push(right_x, point_y)" K3 u; u1 K0 L% J
- end1 v% ?! J( P/ a, c
- if sheet[point_x, up_y] == 0 &&' @) y3 Z: J7 ^7 t# V0 Z5 Q1 ~8 w
- $game_map.ship_passable(point_x, up_y) && E/ h/ j) J, o6 d2 A" x
- !collide_with_events(point_x, up_y) &&
* `: A2 f \) |6 y4 I% Q3 @ - !collide_with_vehicles(point_x, up_y) #judge_end5 s- n4 |; U5 G% L3 d$ v5 m
- sheet[point_x, up_y] = step
& _+ \- @' W7 [9 ^8 X% H - draw_path = true$ a% d2 @) \: L! j# R
- new_start_points.push(point_x, up_y)1 e# R, m7 b9 ^6 ~
- end1 ]1 }0 t; s+ |5 S: {+ X
- if sheet[point_x, down_y] == 0 &&
4 N2 a, C( q) r- y - $game_map.ship_passable(point_x, down_y) && H3 z9 Z/ H# t2 m: H, ]" D
- !collide_with_events(point_x, down_y) &&
1 x$ n5 i) N& k - !collide_with_vehicles(point_x, down_y) #judge_end
( b$ ~; E3 o( V& a - sheet[point_x, down_y] = step4 m. Q: L/ ]( z) A) I8 [& Q
- draw_path = true
+ u$ P7 @- E5 l - new_start_points.push(point_x, down_y)
0 n: N; `. {* P# M% w - end
& G9 @0 G$ D( e4 I. u - end#endOfLoop2
! S: ` p* Z" K1 [! _ - break if !draw_path reach_point
2 P, X- t4 F' M - draw_path = false
/ _$ Z0 k. V, b - check_points = new_end_points
; G4 s, j4 z$ G - new_end_points = []
F- |$ m( N1 v/ `$ S& Z) W - step += 1* V& Y, `5 Z. K+ f- Z& Z- \' y
- break if step KsOfSionBreak_Steps &&% H' w$ W* j9 A5 M1 U
- !Input.press(KsOfSionFind_Path_Key), c4 U. K# v( d8 v) n
- loop do #loop3 从终点开始反向填充! j: c2 l7 ]# ?: D3 Y% V! V
- point_x = check_points.shift
- E( Y( |" J$ e7 J- V/ v - break if point_x == nil
1 p5 m3 q" x+ G' p - point_y = check_points.shift
# k, G) I% S' x2 T0 A L; D/ A/ X - left_x = $game_map.round_x(point_x - 1)
$ p* O2 w7 C% P5 T; r - right_x = $game_map.round_x(point_x + 1)
4 S0 Z( n8 I3 h - up_y = $game_map.round_y(point_y - 1)
* q& B1 J# n! h4 P. ]' B1 E - down_y = $game_map.round_y(point_y + 1)
8 g# `5 p- Q g, }6 W! |" F - # 判断路径是否连通
1 G+ p7 {% z5 w' S! d4 Y - path_step = step - 17 Z8 b8 p) W- j
- if sheet[left_x, point_y] == path_step% ~8 U( B5 b! ]2 j5 F; `6 ^
- chase_path.push(6)3 X6 a# M' {, }6 r) f& k* Z
- chase_point = [point_x, point_y]" V: A+ a& l( h! `
- reversed_chase_point = [left_x, point_y]
; B! ?1 c% p) T* Y+ ] - reach_point = true; break) M. m2 Y$ k+ H1 ~
- elsif sheet[right_x, point_y] == path_step
# E3 g* B6 ~+ _+ x1 @ - chase_path.push(4)4 y% c% R) I* @1 i1 u8 W! e1 O
- chase_point = [point_x, point_y]( i% v% g, Y) i, z C% Q( Y. T
- reversed_chase_point = [right_x, point_y]1 L* E* e( ]* N+ L6 U$ U
- reach_point = true; break
: q" T* m6 ^" q: D1 l - elsif sheet[point_x, up_y] == path_step0 ~: K( t+ V% e) w4 d, K x) n& w! A
- chase_path.push(2)
5 |7 M1 M1 {) o+ L. Q - chase_point = [point_x, point_y]
% }7 _- e, O6 N/ K4 ` J - reversed_chase_point = [point_x, up_y]
8 m/ |! e( Z. U) L p/ j! a' P% o0 j - reach_point = true; break
: G2 V+ w% e. ` T - elsif sheet[point_x, down_y] == path_step
* \5 s! G0 ?2 z1 D( C - chase_path.push(8), j2 s4 _ }+ S( n% v3 A* k) u; b, _
- chase_point = [point_x, point_y]+ n3 O* \" a0 L5 a6 _5 M* x
- reversed_chase_point = [point_x, down_y]5 c" f' k" `& t' N* P& |
- reach_point = true; break
: {/ d% @0 ?" X2 u - end
) p# H. C1 F% d - # 以需要抵达该点的步数填充路径表格 #& S" u( D; \1 T( W. O5 P' B& c; J
- if sheet[left_x, point_y] == 0 &&) p* W' Y' I3 D- D. G1 |
- $game_map.ship_passable(left_x, point_y) &&
+ G8 J- Q0 O4 p: s G+ `. [; J9 T( C - !collide_with_events(left_x, point_y) &&
# \% V) ?, i. S% O5 i! o0 w - !collide_with_vehicles(left_x, point_y) #judge_end& k" u! T8 m/ O/ i# g- e& ^
- sheet[left_x, point_y] = step
5 E7 m# m+ M# ^# x6 e7 b - draw_path = true$ W/ F6 g3 s# a( t: V' f
- new_end_points.push(left_x, point_y)
4 |( y( v0 Q5 w - end
( I1 i5 N3 v7 d4 W - if sheet[right_x, point_y] == 0 &&' c- x$ l }0 [: [4 ]! [
- $game_map.ship_passable(right_x, point_y) &&/ L1 x, k2 ~- z5 q" z- {
- !collide_with_events(right_x, point_y) &&5 u; V- x$ x& \) C3 L1 q5 k
- !collide_with_vehicles(right_x, point_y) #judge_end
& A6 l: Z1 ^ F, Q. j4 d - sheet[right_x, point_y] = step
9 W" L* G" x/ Y2 r7 h, i - draw_path = true- y8 e8 x! a1 n; p9 s! p8 e
- new_end_points.push(right_x, point_y): O- r `: [# V8 g% F' C
- end$ `# I' ?* N" i |
- if sheet[point_x, up_y] == 0 &&
1 q& p( n9 v0 P1 v - $game_map.ship_passable(point_x, up_y) &&
, O! X( J: }/ V - !collide_with_events(point_x, up_y) &&+ A0 A, y4 I3 l$ @
- !collide_with_vehicles(point_x, up_y) #judge_end
& H/ Y6 y. `/ @" q4 o5 l - sheet[point_x, up_y] = step" e1 W1 N- f7 J
- draw_path = true/ M6 L! c/ W& `3 C- d7 I, ~
- new_end_points.push(point_x, up_y)) r/ h& X' J2 C4 g Y: s
- end7 P" _( J0 u& F1 R! g
- if sheet[point_x, down_y] == 0 &&6 D3 v: v6 D" P3 }; N6 d
- $game_map.ship_passable(point_x, down_y) &&/ J. p2 k* z- p' g
- !collide_with_events(point_x, down_y) &&/ ]7 I. V! {- o6 |, g
- !collide_with_vehicles(point_x, down_y) #judge_end
; ~ Q6 p! i2 a - sheet[point_x, down_y] = step
8 S; ?0 z) z! {5 F. @" w7 V0 O - draw_path = true4 C: z/ w" V$ ]3 K/ e+ e: u
- new_end_points.push(point_x, down_y)/ m$ P! G4 S" a+ p# A3 o" W# f
- end
* l, e7 ^) d8 h8 h2 i - end#endOfLoop3
& C. B* J; @) b9 |" K% u2 @ - break if !draw_path reach_point
) Z3 n" r: X* ]. T" d- Q - step += 1* F# H6 s* |+ C8 c+ Y& w
- end #endOfLoop1 路径表格填充完毕/ ^+ k/ r. T! y8 }5 z8 V
- $mouse_move_sign.transparent = false
# h; }, B2 w9 ~4 F1 U q8 p - # 判断指定地点能否抵达1 O: X: w: V& `1 b! L' u% b
- if reach_point
8 S; U- A) ]& z - $mouse_move_sign.direction = 2" P6 K4 F9 p: v0 W
- else. B6 D7 J* I$ V1 n
- not_reach_point+ ]* N$ G0 C; m8 F+ ]
- return1 q0 y4 U8 T% \4 r
- end6 f3 T) t- ~$ U0 {
- # 根据路径表格绘制最短移动路径(正向)
' D( z8 o7 r9 p) z- k - steps = step 2 2& w3 n2 P& Q3 j% Y: V$ n
- loop_times = step 2
% X ^) i6 t/ D- c- w( }9 f0 @ - point_x, point_y = chase_point[0], chase_point[1]0 o9 x( p/ V3 X3 K' o3 P( l6 P
- for i in 2..loop_times # forLoop
1 [. h; x" s- `0 A - steps -= 2
. m6 M G: f3 w( b; k) `. Y - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs- l: Q: ?) [# f* \
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
7 X% O$ ^2 O& l6 _* p' J - chase_path.push(2)
4 C! U9 E' \' N) g% ? - point_y = $game_map.round_y(point_y + 1)* p# y. }, f3 k O! \- e2 i6 r
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
+ i" |" Z9 [8 O* } - chase_path.push(8)3 v& Q8 b! }5 p0 `/ Z) v
- point_y = $game_map.round_y(point_y - 1): E h8 ^6 o: l9 g& d
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
# W' r9 W0 z# F' Z. ` t$ v - chase_path.push(4)3 p) c8 C/ r# k$ K, _5 D) S) W
- point_x = $game_map.round_x(point_x - 1)
1 |* t f, k) c$ |% }' G - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps, A% `* Z1 k8 G! Z& O2 n
- chase_path.push(6)
, l: @. Y' _- X( g/ X# c9 F - point_x = $game_map.round_x(point_x + 1)9 L, J/ y3 z- i3 P9 l. L
- end2 R* h0 W# g" `1 C+ H
- else
1 Q# b: d, F* ~ R - if sheet[$game_map.round_x(point_x - 1), point_y] == steps% c& Y+ K/ k/ v; C
- chase_path.push(4)$ g4 E5 G3 s7 ~- O3 b0 M
- point_x = $game_map.round_x(point_x - 1)
$ D( G3 N7 ?% y" o6 | - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps0 q/ X) \9 J3 h2 c( D8 E. c
- chase_path.push(6)
8 O# X, r/ S. I) K3 v& n( C - point_x = $game_map.round_x(point_x + 1), V. ?9 \# ?2 a% I( y
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
' }' u- _, H2 P1 \. z - chase_path.push(2): r/ z$ w" @: f% j4 M
- point_y = $game_map.round_y(point_y + 1)
5 Z- z; C/ [* e+ w' D4 e - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps' N: ^" A, @! R+ [- [& |
- chase_path.push(8)
: _1 w M' i/ f' ]* x( Y2 K - point_y = $game_map.round_y(point_y - 1) I R3 O& A7 @; W
- end" F5 Y% G7 D2 ]0 V
- end4 B! P0 u" X. G4 }
- end #endOfForLoop
' P0 v: K( Q" z: e" ]7 e - # 如果指定点无法抵达或者登陆
9 }) H0 o! a% M. L" O- H9 Q - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
4 x- \! U- s1 w" M4 e& @3 J$ o - # 根据路径表格绘制最短移动路径(反向)8 }7 v. s5 T- e/ w
- steps = step 2 2 + 1) l) E+ F% T7 `0 F! K" ?
- loop_times = step 2
) q- J0 D; q3 j/ n3 q - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
! b5 B- D* o8 v - for i in 1..loop_times # forLoop
U+ p K c, v - steps -= 2
! y: I& P) v& T" n - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
1 P, N0 C) K. l+ k9 d3 ^ - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
9 V t7 h0 s! x! @$ M; ]9 K. t - reversed_chase_path.push(6)
; ?# `( U$ n x8 N5 u - point_x = $game_map.round_x(point_x - 1)
( T4 g9 S# c) _; v - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
" P4 _1 ^. `2 q& h8 r o/ _1 F- v - reversed_chase_path.push(4)
! {2 w9 E$ A( _ v- M( ?5 C2 H - point_x = $game_map.round_x(point_x + 1)' v7 d; B3 ~, E1 @4 W
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps& o4 f9 N5 F8 ]' h0 P
- reversed_chase_path.push(8)1 F9 r; J! ~- C
- point_y = $game_map.round_y(point_y + 1): H3 J* C4 s" |, l0 C/ E8 d
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps/ h# g+ N! u2 N+ ]5 }
- reversed_chase_path.push(2)0 e, G% L9 h x
- point_y = $game_map.round_y(point_y - 1): I1 w% k6 S! r! q7 ~9 o4 o; z
- end* h# O) d2 m. m8 Z
- else3 @! n1 p, Z1 Z6 r; t2 [ I3 ]
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
/ ?) _# l2 u4 H" ` - reversed_chase_path.push(8)# R% r6 u( ?4 a8 u5 n
- point_y = $game_map.round_y(point_y + 1)) @; F3 C7 u) ^/ d7 p
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps8 K& v% Q+ [0 N* J1 T: l
- reversed_chase_path.push(2)
& o8 S; H# k+ k& z# O - point_y = $game_map.round_y(point_y - 1)
6 t! ?' q0 |7 R! O: i - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps1 S0 ^ t0 d; w
- reversed_chase_path.push(6)
% O0 F) t1 t- a: e: x% n( E4 Z2 C - point_x = $game_map.round_x(point_x - 1)
2 U/ V7 s- r: i: J) k: S - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps: _& ]+ J, A( H; v
- reversed_chase_path.push(4)' C! T6 z$ [7 v( Q
- point_x = $game_map.round_x(point_x + 1)
5 M J5 K. t+ Q& ]6 G - end% {, g2 S8 R2 a# y0 W
- end
+ e8 b' S% }6 |+ w: q5 q7 i - end #endOfForLoop* n* h8 ^0 v( Q% {) I, f; j: C
- @mouse_move_path = reversed_chase_path.reverse + chase_path
% `" f7 u3 B6 D- ` - end#ship
& v5 h% G G0 p: V9 s3 \1 w - #--------------------------------------------------------------------------
& s' } ]6 D2 w1 r7 U$ g) z - # ● 绘制airship的移动路径 @array[move_directions...]- T$ H. `, ~% D ~3 Q5 L8 O
- #--------------------------------------------------------------------------$ e& |) y2 H1 j" R7 E/ c* u
- def draw_air_path
3 I1 s" r3 _: B& d - $mouse_move_sign.transparent = false
# \+ e8 d9 }; \1 v* P) r* U - # 准备绘制路径表格6 @: J( }; J8 V
- sheet = Table.new($game_map.width, $game_map.height)
( O* I; r) d7 V- b2 v - new_check_point = [x, y]; sheet[x, y] = 1, g q m3 N7 s- ?
- reach_point = false; step = 2: T" T% C$ g6 g* D5 X
- loop do #loop1; k @. Z+ j5 H. m" X* r
- check_point = new_check_point u- f$ C, D1 ]7 K
- new_check_point = []% {2 x! v* O: `
- loop do #loop2
w" V) q* @+ ]/ s0 @6 N - point_x = check_point.shift
3 R+ \* ~) S3 R5 n: [7 n! g - break if point_x == nil) c& a' \% I" _" b6 f$ }
- point_y = check_point.shift7 w5 t1 L; ~9 Z' E; M+ N& i
- if point_x == @moveto_x && point_y == @moveto_y
' y5 g @+ J- k' C8 ? - reach_point = true; break0 r+ G4 A; q% B6 U
- end
x4 Y# m$ q p+ F" ?4 j - left_x = $game_map.round_x(point_x - 1)
" ]2 I: w5 v+ Z! s) ]( |7 L. [ - right_x = $game_map.round_x(point_x + 1)) o. z/ i8 V: O7 b% ~) u
- up_y = $game_map.round_y(point_y - 1)5 k& \ E' w; g: j# {* r) O# W
- down_y = $game_map.round_y(point_y + 1)
& V' s* I- _2 x$ d5 |, x - # 以需要抵达该点的步数填充路径表格 #$ N/ T8 l# g- U6 W
- if sheet[left_x, point_y] == 03 d: N/ c. _1 v$ v& V1 q7 z
- sheet[left_x, point_y] = step
, {% n f+ j7 W6 K - new_check_point.push(left_x, point_y)' e3 G; E. b5 y" X
- end
: ~- j) {3 o! V. b- U5 | - if sheet[right_x, point_y] == 0
) [) l" c6 c2 @ - sheet[right_x, point_y] = step
$ Q% J, j9 s& t! T$ X9 u+ P% \8 K6 H - new_check_point.push(right_x, point_y)/ W' Z# Z. ?# U- Z! n/ ~
- end3 X2 o5 k2 R- o
- if sheet[point_x, up_y] == 0
' N* w! \& S' x4 s - sheet[point_x, up_y] = step
; U8 ^! }9 R+ F; q - new_check_point.push(point_x, up_y)
8 g' o4 c) T- B. M+ H - end
0 C' X) B) @$ S+ E1 D - if sheet[point_x, down_y] == 0- d+ ~" d, B% g) K, x, X) n
- sheet[point_x, down_y] = step
3 w1 E+ m2 @8 [# t3 e - new_check_point.push(point_x, down_y)
6 b4 |) Y3 L: S6 |' o - end& P) {4 C1 h4 M" X0 H( A
- end#endOfLoop2
7 ^1 B# Y$ ^' D2 I5 J, I - break if reach_point& d+ }2 m; ?9 b7 V
- step += 1
2 w9 R5 }+ L- }7 H - end #endOfLoop1 w5 g8 V& a' k* s" }! x1 D
- # 根据路径表格绘制最短移动路径 #4 G' W: W7 B3 w6 J; |
- reversed_chase_path = []; step -= 1
, M0 n! {% L4 e* R - point_x, point_y = @moveto_x, @moveto_y
, l& z7 H& d1 w) ? - for i in 2..step
: Z, \, o1 m% I [' c% |' G: J - step -= 1: V+ E; S) V% x/ `4 l1 h1 N6 P
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs3 m1 k4 p8 y o" {
- if sheet[$game_map.round_x(point_x - 1), point_y] == step4 r% v' Y; i5 W! E, P% \% g% Z
- reversed_chase_path.push(6)4 ^2 B) m# H7 @
- point_x = $game_map.round_x(point_x - 1)
- P) ]6 ^$ a4 H& y& i- d' v - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step8 O7 s6 R+ n. |4 g
- reversed_chase_path.push(4)3 t+ m+ U3 \8 } z# D1 f% V$ a
- point_x = $game_map.round_x(point_x + 1)
# v1 F7 a8 z! S7 h) D) U - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step
5 U4 E# {5 f7 A; D3 c5 s! k/ H - reversed_chase_path.push(8)
h+ R7 U% d2 ~! r - point_y = $game_map.round_y(point_y + 1)
* G0 h ?0 N8 J - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
; |6 e0 m5 \9 a" f( Y - reversed_chase_path.push(2)5 _+ c: @. _3 `# }
- point_y = $game_map.round_y(point_y - 1)) I0 y/ Y9 T+ q; h
- end* R) s9 [1 v1 b' I9 }- u
- else
) j# @3 A- R E) I4 C - if sheet[point_x, $game_map.round_y(point_y + 1)] == step x+ _+ T' D, I4 K. K
- reversed_chase_path.push(8)
+ {& A0 Z" [+ z8 f- M; F - point_y = $game_map.round_y(point_y + 1)
4 l J. F Y4 Y% `; Z - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step0 O: @) a5 X$ L
- reversed_chase_path.push(2)* y! V) ? M' N: M9 A- a" ]0 s8 V
- point_y = $game_map.round_y(point_y - 1)/ d0 Z, j. V$ T* R/ Q) @) d7 _
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == step4 @: f; A1 T( o( {# h4 W" ?
- reversed_chase_path.push(6)
* Z* e( ~+ r* R/ a! w' _) W; K, B - point_x = $game_map.round_x(point_x - 1)
) N+ W3 d* R( ` - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step; P3 o3 U; ~! U
- reversed_chase_path.push(4)
3 e/ \4 Z: o) Y4 r/ F5 Y - point_x = $game_map.round_x(point_x + 1)# {/ O" w: \! \8 X& |. Y8 T
- end
* Z* A- ~) ~: C0 e - end5 M0 C$ { G, @5 Y
- end #endOfForLoop $ ]" {% p$ a! i6 L
- @mouse_move_path = reversed_chase_path.reverse) V2 d# v5 i: q" ?
- end#airship
7 n' v& h2 m/ v2 e) U; T# h! z - #-------------------------------------------------------------------------- N# k) A3 l- ~; ^/ E
- # ● 目标点无法抵达时的处理,用于各路径绘制方法内部! v( A' \5 ^! s. q3 y2 t* r
- #--------------------------------------------------------------------------/ z3 O; q- u- ]) i+ M9 |" D
- def not_reach_point2 p( q+ }. y( n: q% k$ J, D7 z
- $mouse_move_sign.direction = 4
c$ u# B( l6 F) k, C% g+ F - dx = 0; dy = 0; dir = 0
0 w! f4 x& W/ m; ?% S7 T - if @moveto_x - x 0
/ i6 O. q' T+ p - if @moveto_x - x $game_map.width - @moveto_x + x &&
& _0 f5 b* R, D; l8 l. b& P, V y+ G - $game_map.loop_vertical0 b, X5 J# `! g! L! u/ f# Q
- dx = $game_map.width - @moveto_x + x; dir = 4
. b& n) r' x5 s$ Z6 @' U( U - else7 A$ f& b+ q% g8 m( Y9 q# A
- dx = @moveto_x - x; dir = 6
1 A. A: ?% Z7 Y3 @) \8 z - end1 p6 y+ Q4 U8 d3 R/ S5 S2 y
- else
8 `( y( z, l, p! z* w2 ]- l - if x - @moveto_x $game_map.width - x + @moveto_x &&
' h2 _ H' \' Z) F - $game_map.loop_vertical; F6 J1 B8 \* M3 d+ `
- dx = $game_map.width - x + @moveto_x; dir = 6
8 i( a" N) ]7 V$ {& ] - else0 G9 F# P" j( |$ J7 A: n M, o$ W' b0 x
- dx = x - @moveto_x; dir = 4" k; `; w7 @8 k ^! \4 c
- end$ L- A/ w' I) a3 n* i
- end
4 b* t4 f$ r" ? - if @moveto_y - y 0
z M) {3 Y6 w% P - if @moveto_y - y $game_map.height - @moveto_y + y &&
* o' ^7 K9 ?& G - $game_map.loop_horizontal- f+ y5 V: T1 s2 Q' t- g
- dy = $game_map.height - @moveto_y + y" w/ t8 f v9 Y& b& b
- dir = 8 if dy dx
6 f5 w8 Y; S# h+ u6 o- k% _1 y - else. b2 t, ?- [4 H' f; t
- dy = @moveto_y - y. t- _( g1 ~6 j7 V
- dir = 2 if dy dx8 D8 {- [* d9 y: L+ _
- end6 |# Y# q4 T' f+ e. M# ?+ l
- else
7 I+ N1 I4 `5 n/ F6 Y z4 r- T - if y - @moveto_y $game_map.height - y + @moveto_y &&
+ E, G3 t- I6 S0 D - $game_map.loop_horizontal! O* S. H; \7 R
- dy = $game_map.height - y + @moveto_y
1 C1 `& p) {: x" v3 \ - dir = 2 if dy dx ! U: j/ O1 C3 x' y0 k
- else
. }/ h8 V3 ^/ F& j2 ^" o - dy = y - @moveto_y
* j; x: p/ w8 Y" `. D - dir = 8 if dy dx
. l" `0 F/ ]( g8 | - end
8 t2 E) O* j2 o - end: ?' |# K4 F, R0 Z
- @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件# |6 t. M) k: j1 Z( N
- end
8 I- n; u3 p8 Y" e( v0 a4 j - #--------------------------------------------------------------------------
& J. k0 T# `- d0 L/ }1 ^ - # ● 判断目标点是否能抵达、登陆,用于船只路径绘制
$ U* V" D7 y% N) s0 A3 A" P" e - #--------------------------------------------------------------------------5 Y# y+ Z2 p$ A3 z) h1 M
- def landable(x, y, path)
. f/ c' O/ H1 g( j: c - case @vehicle_type
- X, y1 D4 |: ?+ Y( t - when ship; return $game_map.ship_passable(x, y)
9 k. `9 s) ]. m- D( y& [ - $game_map.passable(x, y, 10 - path[-1])6 ?9 r; L0 r, D7 U5 g& o( ]
- when boat; return $game_map.boat_passable(x, y)
4 M0 m# ~; c3 w9 B3 D$ F; y( \ - $game_map.passable(x, y, 10 - path[-1])" V, @9 i! I% q( D
- end) l3 W3 i! s9 U
- end; I* O" k+ l. Y) P9 F& P
- end
! v% I+ C' k0 p9 }* k
, u# i! f& q+ D" N# S- #==============================================================================
' X. Z2 @* D$ r# W - # ■ Game_Map( q E/ F, a9 G; _# B& A+ Y
- #------------------------------------------------------------------------------% K) B3 `) A H/ O2 _5 u6 T
- # 管理地图的类。拥有卷动地图以及判断通行度的功能。) V }# C$ F( O+ H% x; q' O9 M. A2 R
- # 本类的实例请参考 $game_map 。$ J. {! N! K8 _1 {: K5 J* m9 d% W( ^
- #==============================================================================
1 |- _) H' O. z) o( r - class Game_Map2 U, c( B# s, E# g3 Q
- #--------------------------------------------------------------------------
5 D& ?' `% r) ?/ V& |7 {* m: Z; v - # ● 定义实例变量% F! v0 j6 h6 A
- #--------------------------------------------------------------------------
1 t6 }* n0 U8 b. T( s - attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据9 {0 E: U+ u, B2 Z
- attr_reader mouse_map_y # 同上
0 E! V" H$ e: t. o1 o! j) s - #--------------------------------------------------------------------------/ {0 I" S6 w& |/ E; ?
- # ● 初始化对象
1 M: @. [; r6 a- o - #--------------------------------------------------------------------------9 c% K* V- i( G7 B5 q
- alias sion_mouse_initialize initialize
% k/ Z& M4 d& c* {4 m - def initialize
5 i. Y3 y2 n3 J: H; q - sion_mouse_initialize" e- |; K |8 r5 }
- creat_move_sign ###
/ w) N* w: Y [' F; M - set_constants
3 F+ ^+ S9 t4 _$ R - end1 j" E' c6 }6 Q5 V
- #--------------------------------------------------------------------------( d" z' m- M! a
- # ● 更新画面
) e: Q* O' B- z, ~) M3 V! _/ g - # main 事件解释器更新的标志! ~3 z! h0 y I+ F4 E
- #--------------------------------------------------------------------------
2 _9 e3 J7 c: D! w - alias sion_mouse_update update
) S2 o. u8 x( ?/ x$ G n" K - def update(main = false)
7 K( S2 ~& o6 r% Q - sion_mouse_update(main)
4 _* h2 g5 m, K% ^% I - update_move_sign
4 R, p% J" ?/ U& {# I - end: J+ p; L: q8 K3 e* a: t# m0 i
- #--------------------------------------------------------------------------
6 p4 P" V* P O/ \ _6 q - # ● 创建显示路径点的事件% o; Z1 n; F. G) a3 Q/ e L
- #--------------------------------------------------------------------------
# L ?( U( h8 } - def creat_move_sign
; r) z5 w+ |; p5 @& g% Y - $mouse_move_sign = Move_Sign.new
" q! [6 s J- G! K F. w - end
6 x# Z- `( d% N S/ M0 Z2 l9 g! f; q1 `) q - #--------------------------------------------------------------------------
0 W0 `5 w) y' f" F - # ● 更新显示路径点的事件
1 g; V% j6 j' X" N; T0 o3 @ - #--------------------------------------------------------------------------# M' }4 i) w) t; i6 H3 X/ t
- def set_constants
$ k# q: v3 [% o0 V - @mouse_pos_setted = true7 j- e2 o/ ^8 e3 U# r; D& C2 x
- @set_pos_prepared = false# l( |% k. H5 |
- @mouse_old_x = 0
+ [, w' ^# Z1 i9 }0 k. C - @mouse_old_y = 0$ K4 P8 J1 a8 F- }6 N
- end0 b* Y T; X8 h* s! e! s
- #--------------------------------------------------------------------------3 R) Q4 h1 I; k5 I
- # ● 更新显示路径点的事件% E, l; f" J1 d4 P; C3 o* S6 h0 k. f ?" z
- #--------------------------------------------------------------------------
) |1 t, L8 J( N - def update_move_sign1 d2 j* Q0 E1 S2 X- e ]' w
- $mouse_move_sign.update2 F' n8 q$ _2 R
- end5 c! J) e% _; W. W8 J
- #--------------------------------------------------------------------------
$ K2 Q6 j( @- @8 w4 p6 l - # ● 获取鼠标位于的地图块的x、y坐标
4 w1 l. R# \8 W) _' A+ E - #--------------------------------------------------------------------------2 x- h2 s6 J `# _7 x2 l4 U
- def get_mouse_map_xy
+ ^+ Z+ B. k0 F4 ]) j2 F& A - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
# G# i7 G1 i8 C9 K3 C - @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)7 P& p( `" \# J$ R6 w
- @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)
3 b) Z2 K" X) O - end* A7 S8 T; @# m: U3 U; {: D8 o9 P3 m
- #--------------------------------------------------------------------------7 A8 b* ~, j& i$ O: b; {; ]
- # ● 返回地图画面时重设鼠标坐标
! M' Y+ b' r5 U: P# u0 L B - #--------------------------------------------------------------------------; y' b2 e+ W u
- def reset_mouse_pos
, k) B4 H& K# A% l# r2 k$ W - return if @mouse_pos_setted2 ? }3 N& n( e: F5 e; Q
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)
/ C+ i6 E: S$ `- M* O8 o' d - @mouse_pos_setted = true2 c4 l+ I0 I6 r7 S* F" s
- @set_pos_prepared = false
" M6 v( g5 ^- R! X! \7 B - end
2 Q5 v( G/ H" Q4 Y& \4 O! ]& n - #--------------------------------------------------------------------------
2 l! F" ` u9 Q7 O. Q9 ^ - # ● 重设鼠标的坐标
0 {5 R4 `. ^$ ^' t+ r - #--------------------------------------------------------------------------
% E3 @ j, o2 H. o7 g1 i - def prepare_reset_mouse_pos9 v& l) h* z1 \4 a1 }. J) h6 v
- return if @set_pos_prepared
5 i/ V j2 h7 L I - @mouse_pos_setted = false, }* J% {+ |4 z/ t$ X
- @mouse_old_x = Mouse.mouse_x
0 s1 R+ i Y" y+ t - @mouse_old_y = Mouse.mouse_y6 `0 U+ L* W1 H2 K& c$ t
- @set_pos_prepared = true
# ~, w" t4 l% V# b% J - end( p6 ?- v7 }3 U
- end
- U, }& y+ h% F' n0 q. E9 A0 Z7 ?
. o/ J# [# d* B i' `+ C% q5 E0 m5 m: j- #==============================================================================
/ @2 _: G" `# u3 M- n- v - # ■ Spriteset_Map8 `# O& }' L, m! C* w6 ?& J
- #------------------------------------------------------------------------------- U8 z! E: O" H. o' U6 h |
- # 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! O8 O1 a- w) `. \- I0 Z. `
- #==============================================================================
, ~% e1 p% C9 C' @$ E V$ ?2 P/ k - class Spriteset_Map
) Q' z' Z8 D1 r# c - #--------------------------------------------------------------------------
( b& w" r" W% ?8 h - # ● 生成路径点精灵
1 k- H) S) R: y. j0 e/ j) b- y - #--------------------------------------------------------------------------: d+ r. B0 A. f
- alias sion_mouse_create_characters create_characters
! T0 U' J+ `3 I; P5 g - def create_characters
' \% v1 N- z& Y9 L- @! x* H' v - sion_mouse_create_characters
5 w+ V5 [# e% Y - @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))' I t7 a3 X* Q6 L9 q
- end
; U5 ^% c# T ]& q7 { - end! J* E3 Y5 `. C/ P+ y1 M
" O4 F" {& b5 \7 e- #==============================================================================
3 }' \. k5 |9 J9 _) u1 j9 t - # ■ Scene_Map
n9 S) w; P* m) i/ w) ^ - #------------------------------------------------------------------------------! p9 |( k6 t2 A J' d1 i$ D
- # 地图画面
" X* t8 e, _0 q- m) [- k* y0 [# C+ u - #==============================================================================4 |( e G8 w! K& R7 }4 _. e* C
- class Scene_Map Scene_Base
6 ?6 @8 h' j# S# T. h2 N - #--------------------------------------------------------------------------
' ~# P2 E `* t9 F1 F/ Q! O - # ● 画面更新
# l) S, `& I) n& a+ g& U5 O6 S - #--------------------------------------------------------------------------4 B) x- ~: w5 N
- alias sion_mouse_update_scene update_scene
: _! d- h: L5 V H% `* h - def update_scene
" b$ y2 T, x/ j7 C0 P8 Y& } - sion_mouse_update_scene
3 D* r n7 T7 g - update_mouse_action unless scene_changing
2 z2 J0 S0 e! C( l; W& v - end
6 F5 @$ ~- f5 N. W4 w0 S - #--------------------------------------------------------------------------
' l( L4 M: S; r - # ● 场所移动前的处理$ r% d5 @$ p, T5 F% ]" C
- #--------------------------------------------------------------------------
$ d7 _8 l' i. h1 Q$ E. v/ g - alias sion_mouse_pre_transfer pre_transfer) B- i3 g/ A; `9 s9 r6 `7 }
- def pre_transfer
- R U9 N. X9 t6 G. b - $game_player.reset_move_path, ]5 o" K4 j6 A% d: Y
- sion_mouse_pre_transfer- i5 i( J% P5 Z: l
- end
. S$ `) q# B# s; D* `! v - #--------------------------------------------------------------------------
/ |" z5 k8 {7 s9 p" } - # ● 监听鼠标左键的按下
Q G7 J! H- h& N - #-------------------------------------------------------------------------- t5 ~4 k! O# Z5 z+ Z
- def update_mouse_action
$ u5 G- [, P% L9 @% q - $game_player.left_button_action if Mouse.press(0x01)% e. D, D, _0 O F/ ?' y5 h* D W
- end/ C R/ T' T4 F" L6 h: R/ a
- end; p7 v: Q6 @1 a: b8 Z
8 y4 t9 l& J# Y; L. e; c- #==============================================================================1 A( s- s/ I6 O# R
- # ■ Scene_File
2 o# m$ C7 J# |% U# T, q& j - #------------------------------------------------------------------------------. w2 v+ H1 A# {$ W1 b- H
- # 存档画面和读档画面共同的父类
3 A6 N9 y& ~. v6 _9 z, h3 B8 N - #==============================================================================
0 [; T+ ^1 t! f. k$ {6 N" r - class Scene_File Scene_MenuBase2 U" T! }% }- ^+ F1 f
- #--------------------------------------------------------------------------
3 p7 X# A- S) ^7 k% B, `. P- y - # ● 开始处理# {3 d6 ^( K* }' o5 H) q% i
- #--------------------------------------------------------------------------4 g2 a& k: ^0 `; n! T6 j
- alias sion_mouse_start start# z8 t4 p, E4 k9 ~" V1 \" n* I3 k5 z
- def start
% C& y* |2 B& j) K0 c) ~7 f/ M* o# Q; M - sion_mouse_start
& \" M8 B5 `/ k/ i - @move_state = 02 d, E) Y2 u# C! X0 X
- set_mouse_pos9 _" i2 o! v% J
- end+ s1 A( X1 n1 T! h
- #--------------------------------------------------------------------------, m7 n5 O4 Y" ]7 p) b, n6 \9 p$ Q7 t
- # ● 更新画面# k4 ?2 {4 l! p
- #--------------------------------------------------------------------------& K. ~* T+ i" S$ M( L
- alias sion_mouse_update update5 G: R* A* a5 S2 i
- def update& P. v) @$ @5 ~' h" |' P
- sion_mouse_update7 u" A: M) [! F& E0 J8 I6 o
- Input.dir4.zero set_cursor set_mouse_pos
3 y3 n: v" X) ^/ {0 Z& _1 m6 v/ C" @ - end
' J- h; g" B$ @) C: P r& o - #--------------------------------------------------------------------------
7 J9 c% @' P# m! z7 |5 e - # ● 更新光标8 b. E/ k! r9 h( D1 o V
- #--------------------------------------------------------------------------# l) f C ]) }' f$ G7 t
- def set_cursor1 R# G- K: T3 _+ J: H0 y
- @move_state += 1
m5 V/ ~! h: b9 p# t7 |# i8 | - last_index = @index: l# o7 H# P* Z3 c- e+ p0 |
- if mouse_which_window == -2
: q- I% H* D) o - if (@move_state - 1) % 6 == 0
3 e$ Y* ?! @/ R. L: w$ B& b- _) e - @index = (@index + 1) % item_max if @index item_max - 1
' U+ L# p+ y6 `8 [7 e1 a - end
! F F( ^+ h# c. v4 Q a - elsif mouse_which_window == -1
7 p r; U: F' h* @0 a - if (@move_state - 1) % 6 == 0
6 V2 p ~1 s- u$ C - @index = (@index - 1 + item_max) % item_max if @index 0
% d2 e0 b0 E5 g- Z9 U+ V7 _ - end
8 Z$ R# q5 R0 I7 F - else
0 O7 Z7 u$ |) I' a8 ?$ P- q - @move_state = 0' s9 V1 f/ T4 F' W, c! s
- @index = top_index + mouse_which_window
- \: Y- {% x0 U" q% d# t - end
D( m& x% F6 d& B* g5 J - ensure_cursor_visible
# t: [ l4 ^1 h" G+ r - if @index != last_index/ R/ h( H, K' D# y6 j
- @savefile_windows[last_index].selected = false7 y) x# ~0 G8 r2 l3 P1 W
- @savefile_windows[@index].selected = true
y, R: v, S3 [& y1 K - end$ M$ n" v' B$ Z( l9 ~' s6 u+ m
- end T' s" B4 D' c
- #--------------------------------------------------------------------------% H7 ?6 i/ r1 h& k9 D. e
- # ● 判断鼠标位于哪个窗口) d0 B/ S# z6 I7 q# F- N
- #--------------------------------------------------------------------------
3 c% T) P, d6 V, d* `. S' m" } - def mouse_which_window( F& \' ~ p% t( `8 g& N `0 d
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y! w( f+ X9 {& b7 ~- L3 I
- if mouse_y @help_window.height + 14
3 ?( G7 G/ P2 I2 r0 Y5 s0 k - mouse_row = -1. E" |: A- s+ D, |; V' X
- elsif mouse_y Graphics.height - 14
2 N5 ]) h) d, T - mouse_row = -2
; Y* r) @$ E& L - else1 ], s. b& \3 r6 I: F8 C
- mouse_row = 4 (mouse_y - @help_window.height)
( [; h% |6 z% E/ b+ L9 h& C - (Graphics.height - @help_window.height)7 @1 ~& p' l1 z$ J: U8 H0 E& q$ A
- end/ Z& [5 J- v$ t
- return mouse_row
' s2 p. |7 k$ b! {# q8 F: o: @" h4 W2 { - end% V8 u5 t- A9 D3 o+ X
- #--------------------------------------------------------------------------
# v4 [$ \3 ^0 O" D' Y! h1 } - # ● 方向键移动光标时将鼠标移动到对应的光标位置
* E R/ K( L6 z, ~/ i y - #--------------------------------------------------------------------------" f2 E* O( ^( f5 s# a) y8 V, ~
- def set_mouse_pos
4 N$ V2 \. D3 r8 X! U) z& b - new_x = 40
K% p! H$ `$ ]+ ]5 V/ S3 j - new_y = @help_window.height + savefile_height (@index - top_index) + 24 V7 i3 b9 R, W6 g0 o" }# j' E. i
- Mouse.set_mouse_pos(new_x, new_y)
: n6 G# g- B' i$ o( T8 b - end( J4 m7 u5 d) U9 I x
- end9 i& t5 t" h9 ?$ {
3 @8 d* F7 j& W- #==============================================================================
6 t1 V& U4 \) ^3 X - # ■ Game_Event: t9 G7 P7 l$ A- j# H; j- E
- #------------------------------------------------------------------------------
& v9 N4 W, f) l% x( L - # 处理事件的类。拥有条件判断、事件页的切换、并行处理、执行事件等功能。0 d" r4 U) T4 h. Z# [% j
- # 在 Game_Map 类的内部使用。# p/ g+ `2 _; Y& ? ?6 M9 E
- #==============================================================================
9 Q8 W* a# r0 C- ]$ [+ @ - class Game_Event Game_Character4 G: S! M/ _+ g& E$ w# s0 E7 }3 }
- #--------------------------------------------------------------------------
5 H" R' Q- m+ Y4 F$ ^# ]& v - # ● 事件启动
: p; o- C( \9 J. H" @& f - #--------------------------------------------------------------------------6 o2 s1 v3 z; ^* s$ _
- alias sion_mouse_start start% H9 c- J$ g- o7 Q0 R5 E
- def start
( ]) N7 e. d4 k( H* ~+ J5 X& t - return if mouse_start && !Mouse.press(0x01)
3 D- z" e/ y; O4 j+ D0 ~. X5 Y, q - sion_mouse_start
& O. K3 K }4 J/ T - end) b* v3 d0 e4 y7 Y6 D0 |; d G- {
- #--------------------------------------------------------------------------
% E3 L' q# c- B) i, [* A1 ]. l - # ● 判断事件是否由鼠标启动- f+ E5 [$ o' k' x p
- #--------------------------------------------------------------------------1 k' K n6 k M. G+ i/ U' L
- def mouse_start
# t" X) P% f" s" a) o+ T6 q$ m$ ~ - return false if empty5 i7 R8 B3 `8 c& M
- @list.each do index
1 V; I: U3 X; D4 e' f1 v5 k( _ - return true if (index.code == 108 index.code == 408) &&% R: t( c* X: f a( D
- index.parameters[0].include('鼠标启动')# R' l) L0 l6 g- q. S! I$ a
- end
% `+ p- J0 ~7 l/ Q$ g7 W$ s. O - return false
# j; y2 b, R/ Z- f9 O: @) @ - end
2 e3 h/ c1 u8 W$ N% g/ s& | - end2 S2 H. q5 m7 G7 J% k/ x7 y
$ M; }9 H& |6 ^- ####泥煤的height5 F! u8 f5 L' G- f* U) v/ q
- # @height = height0 J/ v. ]. n0 C
- * Q* w1 ^7 c2 j$ v: F2 P
- class Area_Response
, `9 R" m+ v* A/ q - attr_accessor type
$ k# J: n+ A9 ^1 Z - attr_reader ox/ @! u ^1 }" E
- attr_reader oy0 [& K4 @3 k- R- q7 r& M$ E5 e
- attr_reader width
\" X8 ], @/ L - attr_reader height
+ q: h. T* d: B% g - attr_reader switch_id+ u! e+ v6 M, r- t1 }- b# Y
- def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)
& w, w5 m n$ [0 V. d! A2 @* d - @type = type
3 N J. o! L: A6 F% t! m - @ox = ox& s1 N1 m) T# d% i' \; b" _
- @oy = oy
6 |/ k7 [: A5 n - @width = width m: V* O& H! y0 m5 ?
- @height = height
/ l" n/ H8 r# c. r8 u - @switch_id = switch_id7 H: s3 m0 w4 r; t, f
- end% A1 N% c6 m4 r: [* T6 W8 T8 {
- end
7 r& @2 @1 T5 z: W% E! h
+ _% M0 r8 f1 N" A9 e- $area_responses = []
, @- q$ p# p* X. X6 k - 7 }& T! v& `; p4 Q" ?+ U( _$ L
- class Scene_Map/ ?& V! Y# Q1 j# B. U4 x7 C' x
- alias update_mouse_2013421 update_mouse_action
% ^; S- w* k5 T* l6 `. t6 F) T - def update_mouse_action% c" @! U- Y7 ]& L
- update_area_response
$ i k! K' e; O; o! l - update_mouse_20134217 o4 h4 e2 a, G* j
- end( V- z0 h3 y. F0 h$ G/ W4 V
- def update_area_response6 X1 y; k# Z2 P% i: [8 |
- responses = $area_responses
9 L; h8 t# @/ ^+ a0 j - responses.each {response
+ ^2 r" N7 k$ c3 B# ~2 F! z - ox = response.ox
) o& c3 q; m" N! W% { t Q - oy = response.oy
9 d6 L1 Y2 d1 g% N. c# X- O1 m+ {$ f - width = response.width
! M2 d5 ^ G" t) d; @/ T - height = response.height
: ?9 Z y0 H# B, P - switch_id = response.switch_id
m, b" ]2 B/ W7 A- m - case response.type
/ K- C7 c( A" f4 h* k- B+ i - when 0$ r# V7 w, F7 E- Q* [
- if mouse_in_area(ox, oy, width, height)1 M8 F. a1 m) a3 s N
- $game_switches[switch_id] = true( w; F: Y! Z# F2 Q' n
- $area_responses.delete(response)
& Z1 y. k$ P; n' | z - end2 P* t" Q6 q( _2 w& L
- when 1
4 f6 p4 w# o3 v1 g* w# _ - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)
+ c+ a5 L4 T9 e) c# d2 l5 T8 Q - $game_switches[switch_id] = true
% S% l9 f; h& B. V( q7 P* j; x3 d$ \# Y - $area_responses.delete(response)
/ y% a7 R% I/ P& x* _ - end
% Z. N3 W; j# a' y1 [ - when 2; U: m- D5 j7 k! h7 V1 i# |5 ]
- if mouse_in_area(ox, oy, width, height)# m0 E: ^& v+ k
- $game_switches[switch_id] = true4 N5 Q v0 ?7 f8 w9 l# f! v4 ~
- else
9 U0 n- r3 o2 a# x. t - $game_switches[switch_id] = false( d- g: r; C4 |4 U
- end" a6 K2 F" Z% D7 s( T1 B
- when 36 d1 @$ u" [0 z. z# [
- if mouse_in_area((ox - $game_map.display_x) 32 ,# W q7 m! n! X! G7 D. r% _
- (oy - $game_map.display_y) 32, width, height)0 x8 ^. k3 G$ l. `: i- z4 ]( E
- $game_map.events_xy(ox, oy).each {event
) \8 b% ` q1 m Y - event.start
0 e7 \/ X0 L+ n* N - $area_responses.delete(response)1 ~0 r- f( R5 l8 U% P; C
- return0 U" A/ u I/ e, j
- } 7 f3 {5 u* m% C! w3 Z
- end
) O! o, y# p( p' y - when 4 k. Q& h, ~( A+ z* B6 }5 ~4 z
- if mouse_in_area((ox - $game_map.display_x) 32,! }* q! M& y! y2 ^. A4 Y8 X
- (oy - $game_map.display_y) 32, width, height); c) P! g4 J& b+ D/ v, a; z4 t3 e
- $game_map.events_xy(ox, oy).each {event7 ^3 t, u9 a. e* i/ I) k- f
- event.start
- C [: Q- V0 ]$ w$ x8 [ - return
2 x( ]# |% R; p! X$ O; T$ A - }
- d* D2 l1 _+ U3 Y9 ?4 O - end
* {( S3 m; ~+ F& Z - end( @( ~ {' w8 {$ p* x) k3 m9 T
- }
. L! m% t+ T9 E0 P" F$ S. s1 Y( M - end& J# P% D0 v# k. S, r: z
- def mouse_in_area(ox, oy, width, height)
) S# q. W! Q: r2 G1 r; _0 D - Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&, t9 V. ]: G/ v, M. A
- Mouse.mouse_y = oy && Mouse.mouse_y = oy + height
1 ]% x a! D" i0 X5 L$ p; z2 Y4 j - end
0 d+ _: B9 u2 M( { - end
; ^. {8 F; B) q9 b9 i y+ P - class Game_Interpreter
7 W; L0 Q, V1 B% ^ - def area_response(arg)) h9 u' s6 n# q& d5 k
- $area_responses.push(Area_Response.new(arg))+ k4 y, k5 {6 U+ W( D3 U+ ~# c9 S
- end1 b* V3 g: Z" V4 v+ E! a. p) g5 t9 @0 i
- end, _ M. j$ m2 S1 _4 ]! R) |
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