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純屬給LBQ腳本:- =begin #======================================================================= @; d8 p! `0 d! Z9 H
- ' [! S- S7 I1 J! V( K6 ^" w
- Sion Mouse System v1.3e
* ]7 v9 x1 m0 `( J1 t1 c) m5 k* I -
, h7 K; F0 n7 p% S' { - Changlog
5 w8 I: s3 U& N6 _7 c' p - , W3 Z d8 L) r7 H* u: x& a. ]7 X3 t- `
- 2013.4.21 v1.3f& ~. W; x5 q/ L# I; W: P
- 4 q( [, W+ `& i Z
- 1.3f 卷动地图 bug 修正, K, e. X* L# ?7 B; |
-
3 \/ |) L6 j5 g# i1 f( @ - 1.3e 逻辑优化;提供解除鼠标固定的接口
) B- D( v1 r2 X1 O }! g$ h - 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内7 g$ j5 F# @) a6 {) ?
- Mouse.unlock_mouse_in_screen 解除锁定9 t8 \" T5 u1 K
# d1 ~8 U; ~1 u: B; w4 c% V- 1.3f bug修正
`$ m+ Z# d$ F; k - # Y6 f$ K U; q, [! @
- 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* u) U0 `# Q1 [5 B, Q$ A
- 关闭菜单时,鼠标是否移动到原来的位置。, J6 _; K; a9 ]& V1 w0 w! U
- 8 G) u$ E- ?* P9 l1 h
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处 Y3 n5 W8 s/ V' v' F
- 8 U. q% f2 M$ A7 y" P
- 1.3b 修正一些罕见的bug;
! h$ s! ^7 i$ @0 c9 y" Y0 z
/ G$ G# B& }6 S; ^, n; E2 d- 1.3a 代码小修改;5 r6 r, P0 L, ?, ^+ C$ ]9 W8 ~: a
- 加入了鼠标点击启动事件的功能,& I( o0 v5 t3 @3 c! ]4 z
- 在事件中加入“注释”: 鼠标启动 ,
0 X B) y- L; ?" ]0 B - 该事件将无法用其它方式启动,只能用鼠标左键点击启动。
, c- V1 T( _( f) |1 h) ] - " O5 z% g/ _, @' `4 |0 }
- 2013.2.12 v1.2
+ t1 C/ \' @$ Q6 q2 u
3 c" O+ I6 A. a3 D- 寻路逻辑优化;. J7 `$ t2 w, {) N# ?# o* I. 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;
5 V3 k5 M. s* j) \) R' d( j* x! e5 w - 现在支持用鼠标来操作载具了。
6 m/ [# a1 a0 x
9 W! r5 t9 s5 E7 U* ]- 2013.2.8 v1.1
& f- r+ N4 Z' q
) t& R+ G: d, ]5 `/ A7 `- s- 优化了事件判断,现在可以方便地启动柜台后面的事件;
8 Z; h# A* b- p4 Z8 A/ l3 @0 ? - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;
8 M+ | L" J0 O - 移动时,路径指示点的绘制更加稳定;- c; H# |9 _0 K2 u2 O! Z
- 现在支持默认存档画面的鼠标操作了。9 S$ X6 R* k: V2 @$ s
- # k( t& w e3 Y7 ~
- 0 c$ }/ A, ?7 U8 ]2 \- _# [
- OrigenVersion" A& G& U) u9 F, L, \$ ]
- 4 w" i4 L& P) a( u; W9 ^- p+ P
- 2013.2.7 v1.0 $ c+ ~9 f. e: x7 H/ R) l
- & m& K2 L9 L3 K
- 主要功能
' V7 y8 v8 L7 }5 q8 k4 y$ [9 p
1 r0 k2 c q( D( G% @- 使用鼠标进行各种操作...- R- E4 Q) V/ e6 q/ y2 [( u* E7 y1 W' y
- 将鼠标锁定在游戏窗口内2 b; L* w) }* A# _+ u' h% A; j9 n
- 自动寻路,按住 D 键可以扩大寻路的范围
. p5 Z8 v; t6 A5 \! V" F; _6 d; p4 j, H: a - 双击鼠标进行冲刺0 v2 W1 L- B( k' R+ m; L$ Z
- 更改地图卷动方式以适应鼠标移动
" V7 ~& P) |: h7 q - 变量输入框改良0 m; @& Y- G2 p5 @$ c' d; \9 F- y5 h
9 S. D% S x5 \; K: z( X6 U# i- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹5 o- ^! V$ f3 m
- 2 V. M) H" q/ V2 s7 {* ?
- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹
3 S( x7 j3 o% S% J - ) w0 K: Y0 }# ^9 i9 r) ~/ h# p
- ★ 如果未放入会弹出提示,并使用RM自带图片代替缺失文件;该提示可以在下面关闭
' m8 _0 _; j) v# r. o* ^' d - # ^' W( L, T, d- ]
5 M: L% |/ J- l8 _- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★
- b& d$ S0 w ?1 c( J3 `
3 l% r" O6 d T2 y2 W2 ^/ q% D- - J6 _: k0 e3 H% o
- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示( z+ u& T" h+ G! \4 I$ A6 l
( W6 g5 l0 U! M* i( [' d& J- #==============================================================================
+ j" `5 I O+ ^5 `$ y- [, o - # ■ 常数设置 . O/ b! o3 K7 r7 X
- #==============================================================================
! H/ N3 n, P( ~( M - module KsOfSion7 w+ U# a+ a \% A% |% l: E/ u& F
- Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false1 j2 f, \" @- Y( ]% a0 U! N
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑
% X! n4 y8 q( Y& D9 Q5 u! i% u" u - New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false
$ ]! d% _ W' R! L - 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
- [1 R$ u D3 C& D - Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处1 Q+ P7 v; K6 F# a
- Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧
5 {& z! N+ ?4 ^ - # “30” 是默认显示格子数 长(17) + 宽(13)
# l) j4 N; K" |% \5 ~+ U' f: r - Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键
. g9 {: Q" H/ P2 |& `% o - # RM几个内置的空键位 (X = A)(Y = S)(Z = D)0 _ q" D3 p' p, f# ~' A! L
- end2 y2 u1 K6 o6 h' Y) D
: Z* f% W; b5 A$ }: d8 c- #==============================================================================+ E, `5 {) G% P% M& x
- # ■ 用来显示路径点的类4 ?3 v* a) {! j! r2 t
- #==============================================================================/ C. f; r, Y! i2 J
- class Move_Sign Game_Character3 m* p7 y1 q& L1 l% n! Y. ]: i5 T7 y
- #--------------------------------------------------------------------------
2 k5 i7 N+ u4 |. \ `4 e3 N0 B4 P - # ● 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6 S4 K7 F7 w. p4 o$ l4 n a
- #--------------------------------------------------------------------------$ A. P4 Y; C7 R% j4 @0 [
- def init_public_members8 M: l/ M4 H/ w; r- X( I. x5 ^
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹
1 T- J! U" P& B$ h - @character_index = 0 # ★ 图片索引。$开头的行走图设为0
" n" c& ~" N8 q& v, `- `3 O6 [ - @move_speed = 5 # ★ 踏步速度 D" U% L# r- [6 M! N0 L
- @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)
5 Z6 j! b6 X/ c: S5 } - [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度
9 Y4 ~! u: B4 v5 D" Z- l6 E - @blend_type = 0 # ★ 图片合成方式,默认为0(正常)# w1 N2 u& t9 K! z& G; {0 ]9 c
- @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列
% d( q- |# ~/ o- Z: x- ]: J2 s - @priority_type = 1 # ★ 优先级(默认与人物同级:1)
( @3 ` q! l8 R; J& R1 S; c - 1 d) n$ M0 P$ \1 y. e
- ]4 C9 l8 ]6 B* m6 X; J9 J
- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★
' ~1 h0 d, E; q% E& ^
" y3 i5 @) v% Y* r7 R- : F: i2 m; q* Z
- # 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' K& b- G! S/ E9 L
- unless File.exist('GraphicsCharacters' + @character_name + '.png')" s: U. _ x% `% R
+ ?% }7 k1 f: M' ~9 u5 K% t9 Y4 c- if $no_arrowpic_warn
6 Z# ?% z7 u. a/ O - MouseShow_Cursor.call(1) |. b3 e7 E3 w* x2 M. B
- msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png9 ]& |' T* H8 _+ p8 R
- 8 H& Q! L5 B0 V# r$ j: K% O D
- “路径指示点”将使用游戏自带图片
: N c* Z. [$ s) Y - # {0 S6 C% k9 B. {
- 该提示可以在脚本内关闭')
( m, |' i, c0 ]' R2 F& P2 \+ g - MouseShow_Cursor.call(0)+ ]( j' u) M+ v+ d! g
- $no_arrowpic_warn = false5 @2 V) p2 D* j+ |: u$ `% Q
- end0 u2 O* W7 A4 R, H# r
- @character_name = '!Flame'5 N. m e- a9 T" O/ _ m# d0 S
- @character_index = 6/ V( Q" A7 \7 H* x# {) \/ U. a
- # o4 u; V' x/ ~% q9 O: z
- end! T- m0 z3 {$ P/ V4 Z, \
- @direction_fix = false # 固定朝向5 d8 A- I2 ?( U& b+ I
- @move_frequency = 6 # 移动频率
6 I* w) I; s) Q# V: P- E: S: N& I - @walk_anime = true # 步行动画+ j3 w* @% f& n
- @pattern = 1 # 图案' J" n: [' d. V- {% _; n
- @through = true # 穿透8 H3 V4 L2 X* Q) u
- @bush_depth = 0 # 草木深度
D* v; V/ d4 n* C! c& q7 t - @animation_id = 0 # 动画 ID) V/ ?9 l; |/ }( Z7 i
- @balloon_id = 0 # 心情 ID
; ~8 l/ D) a( W. _ - @transparent = true # 透明2 j( ?; r3 B% o! [; E, y2 r
- @id = 0
$ C/ z$ s5 p$ _) j; N - @x = 0- l6 n6 }# ^# Y' x8 u
- @y = 0( t% F/ f% S, ?9 { ^8 u% r$ I
- @real_x = 0, m; ^# ^3 B; t1 ~" }% e3 b
- @real_y = 0
* z% X# Z1 J# r6 l - @tile_id = 02 o+ @8 _7 ^( N, ~9 b; [! n% a# j
- end
) e. j# L/ w# f/ Y- |/ {1 a - #--------------------------------------------------------------------------5 V2 L6 D3 r! E0 t' Z+ d5 y
- # ● 定义实例变量0 Q7 X( t# I( Z9 g) w
- #--------------------------------------------------------------------------$ m1 L) @( w! x' E
- attr_accessor direction3 M( ^4 j: c. E, a( U/ ?
- end
, M9 F& ~2 [$ E) r
% b3 P5 m* P1 b, c0 f9 Q$ m- #==============================================================================" t9 b/ ]& K2 W
- # ■ Module Mouse
3 m: `; D# }5 I" B5 d8 I- E) ~" X - #==============================================================================
! P8 |( \* u( ~5 p' _ - module Mouse
) F9 c, ]% c6 e# _; m: ?7 u2 C$ P - #--------------------------------------------------------------------------
2 k, ^* S) J2 l. x9 A% Q& K - # ● API' g5 S6 ~% E% M ?* H4 A/ ~9 w
- #--------------------------------------------------------------------------
( i# M7 w5 J% f- u - Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')% u4 ]" v+ d! ^% f
- Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')4 {/ C) B9 ~! ?. O3 ^
- Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')! \) z. T7 a1 p6 l" L- b
- Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')5 A) i: T6 l! |* q S
- Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')
1 A- M' G, ]/ y" Q% F# T - Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')( J: O% C* }. U6 U! M& u
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')9 m3 n0 j* ]* J7 M2 x
- Window_Hwnd = Get_Active_Window.call
3 n$ R, ^ v8 L! g! d/ H7 t - 9 y9 b9 N6 C- E" m4 N& q
- class self4 [# S& s" ?. X0 I' V
- #--------------------------------------------------------------------------$ m$ b" Q! S9 y! `- z
- # ● 初始化
8 [. }. C; u1 k: l* k5 j% _/ u - #--------------------------------------------------------------------------
8 i" T$ r" L; A0 Z) [; \- [ - def init
) e3 ~1 W4 d8 ^' [* Y - lock_mouse_in_screen if KsOfSionClip_Cursor* t0 a; b$ g3 z0 I3 m5 P' `
- @left_state = 0
7 Z3 }6 N3 {3 ~, w0 l - @right_state = 0
; V( q! b# S6 h* a! w; l1 } - @ck_count = 0 # 帧数计,单击以后从0开始
2 I" T% H# [8 L& T0 H# M+ q2 s2 y! n7 v - @dk_count = 0 # 用于双击的判定
9 k' \8 E1 z4 m! P4 [ - @clicked = false( T- t* U! a8 H. P/ N; M/ d: O- v
- creat_mouse_sprite/ v# p- M: y5 U/ n; G6 q5 K# K
- update0 P- Y0 R6 n+ Q; h8 ^
- end. T0 U% ?6 c) S! S. z' J
- #--------------------------------------------------------------------------
% P6 [3 @+ V+ Y* \/ i# Q5 g8 l* d - # ● 鼠标指针精灵6 R4 x0 N) H; F9 C) O& ]) m
- #--------------------------------------------------------------------------
7 `( R! B* ^& b! ` - #~ def creat_mouse_sprite' j7 ^% T% p+ K& e
- #~ ) A, L$ d! ?# j0 G: J$ K+ F9 h
- #~ @mouse_sprite = Sprite.new5 o1 Q2 [ C/ ]: G5 J! ~9 M( M* F
- #~ panda = 2#rand(2)+1
" x# X0 ]7 O! h: o' v5 w
( h. A5 V" ?) N+ s- #~ if panda = 1
/ y# @( n& t$ U - #~ if File.exist('GraphicsSystemCursor2.png')
. ?% r5 j: K( [* L- b# Z% O. ] - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')' x' b# |: M" Q9 D% r
- #~ end#with if File.exist
& p0 `. j* y1 l+ b. A/ y" q; m - #~ 2 [% ^' A1 p$ Z" M
- #~ else if panda = 2 #with if panda=1
4 ] k" z8 O6 ]1 S; ~# h - #~
% S: x# ?* U" k5 U - #~ if File.exist('GraphicsSystemCursor2.png')+ Z+ e0 H* K, [3 w% K
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
5 z8 g% l8 l! P; U O/ u9 @& E - #~ end#with if File.exist* F- O0 P# S! ?" v0 \3 m8 O# g4 v
- #~
@7 g( K. p$ \$ d$ H3 k - #~ else #with if panda=1* S( `# E, J% P" K
- #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)
7 t0 R$ N e" O9 Y/ h/ a' L% q - #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),. x7 J; X' W( Q7 X0 B9 c
- #~ Rect.new(5 24, 24 24, 24, 24))) C, x& M: _0 r
- #~ end#with if panda=1
- [! Y+ T* q# U# V - #~
! h8 Q5 }* y3 d) f3 B; a; I - #~ #with def; Z; ^ R, W" s7 ~& w
- #~ end0 O$ i/ F' D: T% V2 E1 ?
- def creat_mouse_sprite
0 g+ O1 m& p* \2 z - @mouse_sprite = Sprite.new
, A4 `0 _: \/ q - @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})+ J8 F. G3 s z+ h
- @mouse_sprite.z = 9999 g S- ?2 n9 R* N5 {& R# B, {
- Show_Cursor.call(0)
3 H6 T0 B) Q1 ? - end# N3 e1 B% h! a; k/ b8 k
- + x; b" ^( }6 ^; P
- #--------------------------------------------------------------------------# W, b2 K% y2 Z" o
- # ● 更新
- R- b8 Z9 a& V6 R1 ?2 J - #--------------------------------------------------------------------------$ v; R$ p% b1 v2 e' L. @5 x
- def update8 C F3 f" D5 G- W/ ~1 W
- @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos
7 ~/ g( W! A" ?1 L& p Q - left_state = Get_Key_State.call(0x01)
$ b& F3 K+ Z0 j/ d$ ^, u' h - left_state[7] == 1 @left_state +=1 @left_state = 01 B1 T; ?8 q7 L8 U
- right_state = Get_Key_State.call(0x02)( p1 t9 j2 R( M6 y* S' U
- right_state[7] == 1 @right_state +=1 @right_state = 0: N$ O9 _2 e& U- F+ I9 ^- ^+ z+ ^
- update_double_click
) P; O+ V4 r7 \1 _& B - @left_state == 1 @ck_count = 0 @ck_count += 1
/ e; J" I* ] x' K% O+ X4 t# ? - end
9 w4 _/ Q1 {' l# I1 u, n( j - #--------------------------------------------------------------------------- t6 A5 W" T$ F" [& F, u5 g( Y8 l
- # ● 获取鼠标坐标$ b a7 }) R8 Q6 d
- #--------------------------------------------------------------------------# h. S. D& J& w5 F2 ]* Q) J; B5 Z
- def get_mouse_pos
1 Y2 F7 A7 c: y4 X7 j% m - arg = [0, 0].pack('ll')
) T! @4 ? I; x+ W - Get_Cursor_Pos.call(arg), S& M6 F$ n1 a
- Screen_To_Client.call(Window_Hwnd, arg)7 t7 C7 d! _4 L# Y$ a" p
- x, y = arg.unpack('ll')
" m$ v A% G& {. [; V3 y - return x, y
9 [" s& I! U: Z( v7 Q; s - end
. N2 C+ b3 \- w, S: @0 ` - #--------------------------------------------------------------------------
, I" ]1 |. S: M- l8 {6 l - # ● 将鼠标固定在屏幕内- ?( N& S) H5 M% C- H# Y
- #--------------------------------------------------------------------------4 |! M. C/ W; e% r) N9 l
- def lock_mouse_in_screen( \7 g2 V7 d( ~$ L* l! K
- arg = [0, 0].pack('ll')
2 |# i# S0 K: ^/ _3 Y) V% w - Screen_To_Client.call(Window_Hwnd, arg)" P9 A7 R" J$ a- z: d n
- x, y = arg.unpack('ll')
3 X& b7 o/ |( ?; D3 x - Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
" y8 A0 S2 J# ~# M - end
1 l% }: ~* q/ w. X4 _ - #--------------------------------------------------------------------------$ X+ f. U Q+ P$ y
- # ● 解除鼠标固定
; s. S1 d$ T* v% L - #--------------------------------------------------------------------------
2 @3 v. k- G7 E3 b% n# |. i: [1 p - def unlock_mouse_in_screen
0 H7 S( N3 a3 e# x n - Clip_Cursor.call(0)
3 f- F! R( y. ~6 e - end' G: d4 \0 B) i7 N% S Q
- #--------------------------------------------------------------------------
0 m, j. A. c. e7 q' C - # ● 鼠标双击判定
. o3 u$ e: s1 `; k9 }1 W' E$ G - #--------------------------------------------------------------------------
5 R+ W$ F2 J! d9 x+ } - def update_double_click, \: G+ E9 p3 w
- @clicked = true if @left_state == 1
& J) F* e' l9 ]- c - if @dk_count 0 && @left_state == 1
V3 s& k- ]' _0 Q - @dk_count = 0; @clicked = false
+ o5 [: [$ ?4 x7 D4 p - return @double_click = true
- d( L5 s2 r' c6 T - elsif @clicked Z; U# q- C4 m; T; `8 Z
- if @dk_count KsOfSionDbclick_Frame/ z/ `, |( I8 }
- @dk_count += 17 S0 q" i& I8 q# {; Q
- else1 z& u8 F, i: J& E; ]
- @dk_count = 0; @clicked = false
1 s/ I) v8 I& q/ H - end* w+ P( S0 ^6 F( {% f ]0 [
- end/ I, v2 v& z W' M/ e" M, Q% w. @
- @double_click = false
( O; \1 X# t: [- F+ ~9 G% R - end: D& _& G! W) d
- #--------------------------------------------------------------------------: e3 [5 c& X, W7 {
- # ● 按键被按下就返回true1 m# z- K# X( C$ L- D$ o M
- #--------------------------------------------------------------------------
# i$ z. t# r. k) u - def press(button)
' ?+ X2 e( |: J. u- @5 B0 v) u8 A - case button
5 H1 K, T6 I+ ~" V5 _ - when 0x01; return !@left_state.zero% P b% a! u; N
- when 0x02; return !@right_state.zero
4 K" z/ s- Z5 C - end
1 ^8 s* K! F. E7 h4 o - return false
$ Y1 _8 G" {) M v$ _0 R - end" P' w7 j% D- Y
- #--------------------------------------------------------------------------+ }: \8 f% t6 B7 A6 K
- # ● 按键刚被按下则返回true
3 g E+ w/ E. I5 h0 o- h2 { ? C - #--------------------------------------------------------------------------
: R! U& \1 |* G! h8 l6 ~9 P4 T; @/ L - def trigger(button)
0 c5 h- u6 R6 `* Y0 ?; t# l3 ^ - case button e- @% P/ ]- a2 `
- when 0x01; return @left_state == 1
; e% I( @2 R* U& ^* j - when 0x02; return @right_state == 1
) W5 ~+ x' A$ I# B0 { - end- e( b- N5 Q1 N; @) \% i l
- return false( ^* f5 D% a, b* L$ m& L* f
- end9 |# E, [! E' `. G: ^5 S% I
- #--------------------------------------------------------------------------
* N9 a2 I. q, y) S - # ● 持续按住键一段时间的话,每隔5帧返回一次true
; b* Z; K* \; E7 m( \ - #--------------------------------------------------------------------------# g, x3 G8 r' W; a9 Z1 u% [; V
- def repeat(button)* j/ U1 u( Q6 [/ p+ Z; G& m
- case button
, D- y+ h9 e; o t$ w+ ~ - when 0x01; return @left_state == 1
% v3 P' L8 B' B2 x( | - (@left_state 22 && (@left_state % 6).zero): S y8 w( c6 x0 O
- when 0x02; return @right_state == 1
! M( M* R$ L! c Q8 s - (@right_state 22 && (@right_state % 6).zero)% l( U' e! z" ?/ u3 S, M
- end: i4 z+ v: `- y* m) T& p7 l
- return false
9 U! z2 p: ~. R& i1 P# \; A - end
$ W& j" j& w2 w/ o7 |8 n - #--------------------------------------------------------------------------" V& q; D+ O) O& ~$ g
- # ● 判断是否双击鼠标5 ]9 M5 I, }( X# A
- #--------------------------------------------------------------------------
" [0 t$ o5 a- m! _6 c$ s6 X - def double_click. U' C# @3 D, E7 ?
- @double_click2 l8 q6 h- `/ k @, o: Z8 i9 u g
- end
& U! m# D4 T* M: u7 b9 X8 a* d8 N - #--------------------------------------------------------------------------
1 ~' Q# J' | B. i- @% ]: ]% u - # ● 获取@ck_count(每一帧+=1,单击后重置为0)
: u4 k: {) U4 C1 v6 e) ] - #--------------------------------------------------------------------------
' g5 V3 u8 I1 J. Z - def click_count8 M4 u- P$ q( A) z8 L( g
- @ck_count
. }, f# O) D5 f7 I - end
+ d0 s4 i! A; {0 r - #--------------------------------------------------------------------------3 B* O: U. h, g7 }( i' U' _- \
- # ● 获取@left_state(按住左键每一帧+=1)9 v5 i: p+ W0 p$ N
- #-------------------------------------------------------------------------- q* v; l- \* K- c) b5 e8 H
- def left_state
O( Q* v) T7 \$ u# c - @left_state' h& ~% A3 v0 P3 \3 _4 R0 J
- end: t( V; O# d9 R* p/ D1 U! s
- #--------------------------------------------------------------------------% | N9 o" n0 K5 O/ L
- # ● 获取鼠标的x坐标6 Q. T4 J4 [0 z: C0 n: R( G! z
- #--------------------------------------------------------------------------
: j$ q$ U' S+ Y! f& ` - def mouse_x
7 K/ e: L) t& r4 ~5 @$ L: Z - @mouse_sprite.x
" f# H. a1 V3 i4 }: [ - end% J- x, |* Z0 o, {3 x/ p! g
- #--------------------------------------------------------------------------
+ _* {3 V) ~ \" B0 N5 h - # ● 获取鼠标的y坐标
) N" O5 R! q5 K - #--------------------------------------------------------------------------7 P4 V6 t- Z2 Z5 K! E# h. p% X N
- def mouse_y8 j7 F) b: \0 \) U8 O% I6 @' v
- @mouse_sprite.y' p# r! z/ ]3 ?7 S1 N3 B# o+ x$ _
- end
9 p& |9 ]( O- M$ t - #--------------------------------------------------------------------------; j3 ?; [7 s# S; E& ?: c
- # ● 设置鼠标坐标8 m3 C0 I @& P: T4 L) j
- #--------------------------------------------------------------------------9 Z; e" \6 M7 y7 Q" G5 `: y- }
- def set_mouse_pos(new_x, new_y)
$ j! L7 r/ D9 d- K# T% E - arg = [0, 0].pack('ll')8 }) p f2 W a8 @) E( C
- Screen_To_Client.call(Window_Hwnd, arg)& m2 _0 F' B6 E5 r E
- x, y = arg.unpack('ll'), f+ \) G h. c$ C3 W. Q9 E
- Set_Cursor_Pos.call(new_x - x, new_y - y)! ]" K+ _4 g- V0 y5 @) Q9 b
- end
: T5 i8 k. `: C+ h$ v/ v: l% p - end #end of class self 2 Q, i' ~0 Z9 O! j& U
! \) i1 @% e w! C8 L- end
x/ I0 F0 d) c
. Q5 u( i- C: ~9 V4 o4 f0 N- #==============================================================================
: Q0 J8 ?; ~$ _, s, F& A - # ■ SceneManager3 \8 x& |# D. W
- #==============================================================================1 U2 j* V# y G. h/ @$ D$ K1 V
- class SceneManager
1 t0 w+ T3 S- p/ A8 | - #--------------------------------------------------------------------------" W# e0 E$ i$ V) Q# j$ O
- # ● alias2 r& a1 R" z( L+ T. {
- #--------------------------------------------------------------------------3 H$ a) w# H5 a0 W$ q0 k( ]
- unless self.method_defined(sion_mouse_run)
) d. o: O) O( M5 Q5 L p2 `, O - alias_method sion_mouse_run, run
8 {1 }# I) \. \* E, c) T8 x - alias_method sion_mouse_call, call
, }. Z0 i& C' v* [. a# o7 ?7 S - alias_method sion_mouse_return, return
$ z4 d# J* t8 l7 M$ W - end, }: Q! Z: I4 U* }! J
- #--------------------------------------------------------------------------/ C1 [, R/ s; O
- # ● 运行
' `! o5 O/ T" K: i8 t; Z6 S! B" [ - #--------------------------------------------------------------------------
8 G: `: I' t$ t) F - def run
" {$ _" c+ Y& \" w) R - Mouse.init8 u+ {- k4 k0 T+ l* d) z
- sion_mouse_run/ A; H" A) _8 n" j5 b
- end
$ i* g2 f! S( p/ R3 s, G' ^. q - #--------------------------------------------------------------------------
6 d4 w9 P v6 Y1 f% ?- k - # ● 切换$ |5 z2 B8 b- \/ V% o- t3 f* b+ |
- #--------------------------------------------------------------------------1 g! n" k0 b( S
- def call(scene_class)8 {0 ?# j9 |7 U# B( y
- $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)8 T. u* u9 T( V; k# W
- sion_mouse_call(scene_class)6 z$ c3 \* M9 A' X) v
- end& P4 F8 C8 Q7 r Q$ j6 e
- #--------------------------------------------------------------------------) L& z# f; |( ]
- # ● 返回到上一个场景/ D8 N( }3 n; _4 t& o4 N* g( q5 A
- #--------------------------------------------------------------------------
4 {+ v2 {) P/ n+ v" f - def return& f$ N6 ^; N' i& _! G; R3 H/ T
- sion_mouse_return: V. ~: ?; x- u3 h
- $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&
+ ~. s4 o9 q% {4 r - @scene.instance_of(Scene_Map)9 I) b0 i) h- d5 \4 o
- end
x2 @- M: a* n, Y" v - end/ `9 W$ e1 Y u% E/ b/ n N; j
4 G% v( Z1 L- m- #==============================================================================* x, Q. K0 k7 I% r2 O5 j$ ?5 _ }# S
- # ■ Module Input2 u a3 P3 r1 c% P6 E1 K
- #==============================================================================" W$ I3 V. ^" U6 O, s7 `4 W
- class Input
5 w: J; _& k: t - #--------------------------------------------------------------------------) a& r# N. l3 X0 D5 P/ o3 y
- # ● alias2 i+ v$ C3 R/ ^( P
- #--------------------------------------------------------------------------
, ~4 B1 }: c3 U8 `# n' z8 s- I - unless self.method_defined(sion_mouse_update)
8 e* D$ @6 m% k - alias_method sion_mouse_update, update. f2 a: l; A" e+ n# o e, o
- alias_method sion_mouse_press, press
" X3 t7 y4 |9 z) B - alias_method sion_mouse_trigger, trigger
: Y2 A( l) s1 |/ _9 v6 b F - alias_method sion_mouse_repeat, repeat
% r. u5 d' A( I* _1 n9 h5 l - end7 ]. F! M+ m" C4 l! f
- #--------------------------------------------------------------------------9 Y/ n; m7 V! j$ a2 b
- # ● 更新鼠标: ]" i% M! x! K+ ?. z9 I6 W: b
- #--------------------------------------------------------------------------
0 A. ^9 X2 `7 u( [7 S& k: |8 T - def update
+ U5 t( N6 \& u* F) }5 ] - Mouse.update
% ^$ A& {5 P5 `, y5 E% [ - sion_mouse_update3 E( r( h* T; b# U+ [
- end) X$ e1 J8 a5 Y- y) O! A* | Q
- #--------------------------------------------------------------------------* p) B$ A! t- l
- # ● 按键被按下就返回true6 s6 `) R0 p9 h
- #--------------------------------------------------------------------------
1 `1 Z+ v2 L O - def press(key)& z& N' B3 V: i% t
- return true if sion_mouse_press(key)
5 n8 {5 w. e! ]7 Z V5 G - return Mouse.press(0x01) if key == C
7 K5 z9 o8 P S) d! F6 X3 } - return Mouse.press(0x02) if key == B p9 n2 H a6 i; N# e
- return false
! ?* @, L% X" M - end( `" [) ], T5 O9 T3 _
- #--------------------------------------------------------------------------
! D& ?; \4 ~/ [, \3 i3 r - # ● 按键刚被按下则返回true
7 v; F+ @$ }( d7 Y6 x; K: a - #--------------------------------------------------------------------------% r1 @" y/ |$ ]
- def trigger(key)2 } h, @( |, y+ S5 _4 B) I
- return true if sion_mouse_trigger(key)* S7 R6 Z: ~! ]/ r
- return Mouse.trigger(0x01) if key == C; m* L) K# a/ a$ m2 j+ O+ Y
- return Mouse.trigger(0x02) if key == B' M+ N6 l+ C7 z8 c$ }9 R
- return false
- z6 ^% }* i. S. E9 x% l! \' m - end
, y# q; N% f7 M; A - #--------------------------------------------------------------------------
1 w1 u# _8 K% h: F( c - # ● 持续按住键一段时间的话,每隔5帧返回一次true. e! F! U& ^0 Y0 H. A$ F
- #-------------------------------------------------------------------------- D* n, G- h ~( B$ m6 d1 t9 s8 s
- def repeat(key)) i2 B. x0 ]- j! b$ Z* q
- return true if sion_mouse_repeat(key)( H3 r) z; o4 l; L4 \" ]+ U( W
- return Mouse.repeat(0x01) if key == C
% R! J2 e0 ?7 F8 T, u5 G% g - return Mouse.repeat(0x02) if key == B
9 @* i' v! R; J0 Z - return false
3 J( d, H7 |( i4 q# A6 R( @0 Y- H - end
0 k& Z- S6 Z0 U7 ` - end
) e" Q7 u. a; e - ) m) a) f! Y; C- z" D9 v
; M/ @4 q/ f0 S& O, `8 P( J- #==============================================================================
2 i. p+ Z+ j7 j - # ■ Window_Selectable/ |( e8 K5 q9 {. W8 V
- #------------------------------------------------------------------------------3 ^* j8 ~5 @: R7 R
- # 拥有光标移动、滚动功能的窗口
* X& m( A9 A5 G1 C9 L- M - #==============================================================================+ E, j+ z* `: X6 f! k. z
- class Window_Selectable! J- a, o- ~+ m- t+ Y9 n: I+ n5 K
- #--------------------------------------------------------------------------
. B x* ?( T! M9 J/ C/ m - # ● 初始化
8 e' A, M- x8 ~5 t# P. b - #--------------------------------------------------------------------------7 J2 _# f2 W+ i! N9 P8 @! n
- alias sion_mouse_initialize initialize
1 T# x" J5 X5 z" T) e - def initialize(x, y, width, height) t5 ? `5 V9 o! @
- sion_mouse_initialize(x, y, width, height)
/ n- H) i; q! ]# l6 h* ~ - @move_state = 0
/ Q* K& D- ^# c0 T - end
8 v- Q( D# o8 W$ L - #--------------------------------------------------------------------------
2 I( S- E/ T* Y' E" x2 H8 w - # ● 更新
, n& U r5 @- `- N; L+ M# e - #--------------------------------------------------------------------------) r! o; {; @2 o$ B9 _
- alias sion_mouse_update update
- z: c# f1 I& K8 Q) B- E2 m4 P - def update
2 c1 J) I! L0 a9 L u" O - sion_mouse_update' {! Z( I9 a: a1 C# |
- update_mouse_cursor0 ~$ R8 s% F Y4 W
- end
& o, P2 L" s5 w2 P" i( U$ Y2 r - #--------------------------------------------------------------------------$ J$ L' O. M5 B4 E5 e% r0 H
- # ● 启动后设置鼠标到index位置
8 _' a( ^' p- R9 d& d0 N - #--------------------------------------------------------------------------# C) e9 p0 \* y
- def activate
' q- N9 v" M. q5 a* V/ L - @need_set_pos = true if KsOfSionMenu_Set_Pos
6 o6 h/ H3 G1 Y. ~) c+ C: g - super
6 Q, o2 ^) Z$ J4 q- d7 i - end
7 H$ C! O" w0 }' S - #--------------------------------------------------------------------------
9 {7 Q4 P; u( P3 _# Y - # ● 更新鼠标和光标的位置/ C" M- W! {' _5 ]7 B) z9 p
- #--------------------------------------------------------------------------) V# k/ E" |- G
- def update_mouse_cursor
b8 _+ `- [1 j/ j3 Z$ E - if active- }% `" z% ~* y& X" u ]$ ^; g
- if @need_set_pos5 H4 n5 J) j* u7 ]3 W& J* u5 m5 q
- @need_set_pos = nil
0 [+ e4 @# y- H( L4 ^8 z. d: X - set_mouse_pos# K" v Q- l7 E; Q8 ^& G. b
- elsif cursor_movable" g# [8 H6 B: ^' z
- Input.dir4.zero set_cursor set_mouse_pos( e& p# s# p/ a: E i/ g
- end
5 R& a0 \8 c* v - end* v' `. i. g D( W& j
- end+ W' X9 \2 c$ b6 t+ ~! y/ d
- #--------------------------------------------------------------------------
/ ^" m, d# M: W - # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能" } ?# a4 g* S l: ^3 d" W
- #--------------------------------------------------------------------------
) M% X! i1 R2 T Y2 f/ H% Z - def set_cursor
. [5 [' w( z/ e3 E - mouse_row, mouse_col = mouse_window_area: o* }; R1 p0 j; M0 k7 X
- if mouse_row == -1
0 E) G5 P( ? {, B+ ]2 P - @move_state += 1 if need_scroll5 Q' m& |! y) z4 z
- cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand
5 U- ]( ^3 C7 U* P( i* q - elsif mouse_row == -2
+ m3 }3 \" \; o# B - @move_state += 1 if need_scroll
, z" Q4 L8 B1 Z E' n6 S2 |( { - cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand0 ^! u) q9 s1 n8 k- |7 E; Y
- elsif mouse_col == -1( L, |; U( ?+ e; B3 o7 b* ^
- @move_state += 1 if need_scroll! U6 ~8 u) F& e1 k
- cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand
8 }4 t2 |9 ^2 G( d - elsif mouse_col == -21 r+ h5 Q: _6 w! u* S
- @move_state += 1 if need_scroll4 Q# L& R$ Y |& E( r \7 D
- cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand
! H2 e" L6 Z' n- R - else
$ M* Y( s; u1 h. } - @move_state = 05 ~) K7 e+ b% Y/ C$ H0 ~
- new_index = (top_row + mouse_row) col_max + mouse_col: B k* |% z! Q/ R: E8 Z1 a+ ~% `
- select(new_index) if new_index item_max && new_index != @index" x5 G( @0 K9 C1 e; Q7 f; J. L
- end
6 h: J1 j: B, N - end: u$ M7 H$ K8 C; H; {3 e
- #--------------------------------------------------------------------------' N+ x! X+ b+ S+ R8 b/ i! ]) l
- # ● 判断鼠标位于菜单的第几行、第几列
' Y* V1 P* Z; A y' N - #--------------------------------------------------------------------------
9 b# s+ B1 K9 z - def mouse_window_area
) N# z! ~) N* \( _6 i( K# V - if viewport.nil # necessary!
I+ Q* w! _" u$ ?/ Z - vp_x, vp_y = 0, 0. U4 U1 c: q5 G+ ~5 P! m2 r3 S2 E
- else, o8 I. B, h! G( U8 `
- vp_x = viewport.rect.x - viewport.ox- {& P6 O3 W7 T
- vp_y = viewport.rect.y - viewport.oy! e) _* e* o9 s: t7 ]/ h' c7 M
- end
# x* W2 G! M: w1 K$ L - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
6 z# H! r2 |0 J, g2 D Y, P - item_x1 = vp_x + x + standard_padding
' y( N7 F4 ]: f$ f2 C - item_y1 = vp_y + y + standard_padding5 j1 r- g; U* b2 I8 k" u
- item_x2 = vp_x + x - standard_padding + width
2 J! D& u! _7 x1 Y2 X - item_y2 = vp_y + y - standard_padding + height
5 v" _/ [7 a* u" c: O3 X" J, `' s - if mouse_x item_x14 P. F& I% [ @8 k% Y
- mouse_col = -1
2 n9 n v; z+ p1 _- x - elsif mouse_x item_x2
# j4 V8 @6 z3 F3 q2 X) V! S2 c - mouse_col = -2
3 Z6 f, m! ~- C9 W! V( G7 C, M - else1 t% x0 X5 g5 g0 C$ i+ d% g
- mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)4 M* y- q5 A+ O' W" N6 {7 I
- end
$ O8 n- ?: U! }, ^ - if mouse_y item_y1
: M: S, u/ R, ?7 a( O$ d! o7 S/ X - mouse_row = -1. _; T6 M0 h; b* _" g3 h
- elsif mouse_y item_y2
+ R- P% Y3 x' b* M4 l5 e - mouse_row = -2+ u' M' V0 n6 H' i$ N& d4 L" k
- else; k- R3 ?! N' ]6 p. n, O6 \* ?
- mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)1 h4 j/ [3 C+ G1 S) b
- end; J, v1 j1 S7 S6 y9 v
- return mouse_row, mouse_col4 p. Q5 g' e7 C4 I# N" L, `1 C
- end
; _2 _- ~6 q5 ~& m. N) k" Z' P - #--------------------------------------------------------------------------1 S. l& O, w0 V" V3 F3 }
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
$ n5 w; O. ?5 A: l+ } - #--------------------------------------------------------------------------( M: D' N% E I5 M8 X$ h
- def set_mouse_pos1 l6 {: n- F' d
- if viewport.nil # necessary!* ~7 g: L i% V
- vp_x, vp_y = 0, 0
6 I" ~+ o9 Y' t$ z E! g- a- K- g - else7 y) z7 u. Z0 v' c9 |
- vp_x = viewport.rect.x - viewport.ox' j+ Q4 D6 K' `) X0 I
- vp_y = viewport.rect.y - viewport.oy
\0 l7 q; k Z$ G - end
) u- U: x) z, i6 `$ X3 R: m - item_x1 = vp_x + x + standard_padding
+ k/ T+ D- @ B0 O! V% ? - item_y1 = vp_y + y + standard_padding& @8 w# f9 F3 d1 g- Y6 C4 m& k2 ]
- get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index 2 t. Y4 p; E s+ ]% N
- row = get_index col_max - top_row A0 P# B7 m4 R6 D
- col = get_index % col_max( v' V! a- R: Q3 f
- new_x = item_x1 + item_width (col + 0.5)5 L+ z& [3 r* v& m7 V
- new_y = item_y1 + item_height (row + 0.5)7 N/ G, C9 J9 ~" p+ M
- Mouse.set_mouse_pos(new_x, new_y)
# {. F' t5 z, F5 @, ^$ Z - end
3 \+ o2 }$ }: B m8 z) O - #--------------------------------------------------------------------------0 b' A- t- `2 {4 v; m9 `
- # ● 判断菜单是否需要卷动7 c2 \! x, _0 C8 P3 |
- #--------------------------------------------------------------------------4 \! x/ q! @) b
- def need_scroll
; r, C$ \# q7 _. f* a - item_max col_max page_row_max
0 B: t& Y1 m7 o6 H5 W" h6 ]; e2 l! _ - end
% f& \; ?7 p# d. ] - #--------------------------------------------------------------------------' A% D4 p% _0 L2 e
- # ● 判断是否为水平卷动菜单* _4 }! ^5 N9 @/ l! m8 ?: b
- #--------------------------------------------------------------------------# h, E5 H7 E L2 ?- D" `, ?
- def is_horzcommand
/ \/ E9 f6 H; w/ K1 c! D, i - return false
/ e, x6 Y4 I/ h# |) G - end* b6 C* f; {% d+ F6 y5 k1 U+ D
- end( U. y0 h; V" `8 e& E
- - \6 ~- G3 |: ]% a
- class Window_HorzCommand
; p, s' a' L& d9 P& Q - #--------------------------------------------------------------------------: L, n( F' T8 u
- # ● 判断是否为水平卷动菜单. m$ M5 S2 d; Y" h- k
- #--------------------------------------------------------------------------
+ a+ E- }, q+ C7 l - def is_horzcommand
! h" i% G( V/ q$ r$ x" Y I) g$ ~. H - return true: G# {( ~( e. R' \) c: }- u
- end6 r5 o' f/ U# H1 ~ R% D* A
- end/ r ?/ V. U) U# T) C& L
9 I* B. C; ]4 E- w- #==============================================================================
3 Q) Q" A) n3 ^: z - # ■ Window_NameInput, |. ~# C: y2 a! c, w9 I C
- #------------------------------------------------------------------------------3 z# r( x3 ~! Y0 b0 f, r
- # 名字输入画面中,选择文字的窗口。
9 g' J" d5 i9 N; {/ G, C6 c - #==============================================================================3 N* m- c! h, x7 v+ G1 M0 \: z. B) E
- class Window_NameInput* h; {- o% M1 l1 D4 h
- #--------------------------------------------------------------------------. R+ [; o' H& r
- # ● 设置列数1 O' v. ~5 |! `* k4 _
- #--------------------------------------------------------------------------, i0 m. @8 [6 R' }/ M& X
- def col_max
9 w! @. b) E7 |/ ]6 f% ^ - return 104 S" @+ h6 r3 q6 C( w& S: N
- end( r/ A q0 t% b' m# W
- #--------------------------------------------------------------------------
1 s& w- J3 Z8 i - # ● 设置填充的Item个数
# b* U0 `% H, N; I \ - #--------------------------------------------------------------------------& P7 @$ C8 V) c2 f* Q
- def item_max0 ]% B) E: l J# g4 o1 }/ ~$ }% v0 G9 i
- return 901 H" z% v- K- Q& v
- end
3 f: F% t/ C4 d) x: T - #--------------------------------------------------------------------------
. S6 h4 Y0 O+ g. ^& c. i+ L! I - # ● 设置填充的Item个数
4 d W7 j! D1 ?9 y$ p. Q - #--------------------------------------------------------------------------$ _0 X! m" k% x6 p! O$ \
- def item_width
4 H6 x- l1 v1 D2 @0 Z/ j - return 32% ~9 k3 m7 |9 E6 ^" V, ~, R8 a
- end, l# }) c: g' K) i: c+ {% t; f: [
- #--------------------------------------------------------------------------
q' K. j# D# e; S6 Q" D- X - # ● 判断鼠标位于菜单的第几行、第几列. H8 c/ u" R& B! b; o/ P; O
- #--------------------------------------------------------------------------! o' H% x: W; ?
- def mouse_window_area1 g; u+ Q; i8 D6 \; P- U5 L
- if viewport.nil
; q/ |# \6 J, p2 @6 b6 E, G- G/ ^. ^ - vp_x, vp_y = 0, 0; m2 m' T' |( b
- else8 q+ z3 c% u, l3 l8 g7 e1 K0 L2 M
- vp_x = viewport.rect.x - viewport.ox4 u" N6 A+ h/ j2 E7 ~% _
- vp_y = viewport.rect.y - viewport.oy: K" X; W5 q* [
- end
1 K$ B7 m: C5 {: R% A - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
+ c( N6 X1 l& _8 T9 X4 y' J - item_x1 = vp_x + x + standard_padding 3 V) Q0 Q4 F. C0 |- \/ K4 T
- item_y1 = vp_y + y + standard_padding1 I/ F% b/ O7 \# X
- item_x2 = vp_x + x - standard_padding + width7 i3 S4 Y3 e3 V% H
- item_y2 = vp_y + y - standard_padding + height
: t4 L4 ]/ X# v$ ?% l' j) L - if mouse_x item_x1/ i* b. _- v" \* v
- mouse_col = -1
# ~7 {! y3 ]2 n - elsif mouse_x item_x2
M: H) ~8 A, }, w2 r/ k - mouse_col = -26 w' d& W. F/ U. s- g
- elsif mouse_x item_x1 + 160
6 ?) N! U, T4 p+ u7 Z% u+ N - mouse_col = (mouse_x - item_x1)32
9 p- S$ {& t$ {* j8 [ - elsif mouse_x item_x2 - 160
+ ]% C$ w% o; S; o& R6 P/ G - mouse_col = 9 - (item_x2 - mouse_x)32
; Q+ u3 s) e' [; ~& ] - else2 {: ]$ D2 R/ i
- mouse_col = mouse_x x + width2 5 43 ~' e" C P# k7 ^5 ?
- end
( U4 v8 A* m9 s5 J - if mouse_y item_y1
$ H9 [& Y$ v* D5 J4 x0 m* k3 q - mouse_row = -1( E; \" Z; y0 _/ y' Y( [$ g6 Y
- elsif mouse_y item_y23 A! w$ [3 n5 u) ?/ h
- mouse_row = -2
$ m# M7 J) j5 v) \6 g; i% j - else. U- \# P c, m* q" A- {0 ~, k
- mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)
C5 j" Z' j( N; g7 o - end
" c% q' B- @ F) K; p: ~6 O$ j - return mouse_row, mouse_col9 }: ~% m( Y& t6 z& F
- end
1 s) J6 y, G& Q# q) J2 ^$ t - #--------------------------------------------------------------------------; Q4 g* e- |% _8 A1 |! {. g
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
# j5 m; b+ z' P; n9 | - #--------------------------------------------------------------------------
7 L1 S' B, ^. d; B* n0 ]2 C1 Q - def set_mouse_pos
( ]) O6 e/ w# {. c) [, S. Y - if viewport.nil # necessary!& L; G3 ^' J2 _
- vp_x, vp_y = 0, 0. E0 }" m% a& b, N9 u, `
- else6 ~, ^) R; c/ {; d% T
- vp_x = viewport.rect.x - viewport.ox2 J7 u; N& w( N9 j0 q
- vp_y = viewport.rect.y - viewport.oy; u) A) u+ q1 s. o. m) z9 V
- end
' T+ R$ w- E! c5 c, z" Q6 K - item_x1 = vp_x + x + standard_padding ' t, m6 m5 s6 l8 O8 C
- item_y1 = vp_y + y + standard_padding7 J% n. f& h7 E7 Q
- get_index = @index 0 0 @index
+ S, l* e' \6 `3 I* w; L7 n# ?$ M; p - row = get_index col_max - top_row
4 W% h- o/ ^& O) ~4 H - col = get_index % col_max& [2 a! {8 I: c0 r
- new_x = item_x1 + item_width (col + 0.5)+ x2 K8 v2 U2 m( Q$ f" Y3 X0 q/ P
- new_y = item_y1 + item_height (row + 0.5)# W' L7 p+ r; E& j1 g' J
- new_x += 14 if col 4
# c( Q j' `+ x# D - Mouse.set_mouse_pos(new_x, new_y)
: w! S R- [8 y. H, \ - end" _& _/ |2 o- ?. g! d
- end
( z6 F0 u0 I0 o! m/ ~. e
, M8 |1 D$ @4 w6 M- #==============================================================================
o& ?# l, }: h8 x - # ■ Window_NumberInput
: q" I( @! ] _0 S# R - #------------------------------------------------------------------------------
{5 b6 S6 Q: ] - # 重写了数值输入的方法以适应鼠标
) v' S- p3 q1 m) X% |, _% E' h( @ - #==============================================================================8 u& w5 t8 w+ O2 T5 v5 e0 ]+ |) O4 @4 }7 X
- class Window_NumberInput Window_Base; ]$ Y5 c0 {8 }3 F S( c. S' J8 M
- #--------------------------------------------------------------------------3 p3 [6 l- C1 ~! e6 l8 ~2 W1 U# \
- # ● 定义实例变量 f9 P5 b' k) A$ B: g7 l
- #--------------------------------------------------------------------------
6 n# b: u x8 u% {' _ - attr_reader extra_window
2 A% E8 [ B2 f" Q5 s7 d6 I - #--------------------------------------------------------------------------
5 I$ z4 a6 A0 U# Z" V - # ● 初始化
4 X4 l b: i$ i' a9 R7 p4 m! ^ - #--------------------------------------------------------------------------; h2 P# N/ B; ]2 D O; L2 b% X* v
- alias sion_mouse_initialize initialize
1 J# m& a: h2 U6 A/ P& } - def initialize(arg)
5 p' O3 n8 U. k Y - sion_mouse_initialize(arg)
% Y& {0 m, t' w& K7 e - create_extra_window
* h# J7 i# |, A, @0 g. [ - end
2 E' ~# j& a U; T) |! q$ z7 B - #--------------------------------------------------------------------------
# E E7 c" y) U, u- f) b8 d - # ● 启动
1 S C# b- M( p - #--------------------------------------------------------------------------# o1 k/ h7 Q/ X
- alias sion_mouse_start start( P' i' j/ C0 y9 O& W$ a" [" _
- def start g, |7 t( ^1 ^
- sion_mouse_start! d0 G+ S: ]6 \ T& T8 {
- deactivate
. S8 i _+ K3 ^7 ]6 U0 C - extra_start
" p) O; M; v& a7 W! I - end
0 t3 C. _0 d7 m! \ - #--------------------------------------------------------------------------
, w/ u A- Q9 p. @2 E, w& x - # ● 创建新的数值输入窗口
! J5 b3 U, H6 F7 N) @ - #--------------------------------------------------------------------------
5 e2 s5 B) v3 ]# C9 Q o - def create_extra_window) E* Q q* G$ s: V1 d) m/ U
- @extra_window = Window_NumberInput_Ex.new
0 i1 I* d8 {2 ^ {) B - @extra_window.x = (Graphics.width - @extra_window.width) 2
/ q. m2 w# `( D0 M) m - @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }
, C+ g8 p7 H3 c6 X - @extra_window.index_proc = Proc.new {n @index = n }$ k: \7 ~' B- \9 e# g
- @extra_window.close_proc = Proc.new { close }0 Q' r9 I4 b9 F+ I J
- @extra_window.refresh_proc = Proc.new { refresh }3 p& I( T! P) o8 ?( D! t
- end2 h* m! O' A( |" S, }
- #--------------------------------------------------------------------------8 z4 Z9 `9 j, q) T9 a# I
- # ● 激活新窗口
) P: w" A1 d3 ]9 I - #--------------------------------------------------------------------------0 @5 L7 w0 W' h3 Y$ O4 x, {& F9 F1 Y
- def extra_start0 W9 x' c4 x9 Q. H
- case $game_message.position# p) l" d2 @2 F! y+ e. i
- when 0; @extra_window.y = y + height + 4$ U% ]" b$ j$ H& t2 U, z1 e
- when 1; @extra_window.y = @message_window.y - @extra_window.height - 8. g5 C4 D! d. U3 ]' D
- when 2; @extra_window.y = y - @extra_window.height - 47 G/ U* F, Q: Z% G# ~% |$ t Q
- else ; @extra_window.y = 8( O) j$ k# G3 R/ A- s* ^- D$ N
- end# r$ r2 e( q4 B, V+ V
- @extra_window.variable_id = $game_message.num_input_variable_id7 H- Z# m' [5 N: \7 r
- @extra_window.digits_max = @digits_max: N+ h: `0 V |2 C; Q" ]# ?
- @extra_window.number = @number
; e8 M* z1 c% h0 B - @extra_window.open
& C `& V9 D5 F2 N9 H# } - @extra_window.activate
1 J; u3 r' L: e9 `. Y& j - end
4 G4 G# ` k) C - #--------------------------------------------------------------------------
, i H) H% m3 p# N, F# d/ _3 ` - # ● 更新- |2 d' W. j! a" K+ [5 e
- #--------------------------------------------------------------------------
7 } H2 e+ N6 P0 t - def update
: T7 }7 E. b4 R9 A7 u - super
( r6 Q" r2 D1 R! V: k- t3 ~5 ^; E4 Q' S - @extra_window.update
~: @4 o, B& t( N9 s$ f7 p# f - update_cursor' z$ i9 m' F. D, v
- end
/ B1 ~8 ^0 a* M5 d2 U$ p% g, v/ z - #--------------------------------------------------------------------------. m) z E7 P% ~
- # ● 关闭窗口& z' D, M2 j! g
- #--------------------------------------------------------------------------
) F* }# d9 ?+ ?- ~6 T7 m+ T - def close( `1 T% [5 A9 K9 z, ?# B0 Y" ?
- super
5 T6 I2 }6 r, N7 z) _, d2 c: k - @extra_window.close! c+ M& |$ r3 [$ u
- @extra_window.deactivate" H& ^. }3 D: k( X8 b8 f1 u. H
- end( I, [' }7 |! a4 _: N: d) T
- end- v: p: D- r8 j N1 B; d
* X3 o, \/ Q8 J- #==============================================================================$ X' q$ K& \- j+ K8 X% d
- # ■ Window_NumberInput_Ex
: }; v$ f. G( [9 Q8 e2 q - #------------------------------------------------------------------------------% Z) x E( m0 K% O/ n ]' Q
- # 新的数值输入窗口(NewClass)
/ T% R* n- n" M4 ^# U - #==============================================================================( u/ z+ h7 ^# s+ s1 f' s) H
- class Window_NumberInput_Ex Window_Selectable
+ b" d+ P7 p `6 ~5 E1 ?! F - #--------------------------------------------------------------------------
, i) i1 y3 V5 Q9 a. N" n - # ● 定义实例变量; a) P$ o0 w0 `6 K$ F/ D' D9 l# m
- #--------------------------------------------------------------------------
2 x# Q6 X! ~1 P/ r9 v( o0 i - attr_accessor number_proc' Q' _/ x+ J$ ^" v$ r: ~ A! A; g
- attr_accessor index_proc( W3 r+ f8 A9 j4 s+ d* c, o- l* U7 J
- attr_accessor close_proc
2 ^2 ~- Q0 r# Q N - attr_accessor refresh_proc
$ `% c6 z9 N# N1 q3 X% a- @( O3 K - attr_accessor number8 w6 k/ X9 U( x; S( A! Y
- attr_accessor digits_max
5 S& c3 L2 I$ h( U* j) G) ] - attr_accessor variable_id9 I9 L7 m1 n. e- R9 E+ a
- #--------------------------------------------------------------------------' t4 u/ i0 s0 W. G2 C% @- a
- # ● 数字表
: I5 M4 H. a9 a9 j H( v; W+ }6 D - #--------------------------------------------------------------------------
" V# S) }$ G p: i& }( u3 V3 X X2 X# y - TABLE = [ 7, 8, 9,5 v( d9 Q$ }+ v F6 {5 L
- 4, 5, 6,
, E; W2 Q O3 M- u6 G, Q0 b - 1, 2, 3,2 m) ]& c, S9 u% g+ \# x {
- '←',0,'确定',]! `5 @( O) |2 g) J7 ^( v6 y6 o# g
- #--------------------------------------------------------------------------
/ B* x- J/ o" M$ u4 G2 E2 L0 @* i - # ● 初始化对象
) |6 `) d$ H, n; k% U* J - #--------------------------------------------------------------------------
6 }, V9 _; q# e9 k) S+ f1 O - def initialize
7 o% }8 o4 F& ?) a! ^4 S - super(0, 0, 120, fitting_height(4))
; F+ ]) H$ d7 U& _ - self.openness = 0
4 S7 v1 K! W. U4 e - @index = 0
/ Z% W/ U" f# I T4 ]2 z% Y - @number = 0& h! G" K! F- e
- @old_window_index = 0
8 M- U. @9 v0 R. l M O+ n1 {/ Z1 J - @digits_max = 0
! O" K* {- f. T3 h: X# @' _/ c* F$ E - 12.times {i draw_text(item_rect(i), TABLE[i], 1) }( K: B4 }9 w3 I+ _+ r) z! L
- end
: x* Z6 e! N3 D( H- P - #--------------------------------------------------------------------------
; ]# K1 Y6 N- V* S - # ● 获取项目的绘制矩形
( q6 H" @5 I# W6 o; D7 F. r! s - #--------------------------------------------------------------------------
% ]8 Y0 [" ]8 }: y: O7 | - def item_rect(index)5 J. e4 i( S- z: A |) C' g
- rect = Rect.new3 W8 H6 W* j& H) T: { s3 F6 U
- rect.x = index % 3 32) f0 A/ H% t7 V S3 g! s
- rect.y = index 3 line_height
: n4 M' C7 y; j4 B2 l `; Y: K - rect.width = 32
0 s. B6 u+ Y0 I" X6 R, e( q - rect.height = line_height2 i' p1 O. o1 _$ O1 o
- return rect
" L" `5 u4 d/ z$ u5 O - end5 L& u% G, G* @" T- b
- #--------------------------------------------------------------------------& h* U4 ~8 O s; e% f% l
- # ● 将光标设置到鼠标所在的位置" O& P* |# t& e! R
- #--------------------------------------------------------------------------
0 d5 q/ E* I6 ~ - def set_cursor
7 }' p" E5 U" J9 F5 V) l/ s - mouse_row, mouse_col = mouse_window_area
1 G/ A6 h/ `- \$ Q3 z Z - if mouse_row = 0 && mouse_col = 0/ _: f6 Q5 q/ c3 V3 k" f& ^
- new_index = mouse_row 3 + mouse_col& [2 j' s1 C8 Z" @& ?) `! ]
- select(new_index) if new_index = 11 b" q+ ^. D6 u
- end
/ \0 I6 {* x9 A2 Y; ?3 P3 p - end. b+ K3 q% e) w- R8 J# D$ Y
- #--------------------------------------------------------------------------/ B7 k9 C- a0 v3 O
- # ● 判断鼠标位于新数值输入窗口的第几行、第几列% Z9 c$ P/ \! X& {8 R
- #--------------------------------------------------------------------------- X( |. x7 M0 P7 c6 P& G3 c( _0 l
- def mouse_window_area
4 A! ?1 X/ S. P- k! J9 e - if viewport.nil
3 A/ ^ R0 w: y% B& h' p) V - vp_x, vp_y = 0, 0, a$ j2 x0 x x" k0 g7 W
- else# ^; P% y, p6 \# u
- vp_x = viewport.rect.x - viewport.ox1 Z) `: J; {' I. q8 S: e: _
- vp_y = viewport.rect.y - viewport.oy
" I' F% }% \5 t8 t& P; P0 \ - end2 c' \: Y, B0 [; A$ l
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y6 a$ j1 L( e* s
- item_x1 = vp_x + x + standard_padding
- K8 j8 T8 ~( u) Z/ o - item_y1 = vp_y + y + standard_padding
0 G3 n. N) M1 p - item_x2 = vp_x + x - standard_padding + width) ~" N- f3 e! v
- item_y2 = vp_y + y - standard_padding + height
9 g3 T8 E1 Z* u - if mouse_x item_x1$ X; @# _0 [$ T7 e
- mouse_col = -1( y' f/ d5 F8 P! m: B+ b
- elsif mouse_x item_x2+ m9 D9 c$ C8 b
- mouse_col = -2
/ t4 U9 q. N5 I" n' Z - else6 y$ `' q7 ?1 s. z$ g
- mouse_col = (mouse_x - item_x1) 32
+ A% Z! C" m* Z) }" y - end# h1 B2 W) R" _# [1 U
- if mouse_y item_y17 [6 _3 {6 i3 }9 o8 E' {9 B7 D
- mouse_row = -1
9 z# p+ y. |8 P; m/ ? - elsif mouse_y item_y23 W- d/ W7 m$ }* ]2 L2 `
- mouse_row = -2
% f; o4 o I$ S! Y: J4 @, I6 j" Q - else
! n' \; W" u# r p9 d7 D - mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
) a5 p/ F% i+ E9 z. _" M5 F: W& r/ f - end% s% G# Y/ i4 ~
- return mouse_row, mouse_col* [$ t- d: \% O0 l
- end$ Y! u6 N9 s# r3 F8 w
- #--------------------------------------------------------------------------$ }( r$ f% r5 U: y
- # ● 获取文字4 }* k+ D) I- {3 e, t8 N% k) ^
- #--------------------------------------------------------------------------. |5 c& U2 Y: @4 f# { K }- p
- def get_number
, b) p4 h1 Q# H* A6 A - return false if @index == 9 @index == 110 |+ c) O# L8 u4 `1 [# T
- return TABLE[@index] a6 I7 m7 u1 g: i
- end
$ {$ [2 s2 g" j2 X" E9 R; O - #--------------------------------------------------------------------------
! r1 ]3 p; }5 H$ ]9 l - # ● 判定光标位置是否在“退格”上
5 N, |2 i- k% P. `" ` - #--------------------------------------------------------------------------
6 O0 z. `4 @$ v2 h c5 c - def is_delete
, |, M$ A6 Y) w - @index == 9$ K" t! J0 a+ o. r6 @) H$ T& w$ c
- end) I9 _8 m x7 E4 n/ [" |
- #--------------------------------------------------------------------------, x& M" @" k E3 A# n2 U
- # ● 判定光标位置是否在“确定”上
0 y0 Z3 p/ ?! U( F" @: z - #--------------------------------------------------------------------------
* f) f5 t# O$ F% ~- j - def is_ok3 a# h- I3 n. X. T
- @index == 11
; t$ i6 m3 d) m" f& Q9 B8 q; K - end
4 M4 i2 i8 p' b2 W5 { - #--------------------------------------------------------------------------* J: m8 [7 |. L5 d$ C
- # ● 更新光标
3 k% M1 a% X: r& G; Q$ u, Z; | - #--------------------------------------------------------------------------' l' q4 r# S. Q! k9 X0 B; k
- def update_cursor
$ L3 {2 g. K0 @ - cursor_rect.set(item_rect(@index))1 [- K% a- u S9 g E7 s, _ v
- end' i! U3 G, ]! s" h
- #--------------------------------------------------------------------------
6 b* E. X J- G# }+ [ - # ● 判定光标是否可以移动( p+ b! S6 |. d9 D5 e: K
- #--------------------------------------------------------------------------# _' b0 d/ J/ K# v
- def cursor_movable
1 _$ t# R, [9 O4 e9 K9 q- q% V - active
4 X4 S. O5 |' t# K9 G* m0 ` - end5 `9 _" q! L9 ~& Q$ j7 M1 U% Y
- #--------------------------------------------------------------------------
: ^7 E0 @6 u& ?" r8 W9 d$ M - # ● 光标向下移动
8 _& k8 U: R. M0 m; e - # wrap 允许循环4 y3 x7 b" T- R+ |/ M
- #--------------------------------------------------------------------------
- h4 D# l# t6 l' }5 Q( x: V - def cursor_down(wrap)0 \5 B; [: g" Q
- if @index 9 or wrap
' E9 w4 b# M4 q - @index = (index + 3) % 12
9 r* j- ]7 a9 r2 T: O- D, Z - end
& ]/ ?4 c( T/ w) | - end: t1 p' {) x9 t. J& |5 D7 G
- #--------------------------------------------------------------------------2 \9 `. r5 S3 ^) y" W' Y
- # ● 光标向上移动# {4 W0 c2 I1 @! ~$ u
- # wrap 允许循环" Q W x7 ?# }" v" [
- #--------------------------------------------------------------------------' } q) Z1 l. Z- y. ^
- def cursor_up(wrap)3 D4 f; S7 C/ N4 U
- if @index = 3 or wrap# U" N+ R0 |. j$ p' o: e- C
- @index = (index + 9) % 12
9 Y8 _! ^* z6 `) H - end
. |# j- {7 d! b/ V; ?- b( @ - end3 `7 c2 T4 {9 `8 \4 e4 G
- #--------------------------------------------------------------------------
+ _7 g9 d0 Q: `% r - # ● 光标向右移动
/ L W/ [" f3 R6 L# O+ k - # wrap 允许循环
1 y" e* [7 a) O( }* R* [# _6 [3 G$ v - #--------------------------------------------------------------------------
# G9 ]/ U0 c. H - def cursor_right(wrap)0 {* o/ i5 M! e2 g2 n& P0 x
- if @index % 3 2
8 P( ]5 |, j$ J$ T8 z7 A6 M - @index += 1
) Y. c L" x- N& X8 t& C - elsif wrap
# D# P" C% s6 g9 E, h; r( G - @index -= 2
- k# u5 K3 X6 B4 A2 [ - end
& v! m$ ?; h$ P0 ]3 ^ - end
% Z* ^% u5 X8 w: ?. r: ]2 t$ A - #--------------------------------------------------------------------------
# U, [& Q; v5 \: T7 w. Q - # ● 光标向左移动
. s& Z9 I, M' } - # wrap 允许循环8 n6 {' t9 G) x/ l( i' J
- #--------------------------------------------------------------------------. A9 H) c" [1 C J" O
- def cursor_left(wrap)
: i& K' Z2 _( o9 K/ V0 l" d& s - if @index % 3 0! B# ]" f, F# f+ z9 L4 @
- @index -= 1
' X, p# {# U0 Z7 b/ Q* F6 R - elsif wrap# X$ g% Q2 v5 K' r; G* `
- @index += 2
# R* d n$ t8 C, [! \7 M' B - end
$ m& M4 ?: Z" f ^( \; V - end
2 N2 K1 B3 s6 f% X/ M - #--------------------------------------------------------------------------/ R& h3 @5 Z, S; K
- # ● 处理光标的移动$ l9 d3 ]4 d8 ~6 C
- #--------------------------------------------------------------------------6 l2 e1 E' \, F q
- def process_cursor_move+ G! ~! a2 H }
- super
! `/ `" r2 o8 L- D; L/ P7 [, x+ e - update_cursor4 W ~( p* H, z' V* d5 w o1 Y
- end
2 {: W+ c, r; e7 A1 ?) n - #--------------------------------------------------------------------------4 x+ Y! D- L" u. n/ Y) B5 E
- # ● “确定”、“删除字符”和“取消输入”的处理
- H' q0 t( P L1 o9 {: U - #--------------------------------------------------------------------------+ J4 {% p* W& s# e+ y
- def process_handling* K C8 _8 |# t
- return unless open && active
" k* s. u! |4 ]) M9 N - process_jump if Input.trigger(A)
4 X: c( W( N! B - process_back if Input.repeat(B): b% [. U8 ]; o, I" l4 j
- process_ok if Input.trigger(C)
- ?& p% Z* M$ `* V; |3 E8 g' W - end) ^2 u, y4 | `4 e. _2 N9 I
- #--------------------------------------------------------------------------
; h L& j$ p1 j! Y: @9 k - # ● 跳转“确定”
) ~' P2 I5 ]$ E/ ?5 Y# V' P5 Z - #--------------------------------------------------------------------------
* f. z; Q$ _; y; o - def process_jump
9 t7 r4 j1 N/ s1 c | - if @index != 115 w- \( @/ `' O/ V/ @+ m
- @index = 111 V& f& E9 Y2 F( l8 o
- Sound.play_cursor/ C# s# @. R& @( z5 @6 S8 K- j! F3 [
- end
8 q1 G0 o1 l: Y# F( c! n/ w - end
! L3 I7 N- D# n, ~+ `* g; S - #--------------------------------------------------------------------------) L2 }$ i0 b+ F1 v$ |* c& j
- # ● 后退一个字符: J6 q' q# B8 s- \/ n, _8 {
- #--------------------------------------------------------------------------3 o+ o% R7 f4 w) a
- def process_back
1 l* M2 n( x; L( _# R' b- d: O - Sound.play_cancel
R! h4 u# {+ d' }8 l( B) g9 \$ T$ o - place = 10 (@digits_max - 1 - @old_window_index)" ~: H5 H5 {. P/ h; y
- n = (@number place) % 10- S* m. Q; H3 z1 J( Z; l6 I% z
- @number -= n place
$ b) ]# {7 K1 \8 I; T - @number_proc.call(@number)
! L8 v) Z( a9 p/ _1 J* G - @old_window_index -= 1 if @old_window_index 0! c% y: l& v9 I6 G/ F
- @index_proc.call(@old_window_index)! ]' y. a5 a/ I9 j, {; ]$ E
- @refresh_proc.call
8 V6 g# [6 Z7 y - end4 r3 b2 C& K# [! K
- #--------------------------------------------------------------------------
0 T% _7 H/ X ~9 x/ e& i - # ● 按下确定键时的处理
v1 d9 z7 Z1 t1 A% S - #--------------------------------------------------------------------------& O J# [% G/ i7 E
- def process_ok' T, L: ?/ P* b7 K6 c$ T# J
- if get_number$ `. o6 G- z; g3 q8 o$ R" u; [3 \
- Sound.play_cursor. t v, w- a6 h4 N" k/ X
- place = 10 (@digits_max - 1 - @old_window_index)3 s3 \6 b! Q5 I
- n = get_number - (@number place) % 10+ d& n' S0 c$ K2 k0 w
- @number += n place
: P, g& \. E# T2 \8 v( R" P/ f: C - @number_proc.call(@number)' a& u* G* U, ]/ P B, a+ z4 j
- @old_window_index += 1 if @old_window_index @digits_max - 17 P; N* [# d! k$ T# P8 }
- @index_proc.call(@old_window_index)) ~# F) Z# Z7 [% J
- @refresh_proc.call
3 w5 s d! G$ G9 a5 I7 @+ A - elsif is_delete% z `' }3 u N) M0 x
- process_back8 A( d( d& S4 V
- elsif is_ok
( K& b0 T: b9 \. Y - on_input_ok# n+ m5 ^. H# S/ w8 _
- end% k4 q$ N1 {$ b2 W% G9 H/ B" D
- end
! I0 {6 m+ ~9 c9 ~* S; n s - #--------------------------------------------------------------------------! N+ I4 y& Q3 E# c
- # ● 确定0 S8 r- v# k$ N( I6 F
- #--------------------------------------------------------------------------
! H+ V$ a# O7 L, d | - def on_input_ok$ n) D: H+ ^) ~, f: ^% B& D2 B: @# s- X2 N
- @index = 0
+ `% ^# P$ l6 v9 _; u% p3 V - @old_window_index = 01 h) ], B' Y' G$ a( f
- $game_variables[@variable_id] = @number
6 N% o7 g8 r4 A+ z - Sound.play_ok
! s; p) i0 } N' z - @close_proc.call2 {$ l0 h5 U( v: _ s1 K
- end
" ^( E; j7 N4 H4 v4 M3 U) X& C& Y$ x - #--------------------------------------------------------------------------
6 w+ Q8 T* r& H, L/ g- g7 u - # ● 方向键移动光标时将鼠标移动到对应的光标位置; ^2 @: m: h. g/ e
- #--------------------------------------------------------------------------: W) q. {* _! b8 B
- def set_mouse_pos
( }% c$ d8 U' |5 F! U) _ - if viewport.nil # necessary!* P& e1 O n9 J; v" L
- vp_x, vp_y = 0, 0
) J3 S h+ P- ?( Z" a - else( u! R' z0 m( N: X* P3 i) q
- vp_x = viewport.rect.x - viewport.ox
: v" {6 b- o8 Q% U* B+ A - vp_y = viewport.rect.y - viewport.oy
# Q8 o |: p; @2 }" D+ {' z# S: F - end
" X! X/ r5 s- |& g - item_x1 = vp_x + x + standard_padding : q- h. A6 n1 ^0 |* y7 u2 F
- item_y1 = vp_y + y + standard_padding2 E o. u/ Q4 T% ~; B4 j4 X
- get_index = @index 0 0 @index 8 @9 `' T A G6 ?' P
- new_x = item_x1 + 32 (get_index % 3 + 0.5), ~) V! q; ^/ i2 l: Y# r+ |
- new_y = item_y1 + 24 (get_index 3 + 0.5)
' h4 p$ w3 H0 R* \% i. a - Mouse.set_mouse_pos(new_x, new_y)
9 T, ]9 Y( L6 x5 Z. S - end
( m/ t1 b' A) i L7 ` - end9 s# d" a2 ]1 a1 B0 Z
. ^; {. _$ x) o- }+ V }- #==============================================================================
/ G9 j( G# q, v& _ - # ■ Window_Message" S$ x5 W9 V( t- C# ~% p$ T
- #------------------------------------------------------------------------------( f1 |7 o8 q' V8 U
- # 显示文字信息的窗口。
6 H5 q H, |3 e" y* D4 J, Q6 G0 Q: z - #==============================================================================
; b7 n5 R* W Y7 G S& J0 Q - class Window_Message Window_Base, t" q9 S6 l, w
- #--------------------------------------------------------------------------
5 _; T7 `, B, p - # ● 处理数值的输入(覆盖原方法)
! `$ ?% D( Q$ X% }% K8 P - #--------------------------------------------------------------------------
0 {/ T( _9 {5 \- @: B - def input_number! N4 ^& b, s$ s+ k% w
- @number_window.start
: ?0 T4 r( ?' U9 k' d1 R - Fiber.yield while @number_window.extra_window.active0 ^& L2 Y- `2 ~$ Y0 [) p. c& ]
- end1 a# n! E0 \* T
- end
" R1 i1 p" a* v8 [
' M# C4 ^8 W6 b( w$ R- #==============================================================================
1 C+ U. V6 e# F7 d4 }- Q/ I6 J - # ■ Window_PartyCommand8 ?2 I$ e6 O5 [3 N
- #------------------------------------------------------------------------------5 G$ U w# i& F' d$ Z! i
- # 战斗画面中,选择“战斗/撤退”的窗口。
2 V4 Z5 B, m% p A7 k( Y - #==============================================================================
' K; ?- p4 h6 r5 P - class Window_PartyCommand Window_Command
7 [$ Y; x/ T- U9 k8 A1 P' W - #--------------------------------------------------------------------------& X/ d) }% ]7 H' N. [1 C/ `
- # ● 方向键移动光标时将鼠标移动到对应的光标位置3 P: W) t$ C/ ^/ r5 b' p: b1 x
- #--------------------------------------------------------------------------$ z2 p1 x3 a+ {& T" U0 m+ [
- def set_mouse_pos7 o1 \* ]: L g3 z
- if viewport.nil
: ?6 j) D. s/ a( M# i' N- o, `( P' p - vp_x, vp_y = 0, 06 S" m. h+ q0 V8 S1 X8 [
- else
& t' R' ^1 u4 o/ r8 N' y- ]0 g - #vp_x = viewport.rect.x - viewport.ox$ L; {) b3 D: K- f# d5 x L( z. k7 l
- vp_y = viewport.rect.y - viewport.oy5 V$ F% {: {8 S
- end' r0 F: t: `; p! h) `9 [) u2 }& I
- item_x1 = x + standard_padding , {9 ?! |. f+ T$ q. V- \' O& H
- item_y1 = vp_y + y + standard_padding9 `* y, \* D. X/ T, _3 Y
- get_index = @index 0 0 @index - m* s1 i9 s4 @% j& G# J
- row = get_index col_max - top_row
) R! F, `/ y- N, x' C6 Q# c$ o - col = get_index % col_max
* b# ?7 \9 t2 @2 |& ^6 I. l0 o - new_x = item_x1 + item_width (col + 0.5)2 ^" t* {/ F! D+ d
- new_y = item_y1 + item_height (row + 0.5)* _" Z) m+ h+ m
- Mouse.set_mouse_pos(new_x, new_y)
) U$ T/ G% y% [$ @8 H - end+ ~7 ^- x7 L) D) ]. J
- end
0 h9 k% V( O9 f, d - 0 J6 ]3 }! ?! w1 X# J: j" M
- #==============================================================================
/ ~8 {7 N+ i( d7 `' ] - # ■ Window_ActorCommand
0 u1 Y( g9 y7 |4 d4 `9 r - #------------------------------------------------------------------------------
0 `& s3 x4 H: m! m' ^' d, m# M* }% f - # 战斗画面中,选择角色行动的窗口。1 Z! h& G& z+ j- k; W
- #==============================================================================
6 G8 l- H/ P. Q ~- x- V/ a - class Window_ActorCommand Window_Command
; p, T' M5 _2 G& y* g' L - #--------------------------------------------------------------------------/ e3 K4 @ [' s) X7 w% _
- # ● 方向键移动光标时将鼠标移动到对应的光标位置: c+ f0 l# i9 M, W) q
- #--------------------------------------------------------------------------
1 m1 m: J# J7 K) v( e) j. @ - def set_mouse_pos
+ M/ s1 A- ]) u% y& M6 g - if viewport.nil
* b+ {$ D6 ~8 }. \7 k" F - vp_x, vp_y = 0, 09 {+ j" b# e% _/ Q! L) W2 b
- else% f# n- k" `/ ]/ e8 ~; H
- #vp_x = viewport.rect.x - viewport.ox
6 F% y9 |5 x3 n) }4 z2 E. O - vp_y = viewport.rect.y - viewport.oy- ~9 K6 L, C9 j D# L+ B: a: W
- end1 u# q* r3 G! o7 y5 C" C' ]6 P- n
- item_x1 = Graphics.width - width + standard_padding9 A: |8 L& L/ X# ^8 z' E7 ^
- item_y1 = vp_y + y + standard_padding
7 k. k3 S6 x+ U3 N" t S, f7 i9 p - get_index = @index 0 0 @index , a4 F% F6 D" ]. @- l* H; {
- row = get_index col_max - top_row
4 L7 [7 i/ I( _9 h( Z - col = get_index % col_max
% S* x; h6 ?, ^& d# a" U - new_x = item_x1 + item_width (col + 0.5)& {% S. F. R# H
- new_y = item_y1 + item_height (row + 0.5): O9 e3 ?$ a8 H
- Mouse.set_mouse_pos(new_x, new_y). \. S" K+ Y4 b4 s
- end$ H6 j3 v; |1 u
- end6 |, L0 h; d: V. Q
- - Q, |7 |( P% ^. @5 m' X$ N
- #==============================================================================
8 T, E+ @5 ^) Q; m2 b7 E. F/ V' ` - # ■ Game_Player
; T6 J! @6 o# X3 F' s- x8 F - #------------------------------------------------------------------------------
# e6 X0 k0 I$ _0 I - # 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。3 s8 A/ O4 r2 b2 t1 C8 }
- # 本类的实例请参考 $game_player 。
0 n6 V$ O& g+ h; ^8 D - #==============================================================================
0 H" h. p; L2 G2 A0 }& }1 Q - class Game_Player Game_Character) W s& f) r+ F: [% X& w
- #--------------------------------------------------------------------------7 [8 Z- w- m3 \( g/ w8 Q" _
- # ● 由方向移动(覆盖原方法)
2 t) h5 K% A7 M- E- u# X- s - #--------------------------------------------------------------------------3 V |2 g) f6 n1 O* B- e
- def move_by_input
1 d, C2 i, q4 o+ s - return if !movable $game_map.interpreter.running
! b! [4 ^6 D) y9 h3 D& n - if Input.dir4 0- ^1 |/ |9 h/ `- i; g
- move_straight(Input.dir4)
8 Y4 [7 I7 M9 O$ o" s; u+ S0 S) x - reset_move_path9 o) L! Q* a! ?8 k p6 d Q
- else
c2 W3 Q$ H6 }# `% @2 g - move_by_mouse' ]" {+ b$ l. V$ w/ ^" p
- end
, n$ n; e2 g/ L2 U8 S5 ` - end% T. I. [8 W; y
- #--------------------------------------------------------------------------* f: N" h6 j! _* `* F4 M& o
- # ● 非移动中的处理(覆盖原方法)
- e: F# n) {) |" Z - # last_moving 此前是否正在移动& M, ^9 V+ _3 a J6 i8 R6 h" W
- #--------------------------------------------------------------------------
9 `/ j0 o( _0 a1 ]" t - def update_nonmoving(last_moving)
, a }1 ?, y, W/ k - return if $game_map.interpreter.running
* g; X* |/ ~8 R3 a7 c - if last_moving
- M6 v- v% _4 B) q, h% T - $game_party.on_player_walk
_# T6 L# I: j% \ - return if check_touch_event
5 U) s2 P w, _+ G+ ~8 n* c - end
9 k' k% Q. Q& w6 Z- K, o4 P- B - if movable && Input.trigger(C)
: d3 V$ S8 u5 A7 k: h$ z' F - 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( e9 B& r% s8 d% ]
- return if get_on_off_vehicle3 E+ x$ z: J. {! V" a( J
- return if check_action_event6 S' s+ z7 V* ~; ~
- end9 i1 N& p9 ^+ m f$ _
- update_encounter if last_moving/ }' S3 P" j4 J
- end, \9 x3 ~ ]3 i6 v5 |$ c
- #--------------------------------------------------------------------------* N- D3 A6 N. z6 I3 F }/ a
- # ● 判定是否跑步状态(覆盖原方法)7 M4 w! e, `, C0 |6 K" x2 M
- #--------------------------------------------------------------------------
- Z& `9 g' C8 J& c3 Q - def dash
( P1 G5 K6 O2 n9 |0 j- n. Y+ e - return false if @move_route_forcing
% q7 n/ P0 D* l - return false if $game_map.disable_dash
) x: W; i$ Q ] - return false if vehicle
/ c0 c! G' Z( h - return Input.press(A) @mouse_dash
% b& w. O3 z3 E8 K2 P/ x7 T! _8 V - end
$ F4 H4 _0 W: H0 y/ Z - #--------------------------------------------------------------------------& C2 \1 T7 V2 X5 L% v- s8 {: w
- # ● 初始化2 J) b( K, {2 B, S; l0 ?
- #--------------------------------------------------------------------------* ~& R% w; s. w& a. f
- alias sion_mouse_initialize initialize# I" @3 t7 ]' Y4 D6 O3 f
- def initialize1 n2 d: U+ w. g$ E4 z
- sion_mouse_initialize4 Q* {! z: ~+ G4 C2 C1 g6 ~7 x6 v
- reset_move_path; I' t F4 S8 |! X/ ]5 N3 d' E+ A
- @moveto_x = 0
) U: j. l! N% v - @moveto_y = 0
( s! Z& K: F9 E7 d$ t" b' P - end' R' ~: W3 o9 O5 }! ~
- #--------------------------------------------------------------------------9 a: h( k) ]) _$ f' Z" S l* A
- # ● 更新
2 P: Z/ d1 w2 o0 `, U' U - #--------------------------------------------------------------------------8 B2 i' ^0 k& F6 s4 {; ^ U1 e
- alias sion_mouse_update update
% X% n+ S- B$ e# N C1 [! G5 G8 S - def update
! q( F1 h+ M y - sion_mouse_update0 s0 e8 S. S, S. G) Y& W
- clear_unreachable_sign+ ?( p3 m ?4 }5 \; e
- end1 r) A3 T$ K+ t" X( A9 h
- #--------------------------------------------------------------------------
/ [* j6 x4 W( t/ P& T/ o - # ● 处理卷动
( q& x0 x+ z" e7 f$ @3 c- @ - #--------------------------------------------------------------------------% x& W" h+ E: f8 i* k( X; y
- alias sion_mouse_update_scroll update_scroll# E6 J3 \: o1 |
- def update_scroll(last_real_x, last_real_y)
m$ q; P' v e4 D; e* d X3 i - return if $game_map.scrolling- t) P8 b0 b& [# w, }
- KsOfSionNew_Scroll new_update_scroll 5 O% j0 C; J# @) d& m- s
- sion_mouse_update_scroll(last_real_x, last_real_y)
+ v: ]7 A" H# t3 L! K- r - end0 a6 W2 h! A& W0 z4 T; Z
- #--------------------------------------------------------------------------
. d8 h4 |$ V7 z" y, } - # ● 重置移动路径相关信息
( N8 j1 M3 A& e% T - #--------------------------------------------------------------------------
- W9 I6 [2 W2 S5 ` b/ @ - def reset_move_path
5 s, |( ]' W0 u: r - @mouse_dash = false" H1 ? n" L+ S+ u/ z Q1 ?
- @mouse_move_path = []4 `4 T' j2 [& _" U+ b3 ~, h4 c
- $mouse_move_sign.transparent = true; K( f6 P) n6 D4 _7 p$ D, m
- end0 i( z1 L6 ]$ y4 Y! C8 u0 D
- #--------------------------------------------------------------------------) F# m% v3 F3 h" A: Q
- # ● 新的卷动地图方法% E; R& w% I2 p2 F: m! g
- #--------------------------------------------------------------------------4 ~1 H% b- _3 A
- def new_update_scroll
' d' J' h* ^0 B k' A - horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width: ~8 b& G! N/ r- S) m. g6 `
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height
' ?( C0 R6 ?& p* ]+ ?! A9 R( e - ax = $game_map.adjust_x(@real_x)
3 Z1 x( @7 j: g& M0 o- ~. K; ?! Z - ay = $game_map.adjust_y(@real_y)/ E; |' y- V( r9 h: F- F+ M, _
- $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y
% u4 I" j2 c# F D) K+ |3 q - $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x+ {9 v+ Q3 o8 r+ q
- $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x& b) e; y7 T! @+ D4 x5 y4 G
- $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y3 ]: ^& d0 J9 `5 P; n+ _
- end
5 Y% {* Z! C. j( i! K - #--------------------------------------------------------------------------8 ~8 C) J4 z1 L/ F
- # ● 消除不能抵达图标# H" B+ V* A* X7 O1 H; s; D
- #--------------------------------------------------------------------------
- K( Y& {+ a6 Z/ T, H" j$ c - def clear_unreachable_sign
+ ?1 E; _# U2 q$ \ - return if Mouse.press(0x01)5 R3 u' Q3 E2 g) n: W+ `+ u
- if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0& g8 P. `# p! Y2 g2 T9 Z9 K& O/ {
- $mouse_move_sign.transparent = true: ` r) z1 I: w$ N
- $mouse_move_sign.direction = 2
, I5 U2 ^7 s2 L2 h& B - end) m" J9 ?& n) P$ p
- end
0 K" g% B/ I/ Y9 }9 ?6 N* _% D - #--------------------------------------------------------------------------! z0 a8 [8 r/ A; V
- # ● 由鼠标移动3 T- A6 L& ]8 [' L# E4 k
- #--------------------------------------------------------------------------
) M0 w4 ^- w$ v& j* Q( ~ - def move_by_mouse
4 [4 U) y1 M# _ - unless @mouse_move_path.empty # 移动路线数组不为空则执行移动
6 }( }" V& j( w - dir = @mouse_move_path.shift
4 U" l4 `3 y' g: P7 H - if passable(x, y, dir) && !@mouse_move_path.empty
1 x+ n" ^, L4 D - move_straight(dir)4 Y4 ]2 I( w8 R1 c0 s8 I+ {
- elsif @mouse_move_path.empty # 判断是否是最后一步
5 i" o& Q/ f" F8 ~5 O - x2 = $game_map.round_x_with_direction(x, dir)0 p) c0 O, w$ G" F
- y2 = $game_map.round_y_with_direction(y, dir): A8 z8 \' I( @6 z
- move_straight(dir) unless dir.zero3 d* N" ~# H$ A# t- @
- 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
% t' i) M% m( [* H; E - check_event_trigger_there([0,1,2]) U+ T$ V, U4 M3 C1 Z
- get_on_off_vehicle unless $game_map.setup_starting_event" E1 }4 P: F1 H( g
- end
& m1 v5 s9 L8 s! J - $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2, _' q: c2 P* }8 |& R+ Q) q2 H
- @mouse_dash = false
6 M# M9 t6 E) ?0 ^2 m* @) C - elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点
2 o. y* }7 A }, p: c6 a - @mouse_move_path.shift4 t7 O( N: X- m" u
- @direction = dir8 a& E4 c* Y$ M) K, u
- @mouse_dash = false! s3 N" y" ?; o4 Q
- else# e# {* J1 G: Z. e2 E. Q/ Z
- draw_move_path1 h% ], p: r4 I' V" _& P+ P q* m
- end" l; u/ e1 k) n. G" t
- end
0 ~# @0 ?6 ] ]( d+ j1 q% W - end
+ A' M O8 [% A% y' K9 A% R) t$ I+ q - #--------------------------------------------------------------------------
" G$ I1 C8 P. N) X' y2 Q - # ● 地图界面按下鼠标左键的处理+ y1 {7 |1 D1 v
- #--------------------------------------------------------------------------
1 _5 r, T [2 M$ m6 Z - def left_button_action
1 N9 D" [# S9 z. ^( i - return if !drawable $game_map.interpreter.running
+ B/ _* P8 e9 C9 f/ U; O - get_mouse_pos
5 n& J, P/ Z# A$ H - $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图
! j3 n; q& c# Z: o; p7 z J - if @shift_event3 W8 |1 X( \0 F# e% K& f+ b
- if Mouse.trigger(0x01)% c+ j) Z3 M% X; k" B# _' ~
- @shift_event.jump(@moveto_x - @shift_event.x,
! H2 N4 g b1 P# F' d0 o9 O - @moveto_y - @shift_event.y)
( r( C- ^; ^7 h* F y9 l) S4 v - @shift_event = nil
) [0 {0 p2 b: }! ?. v. P' d" }4 Z - end
/ T4 o4 W% _: b! d3 O( Q! f" d; D4 R - return# N( d0 N; V: n* a9 |( T( Z2 x
- end
) _) k6 L& i! P% Q0 V- ]5 J - if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合5 L& p; }$ d- V* J2 m5 C; W
- return if moving (vehicle && !vehicle.movable)* y* i- w' [! c! y" A% O
- check_event_trigger_here([0]) # 判断是否触发重合点事件
" g4 g5 p# }. E - get_on_off_vehicle if !$game_map.setup_starting_event && # C" ^5 N3 c# t' c( ^
- $game_map.airship.pos(x, y) # 判断是否要上、下飞艇
- c9 \& X0 P) @2 ~3 L, x3 R - return) d; U' s5 s1 L& _' ?- a4 G9 j8 T
- end M7 V& t! s0 W1 f$ \& K* b
- # 判断是否用鼠标启动事件
& {2 V9 o- V6 T" R6 a+ P' S* ` - $game_map.events_xy(@moveto_x, @moveto_y).each do event
6 s2 L1 k$ N ` - if event.mouse_start- m; ?( Q& X# h8 z
- reset_move_path
5 J3 |. ]. G* y5 Q/ T1 r: {7 N - event.start if Mouse.trigger(0x01)6 k! Y' A: d: m6 n' K/ {7 b% w
- return7 ?! \$ p/ Q* H& V& B9 i% Y# d
- end# `5 ~5 ^7 ?9 X+ u6 O3 V
- end- Z6 Q4 n ~3 U! e& g. {6 E: B; q
- @mouse_dash = true if Mouse.double_click # 双击冲刺; T. T: r( z7 |. \5 v: p+ Z7 ]5 f- G7 E
- return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
1 s) y( ?3 k2 I% G4 i - for i in 1..4 # 判断目标点是否为角色周围四点3 e2 D( m( l% `# {
- if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&
' s3 }* m; \4 E - y == $game_map.round_y_with_direction(@moveto_y, i 2)3 Y! \: c% c8 `9 Z; _+ X
- $mouse_move_sign.transparent = true- Z3 J7 C7 U. J s* Q* O, e
- @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01): R, S! w2 g: r8 w
- return; end
Y6 i- C; \% n3 R, d - end2 n$ T- S4 S% W( i' h6 h
- draw_move_path: U' ]1 R' s7 c; ^& d2 d: x) f: \ L9 m
- end) [- W5 e2 e) h
- #-------------------------------------------------------------------------- Z" f4 h. F" ]
- # ● 取得鼠标处对应地图坐标点
2 ]8 z* x. o+ ] - #--------------------------------------------------------------------------
3 x5 A: o# m- G# x$ } - def get_mouse_pos
1 T8 z( e) ^0 p* q- C8 ?% i - $game_map.get_mouse_map_xy' Q3 x: Z' \0 q* k0 q: W
- @moveto_x = $game_map.mouse_map_x
# X! `& O& }' l0 `9 W - @moveto_y = $game_map.mouse_map_y" w; d. k/ C, U: S
- #mouse_x, mouse_y = Mouse.get_mouse_pos- ]3 \0 U x7 d: c0 m3 N7 t( C
- #@moveto_x = $game_map.round_x(x + (mouse_x -
, k l# Y D$ j' C3 s' P0 S! [ - # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)
5 B: p% e+ v( }! X' S- f - #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -: R) k# g( G/ ~ j6 q" M9 B
- # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)
1 w# @% |' h3 N - end
" Q3 d+ b4 e+ A1 Y/ T - #--------------------------------------------------------------------------( }0 |1 I0 {" d% a% Z+ n) i4 y- V
- # ● 绘制移动路径 @array[move_directions...]
+ y& v1 d0 p9 U w L0 H - #--------------------------------------------------------------------------
, t7 ~) G4 }+ [# `# ^ - def draw_move_path3 D H# r4 I" e2 p+ n9 t
- #temp = Time.now; [5 n- @7 f2 \
- case @vehicle_type
6 Y# E8 m4 l7 Q2 C+ x4 o& u; A - when walk z+ O- D& O# J5 ^ Z
- draw_walk_path$ M; J3 ]/ f- ~# {$ f9 h9 g
- when boat2 t+ A" m. b3 r: s4 L$ W: P& Z' _
- draw_boat_path
+ M8 h5 s% `1 r - when ship1 Y* t& t& z9 ~1 ~ v/ }6 k" [
- draw_ship_path0 q0 s4 u2 O0 v! s5 h) X0 x) x: G
- when airship
: q$ Z! a7 _& q1 w E - draw_air_path6 Z j8 ?6 W0 [, m. _
- end
! }# b7 L. E/ R$ l - #p (Time.now.to_f - temp.to_f) # 测试效率" `) `' W, s; B- m0 S" n
- end4 {! o2 H' I: r7 g* G) D8 c) y1 A
- #--------------------------------------------------------------------------( i# a" O1 Q6 `; {4 f
- # ● 判定是否可以绘制移动路径* m$ Q7 V+ ^# b5 y$ t0 ~: b
- #--------------------------------------------------------------------------/ v1 F; S6 ~ e; P/ V; X& l D
- def drawable
; ?% `" h8 m8 q. \ - return false if @move_route_forcing @followers.gathering2 K( P* u0 |2 \) t3 [
- return false if @vehicle_getting_on @vehicle_getting_off
9 A9 J k; d3 } - return false if $game_message.busy $game_message.visible X9 \ i# i- o" c6 G
- return true5 n( n+ ^1 ~( ^$ S( z
- end- Z) C4 D) L6 Z" @" ~# `' g* K! e
- #--------------------------------------------------------------------------4 K0 o; ]* n4 I' \
- # ● 绘制walk移动路径 @array[move_directions...]- q- i5 Y! Y! K! N' t
- #--------------------------------------------------------------------------" G& q# _& |7 g' M: z) t
- def draw_walk_path1 ?4 ?# s, j% h& F1 n2 O
- # 准备绘制路径表格
# n3 t5 d9 q& s9 y: G. W% } - sheet = Table.new($game_map.width, $game_map.height)) ?' K8 k* R+ {, a# ]3 @
- reversed_chase_path = []; chase_path = []) w5 M7 O7 K: |) t* T" u
- reversed_chase_point = []; chase_point = []
" I$ }- m, l" W, i ] - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]( j- G2 t2 y/ l2 U J
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 28 w1 s/ e6 l& h* g
- reach_point = false( |7 w( S! [9 L6 Y+ P! q# }
- step = 3
( v% K$ L5 ^4 v k - loop do #loop1 开始填充表格( w8 k4 Y+ T, R
- draw_path = false
, X ?) F. |1 |2 C: v: Y( ^9 i1 c - check_points = new_start_points2 k1 x6 L3 f0 f$ I1 }
- new_start_points = []
6 P3 S4 k$ U% q2 g( ` - loop do #loop2 从起点开始正向填充' v% _4 ]7 y* J. H4 \' V
- point_x = check_points.shift
' O9 b; t5 x1 R - break if point_x == nil
" S( D# b1 |- O# j - point_y = check_points.shift
& M7 x5 w% g' X& V, t: x* v - left_x = $game_map.round_x(point_x - 1)6 t B# [+ \( v; ?; q& g' E
- right_x = $game_map.round_x(point_x + 1)
4 k7 ~3 K" u$ n$ N6 W9 l, |2 R - up_y = $game_map.round_y(point_y - 1)/ x+ ~. O/ e) K1 t$ h" [3 J- P
- down_y = $game_map.round_y(point_y + 1)
6 g" t6 D, G% l$ g# b: k2 e& _1 Q' z - # 判断路径是否连通) F7 s% [9 h4 \' O' o
- path_step = step - 15 U9 l4 b2 Y0 b/ u2 o9 @. B
- if sheet[left_x, point_y] == path_step &&
2 x1 Q- D. D1 B - $game_map.passable(left_x, point_y, 6) &&. P9 Q! `2 C8 C2 @
- $game_map.passable(point_x, point_y, 4)
" K8 n( t8 O- P" s - chase_path.push(4)
" s% m0 Q- z% s k1 S+ P - chase_point = [left_x, point_y]
% a/ i% `9 A- A4 ^2 l$ k - reversed_chase_point = [point_x, point_y]! k9 p1 ~: e. U* A1 V3 V; Q& E ?
- reach_point = true; break z! e- ]0 e( F8 o/ O
- elsif sheet[right_x, point_y] == path_step &&1 T' W( h% e! ]; Z6 |+ V4 }) f
- $game_map.passable(right_x, point_y, 4) &&. d; Z: U2 i8 v* o8 ]
- $game_map.passable(point_x, point_y, 6)
, l% S. G0 @8 i/ a# g- i9 q - chase_path.push(6)& g+ j! n, o# l4 n1 n$ {
- chase_point = [right_x, point_y]
4 a7 L' R. l* M# A; q/ c, Y8 u# ] - reversed_chase_point = [point_x, point_y]
0 m6 a3 [- ?5 {4 C2 P) }7 U - reach_point = true; break* k8 Z9 ^: M9 F+ h# i
- elsif sheet[point_x, up_y] == path_step &&1 T6 p9 g' p6 E! n
- $game_map.passable(point_x, up_y, 2) &&& _- [, n S: p+ e1 p& x
- $game_map.passable(point_x, point_y, 8)4 N. p7 L5 `1 U) ?/ M8 B& x6 z" m
- chase_path.push(8)
& G; M2 A( H. g4 k$ W5 i' r - chase_point = [point_x, up_y]
7 `( ^1 @% p# M; W. q - reversed_chase_point = [point_x, point_y]
; y* A2 [! u) z) `3 d4 T5 J- C8 d - reach_point = true; break
' i4 A" [4 i6 ~) Z - elsif sheet[point_x, down_y] == path_step &&) P. E4 ]' E- z( `; X
- $game_map.passable(point_x, down_y, 8) &&
E) I( `- q# t6 P. {% M: u - $game_map.passable(point_x, point_y, 2)
' }2 D- |4 D+ o - chase_path.push(2)$ i# o$ h1 L# ]. n0 T
- chase_point = [point_x, down_y]9 N; V S2 h* W" n* `
- reversed_chase_point = [point_x, point_y]
3 ]3 S" B" v& j! r8 L - reach_point = true; break
' q* _1 E+ m8 ? - end
5 g7 j- K" n3 V, u - # 以需要抵达该点的步数填充路径表格 #- k. v3 r: W$ b) g5 x, m
- if sheet[left_x, point_y] == 0 &&
; ^/ n1 g9 R! d - $game_map.passable(left_x, point_y, 6) &&, n. D* o' x5 d
- !collide_with_events(left_x, point_y) &&: Z- W0 f& S3 f
- $game_map.passable(point_x, point_y, 4) &&
! c [; _) e- d, ^5 F - !collide_with_vehicles(left_x, point_y) #judge_end6 U/ K! Q4 G$ f
- sheet[left_x, point_y] = step
t2 x Z1 X2 f4 `1 F Y - draw_path = true
8 H2 O2 _5 w+ m2 O& U P - new_start_points.push(left_x, point_y)% P- K0 G& Q( ~+ P6 N- C
- end6 P% j: q& R& \( u" |
- if sheet[right_x, point_y] == 0 &&. L/ `) [2 v5 k" f3 y1 F
- $game_map.passable(right_x, point_y, 4) &&
! S: `8 W( E8 {6 Q% r - !collide_with_events(right_x, point_y) &&* z% _3 a2 }% L0 D! m0 W, V
- $game_map.passable(point_x, point_y, 6) &&- B x3 e3 l9 z' u5 y
- !collide_with_vehicles(right_x, point_y)#judge_end- I& |3 @% Y' [
- sheet[right_x, point_y] = step" S+ v! W, G, B. E/ Q0 N3 M. I
- draw_path = true
' n6 S- d0 }& i; C" ?# @0 | - new_start_points.push(right_x, point_y)# K/ [( `1 i% N6 [6 [& l" y* y9 ^. @
- end
k$ T9 V9 }5 x- E1 s - if sheet[point_x, up_y] == 0 &&
, Z: E1 Q& o$ d( T6 A/ G - $game_map.passable(point_x, up_y, 2) &&
& Z; ?* c* }% N- J1 r% D - !collide_with_events(point_x, up_y) &&
$ X; p/ M6 X4 N2 V - $game_map.passable(point_x, point_y, 8) &&4 S4 a/ w; }; [- H t% v7 V6 I7 ~
- !collide_with_vehicles(point_x, up_y) #judge_end
7 ~0 Y5 ?# ]! U$ b9 t: [ - sheet[point_x, up_y] = step3 ]! W! i& A4 p* i `* g2 @7 y3 b1 B
- draw_path = true& _) z% @. e. G8 [0 T6 Y- n
- new_start_points.push(point_x, up_y)( z/ T& ^; a) ]0 B" j e
- end
' ~- r, u% m2 [. Y4 b& R' C - if sheet[point_x, down_y] == 0 &&
6 { @2 t' q+ a, q) m! c: I e - $game_map.passable(point_x, down_y, 8) &&7 @* m# e( w* S
- !collide_with_events(point_x, down_y) &&- e- m6 f2 K5 _. v
- $game_map.passable(point_x, point_y, 2) &&) }" f+ {& S/ V0 @( P
- !collide_with_vehicles(point_x, down_y) #judge_end; q+ U$ l7 d' M0 C1 s- N( o
- sheet[point_x, down_y] = step8 T% ~5 p0 z& g- L
- draw_path = true: S+ J4 i& n, W) e P4 b, |) }7 h
- new_start_points.push(point_x, down_y)4 f/ s: r9 z7 U8 M' s1 E) B
- end
H1 Y' C7 G8 |3 Y - end#endOfLoop25 _: i2 {- e( s5 s& p8 ]7 E
- break if !draw_path reach_point
2 O% N0 [! A* B8 P1 S, i* j - draw_path = false- w) j" T) [2 c: r& ]
- check_points = new_end_points% y V% V7 H/ |& i5 R5 t
- new_end_points = []
2 i/ e, \% O7 \6 G - step += 1
% a6 W; P1 h3 C - break if step KsOfSionBreak_Steps &&
" u3 `+ o( H6 y - !Input.press(KsOfSionFind_Path_Key)
" _# a0 x7 j5 ?# z9 ^ - loop do #loop3 从终点开始反向填充! l0 q0 u# @$ r4 Y/ l7 N$ G
- point_x = check_points.shift0 e# h4 H4 _5 j+ B
- break if point_x == nil
: [) C! ^+ n7 q4 Q& H" u - point_y = check_points.shift
/ H, k' A$ F0 f - left_x = $game_map.round_x(point_x - 1)/ y3 `8 f8 V% p7 z [, R
- right_x = $game_map.round_x(point_x + 1)) w' ?* g' Y) F- j$ B# ~. X
- up_y = $game_map.round_y(point_y - 1)" l, Q1 X r% ~% T, V1 f3 b# C: @
- down_y = $game_map.round_y(point_y + 1)
" s. d3 H# S4 q/ W - # 判断路径是否连通! X4 m" \$ W, d& v' x& l' D
- path_step = step - 1! K6 M+ B, Q: U( V$ [) C$ w; p
- if sheet[left_x, point_y] == path_step &&7 ?: w3 |2 `( u; { w9 R
- $game_map.passable(left_x, point_y, 6) &&
/ J3 l% }0 q, B+ \8 J9 h - $game_map.passable(point_x, point_y, 4), ^$ h: z% v8 x' q7 w: Y
- chase_path.push(6)$ Y# Y5 @5 ^8 d$ x+ \% ~% J
- chase_point = [point_x, point_y]
2 P# h+ E3 m( O p8 s* h6 ]. D' B - reversed_chase_point = [left_x, point_y]
- J r4 z# V; C' A# K2 Z' ?3 O; e3 r - reach_point = true; break
& X9 w" x3 D9 f9 i. V - elsif sheet[right_x, point_y] == path_step &&1 O3 F- ^- z9 h% l1 j1 D. O5 o
- $game_map.passable(right_x, point_y, 4) &&$ ` S: f& f. p4 M. M
- $game_map.passable(point_x, point_y, 6)
) ^) }7 ~1 u9 M+ W2 R - chase_path.push(4)1 t' ]& n# y. _0 W a2 T5 U& \: ~
- chase_point = [point_x, point_y]0 N. O) s5 p; ^$ L- |' c
- reversed_chase_point = [right_x, point_y]$ a2 N. ?% F8 J/ ^8 y6 }
- reach_point = true; break
9 _' k+ m" u- `4 P0 F - elsif sheet[point_x, up_y] == path_step &&, P/ s% |3 l9 {) u) v$ B
- $game_map.passable(point_x, up_y, 2) &&
2 k9 L9 f" s6 G( x& u$ Z - $game_map.passable(point_x, point_y, 8)
9 E6 P; R7 {) t( y- J0 M - chase_path.push(2)
1 h. ~, i8 i4 c) ?( N" u3 t - chase_point = [point_x, point_y]( D! H8 f- o6 q
- reversed_chase_point = [point_x, up_y]
' @) `, q! _& N) F/ Z u. H/ o - reach_point = true; break
6 ^- X: t& O/ }4 }& ]1 x - elsif sheet[point_x, down_y] == path_step &&! \% A; e% Z$ W- r3 r
- $game_map.passable(point_x, down_y, 8) &&8 A) P) Y* {0 W
- $game_map.passable(point_x, point_y, 2)
1 Q% s+ A5 u6 i! O# s1 r - chase_path.push(8)* g7 k" l5 t2 S( l2 w
- chase_point = [point_x, point_y]' ], M9 @. n0 ?# v) k
- reversed_chase_point = [point_x, down_y]. h s* \5 e& L( t) C
- reach_point = true; break* Q$ X5 d% {) _* R; @
- end3 H, {: A9 V: }
- # 以需要抵达该点的步数填充路径表格 #
* B" y1 s8 M, n! t$ N! l# f) @ - if sheet[left_x, point_y] == 0 &&
" i+ h% f0 C1 v& r6 N - $game_map.passable(left_x, point_y, 6) &&( o# j& B- E( k: Y [/ n- v
- !collide_with_events(left_x, point_y) &&
' w, v7 l5 T7 c. F4 ` - $game_map.passable(point_x, point_y, 4) &&
1 ]& c; n: b3 ?2 I - !collide_with_vehicles(left_x, point_y) #judge_end
7 ~8 P; H0 c! z; O, _ - sheet[left_x, point_y] = step
2 M' V- [0 p1 K- {; E - draw_path = true
+ j2 ?8 l$ O+ T; _. |% n2 ^ - new_end_points.push(left_x, point_y)& W: X5 y" D9 h, I) B- D2 u2 w3 }# @
- end
2 G( X& j! ?6 @& \4 _# u - if sheet[right_x, point_y] == 0 &&
' e/ }- g% s9 u9 `7 }( @0 _) n0 s - $game_map.passable(right_x, point_y, 4) &&
% X- E2 ^$ A+ \7 s - !collide_with_events(right_x, point_y) &&
1 H& b2 y" u4 m% { - $game_map.passable(point_x, point_y, 6) &&9 L, O* s* h% E5 i4 G
- !collide_with_vehicles(right_x, point_y)#judge_end% M- {1 V: I; s6 G2 Z+ R
- sheet[right_x, point_y] = step' g2 s- k! @, Z3 S* ^$ _2 R
- draw_path = true
6 N; Z. {4 b6 l8 \ - new_end_points.push(right_x, point_y)- s, I D" C, Q
- end
" E) x2 q/ Y. j. j; b$ }4 _ - if sheet[point_x, up_y] == 0 &&! a, y# T) Z) K0 I& O
- $game_map.passable(point_x, up_y, 2) &&' v2 e; Z! d! q5 X$ h
- !collide_with_events(point_x, up_y) &&& w: H% L) Z( \+ G: s- {
- $game_map.passable(point_x, point_y, 8) &&
' x/ k4 l% v9 j5 l - !collide_with_vehicles(point_x, up_y) #judge_end
$ b0 ^- z9 D c. Q+ A8 u* z - sheet[point_x, up_y] = step
# s7 s/ n# x6 a5 o& f" W8 w - draw_path = true
( J/ s' {) A" c - new_end_points.push(point_x, up_y)' Z* x: X% ~5 N: {
- end
, e2 i/ t% U3 G( T8 T/ Q7 y - if sheet[point_x, down_y] == 0 &&$ s- o5 Z% ~% P+ V
- $game_map.passable(point_x, down_y, 8) &&
( A+ O- W& V# f# N4 c* V - !collide_with_events(point_x, down_y) &&1 r; B5 q& z' C# L' e+ j
- $game_map.passable(point_x, point_y, 2) &&
4 J- R9 d# {7 t& y) f" t/ j - !collide_with_vehicles(point_x, down_y) #judge_end$ [* z! S- |( x; M
- sheet[point_x, down_y] = step
% G& i6 l% t/ S2 Q2 L - draw_path = true
$ _. p+ t1 l! ?! W2 E - new_end_points.push(point_x, down_y)
- t4 q, \8 L1 d6 ?4 A - end" c% z; M( a9 y) N( y4 ^2 q
- end#endOfLoop35 P5 M) M G6 b, W
- break if !draw_path reach_point
# T9 \- V" v' ^- \8 g - step += 1: o# R! `2 j+ t n1 C
- end #endOfLoop1 路径表格填充完毕
4 I; \4 p9 i1 G( I9 I% J! V - $mouse_move_sign.transparent = false+ N% ?; @/ T6 E! u
- # 判断指定地点能否抵达8 G7 A. r* A) {, z* H0 }
- if reach_point
8 z1 p: R, D& r3 V S% o- s# I - $mouse_move_sign.direction = 2
' [0 v7 f. K6 w% P2 l D - else
* c: e3 ?0 t7 q% U1 S1 r - not_reach_point
% w5 N$ s' Q, e% A4 T- N - return
+ P( j/ k6 w2 t. |% ~9 e7 F - end% Y; ?/ f* Y, |8 D! u C
- # 根据路径表格绘制最短移动路径(反向)9 ]1 X7 O" c4 Q: u9 P& B
- steps = step 2 2 + 1! _$ r z I$ e/ T, h
- loop_times = step 28 ^4 u1 D9 m6 |, p% {6 x) N
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]' M- i( h! w q, Q U
- for i in 1..loop_times # forLoop6 M# h5 {. ^+ ~
- steps -= 2
" R' L7 ^' l& v( x- X) U - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……& H0 I2 V" i$ M0 L
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&# c$ g4 I/ L# n& d9 H7 F' q6 F
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&& d2 X( G) Z* m6 v! g) m, m7 ?/ E
- $game_map.passable(point_x, point_y, 4) #judge_end4 Z4 O4 Z. Y. s2 Z
- reversed_chase_path.push(6)/ v* G. ?( r" f. a" ~2 p
- point_x = $game_map.round_x(point_x - 1)5 Z# R }6 O% d6 L, u+ x
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
; T/ Z1 {; R/ Z R$ G5 D+ s& a - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
- Q5 F) S* e2 |5 ~3 P- C - $game_map.passable(point_x, point_y, 6) #judge_end2 @5 `' u) N4 S( _$ b. c
- reversed_chase_path.push(4)
+ z2 E$ w: b) @' D - point_x = $game_map.round_x(point_x + 1)
* e) F0 R9 t7 l' ^. r' n) A - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
( ^! H8 D8 q& n* y9 a/ F# H( P. D - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
5 [' H+ f2 \8 \+ I6 J) I - $game_map.passable(point_x, point_y, 2) #judge_end
. c: }' v# ? G - reversed_chase_path.push(8)
& z) {4 s/ w$ Z+ b3 s - point_y = $game_map.round_y(point_y + 1)
0 W h1 w: K% K7 {7 N' i - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
# A# \5 r1 C8 Q; | - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
4 l9 i4 z+ N8 Y - $game_map.passable(point_x, point_y, 8) #judge_end
# M. D5 {! G% D2 S1 { - reversed_chase_path.push(2)
8 D: ]: x" A* p. ]- U: L - point_y = $game_map.round_y(point_y - 1)4 d) Z' k6 L, o# r
- end
7 C6 E. [" w1 c. F2 l. _ - else
; j# F' y) k9 ~0 Q, C: V - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&* h* F' J$ i3 p. V/ e/ V* m7 I% I& K
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
: p! u8 W% I& r - $game_map.passable(point_x, point_y, 2) #judge_end+ P5 b$ B0 ?( q) H2 w
- reversed_chase_path.push(8)& O1 |0 n* ]% l% l* X( w) N
- point_y = $game_map.round_y(point_y + 1)
) B, ]- W7 Q, X% S' } - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&' B, k4 T9 ^ T$ G
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
$ l" k. L& p- h7 ]/ S) O" j - $game_map.passable(point_x, point_y, 8) #judge_end
. o& A+ V- `, F' S; B2 g) j! g - reversed_chase_path.push(2)
7 ]/ @7 R& b2 B, z: T - point_y = $game_map.round_y(point_y - 1)3 i* a- p, S! ^' R; E O- x
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&$ I: i" [9 A+ f& T- c
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&- L1 w% o! P [
- $game_map.passable(point_x, point_y, 4) #judge_end
1 p/ Q7 B& g0 w - reversed_chase_path.push(6)' @8 q$ Y' G4 b
- point_x = $game_map.round_x(point_x - 1)
. r8 P2 }2 ?1 ^8 [, S s - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
, S6 Q3 y! F# J3 l+ w! Q - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&$ R7 D0 f; i o/ X1 a
- $game_map.passable(point_x, point_y, 6) #judge_end
6 {/ |# T+ B+ A0 |& n8 T' L2 A; u8 w - reversed_chase_path.push(4)
7 o7 Y" C# T) s( Z$ W6 {# @ - point_x = $game_map.round_x(point_x + 1)
/ B! e$ f& ?8 a `3 C - end
: i" m; N B. r3 O1 u5 D - end
; A) q# [5 X) \4 @$ r5 X% X - end #endOfForLoop
9 k+ K' y, N% t3 W - # 根据路径表格绘制最短移动路径(正向)
5 Z& _2 z6 z4 K0 n- e - steps = step 2 2
) d7 \) w5 v+ x - loop_times = step 2
8 p" H. s4 G6 m% Z. N8 w6 a7 _ - point_x, point_y = chase_point[0], chase_point[1]1 j6 ?& t: e- @' u2 H+ x
- for i in 2..loop_times # forLoop! Z& j; H1 ]$ U. o$ r! Y; g
- steps -= 2$ m& v- g/ E+ r
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
" x* O' w$ e! }1 E - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps && c& E! K2 H6 L7 h* H I! I5 e# h
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&( r+ ~( R7 w+ q3 u
- $game_map.passable(point_x, point_y, 2) #judge_end
, C F2 c7 q/ m: G6 k - chase_path.push(2)9 i$ l Z) Q; t* T
- point_y = $game_map.round_y(point_y + 1)
7 O7 D: Z! v% V X/ W - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
' f/ d T$ T. }) F, P - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
7 J( A6 b u. Y" U, s, I/ z - $game_map.passable(point_x, point_y, 8) #judge_end% m1 t* q& E! q6 E
- chase_path.push(8)) {2 |7 S7 F: }* p5 c$ G
- point_y = $game_map.round_y(point_y - 1)
4 Q( t' S3 ^* ?$ i, s" h - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
8 e) M9 I6 S2 `. z4 _; l - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
9 ^, @1 }4 W2 ` - $game_map.passable(point_x, point_y, 4) #judge_end- d& ^6 L( L& |5 e
- chase_path.push(4)/ o# ?# d2 c4 h' D! T! s, Q( {
- point_x = $game_map.round_x(point_x - 1)) Y+ a9 R( I( M8 r' o* ?) @
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
! c0 t I) ]0 F4 X3 B - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&: R3 H" E q1 I. O
- $game_map.passable(point_x, point_y, 6) #judge_end
7 S, x6 H$ X& M8 X, } V: B - chase_path.push(6)
" G1 F4 q B* B5 a& S- s9 W, \ - point_x = $game_map.round_x(point_x + 1)6 |8 z- c1 }2 I7 I/ p; q- ~
- end
3 H" c! R x& G, h - else
7 K) N" z2 Y6 f) v7 x5 M3 `3 K h - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&( e* Z+ T& g: o$ w2 B) v- \
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&1 h' K& n5 y" j1 w& B6 |4 D
- $game_map.passable(point_x, point_y, 4) #judge_end7 n$ t8 W" y3 }3 [3 O! ]
- chase_path.push(4)
$ m# S# A# _, z3 } - point_x = $game_map.round_x(point_x - 1)
8 m! M2 K: i; [( ]8 O4 x - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
, Q. Z& K' e& i( B* M - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
0 `1 \( b% ~& r - $game_map.passable(point_x, point_y, 6) #judge_end' L {. S( G4 t
- chase_path.push(6)9 @3 g1 x7 {$ O; }5 e( Y2 S
- point_x = $game_map.round_x(point_x + 1)/ F( y5 J7 J6 j, W/ x
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&* N/ B! u) r6 j ?
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
) ^8 l) c7 y. ]# \ - $game_map.passable(point_x, point_y, 2) #judge_end
9 T* R7 ~/ v3 F8 R2 ?, T - chase_path.push(2)
9 U) l% r$ ~/ L! @& H7 g - point_y = $game_map.round_y(point_y + 1); j9 W/ v& R% `/ w: t
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&( y; S5 q, D% e$ A$ x. ]. L
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
) C% }7 f( K- k* M( A - $game_map.passable(point_x, point_y, 8) #judge_end
/ l6 y4 J! A: v& }% ~* z - chase_path.push(8)
' {$ L% { L/ |0 C9 N, W - point_y = $game_map.round_y(point_y - 1)( s, H5 }6 l% D/ y9 [7 V7 W
- end8 w( o5 S0 ^& | |5 ]' o m# @
- end
7 s4 | q; p# J0 O- C& s8 I- G - end #endOfForLoop9 b' K( Y& F q. J( i6 R( P
- @mouse_move_path = reversed_chase_path.reverse + chase_path5 E4 \! W U( ~% @; @
- end#walk$ k+ ] k: Z2 V. k7 y: X* l, ~
- #--------------------------------------------------------------------------
6 Q: O6 l3 x: S: ?; s( s - # ● 绘制boat的移动路径 @array[move_directions...]9 ]- \+ c; J8 g" B
- #--------------------------------------------------------------------------
8 P2 V* l. ~$ z3 _1 d2 I' ^$ S - def draw_boat_path% c: { L) o7 i6 t! [( ]
- # 准备绘制路径表格+ v: D& f& w7 K7 i' h5 P
- sheet = Table.new($game_map.width, $game_map.height)
2 A/ t6 i2 S/ A F2 e - reversed_chase_path = []; chase_path = []: a3 C8 {4 o% ^1 Q s' v6 y
- reversed_chase_point = []; chase_point = []0 @$ R: U# l4 f1 `; \: Z
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]" s7 w5 g7 {2 b6 s! N" [5 ^& C
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2; J3 S: Z& J$ H5 `, F0 Z% T5 s: R
- reach_point = false
2 t7 N1 y; A8 Y) p, [ - step = 3. a; c, h% j- x$ Q
- loop do #loop1 开始填充表格
5 k" Q! O( Z$ V. w - draw_path = false
0 t5 z9 @4 K/ B - check_points = new_start_points
1 G: f0 D9 ?# S8 }1 n- D* u - new_start_points = []- e" r9 Y4 [1 j# \
- loop do #loop2 从起点开始正向填充3 J; K, y1 q, z+ m7 K
- point_x = check_points.shift2 {) {7 c" @( ~' b- {! ]
- break if point_x == nil
2 Y. R% z" m G" o! K - point_y = check_points.shift
/ ]: a# G% K7 n" v - left_x = $game_map.round_x(point_x - 1)$ b7 Y# h# @" W6 I
- right_x = $game_map.round_x(point_x + 1)4 p ]" ?8 h+ |, P" U
- up_y = $game_map.round_y(point_y - 1) L1 R4 a, {, ^* O* c3 j) D0 @6 I
- down_y = $game_map.round_y(point_y + 1)/ ~7 u* C; C4 D8 i6 J7 v
- # 判断路径是否连通6 x2 f4 J. g! \& ^9 y
- path_step = step - 1- ]( }( \& W# H# y- k# Q3 }5 X
- if sheet[left_x, point_y] == path_step- K* A8 _5 \ z( X2 ]! a$ l6 g) r$ `
- chase_path.push(4)
' d% S: z; ^6 g- Y - chase_point = [left_x, point_y]
6 I9 C) Q$ Y$ o8 @2 |: t+ ~ - reversed_chase_point = [point_x, point_y]1 [8 r+ F! q$ @& x6 e
- reach_point = true; break5 \- R- Q+ _7 K/ Z. o/ V
- elsif sheet[right_x, point_y] == path_step5 j8 H' q+ K8 s6 q# O
- chase_path.push(6)
/ t+ Z6 g+ B- i) K - chase_point = [right_x, point_y]
. x6 Q$ y7 h0 n# U( X$ u - reversed_chase_point = [point_x, point_y]
0 y, P0 D- s& m% l# A+ h - reach_point = true; break; }6 l6 S3 s! ]% O& w
- elsif sheet[point_x, up_y] == path_step: z! U& w4 k4 _, a- @2 g+ w$ p1 f
- chase_path.push(8)
6 j- b2 B5 @ \ - chase_point = [point_x, up_y]3 p/ F. u) N9 ?
- reversed_chase_point = [point_x, point_y]
# a# c% h1 I. Z# G - reach_point = true; break
& i" ]4 |# D- t+ V8 G/ b( ]% a& u - elsif sheet[point_x, down_y] == path_step; F9 D" z% w: A; i' l. x
- chase_path.push(2)
8 A) `( ^7 g; H( H% a0 {5 K5 c6 x - chase_point = [point_x, down_y]. q7 _: }8 V8 ^) M, }) }* _
- reversed_chase_point = [point_x, point_y]
" @. t; ]7 U( d- z - reach_point = true; break
1 [6 P" t' P8 n) n6 |, B. Y: B0 x: P - end
0 q0 |, w3 k. g$ q1 s, P7 C3 x - # 以需要抵达该点的步数填充路径表格 #
) _3 T1 x: }6 i3 B; m - if sheet[left_x, point_y] == 0 &&
$ r2 S& R' _5 r8 t. r( q* F - $game_map.boat_passable(left_x, point_y) &&) q% Q' T3 U o# s( d
- !collide_with_events(left_x, point_y) &&
1 `2 q h+ |/ m3 h* }$ T9 F, ^, | - !collide_with_vehicles(left_x, point_y) #judge_end
+ A! ]5 H* x, s0 s& \+ l* p - sheet[left_x, point_y] = step" W5 T `: f/ |' C
- draw_path = true$ M- F1 d( a. A6 \7 Q
- new_start_points.push(left_x, point_y)
. P6 V; z' [4 U# B - end
, r: g; T& {. _; R4 N( c9 f - if sheet[right_x, point_y] == 0 &&& O! o) Z; o, I9 d, s
- $game_map.boat_passable(right_x, point_y) &&
5 c* j4 G0 K1 {7 Z - !collide_with_events(right_x, point_y) &&( P- ^6 m7 p7 ?/ y x$ g0 l5 f% ?; F
- !collide_with_vehicles(right_x, point_y) #judge_end
* z8 l1 L+ k9 S+ D/ ^/ M - sheet[right_x, point_y] = step
/ g* p$ R: @1 |; L - draw_path = true T. X, E$ L7 H# I2 n( @
- new_start_points.push(right_x, point_y)
- Z7 q) p* Y& f - end7 s; y' a8 P. T6 Q, J) v" d7 `
- if sheet[point_x, up_y] == 0 &&
, K; E7 E0 \# x" d2 u, w - $game_map.boat_passable(point_x, up_y) &&. q' l6 o/ u4 }' m$ H
- !collide_with_events(point_x, up_y) &&
% E) T" L+ V3 {5 @, V V" X - !collide_with_vehicles(point_x, up_y) #judge_end, m' z) E, E2 j
- sheet[point_x, up_y] = step- e& I6 M. T- a% l2 C
- draw_path = true
% I5 o: T' z: o' L- Q- |6 m - new_start_points.push(point_x, up_y) Y& Z% A' F8 e
- end
$ T! C. s/ _( x, r* ^% q& @ - if sheet[point_x, down_y] == 0 &&, P [" \1 c2 U0 _1 Q1 n& h
- $game_map.boat_passable(point_x, down_y) &&: ], M& h9 ^5 v g
- !collide_with_events(point_x, down_y) &&
. N; @ {+ k; K) t& s - !collide_with_vehicles(point_x, down_y) #judge_end
+ x* E+ ?. T6 F3 K: B- z - sheet[point_x, down_y] = step8 b9 s+ Z$ Z% B' S9 Y5 W
- draw_path = true0 v) y J3 A# V/ B1 N
- new_start_points.push(point_x, down_y)5 V: f4 u# r7 t' M7 y& A
- end
. Y, ]6 ^$ s$ k- q9 q% h8 ` - end#endOfLoop24 @8 {+ `" L% Y. b" n2 X
- break if !draw_path reach_point
) d4 t9 f" k0 c" H - draw_path = false- D; ~, m9 b7 l. x. j9 y1 X
- check_points = new_end_points0 Y4 z) D3 `& ] }; F: N7 ]8 U
- new_end_points = []% J& u* r" x/ f, b, P/ T4 C Y1 Q
- step += 1- q: G1 s @$ j; M
- break if step KsOfSionBreak_Steps &&: a6 q1 \: v2 L! }7 w5 P
- !Input.press(KsOfSionFind_Path_Key)
6 i D4 j5 }$ w - loop do #loop3 从终点开始反向填充- F& M7 j& o/ ]) m a
- point_x = check_points.shift7 K3 N7 w& J# q( k% P
- break if point_x == nil
/ \! r ]2 K! N+ F - point_y = check_points.shift: g; k3 {$ X- i3 B
- left_x = $game_map.round_x(point_x - 1)$ J" U) [# v- k& V) k3 X. I I
- right_x = $game_map.round_x(point_x + 1)
; T2 W! t, a8 F; h Z% p - up_y = $game_map.round_y(point_y - 1)
8 q" ^3 G+ h/ `# G8 b9 q - down_y = $game_map.round_y(point_y + 1)
, W- O6 p( i# O2 k6 m' Q - # 判断路径是否连通
; l: R1 b7 C) X0 |1 E5 n - path_step = step - 1
$ l4 H1 [! D3 v3 V5 k - if sheet[left_x, point_y] == path_step1 A5 ^* v+ B% ^! [* {
- chase_path.push(6)
$ Q5 n7 ~& r: D1 U/ g# @1 l - chase_point = [point_x, point_y]! E# m: \: i/ P
- reversed_chase_point = [left_x, point_y]5 N- v% ]! B" x T& i: U6 i
- reach_point = true; break( v9 P* I4 C5 E( K
- elsif sheet[right_x, point_y] == path_step
: @& E1 o8 t0 k! X, w - chase_path.push(4). O9 A7 ]$ `2 U- O- P
- chase_point = [point_x, point_y]
, s! b* U/ T: t" |- D5 H - reversed_chase_point = [right_x, point_y]- f: ^7 v2 Y, @ N/ _* Q3 z) A
- reach_point = true; break" L4 ~; Q R+ w, y: \" ?
- elsif sheet[point_x, up_y] == path_step
! f; E! A. I2 o/ J+ T) x - chase_path.push(2)
2 u* d s, J- {1 M h3 C. L, a4 I - chase_point = [point_x, point_y]
% z& m5 i' s; w, Z# o! r- y - reversed_chase_point = [point_x, up_y]! t+ I8 Y# T$ I) }
- reach_point = true; break
7 q1 ]8 K) y; J - elsif sheet[point_x, down_y] == path_step) O. p+ S! }; p+ ?1 s2 c
- chase_path.push(8)! C" p" |9 Z6 B2 F. v& D/ I: H2 r; Q
- chase_point = [point_x, point_y]
" ?6 \+ p+ u8 c2 X7 U8 R - reversed_chase_point = [point_x, down_y]
: h+ x8 h# x% j+ j9 p8 J - reach_point = true; break
- l& m& m2 J6 `6 S R$ ?3 x - end& g7 v4 E) p/ @# }, D
- # 以需要抵达该点的步数填充路径表格 #
8 |5 N+ p' j3 p+ |/ Z% r7 p - if sheet[left_x, point_y] == 0 &&
. K* h' ~- l' }. y; ]& u - $game_map.boat_passable(left_x, point_y) &&
: j. o& c# q4 \( J - !collide_with_events(left_x, point_y) &&
# ]3 I8 K. H9 i) P! S" F - !collide_with_vehicles(left_x, point_y) #judge_end
- X' ~ c) ^+ n% a. z - sheet[left_x, point_y] = step0 J! }/ D* z- L
- draw_path = true' L9 {% d6 O+ Q& e- A
- new_end_points.push(left_x, point_y)
% C- q8 t/ ] L" S8 W S - end
5 Q& o' `$ x* W - if sheet[right_x, point_y] == 0 &&
4 {8 _* y9 i& R# }2 b, S - $game_map.boat_passable(right_x, point_y) &&
6 q, m( [$ c U4 \ - !collide_with_events(right_x, point_y) &&6 z9 v! x1 m9 F0 p4 [
- !collide_with_vehicles(right_x, point_y) #judge_end" [' G8 s4 z$ T
- sheet[right_x, point_y] = step
* D" q: `- T" U1 R4 n, q+ H - draw_path = true
6 x/ O: P6 T& C) R# H - new_end_points.push(right_x, point_y)
, J% q# d# O0 E4 m - end) C1 i* R+ ^- x8 x7 e, i9 q
- if sheet[point_x, up_y] == 0 &&
3 L! d$ B( O3 z2 P+ ]* w - $game_map.boat_passable(point_x, up_y) &&
1 o ^% I, A3 p% L/ k) j/ @0 i7 T - !collide_with_events(point_x, up_y) &&
' R! [* F3 C( O8 ?9 o3 d3 I - !collide_with_vehicles(point_x, up_y) #judge_end
- [( I; I* R! A - sheet[point_x, up_y] = step5 {+ l- O7 \2 b9 c
- draw_path = true
6 H( u9 I0 B+ P! c6 x' p7 b, B - new_end_points.push(point_x, up_y): b8 J, u" ~9 r9 {: _. R# h
- end; ]/ p& G1 [# X' p# [$ ?# `
- if sheet[point_x, down_y] == 0 &&
: ?7 `. P( G7 Q( @) I1 n - $game_map.boat_passable(point_x, down_y) &&
+ r' X# q# m) W8 g& Y4 J3 M - !collide_with_events(point_x, down_y) &&
1 f4 D9 r& m5 {2 V8 F0 y5 P - !collide_with_vehicles(point_x, down_y) #judge_end4 }6 K# G3 k3 o& _' U! ]0 m
- sheet[point_x, down_y] = step
7 \1 G# s# |+ ?# x7 D" [3 e - draw_path = true; c2 D1 k3 W; q7 @8 ]3 l
- new_end_points.push(point_x, down_y)
! p& X8 l; G. l4 d - end
) C# w1 P* X% U+ Z: q' z, H F9 N - end#endOfLoop35 [* g9 @0 X1 }' Z% r
- break if !draw_path reach_point
5 k, {% i* I m+ _! O1 _ - step += 1
; D) M, F0 {, ^: X1 T' R; E - end #endOfLoop1 路径表格填充完毕1 k/ m8 e) H7 h7 @8 x- U$ O
- $mouse_move_sign.transparent = false
1 |/ q8 R. g" }8 B3 q, B - # 判断指定地点能否抵达
?1 o" G. I& W3 A P - if reach_point
; f S; R) p3 l A. a! e: h - $mouse_move_sign.direction = 2
9 M3 _9 ?# R4 n6 Y7 u5 R: Q5 K& o - else5 D" W0 L5 q- Z8 V, O
- not_reach_point$ Z1 I) \1 v' [& R: G- W. p" a
- return0 t7 E K9 b8 i( X& J( A/ \
- end9 E5 I# {4 q: b' z: `6 ~
- # 根据路径表格绘制最短移动路径(正向)
; f. s& w. e9 T& Q: b: n - steps = step 2 26 S) s: w- I* h- r/ E
- loop_times = step 2
0 V! K% |! f2 h# | x7 H" v' g - point_x, point_y = chase_point[0], chase_point[1]
9 N. J2 @0 p8 k8 m) @! @! o% w6 E - for i in 2..loop_times # forLoop& Z8 E/ K! T. ~
- steps -= 2/ _: }/ A* @3 [
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs' x" Z" x: M# z3 r7 o% j; }
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps8 p0 B$ N) }5 c8 S. w H6 [
- chase_path.push(2)
' r0 k9 ^7 O% F8 V - point_y = $game_map.round_y(point_y + 1)+ w: }+ @. @* X
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
6 P( z5 k4 F9 H8 L- j: y7 r/ n( o! R - chase_path.push(8)4 F9 m' W8 {6 ]/ z7 E
- point_y = $game_map.round_y(point_y - 1)3 D X: ?1 e! l, A4 Z' r
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
0 h" t7 v6 Y( D# E- b - chase_path.push(4) ], y% \! @+ e) i+ I
- point_x = $game_map.round_x(point_x - 1)3 C4 R0 i# ?; M# c
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps. T$ `/ o, n' }/ E! M: ?
- chase_path.push(6)* b1 j1 F) }# M/ B1 u* Z: S
- point_x = $game_map.round_x(point_x + 1)# ], C2 u7 R K6 A- S) B
- end
) A3 O0 a) v. K9 c7 N" w* h) R% @ - else
; i: Y$ t# n0 P+ r. | - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
4 F) V+ [. |& w2 I& P x R# a - chase_path.push(4)
8 N$ i8 P) E1 {$ H/ x% Y) p - point_x = $game_map.round_x(point_x - 1)* E8 R6 k4 a0 ?: V7 k/ [1 s
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
5 k0 C7 X, M5 V6 X1 k# m5 U" a - chase_path.push(6)0 @$ A& C1 p: j( R( c, r
- point_x = $game_map.round_x(point_x + 1)4 P/ p- {! _) D6 J) I0 n
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps7 R+ I Z4 }! n
- chase_path.push(2), F6 }- ~9 l1 @2 w9 V; D6 p
- point_y = $game_map.round_y(point_y + 1) c( C/ a! t$ E5 o# h0 S1 J" n0 C
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps- k# B9 }7 f5 x
- chase_path.push(8)$ Z2 C8 {7 F6 {/ a! F+ n1 c1 E( g, E# y( I
- point_y = $game_map.round_y(point_y - 1)& K: B0 H# N2 Y5 L
- end1 W9 F4 h$ V- t" y4 U
- end
2 q( e6 _* p: M7 c1 F/ g4 R6 ]- j' g - end #endOfForLoop. q) j! ~- y) l3 |3 Y0 k Z
- # 如果指定点无法抵达或者登陆3 W; Q2 l" j) |# `1 d' U
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)# {& e0 J$ c: [1 b# E
- # 根据路径表格绘制最短移动路径(反向)! z, h$ y5 c, k* l$ B
- steps = step 2 2 + 19 z6 a+ t& y; B$ H2 j9 E
- loop_times = step 2$ S1 ~$ T: {" V* c- e
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
' g' O+ X0 H' E1 H% K" X - for i in 1..loop_times # forLoop1 b8 [1 U5 a" U2 _
- steps -= 2
1 q3 w1 h; E* J6 @5 b1 ]( y - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
2 D! V: L" n; ~" u6 W. b% g - if sheet[$game_map.round_x(point_x - 1), point_y] == steps: c0 B/ z$ V6 {5 [( _
- reversed_chase_path.push(6)
: N* l- G! M$ M - point_x = $game_map.round_x(point_x - 1)+ |. L0 x' x1 P; @1 `
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps4 ~: k _( y8 E' [
- reversed_chase_path.push(4)
5 H8 k7 l9 H N - point_x = $game_map.round_x(point_x + 1)' y1 W7 }1 G( T, |) c& Y' M/ b8 O
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
! t" {' U+ @, G - reversed_chase_path.push(8)
# A* G3 r* ]7 a- i- _# W - point_y = $game_map.round_y(point_y + 1)
. U' r6 q; z; T - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
" d% a+ K7 i8 Z6 s - reversed_chase_path.push(2)/ Q' Q8 w4 ]; _! _! l
- point_y = $game_map.round_y(point_y - 1)
3 S5 q9 j8 _9 v - end
/ S$ k; E& c. _, _) n5 i8 ~ - else0 {0 x6 X* K# V5 J( E0 s
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
1 l. i4 b+ z& S( { M - reversed_chase_path.push(8)
! c/ u9 u( q1 b2 x# s1 ?0 j/ a7 e - point_y = $game_map.round_y(point_y + 1)
$ }& c. }/ ~5 g. [. \ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
; z6 \( s4 w: j# z$ n - reversed_chase_path.push(2); Y" T# L# X( F; w5 D
- point_y = $game_map.round_y(point_y - 1)* ^9 Q7 A$ ^6 f2 F5 }
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps5 v# o; E! Z7 Y
- reversed_chase_path.push(6)
4 I+ s! m }# X! Q7 O - point_x = $game_map.round_x(point_x - 1)' P( j7 [; Q, @
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
# s5 o/ i, E: r- v - reversed_chase_path.push(4)) `2 c! K4 r3 y7 D5 |/ R, M$ V
- point_x = $game_map.round_x(point_x + 1)5 {" `- A, q( y% _
- end
2 m; G& X" j) N0 Q0 K5 Y8 R* m - end. x! e3 m3 L' S' N: F% l
- end #endOfForLoop$ {- l! P5 ~, u& ^' e
- @mouse_move_path = reversed_chase_path.reverse + chase_path S: M, T8 |& A7 L9 c
- end#boat
+ R* Y: ?. q, n% i6 m+ h- i - #--------------------------------------------------------------------------0 ?' d( b& |3 A! Y* U) z
- # ● 绘制ship的移动路径 @array[move_directions...]0 B8 m- k' x! D* ]5 |& O k
- #--------------------------------------------------------------------------2 u+ X5 x$ Z9 t$ P3 z: l; M
- def draw_ship_path; ~2 g" k/ {' N2 n1 [$ c: w0 Q
- # 准备绘制路径表格
. W: G/ B. d/ c$ o/ k! W - sheet = Table.new($game_map.width, $game_map.height)
) L0 U- i2 q& k- F. m% o* x - reversed_chase_path = []; chase_path = []& ^: W4 P6 b4 k5 u( z
- reversed_chase_point = []; chase_point = []: z% J' b1 O0 T/ Y0 x) e/ w9 r
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y], \$ F. t3 ~/ D' n/ e
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2 ? g9 W) U7 G H
- reach_point = false
9 S- N9 v2 L: Y& T - step = 3- y/ _- i* A9 r$ T4 |7 e3 I: T/ z# \
- loop do #loop1 开始填充表格+ d1 S) [4 |8 g s* \1 `8 b0 k' b
- draw_path = false* M1 W# w' R/ o* k
- check_points = new_start_points
& X8 k" k0 e9 M - new_start_points = []2 n# z9 J! t; |7 ]) T
- loop do #loop2 从起点开始正向填充
9 O" Q* | q1 C4 p R, R5 z2 M - point_x = check_points.shift0 h0 I' K! ]2 b
- break if point_x == nil9 Z6 r4 C3 M: _- @$ \
- point_y = check_points.shift
+ U: |6 t1 M, C$ M7 @ - left_x = $game_map.round_x(point_x - 1)
8 J1 N9 `1 B) s. t, p - right_x = $game_map.round_x(point_x + 1), r+ y7 y4 t- L/ _0 _/ g
- up_y = $game_map.round_y(point_y - 1)
( g8 ]4 J [) g' L, K - down_y = $game_map.round_y(point_y + 1)
) ^6 N( ` t& V6 [$ M- m! J - # 判断路径是否连通
! H! O. j5 H' i* t% H - path_step = step - 1
/ g9 g0 F! I4 J - if sheet[left_x, point_y] == path_step
' q) F& J' A' h0 ?! z - chase_path.push(4)1 Q* u v' d1 n. u- N) W5 A$ d
- chase_point = [left_x, point_y]
" ~5 [1 ^; z9 [; l" I1 Y8 N- { ? - reversed_chase_point = [point_x, point_y]+ M* m' W0 v3 l- N3 o
- reach_point = true; break5 B6 q; ^4 l6 Y" t
- elsif sheet[right_x, point_y] == path_step* y+ _+ E* `" R7 @ u s+ X, s; u! M1 ~* s
- chase_path.push(6)0 ^9 x1 j; Q/ s$ H2 W. F3 X! Y& ?
- chase_point = [right_x, point_y]4 }0 R( j8 X, u& b
- reversed_chase_point = [point_x, point_y]
6 ]: @% V8 ^! J3 Y - reach_point = true; break
( a8 |7 f6 ~0 l6 W: w - elsif sheet[point_x, up_y] == path_step
+ _( I3 _' m. d9 E8 b& ~ - chase_path.push(8)
+ O7 U% c% {+ p- C - chase_point = [point_x, up_y]! X) C/ F' g& s! w6 o
- reversed_chase_point = [point_x, point_y]
6 Q9 a6 r. S) d3 J - reach_point = true; break
2 p% o; f% a* m& Z5 Y" i1 d - elsif sheet[point_x, down_y] == path_step9 {* c6 N0 v( j8 @& k
- chase_path.push(2)9 K, ^( d0 V3 {1 @
- chase_point = [point_x, down_y]
; d# M1 h) B" \3 A& ^/ j) U" V - reversed_chase_point = [point_x, point_y]6 z1 D: h! P2 y, U# M0 Z. h$ q
- reach_point = true; break
0 u% z1 f( e, X% k - end% v# k4 V* u0 d& z6 a( `
- # 以需要抵达该点的步数填充路径表格 #9 v/ [7 k7 F& |$ E- b |8 E
- if sheet[left_x, point_y] == 0 &&
0 J/ `' d- V S/ D- U - $game_map.ship_passable(left_x, point_y) &&
, ?* O. ?! A1 m, \ E - !collide_with_events(left_x, point_y) &&
% |; L4 ^8 R6 y+ p9 L1 c% T - !collide_with_vehicles(left_x, point_y) #judge_end8 n. P' k5 @, T0 N) }
- sheet[left_x, point_y] = step
: H8 z4 [) x- |4 C$ l2 f2 \ - draw_path = true
5 H0 j6 T. I2 Z) }( y! @ - new_start_points.push(left_x, point_y): U2 v% A* V. i" N( b+ e
- end
$ F# U& ^; }0 _. B" ^5 f - if sheet[right_x, point_y] == 0 &&* ^: t: [ V( @8 c0 i
- $game_map.ship_passable(right_x, point_y) &&
- L. V6 s- s. `/ F( Z5 }. f& E% Y - !collide_with_events(right_x, point_y) &&) x$ B" E' {5 J- F5 W4 ^3 |# `1 O
- !collide_with_vehicles(right_x, point_y) #judge_end* X) ]7 A8 J/ j: U! l5 \0 v( y
- sheet[right_x, point_y] = step
9 ?& y% c$ f9 a* y4 z - draw_path = true
7 c* y4 Q( O1 B& g, o - new_start_points.push(right_x, point_y)
5 V2 z5 D/ V% N s - end
# j8 m4 V, F' d - if sheet[point_x, up_y] == 0 &&
1 I8 R+ `- Z5 k - $game_map.ship_passable(point_x, up_y) &&6 ?& q3 ]& l7 V- E: P* d3 N) O
- !collide_with_events(point_x, up_y) &&9 I, J( w( [6 n- X8 A, j. D
- !collide_with_vehicles(point_x, up_y) #judge_end7 E# l( J; v! h- O) \( r+ A
- sheet[point_x, up_y] = step" W; M- v5 a M7 Y3 ^7 b
- draw_path = true& j# i6 @7 Z3 _4 ~
- new_start_points.push(point_x, up_y)
: O( j6 l- S# P9 i - end
7 {/ n- K; [6 ?" W - if sheet[point_x, down_y] == 0 &&
( A; r: l, n' B( i) { - $game_map.ship_passable(point_x, down_y) &&
$ Z: Y" Z) }4 p2 g - !collide_with_events(point_x, down_y) &&8 A. h; u9 h4 H# \8 b9 l! I
- !collide_with_vehicles(point_x, down_y) #judge_end
; e+ q: F' l: ]: R! k4 R/ p - sheet[point_x, down_y] = step) X# F/ L2 o( O
- draw_path = true% {; I6 |9 U- U
- new_start_points.push(point_x, down_y)1 w, P% g6 g2 L2 C
- end
" X8 Y! X' y. E1 N - end#endOfLoop2# n" Z: n+ l! y' E1 R
- break if !draw_path reach_point
" b. Z1 d; ], N; B b+ S: ]) f - draw_path = false* n+ l- J6 m1 d |. ^7 L
- check_points = new_end_points! I, A& W& b6 I" P8 x' l- E2 R
- new_end_points = []
# i( F2 o( n9 j" v3 ]- a8 A: J; W - step += 1
4 F8 i5 Z- m1 d' K2 n2 |5 s' r - break if step KsOfSionBreak_Steps && |: s: R0 h' |1 d+ p0 ]
- !Input.press(KsOfSionFind_Path_Key)
( d i [( X: ^ - loop do #loop3 从终点开始反向填充
* K( B, h, O1 s$ v - point_x = check_points.shift
9 O R/ G. w' j( v0 w; y - break if point_x == nil8 T" u* U) ]/ |5 j- i% |" u
- point_y = check_points.shift
5 @5 c |0 x! d! n - left_x = $game_map.round_x(point_x - 1)
" x* {4 ^8 I( s$ l, { - right_x = $game_map.round_x(point_x + 1)( Y+ n) n L- n
- up_y = $game_map.round_y(point_y - 1)( j9 j* |$ b/ Q# n
- down_y = $game_map.round_y(point_y + 1)
) \: H" W8 h. w7 I* a& Z9 [ - # 判断路径是否连通
9 s8 r; C& f0 U - path_step = step - 17 U. b8 o8 }. q+ J
- if sheet[left_x, point_y] == path_step' b, {) J: R0 e8 B7 k6 }4 @7 Z
- chase_path.push(6)6 f$ Q' Y0 u' D2 q- }. d( t8 A
- chase_point = [point_x, point_y]
: b, a. s$ P" g% ?* U6 y! p - reversed_chase_point = [left_x, point_y]" l- b. m5 h' t# s3 k
- reach_point = true; break4 M' z9 s/ C: I, J& H4 S: l3 T
- elsif sheet[right_x, point_y] == path_step/ j- T3 G. {; L0 g( r6 q r
- chase_path.push(4)
. O; V! p$ L( G1 J! ]& J# m - chase_point = [point_x, point_y]
7 j1 o5 R! Z" j$ c0 D! F; a - reversed_chase_point = [right_x, point_y]5 H3 h# a$ o7 j& @1 z
- reach_point = true; break
' v/ R8 G( v6 @* g! g _ - elsif sheet[point_x, up_y] == path_step; ~) n: Y2 b+ t& e* p9 X
- chase_path.push(2)* v! `. w! E9 c5 s* D2 P- T0 {
- chase_point = [point_x, point_y]; C% V- K4 J- W3 P: k3 a+ w
- reversed_chase_point = [point_x, up_y]% j6 o8 G1 |. }% N; n6 U/ C
- reach_point = true; break8 D" m; _: P+ Q/ Y4 c
- elsif sheet[point_x, down_y] == path_step
7 A9 K$ I7 B- N, l& m/ o - chase_path.push(8)
8 T1 H0 i- x2 D2 `4 [ - chase_point = [point_x, point_y]2 Y& Q) `* j( M: k0 \) a) w
- reversed_chase_point = [point_x, down_y]8 g" M% j$ M; p7 ?
- reach_point = true; break
1 K. K# e, b0 s+ M" y3 Z - end
' X5 S1 V1 H/ |! V! U0 W8 b" X - # 以需要抵达该点的步数填充路径表格 #6 H/ U$ W! E, ` Y: x( s
- if sheet[left_x, point_y] == 0 &&
: U' D+ p+ M1 ]2 I% @, ~ - $game_map.ship_passable(left_x, point_y) &&, I* Q! f1 l7 E8 k" Q# U; I( \, F
- !collide_with_events(left_x, point_y) &&
7 O4 ?8 v X5 U& J& P - !collide_with_vehicles(left_x, point_y) #judge_end
& |5 D! i/ D# p* i - sheet[left_x, point_y] = step
. ]# k. Y8 T# t - draw_path = true0 M3 O/ u0 N) M
- new_end_points.push(left_x, point_y)
; R8 K) l5 B1 i$ D- }6 O0 q - end3 Q1 [, j7 I- z: q2 y( n1 @1 e
- if sheet[right_x, point_y] == 0 &&$ z& A4 b2 a- E! I
- $game_map.ship_passable(right_x, point_y) &&
$ F7 J9 @8 X. Q! c - !collide_with_events(right_x, point_y) &&
/ _8 u2 S+ I/ v [$ i5 n K - !collide_with_vehicles(right_x, point_y) #judge_end
W* Z4 S& e8 M' I B4 r - sheet[right_x, point_y] = step. c) }$ w6 D0 v2 [7 D3 ^4 D
- draw_path = true
/ R4 E8 W) V; B4 m }2 o8 z - new_end_points.push(right_x, point_y)" d3 ?& i9 h# `8 J9 z: T% z0 R
- end
! n7 {; {& N5 I T: T - if sheet[point_x, up_y] == 0 &&
( J$ e; b2 A" x5 r. u' m - $game_map.ship_passable(point_x, up_y) &&$ t: h0 c+ {# a* P* ^3 j7 \
- !collide_with_events(point_x, up_y) &&
% ?: U- R8 e3 K; a' M( [! m4 H) R/ u - !collide_with_vehicles(point_x, up_y) #judge_end& }' R9 K0 W; B# G
- sheet[point_x, up_y] = step A0 c, s. L6 M1 ]" n- X
- draw_path = true
1 W3 j0 P7 }$ V% v - new_end_points.push(point_x, up_y)/ R; t4 Y x( V( l9 z
- end
Y$ H! [! h% A" X$ F" c - if sheet[point_x, down_y] == 0 &&! Z3 v/ [: m5 N5 [, l3 ?
- $game_map.ship_passable(point_x, down_y) &&9 |. i3 r3 u3 b# l
- !collide_with_events(point_x, down_y) &&
; ~! g$ u) \# j' {( j' I - !collide_with_vehicles(point_x, down_y) #judge_end
( r$ g6 ~# T' z8 h5 l7 u& r - sheet[point_x, down_y] = step
* w% D6 a8 W& E/ w) { - draw_path = true
$ I8 \; a' Y, k/ C - new_end_points.push(point_x, down_y)
# Z* n5 u; e* v2 K4 t/ v - end
6 m8 B9 y/ y$ w. z. L - end#endOfLoop3
; C$ O9 |' K% ^+ _( Q, L - break if !draw_path reach_point1 `- f! U! ]3 f* b2 P5 y; Z% P
- step += 17 ], g0 g) B$ J( x( _' j1 m$ z( r" q
- end #endOfLoop1 路径表格填充完毕
$ g: ~) T4 X7 A# x) n1 S0 H8 m - $mouse_move_sign.transparent = false
9 O @* D* l, m+ ~ - # 判断指定地点能否抵达* R; r2 s) o2 t( h- \; v
- if reach_point
# c: b4 {. v) N/ t, R6 C7 c% B - $mouse_move_sign.direction = 20 n& H- m: l. d3 Y7 ?: i5 S1 y% }
- else
4 J& V, G0 f, ?/ Y8 Y. {: A1 C - not_reach_point
2 `1 ^% t ]/ a - return4 G8 K/ [/ ^" p, A
- end
T# u. D2 R$ o4 T$ p' E6 U; G7 Z - # 根据路径表格绘制最短移动路径(正向)
) J6 g1 {9 ~* H: d5 j - steps = step 2 2$ y* q6 t, B% _( i
- loop_times = step 2
9 a7 p) M: S4 A3 o - point_x, point_y = chase_point[0], chase_point[1]3 a; i9 {0 e7 z
- for i in 2..loop_times # forLoop2 U, B8 s% B3 \! D# A( o- b/ ^
- steps -= 2; X4 o V; b$ L+ |8 B1 M) P
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
5 F# T/ D. C8 L0 {( S1 i2 j3 M - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
# r: c# f) [1 q9 S Q# k0 m# b - chase_path.push(2)
) b8 ^2 ~# j) N$ i# M# Z5 q) d, |& o% a8 k2 } - point_y = $game_map.round_y(point_y + 1)
/ M, y. `7 ~6 h$ h' l - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps G+ q6 e8 g* `! A: Q5 o4 |
- chase_path.push(8); \( U4 t9 ^0 S4 l2 k# a
- point_y = $game_map.round_y(point_y - 1)
' W' I* G; O$ N/ w6 d P* E: g - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps1 H/ E. `+ C6 y/ W: ]
- chase_path.push(4)
/ o) A5 {1 l9 U4 e. x5 t - point_x = $game_map.round_x(point_x - 1)
e/ j4 G; B- D' n6 U* A, C v# ` - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
- U, u+ w3 @' y - chase_path.push(6): C3 K1 P$ Y7 V+ K+ V/ K5 s; H
- point_x = $game_map.round_x(point_x + 1): V. {% Q" R" L: i4 H/ h
- end9 s$ _7 F2 P: z. T. I
- else
+ O- z2 c7 v3 l9 R3 \2 U& L - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
7 i' u% J7 f3 u2 v% s1 m3 ?4 n - chase_path.push(4)/ d ~! _2 S2 \( K a1 i9 k4 @
- point_x = $game_map.round_x(point_x - 1)2 ]# R$ `% u8 A5 X! L9 l
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
# H; I$ y) K" {" f - chase_path.push(6)
& f4 `, J' p$ B* e, ]( A - point_x = $game_map.round_x(point_x + 1)
* I# s5 m# F% T, \' q7 M - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps X4 d0 K/ n' ^ e' r6 N( S
- chase_path.push(2)
7 I+ }" c/ |1 `+ V - point_y = $game_map.round_y(point_y + 1)( m9 s% d7 [5 |8 I Y( }% o q% U# L
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
( B# x" U3 w2 |8 B3 s7 j - chase_path.push(8)- L1 X2 O' }4 \6 W/ X
- point_y = $game_map.round_y(point_y - 1)4 ]5 K0 u* P3 Z
- end
% W$ V) h, q# ~2 y - end1 w* }( Q3 v. [# v9 L9 V
- end #endOfForLoop( n. J$ D0 f, I' e+ i2 \
- # 如果指定点无法抵达或者登陆
$ @$ Y& I1 f' Q* L8 H- U - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
% @' q# |' j9 V' B3 H. Y - # 根据路径表格绘制最短移动路径(反向)
4 N2 a$ k" n6 C% ^( e# k - steps = step 2 2 + 15 g7 `. h) N+ Y6 ^8 |
- loop_times = step 2
& W( w2 A% B) M, z9 S8 O0 D9 X3 u - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]$ C1 {# D; Q) T* K& Z
- for i in 1..loop_times # forLoop$ f: |# D# D9 Y! x" d
- steps -= 2
, Y- c$ i) d9 \% f3 D - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs6 F# \/ F* t: N, c% q9 r
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps; [! U i/ l8 ]8 {3 v
- reversed_chase_path.push(6)
% U! m! ^/ {" E- C: b/ M9 ?" N - point_x = $game_map.round_x(point_x - 1)# E: ?" G7 w9 o- B$ L$ R
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps# A @7 [- S$ g3 M
- reversed_chase_path.push(4)8 Y' O5 n' h+ _; x' X. e: ~
- point_x = $game_map.round_x(point_x + 1)
" K5 ]" Z- r. @ - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
1 u5 N$ \/ O" y, V! ? - reversed_chase_path.push(8)
! Q' u( c2 \2 a - point_y = $game_map.round_y(point_y + 1)4 h: a9 M4 D) l% @' z3 c( U* N9 r
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
4 k- c" l7 n/ L3 }4 Q5 | - reversed_chase_path.push(2)! g4 \3 n! y2 o: m/ f" K
- point_y = $game_map.round_y(point_y - 1)
* _; h! E' V" A' C1 o% y - end3 H; F4 K. X7 y2 k7 L5 k1 a$ _3 c
- else0 ]8 X l8 Y# \3 a$ G0 @
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps# j6 z# w0 X J9 C. f
- reversed_chase_path.push(8)0 N& v( @% C) R0 ]* Q
- point_y = $game_map.round_y(point_y + 1)
5 ` U9 F( e2 Y. G8 n/ I - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps1 ^& H$ Y( d& O1 r
- reversed_chase_path.push(2)
! T3 h" g" R; o p: n$ S - point_y = $game_map.round_y(point_y - 1)
. h( m. h4 ~ [* }' u# j - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
/ x! ]7 f3 h5 a& ~9 \ X+ |- K - reversed_chase_path.push(6)
; k" X; n7 X# e9 o. p& a - point_x = $game_map.round_x(point_x - 1)* w: C! W e5 O5 a- W
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps3 A0 P9 }0 I2 l# e" E
- reversed_chase_path.push(4)
) q) U$ z a1 r) g. E% S. c - point_x = $game_map.round_x(point_x + 1)
5 B- O' ?! i8 J- g/ ] - end
! t. }7 L3 b+ Z1 \* q - end
" [ B" G. ~8 m" V1 C8 V; ~ - end #endOfForLoop. y) Y( h6 U5 g4 f5 ]$ ]/ z
- @mouse_move_path = reversed_chase_path.reverse + chase_path ~* y K5 G# P: t S( }$ P
- end#ship
, P$ M8 Q2 _1 v+ {4 S; p9 \# @ - #--------------------------------------------------------------------------
. \5 Y- Y2 o# r - # ● 绘制airship的移动路径 @array[move_directions...]. X3 w% R B+ x% X. u! v" X' w6 x
- #--------------------------------------------------------------------------- P; n8 w% o8 M1 h; A8 C j( H
- def draw_air_path8 q' q1 Z, H' x+ n' }. j
- $mouse_move_sign.transparent = false& r- s2 L4 T0 S# ]3 Z
- # 准备绘制路径表格
. e8 M/ e+ G2 A" P, v* [# ?7 f+ s - sheet = Table.new($game_map.width, $game_map.height)
7 g2 d7 g- w2 M6 S4 u; t/ Y, s - new_check_point = [x, y]; sheet[x, y] = 1( g1 z$ u, x4 C* C/ G: [0 q; R
- reach_point = false; step = 2+ z' j0 H) ~4 f2 m9 m
- loop do #loop1! j' z" x) x' ~2 L! Y: @
- check_point = new_check_point
R2 _0 H) b* n" z" {/ u- S - new_check_point = []
) J- l( Z1 R8 y1 @# f* j" A - loop do #loop2
9 d4 q8 I+ w7 h( H7 A: f* M: y - point_x = check_point.shift
5 M/ ?0 Z% R6 G; c7 L; }$ E+ u6 f - break if point_x == nil
& P9 p7 o( k, G% @5 v8 D: E( u) o' z3 G - point_y = check_point.shift2 {0 M) }* g6 f& x$ X
- if point_x == @moveto_x && point_y == @moveto_y
! z" T; f, S' `4 G - reach_point = true; break
0 U6 y( n+ y8 ~6 O( u - end
$ U' T8 q( a( f7 v; x0 _: x - left_x = $game_map.round_x(point_x - 1)
3 O; x) K$ A( L; A) r) G - right_x = $game_map.round_x(point_x + 1) B8 D2 M, d J
- up_y = $game_map.round_y(point_y - 1)! Z' J& F9 a y0 O7 s
- down_y = $game_map.round_y(point_y + 1)
) l7 S+ b _3 V7 t: { - # 以需要抵达该点的步数填充路径表格 #3 y, `- ~/ [* |( A
- if sheet[left_x, point_y] == 0$ s: t4 H" Q6 B: Q' S" Z( S
- sheet[left_x, point_y] = step0 Z' l2 v! K; J" b# e ?
- new_check_point.push(left_x, point_y)" }) o- c2 m. |# R7 r3 Q
- end
6 ~- l+ ~2 y5 A" c, \/ T% d - if sheet[right_x, point_y] == 08 D" k8 u2 `; @) D
- sheet[right_x, point_y] = step
% g: l ?! j2 ]! ^* U; k0 `. z - new_check_point.push(right_x, point_y)
, V3 P8 y' A! ^% @' X% t - end c0 L" b' L5 k0 A/ }. r
- if sheet[point_x, up_y] == 0, \0 t+ P+ ]0 g; O, }9 N- I
- sheet[point_x, up_y] = step
; }5 R' N! G: \) t* E; b: [4 g - new_check_point.push(point_x, up_y)$ ?% H4 Z* S6 [: W% E
- end, ]5 U+ ]2 _2 \4 Z: }& i: F* {
- if sheet[point_x, down_y] == 0
% o3 S& D% ]7 ] - sheet[point_x, down_y] = step* Y3 {# W; W+ k" d7 G
- new_check_point.push(point_x, down_y)
1 e, F4 j+ e- w" N! h' w - end
, [' _' ^$ k3 U0 {/ D$ H; ? - end#endOfLoop2
) v# n6 I+ [* v8 E [ - break if reach_point
& |4 M0 s0 {6 R9 n - step += 11 g+ D+ \) v/ M8 B# Z
- end #endOfLoop1
5 a( {$ G$ h! {6 N# ?6 ^ - # 根据路径表格绘制最短移动路径 #
6 h5 _. |, v8 _ - reversed_chase_path = []; step -= 1- }' z# l/ a/ `7 O, n5 k
- point_x, point_y = @moveto_x, @moveto_y
% t+ o4 q' I2 {' B C- {1 T - for i in 2..step+ _! {) _6 W1 h2 U: K$ _$ | G" }
- step -= 1
9 l& H P0 X3 t8 d0 g - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs9 {5 C' z& O Q
- if sheet[$game_map.round_x(point_x - 1), point_y] == step# V4 F$ l' l" H/ o
- reversed_chase_path.push(6): J4 J( y1 {( v
- point_x = $game_map.round_x(point_x - 1)
; \( B( F6 F* d" Z - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
# h0 @! [) V, O - reversed_chase_path.push(4)
! _7 c' G% K; P - point_x = $game_map.round_x(point_x + 1)
. A6 x/ g* E7 q( t) ^, [ - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step* y$ z: V3 k+ `* M
- reversed_chase_path.push(8)
: W( [& _- o$ ~& b+ ` - point_y = $game_map.round_y(point_y + 1)
) M: d- _* x& R3 n7 O1 e - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step: D) m, u/ G- Z9 O- I& ]5 Z
- reversed_chase_path.push(2)
& F& N8 {+ o2 \ - point_y = $game_map.round_y(point_y - 1)
/ p9 y' X; B5 a4 g p+ {" s! Z& o - end) w2 [9 H7 ]% o7 S2 A0 {% Y/ z
- else7 Q% q/ D6 ]. d9 ^2 [
- if sheet[point_x, $game_map.round_y(point_y + 1)] == step3 A$ d+ |' ^, m4 o: u9 h
- reversed_chase_path.push(8). K; a/ s; ?* j" A+ R
- point_y = $game_map.round_y(point_y + 1)2 ]6 h# Z6 {& L8 Z
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
, W) a6 F/ F1 p* ~$ g' U - reversed_chase_path.push(2)
+ {4 n+ U3 o6 O# h" G8 [0 B - point_y = $game_map.round_y(point_y - 1)
! J: z1 d" O' ~7 V - elsif sheet[$game_map.round_x(point_x - 1), point_y] == step
]$ U3 B6 e9 W! S2 i/ d7 p - reversed_chase_path.push(6)9 N4 w8 q) x! u8 {0 W5 i1 U
- point_x = $game_map.round_x(point_x - 1)7 d8 W& z3 w* k6 Z# J" G- Q
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
5 j7 K- y, y* D4 [9 @; } - reversed_chase_path.push(4)
. Z' L+ L+ ~! u1 n" I- ]) q+ p& d - point_x = $game_map.round_x(point_x + 1)
! ^/ D2 ?, s5 a* E- K+ J# C& R; @6 u - end: _+ j) B8 R6 G) C; n/ X, X1 }3 }2 n
- end
3 Y7 ^* I% R% W( j$ v3 A - end #endOfForLoop - R; a: {5 x% c- r7 D) N
- @mouse_move_path = reversed_chase_path.reverse- ?8 l1 Q* z+ S5 @1 _! O
- end#airship
: ]; a1 g( P( y* ^ c+ j/ \ - #--------------------------------------------------------------------------! o) Y( e* ^6 m2 I! J0 f' X# G
- # ● 目标点无法抵达时的处理,用于各路径绘制方法内部& E9 o8 w- I. R6 u4 `! m
- #--------------------------------------------------------------------------
5 G/ O4 h* D1 _! a - def not_reach_point5 l5 v$ H& v0 n6 N6 f" t Q
- $mouse_move_sign.direction = 4! c# t9 K$ n6 g- n. `( H
- dx = 0; dy = 0; dir = 0
# Q( E8 u4 @& |5 @8 M. X( o - if @moveto_x - x 0
& p) z6 s" E; O" H% w2 |6 x - if @moveto_x - x $game_map.width - @moveto_x + x &&
$ D, c% J- f8 l - $game_map.loop_vertical7 f1 s* \7 r( D s! h: c
- dx = $game_map.width - @moveto_x + x; dir = 4
/ n8 B; q' O7 M. O1 ] - else
) U; }' {$ E0 _' d$ C5 O - dx = @moveto_x - x; dir = 6
9 \2 W9 T( @% ^' A! G - end
8 l @- ]! M; l. _) V - else" I) _2 U a+ [
- if x - @moveto_x $game_map.width - x + @moveto_x &&
, m( {7 ~, |! b U E" e4 ` - $game_map.loop_vertical. m# V7 r: x* N" J5 G3 t
- dx = $game_map.width - x + @moveto_x; dir = 6
( d' c& N1 X7 e) B q9 l+ v! `5 a - else
& f( Y" j( Q- R3 {! Y# P/ o - dx = x - @moveto_x; dir = 4" T+ l. ?* {& ^5 w% W# ? }) ?
- end! N: c, o* J( h
- end
' T& z! M& p# Q/ a9 R6 o( P; b( J - if @moveto_y - y 05 v- Q: C, Z5 }0 s0 W; x
- if @moveto_y - y $game_map.height - @moveto_y + y &&! C& a8 [6 R- [
- $game_map.loop_horizontal
1 c9 L% ~ O' \5 |$ U x; ^ - dy = $game_map.height - @moveto_y + y- L" g$ j2 U( F6 _% R
- dir = 8 if dy dx
M9 j, g2 J+ q/ E8 r, b* l3 | - else* J V- b+ M4 }1 R
- dy = @moveto_y - y3 x' I" i0 Z, P6 k' O
- dir = 2 if dy dx
' Z: p7 d. e# q0 d5 M) M/ E- K) i - end; l9 z0 y& R X
- else
% ?( f* a. j" s' @& g- | - if y - @moveto_y $game_map.height - y + @moveto_y &&/ N' _6 d1 ?' l6 |2 G6 b' e8 Z
- $game_map.loop_horizontal
- W8 }; R R1 c3 h u" [6 J - dy = $game_map.height - y + @moveto_y
5 z& T! K! }1 V ?. S - dir = 2 if dy dx 1 X& ?* L% M E" o- R+ s9 O0 A% M; n
- else
' N7 k8 [0 L8 L7 g. l4 D2 Q - dy = y - @moveto_y
% Y# Z, D8 \' t6 R - dir = 8 if dy dx
& f4 Z) x7 s2 u9 v! E0 a8 L9 o: r - end
2 g/ y* X6 P3 ]6 ~ - end
/ h0 q# v# X5 p7 l E1 I - @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件
7 ~9 Y9 w& I% s" ?! ` - end( W+ U# o0 h# \8 f# T/ \
- #--------------------------------------------------------------------------
9 a1 ] `. e5 q$ w - # ● 判断目标点是否能抵达、登陆,用于船只路径绘制
8 N' q2 q: G' {" ^2 J) F" L - #--------------------------------------------------------------------------
2 J8 Q3 k2 C0 x3 S/ L - def landable(x, y, path)
$ @$ v* O/ K: O8 r - case @vehicle_type
# r* R. |1 n1 K# S: h - when ship; return $game_map.ship_passable(x, y) 7 `0 t1 u. Z9 u1 u
- $game_map.passable(x, y, 10 - path[-1])
3 G5 D% O- S4 n" Q) h9 e$ ]1 x% ^ - when boat; return $game_map.boat_passable(x, y)
- L9 R$ P0 |# y9 }' B8 t - $game_map.passable(x, y, 10 - path[-1])
F' N- `0 e f2 U+ B, a - end5 G7 M# e5 q Y8 j* ]( k7 o1 ~
- end
n+ X, w. |! z* r* V: _+ W - end
" a" s R' A3 e- Q+ ~; U6 ?! u - s2 {" K, p6 O
- #==============================================================================; t5 i% Y0 Q! ]. i* z/ s/ [
- # ■ Game_Map
, c7 F$ X/ l+ U3 m - #------------------------------------------------------------------------------9 }) j: l" D3 p* X9 Z5 P
- # 管理地图的类。拥有卷动地图以及判断通行度的功能。
8 f5 k# n4 r: A& ^ - # 本类的实例请参考 $game_map 。2 J6 c& [. o' P) V
- #==============================================================================8 {7 Z9 I3 }/ M$ D
- class Game_Map
# l$ j: P5 u: W, S/ }# _. f I - #--------------------------------------------------------------------------
5 A9 R- q# H1 y; c" q& B) H" v/ U y - # ● 定义实例变量# u/ ~1 Q- n" c' Z7 T# m
- #--------------------------------------------------------------------------2 M1 C7 E" J$ }( r' x7 Q
- attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据
9 M* ~( \+ r. Q - attr_reader mouse_map_y # 同上
6 W4 @6 M& V% m$ l1 x, v4 h2 E2 c - #--------------------------------------------------------------------------" o" B, A$ r1 M! R! |3 l
- # ● 初始化对象) o/ R7 n- h( }$ d
- #--------------------------------------------------------------------------
' q0 r2 _" `/ h: G - alias sion_mouse_initialize initialize
% S( ~9 b$ U/ u% ^ - def initialize% [6 N7 m, w2 Z2 \
- sion_mouse_initialize
" Q$ O- C* k' H9 n { C - creat_move_sign ###
( v! K* M+ _4 j - set_constants/ I* A3 X8 m- T
- end2 X, z: ~$ b/ l! T7 H
- #--------------------------------------------------------------------------
& o3 I; s2 B/ O, s+ w8 Z( s! z - # ● 更新画面 o' |% |& c0 T1 M' Y) B6 Z
- # main 事件解释器更新的标志
/ b. L6 J0 T. `3 B9 r- Q - #--------------------------------------------------------------------------
8 b# Y% _8 H$ ^ - alias sion_mouse_update update3 C1 s) y+ X' H1 V. s- G4 w
- def update(main = false)8 D" k+ Q- n6 ^/ G2 G- a
- sion_mouse_update(main)
* N" y3 X- n6 E$ U - update_move_sign7 b' |# O( U0 D6 I
- end' t% K! o4 F9 E8 ~
- #--------------------------------------------------------------------------
- C) _; a1 ^$ P7 b3 I - # ● 创建显示路径点的事件
" `7 m# x2 C' ?6 r" \/ m% c# b - #--------------------------------------------------------------------------/ g) z7 A) E% I
- def creat_move_sign! A7 e D& B _1 m
- $mouse_move_sign = Move_Sign.new3 C0 p2 b7 r I4 p" ?& ]
- end$ @9 M5 `7 I9 `9 \3 n q$ D
- #--------------------------------------------------------------------------) |3 ~* o5 F# P5 ]5 k* F
- # ● 更新显示路径点的事件
+ u. A F6 [% E- o W - #--------------------------------------------------------------------------
6 m& _3 y& Q1 `3 q# G! y - def set_constants0 d+ d8 F- M- N
- @mouse_pos_setted = true
2 w- K- ~2 t* |$ L& \ - @set_pos_prepared = false
4 k; a- @( q, g0 d) B8 e - @mouse_old_x = 0: g- v) w5 N7 V# M2 Q
- @mouse_old_y = 0
+ F: x, P1 x# m1 Z. c - end; e! S# c7 X9 v2 _* `
- #--------------------------------------------------------------------------
3 Q) }% y0 v5 Q- j' A - # ● 更新显示路径点的事件
( F5 Q! [' N- s5 A) C3 O$ k: R6 ` - #--------------------------------------------------------------------------: t X5 G @ o6 _" {& w, P
- def update_move_sign$ y, k* f n4 H
- $mouse_move_sign.update
) Y" b& i- |5 `6 |2 X7 { - end
0 X8 s3 Z9 u6 Q+ { - #--------------------------------------------------------------------------9 [9 w t9 ?8 f
- # ● 获取鼠标位于的地图块的x、y坐标& h2 _5 A1 F; S( k* U
- #--------------------------------------------------------------------------
: a. ~7 F* }" R - def get_mouse_map_xy6 Q& B; q$ k1 t3 A
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
( F& X2 L+ @+ }1 Q. U# ] - @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)# O, y, C2 v, E6 e0 s* N
- @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)
2 ~9 ]( L8 A% a1 o - end
( a2 G* }7 l3 v, Z3 i$ \7 [ - #--------------------------------------------------------------------------
0 J, B4 W$ f0 R, |- D5 z - # ● 返回地图画面时重设鼠标坐标
/ o- |0 o z1 P% g& s% d - #--------------------------------------------------------------------------9 z+ k7 d$ `. U B1 N
- def reset_mouse_pos
% S+ d$ g3 {+ w2 S7 V( ?& ] - return if @mouse_pos_setted$ Z. k8 h1 Y; V2 e8 X
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)' q% _ ^/ M1 D2 \0 f# ?( \
- @mouse_pos_setted = true" A' O3 g3 U. j R$ y
- @set_pos_prepared = false: V# P+ U6 O7 _& `! b; ]4 b
- end5 ?& @7 n0 t& ^6 k
- #--------------------------------------------------------------------------
+ a: P" J) K8 L5 S% [ - # ● 重设鼠标的坐标' w) `# M, x! V' ~/ g; O
- #--------------------------------------------------------------------------
# H7 x" c0 F. v) j - def prepare_reset_mouse_pos& H* S6 B7 E( Z j: z( B
- return if @set_pos_prepared1 e, S; y( L3 p. b6 S
- @mouse_pos_setted = false6 e' `# }/ Y- X+ [: l5 G! Z8 @
- @mouse_old_x = Mouse.mouse_x
# \3 m# Z3 j5 o0 f - @mouse_old_y = Mouse.mouse_y- F% F7 v% J5 `' X
- @set_pos_prepared = true
W3 N Z9 i7 [& n* Q - end( D% ^9 o1 N: @" I
- end0 o8 Q4 P6 H/ N9 [9 u; R6 B5 E
- * c5 D6 T* g* Z- C" M0 N. S
- #==============================================================================3 a4 R* p" R1 l7 [, x& V# u* T
- # ■ Spriteset_Map# s/ X( d3 ], D. A& V: ?! ?
- #------------------------------------------------------------------------------5 d8 k* v* I. e+ x! }# V' c4 x
- # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。
0 O) ]* e. S3 Y: r4 L' x- k - #==============================================================================2 }5 ]- m; n1 U" Y' K! M
- class Spriteset_Map
2 f; `+ m4 R, F - #--------------------------------------------------------------------------
: ^0 C7 O/ H# T+ T% r/ _4 X; J+ z - # ● 生成路径点精灵
7 v: G7 R r" V4 y$ C - #--------------------------------------------------------------------------. H+ D! w) Z4 X
- alias sion_mouse_create_characters create_characters
% |& B! `/ P8 N" s3 w: i - def create_characters
$ N1 m$ b6 J0 o& g& Z$ o1 N, o - sion_mouse_create_characters
8 c5 n+ O% a7 r/ P" |; G - @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))9 U- t* a+ x. b8 r. P2 B
- end3 |( Z1 s: N2 s, p; j
- end; ^3 s) m3 ~0 v+ }( k6 B3 ]0 a% e
- * C! f) _ Z0 y7 {9 o6 b
- #==============================================================================
7 a) K# h8 |7 Y) \* c; U - # ■ Scene_Map' q* A0 z6 p8 m+ g: u, Y7 H& e) D
- #------------------------------------------------------------------------------
+ Z8 }- H) u1 S6 H - # 地图画面
+ d& x! P4 Y1 d/ i* c - #==============================================================================& A9 o" f, z. j& R2 _
- class Scene_Map Scene_Base+ Z; T2 G: h- l0 [2 \0 ^( {$ A q
- #--------------------------------------------------------------------------
/ r) g$ k! }. s! X1 o( H9 ] - # ● 画面更新3 Z- ^; w: o4 k
- #--------------------------------------------------------------------------
! \) R- ]/ e3 J& w S - alias sion_mouse_update_scene update_scene# n# { ]6 o% ^
- def update_scene; U/ P; F/ i9 a
- sion_mouse_update_scene
. W) m0 G+ @: Z: f7 b1 R, q* R - update_mouse_action unless scene_changing
5 |. ]& X) a. ^* h1 k* o! W+ W! o - end d5 Z) \+ R/ U+ O
- #--------------------------------------------------------------------------& }2 V: r! ]3 g, j" t i- {( f
- # ● 场所移动前的处理
$ d$ U& T% Z( Z. X0 T5 ~, L - #--------------------------------------------------------------------------
6 @0 G/ M1 ?0 ?, f% v& ?- M& x - alias sion_mouse_pre_transfer pre_transfer
6 D( @" k$ S; y - def pre_transfer- b# ^/ W1 t. V5 N9 B6 F
- $game_player.reset_move_path2 ?0 n" z f. v7 K" u6 s
- sion_mouse_pre_transfer
% u( Y6 t5 z- i- y) ~' } - end7 ]/ X O# ~2 f9 [! @
- #--------------------------------------------------------------------------
) T' E) d0 N+ J) s" c - # ● 监听鼠标左键的按下* ^3 v k1 ?) ~/ P
- #--------------------------------------------------------------------------
. Z! d2 `) E" W I! ]: C" K - def update_mouse_action
. ?* X" l# M# I$ S$ J; r4 w' V - $game_player.left_button_action if Mouse.press(0x01)8 w: D D' b' [9 C& M, k1 A
- end
3 W: F4 \$ Y0 A/ w( e - end% w' b' J8 j9 W" A
- 9 r: K6 g) h8 [: v, f2 \
- #==============================================================================0 u6 i$ ^) G& L3 J
- # ■ Scene_File( B7 w) q: w# U" F: L& G2 q
- #------------------------------------------------------------------------------
7 ]* X/ |' }; }, c- G7 |7 E+ g - # 存档画面和读档画面共同的父类
0 R: p1 ]4 s% P9 c# W6 _9 B2 L7 T - #==============================================================================; e8 r; f! `& t1 d( J, n7 @
- class Scene_File Scene_MenuBase! c! A4 V- f+ i2 E y
- #--------------------------------------------------------------------------+ v2 B3 F; G# E& E, X( p
- # ● 开始处理2 y, _0 d, s8 z# @- A% h
- #--------------------------------------------------------------------------+ z D1 M5 S) v+ ?' R# g$ D( M1 c( t
- alias sion_mouse_start start
* }, u7 F u3 p1 |8 e) e - def start
) s8 \! v& b% ? - sion_mouse_start8 R: g/ u( k5 A1 }) a4 U
- @move_state = 0/ J8 ~% P6 w* k% _ n( {1 u
- set_mouse_pos, S. J# ?" A4 [( B2 ?
- end
) `# O: F2 U2 V8 t1 A - #--------------------------------------------------------------------------
1 x' h8 u8 x: ~! n, l1 I - # ● 更新画面
/ V3 m+ |9 n& S+ B - #--------------------------------------------------------------------------7 [5 h @8 w3 s& {5 z1 l$ J2 j
- alias sion_mouse_update update
0 F z) G5 v* L; K - def update* Z8 k3 V# L' i1 q- W c
- sion_mouse_update
) [; a. |% f: t- ^% x% Q - Input.dir4.zero set_cursor set_mouse_pos
2 z3 T1 v1 B! Y# ^+ Z; F - end
3 x+ g" G6 G, K* G( m, | - #--------------------------------------------------------------------------% T+ W0 A! ]# B
- # ● 更新光标
" J7 ~- S0 _( b+ R( Q4 I" F - #--------------------------------------------------------------------------
" [* q# U5 y! B2 B - def set_cursor
; g9 F E3 @: g$ f: C( r - @move_state += 1
" m. \# \- y3 u1 a9 ?" M$ F4 L- U3 D - last_index = @index" d6 D! ?9 Q+ W4 t" a [9 D( y
- if mouse_which_window == -2
$ A% q+ T$ R: }4 j; S I! k7 x - if (@move_state - 1) % 6 == 07 o0 c4 p; H4 O9 B; a; a& M# |& G
- @index = (@index + 1) % item_max if @index item_max - 1
' J9 f5 M) T: I/ a - end3 K5 R9 f8 S, P" L4 i" W8 P
- elsif mouse_which_window == -14 r- {. t& C( a! u$ F3 l
- if (@move_state - 1) % 6 == 0
. Y7 d5 L5 v: q' ?: b9 b& g - @index = (@index - 1 + item_max) % item_max if @index 0
, w/ ^1 k6 G6 f) v U - end7 N e# b7 l( t! q/ U$ C
- else
8 I# Q" J% s. O, Q1 x - @move_state = 0
: F9 P& ~4 M/ a1 q - @index = top_index + mouse_which_window
6 l; b0 D6 d2 n: k9 f - end, k6 U8 Q- R1 {9 m4 }
- ensure_cursor_visible6 H$ c! t5 g/ n3 R1 r3 ]- r
- if @index != last_index
3 }0 H6 z# r+ j% W - @savefile_windows[last_index].selected = false
/ a% y8 }* h7 [$ F( E - @savefile_windows[@index].selected = true
4 z- H0 k: D9 f7 [ - end- o! A0 L9 ]. z% T% P
- end2 d: X" |7 A6 b1 A
- #--------------------------------------------------------------------------4 m& C; g. b6 }+ p% U" P+ q
- # ● 判断鼠标位于哪个窗口- t E( v# @; [ ^& U( Z' U8 n
- #--------------------------------------------------------------------------" S9 G% W# H- V6 O5 `
- def mouse_which_window, N) }- Y8 t+ e7 N( e# U
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
, K4 {6 }* }1 ]/ l8 C1 u. U0 o3 _ - if mouse_y @help_window.height + 14
: t# N2 X' p9 c; l* @ - mouse_row = -1( h5 I& S$ k1 Y* P
- elsif mouse_y Graphics.height - 14
* Y/ {- }( P, D - mouse_row = -2- s& n3 ]! c9 u9 h
- else% n9 A/ v% ]2 W$ N
- mouse_row = 4 (mouse_y - @help_window.height)
4 C" c" U$ I9 U0 f- f) X - (Graphics.height - @help_window.height)2 ?+ ^# y2 }6 f
- end W4 P9 s( K) F; s7 ?4 r& B ~
- return mouse_row* a; k# N6 p. N, O) m/ X+ N
- end
. K. Y3 V% M+ [5 i. Q - #--------------------------------------------------------------------------2 k/ W7 ]; e; {0 k, f: f
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
9 w+ M- O& z2 e2 {2 x - #--------------------------------------------------------------------------
I# H+ z0 I0 k1 Z. b. Q! t - def set_mouse_pos
/ g' ^6 x4 }( R# ^ - new_x = 40
5 I! N$ M% l0 t - new_y = @help_window.height + savefile_height (@index - top_index) + 24
% R; J. q8 u2 i2 O! V; K9 F7 S1 p' T - Mouse.set_mouse_pos(new_x, new_y)3 a) k8 k2 c4 Q! G4 F1 e" t
- end
# f* w* o0 O6 Q8 b/ k/ n; J - end9 |( S# M) n0 Q" X: v0 F3 @
9 Q/ T; [- T; ]7 X- #==============================================================================
5 o7 A6 D1 S' L - # ■ Game_Event
) g! E% V5 G- b- [3 W( q - #------------------------------------------------------------------------------* ~5 Q$ d) h) P* I, }+ _ a
- # 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。
; U: _$ V, u3 P* Z7 y - # 在 Game_Map 类的内部使用。
2 {" L3 S$ O5 G8 m O - #==============================================================================
- [% ]" I; g1 Q - class Game_Event Game_Character
% k+ c& N. h; a x; Q: E6 m8 D/ x# ~ - #--------------------------------------------------------------------------
( j8 r/ I: P! l' ]% ], h# X4 h - # ● 事件启动
! `/ U7 t. [0 c8 P- V* p) V - #--------------------------------------------------------------------------
8 ]% C) a& I! S v - alias sion_mouse_start start5 ] F. Q' P; J
- def start
2 V. ^; R% z& w- w. D% u8 _0 W$ ]' ~ - return if mouse_start && !Mouse.press(0x01)
- ]; @) Q9 K5 q( H. j6 Q - sion_mouse_start7 ?( m6 E# p$ a' P* g3 Z% [2 r
- end& `: Q* y& e* ?/ ^4 R8 s
- #-------------------------------------------------------------------------- c2 i" z3 _; i7 n# P, M9 n1 z+ C
- # ● 判断事件是否由鼠标启动$ {9 N- O( _& b$ r5 }
- #--------------------------------------------------------------------------
& g6 M7 a3 [( u/ o3 ]& A - def mouse_start
+ q9 N$ U8 \$ r. R, {' }6 i - return false if empty$ {% w- D9 ~8 U5 ?6 u4 T
- @list.each do index
7 F3 b. y2 J! Y9 p: u$ M% h - return true if (index.code == 108 index.code == 408) &&5 |3 `* J. Z1 l k$ e; [5 }
- index.parameters[0].include('鼠标启动')/ I5 o+ Q: t; g# m/ U: W: v6 }
- end2 h: r- z- B }+ @2 H3 b6 g7 Q
- return false# w; v( e- p0 K: X# g8 B
- end
8 Y; J9 {- b Q% Q& r - end
) @1 I) C: a+ K K
; Y& G8 H; z) n/ K- ####泥煤的height+ }# Z* v$ Y8 T( h0 q+ P
- # @height = height
: O: G$ L/ E# W
8 S# K. u `1 Z( ]' h- class Area_Response2 O- [' q: N5 N& T2 M
- attr_accessor type
5 v* q" M+ m: u& w& G3 i9 ]* o - attr_reader ox
/ R) v0 Q+ Y1 I2 B - attr_reader oy
, s0 n. E$ Z9 j- S4 I - attr_reader width- t0 {( B1 G( M
- attr_reader height: B4 I# n! M/ d4 {0 E; n0 d
- attr_reader switch_id
3 \9 m2 j; w& [" g2 n6 ]) g0 l" Y - def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)
$ w& q% r6 Z% n9 I - @type = type
9 B/ l6 F5 | Y+ i+ m' z - @ox = ox
" \) j8 q8 a( G5 } - @oy = oy
$ g! _8 y- s$ @; _ ?0 @ - @width = width
+ K4 r$ h9 m! f+ S6 h+ K8 [ - @height = height8 L$ Z6 j" b2 [5 m. @7 O
- @switch_id = switch_id
. m5 H \2 A! v) p- g6 j - end' Y4 B/ c! \* A' Z& _; V; G" k q
- end) _# k# H1 ~4 x! R+ D
- " u: W. o1 C4 T# g
- $area_responses = []
8 P; ^' d8 ~) m7 v: z& J
2 N7 r6 c4 s. m0 ^- class Scene_Map
- D6 N9 h/ w; L# q1 Q1 m - alias update_mouse_2013421 update_mouse_action) w: u) v- W. v) E8 N9 c
- def update_mouse_action3 q1 R$ A& _- J1 s( g# v
- update_area_response. y0 I1 Y3 }: u- }
- update_mouse_20134213 Z' `+ e- P" N+ z. }1 b% H
- end
% C T) @, n4 o - def update_area_response8 t) P% r, P1 k% H: s) j7 O$ E
- responses = $area_responses
7 P8 x9 X1 X$ _" | I/ Q - responses.each {response6 E R3 |+ C+ m, D9 O- ?
- ox = response.ox
8 L5 O. A# V6 u: [ - oy = response.oy' G) N9 C7 z2 X0 p3 `: G& q, m
- width = response.width
: ]2 G# U* @7 E - height = response.height
& j7 M( d7 f0 p2 b6 v - switch_id = response.switch_id
( m, J; O I- w3 A; u. g" s. q0 T! ^# U - case response.type9 t; k, y8 I* q: C K, h
- when 0
' X$ Q, u1 Q' Y3 j - if mouse_in_area(ox, oy, width, height)1 R! N2 r( r$ R( [: {' x
- $game_switches[switch_id] = true
" t6 t5 \* ]# v4 ]4 ?& x- C - $area_responses.delete(response), u2 x. L" v7 K# w1 B
- end9 \0 S! u% N& V4 w' v
- when 1
D. I8 s) C" G! k/ M/ |; C - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)/ H& H# f+ e; Z- D& c
- $game_switches[switch_id] = true1 }9 S2 Z! i7 Q7 J$ K/ ?; ]
- $area_responses.delete(response)
4 \! F7 y$ f6 q/ M - end
2 t3 f8 E! D: r) w M7 r' b( q; f8 c - when 2
- u! C7 Z# |+ u+ b: ~ - if mouse_in_area(ox, oy, width, height)
5 d7 M3 i6 z( z - $game_switches[switch_id] = true& m0 P, Y7 ~1 O
- else
6 D4 |+ j! l5 u! D - $game_switches[switch_id] = false" P. i6 M% }3 c$ h6 ^/ Z+ l1 H3 ?
- end
+ d6 `, b+ ?- t9 s0 q5 t4 I9 A - when 3. K! J [- ~! L- o* ~9 a" e7 j
- if mouse_in_area((ox - $game_map.display_x) 32 ,7 U, x9 P; H" O5 v, m0 H
- (oy - $game_map.display_y) 32, width, height)" V. \. \0 e4 A% R1 Q
- $game_map.events_xy(ox, oy).each {event
# T% L2 R* ~0 u' }# b - event.start! W2 L5 F# {3 Q* r) s6 L. @
- $area_responses.delete(response)
$ M7 w9 d. R2 L0 j4 N - return* D5 G" ]. G3 e5 w/ y8 @1 M9 q
- } + k2 _ @" R0 r( l0 W
- end1 n) D" z+ w8 M1 O V; I
- when 4$ l) M- w) Q5 o4 e. t* f
- if mouse_in_area((ox - $game_map.display_x) 32,3 F& y0 x1 N" i6 ]; l% X
- (oy - $game_map.display_y) 32, width, height)# z4 b% H, s& b- b3 R: H
- $game_map.events_xy(ox, oy).each {event# W4 `# X. T* H8 |0 r0 F
- event.start/ S3 z9 u+ D6 t: Q8 {& u
- return
! g# p+ o$ P- g2 z, |! @/ G' k - }
9 ?1 h5 X0 m6 a% P1 k2 b - end% s6 z" O0 c4 J5 q7 V P
- end
: l8 c! b! L% X- Z6 V3 N3 x7 U+ c - }
2 W: C7 i+ b1 m" Z& F- d - end
% q4 W+ a6 R; q% j0 m - def mouse_in_area(ox, oy, width, height)
, y- | V5 ~+ G: k - Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&
5 ^ B! l4 x1 v' Q8 H% j - Mouse.mouse_y = oy && Mouse.mouse_y = oy + height9 j* w" i2 ]5 m; T& e) z: m8 T
- end
* i7 ~! h$ l3 q8 r0 \2 X7 D& p - end
, R& G& ]' E7 x$ {) j: Y - class Game_Interpreter, d6 ]2 j8 ?) R0 N% L5 e) C
- def area_response(arg)
9 i; U6 T D$ S1 G6 V - $area_responses.push(Area_Response.new(arg)). L0 W. r! J) g; w
- end9 [' |$ R: d0 X( K5 m
- end4 U: Q% u: a* Q
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