| 赞 | 1 |
| VIP | 171 |
| 好人卡 | 21 |
| 积分 | 4 |
| 经验 | 59678 |
| 最后登录 | 2015-5-11 |
| 在线时间 | 1291 小时 |
- 梦石
- 0
- 星屑
- 382
- 在线时间
- 1291 小时
- 注册时间
- 2013-1-12
- 帖子
- 3590

|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
純屬給LBQ腳本:- =begin #=======================================================================
$ ~3 K5 i" i# u9 c - % c, p, Y1 ~0 p! e
- Sion Mouse System v1.3e" k6 A; _7 N+ ] u4 c9 C
-
9 C% }/ h2 L5 B! U/ X+ j. b3 v5 r - Changlog9 n$ L* z7 `# t8 J( i' Y/ j
-
; m; s& P z& K9 J* d' I - 2013.4.21 v1.3f
% D) w s" [2 X) C" O3 V -
" Q. a Y. D5 V1 I! H8 R - 1.3f 卷动地图 bug 修正
# `2 k" t8 |$ z! ^; G -
9 U/ }( \* ~9 H D2 X - 1.3e 逻辑优化;提供解除鼠标固定的接口7 ]3 N& |% Y' y' Z
- 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内
9 w& S3 N, P* y - Mouse.unlock_mouse_in_screen 解除锁定0 H9 \- d9 C5 k0 x- j. G. M
4 R* n% t; q, L2 G+ I1 _: E- 1.3f bug修正# B. w! B5 t. s% c1 k9 G; U7 ?
-
0 ?" D/ y3 j! {5 s8 d M. a - 1.3d 常数设置增加:Menu_Set_Pos,用来设置打开菜单时鼠标是否移动到光标处以及; g3 Y) T1 \- B/ H
- 关闭菜单时,鼠标是否移动到原来的位置。$ y2 R9 a' T! h2 G$ I
- & s' M) S% G& C) ~! Y& W
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处
- V; d3 ^: c% E% g' C7 i1 }6 [ - + X6 [- ]$ I6 c7 C! n
- 1.3b 修正一些罕见的bug;
* z) M0 F5 z- x4 f, ] E" |6 { - 3 e6 a4 x$ d0 ^
- 1.3a 代码小修改;
2 H! W0 s; x2 Y+ k; m - 加入了鼠标点击启动事件的功能,) b8 }3 M( j. X/ ?, N
- 在事件中加入“注释”: 鼠标启动 ,
: v' N- X; j2 p4 Z6 {% r - 该事件将无法用其它方式启动,只能用鼠标左键点击启动。
1 v/ b3 N+ ?% Z e9 W. I$ t# ^ - 1 B( W+ q' V# T+ J; C
- 2013.2.12 v1.2, \3 u7 K. F; O. N, H5 A M
- 6 y* |) s, O* w# n: c3 L
- 寻路逻辑优化;3 |2 s* k4 ~+ i- I( r ~7 d
- 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;
/ B7 j7 Y1 M& N! J; A# H: O - 现在支持用鼠标来操作载具了。( K2 ~, r7 u4 l; v j1 ?
e: ^6 Z6 h( C- 2013.2.8 v1.1
" z" ^ `' t2 O7 L% |
& e: {8 l5 C6 C. t1 M! y3 b- 优化了事件判断,现在可以方便地启动柜台后面的事件;
- M3 n. I5 x w% e1 v9 q, X( q6 q - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;: |$ H6 @6 }$ c; T) z
- 移动时,路径指示点的绘制更加稳定;6 U) }8 \( y8 Q% o
- 现在支持默认存档画面的鼠标操作了。; n7 {% h2 o2 k
/ T# i9 m0 {: R8 N$ r6 `& j- - c6 {9 q( e" C4 i* m( [1 ?
- OrigenVersion1 J4 ]2 F& ]! C" F
- 7 d& U$ G/ M+ {- H1 C0 j
- 2013.2.7 v1.0 / {6 G& d, q& ^+ @
- 7 ]8 N# h1 ~* w/ V
- 主要功能
. o3 A' b9 H7 s S - 7 _* y) B M5 y" U" |6 c
- 使用鼠标进行各种操作...( E# L0 b) Z% J# A+ H I4 m
- 将鼠标锁定在游戏窗口内6 P& B& V$ o1 y" S$ r% k
- 自动寻路,按住 D 键可以扩大寻路的范围
9 a( R6 F& g1 g& U - 双击鼠标进行冲刺9 @. k5 ?/ T" i7 a( m" ~9 g' z
- 更改地图卷动方式以适应鼠标移动( S, K! {' }6 B8 {' N! z. [3 a8 H1 w" |
- 变量输入框改良4 ]' c3 I' Q! Q0 ~9 t. M
2 W, t% f% x) j& C/ W6 e- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹4 C+ X3 o# Z( K! O
) ]0 ~, y9 v$ {* j! @ K- M, u- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹" t) Y) H2 G; N( F
- 0 s, k" Y3 d9 @
- ★ 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, a! f, R; }' ]2 Y' Z4 u( `
- $ n* m# g3 j; K& i
5 k( b8 a, K& d B6 m6 e1 u- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★5 \. f7 P7 |. D- F( R; p$ _
9 N' `+ B1 l+ L, Q$ J- ( E) u" }3 _& E
- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示) S1 I' \5 R* U1 P |1 ~0 l1 n7 p
( {- j: \8 G8 N- #==============================================================================% ]# D2 N) {) M
- # ■ 常数设置 5 o' a! m: d7 `/ d. V0 ^/ t% A
- #==============================================================================8 I! C8 w& z K* j9 p8 O" O8 o
- module KsOfSion3 }! r5 P. B; U/ I- y) q
- Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false3 Q/ A2 H* l9 T. l5 u
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑
. M5 a3 w5 v/ R, N+ _8 J - New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false
0 v J: o L/ b0 T! @ n - 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4 J" X0 R* ~1 Q+ W( z0 |
- Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处
; H5 K7 i' Z4 u - Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧
( s6 I) U' h2 E3 F9 Q& i- e - # “30” 是默认显示格子数 长(17) + 宽(13)
) E1 a, `/ b& B! G, D& Y2 W- K1 e - Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键9 ]7 K, q1 J, c2 ~# Z, [
- # RM几个内置的空键位 (X = A)(Y = S)(Z = D)1 H( l; V! ] \, ]- R
- end
7 e4 |: y5 |8 g0 N' d& o( Y - / w6 b# J/ w# A% M! @' a0 _3 N; }
- #==============================================================================
% m/ \/ B) _- I5 v - # ■ 用来显示路径点的类& ^' c8 C7 c, T2 m, [
- #==============================================================================
! \3 x# d9 p7 ?& O - class Move_Sign Game_Character2 y8 q4 h. _4 I0 h5 E9 W3 Z! w
- #--------------------------------------------------------------------------
7 M! C$ c% d( ^3 N$ q: A% X4 _ - # ● 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
/ l! j3 {- S% Y/ M - #--------------------------------------------------------------------------/ |$ h8 O8 M5 a4 ?1 w e# \& f
- def init_public_members7 T+ l' [* q# _* y# a5 e, ~8 U7 F S
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹
% g/ k' G! `6 J+ B) d1 z) r) d - @character_index = 0 # ★ 图片索引。$开头的行走图设为00 o! I* l9 ~' J) m
- @move_speed = 5 # ★ 踏步速度1 t' @ ^* Q. v
- @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)
5 I8 l6 K! N5 p7 N1 C7 e - [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度- h' Y( _. G2 d+ ]6 H
- @blend_type = 0 # ★ 图片合成方式,默认为0(正常)
) I, M3 k) k, r1 n. j9 ?4 u - @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列. x7 g1 `' K) I6 {( f$ R0 x0 R
- @priority_type = 1 # ★ 优先级(默认与人物同级:1)! }2 [2 C& C/ t, T
4 ]+ ^. X4 b1 L3 Y4 T0 q: v- / c, P, j& `! m; w: m/ d. ?
- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★* q% f/ R+ G" u4 {
( S4 R( {) H5 l- ' ~5 F. {& K/ @1 a; c" t
- # 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. M3 X2 \* N) ^
- unless File.exist('GraphicsCharacters' + @character_name + '.png')% h9 j% i3 X8 N' e6 H {
$ D3 N2 s" Y2 R( Y+ }- if $no_arrowpic_warn
8 D' ?" H, ]# D) u - MouseShow_Cursor.call(1)
$ a7 i, z1 f! [0 S) ^, r- L" m( u - msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png8 I6 J0 q7 z: T; W$ H
- % c8 d5 W' o' U' f( @5 D) ^
- “路径指示点”将使用游戏自带图片! Q. T* E8 u4 b7 I% O' i6 C# Z+ t. @
- , d J, w0 M7 f/ x# h. i
- 该提示可以在脚本内关闭')
; G- w3 O; V) B% O" ?& L - MouseShow_Cursor.call(0)
0 c; X; M/ V K; j - $no_arrowpic_warn = false- U5 {# b: r7 c
- end
4 t0 e ^: p6 N8 }. \ k - @character_name = '!Flame') s# n& f3 c( z7 h
- @character_index = 6
/ t& |2 ]* i* }" j - 3 W# h( n4 s/ \* O6 x9 m, ]1 ?
- end
0 I/ [: A. ^) n$ a5 @9 ~- | - @direction_fix = false # 固定朝向
& A* v, X( ?& l# f; U6 R - @move_frequency = 6 # 移动频率3 y8 i2 G: ]( \. N7 s' ? ]3 p
- @walk_anime = true # 步行动画
0 }2 S; P: I% N& [; N' `! b - @pattern = 1 # 图案
5 o- N/ V% U4 Z- l - @through = true # 穿透. G$ J* r- Q3 t- _8 }2 G
- @bush_depth = 0 # 草木深度
) U; w, F& Y, f D& T' B+ h% H - @animation_id = 0 # 动画 ID
) T! F; M7 E! f1 I - @balloon_id = 0 # 心情 ID
0 q. c* H; e, r! i* O7 c - @transparent = true # 透明- M9 \- n# F/ [) w, l$ y" U7 W$ e
- @id = 0- B/ r2 ?- L1 V; ~' S; g) s
- @x = 0
" A+ J( M5 f* U) ] - @y = 0
: t4 B# M& v/ x: H% ]! s - @real_x = 0# Q* B9 r9 x. b5 x' d1 T
- @real_y = 0
/ i; _( M/ _6 E5 a5 ~ - @tile_id = 00 @# |8 N' t" x8 b6 ]9 z! N* L
- end
' z' p6 c) C4 W. @: u1 \1 } - #--------------------------------------------------------------------------
( m4 ]6 W; }: v: U - # ● 定义实例变量
% h8 f9 C" T Q4 g& K% u" B) w8 m - #--------------------------------------------------------------------------
. Y6 p2 [, \" P+ g. p6 Y& ` - attr_accessor direction$ |6 `6 A! v- ^/ i; a9 {/ v
- end1 \' r/ Q- r* U
$ ?' l( ^. @+ r6 g" t- #==============================================================================
& r& y B( ~$ |- t6 g: M5 a, { - # ■ Module Mouse
7 V- Z2 g. D1 I8 {9 k# j - #==============================================================================2 f. m0 H; S) [7 Q4 d
- module Mouse# q$ W- l/ x B9 f4 `) m3 W' A
- #--------------------------------------------------------------------------' n9 @7 P4 s1 v3 |: g$ l& b! c K2 Q
- # ● API
9 {$ K- \, v# G5 I - #--------------------------------------------------------------------------- P3 F0 w9 O4 P. C+ d6 W
- Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')- I c( ~3 V k# A; z# q& o# V& n) k
- Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
* K$ m) |0 F9 G: g+ f - Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l'); Z" [/ L( [/ B1 }
- Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')
& [8 P; V" j1 ]) m$ ~4 b' J2 I - Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')6 [% d: {; k6 {- t ]
- Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')" w+ s; e5 r" ]1 Z
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')
" i% h: ~; ~! _) n - Window_Hwnd = Get_Active_Window.call. K. u! g" T2 N8 Q
! b1 H: {) a/ m- class self
/ _- L9 I& |5 a/ x" F' M - #-------------------------------------------------------------------------- q; b( h5 L. F2 n0 |, a
- # ● 初始化
3 t# P8 L E& f8 s - #--------------------------------------------------------------------------& G5 ?1 w& V. G
- def init D6 b7 Y' r; W
- lock_mouse_in_screen if KsOfSionClip_Cursor
6 \- p1 Q' M% ]" p - @left_state = 0" j9 W/ I( U2 U9 S9 O/ g0 A) x
- @right_state = 0
& Z4 {( [6 |: c# y% C2 d! H$ B - @ck_count = 0 # 帧数计,单击以后从0开始
+ s! `& {; o o& s - @dk_count = 0 # 用于双击的判定+ v Q. I; Y% A6 M s
- @clicked = false
) T. O0 X$ j {& _( ~& Q - creat_mouse_sprite$ v& E0 E2 O% Q) r2 X
- update- l% W" m) t2 {9 X) S7 I
- end
2 M, u& R) O/ K9 s! F$ s - #--------------------------------------------------------------------------
9 X# ]5 e; a R+ F: m' `# L6 b. { - # ● 鼠标指针精灵* _2 `/ |6 M) g: z; s
- #--------------------------------------------------------------------------
# K( s2 z5 G$ ]3 {2 } - #~ def creat_mouse_sprite
; N/ @5 \- r" I( I - #~
: ? X0 {- n! g L( ~ - #~ @mouse_sprite = Sprite.new
6 o. G0 R7 }) o3 ^ - #~ panda = 2#rand(2)+1
. M0 o( G. M1 j* N - # C6 P1 ~6 P, V! m5 ?
- #~ if panda = 14 m' j* D n" [& K- O: J) E
- #~ if File.exist('GraphicsSystemCursor2.png')
7 d+ ?" E! U g/ } - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
2 x2 G' \/ R# t& P% G - #~ end#with if File.exist" {5 u3 F: u* J( H; G7 [
- #~
" P, m3 X% b1 z. V6 n P - #~ else if panda = 2 #with if panda=1
2 Y+ K8 t9 r% S - #~
, W5 d* S+ J2 |9 }! N a9 W - #~ if File.exist('GraphicsSystemCursor2.png')) g2 F! e* I# Y+ @5 g
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
8 T9 u1 J1 c# ? j I - #~ end#with if File.exist8 W$ G7 L, ~* m! W
- #~ & v X$ }7 W$ |: \2 e; {
- #~ else #with if panda=1: g, p8 t# c, y, M5 P) u
- #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)
$ A" |* j: `2 F( W9 p. E6 I - #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),
# d$ |; m w2 P6 g6 t2 H4 G! _ - #~ Rect.new(5 24, 24 24, 24, 24))5 g! A7 F7 Q8 `# y6 K( E) _
- #~ end#with if panda=1. ^$ W: B! R/ w. H3 Q
- #~ 0 ~1 E$ Z( [& ?$ K( [$ T
- #~ #with def
$ f2 [ b5 H: ^7 c0 J - #~ end
0 o/ ?4 P$ U# h6 b4 r - def creat_mouse_sprite
% |( @4 d* T. T4 ? - @mouse_sprite = Sprite.new
0 {$ \; F3 C+ U! H# M5 L - @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})$ y5 N( p" F- w" z
- @mouse_sprite.z = 9999
! a% q' G. S* ?* c, U& Y* A& ` - Show_Cursor.call(0)" n+ X2 A. g. x/ O2 Y) x
- end: o! _6 Z. V( N/ K
, w! ?" m3 G+ n v5 e- #--------------------------------------------------------------------------
* |7 e9 d9 I+ ^3 L( D0 V. z - # ● 更新
4 ~- P4 z8 h- j: D# Y - #--------------------------------------------------------------------------
* m7 ]/ J7 F! W' S/ N& `5 A o* R- ?- x - def update+ s4 u' @* S: }
- @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos
/ S2 k# \# i5 U+ X; p; _4 H - left_state = Get_Key_State.call(0x01)& w" o) B! g! z, K; [2 m; Y+ L j0 B
- left_state[7] == 1 @left_state +=1 @left_state = 0
1 |& @ J$ K U9 r - right_state = Get_Key_State.call(0x02)& [, H1 Q0 m: b4 ]. F: ?/ {& I" {" E
- right_state[7] == 1 @right_state +=1 @right_state = 0
; s6 [! J3 f/ u. [& n4 O7 j* g" D - update_double_click
0 B: J1 w! o7 A1 B4 [9 V - @left_state == 1 @ck_count = 0 @ck_count += 10 u' J% X6 F0 v1 X3 Q
- end
9 b) l4 o6 `* T$ [0 \$ O - #--------------------------------------------------------------------------
+ Q( ?9 W: i m - # ● 获取鼠标坐标
# h0 H9 ?- p: [7 \ - #--------------------------------------------------------------------------* T, q# y3 n0 J9 F# z3 O2 ^
- def get_mouse_pos7 R' w5 U4 W8 S
- arg = [0, 0].pack('ll')
* E/ B2 c. H/ x5 c - Get_Cursor_Pos.call(arg): X* E$ v9 f4 N1 {' S# j' @3 _: C: V
- Screen_To_Client.call(Window_Hwnd, arg)- O+ U @3 Y \& b# h
- x, y = arg.unpack('ll')
* [$ d3 F: G- M0 k" i - return x, y% T6 q& K5 ^0 ~4 P0 s
- end
# ^0 ^. ?2 M8 T- N2 S! l9 ` - #--------------------------------------------------------------------------' M- x4 s% ^) m0 t8 I' `. _1 M+ c
- # ● 将鼠标固定在屏幕内
. ]; O) L' U0 W - #--------------------------------------------------------------------------
6 V# {; i; ^; t4 `9 ]$ J - def lock_mouse_in_screen
8 t6 f& D' m- Y/ {- u - arg = [0, 0].pack('ll')" R$ F1 y4 {8 i" _* s
- Screen_To_Client.call(Window_Hwnd, arg)
! o+ @- m+ g( I4 Z# l1 }3 j1 Z - x, y = arg.unpack('ll')
4 ^; J; R3 M$ G# Z H3 g - Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
* ^4 I7 N# d3 ~" b% K - end0 z' @, ~% c. M. s$ Z
- #--------------------------------------------------------------------------
% N% g( d4 e" } - # ● 解除鼠标固定0 L9 L. W1 @* c8 T5 m; O# E
- #--------------------------------------------------------------------------
8 @; Z5 P+ S9 W' ?9 { - def unlock_mouse_in_screen1 X! ]$ `1 t! a& H
- Clip_Cursor.call(0)
@4 |9 z5 T* I5 p5 M3 t- s - end
( R3 s6 s7 T$ j* j) e- l& K! }# D - #--------------------------------------------------------------------------
/ ^5 a$ Y% A5 b7 ^5 ] - # ● 鼠标双击判定3 J# B$ _! N/ X A# Y% y
- #--------------------------------------------------------------------------& J; ^- S; Z D* b
- def update_double_click
) q7 e2 I9 ]% n0 Z - @clicked = true if @left_state == 1
- y& M5 J6 e$ F1 J5 F3 g - if @dk_count 0 && @left_state == 1* z K' W) D1 a& i
- @dk_count = 0; @clicked = false: z' a* u9 I9 h* \ e f
- return @double_click = true
+ T, Q8 `. y! l - elsif @clicked
+ n# K; `" I0 C8 I* b8 q+ I - if @dk_count KsOfSionDbclick_Frame
6 }" m9 n' B+ u1 C$ J2 c6 z- e - @dk_count += 12 ^' X+ u$ K$ K$ u2 E) v$ A# X1 b
- else; a+ S8 p( X4 [4 y1 h
- @dk_count = 0; @clicked = false
: L8 y; O, u8 p( c# I6 Y - end# K) l! w" {, ?1 o- d( l2 u5 W
- end+ W' r: S5 j: D8 `& p' }
- @double_click = false
- i @/ o2 i# L) A" ]1 {; v - end
/ U9 |- I6 s0 @; ?7 u - #--------------------------------------------------------------------------, D" _" d+ d6 m
- # ● 按键被按下就返回true
* X8 [! O" k4 ~+ X - #--------------------------------------------------------------------------( I: M- t) ^" n& x5 G8 B
- def press(button)
* I, a, r" Y* P; o - case button$ H3 `( D# e; y5 X7 A8 j/ r
- when 0x01; return !@left_state.zero7 Y( _2 @$ _9 C, k ?
- when 0x02; return !@right_state.zero
* s% ~9 i3 d; Y. c- R% ~ - end
" P% E, D/ w* O S - return false
|0 }9 D: ?# L3 Y9 B2 t - end
) g4 k, Q* o) c( ?9 r( @ - #--------------------------------------------------------------------------
' O5 }4 {9 \- a2 z - # ● 按键刚被按下则返回true4 e. `5 P! ~% R8 b1 z, N% e
- #--------------------------------------------------------------------------
8 f: M; R2 R$ u - def trigger(button)
$ A+ c$ u I" c& J - case button, V# K% S$ P t; R3 [
- when 0x01; return @left_state == 1
; e' B$ G( y9 a) t% X1 G - when 0x02; return @right_state == 1
) Z1 C! Z8 L: j+ _ - end
( e, S& }) ]5 ^. X: | C9 ?6 F - return false4 V+ h! m0 v6 t. {; K' B
- end- i. a. c6 X% j' {
- #--------------------------------------------------------------------------: N- a$ C1 m N. D" j+ Q
- # ● 持续按住键一段时间的话,每隔5帧返回一次true* q7 ?, w! |) a+ U h
- #--------------------------------------------------------------------------/ U0 l! X1 Q4 ?
- def repeat(button)0 ~; L$ C9 S' C) [ \
- case button6 B* n/ e* j; m7 @- u
- when 0x01; return @left_state == 1 7 Z; C- i/ W; R1 R
- (@left_state 22 && (@left_state % 6).zero)1 Y- H+ {+ }) ^2 c4 H) o" g6 Y
- when 0x02; return @right_state == 1 ( v {; ^$ }7 [% g
- (@right_state 22 && (@right_state % 6).zero)
, q: I6 j% @+ c! A - end2 V+ J* J- Y% X; r6 q; K# D
- return false
4 f" u9 D `0 S: W1 a& D( G8 k - end
# k1 D' S) ^8 Y) p3 T/ |# ~ - #--------------------------------------------------------------------------
0 y* q5 n4 `9 K4 h - # ● 判断是否双击鼠标- [0 K ~- ]4 `- {2 r# q
- #--------------------------------------------------------------------------$ x6 i/ g: N* q: j
- def double_click
2 ]6 I' o+ ]. y) a5 ` - @double_click, F( B+ ^ ^ h1 ?" \7 K' E7 G2 A
- end
# ^/ E M4 Z& e6 o. V, m, j - #--------------------------------------------------------------------------
' r& [8 c7 ~. h, n - # ● 获取@ck_count(每一帧+=1,单击后重置为0). y. i4 y8 b Z; O; M
- #--------------------------------------------------------------------------
4 Z! G! Y, V! t - def click_count
! E Q' E$ {$ p - @ck_count3 t: ^; z N* c
- end
! y N6 b3 J2 ?4 y' r$ R6 X7 |! |" O - #-------------------------------------------------------------------------- b* |* h5 t% e2 b3 q& @6 h
- # ● 获取@left_state(按住左键每一帧+=1)+ h5 L$ y& d( @% S. W9 P
- #--------------------------------------------------------------------------3 v E5 r6 \3 H" I0 l+ ?8 n# U
- def left_state; \- @' b; H6 Q: q
- @left_state! u$ O2 N; R/ v1 G! j) J- w
- end
0 p% ?; N% A; }2 l F - #--------------------------------------------------------------------------
6 p( U q' @( ^ r3 Q1 j - # ● 获取鼠标的x坐标
) n$ U+ M# _# a5 y/ @ q* u - #--------------------------------------------------------------------------
) s$ a T- w" O v3 V; d7 O - def mouse_x
+ U9 ~6 L( `" k4 x) g# Q - @mouse_sprite.x
( q+ T5 W, h( R - end
. n' L; H- ]# F - #--------------------------------------------------------------------------
, t; l( w) ~, B% L, l: { - # ● 获取鼠标的y坐标/ I3 L: u0 d. M" y9 b
- #--------------------------------------------------------------------------
5 _: Z/ x2 G2 {- W - def mouse_y( u) H( P% {9 X
- @mouse_sprite.y
8 u/ |* K1 t( q! `! v/ v' H- Z - end i+ N" A! G9 a) v% U' ^
- #--------------------------------------------------------------------------3 O- v O; V' S) ]5 [
- # ● 设置鼠标坐标1 P6 p$ k$ w9 G
- #--------------------------------------------------------------------------) C0 E; D# v: @" g: N
- def set_mouse_pos(new_x, new_y); [, r6 i- w$ K
- arg = [0, 0].pack('ll')
6 E6 g' [8 W' r6 } - Screen_To_Client.call(Window_Hwnd, arg)5 w# {$ E4 v( w) H5 h# ]( l7 N4 d5 d
- x, y = arg.unpack('ll')# \5 h0 Y L% w6 {; o; g P
- Set_Cursor_Pos.call(new_x - x, new_y - y)
' F& z( t% C* _ ^9 u: t/ x4 u - end% K6 Z/ l7 T5 ?+ ?+ g0 ]/ ]- w
- end #end of class self
0 W2 H- A) d& |2 D
. d4 {& p( T9 [5 {$ V' O7 ]- end. D0 g3 I6 e( L5 i( t. U' v. ^
$ @4 {2 z" S9 }- \- x' {- #==============================================================================8 L/ W/ S+ Y C, T( `" m; |
- # ■ SceneManager
+ N8 Y% k0 M9 Y$ i - #==============================================================================
# U Y# |' @% _/ ? s; H+ x7 k - class SceneManager
2 `3 W' e: ^/ F. D - #--------------------------------------------------------------------------# a& [) ]4 b, ]6 m7 s& i' u+ V. H) r
- # ● alias
& [+ t& K4 a( R6 X - #--------------------------------------------------------------------------
1 e G- O2 m6 u$ d- t) [" A - unless self.method_defined(sion_mouse_run)7 L# ]+ E N t( ?2 X3 m
- alias_method sion_mouse_run, run
N) ?, n1 l A# Q$ i - alias_method sion_mouse_call, call+ M2 S2 v) h$ M( ]8 D
- alias_method sion_mouse_return, return+ d! W! J: X4 l* ~- A" [2 p* Y- {$ j# Q+ A
- end
* \' r# {$ X# a7 M - #--------------------------------------------------------------------------) `9 r1 j/ a: L, u" n2 g) j
- # ● 运行
/ S" C2 \) F7 d C7 e0 P* c - #--------------------------------------------------------------------------' E' @$ P1 L! M9 ^* S6 B
- def run% N9 E+ L$ q# h: k6 l
- Mouse.init
1 f; e2 m( U1 C - sion_mouse_run! z; u5 x1 Q9 H" J) @" J& I! y
- end& T% m( S4 t* P* c! M: C; c$ p
- #--------------------------------------------------------------------------% c$ [2 P, @8 p. B
- # ● 切换
5 T+ t# k3 X" H% X* c. s - #--------------------------------------------------------------------------
2 z" C6 ` c$ g - def call(scene_class)
) K! I7 S6 _7 h X- ~+ R - $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)4 X2 t0 Z4 s- s$ Z/ Y) @
- sion_mouse_call(scene_class)
% c7 {! a( ?( p. i$ W - end3 e! y. q# p, X; H" I5 P5 a1 U
- #--------------------------------------------------------------------------
" @; `% O& X2 e/ Y' |2 I. ` - # ● 返回到上一个场景
2 m3 E5 N* Q+ _+ X6 l - #--------------------------------------------------------------------------+ G: w3 n: h4 Q1 D) m6 s8 W
- def return& W& m3 y: s9 e
- sion_mouse_return
: R8 l6 T9 L9 g: a' y2 b - $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&( p* ~0 W% Y" n3 C) x
- @scene.instance_of(Scene_Map)
' z2 n- Q6 u. r5 b! G" E% N - end
: t3 X, d! n1 h9 { - end
6 G9 u& u4 I9 h; c5 c8 E; J
; |- |8 {/ q+ O. \+ N) |- #==============================================================================
: r' @+ l1 b3 j& E& b9 @ - # ■ Module Input! e' I& O. w. J3 B, B- G
- #==============================================================================
% y2 m( O. h: ]: ?* P9 s% H0 I - class Input
( [4 B9 N8 o- T g. U' V0 m( \# j - #--------------------------------------------------------------------------
! Q6 f; D7 D; C+ I! T+ N - # ● alias
0 u0 A' K4 g6 z& ^3 c7 R' P' j* I - #--------------------------------------------------------------------------
8 ^ W; x/ n' h, |5 | - unless self.method_defined(sion_mouse_update)
| v& _. K1 U- t5 h* u; n: J/ v - alias_method sion_mouse_update, update$ Z9 }! M9 V C$ _5 E+ @9 ]- A3 `
- alias_method sion_mouse_press, press: `; X6 E* d" g5 E8 M- t. ]! f
- alias_method sion_mouse_trigger, trigger
' ~& r5 m# Y3 O0 m. b: z - alias_method sion_mouse_repeat, repeat! l8 [, a8 j" D" S& A/ a) n; d
- end
; m: v+ v: P) L# ^0 x2 n. v3 |7 y k - #--------------------------------------------------------------------------
& m7 [, G4 T. Z+ c - # ● 更新鼠标
! i% d1 f2 l1 u5 Z# j0 E$ k+ H - #--------------------------------------------------------------------------) }3 e( i, c- D
- def update
1 Y3 k* m/ L: s - Mouse.update. a4 \1 N4 ~7 Y% f
- sion_mouse_update6 M4 c+ h* w# V2 A9 S9 Z3 V& F
- end
8 b( p! g& f" O - #--------------------------------------------------------------------------: z5 w" r$ l! b% n4 z$ e% ?1 j
- # ● 按键被按下就返回true7 z- j% X3 k# g; t
- #--------------------------------------------------------------------------
8 e9 q, \+ s8 N" } - def press(key)
0 m" p: x; e( z; U. b7 N7 x+ l( y - return true if sion_mouse_press(key)
+ L7 }- u# ~7 n1 n8 N7 g4 \5 J - return Mouse.press(0x01) if key == C Y1 m! F- L$ u# b
- return Mouse.press(0x02) if key == B
$ t! d( r% m! ?: A$ J0 `2 p: ?& o/ P - return false7 {9 F; N9 u7 ]6 J
- end& N1 _2 J Q) B% h G
- #--------------------------------------------------------------------------3 z6 D( O, [7 C; k u
- # ● 按键刚被按下则返回true! F/ r* L2 E4 M( z% F
- #--------------------------------------------------------------------------# T$ |& u% c0 h) v
- def trigger(key)
% b7 t/ o O+ D5 Q4 { - return true if sion_mouse_trigger(key)
! w9 V( ?7 t* ^9 B( E& f. U - return Mouse.trigger(0x01) if key == C
k E. W1 f+ `* C. S. S - return Mouse.trigger(0x02) if key == B
+ C+ L L+ P. V5 W3 Z5 g! f9 O - return false
1 ]6 A. ^6 G! D - end
% H9 L3 g5 [* C, M8 t - #--------------------------------------------------------------------------
; S6 }* m$ _3 l$ ?3 P( I( `' O - # ● 持续按住键一段时间的话,每隔5帧返回一次true
5 o5 O% X/ @% c. V5 X - #--------------------------------------------------------------------------
& i r! c' w, I9 \! Y6 u% G - def repeat(key)7 ?9 M+ W4 u6 k& R4 {- n" h
- return true if sion_mouse_repeat(key)
3 [% K: S: g" ~( q; L: P. t* i# } - return Mouse.repeat(0x01) if key == C# v& `' u" Y6 s& D. m* m# E
- return Mouse.repeat(0x02) if key == B
) ~. i+ S' o/ s% ^; p2 x% k9 ^ - return false
3 D3 ]: [$ b/ L# K - end& H4 c3 {2 C$ L/ M, f4 a
- end
* C& O; [( |/ ? i4 g* D - ( h/ B. H, ] ]0 O6 N, m; T
4 c* X4 Q) f6 u& k9 u0 c- #==============================================================================, T: ~" ]; d/ i) P: S% ]
- # ■ Window_Selectable
1 s4 ]. V" i$ ]0 x# j7 _- a) x# b, { - #------------------------------------------------------------------------------
9 _/ V1 L7 h$ s M1 N - # 拥有光标移动、滚动功能的窗口% |, t% u8 }+ C5 L2 m4 {% {
- #==============================================================================
) s9 J& q3 ` {( i - class Window_Selectable' {0 o5 x) U# z! i, S% i& s A% w
- #--------------------------------------------------------------------------
* t' i- t" W& @6 K6 G" Q' V8 H0 _ - # ● 初始化0 E! J8 J: S% I. w7 u+ K8 F
- #--------------------------------------------------------------------------
* l6 ~+ }# u, {6 F8 f( o - alias sion_mouse_initialize initialize
) Y1 V3 j, X( R - def initialize(x, y, width, height)
- {8 {. m7 G. S. R - sion_mouse_initialize(x, y, width, height)
( O8 ~" w5 s, r( g( A& T - @move_state = 04 x/ W8 ~8 u) [9 ]
- end
1 u5 T% z3 ^* g' P- j8 t$ a& F - #-------------------------------------------------------------------------- }, q ?1 i: y- J n5 N
- # ● 更新
% ^; R$ E s" Z0 c - #--------------------------------------------------------------------------! L& y1 D+ a2 B" y# G
- alias sion_mouse_update update9 u- }: `) x Y7 G* B; l3 F
- def update4 I* p+ N2 T, u" W, J+ \7 j
- sion_mouse_update
& P2 R5 q$ k+ {& r# x6 a - update_mouse_cursor8 @4 \& A& j( @* ?0 H; @
- end
4 \' d( D9 y! ^; d- L; r - #--------------------------------------------------------------------------; J* q! F% n3 B* n6 ~+ j- Z0 B
- # ● 启动后设置鼠标到index位置
4 p) h7 A2 c" K p - #--------------------------------------------------------------------------( T/ T! l+ s1 C
- def activate, e% e$ B3 `' \3 n8 }% D
- @need_set_pos = true if KsOfSionMenu_Set_Pos# b8 E+ I" L" G8 i- ^7 p& \6 U
- super5 e/ T/ C7 w9 ]* g
- end
5 h+ I/ P! [1 e/ W# ~ - #--------------------------------------------------------------------------
8 Y; ?! w A) B" D6 r+ e - # ● 更新鼠标和光标的位置
. X# y2 C* U" G, \: ~1 f: R+ O" h - #--------------------------------------------------------------------------9 c4 H' p5 u3 G! x
- def update_mouse_cursor
+ i& d. ^: p9 a - if active
* g6 k% m! z) d* C4 F - if @need_set_pos
- _* R) z% E! g - @need_set_pos = nil
5 X8 x% m! k2 N9 Q$ e* F3 i - set_mouse_pos
4 b1 F( M( K& a3 x. m% i2 L - elsif cursor_movable
5 [, j2 g4 ~3 t! H, H - Input.dir4.zero set_cursor set_mouse_pos/ |; a& N" k' y& C% L
- end
# Z7 n" ]% I+ c* H. [: W* { - end2 U6 e+ I8 }9 j, a
- end8 o7 C( N9 W0 R* b: K# l, J" s
- #--------------------------------------------------------------------------
( h, B& o! ]; L. X; L1 i$ ? - # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能
0 P6 p4 M- O2 D - #--------------------------------------------------------------------------; i$ C, K0 y: J2 v# W
- def set_cursor
( c( o7 d c4 M% C/ a/ S; ] - mouse_row, mouse_col = mouse_window_area. b9 ~( i7 r& j1 _- s0 ?( V( u9 Y: i
- if mouse_row == -1
9 X5 |/ \* t. l6 t6 S; r9 b - @move_state += 1 if need_scroll
" v* H* P: P5 T/ u - cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand
( j# s" p6 ] \% ]/ K, H) M - elsif mouse_row == -2' n4 `7 o2 x% ?# M$ V4 \+ v
- @move_state += 1 if need_scroll
, D5 K2 e' z. g% s) v8 e - cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand6 i1 [0 X4 H7 L$ ^7 ?8 i9 [( J, T
- elsif mouse_col == -1+ w2 ]8 W: m" V! @! b& L% W* I1 X; G- _
- @move_state += 1 if need_scroll( [/ ^8 S% _6 M; b" a
- cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand+ R. A: i+ m, r/ C- x" c; K3 s8 v
- elsif mouse_col == -2! K, E0 {* W5 Q, M3 E
- @move_state += 1 if need_scroll" H' l+ w g. o
- cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand! L& U( w2 `) f
- else2 _1 u/ J! f/ H
- @move_state = 0
7 ]% Y/ o3 V+ O& d3 g& \ - new_index = (top_row + mouse_row) col_max + mouse_col; c4 U0 X( Y4 m, p# B: f5 P
- select(new_index) if new_index item_max && new_index != @index" F9 }% |+ o( g% |# c
- end6 k, y0 z. W; G& O4 n. ?0 k0 K% n
- end
+ ^7 Z/ w% O) A0 l - #--------------------------------------------------------------------------
L1 _' k6 x$ J2 ^" I - # ● 判断鼠标位于菜单的第几行、第几列2 N( M0 [2 v5 E
- #--------------------------------------------------------------------------
: J2 ~% W3 A9 k# [3 Q - def mouse_window_area
7 Q$ p( A# W/ n% {5 O3 f - if viewport.nil # necessary!. W& o9 B" |# k0 _ e
- vp_x, vp_y = 0, 0# W% w9 H2 [4 v! B/ C
- else
* m2 B/ ?8 D# l: Q - vp_x = viewport.rect.x - viewport.ox
1 {5 Y7 _5 t% q' z5 R - vp_y = viewport.rect.y - viewport.oy% v& p: G. o z. c; ~( z
- end' `, l) Q1 v) u: w* ]. F) X$ @( {
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
y4 ?4 E& e* V9 ^ F. z" P0 d - item_x1 = vp_x + x + standard_padding
9 V& q7 f+ W$ M" ? - item_y1 = vp_y + y + standard_padding: i9 q5 n3 T* m0 a
- item_x2 = vp_x + x - standard_padding + width
$ ~( [$ [: N+ s+ L3 |$ H* D - item_y2 = vp_y + y - standard_padding + height/ |6 w7 h+ M8 g
- if mouse_x item_x1
) |1 [ z; R! G! @# T - mouse_col = -12 [4 S9 e5 f4 z% N- D- B
- elsif mouse_x item_x2
* e: t) P9 n! K9 E - mouse_col = -24 r' p* }9 c2 e9 ]: s/ c+ z
- else
6 ]2 V- b3 j, R* d; i/ v - mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)- ^: I' P" [ a* O' ^
- end
1 w% |& [5 X' }( Q) j. F - if mouse_y item_y1
J9 L( D4 L- G7 ]* P - mouse_row = -1
! n2 }. t. m n" Y - elsif mouse_y item_y2 {& @. { E' D0 a% Y% H& r5 c
- mouse_row = -2+ K6 ]5 O. q/ u% x1 N
- else. ]: p' c$ U1 H' k6 z& q4 u/ |* g
- mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)
* O1 B' k4 o: v5 `, _& C, G - end
0 _; @5 m6 ]# C7 d! r& f; W - return mouse_row, mouse_col
5 l) @6 b$ c; M; m- H# v) n - end2 J5 a3 h% m+ K' D; q8 L
- #--------------------------------------------------------------------------: }2 _$ b- o; Z* ~ r4 ^+ i
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
. g3 R8 K! e' K* |) R - #--------------------------------------------------------------------------+ `1 M7 ~$ W A
- def set_mouse_pos$ t/ L1 q# W( y' g. S0 V$ ?! {
- if viewport.nil # necessary!
! I3 P& X1 Z8 v2 F - vp_x, vp_y = 0, 0
0 O$ A: Y+ C j. L: i7 ` - else
# ~/ I! Q) Y3 l5 W8 B- W- ?+ x - vp_x = viewport.rect.x - viewport.ox5 f$ Q! U) N- H
- vp_y = viewport.rect.y - viewport.oy
# X: g& R. ~, Z4 W( R% y: q( I - end
8 U. Y6 ~9 j! b! @4 I4 u% A0 O. v2 z t - item_x1 = vp_x + x + standard_padding
: Y0 W$ D7 e- i! A" \ - item_y1 = vp_y + y + standard_padding; t3 @5 Y; Q2 p( E7 r7 ?
- get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index ! W. e. K _. L
- row = get_index col_max - top_row
) ]+ R, V( |. Y& }" n) ^+ ] - col = get_index % col_max2 ~: K- a, }' P6 v
- new_x = item_x1 + item_width (col + 0.5)
* O$ _3 N& M& p- R# K3 m: u - new_y = item_y1 + item_height (row + 0.5)+ H. ^3 {( N- r3 _: F5 b
- Mouse.set_mouse_pos(new_x, new_y)
7 B p# T9 u6 O - end
$ v8 C. R7 l u+ j" K - #--------------------------------------------------------------------------& I1 h8 J3 ?7 x* G( A
- # ● 判断菜单是否需要卷动
) K( w) }( X" F# ` - #--------------------------------------------------------------------------
$ t4 b+ z/ i7 |) y d3 @ - def need_scroll
3 O6 Q$ F2 _. ]- C* [: l* W6 s' s6 N - item_max col_max page_row_max
, M7 C. h% Q+ J1 _% w - end9 ^- t$ B$ s4 _6 \' X: y- \& x' Y
- #--------------------------------------------------------------------------8 E8 i' [. b* d3 e: h ^
- # ● 判断是否为水平卷动菜单
7 b' t$ Q2 ^8 l6 m - #--------------------------------------------------------------------------6 i% s2 S* t5 ^9 p* Z3 p& V# y
- def is_horzcommand0 s3 P: Y5 G! E1 W6 F6 w; M9 p4 ^
- return false
F6 P: u+ B; g, A6 j - end8 ^$ T5 Z) {( B z P
- end6 {) ?' m$ I/ E$ w
8 b$ m1 ?+ S) l2 m" _2 u8 y- class Window_HorzCommand( m( n7 J( ]: p1 y6 K
- #--------------------------------------------------------------------------
) h' d$ }* l, P; n - # ● 判断是否为水平卷动菜单& q7 H. S$ b8 p E% T
- #--------------------------------------------------------------------------: M5 N/ S+ a9 S9 w, I
- def is_horzcommand
% H* A% h j& k - return true: o9 g* o) a; V. m
- end
: h- y& y6 j9 @ u - end
, l9 y) Q' _9 G6 y5 b' d0 m, v ^& r
9 B( }/ `+ j6 B. Y: n! [8 P8 z- #==============================================================================
1 q+ p( k9 z3 J$ N! j1 X - # ■ Window_NameInput
2 ]8 }7 v% c( A6 U7 j - #------------------------------------------------------------------------------+ g. F. ` [8 u2 |3 d
- # 名字输入画面中,选择文字的窗口。
2 {8 c1 z* U, N - #==============================================================================
, x6 \3 b7 S* V" q. _* M - class Window_NameInput4 ?9 t1 Y8 H. b% l& ]
- #-------------------------------------------------------------------------- c2 a5 r! X7 L
- # ● 设置列数& L: \. N( L6 d! @1 u& K& _4 }: j
- #--------------------------------------------------------------------------
8 O6 v/ L0 P, ] \, t - def col_max
# |& o. H, E: T' F) V! u - return 10
' J# Z5 K4 Z. m6 L - end% A1 M. v' O; v, L; U
- #--------------------------------------------------------------------------. e2 ^: d# V4 C$ D& b
- # ● 设置填充的Item个数
- M$ r/ B' \+ Z y+ J% x4 Z - #--------------------------------------------------------------------------
; E6 C6 }4 e5 N9 l$ l6 X - def item_max7 s8 J5 F+ R3 B5 C6 U X' _6 h& s
- return 90$ p$ q! }0 n; P; n+ E- `
- end! e* v: N$ |3 j- A5 A) x: k
- #--------------------------------------------------------------------------; {/ ~2 G; a, x- x& e
- # ● 设置填充的Item个数
. `( u j2 s8 j' f: _ - #--------------------------------------------------------------------------
5 m1 \& D* h! [$ K0 R& ` - def item_width$ o$ H# R. H# b
- return 32
9 T: E$ b; M$ r- g* @ D( V) r - end. a/ z& P; ?" W
- #--------------------------------------------------------------------------
6 F$ i; e0 g3 e; ~9 M, a8 U. z+ l - # ● 判断鼠标位于菜单的第几行、第几列
4 E! h% l3 ^9 h3 @) O' C- W - #--------------------------------------------------------------------------' l3 _' {& Q$ O$ ]4 B
- def mouse_window_area
& j1 G0 t2 Z& f - if viewport.nil$ o, e/ c+ l8 u" P. ?/ c5 H" c
- vp_x, vp_y = 0, 0
# O3 |& m) L# v d* C - else F" Z4 n( U* T# P l, e
- vp_x = viewport.rect.x - viewport.ox
+ x, ~7 H- h, e - vp_y = viewport.rect.y - viewport.oy; A3 O# Y5 ~- u; b
- end7 v7 v5 d; ]" x! V% A' N- c' J5 J
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y$ _) \. ]2 `5 k8 T: j
- item_x1 = vp_x + x + standard_padding
7 d& r, O. E7 J/ H) E* W0 g8 R - item_y1 = vp_y + y + standard_padding; B0 b* n- }3 t2 ^) ]4 }4 z D
- item_x2 = vp_x + x - standard_padding + width
4 |' Z' y$ @3 I' X) Q" X0 d - item_y2 = vp_y + y - standard_padding + height, a6 y3 a* `) G8 A- p7 Q1 p
- if mouse_x item_x1$ ^+ X7 B+ u1 |% i* Y1 h; [
- mouse_col = -1& c2 R+ b+ N; U) W3 B
- elsif mouse_x item_x2
2 E& Y. ~" ~' q! P1 K! \ - mouse_col = -2
( i* F% q' n0 }- p - elsif mouse_x item_x1 + 160
3 h. a" H& I$ f+ q( l4 i - mouse_col = (mouse_x - item_x1)322 q; K$ L3 y6 v- \2 K# f3 v6 P' s( K4 R
- elsif mouse_x item_x2 - 1606 e ]5 I7 s5 E c. k: ^% B; I6 r
- mouse_col = 9 - (item_x2 - mouse_x)32
, u6 R0 M0 W6 [. z - else
% N) U/ D3 m5 J - mouse_col = mouse_x x + width2 5 4
9 c; ]6 M/ @3 h( C, J - end
: o9 ^1 O' d; { d! ?' q - if mouse_y item_y1
% r9 V: ^* L o2 \ - mouse_row = -1; L" S0 F5 r, w4 l& }
- elsif mouse_y item_y2
/ {# S; `: Y. M/ T. ~! k- ^ - mouse_row = -2
# \7 S2 @9 h& |3 I - else/ F- O0 k9 I% Z" k* y
- mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)0 S" w/ g" f' Y6 y; ^* c2 ^4 @
- end
! t$ v. U; `' L; Z# F& Y - return mouse_row, mouse_col
& v2 R/ |! y/ c3 a' }+ i - end$ ^3 c {0 p3 S2 M2 E4 Y
- #--------------------------------------------------------------------------7 u" n0 P, }" ^) t, @
- # ● 方向键移动光标时将鼠标移动到对应的光标位置' G* g1 _7 ]" j7 N% j4 N5 Y
- #--------------------------------------------------------------------------
) ]: k. O8 i& [3 t4 X; O& L - def set_mouse_pos
* v2 b7 F0 u! x! a& ~& a - if viewport.nil # necessary!" y6 X7 _# w( {; n8 L- x& J5 v
- vp_x, vp_y = 0, 0
" A8 |7 D# `( x/ V/ z' W - else0 W4 \- G F0 N+ G/ Q1 W; g
- vp_x = viewport.rect.x - viewport.ox
" b5 t5 ^$ u( J! [' h - vp_y = viewport.rect.y - viewport.oy" b8 k" E) u8 k" h; j! X+ q
- end+ r4 d+ x9 V8 @- ]9 z1 t
- item_x1 = vp_x + x + standard_padding
3 `# Z$ [9 ^$ Y: o4 a - item_y1 = vp_y + y + standard_padding- ?, u# O' H' N3 `
- get_index = @index 0 0 @index
/ q5 T8 V0 x0 M. l9 m - row = get_index col_max - top_row
% b5 B- m K1 {: J - col = get_index % col_max. v) W5 N! S/ |& B6 v+ n2 J
- new_x = item_x1 + item_width (col + 0.5)1 D+ U% |7 ]1 k' ?
- new_y = item_y1 + item_height (row + 0.5)
4 x, S$ g* n9 `! q - new_x += 14 if col 4
) N( M, }9 s3 S P/ {6 `& _% C - Mouse.set_mouse_pos(new_x, new_y)/ _+ t; H, y1 c9 Y( ^0 y1 j8 b
- end7 P8 q" {3 Q4 w# C+ B: \$ ^/ ~: L! g
- end7 a3 t* Y9 d0 |% [) }9 ~
- 8 n$ x* ^- A p
- #==============================================================================
( S2 M# J; \5 j - # ■ Window_NumberInput9 K2 m1 I! R. T- H
- #------------------------------------------------------------------------------
' }8 v. l% i+ e1 y8 j, i" ^! R/ d3 ]- s - # 重写了数值输入的方法以适应鼠标9 B/ U# Q$ |: ~: n; q# x% ]
- #==============================================================================1 d" S6 Z* P) p0 W9 t
- class Window_NumberInput Window_Base
+ H3 v! ~# J; _7 j E - #--------------------------------------------------------------------------
# Y( P2 x$ v/ [# m - # ● 定义实例变量; N, L8 v5 {" W1 C. x# g. f3 ~
- #--------------------------------------------------------------------------; N& d! L0 C+ x( _
- attr_reader extra_window' d. A# X. N5 L7 t6 e9 k4 g! R
- #--------------------------------------------------------------------------
& |" t9 D; N$ @ - # ● 初始化1 O/ j# Z# q" V/ v& H9 H( s1 u* [* e
- #--------------------------------------------------------------------------! }* [; B0 X% B) Q/ o+ J8 h# _
- alias sion_mouse_initialize initialize8 D# o8 T, r. K+ I9 M1 ^# ?
- def initialize(arg)
6 ?* p5 }( ]- f Q - sion_mouse_initialize(arg)
) O6 s3 T. @% x/ j. l7 {: d - create_extra_window; X8 M* L/ b' o* K" F) v' `
- end2 J6 ^8 {, l5 g( i, i6 j
- #--------------------------------------------------------------------------
4 E) n) `5 K6 R: ^3 D - # ● 启动$ n+ ~- a+ {' W
- #--------------------------------------------------------------------------8 Z# L& U) O6 u5 h
- alias sion_mouse_start start
! n4 k! n1 q% r/ O - def start
, B4 X6 F5 `! [. ~! |! V - sion_mouse_start
5 m6 ]1 M! f' G; u6 I - deactivate8 m, j& R& D: t
- extra_start: \2 c5 m# Q2 v& F$ d
- end$ ?& ?2 A! y0 A. g5 K( O x0 d! S
- #--------------------------------------------------------------------------: W5 f) A6 [; ^( B0 G. M4 c
- # ● 创建新的数值输入窗口. {5 P' P/ K) p, I
- #--------------------------------------------------------------------------! G) R7 v& y( M" ~" t
- def create_extra_window
+ I' I, m: r0 |- u! C: H. Z9 | - @extra_window = Window_NumberInput_Ex.new
6 `/ e& J& A* _ - @extra_window.x = (Graphics.width - @extra_window.width) 2
) [" O% D; p' I! f" Y0 F0 M! T - @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }
& c/ j4 D2 ~/ I1 ^8 d - @extra_window.index_proc = Proc.new {n @index = n }6 a/ U' u. ~% z0 ?4 i: b4 s
- @extra_window.close_proc = Proc.new { close }
9 S* x3 p! v- B( I - @extra_window.refresh_proc = Proc.new { refresh }. [. U/ n/ |6 ~9 p3 Q2 o
- end) a+ ]) M( ]6 q. P M) D5 u
- #--------------------------------------------------------------------------2 H! r* R- W' d2 @- E
- # ● 激活新窗口
4 R. k: J7 _, N$ y" c" y2 S - #--------------------------------------------------------------------------# v) S, j6 |+ K& k4 R) X
- def extra_start$ |- ^6 v' `, E6 i( g9 g
- case $game_message.position
5 r2 Y* v% }9 x% a" \1 N4 a3 f - when 0; @extra_window.y = y + height + 4# c J0 t/ t, W6 K& v
- when 1; @extra_window.y = @message_window.y - @extra_window.height - 8' T3 q! F* v+ J+ N: [
- when 2; @extra_window.y = y - @extra_window.height - 4# C/ s/ T: F1 ]0 o8 Z
- else ; @extra_window.y = 8: c3 O) M& c B& h5 f
- end
. ]) P: A+ x7 c2 M( g' U - @extra_window.variable_id = $game_message.num_input_variable_id
! s* f8 [% ^7 J0 N/ L- Z - @extra_window.digits_max = @digits_max9 m0 g/ K$ I; j* D2 U2 w7 [- y* P* w
- @extra_window.number = @number
: l7 w1 t1 Y+ o3 `7 d - @extra_window.open
& R$ e! }5 U! x/ w2 d/ P9 { - @extra_window.activate
; {1 O. ^. C2 n" Q - end1 y. D% ]6 D+ K( n- E" z
- #--------------------------------------------------------------------------1 j7 Z1 r) s/ F6 ]/ a7 k& S( z
- # ● 更新
" z% ~: s+ O- y6 l - #--------------------------------------------------------------------------
( d. t% n+ @; c5 A. v - def update
. ]9 T$ w4 X. B: b3 G - super6 a! X& Z" K% ~0 V( J( }6 |
- @extra_window.update4 ~' x9 J6 \6 O' }) v; J+ J( Z. R
- update_cursor
- ? E6 B" ?: ~/ G# Z - end
, B2 c+ ~ |: ]7 p7 J2 J' @" I9 T - #--------------------------------------------------------------------------
$ V) r" I) M; X5 C3 ] - # ● 关闭窗口
; ` q8 q; n( z6 b. { - #--------------------------------------------------------------------------
9 V5 z3 f/ f* K2 M: i( y - def close6 {& J/ q$ ?3 n
- super
, d8 F) K! X; q( }5 D* d& @ - @extra_window.close
$ Z) s* H8 e2 v - @extra_window.deactivate
2 i9 ^- p: F9 ~ - end( m5 J( J* o- j7 m9 c1 X
- end
2 _. E- n# D5 _
. r9 E3 |/ V+ F" }9 e* U7 s4 Y% l- #==============================================================================
/ T& }/ F; m8 B) q+ @ - # ■ Window_NumberInput_Ex
* b7 O; z, {4 z" q# w1 V0 v& ] - #------------------------------------------------------------------------------
0 p3 ^5 @- I2 m8 a - # 新的数值输入窗口(NewClass)
: G! R2 V9 o( t: c# _1 \) Z; r - #==============================================================================
5 A% t4 K0 }5 I. j4 L; m; R2 v - class Window_NumberInput_Ex Window_Selectable
) Z+ m) c3 E/ { d - #--------------------------------------------------------------------------- r" Q. i' J r' X. y& T
- # ● 定义实例变量" T* }4 ?6 Q2 T0 g/ I% d$ ^
- #--------------------------------------------------------------------------1 Q6 S5 x! a7 M, m' M6 P+ S+ \# m
- attr_accessor number_proc0 K# A5 Q8 ^, s. s8 T. g! J
- attr_accessor index_proc
: l# m7 w0 P, [: F% O1 \( Y - attr_accessor close_proc. q% K0 V/ n, e, g
- attr_accessor refresh_proc% |: z! b8 ~* _+ ^ o
- attr_accessor number; q, f- {! `" p+ k% Z' R5 H( l# X1 H
- attr_accessor digits_max' S0 |% x" ^5 j7 V1 _
- attr_accessor variable_id" n7 _2 p( O/ e1 B7 c7 k1 i& Y
- #--------------------------------------------------------------------------
9 ], z0 u, t# K( r4 I - # ● 数字表$ y& k! `+ X0 w- r& i2 ^
- #--------------------------------------------------------------------------
- t5 W% E9 y' c3 z7 L - TABLE = [ 7, 8, 9,
5 d; Z1 ~2 Q7 ?7 X- a' V - 4, 5, 6,7 Q) l1 H/ g$ F4 e; V
- 1, 2, 3,4 }! }5 z2 V e# t' s- z
- '←',0,'确定',]
; T" j$ L2 i- f* H - #--------------------------------------------------------------------------
9 Y9 O$ H4 B0 ~, W - # ● 初始化对象
. W; S8 T: x; [: v' g- d - #--------------------------------------------------------------------------' W4 ]2 m M6 j% z
- def initialize
/ R) y+ O1 y( K( q& t" q - super(0, 0, 120, fitting_height(4)); D" }0 b# K! d3 E4 Z% p7 X
- self.openness = 02 q' J8 b# c1 ~) s
- @index = 0
+ f3 w7 x2 U/ N# L - @number = 02 ~8 f. c" r! q- y: [
- @old_window_index = 0
% Q) l' w8 L c) M, j! z) B - @digits_max = 0! e/ |9 ^0 E4 |" X: M' F
- 12.times {i draw_text(item_rect(i), TABLE[i], 1) }/ T9 c3 P4 J* ~; D- s
- end) W" P1 f7 `, O" q2 S
- #--------------------------------------------------------------------------
( } c% m7 ?5 W# f9 z0 U# C - # ● 获取项目的绘制矩形( i& T1 ?% }$ s @/ q# R3 u/ k+ c
- #--------------------------------------------------------------------------
' L$ @; ?* g$ Z# O: k6 d/ p* } - def item_rect(index)% F, {. e) P% N# K" K' P
- rect = Rect.new
/ r. P6 d+ W7 r. |# }4 b+ n - rect.x = index % 3 32
, p$ S& X6 ~# h0 @: ~' X7 l - rect.y = index 3 line_height
8 A; q, n( b' p5 P: \* W3 |( `3 M* X - rect.width = 32
0 g$ `0 |3 D1 S" B4 E. y$ O - rect.height = line_height, ~8 E; C+ Y. ?! T& m; K
- return rect7 ?% i, I# t4 U$ H, T( s
- end
. Q* o" M2 X4 u, U - #--------------------------------------------------------------------------# u- D/ I! l/ L9 M
- # ● 将光标设置到鼠标所在的位置
. Y0 T7 d* w( G7 [ - #--------------------------------------------------------------------------
! X1 h4 G' ~3 ^5 i - def set_cursor# n- f" m$ ^- Z" s
- mouse_row, mouse_col = mouse_window_area9 T5 W( U: Z1 W, N# q) X% ~7 B( [
- if mouse_row = 0 && mouse_col = 0
4 b, N2 f- t1 ? - new_index = mouse_row 3 + mouse_col
3 h: \% O5 Z) w6 x - select(new_index) if new_index = 115 f$ b* u3 p }: ]9 q* O0 }% @$ q
- end) t0 e3 m0 D9 L$ `
- end
% g5 h7 [2 o* z; g3 a - #--------------------------------------------------------------------------4 R9 L a: O) U+ J% C; F7 I8 Q
- # ● 判断鼠标位于新数值输入窗口的第几行、第几列. i$ U+ X) G. k+ N
- #--------------------------------------------------------------------------
, n. D8 n) p$ @& a7 g - def mouse_window_area
* A1 g$ N* r/ d" k, Y - if viewport.nil
+ c V2 u- k. B! o - vp_x, vp_y = 0, 06 J5 N; m. a+ G
- else
. [" |0 q7 L; X4 h2 j( h - vp_x = viewport.rect.x - viewport.ox
" S8 c; z X7 E; N4 @ - vp_y = viewport.rect.y - viewport.oy
; o+ l, L# U, n2 n8 \ B% m; O - end
4 i9 N! }: ~& z- k( ~ - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y/ F6 ^4 V+ { k2 F9 z, M
- item_x1 = vp_x + x + standard_padding
& I/ E: f- P1 Y( ]/ J! [+ O) } - item_y1 = vp_y + y + standard_padding
! h V2 a' b0 r# U$ j - item_x2 = vp_x + x - standard_padding + width
6 }! E- E- ~- m+ }8 l }' X - item_y2 = vp_y + y - standard_padding + height
1 V' a: X/ o( p9 n: i3 S - if mouse_x item_x1
. X% V+ L }: t1 K/ E+ E/ d" Y+ x - mouse_col = -11 b9 Z4 w9 D V4 r* r- p
- elsif mouse_x item_x2
4 `: J: J! F3 s: x9 _ - mouse_col = -2/ A; d3 ^9 V( `6 t! z+ m
- else
( f7 v3 m3 G' \( e' N - mouse_col = (mouse_x - item_x1) 32
2 n) a- K: Q- S5 m8 [7 H5 s - end
# A8 ^: B e9 _1 f/ `' c: z; e - if mouse_y item_y18 l# B. p- F V+ Y `) L
- mouse_row = -1- ^: _8 @: X& T1 j1 s
- elsif mouse_y item_y2
$ j: ?* W# n/ r6 I- L1 x- B0 z - mouse_row = -2
, p2 Y ?: ~. a9 `5 p - else" W9 [9 k& B3 z' r# C' S9 M' o
- mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
& \4 h b) J8 G; \0 E1 Y - end8 x d% R3 L2 r1 k& v7 }; {- H
- return mouse_row, mouse_col
8 [ A. o& W. X6 t. E9 ` - end
3 x( ^9 |- A; e' h; y - #--------------------------------------------------------------------------
- ^! H6 ?+ L) M9 G4 u - # ● 获取文字
1 K4 v% N5 j6 x! x4 l- Q - #--------------------------------------------------------------------------
- t# T, C$ P4 J: I2 [8 o: p, O - def get_number+ l8 i3 c f: i: R) c$ C
- return false if @index == 9 @index == 11* X1 h+ ] H$ W& G8 r" x
- return TABLE[@index], E, \4 b) _' E" [
- end0 X S2 }' {# n- T
- #--------------------------------------------------------------------------6 a2 S) G0 k. P* g) q
- # ● 判定光标位置是否在“退格”上4 V+ C# v+ i6 d1 C- s4 q; I
- #--------------------------------------------------------------------------; E- ?' H" B/ \8 _ f$ V9 I$ t( e& i1 }
- def is_delete
- C+ n" O. J- e - @index == 9
! k* c0 Q. {6 U' v8 p - end
8 P; F- N! _9 n - #--------------------------------------------------------------------------/ a) f6 D4 g) m2 s" ^$ B( W
- # ● 判定光标位置是否在“确定”上
. X+ J* L1 W* n9 | - #--------------------------------------------------------------------------
* s! ]3 O) W, z' N - def is_ok
0 ?. D S) g+ y( Q - @index == 116 s+ V7 A4 Z. p' q6 F! H( K% ^
- end
8 c; T' ?/ }6 _4 J( h" L, Y/ g. ? - #--------------------------------------------------------------------------
9 s1 @) i* M1 z: C8 _9 } - # ● 更新光标
3 ~- Y: N* k/ { - #--------------------------------------------------------------------------" v t7 Y. j9 I# b# \# q/ U7 N, D' y
- def update_cursor# L n& K$ V- A
- cursor_rect.set(item_rect(@index))' w& B. G/ D2 H' n4 K4 c8 t
- end
3 Q* {& V( \8 t* Y - #--------------------------------------------------------------------------
. C& R! k- d( r2 ?) F! n - # ● 判定光标是否可以移动
& W% j0 F( h E$ L - #--------------------------------------------------------------------------
' U* D! j% N9 s3 W/ {! m( _6 O - def cursor_movable; c1 x6 z$ O7 |8 T( m/ X
- active
8 Z! f7 J7 R+ J% e. f - end/ D9 Y& ?0 |* i2 F- v- T( G
- #--------------------------------------------------------------------------
0 S( [& }: S6 P7 E0 ^4 \7 J1 N - # ● 光标向下移动
5 t# X+ e) ~( D: p$ V4 I& L9 @ - # wrap 允许循环+ q6 J$ y# ^! L n# R
- #--------------------------------------------------------------------------
; S7 t2 o* H7 J; _- k# ? - def cursor_down(wrap)- ^9 W7 s* Z/ t) f9 z5 h4 X
- if @index 9 or wrap
. i+ n4 {5 v8 f: U: |6 L8 y- t( [/ y5 i - @index = (index + 3) % 12
! K0 n7 Q; h( k: Y - end
& r T* T! Z" I - end( ^: G4 x Y( W# p; e: z) ]
- #--------------------------------------------------------------------------' ~# l" @4 t8 e# D
- # ● 光标向上移动
4 ^) K( \+ ~/ |% ?7 d, V$ }, {) A - # wrap 允许循环
' d) v P9 T+ v+ {; H - #--------------------------------------------------------------------------) c5 D M# |, x# k$ n' }
- def cursor_up(wrap)
w; z8 r/ Q, L - if @index = 3 or wrap3 O' P& s7 b5 K/ I
- @index = (index + 9) % 12
& c7 g, `: [: E4 `2 Z3 z - end
% J( H5 S, O9 x$ h3 J - end+ o8 |+ A( i3 W9 p
- #--------------------------------------------------------------------------2 h: d1 b' j- P
- # ● 光标向右移动- E. ?- z- Q& K$ }" s- E
- # wrap 允许循环
( z) O0 j8 e; y5 B# J - #--------------------------------------------------------------------------
5 `9 D2 A+ c0 E+ O - def cursor_right(wrap)4 u( }2 h+ f0 O! W# b8 Q6 @* }# H
- if @index % 3 2
: c2 A4 ]2 S1 S5 X( k2 s - @index += 1
. t) d- {0 ~$ k9 n* c - elsif wrap
8 R: f* d$ L2 S - @index -= 2. I' o, t2 i8 l5 ~3 \+ E, p+ f1 j
- end
5 S3 x5 G+ o' [; f5 A3 ?$ M! b' ` - end
7 n3 ]+ g3 Z& O9 {, m4 q - #--------------------------------------------------------------------------7 O1 d. {1 N& U
- # ● 光标向左移动& [9 f4 q y6 X( h; L+ c
- # wrap 允许循环; U4 b* Q+ |9 B4 o
- #--------------------------------------------------------------------------
, U$ N ]9 R1 `& T - def cursor_left(wrap)2 f9 X3 z: Q* p! u- }
- if @index % 3 0
) J; U! M, Y) b0 [6 m. a - @index -= 1
- H% p4 z+ ~/ U- j8 A - elsif wrap
2 h0 h% j7 F1 v5 T3 P. A - @index += 2! A+ l# b# l' O2 j$ P
- end
0 w8 H7 y# v2 y3 P* b: c& @; H - end: [6 ~6 D& I* A, g+ @, _
- #--------------------------------------------------------------------------! T4 Y3 P9 F' x6 y/ B" G
- # ● 处理光标的移动
; h) R. t$ N& D - #--------------------------------------------------------------------------
/ L) X" n z, t/ M3 t - def process_cursor_move
2 u3 C4 |# a8 o; P - super
* Q& i/ a. n/ Q+ J - update_cursor5 t- ]$ Y4 Y& R9 M! s& G
- end
& O x5 o9 r$ I' d, Q7 A - #--------------------------------------------------------------------------
% N& S& G+ R" w - # ● “确定”、“删除字符”和“取消输入”的处理& _% l' W; @; E& V& L/ _
- #-------------------------------------------------------------------------- L Q/ a8 i; k( l+ v
- def process_handling
1 I7 w+ j6 O1 A- N8 I - return unless open && active
$ ^+ }' S% `8 S1 G$ ^' E, V - process_jump if Input.trigger(A)
. C( ^2 n1 e: h% l' V - process_back if Input.repeat(B)) x+ N, b( R9 P6 L7 W$ W- E
- process_ok if Input.trigger(C)( O. u- ?7 ?% b( t9 j, D$ i
- end$ t) G, S2 a+ h* S- h- H
- #--------------------------------------------------------------------------
8 _3 Y' n# }# f( Y! } - # ● 跳转“确定”
4 R: h9 |( \' w4 J - #--------------------------------------------------------------------------, ]* b9 d+ _* q c0 j
- def process_jump, e( p3 d$ f9 k3 K
- if @index != 11; P- x0 V9 e. D: M" h2 o
- @index = 11
4 L- S$ M( e" _/ R3 V - Sound.play_cursor3 O+ d" p9 C' ^
- end
1 h+ Z) {5 O$ j - end
7 v6 @+ A8 R& Q4 { - #--------------------------------------------------------------------------
' p. a* N# i8 n8 L. c - # ● 后退一个字符
7 C! ^; `' a6 I - #--------------------------------------------------------------------------) H' q7 F+ L( v$ F$ i* @
- def process_back
- X* V) M+ i0 E4 k- c2 f" L5 X - Sound.play_cancel+ w4 x. l$ ]+ e" }' K
- place = 10 (@digits_max - 1 - @old_window_index)
& D: ~3 f/ u( i. }3 l( T - n = (@number place) % 10
" ~4 }: Y8 f o, \5 k2 U; t4 [" D - @number -= n place. ]* T6 F. F4 o* _* n3 L" {
- @number_proc.call(@number)4 P: x- e, [ T' r1 U, g
- @old_window_index -= 1 if @old_window_index 0' j& j: }! c/ V/ `$ f
- @index_proc.call(@old_window_index)1 s8 C5 `3 s% }
- @refresh_proc.call
. w, ]6 v6 z' K3 l4 b - end
4 N k0 n. V: Q6 W* E0 J! o - #--------------------------------------------------------------------------" _. j' p* |$ }* H
- # ● 按下确定键时的处理7 [5 p. G! |( ]9 P4 i3 r8 }
- #--------------------------------------------------------------------------
* P, |2 u2 F- U1 T - def process_ok
8 F: t5 J: M% z2 ^$ h* U - if get_number
9 _0 Y' ?6 K: v- x* P, u - Sound.play_cursor
4 U# S- [6 F& z+ A9 Z/ L$ W/ j - place = 10 (@digits_max - 1 - @old_window_index)
/ n' f% {' u2 J5 z* L) C2 Q7 J - n = get_number - (@number place) % 10) M* I$ a' M) D: k$ i
- @number += n place
5 I% i$ W3 D: d# ` - @number_proc.call(@number)
2 _& m8 F9 s) p2 h: J% s - @old_window_index += 1 if @old_window_index @digits_max - 1( e% a1 W4 m% H) e. L# {
- @index_proc.call(@old_window_index)) S% A- A) e4 k2 ^' g( \, m6 J
- @refresh_proc.call; \3 V( U) [% S
- elsif is_delete
# T# e# z" v# [2 P! `4 z; Z, b8 I - process_back
2 @5 M2 E* i2 | - elsif is_ok
( e5 C' P: U! \& N" Q" Q2 H - on_input_ok# l9 t1 E: q5 j/ k( L1 V+ f; q
- end
. m/ E2 h0 k! }3 o3 n$ ^ - end7 F: P5 l9 G5 C
- #--------------------------------------------------------------------------+ Z, ~% @+ w, o" V
- # ● 确定
& g. {+ d( M2 u1 v/ m) f - #--------------------------------------------------------------------------
; ]# R4 p5 B# Z( V1 M, O - def on_input_ok
- q4 l8 a9 ]# u3 n& C- _4 ~ - @index = 0/ \, S/ H# L+ ?5 ^
- @old_window_index = 0
% K/ [1 J) M1 ]. P - $game_variables[@variable_id] = @number% I; a: {/ s4 S
- Sound.play_ok7 K- W0 [; a- @( t3 q0 \% H
- @close_proc.call
' [ U% w: U1 |7 t* M6 l& k - end8 h9 Z! }$ ^! l) C5 U9 P, M
- #--------------------------------------------------------------------------
7 G7 p* S) F2 F d r - # ● 方向键移动光标时将鼠标移动到对应的光标位置" o# E6 x. _8 H9 ?$ L, x" j+ @
- #--------------------------------------------------------------------------
6 |7 G& @. y" b$ I - def set_mouse_pos8 o# J5 M6 L4 F5 u; {" r9 h
- if viewport.nil # necessary!
, P$ A8 R- y( }! T# [# C, Z" m& r5 | - vp_x, vp_y = 0, 0
7 l3 u+ A( l+ J& b - else( Y9 M1 Q: H, t2 X- A# u
- vp_x = viewport.rect.x - viewport.ox& u" ~- T# z* p; x5 S8 |
- vp_y = viewport.rect.y - viewport.oy" c) y) W- T3 q4 e6 r7 ]
- end* I T+ M+ R* Y0 v6 l# `
- item_x1 = vp_x + x + standard_padding
B+ D B7 ^9 ~ - item_y1 = vp_y + y + standard_padding" x) T& m5 ]: b6 v) {
- get_index = @index 0 0 @index
, E/ V9 E- x0 {7 z* h0 [6 H% V- y - new_x = item_x1 + 32 (get_index % 3 + 0.5)/ N+ }* \1 i# W f( ]5 i
- new_y = item_y1 + 24 (get_index 3 + 0.5)9 I. g' T9 J- o' E2 F# g$ v' v- {
- Mouse.set_mouse_pos(new_x, new_y)
, L3 l" f' z* b: W! i - end
L" Q0 A' @2 {3 b& h - end
) c, q$ f' u1 F5 N7 g# }8 X9 r
) ]% W l# ~! ~- Z9 `+ P- #==============================================================================( \" m3 W$ t2 Q: e: N o
- # ■ Window_Message
) ~4 y& H6 O- D' c+ v" m# F: y3 V - #------------------------------------------------------------------------------
+ n: u. s3 N% L6 S) } - # 显示文字信息的窗口。
+ Q$ W6 K0 z) g# ~9 H - #==============================================================================
; P9 E1 C7 S- G+ @# S( r - class Window_Message Window_Base
* u# h5 M& F. m6 c0 L4 d - #--------------------------------------------------------------------------
5 @) j0 p+ i* B4 w8 F7 m - # ● 处理数值的输入(覆盖原方法), T6 M/ [% C, f+ r
- #--------------------------------------------------------------------------
" j( u# N/ b& q# p; e: o F! Y - def input_number0 @+ d' j$ U- s" ^2 M
- @number_window.start8 J* |! D, h! g# B
- Fiber.yield while @number_window.extra_window.active1 X3 |+ Q3 c( l* M- e
- end0 V) U5 R h7 ^8 t9 i& z
- end
6 z F9 V! _: g- Z4 C7 D* m x - / `: ~, T$ h, l' w# G* ]
- #==============================================================================& q- w/ |6 }( c& {. ?
- # ■ Window_PartyCommand$ f1 b5 E% O j8 x: ^
- #------------------------------------------------------------------------------9 b8 _$ b3 L. }2 J) e" A
- # 战斗画面中,选择“战斗/撤退”的窗口。! P7 {* y( L$ E w
- #==============================================================================: Q) u% q% q* i; Q
- class Window_PartyCommand Window_Command
% A$ i4 P# w# V( z - #--------------------------------------------------------------------------
) S0 K4 z4 {: k - # ● 方向键移动光标时将鼠标移动到对应的光标位置 u) v* U0 g2 {5 u) s7 j
- #-------------------------------------------------------------------------- S& O3 z( [; ]& m0 T: u; H( Z
- def set_mouse_pos
0 U) B% A) @6 s- ^5 p6 y- _ - if viewport.nil
/ w) j' E- `" R1 R - vp_x, vp_y = 0, 09 F k; Z$ V- W1 M4 _+ n
- else
8 q: y D2 k( I8 \# s: Z2 M - #vp_x = viewport.rect.x - viewport.ox
( _. e9 K+ z0 ^ - vp_y = viewport.rect.y - viewport.oy3 y7 T i/ @; r) x% ~+ m9 I' s
- end* r: A3 Y4 T3 s; n+ }1 F" b+ j
- item_x1 = x + standard_padding ! g5 i, z/ z/ \0 {: o5 W4 k
- item_y1 = vp_y + y + standard_padding
% D6 F/ Z, ]5 W9 e# k" @3 V - get_index = @index 0 0 @index
1 T4 A6 n* u1 L5 ?7 c- l - row = get_index col_max - top_row
) g: ~) t8 `2 q9 Z$ U" Y! d - col = get_index % col_max
{0 ]4 N) z% b0 k7 S9 R - new_x = item_x1 + item_width (col + 0.5)
& M; X" P' k0 c7 ` - new_y = item_y1 + item_height (row + 0.5)$ r. W" s1 u2 ]: t* C& L
- Mouse.set_mouse_pos(new_x, new_y)
) ?8 l: d7 b I+ j - end
& H7 E8 _/ H& R2 q+ p - end) a# v. ~* U; e& v* w# @
3 k9 W9 ]3 ^$ b' f- #==============================================================================8 } T; X/ x2 q! q6 d
- # ■ Window_ActorCommand
7 J+ Q9 X w# Q" M& \1 s$ L - #------------------------------------------------------------------------------! H, \. p) l' Q. H; @" \0 q; D
- # 战斗画面中,选择角色行动的窗口。
% q. }4 S: M/ v: [ - #==============================================================================
* H3 k/ F) a' G+ c3 O# L5 y+ [ - class Window_ActorCommand Window_Command# J- F: @& b5 i+ f, C
- #--------------------------------------------------------------------------
0 n9 X6 G# Q) N* a0 l. k - # ● 方向键移动光标时将鼠标移动到对应的光标位置
. B( Z) C* d* g) D0 e8 L - #--------------------------------------------------------------------------
; D' e* U& m( _* r9 G - def set_mouse_pos
2 S. {5 p2 F0 f/ Y. G2 m - if viewport.nil/ ]' v+ ?, H6 }
- vp_x, vp_y = 0, 0: ]: H( q" {) Q% A3 i$ @
- else \2 ^/ d8 y1 i5 i
- #vp_x = viewport.rect.x - viewport.ox
/ |1 F9 i8 I U5 \2 b - vp_y = viewport.rect.y - viewport.oy( \1 v% t$ [7 D5 d0 z; P' F
- end
5 I0 J4 w% t8 |2 y" ]& j7 m - item_x1 = Graphics.width - width + standard_padding6 E' ~( _' J' C) D. z" m& S# v
- item_y1 = vp_y + y + standard_padding5 c4 C% P3 _ {. g* @9 p' X
- get_index = @index 0 0 @index & V# `% \8 |9 z
- row = get_index col_max - top_row
; d4 c* K( r* f- x4 x$ X2 w% q - col = get_index % col_max. X$ q F, b f% T$ q+ ^, [) {" x: [
- new_x = item_x1 + item_width (col + 0.5)- B( a+ f& f* ]3 G: W& r
- new_y = item_y1 + item_height (row + 0.5)8 \4 \' s) e* d2 [& ^8 T
- Mouse.set_mouse_pos(new_x, new_y)2 a* |. j- e8 c
- end" p( R$ V0 j2 i
- end
8 [6 F, t: y$ M/ d1 t" l, T - 2 F* w' x( L' }; f4 R% O: W
- #==============================================================================
2 x' {# w* R) N8 X, i% g - # ■ Game_Player
5 F- ]/ a6 }1 |$ x - #------------------------------------------------------------------------------. K& X4 k9 w9 U Q' {9 I! Q
- # 处理玩家人物的类。拥有事件启动的判定、地图的卷动等功能。
- Z! i( a m( W6 X - # 本类的实例请参考 $game_player 。7 a, x- E4 {; a- ^4 s0 f% w. m2 W
- #==============================================================================: t% O" K: l1 q( j+ x
- class Game_Player Game_Character
l9 m; {( @9 _& E9 s3 Q0 k8 H, |/ I - #--------------------------------------------------------------------------
4 l- c, f( @! L" t7 C+ `9 ~ - # ● 由方向移动(覆盖原方法)0 n1 P: `& L0 Q: {7 p
- #--------------------------------------------------------------------------
; R t! Q2 ~3 ]8 f' c - def move_by_input4 J; x b' b7 x D( u3 `* }& ~( i" d. g
- return if !movable $game_map.interpreter.running" S# l3 S( A" T" Q7 b! r' H
- if Input.dir4 03 P1 [+ {" _8 O) A
- move_straight(Input.dir4) $ a2 i2 o) q8 L6 J. f) d
- reset_move_path* ?- m% m: R7 T5 h5 ?
- else ^3 f/ U3 b; D
- move_by_mouse
" F, P2 L9 y6 w& ~: H" k& o" O - end
: s3 k3 o E: p, `4 H- H0 j V' a - end
! c9 R C. u* H$ S" ]# l - #--------------------------------------------------------------------------) ?2 @8 b9 n3 m2 s
- # ● 非移动中的处理(覆盖原方法)
$ N" _) `; D2 \ - # last_moving 此前是否正在移动7 }6 T; z) [) k& ~* g
- #--------------------------------------------------------------------------: G9 o Q; f: o. j" o
- def update_nonmoving(last_moving)& u# a+ i1 w4 d2 r
- return if $game_map.interpreter.running
' r% E7 h: |" f/ x" r, T% d1 c( } - if last_moving n$ a* |1 E ~
- $game_party.on_player_walk
4 g. @/ C) @3 | - return if check_touch_event
# Q$ V8 N3 Y4 e* [+ _ - end* T2 Z: W, \+ K) q% H; g5 y+ R
- if movable && Input.trigger(C)* F( `$ |/ q6 S8 j' d3 Y; Y* s' J' |
- 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. T5 E, g/ h4 n. u
- return if get_on_off_vehicle8 z- l) r2 T0 u \% O4 n
- return if check_action_event
& ]9 @0 p' @7 S/ ? - end
9 ]* t. L1 C; b! M$ _. |' w' X- s - update_encounter if last_moving
8 Q; o" y3 U7 o% k3 n - end
+ ~4 d1 }) W: a* V" Y7 d, A/ o - #--------------------------------------------------------------------------- T0 C/ q( N$ X. ]* {
- # ● 判定是否跑步状态(覆盖原方法)
+ q5 Y) v# q5 k - #--------------------------------------------------------------------------
% g# }: B# w5 p R5 L% w - def dash
3 G% Y! K; A- `3 `& U( N - return false if @move_route_forcing& E9 \8 q, r" \* B9 B/ ]- [+ l
- return false if $game_map.disable_dash
- e x$ H8 f: A - return false if vehicle
" X+ v4 Q: _8 B - return Input.press(A) @mouse_dash6 K# F0 O+ }# u$ E; I" \6 P
- end2 U+ q7 O J% A
- #--------------------------------------------------------------------------
1 X$ t. z( t# Z2 W - # ● 初始化' N! G" L0 N+ W! E
- #--------------------------------------------------------------------------( f- w+ g; l" C" k
- alias sion_mouse_initialize initialize
) Q8 B& Q, f2 Z" U9 c2 w - def initialize+ }& D6 x7 j ]" i( R. o' m# a: q6 t: D
- sion_mouse_initialize
) l& G! W( h* i3 i, Z - reset_move_path/ y1 \& F. u9 ~, S1 }, l1 x; k
- @moveto_x = 03 K2 U/ N& u0 a5 B
- @moveto_y = 05 N0 Q* C7 d5 N
- end) o. C' @% G! N
- #--------------------------------------------------------------------------
) I' `! q7 c- j. x" l8 e - # ● 更新
1 j# L: X( U& O! J% s - #--------------------------------------------------------------------------
" r8 x. c+ f( v6 r8 e - alias sion_mouse_update update( `7 V! I9 e7 K1 N
- def update
; j! O3 L) \& d3 S5 I4 K$ q0 @, @ - sion_mouse_update7 B5 J/ d, q4 N3 {
- clear_unreachable_sign. W$ B+ t2 U7 t
- end
# f/ ~3 {. u) ?& s; m& k - #--------------------------------------------------------------------------
4 O4 ^3 `( D$ ?' E - # ● 处理卷动
0 W- ^0 B5 A. b3 \8 z6 r - #--------------------------------------------------------------------------" S8 ^, ~; @, E2 t4 v2 T `4 e" J
- alias sion_mouse_update_scroll update_scroll7 ]! M* B- _( s N) y# T& ^1 p. ]
- def update_scroll(last_real_x, last_real_y)+ q) V- k* x/ W, J- D6 Y
- return if $game_map.scrolling' M+ m3 f( K1 N
- KsOfSionNew_Scroll new_update_scroll
, E5 }1 {: F- Z; q7 ] - sion_mouse_update_scroll(last_real_x, last_real_y)
( e4 k* A8 v& G5 ?" D3 _9 g - end
' W/ [% M/ `' M - #--------------------------------------------------------------------------3 M( `- j* U8 v6 H
- # ● 重置移动路径相关信息
" I8 k& k3 j7 e$ I' [( F, p - #--------------------------------------------------------------------------
( m5 J& U# ~% |) s - def reset_move_path
# K5 c- w, g2 h6 g - @mouse_dash = false3 S$ S4 S) A4 j" P6 l! P
- @mouse_move_path = []
0 g3 @4 P2 m& Q- b% v - $mouse_move_sign.transparent = true7 E1 a* Y6 X' k' z' s+ t: {6 d' X
- end
/ `( ~6 Q8 ]& q3 ] - #--------------------------------------------------------------------------; C4 R$ n5 k, J2 B) @
- # ● 新的卷动地图方法
9 ~4 M& `8 O% I - #--------------------------------------------------------------------------
# I1 n2 r/ j$ ]% Y. G4 [4 o9 p: ~2 e - def new_update_scroll
+ q* F' A; _" _2 u0 ] s3 Y - horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width$ _6 t, U( u1 ^3 d% w' o& [
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height
& K& U$ Y: P) }$ v) ~ - ax = $game_map.adjust_x(@real_x)
: M* ]# v, L- f+ V7 }+ s: g) d% ? - ay = $game_map.adjust_y(@real_y)" D" `2 G8 b) h6 a, S4 J
- $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y: Z; \6 d: K( F
- $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x
3 ]2 J5 a2 t/ y. d$ `- \ - $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x! H) C. I& {2 A- d
- $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y
( U1 s5 C% ]% m% e) @4 e" m0 O+ } - end
6 Q5 C. X; p+ v8 K' [3 F$ O - #--------------------------------------------------------------------------1 r% ]7 W. Q) y' B2 T
- # ● 消除不能抵达图标( |& d2 C' O+ J6 x- w" C
- #--------------------------------------------------------------------------: W+ S3 S5 }# D9 \
- def clear_unreachable_sign% i8 ^1 ~3 X" C) | Z
- return if Mouse.press(0x01)& U& S9 b3 E, W6 U+ \" w
- if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0) J9 J1 O8 c, `0 K+ u- y1 v
- $mouse_move_sign.transparent = true
B- k5 K( J& M Z) V& @+ _ - $mouse_move_sign.direction = 21 q, n, w3 U% J( J. r. s% v
- end
- O% T# ^' Y, r0 b, k - end2 N0 r+ h% k2 S3 m6 c
- #--------------------------------------------------------------------------8 A7 z( ]7 `+ j1 s5 Z' w
- # ● 由鼠标移动1 _3 ~! t5 B; z6 }' V" L
- #--------------------------------------------------------------------------5 k2 n' A9 s8 u! U
- def move_by_mouse
* q$ [) J6 Z' j* C& t8 s: U+ t - unless @mouse_move_path.empty # 移动路线数组不为空则执行移动, a% ~4 Y: ~! f0 c; M
- dir = @mouse_move_path.shift
f6 R2 |* z; \* X3 ~6 F - if passable(x, y, dir) && !@mouse_move_path.empty4 U! r& s6 n5 i' q$ u8 d( i7 q
- move_straight(dir)- c" R* F2 P8 Q. m" v6 }+ f2 d$ |. J
- elsif @mouse_move_path.empty # 判断是否是最后一步. _ L D% r$ U0 y* \
- x2 = $game_map.round_x_with_direction(x, dir)7 ?8 u$ j- C% Q- v- x' C) z* q6 ~
- y2 = $game_map.round_y_with_direction(y, dir)
9 V$ q7 w8 z$ Q& n' H# w - move_straight(dir) unless dir.zero
* J; G* l7 m# V5 x7 n - 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
+ b# u2 \% c3 x" z# Z - check_event_trigger_there([0,1,2])
% F# ]9 {" J7 ^7 \& ]7 A8 W* U - get_on_off_vehicle unless $game_map.setup_starting_event
( k' Q# h' M6 i$ _& L6 k8 X" e - end
- W V/ T! {! X1 o1 X8 V& ~ - $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2
9 e: b1 [. p6 W3 k - @mouse_dash = false) s ~: k, {6 o& u3 L
- elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点
|& R% G: {& Z- W, J - @mouse_move_path.shift
# J7 ?" y0 \# X3 I1 |/ ?4 L - @direction = dir
& f/ h8 }2 B% r# z4 H3 H - @mouse_dash = false
5 [ F! t0 f$ l% w0 F; N - else
. K4 z! h& n G D2 ]! ] - draw_move_path2 u# k& X, a/ E% e; u
- end, T7 w. o$ x7 A0 O L" b
- end
& @4 ]2 x8 {( B( L7 [ - end1 B$ {8 A' X0 K' U% _
- #--------------------------------------------------------------------------4 R( k d. \! K/ N8 n6 z% K9 `
- # ● 地图界面按下鼠标左键的处理1 S9 j4 z( [1 B2 u
- #--------------------------------------------------------------------------
/ M2 ^ T$ A2 i; B; E! p - def left_button_action
B8 ^6 Q" Z& s: k8 ^ - return if !drawable $game_map.interpreter.running* v0 I7 T7 a1 z
- get_mouse_pos( R. ^% {' W, ^8 j$ a7 p0 z& |
- $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图' ~) V! S# J: l" N
- if @shift_event
+ x$ t4 S- h' G- M" N - if Mouse.trigger(0x01)
$ ^* T- i1 ?: _ - @shift_event.jump(@moveto_x - @shift_event.x,2 S8 ^0 q/ i1 S/ n# _- b) b
- @moveto_y - @shift_event.y)
6 y& B! n- B2 p* R - @shift_event = nil' L. ^! d3 ]# E7 x
- end
8 D9 C4 ?8 D9 j - return$ b6 I& z4 R% n w/ G$ ~' H) y. R
- end2 I4 m% R) D" l, M! J- p
- if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合8 i0 b2 t0 X) o& n
- return if moving (vehicle && !vehicle.movable). [) B' t: q; F# o5 N
- check_event_trigger_here([0]) # 判断是否触发重合点事件
; `9 @) Q0 |5 a* Y - get_on_off_vehicle if !$game_map.setup_starting_event && # l# P% B: Q4 E! J! q
- $game_map.airship.pos(x, y) # 判断是否要上、下飞艇- \5 {& O: w0 y* l$ @; `/ {2 B
- return
& l3 E5 v5 _0 j9 N8 r - end
7 E8 {+ e5 F& z - # 判断是否用鼠标启动事件
; R9 [* @9 Y) _3 O6 }* ?' p& F - $game_map.events_xy(@moveto_x, @moveto_y).each do event8 u' F- l' [$ J" Q
- if event.mouse_start
8 ~+ i( g* m1 x i# | - reset_move_path
, O+ ]& |$ a' Y. C) O - event.start if Mouse.trigger(0x01)
! V/ x1 I) P+ v- S Z7 C - return
6 g1 S6 p/ j* R: f - end
* M5 r" u& G, U4 g# n0 F - end: ~: f4 j( I/ _) m ?7 T P
- @mouse_dash = true if Mouse.double_click # 双击冲刺' j& k# ^/ B/ _4 ^) r) i% v2 S
- return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
; {+ Z% X4 e* g, k$ x - for i in 1..4 # 判断目标点是否为角色周围四点/ V% _7 P4 M6 ?1 j
- if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&
- s0 {: z8 c" U: t0 g - y == $game_map.round_y_with_direction(@moveto_y, i 2)
& h8 {/ Y0 W' a - $mouse_move_sign.transparent = true, Z8 }# \. O9 z* p" C k
- @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01): {# G* X' x! ^- l. j+ m2 g
- return; end
4 R5 S& J% G0 ?- Q5 A3 o! ?% ~8 L - end
, P' Q6 t0 u% I) J - draw_move_path/ O2 R4 h/ ^# Q8 Y
- end
5 }( Y. u5 K% |% Q - #--------------------------------------------------------------------------
/ R* v" }3 s4 Q& H( H - # ● 取得鼠标处对应地图坐标点# H6 d/ m7 Y% H
- #--------------------------------------------------------------------------
5 V" x. C/ Z2 \# a - def get_mouse_pos& m% G& T& j" `8 h3 O# v
- $game_map.get_mouse_map_xy
, `0 W( ` n% R3 r. V$ b' j% u - @moveto_x = $game_map.mouse_map_x3 j0 q6 e) i' W5 ]
- @moveto_y = $game_map.mouse_map_y
, I% B {, L% b, u, `4 V7 X6 ~& a5 f - #mouse_x, mouse_y = Mouse.get_mouse_pos$ A% `. R* L7 N& A& t) X$ `
- #@moveto_x = $game_map.round_x(x + (mouse_x - ( D$ J2 ?+ D( q
- # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)
3 P* x# K! n4 A& N - #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -
; t- a3 z6 s, `5 ]4 n' A! k' F6 G9 f - # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)
# U* l/ @$ p3 q4 F$ _& z: w" _ - end
; A! g# {2 B1 i7 V/ J4 W' V9 l - #--------------------------------------------------------------------------
7 Q. ?! R, r. V3 Y# p4 d9 w - # ● 绘制移动路径 @array[move_directions...]" `# L$ d$ H7 ]7 d6 p
- #--------------------------------------------------------------------------
8 M4 H1 R! I4 t5 ?3 z z s v - def draw_move_path Y y; e% c0 I9 z# J
- #temp = Time.now/ s0 g6 @) X$ u( C+ T7 O$ P
- case @vehicle_type# U! M' X( x* y( C! L
- when walk
# w/ n2 H( y) g- B - draw_walk_path; P1 [6 u+ `. _, g) }( Q
- when boat4 D R" [: W# A% N v* f
- draw_boat_path
/ M- ?5 ]( ~: D2 G# H - when ship. x; c$ V, u2 N6 i, b9 L' b
- draw_ship_path
( }$ G! Z) r: c a+ ~' {5 C - when airship
- f* I5 X6 ~1 c( f* \ - draw_air_path
# f+ x' h$ m [' { - end
9 H( D# L, M* h M, k5 ?1 e+ x - #p (Time.now.to_f - temp.to_f) # 测试效率
, J, D' S, e6 @" | - end
8 B1 r5 V4 h4 ?0 e5 ~ - #--------------------------------------------------------------------------& ?- Y. ]5 W3 t; j
- # ● 判定是否可以绘制移动路径
3 w/ m; S# ?1 l# t6 ^5 H - #--------------------------------------------------------------------------
( r' v! f( I1 U# i9 D9 h5 h% H - def drawable ^, ]# N. p4 U1 L9 x" y2 L2 C
- return false if @move_route_forcing @followers.gathering
/ N, e7 i* q& z* f! E - return false if @vehicle_getting_on @vehicle_getting_off
' K. Y2 t) z% Y' Y3 Q9 i - return false if $game_message.busy $game_message.visible- @7 Y; I. h7 W6 d' P- _
- return true0 u( @8 x( S' {; D8 @; a
- end
, n/ f: K; h* {1 n& W7 ^ - #--------------------------------------------------------------------------" Z( D( k Z) k9 e
- # ● 绘制walk移动路径 @array[move_directions...], L2 Z& @9 Q+ V1 v n6 u* V5 U
- #--------------------------------------------------------------------------3 T' v [! K& ~
- def draw_walk_path& L* O4 E/ g# p/ |8 {
- # 准备绘制路径表格
4 w5 c3 j$ N/ O- ?) H+ u - sheet = Table.new($game_map.width, $game_map.height)
7 B0 J @3 ~! t - reversed_chase_path = []; chase_path = []4 t/ i5 K4 t6 q1 w$ w s5 H
- reversed_chase_point = []; chase_point = []8 m& h, a2 M6 Y# G
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
" u$ l# l F3 \9 h T3 N3 q - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
( `9 P4 b9 d p" L - reach_point = false( v" n5 ]- j! ?9 w w# u
- step = 3* ?' D- l' X4 a# I8 h
- loop do #loop1 开始填充表格, j( e4 u7 M" T0 }5 \
- draw_path = false D" D' G2 a6 m5 ]
- check_points = new_start_points
+ G2 j j' _ v2 M$ Y - new_start_points = []) S! J ]9 v( }
- loop do #loop2 从起点开始正向填充
7 I0 `5 ?+ D: ^3 ^2 C& H" ^# o - point_x = check_points.shift/ R6 X9 p. z. o P* W4 D
- break if point_x == nil$ Q- w3 n. d9 n7 O$ Z2 e \- _
- point_y = check_points.shift: j& M Q# T+ c. o. ]
- left_x = $game_map.round_x(point_x - 1)
: T5 \7 l: q, m; c6 c Y. D - right_x = $game_map.round_x(point_x + 1)
. v+ E/ ^! S$ F8 _1 X) I! ] - up_y = $game_map.round_y(point_y - 1)" q! x# F: d0 P- x, G
- down_y = $game_map.round_y(point_y + 1)4 k5 K: w: j# I" T: m
- # 判断路径是否连通8 w4 D/ z& C$ q8 z* C+ k
- path_step = step - 1" s: i* K7 F6 g/ [
- if sheet[left_x, point_y] == path_step &&
4 C- E* ]7 g4 E+ c% Q - $game_map.passable(left_x, point_y, 6) &&- l) r9 c: }9 Q r- M( e
- $game_map.passable(point_x, point_y, 4): \! j n7 `6 B* c* v
- chase_path.push(4)% Z' H4 \/ S5 t1 B" F1 t
- chase_point = [left_x, point_y]0 v0 q/ ^( a7 l8 C1 ^/ U
- reversed_chase_point = [point_x, point_y]
' P' A4 l; @) ^% x B# Z+ z - reach_point = true; break5 s. Y* i9 I+ R) g
- elsif sheet[right_x, point_y] == path_step &&
; C7 F( h+ `5 | - $game_map.passable(right_x, point_y, 4) &&
, F, Y3 ?+ G1 d7 q - $game_map.passable(point_x, point_y, 6)
2 _, C' e) L) D5 f - chase_path.push(6)) ]* z! d9 V. v5 k
- chase_point = [right_x, point_y]+ g: M& S% y+ v, L. R
- reversed_chase_point = [point_x, point_y]- j3 X! z" Z" f9 l; B8 f( o3 C/ I
- reach_point = true; break8 f4 B6 U- W0 Y; ^* J: B
- elsif sheet[point_x, up_y] == path_step &&
4 L ` a! X/ I4 n0 s - $game_map.passable(point_x, up_y, 2) &&7 ^6 m; i$ X* }) \1 Q- |
- $game_map.passable(point_x, point_y, 8)0 [) A8 q: F' {) L% ?9 b
- chase_path.push(8)# H, v" {! q' _; B5 C6 f, S7 m( z$ q
- chase_point = [point_x, up_y]4 N# ?1 Y+ e% c8 A
- reversed_chase_point = [point_x, point_y] O/ x ~7 c9 M! f( q$ L
- reach_point = true; break- i7 @+ N5 o6 _- J2 x0 P$ G
- elsif sheet[point_x, down_y] == path_step &&
8 a( Y* c$ k* H - $game_map.passable(point_x, down_y, 8) &&/ W$ e$ J3 \. ^+ T1 ?: Y; [3 L
- $game_map.passable(point_x, point_y, 2)
0 P5 ~: R. y1 d( ~9 T. L- A9 }6 d - chase_path.push(2)- J/ F7 K: O( R0 n# S& m8 {$ ]
- chase_point = [point_x, down_y]7 M) J' l c; c" C% B2 _& E
- reversed_chase_point = [point_x, point_y]
4 A1 p1 r6 M# g4 U" e2 c! g - reach_point = true; break
; o2 S' w) J- y! ] - end/ t" N/ ~: c) A9 T( C! n6 a; N
- # 以需要抵达该点的步数填充路径表格 #2 z, e1 K1 {# e B* J
- if sheet[left_x, point_y] == 0 &&
2 }4 |1 L! D u7 V - $game_map.passable(left_x, point_y, 6) &&7 v" d& d5 s& B) W( y" p+ R
- !collide_with_events(left_x, point_y) &&
! v& z4 d" j2 v/ w- r! G! L: \: G - $game_map.passable(point_x, point_y, 4) &&0 y/ J" F4 G' f! ^# l! ?
- !collide_with_vehicles(left_x, point_y) #judge_end- g0 c9 t; a, f8 L% _- m
- sheet[left_x, point_y] = step9 T/ g2 F4 c2 s- R
- draw_path = true
+ L* h3 @3 O \* f( O - new_start_points.push(left_x, point_y)
% [1 p1 g3 l {3 X. m3 T - end
* j2 W, \4 Q1 q/ u - if sheet[right_x, point_y] == 0 &&0 e: t6 _' ?4 B$ X" X; [* R
- $game_map.passable(right_x, point_y, 4) &&
! Q- k( }# }# G - !collide_with_events(right_x, point_y) &&
2 B8 U# w$ p0 a" }2 K - $game_map.passable(point_x, point_y, 6) &&
) @: L% G* \# Y, i" p - !collide_with_vehicles(right_x, point_y)#judge_end6 g2 {2 ^) x$ c! n T. t ~- C3 |
- sheet[right_x, point_y] = step7 Q1 S5 U4 x+ l9 t: L6 y
- draw_path = true: U2 h3 N; s3 K) o/ O
- new_start_points.push(right_x, point_y); n- E) f! ~3 P; o6 i& [
- end6 Y4 [7 M. s9 {3 [( `' l# q
- if sheet[point_x, up_y] == 0 &&; k" P# P' W+ {5 w6 ^
- $game_map.passable(point_x, up_y, 2) &&8 }% M7 z' W6 |( `6 O6 c
- !collide_with_events(point_x, up_y) &&
, E, O& D4 i+ {1 \" i* h% l& ? - $game_map.passable(point_x, point_y, 8) &&! X, z) r& v: O' U# [
- !collide_with_vehicles(point_x, up_y) #judge_end
5 {: w: ]2 B2 O% V( d1 D% } - sheet[point_x, up_y] = step i# g* n3 T. a4 I9 S% t# l u
- draw_path = true
- B! {+ ^% Q7 W" b - new_start_points.push(point_x, up_y)0 D# Z3 D6 ^( y: k; |$ b
- end
' N) Y) T1 S4 d& l' x- q* ` - if sheet[point_x, down_y] == 0 &&
4 d$ J3 E% v# O - $game_map.passable(point_x, down_y, 8) &&3 `# m3 r6 k5 z
- !collide_with_events(point_x, down_y) &&
# g( _; f. U+ X/ p% y - $game_map.passable(point_x, point_y, 2) &&
4 f* [4 M. l8 p/ z& P: v9 L5 j6 t - !collide_with_vehicles(point_x, down_y) #judge_end+ D" }3 e6 I5 G' ]
- sheet[point_x, down_y] = step
" d5 c) W( z+ d ~* J9 t( Q - draw_path = true
$ p; s: b5 ]) S8 ] - new_start_points.push(point_x, down_y)1 F4 d6 E" N) M q
- end
. t% v/ ]* K6 v* q - end#endOfLoop2
' I) P+ x- T- _0 ~ - break if !draw_path reach_point- m5 V# y- t' J% q+ L2 D
- draw_path = false
( l+ q. b5 Z. v, c2 Z S - check_points = new_end_points- y8 F- }% ~' M, y
- new_end_points = []
: Z) M/ z" D! X8 @9 w - step += 1
" d; \" G9 w" }( [ - break if step KsOfSionBreak_Steps &&, x, K( Z6 B, j
- !Input.press(KsOfSionFind_Path_Key)+ P7 K2 E/ f# Q8 ^- n1 a3 z7 x ]" R
- loop do #loop3 从终点开始反向填充' p8 A% |' |$ ]; Q* K Q! d
- point_x = check_points.shift2 { \( I8 p8 W% [
- break if point_x == nil1 v0 ^* T: h! Y4 ?1 W$ Y. s
- point_y = check_points.shift
+ y# @6 E1 I! ` - left_x = $game_map.round_x(point_x - 1): P' t, ]7 `! P% f
- right_x = $game_map.round_x(point_x + 1)
$ e2 ^0 y' F; P& K/ F7 ~% |0 a - up_y = $game_map.round_y(point_y - 1)
( ?$ T2 w1 D o1 a - down_y = $game_map.round_y(point_y + 1)' `* F6 B* {, ]: K- I
- # 判断路径是否连通0 H: e% `# e) w; O8 l8 B. r
- path_step = step - 1
. W- ]5 j, V1 n+ G7 K - if sheet[left_x, point_y] == path_step &&
9 i2 Q" X, | ~2 d4 |3 R - $game_map.passable(left_x, point_y, 6) &&
% s5 ^. k6 d. ]( w" ?! J - $game_map.passable(point_x, point_y, 4)
! f% @1 ]7 u, K* l6 {" G8 ? - chase_path.push(6)- @+ J* ?# @7 s2 s3 U0 x, i" ^
- chase_point = [point_x, point_y]6 q( ]# y& E6 S# t
- reversed_chase_point = [left_x, point_y]' U5 X* k) q0 \# C+ J3 ~4 M
- reach_point = true; break
$ I& A; i/ Z( o9 r$ m - elsif sheet[right_x, point_y] == path_step &&
8 l# ^% E8 e$ z7 }( A - $game_map.passable(right_x, point_y, 4) &&
; S$ d! V, Z0 V9 Q; U- e; X - $game_map.passable(point_x, point_y, 6)# P+ ]" c; ]4 r3 y
- chase_path.push(4)
' L/ C& h8 i. C- v - chase_point = [point_x, point_y]
+ t c9 z+ j6 ` - reversed_chase_point = [right_x, point_y]
: p k) [2 e$ K% }/ [! M# l0 V& M# m - reach_point = true; break: i( F" D, j B+ O
- elsif sheet[point_x, up_y] == path_step &&0 K- l$ q% p4 Z& Z: Q
- $game_map.passable(point_x, up_y, 2) &&2 y: o" A6 ~( J1 b* `* x/ ? d0 q
- $game_map.passable(point_x, point_y, 8)
' z/ X& s. N% I( k- N4 w - chase_path.push(2)# ?5 _6 I G& J
- chase_point = [point_x, point_y]
/ L- M" ?2 k0 V) `) P1 ^ - reversed_chase_point = [point_x, up_y]
, H6 A' @$ L9 B1 z8 Q- y - reach_point = true; break
$ K" F8 [1 R; D! S - elsif sheet[point_x, down_y] == path_step &&3 h6 r% @ I a. d% B3 |4 R
- $game_map.passable(point_x, down_y, 8) &&0 Z" B& v: r- X8 {. `4 y
- $game_map.passable(point_x, point_y, 2)
7 X/ Z) X) M( s - chase_path.push(8)
! _- q: ^9 `6 v+ V9 P% m - chase_point = [point_x, point_y]; Z7 s& f1 E9 \7 F# g% Z
- reversed_chase_point = [point_x, down_y]3 M1 b! G4 r: F1 P
- reach_point = true; break N( z# _, A; O' L
- end
- a8 W' B3 n/ ]/ G - # 以需要抵达该点的步数填充路径表格 #( g; a7 S! a: E. L
- if sheet[left_x, point_y] == 0 &&, S- l- f9 \8 s' E ~+ U
- $game_map.passable(left_x, point_y, 6) &&% _! }3 {/ ~. e
- !collide_with_events(left_x, point_y) &&7 W: z5 G+ E7 J$ o+ G+ L9 M% [* r: }' i/ ^
- $game_map.passable(point_x, point_y, 4) &&/ _, k I% s& [, W" w, t; X
- !collide_with_vehicles(left_x, point_y) #judge_end
7 N: f! Z' M* E8 P0 n3 y: X - sheet[left_x, point_y] = step
2 q* N" Z( b- y3 x, i8 e - draw_path = true
( T1 X' I% A) d6 } - new_end_points.push(left_x, point_y)
7 G6 ` }( B6 _( |. k! ?% B; m - end
9 x; j9 p" [3 X) }9 e8 V - if sheet[right_x, point_y] == 0 &&
: C+ Q4 l5 |% T - $game_map.passable(right_x, point_y, 4) &&5 y. b' ]2 i5 A: g- Z$ z% L3 m7 I, `
- !collide_with_events(right_x, point_y) &&
0 ^# W' y$ {" z2 h - $game_map.passable(point_x, point_y, 6) &&
0 U [, N' O+ Q9 y - !collide_with_vehicles(right_x, point_y)#judge_end
5 w8 j6 r/ Z+ W, x% i* R$ \ - sheet[right_x, point_y] = step
1 v1 b+ A' F7 {" x# V$ v - draw_path = true
* T/ V# U# q. o( `1 u$ B3 E - new_end_points.push(right_x, point_y)6 H$ b' @$ o- n. n2 j
- end
8 Q) |: r2 R1 M L - if sheet[point_x, up_y] == 0 &&
* ` P( a& F' r- p _ - $game_map.passable(point_x, up_y, 2) &&
& g( Y7 U% n' H. T. Q: C - !collide_with_events(point_x, up_y) &&3 T# S4 I6 k$ Y5 I& b5 A- W5 k
- $game_map.passable(point_x, point_y, 8) &&
2 J9 W9 h. P# d8 T - !collide_with_vehicles(point_x, up_y) #judge_end. q! I" A# R+ j+ E. ~! a
- sheet[point_x, up_y] = step
L9 n8 E) i0 A1 O - draw_path = true* ?& S7 v; n$ f6 d. a* {4 Z
- new_end_points.push(point_x, up_y)' @/ x' N# g1 ~: y
- end
4 M& i4 `% B7 h+ H& J - if sheet[point_x, down_y] == 0 &&
% t8 m) D. z& ?! C) E - $game_map.passable(point_x, down_y, 8) &&
1 d# V7 ~. f) a - !collide_with_events(point_x, down_y) &&# ^9 K) @8 k& s! i+ p' M
- $game_map.passable(point_x, point_y, 2) &&$ S$ k9 x; u# `5 A9 h6 B+ }0 P
- !collide_with_vehicles(point_x, down_y) #judge_end1 d/ n6 c K% p2 `! r+ W C) g
- sheet[point_x, down_y] = step
7 t2 W( e0 v5 E# v$ s - draw_path = true1 ~. R8 r: a8 D3 a x2 H
- new_end_points.push(point_x, down_y)
2 a6 x, }6 j8 i, T - end& }+ Q+ @, t/ U4 o
- end#endOfLoop3) G8 {' B- T1 {; y
- break if !draw_path reach_point
2 c# [- N0 k8 t - step += 1
B Z/ _( g+ k9 P7 L: n1 _ - end #endOfLoop1 路径表格填充完毕
' J+ u+ f/ X" `& M0 ~5 w - $mouse_move_sign.transparent = false
3 y( [3 z6 L% |! i0 y g - # 判断指定地点能否抵达
' p6 i$ T, F% ^ - if reach_point
" t1 _' m' _) M/ S4 Y' `( P. f - $mouse_move_sign.direction = 2
! P4 g. e+ {9 h3 c" s - else
( k+ K8 z# b" N( ~ - not_reach_point0 e7 H! a5 [; G4 \0 ~4 x
- return
3 }2 ^" i: o7 A4 J$ V" s9 k8 H7 z - end* _/ c1 `% {6 J3 l) u3 A3 [9 N
- # 根据路径表格绘制最短移动路径(反向)
& U* L2 k Y0 @7 J: E# Z - steps = step 2 2 + 12 o/ |- r4 K$ Y4 T
- loop_times = step 2
x- X: s: k8 E. k - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]' N0 O0 h+ V3 p% X8 x' v Y _
- for i in 1..loop_times # forLoop) }, p5 X) t/ r! n: ^' F2 J
- steps -= 2; J, x: E+ u! R
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……1 p4 C& T; P9 Z! L- j" G' k
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&! a/ k; ?& Q% e
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&/ k2 h- v3 R& j' h6 V3 |
- $game_map.passable(point_x, point_y, 4) #judge_end# }" _& s" h& d0 ^5 {7 }7 b
- reversed_chase_path.push(6)$ v& M) f0 |7 X4 A
- point_x = $game_map.round_x(point_x - 1)
* N7 f1 u" _! ]6 ]& Z4 s3 X - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
~4 D) S; G6 _2 r# i# y: ? - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&9 z/ f/ u; e. Y$ |
- $game_map.passable(point_x, point_y, 6) #judge_end5 ^ D. U. ~7 @7 t6 r7 l. g
- reversed_chase_path.push(4)
[. s2 p% m! A9 V - point_x = $game_map.round_x(point_x + 1)
2 F3 ^" T1 w5 i4 ~/ S1 b - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&" y; }& E% ?1 B. F
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&% J, g9 S' T2 g- H Y
- $game_map.passable(point_x, point_y, 2) #judge_end
; A- v7 H8 j/ I3 Y - reversed_chase_path.push(8): j; B( l# m8 h1 ^* o; w8 d8 {7 A; ?
- point_y = $game_map.round_y(point_y + 1)7 R& M( {. ?' C4 G+ z8 p% c; f
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
, ]' T e0 p- E/ n - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
3 S& w, ~* D4 u- C - $game_map.passable(point_x, point_y, 8) #judge_end# h4 ]% A" \* u$ r- N# h' _8 `
- reversed_chase_path.push(2)% o' J/ X' c/ q) b3 d. C: ~
- point_y = $game_map.round_y(point_y - 1)
9 T* w! C( X. p - end# e. L e0 Q7 ~+ q4 Z
- else
; @' ]) y+ [ i5 c! f - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&# q, L, o: I. A. H4 [
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
; _- f9 S+ q: \0 U! D - $game_map.passable(point_x, point_y, 2) #judge_end) U! J# F' n7 I `. p
- reversed_chase_path.push(8)) W! T" W( e# E5 o! V$ ?6 _
- point_y = $game_map.round_y(point_y + 1)- [5 f- [$ j, [' |- Z' h
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&- Q3 X4 S+ N \# M1 Y% T# H
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&/ G( |2 I4 L8 R
- $game_map.passable(point_x, point_y, 8) #judge_end
9 t4 I, ^5 c# o5 k" A1 s5 ` - reversed_chase_path.push(2)
4 J/ s& p1 s# E7 S! P - point_y = $game_map.round_y(point_y - 1)% C' B6 F7 V6 H; N6 u! k
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
3 ]) h* g! g% G: V- C - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&' U3 Y/ |" V1 I) u. i4 r
- $game_map.passable(point_x, point_y, 4) #judge_end- b, n7 {6 u! n+ S# g! \ }
- reversed_chase_path.push(6)
, Y! B7 H7 \6 G0 s* Z4 I# l" O9 I - point_x = $game_map.round_x(point_x - 1)
' [5 B! @6 F4 T' y. q" T. S( q' G - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&+ E) y* L& v. f/ X. H( r$ H, s
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
8 q: z$ d2 o! a - $game_map.passable(point_x, point_y, 6) #judge_end
( e7 B! R) i4 n* p- a. V% [3 C [ - reversed_chase_path.push(4)
* ~* h1 Q" I7 n. j - point_x = $game_map.round_x(point_x + 1)" O' c3 l& C& k4 `& c7 ]
- end1 y- u5 M2 [0 @! y3 d
- end
: _+ W' \6 s; {# p( Q. y) v8 r2 w - end #endOfForLoop( T) I5 X, c4 M
- # 根据路径表格绘制最短移动路径(正向)5 D: w% O( K, }$ y- ~1 Q1 n. `" h+ j
- steps = step 2 2( b; F) g- K8 U; }) r( D3 @
- loop_times = step 2
1 s7 N1 T6 N9 q: R3 j1 W, Q - point_x, point_y = chase_point[0], chase_point[1]
+ T' O9 ~: }' Y! I) Z - for i in 2..loop_times # forLoop
- Z4 Q3 ?9 E! M* J: F( n - steps -= 2
" n' _! o# M# X; q- r0 L - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs H' [: [& l' k n
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&* X. @: ^/ J( x) ^( I# H
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&% [; L! i6 a1 J h* |8 z
- $game_map.passable(point_x, point_y, 2) #judge_end
# p8 N; O. l3 J; L - chase_path.push(2)
7 K, N8 z7 z- c - point_y = $game_map.round_y(point_y + 1)! ?7 o8 ^% S$ X% |, h7 P
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
6 G3 l, X+ \, z# D# Z) t& G - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
/ I% ?: V" K/ a1 t% @ - $game_map.passable(point_x, point_y, 8) #judge_end
% h/ D; { w5 C. m: M- Y, ~ - chase_path.push(8)
. e2 d& I( B* Y$ p/ K* ? - point_y = $game_map.round_y(point_y - 1)1 }. m, Y0 q" B7 _
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&) r, ^# f5 ~+ D1 B7 g0 D$ E
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
# [$ k2 |9 z3 i* Z - $game_map.passable(point_x, point_y, 4) #judge_end# j/ n: N% D; d/ W+ `
- chase_path.push(4)
2 d9 I! V7 L6 S$ ] - point_x = $game_map.round_x(point_x - 1)" F& J/ T6 w [( |0 ?2 ~( J
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&' a1 v* ~7 N# [, f2 @' D
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
% \( ]1 c/ z7 M+ j - $game_map.passable(point_x, point_y, 6) #judge_end' {1 Z. `6 q# [( L. B8 y
- chase_path.push(6)
9 }1 w! o W% G - point_x = $game_map.round_x(point_x + 1)
0 P3 h$ m: I$ w# A4 o - end
, m& s# ^( ~! }. W+ T" l2 ] d* T - else* E H* }0 Q6 [4 ^6 i- d
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
; I9 @& x2 s3 b1 V - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&1 }+ ?" y) C6 Q
- $game_map.passable(point_x, point_y, 4) #judge_end- _" e* C6 K, v: h. N
- chase_path.push(4)
4 k1 s# p% ?3 ^ - point_x = $game_map.round_x(point_x - 1)1 V" z: F- [' y' b0 C, X1 G
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
7 F+ `$ @5 v! A! | - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
) O7 @+ q" e& z, i - $game_map.passable(point_x, point_y, 6) #judge_end
. \5 B0 G- K: h; a" b' n! P - chase_path.push(6)
) f A3 _) G" u( l# [+ S - point_x = $game_map.round_x(point_x + 1)8 Q/ g7 u# ~! i5 L
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
0 }8 |0 |* {, n1 g) _ - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
$ y' v0 w3 r @% f p - $game_map.passable(point_x, point_y, 2) #judge_end7 u6 R, e6 P8 z' ^
- chase_path.push(2)
5 ~! I3 K2 ^1 ?. N9 U - point_y = $game_map.round_y(point_y + 1)! U a- r8 X; j) M! w1 w9 v
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
" X- C, K8 d" p8 q" ^2 m0 O - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) && s! M! y- y1 L
- $game_map.passable(point_x, point_y, 8) #judge_end3 Q$ O; ^: m, |1 |
- chase_path.push(8)
0 l c, l( \# G& B - point_y = $game_map.round_y(point_y - 1)
, f, e! q5 p4 y% a/ Y8 T! n - end
- h# ]9 K0 ]; R - end
6 V' ]4 W8 B- @% B; B1 y( s* i% ] - end #endOfForLoop
5 F: z8 M! q; f& ]; J - @mouse_move_path = reversed_chase_path.reverse + chase_path7 `# o f& E% a# t9 ^. |9 O
- end#walk, x; l. P) n2 d _$ {5 m
- #--------------------------------------------------------------------------8 C' v5 ?9 }3 i& x' P! z
- # ● 绘制boat的移动路径 @array[move_directions...]
2 U$ S _/ c e x- U - #--------------------------------------------------------------------------
/ L6 j( E8 V5 S5 N1 e3 a* l7 ]1 l - def draw_boat_path
: h( S4 u6 H$ f: x+ ]( B2 r' r# q7 ] - # 准备绘制路径表格
4 T1 W! ]5 U" `/ D - sheet = Table.new($game_map.width, $game_map.height), W! [; o) {# j% ^* q1 u
- reversed_chase_path = []; chase_path = [] A* ~) q( q6 d6 S
- reversed_chase_point = []; chase_point = []
* j x E' L- W( T9 A1 I- d3 \ - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
( \7 r9 L6 [5 [ - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2( d0 b- w/ R, ^6 e' h
- reach_point = false
$ @ c! V" A! ^ - step = 3& k8 l" m+ R8 n/ B `
- loop do #loop1 开始填充表格
1 H' N" ~3 S C7 X - draw_path = false
( C r. Y% Q2 f - check_points = new_start_points) n% f0 W" t0 r' j4 q1 J+ N2 o
- new_start_points = []
/ g- H& s. ? w+ Q6 a - loop do #loop2 从起点开始正向填充) [+ @7 a' h4 j% z- \7 p
- point_x = check_points.shift+ n! M! i) {' D0 R6 [+ _
- break if point_x == nil
4 }" ~; z, f7 @ - point_y = check_points.shift
5 B+ n6 C: @( k# }; @ - left_x = $game_map.round_x(point_x - 1): D$ x$ h' ?; ~0 n9 m: e
- right_x = $game_map.round_x(point_x + 1)
; ^# a: I0 N2 s" z4 h* z2 h4 | - up_y = $game_map.round_y(point_y - 1)' U: F' s( L {2 \" T: g
- down_y = $game_map.round_y(point_y + 1)
" T* A1 t5 I( k3 V) `4 e' j - # 判断路径是否连通
0 _9 D, j: L# w8 ?1 K; W8 u - path_step = step - 1
* A0 m+ r3 y, s$ r! Z6 g& D# Y" s5 U - if sheet[left_x, point_y] == path_step
, W- U4 _' Q5 }" P - chase_path.push(4)3 H+ a" A# F3 e
- chase_point = [left_x, point_y]/ [5 ]" b! E. T
- reversed_chase_point = [point_x, point_y]
3 U9 a, } Q1 }+ `' ] - reach_point = true; break
* l2 F- Z C* d# s S7 { - elsif sheet[right_x, point_y] == path_step) M+ R/ Y1 L7 K6 L8 e& b
- chase_path.push(6)
* H1 ]9 ?$ P' t - chase_point = [right_x, point_y]
$ C |. }5 f& a; T - reversed_chase_point = [point_x, point_y]
8 Z& ?8 G5 W; V3 H - reach_point = true; break
' ^, W' n2 c9 ?8 i0 w - elsif sheet[point_x, up_y] == path_step
* ]3 `' R' B5 k$ d. p% Z - chase_path.push(8)
3 F1 t" Q1 {2 y) l - chase_point = [point_x, up_y]
0 ]% ?. T$ j4 Y - reversed_chase_point = [point_x, point_y]
9 X; o* ?/ V$ v. A/ j - reach_point = true; break/ u1 u: e: U+ E( U. \" v
- elsif sheet[point_x, down_y] == path_step
- D5 _' v3 ^6 {3 _- U: d% | - chase_path.push(2)
9 F% K* l% y2 n$ O6 K2 r5 \% O - chase_point = [point_x, down_y]
. g4 t5 a8 P) ^' u' ` - reversed_chase_point = [point_x, point_y]
2 Z% R0 e' A2 i4 C# V) T! O i - reach_point = true; break
# X2 S# H1 H! S3 ]6 D8 i% I - end+ I& D! b I9 H( e* o
- # 以需要抵达该点的步数填充路径表格 # ^& } ~1 h/ X- L: ^4 T
- if sheet[left_x, point_y] == 0 &&9 q4 q! h b! F7 y4 x! s# V
- $game_map.boat_passable(left_x, point_y) &&2 e2 f$ Y! s* V" o- ?
- !collide_with_events(left_x, point_y) &&
$ N! I( b% r5 p- M% O$ w3 A" b - !collide_with_vehicles(left_x, point_y) #judge_end
6 S' R- Y. D) w) g - sheet[left_x, point_y] = step4 R* _8 S- {+ f7 Q5 M5 v n
- draw_path = true
( _" [7 g* I. v* P, C, T - new_start_points.push(left_x, point_y)
2 C, L. W3 T+ C _1 M, p - end
% _; ]: i7 T c+ x - if sheet[right_x, point_y] == 0 &&& v, a8 |: I* a4 L% H
- $game_map.boat_passable(right_x, point_y) &&
$ g# ^) t. I, t& [( @) T0 A$ y - !collide_with_events(right_x, point_y) &&
1 l4 M' ]0 Q( F9 T5 {! B/ ^ - !collide_with_vehicles(right_x, point_y) #judge_end% q1 n) J3 @6 k4 ]. ^
- sheet[right_x, point_y] = step @8 ]: ^) E: O- N: b
- draw_path = true- N' c: a2 u( M# ]# e8 Q" b
- new_start_points.push(right_x, point_y)
! }5 O4 M; T( O& m - end0 }/ f7 b( ]8 W3 i
- if sheet[point_x, up_y] == 0 &&
5 `1 j" Z* {( Q0 E/ k% B/ {( ` - $game_map.boat_passable(point_x, up_y) &&9 i" @2 Q7 K8 g$ c, a
- !collide_with_events(point_x, up_y) &&- t9 _* h% K0 Z8 B O* B$ e
- !collide_with_vehicles(point_x, up_y) #judge_end3 ^' k3 l0 w- V
- sheet[point_x, up_y] = step
0 D6 I) B- R4 r. m - draw_path = true7 G) }5 V* n0 L+ @
- new_start_points.push(point_x, up_y)+ p! q7 O* L# w- e! A% N2 n5 U
- end
0 x$ \2 V$ s1 y - if sheet[point_x, down_y] == 0 &&
! x7 J' G( [' x* X! d* R - $game_map.boat_passable(point_x, down_y) &&: {- v6 w+ n1 e* t5 L0 g
- !collide_with_events(point_x, down_y) &&
~1 D1 d: q. ]) O9 \7 r' \ f - !collide_with_vehicles(point_x, down_y) #judge_end% M+ Q' m& r, d+ {+ N( p/ e- ]9 J
- sheet[point_x, down_y] = step' f; j+ U9 M2 [5 p3 w
- draw_path = true; c1 y$ d' N/ @3 B# ^
- new_start_points.push(point_x, down_y)
: n! g6 Q+ o( ^( ?" _5 z - end* x& J q+ Y+ ^4 B& ~( Y$ w
- end#endOfLoop2
* i( s* T3 @9 S6 Q8 I - break if !draw_path reach_point
1 p R( u. _* ^ - draw_path = false
. J1 H8 A" B. a - check_points = new_end_points
9 c" G" b6 F0 G. o3 Q d# R( K. e0 _ - new_end_points = []9 z- t: B) p6 `' b/ t
- step += 1% n4 l; d, O) t7 [9 o+ Y, P
- break if step KsOfSionBreak_Steps &&2 n4 i1 [% ~* D8 z2 W. T: q, t9 c
- !Input.press(KsOfSionFind_Path_Key)
7 D3 Y# R! s k/ g! I3 h& A) G, I - loop do #loop3 从终点开始反向填充
, n7 Y3 \7 W( ]8 V- @3 k8 T - point_x = check_points.shift! I, ~+ C; ]/ U" d/ R2 B6 `
- break if point_x == nil+ n! m1 X8 k) D: D
- point_y = check_points.shift) r% j" T$ r! P/ F
- left_x = $game_map.round_x(point_x - 1)
+ D: r3 s! J( u5 D! C - right_x = $game_map.round_x(point_x + 1)
- m5 {1 T# i( l& x - up_y = $game_map.round_y(point_y - 1)6 h6 T! |& @3 K- y0 j
- down_y = $game_map.round_y(point_y + 1)" z% |( o" ` ?: x
- # 判断路径是否连通( P' u1 s1 v& J$ H& x2 J: h
- path_step = step - 1
7 c) G& ? _; G2 j3 D2 w ^ - if sheet[left_x, point_y] == path_step
( Z! F4 ~& h' U0 g2 ~ - chase_path.push(6)/ E) o# T: R+ E6 M i- D
- chase_point = [point_x, point_y]( d5 k9 A2 p& ^, X
- reversed_chase_point = [left_x, point_y]* S& K( r6 Z) g& y& V
- reach_point = true; break- r# Z+ p* K* q* m# F+ z% `
- elsif sheet[right_x, point_y] == path_step, h! [5 J& k' T/ l
- chase_path.push(4)
) x; y: c& q( E; ]: D. I- c - chase_point = [point_x, point_y]
9 ]8 s. a2 w5 y3 h+ q4 o7 L: W - reversed_chase_point = [right_x, point_y], D' T; g. C: R1 b: [
- reach_point = true; break
* r# O B* J# `6 p" p+ {1 [+ r - elsif sheet[point_x, up_y] == path_step0 w( d; q( ?& ~1 [- b, D
- chase_path.push(2)
. f1 T. X7 m) f( u! s& o' P - chase_point = [point_x, point_y]
5 w/ T2 w, t7 ?, E1 q6 g/ q, W - reversed_chase_point = [point_x, up_y]: j w- |. O7 T" m7 ]
- reach_point = true; break" x% p/ d* Y9 N" B: P6 [
- elsif sheet[point_x, down_y] == path_step
( N p- M+ ?9 j* L" w - chase_path.push(8)3 H- ?* v' y3 X) t8 g
- chase_point = [point_x, point_y]
y2 y1 X9 v: K' R: \" j6 s" E$ R1 I - reversed_chase_point = [point_x, down_y]
) a& Y3 e$ V( V8 R$ A - reach_point = true; break; I) e/ e: y1 V
- end( u$ L) Q$ o9 x8 k* I! g: @. V3 p6 b
- # 以需要抵达该点的步数填充路径表格 #
7 `6 X) x* I% s( Y1 U6 l - if sheet[left_x, point_y] == 0 &&
- Z% d; V. u" [2 B: q; j - $game_map.boat_passable(left_x, point_y) &&# Y# {) d6 }1 ?; U6 t
- !collide_with_events(left_x, point_y) &&$ ^( W* H$ i3 _! I q
- !collide_with_vehicles(left_x, point_y) #judge_end- U2 O T% N" n; h' V4 d7 J) O4 A
- sheet[left_x, point_y] = step
7 J2 ]' l8 [) C, [7 E6 d+ g) ] - draw_path = true
% R4 l6 x8 |+ [8 c. j: Q - new_end_points.push(left_x, point_y)
3 |9 l! b8 y" \ - end, i: D+ ~! B. h
- if sheet[right_x, point_y] == 0 &&4 T# d; Q# N, j- X
- $game_map.boat_passable(right_x, point_y) &&
) H! r4 N, |% B: M - !collide_with_events(right_x, point_y) &&$ `" e7 e1 m! ` \$ m
- !collide_with_vehicles(right_x, point_y) #judge_end% k* D' x+ ~, p1 S
- sheet[right_x, point_y] = step
2 K% Q/ h! l% N+ D; o - draw_path = true
) ]+ [# `* Q, I% p, p6 _ - new_end_points.push(right_x, point_y)
( L% R: O5 t' ]* ? - end
5 X. G# d, F4 g - if sheet[point_x, up_y] == 0 &&
1 _& S0 l o, t2 w. `% } - $game_map.boat_passable(point_x, up_y) &&9 o& ^+ Q! C' }# u- a9 B/ O: b
- !collide_with_events(point_x, up_y) &&
: [: A+ M, x- I7 Z8 @+ T- U- Q2 Y) F - !collide_with_vehicles(point_x, up_y) #judge_end
, v: J8 a7 K4 |; v- X - sheet[point_x, up_y] = step$ v4 e; R6 \- b k0 U T
- draw_path = true6 @" H( s: Y G" c: a* D
- new_end_points.push(point_x, up_y)# C& t S6 V i. t7 P
- end& k5 s( o+ Y9 ~* X
- if sheet[point_x, down_y] == 0 &&
4 L7 ?3 U$ e3 x, w* U4 Q$ Z - $game_map.boat_passable(point_x, down_y) && _) U6 U6 D; g, l
- !collide_with_events(point_x, down_y) &&, |6 w5 `# q' K9 w/ o- r. X" f
- !collide_with_vehicles(point_x, down_y) #judge_end
( d9 D2 h& s! g$ L: @ - sheet[point_x, down_y] = step
a( p% S1 Y3 P. Q. ] - draw_path = true' X( l' y' j0 x$ s' E0 I, e
- new_end_points.push(point_x, down_y)9 d" S% R% s5 }/ U* @: p1 W
- end
' f/ B m2 m. i7 `( m7 { o4 Z - end#endOfLoop3' s2 F8 f4 m% ]) [! O
- break if !draw_path reach_point9 A E5 g3 x3 c& u3 c5 y3 _: q
- step += 1
$ F7 q0 \8 x% a8 R0 x( b% d/ Q( ^ - end #endOfLoop1 路径表格填充完毕# ~: b! }5 T2 s. L2 \' ?2 K
- $mouse_move_sign.transparent = false' ]" o7 N' H9 @0 T# Z
- # 判断指定地点能否抵达3 h* S' Z5 f1 p+ ~* L: ~/ ^, A: R/ H8 a
- if reach_point! Q% n' ^5 \' o5 O) [8 P8 I0 B) r
- $mouse_move_sign.direction = 2, ~# x. ?- H% q3 K$ `; R* b
- else. c' F0 j0 W: N, I
- not_reach_point# X4 s: s$ F2 Y$ y
- return- C/ `; U) m2 |" a
- end: j3 c2 U+ \. J+ b
- # 根据路径表格绘制最短移动路径(正向)
, I# S& U+ @2 J - steps = step 2 2
; F# a7 L) Z( o7 ~ - loop_times = step 2
# c' m/ M, C; s9 T1 a - point_x, point_y = chase_point[0], chase_point[1]
: |* F. C. x+ J* N) L- w - for i in 2..loop_times # forLoop
* x% z% o' A, S5 } ^ - steps -= 26 ]1 K3 g, {( ~6 `% r
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs. ~- l6 q8 F, q Y9 X( \
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps1 S W+ l/ U5 c$ R
- chase_path.push(2)
1 r/ X* e4 U5 r) E4 J8 e - point_y = $game_map.round_y(point_y + 1)7 u+ f6 z. u5 C9 X. I, }. S+ q
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps5 Y' p7 y" |% A+ d( X/ N; Z& c
- chase_path.push(8)
- A& }7 _ B+ F3 }, q - point_y = $game_map.round_y(point_y - 1)
+ b. e# C ]4 k& i - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps0 P: Q7 Y0 o. ?6 e
- chase_path.push(4)
5 s+ R* U/ e/ B( N4 A' s B - point_x = $game_map.round_x(point_x - 1), R+ [) y$ ?' ?% \
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
_: S0 t6 k+ e; Z - chase_path.push(6)
( j4 D. s2 n2 y - point_x = $game_map.round_x(point_x + 1)
9 O/ ]) {" l3 j( E T7 _5 m0 ^ - end! D8 @* A$ Y+ G7 Y3 j1 `) a( F9 C
- else
4 U7 d, t/ ^- I% W W D9 z) B - if sheet[$game_map.round_x(point_x - 1), point_y] == steps3 k* H: ?$ P3 L2 R0 z! F5 S( ^+ N% H
- chase_path.push(4)
3 |+ H. F/ Y; a# X' q# O1 N6 O" T - point_x = $game_map.round_x(point_x - 1)
: @$ z& j. v. w2 d% |9 w1 w$ ^ - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
Y( ^7 ~' n) x0 Y% b2 m - chase_path.push(6)' e8 M. N2 e. R3 ~
- point_x = $game_map.round_x(point_x + 1)* i, ]! z2 e( A1 B( I3 V) G2 O
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps m* {; x& k% `+ b; X
- chase_path.push(2)
4 @- D$ Q, v7 @- q; K9 m8 ~ - point_y = $game_map.round_y(point_y + 1)
# ? u' h1 {; i; M+ C - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps4 l/ j5 }* U, ?0 X3 ?
- chase_path.push(8)
1 D! a y9 w! H) Y4 e# \0 o, W - point_y = $game_map.round_y(point_y - 1)& K, N. s- G" i$ Q0 I0 B
- end
; D+ z" s9 [4 h& Z - end/ Z# l6 c0 K. l- |' B
- end #endOfForLoop
* J* A& L7 z7 K7 r8 _' [0 L - # 如果指定点无法抵达或者登陆
! Y' V- m- ~) E9 {# r* w - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path): o# C3 d4 G$ @$ _& H
- # 根据路径表格绘制最短移动路径(反向)5 r s* l* i1 s+ t6 ]+ d
- steps = step 2 2 + 1
0 w( b7 i3 r5 [2 [3 i - loop_times = step 2; R K) ]5 l8 b& ^% v2 }+ S4 \
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]) |9 K7 k; k; y3 e) W8 r8 G
- for i in 1..loop_times # forLoop
: j8 Q7 P6 J/ S# f1 a% I( c9 M - steps -= 2( \ q7 Z9 e9 N+ c
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs; {: n1 |* ^# m9 g* V5 f g
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps2 J0 C6 \% L g( Q8 g* @
- reversed_chase_path.push(6)
$ f# I2 T2 m0 J - point_x = $game_map.round_x(point_x - 1)7 _) z( @- q- k! }
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps b" d3 Y* j) M1 E u8 P
- reversed_chase_path.push(4)
: b' `! R9 b/ Q7 K - point_x = $game_map.round_x(point_x + 1)
( ]" I) y8 G$ l# d1 X) s" M/ D0 ?! B - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps2 P0 c2 ?! {. e; R5 ?
- reversed_chase_path.push(8)- z" w! i4 r- L6 F
- point_y = $game_map.round_y(point_y + 1)
9 U% i* H0 H& l1 A+ K - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
& b5 t% m' m* {4 H m1 u - reversed_chase_path.push(2)+ g0 a4 p! {+ }1 t$ U/ d7 y
- point_y = $game_map.round_y(point_y - 1), ~9 D" K5 s- I0 ?
- end
5 ]$ r/ ^% _ b - else
1 t# K* L/ I9 m3 o - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
6 @' g+ b% j8 e/ M. M - reversed_chase_path.push(8)) a# {& p; B1 \ Z
- point_y = $game_map.round_y(point_y + 1)2 C9 N9 E; V/ w, U
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps" X0 ~- h# b8 k2 G
- reversed_chase_path.push(2)# \/ M4 D3 K2 C, y0 r, P1 h
- point_y = $game_map.round_y(point_y - 1)
8 _2 m# F O9 H( w) I' H& J - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps, [9 z! V+ O# f+ l4 ?4 f
- reversed_chase_path.push(6)
/ J2 l9 m+ P3 m9 A - point_x = $game_map.round_x(point_x - 1)
. m* g u0 O+ {0 k - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
0 v7 ?" J. w$ I7 _" \0 [" Z/ r* H( S - reversed_chase_path.push(4) `; ?+ V% m( M0 O# n) C
- point_x = $game_map.round_x(point_x + 1)
3 j, |5 e0 B! s7 [2 K2 |% X - end
* A' m. N: g# J1 a, v - end
+ ~8 W J7 v Q; P. C- _, n8 t - end #endOfForLoop
/ a/ N; ]4 H i" {: ^4 H* ^, A - @mouse_move_path = reversed_chase_path.reverse + chase_path4 l( Z* k, F2 `* }& p4 ^
- end#boat
4 e+ s" D3 i6 ` - #--------------------------------------------------------------------------
5 k8 Q6 g$ s2 g1 J) n, B* O& i - # ● 绘制ship的移动路径 @array[move_directions...]( I# S6 e3 e5 |6 v7 l! h
- #--------------------------------------------------------------------------
& L0 ~2 H9 q( A9 u8 Q - def draw_ship_path- f" b0 G9 a% I+ ^0 G- c2 S2 D/ B
- # 准备绘制路径表格
6 Y9 K5 b- c+ X- g& T- T - sheet = Table.new($game_map.width, $game_map.height)
" @+ C3 k- S6 l) w5 j. H - reversed_chase_path = []; chase_path = []: V5 G6 e' D/ i3 R+ A! X
- reversed_chase_point = []; chase_point = []
; ?1 I N2 ]# P0 v1 I) i - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]0 c" ~5 k+ R$ s$ W
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 20 A- h" W/ \& c( p/ V( e
- reach_point = false
8 F- X1 n% T. P2 `$ V8 J# G1 t; H* ` - step = 3
' w* a& D$ X" F+ f8 c$ K$ S - loop do #loop1 开始填充表格
/ U2 N$ \' d3 Y4 h# K - draw_path = false+ r/ g/ ^3 ~0 L3 A, r( y
- check_points = new_start_points
9 l$ h+ r _: Q7 b0 F2 l. t7 l9 \# q - new_start_points = []7 K1 E9 g5 E! R+ }8 J* l; z& j
- loop do #loop2 从起点开始正向填充
) A8 z$ o. e3 S! n: K; U+ q - point_x = check_points.shift
; S; ?% F3 u+ ]& n - break if point_x == nil
; X. x2 O0 d& i+ t3 s, T - point_y = check_points.shift
9 X" S2 ~* M. a5 h - left_x = $game_map.round_x(point_x - 1)
' x) x) P# D/ Q0 a [, Q - right_x = $game_map.round_x(point_x + 1)
3 A$ ~) ]. q8 g: G; c - up_y = $game_map.round_y(point_y - 1)9 _7 f3 g- \0 H W6 D J Z' d, c% y
- down_y = $game_map.round_y(point_y + 1) S9 N/ m% G" T; g' B' |0 {
- # 判断路径是否连通% c: e: V# }0 ?" u
- path_step = step - 1
c: h6 O0 f& W' Z& k. H" I - if sheet[left_x, point_y] == path_step- o+ b( R& b5 p+ X/ o
- chase_path.push(4)0 Z! F7 B: `5 x! |, j1 A7 N7 Q# {
- chase_point = [left_x, point_y], |& \3 Q( Q2 h# _, b# y9 M
- reversed_chase_point = [point_x, point_y]
2 c1 E. @/ ?* c' C/ d# y - reach_point = true; break
! v5 l. s. H6 ?6 ^7 m - elsif sheet[right_x, point_y] == path_step
7 F! O9 R+ x: I' i" j/ b - chase_path.push(6)3 p2 ~5 W: n6 y: q. ^
- chase_point = [right_x, point_y]; O% U$ V7 Y; a" I6 ?; A5 B# P
- reversed_chase_point = [point_x, point_y]4 x. G; n J& P( d, z p3 H
- reach_point = true; break. [% ]" i8 L8 H6 G. n
- elsif sheet[point_x, up_y] == path_step
( f# Q C& r- l+ E - chase_path.push(8)$ A4 ^4 V B" M- V# E+ H7 B" f2 f' U
- chase_point = [point_x, up_y]
0 A, o) e% E" t - reversed_chase_point = [point_x, point_y]
7 ?: A* i) z4 @ - reach_point = true; break" A/ r9 k6 F1 k2 q5 v
- elsif sheet[point_x, down_y] == path_step8 D: N" z& [0 {2 T9 y
- chase_path.push(2)
0 S2 H6 Q) J. X: _' s+ e; p - chase_point = [point_x, down_y]2 x9 ?1 j4 p' Z% _( _& f8 B
- reversed_chase_point = [point_x, point_y]6 V8 P5 k% D+ C& D/ V6 X
- reach_point = true; break6 {: Y* G+ U: H+ [; F0 V% X
- end
0 Y/ l0 s$ G J9 v# f - # 以需要抵达该点的步数填充路径表格 #) J* G- l/ Q m
- if sheet[left_x, point_y] == 0 &&$ X; n2 m# C# R1 h: g
- $game_map.ship_passable(left_x, point_y) &&
0 I* }- [1 N7 u Y4 ^. C/ m - !collide_with_events(left_x, point_y) &&0 ~: W5 G* S' K( w4 f6 J c4 i5 _2 \
- !collide_with_vehicles(left_x, point_y) #judge_end
/ a4 L3 O: n. @! b" ? P+ g% O, x/ U - sheet[left_x, point_y] = step9 `/ p( I! u; @
- draw_path = true6 X: a( j7 e$ w) @0 s1 P
- new_start_points.push(left_x, point_y)2 `7 ?! r+ x2 L |( \+ e% J' I
- end5 H# z3 h! B$ i% h! t7 P
- if sheet[right_x, point_y] == 0 &&
4 T( Q& Z' {+ O - $game_map.ship_passable(right_x, point_y) &&4 B: ], v! Y4 T' Q1 x% a
- !collide_with_events(right_x, point_y) &&
6 E$ y0 ^, m$ \8 r! |, u6 z - !collide_with_vehicles(right_x, point_y) #judge_end
+ M9 I8 G; @# m7 p% }* r - sheet[right_x, point_y] = step
& ]% q& I3 R+ _& E7 l& r% m - draw_path = true
0 ^) h" f, [! Y% k - new_start_points.push(right_x, point_y)
0 w& H# G" i7 A7 {: }3 x/ b - end
* l* I' v$ n$ J" i1 t( n' p& B, P - if sheet[point_x, up_y] == 0 &&0 |& ]& j, k+ u& ^+ p
- $game_map.ship_passable(point_x, up_y) &&& l6 Y$ X- }* P1 _8 B; G) t. w
- !collide_with_events(point_x, up_y) &&4 A8 u z4 x4 T9 m4 L; w
- !collide_with_vehicles(point_x, up_y) #judge_end/ i* r: P* }; Q' [" U" K
- sheet[point_x, up_y] = step e" k. K; s4 K. ?
- draw_path = true
$ L$ z' p; d9 R( N - new_start_points.push(point_x, up_y)+ M) w8 |9 q" J- E8 Z/ S
- end$ G- W5 ]$ B+ K, p; O
- if sheet[point_x, down_y] == 0 &&
9 p% A) Y! B7 K, I - $game_map.ship_passable(point_x, down_y) &&5 o" H' b7 G! _: A) g
- !collide_with_events(point_x, down_y) &&
9 ?6 u0 }: W- X- F - !collide_with_vehicles(point_x, down_y) #judge_end' S7 F' C) o- _ ~2 N& J# c
- sheet[point_x, down_y] = step
1 F( \2 c8 D/ f9 h$ R# t - draw_path = true u$ P! d4 Y2 X/ O+ e
- new_start_points.push(point_x, down_y)4 ?) f( T7 ]) P. }# d
- end$ c4 ?' K6 p" _# [. \, n5 `
- end#endOfLoop26 t+ k( y2 y# m3 W
- break if !draw_path reach_point% K0 r3 R. J0 r3 l4 A
- draw_path = false: h+ T' f8 l0 `
- check_points = new_end_points
) l6 S6 U* I+ u- f% |( {, |6 W - new_end_points = []
0 R* {7 v+ m8 N: }) b! O+ R - step += 1# X2 u* p2 z" Z T( `! R# q
- break if step KsOfSionBreak_Steps &&' p3 G/ j2 X* d z) ?7 [+ d- m
- !Input.press(KsOfSionFind_Path_Key). ^& ]4 z9 e- \! s6 i
- loop do #loop3 从终点开始反向填充0 T" l$ z0 ^) {
- point_x = check_points.shift
. P5 \1 @+ J8 o1 L# v0 s# D. r - break if point_x == nil' V5 }+ {" p( v3 N' C
- point_y = check_points.shift
8 ?% a1 w2 e5 x4 s- Y - left_x = $game_map.round_x(point_x - 1)
# N/ t# ]7 P6 Y1 F+ c% c/ U$ i; f - right_x = $game_map.round_x(point_x + 1)4 a, U1 p6 k' D E6 F1 a
- up_y = $game_map.round_y(point_y - 1)
- N( y( E& w6 E/ { - down_y = $game_map.round_y(point_y + 1)
5 r* |; v+ \6 T4 ^4 B( L$ t& Y+ I) ] - # 判断路径是否连通8 A5 D5 R. G0 }5 S
- path_step = step - 1; S0 q) Y( y+ v, k6 i7 h+ Y, ~8 [/ [% h
- if sheet[left_x, point_y] == path_step
1 K& o1 u1 \3 U2 S. q0 V - chase_path.push(6)
& q2 A8 H+ v$ G - chase_point = [point_x, point_y]
% o; t% v: C3 v! F; C - reversed_chase_point = [left_x, point_y]
. X+ b8 m" ~: Z' c5 M/ j - reach_point = true; break3 w. X/ K \2 g; J3 `& r% t
- elsif sheet[right_x, point_y] == path_step$ w( l D. k- s6 Q8 w" r
- chase_path.push(4)
5 b9 K7 k. h+ y7 Z& p# y - chase_point = [point_x, point_y]7 S6 W+ m* X! l9 N
- reversed_chase_point = [right_x, point_y]
. A* c, J; n( h - reach_point = true; break
! v/ i% b/ A0 P( P$ r) }3 a3 j - elsif sheet[point_x, up_y] == path_step( I3 v* |7 R: ]5 t C: ~( O
- chase_path.push(2)
M; K* x; h7 L& p0 ^ - chase_point = [point_x, point_y]
' W& w- f0 f" h( P$ @ - reversed_chase_point = [point_x, up_y]% R, F, L; a S+ w+ M6 `! {
- reach_point = true; break: U4 A; }9 k$ e8 q7 H# q$ B
- elsif sheet[point_x, down_y] == path_step
- ?, q1 [( G& @ h; i7 x - chase_path.push(8)+ H/ E' A! {. W' \2 A& {: H
- chase_point = [point_x, point_y]) {0 Z4 F1 v8 V! N; @6 Z8 f
- reversed_chase_point = [point_x, down_y]
) u0 ~ C5 D& ]& f# u' E/ e - reach_point = true; break6 f& @1 T: U2 y; F; I
- end9 x0 B/ b& v/ t% q; \) ]$ ?' m1 a5 H( c4 o
- # 以需要抵达该点的步数填充路径表格 #! i: _4 k7 z# `% F
- if sheet[left_x, point_y] == 0 &&8 t- q+ u' e4 C" k) O# ~1 k+ c
- $game_map.ship_passable(left_x, point_y) &&2 B0 ^$ L2 u2 Q5 I( E- E2 g: Z
- !collide_with_events(left_x, point_y) &&
2 Z* Y0 {( H8 ]8 \ - !collide_with_vehicles(left_x, point_y) #judge_end
6 z. J1 j( X+ \4 i3 r - sheet[left_x, point_y] = step
0 f6 W0 B. j4 Q/ \2 d# }* {4 t - draw_path = true( D' Y9 M; T$ M; d
- new_end_points.push(left_x, point_y) a# v) u/ ^8 {
- end, Z% l1 j1 a0 u" o/ t2 H* n N
- if sheet[right_x, point_y] == 0 &&
# s5 n) v% g* }- i5 Y' u - $game_map.ship_passable(right_x, point_y) &&
" f6 ^$ `# b) \# t - !collide_with_events(right_x, point_y) &&7 d- ?& ]/ k& f; O: y0 ] R- j9 X
- !collide_with_vehicles(right_x, point_y) #judge_end% x0 M- D) c6 q. b& T7 |
- sheet[right_x, point_y] = step( g, C* k: l: F8 y+ \: i
- draw_path = true8 F* R- n, k0 T+ `3 C% Z: y4 N
- new_end_points.push(right_x, point_y)
. I* B7 `* P: D+ q - end
9 \/ |$ Y: S+ J - if sheet[point_x, up_y] == 0 &&, o, J5 Y) j& E6 o4 n0 c
- $game_map.ship_passable(point_x, up_y) &&+ r' K6 E- F- Z; Y
- !collide_with_events(point_x, up_y) &&& r* D9 [/ p) q& X* I' _, f
- !collide_with_vehicles(point_x, up_y) #judge_end) Y: K5 i5 F+ y. h3 g
- sheet[point_x, up_y] = step
: \2 x4 v! C! R9 \ - draw_path = true
' |! H3 W* K8 J; H7 e7 N) k - new_end_points.push(point_x, up_y)" f% ]& V c. T# m
- end+ j) n( S% F( ]% }
- if sheet[point_x, down_y] == 0 &&$ u+ K. b7 O2 T
- $game_map.ship_passable(point_x, down_y) &&
5 h- l. Z4 ]4 R - !collide_with_events(point_x, down_y) &&. q" A% A' Q& T% O* f4 D
- !collide_with_vehicles(point_x, down_y) #judge_end: q) g R/ Y3 D: Y% Q) i
- sheet[point_x, down_y] = step
: B8 F/ h; d& i4 g1 v# x+ T - draw_path = true
1 g R% j0 a0 |: X - new_end_points.push(point_x, down_y)
$ a) ~4 I' X2 F3 b4 h) y - end# {" [4 C9 j; R: {
- end#endOfLoop35 _7 q! r2 B- k b! l3 h% K; f& j
- break if !draw_path reach_point
( y* \3 u6 E9 |, J! w: H3 B - step += 1
) L% v9 W& ?9 V+ U# m2 c" t - end #endOfLoop1 路径表格填充完毕
+ i8 b% Z6 o2 a) h, d - $mouse_move_sign.transparent = false0 Q2 R g# Z+ A3 T) y7 J
- # 判断指定地点能否抵达' @, R9 w, P2 j
- if reach_point
; v3 K* | X# R# v7 W2 |8 w( T - $mouse_move_sign.direction = 2
. L( Q9 ]* T/ q2 p) D - else
- u- x" ^! O) w, ?: B5 O! Q- S - not_reach_point' |0 l u( F& g+ j, a
- return( c9 f4 `* A* D5 }
- end
/ T7 }+ h6 [9 K% E! \% I3 N - # 根据路径表格绘制最短移动路径(正向)
0 u" i& {1 j# b) J* X, T5 a - steps = step 2 2
# K: ]7 _5 W2 n/ o9 @ - loop_times = step 2
5 T" a9 l ^# v/ p+ W) ^ - point_x, point_y = chase_point[0], chase_point[1]
: L- Z2 U0 C) ` z - for i in 2..loop_times # forLoop5 Y7 u+ m" I$ P6 F( M( z
- steps -= 20 y* N- [# c3 c' y7 L
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs) d3 X" l' F. z! H( L9 b, n9 u
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
+ c' y) T' B, I6 B) M - chase_path.push(2)1 } Z0 s* d8 r9 J6 s
- point_y = $game_map.round_y(point_y + 1) I, ?8 w' ~1 W% @
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
: y- H4 Y8 f) Q( R+ {! [ - chase_path.push(8)
+ i" I+ \9 j$ b9 ]* D - point_y = $game_map.round_y(point_y - 1)6 T4 X8 u% o1 o! B0 e
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps4 S5 ?/ K+ {/ |3 N) E
- chase_path.push(4)! F+ N( l& H* s) k; b l) B
- point_x = $game_map.round_x(point_x - 1)
. N. Z. H* w& B* E* o( H5 l - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps6 B) ^: O& v6 e( Z- j+ b
- chase_path.push(6)
% U/ \* F7 |0 l3 c - point_x = $game_map.round_x(point_x + 1)9 i" P! k s3 j, n* g" w+ n
- end
- f4 ^2 k0 a( @ m - else
* N, I/ w/ ~* R; j - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
. u8 X$ G% `- [4 x- b - chase_path.push(4)
% r2 J7 Z( w: y7 M - point_x = $game_map.round_x(point_x - 1): K6 ?8 K' w# Y# T5 W
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
, Y- i' C5 {% C6 C - chase_path.push(6)
7 t$ T( x! [+ I1 ?. s2 A) N% ` - point_x = $game_map.round_x(point_x + 1)* W4 z v0 E E- t1 y
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
: s" ^+ \7 e! q# w4 K; [( k! e - chase_path.push(2), F# t" v# v6 ]
- point_y = $game_map.round_y(point_y + 1)- B- _ `. g/ j
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps1 j4 ^) i2 l1 N* b3 X8 G3 M/ R
- chase_path.push(8)
5 F/ A& h8 |+ ~ z - point_y = $game_map.round_y(point_y - 1)
* r* G* Z. t6 _6 e* @. Y: v# l" r# Y8 p _ - end
5 ~/ {! P: ^2 t( e+ B1 b - end* S3 q, W7 l; j% g+ Y8 Z
- end #endOfForLoop
# s1 q: y" _* r \- M$ W; L - # 如果指定点无法抵达或者登陆
' Z+ o, s3 E) G4 N( ?/ D - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
% a# X1 T n" x - # 根据路径表格绘制最短移动路径(反向)' Z( U8 a/ T! H! T/ P) ~4 T
- steps = step 2 2 + 1
4 m- u: b' R( Z& ~: A4 u2 W - loop_times = step 22 i( C: y; f9 r1 P/ K" M) L. h& Q
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
8 ~" [9 @1 V& s& c8 Y" ?8 U$ ? - for i in 1..loop_times # forLoop
' A4 Q% ~) |2 L: z - steps -= 2; \( X' Z# q" J/ L0 ?) c' B& V
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs4 y. Y; h$ m3 s2 z( [: X
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps8 B. P4 O6 _' n6 T6 R* \+ d+ h
- reversed_chase_path.push(6)4 H& ^+ ?5 z' J4 o
- point_x = $game_map.round_x(point_x - 1)1 s# i2 I2 M1 M+ V+ i4 C9 x: r
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
# j/ ` g1 c) \1 U# x - reversed_chase_path.push(4)
5 H0 ?& \7 ?3 v- P! T( V - point_x = $game_map.round_x(point_x + 1)
% j, N! E/ X3 ?# \' E/ u - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps$ u N. o: O: E! V
- reversed_chase_path.push(8)$ r7 I5 r+ A+ y
- point_y = $game_map.round_y(point_y + 1)
' I( s' a! A8 m$ H4 ~ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
# j, A, x( S7 d0 N8 x - reversed_chase_path.push(2)! I; f3 N) A) Z# c% `
- point_y = $game_map.round_y(point_y - 1)6 {% n, [& m5 j+ f
- end
' k8 i# E: c0 P$ R - else8 z% `7 \" n7 ?' \
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps3 Q! U G9 P7 ^+ S
- reversed_chase_path.push(8), l6 a& Z8 z( A
- point_y = $game_map.round_y(point_y + 1)
( S* w1 D3 D7 l" @: b0 |- T - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps" l0 `# s4 a! x
- reversed_chase_path.push(2)
* \! a" j/ v; p# G& e9 D& b" }9 a, E - point_y = $game_map.round_y(point_y - 1)
( q$ H, L: d' _& Z% K$ b7 Q9 U; _ - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps; ]5 b# l, h9 M6 p6 e$ P P5 c. n
- reversed_chase_path.push(6)4 e: M' ?/ I. [3 @0 z) R) ?
- point_x = $game_map.round_x(point_x - 1)
$ [' x; X& b! X! q& G* F - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps) L3 X/ q- ~$ k. Y; y
- reversed_chase_path.push(4)
# u7 l, l: q+ @7 g9 y7 ~- v" h2 g, E - point_x = $game_map.round_x(point_x + 1)
" q, g/ b I6 H( ? - end
1 b s1 T: g- ~8 n! W - end
N9 f! L/ ?! n9 m - end #endOfForLoop
. r: ]' G X: d! B# ]5 l q - @mouse_move_path = reversed_chase_path.reverse + chase_path
$ [. }) V( |- q6 M - end#ship
* Z# r5 V4 P$ M - #--------------------------------------------------------------------------
' W! m X: T" m3 P! `( V0 M - # ● 绘制airship的移动路径 @array[move_directions...]6 Q' E6 e7 u' L2 _6 `
- #--------------------------------------------------------------------------
; J( R* H3 ], |2 U. I+ a3 f, w+ a - def draw_air_path
% D. [) e# T9 ?' Y) ~( {# @ - $mouse_move_sign.transparent = false7 i1 D3 K2 v" w( m. D6 z3 f
- # 准备绘制路径表格; E; z0 q$ H$ M7 d2 V
- sheet = Table.new($game_map.width, $game_map.height)+ ?; L+ j2 f3 R1 w
- new_check_point = [x, y]; sheet[x, y] = 15 a% G. o& P, p9 X
- reach_point = false; step = 2- L" J" d5 a% i$ G2 G
- loop do #loop1. O; s5 \- A6 F( B0 I- U
- check_point = new_check_point0 A: n1 a1 ~: n
- new_check_point = []- ^: G$ z" c& a+ t1 `* o* o
- loop do #loop24 y4 F+ ]8 t4 m0 V# i4 Z
- point_x = check_point.shift5 @9 Q& O0 Q0 I( C7 g1 z! H
- break if point_x == nil
# N5 S0 s/ z, G& p r4 n+ Q" M - point_y = check_point.shift
7 Q2 E* d+ f: _, m" l - if point_x == @moveto_x && point_y == @moveto_y+ l. \% h e% @/ ?
- reach_point = true; break
8 Z" h4 C: i4 g y5 c - end) l1 n h: Q! u% q
- left_x = $game_map.round_x(point_x - 1)$ G; C+ F. T1 X
- right_x = $game_map.round_x(point_x + 1)
% C% r' A- A7 |# Z- V - up_y = $game_map.round_y(point_y - 1)
% C, ^7 q% b- a1 @2 ^: q - down_y = $game_map.round_y(point_y + 1) / j' d6 k0 V7 @
- # 以需要抵达该点的步数填充路径表格 #
7 `. e/ e, ]3 P# ]- {9 k - if sheet[left_x, point_y] == 0
; z+ Q/ l# O- n - sheet[left_x, point_y] = step
3 G. ?' a4 n) l - new_check_point.push(left_x, point_y) h; e- A3 }' f: f5 [' h
- end" s5 V u6 g0 B Z9 R
- if sheet[right_x, point_y] == 01 k5 J9 G5 B5 F& B) u! |
- sheet[right_x, point_y] = step: s2 s6 X5 T8 v- e Z4 V" ?5 \
- new_check_point.push(right_x, point_y)
1 w) U: c3 I$ K' u. k- b - end: h0 W, J4 f* o$ v
- if sheet[point_x, up_y] == 0
7 c) G/ G: v) c3 q* @ - sheet[point_x, up_y] = step' Z2 w' D% K2 u: M& ~ k: S
- new_check_point.push(point_x, up_y)+ p1 N9 C3 w, G, ]
- end0 L0 J* R! H" ^: }: t) C9 d
- if sheet[point_x, down_y] == 05 O" b% F3 C: n! f: q: {' l0 p; r
- sheet[point_x, down_y] = step' y4 {: z, Z' F* b+ ]
- new_check_point.push(point_x, down_y). v& o+ n" u8 d
- end
/ r. g3 o& u( `0 q; f' Q - end#endOfLoop2
+ _# N. P. a C4 H2 h - break if reach_point' T. N: v7 ?& m3 J0 X; Z% P
- step += 14 h& c7 D' k) ~1 z6 a0 O! ?2 I
- end #endOfLoop1
5 P: I( I2 u5 x - # 根据路径表格绘制最短移动路径 #+ W5 y7 K! z" r" L
- reversed_chase_path = []; step -= 1
0 L4 d g; y$ G* G( e - point_x, point_y = @moveto_x, @moveto_y
* x; M. Y; I# t, d" T - for i in 2..step
8 C! G; h) e' h; _ - step -= 11 Q/ [; I, Q& ?+ d* R8 m
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
' E7 s; k, v6 r5 v - if sheet[$game_map.round_x(point_x - 1), point_y] == step! z: l9 |- G6 A# X/ B% n6 q v& @
- reversed_chase_path.push(6)% b' W) g# t8 W2 K: ?! A6 P
- point_x = $game_map.round_x(point_x - 1)
]6 @) I' p; U7 J9 ~ - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step# Q& Y6 m, W" E4 {: _
- reversed_chase_path.push(4)
1 f4 A$ N$ ^0 t: d% S E3 [& g - point_x = $game_map.round_x(point_x + 1)
& I3 R5 F) c5 u( E2 [ - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step$ b! A4 [* w' d. J6 Y) }2 K
- reversed_chase_path.push(8)5 r( r" ~- a& |2 w- O5 x
- point_y = $game_map.round_y(point_y + 1)" q/ d+ H8 E3 U4 D8 ^& j
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step5 t! V0 z. g L- V8 g6 r
- reversed_chase_path.push(2)
7 R4 a1 g3 V: E. f2 O. |6 H - point_y = $game_map.round_y(point_y - 1)
: `, w( a+ Y" T - end3 i ^; s9 j2 h- S4 f9 k
- else
8 X+ z2 U+ x& j# k - if sheet[point_x, $game_map.round_y(point_y + 1)] == step
1 K" u/ l6 `, [ - reversed_chase_path.push(8)9 {$ q1 T( ^" G' y- L
- point_y = $game_map.round_y(point_y + 1)
o2 P7 F, Y. h/ E7 Y V - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step5 Q( \ a" H7 Z0 B4 a
- reversed_chase_path.push(2)9 m/ F( }- y9 w# p( }0 k& }
- point_y = $game_map.round_y(point_y - 1)
- `$ v+ t1 h( B/ M5 U4 w* O - elsif sheet[$game_map.round_x(point_x - 1), point_y] == step! ~ c6 {( F* \4 r( v) Z1 A
- reversed_chase_path.push(6)
- i1 d! [3 T/ H" ^% s" k4 ~# {$ _ - point_x = $game_map.round_x(point_x - 1)
# F5 ~! S- z T" ` - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
) ^1 Y/ P0 K9 c' [ - reversed_chase_path.push(4)
z$ G2 H# o( [, h6 Z5 q( i - point_x = $game_map.round_x(point_x + 1)* g8 y8 i! f* z
- end/ n2 s9 }" D/ b* B
- end) `; M' t, F# x
- end #endOfForLoop 7 q( F8 t/ o: C
- @mouse_move_path = reversed_chase_path.reverse/ s" t* F( a( s: B
- end#airship
* J3 X* E4 {9 J$ U& [: | - #--------------------------------------------------------------------------0 w5 h( T0 o! n0 E8 a' t
- # ● 目标点无法抵达时的处理,用于各路径绘制方法内部: {2 D1 H; ?/ e7 z
- #--------------------------------------------------------------------------
' @) X* L3 M# ~9 K3 r - def not_reach_point2 y" D" V8 i" [; H
- $mouse_move_sign.direction = 4
8 G U7 D1 n0 m; K9 E9 N - dx = 0; dy = 0; dir = 08 w3 E0 s5 J' j5 s3 s
- if @moveto_x - x 0
" u; C4 z) r$ m - if @moveto_x - x $game_map.width - @moveto_x + x &&
" L$ Z( j5 a" V3 p$ L' L5 K7 M - $game_map.loop_vertical
; y+ ], ^' T* M9 o( d - dx = $game_map.width - @moveto_x + x; dir = 4/ }- n5 Y( n( P
- else
. W: S. @4 r. _1 c$ z; f - dx = @moveto_x - x; dir = 6
, {# V) I/ X3 B" G | - end
* B6 n/ q8 ?# S8 W. G0 @ - else
& N1 G* L3 L; @( m" m9 p - if x - @moveto_x $game_map.width - x + @moveto_x &&
$ n% ^1 x( M0 g. h - $game_map.loop_vertical* N: ]# U7 k. ~' f# y1 g0 w
- dx = $game_map.width - x + @moveto_x; dir = 6
6 q% J/ d& l% \ - else
4 A3 {9 F6 E0 U7 ?6 t% q - dx = x - @moveto_x; dir = 4# j* I: O7 E$ s! b0 F O7 a+ S( m& G* r
- end
: X/ ~7 C- o3 n3 [5 \% u' r/ F - end8 w! P$ \2 r# C0 Y+ t' H( v+ p$ h
- if @moveto_y - y 06 G# [$ Y2 n. x: O7 B9 |6 C5 ^
- if @moveto_y - y $game_map.height - @moveto_y + y &&3 _4 P) I) w! P8 M |5 c
- $game_map.loop_horizontal
: U+ Q: `( Q ^1 o - dy = $game_map.height - @moveto_y + y6 }% |- l7 p" |. ~$ B: b5 E- ~
- dir = 8 if dy dx' ]9 _# V5 o1 i3 \0 r
- else( A4 H% x, i2 j- M5 U6 u6 @
- dy = @moveto_y - y
& u* J) B: {. Y* M/ _' S - dir = 2 if dy dx
4 y3 s! f& Y4 S: L" S+ ` x9 ^ - end8 d j4 S' s B( e4 F+ M2 E, G
- else
$ t0 |# M6 U% E$ n; _$ T - if y - @moveto_y $game_map.height - y + @moveto_y &&
' @7 U- L) m+ \; Z3 |- y$ W - $game_map.loop_horizontal0 s# {* Y- H7 \% U4 W; h
- dy = $game_map.height - y + @moveto_y
7 {, r& e/ O Q! h# c ~ - dir = 2 if dy dx
. F8 f" _! N5 f6 g& [ - else' x; |: o6 O9 P7 k3 l& i# K
- dy = y - @moveto_y9 x, [% ?" d) \) W
- dir = 8 if dy dx0 g2 O) R. U( A2 b. X
- end6 |' L6 y0 b7 L7 c
- end
3 K* P7 M6 T+ j - @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件- n3 R ?4 `6 ?) B) y4 t
- end
5 T! x4 J* J! B& f6 O - #--------------------------------------------------------------------------
! ^' I2 r" a) ~4 H- R - # ● 判断目标点是否能抵达、登陆,用于船只路径绘制' w1 w. f; y7 e) N8 {
- #--------------------------------------------------------------------------
1 v# Y9 Z0 T @2 M - def landable(x, y, path)( X0 r r" K/ I* Q9 y
- case @vehicle_type8 Y& Q4 h* p5 i: ~( |. K( v( R. ^
- when ship; return $game_map.ship_passable(x, y) - j K0 Z' ?: F7 s; h* g
- $game_map.passable(x, y, 10 - path[-1])! s6 ?8 X* [5 `3 }" E( i( z
- when boat; return $game_map.boat_passable(x, y) $ b! i3 H, I1 Y$ u
- $game_map.passable(x, y, 10 - path[-1])
& k1 q- q: T4 `/ L3 S( U: O - end1 W2 v9 }( h# m5 x6 \/ D
- end e g _7 P% c0 S
- end$ U+ B( O9 n' S0 z) x
- ' ?( D. k0 b! o9 e
- #==============================================================================
. V6 c1 }. z* k" W+ E - # ■ Game_Map- g# z9 K0 F# C/ L7 G" J
- #------------------------------------------------------------------------------
% b$ ^+ V) a* f/ Y - # 管理地图的类。拥有卷动地图以及判断通行度的功能。. d4 H+ ~2 R. P. n
- # 本类的实例请参考 $game_map 。
; _, i% s9 F9 t+ v2 Y& h, t - #==============================================================================1 K6 F' P+ G/ c0 z' J
- class Game_Map
! g/ i' x7 `" K4 t; }1 h+ c - #--------------------------------------------------------------------------
: }0 [; ]" ?2 { - # ● 定义实例变量 `7 I" Y2 j6 y, H9 W: [. j1 p
- #--------------------------------------------------------------------------/ N" d9 V) W* v9 l1 {" R5 M6 S7 l
- attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据 k4 _" ^0 \( p3 h# B
- attr_reader mouse_map_y # 同上- C' `! `0 M" B5 o' E& q: [
- #--------------------------------------------------------------------------
6 G# i* `8 q3 s5 m- }3 o - # ● 初始化对象
1 p$ ?% @) o: t - #--------------------------------------------------------------------------
2 i0 s ^, `6 W ~/ T+ q - alias sion_mouse_initialize initialize
0 Y9 B& Y7 H( B" Q( h, s7 J - def initialize
' ?3 d: x( D( p5 F: O$ g - sion_mouse_initialize% h2 _) N1 y/ w: R0 P, I
- creat_move_sign ###8 ?* l$ l; z+ {: F* q9 x
- set_constants/ A( E( S- `5 s+ q8 o8 q
- end# ^8 s6 [+ e* L
- #--------------------------------------------------------------------------+ B9 o6 ^6 X6 C" {: G7 `
- # ● 更新画面 x+ F5 s3 o4 X
- # main 事件解释器更新的标志
D+ F) m+ F* H& V. `$ E - #--------------------------------------------------------------------------: I* D6 h X, R/ P5 [1 C
- alias sion_mouse_update update% S) ?9 L/ [/ G' e
- def update(main = false)0 x. {) t; g& }: a: A f2 ^$ Z
- sion_mouse_update(main)- G$ `$ `; A! Q' @9 V
- update_move_sign
! m1 T) J+ e0 |( K - end
1 ^' N( m8 S% o7 ^* m - #--------------------------------------------------------------------------
( \" V. R. `' R' O - # ● 创建显示路径点的事件
* ?/ w4 y2 q" q s" J" o - #--------------------------------------------------------------------------
+ N6 K+ a$ K+ b+ i; P - def creat_move_sign7 \. t" e% X% X- X1 o# c) N+ F" U1 B
- $mouse_move_sign = Move_Sign.new8 W# w# u; w8 I$ Y* z- h \
- end5 U; D8 O" ~+ }7 Y5 r2 r
- #--------------------------------------------------------------------------+ v" i7 {: c- u) |; s. k
- # ● 更新显示路径点的事件
2 v' Q' W, C- ?7 ~ y# s - #--------------------------------------------------------------------------) _' V/ S/ X9 a# z. A5 _9 x% ~0 W y J
- def set_constants7 J U4 v) G* r: Y6 r" B, V9 T, C
- @mouse_pos_setted = true' G& H2 n7 E. [0 d0 y' X' I
- @set_pos_prepared = false- t# L3 h: v6 H' e
- @mouse_old_x = 0
/ e C* B! [- L - @mouse_old_y = 0; I' ]7 e6 F9 n: w
- end
2 [% P; Y* R9 L2 z) v - #--------------------------------------------------------------------------
: |) Z7 D( m' e+ Y5 h - # ● 更新显示路径点的事件% D8 c z+ V. n0 ]% `' z
- #--------------------------------------------------------------------------: i& f2 _% `. R& _8 {% z
- def update_move_sign
0 \+ ~ V8 [4 _/ a - $mouse_move_sign.update% p# r+ V2 u; Z" N7 P' r
- end8 ?$ C; P# v- N# k* U* R1 M
- #--------------------------------------------------------------------------
; v8 r# L7 `8 ?& t* ], t - # ● 获取鼠标位于的地图块的x、y坐标1 K2 W& ]7 z8 A
- #--------------------------------------------------------------------------
6 v+ _6 P% Z7 ^# \8 i) m - def get_mouse_map_xy
8 l& f0 g# _" C p - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y8 `$ u v2 g3 g( ~4 M9 \8 x# b
- @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)
@! h3 @7 F, U K v" r - @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)! m% }) |. f7 T* i* Q! b- D
- end& b5 x# q( Q1 \3 B# A: W* ]& ?5 O W
- #--------------------------------------------------------------------------
6 J; z& D5 H! \" G - # ● 返回地图画面时重设鼠标坐标6 J! f% k; ^% k( H6 e- }; c
- #-------------------------------------------------------------------------- ~+ D. ^; Z; V" x, W
- def reset_mouse_pos+ E# @6 v8 X: q" H5 m$ C3 e
- return if @mouse_pos_setted
: {; ^+ R; c3 T; ~: A - Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y), }' w% t/ X- O3 k
- @mouse_pos_setted = true
: {! P9 I9 }- ?/ P+ h - @set_pos_prepared = false
7 w8 q8 D/ a; g" `$ N) ^ - end9 y( x; P/ f" T! R$ }$ k
- #--------------------------------------------------------------------------
' |7 ? I. b; u1 J* {8 u7 G7 } - # ● 重设鼠标的坐标9 G0 \! z! K1 ~/ z* y' b
- #--------------------------------------------------------------------------
+ U1 a( X# i5 l! p - def prepare_reset_mouse_pos
2 {4 ?& s# f; h+ @& k6 y# ?7 r - return if @set_pos_prepared8 ]; H; k4 A$ } X" p
- @mouse_pos_setted = false
- y6 _1 a8 O. `% Y% C: C1 z - @mouse_old_x = Mouse.mouse_x
, q% _* R/ h; {1 {! h - @mouse_old_y = Mouse.mouse_y
. }7 x: B7 a5 V3 q0 b. [ - @set_pos_prepared = true! [+ x2 q- ]' O: w$ j3 T
- end
3 }. n- B! _) x% b3 B - end
4 H" o$ A" W7 Y. {
2 k' ^- y1 }4 ~' W/ h- #==============================================================================
5 I4 v1 C' ]4 L! h+ w; g/ N - # ■ Spriteset_Map
P$ t2 C7 W. j _9 ` - #------------------------------------------------------------------------------, K' {# ]9 @' a7 E
- # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。6 d" y* w$ B; b" P& {6 F
- #==============================================================================+ t) I7 w6 N+ E, n3 s p( ?
- class Spriteset_Map+ C0 {6 J( Q0 W U# c/ l
- #--------------------------------------------------------------------------- q2 y [' e/ v* R0 B" I" {
- # ● 生成路径点精灵
8 E) c+ f+ c0 T6 K( s - #--------------------------------------------------------------------------7 z: i: }& e8 ]* d/ r# @- G7 M
- alias sion_mouse_create_characters create_characters/ d. E' W+ ?/ n3 a: w9 t$ P
- def create_characters
7 x$ t Y& \1 M5 J - sion_mouse_create_characters
0 U' d1 C6 c, D, s - @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))* `& y3 w+ u' }/ f" u8 S* l
- end
* {7 I& p0 q( `: d - end
1 S( a* Y7 V* J6 A - 2 F: J4 {$ N5 j& I, P
- #==============================================================================3 ]1 s( K( w, ?" y0 B+ ~; Z7 d
- # ■ Scene_Map' d3 x2 H S0 e, {+ M/ S
- #------------------------------------------------------------------------------; S m9 J! c2 ]; s4 x
- # 地图画面
! {7 s5 _; _! `! K; t7 I - #==============================================================================
7 a* W0 P# k A9 _# b: M8 O7 @ - class Scene_Map Scene_Base2 b2 x; X. w [! x: y/ @6 B
- #--------------------------------------------------------------------------
, b; }# f7 D0 A1 J - # ● 画面更新
( _& n" C9 s7 m# a - #--------------------------------------------------------------------------
$ I$ v+ m3 v: n4 y. e: `% w - alias sion_mouse_update_scene update_scene
2 w' _; ~: g/ k/ }! Q4 u' G- ~ - def update_scene
. K5 s+ s+ Y" ~* B8 P - sion_mouse_update_scene& [# F6 ~ G' {: M
- update_mouse_action unless scene_changing2 P; S2 |* Q. ]! m4 P( y
- end
: g8 ^( ^7 x/ g* L; I - #--------------------------------------------------------------------------
2 Y- O- C! _7 G9 u8 X, h1 |" W - # ● 场所移动前的处理
, X* z2 I0 ^3 D - #--------------------------------------------------------------------------8 l. c/ W# m3 Q a/ q1 j
- alias sion_mouse_pre_transfer pre_transfer6 l; g: B6 H: |$ k2 b
- def pre_transfer9 F7 L( Y, g# Y1 r9 K1 n
- $game_player.reset_move_path4 P7 D x+ b' j( E5 W
- sion_mouse_pre_transfer% F& n% H5 J# p9 A! M1 _
- end
- ] x9 m( Z2 W8 | - #--------------------------------------------------------------------------9 j3 ~$ m, [$ F* f) Q* ~
- # ● 监听鼠标左键的按下
0 G# |0 N4 U9 g i - #--------------------------------------------------------------------------
% ]# c! s" g; e! k8 u+ x3 L - def update_mouse_action( l; l0 B3 C5 K* x8 F& o% H6 P
- $game_player.left_button_action if Mouse.press(0x01): i% l; C# N9 G) K
- end9 g. m% h: t6 ?: s) @4 L4 @- Z( t
- end! {$ s* e& R7 q: k' B
- : |) t: l0 C9 i; `9 S1 {* n+ n+ I
- #==============================================================================3 L% V. T# B3 J5 e: K& e, E
- # ■ Scene_File
6 Y2 v0 Z0 S! q6 o - #------------------------------------------------------------------------------
" |5 W- K) D1 c* l. u3 @ - # 存档画面和读档画面共同的父类. V' j* O9 G1 e1 c+ Z! d( _
- #==============================================================================
( G$ t* m9 I7 Y0 g8 Z1 p - class Scene_File Scene_MenuBase
8 f6 j" j! e5 H - #--------------------------------------------------------------------------$ \% e2 J; |+ V/ v6 y
- # ● 开始处理
, t& Y8 _" a$ j. y7 y9 a - #--------------------------------------------------------------------------' |4 R9 f* b j! O( X% p
- alias sion_mouse_start start
$ A* i( B. `$ V+ r/ @3 G. q - def start
8 w) F% x( D% Q) c - sion_mouse_start
. A# }) }( J9 `. g; C - @move_state = 0
3 c0 o1 y1 n) r! Q" j. r7 K+ Q0 z' i( s - set_mouse_pos8 w! ]& z2 j3 @9 N0 x. w. @3 a* p+ `
- end/ b. n F2 W, W9 V! q
- #--------------------------------------------------------------------------
' o) K9 ~, K8 w, f! j2 H - # ● 更新画面0 F+ x: A& u k( r
- #--------------------------------------------------------------------------
7 I, C3 b) u1 V0 x, |: y - alias sion_mouse_update update
8 h+ ?# W% C( H/ h& \4 y - def update6 X* e, [9 P1 }3 `# C& `
- sion_mouse_update0 C! w/ D: O3 F1 [% s/ j
- Input.dir4.zero set_cursor set_mouse_pos
4 I! Q7 Z% G O6 f9 M0 `8 P - end
. z6 \3 u, {( q5 m( E8 p* w7 d - #--------------------------------------------------------------------------
; G& |* |$ P9 s |: t( k% i - # ● 更新光标
: l+ n( S4 q# J' h+ z - #--------------------------------------------------------------------------& a: c6 t. I! l5 W+ ?- M# s
- def set_cursor# n' V: E9 j* F" F" X( N& S
- @move_state += 1; Z" z& t% {) `# v: x1 b
- last_index = @index
\7 e- j" ]) W5 ^/ s* I" A0 C: g - if mouse_which_window == -2( |* h% k1 a. k# o2 D$ H: v
- if (@move_state - 1) % 6 == 0
4 S7 X3 @8 Z# E2 v( F$ N - @index = (@index + 1) % item_max if @index item_max - 12 {3 B+ a2 G- c1 q- U
- end7 ]( f5 Y$ h+ r$ N; r. f6 }( a
- elsif mouse_which_window == -1
, c5 e9 P% l$ ?6 O/ C: F# q; i - if (@move_state - 1) % 6 == 0- q) ]4 c3 ~1 _0 d; R" `: M
- @index = (@index - 1 + item_max) % item_max if @index 0
! \# R# y/ r T" b7 E) x - end
1 [; p9 Q0 r0 \# p - else
8 v. v8 [3 l5 F# I5 [5 V2 ~ - @move_state = 0* d% m+ y$ y& ~) r9 n) E
- @index = top_index + mouse_which_window- h+ ?! |) R) r) {
- end
0 U" D: o+ z* O, U - ensure_cursor_visible/ Q/ L" Y: d' W
- if @index != last_index" {% w0 |$ f% v9 s5 k: W
- @savefile_windows[last_index].selected = false
5 K& W( ?: a# C+ _( U5 S - @savefile_windows[@index].selected = true" w) f* F- S) R7 a4 ^+ d* u
- end' V& Q# A) j& d( u5 i( w
- end
3 ]$ a8 R& L" I# ^ - #--------------------------------------------------------------------------
3 |$ u) ~1 F+ q/ o' D! w3 x$ a - # ● 判断鼠标位于哪个窗口
7 h, W' k* j4 S( \0 F w - #--------------------------------------------------------------------------
! h( S3 r r* _7 m s3 O - def mouse_which_window
. [$ V- r' Q! c' X. e - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
) X( I) V/ p% H! R$ I( Y; o - if mouse_y @help_window.height + 140 y9 M1 M8 O! ^! E: u
- mouse_row = -1) J P1 M$ T# X8 j4 `" Z! p2 R
- elsif mouse_y Graphics.height - 14; ]! I! p9 D/ N8 Q+ l% Q. r
- mouse_row = -2
' W. C8 }. s* O" n2 P b - else p' G ?; N: G+ T6 Q2 L3 b4 Y
- mouse_row = 4 (mouse_y - @help_window.height)
+ a7 H7 B( A8 e) h/ t' m - (Graphics.height - @help_window.height)
1 {. a+ J6 @: [ - end
2 F6 i0 N2 ]2 ~8 t! V. ` - return mouse_row
8 k2 {+ f# i8 }' D/ e - end
p/ s1 E2 M; f( S9 t - #--------------------------------------------------------------------------# i. [! ~- X& E) w& z+ r
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
( c5 q& |+ A6 c5 q - #--------------------------------------------------------------------------! f5 _5 h, w6 ]9 I1 K
- def set_mouse_pos: y: T6 n5 ^ K' l0 O
- new_x = 40
1 Z/ w/ ?8 p: W& @( y - new_y = @help_window.height + savefile_height (@index - top_index) + 24
+ \. [3 z3 }/ }5 c$ Y - Mouse.set_mouse_pos(new_x, new_y)* P3 O* x8 @, m" H$ Q2 t" q% ^
- end8 V4 G2 d5 |( P& h
- end* f: f0 o) J0 K
- : o5 [: l; f2 z, k- G+ c i
- #==============================================================================. X) S9 E6 A9 i4 H# v/ H* ]0 \
- # ■ Game_Event$ L7 f$ h1 h- F, r, }! x
- #------------------------------------------------------------------------------
/ i+ [/ o. k. C- d4 C/ u - # 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。7 t/ y& k+ Z2 m) y
- # 在 Game_Map 类的内部使用。" r. p7 L- k5 E. @8 L2 K
- #==============================================================================" c4 _7 s# Y- X D
- class Game_Event Game_Character v0 S- U/ }" n: T& r0 i6 v
- #--------------------------------------------------------------------------7 C5 I* `9 r$ ~
- # ● 事件启动
" y& x8 J; y2 {& p" ~: m - #--------------------------------------------------------------------------$ J& f3 S/ z: e# |& g0 L+ l! a' h
- alias sion_mouse_start start. F. ^. l" F4 C5 o9 l# @) `
- def start6 Z- n; y! g0 k; F ^# n, V
- return if mouse_start && !Mouse.press(0x01)
+ z; |- M5 d5 B7 Z - sion_mouse_start/ h8 L8 f1 v6 ~( n8 t
- end
. s1 i- W' C7 a, W - #--------------------------------------------------------------------------0 k/ s2 C) i# E) ~% \- ]
- # ● 判断事件是否由鼠标启动! F! C& a$ \$ x C# S/ \
- #--------------------------------------------------------------------------1 p6 H b q3 T9 f k
- def mouse_start5 t) j$ j Y# Z/ Y" w
- return false if empty& N$ |* w4 Q) v% K4 N8 s4 @2 \
- @list.each do index
. h: c1 i2 Z. v. ]' ? - return true if (index.code == 108 index.code == 408) &&( w+ f, S+ o2 b8 t& {# ?" t
- index.parameters[0].include('鼠标启动')( }- z- w% S2 Z& n4 S" R
- end9 k( z; e, ]& O1 Y2 _
- return false
0 x; ~: F. L& l6 t( k( X: v, L$ D - end
9 e& q7 q' t5 S5 g! i - end; Y5 y- E. v8 h
- 7 q/ r% y0 h2 H' u/ v8 L
- ####泥煤的height7 {' W- j: j9 o
- # @height = height/ H8 L6 F: X9 F+ R4 N8 X
- D1 O. |; n9 ]. g6 g$ M1 E- class Area_Response! U& Q$ @( k6 \' c3 ~3 q
- attr_accessor type
2 t) N7 t" B" X/ c! r - attr_reader ox
1 [5 i4 J3 x7 \0 _2 J4 f( I( J# w - attr_reader oy g' i( I9 s( Y: _+ \1 J' l
- attr_reader width
4 L; y. `6 c1 m7 g% L) I! ^ - attr_reader height
9 d8 w( u' T: F& n0 g5 k - attr_reader switch_id
% B: K: f3 p q - def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)
4 j4 w& p' T; Z7 |/ D - @type = type V/ h9 o3 A/ Z! X; b- ]
- @ox = ox
4 S6 R6 I1 K# D* u; ? - @oy = oy
' T% u( G# J) m1 N2 D$ o5 f - @width = width
- e8 j: c! M" m. i# J0 {% u - @height = height
( D8 p, |: z7 Y - @switch_id = switch_id+ q( v2 U: q0 s# v! _; f! O
- end) s E- B+ l. Y! S$ W
- end3 C& b& u, a* R! |
8 ~. X1 B4 }0 ^9 V7 i8 w( k- $area_responses = []; r) F0 M# D: X9 V* [2 L
/ B8 s/ S) {. B' @1 _+ ^5 _- class Scene_Map) s/ _# T8 h8 k! r3 O2 {: x' p
- alias update_mouse_2013421 update_mouse_action
% k) {1 @2 E* x4 ~ - def update_mouse_action7 T2 ]: x i% t) L7 b3 k; t! x6 w
- update_area_response! [6 d: Y8 R" z1 s. P# \
- update_mouse_2013421+ n- M4 i( y) i/ V/ Z! j. V
- end% d: u% f1 W: H/ I; V6 e0 T( Y( d* a: C
- def update_area_response
* [3 ^. j! H% m$ u - responses = $area_responses
) s" M" s' |" j& P* r - responses.each {response
5 E ~; P6 @& F - ox = response.ox" T0 h% c; R8 j4 f
- oy = response.oy/ q' O) A& [ J8 O" B9 Q) \2 h
- width = response.width3 J( \( R: K9 P9 _0 Y7 x7 m3 |
- height = response.height, ^6 u- v- B$ `+ a- s2 k
- switch_id = response.switch_id
, h8 q5 g( s( G% ?, m - case response.type
( }9 Q" y1 ~, {) k3 j - when 0 _6 [! B; P6 |6 ^
- if mouse_in_area(ox, oy, width, height)! }! @1 H6 I4 w, Y! ]* K
- $game_switches[switch_id] = true
( |0 _& O3 S" ?2 V: n- ]1 e& e0 S - $area_responses.delete(response)
* t$ T3 E; Y6 o0 d8 ~- I% E- \ - end
6 r( G- m1 f; w5 E d5 F9 S' A - when 16 j/ G4 [3 L% Q. t$ R5 K; z
- if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)
$ p& m2 u3 r% f) p - $game_switches[switch_id] = true! o+ Z1 l% E2 `3 k+ z* k- J* s
- $area_responses.delete(response)
' x* q& S1 ^4 X4 n, a L2 n - end5 z, ? W1 Z+ Y: E2 N. F0 ?
- when 2' D: O+ Q. J, w+ F, M* V; [& h% F
- if mouse_in_area(ox, oy, width, height); ]( j( A' l& w. p
- $game_switches[switch_id] = true" \1 x. K* o6 ~
- else
' y. W. l! {+ C - $game_switches[switch_id] = false
6 g0 b1 A, c5 R8 d9 c9 C - end# ]! i H- m* S# I! [$ \" m; z
- when 3
+ H- l4 p9 P; N0 q) T - if mouse_in_area((ox - $game_map.display_x) 32 ,0 s# I, s) J }* P& w
- (oy - $game_map.display_y) 32, width, height)# b9 Y. f( s8 T, O7 l
- $game_map.events_xy(ox, oy).each {event
5 O1 a1 \/ Q4 L/ p0 ]; M7 W - event.start& b' F2 v4 H. W
- $area_responses.delete(response)
) _* K% P) X" R: ?6 Q - return
, m4 U0 M$ h# z - } 7 r( H1 B, E' L- M; F% A1 h. `+ A* k
- end; N6 w1 @6 B$ d/ V9 O( T2 K" d
- when 4
7 d! ]+ b" _9 T { - if mouse_in_area((ox - $game_map.display_x) 32,
3 L! F" A, T6 m- Q0 {% K" r - (oy - $game_map.display_y) 32, width, height)
/ G$ o" i# l: r7 F# H) N$ h - $game_map.events_xy(ox, oy).each {event2 Q: _( x3 Y6 w' t: G% G, `
- event.start
4 A9 F/ h: y7 m0 R - return0 u& R- k0 P( j! B9 k+ \( t
- } : b; {8 H ?+ d3 r( q
- end* d, J% y& P7 R/ p1 L8 _8 v% T/ B5 M
- end
7 C( o4 G: \4 ~/ q - }
# s* a' u; E0 }2 u! E - end6 ~2 k8 p. g. a( ?; I( ~
- def mouse_in_area(ox, oy, width, height)
) c& t5 v& x# ^" D9 w - Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&0 i( J; Y* f H0 d
- Mouse.mouse_y = oy && Mouse.mouse_y = oy + height0 f& \: J) }7 ~4 r
- end
4 n# {- c. Z( k$ Q8 Q - end
* u7 f7 o9 F+ L/ `: O - class Game_Interpreter
( C! O# G8 m. g7 F! W$ I - def area_response(arg)
1 t) j, t* D% X$ W; r4 I - $area_responses.push(Area_Response.new(arg))( I" Q, s6 q1 \+ D7 E% ~' A
- end
/ ?! h. n* \& y( c2 U( `- k - end
# o1 S0 T. A0 k# d# x: m
复制代码 |
|