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純屬給LBQ腳本:- =begin #=======================================================================
; C0 r& S2 E# I: } @
1 e6 g/ k+ {* Z: k# f4 U8 H8 K- Sion Mouse System v1.3e
& j, D0 l* g$ E* v+ N9 j: @$ _2 T -
' @, `# O1 Q, K( V9 O - Changlog, Y9 H" d5 a1 W4 P/ x
- $ P" ~) {# _ R8 G8 ]) J5 Q Z1 p
- 2013.4.21 v1.3f) W5 ^# g! j6 v# |- U
- 6 Z$ |: ^/ j4 k% n% q* X0 H% R
- 1.3f 卷动地图 bug 修正9 W! c h0 K$ i8 g- X
- ( ?" x) ]5 w4 G
- 1.3e 逻辑优化;提供解除鼠标固定的接口9 w3 c) G# T9 L. \: J" C2 {& y
- 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内
6 E: x* B" j% ?$ i, ^ - Mouse.unlock_mouse_in_screen 解除锁定2 d+ b7 k8 Q7 e, ?+ U# j$ O
4 [8 l C) W( k3 L- 1.3f bug修正
- m! O2 N c+ w4 i. a -
6 L$ A' s& x& W9 | - 1.3d 常数设置增加:Menu_Set_Pos,用来设置打开菜单时鼠标是否移动到光标处以及
# H! t) m9 E) }- D0 V9 J) k - 关闭菜单时,鼠标是否移动到原来的位置。4 L9 D: R3 A$ M2 a% Q8 Z
- : G% c; C: x; C
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处3 I5 _* @& N! j1 A; y( N
- + C: h3 B( V2 g, D
- 1.3b 修正一些罕见的bug;3 `2 l9 f+ w9 L
9 O7 l$ c" x5 ~+ A! n2 h) `- 1.3a 代码小修改; y& ]- E- s7 z% \# `
- 加入了鼠标点击启动事件的功能,- i% `* Y& J1 g+ {9 y
- 在事件中加入“注释”: 鼠标启动 ,
y/ R6 Y# a, y7 V - 该事件将无法用其它方式启动,只能用鼠标左键点击启动。
: G' I/ U" ]" q - ; n! `5 @; t* a+ [+ f- I+ H. {
- 2013.2.12 v1.2/ [6 G0 t* P/ ^5 a& @9 Z1 R+ A0 Y
- / C* W @4 {8 J$ X1 m( N
- 寻路逻辑优化;
% X0 f; B L8 B+ q: f k0 F _ - 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;% ~; P9 S5 f% K5 h. @7 B' R
- 现在支持用鼠标来操作载具了。5 v0 y4 P0 i2 t# V9 U
- . S' A4 g9 o! ?( t; d
- 2013.2.8 v1.1
4 b( F9 K3 s0 S- D2 [$ A6 H# B+ ?. `4 b - ( \+ ^9 ]; M. U! [
- 优化了事件判断,现在可以方便地启动柜台后面的事件;
. X% R/ p3 w1 f; B1 }& B, v& g - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;' G, U' A) j9 d+ p% z
- 移动时,路径指示点的绘制更加稳定;/ w+ H- w! s+ f& l$ c& e
- 现在支持默认存档画面的鼠标操作了。
4 y; |/ B I3 O8 m& U - 7 d1 N v3 `4 S' N
- : D1 j" e1 B4 g. W0 F, J" r
- OrigenVersion; x. R+ X: N# F0 ]
- 9 u: w9 F& `6 X+ |: h$ B" L. E
- 2013.2.7 v1.0
8 m7 o/ b% G8 J6 S Z7 s
. N4 V6 u4 |% E2 Y' C6 J- 主要功能! g* l2 T) l1 ]* H
! W( X9 h# y3 E3 F- B- 使用鼠标进行各种操作...! S0 S' Q5 o6 E& F4 J/ \: p/ _
- 将鼠标锁定在游戏窗口内* q+ n6 F0 v# J+ i
- 自动寻路,按住 D 键可以扩大寻路的范围
( ?3 s4 T* ~: N3 r6 T! d& B. | - 双击鼠标进行冲刺' S) K8 b1 P1 ^. j t
- 更改地图卷动方式以适应鼠标移动
1 \/ a7 Q" C2 ?. l - 变量输入框改良. N+ F2 |2 E3 U! U5 z O
- ! N! g4 _' g% L, D- O0 s
- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹7 e+ c1 ?/ f( M% L3 c! W6 C2 Y- Z0 J
: {- {. H0 X8 o! K6 D, L- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹 ~8 h# @7 ?' P& { F4 \& s$ ]
9 N7 _+ ?- Y# Y& x; t' b- ★ 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
; l4 i6 w. c8 T
" V# j) h, C+ f! o: T& Z8 e* g" e- / c2 _2 v2 i4 M; D; @* M7 t
- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★, X3 b% Z1 u. i0 S$ s
% a. E7 h9 {/ m( b' T, `
( `2 V4 h) [) u+ N; e' Y- D- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示3 L0 Y) Z2 B( g; x3 z0 L2 h
- $ b! e$ @* W4 x& ]/ I
- #==============================================================================
5 `, W% ]. [& M9 V* n# } - # ■ 常数设置 , H- @* H7 I J2 W- y' X+ F p4 s
- #==============================================================================! O" m3 B' F8 x$ r
- module KsOfSion8 S' p1 J# S. T5 e( D3 d3 D! m
- Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false$ M7 ?5 _4 E- W' F$ N7 X, J; X
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑
. j3 E, ~ p4 v3 F - New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false
4 Z8 A, x, x& J - 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
7 Y1 o% @# N' Z8 O+ b2 O - Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处
. R) B( C: L# h3 J9 w7 L6 u, L: z9 {4 w - Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧
, M2 v, c4 d! Z - # “30” 是默认显示格子数 长(17) + 宽(13)
- y4 O3 S7 C& A - Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键
l* v% {3 ?" c! u7 I - # RM几个内置的空键位 (X = A)(Y = S)(Z = D)3 ]% I$ q! y0 L. G2 t6 ?& T8 N
- end; O" p$ `$ v5 p
- " V" K, p6 M% G4 m
- #==============================================================================& k' ]& v- g# K; X& O
- # ■ 用来显示路径点的类5 u' _8 M2 C& Z1 c' p% w: l* A
- #==============================================================================" h3 X: `# P" }2 u0 s
- class Move_Sign Game_Character
4 n/ Z) b% O0 C' w - #--------------------------------------------------------------------------* u' `# k& N/ I: k, j7 s, o
- # ● 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
) d0 d- e1 I8 {4 u- g - #--------------------------------------------------------------------------
- W6 Z5 ]: G, C T - def init_public_members) R; Z c6 a1 s1 Q- h- n
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹7 S- K5 x0 E# G8 j& [
- @character_index = 0 # ★ 图片索引。$开头的行走图设为0
+ L* [% N2 E& l# y& Y - @move_speed = 5 # ★ 踏步速度' K+ b1 i4 X" e/ g, m
- @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)
5 P; i0 @4 R; B2 j8 b$ {& N3 A! C - [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度
1 M. |$ }( p% c8 H7 h7 a - @blend_type = 0 # ★ 图片合成方式,默认为0(正常)
9 |1 i- r+ o4 f9 P6 ~ - @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列; e* d$ K2 I6 g5 I
- @priority_type = 1 # ★ 优先级(默认与人物同级:1)# g0 d+ @8 q Q1 L- S
H1 ^; Z) k! R
, K0 J7 f h7 f) H- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★; m* H( p8 n& n; I
- 1 \' B- Z1 i& j) u2 k# T
- . R9 f6 C3 H5 h# {/ N- N7 G
- # 如果 $Arrow.png 不在对应的文件夹内,弹出提示,并使用游戏一张内置的行走图
( S4 R: b3 F$ m7 e - unless File.exist('GraphicsCharacters' + @character_name + '.png')
3 i- R/ J5 M: ]% p( \6 I
8 ]9 ^, T5 I+ z2 z- if $no_arrowpic_warn ?/ X7 d( r# `4 s5 b0 w
- MouseShow_Cursor.call(1)2 d* y3 S+ J; A6 b5 u3 K2 c
- msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png
4 m3 G8 I8 y, p; T
: j$ J2 y7 i# P5 {# U4 j- “路径指示点”将使用游戏自带图片
$ @ E3 d5 \" @
, U% q: O4 J4 G& v- 该提示可以在脚本内关闭')
7 e" }6 j$ l [: U: w5 a- W$ _ - MouseShow_Cursor.call(0)) o- `6 `) A. I+ Q: ^. n
- $no_arrowpic_warn = false( d" h M, u$ }6 K
- end, T# l7 T# r8 v
- @character_name = '!Flame'2 y$ N5 n. C! u2 Z
- @character_index = 67 d' o9 W' V3 G+ w" `
- r6 c# T1 s6 ?1 t/ ^% J- end7 G- ~7 G# T+ N. M6 O0 r* m7 E
- @direction_fix = false # 固定朝向
8 |, z3 a/ ]/ | - @move_frequency = 6 # 移动频率
% R& m! K' Q d - @walk_anime = true # 步行动画
* P7 w8 P, B( U# n3 r - @pattern = 1 # 图案
5 r( J* [# [5 H0 s: |$ K4 t8 a* R' L. ` - @through = true # 穿透
4 X `( A' y7 e5 y* Q - @bush_depth = 0 # 草木深度
( U/ k/ b3 ]* e% H" s' o - @animation_id = 0 # 动画 ID
) _# i1 _; c* O) ]* X - @balloon_id = 0 # 心情 ID$ B& d z( i, I# M) Z2 D8 f
- @transparent = true # 透明, ^ \" x, _: c! r' r
- @id = 0
1 f' B0 [5 |7 Z# `% t' ^ - @x = 0
`6 f0 C8 g- _+ k" h! D( i' G6 T - @y = 0! Q4 Y. `2 t: W4 ]6 |( v
- @real_x = 0
5 i' `! k X3 G* _: G3 y" } - @real_y = 0
9 g5 v* J: M3 \4 Y0 L: _5 F( ~ - @tile_id = 0
$ z8 a' \& Q( h& N; L$ v - end% y$ I3 x, d5 r) x( z
- #--------------------------------------------------------------------------0 z) t; t9 M2 z; F( R: T: w8 d
- # ● 定义实例变量
9 l$ {- o$ ]2 O& M& N - #--------------------------------------------------------------------------
0 s' `) ^0 h7 p7 y5 U+ }- ^ - attr_accessor direction: s4 z4 P$ B4 [: A2 l
- end
; r! B1 i5 ~8 m" F2 a; X - & K) w1 t$ q: {
- #==============================================================================& O. C& B! b& ^
- # ■ Module Mouse
* Y1 U7 U7 s9 B. L9 e% G/ R9 ?6 g2 d9 m - #==============================================================================
; k( {0 {& [8 i0 h. K/ J - module Mouse
5 m0 C4 Y$ X# S5 C& y* Z - #--------------------------------------------------------------------------' {9 s$ I: m1 G0 ?
- # ● API4 Y: c( ^4 `% y' w, G
- #--------------------------------------------------------------------------' J7 k" I1 w% C" a! J. D( `
- Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
+ I+ K8 ~2 {3 W. t6 U. D - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
1 L- F X4 `' F - Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')
' B5 }. |( \: }9 Y4 }. C - Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')
# A( k: Y8 F, ~6 J* W3 R - Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')
2 [% J+ j' g' `) e# O" M - Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')& I2 k, }6 K# R% n5 z# {% c" U$ r
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')5 P8 U: A4 D% l, o8 R9 H
- Window_Hwnd = Get_Active_Window.call- U6 t3 K8 w& a8 T* H v/ P% ?8 C" t8 Z
- ' Z3 t. f% s) T, E$ |
- class self; x- W" f! W8 S2 t; n) }# b
- #--------------------------------------------------------------------------. a3 K; b8 M& F* O$ G1 h# W
- # ● 初始化
# o+ W) N: C. R' R2 E5 g - #--------------------------------------------------------------------------
+ [& [! D2 ^' S" |+ |7 O - def init
6 U( u3 L# ]6 [2 \ - lock_mouse_in_screen if KsOfSionClip_Cursor5 F8 h) x! P) Q( @
- @left_state = 0
; R' L: m8 M3 w3 B P* U - @right_state = 0
9 \; ]# Q) ]! A2 G" ~ - @ck_count = 0 # 帧数计,单击以后从0开始
, \4 c/ \/ m. |% K; i. ` - @dk_count = 0 # 用于双击的判定
, [# F# A/ ~' I1 T3 e - @clicked = false
* v0 ~! S' V: Q2 T! R# K* i: [ - creat_mouse_sprite
6 E5 ? j: k1 @/ \8 W! R - update! @, }. Z* P7 \) F9 e. y
- end
3 ]) Z( w. I0 i" j - #--------------------------------------------------------------------------6 d* W1 Q* Q7 z
- # ● 鼠标指针精灵* r" w& q6 K b w! ]/ J5 |0 H
- #--------------------------------------------------------------------------, Y" j3 t: N, { L1 g1 s a) N; H c) \
- #~ def creat_mouse_sprite
1 M" H$ f" a9 g2 t. i6 a - #~
9 |2 J, D# M5 @- v! n' r - #~ @mouse_sprite = Sprite.new/ o0 P }# t1 Z' v6 l
- #~ panda = 2#rand(2)+18 c, Q! F& {( g# E
& Y/ m. O3 h! p0 b- #~ if panda = 1
5 g! P) U0 V, j& t, r+ H& H - #~ if File.exist('GraphicsSystemCursor2.png')9 N: H6 P7 @$ }6 C3 {* b
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')( o) L6 Q N- `! l' S. \" W
- #~ end#with if File.exist
9 F8 z8 F+ q! ^9 L - #~
' L$ E6 F( p0 h% [1 x+ F* V - #~ else if panda = 2 #with if panda=1
2 C2 P- M/ r/ v* @+ Y - #~
7 f! i% s6 ]0 j- q8 ]7 l9 k' y - #~ if File.exist('GraphicsSystemCursor2.png')) q0 z$ i& [# n) `5 C5 Q
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
s: `& q6 R6 j2 \ - #~ end#with if File.exist# J( m6 n4 n5 p; J: T$ J
- #~ # V4 [5 G6 ~: v+ C: Y- l
- #~ else #with if panda=1! j/ d* ?$ u" }- W
- #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)2 V6 J5 n, d. p( u& W9 ^
- #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),* e" l' ~/ J& b% W2 q1 c
- #~ Rect.new(5 24, 24 24, 24, 24)) g' M8 f u; J5 q
- #~ end#with if panda=1
' q4 g# p" x1 T' H& I - #~
; Z) j: o2 ?' r2 G, X! D. R) o! @ - #~ #with def
. i6 J( n' y/ X$ A8 P - #~ end; O5 b. M: h9 ~$ m
- def creat_mouse_sprite
- s. ]! f, W& r9 u) b - @mouse_sprite = Sprite.new2 l) M2 q( Z; o4 Q3 [
- @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1}); p/ j; C4 A* b) | O: ]
- @mouse_sprite.z = 9999
S3 B- B( P0 _% ^& I3 R - Show_Cursor.call(0)
; k+ ~$ {$ Q4 m% `2 ? - end
) p' n) \2 v7 ~& o - 2 ?; L8 F9 u" H3 I& K4 }$ F
- #--------------------------------------------------------------------------
9 O H/ t5 O) S7 T - # ● 更新
# l- n- S4 u- Y/ y& X+ l) q3 b+ V - #--------------------------------------------------------------------------" [; N: H! }9 f9 w! m7 \0 _( M
- def update6 H& d: k9 l" f
- @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos9 ~; W. } F" f$ R3 e
- left_state = Get_Key_State.call(0x01)
- o9 N% b3 |( U8 T. P6 g0 X. `6 | - left_state[7] == 1 @left_state +=1 @left_state = 0( C1 q* ~$ }2 x- D% Z9 u
- right_state = Get_Key_State.call(0x02)
. N3 u; e1 K4 }( d3 F. r - right_state[7] == 1 @right_state +=1 @right_state = 0
1 i* L" A' a! {! F - update_double_click( w6 _# N; I" |- C: }
- @left_state == 1 @ck_count = 0 @ck_count += 1
, S6 [ g5 q& Y6 e - end/ Z* ^$ W0 r' m3 [+ P# Z! E
- #--------------------------------------------------------------------------
8 {# [" A' S& b' @% F4 P - # ● 获取鼠标坐标* x: n8 F1 W) a& \: l6 Y
- #--------------------------------------------------------------------------. x+ y& x3 P0 p, g) _
- def get_mouse_pos/ u C) g8 U$ E
- arg = [0, 0].pack('ll')
8 S- d; J7 o5 r3 ]9 |# ]% W& E; D6 U - Get_Cursor_Pos.call(arg)
8 C Z( u0 G$ }2 S) p8 j, E X+ Z - Screen_To_Client.call(Window_Hwnd, arg)5 E' Q( |! X8 Q- J
- x, y = arg.unpack('ll')
% N. ]2 N0 d7 R# v# N2 U - return x, y! L+ L1 g! e' z$ h3 ~. I$ E
- end3 B2 K1 U. j3 [9 V
- #--------------------------------------------------------------------------; O) g. X% b- {( p, l/ W
- # ● 将鼠标固定在屏幕内6 S3 r: g4 x0 p0 D- r) f
- #--------------------------------------------------------------------------2 e# o; k7 }. L% s( B# n$ H
- def lock_mouse_in_screen" y& K+ u& \+ M& J' v2 D
- arg = [0, 0].pack('ll')) r/ Q; \7 W& S& E
- Screen_To_Client.call(Window_Hwnd, arg)4 s; y1 ^9 d7 ]& p6 x
- x, y = arg.unpack('ll'): ?) A/ |' l# p! g/ J, q6 q/ y
- Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
" g; ~. J* n* G! n$ W/ ^ - end
3 q( J8 D. K5 ^$ B' Z - #--------------------------------------------------------------------------
9 u! s! l9 r, S8 t7 a: Q - # ● 解除鼠标固定0 t# s; g! v* F1 y, R& J9 V
- #--------------------------------------------------------------------------
$ R! |- v0 T w - def unlock_mouse_in_screen
h! T F( `6 w. r/ ?3 o7 [( V - Clip_Cursor.call(0)
% V8 `# J) L' a3 c - end
" j% U$ R* H' G% h% G" ? - #--------------------------------------------------------------------------2 O/ P J2 I6 @0 O; E* B
- # ● 鼠标双击判定; k+ Z0 b2 E: f. s* K+ @3 I# C7 J
- #--------------------------------------------------------------------------
+ ?. K* p" ]3 \" X - def update_double_click" Y9 F J0 h9 f! C
- @clicked = true if @left_state == 1
2 e v. t/ x: h+ c* Q z- n) n - if @dk_count 0 && @left_state == 1
1 K1 e$ E! O1 L$ \7 S - @dk_count = 0; @clicked = false4 m2 E! O! y# R2 Q
- return @double_click = true: G8 Q" a5 t& g1 L# l
- elsif @clicked, g; e* C' ?3 f+ H0 ~: d# {
- if @dk_count KsOfSionDbclick_Frame
F% {" `3 r" Z- S( N1 I3 g6 c+ C - @dk_count += 1
' v# R4 s9 F3 w0 n a7 x5 \ - else
: A! H5 X, m$ e' X; s5 L - @dk_count = 0; @clicked = false) A1 ?9 k; \& l$ D; b+ c% f
- end! P; L8 S% l7 G0 N9 A
- end! L8 D+ w: M L9 R8 m; y0 P: p
- @double_click = false
7 ?" W. V. p: j; ?: h - end8 o# b) R1 B$ |9 ] I7 ~/ E% h
- #--------------------------------------------------------------------------
X1 o2 m1 P6 ]% e0 ?5 G/ | - # ● 按键被按下就返回true
4 x/ m" `% v& k$ \. B: h6 U& u - #--------------------------------------------------------------------------
# i$ E* y9 M& h, y7 {, s& G - def press(button)# `" S5 J; h$ X, T [8 t, {
- case button
3 b0 L# m& I6 ]7 l4 X m% p j( w - when 0x01; return !@left_state.zero9 f$ G7 b" U" H) Y# _
- when 0x02; return !@right_state.zero
3 ~+ [7 I) ~% s8 }# M5 p0 P- V - end# M7 R2 j3 q N4 i) H
- return false" O. V- a6 }/ X' F, v2 n8 T# ?: Y
- end0 j9 c" {1 g% d' y
- #--------------------------------------------------------------------------2 n' [ T- z* t
- # ● 按键刚被按下则返回true5 W0 l, i# H9 p7 P( T
- #--------------------------------------------------------------------------
1 u3 c7 F1 X- r2 O* e/ k9 Q/ C - def trigger(button): f7 \- w# ~8 F# e& f
- case button- P* T3 \; f4 e6 E" x9 a, b! h0 R
- when 0x01; return @left_state == 1! `+ `0 R% V E& f
- when 0x02; return @right_state == 1$ C6 i0 s- a0 U9 i2 U/ N+ r
- end4 ?8 P4 h' P; u* k6 I( t
- return false
- S2 w; B4 f9 ~. E1 {+ J - end
1 y7 s" H6 V) F- F3 X" t$ q2 P - #--------------------------------------------------------------------------* z$ L* e- ^) c+ N: J2 b Y
- # ● 持续按住键一段时间的话,每隔5帧返回一次true
* s( y6 [( M2 n' c& m, W& t) c' V4 v - #--------------------------------------------------------------------------) U- h' f4 P. ]& S
- def repeat(button)5 l5 g- U0 I) A; U
- case button& |- ?/ K5 ?' Y# W& S! Q
- when 0x01; return @left_state == 1 , _) g# y/ J' Z/ X
- (@left_state 22 && (@left_state % 6).zero)
3 R. O' L( e R) o - when 0x02; return @right_state == 1 + j5 A' l0 ]- X; {
- (@right_state 22 && (@right_state % 6).zero); U' S! D3 Y0 k$ ~
- end0 S& J+ n- t" C7 ^8 Y7 q5 ^
- return false
; r/ W# M# D0 c' G& V3 P; O( w - end+ @- k' m4 I9 I1 O" V; ]
- #--------------------------------------------------------------------------
7 Q1 a2 @6 [' r" i - # ● 判断是否双击鼠标
0 `+ K+ `2 R& O( T( m4 h - #-------------------------------------------------------------------------- Z$ |) C1 @5 C7 g6 R- \
- def double_click' |/ P+ i. O5 x2 _2 p' R
- @double_click
4 i1 d9 N' |. S$ `# b - end
3 _9 E, I3 \4 }7 \* \* I - #--------------------------------------------------------------------------( U- z& y2 ~. Y2 @; ]
- # ● 获取@ck_count(每一帧+=1,单击后重置为0)! p$ y* Y& B' N8 n# H$ {
- #--------------------------------------------------------------------------+ M( i5 W4 z- v( B# V8 {
- def click_count
% d5 X5 K @* b2 b - @ck_count2 Z) z& L7 _: W% |3 [! G
- end
$ n0 k$ i1 G1 G3 G - #--------------------------------------------------------------------------
; X% X! A& f7 t6 H) R, P; C; w - # ● 获取@left_state(按住左键每一帧+=1)
( A( p& U' A( s" n$ N- \ - #--------------------------------------------------------------------------% l, v% S& F+ B0 s [- h" l
- def left_state
7 l6 g2 i! t: k - @left_state E/ [6 U" c/ w+ s/ ~
- end* S: R+ R' O! k! ^+ H9 n, H
- #--------------------------------------------------------------------------
$ M& H4 E f; L - # ● 获取鼠标的x坐标: e- [$ Z4 A8 q7 |$ r' L2 n( ]
- #--------------------------------------------------------------------------4 I* h* R8 E: {/ F5 S. c. U, W
- def mouse_x8 ~( D( \! T+ K
- @mouse_sprite.x
: _7 T( x# r0 P/ q) X - end" [& @1 ]6 V ]: g' h
- #--------------------------------------------------------------------------+ l o5 j- k: r$ e( N' D: h: M
- # ● 获取鼠标的y坐标
7 y: F6 m% b+ Y# c4 C - #--------------------------------------------------------------------------0 P( A0 Z' ^$ I# d, o6 `
- def mouse_y4 i9 I# F6 @7 r/ O
- @mouse_sprite.y
& M6 f e1 Q8 b - end' a- z8 g; y {, ?
- #--------------------------------------------------------------------------
$ G: o! s8 o1 f0 _ - # ● 设置鼠标坐标
1 \# w" S# q. Z1 `2 g; w& S. ~ - #--------------------------------------------------------------------------
L9 g1 C- q9 M; {$ j" s7 X2 C7 ] - def set_mouse_pos(new_x, new_y)
. O7 L9 a8 i K# T6 q+ ^! j - arg = [0, 0].pack('ll')5 C6 W/ T1 p: a% }5 j
- Screen_To_Client.call(Window_Hwnd, arg)' r ~; ^: t0 k* @) N
- x, y = arg.unpack('ll'); r0 t8 i7 O% W
- Set_Cursor_Pos.call(new_x - x, new_y - y)
* g E0 ]2 e6 s- ?# E - end
# d) ~+ z. k2 g d0 [) e - end #end of class self
- Y5 s3 g& p5 ]+ s7 A( }$ V; A) c - $ H/ Z1 i8 `! Y8 M2 A
- end) A, ^; u* U/ y& \2 [; K0 ^
, v" G! k4 B% j& I- #==============================================================================4 Q! i- W/ A3 p r
- # ■ SceneManager( N" @4 t g7 L6 u. W
- #==============================================================================
) a' P4 i9 Q2 f% g0 q - class SceneManager- F' ]8 W/ [/ @3 y
- #--------------------------------------------------------------------------
6 W4 R: J8 J- k% u/ u" {% A - # ● alias
/ ^; s6 [9 O: Y4 U- \( w - #--------------------------------------------------------------------------
2 Y: z. G' ~ J% A' `0 Q5 B7 E - unless self.method_defined(sion_mouse_run)
$ @: @3 {- B& ~ N U6 q6 o6 q7 F - alias_method sion_mouse_run, run
( x' h3 }' J a! y4 t) B* ^1 l2 L - alias_method sion_mouse_call, call
8 w W( L/ [4 V6 _9 x% b - alias_method sion_mouse_return, return
8 t2 Y" o4 Z& ^2 c3 ? - end. y# K& M! X5 S8 [8 O2 K
- #--------------------------------------------------------------------------
0 O P' W6 v9 U2 A& Q" o, s( r: ]0 h - # ● 运行8 |/ ~4 R- [5 |
- #--------------------------------------------------------------------------1 F* C" V" W7 K, a
- def run) j3 |$ W% t( m- X W
- Mouse.init' J# x! a" m% b! j* }
- sion_mouse_run D5 S7 U3 ?6 J+ ~3 }! W( k
- end9 `2 [5 y- R5 W* B2 \+ C
- #--------------------------------------------------------------------------, P r. B0 A/ ?
- # ● 切换6 V) J9 d) d( j# g" ]
- #--------------------------------------------------------------------------
, E: \1 b& B. K* ~# c# q; ~ - def call(scene_class)
+ Y+ O2 r1 Y& m$ z1 J/ J; X - $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)
5 {4 q0 B' }$ E8 w* M- M( P4 m' q" ^ - sion_mouse_call(scene_class) Y/ S& F, P; B6 U) _& m5 `
- end
B) ]- U& T5 \; k' R - #--------------------------------------------------------------------------
2 W' o4 ?: a5 [7 q. L9 p% h, B: Z - # ● 返回到上一个场景9 e& r2 f! {- {5 a
- #--------------------------------------------------------------------------
9 X+ n3 P, J3 t$ V" [/ c9 q+ V7 n# C - def return
( l- Q& R7 m9 [/ Z( { - sion_mouse_return4 [( j7 t- G' f8 l5 s* [5 e
- $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&5 o* i, h5 b% W) ~ j+ i
- @scene.instance_of(Scene_Map)
. K* L: \: [! x - end
) Y# C- ~8 J8 I8 c$ P - end, w/ r2 O Z, m
5 S! s; x7 Y. p8 P- s* q. K ?/ {% [- #==============================================================================' T4 J. j" ]( i2 h1 f
- # ■ Module Input
/ H: Q* h9 @' V) ~, s - #==============================================================================/ o5 \# A. F; S% j8 y
- class Input
Q* V% e* P, s7 I- r - #--------------------------------------------------------------------------: q% N% F u9 J- X
- # ● alias
; S7 @/ a0 C% r - #--------------------------------------------------------------------------1 a# L3 p& \& ]! y! U$ @
- unless self.method_defined(sion_mouse_update)4 v4 _' ~- P% x* R. a3 v# I
- alias_method sion_mouse_update, update* H/ e2 y$ ~$ V5 `
- alias_method sion_mouse_press, press0 y( i( B3 y1 O6 l6 E
- alias_method sion_mouse_trigger, trigger" G& @; s* U5 u5 N
- alias_method sion_mouse_repeat, repeat, M' _1 t# R& u' a. E( ~3 t2 W {
- end
; s% N1 J9 l3 ^/ U5 c- w! k - #--------------------------------------------------------------------------4 `4 ?$ {0 c2 u! c ^$ o
- # ● 更新鼠标
& q4 u i1 e) S4 a" T - #--------------------------------------------------------------------------
1 P: g, g; d$ U, Q- Q) H8 j; v - def update
+ R9 W1 n0 ^- v - Mouse.update
' k, w$ Q8 m0 a& x: Y2 X# A" U* r - sion_mouse_update8 d" t+ W" j/ j& ]+ V
- end
T- D5 r2 m) N" }7 m. L - #--------------------------------------------------------------------------
' w. D. h! P2 M7 c - # ● 按键被按下就返回true: I0 v" V# E/ v ^* V3 O" [* U
- #--------------------------------------------------------------------------
; V+ G" ? n3 V# R - def press(key)
6 v$ D- n6 S9 u- i1 e1 N - return true if sion_mouse_press(key)
) g2 z& L; E! | - return Mouse.press(0x01) if key == C' G" V5 |! L: b2 A" t4 W- A
- return Mouse.press(0x02) if key == B
3 b" e1 y! O, t$ U* d' { s - return false
8 I3 g1 x3 E( w8 F2 G8 k6 P5 v5 _ - end ^! f" j' I* G n& t& E
- #--------------------------------------------------------------------------
' `' t- Y, C4 D. h9 @( d - # ● 按键刚被按下则返回true! ^6 q% ^8 P2 J3 H M
- #--------------------------------------------------------------------------$ K* s+ i7 @" o. z& s$ z, i
- def trigger(key)
- b3 i( Z5 o$ V! x! A% p - return true if sion_mouse_trigger(key) k" e* a5 R. S) {1 @, f- `6 n
- return Mouse.trigger(0x01) if key == C
' x! E; } _% K- t9 X7 \4 ` - return Mouse.trigger(0x02) if key == B8 s5 ~9 e5 q& J2 x% ~
- return false& } ^ d: p7 Z0 h
- end
8 @* Y' V/ b ~0 _& w9 O - #--------------------------------------------------------------------------
( l e. \& B2 g( P% r$ @! l& ~ - # ● 持续按住键一段时间的话,每隔5帧返回一次true
/ L" T5 j2 U) V - #--------------------------------------------------------------------------. S8 \: N& s9 h- K, m2 |2 v
- def repeat(key)' ^3 R; ]: t% A) Q8 S, `1 l! b2 n" {
- return true if sion_mouse_repeat(key)
( j9 T: `* `3 D8 I: O% c - return Mouse.repeat(0x01) if key == C
8 [8 E9 d* ]' c1 q3 S - return Mouse.repeat(0x02) if key == B4 [4 R! {8 N! f f% r
- return false
4 z8 F. @& Q9 b0 w8 ^ - end
) d9 E. _4 N) e% p( f1 u - end; K* x3 N( B3 I9 y$ B
4 @& V" S8 D% z; `- P) h
# M+ l, ^/ u' E. ?: G: I- #==============================================================================3 {3 ~6 t! Q$ b" r% _
- # ■ Window_Selectable% r h1 F p3 m& V
- #------------------------------------------------------------------------------* K. p" D) c1 P1 u9 e$ P- @4 }
- # 拥有光标移动、滚动功能的窗口7 E% \. r2 k* ^( T
- #==============================================================================: U' }% a4 B' P
- class Window_Selectable
6 x' S4 e, g6 `5 o% y - #--------------------------------------------------------------------------
5 [6 U% ~" {: {5 ^0 S+ F4 D9 G9 _ - # ● 初始化3 T2 c, G. T: a0 b/ Z, E
- #--------------------------------------------------------------------------8 x. }3 C, g- y) |4 D9 j6 H
- alias sion_mouse_initialize initialize
* F O7 A8 T% P$ F - def initialize(x, y, width, height). c8 \0 R# `( K1 [( ^1 T
- sion_mouse_initialize(x, y, width, height)# n4 A5 Y% K. i4 t4 T' m$ ?! F) Z$ X
- @move_state = 0! {6 h" H# K: P
- end
9 c3 p9 A/ i7 P& g - #--------------------------------------------------------------------------
0 ~+ Y' @" t# a/ G& Y - # ● 更新# B2 z9 C+ a( u, k( G
- #--------------------------------------------------------------------------: o S- I: h: s# m% P
- alias sion_mouse_update update' _% ~, k9 V' z
- def update3 @7 t' `& {+ U% B, C
- sion_mouse_update, _8 |% v$ q# p( S, M
- update_mouse_cursor. F3 t! J" y# t/ F8 v% F
- end3 e/ J( K$ i* d+ h" \" f
- #--------------------------------------------------------------------------( m5 `$ O6 t! K( q {5 K
- # ● 启动后设置鼠标到index位置' p8 K ?* w, ? X
- #--------------------------------------------------------------------------
8 b; F E; P7 ?8 c6 [. \ - def activate) B2 N# P6 V/ W: M' }) R( h
- @need_set_pos = true if KsOfSionMenu_Set_Pos
- m& I: C4 f0 ]2 u4 v3 e - super/ j# i6 [6 k$ |$ u+ q
- end
* V- _5 v/ t/ b/ \- l - #--------------------------------------------------------------------------
5 P1 l- T/ O- e5 ^' J - # ● 更新鼠标和光标的位置. @: v: y7 K$ c, d
- #--------------------------------------------------------------------------0 o( [5 _( A2 Q, N: Y
- def update_mouse_cursor2 S1 l6 d+ N, g, r
- if active1 K: ~+ e/ B6 R) x
- if @need_set_pos; I7 v4 i# Y8 f3 f" O2 B7 ?/ H
- @need_set_pos = nil
9 g/ e3 ^& V$ }* M# ^2 t n/ }1 g - set_mouse_pos
1 [, _. K z0 h% O3 P - elsif cursor_movable/ y, e+ f7 H/ B3 p
- Input.dir4.zero set_cursor set_mouse_pos3 M" y1 T9 v3 T) g; b Y
- end
% i( O, w' K) r4 F5 j - end
J6 p/ g3 o D# Z - end
. ^ Z: O: ?# r5 c/ j( B - #--------------------------------------------------------------------------- {1 b; w$ I' V& E
- # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能& f7 f3 J. Q( s! T0 g- q
- #--------------------------------------------------------------------------
/ h; x2 y8 h" w) ]1 r: o9 ]7 I - def set_cursor: F$ m; ~3 Y. U+ A* H& I
- mouse_row, mouse_col = mouse_window_area! p* U/ T) b2 M9 ~
- if mouse_row == -1- ^ F7 K' x) ~! z$ b
- @move_state += 1 if need_scroll& x% O V! g) Y; v4 R8 [+ j
- cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand+ m: m9 U) Z! U" w
- elsif mouse_row == -26 C0 n6 [, R6 E0 x, v. T
- @move_state += 1 if need_scroll' }0 E% u6 V/ s3 J r8 `1 l1 G7 b
- cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand
, Q6 @# [# i8 @ l3 L! g0 Z/ S- v - elsif mouse_col == -1( F0 T& ^7 y1 Y1 o& |% F
- @move_state += 1 if need_scroll3 x. Q: u3 O4 M6 r9 v* q
- cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand* p$ t/ Q$ u8 h4 U
- elsif mouse_col == -2; }) c" }0 b, Z. F" U
- @move_state += 1 if need_scroll
: V, s5 _" p# e - cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand
# \- l0 C7 {2 d+ p# U6 h" y - else1 \' g) T+ J% ]( i+ O3 j
- @move_state = 0+ E! k: |. D T7 J. M
- new_index = (top_row + mouse_row) col_max + mouse_col
8 i. I6 s& W/ _& Z! f. [ - select(new_index) if new_index item_max && new_index != @index4 a, k: u% ]- o. D
- end
/ c$ l5 |6 s6 r5 M" J - end
" m/ g- I% U. A; s. x7 M+ I - #--------------------------------------------------------------------------3 p$ v s2 X. A! {/ u
- # ● 判断鼠标位于菜单的第几行、第几列
) l# p1 a1 G& n - #--------------------------------------------------------------------------
" c% u+ `9 l: ^6 R* r - def mouse_window_area; x7 N! X" y3 \6 p; j7 U
- if viewport.nil # necessary!
4 j9 t, T5 N# z6 I+ M! h9 k# ` - vp_x, vp_y = 0, 0/ P' T& b( Y4 ]- r2 H; w3 p
- else
: ^! t4 ^, R" _+ y- p - vp_x = viewport.rect.x - viewport.ox
* f) ~ y6 f9 Y - vp_y = viewport.rect.y - viewport.oy5 w4 n9 {0 M v3 g) B6 H" a
- end& s+ C% J+ G& J+ I2 U
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y- o1 l2 f( j! q( B6 t
- item_x1 = vp_x + x + standard_padding ! q7 H5 h% b1 u3 G% b
- item_y1 = vp_y + y + standard_padding
/ b, K3 M) w) S" [ - item_x2 = vp_x + x - standard_padding + width
! J6 U' S7 A4 u/ m; f( _& O - item_y2 = vp_y + y - standard_padding + height6 h2 Z- p' x+ S) f( b* x, S" _
- if mouse_x item_x1
) k# l4 f. H) c9 c2 f$ h - mouse_col = -1
3 n5 _5 B/ ]# Q' `' E - elsif mouse_x item_x25 U( l& ?8 H9 m3 Z! s( Z5 W- E
- mouse_col = -2' b& Q' x' L8 g% g$ `0 O8 Z
- else, a: G: V- [$ e- S, I+ X# r- k7 D
- mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1): ?: P& o. ?2 m/ Z5 \* |) e4 L
- end- h( u$ _- l7 a8 u9 m0 b" q
- if mouse_y item_y1
p: f# ~' H. {, M- ~# u - mouse_row = -1
* M5 }7 V1 X' `$ N- o* o5 m# k - elsif mouse_y item_y2/ G0 O/ ^4 [6 j8 n0 J! o
- mouse_row = -2
9 V+ l* G2 ^5 D/ ] - else; F9 |, M3 f* \% Q& V4 L; V7 _9 h
- mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)
' h t/ _' S6 M% u; T& C0 A - end
2 f. X% b+ N$ W* n9 @3 F7 j1 p+ G - return mouse_row, mouse_col6 X. C' T+ f1 `4 z
- end
# f7 U& i5 P& C: r6 J1 z - #--------------------------------------------------------------------------8 \3 p1 {6 h p# ]- P5 t, t7 u% E
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
) A0 |( W8 M: [ - #--------------------------------------------------------------------------
2 Q: {% J( j6 A- V5 w - def set_mouse_pos
! U7 _4 R! C+ q8 h T" j - if viewport.nil # necessary!- N$ ^0 ?1 Q: C" O0 b U
- vp_x, vp_y = 0, 0
7 C c% R3 E7 ~- `$ c0 I8 {# R - else- r' q8 p8 F9 v! G, v
- vp_x = viewport.rect.x - viewport.ox# w6 ~: \9 N# |7 L3 l' Z' c6 ^# r
- vp_y = viewport.rect.y - viewport.oy5 V! R6 }) [) Q2 K( z9 _9 u
- end
E- t' |. J7 L - item_x1 = vp_x + x + standard_padding 8 g3 F& o: h \
- item_y1 = vp_y + y + standard_padding
x' Y" l$ I. o0 |& n2 I9 _* O - get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index
! _3 z i- N) p- K4 Z8 T- r - row = get_index col_max - top_row
( c" T% O) n: L/ e/ S8 { - col = get_index % col_max
) a R. c8 b( S9 @( B$ `- n - new_x = item_x1 + item_width (col + 0.5)
) V, d2 w9 N9 Q* @- e7 ^. c - new_y = item_y1 + item_height (row + 0.5)+ T. b5 Y! {2 p3 C! n
- Mouse.set_mouse_pos(new_x, new_y)
0 _) C$ C; D2 L( a6 Z5 n. `5 R - end
7 j; X+ o$ Y0 f2 m4 B" o - #--------------------------------------------------------------------------
! p( u9 p2 y; j2 S$ e - # ● 判断菜单是否需要卷动
6 `3 A' t6 o+ X& N7 }$ K - #--------------------------------------------------------------------------
: S+ Y. C$ H3 D, Q$ G" O$ l; u - def need_scroll+ }( `" e: V. J- @4 b U
- item_max col_max page_row_max* Z5 G: k3 L6 q# y7 F4 @
- end {) Q* `$ n# ~
- #--------------------------------------------------------------------------
@9 W; T) y* ~ F: A - # ● 判断是否为水平卷动菜单, k& I' I5 g$ O, Y8 L
- #--------------------------------------------------------------------------. g* p; @# g7 K6 M
- def is_horzcommand
, v/ l+ m# t- w" e7 i5 L: y0 |: @ - return false, Y7 C# z, O/ C& o5 \! u/ A
- end
" x0 I6 o- U6 S - end. T/ K' l2 j0 c% I! i- H
% Y3 ~8 t+ p# S7 h. K; R- class Window_HorzCommand
' b! U8 u% G) r/ H% ^ - #--------------------------------------------------------------------------; S3 c- |" j* h/ R7 i( x
- # ● 判断是否为水平卷动菜单
8 n. n2 A; w6 a% z7 L8 g - #--------------------------------------------------------------------------2 \' w: Z2 b% i E* p) N' ^/ G
- def is_horzcommand. x6 F4 e d& s) S
- return true
r [5 c' E4 u - end
) Y/ m$ l1 L* ^* I& ]- `% d - end
; H7 S$ {7 ?8 M$ ?& J) ]6 a: D2 \ - & F. ^* w/ |( j
- #==============================================================================' |1 ]5 q! z0 r9 n
- # ■ Window_NameInput& H" _) _9 d4 G# n+ k
- #------------------------------------------------------------------------------
4 R3 a! r! a3 o7 Y! w - # 名字输入画面中,选择文字的窗口。+ _( o# v; ~; z0 Z0 [! S
- #==============================================================================$ Z+ _. @) f f* N1 ]3 [% B
- class Window_NameInput* |' t$ T# d1 `& b' [
- #--------------------------------------------------------------------------
V; R1 w0 L. u8 K6 X! H; u- @ - # ● 设置列数
6 d& w% P8 g6 g* K* A# ?2 H/ Q - #--------------------------------------------------------------------------. S: G0 ~ V" b/ {" O
- def col_max! N) w+ e& j+ z2 G" S0 z" a
- return 107 y- `# P; s- B- P' F' k
- end
; C2 B: J6 `' d J, e8 i. ? Y - #--------------------------------------------------------------------------$ L) b% U. }1 J9 w! w
- # ● 设置填充的Item个数
5 a, o+ A4 F5 W7 u* v7 a7 m1 G - #--------------------------------------------------------------------------
7 Y9 b5 M" |# n- m& J/ g$ T% [ - def item_max1 r2 m9 ?2 {6 U# S8 q
- return 90
7 D/ W# E: j+ [0 m - end- Y" l% M# s* T2 y( _
- #--------------------------------------------------------------------------3 x! {' Z9 M3 ]/ |: _ W2 Z
- # ● 设置填充的Item个数
1 t8 f0 a. k- u7 L e" A2 l - #-------------------------------------------------------------------------- U$ W& Q6 N4 F ] n' B
- def item_width
5 g9 B* Y" U2 Q. Y2 V6 U8 u2 W8 @/ \ - return 32
! U5 d7 P. ~/ C: i" ~ - end$ Q' C/ L+ {; Y! B0 Q# H0 x
- #--------------------------------------------------------------------------
% ^ v. Z+ y' C6 [/ g* q - # ● 判断鼠标位于菜单的第几行、第几列- o2 k+ u: ^ ^5 k0 G" p
- #--------------------------------------------------------------------------
' D3 e# b1 u, h' B6 X# j - def mouse_window_area
4 ?/ `$ W+ q8 ~" u) N& a - if viewport.nil
# ]/ K% U M2 }5 d! M8 e/ w - vp_x, vp_y = 0, 02 L. j6 t f- ?5 m
- else* F' ]: F+ _- @, n1 L
- vp_x = viewport.rect.x - viewport.ox- V5 h x. }6 o, b. S
- vp_y = viewport.rect.y - viewport.oy. \; g' z' L7 J% @$ S" [; M
- end
/ l# n: t9 K7 b: ?; N2 d8 g! K - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y# c4 p. {, a# B7 J n+ X" j% }8 p
- item_x1 = vp_x + x + standard_padding
. T# ^2 O v0 D& ` - item_y1 = vp_y + y + standard_padding% Y& U% ^5 _5 e# K1 I) L! Y4 V
- item_x2 = vp_x + x - standard_padding + width! E' D& _, F# H/ ]8 b
- item_y2 = vp_y + y - standard_padding + height
# u. i, X% R" W/ I4 ^) _4 m* W+ l- z - if mouse_x item_x1
: F: |" P# ^2 E1 c% `3 L. P - mouse_col = -1& ~7 `4 U3 K2 F4 e0 x; M( ?9 K# A W- t
- elsif mouse_x item_x2
: z/ m) U; r& S0 z9 D1 z - mouse_col = -21 P3 \/ O/ }; I& s9 @4 ~
- elsif mouse_x item_x1 + 160
. s+ h5 F, W) y - mouse_col = (mouse_x - item_x1)32
% O+ k7 \ a E1 ~0 R* r* v - elsif mouse_x item_x2 - 1606 g( M" s$ ]5 _9 A- A
- mouse_col = 9 - (item_x2 - mouse_x)32
( C+ O3 Z- o; d. i( g2 P - else% y z( T% j6 I* F; h5 ?) `* k
- mouse_col = mouse_x x + width2 5 4& [* @1 ?, Y. Z
- end- ?( ~! [3 @0 M, c1 h9 A) `
- if mouse_y item_y1
" M( V; ?; U( r2 ]. c- A - mouse_row = -1
; R ?9 A2 d/ L - elsif mouse_y item_y2
8 \- g/ Z3 h# ~- ` j& ? - mouse_row = -2; `) t( v4 F N- @( i8 D3 Q
- else; n6 a1 _, N; S# D
- mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)
: l X( s: V& ~1 W" L9 r+ ]& }, R - end
1 l( \3 r4 V# t/ n" a - return mouse_row, mouse_col/ Q3 [6 q. i5 Y; F5 S" z
- end
! ]4 y" x+ }* T5 G$ L8 B1 f( q - #--------------------------------------------------------------------------' Y* y U; X7 ?: P+ y
- # ● 方向键移动光标时将鼠标移动到对应的光标位置9 }& _/ }) n+ d0 A# Y
- #--------------------------------------------------------------------------
8 l [; A8 t" C" w$ F$ Z, h& ]$ O9 C - def set_mouse_pos
) |# B1 D. k. d - if viewport.nil # necessary!& F& J3 b0 P( Z5 @
- vp_x, vp_y = 0, 0 U) u. t* z9 d" t
- else
F0 S+ n# C& I3 V - vp_x = viewport.rect.x - viewport.ox
9 _9 r- u9 M, m! @: T+ K+ l - vp_y = viewport.rect.y - viewport.oy
! w4 }) s- `. I7 K8 k l7 V8 M i - end
1 f! i" Z9 t) {: h - item_x1 = vp_x + x + standard_padding
6 J4 B5 y5 v# n& k- @& N/ v - item_y1 = vp_y + y + standard_padding0 n5 @/ t+ E$ L8 Q
- get_index = @index 0 0 @index : g% F B, d& T/ I
- row = get_index col_max - top_row3 P7 @- q x+ F( G/ p6 M, x3 l
- col = get_index % col_max
4 f ^% m# m( u$ W3 V( T5 i3 j - new_x = item_x1 + item_width (col + 0.5)
; Z( ]0 o' z5 E3 U - new_y = item_y1 + item_height (row + 0.5)8 t# s/ K/ }, l: { q' w, b0 R) I+ `
- new_x += 14 if col 4
6 p# `8 j8 y7 o& u - Mouse.set_mouse_pos(new_x, new_y)9 c8 I: g" v$ C: y4 x
- end
( [/ k* ~' k" B8 e - end
! `' }; |* i9 I$ ~
/ ]) `$ |" x5 b0 V/ {- #==============================================================================
( S8 E# F4 ^2 q2 \ Q& J! H - # ■ Window_NumberInput" W* c M, w# e; W
- #------------------------------------------------------------------------------
- f" v& E/ Q4 v; x7 ` - # 重写了数值输入的方法以适应鼠标& _; z: X! J. S/ R8 T
- #==============================================================================
5 ?$ L6 ^9 u$ j% `9 v' q% y - class Window_NumberInput Window_Base
# { a. I/ w/ f7 Q* ~+ {) i - #--------------------------------------------------------------------------
( S" |% D: E- M2 N - # ● 定义实例变量3 m% ^5 w7 o' m' \
- #--------------------------------------------------------------------------# z K Q/ a/ Q5 p8 p
- attr_reader extra_window; e& W, C/ a1 i- k' B5 T, K
- #--------------------------------------------------------------------------/ H) V* G# I/ a/ ~/ e0 G
- # ● 初始化' s' F, }% I2 j
- #--------------------------------------------------------------------------. T# u& f) {0 R1 {* M. `( z# Y
- alias sion_mouse_initialize initialize
3 [/ ]) m% i' M j) k! M - def initialize(arg)) R1 X2 P% _$ B( G' t
- sion_mouse_initialize(arg)
: M; t& r7 d& U- |9 i3 K - create_extra_window
, y) ?: f: L+ P/ {7 @ - end A; w! V/ V9 F# O. j s
- #--------------------------------------------------------------------------
, e+ S e. g2 C. O* H: X, `0 { - # ● 启动
7 j$ v# [" W' J/ x1 w - #--------------------------------------------------------------------------
# m0 U" x/ L ] S: d - alias sion_mouse_start start- G' K8 k& C6 b9 ?
- def start
" x+ ?; N; Z- h% p5 N z - sion_mouse_start
$ @& K7 ^( V# M) ^" v% M - deactivate
8 G4 \& s& t& x - extra_start
! x2 Z+ K$ W+ }* i# e( Q - end
5 C/ F9 H( w$ Z0 K. S - #--------------------------------------------------------------------------
! ?# E+ m: H! `0 G - # ● 创建新的数值输入窗口; ~* u% E, V2 [9 V7 _4 O- H! n
- #--------------------------------------------------------------------------8 W$ ?6 y" G* ^& j. P2 T
- def create_extra_window$ N& i5 ^* E1 M3 c) P5 A0 {
- @extra_window = Window_NumberInput_Ex.new
0 w8 o4 V/ Q4 h/ X t - @extra_window.x = (Graphics.width - @extra_window.width) 26 r4 o$ M4 C9 J3 [, [4 u
- @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }
" p- o9 b7 u) k - @extra_window.index_proc = Proc.new {n @index = n }
( [/ Z* L5 Y+ N, o5 L/ y - @extra_window.close_proc = Proc.new { close }5 L, I1 ]+ ^) V! }/ L1 @
- @extra_window.refresh_proc = Proc.new { refresh }# ?" k' `, ]* W( u0 [
- end/ }- ?5 n# z8 j# o
- #--------------------------------------------------------------------------
3 B2 {: l" w; P - # ● 激活新窗口
( T. J5 K4 c- o) ]- b+ o. P - #--------------------------------------------------------------------------
! i. d6 {" |# k, @& I8 {6 ~ - def extra_start* a2 _; A1 \ F" D. l4 z
- case $game_message.position
; T; z. r( C7 b+ q) n - when 0; @extra_window.y = y + height + 4
. |. }8 |5 K; [+ v - when 1; @extra_window.y = @message_window.y - @extra_window.height - 8- E- K# N0 C, {! b( S7 r
- when 2; @extra_window.y = y - @extra_window.height - 46 K( M/ E/ q, J7 G$ J
- else ; @extra_window.y = 85 N9 }- p, u' W! |9 [7 _
- end
6 R) w, {! n5 {, p0 x1 Z; c+ W - @extra_window.variable_id = $game_message.num_input_variable_id+ s+ ?2 s" k6 e2 J/ d3 D
- @extra_window.digits_max = @digits_max8 c5 {, V- p8 I: r3 c
- @extra_window.number = @number
7 @7 v* m4 F, Z6 I @0 D1 U - @extra_window.open6 ?, X9 R) l6 ~- \# P$ C
- @extra_window.activate" O3 D9 ~8 G$ b2 S8 M4 e0 Q
- end
7 s( H8 ], x( O u E - #--------------------------------------------------------------------------
3 M+ N) k$ _* d( p) Y - # ● 更新; P$ s7 o1 f3 p. b2 ^6 o2 O; m
- #--------------------------------------------------------------------------
' O9 H( z' M; Z9 j! L - def update
4 ~9 Y; H) e3 a" X# N - super
% q% U7 i+ } C+ a1 f/ M& Q, _ - @extra_window.update
) E# C" g* O# r9 `( g - update_cursor
" X0 X W( @$ P9 \ - end: Y# o; h! `; v: H" ? _
- #--------------------------------------------------------------------------+ g) V! ~! v$ V: \4 n! @- b9 V
- # ● 关闭窗口$ L4 ?8 ]# U. @9 W) {
- #--------------------------------------------------------------------------; v( O/ e6 i- B
- def close& O3 v1 a3 ?. N: ~ h
- super
4 g( V! o7 P7 Y7 b - @extra_window.close
9 L' K r% Q& t1 Y - @extra_window.deactivate9 C% A6 a- P. M; Z4 b
- end
" |# z% C2 r- m- \ - end
* C: v- \; o i- r0 M5 F: } - ' n4 s9 _ H+ ~8 |
- #==============================================================================
6 g& C/ h, D9 P @ {" _ - # ■ Window_NumberInput_Ex# Q9 R# [4 G1 e% O4 M) V0 O
- #------------------------------------------------------------------------------6 y# y4 P! M4 @ ]
- # 新的数值输入窗口(NewClass)
& ]% U3 P5 w/ s- p/ o3 l - #==============================================================================
) e- B: h( I& a. n1 T - class Window_NumberInput_Ex Window_Selectable V/ _ _! d) L6 `/ X/ _/ S7 t
- #--------------------------------------------------------------------------: g& v7 L0 P4 z3 i [
- # ● 定义实例变量
) ^ k- B' e' J6 c4 o' _: P$ o - #--------------------------------------------------------------------------
/ b, d- ^- v: U) q - attr_accessor number_proc- g0 c: d. @% L! Q
- attr_accessor index_proc9 E, Y3 _, S! Z/ O, m
- attr_accessor close_proc
1 r- ]; V. z: A$ K8 I. S - attr_accessor refresh_proc
& c( F+ O0 R+ H- k: y- Q - attr_accessor number
2 G$ f: `2 B1 f; H7 W: l* F4 N2 z6 h - attr_accessor digits_max% f2 h/ @* A( U7 v4 f
- attr_accessor variable_id2 s$ V1 N0 Q) `% Y9 q6 E/ I& t
- #--------------------------------------------------------------------------7 _% [8 q' E5 ^9 N% r
- # ● 数字表1 Q0 Q# o4 D. ]6 P
- #--------------------------------------------------------------------------
2 ^& P3 K$ Y8 M: k+ Z* Y5 ~, V - TABLE = [ 7, 8, 9,
* e% r) P8 \( U' m, i - 4, 5, 6,% |" `! f3 n! F) @, U" d
- 1, 2, 3,- c' [- Y7 @8 {) s6 m; \
- '←',0,'确定',]: Q+ s6 E: r" f- w$ ]: b% T
- #--------------------------------------------------------------------------
5 p e1 i8 b& X+ p% K% B( P* L - # ● 初始化对象
% ?# t7 G1 t, h- b7 d - #--------------------------------------------------------------------------
* Q7 Z; |6 Y5 ?1 V; J5 u - def initialize
4 Y2 h" L# h% s1 |' S! g: R4 [ - super(0, 0, 120, fitting_height(4))
% Z( |8 g$ c4 A$ K) i5 m* @; y - self.openness = 08 q5 F4 x6 m6 k% W s l/ Y) P
- @index = 07 ~5 \9 R; Z9 g& Y1 J0 [# M
- @number = 0
% \* E$ v, u9 \7 F; F: D - @old_window_index = 0' _8 z6 b# d3 [2 n* J1 `7 V
- @digits_max = 0
% } X& S% w/ X. ~" p3 [ - 12.times {i draw_text(item_rect(i), TABLE[i], 1) }
* W% h' j5 b$ J. K* `4 G - end
7 O3 Y0 E, x6 w# E - #--------------------------------------------------------------------------
) u5 R7 i& y' s* ~ C9 c6 H$ E - # ● 获取项目的绘制矩形- T0 l) j# o1 F e4 D/ X
- #--------------------------------------------------------------------------
4 x+ u! b$ [ C. y j* X - def item_rect(index)
0 b! ^3 G {; _- a - rect = Rect.new0 w0 I5 s7 J- U3 d; S
- rect.x = index % 3 32# {% T9 k( v& K4 G9 I
- rect.y = index 3 line_height% W; u1 w( [ Y) g2 j+ `8 P
- rect.width = 32
+ [: s& M( G. l2 R5 J: S Q- f - rect.height = line_height, A7 n& f0 `# o* ]3 J: m6 j2 f
- return rect: W, r; `9 W- A! v8 w
- end/ W* S: {) Z, A! G: w4 ^0 p/ L
- #--------------------------------------------------------------------------4 Q( @& h' V1 d, `" V
- # ● 将光标设置到鼠标所在的位置% K9 ?' W( k2 p' t0 X+ V& l
- #--------------------------------------------------------------------------2 T; w% B' m$ X! M( r
- def set_cursor
7 A; f8 z' l& Y( k& v4 n - mouse_row, mouse_col = mouse_window_area' V; [0 A1 Y$ g) p+ }
- if mouse_row = 0 && mouse_col = 0. n- U4 y2 R7 V3 m4 B
- new_index = mouse_row 3 + mouse_col+ d9 \/ W/ y8 T0 w! R0 L
- select(new_index) if new_index = 11# {# R' I( m7 { P- W; x7 H5 }3 f
- end
) E2 Q: I1 Y# n - end
+ l1 y8 q9 v% L - #--------------------------------------------------------------------------
6 r4 `! a0 y+ m% V( o1 ?" r - # ● 判断鼠标位于新数值输入窗口的第几行、第几列+ T+ ~4 g' K: P
- #--------------------------------------------------------------------------4 v2 J! R* a4 A9 K
- def mouse_window_area
/ g' K% }& R9 h! n- _9 j9 D - if viewport.nil
- Y) E: x" R I9 H- ?. C - vp_x, vp_y = 0, 0
3 {8 ?/ f7 T3 p- d- v- S - else) M, c* R' p( D& G1 [6 [3 e
- vp_x = viewport.rect.x - viewport.ox N2 w1 Y- D, n$ H" F B# y/ R
- vp_y = viewport.rect.y - viewport.oy
3 W5 G, r0 }* c" s1 ^ - end
( `8 x S' {' P4 m - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y# B/ G8 v% s( ~4 C$ G$ H
- item_x1 = vp_x + x + standard_padding n* ` {( T; v2 _! |. j y! O4 Z6 \
- item_y1 = vp_y + y + standard_padding _( i8 ^( d" ~6 l0 d9 j0 o
- item_x2 = vp_x + x - standard_padding + width
+ o! y7 X) V( O% C0 f/ q - item_y2 = vp_y + y - standard_padding + height
* z/ y9 a: {: Q D; W* b - if mouse_x item_x1$ A0 i" G6 a1 L% p0 {# W
- mouse_col = -1% l" s* d# W( W, c% W' x2 F5 e
- elsif mouse_x item_x22 j$ _- C! l8 O; m' {( |
- mouse_col = -2
% t6 j# g F" [ - else
& |+ }/ _" i, H2 | - mouse_col = (mouse_x - item_x1) 32* T' H$ O' O; a X* ~
- end; a- w' e6 F& B3 H+ F9 M
- if mouse_y item_y1) r' Y1 w6 v+ _$ j9 i# i
- mouse_row = -1: c4 ^6 ?; {' C" Z+ B" a& M* ^) [8 f
- elsif mouse_y item_y2
2 N* @" D, Z- B, J' y% d$ z/ b& _ - mouse_row = -2
6 L( G7 `6 t- x, }. l - else
# g% P! q9 r8 [- P( u - mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)/ ^, \/ N2 r+ N% l' H
- end- G; C. ~% Z$ f, g3 V# ?
- return mouse_row, mouse_col3 _7 O* K( H% }- O. ]7 [0 Z
- end8 C$ D0 \ |2 k* }, ]6 G' \& u
- #--------------------------------------------------------------------------$ l# M1 f" d7 i
- # ● 获取文字
1 j! z& ^( [: d( u, \& J' b8 | - #--------------------------------------------------------------------------
/ A5 O8 L( a; r: H& Y - def get_number
: ]! V0 Q2 P5 f8 o4 f6 h; n6 O& q6 E7 _ - return false if @index == 9 @index == 11
) v4 R, }# Q/ V/ g0 |2 z+ n - return TABLE[@index]
) `6 ^7 i8 i; f% i - end& h$ q+ W3 i5 H4 k0 R. m# S
- #--------------------------------------------------------------------------
" c0 U6 X, j6 ?( a' ~ - # ● 判定光标位置是否在“退格”上
' }9 K& J6 m) M' V' ]/ h2 G - #--------------------------------------------------------------------------
4 ?: Z! _; a2 V) K( M. V" A; S - def is_delete& O; ~0 |2 r: c2 t: A0 L' k! O
- @index == 9
; C9 G- x, w' a; w! [ - end
- a' `8 O* X( V& N3 I - #--------------------------------------------------------------------------
0 j; K! g: | t/ t - # ● 判定光标位置是否在“确定”上
/ _, L) H+ D. _' w2 G @9 ` - #--------------------------------------------------------------------------6 \' R; K+ R$ X9 H" m$ [
- def is_ok3 B0 E: ]8 a$ R. u5 K" Z! N
- @index == 11$ W) @$ [# x" _ v) I. F- p" g
- end
+ ~+ `2 L( i( [5 y8 r/ p: n5 H - #--------------------------------------------------------------------------
8 }2 b, [4 a: H7 C$ V: f+ W% u - # ● 更新光标
8 a+ Y: c7 |( P2 [ - #--------------------------------------------------------------------------
3 p& z1 h: |' X$ w8 @8 G; Q# ^7 R - def update_cursor* t$ O* M! q6 C% ~' p
- cursor_rect.set(item_rect(@index))
& x9 K; V( y4 p8 D- ` - end" o$ z+ k2 A0 w! V& u+ n- ?6 O
- #--------------------------------------------------------------------------
1 t& _1 I) I5 ?+ H - # ● 判定光标是否可以移动7 l9 j- \3 Q) T$ j
- #--------------------------------------------------------------------------
) I) q: T% g$ u7 q) G - def cursor_movable
; ]2 I% A6 y3 a9 F2 |0 w* g/ i - active$ M9 v9 e' @, E, o
- end* ~2 i M' z; E
- #--------------------------------------------------------------------------
5 O2 N' _1 c# H' S* W9 e - # ● 光标向下移动
* y9 u/ d5 m( j3 ]3 q% P - # wrap 允许循环! [& A+ {, H8 a3 O
- #--------------------------------------------------------------------------
* K8 x# _0 u1 b6 h" U - def cursor_down(wrap)4 N% b. N$ ^/ S6 }6 K+ E7 \1 J: ^, ]
- if @index 9 or wrap
% r; S k: f7 L+ a; n" r - @index = (index + 3) % 12
7 b1 `, I; a4 i% D! A- q* w - end* W8 l; j" l Q. C# D1 u3 j `
- end
# A- K W6 b" Y* Z4 Q" B - #--------------------------------------------------------------------------
, Y$ i! S {* `: ?" B. R" B - # ● 光标向上移动
8 z! h. E1 K" C - # wrap 允许循环" W) e1 e1 X: H) |; u. e! t+ k
- #--------------------------------------------------------------------------1 Q* t9 s4 i, G8 Q3 B
- def cursor_up(wrap)
, f: N6 W8 c4 w' m3 o - if @index = 3 or wrap
$ J, `/ i; D/ K( | - @index = (index + 9) % 12
6 K- d4 S" K6 I& B7 |7 g8 E/ u - end
( \) {% U/ L1 D. @1 ` - end! R+ n9 [$ J) O& e9 x) o
- #--------------------------------------------------------------------------
! j! ]/ E7 }" P4 d# q4 O2 e4 Y; J - # ● 光标向右移动
) ^7 q8 ~6 I2 e; F. `: V - # wrap 允许循环2 Q4 _3 m' \ [6 m8 i
- #--------------------------------------------------------------------------$ h6 V7 m2 [4 }0 \( M# T5 O. B- Y# L
- def cursor_right(wrap)5 x" t1 C4 o) ^* [
- if @index % 3 28 b* s8 c K9 c9 O, m2 h) U
- @index += 17 i, f$ Z+ U! i8 ?
- elsif wrap
" i5 u. }: r! H - @index -= 2' @, r& g n0 ^/ i
- end% ^2 t/ a4 g7 x; b$ q
- end
6 Z" [, y% A- ~7 C/ {) y8 S- m - #--------------------------------------------------------------------------
. G7 Z$ u8 c3 r" A - # ● 光标向左移动
|8 ^) }0 H! _2 A: x - # wrap 允许循环& j' t! M( P: ?
- #--------------------------------------------------------------------------
+ t- | ?& g9 i, Q, e- @ - def cursor_left(wrap)
8 j. c$ O6 D# W; I% U5 F- _& K - if @index % 3 0
) {: |. `( B' o5 J3 @1 y: T - @index -= 1' J4 ? f* b, _' a# N* t: d9 _
- elsif wrap
( X! D; x! b% {! ~ - @index += 2
* @- O2 k& J( ?. W/ D - end
, @; C& j% |# h. g+ u - end
( d8 ~& T. G7 N9 g u& E9 l' P - #--------------------------------------------------------------------------
; F9 _1 X2 h5 P& y7 Z: H9 \ - # ● 处理光标的移动" f+ @ w. K) n H. M" c, q& c
- #--------------------------------------------------------------------------* ?# u0 L" d3 U# W0 @
- def process_cursor_move
7 Y& u* {% q5 ]6 e' E- A8 a - super0 {: l$ L' P" R3 t+ T( R7 O
- update_cursor* c% `+ `: `& d2 A8 _. a
- end
4 c# Q( Y/ b4 ^1 l) w9 u3 V - #--------------------------------------------------------------------------
$ h4 c. w2 F! M! i& T( P* D' w - # ● “确定”、“删除字符”和“取消输入”的处理& u: H" e. ~- r
- #--------------------------------------------------------------------------
7 y5 n; h8 Y. | - def process_handling" y4 I! N& q5 G3 W$ L7 l7 @' u
- return unless open && active7 J. @5 ?% Z( D
- process_jump if Input.trigger(A)$ b' z* b) l. J, U$ t% k
- process_back if Input.repeat(B)# Z! y, R" g: g/ u
- process_ok if Input.trigger(C)" k2 o9 Y6 \* m, _% c
- end b3 b( T" }! {
- #--------------------------------------------------------------------------
, M* Y* s6 o- e) {: _ f8 Z - # ● 跳转“确定”! {! L& p$ r5 M1 P- E- F' M( k
- #--------------------------------------------------------------------------
$ N' {( [& y# n# X3 Y% f: L% l, P - def process_jump
; P0 Y! E* J" d. U' B9 z1 S1 D5 p - if @index != 11
% ~ _3 Q# l8 B8 O/ ~/ o! s - @index = 11
$ |9 h S, f" A$ W: Y: M- T - Sound.play_cursor7 D% k2 G1 m5 n+ k, u
- end2 p% A% m3 @ p) r+ T, F3 e
- end
+ c/ h2 [" _4 U4 ?/ i - #--------------------------------------------------------------------------$ _7 \& ~) {/ y: ?/ h
- # ● 后退一个字符& @2 ^. r* I5 U6 c5 _7 B
- #--------------------------------------------------------------------------
1 K1 r0 l! c) I8 W2 |" X d - def process_back& m9 p2 Y4 I8 V% [
- Sound.play_cancel
3 K! h9 M" G/ H; T. O/ a - place = 10 (@digits_max - 1 - @old_window_index)8 T3 j. `6 |$ A8 n, A/ T$ J
- n = (@number place) % 10
4 R" n3 c9 l, O - @number -= n place, }( R# U% b3 |2 e1 M C3 I1 g
- @number_proc.call(@number)0 [" h0 D) B7 X! R1 @7 k3 J
- @old_window_index -= 1 if @old_window_index 0
. w. }4 \7 @; t+ ]- K ], U - @index_proc.call(@old_window_index)
% [9 c. S$ l+ V; M - @refresh_proc.call4 l6 q: x9 [- y+ Q
- end! `" J7 Q0 p3 I3 X, u2 x
- #--------------------------------------------------------------------------
0 x* Y( Z) R$ Z5 B - # ● 按下确定键时的处理) H$ M9 @# s+ t0 q2 j
- #--------------------------------------------------------------------------
0 n3 y- \5 w/ @ i, ?, O( @ - def process_ok
5 p: M) x0 Z" F8 U - if get_number
9 g% m8 o0 E; v* M. s - Sound.play_cursor
. M% M. G' M0 J- _: d - place = 10 (@digits_max - 1 - @old_window_index)
" o4 B; H* `! t2 g4 D2 H - n = get_number - (@number place) % 10. x7 x2 p* T' s" t8 `
- @number += n place
) K. y7 C- o' r6 g; p! j# ~ - @number_proc.call(@number): f6 Z* i# z' x/ s9 M# @
- @old_window_index += 1 if @old_window_index @digits_max - 10 ~7 N, J8 o0 C/ L% r% P. }: j
- @index_proc.call(@old_window_index)
2 y. e0 ^ k2 d+ N1 R% z2 s6 k2 d - @refresh_proc.call
# N, h* q# f9 B4 I - elsif is_delete
/ q I: y+ p ] - process_back
+ }. P: I0 S1 b7 E3 s - elsif is_ok
* W2 { t# E# p4 ? J2 a T - on_input_ok1 G3 V% u# ^7 b& d
- end, [$ `7 C4 k( O' q# |- `9 I
- end- f. p) K& }3 T) S/ s* u# c
- #--------------------------------------------------------------------------! `7 _2 G+ V. F* j( J2 e
- # ● 确定
/ y8 }- s% ^1 H j1 J% ? - #--------------------------------------------------------------------------
) H8 T* Z( g0 q2 d - def on_input_ok
@' ]) E# ^' a3 y - @index = 04 ?1 ^4 D8 C; w$ p2 }6 \
- @old_window_index = 07 @8 X4 ` k, K2 g
- $game_variables[@variable_id] = @number
0 u+ I" o0 ~5 S9 t+ g - Sound.play_ok
: s: f4 R0 f. L" p- a9 E - @close_proc.call% X6 _! Q1 N6 H! V
- end; K8 {' Z# J: q* O
- #--------------------------------------------------------------------------
\2 H1 X& [; w* X# j4 a) \- j* N - # ● 方向键移动光标时将鼠标移动到对应的光标位置9 Q% e! x6 h$ i% J, u$ O
- #--------------------------------------------------------------------------" ~1 U3 q9 ` A( h J ^
- def set_mouse_pos3 B b9 l8 o! n5 G/ U
- if viewport.nil # necessary!
9 z n& ?, w. \! x, z7 M - vp_x, vp_y = 0, 0
) N- |/ ~5 U8 X9 u/ {( G- D0 m - else! ^# F- n- Y8 f- W, a6 I' u
- vp_x = viewport.rect.x - viewport.ox
& b4 S; @, s* f - vp_y = viewport.rect.y - viewport.oy H" W7 g+ v. ~
- end
) I+ S0 E! S, Y - item_x1 = vp_x + x + standard_padding 0 R. h3 q7 Y2 ^" d6 d* D
- item_y1 = vp_y + y + standard_padding3 V% T. b9 G [) }+ ?8 d
- get_index = @index 0 0 @index 7 J5 K* w% w- o4 j) \
- new_x = item_x1 + 32 (get_index % 3 + 0.5)
- p9 q4 u: T7 R s - new_y = item_y1 + 24 (get_index 3 + 0.5)
! J$ h, m+ s1 S+ j0 \- d - Mouse.set_mouse_pos(new_x, new_y)
- ~, Y& s( V; s/ K- n1 d - end
. e, Z b! r) A" Z8 f: x# m8 l - end
0 f0 }4 ~) F+ k0 b. x/ a
& F( X8 \& B% ?" g3 D" k- #==============================================================================
$ @ M" }3 h" \! E2 M - # ■ Window_Message% d* _0 E3 L0 q7 r! F+ A
- #------------------------------------------------------------------------------
+ f* q, A1 x& X { - # 显示文字信息的窗口。
% W, D* G4 }& k* Z' \ - #==============================================================================
" i; {, P5 E9 C - class Window_Message Window_Base% _$ u2 u$ j0 C, L5 F
- #--------------------------------------------------------------------------! i9 C _. t, x6 g/ X8 S
- # ● 处理数值的输入(覆盖原方法)$ i- j9 S1 t6 M; P5 X1 }! y
- #--------------------------------------------------------------------------5 B. W& S2 S, U1 V
- def input_number
2 u( j+ o, b' z7 L% ` - @number_window.start
; Y; T- r( f/ E+ {$ { - Fiber.yield while @number_window.extra_window.active
; g F0 o f s - end- {& w7 b" o1 o9 C0 w& C. c/ m, w
- end
6 }6 f9 B P3 p" k2 c
+ t; ~% _- F8 \2 y: z- #==============================================================================
0 C$ Q6 l6 d2 C: H; `1 R" Z - # ■ Window_PartyCommand
4 D9 p N ?9 N$ W& c* ?, M- C: D - #------------------------------------------------------------------------------
4 z0 m) ]6 f& |' w/ G$ q - # 战斗画面中,选择“战斗/撤退”的窗口。! ]/ F: d8 \9 }2 E4 q4 E
- #==============================================================================
) E' d5 Z6 I; b4 Y# y - class Window_PartyCommand Window_Command
8 h# j, ^, Q* `! ? - #--------------------------------------------------------------------------
* Z5 `! h5 ^- W( u0 d - # ● 方向键移动光标时将鼠标移动到对应的光标位置
2 m3 L5 {. C0 A: R( U - #--------------------------------------------------------------------------
% k9 d% z1 Z1 K6 d0 w - def set_mouse_pos
0 J$ b$ y; v- `9 |' G k* I - if viewport.nil: T, D, c; Y2 I. X2 k0 @5 }
- vp_x, vp_y = 0, 0' Y5 I& Q4 N9 @4 x8 N& ]- a+ w0 d
- else
/ [) e) d f4 ^* A' k" ` - #vp_x = viewport.rect.x - viewport.ox6 ?2 f5 Q+ L0 u; Q# ]
- vp_y = viewport.rect.y - viewport.oy
% ?; _* o# P J7 Y9 f' |1 B, I) V - end0 e- { a+ ~5 a8 ]4 F9 ?+ W
- item_x1 = x + standard_padding 0 l" Q- d M. N: Y7 @7 f
- item_y1 = vp_y + y + standard_padding7 I) T# H. `( D R
- get_index = @index 0 0 @index
E2 j. f- p" v t( Y - row = get_index col_max - top_row+ `1 ~: y: m5 A1 N: d. A
- col = get_index % col_max2 m, [; Y8 p. X
- new_x = item_x1 + item_width (col + 0.5)6 j9 j2 K' M! J6 L5 Z: F. G
- new_y = item_y1 + item_height (row + 0.5)3 C, F# v+ C% b9 V% h
- Mouse.set_mouse_pos(new_x, new_y)4 E; k( b' T2 H r8 V9 ]
- end
/ z) F, W7 p- {5 M& E t1 a0 P - end
% p4 \7 d8 K$ q% K9 ? ~
3 J! c- x' h! W9 k0 w- #==============================================================================
* Y1 U8 C$ z; O# f - # ■ Window_ActorCommand$ ?2 u8 {& q$ O! H% |- d
- #------------------------------------------------------------------------------, C( z' p+ M! n% F& B
- # 战斗画面中,选择角色行动的窗口。
/ \! b* q0 f( h2 o# S' Y - #==============================================================================; z: x. ? D* x: }. W( v
- class Window_ActorCommand Window_Command
2 t0 u9 h! L! w) d2 F# r3 i& l - #--------------------------------------------------------------------------7 ~, H/ I J) F) f3 o4 X& Y
- # ● 方向键移动光标时将鼠标移动到对应的光标位置: \$ h9 H, _/ @9 Y+ [5 ~7 {
- #--------------------------------------------------------------------------: Q$ I# H4 R3 ]! Q- X
- def set_mouse_pos
2 U% [: Z4 B4 J J/ Q/ o - if viewport.nil& x; A' P0 e R" i$ s
- vp_x, vp_y = 0, 0: p! s: z/ g O. _0 d* R
- else ]0 H' P* b6 G" M; \$ s1 P
- #vp_x = viewport.rect.x - viewport.ox
7 x5 B: \3 \) e( J$ R. R/ }' w+ Y. q - vp_y = viewport.rect.y - viewport.oy7 f) B3 B5 N, C5 |! {9 a, ?
- end: L: E& w; t3 P V
- item_x1 = Graphics.width - width + standard_padding* J. z% H3 ^2 c" `( e
- item_y1 = vp_y + y + standard_padding
/ e6 X) D; {3 `; m1 m - get_index = @index 0 0 @index
4 e0 T) c( }" w z' J; L - row = get_index col_max - top_row
' u6 ^- _0 f# D4 L - col = get_index % col_max8 q& E9 l* V! h, X9 X" ]
- new_x = item_x1 + item_width (col + 0.5)8 w" ]' N" `2 c0 G0 \- V
- new_y = item_y1 + item_height (row + 0.5)
3 H7 M; B( k; Q+ e( [ - Mouse.set_mouse_pos(new_x, new_y)
8 G! u2 q/ r9 a0 _" o( D+ A - end
# c2 s; K: `" H5 a3 r - end2 t; w" q* [! g: O
- d& c# A, D9 K9 v7 `5 A
- #==============================================================================
. V3 r! u, j5 ]. k' E - # ■ Game_Player3 T( i, d1 g7 }. }2 W
- #------------------------------------------------------------------------------$ c; X! l F1 X# T1 f ~
- # 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。1 X2 Z9 m' U$ P7 V# o! t/ |$ a
- # 本类的实例请参考 $game_player 。) q( U5 w; N3 o! d' ]# y$ T
- #==============================================================================
) \; R% u% j$ k: X" L7 P u! l - class Game_Player Game_Character& @' r1 ~* g7 i$ `% ]. E* L+ q
- #--------------------------------------------------------------------------
/ H% j) {' M; _- J1 W; E' O - # ● 由方向移动(覆盖原方法)
& H: e D& J3 e2 Y" |1 R, { - #--------------------------------------------------------------------------: f6 p+ S$ @& Z9 I0 d0 B( `) X
- def move_by_input
5 D% ^3 Y3 N- W K. Q - return if !movable $game_map.interpreter.running4 P0 p5 n7 D6 i' W' n5 d @& U
- if Input.dir4 0, ^3 r( R4 V' d, O6 f# \
- move_straight(Input.dir4)
, F% s: K, P$ v; \% P. {0 V - reset_move_path
) z! \0 |, L6 e, I% V. G - else
a0 O7 D* }. q - move_by_mouse
# w/ J0 t3 J( J# u C2 J7 n) I( { - end
6 z; H Q7 `4 s8 k* a: b: D; v - end6 k; p8 s3 \+ H/ @% |9 |
- #--------------------------------------------------------------------------' Z! o5 Q s8 c2 v
- # ● 非移动中的处理(覆盖原方法)
! {/ b- g0 H. k& J - # last_moving 此前是否正在移动
! a! T5 k- Q0 a+ k- f. v p5 c' [ - #--------------------------------------------------------------------------
' a9 y. F4 N7 g$ A* y - def update_nonmoving(last_moving); h; H! h9 z) `: l- s& y# w% @5 M- G
- return if $game_map.interpreter.running
" u/ h* d3 q. b9 _ - if last_moving+ j# i5 {; [! ^0 u$ J1 T
- $game_party.on_player_walk7 a) G1 e% ~6 d& }) \. s. l c
- return if check_touch_event
' E0 X6 J" \4 B7 g# P3 E - end2 H3 f. k! e' l$ {
- if movable && Input.trigger(C)
5 b, e- i9 O# H- \ i - 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
) E. f9 p+ d( C0 y3 \6 C7 W - return if get_on_off_vehicle
+ O; f! h0 d5 `; G0 k - return if check_action_event6 k2 J7 E0 U% ]! n* g# `: _
- end3 T7 S5 w. K% K; v! V4 L
- update_encounter if last_moving# z2 A8 c/ N$ V5 ^7 U
- end
8 i- A- X' |4 _3 A v - #--------------------------------------------------------------------------+ E' O5 k7 k5 b+ P1 W. m
- # ● 判定是否跑步状态(覆盖原方法)
/ X$ v; X0 h0 I, d1 B4 l# v - #--------------------------------------------------------------------------
2 f. H' m3 Z6 c& r. \" R3 h - def dash. L+ R/ v {/ I9 S# [
- return false if @move_route_forcing
+ V6 a# E* R7 Y - return false if $game_map.disable_dash, }+ E" S; y! ~$ c' j, w" b9 A; s A
- return false if vehicle- c2 Y% a9 p: a
- return Input.press(A) @mouse_dash
8 ]6 Y/ G+ m7 D+ M - end
+ V2 A( h7 B8 G3 r+ }& ~ - #--------------------------------------------------------------------------; S8 |9 e# {9 ? @9 t+ Q3 v$ x+ a
- # ● 初始化
" F$ o8 q( K9 j7 I% ]$ V* h - #--------------------------------------------------------------------------/ H& S- o; m5 \7 f$ f1 h/ p
- alias sion_mouse_initialize initialize- P, C; q( t* F5 W
- def initialize- T( w& O! X1 c3 m2 j. e, K/ F
- sion_mouse_initialize( _3 ?+ W. l% g% ` M
- reset_move_path; ~' O+ y5 Z( |2 O b. C0 N! Z6 C0 D/ n
- @moveto_x = 0
/ Z, y& r) p# p. R; N g - @moveto_y = 0& o, Y0 O- V) l* k9 f
- end7 T& L% I/ `5 Z+ a
- #--------------------------------------------------------------------------' s) t& A4 V; u' w& a
- # ● 更新. b: [8 ~$ L* q1 \% z6 }% ^' T
- #--------------------------------------------------------------------------, K7 g. Q" S7 n: }8 j
- alias sion_mouse_update update
+ X" c9 B( K9 i% ]# e. a/ H& o/ [3 j - def update
n# k6 t" k6 N! S - sion_mouse_update
& F/ _; E2 v+ R! o6 o - clear_unreachable_sign4 j1 O8 J! q$ E- p% R3 x
- end
1 E- A$ ]( y' U! {- [, D7 D7 g - #--------------------------------------------------------------------------
* f' ~9 E8 q& q - # ● 处理卷动: |5 p: U/ s1 [% T, U6 v
- #--------------------------------------------------------------------------
7 b: X5 s& R: q4 F* d. E& q7 ] - alias sion_mouse_update_scroll update_scroll
* J0 z3 N8 O5 p5 v k) R - def update_scroll(last_real_x, last_real_y)
6 M w7 x* H& N - return if $game_map.scrolling( h8 b4 ]! S( F4 m. m
- KsOfSionNew_Scroll new_update_scroll 3 H" g* o8 [) f4 C
- sion_mouse_update_scroll(last_real_x, last_real_y)
, L" y. o, @8 S' j8 L# ^ - end) E4 U' P8 i3 z4 N, `, }8 Q# T
- #--------------------------------------------------------------------------7 x5 ^4 K( ?& ]) T. t
- # ● 重置移动路径相关信息% I6 E5 V& l& e& v
- #--------------------------------------------------------------------------
0 M/ C* ?; ?: u: q7 A2 ` - def reset_move_path+ x) L" u4 U6 I9 b$ R$ }: V4 O
- @mouse_dash = false# L$ i5 K+ Y) |9 i" ~) E8 M
- @mouse_move_path = []
! p1 a* M: x4 x! z8 T$ S - $mouse_move_sign.transparent = true
) u! u4 O: s/ Y" ]. R! x- a - end2 r3 r1 a# a& J0 p$ ~1 b
- #--------------------------------------------------------------------------
$ q3 d+ e; l4 t% O1 {7 ~ - # ● 新的卷动地图方法; W: [5 R0 g, A* Q) @4 F
- #--------------------------------------------------------------------------
0 Z9 N/ A5 \' x. } - def new_update_scroll# n# G6 B4 B- F# o
- horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width. Q$ h0 K; j5 @& j! f+ T7 ]
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height
( o0 u1 n* Q1 O( Y. X1 w+ [$ q# S - ax = $game_map.adjust_x(@real_x)
F0 \/ Q6 S8 r6 a! y - ay = $game_map.adjust_y(@real_y)3 X! g% I; {& U# I( r# M" @& I, P
- $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y8 y; u2 N" R Q6 ?4 ], {
- $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x8 s7 ]& K% Y/ J2 T2 E5 w
- $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x8 j1 {- O8 _6 @
- $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y, i: L9 ?9 S0 K% x! D) U
- end
6 ~* t3 Y7 L) m0 G' H - #--------------------------------------------------------------------------/ S% w) G+ c$ ?7 ]! Q) w
- # ● 消除不能抵达图标9 A5 `; m' F @1 k; F; Z3 N1 Y
- #--------------------------------------------------------------------------7 E. P; H* A8 n+ z
- def clear_unreachable_sign
8 V. ]2 @+ T) t- l9 {* S2 C6 p - return if Mouse.press(0x01)
, b! U, w' i# `8 _7 Z. e3 Z - if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 06 B3 G% \* c! a4 {/ @8 L- B2 {
- $mouse_move_sign.transparent = true4 N/ p" S. ^8 Y! e
- $mouse_move_sign.direction = 2* `5 g0 B1 R6 n5 k
- end
$ g ?6 N+ g% E; ^% r7 D - end+ b8 O; U2 q8 m! K# B( t
- #--------------------------------------------------------------------------
; K% T/ T q7 T; P# N - # ● 由鼠标移动) H! } T6 _6 t6 n8 ~5 }! Q z
- #--------------------------------------------------------------------------
* d! D( Z3 a. H - def move_by_mouse
7 s1 B& c$ g7 A) I) Y% N" G* b! ^; m - unless @mouse_move_path.empty # 移动路线数组不为空则执行移动
: m- ]+ r1 B- D - dir = @mouse_move_path.shift
) F+ C# o: Z, m/ x: } - if passable(x, y, dir) && !@mouse_move_path.empty
. t' L0 m$ h- U; {( b5 z9 f4 X - move_straight(dir)
i+ z: B" B% X( }1 B! h5 D - elsif @mouse_move_path.empty # 判断是否是最后一步/ W0 a2 b: j6 t2 T, r, h
- x2 = $game_map.round_x_with_direction(x, dir)& t7 B1 T' y( M
- y2 = $game_map.round_y_with_direction(y, dir)4 J( K. q2 |* e: o4 ~8 Y+ R) s1 M x
- move_straight(dir) unless dir.zero
. p, @( I7 J6 x* a2 ]0 { - unless x == x2 && y == y2 # 如果移动失败,检查是否启动前方事件、上下载具0 }; L C3 B* @/ d( w$ @6 Q
- check_event_trigger_there([0,1,2])
+ P x9 F+ M0 i1 A7 z% `% K4 I) }5 { - get_on_off_vehicle unless $game_map.setup_starting_event
" P* j7 F6 B9 y; Z - end
+ t0 J6 R% |# r6 Y4 f- Z1 k6 D+ @ - $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2
( E) B+ t8 `, @$ j: q. q" t) Y4 b) d - @mouse_dash = false
- l9 o7 H; q1 e5 K4 o! P4 a4 {. f1 v/ l - elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点
6 v) n. Y( n9 s, m - @mouse_move_path.shift1 d4 X/ ^0 n& }/ m# w# h. I
- @direction = dir
" J3 ~) `: Q U- d7 D( n - @mouse_dash = false
. t* _# e( [( V - else
7 x) Z! u$ J5 U7 z- Q( R - draw_move_path
0 L0 P1 z1 _' K( m5 Z. z t - end
' I2 h; k% C6 q! y) @( q$ L - end
1 R' L( w8 a& K0 g0 ^ - end
& w, Q- J" ?; D4 v3 h - #--------------------------------------------------------------------------
" a. l) y- P3 i. [6 [" z - # ● 地图界面按下鼠标左键的处理% A% c; h8 ? _1 A0 s/ ^1 z2 \' Q6 X
- #--------------------------------------------------------------------------4 g9 h; q1 [9 ?9 a% m
- def left_button_action7 u1 S: k7 S U& K+ p
- return if !drawable $game_map.interpreter.running
" @# J w) @5 C) X; [, Q" k - get_mouse_pos
" `5 C% q; x1 E* w, I - $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图" V& m2 U, R# ^! p4 m+ ?1 y
- if @shift_event) Y9 _9 B1 q1 k: z$ [$ v
- if Mouse.trigger(0x01)- w& L8 S4 Q0 f8 u4 C
- @shift_event.jump(@moveto_x - @shift_event.x,
" t# H3 A5 T+ H* ~, b! U K - @moveto_y - @shift_event.y)
- L! l$ Z- F, m. S8 U4 P - @shift_event = nil9 ^* |: c P. L7 `- }
- end0 F3 y$ W+ U. `& ?. [' I
- return8 a8 a! e b" Q
- end
9 Y! \8 b. h( Q: }6 x& v: J* j2 { - if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合; E( }% ^6 x `, V
- return if moving (vehicle && !vehicle.movable)
& q6 a3 i5 x" M; c6 r3 i( S K - check_event_trigger_here([0]) # 判断是否触发重合点事件0 |0 O# w3 x" X4 e# J5 j- E" e6 @
- get_on_off_vehicle if !$game_map.setup_starting_event && 5 a& l! c, _. E1 K+ g
- $game_map.airship.pos(x, y) # 判断是否要上、下飞艇" C! W4 E2 E* }' N1 j& p1 H* C
- return
# ^; h" \4 J: w& p - end
6 M0 ~# s- T* F; q* m* B - # 判断是否用鼠标启动事件2 X# N L1 `+ a
- $game_map.events_xy(@moveto_x, @moveto_y).each do event% M( ]. H- C+ E
- if event.mouse_start
- G, `! i$ j5 K# c+ k( x h0 i - reset_move_path+ l$ o6 [& u, g+ i! y
- event.start if Mouse.trigger(0x01)( y6 \6 X/ R6 e7 Q( i
- return1 w& }* r$ S- U. E" @
- end: F9 d. N% h+ X) G
- end
! C3 V, k3 I2 Q x/ H - @mouse_dash = true if Mouse.double_click # 双击冲刺7 z0 r; x* [) S8 I A" w, Y
- return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径; @) Q) H' ]! e, T; {7 n
- for i in 1..4 # 判断目标点是否为角色周围四点
( N( C6 E0 v, u2 F$ h1 T% C6 j, { - if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&0 f5 j# \/ O! c' u. K) z; t. h
- y == $game_map.round_y_with_direction(@moveto_y, i 2): G; o' M+ }( l6 I* R! }
- $mouse_move_sign.transparent = true
+ {/ E2 O$ v- J% M' C! a ^ - @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)
8 S' Q- U4 I1 i' m0 [' x4 F - return; end& t+ Z4 Q; q) y& \0 _
- end
. E G+ k3 V7 Z/ O! H - draw_move_path
3 S% T9 ~8 Z8 Y2 F% B: ~ - end( d) U' Q6 j$ l' X/ B4 t. o
- #--------------------------------------------------------------------------- D6 a- M {7 ?! ~! I/ B# u
- # ● 取得鼠标处对应地图坐标点% I! g1 E4 p+ l% t) e& R
- #--------------------------------------------------------------------------
' X) @, V6 X$ e" m. z - def get_mouse_pos3 K( F8 ]5 j0 \" C' h( q) x
- $game_map.get_mouse_map_xy6 B4 v, ^8 ]# c9 {
- @moveto_x = $game_map.mouse_map_x: ^8 W) [) M+ D9 D0 W1 m$ ^- s) s* d
- @moveto_y = $game_map.mouse_map_y8 R" |9 q7 h# V# M1 D1 _0 L2 W
- #mouse_x, mouse_y = Mouse.get_mouse_pos
+ Y: _, Z9 K) j3 l' e7 @ - #@moveto_x = $game_map.round_x(x + (mouse_x -
+ g) [' z/ }$ e0 g% r& Q - # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)* H2 E! O' Q+ w& o- c9 M: V+ n
- #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -- E$ k: _7 X0 Y$ M- l- U+ O. r
- # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)
. Y6 A* T6 y( ~7 V - end7 K* Q3 @& I; ~9 n$ S& a3 |
- #--------------------------------------------------------------------------" T+ Y0 g# N: E: q. }
- # ● 绘制移动路径 @array[move_directions...]6 _( F* L7 s0 h/ [
- #--------------------------------------------------------------------------/ | h [5 \- b) `+ S) d" x/ D
- def draw_move_path
. J. c* q$ W6 k+ N& ?& g! \, I - #temp = Time.now6 }* y1 I6 \0 W) ?& i( H) @% v0 k
- case @vehicle_type3 c8 M, S" x4 s. L8 m* u9 C- G
- when walk1 S# K) E8 `1 Z8 v. O0 H! Z4 }
- draw_walk_path
; Y) r* R$ ^: E9 J7 l2 ~+ L$ q - when boat
+ f0 q; k6 L1 y" J - draw_boat_path/ n" _ V& j) M" O
- when ship
7 x6 n: O( P, ?4 ^ P4 J& b% m - draw_ship_path
9 K( G6 X' T( \( p* _9 f - when airship
# ?& i/ X( d' K9 B$ z' E+ a - draw_air_path, X" J6 ]0 C$ H0 G2 j
- end' `; C1 F. [2 b _ U: f* B
- #p (Time.now.to_f - temp.to_f) # 测试效率
5 ]7 u7 K- I5 `: A( z# J - end* R( E! u) D/ m* [- g. @# S
- #--------------------------------------------------------------------------/ e8 r2 S% y% C6 E/ M6 o' `
- # ● 判定是否可以绘制移动路径3 H4 H# [4 x& u. O
- #--------------------------------------------------------------------------
& L. y' V4 Q* ]1 G: z - def drawable
# d# A7 w, D. G% j- l. W B! | - return false if @move_route_forcing @followers.gathering
2 |" ]8 |6 V7 U - return false if @vehicle_getting_on @vehicle_getting_off2 H/ S5 p& d' h4 e4 o& E3 m
- return false if $game_message.busy $game_message.visible0 V/ Q3 ]7 b" ^6 H n
- return true$ ^* F' ]: i4 \- A' T6 J7 I
- end* w1 m @( ?! C6 l4 v3 w" ?
- #--------------------------------------------------------------------------% J, M& T. h4 w9 {
- # ● 绘制walk移动路径 @array[move_directions...]
' x1 L+ ]+ E1 |/ m& U7 V - #--------------------------------------------------------------------------
, p1 ~2 T2 J7 ^: W1 \3 W% @4 ] q - def draw_walk_path
7 s$ ?5 C# K \ - # 准备绘制路径表格$ H& C6 _) g: }/ H/ Y9 v8 s
- sheet = Table.new($game_map.width, $game_map.height)
+ B O0 G$ y3 P0 l3 m# m - reversed_chase_path = []; chase_path = []
6 [: h7 Q6 Q$ _5 q1 S' k! p - reversed_chase_point = []; chase_point = []* Q4 i2 T, F' f$ X5 r- {
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
' o3 j4 ]9 H+ `: \+ X8 l - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
8 |# j3 ~4 o* E* ~ - reach_point = false
, ^4 z& T. c+ D0 s- O4 I- y! @9 R. L - step = 3
0 a% |0 T+ _$ X* p6 X - loop do #loop1 开始填充表格
9 Z& E4 }, X( D1 O - draw_path = false
: ?5 E1 m6 G# V& C - check_points = new_start_points
$ F5 t5 |/ P; E4 i+ K - new_start_points = []6 v% O+ h$ Y8 [! t
- loop do #loop2 从起点开始正向填充
0 O3 {" M# W+ Y0 L( a5 B! f5 P - point_x = check_points.shift+ D: g- f1 b3 C
- break if point_x == nil
3 `2 x7 J$ K6 T1 S4 A - point_y = check_points.shift
4 H( s! x5 ?: {6 f* l1 v - left_x = $game_map.round_x(point_x - 1)
* N/ ?* z& V, F! U7 l. W0 p - right_x = $game_map.round_x(point_x + 1)
9 c" u& q3 p: U6 Q: W, _- Z - up_y = $game_map.round_y(point_y - 1)" ]# C1 ~9 z: T8 R7 D$ E
- down_y = $game_map.round_y(point_y + 1)
1 v4 B/ R' w2 F* @ - # 判断路径是否连通
9 R; J4 Z4 l3 [: y - path_step = step - 1
4 Y& R3 |7 ?& K O - if sheet[left_x, point_y] == path_step &&3 Y# O3 `3 ^" q6 ]: H
- $game_map.passable(left_x, point_y, 6) &&% @& G' d4 n7 X3 M% f. X
- $game_map.passable(point_x, point_y, 4)
F- N+ |8 X% f8 d; g1 x: g9 Z' |/ U - chase_path.push(4)
/ Q" c. R* @# B0 w- q - chase_point = [left_x, point_y]. q% I$ a! [" k, G/ C
- reversed_chase_point = [point_x, point_y]
( a6 ^/ Z$ S/ ? - reach_point = true; break8 d; y6 Z( X/ G# K% J
- elsif sheet[right_x, point_y] == path_step &&
" P; q8 O5 i! A9 C, ? M s - $game_map.passable(right_x, point_y, 4) &&
6 O: ~- J# g% A' [ - $game_map.passable(point_x, point_y, 6)* o: c+ x( c8 r+ c1 `
- chase_path.push(6)) }8 L) j8 u* z# n
- chase_point = [right_x, point_y]
$ O8 Q1 k3 N; t+ `9 K- w+ Z- [! G, x - reversed_chase_point = [point_x, point_y]8 j( g2 s6 y. j) K* l$ K$ L
- reach_point = true; break
, A1 n7 F# c3 j - elsif sheet[point_x, up_y] == path_step &&
( e4 g/ Z- _% Y; Z9 T - $game_map.passable(point_x, up_y, 2) &&; l( N7 q& a9 B, w- j. {
- $game_map.passable(point_x, point_y, 8)
d: _7 Z1 K' J6 i. v" { - chase_path.push(8)
5 v4 {* n$ T+ J: j: J0 b) P - chase_point = [point_x, up_y]- x. D' L2 i' [8 ~
- reversed_chase_point = [point_x, point_y]+ x$ j& a3 @* E# G' Q
- reach_point = true; break9 a) k2 B5 k2 r0 c) g
- elsif sheet[point_x, down_y] == path_step &&+ D: g( ?- p+ [$ w
- $game_map.passable(point_x, down_y, 8) &&
1 G! h% ?* O; x5 j# D% | - $game_map.passable(point_x, point_y, 2)
& X- e4 [/ E- g - chase_path.push(2)
' T6 Q, F6 J7 r' G6 w5 Z - chase_point = [point_x, down_y]
2 o( N6 T7 A8 ~& x) Q: ]& w - reversed_chase_point = [point_x, point_y]
+ K- w9 h' e) b3 m y; Y - reach_point = true; break/ y( e6 ~$ z. R
- end& U; Y* X6 V4 V' R" u+ Y7 l8 J- B
- # 以需要抵达该点的步数填充路径表格 #6 m, x) n* V1 A& }4 F" h
- if sheet[left_x, point_y] == 0 &&
/ a, Y( q' @. d - $game_map.passable(left_x, point_y, 6) &&! [$ F$ Y3 @" b Q- G2 X" I) G
- !collide_with_events(left_x, point_y) &&
8 t; R J; a5 W. \ - $game_map.passable(point_x, point_y, 4) &&2 y; L9 @6 H7 t- w4 P2 m$ |
- !collide_with_vehicles(left_x, point_y) #judge_end
6 j' i3 k; s* A# ` - sheet[left_x, point_y] = step* F. S* F7 `1 |5 t2 ~
- draw_path = true7 b7 X# g/ @7 e) [1 U+ S2 h
- new_start_points.push(left_x, point_y)4 q0 q. N' O/ \4 Q& P
- end$ f7 c4 n/ e) g l1 z* }
- if sheet[right_x, point_y] == 0 &&
: M9 K$ `5 v' y6 X0 G7 k/ z& f - $game_map.passable(right_x, point_y, 4) &&8 M& J+ _, I7 \8 R) O- l
- !collide_with_events(right_x, point_y) && B8 }5 k1 K# k+ [! C
- $game_map.passable(point_x, point_y, 6) &&
8 i- Q3 S' h) { - !collide_with_vehicles(right_x, point_y)#judge_end' y9 s7 s+ D: v+ ^% i
- sheet[right_x, point_y] = step# u1 o R1 _$ r$ h" B, N
- draw_path = true
8 n" e; o! h+ _: S3 l/ k% I - new_start_points.push(right_x, point_y)) c& B( d% S, ]) S3 {, W' u
- end$ j4 l7 A2 I$ w% Z: V& @' e+ i2 o
- if sheet[point_x, up_y] == 0 &&
- g( Q0 @5 Y3 ?" r+ | - $game_map.passable(point_x, up_y, 2) &&1 k* n- c7 W% ?' s4 l- x% H( d. g6 g
- !collide_with_events(point_x, up_y) &&# ?3 ^) W8 [" D( z. h
- $game_map.passable(point_x, point_y, 8) &&/ e9 R* V4 c, G' X/ i' K" S v; `
- !collide_with_vehicles(point_x, up_y) #judge_end
/ q3 E/ ?, q- J( r - sheet[point_x, up_y] = step
( Q0 V, L$ A) J5 q' z% Q - draw_path = true
. K, w. s! z2 {8 G3 v/ o5 s A7 J - new_start_points.push(point_x, up_y)+ |* n" S; B5 n5 u
- end
3 d' ~5 `/ g* h- P. B5 f1 M - if sheet[point_x, down_y] == 0 &&
7 q0 c$ ~) n" o" n, Q3 a1 R8 z - $game_map.passable(point_x, down_y, 8) &&5 m' S: y% }( J7 M9 e
- !collide_with_events(point_x, down_y) &&" ?! m& l9 M$ F0 i/ b7 [% f
- $game_map.passable(point_x, point_y, 2) &&
$ u0 F# s0 O1 ` j. ~; d* n: f - !collide_with_vehicles(point_x, down_y) #judge_end
& h: p7 |( D6 h" } - sheet[point_x, down_y] = step" `, k4 m- U& K T
- draw_path = true' K. ^ a% f0 O- E( E. p7 |
- new_start_points.push(point_x, down_y)0 I( r# a, W3 q' k, X) w
- end
: s+ u5 D$ Y, e* k7 B; K: N - end#endOfLoop2
* d& w! b4 S3 @; X! Q: P - break if !draw_path reach_point
: w* f1 X8 s3 m: S/ T' D% J$ k1 e - draw_path = false
* ]/ K, b" y1 j) i: f - check_points = new_end_points
- ^9 c2 Y8 l+ b5 `1 h3 k* i. f: N - new_end_points = []
: y) W9 J$ l' G - step += 1
0 W7 t" o. j% _# ^ - break if step KsOfSionBreak_Steps &&- N0 Y" \. R3 g4 W$ f2 S5 Q! L
- !Input.press(KsOfSionFind_Path_Key)
& E+ p8 ]. |1 ~5 [' q. E1 C) y - loop do #loop3 从终点开始反向填充
( U, ]/ V3 g7 v) o* X' d7 j6 h$ v - point_x = check_points.shift: `# k) o9 f5 `
- break if point_x == nil
% Y2 c; p+ l+ @" L - point_y = check_points.shift
4 a L! u4 Z4 v7 C( C - left_x = $game_map.round_x(point_x - 1)' z) b j$ C1 }, i/ n! d/ U
- right_x = $game_map.round_x(point_x + 1), g3 r. x1 Z( h! y
- up_y = $game_map.round_y(point_y - 1)3 B B- B u9 @$ Z$ ^" l
- down_y = $game_map.round_y(point_y + 1)& H! j# K c& z! q" D' Y2 i( o
- # 判断路径是否连通
x8 y2 G4 [: L - path_step = step - 1
+ x Y* Z- @/ v2 I3 ]% y7 p9 G - if sheet[left_x, point_y] == path_step &&8 v$ E! g& A+ \& F; r
- $game_map.passable(left_x, point_y, 6) &&( |" K( p5 b) `' W" @8 ?8 c' o
- $game_map.passable(point_x, point_y, 4)5 ?+ Q" z# {: g1 c2 e' F( o; }5 }
- chase_path.push(6)
7 w8 f2 j$ H% p* B - chase_point = [point_x, point_y]
$ |# O8 X& z C2 T7 @- b) Y - reversed_chase_point = [left_x, point_y]+ s: x5 h# t. E" m- m+ n- ?0 b. }) L
- reach_point = true; break
+ r- c# B% s% Z) _( E - elsif sheet[right_x, point_y] == path_step &&
4 e) q2 F9 }8 h+ K" h - $game_map.passable(right_x, point_y, 4) &&1 M8 N# R/ ]! C& U& y
- $game_map.passable(point_x, point_y, 6)6 z8 c6 I3 D$ s
- chase_path.push(4); s- R" F$ P' {& s$ H7 h
- chase_point = [point_x, point_y]
& l0 p- O! n5 \; J( f# z$ h - reversed_chase_point = [right_x, point_y]
4 p r; U2 o+ e+ h - reach_point = true; break
( d+ A4 |3 X: e; n - elsif sheet[point_x, up_y] == path_step && y2 g1 B n" J3 A
- $game_map.passable(point_x, up_y, 2) &&* \8 Z7 h/ C/ w0 I) E# x2 A+ s% V. I8 T
- $game_map.passable(point_x, point_y, 8)- |; h2 h/ {9 ~ s' c8 C" E7 d
- chase_path.push(2)2 X0 P6 l& v8 J5 ?
- chase_point = [point_x, point_y]& \( B4 x. H1 L R, W7 w5 y6 B6 k
- reversed_chase_point = [point_x, up_y]
5 Z: F5 |, E( w& d% t - reach_point = true; break0 J; X/ f) k$ B G! s
- elsif sheet[point_x, down_y] == path_step &&) X0 o1 `( U0 ^7 z; W* x3 m, {
- $game_map.passable(point_x, down_y, 8) &&
" ?% @0 Z, O* O - $game_map.passable(point_x, point_y, 2)* @: D, w2 z" J r; T1 O
- chase_path.push(8)1 j& U9 J2 b h
- chase_point = [point_x, point_y]
- w; ]. y6 s) p9 q6 q - reversed_chase_point = [point_x, down_y]( x# O. f d$ \; n9 m* ?
- reach_point = true; break
) |7 }2 \6 T; F. q( X) S- A9 p - end7 |1 g8 P- }( M
- # 以需要抵达该点的步数填充路径表格 #
+ Q* [, ?6 Y* R0 k. z6 A - if sheet[left_x, point_y] == 0 &&! g6 \7 A \( v* [1 ]' g
- $game_map.passable(left_x, point_y, 6) &&
& N5 m/ M5 Z- g/ _ - !collide_with_events(left_x, point_y) &&0 t, Y: c2 J2 R; [
- $game_map.passable(point_x, point_y, 4) &&) O" H" O% H/ M, w
- !collide_with_vehicles(left_x, point_y) #judge_end8 H- p; a/ _6 c0 s
- sheet[left_x, point_y] = step
' B! T0 s# }. ^, } - draw_path = true
0 r P9 b' d5 K+ _- Z Z8 Z- `- W - new_end_points.push(left_x, point_y)
4 x4 F0 B# J1 O3 w - end7 J. Y/ h1 Y2 Z1 x3 s
- if sheet[right_x, point_y] == 0 &&
9 j( ~2 y1 x5 H - $game_map.passable(right_x, point_y, 4) &&+ ?! Y, C, V: m
- !collide_with_events(right_x, point_y) &&4 D* S+ g1 B6 u6 C$ P
- $game_map.passable(point_x, point_y, 6) &&
+ Q: K& H( J; J0 o; Q" ?1 v9 L - !collide_with_vehicles(right_x, point_y)#judge_end
: v' q; k9 ?* n' o - sheet[right_x, point_y] = step6 K- X" w% N+ u. C, c/ N) h1 ^& D
- draw_path = true
- T9 ?* R" t) f) }7 l - new_end_points.push(right_x, point_y) p3 C7 H6 F8 S0 q9 b2 x
- end0 I; j! O6 o$ s) M5 l
- if sheet[point_x, up_y] == 0 &&- G- G+ E0 r( }0 H( c5 B
- $game_map.passable(point_x, up_y, 2) &&
0 b O7 g. E8 K4 P - !collide_with_events(point_x, up_y) &&+ s2 W3 [4 c0 j& B' ?
- $game_map.passable(point_x, point_y, 8) &&1 {% n6 T- a7 v1 v
- !collide_with_vehicles(point_x, up_y) #judge_end
0 u1 R; W1 A) f& M- x& n8 d0 z' i - sheet[point_x, up_y] = step
3 f% {& U8 X# D - draw_path = true
& W: b7 M5 R' H4 l8 G( Q/ O - new_end_points.push(point_x, up_y), u; {3 e. h* x& P3 r# o
- end4 ~# _! S4 p9 k
- if sheet[point_x, down_y] == 0 &&
+ p8 P4 Z+ s) E* T$ g5 f3 e6 e' K - $game_map.passable(point_x, down_y, 8) &&: r( M' B) J! _. q5 C; I8 {
- !collide_with_events(point_x, down_y) &&
7 R; Q. s; g# U& w" J+ ~! O - $game_map.passable(point_x, point_y, 2) &&
]- y& j" ~! I y/ I$ q - !collide_with_vehicles(point_x, down_y) #judge_end
5 f2 U- y) r. C$ ~$ l: t - sheet[point_x, down_y] = step
+ o; r- F# y% ~; J6 N - draw_path = true
) B ~) d5 {4 ?- T0 ? - new_end_points.push(point_x, down_y)( T& g4 V+ p; F1 ^
- end& X$ `: I" t4 v: S0 A
- end#endOfLoop3
( L9 r$ [. ]/ m" Q% i( z# i# l - break if !draw_path reach_point
3 N0 s8 a2 v# m- z+ [7 i - step += 15 K4 }% G2 L9 U
- end #endOfLoop1 路径表格填充完毕) N& v$ L9 h% w: R0 ~
- $mouse_move_sign.transparent = false
+ \3 N0 Y3 d y. ~5 A; ^# l - # 判断指定地点能否抵达" \4 G3 f! [8 T
- if reach_point* B5 Y% S8 _6 Q
- $mouse_move_sign.direction = 26 K, H- U# U& C6 W
- else8 E; h1 Q, N. d% z6 J0 U5 d1 b: X
- not_reach_point! I* d y, w/ V' J; ~
- return& g* C. n3 C+ J) Z" k, \
- end3 U2 j" ^ w) T/ \
- # 根据路径表格绘制最短移动路径(反向)
) E! d5 t1 c- _9 y, X6 l! J% P- U - steps = step 2 2 + 1; S X( b3 Z$ g
- loop_times = step 22 h4 u) I+ e1 R3 t0 P
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]0 c* ^1 d& l2 J6 r- N+ Y
- for i in 1..loop_times # forLoop" N6 W% P$ |! E# K* e
- steps -= 2" G( \; }/ p/ Y! o% o
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……
3 \7 P$ ?: ^; A3 B) C$ [# V - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
- ^6 @2 x' \' m& \ - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&1 i; q5 t- }9 }6 Z) Y% r9 R
- $game_map.passable(point_x, point_y, 4) #judge_end
; \# e5 l& C; h# k- a - reversed_chase_path.push(6)" m7 L2 {6 \4 F1 Z
- point_x = $game_map.round_x(point_x - 1)
. w, L s7 F% F5 G - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
. {, Y. I0 ^+ I) H) x - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
: e* ~5 Y! z9 q0 y7 N - $game_map.passable(point_x, point_y, 6) #judge_end
2 Z5 f0 v3 p5 _- ~7 k7 V) ] - reversed_chase_path.push(4)) J1 l3 c# D0 j* Q
- point_x = $game_map.round_x(point_x + 1); e% E: Z3 A( d- I: i3 x7 U
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
) g6 k$ ?! ]. q) I5 m - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&/ {* k4 i0 X1 E9 }
- $game_map.passable(point_x, point_y, 2) #judge_end# `7 r+ o' [) o; R0 M
- reversed_chase_path.push(8)0 p* S/ {. O7 s1 M5 v. p
- point_y = $game_map.round_y(point_y + 1)
' b) ~3 P& \) H - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
- D3 r# o" h! J - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
0 ]- {) q5 q3 C& F- R+ j0 m: A - $game_map.passable(point_x, point_y, 8) #judge_end: |! L o; ~( e
- reversed_chase_path.push(2)
; r2 Z5 I% g/ T$ @+ Q* S - point_y = $game_map.round_y(point_y - 1)
) q) {% _" e7 Z1 Q ]- K. ^+ Z& P - end
& y- s( t4 U4 s4 K' U2 `- ?# ` - else; {( o9 k. i% r* B5 J/ ]
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&2 O9 Y, D4 C8 H! s# m
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&9 M2 T: |6 C9 e" K8 k
- $game_map.passable(point_x, point_y, 2) #judge_end
( ]9 o) ^# [% z6 B S - reversed_chase_path.push(8)) ?0 B# b& K" }' S, K
- point_y = $game_map.round_y(point_y + 1)
( U( B; E$ v: s+ M5 r, u" Q - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&& @8 `$ t" e0 u: z
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&. s0 z) R/ f1 w1 U" [
- $game_map.passable(point_x, point_y, 8) #judge_end
$ \% N2 d i/ p6 k$ } - reversed_chase_path.push(2)1 I2 t0 Q! P) f! ]" W0 @% b/ d- n- E9 @
- point_y = $game_map.round_y(point_y - 1)% J2 X5 M3 Y* Z
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&" H$ o; m3 {) f& o5 Y2 @
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&% |* f5 K8 A( O8 q& X; d! W
- $game_map.passable(point_x, point_y, 4) #judge_end+ @* n: Z+ D9 ]0 |1 A( {
- reversed_chase_path.push(6)6 [ o0 L, M7 Y* F- b; x
- point_x = $game_map.round_x(point_x - 1)
, {- o& h$ C$ J7 |0 l - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&9 M, P4 E9 N: \4 \
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
; C6 B8 F0 Z) D( D" }% m' Q' H - $game_map.passable(point_x, point_y, 6) #judge_end* n" Z; |, U6 E1 R
- reversed_chase_path.push(4)& ]; C5 w2 l" T( K% q& z
- point_x = $game_map.round_x(point_x + 1)
* n5 v+ M# j5 S! n - end
2 l+ B6 ` v2 g j& c1 B3 e - end+ l/ J% z. R( R1 c3 b
- end #endOfForLoop7 I6 T# c9 F- H& g; G! C5 s. ] |, _
- # 根据路径表格绘制最短移动路径(正向)
+ f: w( g. h( L+ T+ k# w - steps = step 2 2
% D8 [1 a) r* Q5 c @5 ], S4 Z - loop_times = step 29 `/ e, @2 \; k& O s' X3 l
- point_x, point_y = chase_point[0], chase_point[1]
' b' @" d5 Q4 j m - for i in 2..loop_times # forLoop, B' ?% R. s" ?1 [2 R) Q! D& ?
- steps -= 2( i9 Y" K. z# @7 j1 c
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs! h3 j% H1 l6 {3 Q
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&; [3 J$ n( M2 K
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
0 p# c* Z4 l: ]# p4 u - $game_map.passable(point_x, point_y, 2) #judge_end I! N' @ ?$ X
- chase_path.push(2)
1 j0 P5 h9 R S0 N; g! U - point_y = $game_map.round_y(point_y + 1), A" m* r/ o2 g7 v" u7 j
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
; P1 l4 m$ B3 E& E- J9 @ - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&: D: }1 l$ G, s: w' G |9 Z, I8 o v
- $game_map.passable(point_x, point_y, 8) #judge_end& [+ G ?1 _ t& ?: m8 M4 o; t
- chase_path.push(8)
6 U8 d7 C7 @7 a4 N! M - point_y = $game_map.round_y(point_y - 1)$ R8 o/ Q4 ~8 r1 c
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
6 h- k! ^$ Z5 r- b0 C. d - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&+ x% ~7 b# h# Q/ g3 |) |
- $game_map.passable(point_x, point_y, 4) #judge_end
" W+ j) u. a' a- W! W - chase_path.push(4)
7 F- r9 @' |$ L. _9 D2 X - point_x = $game_map.round_x(point_x - 1)
6 O- C$ g, Y# M3 O9 l: E - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&5 r, Q) k4 j/ f% v |- s
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
7 C+ ~' H3 o! u/ J' H8 \$ [& j - $game_map.passable(point_x, point_y, 6) #judge_end% I, X0 f4 }: d4 o/ r
- chase_path.push(6)
9 {) v% R0 S3 | - point_x = $game_map.round_x(point_x + 1)% A3 t0 }4 L- j, `! O+ A
- end3 N& P! j( X& ^: u
- else
5 k7 Q+ P' Y2 _. n, X3 l. i; f - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&' ?: t9 z% ~) `
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&- H/ g- R# ?( Q2 K5 Q& \+ p: I
- $game_map.passable(point_x, point_y, 4) #judge_end. A) y+ V- }. O# |" R* u8 t
- chase_path.push(4)
1 |/ A; L) s8 J( n% K% W' ` - point_x = $game_map.round_x(point_x - 1); |8 Q! d" ^/ t5 Q/ [) ]& Z
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
0 ^. {+ w3 G( k+ c4 _ - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
3 X8 Q% E1 a( \) } - $game_map.passable(point_x, point_y, 6) #judge_end
1 l0 S: Q0 G; z/ J3 c; N" i - chase_path.push(6)
, M6 S5 \! I( J. X - point_x = $game_map.round_x(point_x + 1)- G6 h9 c, w* Q) M* T+ _
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
7 J( m* o6 o4 H% U& q9 k1 D" Q3 q - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
4 P# b, k; D5 B" U - $game_map.passable(point_x, point_y, 2) #judge_end
! ^: b$ h' @! \ - chase_path.push(2)
1 a9 i9 C5 @+ X7 g2 x) s+ P/ w - point_y = $game_map.round_y(point_y + 1)7 U8 c! ?6 G( M1 n8 u$ \5 @
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
/ g, i* S; ?) \: N3 B; X6 P# F) j - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
0 R& ^+ v; ~# K3 n - $game_map.passable(point_x, point_y, 8) #judge_end- a* J* k5 V' |5 n7 A6 }
- chase_path.push(8)! D" m% b1 u( u: Y( o) x3 ^2 O
- point_y = $game_map.round_y(point_y - 1)
: F; S, L: m2 `; C) S3 H - end0 L- f; U& e- G: [) z% h& J
- end
( j6 z8 d; `/ y4 ?: Q - end #endOfForLoop
/ w+ l8 W) O) B% s - @mouse_move_path = reversed_chase_path.reverse + chase_path
: c5 S+ |/ A/ z6 l) [. v/ A. ]$ j - end#walk
+ e/ o& x& n4 E - #--------------------------------------------------------------------------
' ~$ b' h, h9 Y! F2 J% s2 j# a; ^3 W - # ● 绘制boat的移动路径 @array[move_directions...]
0 F/ I% ]- Y7 v; u - #--------------------------------------------------------------------------$ q! k+ d: F, W8 s. k( `" `( h
- def draw_boat_path6 J- R) h/ r" N6 _! [1 S' T
- # 准备绘制路径表格
, y- f# Q* z/ U - sheet = Table.new($game_map.width, $game_map.height)
7 [* A2 F3 I6 N$ m$ Z& b# e. m* a - reversed_chase_path = []; chase_path = []1 B6 c6 J5 w3 @% u
- reversed_chase_point = []; chase_point = []3 k8 y$ G4 r% `8 p
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]4 r F- V& V4 p2 c
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 29 U( ?+ [2 M# _+ v) G7 k$ q
- reach_point = false0 k! E9 \# I/ y! |
- step = 3$ x+ Q2 q" a7 v J1 |# c' J( N$ [, c" r
- loop do #loop1 开始填充表格; D) N3 C2 O3 `. I9 D+ s5 F, e( B* A
- draw_path = false
) H. k1 ~) M, s8 d4 E/ r) K, Y - check_points = new_start_points
" r' r2 S6 V! w& K! q/ ^ - new_start_points = []
$ U1 ~4 O; G+ V4 m - loop do #loop2 从起点开始正向填充- y) n& l/ U. n6 L3 \ e
- point_x = check_points.shift
9 a& s; j# m/ S9 s6 t - break if point_x == nil
( y, k; J( N/ l8 b - point_y = check_points.shift3 V3 d# Q z: B( D- u
- left_x = $game_map.round_x(point_x - 1)( _. i: T+ A9 f/ L5 p1 t# N
- right_x = $game_map.round_x(point_x + 1)+ k" I3 N' v# o8 ^% M
- up_y = $game_map.round_y(point_y - 1)
; y& H+ F. }5 g9 j - down_y = $game_map.round_y(point_y + 1)1 }/ Y3 X* a+ U
- # 判断路径是否连通
# c$ d+ F: @, _) S( k! \7 l4 x+ r - path_step = step - 10 C$ F9 F' @9 {! C5 ]' i5 I
- if sheet[left_x, point_y] == path_step# F* ~* b% a% j
- chase_path.push(4)
) ~1 c5 G9 o! c0 n2 u d, k - chase_point = [left_x, point_y]6 o4 m( _8 ^. `) s; `
- reversed_chase_point = [point_x, point_y]: s. U% G+ l4 P: M4 U
- reach_point = true; break2 S2 w# r; o4 i+ Z; G5 }
- elsif sheet[right_x, point_y] == path_step
R3 r5 g0 S% H4 f! g( g# s - chase_path.push(6)) A; P; e2 @% Z" Z# i6 D/ B& |* y
- chase_point = [right_x, point_y]* Y6 p+ D/ c# a& a
- reversed_chase_point = [point_x, point_y]1 y. F& `" R$ k$ Z O$ E+ F
- reach_point = true; break+ N: t. I7 `7 {$ W
- elsif sheet[point_x, up_y] == path_step4 T6 |& V# |3 `# p2 I
- chase_path.push(8)* u h2 u9 c3 _5 r
- chase_point = [point_x, up_y]# v: [, c5 s! S9 A8 H) E
- reversed_chase_point = [point_x, point_y]6 b& |$ O; w) o$ w5 t2 k- g
- reach_point = true; break* n6 v& w+ _; i2 ^
- elsif sheet[point_x, down_y] == path_step
* Z' w l2 {5 v& v9 n2 S- i6 p - chase_path.push(2)
# ~( }; p! @6 A1 R4 l3 \/ [4 N - chase_point = [point_x, down_y]
2 p2 j8 `' b0 `9 g$ j7 o - reversed_chase_point = [point_x, point_y]; ]: `* l0 i. g! t8 y' E3 ~
- reach_point = true; break; o7 f4 o- L( P+ m9 |3 u
- end8 x1 |2 b% b$ y3 Z: \- s* f$ U+ H; g
- # 以需要抵达该点的步数填充路径表格 #
7 o9 y+ Y8 n$ G1 m2 K - if sheet[left_x, point_y] == 0 &&
0 S, K, y$ a( g# p, ~ - $game_map.boat_passable(left_x, point_y) &&
1 V0 ^1 F" S+ f* |" c1 \ - !collide_with_events(left_x, point_y) &&
& A; k! J' m% N9 i. p, [; c# P- y - !collide_with_vehicles(left_x, point_y) #judge_end; f6 i0 q+ T6 v2 P( @) A
- sheet[left_x, point_y] = step
& b. E. q* p n; ^) L- A4 @$ B. C - draw_path = true
1 c& S' t8 Z3 M# P9 L5 X m# p - new_start_points.push(left_x, point_y)
8 U8 g# i9 @- G1 o - end0 R- S h; \( z! T# L7 o* v3 ^" a+ f& n7 a
- if sheet[right_x, point_y] == 0 &&) l& A2 N) G( z% N" k& C9 S
- $game_map.boat_passable(right_x, point_y) &&# t! A7 ?* V( y" P$ m/ S( _
- !collide_with_events(right_x, point_y) &&
& o) R$ c" e$ o5 |3 [& n8 j - !collide_with_vehicles(right_x, point_y) #judge_end
5 |$ K2 R* M: h% A# Y - sheet[right_x, point_y] = step E0 i, d! w' W0 L0 O
- draw_path = true
) U5 P6 C2 w& G) _ l - new_start_points.push(right_x, point_y). ]0 @3 B- [' S8 d# I- \4 \
- end- \4 q+ ^+ J& U* g6 z3 ?. @
- if sheet[point_x, up_y] == 0 &&+ }& {' E3 f' M% U. H7 m
- $game_map.boat_passable(point_x, up_y) &&
3 P) B" [+ W" p8 @ - !collide_with_events(point_x, up_y) &&
; |0 T) u/ O: m6 j/ B! \& N - !collide_with_vehicles(point_x, up_y) #judge_end
5 S& p9 v: T$ `3 |5 w - sheet[point_x, up_y] = step
" a$ H7 g7 |0 l9 L& u) ` - draw_path = true
/ t4 K0 v0 i7 R' n; ?# U3 [9 ` - new_start_points.push(point_x, up_y)
' _- v# x6 `! M - end9 n' }4 _0 B2 g1 j* _/ D, x4 n
- if sheet[point_x, down_y] == 0 &&! L0 c* ?+ g' l6 u) L
- $game_map.boat_passable(point_x, down_y) &&
3 e8 T2 q% \2 W. a0 `! A- |* I1 y" T - !collide_with_events(point_x, down_y) &&
( U0 U# e0 `' r* ?3 J: n - !collide_with_vehicles(point_x, down_y) #judge_end
# l5 c! j) u# g4 |+ k. t" [ - sheet[point_x, down_y] = step v7 k6 g- ], S! \8 p( q. s) _* ~2 y
- draw_path = true
& r+ V3 C9 U( O; U - new_start_points.push(point_x, down_y)+ Z" M* I) Q9 `
- end
( t1 n( p. ^& L* z - end#endOfLoop2. j: M& g" \/ v8 M
- break if !draw_path reach_point
+ ?# P W. y. Z, z8 M' G - draw_path = false, M( |8 u; F* O4 j7 k. I: _8 ?6 I
- check_points = new_end_points: ?* Y6 e7 M2 ]8 k, S
- new_end_points = []8 i0 ?4 ]3 F& ]) R! u) t g
- step += 1
; k: ]7 ?6 D& g$ z& o8 w; ~9 E# ] - break if step KsOfSionBreak_Steps &&
0 Z1 m2 q7 h* q% e8 z" W' ^- B: n - !Input.press(KsOfSionFind_Path_Key)
: @$ z! n% Y9 O - loop do #loop3 从终点开始反向填充" z- U/ s( B' Q: m+ _
- point_x = check_points.shift
" R2 F7 ^1 p% N& A g - break if point_x == nil' p3 t& z# d6 B
- point_y = check_points.shift4 M. f& S! Z3 i/ C" d, F
- left_x = $game_map.round_x(point_x - 1)
' S5 ?- j- c: Z - right_x = $game_map.round_x(point_x + 1)
* E$ b0 B0 A( a* r - up_y = $game_map.round_y(point_y - 1)' n% L+ s2 y& C% P6 D$ R
- down_y = $game_map.round_y(point_y + 1)
# V* y; \/ O5 P! B/ `2 ?0 K - # 判断路径是否连通
9 X- }+ e2 O( b1 B" G- s - path_step = step - 1, h0 c* [; [$ e" e2 z
- if sheet[left_x, point_y] == path_step
0 j* U* U* r! v9 U1 n# g( N - chase_path.push(6)
4 n8 W" W% j) j - chase_point = [point_x, point_y]6 Y2 Z! k0 J2 B9 |0 k& _" @ `
- reversed_chase_point = [left_x, point_y]
1 G! Q0 {) C( n) `* Q - reach_point = true; break; x1 n* k2 k4 n1 v& Y( P' \
- elsif sheet[right_x, point_y] == path_step3 l' |3 X- q# f- g" N
- chase_path.push(4)
5 Y! w. D$ V: D, o" W' ~+ k7 V6 ] p - chase_point = [point_x, point_y]
0 Z( c' H" M* t3 E1 M - reversed_chase_point = [right_x, point_y]6 U( b5 i, \8 u/ ^ s9 i1 F
- reach_point = true; break
- Q( j G! J. m, l) @ - elsif sheet[point_x, up_y] == path_step6 L( }2 C7 T7 H# |1 l: ~
- chase_path.push(2)% z9 N* [5 c' P
- chase_point = [point_x, point_y]
7 {( w2 k. {: X - reversed_chase_point = [point_x, up_y]
8 o* X5 c" n y2 {% s - reach_point = true; break& ^3 a7 r) A" [) i) s. q1 P( u$ e
- elsif sheet[point_x, down_y] == path_step- ]. l- F7 X/ }; z6 s9 c/ c' f
- chase_path.push(8)6 P0 `6 u8 b# L9 W; E9 j/ o
- chase_point = [point_x, point_y]0 M& V: [; @) M w3 o$ y
- reversed_chase_point = [point_x, down_y]
/ c4 q9 n% ^0 A5 W0 A - reach_point = true; break+ v2 U& V/ P3 L6 d$ F
- end
2 \0 Z' {1 \, d- S( x' v2 J' e - # 以需要抵达该点的步数填充路径表格 # B' F2 k' Z4 I* V0 s
- if sheet[left_x, point_y] == 0 &&9 P2 Z0 ~; W6 t( c1 a2 |
- $game_map.boat_passable(left_x, point_y) &&; K6 Q/ \ {- V% J" s6 Z
- !collide_with_events(left_x, point_y) &&
9 F0 w! P( F! z' F - !collide_with_vehicles(left_x, point_y) #judge_end
. _* e+ ^* E7 D( }$ e - sheet[left_x, point_y] = step
) ]( \8 N' ~; r7 S$ @ - draw_path = true
5 j1 x# ?) O: T1 N- Q - new_end_points.push(left_x, point_y)
3 n5 @6 G+ _3 I# E- s+ R - end
) W/ z$ f. A+ B - if sheet[right_x, point_y] == 0 &&
9 o3 I6 D: s6 a& y - $game_map.boat_passable(right_x, point_y) &&
6 W) ^+ H0 X) D - !collide_with_events(right_x, point_y) &&( J& L: f$ E+ e0 y
- !collide_with_vehicles(right_x, point_y) #judge_end
: r7 N) u; u; L# Y* D3 O \ - sheet[right_x, point_y] = step$ o1 c- v7 W( j' L
- draw_path = true/ o+ m6 Q4 Y% T* H! v8 L% O
- new_end_points.push(right_x, point_y)3 Z( `% z6 |) s$ i7 c& h
- end( f1 d F# I4 j3 O7 l: |6 S2 r4 I$ T
- if sheet[point_x, up_y] == 0 &&
3 _' \+ O% r/ u1 q" D3 @ - $game_map.boat_passable(point_x, up_y) &&$ @+ Y" M7 h8 e% V* u0 U
- !collide_with_events(point_x, up_y) &&( H' F: P1 l! o: o! U1 s3 M
- !collide_with_vehicles(point_x, up_y) #judge_end/ i: w- r' t0 f% p5 Q% {
- sheet[point_x, up_y] = step
, e2 o( v* p0 ? - draw_path = true
6 I; r% ]$ b" Y# R) U - new_end_points.push(point_x, up_y)3 v/ U( q+ N6 t
- end
3 ]* k6 I: Q2 Q: N* a - if sheet[point_x, down_y] == 0 &&7 Y) g: B* t Y( ?. l1 @/ c2 O
- $game_map.boat_passable(point_x, down_y) &&
X0 K" B6 g0 o( m) n - !collide_with_events(point_x, down_y) &&
4 A2 L5 j/ i) Z: \" n! g* z) b - !collide_with_vehicles(point_x, down_y) #judge_end" |. b0 q% a* e/ p# |4 @! z2 \. K) S
- sheet[point_x, down_y] = step0 F( {: @7 ] f
- draw_path = true- u; Q3 n7 j$ e5 U" X: V. t! t
- new_end_points.push(point_x, down_y)
q- r, g t3 I, F$ H5 ]! T: y - end: i' Z0 f3 i# k3 [7 E9 f( I9 @
- end#endOfLoop34 D) i0 B; t9 O$ g
- break if !draw_path reach_point
" |4 d0 s/ v! s& Y+ V1 g% ?$ i/ T - step += 1
5 x+ `- ~/ E5 l; S1 [0 O- f - end #endOfLoop1 路径表格填充完毕) N6 J W; G6 ~1 e6 U/ _( m
- $mouse_move_sign.transparent = false
0 K J& v; a4 b$ P/ e - # 判断指定地点能否抵达
$ y" q- [4 K" E2 i! o- U% a - if reach_point
' J0 n, J5 E; w( A6 l1 y: c% n - $mouse_move_sign.direction = 2" X* Y4 C2 S0 P1 s s/ p' u& Q- i
- else
# m- }1 f5 n+ j# t. x - not_reach_point* J3 \$ u. `; A" N
- return% r* U2 M. Z6 P: f# e, T$ B
- end
9 o' f$ `* D" I - # 根据路径表格绘制最短移动路径(正向)
# Q* u' y9 z$ n M$ e - steps = step 2 2
. g5 H6 T% }3 L - loop_times = step 2
: a& E7 F* `4 P9 {& {+ t - point_x, point_y = chase_point[0], chase_point[1]
* K/ _6 B! w$ V E& v! _9 Y2 t - for i in 2..loop_times # forLoop
8 K9 ~6 }% P' |; C4 i - steps -= 20 j9 B) r |1 l) C8 v
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
" e0 \& F2 [9 X9 T) H - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
% V' B% c) o C3 W6 c7 C - chase_path.push(2)
+ L" G$ Y1 ]0 A0 w' y& m - point_y = $game_map.round_y(point_y + 1)
% t9 C$ L- S8 w, d, ]9 Q5 E1 { s - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps6 U4 `* D* N4 ]6 J' {9 o% O
- chase_path.push(8)
- v6 ?+ x8 C3 w+ m5 u! D - point_y = $game_map.round_y(point_y - 1)7 T0 Z ?' [/ [5 D9 y' ^
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps% l. Z# T1 y. _0 ]$ }, x% p) x
- chase_path.push(4)
$ ~5 N9 C8 H3 j7 h4 A: W - point_x = $game_map.round_x(point_x - 1)
0 E2 ^$ f D4 ^3 j- v - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps. b3 v1 E7 j" \) b/ ~ f
- chase_path.push(6)
% U9 r# T/ s, u6 S; {4 l* Z - point_x = $game_map.round_x(point_x + 1)
4 U( [8 X7 `! m& {2 P% W* J - end
4 ?4 d* J0 s6 O1 ]; a9 a - else
% g1 h/ K; e' X - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
) P; K6 l ]# [( l1 l- G - chase_path.push(4)
' r8 w% `0 s% x2 d" j" @, w - point_x = $game_map.round_x(point_x - 1)
" }: i5 A5 N2 p - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
) ~1 U' E! V4 h' i( | - chase_path.push(6)" S# y7 L* d4 ~( r3 M! Z6 W
- point_x = $game_map.round_x(point_x + 1)1 t$ ]9 g: t/ l# E" E; a' ]
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
9 w$ L+ i, D0 c& r! l. y7 d: N - chase_path.push(2)
+ u; C8 P" g# Q A* Q1 ] - point_y = $game_map.round_y(point_y + 1)
% e* X4 u7 c3 G( H* C% G - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps! i& [9 P2 m( P. h# e7 ? {: \- Y
- chase_path.push(8)% q2 a" V% y5 }% L2 x* H& w8 m
- point_y = $game_map.round_y(point_y - 1)
$ V6 n+ J2 q- L/ ~ w - end
' c9 ~9 v; y* ?" U& C( l - end. Z+ S; k. x2 s! z9 G, Y0 w
- end #endOfForLoop6 O$ q" }8 e; W
- # 如果指定点无法抵达或者登陆
1 x# w& y$ l' I1 [0 x* [ - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
. M, N# ^- @/ f1 g$ _$ \0 ~ - # 根据路径表格绘制最短移动路径(反向)
. d5 n, b$ l# F6 L' ~ P - steps = step 2 2 + 1
8 m; |/ U6 X$ l9 l& Z - loop_times = step 2( }9 X/ g/ w, n }* G
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]* f5 j/ ~& l, k! t' H, _2 m
- for i in 1..loop_times # forLoop8 {- @, c( B7 b' i, p% b
- steps -= 2( R( x j6 L5 K: Q) Z; s$ y
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs- Q1 d' E, B% ^2 _
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps" H" K$ T% C% h( y% K
- reversed_chase_path.push(6)' @* ^: v5 ~7 v0 Y
- point_x = $game_map.round_x(point_x - 1), G9 Z4 S) Z2 o
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
7 {$ E3 n' @- [0 j! C. v% {: Q* } - reversed_chase_path.push(4)
. t' F; C8 T" E4 Z - point_x = $game_map.round_x(point_x + 1)
4 j7 G" F& d2 ~7 y - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
& q2 c# U) m* u4 t" |$ W0 q - reversed_chase_path.push(8)
, b8 Z2 }$ z! Y8 Y8 a, o - point_y = $game_map.round_y(point_y + 1)
* y c, ^5 A+ X8 {1 D8 C1 u - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
/ D5 y; L0 y, Q3 b, K - reversed_chase_path.push(2)* H1 }1 m( I; N
- point_y = $game_map.round_y(point_y - 1)7 c* M8 K R: q d! G
- end
: m$ a2 N! d& g; D O$ h# | - else; ?8 Z% O: Z' `- a7 z- e
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
9 }# |3 P5 _7 h4 _ - reversed_chase_path.push(8)
( a& Y5 {8 n1 n ?: J4 l - point_y = $game_map.round_y(point_y + 1)
/ x( _9 T9 n8 n4 t5 B6 | - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps; R+ \3 X$ |7 d6 Z
- reversed_chase_path.push(2)( K7 m1 Y/ O7 M' T. M2 h
- point_y = $game_map.round_y(point_y - 1)
. j* q! ]* R7 S* b* G - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps; G5 P( h* O* d' d
- reversed_chase_path.push(6)
9 F/ a$ y& v; z0 j F - point_x = $game_map.round_x(point_x - 1)
1 Q/ e' M1 A) g5 K0 s) L; ] - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
- S. {2 f5 }5 w) n - reversed_chase_path.push(4)
8 j3 Q# \4 b9 I- y - point_x = $game_map.round_x(point_x + 1)
6 @2 w8 Y) B1 t- Y" T - end
! R: J9 \7 n& q- `. u" g8 a - end
1 E( y D5 T$ v( b - end #endOfForLoop# Y, V8 j5 J0 i
- @mouse_move_path = reversed_chase_path.reverse + chase_path
: d" B5 S4 O7 u9 p% l - end#boat
$ I' ?2 l3 O% Y - #--------------------------------------------------------------------------
3 Q( ?5 K X; A* Z - # ● 绘制ship的移动路径 @array[move_directions...]
1 Y% J, O2 ~5 r Y% [9 ^ - #--------------------------------------------------------------------------$ G6 ?: M- U9 p( H! W
- def draw_ship_path+ m/ i' T) V, f2 }2 J3 Z7 ~9 T
- # 准备绘制路径表格, w" s) v" T% Q3 I1 l w5 o! Q* I
- sheet = Table.new($game_map.width, $game_map.height)' ~; u0 \" ]+ g) y0 M0 v. {6 b0 h! X. z2 L
- reversed_chase_path = []; chase_path = []
" h3 D: q1 K1 \+ j# R2 m - reversed_chase_point = []; chase_point = []3 E& d1 E h- V( Q+ N
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
. W8 B0 T p( q2 { - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 29 K3 _; N0 h7 ?' V# v' p- P
- reach_point = false' g3 I9 x1 d5 w3 @
- step = 3
* P+ ^" Q: k0 ]2 b( ^4 l - loop do #loop1 开始填充表格1 Y( k( ~' f2 O3 R) l
- draw_path = false
g: H1 L$ `# s& X7 R8 O - check_points = new_start_points# G( ]* E3 d; Q' d" X. n
- new_start_points = []
( Q V$ \1 x @. _3 V( P- A - loop do #loop2 从起点开始正向填充
7 z! ~8 Z5 e5 F c - point_x = check_points.shift
. Z- h& D t0 }: n: u - break if point_x == nil
, m/ }7 Z8 e6 B9 k: B$ g7 r - point_y = check_points.shift
6 W' k5 c# [- ]: o( U - left_x = $game_map.round_x(point_x - 1) e' [5 Y( M$ w, E& [$ t: j
- right_x = $game_map.round_x(point_x + 1), q6 j1 i W! v& q5 d% h
- up_y = $game_map.round_y(point_y - 1)
- H( U# q% I. Z& Q0 U. ^# \ - down_y = $game_map.round_y(point_y + 1) w, i& L" e( L: u8 C
- # 判断路径是否连通9 t+ q4 \2 N" W; |8 A/ E2 s
- path_step = step - 11 E+ `) R7 j' X& @
- if sheet[left_x, point_y] == path_step
# {* Y( @0 p# Z - chase_path.push(4)
2 k( v% `$ o# u% W7 r) [8 G, ^ - chase_point = [left_x, point_y]# |! ?- ?7 a, {: M$ _% Q+ _* Z
- reversed_chase_point = [point_x, point_y]
- h5 o* d( O9 G. p/ ^- ?: r0 V - reach_point = true; break
# z! m' j' ^; w - elsif sheet[right_x, point_y] == path_step
' P$ C, u* {# P5 n+ T4 `; P( n* c - chase_path.push(6)
0 D: u' V5 P" y% [ - chase_point = [right_x, point_y]
5 S- K& D. G; U2 K9 u* |" I - reversed_chase_point = [point_x, point_y]
, `1 f' c8 u" {3 Y - reach_point = true; break, ]0 K# E1 J/ X1 x( A
- elsif sheet[point_x, up_y] == path_step
3 H" [6 d8 H3 Z7 P8 q* R1 K) v: g& w - chase_path.push(8)
. [9 C# h. j& N - chase_point = [point_x, up_y]
& D" ~& y0 P! `/ {5 c x - reversed_chase_point = [point_x, point_y]
" A. K& l6 R) U% ` - reach_point = true; break( a- n0 q7 e7 H( W$ K+ e9 h$ l- f
- elsif sheet[point_x, down_y] == path_step- x: d. g, b' ]2 y6 e
- chase_path.push(2)
8 @* i$ ]# U. o# z - chase_point = [point_x, down_y]3 C0 Q( L) Y3 u; E5 O9 r7 i$ E! ]
- reversed_chase_point = [point_x, point_y]0 ], s- ^+ P' D# e5 I
- reach_point = true; break
2 N$ F3 B/ W$ y# B: U - end+ U0 I! E( V+ i5 t7 H0 ?8 i
- # 以需要抵达该点的步数填充路径表格 #- h J% m# e: T/ S
- if sheet[left_x, point_y] == 0 &&
3 ~; d, I( d/ `- D! ~# X8 W2 U' D - $game_map.ship_passable(left_x, point_y) &&
" l1 n$ Y& u. E5 T - !collide_with_events(left_x, point_y) &&
+ o; A' [1 S! k4 R, H; p3 c8 [$ G g - !collide_with_vehicles(left_x, point_y) #judge_end
( Z% c% n6 s- ?. b/ x$ M - sheet[left_x, point_y] = step
2 M4 D% ]0 L4 H. x2 D. y - draw_path = true
$ z& G; |) R0 M9 d' W1 ?; U - new_start_points.push(left_x, point_y) I" X/ P0 z, l3 `0 w( k
- end
' \; ?0 b+ s2 d. W6 z - if sheet[right_x, point_y] == 0 &&* t4 ~6 r7 g6 N
- $game_map.ship_passable(right_x, point_y) &&
0 O. y$ M ^6 R: X& X8 \2 N - !collide_with_events(right_x, point_y) &&7 z+ L8 V# a" N9 \6 q" L e+ P
- !collide_with_vehicles(right_x, point_y) #judge_end
1 d4 E; s8 V. Q9 {0 ]& ~ - sheet[right_x, point_y] = step
+ {, M5 S& Y. t - draw_path = true9 O2 `- t- Y! F$ R
- new_start_points.push(right_x, point_y)& a2 t. l K, X9 r, w
- end
4 f# w/ C4 X9 Z - if sheet[point_x, up_y] == 0 &&! c1 ~8 N$ X& ]7 ]/ R r
- $game_map.ship_passable(point_x, up_y) &&" i$ S) W" ^* ?% s
- !collide_with_events(point_x, up_y) &&3 l4 c# d- C7 Z$ {: q' x
- !collide_with_vehicles(point_x, up_y) #judge_end
5 R$ R" ^/ I8 W# L% ` - sheet[point_x, up_y] = step7 @2 w# p7 f, t/ u' j
- draw_path = true; \# S. l7 n7 j4 n. a
- new_start_points.push(point_x, up_y)
$ Y8 o( {6 ^0 b& ?4 n6 j& H - end6 s) [) \* b/ M, b& u
- if sheet[point_x, down_y] == 0 &&3 q9 W, ~' ^" _) M3 I: n6 H# `
- $game_map.ship_passable(point_x, down_y) &&9 d+ ] P" }- M4 P( _; {
- !collide_with_events(point_x, down_y) &&
* c$ j# b [; e u - !collide_with_vehicles(point_x, down_y) #judge_end
i' T# u$ s# ?5 c, Q+ Y! C - sheet[point_x, down_y] = step. Q( P# w! s# H0 \; N) o' X
- draw_path = true/ y5 ?8 Z8 c4 S' ]5 B2 D7 Y( S
- new_start_points.push(point_x, down_y)
& R! c3 X9 h. p - end8 l5 O* v+ k1 p9 i9 P) s7 N
- end#endOfLoop2
& d! D3 ?+ w8 H7 O - break if !draw_path reach_point
) u8 T* p8 U. y. O! O* s( s, O - draw_path = false5 m6 j* b$ x q2 T
- check_points = new_end_points2 Z4 `% k$ _) x1 e3 p ]* `
- new_end_points = []
3 b6 K: D7 \- x8 v6 z; n% F. \ - step += 1
- b5 m0 B$ W5 @/ q( y7 \ - break if step KsOfSionBreak_Steps &&
) b: ~5 v% R( A4 [: X0 y: f - !Input.press(KsOfSionFind_Path_Key)
8 r2 x' @$ ]0 B4 T% @: } - loop do #loop3 从终点开始反向填充7 B, t8 k6 F% N/ }2 p
- point_x = check_points.shift
5 `/ n, G: |8 M* T3 J9 J - break if point_x == nil2 M5 H1 M. w- [+ ]4 D6 ]7 r
- point_y = check_points.shift
2 Y9 e0 n& O% B t0 n& H9 A4 J - left_x = $game_map.round_x(point_x - 1)
8 ?0 n7 g( z5 l- O: v" S2 f3 G8 H - right_x = $game_map.round_x(point_x + 1)
( V% x6 s0 q2 I! I - up_y = $game_map.round_y(point_y - 1)
5 B* \- ~2 A% j1 S5 M' L- m( V3 d - down_y = $game_map.round_y(point_y + 1): G" @4 N# [0 r) I% k
- # 判断路径是否连通
3 }& [: a. p( d7 s+ g. r - path_step = step - 13 u$ s' R- K/ V
- if sheet[left_x, point_y] == path_step( h# x0 o4 B2 f0 u9 P& J q! G
- chase_path.push(6)& F. g( o7 B% |4 K# P C
- chase_point = [point_x, point_y]
; B G& k% x3 N - reversed_chase_point = [left_x, point_y]. q2 Q: j9 N9 Q. O2 ?/ o7 L
- reach_point = true; break
& c& v R- r! u8 k - elsif sheet[right_x, point_y] == path_step; u' A- N8 ^5 r/ N2 M1 d( h1 C2 f
- chase_path.push(4) b" E8 |* i% O* M4 |+ }1 c* H
- chase_point = [point_x, point_y]& y. D4 [. I: I& Z& f P
- reversed_chase_point = [right_x, point_y]
+ b" @7 b7 a+ A$ X" s - reach_point = true; break$ B# @( w# S- e, b/ o
- elsif sheet[point_x, up_y] == path_step
/ E: Z& A, S Y, T0 j' T7 C/ ~ - chase_path.push(2)
, d5 G t+ S7 P - chase_point = [point_x, point_y]) ~, m$ w2 n C3 u
- reversed_chase_point = [point_x, up_y]5 [" G+ o3 p1 }- C% a
- reach_point = true; break" f7 f% f: l4 q- |: z
- elsif sheet[point_x, down_y] == path_step
( e+ |5 q& o+ V0 l; T9 R( ]& | - chase_path.push(8)5 m- |6 t6 R+ s% P; F# ~" u
- chase_point = [point_x, point_y]+ c- ~( G- ^- G& x8 p, Y% O
- reversed_chase_point = [point_x, down_y]
9 a) J7 a6 Y; v/ q- e - reach_point = true; break8 ~$ s" H0 z/ ^5 M$ _% ^
- end
3 i0 [" v/ P' Y9 x( A! @ - # 以需要抵达该点的步数填充路径表格 #4 |% B8 Z$ Q8 }2 F/ ?
- if sheet[left_x, point_y] == 0 &&1 \) A5 K7 H5 ]' R: O/ X
- $game_map.ship_passable(left_x, point_y) &&
/ x. }# A. Z. m - !collide_with_events(left_x, point_y) &&
& x4 h$ f% {- {( G - !collide_with_vehicles(left_x, point_y) #judge_end
2 R, h7 a* J9 a8 d/ \ W5 I - sheet[left_x, point_y] = step
" I# v; ^6 A P) b* F" i - draw_path = true( N# D# p/ E2 c0 d, D
- new_end_points.push(left_x, point_y)
! {4 L h: x( F1 v) K7 n - end. H8 f; t) O. F
- if sheet[right_x, point_y] == 0 &&
$ x4 h3 \& E! h, F+ f+ ]& ^. y - $game_map.ship_passable(right_x, point_y) &&- G5 E' x6 g* X% c
- !collide_with_events(right_x, point_y) &&$ ?* d: B l- X: }7 \8 b6 J+ Y% O
- !collide_with_vehicles(right_x, point_y) #judge_end7 w" x! d9 L. P5 V( N; Y
- sheet[right_x, point_y] = step
/ S3 a+ t( O7 B9 w/ X z - draw_path = true
" t+ l5 x( o% D C0 B5 F: E3 N - new_end_points.push(right_x, point_y)
" o' j4 d! q$ k1 E7 J - end7 y) J( H4 K4 w8 f) x$ j
- if sheet[point_x, up_y] == 0 &&
4 ~7 [; }5 R2 x - $game_map.ship_passable(point_x, up_y) &&$ J4 V, I1 s, R
- !collide_with_events(point_x, up_y) &&+ a$ l" V$ B4 ]! ?# ^: d5 |4 X# w
- !collide_with_vehicles(point_x, up_y) #judge_end1 G5 F. T4 q7 Q/ L' _ b0 }
- sheet[point_x, up_y] = step
/ p J, f+ N5 o; A - draw_path = true
0 g+ `8 i D$ q' @$ I4 C+ ]7 j2 D. A1 ` - new_end_points.push(point_x, up_y)
# l2 y2 C% P+ e s. x - end( g1 _" o. ^: V
- if sheet[point_x, down_y] == 0 &&
# o0 h* J, D8 U) u0 A - $game_map.ship_passable(point_x, down_y) &&; a ~. N n$ v1 ]- W" b0 I
- !collide_with_events(point_x, down_y) &&
2 \5 _0 U2 Q% i( e+ ^ - !collide_with_vehicles(point_x, down_y) #judge_end& I7 O$ B& S s: g( H4 U0 ]
- sheet[point_x, down_y] = step
3 M! T; N9 B) N - draw_path = true6 B: Y/ p# T3 ? [* X& X
- new_end_points.push(point_x, down_y). K& @/ r; \ J+ o0 h% c) g
- end
2 s8 x/ |7 ~& o8 S$ r$ @- W, K - end#endOfLoop33 W+ M; i. K! X/ o0 j; v
- break if !draw_path reach_point0 Q; @# ?% d) c. ^/ y# r- N
- step += 1- Z8 W) T0 S& i! F
- end #endOfLoop1 路径表格填充完毕
1 X" w% n* M" ~% `; Q8 r' |6 t8 ? - $mouse_move_sign.transparent = false% i/ Y' x% {. G2 t0 b) B" \
- # 判断指定地点能否抵达" l7 O/ W- X, P( C, \
- if reach_point1 c0 q; _1 Z: N7 L( [% h# w
- $mouse_move_sign.direction = 2. s2 f0 l% b0 ~. D
- else. c; I0 O0 {: T w
- not_reach_point
. F- k$ s8 D" h, }6 ` - return
/ Y, D) m3 Z- _+ V - end! p6 l9 e" q4 ]) P. |
- # 根据路径表格绘制最短移动路径(正向)
2 P8 Y8 D2 V, h. r - steps = step 2 2
3 ^) w6 @8 A& F( e1 O6 O# }- w - loop_times = step 2
- q0 f, @1 a, Y! E j! r9 c - point_x, point_y = chase_point[0], chase_point[1]
6 v2 E5 g. f% R9 ~; R, \ - for i in 2..loop_times # forLoop
5 z: J) E/ V& I. _2 s - steps -= 21 U4 `; |" U* q
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
, W4 J# L3 q3 }- X3 A% z' K4 u - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
" z$ |. ^5 ]' L% w' |& O2 z - chase_path.push(2)
: n: T) H3 P6 n% V0 j - point_y = $game_map.round_y(point_y + 1)
4 F. B; @$ d; ?* l. [; Y - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps) K4 J+ D1 C: |. N& w
- chase_path.push(8)
$ E/ l: k) I' o - point_y = $game_map.round_y(point_y - 1)
7 _: g# ^( |" W% K& k - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps% B6 V; X: J, D
- chase_path.push(4)8 g$ w7 S8 m7 z$ g
- point_x = $game_map.round_x(point_x - 1)
0 I0 [' K7 j, ^ - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps3 u7 [/ I/ t- i: k0 a3 V
- chase_path.push(6)
# q& ~* b. t( ~' k# z2 h - point_x = $game_map.round_x(point_x + 1)" v' i% G6 c; T# ~
- end
+ f! O6 u# t* J+ n; E& l; V' ~ - else M: D z% S9 o9 O% U! s. j( k
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
7 `' }/ m5 V1 m - chase_path.push(4)
# O1 T& Y0 M4 h9 O - point_x = $game_map.round_x(point_x - 1)- G T) L0 f- c0 X; {( g
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
' b. b/ L: y/ ^6 Q1 Z' g& b* J - chase_path.push(6): U) T& e1 E' H, y; M8 ? P/ M8 B5 a6 e
- point_x = $game_map.round_x(point_x + 1)
: A9 p% ^; V* g6 o; p' y4 F - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
6 Y, {' g) X8 w& ?1 R( ?; K; C9 P - chase_path.push(2)3 W" x- T2 S0 V2 A6 }, _
- point_y = $game_map.round_y(point_y + 1)3 Q- p/ c1 M* i" o( P
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps" u- a& W* B3 l
- chase_path.push(8)( V2 ~) ]9 ^" a4 F5 a; ?
- point_y = $game_map.round_y(point_y - 1)
7 Y3 M7 M+ t8 s/ m. H$ a2 t1 d - end$ c3 D) \7 J2 b9 x7 f8 ?4 N
- end) Q) B; k& F) p0 f
- end #endOfForLoop
( d( f( t' a% ] K x - # 如果指定点无法抵达或者登陆
0 q. k5 N) m2 _& W/ t - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)9 Q# x" H3 E% W7 Z1 l
- # 根据路径表格绘制最短移动路径(反向)" u) K9 z, A& g: S
- steps = step 2 2 + 1/ }8 V- K+ g& Y) V+ C: j5 [
- loop_times = step 2' h/ h5 n+ e; o! j% I
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]( P/ p6 x4 }5 K% Y
- for i in 1..loop_times # forLoop. Z) Q/ e0 h: V( r' l
- steps -= 2( a a' E+ g# o: M. ~
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
& x' S3 f0 J L3 g7 I - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
1 q& d4 p/ @6 [1 Y - reversed_chase_path.push(6)6 j o# h0 l" l( J
- point_x = $game_map.round_x(point_x - 1)6 x |; {) B# Q/ t( M
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps0 {% I8 P3 X8 L4 j- d
- reversed_chase_path.push(4)
' f& V0 U: I! ^6 O% i - point_x = $game_map.round_x(point_x + 1)
% ?! f+ U+ w! h - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps2 j/ U" _4 X0 v- B% N; w
- reversed_chase_path.push(8). X+ [! @$ ~1 m1 T) F' D6 d' P
- point_y = $game_map.round_y(point_y + 1)6 g* H4 ~& u& P! _7 s- P
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
2 f4 |1 @( S1 U3 v) H1 P" y4 W( ~ - reversed_chase_path.push(2)0 _4 _# C: \. [$ F! s' E& n( N
- point_y = $game_map.round_y(point_y - 1)
5 S; L4 \9 W3 M8 _' [ - end( M' Q) z! i" e+ Y
- else
" s$ a; `! k" [8 G, n; F* h! Q - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps$ m9 _. s/ G# S. A
- reversed_chase_path.push(8)7 K6 B( O( e; [6 }
- point_y = $game_map.round_y(point_y + 1)0 K5 A$ z, q; T/ F
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps( i4 O( T5 L( |5 \. |, ], |! Y
- reversed_chase_path.push(2)
& ~' k/ w. D# n - point_y = $game_map.round_y(point_y - 1)
+ Y# o q. H# U; x - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps' Y# h) z: d$ ]$ \* l7 `
- reversed_chase_path.push(6)" z8 r2 t+ ~5 c2 x
- point_x = $game_map.round_x(point_x - 1)
" L. d4 c/ N6 y0 T3 _ - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps. Z2 Z0 j1 X7 q
- reversed_chase_path.push(4)3 y. ~- g8 }8 q, ^1 Z
- point_x = $game_map.round_x(point_x + 1)
9 Y3 N" q0 g. ~, z. `" v - end4 g4 d5 M5 j. k+ `) r
- end
9 Q+ l6 A. f0 W, O. Z - end #endOfForLoop0 O6 ]8 q' J$ H, L+ ~
- @mouse_move_path = reversed_chase_path.reverse + chase_path! l5 L5 z+ G' c
- end#ship# E6 K1 g2 z3 y
- #--------------------------------------------------------------------------- H" L% B( G' c" o7 ?4 _. G9 s
- # ● 绘制airship的移动路径 @array[move_directions...]/ I+ I& h7 K$ [3 Y0 T
- #--------------------------------------------------------------------------1 J1 I& f8 I( ?) i% q" _
- def draw_air_path. t- B- t, u. ?8 Q3 K+ ]7 p5 N
- $mouse_move_sign.transparent = false3 i( h$ T+ v6 l- c2 x& r- C+ C- G
- # 准备绘制路径表格
' R" D# ]4 `* N, `6 [ B/ l$ c - sheet = Table.new($game_map.width, $game_map.height)
- ?1 E; T2 a( h# o - new_check_point = [x, y]; sheet[x, y] = 1
6 i) g7 B% H* E$ y- D - reach_point = false; step = 2( ?* x- z8 b' |: O8 p# c& z9 T/ C; h& f
- loop do #loop1
, }8 f7 r# R8 Q" D) h$ m7 ~& }, K - check_point = new_check_point
4 q* E& E2 k) X* Z - new_check_point = []3 I, t5 K Z- w7 Z. r: ?! r. r- z" t
- loop do #loop2
- i+ D m8 q" L1 M - point_x = check_point.shift1 Z# }- J: L4 P) W5 J
- break if point_x == nil
( g1 |9 G7 ?. o4 j! K" L K - point_y = check_point.shift/ G+ l3 E, z6 _6 \* Q5 o" |
- if point_x == @moveto_x && point_y == @moveto_y1 g. M; [' w+ L# @- v
- reach_point = true; break
J; e9 C6 Z1 X% W+ c; j2 u8 r$ ~% C - end
' Z/ a* ?5 k0 L7 O+ [ - left_x = $game_map.round_x(point_x - 1)
7 B) D/ n+ I2 ^* y - right_x = $game_map.round_x(point_x + 1)! W8 u: l# g2 c1 s1 S
- up_y = $game_map.round_y(point_y - 1)
+ v$ _2 a( r/ r# P( [ - down_y = $game_map.round_y(point_y + 1) ( ~9 V. p( Q' ?" V9 m
- # 以需要抵达该点的步数填充路径表格 #, ]8 ~# I4 ~- ?! T. r% T
- if sheet[left_x, point_y] == 0
) V0 @' L9 r+ ?- Y; g" V2 I* o9 J - sheet[left_x, point_y] = step
) g. p$ s+ \. F7 ~ - new_check_point.push(left_x, point_y)) E. R* R( g5 K
- end
# c( N- r. L9 ^ - if sheet[right_x, point_y] == 0
M8 b0 }. E1 j1 G$ n! G. `- R - sheet[right_x, point_y] = step2 g+ N. q2 h, {7 J
- new_check_point.push(right_x, point_y)6 N0 d5 k0 `' z2 b$ R& F( E: y
- end
: R2 g b' z' m! e& C4 z$ k" j - if sheet[point_x, up_y] == 0
5 i5 s |% v) P# { - sheet[point_x, up_y] = step# i* n; R+ Z8 e4 s2 P$ ~" U. X
- new_check_point.push(point_x, up_y)
5 ~, ]0 K6 O$ w+ e3 K* L - end( u6 d1 m+ {$ M5 P: M7 ]: i
- if sheet[point_x, down_y] == 0
6 t9 Q! `. s1 m& x+ j. n - sheet[point_x, down_y] = step
) `4 d5 w1 `' l2 F7 I# _ - new_check_point.push(point_x, down_y)7 p5 E( g7 d7 A" [7 q
- end
1 {0 W9 A% {, N; _! W: }2 w0 f - end#endOfLoop2
/ R6 ^% q0 I5 A8 Z$ ?, b9 N - break if reach_point
- U0 q; O: o1 Y' p3 r: n+ M - step += 1
' I. o6 Y$ c7 O# E U$ H6 E; s - end #endOfLoop1
" W) {& ?! P q" U( x: P - # 根据路径表格绘制最短移动路径 #
1 I3 o! `* H N. J: v - reversed_chase_path = []; step -= 1
" V+ u9 O% z- j' D5 J - point_x, point_y = @moveto_x, @moveto_y/ Y* a o% t5 \' k8 [4 `2 Z
- for i in 2..step
/ t9 {7 Q7 o8 z( t - step -= 18 X4 u7 ]4 A+ h
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs$ k- S: a2 ^9 M
- if sheet[$game_map.round_x(point_x - 1), point_y] == step
8 T4 e4 H, @/ k% J2 d# n' I& R1 i3 Z - reversed_chase_path.push(6)
1 Z. _. R9 i' f9 `0 z - point_x = $game_map.round_x(point_x - 1)
1 K9 b$ a# `* r% M8 Q3 N. U - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
/ @) i( m4 a* U9 v# M - reversed_chase_path.push(4)
6 Q; R9 Y8 U- G- x - point_x = $game_map.round_x(point_x + 1)/ c$ X7 `. Z) }$ m
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step
3 S4 R- V# W8 B" Z4 @5 O - reversed_chase_path.push(8)" S& O" k& t' v
- point_y = $game_map.round_y(point_y + 1)
0 E; q, J2 P! g+ Z - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
& F+ r! t0 r; t' J# ?( y* o - reversed_chase_path.push(2)3 b R% g7 o, ]2 @3 t% @
- point_y = $game_map.round_y(point_y - 1)/ w5 p: o* } G
- end3 r% g! t: z# D
- else
! R j) N! x; `2 L - if sheet[point_x, $game_map.round_y(point_y + 1)] == step
$ s9 y8 T1 Y. ?0 @0 o& [ d - reversed_chase_path.push(8)
3 d5 m+ K( Q$ x8 O" X7 @ \6 m - point_y = $game_map.round_y(point_y + 1)
) S y8 b" J' y+ w3 p2 ^9 Y$ S1 n - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step- d0 K" T9 O# }0 m" W$ _6 m
- reversed_chase_path.push(2)( H3 d' f* w( k: m! `
- point_y = $game_map.round_y(point_y - 1)
) y, D. z* c, K% N, | - elsif sheet[$game_map.round_x(point_x - 1), point_y] == step
, b! ~8 H7 J# e. y, P+ X - reversed_chase_path.push(6)4 w" b: j% m- a# _
- point_x = $game_map.round_x(point_x - 1)1 m6 X7 J. K" v5 g# _# ^$ A: c
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
& p9 G* W& a' \: I# M) v - reversed_chase_path.push(4). Z) I. T9 z# ]* O7 `8 T; q
- point_x = $game_map.round_x(point_x + 1)
. o. m1 b- o9 A( V0 P4 g Y1 z - end$ ?, A6 S' d5 b( B3 r5 Z" C3 F2 i
- end
, w0 o+ ?5 P3 E$ H9 J - end #endOfForLoop
T; v5 h3 k6 b" @0 r - @mouse_move_path = reversed_chase_path.reverse
$ Z- h3 `* a- W' W0 ]# V: N - end#airship
" ?) H: J: p7 z8 [ - #--------------------------------------------------------------------------: }6 z# q) f4 ?# g2 q0 a5 q7 A
- # ● 目标点无法抵达时的处理,用于各路径绘制方法内部( z, ?9 W, k6 Q# E& d* S9 U% @2 _
- #--------------------------------------------------------------------------* n$ C- Q ?! ?6 e
- def not_reach_point& x% R" o% `$ l" r3 g( N1 N i
- $mouse_move_sign.direction = 4( ^) n p% k+ R Y9 @3 k @
- dx = 0; dy = 0; dir = 0
# a F0 H8 ~8 P. u9 J - if @moveto_x - x 0
; U3 K2 I$ u1 Z* v% I - if @moveto_x - x $game_map.width - @moveto_x + x &&& D! A4 y, ?8 @) x8 k4 |% c+ k# | C
- $game_map.loop_vertical9 u7 C X) J# g: A( H. x* F3 p
- dx = $game_map.width - @moveto_x + x; dir = 4
! E. V$ m1 }. {5 q. T$ i7 t+ _ - else
% V# ?7 c1 f1 V6 b - dx = @moveto_x - x; dir = 6" Q! |8 t! v+ J- W& F/ _
- end
" ]% F7 M: ^2 s' {% z' [ - else
; s$ K/ l `6 j. u' x Q! p. ~ - if x - @moveto_x $game_map.width - x + @moveto_x &&
% |/ b5 z. \7 o. T5 `- c7 X - $game_map.loop_vertical
0 p0 V% K3 E6 h$ D0 U+ x8 e/ {1 o: t - dx = $game_map.width - x + @moveto_x; dir = 6
- X* M/ B2 m p% S: H8 A: Q0 t - else) C V* Z1 y# C7 r) R" d' O
- dx = x - @moveto_x; dir = 4
; D4 |/ L X( L2 a2 n - end
. P% d# G1 j/ j! Q: M - end
9 z& m, x1 n( L. f% _$ I" Q - if @moveto_y - y 0
: R2 @. {1 z, q9 _ - if @moveto_y - y $game_map.height - @moveto_y + y &&
( Q+ \6 s! w' _& N) y8 [) p. ^ - $game_map.loop_horizontal
3 g1 r+ W0 k. y5 \# F9 a5 l! }, @ - dy = $game_map.height - @moveto_y + y# z$ _1 ?) q% V, k
- dir = 8 if dy dx. s) I5 t5 M3 {9 F8 q
- else
# @: ?/ x9 o* e. P3 {" L4 g& r - dy = @moveto_y - y
- t+ S* P3 B/ F$ f. {* P8 R9 @ - dir = 2 if dy dx
5 c( b; V9 _( y8 P+ s# W - end
9 ~- @% ]1 g0 G; d2 X- Z1 }! J5 a* A - else
4 Z( @: B9 _1 Z' T - if y - @moveto_y $game_map.height - y + @moveto_y &&" s2 l% O1 Y9 _2 k% E8 ^) _
- $game_map.loop_horizontal. ]- L; c2 h: S8 T* M6 s
- dy = $game_map.height - y + @moveto_y4 L. B) l1 l" e9 f8 w' h
- dir = 2 if dy dx 7 d$ ?$ T% ^8 W( A0 ]2 s! t5 I0 F
- else
$ {' p# {6 \5 n/ e. Q0 ~6 Z - dy = y - @moveto_y: \1 i' I6 T6 |6 u3 O, l
- dir = 8 if dy dx8 |. d, `4 M. x" A' `
- end
' |2 W7 m ?6 H3 o5 z% d; _6 m - end" V+ F z7 Y) W8 O
- @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件' Y0 L6 U* J, F4 b
- end6 c# U% K5 Y' g/ K& [& t
- #--------------------------------------------------------------------------- t z' q' X0 A9 E. n0 q1 o; P
- # ● 判断目标点是否能抵达、登陆,用于船只路径绘制$ v- q; u9 T1 H) `( e" o* c
- #--------------------------------------------------------------------------6 \4 Z$ L$ I* N' r- f; {: ~
- def landable(x, y, path)7 y3 u- y3 {8 y" h+ `. J
- case @vehicle_type
. u0 b |( t- T5 h9 N0 c+ n8 e - when ship; return $game_map.ship_passable(x, y) % P! O" x2 O* p3 W+ S4 r& O# A
- $game_map.passable(x, y, 10 - path[-1])
( e: Q9 d9 U) M- C0 @+ k - when boat; return $game_map.boat_passable(x, y)
2 G4 R2 i$ Z+ C, m0 ~. U - $game_map.passable(x, y, 10 - path[-1]) o& [3 _# d7 s8 K- \) `( ?/ {
- end7 o7 n& H: e8 M2 n9 r' W, N, v
- end9 M/ Q7 H z+ U/ v4 |7 l: ~/ B
- end
+ y, e Y) i1 E) R* ` - 2 J2 q% C5 L- y
- #==============================================================================
3 u* Q1 j$ E4 `) m2 C) A - # ■ Game_Map
1 L6 y$ H4 W6 A* t5 o, _ - #------------------------------------------------------------------------------& W7 H3 Q! H' c1 {/ R4 n: ?
- # 管理地图的类。拥有卷动地图以及判断通行度的功能。
( ?. [3 t$ x6 X" L8 m - # 本类的实例请参考 $game_map 。3 ~5 R( ^% [. b
- #==============================================================================* X7 X- w m2 w& y9 o
- class Game_Map
8 `4 O7 B8 |, i% R - #--------------------------------------------------------------------------1 a' I; E+ j: Q, H
- # ● 定义实例变量- e4 O' F- O) h
- #--------------------------------------------------------------------------
* e# t4 ]! [, n) |* I& V" ` - attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据$ T/ l& s( t; c {+ K
- attr_reader mouse_map_y # 同上
9 S5 E" @2 A7 E# r) y+ n6 x - #--------------------------------------------------------------------------
7 n6 d% K5 ^- E/ Y# g5 d* A - # ● 初始化对象
0 F1 g) C# W9 u4 k6 g- Y6 l; Z - #--------------------------------------------------------------------------
" t+ u) ~5 u5 f: b - alias sion_mouse_initialize initialize, A2 ~1 W. P+ U" _+ ?* Q* I
- def initialize% o8 e1 k* `/ K# r
- sion_mouse_initialize) x L) _2 J8 e% y
- creat_move_sign ###$ g# ~9 e# U1 D/ A7 s
- set_constants4 H; r! \ l o1 H
- end
& e5 B7 z$ |! w8 Y0 V5 M - #--------------------------------------------------------------------------* D0 z! t5 z& L
- # ● 更新画面- O3 k: n3 Y% a0 h4 Z
- # main 事件解释器更新的标志
( l! y( @7 N8 K# l# t: Y! u# w% k - #--------------------------------------------------------------------------" H5 u% g" w' Q
- alias sion_mouse_update update* }! ?( Q- @/ _2 r
- def update(main = false)
4 ]8 e. T+ f8 m9 m6 d2 O( Z - sion_mouse_update(main)
+ l" Y% i. M+ _/ F$ @% V7 ~( z6 q - update_move_sign
4 f, [( N, { j3 Z - end
4 C7 ?2 F" ~3 a% S - #--------------------------------------------------------------------------
9 b; `7 q% u7 S) q - # ● 创建显示路径点的事件( l: [1 l0 D7 p, ?4 h" ]. t
- #-------------------------------------------------------------------------- K: D3 @, p( b0 u/ [- a6 b
- def creat_move_sign c% c- P" g% A* _
- $mouse_move_sign = Move_Sign.new
" x, r' P" L9 B5 v8 [* v8 ` - end$ Y) x4 s( a+ R5 ^) f k* H
- #--------------------------------------------------------------------------
/ C' P2 [- ^3 [ - # ● 更新显示路径点的事件
5 ~4 \3 D; K# w9 d - #--------------------------------------------------------------------------
8 C8 D0 b7 l, x& o8 R% ? - def set_constants
2 J! B4 q8 P' D( {7 W; Z - @mouse_pos_setted = true9 |/ u+ y1 k* M3 P8 Q+ M
- @set_pos_prepared = false4 R: Y7 \: u; c% o" l) W5 g
- @mouse_old_x = 0
5 V5 ^' @8 m0 J+ L; Z+ j j4 g8 r - @mouse_old_y = 0! W8 c8 N* ^) g# R
- end" C1 y, O8 O# i$ g7 B& z- S
- #--------------------------------------------------------------------------
& z& z0 X! @+ `0 B7 h5 S2 x - # ● 更新显示路径点的事件" R; G! q/ M, h1 f4 A
- #--------------------------------------------------------------------------
6 {# Y( o$ r* Z9 J. F2 v; o - def update_move_sign
. R ^3 G. w7 G, F3 V' ^5 T - $mouse_move_sign.update% l* m. Q+ \" ~+ Z6 o2 T" e6 p; q
- end5 `* j# k- T4 X. O, \" n
- #--------------------------------------------------------------------------
* e% o* A0 T* f# P - # ● 获取鼠标位于的地图块的x、y坐标
4 I9 W3 u4 F- e - #--------------------------------------------------------------------------
2 t3 b( _8 w/ ^+ t5 q. g6 ? - def get_mouse_map_xy6 R+ L0 u& V) Y2 k B4 P
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y6 y& m; S& ~+ D
- @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i) e5 M+ @/ ^7 m
- @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)+ Z+ E2 ]. {2 r* U
- end
5 P6 e, l7 h1 F5 @, ] - #--------------------------------------------------------------------------3 g+ B6 I. L! i* D" ^3 b4 {+ w
- # ● 返回地图画面时重设鼠标坐标
( K [% c1 p: V: B n9 J' v0 ^$ z/ e - #--------------------------------------------------------------------------( r& o, ?/ Q6 B2 u. Q
- def reset_mouse_pos
0 L; x* |' }, a! p* U) I2 ~; w - return if @mouse_pos_setted+ _. U, B* R4 k/ l
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)
$ C h b2 K5 |6 z* o4 d - @mouse_pos_setted = true
2 i% o, a( L( ? - @set_pos_prepared = false
/ ~ ?& [# W) T. Q" K - end, G+ F- h3 e, `: f* K
- #--------------------------------------------------------------------------/ i5 t! m K7 O. ~
- # ● 重设鼠标的坐标, l& {4 S( n5 o: @9 A
- #--------------------------------------------------------------------------5 ~& m! T& K( |. ?
- def prepare_reset_mouse_pos
2 E. O! f! V) n; m - return if @set_pos_prepared0 |) B1 z4 Y/ Q
- @mouse_pos_setted = false# ^; {% q- H, f6 S$ g
- @mouse_old_x = Mouse.mouse_x
l' A1 s* G% Q* q' S - @mouse_old_y = Mouse.mouse_y
# y7 B- h) |4 r: Z+ r6 {. V - @set_pos_prepared = true$ O3 B: K- ]! M$ w- V4 e
- end! ^2 p: v2 a4 ?6 M0 \" b0 m% ~
- end
. V; p' k. F% Z) L H I - 4 L5 p, q" l3 }/ N. u: G
- #==============================================================================6 B# _: H% D/ j* u( T: u; o) K3 o
- # ■ Spriteset_Map
2 v/ s" W2 X' L7 X - #------------------------------------------------------------------------------& E) A2 h3 @- C+ U) c
- # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。+ M2 a O5 m& u5 {3 G! `8 O
- #==============================================================================
! N' B* w- L& X$ M0 q5 l/ L - class Spriteset_Map
) G2 C4 ? V6 L. Z, R& s) S6 _ - #-------------------------------------------------------------------------- T. }8 A, A8 @9 x$ p2 j
- # ● 生成路径点精灵$ f- M5 ^8 b' L
- #--------------------------------------------------------------------------
; V2 G. U) E: g# u) V; h/ e2 r - alias sion_mouse_create_characters create_characters
% o; z5 U0 w6 @6 `/ a# U# S - def create_characters6 ?. M1 e, x. t' U& Z Z$ V. X
- sion_mouse_create_characters( s# s! E( F; p. z, t
- @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))% S. i: |5 u/ i
- end
& S: W# I- C7 x5 \ - end; A7 O I5 |! j3 o
- 8 A0 e3 V2 l; }3 P: A/ q) Y
- #============================================================================== r6 e& J8 b8 D: x7 L/ b
- # ■ Scene_Map. d% ?! [$ S6 j- H0 e7 m
- #------------------------------------------------------------------------------: r, W% Y; [7 b! e' h
- # 地图画面
- Y# a0 L, O7 S! k8 f - #==============================================================================
0 R1 Y' j( o; s+ k - class Scene_Map Scene_Base6 g# N! `; }) ^& W, t/ O
- #--------------------------------------------------------------------------" q8 D2 A# _; e4 [# A: T8 U
- # ● 画面更新* g( V4 E+ ?+ V% R- K- C+ m# V- H
- #--------------------------------------------------------------------------
! Z& f: c6 p$ U - alias sion_mouse_update_scene update_scene+ r* H( I) h# x! P
- def update_scene* {1 O* B* J/ A6 z) j" h/ e$ q+ [
- sion_mouse_update_scene
1 G1 `" }5 [ F! ~0 n1 `$ o4 H - update_mouse_action unless scene_changing1 E5 L4 f. S' {* Q2 y V; Y' v
- end3 A) |" _7 i; a
- #--------------------------------------------------------------------------
$ i. `/ B# u4 G' k8 ^& I - # ● 场所移动前的处理, z* r% W" @" z( x" [
- #--------------------------------------------------------------------------; S, i) u+ |7 V* G+ k
- alias sion_mouse_pre_transfer pre_transfer
9 c# j) ~# W1 z - def pre_transfer
( V3 F, X% e: |: K; u' c- x - $game_player.reset_move_path
- Z' \3 L7 J0 I$ e2 [! g* Z - sion_mouse_pre_transfer- }, M0 B' U0 h
- end" E" G C- [' R3 v) t
- #--------------------------------------------------------------------------3 u( U r; v& t; Y! g
- # ● 监听鼠标左键的按下
% U6 p5 e) W5 O4 ?, \; K - #--------------------------------------------------------------------------
4 f) {$ o+ V1 n/ H" y - def update_mouse_action9 r. X( l9 U" t2 J, ^# \* K
- $game_player.left_button_action if Mouse.press(0x01). q5 V' B3 X: Y A/ Z- _. [ k, v
- end" a) y. f* V5 G! J4 R6 b! e% [9 j
- end Z# I! C+ ~' a" K2 P
- 3 `. y1 u2 u$ W+ }" W* g
- #==============================================================================/ |- \6 `) U; _, D. _$ r6 }* H' J" D
- # ■ Scene_File; }& h. {. z j8 ^$ D! V% i
- #------------------------------------------------------------------------------ a5 {9 y4 _4 B- s6 S
- # 存档画面和读档画面共同的父类0 @% G. {4 y" Q* X
- #==============================================================================
, H* i0 E6 @' R+ x - class Scene_File Scene_MenuBase
3 z/ g! U' T3 K - #--------------------------------------------------------------------------3 _6 V2 Y+ O8 J5 h+ k- L1 ^
- # ● 开始处理
* z% q1 J# y% c. r9 G- ^ - #--------------------------------------------------------------------------+ |( `8 j: L) ?
- alias sion_mouse_start start# S' g+ G8 L7 `( g9 u
- def start7 D7 e# F& F$ d' L1 H, N2 v* l
- sion_mouse_start8 }* x5 x! I4 w, A5 {
- @move_state = 0
: q9 v% T5 L5 U& \/ ]! M+ I - set_mouse_pos
8 m- y, X' e9 \' c1 p0 G9 u - end
2 Z8 E+ N ]9 J - #--------------------------------------------------------------------------
2 }0 v' }/ P+ ^1 z$ |' o- b; ^ - # ● 更新画面
/ h% K+ q4 t" ] {, ?& X - #--------------------------------------------------------------------------; n2 e* e) z) b; c/ q9 L4 i2 X0 Q% G
- alias sion_mouse_update update
% I5 m4 V, C( j. L6 \: v& x - def update
. C9 D- t& U4 c - sion_mouse_update
/ K# @, K% Y0 s# B: |4 K Y* v J9 Z - Input.dir4.zero set_cursor set_mouse_pos
6 o( P/ t& z) E- J - end2 X u) I$ ~1 D3 O
- #--------------------------------------------------------------------------. ?% o* M) C6 |/ k6 M3 c9 S" j- @
- # ● 更新光标
3 i( r) F2 o( N$ h* A. n - #--------------------------------------------------------------------------. j e' ^7 e: u
- def set_cursor6 n( v9 R: z- |0 K) O" T" g- {
- @move_state += 1- C% [, f- x' h+ \( Z! Q
- last_index = @index
t+ y8 r+ a0 [6 S# o - if mouse_which_window == -2
) D; }$ Y( H5 V/ U - if (@move_state - 1) % 6 == 02 |$ s Q) @, c/ T
- @index = (@index + 1) % item_max if @index item_max - 14 o. a5 n6 l: ^+ E" F* e
- end: b( V J& p, S* r+ r5 [
- elsif mouse_which_window == -1/ L, h* V3 ?7 s0 A
- if (@move_state - 1) % 6 == 0
0 R }) V7 [/ j - @index = (@index - 1 + item_max) % item_max if @index 0
7 a9 R# u+ D5 f - end
: t" u6 U/ B# \ - else
. C8 N! b: M; _+ n - @move_state = 0. G/ F0 D$ S% `! {0 i$ T# X
- @index = top_index + mouse_which_window5 D! D! H( R4 \
- end
5 d1 J; h4 _) D3 d - ensure_cursor_visible V7 z9 [" b( `5 s$ C; ~
- if @index != last_index
$ j$ B L' [1 w2 k3 ~2 _' l. @( M - @savefile_windows[last_index].selected = false4 Z. q: e5 r5 x- u( d
- @savefile_windows[@index].selected = true2 J( i) o: E' [/ W5 h7 J
- end
/ r8 s( g* h8 r/ G - end1 c1 C* C4 j0 {" T7 D( w; Z' h
- #--------------------------------------------------------------------------
; u( m- V/ @4 ]: J8 g - # ● 判断鼠标位于哪个窗口: b9 }. w0 K, u; Y: Z$ e& h: T5 m
- #--------------------------------------------------------------------------- ?- d5 d% V+ H* ` C7 n
- def mouse_which_window
4 C4 Y* ~* F C - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y2 Z( x( Q: \ W& @
- if mouse_y @help_window.height + 14
6 V$ g! o' L. G - mouse_row = -1, Q9 z7 A6 X* h [$ p( u
- elsif mouse_y Graphics.height - 14& p& S7 i$ Z' b* r. A) ?7 I, j
- mouse_row = -2
9 Z+ D% o5 i A; s+ t - else
( \8 ^. f& w) Q, ]5 O, y2 \ - mouse_row = 4 (mouse_y - @help_window.height) 1 t& p/ ~2 [" l7 B
- (Graphics.height - @help_window.height)
( u! H& M ?4 E2 h - end, _( x$ @8 B: }" L$ [! M
- return mouse_row' F N. ^, Y& m5 }$ ?
- end" t& z6 U* t; k9 d0 V4 K) |
- #--------------------------------------------------------------------------0 t& w- X" Q/ @5 R
- # ● 方向键移动光标时将鼠标移动到对应的光标位置9 t& v/ i$ X! V$ U6 d* V) Y5 g
- #--------------------------------------------------------------------------$ l" R* R% z# Q3 {
- def set_mouse_pos
! Y, A5 o4 p/ R - new_x = 40+ `4 ~9 J. A7 ^7 _! o4 p k
- new_y = @help_window.height + savefile_height (@index - top_index) + 245 b: y: C: E4 w0 G6 z( b, e
- Mouse.set_mouse_pos(new_x, new_y)
6 k0 {8 d7 [) M3 C- j3 K - end
$ A2 v! {7 a/ D6 _% w9 B' q - end9 Q( K8 p/ E Q7 A1 ~
- 2 ]* x% A# e- S3 z
- #==============================================================================. U- N2 z7 c- p8 \! L
- # ■ Game_Event
D1 w2 _6 _1 ?6 k/ p* M5 X( n - #------------------------------------------------------------------------------
7 p* W. U# z' f) C; v - # 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。
4 m N+ q/ w# e d - # 在 Game_Map 类的内部使用。
" W. n; M8 j8 v, \3 l% ? - #==============================================================================
+ f0 P5 ^) T# P* X% M4 W8 E* N - class Game_Event Game_Character
+ Y& b, K; ] T& o# \) m% R+ w/ [ - #--------------------------------------------------------------------------9 T' ~6 [, W- d% Y
- # ● 事件启动, g6 L3 \. o* y5 B; K, u- O- O! P
- #--------------------------------------------------------------------------! S8 |, Z. \: d1 o, |8 K
- alias sion_mouse_start start
) A- k- r q3 S/ D( O- T7 q - def start; Q( r$ I- Y) t5 K
- return if mouse_start && !Mouse.press(0x01)# v1 l5 }+ ?5 V7 t+ Z Y: K# J
- sion_mouse_start9 t( \) i) j1 l6 {; S# J
- end1 z; `% e8 P6 ]
- #--------------------------------------------------------------------------
( t% B6 P! c5 F$ B1 }1 S - # ● 判断事件是否由鼠标启动
) p6 n( T5 a7 ]4 b: }4 ?$ C; r( O - #--------------------------------------------------------------------------
5 w6 P# z3 ]! t) s0 B! R - def mouse_start4 D9 m, n: ], |0 f
- return false if empty
) @& j% u( a2 c1 e+ X& e# H' C - @list.each do index7 E! b% P% n# O; j
- return true if (index.code == 108 index.code == 408) &&. I5 m9 Y: A U4 G4 I
- index.parameters[0].include('鼠标启动')9 m; B( e' }- ^4 u( q2 O& E4 f! K
- end' u3 A4 u2 F7 k- I( @) v
- return false
1 I& h. [5 z% E3 ~) K - end
7 x$ j" ]# ]$ J5 ]0 W - end
' M* A# M* I' B) h4 t - 9 D- L2 g- C% I7 S+ U- ~8 U
- ####泥煤的height6 R9 ^8 f% w( S& m& N0 D/ f9 |1 j" O
- # @height = height
@. g: p, D& Q3 x$ ^ - 3 b1 O# U+ K# I" @5 R/ d
- class Area_Response4 S2 C# M$ ]- Z8 ?# N; I
- attr_accessor type
* p4 e; z7 _) F2 R' a - attr_reader ox+ i/ e' P9 T* p4 K( B. h
- attr_reader oy( I$ R, h& Q6 m1 R2 r
- attr_reader width1 X; d' a, F6 ^+ ^/ u! B& d
- attr_reader height n( t" j |; V* H2 o& T$ }, T
- attr_reader switch_id
J) s" L0 P5 ^ - def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)
3 ~1 I' N0 F2 [ - @type = type+ Y1 |$ f j: q. Q8 _% H
- @ox = ox+ z5 I5 U; R5 [' ?$ o: I
- @oy = oy* g0 k% [0 h0 _# z, T+ a! G
- @width = width* }* X; e( d9 U. A0 H
- @height = height
/ ]3 _2 m$ y9 r; z4 ? - @switch_id = switch_id
( D$ [( u4 n& P- [" e0 D; u) T - end V6 r7 j5 {: v8 s1 o
- end2 r% e4 _: n( ~) d. G K# C& k
$ }0 K$ `: C3 v3 ?+ x- $area_responses = []- w' C4 j; ^# T7 \$ h
F5 Y" p; ^8 M% C8 l! H/ \# h- class Scene_Map
r* F6 b) r5 T# \ - alias update_mouse_2013421 update_mouse_action2 H: F! V3 ?+ j; T
- def update_mouse_action
8 c( }' _4 d& S1 S2 a6 _ - update_area_response. H/ t) g( t: f2 T1 P( N
- update_mouse_2013421" e9 V. c B7 n* q
- end
; B; @! X0 D' a" P0 J - def update_area_response6 I8 ^0 t7 }, `* T) t' N* m9 ~) \
- responses = $area_responses
& |; x4 F, R3 ?( T: |2 E4 j1 Z) r - responses.each {response) J1 `6 E& z3 f; \+ I
- ox = response.ox5 N4 y2 B7 ^6 j% D1 Y8 y
- oy = response.oy( X' m5 V1 d4 X+ `) d
- width = response.width
6 _6 ]/ ]7 W$ H$ _/ ? - height = response.height
: d! h: G& x. G( H7 t - switch_id = response.switch_id2 E; P4 D5 G( g5 R
- case response.type
! o! m& Q2 {2 ]1 p: T - when 0
8 G6 Q( K- J K0 v. l* V& \& W - if mouse_in_area(ox, oy, width, height)
. i3 U) G7 M9 k! b( K - $game_switches[switch_id] = true6 \2 i1 o. N- Z. k7 V( w
- $area_responses.delete(response)4 i7 U9 C# ^0 j3 R: m
- end+ a; ]: }$ R3 ^* q9 I/ S
- when 1
$ O+ B: A- H5 d* m; F - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)
; k c* i" ]! c - $game_switches[switch_id] = true
- R s( y& g) [& F5 u - $area_responses.delete(response)
% _( B: w1 v% \9 x" U! B4 c - end! v: \( m' I0 l4 J! B
- when 29 X. ?+ V& J! X% s
- if mouse_in_area(ox, oy, width, height)% W% C; J' n% r! y# f0 e
- $game_switches[switch_id] = true8 X2 Y+ X5 _+ c
- else
1 T, l% |0 K0 ^' z - $game_switches[switch_id] = false
, V: F# E9 X. @3 q m3 W - end4 `9 t# e5 X p( ~/ z
- when 3
5 r3 T" d" b9 Z, z7 A# I - if mouse_in_area((ox - $game_map.display_x) 32 ,4 Q% M$ E2 c) P( Y
- (oy - $game_map.display_y) 32, width, height)5 A* x. r" [/ P V i% B
- $game_map.events_xy(ox, oy).each {event
3 F! M2 e, w$ }* ] - event.start
5 w+ _. b' g+ ~2 A- L# c - $area_responses.delete(response)8 L' B2 N1 v" e
- return) b! H# q4 g1 `! l% ~$ R
- } , T. w! m. T* H; f# M) y" D! u
- end/ w' h* h! ~+ }( M7 a& c
- when 4! M9 {) q4 \+ _
- if mouse_in_area((ox - $game_map.display_x) 32,5 q0 C% v# b* q4 Q: q0 A$ X( M
- (oy - $game_map.display_y) 32, width, height)$ J: Q; g9 E/ ^3 j, v; C
- $game_map.events_xy(ox, oy).each {event
. t- ?, J: @+ h( O8 J - event.start
. k& o0 J. f; s# G- g9 c! { - return
6 h8 z8 a- ]* [# C - } 2 [) l+ _* |7 E' N
- end
& B# A% }1 |( e/ r - end
( z8 H6 d7 h, G; ^$ |6 c - }0 l* d& U5 s! }3 Q4 I% J+ w
- end
3 J3 L9 A$ n% t7 M4 c3 H* J - def mouse_in_area(ox, oy, width, height)
7 o. u. j$ T. t) P- M5 K( Z1 ^8 |4 g - Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&. q& _" Q! K. {
- Mouse.mouse_y = oy && Mouse.mouse_y = oy + height/ K9 C; f9 Y+ p" [% v+ w" U
- end
( g1 o, g5 w5 a* {. \ G! `$ X1 k A - end
! y1 ^6 x6 o) R. ~" f% W) | - class Game_Interpreter5 J, }! p+ l4 x
- def area_response(arg)* @' ?5 O$ t4 P( F( i* d" D
- $area_responses.push(Area_Response.new(arg))( x% d* W% a3 r* }0 r8 G
- end% N* _ S- H6 y* I! Z
- end# P q7 J1 h+ @* g
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