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純屬給LBQ腳本:- =begin #=======================================================================" V7 A6 t( @$ x/ U
- W+ w6 _4 m( d2 @
- Sion Mouse System v1.3e; g c; \: W$ }6 ^
- 5 l0 w) R( h, R) ^0 l, z
- Changlog7 L/ U7 c: n0 @; F) `) P
-
" W7 ~% N0 H: c* |8 K - 2013.4.21 v1.3f) h" K9 T# x6 n3 k
- / p r- X, k) T* G; Y1 b/ P
- 1.3f 卷动地图 bug 修正
/ z& P9 @0 e* S% e* J" x! O - 6 t+ k( Y5 [* j; \. B
- 1.3e 逻辑优化;提供解除鼠标固定的接口# f* T5 r5 P& T& z- ^
- 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内% h5 I8 i6 x+ X" t8 E
- Mouse.unlock_mouse_in_screen 解除锁定5 o( J A; Y9 k) J8 g) _/ Z7 g2 [
; L; H% {& v% N4 h7 t7 e, d- 1.3f bug修正
Y( j, ^) ?% \" a3 r/ ` -
9 X3 D1 K$ s" P - 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
' v+ x) l) D8 t* u - 关闭菜单时,鼠标是否移动到原来的位置。. l. V& |0 ~9 Z8 n6 w! H
- ) F: e' f0 M0 d7 v8 Y6 y
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处7 J3 t' F0 P" r/ {* D
- " Q Q6 F' }* B
- 1.3b 修正一些罕见的bug;
g9 L) ?. {/ ?/ Y4 c d, t5 Y* L - N1 k! S# f, @
- 1.3a 代码小修改;
8 Z7 t3 O2 s1 | - 加入了鼠标点击启动事件的功能,
8 G, k' y- k% r* L! k) x - 在事件中加入“注释”: 鼠标启动 ,
: |4 w0 {5 [- W: G - 该事件将无法用其它方式启动,只能用鼠标左键点击启动。0 |+ R! ]7 L! \4 C5 t/ e7 n
- * y# e+ c# J/ V# j2 c! N& L: W
- 2013.2.12 v1.22 E/ j' `' x0 L @
- 0 f+ H' h4 w5 [' u
- 寻路逻辑优化;
2 F' b6 ?; L9 J! c - 优化了事件判断,现在点击事件附近的格子,移动到指定点后不会触发该事件了;
1 {9 X; W, r# u9 d& A - 现在支持用鼠标来操作载具了。
1 E5 a* u; l6 \! P$ {" d5 I, E! ~
! K A' o0 V0 n9 I- 2013.2.8 v1.1( h4 Q" A( K i2 g' |
- " B" P7 v: T# g( r
- 优化了事件判断,现在可以方便地启动柜台后面的事件;
9 `7 Q* A3 ~* a1 k; b2 ~( m: c - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;
4 ]/ C0 z+ w5 w5 l' y: R2 m3 T2 h - 移动时,路径指示点的绘制更加稳定;/ b5 |% v; `+ L6 t {
- 现在支持默认存档画面的鼠标操作了。6 {& s) S1 s6 l+ u
- , ^6 C8 L4 l+ K9 U. @ ?6 u
; z4 `# \& l3 x, U- OrigenVersion
4 ]- ? T) C$ q- L -
5 |- ~3 _) }5 l3 B7 H( M - 2013.2.7 v1.0 . p" i; ^( i0 D# ^
- 9 [' ~, s# N$ T/ u0 z+ i8 {, d
- 主要功能) M+ v/ f6 D: P$ y4 Z: _3 v+ Z7 _$ \
- ! ^( k4 Y2 g0 [: |' e3 o; s
- 使用鼠标进行各种操作...! i' d# E2 k, E0 d6 d
- 将鼠标锁定在游戏窗口内2 C+ Q" ^ X3 P `9 d
- 自动寻路,按住 D 键可以扩大寻路的范围2 ^1 j' k: ]9 I
- 双击鼠标进行冲刺
( F8 f* y* A2 ^' u5 e- O9 P - 更改地图卷动方式以适应鼠标移动
8 {9 Q& A9 F! [- m - 变量输入框改良) l" E2 `% K% e8 U) B8 a
- . e3 U' W2 d* X9 f+ s- X6 \% L" r
- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹
0 n( _7 [! y8 t
0 R5 Z* C& R+ V& z- ~6 q- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹$ J- o# V4 F, P9 g
- 4 w7 l# S9 u( O6 K4 j
- ★ 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8 v+ |1 K5 ]. _
- ' S- G8 H* l4 s$ _- Z4 K
- * k7 q3 o# \/ B5 y- \. v8 |
- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★/ I: ]8 O) v' \! Z0 q, j4 H
1 Z% B, T# Z) {
9 w/ o$ e5 F& G1 m- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示
# S6 j# F$ X" |+ K6 @ - ! T% x! M* `% I3 I2 y) \
- #==============================================================================
1 y3 L7 F" Q* n( P% F& b) O! o - # ■ 常数设置
7 m: D& `6 _7 r9 R6 c t, ~ - #==============================================================================* t2 O" O1 d# T4 |$ f7 e3 e/ ^
- module KsOfSion0 V9 B) d- F( [: N" U
- Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false
* x) D) j* P0 e* e# X - Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑
7 }! i' n2 M9 r( X( ~& T - New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false }( M ?- `: v% m; l. O
- 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
5 h- k1 `1 L* z$ A' r - Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处
* d7 p0 G; K' b' i5 y; P - Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧
' h/ y9 l3 }4 C) D+ x - # “30” 是默认显示格子数 长(17) + 宽(13)
- J2 H$ Y4 P! z4 m" ` - Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键
7 e* |( F! j# V! c' Q$ n C6 M - # RM几个内置的空键位 (X = A)(Y = S)(Z = D)
t/ u( J0 z2 Y% L - end
9 C5 Q- K, W' M2 b
! Q6 n7 L+ `& n) w& A- #==============================================================================
( ] k+ p4 V) _7 t( C0 j+ H - # ■ 用来显示路径点的类0 P3 f8 v" p9 h" Y
- #==============================================================================
% f ] k5 r6 G+ o; V5 H m - class Move_Sign Game_Character
3 z( C8 t6 E1 |+ Q0 P" J. L - #--------------------------------------------------------------------------4 \* C( u- W+ ` c2 h* Z
- # ● 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
0 Q0 P# P( {4 y, \4 q - #--------------------------------------------------------------------------
: q! a4 e$ i/ v2 o - def init_public_members3 c* y6 ]# w s4 y) N/ m# |
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹. ^9 e) n! n. @7 x* p ~
- @character_index = 0 # ★ 图片索引。$开头的行走图设为0- o- h P/ H5 O4 R& _9 ]4 U( c
- @move_speed = 5 # ★ 踏步速度' G2 ]9 Q, C1 @( D; ^) }+ V+ u
- @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)6 q; v; i/ j7 D% X. [, q+ @
- [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度
: \1 g- n0 d" H+ C0 G, w+ B: H - @blend_type = 0 # ★ 图片合成方式,默认为0(正常)9 E- ~0 Z& A* h' l# g
- @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列
M1 l, P- F( j; p/ G - @priority_type = 1 # ★ 优先级(默认与人物同级:1)
0 O% h( H: @4 N( l8 `) _% d$ k( W
( Y- \& j" `- f0 H# O- 4 o# V$ G) l- ^
- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★
1 [; N( w7 w6 w- ~3 y, P2 y - : B# c- w: f( k+ ~
- , T+ k5 w7 b9 n! y& C; G8 G
- # 如果 $Arrow.png 不在对应的文件夹内,弹出提示,并使用游戏一张内置的行走图' D- d/ c1 m1 d, Y! y
- unless File.exist('GraphicsCharacters' + @character_name + '.png')
2 f1 Z: z$ ~! f+ P - * k! ^# B0 Y$ C7 p
- if $no_arrowpic_warn
( b- {: N% L9 w, `" D( b7 } - MouseShow_Cursor.call(1)
6 J- k r9 n! E+ r' s - msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png
' o9 [# }( `, }* F - " Y9 G; G; C! l- C5 g: x
- “路径指示点”将使用游戏自带图片. W/ d8 n: q1 I0 w$ M
* b2 l' H0 h/ G/ f+ P- 该提示可以在脚本内关闭')8 D6 [5 ?1 J/ c* k! m1 k# u5 u
- MouseShow_Cursor.call(0)
1 v" f$ O( a1 F4 ?. V - $no_arrowpic_warn = false
5 p) C0 u; h, ]" F% D7 ] - end
6 i9 g4 C, k0 k& ]# T/ ~: ` - @character_name = '!Flame'+ i9 |' J0 [" g# S$ L2 Z" c8 C
- @character_index = 6; Q1 j" f& y- {# |
- & Z4 k0 W: u1 _' I3 s7 ]/ U
- end
0 y6 f! j6 B( e2 `* o - @direction_fix = false # 固定朝向
- n$ L f; W3 W6 a - @move_frequency = 6 # 移动频率
1 U3 I) P* w) p+ G3 t: n - @walk_anime = true # 步行动画! K1 [! k9 k! u
- @pattern = 1 # 图案1 p. X8 v! g" M2 `6 m6 d5 m
- @through = true # 穿透
. U' H/ z/ F2 Z$ j' e3 b" q) \ - @bush_depth = 0 # 草木深度+ {6 Z3 A- R4 Y; s4 B# G7 D1 z
- @animation_id = 0 # 动画 ID
" u) }( ]% i$ _ - @balloon_id = 0 # 心情 ID( p! p4 E, w( U; u* o; F/ G5 K
- @transparent = true # 透明9 c8 c, n8 ?! w: i9 I- }
- @id = 0
( X/ s! r2 C2 U& {, @ - @x = 09 Q0 R2 w4 \# m* q3 Y
- @y = 00 {. ]5 m' v/ E0 F2 }4 e6 M
- @real_x = 0
0 O! ]2 Y8 ]1 H7 y9 ]2 r - @real_y = 0
1 K% ]/ @# E* s& P' O - @tile_id = 0
4 q; f: B" C O( F. x; Z - end, f$ W0 l0 l8 L0 G. B
- #--------------------------------------------------------------------------& H) F# y# U9 Q" X
- # ● 定义实例变量+ G9 j# b9 m6 {. ^) H
- #--------------------------------------------------------------------------
4 s# u! ?8 E( z& M+ R9 g - attr_accessor direction
3 X- X; J2 {& x( Q& d3 ^$ u2 P4 e - end
/ \( s4 [# Z3 O6 |7 i2 Q' N4 L, [) g
% P I* x- X) Z" I K- #==============================================================================' _5 K7 ~/ x6 {% y7 J3 {6 p7 w
- # ■ Module Mouse
/ P; X( w, M, N5 F. i) |& d$ [9 G. j - #==============================================================================0 V, c" I; t4 k7 M9 u# t2 j
- module Mouse
! T, g# R. Y; w/ }5 w4 l6 E' m - #--------------------------------------------------------------------------' _9 q" u$ I& q) {/ k: t9 g' A
- # ● API
8 C% P" E( n1 @1 m1 r2 H - #--------------------------------------------------------------------------5 Q1 R" P& m; L+ p* N, a
- Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
) |3 e- \% N6 S( w - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
- L$ n# H% r5 T- n6 s/ b6 z F- t - Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l'): a6 ]& n( A: K" q
- Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')
+ l2 G1 d: F( v9 w! e; J6 \ - Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')% L' r; K9 y$ k" T
- Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')2 P2 g+ C1 X9 M# s- @
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')
5 P$ d3 r- _; [8 l" l - Window_Hwnd = Get_Active_Window.call
7 f0 t8 e+ V4 \/ Z' P( W8 G4 X - 9 j: f, G' f3 Y [& @% B
- class self ^5 L' D& Z* C8 |1 x4 H4 o: \
- #--------------------------------------------------------------------------& Y3 o9 g6 E" q- M& K2 a9 D5 E
- # ● 初始化
3 h T+ _( ]4 m5 [' r* j) ]6 _ - #--------------------------------------------------------------------------! q* E+ E' b- J0 Z( v8 P
- def init1 z; ^* Y9 X+ B
- lock_mouse_in_screen if KsOfSionClip_Cursor/ I) o3 j( E' ^; x! X; Q
- @left_state = 0( ?# ^0 m: G9 }6 X2 Q) I& C3 y
- @right_state = 0+ M/ Y$ }- z, |
- @ck_count = 0 # 帧数计,单击以后从0开始
0 l' i3 `2 ]& w( E# M1 M) D - @dk_count = 0 # 用于双击的判定% X$ b4 D# L. R. o& \
- @clicked = false, X- V- i/ B; }4 t. d3 S
- creat_mouse_sprite9 u: V& H- O2 o+ @
- update1 p2 A' y( ~- J( {
- end
$ |+ A; A! C# a% L3 Y) T# D: B - #--------------------------------------------------------------------------
2 X$ D/ ~ }- [$ o# V7 L+ U, ^ - # ● 鼠标指针精灵4 } e1 v" i6 {
- #--------------------------------------------------------------------------
- y( i2 W' m t7 J - #~ def creat_mouse_sprite
$ G5 Z- L Q' \0 w - #~ 1 p$ b" x5 I# F2 u
- #~ @mouse_sprite = Sprite.new
7 V- P1 } a7 f2 r7 I6 \. | - #~ panda = 2#rand(2)+11 _" {6 k8 ^8 g/ I1 b1 X/ c \
- 8 P& m P5 L; n3 D4 C( g9 w+ t
- #~ if panda = 1- ^ o* H; Z! h, V6 o/ a
- #~ if File.exist('GraphicsSystemCursor2.png')! j+ v6 N3 i, V, g" h
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
4 g4 N2 _) v" h& [0 _% A - #~ end#with if File.exist1 E) T3 s3 i: M) y1 X! y" {- W2 m
- #~
1 L+ Y/ D8 `8 z, O! @2 l/ z0 b2 I - #~ else if panda = 2 #with if panda=1
7 ?0 P9 ^; L, R8 k: S# v/ D' v3 W - #~ ( @" ~. ? v0 f- [9 q
- #~ if File.exist('GraphicsSystemCursor2.png')2 n& J6 n8 C% {4 l
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2'), r9 }1 y* [+ z
- #~ end#with if File.exist
: }1 n, U& x2 S5 T, f8 o - #~
( L5 T1 u/ S5 l0 G1 [ - #~ else #with if panda=13 c, Y+ n; q4 G( U: E) y- U1 U6 Q
- #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)
) W/ {- C9 e" @. V - #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),& d \6 o0 m0 [8 K
- #~ Rect.new(5 24, 24 24, 24, 24))' E) [, P* x$ j7 [1 O
- #~ end#with if panda=1
) I# ?! N3 U) r& R3 O5 c - #~
7 ?& S+ S$ B. w9 E" {- a- @ - #~ #with def
1 n! K" N3 Z/ @0 i - #~ end: R! p0 g0 \, V* J
- def creat_mouse_sprite' u' k `9 q/ B( X( N, r9 c
- @mouse_sprite = Sprite.new
% T9 M& V% o o - @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})2 Q2 R) h) S7 ?
- @mouse_sprite.z = 9999
8 K' S( q7 G9 J( I5 R - Show_Cursor.call(0)
* o) w% H. f' B$ T+ [ - end r! {7 ~$ T* }. u0 @2 _4 M
- ( D' m6 d* `5 t! b# ~. i) v T4 J
- #--------------------------------------------------------------------------
! L$ h+ H, H8 ^ - # ● 更新
5 i- C' o8 v A- p3 h" c! j - #--------------------------------------------------------------------------
) U1 d, w5 s: K6 {9 z( Q - def update) w5 R: [! ?2 \, v, T# O
- @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos
* K& x9 ]8 D, f0 k! [: o/ y! T - left_state = Get_Key_State.call(0x01)
$ n" K& _5 J) e C: X! ^& S8 S - left_state[7] == 1 @left_state +=1 @left_state = 0& T5 i" G U) `+ p/ B y' U3 ^
- right_state = Get_Key_State.call(0x02)8 Q6 A- Q) e% u" r
- right_state[7] == 1 @right_state +=1 @right_state = 0
7 c% Z$ P# ~4 ^# ^9 z" I1 [! D - update_double_click% Q' o1 ^; m5 j: H! U
- @left_state == 1 @ck_count = 0 @ck_count += 1, \4 `! C u# Y' H5 F' s% r
- end, R5 R* O5 o% `' O
- #--------------------------------------------------------------------------
4 b6 G- h* f) F% Q - # ● 获取鼠标坐标
" N- ^, b, C$ f6 D& a2 W1 p( B L5 S - #--------------------------------------------------------------------------
A K7 K2 V* j0 n9 i' V, Y5 D6 L - def get_mouse_pos
. q- o3 U5 h5 Q1 b - arg = [0, 0].pack('ll')
$ }9 h E. i; I - Get_Cursor_Pos.call(arg)
, K- ^8 t. v" I) R h - Screen_To_Client.call(Window_Hwnd, arg)
; D0 ]* N$ f5 o3 W. T/ x+ ~ - x, y = arg.unpack('ll')! {9 M' }4 ?! `' e9 H
- return x, y
" N4 n. T4 a: V! m - end
8 U# C3 O7 b0 E - #--------------------------------------------------------------------------: L; s1 ^; K7 {. j) F" q2 S' z, g
- # ● 将鼠标固定在屏幕内& P% U! R8 c ?# t# F: h
- #--------------------------------------------------------------------------
+ m, L* p0 |) B0 K( V P+ V - def lock_mouse_in_screen
2 _ j+ P0 u$ P" c5 T - arg = [0, 0].pack('ll')) N6 r$ X; T8 `- t H6 h
- Screen_To_Client.call(Window_Hwnd, arg)" b- \! ^. y3 S0 Y/ O S; r2 f% A
- x, y = arg.unpack('ll')
& e; `9 W! |& ~/ A0 z) W - Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
* V4 U, F; w7 I) }5 k; i: Y* n+ f - end% s8 X9 c1 l( c
- #--------------------------------------------------------------------------
3 A6 X8 y) H( N' } - # ● 解除鼠标固定! P, I. t8 v- a; r& E+ `
- #--------------------------------------------------------------------------
9 N- K: L/ s6 N( D. n$ }! _ - def unlock_mouse_in_screen
" H; F# |' t( Y' G$ p - Clip_Cursor.call(0)
, n1 b" L- p' {8 L+ O" k - end
3 ^6 K2 V' ^! W8 f' L - #--------------------------------------------------------------------------
" d# U A+ ~ q) X. `3 }" k7 ]/ Q, w - # ● 鼠标双击判定
( T4 x$ Z- r' d4 O1 G: E0 S5 K4 z - #--------------------------------------------------------------------------
. f2 P2 C N8 \, O e5 U - def update_double_click2 S9 x9 u/ f5 p4 ?. v, J7 }7 O7 F
- @clicked = true if @left_state == 1 {6 y2 ?! e/ L* j3 F5 p
- if @dk_count 0 && @left_state == 1
9 l6 D2 n7 R- C9 B/ l% n4 O6 h - @dk_count = 0; @clicked = false( v4 F2 A, Y- H" I( m2 Q) S9 Z
- return @double_click = true! X# q- f d$ G# b
- elsif @clicked4 H6 _4 K1 U6 ~
- if @dk_count KsOfSionDbclick_Frame
8 V* E' [: }) [" W1 e7 } - @dk_count += 1
7 m ^6 k" O& o8 M5 c. H1 c; a2 J - else; V! U u1 m1 u8 r5 J* K3 M' r# j
- @dk_count = 0; @clicked = false
/ ^ m: W+ T9 P( w, L* U! k# Q - end
1 D$ K: H" G \ - end
7 L/ J, a6 i; T: r - @double_click = false& F4 ~0 V( T2 \; R8 ^5 H! z
- end$ {$ D( k+ C6 G
- #--------------------------------------------------------------------------3 |9 P1 f/ e+ B. ~' F& D
- # ● 按键被按下就返回true: ]$ Y" t0 e4 T+ J
- #--------------------------------------------------------------------------
; u; A* {0 C& w5 Z4 W" } - def press(button)' p( W/ B, q$ ^. V
- case button
) \ M2 A+ I: s9 H - when 0x01; return !@left_state.zero$ S1 n9 {- y2 h1 J
- when 0x02; return !@right_state.zero
2 Y) }7 [ I/ }7 m7 r' v8 c5 m - end
5 ?$ X s7 V; H' X8 T) d# }0 L - return false' z+ h/ \6 S4 F0 X f# J2 N% K( g
- end
' ]0 B1 ^ _# W! G+ W, F/ A - #--------------------------------------------------------------------------
; D6 U' {8 {* N* c - # ● 按键刚被按下则返回true1 U# K1 T3 G8 R5 S2 v. C; n4 Y
- #--------------------------------------------------------------------------/ r/ @. U9 e9 O
- def trigger(button)5 l% R& M0 g: g/ s' L# w4 T
- case button
5 H7 H( I2 K# m5 U7 ^, w: m7 w - when 0x01; return @left_state == 1
% Z8 P1 e* G& K: \0 T; n - when 0x02; return @right_state == 1; d' g8 S% r9 ?; e" @6 J r# C
- end6 i9 I) Y3 [- q' ~+ U
- return false
! X7 }9 n1 S4 W2 {9 Y - end
1 j3 C- m# q7 t. q, g$ d7 q- x - #--------------------------------------------------------------------------( R- @ ]4 f8 @
- # ● 持续按住键一段时间的话,每隔5帧返回一次true
$ g, O% g. v" v% T! M$ L6 @ - #--------------------------------------------------------------------------1 k/ P D+ T" ]5 u) h; o" z' V" z
- def repeat(button)9 Q7 C4 B* T" B
- case button! Z2 _5 r* e% n( G: u& g
- when 0x01; return @left_state == 1
. X" W( \# o- S5 Z! v - (@left_state 22 && (@left_state % 6).zero)* R; V' H2 T! `/ }+ i" D
- when 0x02; return @right_state == 1
0 i3 _, H# W; s* w - (@right_state 22 && (@right_state % 6).zero)/ [9 `( S8 W9 r
- end
* {% R4 k4 H) _# v) B - return false
5 Q( X8 @) |9 K( ~ - end
8 _1 G. \( s8 g2 y. `2 f - #--------------------------------------------------------------------------6 S1 m9 o t, {& I7 L0 D+ c
- # ● 判断是否双击鼠标2 n- x# o- q' B2 v ]9 s; s
- #--------------------------------------------------------------------------* H: q. }0 R; O1 X+ q9 G* C
- def double_click
^* r5 Q/ X: q - @double_click
3 y: S. A- q5 y - end
# |6 @- r; K+ t+ t1 G - #--------------------------------------------------------------------------
. M4 H5 ~- {. q9 S# \, F6 r& l - # ● 获取@ck_count(每一帧+=1,单击后重置为0)
+ O! N5 I* v, b) T! F: W - #--------------------------------------------------------------------------
% v( [; G' l1 q% W3 @! x. G - def click_count
) s9 \1 F7 g8 {& z9 ?/ g" k$ ]: a - @ck_count
M- z# ~8 g& }0 l - end& F# ~! l; O3 p2 V! ~; w" A
- #--------------------------------------------------------------------------3 z0 i4 T+ b9 O% q }
- # ● 获取@left_state(按住左键每一帧+=1)8 F. p$ s7 Z4 E$ w' a& S
- #--------------------------------------------------------------------------, n& N# ~) c' j$ O, X9 }
- def left_state" [& S7 I/ I+ B# J* P1 _ F& J+ c
- @left_state0 d( d" q- d9 f6 e5 ]& k
- end
* q( k N. V% L+ K5 D: W4 Q - #--------------------------------------------------------------------------
- O7 l8 V* _5 `/ I3 ]% C# H - # ● 获取鼠标的x坐标; w6 m8 b7 Q9 w9 D
- #--------------------------------------------------------------------------
4 Q+ O2 j% p* t0 A& d, F; q: G - def mouse_x" g7 t3 H# y; C/ ~7 }
- @mouse_sprite.x' u( \5 r4 s0 F1 r) d$ J. h: f+ s: X
- end
g/ m! ]3 J$ H" y$ S - #--------------------------------------------------------------------------
- K0 y5 V2 V3 J( J$ f/ b( [5 C( ~ - # ● 获取鼠标的y坐标% O$ I9 n2 s9 V0 \! F v/ i
- #--------------------------------------------------------------------------
8 Q% o& Y( K/ v2 W) r G - def mouse_y
2 V. W+ R( |/ T& g* m - @mouse_sprite.y
( V" g" a g. [2 G, b* ^* b - end& Y0 L& d: |$ a( l; [0 |) d
- #--------------------------------------------------------------------------
& {4 a8 y4 e2 q! k6 W" W - # ● 设置鼠标坐标) s( w5 i3 k# B; ?3 f- j8 B
- #--------------------------------------------------------------------------
" Z3 W# r, G1 L: h, i& ^ - def set_mouse_pos(new_x, new_y)
9 j) G- \1 w, | - arg = [0, 0].pack('ll')- J9 T5 o5 B, _1 S4 q2 o% S; u
- Screen_To_Client.call(Window_Hwnd, arg)* i! [- O: Q h7 g* v- r2 P4 |
- x, y = arg.unpack('ll')
# y C. I! d: D+ r0 i; U2 ` - Set_Cursor_Pos.call(new_x - x, new_y - y)
* t: T9 c" h* U- t5 K, H - end
$ \ `* N5 k4 o5 D; E+ u) Y2 h1 o - end #end of class self ) P+ R# W# G5 ~8 O& N
; h) e, D* T, M* q+ i9 q9 i- end
2 ^& e6 n: H6 k6 y
! n* T4 e4 R6 [# W) g- #==============================================================================
Q. ?! Y& `! r: t) k/ g7 v& L - # ■ SceneManager
9 y0 h& s$ ]/ ?2 E8 s- o8 D1 b - #==============================================================================
6 Z" i9 G% o5 R: e I - class SceneManager
/ z; ]% d4 Z9 W5 r& i# U" ^ w9 u3 \ - #--------------------------------------------------------------------------
; U2 I0 _' Y- v - # ● alias5 P4 V- n8 e4 F% c- c$ i1 ^% X
- #--------------------------------------------------------------------------
7 K! Q g" |( [7 [7 ~2 G - unless self.method_defined(sion_mouse_run)
: m, Y* @6 F5 |4 L/ K7 Z- U; d6 G3 P - alias_method sion_mouse_run, run4 Z4 [6 w+ u9 T" B1 L% D4 B7 o! N1 J
- alias_method sion_mouse_call, call) P9 m# N3 ]8 z/ s+ e
- alias_method sion_mouse_return, return
8 X( [2 n6 W8 l* F - end' h. `0 R ~9 g5 n% F% @
- #--------------------------------------------------------------------------5 A: M" m0 i- X: z
- # ● 运行6 D% \$ @8 F! z7 ?( f6 _3 Y
- #--------------------------------------------------------------------------% D% A3 s P9 s$ a% @0 z
- def run7 F! c, R* L6 {+ G" \8 _
- Mouse.init
# O7 B1 ^+ @$ M - sion_mouse_run! O) L' Z; w( H8 ?4 @+ S. M
- end
7 | P- H: O# g! h - #--------------------------------------------------------------------------0 I- c+ I' q1 v4 s; W/ n0 O
- # ● 切换
+ I- ~+ K ~+ z _) R+ L - #--------------------------------------------------------------------------
4 {( _7 ?$ s+ H" b& \ - def call(scene_class)
) l: g5 B g$ k1 w# _ - $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)6 p# _# O; k3 p! T
- sion_mouse_call(scene_class)
) i/ f: {* E1 e- M& s$ Y( N+ N+ q - end
) f2 O+ d4 A0 [! R9 Z' L - #--------------------------------------------------------------------------
T" i& n# g5 r( z, S2 @4 Z8 { - # ● 返回到上一个场景1 j9 W* L; T5 M; q2 Q/ v
- #--------------------------------------------------------------------------
. K9 q! ^) R4 r& `$ h" M - def return
5 g' f* l* d( D; }" }7 i - sion_mouse_return
3 Q4 K9 |% I" Z" b6 S$ w - $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&. e1 E3 ?' C6 t, k
- @scene.instance_of(Scene_Map)1 g% Y- W0 y7 P8 S( U2 Z+ e. @
- end: W1 j4 U t; j: t1 c
- end; n) C8 f1 N& U
- 4 ~. z6 \; A, T# E3 {. K0 U1 P
- #==============================================================================( i1 O! ]% g; Y* W+ ~: X
- # ■ Module Input
' U& `! O4 m/ s7 ?6 o9 L1 h - #==============================================================================
0 k5 A8 F: f" y - class Input' W$ h# }" m" h' g' g4 p
- #--------------------------------------------------------------------------4 r0 H9 G3 k7 v" o
- # ● alias0 ~- R& i& q# L
- #--------------------------------------------------------------------------
* O/ Y9 d8 O7 D9 V( o1 T* q8 Y7 r: a8 ` - unless self.method_defined(sion_mouse_update)
. B) G6 ~8 |* {# S - alias_method sion_mouse_update, update
% o' ?. B* R( |' Y# P, @ - alias_method sion_mouse_press, press
" v8 V9 L# P+ d/ O' I - alias_method sion_mouse_trigger, trigger! ^) g! u' g( Q D, x: S+ T
- alias_method sion_mouse_repeat, repeat
6 r4 l! o5 g" b6 J0 y: }, M8 i7 f - end) |& H% v1 E/ m* J% s" \7 b
- #--------------------------------------------------------------------------
: b `* B2 t9 ?9 n - # ● 更新鼠标6 k- y8 C' Z" W* N1 D
- #--------------------------------------------------------------------------+ Q9 h, f2 f+ \
- def update
- l7 i( S4 a- ~/ x1 ]2 } - Mouse.update
: l8 `- I3 V7 _# w5 [( k" Q7 r - sion_mouse_update
5 i4 r" X* ?1 b3 D0 i+ T1 x, Q - end
8 I$ j7 F2 }1 U: E6 [- o5 w - #--------------------------------------------------------------------------
. Y% I M) d' f& F d: g - # ● 按键被按下就返回true
# p. ? e" o! ]; z0 X9 J - #--------------------------------------------------------------------------
; b' [5 @ h& q7 K/ r% V& {$ S' q - def press(key)6 O+ P' z* @* g
- return true if sion_mouse_press(key)' k' g0 M: j/ \' V: w/ V9 @
- return Mouse.press(0x01) if key == C) B# Q8 T0 C6 v {
- return Mouse.press(0x02) if key == B
6 A: m6 W+ ^/ s9 @5 Z$ ^- j; z( A - return false
P3 t- l" P# V- u. x K _ - end( O4 t7 x$ u2 G% D3 D
- #--------------------------------------------------------------------------
" \$ J* q, E3 M, s) \9 \ - # ● 按键刚被按下则返回true: Z, F' K; V1 k# y! h+ e; l6 G
- #--------------------------------------------------------------------------6 O; ^" n& Q0 B7 p
- def trigger(key)& Q6 e0 f8 e0 E8 h. K8 O# o8 Q9 U
- return true if sion_mouse_trigger(key)
' d, B; z0 J* L' S+ n7 s* Z - return Mouse.trigger(0x01) if key == C' |* w. {. q3 _2 ~: a
- return Mouse.trigger(0x02) if key == B1 n3 a( c* S8 C6 S* m+ p: u+ P
- return false
$ \) W3 O: }7 [5 w& i - end1 P/ X; f" [& y, M1 u r1 S( K
- #--------------------------------------------------------------------------
" {/ c7 }9 ?. q; D7 ^1 Q - # ● 持续按住键一段时间的话,每隔5帧返回一次true, h6 T" B9 k6 S/ B
- #--------------------------------------------------------------------------) H4 x8 j& E! E# e- A7 m4 N
- def repeat(key)0 G4 H) N8 ]* p' h: r9 R! G
- return true if sion_mouse_repeat(key)8 s+ b* w. o* Y4 U; O' N. W
- return Mouse.repeat(0x01) if key == C5 o& B& L5 W9 O7 D( k% N
- return Mouse.repeat(0x02) if key == B1 c" `5 ?5 O$ Y1 f* u4 W
- return false
7 ?% a* P: Q6 R. Y0 x O - end
, f3 h/ v8 d7 i6 u, {6 I; W0 {% \* s5 q/ f0 d - end. P/ T; }+ r; r$ _
- 1 B* |% h, x o+ j5 L+ f
5 q8 s) T. M% q9 f3 X0 Z3 w- #==============================================================================
8 \; k- h( J& H* i; O! b$ H - # ■ Window_Selectable
* [0 ^ F4 f# \- f" | - #------------------------------------------------------------------------------! K( z3 |, } ] |" z
- # 拥有光标移动、滚动功能的窗口! _: ?; f# V# c4 P9 H
- #==============================================================================4 c. d G- o2 g: q" B
- class Window_Selectable
1 J1 s; k, z- S) Y8 _) Z - #--------------------------------------------------------------------------; i! q% P8 B) r
- # ● 初始化
. [2 M5 C6 w0 e4 F - #--------------------------------------------------------------------------
* H" y0 ` b/ q" ~) e( t - alias sion_mouse_initialize initialize4 e& A/ q4 t Y9 l/ C, X
- def initialize(x, y, width, height)5 P1 T) s1 n, y& m4 n
- sion_mouse_initialize(x, y, width, height)
y' D3 A# S: p7 {; \ - @move_state = 0
' Q; U- H) f9 C' M& D$ m5 _ - end) i9 x6 {4 k4 b
- #--------------------------------------------------------------------------
* h2 r& |; W$ U3 J" s& L. c" E - # ● 更新 `* L- s$ {8 t- A/ c/ V$ j) S
- #--------------------------------------------------------------------------
( `# A1 r# |- z1 \9 s7 ] - alias sion_mouse_update update$ I# x/ Z9 O0 a( w
- def update8 C( F- l" W. V+ ~6 F
- sion_mouse_update
- P4 S9 x: N. K! ]/ v - update_mouse_cursor
9 X8 L6 c! x8 k# V$ N7 k& x2 k7 A - end1 H X% U1 Y- D1 p6 t; [
- #--------------------------------------------------------------------------
4 R% b4 i$ Z+ w4 T$ T7 p - # ● 启动后设置鼠标到index位置 N9 [1 i7 {5 j
- #--------------------------------------------------------------------------7 i' m7 f; v$ x3 C/ d0 a
- def activate
, t; H C( E2 a. Z/ s- e! V - @need_set_pos = true if KsOfSionMenu_Set_Pos& r$ ^5 r6 n7 }& J3 R
- super! C. k( s" w5 f3 `1 R
- end# G' O' o/ k8 T' z
- #--------------------------------------------------------------------------
3 t0 c0 N4 ]0 z# T: E" m2 A C. r - # ● 更新鼠标和光标的位置
2 r8 b+ g# K$ U' N( f+ x, g - #--------------------------------------------------------------------------+ n! [3 p8 J+ ]# H6 q( I
- def update_mouse_cursor
+ b/ ~1 Y( B2 l( Y4 x - if active
$ T% o; M. ]$ V1 o" L% V - if @need_set_pos" B r Q! t" E6 G! x
- @need_set_pos = nil
) r' T' B0 c' ^2 h - set_mouse_pos+ _" z0 s2 N$ V! d1 s* p3 Y3 ~
- elsif cursor_movable; F/ C" R1 w4 O2 ?
- Input.dir4.zero set_cursor set_mouse_pos" P6 {2 q) O/ u5 |5 P0 M8 ~
- end) [9 S( M$ O( z
- end7 r' F! U9 P3 p% n
- end2 d. P; J2 E6 j/ F$ X0 B* Q- J5 x
- #--------------------------------------------------------------------------
+ N7 u6 C9 Z+ B; P9 d - # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能
0 Y7 J3 x/ d0 I+ Y5 Z) S' ~" ^ - #--------------------------------------------------------------------------$ o" a) Y. Y4 v6 r( P: k0 _- R
- def set_cursor( i" @3 p4 G0 Z, G7 Q( f
- mouse_row, mouse_col = mouse_window_area5 ] X, I C* M- {+ N, o! y
- if mouse_row == -14 k+ C! f: ?: O& R
- @move_state += 1 if need_scroll
9 I. I# i; ?+ F* g - cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand
* y3 H4 t7 J% |+ ^( N/ S0 e( {! f - elsif mouse_row == -2; E( t+ @ p# e" o
- @move_state += 1 if need_scroll
) |* {' _3 e/ {* H. m7 z - cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand
, B/ q5 H5 I* u2 s5 r( ^2 ? - elsif mouse_col == -1% a( K% O0 R# d3 ?0 z2 A
- @move_state += 1 if need_scroll; I4 E; u. R* Q8 @% c, B& B
- cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand
$ x5 w6 Q1 w% n3 T8 B$ v; U6 d - elsif mouse_col == -2
7 n4 L, [8 j6 ~1 K( _ d' ?/ `$ T/ P( S - @move_state += 1 if need_scroll
" a9 o! f; N7 T8 b" S% f' `/ D) v - cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand- n* b, ~7 H7 O n! G1 D
- else; d9 g" u" ]7 a& ^$ W; b: Q
- @move_state = 0
% y: v/ e( _/ F; ^# g5 D8 B! K - new_index = (top_row + mouse_row) col_max + mouse_col
- v E) e# p1 ?. |3 b - select(new_index) if new_index item_max && new_index != @index
& O- X' U: f, N' b$ [- | - end
& |3 \4 |) Q- ?4 N% Q; D - end+ B' N2 I2 t9 x' R( {& N
- #--------------------------------------------------------------------------" S4 \+ m- e6 j- z# \* f# Z0 G
- # ● 判断鼠标位于菜单的第几行、第几列
6 k( R2 F2 d" [6 o0 Z% x0 Q2 Y - #--------------------------------------------------------------------------6 S3 Y5 ~% ^$ d: v
- def mouse_window_area
: P$ M% K; }% H2 e - if viewport.nil # necessary!. C# N1 k% F5 U
- vp_x, vp_y = 0, 0
?6 W/ ~+ x" U - else
1 m0 m. T+ r K, G( I( P9 ? - vp_x = viewport.rect.x - viewport.ox
~# ]* t* h% N8 Y9 ~1 L - vp_y = viewport.rect.y - viewport.oy. |% E7 q. b( O& [5 c
- end
' G9 ^, m5 I2 e - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
5 F( m6 v% D9 W" ? b& A - item_x1 = vp_x + x + standard_padding 5 _! J; {1 Y3 V' j5 s
- item_y1 = vp_y + y + standard_padding1 d& Y$ P: v" V; u1 x
- item_x2 = vp_x + x - standard_padding + width
1 [6 @; j8 E! g5 c! q/ z4 C( h - item_y2 = vp_y + y - standard_padding + height
! @' y8 P$ |3 C - if mouse_x item_x17 W W) F! i+ D6 R, v5 w0 J' R& C3 q
- mouse_col = -1
) q* H7 [( f" f7 _1 e5 K5 a$ f: c* z. \ - elsif mouse_x item_x2
6 A8 h! |: I# m - mouse_col = -2
- l! s- s6 F2 W# h8 _ - else
" E: @/ B" K# P8 l& X0 ~6 \ - mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)
% w% t: h, Y. b8 g2 X - end
' ~2 b: i# x X- E - if mouse_y item_y1
: N0 T+ |8 U8 v8 x+ s, t - mouse_row = -1- v; ~. Z/ T' d3 @% ~1 k5 u. O2 A% n
- elsif mouse_y item_y2" `0 U5 f+ z0 I1 }" L
- mouse_row = -2
G* i! d9 w/ ~1 X- ~) t - else
' S3 S' U4 [5 ^ - mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)0 P2 `6 e* i I' {" C2 e
- end
% R/ n/ j5 J2 [/ f p" f" O - return mouse_row, mouse_col
& E. Q4 N$ Y- Y& s7 ?! b - end% q. h M) y' C6 D4 m" f k5 j' V
- #--------------------------------------------------------------------------' h. P, K. p. j) A) p7 G; N& \
- # ● 方向键移动光标时将鼠标移动到对应的光标位置7 t' J" X. F" w& I- T5 ?
- #--------------------------------------------------------------------------* g! c( w# p: t7 e4 V# q, x
- def set_mouse_pos
6 o8 I1 z3 s4 W8 T+ B - if viewport.nil # necessary!
$ n; J# J$ x# X. ` - vp_x, vp_y = 0, 0
$ y7 s3 I1 Z7 D/ ]) w: I. L - else
n; D8 Y7 p5 f$ B( t3 P - vp_x = viewport.rect.x - viewport.ox3 Q3 H$ y, [3 z( H/ c6 G* e: a
- vp_y = viewport.rect.y - viewport.oy h& {$ E; G7 G
- end4 n! V5 G' v3 f
- item_x1 = vp_x + x + standard_padding
w6 n0 o3 H: K! p8 d: u - item_y1 = vp_y + y + standard_padding% h4 I# S6 d, b9 P6 }1 b$ B$ V
- get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index 1 L2 b6 F3 Y) N$ P0 p" P
- row = get_index col_max - top_row
0 i+ S4 o( Y$ \ - col = get_index % col_max
3 H7 ~4 U5 h) I n e# \ - new_x = item_x1 + item_width (col + 0.5)/ L$ i% k B4 c0 ~3 O5 D* n
- new_y = item_y1 + item_height (row + 0.5)
( ?) B* x: N1 p, p; ^ - Mouse.set_mouse_pos(new_x, new_y)
: }" C, o+ w" @, O0 A7 o - end. @- I- \ f. X L) h9 E
- #--------------------------------------------------------------------------6 M/ T/ ~" o& n1 [7 b+ u
- # ● 判断菜单是否需要卷动
% z2 ~7 e8 [% [3 z' k - #--------------------------------------------------------------------------/ q) y$ L8 M" n% M: l5 n# B
- def need_scroll
$ _7 S J- ?+ n* _1 K* i - item_max col_max page_row_max' t- D" H1 {$ S
- end
9 K+ ]! U. m3 j6 W7 S0 B$ S - #--------------------------------------------------------------------------
: k1 \8 `# q! X8 ~1 O: x - # ● 判断是否为水平卷动菜单 m& O& I7 B, w2 V5 Q, F N
- #--------------------------------------------------------------------------3 m6 S0 J5 }3 h) ?- x' z, W
- def is_horzcommand6 ~. d/ F# U' Q1 X# M0 d
- return false
; I/ U6 @, G0 A ^8 L1 N - end
4 B9 i+ B: S; C! _ - end/ { Y9 q# u8 C) @, }7 e# c
( w3 |- ?* z* u% P- class Window_HorzCommand P4 V& y+ V* P0 q- o+ g- u
- #--------------------------------------------------------------------------' X+ @: B" g! s; y
- # ● 判断是否为水平卷动菜单) j& e' {; D r G
- #--------------------------------------------------------------------------
' v. M( K2 S2 ] - def is_horzcommand
/ I" X+ B6 M5 F - return true
7 ^1 M" V/ a, k2 X! C( n" u/ s" c; Y - end
7 \0 h' E8 n/ y' R+ [ - end
4 R4 V/ i3 F$ U# i9 J; X! m
% Y+ W7 R. o$ e: O' o$ u5 L2 R6 W- #==============================================================================
5 s% m) t3 g5 o3 Y6 m" B! F- e - # ■ Window_NameInput5 [+ l. u0 I+ S# r% `
- #------------------------------------------------------------------------------$ P* l; s: M W) T) B
- # 名字输入画面中,选择文字的窗口。
+ W3 M4 E/ ~+ s - #==============================================================================2 K& x4 ~& L+ M- D
- class Window_NameInput
8 b+ l4 V3 R' r/ J- F - #--------------------------------------------------------------------------4 p8 V3 i; a. b5 R
- # ● 设置列数
! L- p" c9 O+ s' W. i - #--------------------------------------------------------------------------
& I* S+ a) ]; s3 \2 r- p; m0 F% K - def col_max5 F* C; G2 ]9 {) u6 o
- return 10( |/ r. L( c! L4 r- L3 [
- end
( @7 {" I# T8 C, ~9 E J) N - #--------------------------------------------------------------------------. O: t: ^/ o: I
- # ● 设置填充的Item个数
6 s4 y. c9 l. W+ T4 O - #--------------------------------------------------------------------------
: |1 M+ m0 `8 U% a. P; n1 G - def item_max7 Y+ `6 D1 n; X
- return 90/ ?; P6 K, z3 W& ?1 {
- end1 ^: X0 T. B' l& g
- #--------------------------------------------------------------------------
v, ^- G# _( _7 ?3 u/ s - # ● 设置填充的Item个数
1 o& w, G6 g4 ]0 o$ n r - #--------------------------------------------------------------------------, K% P& c( N# ~
- def item_width
0 z+ \8 Z" y5 ~3 x# O - return 32
% L, v: u( s6 P, B( x( T - end
7 y& F% A# g3 t* n$ X- h' g* l - #--------------------------------------------------------------------------
) L {9 B0 t1 u) `5 X - # ● 判断鼠标位于菜单的第几行、第几列$ N8 G! P9 |# S5 X Q$ t" _/ I
- #--------------------------------------------------------------------------
W6 g& R! h; ?9 A - def mouse_window_area& i& }; P! p! ~( p; G
- if viewport.nil5 v3 J; y6 B6 X+ X+ ~
- vp_x, vp_y = 0, 07 m8 V6 }; X! b0 l0 ~9 G8 N) K
- else
" R% e: I: H: S& K/ I - vp_x = viewport.rect.x - viewport.ox1 M7 A7 H5 ], l
- vp_y = viewport.rect.y - viewport.oy
* p! S; p6 Q9 ~+ E' z, a0 L! M - end
; d3 E4 [* N9 @ - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
) L! n) g9 y) v7 y - item_x1 = vp_x + x + standard_padding
) W# @: E8 t% \' _2 c9 [7 R' z - item_y1 = vp_y + y + standard_padding
/ D) v3 P) O3 s5 c - item_x2 = vp_x + x - standard_padding + width
2 }# Y' X$ G1 Y- s9 u: B - item_y2 = vp_y + y - standard_padding + height5 U3 A+ r" B! I. f
- if mouse_x item_x16 ?' c/ F# [2 W$ R: c0 s
- mouse_col = -16 a( u$ c$ n, y& P6 h2 `
- elsif mouse_x item_x2
. R. f9 p" |$ P3 Q" J - mouse_col = -2
, U& q2 U' q# i1 u9 e$ q$ N - elsif mouse_x item_x1 + 160- ~* s/ W% P+ V
- mouse_col = (mouse_x - item_x1)324 b- Q& z" J1 ^7 \# e+ l8 @7 L% [
- elsif mouse_x item_x2 - 160- }8 g6 L: L4 M0 M! L' t
- mouse_col = 9 - (item_x2 - mouse_x)32
4 @* y6 T! I: i+ L4 N2 \ - else
- N/ f+ \7 K/ y- K# H, |3 m - mouse_col = mouse_x x + width2 5 4
. q7 Y, b/ o7 a& S3 x - end6 p3 `2 p2 w+ k, I
- if mouse_y item_y1, D, r' T3 `' @/ I m' N, a( W+ _/ z
- mouse_row = -1
) v8 ?, K. S4 l - elsif mouse_y item_y25 m2 Q2 ~2 e3 q+ ?! S: t
- mouse_row = -2
0 g$ H* G7 D% T1 g - else/ @& B0 q1 z+ `3 S
- mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1); T$ B0 d: a' U" |2 Q+ Y
- end1 M6 e6 F8 E5 f
- return mouse_row, mouse_col2 c4 z4 T" L& b, S
- end0 B* r4 C- R8 k7 ]
- #--------------------------------------------------------------------------# p) |$ N3 k5 I2 S* y0 C% ]+ c; s& q
- # ● 方向键移动光标时将鼠标移动到对应的光标位置6 P y, W9 A( w, U% D9 O
- #--------------------------------------------------------------------------+ [+ ?0 o+ I2 o: j8 {
- def set_mouse_pos
6 J9 a7 b; j2 e9 q8 ^ - if viewport.nil # necessary!
* E3 O! E4 V- b2 N% s' o - vp_x, vp_y = 0, 09 @" D1 {, ?. v# `- u' n$ o$ |- e0 Q" K
- else+ M8 d3 z3 v. B/ K
- vp_x = viewport.rect.x - viewport.ox! o/ m6 W0 x% o+ U% u, |
- vp_y = viewport.rect.y - viewport.oy* }( A/ p0 y0 f! P/ b
- end$ y( _, k. J& i! P
- item_x1 = vp_x + x + standard_padding ; x9 q( T: X7 I1 m9 e" L
- item_y1 = vp_y + y + standard_padding
/ \8 q/ C2 ~- F, a( @" }1 {1 E - get_index = @index 0 0 @index
5 I* E5 ?7 z5 M) G C - row = get_index col_max - top_row( n1 C3 Y' g$ {! l* H6 E/ \. @% g
- col = get_index % col_max, M+ j. ^! J6 a
- new_x = item_x1 + item_width (col + 0.5): X. [: i6 |0 j
- new_y = item_y1 + item_height (row + 0.5): F4 a6 W3 D% I: |6 X2 M; y
- new_x += 14 if col 49 O( I! j- G! _) z8 F0 b
- Mouse.set_mouse_pos(new_x, new_y)+ F- W* {: Q' V) }7 @
- end2 H; r# m* B, X9 s
- end
: L5 |! B+ z' V. @0 F. U - & i/ I& J, {* |/ f( m. u) t
- #==============================================================================% b* D3 k1 j9 `& Y
- # ■ Window_NumberInput+ v7 y& d3 z1 J: B, i% t3 F! Z
- #------------------------------------------------------------------------------
0 A$ o% l* {8 D8 E/ u2 t6 A - # 重写了数值输入的方法以适应鼠标8 J* L1 ?0 a2 q8 n, X- X& M
- #==============================================================================% X J* C- T; G8 W
- class Window_NumberInput Window_Base# s. K4 _7 m* a2 s+ M
- #--------------------------------------------------------------------------
x2 _- z/ M/ ?, \; B" X/ g1 B - # ● 定义实例变量, Z- F( t) l4 L4 G4 S' s/ `1 j
- #--------------------------------------------------------------------------3 }9 O: b+ u& p* H4 S( i. R
- attr_reader extra_window' w+ U: M. y9 P! h9 \
- #--------------------------------------------------------------------------2 }6 f2 U$ U# _" ~0 f3 E3 |
- # ● 初始化
/ J, s9 Q6 ]" m+ J# s - #--------------------------------------------------------------------------8 U( \# O# R; l; N5 a% Z5 a8 \! e2 l
- alias sion_mouse_initialize initialize
8 R( [9 S" f" }: ~/ L+ v - def initialize(arg)5 `7 v7 I2 g+ z% h/ h' |2 D
- sion_mouse_initialize(arg)
9 D: f, U! T! I' m- |8 O - create_extra_window
2 O' [* }! U7 p0 t% k - end T7 `0 {( Q) M! z4 v* M3 ^) p
- #--------------------------------------------------------------------------
$ |7 C, |! z% K6 a7 F a7 K - # ● 启动3 ^8 U, a8 `: s0 c) Y- s* y
- #--------------------------------------------------------------------------
0 l% X- b2 s: s8 p0 s+ p+ F - alias sion_mouse_start start
8 N% ^% x/ P- D! p0 U - def start4 r0 L% j/ X7 M, E0 Y
- sion_mouse_start0 ? ~( Y2 w. C
- deactivate
6 D+ P7 E0 f5 O& _ - extra_start* @, o, y# K9 Q3 H, ?4 ]
- end) W ^3 [% V% A+ @: |3 R
- #--------------------------------------------------------------------------
4 O1 F! G4 {/ K3 A# B% C - # ● 创建新的数值输入窗口3 r E0 s2 k+ z$ y( S* i
- #--------------------------------------------------------------------------! N& H6 F3 t6 \8 Y* }/ N' ?+ J
- def create_extra_window
3 `/ h, Y9 g. O# V2 a2 t/ S - @extra_window = Window_NumberInput_Ex.new
9 a9 O) _( c& P% H) c - @extra_window.x = (Graphics.width - @extra_window.width) 2
1 f1 S, o" x; y - @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }7 n7 _! |% H2 a( v
- @extra_window.index_proc = Proc.new {n @index = n }$ h: {' N @+ Y. T( i: ?3 l; S
- @extra_window.close_proc = Proc.new { close }
+ o" B2 m8 A, s& l - @extra_window.refresh_proc = Proc.new { refresh }! G$ \1 y" U+ O" D$ } E& a
- end) c7 M, r8 o1 I& |
- #--------------------------------------------------------------------------+ u( G; K' {: e' R4 p0 g
- # ● 激活新窗口9 f6 R, e( e. a3 u! |8 s/ E
- #--------------------------------------------------------------------------0 U& K4 x( z) f4 K
- def extra_start
7 [0 d& L$ I+ z2 T+ C - case $game_message.position: {# S) T( y$ t, d" y- C
- when 0; @extra_window.y = y + height + 4( y6 V0 U$ S9 d8 E# l
- when 1; @extra_window.y = @message_window.y - @extra_window.height - 8
! P6 e' d% p5 k7 y - when 2; @extra_window.y = y - @extra_window.height - 4
+ {" v5 F7 X5 |% H - else ; @extra_window.y = 83 c2 B) m1 \; {
- end
5 N C: F: a, [( C) B - @extra_window.variable_id = $game_message.num_input_variable_id
6 ?/ g& R, r2 }. R/ W( | - @extra_window.digits_max = @digits_max2 L4 p* i0 B# K1 W! Y
- @extra_window.number = @number) B* a* B. J: A
- @extra_window.open
- J O2 D9 A* N7 e3 B/ ?- V - @extra_window.activate
3 U7 w$ m& }) h6 w7 ?3 ]3 | - end
0 p* @3 `# f' P+ o - #--------------------------------------------------------------------------
6 X( o; Z* W6 V$ ^ - # ● 更新
$ Q2 |8 r, I9 u; z- t6 b$ D* A - #--------------------------------------------------------------------------& }: k( I0 F5 g
- def update
$ f" `) }0 G2 U0 G - super, v' m& |/ }( n. L* z- {3 K
- @extra_window.update/ s! F3 S+ ^) Z' l& q- y
- update_cursor
/ }! Z0 y5 v I5 o* N9 G - end0 Z, c6 _5 `4 {' ] `4 i# k
- #--------------------------------------------------------------------------1 @& t* {; B* d8 H' r
- # ● 关闭窗口
) c& g# P9 B1 ~' A1 {, j - #--------------------------------------------------------------------------
5 E/ l0 S& P! N% H, J - def close) S. t" {( a) W0 g1 D$ W/ ?
- super
' W2 h5 l$ ]1 _, m1 M% C; k- S1 O: P - @extra_window.close& ]: \- Y/ f) g6 v* c# Y
- @extra_window.deactivate% W* u+ g2 g4 y- |+ u1 r
- end9 a4 z, q/ H+ {$ `
- end
$ O: [( p/ O" h& R; R/ q+ V, {2 e7 _ - & Q1 Z* W) b1 t, R+ ~2 c i' a- ]
- #==============================================================================& X" I# |8 `$ f% S2 z# L8 M
- # ■ Window_NumberInput_Ex q6 h. U5 x2 O+ @- y8 O5 R
- #------------------------------------------------------------------------------
0 Q2 t( d+ Q2 l5 ^8 M - # 新的数值输入窗口(NewClass)
$ g3 R5 ^9 Q7 g3 }# C - #==============================================================================
6 q8 b- v2 m" C9 u1 i, J0 i$ Y - class Window_NumberInput_Ex Window_Selectable* b( o( R" h8 n
- #--------------------------------------------------------------------------' }/ U6 E; E+ C+ n; U
- # ● 定义实例变量& F* P# z) y! U6 O5 W
- #--------------------------------------------------------------------------
, o4 B* H/ |3 {2 f, `' f - attr_accessor number_proc
* m2 X* |. m! m. s( ~( _( ^ - attr_accessor index_proc
, Y7 S' V0 Q5 \- A2 w7 w - attr_accessor close_proc n% B: z( B3 |* t4 l
- attr_accessor refresh_proc; b) D" N4 O4 ]! l
- attr_accessor number
* G5 y. U2 a! ^; s" J - attr_accessor digits_max
4 K0 L/ `' q$ f% m6 X: g7 m1 ~0 ] - attr_accessor variable_id
8 l/ Q9 N! k: k* ~1 [ - #--------------------------------------------------------------------------
$ m8 ]" K) i* k9 Y - # ● 数字表
- E# U0 e6 @9 c8 @- C - #--------------------------------------------------------------------------
- f! t2 Z1 n( L2 x9 D1 _0 ]( A9 E - TABLE = [ 7, 8, 9,
7 |, H" L2 x$ T1 D' B c- H - 4, 5, 6,
3 v( E% p; a4 C - 1, 2, 3,
( {; q. y1 Y' P) g Q - '←',0,'确定',]
) b! N6 s2 x! }9 T, ~; z - #--------------------------------------------------------------------------
; j' B. R! \! W/ g( D9 R' g - # ● 初始化对象
' _' _8 O1 [( M$ J9 `& | - #--------------------------------------------------------------------------
3 }0 G7 Y7 R+ t: M/ S! d" n1 I" o8 h - def initialize" @4 C% p7 a% N" M) v. o4 T" i8 c+ |
- super(0, 0, 120, fitting_height(4))% ?' n6 z9 `2 p; D
- self.openness = 0
7 J$ y& ^3 Q+ O& n9 X - @index = 05 c& [: Z# x. w" m8 }' \
- @number = 0
" ]3 M6 B6 y0 R! }5 r1 k5 f+ y! W: z - @old_window_index = 0, l; B& n/ f9 q2 T8 z3 M) e8 F$ r4 e+ h
- @digits_max = 0
4 H. y* d1 @* E, l% X* d - 12.times {i draw_text(item_rect(i), TABLE[i], 1) }
4 l& j) ?) }; A - end) g& P9 r1 @5 o3 K
- #--------------------------------------------------------------------------
! ^9 ]7 c( F$ Q1 q6 T5 g0 i - # ● 获取项目的绘制矩形 I/ `) i4 D3 b7 l
- #--------------------------------------------------------------------------
$ y6 x! L0 O0 e9 z d. y - def item_rect(index)3 @! ?0 e$ K$ q1 k
- rect = Rect.new
0 M, y. ?' o2 X" h5 H0 g - rect.x = index % 3 328 W0 s, ^- W B7 h+ y9 D2 E6 p i
- rect.y = index 3 line_height
; j7 Z( [# ]8 W I - rect.width = 328 [- }# t+ T% m* J. f* E* @
- rect.height = line_height( }# y4 ^8 \ n: n& m) p0 w( N1 g
- return rect/ a" k7 B6 Q) z
- end
0 w, C- ?6 u1 k( a - #--------------------------------------------------------------------------
$ N" L0 H# |7 G, K- s - # ● 将光标设置到鼠标所在的位置! Z: D1 f+ b& G# s) l( i4 x% k
- #--------------------------------------------------------------------------; U6 v/ ]* g- G2 y# e" K
- def set_cursor$ w3 x0 Z8 S8 C5 k: U
- mouse_row, mouse_col = mouse_window_area
: K2 _ |) t' x w, ], n7 ` - if mouse_row = 0 && mouse_col = 0+ \3 ]) ^+ r0 z" ?: w& ?
- new_index = mouse_row 3 + mouse_col
- [/ V7 U% J( w% B% I% Z4 y# ]( G - select(new_index) if new_index = 119 B n/ w6 M& q1 B
- end2 O' a$ s( W$ K$ u: k" B7 ~9 W
- end% {- N0 m, ?! T8 M( N2 r! i3 m
- #--------------------------------------------------------------------------
% ^0 u% f$ _: X( m7 R) E$ L - # ● 判断鼠标位于新数值输入窗口的第几行、第几列7 p* `4 X, C4 N& m
- #--------------------------------------------------------------------------
6 ~4 F: K/ \6 {0 d9 } - def mouse_window_area
+ w p: q3 `- b - if viewport.nil
$ _2 k, T4 ?) c; l$ S! [ - vp_x, vp_y = 0, 0
0 y3 }( i2 `4 L _; F" r - else5 O$ U2 `5 z7 F- i4 z0 p, F
- vp_x = viewport.rect.x - viewport.ox7 F* H0 K- A. K' Y& L
- vp_y = viewport.rect.y - viewport.oy
0 [6 W- `% Q0 l+ @6 z - end' o8 w: Q" S4 b: [* D
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
; A/ H; w( h# x) Z9 A( d5 H8 O - item_x1 = vp_x + x + standard_padding , p; R5 G/ _- [
- item_y1 = vp_y + y + standard_padding+ ?. }3 l0 l' S J1 W& q
- item_x2 = vp_x + x - standard_padding + width) P8 W: x5 B0 v3 w$ b
- item_y2 = vp_y + y - standard_padding + height: F2 Y0 B1 O- c% U
- if mouse_x item_x1 g% E0 s- Q4 T+ b
- mouse_col = -1
4 U1 @: R( S5 G" ]4 {: U - elsif mouse_x item_x2) Q g) c1 h! t
- mouse_col = -26 l% V* v5 r, N* F, r
- else
/ z/ U' J5 [1 l" {8 V: P - mouse_col = (mouse_x - item_x1) 32
3 \$ z' ^9 x. v6 P- L - end+ t3 X" k9 ]9 y: a" \0 `
- if mouse_y item_y1
! P# g) u/ q/ u - mouse_row = -1
7 P2 @9 r1 ^7 Z% b( G2 r( a8 f$ P# j. [ - elsif mouse_y item_y2
! h! D7 `6 H5 H - mouse_row = -2! |; U7 _! E. S5 L9 }
- else1 t7 A0 S# j e# M- `+ l
- mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
, A" R) \! B( f! | - end) H8 {& S! l7 _! _- K' N
- return mouse_row, mouse_col+ I$ N! Z5 L% T6 f' N1 M3 s8 X, z# d
- end
% W8 L: V3 [0 L" B6 b8 E w; g- d - #--------------------------------------------------------------------------
+ {4 W' P3 V8 o* B2 V4 h% B - # ● 获取文字, O4 M2 w7 Q+ q3 v5 b. G1 B3 o
- #--------------------------------------------------------------------------
9 s! I+ j( y G4 V- a* n - def get_number$ O4 i, D) `/ ` K
- return false if @index == 9 @index == 11# f$ `3 ^& f( B
- return TABLE[@index]4 _4 I1 R. D) E! ?* K
- end
- Z+ o" l. i& w1 } - #--------------------------------------------------------------------------
) E" z: {" T- n8 V9 \* A2 x - # ● 判定光标位置是否在“退格”上
9 t) F1 s8 N" w" F }( v# U( t - #--------------------------------------------------------------------------3 P; ~6 J( ~% N; K0 @
- def is_delete
/ O3 C5 X3 }7 N( ~2 \& q/ r - @index == 9
_% f8 T4 m4 l( j, w! t - end
" w* f! m2 T( w# [/ ?" t- @( P8 v - #--------------------------------------------------------------------------4 X3 \8 H( Z# Y! R$ m
- # ● 判定光标位置是否在“确定”上
( c) q) J3 c2 S - #--------------------------------------------------------------------------6 \( ~' q6 T R( d+ \% d" y& Z
- def is_ok
1 E4 j: ]7 s! ~ z# W' l( Z4 H - @index == 11
# ~4 e' W) X* t8 v) d8 q - end+ J8 R/ X8 N! D2 k. a
- #--------------------------------------------------------------------------
" X8 O$ U' ^" a5 \& d$ S - # ● 更新光标$ K: s. _3 E; d9 O& b7 q
- #--------------------------------------------------------------------------+ N1 Y$ i e% D, h3 s
- def update_cursor
* E# ?- l+ K) r - cursor_rect.set(item_rect(@index))
: j7 `3 p1 f q) ~- f _ - end4 }$ E1 h/ B2 ?2 z9 U F
- #--------------------------------------------------------------------------1 T, T2 [, I6 U6 C
- # ● 判定光标是否可以移动, W/ n2 W0 `& \9 k! p
- #--------------------------------------------------------------------------* D$ f$ c4 m; _' c! ]( L9 A
- def cursor_movable
6 P7 p' f. n" K7 X6 m - active* R2 f0 v' t+ z" b* O
- end
1 |0 q, L6 j5 h - #--------------------------------------------------------------------------+ P& ^1 ~- _: G6 d& E7 r
- # ● 光标向下移动
& ?) E3 a( \7 ~3 U. J: |+ z6 I1 ?0 x - # wrap 允许循环
) k; C6 }9 f8 F# F3 ]3 C - #--------------------------------------------------------------------------6 t5 J7 r, A+ v* O. ~
- def cursor_down(wrap)# i/ }% h& r( l- g) ?" h+ H
- if @index 9 or wrap/ `! M# w# i7 O0 K
- @index = (index + 3) % 12. h0 {6 v; l. g
- end
' W2 R8 B2 P+ y- f - end" z- }; e) e3 a
- #--------------------------------------------------------------------------- k: `4 @ q! t5 [$ z
- # ● 光标向上移动1 z, L1 T' ]- Y$ K7 G5 G5 P: C. d
- # wrap 允许循环- |; ?) C- P, y* n
- #--------------------------------------------------------------------------. v% z1 K) D e' ?$ T; ~
- def cursor_up(wrap)- g C1 u' |" \7 [% ]
- if @index = 3 or wrap
Y) S/ u* c$ e: f - @index = (index + 9) % 12
6 j# ~, Z" s+ |) ?' W- V - end* \. `* s$ |2 ~* S3 P
- end) W7 F# e9 n s& u$ o
- #--------------------------------------------------------------------------6 j: B& ?/ e$ j& R* [1 {# ?
- # ● 光标向右移动- ~+ X! {, J L, L9 d
- # wrap 允许循环
7 g5 |9 ^' _3 j7 a - #--------------------------------------------------------------------------
5 [6 w* F8 j5 X - def cursor_right(wrap)5 { u: j% m9 X! `9 j/ d; @1 M
- if @index % 3 2" l: L: N5 s) n5 e1 s5 ]
- @index += 1, }8 k* P' c) t
- elsif wrap7 q1 ]' D+ L( [) f8 T
- @index -= 2
3 ^* J& B, w7 C: D. t f - end9 \. K7 u1 f1 h& t3 k# y. M
- end, f% W' l* ], S
- #--------------------------------------------------------------------------
4 u# [ Q# I& g- d; H3 K# l - # ● 光标向左移动
+ ?! F# t% {. P% a - # wrap 允许循环. A y" ~- a6 \& D- K0 @
- #--------------------------------------------------------------------------
6 c; Z( _5 d, ~* K/ C" T - def cursor_left(wrap)6 `- X( o9 @; U8 \. N
- if @index % 3 0- q! a6 _5 b( i8 e& [
- @index -= 1
) A! C S! b' z - elsif wrap- ?1 I) f' Y& E, @0 a5 ?/ u
- @index += 2
6 h9 J, W$ r7 k/ m - end; G( L h; B% C. u% ^
- end* J0 C, p/ o1 H" `
- #--------------------------------------------------------------------------
0 ~, `: }& e- U% `5 f5 q1 a - # ● 处理光标的移动
% l2 y( n0 d, n3 ^/ j2 w - #--------------------------------------------------------------------------
) l% t$ }- ^; f; R4 G) W4 N - def process_cursor_move& B7 S; `$ T% M
- super+ ]# C7 W- P7 W
- update_cursor
" X$ y) G1 C4 s. r4 H6 h - end
! O5 m7 \% A+ A" ]( ~. h - #--------------------------------------------------------------------------$ Q# T+ ]5 E/ n
- # ● “确定”、“删除字符”和“取消输入”的处理
$ n% [) c: b) m* ^; ? - #--------------------------------------------------------------------------
& Q: G K3 K- w& E4 w- D6 U& F - def process_handling) f, K& s: u; c: M0 {
- return unless open && active
+ ]2 @/ J/ _" ?9 h3 k. _' Z6 Z - process_jump if Input.trigger(A)
1 ]9 q. s# |, a# G' M4 _6 S - process_back if Input.repeat(B)! w/ U/ p0 H; n) a6 H# j' R5 [% M; p
- process_ok if Input.trigger(C)) h- t2 v4 ?9 X& L6 i6 u9 S
- end
0 q" }8 Y1 A# w5 d - #--------------------------------------------------------------------------* k+ j- R6 v6 h ^& q$ L+ [
- # ● 跳转“确定”$ l+ _2 |5 a: ~: ]0 s
- #--------------------------------------------------------------------------+ T5 N7 [9 [8 |3 ]
- def process_jump9 H3 \/ ^! l5 v& p9 B& M6 L, Y
- if @index != 11
3 g1 {+ b: Y0 b! j4 T# x6 | - @index = 11# Z0 r2 u( g/ H! b
- Sound.play_cursor
; V, D; \7 z& `0 k; u - end8 M: D1 v9 E# g. ^! {
- end' z6 |+ Y# I$ F( ]8 @1 K" x
- #--------------------------------------------------------------------------
. H' q; b) |" n4 `0 S - # ● 后退一个字符
' W. L# U7 X* g, ^2 w - #--------------------------------------------------------------------------. W$ d; z! ] }" X8 F! C% R8 {1 J
- def process_back6 O. p; `" O }5 \! V+ E
- Sound.play_cancel
, n& G& T2 O1 B - place = 10 (@digits_max - 1 - @old_window_index)
) j( F1 n3 G5 k. t/ S - n = (@number place) % 10& S" N# c' t) k' h
- @number -= n place6 X+ W/ C, L: M6 P6 o9 Y
- @number_proc.call(@number)
# B9 o" E& T; F5 F# Z - @old_window_index -= 1 if @old_window_index 0
; v. c9 H: h( Q z) d& K" E2 W( N8 X - @index_proc.call(@old_window_index)+ @; y/ x' p7 Y5 d, `
- @refresh_proc.call) n) ~5 y0 I" |! E- R# L; b8 \2 H
- end* s! H: \4 S! ]. O
- #--------------------------------------------------------------------------' f4 \+ |8 | x
- # ● 按下确定键时的处理
/ R- k3 H+ V3 y* z - #--------------------------------------------------------------------------
* w$ Z. r4 r1 \; ^2 z' F - def process_ok0 p( h+ p3 V# `0 _
- if get_number
& t5 L: s# |4 } d - Sound.play_cursor
7 d; J7 n3 d- N - place = 10 (@digits_max - 1 - @old_window_index)6 Q& V) c# y" ^7 ~2 Y4 z
- n = get_number - (@number place) % 10
: r, }" S9 |/ U( h# ~ - @number += n place
# n* @8 E; E0 f% x2 n0 P - @number_proc.call(@number)
% T. g% ?4 t- X) z) s# u - @old_window_index += 1 if @old_window_index @digits_max - 1) w5 H/ W& y% ^/ P8 _; d+ B
- @index_proc.call(@old_window_index)
# W: M8 N! j/ S) t - @refresh_proc.call0 C; Y1 q" ^, w; z! x5 s
- elsif is_delete( c7 j( R0 V, q# A/ R
- process_back- t% M+ m- j2 R) ^$ L
- elsif is_ok* f$ J( V3 g( x( @ B% r& ]9 S
- on_input_ok
7 k% Y( o Z" f5 i) Y2 j7 x - end
2 i. E) W4 J s0 ]( x* D - end
3 K) P( L& ^" Y9 H' Y) C9 d/ r - #--------------------------------------------------------------------------9 H" J; i$ ~, m
- # ● 确定
6 e7 ~' H. U, D' X9 j: Z - #--------------------------------------------------------------------------
' k, x) q* M( U2 F# J5 b - def on_input_ok
R$ H& o- a+ r% y8 @ - @index = 0. T! n+ u' |1 ^
- @old_window_index = 0
5 K5 A1 _4 `* N5 s" x - $game_variables[@variable_id] = @number: z2 i' T" G2 i/ |, y$ |
- Sound.play_ok a! W1 ^* k8 q6 F& E6 v% p
- @close_proc.call
; B3 [) N( j% |; Z - end8 Y# \( F3 Y1 o/ W+ ^9 ^" }
- #--------------------------------------------------------------------------& D5 y3 B0 V' ~2 r5 E& a* r
- # ● 方向键移动光标时将鼠标移动到对应的光标位置5 L* h. @( Q, h8 V' H
- #--------------------------------------------------------------------------7 N+ b N$ _9 i% z8 |) T( Q* W
- def set_mouse_pos2 j- @8 l) ~7 E2 n7 J
- if viewport.nil # necessary!
8 f9 u' J- U: W - vp_x, vp_y = 0, 0/ u) P3 C+ j( g# p* b' i+ p R4 Y
- else& v8 F, M6 `( j- \6 Y0 W8 l. X
- vp_x = viewport.rect.x - viewport.ox
1 ]7 h# J/ I9 h, g4 T f - vp_y = viewport.rect.y - viewport.oy
6 G. r. b1 o/ k' h2 ^1 W% p% x. y - end8 ^# r) a7 V& k: l5 H( ^9 w
- item_x1 = vp_x + x + standard_padding , a0 H# v2 l% p8 ]* O, ^
- item_y1 = vp_y + y + standard_padding/ D( w# U% z1 w! w5 B" K+ D
- get_index = @index 0 0 @index ; t4 N( z+ {/ y9 C
- new_x = item_x1 + 32 (get_index % 3 + 0.5)
+ P4 b" K: t( f - new_y = item_y1 + 24 (get_index 3 + 0.5)6 y% F9 Y: b. H' j$ Y6 F. c
- Mouse.set_mouse_pos(new_x, new_y); L/ j4 m# |7 L* G7 @, b& r% B
- end) m5 b( k) J2 W9 a2 B7 F" N1 [
- end: q% b$ [. K$ K
- 8 |% v2 a& ]$ U/ t; I0 ^
- #==============================================================================
- D8 ]9 ?6 [. _6 S. m! h - # ■ Window_Message
7 j! J- `& f( a# T( l; F9 ^ - #------------------------------------------------------------------------------' R& B' \1 O; W1 p9 N s7 j1 d
- # 显示文字信息的窗口。
. C; ^% e, m9 ?% `1 s6 p& n - #==============================================================================
+ y. g/ `6 l& M0 E - class Window_Message Window_Base2 T; z9 Z, f. r$ v# Y
- #--------------------------------------------------------------------------
; A$ S/ c& ~! I - # ● 处理数值的输入(覆盖原方法)0 s# n ^* P7 o- R, W0 G! r1 `* G
- #--------------------------------------------------------------------------
% q- X5 S9 I- A( l& | - def input_number
" x; M2 b1 E6 Y: C* x9 C- } - @number_window.start
# E" N1 B* d! o/ W9 k1 e# R2 u9 z - Fiber.yield while @number_window.extra_window.active+ G1 E3 t0 F3 S! C
- end
6 p, t6 ]3 U% p' ^2 G8 @" Q! \ - end, P7 Q) C3 K6 z$ Y$ V
4 \0 A) T$ @3 }; ]. E N- #==============================================================================9 A2 F% w5 r4 Z5 }& j6 p* m+ P
- # ■ Window_PartyCommand
! @8 }. x' Q) B: k& Y - #------------------------------------------------------------------------------- b+ d3 d8 p& \7 _. k9 b2 `
- # 战斗画面中,选择“战斗/撤退”的窗口。
. w/ C( U# F! |4 V- U( {' M - #==============================================================================( D- M. ^* e" L+ k+ H- l* h4 }
- class Window_PartyCommand Window_Command7 U0 \0 u$ v8 y; ]% y8 B+ ~
- #--------------------------------------------------------------------------) g" y/ w5 y6 p( _# c+ u
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
1 r4 i( \ H7 T3 X. m - #--------------------------------------------------------------------------5 V8 x6 B) t; _0 T |" |
- def set_mouse_pos8 ?4 {1 q. c$ b; r. u
- if viewport.nil7 { a# }: D V( W. Z0 u; P# A! x2 |
- vp_x, vp_y = 0, 01 S: `2 D/ K6 |4 U* f
- else- }- G& o8 Z& ?, W( ~6 n m% h# v; [
- #vp_x = viewport.rect.x - viewport.ox8 s" w3 q$ e0 ?! H$ V( K$ c
- vp_y = viewport.rect.y - viewport.oy; c9 O+ M5 d8 K. |
- end
' Z6 ]; f8 V, S% ]+ | - item_x1 = x + standard_padding 2 ? q/ ~; M! R/ G: |* p
- item_y1 = vp_y + y + standard_padding) T" p0 i2 ~# p" f! b( \: F
- get_index = @index 0 0 @index
. e# P) C% {- C- K7 ]4 P" V - row = get_index col_max - top_row
+ _0 f7 [+ B R V - col = get_index % col_max
; m! O+ M+ k7 w0 a% ~2 L$ V - new_x = item_x1 + item_width (col + 0.5)
& N8 T8 _5 f4 U u& m - new_y = item_y1 + item_height (row + 0.5)
3 I3 C/ \0 \4 m7 V6 V: o - Mouse.set_mouse_pos(new_x, new_y)
: |9 j J+ \- X* B2 E; E - end
) J8 ~$ _4 c& q2 B. Y/ r4 S- K - end9 H5 s, y' O; Q$ d
- 5 S6 R# A7 m! K% J) ?& |) t
- #==============================================================================7 d g1 L7 c+ O$ @' ~3 y
- # ■ Window_ActorCommand8 g( |# s* Q* [
- #------------------------------------------------------------------------------
* A" W7 P$ c7 [4 j9 a7 a# e - # 战斗画面中,选择角色行动的窗口。
2 ^4 `% o% w( u& h4 T& i - #==============================================================================
9 o) p, A/ D% |0 ^% b! b - class Window_ActorCommand Window_Command. n& p3 l( v1 }
- #--------------------------------------------------------------------------: H5 L1 ~5 w6 ?- j
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
) F$ ?8 f2 N+ Z8 Z& H3 H - #--------------------------------------------------------------------------
3 C9 ]0 u) K3 j- ? - def set_mouse_pos
' z3 ?! T6 `, Y" [ - if viewport.nil3 i/ ^: b+ z3 _! B. Y2 T
- vp_x, vp_y = 0, 0
7 B! F3 t/ p8 D* I. X - else5 F$ P+ l& O T
- #vp_x = viewport.rect.x - viewport.ox
" r: z0 l3 b9 D5 V# c4 q% Q; J2 p - vp_y = viewport.rect.y - viewport.oy
$ d0 ~1 F8 u$ p5 F6 C: m - end
3 h' i. b: X" t2 U" \ - item_x1 = Graphics.width - width + standard_padding
# | u" U9 p# j - item_y1 = vp_y + y + standard_padding
& N3 j- s( o2 @, N: I - get_index = @index 0 0 @index 0 t& s! t) T5 @1 }# Z
- row = get_index col_max - top_row
" q3 x' O8 c, b" c2 u1 E& d - col = get_index % col_max: L+ B9 T9 K8 ]' W( `6 d; v
- new_x = item_x1 + item_width (col + 0.5)6 y4 z- M7 G6 M4 B, R- s
- new_y = item_y1 + item_height (row + 0.5)
: A$ ~7 ]6 e- Y8 ~3 l; ` - Mouse.set_mouse_pos(new_x, new_y) f/ P# J6 q2 `2 d$ A9 j# N$ U
- end
G% L3 {3 |7 y- E% ]2 n" k - end5 R g Q- e6 J6 t2 Q9 x3 @- ^* ^
- ; s3 B8 e0 a# u* F* g
- #==============================================================================3 v# |2 A! y* g# g6 v! e
- # ■ Game_Player, B- M% N; M! g+ K) ?% U# X* s
- #------------------------------------------------------------------------------9 d! J+ w$ j7 X7 _$ D/ M, \
- # 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。6 Y8 I Q8 M, C% a* {; X& O
- # 本类的实例请参考 $game_player 。! }) O& o: w% S. T0 ^
- #==============================================================================
+ `1 ~" f. K9 H2 X - class Game_Player Game_Character0 J( m* i& m) a& C: B6 c) g
- #--------------------------------------------------------------------------& Y+ J, J; n# ^& X5 u$ c
- # ● 由方向移动(覆盖原方法)2 z, A7 r' }% M2 E, u! R' G0 J
- #--------------------------------------------------------------------------' v& i; @( y7 m: u
- def move_by_input$ _7 }% S$ ]0 N9 ]5 `
- return if !movable $game_map.interpreter.running
5 _+ [3 H9 m& P$ x5 k* N+ w$ ` - if Input.dir4 0
( b; u+ C) \+ a7 y# P - move_straight(Input.dir4)
2 e( B! j/ O. J' J' l - reset_move_path0 n: M3 n3 n" l& ?; O" ?
- else
5 x+ y# y+ r4 K3 m: E' G - move_by_mouse5 b. X( k! M% H% [ Q) U
- end8 j9 O1 {- b5 k, k6 V" V
- end7 r! i% B. l- l8 v2 L7 J# a5 R' A1 Q% O
- #--------------------------------------------------------------------------
4 Y3 ]7 m' W8 I0 C' q - # ● 非移动中的处理(覆盖原方法)
8 g q! n" b& N' `2 }6 m& x - # last_moving 此前是否正在移动9 b# N! H& \! g5 s
- #--------------------------------------------------------------------------
. \! [) y. K& |$ g) [& s' C - def update_nonmoving(last_moving)+ T0 h) ]9 e2 z
- return if $game_map.interpreter.running
; a% E t4 W* d) u- G8 t6 } - if last_moving9 v. \3 x4 |) I; [7 x# m; w
- $game_party.on_player_walk
7 s3 i4 T: o6 R: h! u9 x2 J - return if check_touch_event
* ~1 u; p+ d& r - end% Z# j9 O) S6 G0 t H
- if movable && Input.trigger(C)- f5 o) L/ r+ x
- return if Mouse.press(0x01) # 防止按下鼠标左键绘制路径时触发事件或载具切换1 D$ Y* ~7 X) M! s* ^
- return if get_on_off_vehicle
" n' [: ^) L/ {/ y$ i - return if check_action_event
2 k- X1 M4 ` `% Q& s( w4 q+ y - end
" u- R8 Q0 N7 i+ J5 W6 W - update_encounter if last_moving8 R1 I5 c# V# a9 L2 T Q8 E o
- end
0 K8 C5 I" S# f7 t - #--------------------------------------------------------------------------9 C4 B3 p0 g' `
- # ● 判定是否跑步状态(覆盖原方法)
' ^& j4 M4 l. d. G1 L% \: ~ - #--------------------------------------------------------------------------9 x" y" u8 \+ @- _& S& W/ _
- def dash5 M& V4 Z8 O0 F3 i0 z
- return false if @move_route_forcing
# f2 ]2 Z v6 Z( O/ ` - return false if $game_map.disable_dash# f, X0 h* X u4 B9 P7 e! n
- return false if vehicle
r o8 _) @" R" M L - return Input.press(A) @mouse_dash8 U1 E1 r- @2 O; X
- end3 I! y0 e$ q- F+ Z3 d
- #--------------------------------------------------------------------------) T* h$ x5 h! v
- # ● 初始化
7 P' \/ s- M; s9 Y2 R! e/ O1 ^ - #--------------------------------------------------------------------------
. f+ x: |8 o. `: l0 t0 _0 Z# [# H; I - alias sion_mouse_initialize initialize
( Z3 t+ Y1 e: K7 t3 S - def initialize8 j3 y, U& y* C
- sion_mouse_initialize5 P- R* f8 S. u& }; G. w$ |
- reset_move_path% W& `% T/ z. \; [3 W8 F: V
- @moveto_x = 0+ s( A+ S. Z. C' G- ~- ]) v# l
- @moveto_y = 0
, _% F& m7 W5 b3 B8 T, q - end
; G/ H& U( d: \% s - #--------------------------------------------------------------------------, P& X' K; N5 x9 F" @5 P
- # ● 更新
4 T: L6 v' K+ X' x8 y - #--------------------------------------------------------------------------
7 _; T0 `- @: ]! j. Q! X1 d - alias sion_mouse_update update
! e8 m% \6 a; [ - def update
1 B( u- f, j2 [ b" w - sion_mouse_update
/ o' e( T* q7 r; s: L* F - clear_unreachable_sign: @* o" @, ?9 T7 e
- end
# x0 P+ X- F) L8 x- x - #--------------------------------------------------------------------------( }6 {* i% d; j7 r( Z' z
- # ● 处理卷动& O5 ^2 G) m" E) D8 z: @* a
- #--------------------------------------------------------------------------- L4 [" o# o1 E+ I" y
- alias sion_mouse_update_scroll update_scroll
6 z$ W2 ^+ {' |$ R; J" }3 x; ] - def update_scroll(last_real_x, last_real_y)' a$ z# d3 a7 t
- return if $game_map.scrolling
3 f1 p% G1 b3 D% e - KsOfSionNew_Scroll new_update_scroll
* {) \* |5 T5 K, A* M2 [' @ - sion_mouse_update_scroll(last_real_x, last_real_y)
" a2 |1 v3 w) f! |) A$ C - end( m5 y' P( S0 X' ~4 `: J
- #--------------------------------------------------------------------------
: k$ H: m& C$ I8 v9 a: o - # ● 重置移动路径相关信息" L( p1 F2 r$ {, q3 p1 ?
- #--------------------------------------------------------------------------- Q5 \' E0 f. K5 i' W/ i
- def reset_move_path* P8 r* O) q/ k. j
- @mouse_dash = false* C \, _3 }* l7 r0 i- `$ p
- @mouse_move_path = []6 o& s c1 }' g) e5 s7 E
- $mouse_move_sign.transparent = true
* H3 T5 J/ e' k7 m; | - end
/ K$ [. n) K0 J3 P# P - #--------------------------------------------------------------------------) V8 k, H: L: A0 M' C6 P B7 W
- # ● 新的卷动地图方法
6 o1 Y1 w% `$ f2 d( ~5 H - #--------------------------------------------------------------------------+ y% E. z' K. Q" a* ]- O0 m6 H6 \
- def new_update_scroll+ K5 Y& H- c8 }9 A' c
- horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width) G7 |, L7 J2 S( o( L
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height
$ }5 X$ f* H4 t* d2 y7 C. B - ax = $game_map.adjust_x(@real_x)
* _% }, L% j% t+ |% M2 ~ Y - ay = $game_map.adjust_y(@real_y)& S" R' m* ~; E
- $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y- d Z3 y3 t" P4 I: c
- $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x+ d* m5 J; M4 w3 v, h m$ j
- $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x* V) j$ n; v8 C3 P% a1 E. u
- $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y
' h4 A3 z7 h$ Y8 D - end
' o1 U# ~8 _4 w$ F - #--------------------------------------------------------------------------
1 ]2 R Q9 |; ^" q8 M+ H - # ● 消除不能抵达图标
$ W# Y0 i! u) @, g: _$ {7 g - #--------------------------------------------------------------------------
" j6 P7 P3 H/ A8 k3 D- @ - def clear_unreachable_sign
& F9 K1 V b. |, S# n) \% } - return if Mouse.press(0x01)& U |3 y" O; F6 O
- if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 00 _9 p5 G* [9 d3 g- W7 g+ @: ]. ?) J
- $mouse_move_sign.transparent = true/ f$ h9 k4 q- n& ]. {* r
- $mouse_move_sign.direction = 2
8 Z, d- ^# F6 [ - end
9 i3 S3 Y- s9 t8 o' n# F7 Z# U( g - end; T; ~2 `; |8 D& O( k9 l8 C, F
- #--------------------------------------------------------------------------
+ ^. [ O/ a! l) M7 }" e% e - # ● 由鼠标移动
6 s& g1 b8 N( A - #--------------------------------------------------------------------------( W9 ~8 r! c1 O$ \. i( G# Q
- def move_by_mouse
, F& K) x7 {/ i: M% J! ` - unless @mouse_move_path.empty # 移动路线数组不为空则执行移动: L' k* U" L# O* B
- dir = @mouse_move_path.shift9 |% }# V$ H; @ }+ _, _
- if passable(x, y, dir) && !@mouse_move_path.empty
+ W, g* z! y1 w2 P8 W - move_straight(dir)) k2 [' p4 Q2 V# ?9 b, o7 {
- elsif @mouse_move_path.empty # 判断是否是最后一步
+ d- A( D, E; r4 Q$ z - x2 = $game_map.round_x_with_direction(x, dir)" V4 e5 \6 L6 `, w4 _: t
- y2 = $game_map.round_y_with_direction(y, dir)
: {/ b& d/ y4 g: k! X3 ]* A: \ - move_straight(dir) unless dir.zero
2 |" q, s) }- m; ]# Y# S - unless x == x2 && y == y2 # 如果移动失败,检查是否启动前方事件、上下载具, e# Q$ t. R" e' s8 h% X
- check_event_trigger_there([0,1,2])0 l7 U$ m" z7 b4 S+ r
- get_on_off_vehicle unless $game_map.setup_starting_event
4 X X5 F; U! i3 `* ]6 i- K l# m - end% Q# I/ S5 A3 C; _* V8 a s& k
- $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 27 `* a2 |) K% W y3 F
- @mouse_dash = false
; W1 m: z9 j, }2 u' l; o8 W$ a - elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点
, W# p& J1 D9 T" I+ o0 X5 g* w - @mouse_move_path.shift- O$ E5 e; k6 e( S
- @direction = dir
: `0 s q; @+ ]" e7 `8 r - @mouse_dash = false" E0 y/ k2 m* S1 [
- else) T$ g4 ^3 l i3 C/ W$ h! ~
- draw_move_path% O: r. U, Q- Q; N) e) ^
- end
$ j2 ?8 W" `- S - end/ d; A' j* k* l* w
- end4 ?: t' R9 Z4 |" R s) |
- #--------------------------------------------------------------------------" y+ Z+ F- p' Z* Z6 C
- # ● 地图界面按下鼠标左键的处理
) h. w3 z) b+ c# H - #--------------------------------------------------------------------------
' s4 q# V7 Y5 Z7 o! J! ] - def left_button_action# R3 J+ Q2 V: y U1 T0 t: @. Z& q/ F
- return if !drawable $game_map.interpreter.running C/ |, d0 x- e( I f" a7 E) X
- get_mouse_pos7 V0 Q6 q5 f% m' K
- $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图5 ^5 E4 Q' \, z6 i; c$ e" w: d( P% ^
- if @shift_event
, | J0 n4 w: h9 o! V. Y - if Mouse.trigger(0x01)
1 f2 n1 b7 C: b) x9 j* l - @shift_event.jump(@moveto_x - @shift_event.x,
: z9 p. b W% N8 t' i- d: G - @moveto_y - @shift_event.y)% |! G9 _$ _* k
- @shift_event = nil$ o" l+ p% g R; j
- end
0 x: r0 m) T' _' O - return, ^4 ^, z: n. {
- end* @7 n# i! r+ Q! l: N( ]
- if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合" H) V9 s' ?' f. l0 ]% X- ~
- return if moving (vehicle && !vehicle.movable)8 U8 j3 S$ j3 C N6 S- S2 O" g
- check_event_trigger_here([0]) # 判断是否触发重合点事件
/ y6 [0 n# \1 m/ H - get_on_off_vehicle if !$game_map.setup_starting_event && - a: h7 h' Y) D
- $game_map.airship.pos(x, y) # 判断是否要上、下飞艇
8 ]9 }. w: v( t4 G7 \ - return' b. h. X/ q5 T6 p! f% Y
- end3 l4 D! {5 b) |7 W" R
- # 判断是否用鼠标启动事件
$ }7 v, V* U9 X8 x, X - $game_map.events_xy(@moveto_x, @moveto_y).each do event
- d' n, V9 ]6 \0 }% B9 A1 @ - if event.mouse_start
. [9 q: v' I, T5 ~' i% n7 I4 J5 { - reset_move_path
, }6 F- d+ \# t - event.start if Mouse.trigger(0x01)
; Q9 }" ^/ C/ `# |9 L* W - return
2 G- i* C' }# l7 @5 Z% K - end
) h9 L2 L5 S2 t; O2 R - end
3 @! \; r9 ^# m9 R; U - @mouse_dash = true if Mouse.double_click # 双击冲刺
& U, k. Y4 f# Q - return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
, ~6 S/ A4 T r% k# i6 z6 |+ E0 H - for i in 1..4 # 判断目标点是否为角色周围四点7 @# z7 |+ h& Y0 w9 _& S& w5 m
- if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&
/ c5 Z2 ?+ u/ z/ ` F( I9 ^/ @ - y == $game_map.round_y_with_direction(@moveto_y, i 2)
7 ]1 g$ ]+ N8 X \+ ?2 E! e - $mouse_move_sign.transparent = true U2 W0 g1 y- F. w: x
- @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)
" b; i# H- h3 [ B" J/ Y' Z' W1 C9 v - return; end5 q5 y4 k! H, A% f8 }6 a
- end* S4 S4 h2 Q/ W: ?" V8 }. B
- draw_move_path
; m3 Q3 N- C- R1 P6 ?0 E; { - end. D+ w2 z+ l( _8 P
- #--------------------------------------------------------------------------
+ I' q$ F( |; G* j - # ● 取得鼠标处对应地图坐标点
1 B4 Q+ S- V" n/ ~5 m0 v ]( |$ A - #--------------------------------------------------------------------------2 U7 K5 Z; Q# h* j. _9 \: ~
- def get_mouse_pos
1 ]! R8 h9 H$ L& m$ O- Z7 X - $game_map.get_mouse_map_xy
& u: H* G$ S+ C - @moveto_x = $game_map.mouse_map_x# o5 F7 [1 {; r* a, L% f5 W# c
- @moveto_y = $game_map.mouse_map_y
, S- I7 J7 T- ~" U, E - #mouse_x, mouse_y = Mouse.get_mouse_pos
4 E" E6 z$ m% a- z; s& Z - #@moveto_x = $game_map.round_x(x + (mouse_x - $ Q4 a- Y- | e+ e3 }& [
- # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)
D: c! X* ~/ j0 j1 d - #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -
' A5 a4 R) y' d! r6 T/ V - # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32) S1 Z) D& m. y0 {' _1 m* b
- end
1 [. s5 T9 m0 K% }' ^" ~8 D - #--------------------------------------------------------------------------
4 c% y% O7 y% N( M$ Y" u+ k - # ● 绘制移动路径 @array[move_directions...]
5 p4 T% Z" Q* h9 m R+ @) q& X9 U - #--------------------------------------------------------------------------+ _6 x7 m- J5 x4 l9 E% Y
- def draw_move_path
) G- b9 N' r* ?4 @7 g4 @ - #temp = Time.now
8 P* e' u4 \" n6 p - case @vehicle_type
! x/ ]& e; K+ ~- q; m - when walk1 A7 s9 w( D4 j3 t7 D6 h. w
- draw_walk_path( E" }# V$ [. I4 k
- when boat# h O; k, y- Z. U( t
- draw_boat_path0 t) Y; K: y) V( ` t5 Q! x$ ^
- when ship5 P) b7 t2 ?3 y$ e6 s2 i, T& e
- draw_ship_path$ ?9 O1 t4 D: K9 f" Y
- when airship- [# Z7 t% s# Q0 s7 I
- draw_air_path, E- i* P8 N9 C( b
- end9 i* Z* q1 z8 m1 s" K1 H7 ^4 ?& \/ ?
- #p (Time.now.to_f - temp.to_f) # 测试效率
0 R* B$ n; f9 q - end
1 g. c) {3 ]. K4 w' f& R! D# V - #--------------------------------------------------------------------------
; n4 K8 C, w2 S - # ● 判定是否可以绘制移动路径
& J8 }/ V) c; m - #--------------------------------------------------------------------------0 O/ s8 D) y. H
- def drawable
" v! i9 p3 h9 d- I @ - return false if @move_route_forcing @followers.gathering
1 @; V+ ]- D6 J+ Q - return false if @vehicle_getting_on @vehicle_getting_off1 G- l) C6 ?$ o* z" b3 a0 Q
- return false if $game_message.busy $game_message.visible& L7 v" q. S: k: |( \, u
- return true
$ u( O N0 e! j. N5 A - end
# R7 E9 ]; |4 y; m0 }% P; G. @ - #--------------------------------------------------------------------------5 i9 U2 P6 @$ ^: e# ^2 d$ R8 K
- # ● 绘制walk移动路径 @array[move_directions...]1 {. N/ i1 X2 p0 w
- #--------------------------------------------------------------------------
8 F m% f2 ]$ P - def draw_walk_path
3 R/ |/ B' N9 I - # 准备绘制路径表格
: Z2 \! F2 i$ {$ u7 o+ v - sheet = Table.new($game_map.width, $game_map.height)* X) r; @* C0 [' J0 \/ F% M
- reversed_chase_path = []; chase_path = []
$ C+ K/ R6 L. i. t; `% j. [/ V" [ - reversed_chase_point = []; chase_point = []
0 N( j8 Z: i! w; ], D# g _ - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]& E: D+ _2 o. z( q1 d9 V/ _) P
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
9 t: r6 k5 M" f - reach_point = false1 S1 G( a0 f4 z9 H. I) s( v& H2 D
- step = 3: V7 G/ q+ f; }2 r
- loop do #loop1 开始填充表格
- B7 r$ V; m7 A% K - draw_path = false
" G) q6 Z8 ^# v6 ~# Z8 A - check_points = new_start_points
0 o. w0 i) o; h0 Y4 ] - new_start_points = []
2 _1 z5 P9 u' x8 M# L/ N - loop do #loop2 从起点开始正向填充/ }: C4 y* X6 t1 q5 n. R8 d
- point_x = check_points.shift
+ w0 O; c' a/ J5 d+ ] - break if point_x == nil! f* Z6 }* h! T& q X
- point_y = check_points.shift7 E$ r3 r. d- E( w6 b! y( v; M
- left_x = $game_map.round_x(point_x - 1)4 J' r9 T- e9 [5 d
- right_x = $game_map.round_x(point_x + 1)
$ j$ F e/ }# y5 O# U; X! }; i# H5 s - up_y = $game_map.round_y(point_y - 1)7 _9 P! E0 T' {$ S" R- _) k
- down_y = $game_map.round_y(point_y + 1)
" E. e* F$ {9 |' |& Y: N: C - # 判断路径是否连通% L p: p- c: o5 K
- path_step = step - 1( \ B: j8 A- |" y
- if sheet[left_x, point_y] == path_step &&2 i2 N+ D0 p6 u2 q" f/ |! l
- $game_map.passable(left_x, point_y, 6) &&: w T! ]8 `. d$ `' _7 p$ S
- $game_map.passable(point_x, point_y, 4): I" y/ p5 n% u: |3 [
- chase_path.push(4)
, O+ e' _4 F6 ~2 B4 d6 R, M: E. J - chase_point = [left_x, point_y]# F! `! Y9 T3 B6 b) Z5 h; t$ O
- reversed_chase_point = [point_x, point_y]- K1 X5 b: U, [& c
- reach_point = true; break
" V' }3 Y0 P. S6 T - elsif sheet[right_x, point_y] == path_step &&0 M. W3 y, q6 ^+ q6 i
- $game_map.passable(right_x, point_y, 4) &&
/ |6 g1 ?5 N4 X5 F, g - $game_map.passable(point_x, point_y, 6)
# f% q) Y8 n2 }6 {# ? c, p - chase_path.push(6)8 S( N' A' @* k- `
- chase_point = [right_x, point_y]
( p' p& Z& |/ _3 L" k4 a6 q - reversed_chase_point = [point_x, point_y]
, {7 J, L$ K/ X$ M" D3 m$ f - reach_point = true; break
+ V- U3 n4 `2 ^* i; ~2 u$ k - elsif sheet[point_x, up_y] == path_step &&
; {7 }8 O$ U" A; l: Z. k% D - $game_map.passable(point_x, up_y, 2) &&0 {' ?/ G% v8 A7 m( G4 r1 _
- $game_map.passable(point_x, point_y, 8)
( E1 b* W, H+ j: i. M4 _: o* f - chase_path.push(8)' E D8 [4 f3 y D, `
- chase_point = [point_x, up_y]
! _# M, ~; }9 V' u$ t$ z* Q - reversed_chase_point = [point_x, point_y]! s: |8 Z1 V$ o
- reach_point = true; break
, L* v2 j' r- m/ M) d, c- _4 V* p! { - elsif sheet[point_x, down_y] == path_step &&
9 W( e2 `) S# ~) g4 u - $game_map.passable(point_x, down_y, 8) &&& F( K" L* j% M# X( P
- $game_map.passable(point_x, point_y, 2)
( k( e8 W, t( R' P# ` - chase_path.push(2)8 a4 ^' A" \! `- o
- chase_point = [point_x, down_y]! g+ J: _$ m2 z F( G, m# c2 Z$ G
- reversed_chase_point = [point_x, point_y]
: }- H3 Q, D+ G" L. n* v; I1 V - reach_point = true; break, Y8 _6 I. K9 N
- end
% S5 q8 s9 |# h: T' h - # 以需要抵达该点的步数填充路径表格 #
$ E1 \' s5 U3 r) }( r+ v( u - if sheet[left_x, point_y] == 0 &&; `! I ?* j2 R
- $game_map.passable(left_x, point_y, 6) &&
% n6 z. F1 A! v! d2 o - !collide_with_events(left_x, point_y) &&
' I' D) N8 o, N' x$ g( R - $game_map.passable(point_x, point_y, 4) &&- | w. l9 D" `% i; O
- !collide_with_vehicles(left_x, point_y) #judge_end x D' \7 k: t
- sheet[left_x, point_y] = step
$ U* F0 y# O) u. U# e - draw_path = true
6 d& {0 _! W1 i& C - new_start_points.push(left_x, point_y)
) N# r: J$ w# \& d - end
) {7 j3 }8 x) g0 N - if sheet[right_x, point_y] == 0 &&+ E5 X$ H8 l9 x
- $game_map.passable(right_x, point_y, 4) &&
& Z- e3 G" c4 E1 e8 Q( Q7 Q - !collide_with_events(right_x, point_y) &&( P9 C% X; |8 L
- $game_map.passable(point_x, point_y, 6) &&( B, ?# G$ q; E6 Z6 z- U. f( S; ~
- !collide_with_vehicles(right_x, point_y)#judge_end
" |2 ^1 Z9 A- u5 }/ l- @" ? - sheet[right_x, point_y] = step
# }' C2 g7 \' b4 [, _; F6 V - draw_path = true
) y; ]: @3 I5 }0 i9 d7 C - new_start_points.push(right_x, point_y)4 Q2 q6 Z. f" k* i: Z9 y( k
- end
. q6 ^5 L# J7 G - if sheet[point_x, up_y] == 0 &&+ X" s7 @0 n2 ]) G' ` F
- $game_map.passable(point_x, up_y, 2) &&, j& C+ I3 R; w
- !collide_with_events(point_x, up_y) &&
5 @8 B+ k8 O5 Y. W" ~ - $game_map.passable(point_x, point_y, 8) &&1 r6 c3 G# I- K4 k$ m
- !collide_with_vehicles(point_x, up_y) #judge_end
- H. H8 t! I: G/ [0 L( a& E' T+ S - sheet[point_x, up_y] = step+ Y4 O1 S( G- y/ j
- draw_path = true w0 o- a: f2 S' _$ M7 N7 X
- new_start_points.push(point_x, up_y)+ |3 f) w8 U5 t/ G0 V5 ~# C
- end2 r' ?- K% E4 ~' O0 v
- if sheet[point_x, down_y] == 0 &&
1 a1 N2 R8 c- p - $game_map.passable(point_x, down_y, 8) &&5 c5 r. `5 ~; z/ @0 k% T* D
- !collide_with_events(point_x, down_y) &&
5 d& S' U+ Y* Q! e ? - $game_map.passable(point_x, point_y, 2) &&
2 X- [& i+ h* a& h - !collide_with_vehicles(point_x, down_y) #judge_end
; L7 D- J* r. A) t - sheet[point_x, down_y] = step2 R1 `( P+ Z9 ~* H( R7 A' V
- draw_path = true& S% C2 x% ~- y3 H$ e0 A
- new_start_points.push(point_x, down_y) k* O6 B; W {6 c7 a1 ^) r' e
- end
$ G; s' {- f9 s - end#endOfLoop26 n B' h2 E- o6 |& I
- break if !draw_path reach_point
" Y+ U e5 ~; Q ]. g. M! J! o - draw_path = false
0 M5 q1 z" X1 @. }% M0 c" l - check_points = new_end_points% f, O1 t8 ^6 [# Y: m2 d+ P
- new_end_points = []4 I0 {9 p7 l6 W* y: E- l( h
- step += 1
# F4 H" y- t: [# D" y - break if step KsOfSionBreak_Steps &&
$ q% T, ], p# N2 u/ g - !Input.press(KsOfSionFind_Path_Key)
0 |' C! q, I6 w - loop do #loop3 从终点开始反向填充# |) j. G% O6 ?
- point_x = check_points.shift
) a/ |- _2 i! z, K - break if point_x == nil
( F4 i$ o ~% m8 \ - point_y = check_points.shift
: p3 q9 a* \( b& `" Q1 H - left_x = $game_map.round_x(point_x - 1)
$ w0 v. M3 j* }* P- g - right_x = $game_map.round_x(point_x + 1)) s9 {" k$ D7 c% W- j
- up_y = $game_map.round_y(point_y - 1)
" U" ]* ?+ L L- I ~, G% N - down_y = $game_map.round_y(point_y + 1)
# t" M" A/ c, s! ?9 O! X - # 判断路径是否连通
9 \! c. y( W3 r+ |% Y- E9 w7 R0 @$ y - path_step = step - 1
; A) ?% t% _$ k2 n - if sheet[left_x, point_y] == path_step &&
; m5 p3 v4 C4 m/ J: y! m! n% r - $game_map.passable(left_x, point_y, 6) &&
" K s- o9 V! ?( y- F: P - $game_map.passable(point_x, point_y, 4)6 Q7 u# `# I: `$ U
- chase_path.push(6)
8 r1 L/ h. C! |, s - chase_point = [point_x, point_y]# ]3 \5 \( D) h& f: `
- reversed_chase_point = [left_x, point_y]0 h. r1 E7 \0 ^# W' F
- reach_point = true; break' } k5 R7 P" ^2 S6 Q H. f ~9 G
- elsif sheet[right_x, point_y] == path_step &&- N" t) t, }& J9 m0 X
- $game_map.passable(right_x, point_y, 4) &&6 |3 q- g) S% A* d- e* Q( p
- $game_map.passable(point_x, point_y, 6)1 h2 Q6 R, H, p. u
- chase_path.push(4)
, u3 |/ O7 C* M0 s8 _6 B7 y - chase_point = [point_x, point_y]
6 v0 I: y( [( S* u' p - reversed_chase_point = [right_x, point_y]# B+ t5 d7 t* T' P# t$ g1 c
- reach_point = true; break( P) L- w$ _( L$ O6 K) @! ~
- elsif sheet[point_x, up_y] == path_step &&
3 C! z+ P* b# m2 [ - $game_map.passable(point_x, up_y, 2) &&! H1 f/ ~7 D# W3 g9 K
- $game_map.passable(point_x, point_y, 8)
. T4 T q' x. D1 @9 b9 l - chase_path.push(2)
. E8 n$ E/ a7 Y4 ^9 y" t - chase_point = [point_x, point_y]
! Z6 E/ {5 F4 z! g' ? - reversed_chase_point = [point_x, up_y]" v6 Q5 w. j, c
- reach_point = true; break
1 t+ u [% Z4 G9 n$ V0 ?% o - elsif sheet[point_x, down_y] == path_step &&
. f6 V/ e; F2 H( y0 {/ H; l - $game_map.passable(point_x, down_y, 8) &&2 W6 b1 H Y0 Q
- $game_map.passable(point_x, point_y, 2)9 y. F+ I7 c. K8 l( O
- chase_path.push(8)
" s; Y d6 S$ X4 y - chase_point = [point_x, point_y]0 B+ s# |! a# k! g$ h# {
- reversed_chase_point = [point_x, down_y]
, I( z/ j: q+ D - reach_point = true; break
5 c; y4 n- U: i# N/ X; C0 i1 c+ f - end! Q$ C2 {+ x+ U; A0 ^5 l7 L
- # 以需要抵达该点的步数填充路径表格 #7 Y5 b! p, U9 d
- if sheet[left_x, point_y] == 0 &&
7 H4 X" E; ?9 Q - $game_map.passable(left_x, point_y, 6) &&( q/ f- U: w; w9 e; \
- !collide_with_events(left_x, point_y) &&
/ b! t; j* V' a - $game_map.passable(point_x, point_y, 4) && [& p0 R5 x/ S! O) n. \* I
- !collide_with_vehicles(left_x, point_y) #judge_end
$ ~8 A% `7 s+ L# n - sheet[left_x, point_y] = step
' a J1 J D% {" q2 X - draw_path = true
( D- h2 `" _4 h; ~" H) a% I; E; R - new_end_points.push(left_x, point_y)5 }7 ?0 H& q2 L6 a1 H, g
- end8 b, s+ m& ]! `+ f
- if sheet[right_x, point_y] == 0 &&6 N! q# ^" [% ^. c3 r; U+ X2 c+ t
- $game_map.passable(right_x, point_y, 4) &&" S4 ?+ d6 j' a& |
- !collide_with_events(right_x, point_y) &&
% Y( f7 Q7 d$ i: y. _ - $game_map.passable(point_x, point_y, 6) &&
h# M6 B/ c) c& m/ Y* @1 \ - !collide_with_vehicles(right_x, point_y)#judge_end8 e) C8 J* ?$ j0 v: w9 e" q" H2 b1 r
- sheet[right_x, point_y] = step% y) c/ g/ ]* ^6 u2 v0 g! ^- e$ V
- draw_path = true- |6 |. Z) H0 ~7 v
- new_end_points.push(right_x, point_y)
; }. s1 E' a `7 `, j& ~% M - end* V+ z: e8 N2 W" e/ g
- if sheet[point_x, up_y] == 0 &&: @! j7 ?# p$ o6 I5 j
- $game_map.passable(point_x, up_y, 2) &&9 n/ W4 c! l/ C" T# a( P
- !collide_with_events(point_x, up_y) &&
: R# y; [: B- \# m; | - $game_map.passable(point_x, point_y, 8) &&
3 `' O4 u6 z4 L1 d A2 @- C - !collide_with_vehicles(point_x, up_y) #judge_end
3 _7 Y8 b) D5 C( N - sheet[point_x, up_y] = step- H$ l% V# Z2 m4 Q$ l3 a
- draw_path = true/ F# i. q! Z* Z, j
- new_end_points.push(point_x, up_y)
* H5 ~ d2 O9 c5 n - end! z. O1 a6 U5 \, ]; t- G
- if sheet[point_x, down_y] == 0 &&% g: O- L, o5 a% Z) O6 r
- $game_map.passable(point_x, down_y, 8) &&
' v7 ]4 [+ g0 k c+ H2 T - !collide_with_events(point_x, down_y) &&
% `2 |, j8 u6 h) q$ [ - $game_map.passable(point_x, point_y, 2) &&/ H2 t- q' i+ M1 K* ~8 a; p& h8 ^- d
- !collide_with_vehicles(point_x, down_y) #judge_end! n2 z2 w+ X0 T ^
- sheet[point_x, down_y] = step
% Y3 ~! h4 _9 B# m, h1 U - draw_path = true
0 y' h. z# ]+ {) p; Z* m - new_end_points.push(point_x, down_y)
, h/ N+ B3 [/ O( T: ` - end
% ]: E8 w* F* k# t) \9 Z! V) g - end#endOfLoop3$ ?* H5 l5 M) o
- break if !draw_path reach_point
" n& \: Q- V) g( `% u4 u - step += 15 m& f+ ^: t6 {( R. }
- end #endOfLoop1 路径表格填充完毕
5 d* Q( K# D. G8 M3 T( y - $mouse_move_sign.transparent = false
6 q' f. {( \; k1 L* r - # 判断指定地点能否抵达7 j+ I; l. c2 [9 a5 t/ \9 o
- if reach_point
9 l( Y9 X' p; r: V% d - $mouse_move_sign.direction = 27 ~! z7 O6 Z8 _8 L0 I( N, \9 j
- else
* t2 e; g+ s. x, P" a3 J - not_reach_point) `. G+ h9 g% O/ ]9 Y# h) E7 s8 ]
- return' c9 s V7 e2 R% _. b
- end
3 c! `2 S2 k( {8 A8 e/ u - # 根据路径表格绘制最短移动路径(反向)
8 o! g! C# g4 X - steps = step 2 2 + 1, R# I% g R$ O9 M
- loop_times = step 23 K6 W7 s( p E V# a, ~
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]) p/ @2 `6 ^+ I) S: L4 b2 ^; Y
- for i in 1..loop_times # forLoop( ^7 z5 p% y: j& S8 l5 d8 r" _# [
- steps -= 2
_/ n! L1 H5 l# x: X0 x/ n2 W - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……2 c2 k5 b0 {7 s1 s
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
6 k& t+ a3 a' D7 Y - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&6 I3 G) [9 S+ R# b) j- Y
- $game_map.passable(point_x, point_y, 4) #judge_end3 S! i4 f; H( x8 O i8 x
- reversed_chase_path.push(6)2 J" ?2 J R L2 `; o o" e- J) o+ K& r
- point_x = $game_map.round_x(point_x - 1)
; U& L: V c/ Q/ a; O - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
; M% d1 [% [& z& G - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&4 [6 K' H+ a9 y9 T4 Z) d
- $game_map.passable(point_x, point_y, 6) #judge_end9 D; b/ z) e& W5 k/ f
- reversed_chase_path.push(4)
5 C9 f5 E8 e( Z, Q h' f9 Q - point_x = $game_map.round_x(point_x + 1)
4 e/ i& `) [ q( k4 v' Z" {1 G& e - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
- t* d: \$ e- {: A- M - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&/ p) w5 d) W2 U% K0 U. |" I
- $game_map.passable(point_x, point_y, 2) #judge_end. D/ C* F" w/ H+ A
- reversed_chase_path.push(8); ^+ b" o" F9 b+ |1 G
- point_y = $game_map.round_y(point_y + 1)- [& x ~0 P/ l4 L) n8 g. S2 }; J
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&( h' z0 f& T7 I% U, H
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&2 R* M1 ^8 W- o" L2 J% F0 n
- $game_map.passable(point_x, point_y, 8) #judge_end* u, V( ~! c. a$ z
- reversed_chase_path.push(2)( P0 @$ b: w1 V
- point_y = $game_map.round_y(point_y - 1)
( e- t! I# f! j+ l* n$ f2 U - end
) N' ^+ t1 k. P* I - else1 F0 ?) d* u% G D+ c" }
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
- G0 g3 a5 R1 I( o/ c - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&4 \/ l. k: ]8 O8 ^
- $game_map.passable(point_x, point_y, 2) #judge_end
. F6 b: m2 ]$ i5 X+ |2 j- { - reversed_chase_path.push(8)
' [; z' z+ ?$ O' ^$ G2 d5 l3 V - point_y = $game_map.round_y(point_y + 1)
5 V3 V2 d9 R6 } - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
: j; J+ \3 W, I - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&9 Q: D4 X; n$ V
- $game_map.passable(point_x, point_y, 8) #judge_end! k) V; ~6 C4 E1 N3 w8 r
- reversed_chase_path.push(2)1 i6 H+ j% d1 F* x& o
- point_y = $game_map.round_y(point_y - 1)
9 {: z: ]( Q/ A" P+ w7 u - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
2 ?, m* L( X) ^ _; V* } - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&* O' o# U) s8 T, @
- $game_map.passable(point_x, point_y, 4) #judge_end
3 M/ t" l# ]/ g - reversed_chase_path.push(6)
1 E7 `, d) b. I" T, Y c1 \ - point_x = $game_map.round_x(point_x - 1)
$ [! T2 n7 k g. O - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
! j; _( p M$ t% k - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
$ ?' U/ e7 _8 G! X. I8 v1 I( { - $game_map.passable(point_x, point_y, 6) #judge_end
! u* g3 V, l$ V) |* R( N - reversed_chase_path.push(4)
" c4 Y; @) s$ Q1 r' }2 T - point_x = $game_map.round_x(point_x + 1)
' K, L: P' D& z. } - end
4 }1 q' t. `" X4 n0 o/ _ - end t3 a* Q6 J% @7 k
- end #endOfForLoop' @/ q6 e5 L; S. L+ f6 q6 x) Z! f; B
- # 根据路径表格绘制最短移动路径(正向); v: J% [, l$ G4 G
- steps = step 2 2' ^% R6 F8 x( [+ @+ m
- loop_times = step 2/ t8 {; Z' i9 K5 L
- point_x, point_y = chase_point[0], chase_point[1]: y! ~, g( ]' x# }: `) \, e
- for i in 2..loop_times # forLoop
9 D6 g! Q/ z& o: }( }$ V - steps -= 2
: A7 {# s; S1 P - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
- {& b {: r4 x( ] - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
Z; C1 y7 B4 Z7 b; f* Q9 K8 X, S - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) && ~$ h4 B7 E. A) Y6 ]
- $game_map.passable(point_x, point_y, 2) #judge_end% ]% C3 {. j( v r+ s* \
- chase_path.push(2)6 C! Z' }& X3 n
- point_y = $game_map.round_y(point_y + 1)
! W( {) o+ r, Z$ ^& a - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
5 [' \( @3 Z* e. }4 _+ @ c - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&; O% c( x3 v$ @8 ^% x# E
- $game_map.passable(point_x, point_y, 8) #judge_end
; {+ ? n) ?3 ^8 w8 ^: C - chase_path.push(8)
8 @" ?; A4 j* n - point_y = $game_map.round_y(point_y - 1)
. w6 p' g8 {0 A - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&0 f& {$ `: o; q) y( Q9 } @* X
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
4 L$ `4 f! }1 I& b* K; L - $game_map.passable(point_x, point_y, 4) #judge_end6 ?3 B( y% h5 z/ ?, H; I9 K
- chase_path.push(4)+ ^, i* s* u* Y) G+ Z! k, o' C9 Z" S
- point_x = $game_map.round_x(point_x - 1)
9 L/ P! r+ m$ F) z5 j7 ] - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&7 l) I9 G; L" m$ Q9 y
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
2 M5 B/ E- W/ f! K l! Z4 {" J- j( u - $game_map.passable(point_x, point_y, 6) #judge_end
" m4 n4 ?) `; C: I" [5 D7 | - chase_path.push(6)+ ^! ~* h4 L" o1 c, @. j$ k
- point_x = $game_map.round_x(point_x + 1)
6 t3 b8 S2 P1 E; k% r - end6 t5 ]9 \0 e' j6 _
- else
- O* T% n9 g2 D4 u- o g& O - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
0 F4 m, G/ p/ @$ X - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&! q3 a( A+ W- v' h( l$ O8 F
- $game_map.passable(point_x, point_y, 4) #judge_end- l8 Q* I$ k7 Y# Q2 h
- chase_path.push(4)* y" k5 x8 n. M% Q& a* [6 c* f* \
- point_x = $game_map.round_x(point_x - 1)
; _* G* q2 X" G( R1 b% Z0 ] A1 j - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
. g" {: W( ~ i" D% W& w) S f - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&' z9 k% w; k& B! z& c' I! ~& F
- $game_map.passable(point_x, point_y, 6) #judge_end
- u6 a" Z( L0 b% i0 _1 y - chase_path.push(6)
( h2 p# X: U# y- F - point_x = $game_map.round_x(point_x + 1)
1 k: e* z& y# }7 Q1 ^ - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&, c( U T( R5 T$ [/ C
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
% e; w4 X& u! b$ t - $game_map.passable(point_x, point_y, 2) #judge_end
$ ~7 \ }$ H' P3 } - chase_path.push(2)
4 f) C# T- N4 G) a+ D1 V - point_y = $game_map.round_y(point_y + 1)' g# _' u" `9 f( P, u
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
2 f% g* p& V( u9 ~* ^ - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
9 y& v3 p- _" e) E1 B - $game_map.passable(point_x, point_y, 8) #judge_end
, z, t) T/ S& n$ Q7 ~9 @2 L) L - chase_path.push(8)
& k8 w7 c- J+ I6 [+ I1 k0 p1 t - point_y = $game_map.round_y(point_y - 1)9 i3 m9 Z6 l& k
- end+ \; V* c: ]! k+ ^
- end9 [' L r6 O% I; K- }# Z O
- end #endOfForLoop
$ j) P, B1 k0 N" V - @mouse_move_path = reversed_chase_path.reverse + chase_path
+ Z' O6 E7 ]$ w" \ N - end#walk: o9 V" x6 B) ]) h! D' N- R- @7 w
- #--------------------------------------------------------------------------* m; ^4 m7 V4 T( f) R( Z
- # ● 绘制boat的移动路径 @array[move_directions...]
1 D7 o* I0 x. s, W" P - #--------------------------------------------------------------------------, T7 C7 f1 _: v, v4 s
- def draw_boat_path* y: Q+ h& E. _: @8 G9 W, s- B
- # 准备绘制路径表格4 z# @. ^0 S7 m' h' L' S# a
- sheet = Table.new($game_map.width, $game_map.height) R; m7 n0 J9 K$ U
- reversed_chase_path = []; chase_path = []
A/ w& k% S6 @" Q: ` - reversed_chase_point = []; chase_point = []# s! k( k) V& i
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]! x; b8 v2 }4 h& a
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 28 j8 {: X6 K2 ?2 n
- reach_point = false
) S. E; l! O# w$ V) D, c/ Z - step = 38 C- N+ F1 Q0 h
- loop do #loop1 开始填充表格' T8 i. E. G E0 s
- draw_path = false
4 Y r! M I" F' l* ?* {& f" T0 C - check_points = new_start_points
0 U$ \1 G `# i( R - new_start_points = []5 ]) P+ K: A5 }3 o- J. l1 s, L' ^
- loop do #loop2 从起点开始正向填充) j* [6 [; l! a0 E8 E
- point_x = check_points.shift
4 k. J0 U& S( w, q( E" [4 R - break if point_x == nil
' X7 P4 O4 ~& i- t - point_y = check_points.shift
9 a3 d; Q5 ~# U+ p) J - left_x = $game_map.round_x(point_x - 1)6 O. Q' L% h3 J4 A6 [
- right_x = $game_map.round_x(point_x + 1)
( C5 X G" k6 |1 q! B - up_y = $game_map.round_y(point_y - 1)
2 h& X# [& k) e& f1 N2 G9 g- ] - down_y = $game_map.round_y(point_y + 1)
, z8 p9 n- C& |/ [+ \6 j - # 判断路径是否连通0 \3 U' f1 r- U! Y! I) J
- path_step = step - 1' [/ b8 @* R/ I' d8 j
- if sheet[left_x, point_y] == path_step
# L9 i, t" a9 W9 z# W0 y6 }' a' e - chase_path.push(4)
! ~ u0 z6 y# w/ d: ^ - chase_point = [left_x, point_y]
% w6 S j0 {; \" v6 r) H4 d - reversed_chase_point = [point_x, point_y]) A4 V8 ~& t/ _: F$ ~
- reach_point = true; break
/ b$ R2 r5 i( k5 I8 J6 a+ d9 E - elsif sheet[right_x, point_y] == path_step
! T) i. J/ G# c8 O1 U( U! ~ - chase_path.push(6)% a" B3 g# I, p
- chase_point = [right_x, point_y]: w* `6 J/ ?( S* F
- reversed_chase_point = [point_x, point_y]
7 E+ ~* q9 @; b; H; Q* ~' W - reach_point = true; break
?, i1 ]2 ?7 e9 O: @' j% k - elsif sheet[point_x, up_y] == path_step4 Z3 v8 S( J- @) m' U& z
- chase_path.push(8)& D, ~. B# n0 b5 |. S
- chase_point = [point_x, up_y]; ?& d- `! d4 E# t6 a7 _0 a
- reversed_chase_point = [point_x, point_y]* ?; z9 }0 X2 }, x+ h1 @/ ~& V
- reach_point = true; break
1 L( s+ g( E+ R, ]$ \ - elsif sheet[point_x, down_y] == path_step
1 Y$ S8 r" D5 b4 X/ G) i - chase_path.push(2)
( A3 P3 T! G( q - chase_point = [point_x, down_y]4 H1 c5 p$ X, k1 j- ?
- reversed_chase_point = [point_x, point_y]
. {0 ?) a B" z; b4 _7 W7 w - reach_point = true; break# }8 e+ ^ Q' J4 o0 S
- end4 N- ~# n! s( R
- # 以需要抵达该点的步数填充路径表格 #
+ X5 u$ b: b% t; J0 _( s. J - if sheet[left_x, point_y] == 0 &&* P3 _: K: ?) M4 d! d
- $game_map.boat_passable(left_x, point_y) &&
! S& R9 G2 f* ?" z' U3 @0 B7 P - !collide_with_events(left_x, point_y) &&& v) t' O. c! d3 B7 ?
- !collide_with_vehicles(left_x, point_y) #judge_end
& U3 E1 s' j; m# _" ^. h) J( F) o - sheet[left_x, point_y] = step" a! F7 [# V: r! o) M
- draw_path = true) i7 }1 |2 K; `
- new_start_points.push(left_x, point_y)
8 y( ~; Q2 y. Z7 Y l: W - end
- X4 |& j" r6 q' V. F* M - if sheet[right_x, point_y] == 0 &&7 w- g1 N/ {! s1 f* a! a8 z, W# c. A
- $game_map.boat_passable(right_x, point_y) &&
( R5 R7 I( f, D; y2 I( G$ p - !collide_with_events(right_x, point_y) &&( L. x+ ]) `' V1 U$ ^7 J4 r
- !collide_with_vehicles(right_x, point_y) #judge_end
! x! w0 z3 P0 W - sheet[right_x, point_y] = step
# R# v4 ?0 k$ N! m1 f) P0 b - draw_path = true& w( K" k' |! s( i
- new_start_points.push(right_x, point_y)2 G- U; I- E2 s6 s6 @
- end- a' X$ ^3 @9 m m% o
- if sheet[point_x, up_y] == 0 &&" V+ O! ~- T! B& W: r1 N
- $game_map.boat_passable(point_x, up_y) &&& `0 X$ y m8 e0 L- r6 [, b. ]
- !collide_with_events(point_x, up_y) &&
. t6 Y" U9 l, x3 g7 r5 y - !collide_with_vehicles(point_x, up_y) #judge_end4 }4 ?4 I9 o( g1 O2 o+ T) ^
- sheet[point_x, up_y] = step
) I9 y4 d# \# e! D% t: O# h" O - draw_path = true
5 i) D: ]! V4 |7 l7 x$ D" z - new_start_points.push(point_x, up_y); O6 u8 T0 f* H! M5 K- r5 I- w9 E
- end
1 z8 O" O* c4 {+ {( T0 V8 w - if sheet[point_x, down_y] == 0 &&
5 o2 n4 _ z" o3 W1 X - $game_map.boat_passable(point_x, down_y) &&. F- v& V* H0 Z
- !collide_with_events(point_x, down_y) &&' i6 r* g+ r& i/ p
- !collide_with_vehicles(point_x, down_y) #judge_end
& h8 r4 Z0 \+ D* L1 V4 E7 ^# X8 S/ d - sheet[point_x, down_y] = step* N5 R& d" U, E2 W; Z) |
- draw_path = true* ~! i- k+ k5 g! U
- new_start_points.push(point_x, down_y)
( ^* D0 d5 p' _! i$ M% r - end" h" _5 N% P/ V% |- n7 N
- end#endOfLoop24 Y& n9 \$ Y0 V7 I/ ]
- break if !draw_path reach_point
. L1 Y9 C$ g1 W2 x8 k0 f: z3 a - draw_path = false
' ]8 P* \8 C5 P9 h& M+ S8 L! D+ P1 Z Q - check_points = new_end_points
, w* r% h7 _' A% e8 y - new_end_points = []' V5 [& f# c; v5 i' V& |+ o! U
- step += 1
0 _8 U9 d2 ~3 L6 o n, X/ e; m - break if step KsOfSionBreak_Steps &&
7 C) Z$ \+ P0 d* `! ]% m - !Input.press(KsOfSionFind_Path_Key)% `+ u- F6 @9 r1 ~9 c: \3 w9 h% M
- loop do #loop3 从终点开始反向填充
. {# M M5 B7 R' I2 N - point_x = check_points.shift
" S' y6 n, P1 }7 G" @; G, y5 r - break if point_x == nil
3 v# f" S5 E# S6 I: Y# V- m: k, [$ g - point_y = check_points.shift, ~3 ?; r& d d1 p
- left_x = $game_map.round_x(point_x - 1); W* O5 v+ O, Q( W* ^( A! R
- right_x = $game_map.round_x(point_x + 1)7 q. x. R& w7 {, B, ] R/ f! s
- up_y = $game_map.round_y(point_y - 1) v1 u" ^( Q5 T( g& m
- down_y = $game_map.round_y(point_y + 1)
9 ~ Q( x5 U+ ^( h - # 判断路径是否连通: \) t) V/ {% |- H
- path_step = step - 1
6 M; K( y& L, B" { - if sheet[left_x, point_y] == path_step, [4 {2 N6 {$ W/ s1 z, G4 I
- chase_path.push(6)
* S7 K, w& @& w. b1 d3 A; E \ - chase_point = [point_x, point_y]3 L8 E$ j& a1 C9 G) r6 g& k2 t, ?: O+ W
- reversed_chase_point = [left_x, point_y]- ~4 \$ u' F2 V' m2 |
- reach_point = true; break
$ D$ Z/ V: v! X9 J% C! k3 b/ @, {+ U - elsif sheet[right_x, point_y] == path_step; o S% ^' x( S3 c3 }
- chase_path.push(4)
: Q3 z' q5 N/ a! d) a - chase_point = [point_x, point_y]
w. B3 q+ l7 X* K8 ?' F# x8 j- N - reversed_chase_point = [right_x, point_y]- v- l0 \! U# ?# l2 X' _, K
- reach_point = true; break
8 b6 J% T g' u$ B' o% P$ T - elsif sheet[point_x, up_y] == path_step
7 S# J5 J# N& v0 ~0 Q: C. O - chase_path.push(2)! }' Z3 j5 [2 W1 x& H( q
- chase_point = [point_x, point_y]
9 l e$ J+ [# {0 w& u( m' i* m - reversed_chase_point = [point_x, up_y]
( S% k9 g" f, {' q3 {" E6 t1 K6 e - reach_point = true; break( S2 v% i! \: }% \5 D
- elsif sheet[point_x, down_y] == path_step# A: p5 I! F9 J& l5 `
- chase_path.push(8)
- _1 K$ k9 W9 c2 f# V - chase_point = [point_x, point_y]4 ~, R& w( z/ U) X
- reversed_chase_point = [point_x, down_y]" r$ x: ~9 ]8 P$ l! s) W j( u' X' p1 b
- reach_point = true; break
7 y0 B" ^. E% e - end
$ d$ w1 [/ X/ _1 p$ W/ b ^' ^ - # 以需要抵达该点的步数填充路径表格 #
1 D3 M6 I! Y* O1 a% ~+ b - if sheet[left_x, point_y] == 0 &&& k8 J* E7 k) t. ]$ _1 @
- $game_map.boat_passable(left_x, point_y) &&
, O* k, y/ o. N k- ^- E0 c - !collide_with_events(left_x, point_y) &&
: C; D# E1 e6 q1 I. I9 M+ _' ^ - !collide_with_vehicles(left_x, point_y) #judge_end2 V2 C/ X( B9 e, Q2 j9 P
- sheet[left_x, point_y] = step
: `! S& _: a8 S; y - draw_path = true
! h) W! D1 f6 K' U' X4 p3 n - new_end_points.push(left_x, point_y)% }: c: x( m+ b" H/ Z3 z
- end
* e8 j- h- k, w. d/ B8 O, h - if sheet[right_x, point_y] == 0 &&
) ]. y) p8 [$ g' |! t - $game_map.boat_passable(right_x, point_y) &&
& n1 l: F8 c: G) Z- l# N9 S - !collide_with_events(right_x, point_y) &&! S9 }7 W3 ?! ?4 b8 L) G9 p1 w( }
- !collide_with_vehicles(right_x, point_y) #judge_end3 j3 o$ Y" ? t* k! A
- sheet[right_x, point_y] = step9 E( K$ u; v+ v# `$ j3 I2 ?" u" N1 R
- draw_path = true& C5 F: B0 |. G2 g8 W
- new_end_points.push(right_x, point_y)
1 j3 q3 J& t0 L7 p - end ^! W j" T: j/ w* o A
- if sheet[point_x, up_y] == 0 &&
- R; d: \+ D p3 M - $game_map.boat_passable(point_x, up_y) &&
3 ~# r' V) s6 w, H- e$ x - !collide_with_events(point_x, up_y) &&
# T/ Y; ?# ~- G7 g" v - !collide_with_vehicles(point_x, up_y) #judge_end
9 I, p( I6 x% M/ s9 k - sheet[point_x, up_y] = step4 k9 Y+ _* m( a1 b+ k
- draw_path = true
% ~. o0 s; v0 A$ O+ v - new_end_points.push(point_x, up_y)
- U- Z+ T4 S$ {8 V' H" g( T. z5 T - end$ }2 r$ W) }3 ?
- if sheet[point_x, down_y] == 0 &&
+ a( N4 K ^% ~- r* O; j - $game_map.boat_passable(point_x, down_y) &&3 D0 {" d) e& _' U; S- Y* |
- !collide_with_events(point_x, down_y) &&: T( d, |0 x* k
- !collide_with_vehicles(point_x, down_y) #judge_end6 ^$ B$ L9 F$ q5 t! b8 ?7 \ b6 L) T( l
- sheet[point_x, down_y] = step
+ o8 U# i2 c3 c( i$ ~$ t6 F* i5 Y% \ - draw_path = true
6 W! ^* Q5 o, z" K - new_end_points.push(point_x, down_y)
Z" t8 K+ a1 W0 ?3 q - end
2 y9 j- D5 c3 H! I9 s - end#endOfLoop3
( Z; \- z1 ]2 t7 ?* M2 \ - break if !draw_path reach_point/ @# B& z, N( ~
- step += 1
_! S# } k" [; i2 _* D - end #endOfLoop1 路径表格填充完毕; r: ^, f$ U" k6 G! A9 A% s, b7 c
- $mouse_move_sign.transparent = false
& \$ U+ J8 b9 O: s - # 判断指定地点能否抵达
, t F6 D) x2 F2 w+ I B - if reach_point/ R: |: w% s4 k* O5 g7 P
- $mouse_move_sign.direction = 2
# L2 | s% |6 F! v6 o6 I: x: P7 G! V% r - else- `0 d7 }1 j- ~6 _
- not_reach_point
; t+ s) |* ~# ]0 {) p$ B - return) h' i5 W W/ N% T% U" z8 ~* o/ a
- end
) X3 c: i6 Z- c& F - # 根据路径表格绘制最短移动路径(正向): _* ^' M3 ^8 ~/ w7 e4 z6 Y
- steps = step 2 2
$ ^7 Q3 T7 A0 | - loop_times = step 2
, y+ \: s" P2 G' F, ~9 V& G - point_x, point_y = chase_point[0], chase_point[1]* @+ U' d1 T9 I3 s$ w# P. |
- for i in 2..loop_times # forLoop& \$ ^6 R$ D6 K
- steps -= 2
3 m4 ?% w8 @# `4 C9 w - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs3 d* Q* b/ L% _6 M) T0 c
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps# I. x" ]9 Z+ V- L7 r8 \
- chase_path.push(2) H. f- Y0 {; J# k
- point_y = $game_map.round_y(point_y + 1)
5 n' L1 O" w& P5 g" N7 }, \ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
. k o( B+ e- b3 b5 f - chase_path.push(8)
! |, u( k" S2 w - point_y = $game_map.round_y(point_y - 1)
- E! J! _) \! n4 O, V& U, m - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
6 X& S- [5 a$ f/ U$ W% n! |7 T/ a0 D - chase_path.push(4)
- R$ p+ [" N4 g: } Q! Z7 ^# ] - point_x = $game_map.round_x(point_x - 1)
& F8 V6 r. n. T/ T* t - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
: A* F& q. U. e9 V* L5 } - chase_path.push(6)
: g$ {! Y) b/ ?# ? - point_x = $game_map.round_x(point_x + 1)
# h) A5 E( n" n6 w - end
% p' `; g5 I2 G U4 w - else
5 [! L" p- m9 H2 q" c - if sheet[$game_map.round_x(point_x - 1), point_y] == steps, I% l8 u4 L9 H1 X/ P2 ~
- chase_path.push(4)" ~+ M* f: R! v
- point_x = $game_map.round_x(point_x - 1): b4 T h% m; j! Y
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps' q# Q, q& E# b% ]' c- }! D
- chase_path.push(6)' p& g P o( ?4 ?
- point_x = $game_map.round_x(point_x + 1)+ D f* _2 b: `. ~2 u) {& X
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps( x* @/ \3 H2 B3 m
- chase_path.push(2)7 N5 |. o, m5 {+ R0 }
- point_y = $game_map.round_y(point_y + 1)4 _8 v1 _. w3 @0 S
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps: D3 [9 [2 P" D$ f/ \" d
- chase_path.push(8)" d8 B+ s/ {9 U$ d) t
- point_y = $game_map.round_y(point_y - 1)3 |& K. a, P4 d5 I8 @8 W
- end
4 \5 |: s6 L$ n( Z - end& h7 J; J( E' `4 C* @
- end #endOfForLoop
1 e4 N! N% U6 C" \8 _ - # 如果指定点无法抵达或者登陆
$ G+ h$ d' E9 q5 @- R5 q/ j - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)3 e2 h9 K8 p+ |1 z7 G# P v, v: Y
- # 根据路径表格绘制最短移动路径(反向)
# {2 K( j- ]/ ~ - steps = step 2 2 + 1# S# f* Q4 D) G! G5 C* @4 e& J- b
- loop_times = step 28 i! f0 M( H0 m0 `* ~& v3 e+ c/ D8 l
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
1 _8 F' }) G+ V0 T6 l- C4 q$ f - for i in 1..loop_times # forLoop
/ u: U" b, E% [: X9 [8 d - steps -= 2
/ y8 {' u0 f0 u% h( h/ o - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs6 w3 W4 \6 @# ~6 T" Q. L4 ?5 z
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
0 y- b( `1 Z# E - reversed_chase_path.push(6)
. {) a, i5 S/ [" L - point_x = $game_map.round_x(point_x - 1)
7 k+ p! @+ j$ x% z* [0 o" @' |, Y - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
M# f) C8 B L6 p4 S+ O) ~( s+ |% h - reversed_chase_path.push(4) E% N4 j) c" X$ G& j
- point_x = $game_map.round_x(point_x + 1)
! e6 C2 t. @2 P" \% m6 f - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps( j( o) ~# z) \+ Y/ b+ V% N. o
- reversed_chase_path.push(8); q# F) N- [3 r5 N
- point_y = $game_map.round_y(point_y + 1)
( l2 d. |0 K* p6 H" ]. J - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps' I& F) s& k/ F; {6 i" q( P
- reversed_chase_path.push(2)- Z0 U/ \5 \9 k+ C. f- i, Z" ^
- point_y = $game_map.round_y(point_y - 1)
' f/ t: t# H+ I/ O; i `$ m - end
( [5 J& u, z" s0 ^1 u - else! \1 i/ o! {3 O# k( W) q
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps) K$ y* o! L6 I$ p+ e
- reversed_chase_path.push(8)
3 f# Z' L# w. A" m! z - point_y = $game_map.round_y(point_y + 1)3 |% X% }$ |8 H% L
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
5 K7 F; j0 y! f* b4 E$ ? - reversed_chase_path.push(2)
9 y z) j- e2 @% u - point_y = $game_map.round_y(point_y - 1)/ p8 a5 _" S' F" P, D
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
4 l1 \% B7 X! q/ p9 M* F4 a- m6 B* | - reversed_chase_path.push(6)# K: q7 d! Z# Y& z/ F6 \- L6 Z
- point_x = $game_map.round_x(point_x - 1)( R* W( c% o5 r3 \. m0 k8 h
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps" R% }2 V, j* }- B$ z* f7 {
- reversed_chase_path.push(4)
0 s N2 H& Y" s6 G5 e - point_x = $game_map.round_x(point_x + 1)
0 H2 ]- A, y* B - end
" M) x7 A& S: j5 t0 X9 x$ n - end2 u3 Y! K5 }% u
- end #endOfForLoop' l2 ~& {% k+ |2 m
- @mouse_move_path = reversed_chase_path.reverse + chase_path+ \& y! _1 R$ }( @4 T. M2 R5 a
- end#boat
! R3 Y, u" t- ^; Q" L: l - #--------------------------------------------------------------------------
9 z: @0 H3 I3 S1 r) ~ - # ● 绘制ship的移动路径 @array[move_directions...]
( n! s6 a; G: E( z+ @7 K3 @! F - #--------------------------------------------------------------------------& f9 E, M% A: G5 B5 ]3 C" u5 g; ~; h
- def draw_ship_path* z. V- u( K0 s! q, S
- # 准备绘制路径表格/ e* W+ A y# O& H* [1 g; |
- sheet = Table.new($game_map.width, $game_map.height). x' K5 h: E2 R8 p0 u
- reversed_chase_path = []; chase_path = []
! E: @, M' A$ }% J: G - reversed_chase_point = []; chase_point = []- {" s I7 [1 H3 l
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]: L( {; E0 L5 r
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
8 w) s, m& y& D; o o* ~9 u - reach_point = false
E0 T+ V* ^$ ^2 n/ Z - step = 3
* z# ~) {" D) p& m6 E7 k - loop do #loop1 开始填充表格7 s6 c6 p' R: Z; c- Y
- draw_path = false
8 n H; o' A' F' p! g B6 \ - check_points = new_start_points
4 p, n9 M% m+ Y: {0 z - new_start_points = []
; f ^% i( R7 b+ ~) Y - loop do #loop2 从起点开始正向填充
% s) O2 H" `1 @2 z9 W1 i+ `8 r - point_x = check_points.shift5 s, Q" \9 u: e' C' H
- break if point_x == nil
, r; Z b0 i, ~* n& C6 t - point_y = check_points.shift. K- S$ b8 b' z' N
- left_x = $game_map.round_x(point_x - 1)& E6 w6 R; M7 N" |8 t
- right_x = $game_map.round_x(point_x + 1), \. E" p2 \* P
- up_y = $game_map.round_y(point_y - 1)5 ?: t# [/ x" n* \: Q; M
- down_y = $game_map.round_y(point_y + 1)1 W) }, }3 A% k* ~) ?
- # 判断路径是否连通, K+ Y9 S/ |, s3 w5 E( c, h
- path_step = step - 1 K8 q. w* ]) \6 d
- if sheet[left_x, point_y] == path_step C- A s* d3 C, a% w1 i
- chase_path.push(4)
- `. |2 x$ ?3 @1 p - chase_point = [left_x, point_y]
8 V& x H0 V: t" N e - reversed_chase_point = [point_x, point_y]# F! u# v$ _; Y; r. [
- reach_point = true; break, ^6 X0 u( ?- k( A6 v E) G) ?
- elsif sheet[right_x, point_y] == path_step$ S: Y2 U9 Q0 i% g: R7 P
- chase_path.push(6)
9 H, z9 N( ?' B - chase_point = [right_x, point_y]5 H8 c* V1 [* j/ D& r3 n
- reversed_chase_point = [point_x, point_y]+ k" g5 N8 k- g0 [* B
- reach_point = true; break
2 e( Z4 j1 S$ b2 C z& d$ o - elsif sheet[point_x, up_y] == path_step& s! l8 F* O# C- C9 Y7 C8 m3 O3 A/ i
- chase_path.push(8)
: ]2 {2 F! q: a - chase_point = [point_x, up_y]( Q2 Z0 d" R/ l
- reversed_chase_point = [point_x, point_y]8 ^, C& V6 s: l- t& B, I# x2 R
- reach_point = true; break! R' h/ Q7 @& z3 w
- elsif sheet[point_x, down_y] == path_step
& @8 Y+ F" q& M - chase_path.push(2)
9 a3 i# @3 T7 d( S2 A - chase_point = [point_x, down_y]
2 S. h/ L' z$ J5 r' Y - reversed_chase_point = [point_x, point_y]5 j* a8 l) \' @# j3 s. G0 e
- reach_point = true; break
% u) n$ E8 E' c+ n7 N( |* y. t - end
3 T4 ^( q" F0 |9 L- F; v }: ` - # 以需要抵达该点的步数填充路径表格 #$ u* b* g& A. w0 |* d; S
- if sheet[left_x, point_y] == 0 &&
: r& y1 J# p% I& L2 m" c6 g - $game_map.ship_passable(left_x, point_y) &&
2 S7 Z: v W2 @$ c; b5 f& w8 O& L - !collide_with_events(left_x, point_y) &&2 X% J/ t' s" \ N
- !collide_with_vehicles(left_x, point_y) #judge_end
- M9 U4 a/ R0 y - sheet[left_x, point_y] = step% b& R! X% F4 @: q
- draw_path = true8 d: ^! w8 W8 b" g; g& v" C
- new_start_points.push(left_x, point_y)7 u2 f3 {' T& e! e
- end
" c1 h+ i$ e7 O! w* t) n - if sheet[right_x, point_y] == 0 &&
# Y- J; @& F3 s! _, s% _ - $game_map.ship_passable(right_x, point_y) &&+ K% U! ?: J V: A0 I
- !collide_with_events(right_x, point_y) &&$ L# w0 {- b; M
- !collide_with_vehicles(right_x, point_y) #judge_end( E. B: C! }3 O- J* B
- sheet[right_x, point_y] = step# g/ E6 z# A- l H0 Z
- draw_path = true
9 Q7 P3 a* v' n' a+ s3 T - new_start_points.push(right_x, point_y)
% r3 |. e& `# _$ r - end% m& L! m! V' { G
- if sheet[point_x, up_y] == 0 &&' [. q0 v0 P# ~0 H
- $game_map.ship_passable(point_x, up_y) &&1 v" U! H8 C+ p5 u3 P6 e
- !collide_with_events(point_x, up_y) &&
- c+ \ p5 J# l X' U* l - !collide_with_vehicles(point_x, up_y) #judge_end
8 U: W, [ ]- j0 n" o - sheet[point_x, up_y] = step
. \. v) ?- V( `6 y( k# Q - draw_path = true
4 c5 }" X5 {, B2 w - new_start_points.push(point_x, up_y)' s% q% ?. e- \' J }! C
- end2 B" F# f4 [3 N( S l* A$ U y
- if sheet[point_x, down_y] == 0 &&
& T2 B! x( x' a7 m2 p8 _ - $game_map.ship_passable(point_x, down_y) &&
# @8 a' r+ q; P - !collide_with_events(point_x, down_y) &&: A2 J0 v/ C g3 a ^/ e- H
- !collide_with_vehicles(point_x, down_y) #judge_end6 a' m' E3 d9 Z+ p6 f
- sheet[point_x, down_y] = step
6 E1 T" H5 @+ Z5 P# z7 Q - draw_path = true
2 V, R, l7 E! }7 u - new_start_points.push(point_x, down_y)
: ]/ }+ ?# K- {1 K4 F2 U$ u - end
# U2 a' G3 _( W2 x. ] - end#endOfLoop2
' T9 Q0 [5 R) m- k: _ - break if !draw_path reach_point
. N% A0 j. b$ o* z/ s. E - draw_path = false7 A* ]5 u) a1 w) r2 B" d
- check_points = new_end_points
% r6 C. t& o! a3 I6 n1 k4 ` - new_end_points = []
& ^) i& Q% w1 P1 u g - step += 1
: m+ D, ]2 Q* f1 D4 }, U* a2 b6 B - break if step KsOfSionBreak_Steps &&1 ?- c8 } J# e( Y5 F) S' _
- !Input.press(KsOfSionFind_Path_Key)# Y( H8 o% J# x) i1 A) s' [
- loop do #loop3 从终点开始反向填充0 n D$ R T: k9 Y% W8 e5 D/ }' s3 L
- point_x = check_points.shift
S7 a! }7 e; \5 X - break if point_x == nil) ~4 `7 c- L7 p
- point_y = check_points.shift3 t* B0 d" N4 ~1 ^8 p) e
- left_x = $game_map.round_x(point_x - 1)! M4 f# m& C9 X% I
- right_x = $game_map.round_x(point_x + 1), B, T) v) g$ I7 E* v6 g+ d
- up_y = $game_map.round_y(point_y - 1)8 D# K! V" H( D( P# Y P1 w% t9 |
- down_y = $game_map.round_y(point_y + 1)
/ Z6 Q' G0 a; @0 x2 u - # 判断路径是否连通- p5 _9 Z* ]' p0 ?6 t6 p
- path_step = step - 10 k3 K5 e) n( q0 }
- if sheet[left_x, point_y] == path_step7 `7 R) p9 M9 ^" i& P: o0 P! n, S6 Y
- chase_path.push(6)
$ W0 I* H) i0 v/ V% C, [$ Q, B - chase_point = [point_x, point_y]. I5 s% w0 a: ]2 j
- reversed_chase_point = [left_x, point_y]
7 U" U8 [% G4 }1 c( i$ K9 V - reach_point = true; break$ D/ R Q" a' H: G+ m3 A' N9 c
- elsif sheet[right_x, point_y] == path_step
/ M4 U0 W* S8 g - chase_path.push(4)
$ ~, q! E# r: V- X - chase_point = [point_x, point_y]
3 K( V- p" m: V$ H* ]. ] - reversed_chase_point = [right_x, point_y]
) i& E6 H% i* T$ o# X - reach_point = true; break
: F2 P" B5 @ m7 m3 y D* D - elsif sheet[point_x, up_y] == path_step6 X9 G. M& N# l T( X" D/ D
- chase_path.push(2)
+ g* B8 c3 a! E, R3 ^2 A - chase_point = [point_x, point_y]- C2 I. X/ o, e, V& F. e
- reversed_chase_point = [point_x, up_y]. Q) |6 }3 w. F+ ^3 Y( F6 @
- reach_point = true; break
# A1 u9 S9 o! ?, M9 s - elsif sheet[point_x, down_y] == path_step
9 O* }7 \. y* M3 ~! i( C' C - chase_path.push(8)( C& l* l! {9 ~! v( k6 h) D, x
- chase_point = [point_x, point_y]
3 Y1 q" V$ e1 J - reversed_chase_point = [point_x, down_y]" Z1 F: n4 F) n. v2 y
- reach_point = true; break2 ]2 z+ F$ w( K( Z G# s% N6 h2 i& f! h" r
- end
( h+ m1 j7 p7 S0 L - # 以需要抵达该点的步数填充路径表格 #- P* A7 I$ O/ c/ U1 Z9 G
- if sheet[left_x, point_y] == 0 &&
, Y, c& L8 R! I4 F$ B - $game_map.ship_passable(left_x, point_y) &&- H* {( f' g# J2 c
- !collide_with_events(left_x, point_y) &&
" g, I2 E0 x0 O( q" L - !collide_with_vehicles(left_x, point_y) #judge_end; `9 T8 s" T# A6 T$ O3 ?( W
- sheet[left_x, point_y] = step2 _7 @+ J# [+ s
- draw_path = true
$ z3 o7 E! T- ]0 h% q - new_end_points.push(left_x, point_y). y8 l7 w3 q, q
- end: M& ^/ d( \6 k% j' ?5 m* y `
- if sheet[right_x, point_y] == 0 &&7 R3 V1 o' I8 E$ `1 W* N
- $game_map.ship_passable(right_x, point_y) &&* G0 |2 w6 M/ ], z. D( P
- !collide_with_events(right_x, point_y) &&5 Q& o S) q3 R& T
- !collide_with_vehicles(right_x, point_y) #judge_end9 a" Q, s) U, w, p
- sheet[right_x, point_y] = step m3 {8 W3 h ^% d/ o" e
- draw_path = true
8 C6 Q. P, B" w: A% |& ? - new_end_points.push(right_x, point_y)7 o6 l, ]6 I( n' I; L% ~
- end
: `; `4 R N& r% T9 B: Y - if sheet[point_x, up_y] == 0 &&
- P' o" l. L0 G5 v2 P - $game_map.ship_passable(point_x, up_y) &&3 B- |- ~$ a0 w/ |0 E* s
- !collide_with_events(point_x, up_y) &&! w6 G4 {5 I5 J1 C2 S
- !collide_with_vehicles(point_x, up_y) #judge_end& ^1 r! F9 G& q1 M( o6 f0 q! [
- sheet[point_x, up_y] = step, P; p- w; A% A6 [6 b$ Q
- draw_path = true% P s. J$ U7 s! j% a% k3 s
- new_end_points.push(point_x, up_y)
5 G$ P9 z6 u1 \ - end& S D0 ]( d' W8 Y
- if sheet[point_x, down_y] == 0 &&, u, @* ?3 L# O: w$ c! c
- $game_map.ship_passable(point_x, down_y) &&8 U& j5 X8 x w& Z# @
- !collide_with_events(point_x, down_y) &&( _( A$ J( G; { q- G. ?* c; q+ Y
- !collide_with_vehicles(point_x, down_y) #judge_end
% r% Q' L" B8 `1 A - sheet[point_x, down_y] = step
, M: ?- [6 C J J; B - draw_path = true
Z) o' o' m# u4 M0 L, a1 Y - new_end_points.push(point_x, down_y)$ Y! H/ Q. j* I& B. c
- end
8 k; M& n, D) `# O7 }/ a - end#endOfLoop3
/ t9 {; E5 i4 ^' ]6 z - break if !draw_path reach_point U, V3 D- W3 p3 t N6 X1 m
- step += 19 {% K; z& b& l& S% V
- end #endOfLoop1 路径表格填充完毕+ Q# b# b3 d/ Z% G! O
- $mouse_move_sign.transparent = false- t8 i+ V( h& [# z, v& d
- # 判断指定地点能否抵达' n- _9 d0 y- P
- if reach_point2 ]0 C3 ]& x$ {
- $mouse_move_sign.direction = 21 Z; B6 P7 H7 J! h/ v( I
- else6 u7 I' ^# L5 c9 l2 \
- not_reach_point" ?- ]0 `# W$ A( J
- return- F3 \5 Y! ^6 G1 T
- end2 M0 x2 h, w* t) z! {
- # 根据路径表格绘制最短移动路径(正向)
5 j; N" h G: w - steps = step 2 2$ K1 K; z) }% B1 A! r. ^/ s' Z
- loop_times = step 2. g0 |' g) g# T2 ?) b& k
- point_x, point_y = chase_point[0], chase_point[1]: C9 h7 o' R. l" S* c& I8 n
- for i in 2..loop_times # forLoop# B! c* b4 g- C* E, Q2 Q- F2 Z
- steps -= 25 Y6 V' z4 x" `! b2 j
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
$ z5 X7 Z! v+ l - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
4 I4 l, |, g- ^2 M3 S - chase_path.push(2)2 r. p( ?$ |; [1 w
- point_y = $game_map.round_y(point_y + 1)- p, k$ k* }5 x3 @8 F Z1 w, g2 r
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
* Z5 z r- i4 x" v& c - chase_path.push(8)& P6 R% S! e; Y1 ?
- point_y = $game_map.round_y(point_y - 1)* P8 K6 T1 B7 U* X
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps# ~9 }" V, s6 \$ `8 t
- chase_path.push(4)
7 w2 g) r/ u) Q P! U- V - point_x = $game_map.round_x(point_x - 1)
0 g, c0 m) e3 k, { - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps) {+ ~( p7 h& N2 {
- chase_path.push(6)
; R% V' C$ L, A- S - point_x = $game_map.round_x(point_x + 1)9 K, Z: G9 t# G3 ]/ i
- end/ {0 b! G9 `2 }0 W; }% ?5 G' l
- else
^7 C7 I( I. @! ?; x) F, s6 ~ - if sheet[$game_map.round_x(point_x - 1), point_y] == steps. |, h( x( L9 ^5 a8 _" G) Q
- chase_path.push(4)# H$ ]4 u; o) D! H
- point_x = $game_map.round_x(point_x - 1)
6 u# v+ x3 n8 N" h* v - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
% z" H8 S( L, K. e$ B/ [ - chase_path.push(6)
) k Y) M' q. }' O ?& `- F+ Q6 r - point_x = $game_map.round_x(point_x + 1)
) v; `: ~/ S& ^: Z$ d0 n4 c9 H8 ^ - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps6 ], j2 T! o6 S4 r
- chase_path.push(2)
4 C8 i! p/ ~6 m A" v! O& I - point_y = $game_map.round_y(point_y + 1)1 Y) m. n R j$ C' I5 y
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps/ C* r+ N' h0 s' }+ e
- chase_path.push(8). ~8 \' U) R2 _0 W
- point_y = $game_map.round_y(point_y - 1)
, y$ Y4 t1 c( b3 N6 P8 c- j - end& Z. \2 K, \; o
- end A, r. T% n; C R! K
- end #endOfForLoop
7 f. ] B9 z' S* l% `! H/ O - # 如果指定点无法抵达或者登陆7 Y5 [& y7 N9 N) @. [& V, J# R' x
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
2 P T; w9 B' f2 e& z - # 根据路径表格绘制最短移动路径(反向)) u( q) T6 \: U" j: c! K4 n
- steps = step 2 2 + 1
9 n. Y* U# D# s3 e+ I - loop_times = step 2; |0 W9 |9 ^+ R
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
4 A% [2 W% u" q6 b0 O$ E - for i in 1..loop_times # forLoop7 L) E! x4 \) u+ S& W* w
- steps -= 2! ]5 p5 W7 q0 u, @. ]7 z
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs8 l$ W c- z: E+ L' }& ]/ S
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps' f1 |* X( L7 B/ Z) Q$ \
- reversed_chase_path.push(6)
( Q: j! t: a8 \7 x$ d - point_x = $game_map.round_x(point_x - 1)3 S# b, y8 j1 Z5 g
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps2 W4 [$ A" g# R! ~* k6 ]% ~
- reversed_chase_path.push(4)
* O- I. d. {6 u5 d0 i5 p - point_x = $game_map.round_x(point_x + 1)
U! U# |% X7 \" ?" A5 C6 z+ `. J, s% u - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps* [9 R! d8 j9 g1 p2 ~" O8 y
- reversed_chase_path.push(8)
7 U: H' }. o: ?7 R( k( N& _ - point_y = $game_map.round_y(point_y + 1)& c* [ \: [7 H1 w$ P
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
% s+ ^+ _0 O+ @2 g - reversed_chase_path.push(2)/ [5 f( b7 b3 w; _! E
- point_y = $game_map.round_y(point_y - 1)
2 P# n+ r% j. j - end
: D& f0 U9 l1 G& v; b: D - else
8 t/ i( z8 B) k$ c; \3 F: t - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps2 s& F; S4 G% D% W& f2 {. e K
- reversed_chase_path.push(8) y, G8 z4 N4 h! U& l! f6 k; H- n
- point_y = $game_map.round_y(point_y + 1)' I! Q4 i) ~ }/ s3 P, c
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
, ?6 m% {* @& G z - reversed_chase_path.push(2)/ J1 J1 }7 T, I. [
- point_y = $game_map.round_y(point_y - 1)
, {3 z4 [/ E. @: u: P5 f# p+ { - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps% [; Q4 z6 V$ f: j, ]
- reversed_chase_path.push(6)
! R9 o7 J! w8 Y" V; k - point_x = $game_map.round_x(point_x - 1)
& D, l- v( W! W. _7 n - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
/ c5 l" ^4 e9 C q6 b" l - reversed_chase_path.push(4)
( }. @. N4 `) u& L( B: T - point_x = $game_map.round_x(point_x + 1); l7 M7 A! V1 a7 T
- end
0 K( h. |2 v$ a, ?( p - end$ o6 h& p$ ]9 f. }7 d
- end #endOfForLoop6 ~# t" K6 d0 {5 W* p
- @mouse_move_path = reversed_chase_path.reverse + chase_path
]! W. w1 p7 ?$ x; d5 u _- `: H - end#ship
6 f! C4 u% m8 }- Q - #--------------------------------------------------------------------------" @8 J+ w& `' A: c& n/ L7 @
- # ● 绘制airship的移动路径 @array[move_directions...]
3 r" v# Y' g* s. z0 X: k - #--------------------------------------------------------------------------
' F4 Z. }/ q/ J# z( p - def draw_air_path% t% s( N4 o$ ]( H
- $mouse_move_sign.transparent = false, L4 H# Q( b& a( X+ A8 g& L# o- e
- # 准备绘制路径表格" ~' _, [ [( O
- sheet = Table.new($game_map.width, $game_map.height)
- e( L3 }* A |( }. Z d: x - new_check_point = [x, y]; sheet[x, y] = 12 G8 ]( Y: E4 V- Z
- reach_point = false; step = 25 y# P" s1 A+ _8 G
- loop do #loop13 V' f- a9 ~' B
- check_point = new_check_point
+ K6 g3 {6 }# P2 B! f4 z2 m D - new_check_point = [] j; _. {! L/ p" {1 S
- loop do #loop2
0 u4 e* M6 ?' h1 J7 x) ] - point_x = check_point.shift- V/ T) t+ h+ P; Z
- break if point_x == nil( q4 |' |# M0 _! I6 l! u; }
- point_y = check_point.shift3 L/ V4 J% M9 o5 Z! e
- if point_x == @moveto_x && point_y == @moveto_y6 H& \6 K% y' Z8 X
- reach_point = true; break
, ]( {5 |+ ?6 V, P( {6 o - end
3 R. l( f" k4 m2 ^# f - left_x = $game_map.round_x(point_x - 1)
; ?" w. ]) d$ w; Z3 t: H - right_x = $game_map.round_x(point_x + 1)
$ R! z) |' h W7 o+ I: ~ - up_y = $game_map.round_y(point_y - 1). @, M& `2 Q& _, \9 n# X; \
- down_y = $game_map.round_y(point_y + 1) $ |& {2 d' f! j* y! H
- # 以需要抵达该点的步数填充路径表格 #$ {, V; H/ m0 F& ~
- if sheet[left_x, point_y] == 0! J0 z( C6 E6 E8 m! @- v. _
- sheet[left_x, point_y] = step2 Y; }* W4 \: d( c1 J; U
- new_check_point.push(left_x, point_y)
. G, X" m: M9 a8 X* r8 @1 H - end! o4 n* [3 f/ N* `
- if sheet[right_x, point_y] == 0/ {* P( M& L& Y8 g! f7 b( K: @
- sheet[right_x, point_y] = step
B; H' b' X# O, [ - new_check_point.push(right_x, point_y)" Y6 v9 o" N" z4 R
- end+ m6 P5 L! u- V4 }- t, t& @
- if sheet[point_x, up_y] == 0, ]. a, P; @/ h6 ]
- sheet[point_x, up_y] = step
/ \2 A" z# R4 q7 z4 A9 \1 r, w, W - new_check_point.push(point_x, up_y)) A. U5 ]# i8 l6 \/ o
- end
7 q# R! g4 F& l$ d - if sheet[point_x, down_y] == 0
8 _# ~" G5 G, S1 b1 D u - sheet[point_x, down_y] = step+ V2 E! e3 p; P
- new_check_point.push(point_x, down_y)- r9 W0 e' w% m/ p' G
- end7 H$ d* ]- s/ u- I
- end#endOfLoop2
7 I; H3 i9 g' c( y9 m# R& c - break if reach_point
( E5 Q( W" K( | - step += 1
6 D' B# A: L9 M - end #endOfLoop1
1 B! O% ?- F+ p: x W& ]" |3 B% B! c - # 根据路径表格绘制最短移动路径 #1 _/ M2 ^( U/ y, S% D9 W
- reversed_chase_path = []; step -= 19 s5 C$ k% n3 [9 f
- point_x, point_y = @moveto_x, @moveto_y9 ^8 f8 c$ M" ]+ ^$ u# L3 ]
- for i in 2..step8 T* h I3 m' h
- step -= 1, k+ P7 _( d5 N; Z1 ^
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs* C$ \9 S+ b( j1 h# ~( P
- if sheet[$game_map.round_x(point_x - 1), point_y] == step
- j9 q/ q. P' F' j& k - reversed_chase_path.push(6)* b- i3 y% L. y5 H4 M
- point_x = $game_map.round_x(point_x - 1)) [, M) L9 i) Y7 S/ Z
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step6 P0 ~+ u9 r' N6 }! ]
- reversed_chase_path.push(4)
; _ c2 T) \' L# g# S+ } - point_x = $game_map.round_x(point_x + 1)) B3 N- h- W2 k- o$ W7 R
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step, z; y2 f; W8 S8 c& i; i
- reversed_chase_path.push(8)" G3 d3 F8 f2 d# w) K8 M7 y
- point_y = $game_map.round_y(point_y + 1)
1 p7 y" v- T2 w - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step$ {+ A( r5 j5 @5 i. e
- reversed_chase_path.push(2)
# D7 L' W9 U2 D" y: `% m - point_y = $game_map.round_y(point_y - 1)2 n; B) k, R9 j& A5 X$ t% [
- end" z p0 f0 d! h, I4 A+ @
- else
: S( z- _* ^9 ~- J% p2 T6 Z! B - if sheet[point_x, $game_map.round_y(point_y + 1)] == step
) E: C( j, J2 z - reversed_chase_path.push(8)
5 h# d1 y7 U+ F5 n+ N - point_y = $game_map.round_y(point_y + 1)
+ Q: U6 Q+ {' q5 B. ?& a - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
1 R+ e3 `9 ]0 r" A8 E - reversed_chase_path.push(2)
9 g9 L. e. [3 Q6 ]; Q$ U - point_y = $game_map.round_y(point_y - 1)5 S- `, \; }. x8 d
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == step6 v* U. R: x C& A2 R3 C* N
- reversed_chase_path.push(6). E8 s. \9 |! Z) c
- point_x = $game_map.round_x(point_x - 1)
- y9 F* j; ~( L5 b" X% x# ^, o - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step1 v6 E, V* }( ]5 \+ @4 B
- reversed_chase_path.push(4)6 _. T! O: P: ~1 j
- point_x = $game_map.round_x(point_x + 1)( S6 _. Z7 b: d, r3 F
- end
' b' \' H% {. z - end0 G* F+ [6 G6 A+ U% H1 F8 g3 X7 Y. n
- end #endOfForLoop 5 U: i5 w7 \9 z/ v+ O6 u
- @mouse_move_path = reversed_chase_path.reverse
) |6 b/ X0 o, q1 C) v3 Y8 H - end#airship
0 X" _0 c7 E2 X - #--------------------------------------------------------------------------
9 [; g& O5 B# R3 K - # ● 目标点无法抵达时的处理,用于各路径绘制方法内部
' D2 m& F) D' V, G - #--------------------------------------------------------------------------$ c- ^ F/ V; g' ]
- def not_reach_point
. Y' m+ Z% f2 L0 Z - $mouse_move_sign.direction = 4
$ @. K3 K0 [3 L5 b$ V - dx = 0; dy = 0; dir = 02 g$ Q* W0 h: u$ r! l
- if @moveto_x - x 0
1 K9 P% V' v' i - if @moveto_x - x $game_map.width - @moveto_x + x &&
. c+ m7 t7 f Q I1 I- l - $game_map.loop_vertical' |) k# q% I+ {! k$ V
- dx = $game_map.width - @moveto_x + x; dir = 4& Q6 l" U, o- {* b* \8 [
- else) @1 i7 s7 T- N$ o& A* q3 ]
- dx = @moveto_x - x; dir = 6
6 t0 Z, V+ S" T4 @ - end( l4 w" g) [- L+ d/ u' _ b# _
- else3 y# L0 Y* A! r
- if x - @moveto_x $game_map.width - x + @moveto_x &&
4 x& Z6 `% o! Q' A/ K& r" [ - $game_map.loop_vertical
# M: H s4 {: l+ R' F( P - dx = $game_map.width - x + @moveto_x; dir = 6
$ u* w; o+ v5 E+ Q9 j - else
! @1 U2 c8 c) a& b3 |+ M) x6 s - dx = x - @moveto_x; dir = 4
4 P8 k6 v9 j2 A- y+ b - end
9 F, }5 F2 r' S! e: I+ T: p5 ` - end
/ L. [1 B7 X& D' a t. z% }0 U - if @moveto_y - y 0
; b! g' p% c) q" u- _, n - if @moveto_y - y $game_map.height - @moveto_y + y &&
2 Z& p" [/ {% g. [ - $game_map.loop_horizontal
' ~, n- V' y8 A' ^& k) X - dy = $game_map.height - @moveto_y + y% ~8 G2 N2 {/ B! _) O! w
- dir = 8 if dy dx0 e W+ t' J7 F9 l3 m A
- else
, k0 W% _7 `% n5 u$ N0 t - dy = @moveto_y - y
7 j% T1 o9 M% U7 @# U* [6 [ - dir = 2 if dy dx: ]6 d6 F! x6 P1 f4 r: ]" F, j% x8 k
- end
/ b- [7 J8 T. o8 Q# ?. t - else
4 Z/ C6 p. ?- h; j- o0 F - if y - @moveto_y $game_map.height - y + @moveto_y &&& r2 {/ \5 v7 O3 e2 @
- $game_map.loop_horizontal$ R q, K; C2 t$ e9 i
- dy = $game_map.height - y + @moveto_y" C" P. Q& O# m8 b
- dir = 2 if dy dx ; d3 l4 [" Q% D# K: _
- else
$ J* M3 Y) h+ W) {: t - dy = y - @moveto_y. O4 w* z( [$ i) \
- dir = 8 if dy dx# a; K; k) r( ~8 }6 Q& L
- end$ H* P9 L+ z7 {- t. }9 |3 Z
- end
1 {$ j( |; L0 N% A7 f9 S; n' i8 l: v - @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件" T3 d1 @5 v! s$ G+ Q9 o
- end
9 O- E2 T4 I# s. b: } - #--------------------------------------------------------------------------0 b$ M/ E2 T! _. m# {
- # ● 判断目标点是否能抵达、登陆,用于船只路径绘制
. }' }5 T. R7 W( d# v- l - #--------------------------------------------------------------------------' {& R+ G9 o! Q7 ]/ s1 r
- def landable(x, y, path)5 S1 @5 ~& b5 a9 P6 u- s% q
- case @vehicle_type; h- k$ r5 y1 Y! \
- when ship; return $game_map.ship_passable(x, y) ! `% O6 C' y% L0 N
- $game_map.passable(x, y, 10 - path[-1])
8 s8 g7 n& |6 b& Z: m/ ]5 m - when boat; return $game_map.boat_passable(x, y) ! b- W& ^( X( T" D9 }
- $game_map.passable(x, y, 10 - path[-1])
8 u; E5 L; v8 E7 I' ? - end
* ]. ]9 ]$ m" v6 L* z: z - end
( U- D t& X+ {$ u. S. _7 f - end4 j# C/ ^& ~2 {. @* n8 N
- 1 R( a# Q0 [+ P8 h& c. v- ~$ K
- #==============================================================================
/ o2 D0 d' w* ] j - # ■ Game_Map7 b% u, B! W7 O, Y
- #------------------------------------------------------------------------------
9 g2 n( N% n8 ~9 B* m0 A - # 管理地图的类。拥有卷动地图以及判断通行度的功能。
0 I6 E% f5 r* d6 k! N - # 本类的实例请参考 $game_map 。1 m1 u+ S! t7 C( Z$ z: r0 H O
- #==============================================================================+ W' k/ @3 E1 A9 O" f8 N
- class Game_Map
' |5 ]: N( ^3 ^% C - #--------------------------------------------------------------------------
3 E- ~: [, y: L8 \. R# ] - # ● 定义实例变量' b& `3 O4 s* t
- #--------------------------------------------------------------------------& ~. N: g5 E/ s9 a
- attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据
! }$ |6 q6 `5 Z; e: A3 E; d, Y - attr_reader mouse_map_y # 同上/ ]" Q1 s1 o2 ?1 V9 p. H2 Q; R+ v. t
- #--------------------------------------------------------------------------
( m' L" H- A% K8 O( R - # ● 初始化对象( q2 ]/ c6 R8 g" N& g- Q) d
- #--------------------------------------------------------------------------' u6 g! F1 E$ [+ G9 X' [% e! D
- alias sion_mouse_initialize initialize7 x: e# x/ C1 s6 z$ L3 v3 U4 F
- def initialize9 _" M3 g- @5 b4 a2 o* P* l1 z
- sion_mouse_initialize( n: `7 P2 P1 s: i/ f
- creat_move_sign ###% k& k- B& p' A, C4 h7 x
- set_constants8 y1 m( o' _1 ]3 O: W$ g
- end. _. J7 `- K5 b) u$ h( D
- #--------------------------------------------------------------------------
7 ?. a, z/ q `6 J; n. G/ ?4 g - # ● 更新画面
% t9 p3 ?4 \( x& y3 G. ? - # main 事件解释器更新的标志! u$ K( e# M. {# d" `
- #--------------------------------------------------------------------------
4 w, o' v Y) C: i - alias sion_mouse_update update
$ q2 E X6 b' A0 L! k) L - def update(main = false)) Q- Y+ s. F+ f% i
- sion_mouse_update(main)
: W1 R4 `+ G- b% F - update_move_sign8 r7 B! I1 f% W2 E/ r
- end
# m( F3 K0 x6 {0 {% Q: ] - #--------------------------------------------------------------------------
) o% w# ]; o' F' `9 l% p% ~ - # ● 创建显示路径点的事件- k9 z* ?2 {; X* ~
- #--------------------------------------------------------------------------# U2 P, b ?6 d' W% U1 ^$ `& V
- def creat_move_sign! r2 N% j2 g& Q- r o
- $mouse_move_sign = Move_Sign.new; ~" l5 D& ~6 v# S$ X, ?6 y
- end' M h( i e7 Z C
- #--------------------------------------------------------------------------6 G# f. M' ^0 I+ e* }
- # ● 更新显示路径点的事件
6 L* B9 [. q, W+ ] - #--------------------------------------------------------------------------5 G$ V% Q- S6 V) i- a
- def set_constants6 |; C& @! D6 T6 E, I# f# B
- @mouse_pos_setted = true& f% w. x9 Y" D& D
- @set_pos_prepared = false
( m4 O) A! ?& _0 N - @mouse_old_x = 0, ~7 C; R' K7 _% N- l
- @mouse_old_y = 0, V9 ]3 l( c2 X- C7 L# ]- |
- end
6 d! s3 D5 }- q. u( Q - #--------------------------------------------------------------------------
; S$ F# W" M0 `$ R. i( o2 x - # ● 更新显示路径点的事件
* K) o8 f8 {9 B0 k - #--------------------------------------------------------------------------% M+ M6 O3 z8 Z/ c% E4 A
- def update_move_sign
4 h# C& k9 H9 w6 d- b8 k$ t$ v - $mouse_move_sign.update
% P1 G% q. U1 g: } - end
6 ~" K: R3 I0 F# j. t- i" y. X- J - #--------------------------------------------------------------------------
) x8 O$ Y4 k) o: f' I - # ● 获取鼠标位于的地图块的x、y坐标" y- p6 s0 C5 ^0 k
- #--------------------------------------------------------------------------% x8 L6 d: ~+ r, U. s# g ]
- def get_mouse_map_xy
, |9 r& x2 x9 ]( v. x5 k) R - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y9 m. J: x5 `/ ?4 k' M, N9 g% e, Z
- @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)+ @( p. D8 F8 p9 E; _, I. O
- @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)
- i: I% m" ?% k+ T - end
/ v( a$ n7 H" F, z. V2 k - #--------------------------------------------------------------------------
" Q! |, A/ x( C9 Y - # ● 返回地图画面时重设鼠标坐标
/ b; M# k1 F1 W' E - #--------------------------------------------------------------------------- }, E( b" |5 |
- def reset_mouse_pos
" V' _3 B7 E" s& d - return if @mouse_pos_setted
+ V& W+ r; ^2 v* S) y* {5 t/ w' F - Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)2 D# J1 d7 i# v0 T+ K
- @mouse_pos_setted = true
/ G9 ?, E$ N \! a/ b - @set_pos_prepared = false+ E" K+ d; u( a5 a
- end
+ ?! O+ |3 A9 Y' a1 c - #--------------------------------------------------------------------------6 t/ G0 k5 o5 w) s
- # ● 重设鼠标的坐标- F3 q" d* G. K& S8 p& V8 W
- #--------------------------------------------------------------------------! r4 O1 W; H; S! `
- def prepare_reset_mouse_pos
9 m3 p$ ]% N' B0 o" X! S3 N - return if @set_pos_prepared
& W$ j% y- L1 E& C# b1 N0 U$ @ - @mouse_pos_setted = false
2 u2 z3 o1 _& n0 `% K - @mouse_old_x = Mouse.mouse_x- B3 F' t/ K9 r; y9 L e/ k+ W* E
- @mouse_old_y = Mouse.mouse_y( e; a5 `8 n2 c V2 O4 A7 ]3 D
- @set_pos_prepared = true
+ a* y8 U6 z4 s9 g+ e& ~: W - end
6 b k& w1 V& j- B - end
! S9 O3 \" k# r1 O: g1 P* J5 b
& s# D/ _% q6 \. E$ k ^- #==============================================================================
. B- ]" j; o; U+ w A ~ - # ■ Spriteset_Map
6 f: ?& s/ U ^ - #------------------------------------------------------------------------------
2 K4 Q0 k: i P# R1 S+ m - # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。
4 [' X, B' k) l% y' J - #==============================================================================
- D4 g# _ G- r* f; x8 A9 D4 s$ h - class Spriteset_Map
! x$ q( U' |( n3 |9 B2 N ~( D - #--------------------------------------------------------------------------" A% F3 @9 d* Y
- # ● 生成路径点精灵, X" L+ r) |% i0 o8 f
- #--------------------------------------------------------------------------. y' P8 F s9 x. S
- alias sion_mouse_create_characters create_characters
6 Z& f: B' G* w3 b" T - def create_characters' N, L$ v7 q+ |$ [2 v
- sion_mouse_create_characters
( l6 d7 t8 ]. r( o! K" O# r - @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign)); W ?1 q5 \ l. D
- end) V1 Q% r/ g0 d$ g- X: Z0 M" x
- end E( Q) Q' `4 Z
, T: g9 l) X9 ]6 y D" F- #==============================================================================6 \3 h, P* x0 h" g. w6 @' f; v, ]
- # ■ Scene_Map
9 t- B& ?* j8 f/ I+ |# J1 S4 `" D - #------------------------------------------------------------------------------
9 C; ?6 @, e9 B" j7 y3 j; ~7 C2 P# r - # 地图画面
" q" n/ u2 R1 @% @, J - #==============================================================================# P6 }# s. X5 g
- class Scene_Map Scene_Base
: {/ e# s( n4 A1 s) H+ D& o - #-------------------------------------------------------------------------- s% r: `- f, v) b1 N" Z
- # ● 画面更新5 J- k% J7 G |0 y
- #--------------------------------------------------------------------------+ j# F& y4 W: S
- alias sion_mouse_update_scene update_scene% S1 y2 r3 k; z0 T+ }* E" _
- def update_scene$ {* W8 z( n `8 v/ P$ R$ U
- sion_mouse_update_scene
2 K+ z* Z2 R. k5 c+ [! V - update_mouse_action unless scene_changing6 Q( t2 K6 I- W+ b' m' B$ |- O x
- end
, K- R; Z2 I4 X \1 { - #--------------------------------------------------------------------------
) O0 k4 d0 m7 O! s4 P - # ● 场所移动前的处理
' A( C4 D1 t& h" k* Y# f2 I - #--------------------------------------------------------------------------
' f7 _6 I, `1 { - alias sion_mouse_pre_transfer pre_transfer
; z g* W! m8 j3 J6 h$ w) _- W - def pre_transfer2 M; ^# f% Y" G4 w# e" M7 d, Y
- $game_player.reset_move_path3 X- U" B% u( U3 I
- sion_mouse_pre_transfer7 p4 u" d- _) R2 D2 I
- end. G# f' a; ~9 g
- #--------------------------------------------------------------------------
* W0 U# L+ E: T& p5 \ - # ● 监听鼠标左键的按下5 u0 G' b7 F6 P) a' S
- #--------------------------------------------------------------------------
, k. ]) t; ~) u% A" U4 m: [ - def update_mouse_action3 `9 k% E$ ?" g! }; ]
- $game_player.left_button_action if Mouse.press(0x01)
4 p% P: O a" }" s6 G2 A C) t o1 n - end; F* t: Y- S' C1 h% {% g, |5 g: F
- end1 M# h1 M# x" W9 o
- 9 N- Z3 q/ F& G1 `8 i; z
- #==============================================================================9 J% ` f ?3 B4 e" S; k
- # ■ Scene_File9 Z% w' N, N8 i
- #------------------------------------------------------------------------------
7 y0 e. u. ^8 |5 x+ \2 \ - # 存档画面和读档画面共同的父类" |8 ^/ {5 ]" V( z7 b1 `( |
- #==============================================================================2 o* W1 X) O2 L
- class Scene_File Scene_MenuBase4 B5 F$ p. ^# ]% ^$ p2 L
- #--------------------------------------------------------------------------" L' `& G$ H5 f
- # ● 开始处理
/ c/ i1 r7 v2 m+ K1 P - #--------------------------------------------------------------------------
1 q) ^* P. M/ E$ Q, [ - alias sion_mouse_start start
) [/ N) o( Z: j0 J* v& e - def start% M7 y; }4 y Z1 }2 d0 E6 A
- sion_mouse_start
; Z4 f% U5 t5 K: L7 A9 i3 a - @move_state = 08 f/ g( s" z; @! O! K
- set_mouse_pos
0 f/ I+ S8 \) s! W9 n) H6 b - end% y0 _ e% e2 B p: i; i
- #--------------------------------------------------------------------------
o# _: y% M# \; B, h9 I3 E - # ● 更新画面: g- i& A0 j1 e6 |& S0 q5 _
- #--------------------------------------------------------------------------
F& H& ?; V x' W7 B - alias sion_mouse_update update
2 s! z/ o; p( A0 J - def update+ W l' n+ ~ n5 C1 P" L6 i
- sion_mouse_update l; v* J* w# G0 v D5 n
- Input.dir4.zero set_cursor set_mouse_pos: S# D: J/ X a( w( q4 G8 b
- end
/ m0 Q' |8 A+ H6 i4 h - #--------------------------------------------------------------------------
$ }/ O) T) S4 n9 T - # ● 更新光标 ?) G( k, L$ g% i/ t: R. L) P8 G- H
- #--------------------------------------------------------------------------
! K9 `. ~1 N5 l6 m# Y - def set_cursor5 q. e6 p; `+ F7 K
- @move_state += 1
8 U; `7 l* c- Y1 F3 f# u - last_index = @index0 u2 B3 X$ X$ n' F. K' n
- if mouse_which_window == -2
: P# e+ \' k: G# Q9 z - if (@move_state - 1) % 6 == 0
: O) I- m9 _" {4 I- A - @index = (@index + 1) % item_max if @index item_max - 1
: f" g+ d: m" ^3 l7 t" ~" T - end' C3 S& B, v. v/ {+ s- ~$ B- D# a
- elsif mouse_which_window == -1% i$ L0 |. n1 a# {
- if (@move_state - 1) % 6 == 0
( A% i: j; K$ x$ j5 ~ - @index = (@index - 1 + item_max) % item_max if @index 0
) d* E! p5 U8 ^$ U8 w - end9 w3 H% f c8 a5 U
- else% }2 k# _% Z& D# v) U I
- @move_state = 0; z; S f5 y- @7 X. f4 I. B
- @index = top_index + mouse_which_window
/ E5 ]$ S; V, [" h - end4 P# Z3 u' T4 Q- O2 Y; X- ]
- ensure_cursor_visible6 G( h0 r! L% {9 {
- if @index != last_index1 n9 l( p* {* x
- @savefile_windows[last_index].selected = false
- }' O! t) N, {5 Z: o - @savefile_windows[@index].selected = true
) u. `3 s' t' x6 \8 I) ~# ~ - end
2 F) t1 e" r" h7 {1 | - end
! c; D0 _2 ]/ `0 D; H - #--------------------------------------------------------------------------+ g" r: O5 X) G! [- N
- # ● 判断鼠标位于哪个窗口
5 b3 Y: [; U) a! q - #--------------------------------------------------------------------------
( W2 D- g ` z9 F' P% S6 p3 t - def mouse_which_window7 o: p+ k" g( n$ N# P
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
0 t1 v4 o, V4 E) c6 H } - if mouse_y @help_window.height + 14. u; H5 ~) `% A9 H
- mouse_row = -12 _( R9 v& _" I+ } a+ z
- elsif mouse_y Graphics.height - 140 Y6 x* A& X' o
- mouse_row = -27 [, s0 {) _+ D' I! S
- else5 P" H7 q$ x( g1 i* H) h9 L+ N6 ]
- mouse_row = 4 (mouse_y - @help_window.height) ; a! H- M% b8 m/ z6 X
- (Graphics.height - @help_window.height)
I" C2 }4 h6 m, M% L - end9 \7 O$ G3 f+ N2 A0 R" D
- return mouse_row- d, q# R5 J3 q" w, T* \6 Z
- end
- e; m% R+ C4 R" N- w - #--------------------------------------------------------------------------
2 N+ p+ [7 q$ E7 x8 h - # ● 方向键移动光标时将鼠标移动到对应的光标位置7 |' p$ U& t/ q2 n2 y" l* k- {1 u
- #--------------------------------------------------------------------------
/ Q8 s- n& E, d8 ~4 N5 { - def set_mouse_pos5 K- y4 {: l5 c5 R
- new_x = 40+ @1 R( {- ]" \# Y, m2 \& G
- new_y = @help_window.height + savefile_height (@index - top_index) + 24
7 N# J# b5 d# ~, E( E, l - Mouse.set_mouse_pos(new_x, new_y) A3 O/ t- _% G2 y) t) q, |9 J* M, v
- end$ W( D2 a: n& z% G
- end; l- w$ s# x. m( S, b: x8 R" h
- % f/ b9 k5 ]' a9 _8 w
- #==============================================================================. R) w7 Z" K2 \3 @8 c& E3 `8 Q
- # ■ Game_Event# G$ {6 n$ Q! v' }" H
- #------------------------------------------------------------------------------% V3 u' b+ V7 H4 V( M
- # 处理事件的类。拥有条件判断、事件页的切换、并行处理、执行事件等功能。7 G0 u, \# b {( a' `& G
- # 在 Game_Map 类的内部使用。! i; X( M3 k6 V9 c
- #==============================================================================
% D7 o6 s) L- c; m* s - class Game_Event Game_Character
( C& c2 f ~8 m0 k+ ^$ X! q+ l - #--------------------------------------------------------------------------8 [. m2 H, s1 ]
- # ● 事件启动0 Z, O1 C Q$ R' u' i
- #--------------------------------------------------------------------------8 e' |$ z& q) d% J6 F- D! _# q' K- `
- alias sion_mouse_start start
9 T+ T4 `; K0 Z/ B5 h - def start
% R9 p$ X0 D( Y* Z3 w& x - return if mouse_start && !Mouse.press(0x01)* t3 ~& [2 r5 u$ X( |# U9 c
- sion_mouse_start
6 d. q5 o) I& c- g - end: c- E$ Y9 @+ i% B. J1 m( N5 Q8 U
- #--------------------------------------------------------------------------
; x. u7 t- A2 O# H% w3 i( w - # ● 判断事件是否由鼠标启动$ S% R; M5 i) H5 }; ?- U: ^
- #--------------------------------------------------------------------------2 ^) T1 L6 O+ p, E) {6 Y
- def mouse_start& q E' K& n y
- return false if empty
2 g3 D* T, Q+ ^5 ~. @" @ - @list.each do index
6 ~# O# r- N0 j+ F0 P% w - return true if (index.code == 108 index.code == 408) &&( @; g7 o$ i4 @, [3 x/ _
- index.parameters[0].include('鼠标启动')% A( ]7 k( @( n/ Y2 X' h2 J* \
- end
, }& g8 ?$ { h- l - return false& `8 c0 [! M0 H u8 ~; L
- end9 m* S7 F: I4 I; ^3 {( p6 k1 } O
- end* p e) J3 H, X4 S+ A+ |5 n
- + A( U9 H6 s: M! g( A' F; c8 L; y
- ####泥煤的height, K. e/ b8 x8 }" C( @! l- V" X4 E
- # @height = height5 Y8 ^( N) c6 D
- - C7 {$ U3 a5 M6 M8 K: [) K
- class Area_Response8 h. {' Z8 }* X! ~5 p: E9 Q
- attr_accessor type, W( a; f6 q, S9 q1 m1 y9 t Y Y' A
- attr_reader ox4 |* _( {; [3 T
- attr_reader oy+ r8 t# O% N/ ~/ S, B# C0 s, b
- attr_reader width1 w E1 ^5 ^/ k( m! C5 L" ?
- attr_reader height
! }1 ^ B0 B) t8 F8 A7 e - attr_reader switch_id
; z8 G: Y: Y' ?1 j6 n - def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)
: T, I, f- [8 v* B - @type = type
( p! ?1 \0 `( p) d - @ox = ox
( X5 |; h3 ]6 J, i7 o; l5 ?# l - @oy = oy
6 l: h9 k% o, |$ R0 m* U - @width = width% l g( e% P- p
- @height = height
- f, S" d3 P' c! j6 b$ s9 o - @switch_id = switch_id# u, s) U7 V: D F n$ {
- end
; ~2 x I7 q) v/ m - end* {. I/ S; L. _1 M$ f2 O
- t. O9 D* v8 b8 b/ P
- $area_responses = []. Z4 e ?4 P$ x
- $ L/ ?3 I& |& ~* D. D7 I+ ]
- class Scene_Map
6 j$ O ]+ G' |7 Q" Q2 e# g - alias update_mouse_2013421 update_mouse_action* L& t2 d+ j5 P6 ]/ C; u$ k* d
- def update_mouse_action2 c% p& q% t5 C. A1 q4 h5 ~8 q
- update_area_response
: P) P! x% K1 O& d( A - update_mouse_2013421
8 e. Z8 }& l/ @( c# A1 S. y - end
2 X, z. A* ^4 d( u$ [$ { - def update_area_response
4 e+ _% r& O% {4 U. S - responses = $area_responses9 `1 x: R$ O* L" z! b* i
- responses.each {response
& U u6 ]) C- a1 y4 L6 Q - ox = response.ox4 u1 F+ ? G7 ?5 v% X# ]
- oy = response.oy
$ N4 N' S3 M! k1 K, c' ? - width = response.width' |1 B- w* c# D. \) |/ \$ M
- height = response.height2 R# N" R+ i- T6 b" T& v: u
- switch_id = response.switch_id* M$ c( B. q; Q1 F
- case response.type: ~/ @2 G$ `2 v+ h m5 f4 u, R# S
- when 0
1 J/ W4 d$ J$ r' x7 K - if mouse_in_area(ox, oy, width, height)" W9 O# e) J8 X1 i
- $game_switches[switch_id] = true2 Y; Y4 w G& e$ D
- $area_responses.delete(response)2 T8 G0 A/ L& l$ `: }, q
- end! v) l$ G/ l, h8 B3 o/ Z
- when 1
, i& |3 h" c1 c* q- @4 N+ Y - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)
+ G# ~& T; h# y - $game_switches[switch_id] = true& q2 m) s9 A2 p, l1 v9 I
- $area_responses.delete(response)
! m# _) `; v% u7 P$ M) X/ u - end( Z' d# j# @, m2 e7 h# w* \
- when 2
6 x0 c c& ?5 Z& u1 l; N/ r: D - if mouse_in_area(ox, oy, width, height). P: [9 q C5 y
- $game_switches[switch_id] = true5 U6 M1 N$ T4 b( _- g
- else' n7 H4 Z. S' b# E; r6 t
- $game_switches[switch_id] = false
& M: f3 ` [, W" r - end! y0 a. Z/ M' i+ `& ?, G y! w! s: k9 e
- when 3
9 n' q# u- a) T# r8 f! G - if mouse_in_area((ox - $game_map.display_x) 32 ,! ?/ u% [+ m# i7 Y
- (oy - $game_map.display_y) 32, width, height)1 l& M# V, h" \
- $game_map.events_xy(ox, oy).each {event
& x6 ^6 l7 w1 b: ]" g$ B' O* z - event.start
; Y' v7 G% j2 k8 _6 d5 ~( b - $area_responses.delete(response)
5 E1 {; v/ f2 V! I - return
6 k3 U5 G# q( E( _ - } 6 E6 V( u) O7 f0 n2 W
- end4 h! [5 l* A3 G: s% v0 l4 a; c
- when 4
5 j# E* }! D+ C7 v7 w - if mouse_in_area((ox - $game_map.display_x) 32,' O; n( ^2 a# M8 U
- (oy - $game_map.display_y) 32, width, height)
% k0 c( t! C/ z& Y - $game_map.events_xy(ox, oy).each {event
) _3 k3 | W' s% i" i - event.start; v1 R: Z$ n. } M4 D/ y& [
- return! Q) i! V/ r# ?9 N+ ~
- }
9 e: k; b; {$ q5 A/ \' F - end1 T* X0 \6 y" |1 h; Z. p1 L/ l$ I
- end
# L8 S2 k: H' y - }) p5 Q: v' `: W6 O* `! P/ r
- end$ c# x5 K5 n& ^, E+ O( B% L' [2 D, V
- def mouse_in_area(ox, oy, width, height)
) I2 w0 P8 A! T - Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&
$ T6 c& y3 S1 Z Y) v) D4 R/ k, l3 W/ a7 m - Mouse.mouse_y = oy && Mouse.mouse_y = oy + height
2 @$ e) y1 ]% O. c! ] - end; G. a4 U# C# l$ ^
- end
" O& z0 b. x# V8 ^1 F6 ]& [ - class Game_Interpreter
% ?( v. {) D9 H- h - def area_response(arg); m0 Z5 w& ~! ]3 w, ]
- $area_responses.push(Area_Response.new(arg))
! T0 x* H# p8 O7 i! L/ |: L1 J, M - end6 J1 N# X' a# [+ v7 g4 B Z6 V
- end' M4 u4 C+ m' c; b+ E! z
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