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左边显示的窗口内容
[pre lang="ruby" file="左窗口"] def manually_group_them_up#手动定义组主题
#各种刷新
Graphics.update
Input.update
@spriteset.update
#改变画面颜色
$game_screen.start_tone_change(Tone.new(@efs_tone_R,@efs_tone_G,@efs_tone_B), 20)
#等待一会儿
wait_a_moment(true)
#开启消息
Notification.show
for groups in @team_groups
next unless groups.aviliable?
groups.calculate_rect_size(@target_d)
if @target_d == 4 or @target_d == 6
if groups.get_length > @team_spawn_height or groups.get_height > @team_spawn_width
Notification.post(groups.name+"队伍过于庞大无法手动布阵!")
next
end
else
if groups.get_length > @team_spawn_width or groups.get_height > @team_spawn_height
Notification.post(groups.name+"队伍过于庞大无法手动布阵!")
next
end
end
#通知。邮递 组。名称
Notification.post("正在手动部署"+groups.name+",请选择一个一个部署地点。")
#让用户为出生(组)选择目标
let_user_choose_a_goal_for_spawn(groups)
flush_map_makers #平面地图绘制器
end
# 取消使地图移动(@团队显示区域)
cancel_make_map_move(@team_display_area)
# 取消使地图移动( @efs团队生成)
cancel_make_map_move(@efs_team_spawn)
flush_map_makers #平面地图绘制器
end[/pre]
右窗口显示
def let_user_choose_a_goal_for_spawn( group)
# 演奏确定 SE
$game_system .se_play ( $data_system.decision_se )
#临时存储=$游戏玩家。字符名称
temp_storage = $game_player .character_name
#最终x=无
final_x = nil
#最终y=无
final_y = nil
#cp=组.队长
cp = group.captain
x = cp.x
y = cp.y
# cp.转向战斗者(cp.找到最近的敌人)
cp.turn_toward_fighter ( cp.find_closest_enermy )
#$游戏玩家。字符名称=cp.字符名称
$game_player .character_name = cp.character_name
#游戏玩家。移动(X,Y)
$game_player .moveto ( x,y)
#$游戏玩家。透明=错误
$game_player .transparent = false
#游戏玩家方向= cp.方向
$game_player .direction = cp.direction
loop do #循环 do
pl = $game_player #游戏玩家
# @efs最后一个实数x=pl.实数x
@efs_last_real_x = pl.real_x
# @efs最后一个实数y=pl.实数y
@efs_last_real_y = pl.real_y
#游戏系统更新
$game_system .update
#游戏_屏幕更新
$game_screen .update
@spriteset .update #精灵集更新
Input.update #输入更新
# _更新生成(组)的命令和输入
_update_comand_input_for_spawn( group)
Graphics.update #图形更新
if Input.trigger ?( Input::C ) #如果输入触发器?(输入::C)
if if_user_can_deploy( group) #if-if用户可以部署(组)
# 演奏确定 SE
$game_system .se_play ( $data_system.decision_se )
#最终x=游戏玩家.x
final_x = $game_player .x
##最终y=游戏玩家.y
final_y = $game_player .y
break
else
$game_system .se_play ( $data_system.buzzer_se )
end #user can
end #if
if Input.trigger ?( Input::B )
# 演奏取消 SE
$game_system .se_play ( $data_system.cancel_se )
#spawn_groups
#break
end
end #loop
#游戏玩家。透明度=真如果@玩家控制
$game_player .transparent = true if @player_controll
#$游戏玩家。字符名称=临时存储
$game_player .character_name = temp_storage
return final_x, final_y
end #def
def let_user_choose_a_goal_for_spawn( group)
# 演奏确定 SE
$game_system .se_play ( $data_system.decision_se )
#临时存储=$游戏玩家。字符名称
temp_storage = $game_player .character_name
#最终x=无
final_x = nil
#最终y=无
final_y = nil
#cp=组.队长
cp = group.captain
x = cp.x
y = cp.y
# cp.转向战斗者(cp.找到最近的敌人)
cp.turn_toward_fighter ( cp.find_closest_enermy )
#$游戏玩家。字符名称=cp.字符名称
$game_player .character_name = cp.character_name
#游戏玩家。移动(X,Y)
$game_player .moveto ( x,y)
#$游戏玩家。透明=错误
$game_player .transparent = false
#游戏玩家方向= cp.方向
$game_player .direction = cp.direction
loop do #循环 do
pl = $game_player #游戏玩家
# @efs最后一个实数x=pl.实数x
@efs_last_real_x = pl.real_x
# @efs最后一个实数y=pl.实数y
@efs_last_real_y = pl.real_y
#游戏系统更新
$game_system .update
#游戏_屏幕更新
$game_screen .update
@spriteset .update #精灵集更新
Input.update #输入更新
# _更新生成(组)的命令和输入
_update_comand_input_for_spawn( group)
Graphics.update #图形更新
if Input.trigger ?( Input::C ) #如果输入触发器?(输入::C)
if if_user_can_deploy( group) #if-if用户可以部署(组)
# 演奏确定 SE
$game_system .se_play ( $data_system.decision_se )
#最终x=游戏玩家.x
final_x = $game_player .x
##最终y=游戏玩家.y
final_y = $game_player .y
break
else
$game_system .se_play ( $data_system.buzzer_se )
end #user can
end #if
if Input.trigger ?( Input::B )
# 演奏取消 SE
$game_system .se_play ( $data_system.cancel_se )
#spawn_groups
#break
end
end #loop
#游戏玩家。透明度=真如果@玩家控制
$game_player .transparent = true if @player_controll
#$游戏玩家。字符名称=临时存储
$game_player .character_name = temp_storage
return final_x, final_y
end #def