赞 | 2 |
VIP | 109 |
好人卡 | 208 |
积分 | 4 |
经验 | 22037 |
最后登录 | 2024-11-11 |
在线时间 | 1198 小时 |
Lv2.观梦者 虚構歪曲
- 梦石
- 0
- 星屑
- 364
- 在线时间
- 1198 小时
- 注册时间
- 2010-12-18
- 帖子
- 3928
|
本帖最后由 忧雪の伤 于 2011-2-12 12:26 编辑
- ###########################################################################################################################
- # 脚本功能:八方向走与多帧移动之图片修正 + 人物跟随。
- # 更新日期:2005年8月6日
- # 更新内容:增加斜方向触发,增加斜方向面向角色(1步之内)
- # 使用方法:将本脚本插入到main之前。如果你使用了雅土版的八方向走脚本,请确保这个脚本的顺序位置,在雅土八方向走脚本的后面。
- # 预先处理:请输入每一步的帧数和总共可用的方向数
- $c3_每一步的帧数 = 8
- $c3_总共可用的方向数 = 8 #——建议不要修改这个。如果要伪8方向的,就用伪的好了。
- # 图片处理与功能说明:
- # 1、每一步的帧数:
- # 众所周知,RMXP的移动行走图是一个方向共有4帧,很多人都觉得这个帧数有点少。
- # 使用这个脚本之后,只要将 $c3_每一步的帧数 这个变量设置一个需要的帧数即可修改
- # 单方向移动帧数为相应输入值。修改后,需要用photoshop将所有用到的素材的横排
- # 调整为相应帧数,比如输入了8则要将每一行设置8个图像(即每一个行走图有8列)。
- # 2、可用方向调整(可用数量:4、8):
- # 当为4方向时没有任何变化,还是一个图4行,上左右下4个方向。
- # 如果想使用8方向走,将需要八方向行走的行走图在延伸扩大的画布中按照左下、右下、左上、右上继续排布图像。
- # 即,行走图图片从上到下的面向排列顺序为:下,左,右,上,左下,右下,左上,右上。
- # 至于不需要8方向走的普通的NPC(character),使用photoshop将画布向下扩大一倍即可使用。
- # 需要注意的是,如果需要斜方向飞鸟,请不要忘记自制素材。
- # 特别提示:
- # 使用本脚本前请先考虑清楚是否要做这种效果。因为使用本脚本后需要用photoshop处理character行走图素材
- # 虽然这种处理用photoshop定义动作只需要5分钟即可全部完成,但在制作阶段会感觉不是很爽(具体的用了才知道)
- # 作者的建议是,如果你没有足够的制作经验,使用这个脚本得不偿失。请确保自己的能力属于“高手”级别!
- # 附赠功能:
- # 可以让NPC角色随机8方向走,方法是:NPC角色移动路线为“自定义”,然后自定义里面使用脚本,输入c8即可
- # 可以让NPC角色随机4斜角方向走,方法是:NPC角色移动路线为“自定义”,然后自定义里面使用脚本,输入c4即可
- # 可以使用真·斜4方向行走,参考脚本53行开始
- # 作者:carol3
- ###########################################################################################################################
- ###########################################################################################################################
- class Game_Player < Game_Character
- if $c3_总共可用的方向数 == 8
- def update
- last_moving = moving?
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing
- # 用井号后面的东西替代前面的,就可以实现斜4方向走
- case Input.dir8
- when 2
- move_down #move_lower_left
- when 4
- move_left #move_upper_left
- when 6
- move_right #move_lower_right
- when 8
- move_up #move_upper_right
- when 1
- move_lower_left
- when 3
- move_lower_right
- when 7
- move_upper_left
- when 9
- move_upper_right
- end
- end
- # 本地变量记忆坐标
- last_real_x = @real_x
- last_real_y = @real_y
- super
- # 角色向下移动、画面上的位置在中央下方的情况下
- if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
- # 画面向下卷动
- $game_map.scroll_down(@real_y - last_real_y)
- end
- # 角色向左移动、画面上的位置在中央左方的情况下
- if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
- # 画面向左卷动
- $game_map.scroll_left(last_real_x - @real_x)
- end
- # 角色向右移动、画面上的位置在中央右方的情况下
- if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
- # 画面向右卷动
- $game_map.scroll_right(@real_x - last_real_x)
- end
- # 角色向上移动、画面上的位置在中央上方的情况下
- if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
- # 画面向上卷动
- $game_map.scroll_up(last_real_y - @real_y)
- end
- # 不在移动中的情况下
- unless moving?
- # 上次主角移动中的情况
- if last_moving
- # 与同位置的事件接触就判定为事件启动
- result = check_event_trigger_here([1,2])
- # 没有可以启动的事件的情况下
- if result == false
- # 调试模式为 ON 并且按下 CTRL 键的情况下除外
- unless $DEBUG and Input.press?(Input::CTRL)
- # 遇敌计数下降
- if @encounter_count > 0
- @encounter_count -= 1
- end
- end
- end
- end
- # 按下 C 键的情况下
- if Input.trigger?(Input::C)
- # 判定为同位置以及正面的事件启动
- check_event_trigger_here([0])
- check_event_trigger_there([0,1,2])
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 正面事件的启动判定
- #--------------------------------------------------------------------------
- def check_event_trigger_there(triggers)
- result = false
- # 事件执行中的情况下
- if $game_system.map_interpreter.running?
- return result
- end
- # 计算正面坐标
- new_x = @x
- new_y = @y
- case @direction
- when 1
- new_x -= 1
- new_y += 1
- when 2
- new_y += 1
- when 3
- new_x += 1
- new_y += 1
- when 4
- new_x -= 1
- when 6
- new_x += 1
- when 7
- new_x -= 1
- new_y -= 1
- when 8
- new_y -= 1
- when 9
- new_x += 1
- new_y -= 1
- end
- # 全部事件的循环
- for event in $game_map.events.values
- # 事件坐标与目标一致的情况下
- if event.x == new_x and event.y == new_y and
- triggers.include?(event.trigger)
- # 跳跃中以外的情况下、启动判定是正面的事件
- if not event.jumping? and not event.over_trigger?
- event.start
- result = true
- end
- end
- end
- # 找不到符合条件的事件的情况下
- if result == false
- # 正面的元件是计数器的情况下
- if $game_map.counter?(new_x, new_y)
- # 计算 1 元件里侧的坐标
- new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
- new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
- # 全事件的循环
- for event in $game_map.events.values
- # 事件坐标与目标一致的情况下
- if event.x == new_x and event.y == new_y and
- triggers.include?(event.trigger)
- # 跳跃中以外的情况下、启动判定是正面的事件
- if not event.jumping? and not event.over_trigger?
- event.start
- result = true
- end
- end
- end
- end
- end
- return result
- end
- end
- end
- class Sprite_Character < RPG::Sprite
- def update
- super
- # 元件 ID、文件名、色相与现在的情况存在差异的情况下
- if @tile_id != @character.tile_id or
- @character_name != @character.character_name or
- @character_hue != @character.character_hue
- # 记忆元件 ID 与文件名、色相
- @tile_id = @character.tile_id
- @character_name = @character.character_name
- @character_hue = @character.character_hue
- # 元件 ID 为有效值的情况下
- if @tile_id >= 384
- self.bitmap = RPG::Cache.tile($game_map.tileset_name,
- @tile_id, @character.character_hue)
- self.src_rect.set(0, 0, 32, 32)
- self.ox = 16
- self.oy = 32
- # 元件 ID 为无效值的情况下
- else
- self.bitmap = RPG::Cache.character(@character.character_name,
- @character.character_hue)
- @cw = bitmap.width / $c3_每一步的帧数
- if $c3_总共可用的方向数==4
- @ch = bitmap.height / 4
- else
- @ch = bitmap.height / 8
- end
- self.ox = @cw / 2
- self.oy = @ch
- end
- end
- # 设置可视状态
- self.visible = (not @character.transparent)
- # 图形是角色的情况下
- if @tile_id == 0
- # 设置传送目标的矩形
- sx = @character.pattern * @cw
- if $c3_总共可用的方向数==8
- case @character.direction
- when 2
- sy = 0 * @ch
- when 4
- sy = 1 * @ch
- when 6
- sy = 2 * @ch
- when 8
- sy = 3 * @ch
- when 1
- sy = 4 * @ch
- when 3
- sy = 5 * @ch
- when 7
- sy = 6 * @ch
- when 9
- sy = 7 * @ch
- end
- else
- sy = (@character.direction - 2) / 2 * @ch
- end
- self.src_rect.set(sx, sy, @cw, @ch)
- end
- # 设置脚本的坐标
- self.x = @character.screen_x
- self.y = @character.screen_y
- self.z = @character.screen_z(@ch)
- # 设置不透明度、合成方式、茂密
- self.opacity = @character.opacity
- self.blend_type = @character.blend_type
- self.bush_depth = @character.bush_depth
- # 动画
- if @character.animation_id != 0
- animation = $data_animations[@character.animation_id]
- animation(animation, true)
- @character.animation_id = 0
- end
- #####################################################################
- id = $game_map.map_id
- name = $data_mapinfos[id].name
- if name.include?("★") and not @character.character_name.include?("★★")
- rage = name.split(/★/)[1]
- min_rate = rage.split(/~/)[0].to_f
- max_rate = rage.split(/~/)[1].to_f
- rate = min_rate + (@character.y.to_f / $game_map.height.to_f * (max_rate - min_rate))
- self.zoom_x = self.zoom_y = rate
- end
- ####################################################################
- end
- end
- class Game_Character
- def c8
- # 随机 0~5 的分支
- case rand(10)
- when 0..3 # 随机
- move_random
- when 4 # 前进一步
- move_forward
- when 5 # 暂时停止
- @stop_count = 0
- when 6..9 #另外4方向随机
- c4
- end
- end
- def c4
- case rand(5)
- when 0
- move_upper_left
- @direction = 7
- when 1
- move_upper_right
- @direction = 9
- when 2
- move_lower_left
- @direction = 1
- when 3
- move_lower_right
- @direction = 3
- when 4
- @stop_count = 0
- end
- end
-
- def update
- # 跳跃中、移动中、停止中的分支
- if jumping?
- update_jump
- elsif moving?
- update_move
- else
- update_stop
- end
- # 动画计数超过最大值的情况下
- # ※最大值等于基本值减去移动速度 * 1 的值
- if @anime_count > 16 * 4/$c3_每一步的帧数 - @move_speed # * 2
- # 停止动画为 OFF 并且在停止中的情况下
- if not @step_anime and @stop_count > 0
- # 还原为原来的图形
- @pattern = @original_pattern
- # 停止动画为 ON 并且在移动中的情况下
- else
- # 更新图形
- @pattern = (@pattern + 1) % $c3_每一步的帧数
- end
- # 清除动画计数
- @anime_count = 0
- end
- # 等待中的情况下
- if @wait_count > 0
- # 减少等待计数
- @wait_count -= 1
- return
- end
- # 强制移动路线的场合
- if @move_route_forcing
- # 自定义移动
- move_type_custom
- return
- end
- # 事件执行待机中并且为锁定状态的情况下
- if @starting or lock?
- # 不做规则移动
- return
- end
- # 如果停止计数超过了一定的值(由移动频度算出)
- if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
- # 移动类型分支
- case @move_type
- when 1 # 随机
- move_type_random
- when 2 # 接近
- move_type_toward_player
- when 3 # 自定义
- move_type_custom
- end
- end
- end
- end
- class Window_Base < Window
- def draw_actor_graphic(actor, x, y)
- bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
- cw = bitmap.width / $c3_每一步的帧数
- ch = bitmap.height / $c3_总共可用的方向数
- src_rect = Rect.new(0, 0, cw, ch)
- self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
- end
- end
- class Game_Character
- #............................................................................
- #----------------------------------------------------------------------------
- # ● 寻路移动
- #----------------------------------------------------------------------------
- def goto(x, y)
- #当操作目标为 角色 时
- trg_x = x
- trg_y = y
- self_x = self.x
- self_y = self.y
- real_self_x = self.screen_x
- real_self_y = self.screen_y
- real_trg_x = x
- real_trg_y = y
- #调用寻路算法,开始计算路线
- @find_path = Find_Path.new
- @path = @find_path.find_short_path(self_x, self_y, trg_x, trg_y,
- real_self_x, real_self_y, real_trg_x, real_trg_y)
- #开始自动移动,参照本类的 update方法
- @go_path = true
- #自动移动 处理位置初始化
- @path_id = 0
- end
- #............................................................................
- #--------------------------------------------------------------------------
- # ● 面向主角的方向
- #--------------------------------------------------------------------------
- def turn_toward_player
- # 求得与主角的坐标差
- sx = @x - $game_player.x
- sy = @y - $game_player.y
- # 坐标相等的场合下
- if sx == 0 and sy == 0
- return
- end
- # 横侧距离长的情况下
- if sx.abs > sy.abs
- # 将左右方向变更为朝向主角的方向
- sx > 0 ? turn_left : turn_right
- # 竖侧距离长的情况下
- else
- # 将上下方向变更为朝向主角的方向
- sy > 0 ? turn_up : turn_down
- end
- if sx == -1 and sy == -1
- unless @direction_fix
- @direction = 3
- end
- @stop_count = 0
- elsif sx == -1 and sy == 1
- unless @direction_fix
- @direction = 9
- end
- @stop_count = 0
- elsif sx == 1 and sy == -1
- unless @direction_fix
- @direction = 1
- end
- @stop_count = 0
- elsif sx == 1 and sy == 1
- unless @direction_fix
- @direction = 7
- end
- @stop_count = 0
- end
- end
- end
- #==============================================================================
- #==============================================================================
复制代码- #==============================================================================
- # 近大远小 V 1.1
- #==============================================================================
- # 这个效果的,那么请在地图名中加入“★”这个标志,这样就会按照近大远小来处理人
- # 物,否则效果不变。
- # MAP001 无近大远小效果
- # MAP001★0.5~1.0 屏幕最上方比例为原始大小的0.5倍,最下方为1.0倍
- # MAP001★1.0~2.0 屏幕最上方比例为原始大小的1.0倍,最下方为2.0倍
- # 另外,人物在放大后会略显毛边儿,这也是没办法的
- # 此脚本对NPC同样适用……具体可参考演示。
- # 不过也有不足,即使这样修改了大小,游戏中的各种人物还是占据一格的大小,当人变
- # 小时, 彼此之间距离会有些大……
- #==============================================================================
- class Scene_Title
- alias stars_main main
- def main
- stars_main
- end
- end
复制代码- # ————————————————————————————————————
- # ▼▲▼ XRXS13. パーティ列車移動 ver.1.02 ▼▲▼
- #
- # Train_Actor
- #
- #
- module Train_Actor
- #是否使用停止跟随的方法,也就是说,这里false改为true的时候,如果TRANSPARENT_SWITCHES_INDEX
- #开关打开,跟随的人物就消失了(其实只是变成透明而已)
- TRANSPARENT_SWITCH = false
- TRANSPARENT_SWITCHES_INDEX = 20
- #举例:第一个为true,第二个为20,则打开20号开关,后面的人都没了。
- #跟随人数的最大数目,可以更改为2、3什么的。
- TRAIN_ACTOR_SIZE_MAX = 4
- # 定数
- #Input::DOWN = 2
- #Input::LEFT = 4
- #Input::RIGHT = 6
- #Input::UP = 6
- DOWN_LEFT = 1
- DOWN_RIGHT = 3
- UP_LEFT = 7
- UP_RIGHT = 9
- JUMP = 5
- #==============================================================================
- # ■ Game_Party_Actor
- #------------------------------------------------------------------------------
- #
- #==============================================================================
- class Game_Party_Actor < Game_Character
- def initialize
- super()
- @through = true
- end
- def setup(actor)
- # キャラクターのファイル名と色相を設定
- if actor != nil
- #..........................................................................
- @old_character = actor.character_name
- #..........................................................................
- @character_name = actor.character_name
- @character_hue = actor.character_hue
- else
- #............................................................................
- @old_character = ""
- #............................................................................
- @character_name = ""
- @character_hue = 0
- end
- # 不透明度と合成方法を初期化
- @opacity = 255
- @blend_type = 0
- end
- def screen_z(height = 0)
- if $game_player.x == @x and $game_player.y == @y
- return $game_player.screen_z(height) - 1
- end
- super(height)
- end
- #--------------------------------------------------------------------------
- # ● 下に移動
- # turn_enabled : その場での向き変更を許可するフラグ
- #--------------------------------------------------------------------------
- def move_down(turn_enabled = true)
- # 下を向く
- if turn_enabled
- turn_down
- end
- # 通行可能な場合
- if passable?(@x, @y, Input::DOWN)
- # 下を向く
- turn_down
- # 座標を更新
- @y += 1
- increase_steps
- end
- end
- #--------------------------------------------------------------------------
- # ● 左に移動
- # turn_enabled : その場での向き変更を許可するフラグ
- #--------------------------------------------------------------------------
- def move_left(turn_enabled = true)
- # 左を向く
- if turn_enabled
- turn_left
- end
- # 通行可能な場合
- if passable?(@x, @y, Input::LEFT)
- # 左を向く
- turn_left
- # 座標を更新
- @x -= 1
- increase_steps
- end
- end
- #--------------------------------------------------------------------------
- # ● 右に移動
- # turn_enabled : その場での向き変更を許可するフラグ
- #--------------------------------------------------------------------------
- def move_right(turn_enabled = true)
- # 右を向く
- if turn_enabled
- turn_right
- end
- # 通行可能な場合
- if passable?(@x, @y, Input::RIGHT)
- # 右を向く
- turn_right
- # 座標を更新
- @x += 1
- increase_steps
- end
- end
- #--------------------------------------------------------------------------
- # ● 上に移動
- # turn_enabled : その場での向き変更を許可するフラグ
- #--------------------------------------------------------------------------
- def move_up(turn_enabled = true)
- # 上を向く
- if turn_enabled
- turn_up
- end
- # 通行可能な場合
- if passable?(@x, @y, Input::UP)
- # 上を向く
- turn_up
- # 座標を更新
- @y -= 1
- increase_steps
- end
- end
- #--------------------------------------------------------------------------
- # ● 左下に移動
- #--------------------------------------------------------------------------
- def move_lower_left
- # 向き固定でない場合
- unless @direction_fix
- # 右向きだった場合は左を、上向きだった場合は下を向く
- @direction = 1
- end
- # 下→左、左→下 のどちらかのコースが通行可能な場合
- if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
- # 座標を更新
- @x -= 1
- @y += 1
- increase_steps
- end
- end
- #--------------------------------------------------------------------------
- # ● 右下に移動
- #--------------------------------------------------------------------------
- def move_lower_right
- # 向き固定でない場合
- unless @direction_fix
- # 左向きだった場合は右を、上向きだった場合は下を向く
- @direction = 3
- end
- # 下→右、右→下 のどちらかのコースが通行可能な場合
- if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
- # 座標を更新
- @x += 1
- @y += 1
- increase_steps
- end
- end
- #--------------------------------------------------------------------------
- # ● 左上に移動
- #--------------------------------------------------------------------------
- def move_upper_left
- # 向き固定でない場合
- unless @direction_fix
- # 右向きだった場合は左を、下向きだった場合は上を向く
- @direction = 7
- end
- # 上→左、左→上 のどちらかのコースが通行可能な場合
- if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
- # 座標を更新
- @x -= 1
- @y -= 1
- increase_steps
- end
- end
- #--------------------------------------------------------------------------
- # ● 右上に移動
- #--------------------------------------------------------------------------
- def move_upper_right
- # 向き固定でない場合
- unless @direction_fix
- # 左向きだった場合は右を、下向きだった場合は上を向く
- @direction = 9
- end
- # 上→右、右→上 のどちらかのコースが通行可能な場合
- if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
- # 座標を更新
- @x += 1
- @y -= 1
- increase_steps
- end
- end
- attr_writer :move_speed
- attr_writer :step_anime
- end
- #==============================================================================
- # ■ Spriteset_Map_Module
- #------------------------------------------------------------------------------
- #
- #==============================================================================
- module Spriteset_Map_Module
- def setup_actor_character_sprites?
- return @setup_actor_character_sprites_flag != nil
- end
- def setup_actor_character_sprites(characters)
- if !setup_actor_character_sprites?
- index_game_player = 0
- @character_sprites.each_index do |i|
- if @character_sprites[i].character.instance_of?(Game_Player)
- index_game_player = i
- break
- end
- end
- for character in characters.reverse
- @character_sprites.unshift(
- Sprite_Character.new(@viewport1, character)
- )
- end
- @setup_actor_character_sprites_flag = true
- end
- end
- end
- #==============================================================================
- # ■ Scene_Map_Module
- #------------------------------------------------------------------------------
- #
- #==============================================================================
- module Scene_Map_Module
- def setup_actor_character_sprites(characters)
- @spriteset.setup_actor_character_sprites(characters)
- end
- end
- #==============================================================================
- # ■ Game_Party_Module
- #------------------------------------------------------------------------------
- #
- #==============================================================================
- module Game_Party_Module
- def return_char(i)
- return @characters[i]
- end
- def set_transparent_actors(transparent)
- @transparent = transparent
- end
- def setup_actor_character_sprites
- if @characters == nil
- @characters = []
- for i in 1 ... TRAIN_ACTOR_SIZE_MAX
- @characters.push(Game_Party_Actor.new)
- end
- end
- for i in 1 ... TRAIN_ACTOR_SIZE_MAX
- @characters[i - 1].setup(actors[i])
- end
- if $scene.class.method_defined?('setup_actor_character_sprites')
- $scene.setup_actor_character_sprites(@characters)
- end
- end
- def update_party_actors
- setup_actor_character_sprites
- transparent = $game_player.transparent
- if transparent == false
- if TRANSPARENT_SWITCH
- transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
- end
- end
- for character in @characters
- character.transparent = transparent
- character.move_speed = $game_player.move_speed
- #...........................................................
- if $game_player.step_anime_in == 0
- character.step_anime = $game_player.step_anime
- else
- character.step_anime = false
- end
- #...........................................................
- character.update
- end
- end
- def moveto_party_actors( x, y )
- setup_actor_character_sprites
- for character in @characters
- character.moveto( x, y )
- end
- if @move_list == nil
- @move_list = []
- end
- move_list_setup
- end
- def move_party_actors
- if @move_list == nil
- @move_list = []
- move_list_setup
- end
- @move_list.each_index do |i|
- if @characters[i] != nil
- case @move_list[i].type
- when Input::DOWN
- @characters[i].move_down(@move_list[i].args[0])
- when Input::LEFT
- @characters[i].move_left(@move_list[i].args[0])
- when Input::RIGHT
- @characters[i].move_right(@move_list[i].args[0])
- when Input::UP
- @characters[i].move_up(@move_list[i].args[0])
- when DOWN_LEFT
- @characters[i].move_lower_left
- when DOWN_RIGHT
- @characters[i].move_lower_right
- when UP_LEFT
- @characters[i].move_upper_left
- when UP_RIGHT
- @characters[i].move_upper_right
- when JUMP
- @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
- end
- end
- end
- end
- #==============================================================================
- # ■ Move_List_Element
- #------------------------------------------------------------------------------
- #
- #==============================================================================
- class Move_List_Element
- def initialize(type,args)
- @type = type
- @args = args
- end
- def type()
- return @type
- end
- def args()
- return @args
- end
- end
- def move_list_setup
- for i in 0 .. TRAIN_ACTOR_SIZE_MAX
- @move_list[i] = nil
- end
- end
- def add_move_list(type,*args)
- @move_list.unshift(Move_List_Element.new(type,args)).pop
- end
- def move_down_party_actors(turn_enabled = true)
- move_party_actors
- add_move_list(Input::DOWN,turn_enabled)
- end
- def move_left_party_actors(turn_enabled = true)
- move_party_actors
- add_move_list(Input::LEFT,turn_enabled)
- end
- def move_right_party_actors(turn_enabled = true)
- move_party_actors
- add_move_list(Input::RIGHT,turn_enabled)
- end
- def move_up_party_actors(turn_enabled = true)
- move_party_actors
- add_move_list(Input::UP,turn_enabled)
- end
- def move_lower_left_party_actors
- move_party_actors
- add_move_list(DOWN_LEFT)
- end
- def move_lower_right_party_actors
- move_party_actors
- add_move_list(DOWN_RIGHT)
- end
- def move_upper_left_party_actors
- move_party_actors
- add_move_list(UP_LEFT)
- end
- def move_upper_right_party_actors
- move_party_actors
- add_move_list(UP_RIGHT)
- end
- def jump_party_actors(x_plus, y_plus)
- move_party_actors
- add_move_list(JUMP,x_plus, y_plus)
- end
- end
- module Game_Player_Module
- def update
- $game_party.update_party_actors
- super
- end
- def moveto( x, y )
- $game_party.moveto_party_actors( x, y )
- super( x, y )
- end
- def move_down(turn_enabled = true)
- if passable?(@x, @y, Input::DOWN)
- $game_party.move_down_party_actors(turn_enabled)
- #..........................................................................
- elsif passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN) and
- can_go?(@x, @y + 1)
- unless @direction_fix
- @direction = 1
- end
- $game_party.move_lower_left_party_actors
- increase_steps
- elsif passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN) and
- can_go?(@x, @y + 1)
- unless @direction_fix
- @direction = 3
- end
- $game_party.move_lower_right_party_actors
- increase_steps
- #..........................................................................
- end
- super(turn_enabled)
- end
- def move_left(turn_enabled = true)
- if passable?(@x, @y, Input::LEFT)
- $game_party.move_left_party_actors(turn_enabled)
- #..........................................................................
- elsif passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT) and
- can_go?(@x - 1, @y)
- unless @direction_fix
- @direction = 7
- end
- $game_party.move_upper_left_party_actors
- increase_steps
- elsif passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT) and
- can_go?(@x - 1, @y)
- unless @direction_fix
- @direction = 1
- end
- $game_party.move_lower_left_party_actors
- increase_steps
- #..........................................................................
- end
- super(turn_enabled)
- end
- def move_right(turn_enabled = true)
- if passable?(@x, @y, Input::RIGHT)
- $game_party.move_right_party_actors(turn_enabled)
- #..........................................................................
- elsif passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT) and
- can_go?(@x + 1, @y)
- unless @direction_fix
- @direction = 9
- end
- $game_party.move_upper_right_party_actors
- increase_steps
- elsif passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT) and
- can_go?(@x + 1, @y)
- unless @direction_fix
- @direction = 3
- end
- $game_party.move_lower_right_party_actors
- increase_steps
- #..........................................................................
- end
- super(turn_enabled)
- end
- def move_up(turn_enabled = true)
- if passable?(@x, @y, Input::UP)
- $game_party.move_up_party_actors(turn_enabled)
- #..........................................................................
- elsif passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP) and
- can_go?(@x, @y - 1)
- unless @direction_fix
- @direction = 7
- end
- $game_party.move_upper_left_party_actors
- increase_steps
- elsif passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP) and
- can_go?(@x, @y - 1)
- unless @direction_fix
- @direction = 9
- end
- $game_party.move_upper_right_party_actors
- increase_steps
- #..........................................................................
- end
- super(turn_enabled)
- end
- def move_lower_left
- # 下→左、左→下 のどちらかのコースが通行可能な場合
- unless @direction_fix
- @direction = 1
- end
- if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
- $game_party.move_lower_left_party_actors
- increase_steps
- #..........................................................................
- elsif passable?(@x, @y, Input::DOWN) and can_go?(@x - 1, @y + 1)
- $game_party.move_down_party_actors
- unless @direction_fix
- @direction = 2
- end
- increase_steps
- elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y + 1)
- $game_party.move_left_party_actors
- unless @direction_fix
- @direction = 4
- end
- increase_steps
- #..........................................................................
- end
- super
- end
- def move_lower_right
- # 下→右、右→下 のどちらかのコースが通行可能な場合
- unless @direction_fix
- @direction = 3
- end
- if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
- $game_party.move_lower_right_party_actors
- increase_steps
- #..........................................................................
- elsif passable?(@x, @y, Input::DOWN) and can_go?(@x + 1, @y + 1)
- $game_party.move_down_party_actors
- @direction = 2
- increase_steps
- elsif passable?(@x, @y, Input::RIGHT) and can_go?(@x + 1, @y + 1)
- $game_party.move_right_party_actors
- @direction = 6
- increase_steps
- #..........................................................................
- end
- super
- end
- def move_upper_left
- # 上→左、左→上 のどちらかのコースが通行可能な場合
- unless @direction_fix
- @direction = 7
- end
- if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
- (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
- $game_party.move_upper_left_party_actors
- increase_steps
- #..........................................................................
- elsif passable?(@x, @y, Input::UP) and can_go?(@x - 1, @y - 1)
- $game_party.move_up_party_actors
- unless @direction_fix
- @direction = 8
- end
- increase_steps
- elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y - 1)
- $game_party.move_left_party_actors
- unless @direction_fix
- @direction = 4
- end
- increase_steps
- #..........................................................................
- end
- super
- end
- def move_upper_right
- # 上→右、右→上 のどちらかのコースが通行可能な場合
- unless @direction_fix
- @direction = 9
- end
- if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
- (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
- $game_party.move_upper_right_party_actors
- increase_steps
- #..........................................................................
- elsif passable?(@x, @y, Input::UP) and can_go?(@x + 1, @y - 1)
- $game_party.move_up_party_actors
- unless @direction_fix
- @direction = 8
- end
- increase_steps
- elsif passable?(@x, @y, Input::RIGHT) and can_go?(@x + 1, @y - 1)
- $game_party.move_right_party_actors
- unless @direction_fix
- @direction = 6
- end
- increase_steps
- #..........................................................................
- end
- super
- end
- def jump(x_plus, y_plus)
- # 新しい座標を計算
- new_x = @x + x_plus
- new_y = @y + y_plus
- # 加算値が (0,0) の場合か、ジャンプ先が通行可能な場合
- if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
- $game_party.jump_party_actors(x_plus, y_plus)
- end
- super(x_plus, y_plus)
- end
- attr_reader :move_speed
- attr_reader :step_anime
- end
- end # module Train_Actor
- #==============================================================================
- # ■ Game_Party
- #------------------------------------------------------------------------------
- #
- #==============================================================================
- class Game_Party
- include Train_Actor::Game_Party_Module
- end
- #==============================================================================
- # ■ Game_Player
- #------------------------------------------------------------------------------
- #
- #==============================================================================
- class Game_Player
- include Train_Actor::Game_Player_Module
- end
- #==============================================================================
- # ■ Spriteset_Map
- #------------------------------------------------------------------------------
- #
- #==============================================================================
- class Spriteset_Map
- include Train_Actor::Spriteset_Map_Module
- end
- #==============================================================================
- # ■ Scene_Map
- #------------------------------------------------------------------------------
- #
- #==============================================================================
- class Scene_Map
- include Train_Actor::Scene_Map_Module
- end
复制代码- #==============================================================================
- # ■ 完整鼠标系统(八方向)
- #------------------------------------------------------------------------------
- # 使用时务必配合专用寻路算法
- # By whbm
- #==============================================================================
- #下面做一下介绍与使用说明:
- # 在屏幕上单击鼠标的时候,会自动进行寻路,这里为了速度更快并且为了进行迷
- #宫时的难度寻路被限定在当时的屏幕内部。(否则玩家直接点到终点,呵呵....知道
- #后果了吧)
- # 在角色移动过程中再次单击鼠标(即双击)并在单击第二次鼠标的时候不松手,
- #角色将会跟随鼠标方向移动。(这个应该好理解,不用多说吧)当角色贴着欲被启动
- #的事件的时候,单击NPC即可启动事件。若未贴着,将会产生自动寻路到NPC附近的某
- #点,那时在单击NPC即可。
- # 当鼠标停在某些事件上时候会发现有不同的图标,设置方法为:宝箱事件请在事
- #件的执行内容中添加 注释,注释内容为 Item 注意大小写。NPC事件请在事件的执行
- #内容中添加 注释注释内容为 NPC 注意大小写。若不箱改变某事件的图标,则不要写
- #那两个注释。
- # 当把脚本转到您工程的时候千万别忘了那个寻路用的脚本。
- #==============================================================================
- class Game_Event
- attr_accessor :flag
- end
- #==============================================================================
- # ■ Game_Map
- #------------------------------------------------------------------------------
- # 处理地图的类。包含卷动以及可以通行的判断功能。
- # 本类的实例请参考 $game_map 。
- #==============================================================================
- class Game_Map
- def show_rate(event)
- id = self.map_id
- name = $data_mapinfos[id].name
- if name.include?("★")
- rage = name.split(/★/)[1]
- min_rate = rage.split(/~/)[0].to_f
- max_rate = rage.split(/~/)[1].to_f
- rate = min_rate + (event.y.to_f / self.height.to_f * (max_rate - min_rate))
- return rate
- else
- rate = 1
- end
- end
- #--------------------------------------------------------------------------
- # ● 检查鼠标处是否有自定义的事件并返回类型
- #--------------------------------------------------------------------------
- def check_event_custom(mouse_x, mouse_y)
- for event in $game_map.events.values #循环所有事件检查
- rate = show_rate(event)
- event_width = (RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数) * rate
- event_height = (RPG::Cache.character(event.character_name,event.character_hue).height / 8) * rate
- if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
- for i in 0...event.list.size
- if event.list[i].parameters[0] == "Item" #类型判断
- event.flag = 1
- elsif event.list[i].parameters[0] == "Npc" #类型判断
- event.flag = 2
- else
- event.flag = 0 if $game_player.get_mouse_sta != 2 #无标志
- end
- return event.flag #返回事件类型标志
- end
- end
- end
- return 0 if $game_player.get_mouse_sta != 2 #如果不是在跟随鼠标状态,则返回无标志
- return $mouse_icon_id #使鼠标图不变化
- end
- #--------------------------------------------------------------------------
- # ● 检查鼠标处是否有事件可以开启
- #--------------------------------------------------------------------------
- def check_event_custom_start(mouse_x, mouse_y)
- for event in $game_map.events.values #循环所有事件检查
- #事件角色图片宽度、高度
- rate = show_rate(event)
- event_width = (RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数) * rate
- event_height = (RPG::Cache.character(event.character_name,event.character_hue).height / 8) * rate
- #判断是否鼠标在事件上
- if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
- way_x = $game_player.x - event.x
- way_y = $game_player.y - event.y
- if [1,0,-1].include?($game_player.x-event.x) and [1,0,-1].include?($game_player.y-event.y)
- for i in 0...event.list.size
- if ["Item","Npc"].include?(event.list[i].parameters[0]) #当事件属于自定义事件
- #判断主角朝向
- if way_x == -1
- p_direction = 3 if way_y == -1
- p_direction = 6 if way_y == 0
- p_direction = 9 if way_y == 1
- elsif way_x == 0
- p_direction = 2 if way_y == -1
- p_direction = 8 if way_y == 1
- else
- p_direction = 1 if way_y == -1
- p_direction = 4 if way_y == 0
- p_direction = 7 if way_y == 1
- end
- event.start #开启事件
- return 1, p_direction #返回即将开启事件以及角色朝向
- end
- end
- end
- end
- end
- return 0, 5 #返回不会开启事件以及角色朝向不变
- end
- #--------------------------------------------------------------------------
- # ● 检查鼠标处是否存在自定义事件 for 寻路
- #--------------------------------------------------------------------------
- def check_event_custom_exist(mouse_x, mouse_y)
- for event in $game_map.events.values #循环所有事件检查
- #事件角色图片宽度、高度
- rate = show_rate(event)
- event_width = (RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数) * rate
- event_height = (RPG::Cache.character(event.character_name,event.character_hue).height / 8) * rate
- if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
- for i in 0...event.list.size
- return 1, event if ["Item", "Npc"].include?(event.list[i].parameters[0]) #返回存在自定义事件以及事件体
- end
- end
- end
- return 0, event #返回不存在自定义事件,以及事件体
- end
- end
- #=================以下两个用来调整战斗时的手感问题,可以自己试试。
- $敌人选框扩大 = 20
- $角色选框扩大 = 30
- #==============================================================================
- # ● API调用
- #==============================================================================
- $ShowCursor = Win32API.new("user32", "ShowCursor", 'i', 'l')
- $GetCursorPos = Win32API.new("user32", "GetCursorPos", 'p', 'i')
- $ScreenToClient = Win32API.new("user32", "ScreenToClient", 'ip', 'i')
- $GetActiveWindow = Win32API.new("user32", "GetActiveWindow", nil, 'l')
- $Window_HWND = $GetActiveWindow.call
- $GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i')
- module Mouse
- LEFT = 0x01
- RIGHT = 0x02
- def self.init(sprite = nil)
- $ShowCursor.call(0)
-
- @show_cursor = false
-
- @mouse_ani_viewport = Viewport.new(0,0,640,480)
- @mouse_ani_viewport.z = 1
- @mouse_ani = RPG::Sprite.new(@mouse_ani_viewport)
- @mouse_ani.z = 1
-
- @mouse_bitmap = Bitmap.new('Graphics/System/Mouse/mouse.png')
- @mouse_sprite = Sprite.new
- @mouse_sprite.z = 99999
- @mouse_sprite.bitmap = Bitmap.new('Graphics/System/Mouse/mouse_1.png')
- @mouse_sprite.bitmap.fill_rect(Rect.new(0, 0, 32, 32), Color.new(0, 0, 0))
-
- $data_animations = load_data("Data/Animations.rxdata")
- @mouse_wait_count = $data_animations[204].frame_max * 2
- @mouse_wait = 0
- @b = 1
- @left_press = false
- @right_press = false
- @left_trigger = false
- @right_trigger = false
- @left_repeat = false
- @right_repeat = false
- @click_lock = false
-
- update
- end
- def self.exit
- @mouse_sprite.bitmap.dispose
- @mouse_sprite.dispose
- #..........................................................................
- @mouse_ani.dispose
- #..........................................................................
- @show_cursor = true
- $ShowCursor.call(1)
- end
- def self.mouse_debug
- return @mouse_debug.bitmap
- end
- #.........................................................................
- def self.set_ani(x, y)
- @ani_x = x
- @ani_y = y
- x -= $game_map.display_x / 4
- y -= $game_map.display_y / 4
- @mouse_ani.x, @mouse_ani.y = x, y
- @mouse_ani.animation($data_animations[204],true)
- @mouse_wait = @mouse_wait_count
- end
- def self.update_ani
- if @mouse_wait > 0
- x = @ani_x
- y = @ani_y
- x -= $game_map.display_x / 4
- y -= $game_map.display_y / 4
- @mouse_ani.x, @mouse_ani.y = x, y
- @mouse_ani.update
- @mouse_wait -= 1
- end
- end
- #.........................................................................
- def self.update
- #.........................................................................
- update_ani
- #.........................................................................
- left_down = $GetKeyState.call(0x01)
- right_down = $GetKeyState.call(0x02)
- if Graphics.frame_count * 3 / Graphics.frame_rate != @total_sec
- @total_sec = Graphics.frame_count * 3 / Graphics.frame_rate
- @a = !@a
- end
- if @b >= 27
- @b = 0
- else
- @b += 1
- end
- if $scene.is_a?(Scene_Map) == false
- $mouse_icon_id = 0
- end
- if $mouse_icon_id != $mouse_icon_id_last
- case $mouse_icon_id
- when 1
- if @a
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem1')
- else
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem2')
- end
- when 2
- if @a
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo1')
- else
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo2')
- end
- when 11
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LOWER_LEFT')
- when 12
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_DOWN')
- when 13
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LOWER_RIGHT')
- when 14
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_LEFT')
- when 16
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_RIGHT')
- when 17
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UPPER_LEFT')
- when 18
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UP')
- when 19
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse_UPPER_RIGHT')
- when 0
- @mouse_sprite.bitmap = Bitmap.new('Graphics/System/Mouse/mouse_1.png')
- end
- $mouse_icon_id_last = $mouse_icon_id
- else
- case $mouse_icon_id
- when 1
- if @a
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem1')
- else
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem2')
- end
- when 2
- if @a
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo1')
- else
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo2')
- end
- when 0
- x = @b % 4 * 32
- y = @b / 4 * 32
- @mouse_sprite.bitmap.clear
- @mouse_sprite.bitmap.stretch_blt(Rect.new(0,0,32,32),@mouse_bitmap,Rect.new(x,y,32,32))
- end
- end
- @click_lock = false
- mouse_x, mouse_y = self.get_mouse_pos
- if @mouse_sprite != nil
- @mouse_sprite.x = mouse_x
- @mouse_sprite.y = mouse_y
- end
- if left_down[7] == 1
- @left_repeat = (not @left_repeat)
- @left_trigger = (not @left_press)
- @left_press = true
- else
- @left_press = false
- @left_trigger = false
- @left_repeat = false
- end
- if right_down[7] == 1
- @right_repeat = (not @right_repeat)
- @right_trigger = (not @right_press)
- @right_press = true
- else
- @right_press = false
- @right_trigger = false
- @right_repeat = false
- end
- end
- def self.get_mouse_pos
- point_var = [0, 0].pack('ll')
- if $GetCursorPos.call(point_var) != 0
- if $ScreenToClient.call($Window_HWND, point_var) != 0
- x, y = point_var.unpack('ll')
- if (x < 0) or (x > 10000) then x = 0 end
- if (y < 0) or (y > 10000) then y = 0 end
- if x > 640 then x = 640 end
- if y > 480 then y = 480 end
- return x, y
- else
- return 0, 0
- end
- else
- return 0, 0
- end
- end
- def self.press?(mouse_code)
- if mouse_code == LEFT
- if @click_lock
- return false
- else
- return @left_press
- end
- elsif mouse_code == RIGHT
- return @right_press
- else
- return false
- end
- end
- def self.trigger?(mouse_code)
- if mouse_code == LEFT
- if @click_lock
- return false
- else
- return @left_trigger
- end
- elsif mouse_code == RIGHT
- return @right_trigger
- else
- return false
- end
- end
- def self.repeat?(mouse_code)
- if mouse_code == LEFT
- if @click_lock
- return false
- else
- return @left_repeat
- end
- elsif mouse_code == RIGHT
- return @right_repeat
- else
- return false
- end
- end
- def self.click_lock?
- return @click_lock
- end
- def self.click_lock
- @click_lock = true
- end
- def self.click_unlock
- @click_lock = false
- end
- end
- module Input
- if @self_update == nil
- @self_update = method('update')
- @self_press = method('press?')
- @self_trigger = method('trigger?')
- @self_repeat = method('repeat?')
- end
- def self.update
- @self_update.call
- Mouse.update
- end
- def self.press?(key_code)
- if @self_press.call(key_code)
- return true
- end
- if key_code == C
- return Mouse.press?(Mouse::LEFT)
- elsif key_code == B
- return Mouse.press?(Mouse::RIGHT)
- else
- return @self_press.call(key_code)
- end
- end
- def self.trigger?(key_code)
- if @self_trigger.call(key_code)
- return true
- end
- if key_code == C
- return Mouse.trigger?(Mouse::LEFT)
- elsif key_code == B
- return Mouse.trigger?(Mouse::RIGHT)
- else
- return @self_trigger.call(key_code)
- end
- end
- def self.repeat?(key_code)
- if @self_repeat.call(key_code)
- return true
- end
- if key_code == C
- return Mouse.repeat?(Mouse::LEFT)
- elsif key_code == B
- return Mouse.repeat?(Mouse::RIGHT)
- else
- return @self_repeat.call(key_code)
- end
- end
- end
- class Window_Selectable
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- self_update
- if self.active and @item_max > 0
- index_var = @index
- tp_index = @index
- mouse_x, mouse_y = Mouse.get_mouse_pos
- mouse_not_in_rect = true
- for i in 0...@item_max
- @index = i
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- top_y = self.cursor_rect.y + self.y + 16
- bottom_x = top_x + self.cursor_rect.width
- bottom_y = top_y + self.cursor_rect.height
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- mouse_not_in_rect = false
- if tp_index != @index
- tp_index = @index
- $game_system.se_play($data_system.cursor_se)
- end
- break
- end
- end
- if mouse_not_in_rect
- @index = index_var
- update_cursor_rect
- Mouse.click_lock
- else
- Mouse.click_unlock
- end
- end
- end
- end
- class Window_NameInput
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- self_update
- if self.active
- index_var = @index
- mouse_x, mouse_y = Mouse.get_mouse_pos
- mouse_not_in_rect = true
- for i in (0...CHARACTER_TABLE.size).to_a.push(180)
- @index = i
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- top_y = self.cursor_rect.y + self.y + 16
- bottom_x = top_x + self.cursor_rect.width
- bottom_y = top_y + self.cursor_rect.height
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- mouse_not_in_rect = false
- break
- end
- end
- if mouse_not_in_rect
- @index = index_var
- update_cursor_rect
- Mouse.click_lock
- else
- Mouse.click_unlock
- end
- end
- end
- end
- class Window_InputNumber
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- self_update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- if self.active and @digits_max > 0
- index_var = @index
- mouse_not_in_rect = true
- for i in 0...@digits_max
- @index = i
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- bottom_x = top_x + self.cursor_rect.width
- if (mouse_x > top_x) and (mouse_x < bottom_x)
- mouse_not_in_rect = false
- break
- end
- end
- if mouse_not_in_rect
- @index = index_var
- update_cursor_rect
- Mouse.click_lock
- else
- Mouse.click_unlock
- end
- end
- if @last_mouse_y == nil
- @last_mouse_y = mouse_y
- end
- check_pos = (@last_mouse_y - mouse_y).abs
- if check_pos > 10
- $game_system.se_play($data_system.cursor_se)
- place = 10 ** (@digits_max - 1 - @index)
- n = @number / place % 10
- @number -= n * place
- n = (n + 1) % 10 if mouse_y < @last_mouse_y
- n = (n + 9) % 10 if mouse_y > @last_mouse_y
- @number += n * place
- refresh
- @last_mouse_y = mouse_y
- end
- end
- end
- class Scene_File
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- Mouse.click_lock
- idx = 0
- for i in @savefile_windows
- top_x = i.x + 16
- top_y = i.y + 16
- bottom_x = top_x + i.width
- bottom_y = top_y + i.height
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- i.selected = true
- if @file_index != idx
- @file_index = idx
- $game_system.se_play($data_system.cursor_se)
- end
- Mouse.click_unlock
- else
- i.selected = false
- end
- idx += 1
- end
- self_update
- end
- end
- class Arrow_Enemy
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- idx = 0
- for i in $game_troop.enemies do
- if i.exist?
- top_x = i.screen_x - self.ox
- top_y = i.screen_y - self.oy
- bottom_x = top_x + self.src_rect.width
- bottom_y = top_y + self.src_rect.height
- if (mouse_x > top_x - $敌人选框扩大) and (mouse_y > top_y - $敌人选框扩大) and
- (mouse_x < bottom_x + $敌人选框扩大) and (mouse_y < bottom_y + $敌人选框扩大)
- if @index != idx
- $game_system.se_play($data_system.cursor_se)
- @index = idx
- end
- end
- end
- idx += 1
- end
- self_update
- end
- end
- class Arrow_Actor
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- idx = 0
- for i in $game_party.actors do
- if i.exist?
- top_x = i.screen_x - self.ox
- top_y = i.screen_y - self.oy
- bottom_x = top_x + self.src_rect.width
- bottom_y = top_y + self.src_rect.height
- if (mouse_x > top_x - $角色选框扩大) and (mouse_y > top_y - $角色选框扩大) and
- (mouse_x < bottom_x + $角色选框扩大) and (mouse_y < bottom_y + $角色选框扩大)
- if @index != idx
- $game_system.se_play($data_system.cursor_se)
- @index = idx
- end
- end
- end
- idx += 1
- end
- self_update
- end
- end
- #==============================================================================
- # ■ Game_Player
- #------------------------------------------------------------------------------
- # 处理主角的类。事件启动的判定、以及地图的滚动等功能。
- # 本类的实例请参考 $game_player。
- # 鼠标控制角色的主程序
- #==============================================================================
- class Game_Player
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- #--------------------------------------------------------------------------
- # ● 得到鼠标的状态
- #--------------------------------------------------------------------------
- def get_mouse_sta
- return @mouse_sta
- end
- #--------------------------------------------------------------------------
- # ● 完整鼠标系统
- #--------------------------------------------------------------------------
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- @mtp_x = mouse_x
- @mtp_y = mouse_y
- unless $game_system.map_interpreter.running? and @mouse_sta == 2 #鼠标状态不为跟随状态
- #得到鼠标图标方向
- $mouse_icon_id = $game_map.check_event_custom(mouse_x,mouse_y) if not [11, 12, 13, 14, 16, 17, 18, 19].include?($mouse_icon_id)
- else
- #令鼠标图标为正常
- $mouse_icon_id = 0 if @mouse_sta != 2
- end
-
- #单击鼠标时进行判断寻路或跟随
- if Mouse.trigger?(Mouse::LEFT) #当点击鼠标时
- unless $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing #各种无效情况的排除
- #初始化
- @mouse_sta = 1
- p_direction = 5
- #检查鼠标处能否开启事件
- event_start,p_direction = $game_map.check_event_custom_start(mouse_x, mouse_y)
- #若在移动中再次点击鼠标左键(即双击左键),则改鼠标状态为跟随状态
- @mouse_sta = 2 if @paths_id != nil and @paths_id != @paths.size
- if @mouse_sta != 2
- #鼠标状态不为跟随状态则取数据并初始化路径
- trg_x = (mouse_x + $game_map.display_x / 4) / 32
- trg_y = (mouse_y + $game_map.display_y / 4) / 32
- @paths = []
- @paths_id = 0
- if event_start == 0 #若不能开启事件
- if trg_x != $game_player.x or trg_y != $game_player.y #若目标不为自身则开始寻路
- Mouse.set_ani(mouse_x + $game_map.display_x / 4, mouse_y + $game_map.display_y / 4)
- find_path = Find_Path.new
- @paths = find_path.find_player_short_path(trg_x, trg_y, @mtp_x, @mtp_y)
- end
- else #若能开启事件则改变角色朝向
- @direction = p_direction
- end
- end
- end
- end
- #开始移动
- if @mouse_sta != nil and @mouse_sta == 1 #若鼠标状态为寻路状态
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing #排除无效情况
- if @paths_id != nil and @paths != nil and @paths_id <= @paths.size #若没有完成路径
- case @paths[@paths_id] #判断路径
- when 6
- @last_move_x = true
- move_right
- @paths_id += 1
- @direction = 6
- when 4
- @last_move_x = true
- move_left
- @paths_id += 1
- @direction = 4
- when 2
- @last_move_x = false
- move_down
- @direction = 2
- @paths_id += 1
- when 8
- @last_move_x = false
- move_up
- @direction = 8
- @paths_id += 1
- #斜四方向
- when 1
- @last_move_x = false
- move_lower_left
- @direction = 1
- @paths_id += 1
- when 3
- @last_move_x = false
- move_lower_right
- @direction = 3
- @paths_id += 1
- when 7
- @last_move_x = false
- move_upper_left
- @direction = 7
- @paths_id += 1
- when 9
- @last_move_x = false
- move_upper_right
- @direction = 9
- @paths_id += 1
- end
- end
- end
- elsif @paths != nil and @mouse_sta == 2 #当鼠标状态为跟随,且在移动中
- if Mouse.press?(Mouse::LEFT) #持续按住鼠标
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing #排除无效情况
- #跟随方向判断并跟随
- rate = $game_map.show_rate(self)
- width = (RPG::Cache.character(self.character_name,self.character_hue).width / $c3_每一步的帧数) * rate
- height = (RPG::Cache.character(self.character_name,self.character_hue).height / 8) * rate
- self_ox = (self.screen_x - width / 2 + self.screen_x + width / 2) / 2
- self_oy = (self.screen_y - height + self.screen_y) / 2
- if (@mtp_x - self_ox)*(@mtp_x - self_ox) + (@mtp_y - self_oy)*(@mtp_y - self_oy) >= 961
- if @mtp_x > self_ox
- if self_oy - @mtp_y < 0.4 * (@mtp_x - self_ox) and
- @mtp_y - self_oy < 0.4 * (@mtp_x - self_ox)
- move_right
- $mouse_icon_id = 16
- @direction = 6
- end
- if @mtp_y - self_oy > - 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy < - 2.4 * ( self_ox - @mtp_x )
- move_lower_right
- $mouse_icon_id = 13
- @direction = 3
- end
- if @mtp_y - self_oy < 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy > 2.4 * ( self_ox - @mtp_x )
- move_upper_right
- $mouse_icon_id = 19
- @direction = 9
- end
- if @mtp_y - self_oy > 2.4 * ( @mtp_x - self_ox )
- move_down
- $mouse_icon_id = 12
- @direction = 2
- end
- if @mtp_y - self_oy < - 2.4 * ( @mtp_x - self_ox )
- move_up
- $mouse_icon_id = 18
- @direction = 8
- end
- end
- if @mtp_x < self_ox
- if @mtp_y - self_oy > - 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy < 0.4 * ( self_ox - @mtp_x )
- move_left
- $mouse_icon_id = 14
- @direction = 4
- end
- if @mtp_y - self_oy > 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy < 2.4 * ( self_ox - @mtp_x )
- move_lower_left
- $mouse_icon_id = 11
- @direction = 1
- end
- if @mtp_y - self_oy < - 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy > - 2.4 * ( self_ox - @mtp_x )
- move_upper_left
- $mouse_icon_id = 17
- @direction = 7
- end
- if @mtp_y - self_oy > 2.4 * ( self_ox - @mtp_x )
- move_down
- $mouse_icon_id = 12
- @direction = 2
- end
- if @mtp_y - self_oy < - 2.4 * ( self_ox - @mtp_x )
- move_up
- $mouse_icon_id = 18
- @direction = 8
- end
- end
- end
- #...................................................................
- if @mtp_x > self_ox
- if @mtp_y - self_oy > - 0.4 * ( @mtp_x - self_ox ) and
- @mtp_y - self_oy < 0.4 * ( @mtp_x - self_ox )
- $mouse_icon_id = 16
- @direction = 6
- end
- if @mtp_y - self_oy > 0.4 * ( @mtp_x - self_ox ) and
- @mtp_y - self_oy < 2.4 * ( @mtp_x - self_ox )
- $mouse_icon_id = 13
- @direction = 3
- end
- if @mtp_y - self_oy < - 0.4 * ( @mtp_x - self_ox ) and
- @mtp_y - self_oy > - 2.4 * ( @mtp_x - self_ox )
- $mouse_icon_id = 19
- @direction = 9
- end
- if @mtp_y - self_oy > 2.4 * ( @mtp_x - self_ox )
- $mouse_icon_id = 12
- @direction = 2
- end
- if @mtp_y - self_oy < - 2.4 * ( @mtp_x - self_ox )
- $mouse_icon_id = 18
- @direction = 8
- end
- end
- if @mtp_x < self_ox
- if @mtp_y - self_oy > - 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy < 0.4 * ( self_ox - @mtp_x )
- $mouse_icon_id = 14
- @direction = 4
- end
- if @mtp_y - self_oy > 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy < 2.4 * ( self_ox - @mtp_x )
- $mouse_icon_id = 11
- @direction = 1
- end
- if @mtp_y - self_oy < - 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy > - 2.4 * ( self_ox - @mtp_x )
- $mouse_icon_id = 17
- @direction = 7
- end
- if @mtp_y - self_oy > 2.4 * ( self_ox - @mtp_x )
- $mouse_icon_id = 12
- @direction = 2
- end
- if @mtp_y - self_oy < - 2.4 * ( self_ox - @mtp_x )
- $mouse_icon_id = 18
- @direction = 8
- end
- end
- #...................................................................
- end
- else #没状态的情况
- $mouse_icon_id = 0
- @mouse_sta = 0
- @paths_id = @paths.size #终止寻路移动
- end
- end
- #..........................................................................
- #当 自动移动 标记为真 以及 不在移动时
- if @go_path and !moving?
- #依据 自动移动 处理位置 判断下一步该往哪儿走
- case @path[@path_id]
- when 1
- move_lower_left
- when 3
- move_lower_right
- when 7
- move_upper_left
- when 9
- move_upper_right
- when 2
- move_down
- when 4
- move_left
- when 6
- move_right
- when 8
- move_up
- end
- #自动移动 处理位置 递增
- @path_id += 1
- #假如 自动移动 处理位置 到达 路线数组的末尾
- if @path_id == @path.size
- #使得 自动移动 标记重置
- @go_path = false
- end
- end
- #..........................................................................
- self_update
- end
- end
- Mouse.init
- END { Mouse.exit }
复制代码 |
|