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Lv1.梦旅人
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- ###########################################################################################################################
- # 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 = 4
- $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_Character
- def event_is_in?(x, y)
- for event in $game_map.events.values
- # 事件坐标与目标一致的情况下
- if event.x == x and event.y == y
- # 跳跃中以外的情况下、启动判定是同位置的事件
- return true
- end
- end
- return false
- end
- def player_is_in?(x, y)
- if $game_player.x == x and $game_player.y == y
- return true
- end
- return false
- end
- def can_go?(x, y)
- if player_is_in?(x, y) or event_is_in?(x, y)
- return false
- else
- return true
- end
- end
- #--------------------------------------------------------------------------
- # ● 向下移动
- # turn_enabled : 本场地位置更改许可标志
- #--------------------------------------------------------------------------
- def move_down(turn_enabled = true)
- # 面向下
- if turn_enabled
- turn_down
- end
- # 可以通行的场合
- if passable?(@x, @y, 2)
- # 面向下
- turn_down
- # 更新坐标
- @y += 1
- # 增加步数
- increase_steps
- #..........................................................................
- 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
- @x -= 1
- @y += 1
- 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
- @x += 1
- @y += 1
- increase_steps
- #..........................................................................
- # 不能通行的情况下
- else
- # 接触事件的启动判定
- check_event_trigger_touch(@x, @y+1)
- end
- end
- #--------------------------------------------------------------------------
- # ● 向左移动
- # turn_enabled : 本场地位置更改许可标志
- #--------------------------------------------------------------------------
- def move_left(turn_enabled = true)
- # 面向左
- if turn_enabled
- turn_left
- end
- # 可以通行的情况下
- if passable?(@x, @y, 4)
- # 面向左
- turn_left
- # 更新坐标
- @x -= 1
- # 增加步数
- increase_steps
- #..........................................................................
- 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
- @x -= 1
- @y -= 1
- 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
- @x -= 1
- @y += 1
- increase_steps
- #..........................................................................
- # 不能通行的情况下
- else
- # 接触事件的启动判定
- check_event_trigger_touch(@x-1, @y)
- end
- end
- #--------------------------------------------------------------------------
- # ● 向右移动
- # turn_enabled : 本场地位置更改许可标志
- #--------------------------------------------------------------------------
- def move_right(turn_enabled = true)
- # 面向右
- if turn_enabled
- turn_right
- end
- # 可以通行的场合
- if passable?(@x, @y, 6)
- # 面向右
- turn_right
- # 更新坐标
- @x += 1
- # 增加部数
- increase_steps
- #..........................................................................
- 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
- @x += 1
- @y -= 1
- 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
- @x += 1
- @y += 1
- increase_steps
- #..........................................................................
- # 不能通行的情况下
- else
- # 接触事件的启动判定
- check_event_trigger_touch(@x+1, @y)
- end
- end
- #--------------------------------------------------------------------------
- # ● 向上移动
- # turn_enabled : 本场地位置更改许可标志
- #--------------------------------------------------------------------------
- def move_up(turn_enabled = true)
- # 面向上
- if turn_enabled
- turn_up
- end
- # 可以通行的情况下
- if passable?(@x, @y, 8)
- # 面向上
- turn_up
- # 更新坐标
- @y -= 1
- # 歩数増加
- increase_steps
- #..........................................................................
- 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
- @x -= 1
- @y -= 1
- 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
- @x += 1
- @y -= 1
- increase_steps
- #..........................................................................
- # 不能通行的情况下
- else
- # 接触事件的启动判定
- check_event_trigger_touch(@x, @y-1)
- end
- end
- #--------------------------------------------------------------------------
- # ● 向左下移动
- #--------------------------------------------------------------------------
- def move_lower_left
- # 没有固定面向的场合
- unless @direction_fix
- # 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
- @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
- end
- # 下→左、左→下 的通道可以通行的情况下
- if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
- (passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
- # 更新坐标
- @x -= 1
- @y += 1
- # 增加步数
- increase_steps
- #..........................................................................
- elsif passable?(@x, @y, Input::DOWN) and can_go?(@x - 1, @y + 1)
- unless @direction_fix
- @direction = 2
- end
- @y += 1
- increase_steps
- elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y + 1)
- unless @direction_fix
- @direction = 4
- end
- @x -= 1
- increase_steps
- #..........................................................................
- end
- end
- #--------------------------------------------------------------------------
- # ● 向右下移动
- #--------------------------------------------------------------------------
- def move_lower_right
- # 没有固定面向的场合
- unless @direction_fix
- # 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
- @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
- end
- # 下→右、右→下 的通道可以通行的情况下
- if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
- (passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
- # 更新坐标
- @x += 1
- @y += 1
- # 增加步数
- increase_steps
- elsif passable?(@x, @y, Input::DOWN) and can_go?(@x + 1, @y + 1)
- unless @direction_fix
- @direction = 2
- end
- @y += 1
- increase_steps
- elsif passable?(@x, @y, Input::RIGHT) and can_go?(@x + 1, @y + 1)
- unless @direction_fix
- @direction = 6
- end
- @x += 1
- increase_steps
- end
- end
- #--------------------------------------------------------------------------
- # ● 向左上移动
- #--------------------------------------------------------------------------
- def move_upper_left
- # 没有固定面向的场合
- unless @direction_fix
- # 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
- @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
- end
- # 上→左、左→上 的通道可以通行的情况下
- if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
- (passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
- # 更新坐标
- @x -= 1
- @y -= 1
- # 增加步数
- increase_steps
- #..........................................................................
- elsif passable?(@x, @y, Input::UP) and can_go?(@x - 1, @y - 1)
- unless @direction_fix
- @direction = 8
- end
- @y -= 1
- increase_steps
- elsif passable?(@x, @y, Input::LEFT) and can_go?(@x - 1, @y - 1)
- unless @direction_fix
- @direction = 4
- end
- @x -= 1
- increase_steps
- #..........................................................................
- end
- end
- #--------------------------------------------------------------------------
- # ● 向右上移动
- #--------------------------------------------------------------------------
- def move_upper_right
- # 没有固定面向的场合
- unless @direction_fix
- # 朝向是右的情况下适合的面是左面、朝向是上的情况下适合的面是下面
- @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
- end
- # 上→右、右→上 的通道可以通行的情况下
- if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
- (passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
- # 更新坐标
- @x += 1
- @y -= 1
- # 增加步数
- increase_steps
- #..........................................................................
- elsif passable?(@x, @y, Input::UP) and can_go?(@x + 1, @y - 1)
- unless @direction_fix
- @direction = 8
- end
- @y -= 1
- increase_steps
- elsif passable?(@x, @y, Input::RIGHT) and can_go?(@x + 1, @y - 1)
- unless @direction_fix
- @direction = 6
- end
- @x += 1
- increase_steps
- #..........................................................................
- end
- end
- end
- 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?("★")
- # 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 / $game_map.height.to_f * (max_rate - min_rate))
- # self.zoom_x = self.zoom_y = rate
- # if @character.character_name.include?("★★")
- # self.zoom_x = self.zoom_y = 1
- # end
- #end
- ####################################################################
- end
- end
- class Game_Character
- def c8
- # 随机 0~5 的分支
- case rand(10)
- when 0..3 # 随机
- move_random
- when 4 # 前进一步
- move_forward
- when 5 # 暂时停止
- @stop_count = 0
- when 6..9 #另外4方向随机
- c4
- end
- end
- def c4
- case rand(5)
- when 0
- move_upper_left
- @direction = 7
- when 1
- move_upper_right
- @direction = 9
- when 2
- move_lower_left
- @direction = 1
- when 3
- move_lower_right
- @direction = 3
- when 4
- @stop_count = 0
- end
- end
-
- def update
- # 跳跃中、移动中、停止中的分支
- if jumping?
- update_jump
- elsif moving?
- update_move
- else
- update_stop
- end
- # 动画计数超过最大值的情况下
- # ※最大值等于基本值减去移动速度 * 1 的值
- if @anime_count > 16 * 4/$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
- #--------------------------------------------------------------------------
- # ● 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
guozilao于2011-10-22 01:24补充以下内容:- #==============================================================================
- # ■ 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)
- return 1
- 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_sprite = Sprite.new
- @mouse_sprite.z = 99999
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/mouse')
- @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
- @show_cursor = true
- $ShowCursor.call(1)
- end
- def self.mouse_debug
- return @mouse_debug.bitmap
- end
- def self.update
- 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 $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/Icons/mouse')
- end
- $mouse_icon_id_last = $mouse_icon_id
- 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
- 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 @paths != nil and @mouse_sta == 2 #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 @mouse_sta != nil and @mouse_sta == 1 #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
- #self_ox = self.screen_x
- #self_oy = self.screen_y
- 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
- self_update
- end
- end
- Mouse.init
- END { Mouse.exit }
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