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[已经过期] 完美鼠标(四方向)系统战斗问题

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发表于 2013-8-8 14:19:53 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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完美鼠标战斗时,想给“玩者2"补血或者使用物品,要怎么调??好像是点不到的。。


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
  #--------------------------------------------------------------------------
  # ● 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
      event_width = RPG::Cache.character(event.character_name,event.character_hue).width / 4
      event_height = RPG::Cache.character(event.character_name,event.character_hue).height / 4
      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.parameters[0] == "Item" #类型判断
            event.flag = 1
          elsif event.list.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
      event_width = RPG::Cache.character(event.character_name,event.character_hue).width/4
      event_height = RPG::Cache.character(event.character_name,event.character_hue).height/4
      #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 = $game_player.y - event.y
        if ([1, -1].include?($game_player.x-event.x) and $game_player.y-event.y == 0) or ([1, -1].include?($game_player.y-event.y) and $game_player.x-event.x == 0)
          for i in 0...event.list.size
            if ["Item","Npc"].include?(event.list.parameters[0]) #当事件属于自定义事件
              #判断主角朝向
              if way_x == -1
                p_direction = 6 if way_y == 0
              elsif way_x == 0
                p_direction = 2 if way_y == -1
                p_direction = 8 if way_y == 1
              else
                p_direction = 4 if way_y == 0
              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
      event_width = RPG::Cache.character(event.character_name,event.character_hue).width/4
      event_height = RPG::Cache.character(event.character_name,event.character_hue).height/4
      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.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/001-Weapon01.png')

   @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/鼠标')
     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 @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
         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
         if @mtp_x > self.screen_x
           if @mtp_y - self.screen_y > - ( @mtp_x - self.screen_x ) and
              @mtp_y - self.screen_y < @mtp_x - self.screen_x
             move_right
             $mouse_icon_id = 16
             @direction = 6
           end
           if @mtp_y - self.screen_y > @mtp_x - self.screen_x
             move_down
             $mouse_icon_id = 12
             @direction = 2
           end
           if @mtp_y - self.screen_y < - ( @mtp_x - self.screen_x )
             move_up
             $mouse_icon_id = 18
             @direction = 8
           end
         end
         if @mtp_x < self.screen_x
           if @mtp_y - self.screen_y > - ( self.screen_x - @mtp_x ) and
              @mtp_y - self.screen_y < self.screen_x - @mtp_x
             move_left
             $mouse_icon_id = 14
             @direction = 4
           end
           if @mtp_y - self.screen_y > self.screen_x - @mtp_x
             move_down
             $mouse_icon_id = 12
             @direction = 2
           end
           if @mtp_y - self.screen_y < - ( self.screen_x - @mtp_x )
             move_up
             $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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