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純屬給LBQ腳本:- =begin #=======================================================================- A6 S- @0 s& W& r$ J
- ' p1 U% C0 T. g P% m
- Sion Mouse System v1.3e
- K0 F E8 Y+ S. F% `% _7 u -
8 {8 I3 b" K& J4 m% _6 v2 r - Changlog
! @" L: o4 c. w4 D/ d/ [ - 1 V& k( `& r2 ]/ q* X
- 2013.4.21 v1.3f( B* Z: m' t: |9 E% E
- 0 k& F/ ?8 l7 Q/ ^. }
- 1.3f 卷动地图 bug 修正
( r9 N( M, g/ d9 Z# k -
2 P1 N; O- z0 S - 1.3e 逻辑优化;提供解除鼠标固定的接口
4 D& }' J r8 Q0 T: C! c4 w - 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内
9 d8 C3 C: ]4 |, P V) O u' Z - Mouse.unlock_mouse_in_screen 解除锁定* f- C9 ~* L) g1 O
- & ?* W+ `* ] t1 V& A; I) m
- 1.3f bug修正1 n6 \) u5 i( u0 c# ^; m
-
8 Z& B. t8 ]. N9 O - 1.3d 常数设置增加:Menu_Set_Pos,用来设置打开菜单时鼠标是否移动到光标处以及$ c: N) Y- q: k1 _ W. Y
- 关闭菜单时,鼠标是否移动到原来的位置。4 l5 C( W6 k y; G
- 5 j3 _8 y7 z6 }: k3 A
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处. _& Q1 {# h5 J
- - n: K* g6 F: s4 M# A
- 1.3b 修正一些罕见的bug;
! Y! p. \0 H. T% l+ N1 k - 6 _3 x& N6 w" x! x5 c
- 1.3a 代码小修改;% N0 p9 V( i. B& x
- 加入了鼠标点击启动事件的功能,
8 n- j( ~0 V$ U/ J( Y3 d7 x - 在事件中加入“注释”: 鼠标启动 ,
; L. ~% }: q: `0 s7 l9 T0 } - 该事件将无法用其它方式启动,只能用鼠标左键点击启动。
, U2 I" d. G8 p2 P -
# r/ h: I0 D: o2 p1 S - 2013.2.12 v1.2
5 T0 G3 s& t- Z - 9 p/ E, I; ~* E% _! y; r; H' D% A$ V
- 寻路逻辑优化;
7 b: M w' l; W3 `5 p5 s) ` p - 优化了事件判断,现在点击事件附近的格子,移动到指定点后不会触发该事件了;
6 T7 P8 q" ~/ _) W/ h' o0 ~ - 现在支持用鼠标来操作载具了。. ^" b; ~! P" ]- |; O7 [
% W0 j4 ^3 D: T0 u! b- 2013.2.8 v1.19 [4 q" N. R! z7 s" b( F: l$ u- L) O
5 C" x/ @/ G$ y7 r3 o- 优化了事件判断,现在可以方便地启动柜台后面的事件;! C0 ]8 ?. f3 K7 {
- 修复了某些菜单(例如更换装备的菜单)掉帧的问题;
4 p! D1 `8 l4 B- q6 a) x* t - 移动时,路径指示点的绘制更加稳定;
$ j. G2 J& V. X0 r5 P - 现在支持默认存档画面的鼠标操作了。
$ Z8 C& d% H( ?, l9 b- t: v& G$ W - ) L) i) r9 m/ ^3 S: q1 G1 m
0 }6 a3 \3 a. p- OrigenVersion
! p+ ^; T/ I9 d - : y3 T! Q$ k) i) P
- 2013.2.7 v1.0 ) b6 d0 w4 X L; c' Q
$ z/ _; m( i3 c: J; x% i. {' x- 主要功能( W; a8 b! ~2 P. r3 m/ n
- ! Y+ N/ _2 e% X, P
- 使用鼠标进行各种操作...
! ]" X& i2 u5 ]% ? - 将鼠标锁定在游戏窗口内
+ t' P4 U0 V, `7 L/ n7 u - 自动寻路,按住 D 键可以扩大寻路的范围/ g9 q( r: v# h* M9 n
- 双击鼠标进行冲刺
5 J1 e( t {) M) R% i b" Q) ] - 更改地图卷动方式以适应鼠标移动$ g3 @0 l9 E7 _- f' @' R; x/ ?
- 变量输入框改良
# b4 P2 b: M) X
2 p- ?" @! Y: u0 `$ \1 [8 c- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹* a9 a8 E2 m% V) [- X2 ~: U v
& {, n7 \+ \8 }6 Q- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹
7 ?' ]6 m) |% m! d. V3 Z, C, T - + m. t2 A5 O- v6 n" q
- ★ 如果未放入会弹出提示,并使用RM自带图片代替缺失文件;该提示可以在下面关闭9 I( b# B, h* b6 A; n- v
- 1 r; a9 `* k$ P
2 a9 C1 |( D! i% D- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★) d) ~* X$ V9 u/ ^' ?/ i
- 9 [! C' j9 n8 ^! k- n1 e2 X
- 5 Y) j7 A) b+ H4 o6 E+ H
- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示
& c' ~% [& p2 n
) c6 X9 O: | I9 L1 S9 A4 }% T- #==============================================================================, o0 e; o# A( L) M( C& [) B' f
- # ■ 常数设置
/ M, ], [) M# B$ Y& X3 W+ y - #==============================================================================, D* {9 @2 L4 e1 w( A# s
- module KsOfSion
! f' ~# f9 y0 b# \% a - Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false
5 x* O$ _7 F: D. F9 @ - Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑# E& n% ~/ @7 {! M8 J6 A
- New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false
, w; z7 |. [% |# m, V - Map_Scroll_Spd = 1.0 # ★ 更改地图卷动速率,请确保此值为大于0的float变量
& n6 I: C! C6 ~3 v! T0 a - Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处
' i2 h9 E) n; n4 \ - Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧: e9 M* g+ w+ l) E' q! D; j
- # “30” 是默认显示格子数 长(17) + 宽(13)
0 d) w, H, f; Q$ Y' v - Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键( n6 {+ {! k# w3 u5 V g; a
- # RM几个内置的空键位 (X = A)(Y = S)(Z = D)0 b: E" D: ]$ e0 @6 A
- end0 c6 s% l1 f m- R* g5 i- F
. d) f* c7 q+ U0 U: W- #==============================================================================
, v" \) m+ i& K% _; i7 S7 o) F) s - # ■ 用来显示路径点的类
- o8 z* W! V! J - #==============================================================================2 \2 K3 L; ]1 B3 @' e
- class Move_Sign Game_Character: A7 F0 Q/ I/ p7 v
- #--------------------------------------------------------------------------
0 c2 O8 V4 D6 Y, @ - # ● 设置目标点指示图的各种参数,请注意要使用的图片是行走图# `8 m$ i% N" L3 T# t- J( l# }+ `) Z
- #--------------------------------------------------------------------------& a4 k! e' J% U, L2 f1 Y3 {6 \2 u8 N# r
- def init_public_members0 u$ T0 `$ u; ^' Q5 J9 F2 S: a5 h
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹
1 q) c# F/ S0 R. j8 \+ j# a6 O - @character_index = 0 # ★ 图片索引。$开头的行走图设为0
' u! n4 e, u a, q. G" w C. g - @move_speed = 5 # ★ 踏步速度
6 s9 r! |# b& N5 l1 W - @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)
7 F" U8 ]; i1 M4 }0 i - [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度* g8 W9 \2 ]% N+ r7 A
- @blend_type = 0 # ★ 图片合成方式,默认为0(正常)+ E9 M4 Q) o6 [! Z: g
- @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列
) g4 \; {' Y! l) G4 J7 U1 x - @priority_type = 1 # ★ 优先级(默认与人物同级:1)
7 y& B% W9 s/ _$ D- D& k2 H
4 Y0 a) Y3 ?3 Q' D; Q% A4 O; }- 7 ?& K9 P8 L. \& O5 N6 c ]
- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★
1 p0 i# O; Q+ m- k' k
. d. t2 `! l: G- ( ^, f& P0 [; k+ W0 e9 ]: s
- # 如果 $Arrow.png 不在对应的文件夹内,弹出提示,并使用游戏一张内置的行走图
. J( p J$ z9 }9 [3 J- Q ] - unless File.exist('GraphicsCharacters' + @character_name + '.png')
- s( @+ a( D$ W0 n - $ i) k! }5 J' Q5 a c% ?: T# I
- if $no_arrowpic_warn" ?. H0 B' H/ _* o- b! j$ F' T
- MouseShow_Cursor.call(1): A7 i: j/ L! D7 v, ~
- msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png5 B# g" ]4 G9 q. z( I
- 3 K& ~# [: d+ U
- “路径指示点”将使用游戏自带图片' _" X6 T! ]3 R; r, m( O/ o7 D
- w7 l/ I/ m( P! b- f+ D1 C* H- 该提示可以在脚本内关闭')
1 m4 i/ r0 a* I9 }' ^+ g - MouseShow_Cursor.call(0) i2 n2 [. ]8 s5 p3 m2 t. ]
- $no_arrowpic_warn = false
/ O: C- l" o! M* [6 Q: p - end. Z/ O* N% O6 @/ S2 {
- @character_name = '!Flame'
) q5 }# ?# p0 m+ \9 h( ?* T - @character_index = 6
4 M& u1 {8 Z. b" T7 ~. T( q
( ^4 E% H7 j3 z. F# L1 X5 O& \9 x- end& f; l0 L& U- c, d( V5 I+ ?2 r
- @direction_fix = false # 固定朝向
3 Z1 ~* f7 E5 }% \ - @move_frequency = 6 # 移动频率
0 Y6 X/ d* K8 T; x3 L - @walk_anime = true # 步行动画9 _6 v& \4 e) g X) a2 X) L
- @pattern = 1 # 图案
9 A8 K; s1 A1 F - @through = true # 穿透
$ f) x, s9 a2 L1 H0 b - @bush_depth = 0 # 草木深度
+ e8 ~" }0 d9 i - @animation_id = 0 # 动画 ID1 F! f* N1 f+ r- S0 H
- @balloon_id = 0 # 心情 ID
) ~: X' S% g* y - @transparent = true # 透明5 U0 I! V- [8 g& C) {
- @id = 0
5 I# i. m/ u# v - @x = 05 Y9 i( J% i7 L
- @y = 0
" d% G" f. N; W6 Y# W6 w - @real_x = 05 I; H. v! v" |
- @real_y = 01 b c% J( }) o8 X
- @tile_id = 0. L5 Q$ _1 Y2 U
- end; S; ]+ x% d, G& E; I
- #--------------------------------------------------------------------------% Q" p1 f9 A) }, _' N
- # ● 定义实例变量4 ~' T9 Y3 N$ \
- #--------------------------------------------------------------------------% [3 d- L9 w% d# J- M& a' a
- attr_accessor direction
( f, `" N' r6 U& ]% Z! V; a+ B! ? - end" o7 m$ R$ F1 k+ {5 k C' j
- _2 {6 }# ^7 H n
- #============================================================================== r0 `+ T @9 ?8 J/ z
- # ■ Module Mouse
0 l) N+ X( Q# c) ]0 N - #==============================================================================" g. v- z: S5 f9 R- _" g$ Z
- module Mouse
( j h" G, ~2 a2 E1 l$ D1 Z - #--------------------------------------------------------------------------+ _3 z! s; k6 f8 b8 G* w
- # ● API) t& A. Z- Q7 l( x
- #--------------------------------------------------------------------------" p, C1 M( E* z* Y0 F6 R/ O9 E8 |
- Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
8 ~# x5 F: I$ p' H' V2 ^ - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')/ }7 C$ [# f3 L# Z; w2 l
- Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')$ I5 n! b* V, A: \9 R
- Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')
+ t: F7 F3 N1 @ - Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')+ Z/ }% D" ^ R" h: S2 U# A6 ~9 T
- Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')( y! F& @, z D% i0 L2 G) @
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')( E0 K; B! O6 s O
- Window_Hwnd = Get_Active_Window.call
& I) R. T! ^# ^% K - ! s0 b+ u! C ?2 U7 O
- class self
4 J! o( \ w( M) Y# X5 e8 ` - #--------------------------------------------------------------------------0 E4 o3 |7 W. ~$ d7 a8 ~: K
- # ● 初始化# _8 i/ [3 p8 K, g
- #--------------------------------------------------------------------------# ^) c$ q" ^; P- h% }) x
- def init
! a+ U' ? W0 [) T5 ^ - lock_mouse_in_screen if KsOfSionClip_Cursor
# u2 p# s9 ~9 O0 ~. ~. d - @left_state = 0
5 }9 G& S x# l. G' I" N+ K - @right_state = 0
2 A7 @+ y: u! T* ^" J( T - @ck_count = 0 # 帧数计,单击以后从0开始) P4 e, S/ o: Y" p! I$ R3 m4 [
- @dk_count = 0 # 用于双击的判定7 \# ^) r+ k7 b- X$ i$ l5 P, T
- @clicked = false) u+ u2 I( H2 J; h' F; I
- creat_mouse_sprite0 |7 ~ k) G2 U( J; L1 {8 S2 ?# }
- update' @7 H$ o! z2 c
- end
+ z/ X3 S9 n) ~$ k: x! F; e - #--------------------------------------------------------------------------
! ]* \; k' a3 F7 ~; Y ^# c" K& J5 ^ - # ● 鼠标指针精灵! j2 m( j% U3 {1 e% @$ |
- #--------------------------------------------------------------------------
; r- U, b* F9 O8 R, } - #~ def creat_mouse_sprite+ l' G$ V0 H9 @' @
- #~ 8 ~: ^2 F' W: z4 [4 t: r; a
- #~ @mouse_sprite = Sprite.new
! Q) }- |! V9 S9 \: v2 z - #~ panda = 2#rand(2)+1 j! O9 ^6 T) ~5 z) {5 ~
: D! i; ]( x( ?# O' N5 i9 V- #~ if panda = 17 Q) ]) J* ]0 h, Y$ M; D' ]
- #~ if File.exist('GraphicsSystemCursor2.png')
% D' J0 y9 y x6 Y; X) D: L - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')- v; G) i' G, q- g' `
- #~ end#with if File.exist
4 u& q1 O; S% T% j$ G$ t' B$ W - #~ ' x$ O U' X* V5 B+ ]0 Z
- #~ else if panda = 2 #with if panda=1; y6 V9 o/ |& r y2 K- ?8 g( O% W
- #~
* d) c2 y* Z+ F6 y' k - #~ if File.exist('GraphicsSystemCursor2.png')1 a% Z( w/ d2 Q3 S" V/ {7 ?1 a9 G
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
; y) z& [- ^( [ - #~ end#with if File.exist
, z( r$ S/ Z* N! N, ` - #~ ' H/ [9 z- Z! t' f- B
- #~ else #with if panda=1$ v& S Y8 u A$ Q
- #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)1 i( w# i& w! a" p) @$ D1 |- _9 q
- #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),0 p& u1 N& [# R6 P; Z7 o
- #~ Rect.new(5 24, 24 24, 24, 24))
& Z: N# ~) ~6 Z$ K) @ - #~ end#with if panda=1
5 w! i. u/ H7 x: b, g V% M - #~
) h6 t* P+ X4 ?# C - #~ #with def: A- U J5 u* D, O) b/ @: B4 m
- #~ end# T: |- Q/ I4 P3 b
- def creat_mouse_sprite
% {7 N# B: ~! |- C. Y: \2 p9 e - @mouse_sprite = Sprite.new
( M' ?- [: L! D8 ^" U5 } - @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})& }5 R) ~) J6 w; e- g& H
- @mouse_sprite.z = 9999
' w7 V3 q# Z" u$ p+ r6 U! l - Show_Cursor.call(0)
* d* t0 B0 S5 }- U6 A. q - end% v, O# A* H" A& x: Z
" B& E. X( |2 Z5 P4 W" T" @3 z# m- #--------------------------------------------------------------------------) J# z0 H1 c: Q/ K( j% O
- # ● 更新; e9 q, W: o9 B! \) ?; h
- #--------------------------------------------------------------------------: ~. B, m, ?- |6 i% N
- def update
7 z* d$ w% v F# Y1 Z/ w! S& r4 B - @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos
" g; L- `( B$ A1 p2 k' @. d) I - left_state = Get_Key_State.call(0x01) z5 \1 K) E$ Z* M
- left_state[7] == 1 @left_state +=1 @left_state = 0
% @% {* J6 I& N# o' p& W3 A - right_state = Get_Key_State.call(0x02)
: ^- I. ^5 F3 r1 ]$ R* X - right_state[7] == 1 @right_state +=1 @right_state = 0: h% g; t. v& V; M! R5 W: Q% \
- update_double_click7 O& Q( t& w- f5 G
- @left_state == 1 @ck_count = 0 @ck_count += 1- \5 n. r _& k
- end
( r4 n( y' V' }. J% @* H6 w- P: \ - #--------------------------------------------------------------------------
; [2 }) l) R6 O - # ● 获取鼠标坐标6 K& D' Y8 h( b; \
- #--------------------------------------------------------------------------- F% J, G/ R. Z0 Q: I! d% K
- def get_mouse_pos
3 x9 ?$ J3 Z9 ~# n/ W% Q# X2 `( | - arg = [0, 0].pack('ll')5 c% f+ ]+ x4 B2 W. X- X( r$ T
- Get_Cursor_Pos.call(arg)
5 r0 }* ]) r- j' x; K - Screen_To_Client.call(Window_Hwnd, arg)( V! I3 d! ] |; x
- x, y = arg.unpack('ll')
7 t$ d6 c+ ]0 L5 [+ Y6 D2 ^; j - return x, y
/ _9 H o, U" c - end
8 g, X/ }" y3 ?6 O# J- ]3 U5 e9 ] - #--------------------------------------------------------------------------
$ U! k9 I/ U3 {! V: k% k - # ● 将鼠标固定在屏幕内
7 L$ P/ w% \6 D2 N3 G3 y% S+ ] - #--------------------------------------------------------------------------
+ I8 D: c) D& P; k* V - def lock_mouse_in_screen
2 }* B$ ^* c0 D; K- J - arg = [0, 0].pack('ll')
. ^; Q. A( w# G - Screen_To_Client.call(Window_Hwnd, arg)
+ E' b9 t; J2 \% w' i3 { - x, y = arg.unpack('ll')+ Q; B5 s8 J+ a% r) y- G
- Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))+ S/ p* O [( B( D1 O: h- K
- end
* K* V5 n N# l1 A5 u8 q1 _. m - #--------------------------------------------------------------------------
! Z% F2 q. F; ~; `. G* h: X - # ● 解除鼠标固定
" w, W) D. U5 G4 O* A: Y - #--------------------------------------------------------------------------) s1 J$ b+ p4 n: h
- def unlock_mouse_in_screen
r. h* N; n( Y5 P( {4 | - Clip_Cursor.call(0)
! ?1 t/ [2 t) T k% s- ?) w1 F" i - end. x0 H' z( N8 s! K
- #--------------------------------------------------------------------------
, s. k3 ~, Y7 g/ C9 \& c, T8 } - # ● 鼠标双击判定
9 @; h6 d/ b" J, C6 \* z- \. c5 q( _ - #--------------------------------------------------------------------------; [' o9 X3 P: y# P# n
- def update_double_click; c v2 j: s5 D! ]7 l& Q2 U$ a1 U
- @clicked = true if @left_state == 1
) d+ U: P7 H% H" V/ F - if @dk_count 0 && @left_state == 1
. h2 g4 N/ N, x - @dk_count = 0; @clicked = false
+ p# `- D' ^- ]( C - return @double_click = true
& \! G+ Z7 u& e2 N8 z0 ] - elsif @clicked
1 D0 O. y3 A* l/ a/ L - if @dk_count KsOfSionDbclick_Frame
4 R& O: B) h* U! @+ U) K% b - @dk_count += 1/ P" R1 t0 p. I" I0 q: h
- else
/ l7 W& P4 C# s. F3 R" D" r4 W" }8 O - @dk_count = 0; @clicked = false6 V9 q6 }2 J9 ?& I& |
- end/ |- Y( V4 r- s `
- end
; U% V1 y. C2 @ - @double_click = false
5 k1 c# A0 a) n; F - end
( C% h; w$ n" p4 {( P. G8 g7 i - #--------------------------------------------------------------------------
7 n2 h, B& Y6 @ - # ● 按键被按下就返回true) o! ~4 n/ R9 a4 B1 _& J
- #--------------------------------------------------------------------------
, c& Y' M# k! t9 Y - def press(button)) i# J \) {$ K7 @/ z) S& U0 P [
- case button7 M; W2 X/ w) Q$ H6 N. ]% k8 a
- when 0x01; return !@left_state.zero! m" n5 z2 ^" g5 X
- when 0x02; return !@right_state.zero
# _, ]1 \; z( Q$ d - end/ _1 M/ d# ?& J( f4 w" J# f1 L5 n5 _
- return false
6 `0 K+ V) Z: ]* w1 Q8 m - end+ u! ]5 o% ~! s `( f* F9 p
- #--------------------------------------------------------------------------
' [; T. C6 Q9 ^( J, G$ M - # ● 按键刚被按下则返回true
* |) {# R' T% j0 `- z7 R - #--------------------------------------------------------------------------
2 g) m+ o2 S# X8 Z6 Z - def trigger(button)
5 `5 h( m% ?% I% Q - case button$ @& c5 B! \+ z* u7 V
- when 0x01; return @left_state == 1
- n" D5 z: c: K/ H- O$ R( r$ P) z5 d" A - when 0x02; return @right_state == 10 `5 [* i& c$ X
- end
; o" g& y4 ?/ t! j - return false
4 ~" G' b! _/ T' o$ | - end
9 |1 q* |+ z" C - #--------------------------------------------------------------------------, O0 ?# m P/ s2 i r+ A4 S5 D
- # ● 持续按住键一段时间的话,每隔5帧返回一次true8 z9 L/ s6 @+ o) H1 V: j' Y
- #--------------------------------------------------------------------------( u( s. h. t( V' k
- def repeat(button)
( G* C: i* @/ }. _- p2 B# K) y# j! Z - case button
. E/ Z$ I) K0 j5 z4 [; s( `- h - when 0x01; return @left_state == 1
5 r' r: ^/ k- X0 c - (@left_state 22 && (@left_state % 6).zero)6 I8 q7 q" y. D
- when 0x02; return @right_state == 1
/ J) K$ z% _* X9 V) e, l ^ - (@right_state 22 && (@right_state % 6).zero)
3 a. o. `5 _7 p6 s - end. F3 v) y- e& ^# E7 G
- return false
+ ?/ F3 h* d9 G' _" g9 f - end1 Y& b) ]# d T
- #--------------------------------------------------------------------------
: K+ M$ ^( X" ?) l) ? - # ● 判断是否双击鼠标
$ |, R( T' B! y! f- k - #--------------------------------------------------------------------------
| a6 X U' B3 ]6 L - def double_click7 k& z! a% h; e0 ~& k3 F3 r* o
- @double_click
" h# l1 {" Y) x0 W - end
0 w+ p/ R4 r9 E- c2 v, r - #--------------------------------------------------------------------------
6 d! |, U2 q2 I3 f - # ● 获取@ck_count(每一帧+=1,单击后重置为0), ^8 v( Y! D" t
- #--------------------------------------------------------------------------
& L3 Z0 t* \6 ~, T: I# p o8 | - def click_count/ n2 `. i7 X, n+ F C& y8 q6 a& ^- U+ H
- @ck_count
+ ]& r! e) g, F( O2 f - end
/ r4 z3 \9 R, t+ q - #--------------------------------------------------------------------------2 F9 s' O# E/ I# V
- # ● 获取@left_state(按住左键每一帧+=1)) M: Z! j, b G1 @8 ^$ c
- #--------------------------------------------------------------------------5 s* u; v5 @& J8 F3 T! Y
- def left_state4 X9 C$ |0 C* U: I$ R4 P
- @left_state" X, l! ~% @( w# N' X. R% O
- end$ A4 z1 P5 m( B1 v9 o) r7 B* c
- #--------------------------------------------------------------------------
! p, Z6 X: b/ i& c5 g - # ● 获取鼠标的x坐标
4 w7 m" ^: { H3 ]: J; s - #--------------------------------------------------------------------------
6 D& D: w+ Q: p* Y! O - def mouse_x5 ~( T( X6 @! H5 \
- @mouse_sprite.x
! q; N; D" J Y$ Z - end
. C+ u& M( g+ T5 z, O* J" d8 } - #--------------------------------------------------------------------------
' o9 \) Q5 N- _! Q6 C - # ● 获取鼠标的y坐标
2 V% ?' O% |; i" e* t9 m - #--------------------------------------------------------------------------
8 q0 O$ r' L* Z/ v4 C - def mouse_y
3 L9 x" S+ |1 p - @mouse_sprite.y
3 V" M; B5 U3 `, O) O - end
A; b! \9 W% H. K - #--------------------------------------------------------------------------1 c9 q2 p! n2 Z% M
- # ● 设置鼠标坐标
3 k0 C4 s9 y1 S0 { - #--------------------------------------------------------------------------% W3 |# ^' @! n( d3 X9 n" f
- def set_mouse_pos(new_x, new_y)8 K( D6 c! C: }; e- g6 K- C
- arg = [0, 0].pack('ll')5 M+ i3 w1 L3 S: J
- Screen_To_Client.call(Window_Hwnd, arg)
2 ~" D5 a) {2 z9 R( n" \7 D - x, y = arg.unpack('ll')
& Y1 l3 S# V# x: x' O7 Q' i - Set_Cursor_Pos.call(new_x - x, new_y - y)
4 F" r0 e6 U/ ~ - end
' ?& @$ U9 Z) F - end #end of class self # e. U1 f& ]( K- }& S* X2 V& Z: N
- 2 V9 N) j6 u/ v9 g, |1 J7 [& X
- end
4 L0 L% L1 U& _4 o8 s6 \ - 7 J2 e) w' j2 X
- #==============================================================================
& w; B9 Y: K- g+ M) j+ o T - # ■ SceneManager
u/ d, {* `% ?$ w" g - #==============================================================================
# [' u1 W. D7 Z6 D: b- m7 ?% X - class SceneManager9 h% q9 K8 E& I; N) v
- #--------------------------------------------------------------------------
! H. R/ X$ _ n/ V+ f ^" l* w$ I - # ● alias0 Z. a! N" I W+ {$ U( ^; b! r
- #--------------------------------------------------------------------------
) \# f- G* O' ~% |! @ - unless self.method_defined(sion_mouse_run) [" e/ F3 D/ N: k/ {1 l: A+ S5 j
- alias_method sion_mouse_run, run% h% B0 M( b% W
- alias_method sion_mouse_call, call4 _7 e, z3 `; T7 k1 u
- alias_method sion_mouse_return, return7 ~' D; G* S. K; b
- end7 s" d- y4 @4 n9 Q$ M3 h6 o. `$ n z
- #--------------------------------------------------------------------------
+ e0 m6 T; m7 [( _, | - # ● 运行
% f8 s5 X4 x* F; g& o! z - #--------------------------------------------------------------------------
% j8 L+ U0 @$ T4 ?) S7 U) }& i - def run8 i1 P3 @: O% X$ L8 |, ? j3 ~
- Mouse.init
Z& i4 c: l% Y* \4 `2 K - sion_mouse_run1 e' X6 ^- H6 R, o
- end
6 ?8 v2 j; u9 B3 `' S2 g" a$ a - #--------------------------------------------------------------------------
3 y) o5 z' p' L! R+ D - # ● 切换
8 z8 S& }9 l/ O3 n - #--------------------------------------------------------------------------
3 U/ R) S1 h$ { n3 R7 g - def call(scene_class)
- W; w. c# M3 ~) f2 X - $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)# a& d5 X t' W# Z! V
- sion_mouse_call(scene_class)2 n5 n* n, P* R v$ P. E$ u' W) s
- end+ k/ v! }- Z x: m, ~
- #--------------------------------------------------------------------------7 e/ a" Z8 Y6 W- |
- # ● 返回到上一个场景
2 S' W" t6 S1 t5 Z4 `/ ?$ L - #--------------------------------------------------------------------------
4 C2 T" c& b6 U- [, _ - def return& b) v0 z/ s4 H6 q! \+ q/ n1 T/ w
- sion_mouse_return# z$ ~1 h7 m/ ?/ ]3 [* W
- $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&
4 @. `0 W5 C; z- f - @scene.instance_of(Scene_Map)
1 m s, B6 o+ Y- D! k+ d! U - end7 V0 a+ H; c' [! s3 k% w
- end
2 y [6 g7 i$ g& B2 l) }' n - ! M4 L8 i1 m5 l2 S0 u0 V1 R) o
- #==============================================================================! j1 a8 B7 y( v
- # ■ Module Input
* i# p( O& X9 X- ~ - #==============================================================================
1 ~3 N: y1 d! e) A$ | - class Input( a( {# E6 |- U) H# U) J' j9 a
- #--------------------------------------------------------------------------+ Q" k1 X+ d9 R, @) _* o, L2 }
- # ● alias2 |3 V5 G1 g( Q9 g) Q
- #--------------------------------------------------------------------------
0 Z4 d4 Z% U! v) ^( v: C - unless self.method_defined(sion_mouse_update)- ~0 X6 T/ t9 a* d m
- alias_method sion_mouse_update, update
6 `/ b4 E3 c9 [" Q6 t W. Z0 H& @ - alias_method sion_mouse_press, press; p! C0 R" k7 R/ R, Q9 I! P
- alias_method sion_mouse_trigger, trigger
s9 O/ J% {# g+ r& w, O! D5 I - alias_method sion_mouse_repeat, repeat
9 h/ w7 W; E& C6 Z' B - end
) T8 o5 G# K' V% u" D3 E( [# T9 R - #--------------------------------------------------------------------------
$ [: }2 a& [; W( x% x - # ● 更新鼠标/ n& t0 ~7 B O$ g
- #--------------------------------------------------------------------------$ `) [& G7 }3 F& d+ X) G& ]2 u
- def update
) D4 ^, U' P" _/ \ - Mouse.update1 ^ ]2 I) l. T2 o! ]
- sion_mouse_update
0 C3 \' q e- x0 K" s2 w5 q* _3 i5 l$ ? - end
( @ y$ U- I- U( D - #--------------------------------------------------------------------------
6 z* B/ j2 W. Y. h) J0 Q - # ● 按键被按下就返回true
5 l" k) L$ b/ Q, Z - #--------------------------------------------------------------------------
$ ~& V' h: I8 L0 F2 \ - def press(key)
* M9 O- G1 A) _) P - return true if sion_mouse_press(key)7 k; o& N8 V2 a# n
- return Mouse.press(0x01) if key == C
0 W7 z7 i3 F/ D" ~6 ]" W2 o" r" f Q - return Mouse.press(0x02) if key == B
2 p8 J( N) S+ H. f. s( B/ B( B - return false
) s0 G: m' I; g8 ^ - end% K- v. ~8 _- Q% w4 y
- #--------------------------------------------------------------------------3 h7 n% n/ j' b6 N' h- Z
- # ● 按键刚被按下则返回true
9 M: ?/ W( Q0 Y8 W8 i - #--------------------------------------------------------------------------1 Q2 N9 a. h, ^8 Q5 L6 I
- def trigger(key)* \# C. J' `$ h9 ~- I$ }
- return true if sion_mouse_trigger(key)
; D. c$ j" H4 ]/ O - return Mouse.trigger(0x01) if key == C
+ h1 M/ O( x9 v. I - return Mouse.trigger(0x02) if key == B6 [% N/ F" H- f2 W& t
- return false6 w ]+ F+ n `" n' u
- end
+ z h6 l8 t1 H+ C$ Q - #--------------------------------------------------------------------------
) b. A0 c w; u% f; G: j - # ● 持续按住键一段时间的话,每隔5帧返回一次true0 G6 Y/ D; V f/ R% h7 V# x& a
- #--------------------------------------------------------------------------
! L E& `% k: C7 R( B - def repeat(key)
- L T$ Z: h- f5 Y/ s - return true if sion_mouse_repeat(key)
* K9 _& o3 g. N# {# r8 s - return Mouse.repeat(0x01) if key == C* U- c# T' x% P! `6 x' j
- return Mouse.repeat(0x02) if key == B
M; e7 P% Z5 H7 C$ T8 T - return false% t' N0 b+ B: u/ G( q2 E, k8 l
- end
; R% x2 P' F0 y6 t% B |4 b - end; [& a& e7 ~0 N( k* r& l
- , p- z. o9 e: h% e
# Q) W$ |7 x! |( e% R/ |. A- N' A- #==============================================================================3 k& G# A9 k8 C4 [, n1 z
- # ■ Window_Selectable
8 P! G# r% T2 B( c- L - #------------------------------------------------------------------------------8 `2 I( A0 w5 R s& y# b# b5 W
- # 拥有光标移动、滚动功能的窗口
9 ?. U6 X0 R: E1 h9 f: j) H - #==============================================================================7 Z ]* u# B0 s& e$ [* _* }8 R
- class Window_Selectable( w# S7 g$ R$ h0 d* r6 M3 v
- #--------------------------------------------------------------------------0 `. p: `2 ?9 }; p1 n1 \
- # ● 初始化2 A; l1 h6 o# C/ z5 j
- #--------------------------------------------------------------------------
$ q5 E. Z& N8 ~ - alias sion_mouse_initialize initialize
% n+ M7 a% t3 [4 t5 I7 ^8 c - def initialize(x, y, width, height)
4 V1 u" p+ f7 B; X - sion_mouse_initialize(x, y, width, height)
8 ?2 U$ v9 U2 i' C( | - @move_state = 0& V$ ^: b; O+ P$ y _* `9 g, C" D
- end
: r( L" g; M# u& L U- \2 ^ - #--------------------------------------------------------------------------
- {3 W( Q6 g* R( p6 Z" b! X1 I - # ● 更新
$ |, B4 W+ a- U z8 A - #--------------------------------------------------------------------------
; x) B# m* z$ _8 V - alias sion_mouse_update update) K* N6 K8 I; H6 C
- def update
- r0 O( c9 A7 V6 Y - sion_mouse_update
; h) U( k6 N! ~4 v0 B6 N5 q' b! ~# y - update_mouse_cursor
0 `- J' ~. N( m: Z0 }. C( n - end
) m& h L- U/ V' c2 F9 U - #--------------------------------------------------------------------------
2 B4 D8 I ]+ S. c3 v f0 E - # ● 启动后设置鼠标到index位置
7 @; ]# o. ]) y3 U0 j3 Z7 D - #--------------------------------------------------------------------------! n" D. M1 a0 i7 m& Z
- def activate
" S7 W5 ]5 C) |. g# b/ @, u- O9 C - @need_set_pos = true if KsOfSionMenu_Set_Pos
9 h& a% B7 @' V/ w8 S - super' t7 ~. v X0 e
- end* k( s) r- u! R
- #--------------------------------------------------------------------------% g0 x) k& _7 T9 y: E+ _$ Y- c& \9 W
- # ● 更新鼠标和光标的位置% D* q Z9 F* L
- #--------------------------------------------------------------------------, K, t/ F# z9 n
- def update_mouse_cursor: M' I- x; [$ c+ f
- if active
; c$ q' [ @5 H7 m9 o! _ - if @need_set_pos7 {& C! ~6 l( M
- @need_set_pos = nil8 ^3 _% u0 z% q' q" A
- set_mouse_pos
5 B! e* L& p% T# n - elsif cursor_movable$ X0 B3 O4 U, P- V( k( R
- Input.dir4.zero set_cursor set_mouse_pos7 i( ?! t% U! t+ u% f
- end8 Z* q. U' u8 {% D; Z
- end
% V3 i P7 y }- A+ c9 T' G2 a - end2 @2 t" p, F& d; \
- #--------------------------------------------------------------------------
( @+ L; b; O% d7 T! i$ f0 g! T - # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能' a& y* G; R' U4 |. ]
- #--------------------------------------------------------------------------
5 @" r) ~2 @5 G, L1 Z( @9 O - def set_cursor6 w+ z0 ]3 E2 U4 b% i& j
- mouse_row, mouse_col = mouse_window_area/ ~0 K. Z( A# d+ S
- if mouse_row == -1
9 s1 Y( [5 }4 d) m. t: b. f N - @move_state += 1 if need_scroll5 c7 Z$ [1 Q& ]
- cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand; u9 Y% e; O O8 z( w/ s9 `" S# N
- elsif mouse_row == -2
, Z- o, ?0 }& Z! K0 L - @move_state += 1 if need_scroll
5 w; h$ O& l/ t$ @6 C8 Z - cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand% j! G4 g- k" i
- elsif mouse_col == -1
6 `% d' H$ i! W - @move_state += 1 if need_scroll
/ v% Q$ _* }6 w3 b5 T - cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand4 N7 C& x& Z+ ^' Z2 j: ?
- elsif mouse_col == -2
/ m7 v, K5 W/ A7 z - @move_state += 1 if need_scroll( I8 ~+ R0 j5 U* R$ t+ [
- cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand& G- w: z# d+ ^( e' b) Q& G
- else2 ~ q" b1 w; a) `
- @move_state = 0
8 J4 J# R9 Y4 e K/ G* o# ^ - new_index = (top_row + mouse_row) col_max + mouse_col5 k, I+ A/ Z0 [/ X/ _
- select(new_index) if new_index item_max && new_index != @index- M; y0 q% H* i& Z2 @$ \5 V1 B
- end2 \2 q1 E5 y( c
- end
! a! M6 T' P9 f t7 H ^$ {4 ]4 I4 h - #--------------------------------------------------------------------------" i2 R0 q# p: Q' |' k* w6 m
- # ● 判断鼠标位于菜单的第几行、第几列
$ u$ A1 d' z2 y+ W - #--------------------------------------------------------------------------
1 [4 m9 [2 B. X - def mouse_window_area
3 ]+ M- o+ m v. [/ c% U - if viewport.nil # necessary!
+ h# q I7 s" @; T: k4 g& T - vp_x, vp_y = 0, 0
, v) F: R0 `: F) e1 P - else' V4 L& n6 O* h. {& o m( L
- vp_x = viewport.rect.x - viewport.ox
% _+ U5 M k: j - vp_y = viewport.rect.y - viewport.oy3 \. o0 G6 x7 ?( E t+ x4 |/ ~+ L, N: J
- end
- H$ v U6 a) X* V v& {$ r - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y- F# c1 @ c1 j
- item_x1 = vp_x + x + standard_padding
9 i( g% w# K( F - item_y1 = vp_y + y + standard_padding7 C- K1 ^( s" C& a
- item_x2 = vp_x + x - standard_padding + width
0 F; R( ]) }2 |/ k - item_y2 = vp_y + y - standard_padding + height
; g9 Y( @! I% c0 N1 n' `. b - if mouse_x item_x1/ [' a4 V" g" X9 _- C C7 P
- mouse_col = -1* S4 F$ B5 c( ]3 L4 o$ M/ ~
- elsif mouse_x item_x2+ K2 p5 m2 f5 F/ j1 ^! q
- mouse_col = -2
" L* T' a; R. Z/ `8 O* K' L+ y - else
# o" ?9 l1 Y% m) t1 ? - mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)
Q4 J: S) {- T. p - end
8 k& b* N# z* ^ - if mouse_y item_y12 u7 i% W2 L, G1 b( l3 j) g
- mouse_row = -10 E j1 k! _$ j: z1 @, G" Z
- elsif mouse_y item_y2+ Z4 W9 g& {9 D1 l+ \6 k1 N! [
- mouse_row = -2
$ h1 i: n( J- o' h - else: q) x4 O& {8 P# w2 D8 K3 Q
- mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)$ V9 u- H7 R/ j1 _
- end
/ K# P% T. K, r" y% e) S - return mouse_row, mouse_col$ k3 u4 V# D! X4 I9 q# i
- end0 r) N# G+ l$ I
- #--------------------------------------------------------------------------
- i3 @( W7 E7 U3 P7 P - # ● 方向键移动光标时将鼠标移动到对应的光标位置- L% Z& C3 r$ P+ k
- #--------------------------------------------------------------------------
, f% w6 {/ u; [! J - def set_mouse_pos
4 i0 ^) u. t9 y+ }8 l - if viewport.nil # necessary!% o# q1 S1 Z8 ]# H
- vp_x, vp_y = 0, 05 n# E: ]) A) K( p
- else. C' R( L6 Z, g6 u3 [; w
- vp_x = viewport.rect.x - viewport.ox! s: f) ~* s( [- H+ h
- vp_y = viewport.rect.y - viewport.oy
, Y3 ~7 U4 v1 |& y/ Q/ L6 j) t - end
* W- ]' [7 i3 b; [ - item_x1 = vp_x + x + standard_padding
/ B9 [# }1 g+ V! F) _/ O - item_y1 = vp_y + y + standard_padding
: ~ O2 z& Y. { - get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index
; L8 W# u7 ?) ?* ?+ m: e - row = get_index col_max - top_row
2 N1 {" y/ x/ P; n - col = get_index % col_max" B# S3 ?/ q! j! s6 V/ E
- new_x = item_x1 + item_width (col + 0.5)2 k2 P! h. l% b$ X; u
- new_y = item_y1 + item_height (row + 0.5)* `3 }# s5 ]2 ], Q c
- Mouse.set_mouse_pos(new_x, new_y)1 h& h }, J3 I2 o
- end6 d5 P3 B: U7 D- O0 W
- #--------------------------------------------------------------------------. f! H# e) L" _; @1 j$ J# f) y/ o
- # ● 判断菜单是否需要卷动
7 O! n f, z( X5 Y" o - #--------------------------------------------------------------------------
8 Y, ^) ~- }4 q2 L7 P - def need_scroll
1 ~3 o" p x0 q- K! G - item_max col_max page_row_max% _% r7 X Y. l7 [& A# V- E. L) k
- end
- T) e% n, W; c3 D( z8 r( ~ - #--------------------------------------------------------------------------) T+ ^1 @6 w' a+ X
- # ● 判断是否为水平卷动菜单% w k# _: X, s8 q
- #--------------------------------------------------------------------------$ f. N4 G F' Z7 L$ S
- def is_horzcommand
' G9 I. c1 y2 D9 [- \ - return false+ i9 g, i" j9 C/ T
- end) K* Z7 v3 T0 K6 k
- end+ B4 [. O( e1 `* \ ~( z- e# l9 i; X. v
- 9 W7 d6 Z9 T& g6 O, k- k- \+ |
- class Window_HorzCommand
# q. n. L' \6 T) h1 N1 C; H3 j - #--------------------------------------------------------------------------+ a3 d9 @- M4 I- Y( Z
- # ● 判断是否为水平卷动菜单- n/ B7 j: x2 S' H
- #--------------------------------------------------------------------------+ Z3 H* _% C; Q+ X* E
- def is_horzcommand
8 N- {2 _; b) a# Y+ z0 J* q - return true
8 ~+ P/ b3 j k; z/ T - end
- s" d( P1 L P6 q* V7 H - end
1 p; n# {: {; i+ |( |, D - * B0 \2 ^$ ^7 ^, C! ]$ D
- #==============================================================================4 J) y: a% c0 p" F0 E! A! q9 o
- # ■ Window_NameInput
3 O6 U$ o& ] x: d; G - #------------------------------------------------------------------------------
( N/ D0 j6 z* b/ p# }% l - # 名字输入画面中,选择文字的窗口。
' N6 ~( D: z# ? - #==============================================================================
( H: k$ o( C: N$ ?- r - class Window_NameInput$ s) U6 j. N: O% o; m% D
- #--------------------------------------------------------------------------
! ]8 A, Z$ s# z: U - # ● 设置列数( c; o' y3 C; u5 W$ R& I% W
- #--------------------------------------------------------------------------; c1 F) ?# P0 U5 s
- def col_max
1 N Z+ g+ A6 j( @ - return 10
" Y6 i' N' ?$ P* {" o* ^. F7 { - end* B$ _' v6 u) l! C8 x3 }" k+ `
- #--------------------------------------------------------------------------
! T% b; ?. J+ E" f# x$ F; d% S - # ● 设置填充的Item个数5 ^. C( [" r0 w$ |$ q* c
- #--------------------------------------------------------------------------3 j8 \' T! `0 S, [; r8 n
- def item_max
, e, h: K& Z& I" G7 ]8 t - return 90
0 o& W* \% }6 |# V" W" O - end5 `) O& P4 {, w) }* Q5 I
- #--------------------------------------------------------------------------& V z s x* q. b
- # ● 设置填充的Item个数
. A" _) k. M: ~* h3 N5 t - #--------------------------------------------------------------------------. z# s3 E( F/ O
- def item_width
4 r" M9 \2 [; q) c- Y: K - return 32, |' L. [8 z* C2 R
- end
+ a! I2 b2 A% c/ U7 ^ - #--------------------------------------------------------------------------9 g) f3 R. q& Q ]# N
- # ● 判断鼠标位于菜单的第几行、第几列
2 j* r! U" b: [- h - #--------------------------------------------------------------------------
4 i1 a7 \1 J3 Y$ g$ q4 P/ { - def mouse_window_area. x! ^1 B- G8 F/ D
- if viewport.nil
( [# e) d( z- [/ |* u - vp_x, vp_y = 0, 0
9 y0 ~/ {/ q2 ]1 b - else
4 |9 W$ C8 L9 ~" x - vp_x = viewport.rect.x - viewport.ox
2 |& e1 n c: ], e9 ~7 X - vp_y = viewport.rect.y - viewport.oy
+ z$ X" s K; B! F+ I - end) b( n) z- r" o, z$ A/ k$ B
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y6 E. x- ]$ _) H" S1 S8 P
- item_x1 = vp_x + x + standard_padding
5 w' r, v9 |6 e! T - item_y1 = vp_y + y + standard_padding
5 R, _3 P( \ m7 A/ u7 B8 D" E - item_x2 = vp_x + x - standard_padding + width
; P! W, n! B3 ~ - item_y2 = vp_y + y - standard_padding + height
/ W2 \, ?4 @1 S$ U - if mouse_x item_x1
! _( ?8 q6 H, P4 x5 S - mouse_col = -1
2 L# Q( Z8 ?# ~+ T1 t - elsif mouse_x item_x2
; K4 B. O" k+ ^5 O2 m- i" U9 d - mouse_col = -29 G7 T$ Q. O% u/ q7 @) @
- elsif mouse_x item_x1 + 160
5 [: I1 C7 w v0 L5 y - mouse_col = (mouse_x - item_x1)32: \3 o/ M+ z0 K
- elsif mouse_x item_x2 - 160
% J4 j/ p9 q( o( L, i - mouse_col = 9 - (item_x2 - mouse_x)32
. G/ T' d4 Y% T; h: k% J" C - else* T; A. G1 w, ~) T, ?% {/ A
- mouse_col = mouse_x x + width2 5 4) P& o# s2 F7 r% k+ E) j6 ?
- end
/ E$ _1 c: S5 }! C! G - if mouse_y item_y1* l. Y. i# }" N# G
- mouse_row = -1: _& l' o/ a2 g* }/ g) ~2 B% ?! ~
- elsif mouse_y item_y2" Z! o2 u( n( k3 |
- mouse_row = -2
$ j3 s" ~4 v+ G8 N4 z3 m) O% O - else
- l4 P( }/ Q x' x) K$ w - mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)% \# J5 \; Q& ^
- end- A( X6 I" i! L! [: F
- return mouse_row, mouse_col4 B% k3 ` t' S W8 T* t/ R
- end8 o7 ?2 X5 D# l% T/ y% t
- #--------------------------------------------------------------------------
& [/ N) l E- I. D - # ● 方向键移动光标时将鼠标移动到对应的光标位置
' U- ^- t) W4 c2 N - #--------------------------------------------------------------------------( f1 }; O0 V: ] J5 p8 y0 W
- def set_mouse_pos
8 S8 `) a1 m. `9 r- D6 B - if viewport.nil # necessary!
! u; o% K+ U r! {4 n+ U. N4 M - vp_x, vp_y = 0, 0$ }7 T/ u$ Q6 M# C8 [: U
- else
" J+ r. S) `9 Y! g' [+ M - vp_x = viewport.rect.x - viewport.ox
0 l+ D6 C8 A7 m: g( b+ { - vp_y = viewport.rect.y - viewport.oy
6 S/ ^9 C$ _7 F% i5 d4 |# N5 ` - end0 L& N5 W$ [/ B2 a. e
- item_x1 = vp_x + x + standard_padding 4 | C) B2 t, P" S5 C1 ? g
- item_y1 = vp_y + y + standard_padding8 ^$ |4 G4 k- x1 g; n% u# ?& ]
- get_index = @index 0 0 @index
$ P2 u6 p3 ?* ~) M - row = get_index col_max - top_row
) s$ ]( k' O+ e* \, O. h8 \5 W - col = get_index % col_max) d/ u) q! J6 I! @) u
- new_x = item_x1 + item_width (col + 0.5)
: j7 e- g2 x6 p, {+ \& @) j/ v; D - new_y = item_y1 + item_height (row + 0.5)
( R3 Q+ \5 o* n6 M* |% J1 s - new_x += 14 if col 4
* Z$ i$ a5 `8 G. ` - Mouse.set_mouse_pos(new_x, new_y)
Y3 Z' T1 v- V. v - end' `! c5 F% T7 U- J5 L t
- end
* l1 U! I% B! ]8 |+ Q/ I - ' b$ M! T( {2 B9 L; x
- #==============================================================================8 j* l, q4 ?6 g* ]) x0 P
- # ■ Window_NumberInput
7 f9 K. W: Q$ Z; s9 m1 C6 B/ D - #------------------------------------------------------------------------------3 b! B( i0 o8 r6 F$ S
- # 重写了数值输入的方法以适应鼠标
! ^$ l8 w( K Y* i) O - #==============================================================================& V) Y3 Z: ~2 \' @7 W3 }
- class Window_NumberInput Window_Base
. I8 x. D: d% c3 G - #--------------------------------------------------------------------------# r4 p/ y7 G1 G% X; [7 |0 L5 Z
- # ● 定义实例变量
; ^: L5 E% B$ h) `+ ]) b - #--------------------------------------------------------------------------9 n! S0 V! l; D6 Z: ]: e( X+ ^
- attr_reader extra_window
6 J* L( k; `7 h! n2 q/ T - #--------------------------------------------------------------------------) ^4 d, V; E; |6 C$ H
- # ● 初始化
2 W `; D e3 I/ n0 r' g, f( i - #--------------------------------------------------------------------------
( e6 Y2 o8 o: c5 \7 X - alias sion_mouse_initialize initialize0 r; S: X% J/ }, s7 q
- def initialize(arg)+ D2 K+ w' R7 `- f
- sion_mouse_initialize(arg)
3 \, S( O5 @5 f! T. ?6 q - create_extra_window6 F6 E( M! X! l) M% U4 g/ R
- end
( h+ r" K$ {" [" X - #--------------------------------------------------------------------------$ D- H% F: m8 x! l+ n
- # ● 启动
+ w7 \% r% C' W6 X( z. ]+ z( j - #--------------------------------------------------------------------------+ M# l7 `8 s0 e9 ]
- alias sion_mouse_start start
* H7 e0 V* O; }% j - def start+ P( Y# | `( k D$ G g* v0 J. m
- sion_mouse_start
$ F: S) G: ^* Y |+ o: U - deactivate
. O: K I; m8 i3 V) R - extra_start. s; R" }3 b2 f9 R7 z- b4 G- o9 Q7 B
- end$ v5 T5 W, A$ |* g% |, x. i* i" D" ~
- #--------------------------------------------------------------------------) ^" `% p8 E# q2 p8 y* t) }* ?
- # ● 创建新的数值输入窗口
, Z: t7 i N; N( A8 E( ?1 J) X - #--------------------------------------------------------------------------
2 J' l9 j U- g: T D5 Y7 e. { - def create_extra_window% T. s/ }& F' N# f8 i, q2 A
- @extra_window = Window_NumberInput_Ex.new
% K0 y1 d( n3 s2 t* N( { - @extra_window.x = (Graphics.width - @extra_window.width) 2& ^0 j" f% R( H' I. ~- i1 @
- @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }6 t3 ?0 y$ H3 M! U9 B
- @extra_window.index_proc = Proc.new {n @index = n }2 K% u( }( h5 o# _; Z
- @extra_window.close_proc = Proc.new { close }( g6 g, s0 U2 u5 n+ W1 k3 Y& k
- @extra_window.refresh_proc = Proc.new { refresh }% g) C! R3 f7 e
- end
$ r' K- n3 v, b; M7 ?8 d - #--------------------------------------------------------------------------* U0 @' }0 J: U- ~, A
- # ● 激活新窗口
5 A, ^! i% I/ I7 e" e/ d9 G - #--------------------------------------------------------------------------
" ?; R o; `4 R* |7 |3 S( Z' c - def extra_start
* R- G3 Y, `7 I. ] - case $game_message.position/ Y% W3 Q( E; D8 u
- when 0; @extra_window.y = y + height + 4
. L( h6 d; ^4 z5 y - when 1; @extra_window.y = @message_window.y - @extra_window.height - 8/ v$ l0 c( y- X- B
- when 2; @extra_window.y = y - @extra_window.height - 4
& J2 X+ C* b- Z - else ; @extra_window.y = 8+ X) q e* O! l- n; e
- end2 _- N4 g8 w+ F0 J. Y6 t& K
- @extra_window.variable_id = $game_message.num_input_variable_id
* q( _: l0 U7 C1 ]! k- c, q3 H - @extra_window.digits_max = @digits_max3 y6 ^$ L4 C* Z2 f& o
- @extra_window.number = @number
; f, _& v4 o' ? - @extra_window.open
6 ~7 [% X1 @, |5 @. N - @extra_window.activate
, m( L6 w& E" N1 i# E+ I - end
9 z* A$ V' y$ T' u+ r* ?' | - #--------------------------------------------------------------------------
. I* K; b C7 S" |1 o& K" L - # ● 更新
4 n# f; f1 F( z0 U - #--------------------------------------------------------------------------$ {+ J$ E1 p7 Z% o& ?
- def update
8 F# K* b+ z: v5 X! n - super
+ b& P$ I' m7 K8 Y - @extra_window.update: T8 D' `' E$ s( e- H' V m
- update_cursor, y) m' F) ~( @. U `$ k7 s0 q
- end
, L/ D I7 O& i, A- Z$ E& l - #--------------------------------------------------------------------------
. G- F9 v. m* E9 b: e - # ● 关闭窗口: h$ _+ V; l2 J8 P' {% b
- #--------------------------------------------------------------------------
0 F) W* j6 V; W' h/ ^7 X, [ - def close
2 Z& H2 b6 G6 m: z, H3 u9 f. ~ - super
+ p; t2 B2 l6 x2 L9 X - @extra_window.close
" M) E4 V1 w: t% M1 q# E6 b, z; ] - @extra_window.deactivate) y7 ^, f4 H, D
- end
+ m# L+ ]. ^ Z6 a' E - end
: N& s+ T# t, o5 x1 v9 U
# X) b, n5 l% \5 y# z4 W% L* `- #==============================================================================
4 X) b+ O' ?" X; h# x8 U1 z - # ■ Window_NumberInput_Ex
; s# a/ A Z! V( @. `% }+ A - #------------------------------------------------------------------------------$ N( `4 U# q/ ?% H/ j
- # 新的数值输入窗口(NewClass)
* j& n3 S _5 m( X ^ - #==============================================================================
/ R# S+ E. ^0 K3 a5 Z - class Window_NumberInput_Ex Window_Selectable1 o. x( l* b2 P; f2 k% E
- #--------------------------------------------------------------------------( x+ G. F4 x0 U% r
- # ● 定义实例变量
% h5 G! n2 {7 X# z: @8 Z5 t - #--------------------------------------------------------------------------. j/ f* x) S% R g. {9 y- U/ r& w
- attr_accessor number_proc9 n( t6 u6 z8 h' X4 T
- attr_accessor index_proc3 Y- l! m2 y2 ^
- attr_accessor close_proc t, W: I& a& p7 ^+ v3 T
- attr_accessor refresh_proc
L8 R4 K' ]) F# j2 D - attr_accessor number
3 z2 b- t) d; v" V - attr_accessor digits_max0 h' `+ i/ ^) k! R4 f* C6 K
- attr_accessor variable_id$ T, o6 C5 y5 R; g- S7 T* N
- #--------------------------------------------------------------------------1 Z+ Z* z: Y) C/ z. o0 u
- # ● 数字表
; z# t* V9 L# f+ ~2 V1 V, l - #--------------------------------------------------------------------------5 j: A0 \/ \7 ~. L& w& ^* Q
- TABLE = [ 7, 8, 9,
4 M: _8 _ g% n( u& P - 4, 5, 6, W! t8 j& ]- d
- 1, 2, 3,
0 b: s9 d s% V0 m3 l& E - '←',0,'确定',]
0 O% v) t9 G- G& @+ X2 F, |) _8 n, n+ X - #--------------------------------------------------------------------------1 ?* I6 F: y! p0 s* l
- # ● 初始化对象
7 D4 ^6 c9 j4 Z1 [' M6 T8 N - #--------------------------------------------------------------------------, ^% T; u1 W ]. a4 l
- def initialize( W: Y* v6 _) W: U# s1 o0 t
- super(0, 0, 120, fitting_height(4))
5 ?8 ^' F& B1 P* Z - self.openness = 0+ Z4 R* c" A! F9 B
- @index = 0
0 |% A1 d2 }9 o+ A5 K; L; k8 c - @number = 05 {" o1 Q: c: K9 U, w
- @old_window_index = 0
* Z E: W5 \2 R/ R4 \/ | - @digits_max = 0
+ p% `8 W/ v! C5 | - 12.times {i draw_text(item_rect(i), TABLE[i], 1) }, w" p" S2 W! Q# m* B! D
- end
! n" t. J- `( F - #--------------------------------------------------------------------------
7 \ T$ Q- F( C: T D - # ● 获取项目的绘制矩形2 o+ k# p. k3 L" J# Z1 \
- #--------------------------------------------------------------------------
1 h0 S4 \ ?5 i4 {8 A+ r - def item_rect(index)) z- d( \2 ^, s- G( U
- rect = Rect.new) }" L; p9 i* G$ A" y9 I: A1 r
- rect.x = index % 3 322 m1 l6 F. L# E! e5 a& t
- rect.y = index 3 line_height' o4 T' r7 z) a6 G3 N
- rect.width = 32, T3 c( Y; R6 ^% [
- rect.height = line_height
5 H! @- @* D4 g f - return rect
# b4 Q; Z7 p. r( r! [! A - end7 P* `8 t3 @, C5 W
- #--------------------------------------------------------------------------
0 a( q3 ^8 L P4 o! K' m" y8 @ - # ● 将光标设置到鼠标所在的位置6 _! [, c. C% P% s' Q
- #--------------------------------------------------------------------------
! ^5 _; I" L$ k& w - def set_cursor
7 ]* O: C3 M" c8 i- J - mouse_row, mouse_col = mouse_window_area/ f4 \8 S* m! Q; q
- if mouse_row = 0 && mouse_col = 0
/ Z- |# B- u# o+ ]7 z8 V - new_index = mouse_row 3 + mouse_col
' O& p0 i4 S$ d, J - select(new_index) if new_index = 11
# E j8 p, Z) N' Q; D' v - end
e# s: ] I, I* q% P+ | - end. H- t6 C6 q% _& C3 {
- #--------------------------------------------------------------------------
8 g- k. i7 `7 T% | - # ● 判断鼠标位于新数值输入窗口的第几行、第几列
! G& y0 u* V% d2 v - #--------------------------------------------------------------------------
2 ]+ D, H" q% B - def mouse_window_area" d# e( i( G, Y7 ]* d; Q$ P
- if viewport.nil0 I7 [' c: a6 z5 V' B
- vp_x, vp_y = 0, 0
5 I& r4 c# u4 ? f7 f, T - else
8 j7 K( Q' O& x* e1 _0 ?5 t - vp_x = viewport.rect.x - viewport.ox8 i5 B1 Q2 R" N- e4 |- E1 S2 r( f
- vp_y = viewport.rect.y - viewport.oy! m3 u T, ^" e9 Y4 Z. @* S( P
- end
' B; u0 Y: Y5 v! X* y% l' z* J - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y( o( S2 [8 P2 Z; S( J, Z, y
- item_x1 = vp_x + x + standard_padding + w6 Q( ]% j9 A; Y* L
- item_y1 = vp_y + y + standard_padding
2 V3 K+ ^8 V) k1 `. c - item_x2 = vp_x + x - standard_padding + width
( v8 ?; H+ k/ g4 j! c- g - item_y2 = vp_y + y - standard_padding + height
0 O! Q: W; s! K6 H0 } - if mouse_x item_x1
, s, @1 o8 f0 i( q. k6 [5 B - mouse_col = -14 q: r' D% t9 o3 N! x+ d- \5 L. |( D( G+ R
- elsif mouse_x item_x26 l" y$ _$ ]! Z
- mouse_col = -2
( j) b0 S" R& q$ k [ - else
0 a$ B: u) |5 r1 G4 L5 K - mouse_col = (mouse_x - item_x1) 32
W" t# ^6 d6 C+ j8 S+ ~) b - end; R9 _* h; J$ o( B% S; e
- if mouse_y item_y1
9 Z+ J$ H; H- |( r z% T" k - mouse_row = -1
, S" E {$ ^! r! [4 a2 E9 P1 g - elsif mouse_y item_y2) | Q3 H( ~( ?' z
- mouse_row = -23 a2 `2 C; v/ h, q: G7 W
- else
4 O' @0 A7 {% G5 Q* q - mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)& I/ A3 j l; C) \7 J3 t0 E% `# o
- end
: N. N6 a* W. r. \5 D0 s2 n3 l! L - return mouse_row, mouse_col
- @, _5 e# t. `% D) [' O3 p3 m - end
1 ?( K$ U/ C) ~4 h1 x' q7 A2 f; H+ ]+ w - #--------------------------------------------------------------------------
$ \6 g: M0 d: M4 P4 W$ [ - # ● 获取文字. G' a* Y1 R: ^6 J5 a7 N
- #--------------------------------------------------------------------------
# Y6 G% O8 T& f# [9 G& n - def get_number! M+ J" i% R5 d5 o( k
- return false if @index == 9 @index == 11
' A4 x o1 @+ ~( y2 X - return TABLE[@index]. {1 Q! c4 G7 ?; ^7 e0 U2 y" z
- end9 L' W4 }1 i$ } B; H4 L; l
- #--------------------------------------------------------------------------
; T7 k. H. A0 a! k) i7 D" k# \; i, R - # ● 判定光标位置是否在“退格”上! ~1 q( g! b/ j/ F3 R/ X
- #--------------------------------------------------------------------------% I$ H5 g7 G# `$ `& L
- def is_delete8 Y! u0 R( R2 f* K6 }
- @index == 9
2 k% A: R& t' S, Z - end
) e2 G: Y. |/ D& B6 |8 ]( V+ Y - #--------------------------------------------------------------------------
0 m0 o# v9 z9 a/ V& g - # ● 判定光标位置是否在“确定”上/ m) U) _3 @7 B+ R+ s* l
- #--------------------------------------------------------------------------
( O* ?% t% i. C8 [( i - def is_ok( N% \/ ^9 q' L9 ^
- @index == 11
& n/ d% Y, {0 k5 v - end
5 L/ O& p# q, n) [ - #--------------------------------------------------------------------------
9 @& x( |' }" O$ q- E/ A. _ - # ● 更新光标7 |3 Y$ |; Y0 s+ g5 }% j
- #--------------------------------------------------------------------------
; D% B. r. w; m% F9 z8 I - def update_cursor1 G% [* |8 L6 l+ z) ?
- cursor_rect.set(item_rect(@index))
! R ^! {3 ~* d7 w6 q! n - end
) q1 G" j6 B8 K0 B - #--------------------------------------------------------------------------
" {2 y7 @( |! Z3 M' V - # ● 判定光标是否可以移动
( C& p4 F8 ~& M% D$ b( ~) Q7 h - #--------------------------------------------------------------------------
" ?5 t) @, {) z - def cursor_movable3 C4 C3 W/ F, G
- active9 |' w( h6 n( T9 W4 R5 P
- end8 [2 r0 {6 X+ w( x
- #--------------------------------------------------------------------------
3 }9 r" e: D6 ?4 U5 m - # ● 光标向下移动 z7 d% q' x) Z7 y ]# E* ^
- # wrap 允许循环: ~1 ?- X, q: y
- #--------------------------------------------------------------------------6 Q5 T* H' k& g9 P
- def cursor_down(wrap); ~* @" L8 k: B- @
- if @index 9 or wrap
: L. M1 k7 d! N& M* w - @index = (index + 3) % 12
% J+ G" j4 K9 p# F% i/ H5 [ - end
7 c1 R B2 O) B) w3 S9 }% ^ - end
5 o/ r% D8 I4 {8 @/ d5 ^ - #--------------------------------------------------------------------------0 V* u5 ~7 B# g8 L |: i
- # ● 光标向上移动' U" t6 |- f. t+ Z2 J* Y
- # wrap 允许循环
. C& K |* c7 V" |# G - #--------------------------------------------------------------------------
/ ^1 `! u. Q! Z - def cursor_up(wrap)! W1 G U' T1 ^' j n
- if @index = 3 or wrap6 i, n4 o0 Q: ^7 p; F
- @index = (index + 9) % 12+ c7 v4 l( j, M: s, a8 K) h1 v9 q
- end
, k- ~: E) ]( W* ^ - end
( a/ N9 ^& \7 I3 C8 p/ S1 c2 s# S - #--------------------------------------------------------------------------+ ?: a H% f9 [ A$ G9 u
- # ● 光标向右移动
: M ]4 n/ I3 U+ k# G8 k - # wrap 允许循环
0 ?( H: D! h/ _ - #--------------------------------------------------------------------------/ a$ E `# k# @
- def cursor_right(wrap)
2 [; ?- d7 P; b% T* } - if @index % 3 2) O6 }5 |, y+ @& u9 V9 T% ^
- @index += 13 Q9 V% d e2 k0 y* t
- elsif wrap9 m+ C. a7 C* a; X! \
- @index -= 2
* {& Q( ]3 y3 n* f- q, T; b - end0 l+ H+ K# E; F _3 g5 q
- end/ D* f* }( R7 r4 O
- #--------------------------------------------------------------------------: o; ?4 I. T% M' r) [& `
- # ● 光标向左移动/ R. S( {- b1 O3 d) L
- # wrap 允许循环
6 h; B5 k' j$ T' R" u+ D' c - #--------------------------------------------------------------------------
& A( h, b3 T( q$ t" F- Z4 g - def cursor_left(wrap)
$ L- i( ]3 \$ c0 b - if @index % 3 0
( X" B$ P0 @$ }2 u) q. c3 c* q - @index -= 16 Y- w4 ]8 t3 m
- elsif wrap; {: M# j* }4 W$ r3 j' T5 M
- @index += 2
5 o& g9 v% Q: p - end
9 D) X; V6 x- \; {1 o7 S5 M - end
: P% {! ]7 ~2 Q& }8 ~ - #--------------------------------------------------------------------------$ C3 e1 u% B) |1 ~( s0 g/ K4 l
- # ● 处理光标的移动
& @* G& ]! ~5 m% L0 N. \ - #--------------------------------------------------------------------------
& D: D/ D- C& K8 E0 \1 B! h - def process_cursor_move- e$ j8 o/ I* c* [& W( c& Q5 T5 }* Q8 q
- super# I' u/ K) I0 s1 U* P& B
- update_cursor- G o: \9 H d
- end6 d$ x4 D9 J1 R) b
- #--------------------------------------------------------------------------0 U; m5 e N8 e4 a5 P5 N7 |5 [
- # ● “确定”、“删除字符”和“取消输入”的处理
! ^* z+ x9 V" i4 G" |8 S0 F - #--------------------------------------------------------------------------
+ T \1 ~6 U+ p5 n5 J - def process_handling) r/ R* I. V! J" F1 r) ^* |
- return unless open && active( X# g9 ^1 y* B3 H6 n! `" s% d
- process_jump if Input.trigger(A)
1 a5 K, f& g5 } x+ R - process_back if Input.repeat(B)
* {# Q) j* o# ~6 u - process_ok if Input.trigger(C)
% _: P5 S% O3 b - end i. f( b) w a! o4 f7 ^
- #--------------------------------------------------------------------------3 t8 `) N0 c9 X: `9 [5 [
- # ● 跳转“确定”' P. c5 c- m5 c0 l! Q
- #--------------------------------------------------------------------------+ u9 A5 p4 K' e
- def process_jump
' |( @ W: `' e- n2 O( z" `2 H - if @index != 11
! a6 Y8 q/ }0 {9 w" y$ ^( Y$ h& q$ Z - @index = 11
& y1 v3 U0 f3 R. v - Sound.play_cursor; s5 @0 _6 D7 d8 ~+ A6 z
- end
9 V5 G3 q y r. Z5 h3 h - end) N( O/ q, w* D+ I! ~
- #--------------------------------------------------------------------------" P+ O4 r- [( K3 d4 R
- # ● 后退一个字符# C: v0 A; c1 ]$ l' I2 I
- #--------------------------------------------------------------------------$ x+ z7 d. ?0 K4 W( ?$ N
- def process_back. b1 f8 }% n# Z, J
- Sound.play_cancel
" Y4 ?0 {: L6 S, O( |8 [2 e - place = 10 (@digits_max - 1 - @old_window_index); h9 @% J+ Q: P$ \7 z
- n = (@number place) % 102 w5 j, b( B$ U, f1 k. K% P
- @number -= n place& K6 z8 N! b7 F6 V
- @number_proc.call(@number): G! f2 o0 R* W! S' A6 t1 Q1 j3 R: U
- @old_window_index -= 1 if @old_window_index 0& D- R! U' R* u& `7 s1 o9 k
- @index_proc.call(@old_window_index): v; |0 x- f+ f8 i) s" D
- @refresh_proc.call# @" I* n% R; B' v* }' F7 K8 t
- end$ M. w' ^ ]' u# i6 e
- #--------------------------------------------------------------------------2 r0 l/ \2 x1 D# }8 f4 V
- # ● 按下确定键时的处理. t3 O' a* u" M0 E5 W7 d4 V' L: b
- #--------------------------------------------------------------------------% X8 Q! e) c: u
- def process_ok3 L9 n" i5 J% F
- if get_number" x$ Y. e. B! a) |7 k# S1 a
- Sound.play_cursor
9 W& g# b, D) d2 I) Y1 P9 Z - place = 10 (@digits_max - 1 - @old_window_index)
/ _6 y! Q& T- j, C& G - n = get_number - (@number place) % 10
6 G- X8 j3 C! H" C, K7 | - @number += n place8 g3 U+ j0 U! G, n9 g
- @number_proc.call(@number)0 ]5 a' x# S |" r( c' G4 `6 n9 c
- @old_window_index += 1 if @old_window_index @digits_max - 1
2 Z# P: v5 b/ m9 Y, w8 E5 } - @index_proc.call(@old_window_index)
, L! z5 R( ^1 u$ d+ D - @refresh_proc.call
3 h6 ], Q/ ]0 a9 k - elsif is_delete
! m B: J8 T) d/ M8 h+ x, y - process_back4 C( w0 f3 x- M+ |
- elsif is_ok: p l' o% H8 Q
- on_input_ok' F) C- z r' I. h% A
- end& M8 \6 a! T( C4 g/ Y& Z; y
- end
1 m5 F0 i: m/ b3 L - #--------------------------------------------------------------------------7 O9 f) U% O/ U
- # ● 确定
/ S3 _# o4 ]$ a6 G$ [) P6 c" n - #--------------------------------------------------------------------------! G* B7 N% f/ D" i( |- d
- def on_input_ok1 q; [/ o/ }8 c+ d3 w
- @index = 0( u+ ^0 o! ]: U& ]2 `2 X
- @old_window_index = 0
- o9 F5 p K4 N - $game_variables[@variable_id] = @number
# B8 m/ H7 F' S+ J) g+ Z0 f n - Sound.play_ok- L( l/ D3 q' M$ u1 k! m+ j& n9 b6 o$ ]
- @close_proc.call- u5 J2 e( k7 ]; z1 l7 } R
- end* ^8 C$ S1 @+ g( h2 N3 T. V" `4 |
- #--------------------------------------------------------------------------. v+ R" A+ T- U$ w9 p v& u1 U
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
1 U. T" }/ S$ d - #--------------------------------------------------------------------------
+ S# O3 E8 G: |/ ^# g+ Z - def set_mouse_pos0 w1 T( ? z1 v/ v+ k& U
- if viewport.nil # necessary!
3 v, n0 X2 v' _ - vp_x, vp_y = 0, 01 ~% O, ]5 D( V/ w6 {
- else
9 a2 ?' l: \; ?$ g* i - vp_x = viewport.rect.x - viewport.ox
. B. b5 d( ^, |4 v$ _. t5 j/ l - vp_y = viewport.rect.y - viewport.oy
9 a- i7 D4 c9 _3 j' f& h2 R* T - end
9 n- J) `# w6 M& I - item_x1 = vp_x + x + standard_padding
) d# V! F! }5 T1 t- S% R- T - item_y1 = vp_y + y + standard_padding5 Y! a' p4 X. N' c4 D( S8 _9 x
- get_index = @index 0 0 @index
, J/ @9 }# `: ?! x& } - new_x = item_x1 + 32 (get_index % 3 + 0.5)- Z8 c+ Y* ^: Q- d/ l. o$ w
- new_y = item_y1 + 24 (get_index 3 + 0.5)/ {. u2 U* b H" w) {' Y
- Mouse.set_mouse_pos(new_x, new_y)
; s1 }; }* J# g4 h5 a. N) J2 R - end
' j6 l3 i W- K+ P+ A7 \" [ - end( O) o+ D' G. O5 }. f
- 6 A" F/ T3 L" E0 `9 o& c
- #==============================================================================2 l7 r4 ^. Z! F+ i6 d, I4 Y+ z* m
- # ■ Window_Message& k: u) k: Z( r* |. z% y
- #------------------------------------------------------------------------------
4 U* w" s5 c/ f2 u' E0 F; w( | - # 显示文字信息的窗口。
# e6 L- l& r* N - #==============================================================================% J$ x7 K6 }: b* Z
- class Window_Message Window_Base
& |1 j" A# ?; p* R* b' I, Y - #--------------------------------------------------------------------------
# v5 u6 h: S* x7 g% b8 d6 U - # ● 处理数值的输入(覆盖原方法), _: K9 _1 I( f
- #--------------------------------------------------------------------------+ [; J% S8 a) d4 X( V
- def input_number
. H9 m: h7 D9 U, @ - @number_window.start
* b0 q4 G1 I5 \0 F8 U7 P - Fiber.yield while @number_window.extra_window.active) a3 N' i) j% R$ x# z
- end
$ `& a* _3 d7 f - end3 \# t) ?! g( ~# F7 m( a
- 1 K" i. r$ Z0 B) n/ f" C
- #==============================================================================
6 C0 i: e+ [: X- x* D/ y, a" t- A - # ■ Window_PartyCommand
' K! \5 @4 h0 ^0 { - #------------------------------------------------------------------------------' A# Q' A0 l2 c2 V0 u! @, O/ G# d: S
- # 战斗画面中,选择“战斗/撤退”的窗口。! u" {* v( i! D& N l1 T
- #==============================================================================
0 D9 V) z, f4 r3 q2 e ^2 i A3 F0 Y - class Window_PartyCommand Window_Command" `# t% o- {/ k: y7 R; Y! [. K5 `
- #--------------------------------------------------------------------------
+ Z w0 m# A- x% D' O - # ● 方向键移动光标时将鼠标移动到对应的光标位置3 {! U U, _! o$ ~' v& K
- #--------------------------------------------------------------------------9 H4 F* _* I0 R& k0 S- A! f
- def set_mouse_pos
7 v; w, o" X4 n - if viewport.nil6 | l4 Q! d$ r- s# H( A
- vp_x, vp_y = 0, 0
. }/ K7 `* c) }. F$ d7 j* o C - else6 r8 W( M8 a! n! h1 @0 n: w
- #vp_x = viewport.rect.x - viewport.ox
3 Z6 b" R& h, D* {" [, X - vp_y = viewport.rect.y - viewport.oy2 q$ ~4 T7 O5 x9 H. p
- end, ^/ b5 G( n" _; m) f( S; y
- item_x1 = x + standard_padding / X2 h% V% N1 s; V
- item_y1 = vp_y + y + standard_padding! h. X/ Q( R9 A0 p+ J" V1 I& [' v
- get_index = @index 0 0 @index & [& Y! P; S/ t- Y8 R) K8 y, A) O( k+ O6 Y
- row = get_index col_max - top_row
# s$ n7 N9 s& d - col = get_index % col_max$ E$ N h7 g7 b/ Q" W
- new_x = item_x1 + item_width (col + 0.5)
! _9 a# m$ @9 W8 G - new_y = item_y1 + item_height (row + 0.5)- W) s* A0 ]4 d8 A7 n9 J
- Mouse.set_mouse_pos(new_x, new_y)+ o9 X# Z; B. h) w6 [6 o( q
- end
8 t) L6 \$ j8 I7 ~& F: t - end
$ u' w5 D- ^3 c3 @
. G' }% ?3 V( |. V! O- #==============================================================================% ?8 z: L1 k0 ^4 Y) M& [$ o6 \) h% m
- # ■ Window_ActorCommand
1 N( E7 n* J- Z" L4 y9 p - #------------------------------------------------------------------------------7 R* {% Y* S% \9 w2 Y$ K! c/ u
- # 战斗画面中,选择角色行动的窗口。
+ B: G E4 m4 y% C7 v$ \ - #==============================================================================6 C- f* \. A& J* T
- class Window_ActorCommand Window_Command
' q+ c \1 k/ O. o2 N - #--------------------------------------------------------------------------
0 d* l- a9 l9 U1 R+ G+ P - # ● 方向键移动光标时将鼠标移动到对应的光标位置2 s/ Q% A( C: S- F
- #--------------------------------------------------------------------------" k0 B( ~; G' {8 l9 _
- def set_mouse_pos
. H8 f1 W9 {. {8 E- }8 c - if viewport.nil/ b; V6 `% s: |" e R
- vp_x, vp_y = 0, 0
: I+ ?9 ~. U8 C |- X( E+ J: @ - else, m: {5 |& w* }7 @2 o
- #vp_x = viewport.rect.x - viewport.ox
0 R9 z) A% w% L2 G) q - vp_y = viewport.rect.y - viewport.oy
) S. E- `6 Y6 z1 a* b& C: C - end* a+ }' Z+ r- V" H" F2 Y
- item_x1 = Graphics.width - width + standard_padding- Y0 `" T) A% g9 s1 f, D
- item_y1 = vp_y + y + standard_padding6 |# ?3 L; I1 D* c
- get_index = @index 0 0 @index ) N/ G9 D% N% f" i* m+ S) D
- row = get_index col_max - top_row
$ Z5 T7 G# E% C2 K# ~0 c" a4 t1 Z, z - col = get_index % col_max% I2 d4 {* K( W9 `5 S
- new_x = item_x1 + item_width (col + 0.5)
' w3 N _: n- W - new_y = item_y1 + item_height (row + 0.5)& f8 k' u4 P$ {2 S8 S9 l
- Mouse.set_mouse_pos(new_x, new_y)
* C0 A8 Y x; C - end
I* D# U: ^1 P - end
) k/ [: a7 q$ R: l
- ^2 V% s) o; ]$ O: B& R( W: P- #==============================================================================
7 h2 h3 `2 m/ I0 c& |5 v3 O - # ■ Game_Player( E- d* x1 i* g1 i- B4 `
- #------------------------------------------------------------------------------9 d( K6 Q5 s: Z9 l$ G0 R
- # 处理玩家人物的类。拥有事件启动的判定、地图的卷动等功能。4 l1 v) o3 h* t: I8 r: [: y% T
- # 本类的实例请参考 $game_player 。
+ B$ g& m. \+ D3 G, S# M& Y - #==============================================================================
( @* I% d) M) ^( h% k% | - class Game_Player Game_Character8 M2 ~4 Z: E! x8 a2 I1 e
- #--------------------------------------------------------------------------! D4 m2 G6 K3 |) o7 u2 T9 T
- # ● 由方向移动(覆盖原方法)
, T9 G& D; y. j8 Q" o7 y4 V& A. _( L - #--------------------------------------------------------------------------( n0 p! G/ g7 x
- def move_by_input
6 n8 n/ {" o. g1 k9 C - return if !movable $game_map.interpreter.running: q# M& f7 u5 C
- if Input.dir4 0
& u% |- u! \+ I - move_straight(Input.dir4) ; I3 ]0 L7 L' v, I: C
- reset_move_path
0 w& o% t' o- p6 K+ o - else
, J, X" K* f7 f% |& G6 O% w - move_by_mouse" w r$ v5 f) L3 k, W, o
- end
) h5 R& o4 p8 a1 k C8 O- r* b - end
; Y# {3 z8 V. i# d, @+ t - #--------------------------------------------------------------------------- B( l5 ^# Q. C# a7 p/ i
- # ● 非移动中的处理(覆盖原方法)
) c6 N7 a# i* {$ h/ n4 N - # last_moving 此前是否正在移动
5 U( E/ `2 f9 b, }# E. [ - #--------------------------------------------------------------------------
" f4 Y! d2 o4 v8 Q. Z5 V - def update_nonmoving(last_moving)
5 [4 F, _3 i' {' M - return if $game_map.interpreter.running
, V! p: s& ` T3 n, o! g H @6 d - if last_moving
* |: F( I, S/ H6 V$ ^1 U - $game_party.on_player_walk
" B; X, U6 r- `# t - return if check_touch_event/ X3 l8 U. w0 n* b% e0 B' C- m9 y
- end
& S4 `/ Z3 y. I2 s7 ?7 J& \ - if movable && Input.trigger(C)6 w$ j$ K* Z# Z# p$ f: i
- return if Mouse.press(0x01) # 防止按下鼠标左键绘制路径时触发事件或载具切换
' U* t% Y* U; |: B - return if get_on_off_vehicle+ U3 v1 I8 U$ _% b% F# h; [
- return if check_action_event
2 R; U, z7 }6 n( Q# t - end3 t a( q( P& v
- update_encounter if last_moving2 k0 ?$ }4 u! S& [" N W
- end% J8 X4 [! f- V: S( s% @* |
- #--------------------------------------------------------------------------5 Q" C, h6 [! H A
- # ● 判定是否跑步状态(覆盖原方法)( K7 p8 ~ w* Z* ]- d
- #--------------------------------------------------------------------------! }6 M. [: r/ B1 R) ]
- def dash0 T, v9 m% T5 G& |* \! z( z, g$ U! |
- return false if @move_route_forcing- t, ^! z4 y5 a0 o
- return false if $game_map.disable_dash
4 S: K. A2 y9 O+ q+ a - return false if vehicle; U" Q( p7 B Y9 }# P% C
- return Input.press(A) @mouse_dash$ ?) |7 A, w x& l! M( [
- end
$ T4 j& ]: {/ T1 c - #--------------------------------------------------------------------------- f* s Y4 t/ \6 O
- # ● 初始化5 U' K$ V$ M( d3 P2 Z" g. \
- #--------------------------------------------------------------------------
2 ^4 R, l9 t& s6 W1 Y. k6 U - alias sion_mouse_initialize initialize
) W v* c4 ^8 y; u" k - def initialize
7 M( ]: j* V ]2 \' }5 g - sion_mouse_initialize0 V8 ~3 i9 S) b. z
- reset_move_path
% ~. p1 u% B# g! ^7 E6 T6 p - @moveto_x = 04 H1 O# t. I" R; x% P* j
- @moveto_y = 0
( i4 ~. T+ R; Q - end/ _5 Y) U/ V! O) f! D$ O2 V% p
- #--------------------------------------------------------------------------" R: l& z$ b. ?. n) x8 ]6 t
- # ● 更新
2 n- {( J7 P" J - #--------------------------------------------------------------------------
2 m, f& M, s" x8 ~! Y ~ - alias sion_mouse_update update
" c2 k7 M1 ^' H3 Y) L' R! y U6 w! O - def update
! Q) e( U- U. T( O8 o4 X - sion_mouse_update
: t) X$ u- X8 f1 k - clear_unreachable_sign5 q! ~* s6 {+ |; B3 D; F/ l) y/ F
- end
! a0 `4 P) u0 T4 `( n" B, S v- R - #--------------------------------------------------------------------------
. u4 v0 x- B3 E! D% F6 }, S - # ● 处理卷动9 Y% p7 q* J+ d
- #--------------------------------------------------------------------------
1 I" u/ ?2 k% i6 E `1 S5 \ - alias sion_mouse_update_scroll update_scroll
5 S* Y6 V( s5 R$ W6 O1 W1 l) @; [ - def update_scroll(last_real_x, last_real_y)
4 R! B$ |( @" ^! B - return if $game_map.scrolling
8 f" }* a) D: f: _8 } - KsOfSionNew_Scroll new_update_scroll
1 A9 b; ~1 _% l; k - sion_mouse_update_scroll(last_real_x, last_real_y); D" ]. @- c; G$ T3 m& C
- end* \3 d' ?: w2 G! k. R0 z- w' r
- #--------------------------------------------------------------------------5 H b* K" E5 h0 Q; Y
- # ● 重置移动路径相关信息 c' c: j. E) K/ `& N* a4 z
- #--------------------------------------------------------------------------$ N8 ~. C) Q$ a
- def reset_move_path
$ P4 m7 m' ~+ z* v - @mouse_dash = false3 _! B% R; u( ~6 R
- @mouse_move_path = []
S) U+ V) v& Z# I4 J4 y3 l! r( Q - $mouse_move_sign.transparent = true. f1 k- V( m7 y/ E3 S9 [
- end, g# L3 f$ ^9 \. ^2 k
- #--------------------------------------------------------------------------8 L7 }5 Z' h/ V6 m+ j
- # ● 新的卷动地图方法
$ H% x# l& K; c5 r, d - #--------------------------------------------------------------------------1 m3 t$ W9 G/ t% Q5 a, @; C
- def new_update_scroll3 Q2 W, H; Q1 B) s5 F
- horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width0 h7 r u# k1 i! m, q6 W5 |
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height; C2 e1 b M u, @& d# `
- ax = $game_map.adjust_x(@real_x); Z1 _* x! W8 y1 a
- ay = $game_map.adjust_y(@real_y)
% h2 u3 [$ E0 `' S - $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y
A2 _2 m0 O# c - $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x
5 o8 u) h o- n2 M2 _; a0 B - $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x& s4 R# [, X( [' @. w; W5 C7 t
- $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y* j6 K5 \' d: S- B1 I4 O( h- l
- end
# f- B! m5 C' e0 M. Y - #--------------------------------------------------------------------------
( U/ h" @8 p9 d& _9 h5 ~ - # ● 消除不能抵达图标- E) G; W+ C# F+ @6 E, @0 i
- #--------------------------------------------------------------------------. L8 _' q. P( N% g( l: c2 D
- def clear_unreachable_sign
" v# K v1 H4 I6 l - return if Mouse.press(0x01)
# H' |+ Z2 g' Z. [7 p - if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0
$ ?1 z/ d( g) t% V% J - $mouse_move_sign.transparent = true
1 R# P1 @+ {0 }- f$ H - $mouse_move_sign.direction = 21 ^* {" c' A! {! B( U+ u
- end
/ {4 J' z$ _3 |( ~* J" S4 B" q - end
# H) @" B4 m) B1 R- ^4 ] - #--------------------------------------------------------------------------
8 U f/ F. {3 c/ C- ? - # ● 由鼠标移动8 p* @) k/ C" H8 F
- #--------------------------------------------------------------------------
. L& X. ?$ ^* W0 d& t- i2 P - def move_by_mouse# e2 S, H& q: j! i6 N Y! j
- unless @mouse_move_path.empty # 移动路线数组不为空则执行移动9 }; v6 j7 z g5 P, I
- dir = @mouse_move_path.shift( B% F( X9 Q/ y! f% P
- if passable(x, y, dir) && !@mouse_move_path.empty! C8 @+ t8 U: K" `: u/ s
- move_straight(dir)# F" [" v% e8 E: g5 c
- elsif @mouse_move_path.empty # 判断是否是最后一步
1 P& `" |& A3 V, o* E9 t: L - x2 = $game_map.round_x_with_direction(x, dir)
0 Y: M" D: z6 p/ @" S, M9 d - y2 = $game_map.round_y_with_direction(y, dir)
0 l' [! A, s2 q5 J8 b. o - move_straight(dir) unless dir.zero0 N* n. ^; S$ W
- unless x == x2 && y == y2 # 如果移动失败,检查是否启动前方事件、上下载具6 L1 H0 e0 M E4 N& y1 A
- check_event_trigger_there([0,1,2])& g% [8 ~) l- \- f b. {
- get_on_off_vehicle unless $game_map.setup_starting_event
% C6 M& H, L* u* i - end6 J+ m; i" B2 y4 z# a% m
- $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2
" J- T5 S0 V. x1 F - @mouse_dash = false
7 v+ N2 u3 ~# p$ } - elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点 M( S, U5 l+ H: a- d1 k0 a
- @mouse_move_path.shift% a2 q" _% M, {2 d2 n: K
- @direction = dir
4 b( P) r4 ^ l' I$ E0 \ - @mouse_dash = false
& K1 d5 U( k9 g& f* x+ N \# } - else
' S/ |" g/ e% ~& P - draw_move_path
1 ]1 X# o$ }& E* N3 y1 ?' v - end
+ j+ P& x& E, A! q8 A - end
6 p) L: |3 s2 X* c( H5 F - end
6 j! X5 ?3 D% m; H - #--------------------------------------------------------------------------# V" Z/ b4 B1 h$ U# i& N1 b0 M9 Y
- # ● 地图界面按下鼠标左键的处理
* X, }- _$ A: |2 X+ I2 b - #--------------------------------------------------------------------------
0 l8 U* v, t' ]' j - def left_button_action# ]7 m; ]% a: _8 P/ Z
- return if !drawable $game_map.interpreter.running
4 o' Q% v5 h: u6 H; T6 v - get_mouse_pos
' `* e" R. V& {# e/ W2 n: u - $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图0 ]" O7 F+ M+ p; t5 R
- if @shift_event
1 c5 Q I/ b) w7 F - if Mouse.trigger(0x01)
6 H9 a" l( H G - @shift_event.jump(@moveto_x - @shift_event.x,
/ E7 I! [6 p- ~ - @moveto_y - @shift_event.y)/ j5 x0 L$ n+ k% I2 q; S
- @shift_event = nil; H+ Q( ? S; k' A8 }0 ]9 O* s5 u
- end
. y" ^& l8 g8 p- {; g1 q0 c - return
3 N* y% s3 T. f K - end E& D& i; O) h6 X
- if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合
J' f# O% j1 x6 ?- X - return if moving (vehicle && !vehicle.movable)4 F& g9 l) [/ d F/ V9 T
- check_event_trigger_here([0]) # 判断是否触发重合点事件8 v+ s: O* l3 U9 A' T* c2 i, d
- get_on_off_vehicle if !$game_map.setup_starting_event &&
0 a3 k9 \' R: B# \ - $game_map.airship.pos(x, y) # 判断是否要上、下飞艇
& ^- k% _- V7 G! E - return+ b$ u" F' f/ Y3 k0 T
- end# c. ^' x! }" H9 k
- # 判断是否用鼠标启动事件# Y9 J# T( C& i8 b( ]6 r
- $game_map.events_xy(@moveto_x, @moveto_y).each do event$ }# Q1 x K1 y7 P n8 T
- if event.mouse_start
) }$ [6 `% @% |( R3 b - reset_move_path
5 d3 Q) _3 k; ~+ [7 S K& u7 V - event.start if Mouse.trigger(0x01)
- X+ x; r( E( ?+ d" X2 N - return
. k. @ E6 n/ W- Q3 F - end: K/ P( H. H1 @: }1 q7 J6 `5 G+ ]
- end
8 @! t# N' R1 j. ` - @mouse_dash = true if Mouse.double_click # 双击冲刺* Q! W- H" G/ ]( W+ @
- return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
2 m" Q: U. R3 E# `! ^) n& K2 f - for i in 1..4 # 判断目标点是否为角色周围四点
5 S* U5 h2 ~: L - if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&
+ q) q" |, V7 l3 E. b - y == $game_map.round_y_with_direction(@moveto_y, i 2)
- n; U) s( U h9 j+ o- ?, }; i7 H - $mouse_move_sign.transparent = true! T7 i2 u9 z9 S0 F/ ~ J- m) B3 j
- @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)5 k% w2 g$ C: b, K# P
- return; end9 m) s/ T% G+ g
- end
0 m- H9 h$ s6 _: @+ |" X4 S - draw_move_path2 h, e# X D# V: T, T! N
- end
5 O- S) k {% r* e1 G! [6 x1 e - #--------------------------------------------------------------------------
" e, q5 H. |: F: @# l) } - # ● 取得鼠标处对应地图坐标点
$ e. R. f/ s7 o8 z/ [( u8 Q - #--------------------------------------------------------------------------
1 t2 g8 u) o6 d u7 ` - def get_mouse_pos- ]) E$ y" G8 `+ }% @+ ]
- $game_map.get_mouse_map_xy- u7 v2 R) R5 n6 F# C. p5 h) i
- @moveto_x = $game_map.mouse_map_x
% I4 F a" {5 k9 C9 g - @moveto_y = $game_map.mouse_map_y6 m4 x* D4 g- [* z* u
- #mouse_x, mouse_y = Mouse.get_mouse_pos* @0 }- k( r% _. t
- #@moveto_x = $game_map.round_x(x + (mouse_x - 9 t' J, E! m2 X) S+ `1 \. I
- # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)# m9 n# s' c* D7 h
- #@moveto_y = $game_map.round_y(y + 1 + (mouse_y - n9 @# D) i/ Z- H8 q& J0 {, G
- # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)
" X( R, } k" @4 W- I: m9 U - end5 r% D6 z' Z, b3 r" F, w. Q
- #--------------------------------------------------------------------------4 K3 Y# R, I) r
- # ● 绘制移动路径 @array[move_directions...]
6 ?8 ]; \! ]7 p - #--------------------------------------------------------------------------
, r. \" E: @* m) f/ x - def draw_move_path- }/ J; X% r+ |4 e0 ]
- #temp = Time.now" O( M @- t7 c! J8 x8 s+ m
- case @vehicle_type
- A' \* f$ E4 f& F( u9 d! A n - when walk. J! T H/ X( |0 h0 m
- draw_walk_path
" r* h+ x, x2 s/ A& P! Z8 w, N - when boat
+ m+ l7 O5 O2 I; t, l: b - draw_boat_path
. J# G) B. Y9 s/ l1 T - when ship
4 G# i! \2 }4 r( a0 { - draw_ship_path' q+ O! t' W( W7 H* p
- when airship) o' N8 _+ {# d1 J1 t8 t2 ?: O/ S
- draw_air_path( N+ g$ C4 j) i. J2 T8 E# X
- end
! a$ a" |3 H0 F - #p (Time.now.to_f - temp.to_f) # 测试效率
2 G/ |# u, ~- d/ @! u4 T7 t1 h- p1 ~ - end. r$ i# e6 L4 \) d i
- #--------------------------------------------------------------------------$ ?2 B$ K( E4 t; S; l1 q; a' N$ o
- # ● 判定是否可以绘制移动路径7 d% w$ s. e# v. U" s
- #--------------------------------------------------------------------------
! U& ?! C ]6 x ^4 d; K! U - def drawable+ t* I& t5 L! i6 R" v5 `; ~
- return false if @move_route_forcing @followers.gathering
+ q% ]! ^0 U2 Q- c - return false if @vehicle_getting_on @vehicle_getting_off
' s1 ^0 V8 g' l. m# ]) M' l2 c - return false if $game_message.busy $game_message.visible
2 W" M+ l( \$ y2 e: \- ~ - return true
4 }& ~9 v, x) O. U0 v' g1 v( ^ - end
4 R- h, {5 @$ ~3 a5 R: w - #--------------------------------------------------------------------------% A, k+ a+ S6 Z a! N' x; X) H
- # ● 绘制walk移动路径 @array[move_directions...]- h6 R. \2 S' r
- #--------------------------------------------------------------------------" Y& _2 Z; G b! i, p- }
- def draw_walk_path
$ p, [5 W# x' H- N! w/ n4 C5 o$ Z - # 准备绘制路径表格0 }# Y1 j$ g z' K( }
- sheet = Table.new($game_map.width, $game_map.height)
. C* P" Y# j E$ C - reversed_chase_path = []; chase_path = []
, ?4 c) Z8 Q) U" x; ^' H) Z - reversed_chase_point = []; chase_point = []' c; a: U" _, @( M! N) W& E# e
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y] {- J7 R' p' Q8 z9 |
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 22 c/ Z) Z2 `9 c' [) x9 ?5 `
- reach_point = false9 k6 A1 k6 l8 Q' W0 L8 A* O
- step = 38 y: x [: b5 C5 U
- loop do #loop1 开始填充表格
, e# t u; u- O( B$ o1 I! [ - draw_path = false( s. \2 |% h& q! |2 }% u8 S! m
- check_points = new_start_points- D" t' G: ~; {6 d- R, S" O9 E P
- new_start_points = []. j8 p# T3 q& f* G
- loop do #loop2 从起点开始正向填充" ?% P. l1 c' R4 T" j% c
- point_x = check_points.shift
$ U/ L, m! @; Y! q% a3 Y - break if point_x == nil
- T( s* P) P/ @5 X/ |9 M I - point_y = check_points.shift; E& G. Q( N, E! G% J9 O+ S
- left_x = $game_map.round_x(point_x - 1)
/ F3 F, h: J1 [/ V - right_x = $game_map.round_x(point_x + 1)
% Z- [4 f4 g4 P; x - up_y = $game_map.round_y(point_y - 1)/ A; R( x! N- k2 y0 Q
- down_y = $game_map.round_y(point_y + 1)
3 `0 G2 @! n" [. G* b - # 判断路径是否连通
& x% Q& U6 B$ V/ O0 `8 a. g - path_step = step - 1
# k0 f0 P* o' F2 m, ]1 t u - if sheet[left_x, point_y] == path_step &&2 \# ^1 c+ r6 Q+ [. S+ b* N; Q
- $game_map.passable(left_x, point_y, 6) &&
5 s8 s. o5 u, q# e, y2 B - $game_map.passable(point_x, point_y, 4)
: h$ l7 U& }- O - chase_path.push(4)
2 w/ o8 l8 _6 D3 k - chase_point = [left_x, point_y]% f' [, U& ]% T; G( W, Z
- reversed_chase_point = [point_x, point_y]3 ?1 e7 P4 [# O$ q2 v0 @
- reach_point = true; break
& _3 l$ u! [: C% s - elsif sheet[right_x, point_y] == path_step &&
# h3 r* }$ P6 M$ ]4 F- K& U1 o" U - $game_map.passable(right_x, point_y, 4) &&" [+ j' u- A4 m7 H% M
- $game_map.passable(point_x, point_y, 6)
" t7 u1 v! p5 {9 l5 @ T% j - chase_path.push(6)7 M- f" J2 H3 L7 E$ q$ J
- chase_point = [right_x, point_y]
* q' f/ c6 o5 T. L. o - reversed_chase_point = [point_x, point_y]1 i, k; c9 P) s7 ~
- reach_point = true; break
8 [9 Y& y' f9 Q$ c L# P8 h8 I, V+ _ - elsif sheet[point_x, up_y] == path_step &&$ j X3 p5 F2 i) K9 x0 ~" R$ W
- $game_map.passable(point_x, up_y, 2) &&
( Y+ ?6 L# h5 R4 T# U# g - $game_map.passable(point_x, point_y, 8)
" D; ^4 N, J, |/ u; F6 K' {& p - chase_path.push(8)
& X' b1 F# K' i6 O1 C - chase_point = [point_x, up_y]/ b/ e3 p0 ~* w: o3 L
- reversed_chase_point = [point_x, point_y]/ O) `- B; d2 ^. \/ b
- reach_point = true; break
: q& s/ c$ Y% p+ p4 E7 w) [ - elsif sheet[point_x, down_y] == path_step &&6 I5 Q4 u+ c, Q' A
- $game_map.passable(point_x, down_y, 8) &&* O3 u' R _8 F% s' r* q
- $game_map.passable(point_x, point_y, 2)
1 f5 ~) B$ L0 f5 o - chase_path.push(2)
. e$ A6 Y$ P* a' `3 O# O& a - chase_point = [point_x, down_y]
2 ]+ ]1 m/ P: } - reversed_chase_point = [point_x, point_y]; t# J( k M' c# s( A7 y K- L* V
- reach_point = true; break. j& |: ~0 t) M5 c/ z2 ?% `
- end
+ i* f d5 o& B# @3 e - # 以需要抵达该点的步数填充路径表格 #
6 Y# ]% _1 \- C0 c - if sheet[left_x, point_y] == 0 && T- `1 C+ T0 i" D% r {- V; I
- $game_map.passable(left_x, point_y, 6) &&8 b$ E. J4 w. H# h: [, O8 @
- !collide_with_events(left_x, point_y) &&6 q% c R! ]0 \0 z& `7 G
- $game_map.passable(point_x, point_y, 4) &&
; x; P8 |/ J g) L- o - !collide_with_vehicles(left_x, point_y) #judge_end5 F& R* t' N% u7 X; g( h
- sheet[left_x, point_y] = step e# D! \: r6 X# Y( X. j
- draw_path = true
_1 i) A, j5 b( B - new_start_points.push(left_x, point_y)
0 i/ [8 j# w8 W7 `" K1 M - end
3 o3 u3 J. ]* h& D( A0 m5 o - if sheet[right_x, point_y] == 0 &&
2 m/ r1 q N1 J( Y4 s/ z - $game_map.passable(right_x, point_y, 4) &&; Z5 S) I6 S' Z" Y
- !collide_with_events(right_x, point_y) &&
% Q' a1 l) Q* q9 V, ~ - $game_map.passable(point_x, point_y, 6) &&
" g; R. ~% V" L; [* _ - !collide_with_vehicles(right_x, point_y)#judge_end* A/ O; M8 b5 c: s# d, c; d+ U
- sheet[right_x, point_y] = step
; Z4 x1 n. g9 p* r. {0 J9 n. d. E - draw_path = true: I# Z& y% O- O
- new_start_points.push(right_x, point_y)
! x) i+ j* x/ g4 J! A/ Q t( S5 d - end
R7 ^) e+ r8 R6 W- ]$ o - if sheet[point_x, up_y] == 0 &&' R z9 r" O. E( }0 ~) t1 h' c! b
- $game_map.passable(point_x, up_y, 2) &&* J$ v7 q1 E3 r2 {/ a+ b U
- !collide_with_events(point_x, up_y) &&
$ f4 W1 f; B- @, m. f2 n% i8 l - $game_map.passable(point_x, point_y, 8) &&
. { b% a( f% ~3 m/ ? - !collide_with_vehicles(point_x, up_y) #judge_end$ t6 h. s4 `; u, t% G0 c# L8 k
- sheet[point_x, up_y] = step
8 a* d F' ^0 r( z( K1 q - draw_path = true& N, w& R5 E: Z! `7 G) d6 o" u
- new_start_points.push(point_x, up_y)
. B/ v/ V) o# k/ T; C$ X) L - end
7 z. P# \ w* x - if sheet[point_x, down_y] == 0 &&5 q4 J- W% f" T1 ^0 e
- $game_map.passable(point_x, down_y, 8) &&' v0 g& n7 E2 @2 C" t
- !collide_with_events(point_x, down_y) &&
1 C9 {6 z& N% W4 k% `% ` - $game_map.passable(point_x, point_y, 2) &&2 h6 ]7 L3 A# k. p8 ^8 g; c
- !collide_with_vehicles(point_x, down_y) #judge_end- z; `. w1 ?5 J7 Q- N
- sheet[point_x, down_y] = step9 F( t* @& ~" q) V8 t% h6 n' q& L
- draw_path = true
" k! |& R: l/ {3 J - new_start_points.push(point_x, down_y) _2 [* ?) C3 N o! _) H& d8 Q
- end: g$ X' P6 T c/ u
- end#endOfLoop2, U+ V( l' k; [1 ~( b: g& i
- break if !draw_path reach_point! E& a- X' U# {5 W. A( o! g
- draw_path = false5 U# T" w' N4 J
- check_points = new_end_points
/ M7 g. x: V' ~4 f3 j - new_end_points = []4 Y) U; z3 m6 H: n+ p9 ?" H7 f
- step += 1
% }7 r0 G9 q6 K; t - break if step KsOfSionBreak_Steps &&
) F, {! q1 q1 N+ I8 ?3 j; m - !Input.press(KsOfSionFind_Path_Key)
7 K* ~* B) v' P& G% c - loop do #loop3 从终点开始反向填充2 o/ K' L; Y; g2 b+ `- J
- point_x = check_points.shift t' x$ P; H& L0 [- I
- break if point_x == nil
& T' Z* Q* B' L' f# y& O - point_y = check_points.shift( Q1 U9 ?. Z; ]: m
- left_x = $game_map.round_x(point_x - 1)9 W7 j% r0 }' U* w
- right_x = $game_map.round_x(point_x + 1)
" m S: n( a9 O: l* Y) ^ - up_y = $game_map.round_y(point_y - 1)
: V. x2 X" c/ K9 }& s) o/ T - down_y = $game_map.round_y(point_y + 1)4 j" R: X6 H- C" {
- # 判断路径是否连通
% y. H) }7 \( { - path_step = step - 1
6 {) h. q/ _6 p$ H8 l- _0 C - if sheet[left_x, point_y] == path_step &&/ u7 G6 M+ q1 @* H7 M/ p" y# C
- $game_map.passable(left_x, point_y, 6) &&/ a1 n1 S1 k5 ~1 Y
- $game_map.passable(point_x, point_y, 4): @- G" K% \0 U5 Y9 L
- chase_path.push(6)9 x5 d. e' N f$ |( q
- chase_point = [point_x, point_y]
( ]; h, f/ _/ J- M& l - reversed_chase_point = [left_x, point_y]
0 q; ?$ }2 Q2 H# w; m8 t - reach_point = true; break
3 r0 O5 J9 e" ^+ K2 I" h+ a - elsif sheet[right_x, point_y] == path_step &&
3 P7 O1 g2 C0 B5 U% M; | V - $game_map.passable(right_x, point_y, 4) && s4 I; m* y7 P- [/ t
- $game_map.passable(point_x, point_y, 6)( u( s" G! i) }9 \4 ?7 t
- chase_path.push(4)
; }0 Q! e! A* k8 P. R3 ~ - chase_point = [point_x, point_y]
* I! E: w: \, o6 K - reversed_chase_point = [right_x, point_y]
0 B1 I) i4 h( ?( k, W# ? - reach_point = true; break* O2 I8 v8 K- t+ G1 c& d
- elsif sheet[point_x, up_y] == path_step &&" Q4 v+ ?0 Y2 r$ g2 S
- $game_map.passable(point_x, up_y, 2) &&
) x' k9 [; c) m( u! H - $game_map.passable(point_x, point_y, 8) i+ A7 Y0 e( ]6 c6 t2 Z
- chase_path.push(2)
( Y$ P! D: k; x0 h# V0 y8 d: M& J - chase_point = [point_x, point_y]
) U+ _1 M u2 U - reversed_chase_point = [point_x, up_y]
: Y0 V9 e( G& [( c/ I1 T8 ` - reach_point = true; break
( W9 r' J/ g3 ^! e - elsif sheet[point_x, down_y] == path_step &&$ T- O% X6 m' {
- $game_map.passable(point_x, down_y, 8) &&
' B8 ]0 [# z) A7 f - $game_map.passable(point_x, point_y, 2)' R% V8 r) b* T+ U q
- chase_path.push(8)9 r3 s8 N1 j7 M9 r% ?( d- m
- chase_point = [point_x, point_y]
; L: d9 r( h! [) ?- W- L( j - reversed_chase_point = [point_x, down_y]
# ^( @2 S( U+ n! {$ b# ~% x - reach_point = true; break# a! L( w! C, `
- end
% m% [0 @2 x0 T" c4 X8 J - # 以需要抵达该点的步数填充路径表格 #! j+ O1 E( I$ T# i) i
- if sheet[left_x, point_y] == 0 &&6 Z; e. o, N0 I) z7 z' F8 C
- $game_map.passable(left_x, point_y, 6) &&
8 b2 g q- g6 C. d3 O% c0 B4 y - !collide_with_events(left_x, point_y) &&" `- T5 ^6 M/ v+ _6 B& k: R& M& f
- $game_map.passable(point_x, point_y, 4) &&, e7 j6 e1 k4 I- M) y) Y
- !collide_with_vehicles(left_x, point_y) #judge_end7 C# M! ^; ]4 }8 y+ S; t
- sheet[left_x, point_y] = step
2 \) |% k6 |# A - draw_path = true1 U2 }5 O, E E3 x) s U
- new_end_points.push(left_x, point_y)
% {8 J" z$ m8 M- W, W, Q - end
5 a9 w1 P5 A2 _9 a; E) z7 z7 O1 T5 @ - if sheet[right_x, point_y] == 0 &&
3 O6 y7 v9 Q# I# X: ]7 [- { - $game_map.passable(right_x, point_y, 4) &&
) A" w1 _% h" C* }- e" z - !collide_with_events(right_x, point_y) &&
. i5 T8 v$ n5 G2 m; g( J# v% J - $game_map.passable(point_x, point_y, 6) &&- \9 S W/ H: a/ J" z8 L
- !collide_with_vehicles(right_x, point_y)#judge_end$ @8 s4 u( }1 p
- sheet[right_x, point_y] = step
; z, R3 y& ^7 @ - draw_path = true
& @4 l b# b: F% v. w - new_end_points.push(right_x, point_y)$ T: @% y4 e' u1 b; ?
- end
8 g2 X$ `$ A# j% Z- ^3 ^# Z - if sheet[point_x, up_y] == 0 &&4 g, N- m( P$ m3 q. [1 {& e
- $game_map.passable(point_x, up_y, 2) &&
4 q+ Q- T) W' K6 Q - !collide_with_events(point_x, up_y) &&" z B1 M! A& [4 B& _& c
- $game_map.passable(point_x, point_y, 8) &&
( E$ `+ z4 d5 w# Q - !collide_with_vehicles(point_x, up_y) #judge_end
3 w* m0 ^3 \2 |$ j - sheet[point_x, up_y] = step
$ Q( ?: h7 [$ l* U - draw_path = true
2 b4 Q- L/ u/ v9 F - new_end_points.push(point_x, up_y)
; x; q$ t- _) k- G5 Q0 G - end/ K d4 u& w( Y6 J4 g% G V
- if sheet[point_x, down_y] == 0 &&( K) j4 ]" u$ ~ r; x
- $game_map.passable(point_x, down_y, 8) &&
, a; {" k# [ \$ S3 t' }- b5 { - !collide_with_events(point_x, down_y) &&
, r% b$ h2 _$ k/ ^4 g& j: W0 I0 V - $game_map.passable(point_x, point_y, 2) &&; G# r( o+ N' F- a
- !collide_with_vehicles(point_x, down_y) #judge_end7 |" Q; u9 ]6 C5 H8 e9 v! G5 L# @
- sheet[point_x, down_y] = step
. D' p# k$ m8 s3 N - draw_path = true
+ h- R& s/ d6 O, L1 ? - new_end_points.push(point_x, down_y)
" i2 J( k: w( ?4 A - end
# {: m+ l3 [: [! g7 v - end#endOfLoop3
|0 v/ W3 y8 u# j# B: j6 z; i - break if !draw_path reach_point
" l, a; Y5 U, k - step += 1
! p9 D: d! U d: ?# Y9 V0 N - end #endOfLoop1 路径表格填充完毕% L- J$ u2 v6 I
- $mouse_move_sign.transparent = false
0 U7 y- f# d! Z! p/ e: _) x - # 判断指定地点能否抵达
" N& j& q/ ^3 W Y+ M* g: i - if reach_point
1 {) X' s" v8 p - $mouse_move_sign.direction = 2. E( y6 v2 X0 }$ k
- else
$ f) c$ r4 x) m* R8 ]% Q1 U/ F - not_reach_point
3 w. z, g/ q9 P - return. E$ q9 Z3 g) X3 L4 r
- end
8 _& ^" o- D; K8 o5 v - # 根据路径表格绘制最短移动路径(反向)2 {# y5 u5 x& D* E; o
- steps = step 2 2 + 1& `# o6 G+ Q" Z# n9 Q t6 ~$ q5 I) r
- loop_times = step 2" L: C; B# {& o5 s" S
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]8 E* u0 l2 u6 p
- for i in 1..loop_times # forLoop6 \( f# ` Y$ `9 l( r8 C' V
- steps -= 2! T. u _/ v5 H/ ?2 r8 P
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……
: n4 B0 F. z, b - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&4 `6 I8 K. s1 t0 y) M
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
: i9 ]' w- Q. x - $game_map.passable(point_x, point_y, 4) #judge_end
$ N0 v( O% u2 C% D4 o6 Q# q2 o - reversed_chase_path.push(6)
; \6 P1 u/ V* r+ B$ p3 J8 f - point_x = $game_map.round_x(point_x - 1)
' z7 Y, \; Q. @& M5 o - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&8 ]- o( @3 f7 E6 j& i/ d8 N
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
+ D2 L/ I0 ]& l3 x9 r2 p! r8 {. u. ] - $game_map.passable(point_x, point_y, 6) #judge_end
! O0 R3 F( A; a: P, i - reversed_chase_path.push(4) k% [7 ^9 E& [5 p2 b
- point_x = $game_map.round_x(point_x + 1)1 i: k6 f% L: a7 x8 \8 x# B+ w
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
; [- y$ J4 l' U$ [1 d6 B/ {: n - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
$ ~, f# [( i8 g/ S - $game_map.passable(point_x, point_y, 2) #judge_end8 ?- h7 d. ?- e, ?
- reversed_chase_path.push(8)
1 k# i* w8 p5 b, a - point_y = $game_map.round_y(point_y + 1)/ ~& \# M* ?6 V# r) j
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&, S: g1 N$ q7 o' b
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
8 |4 K7 V U, n! m7 w7 y/ X - $game_map.passable(point_x, point_y, 8) #judge_end
$ ?& C+ v8 k# C$ G( L - reversed_chase_path.push(2)& ]4 u, I, O: \0 @) ]
- point_y = $game_map.round_y(point_y - 1)* R3 x4 F L% b b) H# j
- end5 r5 P8 @/ ?, A2 ^; ~! M! \1 n
- else+ @# b0 n. x$ e+ T5 t+ E
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
- a- D$ p% W9 J- \8 W( x+ X j - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
* f/ O# N) u9 ^& F# M/ m1 g - $game_map.passable(point_x, point_y, 2) #judge_end) ^* m7 S+ ]3 ]' Q
- reversed_chase_path.push(8)# b. U0 V& q8 k: B- I d
- point_y = $game_map.round_y(point_y + 1)
: W' S! u9 w _8 ]; p1 f; } - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
7 Q, k5 w. A6 E2 }! J - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&$ x* u" \7 ~$ d
- $game_map.passable(point_x, point_y, 8) #judge_end
8 p5 [+ j; Z+ k# D - reversed_chase_path.push(2)
3 }, l" U/ b, M; t; t$ { - point_y = $game_map.round_y(point_y - 1)! S) y" j% d9 B" n3 I4 L& {( v
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&* K5 }1 a( s9 [0 l) V F a
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&; Y8 G( l9 m, {; e, O4 t# S
- $game_map.passable(point_x, point_y, 4) #judge_end
: D9 s7 }# T/ [1 b& R4 d: c& J - reversed_chase_path.push(6)1 D* A! {9 I! c h
- point_x = $game_map.round_x(point_x - 1)
+ ^4 c' V7 S) P) U - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
3 E% l& F2 V6 F; i$ c8 z - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&. ?% B1 R2 G; I2 `' ]( X @
- $game_map.passable(point_x, point_y, 6) #judge_end
. h1 v( [) M# ]- v# D - reversed_chase_path.push(4)
( @ F, }! k; P7 S+ Y7 o. Z - point_x = $game_map.round_x(point_x + 1)* t& r W: N* [. f; O' A) H
- end$ P4 Z0 A/ }8 ^2 G9 {- V8 [) G( v
- end8 `) j0 g L+ X0 h6 Z6 ?
- end #endOfForLoop P; h2 x, C- c1 ^
- # 根据路径表格绘制最短移动路径(正向)# g& \( G# D8 V1 O! \% j( g% p! y
- steps = step 2 2
! U: c0 R. I% J - loop_times = step 2
9 |+ K Y4 |+ P - point_x, point_y = chase_point[0], chase_point[1]
0 [; h: V2 V4 T, t - for i in 2..loop_times # forLoop
* K. l( l- Y+ Y! n - steps -= 2
8 ]6 {7 }, V7 w0 `/ Z8 Z8 L - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs' k* d8 L4 c/ g" F! p- Y
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
# [! K: f) T6 {/ W" H. ~3 r - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&- E7 y: h: L% R6 [
- $game_map.passable(point_x, point_y, 2) #judge_end
# ^2 j+ v( u" ]& h2 X - chase_path.push(2)
% i$ R- h' o& C( I7 u - point_y = $game_map.round_y(point_y + 1)
1 n/ q% ], ]3 B% _. j. _ [4 G - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
0 }0 j/ z$ U" X( v3 ? - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&+ B6 V. Q$ y! E9 @
- $game_map.passable(point_x, point_y, 8) #judge_end
' P2 C4 R$ P2 Y* D9 F% ?# o - chase_path.push(8)0 c5 b \# P B& L, ~
- point_y = $game_map.round_y(point_y - 1)
+ r& A e# u, t* u. T: \3 }4 o - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&: r/ _9 H3 \( V; N) @) s" H
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
4 a# g. u& c( I# G0 u - $game_map.passable(point_x, point_y, 4) #judge_end
6 E8 t/ C% B1 J+ I - chase_path.push(4)4 L6 K2 ^9 J/ o7 g" c8 i
- point_x = $game_map.round_x(point_x - 1)- ^" s1 a! n. a) F L; K, N1 |
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&- @- P: X$ {+ y( ?0 t& P1 D
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&# ^8 j1 {" u `2 f' q( ~) V& H
- $game_map.passable(point_x, point_y, 6) #judge_end9 M3 v3 {5 x% P8 ?; H
- chase_path.push(6)
: k# Q# \* A$ d8 j( `' |; Z* k - point_x = $game_map.round_x(point_x + 1)5 @5 m; o7 A9 Q* a! r& l: U
- end
( {: b) b8 m; w* l5 A3 [ - else
% v- J. O( @2 C4 U - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
) d9 L- X4 t2 D! Y - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&! P+ a; r3 s& P$ Q6 _! C8 U
- $game_map.passable(point_x, point_y, 4) #judge_end
0 p, e" B+ `5 ?" v% E - chase_path.push(4)
! j3 V, B$ T& [0 E" s - point_x = $game_map.round_x(point_x - 1)
2 o/ l! y$ R5 Y; P" n: M - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&4 F# m% F$ t( p5 O- T* h8 c, S
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
Y+ j4 M" w. r/ S& X- a. H - $game_map.passable(point_x, point_y, 6) #judge_end; U2 Q$ Y, P/ F7 }7 s- l' Q
- chase_path.push(6)9 u4 c( R! t. _8 w0 `/ }
- point_x = $game_map.round_x(point_x + 1)
- X. H/ [" g# S, n, E - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&9 z6 S% V7 m% w5 u- o0 U) Z
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
# `7 S# O" D* Z( X& p - $game_map.passable(point_x, point_y, 2) #judge_end5 V! f5 m! |2 e
- chase_path.push(2), y( |. ^+ o3 T: H" H
- point_y = $game_map.round_y(point_y + 1)4 L4 ~3 [1 [: q$ G1 {3 p
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&: B5 Y: @& D" p/ _3 b
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&- q% k. p; U5 i1 L$ F% }
- $game_map.passable(point_x, point_y, 8) #judge_end
) B! M6 r, X, {* F9 l - chase_path.push(8)
: Z0 c/ E# H# L& l6 Z; W - point_y = $game_map.round_y(point_y - 1)) C3 b; u( u0 e6 o7 z! ~: b
- end
! R* q* O2 | f- f1 F6 s - end
2 i5 G: u( W" E4 o2 r1 \ - end #endOfForLoop; m; `( ~* k z4 k( G/ r
- @mouse_move_path = reversed_chase_path.reverse + chase_path
, e9 f' s% P* W# o! W - end#walk
9 I5 S/ M5 C) j- ~: }/ t' R - #--------------------------------------------------------------------------" D3 V/ K! f9 J. E( t
- # ● 绘制boat的移动路径 @array[move_directions...]
: J3 q7 `5 c* F0 } - #--------------------------------------------------------------------------. s& L/ O* \) L3 ]/ H7 q
- def draw_boat_path, H0 F% h @* h& ^
- # 准备绘制路径表格
% G) h; A6 A9 r$ X0 H+ M - sheet = Table.new($game_map.width, $game_map.height)
' N" K$ i2 }* u" \% \- I - reversed_chase_path = []; chase_path = []
3 ~$ F% |6 p! d - reversed_chase_point = []; chase_point = []7 g0 _& r+ x* V b4 e' o
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]9 V$ ~5 X$ d, ~4 C
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
$ k' s- r- B1 a - reach_point = false* K& v3 Y) I7 ~5 _
- step = 3
) @+ _; u0 d6 S k: f: `, F; Y - loop do #loop1 开始填充表格
6 w" H4 v) c" m' n: R6 w& r) z" q. _ - draw_path = false
) F+ F J7 ]# c' W- E - check_points = new_start_points
4 ^ Y: _6 [/ ^3 ?( Y: _ - new_start_points = []. @$ I5 R1 K8 v
- loop do #loop2 从起点开始正向填充
1 W9 V" |9 |" v* P; i# W, T1 q8 Z - point_x = check_points.shift% S9 f; C- C9 Y: u1 a. ?. b
- break if point_x == nil& ~$ {. C& Q* A( @# W9 A# D' j
- point_y = check_points.shift
7 V" a2 t0 f6 Z6 K% b - left_x = $game_map.round_x(point_x - 1)
# `8 }( q$ y* w4 E& v4 h- }$ b - right_x = $game_map.round_x(point_x + 1)4 `5 W. q: H( m+ Q4 y$ {
- up_y = $game_map.round_y(point_y - 1)6 u% y1 B3 q0 R* G% w ~
- down_y = $game_map.round_y(point_y + 1)
, P2 V: T- h6 z- M5 r& E - # 判断路径是否连通
/ p' d9 H, c) o! } - path_step = step - 1
) Q; ]- W/ O" y3 l% a4 A2 K' [ - if sheet[left_x, point_y] == path_step
+ @8 d: P% v/ ~3 l6 D/ V3 z+ Z - chase_path.push(4). y4 D, f0 r) k: v! a/ V& u. a
- chase_point = [left_x, point_y]
, Y; B! i. G' p7 l5 ?8 G - reversed_chase_point = [point_x, point_y]5 D% {. p5 n# g# r
- reach_point = true; break7 ~. p0 Z2 w# ?! y
- elsif sheet[right_x, point_y] == path_step7 k1 K i* T& W5 }; U* N
- chase_path.push(6)
* I+ g4 u7 V+ H5 w9 J0 M5 [+ Z - chase_point = [right_x, point_y]
) w/ z* H- g1 u0 l - reversed_chase_point = [point_x, point_y]
! A2 D( t# D8 \; I; w' _ y; i5 Z - reach_point = true; break8 I7 P4 F, Z# X% y2 ~* [, c: q
- elsif sheet[point_x, up_y] == path_step
2 j& f' F# S5 c3 @ - chase_path.push(8)
8 D! P1 t, w& N4 w5 h - chase_point = [point_x, up_y]
, W1 ]7 u1 q+ Q) F; ]9 p- E. e+ `0 { - reversed_chase_point = [point_x, point_y]7 a: w$ W& C; m9 `0 B5 X
- reach_point = true; break
# I1 }% ~: [$ K( j+ w - elsif sheet[point_x, down_y] == path_step
# A. ]5 i! U1 v9 q: ?/ b - chase_path.push(2)
% ^/ N3 f3 g+ p+ K+ a; Z) \/ u% @ - chase_point = [point_x, down_y]" j1 y* q8 L. s6 D- C9 c6 k
- reversed_chase_point = [point_x, point_y]
- O. _2 {& Z: Y& R' U - reach_point = true; break. R; C, L- u4 q* S
- end! f+ z0 s, {: w e: O+ f/ t
- # 以需要抵达该点的步数填充路径表格 #) ^ \1 P% X$ o9 S( L
- if sheet[left_x, point_y] == 0 &&4 q! P& I7 J% V# | y
- $game_map.boat_passable(left_x, point_y) &&
" k1 z" J3 r/ @: Q) a: I3 Z - !collide_with_events(left_x, point_y) &&
5 A+ t/ E# }8 c' {, n0 ]& _ - !collide_with_vehicles(left_x, point_y) #judge_end. o% X7 ?: c+ x' n" s$ k
- sheet[left_x, point_y] = step
. Y8 D7 J% ` o4 {$ E7 e - draw_path = true3 h0 A- m/ \5 B5 o6 g: U9 o' v
- new_start_points.push(left_x, point_y). i* k& p1 K, g1 t3 b, c. S1 o2 S
- end; b' Q( a2 P2 a1 g& P- Y* X' M- \6 g
- if sheet[right_x, point_y] == 0 &&
: g- @! d" M1 j" R - $game_map.boat_passable(right_x, point_y) &&
( A9 x% `+ G1 V" p8 r - !collide_with_events(right_x, point_y) &&9 o& h2 S y" d. i5 ?
- !collide_with_vehicles(right_x, point_y) #judge_end
1 g+ @% W( {8 J, Y - sheet[right_x, point_y] = step
; [+ L3 j" Z' v# E% W. b - draw_path = true1 Y; w* T G9 p% @
- new_start_points.push(right_x, point_y)
* {. q5 ]" J* S6 D' O - end* q( N2 c, w7 ~: B
- if sheet[point_x, up_y] == 0 &&2 u' d2 i7 `4 q( V' m4 V* G) _
- $game_map.boat_passable(point_x, up_y) &&/ f5 h3 Z* k4 W7 o
- !collide_with_events(point_x, up_y) &&1 H& O0 P' d4 P- W
- !collide_with_vehicles(point_x, up_y) #judge_end a, j; `4 n1 z5 ]& e* O& T
- sheet[point_x, up_y] = step l# ^/ e9 `5 w$ n
- draw_path = true
1 X/ F- D( E0 Q" j - new_start_points.push(point_x, up_y)3 i8 Z* U' Y; @' q8 {0 S; o
- end8 W$ ], o) Z7 D/ H! B2 W/ n
- if sheet[point_x, down_y] == 0 &&9 [' ^8 C4 ?1 Y5 M( @
- $game_map.boat_passable(point_x, down_y) &&
! P* Z- B2 }8 @/ X - !collide_with_events(point_x, down_y) &&
& B# i" h7 X+ K; Q# ]% R - !collide_with_vehicles(point_x, down_y) #judge_end0 E( {, N1 L5 H; o' a8 E
- sheet[point_x, down_y] = step6 f e* S+ {: E1 X0 q+ y
- draw_path = true
/ R( D5 V5 X; a: E - new_start_points.push(point_x, down_y)
9 }, t: @( x/ e: I - end
" T. w- r, ^1 Y/ w/ g w+ i - end#endOfLoop2
5 P. X' k7 l2 z' L' n Y2 O - break if !draw_path reach_point; Q k3 Z( e. Z& Q8 \
- draw_path = false
^! l: w7 L) G6 J- Q - check_points = new_end_points! V' o/ v) O1 h1 X0 F+ {
- new_end_points = []4 p( t: {/ K- X, \$ w; X! J
- step += 17 p$ C' U8 C8 b/ J
- break if step KsOfSionBreak_Steps &&+ m e2 S8 ~; f+ c. E( m
- !Input.press(KsOfSionFind_Path_Key)5 f: z/ k e2 F( o& n) P" w
- loop do #loop3 从终点开始反向填充
4 L. t4 T1 \5 I7 O: P - point_x = check_points.shift" V$ ^& n6 L8 K" z u
- break if point_x == nil( u9 z: i; p! h! C( S" h3 O' A! M
- point_y = check_points.shift# _) P: k; F: s7 A# T; L
- left_x = $game_map.round_x(point_x - 1)
6 T7 n) c& X8 f0 E - right_x = $game_map.round_x(point_x + 1)
0 ^- M- o! f( {. j6 R, ~ - up_y = $game_map.round_y(point_y - 1)0 ~4 d$ ]0 W Q
- down_y = $game_map.round_y(point_y + 1)# W* _1 C" I# y; \
- # 判断路径是否连通
1 e m, \9 ~. M A" [& J& }3 {9 `; K - path_step = step - 1
7 K- T3 G" v2 ?8 e3 v4 h - if sheet[left_x, point_y] == path_step L! P5 r9 Q1 x2 C; n
- chase_path.push(6)
! {) g8 J5 {( P0 m8 u$ V- L) { - chase_point = [point_x, point_y]
: i% h3 J1 D2 w2 v - reversed_chase_point = [left_x, point_y]" i, c7 z0 v# s) k% ^% ^2 r
- reach_point = true; break- v0 }5 |( H) k) F) }# Q& U
- elsif sheet[right_x, point_y] == path_step$ b$ a$ a1 [3 F! x, K8 S2 ^* c
- chase_path.push(4)- r- \, w) P! U, i2 w |
- chase_point = [point_x, point_y]
! l/ A$ c+ h3 R+ d - reversed_chase_point = [right_x, point_y]
5 R+ Z- \9 G- m0 S - reach_point = true; break4 x7 g2 d3 o% S% Y5 s% e+ J
- elsif sheet[point_x, up_y] == path_step- C' a; |/ M- I3 c4 V0 N3 r8 ?
- chase_path.push(2)" \; c: h% K3 c) V% q/ c8 D
- chase_point = [point_x, point_y]
& a# `% u, f8 [" X - reversed_chase_point = [point_x, up_y]' }% R4 s" A& Z' f
- reach_point = true; break
8 U- l0 h, B! l4 e: Y6 O0 w0 b - elsif sheet[point_x, down_y] == path_step
S. N; @! c( s3 [: g% l - chase_path.push(8)
2 w R/ N" o$ v) t) {+ Z, l+ x# T6 d - chase_point = [point_x, point_y]8 j9 L" J. D9 N
- reversed_chase_point = [point_x, down_y], [- k5 Y4 I# X9 f2 [
- reach_point = true; break* l/ \) R# v, K' ]6 w8 P
- end! y! ^1 U1 a' E, C4 ~
- # 以需要抵达该点的步数填充路径表格 #, x+ W( ?9 w! P K4 K; b# Y
- if sheet[left_x, point_y] == 0 &&8 l8 @* c1 }9 F- k) c9 y
- $game_map.boat_passable(left_x, point_y) &&9 k7 E+ ~- H G
- !collide_with_events(left_x, point_y) &&
8 u! S. { N6 x9 O4 `) W - !collide_with_vehicles(left_x, point_y) #judge_end
0 g& B4 d1 B5 q/ W - sheet[left_x, point_y] = step
' u& n8 u% ^2 T" o. j7 g; ] - draw_path = true
1 v( D, o9 Z A* e/ w" |2 Z* M - new_end_points.push(left_x, point_y)3 D5 p H, Y: ~
- end( Q w. T4 [3 b3 U( ]5 z1 u6 Y
- if sheet[right_x, point_y] == 0 &&
) w* _; w* X% x9 z& T. C \6 g2 \- K - $game_map.boat_passable(right_x, point_y) &&' ]7 P2 a* ^# B4 W
- !collide_with_events(right_x, point_y) &&3 j$ P' J1 I% p/ z. c" c# k5 \
- !collide_with_vehicles(right_x, point_y) #judge_end
7 P. A: a; e; A$ e; o4 ] - sheet[right_x, point_y] = step& v& p9 _7 W+ R! k8 j7 Y6 Z
- draw_path = true, o6 f% E/ A8 t+ a) |/ v4 R
- new_end_points.push(right_x, point_y)
$ Y# n: i6 h, N' W8 z - end
' M. a) u7 G6 }# a8 {( p8 A - if sheet[point_x, up_y] == 0 &&
. h6 K$ T& e- ~6 s' C2 O6 e) U - $game_map.boat_passable(point_x, up_y) &&+ `& S% e% A, n( Y
- !collide_with_events(point_x, up_y) &&* U" @9 F$ e) l: `
- !collide_with_vehicles(point_x, up_y) #judge_end$ A; @& T. [* s0 s, @* P
- sheet[point_x, up_y] = step
$ S& O% ~3 O) o! V - draw_path = true
' j( I! X. z% R t, l! e - new_end_points.push(point_x, up_y), ~" O' P. I: b- h0 g' a1 q h
- end) [6 l& p( i7 K8 N
- if sheet[point_x, down_y] == 0 &&
4 Q3 f, m7 _$ C. H9 [# T$ Q0 k - $game_map.boat_passable(point_x, down_y) &&7 Z l* _# w7 I9 V- Q
- !collide_with_events(point_x, down_y) &&6 Q8 i! R1 i- G- A
- !collide_with_vehicles(point_x, down_y) #judge_end
" Q. v: j( [- ^* ?; K) j+ _ - sheet[point_x, down_y] = step
' e8 M, l" x: F3 O; |/ a7 w - draw_path = true4 _4 u# ^7 v( N" g7 E4 w4 h
- new_end_points.push(point_x, down_y)( j! d( @; w W7 x: [) T) q( g
- end- D/ m" c7 C( h w5 m
- end#endOfLoop39 u. x. t( {9 J% k) [' I. D
- break if !draw_path reach_point5 m4 K& ?0 e* z
- step += 1" M x. h5 C6 p
- end #endOfLoop1 路径表格填充完毕
" D1 m1 W7 r" }# {! Q - $mouse_move_sign.transparent = false
7 I0 \- u% Z- U \9 ] - # 判断指定地点能否抵达+ I/ Y3 L( @) E
- if reach_point; x; Q& j* ?2 j6 F9 ?
- $mouse_move_sign.direction = 2- K: S+ ~# b0 Y
- else* x) w N0 l" q9 e) e0 y
- not_reach_point
( Q# }2 y0 m# A9 c! l - return7 S- W9 N9 x$ y2 v
- end
% K& E+ y) q9 R7 N, c' C - # 根据路径表格绘制最短移动路径(正向)
3 {4 U X7 h! N2 e8 W - steps = step 2 2, e u" H5 Z5 v% j6 }! \
- loop_times = step 2 r+ U* i6 z/ j8 l
- point_x, point_y = chase_point[0], chase_point[1]
4 \* `/ m7 D$ _# u - for i in 2..loop_times # forLoop% T# l1 N2 w) l7 f8 p* M' V+ p
- steps -= 2) g; i4 r5 U% z, C' S
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
6 ^+ [( _' m5 O/ W9 }* |3 n - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps* u* ]9 o/ ^+ s( W F+ x- i
- chase_path.push(2)
/ R) [, y! B( M) f5 I! w: J - point_y = $game_map.round_y(point_y + 1)7 O$ N% G6 S1 E0 \
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
6 I! ]' G1 H7 A! O - chase_path.push(8)8 d& `" h: n0 d# @; _$ W8 X
- point_y = $game_map.round_y(point_y - 1)! r2 F% Y* m% M% C9 K7 d7 Q9 {3 {/ l
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
5 W4 b' d, {) [1 ~, u7 h - chase_path.push(4)6 D+ T' k+ J/ h
- point_x = $game_map.round_x(point_x - 1)# e" K( H/ e* e
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps# I; ^8 j5 j. h7 q
- chase_path.push(6). S$ q2 W. X5 c: |' [
- point_x = $game_map.round_x(point_x + 1)- y* w/ `, u2 j4 F7 F7 J1 i6 p
- end
. }8 N( I) v. J! C8 k - else
( h. |# r& f% N* p, A6 T" F7 I; }# P - if sheet[$game_map.round_x(point_x - 1), point_y] == steps8 o2 k/ P; h$ f+ N* v
- chase_path.push(4)& H$ c: e* D! c
- point_x = $game_map.round_x(point_x - 1)
* ?5 S2 F$ p0 n9 J7 h/ v. E - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps: v8 X6 D9 Z+ p0 @% C% y
- chase_path.push(6)* r6 z7 d. R: K# f ~0 F# l4 l+ N: i
- point_x = $game_map.round_x(point_x + 1)
; s0 F% n; f2 t - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
# D& {7 M# b$ W8 ^; v f% s - chase_path.push(2)& A6 M5 B* S9 H& V
- point_y = $game_map.round_y(point_y + 1)* `7 H; U3 B, M: M" e3 ^/ N2 T
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
. ^1 {9 n* o) I. r) N - chase_path.push(8)
* D! l( O! F" V3 [2 {5 w$ u) Y - point_y = $game_map.round_y(point_y - 1)
. h* z) r9 c7 Z/ _; ~ - end8 i1 @0 N2 {$ l; O! y6 i
- end
5 `% g! m5 o( y+ P; L: ~ - end #endOfForLoop; T: a, j& _6 C
- # 如果指定点无法抵达或者登陆0 J* R6 o% n( K5 D& [' A# Y
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)" S# ~& P: v' V0 v$ a, \
- # 根据路径表格绘制最短移动路径(反向)! C2 d! o; l' ^: f' d
- steps = step 2 2 + 1
6 }$ C. p: v: |8 o0 j4 K: T2 y) G - loop_times = step 2, G* U7 B4 m: t( J6 y0 n9 W8 A
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]1 U+ ^# A% t+ |! e$ ~
- for i in 1..loop_times # forLoop
; B7 e6 \. F2 `/ s) A% E - steps -= 2
2 K2 Q7 U o; w- r2 `- b - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs0 X) s J t6 I( \; E% j; ~* U+ u
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
0 t$ g9 }- _/ S' z0 J4 l( P - reversed_chase_path.push(6)/ N! E$ v# k* n6 D; S
- point_x = $game_map.round_x(point_x - 1)
9 i& R) W3 i' Q% L G8 M" W1 u - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps8 u5 K6 d! V, T" a. f+ R3 c
- reversed_chase_path.push(4)* ]/ ]1 r* o) a. N6 W
- point_x = $game_map.round_x(point_x + 1)
* `! G/ |2 |1 _% |7 f2 H: Z - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
6 k; v* ?: l( d/ M5 T/ F - reversed_chase_path.push(8)2 V. B5 |$ i2 i* _; R' f5 c* T# S
- point_y = $game_map.round_y(point_y + 1)7 N3 p- A v6 a4 @' E
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
% B7 l% M! j5 X" I4 `7 R. X - reversed_chase_path.push(2); s7 R3 V6 o- w
- point_y = $game_map.round_y(point_y - 1)
* K. h& I" f8 ~" y' S - end; t% l1 W1 [* l+ w" N7 A7 u
- else8 q. B( f* [. Z& b4 t9 v& d
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
1 G) e) L% v$ L - reversed_chase_path.push(8)
- x g$ N' }0 e% z; K' g$ i - point_y = $game_map.round_y(point_y + 1)
8 |1 Z) ^* V& Y) h - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
( q' z) t) Q2 z% l( X* H3 b - reversed_chase_path.push(2); s7 r- }7 K& ]0 w' }
- point_y = $game_map.round_y(point_y - 1)
/ i9 ~# c8 [/ G; i3 E - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps& e6 O* \0 m! j1 ?4 R$ Y# D
- reversed_chase_path.push(6)
. I+ M9 R& n% ~9 j5 u4 ~3 }& u h* [ - point_x = $game_map.round_x(point_x - 1)+ z7 K7 ^7 ~* m! R9 d: I1 t( l$ H
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps3 `8 z/ P( ^! t1 _4 [
- reversed_chase_path.push(4)
1 A/ c+ x, k: `) V& G( c - point_x = $game_map.round_x(point_x + 1), X0 w2 O8 [ A1 C% m3 E* @
- end
& J. D ?9 k8 b6 z - end
* f5 j- {$ L, L) O2 T8 R. D* N - end #endOfForLoop1 r- L1 ]# W/ e/ [$ ]
- @mouse_move_path = reversed_chase_path.reverse + chase_path
4 }, Q$ D4 P9 h' ^- q+ O - end#boat
# S4 R6 y" N' z1 `. E% [ - #--------------------------------------------------------------------------
$ R: V7 w# s* d, @- S* G: u0 H e - # ● 绘制ship的移动路径 @array[move_directions...]
7 O- e. P/ t& R) P - #--------------------------------------------------------------------------! {& r' L. k2 l
- def draw_ship_path
$ R/ }2 Z, [/ q4 j. g - # 准备绘制路径表格& X. P: L# h* b3 S( Y' }
- sheet = Table.new($game_map.width, $game_map.height)6 V7 F3 E: I$ M* D: V U8 o
- reversed_chase_path = []; chase_path = []1 m- D. Q$ l$ z4 Z5 s5 P* Y
- reversed_chase_point = []; chase_point = []% [9 l; o5 M' s$ A/ i3 O
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
+ W5 h/ h7 r5 I' y - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
6 j6 M3 |9 I5 M m% P - reach_point = false
|8 T: h2 l2 ], P* P- p2 c - step = 36 g( q. ^6 f, w/ P& F8 ^' a
- loop do #loop1 开始填充表格; x# d& x4 @( p7 ^1 e
- draw_path = false0 P: J8 Q# i" J2 U9 Q
- check_points = new_start_points
9 h; }7 P7 [" G - new_start_points = []
9 L+ ~4 e! l0 E4 ^ - loop do #loop2 从起点开始正向填充" D. S7 b& ?& q
- point_x = check_points.shift
3 e! X! N; J" k - break if point_x == nil' J" m& v F9 S: Q( N4 o
- point_y = check_points.shift# E) p( U' Z6 D B! d) s' Q
- left_x = $game_map.round_x(point_x - 1)& e/ P) \% E$ v$ t! l+ V$ q# r9 i
- right_x = $game_map.round_x(point_x + 1)! Y+ p7 B5 B |5 O: s3 }
- up_y = $game_map.round_y(point_y - 1)
0 V9 ~9 g6 O' ~6 |) e - down_y = $game_map.round_y(point_y + 1)
0 q; @* \& o4 u. G {8 h - # 判断路径是否连通 h. _0 z2 z' L8 C1 p% `
- path_step = step - 1 X) T- C. p: y8 P9 I. C# o
- if sheet[left_x, point_y] == path_step
6 [$ }* y' p+ F - chase_path.push(4)
& \5 D/ y! S; ~# t Q9 Q/ v0 ~$ H - chase_point = [left_x, point_y]
( \3 q. S. z* k5 ]2 F: C - reversed_chase_point = [point_x, point_y]
, t# m/ U1 O3 b! j+ m5 ? - reach_point = true; break0 w: g. f' Y% u0 R# l4 a$ B( U
- elsif sheet[right_x, point_y] == path_step4 u4 q8 J; z7 V9 u9 [0 S" |
- chase_path.push(6)
/ L4 L8 C. h, l. S - chase_point = [right_x, point_y]4 C; g3 S* ?0 Y
- reversed_chase_point = [point_x, point_y]
, A/ V" ~. q0 { - reach_point = true; break
5 j$ p% F8 f0 j' c$ A( w - elsif sheet[point_x, up_y] == path_step
* c& \/ G+ T. Q' H1 {# m - chase_path.push(8)
' i/ h* F# g5 |6 i" o" u2 ]) R - chase_point = [point_x, up_y]
" d4 _" k* }( F( ]3 ^ ` - reversed_chase_point = [point_x, point_y]
6 k+ w, E8 k" i' P8 j& w \ - reach_point = true; break
. E& e( C& o3 J( l - elsif sheet[point_x, down_y] == path_step4 K" q' z' k* M2 h- y) ]- e
- chase_path.push(2)3 C E+ o, x! w: Z/ j8 J2 x
- chase_point = [point_x, down_y]
; ]% ?4 B9 o; s8 o3 u* c6 a: W - reversed_chase_point = [point_x, point_y]2 v: w# Y( x- k ~+ B1 U
- reach_point = true; break
% p' W5 p5 @8 S8 K! f7 V n2 ~- l1 d' r - end
3 {' T+ L: R" H - # 以需要抵达该点的步数填充路径表格 #3 u- q* D6 ^+ z/ z; |" [
- if sheet[left_x, point_y] == 0 &&
$ a% Q, X/ z P6 e7 }4 K) a9 P - $game_map.ship_passable(left_x, point_y) &&
! M3 T+ B3 J, ]5 ~ - !collide_with_events(left_x, point_y) &&
( \: h! T3 w" |/ \1 u3 f# m1 Y - !collide_with_vehicles(left_x, point_y) #judge_end0 R, t, ?( V. x$ ?0 U8 x
- sheet[left_x, point_y] = step; Y9 h& b6 z; x- Q2 V- u4 G
- draw_path = true( x2 B7 J) _# A& U+ R! d
- new_start_points.push(left_x, point_y)
% u3 |; S, t/ ^0 m4 u - end E H! h/ n0 j: i; E" _/ `7 L6 z# ~
- if sheet[right_x, point_y] == 0 &&
, {1 j1 W# h, g6 v1 x9 q$ u - $game_map.ship_passable(right_x, point_y) &&
$ R# j7 |5 W6 ?/ }5 Z0 n3 W" p - !collide_with_events(right_x, point_y) &&- m6 v5 D0 m$ \8 H
- !collide_with_vehicles(right_x, point_y) #judge_end" f2 ]# N' |" b) F/ p4 h7 p! b
- sheet[right_x, point_y] = step! K. O7 M: ~1 v. L8 i7 @: r# e6 h
- draw_path = true: c$ e1 |" `6 Z
- new_start_points.push(right_x, point_y)
5 ^# m7 A2 u/ P w6 d" v - end
p7 b+ b1 G' E - if sheet[point_x, up_y] == 0 &&9 G1 |7 U: C( H* d1 M& x! K
- $game_map.ship_passable(point_x, up_y) &&
$ p" b+ W; ]/ R2 W. v - !collide_with_events(point_x, up_y) &&
6 [# L7 G! Q3 t) \9 L% g [% m - !collide_with_vehicles(point_x, up_y) #judge_end
9 c L1 p# G' N0 Y - sheet[point_x, up_y] = step
% n" A8 U* V2 R# f5 X4 M3 K - draw_path = true. d3 t0 k. u4 q; x- C
- new_start_points.push(point_x, up_y)8 C# v4 `* _# t! c
- end
0 z# G; ^+ R" G2 p - if sheet[point_x, down_y] == 0 &&/ G1 ^2 g' B; K
- $game_map.ship_passable(point_x, down_y) &&
1 T) e; L C- W1 E1 U# h; z - !collide_with_events(point_x, down_y) &&4 v t+ |+ I* V- i2 X. m8 }
- !collide_with_vehicles(point_x, down_y) #judge_end2 x2 Q9 x5 ?8 g# Y9 ?- o
- sheet[point_x, down_y] = step# |1 F3 ~! O' r
- draw_path = true
' V1 J% {4 ]4 A+ E' B8 }- V - new_start_points.push(point_x, down_y)
* a+ H" M! @3 X) b - end
( b, i# v9 S5 i2 U$ q: g4 b0 h - end#endOfLoop27 Q1 a+ M; t) ?4 s' S) m" g
- break if !draw_path reach_point0 P3 L, @9 d: G
- draw_path = false
" p, `5 E8 X/ o$ B+ c# A - check_points = new_end_points H( c: T# j) I& t
- new_end_points = []
' o! k: D; U; C- E - step += 1) E% T% p6 }) |0 T& R1 H: L1 H
- break if step KsOfSionBreak_Steps &&
6 K2 J1 X/ M+ K5 s - !Input.press(KsOfSionFind_Path_Key)" Y+ _4 W6 ] E1 y% n9 T
- loop do #loop3 从终点开始反向填充: T* b a! R1 v& ~; R
- point_x = check_points.shift
* c# c) v7 i4 W5 l# D- j - break if point_x == nil
% c5 P% y Y/ {% M k - point_y = check_points.shift5 G8 o0 U$ G9 t |
- left_x = $game_map.round_x(point_x - 1)
0 W2 f6 K2 ^' v2 ^& Y! A - right_x = $game_map.round_x(point_x + 1)
3 m0 j" d; l4 i1 V$ |/ l8 E+ [ - up_y = $game_map.round_y(point_y - 1)" S+ G8 I" p, M
- down_y = $game_map.round_y(point_y + 1)- A2 I! g4 }: n3 D% U
- # 判断路径是否连通
" z& Y0 m2 [& v) s! n k) x: f& F - path_step = step - 1
+ W9 X7 L$ [( u( ? - if sheet[left_x, point_y] == path_step/ T5 \* ^9 q y- ^* T+ H8 U$ g
- chase_path.push(6)
% [" A) u; p' y8 X0 Q- H1 a - chase_point = [point_x, point_y]
2 Q% R% M8 G% \2 j* _5 ]; ~8 r - reversed_chase_point = [left_x, point_y], U, x& q# K$ Y; B3 f- W% N
- reach_point = true; break
# l" }! \6 b$ j- J - elsif sheet[right_x, point_y] == path_step
1 w: q, R2 y8 x6 h+ ~ - chase_path.push(4)
N4 v' X4 v# d5 E3 E2 M: m. F+ k6 p) i - chase_point = [point_x, point_y]1 P/ A0 d/ M0 g" J. K( Q6 Y
- reversed_chase_point = [right_x, point_y]
7 c5 Y- L* O5 p8 i4 K3 t' P s6 _ - reach_point = true; break+ R6 [1 N+ I" y/ K% v
- elsif sheet[point_x, up_y] == path_step2 d7 u0 o9 J' W: u' ]2 m; {
- chase_path.push(2)
/ p9 w2 U+ q, a2 S - chase_point = [point_x, point_y]
& Z- K0 O) [( \3 | - reversed_chase_point = [point_x, up_y]
; Y# \ N, | q z1 H - reach_point = true; break
3 I/ g+ O, `! i3 X' }9 A# b - elsif sheet[point_x, down_y] == path_step9 o1 B' S( H( J
- chase_path.push(8)+ c; a, d a) y4 s
- chase_point = [point_x, point_y]6 c( g2 G9 p& K, z% V' E
- reversed_chase_point = [point_x, down_y]" s; l1 S. x; F
- reach_point = true; break
: e% e5 f! q( }, R* |3 D: n: ?$ F - end- n# d( b7 J& ]+ b$ `
- # 以需要抵达该点的步数填充路径表格 #
" t2 Y# B, a( y% |) x6 n2 J( y& t - if sheet[left_x, point_y] == 0 &&
6 x& l& V0 E: Y/ b) d; h- ]: F - $game_map.ship_passable(left_x, point_y) &&; E) `3 j3 V) l; z
- !collide_with_events(left_x, point_y) &&; }* c! E, c9 d* ~
- !collide_with_vehicles(left_x, point_y) #judge_end
E- o) A2 N; P5 e. r2 ]. a! y, ?/ c - sheet[left_x, point_y] = step d- M/ r$ b* Y5 ]- z8 N
- draw_path = true& X$ D' d( j. I) g) l$ H' @
- new_end_points.push(left_x, point_y)5 S+ z" [$ O& O: q6 _
- end: v+ X0 h: Q% R( `0 O) z
- if sheet[right_x, point_y] == 0 &&7 p- f% ~. ]6 g3 P7 a
- $game_map.ship_passable(right_x, point_y) &&
$ H5 p0 l; s2 A: J' K - !collide_with_events(right_x, point_y) &&1 ~% K, \4 j+ q8 @( L7 x
- !collide_with_vehicles(right_x, point_y) #judge_end
2 s ] u1 S' l5 z) Z - sheet[right_x, point_y] = step& Y! g( y6 J/ b' Q
- draw_path = true4 t4 z; D) u* \
- new_end_points.push(right_x, point_y)
) K+ { {) B& y2 H C) M - end! r+ E9 h! l/ S! q. C
- if sheet[point_x, up_y] == 0 &&1 L+ D! S! c2 b. |# Q+ i/ G; k) R
- $game_map.ship_passable(point_x, up_y) &&
* D& O5 F# t% ?3 M9 \6 V: }5 s - !collide_with_events(point_x, up_y) &&( U" c8 O+ K% e2 K1 n+ u
- !collide_with_vehicles(point_x, up_y) #judge_end+ X: d* v* |% J0 i# ^+ [) k2 ]7 s1 q
- sheet[point_x, up_y] = step" V7 c& P0 Q# E P8 j( i2 r4 y
- draw_path = true/ Z7 ]! ~4 t) i' I
- new_end_points.push(point_x, up_y)
/ `0 M: B+ R/ h8 m, c - end% A6 J; ]: y( S& Z0 N8 {5 c2 x+ E5 W
- if sheet[point_x, down_y] == 0 &&) w1 X$ s1 [* Q( @
- $game_map.ship_passable(point_x, down_y) &&
- S G, T }: w. I5 G - !collide_with_events(point_x, down_y) &&
2 o( L) F7 t+ D2 [4 w - !collide_with_vehicles(point_x, down_y) #judge_end- {# I$ q1 r& ^+ L4 Y) d
- sheet[point_x, down_y] = step
2 S+ v9 A; H6 E8 B/ j - draw_path = true
) w9 u2 v: }: H+ K, C+ d$ j - new_end_points.push(point_x, down_y)
1 s7 t: o9 X6 p* A( m - end
5 U q8 T h! q3 z - end#endOfLoop3
& A2 k- }) s, o% D& X1 ? - break if !draw_path reach_point
) @- I8 K, }! _& j3 C/ y+ o+ y - step += 1
* H; v' P0 a8 H6 f |8 W/ n& W - end #endOfLoop1 路径表格填充完毕2 h/ d, y+ l' s) i$ R4 F; D
- $mouse_move_sign.transparent = false: ^( u9 N( Y* E8 k# E
- # 判断指定地点能否抵达1 J6 \' f! q# R9 b
- if reach_point2 G% k6 p2 y% T% Z
- $mouse_move_sign.direction = 2; g( v9 q' o3 J( Z* s X9 C
- else
7 P4 V; n( D: b+ ~8 S - not_reach_point t9 X8 r* S$ ^2 h- ?8 j
- return
2 q9 s% d9 C+ u% y - end4 X5 F1 Z* S; ^2 n7 P$ O
- # 根据路径表格绘制最短移动路径(正向)! ^8 s p$ V: k
- steps = step 2 2
8 p! i6 d" U; i, _) ]/ w - loop_times = step 2- [2 {' O4 \* ~) b! q! t7 y# D" g
- point_x, point_y = chase_point[0], chase_point[1]. K9 l1 j1 |$ t9 N
- for i in 2..loop_times # forLoop- h$ j4 q, {2 ?" V( ^# R
- steps -= 2
# u5 K" z6 {. [9 ~2 S - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
* t0 g5 O1 z. S I - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps9 Y$ {( ^' V7 j0 t" c
- chase_path.push(2)( t0 {5 R% U0 Z& b# J: ]( y: }- T
- point_y = $game_map.round_y(point_y + 1)2 P. u2 i: Q. B; v. {; l
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps0 ~+ v$ |$ g$ a2 {1 @# ~
- chase_path.push(8): n* t1 N2 t1 Z# R" v
- point_y = $game_map.round_y(point_y - 1)
- c4 |, `6 z' ]# s) V3 [5 p1 O - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
* ]1 v3 e+ }# h6 R( M - chase_path.push(4)
+ i4 j; G: K& F2 U7 h - point_x = $game_map.round_x(point_x - 1)
; V) S1 ^- D3 K* K+ v* E - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
6 _% r4 o) `! S - chase_path.push(6)
) T& M: ]6 S G- z9 A - point_x = $game_map.round_x(point_x + 1)7 j- w; P# {/ U( J! C0 S# E
- end
2 Y, b. H: ?9 t8 g$ d - else
4 I2 M8 w* d H: z - if sheet[$game_map.round_x(point_x - 1), point_y] == steps* C4 t! T4 }" J- C* P9 J
- chase_path.push(4)
3 s. f8 \1 H+ u' y5 G - point_x = $game_map.round_x(point_x - 1)" W+ g) {* r' N6 ]
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
% U# U8 S: @7 o6 I3 d - chase_path.push(6)
8 {( O5 ^ c3 N7 q; V% ] - point_x = $game_map.round_x(point_x + 1)5 d- @( M0 H6 A3 O( O! P7 o. }, E K
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
, h& `+ z7 |+ ~6 j, q+ D - chase_path.push(2)$ h8 f9 q8 J6 X0 ~& g* Y0 P
- point_y = $game_map.round_y(point_y + 1)( H) u* U2 D a' r7 p- n' D1 \3 i
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
; j# O E% ? ^6 t# ^ - chase_path.push(8)% S: z) O5 O0 C- a
- point_y = $game_map.round_y(point_y - 1), g% v4 t* o6 |. W- u. ?6 @
- end5 I! k% M# I6 X& g! I5 }( g
- end
3 [. @; f5 T" m# K" \/ l+ m - end #endOfForLoop
* W: r( g0 N3 p; _" K; T - # 如果指定点无法抵达或者登陆
4 I+ J3 L) J( h0 d7 t/ X% n) k. l - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)) H# G$ P6 j7 o; w: U, Y0 D$ }
- # 根据路径表格绘制最短移动路径(反向); j$ ~: W g, w9 L
- steps = step 2 2 + 14 ~& }; P1 A+ S( W; p
- loop_times = step 2
5 y' a q' Z! Y, @2 \ - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]1 s- A) O! ?2 O/ p* R; y! o B
- for i in 1..loop_times # forLoop
) Q6 }9 Z- m5 O9 h - steps -= 2
: g' e; H. ]5 f1 M6 T5 L% q1 r& S - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
9 K7 u h; N$ y5 ]5 k/ s9 U! b$ y - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
/ y: \7 m9 @; u8 j1 D - reversed_chase_path.push(6)
4 ~' ^5 |: Y6 Z5 o$ G) v - point_x = $game_map.round_x(point_x - 1)
+ p8 m2 g* X* o% a l) }* _+ J1 z - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
, I5 ?* f4 }8 y- l: \3 { - reversed_chase_path.push(4)
& O+ B( |6 H( m; Z3 v - point_x = $game_map.round_x(point_x + 1)& J- @, r: O: u' t4 B/ ]7 b0 P
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
5 }0 \9 C3 N$ r8 v9 a - reversed_chase_path.push(8)
2 C. K% a: ~# R. k6 Y; _ - point_y = $game_map.round_y(point_y + 1)2 G7 t2 }& m; [/ L( M! C7 ^5 k/ Y
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps+ S' h1 b" W1 Z- Q0 w
- reversed_chase_path.push(2)
& f( M" p) w3 v% k3 d0 T& ?$ o - point_y = $game_map.round_y(point_y - 1)
6 I- {* h( W, D9 ]& l0 n7 I* M - end
" A; y1 V6 `& w - else
" }1 P) j8 ~( b - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps2 F: a* {% V% ]
- reversed_chase_path.push(8)
7 T! e0 G3 r2 T5 u9 N2 a - point_y = $game_map.round_y(point_y + 1)% X) |) x5 }. B+ s# e. Y8 c
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps2 T' ~+ t( X2 @& {/ a
- reversed_chase_path.push(2)
2 n: F0 z N5 a& Q - point_y = $game_map.round_y(point_y - 1)9 I% g- t! S9 }3 J# l1 n: n
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
8 @! U7 t( {0 |" J5 o' t0 }; a' r) [ - reversed_chase_path.push(6)
2 R8 T! N! n% U- g, P; S' R - point_x = $game_map.round_x(point_x - 1)
# I( W: X/ q2 i, Z* N - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
2 s% @, E' K- P/ S3 R - reversed_chase_path.push(4)
- b/ r. w5 X+ v/ u6 U6 ? - point_x = $game_map.round_x(point_x + 1)4 j p. l" D+ w
- end5 P) x* V9 I; ?4 y' u- o' l+ O
- end
( f- I9 e6 i% r' J& I9 Y" l - end #endOfForLoop
$ @5 J# _' Z+ ^# \7 `# a/ l - @mouse_move_path = reversed_chase_path.reverse + chase_path
4 |5 X. I/ R r" A7 s+ u - end#ship
" k; z& v- X' W - #--------------------------------------------------------------------------
9 J7 e8 l$ H8 O - # ● 绘制airship的移动路径 @array[move_directions...]
) ?2 s; ]( K# n7 S - #--------------------------------------------------------------------------
% c9 k2 R( T( `4 \) k - def draw_air_path; f, X6 A2 n7 U& u! t, U
- $mouse_move_sign.transparent = false9 q b1 U/ t# s5 R: |; C* j x5 a
- # 准备绘制路径表格- Q& ?- n1 b$ f b* ]% O! x! e
- sheet = Table.new($game_map.width, $game_map.height)) X! U* V7 O7 B7 V( A
- new_check_point = [x, y]; sheet[x, y] = 1* b/ w+ s+ v' D# l+ D# C8 H
- reach_point = false; step = 2
) g1 V- r- f% p6 B - loop do #loop1/ J; C+ C2 X# y& b0 i; u1 v2 u
- check_point = new_check_point& K, a% M0 e: o$ E
- new_check_point = []. `. D1 k5 X$ ~9 ?4 U: N4 H, P
- loop do #loop2
" A$ r% T5 k- m8 v. O2 t - point_x = check_point.shift
! T8 h, A* }9 N- f - break if point_x == nil; z3 n* K+ }8 L0 @' |
- point_y = check_point.shift3 N# ~3 X6 L0 z6 W4 A1 j0 W& G
- if point_x == @moveto_x && point_y == @moveto_y
6 w* Z% f- n- S. f7 B3 h - reach_point = true; break3 c& m" v: L2 w# k; P, v
- end) ]1 H4 i" }, V/ n. \
- left_x = $game_map.round_x(point_x - 1)
! u5 X' N6 w( f - right_x = $game_map.round_x(point_x + 1)
9 ]- U% j5 a- K- ?4 C% n8 Q - up_y = $game_map.round_y(point_y - 1)
- F3 ~3 q. }( w - down_y = $game_map.round_y(point_y + 1)
# R6 z$ n7 p; D9 I4 G - # 以需要抵达该点的步数填充路径表格 #( l+ k% _, |6 J& }3 W$ }; f
- if sheet[left_x, point_y] == 01 L0 X4 x" P! F
- sheet[left_x, point_y] = step
# Q0 N3 \# W f* R( K( O - new_check_point.push(left_x, point_y)9 e+ _" J9 c1 l( L1 S q
- end
! R% u# E: F. S v# [* b - if sheet[right_x, point_y] == 0
, }: Q3 a; o( U' m Q - sheet[right_x, point_y] = step
( B+ [# w* _6 Z& }3 n - new_check_point.push(right_x, point_y)
/ N$ E) y7 ]. I4 p r, r7 [& p - end7 } J! O+ X' A
- if sheet[point_x, up_y] == 0
{5 u& f3 K- I+ z3 Y( u - sheet[point_x, up_y] = step
4 a5 b$ Q! X u! X4 U0 s% A - new_check_point.push(point_x, up_y)
' I4 `& L3 u: o/ T - end
. h, p: d o" h! k - if sheet[point_x, down_y] == 0& u- M: J! K K( @. f
- sheet[point_x, down_y] = step
; j8 a; W4 g: w% |* z+ S7 H - new_check_point.push(point_x, down_y)
2 ?. y! D: W/ K# |; o - end
/ i& i x+ f( B' [* @ - end#endOfLoop2, E/ c! N7 p" Y
- break if reach_point
3 [; ~" H. ]& k, s! \) i3 t - step += 1
' u$ w \. \/ n" |& \* F" Y b - end #endOfLoop1
6 ?% r$ w6 ~$ \2 b D - # 根据路径表格绘制最短移动路径 #
0 G5 J( }) L5 \1 w; U7 N; l, a, R - reversed_chase_path = []; step -= 1/ ?' a. Q- d, J5 j8 y1 u
- point_x, point_y = @moveto_x, @moveto_y# O9 u; ^2 P# E+ [8 i7 K
- for i in 2..step
2 r$ W7 M0 |" _& a; W7 b - step -= 1
! F" |: k+ u; O7 T% l - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs) S+ K2 W( F8 y6 _, }
- if sheet[$game_map.round_x(point_x - 1), point_y] == step0 ?8 e4 ?, Z H7 s4 H2 e
- reversed_chase_path.push(6)% i3 w2 u2 M" p+ j, K+ X
- point_x = $game_map.round_x(point_x - 1)0 q9 N: [- O' |
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step5 R k5 H2 X$ W3 J p! r
- reversed_chase_path.push(4)
9 I8 z$ ^ d8 G5 S/ R" d - point_x = $game_map.round_x(point_x + 1)
& `+ t; t6 O3 o$ ^5 T - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step
5 C+ @; j. r; N7 F. m- k8 ] - reversed_chase_path.push(8)( \9 d7 d9 v, ~
- point_y = $game_map.round_y(point_y + 1)! ?: Y" ^. |/ H7 }
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
( W; n% N1 m1 T - reversed_chase_path.push(2)
, p6 @3 a+ t3 i. U1 m/ Y! B - point_y = $game_map.round_y(point_y - 1)
, ]3 A- B8 {# t2 ^( {) S - end
# z1 ?! O# b @/ L9 s- b5 O - else
/ J; m/ M4 D I$ v( n2 d; @" `8 W p - if sheet[point_x, $game_map.round_y(point_y + 1)] == step
( m+ K' p. j0 P - reversed_chase_path.push(8)
+ c4 ?6 v! D& d/ \7 w* f - point_y = $game_map.round_y(point_y + 1)
5 T+ k6 I4 u1 y7 `6 ~& C - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
" x6 ?) ~4 |2 f& K6 |8 y. @ - reversed_chase_path.push(2)' E4 b# C/ R# t' Q' C2 G7 C1 p
- point_y = $game_map.round_y(point_y - 1)
; G' _. A5 u4 `- U - elsif sheet[$game_map.round_x(point_x - 1), point_y] == step. m k( ^, F0 l2 ]+ |8 H
- reversed_chase_path.push(6)7 Q$ E1 D' b+ ], W$ m
- point_x = $game_map.round_x(point_x - 1)+ I5 x" c0 F/ e" {6 l0 }
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
- c% J6 @ \5 ]" c, D - reversed_chase_path.push(4)
/ |/ [0 K* y; V2 U% c/ t9 O - point_x = $game_map.round_x(point_x + 1)! R' Q# w. I1 q E" y/ _4 z
- end
D0 ]+ F2 E r0 B+ P! o2 { - end
) {3 Z' J& P9 q3 S- Y! C1 W - end #endOfForLoop
( z* c1 V. _+ n6 y) W - @mouse_move_path = reversed_chase_path.reverse6 w( W8 Y' t* R, D+ b P& W
- end#airship# n% b0 q- T$ L
- #--------------------------------------------------------------------------: Y# Q G# \2 O7 M0 ]8 f
- # ● 目标点无法抵达时的处理,用于各路径绘制方法内部
! W8 k3 i- S( t2 t1 e/ V) j5 ? - #--------------------------------------------------------------------------
?0 ?; i5 @8 b7 M - def not_reach_point8 B8 P2 L. v, n( t3 z$ }7 K
- $mouse_move_sign.direction = 43 j+ G4 ~8 w2 m$ a1 c5 N0 F
- dx = 0; dy = 0; dir = 0
# R2 M6 \! S5 y' U: r& l# ` - if @moveto_x - x 0
/ X) Y0 a: B, K) p* d. |* E - if @moveto_x - x $game_map.width - @moveto_x + x &&8 e3 Q% U5 f5 Z# d( J1 Y. V+ J6 }
- $game_map.loop_vertical
9 X* A/ o; }: L* M' z - dx = $game_map.width - @moveto_x + x; dir = 44 z4 Z8 \7 v8 l* m8 r* F3 _% {: a
- else7 p/ l; k$ P* I; A$ n6 i% s
- dx = @moveto_x - x; dir = 6
V& c: @- C0 g$ N - end
: g+ C( S# l: K/ b5 p5 I: v - else
* Y' R% m4 K. U/ }/ F - if x - @moveto_x $game_map.width - x + @moveto_x &&' }6 Y4 ?* l' n$ Y1 [3 e
- $game_map.loop_vertical
" j0 ]/ J+ D+ q* w/ r3 }1 w - dx = $game_map.width - x + @moveto_x; dir = 6; N6 [4 Q" g+ Q
- else
2 d6 K, F: }6 g; D% i - dx = x - @moveto_x; dir = 42 D3 m J- v' v" f# [- [
- end
: O) {8 y& l7 L: o - end
+ f2 H5 r( u( W. ?& ^" ?* z/ J - if @moveto_y - y 0
' f4 Y1 P. w* a/ P- B% ]- N$ r; h - if @moveto_y - y $game_map.height - @moveto_y + y &&
' ^$ F: w+ ^% M4 ^- V0 ~6 @) c - $game_map.loop_horizontal6 R# c3 J B9 U3 _9 x
- dy = $game_map.height - @moveto_y + y
1 r1 O% i8 _; b: w i | - dir = 8 if dy dx8 O6 o# q D- z+ `- U
- else
" K* V+ F7 Z8 A/ n3 w; k - dy = @moveto_y - y6 M/ ~" v# c# b, ^" K1 X
- dir = 2 if dy dx
2 y* | a* G# w& J - end
8 |( _& i, K. i8 p; h - else. B8 R) x/ @. P
- if y - @moveto_y $game_map.height - y + @moveto_y &&
: J# U* M: J' O) \. A$ A - $game_map.loop_horizontal# G; X Y0 O" B3 {. _
- dy = $game_map.height - y + @moveto_y5 Z3 A. o0 H1 ?/ s- T) K1 X
- dir = 2 if dy dx
2 z! z1 }9 g0 ]8 |5 O - else
# v5 n+ N5 M1 k - dy = y - @moveto_y) S9 t! R- @, ^
- dir = 8 if dy dx
4 f$ H- o ~$ r+ K& e, a - end1 u& x- m. I, O# D* V/ p
- end
* c3 Z. O/ V$ P/ o: M; g: E" g - @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件
5 {9 W3 ?7 A3 `. M - end
1 c/ f/ x2 L' l/ l! X5 n( \ - #--------------------------------------------------------------------------7 u- o3 g& |* X6 b( M
- # ● 判断目标点是否能抵达、登陆,用于船只路径绘制0 T U m/ G4 D M N
- #--------------------------------------------------------------------------
0 x; z9 X3 \4 V$ [6 Z - def landable(x, y, path)
' J1 c. \, C% m. @ u0 R1 [+ O - case @vehicle_type
; G# `+ t& q/ Q$ n% n- N. O# o - when ship; return $game_map.ship_passable(x, y) % U; B, }# v% p P1 A. E! @: W
- $game_map.passable(x, y, 10 - path[-1])( c5 n( R5 x6 R
- when boat; return $game_map.boat_passable(x, y)
6 e9 x5 C; h' y7 Y/ X - $game_map.passable(x, y, 10 - path[-1])
) x, U: W0 ^2 r$ U - end5 Q ^5 z- X) T0 }" R# _
- end+ G( V/ u" [- A' k" r: ^
- end- T, y N+ I; L+ ]/ z, F+ r. ?
' Q/ d# [% l3 Z- #==============================================================================
: C4 L! g8 Q' X6 l6 I3 W( c - # ■ Game_Map& M; u$ W$ n5 ^& O
- #------------------------------------------------------------------------------9 q! h; G# e# Z! m2 R( `. P- T( }
- # 管理地图的类。拥有卷动地图以及判断通行度的功能。, s! h3 |8 x o
- # 本类的实例请参考 $game_map 。
+ z1 a0 V, s3 `" T( ]3 ?2 O! n - #==============================================================================. Y2 F) [" }4 [7 s, }
- class Game_Map _! Q2 i6 ]9 |/ r
- #--------------------------------------------------------------------------
* f( r+ U4 @& e2 L - # ● 定义实例变量+ u0 a8 }8 W) t* m6 v; K
- #--------------------------------------------------------------------------
1 E; ~$ m# e/ [0 F( S8 Y" j/ B - attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据2 f0 h8 u5 _% d: `+ m% W8 z' T
- attr_reader mouse_map_y # 同上
8 c1 U6 U" X: ? - #--------------------------------------------------------------------------! j+ c& |1 o( k! ~9 w
- # ● 初始化对象
' d$ P3 w' _. @3 H& @( { - #--------------------------------------------------------------------------$ R$ M; j' M5 @7 Y
- alias sion_mouse_initialize initialize/ `- o" p1 G! H9 O, Q% c6 m" M
- def initialize& K/ n9 y$ A- L! G) z2 V# ~
- sion_mouse_initialize: a0 B4 y8 L8 O+ v
- creat_move_sign ###9 ^! W2 }2 M+ \: s: l
- set_constants0 d' v, o) ^6 H: [2 h( a
- end9 k& K& x- @1 ]1 W+ o b
- #--------------------------------------------------------------------------
O( S4 T6 C1 t - # ● 更新画面
, g# c2 W0 d! I4 r - # main 事件解释器更新的标志4 y+ W' s5 ]2 w) [7 c
- #--------------------------------------------------------------------------- q( S" ?" {" S- h: X
- alias sion_mouse_update update
/ a5 H/ o3 Z1 L! C3 s- i0 s - def update(main = false)
+ j' ?1 m2 E' ^ l/ @ - sion_mouse_update(main)
8 W& i; {$ Q0 s9 M6 g$ R+ H - update_move_sign& F5 U+ h7 D0 o- b
- end" }6 j( L) w% j
- #--------------------------------------------------------------------------# X9 @- |8 j% ^3 _ A" [+ H
- # ● 创建显示路径点的事件
a4 Q7 E' L6 ? - #--------------------------------------------------------------------------
5 U+ o& y& b" P7 r S% ~/ P - def creat_move_sign1 T, {% k' v! N4 f" ]) Y! I
- $mouse_move_sign = Move_Sign.new
! F7 n) c$ p$ ^! O' ]7 A9 k - end
3 d3 u& U% A/ F6 q2 C6 Y& m4 Z - #--------------------------------------------------------------------------
' I f+ C+ T+ t, ?2 B - # ● 更新显示路径点的事件: O. Y0 {8 K& f% }, O: G; p4 Y
- #--------------------------------------------------------------------------
* `: a3 ~6 s+ ~ - def set_constants
$ u) }! }' y4 Z" L' s0 C3 s$ Q - @mouse_pos_setted = true
; g1 u3 X% P5 v+ o - @set_pos_prepared = false
" V. ?! f$ s4 |" r2 k; x4 w- ?1 j - @mouse_old_x = 09 K9 J8 D, s: |8 F
- @mouse_old_y = 09 ]/ I' F% j V9 G" U3 ]( J! j
- end( c& k; Z: T. C3 i. c
- #--------------------------------------------------------------------------
7 M9 L1 {* T# I, m, s6 r - # ● 更新显示路径点的事件
Z7 s+ t" x) b( w6 o) m* G - #--------------------------------------------------------------------------* ^) H7 `* B! X3 e
- def update_move_sign
+ Y2 [6 W& A- R) L: t$ I8 r - $mouse_move_sign.update2 n; K6 c' V Q# l+ V( p
- end
9 x" D2 B! i' Z# L) x2 D - #--------------------------------------------------------------------------& a' d* U; c: E# G
- # ● 获取鼠标位于的地图块的x、y坐标0 i% I) x3 i% l4 ^. L
- #--------------------------------------------------------------------------" m, F! r& w U& O. E& ?7 U
- def get_mouse_map_xy0 d% H* L' j) }8 w( ^& E
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
* g$ i, R9 l* t - @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)
6 W" U+ d4 z% p" O" a - @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)
( h+ b0 A8 X( G% N/ X$ b - end* g. d/ U/ @( ~/ C+ y0 n5 a; E
- #--------------------------------------------------------------------------6 B) V( X# O' C, S+ W7 i
- # ● 返回地图画面时重设鼠标坐标
4 r+ b2 c1 { u# }1 b - #--------------------------------------------------------------------------7 B8 ^+ e# C7 n
- def reset_mouse_pos4 ?8 J6 {) P0 w# r( u. d
- return if @mouse_pos_setted4 ?9 d0 {) z' a
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)
% n e8 ?3 A6 V - @mouse_pos_setted = true5 A1 f# B# @; j7 A: a# r4 D/ B
- @set_pos_prepared = false
3 o/ C, t5 G7 h: q9 H2 k* } - end6 ~) u! P* Y+ z6 T
- #--------------------------------------------------------------------------
# c; K/ [5 t/ t5 x - # ● 重设鼠标的坐标
# p6 k% g9 E; c2 s W$ n( o# s" e" | - #--------------------------------------------------------------------------% ^' e7 [+ b+ j/ ?2 r! |: u1 L0 l
- def prepare_reset_mouse_pos8 V9 _$ `. W3 }4 m# p
- return if @set_pos_prepared j8 Z5 q# D- i* a4 ^6 q. ~
- @mouse_pos_setted = false
$ v0 a5 H# ?2 G( z( L - @mouse_old_x = Mouse.mouse_x. W' \/ y# a+ g. l, T; R# Y
- @mouse_old_y = Mouse.mouse_y
" E7 A9 J& o0 G9 y - @set_pos_prepared = true# z$ T1 o0 e1 _
- end
5 B0 g7 M" }! a* o H - end
% L3 d N+ x1 s: Y- U- ^; j
. b5 K! `; |5 X& q% Q# {- #==============================================================================3 R1 ^0 f2 ~) ^3 Z
- # ■ Spriteset_Map# D* P3 N$ f" @* L' d1 e: G, i
- #------------------------------------------------------------------------------1 z# s p* H, z* D+ H" F B
- # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。% r+ u3 z) q% a( n8 h
- #==============================================================================
9 K1 b- {4 O. _0 Z - class Spriteset_Map* H0 G; G' h3 W) d0 f& D4 I
- #--------------------------------------------------------------------------4 f8 q" N$ X5 @' ~% ?
- # ● 生成路径点精灵
{& S- e- m, X4 x" L. b - #--------------------------------------------------------------------------
: v4 P' S! T- B+ i7 z8 u6 n - alias sion_mouse_create_characters create_characters0 {2 |/ }' X; o
- def create_characters2 d; O- J% d* v4 p- }8 i2 D/ J
- sion_mouse_create_characters
& D0 `) ]0 e! S9 p - @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))
: \) z8 W2 A/ P& m; K - end3 l& r' b$ i9 O$ E. t) o
- end4 T3 R' k- }) F' |; C
" z6 F" S7 ]$ c1 S0 w1 }* E- #==============================================================================7 p' z5 p$ |! ]/ s1 r
- # ■ Scene_Map
7 u: A0 Q8 o; Q - #------------------------------------------------------------------------------
6 r9 I2 z, v; p0 U; h& B0 C - # 地图画面: p1 X* L7 T+ b& b6 C2 h5 S
- #==============================================================================
' t8 a' _$ K5 Q$ y+ O3 } - class Scene_Map Scene_Base
4 V& B P8 P" B. u2 X! Y - #--------------------------------------------------------------------------# w9 J' u' X+ ~/ A
- # ● 画面更新
+ Y5 u/ o6 z: b+ |$ R0 p% r - #--------------------------------------------------------------------------) Z8 y* K( Q# z+ Q# Y
- alias sion_mouse_update_scene update_scene
W$ y- d% w7 B. h2 \5 p - def update_scene
H. b8 }5 N( P0 E, S, C& m0 ` - sion_mouse_update_scene% A7 `9 K& m _2 C
- update_mouse_action unless scene_changing& |' h' W q8 S% R9 S
- end
( _( q: J) i) N, j' ~% r - #--------------------------------------------------------------------------
1 |) Z% ~, `2 A* e+ L - # ● 场所移动前的处理6 I/ N" z* I5 ~4 O' c' |0 D
- #--------------------------------------------------------------------------6 _1 j4 ^. y9 ^ J# Q* \
- alias sion_mouse_pre_transfer pre_transfer3 U0 s% L7 K; j# U
- def pre_transfer
7 Q! x, ?/ k) q6 V# n+ A - $game_player.reset_move_path o0 Z6 m4 l8 _) `9 C
- sion_mouse_pre_transfer
, U/ P4 g3 g- Y* D& ^1 } - end# o; ?6 N7 p- ~+ ^ P5 Q
- #--------------------------------------------------------------------------
6 n* N# h) `( |5 ~: e - # ● 监听鼠标左键的按下
9 y- r. m3 ~) N% |7 Y. Q' }# Y - #--------------------------------------------------------------------------7 @ ?; l$ i1 }
- def update_mouse_action
7 i& h0 j E0 S! Q, Y - $game_player.left_button_action if Mouse.press(0x01)5 Z D# _: v [ B$ H- N# u
- end. @ ~$ |4 ]' ^. n
- end. t7 i& l9 P! D& W9 [
- ( `* ~9 A- A& ~: ?/ ?; n" L
- #==============================================================================/ ?# s' E1 M. D1 Y
- # ■ Scene_File4 V7 f& [2 B6 @
- #------------------------------------------------------------------------------# X) C% h F* d* l$ B# \: n6 W8 V
- # 存档画面和读档画面共同的父类
( Q& m" L; V: W3 O3 x - #==============================================================================7 u- V6 E- }" v3 X6 P: e( ~' ]
- class Scene_File Scene_MenuBase8 ~$ h1 @' C1 N* d2 n2 ]2 g3 u- |
- #--------------------------------------------------------------------------
) d8 G8 j& Y/ x( k7 \2 `9 \3 T) b - # ● 开始处理+ N. e+ d9 c2 P, b( N# ~
- #--------------------------------------------------------------------------7 l' j1 B9 n0 M( N# \ U. y* |2 N0 z
- alias sion_mouse_start start
, S/ _/ N/ m! r8 S% `& W - def start8 l/ p% k( J& S/ u i0 v" }) ^
- sion_mouse_start9 S! H) ^* h! L. z8 O3 F1 }4 I9 S3 E
- @move_state = 0
7 c" Q! A5 m6 {4 }3 w - set_mouse_pos
) c% L4 m0 n8 s* B @+ R - end& f% l# f* }. L$ ^4 a) _- Q K
- #--------------------------------------------------------------------------
% K* p0 T" H4 X( h1 c/ ?$ M - # ● 更新画面0 h) l! |8 T6 A
- #--------------------------------------------------------------------------
. F$ \! G ^; r' S6 \ - alias sion_mouse_update update
! b8 \+ }1 T. S# c - def update; w' J# N( N( ?6 @0 i9 ^7 S, D
- sion_mouse_update0 p% x, Q+ }; D3 S
- Input.dir4.zero set_cursor set_mouse_pos# [( s U. y) K: E
- end
6 f" k# E d- Q - #--------------------------------------------------------------------------& O& ?% {0 B( d& Z& u( M
- # ● 更新光标
4 U# N5 t; p/ e7 p3 \/ H - #--------------------------------------------------------------------------
_, H3 `2 _. k! c9 F - def set_cursor
7 K7 G# ~/ ^' Z, _ - @move_state += 1+ o# Z6 ~1 u2 S* M# H, Z
- last_index = @index
1 {% i4 @# @5 f# m - if mouse_which_window == -2
1 O h% y* L0 p' f - if (@move_state - 1) % 6 == 0/ f/ L- S+ N/ O9 O: ?
- @index = (@index + 1) % item_max if @index item_max - 11 k' O5 x) g2 ?0 A# P8 C
- end
! S7 T: [( L0 P1 J6 L/ G - elsif mouse_which_window == -1
: q+ M/ z4 X! N$ P8 }# i - if (@move_state - 1) % 6 == 0
1 P6 h0 v9 t0 r4 ?2 S - @index = (@index - 1 + item_max) % item_max if @index 0
1 l! w/ f. ~; [1 O& Y1 o) @ - end" w7 ^. g- S5 E
- else& B) @( _# y5 W: [; Z% t- G! n* N
- @move_state = 0' \6 u7 a7 O& c" u- v3 U. y7 D
- @index = top_index + mouse_which_window# e- I. b1 z+ c! S2 W, l
- end7 R- w9 \3 z# }) j+ X' v( p
- ensure_cursor_visible
6 c+ z4 J1 p. ]# u- ~( i( A - if @index != last_index
5 h' A+ S- [ B+ D5 U; [1 ] - @savefile_windows[last_index].selected = false
+ i4 `7 r/ ?( ?) z& [ - @savefile_windows[@index].selected = true
' G U8 x9 }6 M - end
9 c7 l7 u/ @2 \. R - end7 j8 L/ P; x- O$ O, c3 v
- #--------------------------------------------------------------------------
5 o3 {0 g" m8 \ K' k8 K - # ● 判断鼠标位于哪个窗口9 P! K- J! I' k; p2 v$ y
- #--------------------------------------------------------------------------
9 ]7 y. P! B$ e' ? - def mouse_which_window5 ^' h, ~$ b. p+ t' q
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
: v% x5 f+ V/ E: q1 h. C$ k0 R - if mouse_y @help_window.height + 14
* v: ~1 X- \; ~6 A+ U+ s% g4 A$ h - mouse_row = -1
- k+ w$ ~4 [; A - elsif mouse_y Graphics.height - 14
5 }+ o+ C; T6 k - mouse_row = -20 b3 Z5 M& i4 g- e6 ]
- else& q+ j$ y' t7 C, _4 p
- mouse_row = 4 (mouse_y - @help_window.height)
$ Y5 A3 ?( A( E C' n* H0 v1 D - (Graphics.height - @help_window.height)
% s1 y+ D/ }* |! s% J - end
& S- _9 q1 a2 V! j+ h- i& l - return mouse_row
# z& } Z1 h; y" n* C C+ G3 | - end
$ P* P+ D- t: y3 H, @% U - #--------------------------------------------------------------------------8 c# t0 g) q' `. w* w" X$ g/ D
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
9 H$ D7 o, G% K. I. `1 t - #--------------------------------------------------------------------------
G$ Z6 v( B1 Q! d6 k9 C - def set_mouse_pos
) c, q1 Z7 ~% Z+ S - new_x = 40: J: f/ e1 O2 N1 U+ O8 w! R: X
- new_y = @help_window.height + savefile_height (@index - top_index) + 24
0 S! O. y5 {/ d( ?1 d# _ - Mouse.set_mouse_pos(new_x, new_y)
5 g9 s/ Y$ t) N9 q" ^ - end
j9 |" y6 [# h% T x7 b - end
- b8 q7 r& o+ b/ i - 7 i+ |+ E) F, G8 Q0 K' }
- #==============================================================================) D$ i* O9 X |4 D0 r
- # ■ Game_Event+ E D/ T& h; l' U* S
- #------------------------------------------------------------------------------
' u: U. _4 `1 S" e# |% j - # 处理事件的类。拥有条件判断、事件页的切换、并行处理、执行事件等功能。
# ?0 s/ C5 S ~2 |! t" n7 t% h. \" s - # 在 Game_Map 类的内部使用。
3 W! s/ H. R9 q' b+ w- A2 i - #==============================================================================7 h8 L8 ]+ E: K/ ^
- class Game_Event Game_Character
) t8 r5 _0 ?1 m S! C - #--------------------------------------------------------------------------3 ^! Z( N* J0 s
- # ● 事件启动: y6 ]+ C5 k' P! [
- #--------------------------------------------------------------------------6 r1 W6 {) N) f6 W* }1 Y4 F0 z% z
- alias sion_mouse_start start1 ^5 W r% I; R$ a0 F$ G5 y
- def start
3 ^! [! @! \4 p8 q& T - return if mouse_start && !Mouse.press(0x01)
4 [( u5 S; j( a) C/ I; w - sion_mouse_start
( y* V9 `) s1 n% Z5 W: `9 E% n3 d$ \ - end
# t+ B; c& c+ ]; D - #--------------------------------------------------------------------------
: U$ D# L' N" C+ u F+ t - # ● 判断事件是否由鼠标启动
( R+ G* R' D$ `9 U) S: n - #--------------------------------------------------------------------------
9 a6 d! ~8 t5 P* ?; o" Z: G - def mouse_start
4 d# @8 s: c$ _% M( F - return false if empty
8 d7 W3 |! O- v5 O - @list.each do index
( G! i" W) J8 d* f5 k2 O B- p1 @ - return true if (index.code == 108 index.code == 408) &&2 a: f' Y% J9 }/ C
- index.parameters[0].include('鼠标启动')
9 k/ l6 ]' f5 I - end& q# N: R3 [* y, F5 n6 V
- return false
. ^( L! [' S) D2 N" N8 M - end
# G! c9 q. w& Q1 o% \4 x - end
- ~5 {5 s" ~0 q+ `# w; i3 r/ c6 m
' ^& X" n9 {/ \4 { c- ####泥煤的height. R7 C7 r/ X2 R5 I8 O, d; k
- # @height = height6 J8 W l) Y A8 Z
- 9 x f2 Q9 n; n% t8 j" M! S1 K# a
- class Area_Response
/ h. Y5 f7 b& q; x5 ~4 e - attr_accessor type
+ n- ~4 e% [/ ~$ E0 Y - attr_reader ox
' `7 d9 H& R/ i- \ o - attr_reader oy q' w8 J6 B/ k" t: s! g. g
- attr_reader width, e% {. p$ C7 @
- attr_reader height
8 [: J/ r/ b, C- V - attr_reader switch_id$ w/ O- M3 H% V+ y4 o3 d
- def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)# W7 R8 b* y! s4 B) {9 M
- @type = type( R% a* y$ i2 r# G3 @3 M
- @ox = ox
4 c, \0 }& r. q$ n6 t - @oy = oy7 Z8 v f) Y; j7 k
- @width = width
- }3 |1 J2 @/ l" o3 q/ ]8 ?- B5 r - @height = height$ g4 q) O* u5 `$ b! Z" g
- @switch_id = switch_id- Z8 J3 j! d) f" D" e& [) G+ h" \
- end2 ^1 I, s- E0 y- v
- end
$ N, O, ?8 ^' ?% T7 n7 M
) ^; t2 s/ @. Z1 Y% `- $area_responses = []2 B( M, ~! h) q' q/ p
- 0 H+ x3 I$ O; B+ P" X4 M
- class Scene_Map
( l0 i1 Z& {* g' g3 F/ {# W - alias update_mouse_2013421 update_mouse_action
7 l. b7 J" }. ~2 L6 e - def update_mouse_action
6 ]. P2 z* G; m' L9 Q4 o% A$ V) B - update_area_response
5 W5 e5 m1 ]- [" q0 n - update_mouse_20134212 k% y% n3 O Y& U P: F
- end$ s7 ?8 E% Q7 \8 c2 i$ N5 V
- def update_area_response8 M) e& d3 h! V. p( \- K
- responses = $area_responses
7 y- n* E& A! G2 I1 r" U4 X# s - responses.each {response) T' J$ B& |% l: T0 |" ]
- ox = response.ox
& d0 c/ @4 _' E; g; F0 Y: b# }/ o - oy = response.oy
& @' ~9 h, d( p/ @- O2 n+ ]5 { - width = response.width
0 {; u7 f% I& \1 x. R6 a9 V* i - height = response.height5 {0 ?) F) Q7 ^4 l5 t$ i
- switch_id = response.switch_id% {: S' P; H" z T0 ~# s9 z9 T$ t
- case response.type
" ~1 w& a( ], ^1 L- }' j - when 0
; b- @. e9 f6 Q3 h - if mouse_in_area(ox, oy, width, height)
$ W1 C4 O+ R# P+ W- x9 r - $game_switches[switch_id] = true# L- C: |6 k8 y
- $area_responses.delete(response)( t- T T$ Q: G. g7 o
- end
, U/ s0 z4 C! D1 [. s9 ^ - when 1
# C# y3 ~9 y) `& w" z5 Z+ @ - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)
8 x t* U4 M; ]" o# m6 }/ R - $game_switches[switch_id] = true
" b4 {, J4 j7 c b - $area_responses.delete(response)' I" c% M& [) o; g# K9 z! }
- end; S( B6 T3 p( x$ ?2 G
- when 2
. U4 U2 ]1 l/ ~: g# L" y - if mouse_in_area(ox, oy, width, height)
) ~1 S4 b. s7 G" f - $game_switches[switch_id] = true0 J' B( s& Q# l* ~2 y
- else
* z; x8 U! ?* @$ \6 K) z - $game_switches[switch_id] = false5 D, d( X, U1 ^( @ F
- end
4 U3 |# H- k$ p/ n5 C( l( }; h - when 3
% n6 A/ M8 j4 e/ u, t# R. p - if mouse_in_area((ox - $game_map.display_x) 32 ,/ r0 Q- b2 }0 C$ G" l
- (oy - $game_map.display_y) 32, width, height)
7 V2 [. { V. m5 f3 V; e6 y4 y( p - $game_map.events_xy(ox, oy).each {event( ]# J0 w: U5 O/ T0 C" f" c
- event.start
0 N' T/ m: l& h - $area_responses.delete(response)) O3 p9 w5 b. Z9 j% t
- return
. G9 v! }, k0 P7 ~ - } . E8 u( \* [% P% x
- end
6 q. ^5 I: {& k1 t - when 43 D H6 L9 A, m5 m C i e
- if mouse_in_area((ox - $game_map.display_x) 32,( G5 [ z/ Y6 S$ }
- (oy - $game_map.display_y) 32, width, height)9 `+ m# t `0 x ]. Q, r& A
- $game_map.events_xy(ox, oy).each {event
5 r2 R5 o, e9 j! t! w - event.start1 w: @2 t0 u0 {( ?8 L$ v: z
- return
+ E! c7 B- U7 T4 `. Q - }
7 R3 N t4 l- ~1 O/ Y0 s% B - end* T( ]& I0 `8 H- h
- end
: _ Y7 {) S7 f* p% w, q - }
/ `- m) e! p6 b0 A/ o q - end( k6 v2 ?' b7 ^% E8 f- X
- def mouse_in_area(ox, oy, width, height)
/ Y6 g Z4 f/ m* v3 {) V - Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&, j- g7 \9 d! D+ _. {. B
- Mouse.mouse_y = oy && Mouse.mouse_y = oy + height9 c% P/ W% L7 f' n% b+ L+ o v
- end
0 C& A- Z; q; q' o1 o- j( X- P8 T - end
% {) h& `: f& q; Q/ v - class Game_Interpreter
2 J; b: z3 T, T8 Y) ]# ? - def area_response(arg)- C$ ]( ? x, a
- $area_responses.push(Area_Response.new(arg))1 T5 r. j3 A4 l! F( s4 Q) W+ H
- end5 Y4 e" ?2 h8 w0 J
- end- k9 X; u& D! T* g2 y4 a5 D$ ]. x
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