赞 | 1 |
VIP | 171 |
好人卡 | 21 |
积分 | 3 |
经验 | 59678 |
最后登录 | 2015-5-11 |
在线时间 | 1291 小时 |
- 梦石
- 0
- 星屑
- 347
- 在线时间
- 1291 小时
- 注册时间
- 2013-1-12
- 帖子
- 3590

|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
純屬給LBQ腳本:- =begin #=======================================================================
2 ~0 i3 Y+ W4 j; v' Y1 g0 d
$ p6 {, b3 \6 h1 I- Sion Mouse System v1.3e
9 f) K8 N& W+ S; D" y9 x - $ C1 v0 G' ]9 G0 `1 J0 F
- Changlog
Z U; y! o) j6 E' {+ i9 M% C5 T( _ - ; f I) o @- f. ]0 e/ _% n
- 2013.4.21 v1.3f
, a" ]2 t# l. S' f+ ] -
& L' y, Z+ H8 g, S, t - 1.3f 卷动地图 bug 修正
( z P7 J7 D* ]4 {5 r; P* M - 6 }3 p4 [3 _& x4 _
- 1.3e 逻辑优化;提供解除鼠标固定的接口" @" M! A/ I8 Y( Y' z
- 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内
) t Z9 w }% l$ ]; X - Mouse.unlock_mouse_in_screen 解除锁定! t+ L' |: i3 o+ H7 I; Z
) h1 ~+ f: F& z- L+ V' J2 b- 1.3f bug修正, R* I+ d3 j7 n/ O, s4 {0 Y1 _
-
, |7 K, P: C) ?# e - 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
3 ^9 d4 y* r! e) e! L - 关闭菜单时,鼠标是否移动到原来的位置。
7 a8 o# R5 Q$ P% E5 F
# f- a( `, i3 ~0 P, V+ a$ V( i E- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处
- f" S% j/ Z4 B" O3 z; p. P! n
, S. o. g; G3 e, [- 1.3b 修正一些罕见的bug;
- F+ |- S5 c0 b( v+ @+ d
: h- t3 s6 J1 @0 l1 [& E- 1.3a 代码小修改;& _' C; i% h% W' @, a6 i" k
- 加入了鼠标点击启动事件的功能,
$ I4 h: r, ]& P - 在事件中加入“注释”: 鼠标启动 ,
% K6 Z3 x; U: H, r( N' q - 该事件将无法用其它方式启动,只能用鼠标左键点击启动。
8 [- Y. p A6 a) W - " k( `* U8 ^. d
- 2013.2.12 v1.2/ E) j, b( ^. }% [7 _
! R9 a. A y) n8 U/ o- 寻路逻辑优化; Q# S# Y X+ ~' X& h
- 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;
" K! s- ~" A! t: w, K6 i - 现在支持用鼠标来操作载具了。
9 e4 |6 O9 I; c) v# v% [" F# E$ n" M
8 c- O" b3 F* _8 A# v- 2013.2.8 v1.1" M- U' [8 e+ m+ P" x
- ; A, ?2 P6 B& U4 r( T9 A* z
- 优化了事件判断,现在可以方便地启动柜台后面的事件;
5 M4 d W2 ` T/ H. K - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;% A/ X* C4 r1 P! P' h1 Y
- 移动时,路径指示点的绘制更加稳定;
4 H( } ?" q: U - 现在支持默认存档画面的鼠标操作了。$ [2 B7 T' c$ ]% e% x
5 n |; b+ I3 C/ z$ Q- , i) N' C7 R" F
- OrigenVersion: z9 H3 s; B5 R5 T9 c
-
! S! a* ^6 [, F( Z/ z - 2013.2.7 v1.0 , t2 h; i5 z5 R' `9 P3 A+ \
, @/ J, {5 w5 s, e3 O- P- 主要功能
5 M4 i5 Y+ Q! p' g6 P
. K4 S/ V2 ~( [! f- 使用鼠标进行各种操作...
; F8 w( T! a+ i* ]% W0 p: v7 a - 将鼠标锁定在游戏窗口内8 G2 }7 A. B* i7 f$ f
- 自动寻路,按住 D 键可以扩大寻路的范围& q: R3 M5 ~: h0 a7 a8 |3 }1 H
- 双击鼠标进行冲刺' q7 d0 i+ x0 j9 g! Q
- 更改地图卷动方式以适应鼠标移动9 q* ]1 [" P5 A9 }, \! v
- 变量输入框改良7 v6 l. r3 z$ e7 V4 z
- & p7 w ?/ f9 Y. b0 Q
- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹
% J: X7 i# p% G3 j, c; M4 H - . q r/ C# T% c3 p
- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹
+ m1 i6 W0 ~" h
% r( \1 a4 r2 V- ★ 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: e1 }3 a2 G5 E0 q
- 0 r* F( p7 P2 l8 I# W* R8 ?
1 f& O: |6 {) L/ ~! u- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★
, x1 \* X( n# @2 F; t3 F+ ^2 P+ k - ) a1 U) P0 b2 I
0 T \6 d/ c! Q5 h8 o) y- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示
' \. b8 j0 |2 z! o+ Z) v/ d
2 R% C% B4 Z$ I! M" Q- #==============================================================================# N2 ~! M1 l5 D$ X5 F q8 Q7 k( \! \
- # ■ 常数设置
4 H- G% u1 _3 S$ z - #==============================================================================7 p/ S& s" B- |2 Y4 `* C. Q
- module KsOfSion
$ Z/ o! f4 ^' @! V - Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false3 a" P: |6 B4 A& B. a, k; ?4 F
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑
3 c6 c, t8 {1 w8 c - New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false( O# y8 f' F" h. {
- 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
; x6 C; R1 ]6 H( _) J! D7 B5 f - Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处- o0 w; [' o2 e" q% f
- Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧$ L) A* X2 K d' V# f& r
- # “30” 是默认显示格子数 长(17) + 宽(13) Y% A6 q7 N# }' W8 j
- Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键
7 _( @& O: w* S! R/ n# t& H6 G9 W( c+ C - # RM几个内置的空键位 (X = A)(Y = S)(Z = D)! q. {* E, ?9 a) ], a& c* B
- end
7 q) q* V: n2 w1 T4 H' r. g
4 v$ M% n3 }* V; H- #==============================================================================
& I8 V8 |& U% d6 V& G9 v4 S - # ■ 用来显示路径点的类) Z) Z& ]4 x: N
- #==============================================================================) ^& r5 w, k$ v* v7 C2 m( e4 @! x
- class Move_Sign Game_Character+ o& {3 ` }. M6 y I" w7 A( p4 H) b
- #--------------------------------------------------------------------------
8 l) R( N! y$ p1 b! e0 { b - # ● 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2 _, H- J* d6 f& g1 j" Q0 o
- #--------------------------------------------------------------------------
2 A6 H3 u7 _0 \/ }; X, ^! G - def init_public_members
- T7 @$ ]5 b7 p( S; S - @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹" S3 [8 |$ Z+ {: y# ?5 E
- @character_index = 0 # ★ 图片索引。$开头的行走图设为0
& y4 o! ~5 \7 O9 P - @move_speed = 5 # ★ 踏步速度
4 |" H: ^7 j% P, j - @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)9 `5 G6 T* p/ y1 f
- [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度8 l7 ]; V1 Q% J/ f5 ~
- @blend_type = 0 # ★ 图片合成方式,默认为0(正常)
7 }" Y. o/ f) t. P2 U - @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列
+ |. o+ c: h4 O! C5 V - @priority_type = 1 # ★ 优先级(默认与人物同级:1)
. K: z1 @9 A2 s V. Q) I
. w& E) K8 Z$ h7 a, ?9 D9 {- . J! t( x8 O @" t: S
- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★
% v5 n6 x& c- E, q% q, }- R
+ e, [ y$ B7 h* m6 ^
0 x% c' T& r) E" z- # 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
4 \9 ^/ |4 X4 l; Z, }4 X - unless File.exist('GraphicsCharacters' + @character_name + '.png')
0 a _ x. X1 d; Q2 e2 U0 g* M - 1 D3 l" i. i4 R
- if $no_arrowpic_warn5 b' f4 A( ~" N) K
- MouseShow_Cursor.call(1): S* w! m- v* Y$ |% _) O/ F! C6 R
- msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png
! w# h7 J8 O% u$ } - : C' X! r9 _* |5 R2 J0 X
- “路径指示点”将使用游戏自带图片6 `4 ]. I! c3 L5 c2 |
- 9 C" `; f- ^, E2 R0 N Q
- 该提示可以在脚本内关闭'), E8 F9 ?; S$ j2 m4 r- V6 s( A
- MouseShow_Cursor.call(0)
) b: E& G# F; ^8 m - $no_arrowpic_warn = false
, t6 W: x4 H( G5 W0 [: a# F - end" O3 d4 T/ F9 j h J' k
- @character_name = '!Flame'9 J+ x* J$ L' m! ~ P
- @character_index = 6
4 T4 V' v( Z7 t1 H: a
6 ]6 a) m- j, B5 \. c- end
1 w, t0 s& {! a8 {7 q" X9 e' x - @direction_fix = false # 固定朝向
7 ] h4 C6 M3 d* p - @move_frequency = 6 # 移动频率
" N. {4 U' [& O* b. L - @walk_anime = true # 步行动画; |( C2 D+ N6 x# G1 b6 G/ ?
- @pattern = 1 # 图案
^1 E3 l; j# e5 |3 L& w, ~ - @through = true # 穿透* \) ^. n, z3 i$ X& e1 _8 n
- @bush_depth = 0 # 草木深度
$ B7 h S+ p% N! v; | - @animation_id = 0 # 动画 ID& \- T- `1 h3 z g5 p
- @balloon_id = 0 # 心情 ID1 x8 |: G; |- o7 M
- @transparent = true # 透明
5 [% V" Y* G4 a* v - @id = 0
/ A6 r0 P/ S0 O3 b - @x = 0
' N: L. a; k" _ - @y = 0
3 s Z4 x! j( d2 n - @real_x = 0
0 Y1 D* a; s. x. r- Y5 |: R - @real_y = 0
' a9 ^5 X7 M7 J8 k0 {7 q0 X' C - @tile_id = 0$ q. _" D0 i9 l4 C
- end
- V% C) I1 k& y" w. r5 e - #--------------------------------------------------------------------------. a* V' V. h* r0 F# B4 O# U" t( l
- # ● 定义实例变量
3 Q8 d; a5 L2 ] - #--------------------------------------------------------------------------
: H9 q/ Q5 g& R - attr_accessor direction* U; i" c7 f0 A% a% f( ~5 u
- end0 T2 ]. [4 {* {' B& l
- ! V, g% G0 ?- g3 v3 q! ?. p2 Q
- #==============================================================================+ g; m9 M' t" a; l9 N- y9 C% m! W2 U
- # ■ Module Mouse7 ~, V( o/ N( I T4 U# M0 n
- #==============================================================================/ p% K& l, Q$ A+ j. H
- module Mouse
. J9 o, P5 o1 a) N( ` f: m - #--------------------------------------------------------------------------
% h: p# M; n1 u* S - # ● API( ?( J4 z V I8 F' K! @
- #--------------------------------------------------------------------------' |: I5 [2 B# l" X
- Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
{7 ~) `5 `! f9 L6 C6 e2 G- W& P - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
2 L; b5 f) v% _8 ?. S - Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')
6 R5 y1 K. _- J/ E8 r - Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')
/ T- a0 Y0 ~/ l - Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')/ _1 U% {1 x8 z& i; B8 ?( |
- Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')9 F I# D7 h, d1 z! [" S
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')* L- A. ?" u9 Q: s9 |
- Window_Hwnd = Get_Active_Window.call- C3 p5 \) W |# m' A# O9 o) _
/ }7 o E; ]2 c- D ]# k% y8 i* L- class self
7 F! C, B& b: N6 l# o - #--------------------------------------------------------------------------- ?+ i( `; p( U ~, R
- # ● 初始化
2 B3 D" j' l* J - #--------------------------------------------------------------------------+ w: L3 K* z5 u
- def init5 [; @5 p! N0 F5 j' q
- lock_mouse_in_screen if KsOfSionClip_Cursor3 L. _3 p4 y9 H7 @
- @left_state = 0
; ^ R0 E/ l! n b' y+ ^( H' d - @right_state = 0$ z, \* V9 X. k; Z; D
- @ck_count = 0 # 帧数计,单击以后从0开始5 H) _$ ~: N) Y# G5 c+ T* q( q) l
- @dk_count = 0 # 用于双击的判定
! |! J* g0 Y# A7 l - @clicked = false
* v8 m$ ?$ s I/ |( p - creat_mouse_sprite4 R% G2 K4 B2 u4 F) a
- update v" J2 r$ E$ {3 H* f5 g. \
- end F! Y h: X6 M6 m3 q
- #--------------------------------------------------------------------------! |7 m1 L8 Y# |
- # ● 鼠标指针精灵
1 o, ^3 U$ Q" _* ^2 ^. b - #--------------------------------------------------------------------------( E# Q( m9 Q* f+ n
- #~ def creat_mouse_sprite
% ?$ y# C A2 l$ d& M - #~ % K3 V, n) ~( M+ k1 I8 S8 q
- #~ @mouse_sprite = Sprite.new
$ K' |/ z3 Z/ E9 e, { `$ ^ - #~ panda = 2#rand(2)+1- V+ q. K+ B4 E' p1 {: r% ?
7 L+ ^8 }$ A( G. k. g3 ^: g, M/ x- #~ if panda = 1% x, Q! C3 x1 k0 P* p* W$ A
- #~ if File.exist('GraphicsSystemCursor2.png')8 f; l( @5 y0 e, r3 K
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')3 b7 E9 G5 G. |4 L2 X, C0 p
- #~ end#with if File.exist) G; v& w: g3 c( o1 }6 F
- #~ % ?4 q# i5 P6 a* s& t% o
- #~ else if panda = 2 #with if panda=1) r4 j" ^2 y4 {" X: n1 ?3 @* W
- #~ 5 E& X$ D) H- @ @
- #~ if File.exist('GraphicsSystemCursor2.png')- G# [% C5 G0 B7 m% g2 f
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
M, o6 r% [9 n" C - #~ end#with if File.exist8 d8 u# p6 W: `3 @4 g X/ H
- #~ . F/ X2 l* o- S! D! q& q5 J9 L
- #~ else #with if panda=1 U/ T. U+ F$ g2 i5 e
- #~ @mouse_sprite.bitmap = Bitmap.new(24, 24) x( Q6 Q l5 g. w- z
- #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),
0 T `5 O) X0 P, w$ U i# e ^& `' e% _ - #~ Rect.new(5 24, 24 24, 24, 24))# }- I: T% G: I" N8 V
- #~ end#with if panda=1
: ^& L e( W* K6 A7 r/ N* t - #~
) H# p+ E1 T* o - #~ #with def( A1 O5 `: ~" X0 `1 j L+ m
- #~ end
; g- |, L2 |6 Q4 h9 e - def creat_mouse_sprite
- p8 M _" V, E! c) F - @mouse_sprite = Sprite.new
* A: M% E g* m2 z3 Y- B/ s+ I- e - @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})
" O) B$ h$ F' g/ u; Y - @mouse_sprite.z = 9999+ @( t1 D1 B" B$ W" B. M
- Show_Cursor.call(0)
+ B8 ~. ^2 t. {1 d8 O0 ^" Z" \$ ]# y - end
( V" ~2 ]# i# N" O& W, [ - . V- a& P' g9 {
- #--------------------------------------------------------------------------
; i+ n, W+ M$ O/ a1 f3 W1 `4 N - # ● 更新' H/ G& m+ M+ \6 D
- #--------------------------------------------------------------------------6 e; |9 E T* U) j
- def update/ P3 ^+ Y" s' g) k! x* W
- @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos4 L4 h' p7 N1 Y5 c4 b
- left_state = Get_Key_State.call(0x01)
0 F" [, s# _7 ?0 C/ L' D) m - left_state[7] == 1 @left_state +=1 @left_state = 0
6 I; i# N W8 r. `1 R6 ^& { - right_state = Get_Key_State.call(0x02)4 M/ }9 [5 w: ]
- right_state[7] == 1 @right_state +=1 @right_state = 0# S% P5 J+ w$ L
- update_double_click
/ M! M# t1 B( ^! P: h+ K D - @left_state == 1 @ck_count = 0 @ck_count += 1
3 \ a+ M% O* g6 s5 Q$ | - end f3 r0 g+ q& v7 M: v
- #--------------------------------------------------------------------------$ n5 O+ w* t& |
- # ● 获取鼠标坐标
, U/ a3 s4 m7 l! E; M2 p1 N - #--------------------------------------------------------------------------* G0 C. A# o8 |5 ^$ _" X* H0 @7 B# h
- def get_mouse_pos) x: A' Y. }7 y- C+ M
- arg = [0, 0].pack('ll')2 _9 J3 _+ ^+ k
- Get_Cursor_Pos.call(arg)* E6 T& b Q+ J1 x* z
- Screen_To_Client.call(Window_Hwnd, arg)
; d" {& F: |4 M - x, y = arg.unpack('ll')
! ]* Z7 z& i: G - return x, y
4 O5 G w; b1 }% o4 u6 X - end
% h7 E0 z( Y' D7 S( t7 @ - #--------------------------------------------------------------------------
3 A( x. e$ {) ?; m; m - # ● 将鼠标固定在屏幕内 W" j$ U$ R4 C8 s% ]/ q
- #--------------------------------------------------------------------------; z, A- z0 N! m3 w6 T" W
- def lock_mouse_in_screen/ J9 A# l2 ?, b5 J. G8 X
- arg = [0, 0].pack('ll')# [5 w& c7 q$ R$ O8 p9 U' b
- Screen_To_Client.call(Window_Hwnd, arg)% Z- t2 K1 ?+ z- o
- x, y = arg.unpack('ll')
; w' z; u5 r' a. ] - Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
' a9 A8 Y7 |# r* w! l# s - end
( G9 ~ M8 k4 x' M V - #--------------------------------------------------------------------------
5 e' ~& _8 Q E* w/ _ - # ● 解除鼠标固定/ X; n! F! h; `2 H4 X+ }
- #--------------------------------------------------------------------------
F) j; \5 u/ I! ?6 Z! [ - def unlock_mouse_in_screen3 H" J6 L$ g* c1 ]& T P
- Clip_Cursor.call(0)
# E+ `8 j( M& U7 o - end1 l8 t4 N p8 O3 p5 T. z0 ]
- #--------------------------------------------------------------------------) J5 s9 i1 Z1 a
- # ● 鼠标双击判定7 r& P% ^( C! s, m' [8 B
- #--------------------------------------------------------------------------* b. i3 F3 q4 C5 h0 u
- def update_double_click) P( f8 e! M* w6 A/ g, o( M6 u0 m
- @clicked = true if @left_state == 1% @8 @ P* T5 d: v6 C, a
- if @dk_count 0 && @left_state == 1 ~7 L1 l; d7 Z4 P6 Q$ @1 {# r
- @dk_count = 0; @clicked = false9 f' k; n) i: w& s6 B, z2 n1 w7 \
- return @double_click = true6 n+ P7 N- F; D$ f9 X* a' t
- elsif @clicked
" V/ b/ b+ X" b" T: b: | - if @dk_count KsOfSionDbclick_Frame, s- ^% \9 i7 Y( Q9 T
- @dk_count += 1# a) E6 ~, k3 K
- else- M. ?3 W- R# `: p, A6 a) t
- @dk_count = 0; @clicked = false6 N- V5 h( T& u' x
- end
( _) k- _: B: K! z0 r" v - end
& Q% C- X% j2 T - @double_click = false
_$ [1 J$ J5 `9 D - end
# N4 |( j& c$ T9 M( u# a! Q- V - #--------------------------------------------------------------------------
& ~ Y5 t7 Y2 \0 Y1 B. }% o - # ● 按键被按下就返回true
6 z7 i; y5 t9 v$ H9 ^+ {8 @& f - #--------------------------------------------------------------------------
8 E9 K. G6 \$ m% u - def press(button)5 N& }6 p; s B
- case button, z. a/ m9 I5 d8 W: k
- when 0x01; return !@left_state.zero7 e* w; e4 C/ z6 n8 q( X4 B: w
- when 0x02; return !@right_state.zero4 b. ^- L; a( L I2 ?1 ~* m2 B7 w
- end; y. \3 ?: N) k- ?# V
- return false
2 ?* y8 Q- D6 s - end
0 ~$ e4 \4 U U5 y- y4 e$ q - #--------------------------------------------------------------------------& r/ y/ V: r& s5 }7 P' ?
- # ● 按键刚被按下则返回true% `; f) G0 P, c4 L6 _
- #--------------------------------------------------------------------------2 O, {3 ]6 K8 ?, K% ~
- def trigger(button)
5 E9 ]- |8 B9 p, M - case button8 ?6 j, W7 F* x- s: f4 a" u
- when 0x01; return @left_state == 12 E" V! P8 \' V$ U# p9 |
- when 0x02; return @right_state == 1" [$ e3 T2 E/ d# o! u+ k
- end. J9 E, a9 x% S W% h0 Y7 z
- return false
4 Y: e- ]* J7 P$ O/ q - end
2 u/ \9 c. T D& w5 ^ - #--------------------------------------------------------------------------
% ~2 I9 X3 E! U1 F6 q! o - # ● 持续按住键一段时间的话,每隔5帧返回一次true( X* r8 p! S$ N) B M% C" V& t
- #-------------------------------------------------------------------------- I9 t, }. [/ a
- def repeat(button)5 |$ P8 t& K* h" \8 h8 R6 _& l4 B; b
- case button. Y: v) C6 _6 o1 l8 ]
- when 0x01; return @left_state == 1 ; m" R1 c1 q7 F4 ]
- (@left_state 22 && (@left_state % 6).zero)7 s& s# H7 E3 g* }. r( U9 P6 q6 ^
- when 0x02; return @right_state == 1 9 w2 E9 y2 c3 |
- (@right_state 22 && (@right_state % 6).zero)
& r, @. L: @$ q: a2 T' o$ y4 P - end
4 Z6 g3 `) e9 U: I' l; G5 c - return false2 p7 P% e4 v4 T( d4 g6 s5 m0 U
- end
9 i0 E3 b* u5 J3 a - #--------------------------------------------------------------------------
, J2 l* R$ }7 A8 m - # ● 判断是否双击鼠标
5 p1 u* _% n% `& w - #--------------------------------------------------------------------------
: e: ?1 `' C" b2 d - def double_click
( }0 f ~5 L6 J0 K& ]# n k - @double_click1 K, i ~! {/ b* F
- end
+ Y! Z3 Z8 @2 F$ b: |3 ~ - #--------------------------------------------------------------------------% Z7 y3 V3 c% a. m6 r9 D
- # ● 获取@ck_count(每一帧+=1,单击后重置为0)
" M- X- \" e. c* ]7 X; f7 p - #--------------------------------------------------------------------------8 o% K I+ c q: k. @; \
- def click_count& `/ g u9 F. l( L7 R, S) X
- @ck_count
5 l" H: `- a! \5 T7 s - end
& I, D0 g& R9 j! i' ], ^# m+ ^ - #--------------------------------------------------------------------------: _/ U0 D+ N4 X# y9 b* S
- # ● 获取@left_state(按住左键每一帧+=1)1 x0 Q" S4 M* N8 }3 ^; Y! S
- #--------------------------------------------------------------------------
& P2 t# b9 B0 l. f! c6 I- | - def left_state
* W2 `3 d4 a5 L" ^0 w+ H1 q - @left_state
* Z, O+ s, s3 B/ T - end' w' y6 s, q# E0 y* E
- #--------------------------------------------------------------------------1 S1 {. a4 C; [" g! L
- # ● 获取鼠标的x坐标6 g& U- G7 F! B1 {0 H/ k
- #--------------------------------------------------------------------------
" ^) ]( h! Y0 F+ K$ k# z5 ~4 v - def mouse_x
1 [+ w3 w7 _% M ~3 J - @mouse_sprite.x
' r& k; F+ W1 S6 R0 X. j! i+ n - end E' `5 O4 ^7 s' O0 ~7 y& N; O
- #--------------------------------------------------------------------------- ^! k& x2 P! y
- # ● 获取鼠标的y坐标" H# ?, |: Y0 u, E- D+ L
- #--------------------------------------------------------------------------+ Q, n' l3 v$ s e# o# z7 x
- def mouse_y
: M% M; s% i2 v7 N' I5 P: x# [ - @mouse_sprite.y
" ~- D$ g! K9 D1 V9 ?$ G4 A - end% K3 @6 X+ p- |* q
- #--------------------------------------------------------------------------! m/ f2 g7 {9 ~1 J7 y8 q q# S
- # ● 设置鼠标坐标0 A+ H) c5 p* I4 ?5 b( X
- #--------------------------------------------------------------------------$ ]! ~* e3 W, E, H0 n
- def set_mouse_pos(new_x, new_y) V/ v8 w2 n: I
- arg = [0, 0].pack('ll')
! Y% Z0 N' `/ e+ F+ p$ n8 [ - Screen_To_Client.call(Window_Hwnd, arg)
. e7 F9 b0 ~. g, O - x, y = arg.unpack('ll')
3 v s" h- v% t6 v) `# K - Set_Cursor_Pos.call(new_x - x, new_y - y)
/ s. s4 Q& Z* K" `- H+ h5 ]2 d - end, W$ ~4 r2 ?8 `* }7 L
- end #end of class self ( |" W; }7 C' K2 h6 `5 f
- + G4 J: q" g0 y, ^, f7 X
- end2 u2 r' l% p6 I+ u- n3 T
- * R& Z4 y8 T# @. _
- #==============================================================================
- q C* W6 ^* e) J0 M - # ■ SceneManager- y2 n5 L- d% c: N9 c
- #==============================================================================7 Q3 G# O- B6 Q7 w) G7 P8 _
- class SceneManager
% ]" _) z* ~ Z* v0 O - #--------------------------------------------------------------------------
: M1 K& _0 z* {- @. b5 R - # ● alias
/ ~+ K. m# {1 H - #--------------------------------------------------------------------------
- h( \& h7 v2 u$ O - unless self.method_defined(sion_mouse_run)
& n# u9 `1 o1 Y5 E8 P - alias_method sion_mouse_run, run
1 O, k% }+ Z( D& K. k4 j - alias_method sion_mouse_call, call7 j9 O0 J# R/ i* B4 _, x
- alias_method sion_mouse_return, return6 T5 I2 R" L) K
- end
0 b, P( t$ W3 ` - #--------------------------------------------------------------------------3 Z# t$ s2 B/ ^& c% C+ v! c
- # ● 运行
! e& R* F' a5 K - #--------------------------------------------------------------------------
6 ]" @0 H! q$ w - def run
% b7 m x! D8 F, _0 ?6 \: i4 V+ D - Mouse.init
6 I7 [$ s3 M4 n - sion_mouse_run
3 u4 w8 c& n9 {8 \% x - end
% `9 @% J% t1 L# F5 Y- Z - #--------------------------------------------------------------------------
. O) T5 ^3 m/ E% j' M - # ● 切换
! D2 t: H- {% k - #--------------------------------------------------------------------------' U. S! t e2 }, C
- def call(scene_class), X+ A( t* s9 z6 Z8 M4 v$ _
- $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)
, T. B Y, B& ]0 g, w' T% v - sion_mouse_call(scene_class)) P3 i8 n; Z: v& n& n
- end
6 S, ]; g/ D% c( ^& V0 i/ Z - #--------------------------------------------------------------------------
4 f6 n2 I% K- K+ k9 c: A - # ● 返回到上一个场景
) \, i/ }# G/ h4 ?! Q2 }; f - #--------------------------------------------------------------------------$ a; z1 V [: d3 m; i, e& Q
- def return, ^9 X2 t, e2 Z' v: h7 [; q
- sion_mouse_return' t. i& Y0 b1 I/ |
- $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&* J0 V3 P1 O7 Q
- @scene.instance_of(Scene_Map)
) o$ r: Z8 f) ]5 B4 b7 o - end
7 E. i( f! v, S5 z" r! y x% e. @! g - end* |1 f8 [( i& ^$ p" |3 ?% |- m
- , K$ w2 p# {% p, a- q/ ^: f
- #==============================================================================
# b+ p' z5 k2 t8 [ - # ■ Module Input# Z7 a4 q5 [/ j+ A3 q& w' c7 P9 S" ^
- #==============================================================================
$ |- s) r: G- O2 F - class Input
% O& |; `2 g. F3 h4 V - #--------------------------------------------------------------------------( n/ D; Y* o/ v3 M
- # ● alias
( x% z- ]7 q/ \ - #-------------------------------------------------------------------------- A) j q! t7 v& ?) O, E( m
- unless self.method_defined(sion_mouse_update)
l8 o4 h* G4 x: y2 W7 T# T2 O - alias_method sion_mouse_update, update
4 {0 e% f+ J3 T5 x - alias_method sion_mouse_press, press5 O) J" e2 T; Q
- alias_method sion_mouse_trigger, trigger& r* O4 I( R" a8 G
- alias_method sion_mouse_repeat, repeat
% x* s' w, a; q' u1 @8 ?7 s - end* \% J2 j! C6 p5 E
- #--------------------------------------------------------------------------
2 r. d \4 `- }5 n* M# z5 ] - # ● 更新鼠标
+ j* o" y- w. V( E - #--------------------------------------------------------------------------
" @. `* I9 T# K - def update
4 B! q1 z. v3 |% P$ u6 {" Z - Mouse.update3 T& n0 X! f3 ~ ?: h. \# v
- sion_mouse_update
$ c) ^/ ]. q" N$ r1 j - end
) N3 i7 u. h/ J3 [ - #--------------------------------------------------------------------------
' S0 M0 @ _0 ^ - # ● 按键被按下就返回true, s( ]! m2 Y% ?9 {) `. e9 \
- #--------------------------------------------------------------------------9 ]; Q) ]0 X% w! D# J
- def press(key)' ?5 H. W8 E. s* r6 E5 E$ j& Z+ k
- return true if sion_mouse_press(key)* _; q: N! { [0 X `, ]( A% ?
- return Mouse.press(0x01) if key == C
4 j# n9 r. @. |0 `" f - return Mouse.press(0x02) if key == B2 P+ _% g- s7 S# v
- return false& @0 g Z9 |- Z, d/ W
- end
; j; c& S/ B: L* J5 m - #--------------------------------------------------------------------------
2 ^& @4 ?: g4 C# \# N4 ?1 q: M - # ● 按键刚被按下则返回true5 c! d9 I3 ^$ p
- #--------------------------------------------------------------------------5 C4 A' h# B M3 h+ }) }
- def trigger(key)" f/ Z) p9 _* g. i: L9 o/ G7 b
- return true if sion_mouse_trigger(key)
& a+ \. ?6 T: T5 h8 [" o - return Mouse.trigger(0x01) if key == C
! N. v. ?0 T5 c( p- d - return Mouse.trigger(0x02) if key == B I ?& c* W% M+ p' X
- return false4 v) l; K% h5 h" j2 G+ ~
- end4 H G. S I* Q
- #--------------------------------------------------------------------------# b" ~; a4 X# A8 F
- # ● 持续按住键一段时间的话,每隔5帧返回一次true
( V& [$ A4 [: R - #--------------------------------------------------------------------------$ Z) m! z$ `7 f! j
- def repeat(key)) `# W6 Y- n; ]9 o. [* x- Q$ h% x- O
- return true if sion_mouse_repeat(key)4 O7 d. l) j/ @( M* x, ?* e0 K1 H- ^
- return Mouse.repeat(0x01) if key == C
6 |6 ?2 A3 O/ K& j5 m - return Mouse.repeat(0x02) if key == B' b: q& z- p" B( w: T1 t) T
- return false
1 c. L5 `( \. [" W - end
4 D8 c& G; z/ ^ - end
6 k& @1 q9 o4 ?% R& }, l/ P
; ]0 B7 G7 q; l! Q* E4 [- " `1 p( L' ~9 T/ v! Z8 Q1 z$ J5 l
- #==============================================================================
( x7 Z# ], b4 N0 R - # ■ Window_Selectable; \$ D+ c( {6 i! |$ J; N0 }
- #------------------------------------------------------------------------------- a6 A, q7 `0 A* s# O8 D) Z
- # 拥有光标移动、滚动功能的窗口
& V- h0 n3 _+ S% z% R$ |; [ - #==============================================================================$ F- ~; t& A# x) }! B9 {+ n( X" _
- class Window_Selectable
$ I, J) h7 T) L, S5 w - #--------------------------------------------------------------------------
* U7 L3 p, z' T3 m9 i8 A* B - # ● 初始化, d# C) ?* ?; a( V5 @ V2 u% a
- #--------------------------------------------------------------------------8 S$ B' \/ ?) ~) v3 n6 J! {' S
- alias sion_mouse_initialize initialize
) f( ?; {' i$ d. \$ |2 }8 I- z - def initialize(x, y, width, height)2 w! B0 X% Q8 {9 g T$ L
- sion_mouse_initialize(x, y, width, height)
$ W% N9 R9 }% o" ~/ ~9 a) e8 I - @move_state = 0
" x" j- \/ X* g5 l `+ r - end9 u: ~! Z: `7 w; ^; G4 z% [
- #--------------------------------------------------------------------------
& k- h( u2 e0 I5 v7 b0 f - # ● 更新
0 [4 }9 A) {) G - #--------------------------------------------------------------------------% W" T9 a: H! V& F6 D& Q5 h
- alias sion_mouse_update update
- @: s8 P h6 f0 @: Z - def update
" X8 |! S P, r1 }; @5 b' E# t7 H1 @ - sion_mouse_update
+ _; o7 t F3 C2 `$ y- K% T6 a - update_mouse_cursor
4 C/ [" I& k% B1 b/ K& M8 T - end* i: g H7 Y9 C+ U1 B
- #--------------------------------------------------------------------------
4 N" ]' l1 b% \2 {& w$ ~: J - # ● 启动后设置鼠标到index位置6 F1 W/ M0 n; n5 p2 I6 ~# b
- #--------------------------------------------------------------------------
, P% d) J& [* h" O2 q9 n, N - def activate0 {1 P, c9 @: Y! u' I e
- @need_set_pos = true if KsOfSionMenu_Set_Pos
7 U8 Z# q: r' E5 J- F/ s. j - super7 E5 H& J0 k. R& l+ w
- end
# |, @) P, H" h2 e$ ]+ R: P: O - #--------------------------------------------------------------------------
" b2 C+ g0 c! M - # ● 更新鼠标和光标的位置
8 J9 K* D7 b. L - #--------------------------------------------------------------------------& }7 {/ X/ q d4 L* i" t" E8 q
- def update_mouse_cursor
: b' S" b" y3 b9 D! _! Z - if active; U+ R: e4 @9 I5 c% J0 J
- if @need_set_pos
5 f' r4 A7 \1 Z( e" k. e1 c/ Z% c5 t( t - @need_set_pos = nil! u4 P6 w' ^" G o! z C
- set_mouse_pos
2 [8 P: V. b f7 [ - elsif cursor_movable
/ D% W* \3 P$ Q7 ^% u0 j9 h. w - Input.dir4.zero set_cursor set_mouse_pos- t# f4 c$ }. k( C x: M
- end% h) o; P, l/ M7 L. J( C. _/ F
- end, r1 m- ?# I. J+ u \7 u
- end1 d% g* P$ x3 E: h5 Y" y9 ]
- #--------------------------------------------------------------------------
: m$ b/ S0 \3 K7 h6 z0 H0 W - # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能
7 O" d3 C% Y0 @+ j; a8 x - #--------------------------------------------------------------------------8 w2 y2 n0 H- C, j) i% |4 o" u/ V5 R; k
- def set_cursor
* P t( i+ x1 l4 u: @ - mouse_row, mouse_col = mouse_window_area
- f: p. z. r: G3 H8 Z - if mouse_row == -12 G; j% W- L) X) w( V
- @move_state += 1 if need_scroll5 d; R' V/ f" q5 D3 n" Y
- cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand' b7 ^7 |" J9 e2 ^, i
- elsif mouse_row == -2) L- p9 K5 U p @( E0 b* I3 E+ A
- @move_state += 1 if need_scroll% e% |! q& ^" R& e6 G: w1 j
- cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand
: Q! D) ?& J% E- F' O - elsif mouse_col == -1
0 k8 v; _) J8 v4 f5 y - @move_state += 1 if need_scroll8 ]/ l8 x m z' z
- cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand) e& [9 ]- B' I, k9 C) v! g% W- ^
- elsif mouse_col == -26 k4 D0 t6 f; B: D/ j+ w
- @move_state += 1 if need_scroll# w; N) |- z/ a0 K! @
- cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand+ r0 p6 [% { U) G9 p
- else
! ` `1 ]2 [0 E( B( s; r - @move_state = 0
$ `" C. A& ]1 U3 A* W. b, _, f - new_index = (top_row + mouse_row) col_max + mouse_col
. n" P1 c6 V0 k0 m - select(new_index) if new_index item_max && new_index != @index
- d [" `! I3 L - end
- Z V% u9 n0 d2 m9 b - end/ y4 {/ o7 g6 X9 K4 m8 j
- #--------------------------------------------------------------------------
7 E! {1 r8 o5 a+ L& { - # ● 判断鼠标位于菜单的第几行、第几列
5 c: G. H3 Y6 v3 g - #--------------------------------------------------------------------------) r* A0 G; C* B$ V) ~+ Z& M
- def mouse_window_area( l( U' n3 u0 g) n$ y2 e+ t9 ]
- if viewport.nil # necessary!
7 R; \# C- ~1 j, `; E& M - vp_x, vp_y = 0, 0
: ~2 O! e% R6 G7 u" F - else6 X2 ]/ R0 q9 r. [4 A) x. x
- vp_x = viewport.rect.x - viewport.ox
# l9 U) ~5 U9 ^: O2 \ - vp_y = viewport.rect.y - viewport.oy2 d7 _ x5 H# G3 f
- end
0 P9 u( ]. D9 x2 v. \ - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
* f" Z% `# Q/ p1 ^' H+ V - item_x1 = vp_x + x + standard_padding $ _, K }' ?7 C% ~- _. }2 [7 {7 O2 T0 D" b
- item_y1 = vp_y + y + standard_padding% s1 }! ?+ J* _3 r- w' t
- item_x2 = vp_x + x - standard_padding + width
. M4 S% g8 F6 X+ l% _0 n - item_y2 = vp_y + y - standard_padding + height9 ]* K% Y+ H6 r- H/ b
- if mouse_x item_x15 ^8 P$ X9 j5 I) {' [$ E3 I
- mouse_col = -1' f, m4 g. Z% c( p, r
- elsif mouse_x item_x2
2 u* e- D( L# A' T - mouse_col = -2
' x. i6 K: v: x - else
: @# C# b& A, _) }1 } - mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)
$ B% \. l3 H8 P/ J5 f7 V - end
9 E9 O. m7 u" p5 b( Y0 @0 U - if mouse_y item_y1/ F; W4 A8 C! M* I# [& E3 X
- mouse_row = -1% }5 A l; v" F, Q7 u: [
- elsif mouse_y item_y2
3 w6 l/ U/ x& Y - mouse_row = -2
: R, r+ ~8 q% x, V- B - else
% |& K8 T1 M5 Z- a a% B7 w) G - mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1), W2 H, L6 F4 S
- end) _" \- q1 e: s z; Y: B/ o
- return mouse_row, mouse_col
4 O6 h) F4 j* V4 s: f) M - end7 c% d) x! [! N& `2 X0 w
- #--------------------------------------------------------------------------# W1 P8 ]& g: ~1 {$ ~+ n; e
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
8 E7 s" K# ?' b8 E) J* U, T) y - #--------------------------------------------------------------------------
K4 E2 ?/ D4 y) Z6 r - def set_mouse_pos
9 Z' _( V3 L9 a4 j1 X5 Q* ~ - if viewport.nil # necessary!
+ T7 Z% j# Y* u- M6 ^ - vp_x, vp_y = 0, 02 `, n* e N) E
- else8 H8 |( v9 Q2 R7 i O
- vp_x = viewport.rect.x - viewport.ox# H' B- L1 F7 r1 P& x7 n I0 X
- vp_y = viewport.rect.y - viewport.oy, n7 I$ a; o( x! x! Q# N& u
- end
7 u: ~& U* n) `+ Q8 q - item_x1 = vp_x + x + standard_padding _% }5 G( `4 \" g
- item_y1 = vp_y + y + standard_padding
2 y+ R# m$ r4 t! U/ c8 I# j V - get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index , U G# v, t* l& q
- row = get_index col_max - top_row. r1 a p. I7 ~ v
- col = get_index % col_max, n, t& B& V: V4 c
- new_x = item_x1 + item_width (col + 0.5)
7 }; ?' G: Y3 {* I g% r6 e - new_y = item_y1 + item_height (row + 0.5)" M$ ^" i* q8 O/ K/ G0 ^: Q% y' O
- Mouse.set_mouse_pos(new_x, new_y)1 x5 v4 j1 o ]7 g$ \
- end
+ O3 f: p; H4 U4 K/ u" P: ?7 I3 m5 I+ C - #--------------------------------------------------------------------------
1 ?8 b7 e% L' V" i3 |5 d! X B - # ● 判断菜单是否需要卷动) S- x: _1 E. u- l: N
- #--------------------------------------------------------------------------& `6 g5 Y" ^' u. Z8 y
- def need_scroll/ L& r9 a' F; N. A5 t* U$ s
- item_max col_max page_row_max
* Y7 ^; X3 P0 n5 J8 V - end8 e V7 Y7 f3 U& X" `
- #--------------------------------------------------------------------------
- T( K. V3 {/ v - # ● 判断是否为水平卷动菜单
2 K! T# b0 e: _ ^ - #--------------------------------------------------------------------------3 U% {/ l0 ^% n; l: R) O/ z/ [" ?7 a
- def is_horzcommand
" O% l* F R ~+ `: S# Q! `- a' { - return false4 {+ i/ S, S& c( ^6 P
- end& ?* _" w, @! D( p* {! A7 W
- end
7 \+ A0 }3 ]6 u, d
b6 @/ n: R- f( u6 D5 |+ V I- class Window_HorzCommand
8 @) L! {" w& Q" `) Q% b# U* b& E - #--------------------------------------------------------------------------+ I" ?& m, | L% F x
- # ● 判断是否为水平卷动菜单: Y5 b0 [" W" x9 W3 B0 ~& a
- #--------------------------------------------------------------------------
& I. [* a8 ]4 v" L - def is_horzcommand# F" }) |: K$ c2 O" W R4 K
- return true" G# y: d( T5 V
- end7 L$ n X. E4 Y2 K! E
- end! f# f8 d! z" @8 i* V; \5 b
- 2 o8 O( t9 |! ^7 [; Q, V3 q
- #==============================================================================3 B- K5 j7 c! @/ I$ b0 U; N( ^; l2 I4 z
- # ■ Window_NameInput
* K4 _2 P, A" S - #------------------------------------------------------------------------------
1 k2 y& \+ t# n% D6 F3 G" O& B8 W- R - # 名字输入画面中,选择文字的窗口。
; o" l4 W' v& v* ^4 F* e+ V - #==============================================================================
" O7 O. I& @1 S: K# V! f - class Window_NameInput4 K1 F+ z% H( x+ D- q! d
- #--------------------------------------------------------------------------& I/ _( `2 e, g% ^, U2 C7 h
- # ● 设置列数8 B! a' p+ @7 Z2 q; H
- #--------------------------------------------------------------------------/ s# {5 X' V5 n- }: G
- def col_max( ?& M c7 A; O( X$ k
- return 10
# O2 m' |" f& q# I - end
/ N1 r: ^6 X- ^; @* k9 h - #--------------------------------------------------------------------------
2 a. C' ` l) e& W$ B! { i4 E - # ● 设置填充的Item个数
5 t+ R0 S2 G5 Q8 u3 [ - #--------------------------------------------------------------------------) \/ \/ D1 l4 c! t$ |. r
- def item_max( X. H1 X1 V* R
- return 90# `( a1 |* f8 Y1 a
- end
$ N# C# F8 E$ j: h% H- ? - #--------------------------------------------------------------------------
% ]' A6 z: Q& h4 @; r - # ● 设置填充的Item个数8 j0 d7 z. Y$ f5 Y) T
- #--------------------------------------------------------------------------
6 e K: w1 j4 p5 ?% s/ \& @ - def item_width2 t( Q7 {( y' T$ @5 C0 M7 V. g
- return 32
) k) M) }' f/ }& O% D - end
- n8 ^( M& `% @0 I' r( d - #--------------------------------------------------------------------------
! X7 B3 f4 Z# F: m5 o - # ● 判断鼠标位于菜单的第几行、第几列
7 k5 z6 C0 \4 l ^' s - #--------------------------------------------------------------------------6 Q. W( B2 U! ^# i2 M
- def mouse_window_area1 O6 R" ]+ A9 d9 i# M! P; b
- if viewport.nil
F x7 Q& y! D9 x W - vp_x, vp_y = 0, 0 s* i# u1 }0 n4 Y/ f6 r: \* n
- else2 r$ B' `% q% a* e$ s; x# z
- vp_x = viewport.rect.x - viewport.ox2 @% u) m0 E/ e& D/ T! ^7 @) e
- vp_y = viewport.rect.y - viewport.oy
" S( w" R6 X) T5 g& P2 D$ d - end
* |) N$ J: w- g; X6 W - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
% D0 l! i, u/ I - item_x1 = vp_x + x + standard_padding
, T9 I9 L% a5 {; B1 D+ S; j - item_y1 = vp_y + y + standard_padding7 R( x7 _4 I5 X Y1 A
- item_x2 = vp_x + x - standard_padding + width
% F, ^: m+ s4 x& ?- j - item_y2 = vp_y + y - standard_padding + height
1 Z0 a! [2 W' n: T6 S& k& b - if mouse_x item_x1
7 r' m0 x0 h Z - mouse_col = -1
5 I, R8 m+ S4 F3 A+ v4 c - elsif mouse_x item_x2
0 R" m: N: s: T$ Y" u- { - mouse_col = -26 R. v; j7 E! E. \4 e; R
- elsif mouse_x item_x1 + 160
* ? y3 q U8 a! f j! S - mouse_col = (mouse_x - item_x1)328 i: }9 R% R5 F
- elsif mouse_x item_x2 - 160
/ L U% K8 ~0 l( \! g S2 O3 Y5 Q - mouse_col = 9 - (item_x2 - mouse_x)320 j# r% B/ H+ y9 o& s( R, M) O
- else
7 L" z) p2 m: i+ n/ G - mouse_col = mouse_x x + width2 5 4, A5 ?! E, ]! h4 M- e" ]5 ]- S2 X8 }
- end
( y8 D. |2 [* {5 g) F4 S - if mouse_y item_y1
) k K! G( ?2 o6 u - mouse_row = -1
8 a. k. K2 X8 B( V6 T - elsif mouse_y item_y26 m6 N; A' c3 [$ C+ b w8 [, b
- mouse_row = -2
6 }' S0 O% y: Z' L4 u* ] - else
0 z1 ~$ b, z% [# b7 ?+ L% j - mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)/ X- E N& n% X
- end
1 t! a2 {+ u2 f0 ~4 n/ Q' { - return mouse_row, mouse_col
& e1 _4 s7 B- I0 s6 u7 x, `1 I% a - end
9 v) d6 s. E% l" q! w4 x9 j A - #--------------------------------------------------------------------------
, y8 M4 P; s9 O, h - # ● 方向键移动光标时将鼠标移动到对应的光标位置
P: E/ c3 F6 W0 c b' H - #--------------------------------------------------------------------------/ T0 R8 M/ W8 W4 [, v
- def set_mouse_pos% f* L% Z$ e3 E# j( T4 F
- if viewport.nil # necessary!1 Y( E) ] G# F
- vp_x, vp_y = 0, 0
( E; b3 U6 \: C D# G: K - else
( R" ]. c4 q7 H ?0 A4 h+ [6 L - vp_x = viewport.rect.x - viewport.ox
% k5 f" I5 a4 j9 H3 W% s - vp_y = viewport.rect.y - viewport.oy9 k; y4 H5 ]. _
- end
0 E& p9 K4 t9 N. ]+ N - item_x1 = vp_x + x + standard_padding # r/ R; r, y6 v
- item_y1 = vp_y + y + standard_padding
8 j! C7 y2 x [! U% B - get_index = @index 0 0 @index ) ?) K7 l$ n3 T$ F
- row = get_index col_max - top_row
# |; Z) `$ D; H2 H. y+ m - col = get_index % col_max# z9 H$ c/ Y% m/ |0 [
- new_x = item_x1 + item_width (col + 0.5)
' w* T, |$ i0 _4 E: I$ @ - new_y = item_y1 + item_height (row + 0.5)$ a5 y* ^) X3 o) h# F
- new_x += 14 if col 4
: g e {( U" `; [9 b4 z7 R* l - Mouse.set_mouse_pos(new_x, new_y)9 ~& ]' t5 W1 x' k0 V7 G* |
- end
# U0 H1 G: L4 p0 h5 ~+ |) i - end
" ~/ k: N, x% U! i* k, Z; b) s0 H - - R2 L4 p9 o% M ~
- #==============================================================================
4 V; ^2 J, @! \% o: q' G! j" O - # ■ Window_NumberInput
3 ]' b, K+ ?- y6 y- D- T% S( Y2 X+ H - #------------------------------------------------------------------------------
$ t) n: \+ W% R6 j/ W8 f! | - # 重写了数值输入的方法以适应鼠标
3 p2 ? ?5 F' h# S - #==============================================================================
9 B9 e3 ]2 E5 O7 U- y' U/ ~' {3 G - class Window_NumberInput Window_Base1 _7 H* h* a1 W. [. P
- #--------------------------------------------------------------------------
1 Z- T3 c; Q' g/ f0 q* r. }1 q - # ● 定义实例变量$ T( L8 B/ E9 B
- #--------------------------------------------------------------------------
* t( h7 p6 J4 V* _ - attr_reader extra_window* ~1 K$ W0 V0 o+ b# G6 V8 G
- #--------------------------------------------------------------------------! N8 H2 W7 F4 Z" D9 d5 N
- # ● 初始化& F6 b9 y1 J$ |0 A2 P/ j3 C0 g
- #-------------------------------------------------------------------------- [/ b: |! Q }( L
- alias sion_mouse_initialize initialize
% y4 R J, t/ u' X) `2 ]5 q - def initialize(arg)# u% s% D- j. R
- sion_mouse_initialize(arg)
4 u4 G/ N& A( }# |, S* b8 @ x6 e - create_extra_window5 r. \+ C: F9 ?! c
- end
7 B9 i3 b% c+ Y1 w) C: D0 e - #--------------------------------------------------------------------------8 s+ r- B2 e6 A0 b# k* S& e
- # ● 启动
7 S: [" V* d3 d - #--------------------------------------------------------------------------& U; \2 C% Y2 p! `1 X
- alias sion_mouse_start start
8 O# [) ] J; F - def start' S. L' e& W( d ?2 P
- sion_mouse_start
* ^# R; s/ D! e: Z' P - deactivate+ E6 \& G: g9 H; d" f2 c0 A5 q- f& J
- extra_start2 W% Y- O2 |7 V
- end! @; p" ~9 G$ g# C/ {5 W2 z, |1 P
- #--------------------------------------------------------------------------
7 O4 @5 F5 \+ l. r' G9 b9 ?9 C6 U: W - # ● 创建新的数值输入窗口
" i. d7 E7 |+ Z4 X0 ?2 h$ J9 e7 c - #--------------------------------------------------------------------------( A; R4 o* w1 ~( r; \% }
- def create_extra_window9 A6 M! q4 h3 l$ O
- @extra_window = Window_NumberInput_Ex.new
( [6 _" A; Y0 v/ d% S9 j' m - @extra_window.x = (Graphics.width - @extra_window.width) 2
* V! X3 |9 d+ U0 b - @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }
3 W4 K% a/ q# v* j4 I* p - @extra_window.index_proc = Proc.new {n @index = n }9 r. b! L' t0 Z( |# `0 ~) Y
- @extra_window.close_proc = Proc.new { close }
n3 D, s5 d0 c3 U8 U - @extra_window.refresh_proc = Proc.new { refresh }
) l( y; J6 y' W8 |- J - end1 @; `; d; @$ Q5 w4 p0 w
- #--------------------------------------------------------------------------
3 O) r; R' t& K/ U9 e - # ● 激活新窗口" z6 B7 ^% n& \1 h) ~/ U
- #--------------------------------------------------------------------------
4 f1 L- u; f" H# p7 j" \. b - def extra_start
$ J/ N0 C1 Y& X; u+ V - case $game_message.position
, I; w# {% z$ w8 o. R8 i- Z! y - when 0; @extra_window.y = y + height + 4' N C7 s; T' F, j& I
- when 1; @extra_window.y = @message_window.y - @extra_window.height - 8
9 E# y" Z. a- k - when 2; @extra_window.y = y - @extra_window.height - 4
+ r+ n1 g/ e" V& U - else ; @extra_window.y = 8
# m0 Q; ~7 r7 P - end$ x, f7 j: }3 t# X
- @extra_window.variable_id = $game_message.num_input_variable_id, H% x# p x, r, L' t, ^
- @extra_window.digits_max = @digits_max
! ~5 s- ~; {. v, Y. b1 r1 `- V - @extra_window.number = @number
7 n5 `( u- d) A) f) O# E - @extra_window.open' Q/ K( Q6 ^) o
- @extra_window.activate
1 I' @/ K$ E( Y0 W: k8 c - end
: D/ } {6 r4 O# W( M0 l - #--------------------------------------------------------------------------% \5 b, r' I" E" E6 x' N
- # ● 更新
* V3 _+ a3 w' k& s$ J- m; V - #--------------------------------------------------------------------------% \6 B' @: W f- Q4 O
- def update
/ T9 }& d- A- q9 m* S* @ - super; q6 N, j/ |) n
- @extra_window.update
& R+ m8 f; t2 |5 O+ k - update_cursor7 S, b9 e: C. E0 Y8 @
- end
, ~8 A/ v$ ^: t9 q2 m% S7 ^1 V1 A - #--------------------------------------------------------------------------6 n* z6 ~$ B5 Z
- # ● 关闭窗口) v+ L0 ^. x; k. d0 X# u; |
- #--------------------------------------------------------------------------( i" Q8 |% s: f- R
- def close" r) ~/ c; @% _/ c5 i* c r5 I, P3 ~
- super8 }% o! g+ n# A' s
- @extra_window.close$ u; b8 E9 D9 W. v8 j( H7 O, N
- @extra_window.deactivate
( y& T7 V9 _0 I* A/ | - end
+ e$ }0 j, Y& l3 G - end
h& _3 {; K0 z6 h8 I' k( Z - 5 X2 h0 v( H5 J; F/ o- O
- #==============================================================================, i5 j, P" }: K% |
- # ■ Window_NumberInput_Ex
- U1 `" d7 c n" L! Z0 h( {( I - #------------------------------------------------------------------------------4 [+ o" C7 k0 q8 A1 c6 I
- # 新的数值输入窗口(NewClass)
3 K$ @" S% r% {1 X8 s - #==============================================================================
& U0 [' W. c! |5 E - class Window_NumberInput_Ex Window_Selectable
" A$ d4 T' r4 F5 X - #--------------------------------------------------------------------------2 g6 n6 R& _' D* P
- # ● 定义实例变量
$ b' n3 _, I" G6 K - #--------------------------------------------------------------------------
8 [1 M8 g% G n0 M) s - attr_accessor number_proc9 T* y0 q4 g7 m# @9 e
- attr_accessor index_proc! n5 B2 G' K' z) I e7 u) N. Y
- attr_accessor close_proc" c" w: F% B2 j) |5 W
- attr_accessor refresh_proc
3 X" L* a( g8 Z: { - attr_accessor number
! K& ^% l$ y+ q" D - attr_accessor digits_max
! s% b% a$ ]& G* {; w/ }% c' V4 | - attr_accessor variable_id
8 M* F) f5 l/ @, K d( i5 A8 N - #--------------------------------------------------------------------------
4 q( e2 K5 \! M' a - # ● 数字表; h8 G# o) _" K
- #--------------------------------------------------------------------------
}, ~2 Q! t( D - TABLE = [ 7, 8, 9,
8 `7 M4 l5 e% p0 ~' O. j - 4, 5, 6,! b9 ]0 T H9 A7 M8 @
- 1, 2, 3," P9 u0 W0 r3 P
- '←',0,'确定',]
! P" j: q6 ]' W2 O. o% ]5 \ - #--------------------------------------------------------------------------$ o% q; O. \! A/ R0 `& o/ D, a: ?
- # ● 初始化对象8 e& i1 I; [% e0 F ]
- #--------------------------------------------------------------------------
- s9 q/ D" s8 n, R0 W - def initialize
6 j8 a# i/ Y: h8 x2 g: H2 m' J - super(0, 0, 120, fitting_height(4))
. T5 `' V P4 K3 _# K+ i - self.openness = 0( w2 K( t5 L8 X
- @index = 0
6 A1 i& G+ F1 I0 D4 X+ |/ D i - @number = 0
( Y- N d# E# n, H5 Z& Y$ H: u- ? - @old_window_index = 0, z5 Z& q8 ^* I$ E: Z
- @digits_max = 0
& `$ g+ o3 V, L4 e; C - 12.times {i draw_text(item_rect(i), TABLE[i], 1) }& Q& z% i, s. }# U( m; a
- end
3 K# \. H# m" O$ t. P2 O" h - #--------------------------------------------------------------------------
+ ]+ c+ T" B3 `" i* R - # ● 获取项目的绘制矩形
: I# y5 z8 v7 q( f: E" y - #--------------------------------------------------------------------------) m% f6 R- ^( Z& n$ n% _1 t) d/ `
- def item_rect(index)
& S: Y& o+ G+ p, i( c+ v - rect = Rect.new# A. B% D& |: y8 S- |% @* G o2 u
- rect.x = index % 3 323 e/ l) ?6 I3 |% x
- rect.y = index 3 line_height
. m0 g; \; l% ]8 T+ j- q - rect.width = 320 P: A# {+ Q, j: ]4 e
- rect.height = line_height
& ]9 j2 ^; d( [) ?9 }$ i - return rect" e+ V0 w! g* W) A" I
- end' U- p+ {# Z# a4 y5 g1 P" x8 K
- #--------------------------------------------------------------------------& s# P0 Q% \# x7 ]) n/ w8 [6 ?4 {
- # ● 将光标设置到鼠标所在的位置
" a2 w7 Q0 |0 p/ c- E - #--------------------------------------------------------------------------8 t$ m6 c. M2 j; S
- def set_cursor% i8 r" ~) h2 W. y2 h# ^" o/ b
- mouse_row, mouse_col = mouse_window_area4 B K k9 \' W6 \8 @" z$ J, q
- if mouse_row = 0 && mouse_col = 03 N4 m% z- p) E# T9 T( d
- new_index = mouse_row 3 + mouse_col! L, |( m s. K. l4 g+ y$ |9 t
- select(new_index) if new_index = 11
; \: O, k8 f6 @4 | - end' {7 ]: W1 w$ L; }) u
- end
/ w2 c5 y# ~% [! \' P- ~ - #--------------------------------------------------------------------------1 _) R* F3 p& X/ b& k7 g+ p* a( \
- # ● 判断鼠标位于新数值输入窗口的第几行、第几列$ j0 R1 {1 U/ c4 ^- X7 T3 V1 N
- #--------------------------------------------------------------------------( m' ~$ {- S- ~! \' Z# `3 e$ x
- def mouse_window_area
9 V: t }& \% R6 Y& M8 h. x% Z - if viewport.nil
* G$ t3 d. v9 M9 A/ T - vp_x, vp_y = 0, 0
0 D1 c. Z6 D, ?/ ~: o4 d" Q - else; u) |. L+ R3 v3 F5 x% o, S3 P) I4 Y
- vp_x = viewport.rect.x - viewport.ox
8 q2 n5 V( t$ G. W; Q; @ - vp_y = viewport.rect.y - viewport.oy
0 M7 S% A5 r d, w9 v - end
6 V$ z. L8 x3 M - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
7 M! c" Z( i7 N: \ - item_x1 = vp_x + x + standard_padding
4 c, I% L9 _: F: B4 J2 Z6 W6 z; n - item_y1 = vp_y + y + standard_padding
1 h0 }) N( h0 p. k: t - item_x2 = vp_x + x - standard_padding + width
( N8 F0 B! o% a, I# d, \ - item_y2 = vp_y + y - standard_padding + height
. S: S* o; F, O4 X - if mouse_x item_x1
# J! j* y! ^+ `( V/ @' w7 H - mouse_col = -1, A% I" t1 ~' A3 S J/ l' @. b
- elsif mouse_x item_x2
& f) D. u7 M+ ]# B; S - mouse_col = -2
9 u6 ?# G( p8 H0 [ - else7 P% c5 M; j9 @& d- M0 W1 a
- mouse_col = (mouse_x - item_x1) 320 ?6 \4 D3 Q' [
- end/ ^" g6 w, m5 Y
- if mouse_y item_y1+ ]2 B& L$ T4 Z4 e" }; |
- mouse_row = -1$ w# {- K0 B- v" y. \8 k; c
- elsif mouse_y item_y2
# y0 T+ Q, p9 U9 J: @/ B5 V* D0 w - mouse_row = -2
7 { T* v9 h+ z m# s- ~9 ? - else
8 v! y- ^5 G/ r2 g9 b% \( Q( a - mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
; n' Y4 E- ]& S1 J - end
- c1 f/ v6 u2 i - return mouse_row, mouse_col" P: ?) o `7 G- P0 L6 d, X+ \' y
- end6 o% v! Y$ E: g! e! g4 A
- #--------------------------------------------------------------------------1 O7 b& z% E: Z6 ]
- # ● 获取文字* E: ~/ a2 x( F7 R C( y }
- #--------------------------------------------------------------------------
1 ?: x( m% S4 J0 ~; F4 h3 T! l- a2 E, c - def get_number, o- p* Z& S! k; ~
- return false if @index == 9 @index == 11
, q: ^) S2 C6 ~ - return TABLE[@index]
4 L! C" _9 i* l8 B( Z - end; l- s- W; i8 H' D9 A' V
- #--------------------------------------------------------------------------
3 j: ~2 K* C, S) s/ s6 v3 r# w - # ● 判定光标位置是否在“退格”上
( S9 |9 B/ U! u3 ?5 b - #--------------------------------------------------------------------------
# m, H* }- ^: \1 j - def is_delete) V* R+ A# y( x$ D, c
- @index == 9
& S. N7 H$ v, s$ V# n. f6 l - end, l. q% P2 u, o! y
- #--------------------------------------------------------------------------' }' A5 D% M1 A1 e3 {' j
- # ● 判定光标位置是否在“确定”上
7 s U. B# n! [& N - #--------------------------------------------------------------------------5 U+ Z$ I, Q J; o
- def is_ok
7 m4 C2 @" M I5 T' K7 z" N' C( @ - @index == 11
8 R2 v4 c; w- _& S. t - end
+ Z) D. H3 L% T" | - #--------------------------------------------------------------------------
# t1 G" J% v" w& g, K W - # ● 更新光标
( ]. J$ j8 w+ Z7 v - #--------------------------------------------------------------------------7 F) Q# }' k- j0 e; h. o4 k
- def update_cursor4 e6 z" _0 ~% l m, f7 v4 d
- cursor_rect.set(item_rect(@index))6 M$ x$ Y( i2 M' H$ [
- end6 J* n5 h# N/ ~3 y/ M
- #--------------------------------------------------------------------------1 h+ x- }7 A# x& J/ k
- # ● 判定光标是否可以移动5 L2 t1 c" H" Q
- #--------------------------------------------------------------------------7 ~" L/ X( A: X: B S
- def cursor_movable
C. ?% \. a/ k8 o; f9 F( P+ C# L - active
* [$ K) B7 S& Y. k8 n - end1 F' r7 @8 i) _" X& R, n; e# `! [/ g
- #--------------------------------------------------------------------------- X0 K* q7 G- [' B" ]! a! r
- # ● 光标向下移动; h1 O# o/ T" N O
- # wrap 允许循环
" o/ V1 R4 ?$ g$ H6 c4 w& H - #--------------------------------------------------------------------------4 D' n5 x+ ~/ F; J. A
- def cursor_down(wrap)
1 U) d, `# `/ v) q$ S e6 d - if @index 9 or wrap _. {4 I# c" V
- @index = (index + 3) % 12
+ g* x+ G8 A7 u& N1 T - end
9 ^" ?: n: w5 I" V# J/ [ - end9 F* T, ~( h: V# l- E$ b g" I8 H
- #--------------------------------------------------------------------------
) T& h: J) U9 x! W; r+ O, Z - # ● 光标向上移动) E% b0 B, g7 h# p1 s/ z' Q, ]' V" l8 V
- # wrap 允许循环
7 r5 ]5 I# n% D9 w" R" V2 N - #--------------------------------------------------------------------------! `- n* X" U# A9 z% f" w; L' w0 S# G8 q3 O
- def cursor_up(wrap)5 W2 A& C0 p1 q& m
- if @index = 3 or wrap8 M% n7 C- }5 m& u. G7 E; d
- @index = (index + 9) % 12
) b$ P% V4 N2 Y8 z0 g/ m: L - end
. [6 Q5 O [, Z! L# W2 C ^ - end* @! w& h# x* W# r: s
- #--------------------------------------------------------------------------" v. Y2 v/ }/ @
- # ● 光标向右移动
: e; `: C6 u, h - # wrap 允许循环8 J9 s* ^8 H. |- L& Q# ?
- #--------------------------------------------------------------------------1 i* Y* K% P9 k
- def cursor_right(wrap)
- ?5 n) M; X/ @% s - if @index % 3 2
" C2 ~# e& m. n; V6 v c - @index += 1
2 ~) P; f" ~+ K8 K - elsif wrap; t' C/ R$ X% E2 q w4 Y
- @index -= 2
! \+ y* i! Z5 M8 {0 y1 K - end R G. Y, K8 U2 O4 R
- end
- N9 d( y# K' }% P& P - #--------------------------------------------------------------------------
6 _/ e0 q8 W$ d( a - # ● 光标向左移动0 |/ M$ a) m8 s, y
- # wrap 允许循环: L% c, P& w# G5 b' F; F' _
- #--------------------------------------------------------------------------
) l, h8 o2 m: E C/ f# B) d - def cursor_left(wrap)
( n9 d! E+ O/ i$ P# M. K7 } - if @index % 3 0
8 [6 x9 T$ D- \8 }% F - @index -= 14 z( O. m* r/ d6 n# G9 l
- elsif wrap
& ^$ `) [) p' s" m - @index += 2) f2 }3 d0 o7 G
- end
) v/ B* P- b" q- T* P& U) ? - end
O" c; {/ ~6 }$ a1 u- ]; x% A& d1 O - #--------------------------------------------------------------------------; f/ ^- ]7 @( K% _- B1 j
- # ● 处理光标的移动9 D1 Y1 l% D3 J3 j
- #--------------------------------------------------------------------------
: r! S1 [0 P0 s - def process_cursor_move
4 l9 p/ T+ u' T5 p o - super( c" `+ z2 w$ G9 ^7 x. `
- update_cursor
9 Z& E" L6 E; I) _ - end$ a# D9 `7 b, g5 A# y3 `8 m! p
- #--------------------------------------------------------------------------
3 P, c6 `! b3 U* {1 m7 P: {( s/ G1 ^ - # ● “确定”、“删除字符”和“取消输入”的处理
' Z! T g) [# ? - #-------------------------------------------------------------------------- z' B4 ?/ Y, j1 U9 q: X1 S
- def process_handling6 U: f& |* c' \
- return unless open && active
4 N6 k0 }7 \; } - process_jump if Input.trigger(A)* p' z6 a: f! E$ S
- process_back if Input.repeat(B)( f# R% g, G# l$ h% p
- process_ok if Input.trigger(C)4 L' v6 B y( V; ~/ Q, e' ?
- end; m1 ?3 c% J6 Y6 Y( e7 W' w7 l
- #--------------------------------------------------------------------------
* o# o6 C$ w$ I - # ● 跳转“确定”7 ?5 N2 ]7 d9 T$ x0 @
- #--------------------------------------------------------------------------
/ F6 W) Z/ e2 U1 A5 _+ a& b - def process_jump
3 Q7 r) U2 o+ A - if @index != 11
1 `( U! }) y7 c( F1 ] - @index = 11
4 t U9 K4 ]# E: o# T& W- T - Sound.play_cursor5 K; ?$ j, {/ h/ v2 n+ m
- end5 q) y$ ?# F7 L0 d8 {/ f
- end% y( A# `' R! S: c$ z0 z
- #--------------------------------------------------------------------------7 }, y8 _; y1 ~* o7 f
- # ● 后退一个字符
, B U7 @( S, t S: _' E! ^ - #--------------------------------------------------------------------------
0 ]6 Y4 S7 ^% N" E. e- w: z" O - def process_back
$ a5 ]( w! c, O. Y! u7 l+ T - Sound.play_cancel {7 r) f/ a- Y1 T# W
- place = 10 (@digits_max - 1 - @old_window_index)0 E( L; d( ?& h K4 }
- n = (@number place) % 10
- |: g4 W/ \$ `$ `( d) i0 a" i - @number -= n place; |( z1 C" |% b% ` f
- @number_proc.call(@number)/ i/ X1 |( {% f/ Q
- @old_window_index -= 1 if @old_window_index 0
Z2 C& B. }# L7 g. m - @index_proc.call(@old_window_index)1 Y9 p# b8 Y5 M n. ~$ N: l4 q
- @refresh_proc.call! U& [7 B5 [6 K
- end9 X$ D- l3 Q( Y/ g5 U& F
- #-------------------------------------------------------------------------- ~* X( o/ l3 |2 x1 Y" P
- # ● 按下确定键时的处理* h) j" |0 F+ ~$ L0 g, a& l
- #--------------------------------------------------------------------------
* Y9 Z& v! O6 ^0 O% U - def process_ok
* s0 S$ e# m! k* b8 x - if get_number
3 \% u1 \* ~4 r) c2 A1 \. D' @# E8 L& h - Sound.play_cursor
2 p: k( Z9 Z" t! g" M - place = 10 (@digits_max - 1 - @old_window_index)
8 N" B- j) r# {% i+ M7 T* t) Y - n = get_number - (@number place) % 10: \2 R1 y+ |: D0 w$ O! y' C# _
- @number += n place
& k( a5 A- {* ]( G7 ]0 T - @number_proc.call(@number)
8 ~4 H% K# w3 x) l - @old_window_index += 1 if @old_window_index @digits_max - 1/ n- a. p) h" C- X: |2 W7 s
- @index_proc.call(@old_window_index) a: e( y; W* o0 P* f
- @refresh_proc.call
X' C. T# p+ t3 Y - elsif is_delete3 e$ M1 l$ G* z" @1 ~" D
- process_back" s* `0 y4 I( r" w! ?5 b
- elsif is_ok
3 m9 K( I3 @+ k$ M1 U - on_input_ok5 B: k8 d5 \& \8 z/ [
- end
3 I0 v2 Z. K' a, L! K - end
2 ?+ ~5 I. u$ z% f5 v2 p - #--------------------------------------------------------------------------
; H2 ]* p! K: b - # ● 确定# J( \+ E5 ^6 u! K' u
- #--------------------------------------------------------------------------, X. I6 A! M" N/ _) F# `! e1 B
- def on_input_ok
& i! i" x4 Y ^9 I& e - @index = 0& i5 F( I+ ?8 G
- @old_window_index = 0
# P1 C7 n5 W6 y5 A* Y: r1 j+ ]" v - $game_variables[@variable_id] = @number
- t1 \& W0 R9 c - Sound.play_ok% e6 X- K) X0 L7 s% Q
- @close_proc.call
8 m2 s- R* F6 ~1 O6 Q/ U" f - end
' r$ F8 s. c0 f+ q4 y# ~& | u9 B - #--------------------------------------------------------------------------
% J) T8 ~1 [2 b0 i- ^5 x+ q7 | - # ● 方向键移动光标时将鼠标移动到对应的光标位置9 L: n$ a% a* @$ E* g+ d) r
- #--------------------------------------------------------------------------) w8 {) y7 ?. t: ^( O
- def set_mouse_pos; n. O4 M3 ]# Z6 D3 `2 y6 d. j
- if viewport.nil # necessary!" @" K8 b' M/ q; e& e& Q
- vp_x, vp_y = 0, 0
) y" l6 _- C0 G1 y6 t6 r - else8 M" r0 e2 q; P* E- V
- vp_x = viewport.rect.x - viewport.ox
) X+ C+ J4 o/ ^! l- i - vp_y = viewport.rect.y - viewport.oy
4 v' e; ` E) n/ u8 t: z+ V( a) c - end# E+ i' ^; g6 o0 ~+ r0 P
- item_x1 = vp_x + x + standard_padding * I; p0 L5 y6 S3 N0 V4 z1 E! m
- item_y1 = vp_y + y + standard_padding
6 a5 G) z% V1 G8 p9 b - get_index = @index 0 0 @index 3 h! N2 `% V& E; c( t
- new_x = item_x1 + 32 (get_index % 3 + 0.5)5 _; Y ` f, ]% T. }: w
- new_y = item_y1 + 24 (get_index 3 + 0.5)
7 Q% |, W9 H" [# d - Mouse.set_mouse_pos(new_x, new_y)
# [! C* t" ^9 `2 Y5 E7 q3 }' \ - end2 o: T! N$ P6 s& v7 t6 Y
- end& h6 r$ P7 n& C3 p: u) @
: V: H1 N& y! t v6 `9 N, b- #==============================================================================; m: _' ]1 Z" \+ S0 T$ z
- # ■ Window_Message
' ]' [( d: H7 m; M# p* o" [ - #------------------------------------------------------------------------------
6 {" i' q% U. S; M; {/ J" G - # 显示文字信息的窗口。
" @" S6 a+ z+ T5 F+ B; Y" l - #==============================================================================
! @. T3 s B' t4 ? - class Window_Message Window_Base" [7 J/ v T6 N* F/ X3 n
- #--------------------------------------------------------------------------2 q/ k& K$ p5 t9 ^. J3 x( s0 m% P0 F
- # ● 处理数值的输入(覆盖原方法)
. Y7 [# g/ S- q4 q$ ^. L - #--------------------------------------------------------------------------. \; D' P; @4 y5 R+ n# M2 S1 U2 l. R/ g
- def input_number9 [2 Z3 D& G! F1 R. U0 E
- @number_window.start
0 f7 H$ o' V6 \, |3 m9 h& c - Fiber.yield while @number_window.extra_window.active
9 |7 `3 Q5 @( Y" J0 x - end% ^1 T8 i2 X$ R1 P4 l! N/ X
- end
' `$ V8 e7 }2 X b; s$ q - _3 ]$ j. Y, ?
- #==============================================================================
% W9 K7 I |- U7 @6 b' J - # ■ Window_PartyCommand2 G& t+ g5 O( M! m$ p
- #------------------------------------------------------------------------------# h# A, M( R/ x; j. O
- # 战斗画面中,选择“战斗/撤退”的窗口。- s# w, ?5 S9 R, t& @" V; p; L3 n
- #==============================================================================3 q9 D0 [2 f8 h
- class Window_PartyCommand Window_Command
7 }" `" D& {5 p - #--------------------------------------------------------------------------
+ W& y& P0 F" T. ~) ~: m - # ● 方向键移动光标时将鼠标移动到对应的光标位置$ E1 n3 ^& \/ u2 y2 K$ q0 M' _
- #--------------------------------------------------------------------------
O. ^' G1 D3 [1 o - def set_mouse_pos
. c& X( ]$ _9 p; L0 p" E - if viewport.nil
% n; N' d1 A+ j& t; w - vp_x, vp_y = 0, 0
3 O4 E' e6 O I! D - else
- `1 ~" y9 `+ | V" c. L - #vp_x = viewport.rect.x - viewport.ox! Z: q* e B9 y* o
- vp_y = viewport.rect.y - viewport.oy
* Q0 n) o+ L9 H* C0 R" z4 C - end
5 K& X9 A6 f/ T$ M& X - item_x1 = x + standard_padding
1 N g; d6 H# m. W; B9 W - item_y1 = vp_y + y + standard_padding
2 n( c0 }( M P3 g4 R0 `% k - get_index = @index 0 0 @index 7 I( `: @+ I2 O( J }
- row = get_index col_max - top_row6 f" T1 I7 N* F Q* B
- col = get_index % col_max+ U6 ?3 y9 y& |5 H6 j
- new_x = item_x1 + item_width (col + 0.5)( {$ I( e, S2 A) a" \# `
- new_y = item_y1 + item_height (row + 0.5)% @ M8 @, G3 M1 _
- Mouse.set_mouse_pos(new_x, new_y)
4 Y9 a" M3 L }/ e5 \4 c! X/ H - end2 ?) Z- z. m/ i+ R4 ^/ h Z
- end
2 X% @- O) Q/ i
& X; `; `) B2 U2 g( s- #==============================================================================" O, S$ C1 K' [2 b6 W8 i
- # ■ Window_ActorCommand
1 v; ]1 u3 C5 O, }; H9 g - #------------------------------------------------------------------------------
# M$ q. w: r8 u - # 战斗画面中,选择角色行动的窗口。
3 A f( q8 S1 _9 O2 i - #==============================================================================
0 a4 @; Y4 E5 U) m% J) r% I: \! K. R - class Window_ActorCommand Window_Command
9 i% e$ S$ Z/ e4 Z" j - #--------------------------------------------------------------------------9 o& }' t2 e5 G% R3 e9 V" ~
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
9 F7 A, m5 R0 `! O5 ^ - #--------------------------------------------------------------------------" i7 D+ D& A) ?" T( a, p; V
- def set_mouse_pos( j2 \9 D1 X$ j# ^/ g
- if viewport.nil! q9 X7 {6 w8 E, D0 f, H
- vp_x, vp_y = 0, 0! X" V+ n: p) K" R6 G
- else' ]# \9 h0 Z3 s$ n, \
- #vp_x = viewport.rect.x - viewport.ox5 U6 P2 }0 ?( o3 m( O
- vp_y = viewport.rect.y - viewport.oy
% n% h# {* _7 V$ U: C' R$ A - end$ h9 E( e! k6 P# h# j
- item_x1 = Graphics.width - width + standard_padding
( G0 o) |! C" u+ U - item_y1 = vp_y + y + standard_padding$ [2 _. X0 e3 b4 A
- get_index = @index 0 0 @index
& w% z1 \: T5 r& ~9 {' R. g - row = get_index col_max - top_row6 d. a) G$ k3 E( U
- col = get_index % col_max* T; l' o I% P9 L0 w
- new_x = item_x1 + item_width (col + 0.5)
. V- m+ s# O* x$ K5 ?. l Z5 N; N - new_y = item_y1 + item_height (row + 0.5)
5 e/ G( O9 M& l8 N - Mouse.set_mouse_pos(new_x, new_y)
4 O' Z: Z: W1 K9 v - end
6 u2 I/ |$ i6 H3 c2 |0 A1 a$ | - end8 q/ O6 K8 t0 |
- 2 @3 D6 D& a2 ^/ {2 W/ G9 ^+ X5 x
- #==============================================================================
8 X$ Q3 s; @! M- m _6 k c - # ■ Game_Player
: M A" @- d1 W/ f - #------------------------------------------------------------------------------
0 q0 E1 ]8 P% d" F - # 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。
# Q& E: n1 ~# S- Q, C1 Y - # 本类的实例请参考 $game_player 。; K0 I p1 O$ J# S
- #==============================================================================
' O: b" C: T- G0 ?$ M - class Game_Player Game_Character. G; z7 B6 s* l
- #--------------------------------------------------------------------------
3 z1 ?. Q' [) m; P8 z" \, S" e. m - # ● 由方向移动(覆盖原方法)
1 ^6 Z# _6 J+ u - #-------------------------------------------------------------------------- r% h" N( B$ C3 y; u
- def move_by_input
& O$ ?9 {+ _0 O8 M" j* | - return if !movable $game_map.interpreter.running/ x, ]5 O+ S8 B8 R, E
- if Input.dir4 04 ?: R% r9 Q! u v
- move_straight(Input.dir4)
1 `* f0 D; P I+ P! R$ v - reset_move_path* s, `( W* I: b+ d8 p& K
- else# n! V* x1 s3 m. ^9 ~
- move_by_mouse
- \/ H2 h/ {# z, @0 { - end
4 R& Q7 w0 z( l5 b* Y) M - end
( L: z0 _- G3 T& W - #--------------------------------------------------------------------------
, u" _, M# a1 k5 l- r - # ● 非移动中的处理(覆盖原方法)
' L7 q6 }6 u7 Z5 s6 `$ Z& v - # last_moving 此前是否正在移动1 Y2 y4 P% y T: S$ R
- #--------------------------------------------------------------------------
/ d% t+ I, U9 J+ _6 {- T - def update_nonmoving(last_moving)* j1 e; T' }! I0 K; Z
- return if $game_map.interpreter.running) ~+ ]- @" P m1 L! H
- if last_moving: @: v' v$ @7 I; ~' d
- $game_party.on_player_walk
1 c! z# l2 u+ G - return if check_touch_event
9 Z, F! a0 ?4 \0 R5 Z - end
$ w8 j, d5 O# I- g- w0 u! B - if movable && Input.trigger(C)
6 N& C# h6 t* W! l3 p - 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
4 L% n0 _1 u, [0 ^ - return if get_on_off_vehicle7 u5 ^5 A6 k% W0 _8 R% D/ G4 Y
- return if check_action_event. D ?' s' E9 r5 m, w$ f! K o" H
- end
, m7 M8 O$ r. K, x3 P3 M& ]3 ] - update_encounter if last_moving
# ~8 e" t- K, O) g" a, B ]* S - end i' y* ~# c% y5 v& u0 K, N
- #--------------------------------------------------------------------------
0 O' Z3 \0 [2 n4 J+ u2 K/ z - # ● 判定是否跑步状态(覆盖原方法)
) P1 k0 e! o, c* R9 A - #--------------------------------------------------------------------------
% Y- Q, e& b+ V" p. p - def dash/ w: e$ Z5 D9 j% n1 ?- t/ Z
- return false if @move_route_forcing1 \ n; a& [% ^8 n4 t0 \2 I! Y
- return false if $game_map.disable_dash5 c2 f" r$ Z7 [3 J
- return false if vehicle
2 G/ G8 d1 m/ s - return Input.press(A) @mouse_dash
. J7 c8 {" ^7 p2 P3 p8 k - end
H4 R" b7 U8 x+ l5 R - #--------------------------------------------------------------------------
* X% J+ C9 q0 }6 `$ G% Z6 t! R - # ● 初始化
/ w, l2 N+ \( t, Q - #--------------------------------------------------------------------------2 f7 o# n2 e" d, T, d2 s b" P
- alias sion_mouse_initialize initialize8 |1 q. u" [* o# x- P
- def initialize
/ e/ ~: [# V1 Q! I2 t - sion_mouse_initialize7 o+ X7 c. q9 y H; O* `- N
- reset_move_path8 Z$ t9 M, ]; B7 k6 g
- @moveto_x = 0$ X( [6 _$ h9 N5 T/ e
- @moveto_y = 0
9 K$ c# T. E p$ V - end
, x* h8 p) P I - #--------------------------------------------------------------------------
/ k' ]: \; v* h - # ● 更新8 i1 V) P$ O' G8 k
- #--------------------------------------------------------------------------
& R8 D! }& [) } - alias sion_mouse_update update9 a, O: M/ w( G5 r
- def update
: n B; }2 }: L7 G0 j0 m1 R - sion_mouse_update
8 ?8 P7 W/ C% b! h2 N6 a - clear_unreachable_sign
- b, `0 Z4 z4 E0 S+ z$ G - end* V( e) h7 R1 L2 P7 r# f+ B
- #--------------------------------------------------------------------------" y+ E$ H0 S1 ~; B
- # ● 处理卷动
* {' ^, c- {$ G) T4 I - #--------------------------------------------------------------------------
7 @" a) S( k) Q% A - alias sion_mouse_update_scroll update_scroll
2 W: S& V$ W& N4 c - def update_scroll(last_real_x, last_real_y)
$ u' J. z) D, a9 b* | - return if $game_map.scrolling) E/ k# W) G' G- f2 h# p) |
- KsOfSionNew_Scroll new_update_scroll 1 h: B1 g* ^9 F9 ]- a4 o9 u' n5 ?
- sion_mouse_update_scroll(last_real_x, last_real_y)
0 i0 E7 L* d6 y" \5 G. L# l - end9 f4 ^2 x) Y5 h% {5 y; P6 W
- #--------------------------------------------------------------------------" G5 G5 y; m; p' w8 q; D. w
- # ● 重置移动路径相关信息
+ N+ x; v9 d6 |* u - #--------------------------------------------------------------------------
5 o5 h6 ~9 T+ p# R% B1 {/ V - def reset_move_path
6 |" ~" k9 b+ N; K5 ^4 h% r! c( P - @mouse_dash = false
( w) E! n( B! ]! Z* L9 e% H# S - @mouse_move_path = []! N# L9 t# F% m1 X" K
- $mouse_move_sign.transparent = true
1 i( [3 o8 |# y! Q& Y: v - end
' }0 o! u6 m) d0 L+ k - #--------------------------------------------------------------------------
+ P1 _1 i5 B2 v0 d+ K \ - # ● 新的卷动地图方法6 y. x$ W9 D) @% X* w
- #--------------------------------------------------------------------------
- e- p. x1 _( r3 n - def new_update_scroll
+ d! T! W% k& p4 u. i3 |) w' e - horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width
* W, X7 s) P. n& T9 [ - vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height& n# ^# h* K+ o5 ^4 I3 k
- ax = $game_map.adjust_x(@real_x). W4 Q9 A4 q4 ?! t: \) d8 F7 J: |
- ay = $game_map.adjust_y(@real_y)
9 O' P7 C0 W% _ - $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y% S0 Q ]$ {. T4 i+ @9 e
- $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x0 |. `+ d# @3 c/ q% [$ g8 o
- $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x0 R! p- |- [' s; y F; ]
- $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y
3 }( K% ]+ Y w2 Y0 o - end; u4 C0 M D; M# |" q
- #--------------------------------------------------------------------------+ s! D# X6 Z) ?" n7 T
- # ● 消除不能抵达图标
6 Z- T* d( C& E/ Q; f" H* ` - #--------------------------------------------------------------------------
4 G/ e, Q) t' i d& E' u( D6 Y- _8 w - def clear_unreachable_sign
8 o" D/ [0 ]9 w# T, Z0 E! O - return if Mouse.press(0x01)
0 z$ Z' j. L Q( X& I& M: K - if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0
* O# C8 \5 |# ]5 r" R) g - $mouse_move_sign.transparent = true
# w8 l: E; v Q8 o) J0 a - $mouse_move_sign.direction = 2
/ r# K, u' Q9 O2 ~' [ ]- z# Z - end
4 u+ }: W- r2 G! L( k - end% u6 N: }4 R f; U7 H2 G$ a
- #--------------------------------------------------------------------------
" U" B9 P1 f8 X2 G - # ● 由鼠标移动( u4 x, Z6 O9 y. M1 W8 J
- #--------------------------------------------------------------------------
" H r+ U( |! h0 K" T5 U6 V) h - def move_by_mouse( F0 B8 P1 ?3 P; M1 t0 a
- unless @mouse_move_path.empty # 移动路线数组不为空则执行移动/ P/ i/ ~3 c/ n! B1 c3 e( Q( V3 v
- dir = @mouse_move_path.shift
% [9 U4 T; I* M - if passable(x, y, dir) && !@mouse_move_path.empty) i" x- g" L1 z8 f! S- `8 b
- move_straight(dir)# M% y7 `' q7 G
- elsif @mouse_move_path.empty # 判断是否是最后一步# V8 Z* d, s9 G
- x2 = $game_map.round_x_with_direction(x, dir)$ E2 p% [8 e* c: m) c W, b
- y2 = $game_map.round_y_with_direction(y, dir)4 u) K3 p* o+ F* G5 O
- move_straight(dir) unless dir.zero
) [ i4 s; c& W5 W, N( z - unless x == x2 && y == y2 # 如果移动失败,检查是否启动前方事件、上下载具# j4 u! [, q# m: B3 _# r$ ^
- check_event_trigger_there([0,1,2])
/ V( A/ V/ M. M - get_on_off_vehicle unless $game_map.setup_starting_event ]* c% z( i7 X. T' I
- end
: y K, X8 u, p; B - $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 27 e) }6 ~+ D0 }1 t2 @2 s7 _
- @mouse_dash = false
3 p; ~6 o1 q3 d3 \9 m! _# X - elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点3 J$ p) s7 `" J0 N0 _) d: g
- @mouse_move_path.shift o" M+ Y! p& U3 {! `
- @direction = dir, o# H% F; e: m- |
- @mouse_dash = false% e! O9 w+ ]) n$ i9 _% a% n1 R
- else/ u/ H8 k* H3 B: y( \9 \2 \ ]$ X
- draw_move_path
/ L, {+ N( B0 Q) q4 U - end/ n* |% T. a1 N7 E; a! J& z
- end) ]; d& q+ i) H! e9 S
- end
, G3 I( P5 I9 r6 d - #--------------------------------------------------------------------------# y' O) D9 f7 B
- # ● 地图界面按下鼠标左键的处理8 n* ^8 B% Y1 i7 V! ^0 y+ C' P1 n
- #--------------------------------------------------------------------------
s @3 `. B7 L9 T - def left_button_action
9 n: p% ^2 m, Q- {5 b - return if !drawable $game_map.interpreter.running) [! j( Z# l9 {9 W8 n0 K U
- get_mouse_pos
! {' f+ q; f% S" Q7 a& t - $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图
+ F# ^8 E2 ]) p" C; j4 U& v - if @shift_event
+ G! E; d$ d0 K z$ q1 B4 ^ - if Mouse.trigger(0x01)
7 _3 Y/ i, S2 x) X! C+ V - @shift_event.jump(@moveto_x - @shift_event.x,
; v9 F+ N1 P* \! B3 U4 k% J: [ - @moveto_y - @shift_event.y)
1 J7 n Q' a; h+ S3 O - @shift_event = nil
# G$ Z b2 x4 X2 @: o6 L- I - end
0 l2 i* U5 p/ Z9 ?1 O - return
# v v4 A8 x! k! @) h7 w4 l" V - end
2 U5 a; ?) v! S6 b. I* y% t* Y - if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合( n" e; \% }- S. }% d5 e8 V
- return if moving (vehicle && !vehicle.movable)3 M+ ]) s* V+ ~( \
- check_event_trigger_here([0]) # 判断是否触发重合点事件
% m* B3 f3 s8 a P% I2 u& T - get_on_off_vehicle if !$game_map.setup_starting_event &&
, _' {) u. x: N! |' G4 [/ M - $game_map.airship.pos(x, y) # 判断是否要上、下飞艇0 S+ @& ^ `% O1 p6 L
- return, p& G8 d+ ?; P! ~! K
- end: E+ y) N( a: `7 L; q" `( f3 u4 A
- # 判断是否用鼠标启动事件
- g7 }4 F9 v1 S: L* W6 m% e - $game_map.events_xy(@moveto_x, @moveto_y).each do event
_6 A, N( g; o* [ - if event.mouse_start
. `5 ]% e) s8 Q' ^2 @8 ^ - reset_move_path
% N7 B0 G6 y3 n# e& Z - event.start if Mouse.trigger(0x01)
+ e8 w, V4 K: Q4 `7 ~ - return
* Y2 I6 d& Z5 V1 s8 M6 T+ }! s - end
' z% g& t% e3 O! m$ ~( d - end
5 f( n2 o' d9 b' _. T - @mouse_dash = true if Mouse.double_click # 双击冲刺; d; H4 e i0 L0 r# E2 C I& m
- return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
' q; Q3 K* U% f: u# j; @+ N - for i in 1..4 # 判断目标点是否为角色周围四点* j! }, C2 J I# I+ i
- if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&
) n! R% A: I1 _6 x - y == $game_map.round_y_with_direction(@moveto_y, i 2)
0 \- h: Z \4 t9 z5 a$ Z @ - $mouse_move_sign.transparent = true
3 G4 Z* E+ i( @7 b h7 }/ g7 V* S5 {% T - @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)
9 T) p, X; q& k* Q$ r5 o: F# o4 B - return; end
' {2 E" ?) K; H. ? - end ]# f2 r# O7 n+ n$ ]( u7 a2 Z
- draw_move_path
# p- o. o7 e G - end
3 T0 n! S6 W+ |6 k9 c% d: [ - #--------------------------------------------------------------------------% `* h1 S( {2 X$ V, b) k
- # ● 取得鼠标处对应地图坐标点6 Y/ _1 w% D2 B
- #--------------------------------------------------------------------------0 ^$ S) i$ L4 C7 V( C2 b; W
- def get_mouse_pos+ l$ R+ A4 Y5 R5 S
- $game_map.get_mouse_map_xy# D) s, v& g: ?& A( D! @
- @moveto_x = $game_map.mouse_map_x
1 Q. z3 ]: A3 T B+ f9 Y0 ^, E - @moveto_y = $game_map.mouse_map_y( Z1 A0 L7 [6 }$ P0 W: M
- #mouse_x, mouse_y = Mouse.get_mouse_pos' X: J) V+ h! J0 _' o; z) X
- #@moveto_x = $game_map.round_x(x + (mouse_x - : d9 ^& r& c* ?' b% e' E
- # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)3 K! e' P" U% I, r _7 s' A" W
- #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -" A6 B ] z: Z. M( K
- # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)9 g; V: z9 _! g4 H: r# D
- end
9 ^7 E! Z- w% n0 r" `" E - #--------------------------------------------------------------------------. n+ Q h# f& e/ o4 D
- # ● 绘制移动路径 @array[move_directions...]
. G4 p% ~ G( i1 B; _4 l - #--------------------------------------------------------------------------2 H+ S; S+ Q$ z D9 o+ E1 K: \$ F
- def draw_move_path+ Q' J6 L& y& u& |' e$ y" n2 M
- #temp = Time.now
+ W7 F+ Z+ W1 {) {2 K - case @vehicle_type8 P# R. G I$ W) O, B- U5 h
- when walk
* F6 j; R# E1 o r! g! b; Z' \ - draw_walk_path7 Z; P2 `3 q$ k: S
- when boat' f1 w# ^, o5 z6 }7 @* w( x7 I5 [
- draw_boat_path; E+ H/ c9 q5 r: E& x6 Y) T8 ~2 W
- when ship& \& D- X0 e8 q" q1 G5 M
- draw_ship_path5 d4 W* T6 j# S# _, q) O
- when airship9 u' ]) R* p0 Y$ d
- draw_air_path- n! B7 m: w" S% l7 c
- end# @: x/ x) \7 W/ u
- #p (Time.now.to_f - temp.to_f) # 测试效率2 N- c2 ` E7 p: Q" Z2 X4 S. \
- end* \# {7 k' I9 N/ }
- #--------------------------------------------------------------------------+ N) \/ w4 z2 w5 \+ F
- # ● 判定是否可以绘制移动路径% U% K8 Z+ s* x# R0 g: [
- #--------------------------------------------------------------------------
. i) M. J) u# x* ]0 G - def drawable
/ ?) J' l6 h- ^8 e' R7 H( g - return false if @move_route_forcing @followers.gathering
9 U; Z% Q& U) G5 L6 \1 F - return false if @vehicle_getting_on @vehicle_getting_off
* W' W0 d T; u- ~3 Q - return false if $game_message.busy $game_message.visible
! T5 V r6 C" \+ ] z& a- ` } - return true7 ?# K) i4 N& C; ^. _
- end) R- A7 Z( b* o
- #-------------------------------------------------------------------------- @! D1 r. Z+ g. d! A/ M
- # ● 绘制walk移动路径 @array[move_directions...]
@' j6 V4 j4 {1 J - #--------------------------------------------------------------------------8 v5 S9 f `! I) e' m1 F' r* T
- def draw_walk_path6 c3 M' A- v( F3 E' e y W
- # 准备绘制路径表格5 o$ y5 S K2 W$ ^" R
- sheet = Table.new($game_map.width, $game_map.height): T0 i- A7 L3 M b5 K! {( V
- reversed_chase_path = []; chase_path = []: E5 U$ ?& C7 X6 v- T8 F% {
- reversed_chase_point = []; chase_point = []1 Q2 B, T5 N( |1 |/ V" Y
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
5 w6 V# P& U( P' p8 \ - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2. B* T) f9 k6 p$ \9 M
- reach_point = false
8 ?1 N. ^. A( N% o5 M ?% { B) o - step = 3$ V K3 r! e6 F0 K) h2 e" h. o% f
- loop do #loop1 开始填充表格. t) ^/ q/ V4 r+ e
- draw_path = false
! c/ G3 ]& C* X- D: j+ E+ l - check_points = new_start_points
( j6 L& C1 w) N, n# o - new_start_points = []
! G0 y u+ q' e; j0 L* S - loop do #loop2 从起点开始正向填充5 L4 ^! x$ D' t- q5 ~; n$ ]
- point_x = check_points.shift
+ B5 W: g4 k. D8 E* H) e/ ~& G - break if point_x == nil
' W/ I7 d, ]5 E: h' z2 { - point_y = check_points.shift' h# B3 b1 a1 a6 \+ E& e+ W
- left_x = $game_map.round_x(point_x - 1)
+ R' ~. x$ \3 { - right_x = $game_map.round_x(point_x + 1)
3 e6 f3 f0 `! Y C8 U. } - up_y = $game_map.round_y(point_y - 1)
# _1 a4 `0 _7 h1 W- E" d- Y$ Q - down_y = $game_map.round_y(point_y + 1)' A4 r9 F" R1 L3 r" a
- # 判断路径是否连通
: L! W6 e0 N2 e9 B& l0 X - path_step = step - 1
; M( ^$ `) |* }0 e# e/ D5 C; b - if sheet[left_x, point_y] == path_step &&
* u- F& @: E% H, | - $game_map.passable(left_x, point_y, 6) &&
* G, A4 K, L, j( J3 D9 X3 Q0 B L - $game_map.passable(point_x, point_y, 4)2 e* a+ E: g& E/ d
- chase_path.push(4)
/ W" Z u5 [- X2 V2 L8 | - chase_point = [left_x, point_y]
% p6 T5 q P6 }: P2 ?$ w - reversed_chase_point = [point_x, point_y]
8 l( ?) ?9 K& B8 Q% A/ ~, c - reach_point = true; break
% {5 a0 n5 z4 C) x; w- j3 ^4 D - elsif sheet[right_x, point_y] == path_step &&
8 T: Z8 V$ G4 x4 e8 J' A - $game_map.passable(right_x, point_y, 4) &&5 m3 w5 m) I d$ B$ P' q
- $game_map.passable(point_x, point_y, 6)
2 i* `) a" G) h - chase_path.push(6)
0 t# h* s( A, n- s - chase_point = [right_x, point_y]
: N6 \" o( r. e) h7 [4 ?( u' r - reversed_chase_point = [point_x, point_y]4 C7 g- l6 x9 {5 ?6 F- Q3 i- u
- reach_point = true; break
$ L" k* l( I' Q8 t9 D+ x4 u- P9 Q4 x - elsif sheet[point_x, up_y] == path_step &&
8 s% @' d- u! ]: ]* j - $game_map.passable(point_x, up_y, 2) &&* h3 z- D! k7 Z& G3 U
- $game_map.passable(point_x, point_y, 8)7 i; _' h+ U; p% D0 P0 P& w
- chase_path.push(8)) r* i+ a" {6 M8 b
- chase_point = [point_x, up_y]3 C4 W& L& y: |) E
- reversed_chase_point = [point_x, point_y]
5 s [# O9 _3 d4 M: D- r, E - reach_point = true; break4 O/ _7 u) ?; c. g- m- m6 o$ t
- elsif sheet[point_x, down_y] == path_step &&
* _1 H8 B, A, h - $game_map.passable(point_x, down_y, 8) &&
3 A v' E4 x# ]. M- i2 _; l - $game_map.passable(point_x, point_y, 2)
$ }. l) D6 I. a+ H( d4 P - chase_path.push(2)
+ j* R* ]. j! D: y/ k$ R - chase_point = [point_x, down_y], S3 f) D, `5 k) M0 D
- reversed_chase_point = [point_x, point_y]
/ i F4 z# n w+ p) A0 J: I3 V - reach_point = true; break% D; v4 s# H) Z: V6 q# [) L
- end
8 k$ e5 w6 K+ ?4 j; I+ F# L3 ^% n5 b - # 以需要抵达该点的步数填充路径表格 #; g! {; S! L$ U+ G+ u2 J
- if sheet[left_x, point_y] == 0 &&
: L# b; \! J) t( Q" N3 v - $game_map.passable(left_x, point_y, 6) &&: k7 t7 X; Y2 p9 V6 c! M9 ^
- !collide_with_events(left_x, point_y) &&" E. J" Y4 t) U. `$ [
- $game_map.passable(point_x, point_y, 4) &&1 D- S( w. t& s7 R8 |: V$ h$ X* G2 ~6 l
- !collide_with_vehicles(left_x, point_y) #judge_end: V8 v) I1 B* A4 Q1 m& R
- sheet[left_x, point_y] = step% I6 ^! {1 G3 U
- draw_path = true
1 r1 m1 r" V) n1 @; ]; P) N4 ~ - new_start_points.push(left_x, point_y). P V4 [2 u8 k R3 h4 l9 |8 W5 e
- end+ u0 R7 C# X1 e7 ^! V) \
- if sheet[right_x, point_y] == 0 &&
# l( W/ p. X, I9 Q9 n - $game_map.passable(right_x, point_y, 4) &&
* `# ~% b' ?1 M, W W, p0 j - !collide_with_events(right_x, point_y) &&
" M6 Z8 \; }; w8 G) g; l T/ A - $game_map.passable(point_x, point_y, 6) &&. M1 }3 H6 e( Q
- !collide_with_vehicles(right_x, point_y)#judge_end! W& y( {% w/ X6 ^! r# B( a1 E
- sheet[right_x, point_y] = step; h1 S: z8 w1 K. Z' ?
- draw_path = true
# }' C) H m2 b4 V - new_start_points.push(right_x, point_y)! N# t2 T( v6 y3 X
- end
) x- c8 l. G8 `+ q: Z8 ]* w - if sheet[point_x, up_y] == 0 &&
' {% Z7 |# e0 i& _: m7 ?$ B- S) _$ Z - $game_map.passable(point_x, up_y, 2) &&, i6 `# ~; ]5 |& Z' ~5 n
- !collide_with_events(point_x, up_y) &&
2 ~& f* `7 ]: n* c7 n. h. T - $game_map.passable(point_x, point_y, 8) &&: z3 o! O: \. k- Z; t6 r
- !collide_with_vehicles(point_x, up_y) #judge_end
2 I' n m& t% O6 ^ U - sheet[point_x, up_y] = step
6 p6 {: |+ g' B+ E1 I - draw_path = true/ u- ~ B5 Q0 L+ V! y
- new_start_points.push(point_x, up_y)
" ^& N S% Y0 o3 o: G6 G7 r - end
# Z* x( W9 L' m5 V9 } - if sheet[point_x, down_y] == 0 &&
$ e, k( o9 ^+ Z - $game_map.passable(point_x, down_y, 8) &&) _$ u, b& \- j
- !collide_with_events(point_x, down_y) &&, F# d! h/ _2 }7 F
- $game_map.passable(point_x, point_y, 2) &&
3 n n9 \" J( M- P4 F6 [ - !collide_with_vehicles(point_x, down_y) #judge_end; v6 W' E% U/ {* k8 t3 n+ D
- sheet[point_x, down_y] = step9 X+ {4 t' J; S& [
- draw_path = true
1 r; _0 A% M ]* Q8 O. H" | - new_start_points.push(point_x, down_y): r: b+ ~0 z9 Q" K5 u
- end
$ g3 ?, k' m1 a( p& ~) t - end#endOfLoop2; u# @" B% l: \4 A
- break if !draw_path reach_point
$ P8 h- K, ?, o; i5 ~ - draw_path = false
) P" z: M1 g. B7 |+ q9 q - check_points = new_end_points# @& W+ r9 W- d- C) u4 }$ C
- new_end_points = []" a2 D1 O$ z* o# G) h' f+ ~( V
- step += 1
1 C+ K$ I$ r/ {; M4 T) t! s - break if step KsOfSionBreak_Steps &&
$ Y6 T5 T' @9 ] - !Input.press(KsOfSionFind_Path_Key)% Q2 O2 `8 I9 ?( r
- loop do #loop3 从终点开始反向填充
* g7 [0 }+ j$ |: d - point_x = check_points.shift
4 s5 o/ i/ S5 {: @1 C2 W+ ] - break if point_x == nil; H! r8 R. ]! o' N
- point_y = check_points.shift a8 s3 I! z# M2 t4 b
- left_x = $game_map.round_x(point_x - 1)" s% p6 p: M: F% _9 k
- right_x = $game_map.round_x(point_x + 1)
4 q" T S9 C& \# v& C/ s$ I - up_y = $game_map.round_y(point_y - 1): F I d) M) m2 [. q- E
- down_y = $game_map.round_y(point_y + 1)" {4 S& C! n- E1 J
- # 判断路径是否连通
( v5 E, R7 B8 K1 I/ T6 B1 m. E - path_step = step - 1( k, |8 c0 U) S
- if sheet[left_x, point_y] == path_step &&
; O M2 i9 ]# K' @8 N" ] - $game_map.passable(left_x, point_y, 6) &&
# ]1 o1 m. |- Y5 X& L# S - $game_map.passable(point_x, point_y, 4)
3 [' W& `5 D- I2 F7 b: H1 w - chase_path.push(6)
# a/ g4 Q! q+ x* _2 C - chase_point = [point_x, point_y]+ B, V( T! P5 ?4 S3 A' T
- reversed_chase_point = [left_x, point_y]& I8 ^# e4 A9 o% V+ v* }) r
- reach_point = true; break
7 f7 n, V+ q; v1 }* a. @0 m Q5 ? - elsif sheet[right_x, point_y] == path_step &&! P U, J( }" K; }- Y2 L
- $game_map.passable(right_x, point_y, 4) &&* Y4 S5 p- P! a; Z& v
- $game_map.passable(point_x, point_y, 6)
; ?4 O, U' u- {/ _ - chase_path.push(4)
0 h, ?2 c2 W n& M" w* Q9 { - chase_point = [point_x, point_y]
3 k t1 S" \" m! u) O/ M* d: r) l - reversed_chase_point = [right_x, point_y], n' V6 _: f, ^3 V: d! X
- reach_point = true; break& Y5 \, W0 L X. D$ [& L/ I$ @. O4 m
- elsif sheet[point_x, up_y] == path_step &&
" K3 j) @! b9 ? - $game_map.passable(point_x, up_y, 2) &&
# _" D5 E B& o - $game_map.passable(point_x, point_y, 8)
/ f7 {* j; N" Q - chase_path.push(2)
% E0 u# i0 f6 I' s5 D - chase_point = [point_x, point_y]
5 x4 b( Q% ^7 g6 T: y3 T" O; b - reversed_chase_point = [point_x, up_y]
$ E+ R! I( x3 v% j/ H - reach_point = true; break
! _$ o( w& u% B* D' p - elsif sheet[point_x, down_y] == path_step && V- \# J5 j; ?7 ]! Z/ j
- $game_map.passable(point_x, down_y, 8) &&5 s' `7 k' _1 P) J; L
- $game_map.passable(point_x, point_y, 2)9 Y- |9 M& d: O; u; T% U
- chase_path.push(8)1 i' B. A9 G! N! h
- chase_point = [point_x, point_y]* O3 k5 Q. Z# H6 l6 p6 v
- reversed_chase_point = [point_x, down_y]( ]/ ~1 F/ d& Z2 p/ a' H# ^
- reach_point = true; break# Z" c8 @) e7 g8 \/ {2 w) s, l9 }
- end/ F- u# B. k! a* R( o0 M# I' N4 P
- # 以需要抵达该点的步数填充路径表格 #
u% q. M( p' a; Y' q- S4 f, U - if sheet[left_x, point_y] == 0 &&
, y$ Z; d# ^0 `0 j: E/ l - $game_map.passable(left_x, point_y, 6) &&
2 p7 e; }( q, e- ]. J; a: M - !collide_with_events(left_x, point_y) &&
7 `2 s: S' b8 P, V/ l, a" F - $game_map.passable(point_x, point_y, 4) &&6 @1 @4 D7 \6 A/ T
- !collide_with_vehicles(left_x, point_y) #judge_end
' R6 t5 `( L) L: o - sheet[left_x, point_y] = step; ?5 y) m/ k7 a& v
- draw_path = true
, b, F; j2 U4 G; Q! V - new_end_points.push(left_x, point_y)
9 x, n8 V! c0 I7 ^& {( @ - end4 C1 P5 V$ ~8 U
- if sheet[right_x, point_y] == 0 &&
, ~2 L- O$ S+ z1 P1 B) f; l - $game_map.passable(right_x, point_y, 4) &&
+ h( t, P# q* A, P: ~) R - !collide_with_events(right_x, point_y) &&5 A( q5 u: s1 T4 ~
- $game_map.passable(point_x, point_y, 6) &&
9 z: M3 j6 e! E/ f ]1 { - !collide_with_vehicles(right_x, point_y)#judge_end
( Y% V9 n) }6 f8 ^, d# P$ _ - sheet[right_x, point_y] = step! U+ f: p# c& m! D
- draw_path = true/ v% v" N5 f! c# l1 K: F
- new_end_points.push(right_x, point_y)
5 H, @" c: E. {- @1 K l - end
& J; i# ^- _ P4 n" { - if sheet[point_x, up_y] == 0 &&
& R& g) v- t3 \" f: G - $game_map.passable(point_x, up_y, 2) && K: \- _$ b2 v- v3 l+ j
- !collide_with_events(point_x, up_y) &&
4 s/ Y8 O2 W, S$ n0 O! I - $game_map.passable(point_x, point_y, 8) &&; r y) r( @: Y0 B$ G
- !collide_with_vehicles(point_x, up_y) #judge_end6 p' `) y/ a# n/ J8 \
- sheet[point_x, up_y] = step
4 t. b! V& r6 A/ h5 M4 g4 e* d - draw_path = true
6 G0 t9 u- t5 k4 I# l2 H/ ] - new_end_points.push(point_x, up_y)
+ k: U. s5 u% a& K1 ~' ?- f7 M0 N - end* z" G. g! f1 i4 e5 n3 e
- if sheet[point_x, down_y] == 0 &&! p6 i7 L) z7 s, J+ S. o4 N1 `
- $game_map.passable(point_x, down_y, 8) &&4 x' h% Z6 I4 n n2 z8 u7 e+ V8 _
- !collide_with_events(point_x, down_y) &&% p3 I9 T9 {* N+ ?) l* c
- $game_map.passable(point_x, point_y, 2) &&
; b$ ^+ s1 V5 X0 T1 }, U - !collide_with_vehicles(point_x, down_y) #judge_end
# c) |7 k/ z# J* a - sheet[point_x, down_y] = step
+ R8 b4 @! Y- B& J; F - draw_path = true
2 n. ~( J$ y' u- a0 D - new_end_points.push(point_x, down_y)
' I' ~/ @: K7 Z" {# e - end: \: z" C) Q9 w7 t: x" x# e K0 `
- end#endOfLoop3
8 B+ y8 g5 g. w' J1 A - break if !draw_path reach_point
[8 R2 a- ^" `' A) y& p - step += 1: X8 R& e- {# R! N- g. ^3 ^
- end #endOfLoop1 路径表格填充完毕
o& v% I7 w8 H. ^1 z7 _& w3 m% R - $mouse_move_sign.transparent = false
. l3 }" A9 p8 t( {- ~ - # 判断指定地点能否抵达: ^9 ?- D7 I9 y
- if reach_point
) t' A! b# ^' F3 g/ d# }' H - $mouse_move_sign.direction = 2
* X1 }) p- R, Z - else- v9 s) P6 V2 @' E+ N
- not_reach_point2 n" I( w% F# E& l
- return- C: O1 J2 K) P
- end
, n) f5 n+ Q& G( T5 W# x6 W# e - # 根据路径表格绘制最短移动路径(反向)
0 F; Q2 w1 A+ u. E) D - steps = step 2 2 + 1# M- C' T8 e! w+ c+ a( ?+ T9 V) j
- loop_times = step 2% w2 \3 {5 S* k: _* I w( d% Q
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
6 G9 Z2 C, l4 X9 J7 ^( N( v! @$ O - for i in 1..loop_times # forLoop
; G# g U' e# t0 ^2 A0 F - steps -= 2) L2 Y1 J" \. U @' C7 W0 \: _
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……9 j" U Z* y1 G) ^
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&9 v/ G9 \( \+ f
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
% W2 R3 \4 p# Q0 m" _ - $game_map.passable(point_x, point_y, 4) #judge_end
0 F* ~0 J( F* p B$ X, D7 P& A - reversed_chase_path.push(6)- p8 h7 A' M1 T* A P8 y1 u
- point_x = $game_map.round_x(point_x - 1)8 z T- N& q0 c$ E' `/ A
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&5 @ l, |. u" x) H; Y
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
0 a" V. S# U: k- \5 B& a - $game_map.passable(point_x, point_y, 6) #judge_end
" g8 |% A5 u v9 m3 Y - reversed_chase_path.push(4)9 V1 `1 t0 z: {3 K# L
- point_x = $game_map.round_x(point_x + 1)
4 v( ^: H F8 Z$ W$ `0 Z' |' r& v8 f - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
) { w) ]! f0 H- Y. ` - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&$ E+ e! t% ~* s% ~
- $game_map.passable(point_x, point_y, 2) #judge_end
) {1 Q$ g7 W: ~9 ?9 e8 ~ - reversed_chase_path.push(8)0 Y7 v- Z) Q+ A4 h# }
- point_y = $game_map.round_y(point_y + 1)) i& \2 v! Z, v% u$ |
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&1 Y% Q# e% m' C" w
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&( U$ }& f e& i$ w& {* l4 [
- $game_map.passable(point_x, point_y, 8) #judge_end$ F2 i) R* V5 d ^2 [ g! l
- reversed_chase_path.push(2)
1 t9 f. t x( }/ n - point_y = $game_map.round_y(point_y - 1)
* N- Q5 F% Q9 ?9 j) X - end4 M$ ]" T# }' _. l. n1 J2 Y
- else0 @# q( |2 Z- H+ g7 r
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
7 u% i. w4 I0 Z( h - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&% w7 ~* K1 _) t/ ?
- $game_map.passable(point_x, point_y, 2) #judge_end
0 U; j! D. m7 L' M' L" z - reversed_chase_path.push(8)
* K2 b: H0 }& w) j6 k* z - point_y = $game_map.round_y(point_y + 1)
' m, A, S' M2 u G) D - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
5 Z2 `; h( z! g9 c6 m' X - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
4 D- N& c' Q: s' R - $game_map.passable(point_x, point_y, 8) #judge_end, u" W, G% q; A7 i- `
- reversed_chase_path.push(2)
* ^) H+ |: j6 t& @: C - point_y = $game_map.round_y(point_y - 1)& ]. V- _1 R; U- v o7 m" l
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&) ]6 b' Z! V0 a! i. G& u A) l4 J' [0 f
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&, L! g) i9 v" @
- $game_map.passable(point_x, point_y, 4) #judge_end5 o4 ^+ B: W) m% c( V' ~& h
- reversed_chase_path.push(6)- }; |7 Z! g6 A" o" M5 P
- point_x = $game_map.round_x(point_x - 1)
& z: Z( R2 y; [4 d - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
* I* C& b8 s7 X7 m ^) J7 b& H2 l - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
1 p- N$ y0 _, l1 ]# R, `2 x - $game_map.passable(point_x, point_y, 6) #judge_end
) [7 {. O2 B9 x0 S" i - reversed_chase_path.push(4)
2 f8 H/ P* d8 ^/ v - point_x = $game_map.round_x(point_x + 1): I2 c- {. B6 D2 o- _# L! b0 i
- end3 |0 h9 F$ z5 t4 Q* x7 T
- end8 y( D+ }% l1 ^+ }5 S
- end #endOfForLoop( o0 D; U# v x6 q* [$ }
- # 根据路径表格绘制最短移动路径(正向)8 X( t; Z: W/ o" c
- steps = step 2 2, K% e* J/ N. }6 e! S0 z) b% d' c
- loop_times = step 2& N5 R' \- B& } b) }! |
- point_x, point_y = chase_point[0], chase_point[1]3 u) i) T# k- F
- for i in 2..loop_times # forLoop6 r0 T7 n @# S( ~% e
- steps -= 2
$ |- ]& D7 Q) T! g! d6 v+ _ - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
. D0 L9 d: c! z - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&- S, D( G( X/ l9 J) s
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&; Q; s& d* I& B( L) s9 w
- $game_map.passable(point_x, point_y, 2) #judge_end, |3 }# J8 A6 }
- chase_path.push(2)
, D1 o! x; W/ M; S0 u - point_y = $game_map.round_y(point_y + 1)9 Q: J/ Y" {5 N( h9 D& X# _: c' ^6 R
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
6 C% r* R& m) B0 S/ m - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
9 s. q. s" m' L( Z2 R* p - $game_map.passable(point_x, point_y, 8) #judge_end
3 Q2 X4 \, k1 g( X- I* {! f2 e - chase_path.push(8)
1 A3 m8 k/ _" O4 G - point_y = $game_map.round_y(point_y - 1)1 w; G* P. G p/ p7 B( S( v7 O
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
; } j3 O8 ?$ c - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
; e; k1 l8 h# J6 s! {/ ? - $game_map.passable(point_x, point_y, 4) #judge_end8 t, O' _& U4 u; h3 {
- chase_path.push(4)
8 v8 U' M- ]! r& W, w/ m7 ^5 u - point_x = $game_map.round_x(point_x - 1)$ G* w1 d3 M4 A; F3 S" h0 E
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
( ]$ B; @2 O) N( k* K1 M& Z2 a6 ? - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&/ t% B0 j6 T4 H' E
- $game_map.passable(point_x, point_y, 6) #judge_end
3 H1 p0 K# V" ]: _( T - chase_path.push(6)2 @$ U- P8 i7 ?3 f v$ c' H" m
- point_x = $game_map.round_x(point_x + 1)- _6 _0 G' z( D6 U
- end: K" J; B3 m( ?+ E7 }
- else
- Y) b2 ~+ @2 |# S - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
! r! x- ^9 [) |, E9 l. l4 l$ C - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
- b/ }5 s* G& ~ - $game_map.passable(point_x, point_y, 4) #judge_end( z1 k! F$ u( d
- chase_path.push(4)
* W; Y. d4 q9 f0 N8 q+ j - point_x = $game_map.round_x(point_x - 1)9 v0 v- c" k# p- K
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&5 Y) S% o7 C3 s! p- W. U6 t# @
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&, [4 S$ R) a& ^5 u: z, J
- $game_map.passable(point_x, point_y, 6) #judge_end7 A' O& { E( Z# ~6 S; V) E
- chase_path.push(6)
& v! j3 \6 Y: x5 V( I+ x/ ] - point_x = $game_map.round_x(point_x + 1); J, o& p/ o: d, H) c
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
4 w% {" d+ k1 I4 | - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
: B' X8 D0 M b8 i/ r( z% m - $game_map.passable(point_x, point_y, 2) #judge_end% K+ z9 F9 Q2 T& J
- chase_path.push(2)
- k- J, T$ M5 l& Z7 }8 o - point_y = $game_map.round_y(point_y + 1)
* t+ v: d$ Q! \& }, P M( j. E - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
1 M: y3 l! H& l5 W4 | - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
. O9 p0 b. R3 u( o1 |4 k. ~3 e - $game_map.passable(point_x, point_y, 8) #judge_end; C1 ^) Q6 g0 t) [4 n
- chase_path.push(8)/ s5 W, g8 r- u
- point_y = $game_map.round_y(point_y - 1)2 J3 q; A* R) x+ L4 t N" I: m
- end
& \; Y& N( H" W S& K/ e/ F - end9 m# K% y$ o* O; O; a: d+ u
- end #endOfForLoop
$ G/ B* Z1 e" o9 y' B0 p - @mouse_move_path = reversed_chase_path.reverse + chase_path) c% D& D m4 f/ Y( @3 i. T# H* `
- end#walk7 G3 Z2 n! U9 `- _
- #--------------------------------------------------------------------------
# r% { `( i* ?6 a - # ● 绘制boat的移动路径 @array[move_directions...]
; [7 Q1 m9 S' P/ t - #--------------------------------------------------------------------------
* O% T3 s3 s, ? E9 ?) \ - def draw_boat_path
( Y- C, ]* j- V/ X7 U - # 准备绘制路径表格
# |2 Y. n0 i/ H. k+ ~, _ - sheet = Table.new($game_map.width, $game_map.height)# V' G! k7 @7 Y# [6 Z( Q/ A/ g
- reversed_chase_path = []; chase_path = [] u5 W" W0 n) ~
- reversed_chase_point = []; chase_point = []2 s( L& }7 a; w$ N% `4 U9 w/ H! X: D
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
7 O Z- F/ V6 L0 L V - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2" {, ~% \7 ?7 m4 P1 O5 b
- reach_point = false" {4 T/ s* J5 X( I
- step = 37 l2 j( F9 K9 o; m/ E/ v
- loop do #loop1 开始填充表格4 q, N4 N; o6 w ]: m# z& n' `/ }
- draw_path = false
' V/ n* |& I {( r% T - check_points = new_start_points
1 u7 S# ]0 l/ u& W" L/ @4 j, ?0 y! c - new_start_points = []
8 C" z5 S; `$ v5 ?3 K - loop do #loop2 从起点开始正向填充6 J+ I5 E" E% E' N5 R( ~% N
- point_x = check_points.shift
& Q/ Q# T4 q& |8 L, Z, `/ H - break if point_x == nil- e$ q* H' P5 e! @3 X/ _
- point_y = check_points.shift$ \5 k% [- B- o
- left_x = $game_map.round_x(point_x - 1)
& g/ C3 Q l" q7 M2 @* O+ n - right_x = $game_map.round_x(point_x + 1)2 E J- R0 [' i0 c3 G
- up_y = $game_map.round_y(point_y - 1)* b/ f1 Z& q- a# h5 X( u
- down_y = $game_map.round_y(point_y + 1); h7 y( i7 G& j; C0 G
- # 判断路径是否连通
4 @9 ~; ?0 L$ l$ r - path_step = step - 1& Q: F' ~/ A, q6 C5 N" c& |
- if sheet[left_x, point_y] == path_step
- e2 {, v$ P* i, V' C - chase_path.push(4)0 S: m- C0 ]2 c$ V+ a3 p5 x5 T9 P
- chase_point = [left_x, point_y]
2 z3 P2 |9 B4 K: @ - reversed_chase_point = [point_x, point_y]( M( ?. s0 x% Q, X8 Y5 k6 e
- reach_point = true; break( i0 c, J* J! j/ V6 \* {
- elsif sheet[right_x, point_y] == path_step- r& E* {3 l9 K y8 i
- chase_path.push(6)
9 C: d, v) |6 f n7 o - chase_point = [right_x, point_y]1 g* w9 X. j# P6 h+ s% R, l
- reversed_chase_point = [point_x, point_y]
; } K& M7 A& z. S! R - reach_point = true; break
: f4 D, n, f2 a# L4 a8 r, j - elsif sheet[point_x, up_y] == path_step
! R: K* B$ @3 g; k; D7 h - chase_path.push(8)4 B, F" p3 P1 }* w
- chase_point = [point_x, up_y]: c8 s( n9 z; b, {( q( K
- reversed_chase_point = [point_x, point_y]$ L; s% ]; [. g2 b2 P! O
- reach_point = true; break4 O! g+ S4 |7 C* x9 f' }# o4 B- q
- elsif sheet[point_x, down_y] == path_step2 u- k( E: Y" `" l
- chase_path.push(2)
( [, h' d+ z1 B- N( j' a) I+ A- e/ @ - chase_point = [point_x, down_y], J* c: l7 b5 M1 h
- reversed_chase_point = [point_x, point_y]
! e1 r& N, R8 {9 e: [7 W* m' z - reach_point = true; break* l5 B# n; p G1 R: T/ U e: @4 I
- end
3 T7 @. `: I' g+ g - # 以需要抵达该点的步数填充路径表格 #
7 C. i: f( L" Q' z+ }" i" D - if sheet[left_x, point_y] == 0 &&
2 S i l, T4 J - $game_map.boat_passable(left_x, point_y) &&9 e; S- m) d+ C- V; S* `& @
- !collide_with_events(left_x, point_y) &&. w0 ]9 `7 r: W1 A
- !collide_with_vehicles(left_x, point_y) #judge_end9 l# w: R% d9 T1 [
- sheet[left_x, point_y] = step
; ]9 a7 ^, d8 y8 `$ r# X - draw_path = true
0 e0 h/ o! F# r! R4 @; J9 q8 z - new_start_points.push(left_x, point_y)
9 \. l5 b: [) D7 c6 q - end* u% K' e, N6 [3 m
- if sheet[right_x, point_y] == 0 &&# b( b) o" h3 z7 L0 a
- $game_map.boat_passable(right_x, point_y) &&8 l- O; X+ G; u6 E0 C& Z
- !collide_with_events(right_x, point_y) &&1 |) f3 z( W6 u) G) R9 \
- !collide_with_vehicles(right_x, point_y) #judge_end; r% X" }3 A) ~& T2 Y
- sheet[right_x, point_y] = step! n- X* n4 j4 ?- G
- draw_path = true
9 \8 D( D" c8 x- u/ @ - new_start_points.push(right_x, point_y)- Q [6 `$ T+ p. k' p# ]8 e0 K
- end6 `* M( K V P: x2 C' B4 k
- if sheet[point_x, up_y] == 0 &&" R' L* V8 N H$ t! A8 _( y
- $game_map.boat_passable(point_x, up_y) &&( y3 t! P P6 u, T1 F h
- !collide_with_events(point_x, up_y) &&
. c& i& R9 k0 ~6 {, w0 N) v5 V - !collide_with_vehicles(point_x, up_y) #judge_end) X4 G9 j6 N- ^7 D# j$ F
- sheet[point_x, up_y] = step; {4 V/ V: Z+ Z% d! v4 k4 K
- draw_path = true; u0 d9 g& Z" r" I; b u) N; D; b- T! `
- new_start_points.push(point_x, up_y)
7 k5 H, I: b, u! X6 W- Q1 d8 t - end4 n0 M2 t6 }8 ^, F
- if sheet[point_x, down_y] == 0 &&3 C& X$ S j' W7 F z
- $game_map.boat_passable(point_x, down_y) &&7 x- B" N ?1 I$ m1 m6 b% k& V$ s, N
- !collide_with_events(point_x, down_y) &&$ b( R! X: E( h9 f$ c8 e7 M
- !collide_with_vehicles(point_x, down_y) #judge_end) |9 W' j* N1 Z, Y5 l
- sheet[point_x, down_y] = step' Z, R# P, x9 i/ n2 v
- draw_path = true
- g! k' T( q& ^5 ?, G. K. Y. u - new_start_points.push(point_x, down_y)
0 L1 F3 }3 u" V/ c M5 l - end
* m2 d- L' ?6 b$ P - end#endOfLoop2% B& B& a4 v9 h( O: X
- break if !draw_path reach_point$ C3 U, s1 g1 ~* y) i, m- t
- draw_path = false
/ M% J2 O% e; X+ E: h - check_points = new_end_points3 v) v5 f% z- F2 z6 `$ b
- new_end_points = []3 z% G6 C q6 f, p/ ^" T {
- step += 1: q6 {- w0 Q9 D5 I1 O0 s% a
- break if step KsOfSionBreak_Steps &&; _+ s! M/ E# \" d% i. k* i: e6 W
- !Input.press(KsOfSionFind_Path_Key)
3 y, q. r2 v5 d# P' X1 R( t1 S5 g0 z - loop do #loop3 从终点开始反向填充
v, P- @4 w% U) Q - point_x = check_points.shift
1 c% j7 ~- R1 Y3 ^) [ - break if point_x == nil }+ X7 V% G8 e
- point_y = check_points.shift2 R5 F) a- R0 Z6 E2 ?4 F% c
- left_x = $game_map.round_x(point_x - 1)
4 _2 b" u! O6 E; n T1 I - right_x = $game_map.round_x(point_x + 1)
# i7 y0 `, w1 Y4 D - up_y = $game_map.round_y(point_y - 1)
4 s- X6 W2 s6 w9 d/ h - down_y = $game_map.round_y(point_y + 1)0 ^# n: }1 R* h, l8 Y# M9 }1 j+ l
- # 判断路径是否连通
' W9 _- z& Z9 q8 G - path_step = step - 10 A5 C: D6 M; }' \; a
- if sheet[left_x, point_y] == path_step
! K% G2 |3 v" u$ H/ ^( y7 e - chase_path.push(6). {( z, b* P" h+ {: U) g
- chase_point = [point_x, point_y] u$ c+ r2 K# S4 M. Q
- reversed_chase_point = [left_x, point_y]4 L- T, u; D6 S" p
- reach_point = true; break+ e# T; @# w5 o. ?$ L
- elsif sheet[right_x, point_y] == path_step
; [9 j! l9 }9 Q6 F - chase_path.push(4)
2 D) ^1 H6 i: F - chase_point = [point_x, point_y]( o( |. x$ S$ u# l7 W+ }6 N0 ^
- reversed_chase_point = [right_x, point_y]
) A- I) V, S: F: i - reach_point = true; break; |; S# ?) _8 C( @8 z, F% d
- elsif sheet[point_x, up_y] == path_step6 N$ Q5 t! a9 x( l. G/ X
- chase_path.push(2)
4 S+ {0 ?- U/ Z5 t' b; C - chase_point = [point_x, point_y]: C" d' L% L( m6 }- y& H$ h5 M
- reversed_chase_point = [point_x, up_y]
$ i, n/ Y6 L; z. z$ A& k+ ]( f0 r - reach_point = true; break
; x& ^7 l4 ~6 C% Y- i - elsif sheet[point_x, down_y] == path_step6 E( r4 P( X+ E) g. E% I
- chase_path.push(8). C$ b3 p9 K1 T3 f: z9 x
- chase_point = [point_x, point_y]1 h5 Q6 d8 v. ]
- reversed_chase_point = [point_x, down_y]
* q) c% H& H& }/ P/ I7 ~. f - reach_point = true; break h B% a- k; ?# j u
- end; D L3 x: Q4 ^4 F( a9 |# M
- # 以需要抵达该点的步数填充路径表格 #3 W: O: w3 i; B/ v) g
- if sheet[left_x, point_y] == 0 &&' w: t+ c- _* R; U1 B8 f
- $game_map.boat_passable(left_x, point_y) &&( [% F3 M- K/ W. [5 y( r
- !collide_with_events(left_x, point_y) &&0 C5 z# v6 L: h9 W- F8 u5 ~
- !collide_with_vehicles(left_x, point_y) #judge_end
8 J% \* q! F H J, z2 T - sheet[left_x, point_y] = step" S4 _6 A* x$ W; F
- draw_path = true
& V, M% i D' I. B. H - new_end_points.push(left_x, point_y)6 `1 n& L# m* F$ I! J
- end
: @9 z1 e3 o6 y! Y. Z - if sheet[right_x, point_y] == 0 &&
& X' d3 I- b4 {/ o - $game_map.boat_passable(right_x, point_y) &&
0 s! ^$ Z" y4 u* @. y- K - !collide_with_events(right_x, point_y) &&
* d$ w+ u# e1 `0 F5 G4 b' k - !collide_with_vehicles(right_x, point_y) #judge_end2 ^& }- M) f' ?7 c+ U, b# Z) v' X6 @
- sheet[right_x, point_y] = step
) x0 G) q2 [# I% w! y - draw_path = true B. \) P; }4 r' S8 i
- new_end_points.push(right_x, point_y)4 Z- X* D3 p/ a# M; c* O" x1 [6 U
- end
$ m: r8 z. `2 ]5 Q L0 M - if sheet[point_x, up_y] == 0 &&& Q* O" t" r; z9 u9 Z# T
- $game_map.boat_passable(point_x, up_y) &&
; S" z. ~. }; A' k& c9 Q - !collide_with_events(point_x, up_y) &&) [7 j. U$ M1 D) W1 z
- !collide_with_vehicles(point_x, up_y) #judge_end! x O6 V M4 m# m
- sheet[point_x, up_y] = step
' R( b2 B7 W3 @0 K' M - draw_path = true& ^0 S4 }1 g( |0 s7 `8 B6 g3 @4 g
- new_end_points.push(point_x, up_y)4 f) A9 u j6 |4 @/ e
- end
( g0 O l8 j: e. X! ?3 ? - if sheet[point_x, down_y] == 0 &&
3 ]2 L# Y0 F& F. B6 `, X - $game_map.boat_passable(point_x, down_y) &&
. ~: | k% F. f4 }3 u& y - !collide_with_events(point_x, down_y) &&
$ u7 J8 y! [! G* h% z - !collide_with_vehicles(point_x, down_y) #judge_end* f X6 p3 `; G- M+ J
- sheet[point_x, down_y] = step
7 g) n* Z8 c: e) _9 k - draw_path = true
6 x1 `8 a" e& U9 c6 t: Y - new_end_points.push(point_x, down_y)1 Z3 k* @0 ?' m; O; _2 c: g+ P
- end
' |1 S! \& O4 M- ? - end#endOfLoop3
8 X: ]. U* ]( j6 I% d - break if !draw_path reach_point2 p P- V, y& j5 h) E! O
- step += 1
6 p6 U- I# n7 A. _ - end #endOfLoop1 路径表格填充完毕
6 V! |' S$ X1 x/ i" M' o: ` - $mouse_move_sign.transparent = false
* f. B- H0 X0 a9 v0 O( R5 B- M8 P - # 判断指定地点能否抵达
* r5 P% W% r% y' M B - if reach_point, N) m' @( n' J- c2 f( ?8 J4 S% v
- $mouse_move_sign.direction = 2
$ o1 Q, L2 A4 J - else
- y" h$ h, u: g: ]1 u, x7 y1 y* Z - not_reach_point {. E1 t! f& w/ @7 b' c& s$ H
- return! `8 ]) }6 f$ i0 y
- end! [; ^- G+ e0 N/ g8 b
- # 根据路径表格绘制最短移动路径(正向)
9 r$ w- O+ V/ U! f: p - steps = step 2 23 |! O2 k9 s# \
- loop_times = step 2
0 ` A7 B( h+ P( h% N# U - point_x, point_y = chase_point[0], chase_point[1], Q1 @5 g& [9 q9 s# j
- for i in 2..loop_times # forLoop
9 \9 T+ P) T4 G - steps -= 2
, D' t4 U$ \1 _" M9 D) G - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs6 m/ b% z/ c& _7 L5 e8 I9 F
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps. G4 D- q- ~4 N6 P( c$ |& x
- chase_path.push(2) `- C1 S/ |- O. K
- point_y = $game_map.round_y(point_y + 1)
) G: x1 ]9 E s: r( w+ ]. b - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
0 ]( g+ f' x2 Q' W w0 j4 B - chase_path.push(8)
9 G6 g3 n9 H+ |6 S! g - point_y = $game_map.round_y(point_y - 1)
& k! L6 S6 `$ u- k# i- Q - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
! P- D8 T. b3 k/ b/ z$ K - chase_path.push(4)
7 V, F/ Y+ \1 h - point_x = $game_map.round_x(point_x - 1)
- i+ V. w0 _: v% ]5 g* ~1 A( i* v - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps& q. ]) W& L q3 K* O
- chase_path.push(6)& D- |2 s6 \" X; w+ I
- point_x = $game_map.round_x(point_x + 1)% a+ ^/ T2 c' n+ |" v% ] H
- end& C) ~5 F m9 y8 L
- else
; n S7 ~1 s% G8 R$ B: c# B - if sheet[$game_map.round_x(point_x - 1), point_y] == steps: C V3 P' o6 r- _! X- J2 u
- chase_path.push(4)
5 O% C; p6 f4 t! I - point_x = $game_map.round_x(point_x - 1)% x: _! ^/ Z2 F8 W" M, h
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps0 p& P0 T7 n7 f J" E2 @" y6 [
- chase_path.push(6)( I( p; L* o, z" c3 Q. G
- point_x = $game_map.round_x(point_x + 1)
% N: b; p1 g; D/ l4 E. _% ] - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps/ K: n) m2 I/ k3 S' ]; H
- chase_path.push(2)
1 r4 H2 E9 @; s# \& P6 V5 t! j - point_y = $game_map.round_y(point_y + 1)2 T, ~9 c+ r4 M# u1 ]
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
3 I% R& v0 ~5 f" n - chase_path.push(8), n2 z+ d2 b8 M
- point_y = $game_map.round_y(point_y - 1); p% h% |) G; k% Z- U z# Z
- end
% N/ u }, m7 W$ D% _ - end
. o, s7 z- H3 ]9 v3 z - end #endOfForLoop+ d! G/ @# @6 ?5 v
- # 如果指定点无法抵达或者登陆
, t6 H% i8 R2 ], a( {7 @% P - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)5 i8 `5 k e! \' i ?. g, t
- # 根据路径表格绘制最短移动路径(反向)
' W8 }' d- @: N' e - steps = step 2 2 + 1, T1 s* E; B& [# z
- loop_times = step 2& P" y. Q, ~# x2 O7 a$ x+ E
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]' y2 s& P9 X: F2 n: G2 S1 I# G
- for i in 1..loop_times # forLoop# g ? k9 X4 `' N. R* y. i0 x, V
- steps -= 2& ~6 [. \; f, ]
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs' U; S6 Y }2 ]3 {& B& y2 ^
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
* a E ?! m1 f V g* C/ f - reversed_chase_path.push(6). D; L. H0 |2 K8 ~2 z9 H4 u3 I# g2 l
- point_x = $game_map.round_x(point_x - 1)$ V# A/ T j/ E4 P% x" S3 ?6 Z+ v
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
5 J: F, M) v4 ~8 K9 D5 ? - reversed_chase_path.push(4)
, C# D+ h7 i" h9 P0 { - point_x = $game_map.round_x(point_x + 1)
. N0 ]7 F1 r; c% n1 f; N# F - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
7 ^5 |2 U. W8 w - reversed_chase_path.push(8)
2 K$ A# M& G7 h$ W5 A: L6 i6 L - point_y = $game_map.round_y(point_y + 1)' w5 t' M* X+ Q o |% h# K9 Z: d
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
3 K* l1 }' j, e. I - reversed_chase_path.push(2)7 {7 p& z+ a$ o* B
- point_y = $game_map.round_y(point_y - 1)" o0 g8 i4 U" l% Y. g8 }' q- c
- end
L" @2 s/ ~! r+ ?/ F8 i% M - else* C* @+ `, m9 w, Y- M0 U* v( E' X1 I) L
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
3 u& U& D7 \+ a" u5 Y; I - reversed_chase_path.push(8)# T1 p5 b: h# W! q- k, V, z! |
- point_y = $game_map.round_y(point_y + 1)
& d2 d# D; F/ H - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps0 O4 y" ?3 s; Y, \2 J
- reversed_chase_path.push(2)3 M5 D5 d9 t& f& Y5 S9 o$ F
- point_y = $game_map.round_y(point_y - 1)
- K* e; c! @7 k* n3 T' G - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps- T/ V) n8 Y) u
- reversed_chase_path.push(6)
' @; f, w8 V- H6 |8 o - point_x = $game_map.round_x(point_x - 1)8 I7 w* |2 H' z2 k; ^3 L
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
, _" r9 i7 v& B, d - reversed_chase_path.push(4)# o: T2 ~" h. H, G
- point_x = $game_map.round_x(point_x + 1)
; b7 O' k$ p0 v* g - end
# y$ y3 q) W" j2 h - end
6 Q" I$ D3 v. L2 k) }2 W - end #endOfForLoop
. B; S5 [8 K: V+ J( Z# e# W& P - @mouse_move_path = reversed_chase_path.reverse + chase_path7 ?( _# X' q% J: ]+ o% s- Z8 j( [
- end#boat3 P O( M7 d5 z( V
- #--------------------------------------------------------------------------
; \! f R( ^9 N( @ - # ● 绘制ship的移动路径 @array[move_directions...]
* h# j( T' W# N8 n6 `* P& k, V, P) ` - #--------------------------------------------------------------------------( B% s6 D; X5 U5 M
- def draw_ship_path: B+ n$ B2 n- }2 U
- # 准备绘制路径表格( ~% i9 I1 F' U4 n
- sheet = Table.new($game_map.width, $game_map.height)
: Q7 n- U7 G: W, }- [ - reversed_chase_path = []; chase_path = []
9 x/ |; O) @9 f# p - reversed_chase_point = []; chase_point = []8 M7 g4 E. }% a6 J) k" v# }# |
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
% T( V/ I y+ k5 s - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2' b8 i: s0 ]0 M7 a1 U8 M
- reach_point = false
. g/ c% r: v* ] - step = 3
: L$ Q& Y1 v/ E. D/ Y - loop do #loop1 开始填充表格7 X% _- T$ D; D* T, C* e
- draw_path = false( O7 O' Z0 J/ a$ h4 f2 y
- check_points = new_start_points
2 O% F) o8 ]6 N& b; p - new_start_points = []
) [0 ]8 V/ D/ W( j7 w# x) b+ d: H2 G - loop do #loop2 从起点开始正向填充
) s9 X* \9 ?3 w% h0 R \/ ^ - point_x = check_points.shift2 w: O+ Z* [ ?7 s# ]
- break if point_x == nil: T: ~# ^+ u: F* |! { Y7 |: i
- point_y = check_points.shift/ b) J1 D& x" x8 ]& }
- left_x = $game_map.round_x(point_x - 1)3 m; I# f5 i( I3 e* r6 F, v
- right_x = $game_map.round_x(point_x + 1)
$ p! G4 t, E& m. b9 Z" e - up_y = $game_map.round_y(point_y - 1)
* ?1 u. \% Y. Z$ C) u7 U - down_y = $game_map.round_y(point_y + 1)
. u! P8 j( `5 T8 U2 W2 b( F# f - # 判断路径是否连通, T. ^# A7 ^. z" z% M
- path_step = step - 1! p* O/ k6 `" q$ C% v v# D, `
- if sheet[left_x, point_y] == path_step
0 m" @1 o* a# f p' R - chase_path.push(4)4 F- j1 y5 Y' W/ e' `& S
- chase_point = [left_x, point_y]
F/ `3 l& ?- B6 c p$ i - reversed_chase_point = [point_x, point_y]. x/ i8 G' c) @- W; F
- reach_point = true; break
! @' z% C6 B- \, Z7 a - elsif sheet[right_x, point_y] == path_step3 H' }' Y) }3 o
- chase_path.push(6)
' X+ e! Y4 `- \$ f - chase_point = [right_x, point_y]
\. y8 R- F' r2 W0 r' T4 G- p( e - reversed_chase_point = [point_x, point_y]( h; e3 v7 T/ r5 |4 q7 ]+ A$ v1 R( n
- reach_point = true; break
+ v5 {8 D0 j- J. z( H9 F. ^ - elsif sheet[point_x, up_y] == path_step
9 G P( j- J1 _) @! Z4 O/ w - chase_path.push(8)
% r" m( y( D, ^7 U( k0 L+ ?( V - chase_point = [point_x, up_y]; ~& K3 u& r" s' v" u
- reversed_chase_point = [point_x, point_y]
/ C/ t: ]# r& a, _# V - reach_point = true; break
& k$ s H9 `+ {& ^$ }8 ` - elsif sheet[point_x, down_y] == path_step
4 a- y- n( _* Q3 a - chase_path.push(2)& m! ~/ c+ Q) `6 B; ^5 }9 S
- chase_point = [point_x, down_y]2 l6 X2 s( A! e& K
- reversed_chase_point = [point_x, point_y]
) [/ h5 J: O [8 z( ^" v - reach_point = true; break2 i- P5 V* n! Y& H) \7 \9 h, F
- end
% \; Z( y9 S$ t/ _; A! T0 A - # 以需要抵达该点的步数填充路径表格 # _$ |& F2 G5 \5 E) S, Y5 N
- if sheet[left_x, point_y] == 0 &&/ f! H- x W2 J+ b' |) F2 L; N
- $game_map.ship_passable(left_x, point_y) &&
/ y5 C! y( B8 ~+ p - !collide_with_events(left_x, point_y) &&
8 J" _% z9 e: y0 R0 x) q" x6 ^# j - !collide_with_vehicles(left_x, point_y) #judge_end$ l% F }% u& D1 k+ d
- sheet[left_x, point_y] = step: D" a) c: R# w2 L- O+ u
- draw_path = true
Z; z( p" [4 V# d - new_start_points.push(left_x, point_y)' U2 H! [1 H+ [2 h6 o( Q6 v
- end
0 c' `, r* P* z0 O* O1 C' Y - if sheet[right_x, point_y] == 0 &&
) `/ ?* j2 p% \, Q1 r - $game_map.ship_passable(right_x, point_y) &&2 ]" h- B4 l& g
- !collide_with_events(right_x, point_y) &&0 @4 i0 V# z5 T& e4 T% `
- !collide_with_vehicles(right_x, point_y) #judge_end/ L( Z; {" P8 @2 V, ?4 n4 L+ w) o
- sheet[right_x, point_y] = step
2 m( b: s2 v0 x+ L - draw_path = true* m1 `5 S2 j% L5 \
- new_start_points.push(right_x, point_y)7 Y! }8 h4 G2 z' ~9 ^6 a
- end
8 c- O+ U# P+ R7 Y) ?& r, R: E - if sheet[point_x, up_y] == 0 &&8 F% J8 r! L) y! j
- $game_map.ship_passable(point_x, up_y) &&
, i3 z, n: @! o3 m5 h - !collide_with_events(point_x, up_y) &&5 j) ^. e" o; ?; G2 y3 y
- !collide_with_vehicles(point_x, up_y) #judge_end
* ?# L# S* e6 b7 O( A/ I - sheet[point_x, up_y] = step% H# y) Z, e1 K2 E% X
- draw_path = true% M% a! M) ]9 y6 U- T# k- v
- new_start_points.push(point_x, up_y)4 ?: C$ o7 I. o2 E" s$ |8 x# i
- end
& L* w/ {2 D i0 [5 T. @3 F - if sheet[point_x, down_y] == 0 &&
7 h* K% g" {9 L% ]/ M& z/ H* N - $game_map.ship_passable(point_x, down_y) &&
' o- |$ f3 u% G - !collide_with_events(point_x, down_y) &&
8 T6 s4 S3 r7 t5 k) E - !collide_with_vehicles(point_x, down_y) #judge_end
5 l) g4 x( t9 Z: M& y# x - sheet[point_x, down_y] = step) M4 Y ?# s7 N8 I2 C. o
- draw_path = true$ V% j( B$ k, p9 g
- new_start_points.push(point_x, down_y)
6 r) L2 B0 h4 d; {, a- Q3 i - end
% S3 m9 i w- ^ - end#endOfLoop25 k- M+ \) c1 S9 Y1 v/ b0 D8 _
- break if !draw_path reach_point& a5 E* d, e0 b. W. g
- draw_path = false
6 Z+ `( z/ T$ j! A - check_points = new_end_points
8 c1 d/ w, h( {0 E - new_end_points = []
3 A. H8 S! x4 b, H - step += 1- [* W. D2 _! A. n' k4 S9 t9 y
- break if step KsOfSionBreak_Steps &&. i. ~* }% T7 y# @* @1 v- i2 W
- !Input.press(KsOfSionFind_Path_Key)+ N* [+ c3 n% ~9 l
- loop do #loop3 从终点开始反向填充
# q2 N9 w$ r0 j# ? - point_x = check_points.shift
6 M' W% E4 `9 q7 A - break if point_x == nil1 F4 g) A1 Y% ~/ ] s/ B' Z
- point_y = check_points.shift
; a* b* W2 [- r1 t - left_x = $game_map.round_x(point_x - 1)# S' N7 ^+ |1 } I
- right_x = $game_map.round_x(point_x + 1)
+ p* T9 r2 a" h' h4 { `, W - up_y = $game_map.round_y(point_y - 1)/ x6 u* p1 t1 s# F
- down_y = $game_map.round_y(point_y + 1)! `5 \* {# W; t( s) f+ X1 t* y
- # 判断路径是否连通
" B& Y i) e. ] - path_step = step - 1
2 u6 b: Z. o8 Y7 N) W - if sheet[left_x, point_y] == path_step
$ }4 |9 T, {$ i4 I1 }, e5 r - chase_path.push(6)
! x0 U( V3 T& k. N3 R( x - chase_point = [point_x, point_y]
, q0 F- l1 ?; ? - reversed_chase_point = [left_x, point_y]0 c- ^0 E8 r+ Y
- reach_point = true; break
5 S& J% y) ?, T; r7 ^7 d# T - elsif sheet[right_x, point_y] == path_step
, {+ B; A% w& ~ - chase_path.push(4)
0 k2 Y6 b4 }. x - chase_point = [point_x, point_y]
6 m" k% l; g( x3 n( e! T - reversed_chase_point = [right_x, point_y]
3 t3 ~' c/ z( q l+ x, r& ~ - reach_point = true; break H3 V1 N. a! h" B! @) u
- elsif sheet[point_x, up_y] == path_step7 d0 N# ~* T, a, J
- chase_path.push(2)
* u" n6 x, U: J2 v3 ~ - chase_point = [point_x, point_y]
3 D) Q1 M% Y2 T% d. u: ]' v: Z - reversed_chase_point = [point_x, up_y]# W9 E; l5 T: s5 \
- reach_point = true; break
, W( Z: P! x* o% E - elsif sheet[point_x, down_y] == path_step
$ S; j5 E+ }3 h$ _- @2 ? - chase_path.push(8)
0 R2 ^6 S0 |. _- X - chase_point = [point_x, point_y]0 `: z- |1 G4 W2 z9 Q5 b
- reversed_chase_point = [point_x, down_y]) H- z) D( V4 E) ^+ B5 }; U1 k' \& g
- reach_point = true; break
6 N, R& y; {. M4 r - end' ^2 A! X2 o# N" N& z
- # 以需要抵达该点的步数填充路径表格 #
4 [) @+ M8 G4 {8 ^* J+ O. } - if sheet[left_x, point_y] == 0 &&
, p' u# n* ~# I+ m+ B8 p+ J& G - $game_map.ship_passable(left_x, point_y) &&
: |3 Z1 f/ o# S! g* e2 o - !collide_with_events(left_x, point_y) &&
+ c( P3 I$ @3 R6 _) q - !collide_with_vehicles(left_x, point_y) #judge_end" O4 \, n" W, x4 s6 B; s
- sheet[left_x, point_y] = step
: J4 o5 l' {8 n" c L - draw_path = true
( u1 P5 Z. q, c+ m' B7 k - new_end_points.push(left_x, point_y)
1 w0 d5 s2 ]! s9 L7 C7 J3 L - end
7 B6 S$ k- N) B - if sheet[right_x, point_y] == 0 &&( J+ v2 Y5 X3 Z4 F, z# K9 r" K; \
- $game_map.ship_passable(right_x, point_y) &&
% R: y4 ^0 v& ?6 N+ H H/ [* H - !collide_with_events(right_x, point_y) &&/ \5 u5 u! S; H8 b; a. j
- !collide_with_vehicles(right_x, point_y) #judge_end
. U6 T, Z; y! ~* t& H+ O& f' O0 O - sheet[right_x, point_y] = step* |4 P( H4 R5 _8 n! ?- r
- draw_path = true- o, X6 h$ `2 \1 J) j
- new_end_points.push(right_x, point_y)0 U; e; P- a# H; r
- end! G9 U' l4 I# s1 h% I9 \
- if sheet[point_x, up_y] == 0 &&
- J. r& B( I z3 R - $game_map.ship_passable(point_x, up_y) &&
( W! K2 w; c8 r3 M/ |4 b1 g - !collide_with_events(point_x, up_y) &&
' i- I9 T( F2 B w4 _ - !collide_with_vehicles(point_x, up_y) #judge_end
( W- W3 c: I% \0 R - sheet[point_x, up_y] = step
& \. w. e5 T; E - draw_path = true, D2 o0 N- D, I" {. q1 G: K1 H) `6 b
- new_end_points.push(point_x, up_y)
: X- c3 z, M) h; p) d - end
& [3 E4 q! N" w - if sheet[point_x, down_y] == 0 &&
z" }+ |+ O- ^( ~: g - $game_map.ship_passable(point_x, down_y) &&7 [/ e) q, e3 @9 ~( q7 y
- !collide_with_events(point_x, down_y) &&- c+ v' D+ M7 R) W: _$ u% d; `
- !collide_with_vehicles(point_x, down_y) #judge_end% D. g: u! ?7 _7 V' O6 ~
- sheet[point_x, down_y] = step
& Q' J& C4 i2 O - draw_path = true
/ N) w! \! Q6 p, t+ v - new_end_points.push(point_x, down_y)
6 X' m) O9 K# w5 F0 S9 \) s) e' _' K! p - end
# J; R* }: ]% j o; `# B - end#endOfLoop38 h" h" V' ?( i+ R! Z7 Q. |7 Q" k
- break if !draw_path reach_point$ T; i* [5 a" D( N2 z: ~( ~( @
- step += 1
; L( x! y4 k" [8 h - end #endOfLoop1 路径表格填充完毕
* p2 y0 [7 e* m/ n& _" G8 t - $mouse_move_sign.transparent = false+ G2 `5 b; A- k: e2 Y, g5 k! |
- # 判断指定地点能否抵达0 j! T& G/ Q, D; Y2 D9 Y
- if reach_point
3 n& W1 G) X3 ` - $mouse_move_sign.direction = 2
; T) b8 l, p( Y1 T) c8 N - else; e8 L7 a& n/ j9 w$ }( f5 T" m
- not_reach_point5 e; L! E8 u b& w/ j1 e
- return6 O( P, J( {9 s
- end
/ s* j+ ~9 [- c5 B* [1 K - # 根据路径表格绘制最短移动路径(正向). k3 H- n! D8 p" r% {) V
- steps = step 2 2
+ p0 T* ]6 u0 M* D; i& F+ D1 O( z - loop_times = step 2
, A1 b6 @3 a- F( ~4 [+ O' q: O - point_x, point_y = chase_point[0], chase_point[1]& j" C! t: U8 c* _- A
- for i in 2..loop_times # forLoop
, s0 L& ~7 d* I# j$ q - steps -= 2
. b2 J4 C& H# P - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs: g/ e! z9 K: N0 X. R. ]3 {
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps# r: p" I6 [! A) H9 v* C
- chase_path.push(2)' t5 D8 S" z! a0 U1 y$ o
- point_y = $game_map.round_y(point_y + 1)
+ i8 g6 q5 F e9 X - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps/ j4 h! |8 C: _( @- ~2 S
- chase_path.push(8)& C, N( d' z+ s' `: c
- point_y = $game_map.round_y(point_y - 1)+ q7 K- g) p+ ?, M; S
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps' b- |1 P3 W, ]7 d8 O
- chase_path.push(4)/ V5 C' Y5 _, N A3 W
- point_x = $game_map.round_x(point_x - 1)/ w: d# i4 U% {& |" w
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps4 D1 L, j" ?' A
- chase_path.push(6)5 V# P/ I7 d2 s2 ^1 q
- point_x = $game_map.round_x(point_x + 1)
" T/ I: [' ]9 a3 O - end4 z( ?: O3 G/ I+ S1 h) J5 Q
- else8 t% t5 I2 c/ r2 s( n
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
* d7 q0 T) o% z( J - chase_path.push(4)
2 a: N' r+ r' S3 F' N - point_x = $game_map.round_x(point_x - 1)
$ J* J* A, M# L7 \. E7 q - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps: A0 G& ?# P/ k2 a" ?
- chase_path.push(6); |1 F6 t' \/ H* t& v) {, x2 H
- point_x = $game_map.round_x(point_x + 1)0 f" }+ ~% \- G
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
# @( _3 h( c! k' e R, i - chase_path.push(2)1 Y+ \6 c* V2 K0 {: u' b' M
- point_y = $game_map.round_y(point_y + 1)1 H) R9 j% w" B+ x! N7 w% M: n/ f
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
, f# p5 ]( ^+ n$ d+ T - chase_path.push(8)7 k* M4 b4 i4 a a
- point_y = $game_map.round_y(point_y - 1)7 U F5 j; h8 u
- end: I/ ?5 j% k4 v* [ U
- end/ q6 j$ _# Y7 f+ _
- end #endOfForLoop) } U' p) `* t+ m) Q4 K
- # 如果指定点无法抵达或者登陆. y( u6 p/ D' ^" r+ X2 K
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)6 q- h4 [+ F" x. G, x
- # 根据路径表格绘制最短移动路径(反向)" ~% N7 }+ Q. v6 k5 h3 y4 d1 X' M( O
- steps = step 2 2 + 13 ?" R; y/ e* A2 A" K
- loop_times = step 2 {; W1 d' X8 [
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]: i8 L; |! ~9 K. \. P W
- for i in 1..loop_times # forLoop
& W4 s- k! e* X! p q7 ] - steps -= 2* z* t: h4 S- _& T' W- B$ Y
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
$ L9 q* d* f" @/ M - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
) s# S. \8 O# y - reversed_chase_path.push(6)
4 |. \! M8 }, c( P# A - point_x = $game_map.round_x(point_x - 1)7 D2 t# R |3 {0 T3 j1 }
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
5 c1 M6 g2 Q R+ l! v# U - reversed_chase_path.push(4)6 \1 p; a9 C( U v) i- N; k: P# F. r" P
- point_x = $game_map.round_x(point_x + 1)
5 @& g7 {0 o& r; O& j" Z- G- ?. f' i7 N - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
4 S7 Y* P" K6 Y- R: Z - reversed_chase_path.push(8)
- z; m6 }% F+ I P - point_y = $game_map.round_y(point_y + 1). u6 P+ {# o$ D" d2 Q0 L+ p @
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps7 z2 g9 y7 m( {6 G1 P
- reversed_chase_path.push(2)
' J# w# g4 a3 u) v' Q - point_y = $game_map.round_y(point_y - 1)8 `/ d5 A1 V2 H& U
- end1 R& [$ B. ~! K$ b9 M
- else
6 }! z6 K9 B. e1 Y! s - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
; G7 \- D% d$ ` - reversed_chase_path.push(8)
) T0 h+ ^' s, D: J1 n* L; d - point_y = $game_map.round_y(point_y + 1)9 d7 |; v2 ?! [) z
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
" d" ^- o) B9 `1 q) T+ Q& G - reversed_chase_path.push(2)/ R8 x8 g; _. ]. n W9 R) z
- point_y = $game_map.round_y(point_y - 1)
8 i. D6 s$ l! L/ }, p' a - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps8 \# B( W) a. k( Q' j% u6 I
- reversed_chase_path.push(6)
3 Y( i0 O5 o5 ?! X7 w, @ - point_x = $game_map.round_x(point_x - 1). L* q* ]. z4 k v% m0 Q! ]: y' ^
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
l+ B. e0 I G0 \ - reversed_chase_path.push(4)0 a$ k: b) ^& w7 s5 V( D
- point_x = $game_map.round_x(point_x + 1)* t; ^3 X9 ?* t% M2 u! c
- end8 `" s/ j# U* t1 N
- end9 ]' _$ T: T3 x9 ]4 ]( R
- end #endOfForLoop" P7 X% V: u( Y; |# m5 G, C
- @mouse_move_path = reversed_chase_path.reverse + chase_path, x7 ?( M% x$ ]+ Z( l
- end#ship. X8 c: T9 P' f2 C# S& l2 X! v
- #--------------------------------------------------------------------------
+ C2 U$ H4 i, n. q+ q+ H, ? - # ● 绘制airship的移动路径 @array[move_directions...]
) S$ l4 p" w1 Z, d8 q# n' [$ Y# } - #--------------------------------------------------------------------------
0 L- D+ D. m5 X. [0 r5 o3 ]! s - def draw_air_path4 k Q8 w* u, a0 ]) E' b
- $mouse_move_sign.transparent = false2 f. [$ x8 Q; E+ B8 i
- # 准备绘制路径表格/ G p, R& c8 t6 @, T
- sheet = Table.new($game_map.width, $game_map.height)
7 B6 _/ C# B( ?' V$ N - new_check_point = [x, y]; sheet[x, y] = 1
) i6 U' d" W% Y& J- H3 z - reach_point = false; step = 2# H$ p9 ?, Q. W) L
- loop do #loop1; L0 p1 v, K; A: h! S) o3 `; z6 `# f
- check_point = new_check_point
- O0 y/ q+ C# {+ o4 K8 s - new_check_point = []' i, h0 F3 Z* e5 M$ y' M. e1 m3 ^
- loop do #loop2
% W$ L3 h9 @0 G$ O7 a - point_x = check_point.shift* K7 N# |# O4 f/ }
- break if point_x == nil# x2 {8 ?$ a5 d) P* |, E' V
- point_y = check_point.shift2 l& d. D8 s+ O" `9 P% X; c3 z
- if point_x == @moveto_x && point_y == @moveto_y' J" f# ?* { z0 o6 {6 V
- reach_point = true; break
8 k a# ~4 `1 ]0 t1 w - end/ ]' ~ \. l( i2 Y' P+ }) \" `
- left_x = $game_map.round_x(point_x - 1)
; L3 o5 }, o& `- z - right_x = $game_map.round_x(point_x + 1)
. ]# u% u: v* D7 `9 R1 j - up_y = $game_map.round_y(point_y - 1)+ M; F8 z9 _9 d+ S" T: I
- down_y = $game_map.round_y(point_y + 1) ! ^# C$ j& D3 K9 m# t4 V+ T
- # 以需要抵达该点的步数填充路径表格 #
# x$ T# f/ S5 H - if sheet[left_x, point_y] == 02 `% t# _/ y& j, F# v6 | J
- sheet[left_x, point_y] = step3 R* b4 m, k8 j5 L( B+ K
- new_check_point.push(left_x, point_y)( I5 b1 N0 i9 l K
- end
: f$ d: ?6 ~. R2 Z) j - if sheet[right_x, point_y] == 0; \6 b8 m" J3 {4 J* B8 X2 f' N- U
- sheet[right_x, point_y] = step3 l# g) {. | ~9 e5 u! y F0 G3 ^
- new_check_point.push(right_x, point_y)
$ b4 `8 H/ s+ F/ h" M8 d% [* w" j - end
9 _7 I$ t% ?0 q/ j: r - if sheet[point_x, up_y] == 06 O6 X# v- B% G E, S+ B! W6 C
- sheet[point_x, up_y] = step' W R4 V% n3 N, I; v- B
- new_check_point.push(point_x, up_y): [6 l# Z) Q) b/ @) ?
- end
, C: ?$ c, p* D" Y - if sheet[point_x, down_y] == 0
" H* z( ^+ j; B6 ?, E5 O - sheet[point_x, down_y] = step) Z1 Z$ K1 c2 K; H) C( f
- new_check_point.push(point_x, down_y)
6 y ?; l4 [" h( K - end
7 F8 L5 A! T: I9 x {: d - end#endOfLoop2
! K* U/ o; N8 D - break if reach_point9 [; k) ?6 ]+ z+ u" @
- step += 1/ G2 ?# k; x, X+ c) R' b. t; b3 J
- end #endOfLoop1
0 v$ }7 M$ L% y, I# r+ x" G2 [( U - # 根据路径表格绘制最短移动路径 #
/ T* N5 C2 ]$ } - reversed_chase_path = []; step -= 11 n8 [5 h, K. c, a( }1 s
- point_x, point_y = @moveto_x, @moveto_y
. D9 d& t4 P+ d- d - for i in 2..step+ T! R. G6 w& v# L" [ F
- step -= 1
6 `7 V1 a! q* `5 n - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
1 z' r' w7 Q8 S9 d - if sheet[$game_map.round_x(point_x - 1), point_y] == step" T* j; o8 J* c- i( b% ^" H
- reversed_chase_path.push(6)
) s# g, H& t1 }6 ?4 H/ ` h" Q - point_x = $game_map.round_x(point_x - 1)( v* C- R. Y3 F( S7 A
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
3 c, d5 m/ j6 _& N" @: X - reversed_chase_path.push(4)& P9 ~3 m# B0 I
- point_x = $game_map.round_x(point_x + 1)$ X9 v+ ~% f- a" l
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step
2 G1 g5 J/ O! w, h9 l9 m - reversed_chase_path.push(8)4 J2 w. j! @3 t6 P4 f
- point_y = $game_map.round_y(point_y + 1)$ u$ E1 F# [0 n; w3 D( @
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
6 I! P7 H7 {( @( @% B* ?* d - reversed_chase_path.push(2)1 L- }0 _' r; V x4 S1 |% M" g( K
- point_y = $game_map.round_y(point_y - 1)
/ e& S& J: N. `% r* N. _$ N - end, {" C" g- z) l
- else
; C5 A) I: F0 \ - if sheet[point_x, $game_map.round_y(point_y + 1)] == step
. z% n9 A7 W3 t( i6 Q - reversed_chase_path.push(8)' H3 d* A, C% Q0 T! P' T1 A7 W
- point_y = $game_map.round_y(point_y + 1)
/ P0 w! p- d6 h! V2 ^. z - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step' q0 {" }6 m/ u$ C
- reversed_chase_path.push(2)! t- x8 a* Z5 ]8 w2 h
- point_y = $game_map.round_y(point_y - 1)' \6 J0 F. h2 |3 b9 O
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == step8 L% R; z$ G+ ^! O
- reversed_chase_path.push(6)
: N0 z: B5 q2 l% U8 J, p - point_x = $game_map.round_x(point_x - 1)
# a/ h2 k' b0 M' G& D - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
* t0 \% l3 x, Q/ w - reversed_chase_path.push(4)! \6 e. }% ?) F/ K! W
- point_x = $game_map.round_x(point_x + 1)7 Y5 d: {& y+ U
- end7 u: v/ V+ |: }7 w, B8 y
- end$ N& F4 }9 o* E w/ Z- \; e
- end #endOfForLoop
* }. {8 P3 @0 `" I - @mouse_move_path = reversed_chase_path.reverse* W7 t' Z* w4 A: ], n$ f. i
- end#airship
P3 ` H a9 R) ~( n' ~ - #--------------------------------------------------------------------------
6 Y/ F# C4 q( \ x V) B' P - # ● 目标点无法抵达时的处理,用于各路径绘制方法内部2 m/ u: P e% o% J3 u* r. u' c
- #--------------------------------------------------------------------------! u5 \: k+ B. a
- def not_reach_point
+ C# Y& Y3 J* S! e9 j: n% v - $mouse_move_sign.direction = 4
6 B9 J7 \9 g' p; K2 ~/ l - dx = 0; dy = 0; dir = 0. k2 c* F& R, c m
- if @moveto_x - x 0
# ^2 B# m) u/ P9 ~$ ` - if @moveto_x - x $game_map.width - @moveto_x + x &&
9 `# B# Q; s! `) T1 u - $game_map.loop_vertical
6 ]8 t9 ]$ T- y2 o0 g) ^ - dx = $game_map.width - @moveto_x + x; dir = 4
. a% ~3 d7 k1 F+ c6 n+ v! \ - else
( t: n1 V6 \# H% T7 W) ? - dx = @moveto_x - x; dir = 6! z) s9 j5 a8 m7 d. F8 O
- end; s9 K. x0 [. {; W4 v" w% J
- else. S; E1 c/ y3 R% r
- if x - @moveto_x $game_map.width - x + @moveto_x &&! L) o$ h2 W8 [7 k) v; U
- $game_map.loop_vertical. H/ l4 b2 M1 ~+ Y, g6 @4 |
- dx = $game_map.width - x + @moveto_x; dir = 6
( f2 q" J( K' D" W+ V! f - else3 Z- u8 P2 u5 X/ X
- dx = x - @moveto_x; dir = 46 l7 w7 X# o1 I
- end6 z0 C8 B) U h) T4 Q( D! X& ]
- end
6 v0 v* }8 M% f' I( Y$ V% \ - if @moveto_y - y 0# o; d$ c" x' A9 _5 s$ O+ j
- if @moveto_y - y $game_map.height - @moveto_y + y &&
8 r3 J& K% Q6 a! }5 o6 {( J - $game_map.loop_horizontal
9 }) L* v/ {7 q5 o- l6 \; Q) X - dy = $game_map.height - @moveto_y + y- ?, j& f+ E0 ]: [
- dir = 8 if dy dx
3 N5 r2 P2 ^6 u: q) @, a - else$ _% g1 c' Z2 q$ j$ p9 G) s& F, r
- dy = @moveto_y - y1 N" U( i5 O! Y/ \$ c
- dir = 2 if dy dx
! f/ G3 ^1 c; h/ l& P. ~& u* E# T - end
, v$ ^0 W _# R- t1 Q" f) A - else2 z/ S, u( G* d& T# P# C
- if y - @moveto_y $game_map.height - y + @moveto_y &&% u! j" q. j2 F: x5 {0 }
- $game_map.loop_horizontal
! g8 T' k% H1 V - dy = $game_map.height - y + @moveto_y
8 w: e" z" C! ^ - dir = 2 if dy dx $ ^- a5 I0 Z" f4 K6 n2 T
- else
: Z6 b# K* Y' L5 b/ h* S, l - dy = y - @moveto_y& j5 o) i( m# G7 F- F- ?
- dir = 8 if dy dx
5 u( M5 p; B! h - end5 Q# y+ K, l |% d8 _7 M# I8 E
- end5 I# E6 L2 O4 {, x# K h
- @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件! P4 O; \$ E* Y
- end% `3 C. w4 j( Z$ b( d$ `
- #--------------------------------------------------------------------------' b1 o5 Y3 Z8 {# R6 s2 D% c
- # ● 判断目标点是否能抵达、登陆,用于船只路径绘制7 U$ J* {$ `3 b+ A( j V7 n: t) d
- #--------------------------------------------------------------------------
. G) T: x, t' W - def landable(x, y, path)* t+ B2 ]# K! a/ z
- case @vehicle_type
8 }& i0 ?* s' H - when ship; return $game_map.ship_passable(x, y) + ^1 t( D5 [7 [6 F! m; g% [2 \
- $game_map.passable(x, y, 10 - path[-1])
3 ]. ~- S; V G/ r2 @4 a$ d; Z - when boat; return $game_map.boat_passable(x, y)
# s% w3 F# K# u - $game_map.passable(x, y, 10 - path[-1])0 F- u3 ^$ p4 H
- end
" r8 v0 M$ K9 o - end
, r2 J. q7 S6 W- N - end
# s/ `1 Z; X6 T6 e: O
. }+ w" c2 o2 e- #==============================================================================0 l+ h% [0 L+ s$ M9 }0 I5 P% J
- # ■ Game_Map
O) d/ h$ [7 Z1 X - #------------------------------------------------------------------------------
3 C9 ]- Q, h) F. u. A* O - # 管理地图的类。拥有卷动地图以及判断通行度的功能。' \& p( L ?$ i J8 H+ i" ^
- # 本类的实例请参考 $game_map 。
, d6 `8 N; f! K& j3 i - #==============================================================================
Q& Y# J& _' H4 ?7 Y7 w* ~0 m$ ] - class Game_Map
: y! E |( z: G j - #--------------------------------------------------------------------------
, |' c/ ~, q0 z3 ~: O7 o" E - # ● 定义实例变量
' V1 t/ I) b5 ?- C - #--------------------------------------------------------------------------3 T7 N; f6 v' b/ H" h( {2 B# Z9 R
- attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据6 P8 p4 h. a) ?! |7 b. x
- attr_reader mouse_map_y # 同上; N. W7 j3 z+ g0 I& A
- #--------------------------------------------------------------------------( r# Y0 E8 M. f5 r! P
- # ● 初始化对象
; Z+ j( X" y v% ~1 s) m - #--------------------------------------------------------------------------
* a& M+ Y) X Y8 I* [ - alias sion_mouse_initialize initialize" y& B3 U* h& V3 }
- def initialize$ l6 l: T! m0 r
- sion_mouse_initialize8 u$ m' r) Y* {. v2 [& F
- creat_move_sign ###4 E8 R& ~* B, R! R3 v
- set_constants
5 B, ^( }1 x) y$ u3 ~, a - end
% U5 m7 y2 L$ E8 e4 Q0 k# ? - #--------------------------------------------------------------------------* m4 U# n% A/ k; o0 E: `6 E
- # ● 更新画面
% J6 [, ]1 B) x5 e# ? - # main 事件解释器更新的标志, G4 @0 w+ u; R9 Z
- #--------------------------------------------------------------------------
' I. b% t. N% o8 A: F' P - alias sion_mouse_update update
, W: Y( ], R- }. B - def update(main = false)
* k4 A }. H) T7 ]1 x5 V - sion_mouse_update(main)" P1 v2 b$ _( M
- update_move_sign
% p$ c9 h% u# z' ?3 L) B+ w - end' R* [% O C- n" x' G, K
- #--------------------------------------------------------------------------) h; S" h- t. t7 y. H
- # ● 创建显示路径点的事件7 P" J$ D' H/ R# t, D' Z2 L
- #--------------------------------------------------------------------------6 a0 V9 A7 T, G( d: k
- def creat_move_sign
& L' j7 f3 e2 M. _7 V! ^6 h. C - $mouse_move_sign = Move_Sign.new
, g @; M" m6 e- r5 G - end
+ M0 O H0 E$ w% U; v2 { - #--------------------------------------------------------------------------
; q9 h6 X5 Y: E. f0 A* r5 f' |! c - # ● 更新显示路径点的事件' T) J; ?/ a( C8 {& g5 ?
- #--------------------------------------------------------------------------
) ?( Q! B! V& d+ p# D - def set_constants' X7 Q5 }& P. n: n! Q
- @mouse_pos_setted = true
9 W+ q( ^8 b7 m L I8 O8 { - @set_pos_prepared = false
7 G) U+ n0 `- l0 K5 o - @mouse_old_x = 0
% }' _6 y* a! g$ n - @mouse_old_y = 0" F! _7 U5 p o" e& D
- end
2 g# \9 W# l) O* } - #--------------------------------------------------------------------------9 F2 F3 e0 |8 V
- # ● 更新显示路径点的事件8 B8 V2 d' U$ c9 [& n0 Z3 @+ T& K
- #--------------------------------------------------------------------------
1 z# F; i% \$ k6 Y6 ^ - def update_move_sign1 V. |8 a! E3 x# V" m& _6 O$ C) _( b
- $mouse_move_sign.update% E! h6 C, _. W# W6 h
- end
8 ^5 p4 A8 h! o! t' m+ j7 e I - #--------------------------------------------------------------------------
- O U2 L6 M, u3 q) Z - # ● 获取鼠标位于的地图块的x、y坐标
3 Q, n9 u5 T5 K; q/ L! } - #--------------------------------------------------------------------------' d& |3 m4 Z& |$ j& _3 F- |
- def get_mouse_map_xy) T j2 q( l5 ]% @) ^' }8 Q7 W
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y0 t/ f! a' n0 p4 P
- @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)
( {. r. _/ z ?$ j @ - @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)
) j& p. j8 r4 [- e0 H - end
% C+ F$ H; ?! h2 A( B - #--------------------------------------------------------------------------
1 e9 G2 r1 }# c( F+ l$ c - # ● 返回地图画面时重设鼠标坐标
% C ~- p3 b. E9 A( J0 G* N; h2 g - #--------------------------------------------------------------------------
: C4 c1 w- g1 B6 @ - def reset_mouse_pos0 p8 X- D* o4 d+ W8 W7 T5 A
- return if @mouse_pos_setted2 h- Z# X3 w6 n/ z1 b. R( H
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)
+ Y& D6 u! s* E1 Q$ ` - @mouse_pos_setted = true
9 `7 Z, h: [4 I& u - @set_pos_prepared = false7 ~; K( U9 E4 Q5 o( D
- end. d( Q/ Q7 @6 d3 L# m# R# x$ d
- #--------------------------------------------------------------------------
" V( e: I4 A, b7 x- y1 O - # ● 重设鼠标的坐标
, Z2 n- Y0 E( G1 Q - #--------------------------------------------------------------------------
( @& s) n+ S- w3 Q- r - def prepare_reset_mouse_pos
# _; \1 _* E; k/ r" f - return if @set_pos_prepared/ i3 j1 ?% K' Y+ @4 Q9 ^& E0 S
- @mouse_pos_setted = false3 L3 |) K% X; a* \
- @mouse_old_x = Mouse.mouse_x* k9 j1 X! F- h+ |5 l: p
- @mouse_old_y = Mouse.mouse_y
% {! Q4 @! y( ` - @set_pos_prepared = true3 @- M) Q# C# l. u
- end! z# @, {2 {2 I) |1 P6 A& r8 K
- end
# l: f6 \ ^# `/ B
" V; Y6 M1 w4 x& H% ?2 V4 \- #==============================================================================% ~# y7 u1 z! k. {1 I6 ~
- # ■ Spriteset_Map1 @7 G6 H# l5 i4 F
- #------------------------------------------------------------------------------8 {/ l' I# Q4 u( f/ {3 P' M
- # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。
: L5 Y# g/ N! H4 P3 |4 t - #==============================================================================
# Y- ]8 Q* t1 O0 Q; I - class Spriteset_Map6 M. `9 f0 _5 _6 Y! }
- #-------------------------------------------------------------------------- c2 H. v8 c4 T6 f$ |
- # ● 生成路径点精灵
" i$ Q3 B& }0 L0 v, F6 e2 ^ - #--------------------------------------------------------------------------4 h0 ~; C. X$ I# G7 D5 _0 |: ~
- alias sion_mouse_create_characters create_characters
' K7 y# Q8 ?1 P2 ^& z - def create_characters% q( F. P9 `- i. s, Z) E: Q0 d
- sion_mouse_create_characters
; n3 I, l4 M/ A# o1 m3 s) [# r - @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))$ y8 y$ a" t# R1 a7 N+ V$ C4 Q
- end+ Q3 o: C# A5 b3 z( B/ W
- end
' L, ]% V. g" p - & Q+ @- j& G' z5 h- G8 n# ]
- #==============================================================================
% A# S$ w4 B8 h: W# F I - # ■ Scene_Map
9 v8 @6 _: G# [& D5 }0 g - #------------------------------------------------------------------------------
: d5 [* q9 q9 t/ h( p - # 地图画面! r* h; f) T; }
- #==============================================================================
( p. X: l" b& Q7 ^: i" |5 R - class Scene_Map Scene_Base: T$ ?$ X7 x9 h7 X- L% {" |7 j
- #--------------------------------------------------------------------------
) z3 ^ n7 d3 b' ` - # ● 画面更新) g3 b" w8 H/ H0 O" i* J
- #--------------------------------------------------------------------------& _! W8 e% [; c+ k4 }
- alias sion_mouse_update_scene update_scene* |! W! r5 y" ^. r
- def update_scene
0 }3 a$ G4 F4 ` Q9 w, P6 ] - sion_mouse_update_scene
2 @6 |+ W+ o& @2 D, x2 T: F* ` - update_mouse_action unless scene_changing
' p; l( { i. L; F$ \- ?: q, r7 m - end
6 T* u; x: B. t- { - #--------------------------------------------------------------------------% F* f. d, R' w$ }- [& S
- # ● 场所移动前的处理
6 s/ z9 C+ H: d0 C0 t& i8 K - #--------------------------------------------------------------------------. h6 Z# I* d# {0 r" b. \
- alias sion_mouse_pre_transfer pre_transfer% N8 c0 H& b! n1 d+ Z: K
- def pre_transfer) m. l* Q% `; P
- $game_player.reset_move_path
$ Y/ ]. A3 v+ u1 d/ @+ c$ i p - sion_mouse_pre_transfer
" i8 j0 ?5 D6 F1 z8 T! f" N% o& N - end2 m" f5 V. H0 i4 s8 S% n% \
- #--------------------------------------------------------------------------- [7 ] m3 U3 S" K @
- # ● 监听鼠标左键的按下
6 w# s" L6 q' o: |% V4 M - #--------------------------------------------------------------------------
$ g$ J' ?( u! ]- F9 I2 {0 } - def update_mouse_action0 a8 c; q) R8 \$ o0 c' s8 l
- $game_player.left_button_action if Mouse.press(0x01). d3 ~7 P, b' H$ M' j+ B, ^
- end2 R/ O% c+ F: Y2 ~9 n5 Z. Z7 k
- end3 k' b/ O G* U/ c |/ t
- 7 J. I3 H) Z! K
- #==============================================================================! M# u# a$ ^, J- J
- # ■ Scene_File
# y3 I8 g2 F( d& H4 `, P9 J* K! n+ r - #------------------------------------------------------------------------------
' k4 q4 r8 I& S* i- q* h' A7 b/ p - # 存档画面和读档画面共同的父类
( Y, J5 E/ O5 N# ^& q# Y4 `0 ^ - #==============================================================================# ~9 X9 Y6 D! i6 c1 Z
- class Scene_File Scene_MenuBase
) ?8 ]3 O5 s6 { A - #--------------------------------------------------------------------------
- {" K9 J; }$ _: f - # ● 开始处理
" h" c6 E! d9 @4 S, ?1 Y1 r( G - #--------------------------------------------------------------------------$ z7 s- ? i$ C7 W T+ [9 I
- alias sion_mouse_start start( J" ]! x2 b0 p$ x2 t- {
- def start
9 n6 ^4 T# o+ B - sion_mouse_start4 Y5 t5 }- W6 p$ ~4 E
- @move_state = 0
* }. ^5 }: C/ V5 C - set_mouse_pos
$ B7 o/ e- j2 r r8 g" n, \ - end
( X, q) f: a2 @/ V& C5 _* U - #--------------------------------------------------------------------------# H9 m7 \1 _8 l: U4 ]; B) P* Y0 y
- # ● 更新画面
) Y# n9 W' @" M - #--------------------------------------------------------------------------# Z {- W8 h( S
- alias sion_mouse_update update' O2 z3 D9 G% t8 P2 n
- def update
# r, c n+ l1 Z Q( s. S - sion_mouse_update
) G& o+ K2 j/ N8 I; W - Input.dir4.zero set_cursor set_mouse_pos/ }8 I7 T: s/ I9 q4 \
- end
0 K. U1 h$ Q! k1 A' @. D - #--------------------------------------------------------------------------
1 D6 E1 i6 r2 {' a1 j: Y3 ^& { - # ● 更新光标/ X! E7 x! Q h; Z
- #--------------------------------------------------------------------------
; l, v% u; a' M% { - def set_cursor+ y# `& w' S. z/ o. a
- @move_state += 1
0 N0 a: r4 F* D( e( W( m. j" R5 t% m4 i - last_index = @index1 v% ~% S; K2 u, O( P1 V& j' k
- if mouse_which_window == -25 P3 y$ J. E) f
- if (@move_state - 1) % 6 == 0
/ p, V1 p6 R4 N0 |7 e6 v - @index = (@index + 1) % item_max if @index item_max - 1
% w2 F9 i+ K" o% m - end8 o% W$ j7 ]; C) c- }% P
- elsif mouse_which_window == -1
7 i& L5 ~2 [1 y7 l4 T' U# ~" E - if (@move_state - 1) % 6 == 0
8 z B2 ]8 _( _ - @index = (@index - 1 + item_max) % item_max if @index 0
2 B7 Y v; [2 a" a. j3 w7 r6 O - end: ?; u) S9 O8 H; ^! o. \
- else3 c% z1 A' e0 s; K e/ g! P. |
- @move_state = 0
9 \, N, K# c" h( m e$ i - @index = top_index + mouse_which_window
! G# a& D/ A! J& h - end
' s& j. ~- _% H1 U4 X - ensure_cursor_visible
+ w \1 |1 ~$ Z; Y2 b& h - if @index != last_index
5 d+ ~* M& f9 P" x4 r- Z/ v - @savefile_windows[last_index].selected = false
; @0 M w0 e5 }3 @& X - @savefile_windows[@index].selected = true1 ]8 U7 C& |. l6 A! c' q9 U
- end n+ |+ |2 [: W5 f' i
- end
) y& c5 [9 n6 m# t - #--------------------------------------------------------------------------
$ M. L3 ^" G* t( L9 ? - # ● 判断鼠标位于哪个窗口
- \, _# N u+ \ F7 J# v0 t - #--------------------------------------------------------------------------* U3 y* A9 ~0 }, [4 r8 X$ ?/ x
- def mouse_which_window
3 s% J/ K. Z: d' T% H - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y5 i! E9 t k+ }' C$ f
- if mouse_y @help_window.height + 14
6 u5 t) }' k7 R$ ^% v2 | - mouse_row = -1
1 d( p+ i' ^3 L: v) @ - elsif mouse_y Graphics.height - 14
! c; b6 l& h# J2 J- r# L% B - mouse_row = -2' L. A5 u1 n3 d- B$ f
- else
1 d% S! c& f( K# M7 t( O' O5 ~' r K( p - mouse_row = 4 (mouse_y - @help_window.height) 4 R! a2 z6 U) k, U5 o! g, g0 K
- (Graphics.height - @help_window.height)
" H5 Z% J; k7 i' y - end
$ V5 G1 y+ }8 X5 |1 v9 h# r7 o - return mouse_row
( s7 V6 T# ~8 ~/ L' I' {: x6 b - end1 B) [6 P1 A3 x' F W% [( ^
- #--------------------------------------------------------------------------8 I- I1 K x7 X& b7 q
- # ● 方向键移动光标时将鼠标移动到对应的光标位置9 g# T: F/ b- U
- #--------------------------------------------------------------------------- `+ ~$ |5 a" [. y0 ]! A% v$ C
- def set_mouse_pos
3 K/ n9 v* i$ D; e* K! H( E/ @ - new_x = 402 \- S' Q+ w5 ]2 N
- new_y = @help_window.height + savefile_height (@index - top_index) + 24
! w5 V! O9 D v# ^" W/ J - Mouse.set_mouse_pos(new_x, new_y)
- W! v: S9 f4 x( a - end* [0 X+ Z4 G$ ^# K
- end
1 g9 ^# ~/ \" v# a2 G - 7 J s* `% J- o: I& \1 s
- #==============================================================================
9 S9 Q2 D1 u( v& |" d$ p - # ■ Game_Event
- N. j- `" |+ ] - #------------------------------------------------------------------------------
! a3 G# H. r% D N - # 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。* p3 E5 W3 g7 V2 j
- # 在 Game_Map 类的内部使用。, r0 z2 ]+ z% {( M% e' ~! z6 I
- #==============================================================================6 Z3 g: x: E( e& a' g/ l9 g3 g
- class Game_Event Game_Character# Q9 s/ v9 _8 s. h
- #--------------------------------------------------------------------------
+ L2 [+ z3 F5 u5 b/ \' G0 I+ A - # ● 事件启动
5 D0 S# Z# L, E3 X - #--------------------------------------------------------------------------
3 i% O$ E% D& L9 k- J& C+ \ - alias sion_mouse_start start
4 i1 \- D2 o# N4 J - def start/ G u& [8 ]9 g a8 D& S: L! C
- return if mouse_start && !Mouse.press(0x01)
4 g/ k9 @9 L" ^# W* H3 a1 v - sion_mouse_start
+ _4 u& Y3 E6 R' I; ]* | - end
( E w/ i% Z9 E% y; ?( }, z7 \ - #--------------------------------------------------------------------------, x' G& s( T$ @/ A: u
- # ● 判断事件是否由鼠标启动
% k+ X5 @8 W& ], A6 m - #--------------------------------------------------------------------------
2 ~% v% s6 Q4 w2 V9 B$ x* y - def mouse_start
( e) H, c, g9 d; D - return false if empty! C' J: ]6 z4 v: {6 I( h7 m" o
- @list.each do index
; K. w) g; b* B; B& G( J/ W3 i - return true if (index.code == 108 index.code == 408) &&: {( ?) U, j% M9 w/ w' l
- index.parameters[0].include('鼠标启动')
( P) e6 B8 y' U# N/ b5 P - end
- Y1 Y4 [: c$ q% M- _8 w4 {8 \; G - return false
/ B0 o# d, @, h8 c0 \# R - end
$ P6 l* U8 L0 x& @0 o0 S - end9 u _3 D2 i4 O
* L+ l: Y( \- T2 N- ####泥煤的height7 r n' U4 m7 x3 y7 m
- # @height = height7 G7 [) ^* ^; W H
: _2 s+ K% s/ j7 R6 r# D' w- class Area_Response
; n! s; B8 X# Y! K4 s - attr_accessor type9 m/ `! r( \& x% q9 z4 d
- attr_reader ox* Q. [1 l" x9 @& c
- attr_reader oy
- z5 l( u c. t9 e( E - attr_reader width7 p' U1 h. C5 Q6 Q5 l' o
- attr_reader height
" v5 i* S7 _8 u7 P/ S - attr_reader switch_id* @; `, e+ ~+ F* ^! Z
- def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)& u' P' k/ v& N8 k7 h1 E3 L
- @type = type
7 R0 k2 ~- A( W) e S$ V) S3 T - @ox = ox1 D" t1 r8 [) {7 j+ k1 }1 v. x
- @oy = oy; ]8 ?. j; g; {, Q& T8 E# t n
- @width = width6 s3 m5 C2 q8 |. A
- @height = height# v1 j* h$ t$ ^ m( w6 {
- @switch_id = switch_id8 q5 I4 f0 ]. K. ~4 c
- end6 I' W7 |5 W+ l1 l
- end
6 }7 q f. ]9 b. N6 F% s. n
% o4 E3 r1 `, U$ `, J- $area_responses = []2 b: D: U- _ C1 i: @3 o! J5 i8 ?% o
) T' r1 L. L! ]7 y& A- class Scene_Map( Z* D7 n. t) d2 l! X
- alias update_mouse_2013421 update_mouse_action
/ [7 P( V$ e n; Y, l% D- O' X: H - def update_mouse_action
( r- L. W2 T. ^2 U5 J - update_area_response
6 f; h4 d3 S6 U6 u8 q - update_mouse_2013421
0 e/ c, s4 I" Q, K1 i - end3 S4 t) K2 O) g/ y. S; X
- def update_area_response
% z8 k0 R4 a6 J - responses = $area_responses/ z: y& C O8 D/ k6 S
- responses.each {response) e( q. V, ]0 {7 y
- ox = response.ox# S1 i2 x/ V$ Y+ [
- oy = response.oy
' x$ J2 y# v6 u/ r - width = response.width$ F/ H @6 G1 Q/ N1 Q7 [+ r# u
- height = response.height
' e' ?8 ]4 Z4 X' x - switch_id = response.switch_id5 D6 P( A7 c$ B, h
- case response.type# A" \; W. l; S
- when 04 j$ Q/ r: E7 }9 J
- if mouse_in_area(ox, oy, width, height): W; S( T: h6 C: d5 {
- $game_switches[switch_id] = true' P: Y: v4 V! S F9 a( P# \3 \
- $area_responses.delete(response)
0 e: j& \$ H6 p1 s - end `5 P1 Q3 t% B3 F* }" l9 F9 W3 [
- when 1
) s1 v" G( X0 @5 V" K$ r- \/ m - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)% P) P3 D( A9 G$ U. T' l0 v
- $game_switches[switch_id] = true$ ?% ^7 j/ r/ E8 W+ ?
- $area_responses.delete(response)8 ~; T4 h4 t4 d1 m: x$ t
- end3 F+ e7 d G1 c
- when 2
4 M! D5 h, ]9 E+ b - if mouse_in_area(ox, oy, width, height)1 R9 @5 P+ ?8 k* B- k
- $game_switches[switch_id] = true x- u* |3 V6 q$ z3 r) _
- else
+ A- m- N/ _" {$ ?# x( s, E9 i - $game_switches[switch_id] = false" @, m# j/ j+ ~5 N5 Z2 E
- end
4 Q' c1 O+ K/ e: q1 H( w - when 3
V2 B# b, W# k/ X9 d# X* x9 E, X1 ] - if mouse_in_area((ox - $game_map.display_x) 32 ,
% f; ~8 b, O( {7 y - (oy - $game_map.display_y) 32, width, height); Z% u- D7 H8 T; \( N
- $game_map.events_xy(ox, oy).each {event: |0 w. R& ^( D
- event.start
# h; s, r5 E3 B- z0 E - $area_responses.delete(response)
; l8 d( ^! I& g - return
) q% |+ u. a& M1 k) T - }
0 K/ b0 Z, p$ `, Z5 Q - end
8 G" ~& U% v7 o4 Y/ W - when 4
4 g, w/ n* W; I$ } - if mouse_in_area((ox - $game_map.display_x) 32,5 ^0 v6 g, o! F5 l: B% Y$ y
- (oy - $game_map.display_y) 32, width, height)8 a! E- G9 b, J }
- $game_map.events_xy(ox, oy).each {event
8 q5 p1 v; j% m0 m% ~- w% Z$ [6 d0 W - event.start# c/ i5 D( w6 `2 a# c0 a! L" k
- return% M4 P N T+ V, k
- } $ F4 F' d; B3 H+ j4 b7 S9 l
- end
( c6 Q5 c# R4 C+ N8 D+ A" | - end% Z# z: \2 a/ K3 [
- }
" {4 O0 A3 E! a6 [" l( o, u9 R - end/ a+ F, l) L3 x! A
- def mouse_in_area(ox, oy, width, height)
3 B/ T0 {: ^. U/ E6 Z - Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&
" P6 w) |9 ^4 B - Mouse.mouse_y = oy && Mouse.mouse_y = oy + height4 l: `1 `+ H, d
- end. [7 Y6 W8 L a6 M- T
- end+ f" d x$ l) o' o! f/ L! \
- class Game_Interpreter
/ B* G9 d& s& _0 [4 Z* M3 {9 l - def area_response(arg). t9 j; w0 V% M. N
- $area_responses.push(Area_Response.new(arg))6 {, }" L$ A# j) b
- end
* y) [7 H$ C* }9 N - end# E9 P) a: {5 ^8 z7 C$ s8 _
复制代码 |
|