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純屬給LBQ腳本:- =begin #=======================================================================7 t+ M) x& z$ |$ E; C
7 b! q4 g0 G1 T, ~" p6 K- Sion Mouse System v1.3e3 [7 |6 P/ X3 }0 s u2 [/ O" M
-
+ f$ A; v$ V2 I* W/ i - Changlog
; y7 L; O" \% L5 x1 t: B$ Z# Q -
; S4 [1 a1 E* u. ` c - 2013.4.21 v1.3f; y, `! s$ ]3 D4 c2 `, z1 }
-
$ Z; G) S4 Y- L" @/ z( J( s - 1.3f 卷动地图 bug 修正
: k( b5 ^; E- E; g2 ~( f! b2 ` - 6 R. b1 S4 P- n. ] W& U7 {, z
- 1.3e 逻辑优化;提供解除鼠标固定的接口. z6 [! x) q! h0 g) D
- 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内
/ F6 X4 Z! _2 _0 { - Mouse.unlock_mouse_in_screen 解除锁定# r d( N' J9 t) k9 ?; n0 M) ]1 l
- & T: P, b* M# I7 M4 V/ _3 L
- 1.3f bug修正
3 P( Z7 W# C; w" q - a( b/ X& A) ~0 f. F! q8 E0 \
- 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
4 x' P! }0 w% R. ~( U1 \ - 关闭菜单时,鼠标是否移动到原来的位置。: c1 J& ?) }7 b
- , z) l; l# J; S' g
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处% N6 D' {9 j8 }* W, W( u7 a
/ c# [, n3 n" a4 X z% e" t- 1.3b 修正一些罕见的bug;1 J6 E6 T( c: L+ Q$ ~; g1 M+ w
- ' i9 g; }; R% ]; L' F
- 1.3a 代码小修改;
+ w5 ^; Y" H& I3 J% {/ r - 加入了鼠标点击启动事件的功能,
i% ] q; O, c2 \ - 在事件中加入“注释”: 鼠标启动 ,
* Y) g% [( @% k5 l' `# y, }+ f - 该事件将无法用其它方式启动,只能用鼠标左键点击启动。! {; d! f i$ b3 c
-
- [6 }8 C3 i' O3 X; x - 2013.2.12 v1.2
4 I' u8 P2 O; }; x2 M6 e - r+ ~5 }' b/ c0 a% @1 c: z
- 寻路逻辑优化;
9 n3 P- l c+ @5 C% X" p& [1 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;" ^3 d8 j. q# M4 `% j& V
- 现在支持用鼠标来操作载具了。+ K; X" `: L: _" Y
3 N$ F0 f& t: b2 U* z- 2013.2.8 v1.12 C/ ~( t, ~* b7 n3 B
$ n) K$ `, ?3 f# y( _# t& g- 优化了事件判断,现在可以方便地启动柜台后面的事件;& n z, N+ C% K( Y0 x4 N$ Z
- 修复了某些菜单(例如更换装备的菜单)掉帧的问题;
, R7 N, E) w* }% C' F/ r! o) L - 移动时,路径指示点的绘制更加稳定;
2 u0 ^: `: A* [$ V7 x r) J - 现在支持默认存档画面的鼠标操作了。
! V5 A5 q8 w2 k* P) a% I+ W - 3 V3 y% b0 {+ U4 M, z- ~
. Q% q% u y* I- OrigenVersion' o9 O: J& B, k2 M7 X3 T* W' ]
- / B& [, V% o3 b
- 2013.2.7 v1.0 ) @' j m8 D0 U; ]) D& ~
- 8 ]0 x4 @' y( _% y6 {) o
- 主要功能 p) D; S9 Q" F% L3 p! O( [
- 6 L$ }8 l: r7 c" {4 H+ C+ ?
- 使用鼠标进行各种操作...' z; S9 R& T% F$ Q; r
- 将鼠标锁定在游戏窗口内9 H2 |9 {4 G ^7 t& K) N1 c! E
- 自动寻路,按住 D 键可以扩大寻路的范围
9 H7 b$ V; v2 a( l- C% e5 L4 \ z' G1 ~ - 双击鼠标进行冲刺
- P% `9 w) K* @' s, a - 更改地图卷动方式以适应鼠标移动2 g2 V* G3 _/ w! a' G$ H( s
- 变量输入框改良 @5 z' i0 Y) S! |! @5 ]* U
# I: g. T# C& N: X1 ?- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹
4 N! J6 q- f) d B# ]3 V4 }
% A5 _/ }5 I/ W1 \' `, R3 |2 _- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹
8 I% l6 A) C! p( O6 K9 |8 U - 3 n+ u. ?* Z/ m _+ X% o# S5 R3 U
- ★ 如果未放入会弹出提示,并使用RM自带图片代替缺失文件;该提示可以在下面关闭
. Y# f) s& R- A" J x" d# g, J( h - # Z; Y' u: \ W# I2 j
- : P2 O$ |, v7 R6 d3 B! g
- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★
`& L+ k6 E1 p. \
! `# x1 a% u/ t1 t: C- ( m0 J( T% n3 F8 D1 U( V
- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示
& u2 K' I! M; V" R( Q1 H5 f. k: { - $ q# j' P0 Q. S) J" E3 I
- #==============================================================================! [$ a, d. x! F6 O9 p
- # ■ 常数设置 0 I( D4 U& a D* W6 w( N5 j1 p* x8 k
- #==============================================================================
. }$ k# K8 W6 ^' p" T8 o$ { - module KsOfSion" `/ b! V% H( z6 ]
- Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false
4 H. Q; n- \0 M' }" A - Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑* `! m/ p* r; [- N. c1 U
- New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false: M( c$ U0 g$ Y' Q0 w7 L
- 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4 m( g" t/ n |
- Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处
0 D5 q) u; Z+ t# g i0 _" s$ ] - Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧, I" o) G' j- B! K! [* M7 r( \" ]
- # “30” 是默认显示格子数 长(17) + 宽(13)
5 k% [! a6 v# x) ]9 Z - Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键& |% i; s l" f4 _
- # RM几个内置的空键位 (X = A)(Y = S)(Z = D)
% \, g1 D* a3 k' P. M2 v% h - end
/ ^+ m1 V- T C5 m$ m% [ - ; J' @8 |% s' [% W: d+ y; B& r/ [
- #==============================================================================4 A' c* G6 b7 O8 j0 o# _0 }
- # ■ 用来显示路径点的类
' `6 e# i8 _0 H( V - #==============================================================================
$ I3 a- V1 K; O0 Z+ j; j8 o - class Move_Sign Game_Character
! |! f( o# x6 F3 [ - #-------------------------------------------------------------------------- }) Q* S2 ?& Y5 W+ h
- # ● 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
s6 c. {6 D3 B' |2 `8 u0 C - #--------------------------------------------------------------------------6 m* N7 d* }$ e* _4 @4 n
- def init_public_members& u$ d# @) J) m
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹
9 B! y% R4 u4 B [. C1 d' d% S - @character_index = 0 # ★ 图片索引。$开头的行走图设为0% L7 ^7 z" Z- l: q- t! e- J; v
- @move_speed = 5 # ★ 踏步速度
3 C+ K" P0 d" F8 U+ C1 N - @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)
3 N( n1 ~( ]8 O1 Y - [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度# T' C/ L; }$ e* f, |; Q- {, ]; c6 y
- @blend_type = 0 # ★ 图片合成方式,默认为0(正常)
2 K1 s/ K x A- M$ T - @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列/ M* S! b8 B9 \, R5 T
- @priority_type = 1 # ★ 优先级(默认与人物同级:1)
' c k( T! W4 z- O$ d6 @! Q
. g/ D1 P/ o2 ^5 e5 Q; E0 l" o- 8 q8 @7 L. ?! B* Q1 c/ @
- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★; p' k7 L! S7 f2 n: a; L
4 \, i$ j1 @" o a$ A
) @" a0 z+ k L+ M. \5 v: q- # 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
' e) r0 g4 L" j# q - unless File.exist('GraphicsCharacters' + @character_name + '.png')7 f ]5 @. q7 Y" U
3 [0 a) J0 O2 p' W1 n# ]' S6 L- if $no_arrowpic_warn$ n* h- d0 w6 u
- MouseShow_Cursor.call(1)
3 K0 x& f8 J3 P& T! P T - msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png0 k- _! S$ _- E0 B, b* l& C
3 \5 P+ ?7 q. n# s; R) |3 \+ P6 l1 D- “路径指示点”将使用游戏自带图片
' I9 f* Y8 A' E `) @" h - 6 @' E2 r' z! R4 ?/ k9 F3 H
- 该提示可以在脚本内关闭')
6 C* q, j) Y- W - MouseShow_Cursor.call(0)
# e0 @0 N$ ~6 _$ |- | u. } - $no_arrowpic_warn = false- j4 G9 H+ v7 M' W3 X
- end
; n) [9 H' z7 I5 F/ p" b - @character_name = '!Flame'# [9 @: d0 }+ D! ]
- @character_index = 6
9 `1 D8 Z2 D! @4 C6 V% A7 ~ - M9 Y9 |2 i# i& \7 r
- end
A3 j7 u0 v; J) L, n - @direction_fix = false # 固定朝向
% A' {9 p1 B$ ]- ~ - @move_frequency = 6 # 移动频率
6 y% ?. p$ J6 l6 B - @walk_anime = true # 步行动画
- R8 o) D3 V/ v2 ~& U - @pattern = 1 # 图案
' o1 Z. Q# }# {8 d: j, f2 e0 H - @through = true # 穿透 ^+ J* n( Z2 U
- @bush_depth = 0 # 草木深度, j" L: t1 ?- \0 B
- @animation_id = 0 # 动画 ID
: [5 z' S, W. B9 c# A4 p1 V; v& V - @balloon_id = 0 # 心情 ID
& f) J' o2 \* z; ?( u - @transparent = true # 透明5 @" t6 f1 c* |
- @id = 0
% t6 _* n& B" e6 ~! d, o7 u2 ] - @x = 0, q* `. r* _7 \3 k
- @y = 0
( A* z* n4 H% l3 n% t9 G8 X - @real_x = 0" H) U; i, b/ r3 F. j& `! k
- @real_y = 0
" S3 N2 b+ S. f* O - @tile_id = 0
7 G& n& L+ g( b0 |1 J0 J" k, J - end
; z9 g1 c3 e* U4 R - #--------------------------------------------------------------------------9 S( h! [! G& ]' s3 N. [
- # ● 定义实例变量
8 r! z& T7 D. x* g% d/ ?$ @: O1 N - #--------------------------------------------------------------------------
9 E) y2 R) U+ n4 b- w - attr_accessor direction
, p5 |8 t5 D: G' l2 F* K( Y, H4 c - end) N1 E. U- x# }! u
- 3 [2 k% @1 d8 R7 v7 y% Q
- #==============================================================================3 \0 O" q8 G; [0 i$ x8 s
- # ■ Module Mouse9 n2 O8 ?% o: ]
- #==============================================================================
9 v9 ~: p0 ?; N4 h: [8 F6 r - module Mouse
+ s7 [' j% `' h/ c - #--------------------------------------------------------------------------. ^: F, B5 D; c8 T# q$ k, R% Z
- # ● API* h8 i8 W, i/ t% q
- #--------------------------------------------------------------------------6 S5 f/ m4 {; S; X
- Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
! g$ @: b e) \8 V - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')8 N! Q: ?0 `) l( i2 L1 s
- Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')
. ]2 G0 w4 K4 [5 a; a3 W6 D Y - Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')
, v4 g( r& c2 l! [- O/ X0 [ - Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')1 }$ i6 h$ Y# x
- Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')
) n7 T- a1 _# @4 x' `% a, \ - Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')4 t( R* N* t. \* \$ l: r" I7 @
- Window_Hwnd = Get_Active_Window.call; D. P; z3 d4 `( O# z# g$ y U6 b; q
. h! v& y& s- l" W* E" [; V- class self
* {$ n/ Q3 T0 Q - #--------------------------------------------------------------------------
6 g! }8 r% h/ f - # ● 初始化; x' E, m$ e2 _" G# u
- #--------------------------------------------------------------------------
3 M" s* l( I u0 }6 a' ^, l - def init
- V4 W4 p$ {" t - lock_mouse_in_screen if KsOfSionClip_Cursor
! e4 U3 `. p! r: S4 ^$ r% `6 x - @left_state = 0
1 B) o F' m9 N7 R' j1 X* D& C - @right_state = 0- A8 A4 K) Y+ |
- @ck_count = 0 # 帧数计,单击以后从0开始 M: j. B' [) s8 S' a5 K* A
- @dk_count = 0 # 用于双击的判定5 u, f* r) a) C% v2 Y
- @clicked = false" [; h# u$ [. g5 R0 Q6 P$ v7 g
- creat_mouse_sprite! N1 `% l; w r0 O" i! u$ {
- update! E0 q7 I L7 E. M: F B
- end b& o4 d+ h8 Y% C: a- D1 k
- #--------------------------------------------------------------------------
- J6 w& W& B7 T - # ● 鼠标指针精灵
! U& }( T/ T0 t4 p0 W' `: ^0 v* p - #--------------------------------------------------------------------------0 ~! p! ~' J3 W- Z' Y* V9 h* @
- #~ def creat_mouse_sprite
2 ?7 G n3 r* v6 z4 i+ g - #~ $ } i7 i Z' b8 Y1 d
- #~ @mouse_sprite = Sprite.new0 s& F/ _1 c8 R6 z
- #~ panda = 2#rand(2)+1
7 G1 l$ A b) @. h' \% H6 Q - 4 Y) Z, L1 K' T6 @2 v- a+ l( K/ R
- #~ if panda = 1
" v! J. K4 }/ P {6 A - #~ if File.exist('GraphicsSystemCursor2.png'), H+ H# V2 o3 d' W& |2 I/ S
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
t" t# X( n. c8 M - #~ end#with if File.exist) g& p3 Y: E: H& w0 @& l
- #~ 0 }: n. m" e- n
- #~ else if panda = 2 #with if panda=1
" y0 } @4 W3 p0 {8 x5 J& T - #~ ( I k% v! @4 T5 Y
- #~ if File.exist('GraphicsSystemCursor2.png')
" M g0 T1 o/ c3 Y - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
2 {. b% \4 }7 f. @ - #~ end#with if File.exist
. b2 i, u) Y# }# r! q - #~ 5 n. g3 u& y* g0 }$ }2 ^
- #~ else #with if panda=1
/ y& c7 x6 G7 z0 I0 q2 c/ Y2 \1 s, G - #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)
& @; I) _( D( }, f+ y- c" ~. v - #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),
0 n- J3 @& I b9 Z - #~ Rect.new(5 24, 24 24, 24, 24))
( ~8 m( g# h+ s$ }# N0 y - #~ end#with if panda=1
8 o7 i! K8 h- e+ Q% R: Q" E+ l. { - #~
8 S* [( b" Q; {+ Z, T: i - #~ #with def4 P9 G$ _! s' p8 l( ^. H
- #~ end1 S; w. e3 F0 |9 M
- def creat_mouse_sprite
6 w- W( A# V% w6 A% I w - @mouse_sprite = Sprite.new' |; v4 d. s. {2 ^& \1 _8 j4 F
- @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})# q k3 W% Z; e
- @mouse_sprite.z = 9999( [% D9 p: I. x
- Show_Cursor.call(0)
2 @( g) X# F) `; ?$ Q# ~9 n- G - end7 }0 b( a% N W! o; |& F
- 0 z) P. l# J; t& T/ i4 B
- #--------------------------------------------------------------------------7 }8 V. Q: }7 c% g
- # ● 更新
4 Y' a* n, a+ S+ t3 ]* m1 _" [( a - #--------------------------------------------------------------------------( m' v9 ^- a0 c2 j0 Z- I
- def update
3 \7 s# \4 t: g - @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos
& L7 d% ]) I* K; d; {3 {6 Y - left_state = Get_Key_State.call(0x01)0 W/ ]7 S6 E, ~) N5 X5 ~- T0 u
- left_state[7] == 1 @left_state +=1 @left_state = 0
8 ]! c; F, m( h2 {7 D) B: n4 X - right_state = Get_Key_State.call(0x02)" {' H0 h$ x: I
- right_state[7] == 1 @right_state +=1 @right_state = 0
% f. a, L: Q% [5 ]( \8 {: S - update_double_click
5 K8 T/ H6 c# O/ G - @left_state == 1 @ck_count = 0 @ck_count += 1
% b$ M) W1 Q6 ~ - end/ l; z: u4 P$ Z+ A; {" T1 z
- #--------------------------------------------------------------------------: _! S5 Y/ |6 }, }" ]0 l' b
- # ● 获取鼠标坐标
( B+ G, y. M/ b - #--------------------------------------------------------------------------
% t6 Z9 W4 q! e# G9 ~ - def get_mouse_pos+ l# h4 C+ Q' U2 c
- arg = [0, 0].pack('ll')
0 G" U' b! E# m0 U - Get_Cursor_Pos.call(arg)
$ q; c0 |. v& w/ X - Screen_To_Client.call(Window_Hwnd, arg)
6 u. V7 E7 h2 G2 d' U- A+ R - x, y = arg.unpack('ll')
( R# s) q, a& B( t - return x, y: S3 W! ~8 f. D2 g& B
- end
& d# m* v% U+ U9 t - #--------------------------------------------------------------------------8 H. T6 J& e/ p5 j3 Z# r" ]
- # ● 将鼠标固定在屏幕内7 S8 H8 |/ j. O& I2 l
- #--------------------------------------------------------------------------
9 D$ W9 ?8 a `# A* ]! D - def lock_mouse_in_screen
+ r8 U8 N% S0 E - arg = [0, 0].pack('ll')
! u! x5 t c/ Q# U+ I - Screen_To_Client.call(Window_Hwnd, arg), y/ }; y% H: z7 J* C% [# C
- x, y = arg.unpack('ll')- s; h5 ^3 L( B1 B) h' S
- Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
& {% P6 c4 z0 J& S" ? - end8 [ `/ { o8 a" M8 K0 v) w% I
- #--------------------------------------------------------------------------
3 c- g8 W: }% O& G8 ]4 F - # ● 解除鼠标固定
/ |& C" x- y& S8 t7 |& T; C - #--------------------------------------------------------------------------
" g; J" R/ Y* w" h( [* @6 [ - def unlock_mouse_in_screen& a8 t( x8 g* X0 }. ]
- Clip_Cursor.call(0)
0 Q8 k3 a, t5 N8 l* v6 R - end
r$ u! h2 P' h - #--------------------------------------------------------------------------
D. `5 @9 R5 `2 {. v3 G5 { - # ● 鼠标双击判定
$ |/ z. E7 g$ v% M - #--------------------------------------------------------------------------
- [! O, F$ V8 S" C - def update_double_click7 a- `* r* E( J3 K
- @clicked = true if @left_state == 1% U9 A4 p$ n0 {1 Z# }* w0 x4 n
- if @dk_count 0 && @left_state == 17 ]- `* C9 ~+ c+ L/ d+ X6 W' p
- @dk_count = 0; @clicked = false# I. [3 s! B1 Q( ]/ Y2 B$ G& f# n
- return @double_click = true
5 x# H# D: `6 S6 b$ A: ?# Z6 q - elsif @clicked. B5 r- t4 p) V! P& h6 }6 X
- if @dk_count KsOfSionDbclick_Frame+ o9 [% I3 A0 K: Z- y$ L4 C
- @dk_count += 13 X. }- z1 i+ w; Z- K3 L6 u# ]
- else3 S# U/ I f2 |4 j& A+ {
- @dk_count = 0; @clicked = false- Z' e2 @; _) w0 o7 }
- end
5 G0 v9 s% I- ~ - end
& n3 @/ h# }: a! x; w2 M - @double_click = false1 ]1 T( E M( `: b0 e
- end
0 l0 f4 Y }* f, ~8 l9 i% ~ - #--------------------------------------------------------------------------- ]: ]; ~" o" x
- # ● 按键被按下就返回true
' r9 d9 p6 { ? - #--------------------------------------------------------------------------
) a: n" d3 }" `& p7 ~/ P& H - def press(button)
/ \& O( m0 W0 }# a# X - case button
3 S5 U" x- x$ r6 t% Z - when 0x01; return !@left_state.zero; v- M' _/ |/ t% D0 e
- when 0x02; return !@right_state.zero
, O, p( {4 J6 V! C - end" Z: j* U! G/ A; x7 @4 H
- return false3 C4 |+ J" f% q' u" v4 D0 M
- end& [- r# o$ m, q2 j, k
- #--------------------------------------------------------------------------, c5 n" x8 A B' R% r7 H) x
- # ● 按键刚被按下则返回true
x; D4 v& d5 [* t; b2 K2 U2 j - #--------------------------------------------------------------------------, J3 Q9 w' }& J. d2 H, {! S' B9 [' }
- def trigger(button)( } e! ^/ S0 a2 Z/ Y
- case button" D+ }9 v2 J4 G% G5 C1 r
- when 0x01; return @left_state == 1
* E& |" L( c6 G5 D$ g! [ - when 0x02; return @right_state == 1
: A/ ~. \9 M7 J0 E5 q4 C - end) W1 ?( V. o* O- s0 e! A k
- return false4 @! B) E+ E* ~( K$ W" H& x+ t
- end% J V* ? e8 K4 s4 M9 q& y2 x# V
- #-------------------------------------------------------------------------- @, m. x( h, k( w
- # ● 持续按住键一段时间的话,每隔5帧返回一次true
# R; d. d+ j' D2 e - #--------------------------------------------------------------------------
0 |- k! v0 K9 I3 S$ R$ b - def repeat(button)
8 \3 R* w& E" G( E. f; y# j - case button7 L' c- V2 g. ?6 e L& y& c
- when 0x01; return @left_state == 1 : i, M$ w, N& K0 A
- (@left_state 22 && (@left_state % 6).zero)# Z" j$ b: r1 y' X* s7 s
- when 0x02; return @right_state == 1 % ^6 x" Q/ i' t0 R. V
- (@right_state 22 && (@right_state % 6).zero)$ k9 T) O6 n5 j3 z4 S
- end
$ R7 }! s7 `+ a# W7 `3 @, a - return false& r4 O3 k) {. A: C. E( R
- end
* S0 y8 O& A, P; i - #--------------------------------------------------------------------------9 I; Z! D- w4 R
- # ● 判断是否双击鼠标1 g) V: \3 r5 s- ]( H5 K
- #--------------------------------------------------------------------------: S B a- i3 A1 q' J3 c
- def double_click
( ]7 \8 N3 D8 n5 z, L { - @double_click5 u6 O- A: } ]; }* h
- end- D$ ~, |, A7 { n$ _7 U, x% ^
- #--------------------------------------------------------------------------: z# F, y5 y0 Y0 Q8 f, v% I# U
- # ● 获取@ck_count(每一帧+=1,单击后重置为0)1 m8 v7 g3 O' ]8 G% V* b
- #--------------------------------------------------------------------------
6 K+ @% v. _1 m- i$ i - def click_count+ ~ i+ y6 W$ {
- @ck_count& L. ~" v w$ H' D; j7 D8 `
- end! u, I$ G. O* N& Z; y- m9 l* \
- #--------------------------------------------------------------------------# b% p* \* G: n% p' P# q
- # ● 获取@left_state(按住左键每一帧+=1)
$ }2 u9 L4 p, K2 N9 |/ _- G - #--------------------------------------------------------------------------
}3 h& T9 |4 h# `8 D - def left_state
% n, g' ?( p0 b$ O - @left_state% B* p- R' l% V
- end
& O) o8 i) @% H9 j2 B& I - #--------------------------------------------------------------------------
% s3 x1 X- l+ ^5 I: t" j$ T4 ^ - # ● 获取鼠标的x坐标
* m1 ]1 x% w! s - #--------------------------------------------------------------------------
( w% O8 {2 _1 U+ |& i& M, H" [ - def mouse_x
. |5 R+ K( f; a; Q - @mouse_sprite.x
6 Q% g! u! A* e/ i- f: f7 v( n5 b - end( p& T1 ?/ Y& V
- #--------------------------------------------------------------------------+ u9 U H3 R; L5 @8 L5 P$ J2 A
- # ● 获取鼠标的y坐标+ I$ f4 S3 Z5 }4 e
- #--------------------------------------------------------------------------
) e. q, c& [7 A K1 X& }& O - def mouse_y
* H* k" A9 E0 ^; v - @mouse_sprite.y
$ d, `% }: ~+ B4 |$ u$ J& j/ a1 C - end- B, u3 m+ h: A
- #--------------------------------------------------------------------------
7 o8 i. X7 m1 V; R - # ● 设置鼠标坐标
- F4 @2 B+ m- ] - #--------------------------------------------------------------------------2 e9 C( U4 K' ^ o$ N9 X ~; B' ?
- def set_mouse_pos(new_x, new_y)# b/ i6 L0 { a$ `5 c
- arg = [0, 0].pack('ll'). r3 v1 v" ] k$ u
- Screen_To_Client.call(Window_Hwnd, arg)
7 h0 q: @ J: k - x, y = arg.unpack('ll')3 ]8 }) l7 B% S) h9 l& e" j- M
- Set_Cursor_Pos.call(new_x - x, new_y - y)3 U0 Q) T& \( E8 ~! }/ ~* [5 t
- end
/ B# s' y! E7 e' s; Q7 V& k - end #end of class self
d4 U& w+ h9 u9 n+ l% N$ B0 u
: X2 M, G" h. Z2 p9 C; `2 v. B- end
. {4 i- s0 }4 Y+ z& C/ v - / T" H4 l/ _, Q2 P0 z3 G: k
- #==============================================================================
; R4 k6 c# q/ R( ^& b* c - # ■ SceneManager' h) y* q4 ]7 P3 I/ P
- #==============================================================================& W2 L$ [6 ?2 g d4 e' L3 C
- class SceneManager
' S0 ~9 Y, N+ `" D" n - #--------------------------------------------------------------------------
& o6 S$ } C& \) F$ B* w0 W - # ● alias1 i6 [1 ?- |3 b
- #--------------------------------------------------------------------------/ U# Q/ G/ X/ ^0 \
- unless self.method_defined(sion_mouse_run)% W3 |, N0 d9 o1 k7 ?
- alias_method sion_mouse_run, run
3 }( @. S& Y2 H7 d4 U. j - alias_method sion_mouse_call, call. w n5 v5 i0 @* f. t3 D7 Y. x
- alias_method sion_mouse_return, return
/ P$ Q2 e6 w% O" {8 c& ~! Q6 Z- c/ F - end
9 l- y: f" |5 }- X# H3 h - #--------------------------------------------------------------------------
& f. p6 i/ ^7 u# J4 F1 k - # ● 运行
6 P$ E9 \* _ m/ ]) ] - #--------------------------------------------------------------------------$ J2 U3 ^, o* d9 K+ [
- def run
% z% J) y! V( u' y - Mouse.init" @) {1 u& V9 p0 h
- sion_mouse_run
. O. b9 `/ z+ n% B" D; p - end
. h/ J8 I. D0 V' b. S. }* x! d4 K- K - #--------------------------------------------------------------------------/ D9 o9 U" r; M5 s; k
- # ● 切换
- S/ I, V( Z( A' O- o3 P; n" Z7 \ - #--------------------------------------------------------------------------- Z. B* D% e( y+ l7 ?. o
- def call(scene_class)+ f( w6 \2 D6 d7 E9 F) @
- $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)* C& e" O6 p1 W7 ~
- sion_mouse_call(scene_class)
4 v# k( f- U" ]5 \- ~, m - end
0 Z6 p- P8 c/ O" s - #--------------------------------------------------------------------------1 p$ j# B9 \( T( p8 h' o8 `0 B% U
- # ● 返回到上一个场景
+ c& X9 {- Q7 o3 z - #--------------------------------------------------------------------------" Z" u4 \) N% R' |
- def return6 u& \5 v, Y$ r9 v, a& ?& F
- sion_mouse_return
5 Q/ u0 p4 m# @" d; x/ C; n - $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&
* b, I& d6 D/ _4 y& M - @scene.instance_of(Scene_Map)
9 I/ _5 [) @3 _, X2 s - end& `0 Z7 y" B* g: [7 ^5 I2 I8 ~5 m
- end
5 b* E7 O; d) \0 l; ~7 J
2 `4 ]$ W1 a* p, L3 o- #==============================================================================
: }! }% H3 C) v+ R) Z - # ■ Module Input4 g8 J7 R- {- b% R {4 h4 I2 {7 j
- #==============================================================================7 K5 h. ~( H3 f) R' n& u' D
- class Input
" M: D5 h$ p, x" T! z - #--------------------------------------------------------------------------6 b/ d7 F" D( @ D1 i. k" C" x
- # ● alias
: r3 } A' C4 q3 @+ m; A - #--------------------------------------------------------------------------
: t) [% U5 `" V - unless self.method_defined(sion_mouse_update)
1 o9 [6 X( [) X2 ?. V - alias_method sion_mouse_update, update- i; M4 E- I6 U s6 h
- alias_method sion_mouse_press, press9 a, w/ x1 T4 I9 W- U, b2 o& n
- alias_method sion_mouse_trigger, trigger I8 z$ W) L) B1 V
- alias_method sion_mouse_repeat, repeat( d" x+ ]! \0 f
- end
" E9 C6 i' q, I: M - #--------------------------------------------------------------------------# T! V3 K. c$ z7 q' c" d: S0 V
- # ● 更新鼠标
, V# B7 n4 s! e; u `, ~ - #--------------------------------------------------------------------------! x2 ~$ A" k w* @: V& |# L
- def update
' n J1 ?) w" l+ V4 l+ ?1 N1 | - Mouse.update
' _4 ]( ^2 U; g% S* ] - sion_mouse_update1 e, H7 i, B) g9 {. h
- end' A/ c n- D8 L/ }$ t8 J
- #-------------------------------------------------------------------------- q% @) P! _3 s
- # ● 按键被按下就返回true
& I: L1 S6 ~" Z0 i" L - #--------------------------------------------------------------------------7 \3 o; }, T- J7 i# f7 b4 v1 K) J
- def press(key)
8 |8 W1 Q" d2 z! v+ `- z - return true if sion_mouse_press(key)" d" G8 s6 q$ G
- return Mouse.press(0x01) if key == C
- S u3 x. h: N! L: g - return Mouse.press(0x02) if key == B7 s& |4 b- v5 d% R0 C
- return false
- B; G U- v+ X) Q B - end7 {# b. F. Y' E
- #--------------------------------------------------------------------------( M: w% B3 X& p& `/ m
- # ● 按键刚被按下则返回true
& S' m* e$ c/ C! d - #--------------------------------------------------------------------------3 d/ |% X, \+ Q3 n# G9 r6 t7 z
- def trigger(key)( P/ t& }! {9 H7 K0 n
- return true if sion_mouse_trigger(key)# [% }7 Q. l2 O$ w/ [
- return Mouse.trigger(0x01) if key == C
0 d: J, L& v: Z2 F - return Mouse.trigger(0x02) if key == B
8 g6 g* \5 q& T! w - return false
. R0 |, v0 U0 g - end" ~& ?$ u/ n7 K& o
- #--------------------------------------------------------------------------
" o! o) F" u- q - # ● 持续按住键一段时间的话,每隔5帧返回一次true
: L8 O. p, N/ H2 R, `$ M2 [ - #--------------------------------------------------------------------------
; n e6 n& [# f: z7 ]9 A - def repeat(key)+ m& f4 o( {& q- c: a& v, h
- return true if sion_mouse_repeat(key); @, z1 F7 \" z. H5 q$ P, r
- return Mouse.repeat(0x01) if key == C
: G6 R) |4 ?! d r$ n' j8 Y - return Mouse.repeat(0x02) if key == B5 H2 h) D, R, _7 c5 c
- return false( R& P9 q5 |8 Q2 g' T$ `6 A
- end# ]- Y1 y) @1 N; k1 e7 a
- end" }0 G# {2 o" N
* a( x$ k. k, E4 i: |5 a! m
: |" n$ M" f) W- #==============================================================================! w& a) ^$ M- {8 w* |0 b
- # ■ Window_Selectable" Q7 ~; z: q* v3 K) k
- #------------------------------------------------------------------------------
* s3 h* p6 O* Y# g: F - # 拥有光标移动、滚动功能的窗口
3 s6 H* l, g, S: c& \9 ` - #==============================================================================
0 h- k! |8 D _" B# r6 g7 ?6 ]. O - class Window_Selectable7 {# S Q% `; ^
- #--------------------------------------------------------------------------2 q$ J8 e$ u7 Y" ?7 q
- # ● 初始化8 Z8 N2 s5 l3 l: S7 l
- #--------------------------------------------------------------------------/ y$ R0 {3 l+ }* w! q% X
- alias sion_mouse_initialize initialize
# A6 _5 l# v) |8 U( I - def initialize(x, y, width, height)
; H8 U) }/ M$ X2 W# o0 m" Z1 j - sion_mouse_initialize(x, y, width, height)
. V( v7 t( C* j+ E - @move_state = 0# D5 R1 p9 j4 f! s: D4 H
- end' T+ T3 g# @3 J" x! p* f( n
- #--------------------------------------------------------------------------$ P% @: y. X) Z, x/ F- B
- # ● 更新2 i/ T, g S/ h: I/ K
- #--------------------------------------------------------------------------0 ?3 S: ^' r! D- h
- alias sion_mouse_update update
4 C9 ^0 C' {8 K1 v* S' q/ r# m4 E6 b - def update' B8 N9 J/ z6 T" I
- sion_mouse_update
1 D: \: ^0 v m6 _0 N - update_mouse_cursor
9 c9 [" O$ o" ^. N. ` - end. X3 H9 w" D. s6 H E; Z
- #--------------------------------------------------------------------------$ P' G9 |0 t! J7 }& m) l+ K5 w8 N3 ]
- # ● 启动后设置鼠标到index位置; d/ F: R1 j$ ^& ^5 ~) D0 E2 \2 k
- #--------------------------------------------------------------------------* K" @$ i& F( f
- def activate
3 ]0 Y) ?8 z& W- N2 v - @need_set_pos = true if KsOfSionMenu_Set_Pos
, B0 L$ o4 L5 J2 P& W; r9 l - super& B' W% g$ M9 y0 L+ z; i
- end- ~/ Z' U2 i7 o, {( x# u: ]0 o! ]5 \
- #--------------------------------------------------------------------------
6 X2 C+ ~- `+ A. T - # ● 更新鼠标和光标的位置1 {! p# d! j' j1 L, i# I
- #--------------------------------------------------------------------------2 \" E7 n% f4 w
- def update_mouse_cursor
6 e5 G7 s ]0 [/ m& \% O. ~4 O, N - if active# _. l; A: q) W
- if @need_set_pos0 N. B4 d* j( |# k7 E
- @need_set_pos = nil6 a" ?) T4 Z$ g' W" D
- set_mouse_pos6 d) ]5 I/ ?# \: W
- elsif cursor_movable$ `6 o8 ]$ m2 c& ?+ N
- Input.dir4.zero set_cursor set_mouse_pos' G' m6 a- L. V+ R/ A# `
- end% y. \$ a# ^$ S( J9 _, x6 S
- end( q# d% }* ^* Z5 Y& e; h2 Y# d6 ]
- end
4 I, v8 S( v0 I - #--------------------------------------------------------------------------
7 a1 {& X6 A! N6 m" i - # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能
# L4 U+ {2 S7 Q* X( g - #--------------------------------------------------------------------------$ e5 n* m- Z* x' s B0 ^
- def set_cursor
9 K. B, y5 z2 i8 `0 s4 M- h# y' _ - mouse_row, mouse_col = mouse_window_area
3 k6 w+ a& c3 p: i; O - if mouse_row == -1
. E3 h% s3 W# V# p' d+ h/ i - @move_state += 1 if need_scroll5 U3 K5 A5 |: [: Y1 z: I8 e! r
- cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand9 `; P4 h6 Z- l; j0 |" ]; M
- elsif mouse_row == -2, O0 @, b+ L f
- @move_state += 1 if need_scroll, e8 j/ I$ o, y; N3 a5 E
- cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand2 o' m7 b8 s9 p; |7 ]8 a; L4 K
- elsif mouse_col == -1
5 u5 s3 I& \1 L! [( q& i; F - @move_state += 1 if need_scroll
+ S- r* S, o% g - cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand
3 @% y2 n) w$ q9 Z2 x# W - elsif mouse_col == -25 z# S! M3 I: c' E! j
- @move_state += 1 if need_scroll( S/ W0 H( d6 r' t
- cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand/ f2 T( j/ p! ~1 s# ~+ h
- else
6 Y, V! z* i0 g. i9 C6 g6 f - @move_state = 0
; W" T' c- n$ Y3 a( Q, h+ G2 A& q - new_index = (top_row + mouse_row) col_max + mouse_col5 c* [9 G: y# J
- select(new_index) if new_index item_max && new_index != @index A( g4 v4 `0 D1 {! J) _/ j
- end& p3 ]7 ]1 M! X X& o
- end
9 F2 D, q! A2 L o% C# P - #--------------------------------------------------------------------------
/ f* \5 p+ Z4 q7 m - # ● 判断鼠标位于菜单的第几行、第几列. x9 I l* c& U: \5 e, {
- #--------------------------------------------------------------------------7 F. o$ Z, g. j; u
- def mouse_window_area
: G+ c" Z: }* m8 m; J - if viewport.nil # necessary!& R- X9 y. A) c8 Y
- vp_x, vp_y = 0, 0
! J7 G! @/ h4 z$ _6 A/ s# `8 u - else
3 }3 D! L/ o6 z, y- q% o# N - vp_x = viewport.rect.x - viewport.ox3 X, I n/ W, I* g4 p: |" q
- vp_y = viewport.rect.y - viewport.oy$ R; ~0 v" P& C' \: j' K
- end- [* D) }* ^; F: {
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
4 z) e/ I( m; i; i8 \ - item_x1 = vp_x + x + standard_padding
2 R5 ?" s% c' q8 q - item_y1 = vp_y + y + standard_padding9 T: K/ ?! U6 X
- item_x2 = vp_x + x - standard_padding + width
, `; w/ [" w, B+ x4 [ - item_y2 = vp_y + y - standard_padding + height8 |( m& }2 i4 W9 |6 Q8 I+ \
- if mouse_x item_x1( _! W, z* M2 L
- mouse_col = -1& t C' u( ? V. Z- M' e& }! h2 ?
- elsif mouse_x item_x2' K5 {8 u9 G! ` Y/ n _
- mouse_col = -2
, ? H/ M1 M* T5 N# D" ` - else6 x, G% a |- g9 j( o: c+ t
- mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)
$ M% ]2 \: M9 J: B8 e" @ - end
$ N' k, |. [8 w- n - if mouse_y item_y12 G5 ?$ [! u* j6 h) C& l* a3 Z
- mouse_row = -17 Q5 P9 o$ b' T. M3 ~- \* t
- elsif mouse_y item_y25 i% v: R& j. o
- mouse_row = -2; M4 G7 p& l& @0 @
- else6 ^6 f/ ~3 `1 x( G# w
- mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)
3 ]! }: R; l* h - end8 Y) t7 Y8 u ^# ~$ z- `! d m
- return mouse_row, mouse_col1 U' B7 u+ a9 C8 ?( I; o" |
- end
3 {! _7 U9 j% w' S - #--------------------------------------------------------------------------
. |$ k* t3 \8 Y& M; G, T2 ] - # ● 方向键移动光标时将鼠标移动到对应的光标位置
* m, l. l! m4 B; [5 W) Y - #--------------------------------------------------------------------------9 {8 J' m' l" W( p; |+ W
- def set_mouse_pos
; M) a4 w8 k( U* F: } - if viewport.nil # necessary!
5 P1 j, ?. m/ e/ f# H+ B6 s8 q - vp_x, vp_y = 0, 0! y8 P% ~' b5 c/ G4 X' j( E
- else
. T% k3 g% D# N; D% {; r. W& U - vp_x = viewport.rect.x - viewport.ox
% N4 x' O& i' \) b! T - vp_y = viewport.rect.y - viewport.oy
! H$ e- U, T# D; J: D# X0 | - end6 C* o$ ?. Y. L' t1 P
- item_x1 = vp_x + x + standard_padding 5 L: _" e) c1 f u0 }" x( Q) Z+ g
- item_y1 = vp_y + y + standard_padding
3 ~$ \4 y. D: m h. V! C+ W+ [4 G - get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index 6 X, M; u: M9 z1 l6 Q
- row = get_index col_max - top_row+ C' r" A( u& K8 J$ `
- col = get_index % col_max
+ M: A9 k/ h# Q; c s - new_x = item_x1 + item_width (col + 0.5)+ k5 l2 W6 X9 f- A' P5 u
- new_y = item_y1 + item_height (row + 0.5)+ e0 |, P H9 i1 j+ C: G. A) j
- Mouse.set_mouse_pos(new_x, new_y)' ~3 H4 _8 z. s3 t4 [6 m# }
- end" y7 p. m0 |- U1 C$ l) o0 i1 I+ x
- #--------------------------------------------------------------------------# l( q9 j" W r; S4 a
- # ● 判断菜单是否需要卷动
! R/ Z: T# h6 c - #--------------------------------------------------------------------------
7 z3 G: y0 A+ L( H" {, U - def need_scroll% D& }; T0 f, j) u+ e
- item_max col_max page_row_max
% b. P, ]; U. z8 |7 i5 i) D3 x2 S - end
s1 u' J' M* H - #--------------------------------------------------------------------------
* Q; U1 g- O4 g- \0 W+ O - # ● 判断是否为水平卷动菜单+ s' ~+ m* ^2 v* @. D
- #--------------------------------------------------------------------------
* l* Q$ a* ]$ Z0 q9 K2 X - def is_horzcommand# _ ?3 ^9 b7 | z! E! }
- return false) ]5 |+ F8 b' `# q
- end
& R6 K2 X+ a* X5 Q4 ]& j - end! X$ g" c# F4 O. ^) d7 s& p
" u+ C) [% G9 r" U: ^& D* F- class Window_HorzCommand" n8 h) H' `% `/ B4 Y
- #--------------------------------------------------------------------------3 \! b" M0 A4 b; t
- # ● 判断是否为水平卷动菜单
2 ~% w0 b3 R, V$ n. T. C& a6 R6 b" s - #--------------------------------------------------------------------------* A; T+ Y- [% u6 E( {
- def is_horzcommand! R" D: B5 s3 x$ ?
- return true i9 r: u. ?; c$ L T
- end
5 M( U, z7 S( ]. i8 d4 ? - end- V, ]5 C) ~3 C. f {! S8 n d
- ' S. z! n( P0 |$ a$ ^
- #==============================================================================
9 w8 f! M3 x( U$ C; a - # ■ Window_NameInput
. s4 P$ O3 u5 m; }3 O' J/ Z3 y - #------------------------------------------------------------------------------# y( X8 A3 B" F& A( g2 U
- # 名字输入画面中,选择文字的窗口。
" _+ L& B2 N! h4 z! }" Z0 M4 P - #==============================================================================
! M; Y' X* K# A. z6 h1 d - class Window_NameInput ~) q% J4 g9 y4 Z" S
- #--------------------------------------------------------------------------
! I2 c: m2 [) Y1 ~2 D - # ● 设置列数
7 T; f+ |5 u- q( w4 p* k) X - #--------------------------------------------------------------------------% |1 H2 @8 I) o7 r5 O3 W$ A8 V# t% S
- def col_max. |5 c: x2 a: N# s! w( `
- return 10
$ x$ Q" ~1 M2 y6 ^6 C2 \ - end
/ J8 H& Z- a8 b - #--------------------------------------------------------------------------3 r* q8 ~6 T8 C8 B
- # ● 设置填充的Item个数
. B% m S2 H% _- e+ f- S0 d: V( H - #--------------------------------------------------------------------------/ @( e0 q8 g4 o! f
- def item_max9 Y6 c1 R/ `# C2 v
- return 906 n7 V$ Z+ g z2 w6 I0 Q
- end
8 s7 m! v, {' I. h9 S# q" O - #--------------------------------------------------------------------------
/ M4 c, T6 L* Z- a4 M$ o2 P - # ● 设置填充的Item个数
: e! T( u* J9 y6 Q: l - #--------------------------------------------------------------------------% i8 d5 K* K; g9 ? h' z
- def item_width* ~8 B/ O6 ?6 S! b
- return 32& ?4 O$ H, e! @$ j
- end5 A5 q" x/ ^# o6 N; Y. S, d
- #--------------------------------------------------------------------------
}4 d( u- p; N5 C - # ● 判断鼠标位于菜单的第几行、第几列
* U9 b6 A1 s# ~) F$ h: G7 i, O - #--------------------------------------------------------------------------
% G$ l) t2 K% G9 S# A3 d2 ? - def mouse_window_area5 R: E7 x7 N, P: x
- if viewport.nil7 u# R& n7 r' Z1 m9 M0 P. |9 W- R
- vp_x, vp_y = 0, 0 C9 m, r b; F/ y4 D4 {
- else8 L+ f% i# K8 V
- vp_x = viewport.rect.x - viewport.ox
4 b0 k2 l0 b& Q e. F) h. y' F - vp_y = viewport.rect.y - viewport.oy5 j" B) G. |' d( u1 t4 I
- end" Z5 `. T: d( X. Q/ U, i2 e
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
2 d& q& k$ @% y# a5 _( @- N - item_x1 = vp_x + x + standard_padding 0 m# i. e3 E, ^( _: a Z. e
- item_y1 = vp_y + y + standard_padding4 X0 B4 B) c% B
- item_x2 = vp_x + x - standard_padding + width
: a) Z; X" I g( P - item_y2 = vp_y + y - standard_padding + height z. F: C% Y+ v& P3 c
- if mouse_x item_x1
- ?+ \3 X& ~' V) j; j! H" @ - mouse_col = -1
0 W$ I! r6 M" T) _0 w I& z - elsif mouse_x item_x2
. L5 B+ u/ d& n* s7 A - mouse_col = -2
4 R7 H2 J6 c8 T7 w7 x3 s' A3 J. O - elsif mouse_x item_x1 + 160
6 x' Z/ `6 ~: N5 i- [$ |$ L4 h - mouse_col = (mouse_x - item_x1)328 ~0 p; {- U1 B5 q! `8 _, `
- elsif mouse_x item_x2 - 160) d1 D3 G& x3 m- ~0 q
- mouse_col = 9 - (item_x2 - mouse_x)329 ^2 }, P5 D0 S, ^" z: ?, ^) W& t
- else+ H, H5 r$ O: o2 G% r- _4 @
- mouse_col = mouse_x x + width2 5 4
0 i- [. s- Q$ S4 g, v S - end0 U7 l+ a0 n C7 Q1 o f) g1 l8 h
- if mouse_y item_y12 ] V6 C9 Y; n7 g4 r, t5 _
- mouse_row = -13 Z' F+ `, A" j, U" v& N
- elsif mouse_y item_y2
/ I) r0 w1 h9 s2 H% P - mouse_row = -2
, R/ D. N3 N* X! r" Z4 N1 T - else
" t4 j. b$ k: n9 l- @ - mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1): J. m9 r% e2 v* u/ E
- end) `2 J# F& [& P: ~+ z5 P0 i3 Q
- return mouse_row, mouse_col
3 |$ L% {- H) {7 S& C1 R! A4 q; h1 @ - end
% D- j, x( P8 Z1 g1 ~- J7 { - #--------------------------------------------------------------------------
( E% Z8 q1 n% m0 ^6 h! ~# s - # ● 方向键移动光标时将鼠标移动到对应的光标位置
6 F/ g" e3 C: c9 E+ C - #--------------------------------------------------------------------------
( [: L1 d# B0 b, r. J% E% i! M3 ?' Z - def set_mouse_pos
- P, g' J- o3 d3 d - if viewport.nil # necessary!
; C @! B9 K) I# W( B - vp_x, vp_y = 0, 0 R# c, r) l$ V5 O7 G5 \
- else
! V* G( C. h2 z7 ^4 b2 \ - vp_x = viewport.rect.x - viewport.ox: O' Z/ j' |1 R1 J; r2 t/ ^6 r
- vp_y = viewport.rect.y - viewport.oy
h0 A5 E8 I. K' }% ?; d - end
; Z0 v$ X3 i1 O - item_x1 = vp_x + x + standard_padding 1 Q4 i- X8 e0 x: d
- item_y1 = vp_y + y + standard_padding4 y4 s1 z/ F7 c S7 W
- get_index = @index 0 0 @index
3 b# ?- n9 ?0 _ k- S0 L - row = get_index col_max - top_row
6 b# N4 n7 O; T+ O; w1 T - col = get_index % col_max. l: p- j ?" T4 B3 r1 _- @7 J
- new_x = item_x1 + item_width (col + 0.5)
( R7 y& X9 J1 x - new_y = item_y1 + item_height (row + 0.5)9 n+ } E; o: |
- new_x += 14 if col 4
( z: P- y: P4 o d/ N2 X# d - Mouse.set_mouse_pos(new_x, new_y)
B, o: G1 B) j( w3 R - end% v u7 }! J9 K# F0 _1 V: c
- end4 c! A1 ^+ e6 |* d
2 t# i r( `2 @( k# J* D- #==============================================================================
) X# C9 u# |( B+ w7 C& q% {1 U" \ - # ■ Window_NumberInput, }) I5 I" }& _! V9 K
- #------------------------------------------------------------------------------
9 V/ D$ y0 j! O! k8 ]9 o# v5 p- s - # 重写了数值输入的方法以适应鼠标
: ~0 U% y3 R! ?. h* s* g - #==============================================================================
' t& {) i( N8 ] - class Window_NumberInput Window_Base
4 E+ F" l! L9 F# N - #--------------------------------------------------------------------------$ H4 M- G/ G7 [
- # ● 定义实例变量# K5 I& y [7 b) ~
- #--------------------------------------------------------------------------
$ i/ T% j+ l, n$ b* v3 T - attr_reader extra_window
]# y! d$ n- x& f6 l' ~ - #--------------------------------------------------------------------------: U1 N9 u3 K; D5 S
- # ● 初始化
! j6 z* S; c5 |' y, b - #--------------------------------------------------------------------------
; Z4 h2 _5 I# k+ M( ] - alias sion_mouse_initialize initialize8 V# k9 P& _! e \7 f
- def initialize(arg)
: K; ?. i1 D& W9 ~ - sion_mouse_initialize(arg)
! j5 J$ Q% v: Z9 A1 h" V - create_extra_window
; h3 f9 ~8 W7 z1 ~: C: I# E - end
( s8 H8 z$ n7 b - #--------------------------------------------------------------------------
# |6 T( ^* ]3 b1 L* F - # ● 启动
, D8 @% k$ P, y7 \. Z9 n; Z" j* S) m - #--------------------------------------------------------------------------
" ^8 b) t- K. d% Z( [. b6 P9 j - alias sion_mouse_start start
7 V9 M1 p1 |, D. f - def start+ H1 ~& |8 l7 a; p: T
- sion_mouse_start8 H' C9 l8 j, D8 ]3 h
- deactivate! W$ Z0 t8 r+ L6 Q1 K
- extra_start- q0 v; o# {) w& |9 \
- end
) p5 h: w! |/ E. k Q - #--------------------------------------------------------------------------2 j- y" ?( d2 [+ z+ {
- # ● 创建新的数值输入窗口
: `8 k. ^# B: Y& H0 E( A! d - #--------------------------------------------------------------------------& ?! v4 j% I Z Z( Q. q
- def create_extra_window" d/ U0 g6 T- D4 B
- @extra_window = Window_NumberInput_Ex.new% w& i7 l+ ]' {. [+ U
- @extra_window.x = (Graphics.width - @extra_window.width) 20 d# i2 t9 k' K3 e
- @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }6 T+ i; D3 K+ }+ p2 c
- @extra_window.index_proc = Proc.new {n @index = n }8 m% V+ ]7 p9 |- d
- @extra_window.close_proc = Proc.new { close }# K1 Y0 ~# l) }" a; ?2 u7 W
- @extra_window.refresh_proc = Proc.new { refresh }
! {' U5 J0 [" W1 R& f - end$ i# }" M8 E4 B
- #--------------------------------------------------------------------------
* M4 D' J0 X/ K1 W$ ?( } - # ● 激活新窗口 Z2 [2 S$ ]: M+ H/ s
- #--------------------------------------------------------------------------
4 S+ E ?" G1 Y - def extra_start, e2 K, d+ h+ R# A# S. ^
- case $game_message.position
) p. T+ m0 `; q - when 0; @extra_window.y = y + height + 4
/ z" v9 o! ?1 l: c& \2 X - when 1; @extra_window.y = @message_window.y - @extra_window.height - 8
( u9 g; i7 R& V$ a3 k4 l - when 2; @extra_window.y = y - @extra_window.height - 4
: @* I5 `$ N4 G: I! t8 ? - else ; @extra_window.y = 8
: n% H* t; X* f- k) K/ T - end
1 q y1 ^" v" |2 k! I1 A6 ^' u - @extra_window.variable_id = $game_message.num_input_variable_id' E/ Y! P" d9 f# Y* Z0 }
- @extra_window.digits_max = @digits_max
/ K# Q0 ]9 c. S" k* z4 z - @extra_window.number = @number* P* u' M# G! Y+ {- \ Q" s
- @extra_window.open
9 a8 @' v* H; R. t2 z1 Z - @extra_window.activate% [0 w a& @. T
- end. T" k6 s2 V) F4 R0 ^3 X
- #--------------------------------------------------------------------------' } N. _9 `$ A# x1 ?6 p. B5 j
- # ● 更新" H3 A y5 E, j h# i
- #--------------------------------------------------------------------------
% r8 G& V' u |7 X5 M0 |$ i - def update1 A( D. t0 F1 h R1 b2 n; c
- super
5 u" k1 l) C3 B& z: j0 ] X5 I - @extra_window.update: M! W) }1 ^0 t ^( G
- update_cursor
( Y6 c2 g U- x - end
! a7 o0 h9 s; M& t - #--------------------------------------------------------------------------
! j7 @0 u( i4 s - # ● 关闭窗口
" f7 j2 s+ E" k# c& O - #--------------------------------------------------------------------------
& [6 c+ R& Y9 P' L; V {2 |2 ^ - def close: u3 N c4 F/ z. ]1 B- m7 Y
- super* C$ q( I/ X7 p! w
- @extra_window.close6 }* i8 P) q* t$ g
- @extra_window.deactivate
$ \; h6 R+ y$ W# D( k - end
8 X, q( C) q2 `& { F q - end' d8 F+ ^. \ `& C' a- @
- % a& d" Z- c! W. S
- #==============================================================================
0 S7 A4 b0 W {% h6 _ - # ■ Window_NumberInput_Ex; [# ? H8 V+ S0 x7 c
- #------------------------------------------------------------------------------
/ E2 R6 V5 b1 r( V8 T2 F - # 新的数值输入窗口(NewClass): t- m6 u( ~# [1 C6 [
- #==============================================================================
5 ~' V* V, o5 z: }% ], c - class Window_NumberInput_Ex Window_Selectable1 c1 ~9 H/ j7 o
- #--------------------------------------------------------------------------2 z5 n+ l1 j( H3 e
- # ● 定义实例变量
+ Q! @, h( q0 i- e1 X$ B; Z - #--------------------------------------------------------------------------1 r; Z% |$ i* }/ Y
- attr_accessor number_proc3 c6 y+ V7 \, Y/ D
- attr_accessor index_proc% i/ z& z2 P. O+ m: B6 y p
- attr_accessor close_proc8 |" k% g! p* O" f
- attr_accessor refresh_proc
. R, Z9 \4 M1 T) S6 q. ^ - attr_accessor number6 ^* L6 d8 H; r( [
- attr_accessor digits_max
" T' t# B7 e6 w6 [8 F$ I - attr_accessor variable_id5 F9 J! g; l* a. y% M
- #--------------------------------------------------------------------------
' s" p8 C4 s6 M- y- e1 } - # ● 数字表( t8 i: N E; c4 N7 ^3 j
- #--------------------------------------------------------------------------
" D2 N0 j% ?9 F- Z' C( g& _: P - TABLE = [ 7, 8, 9,
' h5 J- d9 M* A0 I4 l* l! u% I - 4, 5, 6,' S, e' ~8 f7 k4 B, z
- 1, 2, 3,- V" _ _& V3 j) `0 [% p
- '←',0,'确定',] ]& W- N& ^. D9 Y. q
- #--------------------------------------------------------------------------
$ w0 M0 z" z6 v4 U* i - # ● 初始化对象
; j o* Y* V7 m- U - #--------------------------------------------------------------------------$ w' ?# V2 I$ b8 a5 Z8 c
- def initialize
. s1 b5 u) @% t4 L9 O - super(0, 0, 120, fitting_height(4))
- b2 w3 l2 @% |& K - self.openness = 0
8 [. q/ v( t+ `, u - @index = 0( k& S2 T1 E& N
- @number = 03 ]6 F0 Q$ x8 [* j& ?
- @old_window_index = 08 q9 C2 S, d7 k) n5 S% i+ {2 X
- @digits_max = 08 B8 a8 w* x( a- p& r
- 12.times {i draw_text(item_rect(i), TABLE[i], 1) }
" W% t/ ?8 h5 J, g7 e% O0 [ - end1 V& x/ T8 Y Z0 Y/ o, W
- #--------------------------------------------------------------------------# [! z8 \1 Q' ^9 s/ B f
- # ● 获取项目的绘制矩形
6 p7 l; o' w! G7 G - #--------------------------------------------------------------------------
: s1 b2 U/ o6 h( Z! j% _ - def item_rect(index)
" s) o4 [+ p6 i- k - rect = Rect.new
! I" V" F, }- A* w - rect.x = index % 3 32
7 u/ E3 D/ `' T: ~0 U - rect.y = index 3 line_height7 l! N% p `' X7 m1 V4 g; M7 O! t6 n2 T
- rect.width = 32
. g, h6 `( O- U" J/ u - rect.height = line_height% F1 R1 {9 S, \0 W1 \9 A# J
- return rect4 j0 q, [& _* S5 Y6 D6 y0 s
- end
! y( [4 q/ F0 h( l - #--------------------------------------------------------------------------* ]- p i1 m# R1 h- g, n
- # ● 将光标设置到鼠标所在的位置
, z3 U4 G" c: S: M - #--------------------------------------------------------------------------
1 g. d6 W6 b- _% t - def set_cursor
/ w* d1 B& X) @/ D8 j# x - mouse_row, mouse_col = mouse_window_area- d- c/ ^. u5 _
- if mouse_row = 0 && mouse_col = 07 ~9 H$ v9 k- ~1 B) t
- new_index = mouse_row 3 + mouse_col
5 `# M! E+ w1 g1 k4 a8 H5 G - select(new_index) if new_index = 114 x) D N) B* a: M9 v1 R3 w
- end
; l, g7 @0 b i; d, p# f - end, X7 Z$ f7 q ~
- #--------------------------------------------------------------------------/ o: D, Z+ ^' H4 ]7 @8 q
- # ● 判断鼠标位于新数值输入窗口的第几行、第几列
6 |$ }3 b' o& s - #--------------------------------------------------------------------------
: u9 ^2 y* |& ^( C - def mouse_window_area
4 H; I# t4 i7 q# m v+ C, N- Z - if viewport.nil2 R) G( L9 f3 d) V; K
- vp_x, vp_y = 0, 0
) \' [+ j& ^& c9 [* x9 K4 I( N - else) O% l8 x; Y; W% M0 ^; N
- vp_x = viewport.rect.x - viewport.ox
+ j1 d8 X0 Q$ W! T- d* J7 N - vp_y = viewport.rect.y - viewport.oy, u9 n: ?* D$ l, u2 k8 b1 A
- end
' z" E- Z1 \3 ^- f) t. D* Y$ R - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y0 P2 F* {- K; l* H
- item_x1 = vp_x + x + standard_padding
8 R5 Y4 ]' ]# }; y; C: P% ] - item_y1 = vp_y + y + standard_padding
' }% G8 {: L U K3 \ - item_x2 = vp_x + x - standard_padding + width
7 n- i# }* k ]7 v, ]2 j3 U+ z - item_y2 = vp_y + y - standard_padding + height
. b6 F( w8 M/ G6 M) S/ R" ` - if mouse_x item_x1* f0 I I7 {" @& `
- mouse_col = -1" ?. L3 @* o. C, J- G
- elsif mouse_x item_x25 c9 j5 N: k4 V" P: D- O
- mouse_col = -2
- ?7 E; x7 |4 {& L0 | - else
: t' H- p$ _2 Y/ S& G/ p - mouse_col = (mouse_x - item_x1) 320 h9 j$ |" p |) a6 s
- end
: {; g8 ~& m9 C( h - if mouse_y item_y1: H+ n V* @3 F1 R+ T, h
- mouse_row = -1
" I" O! B1 ]. A3 b% A - elsif mouse_y item_y2: J2 w$ O- y" _% y
- mouse_row = -22 r$ {7 D3 P) E
- else# Q+ i* Y0 n: S) ^0 F" l
- mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
3 B% J1 i1 w f8 [& ^ - end7 I N$ F6 z! L" G' e
- return mouse_row, mouse_col1 k) ^! w# D& ?- t. J- K. D
- end
5 N5 e% D& g. M: n6 U! D - #--------------------------------------------------------------------------% V) N1 I( B. w% V3 [. N1 H
- # ● 获取文字
+ b! }2 ~: k, @* o5 a - #-------------------------------------------------------------------------- F; B8 O0 Z( ?, |% g6 d8 G
- def get_number
) I2 K1 f" Z$ @ - return false if @index == 9 @index == 11
9 e- M* Z4 N4 k9 r8 ~ h ^7 v - return TABLE[@index]
U3 f: W" t/ z - end
/ a$ l* a: k% s5 P) W {( q! W) [ - #--------------------------------------------------------------------------
9 V: Z% ?- G' r) ~5 p1 e- Y - # ● 判定光标位置是否在“退格”上
( u1 p& I& D' [8 Y - #--------------------------------------------------------------------------
& ]& x. L8 L5 m5 } - def is_delete
1 D: H) {0 t# l) a; O" g0 d/ ?" Z - @index == 9) o6 l8 D+ q( P& o/ I$ h- z, @
- end
) {' g* q: d. L - #--------------------------------------------------------------------------
# f$ {1 |% `6 T/ q2 z* @2 g - # ● 判定光标位置是否在“确定”上
" v& Y4 T. P1 z8 q1 G- H! z# I - #--------------------------------------------------------------------------
+ E8 d; L! f9 v6 V - def is_ok
6 r2 N# a D7 W, ~9 A; C - @index == 11
5 g6 }: R; E1 l2 P! P* }# R - end
% Y1 L/ ^ w7 @" p2 W5 s; O: ` - #--------------------------------------------------------------------------
/ u: \: ]) L' c# X - # ● 更新光标
& \% Q u( E1 N1 p6 C - #--------------------------------------------------------------------------
# S4 ]2 J) |! w, ^, p: ?8 Z+ C( u - def update_cursor( e' K! |# b- o0 v4 q- o3 l; x
- cursor_rect.set(item_rect(@index))9 y7 n- H2 W/ E! h0 W
- end0 @- m" |) |$ {
- #--------------------------------------------------------------------------
$ G5 o; M2 F2 U' p - # ● 判定光标是否可以移动
/ K7 n `. g( X) j; Q - #--------------------------------------------------------------------------# R& @3 o: p% r& g; {, ?# _
- def cursor_movable
# S$ d" @9 h. V - active% D6 a8 a7 f! e1 t3 ^8 L
- end$ ?5 P5 V& L8 A' _: f
- #--------------------------------------------------------------------------+ z% q' U T& j
- # ● 光标向下移动
8 ~( H- u* i* _ - # wrap 允许循环4 a% u/ C7 p- P! g
- #--------------------------------------------------------------------------
' l4 b. G L; n0 s4 ^$ K - def cursor_down(wrap)3 n7 k/ [- n" _! L0 |
- if @index 9 or wrap8 y; w: e8 Z' g. P" f
- @index = (index + 3) % 12& F9 O+ I; F8 E! D9 j- N# M
- end
/ a9 ?: H$ J1 m3 T - end
% \, h. E, f/ ^' f) @3 k* |$ R - #--------------------------------------------------------------------------4 j$ L& W6 R* ]( }; N- S) U: j: B
- # ● 光标向上移动/ M& I& y8 L- {! b# \6 A, D/ ^
- # wrap 允许循环5 K. @, [4 Z. R& X" }8 u& A
- #--------------------------------------------------------------------------* l* B3 U% {+ B' B4 Y& }' Y! w, V
- def cursor_up(wrap)
- J8 v, r( n* H4 b. N5 M$ I7 f) k - if @index = 3 or wrap
6 y; E$ o" O. n+ `# y - @index = (index + 9) % 123 s5 p9 O" @+ |7 z0 f
- end; Q! M% |$ { P+ o
- end
* x3 S4 x. q+ Q' H) X - #--------------------------------------------------------------------------6 R0 g, I4 j4 T2 y2 v% ^
- # ● 光标向右移动
) t8 v1 _, m0 q; d7 x. R - # wrap 允许循环
: E7 i# T1 M1 R7 [3 _ - #--------------------------------------------------------------------------& C! m0 C# n; ^0 _& e
- def cursor_right(wrap)0 d. O+ c/ g* K1 h
- if @index % 3 2
" C4 P9 Q# f% @5 N6 L - @index += 1
; O$ x% D7 s, P0 e - elsif wrap+ A7 K0 a" J# u" G6 E
- @index -= 2
0 q2 |0 ^: m$ {+ H) j - end
7 r" J( [! k: K% [& ~' Y% @( z - end& |0 c9 e/ M# q: K9 x
- #--------------------------------------------------------------------------
0 p- P' O7 L @, K6 ]$ s) k - # ● 光标向左移动
, N; R& K t7 t7 R" E1 E0 n( j - # wrap 允许循环$ T' L; l9 n2 Z" P/ m% S
- #--------------------------------------------------------------------------, v& N8 o3 T* b5 N6 q# N
- def cursor_left(wrap)
+ O5 c: Z, r1 `. s2 Z0 X - if @index % 3 01 y0 u, L7 I" C U! o* q
- @index -= 1- n5 |, _9 y4 c/ A2 O! P* q) Q1 [$ n
- elsif wrap
6 A! }+ T7 L3 W- m - @index += 2
' c% H( E+ n' J2 U - end
. F7 J( J, b+ R* b1 z" b1 i - end
" j) p; O2 H. E% N3 r - #--------------------------------------------------------------------------& _( N: f. ?. k1 s; e
- # ● 处理光标的移动6 Y. A: L) Y6 ~6 X) B u
- #--------------------------------------------------------------------------
" J. I9 ?, ?" p" m8 Z' _ - def process_cursor_move$ h8 G+ R. |! B
- super
H5 M$ F9 o2 |/ @2 d5 z) j2 ~ - update_cursor0 ?( v& v- E* G; D9 ~7 D) \
- end# N, E5 f) _- h" s) e {/ L
- #--------------------------------------------------------------------------+ O$ K6 B7 B }7 W8 }
- # ● “确定”、“删除字符”和“取消输入”的处理+ x" \: L, H& U6 h& u
- #--------------------------------------------------------------------------
9 J# s4 q: b0 ~! h5 `! `, [ - def process_handling+ O( w w/ i8 A+ E
- return unless open && active* d* |4 h* |% f( Q
- process_jump if Input.trigger(A)6 {9 ~! j) f( d
- process_back if Input.repeat(B)6 s9 l* q5 f( L+ ?& N5 ^
- process_ok if Input.trigger(C)
' C# b) v1 `3 B8 A. G - end" p8 v& |9 s! u' t" ?/ J4 p
- #--------------------------------------------------------------------------
% g" x; @* e, S9 o! {2 J% r+ w - # ● 跳转“确定”
2 a% T8 G2 [0 i _ - #--------------------------------------------------------------------------/ s: p/ f7 W% x% [ R9 h5 q2 Q
- def process_jump$ m; l" I2 ?7 s0 Z* \! @
- if @index != 11. t: |/ y4 k( O; b1 {8 N0 U0 \
- @index = 11
, Y3 H4 D$ q8 h, O: y: E( ^3 c( @$ l. ? - Sound.play_cursor: R2 T% ]! M8 g% j4 U5 W' O
- end3 Y- }1 e8 e9 F' g4 O
- end. w, Q; H1 z1 U' @% ]4 q
- #--------------------------------------------------------------------------7 e+ V f$ R- k0 z
- # ● 后退一个字符
% c- x9 j3 G7 o, A5 h( A# f - #--------------------------------------------------------------------------
& c; F5 ~, V. W% V7 u9 c - def process_back
$ h3 n' u8 i8 R4 X* s; U - Sound.play_cancel f8 A+ K) ~5 E( I! s
- place = 10 (@digits_max - 1 - @old_window_index), Q+ }: ]4 H" C+ v( J
- n = (@number place) % 10+ a, f s: c: y/ K- s1 u1 c0 Z/ q' k
- @number -= n place2 N0 ]' o/ k5 l" K+ l
- @number_proc.call(@number)1 R8 t* F3 v8 K0 p
- @old_window_index -= 1 if @old_window_index 0# {2 ^0 T/ T# m/ O
- @index_proc.call(@old_window_index): U! D* E, E. F$ Z3 E5 z* f$ t
- @refresh_proc.call
% Z/ v, @: y) s% p - end
0 P1 p2 t8 C* c9 x; D2 S# W - #--------------------------------------------------------------------------! w5 S* m7 k2 y+ n, E3 P
- # ● 按下确定键时的处理( T: ~( r- m. m* m& l5 C
- #--------------------------------------------------------------------------
9 h& R! @; H: Z/ d; H4 P - def process_ok" w9 k" a5 W1 o8 b/ k
- if get_number
/ M' K* S6 c) S - Sound.play_cursor
% R" k# q1 J2 O+ u! P2 k - place = 10 (@digits_max - 1 - @old_window_index)
& T( c5 Y+ u; }% E0 E* \ - n = get_number - (@number place) % 105 n2 u1 x1 s7 H/ `& y- \
- @number += n place
4 P Z; p& u! i9 c6 x/ H - @number_proc.call(@number)
3 Q1 ]# M3 a2 O6 n( \4 U - @old_window_index += 1 if @old_window_index @digits_max - 1% }2 { W# N( q: l! R. }9 C
- @index_proc.call(@old_window_index)2 _8 v) e) F+ ?4 j8 j8 G. j3 ^
- @refresh_proc.call
$ o& v* Y/ F: Q' ], k9 u6 M; U - elsif is_delete. D+ s* y7 |8 ]% K g# q [
- process_back) l; M, O% y; Q! e" c) S ]
- elsif is_ok5 t3 t0 n8 p5 M$ N' x, F% C
- on_input_ok
2 p8 \3 L. _* O6 j - end
" ^% x! u& O: g, X5 T3 q - end# h9 b* }1 I. f. M
- #--------------------------------------------------------------------------
6 H- k/ {& |) q - # ● 确定
3 @! B$ U: x$ H( @5 ]! k: c& A - #--------------------------------------------------------------------------: [: _" F8 m0 j: U% ~2 i" }
- def on_input_ok
. M. J: |0 J: e5 P - @index = 0) R6 o- x: e- n3 I2 ]/ e: z
- @old_window_index = 0
5 {2 i. l" }, a1 S - $game_variables[@variable_id] = @number! k! ^" _: s7 ^' D' E7 ^+ X. P
- Sound.play_ok9 E+ m) i1 k# X3 o; H. Z
- @close_proc.call
% d0 R! s0 j! j, ?' S2 ^% l& c, [- |+ V - end
8 a, d. n; y1 d) A7 G9 t. R - #--------------------------------------------------------------------------
: T3 U2 b m7 A. _ - # ● 方向键移动光标时将鼠标移动到对应的光标位置
2 |; u" W+ C' ^1 K: G: q - #--------------------------------------------------------------------------
( Q; \! t B. t5 [4 P1 W - def set_mouse_pos! ?8 d& O/ M! z& }
- if viewport.nil # necessary!
+ C( O" {# o5 \ - vp_x, vp_y = 0, 0% c) R; U( w# a' M7 @) l! n6 V
- else
, b. A6 s- C* o" v3 D9 I0 l - vp_x = viewport.rect.x - viewport.ox# ^, J( K& [. u" X% e1 {: p
- vp_y = viewport.rect.y - viewport.oy
3 ^! \- e/ \% V/ O' ~* J. g - end' G0 S: x) |' e$ N
- item_x1 = vp_x + x + standard_padding . s) a9 x- d1 T5 k
- item_y1 = vp_y + y + standard_padding3 d+ A) b7 l4 `9 I" h9 w" r9 H
- get_index = @index 0 0 @index
7 S6 Y, V9 h. ?) M, P3 o- g4 D - new_x = item_x1 + 32 (get_index % 3 + 0.5)
1 d! f4 d9 T4 I2 ^ - new_y = item_y1 + 24 (get_index 3 + 0.5)3 _6 P4 D% C& `2 l5 M/ s8 W
- Mouse.set_mouse_pos(new_x, new_y), M% r& p6 }3 p8 f8 K# J$ a1 F
- end' i8 h8 K) \' E% ?) c4 r
- end
( w! w2 z- e* s# x" J
$ N$ ^6 [" v, l# U4 p- #==============================================================================7 Q7 o; E5 B/ v
- # ■ Window_Message
5 A% w- C; h! W; `. K) S - #------------------------------------------------------------------------------
; k9 F8 |# g/ I: c8 Q - # 显示文字信息的窗口。
: t* j6 C. S9 j4 m/ E - #==============================================================================
) a/ I+ g1 y( A9 m' J - class Window_Message Window_Base
- e" Z! T9 f: O& z - #--------------------------------------------------------------------------
0 U2 u7 q y1 I9 G! r2 V; [2 R - # ● 处理数值的输入(覆盖原方法), P( S, g7 u% N1 Z' V
- #--------------------------------------------------------------------------
% Z; i: u% U6 A, F - def input_number1 Z+ T$ ?2 N, r3 ]: i Q1 {
- @number_window.start
3 [% ]3 B6 a. U- O- w* `7 y - Fiber.yield while @number_window.extra_window.active
/ E8 U- W2 g1 Q+ p - end
& j; O9 x% V Y4 A - end
% \+ T7 b2 c* g
. x) U3 z, v* D+ Z6 |- #==============================================================================
7 q3 t* a+ t% d9 G0 ^ - # ■ Window_PartyCommand0 l. y |) m% R: a1 U
- #------------------------------------------------------------------------------& K+ T* H* O2 `) O
- # 战斗画面中,选择“战斗/撤退”的窗口。
# D) A2 e/ j8 R/ R9 ^9 \' j3 H# z - #==============================================================================
; U- R5 }- D1 @; b! _8 h& e - class Window_PartyCommand Window_Command
, W9 y* Y7 p x) F - #--------------------------------------------------------------------------
# X+ d/ F% ~$ @% y - # ● 方向键移动光标时将鼠标移动到对应的光标位置
+ C% ?2 l3 i1 p" |4 e/ ~2 v - #--------------------------------------------------------------------------
6 W) p3 ^, Y, @9 c2 m( N" i; l5 ~ - def set_mouse_pos
) X8 ^/ v. F: e) R% ~& b, v - if viewport.nil
# D3 i% Q/ a, u m4 @% \( F! w( } - vp_x, vp_y = 0, 07 y |2 p9 G: O6 I( z4 J$ O
- else* i% C H6 ]# Q. r
- #vp_x = viewport.rect.x - viewport.ox( p* U `+ u' Y! `
- vp_y = viewport.rect.y - viewport.oy
/ j' r% V. x V' @ - end- D/ E0 v% Z7 Q2 {" v
- item_x1 = x + standard_padding , {9 |* t0 H3 x
- item_y1 = vp_y + y + standard_padding
) g9 Y; v; E" X- z: c - get_index = @index 0 0 @index 5 D+ h3 e# X" W& E7 k
- row = get_index col_max - top_row$ N2 A% k) D7 \0 |$ j
- col = get_index % col_max5 Z- p+ p {. [0 r, ?5 Q/ g3 `8 r
- new_x = item_x1 + item_width (col + 0.5)
. \5 g- I2 t$ N; b) T3 l+ e - new_y = item_y1 + item_height (row + 0.5)
" Y( F. x5 h8 a" B( X - Mouse.set_mouse_pos(new_x, new_y)
# V6 e+ a+ H7 \7 Q; ~ H0 G - end
: k' ]/ t- W2 w; g+ l - end$ b& ]8 ]0 T2 G; d- t
, O8 B& [6 `" Y- #==============================================================================; G% y. F8 t5 A
- # ■ Window_ActorCommand8 w% h6 j) k/ a+ I9 P# a
- #------------------------------------------------------------------------------2 r5 ?3 V, [: F* O6 ~
- # 战斗画面中,选择角色行动的窗口。
: n0 @. C5 ?* \4 {& k - #==============================================================================
+ |. ?6 F; W9 K. S$ }% k - class Window_ActorCommand Window_Command! O2 L; Z6 S S- [1 C! F
- #--------------------------------------------------------------------------! Z- ]9 T( {$ W- [/ ?
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
) Z8 U; x4 r8 A( c - #--------------------------------------------------------------------------3 ^& r3 K& D0 X" \+ d
- def set_mouse_pos) Q* d1 T! a8 l, v0 |
- if viewport.nil6 B& N9 h$ O4 z+ ]+ g6 @6 t
- vp_x, vp_y = 0, 0
N7 [0 u: u) t0 b- M$ g* v2 u2 H: R - else( w' Q2 [; q" ]2 s" _ X
- #vp_x = viewport.rect.x - viewport.ox) @* V+ I& l$ k
- vp_y = viewport.rect.y - viewport.oy E- y( \& D; `, r W# N7 W6 e, C
- end
4 _ V) g; j6 Y. r) \ R8 q7 p: w" m - item_x1 = Graphics.width - width + standard_padding
3 B; \$ f, G8 K - item_y1 = vp_y + y + standard_padding
$ n! ]6 c& A% V* x5 \1 ^ - get_index = @index 0 0 @index
8 K5 w. I2 W( b5 v2 s5 j- _3 U - row = get_index col_max - top_row- u C6 h" y5 {
- col = get_index % col_max) G: f( m7 {5 @7 T6 `) ]
- new_x = item_x1 + item_width (col + 0.5)
) Q# R* N7 }9 v - new_y = item_y1 + item_height (row + 0.5)) I# _ ]% H. x: X& Z
- Mouse.set_mouse_pos(new_x, new_y)8 p8 }6 @% S; t) K: [5 j5 b
- end
+ H( ~* n# A! P0 C2 E2 e* n) | - end
" Q8 x+ N t/ F8 \9 z8 ~1 P" P7 O - M& N4 |/ d6 a
- #==============================================================================, C( z1 ~& }" ^5 d0 c# l% V2 \
- # ■ Game_Player
9 v+ C- ]" x) A+ P1 t" H8 E* c - #------------------------------------------------------------------------------0 Q6 d, T( S }: c( J/ U# t. n9 Y
- # 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。
1 b+ n' T! f8 l1 R - # 本类的实例请参考 $game_player 。
* c A* @/ u$ \0 x R0 o - #==============================================================================
8 C: b" [" z: q+ I4 j - class Game_Player Game_Character
0 @1 k8 n0 e! ? - #--------------------------------------------------------------------------
1 f% {5 ?/ A- [7 N; Z - # ● 由方向移动(覆盖原方法)
; \/ _4 L1 `. z: I0 ~- W - #--------------------------------------------------------------------------* S1 b' a9 k; e# j# m% e
- def move_by_input
/ j4 i3 h" n4 X( K( g - return if !movable $game_map.interpreter.running0 H/ n9 ^. q7 ]! x2 k0 `/ U4 X; Z
- if Input.dir4 0
; ~2 h' K8 ~3 i* v0 o9 r4 G; e& F - move_straight(Input.dir4)
, _3 z; D0 @+ Y. w! u - reset_move_path0 D2 u5 `7 t0 x1 t: Y! i1 @0 h7 _( J* Z
- else; D4 x- P+ v; p" l
- move_by_mouse8 P" {5 ~" h+ f* E
- end- w( s6 Z& f! g( g4 h
- end: Z" }* @6 B) |" W, _+ h$ D g
- #--------------------------------------------------------------------------5 e- E% I& v4 H* ?
- # ● 非移动中的处理(覆盖原方法)
) j( W6 \) w# ^$ f k - # last_moving 此前是否正在移动& J& |8 k' R% {+ k" t" N
- #--------------------------------------------------------------------------# I3 ]: \) J8 s U) h$ o
- def update_nonmoving(last_moving)" s2 g6 k+ y* x9 y) b% q
- return if $game_map.interpreter.running
& B' E$ i& |8 l2 |' a ` - if last_moving
2 r- F1 a& B& t - $game_party.on_player_walk# b ]. H! A1 z6 A' z- ?
- return if check_touch_event
) L; [8 o/ T7 k( L+ }* ?, A - end' p! j# g( K4 B4 W+ r6 L
- if movable && Input.trigger(C)+ V0 V' D4 M" S3 Z1 n* l1 A0 c4 m/ T
- return if Mouse.press(0x01) # 防止按下鼠标左键绘制路径时触发事件或载具切换
" W6 T& R0 H! h: q$ Z% w V - return if get_on_off_vehicle C2 m, H0 X$ B1 }7 C
- return if check_action_event
" f% }8 a) N( n - end
( h3 E7 `1 D9 d% }/ `: z - update_encounter if last_moving
- W. f, C9 h: j# i6 d2 n - end
4 Q+ Y5 P' Q% n" @3 [, t7 \1 a1 U - #-------------------------------------------------------------------------- B. |1 N) Z% [7 H( _) l
- # ● 判定是否跑步状态(覆盖原方法) u* {) D8 x% E: K5 j! j5 ]& S
- #--------------------------------------------------------------------------9 W9 t) j( P% e2 V$ }. F
- def dash, N8 p5 }2 k# d
- return false if @move_route_forcing6 [2 @; j2 A9 z9 b" {
- return false if $game_map.disable_dash
* f) b/ w5 v7 e+ ] - return false if vehicle
$ u# N/ p& v/ \9 _* z; v* m - return Input.press(A) @mouse_dash
( |/ H: C5 S+ q9 r A1 s$ y - end
. I Q8 L& A$ h6 @% g - #--------------------------------------------------------------------------6 p! z& _* U% l+ p- P
- # ● 初始化
" ]7 H% a9 f: K/ T - #--------------------------------------------------------------------------
( e6 t. ]; ~5 \* n0 g - alias sion_mouse_initialize initialize/ H$ n; w& r/ W9 n& z
- def initialize/ S1 S9 x: w5 L
- sion_mouse_initialize
( c2 n! E6 P, v6 m - reset_move_path: b5 N. S9 r/ \! U9 ~ @
- @moveto_x = 0
1 Y' K/ w( }% X; v9 n4 v - @moveto_y = 05 x# b8 {# S1 q3 g! ~5 E- H7 a0 Q
- end! t1 _0 P( M/ ?* T# A A
- #--------------------------------------------------------------------------. x4 z+ R. t- Y q8 ], ^8 f
- # ● 更新
8 `. u# |$ V5 x: Y% Q& f& V0 h* F- s - #--------------------------------------------------------------------------5 a$ N. a! ]; b0 j" x7 `3 Z1 W
- alias sion_mouse_update update& H6 f4 j9 R- h6 K
- def update
, |! h. x( e* F: p0 Y9 n4 c4 C - sion_mouse_update2 P1 p, F- j% R3 J
- clear_unreachable_sign
' b) g3 w. t' K3 }$ P% \ - end. |. U( ^- {% R- ]' W
- #--------------------------------------------------------------------------8 D+ }, U6 P; r9 [6 K9 j
- # ● 处理卷动
6 C/ C' ?/ J4 q( x& r# q7 \, @3 B% S - #--------------------------------------------------------------------------
5 f7 |. }7 Z1 {. X4 y - alias sion_mouse_update_scroll update_scroll
, ~5 [6 P1 a$ _0 [! ?9 Q - def update_scroll(last_real_x, last_real_y)# {- j# `: U6 U0 E/ z
- return if $game_map.scrolling
7 v0 s) `+ l L! P8 _* q" a7 T3 E - KsOfSionNew_Scroll new_update_scroll
8 ^9 R$ y' `4 F: q3 I/ p, B" U- U - sion_mouse_update_scroll(last_real_x, last_real_y)
; n* c$ e8 ?9 y J9 y% Y4 t - end
2 ^& X% |/ l. ?% F- S) S - #--------------------------------------------------------------------------7 B1 }8 e6 F8 ~1 \: w
- # ● 重置移动路径相关信息% J. i: M M$ X0 a1 v
- #--------------------------------------------------------------------------
: X* C( T9 ?' [/ M" j - def reset_move_path) i3 p8 ?: J% M+ K: B3 k
- @mouse_dash = false
1 s- d' v) A* K* \ - @mouse_move_path = []
3 A( x( O5 u( s2 S( ]5 m - $mouse_move_sign.transparent = true
/ z5 S9 j) {% x4 P8 w, I - end5 _. Z5 e- y% k. f
- #--------------------------------------------------------------------------; b: b; O1 H% ?5 P0 h3 r
- # ● 新的卷动地图方法
4 }7 z- `+ s6 V - #--------------------------------------------------------------------------
8 ]( P. N3 U S- C5 s& [ - def new_update_scroll- C* ?- Q& [& X1 H+ k7 t
- horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width- i* \* T4 x$ w# E2 ^
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height; l% A* r2 ?6 Y/ I" C$ ?
- ax = $game_map.adjust_x(@real_x)
$ N$ O$ s# k% F/ ~ - ay = $game_map.adjust_y(@real_y)$ I" J' W* h% n1 _/ p5 \8 o+ H I. Y3 }
- $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y3 x% A( W/ B: \1 p7 R
- $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x6 q( g" @0 q' u0 U
- $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x
8 ]' C+ V3 h } - $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y
. k5 g/ L" }# q - end
. x. }' _+ R2 U - #--------------------------------------------------------------------------
+ {" y5 c% ^2 N - # ● 消除不能抵达图标 l3 C' ]! e- ?( \& @/ x9 Y
- #--------------------------------------------------------------------------
" y$ t5 ? Q, c - def clear_unreachable_sign% Z- ]9 k4 ~% K0 M
- return if Mouse.press(0x01)
9 n( _5 ^* l* V- o! s - if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0
. a+ F! h9 ~! v0 ]6 D6 E - $mouse_move_sign.transparent = true
* a$ N9 w: t) z! N3 S - $mouse_move_sign.direction = 2
! V* W+ W; O: w _/ G - end
- f8 h0 m2 x _/ F: \$ O5 I - end
$ J3 S% P- s8 E5 q: V - #--------------------------------------------------------------------------* [: y6 y0 u1 I4 F4 B: e
- # ● 由鼠标移动
; R- q8 g, c, c$ r1 D" h Y' U& e% | - #--------------------------------------------------------------------------
& h/ R* \; H( t# J - def move_by_mouse
d" z' n7 x: X- c8 C# k# k; | - unless @mouse_move_path.empty # 移动路线数组不为空则执行移动$ P, Y( w7 ~: P! z
- dir = @mouse_move_path.shift, q8 J' N* [ O- d8 _9 O
- if passable(x, y, dir) && !@mouse_move_path.empty0 z1 m- Q& C9 f1 {& U0 S* O( q
- move_straight(dir)
( \: r+ z2 u% T- l) J- z( u. r z - elsif @mouse_move_path.empty # 判断是否是最后一步
! U8 @6 A0 A+ v! X - x2 = $game_map.round_x_with_direction(x, dir): ?- M6 A! m% g
- y2 = $game_map.round_y_with_direction(y, dir)
* A3 C4 v" z; [5 W+ w" L+ \) V - move_straight(dir) unless dir.zero6 }& n5 J* o. [, G7 t* N
- 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
" \; G* _# j3 ?% z- M. R - check_event_trigger_there([0,1,2])
7 ^$ ]' q3 l0 ? - get_on_off_vehicle unless $game_map.setup_starting_event+ A# Q" C0 d8 A) U( X+ m- \
- end
7 D) ~+ x2 `' d) J - $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2; r% [# l6 o3 N8 N# M5 J- g
- @mouse_dash = false; h: t8 w0 @3 H; Z
- elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点4 ~4 B! O/ G" ]! Z% k
- @mouse_move_path.shift$ ?- l( x1 e8 v9 S$ i
- @direction = dir7 _; j7 m1 p5 z3 c( p+ ]
- @mouse_dash = false; u& E! }5 @* [5 t
- else
# G; p& Z( r# Z. w - draw_move_path
( t1 Q" p4 q6 V/ \: t! k% j - end
- T$ h. s" |' \5 \ - end. j8 H7 Q0 e- m* R7 a
- end
9 ^$ e$ T+ D. t2 @. X0 R6 F - #--------------------------------------------------------------------------
B: o: X+ l4 @& E7 g - # ● 地图界面按下鼠标左键的处理/ N5 c, W4 D2 p8 @; S
- #--------------------------------------------------------------------------1 N' g) w0 w/ k1 N
- def left_button_action
' I& h% T* {4 F; C6 o$ M - return if !drawable $game_map.interpreter.running) j& O* G; W" l( t8 k$ z5 L! I
- get_mouse_pos) z( G/ J# `! R
- $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图
' k: X$ Q+ A9 b9 ^0 J - if @shift_event
* B% s, a5 A5 M - if Mouse.trigger(0x01)
, }+ L. i" t3 n/ h, n# ? - @shift_event.jump(@moveto_x - @shift_event.x,* v7 M/ Q! s& o0 Z
- @moveto_y - @shift_event.y)
) @3 Y; g. p- b) n - @shift_event = nil- e5 u" l, X; e8 y0 j$ c/ g% ]
- end
. l6 _/ i) R: L - return+ P. K! W* |) u. ?8 Z" E+ b$ ?, j
- end
4 |5 |( r6 N5 r5 {3 b8 q - if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合2 h$ M) O; H& C4 v- c: E" N
- return if moving (vehicle && !vehicle.movable)5 V" \; R2 k. w! c4 P. b
- check_event_trigger_here([0]) # 判断是否触发重合点事件3 z- c# _* j2 t2 G# h$ h
- get_on_off_vehicle if !$game_map.setup_starting_event &&
( h. w8 k" r, ^ }, S$ D - $game_map.airship.pos(x, y) # 判断是否要上、下飞艇
* K6 x. l2 S, g; y" \+ Z' N9 G - return
7 }$ j4 Y2 u! ^5 ] - end9 g3 c/ X; A8 l& y0 r
- # 判断是否用鼠标启动事件
5 ]% L/ S8 Y( G4 u( g3 @8 O - $game_map.events_xy(@moveto_x, @moveto_y).each do event( n5 L" E5 Q4 q; f0 f
- if event.mouse_start
2 X5 m$ a H- E A8 y - reset_move_path
2 O5 W1 Q) o* x7 ~ - event.start if Mouse.trigger(0x01)
3 o h/ [% Z1 k - return# s: A9 X+ I& R; H9 D+ N9 _9 P+ X
- end8 U2 y" c0 m8 ?+ H$ r
- end
) o( }/ s4 _# G2 {9 Z8 m - @mouse_dash = true if Mouse.double_click # 双击冲刺
- ?/ C8 t; V; |! R5 }& a - return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
( r5 `2 O) S: b ]0 t - for i in 1..4 # 判断目标点是否为角色周围四点
. K' O/ |5 F2 m9 L$ \4 z& t - if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&" J9 V+ d9 I. i9 R' D4 J
- y == $game_map.round_y_with_direction(@moveto_y, i 2)
/ c; f4 |; J$ L - $mouse_move_sign.transparent = true
/ M, S3 l- ?) w7 b: s5 z8 O - @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)8 m( k+ M; [1 Q3 F% x& E
- return; end$ {2 a5 Q9 M! C; K: z. ^! @
- end1 f b: C1 q( M5 ~, m/ `
- draw_move_path
8 _! |( Y5 f& f# j - end
2 @2 a6 \& L* [+ J I! T# Q - #--------------------------------------------------------------------------
% w' W: d! @, Q# R/ \ N - # ● 取得鼠标处对应地图坐标点$ d4 u8 Z2 r" L# b6 M. ~
- #--------------------------------------------------------------------------! G& D' E- B' i R6 C
- def get_mouse_pos
; k; O6 p4 }- p0 B; w1 v: p - $game_map.get_mouse_map_xy( k" c4 C" M: T6 q5 [. d
- @moveto_x = $game_map.mouse_map_x
( [. O: x. d' V2 _ - @moveto_y = $game_map.mouse_map_y4 L, N/ v9 y z. W& P: ]# K
- #mouse_x, mouse_y = Mouse.get_mouse_pos
& y+ ^6 c. ^/ ]9 R# c - #@moveto_x = $game_map.round_x(x + (mouse_x -
: k, X7 F) ~- \5 ]* A9 a - # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)
9 B. x+ S+ }9 F( s: ] - #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -
1 ^, I) _6 T7 i# ?) p" E( w - # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)4 R" u+ y. u8 h8 R1 E; V/ l
- end" Z, m9 H4 R. i4 k' a/ R
- #--------------------------------------------------------------------------
! V' U5 e l1 b3 E! b% r - # ● 绘制移动路径 @array[move_directions...]
: _- O! B% K+ O - #--------------------------------------------------------------------------: M. Z) s# D8 n/ p- \
- def draw_move_path( A+ A, B' B j$ X7 `# M! _1 c" X
- #temp = Time.now: \ l4 f' K( j# W/ R3 \
- case @vehicle_type
/ s% u/ R. R$ u; F6 n" s) U( ` - when walk
5 E7 f T* D# n& V) o/ [ - draw_walk_path
, `: U8 Z" b5 g' v - when boat
/ s* K" ~% Q) d) q. D7 K - draw_boat_path4 K$ Z% R8 [2 f( _6 L I! W
- when ship1 ?& [! s3 z/ L# k
- draw_ship_path
. a9 v6 r& x, e# K, c' T - when airship4 t+ s( X* f; H
- draw_air_path
% J; ]9 R Q5 O' ` Q8 P8 L s) p - end
6 c# ~6 n! v( Y( z - #p (Time.now.to_f - temp.to_f) # 测试效率1 ?# `6 @5 p; x( l# t, K
- end" v4 O( Y9 L8 Z% p
- #--------------------------------------------------------------------------, O8 H B/ c( _7 Q7 l: c
- # ● 判定是否可以绘制移动路径
" ^, H+ a( q; J) J8 U - #--------------------------------------------------------------------------& U+ \% C1 o7 p
- def drawable/ w- `5 T, i7 _# s
- return false if @move_route_forcing @followers.gathering
7 X) g2 V% s4 s' I' ~/ h - return false if @vehicle_getting_on @vehicle_getting_off
. R7 O$ O$ P/ Q9 S - return false if $game_message.busy $game_message.visible
8 \0 ^/ |4 H% Q - return true7 }4 ~; ?( p$ \# w# M
- end
: B& M* _! J! _5 L& R - #--------------------------------------------------------------------------) g: l$ \4 h2 K+ ]7 I) u2 M
- # ● 绘制walk移动路径 @array[move_directions...]4 ~9 F1 Z* {/ Y& @
- #--------------------------------------------------------------------------
}# ~7 s. ^% u& ~ - def draw_walk_path
x0 j& g, o1 j) w; ^6 ^ - # 准备绘制路径表格" B5 a; |4 y: d5 n( X4 @ X
- sheet = Table.new($game_map.width, $game_map.height)! o' J' }: m' |' w; ]
- reversed_chase_path = []; chase_path = [] j0 x: D' t- ]' g/ V/ `4 d5 z5 g
- reversed_chase_point = []; chase_point = []$ P2 r$ J1 B0 u/ M, n! \- o+ B6 {
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]/ ^3 ?& @$ e: [" j$ L
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
/ P2 y: F6 Z0 C3 F; Z% Y - reach_point = false3 V" W/ q' @# v9 Q2 I8 L& a
- step = 3
7 j1 O9 ?8 M4 o2 y [ - loop do #loop1 开始填充表格" C1 D% V/ M) }
- draw_path = false2 g P1 K0 v2 F' @; y) \
- check_points = new_start_points
5 D3 h2 Z/ n5 { B( M- P4 Z - new_start_points = []8 H9 b% [; B$ I
- loop do #loop2 从起点开始正向填充( L$ P, S6 e6 j8 M
- point_x = check_points.shift
' Q8 e! J+ e; W6 ~" Z! t+ P$ O. \5 J - break if point_x == nil
1 T4 k$ Q8 i% b- m% D. @! I - point_y = check_points.shift4 G' I. K! @ S/ l
- left_x = $game_map.round_x(point_x - 1)+ L1 ]; z& ?3 }$ C6 i8 _8 ?& k; u
- right_x = $game_map.round_x(point_x + 1)
1 [' W3 _9 R; q, A - up_y = $game_map.round_y(point_y - 1)& l3 s& v" G; R4 O8 Y6 V
- down_y = $game_map.round_y(point_y + 1)! U& S5 `) z" X. R6 q# f
- # 判断路径是否连通, Q2 y% S; r( j0 C
- path_step = step - 1
3 q& H/ A6 t+ _4 H% F Q - if sheet[left_x, point_y] == path_step &&
4 A: i# n- _( U' Q" g2 T - $game_map.passable(left_x, point_y, 6) &&; s9 e T7 m, y6 e: g8 B
- $game_map.passable(point_x, point_y, 4)' ?! G% ^1 _4 f
- chase_path.push(4)) S# o7 r8 D3 U7 r& I
- chase_point = [left_x, point_y]& a" A7 b M6 V$ [0 c w6 S+ j
- reversed_chase_point = [point_x, point_y]
; \% J) u+ }4 I1 g - reach_point = true; break
& f. f& O7 [2 ^; r - elsif sheet[right_x, point_y] == path_step &&
8 V0 s8 ^; d( A- n& s - $game_map.passable(right_x, point_y, 4) &&
* K# s# w4 [6 J$ Z - $game_map.passable(point_x, point_y, 6)! p0 ?' T4 q3 @+ R% @$ q, X
- chase_path.push(6)
( c6 a! S. y5 X) M% a! y - chase_point = [right_x, point_y]1 x' X& y. }8 |
- reversed_chase_point = [point_x, point_y], w- V" L: ^" e# D* o8 u( Q, a
- reach_point = true; break
% D& J( E; F. P8 r. u - elsif sheet[point_x, up_y] == path_step &&
8 E5 b6 W6 g) J- @ - $game_map.passable(point_x, up_y, 2) &&
4 F& a& F' t3 ^2 n6 Y- f - $game_map.passable(point_x, point_y, 8)
' w7 j0 B: ^: [2 o/ I, O - chase_path.push(8)7 b9 n+ i4 g: N' u3 F
- chase_point = [point_x, up_y]: c, {3 X+ D3 E% T3 I& @
- reversed_chase_point = [point_x, point_y]
& ~( E& l" u9 V7 H - reach_point = true; break
3 s' h4 | k, [3 g - elsif sheet[point_x, down_y] == path_step &&" v4 }) T( {: o+ J7 K9 ?- A0 i
- $game_map.passable(point_x, down_y, 8) &&1 l; d l- `' M; ~ u+ W) h% m
- $game_map.passable(point_x, point_y, 2)
: ?# o3 T% Y0 A! m. v - chase_path.push(2)
8 j, n$ @8 Z7 x- a7 B- ~9 n4 c2 h - chase_point = [point_x, down_y]
0 B9 L- h4 _5 N! Z% f - reversed_chase_point = [point_x, point_y]' Y* Q" W9 A: ]* s: o$ e) F+ [
- reach_point = true; break" r: ^! ^& | @9 ] c I l" n) l
- end" s; f+ J+ W# i
- # 以需要抵达该点的步数填充路径表格 #
3 K7 P6 o+ G& R: k$ k7 X - if sheet[left_x, point_y] == 0 &&
$ z r9 T$ n* e3 `4 ^4 y0 i - $game_map.passable(left_x, point_y, 6) &&/ I1 i$ ~3 _! q8 i
- !collide_with_events(left_x, point_y) &&
5 ]$ Y0 l" E1 m* _& K6 r1 G - $game_map.passable(point_x, point_y, 4) &&
/ W$ w- Y# e8 z$ q - !collide_with_vehicles(left_x, point_y) #judge_end
$ u- a! _4 [* T7 Y* T - sheet[left_x, point_y] = step
# R1 V& Y7 B/ u+ k8 B - draw_path = true
4 K7 r, J( d" z1 C6 A. }" V - new_start_points.push(left_x, point_y)
& c) K$ F+ i# g, C2 \9 m7 x$ D - end' z# s- k+ C+ i9 I, S5 @
- if sheet[right_x, point_y] == 0 &&+ y; B; C6 J' c2 C2 _6 k- _
- $game_map.passable(right_x, point_y, 4) &&% S' T: l- }3 }* H) o
- !collide_with_events(right_x, point_y) &&8 h( O5 b& y8 v) r. H5 O/ h. r
- $game_map.passable(point_x, point_y, 6) &&& E9 S- @3 m q6 k6 \ ~
- !collide_with_vehicles(right_x, point_y)#judge_end
0 T! y5 L5 J. U( w; X) T - sheet[right_x, point_y] = step
k/ u; m% b" S) i0 v - draw_path = true5 _1 N! M* P0 t- h
- new_start_points.push(right_x, point_y)
; f7 Q8 g9 L- k( H' a - end
, ~5 \1 o4 n& S# J2 ^; V' p - if sheet[point_x, up_y] == 0 &&1 M% N/ @2 A+ k
- $game_map.passable(point_x, up_y, 2) &&1 u2 v' x6 G7 O! y6 l% t5 N
- !collide_with_events(point_x, up_y) &&
2 L# V( h3 Q7 y - $game_map.passable(point_x, point_y, 8) &&" q+ J" r7 o* w/ u+ k
- !collide_with_vehicles(point_x, up_y) #judge_end
! {$ }2 E4 q, }- L t- T2 ~ - sheet[point_x, up_y] = step
3 m& J& ^% x3 \# Y, n4 a - draw_path = true# ^6 T1 }7 F; C& G- `4 H
- new_start_points.push(point_x, up_y)
* {! n l6 Y# U" O5 y" {4 w - end8 a3 x- d# P0 E$ R9 f
- if sheet[point_x, down_y] == 0 &&4 z5 o$ `* T' n+ O* P
- $game_map.passable(point_x, down_y, 8) &&& R& R3 ?) k8 Y2 b$ \
- !collide_with_events(point_x, down_y) &&
: j( S+ l. k- `2 x" c, C. B, Y) Y - $game_map.passable(point_x, point_y, 2) &&
8 |$ f/ o- x# A - !collide_with_vehicles(point_x, down_y) #judge_end
6 j9 F2 G. [: s( K - sheet[point_x, down_y] = step" B; u. u1 j) n2 V2 o z3 |
- draw_path = true* S/ D! C7 Q5 t( W9 Q: n
- new_start_points.push(point_x, down_y)
( k% N6 f8 j2 [ - end) L, V% m! J" ]( c
- end#endOfLoop2
& `% w3 D9 N4 A0 z7 N; W - break if !draw_path reach_point% l3 S, p4 Y q" t4 m. `
- draw_path = false7 U& l0 V4 n8 G7 C+ ~* r
- check_points = new_end_points# Z5 x9 o5 | X) V: t/ p
- new_end_points = []
, O! N& i6 I) V! Q) W# R' Z - step += 1
0 h% u' ]" O" c5 R8 z - break if step KsOfSionBreak_Steps &&7 k f7 c8 N% s5 O, m& K* [5 y
- !Input.press(KsOfSionFind_Path_Key)
+ s a( W' w% j' j - loop do #loop3 从终点开始反向填充
' c L- b% H) t% s5 F$ s0 o/ E - point_x = check_points.shift* e1 G3 q# K0 z& Z& ?
- break if point_x == nil
: e1 {/ C! J' Z/ K+ \/ n7 S - point_y = check_points.shift: i) q; Z/ B& Y% o: A) Z% `
- left_x = $game_map.round_x(point_x - 1)8 E3 C# m5 @0 F, f3 v5 ~
- right_x = $game_map.round_x(point_x + 1)7 h5 z' L0 ?+ t3 l- W# {! t
- up_y = $game_map.round_y(point_y - 1)2 k5 U8 }. X1 V6 B: J* k0 q& a- \; @
- down_y = $game_map.round_y(point_y + 1)
* v; D% n' [5 o' X; b; o6 g - # 判断路径是否连通
: M- u1 y0 F) }( Z! p$ L, c2 Q0 i# N - path_step = step - 1
* @6 }* r! |" ~8 z n - if sheet[left_x, point_y] == path_step &&
; Y* i' A9 c9 j% b5 y( s; X1 Y - $game_map.passable(left_x, point_y, 6) &&' N. Q! `' j% P/ {. A& x
- $game_map.passable(point_x, point_y, 4)
% B+ I; }; q" W( A2 j - chase_path.push(6)$ S3 q' s& W2 ~8 Y" L. r
- chase_point = [point_x, point_y]
, _9 p- w3 Y! e0 u - reversed_chase_point = [left_x, point_y]
9 ^8 ? I: D% z& N4 q& S% C - reach_point = true; break/ ~' w' T8 U3 |1 n7 X
- elsif sheet[right_x, point_y] == path_step &&+ n3 R, Q3 S+ f7 ]( p+ A
- $game_map.passable(right_x, point_y, 4) &&9 \" p7 ?, z% y* m) t7 }" S
- $game_map.passable(point_x, point_y, 6)
$ H$ o: I8 }: g1 X6 A3 w- a - chase_path.push(4)9 N, }3 y7 G$ Y- |5 q8 D0 I0 Z
- chase_point = [point_x, point_y]2 T" v8 m1 ~1 Z- f% }# U V
- reversed_chase_point = [right_x, point_y]
# J& |6 U: Z, L% P. K - reach_point = true; break
/ J3 R5 Y- ]/ t* U4 L9 [0 \ - elsif sheet[point_x, up_y] == path_step &&
* _) p {' }& G7 `5 m m - $game_map.passable(point_x, up_y, 2) &&' |; U) Z% H* N- l
- $game_map.passable(point_x, point_y, 8)
+ K# V) p0 F9 [+ V$ ^3 K( G" r - chase_path.push(2)
& P4 d/ j0 s; ^8 q( G7 ~* W* j$ N - chase_point = [point_x, point_y]4 E! w' ?9 j1 z3 {
- reversed_chase_point = [point_x, up_y]! ]# ]! V- X4 \6 ]0 S/ U! G
- reach_point = true; break! h; G' J6 F: B7 i
- elsif sheet[point_x, down_y] == path_step &&1 y1 J8 Y6 U7 P: ^) y
- $game_map.passable(point_x, down_y, 8) &&
8 n H }( J/ N2 } - $game_map.passable(point_x, point_y, 2)9 k% _$ B2 N# T& `
- chase_path.push(8). ^! D: T6 | t! b3 ?* R! j# c
- chase_point = [point_x, point_y]
# a3 e6 Y, v3 T8 F% E3 d6 t - reversed_chase_point = [point_x, down_y]$ C( w; N1 e% T8 l
- reach_point = true; break
+ L7 _) _) |: @3 I( R$ z k/ v - end' B: i# o, c7 K$ H+ y! g1 F
- # 以需要抵达该点的步数填充路径表格 #
- w+ I) z9 N5 j6 a- O - if sheet[left_x, point_y] == 0 &&: e1 G. j& z. H
- $game_map.passable(left_x, point_y, 6) &&! K& s6 i" b1 o; j# K/ |
- !collide_with_events(left_x, point_y) &&
: l8 K# w. @8 {) o - $game_map.passable(point_x, point_y, 4) &&+ Q. V( U5 E* a
- !collide_with_vehicles(left_x, point_y) #judge_end! p8 a1 x4 X1 X
- sheet[left_x, point_y] = step% k! g" V% Y5 S% Z7 V% l
- draw_path = true6 G. o# e" l" f2 m3 c
- new_end_points.push(left_x, point_y)$ l- b3 K- g! W8 p* j8 ?
- end
2 F; | E6 ^2 Y - if sheet[right_x, point_y] == 0 &&
2 [% W+ G) I) D6 q# T% n# b( @( Y - $game_map.passable(right_x, point_y, 4) &&7 d4 C: ~7 W: u% w' X/ o
- !collide_with_events(right_x, point_y) &&
9 B* G% m! s" N! X6 T - $game_map.passable(point_x, point_y, 6) &&: d2 ^" @9 Q% |6 e5 Q
- !collide_with_vehicles(right_x, point_y)#judge_end: m4 q( ]$ l3 ? V; l0 y
- sheet[right_x, point_y] = step& p" b7 j) R# _1 Y6 J; Q
- draw_path = true! o. H, ~9 ?& z1 q
- new_end_points.push(right_x, point_y)2 }/ }% v/ a& }
- end5 @, g+ h4 O' T* _1 b
- if sheet[point_x, up_y] == 0 &&
5 }7 W0 i- v4 n- E/ @- g4 w - $game_map.passable(point_x, up_y, 2) &&
3 A8 P$ d* X4 u0 J+ K- K2 ` - !collide_with_events(point_x, up_y) &&
: R9 \6 c7 L5 B+ z2 s* y - $game_map.passable(point_x, point_y, 8) &&2 O E* @/ X& ]$ R
- !collide_with_vehicles(point_x, up_y) #judge_end: k3 H5 J. k% ^
- sheet[point_x, up_y] = step
% ]1 ]7 t: O1 G; {3 Z - draw_path = true5 G/ Z1 t8 C# Q7 R2 z T" e. y( `
- new_end_points.push(point_x, up_y)
/ d' b* ^- k$ {" m0 p - end
7 ] K6 `. B* ]7 i. I4 m - if sheet[point_x, down_y] == 0 &&. i8 ^1 q# W7 c
- $game_map.passable(point_x, down_y, 8) &&% p- I3 C7 H* X
- !collide_with_events(point_x, down_y) &&7 c+ ~: r$ S3 `/ g L4 S- `
- $game_map.passable(point_x, point_y, 2) &&
8 K! [: { k7 M2 z3 q4 D0 H7 t - !collide_with_vehicles(point_x, down_y) #judge_end; F1 b& e* G9 A% N# m9 E
- sheet[point_x, down_y] = step/ X8 r3 X# G) y# M
- draw_path = true
7 F- y4 O! t% T! r: j - new_end_points.push(point_x, down_y)+ X. M- l! \+ A
- end9 u8 @9 j. v+ ?. T& ]6 g
- end#endOfLoop3
3 Y, _/ s' ^% x7 z; k - break if !draw_path reach_point
0 m0 e& x( N1 c7 X& K4 ^. N: I - step += 1
$ s1 ?1 E7 L( K3 l - end #endOfLoop1 路径表格填充完毕6 O' l; h( p' ?
- $mouse_move_sign.transparent = false: E5 e+ s- }4 T- Z, E6 F2 f2 o
- # 判断指定地点能否抵达
5 [* M7 q) Y+ ? - if reach_point
4 V2 n- R3 @0 q+ d# O - $mouse_move_sign.direction = 2
* o2 C7 T I/ j$ a - else
- ^6 N: y! r6 D4 a - not_reach_point3 y* j& r! W4 @" H: a
- return
0 d/ v8 n6 E3 ?, i - end( E1 a7 l8 ?& A& H" L
- # 根据路径表格绘制最短移动路径(反向)$ k, Q, M% ^' r) [3 `' r
- steps = step 2 2 + 1
5 j5 U7 S0 u* K W9 s( J1 p4 S+ Y$ V* T - loop_times = step 2
) c8 P) T9 C, } V - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
; z& |! z: x3 A% h - for i in 1..loop_times # forLoop
6 k* ]& h% x3 n& L' J - steps -= 2
0 i; O$ Z# R- S, j - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……
% L7 Q- Y; n& N# v8 \& z - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
: S, o$ C) J* V( @, Q8 B! g* k9 | - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&, O- H8 H. l# c" Y9 o
- $game_map.passable(point_x, point_y, 4) #judge_end# U: x9 Z1 H) W
- reversed_chase_path.push(6). W: o( C I; X* w" _& o
- point_x = $game_map.round_x(point_x - 1)
o# D ]/ C/ z+ C+ s3 D' U, S; b2 _ - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&% Y" Q6 t3 S2 j: o; B! r+ q5 y' K
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&! O$ t" u3 ~. k x8 t' w
- $game_map.passable(point_x, point_y, 6) #judge_end
; ^6 g$ P( a4 X' a - reversed_chase_path.push(4)
9 p1 O6 [( i: M* ^) ~ - point_x = $game_map.round_x(point_x + 1)' o( Q$ L/ x1 v) v
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&+ W' K. U2 N; I8 k
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&% p2 h3 ^6 E" a8 u" N7 S( T- w
- $game_map.passable(point_x, point_y, 2) #judge_end5 g5 I) r; v1 h! C" v4 K
- reversed_chase_path.push(8)
- J/ }) }3 d0 b3 F. j - point_y = $game_map.round_y(point_y + 1)& Y. S+ s4 K. |% Y" L
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
' J `! v% p- v( R# A3 L - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
' V/ i1 I! Q# J( I6 g9 _ - $game_map.passable(point_x, point_y, 8) #judge_end* m( i6 `8 n. W. N; G
- reversed_chase_path.push(2)" x$ z4 C/ `" t' c# u, ^3 |' P
- point_y = $game_map.round_y(point_y - 1)5 v0 v* w6 z1 \4 ]2 a. v q
- end+ e3 G" A6 I+ A0 ?. p3 ~) `; X0 _
- else$ f/ b% O: @% h" W8 r$ A
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&2 c( |! F8 ~* y% d: X1 g0 B
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&* u) o2 ?) w; j6 V9 ?# n
- $game_map.passable(point_x, point_y, 2) #judge_end
7 b; M3 ]8 I$ U& j0 V! {9 U - reversed_chase_path.push(8)
6 P2 |# v7 L) |# h2 G- z - point_y = $game_map.round_y(point_y + 1)( i8 u: o4 ?9 p. V6 D( Z
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&1 ]3 G1 c. T i' v4 f" ~* L
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
3 U- ^% ~7 I8 f, K* L - $game_map.passable(point_x, point_y, 8) #judge_end
1 V. j" {0 J3 f2 R, @9 T - reversed_chase_path.push(2). N, R! @* I! W% M5 }( I
- point_y = $game_map.round_y(point_y - 1)) T& C: ?5 k8 B3 ~ X. |4 e( v
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&0 F; O+ K. V& \' N) Z+ T
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&9 O$ B: z/ N$ h& O
- $game_map.passable(point_x, point_y, 4) #judge_end8 ~2 r. v. a8 x1 P: d' [
- reversed_chase_path.push(6)
7 V3 x9 ?% C/ n3 ^! ?, S0 c8 X: Z9 g - point_x = $game_map.round_x(point_x - 1) E' ~- A1 U& `
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&. @# @5 P4 Z* X6 {! ]5 Z
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&8 |) x8 f! r" S. _
- $game_map.passable(point_x, point_y, 6) #judge_end' a% H# h( O" f! V/ p7 q
- reversed_chase_path.push(4)
{# x0 ?+ c- g9 o% w1 @0 P7 B8 u - point_x = $game_map.round_x(point_x + 1), K( ^2 g) E" P0 Y& N1 p y
- end
. {1 Y. ^9 Q: }$ E: r! z; W - end- \! O! b4 N) U* o h1 r3 i5 g
- end #endOfForLoop. i, A' Q! i& p0 w
- # 根据路径表格绘制最短移动路径(正向)
2 O$ \+ W9 t# j* P( u" f( { - steps = step 2 29 P! Z4 c: i3 p* t4 f& q. V. ]$ q
- loop_times = step 2
' b/ [: L; o+ L& M. X. x - point_x, point_y = chase_point[0], chase_point[1]
+ v; K5 Z3 z, ^* e - for i in 2..loop_times # forLoop, s, |* _ L! @+ b
- steps -= 2
& o) l+ |7 d9 |; L1 | - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs- F6 N9 [9 _* M# f- K
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&1 C5 d, l& J2 r
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
3 O6 X; j9 @% {3 \1 T' g/ a6 Y+ a) K - $game_map.passable(point_x, point_y, 2) #judge_end' c Q \1 J( K3 a, a. m
- chase_path.push(2)9 i- k, V" l7 s$ j6 d- h: a
- point_y = $game_map.round_y(point_y + 1)
6 t. Z5 h/ P6 } { - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&& X+ e9 v6 o% d$ t: U" _' c
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
8 v0 m$ r- a% g5 \& ^3 C" f g6 A - $game_map.passable(point_x, point_y, 8) #judge_end! G: |8 m% l5 M/ i2 }# @) u" r
- chase_path.push(8)" } w+ V- C5 F5 c$ V" T- M
- point_y = $game_map.round_y(point_y - 1)* u4 ]; y& e9 y6 _. z9 x
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&5 W7 G ]$ x' G0 [
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
% p; n; i2 i5 T% L* _/ q" v - $game_map.passable(point_x, point_y, 4) #judge_end
. M/ b; x6 c; w3 ]6 u8 p - chase_path.push(4)
+ P5 x7 M( c/ |" h+ M8 ^2 T3 g3 w6 g& Z - point_x = $game_map.round_x(point_x - 1). p# w4 d4 Z7 }" C; i
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&8 N. ]) V2 l4 D
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&5 a2 V: @& `5 T3 k2 {
- $game_map.passable(point_x, point_y, 6) #judge_end
( X0 S; x8 M$ A6 n, S5 [% E - chase_path.push(6)
# _+ Y2 }( ]: f m) H8 M- w# Z - point_x = $game_map.round_x(point_x + 1)
0 i* j% z! M$ Y% \ x$ K0 \ z% h2 } - end
+ {: c/ C* b' X6 y2 t - else) ], V' u6 E8 m* A) L) K
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
. S* N6 \: P: K! S) ` - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&0 U+ w5 e; m b2 \& ?
- $game_map.passable(point_x, point_y, 4) #judge_end2 L# R/ R0 x& z" f f/ S
- chase_path.push(4)) D! U. |& v* J' Q
- point_x = $game_map.round_x(point_x - 1)
3 o" E9 [ q( z' p - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&7 _" j; {( [! W7 A5 c; x
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
& E0 `8 W! w* r" r# ]- e - $game_map.passable(point_x, point_y, 6) #judge_end- e0 f$ w b( q
- chase_path.push(6)
1 k! E) \+ B! \% {. s - point_x = $game_map.round_x(point_x + 1)- M$ X1 S, h, d5 I
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
( m8 M' d2 R4 h# X - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&, }/ d7 b3 H% O$ d8 n4 L' n
- $game_map.passable(point_x, point_y, 2) #judge_end% e& [! ~6 S/ A4 b% U
- chase_path.push(2). G) v q& c0 H/ Z
- point_y = $game_map.round_y(point_y + 1)
: M- C7 E/ B4 q6 W4 i6 C - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
) F+ W" z( H7 P! o7 @# E; } - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
) F/ W+ k2 _! {0 h( e - $game_map.passable(point_x, point_y, 8) #judge_end
: N4 a1 L) t3 m - chase_path.push(8)
2 T, l$ t- @9 k( W8 g. V - point_y = $game_map.round_y(point_y - 1)
7 j) ~# |2 I# ^( N2 h1 ?+ j" H6 G - end) [0 z9 U8 P7 z3 G8 k
- end
0 d" g: o7 @, m" Q6 b - end #endOfForLoop
* L6 w {; T! Y& b - @mouse_move_path = reversed_chase_path.reverse + chase_path3 V( ?, }6 J8 W% C# I1 P, l/ P
- end#walk2 K/ [& b5 M3 w
- #--------------------------------------------------------------------------
' P+ ~# t' i& j7 i- a, _' | - # ● 绘制boat的移动路径 @array[move_directions...]" C8 |( @" d- \6 l
- #--------------------------------------------------------------------------0 f; J9 d2 I2 T
- def draw_boat_path/ ?# O+ y+ a! w9 e5 r$ ~4 M7 L) K
- # 准备绘制路径表格
+ a8 u" Z& [4 e" t- r. T* T - sheet = Table.new($game_map.width, $game_map.height)/ V- f, z6 a2 g% K# r8 B3 V
- reversed_chase_path = []; chase_path = []$ _8 S9 i C( n9 N' q$ D
- reversed_chase_point = []; chase_point = [] o1 t. K+ g$ a) v; f
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]# N' v4 l/ n. N' x/ A$ ?& m
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
9 N2 ~! p+ @/ o - reach_point = false5 }7 I* D) Z, ^0 W6 }
- step = 3' U, W, @% {% u3 V
- loop do #loop1 开始填充表格
! c: b5 _& _; e% t - draw_path = false
) w/ w& y8 X0 P& _! R# f - check_points = new_start_points( u1 t, b6 v' ]( P! T) m6 B
- new_start_points = []
8 @, {4 q I: N( ?8 E1 | - loop do #loop2 从起点开始正向填充
: A( ~+ D' f) j9 `& }. X5 ~# E - point_x = check_points.shift
K! ], O' F1 X9 S- t - break if point_x == nil. j, n6 `% F" d0 s5 G' r6 W
- point_y = check_points.shift. p# s5 y$ [/ z( Q/ L( a
- left_x = $game_map.round_x(point_x - 1)
9 e* |" @4 U6 x& E: F7 P) b) i0 a - right_x = $game_map.round_x(point_x + 1)
5 D7 t# J3 ]8 z/ X! r9 s" Y - up_y = $game_map.round_y(point_y - 1)% ?6 B W4 B& U6 R6 {1 P$ m
- down_y = $game_map.round_y(point_y + 1)- t* e5 i( d3 s2 B9 _
- # 判断路径是否连通
! b& ^4 C0 y1 w5 x+ E( I. N - path_step = step - 13 x3 x6 z: ^5 B M0 D
- if sheet[left_x, point_y] == path_step
8 {; f( r7 `+ l* H - chase_path.push(4)
0 L# \8 ^9 W! c+ z - chase_point = [left_x, point_y]
- W3 K( R, N2 o7 J% n - reversed_chase_point = [point_x, point_y] e: Z& K7 q; O: R/ F
- reach_point = true; break: {/ O3 w ^. H: N9 T% R
- elsif sheet[right_x, point_y] == path_step
9 c# o! w" Q, E" b7 {5 P - chase_path.push(6)( B; B3 J* t2 L3 o
- chase_point = [right_x, point_y], I1 @! \% a0 H
- reversed_chase_point = [point_x, point_y]
5 a; l( K1 n, f2 d1 b - reach_point = true; break
2 h# q/ b- _) j/ p, m1 S: n* \, l" b - elsif sheet[point_x, up_y] == path_step
' g* P% ?' C7 m+ W - chase_path.push(8)' G0 X' @5 r2 S
- chase_point = [point_x, up_y]
# p: s7 a, n; v! `- ]+ O8 G3 x# w: s - reversed_chase_point = [point_x, point_y]4 x& o' m" ]* m, h
- reach_point = true; break
5 @6 B3 N( h+ b7 x1 y1 Z+ J: U - elsif sheet[point_x, down_y] == path_step
5 b! S, ? B" W+ j6 G# ~6 K, s - chase_path.push(2)
% `4 N4 v$ l1 w6 S8 p+ `0 L - chase_point = [point_x, down_y]
* E! {( q! {, H - reversed_chase_point = [point_x, point_y]
s' v( {* R2 v; c - reach_point = true; break* t5 P2 a& j% r
- end2 Q; p6 y3 o# U9 L' r a+ @7 T
- # 以需要抵达该点的步数填充路径表格 #
* g3 g" r T3 k( o4 ~ - if sheet[left_x, point_y] == 0 &&" V) d% M+ R% V4 ~
- $game_map.boat_passable(left_x, point_y) &&/ ~: d7 l6 A9 b, I
- !collide_with_events(left_x, point_y) &&" C- K) ?3 i' N& i4 j, @
- !collide_with_vehicles(left_x, point_y) #judge_end% G& Y6 Q t+ o& q$ t/ u
- sheet[left_x, point_y] = step2 L+ L4 o$ u* Q, Q
- draw_path = true
# V3 [7 n% `" f& s6 E4 T - new_start_points.push(left_x, point_y)
* T# B2 B: v3 Q0 z - end- B$ i0 G% {; e4 t7 Z7 u; B0 g
- if sheet[right_x, point_y] == 0 &&
+ N3 D# C# O# d - $game_map.boat_passable(right_x, point_y) &&" L# h7 X5 k: I
- !collide_with_events(right_x, point_y) &&, g5 I) A- b3 p
- !collide_with_vehicles(right_x, point_y) #judge_end1 o+ p2 o2 j7 }% K4 H! y
- sheet[right_x, point_y] = step
/ m. W2 `$ r+ d/ p7 s" | - draw_path = true8 ~% F! W9 ?) [! k
- new_start_points.push(right_x, point_y)4 V: t: @# m6 P$ w3 q" ?
- end$ p- U u. Z$ j; _
- if sheet[point_x, up_y] == 0 &&
9 _! V, [" `* j - $game_map.boat_passable(point_x, up_y) &&
7 X1 _3 i+ G2 d2 a! g! ^ - !collide_with_events(point_x, up_y) &&- m ^" W' Y" O# |" s
- !collide_with_vehicles(point_x, up_y) #judge_end! N5 ]8 @5 p" Q
- sheet[point_x, up_y] = step" j2 z+ V$ x q1 o7 }" T3 M% `( V F. P
- draw_path = true
+ \" k% y5 I6 o3 N2 i& F4 v3 C# q7 S - new_start_points.push(point_x, up_y)1 `6 t& R W) V! l2 S- R4 o1 S
- end
* R5 ~, o! }5 ^2 l - if sheet[point_x, down_y] == 0 &&5 q9 U# y0 ^6 r0 K# b% v
- $game_map.boat_passable(point_x, down_y) &&
# ~, l9 ^( A: ^) ]- a' o - !collide_with_events(point_x, down_y) &&
3 n: ` M9 o2 u0 t/ s" p* L - !collide_with_vehicles(point_x, down_y) #judge_end
2 ?+ }+ j" T2 a1 l& W; a1 v - sheet[point_x, down_y] = step
" j3 ~& B6 _6 ^0 f( p - draw_path = true. M, [5 ~" W0 N+ _5 }2 |. |
- new_start_points.push(point_x, down_y)
V( S: {1 v( S - end' N |5 z0 H# w/ T# c. }
- end#endOfLoop2
% s* W& X& h6 a$ L - break if !draw_path reach_point' L) Z% E- S4 y# y) I- i
- draw_path = false! f% z" U$ s* Z
- check_points = new_end_points' i! v2 e5 W, i2 y& M
- new_end_points = []
( ~2 g, P6 y) T6 O* y - step += 1
0 U3 G, L) U4 }, K0 S; {5 d - break if step KsOfSionBreak_Steps &&1 x# ]% ?. q6 P9 U
- !Input.press(KsOfSionFind_Path_Key)
7 ~8 ?( Y1 M) E7 Q0 \ - loop do #loop3 从终点开始反向填充
& ~4 b G! t; B+ o8 `/ k9 R - point_x = check_points.shift! b3 {7 T& P) a7 E- h
- break if point_x == nil6 P) n! i6 k' {3 b! u! X4 E1 D
- point_y = check_points.shift4 p/ S/ C( E9 _' A
- left_x = $game_map.round_x(point_x - 1)" A ?- [$ p' u1 `+ ]/ u# O& m
- right_x = $game_map.round_x(point_x + 1)
\, ^" c. K% c - up_y = $game_map.round_y(point_y - 1)
9 X- k' }! e* k' ]1 I7 p - down_y = $game_map.round_y(point_y + 1)+ }) E5 K* `; O, B3 x$ m' \
- # 判断路径是否连通, d; L% a% |5 d8 y
- path_step = step - 1
, _ |" P N# s. [3 ~ - if sheet[left_x, point_y] == path_step$ g: c9 Y# A6 @- a' a4 y2 ^) a
- chase_path.push(6)
% e' l9 e0 o9 H0 v8 V. S% Y$ P - chase_point = [point_x, point_y]
* K5 ]7 S2 Y- ?& ? - reversed_chase_point = [left_x, point_y]" F, u* E& Q. Y
- reach_point = true; break
) _( K8 o! F# q8 v4 T' o5 B - elsif sheet[right_x, point_y] == path_step$ A: Q) X& T* d0 B4 Y& x
- chase_path.push(4); V3 E+ G' a) w. ^' A8 X0 h
- chase_point = [point_x, point_y]2 o' L8 A/ S( a, L" G9 f% M
- reversed_chase_point = [right_x, point_y]9 n5 Q% t* [. {% I- B
- reach_point = true; break0 S$ \7 |- }( S& p9 R/ o) i, i, ]
- elsif sheet[point_x, up_y] == path_step
6 f8 y+ c ~9 G1 `2 l% F - chase_path.push(2)
4 w" o& e4 F# ]) U( B% n j8 V) g - chase_point = [point_x, point_y]9 I- l4 @+ j6 m) p. ~6 i
- reversed_chase_point = [point_x, up_y]0 \8 Q! }+ u b2 e5 O4 t
- reach_point = true; break
2 ?, s j! ]" l. I - elsif sheet[point_x, down_y] == path_step7 W, f+ z8 g. t8 w5 t( H/ w
- chase_path.push(8)
" w- [% T% w9 c$ Z; t - chase_point = [point_x, point_y]* m5 ^9 |5 l4 |1 ?7 t- Y
- reversed_chase_point = [point_x, down_y]
3 m: i4 x- F5 c: O5 E - reach_point = true; break
5 L0 |7 E! n9 p: A2 { Y- \ - end
) N6 J1 d# X" N- r. L - # 以需要抵达该点的步数填充路径表格 #
J. Y4 }# R1 v1 o - if sheet[left_x, point_y] == 0 &&# x! y3 j8 \+ d# [: h
- $game_map.boat_passable(left_x, point_y) &&# V) P. j6 Q/ ~, s7 R9 f
- !collide_with_events(left_x, point_y) &&" `- g1 U' d7 f, a, L& g
- !collide_with_vehicles(left_x, point_y) #judge_end' [; @2 f- L2 @: s4 \" s" ^
- sheet[left_x, point_y] = step
4 z- ]* i q. _ t5 w - draw_path = true
9 @' n3 x9 z+ @0 k$ o( v - new_end_points.push(left_x, point_y)% O+ D a, h! b+ ?' F. s. g$ p7 i1 C
- end6 `- I0 x3 |/ F
- if sheet[right_x, point_y] == 0 &&
1 P( [6 C$ b; ]& @% S+ D' B. t( E, a - $game_map.boat_passable(right_x, point_y) &&# J, i; q2 F' c
- !collide_with_events(right_x, point_y) &&- Z! n" D- e9 z2 [. M6 d
- !collide_with_vehicles(right_x, point_y) #judge_end5 _" K( ]8 D" W
- sheet[right_x, point_y] = step
+ `2 ^. g% R9 L2 b, c6 X; T( Y - draw_path = true' p0 `$ i& U0 t, q% w* A+ f3 L1 K* Z
- new_end_points.push(right_x, point_y)
; r9 {" w$ [. X - end. t1 @/ F$ v( R) c9 O) t4 S
- if sheet[point_x, up_y] == 0 &&
6 m, @6 [4 @( k% Q - $game_map.boat_passable(point_x, up_y) &&
; K+ M( P- g, J. Z - !collide_with_events(point_x, up_y) &&; d% E2 o+ c+ C
- !collide_with_vehicles(point_x, up_y) #judge_end) Z* ^ s# _/ r% i
- sheet[point_x, up_y] = step
( @! P, H7 ~" h; d" D5 y - draw_path = true
/ G* Q- ]# A# Q - new_end_points.push(point_x, up_y)
9 n+ ]4 m z/ t7 \/ c8 H - end8 w1 [5 i5 c& V: g1 K% K
- if sheet[point_x, down_y] == 0 &&
2 K& v+ P+ ?7 O5 v, p1 m! c* | - $game_map.boat_passable(point_x, down_y) &&
8 g) P% G7 e e. B - !collide_with_events(point_x, down_y) &&1 ?' R2 |/ e0 C* |
- !collide_with_vehicles(point_x, down_y) #judge_end& G' q* d0 ~( d% Q# \. K7 P
- sheet[point_x, down_y] = step
5 B8 i- A) w2 }3 x - draw_path = true
: |9 [2 C; M* J& Y0 e j7 O - new_end_points.push(point_x, down_y)0 G- m- `) w' j! l# y6 q
- end& d$ S+ j) c" ^% t% \
- end#endOfLoop3
1 m3 b. m5 f, ~2 B+ `. w0 E) b/ G - break if !draw_path reach_point. i$ A$ Y1 N1 h3 T1 B- [% l
- step += 1
& t8 h: }6 R2 o; ^3 V* d( ^ - end #endOfLoop1 路径表格填充完毕
$ n, a- b0 _: z9 ~ - $mouse_move_sign.transparent = false
: u0 Z! {# W, Q - # 判断指定地点能否抵达
( |% V4 b) Z4 B$ `& f* a+ C" d - if reach_point
7 o' N* I0 m7 P# ^8 |! W( F s6 _ - $mouse_move_sign.direction = 25 C, n) D9 W, c' y) K5 M. M
- else6 t& F6 H) y2 d6 Z. r
- not_reach_point
; o5 ]7 N, k, l% @! n - return2 A6 d( o7 i' Y0 X4 ?, k) h( s( Q9 ]
- end
; E1 p4 E9 ]8 l, f& @; l - # 根据路径表格绘制最短移动路径(正向)2 l0 q! j; m3 s4 S
- steps = step 2 29 C2 @4 l+ R* b/ u$ W
- loop_times = step 2
5 N. C% u5 t a$ r5 `2 o - point_x, point_y = chase_point[0], chase_point[1]
+ D' N8 ^* n) M6 H4 ]4 Z - for i in 2..loop_times # forLoop
! d& l7 [/ h) w. t' Q& Z( k) a - steps -= 2
, {( i7 e0 C8 d& T5 X& } - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs/ `7 i2 k" ^3 V4 k
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps! M7 b; O8 \$ \; n
- chase_path.push(2)
- O d- w5 }! w - point_y = $game_map.round_y(point_y + 1)% }* m/ o5 H7 H: j* C6 ]
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps, U1 g. l/ I8 ~) @3 [' w
- chase_path.push(8)
5 g- c: ]2 j6 S# g5 Z y - point_y = $game_map.round_y(point_y - 1). L! N: a9 O/ Z% V9 r& S
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps2 {! Y- {6 s1 H4 Z' i/ S8 s+ Y
- chase_path.push(4)
' ]1 _) I K5 E* e( V2 K+ _ - point_x = $game_map.round_x(point_x - 1)
2 m- ~4 I9 J- O, s3 [) p& M - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
% h i0 D3 m- J( U y* f+ s - chase_path.push(6)
5 T" l7 Q) X% Z - point_x = $game_map.round_x(point_x + 1)
& e; M- B( `1 m7 }* m - end
0 T' I4 q5 q/ ~) P - else
" i4 h! Q0 q9 c - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
0 c0 d# p3 F' j) }0 M - chase_path.push(4)
$ K; o( H$ T+ p7 Z5 c5 H7 p - point_x = $game_map.round_x(point_x - 1)6 m: p) ^9 z7 H8 _
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
8 f7 G3 i7 `% E - chase_path.push(6)
! A9 M6 { m8 E* j; s. L w - point_x = $game_map.round_x(point_x + 1)
# H! h7 s% D( e. x! ^3 R - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
5 Z; Z; ~+ G$ Q2 R - chase_path.push(2)2 _6 V0 N3 m$ P+ K
- point_y = $game_map.round_y(point_y + 1), [$ K, @) [& g5 i9 y8 ^
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
) G& p4 J& F4 M$ h6 ~- T - chase_path.push(8)
9 I* n* I- A% d8 {3 e F - point_y = $game_map.round_y(point_y - 1)
" N8 Y/ n2 {& ]3 c& |$ F - end6 g! {* e* d8 z5 H$ ]1 Y0 J
- end' S9 |2 K, z& f3 r; h# a8 L
- end #endOfForLoop
" ]% D& q# P5 O% ~ R) v# s - # 如果指定点无法抵达或者登陆
. o! E& Q, t, R( r: D; d: ` - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)9 m+ b w# q$ V- _3 A9 c% V5 }
- # 根据路径表格绘制最短移动路径(反向), I0 f; |) h4 x" O1 ]- O: }
- steps = step 2 2 + 11 y7 J) Q8 y, ?' j
- loop_times = step 2
( t. ~, w0 M3 T8 l0 V. R% N' G - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]) k5 p( A; q2 d) E% I
- for i in 1..loop_times # forLoop) W" \2 C Z5 Q n
- steps -= 2
9 T# y- x$ l0 l& L: C8 r) I2 t" ? - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
4 I$ L5 Y0 R5 e$ u - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
: P: F8 w9 M9 T1 J - reversed_chase_path.push(6)
% `4 J1 G$ }3 A ~ - point_x = $game_map.round_x(point_x - 1)- c9 Y t$ B' L
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps* o0 Z- ~: ^; s8 X9 K
- reversed_chase_path.push(4)' [( X& n2 a. O* g3 u/ X3 Q
- point_x = $game_map.round_x(point_x + 1)
* r( J N+ `, z' X+ x - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps2 N: W; i+ P9 F7 K; F
- reversed_chase_path.push(8)
7 `7 h0 x- y# ] q2 ]' u: Z' G- a - point_y = $game_map.round_y(point_y + 1)5 b( @$ Q( j& }6 s& S1 P, n! T0 z
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps0 w' y. m) Q2 L5 _" H0 J6 |
- reversed_chase_path.push(2)
' n9 Y$ R4 `$ ]5 ~. }5 d - point_y = $game_map.round_y(point_y - 1): w+ J$ `) _" u& N7 h0 ]
- end! s# W/ x) ]/ V+ o" U1 n
- else# p" U( {, d0 w7 n6 P5 G, e8 W$ z
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
8 b) Z9 W, s) f9 l) k h - reversed_chase_path.push(8)
: n. R4 i0 o' f6 P1 g - point_y = $game_map.round_y(point_y + 1)
1 s$ J/ F Q" ~$ D R - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
' \; ]& f: O4 u9 K& ^! V, I - reversed_chase_path.push(2)- S; G# R0 U1 ^: M0 a5 B4 }
- point_y = $game_map.round_y(point_y - 1), }: N2 p! R' G" T+ q
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps) R: `' A# m) e% P
- reversed_chase_path.push(6)7 |' D2 D2 ~2 ~- S( E
- point_x = $game_map.round_x(point_x - 1)
9 s' J! B5 ?/ x! p$ g - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
0 Q: f. x' e1 v8 u% b, Q5 M - reversed_chase_path.push(4)
" Q: v. C5 ~6 z1 n* d - point_x = $game_map.round_x(point_x + 1)/ H+ @" K/ t; z
- end
7 p+ b+ x, `+ f- Q) R& z - end" B$ u. N: J7 q# u
- end #endOfForLoop& E/ A) k; I8 O8 W* L
- @mouse_move_path = reversed_chase_path.reverse + chase_path$ v+ Q5 T, z2 @/ o
- end#boat# O, W T# m+ m: A
- #--------------------------------------------------------------------------5 K+ X# W3 H2 N K) h. _1 q
- # ● 绘制ship的移动路径 @array[move_directions...]+ W. A& @* u) b
- #--------------------------------------------------------------------------! T; T$ g- Q- [5 s
- def draw_ship_path
/ S7 d! W) [" l - # 准备绘制路径表格
4 ]) G# b2 |' ], ]7 L2 { - sheet = Table.new($game_map.width, $game_map.height)
% ^; ^* h$ Z' ^ T - reversed_chase_path = []; chase_path = []
! {1 m1 `6 i3 C& | - reversed_chase_point = []; chase_point = []) I% t% o, x+ z5 ]
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]: {! n, g6 }% c- {9 h
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
* k# f) I I- ~0 Z4 p7 D" O$ ? - reach_point = false
- M4 \+ E9 M$ Z4 n" Y1 P8 F - step = 3
6 s* e' E$ F+ V$ B0 H1 U - loop do #loop1 开始填充表格
# {# p q6 P; M' l( ? - draw_path = false
( p/ g' D( J' f- R `4 K. y5 t/ Y9 { - check_points = new_start_points k W) W0 L' k) c* F
- new_start_points = []
% H8 I# _3 u1 D. m# r; A - loop do #loop2 从起点开始正向填充' J) H6 i* {3 R4 _9 _/ i# p, R
- point_x = check_points.shift
' A- n6 `/ t5 ^- W - break if point_x == nil
* a+ u+ |9 n/ g! U: c; H# N - point_y = check_points.shift( h2 H' Q; l8 t! {0 }
- left_x = $game_map.round_x(point_x - 1)
) ^6 c0 \* p1 c! p3 I( r3 Q) @ - right_x = $game_map.round_x(point_x + 1)
0 z: W4 _/ m+ y! d' l3 k8 O" Z, N3 N' R - up_y = $game_map.round_y(point_y - 1); w" B; M- H' L
- down_y = $game_map.round_y(point_y + 1)1 m& m" j* i! u
- # 判断路径是否连通
8 k0 o7 P B) e5 C% r7 e) X6 u; k - path_step = step - 1$ O5 \ I% C% U8 ]! j
- if sheet[left_x, point_y] == path_step6 u G! N; b& d3 |2 Q, A3 y* t
- chase_path.push(4)
( V1 S! q2 K$ Y( { - chase_point = [left_x, point_y]
& A: T; d1 G" d - reversed_chase_point = [point_x, point_y]: ~7 K9 T* L# S! W% e
- reach_point = true; break
6 @$ _. g& M5 j3 a" t* H - elsif sheet[right_x, point_y] == path_step/ }8 U8 P' V* R8 |: F" ^
- chase_path.push(6)1 e$ {$ s- _* u# a" c
- chase_point = [right_x, point_y]
% e2 Y; E4 E" _ - reversed_chase_point = [point_x, point_y]; g* T# O7 l- m. |
- reach_point = true; break* u$ Y! h- h' U- P8 M
- elsif sheet[point_x, up_y] == path_step
+ Y2 F* S0 }1 c3 `- e - chase_path.push(8)7 Z ^ g' d; x& ^9 ^
- chase_point = [point_x, up_y]. l7 P; H! i) B9 |' d$ Y; R
- reversed_chase_point = [point_x, point_y]
( T8 G" x* h7 o/ c3 W - reach_point = true; break
0 w9 U6 e! }9 M; W# W9 y2 F" D3 ? - elsif sheet[point_x, down_y] == path_step
! |) z" T0 ]1 |! g1 x- ^- S/ u - chase_path.push(2)- w8 }( l* [, Q+ L L" |3 j
- chase_point = [point_x, down_y]# ?$ Y& Z% V* m4 p+ [
- reversed_chase_point = [point_x, point_y]9 o$ C* B) g8 p/ l1 q$ M9 U# Z
- reach_point = true; break
6 Z! Y9 `( v4 g3 b3 D0 R - end0 g7 B, P/ x; Q5 l& U
- # 以需要抵达该点的步数填充路径表格 #
7 S% y4 W% g! {( W7 n6 u - if sheet[left_x, point_y] == 0 &&
" i# q/ @# Z0 `) G6 f4 Q6 M* \) S! Z - $game_map.ship_passable(left_x, point_y) &&0 Y( V" e( ]0 J6 ]
- !collide_with_events(left_x, point_y) &&( h2 J k" o1 t0 C( t5 G. Y/ z. m
- !collide_with_vehicles(left_x, point_y) #judge_end
6 s% s) [7 U, d8 ]5 _2 R - sheet[left_x, point_y] = step
h+ U$ j, l7 | - draw_path = true
+ q% }5 @/ T8 f+ d$ W - new_start_points.push(left_x, point_y)1 l9 b5 D: P) @; g
- end6 f6 N/ N6 K6 R1 h* r
- if sheet[right_x, point_y] == 0 &&
) Y8 L" P/ m- A9 f3 C - $game_map.ship_passable(right_x, point_y) &&5 _) I: ]. w9 u
- !collide_with_events(right_x, point_y) &&2 L- F$ M8 ~7 T+ c+ m8 X1 x( {
- !collide_with_vehicles(right_x, point_y) #judge_end
. h5 Q. Z- Y2 f! C - sheet[right_x, point_y] = step# j; [) R# @ S( \+ C
- draw_path = true
6 Y8 i! k+ R. n+ m. T+ v; { - new_start_points.push(right_x, point_y): ^( [+ l( ?- z$ }* U: r8 L* x
- end6 W& |1 e0 m1 ^( d2 J9 o
- if sheet[point_x, up_y] == 0 &&6 Y$ J5 i9 x' G& {. c4 f1 B8 Q
- $game_map.ship_passable(point_x, up_y) &&* @; z: T1 s/ v X9 R
- !collide_with_events(point_x, up_y) &&
+ \, d8 z# L8 h4 ^1 O: r8 ~ - !collide_with_vehicles(point_x, up_y) #judge_end( E6 G0 V6 M; f7 `1 V0 {+ Y' x6 {
- sheet[point_x, up_y] = step
* G+ w; X- Q+ S- B j/ D$ l - draw_path = true
8 D8 {6 s4 r) E - new_start_points.push(point_x, up_y)6 H8 |9 Y) u! s0 _9 b
- end4 j. r8 q# N# A6 v7 f" L
- if sheet[point_x, down_y] == 0 &&
7 {5 Y3 K( s* |; D - $game_map.ship_passable(point_x, down_y) &&/ d, M% K& [( L, B
- !collide_with_events(point_x, down_y) &&; o& l/ w# b, D Q8 L N: y6 k: j
- !collide_with_vehicles(point_x, down_y) #judge_end: h8 z( @- [" ~/ j2 e( W6 n
- sheet[point_x, down_y] = step6 J5 ?# ^( ?. v2 B7 i1 `8 t v
- draw_path = true
+ ]: `/ ]* Q& F. m1 D: h( C2 A - new_start_points.push(point_x, down_y)
1 t! a7 t/ d" Z/ \( x) C - end
) t* X0 ]( |0 j9 U - end#endOfLoop2
$ Q) R: g- O- i; H - break if !draw_path reach_point
6 Q& z! i& v7 { - draw_path = false
! \: [" R/ x0 p0 z9 H6 ~ - check_points = new_end_points
* g% B/ y- a5 u( h: u# Z - new_end_points = []
2 u- Q% c) a3 R - step += 1/ }5 r, o' B/ Q
- break if step KsOfSionBreak_Steps &&) H r2 ?8 x3 Z" s
- !Input.press(KsOfSionFind_Path_Key)9 o: W+ R1 |( o; l
- loop do #loop3 从终点开始反向填充4 p8 ~) ?: ~. J; {$ ^5 |7 N" d$ m
- point_x = check_points.shift
* g8 H- z9 @6 U1 P/ G; @ - break if point_x == nil
5 L" e/ B6 M; y/ \' x5 C3 p& ]8 i0 K3 x - point_y = check_points.shift' B% U4 O: P( ^! j5 v5 r
- left_x = $game_map.round_x(point_x - 1)
8 f( ?9 Q6 E s$ `3 N$ G% i - right_x = $game_map.round_x(point_x + 1)
) u5 M$ a: U$ S/ M' Y - up_y = $game_map.round_y(point_y - 1); E+ x; l1 p8 D" ?; D. c i( {
- down_y = $game_map.round_y(point_y + 1)
( C; ~( e0 R- \/ O% Y3 ] - # 判断路径是否连通, ^; g6 _ K- _& g7 q
- path_step = step - 1
1 w" s9 ^( k) P# k0 K - if sheet[left_x, point_y] == path_step8 @! C$ p5 X( f: k, e! p Z" c
- chase_path.push(6)
8 k) v* o: u# r j% X' ` - chase_point = [point_x, point_y]8 c# {# y: W6 K2 e4 s4 {
- reversed_chase_point = [left_x, point_y]
8 }$ [2 H9 l. Y, @! y" \) E - reach_point = true; break1 l" v0 j) N* w9 o. @8 K" ]
- elsif sheet[right_x, point_y] == path_step
: [5 o3 D( F. @; ^; y - chase_path.push(4), T5 W2 Y+ T- @6 D
- chase_point = [point_x, point_y]+ r2 K! }( ]5 I* a: V! b
- reversed_chase_point = [right_x, point_y]: _# x! H+ L! G
- reach_point = true; break2 }. N( I0 ~& [+ O; h. R
- elsif sheet[point_x, up_y] == path_step
$ ?7 n9 y- a0 D+ L - chase_path.push(2)4 K) g- g8 N8 \& k% H
- chase_point = [point_x, point_y]$ l _ d1 F( g8 L f
- reversed_chase_point = [point_x, up_y]
0 G3 |& `, R# n- i: Y6 m& k# f - reach_point = true; break# o' R6 A! F* E3 e& V. B; ?' O* m
- elsif sheet[point_x, down_y] == path_step
9 a4 h! t% [* { - chase_path.push(8)+ A& y* s5 F1 ?- K7 X/ Z" r
- chase_point = [point_x, point_y]5 i& X( u3 s) R: c" U! W# Z4 `
- reversed_chase_point = [point_x, down_y]2 F+ l7 c* L6 n! D
- reach_point = true; break
! f: X+ E* q* T2 a* v% x) ` - end c9 m& p5 P4 I2 B5 q# X
- # 以需要抵达该点的步数填充路径表格 #: o8 i- ?1 f$ Q4 n
- if sheet[left_x, point_y] == 0 &&
- Q5 |8 v, f. t) w. t: J$ r' _" z2 D0 X - $game_map.ship_passable(left_x, point_y) &&8 Z+ ?( ^0 q2 t+ K
- !collide_with_events(left_x, point_y) &&
4 i) W$ A* g1 C- o- N; ^& \ - !collide_with_vehicles(left_x, point_y) #judge_end
1 D4 z* {' X" ~% |/ Y4 @# J - sheet[left_x, point_y] = step; w2 } T$ F' S
- draw_path = true2 ] P: ~- B' H
- new_end_points.push(left_x, point_y), l0 e6 Z# c+ u' B* N$ q
- end
6 K9 J1 s: l: a5 t A4 l. I- n - if sheet[right_x, point_y] == 0 &&1 i0 w7 M$ l/ t% j% H) d" j: S: M8 ~
- $game_map.ship_passable(right_x, point_y) &&2 g% N5 q' H: f E% n
- !collide_with_events(right_x, point_y) &&
. T6 H+ C. J# s/ R( P9 a$ _ n - !collide_with_vehicles(right_x, point_y) #judge_end
I* {$ M0 K) N+ \0 Z' v% H - sheet[right_x, point_y] = step3 |! w+ L+ U* F* M" a' @
- draw_path = true; q" O; k' t. T% `7 _
- new_end_points.push(right_x, point_y)
( e. {; x5 A d4 n - end
- f' Y, w+ d2 E9 P4 G$ e. h0 @ - if sheet[point_x, up_y] == 0 &&
) r5 C7 L5 z1 p+ @4 e - $game_map.ship_passable(point_x, up_y) &&. j+ `4 k! k5 q8 v
- !collide_with_events(point_x, up_y) &&
' c0 h& w$ ~0 t z+ F, u! b4 T - !collide_with_vehicles(point_x, up_y) #judge_end$ W, w9 k4 t K% I
- sheet[point_x, up_y] = step$ \" @ B7 C- i7 C, J
- draw_path = true
* W3 t, H9 b/ k- k - new_end_points.push(point_x, up_y)
& h$ r# V+ G0 e6 A3 y4 T - end) O# y) u/ o6 h0 z5 j! z
- if sheet[point_x, down_y] == 0 &&
3 S# a$ h# P! |7 C' ?# f" f - $game_map.ship_passable(point_x, down_y) &&
3 @! n7 M9 i% B5 ?8 w - !collide_with_events(point_x, down_y) &&+ T6 @) `0 d1 w& t( z' r
- !collide_with_vehicles(point_x, down_y) #judge_end- ]4 H' b3 N( i' D7 L A8 d
- sheet[point_x, down_y] = step
3 R- T- [+ d: Z$ `, j; F) q+ ` - draw_path = true' U0 V& c$ v2 b3 u
- new_end_points.push(point_x, down_y)- R% d* R5 l9 Q* A( J$ O( }. U0 L
- end6 ^7 _7 Q# W* t2 ?
- end#endOfLoop34 I& H0 C. Y" g7 ?
- break if !draw_path reach_point
& i. k/ T! o/ {1 z }) J2 X& t - step += 10 P! r. G5 R4 q" U
- end #endOfLoop1 路径表格填充完毕& l( A- x: \* q
- $mouse_move_sign.transparent = false
. |9 M9 g% \" C9 N2 `4 N0 N - # 判断指定地点能否抵达7 J' [) o/ y7 C" k" M1 M' k* [
- if reach_point
h6 `) _6 J( E+ e/ } - $mouse_move_sign.direction = 2
$ s3 `* C f$ X - else
0 A! _0 [' K8 h3 `! K5 K9 d( O - not_reach_point7 s9 N, o$ A( f7 [# ], g
- return2 x1 z5 e" w K& W* N% y4 o% y
- end
! O1 J& M+ _. h' F" e- Y - # 根据路径表格绘制最短移动路径(正向) Y$ F; L/ q8 f- P+ ]/ p& a
- steps = step 2 2! o* A& k& h* v& |! {! n9 ~8 H/ F
- loop_times = step 2
d7 b& U3 @5 f- r) \; ^- G' T - point_x, point_y = chase_point[0], chase_point[1]
7 o( T2 `9 j1 X0 c! ~ - for i in 2..loop_times # forLoop `( m8 R7 E p
- steps -= 2
( o7 ]& \9 a2 ` B6 Z* d - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
# {7 O% ~. ~2 C. O; S4 ` - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps9 e/ a! e* K' T# A- Q
- chase_path.push(2)0 A7 X9 u$ N5 G: Y
- point_y = $game_map.round_y(point_y + 1)* u$ F5 ]9 R' z
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps8 V* G, z! d% l
- chase_path.push(8)
- L( L5 W# ]4 ^7 f9 S - point_y = $game_map.round_y(point_y - 1)0 N5 f1 r4 |5 G. s" `* S) U
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps# @1 L1 d$ ^. v( l3 _7 b
- chase_path.push(4)5 Q" \/ S q Q# I1 L3 V4 _
- point_x = $game_map.round_x(point_x - 1)
|2 b. w" A/ L9 E - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps9 [6 Q' l9 t0 S, i* c0 l- |# N; x
- chase_path.push(6)
& ]- K6 c" u+ o: p - point_x = $game_map.round_x(point_x + 1)
" ]8 Y1 k6 g4 n: v3 h$ ~ - end" ?& ]/ ^, l0 k9 E
- else
- H6 [( J6 Z' D2 P6 X - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
* y) D$ s+ l% q. s+ a - chase_path.push(4)
* ~% a+ @8 ~6 }! c - point_x = $game_map.round_x(point_x - 1)" C0 {' J* N b& }$ n
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps/ ~* O+ ~' d: S, ^6 D9 V5 f
- chase_path.push(6)8 p( a7 `2 _4 Z, [+ W5 W& r
- point_x = $game_map.round_x(point_x + 1)3 h5 W) B- l: O+ T+ v9 X% v: r
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps* D) Q/ m2 E t9 B5 S
- chase_path.push(2)3 p& z: r7 l8 W* _+ B% e6 c7 u
- point_y = $game_map.round_y(point_y + 1)
# W4 [8 T1 Y4 j ` @" z, Z/ @( K - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
b* C( o2 L; W! M/ s9 j' \4 Z( I( D - chase_path.push(8)
( m& S- `3 B+ W2 {2 t' o9 `$ p - point_y = $game_map.round_y(point_y - 1)4 L% H5 X! f1 K1 Q# [+ M% d- r. b
- end, |" n1 ^' I2 N
- end
( J! [9 W$ t; s. _ - end #endOfForLoop
+ Z! N, E- d) i# g* `9 I8 }' T& E1 b - # 如果指定点无法抵达或者登陆: L9 @$ K5 V; m- i9 ~0 l+ M2 N
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)# o1 P$ y2 {) A9 j
- # 根据路径表格绘制最短移动路径(反向)! Z9 Z* g- a( b7 R# ~
- steps = step 2 2 + 1
3 a# G# {. C/ R - loop_times = step 2* y! o5 ~* _- O; j3 ^
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]) K5 U; Y+ a3 _5 E4 {3 P
- for i in 1..loop_times # forLoop
+ V! C1 @: Y) K+ l - steps -= 2
1 y7 k7 b) @9 H( D1 v$ K - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs. y( B1 c* @/ S4 c
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
* U- `4 Q4 |! w" D% T - reversed_chase_path.push(6)
6 K$ D% I" V! K. d: h - point_x = $game_map.round_x(point_x - 1)
( ~5 m( H( G9 U. c - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps' n' \; M/ Z6 Z9 @5 h. _4 c
- reversed_chase_path.push(4)
3 O! x6 v$ j# V* O/ c+ X7 i - point_x = $game_map.round_x(point_x + 1)
0 ^/ U- B* U5 y4 d- n) f5 T) w - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
0 c6 t' |# J2 x5 W' i8 I - reversed_chase_path.push(8)# T8 ^" A$ `& V; G; W1 l& i
- point_y = $game_map.round_y(point_y + 1)
2 ]' S, l- i, Q - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
+ G* s% }* a6 q- b% j - reversed_chase_path.push(2)% I3 L0 a5 ]! h& V" G6 W
- point_y = $game_map.round_y(point_y - 1), ^2 u. z3 p1 r! c7 S
- end$ J( ]/ y. S) h: ^6 O
- else- P. m3 i9 f# n8 n9 M
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps$ y5 {( P( T. q+ p, @
- reversed_chase_path.push(8)
# r, |: J9 f+ F, ~) C5 T. g9 v - point_y = $game_map.round_y(point_y + 1)3 H! {. I) R) G1 _ g" m
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
+ H5 c# I* x3 B4 ~1 e4 u Y5 ~ - reversed_chase_path.push(2)
+ M; m" M1 d$ C& c" }/ j- M4 z! I - point_y = $game_map.round_y(point_y - 1)8 v$ _, U4 Y' ]. |, m3 {
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
: J( b, i4 m( n - reversed_chase_path.push(6)
1 l' ~1 m- o- K - point_x = $game_map.round_x(point_x - 1)
7 P& p& e% O- M9 d, V - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps, W. [) D* o8 s" ]* Y: Q
- reversed_chase_path.push(4)
: ?+ K! ^9 v' c+ w* r: L! }9 p8 X8 s - point_x = $game_map.round_x(point_x + 1)
4 f2 D- d3 c& Q1 q2 D p - end
8 n& _. [# M& N! B. s: Q - end5 g7 w, ], S) \6 w% E5 o- n
- end #endOfForLoop
4 f2 R- E2 w D( [, U - @mouse_move_path = reversed_chase_path.reverse + chase_path
6 ?" @% I! C1 [ - end#ship
& B4 I4 [6 y' _9 l/ L - #--------------------------------------------------------------------------
6 ^9 H5 q# i: p! i - # ● 绘制airship的移动路径 @array[move_directions...]4 {& C1 |8 z. B' ]
- #--------------------------------------------------------------------------
4 b+ A8 w# }0 a - def draw_air_path
- A" N/ a( P( z {# a) B4 S - $mouse_move_sign.transparent = false
! D" b, d: O' X2 N1 R. I - # 准备绘制路径表格
' G8 B) b) U T8 A" N4 ?9 l - sheet = Table.new($game_map.width, $game_map.height). c7 a/ B" n- B5 G8 c
- new_check_point = [x, y]; sheet[x, y] = 1* X! X' [- F- P# }9 S
- reach_point = false; step = 2/ N( J- {$ g! \7 r3 E
- loop do #loop1' P+ q/ h0 {/ Y/ S) G
- check_point = new_check_point9 U6 k" [# m7 q. x% Q6 E+ H, |* Y
- new_check_point = []
' r% e7 H$ ~- | - loop do #loop2
5 K$ ^# _: F/ {; | - point_x = check_point.shift" c' |' x! M/ h7 u! C$ `
- break if point_x == nil
9 `) [' ^( A7 O6 u - point_y = check_point.shift4 V! H, I* u5 n$ ^% W: V) X
- if point_x == @moveto_x && point_y == @moveto_y
1 l$ M t, |3 n2 c+ d5 U1 y) B: _ - reach_point = true; break/ y2 Q- @4 s" x
- end. F& d9 F& q/ @9 {
- left_x = $game_map.round_x(point_x - 1)
+ b1 T" o/ x) B. k4 |" p - right_x = $game_map.round_x(point_x + 1)+ G) N" G6 \( E- K
- up_y = $game_map.round_y(point_y - 1)1 K9 X) @" x. v5 h) K/ V+ W! l& l
- down_y = $game_map.round_y(point_y + 1)
y- M/ E) A- `: D4 z( Z - # 以需要抵达该点的步数填充路径表格 #
- e8 f) X* T5 a4 F$ ^1 f5 B - if sheet[left_x, point_y] == 0* Z! P/ G; l8 A# w( E1 x
- sheet[left_x, point_y] = step
! Z9 p$ [; y6 C/ a" ^ - new_check_point.push(left_x, point_y)
) e7 u- E9 i2 c, [5 T - end c, |$ Q j/ Z6 k) y
- if sheet[right_x, point_y] == 0
c) |* g! d) O7 Y* W) t5 O - sheet[right_x, point_y] = step
) ~# S" K% L* ]' d - new_check_point.push(right_x, point_y)+ t; V4 \& k6 l" i
- end
( R: f) m; Q4 H - if sheet[point_x, up_y] == 0
1 V' m3 Q4 a. f/ Q% a$ L - sheet[point_x, up_y] = step& b6 h! R& a6 |6 P+ m0 S' K+ b
- new_check_point.push(point_x, up_y)
8 W* ^+ g4 z; c - end. u9 Y8 x4 D" s, W% \3 b$ j
- if sheet[point_x, down_y] == 0
$ `2 I, x$ D r' `1 B6 F - sheet[point_x, down_y] = step0 A8 w. {- w) D# G1 z9 u F
- new_check_point.push(point_x, down_y)" r% z H* l# s' p
- end) E; z% U9 w& R
- end#endOfLoop2
D0 }1 B: \+ F& g0 K4 |7 w6 G1 k - break if reach_point, N4 m# r0 c( U3 ^3 u; `, y. {
- step += 1
5 w% h9 I ]- g' h" I- g - end #endOfLoop1+ {: Z$ U1 x1 _3 T# B( N, P
- # 根据路径表格绘制最短移动路径 #) l& @ y( F& O0 l) q
- reversed_chase_path = []; step -= 1& o% Z4 E. R' R' F! s/ u" b. V
- point_x, point_y = @moveto_x, @moveto_y' H0 L! t5 g" r
- for i in 2..step0 `8 m: O6 e, A0 B- K, {
- step -= 1! c9 i, p1 ]( \2 K/ n$ b6 W
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs7 l1 {' O7 P3 S- \5 y+ m3 v
- if sheet[$game_map.round_x(point_x - 1), point_y] == step3 W. |$ m7 ~, `
- reversed_chase_path.push(6)( N8 n' b! f, V- Z
- point_x = $game_map.round_x(point_x - 1)4 z: o8 h. H. A: @* N# D
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
' f1 _. X S1 i/ l! U - reversed_chase_path.push(4)
$ z2 m/ {: p7 { p7 u0 j - point_x = $game_map.round_x(point_x + 1) B- P5 G! G, k; }6 O
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step! r& f3 e' P4 }. ]; ]
- reversed_chase_path.push(8)1 M: U* I" H3 I; \- D' e1 E3 m8 `
- point_y = $game_map.round_y(point_y + 1)
2 l) G9 P# y- l) q$ H! p - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step3 Y6 e7 ~* y/ E. I; P
- reversed_chase_path.push(2)
# N) }" \& G- [) R" a, } - point_y = $game_map.round_y(point_y - 1)% R' y; m: S* w1 }. D! }
- end
* T/ d0 h3 O" Q, P! \& I5 {6 N - else( B) S% c( Q# E( K c' v
- if sheet[point_x, $game_map.round_y(point_y + 1)] == step
" n2 P: S- O9 @. x4 Z% n. e - reversed_chase_path.push(8)
( I' _1 N9 _; D) X3 m - point_y = $game_map.round_y(point_y + 1)
. V5 ]3 _7 d- D. J; T) W8 t - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
5 e- e7 m2 S" [3 `# O) A - reversed_chase_path.push(2)
1 l' N+ w/ p; L+ S) ?. ` - point_y = $game_map.round_y(point_y - 1)3 s% `7 ^. Z/ ?5 h. t
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == step- z* y; q r7 A
- reversed_chase_path.push(6)0 Z1 D9 J% F1 y) [: M, W
- point_x = $game_map.round_x(point_x - 1)
2 R5 \& P. j4 e( d( [8 N - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
5 u9 Y0 ~. d3 g* p2 V# D - reversed_chase_path.push(4). f0 h7 i) g$ }
- point_x = $game_map.round_x(point_x + 1)( D0 Q8 e* J8 _' f6 j3 n
- end: v# ^9 W6 b& N9 C; ~
- end$ x" d! o/ |0 @0 P! l/ W/ E' g
- end #endOfForLoop
% m& E1 {9 t i/ Z6 Q( y) y# W - @mouse_move_path = reversed_chase_path.reverse1 e$ R \2 ^9 f
- end#airship
: \ Q: {8 m6 `$ C0 X1 u5 k - #--------------------------------------------------------------------------- m) ^9 d! g6 b* R8 r
- # ● 目标点无法抵达时的处理,用于各路径绘制方法内部/ u; ]/ U3 q2 M2 m; }( ]
- #--------------------------------------------------------------------------, Y: c7 p1 A1 L- \1 ~
- def not_reach_point0 g8 T. G* W4 N2 n# z0 J
- $mouse_move_sign.direction = 4
2 Y+ k8 Q" L2 s9 t# H$ n7 l: O - dx = 0; dy = 0; dir = 0
0 V. f- T( g- @. r( ` - if @moveto_x - x 0
! s# O! d# j' x, f1 y+ a - if @moveto_x - x $game_map.width - @moveto_x + x &&# d3 @+ ?; {- A; H8 P
- $game_map.loop_vertical
( i+ i( m/ u' ]8 Q9 Y' c* B& d: ` - dx = $game_map.width - @moveto_x + x; dir = 4
7 m( K2 V% i: V" F' @2 Y - else, n- g" W. B. p- C. @* b" x8 p
- dx = @moveto_x - x; dir = 6
7 I. ~# f0 X+ [' D" A9 g+ ^0 Q# [5 u - end
; W, K) U2 X. A, V9 B - else& A. f+ W2 W6 B& y
- if x - @moveto_x $game_map.width - x + @moveto_x &&
- p+ G4 U1 w3 M" X- h4 v5 c' ? - $game_map.loop_vertical a# A( e+ X" B. b* P8 c
- dx = $game_map.width - x + @moveto_x; dir = 6, x; V9 ^# I3 ?+ P+ |* G( \
- else
# p* _$ ~$ q8 r& E5 D" Q - dx = x - @moveto_x; dir = 4
* M3 A7 ]9 f$ Q0 [' A/ M: ~ o4 k+ U3 H - end
( X) @4 } L/ r" d' f' P - end1 Y% X1 A, T- D1 e" b' ?% F) M
- if @moveto_y - y 0
% H* N. K' O" o5 { - if @moveto_y - y $game_map.height - @moveto_y + y &&: M* v% @) s% e- @/ S) Y
- $game_map.loop_horizontal9 Q G- c$ b9 o- E
- dy = $game_map.height - @moveto_y + y
, a5 l K% o9 P% Y7 A2 b3 ]9 X5 ^ - dir = 8 if dy dx
x; P/ K5 e, C0 W! @2 W9 a) } - else
$ a- d8 c. K( D - dy = @moveto_y - y& Z# H0 R; z, f, d6 i k7 i& l! [
- dir = 2 if dy dx# R% P) ]$ Z5 B- |% F/ H& J
- end" {1 s" F# T+ W& E1 k
- else
3 I& B# O o# e- l: ^( A - if y - @moveto_y $game_map.height - y + @moveto_y &&3 B& k0 R7 {1 x9 k
- $game_map.loop_horizontal
0 a5 Q' o4 f: | z - dy = $game_map.height - y + @moveto_y' T" E% s$ R! M2 T0 i3 M( i M* T
- dir = 2 if dy dx / d$ L x) P0 M
- else$ R3 D, g) F/ \0 r% r2 {
- dy = y - @moveto_y
# F. n9 M6 h) G - dir = 8 if dy dx: G2 i' ~) ^! {+ B$ I# H
- end0 H- v) n) I% }- v; a3 ]; j, U7 e
- end& `$ }5 y8 X$ L7 q5 U0 \0 G
- @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件
2 {/ I% I6 y+ x. a7 s' b, l3 H* O0 \ - end
0 b/ | [' ?6 o5 n# S/ @ - #--------------------------------------------------------------------------
# F) I/ q. H3 L; V1 ]9 r - # ● 判断目标点是否能抵达、登陆,用于船只路径绘制
) m: n9 s+ ^% C8 O: I* f - #--------------------------------------------------------------------------
4 Q+ e7 I3 ~, ]; @# w5 |! T: \ - def landable(x, y, path)
0 O& D7 g R( A) j - case @vehicle_type
3 Q; y5 [: ?9 S- P - when ship; return $game_map.ship_passable(x, y)
- J8 K, ^4 x7 `' @. V - $game_map.passable(x, y, 10 - path[-1])
7 u0 f) d: v$ r% Q - when boat; return $game_map.boat_passable(x, y)
" }" T8 v. d: n' P - $game_map.passable(x, y, 10 - path[-1])
5 i- j$ H1 D- ^ - end- `0 c$ O: n. {4 @
- end
3 `( I3 G' c* u. v, m, }. B4 k* G; ]- w - end
. a( I1 K. N$ Q) j - ! J5 {+ I7 k" a3 M: e6 H) x
- #==============================================================================5 [) f. z. P" I% I. {3 W
- # ■ Game_Map# K( H1 L8 f9 a) i; n3 L v
- #------------------------------------------------------------------------------
# w, ^7 ]5 V% B8 L8 \$ m7 F2 R - # 管理地图的类。拥有卷动地图以及判断通行度的功能。
4 M: }/ Q* L+ i - # 本类的实例请参考 $game_map 。0 F/ d' D% z+ o8 ~% M. M6 S
- #==============================================================================
4 t U! w9 f' ] T8 |4 z9 U - class Game_Map
$ e O0 `$ x5 c# T9 y9 p - #--------------------------------------------------------------------------
8 O1 e0 {$ s; [7 u/ O2 V( [3 A - # ● 定义实例变量
! D3 h! q: `# d( k - #--------------------------------------------------------------------------
" I9 p& x( i, x: t - attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据$ ?! N0 R; _, o, n( I; q2 B
- attr_reader mouse_map_y # 同上5 a# X- T8 S0 j& G l$ G8 G
- #--------------------------------------------------------------------------% Y, ^6 S( M O3 b1 E
- # ● 初始化对象2 S! U, s: T3 }# r) d- g+ g
- #--------------------------------------------------------------------------
C" v% U$ |" b; a1 b& M. g" k - alias sion_mouse_initialize initialize5 I! N) W0 V. z" R8 ~
- def initialize
( D8 a2 U# \0 P4 C7 Y. m - sion_mouse_initialize
8 P/ d1 F8 \# t: J; g7 E4 J8 Z% ] - creat_move_sign ###7 @- `& }" N! L+ ]0 D( l
- set_constants5 t% H- b2 {% t7 B) E
- end
u- i$ V t. }, r' w9 |) Z9 A - #--------------------------------------------------------------------------1 e) _( s1 k' B. x4 M7 d) _0 a/ k
- # ● 更新画面
! m7 b+ W _( V Z - # main 事件解释器更新的标志' z# V3 J" o% _7 T, v W" W
- #--------------------------------------------------------------------------
9 T L) h/ D( K; p) d) R2 O( W - alias sion_mouse_update update
2 ]8 K! Q# d: ?9 f - def update(main = false)4 s, A6 H8 [+ U& J
- sion_mouse_update(main)
5 I H% e& T% w# h - update_move_sign+ i6 R# H" w. ~* [( v/ d/ w, D) e
- end
8 Z1 N+ f2 m# Y; @; q# q. F3 k0 N B - #--------------------------------------------------------------------------
) P& u! |, l( L - # ● 创建显示路径点的事件
2 C4 ?! \" L" J - #--------------------------------------------------------------------------
6 @* y; k! ?% w" T7 I% v - def creat_move_sign
+ l8 u5 T' ]: ?' ` - $mouse_move_sign = Move_Sign.new1 I$ r3 n. g2 o
- end
- |3 ]/ @, n4 G0 Y2 n - #--------------------------------------------------------------------------8 U" G9 b! S$ X) H, X t/ \7 M
- # ● 更新显示路径点的事件0 X( w Z: P2 T, D
- #--------------------------------------------------------------------------0 E% s) c# {: H. V# W
- def set_constants
, g, @. v& `; u' n. V1 c - @mouse_pos_setted = true
% w" o# S9 r! u8 K# h - @set_pos_prepared = false7 f% k1 Q, V8 S! R+ y
- @mouse_old_x = 0
7 y8 A: ^$ c" }& Y" f - @mouse_old_y = 0! e. y) C0 `; u% w. P
- end% `2 x- y+ g! v H# A
- #--------------------------------------------------------------------------, G( N& l, `6 c0 \* c. h
- # ● 更新显示路径点的事件9 D+ p) d: R; \2 M
- #--------------------------------------------------------------------------
% G% i. B0 }7 b4 k5 g5 |$ G - def update_move_sign
6 S) y& u" \# O) q - $mouse_move_sign.update
# e) Q1 s$ V3 H3 p$ u4 \ - end
% F! T/ P7 {2 \, i3 V - #--------------------------------------------------------------------------, j9 n; d" w: N& K$ M7 z
- # ● 获取鼠标位于的地图块的x、y坐标
" @ r; ^$ G2 q- \- O+ U2 Z - #--------------------------------------------------------------------------
/ w1 N8 B2 K8 |" h% W: m( j8 [ - def get_mouse_map_xy+ q, {4 Z$ _0 l6 Z0 ]
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
1 {( u5 x2 |4 |" t - @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)
+ ^0 G% C7 @0 N - @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)0 e5 F2 v/ I6 }& h5 L
- end: d G( c7 l: ]+ C! o
- #--------------------------------------------------------------------------
+ E! n" @! R' }, I7 `. ~3 G - # ● 返回地图画面时重设鼠标坐标
- T q/ P; O P8 P1 j - #--------------------------------------------------------------------------
! I, D0 E7 U" @& Q* F8 N - def reset_mouse_pos
8 j+ t q* m* Y; G( H. Z - return if @mouse_pos_setted
: o7 e/ h7 P/ X) F' J0 A2 s9 S) ~ - Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)
! M" I' {# E5 r. ~, t - @mouse_pos_setted = true
$ c! ^2 h& y9 s* |( f" V - @set_pos_prepared = false
5 D0 s# T. c# `5 w) O0 ]: ` J; d- H+ x - end% v$ M6 a. b5 U7 }; o* B1 o0 ^
- #--------------------------------------------------------------------------
2 T( P7 Z9 v/ L) T) {! L - # ● 重设鼠标的坐标
0 C+ C& s5 i. ]: J# [ - #--------------------------------------------------------------------------( v4 W) f) Y7 }6 |: u R9 k8 A
- def prepare_reset_mouse_pos
" D4 ?# M3 X6 `# ~8 w' f8 E - return if @set_pos_prepared1 c% ?' E. a& R D* a
- @mouse_pos_setted = false
6 p$ |# e# e7 q, a* c5 _ - @mouse_old_x = Mouse.mouse_x
8 K' D/ v; b2 k- R - @mouse_old_y = Mouse.mouse_y
4 r, Y$ t9 ~% r8 L) x - @set_pos_prepared = true8 e) T% v2 c3 D# h
- end
& E1 r& [8 l4 i - end6 J6 ?- M B' @, _9 {, p
4 w( r; h: `+ z- #==============================================================================
1 f- S0 x1 R' Q4 l; R/ h7 }/ x - # ■ Spriteset_Map
, k- b% F( I7 @) h9 R+ n- c* E* H4 w - #------------------------------------------------------------------------------: A" H3 S, Y) |2 {6 r
- # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。
$ i5 t6 \0 t. [7 k' U - #==============================================================================2 L6 P6 T' b7 Z* z/ J6 K6 J
- class Spriteset_Map/ g7 i0 K d5 x+ {$ q- Z3 p
- #--------------------------------------------------------------------------
( Y* ~: m G$ [+ l& H2 h - # ● 生成路径点精灵
: c2 o; W& d8 K5 _ - #--------------------------------------------------------------------------- j/ H& T! C- H1 H2 d* w* _; s
- alias sion_mouse_create_characters create_characters
+ h$ o4 j; {9 u( o# Z" [ - def create_characters
3 s5 C+ e4 b0 ~3 _ - sion_mouse_create_characters4 I( w% c* `' C% K' b$ \
- @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))
( h' L* I, i* c, N$ E' v - end
9 `0 T0 W: u* B' z - end
) {- h& Z' C8 k B) X
( w" t" p# _" H5 g$ {- #==============================================================================
: c/ }% O( j/ s+ s8 n, R - # ■ Scene_Map1 s3 H$ A! @. _% A1 R6 U5 T
- #------------------------------------------------------------------------------
5 C3 M7 {. h, o5 j& w - # 地图画面5 i+ r+ s; x; d" Y8 ]4 `, E
- #==============================================================================, ?8 \% l S" n% w
- class Scene_Map Scene_Base
; n; Y7 t. R' o# @# ]: f0 X - #--------------------------------------------------------------------------. S% l W1 h) W& J0 S
- # ● 画面更新
! @# }" C0 [5 k3 O) P% J - #--------------------------------------------------------------------------
& p' w f, O; q3 W. O - alias sion_mouse_update_scene update_scene- i" l# \! l6 l7 A
- def update_scene
; }1 n& f) a3 m- M& c - sion_mouse_update_scene, f8 v8 [6 i+ {4 @/ g* Y
- update_mouse_action unless scene_changing* k0 M# Q1 P) {8 u% F5 E
- end
9 `4 r$ R$ [0 r6 | - #--------------------------------------------------------------------------
G9 }- G; F1 L. B3 n - # ● 场所移动前的处理& J- S: R; F' x3 H
- #--------------------------------------------------------------------------2 d+ p( E% _! D) {% R6 S
- alias sion_mouse_pre_transfer pre_transfer# m% t C& O. P" b
- def pre_transfer& }1 f. H/ {- `( D5 H
- $game_player.reset_move_path
( \2 H- |4 c* d+ P6 ]; P! V/ ? - sion_mouse_pre_transfer I0 a3 A" w1 q( u
- end4 J8 l, M3 {$ R% ?4 G3 X0 v
- #-------------------------------------------------------------------------- O0 H/ s' B2 D% P* a) U j
- # ● 监听鼠标左键的按下6 N# u7 s$ v7 j" z: x
- #--------------------------------------------------------------------------: N6 @/ R4 S c" T; B
- def update_mouse_action
7 e/ s7 S$ |. K: L W0 Z6 s% K - $game_player.left_button_action if Mouse.press(0x01)
; W( I4 Q: S1 D3 t) t ^& W - end- d) F+ ?- I l9 F- n
- end
: A- _ O1 L" S
" O6 a0 e$ T: @ S- #============================================================================== s0 t6 ?+ d8 l9 \0 |' o
- # ■ Scene_File- T; n- ]2 U/ \; f
- #------------------------------------------------------------------------------/ C1 i+ L( \; R
- # 存档画面和读档画面共同的父类7 S7 N& _" D0 \6 p( ]2 `0 K$ a; Y2 `
- #==============================================================================4 v% s+ p1 ~" g" B* e4 T0 }' ~: P
- class Scene_File Scene_MenuBase: O# B/ L1 e3 g, J9 E* x% P
- #--------------------------------------------------------------------------. @2 }, Z: L9 r1 _# w' h
- # ● 开始处理
% `+ k9 z# i& y1 y v+ @2 K5 s1 x - #--------------------------------------------------------------------------6 i) Z$ n8 t. h
- alias sion_mouse_start start1 L0 o( @0 x$ K g7 k
- def start
# D# i- N2 y6 Q; n8 D! l! P4 K - sion_mouse_start' a- J" v5 d) U3 C+ B6 E
- @move_state = 0
6 j/ F# k! s$ z$ o$ K - set_mouse_pos
) e8 F: x5 A! E+ F- B3 { - end
3 a' t! ]9 K7 C6 D' _1 f - #--------------------------------------------------------------------------6 \3 x- s2 A& _7 x0 B2 Y
- # ● 更新画面
& K, }: X# K- d2 Z4 G+ g) L - #--------------------------------------------------------------------------
8 [ h/ M# O' ~* b$ d3 |4 z - alias sion_mouse_update update0 N, @& |) {! y d/ u' N
- def update' ]/ y/ p$ b7 ~5 N; r. v
- sion_mouse_update
4 R3 y6 m0 f- J. Y7 k+ ? - Input.dir4.zero set_cursor set_mouse_pos
% T5 E0 r! E' |1 e3 n9 j - end
: |: ]- B: }" C9 D7 J: D - #--------------------------------------------------------------------------
' i4 \0 @. K' A - # ● 更新光标
' b2 T2 K! F# c }+ F. f: ` - #--------------------------------------------------------------------------; [* ]4 l: }; f. d9 W
- def set_cursor, k, t8 E" Y1 d
- @move_state += 16 a3 A% R, O7 g& y0 x4 t
- last_index = @index" w: h' u+ ^5 Z: \7 I
- if mouse_which_window == -2: V- E1 h/ B4 b' m" } R% ~' B- m
- if (@move_state - 1) % 6 == 0# {- g! U0 E/ d. u" |0 k+ u
- @index = (@index + 1) % item_max if @index item_max - 1
" a) W2 i0 X6 \8 g+ p( [) U: C - end% k% h, w7 V% K* L
- elsif mouse_which_window == -1! T# ?8 I% Q% A8 W1 @
- if (@move_state - 1) % 6 == 0% f/ x' x0 J3 W. ?2 f2 U/ e
- @index = (@index - 1 + item_max) % item_max if @index 0
6 e! B3 M2 Z$ m5 v% r' Z - end
: P+ k1 K, _0 V% z$ P - else
/ _! A# b( h4 @) ]2 W6 f4 m - @move_state = 0' t) T. {# g6 @+ U" N
- @index = top_index + mouse_which_window7 I {. E! n6 A2 W* P/ c
- end& X0 Z1 b- X" d/ b6 c
- ensure_cursor_visible- {0 c' A; y. Z7 E E5 s0 q' p
- if @index != last_index
; k; b h, W0 I4 [ - @savefile_windows[last_index].selected = false
/ n+ X( e& ]! G9 ~ - @savefile_windows[@index].selected = true
( c7 x* H8 } B8 J2 k' y" w - end: H' q' G+ A! d6 e2 l! `0 j" U9 k
- end
* v* g& C. X: b! Q - #--------------------------------------------------------------------------$ h+ N" O- x4 Z7 p+ |* I
- # ● 判断鼠标位于哪个窗口& y6 p8 x) i) A* Y! x% y- C, l
- #--------------------------------------------------------------------------* M% O" c& w' Q
- def mouse_which_window
' |) R+ g/ d- L - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y* I& ^5 ^; ?9 z3 g* C2 W
- if mouse_y @help_window.height + 14
- ~* f8 Y* ~4 c7 J" @ z - mouse_row = -1
) }5 z! L* ^, l# B/ \) Y* H2 E - elsif mouse_y Graphics.height - 14
' s; x: f9 I& p/ V - mouse_row = -2* }5 n# Y- c0 `( |
- else0 E. D& ?* x/ k2 Z T$ t6 G
- mouse_row = 4 (mouse_y - @help_window.height)
0 }2 W7 j; C, M& ?8 [( M3 |1 U& p - (Graphics.height - @help_window.height)9 n0 f& R/ e; Z7 a' D( z
- end
# T# w$ s) R( @& z; y% d - return mouse_row, l4 I+ N+ l0 h- c
- end
. `. G1 @# u, v4 N7 O3 T - #--------------------------------------------------------------------------. _5 Z2 y+ e# g, P: [
- # ● 方向键移动光标时将鼠标移动到对应的光标位置& W( G; m" G& o y# _% a( r- D: h
- #--------------------------------------------------------------------------
; D$ N1 X8 `4 d+ i - def set_mouse_pos
! u5 q0 A |( z. O) e - new_x = 40- z: m C0 d8 I2 N6 A
- new_y = @help_window.height + savefile_height (@index - top_index) + 24
* d3 W4 C6 E; L, j/ ^( P6 N( [ - Mouse.set_mouse_pos(new_x, new_y)
# z0 q4 [4 ~" b - end; n0 k+ X& d7 I! x6 P) Q( L/ C
- end
7 E: }7 X$ z! D( J5 B% P
2 T, g" ]" ]% J" w9 f/ s5 Z* [4 y7 h- #==============================================================================/ D2 _' u! X6 U0 h8 T2 B( Q
- # ■ Game_Event
?) A6 y6 c5 J v! _0 J7 K - #------------------------------------------------------------------------------
- V- V1 m7 l$ b' L - # 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。: \/ U" N$ T" H; ?- k7 l
- # 在 Game_Map 类的内部使用。
9 D9 B* [4 L% v- y8 Z - #==============================================================================
7 s+ ^) p8 d" B, d - class Game_Event Game_Character$ _6 ^- @1 ?0 g t/ S' C
- #-------------------------------------------------------------------------- t, o& N+ z3 Z1 i7 L& p3 G
- # ● 事件启动4 a9 f6 k# B6 p: z% U) A- D
- #--------------------------------------------------------------------------6 a- P0 V' |- m3 q
- alias sion_mouse_start start: G3 n% w% @/ t% c' z
- def start V/ L& s) x* _& e" \% Z! Y- t* t
- return if mouse_start && !Mouse.press(0x01)
1 k5 a& |8 U! P - sion_mouse_start. b8 X& i4 R# D+ F9 Q
- end
- h6 P8 Q7 u* k7 ^( M- _+ g2 U - #--------------------------------------------------------------------------
# |+ P) V# H( G/ J - # ● 判断事件是否由鼠标启动
9 K/ R0 }5 S. S# C% @ - #--------------------------------------------------------------------------
5 {/ a' Q5 Q, r4 | - def mouse_start
/ M. P4 N) R: q$ U0 { - return false if empty" g; s' Z# I x3 }6 S
- @list.each do index) u6 @+ i* x% g3 w
- return true if (index.code == 108 index.code == 408) &&
& Q0 n1 I% f" u; p - index.parameters[0].include('鼠标启动')7 q7 E3 @; p0 D8 \# s3 V' C n
- end i3 A# d( i6 J" ?7 d8 `% B
- return false/ B8 u3 b3 \. C6 O& S8 O" d8 i+ D
- end) r; N: E7 V$ [; l& q$ P
- end; g" e1 H( `, M! D( Y# U3 V! @
- " I" g# ]- b$ j0 I: `5 |3 I; P y
- ####泥煤的height
" E) g& Q0 Q" R - # @height = height
5 T( ^& B x9 }$ P- {: b' u
" z- x: {- ~8 L3 ]6 j f# U- class Area_Response
. a7 {+ E: n7 i* d - attr_accessor type0 v% [, `1 P8 o+ {9 U8 C$ V
- attr_reader ox
3 Y4 U4 v# I: K0 D# L - attr_reader oy
4 C5 Y& L5 `6 K& l1 m - attr_reader width
6 w7 g0 F' n9 U& r# ` - attr_reader height
6 s$ m; X i) F0 k - attr_reader switch_id
; P8 a. ]% ?% z1 f - def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)7 C& n9 c) b+ x- H
- @type = type$ X. o0 t A. C# L. }; R
- @ox = ox" r. z* K! ]4 ?& l
- @oy = oy& f3 b2 ]8 I. ?5 U8 m7 C% V& A- ?/ [ U
- @width = width
Q$ d! A) a. B( C1 ? - @height = height
$ @7 @9 V6 ?+ O" j3 y' Y - @switch_id = switch_id; w1 \6 l( o1 C% K+ I) q) ]8 B
- end! S6 J2 y) x4 o7 I
- end
. R" h9 e! w) z - ( P& Z+ j( Y0 A( K- S0 i9 ?& z2 b( B, H, ?
- $area_responses = [] y/ ^, s+ C# o4 q
- 9 l% K' ?. K& t
- class Scene_Map
. r# F3 F9 k& R* U - alias update_mouse_2013421 update_mouse_action
. j# B& }& z+ O# P- j" f - def update_mouse_action
! R. Z T+ _4 S4 _+ O- J0 A9 D3 P" A2 w - update_area_response( x: x) |2 R& p. Q4 m! I
- update_mouse_2013421! b) D9 t' z0 _3 [5 @4 \
- end$ N- j: O( d \; {6 H
- def update_area_response( b) h) v3 J5 A& F6 g7 {! h% Q
- responses = $area_responses
/ L7 p. Z6 M8 m* k& @, w6 r - responses.each {response
" ]8 w6 P; d& N" b - ox = response.ox
* A, {% j5 {! D ?, [! U - oy = response.oy
* I. z; ^+ |# i$ {8 v - width = response.width
4 v* p4 W/ R) g) ^) r - height = response.height: w. _# X1 K6 S( O, T
- switch_id = response.switch_id
2 N. f1 d/ {9 B5 N: [3 C - case response.type
" K9 I6 o. J: N W( Q! v o3 L - when 0
h7 A2 |4 Q/ x - if mouse_in_area(ox, oy, width, height)# {: j& z" F' M6 Y6 h
- $game_switches[switch_id] = true
. ~% ~0 S% m* X4 X# G - $area_responses.delete(response): A$ g0 _+ z& @$ _9 z9 a
- end
f6 x- {5 M3 r0 n O - when 1
- ?# w2 K7 n5 u" } - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)
* z( H& d7 ~0 G! H - $game_switches[switch_id] = true
_2 V0 t8 n6 L7 _+ J3 `! P) Q - $area_responses.delete(response)0 ?0 W2 e! ]- F7 v, L) S
- end
5 G( @# g/ {4 B/ l2 c+ x9 d - when 2
7 I$ y2 j1 W# e6 C* K) T5 ^# B( L - if mouse_in_area(ox, oy, width, height): t2 P# z- i6 U
- $game_switches[switch_id] = true
* I9 [9 J$ ^8 t6 E - else
0 V+ o9 c1 v/ S9 V7 @ - $game_switches[switch_id] = false
; L: {% k+ d' j& ~* T' @1 {7 R - end, a. Q* P4 a5 v+ R( R" o" b
- when 39 h9 I" O$ h1 J3 P
- if mouse_in_area((ox - $game_map.display_x) 32 ,
6 K$ j4 ^6 e* [4 H" k7 q# C - (oy - $game_map.display_y) 32, width, height)" j. p- J9 {2 \) D* U. V* j
- $game_map.events_xy(ox, oy).each {event' S" G/ ^( R, p/ I- U7 C
- event.start
8 j/ O+ N& ~7 ] - $area_responses.delete(response)
2 m' G1 N8 f( }' ~8 S7 P# u - return
. @2 l! Y2 z$ C: ^0 F! Q! x Y: j - }
) A1 [ k/ Z' K, o4 Q - end" b+ y1 e" M5 W1 C
- when 4# D! X, Z/ o5 L3 u: G4 P9 p
- if mouse_in_area((ox - $game_map.display_x) 32,& I/ L3 D6 V# A& D7 L
- (oy - $game_map.display_y) 32, width, height). N1 D; P( I% W& C
- $game_map.events_xy(ox, oy).each {event: Z5 Q0 ~; s1 @
- event.start) U3 G9 _9 T" x5 K2 ?2 U
- return* s; |* a5 K, k6 a$ t: H% a
- } 3 W6 `. m. _/ t+ n
- end# L7 t% q: e. A; q% G- A
- end( M( m# Z- I& o `! X
- }
) |7 b' }& _9 R) i - end
, l# A. U8 u/ b V- n - def mouse_in_area(ox, oy, width, height)! c% @# `& o6 F+ F, L: a& u3 D, m
- Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&
# L: H( }& P' V8 d6 f$ M$ {" F1 f - Mouse.mouse_y = oy && Mouse.mouse_y = oy + height( a2 p, D& j. Y/ X6 a1 h
- end
8 R+ l6 r% ~" J" c9 _( H+ } - end
k# Q, ^3 d+ ?# [. D0 O4 n C4 Y - class Game_Interpreter' i- Z2 ^$ k0 V
- def area_response(arg)
4 G6 Q) M, o" c1 \2 P: Z& L1 o$ H$ d - $area_responses.push(Area_Response.new(arg))' l" e k% B. I v
- end1 v- M# n0 L1 R( p: u+ E+ g! |
- end
, Q) |/ p( V/ L' B! X; g$ }! g
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