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純屬給LBQ腳本:- =begin #=======================================================================
) \, l6 l. y/ m# L U- ` - 6 L" o# ?' Q7 g4 y" ^( H4 ?- l
- Sion Mouse System v1.3e- T1 S' F% J9 H) k3 C Z( F# _
- - Z# v, P* J, L: o7 `* Y0 w# [
- Changlog$ q B" z( A% Q# a
-
- S) D* d5 e/ H+ D, h' r9 M! z: g - 2013.4.21 v1.3f5 D- i1 I9 f& r5 b6 G
-
- I% K1 D+ X( \: o. u - 1.3f 卷动地图 bug 修正! z' m2 u% A% ~* G7 g& Q9 c
- 9 |8 O+ G; h, w/ p9 H4 ~
- 1.3e 逻辑优化;提供解除鼠标固定的接口, E g$ u8 Q; M& {/ J" E. q/ X
- 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内3 a# U% G! l$ l7 p- x: h( b: h9 B
- Mouse.unlock_mouse_in_screen 解除锁定$ D% X* L" D0 O1 L
1 n( S4 q1 G0 C2 E. ]- 1.3f bug修正
0 M7 k( a1 U3 d$ ^3 j2 _! ^ - : L0 n* W& Z: p3 c
- 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
" G$ f- p; w$ r& @ I) g - 关闭菜单时,鼠标是否移动到原来的位置。7 W$ w0 t6 f5 E' a0 B! J
0 W! c- ]/ u; ~# X- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处1 @5 S* [* N4 o* u6 a& X1 H/ Y
- 8 y0 M" G2 N6 S; i1 p
- 1.3b 修正一些罕见的bug;
8 e% y' p1 H. L; H
* o; _% f ]; f4 c& n! p4 t# T7 s- 1.3a 代码小修改;" ~! f- m D- z1 h
- 加入了鼠标点击启动事件的功能,
1 n* z! x8 _+ j6 c! @ - 在事件中加入“注释”: 鼠标启动 ,- V, H( o2 z& b5 x0 y7 F! u# x% Q. V
- 该事件将无法用其它方式启动,只能用鼠标左键点击启动。
- z: T$ x! J+ q( O5 M -
! s, I ]2 i1 x - 2013.2.12 v1.2
" l( x* H: j$ p5 j% J" L' I - * s6 g/ h' H( O
- 寻路逻辑优化;( P+ M% S5 U/ k" c' 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;
" Z9 ?1 u+ X% k' P$ D4 G - 现在支持用鼠标来操作载具了。
3 }' d8 M2 v" |
8 P; f+ V! O" T* Z% b- 2013.2.8 v1.19 M2 w& `8 p, f! v
- : {0 w; O5 t! i0 w! R* `! ?
- 优化了事件判断,现在可以方便地启动柜台后面的事件;
! G; Z5 C5 p" _, e, ` - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;8 f" t" G6 M4 ~% `
- 移动时,路径指示点的绘制更加稳定;7 z( e" I) P* W+ m: m
- 现在支持默认存档画面的鼠标操作了。/ x$ B6 a- u& V3 Z. A
/ D1 V* C- o$ W4 o( a; [- 7 c6 j0 n7 A* f3 V
- OrigenVersion7 m6 K( L1 t% Y" T
-
; ~- X0 p4 {* e) o - 2013.2.7 v1.0
7 o! O: O U: t7 Y9 A8 H
7 A2 a5 _$ m1 n! [) B+ g+ [ v7 y- 主要功能+ w- z3 T0 Q; s; l
- , o! B& X3 t/ @
- 使用鼠标进行各种操作...
. D; r7 C7 S0 e - 将鼠标锁定在游戏窗口内) v9 R6 P% i4 T; s6 B, N g
- 自动寻路,按住 D 键可以扩大寻路的范围, @& l- f) K4 z6 o3 A3 b; j2 x
- 双击鼠标进行冲刺
, s g4 ?4 X& H, P( P - 更改地图卷动方式以适应鼠标移动8 e6 f. {$ w) r3 t+ O; {
- 变量输入框改良) a" e* d. Q4 t- x+ a
- / H+ |8 _: Q5 k y& n0 A
- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹 a6 u7 K- c+ C: i$ i% ]
- + X7 w- {* G! v
- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹2 g- u, V' q4 G; |5 [
- : X7 n8 S$ ~& o6 F5 d- \8 ~
- ★ 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
$ u: [, B# U# J, T8 S9 M - 1 e) e4 z" E- _9 Y
- 9 ]! L) @' G+ X; Y( s+ N
- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★+ E! H$ R4 [2 a* @' l
0 E9 p! _6 S5 P, E4 s( o1 n1 i5 ?- ~" k
8 D3 Y, g7 X* V) a" o: p6 ?- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示
2 W/ W9 U6 q) b; H2 A7 Y9 X% t
& t) P5 q9 `1 x, v7 i3 w- #==============================================================================
/ m! _/ @! ^2 R; j: L - # ■ 常数设置
; y D- B' \9 H - #==============================================================================) M, L) ?1 M7 {0 ?. C4 \
- module KsOfSion
- l$ r1 Q6 m) V% i - Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false& H4 l# B9 z; `( n$ q
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑) p k6 Z2 d! L L' o8 f* I
- New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false
( G6 R9 j2 P D: n; s - 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
* Q! l$ Z- F) O/ k4 E' ]6 c - Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处
" J2 m6 P0 C( W2 Z% { - Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧0 s# B6 W. O' ?; L% T. Z. K1 ~( j
- # “30” 是默认显示格子数 长(17) + 宽(13)/ F4 S+ ^6 D3 K2 p, d, w+ o
- Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键5 b, p0 v5 P [. @) K' B/ i0 p
- # RM几个内置的空键位 (X = A)(Y = S)(Z = D)
$ ]8 J1 s# X& q - end5 u$ y. K1 N" p" {1 c( u) r
- ( ^7 g9 j9 E& i% H( p% k
- #==============================================================================* ` d6 i5 `' }; f7 Y! Q
- # ■ 用来显示路径点的类
1 |& \2 w3 c' A& G; e - #==============================================================================
: }. E' Q5 t" H/ W - class Move_Sign Game_Character
?. R/ ^" F. }0 S - #--------------------------------------------------------------------------) P G4 i L; t4 l9 z: s% ?
- # ● 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/ `. M+ u, L% U) L
- #--------------------------------------------------------------------------
5 D5 |/ }4 a1 n0 _( [; r/ B' m6 m - def init_public_members5 }8 k# b7 w' s9 E$ X, d! S& Q
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹
+ G# W0 j" c; M" f - @character_index = 0 # ★ 图片索引。$开头的行走图设为0
; s0 T7 K( b; q3 X' P* U: \ - @move_speed = 5 # ★ 踏步速度2 K2 L( F! r+ @! ^! R
- @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)4 \' t+ S9 a& }- c6 ]
- [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度0 e. X3 p5 h" |7 w W
- @blend_type = 0 # ★ 图片合成方式,默认为0(正常)8 t$ J& d% i7 S8 U
- @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列4 w2 V6 g; \3 R
- @priority_type = 1 # ★ 优先级(默认与人物同级:1)
+ s8 ?2 p, ]& G& J - `) \7 d; Z# K3 h8 I' A
2 K' P3 J1 `7 F, E5 I, p+ R- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★
! s4 p2 z7 |& `5 \- | P
- _, h! W3 i2 w
8 L! { s( v& d2 b/ U- # 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
' X7 k0 i) I0 K - unless File.exist('GraphicsCharacters' + @character_name + '.png')
2 R; n' d0 q) c+ j) ] - 3 ]2 Y- F7 [3 j
- if $no_arrowpic_warn
: B" \+ y. D" b0 N' ?1 u$ ? - MouseShow_Cursor.call(1)* E. K$ k+ C$ f: n: S* q2 c8 ~
- msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png3 ], f2 J/ t" s* C. a
- 4 m: }& b7 K$ e
- “路径指示点”将使用游戏自带图片
3 l* Y( V2 M- Q& b - 5 }! H. _% z2 ^0 }
- 该提示可以在脚本内关闭')$ v6 T8 B" o$ ]
- MouseShow_Cursor.call(0)
& [) Q4 ^' r3 |+ f* w% i - $no_arrowpic_warn = false# N& C, E' v+ w: l" A4 Y7 a
- end4 K2 a! q( X6 c2 ~) A2 f: r* S
- @character_name = '!Flame'9 F/ y8 a6 R/ K2 r, w) v5 M
- @character_index = 6
& T8 I# ^$ |$ g# v9 ]6 F, o
) [0 a9 K/ O0 ^- end
( b2 A3 }6 F2 g: T& E - @direction_fix = false # 固定朝向1 r) g5 E8 s, T3 ~- \* R
- @move_frequency = 6 # 移动频率
7 r8 C& G4 O% f5 J$ L. [0 } - @walk_anime = true # 步行动画
9 F. o2 I; I ~3 b& Q. b; X" M - @pattern = 1 # 图案5 }6 t- v5 z4 j3 _& d$ Q
- @through = true # 穿透8 ]) R' y# `' l9 B# z4 R
- @bush_depth = 0 # 草木深度. ~( N0 E" Y" `+ T0 e
- @animation_id = 0 # 动画 ID
) |! z. a {( W$ {% P' d - @balloon_id = 0 # 心情 ID9 T. C& H9 V/ D/ ^+ H
- @transparent = true # 透明( k$ |7 O! ?+ q1 V1 \/ w
- @id = 06 R& o* P C, y3 }. n
- @x = 0
$ |) {; R7 }4 x4 C3 K1 S$ o - @y = 0% K+ X& k% ~: o5 N% ^6 N% ^" Y
- @real_x = 0' Y0 D5 e5 x, H; V2 A
- @real_y = 02 E; T. p2 N/ f2 x4 U3 ]" a6 v: [1 K
- @tile_id = 0
2 ^9 e8 l# p7 P# V/ x - end
6 g4 K* Z% B5 P - #--------------------------------------------------------------------------
~- U p6 m: R. r" ]8 _+ y - # ● 定义实例变量
7 Z$ y4 Y0 @, ]+ k4 d( V$ ~ - #--------------------------------------------------------------------------
, N) Y& P9 m2 X+ ^ - attr_accessor direction& a! I- X/ M, ?1 [* E
- end
* i5 i5 {" Z) _5 c1 T0 R. c
+ c, E" F5 ~7 p6 h- #==============================================================================; c% \$ H, ]9 a" Q" j( x
- # ■ Module Mouse
$ Y V+ m, d' l, k! z9 V! |0 o - #==============================================================================
- d& ?7 O- L3 o. Y - module Mouse, D/ H& Z3 f1 @: {0 b) Y
- #--------------------------------------------------------------------------
; z$ w& n/ K3 |/ b) P1 {* w Q - # ● API, C9 \: o6 _) z5 |5 F4 c! X
- #--------------------------------------------------------------------------
& B4 k8 s3 x, Z, y) j - Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')' Z* S# J8 E9 |. O! v( M: y( T
- Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
' e! E3 i/ Z8 \; X - Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')
7 b3 l/ _+ @& ~8 l2 N& D - Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')& s. @' [4 B" }, P2 D
- Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')2 w- s4 r7 b5 Z' f" {( L
- Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')1 K" W% @+ {0 w! H/ _: s
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i'), s& I5 g% W. W$ [
- Window_Hwnd = Get_Active_Window.call
* @$ c- c+ ^$ ^$ w" u3 \: D - / \3 Z `7 R& Z- `
- class self- d# I; }% I, E8 ]3 d- k& A7 E8 a2 X; L
- #--------------------------------------------------------------------------$ T$ `& z- p$ h# U5 C* \, ^
- # ● 初始化
. r f) |$ n& s) r f* o5 h - #--------------------------------------------------------------------------, @$ X$ ]/ E' W# Q& X: R
- def init1 B7 P+ |! O2 i0 _7 O! e# Y
- lock_mouse_in_screen if KsOfSionClip_Cursor
; _/ U4 X, N/ Q) ] - @left_state = 03 O9 V9 G1 t5 y2 K
- @right_state = 0" U6 G8 f( l, u& B% K3 a% m' W
- @ck_count = 0 # 帧数计,单击以后从0开始3 B2 m3 W3 b8 E, ^" i
- @dk_count = 0 # 用于双击的判定& _8 b0 R$ R5 f6 k/ y4 O3 `
- @clicked = false
+ N; k; d' Y* ?" o - creat_mouse_sprite m2 K' b( V, [% e' a& C
- update4 o- x- x% `& Z }; ]5 N
- end8 ]. g( t' a$ K9 N
- #--------------------------------------------------------------------------9 ?- g: o% ^! C4 z7 y
- # ● 鼠标指针精灵
9 f: f5 z+ \. e' E - #--------------------------------------------------------------------------" R; h3 C) }4 W( i- P: Z3 j& D$ N
- #~ def creat_mouse_sprite
" e" S# ]* c, t& F! v0 ? - #~
3 C0 a. D% [+ C, C4 d1 G - #~ @mouse_sprite = Sprite.new
0 p* |, w4 z6 _. d' V' a4 t2 Z - #~ panda = 2#rand(2)+1! o; O3 P) S) f
/ g' F# x# H2 c8 d2 R* `- #~ if panda = 16 D- `9 t, g# @& x- \
- #~ if File.exist('GraphicsSystemCursor2.png')+ o/ x b3 [! B( s
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
/ t# j9 N! l/ R; z% o# A5 d) z3 _ - #~ end#with if File.exist
! i1 X) J x5 g1 ~5 ?, R# E$ t8 D9 ~ - #~
1 [% U; J; V7 s6 y4 E" r - #~ else if panda = 2 #with if panda=1- }- A. x0 ^) \' [
- #~
" Z/ b/ v' a/ G+ _* G" K3 I - #~ if File.exist('GraphicsSystemCursor2.png')
- {- k- \! X" | b2 t" S5 x) Q - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')4 R6 h; h! T# e* | f
- #~ end#with if File.exist
6 _% }# F4 o6 T7 e - #~ & X. E. V5 }: S: h0 P
- #~ else #with if panda=1
, y/ `8 ~# K; A - #~ @mouse_sprite.bitmap = Bitmap.new(24, 24) U/ g& O, \. J3 w/ W
- #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),
/ {' g& c2 A7 U" Q; B3 [ - #~ Rect.new(5 24, 24 24, 24, 24)) E1 P" z' V1 k$ A1 a: Z; ?
- #~ end#with if panda=1. P i4 j! {/ U
- #~
9 e6 y& ^: `7 ? - #~ #with def4 d4 a6 \, U$ a' k% h- B/ P+ U
- #~ end$ b0 M" R8 m7 t- y2 U
- def creat_mouse_sprite
9 t; ]& y) O2 D0 t2 p - @mouse_sprite = Sprite.new
/ U2 F! h4 ?( U, J0 l - @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})
$ I5 Y% ~( x; D) L( V5 H! p - @mouse_sprite.z = 99999 U& Y! p& j+ @! Q4 T- x) @ x4 J) y- e
- Show_Cursor.call(0)
( |' N- r+ q8 `+ F9 Y; M% y, j - end2 k1 p: [0 b: W/ n' C5 b
- ' m. u! }: l" p' i
- #--------------------------------------------------------------------------) i+ M: r2 a) l9 g# @, K- B
- # ● 更新0 }& }+ C0 i$ G% |- B
- #--------------------------------------------------------------------------5 O! s4 b! s- ]% u# Y
- def update6 w* e9 h1 P% o: q* _
- @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos i& a6 `& E( {5 x! W, T
- left_state = Get_Key_State.call(0x01)' U6 i+ ^, Z) s, e8 T. _( W9 f
- left_state[7] == 1 @left_state +=1 @left_state = 0$ j9 c9 `6 i4 X4 c
- right_state = Get_Key_State.call(0x02)+ s( b9 l4 _/ }3 Z. R5 F- Z
- right_state[7] == 1 @right_state +=1 @right_state = 0
6 K, Y/ F3 }: y, O( c - update_double_click9 B* [1 j2 r! F2 o8 J' g; U
- @left_state == 1 @ck_count = 0 @ck_count += 1
! H$ y3 r8 k+ X: g5 U - end5 O' M7 R; | c) v5 z& z
- #--------------------------------------------------------------------------& s. @0 ^' ` T5 {8 D* Q
- # ● 获取鼠标坐标. a" M3 ^; ^1 l# _( K- S
- #--------------------------------------------------------------------------$ ]$ i7 _ u3 ^" q) f8 Q/ A6 M! h
- def get_mouse_pos
/ `/ L6 {5 o7 c% L) T; e5 Y5 N2 K - arg = [0, 0].pack('ll')
( [+ q! m5 w5 ]1 {: r) } - Get_Cursor_Pos.call(arg). c+ T) B0 Q+ y
- Screen_To_Client.call(Window_Hwnd, arg)7 L# T$ T; a/ Q& f4 o. g
- x, y = arg.unpack('ll')
% U! [* [( h7 M1 `$ s - return x, y3 L( [8 Y* l$ R0 }) R% m( w
- end5 {; j& Q; a$ f; l" y4 h! i& r
- #--------------------------------------------------------------------------7 i/ X; A" J3 T" n2 s
- # ● 将鼠标固定在屏幕内
5 t# y% z, k& O& a7 Y - #--------------------------------------------------------------------------
1 d2 @1 F. X8 G" N9 ^. W - def lock_mouse_in_screen
- j( d! e3 m% T$ C- s8 |3 m - arg = [0, 0].pack('ll')% Q5 ? K4 y1 D- o' V3 U
- Screen_To_Client.call(Window_Hwnd, arg)( a0 O- W, Y" w3 N
- x, y = arg.unpack('ll')
3 c2 b: c- |$ N/ G& J, I! w; @( i - Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll')); q7 m0 Q; t/ @7 d: s$ u+ T. A
- end% S, h9 n) F3 c1 T# V7 r. G, N
- #--------------------------------------------------------------------------
7 k" H" W8 ?9 {9 L. T. _ - # ● 解除鼠标固定
/ J( T: G8 K! r, N3 _8 g - #--------------------------------------------------------------------------# I$ X* r' P1 ~% [; c. {5 j8 V
- def unlock_mouse_in_screen
7 D/ C! S# R! u6 {: ?8 } z. ?* U5 j j - Clip_Cursor.call(0)
- f3 f* G: j" b7 {7 p - end$ f. `7 W4 P' Q
- #--------------------------------------------------------------------------
8 f' ]! o. U3 t8 T+ \1 Q& e$ e - # ● 鼠标双击判定
f4 \1 ~3 v- W4 B! R8 L7 Z( o - #--------------------------------------------------------------------------5 P2 R2 [# ?# T5 ^4 u! ?9 A% Z$ C
- def update_double_click
- b9 i' M* o3 V1 k) M5 a/ A& o( u - @clicked = true if @left_state == 1
9 b4 W- h+ u0 d* i# Z- ^ - if @dk_count 0 && @left_state == 1
, F# ^8 Q% c" L - @dk_count = 0; @clicked = false+ c* [1 U0 n' M: C# ?
- return @double_click = true. ` Q3 ~0 ~" ~$ e$ l: M
- elsif @clicked
+ `( @8 d$ J, S; S; }: o - if @dk_count KsOfSionDbclick_Frame
2 _# A& Q S- L# c2 m/ Y* a - @dk_count += 1: A- H& G$ @3 p2 M3 S- E" T+ |
- else: Z' f) E' `# e0 ~, U0 _
- @dk_count = 0; @clicked = false3 t3 L5 L; ?+ s9 B9 C: g
- end5 z$ N) l+ Z6 U; w8 Y' A
- end
B M- @1 n: `& J2 Z! K3 { - @double_click = false& @ J5 w& y6 q( @$ Y9 f
- end1 A, m9 z M t3 a
- #--------------------------------------------------------------------------) s% C, N& d/ v6 a2 Q
- # ● 按键被按下就返回true c& g! Q6 J) K: b& E
- #--------------------------------------------------------------------------) P" q" [3 `$ E% G9 W& w7 m- I
- def press(button)
4 p* v: V3 g ? Q( ~! i8 } - case button
" a9 I" H6 ]3 e' ~% B1 D+ V4 w - when 0x01; return !@left_state.zero6 ]6 j" ?! }8 b
- when 0x02; return !@right_state.zero8 F/ R* n" P' Y! o
- end3 z' J a+ `6 m5 t1 v$ `
- return false/ ?$ t+ ?/ N' x
- end
' _1 c* D) r0 I8 |, h3 y - #--------------------------------------------------------------------------9 D. S7 v% W* b! ?0 X- S
- # ● 按键刚被按下则返回true( S2 @6 A) x( L& `2 W6 G
- #--------------------------------------------------------------------------
4 \$ `4 L7 a' B4 I+ ? - def trigger(button)$ K4 P4 Q; l6 E7 p8 `. o
- case button
n6 [. ?+ y6 A0 A% Q9 [9 ^ - when 0x01; return @left_state == 1. o. ? t& T) \7 u' I2 d- n
- when 0x02; return @right_state == 1# q( r9 J. l' Y2 X+ t3 U
- end9 ^* m% B+ r4 Y8 k" |4 t
- return false
' Q' U" l, O1 \* O - end
. r/ M5 b8 y, L+ e - #--------------------------------------------------------------------------
% S! V* ? f6 _8 p/ }% n, h; x - # ● 持续按住键一段时间的话,每隔5帧返回一次true. f) o1 D% J7 S9 @. V% T0 C: w
- #--------------------------------------------------------------------------4 o2 m2 @) y+ W8 `/ j
- def repeat(button)6 X7 `) ?% j- u8 A( \1 B4 A; [
- case button
/ A* ~! M# q* p; Y) E; s/ N - when 0x01; return @left_state == 1 7 l1 r5 Z2 a4 ^# r: d: N
- (@left_state 22 && (@left_state % 6).zero)) E2 G! l: O( v6 h
- when 0x02; return @right_state == 1
2 V# Y- e; I1 H - (@right_state 22 && (@right_state % 6).zero)
( d% f' r% L/ Y. c: {1 P. f - end
+ H$ r% Q( G" B. S/ V - return false$ W, a% O+ j5 J
- end
8 e$ u. ]) ~9 b: O9 O - #--------------------------------------------------------------------------! z1 A+ N9 z7 |; m; r( Y$ n+ y5 N! l
- # ● 判断是否双击鼠标
4 J9 ?- X+ H0 E y8 `" j - #--------------------------------------------------------------------------
: W" I5 V0 L- T8 R4 n f - def double_click7 I( S; I( h4 `- \
- @double_click
% m: l" _0 [ O7 B7 S( v) G2 h - end
( U c' E$ ]4 n! S" p6 G. S$ q - #--------------------------------------------------------------------------2 d! ~/ r! h) i0 P0 ?
- # ● 获取@ck_count(每一帧+=1,单击后重置为0)1 ?& ~+ H( j' k) E, w, D
- #--------------------------------------------------------------------------
6 z; d) _0 k# ^$ k1 B - def click_count
& M3 l1 T: F, C i - @ck_count1 ]; y' m; y* r( H0 R. y6 T
- end, i! M5 I9 j i0 @# S
- #--------------------------------------------------------------------------
, F1 ]# e$ e, M. c0 l+ @ - # ● 获取@left_state(按住左键每一帧+=1)
0 a5 n, O R$ i - #--------------------------------------------------------------------------4 M' p0 ~( K0 t
- def left_state0 H: @0 I* F& ~2 M
- @left_state0 P7 A, L; b( {% m1 U7 z2 l
- end' B( y( y3 ~. K2 W8 H6 a, v
- #--------------------------------------------------------------------------9 D. ~5 [2 G1 ?4 `
- # ● 获取鼠标的x坐标8 T# P+ f6 C$ O6 R
- #--------------------------------------------------------------------------2 Z ]* S/ ?/ h. K& j; i2 p
- def mouse_x3 Z1 o' r: Q3 g% ^. R4 b! }
- @mouse_sprite.x
+ m: j4 N# W* e6 D* @& a - end1 q9 ?* i5 T' k- X+ S) O. L
- #--------------------------------------------------------------------------- K' ?1 _: d3 D' L
- # ● 获取鼠标的y坐标- \7 b, M. c4 B3 W) D1 z
- #--------------------------------------------------------------------------
) k9 x/ G6 d- g2 R7 l% B5 I* n - def mouse_y+ }- Q( G3 r# {7 L6 o4 [
- @mouse_sprite.y7 a0 K3 r8 ^, l4 U4 b8 \
- end
: X8 _1 S5 E. e1 K* }$ I) ? - #--------------------------------------------------------------------------
6 i$ w. i$ g$ K# b - # ● 设置鼠标坐标% E3 @% n0 c4 H- a, ~' Z
- #--------------------------------------------------------------------------. t. }1 R$ w& s
- def set_mouse_pos(new_x, new_y)
" z' H) ~" y. ` - arg = [0, 0].pack('ll')
- _! _, [5 j" v5 h+ A: _: a+ Z* }$ t - Screen_To_Client.call(Window_Hwnd, arg)& t) I" W% e5 \- n
- x, y = arg.unpack('ll')
: W, m/ j) N% G - Set_Cursor_Pos.call(new_x - x, new_y - y)
% Y/ G2 V, G" t3 \" I - end/ L6 k( U( X( [5 Z
- end #end of class self 6 g$ r9 @$ c+ q
0 t+ K) E2 ~5 V0 u* _- end- |( O( S/ d* i* }" u
- ; R4 r6 o: ^1 I5 W( y9 }0 q
- #==============================================================================0 L* [# Q! H% l; e. ]5 h- v
- # ■ SceneManager& u3 O! e9 D' c% F( I! I' k1 Y
- #==============================================================================
$ a, J; I% |' j- n: I1 R - class SceneManager
+ w* U, }/ {' r; Q0 ?$ e* u - #--------------------------------------------------------------------------
0 y( |- Z& Q+ M; ~ - # ● alias& {1 S% C6 _2 X6 h3 `% T
- #--------------------------------------------------------------------------( i: b5 _! }) G9 `4 F! c
- unless self.method_defined(sion_mouse_run)
& Z$ z' K. Y! P1 H+ h - alias_method sion_mouse_run, run
7 J, q2 @8 H* N4 n' u& M - alias_method sion_mouse_call, call7 Z5 E' D- O. a
- alias_method sion_mouse_return, return# }: c) j9 E! v3 e
- end
* ~. }( ?% a. B" ?: D1 S4 ^! u! L* B - #--------------------------------------------------------------------------
% I& B6 q/ h) E5 ?1 Y: l - # ● 运行$ E4 E. ~6 h5 n
- #--------------------------------------------------------------------------/ e& z6 z4 ?8 b' N& Q
- def run% c& W8 y5 v0 s* g$ l
- Mouse.init t# w- u1 f: y
- sion_mouse_run! Y) Y2 Z, _) m/ N
- end2 K6 Z9 H: R! ~, [1 P$ w$ Z
- #--------------------------------------------------------------------------
- C7 L7 D; _& q, v9 Z3 ? - # ● 切换6 W8 j+ N3 g" G, V' y% e
- #--------------------------------------------------------------------------
* k" g+ _( P9 r- V1 g9 T. T9 Q - def call(scene_class)( r0 o0 o _5 B7 H; ?
- $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)
$ F# U6 S! {- r& H, c - sion_mouse_call(scene_class)
* {3 _$ v- ~, r/ J0 u - end
& f1 J) Z' h- e! g( j3 ]1 f - #--------------------------------------------------------------------------: q1 k. D/ [ G! d6 |$ ~. p4 g/ G% A4 S
- # ● 返回到上一个场景
7 X& w2 c# x; V) p( }) g0 j - #--------------------------------------------------------------------------
$ o6 F, `2 }+ g1 D3 Q, r - def return
# m( J0 e9 `7 k- E - sion_mouse_return O% c* N; R/ F r& I% T) f7 V
- $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&
0 B$ o& E: {" i' V% E - @scene.instance_of(Scene_Map)5 j- E# c6 a8 D
- end5 y: n# D# u3 \8 X
- end2 l$ g Y9 B9 w o0 S
- * D7 j5 ?% p h" c' r
- #==============================================================================
M6 z3 L- B' p$ }' i5 E2 [8 b - # ■ Module Input
z# ]3 z$ f8 N% u% C# V5 L4 ]- P - #==============================================================================
* o9 I5 F3 e2 M8 W D) z" { - class Input
7 K" N8 E9 \8 A' T2 s2 t# m - #--------------------------------------------------------------------------- G3 j+ o1 Z8 G' Q' p- H
- # ● alias+ ?. G; z9 D: ~7 }' S" _
- #--------------------------------------------------------------------------$ g, ?$ `8 |: J Z
- unless self.method_defined(sion_mouse_update)
/ q6 z. j0 i* w4 ` - alias_method sion_mouse_update, update9 c6 X% Q4 o- L! R3 x
- alias_method sion_mouse_press, press: E9 f" |' m+ I; p- u2 w- I0 \7 K
- alias_method sion_mouse_trigger, trigger
3 v; [' j; Q! b: O3 q - alias_method sion_mouse_repeat, repeat
5 C! A2 m5 Z" [( {2 ?- {- M% B$ a - end
+ W3 S$ \4 C, W0 x/ ^8 K' e - #--------------------------------------------------------------------------5 ]& s z, k* q! s- Z
- # ● 更新鼠标5 L6 s+ _7 c9 X6 q5 Z9 A/ l
- #--------------------------------------------------------------------------$ P% n3 I. Q1 m$ \7 _; Y
- def update
7 n% l+ P6 z# |: @" h8 r6 c - Mouse.update
' R z! \( g& ?# @5 V9 n - sion_mouse_update
5 h5 Y3 a8 c6 @! p# M4 Z) B4 x5 r- M - end
3 }- ^* P3 T, Z, D. I) m - #--------------------------------------------------------------------------
# a" ?! b* \2 `* t - # ● 按键被按下就返回true2 @/ @6 q/ E$ ?/ I1 A
- #--------------------------------------------------------------------------1 q/ K" b/ y+ Q, F' r
- def press(key)
4 x1 S5 J5 ^' n) ~" h0 f# l: } - return true if sion_mouse_press(key)
. K2 d8 i2 _* p2 y - return Mouse.press(0x01) if key == C
. K) c5 V! t" p, X5 n# a$ P - return Mouse.press(0x02) if key == B
. ?: C3 ?1 l8 Y - return false0 w, k+ O+ a; D L( [# u& z: n7 p
- end
7 \% U6 N4 z) i' ~' V8 Y$ e ~ - #--------------------------------------------------------------------------
8 q6 Y! s# Y# w6 H! k. R; y% M0 o - # ● 按键刚被按下则返回true. O$ I; w( ?4 r/ X
- #--------------------------------------------------------------------------8 t2 u5 @& \, ~; X6 p. I
- def trigger(key)# W2 ?: S7 F3 a% a
- return true if sion_mouse_trigger(key). |6 b7 ^- d# a! r {" F
- return Mouse.trigger(0x01) if key == C8 p* N/ v* O. A3 v" i+ n
- return Mouse.trigger(0x02) if key == B6 C4 T; s( z: q
- return false1 J0 }/ g3 g, k, {3 c* I
- end
; D4 U3 f$ d. H0 Y/ B# X6 D - #--------------------------------------------------------------------------
; s( M* f9 p" K3 f3 N - # ● 持续按住键一段时间的话,每隔5帧返回一次true
: I) m8 k- [% o& ^1 } - #--------------------------------------------------------------------------
6 |; ?3 I( h! {+ d - def repeat(key)0 \: t7 h5 }0 z ?# J$ _
- return true if sion_mouse_repeat(key)( ]3 u) `7 @: Y2 P! F# }
- return Mouse.repeat(0x01) if key == C+ m; f$ D' S1 O0 { J! x' N) t
- return Mouse.repeat(0x02) if key == B) w0 B3 T5 P0 |! I! ?
- return false: m0 C* H( \! J/ N8 w- m: h
- end G$ i3 Q8 {) l7 I, o
- end
% l$ H& w4 w1 g1 W1 s - ) Z: v( u) z1 O- `0 W: G2 Y. {
- , A. g7 x' S/ H/ b
- #==============================================================================
) W# R5 P; o% ? - # ■ Window_Selectable
$ j+ y/ ~, y: H- X3 C- ^ - #------------------------------------------------------------------------------
$ z" y6 [1 W6 Y2 O& y/ Z# \ - # 拥有光标移动、滚动功能的窗口
; @% b2 r6 F1 F* J5 c/ Z1 v# s - #==============================================================================
- D) P% B3 K. G7 O( z/ S - class Window_Selectable
$ D+ x# w6 p( w6 f6 H - #--------------------------------------------------------------------------
, {6 g6 }8 o1 _4 c - # ● 初始化5 S: Q2 J* V4 w: F- x
- #--------------------------------------------------------------------------0 Z: ]$ A6 {# ~! ~3 v
- alias sion_mouse_initialize initialize) M7 j" Z5 f4 w* I8 e+ y8 c6 ^
- def initialize(x, y, width, height)0 N6 Z% K' K" M% v3 N+ @2 f4 ]
- sion_mouse_initialize(x, y, width, height)
1 h" H- \8 k5 a* j2 q9 U2 b- ]8 D - @move_state = 0. e6 t$ P& {/ z6 Z' i/ ^
- end
9 n3 T# X0 A# }& p - #--------------------------------------------------------------------------
0 M) e" N R/ Z& G - # ● 更新& k: j: e9 w: v; x" X
- #--------------------------------------------------------------------------# f, y( G; A6 @3 s# }
- alias sion_mouse_update update
9 |! d1 k% t; y0 p9 e3 w - def update
0 m' F8 z6 f& m+ t* }! |) ] - sion_mouse_update R/ A( M) B3 H3 \' K6 y
- update_mouse_cursor
8 n% @/ w- r6 K% K( r. | - end
# `, a8 ]1 Q. t: J - #--------------------------------------------------------------------------
* d+ c& T3 R7 A" F3 | Z/ t1 E! C2 _ - # ● 启动后设置鼠标到index位置5 z# K$ q( N% D6 d5 a
- #--------------------------------------------------------------------------
$ Y/ c- q4 s) q0 {' @ - def activate
+ k' L+ ~# d/ S; S, l8 I, x4 P - @need_set_pos = true if KsOfSionMenu_Set_Pos
6 m: i" U4 b" o - super4 q+ k3 U2 b0 R# S
- end
, u5 [. q3 c) k9 D2 { - #--------------------------------------------------------------------------5 R* `* b. T3 r& L
- # ● 更新鼠标和光标的位置# G/ ^, c5 O* ~" L0 |7 E0 W- o5 @
- #--------------------------------------------------------------------------
1 \% k6 i7 B8 T$ N! N! R' d - def update_mouse_cursor3 p6 n4 Y5 |5 `1 b6 V C. c
- if active0 t; Q( t+ D+ u4 c# D! N1 ?
- if @need_set_pos* @; _, \% Y8 Y+ [- ?
- @need_set_pos = nil2 R- F% M C9 B J- s% E. E
- set_mouse_pos7 p" p& w4 @ A: v: q* B; V
- elsif cursor_movable3 M! f/ |' w3 t; ~; z
- Input.dir4.zero set_cursor set_mouse_pos: Y9 D: S4 \$ y- A4 T
- end
% c) z; h; X/ a - end5 b# v$ G, Q Y0 P0 }; @
- end
D+ y7 |+ ]0 [ - #--------------------------------------------------------------------------
/ a5 M J, X8 _, Y% Y& U - # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能! J4 P5 Q! O5 Z' X
- #--------------------------------------------------------------------------3 K0 |2 }% _0 b" x* n2 r" w$ J2 l: q! A. c
- def set_cursor, f. B" X: x8 Q
- mouse_row, mouse_col = mouse_window_area
0 { T2 ?9 Z; m+ c7 S+ _ - if mouse_row == -1) W) @& c {: f. B$ c: P D7 a: }
- @move_state += 1 if need_scroll
# T- z+ Y- N) S# S8 p1 p - cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand
- ^1 }$ V* F4 ]0 D9 o - elsif mouse_row == -2
9 F7 f- I4 `1 \+ d3 M- _8 g& O( ] - @move_state += 1 if need_scroll1 j" F3 ~' c; ?( M' l
- cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand
7 G# U; e, m" n7 A - elsif mouse_col == -1$ P! _! Y! y" y
- @move_state += 1 if need_scroll
2 S$ \3 Y7 Q2 J* w0 a - cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand
: m! l: O: m* g6 ~8 C1 a# ^) C - elsif mouse_col == -2
7 n! L; c. [' ^3 j* ` - @move_state += 1 if need_scroll
$ A8 w, Z! `+ @& K - cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand
7 b [' _ {5 t) \; f" q - else& _/ l5 ?5 x, [5 O
- @move_state = 0
+ y% N" @/ r$ G' U; U; _ - new_index = (top_row + mouse_row) col_max + mouse_col ]6 W! Y8 S/ A6 f+ q
- select(new_index) if new_index item_max && new_index != @index$ k; \8 B& ?7 n
- end7 b* }+ L$ n D& M
- end
' \! k7 `& C$ P( D- L2 J - #--------------------------------------------------------------------------
9 g% b- V% e6 B1 F# h - # ● 判断鼠标位于菜单的第几行、第几列2 i9 d+ O$ l* |* f0 c- A
- #--------------------------------------------------------------------------. X. d# e5 M1 R$ n3 _. M
- def mouse_window_area9 A' I& W8 v* i5 ?8 Q' }
- if viewport.nil # necessary!
" J. Y% e8 O6 B b, t7 O - vp_x, vp_y = 0, 0
3 d6 u! Y% ^& z - else
& |1 w" M/ \. c* r3 g - vp_x = viewport.rect.x - viewport.ox: }4 K! X' E, i- q- X: u. k
- vp_y = viewport.rect.y - viewport.oy
2 U! A$ f- ]0 O1 b - end0 C/ N1 q# P% q% C: v
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y) T; b. X# l* y6 p8 j
- item_x1 = vp_x + x + standard_padding ) {' p3 {: b! J+ ` \7 h# _% C
- item_y1 = vp_y + y + standard_padding
) ? d( k- D$ a& G$ U - item_x2 = vp_x + x - standard_padding + width
2 E, {/ G, G7 k! t% s; p - item_y2 = vp_y + y - standard_padding + height
?+ I/ N8 [' @ - if mouse_x item_x1. ^7 I) g, N# X7 R) s
- mouse_col = -1# j/ P) Y2 _; E
- elsif mouse_x item_x2
6 c; M% K* W6 l* `% ` - mouse_col = -2
. Z$ C+ J$ B. ~ - else& w; L; t$ i4 A4 N% {
- mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)
+ m( N3 h6 Z6 M m' v- n; E# r - end
; v# Z9 a* X) ^& p - if mouse_y item_y1
/ _; b5 {' }" Y; }, o5 _- N* c8 w - mouse_row = -1
/ r9 S8 E& D2 } H - elsif mouse_y item_y21 S4 Y6 Y$ T4 w0 N) x
- mouse_row = -2! L2 F9 L0 q1 {8 o! S) N
- else5 ?/ E4 A/ B/ P0 n' H! B; k
- mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)
0 j4 f0 p) T/ B9 O c - end+ {# O8 _2 T! k. G* D. J/ p
- return mouse_row, mouse_col; m0 s4 F# l" J+ c* P
- end! x/ \& J8 T9 G- n- [3 e
- #--------------------------------------------------------------------------
. M3 ^4 N6 w8 a) j - # ● 方向键移动光标时将鼠标移动到对应的光标位置* l3 g; t9 c: [- \
- #--------------------------------------------------------------------------
4 _6 Q- [$ @1 `9 V - def set_mouse_pos
: @8 J' v5 i3 }0 R' ?6 _: \ - if viewport.nil # necessary!
( R! I6 Q9 o+ K. ? - vp_x, vp_y = 0, 0! o) E, p" r& M) a/ G" T2 S4 `
- else
- o/ E* b- D* G( n, q; u6 x - vp_x = viewport.rect.x - viewport.ox
% f' Z! p$ q1 ^; w Z - vp_y = viewport.rect.y - viewport.oy
7 C$ a& h4 R3 B, E! m7 [7 { - end
! |+ s( |& ^: j) o R3 A& g. w - item_x1 = vp_x + x + standard_padding
" [9 N* Q v$ R - item_y1 = vp_y + y + standard_padding
, F7 R5 r- c; c# r+ m* b C - get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index % e1 n. j. @! S; T% m" q% Q$ T
- row = get_index col_max - top_row
# b$ w5 c' P/ b8 [: x, l6 ^. V6 J - col = get_index % col_max9 u. o! U, U6 g) g4 B: M, V
- new_x = item_x1 + item_width (col + 0.5)
( f" D" ]* O* Q) v! s7 n - new_y = item_y1 + item_height (row + 0.5)
: b1 J9 C: M2 x/ w7 M& ^ - Mouse.set_mouse_pos(new_x, new_y)
# v/ A: S7 i( \4 h% g. E: l - end- K) M, D. h; Y+ e- @/ S
- #--------------------------------------------------------------------------* E9 Z3 Z7 z5 i; x( L3 \2 O+ d- [
- # ● 判断菜单是否需要卷动$ q) k* f% ~6 N t& |
- #--------------------------------------------------------------------------
$ V* I0 L1 R/ ], r - def need_scroll
2 K/ S) U8 Z* k - item_max col_max page_row_max
! U2 l. n. P+ }1 M - end! X0 `9 H$ g, \3 B+ ?, b$ n
- #--------------------------------------------------------------------------# q" V) @ q( u/ R$ O, X! V
- # ● 判断是否为水平卷动菜单 ~4 ]6 j0 B1 P7 u* c
- #--------------------------------------------------------------------------
* A# W6 \. K* y0 `& l$ _ - def is_horzcommand
$ y% N2 ?5 N+ S, x' A - return false
/ T8 A3 l* x- e6 G0 x! g* c - end
, S$ j: x) [/ Y( q/ j5 _ - end2 z; ]6 g/ M7 {# f
5 P8 M/ f" x, Y8 F4 N! _2 }- class Window_HorzCommand
# @& `/ s+ X/ D: g - #--------------------------------------------------------------------------6 C2 l$ h2 Q) V5 t/ W) {5 Y0 [: D1 j
- # ● 判断是否为水平卷动菜单( x; L0 Q) Q m {
- #--------------------------------------------------------------------------
C; X. i# c7 N7 ?- _( m+ R3 d - def is_horzcommand5 R! M8 ~* V2 V5 C1 p" @
- return true
/ v4 U, F6 @, _ - end0 [9 K9 Z' N; |/ `8 Z" K5 x
- end
4 {; p" ~- ~+ O" L# X }
4 r, D `! H0 k0 ]8 F5 e- #==============================================================================
% p; Z, J3 U% i3 k6 V2 C6 h3 L9 D - # ■ Window_NameInput
8 j! s% D9 p3 o+ r" \2 H. ~ - #------------------------------------------------------------------------------4 V! g' T9 F; t* G0 Q
- # 名字输入画面中,选择文字的窗口。
2 K D# d. A! G/ |) K( w1 i- _ - #==============================================================================: C' ]0 W/ o$ K+ V# x1 L
- class Window_NameInput% R0 ^. c: L0 e+ R, m: h% f
- #--------------------------------------------------------------------------# I/ {9 L; T! i0 _9 C
- # ● 设置列数
\. Q n) N1 g0 X( s - #--------------------------------------------------------------------------
9 p! n. s7 E/ Z2 D& Q& X1 d - def col_max
W2 G- t1 x1 h0 ]2 [* H! `8 B( }# z - return 10
* i6 u# X5 s; q0 N - end
5 Q0 z( K* U8 x - #--------------------------------------------------------------------------' u8 z5 }9 ?; i
- # ● 设置填充的Item个数
1 @8 W0 @/ c2 ` W2 x R - #--------------------------------------------------------------------------
9 X9 R* U8 s! G - def item_max; ^: y* a% C8 e, d0 g/ ?7 `* F; I
- return 90
$ k: B' q) |9 a. l" n$ m2 {; s - end
( c4 }' f$ t' o( Q9 p' r% Q" A8 x - #--------------------------------------------------------------------------; @/ d. s" @* v$ @! ?
- # ● 设置填充的Item个数
+ X7 x: N# I- P3 D- f - #--------------------------------------------------------------------------
9 _. j$ x8 E' A, c - def item_width6 V6 b; O, ~8 H9 E" }/ R' M9 Z2 M* h
- return 32
' T( \$ t, [& \3 |- L1 O9 U - end
$ K/ Q/ r$ q7 Y# y3 g - #--------------------------------------------------------------------------
- V& q+ Q7 |8 Q/ Z$ ^7 v' v \ - # ● 判断鼠标位于菜单的第几行、第几列1 x* J$ A: k! R6 z- M3 U
- #--------------------------------------------------------------------------3 D) v* E1 T2 u5 x; \ L1 p
- def mouse_window_area
$ `& d: y6 B' D# }- w1 \ - if viewport.nil( E& n. u H* v$ q+ n; }! O. |
- vp_x, vp_y = 0, 0. T! k; N- L* `4 ~- N
- else
$ n; |8 s; ~% I: c# \7 ~: S - vp_x = viewport.rect.x - viewport.ox8 e8 I7 R3 q- j
- vp_y = viewport.rect.y - viewport.oy
3 Y; ~! v$ K7 M# A - end
9 ], P" t% U: T) D' X+ J$ M - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
9 _9 h+ I3 ]% @1 w; Q - item_x1 = vp_x + x + standard_padding 0 Z4 d0 c' u7 Q# [2 M8 K% X
- item_y1 = vp_y + y + standard_padding
, G/ x3 A* P% H( G! u Y% O0 F1 J - item_x2 = vp_x + x - standard_padding + width
6 z4 F/ Z# X3 m - item_y2 = vp_y + y - standard_padding + height
( z7 f2 c# p2 a& Y2 _" C - if mouse_x item_x12 d) o9 J; ?" |/ k) d5 R- P- T0 H
- mouse_col = -15 B+ g1 N. a6 d5 A" Z" N: u
- elsif mouse_x item_x2
) ?& T" g _' q# ~ - mouse_col = -20 O9 k8 G, \7 u1 t9 X
- elsif mouse_x item_x1 + 160
. l, [* L+ Q% i' b' t6 G% Q - mouse_col = (mouse_x - item_x1)322 A8 \; |* {2 h3 D7 ^
- elsif mouse_x item_x2 - 160- t' A5 b" T) v$ B" X
- mouse_col = 9 - (item_x2 - mouse_x)32' L+ r. c2 h. J, }
- else
" U" j7 e. `7 @0 s' d6 k - mouse_col = mouse_x x + width2 5 4
; x* t' J) y- S - end* k) y/ l; |# N' y
- if mouse_y item_y1+ m4 I S/ R" L0 C
- mouse_row = -1
' K$ z* {5 S/ U# W - elsif mouse_y item_y2
2 @& u9 l: w; Z( f5 s& S2 a1 x - mouse_row = -21 ^1 B J9 l; K! A$ x" A# X
- else
; U' o+ R5 Q& K0 ?+ g2 \ - mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)2 V1 @" M" X. M2 v, Y
- end
5 s/ z% [+ A3 k# v' d - return mouse_row, mouse_col
* Z1 y. m& F Y9 x; k' t - end
3 R$ ?* w& ^ Q: k - #--------------------------------------------------------------------------
, r+ l, X" z( t! r8 U - # ● 方向键移动光标时将鼠标移动到对应的光标位置6 i$ B0 B2 I3 u2 e' D
- #--------------------------------------------------------------------------
( C! @. o% t! ]; g# m - def set_mouse_pos) L2 R3 I0 w- N2 I; @
- if viewport.nil # necessary!, e. K3 {1 F1 H+ w' D
- vp_x, vp_y = 0, 0
. z' O; \# `2 v3 @( ?: [- E* A - else6 [6 l0 D j0 E9 D0 X
- vp_x = viewport.rect.x - viewport.ox4 y% ?% H: `0 G
- vp_y = viewport.rect.y - viewport.oy! A& U0 U2 x! x" |8 B z& ?
- end6 w8 a' O$ t; ?; ^) N' p
- item_x1 = vp_x + x + standard_padding * v* ^' o' J# {
- item_y1 = vp_y + y + standard_padding4 p) T) U- S/ `+ I! R, t
- get_index = @index 0 0 @index
4 \1 i1 J0 O+ @4 c4 e+ u - row = get_index col_max - top_row3 M, Q9 c2 |! q5 J2 I9 i
- col = get_index % col_max2 o4 c5 j+ t4 M+ Q
- new_x = item_x1 + item_width (col + 0.5)1 m% P# c+ E A
- new_y = item_y1 + item_height (row + 0.5)' v; I: _9 ?" `( n; a
- new_x += 14 if col 40 S2 q" W+ W3 V! S3 b
- Mouse.set_mouse_pos(new_x, new_y)1 z( B% D9 D# F0 O3 |" c
- end
" \0 t: Z$ v$ i - end
, k, p J, B4 [1 Y6 u# G
# ]6 q: h% v/ H. y; [/ O) `- #==============================================================================
- l2 A T7 o6 q9 r; g( V" I7 F A - # ■ Window_NumberInput
+ U) }! ~' D' G" O7 T1 o. s - #------------------------------------------------------------------------------5 w: p: ^) V* `" T+ H
- # 重写了数值输入的方法以适应鼠标
0 i0 V1 J% Z" o+ y; n9 j' ? - #==============================================================================
: u; l' }% V5 c8 a - class Window_NumberInput Window_Base* z$ R" d' O5 Z s$ t v' w
- #--------------------------------------------------------------------------( ?$ ?7 \3 O& ^$ t& z/ R" v, C
- # ● 定义实例变量
. k7 ^& A5 m# \. G/ E - #--------------------------------------------------------------------------
- K7 h5 ?2 I1 M, n6 R) p! n - attr_reader extra_window
( b2 E. ~/ ^, @; Q' q2 ?2 \ - #--------------------------------------------------------------------------
& ^8 O) @0 J+ V7 V7 e* e3 U - # ● 初始化' g! J1 ?8 T% X! \# N1 A2 P. x
- #--------------------------------------------------------------------------
' t% T9 W9 b3 X - alias sion_mouse_initialize initialize
/ E5 F# E1 F0 x - def initialize(arg)
# P+ ~: [# s9 Z - sion_mouse_initialize(arg) g5 M% R! X( n' ~$ Y3 o& g
- create_extra_window
/ Q2 y# D: E0 L+ M - end
5 F! k/ w3 b! W p5 H - #--------------------------------------------------------------------------& d! ~! u" e4 ^7 w& T# \% w, j
- # ● 启动) I2 ]3 p) N* s& a
- #--------------------------------------------------------------------------* P$ P0 K) t! N6 |1 a
- alias sion_mouse_start start
4 x/ z; j; O0 a/ F - def start$ C" P4 t7 J" x6 _
- sion_mouse_start
% D( S0 v( x& o3 P; o - deactivate e6 l9 R& l% }+ m* t- l" T% z2 e. a
- extra_start
! h3 O$ _4 Y& R7 C - end; Z. p# z* J, ^8 ^% m5 B5 ` v
- #--------------------------------------------------------------------------2 k% Z/ B3 T6 z( n8 V" a
- # ● 创建新的数值输入窗口9 n2 S+ B5 `5 o
- #--------------------------------------------------------------------------9 q/ ~+ U& q% [- G+ `) q
- def create_extra_window/ D+ e, @* f) @; J7 `! u/ h, X
- @extra_window = Window_NumberInput_Ex.new
( _1 N5 p/ G: {+ p; k4 D6 n - @extra_window.x = (Graphics.width - @extra_window.width) 26 t5 \, ^/ r) j( \' y+ }/ c6 c
- @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }9 _, ^$ @0 w" H$ a% Q
- @extra_window.index_proc = Proc.new {n @index = n }
0 Z+ L _$ B, J, K/ Z$ }0 I - @extra_window.close_proc = Proc.new { close }$ k; [0 v* Y1 \1 a- {
- @extra_window.refresh_proc = Proc.new { refresh }2 a0 S: n% u( n; h
- end
4 o' ~2 Q( g/ t: i/ j - #--------------------------------------------------------------------------
6 B7 H+ J( j/ Z - # ● 激活新窗口
& A1 U7 O7 |/ X% ? l- |/ l) ?' n - #--------------------------------------------------------------------------
- k" D" d/ @5 O+ s - def extra_start
x4 U. |3 |/ y8 \2 Y - case $game_message.position: ` T- j! ~; g
- when 0; @extra_window.y = y + height + 4+ u* K8 ?. H$ F5 o, }2 U/ c
- when 1; @extra_window.y = @message_window.y - @extra_window.height - 8
u# c4 \ f* p; c" X1 J - when 2; @extra_window.y = y - @extra_window.height - 4
, v, v6 n4 O4 u: i3 m' G - else ; @extra_window.y = 85 J9 ~% ]+ x) C9 m0 \' U9 C
- end- B) T. L& |# [1 t+ Y; G
- @extra_window.variable_id = $game_message.num_input_variable_id9 ^6 e$ J8 U$ o
- @extra_window.digits_max = @digits_max/ c9 j* y+ O3 F* C3 x
- @extra_window.number = @number" }" {4 B* |/ p$ a _7 j
- @extra_window.open1 _1 s U$ p% I! K: p( t1 a; @
- @extra_window.activate% L; E) e+ P/ E9 h/ x
- end
" m' J. N* {0 q5 | - #--------------------------------------------------------------------------1 C! F2 q/ A0 c/ `7 Y7 X
- # ● 更新
0 r5 o6 d. r7 H* O M - #--------------------------------------------------------------------------% P- p. H1 F4 k+ o" q+ N! d
- def update
2 C2 ?6 V! Y& ]2 H, V6 q - super
. p; h5 g$ |) N8 Z* h - @extra_window.update E% W0 J/ h0 }- m0 v, y
- update_cursor
. z. S& F" g/ ~ R - end
4 a5 f- t, d0 P% O% v' P# \; B) ^ - #--------------------------------------------------------------------------& u1 L" B4 \1 G0 G- x
- # ● 关闭窗口# D, g( U8 v3 `( e8 X
- #--------------------------------------------------------------------------
2 |( ~" `9 h6 _) ]1 h% g - def close& p7 Z+ ?3 U. R; |5 n- ~! Q
- super
0 V$ a$ H4 I- g; H - @extra_window.close
, M* P: p$ g; ]+ H - @extra_window.deactivate6 B. s8 q! v3 Z6 t( h! l
- end' t) |2 o) w0 l% Q2 k7 d
- end
7 C3 U" v3 M4 c ?7 }: ^ - 9 O, }# b+ e# n% V1 s* r& n7 A
- #==============================================================================# Y) z( @3 N7 Y
- # ■ Window_NumberInput_Ex( Q# L! k# q1 s
- #------------------------------------------------------------------------------% G' A; d+ b% }
- # 新的数值输入窗口(NewClass)8 s: W% \6 }8 Q, O/ C4 n" W
- #==============================================================================+ {& I6 [- C* V9 f/ ~# n' y; s* F
- class Window_NumberInput_Ex Window_Selectable" F1 z5 t& U2 G* R% w, N
- #--------------------------------------------------------------------------
# Q8 I0 b. |! l - # ● 定义实例变量
9 m! M, b$ d- D% q - #--------------------------------------------------------------------------
- M5 c1 g5 s1 m% j! T- G - attr_accessor number_proc
: G* }# k" k! }& \$ I - attr_accessor index_proc
' o# ^! ^$ J7 a/ r+ f1 L - attr_accessor close_proc Y M$ l, Q- Y$ B( Y
- attr_accessor refresh_proc
{6 q8 ?( l: j$ E! [ - attr_accessor number
& U) a6 k2 l: u; y - attr_accessor digits_max6 l: K: \9 F: ~9 z
- attr_accessor variable_id
+ t; y( ]7 e4 x; U, X$ w, ] - #--------------------------------------------------------------------------
9 V8 v) @% ]: y - # ● 数字表
. C/ G) K8 n# [# n - #--------------------------------------------------------------------------( c$ u. E+ L5 x
- TABLE = [ 7, 8, 9,
: o8 s# }6 c6 x& C - 4, 5, 6,3 x# Q, ^ D( N. ~0 @7 p
- 1, 2, 3,
4 P) H/ t" N/ g - '←',0,'确定',]
& ^& |+ K5 A6 E. R9 y - #--------------------------------------------------------------------------, Q$ V/ N+ l) G" s' e) d1 U
- # ● 初始化对象
7 l5 w( V; ^ D0 B6 x, _4 } - #--------------------------------------------------------------------------
# ~4 F* Q& H/ {; H - def initialize
$ B, g; M8 Z; e1 `6 c6 x( d - super(0, 0, 120, fitting_height(4))
, H$ a3 Z+ w/ }# Z Y+ @7 H - self.openness = 0
9 f- {# {5 {# O1 ^- p! E' r: v8 _/ n - @index = 05 D, }) E: g- z
- @number = 0
, u3 a9 t0 Y) _ - @old_window_index = 0
) R; a1 i6 p; A4 t3 J& f* G - @digits_max = 0
4 B0 r: S% t" a& d& J7 I - 12.times {i draw_text(item_rect(i), TABLE[i], 1) }
+ O/ c9 S6 H4 q6 i- ?- G9 p. ?8 P - end
% _- q W3 r% }3 c& G* f; a" y - #--------------------------------------------------------------------------
9 m$ \# [9 d3 F# L r - # ● 获取项目的绘制矩形! F; a! o' l5 a7 e+ P
- #--------------------------------------------------------------------------& o( n# e9 h: ]# m. h4 I$ d$ o
- def item_rect(index)
( K! c( D. H. A5 \1 W( ]) Z - rect = Rect.new
+ N$ r4 l) A5 s9 y - rect.x = index % 3 32$ s7 {6 ]. c. |5 ?
- rect.y = index 3 line_height' ^! F6 G6 O6 j3 W+ f) ~
- rect.width = 32! b# i. i4 |* |2 ?( m" {1 l0 ~
- rect.height = line_height
% [5 l! x- n( B, f. I: p - return rect( M1 R9 t- G! V- z' ` X, M
- end* A6 L4 A7 q1 p& S5 w
- #--------------------------------------------------------------------------
: X. b% l4 z9 E" L8 n: ] - # ● 将光标设置到鼠标所在的位置8 x0 z! z) i1 @& w. P1 x* [
- #--------------------------------------------------------------------------- }; C3 F! F1 `" j* q( ?1 o; k: h# O Z
- def set_cursor7 Y0 m8 u- B7 ]$ y3 t4 r! F
- mouse_row, mouse_col = mouse_window_area
+ v/ z# n7 A0 a& K - if mouse_row = 0 && mouse_col = 0
, }7 H: x* [( d# E' G0 t, ?! r% H - new_index = mouse_row 3 + mouse_col3 ?9 M" R9 d( y
- select(new_index) if new_index = 119 T6 N4 J N. Z. i" Y
- end2 H, k0 }4 @ v u# Z
- end; N; o0 E" M) X" y0 Z9 l
- #--------------------------------------------------------------------------$ n8 F2 c0 _$ M m4 W
- # ● 判断鼠标位于新数值输入窗口的第几行、第几列2 m8 D# }' r4 ^) H
- #--------------------------------------------------------------------------
H G7 Q" D' A4 z& s4 \* C - def mouse_window_area
5 v v) {+ E- V# `# B% l2 e8 M - if viewport.nil
! n. q9 C1 a. g7 h% a3 F8 j; x - vp_x, vp_y = 0, 0( Y% C8 Q2 x8 y# f+ [: Q2 @
- else# H2 S) B( z! w' w7 ]5 \
- vp_x = viewport.rect.x - viewport.ox
; I2 @0 g* _' N! f, o - vp_y = viewport.rect.y - viewport.oy/ U* g x. K& B8 C1 R. r; V
- end
. [, }/ }# f$ f; i - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y4 Q1 L, d# ?) h7 S
- item_x1 = vp_x + x + standard_padding
4 v% Q; }8 ~/ y, M6 B3 | - item_y1 = vp_y + y + standard_padding
; G# A- M4 R) X$ _# } - item_x2 = vp_x + x - standard_padding + width
1 L7 o, `* R0 ` - item_y2 = vp_y + y - standard_padding + height
+ N( k9 t( M3 y - if mouse_x item_x1
4 ?( y n1 T; V e - mouse_col = -1; t% Z( f! S1 S1 s7 u% Q+ X
- elsif mouse_x item_x2
/ e; V$ f+ v8 m( v& V$ H) Q. i - mouse_col = -2
! z* h3 Q/ y7 \- A. J; G0 u - else
2 W: T" E8 k W: P2 L3 W7 g/ O, ] - mouse_col = (mouse_x - item_x1) 32
* r! `/ c* N2 h5 D7 f: V8 R - end8 W3 O" `! C$ t* ~, ?/ J/ f
- if mouse_y item_y1, j' L- N1 {& p+ M8 J% ^ G
- mouse_row = -1
% G7 m5 O5 u p5 x+ d - elsif mouse_y item_y2
" M# H. P; P: Y6 Q4 a - mouse_row = -2; Y1 ~2 D' ^( n6 H# j/ E6 j; M
- else0 h' ? `8 x+ P* d- C% G& r% w
- mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1) f5 X+ Q7 x' L3 C9 W3 r
- end
! [* Y1 ^1 }- z - return mouse_row, mouse_col3 o/ m* q( \" V0 R5 d s6 g
- end
- Q# T, A+ p* \% u7 s2 ~ - #--------------------------------------------------------------------------
1 \9 K. [! r% I0 F. w: [ - # ● 获取文字
+ ^5 ^* w. J1 \7 m - #--------------------------------------------------------------------------
% J9 f; E' X- Q - def get_number" u5 H/ @7 [# h/ [$ @ V! s1 q0 ^# T
- return false if @index == 9 @index == 118 G* `, O, g }( n/ @$ h4 l" G5 R$ A
- return TABLE[@index]
( O+ B) x+ J, o# f- f7 w - end5 q w8 Q* g; K+ h- }
- #--------------------------------------------------------------------------& h8 d9 s# g! x$ Z
- # ● 判定光标位置是否在“退格”上
4 s/ x! a. _5 V9 s - #--------------------------------------------------------------------------
8 ]# R( v8 P6 G( l - def is_delete
' ]: c& _; ]* H4 T - @index == 9+ o, w2 W+ m+ y+ d N5 v0 d9 L
- end
5 Q" Z4 O/ m& I5 k7 d - #--------------------------------------------------------------------------
" x: [$ ]# Q3 w0 p. a Z - # ● 判定光标位置是否在“确定”上
! j4 V; {. S6 w( I+ [8 V: h - #--------------------------------------------------------------------------, t$ d ]- j5 ~- Y6 S* z
- def is_ok
7 v' n7 T) T+ Q. S0 F& E - @index == 11
' b: C6 z3 L$ o - end
5 }5 z' S C9 x8 t( ~+ L; U - #--------------------------------------------------------------------------
, V) H" } V% Y# N2 Y' P/ k7 d - # ● 更新光标
3 r0 l3 c1 y% P% q: F. P - #--------------------------------------------------------------------------
8 v" t' L( Z2 B& B - def update_cursor
( t5 U1 _9 C5 C: A' I - cursor_rect.set(item_rect(@index))
6 _, N2 a; z7 `, ]7 V) E2 m0 {8 G J - end
3 c0 W4 ]. j/ i! ^* ~ - #--------------------------------------------------------------------------
# |7 F/ k6 b* [5 e7 t* i: ~ - # ● 判定光标是否可以移动
' b: _* W* Q$ U+ x - #--------------------------------------------------------------------------' E6 o) ?& `: T' M- T
- def cursor_movable) `/ `( F2 J x# K
- active2 x6 ?) D" d, a1 B, Y
- end
* H3 C1 E( o1 C" }6 _% H' n - #--------------------------------------------------------------------------/ o( e6 x6 p6 ~+ I
- # ● 光标向下移动/ L# \; x0 d$ k3 I
- # wrap 允许循环& o. Y& z2 e$ B4 U3 T3 ~1 C
- #--------------------------------------------------------------------------
1 c8 s& c$ Q' R5 v3 k5 e/ e2 t - def cursor_down(wrap)) O. i* r/ J P& p. G- X
- if @index 9 or wrap
/ ~7 v0 B* n S' ^2 A, w0 D - @index = (index + 3) % 12
( _1 b" t* G/ c- N5 E - end, ?- Q3 n6 x# a9 S- T$ k6 l
- end* g" g1 W, _( y8 ~6 N
- #--------------------------------------------------------------------------
( q( ]) m" @1 q7 R+ [ \; c9 Q& R - # ● 光标向上移动+ i4 {2 K; l# s. z7 {" x
- # wrap 允许循环
/ N8 F5 Z! [7 V4 I8 B, B1 x) p - #--------------------------------------------------------------------------
, c0 J% n% a! x% ?+ K4 g - def cursor_up(wrap)
C5 y' l7 m7 Y5 L" p( _ - if @index = 3 or wrap
+ Z$ o7 i+ r3 X2 y& T' T B - @index = (index + 9) % 12
1 ?8 e$ w' q* N H( B - end4 S5 e0 \- }/ A( _- `+ h! ~$ U
- end
. h4 f7 q) K3 I - #--------------------------------------------------------------------------! [# k2 _" @: Z/ x8 f
- # ● 光标向右移动
+ T, Z- d2 B: I9 J" k - # wrap 允许循环 p8 Y+ V) O x' }" t
- #--------------------------------------------------------------------------6 W9 P' y/ x1 W$ j! D
- def cursor_right(wrap)
9 o+ ~+ N( }4 v' c* V" s0 c - if @index % 3 2
& ^& B- O5 \! g _4 a( `0 i - @index += 1% _2 D$ Q, o4 t: b5 l5 Y8 [) _
- elsif wrap6 I5 [, A7 Y2 N4 m% }+ A
- @index -= 2
6 \* }0 Q, X9 D: } - end
8 l3 z8 w* U! U8 L! g7 y& |5 ~: j - end
1 j) p4 K; q+ I1 ?; [* W- h X; z - #--------------------------------------------------------------------------
9 F4 O) y, r3 [# G$ c8 L; _ - # ● 光标向左移动0 `9 t- f1 W8 L7 n& h3 K" V3 r
- # wrap 允许循环( b9 ~- }# e H: v
- #--------------------------------------------------------------------------# W+ a5 N( q/ M$ v8 }- w
- def cursor_left(wrap)$ b7 ]6 F- H* V: z" i9 P
- if @index % 3 0& M! |& @6 a' ^# r' X0 Z
- @index -= 1; V4 O5 b R8 P* |
- elsif wrap
3 N' h2 ?! g7 A i& l! s/ d( L - @index += 2
8 `* ~" F. @0 r! ^5 w: N6 @$ K - end9 }/ D3 Q* Q- r& G- c6 F) ^
- end" |( P6 C9 X# q* B4 W0 ^3 c/ J
- #--------------------------------------------------------------------------; L8 ~! n! J- Q
- # ● 处理光标的移动$ F% y; Z r4 v: r, ?8 E, k
- #--------------------------------------------------------------------------2 k* w. Q5 `* c! \. \
- def process_cursor_move
( y. D0 |/ d/ I - super
0 ^$ I: ?6 M7 A& U. o: Z# N+ b - update_cursor
4 R' N: A! Y# F) s - end
$ S+ K# i7 a8 c$ |* L8 @- [/ V - #--------------------------------------------------------------------------5 ~9 ]$ N: e9 W! e2 n. {* N
- # ● “确定”、“删除字符”和“取消输入”的处理
, E! _* J2 z3 w, G, Z& ^ - #--------------------------------------------------------------------------* b- v) Y7 a. \$ N
- def process_handling5 ]" H) X7 Y) m' {" ]3 ]
- return unless open && active$ I- g8 d( C/ |/ P" _% o# e
- process_jump if Input.trigger(A)
+ \& `, G7 q$ k$ q - process_back if Input.repeat(B)2 q: f9 D% \0 r f: I0 c7 O
- process_ok if Input.trigger(C)/ u& Y1 Y$ ?0 R' i) h
- end
8 s- w, {! d' O0 L, |8 \ - #--------------------------------------------------------------------------
. \! d2 U4 G9 s1 ?) \6 p - # ● 跳转“确定”
. Z0 |5 H0 F B k7 ` - #--------------------------------------------------------------------------
2 b( o2 r% H# d$ d: Z: [) t6 o - def process_jump
! H9 i0 X( e/ i* E$ M6 c - if @index != 11: C6 M( q: Z8 G) m4 z' x
- @index = 111 t; m8 @+ k# y* ~6 o
- Sound.play_cursor6 l4 M) @% w h$ e7 c
- end
3 L; t# I, v4 G2 B G - end
- | ^6 |0 J3 E1 s - #--------------------------------------------------------------------------4 Q4 ?8 o. Z3 D' |+ U3 `
- # ● 后退一个字符
/ g* l7 u, m0 B H% d* _ - #--------------------------------------------------------------------------1 H5 \6 l6 ]& C
- def process_back8 W7 K5 s7 S8 m/ r2 t) x- y1 S: d
- Sound.play_cancel$ H$ d* ~6 O5 d' w8 R( ?
- place = 10 (@digits_max - 1 - @old_window_index)
. I3 p9 c/ M) K& Z4 j8 W - n = (@number place) % 10
' U5 N. Q: C2 g& T. f - @number -= n place
: [+ Z0 Y- P9 m* c3 q - @number_proc.call(@number)2 Q7 P9 v- I. I2 M. l" \
- @old_window_index -= 1 if @old_window_index 0
# V i2 o$ V% u0 }3 ]* Y( G - @index_proc.call(@old_window_index)
' y! B- W' z4 `6 D - @refresh_proc.call
1 ^" [( U& r; n7 X. ~/ U - end
2 R/ b( Z7 k- ~5 H% J4 w - #--------------------------------------------------------------------------
% @( y4 z' n9 ?8 O$ A( o9 t, | - # ● 按下确定键时的处理8 I6 h" x' e# ^( s) _+ X
- #--------------------------------------------------------------------------/ n9 s) z, X1 h" {' P& R" P
- def process_ok
+ \4 k6 ~) O/ p; m4 @2 g3 Z( b6 f - if get_number% Q1 d' V( E6 s$ o
- Sound.play_cursor: T% |1 _: {- U( t
- place = 10 (@digits_max - 1 - @old_window_index)
8 H+ N5 s. X. E0 a3 x* [ - n = get_number - (@number place) % 10
' Q/ O7 Z9 H! q* [6 E - @number += n place- q: C6 f: h; k \! `
- @number_proc.call(@number)
r$ Q; F, b2 J$ a: q - @old_window_index += 1 if @old_window_index @digits_max - 1
, _7 p/ N1 Q: q: h9 D( ? - @index_proc.call(@old_window_index)
0 {6 k" a1 x% Q - @refresh_proc.call1 V& ?1 a2 y6 Q; @
- elsif is_delete. t j3 I" }: R+ T# Z
- process_back& ]; r9 b7 y% ?2 b6 r
- elsif is_ok9 \+ G' M5 L0 [- h' O# V. ?
- on_input_ok0 D; ?& z! @" t y2 @! }
- end
* e" H) O2 `' w3 [ - end! ^# @ V* m0 T) O) ^0 n
- #--------------------------------------------------------------------------
" |* b/ J7 c$ q- a# q. x9 \, E - # ● 确定
, i, y8 ~$ a$ x" a9 P9 Z - #--------------------------------------------------------------------------( t8 u, x$ {/ x: U
- def on_input_ok5 c5 V$ k$ B3 q C
- @index = 0
% P$ `: E2 Z% F! h4 O7 V - @old_window_index = 0- P# G0 x3 |! E- E1 E
- $game_variables[@variable_id] = @number, R4 n& D0 v/ R$ W
- Sound.play_ok! b9 q3 o. W4 e2 K# q- k
- @close_proc.call+ V5 f" p/ z+ @3 Q
- end
" T) z) e9 O. u6 J# c/ z - #--------------------------------------------------------------------------
7 g$ i$ O) Q! F8 N& k1 E - # ● 方向键移动光标时将鼠标移动到对应的光标位置+ o4 z3 U1 Z5 X! S. g. v9 w3 A
- #--------------------------------------------------------------------------, z' ], ?; x& L& i* I
- def set_mouse_pos8 e X$ e7 d8 [; |: }
- if viewport.nil # necessary!2 ?, o$ ?' F0 K- f7 b* Q; v, M
- vp_x, vp_y = 0, 0
- l+ ?# L# R& Z8 C - else; S0 B- M1 J- ^' s+ r5 Y
- vp_x = viewport.rect.x - viewport.ox
/ b6 z+ X. L1 d# ^' e* D' M# @( F- v - vp_y = viewport.rect.y - viewport.oy" C6 G$ V; I& ^# o) D: K
- end
8 C9 i4 E2 _$ ?3 ?& Z: t - item_x1 = vp_x + x + standard_padding
5 F& d1 Q+ x, a1 U1 I - item_y1 = vp_y + y + standard_padding
" d/ {4 n6 x# u3 ^ - get_index = @index 0 0 @index
3 Z7 D! S/ t; l3 w6 V* R5 B - new_x = item_x1 + 32 (get_index % 3 + 0.5)
' ^: K! L+ R x7 J" w - new_y = item_y1 + 24 (get_index 3 + 0.5)
+ S" R5 M" U# V; Y3 ]* ^ - Mouse.set_mouse_pos(new_x, new_y)
% E7 p9 |- |$ ?, F0 X. j5 T) ] - end
: z: O6 S [) W - end
% Z9 h5 p' X8 T, I1 c" g, P: H; I - 9 Z0 B' D0 N$ I; z# w
- #==============================================================================
) X+ f, r5 i7 f, @6 t \- v - # ■ Window_Message
. r' | B$ j2 C5 ~ - #------------------------------------------------------------------------------4 t' G; O6 c" Z/ T
- # 显示文字信息的窗口。
+ c2 y/ I) S$ t6 C. |; q; A' z - #==============================================================================$ g. P. W9 m! W" t) L
- class Window_Message Window_Base4 ~+ i* C& k5 l$ F( G4 ]
- #--------------------------------------------------------------------------
6 p9 e* D2 E8 r8 p, l - # ● 处理数值的输入(覆盖原方法)
3 F3 Z' a& w: `& D* L - #--------------------------------------------------------------------------
% Z- J( z! N% J - def input_number; ]" {7 Y, ^" Q! \1 H
- @number_window.start
4 d2 V6 K7 @0 ` - Fiber.yield while @number_window.extra_window.active9 K7 d6 f. ?0 `1 l- c0 a: q
- end6 g# E6 Q2 j* r5 c ?! u, A
- end
& k8 N; c* k! ?7 Z - ; r3 g: M) a2 D1 L& N
- #==============================================================================' [# l3 \+ w, k3 |5 x1 l
- # ■ Window_PartyCommand
% X. S9 [* d+ F; g- W - #------------------------------------------------------------------------------9 ]9 H& G' q- @3 |- \* R
- # 战斗画面中,选择“战斗/撤退”的窗口。0 ~: j s8 \9 Z8 ~9 ~
- #==============================================================================; ]( d0 M d; [- y; u& |6 ^7 k
- class Window_PartyCommand Window_Command
( O; }6 `, q5 E* b - #--------------------------------------------------------------------------
) B2 K0 T/ `# n6 N7 ` - # ● 方向键移动光标时将鼠标移动到对应的光标位置
, }; F2 N- g! ^" I: ^6 u8 |0 b - #--------------------------------------------------------------------------
2 @8 C: Q) a) X% I: D - def set_mouse_pos
5 k- F. \1 ~# w+ @0 b( f - if viewport.nil' p1 t9 Y) N) i3 i; }
- vp_x, vp_y = 0, 0
( n1 c" }9 {5 y( @ - else! D# y1 `- n' ?
- #vp_x = viewport.rect.x - viewport.ox
; {# V7 q! s6 N% X: J" x3 O2 e, S - vp_y = viewport.rect.y - viewport.oy
2 x6 s2 v# l2 Q2 `5 X6 n9 h - end9 h: M" h8 ^# `# w0 G5 [
- item_x1 = x + standard_padding
/ N; b/ C/ ]/ I/ a" ? h3 P% z0 M - item_y1 = vp_y + y + standard_padding
2 l0 G7 d% X5 F4 U& _( b- Z - get_index = @index 0 0 @index
" W! g8 a( s" G' j& s - row = get_index col_max - top_row
9 w7 a: u2 ?9 t8 ? - col = get_index % col_max% Q0 [8 \7 I4 P. X+ g: _, v
- new_x = item_x1 + item_width (col + 0.5)% u- y% q( h: e
- new_y = item_y1 + item_height (row + 0.5)
9 \, u. p' {+ c4 {$ B$ G) F4 V - Mouse.set_mouse_pos(new_x, new_y) C6 Z1 z3 j# f7 Q
- end
) h3 g$ U, c8 y8 U' D - end; o* s) W( t+ x O) K
- & g& ~( O6 O, N# e' v
- #==============================================================================. n3 ~( L$ M5 y' G; y! W3 K
- # ■ Window_ActorCommand/ @4 d3 C+ R% E Q+ K
- #------------------------------------------------------------------------------
: V) C9 ` n- M8 l" Z# ? - # 战斗画面中,选择角色行动的窗口。1 e6 S9 g, g( U+ a# q
- #==============================================================================
& D; l/ [3 f3 a - class Window_ActorCommand Window_Command
8 u- ~- a! v F; P - #--------------------------------------------------------------------------6 a5 I# i. a' c0 G9 D
- # ● 方向键移动光标时将鼠标移动到对应的光标位置% y4 L( t7 V2 H6 j: y
- #--------------------------------------------------------------------------9 L% `1 b$ B( m. }
- def set_mouse_pos
0 x7 [: L' ^) g6 N/ Z - if viewport.nil
' Q/ I$ I, b! y" m/ \4 F/ G - vp_x, vp_y = 0, 03 n( \2 P+ o) K. E& }
- else
5 G( F5 ?% A) k* I, |- R - #vp_x = viewport.rect.x - viewport.ox
' }* {' x% b- H( {% t$ d1 g - vp_y = viewport.rect.y - viewport.oy N1 `* ?( v+ B' V' G3 U: B4 ]/ ?
- end' _1 @9 t! s4 d, p5 s# `1 I
- item_x1 = Graphics.width - width + standard_padding
" _) c+ G: s) ?, G. F - item_y1 = vp_y + y + standard_padding l4 }6 `7 a7 c$ l2 ?% E$ N3 m
- get_index = @index 0 0 @index : D5 F' q. L: R/ _* p& Z* @
- row = get_index col_max - top_row l( h/ {2 K* ~# L( n5 L0 K
- col = get_index % col_max `+ N. j( h, D7 S& } }( W
- new_x = item_x1 + item_width (col + 0.5)+ L0 _5 c# S7 ]+ t
- new_y = item_y1 + item_height (row + 0.5)1 F K9 G/ w: ]- r5 @- i
- Mouse.set_mouse_pos(new_x, new_y)& W# G" A* A% R3 {! @
- end3 M. G. b. |! |0 O
- end+ y! {' [. T- p4 F2 s, t5 p
- 2 ]4 Z* k/ V) K
- #==============================================================================
& F3 G2 w- g# f& J; g' ^ K# J6 D - # ■ Game_Player" _7 Y7 g- `$ K
- #------------------------------------------------------------------------------! s5 @. a( k7 F' x/ ?
- # 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。' g, E. [1 p% O, ? N
- # 本类的实例请参考 $game_player 。1 b: d# b' V0 r. K: y' c
- #==============================================================================3 C) S& p( Q( U; H `) U
- class Game_Player Game_Character. k2 M1 }) G! K {
- #--------------------------------------------------------------------------- t0 Z4 _" s9 m5 f1 j. H% M
- # ● 由方向移动(覆盖原方法)
% B! m3 W7 l, @4 o2 M+ p# L - #--------------------------------------------------------------------------, I8 ^0 f( U% c w/ o1 H0 f; j
- def move_by_input
- E1 N2 h1 L9 l! z' O4 o) W - return if !movable $game_map.interpreter.running
% d9 W. j8 H: ~9 k# e - if Input.dir4 00 P* S7 N6 W& j% m) x. N7 X1 c
- move_straight(Input.dir4) 2 b: T% E3 Q2 q/ C* F6 W( j4 g5 H
- reset_move_path
' c4 t* j, i0 b* t. E F4 [2 [ - else
, u6 ]+ y) A7 O, j' `# n' J - move_by_mouse
; v% M9 v6 F$ K1 {( o6 Y3 } - end
! M( l3 ~* F/ e5 c0 l3 e - end# u* Q& x2 S2 @# g4 } o
- #--------------------------------------------------------------------------
9 N8 F8 e! A9 M( g5 s - # ● 非移动中的处理(覆盖原方法). D5 U1 C% `8 J- d% [
- # last_moving 此前是否正在移动
+ j* g- F# g& i3 a - #--------------------------------------------------------------------------# ? Z5 M: Z7 A+ \3 w& O5 N& d+ o* p
- def update_nonmoving(last_moving)
) ]- T9 U' J5 d+ o7 Z1 G9 ~4 {& U - return if $game_map.interpreter.running, i1 A# @( z. }
- if last_moving
& F: k5 J- s; U+ I) e2 L# n) v - $game_party.on_player_walk
) a5 W j7 }& I X/ D7 h$ s - return if check_touch_event
8 l* b( o) p$ ~7 {9 P - end
% g0 z" M& S$ z( m' D2 c3 i - if movable && Input.trigger(C) T1 c; ^) |, G3 {2 e i) G" o
- 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
5 M6 b' T. l4 ?) J - return if get_on_off_vehicle
) s/ w+ x+ |' m+ L - return if check_action_event* w, p( ^1 o6 _2 r: F, s
- end$ z/ Q$ m6 l" ]$ L
- update_encounter if last_moving! K8 s# |0 Z3 U: h7 p+ O
- end7 t* S4 Z9 H- `8 C
- #--------------------------------------------------------------------------3 h- [( O) k) z; \, b& U2 i
- # ● 判定是否跑步状态(覆盖原方法)7 |# [* m4 n* L( n, ?
- #--------------------------------------------------------------------------' Z' p8 F$ b# d) S, ]1 r
- def dash0 ]: S m5 v- T0 n. O
- return false if @move_route_forcing
* T6 l( E( B& z8 K - return false if $game_map.disable_dash l7 {5 @5 y& H+ B! ?
- return false if vehicle
, s- `1 E" q' G4 |4 A5 Q f% X - return Input.press(A) @mouse_dash& d' D8 t! w, y T
- end
: W8 K! n# |( f+ T - #--------------------------------------------------------------------------! d$ w6 U) y' [# Y1 z3 |
- # ● 初始化$ b$ D) i* U0 ], c
- #--------------------------------------------------------------------------% D. S) ~- @% p
- alias sion_mouse_initialize initialize
4 J; T$ \& D8 d/ c) k' E# ? - def initialize4 ~$ V4 P& O( j0 b( [% T5 l
- sion_mouse_initialize
- Z/ g1 F/ `, e1 H% D - reset_move_path; j9 f2 v) I+ m+ T, m0 E
- @moveto_x = 0
4 z* \1 P: B0 ?% ~; J1 W - @moveto_y = 0% Y: o k' C; G5 ~
- end& L2 O" X# h" u+ g# l
- #--------------------------------------------------------------------------
# J5 w+ m5 U* u0 G A* T R - # ● 更新& Z" y- ^8 A; I9 t" w7 M& @4 T
- #--------------------------------------------------------------------------) d$ }3 _) c+ [" n0 [. `
- alias sion_mouse_update update. k0 |" n& b& \. c$ r# R
- def update
* w" y$ x7 {) a6 O* j* x, z, D! @ - sion_mouse_update. R. }* }, {4 P; ?) m6 G0 W% D) H' J
- clear_unreachable_sign
3 u6 X/ @8 D5 u; Q6 ? - end& r' X( j5 n4 `; K6 c# V
- #--------------------------------------------------------------------------
, ^& m! p9 V [6 c% T - # ● 处理卷动- k! B' |3 ^: [
- #--------------------------------------------------------------------------$ c! m" s: N; `5 T8 [
- alias sion_mouse_update_scroll update_scroll
% {5 g4 V4 R' j - def update_scroll(last_real_x, last_real_y)
: X% I/ }) ?9 ]9 V T6 K - return if $game_map.scrolling
. a; I$ l- R" a5 a$ Q - KsOfSionNew_Scroll new_update_scroll 0 s8 H5 L/ S0 U9 Z
- sion_mouse_update_scroll(last_real_x, last_real_y)" Z! W2 O' e/ S+ F# E) z* v8 l: u
- end
2 l& ~' k! G! ?- l$ F B. ^ - #--------------------------------------------------------------------------
& h( b, x4 N( O7 b - # ● 重置移动路径相关信息
+ R$ [% A4 r1 F. R8 x i6 R - #--------------------------------------------------------------------------
. U& s9 v0 E: y' k - def reset_move_path
0 |* ?$ Q( J, A! N5 Y% r* X+ D0 b/ B - @mouse_dash = false8 L" K+ x: I' i$ o- N2 T/ `
- @mouse_move_path = []
$ N9 z/ g: g' v - $mouse_move_sign.transparent = true+ T' w2 } i6 u; X
- end" e' W5 ~9 W1 \# u
- #--------------------------------------------------------------------------! f; a8 J2 b8 m' }/ j" [3 G6 {- d( \
- # ● 新的卷动地图方法$ _- V9 [7 j+ p
- #--------------------------------------------------------------------------
" c4 c8 E8 L7 ? - def new_update_scroll8 z' P4 G" m4 N# O. U
- horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width
3 W0 r( ^6 v1 R5 K - vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height
, y& }$ ^# M1 b/ T2 b2 z! J - ax = $game_map.adjust_x(@real_x)) `' a5 e* j1 a9 b+ N
- ay = $game_map.adjust_y(@real_y)1 k- o$ h, c8 J$ N8 |
- $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y
% z- K8 `6 z: a2 L7 x7 V - $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x/ T# z! \3 D) J6 q" Y" S( c
- $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x
) W. [5 M: J% P) w1 p - $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y
; M6 o& @& I9 I% x4 g+ u - end
) \1 p7 g U( g% }. v( t. ?& N - #--------------------------------------------------------------------------' L, L6 j: {1 P
- # ● 消除不能抵达图标, |' E" \: _6 @# C. z9 |/ N+ W
- #--------------------------------------------------------------------------* w" O1 L; F q5 x$ H
- def clear_unreachable_sign7 @ F0 M4 c8 f8 n4 J
- return if Mouse.press(0x01)
4 J9 @( {; w+ v9 }: L - if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0* W( y- o. }3 c7 R7 K4 n0 z% n- ^% Y
- $mouse_move_sign.transparent = true
& k3 {$ I: y6 v3 a! m - $mouse_move_sign.direction = 2; }- ?0 X( Y# Y) g
- end) m2 }+ G% H# @, k& d# A
- end
7 C" b: s3 z1 a - #--------------------------------------------------------------------------
. e( n' k3 L2 s - # ● 由鼠标移动# ^! W& y# m, V+ p7 t+ U. R
- #--------------------------------------------------------------------------" r, v2 e* w- c, H5 s" H$ s
- def move_by_mouse( i$ r X6 _( w$ A" c9 E$ ?
- unless @mouse_move_path.empty # 移动路线数组不为空则执行移动8 v; Q ]% [" u' c+ Q
- dir = @mouse_move_path.shift
" B' R& P4 k3 M% v7 ^8 y - if passable(x, y, dir) && !@mouse_move_path.empty7 Z+ J0 Z0 A* _4 l# k* Q
- move_straight(dir)& f; t4 l+ d7 A! h" `
- elsif @mouse_move_path.empty # 判断是否是最后一步
6 H/ H, t/ D" U9 n% m - x2 = $game_map.round_x_with_direction(x, dir)
7 P0 N& G, |6 P3 o' ?3 z/ s - y2 = $game_map.round_y_with_direction(y, dir): J( w5 v/ A0 n" g( q. c
- move_straight(dir) unless dir.zero
, f3 T$ s- Z& @5 f _3 i7 y - 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3 ?1 @2 ^1 S( p0 j$ ^- V6 N
- check_event_trigger_there([0,1,2])
+ V+ H l! j: S- W! f' A( {3 F - get_on_off_vehicle unless $game_map.setup_starting_event
; k) t, r h7 R - end2 T! F4 I1 V' o3 N$ Y: T
- $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 20 _4 K* K. Y* i4 }
- @mouse_dash = false
, t9 g* w; T0 e7 j* }) ~& d - elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点
3 l6 `# G+ ?) M+ h8 Y! p+ \9 W - @mouse_move_path.shift
: b& S: C6 P/ j% h - @direction = dir2 t9 f9 D; A; ~0 M }3 v, [8 e: Q
- @mouse_dash = false
; }. w& c& ]' n5 K' o8 s7 ^ - else/ R; i, f9 t/ w4 M2 `$ Z% ~
- draw_move_path
U2 [; h# `' m6 f% ~ - end
" Z6 D2 l, [2 d7 |- S4 P - end" O& I. }3 c g$ u# b R
- end3 @. y5 X, x! [' p: I
- #--------------------------------------------------------------------------
& c* }3 L5 W# W, }6 C - # ● 地图界面按下鼠标左键的处理 e2 `$ [* @8 h
- #--------------------------------------------------------------------------
0 B( M: a$ u5 V2 q5 s8 ? - def left_button_action
1 N, }( ]: v- o3 Q0 `* u - return if !drawable $game_map.interpreter.running9 ^$ r, o+ i$ w& g# J
- get_mouse_pos1 V% c1 ~+ v I4 ^
- $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图
4 H1 L+ b% |9 a$ ?& z/ d6 x - if @shift_event
+ p4 T/ G0 ?; N' P- T1 ? - if Mouse.trigger(0x01)
3 E2 @: h5 X; j- g; F - @shift_event.jump(@moveto_x - @shift_event.x,
}& w- ~% v# D - @moveto_y - @shift_event.y)
" p: q% K: @$ M6 O8 J. p) S0 t6 B - @shift_event = nil
0 f; f: S9 O" F5 V4 u2 w2 U - end) i4 G6 W: \8 o1 R$ @* w7 i
- return+ \4 T; b/ N: p: j3 t
- end0 \/ g! ^8 f) z% z& D7 o
- if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合
) A- {3 [2 t/ c! r6 b, l$ ~/ G4 G - return if moving (vehicle && !vehicle.movable)& z* x Y6 b, N& B1 S6 b7 g
- check_event_trigger_here([0]) # 判断是否触发重合点事件
+ Z: o3 o4 b K: @( e7 ^7 j - get_on_off_vehicle if !$game_map.setup_starting_event &&
9 X$ b# h3 b- \/ O - $game_map.airship.pos(x, y) # 判断是否要上、下飞艇
. f' A0 n S+ j: }* K - return
; z9 D6 p& s0 f2 P0 N' ~ - end
( e0 f; \% `% n K Y - # 判断是否用鼠标启动事件. M1 m+ V- \: H% l1 l) P
- $game_map.events_xy(@moveto_x, @moveto_y).each do event
' m# K4 E# l+ ^6 `# h* `3 C& b - if event.mouse_start2 K( _, s. i! J8 V1 f# t" j. A9 w
- reset_move_path( R+ f% X3 Z' U2 H* Q
- event.start if Mouse.trigger(0x01)
' A' U" D& T" ]+ r# b5 e - return
% [& X+ C& e } - end% m) @- u4 k B* I5 h Q
- end
; n! P0 `/ s6 Q( ]" v - @mouse_dash = true if Mouse.double_click # 双击冲刺: o; s. z( [+ a: \- n
- return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径) A. O, w, h) U6 C2 ?
- for i in 1..4 # 判断目标点是否为角色周围四点+ A9 ]& [' F# v8 M& K
- if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&; o$ p, D: h! Y9 h
- y == $game_map.round_y_with_direction(@moveto_y, i 2)# V% ^$ o( X( e
- $mouse_move_sign.transparent = true
& k9 h( |. v2 v- z! W, G - @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)
; r0 o, I& U$ f& S# X( a3 O - return; end
$ k* ~* M9 m3 k& B# W2 X - end, p1 x2 T' ~; H, D) b- o
- draw_move_path0 N7 C e% w# U6 j# [
- end. b" h/ W) F6 K! K5 e7 t3 ~7 g
- #--------------------------------------------------------------------------
" T& g& G0 G2 E1 B1 c1 w9 X - # ● 取得鼠标处对应地图坐标点
/ p1 `& m8 e' w0 f& G6 I+ ?; ` - #--------------------------------------------------------------------------
/ g7 D7 q: t" _* X6 Q - def get_mouse_pos
7 Q1 V! {0 R3 _6 q - $game_map.get_mouse_map_xy
" y9 W$ G' X4 d0 p5 G; [ - @moveto_x = $game_map.mouse_map_x4 N w# \6 R3 m1 ?) m+ ?% _3 x
- @moveto_y = $game_map.mouse_map_y
( j+ ? X- u7 q& U* s& u' v+ r; @ - #mouse_x, mouse_y = Mouse.get_mouse_pos) o. e" Z& x! H m+ H. ?2 P Z0 I
- #@moveto_x = $game_map.round_x(x + (mouse_x - ! i# P8 A8 c4 x `3 X" T
- # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)( B+ W- V% p* H# C. \
- #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -
6 e5 A) m( e+ F - # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)
5 D. |. z7 ^$ c0 e) x - end( R" B- {1 ?% u6 L, P
- #--------------------------------------------------------------------------% R3 W8 f8 G/ Z3 Q( t; N2 m
- # ● 绘制移动路径 @array[move_directions...]
2 N2 S- ]( f8 R8 X$ Z - #--------------------------------------------------------------------------
/ M) q$ k e# }: H8 u; a. D - def draw_move_path3 p& y; h& u4 L# H0 x- ^' z7 A
- #temp = Time.now
B# ^2 k! S6 ~" C8 K7 K# g - case @vehicle_type
5 ]; S6 e4 e* b& ~4 J3 G7 N - when walk
0 f2 r! t, n0 \4 c! n - draw_walk_path
* M1 Q9 l/ j; X& _ _ - when boat
& d( ~- P/ j6 o* ]; Z - draw_boat_path
2 o, [+ \9 k- P& y/ u. g1 \# \ - when ship
9 d* r" E: q0 a" _ - draw_ship_path0 V4 I2 H* q+ U7 J
- when airship
5 J; r0 `( M0 z$ Y( G - draw_air_path. q$ ^) f+ T. \3 M( K7 M' ?
- end" u; D0 l6 z8 O* C6 A/ a
- #p (Time.now.to_f - temp.to_f) # 测试效率
, j, |. i7 n. W - end
2 @5 Y4 l' ?# \% _$ y; C: u* {# c - #--------------------------------------------------------------------------# w5 f) Y& e" X0 Y: j( o4 H
- # ● 判定是否可以绘制移动路径
3 \2 `1 c7 U& ~- ]' Z - #--------------------------------------------------------------------------
( S- \. d2 r/ C2 w- }) E! p - def drawable$ }; l5 b/ @& \; l+ b' s- W, f/ Y
- return false if @move_route_forcing @followers.gathering
7 f t+ P$ [2 h - return false if @vehicle_getting_on @vehicle_getting_off
- E( Q X0 o0 |% t& G& w' ^) S - return false if $game_message.busy $game_message.visible0 w/ H( z5 W- y) q& W* K) |
- return true- r! o, L4 n9 K) {, y( b: [
- end
' A; P# f2 z* b' r4 J5 B' { - #--------------------------------------------------------------------------
& f2 S6 b- M9 s# J8 I - # ● 绘制walk移动路径 @array[move_directions...]
# u: ^0 e, p! X. m& P1 d: U - #--------------------------------------------------------------------------
" `% Z9 r- g' h" ~& l6 H - def draw_walk_path \# O9 |' G1 p; E3 }
- # 准备绘制路径表格8 m A- [! T( p; I+ r# W, t( _
- sheet = Table.new($game_map.width, $game_map.height)5 ]3 h; O% W! C" Z4 r8 v
- reversed_chase_path = []; chase_path = []+ X3 p# C. ^& g! K5 Z
- reversed_chase_point = []; chase_point = []
+ \0 Y( Q& k7 ^7 z- k6 z2 O - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
1 \% }& q9 |7 t# S$ x - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
+ t* y! F; d& h2 j: q! x& R4 T - reach_point = false
4 g2 X4 c& o0 `( j - step = 3
0 a. F! j6 W6 [& P4 _; D - loop do #loop1 开始填充表格
1 p" r* h" B, @2 ^: C& s4 ` - draw_path = false
1 ^$ u0 t8 G0 v - check_points = new_start_points
. Q- w" v- n' H% ?2 A1 H - new_start_points = []& q8 u4 @6 ^4 [! ?/ N
- loop do #loop2 从起点开始正向填充
8 ?- [/ a9 f* | p# N3 Y - point_x = check_points.shift
) }7 R. N) ?* N - break if point_x == nil
& V6 P4 I6 f4 e4 s9 \7 h - point_y = check_points.shift
5 K M' Q7 e6 e+ Z - left_x = $game_map.round_x(point_x - 1) a) S1 z" ^. T2 S
- right_x = $game_map.round_x(point_x + 1)* p# G- V4 `. }6 Q4 J) G- K
- up_y = $game_map.round_y(point_y - 1)
7 h* |0 K- ]: b) N - down_y = $game_map.round_y(point_y + 1)* L0 n* q! j% Z: b& E
- # 判断路径是否连通
# I: ~* _4 u0 y6 ] - path_step = step - 1
" D$ g1 E) \: G* ~- ^# v - if sheet[left_x, point_y] == path_step &&
/ j! ^+ U% J' R' Q, G - $game_map.passable(left_x, point_y, 6) &&
3 N" M0 x* ^% R. k* S. u - $game_map.passable(point_x, point_y, 4)
# v( V( a2 o7 B$ G! ~0 |) w - chase_path.push(4)
9 X( z7 y- _ q1 r. _) m) ?# R9 H - chase_point = [left_x, point_y]
: b- {! h: d g, F4 w) H - reversed_chase_point = [point_x, point_y]: B& E/ ] t( m% J8 @8 v
- reach_point = true; break3 v( B9 G& E8 _ ?* ^8 A
- elsif sheet[right_x, point_y] == path_step &&7 G3 \" T3 z$ v3 m
- $game_map.passable(right_x, point_y, 4) &&7 o# ?8 Y- B* m7 n. M
- $game_map.passable(point_x, point_y, 6)5 Q% c; `% L6 U V8 x. c
- chase_path.push(6)2 f6 o: H; R5 H# Z0 e
- chase_point = [right_x, point_y]% e3 b# G- B' l1 B
- reversed_chase_point = [point_x, point_y]6 H* |' `& r/ y
- reach_point = true; break
' ~; S% r% Z5 L. K. R1 k5 E8 h - elsif sheet[point_x, up_y] == path_step &&8 J C# g0 _- a0 y9 P, w
- $game_map.passable(point_x, up_y, 2) &&7 G& H. W! h8 U- \- x: c) G; @
- $game_map.passable(point_x, point_y, 8)& u$ |1 y+ M p
- chase_path.push(8)
0 |) r2 Z) Q2 g; O0 e/ H* ~& t - chase_point = [point_x, up_y]/ f+ i" r0 D. |% Y1 l/ ?, [' Z
- reversed_chase_point = [point_x, point_y]
/ |0 B% K# ] \8 u6 e9 L - reach_point = true; break+ z; e; m" u+ l* i7 l1 J
- elsif sheet[point_x, down_y] == path_step &&
' m& r# {2 n' u- | - $game_map.passable(point_x, down_y, 8) &&
8 S8 ?- {3 P, K0 r4 ?) F* \ - $game_map.passable(point_x, point_y, 2)% s7 e9 Y4 \" \8 E' \' G( U
- chase_path.push(2)- _/ g3 X$ ]6 {
- chase_point = [point_x, down_y]6 C: o) q2 {9 F+ ]# l: V5 V# y
- reversed_chase_point = [point_x, point_y], M5 g/ j8 I! i! c! U! ~& m
- reach_point = true; break# _% r6 `# x. [0 H# v/ E+ B
- end# u. I; m/ W+ K2 ~* M
- # 以需要抵达该点的步数填充路径表格 #
7 ]! @6 s. Z, b, \/ M* ~+ c - if sheet[left_x, point_y] == 0 &&7 c0 d+ m1 n# r
- $game_map.passable(left_x, point_y, 6) &&! _7 {0 o' L1 A2 t( N3 O* \
- !collide_with_events(left_x, point_y) &&
: s! _/ I, t# s" o( c - $game_map.passable(point_x, point_y, 4) &&3 I m4 z$ V( v& R9 w7 [# X
- !collide_with_vehicles(left_x, point_y) #judge_end8 y0 `% f' X% S. M/ ^3 y# @
- sheet[left_x, point_y] = step
) F7 v7 `! A5 r2 A; @* X - draw_path = true
; M: A# H7 W" ?4 C! T& p% a - new_start_points.push(left_x, point_y)+ q# N1 |& X O T, G/ [# o
- end
& U) J. H: T& N* m - if sheet[right_x, point_y] == 0 &&
0 Y3 W1 Z' O( U/ x0 C - $game_map.passable(right_x, point_y, 4) &&: l9 l! n3 {0 {0 U8 a C
- !collide_with_events(right_x, point_y) &&
% N& _" s# t4 d - $game_map.passable(point_x, point_y, 6) &&3 g* s$ N* N% A0 ^) N
- !collide_with_vehicles(right_x, point_y)#judge_end
) \* x: ^8 x( A+ c* @ - sheet[right_x, point_y] = step
. @1 L( j6 F- \9 k - draw_path = true" \; a: b( z( C7 A: K& j# a& O2 S: s
- new_start_points.push(right_x, point_y)
; o( i# Z% h/ O* N - end$ [% R0 w, B5 h X- S& E
- if sheet[point_x, up_y] == 0 &&7 i( T3 t9 b7 }+ j& h
- $game_map.passable(point_x, up_y, 2) &&& @* h# P! U1 o1 S% J4 f C
- !collide_with_events(point_x, up_y) &&
! h" @5 t, G- `/ h/ N0 \ - $game_map.passable(point_x, point_y, 8) &&
5 I) k9 r' M4 a5 v - !collide_with_vehicles(point_x, up_y) #judge_end
6 H4 q6 |% ^6 l8 { - sheet[point_x, up_y] = step
* B {( ^$ l1 H! j - draw_path = true
9 ` b- o1 ?$ K# u1 C* ?' o( H+ t - new_start_points.push(point_x, up_y)
& E- {$ j+ W5 I - end6 a$ |. t0 ~: w' p& r
- if sheet[point_x, down_y] == 0 &&
: L W' w6 V' ~, J5 _ - $game_map.passable(point_x, down_y, 8) &&, \8 `4 z8 L1 Z3 x& y* r
- !collide_with_events(point_x, down_y) &&
+ j4 E: x' B% [7 [8 T3 ]/ E - $game_map.passable(point_x, point_y, 2) &&
# n" b; ]1 p* Z) B- j - !collide_with_vehicles(point_x, down_y) #judge_end& G& b# L4 C+ Y5 Y3 L. T
- sheet[point_x, down_y] = step
4 J. X+ W ?! E: ]# m6 V' { - draw_path = true
( s/ B5 o6 h |7 ]# o - new_start_points.push(point_x, down_y)
; W! Z/ {0 n6 O. C% x: q - end3 g3 U3 `! f4 c
- end#endOfLoop2- @0 Y/ O# T6 e; o1 Z
- break if !draw_path reach_point7 W5 [+ k2 Q$ J
- draw_path = false j0 Q8 }; \. y
- check_points = new_end_points# s/ D/ s) A7 C# f
- new_end_points = []
* B3 Q% {2 [ r7 | - step += 1+ ~5 v7 D# j. X. e
- break if step KsOfSionBreak_Steps &&
3 \- v( q+ \3 p& A' T9 A - !Input.press(KsOfSionFind_Path_Key)
' x3 w0 ]% I8 T% t- v# i! f - loop do #loop3 从终点开始反向填充( k" V! o9 ^2 y* L' l
- point_x = check_points.shift8 `5 ~! k3 p, H* N) v) G
- break if point_x == nil0 q4 [) ?3 f+ [3 X8 B- `# }
- point_y = check_points.shift
, }' f3 l" [$ } - left_x = $game_map.round_x(point_x - 1)
/ D% v# X3 y2 N# d2 B - right_x = $game_map.round_x(point_x + 1)6 U3 d/ \0 q9 e' z( W
- up_y = $game_map.round_y(point_y - 1)
7 F% q h- O% H/ p& X$ }; f) T - down_y = $game_map.round_y(point_y + 1)
' z" Q) i9 o9 M1 _6 ]1 C6 L6 n - # 判断路径是否连通
7 q* { J4 A* ?; j6 j5 | - path_step = step - 1
4 J% p J6 v$ ]8 b- w: J5 ] - if sheet[left_x, point_y] == path_step &&
9 n- H+ W& R2 B5 h7 q& b" J - $game_map.passable(left_x, point_y, 6) &&
f8 u; E4 _& O) P" |7 V8 X9 } - $game_map.passable(point_x, point_y, 4)5 q6 f3 \' }* N" t: s
- chase_path.push(6)2 L7 ]; v+ q9 b$ B7 F
- chase_point = [point_x, point_y]( f# L8 E# ]) h* b+ o. P" p' b0 z
- reversed_chase_point = [left_x, point_y]8 M. o( L9 S) c9 r8 P
- reach_point = true; break. E( F4 i3 D0 _$ f$ a8 Y3 D8 J/ S
- elsif sheet[right_x, point_y] == path_step &&
* B( W! W" G% B! I - $game_map.passable(right_x, point_y, 4) &&4 s1 g! ^) L. o( Y
- $game_map.passable(point_x, point_y, 6): i; o9 e; `, d/ T4 z6 o
- chase_path.push(4)
' e2 j% l% Z1 ^ j" s - chase_point = [point_x, point_y]" I" c* G) A; g
- reversed_chase_point = [right_x, point_y]
) [$ R3 v! j; A6 S0 P - reach_point = true; break
M. p1 d& R* k( T Z+ K( n# t* i; ^5 n - elsif sheet[point_x, up_y] == path_step &&
9 ]) u' \* q# _ Z1 m1 o) ^5 I& X - $game_map.passable(point_x, up_y, 2) &&
" \4 z; C: b2 n! X5 y: L( }% d _ - $game_map.passable(point_x, point_y, 8) E; S2 ~5 K6 r, G, r) M
- chase_path.push(2)
' M+ n8 Q: j! W7 G6 \5 _* J - chase_point = [point_x, point_y]- r O9 I, [0 ]/ s
- reversed_chase_point = [point_x, up_y]9 E y+ _$ `) P% l/ M+ E0 g$ \
- reach_point = true; break
7 _) p# Q1 e% b! Z2 v - elsif sheet[point_x, down_y] == path_step &&
2 K1 l+ A* h' ]3 o - $game_map.passable(point_x, down_y, 8) &&
7 P- b7 S) i: z8 F0 w2 q - $game_map.passable(point_x, point_y, 2)
. `& M/ a& r- o$ T - chase_path.push(8)
% C1 x& m! m8 @( x+ a - chase_point = [point_x, point_y]5 m/ L# |5 z0 `, ~( }0 f
- reversed_chase_point = [point_x, down_y]
& {9 N" c" l/ I4 b w7 t - reach_point = true; break
0 [! t& g6 f$ T - end" o# Z9 o) d! H4 Y' X# C3 _
- # 以需要抵达该点的步数填充路径表格 #
* v; F: n: i5 n) q! e' _$ j9 w - if sheet[left_x, point_y] == 0 &&
, v3 Q, f% X# m# G" o - $game_map.passable(left_x, point_y, 6) &&
% N0 m( O" h. f: @2 I - !collide_with_events(left_x, point_y) &&
# o1 C3 j: z2 @$ p - $game_map.passable(point_x, point_y, 4) &&
" C7 o" n* s2 @ Q! S - !collide_with_vehicles(left_x, point_y) #judge_end+ m3 y2 j& E: b+ o9 z
- sheet[left_x, point_y] = step
1 a) m1 ^; n* h! S# `9 A7 x+ F - draw_path = true
1 v6 A1 i: G5 ~0 x4 E - new_end_points.push(left_x, point_y)+ M7 t8 \' }- ?6 P8 O- d* J9 B
- end
8 u- P# n' U# f% Q+ f: s- z% R8 } - if sheet[right_x, point_y] == 0 &&5 H# o$ |4 a$ @: {: _& Q, d
- $game_map.passable(right_x, point_y, 4) &&! l, A1 m/ g: y
- !collide_with_events(right_x, point_y) &&7 t2 i$ k" t+ n: T
- $game_map.passable(point_x, point_y, 6) &&
" d5 y! y3 B: p2 H5 _* k - !collide_with_vehicles(right_x, point_y)#judge_end4 a. S0 M- G, ]# }- W7 N9 g
- sheet[right_x, point_y] = step5 ~5 j& M/ J5 ~1 ]" _1 e
- draw_path = true
% y5 v; V( Z% P; o$ ~8 U/ K# ~ - new_end_points.push(right_x, point_y)
0 z' ] m/ g% w* q- R - end
4 n# G5 T% m1 ?2 s( I9 q, j; p- f - if sheet[point_x, up_y] == 0 &&
% v) o" o4 u5 ]/ C5 h, w+ L* a) @ - $game_map.passable(point_x, up_y, 2) &&
% K; b) \! @ l7 O# J: v. e - !collide_with_events(point_x, up_y) &&
2 h: g! ^, Y/ p+ A: w! v - $game_map.passable(point_x, point_y, 8) &&0 S& }3 w8 s8 t
- !collide_with_vehicles(point_x, up_y) #judge_end+ x0 t" P8 P. ^) E6 Y2 k, B
- sheet[point_x, up_y] = step/ D. Z: \* ~+ J6 ?
- draw_path = true
. h% z& L4 f0 e4 p. m3 R+ r/ F4 H" [$ j - new_end_points.push(point_x, up_y)
4 P( \/ y% {% K. X - end! }1 V6 _' w# b2 N
- if sheet[point_x, down_y] == 0 &&! r* v. m6 m& ~3 j+ n
- $game_map.passable(point_x, down_y, 8) &&$ D* m) t X1 z F3 D, o+ U" b
- !collide_with_events(point_x, down_y) &&" Y0 W V* y9 J) f9 ?9 F) E9 a
- $game_map.passable(point_x, point_y, 2) &&
2 r: w/ N2 B( v6 A - !collide_with_vehicles(point_x, down_y) #judge_end; j& ]2 p4 k& A- Y6 q+ [
- sheet[point_x, down_y] = step% v9 q4 `4 E# k
- draw_path = true7 L; f: f! ?1 ^4 B6 H/ X
- new_end_points.push(point_x, down_y)8 k# ^# v& T* f9 v# a( @
- end
& t" Y& Z9 i, h$ K9 U( i - end#endOfLoop3! K$ o& `$ l! @7 G
- break if !draw_path reach_point8 ]* K& `( c3 [5 Z
- step += 1( J/ {, q' V1 v4 |* _+ }& t% B+ b7 c& V
- end #endOfLoop1 路径表格填充完毕* h7 @: h8 P6 ~# t: s4 ^& z) ]
- $mouse_move_sign.transparent = false
# o# y3 Z0 X0 ~$ T' n( n. |; V$ J. r - # 判断指定地点能否抵达
) ]$ \0 q; A2 G. I; Q' G! \; U - if reach_point# o* H( b; L& |: s
- $mouse_move_sign.direction = 2
* K3 h0 f) k. u+ [6 [8 y8 Q - else+ k8 |( a& C: g5 g
- not_reach_point
( r3 C, E9 q) p: j# v# l: L9 z - return
" b! u0 n- Y7 P! n# T- i - end
5 z7 i1 s7 ~+ k! L - # 根据路径表格绘制最短移动路径(反向)
_& N. _+ V, F$ M! ^" K7 W - steps = step 2 2 + 1% X- d: P: C% g+ X9 S. c, E
- loop_times = step 2
6 J. c0 z) ^1 Q! Y: H i - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]3 P# B6 `' b1 M& R I. v1 `
- for i in 1..loop_times # forLoop2 ^7 S; h8 {7 R" U/ M
- steps -= 2/ a2 \" x- W6 \2 Y$ v! S
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……9 j( r; n, s" X$ p
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
+ g0 l3 G- a m! Q - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
% R8 M: ~8 A8 @% v d# L - $game_map.passable(point_x, point_y, 4) #judge_end
! t: I" G1 M9 `: W9 p8 O7 p& f1 t* J - reversed_chase_path.push(6)4 r( ]9 v& j2 R; |" D3 [1 c
- point_x = $game_map.round_x(point_x - 1)4 J/ r0 ]; D% c' P
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&, Q2 c% O% c8 l0 V- | {& v+ {
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&' u+ E$ {) {! p* T
- $game_map.passable(point_x, point_y, 6) #judge_end. ^( m; x x% s/ k) M
- reversed_chase_path.push(4)
& t$ F ~+ S6 Q# | - point_x = $game_map.round_x(point_x + 1)$ V$ \( C6 f- k) C! Y3 O+ Y
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&! Z; L, z. {% G( p9 K; W! D- X
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&3 a$ }3 ^0 v1 E
- $game_map.passable(point_x, point_y, 2) #judge_end
' h9 R* q9 W$ X5 B! L - reversed_chase_path.push(8)
7 q: Y# E, `4 Z1 }) \ - point_y = $game_map.round_y(point_y + 1)
& c. M8 z; e' D! _ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
. F: U2 U( `8 ^& g" o3 j/ a; h& @! d - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
+ t! S2 Y) X' b( s$ t( E0 W - $game_map.passable(point_x, point_y, 8) #judge_end
3 h( h' W" W0 A9 e6 Q& w2 q - reversed_chase_path.push(2)
3 E" E# R9 f" j& V7 m: t - point_y = $game_map.round_y(point_y - 1)& n, \7 Z8 Q+ x2 j+ v
- end
, W% m9 m2 D: f( M! M, D' l - else
: h, N" K8 T- R3 P9 D% U - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
3 `* c1 q4 c6 f - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&# U4 Q B/ m/ ^* ^1 q( s
- $game_map.passable(point_x, point_y, 2) #judge_end
; A, {, z% d% `6 Q( I; o/ P" g - reversed_chase_path.push(8)- B1 a, A6 x" | ^
- point_y = $game_map.round_y(point_y + 1)
# t# P( p, g% q& o5 \8 T - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
2 Y, O4 w6 \4 t4 Z' a7 J' X" u - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&% m7 S6 R2 J0 ~) m9 \* x
- $game_map.passable(point_x, point_y, 8) #judge_end
! ]) \) c4 K9 x7 N7 G) S1 Q - reversed_chase_path.push(2)
5 s7 L7 j5 |) ?* |. `! J2 e - point_y = $game_map.round_y(point_y - 1)
! {! J4 i8 z2 {5 e6 ^: f - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
E3 h( a3 d5 X* p - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
7 J0 u1 |+ Q( K: y+ y - $game_map.passable(point_x, point_y, 4) #judge_end
& f/ m; X/ R H: [+ V& t - reversed_chase_path.push(6), n- o2 [% }1 R& z6 e( Z
- point_x = $game_map.round_x(point_x - 1)
6 v2 P9 i* N* e9 y% ~6 I* P - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&0 C2 ]: {' t7 h' T3 e
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&% f8 M) |5 _" h. }5 @! h6 L" A
- $game_map.passable(point_x, point_y, 6) #judge_end
( W0 B4 s! Y& w6 b+ @ - reversed_chase_path.push(4)7 n. k' h) h9 s9 D c, y( D
- point_x = $game_map.round_x(point_x + 1)
7 K. p1 P' Y# R - end
7 l) h# N4 N. ?4 w! b1 R6 c - end
( O8 k6 b0 t# V) g - end #endOfForLoop0 G8 J" }" ^ q1 ~
- # 根据路径表格绘制最短移动路径(正向)
. N6 j* n: I4 u. n - steps = step 2 2
3 @, p9 G0 s* O9 x8 e U2 [ - loop_times = step 2
5 ?4 ` m2 f$ Y0 r - point_x, point_y = chase_point[0], chase_point[1]# E& p" g; a( R$ o
- for i in 2..loop_times # forLoop5 ? K# C( Z; f2 G$ n/ F
- steps -= 2+ J. T4 h, R; f4 K& V ^1 b
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
2 U0 t- C1 W0 S* Y( I* A; m3 l - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&+ r3 Y: |! l1 `4 t0 m2 {9 y
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&- R2 ]& q' c2 P% u
- $game_map.passable(point_x, point_y, 2) #judge_end
) s |1 z2 [0 n" D - chase_path.push(2)3 c6 z2 ?+ e8 j/ M, M- O
- point_y = $game_map.round_y(point_y + 1)
: g4 _" h' c1 \8 `5 a - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
4 Q" j' D+ e* N0 A. [ D - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&: V1 A% n! ^* ]$ f( i0 X
- $game_map.passable(point_x, point_y, 8) #judge_end' z4 `" K1 g4 }4 ~6 O8 i
- chase_path.push(8)' i5 I9 n7 A. K+ d2 g& Q1 \0 l
- point_y = $game_map.round_y(point_y - 1)
' @8 Z; v8 t) o( G2 b - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
& j7 t2 ^" R& Y3 V8 `' l: { - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&' U2 g$ I8 E( @: {8 S# l
- $game_map.passable(point_x, point_y, 4) #judge_end
& [" Y7 O4 X L5 K7 J7 W1 E - chase_path.push(4)' x# d8 U" K, |. s: F( M `7 E
- point_x = $game_map.round_x(point_x - 1)! w3 Z. W$ V+ `) M4 o& j2 ^
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
, [4 w/ V/ K* l1 m9 W - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
% O$ p6 k G; s T1 ]) L. r: D - $game_map.passable(point_x, point_y, 6) #judge_end& w H& u. r4 h4 D9 B$ c" G
- chase_path.push(6)
- S! d& ^2 c* Z1 U5 x - point_x = $game_map.round_x(point_x + 1)' C( w$ x6 @( F* F: Q- \
- end
1 ?& x4 c4 X5 M2 v1 C - else
H+ v( f- y8 w. ?! z/ X - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&& L. G$ U- Y5 C- g
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&! v- v8 ~: ~. |+ @( ?
- $game_map.passable(point_x, point_y, 4) #judge_end
, n0 B( z" O- E# z9 n7 [ - chase_path.push(4)
; m7 [: ~: {, D - point_x = $game_map.round_x(point_x - 1)
2 K; R$ d& _' d9 z8 [( e+ t - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
4 N0 S9 Z9 P6 o) W' t3 p( } - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
6 j3 u/ t& ]: f) @# s - $game_map.passable(point_x, point_y, 6) #judge_end! l- v$ X3 m0 B* K& B
- chase_path.push(6)
# H3 p% U! U# j5 q; o' a1 n - point_x = $game_map.round_x(point_x + 1)
9 k; R$ U5 p: D" D( q, W! B+ A: M - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
# b# [( \+ I: B* l! m - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&6 Q. o8 N3 }/ |9 O8 J2 J
- $game_map.passable(point_x, point_y, 2) #judge_end' h8 T3 f, q3 W; i' G0 {
- chase_path.push(2)
& [5 R# v& M- s: x - point_y = $game_map.round_y(point_y + 1)
2 Z' z4 q! u* l' w& l4 T - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
4 f; i' v0 q- ?& B1 \ - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&, d) D8 U2 |8 t. V+ q
- $game_map.passable(point_x, point_y, 8) #judge_end
' z9 |3 ?+ K4 i: e: Q* J7 B( A1 Q* H4 D - chase_path.push(8)1 w( y4 H4 R1 n6 j. G, c
- point_y = $game_map.round_y(point_y - 1)4 A* f% }( T2 M
- end
# }% o7 F; q' C8 w8 d% i6 n; B - end
; M, E: f) q5 w - end #endOfForLoop/ Y& [* P2 w* C! H
- @mouse_move_path = reversed_chase_path.reverse + chase_path
9 q+ @0 e# y( j# ^ - end#walk) h/ H( \4 y9 X3 q+ ~/ H0 `
- #--------------------------------------------------------------------------
7 I! o% b! e8 Q. f2 o. o4 I, M - # ● 绘制boat的移动路径 @array[move_directions...]1 w+ {( B. r" M& E8 { W
- #--------------------------------------------------------------------------
- s2 t9 C) ~7 @# B6 q/ f - def draw_boat_path& @" F; W7 P% q- b: ~# _& F, f
- # 准备绘制路径表格
' v& W6 d: a$ q/ V! C: r - sheet = Table.new($game_map.width, $game_map.height): J( s5 T/ ?" L+ n8 o
- reversed_chase_path = []; chase_path = []
* i3 Y$ l( w! z - reversed_chase_point = []; chase_point = []& V# \ L0 c% v( A$ G7 o) o2 q7 P
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]3 j: Q; _* [* Y2 F
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2* U& ~( A9 }! I5 V9 y6 w' L
- reach_point = false [2 [$ @0 O8 }" x" S" b
- step = 3
0 c4 d9 b8 D! h+ ?9 | t - loop do #loop1 开始填充表格) {4 y7 m! _" n8 m' {
- draw_path = false! H6 k& F( |* Q4 x: ^
- check_points = new_start_points
6 N2 K& t5 D8 y; |0 ^; A* N8 s( i b - new_start_points = []
+ ^8 c; W* x) f0 ~6 R1 y) ^; e- T - loop do #loop2 从起点开始正向填充
0 v! L# y1 [0 \2 R - point_x = check_points.shift$ J( r- u% h8 B" R+ y' k
- break if point_x == nil0 Z, y5 S3 B0 y5 w/ R* L: i y1 ^
- point_y = check_points.shift/ \! v2 B) U' v8 d6 e- r% V, w+ W3 k
- left_x = $game_map.round_x(point_x - 1)0 m' b# Z6 ~1 }
- right_x = $game_map.round_x(point_x + 1)
4 e0 a6 }: v* p7 U( c - up_y = $game_map.round_y(point_y - 1)! \# ]! K, R- k$ c* r o
- down_y = $game_map.round_y(point_y + 1)5 y+ l" [$ {8 |
- # 判断路径是否连通
/ x6 i6 u' n5 v. @1 g: I - path_step = step - 1# F2 i; U P9 ]" @
- if sheet[left_x, point_y] == path_step
- z- ], r2 X( s6 s, U! M+ I8 y, N- Z - chase_path.push(4)
5 b" Q! r: I9 U) e - chase_point = [left_x, point_y]
* F" c* M B+ r6 K' @ - reversed_chase_point = [point_x, point_y]
/ g7 p. V3 d1 G! N+ ^' b - reach_point = true; break
' A: \" f/ g# Z* }7 ?+ V - elsif sheet[right_x, point_y] == path_step: [" A4 S0 Q) S3 K4 `6 M& P; }
- chase_path.push(6)9 P8 L( n3 k/ H' N
- chase_point = [right_x, point_y]
3 L8 W6 u; P/ \* j3 ?2 ]0 U - reversed_chase_point = [point_x, point_y]5 u/ U% C4 w# T! g/ t" J# K7 e$ m
- reach_point = true; break
0 _7 \& T% ^6 |3 h6 f% ] - elsif sheet[point_x, up_y] == path_step) W' R+ N3 k# t) G
- chase_path.push(8)
# N6 C$ N4 [4 G5 p! X) `) O - chase_point = [point_x, up_y]( Z6 F5 m7 p6 i
- reversed_chase_point = [point_x, point_y], G. S" G; Q8 z ~% g5 |+ W+ }: s
- reach_point = true; break
6 z3 k" Z3 T% B0 r1 L - elsif sheet[point_x, down_y] == path_step
! s2 O9 b; q5 q% w4 V - chase_path.push(2)
! U+ F1 e9 w' D/ s' ? - chase_point = [point_x, down_y]! O6 e8 B0 Q Z% @
- reversed_chase_point = [point_x, point_y]* d4 r* {+ k/ S( n" S
- reach_point = true; break1 A4 k1 l( Q# u8 x* G* L" ^; h! C
- end, c$ |5 Y2 x6 @- T3 P: w8 \
- # 以需要抵达该点的步数填充路径表格 #
$ f( ?( u0 S' S$ r, h - if sheet[left_x, point_y] == 0 &&$ g7 i B6 a& y& v$ N% q; K
- $game_map.boat_passable(left_x, point_y) &&
7 w$ \3 w. D( Z. J* ^0 }" O - !collide_with_events(left_x, point_y) &&: ?- ^' ^5 K E
- !collide_with_vehicles(left_x, point_y) #judge_end
% Y$ L6 F. d* _6 ^: Z' w; O2 }4 w - sheet[left_x, point_y] = step. K& K9 m d: A* h( L, r
- draw_path = true2 X) V- m7 J( m# y
- new_start_points.push(left_x, point_y)
& A+ x s5 n; H - end
9 @% U2 S D1 ?# @/ Z9 Z - if sheet[right_x, point_y] == 0 &&
* s/ f9 O) r% ]' u# e - $game_map.boat_passable(right_x, point_y) &&
$ V& b, p1 ]4 L( I6 s0 L( A - !collide_with_events(right_x, point_y) &&, ]6 P- R0 d% x
- !collide_with_vehicles(right_x, point_y) #judge_end
& \& t, U$ c$ t - sheet[right_x, point_y] = step+ u; j- E% f7 \6 x/ ?
- draw_path = true
$ V5 l- W. z, C: Z - new_start_points.push(right_x, point_y). u7 b2 F- O0 R0 }5 ?
- end8 O6 R. Z/ j& t" |; @! _7 ^, h" u6 W
- if sheet[point_x, up_y] == 0 &&1 c1 u9 E! q/ y. Z5 A5 x
- $game_map.boat_passable(point_x, up_y) &&7 A( E4 _& F& n5 |8 R
- !collide_with_events(point_x, up_y) &&! k+ V/ ?- H4 F5 W7 f
- !collide_with_vehicles(point_x, up_y) #judge_end! n9 t) \# }) h8 V [' q+ z8 ]
- sheet[point_x, up_y] = step
2 B0 p. F' [" j/ Q8 O7 c1 ^ - draw_path = true1 ]& \! t& u. ~/ N! T4 c7 {( s
- new_start_points.push(point_x, up_y)
$ _ Q/ H3 y. u# V3 g- q - end2 v# b( @7 [. O$ S# [1 C, v: u E
- if sheet[point_x, down_y] == 0 &&5 C Y q/ F3 d) t, s5 X4 s
- $game_map.boat_passable(point_x, down_y) &&
# _. [5 X; z/ }3 O2 p, L+ V - !collide_with_events(point_x, down_y) &&
, x% d$ Q. c& `! k* ` - !collide_with_vehicles(point_x, down_y) #judge_end
, w; B0 j, R+ M6 F' Y - sheet[point_x, down_y] = step
5 T" i2 j9 n8 H6 ~- { - draw_path = true& i8 a$ s, A% K2 R( a1 d. ]
- new_start_points.push(point_x, down_y)( \( x1 T5 j+ D/ ?3 q( L& Q
- end1 M) F7 g* Q$ Y- ^
- end#endOfLoop2' V- Y/ }. f M4 C9 s4 a$ v
- break if !draw_path reach_point
' i9 c! J! s3 n. x# k. M - draw_path = false9 l, O' M. @6 P, S$ Z3 T
- check_points = new_end_points
: H) ], b7 X7 O - new_end_points = []
6 E7 w8 {, t" G3 P( {% q - step += 1
* i4 i9 k5 p+ C/ ?% L" T& i: W2 X - break if step KsOfSionBreak_Steps &&
. S% j% t% ?- I1 D8 \% _& K - !Input.press(KsOfSionFind_Path_Key)/ \8 G* j# e) v! p& ^
- loop do #loop3 从终点开始反向填充2 \% w1 s6 V' L: I. n
- point_x = check_points.shift; b' I% G% Z/ H6 |1 m* S
- break if point_x == nil
0 ?3 s# k5 x a9 v# l+ a* U$ b. n - point_y = check_points.shift
# @% l: p- }1 C( I7 G8 p. X, P, ?* j - left_x = $game_map.round_x(point_x - 1)
# b" G9 y1 z3 C' d Q' M - right_x = $game_map.round_x(point_x + 1)
! v$ Q6 W# a- M" m) W - up_y = $game_map.round_y(point_y - 1)
1 s, G" s. F$ c2 X - down_y = $game_map.round_y(point_y + 1)
# s- s' ?1 q. d# b7 ` - # 判断路径是否连通
* y* K$ p/ d. u0 b - path_step = step - 1
4 }/ a7 E) G3 r: n/ B - if sheet[left_x, point_y] == path_step3 j' ?2 s; B. @ @
- chase_path.push(6)+ I# h( C( n2 {
- chase_point = [point_x, point_y]
# w, _" `1 W, z, Y5 ~9 l% ^; M - reversed_chase_point = [left_x, point_y]
/ s6 O/ }, U r8 W2 n6 D/ G! |, n3 _ - reach_point = true; break
$ v" W3 O7 i D9 \ - elsif sheet[right_x, point_y] == path_step; m; p) |& w6 `6 G
- chase_path.push(4)
( O# A, U- g. m% A/ J# y - chase_point = [point_x, point_y]
' y# H0 E- ^3 `: ` - reversed_chase_point = [right_x, point_y]
$ o s9 H3 _' O% L& m0 a7 f* T+ A" c - reach_point = true; break
0 H; Z0 S, f- H4 E2 j' c - elsif sheet[point_x, up_y] == path_step
$ O9 t" _& G2 B4 L6 B/ E1 R X - chase_path.push(2)2 ^% {" n' h" D! I) B4 I: T% r
- chase_point = [point_x, point_y]
8 x3 a. G5 k' g - reversed_chase_point = [point_x, up_y]2 C7 D# U n8 N; B
- reach_point = true; break, m' P! v9 R1 O2 Q5 i: z
- elsif sheet[point_x, down_y] == path_step$ C0 e* N2 ~7 I( J0 T% P
- chase_path.push(8)
* e* b' _4 S% ` - chase_point = [point_x, point_y]- g* y* b9 \# V% D
- reversed_chase_point = [point_x, down_y]' r( E! M; H5 v) J5 H9 D( R+ q
- reach_point = true; break/ _+ d- |7 H( D* A& Q
- end$ B; ^# @8 h( q2 R2 s( j- s
- # 以需要抵达该点的步数填充路径表格 #5 T9 x9 x/ e! O# |0 d
- if sheet[left_x, point_y] == 0 &&8 e p# K3 f/ D7 Y8 b. T: |
- $game_map.boat_passable(left_x, point_y) &&
# {. O+ }- ^% \ - !collide_with_events(left_x, point_y) &&
2 l6 }! I F) X% B& a: A, a7 _ - !collide_with_vehicles(left_x, point_y) #judge_end
' f/ x; y5 \5 M- o1 P$ ^ - sheet[left_x, point_y] = step5 h6 F& d- W. J$ ~' y( y0 L
- draw_path = true
4 u+ Y2 E1 L' d - new_end_points.push(left_x, point_y)4 R; ~" e" e) v6 m2 l4 j
- end2 C! @0 U( s9 f, D& f4 e
- if sheet[right_x, point_y] == 0 &&( u7 h8 @& K( f& [! i+ U7 z4 I$ x
- $game_map.boat_passable(right_x, point_y) &&3 c4 e' `2 P6 _/ S
- !collide_with_events(right_x, point_y) &&0 V: l4 l1 y, x: {) G1 Q2 |8 N
- !collide_with_vehicles(right_x, point_y) #judge_end0 P; w/ U4 |5 G' r! |
- sheet[right_x, point_y] = step0 }, \3 s. J. i# X6 z6 [
- draw_path = true
- n* i" R$ g/ I! g3 Q - new_end_points.push(right_x, point_y)2 p* W9 [/ E: n
- end
: d5 L) D. [+ w( ~7 z8 n! m - if sheet[point_x, up_y] == 0 &&0 a S! g! s9 B. \' X
- $game_map.boat_passable(point_x, up_y) &&
* v4 O7 J/ o$ g - !collide_with_events(point_x, up_y) &&" W- ^4 L( @/ S Y
- !collide_with_vehicles(point_x, up_y) #judge_end
; O! }0 g1 E$ R: @2 Q - sheet[point_x, up_y] = step
% X6 Y. r! f" f2 l- e" H - draw_path = true
: X: I5 ~, ]. W6 z ?9 g) a+ U - new_end_points.push(point_x, up_y)# K2 N2 f. G# J5 B* v3 y/ y3 X; |6 f
- end1 i( j) j: I6 m1 l. [: o+ j4 l4 ?
- if sheet[point_x, down_y] == 0 &&
1 r' E' j% q+ T7 B% `- K& H - $game_map.boat_passable(point_x, down_y) &&# {/ I; A3 `9 u3 ]9 \
- !collide_with_events(point_x, down_y) &&
, Z6 g, _; t6 L( Z( m/ l. Y+ E0 I( V - !collide_with_vehicles(point_x, down_y) #judge_end3 z- `) B5 |# h- W
- sheet[point_x, down_y] = step6 `9 H" F3 i$ y/ T m
- draw_path = true
7 D7 d9 `# R6 ~5 j* u* |5 F - new_end_points.push(point_x, down_y)
) N5 H$ {4 k. e5 h - end& @+ `5 t: {0 n
- end#endOfLoop3
8 ^0 ^) X( |0 {8 S& p: Q - break if !draw_path reach_point. ?. y& E" V4 V( h" D) J0 X) {
- step += 1
5 z s# ]: D( T# g) R! x - end #endOfLoop1 路径表格填充完毕
4 E& r U/ }% x% M8 `: \* ~$ J. g7 K - $mouse_move_sign.transparent = false
: p2 D- T! _* G( z - # 判断指定地点能否抵达
# f; A( w# t$ w3 B! I; q: ^ - if reach_point
2 x+ c& y- M7 O# K" \8 D/ z - $mouse_move_sign.direction = 2
# V \; d5 W) F9 S - else
- E- ]0 {, t. w, b# X- l: c* s - not_reach_point- m! Z8 P) k0 e" g) R0 |
- return! \# r' T7 U2 M6 \, p" h
- end8 Y3 r9 [ B7 F- X
- # 根据路径表格绘制最短移动路径(正向): P7 W3 \, o& W
- steps = step 2 2/ k1 b( [3 p6 {4 Y! u- v/ P' N5 J
- loop_times = step 2! i5 a/ I" b0 D$ O5 i- C% Q( ^
- point_x, point_y = chase_point[0], chase_point[1]
+ Q# ^* e4 E% W4 z$ u4 f) C' R, _ - for i in 2..loop_times # forLoop
) M L2 @9 O+ u; {! ?7 t - steps -= 2
8 a8 |" Z' {, u$ x0 l - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs5 `9 [! | q y6 l. }/ A2 I
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
$ N' D( ^6 B" w - chase_path.push(2). J& y$ w+ |4 k( ?8 G: H
- point_y = $game_map.round_y(point_y + 1)
7 O$ g! ]9 y& a# m$ E: l - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
9 s6 P) i; M" B! ]" m - chase_path.push(8)
1 v, v# i5 ?5 u - point_y = $game_map.round_y(point_y - 1): f( r: [4 m" X( z( Y
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps: w- k. o$ X) ?6 a
- chase_path.push(4)1 K& z/ r+ P0 d" g9 ~. \6 m# _& [
- point_x = $game_map.round_x(point_x - 1)
$ D: {0 t. T7 M' Y - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
9 l2 H( N3 `8 d9 ?6 H) P J - chase_path.push(6)
4 W- D1 L% y, j, |% \+ p! K/ g4 E - point_x = $game_map.round_x(point_x + 1)
# `! M0 E+ B4 }9 x$ \- ~: M* n - end
& W$ m; i- @7 X- o! J3 `5 b( l4 t2 g - else
' Q) h7 b- P# r - if sheet[$game_map.round_x(point_x - 1), point_y] == steps. ?9 A( b- l: T5 ^; U
- chase_path.push(4)8 S% `) w2 q6 k
- point_x = $game_map.round_x(point_x - 1): C1 C1 y: i; y; }6 ~$ @
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
, s$ l* |& H' W6 S1 `0 i - chase_path.push(6); W( h7 ?& N* \9 t/ H! L
- point_x = $game_map.round_x(point_x + 1)
9 Y8 C3 y- U2 W - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
# {& k! I; O, S3 f |2 p6 b$ f - chase_path.push(2)
& s0 P4 P: @9 H - point_y = $game_map.round_y(point_y + 1)
, c& n( ^" S! j y% w - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps5 F" G* b1 L% E2 ?& C4 j) U, V) X
- chase_path.push(8)
' s y& @$ G+ t - point_y = $game_map.round_y(point_y - 1)
; p" Y, F9 n- a: c1 J - end
2 V# |4 W, x8 [* g. W- y - end7 \ x+ O& L0 u3 T0 r
- end #endOfForLoop% U( \# a1 ^8 j4 K' T# e1 B- ^! U
- # 如果指定点无法抵达或者登陆3 Z; @: L4 }# n
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)+ e9 f4 V1 h) p+ A
- # 根据路径表格绘制最短移动路径(反向)
! g% B; _ ~% l4 { - steps = step 2 2 + 1! ?# p& L! {; b# N% T# F& b1 o0 d
- loop_times = step 2
+ _( z9 k9 Y7 I8 t' N - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
. a1 r4 A1 o8 H. W- Z' Z - for i in 1..loop_times # forLoop
8 l1 q- Y' d8 T$ o R z - steps -= 2
1 ]6 i- p$ Y4 Q( i3 l0 X - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs: O; @0 ?- r$ a, ~4 B
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps% S$ |8 L) Y6 H) t4 |) U9 {9 c& {
- reversed_chase_path.push(6)
2 F5 X6 V9 M9 y$ a4 b( k; G$ t( j4 f - point_x = $game_map.round_x(point_x - 1)9 G8 d$ l) l3 E
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps) S) V A1 a; H4 R5 e+ ?, L
- reversed_chase_path.push(4) T& G- }6 O6 H/ F5 ~
- point_x = $game_map.round_x(point_x + 1)7 T& }* f. w" c5 x
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
% T- h5 `/ j( I - reversed_chase_path.push(8)
6 L8 @; {$ R/ i: Z$ B/ N; b. ~ - point_y = $game_map.round_y(point_y + 1)/ a# C& L) K$ M, [: \, @
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
, Z. ~) |% \2 z/ f& [) l+ U1 ] - reversed_chase_path.push(2)
* I3 Z7 X* x- ?. r, o; f$ M - point_y = $game_map.round_y(point_y - 1)
8 [/ b# c+ w% g8 X' r- I! u - end- E$ N+ J2 x6 K& W" o. P) K' @
- else
! b8 P. d! P. Y8 l+ ?0 P - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
5 Q5 B2 _1 z W9 u - reversed_chase_path.push(8)
, h+ P: K0 s, D* G8 [ - point_y = $game_map.round_y(point_y + 1)8 |" ]" G7 s# E) D9 C6 r
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps2 [/ L' Y; O( A
- reversed_chase_path.push(2)
8 D8 S( }, D4 ^ g; o& ^ - point_y = $game_map.round_y(point_y - 1)9 y* D3 V+ U. a! @8 n; Y
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
' l4 Q- o! ?9 V+ Q' \ - reversed_chase_path.push(6)' z# s) v% u0 p# H" I, n" y S7 r
- point_x = $game_map.round_x(point_x - 1). y2 U( m ?" Q+ Q: d: z
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps, F3 o4 L) Z8 o, |4 z
- reversed_chase_path.push(4)+ z7 M; n1 ~# X5 k- m
- point_x = $game_map.round_x(point_x + 1)
; \( O6 a7 p X, K6 f& R! \: t - end
6 p* }, |$ e/ e/ p; V - end: [' H9 U# e3 P3 [6 x; e) V; v) Q
- end #endOfForLoop" m" F" p# t6 ?6 L
- @mouse_move_path = reversed_chase_path.reverse + chase_path2 U, p2 G, }1 O' N f. P8 x
- end#boat
, f/ Z$ m8 n2 V - #--------------------------------------------------------------------------( F: u% c' H6 X1 D _
- # ● 绘制ship的移动路径 @array[move_directions...]% ]0 r# z. g' V# x! [
- #--------------------------------------------------------------------------
; Q8 m6 n" R# {3 d% L - def draw_ship_path. W* z4 f: w1 X c6 u/ s" ~
- # 准备绘制路径表格1 G; Q& V F1 y+ H5 P/ P+ W: d
- sheet = Table.new($game_map.width, $game_map.height)4 u) O" K4 m" A& J: C# g
- reversed_chase_path = []; chase_path = []3 u* R# m7 l% w$ r a0 P- O7 g
- reversed_chase_point = []; chase_point = []/ J, C k+ \' f' z- F
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]3 O( e1 p# }; u9 C
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2: l# x% ^2 e: p4 Z- s
- reach_point = false7 s0 I% w. l$ ~# c# |
- step = 3
& o* A4 y. Q% e: C/ [ - loop do #loop1 开始填充表格) j8 D- ~: m3 r* Z5 K; Q J3 L
- draw_path = false9 N; z$ q7 K# R9 ~' e' |6 ?4 t
- check_points = new_start_points
, z/ r- l) W7 y# |2 A+ \( P* o - new_start_points = []% j/ Q. [ i5 ?' l+ ]
- loop do #loop2 从起点开始正向填充1 i, x) H o+ X! v. ]; C+ i
- point_x = check_points.shift
5 S v; O# P1 s$ I* l8 g8 L - break if point_x == nil
) [3 R2 t$ ^2 ?: ~ - point_y = check_points.shift
7 d& p& p' E! H2 V. J - left_x = $game_map.round_x(point_x - 1): ], Q/ M% Z4 b/ j, O6 @
- right_x = $game_map.round_x(point_x + 1)
* y$ Z' h- S2 p - up_y = $game_map.round_y(point_y - 1)( l* i* S* m3 t0 [4 s) M
- down_y = $game_map.round_y(point_y + 1)
9 M* B4 b# T0 H* g5 C* ?# H% \$ d - # 判断路径是否连通/ |) U% A# q3 m3 k2 w
- path_step = step - 1
: X6 r$ J& M7 y& L( O - if sheet[left_x, point_y] == path_step
8 W& w; W7 l2 Y, _( p' O - chase_path.push(4)
! ^( {$ u* a9 s& W6 Q - chase_point = [left_x, point_y]- u8 p8 V0 y( l5 W% n9 z& W: n
- reversed_chase_point = [point_x, point_y] J4 P7 J t; l/ H0 t0 `, P! T3 L
- reach_point = true; break
8 h, O& p# [/ l) [& q- I1 w6 l9 _ - elsif sheet[right_x, point_y] == path_step3 f% r+ J' X% S' h3 _
- chase_path.push(6)
2 f9 w0 ^% D& l Q - chase_point = [right_x, point_y]/ u. F& F5 m6 g0 J/ m6 K/ t9 I
- reversed_chase_point = [point_x, point_y]
7 _/ M8 ?6 @; F, ^5 I - reach_point = true; break
) ^* c# @$ @* }) W0 [0 K- K - elsif sheet[point_x, up_y] == path_step* e& {0 [6 d7 G3 v0 ^- I- G' k; \9 D
- chase_path.push(8)
% A+ I' Q+ P* t5 D5 P& w- [/ O - chase_point = [point_x, up_y]+ ~7 |: f! t* D5 h" h, V6 t9 N; ^
- reversed_chase_point = [point_x, point_y]
/ C! e" ~! q; Z% @0 n7 z - reach_point = true; break
8 m* b9 d+ j. R% f: N - elsif sheet[point_x, down_y] == path_step
; x5 ^: d" v9 i) [, B6 r: e - chase_path.push(2)
8 X& a# r, D9 F - chase_point = [point_x, down_y]
0 |( ~0 C0 O1 w, T - reversed_chase_point = [point_x, point_y]; n6 m3 @* e3 ~
- reach_point = true; break
/ b) u% A. {) X - end
, D; Z/ ?! z9 |7 Q- g - # 以需要抵达该点的步数填充路径表格 #( \! V, E- M/ o% g9 `* F
- if sheet[left_x, point_y] == 0 &&
( Q5 U7 H1 p% F# A; c - $game_map.ship_passable(left_x, point_y) &&% ~4 W8 |: [# d5 O. z) f: I
- !collide_with_events(left_x, point_y) &&0 W+ j- J- a. j! h$ S
- !collide_with_vehicles(left_x, point_y) #judge_end& y3 M" e1 ]: d# I# ^
- sheet[left_x, point_y] = step. Y3 a1 M* `+ q- I6 N5 x! ~% A
- draw_path = true# m" q5 t: ]8 O- f1 d4 E8 ~
- new_start_points.push(left_x, point_y), q* u" m3 `5 y: r2 f" ]* p$ [
- end+ ?/ O. t2 \) ?8 c3 U
- if sheet[right_x, point_y] == 0 &&
2 R) F- D1 b7 E2 N - $game_map.ship_passable(right_x, point_y) &&5 I& d- G( R' p A D
- !collide_with_events(right_x, point_y) &&
/ W% Y; o; t1 z0 W4 P - !collide_with_vehicles(right_x, point_y) #judge_end5 B5 j8 }* S4 W& h/ `/ h- f* G: I
- sheet[right_x, point_y] = step) T5 x0 X1 @8 M: K
- draw_path = true& R4 u2 r8 j2 i" \- z2 a
- new_start_points.push(right_x, point_y)
1 J( E% D8 p Y7 ^/ f - end
/ u$ y0 \! m' g! _ - if sheet[point_x, up_y] == 0 &&
% J. o1 _+ T+ I8 L5 ?. ~4 u, h- r - $game_map.ship_passable(point_x, up_y) &&
4 C$ V. x5 Q" m0 Z7 ? X; P - !collide_with_events(point_x, up_y) &&
5 Q& \! x. B' @& D* h - !collide_with_vehicles(point_x, up_y) #judge_end3 b/ b) f0 o8 z" f
- sheet[point_x, up_y] = step
8 O' J/ i+ A/ Y. i8 m, c" [ - draw_path = true, b) t) \( \0 D' G# o- @) R% q, C
- new_start_points.push(point_x, up_y)0 _9 H' |: h! s0 u
- end* N( Z8 l6 j1 s
- if sheet[point_x, down_y] == 0 &&
5 P0 k s; K, O( q - $game_map.ship_passable(point_x, down_y) &&* y, |" i* i$ L' T) n5 o4 |
- !collide_with_events(point_x, down_y) &&
8 b9 h* v/ q! r7 j* g5 n% Z: G/ ` - !collide_with_vehicles(point_x, down_y) #judge_end
/ K$ p) x! A' _8 a - sheet[point_x, down_y] = step
/ q. }6 {% p5 S# m6 V, A0 ? - draw_path = true6 u& t3 n$ A, ], j1 p. I2 z: O
- new_start_points.push(point_x, down_y)9 k1 J1 e3 X9 a0 d+ V: j j. Q
- end
% p" K0 g" k* C+ m - end#endOfLoop2
, Y* I6 D$ b% X - break if !draw_path reach_point' Y# V' d( @$ Z1 ?$ `
- draw_path = false, T9 o C! r% o( M. u' J2 d6 A) D
- check_points = new_end_points% {- S6 ]" K' _
- new_end_points = []: |- d: p/ `/ s; W3 \
- step += 1
6 U+ J8 q5 d; ~* E: m8 T+ L5 p9 O - break if step KsOfSionBreak_Steps &&
8 P$ I, p( p4 T7 z" U5 U! F - !Input.press(KsOfSionFind_Path_Key)
* b- m: z0 `- |0 e% t* d - loop do #loop3 从终点开始反向填充, H9 ~7 g1 _; n s" g( w7 s7 B
- point_x = check_points.shift T3 w! H U( u1 I* P
- break if point_x == nil9 e1 Y& O, W7 B! s* r9 R
- point_y = check_points.shift1 d: o0 ^1 N4 a Y; v, ]4 D
- left_x = $game_map.round_x(point_x - 1)
: m4 }, q. G9 l3 T1 } - right_x = $game_map.round_x(point_x + 1)" ^- s" e+ O; J: v1 C" `$ Q" ^; s
- up_y = $game_map.round_y(point_y - 1)) h8 a1 ?& D3 v+ K
- down_y = $game_map.round_y(point_y + 1)
& V( f% t& @3 B6 Z+ d+ ~! ]8 e& q. D - # 判断路径是否连通
: R0 P4 z" c) Y+ m3 j2 T - path_step = step - 1
+ N4 ]0 u! z5 y0 }' h - if sheet[left_x, point_y] == path_step! ]; L" F1 `0 E
- chase_path.push(6)
6 p) Z4 U" k9 x# h& d" c - chase_point = [point_x, point_y]" S9 z" @7 l7 J& V! V6 a
- reversed_chase_point = [left_x, point_y]0 [% B6 ~5 h' x1 i' z! Z+ ^
- reach_point = true; break
% H0 l2 X9 o0 y/ v' ?+ F9 S- w/ D$ ~ - elsif sheet[right_x, point_y] == path_step _; i9 B; q- M: ^& M0 ^
- chase_path.push(4)* ^! g3 U# C9 ]" a9 t4 t
- chase_point = [point_x, point_y]% c0 p# X# A9 S" R5 C3 u
- reversed_chase_point = [right_x, point_y]
6 i1 o! u7 \' R: Q3 ]1 A, n - reach_point = true; break r$ p$ O4 I1 k5 y' n
- elsif sheet[point_x, up_y] == path_step" H' g9 {& G: X& d3 u' ~% K
- chase_path.push(2)- {2 |& G; c0 j9 [* ~
- chase_point = [point_x, point_y]
8 m' N2 `6 g0 [6 z6 R4 ]2 O - reversed_chase_point = [point_x, up_y]8 H, E* Z# v+ t4 v% x' B' ]
- reach_point = true; break
" U; Y2 j/ J3 m' a- k8 c7 z - elsif sheet[point_x, down_y] == path_step- B* ^0 O% I M) I( W1 |
- chase_path.push(8)9 c) j$ Y7 m( N s
- chase_point = [point_x, point_y]3 K1 T w) q( w! @7 b4 i/ N$ Z& C) f
- reversed_chase_point = [point_x, down_y]
; X. T) H9 X0 U - reach_point = true; break" l' [$ `# P* [5 H0 `4 a
- end: m* ?0 }! Z- @0 t! Z3 Y
- # 以需要抵达该点的步数填充路径表格 #
0 ]% P; b6 |( Z% a4 h; _ - if sheet[left_x, point_y] == 0 &&
$ w7 z* b% p# W: d6 `6 l; J - $game_map.ship_passable(left_x, point_y) &&
& N6 c+ T, Y9 w* M6 u+ d9 x& } - !collide_with_events(left_x, point_y) &&$ Z: p1 T. Q, R) Q. B
- !collide_with_vehicles(left_x, point_y) #judge_end! k3 ~1 G2 d4 R5 m# @0 p( F# \
- sheet[left_x, point_y] = step2 D" R T9 r M5 [1 P! q/ o# o
- draw_path = true. s7 s n4 B1 r7 \
- new_end_points.push(left_x, point_y)
. Q6 C$ l$ \) N8 K N9 _3 m - end
; b( }! b9 w9 O; Z8 h - if sheet[right_x, point_y] == 0 &&
3 D* `' K8 B2 Q5 z: h - $game_map.ship_passable(right_x, point_y) &&& P5 A- ~+ o0 ]( y/ f( c
- !collide_with_events(right_x, point_y) &&
. r, L: c0 R. X' V: h; @( `, B% a - !collide_with_vehicles(right_x, point_y) #judge_end
8 L# `3 `2 S3 r, l - sheet[right_x, point_y] = step w* j' W5 o( s8 ?0 |
- draw_path = true
7 y1 i7 o6 z2 T0 _& { - new_end_points.push(right_x, point_y)
, }) B( r' Q9 v4 W - end; n1 ~) ~6 v! y4 e# m
- if sheet[point_x, up_y] == 0 &&
. |& F j) G- ^2 z# t - $game_map.ship_passable(point_x, up_y) &&
+ |; |: ]1 a2 M4 X - !collide_with_events(point_x, up_y) &&; O% w; c& G c& L6 u0 E9 Q
- !collide_with_vehicles(point_x, up_y) #judge_end
6 m7 u0 E. h+ g& Q3 u - sheet[point_x, up_y] = step4 ], J8 Q7 \" i
- draw_path = true
. Z; ?6 B" g0 Z3 ?3 O6 | - new_end_points.push(point_x, up_y)
) W1 Y( ]8 d% G7 `0 {# L. M - end
; p+ J% q* Z7 U - if sheet[point_x, down_y] == 0 &&
1 {, r; W# d: J$ `& U7 d& T - $game_map.ship_passable(point_x, down_y) &&
}! n- E* X; O3 x$ j - !collide_with_events(point_x, down_y) &&
& @) ^8 p% t8 F; y - !collide_with_vehicles(point_x, down_y) #judge_end" {+ [% z0 m0 G) Y) z3 w" p3 L
- sheet[point_x, down_y] = step+ s1 c& P2 ^$ Q+ f, f8 C0 {
- draw_path = true
# }. y, y( C# J: Z9 Z - new_end_points.push(point_x, down_y), l; X/ X2 T4 J1 ]9 {# q
- end& W( h6 a0 f& k0 W2 l# d8 Q
- end#endOfLoop3
8 }& O$ R4 q; K6 a# y0 w - break if !draw_path reach_point4 [8 u7 g, A* v1 o6 P- T9 A
- step += 11 ?% y. K$ L5 z: E( u# B
- end #endOfLoop1 路径表格填充完毕% X9 {' Q- E+ U3 l' j
- $mouse_move_sign.transparent = false% e4 G3 q# D6 {" o, a, E' C3 g/ r% J
- # 判断指定地点能否抵达/ B1 O& B1 v2 B. ^5 _7 k9 G2 r7 E9 f
- if reach_point+ H. w- |. u7 L. ~
- $mouse_move_sign.direction = 2
3 g! B) ?! `# ?! w- C: \2 m0 J9 F - else
; k) P! ]6 O/ i; \7 z - not_reach_point
/ c5 h3 r' q7 N! [. u2 x8 x# d1 @ - return/ ~. X/ A4 [" \/ K' `
- end
- k- \1 T* e2 ` - # 根据路径表格绘制最短移动路径(正向)
4 V' X$ {2 T. b - steps = step 2 2
. D1 P5 k6 j$ |- k4 f4 s: b( o - loop_times = step 2% w5 O- S, Z Q* ^$ B: \5 W
- point_x, point_y = chase_point[0], chase_point[1]" U5 D7 C j' x2 O8 C* Y9 C- @
- for i in 2..loop_times # forLoop
$ Y& {* F6 O, N1 M; H" n- v- c - steps -= 28 T! s# ?! F4 Z! h% b* l
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs: f, @* U0 R1 O. ]7 ~" Q& q$ x
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
/ n& c' T1 M/ n# G6 A8 [2 F - chase_path.push(2)7 n J9 Q( s2 y
- point_y = $game_map.round_y(point_y + 1)& q; Q! U; a' D% K$ f
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps. t& v# V" B& E' {
- chase_path.push(8)
- m) e7 i$ a2 P5 L5 T - point_y = $game_map.round_y(point_y - 1); T% @6 }7 r7 ^# z, i9 X
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps P3 `8 a1 c# F! {
- chase_path.push(4)
9 W- S6 M8 l6 c9 _ - point_x = $game_map.round_x(point_x - 1)
) g+ X. z: V0 L - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
) Z+ a' L: i9 ^" Z - chase_path.push(6)
( @: K# Y1 b. {' J% J! T - point_x = $game_map.round_x(point_x + 1)
( m8 M. w N, V" E - end3 F5 m9 U2 y8 C3 R% y1 L/ W
- else+ C% C- }# f) n
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
, g' n4 I# Y" u7 v& g) r. }1 E - chase_path.push(4)# T4 M$ i2 _( c3 T
- point_x = $game_map.round_x(point_x - 1)
. v' w! a1 ^9 J9 d2 y - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps, F, k4 \, h. h! j0 A
- chase_path.push(6)
4 e2 _( _3 C* d q9 C: X - point_x = $game_map.round_x(point_x + 1)
1 R" U4 Q- C1 F- J/ V - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
: b5 H0 a+ ^6 `) e5 I3 O7 Q - chase_path.push(2)
2 e3 w6 l2 | U- M9 Y/ H9 ~ - point_y = $game_map.round_y(point_y + 1)& T' F& G- s5 D# [) l; E
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps/ n0 X/ M# }. A! H5 }
- chase_path.push(8)
) [" w w; I7 Y! A R - point_y = $game_map.round_y(point_y - 1). x# ?+ R. ^+ X2 j) W
- end
, k$ H) z6 I+ }& t - end# x. {4 n. b" B8 U1 p1 Z; u* X4 q
- end #endOfForLoop# P3 Z5 f0 Q' k: i3 F3 ? F, n4 O
- # 如果指定点无法抵达或者登陆
! P/ ^& N2 ?: t( y - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path), f' p# T- j9 c% ]3 V9 ]+ x
- # 根据路径表格绘制最短移动路径(反向)
3 A2 y; a( _* ` - steps = step 2 2 + 1
! r5 b8 P. A2 C! M% R - loop_times = step 2. |7 M$ X; w, e8 t% |
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
0 t9 Z" E6 W& R7 \+ }1 W - for i in 1..loop_times # forLoop V. z+ E3 U2 J+ A1 y. [ ~( ? T0 h
- steps -= 2
' e8 p% J' c5 z8 U* \$ H( b+ K - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
' U, @) ]; w7 A$ V2 Y9 }4 C9 D# P - if sheet[$game_map.round_x(point_x - 1), point_y] == steps1 F, ]- ] Y' O& [$ _2 J) B
- reversed_chase_path.push(6)6 P z! { C9 _3 J" z3 p2 X: t) C
- point_x = $game_map.round_x(point_x - 1)
( L* Q8 X7 W! n - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
( I( f3 x0 B2 T - reversed_chase_path.push(4)
- S# w# x: Z8 w - point_x = $game_map.round_x(point_x + 1)
5 P0 g# L+ F7 f7 f( I- Y$ q - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps% Y. N6 I$ q) J+ K( [ y
- reversed_chase_path.push(8)/ }+ g; c4 c# K: m* E
- point_y = $game_map.round_y(point_y + 1)* Y4 h9 R+ v+ N; W
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
( ~4 \6 C2 \$ I7 g4 q% N1 [ - reversed_chase_path.push(2)
0 {. u% q1 X( [) R' V6 H - point_y = $game_map.round_y(point_y - 1)2 J: o& K$ Z- p* N9 M: k% E. Q
- end
$ v1 C* o8 J5 ]+ v1 b: v - else
9 X1 z4 [* [' L r9 |9 e i - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps: C5 i* U2 E5 |
- reversed_chase_path.push(8)
" [* R/ | S! { - point_y = $game_map.round_y(point_y + 1)
/ c, L$ h& ^8 F/ _ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps: u& g- M& l; G& E- b0 d
- reversed_chase_path.push(2)1 i: s4 K' s, V- |4 J' j
- point_y = $game_map.round_y(point_y - 1). H+ N! w3 K1 M, }
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
) I: x7 g; G6 r/ I* N+ ?+ |- F3 u - reversed_chase_path.push(6). `" _/ @' m4 U- Q5 ~
- point_x = $game_map.round_x(point_x - 1)
- g) ?, ^9 G, M6 K - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps( w4 @/ @, H" A) |9 U
- reversed_chase_path.push(4): i1 v( V7 e* t9 Z% l
- point_x = $game_map.round_x(point_x + 1)
$ ?$ [3 l: u, c0 d3 n: r - end
- ~9 \0 w' n4 c3 ^# ^- s - end* S' b3 ?- T4 K) O$ P* M
- end #endOfForLoop4 d; G0 h$ e/ e& H" g
- @mouse_move_path = reversed_chase_path.reverse + chase_path' t: U* q* {7 Z
- end#ship7 {8 `3 C; \( o
- #--------------------------------------------------------------------------
3 w0 z( z$ f; Z3 M0 E2 N2 Q - # ● 绘制airship的移动路径 @array[move_directions...]4 `; y t* m6 c& e+ U& U
- #--------------------------------------------------------------------------
" e8 {! c2 J4 N* x% ]- o - def draw_air_path4 Z" a- n2 z9 ?+ `" T( J( X
- $mouse_move_sign.transparent = false
/ r) r! j2 Q8 T- b# ?& L - # 准备绘制路径表格
( Y) ~( d5 Q' K0 C/ B - sheet = Table.new($game_map.width, $game_map.height)+ s4 R3 p6 b* n4 K" Q
- new_check_point = [x, y]; sheet[x, y] = 1
8 w a( q$ e: t% A( D - reach_point = false; step = 2
5 G2 g+ J6 D& v' U - loop do #loop1
8 L2 w- O! Y% `- B2 N - check_point = new_check_point$ \% S: ^1 [: ?; m, s) j
- new_check_point = []( x+ Y" R1 E8 Z4 ~+ K% w
- loop do #loop2
5 e: V8 e* E* A# S1 g - point_x = check_point.shift6 k$ W1 ~& t7 {; j+ @# H0 B
- break if point_x == nil
! C* F/ N4 x& w - point_y = check_point.shift* }3 u- S$ L" H# a3 y+ d5 Q# F
- if point_x == @moveto_x && point_y == @moveto_y
! f4 N' ~6 b. y/ `% X) _ - reach_point = true; break/ q/ m# _- Q( ~) e, o
- end
- D) F* }4 s z/ |; t* Z' l8 U - left_x = $game_map.round_x(point_x - 1)
' b( K4 j! }% \& u8 k& k( o - right_x = $game_map.round_x(point_x + 1)
0 Q/ }$ R+ L' n7 t0 w; r - up_y = $game_map.round_y(point_y - 1)% \! h9 D, ^3 l1 n5 S4 t+ O O! _3 A
- down_y = $game_map.round_y(point_y + 1) * P4 d+ n$ z5 T9 C/ R
- # 以需要抵达该点的步数填充路径表格 #
' y( X, m* O, @: f - if sheet[left_x, point_y] == 0! r% r4 J! }/ K; t% \0 a
- sheet[left_x, point_y] = step
- p* ^& \# m" }; O4 f. Y - new_check_point.push(left_x, point_y)
" r3 W. B7 K, S& R7 g& [ - end
+ ?( \( B3 ^0 H" Y' O4 V: K7 a - if sheet[right_x, point_y] == 04 q0 |2 _; v3 r! b
- sheet[right_x, point_y] = step# y* U1 U7 s9 P7 x3 f! ?" S
- new_check_point.push(right_x, point_y)- S1 Z5 Z2 T/ Z7 M3 t
- end
( f9 ~, ~4 L: g, z/ A3 A& ~4 O5 U - if sheet[point_x, up_y] == 0. F: u; s; `: d7 @
- sheet[point_x, up_y] = step
2 f1 l8 J5 L* F, ?; I5 m - new_check_point.push(point_x, up_y)
" c1 }) [8 ]3 J+ z* B$ E - end# c: x" A9 R, _8 }, L$ _( `+ l
- if sheet[point_x, down_y] == 00 ]( d. m8 s7 E
- sheet[point_x, down_y] = step& _' \+ l. L! J: M* n$ D
- new_check_point.push(point_x, down_y)
6 I7 Z Y# U/ q9 m2 a+ p - end
3 P5 W) _8 ]3 f* n - end#endOfLoop29 `. t; ~ [- N m$ D; c
- break if reach_point' H7 i. G+ [, G% Y% M7 ?0 u
- step += 1, h! g9 X, T% ]+ T. D
- end #endOfLoop1+ P7 z1 C# K- Y- u
- # 根据路径表格绘制最短移动路径 #
9 T6 y$ k* k0 ~ - reversed_chase_path = []; step -= 14 F! e% q2 ?1 [4 k8 }; j
- point_x, point_y = @moveto_x, @moveto_y
- N# z' j6 N: O0 S) g6 D - for i in 2..step/ g4 P- D+ ^! V+ M3 ~0 c3 o
- step -= 1
6 x( C6 c: D# s6 ~/ J - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs$ Y: _) @0 q3 {6 L; |- M. Y
- if sheet[$game_map.round_x(point_x - 1), point_y] == step2 i2 t/ E. U" I7 p# F9 ]# @6 d
- reversed_chase_path.push(6)
+ i' U7 t; ]' a2 k% ]! S - point_x = $game_map.round_x(point_x - 1)
2 s6 d2 Y- o: k$ a! Z% | - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step7 U( J# B$ k+ [+ A+ E- V) e4 c1 K
- reversed_chase_path.push(4)* n ?* o2 k' \! d8 [3 A
- point_x = $game_map.round_x(point_x + 1)+ M# v2 x$ F- e7 a. B9 L. ]1 P# A
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step
" i; y2 V) P7 H, [3 @ - reversed_chase_path.push(8)
7 b. F5 o4 ^- E! L# F/ G - point_y = $game_map.round_y(point_y + 1)
6 \. Q; `4 @& F4 U2 C9 R+ ] - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step( Y2 z% F/ \' v# d
- reversed_chase_path.push(2)
a+ K( |+ W- r0 g$ m* A - point_y = $game_map.round_y(point_y - 1)6 y5 A {, W+ c- O4 M* A: d1 {9 c
- end1 `& S! a$ X! A: Y2 A
- else" x3 q( h, j7 x% w _: P( m7 p
- if sheet[point_x, $game_map.round_y(point_y + 1)] == step- C) P1 M9 P! z# O3 k9 Q
- reversed_chase_path.push(8)
. g1 U, O/ M5 ]$ i/ t, ] - point_y = $game_map.round_y(point_y + 1)3 L# t; i6 c, j
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
) J& {$ w; ?+ i( ^ Z5 N - reversed_chase_path.push(2)
( ]. n: {2 f9 Y& ^ - point_y = $game_map.round_y(point_y - 1) L$ k4 A' B; \7 G5 z
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == step
6 x2 v# R& H2 `" p3 s" x+ i0 q) G( O6 q - reversed_chase_path.push(6)
4 j7 u% K8 c$ j! G+ |* k4 D) y - point_x = $game_map.round_x(point_x - 1)3 K% F& H0 u8 ~/ ~+ G! x* l5 N
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step3 Z7 \$ ?3 I+ |% |
- reversed_chase_path.push(4)
1 v! q9 n# E, N1 F; | - point_x = $game_map.round_x(point_x + 1)2 i/ s( ?/ q: @- r! f4 f) ]! A
- end
8 |8 \$ m" _9 c, x - end
' T4 H- i& v0 ~* H - end #endOfForLoop
2 p& h1 @, D( O5 m8 Y - @mouse_move_path = reversed_chase_path.reverse
9 z. d& m' W% U - end#airship
( }' A0 J5 B, g: | - #--------------------------------------------------------------------------
, W6 }6 c: a- G0 e7 L/ G - # ● 目标点无法抵达时的处理,用于各路径绘制方法内部2 ^/ F3 r) v! v+ O- J
- #--------------------------------------------------------------------------
! k" F. l* R4 n. B4 @& x - def not_reach_point( z; i; y' K6 R- N: t
- $mouse_move_sign.direction = 49 }: t( G. D! D: S* h2 j
- dx = 0; dy = 0; dir = 0
" z8 B6 @$ q9 x, D3 z& O) W0 D& [ - if @moveto_x - x 0
" [% ~, Q. R, [1 r$ j- t - if @moveto_x - x $game_map.width - @moveto_x + x &&* G% D# h8 Z4 U/ D6 R
- $game_map.loop_vertical
5 \* c m7 o1 z% H N& D - dx = $game_map.width - @moveto_x + x; dir = 4+ k' Y( M* i, u$ ~* D+ ~( S
- else+ Y5 ?' Q0 T8 j3 X, H
- dx = @moveto_x - x; dir = 6
z) |/ g, E( G" j; q: `, H1 v - end4 m4 ?, f# m; [+ e, Y; n# P2 ]$ W
- else0 \# g$ r0 J' ^9 z) C1 `
- if x - @moveto_x $game_map.width - x + @moveto_x &&
. j! r7 R( B1 ^; S& c - $game_map.loop_vertical" Y) S5 B) ^ ?$ O% L: w) @: a& X
- dx = $game_map.width - x + @moveto_x; dir = 6
% Y/ n; @6 K7 c8 f4 h - else
9 O M9 \+ ~9 q" {: w/ Z/ d - dx = x - @moveto_x; dir = 4% ]- x; F3 d& S: X
- end# ], q2 i# `$ }$ n
- end1 V, C7 S( N3 E. V
- if @moveto_y - y 0
# B& J6 a9 `; w6 d* L/ j: t4 N - if @moveto_y - y $game_map.height - @moveto_y + y &&8 M& k! N. m( u3 p4 i9 C
- $game_map.loop_horizontal
2 n4 C& t; b" H, m% P' L+ b - dy = $game_map.height - @moveto_y + y4 n/ k" y' v/ v8 e) B" o0 E5 Q
- dir = 8 if dy dx
0 T9 g+ u/ D0 p& x" [' y( b - else! W v3 ?0 }5 l5 Z
- dy = @moveto_y - y; Z5 n4 b/ h K% e8 p- e, n/ b& B; J
- dir = 2 if dy dx
/ E2 K2 t* e$ F g {7 R - end
/ J- e- Y5 e/ K+ L2 w$ Y" B, D - else( T7 Z2 h+ c1 d: E4 v, w: l
- if y - @moveto_y $game_map.height - y + @moveto_y &&
; C/ r# @5 V2 D8 n3 C/ Y* l - $game_map.loop_horizontal
& x) \/ d* L& B- h1 @9 L3 ? - dy = $game_map.height - y + @moveto_y6 C8 Q* j5 G$ j* s- f. z( T
- dir = 2 if dy dx 6 P, @2 X9 z! H
- else8 {7 C, ~+ A2 j6 ]- Y# n( F
- dy = y - @moveto_y2 |6 s: Q* D; W1 e! L
- dir = 8 if dy dx
$ k8 w9 p; U' b" e. @% p - end( q# T- F7 x( E' q) `
- end
3 w/ E0 l! D. Y* B - @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件
0 ?1 g7 C7 S: B$ R, A - end
9 J+ j% S+ v3 g2 H% ` - #--------------------------------------------------------------------------
8 ~: o. a( R( Z1 D - # ● 判断目标点是否能抵达、登陆,用于船只路径绘制# V* {) f l% ^4 R
- #--------------------------------------------------------------------------
+ P2 i8 X% F. y4 R - def landable(x, y, path)
. j/ ^6 V' y0 l9 c - case @vehicle_type' p. b: M6 z' ~1 r' P* |
- when ship; return $game_map.ship_passable(x, y)
1 Q" G% V8 c. ]3 ~0 J+ ~" g1 g - $game_map.passable(x, y, 10 - path[-1])
+ L! G) H" ]# V - when boat; return $game_map.boat_passable(x, y)
5 X5 h p7 {6 o& ^+ Y) b" K - $game_map.passable(x, y, 10 - path[-1]), z8 |) `( l& l4 S8 N( C' {& N
- end+ E P2 ~; F1 k" l5 H5 V* }
- end
2 P5 [, _' _# V* V - end: }' c! \; d( J% R4 z
* a- G+ Y+ z4 d5 y/ I& \1 V- #==============================================================================
( }" b# H0 `( ?2 s8 W, S, x - # ■ Game_Map
1 J8 z! x) n6 p$ | m7 l - #------------------------------------------------------------------------------
0 I7 g1 h. n. i - # 管理地图的类。拥有卷动地图以及判断通行度的功能。
2 l5 ]% n/ B1 p8 O - # 本类的实例请参考 $game_map 。: N# L$ w" E7 s0 d% x% F
- #==============================================================================
; T* \9 e4 g. D9 V/ k- p1 O) |0 F - class Game_Map, n) Q7 O5 M& H" |
- #--------------------------------------------------------------------------7 _- u' T r3 G; T3 y
- # ● 定义实例变量
- O- e+ m& j$ g7 V. D2 r - #--------------------------------------------------------------------------
# f& o- g" K% k y+ _' N - attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据+ l" `" ]; L+ s) L* X1 d) ]
- attr_reader mouse_map_y # 同上
( y0 J: i! u$ `/ a& E3 O - #--------------------------------------------------------------------------4 O. X! c2 d% E' V: g4 D
- # ● 初始化对象
5 ^& w9 Q/ ]1 S* O - #--------------------------------------------------------------------------( ]% L! z5 X- t' ?
- alias sion_mouse_initialize initialize, P4 V6 f+ U# [2 A% k3 `: t! Q" d' L
- def initialize
7 s: |/ j$ ]2 A/ Y7 @4 t - sion_mouse_initialize. C9 y7 H. m" c; j) U
- creat_move_sign ###
" O Q7 J) r& u2 J/ n/ K; g1 s - set_constants1 H% @* h- Z# X5 s1 U7 c: O
- end4 X5 D) `% W4 Y" } \2 u9 [
- #--------------------------------------------------------------------------
e9 B* p4 s6 K- p/ x6 I6 \ - # ● 更新画面3 T. d( j! F6 b9 Z. w! ^ x
- # main 事件解释器更新的标志5 z9 ~! U* l7 X0 T7 `3 j
- #--------------------------------------------------------------------------
, n, w- F7 g9 { - alias sion_mouse_update update
, A! |' T" O7 j/ F0 v0 ^) @ - def update(main = false)" X% A4 e T3 \$ [0 }
- sion_mouse_update(main)
5 g2 ^" L" [! k3 y3 ` - update_move_sign% d' g3 s1 Z, n" `( G) o/ e
- end, \, {8 r4 `0 g; v
- #--------------------------------------------------------------------------
$ R; N+ V0 u& d$ H E5 n* Y. ?- m" a - # ● 创建显示路径点的事件
) J* ?) n1 j' ]- m' R# K% P& J! R - #--------------------------------------------------------------------------
, Y1 D. D) a5 M! [$ ~ - def creat_move_sign
$ d. r0 |/ o+ a# s' l - $mouse_move_sign = Move_Sign.new
( j3 G5 L# q$ l( @9 }( w6 w% L - end$ l7 f2 D$ ?& V N. h
- #--------------------------------------------------------------------------
3 u H0 v3 b1 _' R - # ● 更新显示路径点的事件( ?5 t* s% }6 u- d- t& \* \ n5 [
- #--------------------------------------------------------------------------' i7 K+ A: ?0 M) D8 n/ n3 M/ r
- def set_constants
& p5 q6 K0 v; ]. A, F, P* k - @mouse_pos_setted = true
- h$ F. w7 \; u, l - @set_pos_prepared = false
1 ^: f$ D% M( j+ j: H - @mouse_old_x = 0
+ a) B* _) C K! t' p7 f - @mouse_old_y = 0* A1 r$ O3 h; P2 _
- end
7 Y) s6 h" j! W# R, V: P1 O - #--------------------------------------------------------------------------
5 B( o+ q4 z$ b4 F. W: M - # ● 更新显示路径点的事件8 {* Q- B5 I0 R$ [ f
- #--------------------------------------------------------------------------0 h2 Q+ P' w; n5 `
- def update_move_sign
( M' N( p- q! e5 e( \: x' T - $mouse_move_sign.update! k- u8 d( K- \7 d
- end
- v/ D, L1 s* ^0 W- W$ @8 I- U - #--------------------------------------------------------------------------! A6 B$ ]9 o; m3 N& h
- # ● 获取鼠标位于的地图块的x、y坐标
# ~( b S' Y3 p1 `3 b7 C9 \" N - #--------------------------------------------------------------------------" i* C/ \1 q) {2 l( I" q! w) M# |
- def get_mouse_map_xy
$ j2 k0 N2 Q ]" U2 a& J/ U2 r - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
' }& ~* v# m( y. m; \; D - @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)
, i1 w4 ?6 G; S9 |) X' U, N - @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)
- W9 U: w% v# R# k - end
$ B7 N" N! Q8 z5 J7 \0 h7 e+ P - #--------------------------------------------------------------------------4 m+ j& v" O9 H& G
- # ● 返回地图画面时重设鼠标坐标
7 ?7 R M0 N6 w* d - #--------------------------------------------------------------------------
0 W4 M- }4 z- e% x5 c$ F; y3 b/ S - def reset_mouse_pos: Z, g1 g: s" l* H1 {; D/ T
- return if @mouse_pos_setted- ]" Q8 d7 { O2 ~. m
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)
- ]$ C& W4 c( ?1 z6 R% |0 m1 c - @mouse_pos_setted = true3 f9 F$ h4 o2 S9 q6 h
- @set_pos_prepared = false G/ ~ e+ [ I E3 O' `- B# B
- end
6 a. W A% x6 O: S - #--------------------------------------------------------------------------8 K: v$ H4 d5 R( M4 c
- # ● 重设鼠标的坐标
7 f" p/ i/ T5 U$ o1 H* c9 M - #--------------------------------------------------------------------------$ m5 j1 W9 M1 @. R
- def prepare_reset_mouse_pos7 y0 |: `# y# B1 J( j
- return if @set_pos_prepared" M! L, f& @6 I, l4 Y. Z: a
- @mouse_pos_setted = false
5 | {2 ^/ l7 p x - @mouse_old_x = Mouse.mouse_x2 w% [. p9 U3 _
- @mouse_old_y = Mouse.mouse_y+ V( \# C0 C+ p+ }' Y4 I9 h! D
- @set_pos_prepared = true
$ N1 h. i T4 P- t& K - end
7 D0 @- F2 S. V Q9 L - end2 G- r+ p+ h8 V! I1 }
+ Y% }9 n! b6 c- #==============================================================================$ R. d2 T: |2 s3 H |, `. B$ g
- # ■ Spriteset_Map* P% b% @1 s& w- E; w w% _, c3 _' U
- #------------------------------------------------------------------------------
% U: }1 ~: D' | - # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。8 K2 I& i! ]+ J, C! W3 h! u2 L
- #==============================================================================5 D0 r3 Z( C; T& h6 b! D
- class Spriteset_Map
8 x! v2 l/ J' [) X/ N( T - #--------------------------------------------------------------------------" N* _1 G/ R9 P1 o; ]
- # ● 生成路径点精灵2 B6 Q+ N$ F. f- J1 I
- #--------------------------------------------------------------------------! o' g+ C6 Z2 e$ C9 ~0 g6 t! |2 W
- alias sion_mouse_create_characters create_characters! T1 E. U" m0 y6 A! j0 a
- def create_characters
- B- Z, D* R( ?9 f; H - sion_mouse_create_characters
7 c. x9 f5 e0 c - @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))
" H3 g0 }8 a5 L - end
2 u& L1 T$ x+ D* V7 u; e* u - end7 @; E9 j- } }' q( y+ Y+ a l
- , Y- E+ n! a3 M$ m4 w
- #==============================================================================, |/ O+ ?/ W4 k4 F; v
- # ■ Scene_Map
( k Y$ K# G) i% P. R - #------------------------------------------------------------------------------) f* X. j- j1 X$ H$ z F
- # 地图画面
: @* @% L+ V9 ^9 L - #==============================================================================2 j3 O/ v# i# @: f8 u- l+ ?; D
- class Scene_Map Scene_Base
, ~1 R& [; E8 f - #--------------------------------------------------------------------------
) l n; `( q! I- f0 r - # ● 画面更新
) w9 w) A- S+ X( s2 E - #--------------------------------------------------------------------------9 Y; W2 S: O+ L6 r! H9 \5 x# V
- alias sion_mouse_update_scene update_scene- {$ F' l. R1 d4 w% p) ]; _
- def update_scene
7 B5 [( ~+ `2 H$ { - sion_mouse_update_scene$ ?# d9 d) D8 `$ h5 j) D
- update_mouse_action unless scene_changing
( j/ S7 p- Z2 `$ u D. a3 _ - end
$ e$ A! Z8 A! [1 C4 v - #-------------------------------------------------------------------------- J( r _7 B2 ]. s5 F6 d" W
- # ● 场所移动前的处理" `) }- R5 f9 ^ W O5 ^# G
- #--------------------------------------------------------------------------0 \! C/ O* j$ X5 d {: S" I
- alias sion_mouse_pre_transfer pre_transfer- ~4 @7 R/ i) C! l% ?
- def pre_transfer
, M# c, F5 |" X - $game_player.reset_move_path
# |- [' L- z4 d- W4 | - sion_mouse_pre_transfer
: C9 a. u* U$ |/ h. |( s( ` - end2 y+ ~; _2 E- Y' p" ?( \ a
- #--------------------------------------------------------------------------! R0 x4 K/ _5 x* F# D0 q5 P% e: k3 d
- # ● 监听鼠标左键的按下
; p0 g2 x" F4 u* U# |- y) t# S - #--------------------------------------------------------------------------
6 j" L _: S; E- q$ Q8 d( y) O- h - def update_mouse_action
1 J) d, D; e- z* b+ `0 ] - $game_player.left_button_action if Mouse.press(0x01)9 n0 j, F) l4 q( }/ h
- end) p \+ e. {5 |8 V( @9 D; K% c1 G
- end& p+ C* F; h& @
- 6 h! S+ n2 U, w" P1 r
- #==============================================================================
! M( a# L8 i/ @( k( d - # ■ Scene_File
& [$ Z2 ?, J$ s5 |3 h" e5 F - #------------------------------------------------------------------------------3 ?3 A, C& L9 [! ^5 V7 q) K5 q
- # 存档画面和读档画面共同的父类6 M5 w! t- {& m: o
- #==============================================================================
+ B: k! u+ s2 t. ]; W8 m - class Scene_File Scene_MenuBase
4 J# w/ z" a) _* T) n5 q - #--------------------------------------------------------------------------$ z A0 q+ d* b' _. U
- # ● 开始处理
) D+ X& {" f3 C! k - #--------------------------------------------------------------------------9 \, B9 ]" Q) m2 M! k# d
- alias sion_mouse_start start
5 G1 ~6 e7 h: k( L9 t - def start
1 b+ }1 w& B2 ^% V- w& C - sion_mouse_start
6 L. k; m: R* g - @move_state = 0
& J) I) R; U. _& m/ j - set_mouse_pos
8 s! y4 l2 f0 L+ j, B2 W- b - end
$ Q0 `3 v" d% ~( z - #--------------------------------------------------------------------------0 t' S! e! c z1 W( n
- # ● 更新画面
* k+ Z9 T- W" e& w P2 A - #--------------------------------------------------------------------------
/ ?* |/ a: @6 r5 e$ w& o0 ~- w - alias sion_mouse_update update* B: D0 @6 N# C$ H; }
- def update
; [# }; Z1 f# W) r' r - sion_mouse_update' } {' k* v# [
- Input.dir4.zero set_cursor set_mouse_pos! q# f5 D3 M; P* Y
- end
0 `4 v' h' `# O/ B+ M# M& ~ - #--------------------------------------------------------------------------5 }2 c, ~+ D+ h8 q
- # ● 更新光标* D3 m9 A, E3 k5 |- U2 G
- #--------------------------------------------------------------------------: a9 I* [' t4 C$ }& i" e+ C! ?
- def set_cursor2 ?* U; D G" v& A; k
- @move_state += 1
0 F( g8 Q a$ X. m" D. r - last_index = @index
6 \: Z: h8 Q) V# h$ ]6 E - if mouse_which_window == -24 g! f: v( o8 `; `) T
- if (@move_state - 1) % 6 == 0
) m! P9 @ v7 F9 X - @index = (@index + 1) % item_max if @index item_max - 1/ |0 {/ N4 y+ C
- end
& [/ }, ^2 W# o1 \0 `! Q - elsif mouse_which_window == -1: B8 D- x9 F' z! t
- if (@move_state - 1) % 6 == 0
5 [% g: p3 C- Z* z. W - @index = (@index - 1 + item_max) % item_max if @index 0
; R# |" f, M9 Q }6 Z3 p - end
# D% V/ d/ g! q - else
( [) g! R2 H% P4 V1 b z0 I Y - @move_state = 0
" O9 q8 @% Y7 D( ?# ] - @index = top_index + mouse_which_window& Z$ B5 P2 l6 `* N |$ b
- end
( p$ _1 K1 V) k& _3 P$ x% z - ensure_cursor_visible+ t+ v3 G* [% w4 _
- if @index != last_index6 a2 J: r- i( Z) @+ R5 N
- @savefile_windows[last_index].selected = false$ l* F G& `+ @- Q# p. R
- @savefile_windows[@index].selected = true, U3 F' L9 B: X7 U6 G
- end+ |" O7 R3 @, l2 i
- end
, M: V$ X: ?% f3 _( z - #--------------------------------------------------------------------------7 M1 G% I' D$ u$ H
- # ● 判断鼠标位于哪个窗口
4 F1 N: W8 y9 z7 `& L - #--------------------------------------------------------------------------
0 P7 O7 j- ?* `4 _- o8 ?; W& t - def mouse_which_window6 E3 P0 L- G" L8 J( x; ^/ ^/ i
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
1 S% O2 _: Y( j8 I - if mouse_y @help_window.height + 14
' m: S7 |9 s( W* |0 z$ q& H2 W- @ - mouse_row = -1* Y; k0 U5 A9 ~) m' h/ [) e: u2 Z
- elsif mouse_y Graphics.height - 14
. {( V, \. q' ^# a z1 N - mouse_row = -2! `; e1 v/ D7 l( p" K- Y- c$ }
- else
; n+ |/ c$ [3 W% Q, H- D - mouse_row = 4 (mouse_y - @help_window.height)
) A) H/ @7 G, W- n* |( n8 ^- q - (Graphics.height - @help_window.height)! ~; a0 D: E# b
- end
; `. {& S% B9 D6 ` d2 Z - return mouse_row
% l$ ?6 j" R2 E9 ?4 X - end0 e3 u$ J% N% w/ _. f: D
- #--------------------------------------------------------------------------
/ u( u: i* V3 p8 _ - # ● 方向键移动光标时将鼠标移动到对应的光标位置" N: N+ C$ i$ x% {+ Z
- #--------------------------------------------------------------------------
9 K! x+ f# }+ D, n - def set_mouse_pos
" F! [7 E D& I - new_x = 40# I1 a R3 w9 X. N' K
- new_y = @help_window.height + savefile_height (@index - top_index) + 24/ |; m6 } C$ G% O) m0 F; P2 H
- Mouse.set_mouse_pos(new_x, new_y)" o4 l1 Z# h5 E6 w: \
- end; \9 }+ E1 V" g
- end$ A; o9 ^+ w M$ c! ~
7 p3 {0 {% G1 q; k6 V3 G6 A8 f( T- #==============================================================================
& }% N' G5 m" _7 r - # ■ Game_Event" Y5 V; y+ R! X# c: W! N; Q* _
- #------------------------------------------------------------------------------
4 D* C- Q% J5 z) O - # 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。
( \& r, J+ d$ ^% v4 C. v - # 在 Game_Map 类的内部使用。
9 e2 o, y/ |' `. o- F: | - #==============================================================================
/ o5 c: {" o1 I% M; K9 w$ z% _) S - class Game_Event Game_Character- Z y7 c* z: c2 C+ w
- #--------------------------------------------------------------------------
/ e* C4 T" c: d& @) L - # ● 事件启动* y5 N# O7 ?7 m" v! I8 ~" I
- #--------------------------------------------------------------------------, P7 |2 Q, {/ r) Y4 _1 u- \
- alias sion_mouse_start start. \$ v" F9 ]( P$ s% u+ @" g# g: X
- def start
1 ~% ^6 c6 S; n* A# P - return if mouse_start && !Mouse.press(0x01)
: H m$ E! I( a7 ?1 T1 { - sion_mouse_start
* { E n8 T% s% z& N5 W - end
* b; T' E1 D+ i( V6 s6 J3 V - #--------------------------------------------------------------------------8 S7 P7 D' `5 b' {$ {3 ?) h9 ^
- # ● 判断事件是否由鼠标启动+ G7 q. w2 R$ `" ]- ?7 Y
- #--------------------------------------------------------------------------. t1 Q1 c1 Y' J5 H/ U- h) Q2 p
- def mouse_start
, P' O) ?4 y/ j - return false if empty
0 Z$ X3 ^5 O7 ]) h5 X - @list.each do index( y% _ ]9 k6 X( j1 T# F
- return true if (index.code == 108 index.code == 408) &&
: P5 j+ n. C" @) Q) a* u2 N0 @ - index.parameters[0].include('鼠标启动'). L( S9 f4 ]% B3 |$ e, O
- end8 `* ]$ F& G6 G: [2 x( q
- return false
7 u! j& q7 r0 q - end3 E/ r4 R4 W! z- u) n8 K( h
- end. q1 U' H3 x6 y" t) m/ r2 A
- ; d- R# g! i4 w
- ####泥煤的height
, V: T. z1 a- O5 l8 N2 M G - # @height = height
0 h7 M2 ]' f! l; T - . P S3 Y/ @8 X3 j
- class Area_Response8 \/ p, d P* C% c, V6 e8 ~/ d/ T
- attr_accessor type: L, ^0 t" |* r. e' \
- attr_reader ox
% P( j# |( i5 Q4 t6 m( W - attr_reader oy
- ] [: s5 n7 K- M b v - attr_reader width. y9 A L7 f* M, D5 u3 H
- attr_reader height
" E K# x6 ^, [- Q( J7 j - attr_reader switch_id; d/ ?' ]) q0 a/ {% e# _& N5 B
- def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil), L& Y0 D% |$ {' j1 B
- @type = type
/ d) ?. o% w( z5 ?* ~: ?- s - @ox = ox4 t* u( ~( d) z' e# o
- @oy = oy
6 [; P7 B1 l6 z' y" S0 u3 T - @width = width
# i/ k9 e* X" c/ d, @4 i5 a( J f - @height = height
3 j; g2 X1 `" Y - @switch_id = switch_id
5 R2 l7 k7 u( f* Z$ W2 z - end* Q) C3 h3 B, `2 L/ t
- end
% [5 ?% a. b, ]: C! Z
- z- n' G" }+ E/ [- $area_responses = []# p0 K4 Y# U* B% u0 C: @
# V3 M' `5 y( `& z5 O2 L' S+ Q7 f- class Scene_Map0 j* g; D3 U3 M2 a! f4 a# C& D# C
- alias update_mouse_2013421 update_mouse_action5 D( }! [# W) Z
- def update_mouse_action7 z* I: K/ O; @( N8 y' e
- update_area_response
1 s! g7 r; ?5 r& c' M - update_mouse_2013421# B5 h& B$ v" [; \
- end* h0 c2 ^1 q5 n& e
- def update_area_response; z0 d4 C# o+ _. q# z2 ` u
- responses = $area_responses
/ y9 A4 b; T4 o: L: V - responses.each {response
+ l K% ]4 B2 A7 U5 Y9 q' e - ox = response.ox) U/ C3 J% f6 I6 L+ Q
- oy = response.oy
3 K% R% c3 ~" ?# {7 n# Z - width = response.width5 p4 u1 |2 g5 |) o6 k# U
- height = response.height l7 }2 A6 w+ z5 J+ j
- switch_id = response.switch_id
7 Y# `" K% H4 m1 L* f7 R - case response.type1 G8 _+ t1 H; \, N" {3 P, J
- when 0
3 j) C1 R' x8 z$ T9 F - if mouse_in_area(ox, oy, width, height)! R+ k! s! N/ M+ D- Z
- $game_switches[switch_id] = true. t: p7 W7 E3 v" p6 m$ R
- $area_responses.delete(response)
W* V. y- ?4 Q% |. Z - end" W7 s# ^. A' \ n) O
- when 1* j% G5 `, P; b, ]3 b
- if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)5 L7 W& U8 \8 z0 W7 z2 R6 w
- $game_switches[switch_id] = true
1 n9 Z; M0 g$ |" C6 P - $area_responses.delete(response)
: T1 m* A, q4 P+ e6 W - end
5 I- E6 J' V) W$ E - when 2
' r! f9 g1 F% l- ^1 o - if mouse_in_area(ox, oy, width, height)
8 A1 Y% R" r7 {- o/ v( D - $game_switches[switch_id] = true9 r( m8 @9 N, [6 K, e
- else
2 D8 {0 ]2 a2 @ - $game_switches[switch_id] = false
3 u j' X8 t! {$ X1 f$ {1 U - end
& f2 D/ i$ C& `- Q - when 3' x9 D: W3 G. }' w2 s
- if mouse_in_area((ox - $game_map.display_x) 32 ,; f* y! T( N1 s
- (oy - $game_map.display_y) 32, width, height)" ?% \5 Q6 y, W/ U; l" X+ k
- $game_map.events_xy(ox, oy).each {event5 Y" N3 ~3 I( P) {) i
- event.start
+ k+ v& z0 ~, x7 e" C5 K - $area_responses.delete(response)
5 a( i' _; X( J+ h r; @/ h. ? - return
6 d) K: G, F6 O- V4 ? - }
6 R+ b. J/ M4 f - end/ C* W* L" P$ a7 p! T9 M
- when 4
9 g0 B! N4 f) `' m! Z/ m - if mouse_in_area((ox - $game_map.display_x) 32,
# N1 y- D0 @' N: `9 C3 P: l1 F - (oy - $game_map.display_y) 32, width, height)8 C9 {0 F( v+ m" |* | T4 g
- $game_map.events_xy(ox, oy).each {event8 B( X- P% J( k( k3 ^- x% W
- event.start
3 F0 p% g" V7 P - return
* n1 e. A5 P2 u - } 3 n; G, m9 [$ \) F
- end* h, r/ k8 l8 X7 r8 [2 w! u
- end4 X# ]0 k+ u" k6 ] }1 ?/ c
- }3 ^8 j7 Q6 I6 j1 L& l4 J' Z" w2 g/ q
- end
$ }, y% ]; Q: W, S, T; f - def mouse_in_area(ox, oy, width, height)5 ~! J% L& T8 H8 ?2 G9 y V$ v: k* H
- Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&
9 Z+ T. E, ]6 C; t0 } - Mouse.mouse_y = oy && Mouse.mouse_y = oy + height
. f. S) r! m. m. ? - end& ^% g. C. T8 R; q# v
- end
5 O5 l+ _: ?0 x - class Game_Interpreter* E$ z: O+ `. r* a" Y0 }6 a* o$ a
- def area_response(arg)
& {( h$ Q! X6 a# s& I/ _& e9 ] - $area_responses.push(Area_Response.new(arg))
& J$ [4 V( C; r% n. q - end+ D+ b6 q9 R" }2 N
- end
4 e8 H" l5 K1 F1 n( k% a) B
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