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純屬給LBQ腳本:- =begin #=======================================================================
. W8 P5 R4 }/ X- Z
( z% P7 [6 f+ V9 ]: I( K! ]- Sion Mouse System v1.3e! `0 m: ~. f, Y
- g; R) y9 q1 Y
- Changlog
! S4 P y5 i0 X: ~( {: Z -
. w6 w( l4 p" g- K - 2013.4.21 v1.3f
5 z. F4 `5 u/ A7 D/ P& p -
/ V( c+ i a% O" X8 S; E - 1.3f 卷动地图 bug 修正 I4 D7 C/ u/ z5 W6 J" u1 }3 l* e
- - A$ }8 L- k* U4 @* N
- 1.3e 逻辑优化;提供解除鼠标固定的接口
5 F% d4 T j1 m; v - 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内
3 h0 |# {# @5 Q S% A - Mouse.unlock_mouse_in_screen 解除锁定9 o. f" _. X' U# h1 f5 V
- $ @5 v2 C8 x& _% w: {7 F
- 1.3f bug修正: Z- S2 n$ r+ S( W8 x2 V
- 6 A3 c% @% ?, g+ w& X- ~( p1 [
- 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! V* z, V; ~+ C! l0 a+ |
- 关闭菜单时,鼠标是否移动到原来的位置。
; X( |! ~" r4 {9 \& T8 G - % G$ a& O/ L' `+ @
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处- r9 J. V: X) ?; k
- ) k, j8 b9 H6 Q
- 1.3b 修正一些罕见的bug;
& u. l0 B( `6 K7 {( a - ) v$ e* N( |+ w( [! d' R" I0 m7 r4 ]
- 1.3a 代码小修改;
, a1 X2 q* T1 `& p - 加入了鼠标点击启动事件的功能,, v# R1 P; ]$ m" I6 m
- 在事件中加入“注释”: 鼠标启动 ,
$ W) Z: E1 a4 M d$ }: R - 该事件将无法用其它方式启动,只能用鼠标左键点击启动。 Q+ U6 U1 Z { |$ G
-
: W L0 p/ D- x# E% l) r1 I; y+ z - 2013.2.12 v1.2& I: k* }: t% M3 O4 J
, w5 U( F. X) i- 寻路逻辑优化;
( p( i6 v0 M2 c7 ^8 x# Q' d - 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;
# w4 j0 F) B( U) K: } - 现在支持用鼠标来操作载具了。
1 n# Y! D T. j& ? - - i, e2 e" g* E& z0 x- A, R( v
- 2013.2.8 v1.1
& b b! ] @+ p2 \# Q0 X - ( M, L. t5 M% u( C
- 优化了事件判断,现在可以方便地启动柜台后面的事件;6 D; S; K% h! h1 t" |4 b
- 修复了某些菜单(例如更换装备的菜单)掉帧的问题;
9 l0 T* l; o" ~, y* V3 S - 移动时,路径指示点的绘制更加稳定;9 c- ^. e# u2 u/ v0 v9 o
- 现在支持默认存档画面的鼠标操作了。
' d0 T/ K* T1 a9 V' g( E7 j4 i
3 [7 `) w4 Q' w* U3 O" ^/ r2 L. p0 [
2 e+ c4 A2 z3 p/ P9 s- OrigenVersion
; P1 y7 \* V0 h8 h" ^ ]& I -
5 b- H' T( @7 l5 {& c: V - 2013.2.7 v1.0
! u6 V+ Q W; Z$ K5 V+ F
9 b4 E+ W) K' n: n- 主要功能+ A: Z/ k5 d1 `1 C7 G
( L# \( U1 y F$ F: ~9 v& }/ O- 使用鼠标进行各种操作...
& O: G, k: X$ \ g - 将鼠标锁定在游戏窗口内1 q& u, w: F2 K/ w
- 自动寻路,按住 D 键可以扩大寻路的范围
9 L1 |6 [# [3 D3 j2 ~ l2 m& u8 i5 a4 ` - 双击鼠标进行冲刺/ _, g" w% F% u6 p. i
- 更改地图卷动方式以适应鼠标移动
1 Y- u4 j; O7 b1 Q, u6 { - 变量输入框改良
8 e6 v& x' ~5 [* H, k* {. ^, F1 } - # i, ~) Z+ _% r2 Z7 |: X# D ^
- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹
2 n# _5 q$ L" Q* P# B
' u, `8 h1 j$ \- M8 H- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹
A! k" p0 h* X; O' Z
8 _; K9 U/ a# C: x' X) w: _- ★ 如果未放入会弹出提示,并使用RM自带图片代替缺失文件;该提示可以在下面关闭
/ d x, E- E& \4 ~
# `( U* e( j4 G9 ?, h/ l- : X% J1 i& ?& d& X3 v. b# `+ q
- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★
) v' R; ~5 R2 {3 h$ Y" i - 7 L# M& S4 {/ q6 ` H; y; q
- 9 B0 _3 m! z8 u9 w" C
- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示# c' K4 @" n/ y$ e- @* f8 H
7 a" r; Z2 V1 W1 p. y; @1 J- #==============================================================================
$ a! @& ]' c: e6 P - # ■ 常数设置 ; X+ J. o% l) M( O* o4 x
- #==============================================================================
2 w( S1 I9 W* I8 J- \ - module KsOfSion1 x2 z* |' [3 }4 C+ \( J9 u' D
- Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false3 A+ N K4 E) I" g( B0 w
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑" l, H0 f- J/ C6 h7 D& z8 W. r
- New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false: F. U! P; ~+ d' U* I4 C
- 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
2 A6 k9 D+ H. b5 i) V - Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处
4 J+ c4 o- g) I4 o - Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧6 Z& b9 |/ F+ Z9 D: F0 @
- # “30” 是默认显示格子数 长(17) + 宽(13)
+ y+ f5 R. h" a Q. L( k. P! ]: } - Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键- d! h% s. @0 U
- # RM几个内置的空键位 (X = A)(Y = S)(Z = D)# }2 Z; y) S+ X2 z
- end7 z+ \* w% @' _; g" G+ I" g
- 3 t* I1 J2 N& {* h
- #==============================================================================
( L# D- l# x4 _1 g# |9 M* a - # ■ 用来显示路径点的类
, |& X$ w# W5 U$ ~ - #==============================================================================
6 \9 _0 I8 N- t& s* J9 r - class Move_Sign Game_Character
6 Z; G* l" x/ A) V6 O8 P( q - #--------------------------------------------------------------------------
2 ]& O8 E8 j D- E5 ] - # ● 设置目标点指示图的各种参数,请注意要使用的图片是行走图- _8 Z! V7 j, t2 K. h" @
- #--------------------------------------------------------------------------6 R) {5 h+ W* L4 K) y
- def init_public_members
9 e2 {; _0 U( b$ a - @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹# h, w+ {' t4 ]
- @character_index = 0 # ★ 图片索引。$开头的行走图设为0# O" H2 S# \8 U5 ]! M
- @move_speed = 5 # ★ 踏步速度9 I$ d5 y& @& [3 ?" {
- @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个); H# U, ] N, Y: w3 m, r+ ?7 c# R
- [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度/ {- B) L3 v5 f
- @blend_type = 0 # ★ 图片合成方式,默认为0(正常)- Y& [5 w7 C/ i' P. T' P) Z7 G9 d
- @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列% W: o' m# @+ @. ]
- @priority_type = 1 # ★ 优先级(默认与人物同级:1)# _; s5 j9 }0 [! w3 p. K: S
3 H1 Q: o z: P* a! v* |
7 i% I- o% f3 g; g0 g" c- ?; r- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★" s* O6 q; z& U) z
- - ^: M+ K) S. k& {% n
- 7 r0 U, H: J0 ^6 o# q, @
- # 如果 $Arrow.png 不在对应的文件夹内,弹出提示,并使用游戏一张内置的行走图% T, v$ v! P3 C B& [
- unless File.exist('GraphicsCharacters' + @character_name + '.png')
6 }- ]3 [+ V2 B; i
0 y8 ?# d- C, ]- F- if $no_arrowpic_warn; u) t. N1 ~1 F: s% h) |8 f
- MouseShow_Cursor.call(1)
0 Y! o+ C' C1 p( F - msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png
5 D0 S q& w# k8 c - 7 B) c, m0 S: F4 V ]+ @2 E, c
- “路径指示点”将使用游戏自带图片8 q% n3 x( M" r9 Z, |
; c. n) `) A8 V& m3 w) u: b+ y- 该提示可以在脚本内关闭')# N% E1 p3 o0 l& s5 F7 q! N9 M
- MouseShow_Cursor.call(0)
, o/ _# p N0 r% t, S - $no_arrowpic_warn = false% |3 Z" B3 z/ h" a+ j, v/ b
- end$ B) y8 k* z" P! S
- @character_name = '!Flame'4 A8 O# u3 s2 Y% p+ B O& V
- @character_index = 6
a: D; M" j" t9 h6 K) { - ) Q8 B) x. u' O9 Y1 Z t
- end9 }/ \" K7 Z# c4 J6 V2 ?
- @direction_fix = false # 固定朝向
+ S) ?( o# M p9 r; D! A9 N - @move_frequency = 6 # 移动频率2 m5 V9 b. F* ~5 L1 @0 \
- @walk_anime = true # 步行动画 e* ?# ~: Y) F
- @pattern = 1 # 图案- T1 D6 g; W% R
- @through = true # 穿透2 s. L" L+ o& G5 J y# q, n
- @bush_depth = 0 # 草木深度$ J2 p. G% o/ u6 T e
- @animation_id = 0 # 动画 ID
" d- S) \; `% ?' H$ T+ v% s g6 _ - @balloon_id = 0 # 心情 ID F" a8 u4 \- [" C3 f
- @transparent = true # 透明; C, [$ s9 |: d9 b, v
- @id = 0
1 W) [( M; D* g! ]! K - @x = 0
# n* z' w/ x& T3 c5 q - @y = 0) t1 D; g: a9 m8 @- z2 y: o: e
- @real_x = 0; P, Z) ^5 M; N+ t: {6 ]: {
- @real_y = 0/ b" d% p. j% U1 k3 @" D
- @tile_id = 06 i# J3 u4 t/ @1 d" f: U$ s5 V* ^ m
- end+ D% X6 B$ b2 u+ Y
- #--------------------------------------------------------------------------' e& Y# ?# V8 x+ W4 x0 i; b
- # ● 定义实例变量. a0 n5 W+ T2 G& O" ]
- #--------------------------------------------------------------------------
3 o) m$ `: k5 l ^7 K - attr_accessor direction
% B$ W2 L8 @5 i }8 K# G - end
8 Y' M# Q$ \; F; P+ K- ?9 r' h9 e - * M- n. D9 b4 n2 ]
- #==============================================================================" t& X) b |. Q( x, U+ n# l3 ]
- # ■ Module Mouse h7 A" u( u6 S& m7 o* E5 r0 C
- #==============================================================================
$ ^& W L8 Y+ m2 f. c r - module Mouse/ @9 N% q& K6 T3 U. F) i: ~
- #--------------------------------------------------------------------------
% @9 A1 S) a2 W( h) {* v - # ● API) K! b' D5 }2 ?, v) O% ?; R
- #--------------------------------------------------------------------------
8 l5 g- L) _- J1 J% W% | - Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
7 @: O `6 m; l% \2 I - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i'), t- V. b# P: C* a
- Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')
5 j6 o0 d1 M, q, b - Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')
3 N0 ]0 ^( h: L9 p' e - Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')2 R( h* L( a3 b1 X# r& z
- Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')
% C- W, v* ^, t# L# X9 G - Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')4 K1 t4 J/ S5 Z \" Q: u
- Window_Hwnd = Get_Active_Window.call/ j. L5 H* A4 L" C* Q' A8 g; }9 s
- ) p( i: {; J [, | @& E9 Q$ X
- class self
3 M/ h/ L8 K6 ^ - #--------------------------------------------------------------------------4 _+ w) N8 E$ g% d. Y
- # ● 初始化- F- _6 J' G+ `7 ^! n; e6 }. p, Z
- #--------------------------------------------------------------------------
( U% v# [& @* |. H% T - def init5 s; {9 P' M' S) j. ?: O* t {
- lock_mouse_in_screen if KsOfSionClip_Cursor
1 f# X7 E% k" }" v I' }( h. V$ ` - @left_state = 0
$ \! J. Z& K, U0 |. o& G - @right_state = 05 M4 z% Q- h% Q e, J
- @ck_count = 0 # 帧数计,单击以后从0开始$ @% I1 O* I# y- A4 U
- @dk_count = 0 # 用于双击的判定2 p0 j! N2 Q$ B- m- _& ~: y
- @clicked = false
/ } O! v" q" k - creat_mouse_sprite
# V# n- }/ i2 H7 r# H' r - update
2 Y0 J# { g+ u- Z& i, l5 H/ N - end
# J9 N, U' u7 r% d - #--------------------------------------------------------------------------
% `7 c, ^) z2 b w, k - # ● 鼠标指针精灵
; C& ^0 f: m# t# e L7 q. z* V - #--------------------------------------------------------------------------
' e- Y( {! E3 g) X - #~ def creat_mouse_sprite' g8 F* w* |9 [8 n' v/ t
- #~
% v1 D6 m' W5 L' a( {1 `1 [ - #~ @mouse_sprite = Sprite.new
* Q+ X4 d/ Z. v: l& q - #~ panda = 2#rand(2)+17 \9 C3 ], }7 M
- $ c Q5 v( y$ c/ h% z
- #~ if panda = 1
" E9 ~8 \, v5 I - #~ if File.exist('GraphicsSystemCursor2.png'); v. I3 K$ h7 H/ v8 H
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')/ n, j5 C, Z0 X- k6 Q
- #~ end#with if File.exist5 o7 P k; X3 O' y6 [
- #~
; B$ p* `" Y, m# M/ C) y - #~ else if panda = 2 #with if panda=1( T4 M# f% Y% q4 G
- #~
! J* E* S& y I6 s( Q$ F - #~ if File.exist('GraphicsSystemCursor2.png') l: ~6 B7 V2 k
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')( m; M# z' T: Y- t1 j: }/ f! C8 o
- #~ end#with if File.exist
8 F g4 g9 a) Z5 G0 {# y: h# Y6 r - #~
4 f6 p. B" i3 L0 U: { - #~ else #with if panda=1- F1 n8 o2 k9 _0 E- H
- #~ @mouse_sprite.bitmap = Bitmap.new(24, 24): A1 t$ b& |# d7 G
- #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),
& }9 }/ f: |% b3 n) @# M - #~ Rect.new(5 24, 24 24, 24, 24))
O9 ~& k9 {) B9 A* k0 q' i% f - #~ end#with if panda=1
* z0 B5 S6 |0 @ - #~ 0 w" \/ L: C9 d6 r9 [2 K- q* U
- #~ #with def5 S/ b5 K& S; \6 U3 U! j) q* N
- #~ end
; V* T; g6 b' p - def creat_mouse_sprite
- |$ z; [2 S% P. s6 {4 c9 V/ ` - @mouse_sprite = Sprite.new
7 ^+ w# h+ _! A3 Z( ~+ W, Y - @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})9 \+ L- ]* @; X. B- w# P
- @mouse_sprite.z = 9999
3 x4 ~3 I7 R5 }( p - Show_Cursor.call(0)
: ^9 r3 h# H2 N! A" r$ k - end, |8 ~+ \+ }4 x) H" p
- 0 u+ m& `/ j, I1 G6 e: e
- #--------------------------------------------------------------------------- u+ _: Y3 m! U% B5 O6 d6 O
- # ● 更新
# t; O' J* ~4 Y2 c3 }/ \& I - #--------------------------------------------------------------------------- \: p) z- P+ h: ]" z% t' d# t
- def update- }4 z6 j! C8 Y! J; x
- @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos; O7 F6 X9 z6 ]+ q$ m' ?* S
- left_state = Get_Key_State.call(0x01)
: ?: Z& a* n. |& b# j - left_state[7] == 1 @left_state +=1 @left_state = 0
1 L+ \7 n9 y! K2 x. E( X1 ?' o" I5 C - right_state = Get_Key_State.call(0x02)
! ^. }' C) [ } - right_state[7] == 1 @right_state +=1 @right_state = 04 f! E, ?1 Q" K7 d# M* E; [
- update_double_click
" V7 k5 P$ D5 z. C - @left_state == 1 @ck_count = 0 @ck_count += 1
! @" z' S5 Q+ W- B9 q0 U! d* b - end
% K, t6 }2 N6 o2 {) ?( w! h K( q - #--------------------------------------------------------------------------
6 |2 E0 \5 b( X( ]* [! S - # ● 获取鼠标坐标
# ~; @: ~; o! y3 y - #--------------------------------------------------------------------------
* M+ e: i+ d" E& X, K - def get_mouse_pos
# l) J& t! a- p+ Y+ k2 S7 @ - arg = [0, 0].pack('ll')0 J. \* N4 m1 B3 g8 Z! B" i& ?
- Get_Cursor_Pos.call(arg)
/ ?& @9 t) y+ Y# D* T. N - Screen_To_Client.call(Window_Hwnd, arg)( ]# A! v: t5 G" O1 D! a
- x, y = arg.unpack('ll')' s# O/ p/ z4 Q0 s6 k
- return x, y
5 R# H, q+ R/ n+ J$ V( A - end: J& }- U! G0 Z# g: x d% b# u
- #--------------------------------------------------------------------------
2 f1 U# u# I9 ~# o6 |& W9 X' _ - # ● 将鼠标固定在屏幕内
& L- Q0 A: t5 a8 y - #--------------------------------------------------------------------------) k0 O2 X$ k! N) t2 t( E. _) y" q
- def lock_mouse_in_screen0 z* F, x' e: @- i. d; V5 g- S: b
- arg = [0, 0].pack('ll')& d I' ]7 g, w- M( f* j
- Screen_To_Client.call(Window_Hwnd, arg)& s# B9 M }, O
- x, y = arg.unpack('ll')
' ^: V% _4 o' `8 I) m - Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
3 Q+ W- r( c2 L - end! Z; u2 e5 w. @# X& S0 g/ s6 }
- #--------------------------------------------------------------------------
. K+ J' B/ ]- \1 j! E) ~/ E - # ● 解除鼠标固定3 O6 a6 N( _6 v/ j: P. b u* x
- #--------------------------------------------------------------------------. ^' R1 S/ s. R" c V$ ^
- def unlock_mouse_in_screen; k) a& c3 _: n; M
- Clip_Cursor.call(0)
, U3 O4 o3 F. ]; ? - end4 Y$ J+ ~# M( T- v1 {) |1 w
- #--------------------------------------------------------------------------( U2 H( Z) T) f* Z/ [$ V, B% N
- # ● 鼠标双击判定9 E% T& Y) n6 c( @
- #--------------------------------------------------------------------------, E" X7 m' p+ [" G
- def update_double_click
- w0 Z+ \* }) o5 s - @clicked = true if @left_state == 1
$ k! f& {5 ^1 q& X! O2 h K6 v8 L - if @dk_count 0 && @left_state == 1
/ p" x2 Z: j. q+ N/ J - @dk_count = 0; @clicked = false
3 U; ~" |0 o1 C- n. Y- L* E! x7 y - return @double_click = true
S$ X4 t7 Y0 h2 O - elsif @clicked
6 _. k- r* {. A - if @dk_count KsOfSionDbclick_Frame
8 J$ t; {; w( O" J - @dk_count += 1
, f4 g. l0 N$ B! J) Z - else
0 ~: |. I0 C4 U5 X9 @1 _8 | - @dk_count = 0; @clicked = false& H9 ?7 y: b6 o7 \) h7 F
- end, |2 p2 m" ]- Z; P$ K8 e
- end" X/ G- X% W" n3 q6 i
- @double_click = false
. @+ Q4 C4 F& `$ @+ N - end: U- q& c; x4 m* }4 t! S: n
- #--------------------------------------------------------------------------
. l+ k& `" T& n5 Z - # ● 按键被按下就返回true2 Q, @8 y! c% ]5 X, C2 O
- #--------------------------------------------------------------------------9 m: A- ]# c( Y5 P
- def press(button)! s. g* j; C( t# c/ ?5 z
- case button
1 v+ X* d! d3 n d) l - when 0x01; return !@left_state.zero
- [% \, f, X8 f: k, X - when 0x02; return !@right_state.zero
. M$ F0 R1 k1 ?& l/ j: O) h$ y - end2 K" L( M, F" {# V, W$ F+ \
- return false( v" o0 ?; `! b
- end; @ A/ Q+ Y6 ~7 k+ m: ~& [
- #--------------------------------------------------------------------------- p0 K6 @7 B; D$ C5 L; [9 c5 d% y7 R
- # ● 按键刚被按下则返回true5 G* `+ q8 C: I& w7 K7 @( i
- #--------------------------------------------------------------------------: g1 R4 j# |" Q' E
- def trigger(button)
: H& R% O# }, a. \' k1 Z% u$ _" ?: q - case button
& _; G# M4 Q ^, q, T2 [ - when 0x01; return @left_state == 1
8 ]- q9 t; U# q3 i: U - when 0x02; return @right_state == 1
' H2 L6 N$ Q7 g) D2 P; @ - end
8 a) u0 {4 {1 }2 a; i' k - return false
9 U. F# V) W0 e m9 u! ^( `0 ^ - end% V# h% L3 a0 [3 G" ]6 t0 N9 _
- #--------------------------------------------------------------------------
[3 S( _+ L3 Z4 A. a3 q - # ● 持续按住键一段时间的话,每隔5帧返回一次true
4 D1 b3 t, n1 c) y0 b( E- \. C - #--------------------------------------------------------------------------5 t3 k0 u. @( b/ ^4 m
- def repeat(button)" z# b* |2 l- z3 D
- case button
3 r0 G$ t2 b5 Y7 r2 _, ` - when 0x01; return @left_state == 1
! @6 K5 H w% q8 K - (@left_state 22 && (@left_state % 6).zero)2 n8 @- G4 O7 U/ P @/ z
- when 0x02; return @right_state == 1 5 s0 P* u0 t% F' @9 G& B6 i. p: d
- (@right_state 22 && (@right_state % 6).zero)3 ]( J. j/ H v
- end
3 f7 t- `$ X, p5 }1 l E$ F - return false9 k, x. I$ l7 ?
- end
) D" R7 q" y; Q* ^; n b - #--------------------------------------------------------------------------) J" h+ v- e( ]
- # ● 判断是否双击鼠标. P7 {2 K6 Q& b, \. N
- #--------------------------------------------------------------------------7 p }6 I- R% ?" K2 d& U* A) T# F
- def double_click1 f! h O0 ?: P6 z+ f
- @double_click
3 m/ E4 ^) Q9 b, f$ c5 U+ r& } - end
) ^% x2 u* N D" `4 u - #--------------------------------------------------------------------------' s7 C1 {; c/ s' V
- # ● 获取@ck_count(每一帧+=1,单击后重置为0)
$ a( B" j: D- v5 e* e - #--------------------------------------------------------------------------+ Y' h, |6 _- }/ {
- def click_count
# @) h# |: ~* P1 m - @ck_count' C% _, W E. S3 R
- end. F$ R: n6 `# P. l- D4 R
- #--------------------------------------------------------------------------) u4 b- A4 N$ @3 e% F
- # ● 获取@left_state(按住左键每一帧+=1)
5 \2 N# u" i' y- R2 d - #--------------------------------------------------------------------------$ s. c) n; F' r' c, a( s
- def left_state
* \- m i; Z& {$ T - @left_state }- s" Q; O9 ?# _7 n
- end8 k* u% c* h) x, x* Z2 @
- #--------------------------------------------------------------------------8 E- A' {* [% d$ G8 J
- # ● 获取鼠标的x坐标
- r# e; Z1 S( V$ W. x( w! D - #--------------------------------------------------------------------------
7 o+ y% }6 H8 F& J3 I: E/ v - def mouse_x$ S0 t+ O+ M/ Q+ R' y v! K
- @mouse_sprite.x
- Z& z+ j! P7 Y# N: h8 h+ m2 D - end
6 H+ d+ b' e7 D - #--------------------------------------------------------------------------
+ K4 D( B7 }. g* ^2 @, ? d/ g - # ● 获取鼠标的y坐标
4 L9 I; }8 X5 S: P - #--------------------------------------------------------------------------& E+ l% g% @ [$ ?* ?% B. k, B* ]4 G
- def mouse_y, e# ?. H, [3 c4 Z1 a2 z: Q8 b
- @mouse_sprite.y
3 B/ R3 Q1 g. Y! R# z; ~* z) ~' t - end0 @4 @& G) O/ {: v6 R, F1 J
- #--------------------------------------------------------------------------$ n `- c# R0 u) b4 o5 d' O
- # ● 设置鼠标坐标! @, M$ C' [: I
- #--------------------------------------------------------------------------& _2 g- P l5 R9 h# }7 L" h- _2 \
- def set_mouse_pos(new_x, new_y)
8 r l% g! a! `* Z - arg = [0, 0].pack('ll')
; H4 g$ N. `0 C% X4 K& A6 v* G - Screen_To_Client.call(Window_Hwnd, arg)1 e& [0 a# d, { H9 ^4 l+ h2 @3 Y
- x, y = arg.unpack('ll')/ }. y6 ^5 @0 j: A* E
- Set_Cursor_Pos.call(new_x - x, new_y - y)
! B3 | z" S. o `( v/ q( R$ r - end( ^% {- l( P0 D8 ^1 s4 B, Y
- end #end of class self . _6 J2 ?, H3 Z4 ]$ N% j# F
- 0 @$ D* y* u7 j& D& B% E: d4 Q# d
- end
! e% c. u1 X: g- v2 B8 z. K' j1 ]( W
7 L- ?) `3 f! B, l- #==============================================================================7 k4 V1 e2 I2 Z) u+ z
- # ■ SceneManager
- s, s4 k- d8 A; t9 S, y6 A- p - #==============================================================================
8 n. |& K- J. g! M5 l - class SceneManager
3 N$ x- C4 l2 k" M" n( M2 P - #--------------------------------------------------------------------------
: N! n+ e2 p0 a) @ - # ● alias( n3 a; x& R, x V, `% I/ ^
- #--------------------------------------------------------------------------
# E+ i H. ^$ r7 H. C2 ?# e - unless self.method_defined(sion_mouse_run)
- s# @7 y( d) [. | - alias_method sion_mouse_run, run7 E1 Q8 V" k+ h$ }& i
- alias_method sion_mouse_call, call2 @6 ~! @" l6 e$ D ]
- alias_method sion_mouse_return, return
+ g( n+ T5 f- w, A& r/ r+ h - end5 X* J. c% I: }. W
- #--------------------------------------------------------------------------/ `# N3 H s0 J3 L1 N- X
- # ● 运行! m' R; k7 ~: W8 K: l9 C* C
- #-------------------------------------------------------------------------- _/ ~3 Z3 b; z( Q% z U) S$ I
- def run7 f( z- X1 R4 ?( j$ A) D2 { N
- Mouse.init) k& y4 L" j6 E- S8 B7 S3 M
- sion_mouse_run
- v. w0 l1 }+ P! Z; H: e$ n- k - end
6 P6 c8 h8 p$ u3 n U! Q - #--------------------------------------------------------------------------8 D! ^! d( d0 h- C
- # ● 切换
! E! O' l3 v+ L0 Y$ ^+ a - #--------------------------------------------------------------------------
" Y X5 E: `! x4 r' c& C - def call(scene_class)
/ m/ n3 f" \2 s( i% c - $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)& y9 w# A! D; y* h8 r9 e
- sion_mouse_call(scene_class)
; P' v% T6 ]( r) z* }" ` - end$ R5 l1 C6 ]8 ]0 q' O
- #--------------------------------------------------------------------------- E( r4 h, F) s! M* K, O0 s8 W
- # ● 返回到上一个场景
, N. W1 U; V, s - #--------------------------------------------------------------------------% [; ^3 N$ {7 Q. N* N* z
- def return' J) d9 K. w/ h0 {) p/ f8 _
- sion_mouse_return
' Q4 s& D! d3 S" ~2 U, }3 R - $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&/ v% y1 F. B( y% d9 V8 _& k
- @scene.instance_of(Scene_Map)
" p- l2 M/ J5 V1 ] - end- L" g4 C) _) H g0 `- V0 {
- end
* E+ m% }. l$ d
8 a r0 A* w; {6 C" U- #==============================================================================" d. E8 }7 h- F8 ~1 `# S
- # ■ Module Input
& Q" g! E' _% i* [! I, m - #==============================================================================$ w: Z: }! w0 U# q
- class Input' b1 G8 U }$ A f
- #--------------------------------------------------------------------------4 \+ @, a3 R- n! C, L' S9 |+ E+ y
- # ● alias
/ q# Y7 x+ H% M- t5 ~* E/ k( f' H( W - #--------------------------------------------------------------------------+ D- h( D/ X' M0 q9 l' K9 w+ s
- unless self.method_defined(sion_mouse_update)
8 a$ J/ K/ }( f6 Z - alias_method sion_mouse_update, update
# c, |* ^9 h3 Z6 w: n - alias_method sion_mouse_press, press
6 U6 f: d9 V: H+ u% u - alias_method sion_mouse_trigger, trigger' a6 |" @# A$ a8 ~, u
- alias_method sion_mouse_repeat, repeat
, a F* A, q% p. D W4 a - end
& M- x8 c0 C! j7 L4 d - #--------------------------------------------------------------------------
/ P) w2 ~, i ~* k8 z - # ● 更新鼠标
( q5 X( w3 w6 _* W Y: n: i! `( q - #--------------------------------------------------------------------------
% D9 l% x. Q/ K5 p - def update) k5 ]$ i- h+ N. {4 ]% |4 H
- Mouse.update
o, ^! x8 ]9 F# D$ z9 Z4 Z% z - sion_mouse_update& b) f w* l6 H1 L) [! o) f. P
- end, k7 S' W- d* e4 J* c
- #--------------------------------------------------------------------------
* E$ w5 K; x. h' T - # ● 按键被按下就返回true
+ w: ?/ J4 T$ k; ~# ~* Q - #--------------------------------------------------------------------------
) w% A2 r. a$ S' s* }0 o - def press(key)
7 @2 M- C3 l/ D2 I$ t; Y5 C; H - return true if sion_mouse_press(key). O$ t! |# U' U6 \
- return Mouse.press(0x01) if key == C
* u! ~8 `% p5 ^- U" ~5 v! K7 P - return Mouse.press(0x02) if key == B
4 _3 \9 S6 g5 N! [ - return false
+ o9 _* K8 o+ `+ q p! n0 F - end
5 s/ \; ]; c) S5 a) D ~; L( q0 x - #--------------------------------------------------------------------------
$ ?7 i% c1 d# |8 N }- P - # ● 按键刚被按下则返回true& L% H, g1 ~) F) [2 J) y6 Z
- #--------------------------------------------------------------------------
. M0 W; u# ]2 t2 f - def trigger(key)
% S2 q1 M0 l, F8 H s - return true if sion_mouse_trigger(key)
; p7 s1 K- r3 n* U3 u - return Mouse.trigger(0x01) if key == C
$ P- F0 I+ e$ _: S3 B& P+ M4 O - return Mouse.trigger(0x02) if key == B
0 h3 `9 Z5 l; `2 U+ d - return false
7 X4 c' u0 x6 x$ {! ^ - end1 b) b0 G0 z( ?& M* L2 M9 F, P% A+ V
- #--------------------------------------------------------------------------" O% S1 Y! _1 U1 G: L8 f, H2 \% S( ~0 N7 K
- # ● 持续按住键一段时间的话,每隔5帧返回一次true
( s; \% @0 B* g- i" t- {7 t: c - #--------------------------------------------------------------------------0 S/ x; r8 O% S) V4 p3 @
- def repeat(key)' I u( u# I/ K
- return true if sion_mouse_repeat(key)& U$ l( k- Y/ \. W5 a2 ]2 F
- return Mouse.repeat(0x01) if key == C, r4 t* y/ U- ^0 T
- return Mouse.repeat(0x02) if key == B
6 K: C4 ?2 z) }# C - return false; S/ p* `. B B I' E
- end
9 [% n) Y. w U [7 n7 f4 G8 J - end
& R9 r2 T' }1 }0 ] - 9 X C4 O, y2 M1 J( P6 G
/ l$ O4 e% M+ p- [; k* u' a- #==============================================================================0 Y" {2 n G! \- W7 L& c' W4 Y
- # ■ Window_Selectable/ C, q. p! o+ ?3 _ T
- #------------------------------------------------------------------------------8 C9 k5 @4 T* U- s2 B& G# Q# H& Q
- # 拥有光标移动、滚动功能的窗口3 t2 s9 T; Y+ K2 ]
- #==============================================================================
6 n3 a+ O# `# v* I - class Window_Selectable
3 k/ ~. w: X. c - #--------------------------------------------------------------------------: _/ n; E) j" J1 W% d8 z
- # ● 初始化
3 y" w4 H! y* K8 X: i" E: X4 ^1 ]" C - #--------------------------------------------------------------------------
3 M' b) h9 J5 V* c; B - alias sion_mouse_initialize initialize a& `. ~1 _4 E$ w/ n
- def initialize(x, y, width, height)
% t' b A) z9 d( M8 `9 X - sion_mouse_initialize(x, y, width, height)
9 Z) H7 v, i# Q" o% @4 L5 F - @move_state = 0
: l! G+ z% h5 ~# i6 @/ R, I% b - end
E0 j7 |' `! ]+ W, w6 e - #--------------------------------------------------------------------------
) R% }1 a2 p H - # ● 更新
) w2 _- q( M. @' @ - #--------------------------------------------------------------------------5 Q0 ?* i# G: |1 s
- alias sion_mouse_update update
+ p. m5 L' m, r3 p- I* F - def update$ k5 ?+ G# ]& x6 G6 q5 C; c6 L6 F
- sion_mouse_update' N, V/ @3 ^( P- ?( f5 c% J
- update_mouse_cursor
7 d( Y/ l0 l/ s" e - end
( L' n' e, }+ ^6 R* U - #--------------------------------------------------------------------------% d" u- t. Q5 \* W: h' M; J; a
- # ● 启动后设置鼠标到index位置4 D6 [3 W; o# w! I6 o
- #--------------------------------------------------------------------------
# i% M: i8 I2 g3 n" K - def activate
2 R: ^ ]9 L- ?) d5 E! ~ - @need_set_pos = true if KsOfSionMenu_Set_Pos
6 y2 i* V2 s) |* H4 l1 _! S - super( X9 B$ y9 g( G7 T3 D$ k( z9 ?2 C) d
- end
, U* ^9 E0 _- L) d2 o3 w O - #--------------------------------------------------------------------------) {2 k+ W' T7 ?
- # ● 更新鼠标和光标的位置
9 A, p+ T& Z" F) z - #--------------------------------------------------------------------------8 Z% V8 V N y9 N6 b8 F- b) B
- def update_mouse_cursor5 P; C4 D' [: E. i1 \: {0 {: O- x
- if active
9 C/ k/ Z, j, O. S( i4 x - if @need_set_pos- b3 M! A: ^7 y( x# h" [
- @need_set_pos = nil5 `0 m8 }& \ V+ i8 _
- set_mouse_pos
6 h3 v/ T% d- k9 n9 H7 w$ s - elsif cursor_movable
2 D0 _5 r- q! e/ C - Input.dir4.zero set_cursor set_mouse_pos
2 U( Y$ L0 b2 i6 H4 f2 a7 b- } - end; h4 a# V! s! V( v6 [4 ]
- end6 \8 q4 T5 p* _1 Y5 M- T! J5 H& y, l
- end
$ c" i3 N, ]5 L6 M4 M3 x - #--------------------------------------------------------------------------: \0 q! J$ n$ J. _
- # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能
: n4 ^9 R1 |! ?) B- ]8 w. P - #--------------------------------------------------------------------------8 B% Y8 G1 `& e$ s
- def set_cursor I+ h# B7 w& A9 C$ B7 v9 F
- mouse_row, mouse_col = mouse_window_area
% T7 S @' V7 p: g x - if mouse_row == -1
5 i5 k# T9 z! p& B6 y - @move_state += 1 if need_scroll
; P/ x" M5 @( g0 o' r - cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand: G8 J* d! S( H- c
- elsif mouse_row == -2
+ f$ j" K, u8 K) \5 V: d - @move_state += 1 if need_scroll/ x- s8 Q) }. [% X: D0 I: U u
- cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand
) p% g' o8 m- i: W - elsif mouse_col == -1& t4 A& I: l& ^; Q3 @, y5 u
- @move_state += 1 if need_scroll
2 u+ P' u5 l) L0 i/ Q* ^3 g+ [* T - cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand
6 a' r9 S! a, h+ ?- u; B - elsif mouse_col == -24 v: ?& d7 }8 f- C7 _8 B
- @move_state += 1 if need_scroll& ^' S9 g d! r% ^
- cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand
6 {+ |$ u; }5 u* B - else- J" d7 h0 i$ T5 w) X2 N' E
- @move_state = 0
* c `3 N N$ l! Y) r - new_index = (top_row + mouse_row) col_max + mouse_col/ a' v7 j. ]+ C/ D* \
- select(new_index) if new_index item_max && new_index != @index5 _2 V! ]4 f. e) B6 S
- end
4 M% u4 y" ?% R0 e1 I - end- b4 T: e+ k( u$ j) R
- #--------------------------------------------------------------------------# W5 C3 m. v8 t5 C2 u
- # ● 判断鼠标位于菜单的第几行、第几列
9 n' O9 v9 M! |& W+ g' B, V4 o* L! T - #--------------------------------------------------------------------------
! `3 w0 y2 q/ S: ]6 v - def mouse_window_area
* d; ~, @# Q* _. y$ z+ L; B - if viewport.nil # necessary!/ J* ^& c0 @! W8 i2 J
- vp_x, vp_y = 0, 0
f5 ?7 r8 t7 r* x) p ` - else
1 \9 z. w6 G8 u6 m4 g( D: n, d7 o' { - vp_x = viewport.rect.x - viewport.ox# p8 _+ [8 m+ i+ S
- vp_y = viewport.rect.y - viewport.oy
* C: P# ~$ v. o3 ]8 y' x6 o" q - end7 u O G0 D+ {
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y3 D9 Y2 z0 k' L
- item_x1 = vp_x + x + standard_padding
3 L3 \( @' I2 l* a& y7 t. j7 P& K - item_y1 = vp_y + y + standard_padding. P) |. F$ U+ h( q7 {/ T
- item_x2 = vp_x + x - standard_padding + width Q3 D s% R* }( W& h: F3 w
- item_y2 = vp_y + y - standard_padding + height7 m5 X9 J9 w! j( W6 `4 \5 ?
- if mouse_x item_x1
" w. M6 u9 w0 U: w' p+ V* `0 g# s8 K - mouse_col = -17 r. ^* g0 k. i2 W' z$ k
- elsif mouse_x item_x2
6 b, R0 u W: `4 { - mouse_col = -20 I, J+ R _. F9 [6 J N! C" D+ j1 b
- else* {5 E) q' E9 V
- mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)# j0 b Z& k* D8 F2 c+ W& a$ ^2 I
- end% R# n: L; x' d2 B( Z) S
- if mouse_y item_y1; S( _3 a! K4 { E/ u
- mouse_row = -1. ?5 {, N. [( a6 X% x; p( M+ T
- elsif mouse_y item_y22 @) C1 s6 K4 c7 {9 s$ L4 w. n
- mouse_row = -2* o; T+ ]" U+ a& s6 l2 X: N% R
- else
- d1 j' \- e2 C4 q8 O) f# ]0 ?& m - mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)
. ~7 s) {# ~, p9 ^, v' R - end; j Y# y5 [1 K2 @5 W( o4 E8 p: g
- return mouse_row, mouse_col
T9 j* ? b: N2 d) p0 m - end
+ R2 M" D. j$ f - #--------------------------------------------------------------------------
) {3 l- Y8 V; p/ x& s: o - # ● 方向键移动光标时将鼠标移动到对应的光标位置
0 ^$ I+ E2 v3 ^8 a - #--------------------------------------------------------------------------9 T" c* f7 x- f2 ]7 ]
- def set_mouse_pos
9 F$ C% v e. ~5 P9 k1 L - if viewport.nil # necessary!
5 u' T- F8 ?1 J" G) j5 x4 Q - vp_x, vp_y = 0, 0; [. T1 |& v( }* Q s
- else
5 m. A4 n* f J - vp_x = viewport.rect.x - viewport.ox* n8 _9 b6 T9 I5 |2 ?- m0 h6 e
- vp_y = viewport.rect.y - viewport.oy) s( Q; Z# [* a8 R( m7 O
- end
6 U) v, e/ R2 w, ]5 F' t3 B/ L - item_x1 = vp_x + x + standard_padding
% R2 v3 k! D0 m! N0 X - item_y1 = vp_y + y + standard_padding
3 q$ M7 ?2 k& c+ V& q( n3 h - get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index 6 W, S( O' r) T
- row = get_index col_max - top_row
$ g( B! Q* t+ O4 ]/ D' c - col = get_index % col_max' E; v, o- t: f
- new_x = item_x1 + item_width (col + 0.5)2 {' M) f2 T$ i4 P. g
- new_y = item_y1 + item_height (row + 0.5)# L4 B4 }' I' [( E3 A
- Mouse.set_mouse_pos(new_x, new_y)
% K! T: Q' l% G+ ]/ ? - end
3 I, V- l0 t: c/ i- i2 [$ O* L, ^% Y - #--------------------------------------------------------------------------2 H0 @; O" v9 R
- # ● 判断菜单是否需要卷动. n7 H: c( ]" k/ a9 v: c O3 p5 t
- #--------------------------------------------------------------------------4 H: x e, N* Y) C3 i4 e! [ P
- def need_scroll
/ b" e& m# M! _* h - item_max col_max page_row_max
4 `" s* f/ K% |( {- }+ f# t - end" z) O1 M T$ r0 y3 e6 X
- #--------------------------------------------------------------------------
( w! R- M# [( [+ ?7 ? a - # ● 判断是否为水平卷动菜单
. C0 B1 c& [6 y4 C - #--------------------------------------------------------------------------% k! v% P- A$ O0 n) g0 o7 e
- def is_horzcommand, P! I) W- \7 t: t7 n
- return false
5 b$ P J) W8 e( q7 e2 X - end
$ t5 Y% q' q* U - end
) \& Q5 `5 y7 o3 C" m) N
& I; o6 S( m* A, c5 {9 D- class Window_HorzCommand& _( x6 }- H6 k w2 b! R: z# e, @4 p8 x5 F
- #--------------------------------------------------------------------------+ X6 c7 I8 C+ _" A( A! s* o& g( L
- # ● 判断是否为水平卷动菜单
* [% c* \% J9 z! d8 r: y' P( i6 k - #--------------------------------------------------------------------------
9 k" e3 F3 S( }2 o - def is_horzcommand% K0 d3 c( }8 y6 r8 ]
- return true+ B$ ~; U" y. L3 {1 C j6 E1 F
- end( Q, j2 Q8 {3 \* K6 u3 V$ [
- end
, G0 n9 r! {1 X7 h
3 {: t3 ]0 v/ A4 P" D% W! ^- #==============================================================================
+ w `, [: @+ j - # ■ Window_NameInput$ w0 O! u7 |7 y L
- #------------------------------------------------------------------------------7 K( g8 F" P3 U$ L& g Y# z) ~
- # 名字输入画面中,选择文字的窗口。
7 e3 h) D0 W9 |) @0 g - #==============================================================================
' Q4 w" s- T: i/ s; I - class Window_NameInput
# E2 |7 |( {0 `0 E U - #--------------------------------------------------------------------------, Q/ ]/ ]) V3 W9 w5 u
- # ● 设置列数
& \3 S6 @' B! @/ D6 a - #--------------------------------------------------------------------------
3 a7 f3 K; P5 ]/ @& V# q4 y2 M - def col_max
) w, `+ T# P6 H f3 f9 i4 ~/ _4 ~2 H - return 10
; A% G4 w( P; W. c2 [! i - end
+ _- Q* C! y; } b! H$ ?8 y7 ` S/ _, B - #--------------------------------------------------------------------------
1 D1 }* K, E8 ]" h2 U6 n4 j - # ● 设置填充的Item个数* I% _ P/ S! r: S$ I" u
- #--------------------------------------------------------------------------9 _1 l+ n% N$ G. w8 H3 d) {
- def item_max
; r: ?* }2 R/ `. }; h$ G0 ? - return 90) C2 p+ c& d2 E, }: v9 C
- end
" E' P+ l4 k8 { - #--------------------------------------------------------------------------8 Y: N, R, \' R. |
- # ● 设置填充的Item个数
4 U: n! H5 I; t# k( l: Y - #--------------------------------------------------------------------------- T6 d! h( j6 x2 E
- def item_width
+ R( E$ x, U* E# o4 k5 U" \0 F - return 32" `. q& b/ m. a( l
- end2 p' P- S7 p5 q. b9 M; B
- #--------------------------------------------------------------------------) F9 z# a+ V5 T# K$ q! z, L- ?. C
- # ● 判断鼠标位于菜单的第几行、第几列
" F- ~2 L5 Z; o! l3 a - #--------------------------------------------------------------------------4 ]0 r. d" f# A0 @* j P S
- def mouse_window_area
# W% N! |& d2 Q' w1 t - if viewport.nil
/ N. ~1 N/ S+ A$ j" @" O - vp_x, vp_y = 0, 0) d, F6 s3 C0 Z! R# d
- else
+ d+ W' S4 M/ p! h3 j+ w - vp_x = viewport.rect.x - viewport.ox f8 L3 O3 k, k9 G5 l, R
- vp_y = viewport.rect.y - viewport.oy& }3 b5 J2 t7 I8 r' @& s9 ?
- end
6 q3 _7 U$ ]( v! _ - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
, g" U* h) @3 ]$ n - item_x1 = vp_x + x + standard_padding
, Z: P$ I" x, Y* C - item_y1 = vp_y + y + standard_padding) h5 A9 s3 Q/ K/ g) T
- item_x2 = vp_x + x - standard_padding + width- F3 M6 t M# d1 a" ?8 g+ k
- item_y2 = vp_y + y - standard_padding + height
2 }1 n) E6 k a- m) } - if mouse_x item_x14 Q- {- u. K0 K K. \* X1 q
- mouse_col = -1; W* b9 ~: k7 G3 G
- elsif mouse_x item_x2
$ {; A m1 K, ^! ~ - mouse_col = -21 D2 Q! L% O- P
- elsif mouse_x item_x1 + 160# l& @4 b) y4 ^; J8 V/ o7 S q, l$ k
- mouse_col = (mouse_x - item_x1)32, @4 ], k) }5 A/ p- n% h9 c& d; w2 o
- elsif mouse_x item_x2 - 160$ K# [% B; W, m- C# j
- mouse_col = 9 - (item_x2 - mouse_x)32- {& P4 `+ |" Z( U# V, i1 J" n
- else
9 v: D) Y9 Q5 f. ^$ X U - mouse_col = mouse_x x + width2 5 4
/ v- V0 M \5 E8 t9 D s - end5 t P, O [ l9 K) u5 P
- if mouse_y item_y1" {% O8 ~! ~, j
- mouse_row = -1
) T; @9 Z' [0 l. x' b7 S3 l* u - elsif mouse_y item_y2( Y: T! A1 E0 ?; b
- mouse_row = -2# J, ^) U4 J, [' x
- else' a* Q8 k0 R6 x$ y" {8 o8 T
- mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)
/ A. m* o( f9 Z4 d" k! T% y - end
2 z; I0 Q2 e1 W - return mouse_row, mouse_col) s- [8 ~1 z8 {$ T1 P1 f
- end
& \+ Y; x3 k+ Q2 c8 d: c6 q' m - #--------------------------------------------------------------------------
( ~' h2 |4 x4 M, z9 G - # ● 方向键移动光标时将鼠标移动到对应的光标位置& J! W: |- y' Z2 N
- #--------------------------------------------------------------------------
/ P# t1 p1 @* d" k - def set_mouse_pos5 {3 L0 {. ?6 R
- if viewport.nil # necessary! p$ X4 c& L' h' C
- vp_x, vp_y = 0, 06 E. |8 A5 C% k# Z
- else1 w- ^ s+ e6 k; @( `( @! n9 v
- vp_x = viewport.rect.x - viewport.ox
7 R" F$ R3 J3 y4 M - vp_y = viewport.rect.y - viewport.oy
9 [8 S/ f3 W6 A. d - end
3 w* c. `2 |7 x; c# q: O! u! @/ M - item_x1 = vp_x + x + standard_padding 3 P* e& [ ]& E3 ]$ ]9 U3 R% T; `
- item_y1 = vp_y + y + standard_padding$ m; Y0 {: v! p/ V; @# R9 _
- get_index = @index 0 0 @index
5 {5 z3 y# f! |* E - row = get_index col_max - top_row
, V" A$ b& u p8 g6 y1 a6 m - col = get_index % col_max9 O8 ~/ [ \* u8 }* g2 \0 B/ M
- new_x = item_x1 + item_width (col + 0.5)
7 Y2 S/ T* P' p) P - new_y = item_y1 + item_height (row + 0.5)$ f2 ?7 f- ~; X+ g8 i
- new_x += 14 if col 4, d+ B3 l7 B% [* Z6 J: S1 y+ d
- Mouse.set_mouse_pos(new_x, new_y)' ?7 S, d& c. Q2 s: T9 p- X
- end2 K3 v/ S9 \! a; F
- end
# i, M0 z" o8 [ - : U) U' v k, L) }" u
- #==============================================================================9 Z% D" z0 C' {& d! B. ?2 q
- # ■ Window_NumberInput" W9 n1 I% |5 a- `* \4 a' W3 h+ H: t
- #------------------------------------------------------------------------------. T& W1 o7 Y2 @ x6 j3 b4 d
- # 重写了数值输入的方法以适应鼠标, d0 Q' h8 [2 ]
- #==============================================================================
0 Q5 ~9 f# D- H/ {9 [ - class Window_NumberInput Window_Base7 W8 D; X* C% ^( b' G5 r
- #--------------------------------------------------------------------------
, c* G% N- I, N t5 ?) w- i - # ● 定义实例变量0 E; ~4 J/ C: D5 ?5 q# B9 i$ N
- #--------------------------------------------------------------------------
- _0 J \- B2 A& I- \ - attr_reader extra_window
0 j0 h; p5 e7 b2 E% D" g5 X - #--------------------------------------------------------------------------
" r" ?$ G w# ^4 D& U/ R8 E - # ● 初始化
+ x! [2 J, m9 @4 g. o - #--------------------------------------------------------------------------" p! p4 Y7 t$ M; T& o
- alias sion_mouse_initialize initialize
( S) n. L1 D F8 A! t# g - def initialize(arg)
. B- ~9 \) P$ S% q - sion_mouse_initialize(arg)) n2 \( ]: b( G% O
- create_extra_window" y4 X( d; X. ? [3 V! W' n
- end& C- n6 C$ H! X2 M1 e' G3 n
- #--------------------------------------------------------------------------- u$ R/ F( e' V' P: ]* Y8 e
- # ● 启动- k; E+ k$ O. q
- #--------------------------------------------------------------------------
$ G8 w; {* H# l( n+ U( f - alias sion_mouse_start start* w4 u: E7 m t+ b1 R& V
- def start+ R' v! \; Y; H% @2 H# F; O! T2 v
- sion_mouse_start
. p$ R5 p N. `) F - deactivate5 c- W$ x6 Q3 o0 P1 w
- extra_start
' k" C4 d8 g( n' d# c* f - end( Z u: o, A2 C; L
- #--------------------------------------------------------------------------" s) h& e7 ?) B9 B% L
- # ● 创建新的数值输入窗口' H Z# l; W1 E
- #--------------------------------------------------------------------------
! n) D) O- p1 H& V8 U5 [ - def create_extra_window0 v* _1 Y3 N# M% i( e
- @extra_window = Window_NumberInput_Ex.new5 b/ [3 e* q/ r( ^
- @extra_window.x = (Graphics.width - @extra_window.width) 2
2 r6 ~+ O/ e* \ - @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }
5 k* G7 r7 n2 ~1 B: Q7 [- }" v7 ? - @extra_window.index_proc = Proc.new {n @index = n }! P( C( A& y) G+ |7 d9 U
- @extra_window.close_proc = Proc.new { close }
( o5 R. P7 P/ D - @extra_window.refresh_proc = Proc.new { refresh }' L1 h3 @) X2 N' }5 U @- j
- end
* J2 K) r+ J& w" x& x4 i4 V - #--------------------------------------------------------------------------7 X' ^, q" [% o9 N4 N1 q1 K
- # ● 激活新窗口' v6 [& m3 ?6 B% ?
- #--------------------------------------------------------------------------3 A% o6 l" {* Z# {! b: _2 k8 k. l
- def extra_start
) q. \# T" q; V. p9 h - case $game_message.position
% I3 y, F+ p3 ~2 o3 o7 f - when 0; @extra_window.y = y + height + 4, E$ j% o5 F$ a _' n! U l
- when 1; @extra_window.y = @message_window.y - @extra_window.height - 8& t1 i d; R! j) T( k3 x
- when 2; @extra_window.y = y - @extra_window.height - 46 Z( ~5 o( c' B2 [& S# A$ V5 C- T
- else ; @extra_window.y = 8
3 ^7 Z4 y9 `) _- y& p5 O8 A - end
' |2 l7 J4 G4 b% v5 h - @extra_window.variable_id = $game_message.num_input_variable_id
9 t- B+ r! ^+ n! u7 H9 V - @extra_window.digits_max = @digits_max
6 s& c, j! F' z+ b0 f: f% P2 t1 ~' A4 Z - @extra_window.number = @number
$ o0 \( K) j, H - @extra_window.open, ?3 g5 @ X' E. {
- @extra_window.activate& u$ P& c/ p5 ?3 m9 Y3 r
- end e$ l/ d) N* R
- #--------------------------------------------------------------------------3 F& k5 V+ f) b. ^9 D; X- d
- # ● 更新
. W) f4 `0 t' q3 q, h4 F - #--------------------------------------------------------------------------
* [8 ?& B. j/ J% H/ V$ c - def update
& }, ]+ z0 G* w - super
/ g. N# \& s6 i5 U: A - @extra_window.update
# \( l2 B' {" w" ]5 I3 z - update_cursor' ^! k# e; E# `, K
- end
2 `9 k* D5 y/ ], B" d4 C) g - #--------------------------------------------------------------------------
6 k5 Q# E' T$ l( g4 } - # ● 关闭窗口) v' l/ z7 H/ {5 v" W: ~! e5 y
- #--------------------------------------------------------------------------
( t9 V* U5 @9 J" c% L/ K4 c - def close
V" x) v) S7 ~7 x4 r+ }+ J) f' L5 F - super T; j6 n' j3 D! b4 ]
- @extra_window.close9 e1 g, `! k Y" b4 |" {
- @extra_window.deactivate
N1 ^5 C; v, F+ L# T5 X: h - end' O: V- o& p( c% T
- end
# U" h( Y$ ?" I - + n) E& a' s2 q, z) d6 F
- #==============================================================================5 M3 F; p: d# f- Q
- # ■ Window_NumberInput_Ex
1 Y7 U6 Y8 L5 ?; a - #------------------------------------------------------------------------------6 q+ ?6 a# h0 R: Z/ L# n, A
- # 新的数值输入窗口(NewClass)
2 v7 f P* ]& n, L9 F4 X - #==============================================================================5 e0 N0 e% Y* T5 y% g( @. M: N1 D
- class Window_NumberInput_Ex Window_Selectable
3 W, C2 d q( U+ b - #--------------------------------------------------------------------------
7 y. ?/ P- @- N% y6 b - # ● 定义实例变量
* G% r# i- n& w% a* @ - #--------------------------------------------------------------------------& }4 I, F* S+ ~4 X
- attr_accessor number_proc2 s- c1 F: z0 O8 x" u4 P0 O: m
- attr_accessor index_proc7 w8 i7 A2 L! ~0 m6 ^+ t
- attr_accessor close_proc
# V( i; \# B3 M+ W8 Q - attr_accessor refresh_proc: X4 ?, m9 u& C8 u7 _, d
- attr_accessor number: n7 y5 [* _9 Q+ N
- attr_accessor digits_max
. p0 q& {: [# e, h% g - attr_accessor variable_id i6 {( r) G) g# {2 [' | B! Y1 R
- #--------------------------------------------------------------------------9 m. r; ]; Z9 v: O) x7 [; ]- r1 ^
- # ● 数字表
* v# |( P: f0 H8 C8 E - #--------------------------------------------------------------------------! g7 v9 G& z. H- s' D/ p2 l' i9 m
- TABLE = [ 7, 8, 9,
/ @6 n; z! G9 |- r - 4, 5, 6,
# Q8 D- ]9 ~4 i& n* ] A - 1, 2, 3,2 l z: L$ E8 Q' N
- '←',0,'确定',]
0 b P7 T9 J& m* } r+ f+ ~ - #--------------------------------------------------------------------------) O* H( f$ {+ u
- # ● 初始化对象% M& G4 x% g( {
- #--------------------------------------------------------------------------8 E* P/ F- v7 j; k# A G6 ]
- def initialize
% r7 B$ D, x" l) x9 i - super(0, 0, 120, fitting_height(4)); k/ B0 E4 E6 ^& m
- self.openness = 0
1 b$ z9 z* j: E) |6 F ^ - @index = 0
/ `8 k5 L% h6 M s - @number = 0) d" `$ t7 A; U1 u7 }) D
- @old_window_index = 0
4 Y3 ?) G% v( E" U0 a$ U$ D# ] - @digits_max = 0
6 ~5 s& x, P% j6 S5 ~& e - 12.times {i draw_text(item_rect(i), TABLE[i], 1) }
, H J8 b2 ?( [$ B - end
( O5 B( g( ^4 p9 m1 I - #--------------------------------------------------------------------------$ K8 Q& o2 D1 m9 T+ t: `+ _
- # ● 获取项目的绘制矩形4 s: h6 a; I; _6 @5 d! a
- #--------------------------------------------------------------------------4 Z& D1 W1 f* ~/ V6 b$ l7 f
- def item_rect(index)
: j) c+ `# ~- z8 j# N, c R - rect = Rect.new/ B4 w; D4 _" F1 A
- rect.x = index % 3 32
5 R. B( D: W& ]+ h8 Q& y; V - rect.y = index 3 line_height0 i' O |. O: b, U9 e# r2 O
- rect.width = 32. C! F. S. b* f6 k9 M* }3 U* P
- rect.height = line_height
7 `; P# {: O* ]/ b% N ^ - return rect
, s' o( r9 t) J - end8 _" X. R% o7 y& P- R' t
- #--------------------------------------------------------------------------
" Z4 S8 o8 `6 ]: z6 ] - # ● 将光标设置到鼠标所在的位置
6 M" T) B- }0 i$ L7 ^# M - #--------------------------------------------------------------------------
# F: N. s5 ]+ l& Y3 L n% ` - def set_cursor
, @! N" M) e* r- W# c& D5 ^! `0 `) u3 B - mouse_row, mouse_col = mouse_window_area6 H0 f- I8 G& {. b5 U
- if mouse_row = 0 && mouse_col = 00 C5 b! B0 M, J% t6 h4 `: Y
- new_index = mouse_row 3 + mouse_col
8 N) `: N T& |# T [( h' F - select(new_index) if new_index = 11
8 o8 J& a M( |1 W: N - end
2 L& @3 z3 a1 j/ {( v1 f# x. U! ^ - end. V" E: k5 }7 {% B3 S
- #--------------------------------------------------------------------------: Q4 B+ \- @$ |- ?: {8 F
- # ● 判断鼠标位于新数值输入窗口的第几行、第几列4 f5 x/ C. S0 I$ W$ M
- #--------------------------------------------------------------------------4 Q6 H% u4 J }! Y% Y. d4 k
- def mouse_window_area1 j8 l- ]8 i' `; f
- if viewport.nil9 G. m5 K/ J( N8 G3 [) J8 ]' {) \
- vp_x, vp_y = 0, 00 t( P! _' k$ z! w
- else% M. H( C, s2 _; n3 g3 J& j
- vp_x = viewport.rect.x - viewport.ox
, N1 ] B, ~: G1 i B: m; r& q - vp_y = viewport.rect.y - viewport.oy
+ a9 }0 {, H, N5 B% ? - end
: F7 o; x- m2 n8 {; E6 p - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
! |2 k* h+ c z% U5 m' e$ U D - item_x1 = vp_x + x + standard_padding # d, K" P+ s9 V4 P$ \
- item_y1 = vp_y + y + standard_padding
1 N# Z# I) \4 E2 a9 s% r2 L# i - item_x2 = vp_x + x - standard_padding + width$ i3 B& d! B+ \$ ^ L
- item_y2 = vp_y + y - standard_padding + height
: }: u. j* D7 ?/ o# N - if mouse_x item_x1
8 O+ g n7 `" ~1 }1 E - mouse_col = -1
$ w: L$ y2 l0 s/ u& P( P+ c - elsif mouse_x item_x28 W( x5 h0 F* O z, D2 V
- mouse_col = -2
4 d3 ]9 F9 {8 x! [/ s% \ - else
( _3 H9 T, c8 k: b8 w - mouse_col = (mouse_x - item_x1) 32' d* u4 O3 R% \$ z1 h P
- end) z8 L5 G v) B) _
- if mouse_y item_y1% G3 ]. C+ J8 b( V
- mouse_row = -1
6 [: @4 U. {* a) q/ B# ?9 S( _ - elsif mouse_y item_y2
3 |" y+ O2 L3 C - mouse_row = -2
, k, A& N* C$ s+ B0 v/ d - else
7 |: w3 V; g6 ?, G; \ - mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
3 G; c4 L- a% @" D7 }7 \% c - end% i3 m3 g" x) T5 n6 k$ ~9 Y; R5 ^
- return mouse_row, mouse_col
# `5 d+ W; |; G7 @4 P1 u7 h9 X - end0 F: }* F% K$ L" |0 M7 h
- #--------------------------------------------------------------------------4 T! @, }& B% S, n
- # ● 获取文字
* F/ _! m; \1 d. l7 P - #--------------------------------------------------------------------------
+ x2 U1 F$ L- S/ p) p; ^ - def get_number1 E7 M$ D# P" A: E
- return false if @index == 9 @index == 11
2 ?! N, p: D2 r, _; G! z - return TABLE[@index]
7 e) ? U9 R4 Q& ]7 G: y" ~ - end* S8 K/ y+ I; I, ?- q% X
- #--------------------------------------------------------------------------' y( a0 p. @$ O3 a# U1 I8 ]
- # ● 判定光标位置是否在“退格”上
! E3 G# ^3 y2 X7 s' ~ - #--------------------------------------------------------------------------4 ^; k( u3 I7 y2 E8 C+ P; g; T
- def is_delete
( R$ h4 T2 v1 C: f: f - @index == 9
) ~$ z5 r, j8 ~% j - end
% o; Z9 O& \' \ Q" _ - #--------------------------------------------------------------------------
8 |# a: C! ~0 c: j - # ● 判定光标位置是否在“确定”上
" ?1 O% }9 F) ?4 a2 F. k% f - #--------------------------------------------------------------------------
2 O- @! w$ H2 e l- ]6 ` - def is_ok
3 Y9 v' d1 F4 _0 w A+ P - @index == 11
" w) q4 ~5 k2 N% U# _; Y - end# O' V# ]' A2 F, ?; Y% \
- #--------------------------------------------------------------------------6 @5 u& {0 a1 R* D/ j) E# R& G
- # ● 更新光标
, R7 F2 q- C$ D/ z3 E - #--------------------------------------------------------------------------
) Y5 d0 L6 d& A- T4 I0 y2 d; @ - def update_cursor. Z0 @- o2 W$ g" @ t
- cursor_rect.set(item_rect(@index))% ~2 R* g. y# b* d
- end
; I" o7 k6 e- B' t9 \. ~# I - #--------------------------------------------------------------------------$ v+ E$ Z5 p2 u& y# L4 m! d
- # ● 判定光标是否可以移动# Z4 @1 [9 `2 n: ]" r* x
- #--------------------------------------------------------------------------
$ Z" a* p; S0 N) x, T0 g: s - def cursor_movable
+ ?8 N. b; B) {% n8 } - active: [& A# \+ g0 a$ {* e5 A1 g
- end
0 N( U: K$ H8 ]- K7 h - #--------------------------------------------------------------------------4 o5 g: S- v7 L c
- # ● 光标向下移动. b! R! H5 k) l Q) G" V
- # wrap 允许循环
. E* x% h9 e% K3 b4 _ - #--------------------------------------------------------------------------
V9 G) l; m/ x I: @5 ]/ G - def cursor_down(wrap)# J# i" C" i- X6 p" L) b
- if @index 9 or wrap: B7 N! t1 H, [+ A8 l0 O
- @index = (index + 3) % 12% u/ I1 N3 y, ^. X0 g! j) Y8 L
- end
: c& j7 O! B/ x! C2 M. ~ - end
- S/ \ ?! k0 K( Q' N+ { l" N, w - #--------------------------------------------------------------------------4 |) E; Q: U: N- a
- # ● 光标向上移动) }/ ~8 Q ~1 U0 x& R+ V; [
- # wrap 允许循环. ^; \0 i ^. M1 J: \* L4 e
- #--------------------------------------------------------------------------
5 D- q* H% A/ z/ i0 C4 L' Z - def cursor_up(wrap)' u; n* O% s: ?& |2 T- W/ i {" X
- if @index = 3 or wrap
( s: M" m' {. w) X- Y& V: M. T - @index = (index + 9) % 12
. \, N' S1 I( \+ i - end$ A# l S+ X' w7 S
- end
" v+ Z6 e9 U- H& _/ ?7 v8 Y4 H - #--------------------------------------------------------------------------
1 M' F1 [/ M* \! p$ m - # ● 光标向右移动6 y* p6 }/ v8 c; Q
- # wrap 允许循环# K4 ?# ? X$ ?6 M+ ]9 G& R
- #--------------------------------------------------------------------------
5 c1 g; g) B' l4 `4 v3 S. P - def cursor_right(wrap)
6 x" g- h9 B3 q: \ - if @index % 3 2
& C6 S& g' n* U. ?" q - @index += 1
: H, K- j- ~0 s$ F5 o/ ? J+ C - elsif wrap1 c( w; Y% B; y! n T7 i* \/ H
- @index -= 2
" @- h/ L- F6 [, @3 D0 A7 s1 e - end/ A$ T; \& r; r$ o
- end
2 V _1 M3 F6 Y0 u! z+ l- C3 Y9 h - #--------------------------------------------------------------------------" t* O& w- ?! k& S4 E. e
- # ● 光标向左移动
' k* T9 `6 _' C - # wrap 允许循环
; }- `" p% `, w5 j* B9 v) V- Z1 V - #--------------------------------------------------------------------------
( z, u% U9 S, Q- a. L9 s! m: S - def cursor_left(wrap)
# a3 ]1 {5 L. e4 g% P! J0 `; x - if @index % 3 04 n" q: M& @2 v2 K! D2 p
- @index -= 1, w/ L+ k* ?, g0 T- p3 ~
- elsif wrap
4 a+ q6 B8 j, R3 ?/ `% N - @index += 2, W1 Z$ `# w! a! A6 @; i( X9 R: C
- end; r- c4 G! y3 ~) r! }
- end! Y! W! B1 {: f/ w9 q
- #--------------------------------------------------------------------------/ j# v- z; f/ W% U
- # ● 处理光标的移动
? I3 h6 }1 h3 P7 Q - #--------------------------------------------------------------------------1 f- h2 h1 P! W
- def process_cursor_move' i2 c P$ s1 o( v- S" ~
- super
% h: U: j) h* r" v9 |* N% x - update_cursor4 Q5 g' H' r9 F% R
- end
& i$ Z$ d: l( c; \ - #--------------------------------------------------------------------------
. v7 @/ T# a( a8 p& M) Y; }3 N - # ● “确定”、“删除字符”和“取消输入”的处理4 K- o4 @9 B* k% c
- #--------------------------------------------------------------------------
; f& o: X# @2 M! v& O' o - def process_handling* }( r* ?2 ~; g9 C/ v
- return unless open && active( {, R) `$ p1 F$ @; u1 K% Y; h8 c
- process_jump if Input.trigger(A)" c4 a" ]# P- F# g% w
- process_back if Input.repeat(B)
1 ~; ]! l4 J- b9 e9 ^7 ]5 U - process_ok if Input.trigger(C)1 L' R4 Z% S6 \0 s: m% y+ v
- end e& `$ W5 j5 d0 o& K
- #--------------------------------------------------------------------------* [: g4 w) j9 c) [% u
- # ● 跳转“确定”4 w7 _( x# q+ P w# X5 d: Z! ?
- #--------------------------------------------------------------------------
7 B7 ^3 g7 ^, t% ^! ~% y - def process_jump* D/ c2 H- i" C, q: c; }
- if @index != 11
/ b- h- Q$ V$ g# ^ - @index = 11( b X4 K/ E8 k/ L( X9 u
- Sound.play_cursor
7 P! o& [1 y. M% R2 U G+ I% D - end5 p5 [' h& E) y6 p
- end9 N! B; a- v( v7 {3 b% C
- #--------------------------------------------------------------------------
1 T. k z* l) Z! R k: } j3 Z - # ● 后退一个字符
! I; f% {. \1 {1 p& R3 @. x - #--------------------------------------------------------------------------
- i3 _6 ]& S9 z* Q6 I - def process_back' k6 |" O1 ]2 a* J, K
- Sound.play_cancel8 ^) W1 f7 E( S& e% O
- place = 10 (@digits_max - 1 - @old_window_index)
/ c m$ \. I( |1 u$ Q" r - n = (@number place) % 10; K3 w7 @* M9 g% [
- @number -= n place
# m% `, B9 w/ G; m& a5 C% A! ` - @number_proc.call(@number)
* G: g( d2 [' Q/ H, F9 k" J - @old_window_index -= 1 if @old_window_index 09 P) V8 ?7 [$ }+ ~& v' ?
- @index_proc.call(@old_window_index)3 l' Y) K# P2 L5 d4 s5 c; h
- @refresh_proc.call
8 @& a9 e7 \' R, E6 u5 k7 ^ - end
9 S H, \, N, ^7 c/ X+ W - #--------------------------------------------------------------------------
6 }) }1 z! D* F0 F' i, M - # ● 按下确定键时的处理5 n. Q% _$ e. ]- C% m- L5 z
- #--------------------------------------------------------------------------" q' J# w; L- F' W* a
- def process_ok) n: X+ p5 }, B, c4 Q) ?& I; C
- if get_number
' s1 W6 y$ T; q - Sound.play_cursor! v7 P- T$ p+ d! X1 {
- place = 10 (@digits_max - 1 - @old_window_index)
& O- l$ ^: M& |/ D - n = get_number - (@number place) % 10
7 N# n& O! h9 H8 x! B/ i0 z - @number += n place$ x2 s9 c! @( b9 O( L }6 ~
- @number_proc.call(@number)
/ J0 G( J; ]3 n9 u: { - @old_window_index += 1 if @old_window_index @digits_max - 1
( B7 E* Y5 I; r" o; Q( K - @index_proc.call(@old_window_index): b! a& C* O) {$ }9 @
- @refresh_proc.call
|8 W! c; _0 ?& _, D - elsif is_delete7 L2 l4 H- `! H# M+ x
- process_back |1 \) s6 A% i. R) d
- elsif is_ok
3 j. D, [ g, l# y - on_input_ok8 X- J! p, L+ j, j& r9 a8 R( T
- end9 }4 z4 V0 \9 o# L
- end
) l6 _' a* I: ^- V+ {6 f7 F- p - #--------------------------------------------------------------------------
) s7 s& S! ]1 W1 U - # ● 确定
3 x* i9 }6 ^6 U( n - #--------------------------------------------------------------------------' J! y4 W" G' X* L
- def on_input_ok
# C) F" m: }/ \( i8 V- C6 U. h - @index = 0
) r( ^9 x: | }7 f( { - @old_window_index = 0
/ T9 |( h% W' v - $game_variables[@variable_id] = @number
2 t3 a4 p! l5 S3 L' K - Sound.play_ok7 U+ b2 { P4 h, v) g( K
- @close_proc.call5 m. y+ w* A5 Q& t2 M4 F4 j
- end
& `( n4 G/ ]. v6 a! X, A8 e - #--------------------------------------------------------------------------2 |1 O) \. f3 z% d$ _- f0 e2 d) ^
- # ● 方向键移动光标时将鼠标移动到对应的光标位置- ^8 u% b5 p8 x/ y/ G8 ]
- #--------------------------------------------------------------------------
! l! A' P( K s* }% K- ~ - def set_mouse_pos* Y0 u. R4 F8 [
- if viewport.nil # necessary!
. W2 c: T8 T; r; S% A - vp_x, vp_y = 0, 04 G6 _+ }. S r3 z3 `0 N9 W( t
- else3 y1 v) q% C E5 Q" Y
- vp_x = viewport.rect.x - viewport.ox8 @: X1 W9 ~5 X5 a8 B: g! Q! m
- vp_y = viewport.rect.y - viewport.oy. x/ v' m& N! z8 V6 S: ]) C+ U
- end
; }: e. G# {( h7 v - item_x1 = vp_x + x + standard_padding
! b! y# o' V$ u0 @: P - item_y1 = vp_y + y + standard_padding% [! \7 p7 A1 T
- get_index = @index 0 0 @index
& W- a1 W4 Y, p. g. N( { - new_x = item_x1 + 32 (get_index % 3 + 0.5)
2 k; T5 L, s% }: C5 o" K5 p9 b - new_y = item_y1 + 24 (get_index 3 + 0.5)9 Q% J8 K: `/ N
- Mouse.set_mouse_pos(new_x, new_y); p, r+ |% j+ [
- end) O o! g+ T3 _: b0 K( e
- end
+ d9 m) A$ t- t* f! s - " q. \( q; j% I9 U: E3 U5 m6 f
- #==============================================================================1 l6 i1 G( S" z8 a
- # ■ Window_Message
3 y' x7 f Y! n; G - #------------------------------------------------------------------------------ [, Z) o8 v X; a
- # 显示文字信息的窗口。! g1 r1 O) y" ~" t3 }) z& x( e- J" K
- #==============================================================================4 p/ z! \8 T7 F# v5 Y: C) b
- class Window_Message Window_Base
0 {9 z- x2 }8 d8 u# a& L7 \1 W% \ - #--------------------------------------------------------------------------
, O' j/ b+ y5 k) j; b& J7 S - # ● 处理数值的输入(覆盖原方法)
- J# n' s. X1 U: m/ d. w - #--------------------------------------------------------------------------/ m# _2 [" l2 J$ j6 ^5 d
- def input_number3 e' e. T4 \& O/ x q
- @number_window.start8 b7 t6 N; F9 _* l2 @
- Fiber.yield while @number_window.extra_window.active
+ l* ` r+ G- U4 a - end1 r- W/ R- I ]3 D' ?9 n' b1 e
- end3 P+ F# `! h. l6 D/ x: h) D
- $ Q2 B) a* i5 p; G0 |; u
- #==============================================================================9 _7 z3 ?" \! c. \; s; v; K
- # ■ Window_PartyCommand& `; ~& H h) c+ x
- #------------------------------------------------------------------------------, M1 X& @! R3 c4 ^, m0 R
- # 战斗画面中,选择“战斗/撤退”的窗口。' S7 k1 y. }0 f* G" `4 ~- O3 A
- #==============================================================================- S" P! z+ b% I( }
- class Window_PartyCommand Window_Command: g& C" |7 ?8 k) d0 N+ p% e
- #--------------------------------------------------------------------------, v$ w* m/ r4 z6 F
- # ● 方向键移动光标时将鼠标移动到对应的光标位置3 p- l3 f# G+ A
- #--------------------------------------------------------------------------: E- J4 l: G6 h' i) h. D
- def set_mouse_pos+ H1 o* v3 N* O+ f1 M/ T9 M. X
- if viewport.nil% B+ K/ ?7 d' z, i( k
- vp_x, vp_y = 0, 0
6 m3 l0 }! {5 ~4 `: T8 u - else6 Y- _( M3 |" W! w5 s& J, ] D5 Q
- #vp_x = viewport.rect.x - viewport.ox# ~% d. s+ F- @$ t- }: T# c S& I$ I
- vp_y = viewport.rect.y - viewport.oy+ H6 z5 Z6 _4 z, [
- end! y- [9 |3 T9 ?) V E& ]
- item_x1 = x + standard_padding
2 u2 D3 k2 E8 T% p& k4 S - item_y1 = vp_y + y + standard_padding# ^6 v$ V6 Q4 h& l* t2 i6 R! H |% A
- get_index = @index 0 0 @index " J# h: d. G, P8 [" T
- row = get_index col_max - top_row
/ K! `5 M) u) r - col = get_index % col_max- ~. d1 q# f/ v5 L
- new_x = item_x1 + item_width (col + 0.5)
) t. o9 _) C% T$ v: Q! T - new_y = item_y1 + item_height (row + 0.5)
/ v0 i) j: `0 a1 C - Mouse.set_mouse_pos(new_x, new_y)# d o& U/ X# Q0 Q& p/ I: m
- end
/ j$ l- v, C! W - end
+ }& ]5 e5 Z" ?% P
. J; }* M) B0 B9 Z: |4 U- #==============================================================================4 v; X7 k1 i% N. R/ k4 I
- # ■ Window_ActorCommand
8 u4 c0 i# W! q' x2 y0 q+ k - #------------------------------------------------------------------------------
7 A4 M3 n& }8 x$ p! e - # 战斗画面中,选择角色行动的窗口。
`2 l; G7 p$ v- n7 ~+ l8 S* k - #==============================================================================
9 F, i9 a# |% z! ~) r+ t6 A - class Window_ActorCommand Window_Command
# X8 }8 @: ]6 W8 o6 s; E - #--------------------------------------------------------------------------" |- l! K& Y0 N+ J" l
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
3 E; n4 W- _+ q3 o) c* k; O. f& b& T/ w - #--------------------------------------------------------------------------& g$ q2 ~$ G( H1 ^2 ~2 _
- def set_mouse_pos; n0 r5 v* V/ M9 j7 N6 G# ]2 S6 k
- if viewport.nil d& l+ t! I7 H' O$ |* c
- vp_x, vp_y = 0, 0
, k8 W6 n8 ]) V$ G - else
/ t5 L) S& a$ `, T% G' t - #vp_x = viewport.rect.x - viewport.ox
; \. \! G. W3 Y ?2 c0 R - vp_y = viewport.rect.y - viewport.oy
f# G: ` q/ p2 c0 t P0 f - end
# W& B) u$ F% m( U; V - item_x1 = Graphics.width - width + standard_padding
' p. t2 u" z* Z1 Q8 w; d - item_y1 = vp_y + y + standard_padding* x7 D8 ]# x! y Q' Q
- get_index = @index 0 0 @index
( o+ U; w3 C. S' ]) k& A$ j# h - row = get_index col_max - top_row1 x7 u1 Z8 L" a4 N {
- col = get_index % col_max- K) n, N5 h3 c! ^. W
- new_x = item_x1 + item_width (col + 0.5)
4 L) V L; f4 W% ] P - new_y = item_y1 + item_height (row + 0.5)
7 j' E" A" T& e' X - Mouse.set_mouse_pos(new_x, new_y)# M+ x8 w1 z3 G0 _. N+ B- e0 K
- end0 ? J# j( ~! d: |# ]( j# K
- end
, D+ F Y- A0 e* V' e' Y
u1 h. k+ ?$ w8 P0 U' ?6 B, i/ ]- #==============================================================================" Z/ v ?4 e* B, ?, ~; b. t
- # ■ Game_Player, V; w; V+ d/ ]! Q0 M# H- a
- #------------------------------------------------------------------------------
! h( {9 P, n* E7 }" @" C - # 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。
! j6 H3 \) B" g - # 本类的实例请参考 $game_player 。4 n# [& `3 M: q
- #==============================================================================
2 N: h8 y! X$ x# b9 ~ - class Game_Player Game_Character- F' t6 P3 y$ @, E2 U: y
- #--------------------------------------------------------------------------, z3 y t$ p6 ~2 G# n" R
- # ● 由方向移动(覆盖原方法)8 C% L4 t" M/ p* {) L6 X7 g
- #--------------------------------------------------------------------------" A/ z2 ?( N7 J+ W& k f8 s
- def move_by_input
! I; ^) p" ]$ P: u9 S - return if !movable $game_map.interpreter.running
# y$ m( h) F: D6 O1 \, q7 l5 Z& _* { - if Input.dir4 0
; }+ j" p) H* q( X - move_straight(Input.dir4)
9 q! a9 t7 u8 l; z0 g i# @ - reset_move_path8 i. E, ?: l! Y" V. @4 V
- else
* q$ x' N, V/ M0 K# {# a6 N' U - move_by_mouse
' p0 s5 m* i. @6 `. V T9 [ - end
2 Z! T: G/ q& _8 Y* |( Z6 o9 n, X - end
9 }. W4 C) ^, r: I: [+ w - #--------------------------------------------------------------------------$ {% \3 B2 L; x
- # ● 非移动中的处理(覆盖原方法)& Z$ c+ {3 w6 J8 |
- # last_moving 此前是否正在移动
! a4 t. b$ W# D# S: t0 A, L9 v - #--------------------------------------------------------------------------& j6 U* q3 B' A( s/ T: G; l1 N$ q
- def update_nonmoving(last_moving)
$ L. c8 Y) n. }2 c" f2 n - return if $game_map.interpreter.running
1 U2 `, K1 L8 t4 A - if last_moving
8 c3 L0 s6 b |9 f - $game_party.on_player_walk
; E7 D$ i3 e, d+ d - return if check_touch_event
. d8 H6 T8 H" A# ^4 t% V K - end
3 B9 u D8 Z% b! c - if movable && Input.trigger(C)9 G7 w& A* r/ y- X/ d; W) W; V
- 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6 I& e3 m( _( P& R3 g: _8 K
- return if get_on_off_vehicle
, Q" |/ e$ k9 c/ w2 r* z - return if check_action_event+ }& }8 u3 N2 A5 D6 j
- end% S6 R. v) Q9 i4 x8 e" G4 g
- update_encounter if last_moving
$ D6 f0 {5 u! L# ? ` - end3 c* w- v, R2 N
- #--------------------------------------------------------------------------
0 `5 g( p8 i: r# E& w0 |: n - # ● 判定是否跑步状态(覆盖原方法)( v+ l7 @' o4 ^& ^
- #--------------------------------------------------------------------------
" S9 J6 ~$ p0 ]7 N - def dash
. |8 _" B0 o J5 B - return false if @move_route_forcing
3 r. O% {: P( ]( k! c' |) B1 y - return false if $game_map.disable_dash
# h7 o5 u0 _1 l0 } - return false if vehicle* m" u6 ~6 H( m4 B+ H
- return Input.press(A) @mouse_dash
3 v/ o0 v. D E" h8 P4 Z9 z- Q - end1 k5 K# Q* O0 n0 v( G
- #-------------------------------------------------------------------------- X6 U9 J( H9 G6 L i! C! [
- # ● 初始化( B9 u( ^* k3 V. F* W: \% l9 I
- #--------------------------------------------------------------------------- X+ S/ J- }# x/ h
- alias sion_mouse_initialize initialize
8 g- A& f* K( w) Z' y - def initialize
+ O$ d2 B; c q1 q - sion_mouse_initialize0 B) y1 z* X9 p0 ^7 ? I
- reset_move_path
' V* _4 b1 U$ i' W2 g$ L: O - @moveto_x = 0 s0 _! ?1 e6 Y' C
- @moveto_y = 0
) E) V$ Y$ w1 O0 E4 @% M; V - end* o$ L1 G0 V+ h& r1 X/ P
- #--------------------------------------------------------------------------7 M1 L0 _+ P) q- j1 k
- # ● 更新4 g8 J! Z- f7 g' g% I8 t
- #--------------------------------------------------------------------------. p0 L) z- f1 ?% x4 J* _( a
- alias sion_mouse_update update# Q( p. V3 l& t: [9 U
- def update" I$ g; X3 y% v8 a
- sion_mouse_update
, _2 o0 }0 d c - clear_unreachable_sign U- i- D0 J8 C, q3 ?- z
- end" I+ V" R5 g$ p7 j3 X) S6 P$ e
- #--------------------------------------------------------------------------
5 q' p1 \6 k3 }' C& E/ c0 z - # ● 处理卷动
$ W. y, F& _* n: R - #-------------------------------------------------------------------------- S' r) E9 g2 k4 G4 n
- alias sion_mouse_update_scroll update_scroll# V7 I# {, q& L' [% ~+ N0 T
- def update_scroll(last_real_x, last_real_y)) E! j- y9 O& j7 ~: @
- return if $game_map.scrolling
# a j7 S4 ?) E" W: G - KsOfSionNew_Scroll new_update_scroll / M4 N8 L `* r) y
- sion_mouse_update_scroll(last_real_x, last_real_y)
) K. i% v( ]/ m, o6 D0 U& c - end
& B, R3 R) }3 V - #--------------------------------------------------------------------------
3 a. d! I1 a. }# ` - # ● 重置移动路径相关信息
' v; y+ b" e5 A8 ~2 ~1 G - #--------------------------------------------------------------------------0 m9 @3 z6 h: V7 u# c2 L
- def reset_move_path
; B0 l- s; m: C$ n7 T$ A - @mouse_dash = false
7 Z/ `( U5 y+ ~; q& x- i - @mouse_move_path = []; v( @4 w* J. x) \: P
- $mouse_move_sign.transparent = true
$ s& o; P3 u& ?/ o% q6 X& p - end
5 J+ u" }( ]0 Y$ _5 m m! a: E - #--------------------------------------------------------------------------
6 h8 t1 s' ? |$ z2 }: R2 u# `; U. c - # ● 新的卷动地图方法" S4 c$ w8 J" U7 v6 A2 G1 E' k
- #--------------------------------------------------------------------------
/ S7 V( o9 T# L( N% b: ^* U$ Z* y$ T - def new_update_scroll
! i4 A# [0 E$ ?5 E$ @+ y - horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width* Q' E5 I2 p$ ]- ~
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height% `" T* S+ e e) H5 `
- ax = $game_map.adjust_x(@real_x)( W( o( n9 h3 c d
- ay = $game_map.adjust_y(@real_y)8 q {( {- }7 G6 H" v6 c% y
- $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y
5 D* f) e& s$ i- j8 ~$ [ - $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x8 u5 B( x: H' I8 V
- $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x2 s* v( p0 I7 F; f/ @1 z
- $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y
; k' h3 L& x+ c: D( X. u - end( Y% {5 E3 Y$ b# Z* J
- #--------------------------------------------------------------------------
0 E e8 p6 E. r. t2 f$ N - # ● 消除不能抵达图标& m% B/ t2 w' O
- #--------------------------------------------------------------------------% r0 H0 h9 x6 t7 g1 a
- def clear_unreachable_sign2 i1 h# A6 v3 [) J
- return if Mouse.press(0x01): b w& l+ ^0 ~7 V: I7 ^! H+ D
- if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0
" e2 S5 e4 g/ s g7 U - $mouse_move_sign.transparent = true; G, x1 f! g& K" l. D6 V
- $mouse_move_sign.direction = 2' g; {2 r" Z4 l9 f+ n! ~3 u- J' r
- end
9 }. d8 Z% @% o- n. f! U! |4 Q - end0 x7 ?8 s$ }1 \# r, {% S4 Y
- #--------------------------------------------------------------------------
3 `# n6 s. |+ p0 [' }- e - # ● 由鼠标移动
$ a; \- d8 x7 Z$ v - #--------------------------------------------------------------------------
) f# Z. A h+ _: y8 ?# ~ - def move_by_mouse
" b; O8 w! J v: E- \% H - unless @mouse_move_path.empty # 移动路线数组不为空则执行移动& k4 O ]5 K! g; V$ l) w
- dir = @mouse_move_path.shift8 L- D9 \: ?5 J
- if passable(x, y, dir) && !@mouse_move_path.empty) `% H" c0 I g1 |7 m: p2 ~
- move_straight(dir)1 L3 U) i: u0 ^* ~
- elsif @mouse_move_path.empty # 判断是否是最后一步 r: z7 b! P% w0 { N# ^& l( Z
- x2 = $game_map.round_x_with_direction(x, dir)6 [1 b; ?- C) F# d: H' w) G9 x% E' ]
- y2 = $game_map.round_y_with_direction(y, dir)4 r" h$ K+ v _& l" e* C7 B1 ?
- move_straight(dir) unless dir.zero
- T6 Z( W) j7 e7 J - 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: Z' J, k: I3 Z% G! ]
- check_event_trigger_there([0,1,2])/ j0 B4 [4 G) K9 f) \# K
- get_on_off_vehicle unless $game_map.setup_starting_event
* m; @# e/ C7 L, {! D$ M - end7 j# I% P( r: g& u" Q
- $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2: `6 g" I+ \ _$ t0 U% ?
- @mouse_dash = false
! q0 n) H* t" b' e) [ - elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点
# O3 o+ S9 `" c. S, Z- ^ - @mouse_move_path.shift. v+ Q0 z( v+ _5 X# ^0 V4 x m
- @direction = dir
+ L" e/ v L: m& P& m0 N - @mouse_dash = false
7 f2 P% R* p; @4 m1 r7 M9 g6 z( C - else
& t+ Y; ^, ]( x7 L - draw_move_path2 _9 D4 A, ?, K" Y& G
- end1 \# Z- Y4 f9 ^. ]1 o5 N! o8 A
- end
2 N ~, Z! s1 F6 F - end
, H: ~5 P* ^9 W p* | - #--------------------------------------------------------------------------
! @) o' k$ Z( X1 u7 d, x - # ● 地图界面按下鼠标左键的处理) }, q& P( Y/ u/ L! `2 \
- #--------------------------------------------------------------------------+ p% L$ E' q: l( Z1 Y9 y
- def left_button_action, \, i; i, ~3 Q6 t" G) n
- return if !drawable $game_map.interpreter.running% j D6 T7 b E3 t
- get_mouse_pos( i V& j# A ?" @- o) x
- $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图
$ [: Z& @# w$ Q2 ] - if @shift_event
3 d+ O9 P p, p' | - if Mouse.trigger(0x01)
* ?, n, t9 d; y; { - @shift_event.jump(@moveto_x - @shift_event.x,
' ]2 v. |+ P6 {, s% z - @moveto_y - @shift_event.y)
* c! D9 X- x9 [# i% e - @shift_event = nil
F6 z( g$ G, f - end5 d5 ?+ _9 s2 M6 U* U Z
- return
1 S- y: v4 }2 V - end& c1 D a+ P2 r' {4 g: Y
- if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合
' S$ v# C$ `" j0 c* ^# | - return if moving (vehicle && !vehicle.movable)7 O$ s- q0 M- Q1 o
- check_event_trigger_here([0]) # 判断是否触发重合点事件
$ G) i1 Y# K# j7 n+ ? - get_on_off_vehicle if !$game_map.setup_starting_event && . d8 @- r* I$ c o7 ~
- $game_map.airship.pos(x, y) # 判断是否要上、下飞艇. A$ r7 t L' H9 {+ `
- return5 `- q9 J! f: b) Z& h4 G0 u
- end3 d; b. i. k4 X4 S4 F% R
- # 判断是否用鼠标启动事件& s; B o! Q# [% S
- $game_map.events_xy(@moveto_x, @moveto_y).each do event3 A* p; c- v" ?' ~
- if event.mouse_start- v0 S6 x3 s! q/ S+ p5 j. w4 Q# I
- reset_move_path$ r5 V; T- K) X2 g O
- event.start if Mouse.trigger(0x01); i$ S- d5 h2 |+ |4 y3 Z
- return- M- b7 {& P% v! h& I. c& B+ N9 j
- end
; V; J1 t* a5 _ - end. b. p& q( q# S1 f' |. J
- @mouse_dash = true if Mouse.double_click # 双击冲刺
. U) n H: |" z - return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径! d8 L$ @! t2 r. R* U9 k8 r$ v7 }2 r8 U
- for i in 1..4 # 判断目标点是否为角色周围四点* [8 W6 H1 A }* T9 Q
- if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&; F3 Y7 N" k* t, y9 F
- y == $game_map.round_y_with_direction(@moveto_y, i 2)( J! r7 x* H9 G/ e+ r: U( M( N
- $mouse_move_sign.transparent = true9 b: R8 |5 P& P ], }8 M. g, M
- @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)
, m: @9 x/ C( n' O4 M - return; end+ D6 X7 P5 G0 H
- end
3 D; Z$ _0 m3 ~* q. A - draw_move_path- W( U5 ~$ b1 V3 R9 A( Q1 Q
- end2 `1 {8 M. E4 z7 z9 t- }- [4 i }
- #--------------------------------------------------------------------------% p- c8 m: b4 N6 F; \$ u
- # ● 取得鼠标处对应地图坐标点
. ~4 [9 N" w( ]7 l5 j7 y - #--------------------------------------------------------------------------2 Q1 g5 G k! k' G
- def get_mouse_pos
' }" ~* p! @: r# `9 u: q- g - $game_map.get_mouse_map_xy; b" _3 M/ Y+ L( M
- @moveto_x = $game_map.mouse_map_x
! E4 Y$ k8 [- H4 G9 X - @moveto_y = $game_map.mouse_map_y6 c/ T( K; Q" {+ A1 p
- #mouse_x, mouse_y = Mouse.get_mouse_pos* R1 A! h; r- o8 `$ k
- #@moveto_x = $game_map.round_x(x + (mouse_x - / s3 Y7 ?$ J1 B% o
- # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)
" w( Y4 k C! ^0 p" ]2 ] - #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -7 R$ L# U: W8 M5 E/ S
- # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)
, j9 n8 f2 I3 S8 M - end
( |2 k" C# w& K/ R2 G0 h: L - #--------------------------------------------------------------------------
1 L3 C a u! [+ R% B3 m - # ● 绘制移动路径 @array[move_directions...]
" e9 n8 z1 d; {& }8 j - #--------------------------------------------------------------------------
. }5 [0 u0 T9 W% a - def draw_move_path
( n7 [% x% \. X5 m - #temp = Time.now& o5 o7 V; @8 A! l. c: A {
- case @vehicle_type* S3 S* V" X2 d* N" M5 i6 [( [; _
- when walk$ Y( W$ e+ ^# J' v, ]7 y" v& `6 t& L
- draw_walk_path& |# p' c* G' t5 K! V- y7 S
- when boat5 y6 X3 L# [+ _" D2 T$ \% i5 J
- draw_boat_path/ F/ z! L3 a3 _! x G
- when ship
6 w% m- y# W0 e! Z# L0 y) S) s - draw_ship_path
- _+ n& \8 D$ y5 k8 y* T2 C: g - when airship' U$ w( e( V( J
- draw_air_path0 h8 C! p3 a0 i5 a4 D6 m0 ~
- end' K& F" H; H! Q0 D$ N3 R
- #p (Time.now.to_f - temp.to_f) # 测试效率
- f5 L+ \6 B- c$ I - end
. G- R V( i& q: u - #--------------------------------------------------------------------------
3 J2 P. [- x! s( m. u" Q - # ● 判定是否可以绘制移动路径
" A+ p8 i/ G$ R! M8 |( s! y$ G - #--------------------------------------------------------------------------
7 W( [# n, Q+ B& f9 v" |- }9 C - def drawable
# B$ d5 w) A0 Z9 R s3 e; p1 R - return false if @move_route_forcing @followers.gathering
8 o! {% r7 ?, u+ Q - return false if @vehicle_getting_on @vehicle_getting_off
5 n8 f5 ?0 D8 B4 ?& h6 ` - return false if $game_message.busy $game_message.visible
' |4 z- M @0 `( u - return true
7 s. \, q( P$ { - end% r& M6 O N/ c# L: N
- #--------------------------------------------------------------------------3 |% I4 r% p1 j% y+ U, O5 v5 S
- # ● 绘制walk移动路径 @array[move_directions...]% A+ f( i* k, r3 j, \- w
- #--------------------------------------------------------------------------
, [6 r, x- B5 e; c, f - def draw_walk_path1 [! {2 E* B! h
- # 准备绘制路径表格
3 d( K! p& n, Q9 C - sheet = Table.new($game_map.width, $game_map.height)* r6 `9 S% Q& s
- reversed_chase_path = []; chase_path = []* A. H4 ^; _( e7 p
- reversed_chase_point = []; chase_point = []
; ?3 E% L8 q! j$ k% W - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
D3 ]' V1 v, Z F - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2/ i% Q/ T; J1 B4 S- X
- reach_point = false
4 S6 G E6 W; _' r0 f - step = 3- \4 R( h! v D. x. q
- loop do #loop1 开始填充表格# n! h; H. k# J/ N
- draw_path = false
) s3 U' F0 a8 K - check_points = new_start_points, h$ h l" Y; E) a( M' d! T. o: N* F
- new_start_points = []7 x6 s5 m$ y7 f1 Q) V1 }* `
- loop do #loop2 从起点开始正向填充
' x+ Q. N3 B/ A1 X$ k7 m - point_x = check_points.shift
3 u* }3 y+ l% f% m; Z. j. ?& p - break if point_x == nil
# y J" o; o; q5 @3 u6 i# A - point_y = check_points.shift% I; T4 k0 w% S5 R+ a% s* Z
- left_x = $game_map.round_x(point_x - 1)
1 i4 k2 ?" w2 D - right_x = $game_map.round_x(point_x + 1)
3 q& Y! y" s! e! R, I+ M& Z+ M - up_y = $game_map.round_y(point_y - 1)
) l0 k& H/ W, }0 C - down_y = $game_map.round_y(point_y + 1)
6 r# M/ J/ i4 M0 y* x7 C - # 判断路径是否连通4 c9 l. c1 I7 B& R
- path_step = step - 1$ h9 h3 T* D! m( }4 q
- if sheet[left_x, point_y] == path_step &&0 z4 h- l" q3 q" c0 {8 K
- $game_map.passable(left_x, point_y, 6) &&
% m, [2 ?, L! N, { - $game_map.passable(point_x, point_y, 4)1 {- L2 V$ [, \9 s' Z
- chase_path.push(4)
! p) i8 [) X% k7 _. _7 q - chase_point = [left_x, point_y]( ?( i: V' ^, n+ ]. Y4 q. i& j) o
- reversed_chase_point = [point_x, point_y] V1 r7 V* ?9 i" Y7 Q
- reach_point = true; break
8 D# N& C7 z) ?. O: E6 u! o$ `" e, @ - elsif sheet[right_x, point_y] == path_step &&: R% A: P( w. `8 q8 n5 p" Z
- $game_map.passable(right_x, point_y, 4) &&
+ i, T0 v5 Z I. i) C3 f) w9 W - $game_map.passable(point_x, point_y, 6) L3 L$ B/ p0 G1 d M* K6 O3 h6 x
- chase_path.push(6)
; w) K# E7 c9 l - chase_point = [right_x, point_y]
- z7 T& a- n3 Y# R- t, k. A4 s - reversed_chase_point = [point_x, point_y] ?9 N3 w; f5 @
- reach_point = true; break
4 L, h5 s# {8 X: _% y- \, ~( U% ^; p - elsif sheet[point_x, up_y] == path_step &&
0 u3 {3 B( J2 ]) \. o; v - $game_map.passable(point_x, up_y, 2) &&# V! C0 z& k, V* }/ B
- $game_map.passable(point_x, point_y, 8)( R8 I9 W% ^9 U( D) J% v
- chase_path.push(8)
1 t0 R2 I' q% ?& y- g. u! N, b - chase_point = [point_x, up_y]0 [" n2 p A) D! b9 R! P! `
- reversed_chase_point = [point_x, point_y]
# w6 G9 y: g, Y* ~ - reach_point = true; break
, I' |9 ]9 P/ y7 X4 h3 R6 P9 h - elsif sheet[point_x, down_y] == path_step && u8 k- L/ ]' ^
- $game_map.passable(point_x, down_y, 8) &&9 J- x0 j! f, T: z: O
- $game_map.passable(point_x, point_y, 2)" h0 n9 w7 [3 i/ Q; v& A
- chase_path.push(2)
6 y4 w: a8 C) N - chase_point = [point_x, down_y]
9 a: U2 N3 M) Z6 }9 X - reversed_chase_point = [point_x, point_y]" J$ Y4 v' I$ f$ z% B" z
- reach_point = true; break1 g& q+ S' V% T
- end3 p" e `# w. U- s
- # 以需要抵达该点的步数填充路径表格 #
7 r0 ~2 N1 i ?+ K# N9 o5 w+ H - if sheet[left_x, point_y] == 0 &&
# V8 m4 H" h- ` - $game_map.passable(left_x, point_y, 6) &&
& b/ g" n( \: `$ X - !collide_with_events(left_x, point_y) &&, X: ~+ d1 l, L# N, d) q
- $game_map.passable(point_x, point_y, 4) &&
0 S$ _+ V! U D! K - !collide_with_vehicles(left_x, point_y) #judge_end; f5 s |& \5 f; S9 h3 l1 j5 n& j
- sheet[left_x, point_y] = step+ p( W' e: k) ]& m5 q
- draw_path = true, Y+ E9 g% M1 w
- new_start_points.push(left_x, point_y)
7 I7 Y6 p n2 n! d7 z" q - end, {$ L2 W9 e/ }# k5 C8 X. n
- if sheet[right_x, point_y] == 0 &&. v5 L1 Y% N; {: l% W
- $game_map.passable(right_x, point_y, 4) &&
W) K" j$ `+ E7 ^' M4 L" P# D - !collide_with_events(right_x, point_y) &&
9 w" S' l$ f6 F1 W- ^) H6 k - $game_map.passable(point_x, point_y, 6) &&
1 E0 z2 F" M+ h" U8 V1 ?$ T0 } - !collide_with_vehicles(right_x, point_y)#judge_end
2 c. x9 O4 P4 e$ s4 n - sheet[right_x, point_y] = step& d& K2 Q$ `4 h) ]! s( w5 f" Y
- draw_path = true
. `- I0 \) U1 H' W; N6 n- Y - new_start_points.push(right_x, point_y)3 Y3 G, I, W, V1 v2 H, M, G
- end! Q5 X4 P, m$ G$ H: ^+ T
- if sheet[point_x, up_y] == 0 &&" }! L0 l; L7 l! ]
- $game_map.passable(point_x, up_y, 2) &&( w' O& G. P* ~3 P" p% X
- !collide_with_events(point_x, up_y) &&
1 `: G+ ^/ C$ c, `1 N9 j6 [ - $game_map.passable(point_x, point_y, 8) &&& K( z1 w3 v) Q4 s- V8 u
- !collide_with_vehicles(point_x, up_y) #judge_end2 o5 U5 Z- q: B: A, n; U0 L
- sheet[point_x, up_y] = step
, u6 d. x& v+ ~8 l/ C - draw_path = true j" S4 M% Y6 f: r# Y) L+ \2 Q
- new_start_points.push(point_x, up_y)
* J% _+ A1 }3 a) }' q7 m; d - end
5 _6 b8 e8 p$ K0 `( O1 m - if sheet[point_x, down_y] == 0 &&
s5 v1 }. f3 E; i( m" u4 w - $game_map.passable(point_x, down_y, 8) &&2 c. g, Q8 U3 r+ F
- !collide_with_events(point_x, down_y) &&
+ g, n3 x6 h& V4 E1 g7 m - $game_map.passable(point_x, point_y, 2) &&
% |) X; z7 F8 S- X( l - !collide_with_vehicles(point_x, down_y) #judge_end( X# ^4 a* K6 f
- sheet[point_x, down_y] = step, K5 r- ^. I0 B+ i( M7 P: H! e7 s
- draw_path = true5 v% @# C; e b- _7 U8 G' K
- new_start_points.push(point_x, down_y)- G/ L2 \5 s6 n2 B. L, L( `
- end
" |$ N) [1 S5 Q0 J6 J' Q - end#endOfLoop2
h K: ?* Y! U' u, V - break if !draw_path reach_point+ f2 I' N5 |6 F( j4 v
- draw_path = false
. E( ^* N/ O8 M) N/ r7 K - check_points = new_end_points5 D2 {2 @! d5 m1 U( x( g( D
- new_end_points = []: r) E% B" o& K; Z: R$ O3 O
- step += 1 s9 ~$ _9 k1 c
- break if step KsOfSionBreak_Steps &&
2 ^9 b+ ]+ o0 l/ M N; X - !Input.press(KsOfSionFind_Path_Key)
9 i/ Q, K" X e+ E. r' i# [- b - loop do #loop3 从终点开始反向填充
}! G m4 v* D( P% r - point_x = check_points.shift
; C* Y/ r! m1 l - break if point_x == nil
8 D( ]( T3 j1 D5 y0 s7 G - point_y = check_points.shift
' r0 v# F' s; v: y# }/ [ - left_x = $game_map.round_x(point_x - 1)
- R% _% L/ p% ^: C3 S - right_x = $game_map.round_x(point_x + 1)
6 c3 O2 @, u$ e! C - up_y = $game_map.round_y(point_y - 1)
( F3 [% r' i6 [. K) q; } - down_y = $game_map.round_y(point_y + 1)" C, k2 a6 ~# |' ]) x1 p
- # 判断路径是否连通) D& Z8 q" o2 t; V9 J3 s v
- path_step = step - 1
: N; E% ~! R- r/ p5 V6 l" s. ? - if sheet[left_x, point_y] == path_step &&
% p0 l, G9 ^ ], b1 D8 D/ {8 v - $game_map.passable(left_x, point_y, 6) &&+ W8 h; v+ F4 g9 c* U. B5 z! i5 J
- $game_map.passable(point_x, point_y, 4)% a- a. G7 Z: b6 c8 M. M8 M' I# a& ?
- chase_path.push(6)
! ^! Q" q3 `8 }' X: ? - chase_point = [point_x, point_y]2 P& i7 g( H" B' G* ~
- reversed_chase_point = [left_x, point_y]
$ x( V; E8 W, ]7 w& p" U - reach_point = true; break- s5 j5 ?) l( q" T7 N
- elsif sheet[right_x, point_y] == path_step &&( D2 E" I% M; g- ~( E3 J
- $game_map.passable(right_x, point_y, 4) &&9 y, B% ]: M' R9 Y0 j1 ]) A
- $game_map.passable(point_x, point_y, 6)
$ l$ H( N: K( q, z' m - chase_path.push(4)' `% `( d: |" S+ T; x
- chase_point = [point_x, point_y]+ [9 v, @8 M) l
- reversed_chase_point = [right_x, point_y]) U9 O* [- Y2 f) M1 g7 p$ Z2 S
- reach_point = true; break) I- ?4 v# p' c* Z
- elsif sheet[point_x, up_y] == path_step &&
0 H* v1 T; V6 o - $game_map.passable(point_x, up_y, 2) &&+ Q1 z! X5 q- d: v% i5 T% k
- $game_map.passable(point_x, point_y, 8)
# m9 h7 y k: ~% G" g1 s/ J - chase_path.push(2)
$ N, F* Q G' X h$ ^7 F8 Y - chase_point = [point_x, point_y]$ f, x, u1 J- y$ z
- reversed_chase_point = [point_x, up_y]
6 b9 t* m4 l4 C$ S2 Z+ q5 | - reach_point = true; break3 {/ o7 Q; h4 w5 H h) w. ]2 w/ M
- elsif sheet[point_x, down_y] == path_step &&; |8 X+ G7 b" I0 A1 b
- $game_map.passable(point_x, down_y, 8) &&
, ^% ~$ c2 s: ? - $game_map.passable(point_x, point_y, 2); k1 d B! b& Z& i) I
- chase_path.push(8)
2 }( c1 k5 r# ]8 ^4 Z4 m - chase_point = [point_x, point_y]
6 Y( ^2 V! g2 Q2 o8 j - reversed_chase_point = [point_x, down_y] C @% D* C) X+ Q4 e
- reach_point = true; break
, u8 G0 Q1 e0 m# O3 `- ], V+ w$ I8 y$ v - end
& t4 j! \6 O8 j2 c - # 以需要抵达该点的步数填充路径表格 #
: g' b! {9 N y* U8 _ - if sheet[left_x, point_y] == 0 &&6 ?' C; {% H0 C" E5 }) H, V; P
- $game_map.passable(left_x, point_y, 6) &&: H3 @0 b& }' c( Q; M
- !collide_with_events(left_x, point_y) &&
" |2 w+ E( H+ _5 U9 ] - $game_map.passable(point_x, point_y, 4) &&0 v4 w7 A) u4 U! r' A
- !collide_with_vehicles(left_x, point_y) #judge_end
5 U" X+ S8 y, R3 F, Q% b - sheet[left_x, point_y] = step
]$ N; p' R4 b- o6 I - draw_path = true2 `9 T$ X7 D3 G$ U! t. q
- new_end_points.push(left_x, point_y)* f/ R7 `) I' D) c. j
- end1 S( t% ~/ j7 r4 h
- if sheet[right_x, point_y] == 0 &&1 d% R( G! c* @# y4 [9 O' Y
- $game_map.passable(right_x, point_y, 4) &&8 E1 g9 B' G( m8 R8 h/ H1 L) J
- !collide_with_events(right_x, point_y) &&
7 m7 ` u3 r+ L3 r# n - $game_map.passable(point_x, point_y, 6) &&! S) {, }: u/ J
- !collide_with_vehicles(right_x, point_y)#judge_end* N; D: e* Z0 r4 d# O% ^' ]
- sheet[right_x, point_y] = step9 A4 X( @" r5 T5 o. x
- draw_path = true E' ?/ U' ?, l+ j& n
- new_end_points.push(right_x, point_y)
y, `2 Y" {* v/ ?' ~7 p# u - end& y3 m, \+ Z+ F
- if sheet[point_x, up_y] == 0 &&" |" V- @) [* E/ _4 Z& o
- $game_map.passable(point_x, up_y, 2) &&/ T+ @& h; G {1 D$ k
- !collide_with_events(point_x, up_y) &&
. A5 w9 f9 A1 R0 z2 Y9 o1 i - $game_map.passable(point_x, point_y, 8) &&
+ g4 C- Z. o7 b( d: V* { - !collide_with_vehicles(point_x, up_y) #judge_end* P0 E- D! G* ?# U0 W
- sheet[point_x, up_y] = step9 {- I' i( h) x9 j2 |% I' ?3 v) F
- draw_path = true# I7 O' N; Y' }( C8 f! E% B
- new_end_points.push(point_x, up_y)( N3 q, O) U( h8 s9 B$ O8 q) ^; r
- end1 }: j: r2 r+ ?0 a; O5 v. c4 `
- if sheet[point_x, down_y] == 0 &&8 _, E2 Z1 }( m ~, b* R0 f/ K0 {
- $game_map.passable(point_x, down_y, 8) &&2 `1 x* h4 G; c
- !collide_with_events(point_x, down_y) &&. Y% ^8 x. x$ K& R! r( E3 t1 X7 x
- $game_map.passable(point_x, point_y, 2) &&
1 x! r# j) y: T- ? - !collide_with_vehicles(point_x, down_y) #judge_end8 B0 }2 z9 q5 g% A( {
- sheet[point_x, down_y] = step; ~6 g1 k8 ^1 b: |8 V# C6 ]! P
- draw_path = true/ m3 }7 |+ n/ ?- h: e
- new_end_points.push(point_x, down_y)
$ v2 g4 K8 D/ q: Y _ - end) H1 M! o& h: S# p; q% d3 Q
- end#endOfLoop3
6 Q0 m% ~6 \9 F* J4 p - break if !draw_path reach_point/ G; J) f5 b$ g
- step += 14 x; f+ \4 A# b) m6 P
- end #endOfLoop1 路径表格填充完毕
1 g0 t! S; u; f- B: J. q" J6 _ - $mouse_move_sign.transparent = false0 m4 Z. u, d6 Z. t
- # 判断指定地点能否抵达
5 w/ h7 y/ x3 S2 | - if reach_point
4 g+ z/ b n6 T - $mouse_move_sign.direction = 2' h- i5 E# e2 K) |9 k
- else/ Z" E0 S7 d7 P& \5 N/ N
- not_reach_point
7 e# ~1 b P7 [$ k; K1 V - return
# n+ n1 t5 l; Q b - end
, p- I) M* |. B - # 根据路径表格绘制最短移动路径(反向)
2 S1 A' r2 f; q5 ?) n( V5 [9 h! h - steps = step 2 2 + 1) H9 h1 Z( l. Q# @8 w
- loop_times = step 2
8 M" }' V7 j4 P( `& G - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]- S9 R% E" M1 \7 x) [3 _
- for i in 1..loop_times # forLoop
' ~+ Y. C" J, {; h5 K# s - steps -= 2# y- Y% Y/ x* V& ]
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……
. j- X. k) W( d - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
- h6 d" C: K& A: N# U( }5 q0 O - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&, b5 @+ S) W: c% W8 a
- $game_map.passable(point_x, point_y, 4) #judge_end7 K# W4 |& O5 P! J! r( x
- reversed_chase_path.push(6)
8 P1 ^ s: F0 }% T0 q: r- @ - point_x = $game_map.round_x(point_x - 1)
+ ^8 p3 \( _) C - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
& P+ a% }% Z! D+ _( ]2 M; t) } - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
- Z, C1 H$ d7 F: d& u - $game_map.passable(point_x, point_y, 6) #judge_end
8 q$ R3 g* L) C. R - reversed_chase_path.push(4)
2 R ?% n) j, ~% D* w3 S+ ^ - point_x = $game_map.round_x(point_x + 1)
8 d8 D; k2 y/ B9 z" q. I6 D - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&, \4 t r3 s0 @% c$ P* g/ s" D4 a
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&. l. M' k1 g* _5 ?+ D0 E
- $game_map.passable(point_x, point_y, 2) #judge_end
: O$ V0 K, s/ ^. |, o8 o - reversed_chase_path.push(8)
+ L3 ]8 q% v* g) h6 ~ - point_y = $game_map.round_y(point_y + 1)0 N7 h" }. E' E( R: w; w7 m5 A
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&5 W5 p2 i1 ^. ?6 c
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
( G1 B3 D8 {& r$ e5 Z8 x' e - $game_map.passable(point_x, point_y, 8) #judge_end
# k: F7 ~5 t7 s( J7 n/ x4 H" }) ] - reversed_chase_path.push(2)
/ ?) K! a3 k; m/ d2 R - point_y = $game_map.round_y(point_y - 1)
! F: ^+ a# g( s! Q - end1 j- k& H, M7 y8 }8 i
- else. Y$ k' o' v! D+ r( i. b
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&1 t+ Y# D8 e& ?
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&4 e: t% Q4 M H# w1 O
- $game_map.passable(point_x, point_y, 2) #judge_end
/ ? D; K% w8 a; f8 P3 o$ { - reversed_chase_path.push(8), _+ ]. H, _) Q" F+ F# L
- point_y = $game_map.round_y(point_y + 1)7 U- ~% {( `0 m* W1 {2 i- d4 t( F
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&, n B) v( I" H
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&& N: ^) o l; H6 F: M `/ b, {
- $game_map.passable(point_x, point_y, 8) #judge_end
8 | Z. k, @3 f3 ~ - reversed_chase_path.push(2)6 | y2 w0 G" K6 [& [5 t2 Z7 S+ L
- point_y = $game_map.round_y(point_y - 1)! q1 y7 O3 Z4 ^, ^2 b
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
: g& W) v; @* T6 F' M5 C$ d - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
* z a5 W. O. p3 o; W% }/ X - $game_map.passable(point_x, point_y, 4) #judge_end
: q8 a3 D; y' S+ [% u; K5 k* X - reversed_chase_path.push(6)1 S3 z' ~1 f+ u8 d8 ~$ Z' e$ ^$ A
- point_x = $game_map.round_x(point_x - 1)# B+ G4 \ h. [# G6 m. \8 m
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
1 f+ s" y! E; W$ B - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) && l8 k( s0 K/ V6 p5 G' L2 u
- $game_map.passable(point_x, point_y, 6) #judge_end" U" N9 [3 W) K" v
- reversed_chase_path.push(4)5 h( a) {% C @! n; w
- point_x = $game_map.round_x(point_x + 1)
, A: s8 {7 }' v& y: K - end
6 o; f$ p/ \! g8 }/ s - end
4 X# {% s9 l6 C) t( \& G - end #endOfForLoop+ m1 f1 S% E, ] F' ~1 C# L; B
- # 根据路径表格绘制最短移动路径(正向)
W3 u0 o( W4 d' d' c - steps = step 2 2' W2 o8 G) `% s% h1 G+ j
- loop_times = step 2
8 h/ g4 P5 `* K, E" d - point_x, point_y = chase_point[0], chase_point[1]2 Y$ H* I+ c0 H9 _6 v2 @% l
- for i in 2..loop_times # forLoop
i" R, S) [* e: X- N1 m- | - steps -= 23 ^ Z- v8 `2 e7 d' y
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs0 C0 _6 @ S E1 L) v Q. f* B( f6 P
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&. m5 @+ p' h7 I: k: A5 p' S% t1 d! T
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
, j; d+ u. L. o) ]( H - $game_map.passable(point_x, point_y, 2) #judge_end
- E7 b) s# B2 Q& l+ d; y - chase_path.push(2)* p& ]; P; Q$ ]9 e
- point_y = $game_map.round_y(point_y + 1)
! k7 c/ F# G5 ? j% @ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&2 o& e# O4 T. M# _' ^! o: C
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&- D% W6 G4 b! Y! D, [9 L
- $game_map.passable(point_x, point_y, 8) #judge_end
; t/ u; h, _! E- T, r, {* @ - chase_path.push(8)+ v: m$ H- g6 {8 ?( P
- point_y = $game_map.round_y(point_y - 1)( g0 h1 ^4 O2 w% ^. F
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
# M' S, l, C3 k* C - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&# F% B4 N# H" T2 t$ i
- $game_map.passable(point_x, point_y, 4) #judge_end1 l0 O6 v# N! b* b
- chase_path.push(4)
( S7 q6 A- h5 Y ^) k! |0 |; _ - point_x = $game_map.round_x(point_x - 1): [6 r. Y P; z1 m2 x
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
8 V: ^, O# A0 t( B0 i6 @% @- k - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
, q* O: `9 S# E! [5 T1 ^ - $game_map.passable(point_x, point_y, 6) #judge_end! c+ J9 G$ z# J& q, h' a$ m
- chase_path.push(6)
( [" r0 R$ {/ Z - point_x = $game_map.round_x(point_x + 1)
2 \6 P; B6 n' `9 D3 B5 C4 f - end
7 ?' `) S+ D. B+ A - else% |* }. e* V* C% l
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&# `5 t* V, X3 P; C2 g0 n$ k) n
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&3 M+ z$ t4 D( \/ z- h; {
- $game_map.passable(point_x, point_y, 4) #judge_end
) a4 {$ z$ q6 m. v, D - chase_path.push(4)- F" ]9 h f5 l4 c
- point_x = $game_map.round_x(point_x - 1)
* }2 b* j2 {7 t3 Q - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
- N5 S |6 D3 n' `( X) u - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&( X9 K* M0 D% A' M { g
- $game_map.passable(point_x, point_y, 6) #judge_end
8 p# t$ U5 b! j9 N# F' F - chase_path.push(6)
; u/ G" p: y, v2 W% `1 s - point_x = $game_map.round_x(point_x + 1)7 V8 E. f( J- ?& @! ?9 c
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
1 }. Z2 L8 L1 Q+ K3 v M8 R+ W - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
- t7 m3 W+ i$ t% f' Y1 d' u- d - $game_map.passable(point_x, point_y, 2) #judge_end
, R$ t0 b' @3 i5 Z4 @0 {! U9 x- A - chase_path.push(2)4 e" E: E9 G: \8 G
- point_y = $game_map.round_y(point_y + 1)
4 P3 ?- M* Z. J% ]6 t* T - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
" P9 ~1 a e# f1 K! g: d& h - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
9 b; c( u+ {* B; K& [# e7 j6 \ - $game_map.passable(point_x, point_y, 8) #judge_end3 G5 n' p6 L" a& R" R, Y
- chase_path.push(8)
' e& {6 m- N. }" _* }: l) L4 M - point_y = $game_map.round_y(point_y - 1)
0 [, L5 ^8 R, C - end
7 C2 ~) F* k1 u6 \ - end2 s* P, D- I3 n8 b. {' @7 S
- end #endOfForLoop
+ W9 ^# z3 `. R, I! R s% j8 E - @mouse_move_path = reversed_chase_path.reverse + chase_path3 }+ h+ l: d' ]$ `+ R
- end#walk, Q; e2 ]3 Y+ P. m
- #--------------------------------------------------------------------------
% R5 P$ M: d% {( P1 J4 g - # ● 绘制boat的移动路径 @array[move_directions...]
- j9 s- ~ h7 u; J, W, k$ c - #--------------------------------------------------------------------------
& D7 C' x/ o" P4 `6 |8 _7 I - def draw_boat_path
% k. b7 q- k% n1 z$ E - # 准备绘制路径表格
J0 E5 m1 R; M4 e7 `/ X8 f - sheet = Table.new($game_map.width, $game_map.height)7 z6 g5 B v* R1 ^* @
- reversed_chase_path = []; chase_path = []
$ T) ^; ?6 H/ Z/ m - reversed_chase_point = []; chase_point = []" I7 Q" S: Q: R1 ~( Y! U7 |
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]. Z, w# q8 j) X- f$ I/ n
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2% N8 u5 n0 v9 x: U( X% v9 R
- reach_point = false! n. ^6 s1 @" V7 e3 T
- step = 3! j; a8 h' F! ^1 c$ B( z* y
- loop do #loop1 开始填充表格# f9 A$ y* q% X! \
- draw_path = false
+ Q3 X3 j, d4 ~- a - check_points = new_start_points: w' ]2 Z8 c; w$ L8 N
- new_start_points = []
- m* r5 M6 Y9 w# [* ] - loop do #loop2 从起点开始正向填充. \7 J. {) Z" I, D1 Q
- point_x = check_points.shift# {0 j% e" U7 _6 x! @
- break if point_x == nil% P6 m; J4 e7 f! X! `& e, f
- point_y = check_points.shift
- Y7 l9 ?* @/ D8 W& z$ I7 ^ - left_x = $game_map.round_x(point_x - 1)8 V3 f% @6 v9 k0 {$ D6 H
- right_x = $game_map.round_x(point_x + 1)
# w2 w, I, {- Z' v: ^ - up_y = $game_map.round_y(point_y - 1)
, `- B4 c7 R5 `9 N8 r - down_y = $game_map.round_y(point_y + 1). N6 i. M; j: ~9 N! t9 c m
- # 判断路径是否连通; @5 q. B) ]% X, r8 |+ H
- path_step = step - 1
' |1 J6 F$ v4 v! P6 V - if sheet[left_x, point_y] == path_step+ c* V3 E" {3 e! _) s0 D
- chase_path.push(4)4 r$ T* B7 l- A
- chase_point = [left_x, point_y]0 L! @" v- r0 R: I
- reversed_chase_point = [point_x, point_y]
$ k, p( _* x! j8 O: g" K - reach_point = true; break
3 U. H7 @% `# S! w3 l) L - elsif sheet[right_x, point_y] == path_step o0 k* g( N3 r. j5 i: k- E/ \8 O
- chase_path.push(6)
- v b1 j- ?' c% B4 q- ]/ l - chase_point = [right_x, point_y]; e; x# F; d' o8 q( ~4 h& ?
- reversed_chase_point = [point_x, point_y]
: r5 W" B' `5 J* [6 q" Y( y - reach_point = true; break
) }& } s( K$ F! j) a: A1 I% q* k - elsif sheet[point_x, up_y] == path_step* { q! G# y2 m* `- a- e; c3 R
- chase_path.push(8)+ Q- |* g, l2 Q% \% W. d- }: _/ v. N
- chase_point = [point_x, up_y]1 ^1 o% }- Z3 j4 C9 p$ O3 z
- reversed_chase_point = [point_x, point_y]: o: H7 ^1 k$ [9 u
- reach_point = true; break# v' o$ S2 f; G" d& b
- elsif sheet[point_x, down_y] == path_step& ^" V1 ]9 \* [6 T
- chase_path.push(2)
" y% J0 Z- `% w - chase_point = [point_x, down_y]% ]8 X- N# D, T8 g3 F5 \
- reversed_chase_point = [point_x, point_y]) k+ X) l0 N: N3 [7 d
- reach_point = true; break
( [. ~; M% K& Q- ^- m; p ?3 x2 B% G3 k - end
% L8 o0 `% _& F( G7 I# P i) b( z - # 以需要抵达该点的步数填充路径表格 #
4 o- E- K- l+ G - if sheet[left_x, point_y] == 0 &&
2 {7 \* B, l/ d3 j! Q - $game_map.boat_passable(left_x, point_y) &&& N( i8 \0 B$ Z2 [
- !collide_with_events(left_x, point_y) &&
7 F$ W! k4 M8 r, X, S' m - !collide_with_vehicles(left_x, point_y) #judge_end
' B. ~2 _) m3 E2 u1 r# P) X) { - sheet[left_x, point_y] = step
4 p [( P& J8 _2 ^ - draw_path = true
" d( J9 Y- n7 v1 ~, f- @) H5 N' I" x - new_start_points.push(left_x, point_y)& u1 d* b6 P2 m- @
- end
& q( M0 E J& { - if sheet[right_x, point_y] == 0 &&
% V( w* t {9 @ - $game_map.boat_passable(right_x, point_y) &&
: E# D/ S# S) l - !collide_with_events(right_x, point_y) &&5 C: V$ }7 O/ N
- !collide_with_vehicles(right_x, point_y) #judge_end
4 O- Y) I. x1 Y" B8 }4 Y& k - sheet[right_x, point_y] = step
2 L) ~# E+ w0 B: s' j L - draw_path = true- p \; `# x$ ~
- new_start_points.push(right_x, point_y)
7 t' [" k0 w" |- M o4 J) H9 m - end/ ]; z0 [: w2 Q7 @+ [
- if sheet[point_x, up_y] == 0 &&) K7 G4 i4 G' v0 C
- $game_map.boat_passable(point_x, up_y) &&" G: C9 q- p9 O6 }
- !collide_with_events(point_x, up_y) &&
: v9 C$ U. J: M - !collide_with_vehicles(point_x, up_y) #judge_end
+ {1 d( D& J3 Q6 v; r - sheet[point_x, up_y] = step
, w4 A t2 Y0 C- y. Q - draw_path = true7 F1 d8 N5 ?/ d; z
- new_start_points.push(point_x, up_y)
[1 @( o6 x" } - end, p+ c: X) v! P- B9 H) v) y3 ^
- if sheet[point_x, down_y] == 0 &&. D) @$ v# N( d0 T
- $game_map.boat_passable(point_x, down_y) &&0 B: Z, v' A" f3 Z
- !collide_with_events(point_x, down_y) &&
& E. s/ i9 ]% @9 _, f0 {* l0 F - !collide_with_vehicles(point_x, down_y) #judge_end
}2 ?, p$ y8 r' r - sheet[point_x, down_y] = step
$ u: v' O+ ?4 a5 v6 x* [# @) Z) a - draw_path = true
3 u2 V0 z$ q# H! n - new_start_points.push(point_x, down_y)
) D7 A% u: u8 z - end/ X% b, W u2 H; D2 `) ~! s
- end#endOfLoop2
/ K5 `3 ?8 @4 a$ y) I# ?6 U; i* O - break if !draw_path reach_point1 M. _0 e, ]0 A
- draw_path = false! d: b$ m" z! V% [
- check_points = new_end_points
, v4 n$ ^- \ e) ^0 y - new_end_points = []" x/ K% _1 ?# Q
- step += 1
" U# f8 _/ R: l ]" m - break if step KsOfSionBreak_Steps &&0 M+ \ y/ E/ F! a
- !Input.press(KsOfSionFind_Path_Key)
! _+ G+ s; i$ l+ E - loop do #loop3 从终点开始反向填充
$ E: H, c6 w& W7 d" V- } - point_x = check_points.shift
& U. w/ j( |; q' z - break if point_x == nil* Z$ i2 e1 y/ h3 L- x5 |( C+ a
- point_y = check_points.shift/ U, h$ ^( y' J
- left_x = $game_map.round_x(point_x - 1)
" u' M8 t' o8 f& @1 t3 | - right_x = $game_map.round_x(point_x + 1)
7 a6 U7 {8 n# A% `- S! x - up_y = $game_map.round_y(point_y - 1)4 ] l; Q" Y# X* i; E7 j- ~
- down_y = $game_map.round_y(point_y + 1)
- {1 T, V$ ?- K f- j - # 判断路径是否连通* x% N0 }, s" `" t9 }
- path_step = step - 1
/ ^! `5 R" K9 V6 [5 [2 {4 q) b2 Q - if sheet[left_x, point_y] == path_step4 F. n' |$ n; \4 F; _% s: y! v
- chase_path.push(6)
5 J/ J/ v n$ M* _5 u. e3 t+ e - chase_point = [point_x, point_y]) O( [( l- R: ~( J# r3 U
- reversed_chase_point = [left_x, point_y]3 M8 t" |6 O& v4 q- n
- reach_point = true; break
- }7 p" _1 V2 I; V6 P - elsif sheet[right_x, point_y] == path_step
$ ^' B* D& O4 ~0 j, y" o( O - chase_path.push(4): M$ a! b( p0 F0 l8 D( B) U
- chase_point = [point_x, point_y]
' k0 f C0 f! t. p6 C - reversed_chase_point = [right_x, point_y]
$ ~( Q% Q* g3 O# D8 i2 u- Z7 ~6 J - reach_point = true; break/ j( K" m1 _( r7 D
- elsif sheet[point_x, up_y] == path_step
0 ? \- s D7 `/ D2 e0 a2 F5 W - chase_path.push(2). y! H7 m9 `. c2 ~4 o( m# b
- chase_point = [point_x, point_y]
7 {- _6 T, Q/ x" H - reversed_chase_point = [point_x, up_y]
# o8 L% |, T( |; i( y* G* ]% Y - reach_point = true; break
% D1 e, j5 S, Z: X: f+ A% B - elsif sheet[point_x, down_y] == path_step
3 b- S9 q2 o: @9 Z8 W - chase_path.push(8)* P9 x5 W% n1 O- @* n: V
- chase_point = [point_x, point_y]8 H7 d- R( R9 G4 n; [; E9 e
- reversed_chase_point = [point_x, down_y]
5 p8 g1 m2 ^& s! Z+ J8 ] - reach_point = true; break
5 w% b8 j/ d1 ~" V; `2 T - end2 e! t" T6 B6 q5 G r) a
- # 以需要抵达该点的步数填充路径表格 #( H, u, J$ D/ f% N8 J( e$ b
- if sheet[left_x, point_y] == 0 &&
* C* P! Q; D2 ? - $game_map.boat_passable(left_x, point_y) &&2 U8 f/ u+ E9 k
- !collide_with_events(left_x, point_y) &&
. Q# b6 e, P o; ^0 ~5 G3 w - !collide_with_vehicles(left_x, point_y) #judge_end! a6 ]/ Z( R5 k: @0 w
- sheet[left_x, point_y] = step
- g9 O% |# P a/ D1 `6 S* r7 N - draw_path = true! w5 _- i7 {: S2 i0 ~" T8 g9 y
- new_end_points.push(left_x, point_y)! U. U3 J7 q, J$ u( N
- end
4 v8 V; t4 X8 u9 P# g! \1 h* Q - if sheet[right_x, point_y] == 0 &&) w: w: i5 ~' T; F: X6 N2 {
- $game_map.boat_passable(right_x, point_y) &&
* H" h' g0 N9 N - !collide_with_events(right_x, point_y) &&
0 ^# p/ A* i5 q$ l - !collide_with_vehicles(right_x, point_y) #judge_end
3 H6 O9 ?, s& ?8 X* s; p - sheet[right_x, point_y] = step- |/ O0 E& z( t4 C7 j$ e& P+ b1 y' \
- draw_path = true
1 n3 U. T: {5 j - new_end_points.push(right_x, point_y)
8 h/ C3 ^- D7 c! B - end
/ v$ h( p8 v) w( L - if sheet[point_x, up_y] == 0 &&
8 K l/ g% j3 a - $game_map.boat_passable(point_x, up_y) &&
9 f/ a. P( R9 @# b( \) s: X - !collide_with_events(point_x, up_y) &&" m4 Y1 g, l; v/ d8 s+ I: o
- !collide_with_vehicles(point_x, up_y) #judge_end$ Q: @1 |- U Y. j/ `: K9 I, @
- sheet[point_x, up_y] = step
+ G' D9 k) i ^1 P; Y: [ - draw_path = true" J+ ~/ ~/ _& I6 y8 l. e" ]
- new_end_points.push(point_x, up_y)$ q1 u8 X& @2 H2 G' X9 O
- end
. e# r3 H, e6 k - if sheet[point_x, down_y] == 0 &&, q0 \2 ]0 J9 j
- $game_map.boat_passable(point_x, down_y) &&% D4 j- t$ c2 k' r. H6 @5 ?
- !collide_with_events(point_x, down_y) &&
. {, W# [$ } ~. Z1 o9 p. I - !collide_with_vehicles(point_x, down_y) #judge_end
: a1 u8 y/ E! M) E; c0 h$ z- [! P" b - sheet[point_x, down_y] = step
! W& V- u, k# ~0 d/ ~8 P. | - draw_path = true( J9 s: _) ~2 B3 ^" z; b
- new_end_points.push(point_x, down_y)9 z5 }, l2 U9 u# D* A! r
- end
: O. }! O; z9 d5 ]' E) P: h/ X - end#endOfLoop3
+ ~1 {6 o( J# }0 D - break if !draw_path reach_point1 }0 q: v9 A5 r
- step += 1- Z) [* U" I" I( R$ J) K0 j
- end #endOfLoop1 路径表格填充完毕
7 q4 D1 U( o7 N& ?- _ - $mouse_move_sign.transparent = false$ _0 N5 h0 n- a# |* u! f g' Z
- # 判断指定地点能否抵达7 E" a0 B1 j( N: n6 q9 [
- if reach_point3 S3 x+ @8 S# f
- $mouse_move_sign.direction = 2
0 b5 z2 J, t, T" T0 f - else. b5 u* T" n& O$ m0 g5 @+ w
- not_reach_point V5 H6 E i3 n& H: N
- return* \% p) Z! n8 t% ]: v
- end
8 ^0 W2 Q" o4 R4 n" o- O% U - # 根据路径表格绘制最短移动路径(正向)
' V4 Q9 E+ Z$ i) n - steps = step 2 26 r* _6 s0 G2 |# S
- loop_times = step 2
. O1 ?0 z, `) @. r: T/ e& [ - point_x, point_y = chase_point[0], chase_point[1] r% w: ?/ ?6 B4 s3 y, P
- for i in 2..loop_times # forLoop
/ t! W$ M8 Q" ^ - steps -= 2
; u1 e `" E& x+ A: d - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs0 @9 C5 B, P" `& u* K
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
4 q6 {8 ~5 M% J - chase_path.push(2)$ y }. V+ @9 L: i- }
- point_y = $game_map.round_y(point_y + 1)
6 h0 s, @: u) }) y0 N( m3 c, M - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
# r3 s Z8 ` C; D$ B1 d+ e - chase_path.push(8)) h5 Z7 q7 B* n0 c; u% [
- point_y = $game_map.round_y(point_y - 1)
- c6 ]1 a+ Q. i# ]6 F7 x4 B) u% q1 ? - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
6 R( x, c* c9 o: z9 w+ s4 j5 ] - chase_path.push(4)% ?2 w6 \: K) [9 g# R* `3 Z
- point_x = $game_map.round_x(point_x - 1)
) X% Q: y% ?+ D) x! Z6 u0 S - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
+ y3 L6 g3 n- R, F/ w7 `" I$ M - chase_path.push(6)$ n! I. ]4 M, t7 I/ q$ }/ h- o5 }
- point_x = $game_map.round_x(point_x + 1)2 [7 V6 ~& [7 K& ~3 s
- end
5 }$ R! Q! ^. v5 ^" m* x& z - else
+ c9 w% O: h$ \4 J4 g/ t; R - if sheet[$game_map.round_x(point_x - 1), point_y] == steps3 J. ?4 `* l4 E! a) X% P8 s: N2 N
- chase_path.push(4)
0 S, _, B6 R9 r! o' Q - point_x = $game_map.round_x(point_x - 1)* P" e0 `# N: I3 z0 A' D7 i# \" _
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps/ {5 g; f) j4 J. H. P' C
- chase_path.push(6)
# r, ^3 R# @6 j9 m& Z1 W. X5 }4 T - point_x = $game_map.round_x(point_x + 1)
5 f) B. D. ]% L, A& f1 J - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps+ Q3 ^. F2 l* m+ R
- chase_path.push(2)
5 |% P7 Y6 C' u& \, m0 } - point_y = $game_map.round_y(point_y + 1)1 x9 C4 T0 k0 T& E* e' @
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
+ b! l4 ^) o& L8 }' \ - chase_path.push(8)
2 h$ g8 g4 J9 Y9 C/ `5 E7 h - point_y = $game_map.round_y(point_y - 1)
4 I* q7 T; B4 F' V N2 N - end
. z8 r# Y/ A5 v* f1 P5 A3 } - end( K. }6 e- I4 H& P8 A
- end #endOfForLoop
+ h3 i$ k0 K7 W# q( \8 } - # 如果指定点无法抵达或者登陆
% Z+ B# k n( f) b# Z& @ - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)% b3 `8 I7 Y/ H* u
- # 根据路径表格绘制最短移动路径(反向)
: K( k. J3 _' s/ k, t1 a - steps = step 2 2 + 1
& g# V! F; c! ]3 { - loop_times = step 2
; p. H4 e" v$ L: p, S6 k+ N - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]! k5 y, U# h0 y; Z8 t5 W7 p
- for i in 1..loop_times # forLoop; u( g3 N, C q2 v* o
- steps -= 2 ^: ~0 u) A: x- |/ y* \6 B
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
' T- m$ T3 q* g( h - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
* D1 E: M* A( g# D) g1 ] - reversed_chase_path.push(6)( r( X# b' C4 U
- point_x = $game_map.round_x(point_x - 1)6 a& U6 p7 ]! N" u- \8 U3 d. m
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps$ }( X6 U7 h" E! Q; A- ^
- reversed_chase_path.push(4)
& }5 @/ h, b$ P - point_x = $game_map.round_x(point_x + 1)
. K7 y; f, R- u0 p - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
+ C- K& W: X( }1 X( Y - reversed_chase_path.push(8)
3 ]+ X( Z/ S3 M2 h: h- l; r - point_y = $game_map.round_y(point_y + 1)3 P' Z) F% {. O; u. B9 ]7 Q
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
& o. ^8 _# {) b/ u7 E' ?0 T - reversed_chase_path.push(2)6 c" j0 U# v" L7 [; \& ]* H6 E3 Q
- point_y = $game_map.round_y(point_y - 1)3 Q. o( w) d1 Z' `: t1 `
- end2 z3 I3 \6 }. `& \7 J
- else
; @( i* L% Y6 s. Y4 ]: ~( e/ H - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps7 d( f1 t8 K5 e4 x
- reversed_chase_path.push(8)
2 P8 r* A: Y( r7 s5 V - point_y = $game_map.round_y(point_y + 1)
* b1 s/ B9 d, b0 K: y - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
J( a5 M5 {: b }) O2 p5 y" D - reversed_chase_path.push(2)
% W8 L6 @' P# \9 Y - point_y = $game_map.round_y(point_y - 1)
% \" k' M; m: N - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
- a- r: i, {0 r$ F g - reversed_chase_path.push(6)
5 r! _ [* g* o9 N, Z - point_x = $game_map.round_x(point_x - 1)7 o0 j r" Y1 C* z# o' p
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps0 ~# M6 C _: X' c% b
- reversed_chase_path.push(4)
; ~7 O/ F. V1 T5 q& M6 Z2 } - point_x = $game_map.round_x(point_x + 1)" H3 y( _' ~* E
- end
% N3 X9 H$ z; G0 @ - end8 X3 D6 X) C, c9 G
- end #endOfForLoop# D" P& ?! c5 ]# N! J# l0 R" M
- @mouse_move_path = reversed_chase_path.reverse + chase_path! t' t& F. T" w* t
- end#boat! c# g {8 M+ Z6 D. _
- #--------------------------------------------------------------------------
! d0 ^5 n; R- ]" m5 B - # ● 绘制ship的移动路径 @array[move_directions...], x: J5 K6 I X8 a) D
- #--------------------------------------------------------------------------/ ~! _+ s1 o& N" V I3 k+ a* @
- def draw_ship_path+ E% n2 y. k1 [, I9 P1 h: O
- # 准备绘制路径表格! j7 R( o, Y2 z0 Z1 x
- sheet = Table.new($game_map.width, $game_map.height)
' _. d) o& ?: V; o: w/ c6 G - reversed_chase_path = []; chase_path = []# N- y6 C! K5 o. B m
- reversed_chase_point = []; chase_point = []. p( V$ X3 ~+ F
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]# c, W9 L4 r Z& U" g
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 24 f( d2 g7 y, d$ ^+ r
- reach_point = false
% ^+ f. R8 ~0 r& M/ C8 R1 m - step = 3% r z, s0 _. L4 O4 V% `
- loop do #loop1 开始填充表格
+ B4 X; |: {1 a8 R - draw_path = false
2 o) m4 w0 ~; c& n& T+ m - check_points = new_start_points4 H2 j# A. \5 l
- new_start_points = []; [' G+ U+ g& D
- loop do #loop2 从起点开始正向填充
4 o7 w+ z E* @2 k$ ~& B8 D( S: U - point_x = check_points.shift$ {2 w) i$ H: r B
- break if point_x == nil
. |! K7 J/ e8 q l - point_y = check_points.shift) |' a( ^; I4 ?% y, g( q; x. a# F
- left_x = $game_map.round_x(point_x - 1)
. U% H+ t# f% Y! K2 n - right_x = $game_map.round_x(point_x + 1)
6 k. L# R$ j- c6 ^( b0 w* [ - up_y = $game_map.round_y(point_y - 1)
( t( {1 D( ^) _2 a$ W - down_y = $game_map.round_y(point_y + 1)
8 ~0 P7 x5 k1 z. i; | - # 判断路径是否连通& S& K4 s& l8 Q, l: Z. f
- path_step = step - 1+ O+ I; X6 j# D7 g5 b
- if sheet[left_x, point_y] == path_step; W1 A1 X4 i! F7 z+ j# w0 t
- chase_path.push(4)
3 L) g& d: d, \. t - chase_point = [left_x, point_y]! e0 c: {1 m% w8 O' l" c
- reversed_chase_point = [point_x, point_y]" d! Z% A* L7 Y0 x8 ?2 M
- reach_point = true; break0 j) D* O* V; ? Y
- elsif sheet[right_x, point_y] == path_step
: }0 g# E9 @( ~. w# |1 b: h6 N - chase_path.push(6)& Z, G. b: D& t
- chase_point = [right_x, point_y]
6 t5 C, |" M0 c - reversed_chase_point = [point_x, point_y]. N z m6 ]4 A
- reach_point = true; break
1 p, F" |8 A! n4 [ - elsif sheet[point_x, up_y] == path_step
8 z' w1 M% R0 X; P8 n - chase_path.push(8)
' A/ L( n6 }- f% z0 x& t - chase_point = [point_x, up_y]
3 j. t$ {1 \0 A( u - reversed_chase_point = [point_x, point_y]
0 X6 y" w# Y' P9 l! B1 t& { - reach_point = true; break
# K, Q7 }! `& P( P& f$ b - elsif sheet[point_x, down_y] == path_step; D0 c0 V) p0 D l7 M
- chase_path.push(2)/ U+ r( _5 o0 m) r0 R6 @/ O& r
- chase_point = [point_x, down_y]
3 g3 g. [2 W) L3 | - reversed_chase_point = [point_x, point_y]
% R* v# _+ w8 b+ a5 X - reach_point = true; break6 i/ z& c. f* E6 G$ ]6 J
- end
) Q# I+ o0 \/ }. ^# ^5 \ - # 以需要抵达该点的步数填充路径表格 #
4 n# `0 l# J k, Q: \1 K - if sheet[left_x, point_y] == 0 &&% q9 |* i( c! X8 J
- $game_map.ship_passable(left_x, point_y) &&& s9 v0 u) F* A5 L" Q- A, L& {
- !collide_with_events(left_x, point_y) &&$ e* v; V8 k$ {/ K/ d9 G
- !collide_with_vehicles(left_x, point_y) #judge_end" u' \! _$ R; k0 u4 f& C5 a
- sheet[left_x, point_y] = step1 a5 Q3 u, V) @' B K, e5 {+ h9 c
- draw_path = true4 Z$ b2 ^+ X5 q+ i
- new_start_points.push(left_x, point_y)+ D5 s8 S3 k# |% b6 J& k
- end" Y' u6 ~7 q0 j4 K, W
- if sheet[right_x, point_y] == 0 &&" \4 P% D+ c8 P9 c
- $game_map.ship_passable(right_x, point_y) &&
$ k: x4 V' {7 N6 N - !collide_with_events(right_x, point_y) &&
8 J- v0 K7 d5 _ E, Y+ ~ - !collide_with_vehicles(right_x, point_y) #judge_end
, w/ b. {& h( @ - sheet[right_x, point_y] = step
/ x' J" F! R4 z B- B; @; } - draw_path = true& K+ T' j0 ]! @ Y/ x
- new_start_points.push(right_x, point_y)
% T8 G; Z: Y3 \. n: p4 X - end* u+ x9 i }) E6 ~8 V
- if sheet[point_x, up_y] == 0 &&! g: d3 o3 B* s1 E: X4 d! R
- $game_map.ship_passable(point_x, up_y) &&
9 N* O' @( Y$ i - !collide_with_events(point_x, up_y) &&/ Y8 g6 G! D5 H$ H3 }( l1 J
- !collide_with_vehicles(point_x, up_y) #judge_end0 k3 Z3 {$ s; Q. v; e: E
- sheet[point_x, up_y] = step
2 D' W8 _1 @' X - draw_path = true2 k" }% q3 \9 e) T# {, l/ f
- new_start_points.push(point_x, up_y)
. c% |3 b4 U$ |: P b5 M - end
5 I1 s9 ^) h) A - if sheet[point_x, down_y] == 0 &&
9 i9 |& U6 C( w$ ^$ b& x" W4 @ - $game_map.ship_passable(point_x, down_y) &&- S# j1 f1 ?! Q* t& {
- !collide_with_events(point_x, down_y) &&
% H0 w" w g4 N" W0 X2 b+ X - !collide_with_vehicles(point_x, down_y) #judge_end! f) l7 c9 @& Y- n1 W( @0 d
- sheet[point_x, down_y] = step
* f r% t) w- W; h - draw_path = true
* H, H$ [9 S" E, T& f- j( v- Q - new_start_points.push(point_x, down_y)
) U5 T" ]9 ?/ t+ A8 Q - end3 j" Z& w) Q, o: w& a; j& J
- end#endOfLoop20 r7 a t: L% t& t& h- _0 M( S
- break if !draw_path reach_point
0 b1 i; S8 d# C4 L - draw_path = false/ {, q, N8 Y. P1 R! o
- check_points = new_end_points) i" D6 h$ X# p1 y# @" k0 n3 n
- new_end_points = []
5 G3 y8 b" x+ K Z - step += 1
" I/ \3 c" x3 l$ ^% F - break if step KsOfSionBreak_Steps &&1 {% k/ E- i0 J* b3 G1 i/ C
- !Input.press(KsOfSionFind_Path_Key)# z7 W& b: U% {6 w3 N7 s% @
- loop do #loop3 从终点开始反向填充
% {) n9 ]4 B2 j: D* Z - point_x = check_points.shift _7 D' A( [; P5 \. H5 a3 a0 c! g
- break if point_x == nil& V5 e7 R/ s- Z
- point_y = check_points.shift
* B! Q+ { S3 G2 o& r6 W - left_x = $game_map.round_x(point_x - 1)
( t* _- _% L: s7 D - right_x = $game_map.round_x(point_x + 1)- G& V% J: }9 M% G4 Y) ^9 R
- up_y = $game_map.round_y(point_y - 1), o A& @$ @8 j* ~" N) s% i. U
- down_y = $game_map.round_y(point_y + 1)$ j; s3 C, F3 J
- # 判断路径是否连通6 |6 R2 |' l9 v
- path_step = step - 1
a" J5 D. ?5 ?0 D - if sheet[left_x, point_y] == path_step
8 x( d* @0 @2 y. H, k. c1 n - chase_path.push(6)
7 s" F. R) k6 L1 `; R - chase_point = [point_x, point_y]2 B$ F9 ^* d6 k- E, y U9 H4 U
- reversed_chase_point = [left_x, point_y]4 J* b/ H5 | d7 |
- reach_point = true; break
. P8 l+ t* T) i+ W k6 ~0 C - elsif sheet[right_x, point_y] == path_step7 [$ l( v* [5 z. s! n
- chase_path.push(4)
! G$ `- Y% y5 W( F( }2 P - chase_point = [point_x, point_y]/ q: a9 R% Y1 u: j7 S2 P
- reversed_chase_point = [right_x, point_y]/ A7 X9 L# e- t
- reach_point = true; break' M, _7 k" L) k( ]2 [8 C
- elsif sheet[point_x, up_y] == path_step1 c! h5 d3 E# o$ H$ `' S" {- N$ G& y
- chase_path.push(2)
. |6 I* r0 a0 ~% i - chase_point = [point_x, point_y]$ e, J- s4 F: e
- reversed_chase_point = [point_x, up_y]+ v8 m; d; o) C2 N5 n. a8 }
- reach_point = true; break
0 X4 |& ^: X! [' u+ C7 \/ c - elsif sheet[point_x, down_y] == path_step" ^4 O) G' A; r
- chase_path.push(8)
& P* _, ?$ u* s0 r - chase_point = [point_x, point_y]6 G- b% u% T1 W
- reversed_chase_point = [point_x, down_y]
* D8 g+ t2 G0 j1 L6 M0 H; x - reach_point = true; break. o% ^+ T6 \1 V; m* j6 f) o
- end7 P4 j" }6 W3 o" z
- # 以需要抵达该点的步数填充路径表格 #
" Y' @1 d7 F# k3 | - if sheet[left_x, point_y] == 0 &&
+ g6 n x+ m+ D6 N8 u - $game_map.ship_passable(left_x, point_y) &&
2 M( q* M# @" E - !collide_with_events(left_x, point_y) &&/ D6 r( h" ]% d4 V# n
- !collide_with_vehicles(left_x, point_y) #judge_end
; {1 D) i m7 ?3 E - sheet[left_x, point_y] = step
1 p* C* s9 J8 C9 ]' ^0 d2 e9 p& M - draw_path = true
$ U0 l, A, X3 o5 B - new_end_points.push(left_x, point_y)! E/ G. o5 V3 a2 y* P! N M
- end
& T/ }6 s- i0 {( x# U8 ^ - if sheet[right_x, point_y] == 0 &&
* ~* V, d. @9 N$ H" Q/ O! v$ } - $game_map.ship_passable(right_x, point_y) &&8 Z$ \; [, X% S) Q" t
- !collide_with_events(right_x, point_y) &&
( x* o/ t* b0 p9 d" M) ? - !collide_with_vehicles(right_x, point_y) #judge_end
Q; z7 n# \; g3 f0 {- o( ` - sheet[right_x, point_y] = step: L& A3 x* N; L3 |0 a- l! y
- draw_path = true
4 B$ X5 B) Q4 t( \ - new_end_points.push(right_x, point_y)6 t! y" l+ {* Q. J: b& |! p
- end9 m& D' F7 F. m7 b4 Y. o6 s9 s
- if sheet[point_x, up_y] == 0 &&
! U0 K0 E. g! l4 B( o: n - $game_map.ship_passable(point_x, up_y) &&
$ m7 P k P; {# v, l - !collide_with_events(point_x, up_y) &&4 V1 \1 Y6 i. [7 f
- !collide_with_vehicles(point_x, up_y) #judge_end
5 L6 d ?5 z( p; f( m7 E; L - sheet[point_x, up_y] = step
5 f t! L2 Z9 I - draw_path = true
: ?: X7 Q; l% { a4 ^ - new_end_points.push(point_x, up_y)2 i7 i1 N6 W- y3 l* i
- end
6 i3 Q" Y$ _" G+ X" j% W - if sheet[point_x, down_y] == 0 &&
) G; D8 k* m, X/ x# H, P& E - $game_map.ship_passable(point_x, down_y) &&
& ]: i9 [: D$ |; p. z2 [- _ t - !collide_with_events(point_x, down_y) &&
p3 S* X! a' {) u - !collide_with_vehicles(point_x, down_y) #judge_end K" F$ d* z7 t' @6 u. ? d
- sheet[point_x, down_y] = step
0 l5 Q }/ L5 [% B; Z/ k( B3 P - draw_path = true, P( O* h9 B# X- I L) \
- new_end_points.push(point_x, down_y)6 C+ N3 a& t( H$ h4 M4 ?$ K/ n8 f
- end
: \& E3 ^: k3 w/ `# o3 p - end#endOfLoop38 ^* c* G _; L i
- break if !draw_path reach_point7 ~+ C c# ^" }: f8 z) A) R+ r4 `
- step += 1
. @& L9 k2 [( k - end #endOfLoop1 路径表格填充完毕
! N% `( f4 G3 X" w- p - $mouse_move_sign.transparent = false( E" J+ T; D0 L. n" R$ P
- # 判断指定地点能否抵达
: b( g" x( R. S0 V1 Y - if reach_point
, Z- ~& n b2 i# f n' r - $mouse_move_sign.direction = 2( D# _7 e$ e/ ^$ E) @
- else9 b) }% e) G0 j
- not_reach_point
: s# I0 D+ P" q- {: ?6 j+ r& L - return* h8 r' ?3 J# j* v% W6 q d) P
- end
: [8 W. K& |6 T# ]+ h8 ^ - # 根据路径表格绘制最短移动路径(正向)( H k. E8 K v5 ?, R4 q% d+ [, f
- steps = step 2 2* w. p# r) o5 p8 x
- loop_times = step 2
; M* X" p; L& ? - point_x, point_y = chase_point[0], chase_point[1]) e& V* |( ]0 |8 t/ K1 H& ~
- for i in 2..loop_times # forLoop
: ^! Q' Z/ S n0 o- F. {1 j - steps -= 2
; }7 J& V+ i$ e( `) p( _ - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs2 E; b4 `1 ?( _" J
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps0 A i, ]! N# g3 |8 Q2 ?
- chase_path.push(2)1 A+ v9 R, q9 @- Y' W, F
- point_y = $game_map.round_y(point_y + 1)
' C: u# f: W( ]( e- M - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
2 e' J- |, @7 d( u$ X - chase_path.push(8)
4 V# C. X6 {3 K$ [" [: B6 l - point_y = $game_map.round_y(point_y - 1)
* L- x% l: q5 I! D& I0 w" r - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps/ E6 }9 Y* G/ h* b$ U7 z
- chase_path.push(4)' ]! S% `2 v% }% K
- point_x = $game_map.round_x(point_x - 1)- M6 q$ F$ _9 P9 o+ s6 m
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
* h% s6 P3 D) s/ ] - chase_path.push(6)$ `: E$ X& t/ K z8 s
- point_x = $game_map.round_x(point_x + 1)0 h0 u. Q N2 R2 O; \1 V
- end* j% B/ Y& `0 `# D7 ^
- else
0 i, F1 \. d0 }; u6 p: [' a# l - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
$ b4 _' W1 f& m( G! U) ? - chase_path.push(4)8 O+ b" F* m" L% m' R" g
- point_x = $game_map.round_x(point_x - 1)" s+ k7 c, L' W4 ]. F: q$ h
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
( s- T+ Z8 A: f, X4 g3 [+ S - chase_path.push(6)
' Q3 H8 t' U9 k, [/ x" v - point_x = $game_map.round_x(point_x + 1)
. f6 K% ^1 W5 H- h - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
2 J4 a/ D5 L- X- `; y - chase_path.push(2)* Z2 p' R3 a3 U0 L
- point_y = $game_map.round_y(point_y + 1)
' P1 H) R8 N8 m! i8 [5 r j - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps0 h! z+ I/ Q( @. r
- chase_path.push(8)
7 P6 z7 a8 x8 s- A5 V* G - point_y = $game_map.round_y(point_y - 1)* H2 ?: e6 U% _, [
- end9 {4 G) m7 k& h# L: N3 z( J' ]1 P
- end
! |2 ~" L7 Q, V& I - end #endOfForLoop5 S, [: W8 o, {
- # 如果指定点无法抵达或者登陆4 L8 Q% I" \) g+ R& F1 t$ J9 ?
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)( u" O6 _. ?' A) F" V
- # 根据路径表格绘制最短移动路径(反向)
0 \( |3 \. q: [# Q, T, }3 Z - steps = step 2 2 + 1
1 B0 D2 A3 V4 K. O - loop_times = step 2
; ^/ f+ K# R. B6 \* P& ~; b - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
* j( H8 S3 k. n3 |' i; W7 { - for i in 1..loop_times # forLoop# D8 P% W3 g- ?0 D/ D4 f! i
- steps -= 2
, I( o" A r# x) e8 P. ~! ?9 o/ A& y/ S - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs+ f8 f( A" U! c% C
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
) m5 A5 ^) R9 ]7 `9 G5 s3 G; Y0 [ - reversed_chase_path.push(6)
* S# Y. y7 K0 c _$ O - point_x = $game_map.round_x(point_x - 1)
$ [4 V( V2 }! x9 N5 U5 ~0 C - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
: ~5 C$ E. y( \- K) C - reversed_chase_path.push(4)
( d0 }) W: p6 b% Y! R. f - point_x = $game_map.round_x(point_x + 1)9 i/ C$ I$ L& e) m
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
. _% Y& T- _$ [7 {) K - reversed_chase_path.push(8)5 [# ~3 Y W0 C6 m4 R t6 b5 Y
- point_y = $game_map.round_y(point_y + 1)# W' F: _! M8 t0 c7 ~
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps9 s0 k0 f! P9 j2 e
- reversed_chase_path.push(2)
/ ?9 D: a- j( \! g& R6 c! f4 W3 w - point_y = $game_map.round_y(point_y - 1)
+ l% v. D: R# t6 t" `- j - end
# I% A8 y( B) S+ m - else
4 D9 \6 P, X6 g$ A& _8 U$ F - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps: E- L& G- F8 \! F9 P
- reversed_chase_path.push(8)6 W1 v5 m1 T# W+ k) S
- point_y = $game_map.round_y(point_y + 1)
' D9 A* {* u4 D* J1 s# ?! A - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
2 _+ F( f% a4 J( ? - reversed_chase_path.push(2); w% R2 }- I }
- point_y = $game_map.round_y(point_y - 1)
0 e5 B& j! z0 @. m! C - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
$ x% A0 u t) p6 G# G# Q - reversed_chase_path.push(6)
( o1 j+ @ k/ f [ - point_x = $game_map.round_x(point_x - 1)
; ?) \& @3 W* f - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps) }$ m! F7 }! h7 w* a; V
- reversed_chase_path.push(4)+ [' g7 U$ x' w4 c( _
- point_x = $game_map.round_x(point_x + 1)8 g6 Z. _; J4 N, `, e
- end7 p% X; U+ U4 z# S
- end1 F# ?; B6 H8 c9 A+ j
- end #endOfForLoop, \5 {# r2 E9 @
- @mouse_move_path = reversed_chase_path.reverse + chase_path; W: `! f! n; s5 A' C; y
- end#ship# v& c/ q1 M, f! u: `0 ^0 o+ ]
- #--------------------------------------------------------------------------0 {3 f3 l& [( F$ p( V7 J r3 E6 ~ f
- # ● 绘制airship的移动路径 @array[move_directions...]
7 s+ S; J+ _9 ] u5 v - #--------------------------------------------------------------------------
& m# O; d3 I( Y - def draw_air_path
8 i( H3 R+ O2 Z4 s) m - $mouse_move_sign.transparent = false: y4 e r" Z8 K& R! a; Z# D. o- M5 I
- # 准备绘制路径表格
$ w" H+ y) |1 x X# Y - sheet = Table.new($game_map.width, $game_map.height), n8 ?, H- j) }7 ~0 G+ v6 ~/ j
- new_check_point = [x, y]; sheet[x, y] = 1
# l- ~. O2 M. e/ f5 H* H; G - reach_point = false; step = 2
8 }6 h( c8 Z8 U8 i: t3 K6 V+ K& z - loop do #loop1
) N8 x! R+ V7 s0 } - check_point = new_check_point
- k) v( G' k( o x& F* H) \8 d - new_check_point = []4 C8 h2 l- }0 e8 H; C# k
- loop do #loop2
+ N! a+ [( D+ l0 c ^ - point_x = check_point.shift& n, k, ]# P9 k
- break if point_x == nil
0 H8 {* C) G- S4 L7 j* o - point_y = check_point.shift1 T; N3 ~2 O% C/ k P9 T. `
- if point_x == @moveto_x && point_y == @moveto_y H- _& ^& v, x0 w; X0 M
- reach_point = true; break# m3 e5 d" V3 {% \- y2 ~
- end
0 O" v' @! {0 o - left_x = $game_map.round_x(point_x - 1)
6 U6 n; z4 L8 G6 x - right_x = $game_map.round_x(point_x + 1)% J& U8 l4 ~5 w- C9 l6 |3 N
- up_y = $game_map.round_y(point_y - 1)
; l x5 T, Z4 J2 b" | - down_y = $game_map.round_y(point_y + 1)
5 o5 w; O: @; U5 @ - # 以需要抵达该点的步数填充路径表格 #; v. o! F. Z" x9 y( d
- if sheet[left_x, point_y] == 0
. S+ Q7 \% [* ^# C6 `) d/ e1 A - sheet[left_x, point_y] = step6 K) a2 i3 r9 `5 h# e$ O* L: H
- new_check_point.push(left_x, point_y)
# l& n6 R/ v: U9 g9 z7 m& Z - end
4 R4 A) M# F. A; { - if sheet[right_x, point_y] == 0 j& d" |# X& m3 y
- sheet[right_x, point_y] = step
9 ^, C/ }' m4 }6 j) I - new_check_point.push(right_x, point_y)5 y7 d5 Z: V& `
- end
+ @+ q% _: o9 k1 @( R - if sheet[point_x, up_y] == 0
! J6 ^9 Z1 v/ u: D. \ - sheet[point_x, up_y] = step# r5 X& W0 ]- e) J
- new_check_point.push(point_x, up_y)
7 U" ~4 \, G0 L6 a - end9 o% P2 d7 e8 n, A% }0 o4 o* o
- if sheet[point_x, down_y] == 0" W; Z) q& N: d+ N2 K
- sheet[point_x, down_y] = step6 |$ }3 ?0 W) s; \& a
- new_check_point.push(point_x, down_y)
. t* Q2 J) ]; i6 Q8 @* `3 x9 f - end
. K- [8 P' l2 Y3 s, v - end#endOfLoop2, ~7 R, O) [5 f9 m
- break if reach_point
2 n6 t& X4 U+ v2 w - step += 1
. h5 ]+ A6 K: w6 C2 `7 K& I. M6 F - end #endOfLoop1. l2 n7 r( P8 I/ O9 x7 S/ _
- # 根据路径表格绘制最短移动路径 #6 U; x/ ]/ Y% D8 M8 z
- reversed_chase_path = []; step -= 1+ i& N. o9 k; E- g, U; [- S
- point_x, point_y = @moveto_x, @moveto_y6 \( O% \9 y+ Y+ i
- for i in 2..step
) _. V) T) p" b - step -= 1+ {- h/ b Z' J
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
4 A& K8 a0 e/ l: n - if sheet[$game_map.round_x(point_x - 1), point_y] == step
( Z% G- l/ w$ ?0 F1 q& I- B - reversed_chase_path.push(6)
" K: P# H8 v' U$ k# T$ e( j - point_x = $game_map.round_x(point_x - 1)" |( a1 x" o9 h$ Y& @5 A
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step0 N2 T. D6 O. ]8 J
- reversed_chase_path.push(4)7 v8 J/ }, h5 s- K
- point_x = $game_map.round_x(point_x + 1)
/ _1 ?% @4 E, v- ^ - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step
" ]8 o" ?& L2 Q9 }0 Y7 M - reversed_chase_path.push(8)
! @: j' \# e9 e0 q3 h - point_y = $game_map.round_y(point_y + 1)
. z2 |$ s/ s9 ?" F - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
+ g: _, I' s% [' t9 d' I8 _/ ^ - reversed_chase_path.push(2) Y" X7 L; K+ K+ R" \' l
- point_y = $game_map.round_y(point_y - 1)
1 e; X# r4 L' O) L9 d - end
$ @7 q; y! D. ?# y% i. l! {$ o3 S - else
# G y: J- [% v+ _) M1 e - if sheet[point_x, $game_map.round_y(point_y + 1)] == step
M) K8 R# z4 `9 F - reversed_chase_path.push(8)
/ V" G! @$ v/ [8 J' ~) K - point_y = $game_map.round_y(point_y + 1)8 U! Z/ ^5 [5 g7 f& u- T0 K* q* z
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
! T8 w: u5 t! z% a( n - reversed_chase_path.push(2)
1 a& U \! W; p* |3 ]4 N" }/ | - point_y = $game_map.round_y(point_y - 1)
; |* Z! x0 d' S& b - elsif sheet[$game_map.round_x(point_x - 1), point_y] == step- k& V( k( c' b& L
- reversed_chase_path.push(6)
2 W3 I) g2 Y5 o: T6 | - point_x = $game_map.round_x(point_x - 1)
# I7 |% d6 s" Q* T+ N- P" ^+ \ - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step. u( n4 k4 K/ y: k' o/ Q
- reversed_chase_path.push(4)
, Q7 A) E( D! |0 M8 [6 y - point_x = $game_map.round_x(point_x + 1)# h& c. _0 s7 W- h0 \8 q, z
- end
2 ~& x' c0 u, Y( n - end% x7 }( |9 K$ w9 B; }; k5 F6 @5 G( [8 n
- end #endOfForLoop % K8 r: y' O+ b( K" O9 H
- @mouse_move_path = reversed_chase_path.reverse
A8 K0 ` u- F% E - end#airship
+ c0 g6 M4 _8 r4 F - #--------------------------------------------------------------------------2 t/ _( N1 w1 O: G" M
- # ● 目标点无法抵达时的处理,用于各路径绘制方法内部7 }# I2 `: j3 @0 o3 W% C
- #--------------------------------------------------------------------------1 X) Q- t1 P8 k9 I6 ?2 V% k0 A
- def not_reach_point. {+ c& E5 N! J4 ^' W
- $mouse_move_sign.direction = 4
% X9 j5 f- _) ~, e8 k) ]5 Z' s - dx = 0; dy = 0; dir = 0
( p' b0 H- {; ?5 }, A( | - if @moveto_x - x 0# p, q: }: M E8 I8 n
- if @moveto_x - x $game_map.width - @moveto_x + x &&( d; C& X% g \& h' q
- $game_map.loop_vertical
3 [7 \; Z Z8 X4 k0 {% y - dx = $game_map.width - @moveto_x + x; dir = 4$ W X1 a b% {4 S- d \" n: E, O
- else, g* a+ a% X; n4 w$ F+ W
- dx = @moveto_x - x; dir = 62 z& O( r6 C0 X& U r/ s
- end2 a5 j) K9 ^ K0 V4 w1 K
- else' R1 D; k1 U4 A
- if x - @moveto_x $game_map.width - x + @moveto_x &&
- n8 x% ]! r+ i& m - $game_map.loop_vertical' t* f7 l ~9 n) `. o( ^- v
- dx = $game_map.width - x + @moveto_x; dir = 6$ J* j, ]0 y, S9 Q3 V; _
- else
& R, p# i( X: x1 b5 y+ J - dx = x - @moveto_x; dir = 4: q( G! E- G6 O
- end5 A6 t8 Q4 S* Y/ E! ?
- end
3 _6 s3 f3 \9 X, V. f; T - if @moveto_y - y 0
$ ]8 B& U! O% j5 @, d - if @moveto_y - y $game_map.height - @moveto_y + y &&
7 J8 U9 F$ T( L0 O1 r - $game_map.loop_horizontal& e) C3 b W, ^0 j) c; f$ Y2 o
- dy = $game_map.height - @moveto_y + y
- \; g3 h2 L# [" }- d1 k7 N. c - dir = 8 if dy dx
* ~5 h* I9 W+ N6 r# w - else
( y1 l$ ^. R2 Y3 b, V9 e+ k - dy = @moveto_y - y( `3 o# D( s2 W: m
- dir = 2 if dy dx: I" U. h6 }# J" c, A. Y
- end- k! q2 [( ^7 ?# o3 D
- else8 \ O, e' F' Z( ^
- if y - @moveto_y $game_map.height - y + @moveto_y &&. g: l2 y* ~: P
- $game_map.loop_horizontal6 n5 f! v: B7 n7 o8 x
- dy = $game_map.height - y + @moveto_y
K e: x* Y+ [9 a6 O - dir = 2 if dy dx ) g; v5 B) k; h9 x# L
- else
; a: {/ ?4 @ d, W) x" s% j _4 G - dy = y - @moveto_y4 ^* c# W" N1 G; B" H; d7 R
- dir = 8 if dy dx8 g$ J8 q' ^; U6 p) L! i8 h% r: N
- end! \+ B4 d, m d5 l
- end+ P! U* q; e% K: M8 W
- @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件1 {0 `3 \+ P- \3 b3 M z( L& X
- end
" |& X T; p- V5 X - #--------------------------------------------------------------------------0 c3 K0 [+ ]1 y$ N3 m4 u0 U& \, O
- # ● 判断目标点是否能抵达、登陆,用于船只路径绘制: ]# P v9 G: r6 T2 N
- #--------------------------------------------------------------------------
9 m( z: v1 ~0 U/ J. {% ~# U. ?( J - def landable(x, y, path)1 I; ?- O- u. b! Y3 O; D
- case @vehicle_type! [- K f$ B/ ?& r; d
- when ship; return $game_map.ship_passable(x, y)
" g1 |- W6 n+ z3 G - $game_map.passable(x, y, 10 - path[-1])
B$ N' s; D( Q! p - when boat; return $game_map.boat_passable(x, y)
4 s" e" ?4 R5 J& |4 O$ T - $game_map.passable(x, y, 10 - path[-1])
" u$ A' s+ z N2 A* R3 m9 Y - end
. d5 p! E$ q1 E; I9 T; r" j+ b - end
4 K4 {2 s* G, ^% D, ` - end) n0 D- o) m) c% u7 z) D# N
$ N4 f/ q/ x* B8 Y7 M6 `- #==============================================================================
9 J, G3 b7 y6 G8 J( ^8 r+ U - # ■ Game_Map' `2 t( q. {7 E, e4 G& ? f* d
- #------------------------------------------------------------------------------% H) J' x! s- a e+ h! k# _) f
- # 管理地图的类。拥有卷动地图以及判断通行度的功能。) l% Y2 s8 `1 t4 Y6 U0 W7 r
- # 本类的实例请参考 $game_map 。
2 A9 U6 L7 p% K1 r - #==============================================================================% o+ V# m! r5 Y' i+ U; w
- class Game_Map8 m4 B5 `# |- a1 h3 `; O
- #--------------------------------------------------------------------------* z" Q* N4 `) I# C2 |. k
- # ● 定义实例变量# B1 B2 J# X' L6 Z$ Q) U
- #--------------------------------------------------------------------------
9 U' Q! G6 d& o0 E - attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据! e/ B6 C# k! x$ ^4 A; J- i
- attr_reader mouse_map_y # 同上. r: a$ o; ]2 ~1 ~; b6 w- s. @
- #--------------------------------------------------------------------------
+ N! D- K5 Y# |, h6 |" \: U4 ` - # ● 初始化对象9 N) @! x: X* g4 l7 y
- #--------------------------------------------------------------------------
! u5 S/ C# D5 v1 U6 P; X - alias sion_mouse_initialize initialize
, I0 D8 ?) Q: S2 r$ g1 v+ w; Y - def initialize
3 {/ |% e. F' L) c# c6 w" Z - sion_mouse_initialize
) d, q; k& K- `, X d% z - creat_move_sign ###5 d u9 x7 u$ i9 l) W O
- set_constants
/ w8 J) m+ q' K f - end
+ f% F# w" \9 ^% G" o - #--------------------------------------------------------------------------
" q/ K# }+ n0 {4 S* D$ k - # ● 更新画面) O& p. L2 N l* J! V4 z
- # main 事件解释器更新的标志5 m1 U$ c/ H6 \/ S+ ?, L3 {
- #--------------------------------------------------------------------------) t* C! T6 l* S3 {8 p$ W/ Z
- alias sion_mouse_update update
7 P; j, d/ r. |4 _: ]- k - def update(main = false)3 O' p, X0 l0 a4 P5 b
- sion_mouse_update(main)
8 X# E6 H: Z+ H5 t* U. D/ a - update_move_sign0 w, E( @4 E3 V$ k8 g1 M1 |
- end+ R7 G3 |; g& S) A+ t3 v
- #--------------------------------------------------------------------------' M8 E( u* P- b3 N
- # ● 创建显示路径点的事件
# ]1 K, ^- p% Q; s' w - #--------------------------------------------------------------------------
# H& i% ~( P L. h6 o6 x - def creat_move_sign
1 q7 d7 |! Z9 [) _; L- m - $mouse_move_sign = Move_Sign.new
3 N3 Z% W! f/ u; a# `. _) e) X - end# M: v8 |, S- l. \9 b
- #--------------------------------------------------------------------------
2 h* Y, f7 i! E* s0 S9 }1 g4 Q - # ● 更新显示路径点的事件
$ ^4 z q6 @: d ?( S - #--------------------------------------------------------------------------
& _# q9 `3 ~2 V$ g - def set_constants
- ~1 o. z2 B! w$ x! ?5 ^6 G' b - @mouse_pos_setted = true; `! a+ J8 `9 @
- @set_pos_prepared = false% D2 Y; Y$ }1 N5 p
- @mouse_old_x = 06 O' Q0 O0 B/ a: |% y8 a
- @mouse_old_y = 04 ^3 o* ~3 M; y- ~4 p* b# F A
- end
. \; |( t6 p. B& z9 Q2 t$ i - #--------------------------------------------------------------------------0 f0 Q" x5 y# h0 g# Z5 C" b$ S0 ]
- # ● 更新显示路径点的事件# o% V/ ~4 [' P4 s* v' N* h. y
- #--------------------------------------------------------------------------+ c1 ?2 F. u$ C! y7 _# c
- def update_move_sign
& |* C3 |4 k: L - $mouse_move_sign.update
2 T9 g* b% l/ J% ~, X/ R - end
- G: ^* X( S$ \ - #--------------------------------------------------------------------------7 y9 f! l5 S/ W- y9 V/ N7 ^
- # ● 获取鼠标位于的地图块的x、y坐标% f! ~/ f! R0 h& ^( b
- #--------------------------------------------------------------------------
8 [& u; D7 l- m$ `1 }& Y; F0 g2 l - def get_mouse_map_xy
6 D9 V3 [" I" F% t; R9 Q7 u! q - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y7 B+ u0 L" Y$ f, ^/ i# q. d
- @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)1 o7 t6 e: l8 {( G; ^2 Y, \
- @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)
0 @( H. F* r# ] - end |! k J$ J7 s
- #--------------------------------------------------------------------------
: D/ q5 y9 s& p. T4 T, d/ K! [4 A - # ● 返回地图画面时重设鼠标坐标
4 j: e- s; Z2 _ - #-------------------------------------------------------------------------- i2 P( S2 A/ B. F
- def reset_mouse_pos) ^8 Q, E/ _4 f- a6 n& A2 {
- return if @mouse_pos_setted7 u9 u' s. ^& O C2 {
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)# E' D" a1 H/ L: `# t0 b
- @mouse_pos_setted = true
5 G \+ |# {8 Q6 m: }5 I. x, D' ~ - @set_pos_prepared = false% z0 Q+ q" d! t* N' s
- end
m2 A: d! u) v* j; A/ b* [8 h - #--------------------------------------------------------------------------/ {0 G. ]1 ?4 K: S) {1 m
- # ● 重设鼠标的坐标
3 g9 p- \# Y/ b# Q - #--------------------------------------------------------------------------
/ ?: o( u* z( L - def prepare_reset_mouse_pos
$ W |9 n+ n! w# l3 o - return if @set_pos_prepared
8 o" I5 k+ n! z& L' R9 [5 c - @mouse_pos_setted = false7 _3 T* _+ Q3 o5 N
- @mouse_old_x = Mouse.mouse_x
. b* o2 d0 [% D! y# O. m8 M - @mouse_old_y = Mouse.mouse_y
+ J& |- m8 i4 N( [& \( l" Z0 S' u - @set_pos_prepared = true, b* |; {! s' Y, D
- end! I# I( D* G( E. m7 c# N- Y$ v( ]) \7 g
- end
1 k% q6 g" E/ C2 W- R3 R - / e N# [, Z: y7 h: m
- #==============================================================================1 a2 e) J% t4 v [0 Z5 @
- # ■ Spriteset_Map i4 Z8 L9 w) ~7 g
- #------------------------------------------------------------------------------
3 P3 w0 n/ b+ ? - # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。
3 j( `0 `) }5 ?: r5 U - #==============================================================================
. ?, y9 Y$ Q: \' k( ^% a4 S - class Spriteset_Map
. w+ B; v4 j* i1 n - #--------------------------------------------------------------------------
/ S9 _6 D1 ^' X0 A# j1 h# { - # ● 生成路径点精灵" h+ y! A4 j' K& z
- #--------------------------------------------------------------------------
4 w0 t, M0 m/ } - alias sion_mouse_create_characters create_characters) C, h' P3 _/ ~( o
- def create_characters
- n% u; z; Y2 l$ }! N! J2 q - sion_mouse_create_characters( b" T# S' \4 ^2 \
- @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))
/ F9 u6 F' ?8 N6 u8 h; V, } - end
! M, x. _+ S4 w" p+ R: \# @ - end+ v+ Q; B+ m& c& O5 ^ @
- 1 U- @! B* o& i4 l7 d* O* P
- #==============================================================================2 e& f# y5 o: [. I. Z8 C
- # ■ Scene_Map% J; t4 k1 G- D |2 r& D; ]- i
- #------------------------------------------------------------------------------, Y! f3 |0 s$ B. E; m
- # 地图画面
{0 Q4 r. ]: h1 W3 h( R, Q0 R - #==============================================================================
) ?# U# Y5 I9 `4 L# |. [ - class Scene_Map Scene_Base
) n" h0 U) c# A/ c - #--------------------------------------------------------------------------
0 P. K" q( w( ]; N% c - # ● 画面更新
# k0 L# }$ _6 y3 K: H( b" ^6 [2 z - #--------------------------------------------------------------------------' N9 u! u. a3 B# ^ U
- alias sion_mouse_update_scene update_scene) b- Y7 E& h& z0 ^* R0 Q) y
- def update_scene# j3 \5 @- ~7 f" Y+ l& \2 T, G" S, E& f
- sion_mouse_update_scene) P! C; R& l! `; X
- update_mouse_action unless scene_changing4 [+ B3 v$ S7 B1 S$ w
- end
7 D* h' [2 Y; z( G2 U8 h0 b - #--------------------------------------------------------------------------
% o5 o8 B# z2 N( G - # ● 场所移动前的处理, p0 a3 G, O8 W, |( R0 H
- #--------------------------------------------------------------------------
5 p5 V6 {. Z: n; r - alias sion_mouse_pre_transfer pre_transfer
, M+ I+ r+ v2 E, K5 H, n - def pre_transfer
& q( r/ w- Q9 ^ - $game_player.reset_move_path
" N8 q# g: R" A3 s+ K - sion_mouse_pre_transfer
# M) E* |! X5 c* Y - end9 g% T& J, b- \- n* ~
- #--------------------------------------------------------------------------
1 ?& s7 S8 q+ w2 A. V - # ● 监听鼠标左键的按下8 ^4 j# D) h* K a4 w& \9 P
- #--------------------------------------------------------------------------
. `0 E0 T# j- e j# M+ | - def update_mouse_action1 R3 W( l3 l w# n
- $game_player.left_button_action if Mouse.press(0x01)
7 L8 K- P- `& l0 ]+ M. O/ { - end
; k/ N6 _0 M8 N& S - end' p/ P" g& ]# y2 t
4 I" k" {" ?1 h' t0 ~/ h6 j `- #==============================================================================
, N( j% g/ u& W - # ■ Scene_File9 K9 _/ @6 I; ^0 x6 T" g: a
- #------------------------------------------------------------------------------+ u; Q( `% H* m
- # 存档画面和读档画面共同的父类2 y7 E) D) O/ B. N1 {( ]
- #==============================================================================
m4 }5 `$ |# ^+ A6 B$ B; n% _ - class Scene_File Scene_MenuBase( ?: n# E- K# }
- #--------------------------------------------------------------------------+ O! |& L! @+ d: U, d& a U
- # ● 开始处理
! j7 [* G0 b9 G0 Z8 c9 i - #--------------------------------------------------------------------------) S6 `- M$ @' X! ^5 U7 p: H
- alias sion_mouse_start start
5 v, t& G+ P* ?/ T - def start _; H2 y" z9 \1 N
- sion_mouse_start
& P- d4 }; e1 S' V: u0 L. p - @move_state = 0- w' w+ [9 {2 {. N& }
- set_mouse_pos
0 Z2 N7 u, e, A4 t8 D: l& u - end, j% ?: G% n3 k, c( I
- #--------------------------------------------------------------------------9 {8 X7 y# t; s2 `
- # ● 更新画面8 S4 v% g4 R. x& s* C
- #--------------------------------------------------------------------------- F s: q" `, P# f
- alias sion_mouse_update update) `0 G0 `# [' G
- def update
: V& R, I# E+ e; j3 h - sion_mouse_update J% m2 ?) `' N6 x
- Input.dir4.zero set_cursor set_mouse_pos* J. X ^9 @2 r+ I2 p# ~* u
- end$ g/ Z- T9 _% A! a
- #--------------------------------------------------------------------------
: c$ b9 u( n' ?; v( z - # ● 更新光标4 i. w5 l: @3 U w9 d# C- i! V
- #--------------------------------------------------------------------------
# O2 Q G8 y4 H - def set_cursor# g. V; n8 r6 b! ]# f; N
- @move_state += 1
7 R6 E& X- ~0 y! W2 Y' b7 K - last_index = @index ~* A7 K+ @# [5 \; g$ \/ k
- if mouse_which_window == -2+ h) I* t) \) M; O
- if (@move_state - 1) % 6 == 09 G5 S% r: l. {/ S
- @index = (@index + 1) % item_max if @index item_max - 1
4 S5 p6 J5 e4 P' x% Q3 j, _1 b - end
$ p1 |. j/ C5 S: j - elsif mouse_which_window == -1
7 \8 o+ N5 s0 Z - if (@move_state - 1) % 6 == 0
: b# b4 `- D( F. d# [$ i1 Q. m6 x$ @7 E - @index = (@index - 1 + item_max) % item_max if @index 06 K5 T0 ]( |* Y3 e
- end. K. s" \; x* B D9 u; q
- else( {5 }" i( M" S/ D
- @move_state = 0; K* R8 a. S- z! _; J6 W+ u
- @index = top_index + mouse_which_window5 m0 R7 u4 r" A+ i, |7 }, {
- end+ j( ]( \5 t& U; z5 }
- ensure_cursor_visible
" |! }/ J/ N; E - if @index != last_index
! }. e; {& z4 ]6 A0 y9 ~ - @savefile_windows[last_index].selected = false
m- D3 `" U* ]) x" h - @savefile_windows[@index].selected = true' o1 d% G$ T! S2 i+ R
- end
2 C; g- ?8 |4 W! C, d0 J - end6 c% t3 N2 z' a: g" Y0 ~0 a
- #--------------------------------------------------------------------------
5 D2 X8 n5 W) P - # ● 判断鼠标位于哪个窗口
% S' x& h* t; f) Y+ u) E$ r - #--------------------------------------------------------------------------. I! x3 t$ z, b) b
- def mouse_which_window
' {+ g; u& c1 H( [: E0 m - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y' l/ _0 ^" Y* c
- if mouse_y @help_window.height + 14. u$ k9 i/ b# f( J0 a
- mouse_row = -1
# R9 z% R9 b8 z9 n* \ - elsif mouse_y Graphics.height - 14- e- A ^5 `" u& s8 d( d" U' Q; O
- mouse_row = -2
0 I, {9 ], O: ^9 _6 F- m9 h - else* x2 N, i% H0 {3 \5 y; h
- mouse_row = 4 (mouse_y - @help_window.height) 4 S6 C+ ~. ]- Y9 s/ x1 \
- (Graphics.height - @help_window.height). m- W9 a% U; A( I8 w, V7 e
- end
2 M; c( V* n$ y0 z A$ k5 c - return mouse_row: c1 B/ l+ T7 w. a1 O" w" d
- end
, a, q9 e6 E- Q2 B - #--------------------------------------------------------------------------
u* o7 _$ R- s0 s) O - # ● 方向键移动光标时将鼠标移动到对应的光标位置
: w2 K {0 Q; f1 A) M - #--------------------------------------------------------------------------
* ^. L% X+ _0 b9 \1 W - def set_mouse_pos
- p$ r2 @7 Y3 M8 k, B3 L- \ - new_x = 40
8 I, m2 Q* _) d - new_y = @help_window.height + savefile_height (@index - top_index) + 249 F5 f0 [6 r$ ~7 N8 A0 _
- Mouse.set_mouse_pos(new_x, new_y)( g- ~3 C/ k+ B, Z
- end2 m5 E; i# q9 i* i' G. Y- w! |
- end* |5 j K. V* L2 s
- 9 q* z% E# K( b; s! G( u Y
- #==============================================================================( U3 |: J% D$ z- O+ C* b: Q
- # ■ Game_Event
/ }5 P8 @" Y3 M) { - #------------------------------------------------------------------------------" L. O, x' u- P- v0 O3 i# X6 z! L
- # 处理事件的类。拥有条件判断、事件页的切换、并行处理、执行事件等功能。
! v- p0 s( l* ^: H; `4 s. R9 F - # 在 Game_Map 类的内部使用。) b7 A W$ K7 V9 x
- #==============================================================================
) ]+ @5 [0 T) m& _5 A- n - class Game_Event Game_Character% \- |/ [5 S8 ~8 K7 L* ]8 N7 L0 w
- #--------------------------------------------------------------------------0 S i, o0 s9 ?
- # ● 事件启动
5 f4 D3 x. f- s# Y' u8 v$ y( y$ t - #--------------------------------------------------------------------------5 ?4 n1 \' R) p9 z* D
- alias sion_mouse_start start3 o% {% b. G4 c. J" c7 g; m$ q ^
- def start
, v/ i6 B! p% ^8 l* S& ]- p- {2 j - return if mouse_start && !Mouse.press(0x01)
3 E( }% i+ R [( Y - sion_mouse_start
! ~% c8 Z& e- u- T; i) D - end& Q+ V1 Y$ {- U) R
- #--------------------------------------------------------------------------. l0 S: L7 K7 b4 \3 L
- # ● 判断事件是否由鼠标启动* X; y# S- o! y" g. }( l3 m% }
- #--------------------------------------------------------------------------
: i' Q1 ?3 A; W# L4 V2 ` - def mouse_start
5 F6 B& o, R6 \8 w% t0 i$ ^( ]) N - return false if empty/ C# h+ k S# h! c2 F( S0 z
- @list.each do index X8 B; O0 o$ n2 O. p! C
- return true if (index.code == 108 index.code == 408) &&
9 b- }( L6 ]: ~0 S' n8 | - index.parameters[0].include('鼠标启动')8 U# O4 j- v! Z9 J5 j% I+ Y
- end
1 v- U+ [/ }$ M; d# @) U1 V/ G - return false+ A4 ~! F! i' d) \
- end! P( E( i+ i" f! S8 W
- end
2 x# S J4 \. E( w - $ y0 A* G3 L6 G
- ####泥煤的height, o! b2 I2 D, Y5 |
- # @height = height* E5 G, M- Q6 [) D& @
- 8 [) R6 Y9 @, [
- class Area_Response9 [5 n9 l0 C" Q- W; s' Z
- attr_accessor type
. ]' d/ c9 _* e! G4 n - attr_reader ox% r# c' j. k! L
- attr_reader oy: r3 w/ g* q5 j& S- f
- attr_reader width
2 N* F7 ?9 r4 O5 ?$ ~. }1 C9 } - attr_reader height
: N- j0 P! N( z) E1 W; x/ ]1 T - attr_reader switch_id
, E. g! A7 L# r3 G1 z - def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)
" H( f0 w8 ^+ g4 \- h9 q/ |- M - @type = type
. y, m/ H* ]7 u - @ox = ox
3 H# b" V* C7 ], K' i - @oy = oy4 A& Z) N) J( F# H: J8 B; J
- @width = width
* W) u6 |! m6 L7 ?* p4 r" k - @height = height
4 K1 g6 s$ A$ W2 | f - @switch_id = switch_id& T, V8 B) I5 B% a, A* M4 {( T
- end3 ?8 k3 e" t( F
- end
4 F" q* p7 m8 p. \9 y! M - 2 ]) w& y+ L& w- L2 K( ~4 t$ J' p
- $area_responses = []3 m" l8 n( P- V# h" L
9 m( ]6 G( y/ `, w6 z- class Scene_Map
! N7 n$ z# C# H( U2 f - alias update_mouse_2013421 update_mouse_action% G j$ @# n6 u) O
- def update_mouse_action( Y: h4 j9 `' v0 K9 X2 C
- update_area_response
! T1 X" J m& Q0 j - update_mouse_2013421, S* p6 x. o2 V- Y
- end
" Q5 h$ @, N' m# o& U! z+ X - def update_area_response
, [1 p& j: p( I9 S9 Z - responses = $area_responses
" E2 x% W) {% k: T: j( Z - responses.each {response
0 w& {) A# Q! [$ F4 B1 Q! k - ox = response.ox
( s/ D ]* N+ Z* x& X5 I7 ^ - oy = response.oy
$ T( T6 A0 L% p2 p; s - width = response.width0 |$ S- z. Q1 G) ]0 t0 y
- height = response.height$ _1 B* }7 L% R3 A# r
- switch_id = response.switch_id
4 \/ j6 O) _; ]- l# O, v - case response.type4 n* M1 p$ K4 p" W* u/ W
- when 0! I& q! E6 w1 e; Z' i5 O. [
- if mouse_in_area(ox, oy, width, height)
+ N" @, d! }) j- @( C7 g" V - $game_switches[switch_id] = true
, x7 L7 K$ ~5 b - $area_responses.delete(response)( m, \% R; H& n. o
- end
; ~, n, N- o/ q: A$ l8 j+ o& g - when 1
( Y& D! O. F/ ]" {' g: W - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)* I4 E9 s( w N
- $game_switches[switch_id] = true
; Z& F: r/ R8 Y d* e - $area_responses.delete(response)
8 r: A) R" c+ T. B# O - end/ q) T6 f, W; ]" ^1 s6 j
- when 2
9 v" w" n9 X! k. e! \6 g" Q: v - if mouse_in_area(ox, oy, width, height)+ r: {" ~; i) R+ B
- $game_switches[switch_id] = true
7 c: L8 V' |4 x - else
1 d$ h8 I, m- M, u6 X$ W9 b0 ? - $game_switches[switch_id] = false
2 Q6 t( s4 s' }* r& [( d - end
9 T; r4 j- b6 G4 D - when 3- m8 w4 Q! T& M: s4 \, {
- if mouse_in_area((ox - $game_map.display_x) 32 ,9 O# p1 Q: M6 H, m w& s+ V
- (oy - $game_map.display_y) 32, width, height): l) H+ O8 C* ~+ e7 ^3 G* c: e
- $game_map.events_xy(ox, oy).each {event# V2 ?: q0 t* f% p' ~
- event.start/ F% e% n6 s: H p6 J
- $area_responses.delete(response)0 c9 n# ~( e2 x- T
- return0 E1 r" Q7 o, H/ @. |
- } 6 Z$ l: N; m1 d
- end& U; L2 h1 m9 O5 M( x
- when 4
* t+ K9 J) P/ g) f" [4 j - if mouse_in_area((ox - $game_map.display_x) 32,
# @* k* F, _. x - (oy - $game_map.display_y) 32, width, height)
4 C& `* i3 S, V5 P - $game_map.events_xy(ox, oy).each {event. o, K( P0 n4 X# z7 P/ p0 G7 r. E
- event.start: l6 w7 V, j/ y+ G4 \- p8 q
- return$ X& D5 c* M+ q* g; H
- } 5 X. ~, d) P9 [
- end
7 \/ P# @5 @" @. S6 Z - end
. S1 R2 C* P4 W4 y - }7 q. x' G. y& K% X' x
- end$ I. I( M8 o0 R& C6 p8 I5 y* v$ }
- def mouse_in_area(ox, oy, width, height)
% Z8 v- J! \9 j; q - Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&
2 T% w0 g5 x$ ]! ]) ? - Mouse.mouse_y = oy && Mouse.mouse_y = oy + height) @& Y1 ^, t( T t+ Z
- end% h$ g) J1 _4 _( H1 O$ R" [3 q
- end
2 ]9 r' e& k, {% y6 C+ ] - class Game_Interpreter
9 T7 f+ r$ e; h" X: S) H - def area_response(arg)2 L! Q, i5 B3 U; p
- $area_responses.push(Area_Response.new(arg))! x7 D, n; d: Q1 L# Z
- end
- M, Y# N7 [6 O; L7 Y - end
3 e9 g9 y0 d; i. v% M j
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