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純屬給LBQ腳本:- =begin #=======================================================================
2 _- s5 S4 h, X! h - ) K5 O# |9 {4 t. y1 q7 O% H
- Sion Mouse System v1.3e
: \$ G1 n/ d0 X* ~: [" {) L7 T -
5 O- X4 P. [+ H% C5 y3 l - Changlog `$ }( |7 |+ `* z# [
-
& k- e- U+ ^( c( Y - 2013.4.21 v1.3f
+ |; n5 ]0 B; o4 W0 u8 f! b- i* Q5 E - 4 b' m8 |$ \9 y, U, y
- 1.3f 卷动地图 bug 修正
6 R( E( i9 F5 D4 ]& G4 q8 s - f( W, y) z5 R# k0 K
- 1.3e 逻辑优化;提供解除鼠标固定的接口
" _8 ]* A" o; ]) u4 E. G$ M. K% C' i - 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内% {# w9 r$ v2 m6 Z o
- Mouse.unlock_mouse_in_screen 解除锁定
% }7 e- q7 J6 I1 y0 ^; G+ ]1 g S
# J2 T5 E2 k L! B8 p# e- 1.3f bug修正
! l$ l4 M. M5 y- o - - t2 t' f8 x0 U) C$ I+ y( J
- 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
$ f. l2 ?( u3 D" S# u - 关闭菜单时,鼠标是否移动到原来的位置。( Z' w- E5 M- u; Q
- % Z5 c# B% { x6 A
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处
7 k$ A' |2 f) K, ]& l' Q) a; E - 2 s5 P7 y9 Z( T! Z3 z. x% I9 Z
- 1.3b 修正一些罕见的bug; P) _9 d( n5 A, ~1 s
3 B0 O3 ~: Q0 l- 1.3a 代码小修改;6 x7 N( F) u1 w& Z6 F
- 加入了鼠标点击启动事件的功能,! W$ ~( j* i9 e
- 在事件中加入“注释”: 鼠标启动 ,) N, j2 E$ D0 e9 @ E5 Q/ {
- 该事件将无法用其它方式启动,只能用鼠标左键点击启动。
6 P9 {- g* f, J& [) m" }/ Z; ] C -
& G9 ^: L9 i8 ] - 2013.2.12 v1.25 E L: E7 n+ n$ ~0 ?5 X$ |
- ! Z/ O( @% A8 y3 z( o$ t( \3 ?
- 寻路逻辑优化;
; X2 h+ `$ Q& B- d& ~$ Z1 K - 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;1 p& t5 w2 ?( Z6 f a0 o
- 现在支持用鼠标来操作载具了。
% G0 L! X6 z- K
. I8 g* p: G8 `( K3 I$ I$ v- 2013.2.8 v1.1
/ p3 O$ y3 t8 R+ z% e
3 A. Z6 R- C9 p* O- 优化了事件判断,现在可以方便地启动柜台后面的事件;
/ C5 r( r3 I' l0 T - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;( ` {/ M0 X) _. ?0 \' M
- 移动时,路径指示点的绘制更加稳定;
- O/ ]' S4 h7 @" P# F. M - 现在支持默认存档画面的鼠标操作了。6 a4 x, A7 ~$ G8 T. w1 O
3 N/ L. D- Q+ a5 L3 o
0 P& J9 _$ t( b) i1 J- OrigenVersion( p2 a2 W! o* \4 t
-
/ J8 Y1 N; T) m! h: z) T - 2013.2.7 v1.0
) Y% V! V% e* t; G8 n - - }* j- y* w, r1 R4 @8 {5 d' u
- 主要功能9 m- U8 y4 N# J+ j5 b' |
- ' z* I$ |" r3 k
- 使用鼠标进行各种操作...) e: H* {$ {1 h# C0 {0 E0 g, k
- 将鼠标锁定在游戏窗口内. D) N5 P( V) i7 M$ Q, }1 b3 \% M0 x
- 自动寻路,按住 D 键可以扩大寻路的范围
1 e$ E5 X: J! d, ?& x9 L/ { - 双击鼠标进行冲刺4 l: J5 _7 P( V# i/ \
- 更改地图卷动方式以适应鼠标移动! \# j. {8 i* n" C- m
- 变量输入框改良
% K$ @4 z, M8 X- B - - v4 c+ S7 @6 M0 Y4 E4 u
- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹
$ @! u, l4 \) y b6 ^0 _4 ]/ \" g
/ V$ V5 E" S Y0 a- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹0 f( E% p# G5 Q- z. O8 B8 X
- 3 l4 _3 d1 {3 n% u0 U) o; f
- ★ 如果未放入会弹出提示,并使用RM自带图片代替缺失文件;该提示可以在下面关闭
) P( [' D$ O$ f: c7 h2 ]: r
. B A7 Q8 Y# ?/ B: n0 |- / c9 J* _, G& a$ V
- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★
: Q' C/ D$ X5 r+ v7 s - # \: \) x$ ?! f6 t9 p: `+ l$ P
- ; ~* H5 p7 q! _5 `
- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示& }- P' ^% }: R
3 w( \! o( ~1 b+ v1 G0 T( J- #==============================================================================
" W: c" d( D7 m+ V6 D - # ■ 常数设置 " f! M6 Q: K# I+ }! @9 S
- #==============================================================================, I5 L! j0 ]& o) d' j" Q( e
- module KsOfSion" w! ]" n% V7 U# k0 P! h k
- Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false: `' w3 b! A) e y* D' g w! |/ P# d
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑# \4 _* N& V8 n) {) C) a! f3 M
- New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false
3 V- U) G, _: |2 z- { R+ i4 [ - Map_Scroll_Spd = 1.0 # ★ 更改地图卷动速率,请确保此值为大于0的float变量* V7 f: h+ w4 p# x
- Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处, u) u0 \, |0 S! P6 d8 T
- Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧" Q; r) \2 v3 Z* {- g! l
- # “30” 是默认显示格子数 长(17) + 宽(13)8 J. q. Q( p5 `/ i& [! }. I
- Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键
~% Q* h. I$ g. c: \ c - # RM几个内置的空键位 (X = A)(Y = S)(Z = D)+ v/ H* p9 f s9 Y
- end4 U6 e; {- p1 M" j9 A
- , B' t+ [% G. V" ~! }) a
- #==============================================================================
, r! n" x8 N' O) [ - # ■ 用来显示路径点的类
) K, `) Z% k% P5 \1 K- U - #==============================================================================
. V5 e+ T% W6 a! c! E: \; R, { - class Move_Sign Game_Character9 _9 ~, G( J3 b# | W( c1 P! ^
- #--------------------------------------------------------------------------
$ N& u% X% [1 d3 e& {4 W8 K - # ● 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
5 v# T0 w' ?/ [. L: l, a - #--------------------------------------------------------------------------
3 e$ j' R0 l5 [! w* X/ q& F - def init_public_members% O- t' \6 \2 e
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹
4 o& l8 o# e" p- }! }/ y - @character_index = 0 # ★ 图片索引。$开头的行走图设为01 R- w( q) i* x/ Y1 L6 Z8 U6 _$ L
- @move_speed = 5 # ★ 踏步速度
% m4 I( k$ x. Q, h1 i% { - @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)
4 M* k2 z" h$ O' p! y: @ - [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度
# ?% v! a* y) z0 o; [+ H0 p, Z. j - @blend_type = 0 # ★ 图片合成方式,默认为0(正常); T0 a9 H- Z+ d
- @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列- r0 c. m; Z* s
- @priority_type = 1 # ★ 优先级(默认与人物同级:1)9 i" e. }9 W# t% X! g) r
- * r' C7 h% J9 a. G5 N
) z4 W: w7 ^0 D- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★, Y+ p+ G( d5 `5 s$ n: A
3 A6 u1 O9 j# N( C4 X% c/ W4 ]( S
2 v2 A0 K) N& s6 S6 r; ~) s- # 如果 $Arrow.png 不在对应的文件夹内,弹出提示,并使用游戏一张内置的行走图3 I& q6 ?3 N- }1 b
- unless File.exist('GraphicsCharacters' + @character_name + '.png')
9 v4 {* U1 H! ^
* q9 z1 y# t9 l" ~, f# w: R: |$ C" g- if $no_arrowpic_warn" f% Q5 I$ i; I1 N0 i* B
- MouseShow_Cursor.call(1)9 m5 P9 l1 P% f `1 K! D' L& A
- msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png
( Y+ Y3 M$ G0 z9 W9 x q - B* ~8 e- `* F" \7 M+ t' s9 I
- “路径指示点”将使用游戏自带图片; u4 K2 b4 _% `, p2 @6 ~
' O$ T7 m/ `2 k( E: i3 c- 该提示可以在脚本内关闭')6 P. J3 q5 j2 u% N: ]1 L
- MouseShow_Cursor.call(0)' A* d# ]0 y9 g& B! Q) Y; v
- $no_arrowpic_warn = false
9 s5 i2 }; p# H) ]! l s* D - end
! e! m. i/ c# ]: `% { - @character_name = '!Flame'
4 v* ]) z: a, M - @character_index = 6# X0 ^$ ^0 R9 q, {; w
# j; o$ B1 p1 p( l2 }' R- end4 {* G4 t% D' f1 D/ `
- @direction_fix = false # 固定朝向2 J8 F" o6 _! V- J+ d
- @move_frequency = 6 # 移动频率7 s9 I, ` r: }: P. F
- @walk_anime = true # 步行动画
$ J) q! \ l- {+ k: T - @pattern = 1 # 图案& `: o( Q# I4 W# H" G* d+ g1 ^ E' W
- @through = true # 穿透: l5 v( n S& b. `1 K
- @bush_depth = 0 # 草木深度- O* B/ |7 c- f2 c' T2 D
- @animation_id = 0 # 动画 ID- A, c; Z7 W; w5 P5 `6 ] W1 B
- @balloon_id = 0 # 心情 ID
8 A* Z, t6 u- x% p. b, }: H - @transparent = true # 透明
- j: L- y4 D+ t& P. W% [ - @id = 0
5 W1 {! Z1 o# ]7 ?) l& N - @x = 08 w9 b. }- J# V1 ^; b2 q f O
- @y = 03 B" \+ c" ~5 q6 W, L: \
- @real_x = 0
0 y: W5 A0 ?" \3 s8 {. E1 Z: ^" E - @real_y = 0
4 v" ]& t" J+ `5 R' j - @tile_id = 0
4 B& T$ y! F5 v5 L2 J - end
8 G2 I$ S4 D1 p* _& }- | - #--------------------------------------------------------------------------1 H+ J4 A! p9 M
- # ● 定义实例变量
+ }- R( p4 p8 h- N, _ - #--------------------------------------------------------------------------
9 n0 c: C, L0 [- @# g - attr_accessor direction
8 g$ P4 e+ B4 }# l - end8 m1 p: }" G+ G" ]
& z7 T$ ^. e5 V- #==============================================================================. O) g: [6 L9 b" ^7 i
- # ■ Module Mouse
) W6 N4 J2 w- Q6 C - #==============================================================================
; p$ {1 \+ Z1 {5 o& O; l, X7 T0 K - module Mouse
" O3 M0 ], b; H4 P( e& S4 b - #--------------------------------------------------------------------------: f& L+ F1 D3 h
- # ● API
* ^* a7 w. f& c) c- f& D - #--------------------------------------------------------------------------
3 R. o$ f; n N# d5 r8 d - Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
3 p! B- {# Z8 M7 W# i - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
+ I8 C% Z0 h) k; R% A, i" W Y, ? - Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')4 ]* B F- h/ f7 `7 D
- Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')
Y# s, u4 D2 K a5 ~* H - Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')
- a: }2 T# I( y u' u! w - Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')! z5 J4 c7 f( d/ [! E1 {" N
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')4 w \! m, `* |' {; C$ }
- Window_Hwnd = Get_Active_Window.call) @- k5 `! T! @$ X6 S9 V5 v0 }" S
- + A, x& P" v$ S$ J* f/ q
- class self
: k: H2 b0 a* r9 I7 W - #--------------------------------------------------------------------------3 l" l& D7 q' P8 o) `! [( b( x6 _) X
- # ● 初始化) Q/ j2 u1 v( A0 H/ ^) R
- #--------------------------------------------------------------------------! c" ~9 c4 z9 Y# H
- def init
4 u' d8 H7 O3 R - lock_mouse_in_screen if KsOfSionClip_Cursor
# j4 c& b! z3 J% b. u - @left_state = 08 R& G+ Y0 m3 C$ D4 r. G- N
- @right_state = 08 K: N6 ^9 z1 Q* Z9 ?
- @ck_count = 0 # 帧数计,单击以后从0开始& |3 k5 s l. j U( Y1 I
- @dk_count = 0 # 用于双击的判定
H/ V% ]7 A4 f' W5 T4 @3 _8 \$ z - @clicked = false& k _/ p9 _* M# @& F% L( k
- creat_mouse_sprite
* z. s3 O. f$ r& j/ n% X4 C - update) e5 M9 |9 w u/ d5 V6 J
- end: _4 J8 `! w7 @
- #--------------------------------------------------------------------------
6 u. [1 x7 v- Y( J: o) a - # ● 鼠标指针精灵
* ]3 F9 _- H1 e p" \ - #--------------------------------------------------------------------------/ U2 a2 R3 f, G+ Z
- #~ def creat_mouse_sprite
: ], S- W* w1 K$ S - #~
6 e1 T" @+ Z% z! E - #~ @mouse_sprite = Sprite.new' k) n: k9 w: N# N' O' J! t6 E& Q g
- #~ panda = 2#rand(2)+1
* b& Q c+ D# u: s
, d3 k8 o! @+ X# j5 Y, g- #~ if panda = 1. ~) ^# Q2 a* Z
- #~ if File.exist('GraphicsSystemCursor2.png')
9 ~0 v1 j5 r x - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')( |8 a- N; c1 x) `* u! `& L9 Q
- #~ end#with if File.exist1 j+ k) {0 b q" _
- #~
! ?2 |4 g* `* \/ l" J - #~ else if panda = 2 #with if panda=19 o0 ~4 ?! ?4 G8 \/ B$ U& a) Q
- #~ ' X' i6 A9 O+ F$ F
- #~ if File.exist('GraphicsSystemCursor2.png')
8 U3 O, R9 f, u - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
5 K' X) Y- z6 I3 q - #~ end#with if File.exist: A6 L D' e* I( u/ `8 V
- #~
" h& y7 b* r0 {% Z* ?3 j - #~ else #with if panda=1, O3 h: ?$ f/ Q# R" C
- #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)1 O+ Y. X. T2 V9 a9 X& Q( ^
- #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),
6 z+ _! z( \- R. z - #~ Rect.new(5 24, 24 24, 24, 24))
$ W0 n# z5 e) j" P! x. k - #~ end#with if panda=1% z6 `: q1 m# ^ o" C
- #~
$ M1 N, _7 e/ W) |3 Y - #~ #with def
2 G; c' E) P6 }3 s+ y7 t/ ^/ P - #~ end
. m( Q. _( h! b5 z9 q0 Q3 s - def creat_mouse_sprite
8 ^% ~9 O: B- T- o - @mouse_sprite = Sprite.new
1 g2 Z+ `: Y# w; n' j3 x" Z: M: ? - @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1}); R4 w# T8 T- L2 T
- @mouse_sprite.z = 9999
3 W- C2 u0 \! G2 U% [# ^ - Show_Cursor.call(0)
, F. K* L1 F& a7 Z - end
7 d6 ^' i4 r6 ~ - + W# w3 w+ N' h4 g
- #--------------------------------------------------------------------------
4 G8 I. K4 x7 s k - # ● 更新2 |! s1 V! v8 @; \3 w+ d6 P" [+ m7 N
- #--------------------------------------------------------------------------
u+ F' M2 y) b3 _+ U) R - def update
, o/ r- W& f1 l) w3 E( u - @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos5 i! u7 w4 H4 c6 j( D! H
- left_state = Get_Key_State.call(0x01)
: r) Y6 C4 S+ Y% e% D' { - left_state[7] == 1 @left_state +=1 @left_state = 0* e$ p' Y, G" U
- right_state = Get_Key_State.call(0x02)
1 P/ ]% J: l4 `2 d c& g y$ [ - right_state[7] == 1 @right_state +=1 @right_state = 0
2 [2 F& N; u8 d! L% J4 d - update_double_click
d: m" R7 O; ^& } - @left_state == 1 @ck_count = 0 @ck_count += 17 s# M1 i( F$ _
- end
8 ]' S5 `) n/ V/ M9 `( t - #--------------------------------------------------------------------------" {( s0 y/ U$ {8 x
- # ● 获取鼠标坐标 _, d# a$ Z0 z3 F$ x
- #--------------------------------------------------------------------------
0 k& g" d _8 A5 E - def get_mouse_pos
+ v- h$ H8 S9 S& p/ L% Y - arg = [0, 0].pack('ll')
$ f" Y- [2 z1 m0 f- c - Get_Cursor_Pos.call(arg)) M9 k: }1 v( [0 q
- Screen_To_Client.call(Window_Hwnd, arg)
$ G9 `+ i! r: \( ~1 e - x, y = arg.unpack('ll')' g% I2 e$ v3 r, {: c# x
- return x, y" l8 {1 d8 {1 q
- end4 q5 ~7 T3 }/ Q5 \) c) y
- #--------------------------------------------------------------------------
/ z5 q0 Y' p* |1 v - # ● 将鼠标固定在屏幕内) D+ Y1 g: {( M: d0 ^1 K& S
- #--------------------------------------------------------------------------1 ]" U- B, t' D: C; c0 G+ {
- def lock_mouse_in_screen, ]+ I5 f$ F4 S. L% b/ c, P
- arg = [0, 0].pack('ll')7 o% q4 x9 Q* Z& n. t/ I
- Screen_To_Client.call(Window_Hwnd, arg)
1 Z' I$ f* e4 o( |( r% y - x, y = arg.unpack('ll')
( l$ @1 o6 X9 `* W2 }' D" P - Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
& R- C1 ~0 x( m& f% C/ H' W; D - end
0 P# g( D0 I5 D3 n - #--------------------------------------------------------------------------
: o* G) ?$ Z5 ?% J! o* O3 ? - # ● 解除鼠标固定 o$ g/ W; T3 b4 X. _2 r5 H2 w
- #--------------------------------------------------------------------------& W4 j! ^( W( `& `8 E, ?
- def unlock_mouse_in_screen
* r2 a" S m ~ - Clip_Cursor.call(0)
; b; C# w0 u; m. j; t$ K1 A4 g - end
# c: [7 w" `% X. Q3 h* S. l - #--------------------------------------------------------------------------
! [/ F% C; I' A( V! X0 }# l% B1 Z - # ● 鼠标双击判定9 Z( H' n2 K% K; {0 Y& ?/ M2 f
- #--------------------------------------------------------------------------% x+ {) [ ^! h
- def update_double_click$ F+ |6 i6 V. v* v1 C, _8 b4 h$ g8 K
- @clicked = true if @left_state == 1( Z6 _- P. y8 A2 J
- if @dk_count 0 && @left_state == 1
9 G9 O, N: C( ^6 D - @dk_count = 0; @clicked = false
. B$ b! a& {1 @9 v* F - return @double_click = true# O, n& P: H# w9 ?" V
- elsif @clicked
/ Y- }0 \0 t2 m. M I - if @dk_count KsOfSionDbclick_Frame0 M) t4 }, |3 w! B+ J
- @dk_count += 1
4 \ i1 ^' ?5 M9 Q. b4 }0 }% S - else4 {. H- k5 q$ ? N$ M
- @dk_count = 0; @clicked = false
! s0 D6 {$ b e6 g8 {* \ - end
; `, Z- h+ ]/ h# h- W; h9 J' \4 m - end
$ s( I2 k% f" h; M+ k: v9 H" N. A$ `$ ^ - @double_click = false
- G4 s4 F& f. z& y5 ` r - end
1 g3 ~- x8 }* g8 D - #--------------------------------------------------------------------------
' ~7 F1 J9 g, l: \! u - # ● 按键被按下就返回true) X- [. {, v6 b6 w X1 P9 ]4 b
- #--------------------------------------------------------------------------
" A* z: I# p7 |) c - def press(button)5 B8 o7 `1 T, S
- case button+ J$ Y: G' V! n; A e
- when 0x01; return !@left_state.zero7 m2 o2 q" t$ r; E' l" D
- when 0x02; return !@right_state.zero( e' d1 y8 A7 i% U) O }
- end
1 w# y/ [2 ?9 J; u7 f4 |1 p9 U - return false
# R5 S, k4 I/ g - end* A& T9 C3 c: N7 E* ?
- #--------------------------------------------------------------------------
9 Y7 r4 A3 ^6 M0 i9 z - # ● 按键刚被按下则返回true: [9 q4 {% H% q3 @
- #--------------------------------------------------------------------------
2 X: w$ x+ V6 ~ - def trigger(button)
; S4 B( q# F2 Q F; g0 ` - case button, _2 n, ^* E4 n8 ?
- when 0x01; return @left_state == 1: M# n5 }' `' E; s# H1 N8 m
- when 0x02; return @right_state == 1, G% W' ~; y, Z6 u. {
- end+ s. K) h3 o" s
- return false
9 f1 y$ D) l8 w' m - end
: E8 W2 d, N( w5 L) h: Y2 k - #--------------------------------------------------------------------------
2 Z9 K' b6 D7 @. N+ ~, u - # ● 持续按住键一段时间的话,每隔5帧返回一次true
" H# @+ d6 c' I0 e% h- u - #--------------------------------------------------------------------------
5 ]. F" I% {1 l, B( O$ C$ t: _) D0 T - def repeat(button)3 |2 U7 E% T; ~7 I: D% B
- case button* T7 ^' d$ B; r! l2 J1 O1 [/ P
- when 0x01; return @left_state == 1 1 e0 ]$ G& S( i0 Q* {8 ?! S: _& c2 t
- (@left_state 22 && (@left_state % 6).zero)6 A# J$ Y/ S8 @5 y) W+ W/ H
- when 0x02; return @right_state == 1
1 Q; V) D4 U: }0 Q' l+ w! m. @& r - (@right_state 22 && (@right_state % 6).zero)0 B! Q8 m# p j7 X" k
- end
0 q& Z0 s1 N% d; i: v! Z# Q - return false5 K# Q) ]6 @; U3 L7 c. a9 I
- end
) n/ E# C% c, B4 V- m% @1 } - #--------------------------------------------------------------------------( K% x3 R2 Y7 R; Y" u: |, @
- # ● 判断是否双击鼠标
3 n: [7 ~6 I; Z @' { - #--------------------------------------------------------------------------* x0 A# ~7 h0 j8 F( {
- def double_click
9 U9 i: L, y0 W/ j: B* M - @double_click
" T* [) D; `7 M- z5 ^: ~ - end
) S* M2 b' {" @- M7 g* }9 N/ N3 X - #--------------------------------------------------------------------------4 n" J8 ~6 Y# ?& ?( B( Z6 b9 j
- # ● 获取@ck_count(每一帧+=1,单击后重置为0)
- h% W' x$ S% s! C4 ~2 ]; p - #--------------------------------------------------------------------------1 e5 Y; Y. q% D
- def click_count8 f* [& _9 O$ [7 H
- @ck_count. ?& T0 G/ ?/ P/ K" M
- end" r4 q# n* U Z2 e1 R* z( C
- #--------------------------------------------------------------------------
- h( V9 P2 w3 N- N! G# y' @ - # ● 获取@left_state(按住左键每一帧+=1)7 a: S: Z+ ]; {5 e- |* l% R
- #--------------------------------------------------------------------------7 N' w4 q+ p; D5 I! Y
- def left_state2 l" i6 c% V2 B/ a3 v8 _$ A
- @left_state
' l2 o! ~# D7 B/ f2 M - end
4 R) I* t7 p+ c2 a2 t6 u - #--------------------------------------------------------------------------
, {8 u' M% K+ j% G - # ● 获取鼠标的x坐标
( x8 M9 o0 {, L# l y b" T3 s# V - #--------------------------------------------------------------------------
3 h/ X' f5 Q: c' A- j. R - def mouse_x
3 M0 s& J! ?" s - @mouse_sprite.x+ R& A: `/ a, w- T: x( E/ h9 ~
- end
1 V9 ^/ \+ e9 R# x3 p1 D5 m; { - #--------------------------------------------------------------------------
0 g6 B' i' k: d/ y - # ● 获取鼠标的y坐标
; p! `- u( e+ S& X P8 [. U - #--------------------------------------------------------------------------/ ~0 |1 v& ]# L; |0 p
- def mouse_y+ |9 s5 C% s2 f0 Z
- @mouse_sprite.y1 Y" T% `. p% k' Y
- end
- P; \, @0 m' r# K: q7 a U4 K- g o - #--------------------------------------------------------------------------
) F0 @& M5 g0 h* z - # ● 设置鼠标坐标' J: v# }" M5 j! `7 f
- #--------------------------------------------------------------------------
9 t9 @9 n, P. W( ]' K; b( n - def set_mouse_pos(new_x, new_y)
4 o7 X$ H4 }* \4 J1 S& H, o1 R" ^ - arg = [0, 0].pack('ll')) u+ Z% m) ?" `& P
- Screen_To_Client.call(Window_Hwnd, arg)
$ D. U+ m1 j Y2 P Y6 K, j - x, y = arg.unpack('ll')
6 b; |/ \+ G; \( Y0 V2 v - Set_Cursor_Pos.call(new_x - x, new_y - y)
$ a" F6 I5 q& T1 q2 |$ U - end
) A V+ h, o9 u6 K, k. u& Y7 @9 S - end #end of class self
9 R# F! O8 Q/ O3 e4 i$ n
2 g# e1 T# o+ S2 Z& Z- end; ~& N2 z5 |, U, q! z% K) h
2 Y( K3 l& w+ A4 F( t& v- #==============================================================================, Z9 X( O2 _6 z. M* q1 p4 ]6 R
- # ■ SceneManager) }3 x/ e: W6 n$ f0 K+ A) d
- #==============================================================================
3 a6 E ^$ ~6 f! R - class SceneManager
' k2 f% i7 w4 i& A0 X - #--------------------------------------------------------------------------
7 ^2 |; @, f5 r - # ● alias, h" E: f z4 e) }" H( r( R
- #--------------------------------------------------------------------------
5 F$ H6 U4 M; }2 E1 B% w) u, p2 C8 f - unless self.method_defined(sion_mouse_run)2 h- U) W' v. w0 I; Z$ K
- alias_method sion_mouse_run, run
5 q' f$ O' e0 U9 e& M- [/ B - alias_method sion_mouse_call, call5 e. w1 |' y1 i* M( R# N% d
- alias_method sion_mouse_return, return( D* ^" ]3 o7 H& G! W3 ^
- end" w5 H, j1 `( b& j" N% A L+ T
- #--------------------------------------------------------------------------
6 W$ q0 s7 K. [4 ` - # ● 运行. x$ x5 I9 b+ g& i9 S
- #--------------------------------------------------------------------------
q2 `- o' ~% q' { - def run7 }* ]3 w0 ~' r8 q' D! a
- Mouse.init
. V3 k; ^% }7 g5 F, G4 ` - sion_mouse_run+ C/ q* `& V; k# r5 e2 ~, O
- end9 n# C8 D( k* V% W; x& n9 o W# p3 g1 X
- #--------------------------------------------------------------------------
) B# O6 `; B. u! D3 S4 M, s - # ● 切换
& h$ @0 D I) Z3 T* `' ] - #--------------------------------------------------------------------------1 R7 N9 Z; V ^+ [' I: S
- def call(scene_class)
9 i! C! n; G/ M2 |* r - $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)
7 g6 q: X( g+ A; E - sion_mouse_call(scene_class)/ Y/ z) v6 r% E3 Y3 E) h+ C
- end7 c* |5 d5 T0 m* }! S
- #--------------------------------------------------------------------------4 R9 E0 O* f8 t
- # ● 返回到上一个场景$ ?9 K; ]% u+ o. y
- #--------------------------------------------------------------------------2 Y! W3 y; V' K2 D% B4 S- k7 I
- def return
) Z) n; e" ^- W, x2 j* M0 R6 i - sion_mouse_return! _8 M, B- @3 ?3 s* W- b
- $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&
7 Z6 c) D3 V7 W( e/ w: ? - @scene.instance_of(Scene_Map)
1 R0 ^3 N1 u D& C - end
* [( E9 l* y: e, D3 f; d- e) P - end Z; u& O$ E# [; B# S- |
- Z3 A/ u( G: z6 K ~/ N- #==============================================================================! R# d& w# a7 h/ D) v& Q
- # ■ Module Input8 V4 u/ p% b( L
- #==============================================================================/ _0 U, ]4 f! |/ e* L& {
- class Input
& [0 n$ L; t# N: r - #--------------------------------------------------------------------------. A) B8 L% B4 R& J7 P% x8 ~; O
- # ● alias
* ~- m5 J3 E7 ~ @# {" ]. ^" y0 B6 p - #--------------------------------------------------------------------------
1 U) j ~- q6 M6 C2 W6 W2 H - unless self.method_defined(sion_mouse_update)
+ b4 _2 J. x( \& f% \ - alias_method sion_mouse_update, update) R" ?! X- |2 i* d' \$ r
- alias_method sion_mouse_press, press- C4 ]; h5 Y4 w, H4 U, }9 B
- alias_method sion_mouse_trigger, trigger+ p* T7 B4 c* E0 | I" O; a
- alias_method sion_mouse_repeat, repeat2 w7 u% Y, d6 d& r
- end
7 f. v, m; p" l( a - #--------------------------------------------------------------------------+ M. L# ?+ M& R
- # ● 更新鼠标
2 o" W/ f& K* i5 r - #--------------------------------------------------------------------------; G" \% e7 I$ c9 X( J
- def update0 q* I, H. w5 Q& T
- Mouse.update# a" `) D% ]9 @6 ], [9 L2 v
- sion_mouse_update
( u2 K9 Y5 c+ B) Z% F; t - end
6 \; L7 h0 l3 B( n - #--------------------------------------------------------------------------, y- M6 F* R2 i6 v8 G+ a
- # ● 按键被按下就返回true, v a K- L- ~; a/ j* O; k
- #--------------------------------------------------------------------------) a) J( I+ ^7 [0 I8 O
- def press(key)
6 b) d+ p* w) W/ u, K# r0 d( @9 T - return true if sion_mouse_press(key) f6 a, ~( K! _1 X& ^5 z6 J' I
- return Mouse.press(0x01) if key == C
. S$ p1 V2 K0 z- c9 { - return Mouse.press(0x02) if key == B- z3 j: ^/ L5 U# r/ {
- return false9 ?/ Q, T( n0 p& [
- end
5 d7 e) @( T$ ~& s8 A6 T - #--------------------------------------------------------------------------: {3 ?, P# f2 b* S% G1 ]
- # ● 按键刚被按下则返回true, G* V6 p7 P& G2 J' _
- #--------------------------------------------------------------------------
/ @0 Y( E+ G; b' j; y - def trigger(key)) }$ k5 l1 |6 m+ ~1 J2 o/ Z
- return true if sion_mouse_trigger(key)
' v' B2 l5 A8 X1 G - return Mouse.trigger(0x01) if key == C( o; v% c1 P, c
- return Mouse.trigger(0x02) if key == B
$ H/ Z3 w& q! T+ Y5 Y - return false
3 I* E+ ~; G; G0 W, K - end: A. @9 _' E0 b+ N( c
- #--------------------------------------------------------------------------/ ]+ o& W" I( J$ k7 I: C0 F
- # ● 持续按住键一段时间的话,每隔5帧返回一次true% p R$ j$ w/ Z& k! m
- #--------------------------------------------------------------------------5 @+ `: L, f& r2 C
- def repeat(key)5 ~+ d4 d8 w6 c
- return true if sion_mouse_repeat(key)
C1 p+ L& S2 n4 U7 N - return Mouse.repeat(0x01) if key == C
5 r, W8 k5 v9 ]+ b& c7 I - return Mouse.repeat(0x02) if key == B+ b. a+ [# F. _; L! @5 R$ W
- return false
% V O, [# r, d5 V7 ?+ i- b! c9 S - end. Z5 m+ }8 G4 u4 i: D* L0 o
- end' |. F- Z, O* s3 \1 Q& w q
- ! e3 O8 e+ K: M( w. Q) d4 L
- . b/ c B J# }. K9 d* D
- #==============================================================================
, g" r# O1 R% X$ n' Y" _0 ~8 r - # ■ Window_Selectable$ o' e) m( H {# E C- A
- #------------------------------------------------------------------------------) ~$ N9 }' [, r
- # 拥有光标移动、滚动功能的窗口
0 c- m( `2 c# O8 m% a - #==============================================================================
" e9 d/ a9 t, v% f% |( R6 Z - class Window_Selectable+ P+ Y8 h; S. ?$ j. k
- #--------------------------------------------------------------------------
7 W' |- L' M& O' H* V3 o: Y% G - # ● 初始化" ]% B; P: L; S" C1 ^: o
- #--------------------------------------------------------------------------
. a# o) [3 ]2 J - alias sion_mouse_initialize initialize
& r- I1 x6 P; ^/ o9 j/ E - def initialize(x, y, width, height)
. U. ~; c( L; { {: } ` E - sion_mouse_initialize(x, y, width, height)* R+ z4 e- w. c1 U2 o
- @move_state = 0
4 h1 A+ n5 j( z1 B, }: s/ V; O - end
5 e4 }) J6 F2 m; y# N - #--------------------------------------------------------------------------
) {5 D$ T0 @. @7 {7 ~: p1 x1 j - # ● 更新
2 I' I0 n. w1 c$ j/ u - #--------------------------------------------------------------------------5 G' m5 c& e7 A" w7 d
- alias sion_mouse_update update; h/ l" B/ `/ t/ \% w2 I- D1 }
- def update
/ m* F4 W1 Y. e1 E! d - sion_mouse_update
' M' N* a& b# m8 g9 ^7 T - update_mouse_cursor* S1 }" _ y" c6 b
- end
+ i' q- b* c3 K9 J - #--------------------------------------------------------------------------
1 a1 @" T, P$ M* g4 T - # ● 启动后设置鼠标到index位置/ n! @* j9 Z ]
- #--------------------------------------------------------------------------
8 }6 S! M" `8 c3 K& G; F - def activate
* _8 {* E0 Z3 N( e7 z7 E - @need_set_pos = true if KsOfSionMenu_Set_Pos" v# Y% f/ L b* R* g9 e7 c
- super- I5 d4 E# t# x
- end
7 ?! V5 ~# x+ K: n: B, r0 N$ @ - #--------------------------------------------------------------------------9 R, V6 W0 G" w2 w6 f! q' }. ]" k
- # ● 更新鼠标和光标的位置3 ]% P7 A, {; w% s
- #--------------------------------------------------------------------------* V( h- r% d& P7 c7 B9 ?8 Z, }
- def update_mouse_cursor( l! o5 x, |! V) H5 \
- if active1 u' W& ^0 @6 P
- if @need_set_pos
, K, z$ c* C* b {: _! ] - @need_set_pos = nil( Q4 j$ A2 [9 I, n
- set_mouse_pos7 n' U5 Z% P+ X1 U, O( G4 O% p
- elsif cursor_movable5 z: {1 ^3 j1 e: y2 r+ @. f3 B- Q
- Input.dir4.zero set_cursor set_mouse_pos0 F- x- |7 a9 K8 [& P
- end/ V% v9 U' h/ v/ X# U, M
- end
; p0 b5 T/ ^' v" r - end
0 }( {% z: o$ `0 b6 w - #--------------------------------------------------------------------------% T1 M% P8 A' v" ^+ }# \' K& A* a
- # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能
- j& Q, a; N$ z$ l0 s - #--------------------------------------------------------------------------+ n2 A8 t; B' m# A; n) y7 H8 M
- def set_cursor F$ r' s" ]& {7 u* n
- mouse_row, mouse_col = mouse_window_area
4 c* S& F# g$ E: |$ u- k - if mouse_row == -1' i3 n/ c! N7 h! {7 @
- @move_state += 1 if need_scroll% V) {( ?, h' p
- cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand7 S: Q1 j6 H* o6 x% ~3 O
- elsif mouse_row == -2" j) j. R6 i) ?# ]( C: Y& ?) {
- @move_state += 1 if need_scroll
" F Y, K, s5 E' z3 r - cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand/ f% Y0 q; g3 w" F# U3 u
- elsif mouse_col == -1; E$ T+ J( f, ^3 A) F( B
- @move_state += 1 if need_scroll
) Q, ~+ ]0 w7 _1 k1 v* j - cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand
/ ^8 `, h3 p s R0 X - elsif mouse_col == -2
/ w& _" }: ~: t' U7 l8 r/ | - @move_state += 1 if need_scroll% m& J7 C1 n% }# ^% L+ i! { o" f' w
- cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand
) F: @5 d$ }, K6 ~1 v - else
5 K. y7 M; ^ L t: u+ p - @move_state = 05 p7 Y( c$ K! R; r0 p
- new_index = (top_row + mouse_row) col_max + mouse_col
, N! u& @7 R9 U! s' c6 c z - select(new_index) if new_index item_max && new_index != @index
0 l8 ^2 e# @! Z1 f% C - end: a; Y8 @4 n+ t) P. E
- end
- A! i! R- D' _+ T+ t* o. F l/ b - #--------------------------------------------------------------------------! X P; F" T' Z9 f/ f
- # ● 判断鼠标位于菜单的第几行、第几列7 S5 [8 F" a; ]+ h/ @
- #--------------------------------------------------------------------------( @ B% D! J! P$ k
- def mouse_window_area$ A; A* Q1 l9 _" n& V. V4 b" G- b
- if viewport.nil # necessary!
5 s6 A1 |6 j' ~ - vp_x, vp_y = 0, 0* A$ k2 I; |3 L# {7 C, Z- A
- else) \9 \( ]9 T, F5 j; b6 u
- vp_x = viewport.rect.x - viewport.ox
3 o) u& B% V" J% ` - vp_y = viewport.rect.y - viewport.oy8 e% l$ [# p; z `' }
- end! N8 w% V$ Z2 o: V- p9 o1 o$ O
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
+ B0 k8 i' C; }7 M& a" G5 @( i - item_x1 = vp_x + x + standard_padding 5 {: g( _. T8 G: d8 w6 |
- item_y1 = vp_y + y + standard_padding
; d! O3 [& y" Y - item_x2 = vp_x + x - standard_padding + width% x+ M" ^5 ~# d/ T; w! B- |+ C5 d
- item_y2 = vp_y + y - standard_padding + height
, T( j" W! a; U/ E- |0 z - if mouse_x item_x14 y% S" m6 o* \& K$ a
- mouse_col = -1
6 v. J0 T( s V$ e - elsif mouse_x item_x2) E. n1 l/ o; z- v( g
- mouse_col = -2
' X7 C1 n0 Q/ n1 q7 b. T - else7 B/ `6 r4 |, }
- mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)1 x2 s' c4 a% a9 f
- end/ `0 O6 S! P! I) O
- if mouse_y item_y1$ L2 Q5 E8 o2 t* b# F2 \* P
- mouse_row = -1/ y3 w! G% w7 E( @/ @9 m
- elsif mouse_y item_y2# O& ~# s! [1 Z
- mouse_row = -2
6 ?* I- {$ [' P9 M3 n6 s. d& j6 a - else. ?, K: Z9 O2 Y1 J
- mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)! n9 x" L2 u: t z
- end8 N! E1 q% p$ ?! Y' t
- return mouse_row, mouse_col
) J4 l, Z: F" Y2 l+ r, g' k - end; h7 o: L9 P4 d
- #--------------------------------------------------------------------------! \7 G: c) r. w8 y
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
" V$ F: o- `6 A) {+ h! q6 @0 m - #--------------------------------------------------------------------------
; f9 F3 @/ u5 ? - def set_mouse_pos- Q0 B6 Z, w4 q( T; X5 T2 I" k0 b6 C
- if viewport.nil # necessary!0 `% S1 U s8 v8 D
- vp_x, vp_y = 0, 0
9 K: T B* [* s/ W - else
8 a: ?; |/ {9 j4 K' c! Z# a7 n, S - vp_x = viewport.rect.x - viewport.ox' z" U* w9 S6 _9 h7 o
- vp_y = viewport.rect.y - viewport.oy
3 ?% x' r; a/ `! P7 v+ V - end6 Y. e0 e+ z+ z* z5 C" M7 F& `
- item_x1 = vp_x + x + standard_padding $ Y* ^5 S# I8 p
- item_y1 = vp_y + y + standard_padding
# F( L: A" t1 p/ r# @ - get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index
0 G& s9 `' d( E K - row = get_index col_max - top_row
6 C' b( r8 K8 ^, d( [! b2 ?/ [) j7 m( @ - col = get_index % col_max
- C& @/ @0 j. ] - new_x = item_x1 + item_width (col + 0.5)7 H. [$ n$ v0 \% }
- new_y = item_y1 + item_height (row + 0.5). C4 Q$ w' `* |2 E- t
- Mouse.set_mouse_pos(new_x, new_y)3 `" S9 {# h8 @
- end
0 Z5 w0 `/ j% b/ I( x; @5 T, l - #--------------------------------------------------------------------------
) _% r( Z# A& B6 x1 R! } - # ● 判断菜单是否需要卷动' t& }& T! @$ W; ^* P
- #--------------------------------------------------------------------------6 j& q3 H1 l0 f6 g5 j& h# ]9 i& G% |
- def need_scroll3 M% L: k( Y* ]3 i0 r0 X5 r" h
- item_max col_max page_row_max% c# S& L* ?5 R& k+ l
- end
/ O7 `" E+ [7 A# \9 H8 f - #--------------------------------------------------------------------------
; y1 L5 @' t7 x3 _# T. ]7 O - # ● 判断是否为水平卷动菜单 K. ~" z- s# o4 m9 M8 ^) L. Q$ G% h- i
- #--------------------------------------------------------------------------
8 |. p# ]' I- |% j( \- u6 @ - def is_horzcommand
5 O7 O j# j8 L- ^" B - return false
/ b- C0 o% Y, {6 a0 G1 b - end
) F* o# a3 {3 B3 t" ?1 z7 i" q9 w - end% G* V: U: z/ \, j* B3 x. J) `
0 G3 m. l _: B! _, c% Y+ J" G- class Window_HorzCommand; K% q+ X* i# v2 H
- #--------------------------------------------------------------------------
; I5 B+ Y) |, E7 c; ?' U7 S - # ● 判断是否为水平卷动菜单
2 o' X; o, M4 } - #--------------------------------------------------------------------------
$ p2 |& F2 b; @" U2 L! w0 Q: t - def is_horzcommand' M. v) E9 u7 t( s9 p: f
- return true
- u2 ]9 v+ C- ^, `2 W! Y/ c% S - end. J. x* |: n+ Q0 l
- end3 |- U/ O) Z+ J' p. l9 R# |
- $ R: S s# p- {4 j" V! n/ @
- #==============================================================================
, u- N1 r; B3 ?+ D7 e - # ■ Window_NameInput3 }" I K- O6 Z
- #------------------------------------------------------------------------------
: @4 M. u1 |4 u' m - # 名字输入画面中,选择文字的窗口。/ p7 M: I' z+ T* S3 v
- #==============================================================================3 b3 p- R0 I: E7 y. v. t% Q! O
- class Window_NameInput
3 I: J G& A! C4 R" V9 b - #--------------------------------------------------------------------------- N! Q! K8 C q8 @. b
- # ● 设置列数
9 s7 v7 n! n4 g& D& ^$ U - #--------------------------------------------------------------------------
% U* R: R9 `6 q2 m4 J+ h. }& u- i - def col_max9 C- h! ^( K( j8 {8 _
- return 102 l; _! S O. F2 _) v
- end
5 d" L9 y2 L# p- V1 D. x; ]+ d - #--------------------------------------------------------------------------
5 Z% N5 g9 p9 |+ B - # ● 设置填充的Item个数. P9 Y; y8 b" } @# y
- #--------------------------------------------------------------------------9 H5 k! l" |# N( x9 }; ?
- def item_max
/ Y% @! `0 w$ ~% T+ {; o* p8 n4 F. B - return 90+ d( l/ U: Z+ H s h
- end! B: ]- X/ s- g$ g' ~ e2 [/ Y: C
- #--------------------------------------------------------------------------) Y9 G6 x6 s+ g& f1 m
- # ● 设置填充的Item个数0 D8 S1 {1 p2 P1 S& ^
- #--------------------------------------------------------------------------6 h* i& Q! p5 {" p8 @" b1 M
- def item_width
; u6 B" B, _* B9 o @6 u$ h5 ^ - return 32, u b7 V0 {% J. y" F1 {8 _, Z
- end
, k2 q- X& v. r3 `8 T6 V - #--------------------------------------------------------------------------0 [% A* P9 |8 v; o2 b
- # ● 判断鼠标位于菜单的第几行、第几列
* s% q/ [" v& e( V( } - #--------------------------------------------------------------------------8 q. n; @, }5 X1 c. n( X( M
- def mouse_window_area
7 k8 k/ A, [6 v3 T+ k1 U* P Y - if viewport.nil
' l8 q4 B& z" m% r( O - vp_x, vp_y = 0, 0+ C. [; k+ \* P
- else
) _# {& E2 B( g8 [8 k - vp_x = viewport.rect.x - viewport.ox7 W: n5 p: e2 N- y1 V4 [% w. d
- vp_y = viewport.rect.y - viewport.oy
- z" u/ ]; H& x+ W - end, U% O, }4 c9 e5 b- r) J( @' _
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
- t# U$ c/ o. [4 C - item_x1 = vp_x + x + standard_padding
8 t S/ s0 e( W0 I3 o2 g - item_y1 = vp_y + y + standard_padding* P: \/ O& k5 v2 M3 m
- item_x2 = vp_x + x - standard_padding + width
7 l0 k3 Z" }* ]1 M0 Z - item_y2 = vp_y + y - standard_padding + height
$ e1 O( C T: \' H, V- m% C$ p - if mouse_x item_x1$ t& w3 j/ l8 F
- mouse_col = -1
% [( |% u8 a, Z0 B" L/ t8 L) g - elsif mouse_x item_x2& }0 q) Z6 x3 H' m0 c" v0 F: ^
- mouse_col = -2
' g0 j: b7 ~* t: o, A2 S - elsif mouse_x item_x1 + 160
* D. T, X @2 G* l, o8 s3 S3 d" l - mouse_col = (mouse_x - item_x1)325 d: @0 F- g+ l/ f+ _/ j+ w1 K
- elsif mouse_x item_x2 - 160- q5 C/ G' R1 [% k7 n/ e2 s! S
- mouse_col = 9 - (item_x2 - mouse_x)32( x8 P# N: {: C. \, H( ]3 o4 ~
- else
( v1 g! |( v3 @% _% Z5 X5 H3 e. P - mouse_col = mouse_x x + width2 5 4
+ V5 p! J% U9 v! a6 v - end( y* L/ V- m. q$ J$ ~& X9 a! ]
- if mouse_y item_y1
- [/ c5 S: D* ~ - mouse_row = -1! x2 U9 K# W3 N U; G+ c- ?
- elsif mouse_y item_y2
! v! r. g( l% Z! |- d4 x - mouse_row = -2
! ^ E& F" i5 F! V6 n& P+ j5 ]) h# a" w - else
8 @6 \8 g7 L0 J1 V+ |4 G - mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)2 t. s8 b, J5 S/ N7 y7 n: [! J' a
- end' g. L1 V+ E5 B Z$ f% t# {
- return mouse_row, mouse_col/ l5 m1 `" Z" k; V N8 j j6 Q
- end5 _0 Y# B4 T# e% J e% f
- #--------------------------------------------------------------------------
' L, B; `3 N: T* u - # ● 方向键移动光标时将鼠标移动到对应的光标位置
! h3 ?/ P( W) f) b( F - #--------------------------------------------------------------------------7 |% g8 k1 Q% B# p+ H& v4 M
- def set_mouse_pos$ _8 ^, q9 t2 b7 L
- if viewport.nil # necessary!0 v; L6 @. n1 Q2 O0 v5 r5 O
- vp_x, vp_y = 0, 00 S# c$ A* d4 U" D; l
- else
8 b4 V* z8 Z$ K6 s8 H; e- C - vp_x = viewport.rect.x - viewport.ox
/ s8 K; J. V. v, I2 @: } - vp_y = viewport.rect.y - viewport.oy
( @. t. `2 u4 E2 |4 N0 b2 W7 ` - end% l# s! x" g% W& c! G( P
- item_x1 = vp_x + x + standard_padding
' p A8 }0 v: L d0 {1 K6 K6 G - item_y1 = vp_y + y + standard_padding1 N4 L2 E6 B% M) O; D- I
- get_index = @index 0 0 @index ( g9 N7 i; O( |
- row = get_index col_max - top_row
7 ^9 h6 }: S+ l: ~, d+ b1 l: W - col = get_index % col_max
0 c, N) M" y7 O8 {6 O - new_x = item_x1 + item_width (col + 0.5)
& e7 Y' p4 ]" f5 J+ g5 p: k, U - new_y = item_y1 + item_height (row + 0.5): k) B- \- R7 g; E2 M
- new_x += 14 if col 4- e5 m' ^) l7 j# l# y. j, X! u
- Mouse.set_mouse_pos(new_x, new_y)
4 G" G4 |% v% L, z9 J - end
: H$ I% C7 ~, P6 W0 {! ] - end
% B8 B9 h( R# v5 h2 T5 r+ k - 9 s" |/ ^+ e: S9 R. r
- #==============================================================================" @8 i7 v1 B8 q1 N6 j' w
- # ■ Window_NumberInput6 R7 E k }1 o" W$ v- f( d" p! E1 [" n
- #------------------------------------------------------------------------------- t- |8 z/ H0 N1 N/ g! L$ w
- # 重写了数值输入的方法以适应鼠标
) r2 w( Q* z; ]& V R8 U - #==============================================================================' [! i7 ~9 U0 V# h6 E6 d
- class Window_NumberInput Window_Base
5 v6 f4 Q( ]! s; F) U0 P* d - #--------------------------------------------------------------------------
% F- ~! T* x# o- _* g - # ● 定义实例变量
5 F: q8 \+ |/ T0 M) Q - #--------------------------------------------------------------------------
2 L- t8 ]( Z' r2 R% `" S6 j5 w! z2 F - attr_reader extra_window
6 Y$ n* u2 k- { - #--------------------------------------------------------------------------0 N5 i$ t' g; Q& a
- # ● 初始化
, Z% _/ }9 H) K- `: U* n6 L - #--------------------------------------------------------------------------
, [! j( {3 ` V) t; q9 t - alias sion_mouse_initialize initialize
! x9 |3 |5 M! Z% T4 h" i* m# u/ x - def initialize(arg)
, x3 n3 l& S) I3 c' V0 e - sion_mouse_initialize(arg)
. N5 D9 O7 \; e! c - create_extra_window
- j% m* U4 z# V" A - end n- P0 r' ^" J1 J
- #--------------------------------------------------------------------------- q7 [) j6 k' V
- # ● 启动
& z) }7 D' w4 h% j" e7 Z4 V% x - #--------------------------------------------------------------------------' H0 v A8 V9 {$ O( g0 u
- alias sion_mouse_start start" x+ W* l0 \ ?$ ]% l2 u( ?
- def start
0 G# O3 t& i$ ~/ ? - sion_mouse_start
. S* U* v3 y5 Y - deactivate. W! H$ i0 I4 k7 C/ m9 R) |
- extra_start5 B0 u6 m% y/ a6 }# Y* }# u
- end8 m0 G4 v" H! Z7 d+ @
- #--------------------------------------------------------------------------
) }# d/ A$ m9 e5 Y% g% H - # ● 创建新的数值输入窗口
- v1 @2 U% E8 `+ [6 [7 A8 {$ | - #--------------------------------------------------------------------------
; l: S+ t2 F" q# f! s - def create_extra_window
+ |, w% A/ B/ J% C; c, ] - @extra_window = Window_NumberInput_Ex.new
. u, {: c: `4 m% Y+ x s - @extra_window.x = (Graphics.width - @extra_window.width) 2* d# q: X. B/ K8 [! k: ~
- @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n } U8 H$ q6 Q4 I" V8 [" H |# |
- @extra_window.index_proc = Proc.new {n @index = n }; M' `1 x& a+ a q! A5 p5 E0 B; \
- @extra_window.close_proc = Proc.new { close }% M. l+ m, s8 }; f) E* D# r: k. \
- @extra_window.refresh_proc = Proc.new { refresh }5 n2 q+ E+ X3 @6 o
- end
4 N$ k/ R& g1 H# D- @ - #--------------------------------------------------------------------------
) f) t) {5 {& u, y2 U/ @7 @4 ]. ~ - # ● 激活新窗口 q+ [- j" S7 Z8 ^- M& B
- #--------------------------------------------------------------------------
4 h6 u) Q% i6 b) R: c6 ~- b( w" C5 U - def extra_start2 k1 G: C+ ]& t
- case $game_message.position, G8 C+ z/ G" o9 V
- when 0; @extra_window.y = y + height + 4) b. f. {& s1 D/ k% M; N! E
- when 1; @extra_window.y = @message_window.y - @extra_window.height - 8
0 _! ^. l% d; t. t7 V2 E) C: b - when 2; @extra_window.y = y - @extra_window.height - 48 L9 Q+ P$ e4 Y5 [2 d3 e% m4 v
- else ; @extra_window.y = 8
* d+ i2 i1 ]$ K }, ?- \: V - end
* r8 }$ D$ b% V; \ - @extra_window.variable_id = $game_message.num_input_variable_id1 ~: N q/ d: m- b$ C
- @extra_window.digits_max = @digits_max$ ^8 ~# c) t9 c# z# |, O
- @extra_window.number = @number
, y% t! h2 X. @2 v2 ~$ N - @extra_window.open# C, `% s* [# K/ Y/ |
- @extra_window.activate
( V% _2 g9 ~7 W - end* j8 D t L+ ^1 ~
- #--------------------------------------------------------------------------$ b7 j. p. {/ ~/ Z. n# D; i8 Q
- # ● 更新9 j, e6 u- i* ?: } c* q
- #--------------------------------------------------------------------------
/ @1 E T3 f) H& L - def update* h: |* A% K+ ^$ Y9 }5 Q/ x
- super
! E* c; Y; c: k: s8 z2 E- k# o- f - @extra_window.update
2 {, S+ Q! v7 _8 `3 O% [5 t* u - update_cursor
! c3 M3 K; Q2 @$ y8 j# P- P - end4 J1 m' A8 E" q8 ?9 c
- #--------------------------------------------------------------------------
: x+ W: s9 l6 E - # ● 关闭窗口
+ h% o4 K2 J+ T3 q) C& ]. g - #--------------------------------------------------------------------------; i* ]" O0 E, \) L* x9 B0 E* R
- def close# I6 r; @' w" ?9 N1 X/ C$ c
- super
2 N9 X8 v+ P) R: [6 \0 F - @extra_window.close0 H8 L+ [0 u ]) l7 O1 Q
- @extra_window.deactivate' ~( B! R2 y# {6 f* i
- end& r$ J8 L4 L! N7 x
- end' v+ A" E7 G- b' k
- 1 {. p$ R& {- i' @9 [7 k8 ?
- #==============================================================================
7 D% r# e+ Y( Z& P5 |9 R( l0 t - # ■ Window_NumberInput_Ex3 h T( @* d/ ~
- #------------------------------------------------------------------------------
5 L- t x) `$ F0 v - # 新的数值输入窗口(NewClass)
. y+ H0 \; H: ?" r$ f- }4 @ - #==============================================================================7 s/ l: g3 ~+ h; ^; d! d1 \; y
- class Window_NumberInput_Ex Window_Selectable
4 P0 @/ X$ v n* p+ R - #--------------------------------------------------------------------------6 D- t" r4 [2 U0 q b6 p, P# e! H) W
- # ● 定义实例变量5 V, F! `& O0 G) D. G# R( n
- #--------------------------------------------------------------------------; I* N- l" r' M; d1 Z# F
- attr_accessor number_proc
+ r; C2 M' A" k0 K+ B- J0 i - attr_accessor index_proc
8 }8 j3 e+ w$ O. ~! _" B$ o - attr_accessor close_proc
9 \2 f( l o9 g | x5 G' t1 ~" G - attr_accessor refresh_proc
# A7 ?* F( S! \4 c3 k; h3 R. C - attr_accessor number+ B! [4 Y. C7 X
- attr_accessor digits_max- G, d# \ R; X
- attr_accessor variable_id' n+ s- O9 y( S5 G1 |8 s
- #--------------------------------------------------------------------------
' E7 H( ~+ V" _% @. w2 a/ ` - # ● 数字表
4 ^# F7 f& d' _5 G - #--------------------------------------------------------------------------
0 c9 `3 W. a$ a+ _+ V - TABLE = [ 7, 8, 9,4 \5 v$ J& S& P W4 J
- 4, 5, 6,! s% R. V; Y/ k
- 1, 2, 3,4 i; ?+ ~0 M1 Z: h& K' g" x. b9 T& d
- '←',0,'确定',]* \4 j% P$ t2 F" v7 B4 k
- #--------------------------------------------------------------------------5 a. n% l9 ^5 F% [* T
- # ● 初始化对象
: ^0 }: Y) U* a. d9 X - #--------------------------------------------------------------------------# s2 |, p9 R$ r/ d
- def initialize# }4 ?. Q+ J" B6 I" u
- super(0, 0, 120, fitting_height(4))2 e% |8 a* ]+ a& Z1 ]$ r
- self.openness = 0: { o0 L, z. T: q; j5 w2 R
- @index = 0
' t' m9 T/ o$ a# K% p5 u) F Y - @number = 0
; P8 j6 B# u3 s. F$ n! Z% ^ - @old_window_index = 0
; {! R' ^* r$ h1 r& M - @digits_max = 0+ j( }( a( ~. M( R; Z) \1 o' c. L
- 12.times {i draw_text(item_rect(i), TABLE[i], 1) }
0 D) P# |2 d* W: s - end
/ G0 P, n2 u" ^/ { - #--------------------------------------------------------------------------
4 [7 L/ s% g& `4 I. V; @1 L - # ● 获取项目的绘制矩形
, P- x1 r& y2 Z1 i, }/ e V - #--------------------------------------------------------------------------
/ i' m' S3 x! j2 [# _ - def item_rect(index)6 d. {1 ^+ q- L% D9 A, ]0 z$ \" I
- rect = Rect.new d- }! O! J. Q. ?" w( O
- rect.x = index % 3 32- |5 Y( K: S) A0 v4 k
- rect.y = index 3 line_height7 ]9 y ^' i/ [
- rect.width = 32' D3 m: f. W) a/ w2 V: C6 \+ I
- rect.height = line_height' g* m, a" w4 U4 S. y1 G- j
- return rect& E% L3 P# `8 d, s) g6 ]
- end
' t, f2 V; I# ?4 X+ C6 o, m - #--------------------------------------------------------------------------
. u. r, ^" q# q; G1 r5 U - # ● 将光标设置到鼠标所在的位置) n8 d# g2 I C" r+ y
- #--------------------------------------------------------------------------9 n4 L7 \9 A4 i, g
- def set_cursor5 C* d o3 ~) r/ z" g3 ]( Q3 A
- mouse_row, mouse_col = mouse_window_area+ x2 V6 N: |( \: s) p7 Z
- if mouse_row = 0 && mouse_col = 0% @6 U& V3 S/ `) @* @# c
- new_index = mouse_row 3 + mouse_col L' M) y, m* Z/ \ ^. N: i2 k; p
- select(new_index) if new_index = 11
( m- P8 A4 F# i) |; }# v& D - end6 U! h% L6 [# Q( v7 K$ i l, B' e
- end
3 u0 w4 `6 S) n8 |* m8 X* H - #--------------------------------------------------------------------------
|; Q; S+ ]6 J/ Q. m- k- c4 ?2 a! V) @ - # ● 判断鼠标位于新数值输入窗口的第几行、第几列- @% \" Y& L0 J. s- d
- #--------------------------------------------------------------------------& g9 I' I% E4 F- |' \7 \
- def mouse_window_area
' |9 k6 K; i$ }* I9 K/ p - if viewport.nil
: ]3 S t X2 q2 a0 N! d - vp_x, vp_y = 0, 0
, T: P7 a. l6 s5 c9 u [' X4 O* Z - else
4 _- P5 j! n0 h7 w - vp_x = viewport.rect.x - viewport.ox1 H3 w2 c2 H X! j* z& r' y
- vp_y = viewport.rect.y - viewport.oy; |7 ^. H) l, Y, Y9 Y3 K( w
- end M i. Q! s: q. {; C
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y7 H# v% V( E! u% J) e
- item_x1 = vp_x + x + standard_padding
8 h8 Q4 {) i$ B" X9 n2 n - item_y1 = vp_y + y + standard_padding
0 j$ V0 J- \- B$ S) u: I - item_x2 = vp_x + x - standard_padding + width' u7 O8 J9 v: c
- item_y2 = vp_y + y - standard_padding + height
6 T2 O, p1 o( F2 N z3 r) k& ]" A6 L - if mouse_x item_x1
4 P1 ~! G" M d. K - mouse_col = -1
4 r1 J5 I# K: f+ C; x - elsif mouse_x item_x23 H) D8 d) q4 \! ~( n j
- mouse_col = -29 D+ J# T3 [8 W2 V8 X4 c$ i
- else) B, L' k6 [% X' P0 y2 q1 p: _
- mouse_col = (mouse_x - item_x1) 32* R, }( I8 E/ s4 Y( y+ d
- end
/ ]# b9 g1 w! }1 d; F - if mouse_y item_y1
$ b0 H9 v. i$ P) r O - mouse_row = -1
o5 Q' @. Z0 {* L* ^' [+ U/ v - elsif mouse_y item_y23 M! h7 Q- q# s7 n
- mouse_row = -28 e6 Y- t H5 F3 v7 j
- else
+ ]( c _* o# M' i - mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
9 m) X4 P1 g% g4 f' a! Z9 T* d - end* b) p: Z! ], r* l% a8 z
- return mouse_row, mouse_col
0 a0 y ?; T8 \3 i9 y. H _ - end
- g" A- @* V v' L/ g4 F, ` - #-------------------------------------------------------------------------- i- X8 x2 ]$ }. A* v' Y3 s; N, @
- # ● 获取文字
( f( y. ^1 C' B8 M3 S' u - #--------------------------------------------------------------------------
# n% y* ]$ N& y0 \' K# B+ ~ - def get_number$ z2 z* T U6 K4 e& ]
- return false if @index == 9 @index == 11/ R1 Z; H% i E: ~3 Z* y( u9 r
- return TABLE[@index]# P% h" P9 n0 i- v! f
- end# W) y) \7 t6 W0 I6 P/ b" M
- #--------------------------------------------------------------------------2 p0 A6 P. ^! _2 Q
- # ● 判定光标位置是否在“退格”上 w5 z6 S6 _- R' ^. B; y. P
- #--------------------------------------------------------------------------
8 M Q. m1 u! Q3 j/ l+ x9 ] @# M' f6 w - def is_delete T2 A& I6 @1 @) u2 `& U: E& `
- @index == 9
8 {5 V; B" V: C - end
: n( h. b7 U2 Y y4 B( C9 v - #--------------------------------------------------------------------------# c3 q) C6 J9 D1 h7 A8 P
- # ● 判定光标位置是否在“确定”上
5 r7 c4 E5 Y8 l' C: Y H3 P - #--------------------------------------------------------------------------
$ d- d: v. s6 e# `; t& `& A - def is_ok0 y# A p' U* m: n7 q! R! c9 h
- @index == 11. B$ c: T4 `8 A4 d
- end' Y/ U; R/ o' d4 w6 Z8 z4 F5 R2 ?
- #--------------------------------------------------------------------------' {9 W ?8 y! j
- # ● 更新光标( m6 s0 a8 v9 ?$ L/ S7 J
- #--------------------------------------------------------------------------% `2 A( m2 `- b
- def update_cursor
& A. e# T( H' e1 N - cursor_rect.set(item_rect(@index)); E! a" A; g+ ]5 l j
- end; W. |% S7 Q6 O8 @: x) b
- #--------------------------------------------------------------------------
1 X' z# P3 A* n+ o. |0 x - # ● 判定光标是否可以移动
/ v0 [ M3 Q& Z8 Y+ e2 N! S$ ]# F - #--------------------------------------------------------------------------
o+ l1 A ]: F3 l% [1 Y! ~, `1 x - def cursor_movable
" \1 F/ J3 i, G( p( V- J - active; T: H4 {7 J; C# k+ I( q. w; t4 F
- end$ N$ D- x1 ]1 R, u7 B
- #--------------------------------------------------------------------------8 `8 ]0 o7 B+ \& E
- # ● 光标向下移动
) `6 i. j! f- ^6 I5 s - # wrap 允许循环: y0 J5 E+ e/ [. T; \% C
- #--------------------------------------------------------------------------8 A% j2 g) s, w+ F
- def cursor_down(wrap), q$ X! X/ e( G9 ~/ |9 p$ x
- if @index 9 or wrap
% X6 }% ]/ Z& b - @index = (index + 3) % 12+ R$ V0 U/ e7 x$ {" ~* }& v4 W8 t. Y2 K
- end* a0 A1 H; {" |
- end+ e9 G9 [9 x( I& z+ j. \# F; d
- #--------------------------------------------------------------------------- G8 O2 f3 Z, p2 E3 V; p1 A% V; d
- # ● 光标向上移动
: |. |- o4 V4 w. l" n0 \ - # wrap 允许循环
8 E1 _6 j2 W2 r7 m) R3 F - #--------------------------------------------------------------------------
# B6 X8 f* d, h4 X" W( N, F - def cursor_up(wrap)+ v% }. b$ o; Z6 V% a
- if @index = 3 or wrap
" |( \0 f2 I' s0 `6 T3 C9 J - @index = (index + 9) % 12) N: [% Q( j7 Q# n! C
- end1 i: A! m2 M$ ]
- end
: C2 u6 l' w9 u. q% X0 ?* R - #--------------------------------------------------------------------------
: B- w/ c9 d: s5 s% N* L* K - # ● 光标向右移动
- j8 \- x' R# z1 T1 U4 z" E - # wrap 允许循环
4 ~2 ~# f1 o* V' \$ y" H - #--------------------------------------------------------------------------5 B. I( `8 S6 p5 I L% M
- def cursor_right(wrap). U( I$ M- g+ F T
- if @index % 3 28 x7 [& ]& e4 `* u$ n
- @index += 1
% ` j7 k1 P' E3 W" v% h - elsif wrap
) ]8 p4 t& u: w% j Y7 T( b - @index -= 23 S0 e- T# E1 w% z9 ^% R6 B
- end
2 c; `9 a* j; B+ j9 L- L% I0 c3 ^ - end0 ]% N( G3 x- F
- #--------------------------------------------------------------------------
; S* f# M! i$ K2 t* E: j8 H - # ● 光标向左移动+ F& z+ u/ ^7 L6 ]/ l" G$ f) J
- # wrap 允许循环
% m. j. h' I8 ?$ ]3 M9 Y' S* b; Z - #--------------------------------------------------------------------------
& o* n' s5 ^1 p1 t* P( } - def cursor_left(wrap)) z) ?3 F% ] C, N& z
- if @index % 3 0' l7 [, H; `: t1 a! I
- @index -= 1* K; l4 j3 ~: k8 e q3 R8 ^
- elsif wrap
1 j) y! p2 X7 s! Z* M- ?, i - @index += 2
) h+ B' p9 @/ D9 y+ T5 P1 J - end# P. q4 k! B% h: p
- end
* E& x7 \, Z2 [9 \/ q8 B6 `# T - #--------------------------------------------------------------------------
3 n$ R' e/ U) q; K - # ● 处理光标的移动
! t9 H0 Y& h5 Q) S3 x4 s) @ - #--------------------------------------------------------------------------
U* o3 Y1 l( G' E. B' q A - def process_cursor_move
; A! I. _1 e. ~9 q' F0 | - super
9 D0 U1 _2 S* y- M6 M- D - update_cursor6 d2 d+ P5 O& Y8 b9 i" |
- end
; o0 j, ]6 N. S5 G, b( \; \! \ - #-------------------------------------------------------------------------- n# f) G# V% T5 i& M
- # ● “确定”、“删除字符”和“取消输入”的处理
4 Q$ W2 G5 }( l/ M# e8 T% H - #--------------------------------------------------------------------------
; l: y2 v& T3 Y' ? h - def process_handling0 c1 C, \ w. y! |7 @; O+ S
- return unless open && active
7 _! [. ^8 A% j6 d. a7 K% M - process_jump if Input.trigger(A)
6 ~2 {) P; ~' u) }. z; W+ [% g - process_back if Input.repeat(B)
! A9 m! c* C' ^$ r - process_ok if Input.trigger(C)
0 i! @: H4 ]- F, b! k - end0 M' a n. ^; w! k$ c
- #--------------------------------------------------------------------------
; S$ @/ z2 h- F' B, o/ p* z - # ● 跳转“确定”) b% b l: s* H9 J( t# `+ Y
- #--------------------------------------------------------------------------4 C0 V& }* a! N
- def process_jump7 p: y) Z3 g! ^8 i" }
- if @index != 11
% q. u9 D; O( J/ V( P2 ?0 e- ~ - @index = 11
) ~" I: Y: X: X) m/ ^. W - Sound.play_cursor- Q3 o: Q' e8 ]! ?! V1 ` _
- end. a9 ?0 C, ^7 H; `
- end
9 k; A9 y5 U2 k' e; { - #--------------------------------------------------------------------------
" Y9 ~$ M, ^) }6 i" {- H - # ● 后退一个字符
& p) Q: d4 l8 D) f - #--------------------------------------------------------------------------: N3 M5 o( C/ H& y
- def process_back& E$ J4 B. I, ?, C
- Sound.play_cancel
& {' w# G+ L* ? - place = 10 (@digits_max - 1 - @old_window_index)
$ X$ u: `4 W3 v$ q. d - n = (@number place) % 10+ R& D6 Z) _! e9 H
- @number -= n place
% s0 I6 G: c2 H2 ^' p5 i3 [6 ?- P - @number_proc.call(@number)
: a3 _3 c" N* N( T - @old_window_index -= 1 if @old_window_index 0
* K1 w; T- W+ r% |3 I2 \8 r3 t - @index_proc.call(@old_window_index)3 @( b+ I7 N0 ^1 z5 g
- @refresh_proc.call$ [3 r: e# S, X. m" ]
- end# k; `5 j' J( S' v9 I
- #--------------------------------------------------------------------------( n8 X/ q2 [1 `. Y
- # ● 按下确定键时的处理
. G1 k' ^) } M( n; c% O - #--------------------------------------------------------------------------
" _1 Q o7 e; Z) o - def process_ok
# L( R& X" M7 Y3 R! U y - if get_number4 A* u5 _* o3 I& L( }$ w1 q3 F
- Sound.play_cursor
! f% E. R" ~6 r- a0 L - place = 10 (@digits_max - 1 - @old_window_index)# M' D* _' C, I& z! h2 U/ _
- n = get_number - (@number place) % 10
! @- X; {7 A5 Z - @number += n place
2 R/ o$ W/ o9 V/ e* U - @number_proc.call(@number)
* y+ H N) q; \- E2 i - @old_window_index += 1 if @old_window_index @digits_max - 1
0 [( e( [$ j! j- C8 [+ b - @index_proc.call(@old_window_index)9 N L+ ~% ]. @/ m
- @refresh_proc.call
1 d3 Y& a5 q) s$ t! P - elsif is_delete* r$ |2 \0 s/ P( K) ^ b" S
- process_back& C0 N5 a, S7 U( A) O
- elsif is_ok
( r' `) P4 ~. y - on_input_ok
6 t6 P; v& W; ?9 c2 R5 S. R - end
, ]( T& A4 @0 ]. F% t' E - end
- Z# N5 P+ ^7 B1 [ - #--------------------------------------------------------------------------( X. E3 O2 F- i+ J' ]# X
- # ● 确定% B% [! t" K' U; d( ^1 P- a: L( @# G4 w) \
- #--------------------------------------------------------------------------
2 A3 w t% x, j2 G1 o- S- z; y* T - def on_input_ok3 X1 p7 B/ l6 H# X
- @index = 0
6 n, E+ t; M0 U2 w: N - @old_window_index = 0
* n+ w% @& p+ w( \# Y8 r6 M - $game_variables[@variable_id] = @number9 B0 r) u/ C- ]7 e+ k/ P! I/ I
- Sound.play_ok( k( g3 Y4 t- ^# X5 V
- @close_proc.call
( N- c" q: s( I/ U( B9 x - end
C9 a7 {6 f, s' ?1 ~ - #--------------------------------------------------------------------------8 s+ L/ W0 L9 ^
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
) Q* m( ? Y# ^8 f - #--------------------------------------------------------------------------+ o7 `3 {, Y" F+ Z( y
- def set_mouse_pos9 u4 x P* t( s, n' D
- if viewport.nil # necessary!% F) F1 s/ B$ u" F# U
- vp_x, vp_y = 0, 0, b5 P4 h7 J/ h X
- else3 {# u8 g: P2 O+ [. S$ @
- vp_x = viewport.rect.x - viewport.ox
4 Z3 u# l* r! _# l$ H( P - vp_y = viewport.rect.y - viewport.oy4 N5 `1 V" {; q/ a
- end
# m4 d3 ]/ ?6 Q1 t: @- Y; V! t - item_x1 = vp_x + x + standard_padding ! ^% @9 |; X) l6 D0 v6 r
- item_y1 = vp_y + y + standard_padding
% s+ O ~1 N6 ~* J - get_index = @index 0 0 @index
, |; E9 {+ R8 T2 Z, J - new_x = item_x1 + 32 (get_index % 3 + 0.5)
5 p6 l# y5 j# g2 ] - new_y = item_y1 + 24 (get_index 3 + 0.5)! G- F& A4 s- |8 a1 k
- Mouse.set_mouse_pos(new_x, new_y)
% Q: p! ^; P( d8 O: ^ - end
. U8 l h4 u' F1 s' V ~4 ^; } - end
8 s1 v& ]. k- M
9 r" f" S# s+ O6 a2 `- C- #==============================================================================
5 {0 t# c5 w8 q+ U# ]! r - # ■ Window_Message
; Y0 i# i9 S" c: G! z1 [0 @ - #------------------------------------------------------------------------------
1 n6 I$ m) S) b9 K! [8 C& F% Q - # 显示文字信息的窗口。
3 O$ _' K. v, V: k( V - #==============================================================================! X( [# o W: p
- class Window_Message Window_Base
* e; B* B% m8 S* L7 V* w% _ - #--------------------------------------------------------------------------
) x+ E( d, S& n: Z4 m6 L - # ● 处理数值的输入(覆盖原方法)
) s# ^; o5 w* C4 ^. x9 O/ e$ z - #--------------------------------------------------------------------------- B- L) Y4 z) Y; S! N |
- def input_number
$ I% T' E9 [+ R2 q+ Q. c - @number_window.start
* L( ]/ g4 {+ \+ d: r) m/ E - Fiber.yield while @number_window.extra_window.active
+ W8 I S) B4 J3 m( u/ j - end ], B( }6 V; p( T: m$ p
- end
& y1 L+ _1 C* m7 f% U h3 @2 K
8 N. \# N$ j2 ]8 f8 N8 R8 `! o- #==============================================================================
" j$ v& l- w/ u! B5 S" T# \ - # ■ Window_PartyCommand
+ p# F) \1 C3 ^2 l - #------------------------------------------------------------------------------
+ g! n, p9 z& l" i - # 战斗画面中,选择“战斗/撤退”的窗口。
& b W8 O+ ~5 E& D b" i - #==============================================================================
' @9 |$ Y. H3 |6 m' t - class Window_PartyCommand Window_Command
! K/ p% v z# K' _ - #--------------------------------------------------------------------------
- _, V* @) P: H8 Q; r - # ● 方向键移动光标时将鼠标移动到对应的光标位置' E4 y" A6 D& K! |" Q+ `
- #--------------------------------------------------------------------------+ g- X7 g- N L0 X( L
- def set_mouse_pos( l; _* [) R W2 u* S( t9 b
- if viewport.nil
7 D0 s$ I$ o/ {" o, B - vp_x, vp_y = 0, 0, e( w# v; E& G8 X
- else
' N) ~( A. k1 ? - #vp_x = viewport.rect.x - viewport.ox" m: L/ y0 l& V- ?% d/ ~
- vp_y = viewport.rect.y - viewport.oy
7 A. U& ^5 C! W& M( t& } - end- X) w! f2 c0 V% P0 f# X" J
- item_x1 = x + standard_padding & U* Z8 f+ n) a. _! Q. _3 j4 ? ~
- item_y1 = vp_y + y + standard_padding
5 H8 d# p2 n- a& j - get_index = @index 0 0 @index
/ i' p7 y6 p6 K* L2 M# Y. J - row = get_index col_max - top_row
# b- J( X# t2 a" l& B - col = get_index % col_max1 k& P" c' ^% i9 B4 @$ Y
- new_x = item_x1 + item_width (col + 0.5)
* Y" f# a: r1 f7 X+ E/ V - new_y = item_y1 + item_height (row + 0.5). F! W! t8 Q( S; A. R
- Mouse.set_mouse_pos(new_x, new_y)
K4 m& w) F; |% i0 W. w* a; ]6 P - end4 W) L7 H' {0 F4 c
- end
G& `8 v% K3 v% A( A6 ^
5 R- e$ ?% Z$ a) f% h1 v- #==============================================================================% j' M) L) @. \' u
- # ■ Window_ActorCommand5 e1 t' g: d. C& y8 E9 z
- #------------------------------------------------------------------------------
/ J4 P$ c1 g" }; W7 e - # 战斗画面中,选择角色行动的窗口。
! D* j, B+ e a, R; Y6 c4 b1 w - #==============================================================================% X2 @; P3 |7 P+ Z" X) q( J8 v/ {
- class Window_ActorCommand Window_Command% w6 d/ q/ }: I6 M" h7 R3 t8 I
- #--------------------------------------------------------------------------- i8 R. e( z+ q8 y2 C$ s
- # ● 方向键移动光标时将鼠标移动到对应的光标位置. ?2 n4 U7 E z- M1 i W
- #--------------------------------------------------------------------------
1 i: N ^, {# |* C4 n7 K2 C - def set_mouse_pos
: p2 R/ @1 ^$ y) |* T& k. ? - if viewport.nil% ^% d1 G7 ^$ q% x) N/ s3 d' l
- vp_x, vp_y = 0, 0
& X0 U z A6 A3 {/ ~ - else
! I2 z' c9 U6 p& G; z - #vp_x = viewport.rect.x - viewport.ox
3 U" l% X& M( p* T9 |2 P - vp_y = viewport.rect.y - viewport.oy
8 J, _2 [/ {$ Y" G9 i - end$ H/ _& W3 [% j( d" W
- item_x1 = Graphics.width - width + standard_padding, ~- Y5 p. I6 g: V7 x, r3 Z
- item_y1 = vp_y + y + standard_padding; @, A' x6 }4 x5 ]: Y
- get_index = @index 0 0 @index 4 [9 ]6 a7 c7 v/ N: o% {& o6 E
- row = get_index col_max - top_row
1 Z, ?% ?5 M: j1 b1 ?- w - col = get_index % col_max
8 k" M: I, {# U, } z- w - new_x = item_x1 + item_width (col + 0.5)) T. }1 \& M& m/ \9 A0 s: h
- new_y = item_y1 + item_height (row + 0.5)3 `6 b9 `2 `- |0 L8 J5 h
- Mouse.set_mouse_pos(new_x, new_y)5 N" z- H: T) H) [
- end
! `7 C9 e) H. O5 x$ m* | - end
1 R! S4 @! s" C' D
6 K: c: U$ Z1 I2 W" I5 g% `- #==============================================================================+ S0 Q4 z) a# V4 V6 E- f& F* e5 o; i
- # ■ Game_Player
6 k- \4 B$ J0 G0 E% _2 j - #------------------------------------------------------------------------------- `1 Y% Y* \/ T: N: K* D
- # 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。
+ r3 b) G( r/ I$ s2 K - # 本类的实例请参考 $game_player 。 i, K7 f$ `3 Y* c7 ]
- #==============================================================================
1 E- L1 f7 ^' O, t( ]- { - class Game_Player Game_Character
7 r2 a7 P. ]! u - #--------------------------------------------------------------------------" m B4 \6 r! Q, A& l
- # ● 由方向移动(覆盖原方法)( l$ J9 G' l4 ^& l0 J
- #--------------------------------------------------------------------------: D6 ?! z0 ?8 x, `. A9 Y- S
- def move_by_input
3 [2 a7 L0 J* W5 [' F - return if !movable $game_map.interpreter.running, t' `8 x. \3 } d
- if Input.dir4 0
+ z4 X; U7 ` W6 N f8 ^ {% X - move_straight(Input.dir4)
. O4 X) { A8 L2 H - reset_move_path' K# S! ~1 v; }! e) B1 r
- else
* p2 ~. v& m7 e+ E+ e% n - move_by_mouse2 D R2 A \ q1 ?3 b4 H
- end( m0 a4 d. _9 j! C7 {! Z
- end5 l; r7 b% g3 g/ b
- #--------------------------------------------------------------------------3 ]! K& H! u0 I. Y( @
- # ● 非移动中的处理(覆盖原方法)% v. a# O3 w0 I" K4 t
- # last_moving 此前是否正在移动
: t" `% x. X2 ?" f1 P# m - #--------------------------------------------------------------------------6 C; ^% n" b) Z2 b- c# u0 L
- def update_nonmoving(last_moving)
$ c9 _: H6 ?% c! i - return if $game_map.interpreter.running
2 _* W% x3 I2 @5 f4 T \ - if last_moving
* F1 U8 H! t' r* v/ ^. k7 i) S - $game_party.on_player_walk
" a) a( S6 O9 \: R1 n1 l - return if check_touch_event
M" G5 ^3 N ~4 I: Z - end- H0 ]( W6 Q8 _5 t6 R; m0 w. p
- if movable && Input.trigger(C)% k9 q1 G# ?! r% H
- return if Mouse.press(0x01) # 防止按下鼠标左键绘制路径时触发事件或载具切换0 S$ P, ~7 l+ U* a" P/ n" G
- return if get_on_off_vehicle
! w, d) n4 v" W% \( T - return if check_action_event
]" Q/ X( r4 t& V. H, w9 a; D( G - end: ]7 R8 `# ]/ {& _$ e5 a
- update_encounter if last_moving' y! {3 |% M- H' S; _6 t5 i2 Y
- end& T* X% x' Z N d# ^7 B# A
- #--------------------------------------------------------------------------
0 k) p, y. Q( e) S9 Q0 }' T0 Z7 p - # ● 判定是否跑步状态(覆盖原方法)
- e/ W3 F6 E' i! F4 z - #--------------------------------------------------------------------------6 f) }2 x) z8 a, t% F0 w6 n
- def dash! U" u. x! p% S% r
- return false if @move_route_forcing
/ s( Y6 K8 G9 S+ _ - return false if $game_map.disable_dash9 s2 y- |5 g& B2 H) j
- return false if vehicle0 B [& J! P2 F- ]5 @8 u. i$ Z
- return Input.press(A) @mouse_dash8 i9 s8 @ E! ^- U+ B+ {) ^
- end
3 W$ E% p0 r: U7 b- M - #--------------------------------------------------------------------------0 l9 [% R- w# }" Z8 g n% y. Y9 h
- # ● 初始化
! I$ H, A) Z: w+ \# Q a - #--------------------------------------------------------------------------
# e& V/ G- [2 ? - alias sion_mouse_initialize initialize
3 C/ A, A% _# q% R+ ^ - def initialize7 S7 D4 ^6 t/ c$ K1 J) S0 H
- sion_mouse_initialize6 e, G# N1 {- X# S
- reset_move_path
1 O/ l! }6 o7 R7 Y - @moveto_x = 05 T" v" m% Y0 ]" E! I6 W
- @moveto_y = 0
3 j, I. {4 a/ k" e3 M& t3 [ - end: P* s; @ J" ~: @
- #--------------------------------------------------------------------------8 K0 l6 P: m2 e% K M1 m
- # ● 更新5 Z( ~, p) ]6 u8 ~' x
- #--------------------------------------------------------------------------
+ }& ?( b3 X; V" |/ o - alias sion_mouse_update update
, }- d$ R- e/ {- o' U$ h, [ - def update J- q5 D; s3 t0 v4 u
- sion_mouse_update; }. C- V+ D, [6 h4 t5 B2 E
- clear_unreachable_sign8 h7 n/ l a3 R
- end
8 B1 }& O! m0 l1 y0 K - #--------------------------------------------------------------------------
! i" Y1 J/ U# q% B$ w0 k. E - # ● 处理卷动3 r# F; h4 |2 C8 L- a: I
- #--------------------------------------------------------------------------+ V2 y2 \7 Y% @ t
- alias sion_mouse_update_scroll update_scroll
2 t8 o, Y, G) n$ h- A# p - def update_scroll(last_real_x, last_real_y)
) E- U& [. i, V% ~6 S - return if $game_map.scrolling$ l1 m0 E0 @& a+ B
- KsOfSionNew_Scroll new_update_scroll
" r1 B; v* A! ?6 T - sion_mouse_update_scroll(last_real_x, last_real_y)" h) \% n, W& _: q9 z3 b
- end
, [% H: p* R+ n: y+ r) q$ n% W - #--------------------------------------------------------------------------8 c; P: x" a$ k. f3 [7 E# \
- # ● 重置移动路径相关信息
8 z* Y- u# A+ e! s) U6 l1 ~# v - #--------------------------------------------------------------------------
8 a! ^+ O# u( n& V' Q - def reset_move_path
$ q2 Z4 C6 \5 W7 u' q" T - @mouse_dash = false
5 B+ h3 E, i: n0 c - @mouse_move_path = []* q7 s' Z' B1 X' b( L: \3 i+ J
- $mouse_move_sign.transparent = true
$ @$ S) {+ ~" L9 f' | - end
2 s3 f6 @2 L- o" Q - #--------------------------------------------------------------------------# E! A% O" A- r5 ~
- # ● 新的卷动地图方法
$ T. ?* x0 p- C2 |( j; I: d - #--------------------------------------------------------------------------/ @5 p+ b( a9 a
- def new_update_scroll
0 \# T4 e. R% y5 S- u: X' z - horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width# w9 X: D& Z) k t! b- B
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height7 N- y) w2 F( {2 q) _
- ax = $game_map.adjust_x(@real_x)6 b6 V/ A: }; _, N, a; j' I
- ay = $game_map.adjust_y(@real_y)
8 ^4 i/ E1 X* J$ K9 e, E' W8 C - $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y
/ z6 S/ n4 F8 u; Z3 o& I - $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x# i3 H+ T6 l+ p; ^2 F, w
- $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x9 y( }4 E; M1 _& c4 T& S
- $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y
0 [$ p" M( o4 H5 \3 i# u* l8 j - end
- {5 L0 N/ c# v' `% {" \* W - #--------------------------------------------------------------------------( |% f, I' n9 d# f0 d0 E% G8 n+ c
- # ● 消除不能抵达图标
9 M7 D R+ k3 h3 w5 U - #--------------------------------------------------------------------------
! F2 M$ D W5 K/ v' P0 z2 ? - def clear_unreachable_sign
2 w& Q9 n% m' ? - return if Mouse.press(0x01)2 l2 p8 O0 ^" ~; Q$ n7 a3 M* |
- if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0( p4 R2 J) e# s$ j
- $mouse_move_sign.transparent = true" F+ Q7 a* V6 [- a) u) V1 l
- $mouse_move_sign.direction = 2/ g3 R+ V N$ ~% c6 \
- end
4 T8 v# R! }2 c7 I - end) I% z) D, W0 d B
- #--------------------------------------------------------------------------
- {! A1 }# Q$ J' X) m - # ● 由鼠标移动
$ `8 g. G2 O9 @* m4 }. \ - #--------------------------------------------------------------------------
( d. w+ d6 _; L( U+ R7 J, r - def move_by_mouse/ p" i- y! K& J
- unless @mouse_move_path.empty # 移动路线数组不为空则执行移动
( o, q6 U% Q2 C - dir = @mouse_move_path.shift
( v3 U# N, A3 K. f - if passable(x, y, dir) && !@mouse_move_path.empty9 m0 g- }/ C* u a
- move_straight(dir)0 b0 X% s/ x" L( S1 U
- elsif @mouse_move_path.empty # 判断是否是最后一步6 Q+ B, d Y5 I/ ~0 S
- x2 = $game_map.round_x_with_direction(x, dir)
8 A8 W, N. L% l. q$ r% {5 C4 y6 { - y2 = $game_map.round_y_with_direction(y, dir)
- q# u7 ]5 O: S - move_straight(dir) unless dir.zero0 x0 k# }( k+ m, Y Z4 [. s
- unless x == x2 && y == y2 # 如果移动失败,检查是否启动前方事件、上下载具
, r ~# f% p- M: \3 L9 R$ g8 Z! ` - check_event_trigger_there([0,1,2])
0 B$ b5 n6 }, n$ O" k - get_on_off_vehicle unless $game_map.setup_starting_event
( ?6 v" e: ~/ m% O# q/ @ - end1 X3 y' _4 u: r: I
- $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2
: x7 d2 v+ j. Q/ s - @mouse_dash = false
4 E+ M" A) r+ N' D a; T, c, ?/ |- r - elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点* v# `9 {2 J A7 L) _% [% L% _
- @mouse_move_path.shift
. W% u: j! F# l- _) i! V% R - @direction = dir
' x2 X2 K$ v& Q% u9 ? - @mouse_dash = false1 E. |5 x/ N" g: i& ^% U0 O$ p
- else
) s1 b' Z" {9 | - draw_move_path
0 p! {1 n: s$ Q+ P0 M - end
" |( r9 U' D5 [ - end R; }+ D- h. q2 m8 D' H$ w
- end5 b2 e. u) k0 Z
- #--------------------------------------------------------------------------
5 A, H) B5 }1 i# S3 Q8 v' ] - # ● 地图界面按下鼠标左键的处理
: [6 r% s* B8 a6 T( B" H - #--------------------------------------------------------------------------
$ k/ c2 G2 R3 ?, D6 h$ x - def left_button_action1 O; a' }+ h6 w' r
- return if !drawable $game_map.interpreter.running
& _) ] \2 O4 @4 @& C0 h - get_mouse_pos% {* T+ W2 e. \# c7 _9 |
- $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图/ r C1 Q" C7 @( [8 u
- if @shift_event
$ |' S8 @) M, E7 ~; r( @) g- x" W - if Mouse.trigger(0x01)
- a0 r& l8 i, _# U* [% H& U! Q, Z - @shift_event.jump(@moveto_x - @shift_event.x,
" o U% ^+ M& S- U - @moveto_y - @shift_event.y)- N) @1 |2 K$ G3 ]# M7 p. x
- @shift_event = nil; F6 A& z. s. D2 ~& ~) \
- end
( J7 K' O. h, x" K# ]/ H - return
4 x4 Y. E8 V+ l/ t) d# K/ [) L* [ - end$ o% v2 Z2 k4 X2 P8 P2 y: @8 |
- if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合0 Y5 k3 ` T% d9 i! A
- return if moving (vehicle && !vehicle.movable)1 ]5 |/ n- D3 j+ @( L! j
- check_event_trigger_here([0]) # 判断是否触发重合点事件4 @* s$ T, K4 u. t+ t0 K
- get_on_off_vehicle if !$game_map.setup_starting_event &&
" |0 x/ a1 m1 X& G1 [ - $game_map.airship.pos(x, y) # 判断是否要上、下飞艇8 w* F3 X: C1 Z7 |" C9 H7 C; D
- return( k+ D- V' z1 n# X5 w
- end6 m; {# X- I. L1 B* g$ x
- # 判断是否用鼠标启动事件
! s# \7 c% M. m" a& T" B3 M6 f - $game_map.events_xy(@moveto_x, @moveto_y).each do event/ k) ^* I% z/ Q% `% D# d5 }# l3 u: N
- if event.mouse_start
9 n2 y ^* W' A+ }: C - reset_move_path
; y/ j- O/ l) U8 t' r9 P6 t - event.start if Mouse.trigger(0x01)
0 ?2 S% t& Z. S4 ^7 y- K/ V - return& R- ], d& C* b+ M% h5 U% x+ n* t1 f
- end; u; N) G) I7 t( W* r/ e
- end b: w0 s; m' W; H j5 c, K. y
- @mouse_dash = true if Mouse.double_click # 双击冲刺
( h" Q# `) x$ q - return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
& i( ]# P( a+ G# t+ ?9 E1 D6 ^3 s - for i in 1..4 # 判断目标点是否为角色周围四点
+ j4 ~0 U9 w% Y- B# z - if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&! l" S* K" C9 d0 C. ~! a7 @" R
- y == $game_map.round_y_with_direction(@moveto_y, i 2)
1 @9 L7 t4 v. }% z2 y& F - $mouse_move_sign.transparent = true
: W6 H* ^! \! [! I1 B2 t8 l - @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)4 v" @8 f% e* } Y
- return; end
: j$ M; v& j2 s! p, ^2 S - end3 j6 k* W6 E0 B9 h
- draw_move_path. Z% A1 m+ t! M! K
- end7 k$ S; A% M5 c7 }) ~
- #--------------------------------------------------------------------------
. x2 I. \4 l5 H. A& y* m - # ● 取得鼠标处对应地图坐标点5 i$ X5 b) Y5 S
- #--------------------------------------------------------------------------
1 P1 t2 A4 g8 c' ?% X - def get_mouse_pos4 p0 _" Z" p Z6 M" {3 X1 d
- $game_map.get_mouse_map_xy( u h" q/ B, |# ^0 V; N
- @moveto_x = $game_map.mouse_map_x
% \: b( Q% b* j+ [6 A4 v5 c- H6 e - @moveto_y = $game_map.mouse_map_y: i8 ~: z; i r
- #mouse_x, mouse_y = Mouse.get_mouse_pos1 r4 t+ F+ E& V! e, B
- #@moveto_x = $game_map.round_x(x + (mouse_x -
7 T5 s# f( Q% B3 p" U8 o - # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)! F" o9 p" {; `6 \/ X
- #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -& X2 s! D! w3 S' S* s
- # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32). D, W' t! K' I% C0 o
- end
' K8 B2 X: @1 W, y - #--------------------------------------------------------------------------
- k3 I l& v. T# F" s - # ● 绘制移动路径 @array[move_directions...]
4 b8 P% r1 V$ l) X0 p' | - #--------------------------------------------------------------------------, h' K, \( N6 r( X
- def draw_move_path
' C' X% f) C' T9 E3 t4 ^- I - #temp = Time.now1 w1 A* E# j7 x( U7 U! F$ ~9 T
- case @vehicle_type
+ w' } f% W7 s2 V) J/ b# @ - when walk, n9 c$ h& \9 J3 v
- draw_walk_path
8 Z Y! k1 h X7 x. b5 W/ Z - when boat+ K( i) p9 a+ z
- draw_boat_path
# d9 n: }6 h2 C4 U# `0 N; O1 D - when ship6 L2 h1 R3 y3 q
- draw_ship_path
2 b, L0 y! ~3 D% v1 Z, U - when airship
W$ c# e$ F1 L6 _3 h( {+ g - draw_air_path2 P; m' E. C- Q- R1 W% T9 @- r/ q
- end
: _% G" l4 W' T - #p (Time.now.to_f - temp.to_f) # 测试效率$ ]* A% [6 `4 K
- end* W: V" {) o' m: c' q
- #--------------------------------------------------------------------------
' G9 }* o2 M" ~' {0 i2 v8 a) D1 `, S - # ● 判定是否可以绘制移动路径2 d* J" j- U2 @. D' x
- #--------------------------------------------------------------------------2 d" A. }1 W- R: \9 \
- def drawable
0 W9 h# K3 K( u+ n3 [ - return false if @move_route_forcing @followers.gathering9 I. F1 o- t! R/ z2 _ w2 O
- return false if @vehicle_getting_on @vehicle_getting_off* o2 T" b( T( `& g! x/ B6 K
- return false if $game_message.busy $game_message.visible7 J7 W5 \8 I5 q7 R7 f2 s8 e
- return true
& }( ^: x. v) U9 ]% V" Y, N' ]" s' j - end7 k$ H* d4 B5 m- P
- #--------------------------------------------------------------------------
$ O9 U2 r5 r9 v1 Z8 e2 H - # ● 绘制walk移动路径 @array[move_directions...]
# E1 q. q1 g7 N6 N% T1 { - #--------------------------------------------------------------------------
9 g9 _- l# B, N - def draw_walk_path
9 i$ M& ]" e6 K- S - # 准备绘制路径表格' ^9 }2 T! D/ O' O$ e
- sheet = Table.new($game_map.width, $game_map.height)- c2 ]1 Z. X: h* _7 W& R8 { L
- reversed_chase_path = []; chase_path = []
/ `% V# G0 H g) |- S. I8 e2 l - reversed_chase_point = []; chase_point = []
$ h R# Y7 w3 i$ ]) C+ g* |, e - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
$ g$ I6 v2 i! i# E - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
2 K3 D( T6 X+ ]4 p' n, N - reach_point = false+ D) p+ p& A& z- i: X
- step = 3% \9 D9 G4 w0 s1 V- M; B" n. b* c
- loop do #loop1 开始填充表格
( Z" U( t- z1 {( ~ - draw_path = false2 g1 @) p* D. ]6 g
- check_points = new_start_points
$ r8 K( p: }( O! b - new_start_points = []2 |( N( |' U+ D4 ] ]) \' W
- loop do #loop2 从起点开始正向填充
9 K i0 n1 D B# V% b/ U - point_x = check_points.shift
& f3 u! m. x; s - break if point_x == nil6 [# X" V5 D A6 i/ v5 V c7 @) V
- point_y = check_points.shift
& G; x, u& |4 r7 q - left_x = $game_map.round_x(point_x - 1)7 Q7 o$ J. s8 m' `% k& V8 j a
- right_x = $game_map.round_x(point_x + 1)& v! L5 s& i/ V# m) k
- up_y = $game_map.round_y(point_y - 1)* U4 Y% o3 {8 r- r4 v1 n n4 m4 F
- down_y = $game_map.round_y(point_y + 1)
1 @% h# Y, Q( [6 E& t0 v8 s6 D - # 判断路径是否连通( _" W' b; O1 p9 T5 k. F: d
- path_step = step - 13 I- j. n) T% R5 g, Z
- if sheet[left_x, point_y] == path_step &&' i9 }2 ?+ g! n/ r, ]5 i
- $game_map.passable(left_x, point_y, 6) &&
" C8 a& c4 M4 J+ {1 a2 t D$ ~ - $game_map.passable(point_x, point_y, 4)
4 o$ i, R s% g8 Z# S - chase_path.push(4)
2 n7 V" ~" Q8 z) T" y6 U6 D) W3 u - chase_point = [left_x, point_y]3 ?. r) [) y' A" d8 M
- reversed_chase_point = [point_x, point_y]6 L9 e, k$ U2 g" q' m; s
- reach_point = true; break
- U9 \$ B5 v* C, Q+ i - elsif sheet[right_x, point_y] == path_step &&+ q; t( P6 G1 p: a4 U6 f: l
- $game_map.passable(right_x, point_y, 4) &&: v9 q# P3 J7 S' [
- $game_map.passable(point_x, point_y, 6)
$ @! f) Q Y/ Q3 o. k" t - chase_path.push(6)
( S* F! j6 M0 _( O - chase_point = [right_x, point_y]1 F' Z8 J' T& a7 i
- reversed_chase_point = [point_x, point_y]) Q" Z; l4 A+ J: Q1 B% Y: f* s9 m
- reach_point = true; break
3 F* t% Q5 l c5 H& m - elsif sheet[point_x, up_y] == path_step &&
5 ]: }% E* P; Z. z+ T2 \' m - $game_map.passable(point_x, up_y, 2) &&
7 W$ r* l- i1 S! ~2 e - $game_map.passable(point_x, point_y, 8)
R9 F, F, K- @/ `8 z7 C - chase_path.push(8)
) f* V8 l0 V; p8 S; _ - chase_point = [point_x, up_y]
) B. Q; ~9 a( T0 G) }' m - reversed_chase_point = [point_x, point_y]
% d: K6 H: t/ F* X/ F9 ` - reach_point = true; break: r& f/ p$ o/ I( {$ c: Y2 C
- elsif sheet[point_x, down_y] == path_step &&
# }9 }* x6 L* Y: D7 J - $game_map.passable(point_x, down_y, 8) &&
7 p4 r0 q1 W: Y - $game_map.passable(point_x, point_y, 2)
9 q4 g2 p; W$ K3 ^ - chase_path.push(2): N) U# W6 c# k1 ~
- chase_point = [point_x, down_y]. W6 _* \5 Z, ?8 A
- reversed_chase_point = [point_x, point_y]" @6 Q7 J3 m; w$ A0 ~
- reach_point = true; break$ B: C$ J! D+ M3 p
- end
# r0 u: `# }% j2 s - # 以需要抵达该点的步数填充路径表格 #& T. J; r9 r3 r1 g
- if sheet[left_x, point_y] == 0 &&
8 v: O2 W9 i O2 E - $game_map.passable(left_x, point_y, 6) &&
V$ Q& m, ], v$ R3 u - !collide_with_events(left_x, point_y) &&
- d* }. e* o& d - $game_map.passable(point_x, point_y, 4) &&
, x! ~+ ?' V& D; p' }- y/ G - !collide_with_vehicles(left_x, point_y) #judge_end# p5 j6 H% X, ?' B7 h( |( M
- sheet[left_x, point_y] = step" S6 _7 \/ X- x: E2 Q
- draw_path = true' ~9 i5 s7 I0 p9 C$ D0 e* E
- new_start_points.push(left_x, point_y)
* c3 Q Q8 G2 O - end
( b% t: P2 D' H; i2 j# P- S' s" w4 j - if sheet[right_x, point_y] == 0 &&7 z6 J0 ]3 b6 {5 t
- $game_map.passable(right_x, point_y, 4) &&! r7 z" A. Y- o9 W6 c# `
- !collide_with_events(right_x, point_y) &&
3 Y$ A& ~9 d3 ]( U# a6 u - $game_map.passable(point_x, point_y, 6) &&/ v6 h4 U8 O6 x [4 Y8 h3 b& f" _
- !collide_with_vehicles(right_x, point_y)#judge_end
0 D7 ]' i/ X1 b" i, R - sheet[right_x, point_y] = step
$ h, `; o1 _: P0 _/ l/ @ - draw_path = true+ n) s" ~$ w) M7 c$ I
- new_start_points.push(right_x, point_y)
; z' K/ N6 w5 A g. P* Z - end
" ~" U; \! g3 N$ X - if sheet[point_x, up_y] == 0 &&
. Y. z& }) A/ @! h/ F! } - $game_map.passable(point_x, up_y, 2) &&
' x0 j6 T5 z# R8 V6 F* q# n - !collide_with_events(point_x, up_y) &&2 F' |- ~: E/ ?2 H4 A
- $game_map.passable(point_x, point_y, 8) &&
0 |1 j' M# J- u4 _9 H5 z$ r# ]5 J& r - !collide_with_vehicles(point_x, up_y) #judge_end4 Q& v' ^4 F+ i
- sheet[point_x, up_y] = step8 c: {3 A9 _0 O% Z
- draw_path = true. d) _" i" {6 r5 f
- new_start_points.push(point_x, up_y)$ d1 ~4 x( ~" |& O3 O
- end
8 d) N7 l6 ~( X0 W8 y) U l* _: I - if sheet[point_x, down_y] == 0 &&
4 z# Z+ v5 ^6 ~' G5 x - $game_map.passable(point_x, down_y, 8) &&* z% G' F7 C7 {% D2 v( I
- !collide_with_events(point_x, down_y) &&
7 { i4 p2 r$ g$ q; I6 I- | - $game_map.passable(point_x, point_y, 2) &&8 U2 I) T. F6 w; m) y, \
- !collide_with_vehicles(point_x, down_y) #judge_end: T" l, p5 P5 U, P9 D+ a
- sheet[point_x, down_y] = step* t- r* n" ?+ c6 A# Y2 q/ ]
- draw_path = true% b; N2 @" A' x% c3 B
- new_start_points.push(point_x, down_y)' g8 g1 @: D! L: m% a! P/ ]
- end
3 H# y9 H3 }8 R [ - end#endOfLoop2
/ j* m! u( p3 N, W% G - break if !draw_path reach_point
# z* z# E: ]1 K! k - draw_path = false
- P. Z* H+ I1 [& E' {$ }4 o - check_points = new_end_points3 w9 @' p8 _9 e6 q# }8 u4 f
- new_end_points = []
" u8 y: R' c6 K, A* y2 A& F6 m) U - step += 1' Z$ B5 D: Q8 v W
- break if step KsOfSionBreak_Steps &&8 I. J: P1 B5 T1 e9 [
- !Input.press(KsOfSionFind_Path_Key)
: b8 N9 [2 a6 g5 `0 O* z& J - loop do #loop3 从终点开始反向填充* Z6 y7 `6 E$ s% Z- ?9 E2 ?
- point_x = check_points.shift
& S, s3 [9 l. S; h( ^: C' f - break if point_x == nil
1 {4 D! S- W; v5 v9 w; q4 s- [% ` - point_y = check_points.shift* C9 o/ o6 f1 c/ F* M2 I
- left_x = $game_map.round_x(point_x - 1)
- K8 Y* S6 X% Q9 a - right_x = $game_map.round_x(point_x + 1)8 Q6 J1 U9 R/ M
- up_y = $game_map.round_y(point_y - 1)
2 h* Q' i0 ~- |9 v1 {; @% X0 ] - down_y = $game_map.round_y(point_y + 1)7 J5 s$ d! o5 P: V9 m, y
- # 判断路径是否连通
4 r5 h$ ]6 ~1 s8 D6 D - path_step = step - 19 K2 u4 U. q5 I% Z3 U. b
- if sheet[left_x, point_y] == path_step &&
7 b! [+ W# t# o r& o H' V. d) B: Q$ f - $game_map.passable(left_x, point_y, 6) &&
' Q- B) u7 A+ F; D - $game_map.passable(point_x, point_y, 4)
- F! `5 `# D, F. v, w8 n - chase_path.push(6)
. e& G3 {- z2 b# j! Z- v+ [' ^6 T/ r - chase_point = [point_x, point_y]4 D4 U, I7 I/ E8 y. I S
- reversed_chase_point = [left_x, point_y], x; T& e2 m+ [# ^7 `6 \% d
- reach_point = true; break& C4 @- @" P( l( s r( |
- elsif sheet[right_x, point_y] == path_step &&1 \6 U' h7 w4 g: f* Y- J0 H
- $game_map.passable(right_x, point_y, 4) &&. [+ n1 g5 d: o0 u" Q# \2 [8 s
- $game_map.passable(point_x, point_y, 6)) y4 J* y( s1 |7 {+ |2 \
- chase_path.push(4)4 I" v$ M. G/ A0 q
- chase_point = [point_x, point_y]
9 D) V p9 c. ?, T* v4 u! `0 a G* X - reversed_chase_point = [right_x, point_y]1 T" ^, Y0 h# d' o
- reach_point = true; break
4 v9 j7 y/ ?& k5 h - elsif sheet[point_x, up_y] == path_step &&( F7 S* Q. V$ ~
- $game_map.passable(point_x, up_y, 2) &&
, L/ d% I" e, g4 l - $game_map.passable(point_x, point_y, 8), H0 x4 @! w# [0 A6 A: B& B. P
- chase_path.push(2)
) p2 Z5 \) D2 F1 p1 w6 }# t - chase_point = [point_x, point_y]
! i7 ^' |) H# G4 r N" w - reversed_chase_point = [point_x, up_y]0 o! O" {; Y. Q4 u6 o \; Z
- reach_point = true; break L( h1 `: p: }) z
- elsif sheet[point_x, down_y] == path_step &&
1 w( E" x1 n6 r5 r$ ~" Q6 b+ F - $game_map.passable(point_x, down_y, 8) &&
( X( }+ |/ k. K2 {8 K4 z - $game_map.passable(point_x, point_y, 2)/ }; N; v# v9 y+ |
- chase_path.push(8)
; K' x. K$ K/ x* J( U# E - chase_point = [point_x, point_y]( @4 {4 _' A$ w
- reversed_chase_point = [point_x, down_y]
, o V6 R8 `* ?7 w4 _( g" Q - reach_point = true; break
5 F* R! T z" \* t9 A# d0 j. t - end2 K! `& W; I+ R; O$ n6 f
- # 以需要抵达该点的步数填充路径表格 #
* F5 I+ V2 |5 Z) Z( p* M, ~1 c - if sheet[left_x, point_y] == 0 &&
$ C. A. u' q" J - $game_map.passable(left_x, point_y, 6) &&$ ^# P! A! c1 Y2 L) D( w
- !collide_with_events(left_x, point_y) &&1 m, ?# m9 }0 ]- k# h; f
- $game_map.passable(point_x, point_y, 4) &&. L! K5 ?2 _8 g- Y/ [- k; t- Z. N
- !collide_with_vehicles(left_x, point_y) #judge_end- ]- c% t3 F$ w
- sheet[left_x, point_y] = step, ^2 C: O6 _2 W* T: b j9 z
- draw_path = true1 c ]; w5 T. h
- new_end_points.push(left_x, point_y)
* E9 z* _8 T4 @$ K - end
2 x) T1 W/ T' ^: }; j$ { - if sheet[right_x, point_y] == 0 &&
( s7 q; {* e! I$ z4 T9 ^8 j0 Q - $game_map.passable(right_x, point_y, 4) &&
* [) B; j* t: C8 r2 G! r. K3 W/ o1 ` - !collide_with_events(right_x, point_y) &&2 C% B- C& t" t
- $game_map.passable(point_x, point_y, 6) &&
2 |$ e0 M& D* l4 v; y6 s2 a - !collide_with_vehicles(right_x, point_y)#judge_end' X5 K2 O B/ o4 }
- sheet[right_x, point_y] = step
. O/ F0 g( r! l+ M0 \ - draw_path = true7 a4 e) S9 r( T) t7 P
- new_end_points.push(right_x, point_y)
: K9 [. F9 q% z( k0 ^! {. _( ^9 ^ - end8 }; u' O {" Q
- if sheet[point_x, up_y] == 0 &&
7 ]) j* H6 o8 a# Z - $game_map.passable(point_x, up_y, 2) &&
+ ^" B" I5 O( v- x - !collide_with_events(point_x, up_y) &&
, _1 S2 {4 Y1 a2 `# e2 v - $game_map.passable(point_x, point_y, 8) &&
5 j* D( y! x2 l* t - !collide_with_vehicles(point_x, up_y) #judge_end7 l+ W0 X1 N; x. V8 `
- sheet[point_x, up_y] = step1 G v8 d" }, a) h* \& _
- draw_path = true' g4 Z/ }; q& X( A0 Q; V* Z
- new_end_points.push(point_x, up_y)
, d* E# z- @) D4 {' j w - end
. S+ N& y7 y% _+ i* P - if sheet[point_x, down_y] == 0 &&6 U& @/ ^! z6 [' H
- $game_map.passable(point_x, down_y, 8) &&
+ |( N0 o0 A9 H) Q4 s/ X - !collide_with_events(point_x, down_y) &&
& S" a/ d! Z7 S) p - $game_map.passable(point_x, point_y, 2) &&4 H, A8 M* C$ X; O$ V
- !collide_with_vehicles(point_x, down_y) #judge_end! M! ~# C2 ]' y" w/ r& @3 j1 I
- sheet[point_x, down_y] = step
( B* b- z0 @" _- L- | - draw_path = true
7 |* n* g( ?: o1 F# ?! Q0 o+ z - new_end_points.push(point_x, down_y)
+ t+ S6 U2 y% W- Q8 q5 @! J - end
$ Y. p3 J2 l. R: X. s: F - end#endOfLoop3( A! w. i e2 ?3 p
- break if !draw_path reach_point
& r6 |" z9 b; L, ?1 \" ]6 v - step += 16 s' g! l( M% R3 a; n3 y
- end #endOfLoop1 路径表格填充完毕) P% K: n# B$ E |/ u9 _
- $mouse_move_sign.transparent = false1 B; Y+ j8 I, H- Y
- # 判断指定地点能否抵达1 i$ K" V$ m Z' ~" D; P
- if reach_point
# u, X* {; r# m& n# q* L# W - $mouse_move_sign.direction = 2
& {9 l* v3 m/ z& S+ P% J - else) c; A2 m7 T6 k( k
- not_reach_point
9 H4 `7 e; F0 W( n - return/ U& ~ u; [) i/ _$ Q
- end
4 C9 o& |8 V* Y* s' G - # 根据路径表格绘制最短移动路径(反向)
3 v( v7 R, K! Z3 o8 N' G- ? - steps = step 2 2 + 1) s- U. o7 }' P4 b1 s: D
- loop_times = step 2
( v& y! l9 W4 l- P - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]4 b& H3 x3 ~$ k) r( l( O& T* R
- for i in 1..loop_times # forLoop" } @ K0 T* c+ _6 c
- steps -= 2
- W9 e! ~! C! A9 \: B - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……
. ]. a/ z% f& Z4 W( U - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&4 v: K* X7 K6 p1 Y, V7 U
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
$ o& L3 j7 z& _0 k3 W - $game_map.passable(point_x, point_y, 4) #judge_end
# y+ l- x% \, ^2 W8 L+ u - reversed_chase_path.push(6)
# {4 G$ x4 P& O8 y$ p) R q- s - point_x = $game_map.round_x(point_x - 1); I7 L# x0 f: V* R
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&7 A$ e& C# |) b( t. v) s4 g
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
# X4 W& [$ {9 Z% g4 y. { - $game_map.passable(point_x, point_y, 6) #judge_end
$ M: i* ]0 `5 m7 R: [ - reversed_chase_path.push(4)
0 ^5 U2 J. v8 J. f - point_x = $game_map.round_x(point_x + 1)
6 B N# f9 I* I0 H* P - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&3 k4 ]. D8 J; h8 a! X% ^
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&' x' Z. {; d2 @2 F4 I
- $game_map.passable(point_x, point_y, 2) #judge_end
! q ^. F z: ?, x A% @ - reversed_chase_path.push(8)- w; K4 O) O/ i0 t! z- u" \% C
- point_y = $game_map.round_y(point_y + 1)
! u# u: b% D) S9 _! b4 Q! T - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&$ V; W. G" q2 }/ m( {9 w8 B
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&. w7 ~" V8 ~3 K! J' G6 _
- $game_map.passable(point_x, point_y, 8) #judge_end- ]3 ~9 z& O) B$ ^4 d, i
- reversed_chase_path.push(2)% v4 {! S( I8 O4 g* a0 |, P
- point_y = $game_map.round_y(point_y - 1)
6 I& x) ?7 `; V1 ?% t& l, ]( H - end; [2 ?. z" u- e
- else6 Q/ i, j* h1 d# U
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
2 {% {# \* v7 j7 t Z& ^/ H; f - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&# X8 b# ?" e0 n' x4 ]
- $game_map.passable(point_x, point_y, 2) #judge_end
p; ]& m. C+ L9 ]. Q$ [7 f - reversed_chase_path.push(8)1 G) W5 c; ]& x! U2 L9 w
- point_y = $game_map.round_y(point_y + 1)( B* P: w- T1 e& o2 @: d; O) @; N. [
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
6 r* o) Y8 f5 _9 I - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
|0 t0 T, ]8 {3 }4 ]8 c4 v+ _ - $game_map.passable(point_x, point_y, 8) #judge_end' ^6 Y( f5 W. a! ^/ i1 g C0 n, p
- reversed_chase_path.push(2)/ F/ I4 H$ v' R3 l( r' j( s2 L2 r
- point_y = $game_map.round_y(point_y - 1)1 J. c0 v& L& d/ u, b+ g& _
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
' p6 U* e" K+ Z9 L2 s - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
) {: h* {( n& R) j2 h6 t - $game_map.passable(point_x, point_y, 4) #judge_end
F8 o5 T/ @! D' S" [2 p - reversed_chase_path.push(6)5 D1 N0 ^$ r. @7 o5 f- |3 F+ J3 H
- point_x = $game_map.round_x(point_x - 1)
) b! M( |& C1 k6 ]0 H - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
/ ~% \2 e, z& O! X$ ? - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
! T4 S3 D% w5 }5 V - $game_map.passable(point_x, point_y, 6) #judge_end' I2 W- o4 }) M( Y; S. M8 H( `
- reversed_chase_path.push(4)
9 f8 i: _7 l: D7 j - point_x = $game_map.round_x(point_x + 1)* F8 @# l. x, Z7 A' J+ n1 V
- end3 A. q3 x" V6 p# z. f6 i
- end4 m, D5 X6 Y) L+ |8 y7 }" C8 b$ j
- end #endOfForLoop9 d- X3 G# y% s2 A k
- # 根据路径表格绘制最短移动路径(正向)" E6 b8 f* Z1 Y
- steps = step 2 2- _* U6 _4 i" o" C
- loop_times = step 2
3 S2 T; Z7 ?$ j/ t - point_x, point_y = chase_point[0], chase_point[1]" a' }1 p2 I5 i5 K
- for i in 2..loop_times # forLoop
) u! z2 n8 H& Q; } - steps -= 2
- ~( ^% L! F; C - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
4 l/ S4 z) {* e& c - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
" Z$ W; [8 s4 e4 ^ - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&0 j) t: j( W0 W9 {
- $game_map.passable(point_x, point_y, 2) #judge_end
. Y$ j/ ?- b! P P C% U - chase_path.push(2); Q% \6 C1 \& i" Q8 m, j9 p
- point_y = $game_map.round_y(point_y + 1)
) ^* }) L1 j# C/ G9 s - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
" M* _9 u9 U. ~, l6 Y5 G1 y - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
( v# a3 t/ t7 H: J4 A; J - $game_map.passable(point_x, point_y, 8) #judge_end O8 j# K* a: V7 M
- chase_path.push(8)
" j2 E! H* ]) p6 x' _) q - point_y = $game_map.round_y(point_y - 1)
' y# _' x# X% H5 R% F - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
9 Y1 b* |, N, Y6 s5 O" G - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&' t2 K( f$ d1 P O, g+ w3 _
- $game_map.passable(point_x, point_y, 4) #judge_end; N3 k6 H! A5 |+ d5 x" Y2 n7 L
- chase_path.push(4)
$ a, N1 |9 {2 `9 O7 F5 Z* { - point_x = $game_map.round_x(point_x - 1)- S7 U0 {& W. `( j! @2 _
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
/ k1 F' k. v( ^9 F! q+ `8 _% } - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
6 z+ V) k% i- u1 h6 C L7 V - $game_map.passable(point_x, point_y, 6) #judge_end' ~& z% `8 |. I7 ^8 Q# I& N; n
- chase_path.push(6)5 u* i! u+ S. [4 d( ~# Z. ]' b6 w
- point_x = $game_map.round_x(point_x + 1)6 K6 x# O4 \( [8 M
- end
9 t+ _: D2 b( g1 p; o# \ - else
8 ?. q$ k/ V1 H9 S8 J' E. l - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
2 A0 L2 i9 H8 d7 \8 i- ` - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&6 V' Q# S8 E: R2 U8 X2 C
- $game_map.passable(point_x, point_y, 4) #judge_end! S1 h3 t: S+ ` w5 z: P$ @
- chase_path.push(4)
5 x7 _% u9 h! `0 Y" K+ x) R8 N - point_x = $game_map.round_x(point_x - 1)
0 Q* x4 I- x0 O# B5 J - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&$ ?( @/ x: q/ l8 G
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
# l- F. m$ `. F% b& {, V - $game_map.passable(point_x, point_y, 6) #judge_end4 }5 J! }. O" W( A/ V7 R5 g
- chase_path.push(6)
0 N/ q" i: _ Y5 O7 S - point_x = $game_map.round_x(point_x + 1)7 q( |2 W, e$ t' {: {0 S# Z
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&% f5 N& o/ a4 `* _* f
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
+ a6 X; T6 j& @! Z* G - $game_map.passable(point_x, point_y, 2) #judge_end0 p, U+ d5 D3 a3 {
- chase_path.push(2)4 d4 L. B4 Z+ Y. u2 K+ P
- point_y = $game_map.round_y(point_y + 1)
I* B/ D7 s3 z7 P: ]$ U( F- g - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
) z4 d' D& E1 W& c5 i5 m - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&/ Z3 m8 x; ~; a$ L, W
- $game_map.passable(point_x, point_y, 8) #judge_end" I: B2 D3 j s; u) x, A
- chase_path.push(8)2 f( O5 N5 D) v
- point_y = $game_map.round_y(point_y - 1)
) E' b: F# d8 C4 q! A - end' S$ \2 k& S) r1 D& x- U$ T! w7 Y
- end7 }3 R) o. h: y% F
- end #endOfForLoop, x$ q6 s( A( r9 i
- @mouse_move_path = reversed_chase_path.reverse + chase_path3 K+ v& d" `; u, p0 c5 H5 L" M
- end#walk. c; g/ S8 Y: u$ K6 I
- #--------------------------------------------------------------------------( w! t* R5 W P3 w2 M
- # ● 绘制boat的移动路径 @array[move_directions...]
1 R2 [" _- i5 V' K - #--------------------------------------------------------------------------
5 h7 Q" U2 d9 _9 [ - def draw_boat_path
8 G, J: ^* o' P% M5 W - # 准备绘制路径表格/ E) A6 |6 ?+ |; b4 }& U, ^
- sheet = Table.new($game_map.width, $game_map.height)
1 i2 F/ b4 H" o5 [: M - reversed_chase_path = []; chase_path = []
7 R! s5 b- k; h# o: n - reversed_chase_point = []; chase_point = []
! g3 H9 Q/ A7 X _ - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]+ L, i# R& Y" T6 Z
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 23 _3 T* T. d' T7 M M
- reach_point = false. w3 y0 H0 b, V8 h7 t; S u
- step = 3$ P5 P2 Z( h3 `- Y2 t
- loop do #loop1 开始填充表格$ G# E5 Y+ I7 `9 z
- draw_path = false
: Z2 G3 F8 s& N - check_points = new_start_points& `6 f2 f7 z. k' {
- new_start_points = []; n" |, e, r: L& X7 x" i/ u4 S
- loop do #loop2 从起点开始正向填充6 z+ @3 |# K- U# [
- point_x = check_points.shift# k: m% i. v9 r& G% l
- break if point_x == nil# q% V3 ]. M0 J0 H5 V& o
- point_y = check_points.shift% Q9 i% v2 {7 y1 I0 r- h0 B. z
- left_x = $game_map.round_x(point_x - 1)
' {; `) p! ]# Q, Y - right_x = $game_map.round_x(point_x + 1)
7 Z4 [7 F0 B9 ?$ u, A# L1 \0 j - up_y = $game_map.round_y(point_y - 1)4 X, O0 `1 u( G% E; |( H8 Q
- down_y = $game_map.round_y(point_y + 1)5 b2 }; v6 C4 J% I
- # 判断路径是否连通
2 T3 O+ B; a$ _/ o2 L - path_step = step - 1% S ]& K! J( {+ p7 c
- if sheet[left_x, point_y] == path_step
7 R) `4 y" a: ?3 E; E3 @ - chase_path.push(4)
: W E% L; L3 c7 R - chase_point = [left_x, point_y]: K z6 I9 ^. }; r1 Y: y6 E' \
- reversed_chase_point = [point_x, point_y]" W4 R* F" H+ R8 L4 @6 X4 M
- reach_point = true; break1 E" ~+ F) P$ U# I4 U
- elsif sheet[right_x, point_y] == path_step5 X4 y# L2 }3 L. U; p6 |
- chase_path.push(6)4 ^6 F) x1 z% c
- chase_point = [right_x, point_y]7 Q" s" \; P3 p$ j+ S
- reversed_chase_point = [point_x, point_y]* x7 g. W- w( j9 o
- reach_point = true; break! S0 U6 U v- H
- elsif sheet[point_x, up_y] == path_step
! V, a9 G$ b" v: j- ~' w0 R - chase_path.push(8)
7 y5 _( W7 |& k8 [/ S0 T - chase_point = [point_x, up_y]' s+ l# x, J! o5 u4 T
- reversed_chase_point = [point_x, point_y]3 S6 l3 i' s! Q5 W( R; c) J. L
- reach_point = true; break% _# j5 ~( @4 m4 m- v; ^
- elsif sheet[point_x, down_y] == path_step- R3 l2 Y( s# j* j# r0 n
- chase_path.push(2)
; v0 B8 K, r6 K7 P6 M s$ O& G: m - chase_point = [point_x, down_y]+ r& K/ Q- D2 `7 Z: M
- reversed_chase_point = [point_x, point_y]
1 V Z; t" G* H2 `( K% p { - reach_point = true; break1 @$ t. o) l8 u
- end
; h; Q4 u( O7 L: L7 P7 K - # 以需要抵达该点的步数填充路径表格 #
' _- S5 N* E& ~; }9 y0 A - if sheet[left_x, point_y] == 0 &&
P" U6 Z$ y5 T; i# w I - $game_map.boat_passable(left_x, point_y) &&% Q0 V3 M. u/ |
- !collide_with_events(left_x, point_y) &&
$ _ c. S7 ~5 q; t% e* Q2 P - !collide_with_vehicles(left_x, point_y) #judge_end$ B# i, K+ r. ` C* r* D* W
- sheet[left_x, point_y] = step
( p. W% e! Z. y7 G! q - draw_path = true
( W9 x0 U0 A8 f# z& Z/ _ - new_start_points.push(left_x, point_y)
7 k* W) X% A' S+ k - end
6 U: \0 b2 Z7 K' Z9 U/ V - if sheet[right_x, point_y] == 0 &&
0 p1 X+ D/ g8 y5 D( s - $game_map.boat_passable(right_x, point_y) &&
0 n# m0 q: s% i0 r( G4 w1 { - !collide_with_events(right_x, point_y) &&3 g# ?: c8 P0 {7 |+ g
- !collide_with_vehicles(right_x, point_y) #judge_end
$ s/ m2 L1 D* c' A, o: O - sheet[right_x, point_y] = step- L* ?! P+ O V. M- a# k
- draw_path = true6 {9 c# ]0 F* S) D" H5 D
- new_start_points.push(right_x, point_y)
. y3 N. d, E: n+ B1 { - end, H% g5 E/ e4 n G' C8 {" |' m+ K" `/ u
- if sheet[point_x, up_y] == 0 &&/ I0 [/ v* P: D7 Y! `. E% ^
- $game_map.boat_passable(point_x, up_y) &&
" i2 D4 ?$ e9 `# \ - !collide_with_events(point_x, up_y) &&
' K& s% |+ w4 K/ u - !collide_with_vehicles(point_x, up_y) #judge_end
1 F4 o' z. Z6 ^# }- x% K - sheet[point_x, up_y] = step
5 V* i- ^) Q- ^+ [; S; x, z - draw_path = true- D2 e4 c0 L: V$ B' A
- new_start_points.push(point_x, up_y)
- i" |" ^# h) l' \; ] - end
$ h: d$ V+ s5 M+ l1 I - if sheet[point_x, down_y] == 0 &&
3 y/ l6 E; `5 V; B - $game_map.boat_passable(point_x, down_y) &&
! j" B+ K" B) T8 @( o% J0 G - !collide_with_events(point_x, down_y) &&
( T. h5 T0 W3 j H' D. Q# k - !collide_with_vehicles(point_x, down_y) #judge_end5 h/ {" Q3 h! [
- sheet[point_x, down_y] = step& H( i) G2 p4 P
- draw_path = true
7 r, W+ B/ `% I4 R; Z - new_start_points.push(point_x, down_y)3 Q! y3 k+ @- b) d- V) P
- end1 Z" P' o+ k, ]+ `5 l
- end#endOfLoop2
) O+ X4 z- V1 F Y7 m( b6 |# G! R% g - break if !draw_path reach_point) `. ~4 D1 n; `: W
- draw_path = false
3 S/ Q' z& B+ B) d* A - check_points = new_end_points
6 }6 @! i, ~1 u1 B; o- f, b - new_end_points = []
7 z9 ]5 k$ Z/ C# G9 s+ L5 R - step += 1
+ v: j, I& V8 J5 G6 b% O( E5 Z' N+ L - break if step KsOfSionBreak_Steps &&
" J$ A9 p0 _, Y: D' D3 N# x - !Input.press(KsOfSionFind_Path_Key)
( o' m! ], }* ?% J3 ?; ~" b - loop do #loop3 从终点开始反向填充
' u( G5 ]$ [8 ^* J$ }& l8 @( [$ I% s - point_x = check_points.shift
3 t A/ ~7 \/ S. W1 P; h6 p - break if point_x == nil
0 Z4 N1 C; T. D) m2 L: }& @ - point_y = check_points.shift
: Z# O, c6 ? Y( F& t) l6 }0 @) z0 J - left_x = $game_map.round_x(point_x - 1)3 g$ H( B1 H! m
- right_x = $game_map.round_x(point_x + 1)
" @7 m; x. j2 j o - up_y = $game_map.round_y(point_y - 1)1 K- N3 t4 D, v! m8 R3 A
- down_y = $game_map.round_y(point_y + 1)& u7 r Y9 [2 M6 K
- # 判断路径是否连通+ z4 H, L. I2 h3 ]& e; K1 k
- path_step = step - 16 q3 w: r! \ L) i' b+ b& m A
- if sheet[left_x, point_y] == path_step
! N( J) N) A, W7 S5 J4 p/ G+ M - chase_path.push(6)" G2 v9 d6 G0 Z: s, G/ |+ y: m
- chase_point = [point_x, point_y]
3 P# ]4 y/ [* r$ _& Z# Q - reversed_chase_point = [left_x, point_y]8 @6 N+ U9 I. ?
- reach_point = true; break1 [1 a9 Y) |9 }1 A" Q3 Z
- elsif sheet[right_x, point_y] == path_step# ]" s. P: c$ h& v6 M& l
- chase_path.push(4). x, j3 O3 M$ _ v/ r
- chase_point = [point_x, point_y]
, H- S7 ^7 A3 T# D. L* F1 I5 ` - reversed_chase_point = [right_x, point_y]3 O) M$ N6 `, R% ?
- reach_point = true; break
& @5 Y8 {9 ^7 f- j7 O - elsif sheet[point_x, up_y] == path_step
1 y) y) F& S" J) u - chase_path.push(2)
8 @& U% W5 F: K# m" l) x" s - chase_point = [point_x, point_y]9 D7 _2 \$ i. e, a5 z; Q# R' N( @
- reversed_chase_point = [point_x, up_y]/ s$ X/ M0 ~2 F3 P
- reach_point = true; break
! o, y2 k1 @4 f0 o0 j" V' v - elsif sheet[point_x, down_y] == path_step
R5 x q- i2 r - chase_path.push(8)( [ a' l S" u2 C4 q
- chase_point = [point_x, point_y]
$ w! x( G6 Z- [! F. c$ q+ \2 ? - reversed_chase_point = [point_x, down_y]
. |) S6 K" B" g$ r% j8 P, \ - reach_point = true; break
0 P* R. ]' x9 w/ O# c! Y+ Q2 @4 J - end/ b0 x) T$ q! H
- # 以需要抵达该点的步数填充路径表格 #& w% u7 p0 W, C( ?
- if sheet[left_x, point_y] == 0 &&
: E7 K; H( V/ q; W# g - $game_map.boat_passable(left_x, point_y) &&: W* S/ J: d0 T/ p' E: w+ f1 U# T! o5 V
- !collide_with_events(left_x, point_y) &&" @( Z s% V+ z) X0 t) O" H g2 [5 ]
- !collide_with_vehicles(left_x, point_y) #judge_end
' `* A+ D, C4 L7 a' L - sheet[left_x, point_y] = step0 U1 N. ^( ~+ n: K
- draw_path = true
; h" ^; P/ u& [$ e - new_end_points.push(left_x, point_y)
8 D$ V& H1 K+ K# C8 ? - end
# h1 T. Y* n, ` - if sheet[right_x, point_y] == 0 &&$ q1 j$ l3 b: l0 \1 `
- $game_map.boat_passable(right_x, point_y) &&( `7 `3 {0 w3 w/ L
- !collide_with_events(right_x, point_y) &&. q, Y1 o! }4 i! d6 _& R7 L
- !collide_with_vehicles(right_x, point_y) #judge_end
" b; m; x4 x I+ g8 n9 L! x6 O - sheet[right_x, point_y] = step
: p7 {( C5 O" f. I4 g4 B S: t7 L - draw_path = true# s( ~* o" `& D$ p. v2 K
- new_end_points.push(right_x, point_y)2 C, C% }* p; ^1 M& g) C0 p
- end* B7 k& P3 k6 L+ z# U7 J
- if sheet[point_x, up_y] == 0 &&
& M8 ? U/ @& \" C1 P - $game_map.boat_passable(point_x, up_y) &&' q- @7 I1 `) o; l3 g2 s6 N# V
- !collide_with_events(point_x, up_y) &&# O8 V+ t( M/ I3 C4 I" W& ?
- !collide_with_vehicles(point_x, up_y) #judge_end
' `5 d& Y' }2 T% r. O - sheet[point_x, up_y] = step
. z& p) R F' U/ U - draw_path = true
# r- v" n4 S( X9 P: A& S - new_end_points.push(point_x, up_y); r2 H! F- M; e& C' _6 c3 G( P/ R
- end
. \$ A/ U* D. B5 u+ f - if sheet[point_x, down_y] == 0 &&4 _9 L" \# c) j
- $game_map.boat_passable(point_x, down_y) &&/ t* n# R: n1 \* b; x/ }0 q; I& D
- !collide_with_events(point_x, down_y) &&
; x% p8 \( M5 T - !collide_with_vehicles(point_x, down_y) #judge_end, O5 L8 f" @+ C: A7 X8 D- J7 u
- sheet[point_x, down_y] = step' I% h; K1 w2 [# V* F" J
- draw_path = true
+ c1 ~( _6 K1 q2 j7 c - new_end_points.push(point_x, down_y). L) m3 z9 Y. m' _
- end
% i- T# H( O( t+ p" x) ~# F2 d7 V - end#endOfLoop33 y0 p2 j* M. I$ m0 H. a6 p& |4 ^
- break if !draw_path reach_point. ?" H: d" J' Y* d
- step += 1
- [. L; Y, h5 h% z1 s - end #endOfLoop1 路径表格填充完毕3 F/ P, f, ]& M. l; g$ A3 K
- $mouse_move_sign.transparent = false5 ], e2 c8 z2 s# W7 Z6 A9 R& Z
- # 判断指定地点能否抵达7 S G2 Z1 ?# w! F" Z7 H
- if reach_point
2 ]( t* e9 p. E8 O6 R9 W - $mouse_move_sign.direction = 2
8 P- Q# L% g) f" ^ - else$ m( K( b: }+ w" g2 [
- not_reach_point
) |' p; B) |. E4 n$ |$ K. ]$ ] - return
; l, P9 q9 T( k9 G/ h* f6 ^8 i - end, g) V2 v& _- M! n
- # 根据路径表格绘制最短移动路径(正向)6 s% `+ c0 q0 P, s
- steps = step 2 2
. c( p6 W$ ^, W; f) L - loop_times = step 2
; y4 x' V: s R4 \2 [- J5 Z) ` - point_x, point_y = chase_point[0], chase_point[1]
8 S8 l' ?; s( I1 o - for i in 2..loop_times # forLoop
$ G# ^! ^! R& F- u- T$ n6 u& v - steps -= 2; G/ @/ O6 I: L9 }% b
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
; m2 Q5 ]1 F0 ?2 b, \2 ^/ s - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps6 \0 x1 P4 [% i* X# L" M. }: Q' {
- chase_path.push(2)
) e. X: |7 B; G. v2 n2 c7 M - point_y = $game_map.round_y(point_y + 1)
: S8 O$ w0 t \0 C, e1 g/ E+ H - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
" R# x* a& D, b( S3 J; Z' d5 _% k - chase_path.push(8)
4 j2 ~, B+ y+ a% _! s - point_y = $game_map.round_y(point_y - 1)
2 W' D; z' ?( z! {' K - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
. L. d1 i, U6 }5 f! [) M - chase_path.push(4)
j, c& j- L/ C/ m - point_x = $game_map.round_x(point_x - 1)
- A T N7 X" i4 \+ L9 Y - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
" o# _9 X2 N: u - chase_path.push(6)
# l, s( s& M$ B O3 ^( m3 K - point_x = $game_map.round_x(point_x + 1)
) z5 i6 `) [5 z4 B5 C - end
/ Z9 _7 H/ S" h - else% ] {2 E1 ~( y+ {, @# U
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps( j5 s* n7 q# }+ D
- chase_path.push(4)5 {& Q' g( A" K; u' M
- point_x = $game_map.round_x(point_x - 1), x7 @3 `0 p) {+ h7 C3 m: y* K
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps7 _& N' I, n1 Q6 H* ^
- chase_path.push(6)1 W& s. }- y- U/ P
- point_x = $game_map.round_x(point_x + 1)" x9 l' X9 z+ j
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
3 i: U' A8 n! C I - chase_path.push(2)- y/ n% T/ t0 K0 q2 @1 P" r+ S
- point_y = $game_map.round_y(point_y + 1)5 w2 F8 j; e& \1 q% g
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps6 Z$ n5 v9 h# R7 X7 l' ^2 v
- chase_path.push(8)2 ?% S' B% [2 y4 }4 Y
- point_y = $game_map.round_y(point_y - 1)
, y% d: x S* |! C - end3 X. s& k' c; j) Z) I F
- end6 M3 u" c3 ^) n& S. g3 V8 w
- end #endOfForLoop& P, ^7 t5 P- p: q# ?
- # 如果指定点无法抵达或者登陆3 G4 u" ^4 X u4 V" X
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path); o, U& S2 J; A: ^2 B
- # 根据路径表格绘制最短移动路径(反向)
: i( L; z& c. D1 q - steps = step 2 2 + 17 Y/ C7 K; g2 Y d, f* b5 u6 Y, Z, U
- loop_times = step 2
+ U0 R* x9 j# Z6 X0 g/ G - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]3 s; ]6 c$ u7 J) X, E3 Y( e
- for i in 1..loop_times # forLoop
- U9 C4 y D+ i4 Q - steps -= 2" ?5 O5 D& v4 A) M1 ~$ e
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs* l f$ T9 l2 d. y& ?/ H D6 C5 ^
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
% b0 o$ S3 s2 [3 m) Q( ?: L _' ^ - reversed_chase_path.push(6)
* ^1 B) H* y/ j; H% { - point_x = $game_map.round_x(point_x - 1)
$ v4 {! e# L! x5 B2 \ - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
; d% i' I: ^$ P+ S - reversed_chase_path.push(4)1 W9 t) N; c% V" [2 n( @2 M7 Z. \; C
- point_x = $game_map.round_x(point_x + 1)0 ?3 N( k9 G' \
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps/ N; g! u! f5 v9 c
- reversed_chase_path.push(8)
6 y. v+ Y4 K e \: _+ e - point_y = $game_map.round_y(point_y + 1)
% v! A' `* f2 |1 s4 w! ? - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
# |- T7 z! M) m9 S8 ~. ~ - reversed_chase_path.push(2)
' x. u. G* g5 K9 ~8 R. T - point_y = $game_map.round_y(point_y - 1)
% A. o8 o2 }' y* g. ^7 H5 r - end
, o+ b& J7 H! m" K- K' M2 A& f - else8 Q; K: S# o, o$ H# W! E
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
- o% |5 ~+ |+ a( L& t - reversed_chase_path.push(8)
9 F2 l( S1 ~# ?4 T8 d3 _8 y9 {$ w8 _) @ - point_y = $game_map.round_y(point_y + 1)) J/ P3 t1 z/ e
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
* e4 N4 f3 L. S% N - reversed_chase_path.push(2)" ^5 q Y! o. i) r7 v
- point_y = $game_map.round_y(point_y - 1)+ U! @% v# S$ c( b( `. K
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps/ Y+ Z4 E6 j, s2 |4 c
- reversed_chase_path.push(6)
/ ]: ]2 K; v" X2 h( U( ^ - point_x = $game_map.round_x(point_x - 1)
; A$ s( |- ^ t( C5 s5 w - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
; ^4 r* H8 \: h6 L - reversed_chase_path.push(4)8 P. p/ J6 n- U8 i+ n9 o
- point_x = $game_map.round_x(point_x + 1)& T. K, j* \+ M$ ^3 `( I5 S$ [
- end
" k, L1 m' E6 u8 S, B, O0 F- h) \ - end' s& z o7 T2 E: o' g& o/ @3 h
- end #endOfForLoop y3 }+ T# C2 T* X, u5 F
- @mouse_move_path = reversed_chase_path.reverse + chase_path
( i, k( D: l& |( g* N - end#boat6 q5 a4 d& O1 U4 s
- #--------------------------------------------------------------------------
- u( l- z; g& r" y2 N% ? - # ● 绘制ship的移动路径 @array[move_directions...]
, i+ P' }) Z1 F8 y% b - #--------------------------------------------------------------------------8 [! }! \1 {0 B* h
- def draw_ship_path
+ z$ S0 N7 l9 \" C( N" W - # 准备绘制路径表格
' U" c$ ?$ S( \ - sheet = Table.new($game_map.width, $game_map.height)
$ p; P. m& z7 @* a x4 r: [ - reversed_chase_path = []; chase_path = []
. c# L. K8 z1 f3 i- s - reversed_chase_point = []; chase_point = []
% R7 |3 R; ?1 R! d4 O - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
- L) ?" q( \/ w9 ?/ Y& P2 Q5 k - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
7 X- \- G4 v$ W - reach_point = false
7 z& s/ e$ c0 n5 ]5 n - step = 32 k1 f3 F' p9 r8 Q) ~
- loop do #loop1 开始填充表格
% ]: W2 _6 e/ E5 i! I3 Y3 D - draw_path = false; P: v/ U6 e- f6 L( }/ D7 @
- check_points = new_start_points- Z& r* \ m9 c% m
- new_start_points = []
) m2 k1 h7 V& s, ?/ q$ q$ f - loop do #loop2 从起点开始正向填充' g' B" c$ o5 d% C
- point_x = check_points.shift: V+ z, g$ O+ h9 M! ~. u. J) o
- break if point_x == nil
3 Q/ }1 k; p! Q6 ]$ o" `0 j+ o - point_y = check_points.shift" A! j: Y$ E4 }- _4 J
- left_x = $game_map.round_x(point_x - 1)
1 o$ n1 V% H3 N1 m, |7 R- t - right_x = $game_map.round_x(point_x + 1)
. O* G- R' v9 c' \ - up_y = $game_map.round_y(point_y - 1)& q m" J/ P. s+ d& o- B5 ~
- down_y = $game_map.round_y(point_y + 1)
* ^! c! h! T. e! G) D$ U - # 判断路径是否连通
( q/ f" [* H; ^& ]; a" D - path_step = step - 1
5 Q7 z) w( N$ l) Y& c- i/ O h. t - if sheet[left_x, point_y] == path_step
, |' {! _; B9 z - chase_path.push(4)
$ A3 j7 W, I9 k) P8 j+ } - chase_point = [left_x, point_y]5 ~% J5 n7 _7 F) ?
- reversed_chase_point = [point_x, point_y]
: t: H8 T# `; V7 t; g% e& @ - reach_point = true; break- h' D" `6 d, z0 m7 _) q% E
- elsif sheet[right_x, point_y] == path_step' t% L) L9 Y; T- T2 a
- chase_path.push(6)
# b6 {. i3 {* Y. r$ @7 z. Z - chase_point = [right_x, point_y]8 x" k3 r' d: H Q- R$ N. \
- reversed_chase_point = [point_x, point_y]( t0 q7 h/ t3 \& R) Y- U. V- @
- reach_point = true; break
8 {+ c1 R2 g* ^8 X; i - elsif sheet[point_x, up_y] == path_step0 _3 x+ ^* e% z1 p6 z
- chase_path.push(8)' k, a9 Y1 ?0 e7 z9 o% [
- chase_point = [point_x, up_y]: S9 h' A, p+ F+ ~. E0 R
- reversed_chase_point = [point_x, point_y], |# Y( r$ |# y1 A. d. e$ L
- reach_point = true; break
7 ^# j% M2 B" i" n - elsif sheet[point_x, down_y] == path_step
: t$ L4 K/ G# k" _ - chase_path.push(2)0 h8 ?& L$ I# X; K2 f6 f
- chase_point = [point_x, down_y]
) |" }' W/ ]# h/ o4 r3 f - reversed_chase_point = [point_x, point_y]- o8 F* u. }7 Q. r& u6 x6 S
- reach_point = true; break
) t% i* F7 d; f: q5 o - end1 b3 \# c/ S" w i7 Z6 M
- # 以需要抵达该点的步数填充路径表格 #
' ^3 @' K" R, ^1 k: c0 n - if sheet[left_x, point_y] == 0 &&9 y# `; `% b5 P: |
- $game_map.ship_passable(left_x, point_y) &&# G" m7 f2 ?& X! \, J
- !collide_with_events(left_x, point_y) && d* c: f9 o/ U2 H. v" P* M# ]
- !collide_with_vehicles(left_x, point_y) #judge_end
7 S7 g; X' R; x7 h- c+ ]/ G - sheet[left_x, point_y] = step" e; v9 k, ]. v
- draw_path = true
) N0 U7 X% ^8 a6 J" z4 X - new_start_points.push(left_x, point_y)
. ?, G H7 W. X% @$ s# R" f - end
$ s- `: u C5 E' M( C8 w- c - if sheet[right_x, point_y] == 0 &&6 Z$ D2 h" r, x# R
- $game_map.ship_passable(right_x, point_y) &&/ l) o/ M$ A) B/ ?
- !collide_with_events(right_x, point_y) &&
; u u' z! r. R; L- ` q1 l: G - !collide_with_vehicles(right_x, point_y) #judge_end( w, S! L: J; \- D+ T3 s; g' r
- sheet[right_x, point_y] = step
" l0 t: e3 `. I. f* \6 i; u& m1 s% l - draw_path = true5 B9 I9 Q( n, b a
- new_start_points.push(right_x, point_y)& J. h. A- |9 V$ [+ @0 w0 Y
- end
* W- |/ [4 g3 C" R/ [ - if sheet[point_x, up_y] == 0 &&
8 `! v1 T) c0 o$ `! } - $game_map.ship_passable(point_x, up_y) &&
5 ~& W; r: q- }2 |* ` - !collide_with_events(point_x, up_y) &&) u* U: z; k4 Y
- !collide_with_vehicles(point_x, up_y) #judge_end
0 @4 n0 \9 }: U! |2 { - sheet[point_x, up_y] = step y8 `+ Z# s7 j4 r5 G1 R7 }
- draw_path = true
7 R" s) r+ K6 K l ^4 Q - new_start_points.push(point_x, up_y)1 L3 t2 Y7 m. I
- end2 t# @0 A- s/ p! `1 i
- if sheet[point_x, down_y] == 0 &&0 m7 D& X+ d7 Y4 G1 k+ b! v$ K
- $game_map.ship_passable(point_x, down_y) &&
2 M5 b) ~5 K$ z" G8 }( H; k4 h2 _. B - !collide_with_events(point_x, down_y) &&' D2 K. W5 o% f. o& b* {
- !collide_with_vehicles(point_x, down_y) #judge_end% W5 T P+ s# Z
- sheet[point_x, down_y] = step
" A, B; }- C% s: _# h - draw_path = true" b5 u1 G7 d, `' p1 _# u, ~% I3 S
- new_start_points.push(point_x, down_y). R0 S! F, R0 d# H
- end5 N# v8 g d0 Q
- end#endOfLoop2
B$ L3 R4 V( J9 V6 L1 } - break if !draw_path reach_point
& T$ V' @; o8 ?" h% O, o& g - draw_path = false
2 |' ~# [% `( {9 |) F/ [2 \ - check_points = new_end_points
5 C' l# T9 c" e/ v1 `* [ A - new_end_points = []" I# H4 T, p& ?) q0 c( B. J* n( U! Z7 W
- step += 1- |8 h$ }( S9 H0 n, O
- break if step KsOfSionBreak_Steps &&
* X1 W. ?$ @9 y+ G - !Input.press(KsOfSionFind_Path_Key)7 x% H2 _& Y& b, a1 Y0 a. ]3 E
- loop do #loop3 从终点开始反向填充+ u0 n2 u3 H1 ?' V
- point_x = check_points.shift
" D" }8 `+ f6 f( S+ v5 }4 N# n - break if point_x == nil3 D( ?. T* w' U6 u1 d% v' p
- point_y = check_points.shift
9 y9 Q5 r8 g& X; @ - left_x = $game_map.round_x(point_x - 1)
& S9 O+ E7 w" X9 q# A* h/ |3 |4 `! _; O - right_x = $game_map.round_x(point_x + 1). t/ U3 Z! y5 ?1 x' A1 M" V1 s
- up_y = $game_map.round_y(point_y - 1)
/ o N, L( b& `% W" Z - down_y = $game_map.round_y(point_y + 1)) d: ?0 Y. F; I7 p( @* y: E: v
- # 判断路径是否连通
' {6 y+ T8 |& I% x - path_step = step - 1; w" w4 l- ]8 ?
- if sheet[left_x, point_y] == path_step# a6 y( t! h1 _- B' G
- chase_path.push(6)0 o8 M, @: N7 a, k3 R& X0 g5 `
- chase_point = [point_x, point_y]
! A0 c; J S, R# [; u6 } - reversed_chase_point = [left_x, point_y]
; ~/ |6 d6 b) ~( D7 J - reach_point = true; break
# n/ X2 Y7 W9 ^* a) B) I - elsif sheet[right_x, point_y] == path_step- M2 Z% A6 b/ s- w% Y( f
- chase_path.push(4)$ D* K G W. d+ d
- chase_point = [point_x, point_y]
9 y* P" c! V* b( j% l - reversed_chase_point = [right_x, point_y]! ?8 ^0 x- B! Q% F+ b' h8 s) x1 D
- reach_point = true; break
! |+ X8 }, O* U2 F* U - elsif sheet[point_x, up_y] == path_step8 K' h* n# ~* B8 g2 p
- chase_path.push(2)0 Q5 f* o- n( v/ q! g4 G& z& F1 }
- chase_point = [point_x, point_y]0 n* g" t: ]4 w5 }) q H
- reversed_chase_point = [point_x, up_y]! `8 K6 M2 Z1 O0 \" J" o
- reach_point = true; break7 E7 K, |; {; a& [% C
- elsif sheet[point_x, down_y] == path_step d6 O- T4 Q K' A% o4 L( A0 P
- chase_path.push(8)
) ?5 \! s5 A9 d- M/ {" \ - chase_point = [point_x, point_y]( E9 D+ z2 i% {) P2 F
- reversed_chase_point = [point_x, down_y]# ?' f+ x$ m* P' b* w
- reach_point = true; break6 J) O7 h6 O2 `% K5 G m! [5 V+ x# C
- end ?- Y+ d! s C( c7 X% T
- # 以需要抵达该点的步数填充路径表格 #( l/ p9 ?' b4 q% V! g
- if sheet[left_x, point_y] == 0 &&
# G9 s* J, }6 M: r - $game_map.ship_passable(left_x, point_y) &&* e5 |1 I! k& S* F6 @
- !collide_with_events(left_x, point_y) &&; n# L3 J, U! u" h0 M2 P$ G8 d
- !collide_with_vehicles(left_x, point_y) #judge_end
2 _) m3 |/ |: ^- Y- t& K5 A - sheet[left_x, point_y] = step8 [4 j: S" ]% l4 X8 Q$ t
- draw_path = true+ I5 ~* N- G# x7 Z' T2 ?: |7 g, l
- new_end_points.push(left_x, point_y)
- {' L; P0 f1 H x+ {/ Q- s - end
1 d+ v2 L' Q' O5 | - if sheet[right_x, point_y] == 0 &&1 I: H6 ]0 j% ?/ X" V
- $game_map.ship_passable(right_x, point_y) &&
* f# @) n: `' a) ]4 ^ - !collide_with_events(right_x, point_y) &&2 M% c k& J* ?, ]0 O: ]( {
- !collide_with_vehicles(right_x, point_y) #judge_end3 A, `' Z0 l: y' O9 ]; b( ^, S
- sheet[right_x, point_y] = step
& D: r5 e; w c, p6 H* u5 Y - draw_path = true
4 P3 y9 B5 ~ R - new_end_points.push(right_x, point_y)
4 x$ h9 k# K1 W# A3 d8 |' H/ c - end: l4 o; P# G! E/ b& h
- if sheet[point_x, up_y] == 0 &&9 U& e4 d2 s, Y
- $game_map.ship_passable(point_x, up_y) &&
5 H( t. H. i9 W4 R$ W- V) i - !collide_with_events(point_x, up_y) &&
! @" a; A3 {5 a% P - !collide_with_vehicles(point_x, up_y) #judge_end. n' p ?" Z! D7 R) b/ f
- sheet[point_x, up_y] = step4 s8 s0 ~" y# A7 N# }* `7 y2 a
- draw_path = true
6 t$ R/ b. c. l$ U# {. l - new_end_points.push(point_x, up_y), V+ ^/ ]* R: b
- end
& K- u3 p$ x1 `- T; b4 A. |; q5 p - if sheet[point_x, down_y] == 0 &&
: D# V" a! }0 g9 a' e- Q8 L) M5 a - $game_map.ship_passable(point_x, down_y) &&: `2 E8 P0 E3 x1 J/ M' Z
- !collide_with_events(point_x, down_y) &&
* Y- {. G, P# y - !collide_with_vehicles(point_x, down_y) #judge_end
$ \2 d: L3 D& J - sheet[point_x, down_y] = step' [, O# v& S6 E8 F
- draw_path = true# e3 Q, M9 W7 P) i K
- new_end_points.push(point_x, down_y)
+ p" `3 V2 j1 I. T1 F ^) J - end9 E2 M+ L9 G3 ~- O {0 _4 h
- end#endOfLoop3$ ? U8 |3 p6 K6 L" c
- break if !draw_path reach_point
d4 [0 C& f* m- d# b - step += 1- f8 A2 \* ^( H, ~ [4 Z$ W
- end #endOfLoop1 路径表格填充完毕
3 h6 o; n. w8 K; D3 p# I8 m - $mouse_move_sign.transparent = false
6 o* N" K& ]4 X' I2 G% V" V - # 判断指定地点能否抵达
% u9 l' e. i, F! { g - if reach_point6 j: A- v8 P: q6 G
- $mouse_move_sign.direction = 2
) U# G( O# v& H1 a: R4 U - else
" N; }7 w- k/ g - not_reach_point
" M" Y8 L, J0 ^ - return: o* |" W5 p; Q( b' z+ q* ~$ l
- end. Q2 }% G! Y9 p
- # 根据路径表格绘制最短移动路径(正向). N" F7 z% l. x+ p8 k. h
- steps = step 2 2! \/ Z9 z9 |, E" Z
- loop_times = step 2- B& A3 V( t% j& e
- point_x, point_y = chase_point[0], chase_point[1]% f( ~- i' a3 N- n: _8 M0 I
- for i in 2..loop_times # forLoop
4 N: d/ n5 d! m7 b/ v& y6 _" e - steps -= 2
4 ]! T- C9 y$ P N8 l( \# t - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs7 p' c: Z' ^' W$ ^4 x8 u( l- ]* r
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
, L" ^& b( P% t3 |# \' o0 S - chase_path.push(2)6 l" b6 L- q. i$ T4 k* _ z, o
- point_y = $game_map.round_y(point_y + 1)8 V$ Y" t( F" q9 ]+ o
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps7 ?! I* q+ ~, _; n3 {
- chase_path.push(8)
. U$ F& ~9 K5 V7 x+ s- Y - point_y = $game_map.round_y(point_y - 1). ?- ~; Y `( u* l" i9 D4 ^7 J
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
* X( M! G) A7 E: }: ~: f1 y - chase_path.push(4)
# e7 x# U# Q6 m q# ? - point_x = $game_map.round_x(point_x - 1)4 V. @9 w/ k: q
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
4 b. F/ _6 {" h7 p& j - chase_path.push(6)
0 H2 j9 L" {7 m) s$ f6 \9 B& G0 E& r1 [ - point_x = $game_map.round_x(point_x + 1)) E/ n. c& a; X b2 o& h
- end) p% Q6 t) W$ J+ {' P6 O) r
- else( p2 e! t/ T! }1 a8 a# \
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
/ C+ u& S% `; T: m0 i - chase_path.push(4)+ N: n0 t9 o; |/ }% u7 O
- point_x = $game_map.round_x(point_x - 1)
( P8 Y o2 }( ^% n+ ] - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps( _0 H1 {6 h8 ?
- chase_path.push(6) x; }9 r) R. [0 {. z6 M
- point_x = $game_map.round_x(point_x + 1)
6 @9 ], W3 t5 g$ N3 \" y1 y& ~" i - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
9 F4 I1 X: L" u - chase_path.push(2)* d7 r* m% O3 e
- point_y = $game_map.round_y(point_y + 1)
! z" v8 A; u3 X7 p; \ T - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
+ ]: X1 Z! H: k5 K - chase_path.push(8)
% T. K: _; i ]2 [9 b/ M; v - point_y = $game_map.round_y(point_y - 1)
# O2 f" [# S$ d0 [2 N6 ^ R9 A - end
7 J4 x$ o0 _3 s' d& ?2 @! {- N - end9 E' h+ f+ z2 B
- end #endOfForLoop
& Z6 o* x* h' l7 T; L" M, Z - # 如果指定点无法抵达或者登陆8 [; r& J& j% v3 K: t
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
5 }; c$ H: \7 q2 b" D r4 w' `3 ^/ G - # 根据路径表格绘制最短移动路径(反向)& Q% K. ?6 y5 j; Y. z
- steps = step 2 2 + 1* d/ w$ d6 T& ?1 M
- loop_times = step 2
- E1 \, r5 h! q% u - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
. S4 O% v+ C! r$ @# A - for i in 1..loop_times # forLoop& k$ O0 h8 ^+ I6 Q8 Q8 ~8 v
- steps -= 2
) ]: H3 d: S K5 K4 V! c4 z - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs) M& u5 k! h; v5 a
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps1 r( P B6 H* I/ W1 L7 R; L5 |
- reversed_chase_path.push(6)( L# C% }8 C0 o: V8 H: W# G
- point_x = $game_map.round_x(point_x - 1)% V" }1 }2 p/ M5 ]
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps+ ~: g2 f8 b: `
- reversed_chase_path.push(4). j% O& ~! `; Z3 p0 I
- point_x = $game_map.round_x(point_x + 1)
+ d) C- d4 d, D3 C: U - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
" Q: ^1 o" q1 n. x! e8 t - reversed_chase_path.push(8)
& u0 Q) L0 Q3 u6 R; |' q - point_y = $game_map.round_y(point_y + 1)
! C* P, `1 C# ]. S6 ~# m! \ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
& {( J& J5 B7 Q- f7 E; v - reversed_chase_path.push(2)
, p4 }6 N( T( _5 N9 s - point_y = $game_map.round_y(point_y - 1)4 _# \1 k: \: S1 j
- end
1 J2 v& G) T6 O- N% p - else! B/ y$ ?/ Z! t. ^% T
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps9 ?) F% k$ J3 l: P) m$ t8 G# L& W+ |
- reversed_chase_path.push(8)9 J- M. W |0 \2 T' l0 O
- point_y = $game_map.round_y(point_y + 1)0 e5 {6 |9 |2 l8 [9 p( }5 D1 a# x
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
* D: G: |$ u! ?/ Q0 f- @ - reversed_chase_path.push(2) j* s$ T' \! y' U7 s9 h2 p
- point_y = $game_map.round_y(point_y - 1)! O! Y @+ ?& X8 V6 O# p
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
+ m! `4 e& _6 i/ [9 w x, ? - reversed_chase_path.push(6)1 \% q1 y0 o$ d
- point_x = $game_map.round_x(point_x - 1)8 f' _0 U, m+ u b+ x) ^
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps& g* U1 }) @7 ]6 m9 I
- reversed_chase_path.push(4) x5 Q _# Q8 ]( ]2 j- o; M) Z
- point_x = $game_map.round_x(point_x + 1). w( r' O" o9 V9 n' x( |& }* j
- end. _0 I" b' Y; m' `3 R8 N: i
- end- ~$ J$ Q1 [( D( |
- end #endOfForLoop
4 Y! F {3 r: B$ B( W2 |3 P - @mouse_move_path = reversed_chase_path.reverse + chase_path
6 k4 S! L# y; K' y* _2 {: n! Q! y - end#ship
3 G; I3 X$ F- s; l' Q - #--------------------------------------------------------------------------2 F+ R$ G) c, R; A3 b3 c% q
- # ● 绘制airship的移动路径 @array[move_directions...]. q/ g' l4 L6 Z) _0 d
- #--------------------------------------------------------------------------
8 X2 p% R% x# u - def draw_air_path
2 H; z8 B' A& ~ - $mouse_move_sign.transparent = false
6 O' R# L5 x( N7 p1 Q - # 准备绘制路径表格* o8 }& d3 z$ y
- sheet = Table.new($game_map.width, $game_map.height)1 K1 ^" h. q" N9 t; v
- new_check_point = [x, y]; sheet[x, y] = 1
- Z: t4 ?$ }# d+ o- z0 ? - reach_point = false; step = 2
( S* ]! r6 {8 L' J - loop do #loop17 k( g9 x0 F3 A9 i8 w4 ^
- check_point = new_check_point+ C: D1 f" E1 n' x e, p
- new_check_point = []
/ l5 P3 h9 c/ z4 X - loop do #loop2
: i& c6 ?$ f0 f2 g, X; g' f - point_x = check_point.shift, ?) H% o: m7 L7 E, ?
- break if point_x == nil: {* Z' h0 }+ q$ m$ P3 s( \
- point_y = check_point.shift
- I5 S) `) w$ @: G u, ?, _4 m& n - if point_x == @moveto_x && point_y == @moveto_y+ _6 K: M2 u$ x `4 Y
- reach_point = true; break3 y* m9 ?* {. E% @ _8 O1 ]+ E
- end
$ y1 Z% x9 k) r& | - left_x = $game_map.round_x(point_x - 1)
& ~- F0 \% c, z" f" \. C" p - right_x = $game_map.round_x(point_x + 1)
6 w- f- k/ Z5 r* h/ b0 _ - up_y = $game_map.round_y(point_y - 1)( Z) c5 S! y( F& Y
- down_y = $game_map.round_y(point_y + 1)
' A. H. v9 ?- s6 O1 H& R - # 以需要抵达该点的步数填充路径表格 #2 ~3 m1 S1 @/ I; g3 j. D
- if sheet[left_x, point_y] == 0" m5 X3 u0 \* l7 {1 r- M2 z# l
- sheet[left_x, point_y] = step
( Y$ K: k0 R! F |, t" }! p2 E+ | - new_check_point.push(left_x, point_y)
4 w5 M+ @: B) s) g/ {6 h7 ]- Y - end
9 T' v& d" q' U4 { - if sheet[right_x, point_y] == 0. C; I* n( Q: ^7 t# E
- sheet[right_x, point_y] = step
. w# R, P M7 j3 J: E4 y - new_check_point.push(right_x, point_y)
7 A. `( V( z- z P j - end
; ]" v0 z; @1 E- @% C, u" Y" i - if sheet[point_x, up_y] == 0% ^ y: I4 X% q. Y5 \! n- V
- sheet[point_x, up_y] = step4 S+ w' p4 H4 z% P
- new_check_point.push(point_x, up_y)
/ Q$ G: z/ X$ b1 L - end% a$ x% W8 x1 l+ a" o; V
- if sheet[point_x, down_y] == 02 E& I V, u1 W8 W/ o4 b; u- w
- sheet[point_x, down_y] = step
" m0 a% r- K1 w P. g; k% U - new_check_point.push(point_x, down_y)
# H5 P, \. m) H! L - end
* A$ @& t3 f, j- g0 G; I) S+ a2 D8 R - end#endOfLoop2
: p2 K7 P1 o# n) q! i - break if reach_point
' N$ p) I g* `) h( B( t - step += 1
f4 j- T3 p- L7 L - end #endOfLoop1
1 W M3 t; t1 h - # 根据路径表格绘制最短移动路径 #( F- F! z0 L$ N' W
- reversed_chase_path = []; step -= 1$ |2 N, b5 V$ ~& D: t! c/ Q% f# B' L( I
- point_x, point_y = @moveto_x, @moveto_y% t" t6 V# [( U/ R; ~
- for i in 2..step
6 i1 L" w7 ~" r1 Y - step -= 1
/ N" U. w( P, x r2 l - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs3 K- c" ~- e, R6 }5 L
- if sheet[$game_map.round_x(point_x - 1), point_y] == step0 M p) E' p& i y$ X
- reversed_chase_path.push(6)
) H& |) i% J+ o! I - point_x = $game_map.round_x(point_x - 1): h- B' H' v+ e1 r3 R
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
. |1 f2 N; ^; n) F5 l* z s - reversed_chase_path.push(4)5 \ F+ |+ T$ O4 R
- point_x = $game_map.round_x(point_x + 1)& y7 ?6 Q1 V; U# x1 @" C4 V
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step
# m5 D$ F" t2 {9 \0 U+ n6 ~ - reversed_chase_path.push(8)
$ T0 T8 l- ^* A: l' M+ \, N* ] - point_y = $game_map.round_y(point_y + 1), y+ d) I1 T1 V. L! \. [1 A7 m. v
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step. [5 ?6 J% o) h
- reversed_chase_path.push(2): T" C* c0 {( s2 Y4 ?) u
- point_y = $game_map.round_y(point_y - 1)
9 L/ C1 m& @+ \6 g$ t0 r" C - end
- `1 G- o8 ?& X. w% b - else+ b7 B. `9 M7 t, q i q2 a; K
- if sheet[point_x, $game_map.round_y(point_y + 1)] == step6 M2 Y' [& e3 C- n5 [4 Y6 Y; k+ y
- reversed_chase_path.push(8)
: B. }' e# @- X3 g$ E% l- k - point_y = $game_map.round_y(point_y + 1)
& M2 y- Z' H& H - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
# I6 m5 x4 C, M% c6 ~ - reversed_chase_path.push(2)% ?$ V" L# V* A6 ~
- point_y = $game_map.round_y(point_y - 1)7 t! c" e6 e# q2 F+ e) a" r! b
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == step
1 ]9 e- X. [& ]8 {4 k; |' s - reversed_chase_path.push(6) Z' Y% l* }; S2 [( I+ u/ k
- point_x = $game_map.round_x(point_x - 1)& H* Q/ C3 g7 z4 y
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
( M/ P# n8 ~9 S - reversed_chase_path.push(4)# | L" S' e! M' m
- point_x = $game_map.round_x(point_x + 1)
8 E! |. N- \! o- A' j# }2 K' r - end3 ]7 ^0 r. {9 {+ B! z
- end' m: S) T+ C' g. d
- end #endOfForLoop & X" w# i; U9 O9 h
- @mouse_move_path = reversed_chase_path.reverse, i' N4 A7 j, J }: o
- end#airship
' O, p7 `7 H$ m5 G$ m8 C; G3 m6 ? - #--------------------------------------------------------------------------8 ~+ |' L+ M: h! l
- # ● 目标点无法抵达时的处理,用于各路径绘制方法内部, J5 G& g; V7 j, k; e
- #--------------------------------------------------------------------------9 [: O: P9 ?; q9 l: M, Y
- def not_reach_point
5 k% d8 |6 o B - $mouse_move_sign.direction = 4( ]1 z# t$ k1 K
- dx = 0; dy = 0; dir = 08 t* {! [) N5 F4 w
- if @moveto_x - x 0( w7 D5 H- h2 z7 t
- if @moveto_x - x $game_map.width - @moveto_x + x &&* J# {' x* L3 C- ^
- $game_map.loop_vertical$ C& U5 k6 {+ P
- dx = $game_map.width - @moveto_x + x; dir = 4
, e6 U1 `! i. H' ~$ r - else
: e& S7 Q/ d! _: R: {* ? - dx = @moveto_x - x; dir = 6
/ K3 C9 c; d4 `& H$ u - end
' G5 ]: r; ~5 t- o - else
% g, a4 U T2 f: n `& ^! R5 k! B - if x - @moveto_x $game_map.width - x + @moveto_x &&" \! y: j! p2 q9 A# E, U2 C2 o
- $game_map.loop_vertical
3 X7 R- i# {/ b2 f3 x1 @8 H - dx = $game_map.width - x + @moveto_x; dir = 6
, x7 E/ s+ u: o! h - else
0 C! L' |- \2 w4 _" U8 I8 f - dx = x - @moveto_x; dir = 4
5 p* u; i H: i$ b/ S; U& I# y - end
5 A2 B& |3 X4 a! n - end" {& r; b2 J1 S z0 k
- if @moveto_y - y 0
& [2 @. }/ c- k8 v" i - if @moveto_y - y $game_map.height - @moveto_y + y &&$ i. Y! u- i9 Q% u8 n
- $game_map.loop_horizontal
4 |0 f" M0 h$ q5 ^- F+ a+ q! \$ S - dy = $game_map.height - @moveto_y + y
8 \' L8 _0 N# |# B; T$ {+ ] - dir = 8 if dy dx
* Q w# a; M- x - else
1 v* ]! [( M2 u3 c - dy = @moveto_y - y
5 C5 [* q6 m7 |3 Z, W - dir = 2 if dy dx# |) h9 T4 y' ]/ a3 {: H# l
- end8 O6 O/ \; m+ F6 _
- else
_, J+ E6 m3 K T H3 A I3 G - if y - @moveto_y $game_map.height - y + @moveto_y &&
A& M) Z L8 Z' k1 ^& A - $game_map.loop_horizontal8 q5 W4 ~) G& k! d2 `9 t
- dy = $game_map.height - y + @moveto_y a6 U# V( D0 V/ R3 {5 N: S, v
- dir = 2 if dy dx 7 q) [' }0 w3 u0 D" [, l) z; w2 \
- else; [8 Z0 t1 t6 b( O
- dy = y - @moveto_y3 k D7 e( e$ c3 \
- dir = 8 if dy dx
2 k. V! `5 ^8 m - end
- N. V, B, L- U' B; V* U# X - end
7 n7 d$ R1 w8 n - @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件
; b. n: Z# e" t, q - end0 U( v/ g3 K/ u! ?( k
- #--------------------------------------------------------------------------& T, e5 P2 c) Z& _
- # ● 判断目标点是否能抵达、登陆,用于船只路径绘制. n/ A' u7 d. S
- #--------------------------------------------------------------------------/ h8 C+ q F" m; G5 |
- def landable(x, y, path)
9 r/ Z: p( v0 M: H+ y) u: S$ B - case @vehicle_type, I' o4 l. z8 ^3 q9 F( k
- when ship; return $game_map.ship_passable(x, y) ( Y) l# P# ]+ e& I# ~" g
- $game_map.passable(x, y, 10 - path[-1])
7 K- U s0 I. S8 s) y- j/ ? - when boat; return $game_map.boat_passable(x, y) $ ^$ J6 B! x" h
- $game_map.passable(x, y, 10 - path[-1])3 I! L( @, y' K9 x& y! H
- end1 F& Y4 Z* o* z- [* q" ~; L
- end. ^; v. l& u) X( j- U& O: o
- end
( G# s, }8 |) N# i. m: O - - w2 \) ]5 L# `
- #==============================================================================5 t# U; C& R# Z \; C8 S# Q n1 P/ Q3 I
- # ■ Game_Map
( W0 G/ J# F4 {* l5 p - #------------------------------------------------------------------------------7 A( f2 Z0 T" Z# R; p3 V) e
- # 管理地图的类。拥有卷动地图以及判断通行度的功能。: i. k% [$ o5 K% H9 @3 n A; S/ s& ]
- # 本类的实例请参考 $game_map 。
. m; [4 y* H- R' k& E; q - #==============================================================================
, x A9 P& ~$ \5 I1 C4 Z - class Game_Map. | S3 Z1 }6 c2 j% {6 e
- #--------------------------------------------------------------------------$ G. X+ Q8 J/ ^ [# c& Y
- # ● 定义实例变量
( z& v) k6 V% j- ~ - #--------------------------------------------------------------------------1 z2 m/ i9 t4 Q
- attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据
& @) e% y* c' h3 W5 ]) _. H; ` - attr_reader mouse_map_y # 同上
! Z% w6 J1 s$ o+ ?+ w - #--------------------------------------------------------------------------
8 b! D6 T) |- e5 {( b3 p - # ● 初始化对象
! j8 \" ]! B- | - #--------------------------------------------------------------------------, |- }# ^ S, r) @( q+ T
- alias sion_mouse_initialize initialize* p. [9 l% J8 v) W: c: Q9 e& D
- def initialize
' |: _8 k6 W! O9 X6 U - sion_mouse_initialize& J5 @, Y" R8 c z4 K+ {4 P, I! Y' h
- creat_move_sign ###+ Q; [. z- d, e! W
- set_constants
1 F4 a3 i3 R4 t4 l) Q* \ - end
$ Z$ L r* I$ x: A% C* ^$ d - #--------------------------------------------------------------------------5 k& a9 h, g6 [4 l: ^+ m
- # ● 更新画面
% P& k! a. l; X( k. u/ V" L' D - # main 事件解释器更新的标志9 ~% d. F* H& C8 n; M3 T
- #--------------------------------------------------------------------------: ^4 p2 l; ^2 `3 e" l: b
- alias sion_mouse_update update
+ l: i" a& l8 y: g6 e5 R - def update(main = false): w @! T1 b3 K! N5 e
- sion_mouse_update(main)5 v5 @; s! z5 S* Z7 H/ u s
- update_move_sign( f" Z' f, I) g/ T3 M
- end7 y6 ^7 M/ q- k- F
- #--------------------------------------------------------------------------
s% }) }- D% U3 u, ]% {% n - # ● 创建显示路径点的事件9 P' D& k( W& Q( M( `6 b0 k2 k
- #--------------------------------------------------------------------------
* L# R4 i( c* G2 ? - def creat_move_sign
% ~! e& \. ]( n' G: K! n4 Z - $mouse_move_sign = Move_Sign.new, T; i/ b8 T& m/ s. k1 C7 W- t
- end
0 q$ R! }5 G6 F( k' B - #--------------------------------------------------------------------------" j$ F0 I; |! Q' U6 {
- # ● 更新显示路径点的事件% n4 N1 ^+ G% v0 \# D! Y5 {
- #--------------------------------------------------------------------------
+ O9 C- i0 u z; C/ m, f/ F - def set_constants/ _. K8 F" q: p, d( \0 K
- @mouse_pos_setted = true
4 z0 {6 b& R$ X( }0 X8 i$ j+ l - @set_pos_prepared = false
* i' Q% e% z# \+ g+ v% C - @mouse_old_x = 0/ X, i; }# T+ a7 L
- @mouse_old_y = 0
. }2 ^1 L% S6 L6 o* r: Z - end8 C& }, K3 ~' O; _, \, ?
- #--------------------------------------------------------------------------) Y& D) z$ K+ |' `/ }% d9 W7 ~
- # ● 更新显示路径点的事件
! o4 T# t! e- F# f - #--------------------------------------------------------------------------! B( m+ H m5 `+ s/ a8 G
- def update_move_sign
6 ~- k1 B/ d8 d! B" s' u" z - $mouse_move_sign.update
4 i3 k7 k3 Z! J { - end: m* n8 b3 d' L) t& W
- #--------------------------------------------------------------------------: q) N& W; [; c1 C% R1 |
- # ● 获取鼠标位于的地图块的x、y坐标# ]2 t* ~' Y0 }- m; ?# e
- #--------------------------------------------------------------------------' ?- P: b2 w8 P$ c0 L; E
- def get_mouse_map_xy
9 p$ r: t# X. Z% [" l* H - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
- j! p- s1 p( k7 e( z7 x6 m: W - @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i). a( H) L9 l) c9 i
- @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)0 p: k% _6 H# _: v5 r
- end% Z! F1 C, X- B! ]- K! `
- #--------------------------------------------------------------------------* Y6 [3 }; H- L. ^
- # ● 返回地图画面时重设鼠标坐标8 b8 p. Y! u: d+ a
- #--------------------------------------------------------------------------+ I4 C2 f4 O" K& s. Z
- def reset_mouse_pos2 v7 R: a( q+ N7 F6 `
- return if @mouse_pos_setted% O1 n0 F$ S% Y! w W* {
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)0 S3 d; e4 f8 L8 u% }0 o( F' ^) \
- @mouse_pos_setted = true/ S/ b* k, U0 k2 X
- @set_pos_prepared = false+ l' D: ^# Q1 f) y0 o1 }( b* H ?7 A
- end
( M$ u3 I! U$ _2 `( P - #--------------------------------------------------------------------------
F1 `* _0 P/ J2 g/ S9 m+ u - # ● 重设鼠标的坐标& u$ u! t2 D, A5 s) o
- #--------------------------------------------------------------------------
$ O5 j/ @, Q. \ - def prepare_reset_mouse_pos
9 c7 p5 h. \# p( t6 W. K: _ - return if @set_pos_prepared
' I- c5 S* j: d0 Q$ N - @mouse_pos_setted = false
0 \; T3 o+ ]6 J9 ]( E7 g3 {: k% |- w - @mouse_old_x = Mouse.mouse_x
, C T0 l6 e4 j% P; g - @mouse_old_y = Mouse.mouse_y
' |0 K1 I$ `+ _+ Y& x - @set_pos_prepared = true/ p- C& Z7 t$ `" d2 b" W
- end: d; L0 c9 x1 m5 P% {" q
- end) F! \( L- m5 j8 g ?
# I1 p1 X8 G6 \1 Z% v7 B- #==============================================================================
: ^. I; D a3 w5 g; Z; D - # ■ Spriteset_Map
6 e1 }$ r2 {% l. q. \! ~ - #------------------------------------------------------------------------------
: H5 a' q2 {0 p" ^) `' ? - # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。
2 c$ S! C% t9 G% z! G - #==============================================================================4 U$ \0 e$ T4 ^( c1 n( R+ ?* x
- class Spriteset_Map
, [7 z5 U, x# ^% c' I - #--------------------------------------------------------------------------% f: E$ e, b& v8 F' L4 e- ^1 Y: W- @
- # ● 生成路径点精灵
. ^3 T' r8 D7 d8 B {, R - #--------------------------------------------------------------------------
: a) J8 G) }8 J n& w, h# x - alias sion_mouse_create_characters create_characters
2 R! {5 \ U9 \$ M - def create_characters8 N# x$ g/ [4 z" [# I
- sion_mouse_create_characters
7 B! z7 u9 y' g3 P0 z - @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))# @: _0 `2 `6 K. e+ g
- end
; e5 z4 R2 L! M1 Z5 h5 \; ?- H5 s1 t - end
, x7 w4 k" U* Y; q) O
. J, [; n$ h2 t2 e4 g9 j0 g- #==============================================================================
# M9 o- |* g0 L/ P& P8 a- m& | - # ■ Scene_Map
3 }3 L9 b3 {: ]8 O( S - #------------------------------------------------------------------------------
; ^5 u# {! @: ~* z" ^- T2 k - # 地图画面
) G: f# R$ }) W6 ~- | - #==============================================================================. x3 H1 Y( b8 B- _
- class Scene_Map Scene_Base% b% i9 C( L! `: g) k+ o3 v
- #--------------------------------------------------------------------------, u! N! O( q4 y! G6 X! U
- # ● 画面更新
9 o) F/ a' L) p1 }+ B- b8 C" _9 J - #--------------------------------------------------------------------------! X1 `) a, d/ `
- alias sion_mouse_update_scene update_scene
' h1 [7 o6 f3 c - def update_scene
9 L V! [& f: [5 n% Y% Q& e - sion_mouse_update_scene
3 ?& H% b1 q& f3 c- p9 F: i/ A - update_mouse_action unless scene_changing3 Y, H4 C1 q$ ?( F/ G
- end7 W6 C3 V+ l) E# A- T! `
- #--------------------------------------------------------------------------7 r; r% X/ p) B7 D6 C
- # ● 场所移动前的处理3 f! b. q4 ]7 A: R x
- #--------------------------------------------------------------------------8 I5 w7 a; ?& T5 A+ A
- alias sion_mouse_pre_transfer pre_transfer
/ u6 s" s- O' ]: `/ h. O, P; t - def pre_transfer# u- a5 C# C6 f) J; @
- $game_player.reset_move_path) L) I/ V7 D+ B2 ^. E( e( d! Y
- sion_mouse_pre_transfer/ |' [9 X0 p' K
- end! i' G3 s! i1 Y* c7 d
- #--------------------------------------------------------------------------2 |7 V" `1 D2 s z/ T/ o( n! j
- # ● 监听鼠标左键的按下5 [) n4 G9 T, v1 j% |1 ?; f3 D
- #--------------------------------------------------------------------------
" b6 P, r# t4 R& @- n4 ? - def update_mouse_action
, x5 G* F! F) G) O5 A/ }( p6 I - $game_player.left_button_action if Mouse.press(0x01)
' I4 R* b8 q* G* r, y s9 A - end
+ l" k, k- r5 C$ [& |" U' Z# `1 s - end& Q. e3 R1 [0 p6 c" i
2 J8 c4 d! m# K- w: A' A% Y- #==============================================================================1 ~ l4 v) Q& D |* p# s/ O# x
- # ■ Scene_File
' x8 ^ u* e: x- \7 l( {6 m- ^ - #------------------------------------------------------------------------------
$ i( A2 \9 i) s; a0 l - # 存档画面和读档画面共同的父类& x9 |9 I* `+ W% e; b: Y' l
- #==============================================================================
! |: u) `3 m- V6 R - class Scene_File Scene_MenuBase
8 }, b! ?6 C" b* ]. x8 k" z s. J - #--------------------------------------------------------------------------5 R5 l, J7 a; ?7 n$ N. o
- # ● 开始处理
+ y$ p- V4 g, H* _ - #--------------------------------------------------------------------------3 R# E) F6 D6 z% t+ e
- alias sion_mouse_start start
: E2 u9 G5 c; p, ~# p; A% ~ - def start! f+ U, _3 s+ L7 {6 s+ W: v
- sion_mouse_start7 M$ Z7 h; s1 o7 z9 k& i
- @move_state = 0' R6 c% t$ i4 N
- set_mouse_pos
( u. X7 H$ \9 S1 } r - end
$ T8 u) q: o6 E c$ I% G - #--------------------------------------------------------------------------& z7 P- K4 q6 c. F; q5 D7 R: E
- # ● 更新画面* X4 h `. A1 b6 G8 \2 c7 M
- #--------------------------------------------------------------------------5 m+ T# t% z& i3 l% Q
- alias sion_mouse_update update
- E) J' ]8 |* c. v& B - def update: ?& Q& d; K! \
- sion_mouse_update
5 K$ b2 T, a" ?+ B - Input.dir4.zero set_cursor set_mouse_pos
5 ^& h: a0 T. E/ z8 O - end
6 R3 F2 G7 m9 L - #--------------------------------------------------------------------------/ \+ z0 I+ Z6 S$ s$ K9 \) P7 t- {4 T
- # ● 更新光标" s; Z( k; r/ K- @" z
- #--------------------------------------------------------------------------( t) a1 p- V+ }$ h
- def set_cursor# A6 x5 i4 y0 `1 K
- @move_state += 19 |" ^% p6 q, M1 X7 u( C
- last_index = @index$ E$ D {. |; G e
- if mouse_which_window == -26 S6 I. h9 w. F: {! ]
- if (@move_state - 1) % 6 == 0
3 ^! O7 w3 j3 y' u - @index = (@index + 1) % item_max if @index item_max - 11 E3 s" Z' J2 z$ `- n/ J
- end, x4 i- @5 M0 j
- elsif mouse_which_window == -1
) n& Z+ |- o- u# f - if (@move_state - 1) % 6 == 0
6 y" {7 w0 b$ h0 ~7 |9 b6 R - @index = (@index - 1 + item_max) % item_max if @index 0
4 f5 i" { c; w - end
4 @( N! l8 b( e* \5 b7 N: M) t0 E0 l - else
4 T8 Q# i4 [1 T9 J2 n4 E7 Q7 z - @move_state = 0' z }, u2 z4 |4 {& G2 s* t! S8 T" X, x
- @index = top_index + mouse_which_window
' B! ^ ]2 h& h' G - end, d! g- K( R h$ u" e C
- ensure_cursor_visible6 y G) ?! o" j* }0 R( `/ Z s
- if @index != last_index5 k% ~9 f0 Q8 C! R
- @savefile_windows[last_index].selected = false
2 z' P( T3 M/ x. c: V' u4 i - @savefile_windows[@index].selected = true
/ {) K6 b* H9 k+ \6 x7 W+ L% C - end0 O |* d- w* L+ v# ]
- end
8 R5 N0 E, s2 r3 p - #--------------------------------------------------------------------------7 L- d: E% s' M5 r
- # ● 判断鼠标位于哪个窗口
6 l, C1 ^" \/ F7 I3 s; ?7 M - #--------------------------------------------------------------------------
$ x. `" y U6 e7 u) j% u - def mouse_which_window0 |( u8 C: k5 w4 z4 l% \
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y8 J/ S- q! E% w* g
- if mouse_y @help_window.height + 14
, O/ {( l9 n2 @. P - mouse_row = -17 A$ X# a- V: ^' T9 h
- elsif mouse_y Graphics.height - 14
$ E a6 v$ k7 r, H8 F6 o( p$ f- [( V - mouse_row = -2
+ E1 Z4 g# F# f5 x/ _; C - else
" T8 v9 ?. Q- r - mouse_row = 4 (mouse_y - @help_window.height)
8 u$ G5 O$ V3 p1 m/ K& x% x - (Graphics.height - @help_window.height)
, E$ L5 C* g' i' b+ o - end
8 B% m3 H9 ^: f0 o( K - return mouse_row; [+ C0 R+ o3 J
- end4 T4 w( `. v: {; \1 C
- #--------------------------------------------------------------------------0 D1 N$ d$ e$ t: k) D
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
, n# ~2 ~) h8 Q: N* V Q - #--------------------------------------------------------------------------
7 m8 G `( I0 o9 |5 g - def set_mouse_pos
& r* K5 d& ]* ?5 G* J3 e/ _% L5 \$ N/ U - new_x = 40
( I. V" A3 y* j% w! r% U8 {' _ - new_y = @help_window.height + savefile_height (@index - top_index) + 24: [- ]. v/ b4 U% ^
- Mouse.set_mouse_pos(new_x, new_y)
4 z* a/ a9 k0 O: B. l - end+ F) l7 t1 q( E+ V2 L
- end" ^+ S/ Q( t @% N; y9 B* X1 X2 Z
) x2 P4 W" R0 y- #==============================================================================, g2 I! G- `5 ~6 n5 f' S
- # ■ Game_Event5 V6 q. w" y: [
- #------------------------------------------------------------------------------
4 E% ?1 v, E8 ^' S5 K8 v* [ - # 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。
' [2 d9 U! t: s2 A7 A7 a& ` o2 S - # 在 Game_Map 类的内部使用。, F% ~- e1 S& T+ s9 E
- #==============================================================================% F( H+ o4 c7 l. _9 y% u- E8 t; _8 o' l
- class Game_Event Game_Character# A% ?' I" y8 g# Q
- #--------------------------------------------------------------------------
( ?. b' Y) k: w, ^& C - # ● 事件启动
* j- U# X+ N4 H6 i2 G - #--------------------------------------------------------------------------
( ^& }! x% ?& F1 A' Z - alias sion_mouse_start start
3 ^: J4 y* U5 J$ M' N - def start! Z5 e) \# O% Z: X1 k
- return if mouse_start && !Mouse.press(0x01)
' |4 y. ]! o/ {1 I- w% f0 A) r - sion_mouse_start
8 G4 _- {6 ~! ^3 d7 N0 P. m - end
; l' V6 J- N! k/ q# s - #--------------------------------------------------------------------------1 H I8 i! k' ~4 S% |
- # ● 判断事件是否由鼠标启动
$ M3 t# U! ~& w% s( E$ _' J - #--------------------------------------------------------------------------" { s ` [( x, q; ^: {$ g+ |
- def mouse_start& j& A" ^& J8 }; ^% m
- return false if empty
4 f, d# }: f' C7 D+ H - @list.each do index, u1 ?: w1 q& V$ l: P3 Y
- return true if (index.code == 108 index.code == 408) &&9 L# u2 O/ p }* r9 {
- index.parameters[0].include('鼠标启动')/ E: v9 ~' f6 D4 L9 L4 Y0 r
- end4 G/ X1 N5 B# r0 J9 P4 L
- return false
l: Y/ V" c D6 D - end
: e" h: y" F5 {& Z& P0 q - end
' m; E5 s4 q8 d( P9 q5 ], j; x8 Q6 Y - ; u' x7 {8 e3 @$ A
- ####泥煤的height6 N' Q a) Z$ ]9 v3 W' l% u
- # @height = height
7 X" ~* {8 d$ |% h5 R+ a
* _" N; h% B e- class Area_Response
! s# N3 {9 U- r0 d# f - attr_accessor type
, n3 D& f6 o4 y# x2 y - attr_reader ox
) O( e4 T& P. b3 E5 t; \ - attr_reader oy
0 V- w/ v, j4 p# I- O% ], V - attr_reader width
# A3 z/ _$ B! ~& O# B) w1 G) J8 ^$ c - attr_reader height
) L- ~. P; F- D e% \, @& h - attr_reader switch_id v9 {2 v2 N- C1 p! O
- def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)7 M* R* ?# P- t- S, V3 A! ^- b
- @type = type
2 O% ^, U- L2 `- W' p - @ox = ox% ~ j- M6 H, D2 O# N5 g$ H3 k
- @oy = oy
8 f, k: ?$ M- g. t- K. | - @width = width
7 H6 H4 S3 Y, q( j$ K- h - @height = height
! D# j% W% \9 _2 X1 i- ? v - @switch_id = switch_id
# _, o- j/ m9 r8 B" r$ W r' ` - end! W1 R+ j" F) v5 |4 w# \; y1 Y" p
- end
6 V& N, l( l4 c$ n2 w - " U [ v! i H: f* A9 G
- $area_responses = []3 ~( W. o# G/ V u% c9 q
- 8 d9 D. k9 x$ G* U/ f
- class Scene_Map
$ [' t* H8 W4 x - alias update_mouse_2013421 update_mouse_action
1 g# `; M$ C" l' h - def update_mouse_action% H2 m& j$ D- _( @
- update_area_response
a8 ^' g8 D5 A+ r* V - update_mouse_2013421
2 k& A; l! `4 m' X$ Q3 ^3 V5 i - end& y5 k8 u! d* {5 o
- def update_area_response6 w, k: V f5 O
- responses = $area_responses3 H3 ~1 M7 p$ F8 j W5 M& x/ Q# k
- responses.each {response! U7 t/ U8 b& W* Z0 w
- ox = response.ox' p1 [* t: V% H4 y2 Q
- oy = response.oy
! s" j: ?# x, `* g" \1 q - width = response.width
6 w4 I9 F4 B2 _" ` - height = response.height1 q9 `# Y" O3 ] ` Q9 {
- switch_id = response.switch_id$ [# P$ Q: k& Z) `" k
- case response.type' j- F$ A+ H% ]+ V3 O: _, j
- when 0: |/ d. C+ i' c/ E' x
- if mouse_in_area(ox, oy, width, height); M4 k' g4 L8 n# `( E
- $game_switches[switch_id] = true8 O4 ~. t7 \9 q( F3 p
- $area_responses.delete(response) [6 n1 d" M( d& V8 K0 D
- end; Y; q4 a+ B( b1 P3 k" q! V; [# {
- when 1
4 I6 ^2 S- U3 }" L" b6 L3 I+ E1 C$ U - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)
9 v4 p; n! q$ y - $game_switches[switch_id] = true# S- _# t0 C3 F% w9 e7 k# N
- $area_responses.delete(response)
3 Y/ }; k. Y4 O - end6 Y" {* a) |7 I7 C$ e6 ?
- when 2, Q9 q: X! U- ?0 `5 t
- if mouse_in_area(ox, oy, width, height)
- A0 w+ b( X( _& l; z - $game_switches[switch_id] = true2 n3 N4 e2 N1 `' z- a
- else
8 r( G) B6 j# t# e - $game_switches[switch_id] = false
' b8 w# y" y7 O& T - end* f- x, z# }% z( q( U" f5 ]+ _
- when 3* q! A" Y: D7 R% E% I: @) h9 G: r
- if mouse_in_area((ox - $game_map.display_x) 32 ,, }( c5 E3 y2 R
- (oy - $game_map.display_y) 32, width, height)
7 @ X8 I k/ A3 w9 z9 k$ Y - $game_map.events_xy(ox, oy).each {event1 ~: B6 ]/ z' E- u% O( Z( s9 e7 |
- event.start
, Y, G1 @: `3 |9 M$ q" z - $area_responses.delete(response)- X; E6 `9 A' G& D U9 ]6 P
- return
4 G' R4 W+ ~: ?# n2 q - } 0 n |; q: d% n; C9 t
- end
8 G ?, s+ c) t9 X) \- i8 V/ T - when 48 Z2 s8 ~1 K9 M- x
- if mouse_in_area((ox - $game_map.display_x) 32,
, _# X5 `1 S' [4 A - (oy - $game_map.display_y) 32, width, height)
: i5 @' f4 b$ u2 D - $game_map.events_xy(ox, oy).each {event
6 X. U0 u7 @0 W: u7 J2 k - event.start" y+ d5 q7 H# z0 w
- return% H$ _! m2 Y8 |& g* f3 p# p. V4 X
- }
4 w; B" V% w' M1 F0 I - end
' }5 V2 m+ j- |! Y - end
# r1 Q& O" j# g6 m- X6 f6 t - }
: H( K3 ?' r' f2 Q0 B, V. T - end
- i* S% Z' d; _$ A% v - def mouse_in_area(ox, oy, width, height)1 f: o! b, V0 n3 m
- Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&
; Q$ z1 Z% r. o" R+ a8 l - Mouse.mouse_y = oy && Mouse.mouse_y = oy + height
# d& F7 A) Q/ E, ? - end2 p+ Y3 X3 L" h2 M- z
- end- q7 y& z d, J4 _2 k$ Q
- class Game_Interpreter: P, k9 d' o! S7 f$ r- o
- def area_response(arg)
8 T% ^; r0 ~6 A O7 ]+ z l. v - $area_responses.push(Area_Response.new(arg))
- b, [' r) K3 W+ J - end B( F6 z3 q1 X- o! F" Y' a) m
- end
) o3 t* ?$ P8 T; q% l+ i
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