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純屬給LBQ腳本:- =begin #=======================================================================7 M( m" E& p) P% z! a6 C
. X( X' o! d, c9 }. b1 X" s! ?- Sion Mouse System v1.3e; j& N$ [7 N, X0 C8 b
- / c) b! k3 W7 }; g0 s- i& J D+ G
- Changlog
+ w* g" l, s+ \3 u; t- Q -
: P9 \ d8 b! L) i. I& D8 l - 2013.4.21 v1.3f
$ }* @1 `! j& F9 o -
* C5 e! W2 A) I7 s" a8 F% l9 \ - 1.3f 卷动地图 bug 修正- @ ?; }/ s; [# r
-
3 j7 ^. d2 W& d. w6 f - 1.3e 逻辑优化;提供解除鼠标固定的接口% |- A: X: _3 {( @ e8 Q% n
- 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内: T# b+ t# X; y$ G$ N
- Mouse.unlock_mouse_in_screen 解除锁定2 I. z/ h: A& f* x# T ~4 P
- # q+ q4 K E+ o, N! k9 d
- 1.3f bug修正
/ t* |- f' y9 _& G' U. j9 U% X -
! f* ~+ y' I! c - 1.3d 常数设置增加:Menu_Set_Pos,用来设置打开菜单时鼠标是否移动到光标处以及' v1 E0 L7 _) } X
- 关闭菜单时,鼠标是否移动到原来的位置。( l1 }* Q! |$ v) D. @ L# P
- % N6 Y5 S2 f7 r2 Q0 ~
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处& N# }6 D" p* G6 N- G
* c: @' p; g4 h0 N# R" J6 }- 1.3b 修正一些罕见的bug;
( O3 [2 w- ?6 \( ^! b) m - , E8 V6 i U; U3 @5 H' N% _
- 1.3a 代码小修改;: M# p) A6 C7 t' c3 Y9 V- ^- [) R
- 加入了鼠标点击启动事件的功能,
6 g( D8 |( T$ J - 在事件中加入“注释”: 鼠标启动 ,5 e& G0 B" Q6 ?" H& p
- 该事件将无法用其它方式启动,只能用鼠标左键点击启动。
1 v6 e) @+ _1 m9 o# y5 Z - ( f0 r6 [# ^* a8 g
- 2013.2.12 v1.2
' w8 h4 Q. b3 N
+ o" s! r- F. U' n7 t6 E9 ]- 寻路逻辑优化;
8 K- V! E. C4 |4 [: ^ - 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;) W8 P$ |) P' O
- 现在支持用鼠标来操作载具了。6 o# X9 f1 }, M0 g. ~" Y
' _+ J G& ]! `" r- 2013.2.8 v1.1% V. e, s2 @9 j- S9 {# p. l
/ _, W; E! \' |& g- 优化了事件判断,现在可以方便地启动柜台后面的事件;
% m* e! W/ u) c- `$ n0 y4 O3 j - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;6 g+ g2 K; ~# I. V' U, ~' X
- 移动时,路径指示点的绘制更加稳定;
& c) H( m$ ?, [ - 现在支持默认存档画面的鼠标操作了。* T" f4 L, r! l' b* a2 M
- % T" w: C0 w8 O1 _8 L- |# x* P* _0 [
- 0 G! U& w5 J4 m* X9 J( ?% U- ^
- OrigenVersion
' X, e- s' ^2 M2 T7 W$ H - ; i' c% A/ m: }& G
- 2013.2.7 v1.0 $ F( m K) Q$ d5 e0 U* S
, i& M, }7 x& B* K/ X& W3 ]- 主要功能) r& K" |" e$ W- ^/ d! ?, G6 \5 l$ Q
- $ J, ]8 Q% O) a/ d
- 使用鼠标进行各种操作...0 U2 `) Z2 K' O/ [) {/ l# g7 u, r" t/ c
- 将鼠标锁定在游戏窗口内
; J3 w: j& g( a - 自动寻路,按住 D 键可以扩大寻路的范围
`2 s7 V8 ~* l - 双击鼠标进行冲刺6 T4 g$ W1 m( T1 l0 _/ y
- 更改地图卷动方式以适应鼠标移动
+ e6 z7 Q8 ?! `2 o - 变量输入框改良
; u$ k! Q A; i9 k' D - & }" I7 b# w: [( L/ [3 N
- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹
# W; _9 q* y5 y0 ]! J5 R6 ^* H$ Z. ^
1 X& Z; I3 p4 |; M* I- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹2 r! P, j! j8 \2 d- z, d1 ~/ j
- % [3 X C* F; B
- ★ 如果未放入会弹出提示,并使用RM自带图片代替缺失文件;该提示可以在下面关闭
, T: @/ v: D0 d# X8 z7 o6 b, R/ W2 w/ ]
( U. N) q: j" C2 X0 q0 N
" \8 o6 n |- t+ j% m: W* o- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★
1 f, N5 @8 h- B- Q - : }, w1 c/ U5 m& E: O0 c
- 9 s; t; i$ d' L1 |
- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示
8 p' G' e/ M! A& Q2 i2 L - 3 w! E, [3 P6 v- g& P$ J( ^% Y; Z
- #==============================================================================* p5 `2 W" a/ p; B
- # ■ 常数设置 * n) W3 _ U* p K0 B% F
- #==============================================================================
+ X; h, Q$ _1 d. u - module KsOfSion
; I( A, Q# Q% V9 k9 V - Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false; J# j! }' N! W) a
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑
, h) o; A. w& o7 C - New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false7 H8 ]$ _, J2 ^. G" F
- 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- h; E6 A7 o0 |) c; j1 O* z8 }
- Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处
( i3 ~, w, Q* ^ V1 R1 K R - Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧
* {5 I1 ?5 c3 i( E# z - # “30” 是默认显示格子数 长(17) + 宽(13)3 u1 B% K3 D5 U/ v& A
- Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键
* @ s( F u5 x) M9 H0 W: S - # RM几个内置的空键位 (X = A)(Y = S)(Z = D)
4 V2 Z& \9 Y6 y" d9 o9 U - end" P1 n2 q; }9 d$ R: n
. Y* g* W' t) y( J& M' [- #============================================================================== X- S* x8 e E& J$ L
- # ■ 用来显示路径点的类7 l0 x; B% G \0 V1 T8 O0 X* ]" i
- #==============================================================================
! M8 H' a T8 r0 ~" u - class Move_Sign Game_Character4 o n& v/ X- K5 R5 i+ k
- #-------------------------------------------------------------------------- y0 ^+ p6 `0 ^% M; Y
- # ● 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
' V* ]' T2 n* P# U - #--------------------------------------------------------------------------
2 O7 M# F& z O" @: w1 R - def init_public_members) d$ g1 i# }, |: U* i
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹: h9 t. r- N8 J1 U) k7 q5 |
- @character_index = 0 # ★ 图片索引。$开头的行走图设为0
9 X6 x4 ^- P5 x. X: ? - @move_speed = 5 # ★ 踏步速度: D8 p( n: y4 i5 V) v2 c
- @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)
% ?1 T, r. F% }# q3 [ - [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度
1 J, b+ R6 \5 f" m2 \7 {' u+ H7 c - @blend_type = 0 # ★ 图片合成方式,默认为0(正常)
* U5 c' I, f2 s2 [/ K8 T. P - @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列5 q* e. u3 z2 ~
- @priority_type = 1 # ★ 优先级(默认与人物同级:1)( D' k' `4 f. u/ ~8 N8 m* ~
- # F( Z; A( [. @2 h
- ' j0 p' y. H6 u* Z$ K' ]7 `
- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★
0 k: x; [& |$ f" b# e
" u: M( ]0 c( Y: i- p3 `9 H- \
8 d0 n# h/ ?0 ~" A6 L- # 如果 $Arrow.png 不在对应的文件夹内,弹出提示,并使用游戏一张内置的行走图
" s/ F2 F& B3 J! { - unless File.exist('GraphicsCharacters' + @character_name + '.png')
. C3 v1 ~4 [1 }% o - 0 _0 d$ l* j1 k: D5 R6 j/ Y4 q. _
- if $no_arrowpic_warn
/ H" [% z5 H: i# b - MouseShow_Cursor.call(1)( I7 C* X9 u6 M5 J* ~# u" t% |
- msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png" X$ x& I1 F5 b; x9 k( q
- , {& O& f0 Q! Z/ T
- “路径指示点”将使用游戏自带图片
B! I0 W4 M& N3 d) K9 a$ r
: ?: t! U/ f% a! j" Z* A- 该提示可以在脚本内关闭')8 _: }% \' c ~( y
- MouseShow_Cursor.call(0). G$ H2 V1 d$ ]: @5 N/ A
- $no_arrowpic_warn = false
D+ [% y6 ?* O4 F, z7 o - end
3 |$ u5 l2 K' c: K - @character_name = '!Flame'
; \5 `$ T. Q s+ H - @character_index = 6
" I# ^" g5 A ?" H' d - 7 I% \1 m. X$ X) j1 \. ~( L0 {
- end$ Z, D' |6 _+ S( f' i( n Z
- @direction_fix = false # 固定朝向
1 O2 h1 l; T7 t5 S) o0 G( s4 A9 A - @move_frequency = 6 # 移动频率
% q5 T" ^/ ] _& I8 [/ A1 ~- E - @walk_anime = true # 步行动画
4 ^. y) j% d4 y - @pattern = 1 # 图案0 G& s6 F- d% Z5 W! |( l
- @through = true # 穿透
8 E) o5 l. s8 p/ G! C$ K$ y5 C - @bush_depth = 0 # 草木深度 h9 @7 `. r. }
- @animation_id = 0 # 动画 ID! d1 |3 S4 @; f+ r2 a
- @balloon_id = 0 # 心情 ID
+ x- J# S/ ~7 `. v - @transparent = true # 透明
; q2 O1 }4 V/ U1 i G: T - @id = 0- E( \. y3 b0 k* J Y* O: g( Q
- @x = 0
D! S- ~- e, v) t% A5 R - @y = 08 B0 U3 e( q6 @4 f: l& \
- @real_x = 08 q. q9 K! X$ A5 o
- @real_y = 0
8 A4 S1 p$ {6 T. `0 k4 G - @tile_id = 0
- y1 f1 Q! L: `" ~0 |: e8 ^ - end4 p. [3 g) C7 D4 ^6 O8 \
- #--------------------------------------------------------------------------
. e7 Z: E3 C$ D" k R |( c - # ● 定义实例变量. a" f* @) Y: P5 c" s& h
- #--------------------------------------------------------------------------
4 ?6 ~7 X5 Z8 g( q9 J. Z' d$ x - attr_accessor direction
- @ S0 e5 v- l: W+ v1 D/ } - end6 z/ E5 b; Z, o9 ^" U
- % U5 q' P! L& x& y% f
- #==============================================================================6 \4 R0 E4 `7 v% K# s+ R9 U
- # ■ Module Mouse
$ c3 @2 f' { m$ P$ z) n6 Z - #==============================================================================
" |) Z9 A/ w/ {% i - module Mouse$ v, V% S5 Y8 g- u& F0 v
- #--------------------------------------------------------------------------/ M# u0 s+ A8 V; d$ {% X7 ?9 h; Y' X9 i
- # ● API
% ]$ n/ E$ A; _) u9 U- x - #--------------------------------------------------------------------------6 j5 ~8 s/ |# ?- K% J
- Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
' t6 }- b/ }8 l) l' B1 s( F2 k5 l4 L - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
; b! ]* m6 c# [5 h - Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')- h" p* e% _0 X B- Y8 d7 ]
- Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')# w8 @- O" D/ N; }) n
- Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l'): }( V8 V3 I7 I4 o* y
- Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')
3 {% `( ]. G4 _, d# z9 B - Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')
5 W6 h7 |# d: P( l - Window_Hwnd = Get_Active_Window.call7 \6 \+ i; {2 q8 l
- 6 _' z* F; N: h5 Y4 t3 ]# l
- class self
1 |9 t2 [& [/ n" U' q - #--------------------------------------------------------------------------
1 h) R3 l9 @5 O: b$ Q- ^ - # ● 初始化
( V3 e2 I$ J$ y1 t- E - #--------------------------------------------------------------------------3 v6 l3 l. C5 N% z
- def init6 n1 y( i \; A" x3 U
- lock_mouse_in_screen if KsOfSionClip_Cursor
$ @+ c4 U5 J8 g - @left_state = 0
+ }, ^7 }+ @: C: }+ ]" h* S - @right_state = 0" Q; D& [ A* x! ~7 ?6 d1 v- k
- @ck_count = 0 # 帧数计,单击以后从0开始
! |, S; d/ r8 _# h - @dk_count = 0 # 用于双击的判定: w# E; e5 |2 G$ l) P: v
- @clicked = false9 B+ S% g! \( `0 w
- creat_mouse_sprite+ r3 }6 s5 t5 n4 p* q* `7 [
- update# N# U# W8 p0 Y0 k
- end+ \' C$ F4 T# O; N/ E/ }
- #--------------------------------------------------------------------------
) O9 I% ~: u1 ] - # ● 鼠标指针精灵
K2 R" y' _/ X; S: X - #--------------------------------------------------------------------------. D5 u1 c" W' t# k0 {% j1 X
- #~ def creat_mouse_sprite
/ \6 L. o1 Y7 U# w! V: v - #~ 2 N- T+ O9 d$ t0 K
- #~ @mouse_sprite = Sprite.new$ F; K! J$ C) u$ Y4 N$ b+ t+ B5 a
- #~ panda = 2#rand(2)+1& ~" y$ E, G! ^
9 y( h9 O/ [' ?7 N4 W% f* B+ x3 e- #~ if panda = 1
. s1 j# c# z! T( y - #~ if File.exist('GraphicsSystemCursor2.png')' d) A, b0 O' R
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')# E' X9 ]5 X4 b7 j# G# s; J9 d
- #~ end#with if File.exist" K& t" K6 ~' x, g4 H( x
- #~ . e4 L D: P/ \4 g
- #~ else if panda = 2 #with if panda=1
4 v6 d' ^9 @0 T4 |7 A% } - #~
3 q; e. n3 R$ G% _0 M/ @7 y/ @ - #~ if File.exist('GraphicsSystemCursor2.png'). S) j- _8 m& o5 ]- ?3 d
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
0 T$ [5 r, Q- b3 A) G3 b - #~ end#with if File.exist
7 c3 W, k2 G' A" u - #~
2 l2 S5 B2 T: l, Q - #~ else #with if panda=1
) _' s8 A7 e1 w# w1 q6 g - #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)4 D& j) O# a3 W( @
- #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),
, z9 l) h8 |* h/ q2 h - #~ Rect.new(5 24, 24 24, 24, 24))
) z `; L6 R3 K2 u3 W4 A/ G% w - #~ end#with if panda=1
2 I* S0 }6 Z2 \/ h' N3 f9 m - #~ % ?* [+ v ?* v7 E, i( x9 J
- #~ #with def: {% P0 g0 ~9 G7 I) D6 K+ ]
- #~ end( |5 d5 E, ?! E
- def creat_mouse_sprite
. O9 Q! I1 q* b. j x+ w' Z8 `, H - @mouse_sprite = Sprite.new
0 F; i( W5 Y3 h* R - @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})( e( M" I8 y1 L" ?# Y0 C5 ]
- @mouse_sprite.z = 99992 B' d; O+ a! z7 u
- Show_Cursor.call(0)
; U G! g5 x4 ~ g - end
/ r: W+ l& y+ n& S/ N+ D4 T. ~; U: x - 9 W4 j* u* [3 @. [+ I0 E, @, p" n
- #--------------------------------------------------------------------------" e, }0 Y$ O! D+ P! p
- # ● 更新& d* V& j; f: p
- #--------------------------------------------------------------------------
; K9 o5 h$ O' @; [- m& l0 _/ W - def update
7 c8 A* @/ p/ _! W - @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos* Q- F' {# s: D* `
- left_state = Get_Key_State.call(0x01): w) m+ s7 Z& i s# \. Z4 e0 U* q
- left_state[7] == 1 @left_state +=1 @left_state = 0& C0 E$ X8 y _$ }& b$ v6 r& A8 S5 S; l
- right_state = Get_Key_State.call(0x02)
( t2 {2 s& Q8 J" ^ - right_state[7] == 1 @right_state +=1 @right_state = 0
* W3 e0 X0 s" w( ]7 W7 t - update_double_click/ B1 g& I2 o0 I: S
- @left_state == 1 @ck_count = 0 @ck_count += 1
; u7 z# ^% H; A" L8 g - end
. \- h, A# |; o# @- T - #--------------------------------------------------------------------------7 b! C% S9 g- m7 a6 `! E
- # ● 获取鼠标坐标& n- w+ W7 y# W
- #--------------------------------------------------------------------------: w& Q) a; n- f2 P& |6 ]
- def get_mouse_pos
/ Z5 h3 ~1 W+ z. }+ p6 K - arg = [0, 0].pack('ll')
# P1 R. ]0 G4 F+ w% | - Get_Cursor_Pos.call(arg)- t: P+ _ p: S2 G
- Screen_To_Client.call(Window_Hwnd, arg)
; f3 k2 H6 t: b" J% @ - x, y = arg.unpack('ll') P5 L" F- |1 X9 z- A* Y7 a
- return x, y L' p3 u1 Z T
- end
: M: Z. G g7 \& N - #--------------------------------------------------------------------------
0 v) w, y1 Y2 g( N# z# z - # ● 将鼠标固定在屏幕内4 F9 _/ @& W% j
- #--------------------------------------------------------------------------% R3 t. H! ]& J6 f
- def lock_mouse_in_screen
9 z% W* Q2 l: K% X - arg = [0, 0].pack('ll')9 g0 a9 ~ q, d9 s8 u5 F3 C
- Screen_To_Client.call(Window_Hwnd, arg). S" U; M4 q* w& M0 A. x1 j+ G
- x, y = arg.unpack('ll')! l6 R+ h! O; D! `) P
- Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))" ^& V" e9 q0 V" w% G
- end3 E! X y5 o i% P; w3 k: r
- #--------------------------------------------------------------------------6 q% i/ n: v4 L# `1 h
- # ● 解除鼠标固定8 j% c6 J- X+ b
- #--------------------------------------------------------------------------" z6 A+ e/ Y# p
- def unlock_mouse_in_screen
6 v: N$ R H5 y6 F - Clip_Cursor.call(0)% A: Z5 Z) P' J2 w
- end! g+ K. @- u( @6 q X: @. H
- #--------------------------------------------------------------------------
) \5 ` e d I, Q' v - # ● 鼠标双击判定0 c+ O+ ^- n* ~. q! r+ j( ]
- #--------------------------------------------------------------------------
1 Q8 V! Z8 k8 ^6 E - def update_double_click
; I- B( q. y+ T! f: e( \% ] - @clicked = true if @left_state == 1
r" R+ d0 K& H& P2 X$ C: z2 \ - if @dk_count 0 && @left_state == 1: f5 P* P3 c5 X( L
- @dk_count = 0; @clicked = false. n$ _, }; s/ _! f% ~) G
- return @double_click = true0 D- U, ] l' H9 I! `; P! x: i
- elsif @clicked
5 E. M+ m% _" u1 m2 [5 a5 K2 ` - if @dk_count KsOfSionDbclick_Frame4 \+ t3 X( U q' Y3 c" e- i+ i
- @dk_count += 1/ r( i# d2 u: [) _. r, b0 K5 K
- else
- R/ J4 v5 G& c" a+ L6 {+ m8 B7 P$ s - @dk_count = 0; @clicked = false
; z1 x, S3 ^1 ~' [# \- [ - end
( D. J; f0 V+ v& }: I; V - end
* \7 ]+ l# X1 M+ a' F" P - @double_click = false& o; Q M1 o! Z9 c Y
- end$ S6 d/ F# O9 C. l, b% f2 u
- #--------------------------------------------------------------------------
2 d# M9 Q* c! Z& P5 ` - # ● 按键被按下就返回true- ~: |; u& z0 ]$ ~
- #--------------------------------------------------------------------------
: b' X+ I: [ c( g9 W8 E - def press(button)! p- k2 a0 U0 _( J- B/ a% g
- case button
6 @1 k. d: I( Y9 x- _# |" c4 a8 N - when 0x01; return !@left_state.zero
0 i( i% s% O S% i - when 0x02; return !@right_state.zero$ I' c8 H2 Q/ O
- end
% A& p- u' ^) n1 e - return false7 w4 s) ~$ m' J1 I, }1 g3 [% V
- end
" d: s# V$ y5 j& ?' Z/ H6 a8 j - #--------------------------------------------------------------------------
$ w1 ?( B6 }# H% b2 D. n" K - # ● 按键刚被按下则返回true6 K: X% ^/ o( z" N9 U7 n# A* g
- #--------------------------------------------------------------------------
, d$ k& o( ]9 X* y; j( G" D - def trigger(button)$ P( G* ?( x; X8 \8 j. ?
- case button
. z2 j: L. o/ ?8 P8 x1 [* ` - when 0x01; return @left_state == 1
* g( w) w. `. _. [$ f8 _ - when 0x02; return @right_state == 1
9 }9 h/ ~7 A6 d5 W$ X7 W7 [- M. j - end
& \- G2 t# s3 k: y: k' W - return false; L6 I- Q) k2 Y% e3 p2 k3 E
- end
5 ^5 m) h3 H( g# R - #--------------------------------------------------------------------------/ Z2 [% E9 a3 t
- # ● 持续按住键一段时间的话,每隔5帧返回一次true8 [: Z# _+ B; I5 o0 ?$ q
- #--------------------------------------------------------------------------
% \* K5 \& w& [ - def repeat(button)" }' ?9 Y+ `; t3 }% E3 S
- case button0 ]- o& _( u7 a! Z
- when 0x01; return @left_state == 1
5 c: F# z4 F4 D" o - (@left_state 22 && (@left_state % 6).zero)% x5 l G. X: P) \4 y& ?" m3 f
- when 0x02; return @right_state == 1
- i' _3 U0 U4 |& S8 \ - (@right_state 22 && (@right_state % 6).zero)/ j: o! d. S! P
- end7 d6 u4 `( n g7 z, X7 W4 o+ O
- return false% a3 k* k# A* }" t& ~8 t/ A
- end
0 l. Q9 d9 p X - #--------------------------------------------------------------------------
6 |# x) c" v N) N6 j9 a" Y - # ● 判断是否双击鼠标- D) Q0 B3 V& E" d5 K
- #--------------------------------------------------------------------------
$ }6 p! V" @' C# V3 L' i$ u) x8 ]6 ~ - def double_click8 o7 W* z- @0 `& f5 O
- @double_click
* _# }/ y% |9 ]& c' ? r } - end
' x8 m- i" t8 V+ b - #--------------------------------------------------------------------------) X, N. s2 H G6 F/ e
- # ● 获取@ck_count(每一帧+=1,单击后重置为0)
: s. H! k+ `; b8 s$ C - #--------------------------------------------------------------------------
J* H/ } Z3 |( z# u0 J; } - def click_count3 X- `: f* s/ j z- F' a
- @ck_count
0 M, ?$ I# c8 e0 b; B - end# w; w3 p, H/ A w( E) Y
- #--------------------------------------------------------------------------' V* m' w! Z8 x1 Z
- # ● 获取@left_state(按住左键每一帧+=1)! `/ j+ f' `* @! d3 ^
- #--------------------------------------------------------------------------: d a0 U2 P1 C) J; X/ L' v
- def left_state
0 q0 ` ]: _- W. \5 B' W3 W- z - @left_state
; \5 g3 W: j4 z4 D- K4 Z8 I - end0 X$ M6 ?2 h3 \1 g# ?3 t
- #--------------------------------------------------------------------------" p: {" n& u! v
- # ● 获取鼠标的x坐标8 M+ _' a1 d* l+ W& J: n
- #--------------------------------------------------------------------------
/ O5 Z! j4 ~8 o U2 V' M - def mouse_x) O/ [* f! W% Q3 T) s Z, s
- @mouse_sprite.x
' K- z* F* D. _9 I" T- {: [ - end
2 h4 m$ U0 @9 K5 F& \ - #--------------------------------------------------------------------------
8 c6 ?& b `" t7 z; { - # ● 获取鼠标的y坐标& ], i! F# ]8 F0 u. r
- #--------------------------------------------------------------------------3 n! t; D( f+ ~, U: O& n0 z: Y6 a5 [
- def mouse_y
/ A/ I8 a, K L v* K - @mouse_sprite.y
0 A$ {5 H1 Q* ?& v Q; l; m( C - end: Z( D2 P$ ]+ x2 a! U. u+ M
- #--------------------------------------------------------------------------, q$ P5 ^3 ~( ^. a
- # ● 设置鼠标坐标
. M/ f7 j1 O7 L- f- _% v4 K, v' {/ { - #--------------------------------------------------------------------------& |4 K" c( x# v4 X# j
- def set_mouse_pos(new_x, new_y)
% {8 R- N+ g. ^# o" X/ I& k - arg = [0, 0].pack('ll') j+ [( i/ v ^' G2 v
- Screen_To_Client.call(Window_Hwnd, arg)9 ?# a( ^; ?4 ~% f- Z) `/ m
- x, y = arg.unpack('ll')
: H, R$ Z4 q5 M( | N2 F% f* t - Set_Cursor_Pos.call(new_x - x, new_y - y)
2 D4 S3 m+ m# L4 ~ X - end( A' E$ |, H0 e" ^" J
- end #end of class self + o9 `: w. Z1 W7 I; l
6 s6 T+ T' |1 k' r$ v2 d- end
) Q2 ]6 [6 n) Z- O3 l
. K* b& Q3 ^6 T$ P" A( z- #==============================================================================
$ b. S! K8 ? F# W5 }6 }+ C1 Q - # ■ SceneManager2 r+ n1 A& Y2 y8 ?
- #==============================================================================* ?+ Y0 D& v3 \; R% Y/ W; |* J! |
- class SceneManager
5 c" k$ E8 L4 ]; f0 b6 B - #--------------------------------------------------------------------------# z% [' U1 D$ ?+ {
- # ● alias4 V& o F0 L7 @
- #--------------------------------------------------------------------------
5 ~2 V4 p/ ]+ Z: I - unless self.method_defined(sion_mouse_run)% L# u0 g. N& _9 ^$ {$ `$ f4 R/ A
- alias_method sion_mouse_run, run
. t8 X( a4 _' C - alias_method sion_mouse_call, call
" ^$ }' W3 I: P/ F6 M - alias_method sion_mouse_return, return
/ ]% I( `5 o K' G - end" u1 d- n4 j4 O+ ?/ ~- U
- #--------------------------------------------------------------------------
5 D% }2 H/ c0 ^ - # ● 运行
! K+ Y1 e. v% V( R$ I3 e - #--------------------------------------------------------------------------
5 w6 Y8 F0 C# @/ Y3 h - def run
& f# Q5 l2 j& ^5 X v/ D5 Y - Mouse.init+ k" n2 b& \ A8 h5 K# n o
- sion_mouse_run
" [+ m0 D% t" t9 I - end
% c% Q r: k' O: Y; r* { - #--------------------------------------------------------------------------
8 ?- z, d9 b% P6 v5 w a - # ● 切换( E8 P6 L0 t9 X* ?, z3 s
- #--------------------------------------------------------------------------3 N7 }7 E7 a1 o9 d! a* D( i# x5 Z& O
- def call(scene_class)
8 X- O* `5 |' Z$ o - $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)
" q E& C8 Y8 t' i - sion_mouse_call(scene_class)& u7 w8 r0 ]+ U) {3 V
- end
; h. h. H" ?/ z' Y2 M9 J& i - #--------------------------------------------------------------------------
3 ?: C7 X' G! I" b' s4 g' d5 D - # ● 返回到上一个场景
$ f* c( F6 w% |# S5 w; C - #--------------------------------------------------------------------------
$ f" F; C4 T* W! u2 m - def return* M. R+ \& ]1 H" F4 I" E
- sion_mouse_return& v5 F: Y+ h5 W5 `0 z9 p
- $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&
& J a6 S4 w+ ~! H - @scene.instance_of(Scene_Map)4 i/ r% Q8 l+ h$ m) r) t# z
- end
% E0 o/ _: b" K* W- {* ^* L - end
7 G$ U" F3 `& q+ T" w - 3 I8 Q$ K8 F+ l$ C
- #==============================================================================7 I& j* d- O% J+ }- {: T- y: s+ Z8 b
- # ■ Module Input
1 ~6 t; x8 U6 p9 e3 C# K* J - #==============================================================================
6 q) f# B S( s5 J) r2 y8 C8 f - class Input: O$ T* y! h4 y$ E. G) ^- y
- #--------------------------------------------------------------------------9 D4 @" Y+ M+ Z- Z- d4 t5 K( q
- # ● alias
/ ]& D# b9 K/ X+ q2 q; u - #--------------------------------------------------------------------------) f9 L- ^1 i- Y9 i5 S
- unless self.method_defined(sion_mouse_update)' K6 r! S2 T+ q" }5 M3 V
- alias_method sion_mouse_update, update
% N: i& W1 k8 B( h - alias_method sion_mouse_press, press5 }4 x6 G. i4 ^- j l- [
- alias_method sion_mouse_trigger, trigger
) H! |2 [& |, w {7 u - alias_method sion_mouse_repeat, repeat5 E+ @7 \: |2 S
- end
& t! X {. m. o7 h3 D% h5 E - #--------------------------------------------------------------------------( H, o! n# I: k; @% P0 a
- # ● 更新鼠标
) x& l( `$ b$ { j: g - #--------------------------------------------------------------------------
. F0 \; X" G. d3 a' l# M1 }- ?( x - def update8 J/ B6 F8 ?# M# D+ m1 A
- Mouse.update
. C5 z; V* T, E: H! `4 p# L/ I - sion_mouse_update( z5 ^8 }. o" N4 s7 C) Y% o
- end5 M4 [$ w. {4 c5 M4 o8 a
- #--------------------------------------------------------------------------
3 t" u) E; `( x9 C" h) ]2 ` - # ● 按键被按下就返回true
) {- g& @+ h& w# y0 Y# L! S - #--------------------------------------------------------------------------
( k. _' V+ p1 @& d' E! w7 a+ I* b - def press(key)
" U1 o+ d$ p# y3 V - return true if sion_mouse_press(key)
% A A6 J- w- p, c - return Mouse.press(0x01) if key == C
( U& d+ K5 |2 |, K( U - return Mouse.press(0x02) if key == B
# f, h8 H- T( z, h - return false
2 E2 d3 F6 L- K5 d% \( z - end
9 w' N/ I' E0 {, E% r# U: x' A - #--------------------------------------------------------------------------2 u7 c/ _7 J" |4 m1 V) Q0 q; F
- # ● 按键刚被按下则返回true; j0 v& ^' e7 K7 @! T
- #--------------------------------------------------------------------------) j. S0 J F! @, R) I3 y
- def trigger(key)
* C' ]: c$ t+ U: p( t! C6 S - return true if sion_mouse_trigger(key)
- U$ J$ S x) ]6 \. @" G+ n - return Mouse.trigger(0x01) if key == C+ c V7 u6 Y6 L6 W( U9 \. X
- return Mouse.trigger(0x02) if key == B8 T" k, h6 c/ k/ r) H
- return false8 d+ b- U6 N5 q- M; W% H
- end
6 N |0 `, h1 V- X - #--------------------------------------------------------------------------
. g: w6 R q) \" e( P, z2 {/ b) i0 L - # ● 持续按住键一段时间的话,每隔5帧返回一次true
' d1 J' t- W6 v# `+ P/ k - #--------------------------------------------------------------------------
( M+ H W- n5 P - def repeat(key)
/ Z( Z9 F8 X3 q, L( x* _$ H - return true if sion_mouse_repeat(key)
* T. s. j) z% n& @. | - return Mouse.repeat(0x01) if key == C2 C! Q! P- @; ]8 A
- return Mouse.repeat(0x02) if key == B' s! t( \0 @" z+ B2 B
- return false
9 a3 W+ }( S Y. q3 I/ O - end
- U6 ]6 ~8 G# f# B - end) I- F O+ B2 {- A/ A# h
7 d7 @8 |) S% }, P) B& h- # M6 |* D0 H, x4 x. A6 q
- #==============================================================================
2 T, H/ p2 a) c% B {$ { - # ■ Window_Selectable
2 K! F6 o" `, Y; ]9 `5 t7 a - #------------------------------------------------------------------------------& {8 x7 B1 u. V* c, q: E" D2 E5 [" K
- # 拥有光标移动、滚动功能的窗口
4 _; v9 e2 d* q8 y8 r, J1 z; v: v: q* [ - #==============================================================================
) v% I( M$ [) n( o6 ?: V; V c - class Window_Selectable/ e+ u$ Q5 r! @+ |/ {: g7 j
- #--------------------------------------------------------------------------* y+ k- b( G' v$ K$ W/ r. \
- # ● 初始化, a) P) p6 a! M. B/ q
- #--------------------------------------------------------------------------1 l& [$ E6 C4 p* H f
- alias sion_mouse_initialize initialize
' V# u- Z d) ?2 z) i7 p - def initialize(x, y, width, height)3 c8 P8 T0 E4 G* Z- k. _
- sion_mouse_initialize(x, y, width, height)
* ^; f5 Z2 M5 n5 ~+ W# r: d - @move_state = 0+ V9 P6 q1 o0 d- i% q6 k: L l
- end
. v: n7 j4 }" A( @! s) b3 Z' _" b3 J - #-------------------------------------------------------------------------- n& _4 a2 l+ D5 i" n% B! g; m
- # ● 更新
# h* _) _+ r2 Q/ S3 o) U - #--------------------------------------------------------------------------
# H$ }, c/ V8 X( U; w - alias sion_mouse_update update6 H |* O* H4 c, z' K
- def update
9 @: N+ p* A2 U( @2 e6 y - sion_mouse_update Y, G9 t: v& ^2 w: W
- update_mouse_cursor- L z2 x$ {. M" d0 s$ _8 ~
- end- V* t3 ~) }6 S
- #--------------------------------------------------------------------------. p/ u# U! @( g
- # ● 启动后设置鼠标到index位置, [. C0 H) z) |
- #--------------------------------------------------------------------------3 p% P% @* {; p; ?' d
- def activate+ f0 v) W+ [1 W8 _4 |! C
- @need_set_pos = true if KsOfSionMenu_Set_Pos
; p4 }2 i8 y& D8 | ` - super
6 j5 w% j" h" z9 a7 E3 i% _ - end
( |7 s7 a5 I; J) t - #--------------------------------------------------------------------------
* s9 |$ |, ~6 k* L: L( ] - # ● 更新鼠标和光标的位置
3 [* @& C4 B" O1 [ - #--------------------------------------------------------------------------
+ h5 q4 h0 |+ }, M; d9 T( | - def update_mouse_cursor4 U* G, q1 l- f9 b( O
- if active/ K% z+ K- i# W. e+ \5 R: x
- if @need_set_pos
7 k' [; D8 B- [8 J - @need_set_pos = nil
& W2 C" U0 j& z" C4 f) U" D5 j5 m - set_mouse_pos
3 O3 k, r F/ y - elsif cursor_movable% t& s, ?& W4 p4 g0 h- z
- Input.dir4.zero set_cursor set_mouse_pos
_% o; I+ y0 {5 j - end
% N$ b) G1 X7 H) s% D8 v' R - end
& P0 Z: A. R& r' i9 p6 h' p - end
& P& x0 ^- U/ m2 H% @3 N7 \ - #--------------------------------------------------------------------------. {0 l0 k2 p* g0 |6 \1 [; r
- # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能) n4 e: H5 |7 e, {- ]4 q
- #--------------------------------------------------------------------------) E' k, Q# T9 P/ t! h
- def set_cursor
& q* J$ W2 e2 |/ i9 H - mouse_row, mouse_col = mouse_window_area
$ r! u9 J+ w3 C2 R1 K( P) g - if mouse_row == -17 d* G3 b' z9 j6 h
- @move_state += 1 if need_scroll
7 v3 ~' C- w/ g - cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand1 M, M; ^1 w; X+ e: I( v+ D% [* ?. P" v
- elsif mouse_row == -2
: G& l0 ^5 k$ E [* x - @move_state += 1 if need_scroll
& T4 w" Y7 k* H2 G$ l! ^ - cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand
) H# s8 s; B: u# ?/ ^4 J - elsif mouse_col == -1
6 }" L. s; s) } - @move_state += 1 if need_scroll0 F* P# \$ g# v* a! }9 I+ v
- cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand
/ u( ?# |9 u: @" ?( J( d - elsif mouse_col == -22 z4 _! \, i% J& C: H
- @move_state += 1 if need_scroll
6 I/ F4 j7 n% M - cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand
. \5 q' b* [3 L5 b, c& X# a - else
4 @& G, Q( P% |; l$ v! l% C - @move_state = 0
1 |4 c% z* v4 j. g; k1 b6 P* Z9 R: i - new_index = (top_row + mouse_row) col_max + mouse_col) g! s) G& y3 K# `% Z) v9 x
- select(new_index) if new_index item_max && new_index != @index* l9 n: O) s; Y! O9 ~5 t
- end5 g- [) C* `: x" c$ g1 u0 P
- end: [8 S/ w' @( X( {8 d- V
- #--------------------------------------------------------------------------
( V+ I, B8 a: g i6 q) s. R - # ● 判断鼠标位于菜单的第几行、第几列
3 l6 ~/ |& d T' n, n8 H' Z: Z+ V% D+ _ - #--------------------------------------------------------------------------. R) h% g% D' {8 @) U* g1 ~! G8 d% P
- def mouse_window_area; c/ V# j' S W
- if viewport.nil # necessary!
, y3 w$ D* c5 z9 w- R* |+ \ - vp_x, vp_y = 0, 0
9 J7 j3 j& H+ j4 C! n/ P - else; J- m) ^. T# d8 g! T
- vp_x = viewport.rect.x - viewport.ox9 R& q, Z& o4 [7 B6 P# T
- vp_y = viewport.rect.y - viewport.oy
: i* O7 r4 _9 d' P b - end4 {9 v- D0 J3 m# A- f' J
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y4 j) ^( A/ Q) y1 c4 r0 \2 p
- item_x1 = vp_x + x + standard_padding $ _6 u9 Z5 M5 Q' ~! B- u
- item_y1 = vp_y + y + standard_padding
- f: B9 ^& t: O1 L" Z+ v - item_x2 = vp_x + x - standard_padding + width
* u- Q" t, Q" k8 h9 W2 H9 |/ r - item_y2 = vp_y + y - standard_padding + height
+ V4 q+ G/ J7 A" ` - if mouse_x item_x1
, H; F: m$ h: h! s1 p9 {' X - mouse_col = -11 F9 B- w8 W9 t N
- elsif mouse_x item_x2
* m4 |) s2 [% J& U. a - mouse_col = -2/ y* E0 p1 B' v5 v% E+ Z, k9 a
- else3 D. D( i2 h8 M
- mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1): b, S- D0 e0 m; M0 K( |( [
- end, {' N$ A5 q+ L' e; Y
- if mouse_y item_y1
" Y- A4 I# t. m, \' ` - mouse_row = -12 R2 T" k Y' V7 ?3 }% C
- elsif mouse_y item_y2
5 ?! p/ _: q/ `2 T1 a4 e% k - mouse_row = -2
& y( V5 [6 ^/ _4 M- \ - else
8 Y4 j F+ k( u+ I# a+ ] - mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)
) N' K3 G$ o! A - end, ?) B! `; o7 E8 @( I( @1 v# I0 C
- return mouse_row, mouse_col
6 K( \! Z; ~/ |+ _. n0 B - end! j1 K# x6 j7 W- _9 T0 t
- #--------------------------------------------------------------------------
: Y) V- N/ _0 b4 y - # ● 方向键移动光标时将鼠标移动到对应的光标位置
. V3 ^3 B6 b1 L# w - #--------------------------------------------------------------------------& _2 G/ U' J. x+ k+ x8 W0 E
- def set_mouse_pos! t2 _" Z3 ]8 R) X* ]
- if viewport.nil # necessary!
) M+ C# s8 Y K2 { - vp_x, vp_y = 0, 02 r( h& ?6 c, z: s7 _9 _
- else. n) Y8 o' s) ?2 f
- vp_x = viewport.rect.x - viewport.ox
) k$ D% c9 a2 L, E! c; l- B - vp_y = viewport.rect.y - viewport.oy
! c: e/ P( Y6 N5 f5 K - end
$ L0 H9 f2 {! g9 [( O) j" e - item_x1 = vp_x + x + standard_padding 2 I5 s, V, y8 t# U0 V1 h/ c
- item_y1 = vp_y + y + standard_padding; W1 m6 L5 d D6 y: r
- get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index n2 r* L4 c0 X0 J
- row = get_index col_max - top_row
) \' F! g' Q4 i. @8 M, A; c5 R - col = get_index % col_max
' Y- z7 P8 h1 I6 C - new_x = item_x1 + item_width (col + 0.5)) n- L& S# [" u
- new_y = item_y1 + item_height (row + 0.5)# q, E9 P4 E6 Q! ~8 |
- Mouse.set_mouse_pos(new_x, new_y)
: ^- S0 d7 a# l! ^6 p( k - end
) |( w+ R) v6 e$ ^" q$ E - #--------------------------------------------------------------------------/ Z: x4 X0 y m9 l
- # ● 判断菜单是否需要卷动
! }" ?- b% L" G+ c - #--------------------------------------------------------------------------6 u: ]2 S1 N' |/ u+ k5 @
- def need_scroll/ r! m. Q1 C# h, P# r% I
- item_max col_max page_row_max' a& h$ @) h B9 Q# J* F n6 [
- end& J& Y0 a& z. Y2 k
- #--------------------------------------------------------------------------
# T, [6 z# B& X j* P. ] - # ● 判断是否为水平卷动菜单6 f6 r0 d5 k6 V# D" t0 n( F/ j
- #--------------------------------------------------------------------------
# N* f/ c$ {( N - def is_horzcommand# O' g2 z) S; T( Y+ f' E
- return false7 Y" a% W+ v' _
- end
0 U& U: H" b+ K6 q - end1 y% k- W$ c6 R& h1 Q, o
% e4 c, K$ E/ T. I( ?6 i2 Y- class Window_HorzCommand
2 l8 K2 l4 _! ^* a8 R$ T! n* A - #--------------------------------------------------------------------------
( w, y: ]( V0 F4 F1 [0 Y& F - # ● 判断是否为水平卷动菜单
- g( V6 O( d% P8 r3 I1 M - #--------------------------------------------------------------------------+ G7 w& V# ?5 l2 G5 W
- def is_horzcommand
: o. T" `2 X- c - return true
/ `" G* k$ ]% B) A1 j- G - end
) z* \. l) v) L4 H5 |; R! J0 N8 M - end
. M8 _. A1 e; w% p" r
: f9 ]4 J$ G6 F" p, i- #==============================================================================5 d0 z$ X* H9 P2 |/ x" G
- # ■ Window_NameInput
' S$ w$ L% |4 p+ N - #------------------------------------------------------------------------------7 ~* I; Q+ n: j5 }+ u
- # 名字输入画面中,选择文字的窗口。3 M6 t# K0 o. Z
- #============================================================================== n& X/ }+ \6 ~# [( K
- class Window_NameInput
! l0 r1 n6 Z& Q6 r- Q! K - #--------------------------------------------------------------------------
4 s9 l0 F/ t# |- z! X5 I( x - # ● 设置列数+ z8 e0 ?! Y- f8 Y4 A8 s0 I
- #--------------------------------------------------------------------------
0 a( W, C: A0 f# r9 ]9 l, ? - def col_max/ v. A1 M- z3 Z/ Q
- return 10
( P& f1 u' I6 D8 S: p6 p - end* }2 X/ {7 _5 L
- #--------------------------------------------------------------------------
/ W3 @* r7 X2 z# b+ l - # ● 设置填充的Item个数
8 y8 h) y/ v7 c: A3 ~ - #--------------------------------------------------------------------------. V- h8 z7 |8 L& r+ V" H
- def item_max
; o1 G; `! f2 I0 c G) ^ - return 90
* P$ p+ f( L* h: s) u0 H( Y - end2 G2 V. v5 e0 {& N
- #--------------------------------------------------------------------------
% p- G N: v9 D3 a& P - # ● 设置填充的Item个数" x( @7 ~ f- j
- #--------------------------------------------------------------------------# X" J" s$ G2 j7 b
- def item_width: X4 j, ]0 ]/ s$ G: W: `- F
- return 322 Q* z ^2 p; S+ q: B& j0 p, B
- end* K* F/ W0 u; p$ s: D! m) H3 \
- #--------------------------------------------------------------------------
- w0 N, v' o- \ - # ● 判断鼠标位于菜单的第几行、第几列
1 w7 G" _. V# |9 n2 v G - #--------------------------------------------------------------------------
0 M; I& c5 i3 B - def mouse_window_area9 A7 E, g3 z. | a' O
- if viewport.nil
( s. _9 s: F$ _. [ - vp_x, vp_y = 0, 0* e; I' P+ y& Y8 ?$ d
- else
4 h# q W' p& V: u/ f - vp_x = viewport.rect.x - viewport.ox
! y9 D/ U$ Z! C2 F# U) c" ~/ Z - vp_y = viewport.rect.y - viewport.oy( w) h; m& U5 |# ^/ l
- end U7 g' N" r/ ?" X
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
) I# {. U1 w+ v7 i# A - item_x1 = vp_x + x + standard_padding
3 t9 g6 s/ k: k! f2 R5 B( P - item_y1 = vp_y + y + standard_padding2 F+ B" E1 L8 C( W; Z& d0 T; e2 d' l6 P
- item_x2 = vp_x + x - standard_padding + width7 J# \1 h# q, E3 j3 E6 x6 H
- item_y2 = vp_y + y - standard_padding + height K3 ~# }9 s* i; w2 B5 Z. q% _
- if mouse_x item_x1
! k f% j, f" ^; ?5 o- } - mouse_col = -1
- n8 O' [( q3 f" j - elsif mouse_x item_x2
0 b7 ?' I9 g9 R: x8 d- Z- d - mouse_col = -2
6 o" W. C c% S- L& K# e( O - elsif mouse_x item_x1 + 160
6 d E' }( a) H! Q0 O - mouse_col = (mouse_x - item_x1)329 k$ f4 I& u3 o) G$ }
- elsif mouse_x item_x2 - 160% e) N- M$ I/ z+ _
- mouse_col = 9 - (item_x2 - mouse_x)320 g1 D8 L- ?5 |2 @3 X! q
- else% u+ J/ ~& j% H+ u
- mouse_col = mouse_x x + width2 5 4( U) c! n8 c4 ~, N6 a: i
- end
9 Z5 d5 X7 q6 N) _. c& e - if mouse_y item_y1( ?5 w3 u/ \4 {6 n3 f* ^! B
- mouse_row = -1
1 Y! A7 W5 O( q0 f: {& S- ` - elsif mouse_y item_y2% g) N: r! f4 S
- mouse_row = -20 N9 n6 k; Q- A; X: x
- else
: O" G& ]0 @& ^1 m' E5 H I - mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)
. c" R! }1 j- H; \: S i u - end
+ q/ l9 ?! G9 t N: H6 H* I$ O) B2 h - return mouse_row, mouse_col
- |+ W% J: L; J( {! f - end) q! T9 w( [. s( W5 ^8 q2 v
- #--------------------------------------------------------------------------
0 r& T7 O4 W# w { - # ● 方向键移动光标时将鼠标移动到对应的光标位置9 @* A$ T& c, b7 F/ I. I9 Q
- #--------------------------------------------------------------------------# ?. j1 i6 B6 \6 \, `$ Y
- def set_mouse_pos9 b/ U# s8 d5 }3 T7 }" H6 X* B7 B
- if viewport.nil # necessary!# V& X: l* g% N# g3 P5 [
- vp_x, vp_y = 0, 0
8 H. J9 }% ~! P1 ?2 s# h - else& _7 |3 F" Y- w
- vp_x = viewport.rect.x - viewport.ox
8 `/ a" j; ]8 i7 i - vp_y = viewport.rect.y - viewport.oy4 f3 o8 f/ b' [3 b
- end
* C/ K$ b' B! W( U8 i - item_x1 = vp_x + x + standard_padding y0 J" t- @: i2 ?
- item_y1 = vp_y + y + standard_padding
( r0 L6 ^% Q: V1 @0 a: @6 x - get_index = @index 0 0 @index : u4 C/ F3 x- L) |' Y" ?
- row = get_index col_max - top_row' |4 I* n" o2 r( W4 ]" D
- col = get_index % col_max4 h) r! @( M1 w( }; Q1 i0 q' i
- new_x = item_x1 + item_width (col + 0.5)5 U) b3 l- l$ C% P0 j5 @
- new_y = item_y1 + item_height (row + 0.5)
) {! F6 s8 B0 g - new_x += 14 if col 4
7 q7 q7 b% U7 |" Y' W - Mouse.set_mouse_pos(new_x, new_y)8 Y0 I l( p+ [1 m% R
- end% g# [) I+ l- p' ^) c+ g# S8 o; ]0 Z; i
- end
; g2 H$ h" e" l B1 [
" B% m0 z- e% e6 U- #==============================================================================/ D8 @! _7 g9 C+ i9 u2 \5 x" O0 o
- # ■ Window_NumberInput
7 g( d/ d1 Q2 U0 j - #------------------------------------------------------------------------------/ C2 a2 m' a* n
- # 重写了数值输入的方法以适应鼠标
) p B( X/ P5 B% p0 _. a - #==============================================================================; A9 f) v& p$ d: H+ f
- class Window_NumberInput Window_Base2 s; n) w' V9 F: [2 |
- #--------------------------------------------------------------------------7 [) {$ T5 j" \
- # ● 定义实例变量
" i( P* j4 ^! `* ~* K* |4 } - #--------------------------------------------------------------------------9 R( m$ T, i/ \: I* I* O5 J
- attr_reader extra_window1 @+ V& h, S& B# W+ d
- #--------------------------------------------------------------------------4 Z Q* y2 K* c4 z8 ^
- # ● 初始化
( J6 X9 K" b% N8 a - #--------------------------------------------------------------------------
% R: t' N t7 B* U3 h1 r6 {; D - alias sion_mouse_initialize initialize+ F2 D& r# d, [$ \
- def initialize(arg)9 V, Z6 f6 L5 i" b' ^9 z; y A
- sion_mouse_initialize(arg)
% b ]% r- J- n& w( t - create_extra_window
# H1 q% b6 Y( ]; z% s9 y: } - end
9 v6 z, E+ H' I* H) L - #--------------------------------------------------------------------------
) }3 ?5 P3 J8 l/ T8 {6 ^: h - # ● 启动
}2 \0 V: ^- t3 c: |1 o - #--------------------------------------------------------------------------
! Q Q! \2 v, J% R* k/ F4 S! O7 D" M$ a - alias sion_mouse_start start% ^) r2 {, o! [
- def start6 }8 v$ B9 G+ O Q
- sion_mouse_start: i; W% p" [- L2 Z" I# Z
- deactivate
# z- K) J" j. U$ L* \( L! x, ? - extra_start
: i Z4 W( K1 C - end
6 |1 A. k$ L- k, E' N) Y5 c - #--------------------------------------------------------------------------5 S5 B4 t' k8 I' O- k( N
- # ● 创建新的数值输入窗口; j1 n8 N. m7 F7 ~& u: g. u/ B3 ?
- #--------------------------------------------------------------------------
+ Y& N" }/ c& f - def create_extra_window
. }" j6 K P- b6 F3 w - @extra_window = Window_NumberInput_Ex.new
! f" K [7 s* V4 H2 Y6 T% t - @extra_window.x = (Graphics.width - @extra_window.width) 28 p; G( D A( s7 z
- @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }' N9 Y) _: I0 {8 h; L
- @extra_window.index_proc = Proc.new {n @index = n }
5 T: z$ r2 ^" R' ?" v - @extra_window.close_proc = Proc.new { close }
: V% r) M# l: ~ - @extra_window.refresh_proc = Proc.new { refresh }
0 g+ {- _, H# ` - end; \( j( w! v8 `6 ~) w+ D. z
- #--------------------------------------------------------------------------
& W) b2 Y7 z# u# i/ j - # ● 激活新窗口( J% q- ]4 o9 q5 M! @
- #--------------------------------------------------------------------------
S4 |' O) K/ y. m# S% X - def extra_start
. D1 t. G% H! Y9 v; n1 g$ J) w0 Y; M - case $game_message.position
+ u* K/ q. q w& O5 J; d+ K8 A" F0 Z - when 0; @extra_window.y = y + height + 4
7 j: B, ~; g7 l/ {* c0 a - when 1; @extra_window.y = @message_window.y - @extra_window.height - 8; t3 _% r% s3 _! Z y" U
- when 2; @extra_window.y = y - @extra_window.height - 4& f1 W' |$ i7 l5 @& s
- else ; @extra_window.y = 8
D( G$ b/ b( A, j+ R - end G: J) ^& q: E- q
- @extra_window.variable_id = $game_message.num_input_variable_id
' ]' e, a% t# M' `3 e - @extra_window.digits_max = @digits_max: _4 ]4 Y9 G- N) P. ^! f( ^
- @extra_window.number = @number& a0 I5 v* [. c6 x8 M' F
- @extra_window.open
' Q5 ^4 l7 {9 h - @extra_window.activate# t5 |$ n5 R6 K0 e" `+ k
- end$ A% `- j8 U& Y! s2 ?3 k2 \8 r
- #--------------------------------------------------------------------------
" Y+ L' ?% S n+ Y) q - # ● 更新5 R& U# ]1 }: B7 H0 N4 J5 C1 e k1 Z
- #--------------------------------------------------------------------------
2 }) V2 m5 `0 z - def update3 q4 J& i* \1 Q8 b
- super
. U' b* C8 i" o, D0 ~ - @extra_window.update- e" L1 v) u; o7 ?
- update_cursor& H0 f* x* f/ v2 f
- end; ?# m* b, A2 j% }0 w
- #--------------------------------------------------------------------------3 G+ A/ G- a7 p9 D0 f
- # ● 关闭窗口
0 X C' i1 @# G# q" Y/ ]+ q - #--------------------------------------------------------------------------
; F2 H$ Q. G3 e. e' D! M& M6 g - def close) |6 `5 @7 Q* l/ \6 ]) A' n1 h3 a
- super$ p' x! M9 E' {
- @extra_window.close% {7 Z- d) u6 D" M* u7 V h* `5 D7 K' y
- @extra_window.deactivate
. H% c' B! e1 z d - end
& i0 H. W# I' K+ g2 D - end6 c- B9 ?7 J% t1 i! o! X6 n
- 9 D5 O1 _8 r% g T" _3 A
- #==============================================================================" D* b$ h: L _- O. N
- # ■ Window_NumberInput_Ex; O9 Z2 ?# i" g. E
- #------------------------------------------------------------------------------% U) H. ~" A9 D+ w* X5 ~/ c
- # 新的数值输入窗口(NewClass)- K. T% ]% s& f6 M- j
- #==============================================================================4 z' ~5 F. s9 j# r8 T
- class Window_NumberInput_Ex Window_Selectable
9 p# T! c! i# ^2 ~/ Y - #--------------------------------------------------------------------------
k# D* [) ^- N+ b- F5 ~! t - # ● 定义实例变量: _4 G2 l4 u2 w0 w
- #--------------------------------------------------------------------------- {- I* g9 j1 [+ {0 P% K
- attr_accessor number_proc+ I- l. j& B: Q8 z
- attr_accessor index_proc
) g' T: I( H6 y- Z6 x* i! K - attr_accessor close_proc
1 M4 p- w- J# [ S1 F5 b - attr_accessor refresh_proc
, v+ K* @# O, o% M( \6 x; U; q - attr_accessor number
* u) J- u% Z; y. }8 ^5 e) o" b- ~ - attr_accessor digits_max
; _# Q# P ]/ m: k - attr_accessor variable_id
9 J3 A: s- k( f7 N" V- M( u7 ?9 B. F K - #--------------------------------------------------------------------------' H; M4 f) o( l' h- j$ l
- # ● 数字表3 a# e. o8 @# r$ @2 N9 g$ F
- #--------------------------------------------------------------------------
/ G& s9 R0 `- H! [5 v. e - TABLE = [ 7, 8, 9,
) ^- H% R9 T% m* s* m4 z* L - 4, 5, 6,4 {" G: O. t0 j8 x8 O) `" k$ _
- 1, 2, 3, W2 }7 o+ z4 X
- '←',0,'确定',]( K: m% K$ B2 h2 i+ I" R# ^
- #--------------------------------------------------------------------------3 W: C. y. x+ L7 ]. O1 i
- # ● 初始化对象3 v2 n8 a: {) R6 M8 ^0 f
- #--------------------------------------------------------------------------
) W; D: g( x+ A i1 \& ^3 y - def initialize3 s& n% v: |; d l
- super(0, 0, 120, fitting_height(4))
9 w7 s( y/ n E% V/ ~6 Q3 z - self.openness = 0/ A6 L1 ^$ h% a" D
- @index = 06 O7 K2 ]" l5 g+ p2 }' c! K
- @number = 0) w K/ @- z S! L2 ~
- @old_window_index = 0
0 |; i- u( r$ V$ c& Y - @digits_max = 0+ ]' Q% J8 l5 d, a
- 12.times {i draw_text(item_rect(i), TABLE[i], 1) }
% F; F C: W) Y- p0 v - end) h/ t8 k) p0 z) @% b
- #--------------------------------------------------------------------------3 B: x h9 w9 E P$ d F
- # ● 获取项目的绘制矩形/ h: r: Y8 l% x1 e% m2 k
- #--------------------------------------------------------------------------
& D, w3 r0 j# d8 C8 U0 l$ i - def item_rect(index)
" u8 \8 d: Y+ B, p' t6 } - rect = Rect.new
* ~8 b. I U& n4 l. d - rect.x = index % 3 32
L0 J/ S2 v, m0 u( M# E - rect.y = index 3 line_height( B& L$ x1 h1 B9 g# v6 a. n, y2 _
- rect.width = 320 E8 T* i8 W/ v2 W& ]
- rect.height = line_height% f6 K5 M" i# W1 d( s
- return rect
- Q& M- x/ U- s# p9 c - end
4 I+ u5 O" l4 u2 U6 c& B2 r! X/ l - #--------------------------------------------------------------------------9 `/ w4 R6 l3 l# z
- # ● 将光标设置到鼠标所在的位置1 ^1 n& `) }. |* {- W9 k5 b r. P
- #--------------------------------------------------------------------------
, C9 w" q8 t( l0 M. f6 |( S1 } - def set_cursor" l6 @6 u/ I9 z0 B, G7 N% _6 r9 F- A
- mouse_row, mouse_col = mouse_window_area
( E S: @* S* a - if mouse_row = 0 && mouse_col = 0
9 h% i& T+ l! C% ^7 [& g - new_index = mouse_row 3 + mouse_col
5 z/ C" k2 E S$ j3 X - select(new_index) if new_index = 11( L! L5 I% S2 `$ @& N" |
- end
' f& F+ m* n+ f - end( [/ t- H; s/ Y
- #--------------------------------------------------------------------------4 X7 Y3 o% a C! C5 [( [- ^
- # ● 判断鼠标位于新数值输入窗口的第几行、第几列
, V- ~0 G# T! A) u( ? - #--------------------------------------------------------------------------
' x6 `6 j" O4 {; n+ L& X - def mouse_window_area* M. [9 P) [( |: M
- if viewport.nil9 _6 _6 z4 B2 M% H& u# ?8 p
- vp_x, vp_y = 0, 02 r l/ Z2 d8 F
- else
' x" s* [/ o) x- G - vp_x = viewport.rect.x - viewport.ox5 t, i0 \2 Y8 F% l
- vp_y = viewport.rect.y - viewport.oy
; U) L* z( a) m$ D4 d - end7 L* }5 n% F2 D
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y5 ?1 F# s1 i9 s. C v* ^4 j
- item_x1 = vp_x + x + standard_padding / {) l# l; j* g7 }
- item_y1 = vp_y + y + standard_padding
" R' u( @* x- h" z4 ^; s - item_x2 = vp_x + x - standard_padding + width
8 G" Z0 ?" a, p4 Z$ q1 ^4 ^ - item_y2 = vp_y + y - standard_padding + height
# F/ V# b* J$ |" b) p7 @5 G6 a - if mouse_x item_x1
" P7 H9 L3 U1 P4 Q& I - mouse_col = -1) Q1 o3 A9 B8 i! I" w6 `0 ]
- elsif mouse_x item_x2" ], L+ s# `: a
- mouse_col = -2
2 `9 P( k' U# x. C - else
9 z4 f- S! ]# }- i, E+ ^' y - mouse_col = (mouse_x - item_x1) 322 Z" U4 W8 Q4 B. D
- end
' g3 V* `' x" i2 Z) T - if mouse_y item_y1
' [. K/ j! n3 z- c - mouse_row = -1
- j% G2 L; Y5 e: H3 a# R- O- u - elsif mouse_y item_y2
( x- d+ |3 {/ X" e. t3 Q - mouse_row = -2
2 ^) `! C; q3 r& V2 b3 ` - else
. o% p Z5 v! e9 @- |) K - mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)* ]9 e& \. h3 ~, [* l! I
- end
% Y4 ~; `# v9 _3 h2 A, z$ A( [7 ? - return mouse_row, mouse_col
3 D- Y; n; F \% i - end2 n/ L' l/ c* G$ t( c% ~: P( Q" r( ~
- #--------------------------------------------------------------------------
! C. {8 U7 @7 O5 W/ I" B6 O - # ● 获取文字5 v7 g: M6 s% ^; @
- #--------------------------------------------------------------------------) L& J( n7 s: ]* J: a
- def get_number. a7 r# q* K; S8 |
- return false if @index == 9 @index == 11
( t5 G2 @8 X* S9 N$ ~ - return TABLE[@index]3 Z b2 g/ y9 S+ M6 _2 V
- end
0 H" N: X0 f( ~- [6 c3 N- D2 c - #--------------------------------------------------------------------------2 Y# H' \: e3 C/ T' X. [, f1 S( {
- # ● 判定光标位置是否在“退格”上1 m" k' B. G2 L' C$ x1 B2 q) M4 @
- #--------------------------------------------------------------------------5 q# d% s, I: a
- def is_delete/ C) v5 h+ g" ?& ` e4 c
- @index == 9
2 v5 O& u( P" T1 v2 s, O! |1 S - end
, B8 x4 R$ v2 k- y - #--------------------------------------------------------------------------
) {" \, i9 g) m/ I6 s - # ● 判定光标位置是否在“确定”上: M& s9 P' u/ e7 I) X4 `( }
- #--------------------------------------------------------------------------
( M6 N' Z2 n! ?5 x, l$ S - def is_ok
! u1 v: W2 p! l. j; D; V - @index == 113 ] P( D, ~$ r$ n" p% M( k
- end+ `$ O6 b1 ]% ?5 X
- #--------------------------------------------------------------------------8 V; ~0 E8 a5 [4 H2 u
- # ● 更新光标2 _/ L: ~4 E) u0 q
- #--------------------------------------------------------------------------
2 a1 d, `' E6 t) `% G - def update_cursor
: M, v* {( c% S% j" Q - cursor_rect.set(item_rect(@index)) ?- [( ?. ?( j5 S. U, [
- end7 @: o9 u* P) |- W0 h. H* \
- #--------------------------------------------------------------------------
! O }+ @% h& x; K5 J2 A - # ● 判定光标是否可以移动
% w0 F9 Z: Z6 A5 L5 H" g - #--------------------------------------------------------------------------( [ P6 n' S3 h- x2 |6 N
- def cursor_movable0 R. E8 ~1 }. M$ ?" L, ?4 m
- active0 l0 T9 W7 l* k% V6 o+ {
- end: a' h0 M. ~, d2 [* d$ |
- #--------------------------------------------------------------------------
: D: x# @# t* P) @! D' r+ w% @ - # ● 光标向下移动
; l+ n5 [; V6 _: C# j# M; O& @ - # wrap 允许循环
/ [9 Q: ]4 @; d% l1 @1 ], l - #--------------------------------------------------------------------------! V1 D' R. [! S* @& C; S1 j
- def cursor_down(wrap)
?- R% D- r3 x, g3 t - if @index 9 or wrap7 P) s& E) W |% U, U4 ^# x
- @index = (index + 3) % 12
8 ~5 [: l* Z! n( c X% S - end
/ P: L6 n5 h7 _+ l- c$ C - end! {; V ]" P& [: o9 ]7 H* j& @+ U
- #--------------------------------------------------------------------------
# U5 F7 Z9 M( v6 z8 | - # ● 光标向上移动
) \5 k, w, u5 D; D4 w3 \ - # wrap 允许循环
* J8 F" `" b5 b - #--------------------------------------------------------------------------
: D l* j/ \9 i) } P - def cursor_up(wrap)6 Z$ H5 \7 g- R$ F+ t
- if @index = 3 or wrap1 w5 }- |" G e
- @index = (index + 9) % 12
/ F- A$ H% j7 @$ j4 K; G3 ^9 k - end
0 n* t8 R5 Z: Z - end: k2 |4 y1 a! c6 g! @* D1 U& I7 a
- #--------------------------------------------------------------------------
+ N& `$ B" E! e ^8 N - # ● 光标向右移动
- n; z2 k. c" a3 C7 ~9 J - # wrap 允许循环% n: P( ^8 @! A* E
- #--------------------------------------------------------------------------% U$ Z$ Z: c6 U6 H
- def cursor_right(wrap)
" r" {7 S1 d" ^" `+ }( V# N! i, d1 l$ o' s- x - if @index % 3 2
* u, X4 R9 H9 x - @index += 1
, u& o& @: P, z! F1 \; L7 p1 w3 i( ? - elsif wrap
8 Z# W' n `: J9 @* [ - @index -= 2- X. R- Z7 B+ `* h6 l ^' H
- end) \6 M& S2 h" \
- end& b& ?6 k5 X) x0 i$ x" W* e
- #--------------------------------------------------------------------------' \' m, d! A. F4 Y# D
- # ● 光标向左移动/ z! p5 d; |8 e8 l5 A
- # wrap 允许循环
! H5 n8 ?' d4 z. F4 K - #--------------------------------------------------------------------------
/ c6 ?/ N9 g0 ? q( |5 X8 f& @ - def cursor_left(wrap)
5 B V* w3 N+ w# f1 k - if @index % 3 0/ ^! Q4 C Z0 k R
- @index -= 12 }: W8 \1 H& w5 j. i% T& i
- elsif wrap
+ H! {3 A8 u# e - @index += 2
& }, B9 x7 s8 G2 y' n - end2 }; l& l# N( @- m
- end
, P" ^: z% H, Z) F! X2 X - #--------------------------------------------------------------------------; ]2 o. o* I( j
- # ● 处理光标的移动5 T3 h7 {+ I; z1 w5 d' M) p
- #--------------------------------------------------------------------------4 o+ c" E1 X+ @0 G; Z. U& u
- def process_cursor_move9 j0 v' X) e0 Q- J E. J
- super# E* V) D' `$ d% M
- update_cursor6 V7 C$ |! U& g( b5 d: B9 a/ i
- end
' k( ?- o) j* G4 j: e" W - #--------------------------------------------------------------------------1 R1 H; D3 Q" |: U$ K s \1 b
- # ● “确定”、“删除字符”和“取消输入”的处理5 s9 [0 M* c+ E& N. F# b$ c
- #--------------------------------------------------------------------------" }2 N6 Q: s3 F
- def process_handling
. Z5 R& m; W( V; l - return unless open && active. d+ G1 W0 g" {9 T0 r
- process_jump if Input.trigger(A)" R; B: b- x7 T) M# y( {
- process_back if Input.repeat(B)
% P; [$ C- w% D- g - process_ok if Input.trigger(C)2 ~0 S6 x5 X7 ` S' F3 n9 R
- end7 I4 `4 h" z% H" G# H2 T1 ~
- #--------------------------------------------------------------------------
$ u0 ^3 {' D! P4 E - # ● 跳转“确定”
* X& y4 e$ z' r2 W( `+ q - #--------------------------------------------------------------------------$ C( K' M4 J. a% _8 }( y
- def process_jump. o" ~: F+ y- w* B1 N
- if @index != 11
; s) l6 \1 i/ P. z; v; m2 |' o - @index = 119 E. e, s5 u7 L: s! A
- Sound.play_cursor
9 Y7 A1 ~8 F( W$ p - end
3 K: A7 U$ R( C# _ - end# H; q3 ?- G5 V4 C$ N( s+ v
- #--------------------------------------------------------------------------3 _1 Y5 U5 \) W( V3 K' `
- # ● 后退一个字符5 r. c1 c' C2 b* \% G: \
- #--------------------------------------------------------------------------; z" w; F7 f0 S- D8 G
- def process_back
- v- M/ |" Q8 s2 _; r - Sound.play_cancel0 s y- n/ w4 w! ?1 c+ F) n: e
- place = 10 (@digits_max - 1 - @old_window_index)
' A N. }4 j+ v3 w - n = (@number place) % 105 @! y( W! ^- E- n4 M3 Z+ g
- @number -= n place
* k V6 a' f; m. _3 m, m! J - @number_proc.call(@number)
% I) h* D0 S/ T0 D2 y9 `, e - @old_window_index -= 1 if @old_window_index 09 S$ A4 {* d) L- ~- K
- @index_proc.call(@old_window_index)
7 ^9 U7 O5 `( v0 |( i - @refresh_proc.call: b+ j" j- o. j( t+ W' i! |% r+ Q
- end
# g( v4 ]8 Y2 T0 f2 q - #--------------------------------------------------------------------------& D; F. ^& X0 v7 s
- # ● 按下确定键时的处理
1 H$ R# ^2 r. Q: p# q; j" Z" J - #--------------------------------------------------------------------------/ W/ |% d4 C6 v7 l0 Z
- def process_ok" z d- e: y* ]+ r3 c* @1 J
- if get_number& N% h5 X3 u3 m! H9 `, I+ w" m
- Sound.play_cursor% f& r6 ?/ m. n; x* y/ x) o
- place = 10 (@digits_max - 1 - @old_window_index)4 g0 ~0 K5 j5 G# x5 X5 \
- n = get_number - (@number place) % 10
& s, l i, |% O8 ^; ` - @number += n place2 c/ V P: k; P) s I/ T+ @5 V7 H9 l
- @number_proc.call(@number). r0 Z8 Q* a2 T* D/ q
- @old_window_index += 1 if @old_window_index @digits_max - 1
9 p. E/ s0 U G) Z: H$ b$ P - @index_proc.call(@old_window_index)
8 y$ a8 ]4 u% w4 }( Y - @refresh_proc.call7 `. Y, r) w1 r& b& s0 d5 K3 E
- elsif is_delete% V& s% A- z0 G
- process_back4 z- }" n8 Q3 o3 N$ R M% X
- elsif is_ok
I0 v( R7 X- m( ~9 a' r, R - on_input_ok1 Y! |) M1 f, x/ w
- end
: v; K: F: o6 j2 V - end* o& h, K. J- `* K# Q; [/ R
- #--------------------------------------------------------------------------( l" r% u. K( E/ M* [& j. W
- # ● 确定
2 I! u* q+ B p - #--------------------------------------------------------------------------
0 V9 m5 {7 F: K8 v( X* E. x! H! m# U - def on_input_ok
$ g. C `/ t O - @index = 0
u! q5 X; a- g1 Q/ [ - @old_window_index = 0
2 Z& |: l# ~5 U& f - $game_variables[@variable_id] = @number
2 }! W, h9 ]6 k b6 I; q - Sound.play_ok
$ E* {& K9 e" h7 O6 G - @close_proc.call$ S2 A1 Z# V. W" ]# H
- end
) |9 y1 ]* R2 Z - #--------------------------------------------------------------------------, t5 \1 I0 B4 Q3 y' ` d6 f- B/ X
- # ● 方向键移动光标时将鼠标移动到对应的光标位置& ]& J* ?! ?* i' O( w
- #--------------------------------------------------------------------------
0 L% j2 u, |. Z L D - def set_mouse_pos" N% w0 @, t0 h, [
- if viewport.nil # necessary!
4 N, Y' ^5 ]6 o- b - vp_x, vp_y = 0, 0& k4 g. }5 M+ f, W6 b& r
- else6 x% F8 a* u) p/ ]; G% H
- vp_x = viewport.rect.x - viewport.ox! h0 s0 W. y! w. T
- vp_y = viewport.rect.y - viewport.oy
2 \ g. \# j/ E" F - end/ C6 e7 d: N: `; E: q' p
- item_x1 = vp_x + x + standard_padding
' y+ a- f( }! e - item_y1 = vp_y + y + standard_padding% f; h# f9 ]6 o
- get_index = @index 0 0 @index
0 c3 Q5 ~1 J! p - new_x = item_x1 + 32 (get_index % 3 + 0.5)
7 V7 V. ]8 d! m% Z5 y' C( T - new_y = item_y1 + 24 (get_index 3 + 0.5)! D$ D: A6 P1 j
- Mouse.set_mouse_pos(new_x, new_y)+ O+ i* g# i8 u
- end- M1 t: k- H: R0 j0 j' {
- end4 w s5 b9 T/ i3 C; t
- 4 H( f0 Q# j1 A9 u$ [' U
- #==============================================================================
& d" f$ G+ X% h! t - # ■ Window_Message4 ^' o q- z( _" R1 E# }
- #------------------------------------------------------------------------------
# Y4 e+ \2 W+ b5 C' d8 g8 ] - # 显示文字信息的窗口。8 ]" r% q% j( @9 F
- #==============================================================================
- e7 h! `* d: ~+ a4 ^+ d# @ o - class Window_Message Window_Base
: W; n% H3 R& e) c - #--------------------------------------------------------------------------
1 F1 D7 p2 d/ ^/ c" Z - # ● 处理数值的输入(覆盖原方法)! v' A( A' _) n; r
- #--------------------------------------------------------------------------
1 Z' }0 _3 s/ W9 I- t# M# f/ [6 n/ G - def input_number
# r7 P' r0 X) ^+ n e/ n - @number_window.start
& W: h: \* M# \2 x4 G$ s - Fiber.yield while @number_window.extra_window.active
% P; a/ j, r. s$ j+ ~, O - end. x' W2 ~% I5 h2 e; g( }3 @
- end$ X: J4 N( N8 m4 \1 V3 V3 x# Q; y
) x- g% U9 | ?* b; F3 L0 f- #==============================================================================
7 D6 S5 w: s2 v! J5 A - # ■ Window_PartyCommand, R- [$ a6 j0 B1 v1 j
- #------------------------------------------------------------------------------, M9 W& W8 C. }4 I
- # 战斗画面中,选择“战斗/撤退”的窗口。
8 p: K& l; Z7 ] - #==============================================================================
6 E$ p* E# M/ Y, a' Z - class Window_PartyCommand Window_Command: y2 F8 P) }5 c$ y
- #--------------------------------------------------------------------------
- j' g6 a3 T* v - # ● 方向键移动光标时将鼠标移动到对应的光标位置
) ], {8 `' m2 J! p" u' i - #--------------------------------------------------------------------------
" F) ]" w6 x4 }9 r5 ? - def set_mouse_pos
- T% _3 }2 S; c- Y - if viewport.nil
* A( M! c/ I+ H2 e- a6 w3 x* _ - vp_x, vp_y = 0, 0
$ {# o i% E6 A5 a - else
' D0 n+ x. z% U5 k. k - #vp_x = viewport.rect.x - viewport.ox' r; o8 U9 D1 W
- vp_y = viewport.rect.y - viewport.oy
' I1 y7 H) u6 m! m; T1 W - end
% c, z2 ~7 h5 ^" \2 H - item_x1 = x + standard_padding : w: a' {( I% T5 f+ d
- item_y1 = vp_y + y + standard_padding$ l( L. F% ]. x _" B
- get_index = @index 0 0 @index 9 V6 c- } H& N" W3 h
- row = get_index col_max - top_row
8 r2 u7 n9 C. h - col = get_index % col_max
% X+ `! }; n! f6 y2 y0 G - new_x = item_x1 + item_width (col + 0.5)( q/ | x" o1 ]; \3 J: J3 h
- new_y = item_y1 + item_height (row + 0.5)
6 {2 _# j+ M5 i8 A t - Mouse.set_mouse_pos(new_x, new_y)
' S* h* b( v# Z, K - end
& C; ~! a. a, _# n - end+ @* L& u* R* b
. ^' _7 a( v; Y! ^5 G L- #==============================================================================) b, L: I( L1 `2 F/ v0 h6 | D3 P
- # ■ Window_ActorCommand
3 q* h+ t: }7 ^. g - #------------------------------------------------------------------------------
9 D' k6 Z x4 J6 ] - # 战斗画面中,选择角色行动的窗口。
3 f4 g* @& j4 d- i" r - #==============================================================================& s8 h( y( s) h* ]2 r# t4 `" H
- class Window_ActorCommand Window_Command
4 L) [, Q) h) f" I; S4 g0 L* G - #--------------------------------------------------------------------------. }; q* a+ T3 k
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
. c5 V; v3 I7 X: P$ o$ L - #--------------------------------------------------------------------------
- d- A% R O' u& O' W - def set_mouse_pos# d# a0 l% z6 C: H
- if viewport.nil
q( Q: U" ^# [/ [ - vp_x, vp_y = 0, 0
; p1 {; A& m0 p% U( J - else
* A$ G% c1 G) d, G# Z+ N, [ - #vp_x = viewport.rect.x - viewport.ox
9 C* C1 V! x- W+ m6 Z - vp_y = viewport.rect.y - viewport.oy) ]! I) z/ D/ A6 }1 @
- end
; G9 r+ n2 b l" g# x - item_x1 = Graphics.width - width + standard_padding
4 P8 q0 ~ L4 N$ |/ L( t - item_y1 = vp_y + y + standard_padding; B% i) |7 V. G& G/ n* C
- get_index = @index 0 0 @index 8 P3 M% ]+ r8 n: k& _
- row = get_index col_max - top_row
( x H9 t/ p. @8 ~; u# G% r - col = get_index % col_max
& m( U! T+ z, g" h# o - new_x = item_x1 + item_width (col + 0.5)
& C8 O2 H0 o9 I0 m' i" j - new_y = item_y1 + item_height (row + 0.5)
: ]( v" Z2 Z4 p) B0 w - Mouse.set_mouse_pos(new_x, new_y)
& n6 N+ C' _: e$ U2 C - end$ U9 U6 B' v9 {# M
- end
i: h7 @8 G/ {. ~1 b4 ?
. W0 H, d4 }/ O% x. w5 X3 Y$ X: g- #==============================================================================$ y5 i, e$ P# S4 ~; L/ [6 x8 e
- # ■ Game_Player6 J8 `7 g. d3 R# `8 S& a7 E
- #------------------------------------------------------------------------------
- H9 L3 J A1 K - # 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。
4 {+ J$ B6 Z! D: a - # 本类的实例请参考 $game_player 。
* n( R d# Y; K( j) x8 V - #==============================================================================* g! n- u, G/ H
- class Game_Player Game_Character$ g7 D- v: V. k0 [
- #--------------------------------------------------------------------------
1 r4 P3 S. \; [8 d - # ● 由方向移动(覆盖原方法)
, M) U. ]- F# t6 b; n - #--------------------------------------------------------------------------
4 E8 f' @ m9 ]% e; X& t - def move_by_input' K$ j, y) H' h/ r
- return if !movable $game_map.interpreter.running9 V* {' }+ Q4 B) _
- if Input.dir4 09 X: I X+ ?, I d* ]5 P
- move_straight(Input.dir4)
6 u* U+ f1 W. j5 o4 P( [* e - reset_move_path2 F1 e$ [. v8 r( e
- else: a# t6 t# ~! z( s: A9 v4 c
- move_by_mouse
# l: B" R! Y& e; y& L( [+ `8 v% [$ d! I - end9 N0 r& \+ g5 I ^* x* O P
- end' i" h" }) @; B: y0 U2 h
- #--------------------------------------------------------------------------
! ~+ d7 m. ^- u3 z* W! t - # ● 非移动中的处理(覆盖原方法) y/ v7 l. J9 Y% \- A
- # last_moving 此前是否正在移动' w3 I/ ` N! L' d$ ]8 c, X
- #--------------------------------------------------------------------------
& ~! X6 X+ O( N4 _, h - def update_nonmoving(last_moving)8 w& b+ R* m* o9 d+ o. a
- return if $game_map.interpreter.running- V6 S1 P9 Z+ V9 E+ @1 |" Z
- if last_moving: W9 z" u6 [" d& C! |7 z7 i1 K
- $game_party.on_player_walk j1 M: ?! w* g- s% B l: o( z: H* X
- return if check_touch_event) h9 A/ p& ~6 I- \' {
- end W8 S! d; G2 ]- [( ]* N( l; g
- if movable && Input.trigger(C) ~# @4 \* C, ~5 n4 x8 L
- return if Mouse.press(0x01) # 防止按下鼠标左键绘制路径时触发事件或载具切换0 W6 V9 }& S- N2 g% M
- return if get_on_off_vehicle
/ E% h" x+ s! R) L' X, Q - return if check_action_event
, y- m0 M0 I$ a8 m! B; j% ` - end
# j: c# e* Z0 [ - update_encounter if last_moving0 F3 o: N. @: i9 _
- end
( u- X% g" s" { - #--------------------------------------------------------------------------
; K; k+ h# q: w4 e+ X4 x - # ● 判定是否跑步状态(覆盖原方法)7 n) B' q* j5 _; w+ Q
- #--------------------------------------------------------------------------
: J1 `: X6 o) R; ` - def dash
- @/ U% k e4 g- h( j, z - return false if @move_route_forcing
5 m! n) |( v9 o8 t! x% V4 g1 B% m8 F - return false if $game_map.disable_dash
7 L4 X a+ r0 g- ~0 n5 r& H - return false if vehicle6 |+ S! \. I# S
- return Input.press(A) @mouse_dash Q8 Q7 b" d5 _! n4 @2 c
- end. s0 |& R5 S: V4 y% Z" |- Y5 B
- #--------------------------------------------------------------------------
4 P( y- P! H' v# S' i/ G+ o) @. l - # ● 初始化: \' t8 d) a+ r P5 W! u5 C5 [* |
- #--------------------------------------------------------------------------1 g" U5 C+ A* U* K0 N3 K. Z& u
- alias sion_mouse_initialize initialize
r* O8 [. Y0 k% Z/ i - def initialize
: w8 ^. k, M8 M - sion_mouse_initialize6 y2 x6 @4 n$ s& u7 L5 F& Y
- reset_move_path5 R7 F) B& B1 D8 y! U( k/ J9 L+ Z+ f
- @moveto_x = 0
0 G$ X1 K9 J% e$ D - @moveto_y = 0
5 y2 F, d! b9 `1 Y - end
) p5 d0 }! t$ `# L- h - #--------------------------------------------------------------------------
) t( O( e) _( l' n3 J* g - # ● 更新
5 p& S7 f% g4 a! i/ }% M - #--------------------------------------------------------------------------
2 f5 `4 K- B2 z& B" O% q/ W: [ - alias sion_mouse_update update
$ G# p9 F* x' j - def update+ R. I/ \* `& c, Y
- sion_mouse_update
; ?+ C5 N# S9 J% P - clear_unreachable_sign+ g; Y3 }" C4 L9 r# q( a( C
- end
: L1 w" p3 j* |- W9 d - #--------------------------------------------------------------------------! B! {0 Q% [7 e4 ^& j$ l* q
- # ● 处理卷动
( j3 A- ^0 u0 N. J5 l( L5 Y - #--------------------------------------------------------------------------
! p0 z, }: u2 B$ _/ g - alias sion_mouse_update_scroll update_scroll
, s, [8 H9 a1 m& Z! i4 \- w - def update_scroll(last_real_x, last_real_y)
) D2 @6 t5 ^! l2 S! [5 c - return if $game_map.scrolling8 f$ u# @0 M- d- Z' U. n
- KsOfSionNew_Scroll new_update_scroll
8 B7 X, h0 x' \8 b1 w - sion_mouse_update_scroll(last_real_x, last_real_y)
4 Z- x( e0 p( j$ I4 F - end; P6 J3 B* G; n
- #-------------------------------------------------------------------------- O( n1 G% H: H
- # ● 重置移动路径相关信息% K9 V8 L! P. O m( C' n8 {- ~
- #--------------------------------------------------------------------------
. I1 c3 t$ q* N6 c3 Z - def reset_move_path
. K s- B, n7 j - @mouse_dash = false
1 B9 G, q$ n T& S6 q - @mouse_move_path = []
% Z) m; W8 g( y$ U1 ~" { - $mouse_move_sign.transparent = true( |7 u% Q$ ]0 w7 v
- end
: D$ x4 A; X: A+ e8 H - #--------------------------------------------------------------------------
6 S* _: X$ z5 ~- H4 n - # ● 新的卷动地图方法$ Y0 x/ L5 _+ R
- #--------------------------------------------------------------------------: U( m+ p* C) I
- def new_update_scroll
5 w2 B2 v3 V2 P4 a& Y% d - horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width8 {2 y0 w; ]5 v G4 N1 l, n* s, U% \6 }
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height
# L: c( N1 u, p1 C - ax = $game_map.adjust_x(@real_x)
$ }% n! F+ R2 x2 s( o - ay = $game_map.adjust_y(@real_y)- Q6 l& a/ ^- s8 _( v! G' X' q) y9 z
- $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y& c5 c; F% m2 C) f* M* \
- $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x$ ?+ J0 ~. ?% O5 v( O& O m5 y. F
- $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x8 T) {$ m. G7 p2 z, N' A4 Q2 m3 V
- $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y# j1 p; b5 v# O7 l k0 W
- end3 V2 }* O# g6 T" h) C: W: O4 u
- #--------------------------------------------------------------------------
" f% P- T8 ^0 \ - # ● 消除不能抵达图标
b6 @. H$ `2 j: @* r1 d - #--------------------------------------------------------------------------
& O& G2 _6 d: E, n3 T - def clear_unreachable_sign0 `& A7 g8 z# C* T" c# ?! \
- return if Mouse.press(0x01)
4 } p. {, G9 }1 Z) B) }/ q - if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0
5 W4 }4 `6 o( C4 R$ u) _/ ^ - $mouse_move_sign.transparent = true
. }# a) ]9 J" X/ X y - $mouse_move_sign.direction = 2
0 F7 |6 E1 t6 B0 S/ s/ N - end
( {3 f' F0 C: S5 @' Y' P - end
/ |4 B- w, o7 |5 B. S, z w9 F - #--------------------------------------------------------------------------
8 T7 S/ a I% r: w. e7 c# P - # ● 由鼠标移动$ O0 \ y( ?6 a$ x% Q
- #--------------------------------------------------------------------------% R( v( X# n: h [% I
- def move_by_mouse
0 A5 a' C$ \- \- \1 p - unless @mouse_move_path.empty # 移动路线数组不为空则执行移动
5 V J9 f/ y Q0 Q: N( J - dir = @mouse_move_path.shift
* s' F5 W, a9 D2 s" v# e0 N - if passable(x, y, dir) && !@mouse_move_path.empty: c5 n, e. n5 e3 d% f" F
- move_straight(dir)
1 E \; u& o2 [6 U: | - elsif @mouse_move_path.empty # 判断是否是最后一步' ^. R, c% S5 M# E+ K
- x2 = $game_map.round_x_with_direction(x, dir)
+ T" H2 I0 s" g# a8 r - y2 = $game_map.round_y_with_direction(y, dir)
0 H" Z& {0 H+ M5 g* y% m - move_straight(dir) unless dir.zero
( }$ F$ {8 o; h, a - 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! c3 t( L' t) L4 d+ A
- check_event_trigger_there([0,1,2])9 f" |5 w# Q; W9 Y
- get_on_off_vehicle unless $game_map.setup_starting_event
8 \ ~+ [; o, |/ t+ v* B) v - end
* W* m, Z0 q6 x! G: |# s9 @ - $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2, u9 t& Q# Q N; _2 x
- @mouse_dash = false( Z6 Z! O# v0 E: T8 K) J7 {
- elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点8 m! L1 O: G5 b: I: ^
- @mouse_move_path.shift
! B+ m, N1 b; h* W( L/ V c - @direction = dir6 M! h& |1 ^/ y
- @mouse_dash = false
4 A* u! P) a, e9 A- N1 p# F - else8 Q) b" S9 g0 k0 D3 K# A, U
- draw_move_path
9 ?# G7 l+ D: L - end
* l% D4 A9 Q$ P* I* _5 p - end9 T: G4 S1 w( l' {: z, Y4 A5 j
- end
- c- O) ?; V9 g/ I: f, {4 ^% P - #--------------------------------------------------------------------------
+ u& h0 r6 Y4 n `2 B9 S - # ● 地图界面按下鼠标左键的处理! ]* a2 o0 Y- d4 ]4 k
- #--------------------------------------------------------------------------
2 G2 l6 k6 Y% _8 C- H0 Q - def left_button_action
0 H; i2 c" O) S& ^ - return if !drawable $game_map.interpreter.running
( ~! v, B9 Y# a4 ]8 _* N9 | - get_mouse_pos3 N' F: y( R- y+ Z5 i" V9 ]
- $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图
7 L. u. }+ p, p) A - if @shift_event
! S( f/ e: m% q% T - if Mouse.trigger(0x01)
; `& T" e, U, p. |: S - @shift_event.jump(@moveto_x - @shift_event.x,
7 l) B2 ?7 h/ r2 U! z" X& y - @moveto_y - @shift_event.y)
$ V) U% H! o. m$ q. r; q1 ? - @shift_event = nil
2 s3 B; m* ?6 n9 B0 o: K8 F - end
r( Z; k0 `1 P9 G5 T) { - return* j" K, l2 k; A' F( u5 `
- end
; V; _4 B4 o' E9 j F - if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合. [& ?) B' n8 ?7 l, G7 J
- return if moving (vehicle && !vehicle.movable); q' C$ ~4 F+ s5 u1 S8 e
- check_event_trigger_here([0]) # 判断是否触发重合点事件1 U: L0 I" I2 S7 I& n
- get_on_off_vehicle if !$game_map.setup_starting_event && , R( C1 I5 g/ l! f$ b0 U9 q" T% E1 `. s
- $game_map.airship.pos(x, y) # 判断是否要上、下飞艇
# M' i& b9 N: T; ?9 G - return
# w% A% @3 J) b+ C" ]# l0 [ - end
% P# l( h: @" w4 E" s - # 判断是否用鼠标启动事件& Y( I! u8 p9 U" P
- $game_map.events_xy(@moveto_x, @moveto_y).each do event
+ N% {( v$ r) |" n* M2 w - if event.mouse_start
/ P* ?$ {% A3 q6 f8 z" H. I - reset_move_path
# c7 Q$ u) P/ R$ b - event.start if Mouse.trigger(0x01)
5 W( h% p" S! e' u+ Q* p - return
( X: A7 p# f1 d# z4 y S - end
1 }' o# P6 [. M1 R - end
# n* F* t/ Z3 Z R - @mouse_dash = true if Mouse.double_click # 双击冲刺( y+ n) i ~7 e& M; Q3 I5 k
- return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
4 E9 X& s- t l, p. j9 K6 F, F - for i in 1..4 # 判断目标点是否为角色周围四点
# r9 e% g% S. ~; n; k. U5 P - if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&
$ h7 p1 p$ g5 o% O% c+ ?- T - y == $game_map.round_y_with_direction(@moveto_y, i 2)$ u- ^3 E4 W$ ]4 l o" a
- $mouse_move_sign.transparent = true
$ L$ J. t; H0 o2 b! F - @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)
# x9 ?8 N! Y. @8 ` - return; end# A& q5 E3 o, C9 f8 t
- end' t8 C# v/ {: H/ B! c
- draw_move_path
8 e! O9 x0 ]4 k$ c" u5 n - end8 Z/ l+ \4 I0 d P0 ~+ c
- #--------------------------------------------------------------------------2 c5 W3 k! y! v) p4 c( u1 r, w
- # ● 取得鼠标处对应地图坐标点2 [; v3 I4 ^# i) _
- #--------------------------------------------------------------------------
, y4 i: l0 `* W9 J - def get_mouse_pos8 r, b1 L( a8 n, l
- $game_map.get_mouse_map_xy
2 X( G, I' T% p f: z1 L - @moveto_x = $game_map.mouse_map_x t& R5 |& m! [4 i, |% d& ~2 ^
- @moveto_y = $game_map.mouse_map_y
]1 f8 ` J% o* m F0 P8 A - #mouse_x, mouse_y = Mouse.get_mouse_pos7 s' S- j6 E# G$ A. K W
- #@moveto_x = $game_map.round_x(x + (mouse_x - 3 B4 \( `6 m( s
- # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)
5 H, c/ u7 R1 M! ?9 f5 R - #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -* { k i; U6 F# t
- # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32) A8 k N/ Z$ l( ~& C2 L
- end
* C& q9 j& d" M* V - #--------------------------------------------------------------------------) O0 d6 h( e0 c' Z: Z% Z
- # ● 绘制移动路径 @array[move_directions...]
2 r7 w& F9 }. F - #--------------------------------------------------------------------------
- R* Z9 B9 w' ]4 w6 V - def draw_move_path
$ o% S+ K4 S$ O - #temp = Time.now9 Y i# Q, q! a% K
- case @vehicle_type
k; H& `9 e [8 L7 R/ X! j - when walk) \% I) @6 \, K2 X
- draw_walk_path
9 _6 g* _/ A5 H; Z; L7 g - when boat0 E5 w8 f6 F6 y& _
- draw_boat_path
/ n, M# X. Y3 B7 `" {; K - when ship
* q% H; J2 E- M& r - draw_ship_path
0 Z p/ O& `9 C% Y - when airship& ~; h# Z# [ l' z9 y
- draw_air_path6 X. h) g8 \2 m3 A3 S2 P
- end6 P5 s S4 j, i! i
- #p (Time.now.to_f - temp.to_f) # 测试效率6 h/ R1 W2 d D* O
- end
Z& R/ ~7 X* W: c6 |, c - #--------------------------------------------------------------------------/ f% \0 J- x* `4 i+ c: e; d
- # ● 判定是否可以绘制移动路径
+ V0 h( K( U: @ - #--------------------------------------------------------------------------7 h+ }" X$ ~) j
- def drawable, z/ H5 g& c' s! T! h
- return false if @move_route_forcing @followers.gathering
1 J4 q( ^# ]1 u- C - return false if @vehicle_getting_on @vehicle_getting_off
* X! Q9 L5 j6 y U% V' |4 ~6 f - return false if $game_message.busy $game_message.visible, l" V8 K5 V% z
- return true
; h& h2 i4 A9 V, z8 r* p - end& j7 Z% P8 r" Y" g
- #--------------------------------------------------------------------------
' b: J1 D% w8 X4 } - # ● 绘制walk移动路径 @array[move_directions...]5 `5 E& Y) B( g g1 C! l- _
- #--------------------------------------------------------------------------. n& n* l+ H: ^: v$ O
- def draw_walk_path
/ E5 M* `- H: d: q( a6 z - # 准备绘制路径表格1 Q8 ~1 z" N0 d, ^
- sheet = Table.new($game_map.width, $game_map.height)8 f! }, ?$ F4 C. c( t: f" ~, i, p
- reversed_chase_path = []; chase_path = []
9 p) V: n, u r2 {1 o: r. p! K - reversed_chase_point = []; chase_point = []: s0 u+ h: v8 f, v" q4 {; X
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
4 W$ M# a% N+ Q; a8 f/ t - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
) A) Z% K* L& M# O B& m - reach_point = false7 j5 p R3 `7 X" U3 l: l( ~" t
- step = 3
: r9 A2 k- |" b7 a. B - loop do #loop1 开始填充表格
# H. B E" z0 [% y) n( B9 h! J - draw_path = false+ w3 ?0 d- C- J; ~5 s* ^' h
- check_points = new_start_points$ `$ k* e9 P! U I. v3 M, E/ U
- new_start_points = []; Q) s# n4 d" g& j8 b& x# {
- loop do #loop2 从起点开始正向填充8 G2 S) g- W1 T N4 y* d
- point_x = check_points.shift
1 Z9 S4 @! \0 u* X# r4 D% o - break if point_x == nil; o+ F2 v$ Q! g9 ]
- point_y = check_points.shift7 H; G/ _' @2 D9 ~
- left_x = $game_map.round_x(point_x - 1)" ]2 Z# O6 }0 Q* e4 ?
- right_x = $game_map.round_x(point_x + 1); j0 g, e$ ?- Q0 L" D9 D
- up_y = $game_map.round_y(point_y - 1)
3 z( s W0 w) l8 q - down_y = $game_map.round_y(point_y + 1) j# G- e9 g) r! m6 @9 s: h, k
- # 判断路径是否连通, e2 q8 ^. l/ s7 m$ p- `' G# b( I
- path_step = step - 19 U( v4 U* ~4 v8 }
- if sheet[left_x, point_y] == path_step &&4 g8 P: j+ P, s+ {4 y0 R
- $game_map.passable(left_x, point_y, 6) &&* U- [' Y9 [1 W! q: }3 [ b( y
- $game_map.passable(point_x, point_y, 4). j5 y% D1 [$ G. e) r
- chase_path.push(4)
# s9 C% W+ Q1 v1 T% b+ `, |, t - chase_point = [left_x, point_y]
: q, P }7 V' p4 C/ I - reversed_chase_point = [point_x, point_y]# H% Y q1 @- ?, k
- reach_point = true; break0 M1 ?) C8 I- t, ]0 d0 b% ?$ D; ?
- elsif sheet[right_x, point_y] == path_step &&
: }: u5 M3 V- u9 I. t/ { - $game_map.passable(right_x, point_y, 4) &&' D9 S7 f$ d5 z. y
- $game_map.passable(point_x, point_y, 6)% ]/ Y& _2 p9 b+ ~. D0 [
- chase_path.push(6)
: J1 N- S# C( x6 R+ \+ R - chase_point = [right_x, point_y]6 v' a9 I2 K8 N4 g( t) t! {: m
- reversed_chase_point = [point_x, point_y]0 M" q* L3 j) ^. ~
- reach_point = true; break! R2 ]# A3 [6 V8 J3 t' `# c
- elsif sheet[point_x, up_y] == path_step &&- d6 y( u9 g4 ^6 ?
- $game_map.passable(point_x, up_y, 2) &&/ n' T1 U) l, t. A9 s
- $game_map.passable(point_x, point_y, 8)" Y W4 D/ \0 o; M! d
- chase_path.push(8)
& D- f' h; m' }( j* ~& L' G - chase_point = [point_x, up_y]+ E8 Y5 N3 h/ ]& a9 q
- reversed_chase_point = [point_x, point_y]9 _) m) D8 C v ~2 O) w
- reach_point = true; break
) y3 k' i7 Q u, A4 r# @7 A - elsif sheet[point_x, down_y] == path_step &&4 k9 ^6 a2 T8 f2 S" S% q
- $game_map.passable(point_x, down_y, 8) &&
0 L; C6 b+ O$ H* s; e2 ?1 e$ }# z - $game_map.passable(point_x, point_y, 2)% }2 ~: n2 N H+ {/ @
- chase_path.push(2); K! J$ @. ~% ?& O& p0 R. M
- chase_point = [point_x, down_y]+ C4 p/ q5 x2 D' L, K
- reversed_chase_point = [point_x, point_y]
3 Q1 l0 j6 E# l8 g) F" t0 ? - reach_point = true; break: k E) f7 V v& q! | T
- end
7 _5 [7 H0 l" A: B H% \ y - # 以需要抵达该点的步数填充路径表格 #
c6 H9 ?0 U! P& v - if sheet[left_x, point_y] == 0 &&" b: H( e' h( C/ q
- $game_map.passable(left_x, point_y, 6) &&* Q) g3 I" o5 s1 D; K# ?' A
- !collide_with_events(left_x, point_y) &&, n9 `$ v& E' P2 x
- $game_map.passable(point_x, point_y, 4) &&9 `! m2 p; R7 f; W( l! Q( b0 D
- !collide_with_vehicles(left_x, point_y) #judge_end% z$ |. ^9 a- z4 h; y
- sheet[left_x, point_y] = step
8 ]; |2 Y5 n l1 a; {; ~ K - draw_path = true
. F e- W$ P% {# U# a0 ~" M O - new_start_points.push(left_x, point_y)
0 i& d8 U8 }6 R - end
/ m/ Q8 w( C5 h5 Z7 g& t - if sheet[right_x, point_y] == 0 &&6 T- x; D9 K9 ?" b. g7 u7 S( H
- $game_map.passable(right_x, point_y, 4) &&
$ ?" z0 y- ~ A0 s: C - !collide_with_events(right_x, point_y) &&: Q2 t: o( b. G0 E: r+ i' j
- $game_map.passable(point_x, point_y, 6) &&1 }3 y0 h+ w0 C4 M/ {) j
- !collide_with_vehicles(right_x, point_y)#judge_end6 _ o" z/ e5 `8 z1 m
- sheet[right_x, point_y] = step9 Z# I; h2 t3 ~. I- l( m
- draw_path = true
' ?5 z# v% b: K) Y3 N2 A - new_start_points.push(right_x, point_y)
+ V# f6 S, L _6 o) {& S - end) }7 x/ b8 i1 S4 P1 r
- if sheet[point_x, up_y] == 0 &&1 d% y7 j) ^3 l* {# K4 u% s
- $game_map.passable(point_x, up_y, 2) &&
4 W8 K2 X( L7 ~# K - !collide_with_events(point_x, up_y) &&; S/ r/ \7 m$ T5 N' a
- $game_map.passable(point_x, point_y, 8) &&
6 E( F1 p! k3 k7 l9 j - !collide_with_vehicles(point_x, up_y) #judge_end6 e6 S( l5 R, |: N8 o
- sheet[point_x, up_y] = step4 h4 z& m. f, z" m; }* @: f% w6 I: l
- draw_path = true
0 Y3 o- t, j, Q# I - new_start_points.push(point_x, up_y)
+ v0 V" g9 v( a: w5 F - end8 g" J/ Y' r$ b* c
- if sheet[point_x, down_y] == 0 &&
* A+ W! I4 K* R, t7 z0 e - $game_map.passable(point_x, down_y, 8) &&
5 R$ L N2 s9 i+ e* k: B - !collide_with_events(point_x, down_y) &&. c6 C2 z, L* b7 x
- $game_map.passable(point_x, point_y, 2) &&
; [) L/ m# `9 M/ F; X& c - !collide_with_vehicles(point_x, down_y) #judge_end
9 N7 \0 k) a+ N: K4 W- p - sheet[point_x, down_y] = step
, y+ P. j1 h9 k% u* K3 x2 a3 y4 n - draw_path = true" N& o' x" h; z) l8 {1 j
- new_start_points.push(point_x, down_y)
0 Q0 u( L+ y+ M0 q1 m - end
3 d% d& O0 x( F - end#endOfLoop2
/ K! f3 D5 x( A2 w" I* D8 p/ U @ - break if !draw_path reach_point
+ N6 c; L/ h6 r - draw_path = false
; @- o/ M9 g8 x; U9 U4 [ - check_points = new_end_points
/ u/ H; {9 @: c - new_end_points = []
6 l ~( b0 \9 J$ ~. L - step += 1& o |& Y) a% ?4 P" A/ v4 `
- break if step KsOfSionBreak_Steps &&
' |% H) c- V* e; J4 @# K) _& p: e - !Input.press(KsOfSionFind_Path_Key)
' m9 J6 S F/ E) f0 C - loop do #loop3 从终点开始反向填充8 T1 I# w+ b* S; L) n; n$ k
- point_x = check_points.shift
+ U5 ^2 f0 b8 u2 Z# a( Q - break if point_x == nil
; U0 I9 w$ I7 W, W( d+ ]1 J7 @! D - point_y = check_points.shift
0 t7 r# k/ k1 B8 l+ i. R; J- \. ` - left_x = $game_map.round_x(point_x - 1)
( Z* b; Z; S$ o - right_x = $game_map.round_x(point_x + 1)
F+ O; v8 U% t# S2 l - up_y = $game_map.round_y(point_y - 1)
: S% s6 R! _ U: K3 A {' ^0 E - down_y = $game_map.round_y(point_y + 1)% ]* a5 t U) c2 C' }, g
- # 判断路径是否连通5 ~$ _/ q- V1 O, A2 ?/ l5 I
- path_step = step - 1
3 E1 z$ A- G) w' l: I. Z - if sheet[left_x, point_y] == path_step &&! H4 d+ J" k, J; h: h5 _* u
- $game_map.passable(left_x, point_y, 6) && s& ~$ b- T6 o5 a" Z: d
- $game_map.passable(point_x, point_y, 4). F4 H/ L7 e- Z* s$ h4 d. [
- chase_path.push(6)1 e% c; X4 H1 @5 M8 W9 y
- chase_point = [point_x, point_y]6 m. p) ~9 ?" P) u* f( @" B& E$ s
- reversed_chase_point = [left_x, point_y]
4 B/ O; ^" |4 C+ a( _( g - reach_point = true; break1 T, W. ^1 L( q# u
- elsif sheet[right_x, point_y] == path_step &&
# y/ L" D& |: ]7 D$ \8 ^) } - $game_map.passable(right_x, point_y, 4) &&
" t9 U4 Z5 U1 h% i - $game_map.passable(point_x, point_y, 6)
# e8 }! p; `1 l1 g2 W - chase_path.push(4)
/ `4 z, v4 v1 o }* j+ F - chase_point = [point_x, point_y]( s8 F& C" g4 f/ Z' D- ?! y+ Y. X
- reversed_chase_point = [right_x, point_y]5 m6 _# J% Z. E0 q" K4 i r& D
- reach_point = true; break$ y- Z# _) h$ {% o# L
- elsif sheet[point_x, up_y] == path_step &&2 ^0 K9 l- k7 m& G
- $game_map.passable(point_x, up_y, 2) &&' r! h/ w+ b3 E. X9 ]
- $game_map.passable(point_x, point_y, 8)$ X1 {4 M. ?) |( E
- chase_path.push(2)
- v, Q% G# }* _/ U/ Y8 N - chase_point = [point_x, point_y]; G' O4 T2 l3 o
- reversed_chase_point = [point_x, up_y]- @2 b; Z: |) @( S
- reach_point = true; break
; U+ d8 K# a# V/ o - elsif sheet[point_x, down_y] == path_step && q/ V1 k+ _3 y! S. K3 }: C
- $game_map.passable(point_x, down_y, 8) &&% m# ]1 I3 t! B! t9 E# m
- $game_map.passable(point_x, point_y, 2)
+ x9 A) d5 d9 Z. d; d4 r- T0 E% ~' | - chase_path.push(8)
) ] o6 ^5 [0 g5 y0 o - chase_point = [point_x, point_y]
3 b# m! u0 z, a7 C - reversed_chase_point = [point_x, down_y]
% s) D4 r4 U3 b - reach_point = true; break0 q* O' q& h, W4 _
- end
) a( r7 \0 ~: [ - # 以需要抵达该点的步数填充路径表格 #
; R# h; d) [, P! M6 E. [4 b0 B- f - if sheet[left_x, point_y] == 0 &&
" g7 b/ {$ S3 t" V - $game_map.passable(left_x, point_y, 6) &&
, w3 J* P( F3 m - !collide_with_events(left_x, point_y) &&
9 G( L: p) D! S! E/ l$ \3 V - $game_map.passable(point_x, point_y, 4) &&( u: S8 q( E4 I/ }
- !collide_with_vehicles(left_x, point_y) #judge_end
6 l- L7 Q5 U# A7 W- |8 h - sheet[left_x, point_y] = step. O1 C: [! P* J+ C" k
- draw_path = true
8 ?5 [1 ?, E( F. n2 x) L7 D5 q - new_end_points.push(left_x, point_y)& U! G( E* n( y m3 L
- end; [$ D) s& [& n# F& @2 M3 S# d
- if sheet[right_x, point_y] == 0 &&5 L6 ^: @! D G# q
- $game_map.passable(right_x, point_y, 4) &&
" A6 v0 ?; v5 y1 k* m - !collide_with_events(right_x, point_y) &&; f- w8 d! s; f: N# R
- $game_map.passable(point_x, point_y, 6) &&' g& l9 z7 m6 s8 ]) Q8 G
- !collide_with_vehicles(right_x, point_y)#judge_end
5 i/ U" W k) J+ a' @, c2 i5 n - sheet[right_x, point_y] = step
7 t# d6 H' V$ \" @ H+ G [( x - draw_path = true0 }1 h% y: l) w; @
- new_end_points.push(right_x, point_y)* Q( U# D6 g g! g# g
- end1 O2 X+ o O6 c0 i. V" }6 q5 k
- if sheet[point_x, up_y] == 0 &&
5 [% Z/ H8 V: b6 N - $game_map.passable(point_x, up_y, 2) &&
. w7 b# N1 @4 W& D3 x - !collide_with_events(point_x, up_y) &&
4 W- l+ H, h# q$ t" _% ` - $game_map.passable(point_x, point_y, 8) &&1 H; g* z6 f, B! w S
- !collide_with_vehicles(point_x, up_y) #judge_end9 u4 L8 ]; x7 a& J3 j
- sheet[point_x, up_y] = step
8 H/ \- ^& x" K+ U4 N/ V - draw_path = true+ e5 |# y9 ?$ L; r
- new_end_points.push(point_x, up_y). o4 A0 E: R7 \- A6 S; l# W4 a& K
- end* ^9 k, q" y& Z( R4 F. j
- if sheet[point_x, down_y] == 0 &&
9 n: f1 r) H T, T - $game_map.passable(point_x, down_y, 8) &&# t: }% `" B4 V9 t: ~6 s
- !collide_with_events(point_x, down_y) &&" Q0 r: {: j& I9 A# Z$ q8 ^4 x
- $game_map.passable(point_x, point_y, 2) &&
& }. p4 r; k* r( h. I0 }5 F - !collide_with_vehicles(point_x, down_y) #judge_end
A0 e+ T& B% F - sheet[point_x, down_y] = step7 K5 D. d1 S& _: _4 F
- draw_path = true' z* X; i3 n8 Q M
- new_end_points.push(point_x, down_y)# G! x1 Z! R/ v: V- L
- end
& }& n* |& f7 F8 _% E/ I - end#endOfLoop3
8 K4 C- x7 t6 `) Z8 T+ x/ f - break if !draw_path reach_point
; @1 y# K4 x9 |6 u9 g - step += 1
& {; a; j1 o1 h0 [4 P3 R - end #endOfLoop1 路径表格填充完毕9 |0 \1 y9 z0 X, z7 }/ E0 m
- $mouse_move_sign.transparent = false
) Y. n$ I) T$ \6 a9 @, t5 } - # 判断指定地点能否抵达
- q$ k) I9 ]7 H1 f2 c - if reach_point
* @$ N* ^' b- j6 U7 l - $mouse_move_sign.direction = 2
1 r" u r& y+ o8 M. Y - else* P2 D7 |' T. `
- not_reach_point% V$ o0 B. {5 ~! h- _
- return8 d9 f1 Z% Z p+ ~; \
- end
, d8 Z$ P/ S: v/ ^* ~5 _1 L! q - # 根据路径表格绘制最短移动路径(反向)
# S! F; A* A4 c - steps = step 2 2 + 1
2 I% N/ n$ @3 ^: f' C - loop_times = step 2
2 O' O8 U9 ?+ B$ ^/ m2 q - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
% i6 F& N3 s4 M7 k3 ^' R2 n1 w - for i in 1..loop_times # forLoop
) M9 F" |$ T" H0 i - steps -= 2* O3 o6 F! J- Q! u, l
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……; b. ~0 h* u4 z) i6 ]) x" \4 _
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
9 e( t2 B5 m! E1 m( {- k - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&4 X) N- e$ k7 q% O
- $game_map.passable(point_x, point_y, 4) #judge_end+ v. [# \% T' H: o) w# z
- reversed_chase_path.push(6)
) e. C" C' V/ n - point_x = $game_map.round_x(point_x - 1)
8 t% l, s" ?, u* j: l' D - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
! E9 u* m0 g$ Z) s - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&4 f6 _& W2 ?2 | ^4 T' {
- $game_map.passable(point_x, point_y, 6) #judge_end' L# z# C0 `& w, `- L( p
- reversed_chase_path.push(4), B' D0 i$ V4 n- Q4 `# Z8 |
- point_x = $game_map.round_x(point_x + 1)
3 e6 Y& h! Y- F' b# e - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
) A" ~! @# c4 w: ]8 b - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&/ {4 |- L- S- q& H# a
- $game_map.passable(point_x, point_y, 2) #judge_end* i# z0 |* _: j6 `7 q5 d1 {% n
- reversed_chase_path.push(8), ~5 H8 s; ]. ]7 f* K* h
- point_y = $game_map.round_y(point_y + 1)
- n7 U1 ^: ?5 J _3 {- {7 W - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&! d1 U8 F1 z5 z% z
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&# W1 j/ q. B- @2 n' U: C. L6 a
- $game_map.passable(point_x, point_y, 8) #judge_end$ G4 Z. a4 n' ]8 |/ D
- reversed_chase_path.push(2)
% [0 V* _( H1 ?* p( r0 F - point_y = $game_map.round_y(point_y - 1)
2 c: \; y3 c: {. \ - end$ N5 |( x8 s) C5 X3 m$ I, U
- else" R$ j2 e( i( v# _) x' |" D; ?
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&$ I! w% Z. h% U! c2 e
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
0 ] j" b$ C1 f; |3 S - $game_map.passable(point_x, point_y, 2) #judge_end
, K+ f; m& G% y- t( m$ N - reversed_chase_path.push(8)" p$ b M6 q' K
- point_y = $game_map.round_y(point_y + 1)9 A: e: J: k; n7 K: R1 [' S2 M
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
1 l9 J4 _6 o8 Z& { - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
' u# Z0 N& i7 L6 B0 s: T - $game_map.passable(point_x, point_y, 8) #judge_end
* O" D0 N* \& O( } - reversed_chase_path.push(2)
% `2 [1 j, k/ b+ ]! _7 j* T - point_y = $game_map.round_y(point_y - 1)
5 _ H R& P3 K3 [ - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&7 a& Q/ f/ D/ z& O: b" z- ^
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&+ L5 ^7 Q0 _; }9 q
- $game_map.passable(point_x, point_y, 4) #judge_end
9 S! l: E) [! ?. u; | - reversed_chase_path.push(6)
, S/ O0 T. H ^4 w2 n - point_x = $game_map.round_x(point_x - 1)
! h/ Y' p, ]! [8 u/ { - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&" h0 ? H2 S1 E
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
" o5 G* z0 U0 ^) l2 O - $game_map.passable(point_x, point_y, 6) #judge_end
: _7 z7 m9 Z! r7 X - reversed_chase_path.push(4)
1 S0 O6 m9 y8 d, e8 g - point_x = $game_map.round_x(point_x + 1)
$ ]& f. x0 I1 }9 T+ c" v0 Y( E - end
& J6 I: X8 e8 b# P- s - end
# d1 Y! n) I, {2 ^! z5 Q; _ - end #endOfForLoop
" m4 r) [/ [9 d7 t+ V - # 根据路径表格绘制最短移动路径(正向)* r' t+ |. e1 \" G) y3 D2 R
- steps = step 2 2( `( F- \0 ~. i% X- R
- loop_times = step 2
1 u5 U0 L- \. I5 Q. a - point_x, point_y = chase_point[0], chase_point[1]% l1 K" N, d; c* z2 x' x9 H
- for i in 2..loop_times # forLoop/ f- }# v- l( r9 R$ Y9 Y
- steps -= 2 f: n/ _7 k8 z* R4 S+ {
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
- T& v; y2 j0 J" K - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
1 u C e. f2 v' F2 k% K# q0 ^ - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&; v3 ]7 _8 @4 [7 V; Y
- $game_map.passable(point_x, point_y, 2) #judge_end
a9 g6 `" m x* X# j5 _. O - chase_path.push(2)$ ]9 @2 O3 G7 s" x; z0 t' N# v, v
- point_y = $game_map.round_y(point_y + 1)1 Q1 [2 K9 H% i" Q# O [2 W! q4 B2 ~
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
% \2 }# ^% G* V - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
4 K2 f: n# q0 c) T+ i - $game_map.passable(point_x, point_y, 8) #judge_end
( I* o0 M* _( R - chase_path.push(8)% y0 j9 {) e0 p# ]( h" C$ R
- point_y = $game_map.round_y(point_y - 1)
1 m# ?: q$ g5 Q! Q. s/ n) b - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
& F5 V2 j3 x, p. o. X4 Q - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&8 O b/ j1 c- |% q. G* f. s7 ?- D
- $game_map.passable(point_x, point_y, 4) #judge_end* t. l3 t1 v7 r7 v3 S% Q+ H) R
- chase_path.push(4)) W/ Q/ M& K4 O4 n( s6 C
- point_x = $game_map.round_x(point_x - 1), Y" K5 X! R+ I5 R* k k+ h8 _
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&5 ?2 h! r, Q9 T7 c% F
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
1 {" E3 W9 b- ~ - $game_map.passable(point_x, point_y, 6) #judge_end' {& @' q9 t) V7 A; l. A: D
- chase_path.push(6)
# J- t3 R+ E& C$ X4 g k: ` - point_x = $game_map.round_x(point_x + 1)" L* E- k B! n# K4 Q/ o" _* Q
- end& Q: `+ _, Q) Q7 ]5 R& h. ~% R
- else9 u1 r) Q- X" D& e7 j
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&0 o y/ n8 z K, r
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&5 K m6 ?! S) |7 j* u
- $game_map.passable(point_x, point_y, 4) #judge_end: E+ g' g A. b b1 a/ Q
- chase_path.push(4): a& a8 J4 i, U! I, t
- point_x = $game_map.round_x(point_x - 1)7 G( V6 e4 U8 P% y% m
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
5 C6 {8 b5 [: ]6 j0 l - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
) [0 }4 D" @! r$ b6 E e - $game_map.passable(point_x, point_y, 6) #judge_end
7 W' \( W4 S6 R P" v - chase_path.push(6)5 p# h1 _* x2 d$ w& R1 Z& |
- point_x = $game_map.round_x(point_x + 1)
- A* Z' N" `! z% l$ M, R- x" X - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
& {7 z! s) \6 M) K9 \ - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&- B" B# B2 S8 B5 g7 @4 P6 X9 z
- $game_map.passable(point_x, point_y, 2) #judge_end
7 w, V- M# B& ~# Y/ K2 J& f - chase_path.push(2)
+ z- B9 Z/ e/ p+ } - point_y = $game_map.round_y(point_y + 1)5 P+ a( H# ?+ t3 U# a
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&7 g8 G8 a V4 P& G% u" {
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
i* ?+ a1 ~4 _8 h* {) J. I - $game_map.passable(point_x, point_y, 8) #judge_end
; C8 c# O( o7 L' C5 @0 K4 d - chase_path.push(8)0 ~2 o1 V, _- ^: B1 @% {' F
- point_y = $game_map.round_y(point_y - 1)8 Z" m9 }0 C' H
- end* [: N7 ^( k1 P3 D0 \2 g* @
- end" F; A5 H1 m% V1 }% g6 Y V( q8 z
- end #endOfForLoop+ U! ^' ]$ ? i& Z% G' j
- @mouse_move_path = reversed_chase_path.reverse + chase_path
; G+ ~0 P6 R7 E- B1 `7 E! A - end#walk5 u4 L* E& {: _! ^- D
- #-------------------------------------------------------------------------- t& u V+ p8 G8 s" U
- # ● 绘制boat的移动路径 @array[move_directions...]$ h9 J' }% m6 Z2 Z9 w
- #--------------------------------------------------------------------------
0 k, V1 q. Y: J - def draw_boat_path
9 e$ |) A' ^1 j9 O4 Y4 Q( P$ a" u& m - # 准备绘制路径表格
' {9 I- S5 }! Q8 J }. H) G - sheet = Table.new($game_map.width, $game_map.height)
& w) |& |( y Y: R* ]9 x - reversed_chase_path = []; chase_path = []' @& R% W6 {! }5 A/ t
- reversed_chase_point = []; chase_point = []
+ k) ?# L0 v9 x! H% i. M: x1 |4 p7 I - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y], U! A( \$ l$ [
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2) ?& A! a% Y- N3 U `- v+ M6 L2 l
- reach_point = false, S/ \7 v/ r/ T/ V8 [
- step = 31 E; f2 m- H; b& n0 e7 V# s v
- loop do #loop1 开始填充表格- k0 K+ L) s1 l; j, E# |
- draw_path = false* F3 r7 w5 d% X1 @' J( Y
- check_points = new_start_points
( Z- K+ s# O o( N - new_start_points = []
! V n/ F7 f) N - loop do #loop2 从起点开始正向填充7 w& ?; N& [/ ?( |0 a) a
- point_x = check_points.shift7 w1 X: k }$ \
- break if point_x == nil
* V" j: F& ]9 M0 h+ B' a5 V - point_y = check_points.shift
! ^2 S1 X+ B) U2 i - left_x = $game_map.round_x(point_x - 1)
- l. O/ g5 Z1 ^ - right_x = $game_map.round_x(point_x + 1)
3 s% D# S' ~% n( `4 H4 p, Y0 X - up_y = $game_map.round_y(point_y - 1)6 a) A* C' g* q* A
- down_y = $game_map.round_y(point_y + 1); l; y! n: s8 F- \# y& ^' J H6 _0 y
- # 判断路径是否连通
% L( J) i' R0 C7 I7 f0 b; d" ] - path_step = step - 17 D$ H# |* `% e! L6 ?3 @% D
- if sheet[left_x, point_y] == path_step; n* M) f, ~7 I, t% c' n+ a& I
- chase_path.push(4)9 k2 {/ L; F1 M! S) H0 D; ]
- chase_point = [left_x, point_y]/ @. m7 ?; v1 o& F
- reversed_chase_point = [point_x, point_y]5 E; N4 V: }8 e6 H0 h. u
- reach_point = true; break) ?5 q {' b* ~2 l3 a6 o) e, [
- elsif sheet[right_x, point_y] == path_step! ]: x2 a, i, M: {; t1 i6 e# C
- chase_path.push(6)
M# l0 H/ h2 v9 G, ?* S2 n - chase_point = [right_x, point_y]
3 B3 L' U; [# M+ b2 I2 W - reversed_chase_point = [point_x, point_y]
; u9 t: b ^& l4 S( s5 v' V- U; _ - reach_point = true; break. U) ~2 F8 b/ s
- elsif sheet[point_x, up_y] == path_step$ _& ]' {; ]9 A& n9 F1 I
- chase_path.push(8)9 {$ m4 z! @9 C; S' b
- chase_point = [point_x, up_y]
& D9 R' x9 W1 E* l- l: j8 { - reversed_chase_point = [point_x, point_y]1 p$ m4 [& w6 \) ~2 O2 k9 I
- reach_point = true; break
! J _; s3 G; F! i& n - elsif sheet[point_x, down_y] == path_step
1 W. f/ w4 l, ^3 D8 }2 g8 z - chase_path.push(2)' i4 ?/ V7 {8 I! ]
- chase_point = [point_x, down_y]
3 a ^1 O9 w% g5 p, p# [* _ - reversed_chase_point = [point_x, point_y]8 r5 S- p0 T0 G$ |
- reach_point = true; break
9 ]" R/ c r! S' P5 M - end
& K) Z. _# I1 J# R6 Q3 f6 L - # 以需要抵达该点的步数填充路径表格 #- k% B* \0 f) I8 E$ q
- if sheet[left_x, point_y] == 0 &&
' f' g/ D, {) K/ O# C - $game_map.boat_passable(left_x, point_y) &&
# I6 ^( J6 r( K6 ^$ P - !collide_with_events(left_x, point_y) &&# b# h5 E/ k# i2 r1 O- i3 v- z
- !collide_with_vehicles(left_x, point_y) #judge_end4 c2 c# n8 f C5 L8 C# B
- sheet[left_x, point_y] = step1 g Q; h9 @! u/ t& A; q
- draw_path = true% R) b# n. Y6 _2 f# r" @( k. s: f0 D: @
- new_start_points.push(left_x, point_y)' M U0 ^# x4 h5 v G3 g
- end1 m: y$ }9 Z8 x2 g5 g2 W# S( W0 _9 y
- if sheet[right_x, point_y] == 0 &&) O9 _( w9 ?9 e8 Y) X) O( d% r+ v- E; ?
- $game_map.boat_passable(right_x, point_y) &&" W/ _7 `& p; X
- !collide_with_events(right_x, point_y) &&# r( @% E! V4 ^- V
- !collide_with_vehicles(right_x, point_y) #judge_end2 V( L+ S. j* l! \% a) J
- sheet[right_x, point_y] = step8 z* l$ B* l) I' g
- draw_path = true6 F6 }# r9 x& p7 K/ o, O/ _) r& M
- new_start_points.push(right_x, point_y)
: t& \6 k6 K) M, S8 n - end
6 c+ {; Y8 L8 y/ R' l% L - if sheet[point_x, up_y] == 0 &&
8 A2 i0 ^: s( k* \0 B3 J. m% T - $game_map.boat_passable(point_x, up_y) &&8 x8 i+ o! h# m3 X% }# q; I6 ]
- !collide_with_events(point_x, up_y) &&
1 E! z6 S' Y& F9 e1 ^! t$ P+ d - !collide_with_vehicles(point_x, up_y) #judge_end
0 [2 W: f# `" J- l8 P# R - sheet[point_x, up_y] = step5 z$ P; i+ d+ }; x7 T
- draw_path = true( ~9 N2 e' {; T6 B& R
- new_start_points.push(point_x, up_y) D! a; F6 _4 X) C
- end
1 \ u' ?2 Q- [8 m' S6 P - if sheet[point_x, down_y] == 0 &&
( t) X p$ x5 K( @# I" j, i - $game_map.boat_passable(point_x, down_y) &&6 o. j* I: S9 |6 D7 R
- !collide_with_events(point_x, down_y) &&
8 M* a* r# [8 }5 F% M$ c - !collide_with_vehicles(point_x, down_y) #judge_end L7 D$ } i& Q
- sheet[point_x, down_y] = step
; V$ ~, i, ^$ b, d6 T, L. x$ M - draw_path = true
; \; d9 V6 t* l$ U2 @$ }" f - new_start_points.push(point_x, down_y)0 |" u9 ^, @' }6 p
- end! \8 j8 u; H! O
- end#endOfLoop29 L% O2 v9 e2 @. r) M1 e
- break if !draw_path reach_point
6 a* Q( @( A5 m) Z N# j* P: W - draw_path = false& U; r7 M- D, g/ ~$ A# W8 ]1 J
- check_points = new_end_points* d# w7 F) U4 N% s' B9 z$ k
- new_end_points = []/ g8 C/ }7 x# `8 E0 q4 h9 X( x: O
- step += 1
2 a( s' h1 s5 ^! D1 C6 { - break if step KsOfSionBreak_Steps &&
9 {. E# B* [( ] - !Input.press(KsOfSionFind_Path_Key)
V s8 `& ^) k6 J3 n4 H2 e - loop do #loop3 从终点开始反向填充# }) X+ N: u0 B/ H+ w% D
- point_x = check_points.shift i1 o( B& j$ V1 u4 Y
- break if point_x == nil
' D" o! G+ V3 h" m - point_y = check_points.shift4 \7 R! F6 F9 ~1 a# w2 Y
- left_x = $game_map.round_x(point_x - 1)
+ z( Q. u$ }' @4 Q' k' H - right_x = $game_map.round_x(point_x + 1)
6 W, M7 s. R- W! `4 _$ p: A - up_y = $game_map.round_y(point_y - 1)
6 N' z" }6 i; e' _2 \ - down_y = $game_map.round_y(point_y + 1)$ u$ s% D0 k$ U
- # 判断路径是否连通
/ K1 j& ]$ \# x: e. n$ i5 |2 J4 F& d - path_step = step - 17 G6 P0 G7 l+ p2 N
- if sheet[left_x, point_y] == path_step
3 G, H/ b0 C8 }5 X4 S8 B - chase_path.push(6)
! G' _0 s; J1 m; l& o - chase_point = [point_x, point_y]
/ G% P3 E3 S& V p - reversed_chase_point = [left_x, point_y]& C( u' {; t6 q: q
- reach_point = true; break
3 ] o- ~! Q: d) A. t" f$ L% d# E9 @$ N - elsif sheet[right_x, point_y] == path_step
1 Q) i& v( v0 m6 R$ M0 z - chase_path.push(4)5 I0 K" f+ n8 x1 u- n
- chase_point = [point_x, point_y]
6 ^" {' ^" y9 w - reversed_chase_point = [right_x, point_y]2 [ s7 I: r. x$ [7 l
- reach_point = true; break7 Y0 l" J# | b0 K7 Z
- elsif sheet[point_x, up_y] == path_step
+ H) W9 n; B6 I1 n( V; ] - chase_path.push(2). G, |5 i7 W; H' E9 R
- chase_point = [point_x, point_y]& Z2 ]" x- y1 F$ S1 E. Q9 q
- reversed_chase_point = [point_x, up_y]* T4 U& K% m N, Y- W
- reach_point = true; break
6 v" K* q% W1 e - elsif sheet[point_x, down_y] == path_step0 R; M+ ?- B% D1 K' v
- chase_path.push(8)+ s/ ^, l' N% r& i1 J
- chase_point = [point_x, point_y]
& N" [ g/ \3 X, }0 A - reversed_chase_point = [point_x, down_y]5 ]6 `; b' ?- {7 B. ^8 A+ `
- reach_point = true; break p4 ~2 c& V+ j; q `
- end
9 d; [% k1 m- N1 E" ]+ T - # 以需要抵达该点的步数填充路径表格 #
2 P' A, Z; S" H F6 W' N( k - if sheet[left_x, point_y] == 0 &&
$ Z) Z; m1 A+ {+ V# m; e; l3 g' B - $game_map.boat_passable(left_x, point_y) &&7 s H" f0 R6 G+ s6 V. u
- !collide_with_events(left_x, point_y) &&
3 ]/ ^' p) r6 J* Y' |- t* i9 W" Y7 | - !collide_with_vehicles(left_x, point_y) #judge_end
6 N, X5 `" X7 @1 T) o) M2 \ - sheet[left_x, point_y] = step. a* ]% C1 B( q/ m1 N- F) ]
- draw_path = true' E! _; H, H$ T7 u
- new_end_points.push(left_x, point_y)
% M) w/ U& Y0 F( j# W - end, @8 f# l7 Q& F$ K Y" O4 t
- if sheet[right_x, point_y] == 0 &&" G: i! W) u% L5 U
- $game_map.boat_passable(right_x, point_y) &&
4 t9 m6 Q/ k, Y2 D. {8 h0 k$ N* t - !collide_with_events(right_x, point_y) &&
( p2 C; q1 v* n0 d3 M# D" H - !collide_with_vehicles(right_x, point_y) #judge_end
* c, c) a: L) }( X5 z - sheet[right_x, point_y] = step; Y. o% F5 l; i* C" ]
- draw_path = true
. a7 Z, \) z8 t( `- k - new_end_points.push(right_x, point_y)5 @/ B0 V! L& \' H) f6 L
- end! A) {( t1 k" j6 p/ {
- if sheet[point_x, up_y] == 0 &&) f T& T0 v: ~' V( P) `! x
- $game_map.boat_passable(point_x, up_y) &&! X9 _% Y- j7 L0 H
- !collide_with_events(point_x, up_y) &&: [9 n) t; s# Q, [5 ~
- !collide_with_vehicles(point_x, up_y) #judge_end
4 a2 a! V& A) W* v/ Z - sheet[point_x, up_y] = step
8 {4 G* K7 @% f, f9 E q( Q - draw_path = true
* b$ O8 {% f0 }0 z - new_end_points.push(point_x, up_y)% o$ p/ r7 B! l5 I4 X2 \6 ]5 X
- end
4 r6 K9 M0 h! X M N; s - if sheet[point_x, down_y] == 0 &&; Y6 i# T) S9 X O. p( {
- $game_map.boat_passable(point_x, down_y) &&
0 N5 C. d* _* a* K) S - !collide_with_events(point_x, down_y) &&
+ m6 s& T( i, L: V+ v& @0 O6 v2 L - !collide_with_vehicles(point_x, down_y) #judge_end3 K; s6 K" i5 ^1 t
- sheet[point_x, down_y] = step
( L$ f/ }% s- m0 B8 H, c8 K4 A0 t. ? - draw_path = true+ C8 `' ]/ H* G6 l9 f2 z/ I
- new_end_points.push(point_x, down_y)
+ p! ]! B5 J! {) k+ P6 T - end$ r; k! I6 z. p2 g' _- q @! ]
- end#endOfLoop3
6 N/ p \$ X( \8 F1 f - break if !draw_path reach_point
' d; p0 ]' T$ ]; v9 o! \ - step += 1, M" J, H( k4 j' | {6 r
- end #endOfLoop1 路径表格填充完毕9 R3 n9 y) J6 W* O3 C/ E5 |
- $mouse_move_sign.transparent = false# w( f5 x$ O9 r+ h
- # 判断指定地点能否抵达
, e) D8 p3 c2 } - if reach_point9 L- f, D6 W5 |7 j" o& r) Z2 V
- $mouse_move_sign.direction = 2
7 A- j% S# {8 p! K! I) D - else9 K5 }3 B4 K6 S0 c. R7 E% W" x6 M
- not_reach_point6 G& y e* U, f2 o# e1 r* g" M" P
- return
% m! l: Z0 p0 ^5 G1 R - end
6 c( K% W& ~; t7 Z' S - # 根据路径表格绘制最短移动路径(正向)/ w5 R* I3 R2 i( @
- steps = step 2 2" `! ~ V& E" f ]# R
- loop_times = step 20 V6 y/ ]" Z, N/ U) x) A6 y
- point_x, point_y = chase_point[0], chase_point[1]
: v& ~7 ]' y1 c2 O, Z! `0 I - for i in 2..loop_times # forLoop& U9 K& G, t6 k" \; n$ t
- steps -= 26 _3 m& e& b3 I* t/ `+ J. G o/ A6 T
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
8 M9 P% Q+ R1 n2 K* z9 d - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
/ K5 h% ~3 k% k0 e g# b - chase_path.push(2) I' R" w0 `/ O/ h
- point_y = $game_map.round_y(point_y + 1)( C+ {& A. t; Y7 L; c
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
9 v1 ~) e9 Z" f |5 [' Q - chase_path.push(8)
! w8 [ L8 [1 M: }/ u - point_y = $game_map.round_y(point_y - 1)& g. o- G: \* o
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
. }6 [6 |5 M! [ ] - chase_path.push(4)
7 h% [2 ?) t2 v" A - point_x = $game_map.round_x(point_x - 1)3 B6 `6 o% Z+ q( D
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
& Z3 Z' W2 A. i5 P0 L - chase_path.push(6) q$ L1 a6 Y4 W! T7 Y' O
- point_x = $game_map.round_x(point_x + 1)
3 x1 n, e" e$ i$ k( E' f2 U - end
! j5 x$ X; p3 k/ O# b- P - else
* k. E3 O# F( l" O, v! D - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
; q! P9 F0 C/ d* U' \; y+ S5 v - chase_path.push(4)( w2 E4 R3 L. z7 A9 H; A' l
- point_x = $game_map.round_x(point_x - 1)* f! e9 f+ r# P0 p! A
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
5 R3 o9 y# j# C - chase_path.push(6)
, D" c. Z3 l3 a7 ^8 t* c+ k Z - point_x = $game_map.round_x(point_x + 1)4 ~. D. f8 t' k5 H5 r! ^* J4 C2 t1 O
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
9 ]& H/ a& q* y' N- _$ `8 j" s2 O - chase_path.push(2)
7 E( L) `+ C4 B) u( h$ h" j p - point_y = $game_map.round_y(point_y + 1)
; t# U+ N$ M) }$ N5 ? - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
7 o# U$ N5 D5 m0 x3 R; w - chase_path.push(8)5 H6 t V3 j# ?6 c; X2 J9 I
- point_y = $game_map.round_y(point_y - 1)
& z, d+ }4 v( ~4 I) h/ P8 M - end4 F E5 x# G" P
- end
- O: W2 n F% X0 S - end #endOfForLoop
3 C' Q, ~) `, J' k3 v5 j5 t/ p9 d - # 如果指定点无法抵达或者登陆& o4 c+ p3 v: \4 N/ p( M2 W( e: w! j
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
" }8 J' j( N" s2 ^: Y! a - # 根据路径表格绘制最短移动路径(反向)
' T3 s( l! _) g! M+ w - steps = step 2 2 + 1
. T1 a! X0 d; y+ O7 P - loop_times = step 2
' g' `. |$ t' p, @ - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
8 J9 K! k4 T7 b0 m. n; _9 [! l - for i in 1..loop_times # forLoop( G/ j/ i$ \+ \3 J- y! ^; B; u: ?
- steps -= 2: k1 s' |7 _& M+ _
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs& @' B& T; ]1 O8 t9 W
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps
8 E# _* Z, b2 ~: T& \ - reversed_chase_path.push(6)
# x- `1 t' E Z) Z7 c, ~; T& e( b$ C - point_x = $game_map.round_x(point_x - 1)
+ Y- ^$ |3 @+ G8 h4 I - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps* @) Q3 B$ J9 Z, r# V
- reversed_chase_path.push(4)
* u& X9 X! ?0 H* o3 L( h/ y - point_x = $game_map.round_x(point_x + 1)
! W) `# ~8 H0 }2 G2 f1 ]- i - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
t& l: U$ n( t: k+ I - reversed_chase_path.push(8)7 K* A6 V' a/ z [7 T/ D7 u
- point_y = $game_map.round_y(point_y + 1)
& L/ i- v9 r3 v8 {" j+ F: n$ L - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps* J9 _; m# c, [
- reversed_chase_path.push(2)
3 e# f- P8 C ^( @4 W l+ f0 j - point_y = $game_map.round_y(point_y - 1)& z6 `* B* [* F0 s; o+ N( |* W
- end2 \+ |4 F. S4 A- r
- else
7 u" o- v! t( F4 n7 S7 [- k' J - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps. N! E. L0 K$ [2 W; B' ?. l- ]
- reversed_chase_path.push(8)6 G! g$ F7 }4 k; \6 ~/ y) E
- point_y = $game_map.round_y(point_y + 1)
9 d. U$ I( g& Y8 z - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps6 X( O1 p$ ?/ Y) l: |- L
- reversed_chase_path.push(2)
- L: y X7 ]6 ^$ q% J. E. e - point_y = $game_map.round_y(point_y - 1)+ ?% k- o" F3 }/ C, p
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
" a# h) q/ \1 s$ f5 z - reversed_chase_path.push(6)
* i8 b8 ] P8 X# P - point_x = $game_map.round_x(point_x - 1)
" l \. C7 @/ h8 L! ]3 u/ h - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
9 U1 h' v6 E' A9 L$ F - reversed_chase_path.push(4)
* k1 w% ^ `5 Y6 t4 {0 k - point_x = $game_map.round_x(point_x + 1)
( T. O; [& i$ X/ }8 G - end
& s; T1 C' @* ~. O( q( y- c - end2 i( p5 F! g- [$ o
- end #endOfForLoop; Q; W; v, i; ^. ^/ o
- @mouse_move_path = reversed_chase_path.reverse + chase_path+ V3 o4 g( }$ C! a2 }3 [
- end#boat
9 x" y6 g6 ?! L/ M+ e7 | - #--------------------------------------------------------------------------- b9 q0 |) G" k1 @6 ]
- # ● 绘制ship的移动路径 @array[move_directions...]. ?, i7 a# |8 }
- #--------------------------------------------------------------------------
7 w0 h5 t! N$ U% z. p2 e - def draw_ship_path0 M, _; j0 M: j0 k) q# y
- # 准备绘制路径表格. T, y, N5 o+ l7 Q. D4 x8 L5 J/ n* O
- sheet = Table.new($game_map.width, $game_map.height)3 o3 t& z) \' v
- reversed_chase_path = []; chase_path = []
. z# X8 R8 ]+ |! K. s - reversed_chase_point = []; chase_point = [], ~* i" j1 f+ _ G- Y/ U
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
0 ?8 e B& d+ ?1 T1 b) t - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 29 u* K1 J* Q& W3 O8 q- Y6 {
- reach_point = false% H! j3 v2 x3 n" u8 Z9 e
- step = 3/ q, h) ]2 _! P1 O/ I* ^, q$ r5 a
- loop do #loop1 开始填充表格
, I1 `0 E9 |2 u4 n$ W4 ~* r9 g - draw_path = false
6 K. ^, [6 B8 R3 J* O - check_points = new_start_points
+ }5 m- z) L T+ o - new_start_points = []( H/ \1 | V }( d& J/ t J9 r. Q
- loop do #loop2 从起点开始正向填充
4 T7 V' y' N& b3 @ - point_x = check_points.shift( r u( I: [& b- r5 M
- break if point_x == nil
( l8 \" w$ N% W3 s! e0 F: B - point_y = check_points.shift( ~; ^2 }0 V; U4 w2 N0 K
- left_x = $game_map.round_x(point_x - 1)
) ?" J: U5 W) V: C9 h" \ - right_x = $game_map.round_x(point_x + 1)0 n& r9 B& P: M- r9 f
- up_y = $game_map.round_y(point_y - 1)
5 f- E2 s! |6 u# X2 G- d' @8 q - down_y = $game_map.round_y(point_y + 1)
& O- r& K3 g1 R" y( J - # 判断路径是否连通
* b. o [3 ], I! J( s - path_step = step - 1, w- X D. d2 i- |+ d) N
- if sheet[left_x, point_y] == path_step
# G# ^1 p$ P2 s# K& x# `' v$ L - chase_path.push(4)
# N& G2 |/ v# ~$ }% ]5 S/ j8 i - chase_point = [left_x, point_y]
0 j) C4 @" U3 J8 I7 @0 l - reversed_chase_point = [point_x, point_y]. B0 ~: U) g6 P( Q+ @+ X X2 A2 P+ ]
- reach_point = true; break+ q `3 d4 b2 l! k* Y7 v* F
- elsif sheet[right_x, point_y] == path_step! P5 Y* o' }+ x( b
- chase_path.push(6)
5 a" n" J+ {% H+ M( x# n7 ^5 I* r - chase_point = [right_x, point_y]* ~5 N0 X; {3 t) t: `( a7 `% H
- reversed_chase_point = [point_x, point_y]7 j" }& a0 `0 Z- w; s, A
- reach_point = true; break5 [9 W) D7 M/ a2 |9 U( `7 d
- elsif sheet[point_x, up_y] == path_step
# N" u0 ]/ a, [/ {) B, g8 J - chase_path.push(8)$ @1 \5 d; o f4 R& N& s1 T
- chase_point = [point_x, up_y]7 b6 |' `' K; i- Q' w/ m9 T2 z
- reversed_chase_point = [point_x, point_y]
! @: g% f/ F6 V. O - reach_point = true; break
" w7 d. h& A6 K9 l9 i - elsif sheet[point_x, down_y] == path_step4 S) y2 w) W3 r
- chase_path.push(2)
( G" s, c+ ^4 U( E! l( L - chase_point = [point_x, down_y]+ |, v+ G) a, a3 v7 `( F2 @
- reversed_chase_point = [point_x, point_y]" J! V7 N7 g0 V' F! z
- reach_point = true; break
5 u9 e4 {2 Q9 _. z4 l0 x& k0 K - end
' u8 P) m! Y6 l6 o( P3 k - # 以需要抵达该点的步数填充路径表格 #2 D0 [+ |- N; Q
- if sheet[left_x, point_y] == 0 &&* R$ _. o/ O- V/ _# K |
- $game_map.ship_passable(left_x, point_y) &&
B ]* [" L/ }2 _- x0 d( \ - !collide_with_events(left_x, point_y) &&
! I; K( ~& \* b) H - !collide_with_vehicles(left_x, point_y) #judge_end
Y$ p$ M. H( t; I; Z - sheet[left_x, point_y] = step
q/ Z, z7 A4 p# d - draw_path = true
; F/ _, P3 S6 c# ~/ D( A# U" t! X - new_start_points.push(left_x, point_y)
6 T& b, T& |" ]; c - end
1 p% E8 X/ M' ~$ x: o9 n* [ - if sheet[right_x, point_y] == 0 &&
/ \* _: T7 {5 |4 ~* | - $game_map.ship_passable(right_x, point_y) &&
% ?. J6 E! G, Z4 j7 w - !collide_with_events(right_x, point_y) &&1 W" ]7 r& d8 U: H5 e
- !collide_with_vehicles(right_x, point_y) #judge_end
8 |: N5 v' ]5 r1 F) y+ g9 n& `* T - sheet[right_x, point_y] = step
9 F( [0 L: z7 p - draw_path = true
2 g9 I6 H3 S6 ~& X; f; y) e - new_start_points.push(right_x, point_y)
) B) z' s( O/ ^+ S5 @ - end0 `" l' ]8 I" N3 w9 s8 Y
- if sheet[point_x, up_y] == 0 &&
1 f0 ~, T8 g7 e' F+ D" z$ c - $game_map.ship_passable(point_x, up_y) &&
4 S! N5 m) ]: E+ W - !collide_with_events(point_x, up_y) &&& l+ H8 U( r) q8 t+ k
- !collide_with_vehicles(point_x, up_y) #judge_end
' X" w+ \5 y* \- h* Y3 W3 B5 {7 x - sheet[point_x, up_y] = step0 L. x+ F3 @3 v% k9 G0 x
- draw_path = true& N/ Q0 L$ y4 ^
- new_start_points.push(point_x, up_y)
% j7 t. |4 Q+ N* ^ - end( l1 G. {% G( ~: U
- if sheet[point_x, down_y] == 0 &&
# g/ X& A& I0 k2 n - $game_map.ship_passable(point_x, down_y) &&
3 H$ s: a+ \; C - !collide_with_events(point_x, down_y) &&
7 Z Q/ S1 H- \# q* O - !collide_with_vehicles(point_x, down_y) #judge_end
+ m' r# W+ l" c0 J& W$ o6 O - sheet[point_x, down_y] = step9 r/ b# ^9 m# _8 o
- draw_path = true
9 V1 B( k9 @* z5 H. ~# v( e - new_start_points.push(point_x, down_y)6 J# p( A3 b) |1 U) B" ^2 F
- end3 @+ W: B- }3 ^' r
- end#endOfLoop2
+ H& u" C% F' O5 J) _ - break if !draw_path reach_point5 c: ?! w6 F- A( @
- draw_path = false
1 a' u) t5 F+ w1 s; k2 S- k! A - check_points = new_end_points8 e Z( D+ |2 |
- new_end_points = []
5 f6 t- H |; Q; b& g - step += 1
- @. O+ Q. l8 J. o* B% p. ~! {6 g4 x9 ? - break if step KsOfSionBreak_Steps &&3 f! @& m7 V1 r6 E4 C% h, h
- !Input.press(KsOfSionFind_Path_Key)
" e% g. S4 s1 F( S( u1 u, K( Y% U - loop do #loop3 从终点开始反向填充
) e0 F: w' K% b9 y9 O( W3 K# b - point_x = check_points.shift' g2 ^5 t9 k" ~1 Q6 U% `: U: Q1 X
- break if point_x == nil
) s* O0 W$ u# d$ P3 h9 m+ X - point_y = check_points.shift( \' t9 x' s) o3 ?) V/ e: l/ P
- left_x = $game_map.round_x(point_x - 1)4 ]/ j! w+ l# ~- V i! A9 f& Y
- right_x = $game_map.round_x(point_x + 1)2 t$ h/ q9 F# Z; [
- up_y = $game_map.round_y(point_y - 1)& y/ L0 p2 U0 b7 a
- down_y = $game_map.round_y(point_y + 1)
. q' }# T2 f; r: p' a; ] - # 判断路径是否连通
' Q" e' r: v' t7 {- \ - path_step = step - 1
4 k, E* B4 m# d8 k* V# E - if sheet[left_x, point_y] == path_step
, B4 S; M" J, A) m- [: p. a - chase_path.push(6)8 J/ r7 H5 m/ |% D- c5 ~& ^
- chase_point = [point_x, point_y]
7 w1 u4 f6 D( k4 z9 L4 b- Q - reversed_chase_point = [left_x, point_y]5 n% z3 b; R5 a+ D6 M3 ]
- reach_point = true; break( T% {! X3 \: [2 k* X
- elsif sheet[right_x, point_y] == path_step
* Y$ {' I7 U2 X* T - chase_path.push(4); v0 f. P8 v0 K; Q' W. W
- chase_point = [point_x, point_y]1 M, T6 |( E) R" X; ?
- reversed_chase_point = [right_x, point_y]6 s0 f1 ?$ p( i/ l4 N
- reach_point = true; break1 L$ R3 u8 d" M. i
- elsif sheet[point_x, up_y] == path_step! I. }3 t. F" G, E# x8 f3 R5 \
- chase_path.push(2)8 Q5 ^# X/ v, C, ^
- chase_point = [point_x, point_y]
6 X- T! z3 u6 B, R( P: }" M$ Y - reversed_chase_point = [point_x, up_y]
+ K* O1 x; b! w6 ^1 B) ]9 T - reach_point = true; break
# s% i+ {/ q3 d: |4 w6 |. J( n - elsif sheet[point_x, down_y] == path_step
3 |( S- ]6 E) `' e+ @0 R, L+ ?* U - chase_path.push(8)
& w& ~9 q/ Z) c1 q - chase_point = [point_x, point_y]
0 g5 W h! @" z ~2 ~8 Z6 ~ - reversed_chase_point = [point_x, down_y]5 k& G4 T, v+ X4 k3 z
- reach_point = true; break
! P1 k( j- ~" ^2 e( t - end6 ^: q% g3 F* w) J
- # 以需要抵达该点的步数填充路径表格 #
8 B/ C: e! a& Q6 O+ v - if sheet[left_x, point_y] == 0 &&
) N$ T4 X6 N" d3 C - $game_map.ship_passable(left_x, point_y) &&
' e- Q! z. H1 p9 l' X, u - !collide_with_events(left_x, point_y) &&
# U* {9 ^# }/ {8 R, u* z8 L6 j - !collide_with_vehicles(left_x, point_y) #judge_end
Z L' m$ f4 N" p; G6 P8 S - sheet[left_x, point_y] = step
3 n6 y, q/ I' d& ^1 V - draw_path = true# u5 J' o3 }# y3 a, J
- new_end_points.push(left_x, point_y)
) }8 Y% M- s# B, i6 @ - end' C8 |. ^8 M: ?2 I
- if sheet[right_x, point_y] == 0 &&
% d. C9 }. X3 k" Z- U - $game_map.ship_passable(right_x, point_y) &&* { |: y- D3 z9 c
- !collide_with_events(right_x, point_y) &&
: u* I( Y, K' ^ - !collide_with_vehicles(right_x, point_y) #judge_end: \3 z5 _) ~" V! I1 @
- sheet[right_x, point_y] = step
6 e' |2 A# j1 y- v - draw_path = true
* A" ?6 E8 D. C- I2 b2 Y - new_end_points.push(right_x, point_y)* I$ r; f3 p6 a) l! V. T
- end" w$ P" [6 P: v; C
- if sheet[point_x, up_y] == 0 &&8 b) @* A1 k% g; m
- $game_map.ship_passable(point_x, up_y) && u$ g4 s& W* H' _
- !collide_with_events(point_x, up_y) &&
2 m6 j# T n/ M; J2 X - !collide_with_vehicles(point_x, up_y) #judge_end
5 e( V/ e" q" L/ W4 a0 t - sheet[point_x, up_y] = step
& {% _; d) G+ E# \ - draw_path = true; R! j0 A5 P0 T: T
- new_end_points.push(point_x, up_y)
3 A( e/ V0 k) }$ O. ?) C. C - end4 a# u+ F3 v% V& `4 C! r( F3 N
- if sheet[point_x, down_y] == 0 &&
, Y, E* y% M6 C } - $game_map.ship_passable(point_x, down_y) &&& p3 v6 c" j: z
- !collide_with_events(point_x, down_y) &&
" q% M& K+ }* k. n {" G - !collide_with_vehicles(point_x, down_y) #judge_end
8 g7 P* f: J5 S3 u9 k1 ] H - sheet[point_x, down_y] = step
$ L. z( ?1 Y- D) m' \8 \& n' H! k; H& Z - draw_path = true
3 e2 D, A: f. j2 _+ g# n* b! K - new_end_points.push(point_x, down_y)
& A5 U3 S8 {- I1 V" R2 X3 E - end) W; z& }6 H( Z; O7 r# D" I7 L: X, O
- end#endOfLoop3+ r! ?5 _: R, y( u1 E
- break if !draw_path reach_point
$ S/ I P2 y6 } - step += 1. p; l( X" `/ i" q9 a
- end #endOfLoop1 路径表格填充完毕
7 b! k6 W0 V# W- F - $mouse_move_sign.transparent = false
7 E2 [/ }$ ^+ d: K( S1 n6 @: V( M - # 判断指定地点能否抵达3 w% E1 e% b6 y2 r; N- g! Z8 u
- if reach_point
Z4 p4 ]1 ?/ q( _; K; l: Q% | - $mouse_move_sign.direction = 2; [' k: V, | a
- else% f: A! J+ D' x/ [, \
- not_reach_point
( z0 E) n- T- h$ u - return2 n4 ]* I4 `! ?; B2 o! {
- end
2 ?( K$ Q# K1 \ L, W( M& v6 I+ d - # 根据路径表格绘制最短移动路径(正向)
3 l! H: ^9 D0 L2 _5 ]0 f - steps = step 2 26 p* [/ H0 K0 i ~8 g+ m
- loop_times = step 2
( v$ c, Z$ E. ]2 R; b; i% G( B; P- w - point_x, point_y = chase_point[0], chase_point[1]
6 J, ]! N" P: r - for i in 2..loop_times # forLoop
1 j; M. m+ m' e1 R - steps -= 2/ I( T$ U7 v& K" |' |+ m: `0 k
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
! A! M7 A6 t1 D1 e( t& D3 c, e - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps6 N8 D) ^+ E' s! b( K% c$ h, X; n- ?' o
- chase_path.push(2)3 t! x- A" D1 T" p2 v8 ^
- point_y = $game_map.round_y(point_y + 1)9 @# F$ {/ K3 T2 T( b$ A
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps" ^, c) x& n+ U6 g
- chase_path.push(8)
9 {2 {4 x3 N1 ?7 ~( p7 ] - point_y = $game_map.round_y(point_y - 1)' Z* |; r4 E7 d! s: {5 g: n
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
) H- T% Y& Q! ]. z' m- E: j9 B$ q8 K" s2 h - chase_path.push(4)4 H. E7 D$ k3 w- X3 k9 R" z
- point_x = $game_map.round_x(point_x - 1)
7 v) X2 `* K8 z% e7 i" X/ O - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps7 t- a$ Z# h- ^
- chase_path.push(6)1 E% @2 J$ s" X4 n, j L. h; O
- point_x = $game_map.round_x(point_x + 1)
$ Z7 K r( z9 V# |. T - end0 T7 E2 k Q% R' G& R% Z' C
- else0 q" R3 N; I- H+ M$ q! j8 ]: C0 l2 t
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps9 g6 r- Y$ Y: N# a
- chase_path.push(4)' ~+ X, t$ s3 l
- point_x = $game_map.round_x(point_x - 1)
; O- L3 {9 D* O. z |0 i" u - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps$ p, ]& B* E8 z2 b1 ?7 f: I
- chase_path.push(6)4 Q3 J( u0 e+ e7 e5 H
- point_x = $game_map.round_x(point_x + 1)
$ q L7 o# `$ s - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
" Z2 D7 W9 Q. O3 v - chase_path.push(2)
6 i: U3 w A3 T/ R - point_y = $game_map.round_y(point_y + 1)% q; K5 S. Y7 O( {. z
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
7 X* K" r ]* _9 I - chase_path.push(8)* f. d# g+ w; y; l8 q C: J
- point_y = $game_map.round_y(point_y - 1)1 T# v3 d8 ^4 H+ w! }6 T# u4 H; e
- end' \: t# @! Q- G- E
- end
. F' p1 F V1 n$ r0 _ - end #endOfForLoop
$ i- L( T3 x; R8 D9 r5 R- b4 c - # 如果指定点无法抵达或者登陆( R; [6 |- {) I+ D: t- E7 }4 b
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
, k8 b/ R, q) ~) e- j R( O - # 根据路径表格绘制最短移动路径(反向)
% l$ M2 |, h) ]/ i - steps = step 2 2 + 12 o) a: F! L2 Y
- loop_times = step 2
/ T0 {" O1 {1 f. ?& M - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]3 D' X. ]' X' i+ ]: Y* D
- for i in 1..loop_times # forLoop4 S' r( v/ P9 C' Z9 l
- steps -= 2; ?% ^! G' y3 r0 g
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
$ z3 F4 C1 k# M4 s - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
! p+ }% n4 D" V6 K( j }! B" W9 b- S - reversed_chase_path.push(6), R5 g* u: i! k% g. q1 [
- point_x = $game_map.round_x(point_x - 1)
" N& k: E" r4 a- u; \ - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
, D2 R, J7 U, O( e1 w6 B4 g - reversed_chase_path.push(4)
8 d9 } O( S- G! w ^9 w - point_x = $game_map.round_x(point_x + 1)+ d5 N% |: z0 e6 K2 S- E
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
; a! x0 O& S$ F; T" @7 q - reversed_chase_path.push(8)7 u& A! z& n1 ~% V. q4 D
- point_y = $game_map.round_y(point_y + 1)
) j2 X$ k" l3 K x( m - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps# |0 Y* ~3 T" P8 W8 a$ D6 R R
- reversed_chase_path.push(2)
6 w; |% V% Y- l9 Z- V9 b% f - point_y = $game_map.round_y(point_y - 1); K7 c$ S4 t. y/ U# r( x5 r
- end
3 Q$ d5 @+ ~; T$ V; R1 n$ Z4 G, u - else
/ {, o/ F/ a1 B% E3 U - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps- h F; ^8 @: p( l
- reversed_chase_path.push(8)0 _! I4 G6 I9 F' f
- point_y = $game_map.round_y(point_y + 1) S/ a. Q% k9 ~! k$ w% q- C
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps* [- e" r. ^4 `2 q3 w$ G0 ]6 @
- reversed_chase_path.push(2)
! s# j8 E6 r# |6 n& c% t2 E - point_y = $game_map.round_y(point_y - 1); j3 o; t- @/ q T, J3 l
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
8 u) e5 @9 _ d& s; R# Q - reversed_chase_path.push(6)5 X! o8 {2 ?+ T. K* h
- point_x = $game_map.round_x(point_x - 1)+ g q* M$ L$ s# i' q& W& _0 w
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps( O4 G$ h" [+ {, s5 N+ D
- reversed_chase_path.push(4)) U" o6 S; d3 W& N) W
- point_x = $game_map.round_x(point_x + 1)
& A: z9 Z' o, k, D M! t - end2 o$ a. `0 G& a
- end! k* B1 X) k1 D: w, g* k- o
- end #endOfForLoop
4 h- o# l3 O+ Y# @1 i9 C) L - @mouse_move_path = reversed_chase_path.reverse + chase_path3 k) r) n0 G" B1 y$ W/ X
- end#ship X/ A* }1 F& a4 M6 p
- #--------------------------------------------------------------------------
$ f, Y: e- K$ `, |. D2 I - # ● 绘制airship的移动路径 @array[move_directions...]" p; W4 T0 Y1 E* g- \! N+ T: \
- #--------------------------------------------------------------------------5 z( n* \) Q4 c& Q
- def draw_air_path
& O: N9 E0 y" k8 t. M8 J# O( V5 N - $mouse_move_sign.transparent = false
# s2 T/ m4 ?+ ~9 A# M9 L0 O - # 准备绘制路径表格3 w" c) b( s7 G% }. b
- sheet = Table.new($game_map.width, $game_map.height)
+ c) O3 j2 L6 j0 u! e' a - new_check_point = [x, y]; sheet[x, y] = 1 U6 b' F3 K. ], K
- reach_point = false; step = 2
9 O% y L; K4 J( i - loop do #loop19 h! t1 p/ l" }; I$ I( `. E
- check_point = new_check_point8 B6 `) W. }) K! V
- new_check_point = []
, @( K+ T4 |3 f3 e" ^$ P4 R9 i - loop do #loop2* z6 I) C3 p0 d( u8 n" p
- point_x = check_point.shift" a# r. N. @3 \4 @0 u
- break if point_x == nil
! w% Q2 Y8 K! q0 k1 t0 L8 f) y# j8 i - point_y = check_point.shift
( e% m7 v) s$ v; l3 c0 ~) J5 ~ - if point_x == @moveto_x && point_y == @moveto_y
9 V6 E& u) ]% \, X @6 N - reach_point = true; break; o* H* `! C7 Y! F& l, k2 L- t: _
- end
4 S! z8 j) L7 g. }( x - left_x = $game_map.round_x(point_x - 1), R! o$ R" b d5 T
- right_x = $game_map.round_x(point_x + 1)4 `( e; Y4 m. F, o8 L- _* M
- up_y = $game_map.round_y(point_y - 1)
' w7 Q% `/ P9 t - down_y = $game_map.round_y(point_y + 1)
0 E2 r$ c7 {, H5 k - # 以需要抵达该点的步数填充路径表格 #+ y- v5 Q& x4 \- ]2 [7 A! M
- if sheet[left_x, point_y] == 0
' d/ g$ `; s8 m7 Z - sheet[left_x, point_y] = step
4 H! ~# Z+ j3 _1 m4 J2 G - new_check_point.push(left_x, point_y)
; | r, n3 l+ b* j1 ]5 e8 B - end
l+ K- v' w/ ?( u1 F - if sheet[right_x, point_y] == 0+ @1 J: T- @( d, _
- sheet[right_x, point_y] = step
) W$ G- K& w4 a' V4 {: N, I - new_check_point.push(right_x, point_y)
}9 b, W* x3 d1 q: B$ m - end
; L* U& [( X* c+ Q. I! } - if sheet[point_x, up_y] == 0
4 r7 |/ R+ E1 d9 |. J: q - sheet[point_x, up_y] = step+ V0 \: }& P$ Q! [0 I7 m
- new_check_point.push(point_x, up_y)2 U1 k4 N# v5 h9 x2 B* M! b5 l
- end
( \( M9 c2 q- Y& v: p6 U( V" X" h% P - if sheet[point_x, down_y] == 0
1 o6 a, G3 y* A0 A u- l - sheet[point_x, down_y] = step3 g5 q7 k F# D8 l
- new_check_point.push(point_x, down_y)( ^# ?3 M$ r- Y C" `! v
- end
: A, ~' P8 s2 V - end#endOfLoop2
/ x/ j) \- K% y9 ~# i1 J3 G - break if reach_point9 L0 A6 u9 Y2 f! ~0 i) D1 A x
- step += 1
8 n+ n5 T. ~! E) W* h - end #endOfLoop1
$ `7 R6 J+ Y8 p - # 根据路径表格绘制最短移动路径 #% m' h7 y2 E i3 I
- reversed_chase_path = []; step -= 1' I" b" h8 \0 }* `! \
- point_x, point_y = @moveto_x, @moveto_y) j9 ^- g# n w6 k/ J
- for i in 2..step' E! j% l* A0 u% u/ i/ G6 ?. O
- step -= 1$ B K! h5 j2 e" \! \6 f6 w* k
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
* ]8 y0 ^0 M9 \- F. u - if sheet[$game_map.round_x(point_x - 1), point_y] == step
6 m) X/ I3 S2 a - reversed_chase_path.push(6)1 E: m7 E. b0 \$ D9 ~" U. T' J
- point_x = $game_map.round_x(point_x - 1)
$ @% q2 e+ w. E- ]- [: D+ O: m - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
3 ] {, J: C3 p - reversed_chase_path.push(4)
/ @. H( E9 G+ Z Y# T. t h; n - point_x = $game_map.round_x(point_x + 1)9 B R6 ^: \# O: d: ~' y
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step
' n0 K5 h, i- D2 s/ E! [ - reversed_chase_path.push(8); o& ^/ X& Y+ r" K8 z4 |) U3 T! T. i
- point_y = $game_map.round_y(point_y + 1)5 W/ F, e! B7 f7 |2 l
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step0 t, E3 a. M# j
- reversed_chase_path.push(2)0 b1 v+ q* S1 I) K- A3 C q5 _
- point_y = $game_map.round_y(point_y - 1)2 m) D5 K3 g. e
- end
3 s/ ?5 }& k% ^ - else
9 e( m$ l& J; @* a0 d - if sheet[point_x, $game_map.round_y(point_y + 1)] == step
5 {, j0 N i; m2 z' l - reversed_chase_path.push(8)
( v8 r" k$ e* g4 U* K; Q7 q - point_y = $game_map.round_y(point_y + 1)
! P8 |3 }8 H+ h$ u - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step2 F7 d" n) V8 O% j" l6 S
- reversed_chase_path.push(2)
+ x" z3 G$ b5 `( q - point_y = $game_map.round_y(point_y - 1)5 H8 s1 {; H2 W1 Z
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == step) G, `2 G0 `7 n7 Q( n/ W: j
- reversed_chase_path.push(6)
5 P9 h0 \3 o4 K$ [, K3 W! M - point_x = $game_map.round_x(point_x - 1)9 H4 Z$ l8 h. H I& J2 S
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
# H, P0 O& B# Q* V2 B: I - reversed_chase_path.push(4)7 j+ r+ t6 Z* i. m# ]
- point_x = $game_map.round_x(point_x + 1). g# |8 D p) O
- end
) p! `7 u% ]) S4 }* d - end
$ i" V. k1 q/ x% D0 U0 y3 l - end #endOfForLoop ) Z* q! S& k7 o0 c& r
- @mouse_move_path = reversed_chase_path.reverse. M5 B; o* T2 s+ n6 z, g
- end#airship
" Y! Y$ K5 f! z2 ~2 I8 `7 ] - #--------------------------------------------------------------------------
2 U) E3 r) W* c - # ● 目标点无法抵达时的处理,用于各路径绘制方法内部
/ L- ?3 U; T: V& ~) S E% p - #--------------------------------------------------------------------------( `! Q7 F: m6 T. E9 e: `
- def not_reach_point( o U) H2 d$ K8 R6 a, p8 z% d# F
- $mouse_move_sign.direction = 4
' h9 h! q- O; a: |8 T; Z6 }6 } - dx = 0; dy = 0; dir = 01 \2 n9 q* p# u1 \
- if @moveto_x - x 0
% i; ^5 F! [$ h% I( Z* e( i - if @moveto_x - x $game_map.width - @moveto_x + x &&
0 k! q) [" e/ M/ F+ L- W - $game_map.loop_vertical7 O5 _7 X( c& h" A4 l
- dx = $game_map.width - @moveto_x + x; dir = 4
1 J0 t: N/ R( P/ W4 x2 E - else
& A; }. ^3 c/ g; k- q5 @2 P - dx = @moveto_x - x; dir = 6
* y2 S- w/ o3 G+ G; z2 V0 x - end
7 N. D; l: |9 ^" ?5 U8 \+ ?" Z - else$ X9 v7 n+ j2 E8 K; Y% M
- if x - @moveto_x $game_map.width - x + @moveto_x &&
' m6 v! M. o5 { - $game_map.loop_vertical7 x- u) [2 {& q
- dx = $game_map.width - x + @moveto_x; dir = 6! R: T! ^, ^+ j
- else+ A. s6 h* y+ I, A9 T8 ^9 l
- dx = x - @moveto_x; dir = 4* G) \9 N- b! |; F) J/ A5 b
- end
3 \% T( n0 D" H: q* t! O - end( W5 c' ~; ]. Y
- if @moveto_y - y 0; s# a+ a+ P$ j$ X0 r
- if @moveto_y - y $game_map.height - @moveto_y + y &&9 ?) |, o+ S. Y9 h2 _$ _5 O
- $game_map.loop_horizontal
/ R2 I& b. a P q - dy = $game_map.height - @moveto_y + y2 @# r$ r' H$ [ \
- dir = 8 if dy dx9 w6 c/ |: |2 y& [& _ W
- else
8 ~/ J% G6 Y, ?) ]" Q* @0 t - dy = @moveto_y - y1 F3 W) E/ v" X0 R
- dir = 2 if dy dx
+ `/ A$ j" p" _ - end6 O& k9 E) D2 f, d( ^
- else. V: O( x! G p4 T
- if y - @moveto_y $game_map.height - y + @moveto_y &&6 ~8 u( g' r$ ]9 l4 r4 `
- $game_map.loop_horizontal; I. `7 R M* Z+ ~: i2 v
- dy = $game_map.height - y + @moveto_y
5 P' @0 ?# f( C$ D% N p: Y - dir = 2 if dy dx 1 S$ x( X; t; j; \
- else
# i* E' a$ i8 c9 a" [# N( p - dy = y - @moveto_y
m E% \5 s6 }( H: F - dir = 8 if dy dx! _6 r( n% r, D P( F5 S
- end4 n, s' v8 y! ~ X4 v, T% N6 }
- end- N, m% x) c+ D; P/ ]
- @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件& A! v5 I: W9 q
- end
2 l' d* ^9 ^+ J/ G n X- z X - #--------------------------------------------------------------------------
. w1 V/ r9 K" _% A - # ● 判断目标点是否能抵达、登陆,用于船只路径绘制& u, O5 D5 G. c2 h7 @
- #--------------------------------------------------------------------------
. |& u! W- C9 f* w - def landable(x, y, path)
% a; h7 c1 p9 @% E5 v0 y - case @vehicle_type
, t8 F# `) Y1 f4 k - when ship; return $game_map.ship_passable(x, y) 8 X0 Q" G! K1 w
- $game_map.passable(x, y, 10 - path[-1]): s3 P3 j- O/ N( K- x' |
- when boat; return $game_map.boat_passable(x, y)
- E% C8 b+ V+ r, \1 j0 D - $game_map.passable(x, y, 10 - path[-1])% i6 d( @. o' b/ t) _
- end9 Z W, p$ I# ?$ L/ m. N! e
- end& v3 n' a6 ? N
- end
) _" I, ?* z0 M8 S+ g) M) G9 n
0 X9 q/ B1 @( y, K- #==============================================================================6 q/ ?- Q: }; s, ]
- # ■ Game_Map6 W9 [* z+ g2 E4 s- d
- #------------------------------------------------------------------------------ k3 x- Y1 P e
- # 管理地图的类。拥有卷动地图以及判断通行度的功能。, r ?) p' N8 _" r% Y/ ~" d+ H
- # 本类的实例请参考 $game_map 。5 H t0 R' u/ _- I
- #==============================================================================& U. _4 [' b+ e8 q" j& M
- class Game_Map
* u! F2 m9 r/ O) H - #--------------------------------------------------------------------------8 C* c) y; S3 i0 B. {
- # ● 定义实例变量
! k$ n# i/ P [ - #--------------------------------------------------------------------------; {" X7 a$ U3 M/ a- X. F
- attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据: e! ?9 P/ j# a* U4 d
- attr_reader mouse_map_y # 同上
( W3 K3 d- {3 s - #--------------------------------------------------------------------------6 e+ F+ S+ c, ^9 S V
- # ● 初始化对象+ f3 {- q p* F0 ~
- #--------------------------------------------------------------------------
" p0 C6 ?) ?. w3 p/ r& r - alias sion_mouse_initialize initialize7 B. d5 E `: c% {) z- i1 {0 L! M3 l
- def initialize
5 `- Q2 L, A8 N/ q4 S( \! A5 @4 d - sion_mouse_initialize1 c6 w8 s: ` ]% o# S. Z
- creat_move_sign ###
* }" q! F: L3 I9 m7 ]$ S - set_constants8 M& d6 C4 q# J {( l6 n9 y/ |
- end
; m9 A, L0 _) W- B3 I9 R' ^/ i - #--------------------------------------------------------------------------
7 z0 u5 g6 N" h) w6 s$ h - # ● 更新画面
- _7 d& A' n Z4 j2 L! k - # main 事件解释器更新的标志
2 d. i+ o' r2 |1 r - #--------------------------------------------------------------------------: j4 x N8 @4 V$ I* M: l
- alias sion_mouse_update update
; Q( F8 J. k- ^/ k( r0 c7 N - def update(main = false)2 S) w8 x6 Y8 L
- sion_mouse_update(main)
3 K- Z# D+ R6 A; I3 I - update_move_sign
- { I8 ]) L- V+ _3 b( X - end8 v1 ~2 ?; f6 w$ f# A1 G
- #--------------------------------------------------------------------------( D1 o5 M8 F. ^0 r% b6 y2 t0 O
- # ● 创建显示路径点的事件/ s9 E% n. @9 z8 [& U
- #--------------------------------------------------------------------------% q4 L! t4 G: Z1 K6 k; {
- def creat_move_sign
; @- K$ r- m( e8 p - $mouse_move_sign = Move_Sign.new
/ k4 e) p' S5 G" Q: ?# O - end
" ^/ U: _& K4 J4 u( I4 @8 A - #--------------------------------------------------------------------------
9 O9 @' I+ O, m8 \ - # ● 更新显示路径点的事件
1 K7 ]+ R0 N$ o% u$ T; y5 S f - #--------------------------------------------------------------------------* w S; g4 v& h g" V. ], |
- def set_constants$ X5 _5 K3 t4 u3 y; x+ c9 S T" o
- @mouse_pos_setted = true p, ]+ e3 Z6 R- a" _: Y
- @set_pos_prepared = false* b( S4 ]- T8 \5 M
- @mouse_old_x = 0
3 b7 t2 S; ^. k q& w - @mouse_old_y = 0& |6 ~% ~5 a. D3 g& N& o9 A& v
- end
8 p) z* e$ O- l9 G# r) n. \. \3 n - #--------------------------------------------------------------------------
! b: i. c" \1 D1 n% ^1 B L2 V( L - # ● 更新显示路径点的事件" o! w7 T- l' |! k7 B
- #--------------------------------------------------------------------------# t# J0 ^ j" S3 [1 n' I
- def update_move_sign) `$ k' `' q2 G2 o3 E
- $mouse_move_sign.update
: r% w4 w8 ]% }7 w% h: Y4 V - end
* p( ~) \; ~4 N" g$ ~ b% v8 p - #--------------------------------------------------------------------------8 V6 p6 G j% `: K% X
- # ● 获取鼠标位于的地图块的x、y坐标
* A/ r' {. H3 V" C; X, s' _ - #--------------------------------------------------------------------------
" Y# f( Q& \ @3 N$ x - def get_mouse_map_xy" e9 N: C' \ \' c
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y \0 M7 S) A2 s# Q4 m' }0 D+ Q; d4 e
- @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)
/ T2 E1 Q- {5 ~ - @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)
1 V0 Q9 O, w& s0 ? - end
' K! j8 p3 X9 a4 i9 n6 c - #--------------------------------------------------------------------------0 S, U' O3 \. f, _0 k; x
- # ● 返回地图画面时重设鼠标坐标
* s$ D0 R( o7 L# f3 N( P - #--------------------------------------------------------------------------2 X/ \. Z. [: v
- def reset_mouse_pos
4 B( H: p1 y$ J: S* s - return if @mouse_pos_setted/ u* S$ y4 d0 L' Z1 f- V; k
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)
, n, S: e! S3 w0 \4 ~7 L% i1 I - @mouse_pos_setted = true( s" y# s# G- E! u
- @set_pos_prepared = false1 |; M/ e$ V- `, x: M
- end
. a1 ^! B* M6 V, j, j, Z - #--------------------------------------------------------------------------
# ?5 _! C; }; z. D }2 j; l; n. y - # ● 重设鼠标的坐标5 v6 |- g' q$ A s0 k
- #--------------------------------------------------------------------------
$ ^9 k) v# P- w2 g - def prepare_reset_mouse_pos$ C$ j+ s( R$ h$ Q: y" n1 O
- return if @set_pos_prepared
2 v- } f5 `" b( A - @mouse_pos_setted = false1 W4 f& m& f( M M' E( t2 D, W1 j- [
- @mouse_old_x = Mouse.mouse_x
- w1 V5 m: K; m' g( W( R - @mouse_old_y = Mouse.mouse_y
, W# H$ n+ h; h5 T - @set_pos_prepared = true
% ]; U0 \5 n0 z$ L - end
7 o7 f5 E0 N# d; K - end* ?2 y5 c0 [$ _& Q, l
; f% m! ^7 @& i" l2 n2 E8 s- #==============================================================================1 d7 j `3 M8 l* c2 X
- # ■ Spriteset_Map* [/ r- \: {1 v: A) s
- #------------------------------------------------------------------------------
- b D2 e9 d" ]0 k3 A - # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。
. ^0 f; c- c0 D - #==============================================================================4 R8 P/ L4 V6 E; o$ j7 D. n
- class Spriteset_Map
9 c$ z- I* V7 O/ B A9 ^ - #--------------------------------------------------------------------------
# f! y6 V5 p9 I, X+ X7 b7 X) E2 @ - # ● 生成路径点精灵5 e# r0 a6 q# W7 s
- #--------------------------------------------------------------------------
8 g1 b) Q2 ^! O - alias sion_mouse_create_characters create_characters2 U" C) B! P' N7 Y" U9 d
- def create_characters8 _5 T2 Q7 s+ Z8 ?5 ~6 N" W
- sion_mouse_create_characters; G2 o7 f" j1 E( T
- @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))+ {% ?8 p& B2 T3 P% d o* r0 w
- end
4 r, X+ j3 ] U& H% j$ U - end6 r9 q2 l0 B: _( E, O
- ' n% }0 m3 W* Q P
- #==============================================================================
& _0 \5 d1 F- }9 | - # ■ Scene_Map7 A1 J6 J2 x) A8 B
- #------------------------------------------------------------------------------& f/ O! J3 e0 I+ m8 |' \. y" ^1 A
- # 地图画面
+ b* Y% h Y5 E - #==============================================================================
" L1 U* _7 @& h3 [+ u+ F9 M6 ^+ i- L - class Scene_Map Scene_Base6 o4 g6 p. N# E4 |. A- g+ E
- #--------------------------------------------------------------------------
; m9 ~$ q$ R3 V( T) \ - # ● 画面更新
2 Q& |( h5 l) Y - #--------------------------------------------------------------------------
9 t; @: U9 C. i. A& T3 P( S! x - alias sion_mouse_update_scene update_scene0 X% q, H& U/ x5 `9 p$ Q, t
- def update_scene# |& G `% M, t6 U
- sion_mouse_update_scene+ t4 ?- @* }4 v% z. y! [: [: S: P
- update_mouse_action unless scene_changing3 _. @' N" m- j! V% j/ F/ A! v
- end$ p- S) x S5 C. c# x \
- #--------------------------------------------------------------------------
% H; p/ n( A( D! Z ^ y, u - # ● 场所移动前的处理$ i8 o! Y0 c& B8 j/ }
- #--------------------------------------------------------------------------0 s; X% C0 U* ?/ v* C5 C
- alias sion_mouse_pre_transfer pre_transfer2 ?6 ~3 l) |# f" D, M; [
- def pre_transfer" r% w/ o, c; L# P8 M9 u% L5 C
- $game_player.reset_move_path
9 U w4 H3 d& C/ C- l - sion_mouse_pre_transfer
; a# y6 e4 c3 Y4 k7 Z - end- @, A% ?# J: X) o) F
- #--------------------------------------------------------------------------9 S- x- f1 E& Y% E: f# I
- # ● 监听鼠标左键的按下- X$ }( v/ o3 w( {& {: O4 U9 j9 |
- #-------------------------------------------------------------------------- @" L9 U K1 m( a' H5 @
- def update_mouse_action" `8 K9 M9 O. [* N$ [
- $game_player.left_button_action if Mouse.press(0x01)
8 a9 }- {% e) T" f0 J% N - end) {" R+ d8 i& j' r: a% e8 _8 E
- end+ L. W$ ]- G" F( x' N$ V
. T) O+ _3 l1 c; s9 b# l- #==============================================================================
3 m! [$ X. j, k& q4 h( j! u9 w9 ~ - # ■ Scene_File
/ }5 }% K* @5 X' [4 B7 L9 J$ W, ` - #------------------------------------------------------------------------------
; x3 h# s4 D# k/ j - # 存档画面和读档画面共同的父类
- o6 u! F A1 l0 A. z6 b1 }& v - #==============================================================================: L j9 g* q" q4 d/ Y6 Y& i. N. Y' |; S
- class Scene_File Scene_MenuBase( C' v5 Z! Q p% X; }) t+ g( w
- #--------------------------------------------------------------------------0 \7 T5 @/ v; s! V* Z
- # ● 开始处理- m2 z7 b0 {& S2 D
- #--------------------------------------------------------------------------
/ l7 u' u8 l& s7 @* u+ T: q - alias sion_mouse_start start: L7 Q# X; a A( q; b7 V
- def start
- D: F- q6 p1 d8 R4 u. I7 ^, f; ~ Q - sion_mouse_start& |( B1 a' H) }. Q
- @move_state = 0; X/ l1 e2 H2 T) u
- set_mouse_pos+ I$ ]' z8 b% V4 G: p- H. n( P
- end* ?; G. ~4 c8 N
- #--------------------------------------------------------------------------
5 Z' ^7 f3 T+ @6 Y - # ● 更新画面
" B8 X6 h/ q4 _" p - #--------------------------------------------------------------------------% i8 a x: @" n, P: D/ a
- alias sion_mouse_update update$ ]% k" K# @; ?3 f3 p, A& [5 |
- def update
- O! t# z# s( p7 C. z - sion_mouse_update
3 R: i) @* J- `% h. i& P - Input.dir4.zero set_cursor set_mouse_pos
L8 Z, E: k7 R7 C, u. ` - end) g' Q1 @ R9 c4 t( h& F
- #--------------------------------------------------------------------------0 ]! o4 _ Y3 \3 {$ v2 R
- # ● 更新光标
- P* X, B4 R; N1 s( }( e" q8 D - #--------------------------------------------------------------------------
+ B7 m7 Z2 X5 s+ D4 J& U - def set_cursor
: L- o* E; }3 u$ Z1 [; `7 ?3 r - @move_state += 1
( d o' o- Q& T% c - last_index = @index/ ?5 e% L) W) P) ^$ R
- if mouse_which_window == -2
. g* h2 d7 K7 |6 I. @0 r1 l. F - if (@move_state - 1) % 6 == 00 c/ v8 X! L. S2 s. Y8 F8 q* E$ Z
- @index = (@index + 1) % item_max if @index item_max - 16 f+ K1 N4 w' U6 u9 f
- end' s6 u) ^) h& g0 F
- elsif mouse_which_window == -1
1 I# J2 y% R* t* i9 |, u0 `9 E - if (@move_state - 1) % 6 == 0
) x6 K8 M) M! V - @index = (@index - 1 + item_max) % item_max if @index 0
5 W. H0 j% D2 K9 w. O# s# N* ` - end3 m9 p+ v6 \; p. `1 W
- else A# U, [. w" q6 t# j
- @move_state = 0
. W0 Y; `+ ]" G! l - @index = top_index + mouse_which_window& w+ D5 X5 v: x( t5 S. c0 f5 V* p
- end
/ \% W, ^) Z; b! H( a, n - ensure_cursor_visible
# k* U3 Q$ O4 U" t - if @index != last_index6 `: I- d: @: i$ u: {" N4 A' E
- @savefile_windows[last_index].selected = false
n6 ]; @# R4 r0 \ - @savefile_windows[@index].selected = true! ?/ W, F& z1 l1 N
- end
: x/ Z8 \$ g" t L+ H8 {$ }, s2 M - end- {8 s/ o' _8 s# z
- #--------------------------------------------------------------------------
7 i$ B2 W2 V5 y4 ] - # ● 判断鼠标位于哪个窗口* k, W# {' O n- Y. e
- #--------------------------------------------------------------------------
- Q/ t; Z& r# z2 ?* A' M( j - def mouse_which_window
- }: Y" w3 e; D3 |) H$ [. y - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y* E) K( d$ b' L2 D
- if mouse_y @help_window.height + 147 R& k4 h+ T; s# m% S
- mouse_row = -13 Y0 A& T: Y! h9 A% i% t. |2 }- `
- elsif mouse_y Graphics.height - 14' k i' ^3 V+ N9 T
- mouse_row = -2
+ ]9 l8 p6 A% J, S$ ^6 j - else
: ^3 Q. c1 q0 b' v' k - mouse_row = 4 (mouse_y - @help_window.height)
' `5 X1 |9 N& T) B6 r1 Z: ` - (Graphics.height - @help_window.height)
y# _! X) K5 J5 d; N - end) f2 y K* \5 W9 }, N! F
- return mouse_row) N) F# r2 F" _1 s/ _3 H
- end
& `- Q6 b* L5 p x - #--------------------------------------------------------------------------
0 T( C& J: x% k4 z! Z4 } - # ● 方向键移动光标时将鼠标移动到对应的光标位置7 L" S) g. s+ Q m5 ~
- #--------------------------------------------------------------------------
! f ^; `8 F# G1 X - def set_mouse_pos
" y$ T) q+ u. Z: H* W - new_x = 40
" M6 I* L8 {7 X3 m& I; {0 G2 X - new_y = @help_window.height + savefile_height (@index - top_index) + 24 A0 l" G9 [" O# d$ K9 X. L
- Mouse.set_mouse_pos(new_x, new_y) M* g$ i: X( g+ b! g1 s& Q
- end
5 i/ x* n; f, B0 \2 _ - end: z: Q3 \- ?8 Y( |- C8 s
- - Q: t+ j, e+ e% k6 T
- #==============================================================================
, r3 h7 |' K3 G: R% K8 D6 V - # ■ Game_Event L* k7 l: \5 I/ P( u1 W( u. x; ]4 N
- #------------------------------------------------------------------------------
* p" D4 f* s% j! f5 f; L - # 处理事件的类。拥有条件判断、事件页的切换、并行处理、执行事件等功能。
% p+ P e' L& Y' }) A: D$ k& w - # 在 Game_Map 类的内部使用。, Q$ V$ \) y/ G5 a" U
- #==============================================================================* A, y8 U4 a- E$ g$ z5 [
- class Game_Event Game_Character
# m% \4 z. C2 K- r5 G) Q - #--------------------------------------------------------------------------
, ?& X6 R1 @7 a' d& z6 X( v - # ● 事件启动
. y" }5 d: y. S* u h' k0 z - #--------------------------------------------------------------------------
/ E, y* ]9 K7 ]/ F U$ \; e2 n0 B; _ - alias sion_mouse_start start+ ?9 M" v) `1 ^! [+ k) c
- def start
4 O) |8 O ]2 j/ e. Z - return if mouse_start && !Mouse.press(0x01)7 ^& @0 h0 ]. J' S0 [
- sion_mouse_start7 Y9 K; E4 O' K5 }; D
- end
+ w- ?0 V. j) O A# C. I/ d - #--------------------------------------------------------------------------
( f; D, h! g! W, o) [. M" s# X, U - # ● 判断事件是否由鼠标启动
$ M& ^5 R- f7 t! Q) z$ b! C7 W4 b+ t - #--------------------------------------------------------------------------/ @- E+ x' O" W# h
- def mouse_start
' P ?% ]0 w! T p7 f' t0 `4 Y - return false if empty) O5 F/ {& b) s" @, Q+ a0 ]
- @list.each do index) F* k/ c- G7 D- o5 H( y
- return true if (index.code == 108 index.code == 408) &&
: l H$ H- C" k; Y e) U9 O5 W' j2 N - index.parameters[0].include('鼠标启动')+ b) {/ T/ a8 J% p/ @, r
- end9 h6 {) a" g2 L4 L+ x
- return false, g& q+ A" }) Q
- end
! Q* ~# L5 j4 t( q - end
/ i! V2 Q3 v: m$ S0 V# ` - . B" p6 G- w/ L h/ T: [
- ####泥煤的height
, W+ p+ o5 X! h3 q: R1 q - # @height = height l0 w" l; c4 g5 r6 A7 d: i& P3 x+ G
- 6 s+ x1 O# w% p0 I. X
- class Area_Response; q. ?! N- j1 r
- attr_accessor type0 E. V5 w( Q R9 j
- attr_reader ox
$ U$ E# R& q) X5 G - attr_reader oy
0 U- P2 q! c% z8 P5 e) ^1 M! e - attr_reader width
) a. K3 E- Z9 n - attr_reader height2 p5 p* h; c9 ^+ R
- attr_reader switch_id$ H! G1 r. l9 i' w" ]3 S
- def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)9 ]+ E5 }4 @2 y9 U) d, |
- @type = type
1 X$ B6 V2 y4 u - @ox = ox W! |: Y2 V5 Y+ Y/ j' U4 K
- @oy = oy
D$ m2 ^) D" \& l, ]: V4 {( d - @width = width. G' d; ]( `" i" K0 h/ o
- @height = height: I, p; E y6 \% c, |) s2 B- O
- @switch_id = switch_id
$ H. `6 o$ n8 S- |( {: ? - end* I5 {" R. G0 F2 ~
- end" I" R0 y X; ]5 z, A
- 4 x" i/ s) U# C
- $area_responses = []
* z9 W- W( x* | - 2 Y+ A" Q9 b) ~/ l; w
- class Scene_Map. N7 g" _! Y. x: q4 x3 H
- alias update_mouse_2013421 update_mouse_action
1 h" j+ W" k0 v, w) @- \2 x - def update_mouse_action& f, C0 Y( o# N+ e" O8 S. U; A
- update_area_response/ h7 Y) Y* v6 L. D _8 d
- update_mouse_2013421
5 G9 ?9 b1 U7 ` a" }! c0 o - end+ [% e0 i" w5 u0 m8 @
- def update_area_response7 Q% K7 V, Z8 q/ Q% Y
- responses = $area_responses. ~ g$ H7 k6 Y
- responses.each {response
4 i( P$ t* y1 |# V - ox = response.ox0 z/ j8 ^! p0 C( z
- oy = response.oy
) [3 f+ O9 E8 G7 N- d( G - width = response.width
' Y4 {. h1 ^ T O+ E5 a% S - height = response.height
9 \- M' `2 n5 p - switch_id = response.switch_id5 j7 p( h \4 ~
- case response.type7 w5 i$ C7 n/ ^' I7 a3 ~% C- r% }
- when 0! ~1 w% N( o' P: H% O
- if mouse_in_area(ox, oy, width, height)
/ f7 ^ X# b1 N) L# g - $game_switches[switch_id] = true# l! u; M: R. e; o) i
- $area_responses.delete(response)
% \* ?% p2 v# k4 w7 G6 N - end Q3 Q& _' q4 K" `" m% I
- when 1
# T$ a! Z; T+ \1 X6 t0 E2 D; E( G2 ^ - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)
2 t2 I( ?4 y6 Y$ K+ t- x' s( M - $game_switches[switch_id] = true4 x+ w) R. m- A& i, ]1 s! r6 |# l. p% ]
- $area_responses.delete(response)7 F% v1 D- U0 o- X# `2 V: o
- end
3 N5 K# U2 @( B D9 y6 s* k: w - when 2) F$ N6 L8 N/ X/ h
- if mouse_in_area(ox, oy, width, height)) z. Q: u! n; v- F' }. d- ~
- $game_switches[switch_id] = true
) d4 V6 n2 X# U7 @/ o* m* f7 O - else
: \3 d9 Z) o+ j. ]0 X, ? - $game_switches[switch_id] = false
8 a# ?" R) Q; {1 B- b - end
" i( n# \) w" `; I, F - when 31 w$ i/ W6 f" a& k( N% @+ d
- if mouse_in_area((ox - $game_map.display_x) 32 ,$ j F# B5 }. Q* ~% T
- (oy - $game_map.display_y) 32, width, height)
+ g6 G% U3 v9 ]( {( J - $game_map.events_xy(ox, oy).each {event
9 Y) n- T6 e+ |: s# H- ` - event.start
! \2 Q4 M$ P* m; ^1 V - $area_responses.delete(response)
) n$ x% [) S1 A7 ` M. c# y - return0 [) N8 r: ]: H/ g# g* P! j
- }
; \6 S8 g8 R5 m: F - end
3 l+ s3 S7 [1 ]) z+ R6 A( \9 j - when 44 r5 G. f v$ P, W" Z% v7 N% v6 I5 D+ e
- if mouse_in_area((ox - $game_map.display_x) 32,( _& q* ^5 |' d1 m, j$ Y8 I
- (oy - $game_map.display_y) 32, width, height)5 @! Z. {( y0 I# n/ T y9 ?
- $game_map.events_xy(ox, oy).each {event
3 ^: i/ f7 k2 t - event.start
" C7 [; k4 t& o. s4 { - return
4 e# h2 b; B( |+ A0 k6 t - } ' v& K- t* Z8 b5 o+ j1 H3 n) _% M
- end
! V; S* x; @& c3 @# m; h - end% |. r J1 S& d. a
- }& f/ M X7 X% R
- end
* o/ \( s1 D: i) L4 E f" H' B' ] - def mouse_in_area(ox, oy, width, height)
k" z( D; C" d! K! ~# q3 S( I - Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&
7 a6 ~& G: d! z+ K, K' |4 f7 j - Mouse.mouse_y = oy && Mouse.mouse_y = oy + height
# h0 y& E( C# |9 y - end
" c7 D4 M$ r5 Z, E) b0 ~7 k6 z - end
4 x* Y) p4 Z2 T9 U - class Game_Interpreter9 f- w; |/ z- h& y7 J# Z, G
- def area_response(arg)6 b. g/ T2 I/ o& B3 l
- $area_responses.push(Area_Response.new(arg))
- Y. A4 ~. G9 P/ ]1 I5 I - end' B9 J7 \7 M3 U5 l5 E4 ^0 Z
- end. X. ?1 D& {; y9 g
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