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純屬給LBQ腳本:- =begin #=======================================================================7 M7 l: @. v, B: |& B" f& Z2 V
- 1 a8 q8 h5 X& r3 o" F
- Sion Mouse System v1.3e x4 [; @6 n# g$ v& ~5 o
-
7 K8 _1 s0 O8 p1 D5 F - Changlog" c5 t3 `6 d' r9 O) @3 K
-
* g5 @7 ^' L$ L) H# t9 w) M - 2013.4.21 v1.3f& U" a; ~& N/ `, j2 F* @
-
: i# q, b2 ^# s - 1.3f 卷动地图 bug 修正
' W7 m2 `3 O7 S2 c+ {3 W$ { - : p+ R" G5 n* ?7 p9 N3 `8 N6 |
- 1.3e 逻辑优化;提供解除鼠标固定的接口0 H7 P" a) S \7 U( u' n, Y z u# u
- 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内2 F. m4 w9 S& _3 i" P5 I
- Mouse.unlock_mouse_in_screen 解除锁定0 G) ?, k2 E. K0 g0 V
- ( i" R U L4 H9 E: a' O. b
- 1.3f bug修正
/ S- [$ s) r. u& U - " x2 Y! X7 D) X( \( N
- 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1 ^8 E0 D3 c5 o$ Z( }! u. B5 a
- 关闭菜单时,鼠标是否移动到原来的位置。
K+ Q( y5 C: w' G& F - 3 }- K. W: Q; f0 _3 ~; N
- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处
& X8 C: i' }5 W! E1 ]0 u: p
3 }% G% {" g6 P8 W1 l- 1.3b 修正一些罕见的bug;
( e" x6 X8 [, d
' ]# I5 L/ c% H# E& i. ?- 1.3a 代码小修改;& H |& u! W* S8 I
- 加入了鼠标点击启动事件的功能,
7 I3 T" z. {* {* _ - 在事件中加入“注释”: 鼠标启动 ,
- \1 F# X! q1 v+ l* P" 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。( G7 v1 P. F# i* D
-
- K8 m! |& s) w7 _6 g - 2013.2.12 v1.2, {6 ~" e G3 k1 ]6 i, K
3 G7 p0 s; h6 M3 k) D0 c3 a' n- 寻路逻辑优化;
) r! w' K0 P7 L. n/ U ` - 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;$ G% A2 {- Z5 \* ?0 x& Q6 l
- 现在支持用鼠标来操作载具了。
! \: j- u. T `9 H" u
; {! ~9 |2 q8 I C- 2013.2.8 v1.1! O4 l, u( k5 U# c/ _8 b
+ w" ^. Z/ x6 q( q% ]: k- 优化了事件判断,现在可以方便地启动柜台后面的事件;
9 B- F) {' x1 a) \6 H* F, G: l+ J - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;9 ^9 T- X) l! B* ~0 O8 x4 C! R
- 移动时,路径指示点的绘制更加稳定;" Y0 \7 c- @$ m7 O% {/ D
- 现在支持默认存档画面的鼠标操作了。
) F$ n# O% l7 }& f# I# a3 Y3 S - 0 |/ O% M* `( B$ C% M% V
( z5 y1 ~& F5 f6 J- OrigenVersion4 ~7 f1 C. `" j9 Y/ F* H
-
4 s) Y8 T! v X; p - 2013.2.7 v1.0 6 W& I; g% T$ w3 M% ]* U
- ) H7 k5 W! k, r9 e8 X
- 主要功能
; E1 B7 Q& ^) ^) G
; ]# _& Q. b7 R$ [- 使用鼠标进行各种操作...
/ _& o, v9 Q+ B0 B/ ? - 将鼠标锁定在游戏窗口内4 \( o Q3 U, @# n, F
- 自动寻路,按住 D 键可以扩大寻路的范围
1 T4 S9 @1 [; B% ?* {' A' U c - 双击鼠标进行冲刺4 I: {; I+ F7 T: s: Q
- 更改地图卷动方式以适应鼠标移动
$ V( j/ ?, J- t L4 m% u! o - 变量输入框改良
0 n4 w, ~9 a8 E Z& k - + L6 M6 s6 s( `) S8 v8 k
- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹& C$ I" |# Q( `1 Q. ?
# e& J1 n& R5 X" G6 n8 K$ X( M8 {8 L9 A2 h- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹
: ?% h0 a4 ~* q4 g" ` - 9 [' Z; C: G3 C
- ★ 如果未放入会弹出提示,并使用RM自带图片代替缺失文件;该提示可以在下面关闭
0 E- U: S. U( _& C
. z2 j6 N' G% E# S% l- , s+ c1 P! s! d
- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★
4 R, _: R% K' f6 w8 C
2 [- Z! R h$ a1 X8 H2 _- 0 p2 }; y: Y" l/ C6 F+ w
- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示- k) }6 L: s" [2 D; |6 w$ v
- + m$ [ G" j7 I3 ^# G: s
- #==============================================================================
# I R$ b$ |; \ B2 c - # ■ 常数设置 ' T0 Y% E9 m! U+ i9 ^! U: T% k% _
- #==============================================================================
2 C: J. h9 f$ Y @( c! N5 X) [! v& n - module KsOfSion, [' b$ ?$ @4 \7 I! T
- Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false8 F) }, O1 Y( {+ r7 `' d3 Y
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑
5 N6 W0 m2 q u- _ - New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false
3 K& L8 v+ v5 I- N1 w; R7 h - 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# I6 C# J- B. @
- Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处
) I, n& Y+ _ U - Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧
# Y9 Z6 U5 g/ q. ]0 W& j - # “30” 是默认显示格子数 长(17) + 宽(13)
: J4 O `, j B2 w - Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键& _0 f* X$ n1 [0 k; @" E
- # RM几个内置的空键位 (X = A)(Y = S)(Z = D)
! u% n1 Q9 s# u$ t; o6 ^ - end9 B( E* V) J$ U$ I2 B9 b
- - G4 l- n$ l; ]9 j. d
- #==============================================================================
( i/ R w7 H8 t( }9 q/ T' g* Y. ? - # ■ 用来显示路径点的类
6 d$ m: H4 ~3 w* c: R0 \ - #==============================================================================
% O- y6 `5 e( G+ {( T - class Move_Sign Game_Character
# _9 }$ z2 z) Y; o4 ^4 b6 c7 e - #--------------------------------------------------------------------------& e& ~' y$ l' X! E+ [% w
- # ● 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/ Q! z+ T+ L6 |. i j& B% z
- #--------------------------------------------------------------------------
2 S9 F7 x" T; n5 t' [ - def init_public_members/ g$ Y& Q) \3 ^" _
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹* Y: x- J5 ]2 b
- @character_index = 0 # ★ 图片索引。$开头的行走图设为07 v4 S( G A( f7 ]7 G' [. q: e2 M
- @move_speed = 5 # ★ 踏步速度$ W) w* _/ O8 H& G& M, g/ G! s
- @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)& B Q% t, v8 i- _& {
- [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度
- u; f2 X0 ~# } - @blend_type = 0 # ★ 图片合成方式,默认为0(正常)
: ~, Q; n+ F5 L P9 L6 ]! W - @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列# {: t3 U- B4 K3 A9 n$ y
- @priority_type = 1 # ★ 优先级(默认与人物同级:1)
1 Q! c5 ^, `4 D# w- P - ( Z) c5 N6 h) t1 J& n" s
- " I v8 n* P) C! g; F. L; ~
- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★
w5 {, w( z. N: i! x. L) o - 7 [. F0 L( X& c3 t; [1 B
- * [- `$ x5 B9 l' `: ]/ \6 p
- # 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
4 K# h3 c% D' q1 V; h) i) r' ? - unless File.exist('GraphicsCharacters' + @character_name + '.png')8 Y2 }4 D6 w+ I2 H+ a
0 `/ M" G" e9 P6 L0 I- if $no_arrowpic_warn
9 {1 K) G$ H ]% |# @ - MouseShow_Cursor.call(1)" U: b" D. G% {* A) a
- msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png
) n9 @2 ]1 B& X+ n0 w( k* x) }. z - # h+ P7 A2 _8 [ o3 R5 X
- “路径指示点”将使用游戏自带图片2 l+ T0 M( K) H% S
- & q) E& r$ `& r+ Q+ n1 s0 G
- 该提示可以在脚本内关闭')
% F- I9 G3 I; l* S - MouseShow_Cursor.call(0)
8 M9 z. A" w0 \( b5 p - $no_arrowpic_warn = false! g9 C5 g$ A0 L3 R8 ~1 K6 b# I
- end" a' R7 A0 _/ P! r' h A4 Q
- @character_name = '!Flame'
0 B# t% f) v( J! h" @ - @character_index = 6
' D: Y4 L! m& D, ` - 3 @! i: `! n" g6 L6 ~
- end) b! E' N- y1 G) }: p' u
- @direction_fix = false # 固定朝向5 q9 K6 t+ t; W/ X/ q! j4 v
- @move_frequency = 6 # 移动频率
5 K! K. z/ Q4 R% ~ - @walk_anime = true # 步行动画2 f' A0 {3 o2 K' `& n9 v a
- @pattern = 1 # 图案
( e% |1 l1 ~% p1 M( y - @through = true # 穿透, J4 C* B9 h( k7 @
- @bush_depth = 0 # 草木深度( I4 L/ z- `) Z: I" o, _. M
- @animation_id = 0 # 动画 ID, i5 n% q* l c# R3 \) C% V
- @balloon_id = 0 # 心情 ID2 d w( [' u$ o1 ~2 q6 }- ~
- @transparent = true # 透明
9 O2 ]& i: {; v8 ? - @id = 0; ^+ ]) t/ X2 [ F$ H
- @x = 0
; L: `/ m+ d8 d8 Z; b6 P. j - @y = 01 g: ]& N- _/ t3 s+ m
- @real_x = 0
! q. `* V& O2 H! W+ a Q - @real_y = 06 S4 P0 J8 W: T3 K- b& b5 P
- @tile_id = 0
) D, M2 ?4 `( P4 ?7 g - end0 z' N* A; l; C n8 ]
- #--------------------------------------------------------------------------
3 B: ]; u# y2 b* V8 }& x4 [ - # ● 定义实例变量
& j4 q: ]- `8 J' z) F B- A - #--------------------------------------------------------------------------
8 d) @" z3 ]" S3 n - attr_accessor direction! e0 V" V( }7 c9 s% x! d$ H
- end
, p3 w [0 `: t! j2 z, V9 _7 E
1 H" b2 V! @# Z7 v. B2 }- #==============================================================================
- E- e; i' [' Y9 W! a$ _) a/ j - # ■ Module Mouse
# {' K. L. ^$ H) b8 [ - #==============================================================================& \$ l/ V, w( r" d' [! b
- module Mouse& @# f' @! S n% N
- #--------------------------------------------------------------------------
& q$ b7 Q7 S2 K+ X$ H* j - # ● API5 V; R2 j5 ^$ @
- #--------------------------------------------------------------------------5 k$ u4 W' ^: I$ Z
- Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
9 C" q6 T7 [3 ?" {; ^4 ~/ m+ Z2 n - Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')+ n7 n1 p+ {% c$ W3 | F
- Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l'). a+ w9 t( [1 N8 n' O" q, U6 c
- Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')6 I, F" z7 x1 d8 `# O* y. t
- Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')
: _( @5 t- C" ^9 e0 n; ] - Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')/ z/ ]0 M0 |$ ~: _% w0 e
- Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')# ^6 N# B, I+ x
- Window_Hwnd = Get_Active_Window.call
; K; ^* c0 O$ @1 y A
# Z* l4 a6 L2 L7 U- class self4 P# m+ n/ r( Y7 O
- #--------------------------------------------------------------------------2 U* n3 k+ w! m- h1 e
- # ● 初始化
; w h1 K+ W8 b* ~; o* j9 ` - #--------------------------------------------------------------------------4 B- w2 K) l! ^ E: ]+ ?9 J
- def init
+ [' t7 U O u' g) m y4 a - lock_mouse_in_screen if KsOfSionClip_Cursor: y3 K7 |* N! W, f4 B1 d, |
- @left_state = 0
+ H# N, ~7 n. u8 `$ W O/ T - @right_state = 0
1 X1 A; f f" W% M - @ck_count = 0 # 帧数计,单击以后从0开始1 D) u) m9 M1 c8 Z) K& R; B! l
- @dk_count = 0 # 用于双击的判定
) Y& g' a# h% A+ P - @clicked = false
. s+ d+ G" M% T: g) k0 k6 ] - creat_mouse_sprite# W! [% I- i' G$ J
- update
# N9 w4 n& Q& _6 f/ x$ A G/ w7 }9 | - end
" o" R e) Z8 S, m( k% K - #--------------------------------------------------------------------------( E, }& |/ t7 ?2 m, k- A4 T
- # ● 鼠标指针精灵
j) J" N& s- N+ L0 ~4 g+ A& ] - #--------------------------------------------------------------------------) e: ^+ j! a& z! A) T
- #~ def creat_mouse_sprite" J2 l% r3 {, `" I
- #~
: S$ B7 ~) M( a7 @- h5 i - #~ @mouse_sprite = Sprite.new% M/ m6 ?! s. j8 V0 A2 \
- #~ panda = 2#rand(2)+1
* b4 A% k- ]& g0 M# W3 t
& W# r+ l- H9 c4 K& H- J% ~" D* b; R6 @- #~ if panda = 1
" b( R( Y3 q6 N; u1 ^" p P, o2 ^ - #~ if File.exist('GraphicsSystemCursor2.png')7 A, ?( ^6 Q. P9 Q3 C& E- A- r+ M
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
$ _0 R( D) S6 G" Q8 P! k x# G - #~ end#with if File.exist: R% y1 R1 y$ Q$ a
- #~ 6 K+ S: a5 b' H2 L, ?; E
- #~ else if panda = 2 #with if panda=1# K1 r9 y: O2 V) l
- #~
- W* O( T! y1 D. e1 p - #~ if File.exist('GraphicsSystemCursor2.png')% F! ^2 y6 t7 u' S
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')" q, T1 h. \" `) q' `4 f
- #~ end#with if File.exist" I7 J5 @$ g2 k% O# Q4 S; U
- #~ - `8 i) F9 \; G" `6 \3 h
- #~ else #with if panda=1
+ H6 i' I- b; a - #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)* `4 u% \# s e9 g8 d* k* x2 h7 a
- #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),& W# f I) X: V9 J% F, L3 n
- #~ Rect.new(5 24, 24 24, 24, 24)); @/ b% e$ X8 f" l) X# z' v8 b
- #~ end#with if panda=1- K( W5 S1 C' i+ P
- #~
( T+ E: y! V# ?4 m, P4 { - #~ #with def$ Y! `" n# J! b3 _
- #~ end
4 \* B- K. b) w' V! S2 r' H - def creat_mouse_sprite0 K3 N6 t8 u1 Z
- @mouse_sprite = Sprite.new8 l* j+ j, b* r) Q7 X" W8 D& E
- @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})' ]1 e, \8 v& M9 p( @) v* E% n1 N' @
- @mouse_sprite.z = 99997 |/ |: P& Z$ \% F, W
- Show_Cursor.call(0)
2 ?9 \/ _) ]* w+ L' G) k" C - end
* l7 ]2 q' B2 v7 V0 l' k2 K5 B
! k1 Z5 s4 K z0 r/ y- #--------------------------------------------------------------------------
0 v) [( Q9 F, B: M7 I) p. x" } - # ● 更新% N, b. g' r3 p" P
- #--------------------------------------------------------------------------# Z) k: H4 j& [6 W2 O; z+ k
- def update1 k0 U! U/ g0 y: {3 a/ L2 a
- @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos
* S, n7 S. r) } - left_state = Get_Key_State.call(0x01)2 ~7 z. |+ O+ |1 p* x
- left_state[7] == 1 @left_state +=1 @left_state = 0* @7 R- Y5 D& f q! Z* z# `
- right_state = Get_Key_State.call(0x02)4 o; |0 X0 ^( h5 b1 G. w" `3 q
- right_state[7] == 1 @right_state +=1 @right_state = 0' t7 M0 I+ q0 l7 @
- update_double_click, r4 h* b# X/ W9 I/ }2 }& `
- @left_state == 1 @ck_count = 0 @ck_count += 16 ~" U _" G& ~* R& ~: g; v
- end
" d0 p. x& q! U, e - #--------------------------------------------------------------------------( d" a6 j; \! q; X, Q
- # ● 获取鼠标坐标
" Z$ O( U1 G6 ^/ k" O - #--------------------------------------------------------------------------
3 E- ^# k! L& x8 C - def get_mouse_pos
* n# N3 E# H4 P+ \. H - arg = [0, 0].pack('ll')
6 X+ I0 m+ ^. e. h* ^ a - Get_Cursor_Pos.call(arg)) `0 G. Z$ ^) I3 l9 Y) H
- Screen_To_Client.call(Window_Hwnd, arg)
" g1 _& x' K: s0 } - x, y = arg.unpack('ll')
+ m" ]9 |) n. o, A - return x, y
9 q V/ e3 n# x5 } - end
( f+ s$ L9 C0 y' k0 @! B - #--------------------------------------------------------------------------$ E2 Y7 @1 ^0 @8 L1 u
- # ● 将鼠标固定在屏幕内
0 L6 r/ k: W7 ^* w) b9 u0 c1 c - #--------------------------------------------------------------------------
" M7 F; `3 A: x+ {$ g - def lock_mouse_in_screen7 q- Y) O% w* }8 K' o
- arg = [0, 0].pack('ll')% u( W8 D$ W7 Q
- Screen_To_Client.call(Window_Hwnd, arg)
+ |6 y$ J* L$ {* g/ e - x, y = arg.unpack('ll')0 t1 o/ P; E3 R
- Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))$ B) w# f: N" n0 R7 B) z
- end9 Q9 _3 C8 |) g$ f! j0 @
- #--------------------------------------------------------------------------* C$ k+ ~9 N ]1 a% z: n! h8 M: `
- # ● 解除鼠标固定
% i6 v" g0 | T/ ~( L - #--------------------------------------------------------------------------
& z( z& V0 T- ^4 j& p4 N7 b - def unlock_mouse_in_screen
( z0 q7 h, Y( ` - Clip_Cursor.call(0)
) r* U. g6 n" w8 f! ?: P - end% P9 p; w) _0 \7 ?0 S8 E
- #--------------------------------------------------------------------------
- ?7 y' |0 v5 c# w - # ● 鼠标双击判定
% F6 @3 B& @$ G' r! c - #--------------------------------------------------------------------------
$ N1 ~; H5 u# d - def update_double_click! ?* t/ F0 _! V& n) ^0 M$ b
- @clicked = true if @left_state == 1+ Z, h8 t. a/ L H+ l: x& }4 U
- if @dk_count 0 && @left_state == 12 N7 [& y. q+ j! W) X
- @dk_count = 0; @clicked = false
, q+ g7 I0 E* G" L7 [ - return @double_click = true
* Y/ i* {, k7 b Q# w4 W - elsif @clicked z6 J% A+ @' e. x
- if @dk_count KsOfSionDbclick_Frame
$ [9 J* @8 ]/ i* w( F1 `4 G - @dk_count += 1
2 ^4 v7 }; ?2 Q3 V - else2 @7 n1 v4 A) L9 d% E: b+ C) l9 D
- @dk_count = 0; @clicked = false* L) y; J/ Y8 U; S7 g
- end: A7 K+ O) @% ~! N4 \0 L4 M
- end0 C5 P4 D# g+ u# N% n
- @double_click = false
+ O2 T- G1 q; A6 r5 P, e" ] - end
' L& ?4 B' E6 a: C# Z/ ~( O - #--------------------------------------------------------------------------% s" y* k9 A5 }2 Z
- # ● 按键被按下就返回true
9 A6 X+ s, R. H! l - #--------------------------------------------------------------------------
4 O0 d3 g5 j9 h3 a9 O2 O0 C - def press(button)
6 p H+ m# C( G) M" I5 Y - case button
+ Z4 e- g) I f' D - when 0x01; return !@left_state.zero! |* t" f5 }6 K$ P
- when 0x02; return !@right_state.zero
" q1 e9 }/ d2 |; y& m& }0 J/ p. r7 \ - end
) z3 f: t9 |6 O' E& J - return false! Y5 G8 z, i& o! `
- end
: W' r# T6 V& {0 g - #--------------------------------------------------------------------------
* v: M: Q( _6 j1 N) B - # ● 按键刚被按下则返回true; N6 A$ v! |! g* k, |# D
- #--------------------------------------------------------------------------
0 H; C- o) I- F - def trigger(button)" I @( ], O% I6 M
- case button
+ v0 o3 x2 O5 ?. _) s, @2 V - when 0x01; return @left_state == 1* ?; H. W/ Z+ y) G8 V- k
- when 0x02; return @right_state == 1& ?, l( @$ D2 ?( c! l7 u
- end
% x0 Z# S: N" Q0 J/ l1 V - return false; f; m2 x- v* p+ s
- end4 e4 x* |1 ^2 r5 r+ e d$ e
- #--------------------------------------------------------------------------! _7 e/ z& J0 D. z
- # ● 持续按住键一段时间的话,每隔5帧返回一次true9 b( K- R$ S& z, u! t) ~
- #--------------------------------------------------------------------------& ^1 K/ F5 z" n# G' b4 ~
- def repeat(button). P3 T8 |3 q! w' R2 ~2 g9 c' N
- case button
8 |% L: T+ r$ H8 Y$ V - when 0x01; return @left_state == 1
C* n4 p# n. ^/ a - (@left_state 22 && (@left_state % 6).zero), L9 C* u8 r! \% J# ^
- when 0x02; return @right_state == 1
3 i# Q) r! C0 Q2 R - (@right_state 22 && (@right_state % 6).zero)
$ x" M& k$ b( M) g e6 z5 p8 S - end% v6 [! c- Y+ t" N! Z+ b: K
- return false2 H' W7 |- `& j2 B
- end
. f/ z3 S* ^" H0 i: Y s' e - #--------------------------------------------------------------------------+ T' [' k( l' u( L
- # ● 判断是否双击鼠标. I7 W1 D/ A4 S/ G8 [" N; f1 u
- #--------------------------------------------------------------------------
; F; D* i1 {; C2 C - def double_click0 a( @# d" h/ m$ S4 O9 u8 a8 Q
- @double_click2 @- s2 S& q" y1 t# U$ `
- end
* E9 l* u! g3 f8 R% Z9 i1 E - #--------------------------------------------------------------------------2 b6 D6 g3 w: }7 y0 E0 a
- # ● 获取@ck_count(每一帧+=1,单击后重置为0)/ x5 [2 O+ n1 j
- #--------------------------------------------------------------------------
# i! K1 T: K; J ~ - def click_count) B/ o5 n+ N9 R% o, _, J
- @ck_count
# S8 j9 i, L& ]5 W" i - end
+ y, F3 g$ H5 W - #--------------------------------------------------------------------------; }1 n' K1 l2 F# N% ?) G- @: V
- # ● 获取@left_state(按住左键每一帧+=1)0 ?. D( D U' M+ e1 p4 c% _
- #--------------------------------------------------------------------------- s) `2 h. M5 T1 K0 t; ]* d
- def left_state* l% A$ Q6 r6 o1 T5 l
- @left_state
+ Q$ l+ f# F, C# j. t1 j' Q) i - end
: I% E$ u- N( V6 a: y# l - #--------------------------------------------------------------------------( Q) U5 a3 u& H7 J) f F
- # ● 获取鼠标的x坐标
' O$ s# `% Y0 Q) I% s - #--------------------------------------------------------------------------! Q$ V- M) v* s3 Z9 I
- def mouse_x
* J* B8 x; B8 T& I! Y1 J - @mouse_sprite.x
; U% S+ O) j- W. v I P) Q - end
. l" |* a# k! G5 y4 d - #--------------------------------------------------------------------------
1 y" o L, Q; h6 K9 g" @, h - # ● 获取鼠标的y坐标
+ l" B4 W+ v8 b$ R" j# F - #--------------------------------------------------------------------------
/ s* [. [4 [. ?, R2 d1 b4 @% Q# s3 A2 | - def mouse_y
: I! M' k1 o" h d - @mouse_sprite.y9 S" m' P; e1 X. w, D: e
- end
) H8 F2 f: Q( {) K, ` - #--------------------------------------------------------------------------
- I4 F: n4 }& [ - # ● 设置鼠标坐标
" q7 k% B: U& I4 X8 J - #--------------------------------------------------------------------------1 S) O. u. T9 Z6 @$ n+ E; ]+ V
- def set_mouse_pos(new_x, new_y)
* T2 F+ U3 i/ m) s - arg = [0, 0].pack('ll') u% b6 f$ O: Y! ~( s* f% y
- Screen_To_Client.call(Window_Hwnd, arg)
8 `2 X; v9 P: c - x, y = arg.unpack('ll')
) l* x6 d9 o, c3 j4 ^ - Set_Cursor_Pos.call(new_x - x, new_y - y)) `$ u/ m, g: Y
- end
' U2 n% G' Y# n. u - end #end of class self " G; u2 W- h+ {+ O1 x5 Q
- K. D! b# }; u+ I0 b- end' \, Q$ s: b' P
- 2 h% s0 r, T" I- G
- #==============================================================================: p5 y4 N2 j4 Z+ [9 r; g" x
- # ■ SceneManager
: E! k% g# B. w& a - #==============================================================================
+ E( }& {' c$ |" S" g F - class SceneManager
( s5 g( d0 x0 {' {$ l - #--------------------------------------------------------------------------
* a* k$ K4 [+ m+ g - # ● alias
3 S( Q% k5 ~: _3 t2 \ - #--------------------------------------------------------------------------
, p. _; r5 {* G9 }) j - unless self.method_defined(sion_mouse_run)9 [+ [+ w% D0 Q
- alias_method sion_mouse_run, run
5 f2 h/ R8 P& ]. o4 ]+ D - alias_method sion_mouse_call, call; ?- _' d: o% `- O# R e/ j& w
- alias_method sion_mouse_return, return
: |) d. F `' @1 d! Z - end
% i" a1 z( {5 w+ W$ a$ J* h% [- [ - #--------------------------------------------------------------------------
q$ L/ m: j4 h; v z! ^4 E - # ● 运行
" F6 D: k$ V5 h! [3 w' } - #--------------------------------------------------------------------------
' J( U% h+ r7 X - def run
( }. a) t v2 W) o$ p; g - Mouse.init
7 T$ O5 f5 Q6 `; D/ X' W3 p3 q - sion_mouse_run* C4 w5 e( J- |( _* K6 W
- end
# s% v, Q' ~7 D n8 Y - #--------------------------------------------------------------------------
1 U! [1 }( g. ^; L8 x6 C& N - # ● 切换
7 V O0 c T% H; r2 {. H$ s - #--------------------------------------------------------------------------
8 ? g. K- B- [: }/ u6 S - def call(scene_class)% P( f0 I# q0 n3 t. G
- $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)) u9 a @: V p ^0 r( h: J
- sion_mouse_call(scene_class)9 `* J) C# t( t2 A4 l& e6 I
- end; D m0 r! V7 ^$ t- z
- #--------------------------------------------------------------------------
* M! {, ^" J+ l! f- o - # ● 返回到上一个场景1 d' M) \, x5 a( l
- #--------------------------------------------------------------------------( O+ G0 v4 E; p% _% o2 ~
- def return
- m" i" D9 a% [! p# o5 f# w - sion_mouse_return+ w/ O! r7 H0 n9 \" Z
- $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos && H; d: P G, v; X8 F3 U
- @scene.instance_of(Scene_Map)
3 M1 _9 D! u2 C4 U% w( j - end
0 C7 L8 G& B. H" o - end [' X2 J6 K2 r, `5 _
- , W* Q/ M% e( m+ J
- #==============================================================================
# O' n! v a) C6 m& B3 H' F9 T$ K - # ■ Module Input
; t! S5 o/ d' I6 j& a* w - #==============================================================================
7 g- R! n- Y0 l M5 @/ H! l& \5 S% q - class Input6 I/ |2 p7 V+ ^2 `# p7 X
- #--------------------------------------------------------------------------
3 F! v+ P9 }, E, U! m - # ● alias
) P {3 C7 ?% q: ?; B - #--------------------------------------------------------------------------
& p* @2 X" @0 X% z8 B3 ] - unless self.method_defined(sion_mouse_update)- s) Z% T# q! [4 S3 l3 E
- alias_method sion_mouse_update, update
& X& u7 b. u: r5 J0 @3 a" f - alias_method sion_mouse_press, press
" M- S. h6 b* t9 _ - alias_method sion_mouse_trigger, trigger: {2 _2 f/ |- p
- alias_method sion_mouse_repeat, repeat: T3 w* P& K# A1 z) K
- end
- H4 j4 K% M& Y; M - #--------------------------------------------------------------------------
1 F: p7 T$ i% ^$ |2 [ - # ● 更新鼠标8 x2 R3 Q* a# j1 a/ W
- #--------------------------------------------------------------------------
, I+ P# r/ V$ _$ E p! s9 l. A z4 J - def update( \& s- e5 c; O- F' e* e
- Mouse.update! P( g" e- `( w* A# u
- sion_mouse_update
0 S4 l1 j2 C& ?( Z+ l3 ~) v - end& Q( T6 c) L7 G2 M) U- s( T( \
- #--------------------------------------------------------------------------
( A7 W% o1 P4 z( [. V - # ● 按键被按下就返回true- o) i9 r+ i3 M! T
- #--------------------------------------------------------------------------$ t K; W* L9 y1 K
- def press(key)* I$ U! M% e, I& I
- return true if sion_mouse_press(key)
4 O; B, u" j3 o) l& @/ r - return Mouse.press(0x01) if key == C
1 @: E M; B# P9 M4 D - return Mouse.press(0x02) if key == B
9 a$ `; A. I, B& f - return false
* R$ w/ G7 U+ `/ |7 h0 x; k' M - end
8 f$ x$ h, N1 N( @6 s+ E( c - #--------------------------------------------------------------------------
' E. J. C3 R1 p- r+ w; C7 t - # ● 按键刚被按下则返回true* N4 K' S" e+ f4 N C/ C5 ^+ ?" z( |
- #--------------------------------------------------------------------------3 P9 Z4 @: p0 p
- def trigger(key)
( C$ q" D2 ]7 {) M0 c, c' H! j - return true if sion_mouse_trigger(key)
! E! H1 E* j, F9 {/ m8 i. \5 { - return Mouse.trigger(0x01) if key == C" n+ t: L: ~& T, s3 @
- return Mouse.trigger(0x02) if key == B% ?% D9 L3 @' `! h
- return false
; g! a' E' ?; h; P" P! z - end
1 z1 n( Z5 G& z3 r1 V+ n- s9 l8 I# O4 ] - #--------------------------------------------------------------------------
: F4 A# O$ W1 R0 j: z7 M - # ● 持续按住键一段时间的话,每隔5帧返回一次true' f8 {" w' U1 f( N; ~
- #--------------------------------------------------------------------------
) e) P0 _( p* | h9 u, F, E& r$ T - def repeat(key)1 P1 |5 W0 N0 k V6 q: z. l& O# _( C2 [
- return true if sion_mouse_repeat(key)
. g0 k- B$ E* O4 s - return Mouse.repeat(0x01) if key == C; c( w$ ^# m3 E, _
- return Mouse.repeat(0x02) if key == B
. Z! D+ y6 F; Q1 x+ O$ h; [ - return false
* _7 d7 l. h% ~2 \7 F - end0 d# t4 }" \' O* k
- end2 ~! j# r) ^2 s$ S
- 5 y3 X# G* ?. w8 I! A" l& ^% K
3 K( K# {+ U" M8 ~2 z. N+ r0 k- #============================================================================== _! f) c2 k6 H4 d' a( b
- # ■ Window_Selectable8 O6 R' L# A# [0 r" d
- #------------------------------------------------------------------------------
4 F) Y/ H; E5 c7 D; l$ ~; u& ~& O - # 拥有光标移动、滚动功能的窗口; {4 b1 r! j* m4 C( ]
- #==============================================================================9 b: I b4 `1 Y' m- X/ G
- class Window_Selectable
% N4 h' d' ^; ~+ a4 ^ - #--------------------------------------------------------------------------
$ \9 T* U5 P" L. J& h - # ● 初始化& }* D% Z# {( C
- #--------------------------------------------------------------------------0 z& a7 s1 k2 l& X- a' i
- alias sion_mouse_initialize initialize
: ^5 S* w1 G8 k0 n6 }8 E% { - def initialize(x, y, width, height)
5 K# l! u2 y1 }* i3 _ - sion_mouse_initialize(x, y, width, height)2 U* X* d; [2 P5 Y5 t3 z9 E; p
- @move_state = 0( J! W$ _9 x& L7 f
- end8 Z+ {$ c% H" z9 h+ A
- #--------------------------------------------------------------------------
! t* C0 v1 B4 C; A - # ● 更新
( @4 V- O# L5 ^! ~ - #--------------------------------------------------------------------------
7 X* f# z- g9 N* ]# i) K& C r - alias sion_mouse_update update! @/ g8 y# P& @& r0 w
- def update8 H; j% h0 L7 Q4 [/ K4 f' p
- sion_mouse_update
9 L0 R y& O+ y9 X - update_mouse_cursor
' Y) t$ h G+ W( x$ z0 N - end
: l# h$ \3 W x5 J - #--------------------------------------------------------------------------
& z- u# h: L% {# G5 S$ t - # ● 启动后设置鼠标到index位置2 ?( `: y# v; @0 Y" ^, H
- #--------------------------------------------------------------------------! `5 U0 Q; n1 u2 F) n
- def activate! p7 T* W! U; Z5 m7 S
- @need_set_pos = true if KsOfSionMenu_Set_Pos
0 N- n ?6 n: r( T - super$ |4 q0 E4 g6 e w( s
- end9 B# \" l, B0 e/ }0 K
- #--------------------------------------------------------------------------
1 V" a1 ^* R3 @ - # ● 更新鼠标和光标的位置
, s+ q0 Q y0 }& R - #--------------------------------------------------------------------------; g! [7 o+ r. {5 c0 x& S# x
- def update_mouse_cursor
; D* D+ x3 [2 l. Z - if active* o, H; M$ f- l- Q N @
- if @need_set_pos
8 r$ Q* S7 B8 r3 O7 ^7 d& l - @need_set_pos = nil1 a$ }- k2 e7 g! z+ G, D6 n
- set_mouse_pos7 @! |) L$ ?0 [" K+ _" N& R
- elsif cursor_movable
+ I" Y5 j: O. z( M - Input.dir4.zero set_cursor set_mouse_pos0 M, R" F" c5 x- u2 @- F D" L
- end% ?& a- m2 D% K4 `
- end v# P8 B" Y8 q8 U1 T. \
- end, w1 q. }& d& ]8 u/ [
- #--------------------------------------------------------------------------. j) i. E: w) I. e! T
- # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能. ^, T( x" t" k# M
- #--------------------------------------------------------------------------- c E3 O# S1 W4 {
- def set_cursor6 t' b9 N D, v" x
- mouse_row, mouse_col = mouse_window_area
0 i! y# L3 m: h* U$ Z. [+ ?% y - if mouse_row == -1/ k5 C7 }. ~! ^; p- y
- @move_state += 1 if need_scroll
6 {( V5 m8 S# Q5 { - cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand
! Y) y t) y1 y Z i- W( D( c - elsif mouse_row == -2
% K0 i# c9 {2 M+ N3 C. J4 f- | - @move_state += 1 if need_scroll
3 E, ^0 R; Q% x. W# c3 P - cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand
7 Y/ I9 V! f7 p0 y - elsif mouse_col == -1, t$ d" I# X1 R, A; }
- @move_state += 1 if need_scroll+ l8 L; U; d5 H7 y! w
- cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand/ [/ b& V+ c9 `$ R
- elsif mouse_col == -29 \0 X4 B7 w' H: l( ^
- @move_state += 1 if need_scroll( P1 r/ E5 |2 A. O
- cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand: m/ u4 O0 B" D& F* y. z
- else
6 V% k9 Z1 V+ ?" _( |0 \ - @move_state = 0
% R% T t( a6 `1 g0 s - new_index = (top_row + mouse_row) col_max + mouse_col
0 d/ ~/ b9 S8 R5 X0 `3 j - select(new_index) if new_index item_max && new_index != @index
! C# p2 I: c$ f# D - end) {& Z+ ^4 p6 @ j9 _
- end
* o. e, W) F- G) ?9 ? - #--------------------------------------------------------------------------$ {9 S6 h2 q1 W8 E: o) G3 g; O- H& u$ P
- # ● 判断鼠标位于菜单的第几行、第几列
2 u. ?7 D# F- h2 @! C' r - #--------------------------------------------------------------------------. ^: {& _/ D( u& n4 l; R
- def mouse_window_area
: x+ s7 ^' N5 ]) G0 Z) l1 r5 @ - if viewport.nil # necessary!
9 h6 w$ n1 i# K! H" T) S4 E# a: g - vp_x, vp_y = 0, 0
6 p- \& {7 p/ U - else% U0 I1 C7 z) L$ \1 M* _
- vp_x = viewport.rect.x - viewport.ox
/ Z0 X, E& I, |( K7 m* `8 }! _ - vp_y = viewport.rect.y - viewport.oy3 ]1 X' s) @( i$ {+ ~- Z+ l
- end' \& v2 m: m/ S8 \3 a
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
' l4 o! ^( g( Y; u3 M - item_x1 = vp_x + x + standard_padding 2 b+ T' A& e5 L2 E/ G8 ~0 a
- item_y1 = vp_y + y + standard_padding
) u3 F# @( L5 O C/ n - item_x2 = vp_x + x - standard_padding + width/ o; w5 Q; P0 s" o, Z
- item_y2 = vp_y + y - standard_padding + height. C2 F6 v) z2 T% L
- if mouse_x item_x1% f7 t3 t( o+ j% Y1 _' Y
- mouse_col = -1
3 n" ?* U _4 N( i$ |/ j F - elsif mouse_x item_x2
9 D4 O, ^& f8 V+ |0 N+ o - mouse_col = -2
: G D0 W4 \+ ~. ]5 H! s - else
7 T: b. X( ]3 I - mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1), N0 @% t/ B: Z3 w4 q7 \ f
- end
8 \% e. p8 n0 r - if mouse_y item_y16 t1 `3 c+ E/ ?9 c. ` n/ ^8 I! v
- mouse_row = -1
9 \4 D5 n$ v3 \: { - elsif mouse_y item_y2' z' t$ c9 N# y! f3 [
- mouse_row = -2
0 M5 X3 Y9 @1 r3 o! O Z - else
) I( ] O/ M( X7 X) h0 H& M) y - mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)
# x4 y: G% {9 \9 W' V - end3 j% I/ C% e7 @; o, z
- return mouse_row, mouse_col$ W# Z+ `& \/ G5 K$ ~5 U
- end; h9 a. P( _. [
- #--------------------------------------------------------------------------
9 S1 }4 M2 F7 T( m# V - # ● 方向键移动光标时将鼠标移动到对应的光标位置
8 @1 ^' I* K j# M - #--------------------------------------------------------------------------
0 o& i9 Q2 F* m* @* h - def set_mouse_pos$ o; }8 Z# t5 }, M$ N. C0 d
- if viewport.nil # necessary!- w2 _5 j( L. ~$ D* a7 _$ S
- vp_x, vp_y = 0, 0
4 c: ]$ f0 n/ ^9 o1 o. C6 ` - else
0 {5 N0 F# G/ Q7 g4 \: p) c- X - vp_x = viewport.rect.x - viewport.ox$ [4 \1 D! G- B6 k
- vp_y = viewport.rect.y - viewport.oy
& g) K0 \2 B3 @1 O' P5 z+ o - end
$ c+ Z2 e' [2 z7 ^) c) Z! n - item_x1 = vp_x + x + standard_padding
& i- V6 d" Y z" `& ^. ]" S: N - item_y1 = vp_y + y + standard_padding
F" h3 S7 }! }. _$ a - get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index
6 ~( z6 G( X/ c q0 l- M - row = get_index col_max - top_row
8 d. p) C$ u( r# g4 j1 y o; I* h - col = get_index % col_max
7 F; I0 Z1 I" ]+ G" C5 o - new_x = item_x1 + item_width (col + 0.5)/ n0 r0 B; o) W" w6 G! a
- new_y = item_y1 + item_height (row + 0.5)5 J p% z o& O! Q1 ?: e
- Mouse.set_mouse_pos(new_x, new_y)1 y, F% v: Q2 R# v
- end
2 K; O0 r9 Q; G+ I - #--------------------------------------------------------------------------
: X( Q& L ?7 s3 K# E- V W3 t - # ● 判断菜单是否需要卷动
' z1 X: S' n- `! J - #--------------------------------------------------------------------------
0 p: s, o: }( L2 W& Y - def need_scroll5 `% }# l6 U/ x' ?2 v p
- item_max col_max page_row_max9 s$ L& h' n% D# O
- end
+ m% D, C. L1 T# _+ Z; x - #--------------------------------------------------------------------------
0 \7 p/ P, V0 J" s! ` - # ● 判断是否为水平卷动菜单8 c) z6 Q) B/ {" i
- #--------------------------------------------------------------------------6 ]( q, q9 |% j, _
- def is_horzcommand. d7 z1 \) f5 U$ r( N
- return false
, D4 q# ~' F } - end
+ ?9 h4 Q* l9 \6 W7 } - end
5 Q) b0 r* N; k" Z* d - , x& l# g- g) j. }% z/ h& M! k
- class Window_HorzCommand5 r% \0 y; U' l) `; R1 y# |$ T
- #--------------------------------------------------------------------------
# G% { V, t M( | - # ● 判断是否为水平卷动菜单" ]: j2 o9 Z4 D( n
- #--------------------------------------------------------------------------8 f" D) C9 t7 s, q2 E% l# g: x/ L/ a$ i
- def is_horzcommand
4 q) M( H% ^4 B, N3 t: A# {( O# r - return true
( J0 O2 ^8 h; f# P - end" ^ ]9 M P! k! L m, {' Y
- end
% s' b: q* T' Q. l - k1 S6 E1 s4 w& f1 k+ ~
- #==============================================================================
9 M0 M3 x; a# ?$ R' J* g - # ■ Window_NameInput5 [# q1 t7 v) A0 M
- #------------------------------------------------------------------------------- a. H. ?4 g9 s/ m/ W7 N
- # 名字输入画面中,选择文字的窗口。
5 K+ t2 w; `) c" u0 j5 P% t - #==============================================================================* c. n- v$ Q; X* Z; K7 b7 ?. _
- class Window_NameInput7 U8 t: w: O- j) E
- #-------------------------------------------------------------------------- q! T4 V! F) ]9 ]8 g4 Y4 \
- # ● 设置列数
: M- R( J5 G0 x9 f - #--------------------------------------------------------------------------
0 ]+ D9 a* b% b6 ?/ m' r% v8 q' i - def col_max+ b/ G$ t+ @! a1 @2 q
- return 100 H( f: K% T2 l" @' W8 \
- end
7 P% F6 f8 v. m% x$ M4 Y' u - #--------------------------------------------------------------------------
2 }. B; ^, C% G2 G' ]+ E - # ● 设置填充的Item个数
. O! N4 \" D( M* w, m% O4 W! c - #--------------------------------------------------------------------------
2 L2 q2 p* G! N - def item_max( O2 R% q$ g! g& n+ I
- return 90; p3 ]8 ^' c p
- end
5 q6 F. @0 a+ T# E; X, o5 f - #--------------------------------------------------------------------------
) a. u/ y2 _% n- [$ |/ {2 @2 c - # ● 设置填充的Item个数
7 }6 Y: C* X D1 V1 t$ Y - #--------------------------------------------------------------------------
# P* V' T% p) u L4 }: ^. x# W - def item_width3 z. _% j& O3 A! [' E" b1 _- j( f
- return 32
( h8 |$ |& Q3 R: C( d3 e - end9 M, }# Z* _; S1 c
- #--------------------------------------------------------------------------
" E9 o2 y: O1 x k" `( X6 ?# N9 h - # ● 判断鼠标位于菜单的第几行、第几列, u! {+ J8 \; }: k
- #--------------------------------------------------------------------------% \0 u _3 i' \0 V' N
- def mouse_window_area9 m5 f* b/ D6 a
- if viewport.nil
( R% g$ d3 h6 K m4 B% C - vp_x, vp_y = 0, 0
' s' T& Y/ B. T9 m: F' ?2 U9 w - else
5 r' L1 ]6 G. }/ ?2 ? - vp_x = viewport.rect.x - viewport.ox; U4 W& M( I, y1 C# ]+ j+ a
- vp_y = viewport.rect.y - viewport.oy
2 s1 v1 r, m) H D - end
4 b/ V, w: b; u' L: p9 i - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y/ C: M- P$ V8 T* O1 U3 r
- item_x1 = vp_x + x + standard_padding ( b) y) K1 Y7 c' v9 h! n% H
- item_y1 = vp_y + y + standard_padding
4 [' |/ g+ P& _ g, P1 M; t' e U - item_x2 = vp_x + x - standard_padding + width, E9 n! p% Y$ `
- item_y2 = vp_y + y - standard_padding + height
; r5 f* u* x4 H) F# X - if mouse_x item_x1; S, z/ q& L3 `9 W; J- A/ b5 L
- mouse_col = -15 k5 p) |; ?6 Y$ E, p+ L0 F
- elsif mouse_x item_x29 a" `) I3 _, ~- O0 M
- mouse_col = -2% | h8 ]# U" k( x) j& ^
- elsif mouse_x item_x1 + 160
4 J2 {0 w/ D8 N1 s0 H* F - mouse_col = (mouse_x - item_x1)327 e O. R4 j0 r6 d% m6 b9 x
- elsif mouse_x item_x2 - 160
1 S" z, k3 C# B- \ - mouse_col = 9 - (item_x2 - mouse_x)32
2 x/ h* n1 q7 B1 |+ q5 q$ X+ n" U - else
: Y0 L/ ]7 z) q - mouse_col = mouse_x x + width2 5 4
4 c1 I9 F3 g' f - end
+ o" ^( n9 y7 ? h! q" d$ \ - if mouse_y item_y19 _$ H! U- U1 @+ h4 w
- mouse_row = -1
$ N0 T! |9 d' p; [9 E2 W - elsif mouse_y item_y23 E% j& I) u( u0 ~9 ?$ M7 P8 f$ m
- mouse_row = -2: v/ w6 {/ F, l2 J
- else
* n8 n" a2 O- g( X. D2 l$ V% M - mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1): |" Y. W3 @( M5 {2 j$ u
- end7 O; \; f* v# N9 b
- return mouse_row, mouse_col
, p5 F3 |: i A1 ]7 M" \ - end( `) s0 h. x1 D1 K! l( K
- #--------------------------------------------------------------------------& R% \0 N& ]. F, R' _- K
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
3 X: G" I9 ~1 s4 t) W - #--------------------------------------------------------------------------
, t. o' q6 j1 G' u8 ^9 E - def set_mouse_pos4 a9 M( r1 G# x! [- z
- if viewport.nil # necessary!' q% R% j" B/ A6 |1 E
- vp_x, vp_y = 0, 0
+ Z! k5 N0 p! \' m; C' M) m - else* B$ Q# W& t$ ?. q) n
- vp_x = viewport.rect.x - viewport.ox$ \3 u9 K5 T- g5 K2 z% ^+ q6 Q
- vp_y = viewport.rect.y - viewport.oy
2 {- g4 \4 N0 d j/ w - end
% l1 t) F4 }! Q3 V' D& ]0 S - item_x1 = vp_x + x + standard_padding $ G; O- p Z3 y4 u# e2 }
- item_y1 = vp_y + y + standard_padding
3 g, u. @& Q6 b0 ? - get_index = @index 0 0 @index 3 {4 L( U) ?/ o+ u& ?# }" f
- row = get_index col_max - top_row( s4 L6 P- x8 p9 y6 g0 ^
- col = get_index % col_max- g9 G9 l8 {8 W* n# ^
- new_x = item_x1 + item_width (col + 0.5)4 p1 i I( f$ v# w V) C
- new_y = item_y1 + item_height (row + 0.5)
% M! ~! [7 u! c- } - new_x += 14 if col 4
# B2 W' D" P+ i. r p9 p' P# O - Mouse.set_mouse_pos(new_x, new_y)4 h/ B# b' [1 G; A( Q
- end
+ l1 ~" l) W7 Q4 |4 w, _! N; i - end
P7 W4 H; m; ?' ^6 y3 E
# n$ ^1 u$ l9 i% ?0 @ V/ p- #==============================================================================( Y, q8 N7 v% I
- # ■ Window_NumberInput0 w! U5 Q1 i% _" X5 J
- #------------------------------------------------------------------------------
- M, Y1 s+ p/ j) d8 h& ^, } - # 重写了数值输入的方法以适应鼠标
) H7 M/ l; W7 e( |# i - #==============================================================================
, ^0 s/ T. l+ ]' l7 m7 S( _& H+ B - class Window_NumberInput Window_Base( l4 j& h- Z1 j" J8 P9 q
- #--------------------------------------------------------------------------
9 N9 f: J+ U3 \, u( w1 |9 R4 } - # ● 定义实例变量
: k: R' ]8 ^" e) n" y4 z8 Y - #--------------------------------------------------------------------------" W% S: H7 y4 f9 W( N
- attr_reader extra_window6 }- ?8 T3 K( k' n, d( d0 {
- #--------------------------------------------------------------------------
; C0 H( a& y. I7 \$ ]8 U; u$ j - # ● 初始化5 r6 t+ s$ O9 h( V3 P6 Z
- #--------------------------------------------------------------------------4 W! L9 J+ Z' W/ u, H4 w
- alias sion_mouse_initialize initialize
3 k5 ?" g; b! c5 x+ P) I7 b - def initialize(arg)& ^. i7 z6 @, m) X0 |: \! ]9 l
- sion_mouse_initialize(arg)- q) j' {4 a& R9 S
- create_extra_window% i0 h7 O5 U9 A! O& G$ C' t% i
- end: F: @' H' J4 z6 q" \
- #--------------------------------------------------------------------------/ t1 s* |) Z$ v" f# C
- # ● 启动
2 t, W: a8 l9 s - #--------------------------------------------------------------------------
! x2 a. l, ]4 `8 n9 ^ - alias sion_mouse_start start
7 e" X7 P5 y& ~, x7 N9 y - def start; R5 ?3 U+ X$ L* W0 ]6 V8 o/ B
- sion_mouse_start
/ t/ n/ v- J( F - deactivate
" W3 b2 l. T( z6 G+ x! f - extra_start# S% i, B @4 K$ a+ k; D9 K
- end
4 h1 l1 I& W% a" E - #--------------------------------------------------------------------------# \9 r% |" y8 |7 q( Z! X
- # ● 创建新的数值输入窗口
* P7 n# N. u0 X, H( ` - #--------------------------------------------------------------------------
# l2 s2 t: `& K - def create_extra_window$ ~% ]$ b* d3 R& p7 @
- @extra_window = Window_NumberInput_Ex.new* m8 l5 O: E0 u, l. P; F1 z
- @extra_window.x = (Graphics.width - @extra_window.width) 2) A5 x' j0 T7 T
- @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }' ~+ Z+ w% `+ ^; T1 k% k; L
- @extra_window.index_proc = Proc.new {n @index = n }
! m6 D& }& S7 v8 H - @extra_window.close_proc = Proc.new { close }& q2 z) `5 _! J6 \
- @extra_window.refresh_proc = Proc.new { refresh }( A3 e, g7 K& w* |) `2 [
- end1 X+ z9 h/ ]8 L1 p/ h) p' j3 Q9 Z
- #--------------------------------------------------------------------------
. \, ]+ a- }/ n2 G* a - # ● 激活新窗口2 o6 `# k+ k( U* ^: K5 e, C# t3 t
- #--------------------------------------------------------------------------$ ]6 N$ n, s- w; @9 K4 ]6 a
- def extra_start
! ] R: Y: K' N- { - case $game_message.position* j+ t n7 L3 u U
- when 0; @extra_window.y = y + height + 4
' h8 s5 S2 j( y; A( {. z2 V - when 1; @extra_window.y = @message_window.y - @extra_window.height - 85 B- o* N$ |$ }6 J3 m
- when 2; @extra_window.y = y - @extra_window.height - 40 o# ^8 y2 d5 ~
- else ; @extra_window.y = 8
) \5 ~. o6 }! @0 p8 j0 \2 M - end
. t0 j3 j2 g } - @extra_window.variable_id = $game_message.num_input_variable_id4 X/ D$ A# h% k/ _
- @extra_window.digits_max = @digits_max4 X# p0 {* w( z) c
- @extra_window.number = @number
! r, O0 {& t- g$ d3 f" A( V3 o6 ? - @extra_window.open
7 t7 c" k9 P; \! } - @extra_window.activate$ t5 j$ n% F) k! u( m5 o
- end
+ {/ D4 P U- ? - #--------------------------------------------------------------------------
6 \0 u+ D# ~9 H5 ]# o - # ● 更新' y1 Q1 Y7 C5 B
- #--------------------------------------------------------------------------
! {/ B x9 L+ w' k/ S, _& t2 e( q/ _1 N - def update/ F) ?/ R6 d9 M% X/ x: {
- super
0 X+ W1 T& D1 t - @extra_window.update
/ ^. }! y; S; ~6 ?7 j, N - update_cursor2 g. _) Y4 Y7 {1 E0 ]: _
- end
1 C# @2 F, ?6 A% z& Q! \( q - #--------------------------------------------------------------------------
, @2 G0 ]8 b3 M d1 ~) C( `! r - # ● 关闭窗口/ K& r; p: |( Q. W. d: C5 L
- #--------------------------------------------------------------------------
# u$ ]7 F2 n* D/ A% O% a; v - def close
$ s) E8 A* k, E' U2 X7 C! ` - super3 W( K- t4 ~' F/ q
- @extra_window.close/ O8 @: ^# G0 j( I: V6 X
- @extra_window.deactivate0 N8 G" w6 }$ ]' B' a6 S
- end
( b. n% l; i& O - end! V, n! j4 ?: T% K9 | E- J
5 O5 x0 w$ U1 f8 Q- #==============================================================================
8 k2 I$ e( |1 U0 J - # ■ Window_NumberInput_Ex
( |; _& H0 w# z/ w( d R. n4 D - #------------------------------------------------------------------------------! X3 V& S, r: t, E9 B9 z, \
- # 新的数值输入窗口(NewClass)
Z4 x( a; C" y$ R - #==============================================================================5 H1 L7 x% _, {8 B) x
- class Window_NumberInput_Ex Window_Selectable% { ?( X1 X! A' U0 |9 Q
- #--------------------------------------------------------------------------
- T, b8 X; ~3 w; A7 g$ Q, J: l5 ] - # ● 定义实例变量
; n% `/ f' i% g: f& H - #--------------------------------------------------------------------------0 Z3 m0 P6 g5 E/ R, b O
- attr_accessor number_proc
; i# K; n8 g# ?0 j8 o8 n1 I" m - attr_accessor index_proc2 C+ u& c0 s6 W7 `$ w. e& }7 f
- attr_accessor close_proc. y) A: G! m ^0 I" _$ `# C# q
- attr_accessor refresh_proc# k0 ~& X! x G
- attr_accessor number
: u g9 H4 m0 @# R) P - attr_accessor digits_max; X0 o4 g: Q7 Z, ]1 b
- attr_accessor variable_id
+ T$ D' A! _" U - #--------------------------------------------------------------------------
$ V0 l$ P5 }) l% T' K* c - # ● 数字表2 e. C! ?: f& Q4 R
- #--------------------------------------------------------------------------. K/ _/ ]& ~4 S5 V0 `
- TABLE = [ 7, 8, 9,
2 q$ N( Q* R* L. W8 U- j - 4, 5, 6,
2 o% P6 X0 i% T" b, P& h3 X - 1, 2, 3,
4 ]& m$ j& z) Z4 [8 K - '←',0,'确定',]* y% m( B( T- c, \; o
- #--------------------------------------------------------------------------
, c; t9 |; h: G. j) ~; b4 s7 x - # ● 初始化对象" {- c. O5 g) U4 K# i a# Q
- #--------------------------------------------------------------------------% e# d+ R( a& P% r
- def initialize& q" b4 j: |; r
- super(0, 0, 120, fitting_height(4))
' v) ^- W& O" n* G" g( |2 | - self.openness = 0/ S, B; b6 P1 M* p
- @index = 0
2 N5 Z0 m9 ?, E7 \! a - @number = 0
, `, a9 Y) D3 _9 \- D y/ q - @old_window_index = 0* P6 {7 i$ S+ A; o
- @digits_max = 0
3 n7 ~/ J3 G+ p; I- e. v - 12.times {i draw_text(item_rect(i), TABLE[i], 1) }1 A* t# e+ V9 s4 p) {0 k
- end
. c- e# C. F4 \+ {3 n, F - #--------------------------------------------------------------------------. l: ?9 W/ Q0 s: {' v/ P
- # ● 获取项目的绘制矩形4 X; n! Y$ e) ~) b0 O- w
- #--------------------------------------------------------------------------! i y- _5 a' ]8 F" o" e
- def item_rect(index)$ G" g+ \# @1 s" y1 X3 l
- rect = Rect.new
! |- i* Z0 a- p+ T* {0 p: ?) K - rect.x = index % 3 32 X0 }) ~) J. w+ e' }' e
- rect.y = index 3 line_height# D1 _0 B d* ^2 x$ y3 K/ f
- rect.width = 32
1 ~- o& w1 k6 S) B* t( j - rect.height = line_height
8 }& ` w n2 o! y - return rect2 {( p# h6 o" D7 H) R r' p- `5 E8 v
- end" k$ S9 c! N* R6 y
- #--------------------------------------------------------------------------# X7 [9 \3 j7 M3 Q3 K
- # ● 将光标设置到鼠标所在的位置! ~* s& f, U! ^6 M" S6 q( s5 ?
- #--------------------------------------------------------------------------
8 K$ K8 C' _: V5 X2 C - def set_cursor
: p! V8 \" a8 |) h8 H - mouse_row, mouse_col = mouse_window_area2 A- U" R2 a6 U
- if mouse_row = 0 && mouse_col = 0! j8 f( O) q$ V2 b* \5 _2 \ c
- new_index = mouse_row 3 + mouse_col- X+ W% C! A$ i2 \) X/ }
- select(new_index) if new_index = 112 S3 q$ v$ g7 D# n
- end
* ]! o+ C+ y; f' d' Z - end
, _% Q* f" {6 b$ K* Z3 r/ g) p - #--------------------------------------------------------------------------
, H' O. X" a, f" O& a2 L - # ● 判断鼠标位于新数值输入窗口的第几行、第几列' Y5 ^- R1 N% T: u/ T9 ?. _) r
- #--------------------------------------------------------------------------
1 A2 J+ W. g6 v - def mouse_window_area
: s1 [ d- C$ A1 J - if viewport.nil
$ b) |+ p' D$ H. g) b0 m - vp_x, vp_y = 0, 0
! S/ o$ ]9 W1 j' g( w' M - else
5 _' z: f/ {; _ - vp_x = viewport.rect.x - viewport.ox8 b, e7 ~9 e- F$ m; Q) c
- vp_y = viewport.rect.y - viewport.oy6 y: |0 M( G" B2 {9 r
- end k3 f Z3 ~; ]9 j
- mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y7 N0 t9 p' o2 D* [
- item_x1 = vp_x + x + standard_padding
& h8 |) Q' x; d j) V% W ? - item_y1 = vp_y + y + standard_padding
G2 V- X1 X' N% b9 K - item_x2 = vp_x + x - standard_padding + width
: U2 L8 p9 Y, r. ` - item_y2 = vp_y + y - standard_padding + height
: t+ }$ R! W0 I$ o9 O9 U/ S - if mouse_x item_x1
% @- x9 I% |- ^6 y* p - mouse_col = -13 [* \ t7 j+ x7 ^; Q
- elsif mouse_x item_x2
$ W ^2 ?& h- Y7 G' F8 P, n - mouse_col = -2" {1 L& ?' g. Z0 J4 P* N
- else
5 \) N% r; v' j4 k8 z2 ^ - mouse_col = (mouse_x - item_x1) 32
. D0 y4 i, c0 b. F4 w* }- \" D, L( q - end
c) S" w, g g8 ~6 ^5 v - if mouse_y item_y1" o: `* W. w- o$ G _& y
- mouse_row = -1
8 j" Z' U2 P) o, S7 t1 ~) [, _ - elsif mouse_y item_y2( [7 X3 E, C8 ~% f) q, q( [8 n! K
- mouse_row = -2" C5 }% R8 p, t: R9 s1 J
- else* n! i8 _ P4 @; r
- mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)3 E* k* l C1 O. I/ [; }' D
- end- P0 \& f) S. A- C$ v( }1 ~
- return mouse_row, mouse_col t3 b1 t; L. z# M9 x; N
- end7 C3 @* n7 N$ J$ v! O( U
- #--------------------------------------------------------------------------
3 i7 ^3 q+ K2 C. |+ d - # ● 获取文字
# E3 U( B3 E: p0 |2 X6 A - #--------------------------------------------------------------------------
1 }) P# p6 Z) S" a, O! G% b' J7 N - def get_number
! T, C2 h) K7 `* h8 X) v - return false if @index == 9 @index == 11
. U, g' @) j0 y1 i - return TABLE[@index]
/ }; V0 S! T/ {5 N% J& e - end. P. i9 |( `$ ?1 o+ L
- #--------------------------------------------------------------------------! i" u5 X6 a& I
- # ● 判定光标位置是否在“退格”上0 B. n5 I" Z, Z5 Z2 J7 G8 C/ { t
- #--------------------------------------------------------------------------( O3 K$ `. Z% n' K G# a
- def is_delete
- k% R$ [# F8 K R/ ]! g- E - @index == 9, R9 D' o8 x7 c# L3 W
- end8 j$ N- Z' O( Y( r- i
- #--------------------------------------------------------------------------' C8 L7 K3 V0 \4 z' K- U5 v }# B
- # ● 判定光标位置是否在“确定”上
4 A Q2 Q1 n# [- J! S - #--------------------------------------------------------------------------2 q' r, F) a* k, n
- def is_ok
- p8 } b5 w4 a" ~; ?: }' x# p) r - @index == 113 {, k$ _4 n1 ?. c* I0 ^
- end( \4 A9 L1 l# M9 V: w: I8 L: ~/ }; o
- #--------------------------------------------------------------------------
7 `& C; Z) V0 [& M* E# y& v% F - # ● 更新光标
+ {- Q& r) _' x' n6 Y( X - #--------------------------------------------------------------------------% K0 S4 c) f+ d
- def update_cursor
) p/ o- d9 ^9 `0 I. ~ q8 s - cursor_rect.set(item_rect(@index))2 Y) h& J* Z1 A" a/ p
- end+ e5 ^3 p3 J) z$ f' x8 o
- #--------------------------------------------------------------------------
, s' [% K5 z( e - # ● 判定光标是否可以移动! w6 U7 }7 V4 z, w8 n6 C
- #--------------------------------------------------------------------------
- b$ X, T. a! C! P - def cursor_movable8 ^4 v# `7 L. p$ J
- active
$ b7 G9 b3 p4 j5 N- M - end& \3 k2 c8 x# K6 I
- #--------------------------------------------------------------------------" [9 G. c- N1 m# O; F
- # ● 光标向下移动
7 E7 c. U% P/ u% H - # wrap 允许循环
7 P6 l( @# m4 Q' a6 a - #--------------------------------------------------------------------------
0 P3 t, a" w* G4 p - def cursor_down(wrap)
) @; E! n3 p# [! D: o, M - if @index 9 or wrap
% t6 R" X! j* A - @index = (index + 3) % 12
4 F! ]7 y& m- E8 v' c; k - end
) h1 }* e! x. ^+ M5 b( X - end
6 X4 x. }" @ R+ r0 `6 [ } - #--------------------------------------------------------------------------. V6 y c% ?2 u5 L
- # ● 光标向上移动( N2 H. q* f1 A- J0 y: ^
- # wrap 允许循环
- Q- w/ v/ |- [$ m6 t$ ~0 ] - #--------------------------------------------------------------------------
& M' ], D. T' u d, L - def cursor_up(wrap)
* X+ a, t) d% i9 Z* U - if @index = 3 or wrap
6 H9 u2 m: C+ W u5 F9 e* k - @index = (index + 9) % 12
* a0 O |% J+ z - end
+ v! [( P6 g) n: E& P - end
( G: N. ]% R( t - #--------------------------------------------------------------------------& L# `4 f0 P1 d+ h, D
- # ● 光标向右移动
1 K O8 X; {9 w1 v8 @' m, i - # wrap 允许循环
5 E) E8 Z; a) s% b( P - #--------------------------------------------------------------------------
0 Y+ Q: t, V- z" k, r9 b7 n$ s - def cursor_right(wrap), \/ X$ H1 [9 S/ j
- if @index % 3 2
0 @7 g5 _; m9 O) \ - @index += 1
+ h0 T( J" I( V! y1 a' Y - elsif wrap- P& U' R. A: k" S! Y, Z6 q
- @index -= 27 i* j# {7 P+ p1 x
- end, V. Q+ a4 b& }& T: a( E8 e0 V' X
- end: K" }0 K9 T; P% }1 i
- #--------------------------------------------------------------------------
t( Z$ w/ q" K# N" [2 P% U6 v( o# g9 a: X - # ● 光标向左移动
1 S0 ]( q/ Z4 }) w - # wrap 允许循环
3 h' d3 e1 q3 s8 Y: N6 i - #--------------------------------------------------------------------------
0 |6 I' y; ~) Z, \2 h - def cursor_left(wrap)
/ x) k4 n# k( _ - if @index % 3 0! K7 a$ i) O ?6 v1 x9 H
- @index -= 1
+ v) M) _) y+ U& o7 j& I - elsif wrap
8 o3 w$ m8 M" e+ _! x* G - @index += 2
& n) h6 c+ Q3 C! t - end
! @5 p5 d. i! I* h/ y - end* Y$ k- w5 a4 H$ m, A2 B
- #--------------------------------------------------------------------------! |# S1 s( `/ \5 \- b
- # ● 处理光标的移动
( A8 m) W/ ^# u2 A K w, m4 q - #--------------------------------------------------------------------------
4 `2 c/ Z6 I. n# ~- m# m: q9 r - def process_cursor_move1 M( O! v5 b3 a9 f) n7 A9 W
- super9 N$ S) _! j0 j# d. X3 t
- update_cursor
4 B/ E7 j% F$ F; } - end
; w8 c# `7 H: g+ z" E; @, Q - #--------------------------------------------------------------------------
5 s% g6 ?" k9 H$ W - # ● “确定”、“删除字符”和“取消输入”的处理* i' H9 G ^- C) P- W
- #--------------------------------------------------------------------------# z& L7 l* m4 R. b$ r
- def process_handling
0 C a* N1 l/ e. ] - return unless open && active
. z" w8 _3 O% J2 J* E V0 R - process_jump if Input.trigger(A)( j1 z7 |! Y, s4 j. D
- process_back if Input.repeat(B)& ]5 ?. |9 v, P; B1 V! }
- process_ok if Input.trigger(C)
0 V; m: b& s2 A- K - end& o8 g7 z% g# k* ?: e) s* I4 ?
- #--------------------------------------------------------------------------( q0 Q+ Y; d4 s3 [# ]% }
- # ● 跳转“确定”7 V, N/ A6 ]8 ^, ?; A
- #--------------------------------------------------------------------------4 ^& z2 s$ f( b. A7 |+ b
- def process_jump
# Z9 P6 Z/ e B/ B( ~0 I3 k - if @index != 11
. x0 s2 D9 s9 ` - @index = 11
* V% p+ o! J/ T4 Y+ x3 P" ^( D - Sound.play_cursor$ u, W* U. P, w
- end# ~, u j2 @4 c ]8 Y" R' a
- end7 @: a# c( F' L" \: \2 j6 P* J/ j2 m
- #--------------------------------------------------------------------------
" x2 g! s/ x- m! m - # ● 后退一个字符
. k7 I/ U* Y- i& D; J - #--------------------------------------------------------------------------
4 e: `& Q1 J+ Q, J) v& ^7 Y - def process_back
1 K- Q! i4 \& L6 Z - Sound.play_cancel
5 t, L5 I9 J4 [8 T" ?7 h2 G - place = 10 (@digits_max - 1 - @old_window_index)
& s2 t! s, w3 n1 l8 D - n = (@number place) % 10
2 d' n9 y# H7 W' i9 }/ `$ | - @number -= n place2 n9 o7 G5 I) v) E- B7 {
- @number_proc.call(@number)
' ^8 G+ t$ H1 }& o: W. O - @old_window_index -= 1 if @old_window_index 0
, W, g: Y) D" Z6 m - @index_proc.call(@old_window_index)
9 t9 }* X9 `+ Y) ~" g - @refresh_proc.call
* ?2 d: y2 Z ~0 a/ R3 M - end" b1 q/ o: J( e
- #--------------------------------------------------------------------------
+ l( k* t& J7 G4 E; G& v: B - # ● 按下确定键时的处理1 q: @( g) K3 F; `, E6 d+ n
- #--------------------------------------------------------------------------4 {" F2 P) @! J' v: A( W
- def process_ok) \1 u! }, v7 h" ]8 n( w6 N# F
- if get_number
9 m: Q/ g3 _ Y - Sound.play_cursor/ c$ W" H0 j4 f) y- k# C
- place = 10 (@digits_max - 1 - @old_window_index)) |2 G) U- T/ q5 J
- n = get_number - (@number place) % 10; P% }1 h1 r8 b1 S$ e
- @number += n place
" p6 g w) f) [4 l - @number_proc.call(@number)
: q: u- Q2 F8 s+ O5 H" t A& A - @old_window_index += 1 if @old_window_index @digits_max - 15 p. U; b4 o, c. w: g K! S
- @index_proc.call(@old_window_index)
* h* z0 s/ A" _% p; R - @refresh_proc.call
% d/ s0 ^) m+ ]( H) K6 _ - elsif is_delete
& l5 m! c3 z/ J' S% p/ [* @ - process_back
$ k7 E; M' Z( a6 i - elsif is_ok
" d9 m! }# m" Q! a - on_input_ok
/ c" Q! n+ I; j: N+ ~8 u% l - end
4 q' p1 ?3 B" v9 n: k - end; p* f& x3 p; n a: G9 m
- #--------------------------------------------------------------------------) k |1 k" ~* I) F" y% M; u2 A
- # ● 确定. d, H& r" l3 u5 a" d# ~& }7 [
- #--------------------------------------------------------------------------. i- F( ^5 W9 `9 Q1 r! P8 i/ G5 r
- def on_input_ok/ I% R# G/ C, h1 w6 _( U D
- @index = 0
! W7 T* k" W, T$ ^3 d% h* f - @old_window_index = 0
( Q( d& J, y; V3 Z' C - $game_variables[@variable_id] = @number
/ t8 X9 h5 t. K+ Z* J$ U - Sound.play_ok
3 H- L' f- `! s - @close_proc.call
8 m/ k. ~* Y c, H) [7 f - end' }7 A; C" ?/ l0 N$ r
- #--------------------------------------------------------------------------
/ @: D. e' @# Q& {) v: F5 L% I0 f - # ● 方向键移动光标时将鼠标移动到对应的光标位置8 v3 h# n. N' t* v8 w1 `. z
- #--------------------------------------------------------------------------* F1 Y v _, L( }
- def set_mouse_pos
+ H" k. k' y3 E6 D1 _/ E9 a" U - if viewport.nil # necessary!
' g+ R& x5 I, A* N$ i, s' D" \' B - vp_x, vp_y = 0, 0% x% v: s7 w {- p7 y
- else
- G$ e' b7 G* _& L# A - vp_x = viewport.rect.x - viewport.ox
, j; Z3 G; }7 L: q) R) E - vp_y = viewport.rect.y - viewport.oy
6 l" O7 N$ p, L, l7 V( W* k3 H0 J - end
% b; h- {4 V! z8 _2 `& j - item_x1 = vp_x + x + standard_padding
' b! X7 j* p+ D: V! N7 p - item_y1 = vp_y + y + standard_padding
$ l% P! w2 @. {5 S7 U& I1 ^# X) y - get_index = @index 0 0 @index
% D" `' c* a) W - new_x = item_x1 + 32 (get_index % 3 + 0.5)
/ J2 e: s1 t/ v9 o! ~ - new_y = item_y1 + 24 (get_index 3 + 0.5)
% ]* Q* \+ K- r8 w; A - Mouse.set_mouse_pos(new_x, new_y); y W' l: w& z8 P. Z5 S. n
- end
4 A+ N8 A" ^0 P4 C' f - end2 l+ o" y/ M0 o' D
- ; I/ _5 |: N$ u1 Q( H& A" s0 W
- #==============================================================================1 A1 c6 B0 l5 n( x( E/ q
- # ■ Window_Message- I8 _1 T' U; c/ l- o% `- N# H: S
- #------------------------------------------------------------------------------
' r) n% k, G% q t! @( R - # 显示文字信息的窗口。0 ~/ P8 H) \- y3 I
- #==============================================================================
" v8 i2 D4 N* x* H% a( k6 ^, ^ - class Window_Message Window_Base; L7 S/ T% m! ~3 h: ~# \
- #--------------------------------------------------------------------------6 R1 x- }- b) B0 n4 d. W C5 N |
- # ● 处理数值的输入(覆盖原方法)3 P1 H% {) y0 b- F5 y
- #--------------------------------------------------------------------------1 H, C1 H" ]# M4 ~: J: r
- def input_number
6 \& u# w& B) f/ r8 H/ y" }) @ - @number_window.start
" j0 c: \' b5 p - Fiber.yield while @number_window.extra_window.active
$ G0 h: }6 a8 K+ Z& z - end
5 {; v2 n+ n+ O) j) D% b# | - end+ M+ d( F" A5 V" c
- " L7 ~; q/ ^8 k% X3 V0 _7 L5 I# q
- #==============================================================================
- }! r2 @1 R4 a - # ■ Window_PartyCommand- a! T6 U8 N! v5 k6 D9 ]
- #------------------------------------------------------------------------------# _2 n9 U+ ?! a Y1 M( K
- # 战斗画面中,选择“战斗/撤退”的窗口。
' ?3 H4 \) q+ j" _ - #==============================================================================& J& l! b8 K) h& r% v& z* r
- class Window_PartyCommand Window_Command4 j" e$ A% \: t8 k, P. _8 v
- #--------------------------------------------------------------------------" B6 P, m* [ p: V4 {+ K: H% v
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
; e4 s% `) T' O; r( b - #--------------------------------------------------------------------------
2 x% F c7 ^4 G @* O$ q& L2 B$ Y - def set_mouse_pos; Q( u ~$ }$ Z% q' g
- if viewport.nil2 d3 m& G( |/ o+ t( d' x
- vp_x, vp_y = 0, 06 K( h5 N5 c' }/ N
- else
; G/ ?- I( |( L - #vp_x = viewport.rect.x - viewport.ox
* I% ^; ?; h# }+ x7 e - vp_y = viewport.rect.y - viewport.oy
) j8 m, S1 Z! A8 z6 {. Y( y6 j - end
: l1 b! U2 o; D5 A+ }' |2 g$ L - item_x1 = x + standard_padding 3 `2 h0 P) S2 \% k: z; U
- item_y1 = vp_y + y + standard_padding) P2 }7 ]# q. `5 G2 d, L
- get_index = @index 0 0 @index
% \, `) A F% A3 M( h% n - row = get_index col_max - top_row
! F% f, ^* o0 D5 i - col = get_index % col_max
+ ]1 B1 }3 _ L1 ~8 c: z - new_x = item_x1 + item_width (col + 0.5)
# O7 [* ]1 q' y4 f+ w0 f - new_y = item_y1 + item_height (row + 0.5)+ v5 A. j9 s9 e) S6 s( O. q5 X
- Mouse.set_mouse_pos(new_x, new_y)1 x, ^ [2 A" P: i; U( e. Y8 h
- end6 ?- p, |* C# J5 k3 T/ D
- end0 F0 {* U! W) t% ~3 {
- 4 ~$ L- j4 o8 b. @+ X
- #==============================================================================' ^! U" |) R4 U+ z5 ^9 w
- # ■ Window_ActorCommand
+ Z( h7 @+ o& c- l4 n# x- X* T* L - #------------------------------------------------------------------------------
; r! ~; v5 D6 g$ \! x - # 战斗画面中,选择角色行动的窗口。
0 P6 R7 V* Q2 o I' i - #==============================================================================3 L1 z* o& _2 t. z" `. d C
- class Window_ActorCommand Window_Command3 Q; H( S: q$ B1 W) k# `
- #--------------------------------------------------------------------------1 p0 ]" P( o& j: N$ R
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
. E0 j' g) g3 x" m: g - #--------------------------------------------------------------------------- m+ o) U* y: C: i' o8 x4 P
- def set_mouse_pos
6 F- o% o+ G& N o) M, j8 Q - if viewport.nil! J6 E6 H; s$ ~4 l4 ^+ ~% G
- vp_x, vp_y = 0, 0- ^# t" h* b, \: ]
- else4 Y3 d- {. J" L. N% w7 y: [
- #vp_x = viewport.rect.x - viewport.ox
/ C8 c& T% a0 }% n9 C* _" s0 R- I - vp_y = viewport.rect.y - viewport.oy" Z+ B! s# W6 d1 k, i
- end7 N4 e H- Q3 P c+ l
- item_x1 = Graphics.width - width + standard_padding
. ]$ t+ v5 r( @) _ - item_y1 = vp_y + y + standard_padding1 y# y* f1 L8 ^& r
- get_index = @index 0 0 @index # s" N9 J/ R5 [) y. R; G
- row = get_index col_max - top_row# w! p) b! ^& U
- col = get_index % col_max
) E6 w1 s |5 B, i% B - new_x = item_x1 + item_width (col + 0.5)
* M- {+ l [ I - new_y = item_y1 + item_height (row + 0.5)( F' R/ H+ ^. k5 ^1 n: f: t
- Mouse.set_mouse_pos(new_x, new_y)
p2 h- g; h: C1 L7 w7 ~6 I$ B - end* h! Q% ]9 u- u% \& w; }
- end
3 R' L5 d P! k* w% Q6 U/ t - 9 p5 s5 X E) K8 C
- #==============================================================================; _3 C0 i0 V0 F+ ]* b* y' R7 l
- # ■ Game_Player
9 u0 T8 o) j( F - #------------------------------------------------------------------------------# Y# B) h$ p; b& s4 e+ b/ Y
- # 处理玩家人物的类。拥有事件启动的判定、地图的卷动等功能。
0 L. I5 B5 r/ r - # 本类的实例请参考 $game_player 。
* {2 K9 y; ^' B1 c8 R+ [ - #==============================================================================# {" A1 b/ @, [2 S. f
- class Game_Player Game_Character# Q+ y6 q" i; Q0 D. B8 G
- #--------------------------------------------------------------------------
2 s! _+ L3 g& z: z4 r- a - # ● 由方向移动(覆盖原方法)5 [ M& P3 R( K; s8 B
- #--------------------------------------------------------------------------8 I( `! O8 |3 |3 r$ n1 b
- def move_by_input* k( H P. L* Z% m
- return if !movable $game_map.interpreter.running
- W2 A7 O% @4 w. x! O: H$ z - if Input.dir4 0) |, n `$ W9 h- P- Z; F+ O
- move_straight(Input.dir4) ) `4 s# M& E( L6 j) J6 Q6 s! T4 D5 i
- reset_move_path
& F9 P, F- P; L+ K6 L! h0 ^7 P! r - else
. f* Z6 j) B) g( K$ ]3 } - move_by_mouse
( h9 y' W3 T7 Z- s - end; T" _6 M+ K# X) h% F7 M: f
- end) {+ U! j8 y0 f6 ?; X" M9 n
- #--------------------------------------------------------------------------2 u& P* y5 f4 J
- # ● 非移动中的处理(覆盖原方法)' `9 I) z# g+ S) b# b8 ^
- # last_moving 此前是否正在移动
; f3 Z9 {4 O8 L6 W: f/ H& X - #--------------------------------------------------------------------------
% X: {) l8 v. E - def update_nonmoving(last_moving)
- f0 X0 A8 a- x/ Y, g- v7 L$ I' r - return if $game_map.interpreter.running
$ y- f# h6 V- y - if last_moving5 Q+ U2 b% O$ C( p4 O
- $game_party.on_player_walk
) D1 E% v# p0 X9 z% r - return if check_touch_event; k; H" g8 U2 f# j) W; K z& k: V
- end! m. ~# M2 h: \' k! z0 O- N# \% X
- if movable && Input.trigger(C)
$ X+ f0 C& ?+ v# ~" R5 _; v - return if Mouse.press(0x01) # 防止按下鼠标左键绘制路径时触发事件或载具切换- J6 L* Y$ T; l5 q3 o0 e
- return if get_on_off_vehicle& v Z9 g4 a/ A
- return if check_action_event
: |- [5 W k7 e! M3 p3 R4 D* [ - end7 Z! {8 d/ h$ b+ o' Y
- update_encounter if last_moving/ U) |/ }3 w5 o* k
- end
. c. N' {. k [- G+ ~ - #--------------------------------------------------------------------------
p, c0 N2 \+ [+ C+ Q' ^ - # ● 判定是否跑步状态(覆盖原方法)
$ N2 |* F# n+ [+ q - #--------------------------------------------------------------------------( n/ ~8 U$ G, V& a* N5 m( |2 D
- def dash) a0 o( Y$ m: j" F, z/ _8 d
- return false if @move_route_forcing, g! B, p; S9 |3 v
- return false if $game_map.disable_dash
9 P1 A7 e& r4 ]6 u1 D - return false if vehicle
3 B+ [3 g8 B% b$ j4 o: d% l - return Input.press(A) @mouse_dash
# B8 z0 g5 b. [9 Z0 X& i* K! L& D - end [ t5 V {1 @
- #--------------------------------------------------------------------------
* B8 r/ v4 B# P, o) V5 O - # ● 初始化
, i8 U% R1 l$ x: a - #--------------------------------------------------------------------------
( u k6 ?0 w6 K/ Z - alias sion_mouse_initialize initialize
8 _$ E5 h$ z- l# s* e1 _3 O% `2 c - def initialize3 }5 @$ i: b( x" W8 u9 x6 I8 r9 _
- sion_mouse_initialize
4 l4 x t" c5 r2 c1 ^ - reset_move_path. t4 c* K4 P/ p2 K+ n' F T
- @moveto_x = 07 ~$ Y6 a! r C" k" C. s& Q
- @moveto_y = 0# C$ \2 E" D8 }1 z
- end7 P5 b- Q! K0 k" A
- #--------------------------------------------------------------------------- a$ o a0 j9 h" E* b
- # ● 更新8 N/ Y2 _- d; U. D
- #--------------------------------------------------------------------------
) a% }/ ~& w0 R& ` X; X! R - alias sion_mouse_update update
; y; A3 `9 r) W' t/ C5 G1 e - def update
! V2 ~, n4 ]5 P$ u8 p - sion_mouse_update5 z8 }# V) i( u6 I' n
- clear_unreachable_sign# s5 J! _; s0 c- ?. D
- end. R0 U) z9 u! R* w/ E* }
- #--------------------------------------------------------------------------7 W9 G; _$ a) P
- # ● 处理卷动1 F$ k4 }, f$ x# g& X" |8 h
- #--------------------------------------------------------------------------
* t8 n% O7 L7 I+ K - alias sion_mouse_update_scroll update_scroll0 j' u P, Q) x5 c3 H
- def update_scroll(last_real_x, last_real_y)0 O1 k5 N8 S/ ]1 j& ~5 m
- return if $game_map.scrolling
" V' @" W. F6 z/ D1 e/ c - KsOfSionNew_Scroll new_update_scroll
' k! ~8 p. |# u - sion_mouse_update_scroll(last_real_x, last_real_y)
) _8 Q6 `" Z% o% O# h7 Y) [+ r - end
- e) a U- s6 r6 i - #--------------------------------------------------------------------------2 g+ J" X! W1 d6 i
- # ● 重置移动路径相关信息; X1 P5 e4 j) b' q0 p2 `6 L
- #--------------------------------------------------------------------------
; \4 E! D7 |* ?6 a1 t( v- y - def reset_move_path9 `" d& L% o4 |# ^; L6 j* M
- @mouse_dash = false
5 }* E9 i2 _1 `9 l! x9 a - @mouse_move_path = []7 r( ]3 m" ^) R% j: {$ v; k
- $mouse_move_sign.transparent = true- J A7 U0 G! N: ]
- end
% }" y* L2 d. e0 Y) _% D - #--------------------------------------------------------------------------
( U5 y7 ~ `. L p- L1 V - # ● 新的卷动地图方法/ _2 A- e5 Z/ Y( C" a
- #--------------------------------------------------------------------------
/ L; L0 F0 G. A. ~$ o! A+ b* g - def new_update_scroll
& T/ ]0 R) u# j+ t; c9 A - horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width* \. S+ ]4 u- W) o- d9 y$ j
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height
& k- p A' W, r0 f3 L- } - ax = $game_map.adjust_x(@real_x)
# Q3 p+ S1 o- V. I. d! O - ay = $game_map.adjust_y(@real_y)2 h- a" z) r- X2 c. D" b
- $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y
0 ]1 V7 O, c) K | - $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x
* \8 i8 y# a9 X: m7 j - $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x% u1 g& D+ _4 L; o+ F; Y
- $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y, {5 i, e7 M( c% A
- end
2 b7 t* e/ S" ~8 A/ f: D4 j - #--------------------------------------------------------------------------
' n$ `0 ?8 ^ p1 ^, ? - # ● 消除不能抵达图标" G- l6 w1 W; C5 ?- w
- #--------------------------------------------------------------------------! o; D& k+ v, M% @ _$ [ A
- def clear_unreachable_sign
+ D7 h( I. \& _! M+ E/ f - return if Mouse.press(0x01)) x4 J. s& S' E2 `. B4 v
- if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0
( c/ Q0 Z k6 D8 h - $mouse_move_sign.transparent = true3 s' H. s+ H z7 u T
- $mouse_move_sign.direction = 2! G4 u' E4 J. x. S
- end
; X8 K- b5 X% x8 h2 X - end
) r' I4 m: l: ]6 N - #--------------------------------------------------------------------------) H# u& X% o* p) r& u; u2 e
- # ● 由鼠标移动
7 D- X. T9 k5 t; o0 ~# ] - #--------------------------------------------------------------------------! o/ I) W) c: P, h7 O
- def move_by_mouse. a5 t( _* D& [, h6 b1 m# m% S
- unless @mouse_move_path.empty # 移动路线数组不为空则执行移动; z' h, ?4 z* G. i* L* ]) H2 h
- dir = @mouse_move_path.shift
) W" E! L+ p) t3 Q1 C - if passable(x, y, dir) && !@mouse_move_path.empty
. r8 s m( P. g" i, s8 Y1 R - move_straight(dir)
. N3 t% O* R9 p; {$ t( U$ f! P - elsif @mouse_move_path.empty # 判断是否是最后一步
5 b* Z$ N8 S5 }: r0 \0 [/ c* p - x2 = $game_map.round_x_with_direction(x, dir)
' |3 n _; I2 K b- J - y2 = $game_map.round_y_with_direction(y, dir)
0 h) P5 E" ]6 p/ a - move_straight(dir) unless dir.zero
- j% h* H# Q. l, T+ Q - unless x == x2 && y == y2 # 如果移动失败,检查是否启动前方事件、上下载具
j4 Z/ _, [3 l3 v" M - check_event_trigger_there([0,1,2])' _& [6 W Y$ V
- get_on_off_vehicle unless $game_map.setup_starting_event% N3 z4 ^ |/ x& P! j
- end. a/ P3 b' L! x/ Q
- $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2
6 _ {! c- z( L% [% | - @mouse_dash = false, J1 j6 Z5 H) h, T
- elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点0 Y4 i" L2 _7 N0 N' e3 ~9 b
- @mouse_move_path.shift
6 }( e, s. Q! L" B% J5 w - @direction = dir
( ?- Z; [! R+ ?+ D: y - @mouse_dash = false
/ n$ t8 D6 R: h* n( K- m0 I) p - else
- r* g0 r/ |7 g- W# R5 I - draw_move_path+ y& `* q$ V, S
- end- [8 M. s. L! j" B7 {4 Q. {1 h
- end T# w+ P) }+ v$ G
- end
1 }+ B8 [- u! n5 m! G - #--------------------------------------------------------------------------+ [$ F3 G7 t2 s" B* |. f
- # ● 地图界面按下鼠标左键的处理
5 L9 N1 z" e! y& M8 m( J7 ?+ b& x - #--------------------------------------------------------------------------
2 t( _9 E* Z$ `% C1 C# i - def left_button_action7 N" G. e8 w: c" d3 C A3 A
- return if !drawable $game_map.interpreter.running
9 p8 g# b3 M; K - get_mouse_pos
/ d) }! ]# q1 J: Y9 t l - $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图4 w$ t$ \* S% ]; q X
- if @shift_event
+ N# j# ?! n& {& s. I# { - if Mouse.trigger(0x01)" z# x1 X/ W2 [4 P' R3 g2 a
- @shift_event.jump(@moveto_x - @shift_event.x,9 t8 \8 T, F+ u o* h
- @moveto_y - @shift_event.y)) @( x( I' a" w- A( I" Q
- @shift_event = nil
! I2 s4 @+ e I1 Z7 H. H - end3 ^ [8 `& f- ?$ j1 [' M0 l
- return* k8 a! ], s% L, k# H& a
- end
9 W1 ^ j. C9 k" ^6 h - if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合
- n# O5 @" y# z2 w) w9 O - return if moving (vehicle && !vehicle.movable)
/ a J5 c4 ~ a9 y5 p3 k - check_event_trigger_here([0]) # 判断是否触发重合点事件- q, o2 I: T* L' t
- get_on_off_vehicle if !$game_map.setup_starting_event && ( ?- x1 Q' S- u; n# o: F+ ?
- $game_map.airship.pos(x, y) # 判断是否要上、下飞艇& x5 W) W) N d4 v
- return
" S9 j* E9 u r) B: r+ B - end
% J" v6 x f8 q# o - # 判断是否用鼠标启动事件0 t! q s( Z$ d5 i
- $game_map.events_xy(@moveto_x, @moveto_y).each do event2 T9 e. q& ~& Z, y) ?; s2 _* m
- if event.mouse_start
$ v, k( X! S) W5 r! H' F1 A - reset_move_path. i$ n( S0 l- ^6 X/ ]
- event.start if Mouse.trigger(0x01)! R. W2 b$ b/ p4 z! [4 w0 `
- return
7 ^4 R w4 Z7 k - end$ o: l9 C1 L! l/ T7 @4 G5 [
- end: m+ I. K5 W/ |! y$ t& }5 \* w
- @mouse_dash = true if Mouse.double_click # 双击冲刺" e/ @+ ~/ j8 j% B# j5 w; B7 J& E
- return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
. h6 Q1 ` Z: H - for i in 1..4 # 判断目标点是否为角色周围四点3 B$ E0 [% b4 i
- if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&' X; w, B. K- S6 z# L
- y == $game_map.round_y_with_direction(@moveto_y, i 2)+ a" {% E* G$ n4 Y. P
- $mouse_move_sign.transparent = true
- X" `, j! q. d" N' v/ b2 Y - @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)3 i6 Y8 I# c3 `) b7 z, m: c: d
- return; end
% y, I) J7 Y& p4 Y8 B$ v - end
* E6 @& f) M& [- ? - draw_move_path
& o* j; \0 ?9 [6 [3 @& M4 A& v - end& w1 d6 e% c: O. f1 [6 M" A
- #--------------------------------------------------------------------------3 T' H" |6 \7 M; H- b
- # ● 取得鼠标处对应地图坐标点
1 P% \- z6 M* D. V |4 H6 I5 t- U - #--------------------------------------------------------------------------
2 r0 O* K. U& M6 R' _, w - def get_mouse_pos
% U6 q$ N) r8 ~8 p' ]8 x/ Z, Z - $game_map.get_mouse_map_xy, c# E! Q$ I* X _4 a/ M
- @moveto_x = $game_map.mouse_map_x
$ i! a, C& |7 C; o9 s1 M# \9 t - @moveto_y = $game_map.mouse_map_y) e2 R* L1 `7 z( C" u
- #mouse_x, mouse_y = Mouse.get_mouse_pos
) ?& u/ I6 v( G T4 z3 @ - #@moveto_x = $game_map.round_x(x + (mouse_x - ( X/ u% U4 {: k3 q
- # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)
. e+ q; |: _. m: A - #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -# B: \& p0 O& P4 p1 e7 N. K9 N
- # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)
/ X2 c; h8 b8 h. K% L/ A# n - end
/ F' ~+ p. e! H8 e; R( G - #--------------------------------------------------------------------------
% i9 v. p' `8 k) i% A a' u - # ● 绘制移动路径 @array[move_directions...]
) _( m; \1 n8 Y5 G; R5 ]: b$ a! L- M - #--------------------------------------------------------------------------
! H/ |$ S& }. z! [, O. Q' V$ i0 a* j - def draw_move_path
' N, b) u$ S5 u( {' }2 ^ - #temp = Time.now: Q; G2 N8 t+ Y
- case @vehicle_type* p- i: Z3 P& n7 i
- when walk5 M6 d5 G W2 j( p+ I. `. k
- draw_walk_path
# b( `! J6 Y# i6 D - when boat5 f- s7 F! v# }' `2 O& v
- draw_boat_path
/ F! U7 b' Q" f9 c- F0 @ - when ship7 ]; X v" ~$ ]" ?+ w$ ]
- draw_ship_path
( L1 C0 g: O) j$ V, u - when airship) i) @; l- N6 v- a1 R' ]9 {
- draw_air_path N+ H+ D! y9 ~
- end9 y3 i& a: X, j5 n2 w) F" ^
- #p (Time.now.to_f - temp.to_f) # 测试效率: C2 N( ?$ n9 W$ \( `
- end
5 g/ M9 h8 Z8 J - #--------------------------------------------------------------------------9 a$ X2 ]1 I; s
- # ● 判定是否可以绘制移动路径
! q# f- t6 i5 X, v - #--------------------------------------------------------------------------
, n* i/ q9 g, |; Z" u% H4 g - def drawable, V" E: g; ]! b' W
- return false if @move_route_forcing @followers.gathering+ c) z, V A% o3 D6 T
- return false if @vehicle_getting_on @vehicle_getting_off
$ ?9 m \7 t5 r" @ - return false if $game_message.busy $game_message.visible
# [) _0 ?+ |4 R6 ~* k1 `. | - return true5 o) L8 Y; \( T; o h
- end
6 V. v) y a2 j2 Q2 ~4 Y - #--------------------------------------------------------------------------2 b1 J( I' {" o, q3 |
- # ● 绘制walk移动路径 @array[move_directions...]
: B6 G6 }1 p2 {; N/ e* P - #--------------------------------------------------------------------------
5 o: ]7 [$ a( g& ~ - def draw_walk_path
9 c5 {/ T, y8 g" f* u - # 准备绘制路径表格. K7 d! y# U! ^9 G
- sheet = Table.new($game_map.width, $game_map.height)
) ^ u7 b. T1 ^5 u7 Z7 e - reversed_chase_path = []; chase_path = []
& L! h- I7 k) D - reversed_chase_point = []; chase_point = []8 j8 J3 c2 ^2 W- O# _
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]% s# C2 L! x$ e8 z' X3 S Z
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
# Z6 ?3 e: n5 ^) ` - reach_point = false
) N+ A) y. N D# H: K4 T, I; [, ~/ n - step = 3
* u5 U2 T. y0 Z6 B1 N - loop do #loop1 开始填充表格& O- t2 c1 |7 Y8 b4 R
- draw_path = false' H: p) W. Y, v1 i
- check_points = new_start_points
5 p9 \3 M( X& t+ Y! r$ Z" ~ - new_start_points = []
+ B4 ~$ L% }4 v( h) y' X( I, Y - loop do #loop2 从起点开始正向填充. L4 k; Y; u) O) H1 m. G3 B
- point_x = check_points.shift
+ l+ y' U& r3 ^" ^# w4 U. t5 p. _7 z - break if point_x == nil5 N- U% x% F# ^: Y! Y* m/ Z* i
- point_y = check_points.shift- J7 s. U9 w, |. E
- left_x = $game_map.round_x(point_x - 1)
2 S3 ~9 h. {6 i% P/ y7 p7 t: } - right_x = $game_map.round_x(point_x + 1)6 w% n; Z! P* r
- up_y = $game_map.round_y(point_y - 1)
H: p0 T- m, N$ ~7 C - down_y = $game_map.round_y(point_y + 1)
3 Y' t3 g0 p6 L6 j( L - # 判断路径是否连通
: T3 p) E# |% ^+ R/ N/ q. J+ x q1 } - path_step = step - 1* G& Y& j* f$ u
- if sheet[left_x, point_y] == path_step &&
k V$ H& X# b' F - $game_map.passable(left_x, point_y, 6) &&' v8 q8 s4 t5 _1 r. |1 v
- $game_map.passable(point_x, point_y, 4)
. M7 V. V; l! }4 C7 Z- \# _ - chase_path.push(4)# A& y% j- y$ Q. t5 m
- chase_point = [left_x, point_y]
+ a2 f" `0 ^8 M - reversed_chase_point = [point_x, point_y]
4 C' ~% \' h, _ z0 k - reach_point = true; break- M( R1 A. x) q
- elsif sheet[right_x, point_y] == path_step &&# u0 i2 t) K% K7 S4 s7 y0 Q
- $game_map.passable(right_x, point_y, 4) &&) R% X& W( J8 Y8 }% W
- $game_map.passable(point_x, point_y, 6)" i9 n$ d7 {- k
- chase_path.push(6)
6 w0 Q5 B$ A' n6 [% M6 r# q - chase_point = [right_x, point_y], c: g: u6 N: ^2 f* V
- reversed_chase_point = [point_x, point_y]
# Y4 p, a$ X0 l1 K2 [8 I - reach_point = true; break
9 e" \6 f" M: X: v6 [ - elsif sheet[point_x, up_y] == path_step &&
% Q) z7 O* N) D1 B' e: _ - $game_map.passable(point_x, up_y, 2) &&
; o4 N R" P# [$ W, a4 i) w - $game_map.passable(point_x, point_y, 8)- _- l, E U; A, i
- chase_path.push(8) d: ~. ?3 ~8 p( F; } G5 {7 m& [
- chase_point = [point_x, up_y]
' ?+ V8 C# A8 F3 R' B/ \+ Z - reversed_chase_point = [point_x, point_y]
q3 t5 ?5 j8 ^9 j9 z - reach_point = true; break9 H3 o) n+ u/ n0 K9 Y8 h7 ^" ^
- elsif sheet[point_x, down_y] == path_step &&9 v, H% |: t/ U: T, j* C* s- o
- $game_map.passable(point_x, down_y, 8) &&3 d# L1 |! w! e `" [
- $game_map.passable(point_x, point_y, 2)
P( F4 Q# g5 {- p0 N J0 m - chase_path.push(2)
# P/ E: |! }3 I% B - chase_point = [point_x, down_y]* M- q- ^. V/ o5 y) B/ z" T4 A( W
- reversed_chase_point = [point_x, point_y]; F A! u% w0 t/ y' z
- reach_point = true; break
2 Y9 H3 u, h# H1 a7 |& l" f - end' z* K# Z* z. f0 R: |( n3 c5 h
- # 以需要抵达该点的步数填充路径表格 #9 g) T( ^ m) n# R5 g+ C! b' U
- if sheet[left_x, point_y] == 0 &&8 n# E' V" S1 d4 E$ d
- $game_map.passable(left_x, point_y, 6) &&
( F1 |7 }; Y" w/ Q - !collide_with_events(left_x, point_y) &&
2 N6 p. v& c8 Y4 m' N4 [: p - $game_map.passable(point_x, point_y, 4) &&! o; Z3 D8 ?! d) [6 y3 {, |: E9 l' {
- !collide_with_vehicles(left_x, point_y) #judge_end
0 Y' M( R/ S) i8 }& N' j - sheet[left_x, point_y] = step
# s9 ^# ~, _& P% s& d - draw_path = true. J( Y: G& T9 [, H* B
- new_start_points.push(left_x, point_y)
0 V7 Y* T! u0 s0 S: d5 ? - end. ^9 H8 l# j1 k p5 ~
- if sheet[right_x, point_y] == 0 &&
5 n% I7 b3 M4 v+ w - $game_map.passable(right_x, point_y, 4) &&
0 x( M/ H$ P$ Y" B$ W/ T - !collide_with_events(right_x, point_y) &&
) t) n6 ?/ h! ?) h9 G - $game_map.passable(point_x, point_y, 6) &&
, c% w; r% C8 b6 H4 C5 S - !collide_with_vehicles(right_x, point_y)#judge_end" X% b+ ?/ w. f; n$ j( Q; G, Z9 Y2 D
- sheet[right_x, point_y] = step, n }- v# E& A7 ?$ U2 ]( `7 L
- draw_path = true. B: B# y) L# o( w
- new_start_points.push(right_x, point_y)
/ D) @9 t0 _- `& \/ d4 O - end5 H. Q; ]' Y/ }0 D8 L. W* M+ B; v- c
- if sheet[point_x, up_y] == 0 &&
' U+ ^/ m- q( X- K+ Y8 w( L l, |- ^' p - $game_map.passable(point_x, up_y, 2) &&
$ _9 V5 v! _" J G9 g - !collide_with_events(point_x, up_y) &&
5 T! F; [! B7 h: M+ r/ n0 ?7 K, e - $game_map.passable(point_x, point_y, 8) &&3 _8 z* X% _8 A- J& m/ j
- !collide_with_vehicles(point_x, up_y) #judge_end
/ J. _5 Z9 {2 n - sheet[point_x, up_y] = step
5 q! g: W0 Z! v: t2 W& S/ J0 T6 y - draw_path = true1 G% J6 q. s. [
- new_start_points.push(point_x, up_y)
f3 i9 W9 S3 W$ }: W0 H% ]: v - end& F$ G2 @2 Y8 q
- if sheet[point_x, down_y] == 0 &&
- l% b* G/ [6 L3 D$ L, v2 N7 {' i - $game_map.passable(point_x, down_y, 8) &&
; u9 f# Q, g+ C0 i2 N% P - !collide_with_events(point_x, down_y) &&
+ R5 W( H6 W$ s6 U& A - $game_map.passable(point_x, point_y, 2) &&
5 }. C7 S; T: c - !collide_with_vehicles(point_x, down_y) #judge_end
: }& ` C1 {+ x - sheet[point_x, down_y] = step+ ~$ b% f( J+ @ r% f* C
- draw_path = true
0 j1 |, T% N4 i - new_start_points.push(point_x, down_y)
0 ?0 V+ _1 {& a - end
4 b* `0 @/ D, L* a6 S/ n$ m/ U - end#endOfLoop2
! ?0 G2 t0 e- x+ {$ R - break if !draw_path reach_point1 G; S1 C) q6 r# u% C9 N/ S& C
- draw_path = false* z% h( q( @0 d0 E7 t
- check_points = new_end_points
' p: |( H' G3 T1 d! B - new_end_points = []) o3 x7 N0 m* p6 q5 U2 p
- step += 1
* r' S& a* D6 ?/ J' v4 j - break if step KsOfSionBreak_Steps &&
1 W6 [, B9 N4 A8 O; d6 M - !Input.press(KsOfSionFind_Path_Key)5 k: l p; ~+ I1 _5 g
- loop do #loop3 从终点开始反向填充 f/ X& z6 T1 r& O7 F. O& W+ r
- point_x = check_points.shift
2 Z6 P- ]8 T% [4 Q - break if point_x == nil3 r& y/ e5 y2 E ?5 Q: R) P6 M) U: I
- point_y = check_points.shift& I! {: O/ B( W- ~. R
- left_x = $game_map.round_x(point_x - 1)
3 c8 q2 M, ]4 q, Q7 d2 ?; L8 x - right_x = $game_map.round_x(point_x + 1)1 f5 H3 k$ s3 k( [9 x
- up_y = $game_map.round_y(point_y - 1)( S* N$ Z: S6 H+ B6 g/ e# `4 @
- down_y = $game_map.round_y(point_y + 1)
2 ^- m+ j9 P' C - # 判断路径是否连通9 t) g+ }% M0 z$ b
- path_step = step - 1
0 e9 V% q4 }0 ?' E9 X1 ?: h - if sheet[left_x, point_y] == path_step &&, ~0 ^/ O; B8 x" O
- $game_map.passable(left_x, point_y, 6) &&
/ @) g' F* b3 p- S& k - $game_map.passable(point_x, point_y, 4); q; _& C% |5 R t- f
- chase_path.push(6)9 }7 E0 A- y5 M" m, k" T3 q
- chase_point = [point_x, point_y]
# I% k" {# k7 S5 h; K7 L0 F: I - reversed_chase_point = [left_x, point_y]
. }& L. e/ N* F! i" D" f - reach_point = true; break
' Z- _, r( D- q; t$ w - elsif sheet[right_x, point_y] == path_step &&. P" z: h( Q% |$ g; ` I/ i+ x; v" K
- $game_map.passable(right_x, point_y, 4) &&
# {' }/ x+ ]4 W( @0 g. W+ C - $game_map.passable(point_x, point_y, 6)$ n3 N4 b: _7 l7 P& ~
- chase_path.push(4)
+ @. m/ K( j6 ^9 {: a7 ?- _9 S - chase_point = [point_x, point_y]/ E7 G6 `0 A$ V8 \* q' W5 M. _
- reversed_chase_point = [right_x, point_y]
4 N2 T+ n6 J- W8 ?8 [3 m/ m - reach_point = true; break3 h1 R* G) f+ L2 q( U
- elsif sheet[point_x, up_y] == path_step &&$ `- V5 Q- q; ^& E
- $game_map.passable(point_x, up_y, 2) &&
x4 M. j- L* b0 g% ]2 B- _ - $game_map.passable(point_x, point_y, 8)7 z. x$ D) w, Q/ m( X- t2 Y
- chase_path.push(2): P" q) A9 Z0 O
- chase_point = [point_x, point_y]
X7 i( T- p; X/ [6 H - reversed_chase_point = [point_x, up_y]6 Z- G. S' g+ H# `2 t, F# g" p
- reach_point = true; break7 {0 ]8 M: z3 b/ F* {6 v. J
- elsif sheet[point_x, down_y] == path_step &&
* X/ K! c0 V1 k - $game_map.passable(point_x, down_y, 8) &&* Z$ `2 K" a" k; Z+ h3 m
- $game_map.passable(point_x, point_y, 2)
8 |7 p M0 \ ]$ s9 P7 S/ @# m0 z - chase_path.push(8)
* y. n; K+ x4 R( Q* Q+ t1 n - chase_point = [point_x, point_y]) J+ Z; S2 Y* o* M0 R& W
- reversed_chase_point = [point_x, down_y]
! J) H* |* P4 j+ Q. H# L7 i+ o+ i - reach_point = true; break
+ m! [2 n# F( y1 D$ ]( ~ - end
! W9 W$ p- z2 \ - # 以需要抵达该点的步数填充路径表格 #, f( k4 L! Y( A# s9 {- j7 h
- if sheet[left_x, point_y] == 0 &&* D2 n: K1 c" m
- $game_map.passable(left_x, point_y, 6) &&9 X- t0 c1 D8 @! N# y/ }3 e- v- Y
- !collide_with_events(left_x, point_y) &&. \" u( \' f1 x1 ^
- $game_map.passable(point_x, point_y, 4) &&( V$ r) W! \( Q
- !collide_with_vehicles(left_x, point_y) #judge_end
) M) m' W8 c f) k - sheet[left_x, point_y] = step
5 g/ }) q' |& N, p; U - draw_path = true0 }8 o4 I( }( f
- new_end_points.push(left_x, point_y)+ x+ n8 p9 ~4 G' V8 n
- end9 H8 O+ M* Q/ \; K! x( m
- if sheet[right_x, point_y] == 0 &&0 h' O& B1 y- o) k4 @# ~: ^
- $game_map.passable(right_x, point_y, 4) &&$ M% Z: X* t) t
- !collide_with_events(right_x, point_y) &&
# K$ P3 W1 ]0 b* A- d, r. ?: M - $game_map.passable(point_x, point_y, 6) &&4 L4 w; S$ G. u! `+ n
- !collide_with_vehicles(right_x, point_y)#judge_end3 ?7 L& D. b% @6 M7 q' n3 J
- sheet[right_x, point_y] = step) t/ L8 f% |; z8 E2 ^4 R+ Q
- draw_path = true% ?, ~8 O) S& M' t7 M6 V; y
- new_end_points.push(right_x, point_y). s# L* d% S! ]$ h" R4 q4 {- z, a
- end
$ [+ Z; E8 l# Q ^! ^! u* N - if sheet[point_x, up_y] == 0 &&
9 H6 B M4 c& x - $game_map.passable(point_x, up_y, 2) &&
4 ?+ z2 a( r! A8 S - !collide_with_events(point_x, up_y) &&2 r+ E2 |- k* f4 G# R( V" a$ G* M' ?
- $game_map.passable(point_x, point_y, 8) &&
5 I/ P) o0 r# x. x% s- G! s - !collide_with_vehicles(point_x, up_y) #judge_end. s6 {# Q- T* n4 `
- sheet[point_x, up_y] = step
1 z- \0 g6 D- k3 P4 z, ~% [9 | - draw_path = true
- k* q, b2 X- y' L1 G0 b, { - new_end_points.push(point_x, up_y)
8 v2 J6 u' E; e g - end
& [+ Q L+ l+ a/ W - if sheet[point_x, down_y] == 0 &&
* R5 E/ |7 Q: G" C% G# o9 Q - $game_map.passable(point_x, down_y, 8) &&
6 C0 ^ X6 l( I( o5 l( K7 D - !collide_with_events(point_x, down_y) &&
$ [: B: J2 i; { - $game_map.passable(point_x, point_y, 2) &&
% r, _! G8 A/ c - !collide_with_vehicles(point_x, down_y) #judge_end
, v- n3 v& j$ z0 U l - sheet[point_x, down_y] = step1 h" y0 u1 s K- g1 E$ g' C6 k
- draw_path = true2 N: o1 I& j* a. F7 z" h
- new_end_points.push(point_x, down_y)
/ O7 R/ r. e6 }# D- H - end
) o( h1 f% M6 k* u x! R - end#endOfLoop3
- d5 k& R+ [( V! g/ h; y - break if !draw_path reach_point
$ c, g* U- I3 m5 p - step += 1, F4 U& H1 z: G# m' B9 w
- end #endOfLoop1 路径表格填充完毕
' D' X) c* P% l - $mouse_move_sign.transparent = false; g7 ?1 {1 u9 g- O; d! o" q! ]
- # 判断指定地点能否抵达
% d0 n) |: ~# R7 Y" t - if reach_point' d9 a+ w3 t9 a* z8 U: t2 Y4 K" C
- $mouse_move_sign.direction = 2' a. O7 X; |; X5 } @/ @; }7 \6 x
- else
8 X$ N: S5 D+ f! u/ f" X, V - not_reach_point
. U; M" C1 D$ R, v/ E5 U2 n - return
- I$ D; O5 A% E; m2 f - end1 I: e. _& m7 B) h, e
- # 根据路径表格绘制最短移动路径(反向)
* r0 t* F" u2 j, Y' k - steps = step 2 2 + 1& a; Z& x' e% E+ N
- loop_times = step 2% g7 P5 ]5 n; o# K+ d
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]9 x* R" ?0 j. [3 l) _
- for i in 1..loop_times # forLoop
0 S" N3 q5 W: W, Z% |* ~ - steps -= 2
' B8 v; |: M8 Y( ^ - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了…… D4 c) @7 r1 T- e Q7 D% B
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
, q4 o0 p$ Z9 ^1 C5 q% T+ w ] - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&, E" ]# y( I# m- a5 `* u
- $game_map.passable(point_x, point_y, 4) #judge_end
! u( F: r6 H* Y* K7 k - reversed_chase_path.push(6)4 v* a. b9 D9 {" C, d
- point_x = $game_map.round_x(point_x - 1)
) e" G: _$ v( }4 \7 h3 ^4 i - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&% D5 u. t8 N" K) W. j( P
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&6 B" Y- S* x3 D& g5 ]
- $game_map.passable(point_x, point_y, 6) #judge_end2 K# H' n M& f3 m
- reversed_chase_path.push(4)8 Y+ j# r }3 U2 Z6 |1 m8 |
- point_x = $game_map.round_x(point_x + 1)
6 t$ k, U& y7 a* y8 P - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&7 o3 E& N$ G( \
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
1 v( ~: l2 `% n* Y* y - $game_map.passable(point_x, point_y, 2) #judge_end
K9 G! ^: Q; @1 J9 B - reversed_chase_path.push(8)
$ O f! \% N+ _; h/ A2 h+ N - point_y = $game_map.round_y(point_y + 1) ]6 y0 N; k! ?" @! c
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&
/ e. w( o! p6 i: n9 K X7 ~ - $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
6 A" G1 c& Y# W! C' O - $game_map.passable(point_x, point_y, 8) #judge_end
- q3 |3 f! y* O/ T% g" S1 y - reversed_chase_path.push(2)# t) L/ v5 B, d7 O+ V- y" G
- point_y = $game_map.round_y(point_y - 1)
8 u7 N/ f& |6 Y- S8 u: T) d - end/ X4 E5 U. M( T* p+ N1 Q
- else# }* R' }6 F, }% X
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&2 W$ V7 B/ B" X @
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
j, F. C) m0 V& \' z/ ] - $game_map.passable(point_x, point_y, 2) #judge_end
& U" I/ a9 ~" G' \, k- Q - reversed_chase_path.push(8)& h1 b0 M. k9 F* d
- point_y = $game_map.round_y(point_y + 1)
. w! k, A4 G. I4 \ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&1 |$ o4 h7 z2 [8 b% p
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
3 x2 L9 B) n2 q; F8 v3 u, ] - $game_map.passable(point_x, point_y, 8) #judge_end
+ h+ _* ?5 S; h. h - reversed_chase_path.push(2)
5 k' ]1 Q+ l' s% {0 J3 P- a O - point_y = $game_map.round_y(point_y - 1)/ ?3 G6 K7 x9 m- q& _6 Q& Y
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&! k) b& X) D/ u. Y* r y3 E `
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
' m% l" ?0 b2 X% I3 Y/ d - $game_map.passable(point_x, point_y, 4) #judge_end
0 N8 G- N r# o- M# T - reversed_chase_path.push(6)$ u# _/ D/ A& o" `
- point_x = $game_map.round_x(point_x - 1)6 F9 `" J( a1 _& P0 T" @3 |
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
; i2 t7 J3 K& ^ - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&& f9 s' J8 E4 M# y1 Z- F
- $game_map.passable(point_x, point_y, 6) #judge_end0 x2 S8 Y/ A* h/ H, I
- reversed_chase_path.push(4), ^5 o" d9 u4 g: M3 `5 c8 B
- point_x = $game_map.round_x(point_x + 1)
. l% U# B% K" _! B - end- x) k: o6 x' y O) v+ Q
- end; l' D3 \+ b' _( N; {" q
- end #endOfForLoop; @* e3 e Z% H+ z' |
- # 根据路径表格绘制最短移动路径(正向)
# H: D2 w% `$ ?" J4 n, N1 h; D - steps = step 2 2
( `9 \7 t( B9 Q1 t: Y4 [ - loop_times = step 20 \1 E5 ?1 [. m( Z
- point_x, point_y = chase_point[0], chase_point[1]: [9 Q! }, m( k
- for i in 2..loop_times # forLoop9 I5 c: u. g6 V5 x. D: T
- steps -= 2
- q! M# @, Q. ~) j; ^7 d5 J - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
# d* w' `' Z$ }& w5 D - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&& ~8 I8 J2 N. E4 T$ k5 ]- q% N
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
6 j3 k3 \/ w% M7 g; A* h - $game_map.passable(point_x, point_y, 2) #judge_end
9 ]* ~8 j3 i/ R* r+ y - chase_path.push(2). S7 u; a* e, C% Z" N4 m
- point_y = $game_map.round_y(point_y + 1)
: i/ Q/ u0 c D' k# k* Z - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&: T$ N! r# ?- `7 r, G
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
. \% l; _0 C# j, \# E6 X, c% S - $game_map.passable(point_x, point_y, 8) #judge_end4 G4 w" J* G6 e$ E5 F* g
- chase_path.push(8)+ {) a/ }7 k: K! D( y- {
- point_y = $game_map.round_y(point_y - 1)" b; y0 k! G% X, }; P
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&4 i3 B! d0 n- Y. O- X
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
* Z6 k1 l% f: k! P. h+ s2 C( ~ - $game_map.passable(point_x, point_y, 4) #judge_end$ { a4 g8 R7 `. f8 A
- chase_path.push(4)
" e d2 j; e3 F" @7 R { - point_x = $game_map.round_x(point_x - 1)& O, _" c( k; t3 M5 W
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
0 M: e: Y* M, k2 t% o, S ^ - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&8 L" Y5 W, o% z
- $game_map.passable(point_x, point_y, 6) #judge_end4 O( |3 i. r l- s+ P& L$ k+ j2 |
- chase_path.push(6)
2 `* F5 \6 H! d" j V - point_x = $game_map.round_x(point_x + 1)! O/ y' ]8 G) W" _: ^2 K* `/ k: O0 h
- end
: M' V/ |' Q! O5 l - else- }0 q1 O& D0 d9 _
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&1 T1 R% J% S" K2 S. j4 f
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&0 A/ q1 U; T" G+ t
- $game_map.passable(point_x, point_y, 4) #judge_end8 F! e8 j! B7 e+ L( b2 C
- chase_path.push(4)3 j m7 ~: Y. F! z, u
- point_x = $game_map.round_x(point_x - 1)% Q5 x! a1 e8 a K: O4 i6 j
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
2 b& T6 M, R5 X. a! A4 F3 A, G& R - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
( J) _- Z# u6 w' M - $game_map.passable(point_x, point_y, 6) #judge_end3 z% @3 X2 [" d) f# U: y
- chase_path.push(6)! U1 p2 Z3 p; Z
- point_x = $game_map.round_x(point_x + 1)
4 U9 H1 H! e) T' }2 d' @ - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
# `8 _# j' ~/ O - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
" J! \ A/ f9 `/ @2 I2 h - $game_map.passable(point_x, point_y, 2) #judge_end$ b! O$ @" W' A: e6 K
- chase_path.push(2)
$ h B. H: k/ v [ - point_y = $game_map.round_y(point_y + 1)
/ Z" n X( p0 {5 o; S - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&: a+ K G- _" _" O
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&' ?0 I) X( C, c6 y7 k
- $game_map.passable(point_x, point_y, 8) #judge_end- J& {2 p0 F( A
- chase_path.push(8)
' T) e" y4 K! X) t# }5 p - point_y = $game_map.round_y(point_y - 1)
. m4 c+ Z& V& h: @* ^+ A. q - end
* Y! `8 T4 y. ^ x6 M' I9 |5 e" c - end
6 @: u$ r; w! \2 E+ T' a3 w% m - end #endOfForLoop
7 u( A" Q. q7 M! P - @mouse_move_path = reversed_chase_path.reverse + chase_path4 G1 c* j2 p: [- p7 N% j- c
- end#walk# c2 j) M3 G% W, v- g
- #--------------------------------------------------------------------------& A/ L, n7 s" r; _+ R+ t* h" l; T
- # ● 绘制boat的移动路径 @array[move_directions...]& T& \1 A. E! u( c) ^9 h
- #--------------------------------------------------------------------------
. P( m; Y; v8 J3 | y& U - def draw_boat_path
0 @; g6 o7 y( `' H8 b7 n - # 准备绘制路径表格
4 g+ c/ V! ]2 | - sheet = Table.new($game_map.width, $game_map.height)
6 e6 \$ z" W2 a% g+ Q% k - reversed_chase_path = []; chase_path = []4 N$ ^; Z: n6 }& U1 m- v
- reversed_chase_point = []; chase_point = []
; m% V) _! `; b+ P P- { - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
- j0 T# r7 k6 z - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 26 t5 d1 [+ g9 l; m \" ~# C4 J- b8 [
- reach_point = false
+ o$ D2 h4 H3 u! p+ N' M - step = 37 A% P* N) U: @1 c9 ?, P* {
- loop do #loop1 开始填充表格6 R; l/ M; c9 ~- o: ]
- draw_path = false4 W! x9 Q9 Q! h O8 @
- check_points = new_start_points
, i! Y5 a r* a$ c - new_start_points = []4 z6 X; T% V& a2 m0 E; l8 T
- loop do #loop2 从起点开始正向填充
2 P# Q' T7 S, X* X - point_x = check_points.shift
{" o- \' A. j* s) }( r+ A8 n; C - break if point_x == nil3 t+ V2 ^% p6 S8 a! _! k& I
- point_y = check_points.shift
. C$ S' q7 l1 ^2 {$ K - left_x = $game_map.round_x(point_x - 1)/ f3 _. P, q6 O1 H. g
- right_x = $game_map.round_x(point_x + 1)7 J+ V! G, L7 w. D
- up_y = $game_map.round_y(point_y - 1)
$ S7 I \: q: C - down_y = $game_map.round_y(point_y + 1)+ z2 I6 C% k6 C0 U) d
- # 判断路径是否连通
1 D3 s6 ]8 f5 ]4 K - path_step = step - 1$ M# t K% W5 z- M0 [6 R
- if sheet[left_x, point_y] == path_step" N) l5 k/ }; x2 }3 e
- chase_path.push(4)
+ p5 f; t- s! W - chase_point = [left_x, point_y]8 v6 x! s6 W$ P5 ^+ @
- reversed_chase_point = [point_x, point_y]
% |8 ?# v% u, Q5 P$ @, T - reach_point = true; break( E0 V# @+ Z# v! Q% l* B, a
- elsif sheet[right_x, point_y] == path_step6 u( I5 a6 U) l" p1 g' f c
- chase_path.push(6)/ p M, C3 o% @3 _! E( s
- chase_point = [right_x, point_y]1 @" {7 w% q8 G8 o! y
- reversed_chase_point = [point_x, point_y]
V6 E h# c( I8 Y- u* c6 p - reach_point = true; break
. N( n+ T% `5 W( j" F - elsif sheet[point_x, up_y] == path_step: n# O+ B3 O7 V; G/ i$ O }
- chase_path.push(8)
+ k* t1 V! {! ?& h6 _. ], _4 q - chase_point = [point_x, up_y]8 }* C" ?3 Z p5 E7 ?
- reversed_chase_point = [point_x, point_y]
* e# ~& P! Z$ P) s S - reach_point = true; break# P! H6 n: E2 q7 S+ ^$ V5 z* _
- elsif sheet[point_x, down_y] == path_step
* S* h) `9 B3 V5 y - chase_path.push(2)6 u, \2 `) @7 d# D0 H7 a* n
- chase_point = [point_x, down_y]
" H$ G- j. ~7 ~7 v - reversed_chase_point = [point_x, point_y]9 Z( e( b9 L3 N+ F9 }
- reach_point = true; break
( |0 i7 R7 f7 f( b9 J$ c ? - end
( d7 b: [ V9 ^1 } - # 以需要抵达该点的步数填充路径表格 #% F. {; C& @* f: R3 Z
- if sheet[left_x, point_y] == 0 &&- B3 w" b" v1 P, `0 X. H" I
- $game_map.boat_passable(left_x, point_y) &&
3 l( e, e$ ?) N6 A2 Z& d1 m# S/ ~ - !collide_with_events(left_x, point_y) &&5 m! _/ G4 }1 f) s4 k
- !collide_with_vehicles(left_x, point_y) #judge_end. d, |5 m& m8 N- u0 w" I) j
- sheet[left_x, point_y] = step- `( A7 r% U5 z; F) k
- draw_path = true1 D, J; t+ L2 l' [' K6 h5 o5 U
- new_start_points.push(left_x, point_y)# o7 S" [+ `% C0 `. R& H/ }' C
- end) m* H' }$ Q* d; u3 C* i' f- @3 Q' W
- if sheet[right_x, point_y] == 0 &&
3 l9 I+ H& @( M9 S - $game_map.boat_passable(right_x, point_y) &&
# w# d' x4 W' w$ Z6 w - !collide_with_events(right_x, point_y) &&+ F' h6 ]9 c2 `7 [# |0 k) T
- !collide_with_vehicles(right_x, point_y) #judge_end
$ Y( o" F0 c: u$ a& Z! j - sheet[right_x, point_y] = step
1 {) u5 p2 ^/ }& W1 ]- Y* R, i- b" O z - draw_path = true- S+ n3 v0 a5 U, r% o8 n6 y& N
- new_start_points.push(right_x, point_y)$ w. A M* n+ [& q
- end/ ~ J. F+ _0 @" D
- if sheet[point_x, up_y] == 0 &&
( l( b4 a# P3 z" g# s - $game_map.boat_passable(point_x, up_y) &&
+ ?+ P9 G+ h5 X - !collide_with_events(point_x, up_y) &&9 f) {& G8 h- K0 N; z* y8 a
- !collide_with_vehicles(point_x, up_y) #judge_end" R( n: t: \# a+ @1 F
- sheet[point_x, up_y] = step& X- p, G7 g: k& k9 w
- draw_path = true, i1 E% e3 ]) ~ S- u7 x
- new_start_points.push(point_x, up_y)
! C3 X: t3 u7 Z. Y6 `) B1 N - end) J7 }" s, I0 A8 {! `' L# H7 i
- if sheet[point_x, down_y] == 0 &&6 x: ^ x" F; e% h. L
- $game_map.boat_passable(point_x, down_y) &&7 x3 i! q3 W5 s2 c' A
- !collide_with_events(point_x, down_y) &&
4 i7 k3 E' I9 g - !collide_with_vehicles(point_x, down_y) #judge_end( G4 ^) N0 i# Q5 ~
- sheet[point_x, down_y] = step+ h1 H- D6 ]. L0 d
- draw_path = true
N4 b$ ]3 D( Z3 J6 i% g* z - new_start_points.push(point_x, down_y)
. d2 r1 R% |1 P$ a8 _ - end/ _) d: Z% z1 \; P/ T
- end#endOfLoop2/ \5 f4 |0 W& G+ R
- break if !draw_path reach_point
* ~0 v" L+ B2 { - draw_path = false& T( W7 ~1 h7 W1 e* W1 \7 E. r4 ~6 g
- check_points = new_end_points
; [1 X6 _9 V$ w) B7 q& s - new_end_points = []
3 c5 P: M o1 O - step += 12 e P8 q2 |/ u- A$ J
- break if step KsOfSionBreak_Steps &&& p( n9 K! X2 \7 C6 y/ e
- !Input.press(KsOfSionFind_Path_Key)
" l' L& h- n$ R% O - loop do #loop3 从终点开始反向填充* Z! s2 P! l3 }3 h; x
- point_x = check_points.shift. N0 ], ^# ?4 A: j1 y
- break if point_x == nil( o* B7 o- t! m4 x# z }
- point_y = check_points.shift
3 T) i3 v0 X% K. P - left_x = $game_map.round_x(point_x - 1)( A' m |: |; i; I1 { |! E5 n
- right_x = $game_map.round_x(point_x + 1)
# A1 U5 H8 p9 z - up_y = $game_map.round_y(point_y - 1)
3 k# D" {$ R' a% r3 Y" W; i6 M - down_y = $game_map.round_y(point_y + 1)! m2 {$ c S z8 ~$ v
- # 判断路径是否连通3 t; m3 x- v, o, \" E8 X" J
- path_step = step - 1% {2 F: H' e0 D6 Y/ ^: M9 @
- if sheet[left_x, point_y] == path_step
, D5 T* V& s( `7 ]( L$ F6 z w - chase_path.push(6): k% u* q9 r2 |
- chase_point = [point_x, point_y]- [, ~( c/ a2 ?* Y
- reversed_chase_point = [left_x, point_y]
% E' L+ h- k }8 |) ^ - reach_point = true; break' i0 a& @% O" g; U; ~% }+ ]
- elsif sheet[right_x, point_y] == path_step+ B/ g" S; p. U# R
- chase_path.push(4)5 Q' _0 p8 j8 b7 n
- chase_point = [point_x, point_y]
8 {8 I. C8 Q. I/ ~' K: C - reversed_chase_point = [right_x, point_y]
2 b/ A5 C$ r: D# l, ] - reach_point = true; break! U. p( q) r! F/ e+ }) N
- elsif sheet[point_x, up_y] == path_step7 q# C* `+ `% o Y' y1 Q w
- chase_path.push(2)' P' D/ e4 O/ W4 j6 p, T
- chase_point = [point_x, point_y]2 Q% l6 m! B( z6 |$ W1 y
- reversed_chase_point = [point_x, up_y]
. o% a' L- y4 ]; ]8 N) C - reach_point = true; break& t7 f8 h5 V0 p. {4 P& p0 ]' q
- elsif sheet[point_x, down_y] == path_step
( f! g$ x9 P1 U$ {/ k! _# G+ ? - chase_path.push(8)
5 S; ]& I. D2 V: _" F$ U - chase_point = [point_x, point_y]4 e+ J9 x# _: U# ?" v3 [3 D, K
- reversed_chase_point = [point_x, down_y]
# i3 K8 Z# T' I( a. V1 }: L' T - reach_point = true; break& {) i2 g/ U% s l1 }2 s
- end
, y+ ^, U3 Q: e# n; }+ x - # 以需要抵达该点的步数填充路径表格 #3 x" E5 N9 O1 |, l% ~ [+ V0 C1 w O
- if sheet[left_x, point_y] == 0 &&% @9 O1 e1 ?0 `+ X" U& L O( E6 }
- $game_map.boat_passable(left_x, point_y) &&
# o5 L b" c4 x- h* E4 k4 E2 E: n% p - !collide_with_events(left_x, point_y) &&$ K& J: S b( }
- !collide_with_vehicles(left_x, point_y) #judge_end% \ y$ f9 y3 ?# [8 B6 P! J6 B8 [4 T! U
- sheet[left_x, point_y] = step
0 B1 Y/ {& A& v - draw_path = true; T; H' P$ b8 k
- new_end_points.push(left_x, point_y)' h! u1 N- g1 B
- end$ K% f) _( I0 q% `
- if sheet[right_x, point_y] == 0 &&
; q8 o5 W8 Z0 \4 I# i, \ - $game_map.boat_passable(right_x, point_y) &&3 f% Y5 c. \6 c7 S' V' P @! l0 p
- !collide_with_events(right_x, point_y) &&
: j* e" i9 `5 P& u! D( e - !collide_with_vehicles(right_x, point_y) #judge_end" P+ D7 a9 [# M. z Q1 M4 A
- sheet[right_x, point_y] = step
1 U! ^4 r2 a. A7 p& E j - draw_path = true
0 g2 F3 h/ b7 l - new_end_points.push(right_x, point_y)
: Y! l5 i# [- j+ c+ a/ B) _$ X - end1 t; F7 E1 l. x1 R Q
- if sheet[point_x, up_y] == 0 &&' U- X( n2 n' K6 Q
- $game_map.boat_passable(point_x, up_y) &&% j1 `$ d+ F, Z- E! i, |& x
- !collide_with_events(point_x, up_y) &&) e6 h2 J8 W" p0 r$ s* H* ^
- !collide_with_vehicles(point_x, up_y) #judge_end$ p, R/ _2 f( s- S9 m& H" S
- sheet[point_x, up_y] = step3 K5 u% L$ r$ W5 d( @% `. `
- draw_path = true
3 _( Q! g+ d8 E1 { - new_end_points.push(point_x, up_y)/ T) g0 |6 p8 M/ g/ \; J
- end( N. D1 {; l+ _' U% V# p# P
- if sheet[point_x, down_y] == 0 &&
; i' j H! X. M* O - $game_map.boat_passable(point_x, down_y) &&8 \3 J( w4 Z8 ^. A8 A4 i+ n# h
- !collide_with_events(point_x, down_y) &&% q. {; q* D! {! @! f3 H! o
- !collide_with_vehicles(point_x, down_y) #judge_end
& j7 r G) P7 `: D - sheet[point_x, down_y] = step" {/ Q, }: x1 J6 f) d _
- draw_path = true- y3 {4 z4 j0 D: @! F9 N$ W) t
- new_end_points.push(point_x, down_y)
# b" T+ \* A: E3 W4 M, D* C - end. @4 M# N5 M( A8 t; K2 R G
- end#endOfLoop3# k0 n$ V$ h- Q6 B* p* C
- break if !draw_path reach_point0 s5 C# ^, g% r- K2 J4 T# b! ?1 z
- step += 16 k9 D; s: z7 h1 u' a$ ^
- end #endOfLoop1 路径表格填充完毕! R" o: T1 o- W" W" i, w
- $mouse_move_sign.transparent = false
x A7 x5 x) Z$ D: x* S - # 判断指定地点能否抵达: R8 g& {- W& S; Z# ^) i+ g
- if reach_point4 v3 @- M5 x9 e& g& c+ o0 }% c
- $mouse_move_sign.direction = 2
8 |4 }/ u g/ U - else
2 i% [1 p" ?$ V% O- K) j0 s - not_reach_point) G* R/ N2 p: S j
- return
8 p; K' Q! e8 ?$ Y1 g; o - end
; a( M1 Y( U- F" |3 ]% | - # 根据路径表格绘制最短移动路径(正向)
3 K! t1 {% s( n# V, B( ^6 _ - steps = step 2 27 T) V- [; G) `
- loop_times = step 2# o; s6 n. p! r, n8 [5 W9 f3 _4 j
- point_x, point_y = chase_point[0], chase_point[1]7 B1 _) L4 e" z h1 R
- for i in 2..loop_times # forLoop0 t; K: I" f! F+ a8 k* u
- steps -= 24 ~ c& w1 ~6 ?# K
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs) y0 G. J1 U* x4 T. }
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
" o7 [, g( R9 P7 e3 X) @ - chase_path.push(2)( e4 m% B( A8 N9 P& O
- point_y = $game_map.round_y(point_y + 1)
( h \1 @+ U/ c- H* b% m m - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
9 o4 q' k, n4 w- ?6 Q4 w$ y0 U- u - chase_path.push(8)
3 v" |. x1 X6 }' D# L. n - point_y = $game_map.round_y(point_y - 1)
, v( p7 r9 U( A% j( Q" w - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
# a1 |, }4 R2 m5 c: w - chase_path.push(4)
2 M- F/ w8 M. f - point_x = $game_map.round_x(point_x - 1); v5 N% l6 l k
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
6 f* c$ T6 u; f' u4 I( w# Y - chase_path.push(6)
+ P* `# E T, D4 b) P - point_x = $game_map.round_x(point_x + 1)
# E( \8 `- U6 X! @; L - end9 U: v$ d0 Y) f/ n7 u" k5 M
- else
- D5 [, K* P7 {, C2 i, I - if sheet[$game_map.round_x(point_x - 1), point_y] == steps. p# ~4 o( E6 Y4 x
- chase_path.push(4)
% p* x+ M2 b; O - point_x = $game_map.round_x(point_x - 1). M: F% _1 e: r
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
+ X8 L, |' u! r% c- K9 ] S - chase_path.push(6)
0 z, o5 g9 r e ~- K& x - point_x = $game_map.round_x(point_x + 1)
2 l6 U9 ]" d: V# h, ~ - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
5 H, l2 B1 n' H7 Z - chase_path.push(2)
# H. g Y& z, E2 h4 b' n - point_y = $game_map.round_y(point_y + 1)
3 q- ?- E$ u4 o& a( ]! r - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps! ^$ B( q, P1 v g+ c
- chase_path.push(8), T* Q' w7 ~1 [, b; O& Q# o
- point_y = $game_map.round_y(point_y - 1): g# Q: ]* Q. D% a5 q. L
- end3 d* Y7 |% u: ?& S
- end0 w b. g& k+ c) R9 o' d# L6 h
- end #endOfForLoop! w/ ^( _' k- ^: P( j; g1 q
- # 如果指定点无法抵达或者登陆' O, Z( _$ [0 U% @( B
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path). q N9 r' f3 R6 m; P
- # 根据路径表格绘制最短移动路径(反向)
0 Z2 C8 U! ?/ j9 o) C - steps = step 2 2 + 1' b1 y8 q9 F5 L8 w( p" q) c
- loop_times = step 2" |/ S4 t- G2 Y& @$ N
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
4 U, a+ X" S2 P' s1 _8 l - for i in 1..loop_times # forLoop% O4 X& ]$ B) Q6 k) {% \
- steps -= 2$ ~! Z+ U w. N+ y/ w: s9 R
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
# K. D$ N; p. ^* \5 P0 O - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
% z$ P2 h' y: l3 G& A - reversed_chase_path.push(6)5 X$ F/ T& A! ]3 {9 h
- point_x = $game_map.round_x(point_x - 1)
2 d0 s& a! d4 g' `! t( C5 y - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps( A9 d _' i& W7 ]/ b: w; @
- reversed_chase_path.push(4), ]* F3 w5 g0 }0 G$ T" Z* Q6 M& i1 J
- point_x = $game_map.round_x(point_x + 1)" p4 @7 b7 J: ^* l! n" q
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps1 j5 p$ r' ^0 m" e$ \; W. E
- reversed_chase_path.push(8)& ]1 ?( D5 f% B9 _
- point_y = $game_map.round_y(point_y + 1)$ K X+ d! T$ B( Q0 K/ c
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps7 f3 N% l1 e5 k: T
- reversed_chase_path.push(2)
, Y: S, P$ T; p ^; D6 R - point_y = $game_map.round_y(point_y - 1)1 H5 ?+ r$ N: E- M7 U' W8 {
- end
& j, `" k& J1 b - else# H' s* ]$ \; m9 ]9 U; g& Y
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps, s- m1 |! \" M3 g0 B( v) ~
- reversed_chase_path.push(8)
! w+ I5 @! t' S0 @ - point_y = $game_map.round_y(point_y + 1)/ X9 _" U7 Z1 j$ u. x% x% Q
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
\9 f$ k6 `% m+ m& y, a" O - reversed_chase_path.push(2)
- L# `8 a7 |0 U9 k( s/ M - point_y = $game_map.round_y(point_y - 1)
" ~) O8 u. {2 p, s3 } - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
' S+ ]0 y* ~1 R& y( E5 ]6 u; G - reversed_chase_path.push(6). I7 V5 n$ E/ Z: m0 \
- point_x = $game_map.round_x(point_x - 1)# K2 F' y- x& v
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps6 v4 k+ P# R5 \
- reversed_chase_path.push(4). Y& I/ W4 i3 Q6 f* d9 B4 q" o
- point_x = $game_map.round_x(point_x + 1)- j& E3 ]/ T0 g* {4 D
- end
* H; g* K! K$ |/ M& { - end+ `! e' y* M. E8 N
- end #endOfForLoop
6 m- w; Y N+ A Y9 ^; r. n1 N; H - @mouse_move_path = reversed_chase_path.reverse + chase_path: `+ X& \: U0 S/ V) w
- end#boat" ^) N. Q+ N/ Z* p( ~0 |
- #--------------------------------------------------------------------------
9 K, m* y; I8 D' l0 \! v - # ● 绘制ship的移动路径 @array[move_directions...]: U$ ^5 v8 v( ^, w5 [& G0 w
- #--------------------------------------------------------------------------( M* M9 E$ h% ]- t8 P# {
- def draw_ship_path
% ^) G6 ] Q1 T0 |# f6 B* v - # 准备绘制路径表格 U9 y& D6 b f, ^# |6 ~
- sheet = Table.new($game_map.width, $game_map.height): O; S3 L; R I& c8 H
- reversed_chase_path = []; chase_path = []
/ n% B6 n& E! V4 Y% Y0 U+ q - reversed_chase_point = []; chase_point = []
& K' F4 c3 M, n9 V/ c9 F- F - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
1 F3 U3 e& _' T/ }& b' d - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2
( r- j2 H9 b$ [/ ] - reach_point = false. I8 M7 {# H( r. ?, s) w* X5 O
- step = 3
& |& b& g7 z' Z4 s - loop do #loop1 开始填充表格
# ], v. }" u/ ] - draw_path = false
4 z4 @ k4 U9 T1 r: p* q# }2 f" J - check_points = new_start_points6 B' t4 k% j/ _+ k1 [; [& I6 d6 v! ]
- new_start_points = []
1 F3 ^4 d4 @, v) V" l3 G - loop do #loop2 从起点开始正向填充; I5 h, X, p" s6 M2 f9 T
- point_x = check_points.shift
& ]0 K# I. I. R0 ~% l' W: @ - break if point_x == nil
, L# @. _2 T5 q8 F- Q! _# S3 M - point_y = check_points.shift
! d) i J+ t u: E" g7 F( p - left_x = $game_map.round_x(point_x - 1)' [: l( l& O: M8 Q8 `; L2 o0 ]
- right_x = $game_map.round_x(point_x + 1)
8 u1 m; x, e5 k, c% { - up_y = $game_map.round_y(point_y - 1)
5 Q; M: F5 L- `) \6 ]: S. ]8 J - down_y = $game_map.round_y(point_y + 1)2 h/ W2 l: u; |
- # 判断路径是否连通
! J4 _" d6 ?( @, y0 P - path_step = step - 1# B8 W, o: c/ ]; q! b$ B% Z
- if sheet[left_x, point_y] == path_step
/ A- M; A4 M: [ - chase_path.push(4)5 R% p' k+ E2 d; s: O/ B
- chase_point = [left_x, point_y]* Q# f/ w, J/ t1 k: K. j0 q8 @
- reversed_chase_point = [point_x, point_y]8 R6 x7 g5 k, D) Y
- reach_point = true; break
/ a) ~" ?! r" a3 g0 Q - elsif sheet[right_x, point_y] == path_step
: G+ A3 u6 q3 ~& _( J7 h" ? - chase_path.push(6)
4 |$ S7 q; r( E+ C0 J* O: G0 O - chase_point = [right_x, point_y]
, Q9 V4 w9 c, R. ]5 t& J - reversed_chase_point = [point_x, point_y]
# t6 x8 ^* d1 K& h - reach_point = true; break
: l5 l- x, V- X3 O3 m3 }$ I K/ r - elsif sheet[point_x, up_y] == path_step2 E3 s# W5 n+ `% P- w1 w
- chase_path.push(8)& s" b3 P$ ^% ^! U1 q
- chase_point = [point_x, up_y]1 Y/ I0 ^0 u8 m7 j T5 N
- reversed_chase_point = [point_x, point_y]5 |; r1 u" o. Q' g
- reach_point = true; break3 k" H( P* [9 ^' R j9 a) E0 N; ?" c
- elsif sheet[point_x, down_y] == path_step( n% {/ W# {6 h) f
- chase_path.push(2)4 I; b' L" u4 R5 |3 ?3 X" ^
- chase_point = [point_x, down_y]" H$ q! W% O9 F
- reversed_chase_point = [point_x, point_y]' s1 J5 \7 f+ g* ~, o4 k
- reach_point = true; break* H# N' L3 \0 o: x# d
- end
+ W+ n& B% } h1 N) ^# r \( j1 S' W - # 以需要抵达该点的步数填充路径表格 #5 O$ J: A0 e1 S, u0 [
- if sheet[left_x, point_y] == 0 &&
! q7 v3 u2 v! m! } - $game_map.ship_passable(left_x, point_y) &&
/ [( z- ^: K9 K5 Q! h - !collide_with_events(left_x, point_y) &&
+ ?! ?9 o) v$ t4 \' q5 j; k& ^3 l - !collide_with_vehicles(left_x, point_y) #judge_end r. U/ `' C5 {- k
- sheet[left_x, point_y] = step
) V: {$ [( G! H1 y- `. R, X* u$ [. x - draw_path = true
; r7 C! B! O: T! S r - new_start_points.push(left_x, point_y)$ [2 y4 y& o# |. s
- end6 G- \# d1 K% f7 U& e9 w' j3 U" T$ ]
- if sheet[right_x, point_y] == 0 &&$ n7 L2 N$ L5 V7 K, y
- $game_map.ship_passable(right_x, point_y) &&' T" t( m% W" l9 s+ q% @
- !collide_with_events(right_x, point_y) &&
0 z, ]% r. [4 R1 V - !collide_with_vehicles(right_x, point_y) #judge_end
7 i" o* W+ O- y+ {, a/ q - sheet[right_x, point_y] = step
# S- K6 {% O: z! C& ^ - draw_path = true/ i9 V- r. j# U$ E( d# ~9 ^
- new_start_points.push(right_x, point_y)8 B* ~# ~1 D% x, h) {1 j. M
- end% U: D& \2 v/ m. P7 `' Q$ h, b
- if sheet[point_x, up_y] == 0 &&7 g8 i4 _1 P2 q2 C5 R+ [+ m
- $game_map.ship_passable(point_x, up_y) &&" `! d1 P2 u2 l5 \5 J1 i% K+ `+ p7 \
- !collide_with_events(point_x, up_y) &&
* O) o8 n/ O Z# A( y - !collide_with_vehicles(point_x, up_y) #judge_end: L/ V2 w% ?7 A2 O. r' S
- sheet[point_x, up_y] = step
) |6 g. f8 t2 O0 V5 _- r5 R - draw_path = true4 v1 B, a1 b9 o7 Y
- new_start_points.push(point_x, up_y)( Q4 S2 U- s g4 d ]
- end$ R: y- t+ x7 R! r* z* c) r3 X R/ x
- if sheet[point_x, down_y] == 0 && F; S) L& G; m5 @/ c2 g
- $game_map.ship_passable(point_x, down_y) &&
! q4 H/ P0 G5 Q! Z* e2 P - !collide_with_events(point_x, down_y) &&
9 d$ T4 E; p* o+ t0 [+ Z - !collide_with_vehicles(point_x, down_y) #judge_end
2 ^/ i" k8 x/ ?& l" W( A2 `: N - sheet[point_x, down_y] = step: \! j. N& J! O" E$ b/ m1 ]
- draw_path = true
/ A' s" v" c4 ]+ E. ^7 f - new_start_points.push(point_x, down_y)
5 ^0 P: E! z! P U; a - end& t& q9 z% i+ D1 d0 U" x6 ~' E
- end#endOfLoop2
( [7 k C( a+ G7 `# M7 k3 d4 H - break if !draw_path reach_point% ~) ^, Y3 r5 y! W
- draw_path = false
7 Y5 ^- f- q6 p1 n4 n - check_points = new_end_points
4 k. W4 F/ f% V4 f1 p. ~ - new_end_points = []$ h6 x2 N# ]& g& [; n
- step += 1# B9 \/ f2 A% ^5 M! |1 t
- break if step KsOfSionBreak_Steps &&
" c* h5 L7 L( F# o - !Input.press(KsOfSionFind_Path_Key)
. g: @* X i% W! l* W4 L& T: G5 p$ _ - loop do #loop3 从终点开始反向填充1 H# i/ Q& \2 c7 ]' \& r/ \
- point_x = check_points.shift
7 {/ n! j2 V4 A; g1 U+ X - break if point_x == nil8 u, e" v: E* g
- point_y = check_points.shift
9 c z$ \) c# Y- ?# r - left_x = $game_map.round_x(point_x - 1)* I# @. i3 @% Z, E7 P) [" k
- right_x = $game_map.round_x(point_x + 1)
+ w1 t* x4 c$ P( C - up_y = $game_map.round_y(point_y - 1): k+ V0 z& L( [% g% v( | w/ {
- down_y = $game_map.round_y(point_y + 1)3 h$ X9 v( p ^& T
- # 判断路径是否连通2 ^6 W( T0 H9 |1 M9 P" [ O. J
- path_step = step - 1
1 ^) Z- a+ Y& U, K; b - if sheet[left_x, point_y] == path_step3 j4 d; A b5 n" n _! ~
- chase_path.push(6)0 E8 h; F8 x/ R. p z
- chase_point = [point_x, point_y]
. W& G4 D# Q8 y' }0 R% T - reversed_chase_point = [left_x, point_y]
/ w. \' N: {( [/ h7 n$ n# y - reach_point = true; break- \! O) g6 o2 r; q# l; y: q
- elsif sheet[right_x, point_y] == path_step
- S. { P. n1 U' y* Y; @9 L - chase_path.push(4). U- f4 B% W& h6 J5 ]! b( T% ^) T
- chase_point = [point_x, point_y], o' w& w; t& X$ [
- reversed_chase_point = [right_x, point_y]9 ~. o, l; a6 o4 X
- reach_point = true; break% f# M7 v6 ]) x% e& O7 m
- elsif sheet[point_x, up_y] == path_step
# g7 d A/ f& N& |7 O' p: W - chase_path.push(2), r0 W8 G: U& E/ I4 v7 J
- chase_point = [point_x, point_y]
' Z1 ]( x+ d( U2 @: c - reversed_chase_point = [point_x, up_y]
7 y1 X+ j7 O, {' U/ {. k3 T - reach_point = true; break, R4 m0 R' @ Y( m3 q, n" ~& a) g
- elsif sheet[point_x, down_y] == path_step" R8 x1 [9 w; a5 y/ o& W+ b0 ~( p
- chase_path.push(8)
$ W# v: D( m8 S) k: H7 q - chase_point = [point_x, point_y]' u' ^: {, f8 E' D: U/ y, Z+ {' I
- reversed_chase_point = [point_x, down_y]" w" `/ k; |/ `. Z0 V; M1 |" T" `
- reach_point = true; break
: E! ?$ G0 ]. S - end, _4 x& x# {( F0 k/ _
- # 以需要抵达该点的步数填充路径表格 #- d' N3 K; E- [( t4 o
- if sheet[left_x, point_y] == 0 &&# ~& g" {4 D, x
- $game_map.ship_passable(left_x, point_y) &&
) @. x8 S1 j& j - !collide_with_events(left_x, point_y) &&
/ m% d0 u1 U' ^* i' i - !collide_with_vehicles(left_x, point_y) #judge_end
. ~; n5 m8 A" @ N/ p - sheet[left_x, point_y] = step+ E4 b- C7 F8 N$ i
- draw_path = true
: e Q4 c& s |4 T: u# |8 ] - new_end_points.push(left_x, point_y)
4 N8 \1 ?4 p+ X, I - end$ a$ R% I& g) q
- if sheet[right_x, point_y] == 0 &&* b5 ^0 t. ?: A& x) ]! |3 v0 v, R
- $game_map.ship_passable(right_x, point_y) &&3 Z" s$ F1 I# j4 k2 n' W7 ?% R
- !collide_with_events(right_x, point_y) &&
3 ?# m7 `( ^/ j# z' \) n' z: X - !collide_with_vehicles(right_x, point_y) #judge_end
1 R0 ^8 w, p" r8 J/ [& @' i- t0 H t - sheet[right_x, point_y] = step
3 h$ Q( ^+ `2 o3 M3 h$ f1 b - draw_path = true5 c$ V" D* T2 p9 r% s' z7 I
- new_end_points.push(right_x, point_y)2 g! m6 |$ Q; t) a- }" z6 E
- end2 d2 V( b- u0 W6 L' P d
- if sheet[point_x, up_y] == 0 &&+ w2 e0 `" Q- H' x" ^8 C9 ~$ z7 ~
- $game_map.ship_passable(point_x, up_y) &&
2 z5 o+ V2 ?) w3 h - !collide_with_events(point_x, up_y) &&
. v! k# ?9 E& D' F' o) ^4 n - !collide_with_vehicles(point_x, up_y) #judge_end, G9 H E8 a' z; A% z- N" i
- sheet[point_x, up_y] = step
) Q. \1 H7 R Q# R* r ^ - draw_path = true7 Y, s5 E- m# S7 b
- new_end_points.push(point_x, up_y)
# S- T, w% ]! S - end6 t$ n0 U7 {9 t
- if sheet[point_x, down_y] == 0 &&
9 t( i3 @% F: A - $game_map.ship_passable(point_x, down_y) &&
1 t6 Y/ K; G" z - !collide_with_events(point_x, down_y) &&. H* A/ O! t8 @* @, o
- !collide_with_vehicles(point_x, down_y) #judge_end3 F# \1 M4 {/ G; {
- sheet[point_x, down_y] = step0 J* X2 Z/ u1 i# l
- draw_path = true
$ N4 b; k# {) b" p - new_end_points.push(point_x, down_y)# C' Y }+ E; l6 I. A% R q Y
- end, F+ f$ d% `0 w* w4 O& T
- end#endOfLoop3& ?9 d! d0 E. x) ?' l3 n
- break if !draw_path reach_point. W& k/ u, ]8 P h m i0 \
- step += 1
! v1 X9 y, |: F% P: r/ F% c$ v - end #endOfLoop1 路径表格填充完毕# v5 K [+ Q& C) o! K
- $mouse_move_sign.transparent = false
$ H( T, v, e& z2 U6 } - # 判断指定地点能否抵达4 P5 b; {9 y5 F% P5 E
- if reach_point
5 N6 O- i5 E( O5 x7 d - $mouse_move_sign.direction = 2
5 p2 X8 ?- E0 @5 k W - else6 o/ [ }; u& m5 U) W+ n% O5 k
- not_reach_point2 {( u7 b, p9 h/ f+ ]' X
- return
7 T0 K: g. s; {8 d - end
: B) M1 i+ M" {0 Z - # 根据路径表格绘制最短移动路径(正向)
6 o4 Q9 H: h# E" m; I - steps = step 2 2
' N1 q7 W3 @5 i8 X - loop_times = step 29 x! J+ {+ x/ S, T1 x4 }& ^, b
- point_x, point_y = chase_point[0], chase_point[1]
: L* h# G1 j. X3 l - for i in 2..loop_times # forLoop
+ ]2 t" h6 [3 W. \. t( E7 p+ [5 | - steps -= 2
4 o! w' {' ?" o - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs0 ^" t# b$ x& `, M; X, G
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
2 u" p+ H+ M" s) b: ? - chase_path.push(2)
% `" ~! ^2 Z8 h: v# E) c - point_y = $game_map.round_y(point_y + 1)* L0 R! u$ H/ N+ T: P0 m2 `4 S
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps9 i) U9 |$ B4 ]# _+ u: v
- chase_path.push(8)4 k. X* D# V& Z6 F! E
- point_y = $game_map.round_y(point_y - 1)' X5 Y H9 U2 V. @
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
. D* X# }+ W+ N r: O0 I i! @ - chase_path.push(4)
! P/ [, D# M3 w. S" Z+ {3 o! [ - point_x = $game_map.round_x(point_x - 1)
. b9 D6 n' b! Z8 F - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps# ~: B) X0 q7 s1 @, {
- chase_path.push(6)! L1 u8 U. y& z9 c; q5 ]5 \
- point_x = $game_map.round_x(point_x + 1)3 l+ I; p0 I- U: C
- end
! P$ l3 o1 v( @$ v! \" I1 O - else
/ p5 j( r" w" {, _- _; j; B q - if sheet[$game_map.round_x(point_x - 1), point_y] == steps4 Z! c! \$ O+ M4 @4 g
- chase_path.push(4)
]8 P, Z" {$ G o% v* _ - point_x = $game_map.round_x(point_x - 1)
6 h4 ^2 p! W8 D: f5 H% s j7 }/ J - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps) A% H# K' n' I5 k6 \0 z
- chase_path.push(6): }0 Z! a! L) H" ]; r- r
- point_x = $game_map.round_x(point_x + 1)
9 x' `7 l) t6 c4 k7 d - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps% W; b. u6 e/ Y: C
- chase_path.push(2)7 d+ y" D5 F2 j# U: V9 i: t
- point_y = $game_map.round_y(point_y + 1)
! E) k6 N$ }* s( F - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
. f( M7 v, G$ E* G6 \. e4 Q - chase_path.push(8)
: W+ a" |) p1 m8 ]7 d- j+ K - point_y = $game_map.round_y(point_y - 1)0 C: J7 y8 n/ i9 ^( P" b! Q
- end1 S2 X7 `6 L9 F) I
- end: q% M; w) Q/ z7 ^2 [
- end #endOfForLoop+ d0 V! k! y) I
- # 如果指定点无法抵达或者登陆
. {$ h) p; l& S- R' ^9 a - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
; c- Z# d7 |; v5 N; R$ N - # 根据路径表格绘制最短移动路径(反向); Q, b$ @ `& x, v
- steps = step 2 2 + 1
. v+ G) o% l7 K | - loop_times = step 21 C, P z, c7 C6 Z
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
3 b8 ^) ?* z o. L1 U$ X- [4 F- ? - for i in 1..loop_times # forLoop
3 f9 v3 r0 Q/ S- p/ o - steps -= 2) `' x% w H% a% L) }/ A
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
; |# `8 {, y/ O2 x! j - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
; y6 X7 o, C4 `3 i9 ? - reversed_chase_path.push(6)' n$ B& L K) C: [* R2 t1 H
- point_x = $game_map.round_x(point_x - 1)6 p5 U$ R$ G4 T* \+ F' A# _0 g$ {
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
( g7 ?# A: e; a1 B' y- s - reversed_chase_path.push(4)
5 w$ J! U4 o& p7 z4 Z - point_x = $game_map.round_x(point_x + 1)
" F$ P, p6 @- Z9 x1 g" Q; A - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
( S* s7 A) `, f+ Q* [, G( u" n - reversed_chase_path.push(8)8 s: K! i' g% S& {* ]
- point_y = $game_map.round_y(point_y + 1)4 e! `$ \& S% X8 X% y! f+ J8 F
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
2 h! C0 r+ p/ M+ h2 }6 [ - reversed_chase_path.push(2)7 p* u8 @9 x0 B+ C5 x; e7 q" \
- point_y = $game_map.round_y(point_y - 1)8 s7 b: p" Y4 T6 @- Q$ c
- end4 ~9 G) d7 W7 S& w. Q8 c
- else
f5 ^. g% B2 N7 g$ Q) I - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps8 t3 q7 Q g: ]
- reversed_chase_path.push(8)( |+ d1 y3 c. C
- point_y = $game_map.round_y(point_y + 1)
& \4 ^( z ?& Z1 G, @, O- U - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
y( w+ X" y1 g" V - reversed_chase_path.push(2)
, T- J) A1 J6 p) F& N; s: H- P - point_y = $game_map.round_y(point_y - 1)
7 X1 e, q# L t# o( h - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps, c ^$ j" Y' A$ B% ~( ^
- reversed_chase_path.push(6)! t8 b3 j2 q( Z5 E& |
- point_x = $game_map.round_x(point_x - 1)
1 R% |5 n% ]2 Q: G5 w - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps U8 J. I9 s5 V3 I, K
- reversed_chase_path.push(4), D+ p: `+ F5 B' l3 q
- point_x = $game_map.round_x(point_x + 1): O% o6 Z- L( H8 o% D- ? K) z, k& F
- end; g. V" I: k8 S2 ^7 u; `! p2 N+ e
- end- k+ O: J5 |6 @7 Q% K7 _# l
- end #endOfForLoop; ^- U5 O+ d# R. b: P
- @mouse_move_path = reversed_chase_path.reverse + chase_path" U0 i) v( Y1 }
- end#ship
, L* C7 ?& \# ]1 X. k: n7 _ - #--------------------------------------------------------------------------4 }8 ?. ?5 ?3 l. C
- # ● 绘制airship的移动路径 @array[move_directions...]
! m+ \4 y7 Q& \( H ?5 N! w/ T - #--------------------------------------------------------------------------
8 E2 F' m \3 |/ ?) ~ - def draw_air_path
$ S, Q4 s! _* P9 z/ `. q0 K - $mouse_move_sign.transparent = false
5 g" T/ L; Q8 _% V - # 准备绘制路径表格, @9 o7 N3 S6 U
- sheet = Table.new($game_map.width, $game_map.height)
9 F1 z4 q) E; {0 V4 X - new_check_point = [x, y]; sheet[x, y] = 1
& j/ K( x% \9 m: m. `$ j% \5 O - reach_point = false; step = 2* x, b0 L, K* g/ \' `4 W
- loop do #loop13 c0 M4 q5 w1 B$ ^
- check_point = new_check_point
! p1 `' @5 g+ t- N. T2 m! {9 T/ P; Y - new_check_point = []
4 W6 \) q" Y! q9 E2 |7 y - loop do #loop2
- d$ v. `. ], y# w - point_x = check_point.shift( [" K& z$ F$ G3 n* l! s5 _0 A, E5 i
- break if point_x == nil/ j9 m1 k6 l& a8 ?
- point_y = check_point.shift
1 Z$ n" F4 Z) e: } - if point_x == @moveto_x && point_y == @moveto_y
4 X# |6 I. _/ Z( ^2 e - reach_point = true; break. L. z! ?( J3 a
- end+ _! n% H2 r0 L9 l7 I; [# ^4 P
- left_x = $game_map.round_x(point_x - 1): F6 `4 H) V5 I, R' Y5 C
- right_x = $game_map.round_x(point_x + 1)
0 w5 X1 ]- p b+ T2 Y - up_y = $game_map.round_y(point_y - 1)$ {+ G0 I& ~. a7 y
- down_y = $game_map.round_y(point_y + 1) C. [( W6 x+ U
- # 以需要抵达该点的步数填充路径表格 #
8 ]# ^. h c4 j8 C - if sheet[left_x, point_y] == 0
$ i2 R ?4 N; d) y - sheet[left_x, point_y] = step3 M) `1 c' f0 `7 H
- new_check_point.push(left_x, point_y)
; {% m3 ~. i0 V7 A- o: U - end5 @3 ~3 s- S: m: v# H) O3 P$ M8 T2 W& E
- if sheet[right_x, point_y] == 0
/ ^% j, x3 |0 I. l% D o. i' a - sheet[right_x, point_y] = step( @- u0 E# s7 U3 h
- new_check_point.push(right_x, point_y) C% A7 M+ L6 \; \: s; k% J; p0 {
- end) O. A. D# j$ ]1 b* f
- if sheet[point_x, up_y] == 0
# @, H* u" H$ D - sheet[point_x, up_y] = step7 C) x; P- B) P( z6 N, [ I
- new_check_point.push(point_x, up_y)
% n' ~1 j" F9 ] - end
0 p- {, J b/ v) T8 {+ ]$ R6 V - if sheet[point_x, down_y] == 0
4 H/ b$ K( k/ @) x5 d/ K% h/ e - sheet[point_x, down_y] = step* h7 o5 u0 {4 L' L9 x: _
- new_check_point.push(point_x, down_y)7 j% [* K( m2 c: s4 w
- end/ i# ^" M1 D+ t# ?1 x
- end#endOfLoop23 b$ R/ T5 u. Q6 A
- break if reach_point y3 f3 G5 q0 s2 N7 p
- step += 1% ^' D6 N: H8 L; y
- end #endOfLoop1
3 O+ K7 ~$ g+ r$ M( c8 c - # 根据路径表格绘制最短移动路径 #
3 ^* M- D; c$ r6 u! L - reversed_chase_path = []; step -= 1) k0 ^$ J7 F) }$ U. Q7 N1 W
- point_x, point_y = @moveto_x, @moveto_y
7 L& U5 V3 O5 X$ w: d - for i in 2..step
& O9 v4 ` P- {8 u- k - step -= 1- W* k. Z1 ~- q6 N! K
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs8 f: ]1 o- P, x
- if sheet[$game_map.round_x(point_x - 1), point_y] == step, \- S3 q: Q9 F, d+ z' z N
- reversed_chase_path.push(6)
7 Z. E6 f9 ^+ x7 v - point_x = $game_map.round_x(point_x - 1)$ K5 {: E8 }6 B" W# d/ u& H
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
6 [6 D/ X0 ?$ V6 N y7 J! Z/ c - reversed_chase_path.push(4)0 w4 r1 @3 o+ I( b( ~
- point_x = $game_map.round_x(point_x + 1)
/ `! V8 q" M, C8 K$ q4 K - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step
7 \# l3 W7 |/ X' s3 h- L - reversed_chase_path.push(8)
/ ?8 X2 x1 W9 T0 } - point_y = $game_map.round_y(point_y + 1)
* w# |+ D6 g3 }7 F - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step O: d Q% l ~3 G% }
- reversed_chase_path.push(2)
6 w- f7 d/ y* B" E9 @ - point_y = $game_map.round_y(point_y - 1)
. n$ _0 P( x& S% Y - end
% \& H! z1 O+ Y# w$ t. N - else
" A; q' d1 J' n/ W1 M* F# m% [ - if sheet[point_x, $game_map.round_y(point_y + 1)] == step7 P* Z+ E2 |+ K
- reversed_chase_path.push(8)4 Y5 S) l4 J( F, W
- point_y = $game_map.round_y(point_y + 1)
- I. T$ t7 r6 w4 T) l, ]7 ~ - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
/ K9 ?; [: a. M6 [$ ?# p2 l0 E - reversed_chase_path.push(2)
% { l. b: y+ \3 k& g - point_y = $game_map.round_y(point_y - 1)4 G. N: ~+ R7 l$ q' z. X
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == step8 g$ p+ X' H7 r* T: j6 Q+ a
- reversed_chase_path.push(6)
( O+ U9 C# H( [ X - point_x = $game_map.round_x(point_x - 1)2 M* R5 ]! K# ^: \0 P, [
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
6 V% o& x! [9 J6 b( _6 M$ v# n - reversed_chase_path.push(4)
0 g- o; J1 q, r% U6 J/ t' E - point_x = $game_map.round_x(point_x + 1)
( w! l+ \6 a4 X/ l* ~) s - end; I' y! |7 [8 V8 N, ?! o
- end
6 W+ A. v5 l1 `7 J% K" [ - end #endOfForLoop % _* H9 ?4 n9 Y6 r+ Y5 l
- @mouse_move_path = reversed_chase_path.reverse4 ]! u" q) {6 z9 o: N# v
- end#airship/ `, y4 N" B1 k* `" z/ v
- #--------------------------------------------------------------------------" u" x, P" N( s$ v& i+ L1 D" Z
- # ● 目标点无法抵达时的处理,用于各路径绘制方法内部; ~& f! T E- j1 ~3 ^
- #--------------------------------------------------------------------------7 U+ H* [, j9 I) T z* S
- def not_reach_point
, P8 q0 `- M! y! Y( M$ L3 Q - $mouse_move_sign.direction = 4
F/ l2 b" ^: _" c/ I D - dx = 0; dy = 0; dir = 0, b9 _# t0 Z) X+ X a
- if @moveto_x - x 0
& u- o3 J$ s$ X) u. o/ N8 u5 b/ K - if @moveto_x - x $game_map.width - @moveto_x + x &&
3 m: j0 Z7 j9 H) Y- l4 O - $game_map.loop_vertical& W) r/ T1 x7 c
- dx = $game_map.width - @moveto_x + x; dir = 4
4 h* B% g$ N: p" T D: j - else$ w. `4 {- E) n% M6 S# L2 Y
- dx = @moveto_x - x; dir = 6
# t5 _) C: m6 x - end
( V( \ B: H- ?0 d ] - else
. b! c" L' @' r& s [ P- @" O( I - if x - @moveto_x $game_map.width - x + @moveto_x &&
0 O+ I6 W5 w4 d X - $game_map.loop_vertical% u, g' g9 N% F: |. h" p; X
- dx = $game_map.width - x + @moveto_x; dir = 6
+ t! W! A& Z* n5 ~# o - else- F X) w7 g8 l. M2 h& @" `
- dx = x - @moveto_x; dir = 43 ?9 t; I3 }, P. v3 k6 k
- end
% Q1 J8 u, i" K - end
* n: w2 O Y1 a: b3 d+ U - if @moveto_y - y 0
# m+ B. Z: |9 ^6 P& x9 `9 D5 b0 x - if @moveto_y - y $game_map.height - @moveto_y + y &&! v* _% ^+ [+ E; Q
- $game_map.loop_horizontal
# z$ d4 V" K+ p! h* {# @! N% i5 S - dy = $game_map.height - @moveto_y + y$ P" K0 X) d, Y7 g0 {5 L/ b' u/ c% U
- dir = 8 if dy dx* `8 K! j% a6 }2 F
- else
& l# O" ?8 h4 b% T8 }7 t - dy = @moveto_y - y
7 H2 K# U2 c& n# g6 b- [ - dir = 2 if dy dx. _5 W7 K) `( P: S: Y: U; e7 y Y
- end
+ Z' a% O3 j, O - else
5 y, M2 s4 v7 J+ h - if y - @moveto_y $game_map.height - y + @moveto_y &&& \% a# c7 r3 @
- $game_map.loop_horizontal3 k7 ], o/ F& f
- dy = $game_map.height - y + @moveto_y
0 G/ `' L0 J& s - dir = 2 if dy dx
( W* ^0 X. Y" A6 A' s - else
9 A2 D7 s: u+ }! _7 R2 m4 h" j w& w - dy = y - @moveto_y0 w6 ?1 c4 W5 n- t5 [( H# a
- dir = 8 if dy dx, }& O1 z$ ?) X5 D# i9 q! ^
- end
( F8 `' e* r8 l6 l' h2 z - end
3 P9 V* M! k4 j _ - @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件8 l3 q* |5 c9 f: P
- end
# I1 [3 |5 X$ j - #--------------------------------------------------------------------------
; f; ~. d' z) k3 b, W$ U - # ● 判断目标点是否能抵达、登陆,用于船只路径绘制/ ~! i. o& T" E5 W
- #--------------------------------------------------------------------------: K5 F6 M" m6 D5 w% k
- def landable(x, y, path)' Q4 M5 M, |& X9 c0 Q
- case @vehicle_type6 x! K. m A8 A
- when ship; return $game_map.ship_passable(x, y) $ j8 W8 |/ l! u5 J; I' U7 Q
- $game_map.passable(x, y, 10 - path[-1])
W8 `1 L _9 E& ^& D" u1 ?. s - when boat; return $game_map.boat_passable(x, y) t/ u( W% D J2 b
- $game_map.passable(x, y, 10 - path[-1])4 |: f1 L: U( t! c, T# u7 J4 b* v- n
- end
& f% D4 ?/ ]. I' r& b - end. q8 Y4 h2 K5 P9 R7 a: j% Y
- end
2 h# H! K+ N% \0 M - 6 z+ }$ ?& X) Q/ Z$ b/ a
- #==============================================================================1 v- Y; l5 X' w
- # ■ Game_Map4 Y4 ^, u. W6 I; d
- #------------------------------------------------------------------------------
8 U( a* B: B# a! Y - # 管理地图的类。拥有卷动地图以及判断通行度的功能。
9 [# W. {9 v3 t# g - # 本类的实例请参考 $game_map 。8 q2 }* @! P6 I. N. D2 F
- #==============================================================================2 b( r- `' ?9 z6 Q5 h7 ?
- class Game_Map
, d; X/ U4 M7 X7 S1 w/ c - #--------------------------------------------------------------------------2 X9 p, j* R4 N. [% }6 j# a
- # ● 定义实例变量
8 Q" q! G0 }; ^8 W4 { - #--------------------------------------------------------------------------; n$ N8 L& P# \
- attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据
0 E; c; G2 a9 O& D, d- b) ~ - attr_reader mouse_map_y # 同上3 ~- X; j% F& k- Z9 ]
- #--------------------------------------------------------------------------/ F5 z$ i+ q, }) K
- # ● 初始化对象/ K" s! w [# i2 u
- #--------------------------------------------------------------------------1 n. W: D L* d J( C! s
- alias sion_mouse_initialize initialize0 Z5 ?+ ]/ }! O7 f& `# n6 q
- def initialize d$ ~- }. c# H/ {" S" Z0 k8 e4 K9 D
- sion_mouse_initialize8 w& ~2 M( w0 J3 \% N
- creat_move_sign ###
, |8 y: M; ~( f7 } - set_constants
1 ?, J% F6 R0 c3 @: s+ r - end
, Z# a# v& x& E; a - #--------------------------------------------------------------------------
% \5 k- l: n8 l5 ^1 R' G - # ● 更新画面
/ m1 _: c5 D* X' p: z/ E - # main 事件解释器更新的标志
- O5 i+ ?+ ]( D1 p. ^4 C* t4 V# q - #--------------------------------------------------------------------------6 S- [1 z4 J) k" [
- alias sion_mouse_update update
, U- x6 b5 `/ s$ J) |9 T# j" x - def update(main = false)
" R! v3 T5 T' j) f. @: C - sion_mouse_update(main)8 Z6 d3 [/ L6 z
- update_move_sign
- h. U; f5 j+ _2 c0 C - end
9 T0 G, c$ T& c n' |' p0 L - #--------------------------------------------------------------------------
1 ^( [. `4 E1 I2 k8 D6 _ - # ● 创建显示路径点的事件
& _# `3 r: ]% P! X1 b - #--------------------------------------------------------------------------' O ?. n0 I: N1 P9 @
- def creat_move_sign
( ]# q1 w7 @# Y* }, h9 E/ C - $mouse_move_sign = Move_Sign.new
6 ]3 x+ {) `- M6 }3 H - end; B2 X* H# P4 p% D* D% W' q! c7 v
- #--------------------------------------------------------------------------, y0 H$ C8 P! s9 g1 Q, F x
- # ● 更新显示路径点的事件7 @5 Y2 S- g j# u
- #--------------------------------------------------------------------------
" v0 y1 u0 s6 C8 P, ]7 _ - def set_constants
% Q& l) ?. P; o - @mouse_pos_setted = true2 C4 w8 T2 i+ v: L7 l% v8 W
- @set_pos_prepared = false! R0 M2 v9 w9 j7 z$ m
- @mouse_old_x = 0 C% }- S, z7 b: w! p/ q
- @mouse_old_y = 0% ?% J: ]* d5 I( D2 f
- end h$ o: a6 Q( M# `1 q
- #--------------------------------------------------------------------------
/ S/ f0 L* f( C. t. t - # ● 更新显示路径点的事件
' L5 i. g7 r2 R9 p6 v! b0 B' m - #--------------------------------------------------------------------------/ I% }: N; c4 _; ]( l
- def update_move_sign- E! Y3 A0 ^" E- i7 d, Z R+ \
- $mouse_move_sign.update
$ B3 u! W8 X4 B) C& m2 [ - end, @5 o- q! x1 X$ r& h3 S- K) _7 t! X
- #--------------------------------------------------------------------------
& N5 [: `0 y+ ~( d! O* h6 K' x - # ● 获取鼠标位于的地图块的x、y坐标
0 a8 X5 e8 o3 d: c - #--------------------------------------------------------------------------8 ^4 A" q: @- j7 r' }
- def get_mouse_map_xy
s9 n" q. M) S" `4 P7 @ - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
0 x1 z9 u9 Z; D# p0 ^4 o - @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)
! j5 I* v, S; c8 ?; ~ - @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)" w1 [9 ^' [. _$ j- n) m, M
- end. c" I8 ^6 S+ p' w5 ]$ w7 X0 |
- #--------------------------------------------------------------------------, _. D. l# [2 \2 m3 d/ D
- # ● 返回地图画面时重设鼠标坐标( m3 `( S: r3 a K7 h
- #--------------------------------------------------------------------------
3 `7 _( K$ e3 d- W8 q$ g - def reset_mouse_pos; x( q) z9 ?% J: V6 f) q; F
- return if @mouse_pos_setted
( X3 p6 v: f2 }: P. k% T1 } - Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)6 g3 o% @; T$ C9 _& O5 Y
- @mouse_pos_setted = true8 {! I& k4 `4 C) \2 o! W
- @set_pos_prepared = false
+ l1 i# O5 y- b0 M' z6 e* l - end4 B' T! T4 m! h0 H& J; J* Y
- #--------------------------------------------------------------------------1 @ R. N0 _0 K2 y/ n6 m4 a
- # ● 重设鼠标的坐标
* R( W0 {* _ T" d( i7 V - #--------------------------------------------------------------------------9 q5 |* K& f$ E7 l5 R
- def prepare_reset_mouse_pos! l3 O: D) u9 K$ {' R" T6 M, ]; y' u0 v
- return if @set_pos_prepared
# ?. @+ s4 ]' Q$ g3 ^ - @mouse_pos_setted = false7 g; H; i8 A+ A: f/ U1 N2 q2 A/ f
- @mouse_old_x = Mouse.mouse_x' _6 o: A3 A1 g. H2 j8 W
- @mouse_old_y = Mouse.mouse_y
% j& e7 \* y5 @. `' B - @set_pos_prepared = true6 u- a8 \. s# F1 X# |4 r
- end Z& U3 R( D0 j* P) T
- end1 V" t! E; u+ J% u0 S
: C1 s/ q( M$ I- #==============================================================================
' z6 F+ l4 ~# @+ `! r0 N$ ` - # ■ Spriteset_Map7 d$ i: E' U j; u' X' y1 @
- #------------------------------------------------------------------------------7 }2 V3 \6 U' y1 @2 m$ ~1 J
- # 处理地图画面精灵和图块的类。本类在 Scene_Map 类的内部使用。
& Y8 }; m: V% T2 ^+ D - #==============================================================================
$ r$ E( G& I9 } - class Spriteset_Map
6 z- p( T5 a" c: R$ Z - #--------------------------------------------------------------------------
& H2 I9 V: E5 D, W" h# v6 |5 H - # ● 生成路径点精灵* d! v, E. n" w8 E: h' O
- #--------------------------------------------------------------------------; A! B( ^- ^$ \- r9 ^# Q1 }
- alias sion_mouse_create_characters create_characters% P$ p% G2 a/ l. y5 {) a# E
- def create_characters
$ O5 y" w1 [$ ?* C9 e; S1 }8 F - sion_mouse_create_characters
! H& d4 A# i$ \! b+ i - @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))
( k3 J" q0 k( ` - end
9 D8 i# W! `/ ~0 _4 z - end( P- d- j8 T, Z7 d2 F/ a
- k- ]4 D# b9 h; q+ K7 z5 Z+ l- #==============================================================================
0 J o( K y/ K% J7 K4 H - # ■ Scene_Map
+ p S! \! W* z8 l - #------------------------------------------------------------------------------6 d) k% C' ?1 |9 J) o3 s$ ~
- # 地图画面
1 ^0 Q8 i7 q# H1 E A* y# j - #==============================================================================3 u, A$ n; }9 e d8 [8 K2 y
- class Scene_Map Scene_Base
7 J- C$ v8 T2 e; L( b n: i6 j - #--------------------------------------------------------------------------4 o) M6 U4 i1 H6 k
- # ● 画面更新
/ x, ^" Z/ C$ m% b* l - #--------------------------------------------------------------------------
2 F; B; [$ n1 p! V" D6 l - alias sion_mouse_update_scene update_scene V3 l9 P' ^6 q6 R" T
- def update_scene7 b; W5 k! r( p$ b3 k R
- sion_mouse_update_scene6 L8 c& v3 J& \0 {
- update_mouse_action unless scene_changing; _( k( x7 v( Z' ^* K9 Q8 {4 X) J/ j8 [
- end
/ H2 f' h+ ^( l4 P/ H2 c. }2 } - #--------------------------------------------------------------------------
8 ~ p$ {% B$ F3 ]* j9 N+ ~ - # ● 场所移动前的处理1 |1 O Z$ e6 w( e/ f6 C+ ^$ j6 v
- #--------------------------------------------------------------------------
& T2 k* i+ f' h6 g1 i- H( B - alias sion_mouse_pre_transfer pre_transfer
& \1 R0 L# d) Y3 _1 Q8 v - def pre_transfer& }/ u5 B/ h; o
- $game_player.reset_move_path* ], _8 T9 b) w: G& _
- sion_mouse_pre_transfer
/ Z/ C# K3 j& S* w$ s( ~# E# q; N - end
& }' B4 H1 W. L1 L$ G0 N - #--------------------------------------------------------------------------1 z1 x5 }) ~' Y5 o
- # ● 监听鼠标左键的按下
- h; q8 A7 D0 p$ J3 f" _ - #--------------------------------------------------------------------------
( a% k! B& }) P5 R4 p - def update_mouse_action
+ M+ \- ^/ v- Q9 a/ Y% g5 e - $game_player.left_button_action if Mouse.press(0x01)' f7 s$ `; Q5 D- D! M
- end
/ l: G- w% T1 v) }: P, a4 S - end
% c2 B3 U: n6 i - $ d5 {. d9 U: f3 u
- #==============================================================================2 |( s& H! K, i/ j8 L. I
- # ■ Scene_File
% j0 ?. l5 N& }7 Y - #------------------------------------------------------------------------------) A* P7 m( Q1 P
- # 存档画面和读档画面共同的父类
, d, \: `1 |' e- s& w, \( X - #==============================================================================
9 Q) ~& P+ C; h. ]* Q - class Scene_File Scene_MenuBase
/ i) N+ t( G {# j( o- G' T - #--------------------------------------------------------------------------# m$ {( l1 Q+ z' q ^ T0 i
- # ● 开始处理
1 I0 F6 E( E1 s0 C7 |8 J - #--------------------------------------------------------------------------8 [' o, a2 m3 D. \
- alias sion_mouse_start start/ j- [7 S _. _1 y- ~. p; }% t
- def start! C. s6 H! d3 y2 d. |
- sion_mouse_start! I% Y9 X6 I S
- @move_state = 0
* s7 ?: U, D( B9 P) U - set_mouse_pos
$ j9 ?. r D' F. @! y! P2 U - end
, h6 `+ C, q6 W2 p4 E$ C# b - #--------------------------------------------------------------------------
5 p' d P: j" y% Z4 D1 q# C* a - # ● 更新画面, n) f$ _2 P/ w4 t0 C
- #--------------------------------------------------------------------------* p' p/ n+ |' W) k
- alias sion_mouse_update update
; e# A7 A! K# L' C' h6 v1 x( p4 H - def update
5 m) |. [9 ^& H5 }2 j. P* | - sion_mouse_update
/ @5 |4 J% |- Y( v) u/ Q3 @: }5 X - Input.dir4.zero set_cursor set_mouse_pos
9 L& a- W; ?+ ^: j - end6 V* J" J: q' o% m
- #--------------------------------------------------------------------------
% v; z1 b( w( E& S7 Y3 P) n$ O - # ● 更新光标/ {0 \1 x0 d' T
- #--------------------------------------------------------------------------
) g- E8 c8 L+ ~: L! `; B0 G - def set_cursor' m {7 r, D _) f& p' t: S
- @move_state += 1+ J+ g# C; v' Q& o- K
- last_index = @index
* a9 `3 u2 ], _% o- {+ t; h - if mouse_which_window == -2
7 v: a. W6 q* C) b - if (@move_state - 1) % 6 == 0
8 `8 m0 \* |2 U2 v( ? u) c - @index = (@index + 1) % item_max if @index item_max - 1
# s- _3 u' F* r9 |# F! v - end2 b3 l/ m* C. z; u
- elsif mouse_which_window == -1& G3 x l& F8 A
- if (@move_state - 1) % 6 == 0
; R9 N) j- e {1 v! v- A* [ - @index = (@index - 1 + item_max) % item_max if @index 0) v, {# [( T: G9 M: O% z
- end" M3 W r9 b) l
- else; ~- s- R2 g, I( ^$ R! S$ Y! r% E, W
- @move_state = 09 ~( \9 o; a$ Q4 u; R1 \# r5 _
- @index = top_index + mouse_which_window
3 a6 l d2 q* U$ t8 K z - end
2 p" ^' I6 }0 w" b5 Z" t - ensure_cursor_visible% |/ ^7 r+ r& a n( \# A
- if @index != last_index
- S& @- h" A; S# C ~ - @savefile_windows[last_index].selected = false
3 M8 L9 t6 I' [9 N" i - @savefile_windows[@index].selected = true- @% R2 m6 l* h M; G) a
- end8 ]6 `5 J8 b* Q, o' M7 l3 \7 a
- end2 Y6 g3 c) c. i' ^ B: g9 W
- #--------------------------------------------------------------------------6 P( N" P) n4 b$ G. C d
- # ● 判断鼠标位于哪个窗口0 F1 I4 E. M) h8 s/ }# V
- #--------------------------------------------------------------------------" S3 ?3 Q) r" d5 p5 L
- def mouse_which_window
- U; B# u6 ~, t" [, f/ V/ M - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
1 Z$ N# U& J. X' E0 A9 @. h5 m# y - if mouse_y @help_window.height + 14/ z/ A' W7 q$ Q6 B" R
- mouse_row = -1
: y& L5 U2 P& Q" S - elsif mouse_y Graphics.height - 14# _; h8 P3 L2 |4 j" X" I7 T* u
- mouse_row = -2
/ T' L7 \3 h- v) w - else
7 ]# T9 O8 T8 K: P- R9 ]& Z - mouse_row = 4 (mouse_y - @help_window.height)
% d% x8 j1 S0 A* z - (Graphics.height - @help_window.height)! p" \8 [5 H. R7 R2 {; O! }7 W/ z" J) a
- end
Y0 G1 r( F* ~4 S6 [ - return mouse_row# q7 j- b! b' a6 }
- end
$ Y" p3 T9 g9 n9 N$ Z - #--------------------------------------------------------------------------
6 ~4 J8 Y5 j4 [0 G' N j5 `+ _7 Q - # ● 方向键移动光标时将鼠标移动到对应的光标位置( [1 Y3 e9 R0 z$ `. |
- #--------------------------------------------------------------------------
1 I4 }! B3 ^8 Z$ O! @) G3 O - def set_mouse_pos( d& ~) K. s# w& f
- new_x = 404 m; v9 j8 a. Y6 [7 k
- new_y = @help_window.height + savefile_height (@index - top_index) + 24
5 G7 {) P( d7 ~' w2 B9 \! K1 M* R - Mouse.set_mouse_pos(new_x, new_y)& }4 |# s- \9 y" w9 R" R5 K
- end. s: H0 L# D! ]. L
- end
2 z+ o6 ~2 c: N; L, j& E - 4 J. ]6 q) k/ c. u+ L- h8 m( F) v
- #==============================================================================
8 I s$ o# z j' g9 n - # ■ Game_Event
7 B9 {' n5 y- Q& O9 }! l' T& W! w - #------------------------------------------------------------------------------
' f$ b* ` ~" K& k- P+ s - # 处理事件的类。拥有条件判断、事件页的切换、并行处理、执行事件等功能。
2 K9 k0 n8 K+ J* ~2 c5 }: \" F3 { - # 在 Game_Map 类的内部使用。
4 R; F; E4 Y1 b7 Y$ ^- q2 ? - #==============================================================================
2 H ?- P' w$ c- c8 Y - class Game_Event Game_Character" N& R+ a* H- h8 z
- #--------------------------------------------------------------------------/ ?5 H4 m. |& K# G, X
- # ● 事件启动
! M A; r9 Y8 n7 e8 k - #--------------------------------------------------------------------------
6 @: A% A0 z+ G; [5 A% X( Q - alias sion_mouse_start start1 R9 W; c' f3 Y3 b4 W
- def start4 G! I5 y" j+ d# f2 M5 m0 s
- return if mouse_start && !Mouse.press(0x01)' T/ n0 S l/ R3 A* p
- sion_mouse_start
' z2 X) r$ g, p$ E+ G: o- Z4 K - end
! T( T1 S4 ]- m' v - #--------------------------------------------------------------------------
# y$ ]4 V; d0 E* M* Z2 t4 L( b - # ● 判断事件是否由鼠标启动
4 k+ K+ v0 V9 p! r9 e - #--------------------------------------------------------------------------* U9 j# @. |9 V4 u: z C
- def mouse_start
) }+ ?) C6 g- X) i- p6 `: S: V - return false if empty6 ^7 \3 \7 G9 f' C" K
- @list.each do index
5 C8 R2 z: @$ A2 a) _6 @ - return true if (index.code == 108 index.code == 408) && x/ }; k' j8 R. @7 T4 F: `
- index.parameters[0].include('鼠标启动')
n: `# g+ c l+ s/ _1 ] - end
. s/ _( ?+ X3 I( p - return false" x" y3 m& v- u7 U) M) a" N2 p. \- b
- end' P0 H* z& j' {# `& l3 J) o5 [
- end
# K2 o7 d) O$ h& U% D
1 L1 V- H T4 w3 K- ####泥煤的height
. S1 ]$ Y$ k) a3 A1 h0 y$ |4 A0 K - # @height = height
' {! l0 A$ |0 P1 W) t
+ A9 H" _5 T& {0 _- class Area_Response
. `3 x( z# Z" _: B9 D8 c& g+ W - attr_accessor type& V. v& y. ?2 P" S
- attr_reader ox' Z6 Q; j6 ^7 X; f0 k& r
- attr_reader oy4 P: J0 H0 I5 ? r8 y9 V/ E2 J/ q5 `
- attr_reader width0 A) N' A g( y& U& m5 n9 O
- attr_reader height
7 B+ U* w7 M& A - attr_reader switch_id, y3 A7 r6 G8 Q; i6 S
- def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil) }. V& V, r9 `# |
- @type = type* s. ], k$ U- c
- @ox = ox
0 H+ Z/ N: j. G1 _ - @oy = oy& l- I0 D9 t# a+ T
- @width = width
$ j6 O' V6 `8 y5 G9 ]" U - @height = height
3 Q8 T4 t9 x0 C9 G E - @switch_id = switch_id; K( X1 B! D2 J1 b, y! ?. V
- end
9 l( E, `* b6 d P( E+ j - end6 C5 K+ K7 V% y' {
- # P0 @# P% [3 I2 @
- $area_responses = []: X7 c% \/ G$ L
3 R: c( ^2 t, K- class Scene_Map. L$ [3 G4 a$ z
- alias update_mouse_2013421 update_mouse_action
8 \2 v8 O! Z L7 I- R; w - def update_mouse_action
8 x) P3 N8 v6 t C4 ^ - update_area_response/ p8 g; g1 ?6 F* T+ H0 v) K# a& x
- update_mouse_2013421# F, P8 ]# G+ ^" [6 V
- end6 w% I; ]% j* ], r; a% T* A, O
- def update_area_response
" o4 n0 I- ^$ K/ c! Z - responses = $area_responses s0 X- }) T$ z3 h' T7 v
- responses.each {response( G9 l9 K4 L+ `2 F
- ox = response.ox
& x. w& g; [8 x8 j - oy = response.oy& f; I$ v3 W& c1 `! @* W4 C1 N- a; u
- width = response.width4 W, B7 e: s- q8 m- x# e+ b
- height = response.height9 W8 x# r- [2 h# Q: D7 s7 g3 j' l; o
- switch_id = response.switch_id0 i* I. J$ \# b8 {' o
- case response.type
3 R0 S# B* L6 _, r: h7 y8 N* e - when 00 f- K1 V" I0 r9 l: F7 M+ [# o8 `
- if mouse_in_area(ox, oy, width, height)- M' ], T) [ u7 i4 L
- $game_switches[switch_id] = true
! `# D) p) y( j5 n2 o8 {/ d - $area_responses.delete(response)
% E. u$ K" x d* Z5 q/ u" R - end
, M* W2 c/ q% _. d - when 1
e9 Y. h; [+ V& x+ p - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)& [7 T" T/ j% G& ?9 f" S
- $game_switches[switch_id] = true
. q2 }9 s* W4 p - $area_responses.delete(response)4 q9 _6 _& V* A2 Y0 R" m
- end9 {* i$ p# H) p& Y- c
- when 21 Z) ]+ ^2 T2 @, X k" E) ?
- if mouse_in_area(ox, oy, width, height), F0 s# G" I6 W- V, n% r# l7 X" }; D
- $game_switches[switch_id] = true
! O9 U( _$ @ W1 u6 A* I6 a - else
! q+ S% y! D* M4 C0 s9 r- e0 F - $game_switches[switch_id] = false
% [, r* v" ~2 b/ a) o/ r9 ?! e - end
7 p9 a1 B3 a+ R - when 3
. X. v5 F+ }9 x - if mouse_in_area((ox - $game_map.display_x) 32 ,
, U* t' F4 Z7 Q- k - (oy - $game_map.display_y) 32, width, height)) C8 [4 `8 M- ]
- $game_map.events_xy(ox, oy).each {event
" ^ ^. b |6 W) _ - event.start" \0 X2 R& h/ d7 q2 B9 h& W
- $area_responses.delete(response)- G' ~- S0 k; _+ G
- return
* j0 _& L% |2 y - } & j1 D/ I; @0 [/ b
- end
$ s! G" b+ _* A9 V- R - when 4( V* _8 w" ^& D* ~
- if mouse_in_area((ox - $game_map.display_x) 32,
, [. ]$ Z E l* S, m7 j - (oy - $game_map.display_y) 32, width, height)
# H, {1 c6 u5 f8 ~! b8 Q - $game_map.events_xy(ox, oy).each {event
% h6 T9 l0 \* n; x8 L - event.start
, U. m; f- F% M$ s$ y - return/ b6 x d. _: K) V/ o* t
- }
, f" ~9 F9 g' |5 ]3 j* Z R - end
2 a: S2 |* Y7 G# Y0 p - end
9 e f9 U# E- ~4 h- ^* T% t - }4 z5 a7 |+ x, k* P1 j" M7 L3 u/ h
- end9 A: ^( _3 I' P6 X1 K! q+ A' M
- def mouse_in_area(ox, oy, width, height)
9 |8 s2 O, E4 M/ t, v - Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&4 V; U, ]) N+ g( r6 ?9 m
- Mouse.mouse_y = oy && Mouse.mouse_y = oy + height2 g" P% ^0 t. \! A
- end
6 W4 C4 W' a! ^0 C8 \% } - end
5 D. ]( K- R) G# _ - class Game_Interpreter
7 r# z' M, k8 x% b+ X - def area_response(arg)
; R* E! p. f i# e, W2 h# ?- c0 O - $area_responses.push(Area_Response.new(arg))$ \" R' I8 U9 @- Z+ F) C L
- end
* @( k4 \* z& V z. U+ f" k2 y8 S( P - end
7 Q3 X) W8 u7 V" s/ q# h
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