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純屬給LBQ腳本:- =begin #=======================================================================
6 c Y" O' Q) ^) y2 X# J+ W9 r2 @+ r
7 P1 J& z8 C( ]- |2 z- Sion Mouse System v1.3e! x0 {. k7 @2 Q: ?$ F
-
! f- I8 E2 X* D* z# V - Changlog w7 u, _# H% n: `( v1 h
-
9 @0 E s# j: W3 ^ B - 2013.4.21 v1.3f |" S. e) i) Z2 @1 L: V* t* h& j
-
% f+ U7 K1 }7 @- m3 U$ I( K - 1.3f 卷动地图 bug 修正% o' N$ W3 F1 `) l/ h9 y! A
- 8 l. w0 _9 T+ [0 A
- 1.3e 逻辑优化;提供解除鼠标固定的接口' X+ a5 B0 ]$ O: o$ K! U( |0 O
- 在事件中执行脚本 Mouse.lock_mouse_in_screen 将鼠标锁定在屏幕内
4 A$ _6 u" C- K6 D - Mouse.unlock_mouse_in_screen 解除锁定
* i* A+ o9 H b! V5 A2 W - ; U( O6 U2 o0 v" T1 e
- 1.3f bug修正5 g! P5 f% h0 K9 v
- # |* `' S$ f0 }/ l# q7 R% w
- 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
) z# ?5 A7 ] \, i - 关闭菜单时,鼠标是否移动到原来的位置。3 Y" g. o7 j1 U$ _* a( d9 p9 B9 l
; ~! Q! O+ [. |1 B- 1.3c 打开菜单、光标移动时鼠标会移动到光标位置处( U) F$ ~( _( Y8 B7 W
( B* K, \& Q; Z- 1.3b 修正一些罕见的bug;" U: |, c0 s# \( Z
- ( \( [# \3 o; n9 d$ ]+ N: g/ X% J6 F
- 1.3a 代码小修改;" @2 h: h" e' G: s: |8 {# m
- 加入了鼠标点击启动事件的功能,7 B3 m, p) `) l2 C! H! i6 i( m
- 在事件中加入“注释”: 鼠标启动 ,
0 @1 \ K6 `) z9 [- W - 该事件将无法用其它方式启动,只能用鼠标左键点击启动。: J/ X; c4 E9 X0 r$ @* Y
-
- @+ j) ^4 F7 X: U - 2013.2.12 v1.20 [' r3 H& x0 T% ^, m
- ( w: W9 x" b2 n3 _; D
- 寻路逻辑优化;
' i( q6 J# N) C4 \ - 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;
+ I& ~* \+ b$ `% t( { - 现在支持用鼠标来操作载具了。
N" I8 {7 D/ d9 X2 T4 ]1 v6 z
( l* ^3 i; u0 n' w& y- 2013.2.8 v1.1
. h8 ]( y( m4 C6 g2 l7 ~- k% l
5 I* w! d0 \/ Y& z A- 优化了事件判断,现在可以方便地启动柜台后面的事件;
7 q6 P, T$ s6 _& | M - 修复了某些菜单(例如更换装备的菜单)掉帧的问题;% I- h$ Z3 W8 X7 I2 m- }6 f
- 移动时,路径指示点的绘制更加稳定;9 T d; T9 T4 k, T) B$ @1 j& W
- 现在支持默认存档画面的鼠标操作了。. j+ l" v W" L6 K \$ x
- 8 Y# C# ]: }" Z/ n6 ]
8 V$ l( ]/ u6 p+ `5 R/ I$ L9 O- OrigenVersion }/ U& b& M. t* _) k7 L
-
2 v* ~6 w; N! q- B2 E& C8 e - 2013.2.7 v1.0 * S% m4 ]- {9 N
- ! P0 o- z" ^6 S! U8 [5 S) C
- 主要功能. N6 V" m$ ~9 V7 ~2 m
' r6 o' B& j$ c' @& m! B) R- 使用鼠标进行各种操作...
- A6 y' N0 ]. i. m - 将鼠标锁定在游戏窗口内( T" `- a U5 D/ }
- 自动寻路,按住 D 键可以扩大寻路的范围
# A0 K7 c7 ?. Z1 `7 l0 e - 双击鼠标进行冲刺
+ h5 a" `/ e9 o) R+ i - 更改地图卷动方式以适应鼠标移动
h' K+ L. Z! j - 变量输入框改良' Z& y' J1 G( ?& c$ ^7 z
- + F" U( Y3 p% S1 j& `! S
- ★ 鼠标指针图片 Cursor.png 放入 GraphicsSystem 文件夹. @" b, ^( n$ d/ u" \6 O+ ]
- + y# Y T9 t( {% \# I5 i% r ^4 G
- ★ 路径点指示图片 $Arrow.png 放入 GraphicsCharacters 文件夹& r. S0 D9 f" L/ E$ b2 a
6 n. N4 W4 o3 C. T% G! l. ~- ★ 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% g8 d( M# T( \( y
- - O- S0 _ c- `2 Z5 [
- & K$ }5 A, m( E/ U" N5 \% ?. U
- =end #★★★★★★★★ 可能需要设置的参数都在下面用“★”标出了 ★★★★★★★★★★( F' [' s0 o3 C1 K
- 0 }/ @2 C6 J0 D
5 [' k6 e1 p5 L5 N/ B- l8 X- $no_arrowpic_warn = true # ★ 设置为false不弹出图片缺失提示
! j+ x2 d6 `% c$ t: Z2 l; h% v" s - 4 b6 \( E7 I8 b6 g6 u7 C& d: T( s# b
- #==============================================================================8 g3 ~) |, B" D1 t0 h1 J. x
- # ■ 常数设置
; S8 |$ K: q+ n/ p& N# I - #==============================================================================/ W+ r& X0 D' _0 |$ J* a
- module KsOfSion5 \6 p. ~9 i S; F( o
- Clip_Cursor = false # ★ 鼠标锁定在游戏窗口内,需要关闭设置为false) o. P/ `9 g; P& v. U4 d
- Dbclick_Frame = 20 # ★ 双击的最大间隔帧数。在地图画面双击进行奔跑
7 M8 a9 p& a A" z6 E' D% U - New_Scroll = false # ★ 更改地图卷动方式,需要关闭设置为false
, `, n0 y$ b8 i) P- [/ S6 I# K - 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
( m3 w3 B! n! W+ E( e7 g3 c& N - Menu_Set_Pos = true # ★ 打开菜单时将鼠标移动到光标处
- G7 F$ j9 C1 h& L - Break_Steps = 30 # ★ 鼠标寻路最大步数,防止路径太长导致卡帧
9 h9 K9 T5 i- ~+ m* D( | - # “30” 是默认显示格子数 长(17) + 宽(13)
% X# i4 F& `" t9 C. j - Find_Path_Key = Z # ★ 扩大寻路范围至全地图按键 Z 对应 D键, j7 V$ Y$ t( Z# \$ x
- # RM几个内置的空键位 (X = A)(Y = S)(Z = D)( A5 ]; F j3 L( c9 [5 W1 S, {9 J9 _
- end* S" G! F7 D, @& d
" O1 L* h' V4 L9 \# _0 h3 ?- #==============================================================================
, ?; ^. G; b3 M6 o4 M3 d6 N& a w/ [ - # ■ 用来显示路径点的类
; t5 m+ m2 p/ e- t- | - #==============================================================================
" E( T) k- Z- h2 A: ?# D- R - class Move_Sign Game_Character
7 b: |" o, g: Z) Y t) k; j w - #--------------------------------------------------------------------------
5 B- p6 @4 A9 I - # ● 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9 I6 i0 e3 H) [( ?8 F: }8 v% H
- #--------------------------------------------------------------------------0 Y, m; d0 B3 K" f; ]; p5 z) K/ M
- def init_public_members& F3 u1 v8 {4 F3 T' O$ ~
- @character_name = '!$Arrow'# ★ 路径点箭头,置于.GraphicsCharacters文件夹" a" r* |7 M1 P$ \% z0 R" J8 M2 W
- @character_index = 0 # ★ 图片索引。$开头的行走图设为0
0 x/ w( i. G8 f- l4 Q$ W* x) N - @move_speed = 5 # ★ 踏步速度
% K+ F( Y, L5 T$ j, | - @step_anime = true # ★ 踏步动画(如果想使用静态图标就关闭这个)
. j; P w- q- L/ K# d4 Y( k - [url=home.php?mod=space&uid=316553]@opacity[/url] = 255 # ★ 不透明度
8 ]+ a: J2 l8 F3 } - @blend_type = 0 # ★ 图片合成方式,默认为0(正常)' Q* {' z; \' l" m. Z3 o+ l
- @direction = 2 # ★ 朝向,2 4 6 8 分别对应行走图第1 2 3 4 列/ m1 k4 _" R# n6 \
- @priority_type = 1 # ★ 优先级(默认与人物同级:1)
- u" V9 A! @, z# f6 d8 P4 P
/ C% q5 _: V! U8 P; V. t- f. P( O- 3 c& T6 a9 ?: K/ L7 |6 ?2 i+ V
- # ★★★★★★★★★★★★★★★ 参数设置完毕 ★★★★★★★★★★★★★★★★★★★
# X( {# E1 j; d& Z7 `% l1 E - Y9 Q& i' q2 a+ ^) s
! t4 L, }9 j, L- m+ F( o4 e- # 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8 X* ~4 z- K! s$ B! P
- unless File.exist('GraphicsCharacters' + @character_name + '.png'). N/ u8 \: Q [
- " Q- b B) a% S, r& ]3 V; Z' ^
- if $no_arrowpic_warn) K# j/ {3 \/ g4 o% n
- MouseShow_Cursor.call(1)
; V! K7 S' p: N2 u) k$ g6 Z - msgbox('未找到文件:GraphicsCharacters' + @character_name + '.png+ A( r5 N2 H' R9 A3 t o
' l0 @; o7 J% r- “路径指示点”将使用游戏自带图片
- L& B$ C6 A& c& [5 [' }* ~0 c
/ \; i2 f i; i6 \1 X, h9 O! q- 该提示可以在脚本内关闭')1 R& }' c s+ ], ]& ~3 k
- MouseShow_Cursor.call(0)7 }0 K$ Y* I' |" s7 |: n& t0 H
- $no_arrowpic_warn = false
$ o1 X% v" P2 j+ A/ z- D - end
+ \1 v5 \# ]8 T0 r7 F( w: g - @character_name = '!Flame'
0 i l: x; N4 [8 U" b& g - @character_index = 6: N5 Z- j; k' t. l" M" h: U# T% @8 n1 g
. s/ n# c. U2 [" h: @2 G- end
* z: o5 ]! ?1 @7 [ - @direction_fix = false # 固定朝向
5 {3 Z; a( u' K- T& f. W' w - @move_frequency = 6 # 移动频率" m$ D2 V0 C; R) A$ e- L
- @walk_anime = true # 步行动画& Y8 N+ E3 n" x( I7 [9 y1 M: b
- @pattern = 1 # 图案/ X# K& H5 k2 u/ X! \
- @through = true # 穿透 x4 Z. G0 G4 q( w$ h) g0 R. c
- @bush_depth = 0 # 草木深度( N' R& N5 e0 I0 s! l) l) f, c
- @animation_id = 0 # 动画 ID3 T# ~6 h# n4 X6 c
- @balloon_id = 0 # 心情 ID
" c3 F% I) J7 }; a" A - @transparent = true # 透明; o! j& |. t" V' A# C+ p
- @id = 0
- b% b2 Z9 m- c - @x = 0
[/ S, {9 U, K8 L9 |4 c - @y = 0
+ ^9 {3 @ N5 k. X H5 |' `; V8 J - @real_x = 0
' x4 p* g3 `7 O L - @real_y = 0
- @5 {% B5 G8 h* b# y - @tile_id = 0
9 J$ [2 Y# j1 r/ T# Z% z. N - end5 A& F" r$ e9 [ v$ I; [$ E
- #--------------------------------------------------------------------------9 {! k& x V b3 M
- # ● 定义实例变量7 D4 k( H) H, m5 C
- #--------------------------------------------------------------------------7 U( N. F5 i6 |9 n' x' E
- attr_accessor direction; @1 c$ r8 Y$ V6 C2 d/ b7 d
- end9 x/ j0 F2 A- I7 C w# ]0 ]
" p: U$ K1 d/ Y2 O; @( X- #==============================================================================5 ~ V! ~% H' g; H, C, ]
- # ■ Module Mouse' b6 w5 u' |: v) J% `( q' H" A1 ]; n
- #==============================================================================6 ]. A# F6 I# _7 P: d% A/ G
- module Mouse( f8 ^9 g* w# y9 s3 H9 k
- #--------------------------------------------------------------------------; j$ Q9 b( g% p% A7 b: q
- # ● API
( d" u# A2 s2 e, w ^3 q - #--------------------------------------------------------------------------0 c$ [8 p4 G: t! c* g$ T, Q9 m3 B F
- Show_Cursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')6 t; u X# R$ O% ^3 a, J& [
- Get_Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')$ h( a$ G9 C- t* ?6 O ?5 Q4 j" s
- Set_Cursor_Pos = Win32API.new('user32', 'SetCursorPos', 'ii', 'l')2 C Z9 @: h# `7 O8 t
- Screen_To_Client = Win32API.new('user32', 'ScreenToClient', 'ip', 'i')' R( o+ n5 W. x
- Get_Active_Window = Win32API.new('user32', 'GetActiveWindow', nil, 'l')
! [! I" L0 i0 a) L' L( R4 z - Clip_Cursor = Win32API.new('user32', 'ClipCursor', 'p', 'l')
6 z- v4 D5 N3 E z5 O! p9 q1 k" `0 Q( b - Get_Key_State = Win32API.new('user32', 'GetKeyState', 'i', 'i')
& L! `8 `- F3 p9 ?- G. F - Window_Hwnd = Get_Active_Window.call
9 G K) n) a& S' r
3 Z* y# e0 B7 v" f3 P% ], P- class self
/ \. y0 T8 O( | - #--------------------------------------------------------------------------
5 G# U2 u$ W* c - # ● 初始化( O9 P( @6 b0 N- \. {7 I1 q+ n. w% R
- #--------------------------------------------------------------------------8 P+ t0 \7 k. B0 k/ n! [1 `: Z; u
- def init
- A5 n1 ~; a6 S& L( F3 B - lock_mouse_in_screen if KsOfSionClip_Cursor
1 G+ g9 \: _ S* i - @left_state = 0: `; z" B% G$ @
- @right_state = 0( B& J5 o& m5 o; o4 e0 S5 y
- @ck_count = 0 # 帧数计,单击以后从0开始! Z( L8 F* w( [
- @dk_count = 0 # 用于双击的判定
* D" h+ F1 e4 q; [: G - @clicked = false
% m. |( b& D7 R) c5 j. ^. p, J- c - creat_mouse_sprite
& i$ J4 J! o% ?& w - update
% C* w3 o: Y9 g8 j8 O - end! p5 j; ?' s+ ^" F
- #--------------------------------------------------------------------------
* j: U) g! |: \5 }' e& `% y - # ● 鼠标指针精灵
* A7 o; v- u; X5 }& N, i! ^0 b. R7 ` - #--------------------------------------------------------------------------: w6 F; L {+ ^& x
- #~ def creat_mouse_sprite
. d9 j9 B4 x4 d# A4 c9 m - #~ 2 ^; q! q! {& ~
- #~ @mouse_sprite = Sprite.new, e. _$ `( t, o; X' m% B* B
- #~ panda = 2#rand(2)+1
/ P; a* C* J7 f3 k8 e& Z `
0 ^9 L7 a5 g9 P p6 b5 W: G6 g6 [- #~ if panda = 10 ~ \! f$ g' ~* b: f! I3 H6 K
- #~ if File.exist('GraphicsSystemCursor2.png')4 m1 H% \ U& v9 H5 C
- #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')9 T: N+ F% ^1 _* J
- #~ end#with if File.exist
0 `" P3 s' \/ X) B - #~ " p- ]8 [8 p3 v' @1 S' p4 O
- #~ else if panda = 2 #with if panda=1
% y* k3 _9 B4 N% ~& g) p - #~ % P, C- o, f3 k7 Q) m& e
- #~ if File.exist('GraphicsSystemCursor2.png')
7 c& O+ B. ~8 P% [( M+ O - #~ @mouse_sprite.bitmap = Bitmap.new('GraphicsSystemCursor2')
* @4 a0 X# R0 s1 l$ q% b' B - #~ end#with if File.exist
0 X4 j0 l- N* d% t - #~
) l5 b e' G1 w - #~ else #with if panda=1
2 t; r/ A" d$ I) g0 B - #~ @mouse_sprite.bitmap = Bitmap.new(24, 24)
$ T& }$ n5 Q8 I - #~ @mouse_sprite.bitmap.blt(0, 0, Cache.system('Iconset'),0 J) U: x7 \) @
- #~ Rect.new(5 24, 24 24, 24, 24))
6 i9 I5 V" @: g2 I: q7 t - #~ end#with if panda=1% P! a. C! A. e
- #~ 3 d# N' e0 o, V
- #~ #with def
; E, \" D! _% w6 L+ S3 L5 M8 J5 F - #~ end* Y0 _5 h7 {0 E M
- def creat_mouse_sprite
4 r: o" m+ r' V' |: f# G - @mouse_sprite = Sprite.new
# {% p% H/ c; M" M& C8 H4 o" @0 a - @mouse_sprite.bitmap = Bitmap.new(GraphicsSystemCursor#{rand(2)+1})
3 I1 B% ^5 l" G - @mouse_sprite.z = 9999
8 f! {7 D0 B5 G6 U, L M* ]5 J - Show_Cursor.call(0)
9 s& q# E3 Y5 I% f: x - end
, i7 [$ D3 |6 [
' ], A2 y- V/ \/ l5 N- #--------------------------------------------------------------------------4 V! }0 S# ]2 D# r4 B
- # ● 更新4 f$ O3 m* p o& P
- #--------------------------------------------------------------------------
5 x6 M0 D2 a* f - def update; F1 g" t, Q u1 P& \
- @mouse_sprite.x, @mouse_sprite.y = get_mouse_pos1 j% A4 T, d6 `& y. X! b
- left_state = Get_Key_State.call(0x01)
% t7 _2 | b, k5 i - left_state[7] == 1 @left_state +=1 @left_state = 0
. p# i7 Y' K' z0 I: _% v - right_state = Get_Key_State.call(0x02)% [2 Q, f3 z' Q# h
- right_state[7] == 1 @right_state +=1 @right_state = 0
5 K# p2 D; e- U: n$ p - update_double_click
3 k' a3 T+ i$ S! p9 F' b5 c - @left_state == 1 @ck_count = 0 @ck_count += 1
% [5 B, @1 O0 x$ ] - end
* H6 o9 A2 D) E0 R* G - #--------------------------------------------------------------------------
1 Q# w- O+ O, O7 L* l, f1 Q - # ● 获取鼠标坐标1 j9 B. _9 F, o+ b5 o7 @
- #--------------------------------------------------------------------------; j% U6 w8 O) s9 ]
- def get_mouse_pos# \; f5 G0 G) ~ n b* p( @' U
- arg = [0, 0].pack('ll'): ^( z' @* [( ?" N+ h5 ?
- Get_Cursor_Pos.call(arg)
2 t" E4 e5 S; a1 n - Screen_To_Client.call(Window_Hwnd, arg)7 R% Q% H: n' |- F
- x, y = arg.unpack('ll')
, W9 M: d' H; Q& L) P* j8 | - return x, y0 n$ ^) j2 o$ s6 J" h0 v/ _
- end
6 {- W* c8 X5 G& B$ O# K - #--------------------------------------------------------------------------/ C" G/ o7 \$ b3 [% h% r+ M2 v2 M
- # ● 将鼠标固定在屏幕内
1 p/ l4 F& F! Q) E E* Q: f - #--------------------------------------------------------------------------) D h0 [$ ~$ Z& G2 [/ y j
- def lock_mouse_in_screen% U" Z8 Z6 I! p( b$ q; A# m! L
- arg = [0, 0].pack('ll')
, Q' k8 j4 {7 M1 w% x6 F - Screen_To_Client.call(Window_Hwnd, arg)
2 B, v+ {; I6 J3 [# q - x, y = arg.unpack('ll')' H% N: K/ ^0 }3 r, t9 ~
- Clip_Cursor.call([-x, -y, Graphics.width-x, Graphics.height-y].pack('llll'))
* S d. d" h( J' F' f - end
W% _) L, H- K9 m, |" ` - #--------------------------------------------------------------------------+ p% Q. V7 G7 g; h: q0 ]8 A( y: m; u
- # ● 解除鼠标固定
3 X, b# O. ^9 u2 H8 h: R4 o - #--------------------------------------------------------------------------
& q, U) p5 g$ V. K& ]. Q - def unlock_mouse_in_screen; |7 L- I% b1 D/ y
- Clip_Cursor.call(0)
5 Y3 U; p/ Q% t! S0 X; M+ \& ] - end+ g7 Y. @( t/ W+ W
- #--------------------------------------------------------------------------
5 y( _9 F8 D# S. Y, f9 o# Q) u - # ● 鼠标双击判定8 W7 \7 j8 P$ [7 F7 e
- #--------------------------------------------------------------------------
2 X- X5 n+ h$ y, n1 r, o, t - def update_double_click
4 i% H5 c* R2 T2 R - @clicked = true if @left_state == 1* n, y1 S9 F9 H+ G r' M
- if @dk_count 0 && @left_state == 1% L- C1 |& U6 m& L7 a
- @dk_count = 0; @clicked = false
$ D- ?3 a9 d |7 C" R* N - return @double_click = true4 N9 m# M8 l2 H+ s$ }# R& n; H
- elsif @clicked
9 N! i# y: k# k( p* P; y! p - if @dk_count KsOfSionDbclick_Frame
* M, |) A* g3 h& I8 A. `/ M- } - @dk_count += 1
4 N4 |9 F& a# B- ^4 F - else
; p& F/ H# R+ w) ]% F: x - @dk_count = 0; @clicked = false
+ W' N S2 u" i$ H8 k - end
/ T* e; C) j0 Q% x2 |& s - end8 t! x+ {& s/ _, N+ Q" [
- @double_click = false
4 E3 ~& w% |4 ?& a! p - end
3 L, ^/ P* I2 [6 N7 J | - #--------------------------------------------------------------------------7 O" D( t! h) Z7 V/ Z
- # ● 按键被按下就返回true
8 Z# s! F% O& I" l - #--------------------------------------------------------------------------+ \6 f% C3 w1 V$ o/ V
- def press(button)
: C: u) j4 [; x8 E! A$ ^ - case button v, _+ e, U. p R* X) X) j' C
- when 0x01; return !@left_state.zero
4 t. b, t5 G4 E- V - when 0x02; return !@right_state.zero
% x$ N6 S4 \1 i! m G - end
1 C z( I) ]" C: V4 X+ V1 C0 m - return false
# o: J; \9 C5 F - end
/ l- s9 H; N, m( n0 E: w - #--------------------------------------------------------------------------
# P6 X' B8 j5 I - # ● 按键刚被按下则返回true
( B0 H; v: ~% r2 V0 h- A - #--------------------------------------------------------------------------
% }1 A; |4 w/ l3 I( i+ P - def trigger(button)
' r4 \0 r# L2 h- D8 K - case button
* E2 o$ _, M( U p1 [5 n9 f9 k - when 0x01; return @left_state == 1
$ g$ O1 w2 ~$ o; S: C - when 0x02; return @right_state == 15 ^3 q5 d- \% P0 r9 L
- end) _3 {% i( I$ Y+ {% X: J
- return false+ H( l- y; ^# _+ L
- end% ~2 i9 E3 q4 ^8 q5 w
- #--------------------------------------------------------------------------* M% @. i3 t( d* h- N9 x
- # ● 持续按住键一段时间的话,每隔5帧返回一次true
8 @9 ?* u. v( ?1 e: p; O4 Y; x7 s! l - #--------------------------------------------------------------------------( @" b9 r3 O. a4 A7 W
- def repeat(button)
B" a' \+ l4 F; S! D - case button
6 g' M/ T0 y. E4 l# A5 y! j# ]; G3 q - when 0x01; return @left_state == 1 , b, Q3 M$ T) U8 @! e) }
- (@left_state 22 && (@left_state % 6).zero)
3 V4 w# s* Z7 r: B. a$ p/ j8 o0 ` - when 0x02; return @right_state == 1 ! X2 R; T& k% I5 C* F1 t2 M
- (@right_state 22 && (@right_state % 6).zero)
( b k2 b# {* y - end
4 j/ d# s! w: X- L* E - return false
, h" E* z: i2 O. b% b# a1 L4 O5 z6 } - end7 F" C' S( ~4 ~
- #--------------------------------------------------------------------------
; |1 q9 R: J# R+ P% `. i - # ● 判断是否双击鼠标
/ n2 |0 {% K- \! M$ p - #--------------------------------------------------------------------------
, a% y% Q9 s0 m9 R4 r F+ t - def double_click
- i9 T. c8 ~! D8 c2 @, r k - @double_click
$ Q4 ?6 }7 h- W4 k - end
4 s$ T$ p$ ~0 h - #--------------------------------------------------------------------------3 i! {9 }' Z$ e' h l$ p
- # ● 获取@ck_count(每一帧+=1,单击后重置为0)
$ p0 q0 c) z+ Q. t# ~6 @ - #--------------------------------------------------------------------------4 A9 L0 ]- r* Y0 {, H( F7 J
- def click_count, M* |6 q* H; S# s; |- h. h# u( `# m
- @ck_count' V$ h/ R" c/ ^, _
- end' M, I3 n! ~ l' Q7 V
- #--------------------------------------------------------------------------
' d$ K7 J% s& V; N: ] - # ● 获取@left_state(按住左键每一帧+=1)
9 w8 ?7 p# V* `: ~) k; o - #--------------------------------------------------------------------------
' ~4 W. M- \ ?) ~2 ^ - def left_state0 x I' Z( c/ h9 B
- @left_state
/ V) g" k! e8 q l# ] - end
2 {8 o" _9 a/ m, D, d" L - #--------------------------------------------------------------------------8 Y2 w: G7 b' L# @7 k
- # ● 获取鼠标的x坐标
; D! ^$ _. A! r, e2 T - #--------------------------------------------------------------------------8 e, D A' x9 {/ g
- def mouse_x
8 r4 r5 ], M) V$ Z# c - @mouse_sprite.x
1 v8 K6 z' ?/ {; J - end
1 f6 O- y: b+ h - #--------------------------------------------------------------------------6 P! Q8 Y) j$ r9 f& y
- # ● 获取鼠标的y坐标. J- W$ }& j4 m
- #--------------------------------------------------------------------------& g, A' J2 l6 U/ r0 `
- def mouse_y9 Q3 s: i; ^$ Z8 _; y3 Z
- @mouse_sprite.y( A0 ]1 @2 r% s, W: Y
- end
$ v3 W3 u4 q- h4 z6 z1 ~% b - #--------------------------------------------------------------------------# h. w' C" {' H- V5 {
- # ● 设置鼠标坐标
; o8 f+ C. `' P - #--------------------------------------------------------------------------
, I( e# X( j h3 z; _+ Y - def set_mouse_pos(new_x, new_y)4 [# e B% k! ^# ?) S& Z
- arg = [0, 0].pack('ll')
7 K. A0 |+ h: h7 h D$ @ - Screen_To_Client.call(Window_Hwnd, arg)+ i5 e6 a6 Q) ^$ N# I8 s: I/ |, m
- x, y = arg.unpack('ll')& w' c* j$ r8 e) w
- Set_Cursor_Pos.call(new_x - x, new_y - y); @, R' p2 H5 d- o
- end
. H. e& D" _! B3 ^ - end #end of class self
L9 @5 `) G5 j) R- J! |
. }! p5 k, R/ M- X- h6 ^- end- S4 V6 M+ S4 o5 L, n
- # F. p$ C. y5 e% D' O4 _
- #==============================================================================
* _! [$ L i7 F7 \: I - # ■ SceneManager% l8 D2 ?" F+ @0 Y( x6 q" ?8 E
- #==============================================================================9 Z! v" `2 K$ W" P
- class SceneManager% U- T1 I" z, y+ o
- #--------------------------------------------------------------------------1 j$ _1 [& H& L9 D- U
- # ● alias
. Y$ g; I' ~( W, Q1 P; G( k8 v- } - #--------------------------------------------------------------------------
, h" I* S8 P9 l5 I0 Z - unless self.method_defined(sion_mouse_run)( W6 l4 P5 k }) q
- alias_method sion_mouse_run, run3 H* Y! r6 d; }9 {
- alias_method sion_mouse_call, call
2 [/ R( W* d6 J! ]; T5 t& a0 Y - alias_method sion_mouse_return, return
4 f) k" f& V) ~) j K8 ^' { - end
% c9 {( z& y) U! R& f( G - #--------------------------------------------------------------------------
9 U2 a0 @; I$ G6 h9 o - # ● 运行
. y& g; G" J( w2 J, i8 a0 T Z5 `% [ - #--------------------------------------------------------------------------
! b. v& w, z& t3 S3 u# u* _% |3 q - def run$ }( X! G% K% m$ D! ], [- |6 R6 s
- Mouse.init; D' B4 w3 V6 ^7 w. M) E
- sion_mouse_run
( i. Y F* g: M5 f2 S - end
2 I% L3 o4 m: }& f" v( E - #--------------------------------------------------------------------------& C- R/ k" C% }6 W' ~4 m9 E; t( s* \
- # ● 切换+ D8 _7 p3 b0 ]3 q4 D. u$ Q8 Q$ m8 r; {
- #--------------------------------------------------------------------------
" W5 [! o7 U0 ^/ k - def call(scene_class)- k: m, O; o+ t' U
- $game_map.prepare_reset_mouse_pos if @scene.instance_of(Scene_Map)$ e6 q0 |) x( c% ]; y
- sion_mouse_call(scene_class)
$ [8 Q0 x! @6 w; |1 r( x - end
2 S/ S2 S4 }- w" L0 b - #--------------------------------------------------------------------------
4 V- z+ T& q6 U+ u3 _6 t8 o - # ● 返回到上一个场景
: W, A' [# v ?1 W& p. A+ A% M - #--------------------------------------------------------------------------/ [ v$ w* h. t7 w, F; ^( y
- def return
5 R& S+ D" e( h' g/ g - sion_mouse_return
% A% c8 K3 w4 E: t - $game_map.reset_mouse_pos if KsOfSionMenu_Set_Pos &&1 Z. m: W" d# y2 e3 C
- @scene.instance_of(Scene_Map)
- o; z1 h& _! R - end1 v8 s& H5 O. ?
- end
5 ]7 B8 N8 A2 ?* z4 q+ S _. `8 Z
3 J+ x( n# c. B; o$ e( p- #==============================================================================
. J$ x5 E# N" Q% R' Q - # ■ Module Input3 w5 S& Z$ S% I* J) G& s% T5 @/ ?( t
- #==============================================================================( G; N5 U0 c8 h, y
- class Input
4 r4 K8 h) A8 d( L$ r0 i4 J+ } - #--------------------------------------------------------------------------
' K3 A$ K m+ `/ C1 o; g6 p - # ● alias+ @: S& {, k) V9 h1 i/ i; {% z
- #--------------------------------------------------------------------------
; S' {" g6 K8 |" ?9 X! T7 } - unless self.method_defined(sion_mouse_update)
2 L4 L: X V9 o4 Z6 ^# U3 n - alias_method sion_mouse_update, update
* v1 m! ]5 }, T; m( `- Z! A, ? - alias_method sion_mouse_press, press; B( M* B8 o. C0 ]& T
- alias_method sion_mouse_trigger, trigger# @: B& e2 ~3 N8 ?2 ?8 p5 p6 |0 U- x$ E# m
- alias_method sion_mouse_repeat, repeat C, ?+ _" `9 z, J/ ^# W; k
- end5 P1 T+ K$ M6 q* o/ s8 T
- #--------------------------------------------------------------------------
2 {; ^9 Z |- F - # ● 更新鼠标
! J' l7 u; Q& g* V1 M) w2 ?9 o - #--------------------------------------------------------------------------
& [: A" T$ R6 D+ J) k% i6 g - def update
y1 z# U% u h: A7 A - Mouse.update
7 H7 Y' D/ m4 n A. \& v - sion_mouse_update/ i" d* |: ^ }; o
- end
+ M8 z7 i7 `7 a - #--------------------------------------------------------------------------$ `9 t" I# v' ?- G( B9 F
- # ● 按键被按下就返回true
% |- [' Q3 E4 T) H* R, z) m# W% S - #--------------------------------------------------------------------------! W1 H- m% M4 r
- def press(key)
5 Q! G" ] K1 z. `0 v8 g - return true if sion_mouse_press(key)
* V2 F* f0 W' L - return Mouse.press(0x01) if key == C
3 H4 O/ |9 F) [2 D1 w7 A6 X - return Mouse.press(0x02) if key == B
8 q8 l. D7 K5 w( o* Z1 h M* ^' `2 c - return false5 O; r0 S3 q! U5 z4 w0 i2 u
- end
, @1 L1 ?- p" n5 ?- k. @ - #--------------------------------------------------------------------------
; J7 q+ W5 ?5 k - # ● 按键刚被按下则返回true* ^- h: z" a; Q- `; M# ]* S) \* \
- #--------------------------------------------------------------------------, \. H- w! R$ X& Z
- def trigger(key)
% }3 _, ]2 G4 d - return true if sion_mouse_trigger(key)$ s' \0 D: \% `6 N% f1 b: Z
- return Mouse.trigger(0x01) if key == C
) w" H T" @! x' i0 J2 u - return Mouse.trigger(0x02) if key == B# ?6 Y& \' p( B' d+ A* |
- return false
: Y4 J* G; Q. e - end9 j( Q9 q" J, ?1 E3 m
- #--------------------------------------------------------------------------! g1 C# i; s8 ~! ~1 b, ^$ u! `7 y: m) a
- # ● 持续按住键一段时间的话,每隔5帧返回一次true
& h: w' @! s4 b - #--------------------------------------------------------------------------+ D' L+ a1 [* A1 d
- def repeat(key)
' z4 g6 R' h- M/ q/ ^ e$ X - return true if sion_mouse_repeat(key)! L; i- N+ \- s4 E
- return Mouse.repeat(0x01) if key == C
$ ^ b0 }' o e# A- W8 N - return Mouse.repeat(0x02) if key == B9 q9 \" F6 s% v. S: L+ r4 }
- return false: O: j( m$ E" D, a' ?% X
- end6 [7 | T1 j3 I( o( c
- end
* |9 X" g6 ^3 _$ r( _ - # c- o+ ^' S& l/ z, f# \
3 k4 J- u* |" b. F; D4 [0 _' @- #==============================================================================
+ F3 O O/ S) W% m* F - # ■ Window_Selectable
9 h9 v$ o3 o; {4 t' z t/ r - #------------------------------------------------------------------------------
, k# o$ f. [) G/ f) I d - # 拥有光标移动、滚动功能的窗口
: S( O) G" J+ {% j% O - #==============================================================================
+ F1 A$ @* f) n2 N; U V1 Q - class Window_Selectable
8 \2 A% [9 {' m, X, u - #--------------------------------------------------------------------------
6 ?0 l5 \- k0 u) Y- V - # ● 初始化 ?6 @) o# \3 `; V% {' ?& i K
- #--------------------------------------------------------------------------4 L8 @$ A$ v9 e% z+ H3 T+ E
- alias sion_mouse_initialize initialize4 y6 e, T4 a5 b v
- def initialize(x, y, width, height)
, ]6 |9 {; L! H/ |9 g& w& M: A - sion_mouse_initialize(x, y, width, height)8 K1 S8 r# H% y; b
- @move_state = 0
3 U* @: u+ n4 m: y/ p4 B - end" e1 M0 F7 ?8 w4 D* y! C
- #--------------------------------------------------------------------------, z6 b- V) l: W5 J/ ?: e o8 O
- # ● 更新
7 U6 `4 g% t9 X5 S - #--------------------------------------------------------------------------
! `4 B9 d0 ?3 x - alias sion_mouse_update update/ \+ F" `) }. Y6 ~+ C+ _
- def update5 }* `# R' S% R# ^2 s: r! ^7 U
- sion_mouse_update! X( V, F6 p* Q1 z$ B8 v; r
- update_mouse_cursor5 x9 z( r# S; T% O- {5 a7 a
- end# p5 A5 b9 a$ s% t2 r2 p
- #--------------------------------------------------------------------------
4 d6 g! C. C: f/ I5 l: V - # ● 启动后设置鼠标到index位置5 m5 ~9 l5 J) K; ]4 a
- #--------------------------------------------------------------------------4 ^2 v* M4 {) @, y$ @2 k! g8 |9 J0 w
- def activate
' s* E, r7 N2 R& }# y) Q - @need_set_pos = true if KsOfSionMenu_Set_Pos
- x' e* D; y" |8 ?% g - super0 o, Y/ w9 x) Y. V
- end
% a6 e, j! Q J, j7 g - #--------------------------------------------------------------------------5 _0 H8 s- ~' \3 T0 k i c
- # ● 更新鼠标和光标的位置
, n, M1 S. l. e - #--------------------------------------------------------------------------( U4 X4 ?6 o$ W- g' ~/ g" K
- def update_mouse_cursor
2 p3 \# S% m A& y% Z, u: Z - if active0 ]" l2 K3 O& U9 E4 P( g4 \
- if @need_set_pos+ N- T& [8 x% Q z8 q) k
- @need_set_pos = nil0 `8 o+ l8 b' Y6 J$ d9 Y$ J
- set_mouse_pos
2 f% j" ~% G% l3 ?0 e - elsif cursor_movable6 c Y6 v3 `) @5 U: t4 D
- Input.dir4.zero set_cursor set_mouse_pos. V6 f% K, J! q# I/ F9 e% E- g
- end
7 N& p( L" i6 J3 Y |) n9 S$ q - end
( Y' _( u% q5 o9 h3 g* O3 x! o+ G - end
$ y9 w5 H/ V$ a) J) A9 L. { - #--------------------------------------------------------------------------, M4 A7 L) n L- d- Q: ^: Z/ M
- # ● 将光标设置到鼠标所在的位置,附带卷动菜单的功能
3 N# X- Q8 \3 [: H. w+ \ - #--------------------------------------------------------------------------
* `) r; @; Y4 o, X( M' Z; b - def set_cursor* Z C4 ^2 P" p9 j5 c
- mouse_row, mouse_col = mouse_window_area9 g9 w9 A7 g4 b
- if mouse_row == -10 L! k i8 O! h) S
- @move_state += 1 if need_scroll
3 W9 c0 c5 v* z/ _/ L - cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand
o1 @% g& @' Y3 v8 `- t - elsif mouse_row == -2* D0 c! J+ L5 R+ z, O& `6 L
- @move_state += 1 if need_scroll
" r5 o% h; C! u' r- C% @! d' R - cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand$ G' i% g3 j# x2 P) k/ K) U
- elsif mouse_col == -1% [4 A' n0 z Q" r* s5 c
- @move_state += 1 if need_scroll. }" P" F9 t8 R9 v2 y+ p
- cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand+ z4 H: F7 [) _" H# L
- elsif mouse_col == -2
8 m: q& _* A! h- b' A/ P6 d) f - @move_state += 1 if need_scroll: `- \, u% \& ^# }# Z5 C0 D; B+ }
- cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand
' g) s, ?7 v/ M' m' J; G - else
8 k, |8 b8 h/ x0 O' N - @move_state = 09 z9 O% I" |2 N7 W+ ~0 W) d! e3 L
- new_index = (top_row + mouse_row) col_max + mouse_col
' P: p- [. C- T( w# T6 {0 Y1 ] - select(new_index) if new_index item_max && new_index != @index# Z1 c. `+ X( N6 n0 Z* z: {( U
- end; G2 ]( E0 _0 V+ ~) |% R- p
- end: r$ @( b# ]2 b# e! z) W1 X' U% \2 Y7 x
- #--------------------------------------------------------------------------) r7 S( G% B6 j4 V: t$ t6 z
- # ● 判断鼠标位于菜单的第几行、第几列
- f& r% A# z. {4 Q+ ]8 D" U5 L - #--------------------------------------------------------------------------' _) V- J, L) ?) N
- def mouse_window_area( i& n# {% y: c1 ^
- if viewport.nil # necessary! O2 f! u o: c0 ]! l
- vp_x, vp_y = 0, 05 p0 e6 n( k+ P: Z$ i
- else, m( ?1 M. Y; z- ?: m
- vp_x = viewport.rect.x - viewport.ox2 k; h; ^+ \5 k2 T
- vp_y = viewport.rect.y - viewport.oy
: Y- `3 G4 Z4 |* z. ^; \ - end
( |0 b- o9 x$ b. c6 e - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
3 p7 W. n! [7 t - item_x1 = vp_x + x + standard_padding
+ G4 w+ i6 I% ?9 \; k - item_y1 = vp_y + y + standard_padding
4 c; r7 f9 r! |/ @ - item_x2 = vp_x + x - standard_padding + width2 ?. y3 h5 D: O/ K; S2 x
- item_y2 = vp_y + y - standard_padding + height
1 o: V* {7 p6 Y5 ~; D. c. D - if mouse_x item_x1
+ e2 Y+ \! F- s+ i7 ~ - mouse_col = -18 I0 k s; G4 y" g
- elsif mouse_x item_x2
' ^- M( ]1 q" j3 U% E - mouse_col = -28 t9 y9 E0 g$ Y; J& L( @
- else
V6 R+ ?* _: T& u( q - mouse_col = col_max (mouse_x - item_x1) (item_x2 - item_x1)$ q, E8 C& u7 a; l: u
- end1 `& o% S. n6 w! f
- if mouse_y item_y10 O3 @( t- T3 J9 J
- mouse_row = -1- O( z; w8 |9 o# N4 d
- elsif mouse_y item_y2
! A0 \' _7 v9 Y; x - mouse_row = -2: F! e1 X7 `" Z& k/ G
- else
' J; S9 } F4 z( F - mouse_row = page_row_max (mouse_y - item_y1 - 1) (item_y2 - item_y1)/ {# }5 M, d9 @* C2 f4 v7 C1 m
- end
8 }- w5 D" G @( Z" R% C, d+ [+ P7 L - return mouse_row, mouse_col
8 d+ V: ]) V9 t- f. }4 \1 P2 l! O - end
+ |0 B% [; a- h r - #--------------------------------------------------------------------------+ A7 U% f% Y; n( A2 {% X1 X5 K
- # ● 方向键移动光标时将鼠标移动到对应的光标位置0 U* }0 Y: c4 [ r6 }/ x4 X
- #--------------------------------------------------------------------------* R/ P. ?! L4 c2 G, F4 c9 D
- def set_mouse_pos: e' N% l3 o, E& }
- if viewport.nil # necessary!
( a L$ W5 e' z - vp_x, vp_y = 0, 0 o7 w, p( n! F# Z% F
- else- k) }/ b1 M1 P: c
- vp_x = viewport.rect.x - viewport.ox
# @# m- p! o& S - vp_y = viewport.rect.y - viewport.oy
: |* D, M9 f6 Y/ b( a - end+ v* k9 `* A k8 U2 p* w+ X
- item_x1 = vp_x + x + standard_padding / Q+ f# t; x1 L0 e r! G4 E, }+ e
- item_y1 = vp_y + y + standard_padding, p' G7 u, k) b- X
- get_index = [url=home.php?mod=space&uid=370741]@Index[/url] 0 0 @index H/ X9 O: I0 [6 K5 C5 l$ \: s; _
- row = get_index col_max - top_row
6 e& p. X# i2 s' P - col = get_index % col_max* I! B2 @: @0 ]. ~5 O/ p
- new_x = item_x1 + item_width (col + 0.5)0 K) X; u- f" F
- new_y = item_y1 + item_height (row + 0.5)% `8 X0 n. w* v2 Q
- Mouse.set_mouse_pos(new_x, new_y)2 L& k0 k: c$ B0 M9 j
- end
9 M3 ?) D# p+ j0 G9 c9 L5 c - #--------------------------------------------------------------------------
2 N" J& x: r- C. k( `# w - # ● 判断菜单是否需要卷动+ F1 `# B& E- O
- #--------------------------------------------------------------------------6 N6 P' C, r. I3 {
- def need_scroll r) b. _, W! u8 ^, F; o3 x
- item_max col_max page_row_max. _9 w, N- f c
- end ~" w C3 \# I n3 a" Z0 v6 L
- #--------------------------------------------------------------------------2 N; A. ] `$ R5 }- M( f7 @+ U
- # ● 判断是否为水平卷动菜单
6 _, g; N' }2 H! A: g% { - #--------------------------------------------------------------------------
$ F8 R) T& I2 A - def is_horzcommand
: p6 j2 R- S/ |1 y - return false
+ U; {3 s1 [" X* u5 L; v - end
5 |8 {0 t. Y( ^. G - end- T1 S- A1 R& u3 s2 \
- 9 U, R/ f7 L3 ^9 O) }/ u& l
- class Window_HorzCommand& Z- F- Q6 H9 P4 V7 R0 q
- #--------------------------------------------------------------------------
6 `* H5 G g* L4 H4 n1 z; v - # ● 判断是否为水平卷动菜单
7 `3 w9 ~& i) F) ? - #--------------------------------------------------------------------------( ~7 k. s; r5 i/ V' a6 |
- def is_horzcommand
) a$ _1 x: T- i) P, w/ t6 y; D* B# D - return true6 q1 \: i9 Q; w! @6 Z3 c
- end& d4 g$ g7 x1 N# S- m8 E, o W c' Q
- end
) b, T' O/ S" J& v% }. ^+ h
3 L* O w ?" @' |- #==============================================================================# @! u# v; K$ A2 X a; b
- # ■ Window_NameInput9 K5 ^- B7 k* M+ ^
- #------------------------------------------------------------------------------& s* e- ~; p5 b) i% J& D
- # 名字输入画面中,选择文字的窗口。& d, f7 m. b4 g" O
- #==============================================================================
* l) H) t) `/ q - class Window_NameInput
( T3 g6 k# C# p7 r, Y# J5 m - #--------------------------------------------------------------------------
" v+ X& D8 d4 ?. G5 W* L - # ● 设置列数
5 q: Z; i- X4 F* n$ z0 m5 K/ ?; w - #--------------------------------------------------------------------------
6 x! I/ u/ A2 N6 _( i - def col_max4 ]3 o! R% a5 d# b
- return 102 x! e0 Z B7 {& \* U8 i+ D, ?5 @/ Y
- end0 C, l9 c1 K: c: ?4 d( L
- #--------------------------------------------------------------------------" B$ h4 U/ v; b% d- @: a3 \
- # ● 设置填充的Item个数
0 C* K8 Z1 O2 K2 k: }4 r, m - #--------------------------------------------------------------------------+ j: C" Y/ f0 S) c' f1 G8 D
- def item_max2 n; a4 T1 C, N% T- Q' `
- return 90
( S# P1 t# ^; [ Y6 J - end( S( `0 ~# S, E! ~. E
- #--------------------------------------------------------------------------
+ m0 {3 t$ L* N' F - # ● 设置填充的Item个数) s, Q) ~/ F. R
- #--------------------------------------------------------------------------
5 H0 k" u: Y+ _% x - def item_width( D1 W2 B+ b8 D1 S
- return 32
" [5 T( L: w# K7 h! R! m, Z2 ]3 r - end, Y, q a7 ] x% ?9 h: _1 b
- #--------------------------------------------------------------------------
# m8 ]7 l* p8 T+ D2 u$ o - # ● 判断鼠标位于菜单的第几行、第几列/ R+ i" A! b' Y5 C; v
- #--------------------------------------------------------------------------
5 u& a; f2 g2 h# c# Q4 F - def mouse_window_area. ` p6 ?; I- c4 x4 e. ]' p
- if viewport.nil2 r2 H; s! _: H0 F9 F- `
- vp_x, vp_y = 0, 0
* U9 a7 g* ~2 X7 H" {) J" r$ X+ E - else. D2 H M6 W) A5 Y! @
- vp_x = viewport.rect.x - viewport.ox
" G4 [/ \) {( Y7 `8 r - vp_y = viewport.rect.y - viewport.oy6 ?, M+ }8 j* T n L
- end
* i6 g% e' I% Y1 `7 }6 T; j3 l - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
# `- G$ z1 Z; |. G* n9 x7 C - item_x1 = vp_x + x + standard_padding
/ ]" p( o& Y4 w* j8 D3 N1 x - item_y1 = vp_y + y + standard_padding9 A, L* g1 h1 g. I" p% z
- item_x2 = vp_x + x - standard_padding + width
& H }$ s5 B9 E/ R- P) r - item_y2 = vp_y + y - standard_padding + height; u4 e; m; c2 A& C1 m% T7 C' o2 Y
- if mouse_x item_x1
8 t9 W' D5 W' l1 e* L - mouse_col = -1
! _- x9 K. i( Z& w$ A0 ]' G4 Y+ y - elsif mouse_x item_x21 h( |3 X6 v. w) l2 M" i b0 C
- mouse_col = -2
8 Q1 d, |8 C& C) q B/ ` e" a6 x9 B - elsif mouse_x item_x1 + 160
1 U5 M0 J2 K! n9 r# N# |9 j. y - mouse_col = (mouse_x - item_x1)32
1 L6 d7 m5 I) Y( ?( j5 ]- p' G - elsif mouse_x item_x2 - 160
- E! n1 ?" \3 [& y2 I. k$ {8 z - mouse_col = 9 - (item_x2 - mouse_x)321 \2 Y: [" P2 |# K9 Z) T! |
- else
( e2 b4 d( X8 [) ]% q2 @ - mouse_col = mouse_x x + width2 5 43 r8 W0 @5 x" ]3 L% M
- end
, I1 Y5 H1 e3 a5 Z( s+ A - if mouse_y item_y18 U0 u( V; K* q( F
- mouse_row = -14 \% Z8 s! k9 `( D7 z$ r
- elsif mouse_y item_y2* Y" X% D% w8 I2 V
- mouse_row = -2
3 o& f: F- L# G5 N0 u - else
. y5 i, c7 V: s. l/ p* W5 |# L - mouse_row = page_row_max (mouse_y - item_y1 - 1)(item_y2 - item_y1)
" I4 B! y+ ^5 h) ?/ m/ j - end
- y" v0 u5 ?" z5 ^7 O9 J - return mouse_row, mouse_col* t& @9 [9 O( G+ F
- end
/ C# L- Y8 A% q- x! C5 q - #--------------------------------------------------------------------------
5 \5 s1 o8 s _0 t$ g4 Q - # ● 方向键移动光标时将鼠标移动到对应的光标位置
7 U; G* l4 w" I1 c: {/ r - #--------------------------------------------------------------------------
) q0 C: B5 h1 p5 X - def set_mouse_pos
5 l) w1 e2 v: E5 o/ i - if viewport.nil # necessary!
* X) v' w) R$ B' m2 ^2 v8 \ - vp_x, vp_y = 0, 0
" _3 A7 [- s8 a' [( n" ^$ P% _ - else, A5 M' {2 O- u" l) {* M
- vp_x = viewport.rect.x - viewport.ox
+ @$ {5 Y( W3 B - vp_y = viewport.rect.y - viewport.oy, v0 _' `" I2 Z
- end. e* d( @+ [+ ]; r7 f8 x
- item_x1 = vp_x + x + standard_padding
7 \ i! r }) Z7 P3 M9 ]; }: P - item_y1 = vp_y + y + standard_padding
5 z) G+ s8 H3 }: x1 E7 ]9 N7 x0 U - get_index = @index 0 0 @index
& h/ C; {7 d; [+ M - row = get_index col_max - top_row$ R) K+ C4 O: D4 F0 v/ B# \# L
- col = get_index % col_max7 ^0 b q- O H
- new_x = item_x1 + item_width (col + 0.5)+ I0 e' ]: _3 ?9 }9 \
- new_y = item_y1 + item_height (row + 0.5)' q' R7 @1 K9 Z) a- v4 i0 k7 E
- new_x += 14 if col 4
. e* Q* Y" V8 |7 k - Mouse.set_mouse_pos(new_x, new_y)
9 {: |1 A2 e6 X# B6 e0 H" m - end
0 ^/ i5 [# } f3 R. |# d5 g% V9 e - end5 M) S3 d( O( g5 m* F8 r! w! H# z
; [. r6 k! M* V- #==============================================================================/ [$ z; T. D. t/ z2 O$ T
- # ■ Window_NumberInput
* w2 M ~7 s# h- B+ h - #------------------------------------------------------------------------------
5 F9 L: d- d+ O0 y$ P - # 重写了数值输入的方法以适应鼠标! {! Y& K }/ b6 g5 T0 ~
- #==============================================================================
4 X2 y6 v; B" w! q( z; O1 c5 `5 l - class Window_NumberInput Window_Base: K8 s* \5 {& @& Z
- #--------------------------------------------------------------------------
' h1 T% w+ i: h" F - # ● 定义实例变量
# E i- ]" c( I$ `" J3 i* i: D - #--------------------------------------------------------------------------
4 Z4 z& T; \9 n - attr_reader extra_window
0 h; y# L' Z/ n$ E- L - #--------------------------------------------------------------------------
( G. R+ A2 x! A7 G - # ● 初始化
8 S6 q/ v* r* F7 I4 K - #--------------------------------------------------------------------------$ a. S: q( [$ e5 ~2 U( u; I( {
- alias sion_mouse_initialize initialize
: Y7 D% k% D) ^ - def initialize(arg)) A8 T6 N2 q& h3 b
- sion_mouse_initialize(arg)# P0 Y0 r2 s, X. J# G5 \, }" O# _
- create_extra_window) }$ d$ c/ n, }# f) E3 o+ Y$ j
- end
0 k. b2 s: I& d) m' W$ g - #--------------------------------------------------------------------------1 l% f/ }- Z2 p2 l
- # ● 启动
9 r8 j5 K# O* i5 \. i - #--------------------------------------------------------------------------
8 e8 G. F6 r7 Z- X. H1 V4 e - alias sion_mouse_start start2 R, ^; k4 C9 V3 r* ^+ {4 b
- def start2 L0 O9 q w7 g1 V. u# ^
- sion_mouse_start( o: Y+ Z$ H. e/ X5 G) }6 J" Q
- deactivate
& {4 @" t( }8 J% I - extra_start' L5 _: {( e& ^. {& d
- end1 m0 z3 D: W% d( Z( Z- f$ r9 v
- #--------------------------------------------------------------------------
3 Q5 \0 Q8 s7 [( U6 R* g# z5 t - # ● 创建新的数值输入窗口. w" [- Q) N' {4 R J0 r7 ~8 V
- #--------------------------------------------------------------------------
y B" x* z6 x - def create_extra_window$ E }6 P' R" a M5 i9 x: G
- @extra_window = Window_NumberInput_Ex.new
9 x$ r0 z; d) _* Z2 `' U5 T) O9 m - @extra_window.x = (Graphics.width - @extra_window.width) 2
6 I' y5 Z6 w& H$ E - @extra_window.number_proc = Proc.new {n [url=home.php?mod=space&uid=27178]@Number[/url] = n }
% C, j# N- r) _ D# p5 X { - @extra_window.index_proc = Proc.new {n @index = n }
9 O; n, _0 C% o) F, v2 _- U; H1 X - @extra_window.close_proc = Proc.new { close }
3 a) }- N. u& E# u4 y3 a) F5 r - @extra_window.refresh_proc = Proc.new { refresh }9 {- Z9 R5 Z: w% Z! M) t
- end
5 e d, k% K& d" d# S, u! U% J - #--------------------------------------------------------------------------
# B( C) Z2 n. H$ t - # ● 激活新窗口
; Q+ {, j8 p2 S( _$ i) b - #--------------------------------------------------------------------------
% Q* ^ l: I0 B2 r4 Y% ~1 I$ j - def extra_start7 Y/ T' K- p/ q X6 o
- case $game_message.position
, x( f! M; m5 i. b% T0 X - when 0; @extra_window.y = y + height + 47 x% N" F& K6 |! [$ x% M& y) K
- when 1; @extra_window.y = @message_window.y - @extra_window.height - 8! g! |+ }5 Y6 H0 c( T0 z9 H) q
- when 2; @extra_window.y = y - @extra_window.height - 4# S, o: a1 b* q+ [; p% S0 ~
- else ; @extra_window.y = 8% {/ ?' @1 h& y5 v$ `
- end
, T& K' K2 f' {. Z5 r) o+ q - @extra_window.variable_id = $game_message.num_input_variable_id
- o/ o! @8 {8 x% G4 G- ]0 t - @extra_window.digits_max = @digits_max
- ]- {, x7 a2 \8 U1 u" Q - @extra_window.number = @number. @" U) `) t, C) h" T; ? |9 R5 }3 v
- @extra_window.open% M4 s+ ~/ R& T9 P
- @extra_window.activate5 i# n3 C7 H4 ]0 F0 R
- end
/ t+ O( u% {8 ?& L1 ^: R - #--------------------------------------------------------------------------6 b# V' _" F/ ^# Y0 K4 L4 i6 B7 Z$ Z
- # ● 更新$ c0 U2 o5 m2 W7 e: O
- #--------------------------------------------------------------------------% J# A' M( @5 [. S$ V4 E( e) Y
- def update! b% Y; b" a c, b$ W) j, p& X
- super, W' i9 u* j ]" d' f
- @extra_window.update1 X; |: f; t" o
- update_cursor
8 Q+ C% u! r- p: v# B. {. r$ h - end- G# ]* C5 }+ y4 n; }
- #--------------------------------------------------------------------------
8 R) F" l: D" n, Q% S - # ● 关闭窗口
' A t+ u2 n( _; y$ o' S _ - #--------------------------------------------------------------------------
4 w& O* \- b: e - def close5 ^+ q; z% A% W. T& m; o2 _* J
- super
0 G% _- ` F+ D, n2 S6 M6 @ - @extra_window.close) H6 k. c* f& b, I
- @extra_window.deactivate
$ q9 {( j, b- C, r4 Y - end2 \4 k Z( Z* Z' b! m- g
- end+ X5 @$ W# v: k& K( _9 \% O- c
1 c4 x2 u; X3 c- b4 a- #==============================================================================: O0 d+ X% y) M/ L4 Z0 P3 B+ R# P
- # ■ Window_NumberInput_Ex+ t0 T$ ]2 @) S4 v
- #------------------------------------------------------------------------------
4 M+ T( i2 p5 b6 [. `; S/ U - # 新的数值输入窗口(NewClass)
2 h- F& X9 z& C: Y% p3 Q1 L6 ? - #==============================================================================
# }* R/ ?0 {. P5 V- J - class Window_NumberInput_Ex Window_Selectable$ Q- Y; x# t, J) P
- #--------------------------------------------------------------------------
3 a. j# a: n+ W* ?$ N - # ● 定义实例变量
" F. [$ V/ w! _6 C7 D+ y8 ` - #--------------------------------------------------------------------------
/ t# e# C/ g- I - attr_accessor number_proc
G+ ?! S9 N# }! a - attr_accessor index_proc
8 W1 U* U( D$ j - attr_accessor close_proc
! Z$ T: J( {" ~ - attr_accessor refresh_proc
. Z0 p( }7 A# y8 O" { - attr_accessor number( {% p# S* e$ G3 W8 d% [) \
- attr_accessor digits_max
6 a& _( j+ P1 k% v - attr_accessor variable_id
; d) W/ _. m4 t& ? p - #--------------------------------------------------------------------------8 ? Y8 ^/ M n
- # ● 数字表. X7 ?1 }9 ]& ?' |! k) f0 C1 q' [
- #--------------------------------------------------------------------------
* E$ ]7 d: b0 P2 D/ `; L - TABLE = [ 7, 8, 9,# |5 K8 @. ], R& O1 y5 h& M) c
- 4, 5, 6,& C. x0 Q& J2 a' D
- 1, 2, 3,0 c7 e4 I3 ]: W5 ?, f% L+ Y3 Y' x
- '←',0,'确定',]
. B1 c1 X, ^3 A3 P* r - #--------------------------------------------------------------------------2 P1 `) g* Y q) h5 y' D
- # ● 初始化对象
. o0 y" A* L7 i8 |$ N& D; w! f k - #--------------------------------------------------------------------------7 x \! i S2 A3 h8 Z
- def initialize
" z; k' M# `# D0 R/ M - super(0, 0, 120, fitting_height(4))2 M( G1 z# t1 x( _4 y
- self.openness = 0
, Z! W& M% d& v - @index = 0
' A7 f# B1 \- `, L5 W1 N, I/ \ - @number = 0 `1 o! ?$ P; p2 [
- @old_window_index = 0* h8 [7 o o8 n
- @digits_max = 0
T" ?$ v( A+ P8 n" T! x' C - 12.times {i draw_text(item_rect(i), TABLE[i], 1) }0 ]: h; g! b1 `# D5 p( P
- end% b- b7 k1 i& G- @+ e
- #--------------------------------------------------------------------------
1 y% g; W8 L7 X - # ● 获取项目的绘制矩形. I- B/ X/ h* k5 W
- #--------------------------------------------------------------------------% b! n% G4 F# Q2 |$ Q
- def item_rect(index)
' `' p" U' f: [0 K- A - rect = Rect.new
1 @2 `6 N. o0 {- H - rect.x = index % 3 32
1 }! ]$ Z2 S9 [( x. [# I E: O - rect.y = index 3 line_height8 r2 P1 ~6 C! e* o
- rect.width = 32
7 n# T* w+ u$ \1 v7 h0 Y4 U* i5 R - rect.height = line_height! x! k& |2 R- D3 I$ s. X3 P
- return rect' m" E! u% f% L7 \5 b1 b
- end z4 W+ }7 H- ]$ e$ L9 b+ f1 R- Q
- #--------------------------------------------------------------------------
$ I- _! y( D4 f( Y9 O0 Y - # ● 将光标设置到鼠标所在的位置) M) m7 s' h* S8 |4 W" c* L$ A
- #--------------------------------------------------------------------------' Q" A$ h+ g$ N
- def set_cursor
7 V$ k* R1 ?3 c ~3 n$ c - mouse_row, mouse_col = mouse_window_area1 \; N6 e7 R2 u
- if mouse_row = 0 && mouse_col = 02 z5 R6 M+ ` G6 N* r& j
- new_index = mouse_row 3 + mouse_col" o9 M# d) R( W1 d/ |& G
- select(new_index) if new_index = 11* X2 N% F1 N+ Y0 d0 f* A7 v3 J
- end
4 A. i- ]1 W3 d! N- @* C - end
) x* X( E& Z) t5 C$ P% z - #--------------------------------------------------------------------------$ L% c) [* S0 V; G1 a2 U
- # ● 判断鼠标位于新数值输入窗口的第几行、第几列4 B7 g7 }2 C# W
- #--------------------------------------------------------------------------
$ O1 L. X: K9 y8 D7 @5 G3 P - def mouse_window_area1 x" I/ c$ v5 j' n1 } J
- if viewport.nil$ ]/ z0 \ ]. \0 `* L. }1 g7 H
- vp_x, vp_y = 0, 0
7 {: B! ~3 _, x8 A, o - else
) Y0 u0 k$ E" g8 { - vp_x = viewport.rect.x - viewport.ox
$ P0 y; Z" h, c - vp_y = viewport.rect.y - viewport.oy
2 M2 ]) \+ O" G. p* C" L$ D - end
# t& z) M" B4 ~% k8 r - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y5 w0 U, [/ S s' Q6 y2 b/ E
- item_x1 = vp_x + x + standard_padding
6 }8 _9 A/ R$ B3 l2 o" ~ - item_y1 = vp_y + y + standard_padding
3 F* L2 n( J- m8 g - item_x2 = vp_x + x - standard_padding + width
' `! S0 y/ W. c# S( l9 } - item_y2 = vp_y + y - standard_padding + height
- T' q. B2 Y! s; A8 S- |# g3 j, Q# ]! F - if mouse_x item_x1! X; @( t2 {$ g; e8 ?- ]
- mouse_col = -1
) g3 I5 z7 M" f3 }; m* c2 C! k3 o* x - elsif mouse_x item_x2, b2 @% i" H% G# n7 h! E9 i
- mouse_col = -2
|8 M* W4 f4 X+ J( Y( Z9 v - else7 v1 z" {, H& ^9 B
- mouse_col = (mouse_x - item_x1) 32
X7 O$ L# J7 v" _6 T* R - end" g5 E4 r7 {0 z1 r6 ^
- if mouse_y item_y1
# c2 p8 b* P; t% } - mouse_row = -1$ e L, ]5 p. [# l
- elsif mouse_y item_y2/ Q0 j9 M1 q' D2 |8 F I
- mouse_row = -2
& q" F* p/ d; J0 J - else
2 c( g. T0 g! x! T1 c+ `0 ] - mouse_row = 4 (mouse_y - item_y1 - 1) (item_y2 - item_y1)
4 e0 ` g: _+ |1 h+ T - end3 |! v: C P5 d+ h$ Z8 @% O
- return mouse_row, mouse_col( F% ]4 C t, X+ A* ?' Q
- end9 |7 C, x4 u( o2 V- e
- #--------------------------------------------------------------------------
5 A/ m' X: i$ ]6 j0 m% i. L - # ● 获取文字
) ?& B* d, f8 c6 k- o - #--------------------------------------------------------------------------3 j% z; V% {: k" E" Z
- def get_number6 v. A' Z i/ Y% N' r% C
- return false if @index == 9 @index == 11
# p' j1 e, a: x* m - return TABLE[@index]
- m& o3 v, T6 x/ E4 Z- d - end' N( e, ]7 x4 |. T! j$ r
- #--------------------------------------------------------------------------" @3 Y R; z1 p+ P' Q* t& T
- # ● 判定光标位置是否在“退格”上7 K; G' N3 j% o* |3 T* b- k
- #--------------------------------------------------------------------------
. o- b% t" s0 R6 E" }4 Z - def is_delete$ Q2 X( G% u/ T/ v
- @index == 9
9 r. O, S6 {6 u - end
& B7 R4 j* h1 k# c O! Y1 Y1 ^( o - #-------------------------------------------------------------------------- p) U% q; R& i0 q! E
- # ● 判定光标位置是否在“确定”上
& c$ l! t9 f8 f: Q. y4 M - #--------------------------------------------------------------------------
) v g5 E1 h) o% X% J( A3 w! W1 g - def is_ok$ L' u% X2 W- v4 f8 a& s
- @index == 11
; i$ ~0 ?0 [0 ~ - end. t9 t/ h0 K1 H" n, D
- #--------------------------------------------------------------------------7 J3 r: u1 G s) n, U' U
- # ● 更新光标* R! S$ q0 U) x2 E# O& j
- #--------------------------------------------------------------------------
7 d, A- `1 C3 n% B0 N - def update_cursor' v2 u$ A* s& g$ ?
- cursor_rect.set(item_rect(@index))% m* B/ ^! M# ]/ L
- end
0 I$ o$ Q% U& [( R# _( W% R - #--------------------------------------------------------------------------, o1 s0 _3 I; {; N* k7 z5 v
- # ● 判定光标是否可以移动/ T$ Y4 H, W N2 K* R# R
- #--------------------------------------------------------------------------( C2 I. {, l5 C; R( d
- def cursor_movable
% D, r: T- E9 v9 q - active1 P5 ] ~8 m* y6 | T
- end& p a# u! ?8 Y/ D$ v7 m9 B
- #--------------------------------------------------------------------------9 j+ g5 r. k3 S& U
- # ● 光标向下移动
+ A1 x! o/ r* w v y; P) P - # wrap 允许循环
! {! e8 Y) }% z - #--------------------------------------------------------------------------
) R+ j, g+ \! k: W0 e, X' ~2 D - def cursor_down(wrap)4 ]+ J& E* w8 ~3 l5 ~" J A
- if @index 9 or wrap
% m7 ?! m9 w- }/ Q# k) q3 E) e - @index = (index + 3) % 12- @) z) P! a, m/ r
- end
7 o/ |: K! g/ Q' T* B - end1 _5 p) A3 s3 `; b0 N( i
- #--------------------------------------------------------------------------) p; U- O. i1 x/ K( s0 ` e) u
- # ● 光标向上移动
0 T$ _8 {5 d4 A - # wrap 允许循环( r6 c: d7 w' H. v& v
- #--------------------------------------------------------------------------7 R5 Z2 j8 C( _" t
- def cursor_up(wrap)
2 V, @7 J: @( ]( w2 e8 o( T, T - if @index = 3 or wrap
7 [: P! I9 w! v - @index = (index + 9) % 12
/ }6 {' ~' V) q. G# C9 h' N3 a6 l - end
1 d4 J' }: s5 c - end
& E8 P) O$ i9 O- P# u8 Z& M - #--------------------------------------------------------------------------0 |2 T. H3 |1 g3 D" i
- # ● 光标向右移动, w1 a! w3 i/ l* l
- # wrap 允许循环) o- r+ o) F2 o5 T7 V
- #--------------------------------------------------------------------------
* F8 r6 M! J; k! Q/ [& P1 c; ] - def cursor_right(wrap)! P1 Q8 Q9 {# l8 \: \* }
- if @index % 3 2
, Z/ J$ t/ o. K9 i9 A; S. S - @index += 1
9 D" i1 U! a* i& z5 \ f - elsif wrap
7 O( G/ s4 v; `) y - @index -= 2
. q; Y8 |: Y* p+ L% B - end
* \0 C9 y% n" k) u - end" G6 z" ~% G/ B, {
- #--------------------------------------------------------------------------6 H9 Z) A; F4 W |: K7 e, L' ^) f, l
- # ● 光标向左移动8 P2 b8 n9 |* N4 p4 \8 b$ Y) y
- # wrap 允许循环
6 _, N) W8 E1 { - #--------------------------------------------------------------------------
7 h. Y& v% R" E9 f4 c8 F' ~; b" k - def cursor_left(wrap)- b! I/ G, K8 `; q. ~' D3 K
- if @index % 3 02 h5 E: ? p7 K9 J. s
- @index -= 12 _) x- d/ A3 W2 C. b# v
- elsif wrap
" s" v0 O0 w# N - @index += 2
, l+ X/ `5 o8 ~ - end
# P; `$ @0 u2 n+ X - end* U$ n. f* O U% u0 E/ e+ H3 ~
- #--------------------------------------------------------------------------4 t; y. u+ V8 z) L3 {# ~
- # ● 处理光标的移动
3 l' @: Z* p$ G5 h% D - #--------------------------------------------------------------------------
; D& t, L9 D$ g) _: t. H5 N8 c - def process_cursor_move U. W9 f9 U* x" ^( I* V( H
- super
/ e) `2 E8 A* Q, L, B/ n8 A3 [ - update_cursor; o4 U" G0 O K# B0 h2 d
- end
5 b& Y1 a" y. I9 V Y - #--------------------------------------------------------------------------- W6 E8 R+ S( {' }1 E: \; h
- # ● “确定”、“删除字符”和“取消输入”的处理. i- Q9 Y+ _! x1 M
- #--------------------------------------------------------------------------3 l9 A% Z! [( d) ^6 c
- def process_handling
0 C6 `+ n0 X& S( n6 u - return unless open && active
. N* C- T8 Y( O" S$ v/ K8 P* ^ q - process_jump if Input.trigger(A)8 f( u: G n) _2 H( o5 O
- process_back if Input.repeat(B)
a, L7 U3 H( n6 I. {+ O+ `) H - process_ok if Input.trigger(C)+ q. J' c/ Q" f( k( M0 C
- end
" Q Y, t; C& H# F0 ]1 o$ q6 M$ F! n, Y - #--------------------------------------------------------------------------
; F& R6 B% {# s - # ● 跳转“确定”$ A; n) _* f; u6 C Z' _9 c8 v
- #--------------------------------------------------------------------------
% p) e, m: O2 _' j7 A) `+ | d' D - def process_jump
, ^0 b- e* m( ]7 J+ G% H - if @index != 11
6 W" a2 k% {% p3 t4 n - @index = 11
t( Z7 ^) o! W- I! ? - Sound.play_cursor
I2 S1 {; t' i - end
9 e4 N; c' V* V. C - end
( a) D/ v; l5 {) L. Z) W H) J - #--------------------------------------------------------------------------
1 c# [4 }7 n) n( [ - # ● 后退一个字符5 F2 a! `) X% Z, y/ c1 w3 \3 s/ o
- #--------------------------------------------------------------------------
9 H, Y- j! h ], u( d2 i - def process_back# A' u( l0 H- r5 r% U1 N- R: q
- Sound.play_cancel- j8 }- D& h1 m) M! X6 b0 N
- place = 10 (@digits_max - 1 - @old_window_index)! A' }6 @0 x+ l
- n = (@number place) % 10( p! c" G# ~! y' b# o
- @number -= n place. `5 m, E" o0 c: n' ]
- @number_proc.call(@number)
) O1 r" q4 o' R% M7 z3 h - @old_window_index -= 1 if @old_window_index 0
: W7 }# Y: x* A - @index_proc.call(@old_window_index)2 A/ o1 g& }" [
- @refresh_proc.call
3 v2 e- X6 |7 ?- q6 Z1 L$ { - end
. m7 p3 N. E8 W# `" G6 ]8 s - #--------------------------------------------------------------------------
2 x- a% N+ m( k8 e: H" Z - # ● 按下确定键时的处理
1 H' l( }: p7 i5 v$ a3 } - #--------------------------------------------------------------------------8 B- V1 _6 a8 D
- def process_ok& f; m, g; X8 w% |# j0 M
- if get_number) i ?- O" O7 F, a& q# z/ _
- Sound.play_cursor$ G) v9 v; v& o/ L) s) e
- place = 10 (@digits_max - 1 - @old_window_index)# `5 M: s" u2 C) |8 T
- n = get_number - (@number place) % 10: P, S* a) u8 _
- @number += n place$ [7 z5 [3 s4 Z/ C% p* u
- @number_proc.call(@number)# k" P) r# U9 N7 G/ \5 M9 O' o: G) t
- @old_window_index += 1 if @old_window_index @digits_max - 1
* U$ Y. A" p# ] - @index_proc.call(@old_window_index)7 w* k. X3 ~) [+ U% W w' @8 q6 w
- @refresh_proc.call* ? _4 B2 O) t1 s
- elsif is_delete
4 G0 p: J6 w2 e7 ^ - process_back0 m/ G+ k* L2 x6 X& V
- elsif is_ok
% j$ P2 s$ m! i& b - on_input_ok! `- `) f. ^6 ~9 w
- end; y8 K I* S$ s/ s8 s
- end
, t* L# t. q3 C2 ~$ V, _& e+ ]6 }2 D - #--------------------------------------------------------------------------4 @6 i6 s/ j: l) Z3 `, R
- # ● 确定 S8 G/ R5 Z Q6 y
- #--------------------------------------------------------------------------8 @ L! } t4 p( ]; Y
- def on_input_ok+ ~/ v$ }! g8 R7 k( n, a& r
- @index = 0
: H. g/ r5 ~! }+ t- b - @old_window_index = 0& s6 ^! [/ B# H
- $game_variables[@variable_id] = @number
( K5 J$ e7 u8 E6 j& g* f/ A - Sound.play_ok
6 x9 w( W. t' e( O# y$ t5 a5 f8 z - @close_proc.call
; X3 y2 e( ], P: ?3 {8 g' I - end6 \/ [6 K8 @. v8 L
- #--------------------------------------------------------------------------' G% h B9 k1 b, X
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
! }/ d8 p/ q/ M5 J' n! Y% `6 h. `6 G - #--------------------------------------------------------------------------
$ p% m. w( B" j# o1 c& q( ^ - def set_mouse_pos4 Z# T: t8 R3 R
- if viewport.nil # necessary!
3 _3 X" x- h+ n! T# y$ \ - vp_x, vp_y = 0, 0
0 q$ n8 m1 q: v1 x - else
2 h! |/ V8 v* r1 t7 M) m - vp_x = viewport.rect.x - viewport.ox3 [; ^, O0 F, }) l
- vp_y = viewport.rect.y - viewport.oy/ T% Y( o2 [4 Z0 w% T8 `3 b8 S5 u
- end4 S6 o/ I t! c4 u! J+ _+ p3 e
- item_x1 = vp_x + x + standard_padding
. }" d' T' B' u, w6 { - item_y1 = vp_y + y + standard_padding. x* R* U' s6 F1 n( k* {% G
- get_index = @index 0 0 @index
! x ?* ^4 n' M2 @ - new_x = item_x1 + 32 (get_index % 3 + 0.5)8 q1 C# [& i6 T7 K1 r
- new_y = item_y1 + 24 (get_index 3 + 0.5): F; |: S' y% x! v, d5 Z
- Mouse.set_mouse_pos(new_x, new_y)4 ]; s3 ~* Y# q( a: l7 T
- end/ {3 w4 l" {5 [9 @
- end6 t9 s, u& O$ n
- # |1 j0 v) _; h. v, W
- #==============================================================================" _: l7 \2 ~! [1 n! D
- # ■ Window_Message
6 ^% D5 S/ e1 A" e3 e% c2 ~ - #------------------------------------------------------------------------------
5 Z: E2 p7 w' X2 e! _: v7 f - # 显示文字信息的窗口。4 g( Y3 p* ~1 \ e0 t
- #==============================================================================1 `9 f; O4 A' n( B* O: E
- class Window_Message Window_Base; g& g/ v( n0 i' K
- #-------------------------------------------------------------------------- N; V& \/ @3 e; z2 K: v
- # ● 处理数值的输入(覆盖原方法)
$ a0 v- F3 P, u/ _2 ?8 U. u! M* E5 [ - #--------------------------------------------------------------------------) c$ t5 H+ s/ g' [
- def input_number5 ]. C, g$ K0 D" C! l: `/ q
- @number_window.start0 A2 o# C1 H* g0 f$ }, a
- Fiber.yield while @number_window.extra_window.active
! t/ w" o0 s" _/ f, h5 Y - end' y2 g$ B& X2 N+ L- A
- end; b% ]. o, c8 N6 Y, f
, c" \: t4 \- `: {' S- #==============================================================================/ n- Q( B2 w& T) o
- # ■ Window_PartyCommand- v! W$ b# f( g8 K& l. t" I4 }
- #------------------------------------------------------------------------------, |# K& f$ u: G
- # 战斗画面中,选择“战斗/撤退”的窗口。
( {- l4 K5 o. F' t% w4 U1 K - #==============================================================================3 z) o4 V, c" Q# B8 C( q+ j
- class Window_PartyCommand Window_Command) a' A/ p |9 F& @ M
- #--------------------------------------------------------------------------
1 E& L( Q" A5 b. C* W- F" ? - # ● 方向键移动光标时将鼠标移动到对应的光标位置# U; s! |7 g! f! \2 |2 j
- #--------------------------------------------------------------------------$ g) Q0 b2 D; B6 t3 f4 V
- def set_mouse_pos
: p$ T: L) \1 c+ m" v! F* b - if viewport.nil
- F' F5 j* o3 m, n$ n# l5 B3 o - vp_x, vp_y = 0, 0# x2 p; f7 [. q
- else. p& f! L* H. ]" e1 b
- #vp_x = viewport.rect.x - viewport.ox9 i* ]& q( U* e9 A- }) ]+ D
- vp_y = viewport.rect.y - viewport.oy4 P: f2 e. Q5 w: }, w+ L
- end
6 W$ ?7 a6 H: O2 _. H3 ?- c - item_x1 = x + standard_padding
: S4 p! M8 Z* W( X" C/ v' E - item_y1 = vp_y + y + standard_padding- a( D) u" c# s7 c9 t+ z( C' A1 h
- get_index = @index 0 0 @index 6 Y; Y7 q! g t( n d2 L9 L
- row = get_index col_max - top_row* d2 e- Q8 F6 k8 A. L
- col = get_index % col_max
& t: \9 e" ^# ]) F6 c4 a' x+ Z" F - new_x = item_x1 + item_width (col + 0.5)
5 }2 h; O7 i9 X( y `! h - new_y = item_y1 + item_height (row + 0.5)
8 r# `* u' I) J! [6 V: I: i0 x, A - Mouse.set_mouse_pos(new_x, new_y)
! y! A" ?$ n; R - end$ k, K. t' R1 |2 t1 j# `- T* c
- end5 x" S6 `" a1 C) ^0 ^! W+ @
- 1 `( \+ f- l4 v6 Q2 z4 E! o
- #==============================================================================& _* n* ~" P9 y. T
- # ■ Window_ActorCommand
& k, h5 S0 [! f - #------------------------------------------------------------------------------- C/ Y7 f) F0 B! E% ^4 I* I1 s/ U/ R5 I
- # 战斗画面中,选择角色行动的窗口。
4 O0 z- x$ F) y: g - #============================================================================== ] o- X; W! R" K% k' F/ z
- class Window_ActorCommand Window_Command
" f3 p- S0 q) }6 U. `7 N% H - #--------------------------------------------------------------------------! [8 T, F9 S. L: ^! `: W
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
4 P% _$ L0 C. A9 n# D - #--------------------------------------------------------------------------
0 B) H/ h& h" @& m" |/ Q - def set_mouse_pos
9 s. k8 g- l# q - if viewport.nil: ~& d7 Y4 p) ]7 q
- vp_x, vp_y = 0, 0$ Y4 h @8 ^, L
- else% R9 a" \1 _' v7 n4 t. ^7 O. h
- #vp_x = viewport.rect.x - viewport.ox" O+ Z! B" C% b; ]3 S" @
- vp_y = viewport.rect.y - viewport.oy
% X% e; o3 z' j9 e' L _* f9 c; c - end
/ }: z* u, t6 _3 H - item_x1 = Graphics.width - width + standard_padding% G0 Q8 A$ `; [0 P1 Y' k; k0 }
- item_y1 = vp_y + y + standard_padding
0 S3 D6 t. G8 @# }8 F - get_index = @index 0 0 @index ! q( C" n. ^! e5 v1 U( q ^) g
- row = get_index col_max - top_row
8 V. C( b6 V$ h5 w. Q7 l - col = get_index % col_max
; O& u: y/ A4 Y, ? - new_x = item_x1 + item_width (col + 0.5)
8 E& P4 l; |2 z - new_y = item_y1 + item_height (row + 0.5)
2 o. k4 F5 ~$ j( D - Mouse.set_mouse_pos(new_x, new_y)
" ?. q% {1 b* _ - end
1 I; g$ D! _( h$ R5 Q) A8 l - end0 ~' s! b" l( [+ n3 D
9 a% @& F& L- h0 d0 I; v- #============================================================================== x# L/ V9 J0 c1 g( I2 ^- Y$ K, U) |' x
- # ■ Game_Player
) L8 a X' M8 L8 m8 B$ |& s - #------------------------------------------------------------------------------
7 R7 A3 M1 \" e4 V - # 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。
* I6 M c. ~. W; S - # 本类的实例请参考 $game_player 。
% \+ n2 f, \3 W, x - #==============================================================================' h8 ]/ y2 I; l5 I' B
- class Game_Player Game_Character% {7 b" b3 h% `- f. t* B6 I& s+ g
- #--------------------------------------------------------------------------
7 x) e* [" |# x, Z& \6 b% b - # ● 由方向移动(覆盖原方法)
6 P( B$ v; H: Q! f, {5 G6 Y7 { - #--------------------------------------------------------------------------9 s/ W! m. X' \+ Z5 Z
- def move_by_input T N$ H: ~0 }- @4 v4 S8 U
- return if !movable $game_map.interpreter.running) N# a* P P3 G9 J$ J
- if Input.dir4 0" B0 w' K: K. K5 `7 X
- move_straight(Input.dir4) - u' }" @- K& G: F
- reset_move_path
' x5 {* X, y+ v. G9 s& L - else
" v; i* P! c0 M* y/ d0 o1 V, Z- ` - move_by_mouse
T3 q% S, K9 e# Y& u - end9 i( s% R& X% [& c) ~0 B7 r
- end. o% s: C# u5 |. e
- #--------------------------------------------------------------------------
f+ f7 A% S$ N8 l" n$ W$ m - # ● 非移动中的处理(覆盖原方法)
5 u7 Y/ T* `# l - # last_moving 此前是否正在移动
7 Z G: G; A( ]7 @; U - #--------------------------------------------------------------------------' f4 Z4 c p2 L! p3 {+ j
- def update_nonmoving(last_moving)
/ N( ^* v+ b o - return if $game_map.interpreter.running8 ]0 V) Z% K- L8 g
- if last_moving8 e% k- B3 }2 {5 L+ `; u* B
- $game_party.on_player_walk
; @/ _; c6 U) W) ?% j# k - return if check_touch_event* y$ O/ ?$ |) }
- end
$ n! s2 D3 l0 e1 D0 ]$ n - if movable && Input.trigger(C)
. B9 H4 V$ p5 s; H' p - 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
" A& W5 q# {2 L8 u$ }" A, X - return if get_on_off_vehicle
! s9 s) h8 \0 P' ^1 u2 u* F' ~ - return if check_action_event
$ H4 b5 H% R! E3 k - end" s( Z N+ O/ ]9 `
- update_encounter if last_moving- ~# Y1 m8 L0 O- M3 A# A
- end
/ k7 y0 L. J+ H' p - #--------------------------------------------------------------------------
m( G8 ]3 Y" W/ c/ ^ - # ● 判定是否跑步状态(覆盖原方法)1 F7 k2 ?; a6 @5 A- [$ U4 `
- #--------------------------------------------------------------------------, K+ s7 p4 l1 R
- def dash
8 F- C$ d1 A0 C! a9 h5 G - return false if @move_route_forcing
" |3 g) i* j9 M. S$ ?' \ - return false if $game_map.disable_dash
( l; W R2 J" C+ ~6 H: I$ o - return false if vehicle
3 B2 A' v+ ^7 d4 [- D. }( ` - return Input.press(A) @mouse_dash4 z Z, v. l; n% p( G: y
- end
) C0 c% i4 h# [9 \ - #--------------------------------------------------------------------------
5 i' Q/ U% M( m9 C: t" R% O - # ● 初始化
$ R/ e9 J$ h" ~; E - #--------------------------------------------------------------------------
- t1 j7 F; y5 D5 ]/ z - alias sion_mouse_initialize initialize7 C& e$ x+ N0 u) _
- def initialize
$ N) d3 o5 K% m - sion_mouse_initialize3 b n$ J4 @3 r9 q4 t. d3 A
- reset_move_path& m% X0 f; K; ^; \4 y' w
- @moveto_x = 0! T* J# o4 q. ?/ K" c
- @moveto_y = 0
9 y5 k" T6 P6 {9 S2 E* L/ w - end' T- u1 Z: T+ f6 J7 |7 j8 B) Y
- #--------------------------------------------------------------------------
' s! D% S( |$ ~ - # ● 更新
5 Q) _8 }: Z. Z) i) s: Y# E/ s - #--------------------------------------------------------------------------
# o5 V7 S+ s3 w5 g# x/ `- A- X - alias sion_mouse_update update3 q, x+ T, `6 `9 f% `1 c' ^
- def update9 R9 [) T* u6 o0 O3 b
- sion_mouse_update
" ?2 n6 B' r: c: M. P" \* k - clear_unreachable_sign! I& p/ g; E* p! f
- end/ }0 L0 B5 {" j
- #--------------------------------------------------------------------------. U4 J3 }. `5 M' }* g/ R7 l
- # ● 处理卷动
# w `( d" Q+ G" N+ }) e - #--------------------------------------------------------------------------
, p( R9 }) s) E- [ - alias sion_mouse_update_scroll update_scroll
! u1 D5 q0 J6 d* r4 k - def update_scroll(last_real_x, last_real_y)
5 K& h, u+ e$ M0 \( Q$ ? - return if $game_map.scrolling
, N2 [- ]: _, x8 T& c5 M - KsOfSionNew_Scroll new_update_scroll : c" B: @8 d$ d' b! D( j! O
- sion_mouse_update_scroll(last_real_x, last_real_y)
: J5 ?' m4 M f5 I' y - end F0 h+ G- k ~* V7 j L( [
- #--------------------------------------------------------------------------* y$ P& y3 I# Z
- # ● 重置移动路径相关信息
) Q4 ^6 C0 u0 X - #--------------------------------------------------------------------------
( l* N5 Z+ o8 t6 [ _9 @2 l2 G) M - def reset_move_path
; V$ c Z7 n. G# b - @mouse_dash = false+ W0 P; h1 C$ I# }" f
- @mouse_move_path = []
' T, R- a$ j$ R - $mouse_move_sign.transparent = true
?$ _$ q1 Z/ n" n" b s - end* X" G8 p4 A% d) h7 k1 h
- #--------------------------------------------------------------------------
& @1 C9 h# U; S) h - # ● 新的卷动地图方法 g3 Z( W4 |0 O6 D! G. A2 o) ]( E
- #--------------------------------------------------------------------------. ~0 E [3 a" Y' l# \* s
- def new_update_scroll
& h ~2 _' T1 R D* _ - horz_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.width; R' [: {* Z2 x+ k
- vert_speed = 2 @move_speed KsOfSionMap_Scroll_Spd Graphics.height
+ E& X! n% l: o7 l% \0 O - ax = $game_map.adjust_x(@real_x)& j) n+ i4 j. ~ e8 h- d
- ay = $game_map.adjust_y(@real_y)
& O n r& }/ r% x. z - $game_map.scroll_down (vert_speed (ay - center_y)) if ay center_y
" s8 p2 T4 z& d* O" R) _ - $game_map.scroll_left (horz_speed (center_x - ax)) if ax center_x
# D2 V% l h7 Y4 l - $game_map.scroll_right(horz_speed (ax - center_x)) if ax center_x
$ ?- T$ s5 M3 R4 Y$ {: y- a) u0 e - $game_map.scroll_up (vert_speed (center_y - ay)) if ay center_y
: _9 p& H& ~+ d8 w& @2 Z# B i! G - end! F; @! h6 S+ X: N+ \
- #--------------------------------------------------------------------------$ Y) y( g5 F' |# Y; f$ c
- # ● 消除不能抵达图标
/ e- O: H _7 r' ]' d! M - #--------------------------------------------------------------------------* n0 T5 Z, C9 W" @/ Z. w
- def clear_unreachable_sign
9 S& g9 T7 R4 A* O( S$ b- ^ - return if Mouse.press(0x01)' |. N E7 Z m3 T2 ?- p" ]
- if $mouse_move_sign.direction == 4 && Mouse.click_count % 20 == 0
! R1 d' M9 t$ K# F - $mouse_move_sign.transparent = true0 M% u% d9 @/ }% M
- $mouse_move_sign.direction = 24 Y: F ^% H5 n2 B/ {
- end5 R+ ~+ w+ {& a; U! I" G
- end
1 J6 Z. D. Y% }- k, c7 o' Z5 K - #--------------------------------------------------------------------------3 Y$ m7 L. p2 ~2 z# {
- # ● 由鼠标移动
. O0 W2 Y( I# ?# w! }, k1 P% Q - #--------------------------------------------------------------------------4 y- X# P( Q$ m2 J1 E/ d0 \( `; q$ `
- def move_by_mouse2 x- C4 i# e: ?% f+ p- ~$ D4 q0 o
- unless @mouse_move_path.empty # 移动路线数组不为空则执行移动. B: l4 o1 N% z
- dir = @mouse_move_path.shift
# s$ K* t, G, R5 c - if passable(x, y, dir) && !@mouse_move_path.empty
( j, h$ N* A6 N$ Z6 ~+ F2 g; C# i - move_straight(dir) d& @6 y/ i7 M n1 x( \0 B
- elsif @mouse_move_path.empty # 判断是否是最后一步
& D9 W7 V6 A* n& }' Y - x2 = $game_map.round_x_with_direction(x, dir)8 O% w8 f' m7 A
- y2 = $game_map.round_y_with_direction(y, dir)' n% {% P- b) _4 v7 i, h
- move_straight(dir) unless dir.zero
* i& h7 X1 e) q5 N3 t - unless x == x2 && y == y2 # 如果移动失败,检查是否启动前方事件、上下载具, g/ B$ h+ d4 B7 D9 R" E) z
- check_event_trigger_there([0,1,2])
; m* @& z. S' Z: f - get_on_off_vehicle unless $game_map.setup_starting_event! c& E2 N9 V( A/ k4 T9 Y# Y D- @7 {
- end
+ }/ M, E" W0 P# t/ V3 T7 ` - $mouse_move_sign.transparent = true if $mouse_move_sign.direction == 2
! t& t6 x E! o, \- l - @mouse_dash = false' h1 z, i' C2 x7 L3 l4 [! t$ }/ h
- elsif @mouse_move_path[0].zero # 目标点无法抵达,调整朝向→目标点
6 M& M6 B8 Y6 k, U7 d2 ] - @mouse_move_path.shift* `7 A; g A! v- T8 D' k
- @direction = dir
5 |; a' ^2 S; A' U) @& S* _1 s - @mouse_dash = false
9 S. _* b% ^9 n6 D - else( I7 N8 E! O. t: t1 \
- draw_move_path
3 j/ H3 q+ Y" w: l1 o* x - end
' k8 _' r' m' o5 l0 X2 B - end7 ]& O5 ]) p5 e* S$ ?
- end
$ E* O( v0 c3 J* b0 D m/ _ - #--------------------------------------------------------------------------* @" j8 N: V, d0 N% b# V
- # ● 地图界面按下鼠标左键的处理
* a! z$ W2 E& P# S - #--------------------------------------------------------------------------
! c# M8 o/ g) p' c: C! V3 c8 \ - def left_button_action8 F: D! n+ O5 E; {& |- c$ o; X
- return if !drawable $game_map.interpreter.running
' J! O5 W' u. e8 Y/ R' T - get_mouse_pos+ C* T# v0 }! P z0 `) l8 |. ]3 J0 [
- $mouse_move_sign.moveto(@moveto_x, @moveto_y) # 移动路径点指示图- z n) _ G& W+ h8 e1 g
- if @shift_event2 f6 X# R2 W' {* `4 {, E( }* E5 Y
- if Mouse.trigger(0x01)
* G# y4 b/ d6 X# F' ^6 c* ^" u0 N - @shift_event.jump(@moveto_x - @shift_event.x,
! \6 {( s/ O* G0 K; N - @moveto_y - @shift_event.y)& e+ g& f0 }# c5 V% p
- @shift_event = nil) _4 s* m3 r* R6 i3 R2 |3 I
- end
: h3 \' s8 \, S$ J* x: l" b - return( j# i4 d( L' C, u0 X8 V) Z3 h
- end
0 K/ R8 `' [" c: k8 s4 Q D: } - if @moveto_x == x && @moveto_y == y # 判断目标点是否与角色重合3 U. Z2 c* x+ n" I# O9 H& C
- return if moving (vehicle && !vehicle.movable)% ~: Q5 I5 B" `1 x" ]
- check_event_trigger_here([0]) # 判断是否触发重合点事件
( z8 t: _: y) n, j5 V - get_on_off_vehicle if !$game_map.setup_starting_event && $ J A8 b6 E5 ~1 c4 V6 N* \
- $game_map.airship.pos(x, y) # 判断是否要上、下飞艇1 P5 Z" m# u# m( h: N
- return
. t) j" J" F% V- `; j - end
& K; J2 V7 Y. r# W - # 判断是否用鼠标启动事件5 t) g f: S& U4 q4 z. u6 {1 C
- $game_map.events_xy(@moveto_x, @moveto_y).each do event' @2 j& g, m8 r3 s3 o! {
- if event.mouse_start5 X$ s" l% ]( v# `4 m: `/ \$ o4 ?
- reset_move_path3 \: K1 [- ^# Y' Y5 t0 p B
- event.start if Mouse.trigger(0x01)7 [. R# E7 N r* z5 Y3 l4 o
- return
7 U5 `. W- P h+ {) |% h" o - end+ N2 Q# g3 B% M+ E# S7 D, @. j7 |
- end
! y, K. \; s( f8 o) R9 N, h9 y# p# c# ?9 v - @mouse_dash = true if Mouse.double_click # 双击冲刺
* S( G0 ^+ `' U/ T) A - return if Mouse.left_state % 10 != 1 # 按住鼠标左键10帧绘制1次路径
' w$ N9 K0 }; o" X1 G8 A" M - for i in 1..4 # 判断目标点是否为角色周围四点6 O o% F) \- r% a; o N
- if x == $game_map.round_x_with_direction(@moveto_x, i 2) &&
* \ a/ V @) M& l4 R/ f% L; Z - y == $game_map.round_y_with_direction(@moveto_y, i 2)
5 `+ [: I$ j' K - $mouse_move_sign.transparent = true
; j4 x9 Z# x$ ]) f - @mouse_move_path = [10 - i 2] if Mouse.trigger(0x01)
5 _9 L" z/ p, M& H" z9 J$ T. \" v' c - return; end' L" ~7 c! {9 \; Z+ c9 g
- end2 c0 V1 I3 [/ P ~8 v$ f# {
- draw_move_path
- m1 Y0 ?7 f2 H* ~3 Q" q& m - end, W, O: z6 P' R2 H* b5 r
- #--------------------------------------------------------------------------0 D k3 o% @. q; l$ _+ o$ x* K0 O
- # ● 取得鼠标处对应地图坐标点/ o4 _5 q2 h: i
- #--------------------------------------------------------------------------. R9 P& Y& H3 L
- def get_mouse_pos
# V8 T# |- \1 v+ ]' g0 R - $game_map.get_mouse_map_xy+ ^5 s6 C" C6 g8 C u( x
- @moveto_x = $game_map.mouse_map_x
3 u4 c: B" E, L& i" P$ b - @moveto_y = $game_map.mouse_map_y
2 G' P9 D' Z5 | - #mouse_x, mouse_y = Mouse.get_mouse_pos$ g% j5 Y. `/ T# f. m6 T
- #@moveto_x = $game_map.round_x(x + (mouse_x - 8 A2 K d# U% y, i3 q {
- # ($game_map.adjust_x(x) 32 + 16).to_i + 16) 32)# j1 q Z0 O) i0 P: v4 v% d
- #@moveto_y = $game_map.round_y(y + 1 + (mouse_y -
5 P; c( x9 z3 j7 p7 b - # ($game_map.adjust_y(y) 32 + 16).to_i - 16) 32)
0 U. b& W2 \8 Y; S - end
5 s% v- y: [# g' o2 d" Y - #--------------------------------------------------------------------------
8 n$ M% N+ D$ c - # ● 绘制移动路径 @array[move_directions...]$ W6 g% Q5 i4 C' [
- #--------------------------------------------------------------------------- H& d+ J7 A3 b( ~% ~+ F( I
- def draw_move_path
. ~& K7 `; ]* [& k/ f } - #temp = Time.now' v2 a5 \6 R/ {
- case @vehicle_type- c1 l: I- M0 v" p
- when walk
, R, O+ R2 t6 m4 ^ ] - draw_walk_path' ~& n# B& n- H( G& F7 j6 J
- when boat
; p# |/ H0 N# }2 a9 z# \* M3 U# Z - draw_boat_path4 V5 \, [" r6 n" W) |% \
- when ship
W; y" d3 p- n+ D! W0 }2 h' B ~ - draw_ship_path
: X K9 d s9 r$ {- o) n - when airship
4 L7 }# |* V. d2 m [ D' f - draw_air_path3 [" |2 J6 R: S |: C
- end0 L# Q! S8 A0 M: V
- #p (Time.now.to_f - temp.to_f) # 测试效率4 s6 Q) q9 p# u; l% L
- end/ B( u# D: d% I+ V: `
- #--------------------------------------------------------------------------
8 f% g4 \5 B0 |8 V# F, W7 y6 E - # ● 判定是否可以绘制移动路径
8 M& M6 T& o8 M: y - #--------------------------------------------------------------------------2 w0 d: T$ @# b' v/ Y; R5 {! O
- def drawable; p+ [6 I; W% L! b
- return false if @move_route_forcing @followers.gathering
6 {7 _; f) m% M8 G8 @ - return false if @vehicle_getting_on @vehicle_getting_off8 N( n& O4 `) F8 E1 ?- E+ V
- return false if $game_message.busy $game_message.visible
! @, C$ |, I) N( f - return true- O% O; r1 h8 x. O$ L" r' K0 Y* p6 K
- end1 z8 V& P8 S5 ?, `. f2 v3 N' v
- #--------------------------------------------------------------------------
5 g' |5 F. w$ C3 q" w$ h6 d, Q - # ● 绘制walk移动路径 @array[move_directions...]
0 H$ d. j0 w+ K! { - #--------------------------------------------------------------------------) _0 d: l' E& d$ \
- def draw_walk_path
& Z1 N& \3 R% s: G$ @, S, S+ i - # 准备绘制路径表格
) i* r* E# o7 U }" ~' H5 B) e - sheet = Table.new($game_map.width, $game_map.height)
% a. j8 {. W2 } - reversed_chase_path = []; chase_path = []: |% H5 q$ X5 F4 ^- K
- reversed_chase_point = []; chase_point = []. P( J5 Q; o: ?+ \. }( h1 n7 n: |
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]* u( _( j. \, {0 Q
- sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2* v% m- j$ h7 U9 Y
- reach_point = false
5 K& M2 N8 R; G. u8 V( d: v% L - step = 30 ], F7 V5 [2 c- j" h$ K
- loop do #loop1 开始填充表格
! r! d4 A5 M& P! Q/ a; Z - draw_path = false" f1 {+ P, x7 C; V6 s+ A2 J
- check_points = new_start_points% |9 T! O) b! |& b
- new_start_points = []
9 w6 y- {! c: t# I - loop do #loop2 从起点开始正向填充
0 p |' @2 Z, P5 g - point_x = check_points.shift
+ a1 O- R' P/ E2 V. G3 e! W. i2 l - break if point_x == nil6 b. I, s: g* M" t* k, U6 V
- point_y = check_points.shift) S) Y) p' y. b5 w
- left_x = $game_map.round_x(point_x - 1)
( e I( h0 V$ ^) r- g - right_x = $game_map.round_x(point_x + 1)
$ r5 u3 C# a4 {: T3 g: R2 I) h6 U - up_y = $game_map.round_y(point_y - 1)
5 Y) t% |6 ^' S, V - down_y = $game_map.round_y(point_y + 1)
) ~, u% S& n S H* D* Q. |+ U - # 判断路径是否连通
0 |9 ?- \* x E- b) Q, \: _, R: W, l - path_step = step - 1
8 n) n: m4 N X) I: ]3 V2 _/ M - if sheet[left_x, point_y] == path_step &&. G6 S6 N5 A# `5 O- g
- $game_map.passable(left_x, point_y, 6) &&' N9 h' h H! _2 s0 T
- $game_map.passable(point_x, point_y, 4)
+ b( F. y) s# {) F - chase_path.push(4)
& H8 N, [, r! ~+ Y - chase_point = [left_x, point_y]2 D$ z' @/ x2 `' A6 ~5 n+ e! R
- reversed_chase_point = [point_x, point_y]$ v5 ]5 e$ e- |
- reach_point = true; break1 L+ g+ v s5 R0 O# {! V7 H0 X
- elsif sheet[right_x, point_y] == path_step &&
, U3 \7 H' W( e4 \# J( F4 T - $game_map.passable(right_x, point_y, 4) &&8 L) _/ e# ~7 g3 D( y! l
- $game_map.passable(point_x, point_y, 6)
, ?* p- P5 z' n4 C6 P9 P8 E# w - chase_path.push(6)
, y/ |1 B3 s7 j0 T3 e8 G - chase_point = [right_x, point_y]
" Y& Y8 O! e& ]' G! F" y( B - reversed_chase_point = [point_x, point_y]0 _. r8 J2 x& E8 {
- reach_point = true; break7 i' H- w) z+ X1 G% B
- elsif sheet[point_x, up_y] == path_step &&+ g$ ~8 h" M e; e( V
- $game_map.passable(point_x, up_y, 2) &&
& [( ^! O: x! n/ o/ k) N - $game_map.passable(point_x, point_y, 8)
8 n3 P8 G8 ?* L9 E2 I% T' q$ f S - chase_path.push(8)$ `% L% I9 n V4 Y. B
- chase_point = [point_x, up_y]
0 X+ v; n& ~) @% A3 \ G - reversed_chase_point = [point_x, point_y]& B* p' Z& c! u! q1 I9 W
- reach_point = true; break$ E8 B% K' Q3 z, }6 |
- elsif sheet[point_x, down_y] == path_step &&
8 ]" v+ q- c9 D' h( s3 J. ` - $game_map.passable(point_x, down_y, 8) &&
' j1 Z' z: j" T. I" D; e - $game_map.passable(point_x, point_y, 2)# [7 t2 `) [+ t
- chase_path.push(2)
$ d" \# [: M: I - chase_point = [point_x, down_y]
e6 k% ]4 m% l2 I- r! n! Q0 h. r- F - reversed_chase_point = [point_x, point_y]
- ?1 P4 V4 V) u( H8 a1 w - reach_point = true; break
: R9 T" F% G( R7 {! D# E - end
! o K4 g! h5 m6 I/ ?% H# j* {# r9 k2 P - # 以需要抵达该点的步数填充路径表格 #
) J3 e7 i# }6 U+ q' V2 d( q) N' L! m; d - if sheet[left_x, point_y] == 0 &&% V! @# z4 Q9 a% q& J/ k% @. p
- $game_map.passable(left_x, point_y, 6) &&0 t: ]$ G' V, B
- !collide_with_events(left_x, point_y) &&' c/ d7 {: ~, h1 |, D! z/ d
- $game_map.passable(point_x, point_y, 4) &&, l0 b1 A9 X, ?6 b, S
- !collide_with_vehicles(left_x, point_y) #judge_end
$ q) F2 E2 B. d1 _( v; Y - sheet[left_x, point_y] = step$ U; ~- L6 W, R/ N+ y
- draw_path = true
- F8 q* t3 x% g1 w# E1 ^5 ? - new_start_points.push(left_x, point_y)
$ U5 M/ m/ X& z - end* Y$ O; L" j2 x* w7 A
- if sheet[right_x, point_y] == 0 &&
/ T; |8 x) S1 G; ?% X+ r - $game_map.passable(right_x, point_y, 4) &&
8 S0 Z. d' {2 N4 B - !collide_with_events(right_x, point_y) &&
, k J W/ ]$ } - $game_map.passable(point_x, point_y, 6) &&
; m+ W3 j' X* ~" F2 C" W t( v5 b - !collide_with_vehicles(right_x, point_y)#judge_end- ?* }( Z" M- H7 z) P* _
- sheet[right_x, point_y] = step
# o H2 W+ _* O( K" J& R - draw_path = true
' L& k5 h5 d5 s - new_start_points.push(right_x, point_y)
N- J4 y! a* l - end
, o4 B9 \8 t/ I( U/ E0 t - if sheet[point_x, up_y] == 0 &&
0 m$ O$ X, A- r+ I' I2 D$ D - $game_map.passable(point_x, up_y, 2) &&
0 L' ]+ t* G, I x/ T: b% w - !collide_with_events(point_x, up_y) &&( j9 P- J% _* F& M! K6 P- g
- $game_map.passable(point_x, point_y, 8) &&
6 f" k0 v3 w V& } - !collide_with_vehicles(point_x, up_y) #judge_end* C1 b; g1 y( J
- sheet[point_x, up_y] = step
$ i* B0 l3 w1 ~3 H7 \8 w - draw_path = true
) Y* ~7 f8 {/ N; V6 j: D - new_start_points.push(point_x, up_y)8 e8 R- e( [4 N
- end
1 F/ y5 A! O: z' }+ q - if sheet[point_x, down_y] == 0 &&
1 U0 t( q! T$ X/ I - $game_map.passable(point_x, down_y, 8) &&/ V( ]: Z# ^" `5 ]+ m
- !collide_with_events(point_x, down_y) &&4 c- |+ _: }- T; _6 w( z9 R
- $game_map.passable(point_x, point_y, 2) &&
+ h4 b: k e$ {5 N) N7 ^* P& I - !collide_with_vehicles(point_x, down_y) #judge_end, I! a9 W3 M) ^9 f6 x+ J t
- sheet[point_x, down_y] = step
9 H+ F/ n8 k2 |7 k - draw_path = true! K9 u& `& k* S& L8 i. p, g
- new_start_points.push(point_x, down_y)
# ]! I3 u/ J. \& p3 K- b( T! ^ - end
# S( {* r6 h6 P4 Z - end#endOfLoop2% o* J( g# f% g! n9 N
- break if !draw_path reach_point
) m: k8 |# b0 n0 ^+ G. z1 S' `6 Z - draw_path = false: h: v: _/ X- P& p! {/ @
- check_points = new_end_points$ B$ J! f+ Y' c
- new_end_points = []
+ V0 t" W& f$ \% ~, H8 r# l3 G - step += 1
* ~+ C3 v: e3 j! o4 e& i - break if step KsOfSionBreak_Steps &&; _( q% G$ r& c) b, s3 Z% s
- !Input.press(KsOfSionFind_Path_Key)' g" X* T. f& T
- loop do #loop3 从终点开始反向填充( [2 B! W. W4 j7 X
- point_x = check_points.shift
! S, C( u' \3 ]' X+ ^% u - break if point_x == nil/ X# i; H$ @ g8 O( b
- point_y = check_points.shift
1 l2 \3 g3 R, L+ \' ^4 ^ - left_x = $game_map.round_x(point_x - 1)+ ]7 |" Y( s% J7 V
- right_x = $game_map.round_x(point_x + 1): w- M% r1 ~* m* e. m
- up_y = $game_map.round_y(point_y - 1)! `* s: ^& D0 y9 J" _$ N
- down_y = $game_map.round_y(point_y + 1)
8 F: ^, ` ?0 l/ r6 ` - # 判断路径是否连通1 u7 j5 [" M' f& V3 J& ~- @8 W
- path_step = step - 1) A% ?7 F/ M8 t
- if sheet[left_x, point_y] == path_step &&5 L$ L* _; M& J( K
- $game_map.passable(left_x, point_y, 6) &&1 i) S' b" [) \0 ?8 J% t
- $game_map.passable(point_x, point_y, 4)
# U M8 W' w; |5 O4 b& E - chase_path.push(6)
% Z5 R5 z8 W9 x/ ?2 I - chase_point = [point_x, point_y] ]) I1 r3 r; o* A
- reversed_chase_point = [left_x, point_y]
) S6 @/ B6 t6 z - reach_point = true; break
2 a$ u. A. U0 c - elsif sheet[right_x, point_y] == path_step &&
0 p& ]( e9 N; N" p! C - $game_map.passable(right_x, point_y, 4) &&+ Y- j0 _* E4 k$ B# t
- $game_map.passable(point_x, point_y, 6)! z5 t4 m- H; [! Z) Z( f; c5 Y
- chase_path.push(4)2 N6 d, [% C7 H9 R" A5 t8 ^4 v! M
- chase_point = [point_x, point_y]
0 @, R' W) p$ I; \" W) o; U - reversed_chase_point = [right_x, point_y]
4 N. o# h7 x' ^) [5 u - reach_point = true; break
8 a4 M& }2 L* X - elsif sheet[point_x, up_y] == path_step &&' M. q5 R* h' g& S# S, k! d
- $game_map.passable(point_x, up_y, 2) &&
1 Y; X! h8 P* f" }4 Y7 Z. ~; } - $game_map.passable(point_x, point_y, 8)9 l4 S$ g" u% A
- chase_path.push(2)0 C2 a* z" u. x4 v" e
- chase_point = [point_x, point_y]( J* `( b: }/ p9 |, y7 y+ i( d, ^7 W
- reversed_chase_point = [point_x, up_y]/ V5 N7 Z- F+ p* M$ t/ l' r
- reach_point = true; break' ?* J" B" B( a$ x7 I
- elsif sheet[point_x, down_y] == path_step &&
# [& h, n8 ^+ C- l - $game_map.passable(point_x, down_y, 8) &&6 y$ J; h$ j1 B0 J
- $game_map.passable(point_x, point_y, 2)- }/ u; q% |* l3 B5 [
- chase_path.push(8)4 @) o" l6 u: Z. S, l0 j
- chase_point = [point_x, point_y]
) ?# |5 D3 K& W! t0 ~1 { - reversed_chase_point = [point_x, down_y]
3 K ^' d/ u2 w# A, h* I* \! f0 b - reach_point = true; break
2 _7 K5 X3 o2 o- i$ Q - end
1 c# y) H: \: x- ` R - # 以需要抵达该点的步数填充路径表格 # B, C/ L+ F- W# x$ Z4 J( f
- if sheet[left_x, point_y] == 0 &&
, h6 a; r) p0 I; j. N/ n% S7 l9 d s - $game_map.passable(left_x, point_y, 6) &&
# y/ s c3 c7 H- ]( Q - !collide_with_events(left_x, point_y) &&
8 G, ^# V5 w; {; x' s" t - $game_map.passable(point_x, point_y, 4) &&# }* r: r7 i% \* j& C: t5 Y- Y6 K0 Z
- !collide_with_vehicles(left_x, point_y) #judge_end
3 Y: c- o+ P5 j( v1 _ - sheet[left_x, point_y] = step6 b- J9 W% Z1 {* V
- draw_path = true' w6 \/ H5 v% d0 ~& L
- new_end_points.push(left_x, point_y)' E6 q' k2 c+ o3 r! [
- end
0 V; E1 m& ?' Q+ S M - if sheet[right_x, point_y] == 0 &&1 W: R' R3 F- }& S) R- k
- $game_map.passable(right_x, point_y, 4) &&6 n5 n% }" i m1 I; {+ e8 \+ u
- !collide_with_events(right_x, point_y) &&
8 t, z _8 q5 I( _+ I' ~ _ - $game_map.passable(point_x, point_y, 6) &&
2 C7 Y4 z9 C9 F" T' |6 W - !collide_with_vehicles(right_x, point_y)#judge_end2 \. }% `- q) B5 b9 H
- sheet[right_x, point_y] = step
% Z3 O" @) B% c3 V& R - draw_path = true) p0 `' E p- r$ `
- new_end_points.push(right_x, point_y)9 Y% r2 w# C/ N; e
- end
; b& U4 i& H4 C, ~ - if sheet[point_x, up_y] == 0 &&
& A Z) |7 @* B" g6 n" G - $game_map.passable(point_x, up_y, 2) &&, N1 r6 ]8 q U" }% Y" [2 M
- !collide_with_events(point_x, up_y) &&
6 J9 A4 ?* O) L e1 U1 W2 i: R- j1 k - $game_map.passable(point_x, point_y, 8) &&% G. K7 t% ?# P) C
- !collide_with_vehicles(point_x, up_y) #judge_end/ t7 x2 U; D/ v+ V+ x2 f
- sheet[point_x, up_y] = step
- F, S! P O* G: o G) I' v0 ^+ S - draw_path = true0 l0 S; k) a9 j u, s: d4 X# r9 F
- new_end_points.push(point_x, up_y)% A0 u) _+ y4 Z s4 s% e: U9 V
- end$ j l b: L: X. }" g% |7 Z9 r6 v" H
- if sheet[point_x, down_y] == 0 &&
% z) j7 E1 g- @6 X - $game_map.passable(point_x, down_y, 8) &&/ N( M6 T5 ~$ `+ Z) i2 l
- !collide_with_events(point_x, down_y) &&7 d* ?# }6 B+ D
- $game_map.passable(point_x, point_y, 2) &&8 B7 k/ c- \7 }
- !collide_with_vehicles(point_x, down_y) #judge_end3 E0 H% M8 |$ E1 p p5 Y; v" J
- sheet[point_x, down_y] = step* v* z _* d9 u/ l2 ~& t
- draw_path = true
" K9 R. L; X( s$ U3 l8 B - new_end_points.push(point_x, down_y)) t$ p" _1 \; O& C$ H6 L" \% n
- end2 u0 _) l3 H( ~% s
- end#endOfLoop38 U/ w) B7 ~) N# r& { M1 @
- break if !draw_path reach_point- ]/ ~* R4 X; |$ z
- step += 1$ T2 J a9 R) T4 j
- end #endOfLoop1 路径表格填充完毕
0 j8 D: Z: r `* w% O - $mouse_move_sign.transparent = false, s! B* s7 a8 Z
- # 判断指定地点能否抵达( U0 E, m4 K$ p( D/ L2 E' L5 N& k- l
- if reach_point2 H( e/ q) F7 T2 s9 R' r
- $mouse_move_sign.direction = 2 O) O( |! Q: k+ A6 R1 g I
- else) p% d M! c+ v+ [9 D0 C' k
- not_reach_point% Z: j5 u A) ~% y- @ T
- return9 m+ K0 T& @1 \7 J
- end3 O2 H r9 _+ @5 ?: Z
- # 根据路径表格绘制最短移动路径(反向)# B6 }0 ]% H5 X- G* p9 n1 ]
- steps = step 2 2 + 1
% K& ^: x+ x: F& y' V2 H - loop_times = step 2
( b, a- t( \( q$ H1 d1 I - point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]) b3 k& Z# P: [/ W
- for i in 1..loop_times # forLoop% K3 ]# K! q" B
- steps -= 2
% K0 @ S4 m7 H5 I% Y - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs #反过来?蛋疼了……
) C: C- A l1 H" U8 `3 m - if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
2 u; [" \% _ x$ J% f - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&3 V' ]: j7 b/ z3 p0 X
- $game_map.passable(point_x, point_y, 4) #judge_end( R: _. Z5 w1 U$ U# H3 I
- reversed_chase_path.push(6)! j+ A8 w1 c9 H: A
- point_x = $game_map.round_x(point_x - 1)+ @3 |- K7 x% l0 d
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
+ s: E# e# Y. z0 q! N. ]: Y8 C - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
+ I5 }; C5 r7 W7 k - $game_map.passable(point_x, point_y, 6) #judge_end8 A% \/ U6 }+ P
- reversed_chase_path.push(4)3 m( c! ~( ?; E, O' _% i
- point_x = $game_map.round_x(point_x + 1)
" g' g' v+ m6 l! Z' P - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
1 _" f! ^; i. U0 m/ Z5 s - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
' G- Z# P& f, j8 s; r - $game_map.passable(point_x, point_y, 2) #judge_end
( V3 P2 E/ [- Q0 C# r - reversed_chase_path.push(8)
! | b& {9 u* U - point_y = $game_map.round_y(point_y + 1)
# u2 Q7 x; ^/ h9 L6 ` - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&- ^9 S9 Z9 H1 u. P" ], _& U, W
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&7 {! P6 B3 J% \" L2 g' S
- $game_map.passable(point_x, point_y, 8) #judge_end
6 C3 {4 [+ c2 {( o0 h( V0 { - reversed_chase_path.push(2)/ l2 n# S0 C P
- point_y = $game_map.round_y(point_y - 1)
9 U& F8 x. r o) u1 L% I( D; p - end
+ `1 a6 D5 U% }: S t0 H; e! e! l - else
1 ~+ c1 Q' H& A; a. d6 J: r8 g2 y - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
" n. z5 }% R, Z; j! Q+ D, I/ S - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&- n" S! P# x, \, x
- $game_map.passable(point_x, point_y, 2) #judge_end1 \* Q) ~9 ?0 O1 O$ a" k
- reversed_chase_path.push(8)! ?+ P/ p' V1 g
- point_y = $game_map.round_y(point_y + 1)
: ~7 [3 h3 O( t - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&* n( a5 T4 A" u t+ `' d4 w ^
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&
9 }8 y7 `1 i3 } B* I$ _5 I+ { - $game_map.passable(point_x, point_y, 8) #judge_end, C. Z) P- @3 y% I
- reversed_chase_path.push(2)
* E3 P, n" ?$ c- ^8 g - point_y = $game_map.round_y(point_y - 1)/ O+ h: Y: V$ l6 N0 X( T
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&! k! h, M: v+ ~8 q6 _7 X0 U. ^
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&
# A% K1 F! r6 z" g$ F* d) B - $game_map.passable(point_x, point_y, 4) #judge_end1 o' U5 _& V& K2 T
- reversed_chase_path.push(6)
; S: M* h$ }. ^/ Y3 a# }7 F - point_x = $game_map.round_x(point_x - 1)
: j! f, K* v1 o5 t/ Q6 O - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&
/ H4 v$ Z: K2 W3 ~ - $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&( n6 G9 D. _5 U; F+ X% s" L( x+ |7 U
- $game_map.passable(point_x, point_y, 6) #judge_end
9 h3 F0 N) a! g0 K; f T - reversed_chase_path.push(4)7 v6 b: C2 j/ V) ]9 l: p) q
- point_x = $game_map.round_x(point_x + 1)# `3 m# R/ r! J- y
- end
u5 y. f3 k! O' ]: u+ f8 v$ i - end: G! m$ b8 X5 |$ v% y
- end #endOfForLoop
M# w; X/ J# s& ~, ?2 Y8 e& b; c6 Q! Y - # 根据路径表格绘制最短移动路径(正向)& U3 U# _- ~9 n) J) x0 b! D
- steps = step 2 2- f$ s& ]0 x/ I' H3 Z
- loop_times = step 2, E7 e" g g% n. E' }1 v! e
- point_x, point_y = chase_point[0], chase_point[1]3 q `' I& T7 k9 ]# n% R$ E
- for i in 2..loop_times # forLoop
# T1 L1 U/ c! C& j0 F - steps -= 2# ]# A2 B U2 h, |
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs' j) m# Z6 t w9 {' a3 B3 Y; T- I
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&7 h. M. U5 ~" ^$ E
- $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&
& F. S; l* m& I( M9 e, v1 n - $game_map.passable(point_x, point_y, 2) #judge_end
, M$ z* g; o; j& @% V - chase_path.push(2)
8 ?8 B" {$ g) d - point_y = $game_map.round_y(point_y + 1)0 v7 K9 T. q: }) W* K% J
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&. D) Z) s2 |- K; s; t
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&% i" d- r* |. Z# o6 c4 f6 q
- $game_map.passable(point_x, point_y, 8) #judge_end+ m; P2 a8 w, x1 s; h; t
- chase_path.push(8), e4 [( C+ N3 a% ^
- point_y = $game_map.round_y(point_y - 1)# a( S b2 e9 W' V9 o
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps &&
# ]+ G1 i" q* M1 M/ r5 ]3 J+ ~" i - $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) && L2 `+ g5 p [3 e9 a% E1 F& o( n2 k
- $game_map.passable(point_x, point_y, 4) #judge_end
) n# b. E- a2 S* N8 | - chase_path.push(4)
" Y0 J3 o/ J9 Z# d - point_x = $game_map.round_x(point_x - 1)
' U: ?- q2 {' d, t8 g8 {2 z - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&% d5 A7 D# E$ m( S# j/ d
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&' f( ?: i, ^- s* M
- $game_map.passable(point_x, point_y, 6) #judge_end
: l% ^+ i7 X8 E, u2 L4 s; x - chase_path.push(6), V6 J8 Y- C$ f: b* E" [/ i
- point_x = $game_map.round_x(point_x + 1)9 @% m3 c9 _9 k
- end. s, M! W+ u& Z1 Z" ?& L
- else& E* U5 y6 O7 O5 @3 U" B7 u( A
- if sheet[$game_map.round_x(point_x - 1), point_y] == steps &&4 e3 Z9 @3 c0 w* Z
- $game_map.passable($game_map.round_x(point_x - 1), point_y, 6) &&8 P% F) Q, n, n% X
- $game_map.passable(point_x, point_y, 4) #judge_end F2 {# S$ ~( c2 G+ h4 p2 j; B' @7 k
- chase_path.push(4)
( g6 q+ b) K' i7 Z" J - point_x = $game_map.round_x(point_x - 1)1 p- }( ]6 P8 o* x
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps &&7 E0 O9 i) n" o: r( r
- $game_map.passable($game_map.round_x(point_x + 1), point_y, 4) &&
* z7 c d8 E' \0 M+ j9 ?) M9 G/ l - $game_map.passable(point_x, point_y, 6) #judge_end* P3 h8 }, L7 Q/ P7 K! u: y0 H
- chase_path.push(6)
4 Q& T# O. j8 n9 S5 i$ W: R& G - point_x = $game_map.round_x(point_x + 1)5 c2 D$ }4 N/ G
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps &&
. U& T1 j9 W7 I }. |! ?4 Z1 u- D - $game_map.passable(point_x, $game_map.round_y(point_y + 1), 8) &&4 w, R! M# H/ L1 W0 _ G, r
- $game_map.passable(point_x, point_y, 2) #judge_end! ~) d+ y$ u! c# m* K9 o
- chase_path.push(2)" L" m N k( }4 A. F
- point_y = $game_map.round_y(point_y + 1)
7 C0 t# T- [" ^$ M - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps &&8 C: b. h% _# l5 |
- $game_map.passable(point_x, $game_map.round_y(point_y - 1), 2) &&" i9 b1 p9 z0 o9 A. O
- $game_map.passable(point_x, point_y, 8) #judge_end9 P/ x! A' O# d8 M, s' S
- chase_path.push(8)
5 l! ^" Z" Z# E0 v" z - point_y = $game_map.round_y(point_y - 1)8 R1 E7 j9 D0 f* N( F
- end
$ e3 }3 U6 h- @: E% }+ Z8 X8 J - end+ q" n! r5 ~; r
- end #endOfForLoop
* V. J7 ]9 k0 Z7 e - @mouse_move_path = reversed_chase_path.reverse + chase_path
8 A! U7 E- h. y1 e9 z K. b% i/ ` - end#walk8 ?; m) c9 Q5 `0 [2 p
- #--------------------------------------------------------------------------
/ y1 g& a, Q" @5 y2 E& i. V - # ● 绘制boat的移动路径 @array[move_directions...] W/ a g3 v( \& n0 F) i6 I0 \0 r
- #--------------------------------------------------------------------------
( @& A# g$ ]; M9 x% x+ m9 E - def draw_boat_path
9 \& v. W, k) D6 |4 t - # 准备绘制路径表格1 }5 V- u1 A# k6 p; ]& q
- sheet = Table.new($game_map.width, $game_map.height)
% K% W8 n1 ?# u. b8 `- w( U - reversed_chase_path = []; chase_path = []0 Z5 C# F) Q! L% |# D7 g/ u
- reversed_chase_point = []; chase_point = []
7 l- E, X% H% C6 e6 }9 ? b6 N2 X - new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
O1 Q4 c/ p, G - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2; h! Z: g( X- _% J% g( X
- reach_point = false
& j( w- E% u4 N8 T4 C! }7 [$ d - step = 3 O4 Q x0 Z: Q7 B/ q; u
- loop do #loop1 开始填充表格- W. x7 y' s! K: W
- draw_path = false4 B8 Y3 G3 S; K& t/ L
- check_points = new_start_points
& L2 T7 j7 x0 G c - new_start_points = []
% I1 V9 j% a S! x - loop do #loop2 从起点开始正向填充
; s* G" U+ I( w z( u - point_x = check_points.shift
1 L4 t* N, ?, v+ j% U - break if point_x == nil+ a2 C& y; Q3 J( E& `; z9 Q
- point_y = check_points.shift
' I4 f2 _& h2 f - left_x = $game_map.round_x(point_x - 1)
4 R D$ G- i* Q/ ^$ U/ k' V - right_x = $game_map.round_x(point_x + 1)) r: D* ?" L" r2 ?1 Z' F& j; I
- up_y = $game_map.round_y(point_y - 1)3 t4 | J8 \' |1 o
- down_y = $game_map.round_y(point_y + 1)
6 g6 G" _* j9 @ `) b; p - # 判断路径是否连通$ t2 r* m' }" R" T% r' @) z. I0 t5 h
- path_step = step - 1
3 Z: k' P6 ^4 r* y - if sheet[left_x, point_y] == path_step
; A, o1 _2 T: B; l& {7 B: q - chase_path.push(4)
( R8 G" ~" v. B) `* Y& D - chase_point = [left_x, point_y]. ^7 t/ e2 q& U. a$ }% |& }
- reversed_chase_point = [point_x, point_y]2 }: Z! v& a( {
- reach_point = true; break
, w, [0 j% e) l# Q4 b - elsif sheet[right_x, point_y] == path_step
' N8 S3 P% D& }. G x+ b8 E - chase_path.push(6)9 V$ K/ I. m: U0 c7 m
- chase_point = [right_x, point_y], W, w4 M2 O5 D1 n8 B
- reversed_chase_point = [point_x, point_y]8 s* s4 s$ ]& r* l
- reach_point = true; break
* f' J& g0 U; n - elsif sheet[point_x, up_y] == path_step5 a0 m& n2 M8 T% g+ i0 J% `
- chase_path.push(8)5 e* G; O1 {$ o
- chase_point = [point_x, up_y]
" K" Y U1 u' i; G - reversed_chase_point = [point_x, point_y]+ |1 @* S7 R; o7 C# o& {
- reach_point = true; break- n( z9 f+ M9 c0 e- n
- elsif sheet[point_x, down_y] == path_step
: j# v; _8 _$ R+ h+ E - chase_path.push(2)7 k! J! g2 k+ m4 c; K0 [2 h
- chase_point = [point_x, down_y], Z, l6 h' W% b5 t
- reversed_chase_point = [point_x, point_y]- o6 i0 @6 D( m p. G# t
- reach_point = true; break
. h' u" P. r% I2 W z - end
" ?6 t4 Z7 f4 ^# J# \/ `- o ~" X - # 以需要抵达该点的步数填充路径表格 #8 y- z( J8 J" T' s" M( I, B
- if sheet[left_x, point_y] == 0 && e6 \. c G- @& l6 A
- $game_map.boat_passable(left_x, point_y) &&
8 [1 q+ }/ R2 q2 s. y - !collide_with_events(left_x, point_y) &&3 S4 |. C" e$ @ J; |
- !collide_with_vehicles(left_x, point_y) #judge_end
* G8 Z6 k0 {$ v, W& b; k: M - sheet[left_x, point_y] = step, I6 y3 C4 C& `0 z
- draw_path = true
- F4 z( P% \$ P! M& V- k; r - new_start_points.push(left_x, point_y)
7 ^, d7 i' G3 C0 U9 p2 V - end
; @' `: ]/ |, G k8 ~6 `2 X* Z, s - if sheet[right_x, point_y] == 0 &&
% s$ \( D" S$ i& P0 n$ v5 Z* b - $game_map.boat_passable(right_x, point_y) &&% B6 w7 z, B( C4 L, a
- !collide_with_events(right_x, point_y) &&" H, b. U+ g% L! Q0 Q+ J5 T
- !collide_with_vehicles(right_x, point_y) #judge_end5 x0 e+ W/ [4 @- u
- sheet[right_x, point_y] = step- v; G; I! f3 N/ v b
- draw_path = true
' v1 Q6 \- b; P9 V, x - new_start_points.push(right_x, point_y)1 Y& d& _! T/ h3 m
- end
; M) B+ h4 m, e6 ?4 v" ^$ t- @ - if sheet[point_x, up_y] == 0 &&
/ ^- O( B+ z% b# @ - $game_map.boat_passable(point_x, up_y) &&
) K$ J7 u" K' o8 s0 G. v - !collide_with_events(point_x, up_y) &&# ~! }) G J( q$ i
- !collide_with_vehicles(point_x, up_y) #judge_end" e: l, } j7 ]/ s" f+ a9 U
- sheet[point_x, up_y] = step& X* z9 q! R3 n% C/ P$ e
- draw_path = true3 S, F: S P4 X- V
- new_start_points.push(point_x, up_y)" v4 L" R7 w. U
- end
& @) o, }( r( E( n1 }* R' a - if sheet[point_x, down_y] == 0 &&
" Y* [7 D7 T( J: X5 k( K1 c# h - $game_map.boat_passable(point_x, down_y) &&
3 ^. M) P) ]7 o" d+ k# k7 x - !collide_with_events(point_x, down_y) &&
8 S2 Z/ L+ r p - !collide_with_vehicles(point_x, down_y) #judge_end
7 e/ J( p2 R* J5 J- E' W* } - sheet[point_x, down_y] = step: A/ I& w y2 I( U
- draw_path = true9 T2 f1 q: {) c4 C- x
- new_start_points.push(point_x, down_y): Y/ U4 }2 e# O- U2 z3 W, I- @
- end
% \$ p# ]3 ?4 o7 R. K - end#endOfLoop26 Y) d& Z3 W1 f; A, H
- break if !draw_path reach_point
$ t/ O5 G* X" H. s - draw_path = false" q/ m7 ?9 g2 C" }
- check_points = new_end_points
& W8 K% j2 P8 t - new_end_points = []3 ` R0 P' F" z8 A9 z W2 }9 {' S
- step += 1/ b2 G! b+ C' {& d' @ g: V
- break if step KsOfSionBreak_Steps &&4 I# k ~' l$ j4 O, n( Q# P+ M
- !Input.press(KsOfSionFind_Path_Key)5 o/ h) j, j) Z" {( J v8 y% ]$ ~! P% P
- loop do #loop3 从终点开始反向填充
/ e9 u8 D* e% C# C- s3 X - point_x = check_points.shift3 t) a% [; y2 L o2 T; S. a+ x
- break if point_x == nil6 s" H' N& \. R0 `2 W, N2 e
- point_y = check_points.shift
2 ~8 W2 R1 Y+ s F - left_x = $game_map.round_x(point_x - 1)
- Q/ b: O( y/ V r& r - right_x = $game_map.round_x(point_x + 1)" h0 s! g' X3 z' p: I8 S
- up_y = $game_map.round_y(point_y - 1)& |- Q# n4 F( X4 R' P# q* W5 U3 U2 d
- down_y = $game_map.round_y(point_y + 1)/ |0 h! S; t% y* A4 y) }
- # 判断路径是否连通* r5 P: G" y/ N1 R- n1 J& v1 d
- path_step = step - 1) q6 m9 m- L( v& ?0 v
- if sheet[left_x, point_y] == path_step
& d! @+ L& o/ u( `1 _ - chase_path.push(6)7 f) p+ o( l# [' d) n
- chase_point = [point_x, point_y]
9 N/ H5 O/ H5 M W - reversed_chase_point = [left_x, point_y]
' i2 s+ y- ~8 H- C* H& i# e/ r2 ]" _6 Y. s - reach_point = true; break
, c) P5 X2 w$ x" f - elsif sheet[right_x, point_y] == path_step
+ ]) c5 ?- D5 w+ O - chase_path.push(4)
. F9 Q4 B+ d: T6 J$ d - chase_point = [point_x, point_y]: n( A( N, d! N. o, R
- reversed_chase_point = [right_x, point_y]
+ W Z3 r M/ K. e) H* y- u - reach_point = true; break r; c7 `. i4 z' F3 r* R( b6 y+ J
- elsif sheet[point_x, up_y] == path_step3 d! E `: R* A- e
- chase_path.push(2)
- [8 L" _7 T9 v% t - chase_point = [point_x, point_y]+ P9 K% R, y5 ]. b- H7 D4 i
- reversed_chase_point = [point_x, up_y]
* v. g ?% A2 o5 u - reach_point = true; break- q0 u+ B* w/ t, E7 A/ n' A
- elsif sheet[point_x, down_y] == path_step* y* H) ]# F3 f7 x2 Q" N% e
- chase_path.push(8)" i7 T; x$ ]* e/ o" W! ?
- chase_point = [point_x, point_y]
. r& B8 Z, B4 b3 P& V - reversed_chase_point = [point_x, down_y]$ e0 V1 z/ r& f
- reach_point = true; break; w7 X7 K8 m; b; T) F" _
- end$ t0 T9 p' P, }9 x
- # 以需要抵达该点的步数填充路径表格 #
2 K# b" B5 ~" E, I/ h3 b# H - if sheet[left_x, point_y] == 0 &&
+ ~4 z: R" [% Z. o+ A0 I - $game_map.boat_passable(left_x, point_y) &&
$ i, G2 \6 I* F) D - !collide_with_events(left_x, point_y) &&
0 |) @& _! d* i" F- y. r. q6 O - !collide_with_vehicles(left_x, point_y) #judge_end
* Q! E9 [: c9 p, [ - sheet[left_x, point_y] = step
/ s1 N4 q# p' o7 q* j+ [5 Y - draw_path = true! [% H0 `2 J2 ~/ z! }! Y
- new_end_points.push(left_x, point_y)
9 g2 n' \3 D# z( ~4 C - end
0 o4 `. _% `$ {8 f8 P7 U! X - if sheet[right_x, point_y] == 0 &&/ x4 q" c/ _( Y2 k; J
- $game_map.boat_passable(right_x, point_y) &&
8 e7 Y4 @" t9 O - !collide_with_events(right_x, point_y) &&+ K' {0 e' y8 t; C
- !collide_with_vehicles(right_x, point_y) #judge_end( }6 j' x4 m3 h f+ E* d7 B% ^0 z! n1 |
- sheet[right_x, point_y] = step
- p- K. u; q$ u ^, z7 S4 x - draw_path = true
# E! b+ F: p' S6 H+ e! N - new_end_points.push(right_x, point_y)9 k: l: ^; A; S) |
- end' k @; ^8 E2 L% r8 o( o, D9 X
- if sheet[point_x, up_y] == 0 &&
0 u4 c' @( y! |9 D - $game_map.boat_passable(point_x, up_y) &&- W! b3 _# o. ]* d& G/ ]
- !collide_with_events(point_x, up_y) &&2 s# G9 k. e( h
- !collide_with_vehicles(point_x, up_y) #judge_end0 H$ ]# ?. x8 Y8 V
- sheet[point_x, up_y] = step8 q3 ^; ]: Z; e3 q: Z
- draw_path = true5 }' k6 I3 A6 n0 d, V9 d
- new_end_points.push(point_x, up_y)
# e: f$ F" j) @9 F v9 I - end
* Y) v2 b! k. I - if sheet[point_x, down_y] == 0 &&% E( _3 S/ f4 T9 h4 j6 g
- $game_map.boat_passable(point_x, down_y) &&1 z# J: E7 z* e Q
- !collide_with_events(point_x, down_y) &&: S4 P. Y7 E5 ~4 r. b" c- B1 c1 @' V' q
- !collide_with_vehicles(point_x, down_y) #judge_end. A: V x2 }* a0 a
- sheet[point_x, down_y] = step( }6 H1 }7 n2 e N7 {2 P( h
- draw_path = true
9 w/ \! o$ [' ?6 ]9 R/ j+ O - new_end_points.push(point_x, down_y)$ |1 g4 B3 o1 X; A
- end2 r4 a) _8 x+ B& K
- end#endOfLoop38 H' n4 `# j# I3 f2 n
- break if !draw_path reach_point
8 E2 f0 F3 d* K2 `) R% {% L" R5 y - step += 1
* M3 a) {2 j0 o3 {1 D8 ? v - end #endOfLoop1 路径表格填充完毕8 A$ G* F: N) k. c4 ?
- $mouse_move_sign.transparent = false
- N4 K/ L0 U U: D( n7 q f - # 判断指定地点能否抵达
5 [* N# X% C" v8 I' U - if reach_point
) R- I m' d- d3 v; P - $mouse_move_sign.direction = 2
2 j( x7 p) q9 {& \; m - else
" d- `7 y- P- ]$ X- ]' g1 S& ?6 Q - not_reach_point
3 K+ [: w' O3 B* ]$ @/ ?1 _" E - return
. o# g, {, Y: j# a) L* a3 v - end: }. c1 v p% l% _
- # 根据路径表格绘制最短移动路径(正向)
! d6 }1 H# g6 X, Y8 Q - steps = step 2 2
* R$ t [; K' A' K- T6 ]- g - loop_times = step 23 h; ?' Z/ h9 Z
- point_x, point_y = chase_point[0], chase_point[1]
: z" [7 X$ U# ?1 n7 |: a, S - for i in 2..loop_times # forLoop+ p* O9 d7 A/ E, ~
- steps -= 29 v) Z0 a% a9 V( P, A; X2 W- A
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs/ \; T# i/ \6 Z# z0 N' X8 k
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
# ?0 m/ M% |6 n8 s& ? - chase_path.push(2)
+ T& K' _2 ]- Y5 C6 e+ |$ | - point_y = $game_map.round_y(point_y + 1)
; E/ T- e' m/ j - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps, X, |9 \) m _. R' D
- chase_path.push(8)
. O. o6 b: p) x - point_y = $game_map.round_y(point_y - 1)4 W$ y( n3 _6 E, e) e! `
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps0 ^, T! F8 C% a. a) ]
- chase_path.push(4)
( o! i9 B; \4 z. s! @: H7 v+ S$ B' O - point_x = $game_map.round_x(point_x - 1)
$ `) `, h% M8 A2 w! K% t. ?! M - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
: n- ^1 V4 h# q0 i - chase_path.push(6)
. J- U. X9 ]/ O6 U J - point_x = $game_map.round_x(point_x + 1)
# f! w5 E& N& v$ ]$ J - end+ C. Q' D) p8 M- O2 B2 n- F
- else
0 c: o" b/ _6 ~5 [9 a+ H) V - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
/ s# F) J0 U- Y5 Y - chase_path.push(4) ]; E$ ^- ?: Z* v
- point_x = $game_map.round_x(point_x - 1)
4 w8 `5 Q* g& R, ~' a N - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
1 ?+ y6 k, t: O - chase_path.push(6)1 i: j8 m( o) V9 }
- point_x = $game_map.round_x(point_x + 1)
3 `* ~" U( T; ]7 Y& E) ~9 h" G - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
6 m* Z, u7 U, [$ `/ ?% R3 q8 a! g - chase_path.push(2)- m0 q8 q n- D# Z: c
- point_y = $game_map.round_y(point_y + 1)) ` V0 z) o9 v
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps; b* M# D8 O% Z1 ?# V }
- chase_path.push(8)8 V* G* u( b( y b
- point_y = $game_map.round_y(point_y - 1)
6 @4 ~9 d* L# S \7 }% ~& [; l - end
/ ^% H, [. Y2 W- B' V& G5 m - end- n# F. P' ]/ M; q* p
- end #endOfForLoop
8 o3 d9 b( M3 M; [; S. [ - # 如果指定点无法抵达或者登陆
- g0 T" r+ ^9 M( U, T( O - return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)
- h3 p h6 U" x - # 根据路径表格绘制最短移动路径(反向)) P- _$ X }" L5 e
- steps = step 2 2 + 1
+ a+ o# f% c. P b7 b0 V - loop_times = step 2" H0 {( S ^: ]" w+ R
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]
5 V3 G( ~0 b" {" |8 B* I& V - for i in 1..loop_times # forLoop+ w% l& b$ N4 L0 I
- steps -= 21 t( c" H; x2 q$ i0 N
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
; N# ^: v4 B( M5 H/ p a" X - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
% \9 J7 W) h; f( t7 i - reversed_chase_path.push(6)
5 G* \5 W( |$ k - point_x = $game_map.round_x(point_x - 1)* F2 S& c; c4 b" o& A* y* m) X
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps, A1 E$ c, _# ?& N. p
- reversed_chase_path.push(4)
% y+ p4 W( Z- [3 `" G8 i - point_x = $game_map.round_x(point_x + 1)
& e8 }% c; W( M7 j) z - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
6 s \# k1 _8 O - reversed_chase_path.push(8)
, b0 [. a2 \4 y: z8 i5 v - point_y = $game_map.round_y(point_y + 1)2 Y9 @# x( P! ?, t0 g
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
5 X1 Q: V5 @4 I% { - reversed_chase_path.push(2). m8 B! q/ ^; Q+ z4 z$ G
- point_y = $game_map.round_y(point_y - 1)
, |2 [% c0 J! _3 z0 U2 v( p - end% V- P2 ^/ ^6 }" L
- else
N! a' Z3 P4 l - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
4 s# j; x0 z0 D; E r/ w0 f - reversed_chase_path.push(8). O1 o4 X& Z' G' K
- point_y = $game_map.round_y(point_y + 1)6 L" D: \ @* J" m& [4 B' v
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps
4 m# C* o; i" |0 A# A# Z2 H - reversed_chase_path.push(2)
8 T$ E; y" k5 ~ - point_y = $game_map.round_y(point_y - 1)/ n) J% c. s/ c5 ~9 x
- elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps, r) G+ Z% R z
- reversed_chase_path.push(6)+ _1 Q8 N+ V3 Q& u- u0 t o- X
- point_x = $game_map.round_x(point_x - 1)
: @3 t& ~5 o/ V+ ^- B0 }: G9 b - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps" ^+ G |8 K% ^: b K
- reversed_chase_path.push(4)
8 @! b3 Q' Y/ |0 }! _1 h1 U6 n - point_x = $game_map.round_x(point_x + 1)
( |; i3 O8 ~( T; p* {* U: {1 Q - end
( Y) ?/ H; ]& u; S - end2 U+ |0 i$ o9 x1 B
- end #endOfForLoop @$ Y" G6 P& {" K* p; {9 W
- @mouse_move_path = reversed_chase_path.reverse + chase_path
' i( K3 v& U* Z' ^# ?) B - end#boat
: A6 F1 u4 e6 a5 J - #--------------------------------------------------------------------------* L: U* ^$ X2 F" t( ~3 p: W
- # ● 绘制ship的移动路径 @array[move_directions...]
7 m+ y/ Y7 m2 ?2 b: L - #--------------------------------------------------------------------------
x3 }" P( n4 [# Z3 Z( J+ f - def draw_ship_path
- H q$ I8 ~" ^; o5 x - # 准备绘制路径表格* O: [) f7 a+ s4 D( T& k. N
- sheet = Table.new($game_map.width, $game_map.height)7 O, w4 F1 D$ a7 V
- reversed_chase_path = []; chase_path = []
" l3 Q' a* B7 B* L7 G - reversed_chase_point = []; chase_point = []) P, s' k, T$ Y3 A4 O- P
- new_start_points = [x, y]; new_end_points = [@moveto_x, @moveto_y]
( r9 O) w% [9 J) S2 k% b! e: z. w - sheet[x, y] = 1; sheet[@moveto_x, @moveto_y] = 2$ V J! t- M2 Y% r
- reach_point = false
, p# V7 A# S! i2 \: n1 U - step = 3( O" {% ]9 c8 F
- loop do #loop1 开始填充表格
+ l; i6 K7 b X - draw_path = false0 r8 k3 u: U8 N% ~0 c( ~
- check_points = new_start_points% z3 @, s3 h5 S2 J# n, f
- new_start_points = []
; m7 t4 w/ K- g; K( B, o0 g$ V - loop do #loop2 从起点开始正向填充8 |8 M8 y. t1 p8 s, r! I0 K
- point_x = check_points.shift F6 j9 @8 }% s4 L: L3 ^7 i
- break if point_x == nil7 n! @( c5 |/ I, V6 L$ l
- point_y = check_points.shift
) X+ Z1 e Z5 N3 d# B0 h - left_x = $game_map.round_x(point_x - 1)
4 O+ s: L L. O% f+ n- e - right_x = $game_map.round_x(point_x + 1)
1 S2 v' J7 |* M! a - up_y = $game_map.round_y(point_y - 1)
* N2 j H/ {% t1 l! Q; F) K ^ - down_y = $game_map.round_y(point_y + 1)! I, _8 a5 G1 r% T: B7 ~# ?
- # 判断路径是否连通5 p- g: d6 x9 a* I! w
- path_step = step - 1/ U& J7 u. D/ C1 i) }. V0 A4 p
- if sheet[left_x, point_y] == path_step
1 x0 u4 ? }) ] - chase_path.push(4)
9 `1 N: ~% I# k6 n' n2 R - chase_point = [left_x, point_y]2 k8 G; t0 Z. I" Y, Y0 @! \
- reversed_chase_point = [point_x, point_y]0 o, O: W* u4 T
- reach_point = true; break5 G- H( {) w6 `
- elsif sheet[right_x, point_y] == path_step
5 G' Q X9 j, k, C- @ - chase_path.push(6)
6 G: B0 h. q. R5 I" l- w - chase_point = [right_x, point_y]! D. U& n# I( e6 v$ m% M
- reversed_chase_point = [point_x, point_y]
3 O/ I, W4 i6 E, Q - reach_point = true; break
! C: ^4 {: ]- n5 W - elsif sheet[point_x, up_y] == path_step
- G& @# O" u0 p: b: q- } - chase_path.push(8)1 j4 ~: W& ?& g% ?
- chase_point = [point_x, up_y]
' ]- s, q5 ]5 Q# Z& M% [ - reversed_chase_point = [point_x, point_y]
2 K$ ~3 _, e. X& `0 L- U - reach_point = true; break
# m/ H( `& ] |( ?8 }5 e - elsif sheet[point_x, down_y] == path_step
: y5 S8 K0 u0 L3 o. W - chase_path.push(2)
' b5 r( c q4 M4 n9 Q - chase_point = [point_x, down_y]0 P9 V* _) [) X$ g2 R
- reversed_chase_point = [point_x, point_y]" N' \$ n& X- A5 P" \6 H
- reach_point = true; break* R$ ]0 v _+ n7 V
- end
7 S& K8 M& `( G' s8 x' p! ?6 J$ n - # 以需要抵达该点的步数填充路径表格 #
) j0 l' u* q; ?3 E7 M - if sheet[left_x, point_y] == 0 &&! ^$ M& s7 C ~1 ^8 s% [
- $game_map.ship_passable(left_x, point_y) &&
! J( k$ R3 ]/ D1 z. u; _( d - !collide_with_events(left_x, point_y) &&
1 l% Y2 v9 S$ x7 r - !collide_with_vehicles(left_x, point_y) #judge_end d2 y5 O/ r+ j# d' G
- sheet[left_x, point_y] = step8 a- [: A0 O/ P9 O8 z/ l
- draw_path = true
) p% ?4 C! @4 ~+ k* @: A: I - new_start_points.push(left_x, point_y)! y0 z5 U, J D+ u0 L
- end9 m: \: ?- e; O; `( x3 {
- if sheet[right_x, point_y] == 0 &&3 m$ u4 V5 Q/ J4 V
- $game_map.ship_passable(right_x, point_y) &&' \$ L" B i% A X$ I8 ~2 K# a
- !collide_with_events(right_x, point_y) &&
( N8 Q* x+ c' ?& p/ f - !collide_with_vehicles(right_x, point_y) #judge_end
1 p0 i$ d! a( T$ K& j! U - sheet[right_x, point_y] = step3 @3 [; ]' y- K
- draw_path = true
2 T& r" q1 c J0 S, q5 {, _ - new_start_points.push(right_x, point_y)/ T" S( k+ b# V! @0 U! {
- end. t" p; X# e+ J( I2 e0 u! c
- if sheet[point_x, up_y] == 0 &&/ y6 E0 p* A# o9 X4 ~
- $game_map.ship_passable(point_x, up_y) &&
{: A" K' H9 W7 W; O; ^0 O - !collide_with_events(point_x, up_y) &&
! F; `* z; {8 I, } - !collide_with_vehicles(point_x, up_y) #judge_end0 }5 @! ~8 r' h3 r/ A) E. D
- sheet[point_x, up_y] = step- y* }- E# H& s" j
- draw_path = true4 [5 T7 A3 v' B4 @1 f
- new_start_points.push(point_x, up_y)+ T, e8 ~2 w4 l @* ?5 l* K
- end
6 P! D R w" k$ h, [ - if sheet[point_x, down_y] == 0 &&2 U2 ]% F7 U, ?' @
- $game_map.ship_passable(point_x, down_y) &&5 Q6 i3 Z7 V" \# G& `" c9 E3 C& E
- !collide_with_events(point_x, down_y) &&
! q/ `/ G9 j( W# ?+ N: h1 a - !collide_with_vehicles(point_x, down_y) #judge_end, w/ B7 H- R; c. ?! H
- sheet[point_x, down_y] = step
9 N5 h! {" m$ ?# M. g - draw_path = true
9 a# C* z8 m* w+ X% ]3 m% V/ } - new_start_points.push(point_x, down_y); J' {! v. }) H, _. ?+ b6 u
- end
: }4 G4 c+ I( k$ i6 }; V J - end#endOfLoop27 ]& x& z/ D5 _7 H3 b$ _1 J4 \- M
- break if !draw_path reach_point
. Z( }( j( I0 _( K. m& y7 a- s% U - draw_path = false
6 k8 x7 e( K( q7 z: k - check_points = new_end_points
$ B3 F. ]$ o/ m% L - new_end_points = []
& u N1 B; u) T% g4 O' b3 o. ~9 ~ - step += 1
7 \8 O4 `" \0 F* a9 ^ - break if step KsOfSionBreak_Steps &&
" g" A- Q/ d" k) q- {$ ~ - !Input.press(KsOfSionFind_Path_Key)# _" w. Z& c; C4 u; I* U A7 p4 }. F
- loop do #loop3 从终点开始反向填充% d4 d0 U, K. J
- point_x = check_points.shift
. U' ~& U' s1 ~ - break if point_x == nil4 n4 j& p. H2 [- _6 k, [$ e J7 m
- point_y = check_points.shift
; J8 q& @/ l* E4 h1 q- y( \ - left_x = $game_map.round_x(point_x - 1)
, i6 K+ t$ q" w7 [ - right_x = $game_map.round_x(point_x + 1)
3 \ m. d: K( _3 c - up_y = $game_map.round_y(point_y - 1)7 f9 q9 F. W. u
- down_y = $game_map.round_y(point_y + 1)
; ?7 ?6 r$ W1 } - # 判断路径是否连通
1 X, B% s" y8 q8 x2 K. S3 s" f - path_step = step - 18 ~1 O/ q" P0 J% A
- if sheet[left_x, point_y] == path_step- K4 g; b; C) M. d, |% [/ N
- chase_path.push(6)
+ D2 s) J& r! G - chase_point = [point_x, point_y]- S7 g& U8 s a- I. S& f' l
- reversed_chase_point = [left_x, point_y]
" r' P* ^2 @3 u# u$ U0 c - reach_point = true; break
& l3 d- }2 q# }8 a4 K+ J - elsif sheet[right_x, point_y] == path_step
l) [, h( }2 A4 j% F g" R/ U - chase_path.push(4)6 _! ~( P& I+ Z0 @# U
- chase_point = [point_x, point_y]
& D$ Q- x' b& F0 Y# f) U - reversed_chase_point = [right_x, point_y]' e, V4 ], \1 Z! n
- reach_point = true; break
% L* w; _+ E7 j( S i - elsif sheet[point_x, up_y] == path_step/ A; k& H) d3 X4 f
- chase_path.push(2)3 E" O3 P0 z) W$ L3 _6 E
- chase_point = [point_x, point_y]; A) D, G5 V' ~. m6 {& ~
- reversed_chase_point = [point_x, up_y]
# r3 C" X* X+ F - reach_point = true; break
. ?4 F% _9 E7 o4 ?" M7 g' ~( s - elsif sheet[point_x, down_y] == path_step2 k, w# n$ u8 P% I/ [3 a
- chase_path.push(8)! R' V0 Z3 z1 g* x }1 E* w. A
- chase_point = [point_x, point_y]
: o- }2 O5 `, g- j9 G- t, S - reversed_chase_point = [point_x, down_y]
0 H2 c4 [2 n8 R - reach_point = true; break
) u* D$ `/ j* t4 E, g - end
) D5 u; F0 k9 y6 ?3 v. m/ Y - # 以需要抵达该点的步数填充路径表格 #
: M6 T; M- _; y' n, i3 V* Q9 ? - if sheet[left_x, point_y] == 0 &&
' ]+ k- y8 [5 x' W - $game_map.ship_passable(left_x, point_y) &&6 ~2 G3 ?) D P2 b7 q0 K
- !collide_with_events(left_x, point_y) &&
/ {7 C0 W7 X* u: F2 N4 w - !collide_with_vehicles(left_x, point_y) #judge_end9 s9 h2 P& e; F, S) ^2 S: C: y
- sheet[left_x, point_y] = step' a% ^/ O6 u3 L4 J
- draw_path = true
/ L/ j. S9 K* L( s! g - new_end_points.push(left_x, point_y)
. H+ R0 c7 H3 T6 I8 C - end
9 | p# t& ^7 x: G- E2 z - if sheet[right_x, point_y] == 0 &&
$ h; s% c, l: ` - $game_map.ship_passable(right_x, point_y) &&
+ p' D8 n& P+ i v; i+ I/ { - !collide_with_events(right_x, point_y) &&
) R6 H; M# q$ d7 ^' O/ x# v - !collide_with_vehicles(right_x, point_y) #judge_end& s; |, G5 p _1 @& k$ g1 M7 f8 g
- sheet[right_x, point_y] = step
& i: x. w! Y2 L6 g - draw_path = true
- t7 j$ N) `/ y2 P' N( p - new_end_points.push(right_x, point_y)
- l+ j* c+ b" s7 ^1 @8 B% w - end
( V0 d( i1 o! v1 o# ^3 J - if sheet[point_x, up_y] == 0 &&3 s6 i6 W* T0 q
- $game_map.ship_passable(point_x, up_y) &&
, l- L8 S/ B& ]) S( ^/ [7 v1 f+ _ - !collide_with_events(point_x, up_y) &&+ Q* X* i+ v# r6 ]
- !collide_with_vehicles(point_x, up_y) #judge_end
+ G, Q$ i/ l# B7 M2 u5 R, o - sheet[point_x, up_y] = step1 _) K$ w S( C( F, M
- draw_path = true ^( q8 ]1 X" v1 Y0 r3 m ]
- new_end_points.push(point_x, up_y)6 ~! G" y( ?4 C/ {" n
- end a1 c. y4 v& @% ^" r0 G# u
- if sheet[point_x, down_y] == 0 &&
8 j7 z' d' v+ [- G& N1 o0 W! P5 o2 J, s - $game_map.ship_passable(point_x, down_y) &&2 V. g1 W1 A! \; W
- !collide_with_events(point_x, down_y) &&
! @9 X' C4 K5 E* C# H - !collide_with_vehicles(point_x, down_y) #judge_end: q7 L ]; E7 e$ H3 Q
- sheet[point_x, down_y] = step
& `9 f' B7 t: T/ _ - draw_path = true
7 D+ U: F. e: X3 g+ A+ o" U- I; A - new_end_points.push(point_x, down_y)
- P, {1 w: @" k( c - end! D' g E, C: Y9 n V1 z
- end#endOfLoop31 ]! i0 p2 B' S; q, f2 F* ^
- break if !draw_path reach_point
) C* @6 N, \. p: N - step += 1
- w4 m( T& j5 V+ A r* z# d2 ~4 Z - end #endOfLoop1 路径表格填充完毕
9 s/ w8 F1 j7 a! x3 O9 v5 X* N& ^ - $mouse_move_sign.transparent = false7 K7 ]+ E( l2 u& K0 a: I$ |
- # 判断指定地点能否抵达' Z* }2 ^9 y* h
- if reach_point6 W" e- S2 ^2 G, y4 N7 H
- $mouse_move_sign.direction = 2
3 P& N$ |& W; w. f- ^, b - else6 {: z" X( m: R2 _' P7 K; G4 `
- not_reach_point. X% a8 Z0 Y' w" p# l; a/ O
- return
5 E# ?# f# ?: {4 [9 Q' V - end
- }( J- X# n; A5 c - # 根据路径表格绘制最短移动路径(正向)- v9 d0 G* h- A7 t6 l+ r. w
- steps = step 2 2: v. I' L7 y! ~; D5 Y
- loop_times = step 2
$ x, a! Q0 _3 Y4 y - point_x, point_y = chase_point[0], chase_point[1]+ }, `# c. \. U7 }/ c! I$ Z- r
- for i in 2..loop_times # forLoop8 t R/ j, \, }+ e% A, l" p
- steps -= 2
. t! \3 [/ I& l" Q; M - if (@moveto_x - point_x).abs (@moveto_y - point_y).abs) m; a! E" G! f/ L# z( W! ?0 d9 J
- if sheet[point_x, $game_map.round_y(point_y + 1)] == steps# E! j7 Z2 t3 P" Z0 h
- chase_path.push(2)
3 q( e3 O) @2 n: h - point_y = $game_map.round_y(point_y + 1)' v6 W: u& @* N. ~
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps+ N# P5 o, P6 F \9 p' \
- chase_path.push(8)/ C3 q7 x# v$ u' K
- point_y = $game_map.round_y(point_y - 1)
8 V4 v7 K8 D& L" w8 }* O" {3 H - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
/ d. U: O) a( h& d) Y- n - chase_path.push(4)6 s( F2 c( q- r8 K B
- point_x = $game_map.round_x(point_x - 1) _7 P9 r- c& h" y5 o' i6 h
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps# u7 }7 |5 Y" V9 D
- chase_path.push(6)
0 t6 F1 N: e1 D8 I# Z - point_x = $game_map.round_x(point_x + 1)9 Q, @/ c+ i! {8 X! w
- end, k0 o- {. {6 @1 w! E
- else
* _- M! ?# \9 _; ` - if sheet[$game_map.round_x(point_x - 1), point_y] == steps# ]- H0 W* l( H( c, I8 k
- chase_path.push(4)
5 Z* d; h% `3 c& z2 J( o+ f% j - point_x = $game_map.round_x(point_x - 1)
! y; i; u' [, U2 N8 c$ y: Z - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps) t( ^# u8 M# F+ d* e
- chase_path.push(6)
4 R+ B+ Y6 ] ?( D" s9 P - point_x = $game_map.round_x(point_x + 1)
9 d, B: s" X: o# n% S - elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps8 b: m; }( R) L' D& G7 c
- chase_path.push(2); ?3 U# o: a1 L, X+ H1 X& b
- point_y = $game_map.round_y(point_y + 1)
6 \8 Q. q% O, N - elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps# I( E* R& ]' o
- chase_path.push(8), v) ~1 k/ M: q5 j7 e) N) v
- point_y = $game_map.round_y(point_y - 1)
( G: Z% h# k2 b" M6 n8 n - end
8 r' s: f6 H$ Z0 w; W - end
5 t0 m- D& d1 t' N1 F$ G7 Y* p - end #endOfForLoop
+ o* V2 V0 c# j6 F) E P: c* e - # 如果指定点无法抵达或者登陆7 Y P3 }) [. q1 @* Q) e4 b
- return not_reach_point unless landable(@moveto_x, @moveto_y, chase_path)$ V' Q( O# ~0 \: V. z
- # 根据路径表格绘制最短移动路径(反向)6 K- P& S( n, b. [: ?& r3 R6 y" S/ T: j
- steps = step 2 2 + 1
8 S' q/ \" Y% B+ N; `+ f* p - loop_times = step 2& k1 M! t% S( ~4 H1 ~ `
- point_x, point_y = reversed_chase_point[0], reversed_chase_point[1]9 X0 R+ C) Y! y5 ^, A5 R
- for i in 1..loop_times # forLoop
# X1 Q! G' A* o" p- U6 K' j; g6 C - steps -= 2+ x: [- k' C6 y0 s. C; I
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs
V- p* k7 W8 `' m - if sheet[$game_map.round_x(point_x - 1), point_y] == steps
0 w* \7 D( P* G - reversed_chase_path.push(6)" _0 e) j0 }7 v
- point_x = $game_map.round_x(point_x - 1)2 p/ }6 l* t5 H3 f1 r7 T
- elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps
9 }5 v( f# }0 R g& w - reversed_chase_path.push(4); C& M b( l: I; G$ Y0 X
- point_x = $game_map.round_x(point_x + 1)- p, K+ l" R; \; T, v7 i( S
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == steps
: }6 v: B. v i; b6 k# ^1 b; w* I - reversed_chase_path.push(8)
" m1 S0 M4 ~0 P* o. Q1 e1 m - point_y = $game_map.round_y(point_y + 1)/ H- L% E0 d& {1 D; O
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps5 c, F$ Q a) ^* U
- reversed_chase_path.push(2)1 i, u6 P1 k9 q* {3 i7 c
- point_y = $game_map.round_y(point_y - 1)
) l& G/ S& p' u9 i7 j - end$ u9 K( x: {( Z( T1 x) d/ p
- else
6 r/ O8 F* u9 l, g) e9 j# w - if sheet[point_x, $game_map.round_y(point_y + 1)] == steps
( M$ v+ l% s- a, ?" [ - reversed_chase_path.push(8)
- `9 j) T3 M1 G. }$ L, I - point_y = $game_map.round_y(point_y + 1): h! h5 T; B" N8 E3 u6 _
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == steps( |$ }% T8 Y! N3 f7 c5 u- a1 C# @$ L
- reversed_chase_path.push(2)
8 I' t* e$ l% _$ F0 \ - point_y = $game_map.round_y(point_y - 1)
7 k6 F W$ ^9 J6 @ - elsif sheet[$game_map.round_x(point_x - 1), point_y] == steps
p9 U& ]# E3 A - reversed_chase_path.push(6)
# {6 ^3 f% N. w4 W7 \+ M0 p" \ - point_x = $game_map.round_x(point_x - 1)
) n* S( m+ k. B Y5 D - elsif sheet[$game_map.round_x(point_x + 1), point_y] == steps6 x& U7 R3 G: D6 A: |3 \/ |0 U
- reversed_chase_path.push(4) `( d/ t, |! [( Y4 q
- point_x = $game_map.round_x(point_x + 1)$ S- a3 w! ~. K; O
- end R- @# ~; f( I" b' o" f) q- _+ }" l
- end; t# w" k$ ^7 U; t K" ^9 I
- end #endOfForLoop
$ X) ^* M( v" l! V$ q2 d. d3 W2 y - @mouse_move_path = reversed_chase_path.reverse + chase_path7 J* d$ g% Z) V1 i# v$ L
- end#ship
5 @4 m! B, p9 j$ D0 k - #--------------------------------------------------------------------------8 K9 l- z9 f" [* P' Z! m8 q3 ^/ J
- # ● 绘制airship的移动路径 @array[move_directions...]1 @. J% `4 u) C
- #--------------------------------------------------------------------------
9 ?+ ~- V" F% n' H4 {! q - def draw_air_path O: |: z; u5 O/ l
- $mouse_move_sign.transparent = false
1 ?5 q! a: `6 |; I S; W) o - # 准备绘制路径表格
& |1 {! X$ Q# g - sheet = Table.new($game_map.width, $game_map.height), p5 \( t$ `$ G; M; u' V' k
- new_check_point = [x, y]; sheet[x, y] = 1
& z2 C$ I* s. k+ H Y - reach_point = false; step = 2! N7 |" N# j! u' H
- loop do #loop15 o8 ^* j( |4 E' w; ~# q8 F
- check_point = new_check_point3 \0 \& r! u4 Y" M7 a. [+ [
- new_check_point = []
" c( k' v8 X& }( b, [# O; F - loop do #loop2
, L+ N- d2 S' n1 N - point_x = check_point.shift) \8 [; n) }8 F# O
- break if point_x == nil
X% b6 X$ x7 C: `8 t. ^ - point_y = check_point.shift8 H/ y' P! ^; i2 D) \, E' q
- if point_x == @moveto_x && point_y == @moveto_y
9 `2 l; n0 ~! D1 N; M3 A. c B! z - reach_point = true; break: p" e& o* m* w' J- ~
- end, S: }5 p" i5 Z/ V5 G: s) A$ W( L! s
- left_x = $game_map.round_x(point_x - 1)1 U8 D* v1 A1 Q* i1 {
- right_x = $game_map.round_x(point_x + 1)( x( I/ b& t4 Y. b! A% S9 f
- up_y = $game_map.round_y(point_y - 1)1 {, K" o: S' z! J! N
- down_y = $game_map.round_y(point_y + 1)
: U! r/ G( n' b8 w; x - # 以需要抵达该点的步数填充路径表格 #
2 R. G5 H6 a4 S2 e3 ~- _& @% ~ - if sheet[left_x, point_y] == 02 y9 M: F2 e( x
- sheet[left_x, point_y] = step
# w! i% f5 y7 F N- d - new_check_point.push(left_x, point_y)" q7 L: S- _. p
- end
" }* B! t0 J& Z- e* x$ t - if sheet[right_x, point_y] == 0
) }% l0 m$ z* t& Q. \- v2 l/ j - sheet[right_x, point_y] = step
/ E0 R6 u7 W. f' T7 o+ V - new_check_point.push(right_x, point_y), }1 f ^( l. H) a
- end
* X; G; Y& D/ u$ Z1 \ - if sheet[point_x, up_y] == 0
) N% S. j/ Q4 | - sheet[point_x, up_y] = step
2 ^ A" F# }8 l - new_check_point.push(point_x, up_y)
& t. e/ t7 ]5 j( G) b5 x$ Y& N - end
9 @# N7 `1 i) U# \( ] - if sheet[point_x, down_y] == 0$ _2 \! R R8 D
- sheet[point_x, down_y] = step/ z4 E+ R5 p5 m! \8 e* {7 {
- new_check_point.push(point_x, down_y)# U. N- Z0 M" V G6 p4 ^/ ^
- end
% u4 }; X1 |" ?$ v( m( Q; X - end#endOfLoop2
3 ~* @" w) G/ W8 @ _- w; b& W5 e - break if reach_point
) P/ K* L% ~' a0 M7 N3 ?2 z! o9 J5 X - step += 1
2 Z% v' P/ d- T - end #endOfLoop1
* O: E2 w- }* d; i7 L - # 根据路径表格绘制最短移动路径 ## E6 g2 }2 e! @" f: Y7 A$ I
- reversed_chase_path = []; step -= 1$ m6 x" D1 l1 j) Z8 N% R' [
- point_x, point_y = @moveto_x, @moveto_y
! s6 t7 t, [# D" h, D; u# | - for i in 2..step* Y) Q! |' i W6 i, {1 r
- step -= 16 A. B8 j k( Q3 v" e9 h
- if (@moveto_x - point_x).abs (@moveto_y - point_y).abs/ X) }) a8 E* L
- if sheet[$game_map.round_x(point_x - 1), point_y] == step
" h' n. F# @2 Y5 T- W0 X& h/ i0 l- M - reversed_chase_path.push(6)
0 N& H8 x7 P9 I1 Y% l3 V: D - point_x = $game_map.round_x(point_x - 1)
: ^% p/ @9 ^5 q9 c' z - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step P0 z$ O$ A* T- C8 V& w+ G( u
- reversed_chase_path.push(4)/ g- z6 ]% V' Z) \- X
- point_x = $game_map.round_x(point_x + 1)6 [. ?6 h7 w* ^, U2 X- U8 z
- elsif sheet[point_x, $game_map.round_y(point_y + 1)] == step( c; e3 S$ E M
- reversed_chase_path.push(8)
0 Z; p0 r4 v& V - point_y = $game_map.round_y(point_y + 1)+ w- @0 V3 n! g; C
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
( e* K. A. w: ?2 E* ? - reversed_chase_path.push(2)7 b7 r# e/ d: I6 |8 ]4 f
- point_y = $game_map.round_y(point_y - 1)+ E. G! p5 V! T: l
- end
1 j3 X- N; ~7 K5 h - else9 R1 w5 Z0 l& j" ]) a
- if sheet[point_x, $game_map.round_y(point_y + 1)] == step T3 z1 G. W" V: i6 v
- reversed_chase_path.push(8)
/ m7 X$ F" ]* H7 r% E - point_y = $game_map.round_y(point_y + 1)% Z, V; \0 F3 _4 a V+ _
- elsif sheet[point_x, $game_map.round_y(point_y - 1)] == step
0 k1 |5 F2 e8 H8 d8 l( U2 \. V - reversed_chase_path.push(2)) i( q$ l1 f5 s7 d# \, f. N" t
- point_y = $game_map.round_y(point_y - 1)
0 H$ [) O7 ~4 d - elsif sheet[$game_map.round_x(point_x - 1), point_y] == step
W1 E4 B5 k+ ]$ i7 z - reversed_chase_path.push(6)
! m6 W& i1 I# `3 _ - point_x = $game_map.round_x(point_x - 1)
+ ]$ e& m. e3 y; {, f, ?! |# i - elsif sheet[$game_map.round_x(point_x + 1), point_y] == step
: U9 N% `6 p# P( C: K7 K; N - reversed_chase_path.push(4): |- ^& s% I$ R8 l# R- W# s
- point_x = $game_map.round_x(point_x + 1)
- H- k" f# _$ l - end
+ s1 J9 `8 I+ Y - end
u1 w* L% V2 F - end #endOfForLoop
- \, }9 f* }, n7 ~( x - @mouse_move_path = reversed_chase_path.reverse
8 [! u& G0 C ]5 Z8 m) V - end#airship1 A. R3 j$ ? x/ l6 @ b
- #--------------------------------------------------------------------------, y: h( n" `0 R& e
- # ● 目标点无法抵达时的处理,用于各路径绘制方法内部
! [6 m9 z! j; E; K - #--------------------------------------------------------------------------0 y0 Y6 \% s. g9 X# ~
- def not_reach_point
. A9 |* ^3 y; x7 Q8 b: {2 Q% }) ^ - $mouse_move_sign.direction = 4
) h4 W4 n1 V( {; g# ^( l7 l* V* `. [# w - dx = 0; dy = 0; dir = 0
, ~- j1 Q8 z# ~ - if @moveto_x - x 0- c M2 a9 T3 S7 T4 n
- if @moveto_x - x $game_map.width - @moveto_x + x &&4 q7 z/ Z: |" L1 |4 H
- $game_map.loop_vertical) y8 [" b6 V h7 C2 r" y: a$ w
- dx = $game_map.width - @moveto_x + x; dir = 4$ X8 C& s0 s1 ?! W/ ^3 N8 q
- else! @: ^5 a/ b5 t1 t M0 g& R0 n
- dx = @moveto_x - x; dir = 6
+ u7 |" h' l4 C) S0 i - end
% U+ |3 l+ Z+ @/ c! I( O0 m1 b - else
1 k. i4 K1 ]0 m/ N' t' L5 M! g - if x - @moveto_x $game_map.width - x + @moveto_x &&- g( b2 T# W% ~! N( M8 M/ F
- $game_map.loop_vertical) P) J2 N7 F* v8 c$ D9 j1 a7 {6 J
- dx = $game_map.width - x + @moveto_x; dir = 6" Y, } ] O1 X0 S
- else/ A( M' ` W* ?4 h. _, D
- dx = x - @moveto_x; dir = 4
( _( ]" k) I0 T" J+ ~ - end
6 g' s8 r* q. z8 d - end
/ I! h9 G9 ]0 u - if @moveto_y - y 0
( ?) R6 r1 ~! Q. @3 i" F - if @moveto_y - y $game_map.height - @moveto_y + y &&# ?2 u: d% o0 B/ d: S
- $game_map.loop_horizontal
|% L1 O! S9 v4 h& W; t - dy = $game_map.height - @moveto_y + y
" v% Z0 X+ J3 X6 v5 ` - dir = 8 if dy dx6 N. Y6 y$ k& s' U' [; v7 n# i6 v5 m
- else$ p3 H: s4 o/ @7 ?3 N
- dy = @moveto_y - y
# i5 N9 A9 c4 v: P+ o) A - dir = 2 if dy dx' i$ D* ^7 _9 _, |* }* _
- end
0 A4 q% j( f V' h W; b; i4 a) T - else
3 Q4 t5 y& a2 f: b3 w - if y - @moveto_y $game_map.height - y + @moveto_y &&8 `4 }, V/ d% j _* \9 k4 `# o5 o
- $game_map.loop_horizontal4 {: c. A+ ^3 x) c2 r p f- e" |
- dy = $game_map.height - y + @moveto_y
6 J1 U. [3 \ u - dir = 2 if dy dx . ?7 R$ k9 L- U+ K: t; ]6 Y
- else( {- p# n4 Q+ ?8 ^- ?
- dy = y - @moveto_y) C1 b8 v7 f$ z- a7 l) {) h
- dir = 8 if dy dx E; D2 k. l* A, s! k
- end% o3 n/ i' s' C8 _) t* Q
- end& g2 B, P2 Y3 B( T% {4 o
- @mouse_move_path = [dir, 0] # 0方向用于防止移动过程中触发事件
8 c+ e" A, N# F: h; N a; x3 V0 s - end
" [ v8 R# j$ f/ Y; h) H6 N - #--------------------------------------------------------------------------# E# c$ a! U/ l& y4 D. |0 @5 Y
- # ● 判断目标点是否能抵达、登陆,用于船只路径绘制
* M/ q# \+ |5 }. J( r( m - #--------------------------------------------------------------------------5 ?) r5 Y) k, Z2 q% }
- def landable(x, y, path)
& Q; z8 v6 l8 X4 ]0 v" }; W$ P - case @vehicle_type
# l# y8 i8 |8 C& s/ [- s - when ship; return $game_map.ship_passable(x, y) ) A. G! s; `+ b8 O; L- _
- $game_map.passable(x, y, 10 - path[-1])
, H2 w5 C/ q# j/ |- y- ? - when boat; return $game_map.boat_passable(x, y)
/ b- Z2 S( A# \' E2 [ - $game_map.passable(x, y, 10 - path[-1])
3 a, U+ S+ o" Q6 t" d7 c5 R3 p) P - end+ G1 u0 A5 Y. X" H6 \# Q" r
- end' ~" u7 y- [5 ]9 o R. s* _
- end
# x1 q7 I0 U+ d0 C5 { J
' j: w/ U( ]! |+ _% z# _- #==============================================================================; p. V. O% u7 G2 v
- # ■ Game_Map! g. x9 ^6 p+ ?7 n6 X" G# }/ L
- #------------------------------------------------------------------------------4 ]. C5 a v1 [
- # 管理地图的类。拥有卷动地图以及判断通行度的功能。
- V3 Z" Q- D% o& p) y2 `. Q; R - # 本类的实例请参考 $game_map 。/ D" P' I$ S, C. c- E% M: y+ M
- #==============================================================================
( U9 r+ X3 c6 ` a" S+ [# M: f - class Game_Map* ]1 H& |1 b9 ~# j& ?6 z
- #--------------------------------------------------------------------------
" k+ J) \4 |, e. | - # ● 定义实例变量
; u1 _& i* Q2 y5 j6 M! c - #--------------------------------------------------------------------------
+ B% J3 h+ I8 q, ] - attr_reader mouse_map_x # 使用前需先使用 get_mouse_map_xy 方法来更新数据
! k6 |2 e% F, O& H4 r2 g3 k - attr_reader mouse_map_y # 同上/ V$ b/ \3 Q; L# l7 V
- #--------------------------------------------------------------------------$ q" F! u0 w2 }
- # ● 初始化对象' M& S7 y. e; H% _- _
- #--------------------------------------------------------------------------
1 U7 W" o) r' U7 f- n- q - alias sion_mouse_initialize initialize
6 O1 j0 N/ Z4 ?% c7 a j- ^# ^7 S - def initialize# D/ g+ m* q$ A( D% c2 M/ E
- sion_mouse_initialize
0 e9 u1 g9 D0 p# _& a( B2 j - creat_move_sign ###! @4 K w- P+ e: q8 w8 K( u+ ~
- set_constants
% x) c5 w' R( l- m - end* v! U6 i4 S7 b; M2 T
- #--------------------------------------------------------------------------/ a& p x. d; A* A1 Y
- # ● 更新画面5 j# D4 Z2 h" D' K2 l; B8 P
- # main 事件解释器更新的标志4 K2 O7 b8 f( a- T# g
- #--------------------------------------------------------------------------
) O* b' e, C1 n) G/ q9 } - alias sion_mouse_update update
; K m q; m' A9 s Z2 o1 A - def update(main = false)
# R% }: P! R& L+ Z) ^9 z/ h - sion_mouse_update(main)$ \8 O+ J4 x f: q
- update_move_sign5 J: F' K9 ^, _2 J
- end. N5 d% ]3 n4 [6 x6 E. c# P9 m
- #-------------------------------------------------------------------------- ?" ^7 p; E1 @. z+ H5 a& [
- # ● 创建显示路径点的事件- ]% p6 j: ]5 s: J0 |
- #--------------------------------------------------------------------------7 c! G }6 y; n: {% Z8 r
- def creat_move_sign5 j) I% [3 Z9 j) m2 y) s* j5 O
- $mouse_move_sign = Move_Sign.new
. B) C3 t6 h) e) t# ?* i# \ - end2 K$ |0 \* N3 ~4 h" x
- #--------------------------------------------------------------------------# V/ G8 W! M5 `% E, D
- # ● 更新显示路径点的事件; c/ J' s K7 b2 [" _5 l
- #--------------------------------------------------------------------------/ _7 X/ [4 d8 s& t3 \0 i- F
- def set_constants
3 |# |+ }8 R [# O# `8 g7 T - @mouse_pos_setted = true
$ i' {4 o2 Z4 O7 u' g3 ? - @set_pos_prepared = false( c* w" P Q& I2 f1 W2 H! D
- @mouse_old_x = 0
& t$ P0 ~. d+ `1 G3 }6 C - @mouse_old_y = 0
6 D& E. m) M- \ - end
) ~3 z1 d6 p) \* w. ^ - #--------------------------------------------------------------------------5 Z. V2 `6 ` ~/ t% @- _
- # ● 更新显示路径点的事件0 L; C; I' u" ?
- #--------------------------------------------------------------------------
/ c% z) l* S8 E. D$ q" q" _ - def update_move_sign7 c2 v* A( X1 G4 ?: e. B1 f! w
- $mouse_move_sign.update
! N: U6 m8 w6 ]. M F I8 U b+ j. F4 D - end
5 u m" ~6 i+ ]! o+ I: O- V - #--------------------------------------------------------------------------
0 i; J# X8 K4 S$ i: e - # ● 获取鼠标位于的地图块的x、y坐标
7 s+ b2 T+ S2 e& f: ^ - #--------------------------------------------------------------------------
! p* n- H8 K1 K; f9 T W. \ - def get_mouse_map_xy
8 u8 ^( O4 s' c5 q5 F! X: G - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y0 |+ Q* h% W2 v2 Q* ~- G
- @mouse_map_x = round_x((@display_x + mouse_x 32.0).to_i)# i( O, e- C/ f) V$ Q/ P: U
- @mouse_map_y = round_y((@display_y + mouse_y 32.0).to_i)
2 r8 z# E2 x! K" A - end5 A. {, u% M2 ?/ N, T$ T1 ? U% ^
- #--------------------------------------------------------------------------6 g" W6 \& v. Y7 p+ }5 p4 `
- # ● 返回地图画面时重设鼠标坐标
( Z: a' z- f2 h q - #--------------------------------------------------------------------------
5 M5 |$ A/ J% l% q - def reset_mouse_pos
# u* T5 T& O" t% ~3 s3 P7 k - return if @mouse_pos_setted6 I" `) n k" m' S& Z
- Mouse.set_mouse_pos(@mouse_old_x, @mouse_old_y)# ]$ D9 e$ z/ R
- @mouse_pos_setted = true/ b/ x* y0 x- G; e2 X* L2 O8 ?! l
- @set_pos_prepared = false; X; y S! h4 n' T
- end4 C l# O% N& }
- #--------------------------------------------------------------------------% Q+ |/ U: t5 C2 N* z O
- # ● 重设鼠标的坐标
7 V& _5 \+ N2 D' L! l$ n( \ - #--------------------------------------------------------------------------1 t% H. M9 D6 \# x
- def prepare_reset_mouse_pos2 z9 X- e8 Z1 U* a
- return if @set_pos_prepared
4 X1 f# u+ R0 s0 X: ~5 B. q - @mouse_pos_setted = false
. A x; b- w6 e8 I" q8 J - @mouse_old_x = Mouse.mouse_x3 D( ?1 P9 M9 a+ e7 L6 t
- @mouse_old_y = Mouse.mouse_y
; Q8 {, \$ i- P# L* ~ - @set_pos_prepared = true3 a0 p8 P% O$ h$ f& B5 r
- end5 B/ Y2 C, j- Z2 D- c4 K I
- end( B) _: N& D: M
- & u8 @& ~% y( s/ @
- #==============================================================================/ C- @# h; W# T2 @/ o8 I e
- # ■ Spriteset_Map9 @8 c4 P" R7 {/ k8 E
- #------------------------------------------------------------------------------- b) m6 }) W6 B' Z& o) ?
- # 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) z; W- ?' |2 Z- d - #==============================================================================
9 ]: w: t8 h( C; l( ^ - class Spriteset_Map7 n+ ^) c% B9 V3 k; ^4 |1 \
- #--------------------------------------------------------------------------
( P0 f8 ?- g9 a$ I: j - # ● 生成路径点精灵
8 n: R) ]8 |( w$ _* t - #--------------------------------------------------------------------------
6 H. n0 x6 _" y4 g3 ?; Y1 D - alias sion_mouse_create_characters create_characters) A2 A0 C% u2 K; ~ O0 A
- def create_characters' q# h0 r3 I! }2 c4 N- x
- sion_mouse_create_characters+ A' J/ ?# E, Q" W
- @character_sprites.push(Sprite_Character.new(@viewport1, $mouse_move_sign))
+ X& f7 x3 n- T% D* s: q6 u - end
# p* D0 {, J% R4 _ - end* o1 K. H n1 ?+ z- \
- % T+ X( q+ }& U1 L
- #==============================================================================" X3 H# X/ u( e
- # ■ Scene_Map3 \" f; o0 t. A, W
- #------------------------------------------------------------------------------$ s5 Q% n( l+ j; A
- # 地图画面
! e' Q4 U L8 T# K' K" ^( r$ ^1 G6 U - #==============================================================================
0 X. B1 v3 T) U; L& U9 K' r - class Scene_Map Scene_Base
* }( s+ r/ p+ R$ z% Y$ P8 n - #--------------------------------------------------------------------------
9 _& H: M6 Y7 \" s$ U- {7 z, G - # ● 画面更新
/ b0 i6 S; v4 N9 G! o - #--------------------------------------------------------------------------/ B( i6 n( e# J% |+ y& w
- alias sion_mouse_update_scene update_scene
2 w: G* t( l, N4 O# m - def update_scene* Q# Y1 |0 ^+ O+ d6 N
- sion_mouse_update_scene$ V2 O$ m' U. N4 J( a! q( ~% e
- update_mouse_action unless scene_changing1 x3 O i. w. L, G1 R# Y& O
- end! h/ t) Z) {( l* d+ \$ w% x' {
- #-------------------------------------------------------------------------- k; g0 E& E" c/ k, B2 B# b5 l' L C
- # ● 场所移动前的处理
% [1 H) H& g8 d- `$ Z - #--------------------------------------------------------------------------
, k3 j$ v: g3 a& o$ ` u - alias sion_mouse_pre_transfer pre_transfer( W6 L5 Z, u; J$ i( y
- def pre_transfer% I6 _: H/ c9 R) |5 S* R2 Y& F
- $game_player.reset_move_path4 C5 M; K, s8 b, M" R
- sion_mouse_pre_transfer
* T5 z7 A3 z5 d - end
6 i, J1 R- X2 I6 O0 P6 h: i4 D& ?' _ - #--------------------------------------------------------------------------
, _; C( X1 i7 P; _6 x - # ● 监听鼠标左键的按下
0 U2 d, J/ i* a; M7 Y* E! c( A - #--------------------------------------------------------------------------3 L8 ]: q2 w8 v: R$ N) K
- def update_mouse_action+ A% a8 f# X: }* a& C
- $game_player.left_button_action if Mouse.press(0x01)
5 f1 j3 e% b. n7 v" l$ ? - end
% j' P. I+ M. a/ K, O5 N8 m - end9 p8 _' a7 v6 @; c' _
- # U1 V1 {2 D8 o
- #==============================================================================& |9 i! @) z9 B
- # ■ Scene_File
9 K( @$ W# H4 d- _ - #------------------------------------------------------------------------------( S2 [* v0 e, t
- # 存档画面和读档画面共同的父类, d# E6 Z, Y: U5 ~! C
- #==============================================================================
& T( d0 H7 v; u - class Scene_File Scene_MenuBase
9 O! F$ v# W" w& k) }# Q1 F5 } - #--------------------------------------------------------------------------( M: p3 I1 A9 z+ j9 a8 l
- # ● 开始处理0 j; n) N1 o+ V# F0 v% G) H% P7 y- Z
- #--------------------------------------------------------------------------. n. f+ p# @9 X9 A. C" x6 }
- alias sion_mouse_start start
9 U3 [7 y7 B9 L - def start
0 r2 {/ o1 o) g - sion_mouse_start
# Z" a- P5 G8 u6 u! L - @move_state = 0
: k6 {/ j4 d: d; b5 W: A4 ]4 W, m - set_mouse_pos
, s2 S$ c E! q/ c - end' Q# ^$ @2 ~- d. U$ @+ Q
- #--------------------------------------------------------------------------
1 n0 n& a7 T! S3 q - # ● 更新画面& u# A! A( ]! u" ?" W$ t
- #--------------------------------------------------------------------------
" {9 w8 u8 p& ?( B- H0 T2 i0 y - alias sion_mouse_update update
D; E( N% w( a( h$ m+ p! L - def update3 p$ \' w! ?# i0 u
- sion_mouse_update
; g$ \( n4 Q- N - Input.dir4.zero set_cursor set_mouse_pos4 u! E i5 e' L5 ~/ u$ Y
- end+ P8 f# J' U; {$ y5 W
- #--------------------------------------------------------------------------
$ c6 S$ K$ U/ |3 q - # ● 更新光标
' ^$ ^; f: {; ~/ l6 O3 M4 b3 L - #--------------------------------------------------------------------------6 b! W* D$ f i
- def set_cursor5 l7 c2 \/ ?! M1 J
- @move_state += 1
1 }# E- B7 ~/ d3 b6 g O - last_index = @index3 ^ _: m" [- u( `
- if mouse_which_window == -2- d% ]! X: p/ w6 B; E9 `$ ?
- if (@move_state - 1) % 6 == 0/ d8 {* P$ r+ |
- @index = (@index + 1) % item_max if @index item_max - 1
9 o; b9 G3 N6 s# l - end) V5 t% } Q8 W' X$ t# h; ?
- elsif mouse_which_window == -1
" `$ L+ \6 Z5 H2 s9 M - if (@move_state - 1) % 6 == 0
$ E# [ \. @% E1 o+ J - @index = (@index - 1 + item_max) % item_max if @index 0
' Z+ G4 M, z3 e6 E. T+ K8 [ - end
i$ e) P1 X9 f/ _ - else. Y8 Q; m) R$ N5 Y( E( p2 i, g) o# O
- @move_state = 0 I% Q: G5 e- [
- @index = top_index + mouse_which_window# C: V" U$ n% x A
- end
$ A5 m' x/ T! E, Q0 Z2 w; Y' Q* d - ensure_cursor_visible
) z7 Y4 g- [8 E - if @index != last_index; c% U9 |9 |) M( o
- @savefile_windows[last_index].selected = false+ a5 u5 P* G4 q' C( H
- @savefile_windows[@index].selected = true
. |- t3 E' }) g' k - end7 c: G# n* C" @$ g& O
- end
$ R) h8 o& ~& k$ i - #--------------------------------------------------------------------------
% @5 U0 a3 @3 s/ g- I - # ● 判断鼠标位于哪个窗口
! {% j. N, ]- M2 n5 f Q - #--------------------------------------------------------------------------3 t9 {/ U' _4 _- l
- def mouse_which_window
7 U2 |3 z5 c4 I/ V8 T: F" S$ ? - mouse_x, mouse_y = Mouse.mouse_x, Mouse.mouse_y
) \% V8 g/ M- v* R# m - if mouse_y @help_window.height + 14
3 N: s* F! ?& ?- a - mouse_row = -13 ]0 y5 I7 w1 t- J) G
- elsif mouse_y Graphics.height - 14
; N$ l3 ^7 R% w( g/ S/ N8 L - mouse_row = -27 J6 S( y# }( Y& K( p
- else/ h. L% F- b- N- o( d9 I1 T/ X W
- mouse_row = 4 (mouse_y - @help_window.height)
@/ t# T: U1 Q! q( L9 G7 p8 S - (Graphics.height - @help_window.height) N! h( {2 z/ x2 I
- end! n3 B- w/ \. }6 W, E" X
- return mouse_row
! i, h9 }5 k! W0 v1 c- s+ j - end2 Q2 V% C w M. @& u5 s1 p0 @
- #--------------------------------------------------------------------------! ^' P6 E, F1 j5 E
- # ● 方向键移动光标时将鼠标移动到对应的光标位置
+ q: N b& P7 Z! ? - #--------------------------------------------------------------------------7 z# N5 h0 q' Q
- def set_mouse_pos
7 F! }) y2 F0 q9 P' g( V. A - new_x = 40
8 n% b+ w+ z( y - new_y = @help_window.height + savefile_height (@index - top_index) + 24
8 W1 n( N5 E1 m3 O - Mouse.set_mouse_pos(new_x, new_y)
9 [* N P) o e6 [8 t - end t1 W4 k. Y- N' u9 B
- end7 _& u' d5 A- W+ w
& Y1 b$ N& p$ X9 o- #==============================================================================, |2 m. Y% [5 {: P/ T0 X
- # ■ Game_Event0 O% e2 t" I7 }& t8 d. {9 i
- #------------------------------------------------------------------------------3 n2 }9 T' F: i) z
- # 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。
: ]: v4 U4 |2 T0 ], e5 O3 f - # 在 Game_Map 类的内部使用。
+ c1 h: F/ E# s8 d% b- S$ v% c - #==============================================================================9 y2 |- Y2 f9 I; F/ c0 K0 n9 H# b
- class Game_Event Game_Character0 n; W4 m# q% O2 f
- #--------------------------------------------------------------------------+ L/ h) C: O! [+ h
- # ● 事件启动
9 t3 f) ~2 E- x0 \ - #--------------------------------------------------------------------------( w( b# O" d4 e5 M+ @3 K
- alias sion_mouse_start start
- _: g5 w! }& k" D: g3 p) Q - def start
" D6 W- k8 [- Y6 {. t4 J - return if mouse_start && !Mouse.press(0x01)
7 ?. x: p# b/ } c Z# } - sion_mouse_start
& m" {# ^# N8 o1 U6 i+ K' { - end% k4 ~6 h. V& y& j7 D
- #--------------------------------------------------------------------------
: f5 S$ [2 w9 x8 L6 D4 |: | - # ● 判断事件是否由鼠标启动
O6 s) u$ B; t. D; E, X/ D - #--------------------------------------------------------------------------
6 c0 U* P* u% X/ t% _. V8 N) z - def mouse_start
* X% I: E9 \- X' P- |0 N - return false if empty
% ^. r$ X. q/ k9 {5 U - @list.each do index5 B$ t- ~( t) y8 _ E( m
- return true if (index.code == 108 index.code == 408) &&4 I' R. w' r2 \+ s2 f+ G2 ~
- index.parameters[0].include('鼠标启动')
. z# t0 ]! p2 V8 h - end4 j$ p. J/ r3 c) B
- return false( V6 }7 Y# Z7 q+ x6 r
- end; P2 [+ B( @ t% J' N J
- end: d8 K2 r& A( j# f j: R5 T( ?
- ' J+ X+ j% z: {3 I0 a- n; r8 c
- ####泥煤的height0 e- z% l) t" e: w5 K, d; n8 M- S4 Q6 X
- # @height = height% } _' }: X A) I* z) g3 Z5 h
" a4 G! V' [2 _% z; i! Y0 `- class Area_Response- A1 S7 m1 s. W+ N+ {2 F
- attr_accessor type# `; P; t, q# A4 X0 N7 p
- attr_reader ox
; l6 l( G( d* q& v& s- R - attr_reader oy
, ^1 w/ {( Q: h T - attr_reader width
3 O! u2 g0 V4 I% K1 N) j; \ - attr_reader height
, m+ y" S3 h) P% h; q) D - attr_reader switch_id
; s# a- r- d. u - def initialize(type, ox, oy, width = 32, height = 32, switch_id = nil)5 W, H9 `% q9 y3 R9 [
- @type = type1 n2 G7 b1 M2 m' s! G
- @ox = ox1 o- P4 c" T7 `& b
- @oy = oy
8 s5 Z: Q _1 `5 g. Q& @6 U - @width = width& k$ d& s) n$ T& U
- @height = height; x3 y/ w- x4 e/ b1 c7 u& B# \
- @switch_id = switch_id
, j, _) x. o* M* h ^3 j8 Y5 i; Z* I* [ - end
4 Q. U3 e+ t# p1 c1 z4 s8 _3 q - end
/ r U: n- g* H7 G9 X+ q5 h; o# h - " u; n- z; H: I
- $area_responses = []
, D! b$ m: s: j" n. X9 E6 k1 ] - t6 h/ D1 L& G0 j
- class Scene_Map9 _+ O- y3 V1 G$ B% o2 v
- alias update_mouse_2013421 update_mouse_action3 |; @, |7 T2 I, S) T3 I/ u- i. K
- def update_mouse_action; \7 y! G G; |8 W; ]
- update_area_response
% @% k3 h2 _; F: A - update_mouse_2013421. I4 h f" A+ N3 Z
- end6 Z- ^" ?( d6 |' `6 F
- def update_area_response
" q* |% j# _, J6 x& e - responses = $area_responses
1 l/ U0 A7 c" {7 _- o2 r, h% G0 |5 { - responses.each {response% }* P# V+ U1 i! Y4 L
- ox = response.ox/ I6 ^( W% H* p0 d5 |
- oy = response.oy
: u E& l7 Z e: Q. F% K - width = response.width: K: o( T3 ?" c6 ]
- height = response.height4 A! B" S6 p2 h9 S2 [
- switch_id = response.switch_id
/ N* A5 u* D4 V5 K* p$ g - case response.type
8 a% u2 H" i- a. `* F* n- M8 j - when 0- `( M+ [; O: i' C+ M( o( u
- if mouse_in_area(ox, oy, width, height)% G. d5 [' S" p# F/ K2 n
- $game_switches[switch_id] = true* Q: P2 R5 C, }0 J# o9 j3 v
- $area_responses.delete(response)9 E7 B2 Q4 l* N D7 r* ^4 O
- end
4 E/ v: v) l1 V2 v1 n' } - when 1
9 `8 \4 P1 K" V% G% s/ N - if mouse_in_area(ox, oy, width, height) && Mouse.trigger(0x01)
$ D; z+ G6 `5 z5 b6 y7 `: v4 Q - $game_switches[switch_id] = true
! u0 @. N0 ?: a( s/ A {+ d+ I% J - $area_responses.delete(response)
+ o. V' L: C" A0 G1 t5 w - end$ ~6 h/ u+ |( ~
- when 24 z' d, z; A# `0 v* E# s
- if mouse_in_area(ox, oy, width, height)
) n8 }4 a9 G) Q. [ - $game_switches[switch_id] = true
" O1 |/ C# ]& V" |" h- L. w - else
( r$ R" G4 x9 t3 w3 o2 t b - $game_switches[switch_id] = false, c0 S4 f2 L! G# g0 W& k
- end
* q- \7 i, _$ S, ^- s: I( x - when 3
' }$ a& v% p: H+ i& s - if mouse_in_area((ox - $game_map.display_x) 32 ,
7 t9 S9 O+ Y! ?3 A3 ?9 }5 X$ F5 [ - (oy - $game_map.display_y) 32, width, height)
0 p0 {. \) e9 ? - $game_map.events_xy(ox, oy).each {event
* D1 x" U/ J* K, M - event.start( H0 ^3 e( d4 Y% ^% q# H
- $area_responses.delete(response)
5 c, H7 z& U/ u8 Y& o - return
: S. Q/ {5 `$ p- x0 Y - }
2 O1 j ^/ I8 t' Y, k8 K - end
/ P7 M F) @4 l# T7 s0 H - when 4; @7 ^6 i7 q7 d' o! k+ Q2 w
- if mouse_in_area((ox - $game_map.display_x) 32,
: v' J4 l2 B' h" A! ]/ {2 y - (oy - $game_map.display_y) 32, width, height)& Q7 C% m5 H5 E- J$ }
- $game_map.events_xy(ox, oy).each {event
2 V% |) Y1 |/ d$ u0 p% E0 w$ V - event.start* J# f, x1 Y' c* v$ X# D! I) W2 i- U: d
- return: _1 N% W0 r5 W7 t
- } , a2 Z4 k' D6 G
- end0 M/ e n* e' v) c% t3 y; b7 y
- end z6 S- Q$ t4 O% j- A1 [! S* t& j
- }5 v7 S, ], z: \# g; k. t1 u
- end$ G" y+ Z+ Y1 ^9 l
- def mouse_in_area(ox, oy, width, height)& S) A+ F" F" h; z8 t6 \
- Mouse.mouse_x = ox && Mouse.mouse_x = ox + width &&
# N5 x$ M* E$ W; R - Mouse.mouse_y = oy && Mouse.mouse_y = oy + height* [- I9 R/ @" c: x( U" j) a9 W
- end! I: K" M4 O" [% Q- J
- end
4 Y( @' D/ d9 x0 `7 |9 N3 v2 W& O. ^ - class Game_Interpreter
: u! j- F4 V- F( Q! w: S - def area_response(arg)
4 }' D; M" K& Z$ A - $area_responses.push(Area_Response.new(arg))
- I" a& Y w5 x4 g; J4 U - end% {, h- S; @8 o
- end3 y) Q! f2 D0 {1 z2 [" o3 f
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