Mouse System frage
Hi
hoffe mir kann wer helfen.
Ich benutze im moment für mein Project ein Mouse system ala click and point advanture.
Der Script läuft an sich Super nur stört es mich etwas das wenn man über ein event schwenkt der zeiger davon nicht etwas angezogen wird
oder so. Da kann es mal schnell passieren das man ein event oder so übersieht.
Daher wollte ich fragen ob mir das jemand so verändern kann das der zeiger bei einem event bzw gegenstand etwas kleben bleibt.
Das wäre super wenn es überhaupt geht.
hier sind mal zumindest die 3 parte.
edit:
Der Script ist für RPG Maker xp^^
hoffe mir kann wer helfen.
Ich benutze im moment für mein Project ein Mouse system ala click and point advanture.
Der Script läuft an sich Super nur stört es mich etwas das wenn man über ein event schwenkt der zeiger davon nicht etwas angezogen wird
oder so. Da kann es mal schnell passieren das man ein event oder so übersieht.
Daher wollte ich fragen ob mir das jemand so verändern kann das der zeiger bei einem event bzw gegenstand etwas kleben bleibt.
Das wäre super wenn es überhaupt geht.
hier sind mal zumindest die 3 parte.
edit:
Der Script ist für RPG Maker xp^^
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Quellcode |
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#==============================================================================
# ** Modules.Mouse Input (7.0) By Near Fantastica & SephirothSpawn
#==============================================================================
module Mouse
#--------------------------------------------------------------------------
# * Mouse to Input Triggers
#
# key => Input::KeyCONSTANT (key: 0 - Left, 1 - Middle, 2 - Right)
#--------------------------------------------------------------------------
Mouse_to_Input_Triggers = {0 => Input::C, 1 => Input::B, 2 => Input::A}
#--------------------------------------------------------------------------
# * API Declaration
#--------------------------------------------------------------------------
GAKS = Win32API.new('user32', 'GetAsyncKeyState', 'i', 'i')
GSM = Win32API.new('user32', 'GetSystemMetrics', 'i', 'i')
Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
$ShowCursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
Scr2cli = Win32API.new('user32', 'ScreenToClient', %w(l p), 'i')
Client_rect = Win32API.new('user32', 'GetClientRect', %w(l p), 'i')
Findwindow = Win32API.new('user32', 'FindWindowA', %w(p p), 'l')
Readini = Win32API.new('kernel32', 'GetPrivateProfileStringA',
%w(p p p p l p), 'l')
# if graphical effects turned on, show fancy cursor
$ShowCursor.call($game_mouse ? 0 : 1)
@triggers = [[0, 1], [0, 2], [0, 4]]
@old_pos = 0
@pos_i = 0
#--------------------------------------------------------------------------
# * Mouse Grid Position
#--------------------------------------------------------------------------
def self.grid
# Return Nil if Position is Nil
return nil if @pos.nil?
# Get X & Y Locations
x = (@pos[0] + $game_map.display_x / 4) / 32
y = (@pos[1] + $game_map.display_y / 4) / 32
# Vehicle Stuff
$mouse_x = x
$mouse_y = y
# Return X & Y
return [x, y]
end
#--------------------------------------------------------------------------
# * Mouse Position
#--------------------------------------------------------------------------
def self.position
return @pos == nil ? [0, 0] : @pos
end
#--------------------------------------------------------------------------
# * Mouse Global Position
#--------------------------------------------------------------------------
def self.global_pos
# Packs 0 Position
pos = [0, 0].pack('ll')
# Returns Unpacked Cursor Position Call
return Cursor_Pos.call(pos) == 0 ? nil : pos.unpack('ll')
end
#--------------------------------------------------------------------------
# * Screen to Client
#--------------------------------------------------------------------------
def self.screen_to_client(x=0, y=0)
pos = [x, y].pack('ll')
return Scr2cli.call(self.hwnd, pos) == 0 ? nil : pos.unpack('ll')
end
#--------------------------------------------------------------------------
# * Mouse Position
#--------------------------------------------------------------------------
def self.pos
global_pos = [0, 0].pack('ll')
gx, gy = Cursor_Pos.call(global_pos) == 0 ? nil : global_pos.unpack('ll')
local_pos = [gx, gy].pack('ll')
x, y = Scr2cli.call(self.hwnd, local_pos) == 0 ? nil : local_pos.unpack('ll')
# Begins Test
begin
# Return X & Y or Nil Depending on Mouse Position
if (x >= 0 && y >= 0 && x <= 640 && y <= 480)
return x, y
else
return -20, -20
end
rescue
return 0, 0 #nil
end
end
#--------------------------------------------------------------------------
# * Update Mouse Position
#--------------------------------------------------------------------------
def self.update
# Update Position
old_pos = @pos
@pos = self.pos
# agf = hide system mouse
if !$mouse_sprite.visible && old_pos != @pos
$mouse_sprite.visible = true
end
# when mouse leaves game window, show system mouse
if old_pos != [-20, -20] && @pos == [-20, -20]
$ShowCursor.call(1)
# when mouse is in game window, show custom mouse if it's turned on
elsif old_pos == [-20, -20] && @pos != [-20, -20]
$ShowCursor.call($game_mouse ? 0 : 1)
end
# Update Triggers
for i in @triggers
# Gets Async State
n = GAKS.call(i[1])
# If 0 or 1
if [0, 1].include?(n)
i[0] = (i[0] > 0 ? i[0] * -1 : 0)
else
i[0] = (i[0] > 0 ? i[0] + 1 : 1)
end
end
end
#--------------------------------------------------------------------------
# * Trigger?
# id : 0:Left, 1:Right, 2:Center
#--------------------------------------------------------------------------
def self.trigger?(id = 0)
#only user trigger if in range of screen
pos = self.pos
if pos != [-20,-20]
case id
when 0 # Left
return @triggers[id][0] == 1
when 1 # Right (only when menu enabled)
if @triggers[1][0] == 1 && !$game_system.menu_disabled
return @triggers[id][0] == 1
end
when 2 # Center
return @triggers[id][0] == 1
end
end
end
#--------------------------------------------------------------------------
# * Repeat?
# id : 0:Left, 1:Right, 2:Center
#--------------------------------------------------------------------------
def self.repeat?(id = 0)
if @triggers[id][0] <= 0
return false
else
return @triggers[id][0] % 5 == 1 && @triggers[id][0] % 5 != 2
end
end
#--------------------------------------------------------------------------
# * Screen to Client
#--------------------------------------------------------------------------
def self.screen_to_client(x=0, y=0)
# Pack X & Y
pos = [x, y].pack('ll')
# Return Unpacked Position or Nil
return Scr2cli.call(self.hwnd, pos) == 0 ? nil : pos.unpack('ll')
end
#--------------------------------------------------------------------------
# * Hwnd - window handle
#--------------------------------------------------------------------------
def self.hwnd
if @hwnd.nil?
# Finds Game Name from ini file
game_name = "\0" * 256
Readini.call('Game', 'Title', '', game_name, 255, ".\\Game.ini")
game_name.delete!("\0")
# Finds Window
@hwnd = Findwindow.call('RGSS Player', game_name)
end
return @hwnd
end
#--------------------------------------------------------------------------
# * Client Size
#--------------------------------------------------------------------------
def self.client_size
# Packs Empty Rect
rect = [0, 0, 0, 0].pack('l4')
# Gets Game Window Rect
Client_rect.call(self.hwnd, rect)
# Unpacks Right & Bottom
right, bottom = rect.unpack('l4')[2..3]
# Returns Right & Bottom
return right, bottom
end
end
#==============================================================================
# ** Input
#==============================================================================
class << Input
#------------------------------------------------------------------------
# * Alias Listings
#------------------------------------------------------------------------
unless self.method_defined?(:seph_mouse_input_update)
alias_method :seph_mouse_input_update, :update
alias_method :seph_mouse_input_trigger?, :trigger?
alias_method :seph_mouse_input_repeat?, :repeat?
end
#------------------------------------------------------------------------
# * Frame Update
#------------------------------------------------------------------------
def update
# Update Mouse
Mouse.update
# Original Update
seph_mouse_input_update
end
#--------------------------------------------------------------------------
# * Trigger? Test
#--------------------------------------------------------------------------
def trigger?(constant)
# Return true if original test is true
return true if seph_mouse_input_trigger?(constant)
# If Mouse Position isn't Nil
unless Mouse.pos.nil?
# If Mouse Trigger to Input Trigger Has Constant
if Mouse::Mouse_to_Input_Triggers.has_value?(constant)
# Return True if Mouse Triggered
mouse_trigger = Mouse::Mouse_to_Input_Triggers.index(constant)
return true if Mouse.trigger?(mouse_trigger)
end
end
# Return False
return false
end
#--------------------------------------------------------------------------
# * Repeat? Test
#--------------------------------------------------------------------------
def repeat?(constant)
# Return true if original test is true
return true if seph_mouse_input_repeat?(constant)
# If Mouse Position isn't Nil
unless Mouse.pos.nil?
# If Mouse Trigger to Input Trigger Has Constant
if Mouse::Mouse_to_Input_Triggers.has_value?(constant)
# Return True if Mouse Triggered
mouse_trigger = Mouse::Mouse_to_Input_Triggers.index(constant)
return true if Mouse.repeat?(mouse_trigger)
end
end
# Return False
return false
end
end
#==============================================================================
# ¦ Path Finding
#==============================================================================
# Near Fantastica
# Version 1
# 29.11.05
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
alias nf_pf_game_character_initialize initialize
alias nf_pf_game_character_update update
#--------------------------------------------------------------------------
attr_accessor :map
attr_accessor :runpath
attr_accessor :ovrdest
#--------------------------------------------------------------------------
def initialize
nf_pf_game_character_initialize
@map = nil
@runpath = false
@ovrdest = false
end
#--------------------------------------------------------------------------
def update
run_path if @runpath == true
nf_pf_game_character_update
end
#--------------------------------------------------------------------------
def run_path
return if moving?
step = @map[@x,@y]
if step == 1
@map = nil
@runpath = false
return
end
dir = rand(2)
case dir
when 0
move_right if @map[@x+1,@y] == step - 1 and step != 0
move_down if @map[@x,@y+1] == step - 1 and step != 0
move_left if @map[@x-1,@y] == step -1 and step != 0
move_up if @map[@x,@y-1] == step - 1 and step != 0
when 1
move_up if @map[@x,@y-1] == step - 1 and step != 0
move_left if @map[@x-1,@y] == step -1 and step != 0
move_down if @map[@x,@y+1] == step - 1 and step != 0
move_right if @map[@x+1,@y] == step - 1 and step != 0
end
end
#--------------------------------------------------------------------------
def find_path(x,y, force = true)
sx, sy = @x, @y
result = setup_map(sx,sy,x,y)
@runpath = result[0]
@map = result[1]
@map[sx,sy] = result[2] if result[2] != nil
$game_player.ignore_movement = @runpath ? force : false
end
#--------------------------------------------------------------------------
def clear_path
@map = nil
@runpath = false
@ovrdest = false
$game_player.ignore_movement = false
end
#--------------------------------------------------------------------------
def setup_map(sx,sy,ex,ey)
map = Table.new($game_map.width, $game_map.height)
# Shaz - adding this comment to the second line of the event commands
# Mouse[0,1]
# will cause the player to go to the tile BELOW the event, turn up,
# and interact with the event ([0,1] is x+0, y+1)
tx = ex
ty = ey
event = $game_map.event_at(ex, ey)
if !event.nil? && !event.list.nil? && !event.erased &&
event.list.size > 1 && event.list[1].code == 108
text = event.list[1].parameters.to_s
text.gsub!(/[Mm][Oo][Uu][Ss][Ee]\[([-,0-9]+),([-,0-9]+)\]/) do
tx = ex + $1.to_i
ty = ey + $2.to_i
map[ex, ey] = 999
@ovrdest = true
end
end
update_counter = 0
map[tx,ty] = 1
old_positions = []
new_positions = []
old_positions.push([tx, ty])
depth = 2
$path_allow = false
depth.upto(100){|step|
loop do
break if old_positions[0] == nil
x,y = old_positions.shift
return [true, map, step-1] if x == sx and y == sy
if map[x,y + 1] == 0 and $game_player.passable?(x, y, 2, step, tx, ty)
map[x,y + 1] = step
new_positions.push([x,y + 1])
end
if map[x - 1,y] == 0 and $game_player.passable?(x, y, 4, step, tx, ty)
map[x - 1,y] = step
new_positions.push([x - 1,y])
end
if map[x + 1,y] == 0 and $game_player.passable?(x, y, 6, step, tx, ty)
map[x + 1,y] = step
new_positions.push([x + 1,y])
end
if map[x,y - 1] == 0 and $game_player.passable?(x, y, 8, step, tx, ty)
map[x,y - 1] = step
new_positions.push([x,y - 1])
end
# If we've checked quite a few tiles, allow graphics and input
# to update - to avoid the 'script hanging' error
update_counter += 1
if update_counter > 100
Graphics.update
update_counter = 0
end
end
old_positions = new_positions
new_positions = []
}
@ovrdest = false
return [false, nil, nil]
end
end
class Game_Map
#--------------------------------------------------------------------------
alias pf_game_map_setup setup
#--------------------------------------------------------------------------
def setup(map_id)
pf_game_map_setup(map_id)
$game_player.clear_path
end
end
class Game_Player
#--------------------------------------------------------------------------
alias pf_game_player_update update
#--------------------------------------------------------------------------
def update
$game_player.clear_path if Input.dir4 != 0
pf_game_player_update
end
end
class Interpreter
#--------------------------------------------------------------------------
def event
return $game_map.events[@event_id]
end
end |
zum Lesen den Text mit der Maus markieren
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#==============================================================================
# ** MouseCursor
#==============================================================================
module MouseCursor
Default_Cursor = 'Arrow'
Event_Cursor = 'Arrow3'
Actor_Cursor = 'Arrow'
Enemy_Cursor = 'Arrow4'
Item_Cursor = true
Skill_Cursor = true
Dummy = Bitmap.new(32, 32)
end
#==============================================================================
# ** Sprite_Mouse
#==============================================================================
class Sprite_Mouse < Sprite
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super
self.z = 10100
self.ox = 4
update
end
#--------------------------------------------------------------------------
# ** Frame Update
#--------------------------------------------------------------------------
def update
super
# Update Visibility
self.visible = $scene != nil
# If Visible
if self.visible
# If Non-nil Mouse Position
if Mouse.position != nil
# Gets Mouse Position
mx, my = *Mouse.position
# Update POsition
self.x = mx unless mx.nil?
self.y = my unless my.nil?
end
# If Scene changes or Mouse is Triggered
if @scene != $scene.class || Mouse.trigger?
# Update Scene Instance
@scene = $scene.class
# Update Bitmap
set_bitmap(MouseCursor::Default_Cursor)
end
end
end
#--------------------------------------------------------------------------
# ** Set Bitmap
#--------------------------------------------------------------------------
def set_bitmap(cursor, xNPCname = nil)
# show fancy cursor only if custom mouse on
if $game_mouse
# If Cursor Info matches
if (@_cursor == cursor) && (@_NPCname == xNPCname)
return
end
# Reset Cursor Info
@_cursor = cursor
@_NPCname = xNPCname
# Gets Dummy
dummy = MouseCursor::Dummy
# Gets Item Cursor Bitmap
item_cursor = cursor.nil? ? MouseCursor::Default_Cursor : cursor
# Start Cursor Bitmap
bitmap = RPG::Cache.icon(item_cursor) if item_cursor != ''
# Show NPC name
if @_NPCname != nil
# Get name width
w = dummy.text_size(@_NPCname).width
h = dummy.font.size
b = RPG::Cache.icon(item_cursor)
# Create New Bitmap
bitmap = Bitmap.new((bitmap.nil? ? w : 40 + w), [b.height, h + 2].max)
bitmap.font.size = dummy.font.size
bitmap.blt(0, 0, b, b.rect)
# Draw NPC Name
x = item_cursor == '' ? 0 : 32
bitmap.font.color = Color.new(0, 0, 0, 255) # black
bitmap.draw_text(b.width + 9, 0, w, h, @_NPCname) # 0
bitmap.draw_text(b.width + 11, 0, w, h, @_NPCname) # 0
bitmap.draw_text(b.width + 10, -1, w, h, @_NPCname) # -1
bitmap.draw_text(b.width + 10, 1, w, h, @_NPCname) # 1
bitmap.font.color = Color.new(255, 255, 255, 255) # white
bitmap.draw_text(b.width + 10, 0, w, h, @_NPCname)
end
# Set Bitmap
self.bitmap = bitmap
elsif self.bitmap
@_cursor = nil
self.bitmap = nil
end
end
#--------------------------------------------------------------------------
# ** Frame Update : Update Event Cursors
#--------------------------------------------------------------------------
def update_event_cursors
# If Nil Grid Position
if Mouse.grid.nil?
# Set Default Cursor
set_bitmap(MouseCursor::Default_Cursor)
return
end
# Gets Mouse Position
x, y = *Mouse.grid
# Gets Mouse Position
mx, my = *Mouse.position
# Gets Mouse Event
event = $game_map.event_at(x, y)
# If Non-Nil Event or not over map HUD
unless event.nil?
# If Not Erased or Nil List
if event.list != nil && event.erased == false && event.list[0].code == 108
# Get the cursor to show
icon = event.list[0].parameters
icon = icon.to_s
if !((icon == "Arrow2") ||
(icon == "Arrow3") ||
(icon == "Arrow4") ||
(icon == "Arrow5") ||
(icon == "Arrow6") ||
(icon == "Arrow7"))
icon = MouseCursor::Default_Cursor
end
xNPCname = nil
if event.list.size > 1 && event.list[1].code == 108
text = event.list[1].parameters.to_s
text.gsub!(/[Nn][Aa][Mm][Ee] (.*)/) do
xNPCname = $1.to_s
end
end
set_bitmap(icon, xNPCname)
return
end
return
end
# Set Default Cursor
set_bitmap(MouseCursor::Default_Cursor)
end
end
#==============================================================================
# ** Input
#==============================================================================
class << Input
#------------------------------------------------------------------------
# * Alias Listings
#------------------------------------------------------------------------
unless self.method_defined?(:sephlamchop_mousesys_input_update)
alias_method :sephlamchop_mousesys_input_update, :update
end
#------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
$mouse_sprite.update if $mouse_sprite.visible
# Original Update
sephlamchop_mousesys_input_update
end
end |
zum Lesen den Text mit der Maus markieren
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Quellcode |
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WORLD_MAP_ID = 1
#==============================================================================
# ** Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Event At
#--------------------------------------------------------------------------
def event_at(x, y)
for event in @events.values
return event if event.x == x && event.y == y
end
return nil
end
#--------------------------------------------------------------------------
# * Events At (returns multiple events at the same position in an array)
#--------------------------------------------------------------------------
def events_at(x, y)
eventarray = []
for event in @events.values
eventarray.push event if event.x == x && event.y == y
end
return eventarray if eventarray.size > 0
return nil
end
end
#==============================================================================
# ** Game_Event
#==============================================================================
class Game_Event
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :erased # trigger
attr_accessor :mouse_autostart # mouse autostart boolean
attr_accessor :mouse_cursor_icon # mouse cursor icon
attr_accessor :mouse_cursor_desc # mouse cursor desc
attr_reader :name # name of event
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method :sephlamchop_mousesys_gmevt_refresh, :refresh
#--------------------------------------------------------------------------
# * Start Event
#--------------------------------------------------------------------------
def start
# If list of event commands is not empty
if @list && @list.size > 1
@starting = true
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Original Refresh
sephlamchop_mousesys_gmevt_refresh
# Click triggers event for action button, player or event touch
@mouse_autostart = [0, 1, 2].include?(@trigger)
@mouse_cursor_icon = MouseCursor::Event_Cursor
@mouse_cursor_desc = nil
# Return if Erased or Nil List
#return if @erased || @list.nil?
end
end
#==============================================================================
# ** Game_Character
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :ignore_movement # ignore movement when finding path AGF MOUSE
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method :sephlamchop_mousesys_gmchrinitialize, :initialize
def initialize
sephlamchop_mousesys_gmchrinitialize
@ignore_movement = false;
end
def passable?(x, y, d, step = 999, tx = nil, ty = nil)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
return false
end
# If through is ON
if @through
return true
end
# Able to leave current tile in desired direction?
# SHAZ: for counter, must be old, counter, new, in a straight line
unless $game_map.passable?(x, y, d, self) || (step == 2 && $game_map.event_at(x, y)) ||
(step == 3 && $game_map.counter?(x, y) && tx != nil && ty != nil &&
new_x - x == x - tx && new_y - y == y - ty)
return false
end
# Able to enter adjoining tile in current direction?
unless $game_map.passable?(new_x, new_y, 10 - d) ||
(step == 2 && $game_map.counter?(new_x, new_y))
return false
end
# SHAZ - ignore events sitting on a counter next to the destination
if step != 2 || !$game_map.counter?(new_x, new_y)
# Loop all events
for event in $game_map.events.values
# If event coordinates are consistent with move destination
if event.x == new_x and event.y == new_y
@state = true
# If through is OFF
unless event.through
# If self is event
if self != $game_player
return false
end
# With self as the player and partner graphic as character
if event.character_name != ""
return false
end
end
end
end
end
# If on world map, don't allow to go through events. Otherwise,
# the event will be triggered while the PC is walking
if $game_map.map_id == WORLD_MAP_ID && @state == false
return false
end
# If player coordinates are consistent with move destination
if $game_player.x == new_x && $game_player.y == new_y && self != $game_player
# If through is OFF
unless $game_player.through
# If your own graphic is the character
if @character_name != ""
return false
end
end
end
return true
end
end
#==============================================================================
# ** Game_Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method :sephlamchop_mousesys_gmplyr_update, :update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Unless Interpreter Running, Forcing a Route or Message Showing
unless $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# Find Path If Mouse Triggered
if Mouse.trigger?(0) && Mouse.grid != nil
# Check if mouse is over HUD on map
screen_x,screen_y = Mouse.pos
# Gets Mouse X & Y
mx, my = *Mouse.grid
# Turn Character in direction
newd_x = (@x - mx).abs
newd_y = (@y - my).abs
if @x > mx
turn_left if newd_x >= newd_y
elsif @x < mx
turn_right if newd_x >= newd_y
end
if @y > my
turn_up if newd_x < newd_y
elsif @y < my
turn_down if newd_x < newd_y
end
# Run Pathfinding
find_path(mx, my, false)
# Gets Event
@eventarray = @runpath ? $game_map.events_at(mx, my) : nil
# If Event At Grid Location
unless @eventarray.nil?
@eventarray.each do |event|
# If Event Autostart
if !event.mouse_autostart
@eventarray.delete(event)
end
end
@eventarray = nil if @eventarray.size == 0
end
end
end
if @move_route_forcing
clear_path
@eventarray = nil
end
# Original Update
sephlamchop_mousesys_gmplyr_update
# If Non-nil Event Autostarter
if @eventarray != nil && !moving? &&
(!@ovrdest || @map.nil? || @map[@x,@y] == 1)
# Gets Event
@eventarray.each do |event|
# If Event Within Range
if event and (@x == event.x or @y == event.y)
# SHAZ - trigger event when:
# - Action button and standing on or beside, or with a counter between
# - player/event touch and standing as close as possible (on, if possible)
distance = Math.hypot(@x - event.x, @y - event.y)
dir = @x < event.x ? 6 : @x > event.x ? 4 : @y < event.y ? 2 : @y > event.y ? 8 : 0
if (event.trigger == 0 and (distance < 2 or (distance == 2 and
$game_map.counter?((@x+event.x)/2, (@y+event.y)/2)))) or
([1,2].include?(event.trigger) and ((distance == 0 and
$game_player.passable?(@x, @y, dir)) or (distance == 1 and
!$game_player.passable?(@x, @y, dir))))
# Turn toward Event
if @x == event.x
turn_up if @y > event.y
turn_down if @y < event.y
else
turn_left if @x > event.x
turn_right if @x < event.x
end
# Start Event
clear_path
event.start
@eventarray.delete(event)
@eventarray = nil if @eventarray.size == 0
end
end
end
end
end
def passable?(x1, y1, d, step = 999, tx = nil, ty = nil)
super
end
end
#==============================================================================
# ** Mouse Selectable Windows
#------------------------------------------------------------------------------
# SephirothSpawn
# Version 2.1
#==============================================================================
#==============================================================================
# ** Window_Base
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# * Frame Update : Mouse Cursor - Item
#--------------------------------------------------------------------------
def update_mouse_cursors_item(item, cursor, show)
# Return if not Active
return unless self.active
# Return if nil Position
return if Mouse.position.nil?
# Gets Mouse Position
mx, my = Mouse.position
# Gets Cursor Position
cr = self.cursor_rect
cx, cy = cr.x + self.x + 16, cr.y + self.y + 16
cw, ch = cr.width, cr.height
# If Not on Item
if mx.between?(self.x, self.x + self.width) == false ||
my.between?(self.y, self.y + self.height) == false || item.nil? ||
@item_max == 0 || mx.between?(cx, cx + cw) == false ||
my.between?(cy, cy + ch) == false
# Clear Mouse Index
@mouse_index = nil
# Set Mouse to Default Cursor
$mouse_sprite.set_bitmap(MouseCursor::Default_Cursor)
return
end
# If Index is different than mouse index and window active
if @mouse_index != @index
# Reset Index
@mouse_index = @index
# set to item icon if cursor is true
cursor = item.icon_name if cursor
# Set Bitmap
$mouse_sprite.set_bitmap(cursor)
end
end
end
class Window_Selectable
#--------------------------------------------------------------------------
# * Default Settings
#--------------------------------------------------------------------------
Default_Mouse_Selectable = true
Default_Window_Padding = 16
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :mouse_selectable
attr_accessor :window_padding
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method :seph_mouseselectable_wndslct_init, :initialize
alias_method :seph_mouseselectable_wndslct_update, :update
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
# Original Initialization
seph_mouseselectable_wndslct_init(x, y, width, height)
# Set Mouse Selectable Flag
@mouse_selectable = Default_Mouse_Selectable
@window_padding = Default_Window_Padding
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# agf = hide mouse
if $mouse_sprite.visible == true
# If Mouse Selectable, Active, at Least 1 Item and Non-negitive index
if self.mouse_selectable && self.active && @item_max > 0 && @index >= 0
# Gets Mouse Position
mouse_x, mouse_y = *Mouse.position
# If Mouse Within Window
if mouse_x.between? (self.x, self.x + self.width) &&
mouse_y.between? (self.y, self.y + self.height)
# Calculates Mouse X and Y Position Within Window
mouse_x -= self.x; mouse_y -= self.y
# Subtracts Window Padding
mouse_x -= @window_padding; mouse_y -= @window_padding
# Subtracts Mouse Oh
mouse_y -= self.mouse_oh
# Gets Cursor Width
cursor_width = (self.width / @column_max - 32)
# Passes Through Item Max
for i in 0...@item_max
# Calculates Index Position
x = i % @column_max * (cursor_width + 32)
y = i / @column_max * self.oh - self.oy
# If Mouse Between Rect
if mouse_x.between?(x, x + cursor_width) &&
mouse_y.between?(y, y + self.oh)
# Set Index
prev_index = @index
@index = i
if prev_index != @index
$game_system.se_play($data_system.cursor_se)
end
break
end
end
end
end
end
# Original Update
seph_mouseselectable_wndslct_update
end
#--------------------------------------------------------------------------
# * Oh
#--------------------------------------------------------------------------
def oh
return 32
end
#--------------------------------------------------------------------------
# * Mouse Oh
#--------------------------------------------------------------------------
def mouse_oh
return 0
end
end
#==============================================================================
# ** Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Oh
#--------------------------------------------------------------------------
def oh
return 60
end
end
#==============================================================================
# ** Window_Target
#==============================================================================
class Window_Target < Window_Selectable
#--------------------------------------------------------------------------
# * Oh
#--------------------------------------------------------------------------
def oh
return 105
end
end
#==============================================================================
# ** Window_BattleReserve
#==============================================================================
class Window_BattleReserve < Window_Selectable
#--------------------------------------------------------------------------
# * Oh
#--------------------------------------------------------------------------
def oh
return 105
end
end
#==============================================================================
# ** Window_EquipRight
#==============================================================================
class Window_EquipRight < Window_Selectable
#--------------------------------------------------------------------------
# * Oh
#--------------------------------------------------------------------------
def oh
return 50
end
#--------------------------------------------------------------------------
# * Mouse Oh
#--------------------------------------------------------------------------
def mouse_oh
return 140
end
end
#==============================================================================
# ** Window_Message
#==============================================================================
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# * Mouse Oh
#--------------------------------------------------------------------------
def mouse_oh
return $game_temp.choice_start * 32
end
end
#==============================================================================
# ** Window_Party
#==============================================================================
class Window_Party < Window_Selectable
#--------------------------------------------------------------------------
# * Oh
#--------------------------------------------------------------------------
def oh
return 52
end
end
#==============================================================================
# ** Window_Menu
#==============================================================================
class Window_Menu < Window_Selectable
#--------------------------------------------------------------------------
# * Oh
#--------------------------------------------------------------------------
def oh
return 35
end
end
#==============================================================================
# ** Window_ActorCommand
#==============================================================================
class Window_ActorCommand < Window_Selectable
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
if $mouse_sprite.visible
# if Mouse sleectable, active, at least 1 item and non-negative index
if self.mouse_selectable && self.active && @item_max > 0 && @index >= 0
# Get / check mouse position
mouse_x, mouse_y = *Mouse.position
if mouse_x.between?(self.x, self.x + self.width) &&
mouse_y.between?(self.y, self.y + self.height)
# Calculates mouse position within window
mouse_x -= self.x
mouse_y -= self.y
# Subtracts widnow padding and overhead
mouse_x -= @window_padding
mouse_y -= @window_padding - self.mouse_oh
# Look through all items
for i in 0...@item_max
ix,iy = @positions[i]
if mouse_x.between?(ix, ix + 32) && mouse_y.between?(iy, iy + self.oh)
if i != @index
$game_system.se_play($data_system.cursor_se)
end
@index = i
break
end
end
end
end
end
super
end
#--------------------------------------------------------------------------
# * Oh
#--------------------------------------------------------------------------
def oh
return 32
end
end
#==============================================================================
# ** Window_NameInput
#==============================================================================
class Window_NameInput < Window_Base
#--------------------------------------------------------------------------
# * Default Settings
#--------------------------------------------------------------------------
Default_Mouse_Selectable = true
Default_Window_Padding = 16
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :mouse_selectable
attr_accessor :window_padding
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method :shaz_mouseselectable_wndslct_init, :initialize
alias_method :shaz_mouseselectable_wndslct_update, :update
#--------------------------------------------------------------------------
# ● Initialize the Name Input window
#--------------------------------------------------------------------------
def initialize
# Original Initialization
shaz_mouseselectable_wndslct_init
# Set Mouse Selectable Flag
@mouse_selectable = Default_Mouse_Selectable
@window_padding = Default_Window_Padding
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# if mouse selectable, visible, active, and non-negative index
if $mouse_sprite.visible && self.mouse_selectable && self.active &&
@index >= 0
# Get mouse position
mouse_x, mouse_y = *Mouse.position
# If mouse within window
if mouse_x.between? (self.x, self.x + self.width) &&
mouse_y.between? (self.y, self.y + self.height)
# Calculates mouse X and Y positions within window
mouse_x -= self.x; mouse_y -= self.y
# Subtracts window padding
mouse_x -= @window_padding; mouse_y -= @window_padding
# Subtracts mouse oh
mouse_y -= self.mouse_oh
# Gets cursor width
cursor_width = 28
# If not Submit button, pass through all items
if mouse_x.between?(428, 428+48) && mouse_y.between?(9*32, 9*32+32)
$game_system.se_play($data_system.cursor_se) if @index != 180
@index = 180
else
for i in 0..90
# Calculate index position
x = 140 + i / 5 / 9 * 180 + i % 5 * 32
y = i / 5 % 9 * 32
# If mouse between rect
if mouse_x.between?(x, x + cursor_width) &&
mouse_y.between?(y, y + self.oh)
# set index
prev_index = @index
@index = i
if prev_index != @index
$game_system.se_play($data_system.cursor_se)
end
break
end
end
end
end
end
# Original update
shaz_mouseselectable_wndslct_update
end
#--------------------------------------------------------------------------
# * Oh
#--------------------------------------------------------------------------
def oh
return 32
end
#--------------------------------------------------------------------------
# * Mouse Oh
#--------------------------------------------------------------------------
def mouse_oh
return 0
end
end
#==============================================================================
# ** Scene_File
#==============================================================================
class Scene_File
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method :sephlamchop_mousesys_scnfl_update, :update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# agf = hide mouse
if $mouse_sprite.visible == true
# If Mouse Position isn't Nil
if Mouse.pos != nil
# Gets Mouse Position
x, y = Mouse.pos
y = y + 32
# Pass Through Savefile Windows
for i in 0...@savefile_windows.size
# Gets Window
w = @savefile_windows[i]
# Don't allow user to select autosave slot in Load Menu
if @autosave_slot == false
i = 1 if i == 0
end
# If Within Window Range
if x.between?(w.x, w.x + w.width) &&
y.between?(w.y, w.y + w.height) && w.active
prev_index = @file_index
# Set File Index
@file_index = i
# Turns Window On
w.selected = true
# Play SE
if prev_index != @file_index
$game_system.se_play($data_system.cursor_se)
end
# Unhighlight remaining windows
for j in 0...@savefile_windows.size
if j != i
@savefile_windows[j].selected = false
end
end
# Don't select autosave slot in Load Menu
if @autosave_slot == false
@savefile_windows[0].selected = false if i == 1
end
# Break Main Loop
break
end
end
end
end
# Original Update
sephlamchop_mousesys_scnfl_update
end
end
#==============================================================================
# ** Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# * Battler Width
#--------------------------------------------------------------------------
def battler_width
return RPG::Cache.battler(@battler_name, @battler_hue).width
end
#--------------------------------------------------------------------------
# * Battler Height
#--------------------------------------------------------------------------
def battler_height
return RPG::Cache.battler(@battler_name, @battler_hue).height
end
end
#==============================================================================
# ** Arrow_Enemy
#==============================================================================
class Arrow_Enemy < Arrow_Base
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method :seph_mouseselectablewindows_arrenmy_update, :update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Original Update
seph_mouseselectablewindows_arrenmy_update
if $mouse_sprite.visible == true
# Return if Nil Mouse Position
return if Mouse.position.nil?
# Gets Mouse Position
mx, my = *Mouse.position
# Pass Through Enemies
$game_troop.enemies.each do |enemy|
# Skip if Non-Existing Enemy
next unless enemy.exist?
# Gets Paddings
w, h = enemy.battler_width / 2, enemy.battler_height
# If Within Mouse Padding Range
if mx.between?(enemy.screen_x - w, enemy.screen_x + w) &&
my.between?(enemy.screen_y - h, enemy.screen_y + 10)
# Set Index
@index = $game_troop.enemies.index(enemy)
# Set mouse cursor to bitmap
$mouse_sprite.set_bitmap(MouseCursor::Enemy_Cursor)
return
# break
end
end
# Set Mouse to Default Cursor
$mouse_sprite.set_bitmap(MouseCursor::Default_Cursor)
end
end
end
#==============================================================================
# ** Arrow_Actor
#==============================================================================
class Arrow_Actor < Arrow_Base
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method :seph_mouseselectablewindows_arractr_update, :update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Original Update
seph_mouseselectablewindows_arractr_update
# Return if Nil Mouse Position
return if Mouse.position.nil?
# Gets Mouse Position
mx, my = *Mouse.position
# Pass Through Actors
$game_party.actors.each do |actor|
# Gets Paddings
w, h = actor.battler_width / 2, actor.battler_height
# If Within Mouse Padding Range
if mx.between?(actor.screen_x - w, actor.screen_x + w) &&
my.between?(actor.screen_y - h, actor.screen_y + 10)
# Set Index
@index = $game_party.actors.index(actor)
end
end
end
end
#==============================================================================
# ** Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method :sephlamchop_mousesys_scnmap_update, :update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Unless Message Showing
unless $game_temp.message_text
# Update Event Cursors
$mouse_sprite.update_event_cursors
end
# Original Update
sephlamchop_mousesys_scnmap_update
end
end
#==============================================================================
# ** Interpreter
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method :shaz_mousesys_intrprtr_command_101, :command_101
#--------------------------------------------------------------------------
# * Show Text
#--------------------------------------------------------------------------
def command_101
# return mouse sprite to default cursor
$mouse_sprite.set_bitmap(MouseCursor::Default_Cursor)
# original command_101
shaz_mousesys_intrprtr_command_101
end
end
$mouse_sprite = Sprite_Mouse.new
# game mouse is visible, system mouse is hidden
$mouse_sprite.visible = true |
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