ГлавнаяФорумRPG MakerСкрипты/ПлагиныRPG Maker VX ACEУлучшающие или добавляющее новое скрипты[VX Ace] Фикс скрипта мыши
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ТЕМА: [VX Ace] Фикс скрипта мыши
[VX Ace] Фикс скрипта мыши 3 года 8 мес. назад #121717
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Некоторым людям, особенно после выхода MV, стало не хватать возможности манипулирования курсором мыши в проектах на VX Ace.
Однако многие скрипты мышей вызывают исключение при выходе на титульник через f12, потому что f12 просто вызывает скрипт Main, в котором вызывается SceneManager.run, где заново инициализируется вся база данных, что приводит к обращению переменной мыши в nil. Выше был краткий пересказ проблемы, теперь расскажу, как я это вылечил. Лечил я только 1 скрипт (под авторством Shaz), однако аналогичное решение должно помочь и другим таким скриптам. Сначала приведу код самого скрипта (исправленный): скрипт мыши [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ] #============================================================================
# SUPER SIMPLE MOUSE SCRIPT
# v1.11 by Shaz (fixed by Phileas and Dmy)
#----------------------------------------------------------------------------
# This is a conversion of the XP Mouse script by Near Fantastica and
# SephirothSpawn modified by Amaranth Games, to run under VX Ace.
#----------------------------------------------------------------------------
# To Install:
# Copy and paste into a new slot in materials, below all other scripts
#----------------------------------------------------------------------------
# To Customize:
# Add keyword icon index pairs to the ICON hash (below this documentation).
# Each of the keywords can be used in an event comment to make the mouse
# cursor change into that icon when hovering over the event.
#----------------------------------------------------------------------------
# To Use:
# Add the following comment to an event page:
# <mouse icon [x y] [name]>
# where icon is the keyword from the ICON hash below
# x and y are the offsets to override player movement (optional)
# name is the text to display next to the icon when hovering over the event (optional)
#
# Examples:
# <mouse fight>
# will change the cursor into the 'fight' icon when over the event
# <mouse touch 0 1>
# will change the cursor into the 'touch' icon when over the event, and
# make the player walk to the tile below the event when the mouse button is
# clicked
# <mouse talk Gloria>
# will change the cursor into the 'talk' icon and display the name Gloria
# <mouse talk 0 2 Henry Smith>
# will change the cursor into the 'talk' icon and display the name Henry Smith,
# and when the mouse button is clicked, the player will walk to the tile
# two below the event (good to use for shops where there's a counter in between)
#
# To force pathfinding on the player or an event, simply add a move route with
# the player or event as the subject, with a Script command, and call
# find_path(x, y) where x and y are the coordinates of the tile you want to move to
# Examples:
# Set Move Route (Player): Script: find_path(5, 8)
# will make the player find a path to tile 5, 8
# Set Move Route (This Event): Script: find_path(10, 5)
# will make the event find a path to tile 10, 5
#
# NOTE: The path will be ATTEMPTED. If there is no path TO that exact tile,
# a path to an adjacent tile will be attempted. If no path is found there
# either, no movement will occur.
# If a route is found, the player or event will begin moving towards it. But
# if their path is blocked while they are moving, movement will be cancelled.
#----------------------------------------------------------------------------
# Author's Notes:
# This script should work with any RTP script.
# I do not guarantee that it will work with ANY other script (especially anything
# that overrides player or event movement, such as pixel movement scripts, or
# custom window scripts).
#
# Script OVERWRITES the following methods:
# Game_Map.setup_starting_map_event
# Game_Map.setup_autorun_common_event
#
# If you have other scripts that ALIAS these methods, this mouse script should
# be placed above them.
#----------------------------------------------------------------------------
# Terms:
# Use in free and commercial games
# Credit: Near Fantastica, SephirothSpawn, Amaranth Games, Shaz
#----------------------------------------------------------------------------
# Versions:
# 1.0 - 6 Sept 2013 - initial release
# 1.02 - 7 Sept 2013 - fixed crash when loading games saved prior to adding script
# - fixed player gets stuck on impassable area on world map
# when clicking while leaving air ship
# 1.03 - 8 Sept 2013 - fixed actor moving to diagonal tile instead of adjacent
# 1.04 - 10 Sept 2013 - fixed vehicle pathfinding on world map
# - fixed event trigger when no path found
# 1.05 - 14 Sept 2013 - tweaked accessing of tilemap offset
# 1.06 - 3 Nov 2013 - disabled mouse movement when waiting for NPC move route
# - fixed events not triggering after player finishes walking
# 1.07 - 6 Nov 2013 - slow down mouse scrolling, and don't loop save files
# 1.08 - 24 Nov 2013 - cater for YEA Core large resolution with too-small maps
# - fixed early event activation bug introduced in 1.06
# - replaced calc of Windows_Selectable boundaries with item_rect
# - added ability to completely disable mouse
# 1.09 - 21 Dec 2013 - fixed mouse re-enable when calling common events
# 1.10 - 6 Apr 2014 - add interaction for top part of > 32pixel high event
# - activate an event without walking up to it
# (add <autoactivate> comment at top of event page)
# - arrow keys override mouse movement when pathfinding
# - ignore mouse in menus when using keyboard
# - make player walk to counter opposite shopkeepers
#============================================================================
#============================================================================
# SUPER SIMPLE MOUSE SCRIPT
# Mouse Sprite
#============================================================================
# Add/remove/change icon names here. The icon name is what will be used in the
# event <mouse ...> command to show a different mouse icon when hovering over
# the event. These MUST be in lower case here!
ICON = {'arrow' => 386, 'talk' => 4, 'look' => 3, 'fight' => 116,
'touch' => 491, 'exit' => 121, 'empty' => 1}
DEFAULT_ICON = 'arrow'
class Sprite_Mouse < Sprite
#--------------------------------------------------------------------------
# * Initialization
#--------------------------------------------------------------------------
def initialize
super
self.z = 10100
self.ox = 4
update
@dummy = Bitmap.new(32, 32)
self.bitmap = Bitmap.new(32, 32)
@enabled = true
@ignored = false
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
return if $mouse == nil
return if !@enabled
super
if !SceneManager.scene.nil?
if !Mouse.position.nil?
mx, my = *Mouse.position
if @cursor == DEFAULT_ICON
self.x = mx unless mx.nil?
else
self.x = [mx, Graphics.width - self.bitmap.width].min unless mx.nil?
end
self.y = my unless my.nil?
end
if @scene != SceneManager.scene.class || Mouse.trigger?
@scene = SceneManager.scene.class
set_bitmap
end
end
end
#--------------------------------------------------------------------------
# * Set Bitmap
#--------------------------------------------------------------------------
def set_bitmap(cursor = DEFAULT_ICON, text = nil)
if @ignored
cursor = DEFAULT_ICON
text = nil
end
if @cursor != cursor || @text != text
@cursor = cursor
@text = text
item_cursor = ICON[cursor]
rect = Rect.new(item_cursor % 16 * 24, item_cursor / 16 * 24, 24, 24)
if @text.nil?
self.bitmap = Bitmap.new(24, 32)
self.bitmap.blt(0, 0, Cache.system('Iconset'), rect)
else
w = @dummy.text_size(@text).width
h = @dummy.font.size
bitmap = Bitmap.new(26 + w, [32, h+2].max)
bitmap.font.size = @dummy.font.size
bitmap.font.shadow = true
if self.x + 26 + w > Graphics.width
bitmap.draw_text(0, 0, w, h, @text)
bitmap.blt(w, 0, Cache.system('Iconset'), rect)
else
bitmap.blt(0, 0, Cache.system('Iconset'), rect)
bitmap.draw_text(26, 0, w, h, @text)
end
self.bitmap = bitmap
end
end
end
#--------------------------------------------------------------------------
# * Update Event Cursors
#--------------------------------------------------------------------------
def update_event_cursors
# Remove mouse icon and text if we're off the grid
if Mouse.grid.nil?
set_bitmap
return
end
# Set cursor and text according to event
x, y = *Mouse.grid
event = $game_map.lowest_mouse_event_xy(x, y)
unless event.nil? && y < 410
if !event.mouse_icon.nil? || !event.mouse_text.nil?
set_bitmap(event.mouse_icon, event.mouse_text)
return
end
end
# default bitmap if not over an event
set_bitmap
end
#--------------------------------------------------------------------------
# * Enable Mouse
#--------------------------------------------------------------------------
def enabled=(value)
return if $mouse == nil
@enabled = value
self.visible = value
end
#--------------------------------------------------------------------------
# * Mouse Enabled?
#--------------------------------------------------------------------------
def enabled?
@enabled
end
#--------------------------------------------------------------------------
# * Ignore Mouse
#--------------------------------------------------------------------------
def ignored=(value)
@ignored = value
end
#--------------------------------------------------------------------------
# * Mouse Ignored?
#--------------------------------------------------------------------------
def ignored?
@ignored
end
end
$mouse = Sprite_Mouse.new
#============================================================================
# SUPER SIMPLE MOUSE SCRIPT
# Mouse Module
#============================================================================
#==============================================================================
# ** Mouse Module
#------------------------------------------------------------------------------
# by Near Fantastica and SephirothSpawn
# adapted and converted to VX Ace by Shaz
#==============================================================================
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 Declarations
#--------------------------------------------------------------------------
GAKS = Win32API.new('user32', 'GetAsyncKeyState', 'i', 'i')
GSM = Win32API.new('user32', 'GetSystemMetrics', 'i', 'i')
Cursor_Pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
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')
ShowCursor = Win32API.new('user32', 'ShowCursor', 'i', 'l')
#--------------------------------------------------------------------------
# * Module Variables
#--------------------------------------------------------------------------
@triggers = [[0, 1], [0, 2], [0, 4]]
@old_pos = 0
@pos_i = 0
@sys_cursor_visible = false
#--------------------------------------------------------------------------
# * Mouse Grid Position
#--------------------------------------------------------------------------
def self.grid
return nil if @pos.nil?
mx, my = SceneManager.scene.instance_variable_get(:@spriteset).tilemap_offset
x = (@pos[0] + mx) / 32
y = (@pos[1] + my) / 32
return [x, y]
end
#--------------------------------------------------------------------------
# * Mouse Position
#--------------------------------------------------------------------------
def self.position
return @pos.nil? ? [0, 0] : @pos
end
#--------------------------------------------------------------------------
# * Mouse Global Position
#--------------------------------------------------------------------------
def self.global_pos
pos = [0, 0].pack('ll')
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
gx, gy = global_pos
x, y = screen_to_client(gx, gy)
# Test boundaries
begin
if (x >= 0 && y >= 0 && x <= Graphics.width && y <= Graphics.height)
return x, y
else
return -20, -20
end
rescue
return 0, 0
end
end
#--------------------------------------------------------------------------
# * Update Mouse Position
#--------------------------------------------------------------------------
def self.update
old_pos = @pos
@pos = self.pos
# Has mouse been moved?
if old_pos != @pos
Input.method = :mouse
end
# Which mouse to show - custom, or system?
if $mouse.enabled? == @sys_cursor_visible
@sys_cursor_visible = !@sys_cursor_visible
ShowCursor.call(@sys_cursor_visible ? 1 : 0)
end
return if !$mouse.enabled?
# Leaving / Entering Range?
if old_pos != [-20, -20] && @pos == [-20, -20] # leaving range
ShowCursor.call(1)
elsif old_pos == [-20, -20] && @pos != [-20, -20] # entering range
ShowCursor.call(0)
end
# Update Triggers
for i in @triggers
n = GAKS.call(i[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)
if pos != [-20, -20]
return @triggers[id][0] == 1
end
return false
end
#--------------------------------------------------------------------------
# * Repeat?
# id : 0:Left, 1:Right, 2:Center
#--------------------------------------------------------------------------
def self.repeat?(id = 0)
return @triggers[id][0] > 0 && @triggers[id][0] % 5 == 1
end
#--------------------------------------------------------------------------
# * Hwnd
#--------------------------------------------------------------------------
def self.hwnd
if @hwnd.nil?
title = "\0" * 256
Readini.call('Game', 'Title', '', title, 255, '.\\Game.ini')
title.force_encoding("ASCII-8bit")
title.delete!("\0")
@hwnd = Findwindow.call('RGSS Player', title)
ShowCursor.call(0)
end
return @hwnd
end
#--------------------------------------------------------------------------
# * Client Size
#--------------------------------------------------------------------------
def self.client_size
rect = [0, 0, 0, 0].pack('l4')
Client_rect.call(self.hwnd, rect)
return rect.unpack('l4')[2..3]
end
end
#============================================================================
# SUPER SIMPLE MOUSE SCRIPT
# Input
#============================================================================
class << Input
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :method
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias :seph_mouse_input_update :update
alias :seph_mouse_input_trigger? :trigger?
alias :seph_mouse_input_repeat? :repeat?
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
$mouse.update
Mouse.update
seph_mouse_input_update
# Are we using the mouse or the keyboard?
@method = :keyboard if dir4 != 0 || dir8 != 0
end
#--------------------------------------------------------------------------
# * Trigger? Test
#--------------------------------------------------------------------------
def trigger?(constant)
return true if seph_mouse_input_trigger?(constant)
if $mouse.enabled? && !Mouse.pos.nil?
if Mouse::Mouse_to_Input_Triggers.has_value?(constant)
return true if Mouse.trigger?(Mouse::Mouse_to_Input_Triggers.index(constant))
end
end
return false
end
#--------------------------------------------------------------------------
# * Repeat? Test
#--------------------------------------------------------------------------
def repeat?(constant)
return true if seph_mouse_input_repeat?(constant)
if $mouse.enabled? && !Mouse.pos.nil?
if Mouse::Mouse_to_Input_Triggers.has_value?(constant)
return true if Mouse.repeat?(Mouse::Mouse_to_Input_Triggers.index(constant))
end
end
return false
end
end
#============================================================================
# SUPER SIMPLE MOUSE SCRIPT
# Map
#============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Tilemap Offset
#--------------------------------------------------------------------------
def tilemap_offset
if $imported && $imported["YEA-CoreEngine"]
[@tilemap.ox - @viewport1.rect.x, @tilemap.oy - @viewport1.rect.y]
else
[@tilemap.ox, @tilemap.oy]
end
end
end
class Game_Map
#--------------------------------------------------------------------------
# * Detect/Set Up Starting Map Event
#--------------------------------------------------------------------------
def setup_starting_map_event
event = @events.values.find {|event| event.starting }
event.clear_starting_flag if event
@interpreter.setup(event.list, event.id, event.trigger_in?([0,1,2,3])) if event
event
end
#--------------------------------------------------------------------------
# * Detect/Set Up Autorun Common Event
#--------------------------------------------------------------------------
def setup_autorun_common_event
event = $data_common_events.find do |event|
event && event.autorun? && $game_switches[event.switch_id]
end
@interpreter.setup(event.list, 0, true) if event
event
end
#--------------------------------------------------------------------------
# * Get ID of Lowest Mouse-enabled Event at Designated Coordinates
#--------------------------------------------------------------------------
def lowest_mouse_event_xy(x, y)
list = events_xy(x, y) + events_xy(x, y+1)
list.sort! {|a, b| b.y - a.y}
evt = nil
list.each do |event|
if (event.pos?(x, y) || (event.pos?(x, y+1) && event.height > 32)) &&
(evt.nil? || event.y > evt.y)
evt = event
break
end
end
return evt
end
end
class Scene_Map
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias shaz_mouse_scene_map_update update
def update
$mouse.update_event_cursors
shaz_mouse_scene_map_update
end
end
#============================================================================
# SUPER SIMPLE MOUSE SCRIPT
# Event
#============================================================================
module RPG
class Event
class Page
#--------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------
attr_reader :mouse_icon
attr_reader :mouse_text
attr_reader :mouse_position
attr_reader :mouse_autoactivate
#--------------------------------------------------------------------
# * Build Stats
#--------------------------------------------------------------------
def build_stats
# Mouse icons (icon mandatory, others optional)
# <mouse icon destx desty name>
@mouse_icon = nil
@mouse_text = nil
@mouse_position = [0, 0]
@mouse_autoactivate = false
# look for mouse instructions
list.each do |command|
if [108, 408].include?(command.code)
comment = command.parameters[0]
case comment
when /<mouse/i
params = /<mouse (.*)>/i.match(comment)[1].split(' ')
@mouse_icon = params.shift
if params.size > 1 && params[0] =~ /\d+/ && params[1] =~ /\d+/
@mouse_position = [params.shift.to_i, params.shift.to_i]
end
if params.size > 0
@mouse_text = params.join(' ')
end
when /<autoactivate>/
@mouse_autoactivate = true
end
end #if
end #do
end #def
end
end
end
class Game_Event < Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :mouse_icon
attr_reader :mouse_text
attr_reader :mouse_position
attr_reader :mouse_autoactivate
#--------------------------------------------------------------------------
# * Start Event
#--------------------------------------------------------------------------
alias shaz_mouse_game_event_start start
def start
$game_player.start_event(@id) if !empty?
shaz_mouse_game_event_start
end
#--------------------------------------------------------------------------
# * Clear Event Page Settings
#--------------------------------------------------------------------------
alias shaz_mouse_game_event_clear_page_settings clear_page_settings
def clear_page_settings
shaz_mouse_game_event_clear_page_settings
@mouse_icon = nil
@mouse_text = nil
@mouse_position = [0, 0]
@mouse_autoactivate = false
@height = 0
end
#--------------------------------------------------------------------------
# * Set Up Event Page Settings
#--------------------------------------------------------------------------
alias shaz_mouse_game_event_setup_page_settings setup_page_settings
def setup_page_settings
shaz_mouse_game_event_setup_page_settings
@page.build_stats
@mouse_icon = @page.mouse_icon
@mouse_text = @page.mouse_text
@mouse_position = @page.mouse_position
@mouse_autoactivate = @page.mouse_autoactivate
set_size
end
end
#============================================================================
# SUPER SIMPLE MOUSE SCRIPT
# Character
#============================================================================
class Game_CharacterBase
attr_reader :height # Height of character bitmap
#--------------------------------------------------------------------------
# * Initialize Public Member Variables
#--------------------------------------------------------------------------
alias shaz_mouse_game_characterbase_init_public_members init_public_members
def init_public_members
shaz_mouse_game_characterbase_init_public_members
@height = 0
end
#--------------------------------------------------------------------------
# * Change Graphics
# character_name : new character graphic filename
# character_index : new character graphic index
#--------------------------------------------------------------------------
alias shaz_mouse_game_characterbase_set_graphic set_graphic
def set_graphic(character_name, character_index)
shaz_mouse_game_characterbase_set_graphic(character_name, character_index)
set_size
end
#--------------------------------------------------------------------------
# * Set character width/height size
#--------------------------------------------------------------------------
def set_size
bw = Cache.character(@character_name).width
bh = Cache.character(@character_name).height
sign = @character_name[/^[\!\$]./]
if sign && sign.include?('$')
@width = bw / 3
@height = bh / 4
else
@width = bw / 12
@height = bh / 8
end
end
#--------------------------------------------------------------------------
# * Detect Collision with Event
#--------------------------------------------------------------------------
def collide_with_events?(x, y)
$game_map.events_xy_nt(x, y).any? do |event|
self != event && (event.normal_priority? || self.is_a?(Game_Event))
end
end
#--------------------------------------------------------------------------
# * Detect Collision with Vehicle
#--------------------------------------------------------------------------
def collide_with_vehicles?(x, y)
!self.is_a?(Game_Player) && ($game_map.boat.pos_nt?(x, y) || $game_map.ship.pos_nt?(x, y))
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias shaz_mouse_game_characterbase_update update
def update
run_path if @runpath
shaz_mouse_game_characterbase_update
end
#--------------------------------------------------------------------------
# * Run Path
#--------------------------------------------------------------------------
def run_path
return if moving?
@step = @map.nil? || @map[@x, @y].nil? ? 0 : @map[@x, @y] - 1
if @step < 1
clear_path
else
x, y = @x, @y
dirs = []
dirs.push(6) if @map[@x+1, @y] == @step && passable?(@x, @y, 6)
dirs.push(2) if @map[@x, @y+1] == @step && passable?(@x, @y, 2)
dirs.push(4) if @map[@x-1, @y] == @step && passable?(@x, @y, 4)
dirs.push(8) if @map[@x, @y-1] == @step && passable?(@x, @y, 8)
while dirs.size > 0
dir = dirs.delete_at(rand(dirs.size))
move_straight(dir)
break if x != @x || y != @y
end
# clear the path if we couldn't move
clear_path if x == @x && y == @y
end
end
#--------------------------------------------------------------------------
# * Find Path
#--------------------------------------------------------------------------
def find_path(x, y)
sx, sy = @x, @y
@tx, @ty = x, y
result = setup_map(sx, sy)
@runpath = result[0]
@map = result[1]
@map[sx, sy] = result[2] if result[2] != nil
end
#--------------------------------------------------------------------------
# * Clear Path
#--------------------------------------------------------------------------
def clear_path
@map = nil
@runpath = false
end
#--------------------------------------------------------------------------
# * Setup Map
#--------------------------------------------------------------------------
def setup_map(sx, sy)
map = Table.new($game_map.width, $game_map.height)
update_counter = 0
map[@tx, @ty] = 1
old_positions = [[@tx, @ty]]
new_positions = []
# if tile is impassable, but CAN move to adjacent tiles, use the adjacent tiles instead
if (!passable?(@tx, @ty, 2) && !passable?(@tx, @ty, 4) &&
!passable?(@tx, @ty, 6) && !passable?(@tx, @ty, 8)) ||
$game_map.events_xy_nt(@tx, @ty).any? { |evt| evt.normal_priority? && evt != self }
old_positions = []
# Can we move from the destination tile in any direction?
if map_passable?(@tx, @ty, 2)
map[@tx, @ty+1] = 1
old_positions.push([@tx, @ty+1])
end
if map_passable?(@tx, @ty, 8)
map[@tx, @ty-1] = 1
old_positions.push([@tx, @ty-1])
end
if map_passable?(@tx, @ty, 4)
map[@tx-1, @ty] = 1
old_positions.push([@tx-1, @ty])
end
if map_passable?(@tx, @ty, 6)
map[@tx+1, @ty] = 1
old_positions.push([@tx+1, @ty])
end
# If not, can we at least move up to the destination tile?
if old_positions.size == 0
if map_passable?(@tx-1,@ty,6)
map[@tx-1,@ty] = 1
old_positions.push([@tx-1,@ty])
end
if map_passable?(@tx+1,@ty,4)
map[@tx+1,@ty] = 1
old_positions.push([@tx+1,@ty])
end
if map_passable?(@tx,@ty-1,2)
map[@tx,@ty-1] = 1
old_positions.push([@tx,@ty-1])
end
if map_passable?(@tx,@ty+1,8)
map[@tx,@ty+1] = 1
old_positions.push([@tx,@ty+1])
end
end
end
# If there are any counters, can we move to the tile on the other side?
if map_passable?(@tx-2,@ty,6) && $game_map.counter?(@tx-1,@ty)
map[@tx-2,@ty] = 1
old_positions.push([@tx-2,@ty])
end
if map_passable?(@tx+2,@ty,4) && $game_map.counter?(@tx+1,@ty)
map[@tx+2,@ty] = 1
old_positions.push([@tx+2,@ty])
end
if map_passable?(@tx,@ty-2,2) && $game_map.counter?(@tx,@ty-1)
map[@tx,@ty-2] = 1
old_positions.push([@tx,@ty-2])
end
if map_passable?(@tx,@ty+2,2) && $game_map.counter?(@tx,@ty+1)
map[@tx,@ty+2] = 1
old_positions.push([@tx,@ty+2])
end
depth = 2
depth.upto(100) { |step|
break if old_positions[0].nil?
@step = step
loop do
break if old_positions[0].nil?
x, y = old_positions.shift
return [true, map, @step-1] if x == sx && y == sy
if map[x, y + 1] == 0 && passable?(x, y, 2)
map[x, y + 1] = @step
new_positions.push([x, y + 1])
end
if map[x - 1, y] == 0 && passable?(x, y, 4)
map[x - 1, y] = @step
new_positions.push([x - 1, y])
end
if map[x + 1, y] == 0 && passable?(x, y, 6)
map[x + 1, y] = @step
new_positions.push([x + 1, y])
end
if map[x, y - 1] == 0 && passable?(x, y, 8)
map[x, y - 1] = @step
new_positions.push([x, y - 1])
end
# Update graphics? (to reduce lag)
update_counter += 1
if update_counter > 50
Graphics.update
update_counter = 0
end
end
old_positions = new_positions
new_positions = []
}
return [false, nil, nil]
end
end
class Game_Character < Game_CharacterBase
#--------------------------------------------------------------------------
# * Force Move Route
#--------------------------------------------------------------------------
alias shaz_mouse_game_character_force_move_route force_move_route
def force_move_route(move_route)
clear_path
shaz_mouse_game_character_force_move_route(move_route)
end
end
#============================================================================
# SUPER SIMPLE MOUSE SCRIPT
# Player
#============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Trigger Map Event
# triggers : Trigger array
# normal : Is priority set to [Same as Characters] ?
#--------------------------------------------------------------------------
alias shaz_mouse_game_player_start_map_event start_map_event
def start_map_event(x, y, triggers, normal)
@started_events = []
shaz_mouse_game_player_start_map_event(x, y, triggers, normal)
end
#--------------------------------------------------------------------------
# * Start Event
#--------------------------------------------------------------------------
def start_event(event_id)
@started_events = [] if @started_events.nil?
@started_events.push(event_id)
end
#--------------------------------------------------------------------------
# * Processing of Movement via Input from Directional Buttons
#--------------------------------------------------------------------------
alias shaz_mouse_game_player_move_by_input move_by_input
def move_by_input
if Input.dir4 > 0
clear_path
shaz_mouse_game_player_move_by_input
else
# Move by mouse input
if !$game_message.busy? && !$game_message.visible && !@move_route_forcing &&
!@vehicle_getting_on && !@vehicle_getting_off &&
Mouse.trigger?(0) && !Mouse.grid.nil? && !$mouse.ignored?
mx, my = *Mouse.grid
# turn in direction
if (@x - mx).abs >= (@y - my).abs
set_direction(@x > mx ? 4 : 6)
else
set_direction(@y > my ? 8 : 2)
end
# find path
@event = $game_map.lowest_mouse_event_xy(mx, my)
if @event.nil?
find_path(mx, my)
elsif @event.mouse_autoactivate
@event.start
@started_events = []
clear_path
else
find_path(@event.x + @event.mouse_position[0],
@event.y + @event.mouse_position[1])
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias shaz_mouse_game_player_update update
def update
shaz_mouse_game_player_update
update_pathfinding if !@event.nil? && !moving?
end
#--------------------------------------------------------------------------
# * Check event after pathfinding
#--------------------------------------------------------------------------
def update_pathfinding
if @map.nil? || @map[@x, @y] <= 1
dir = @x < @event.x ? 6 : @x > @event.x ? 4 : @y < @event.y ? 2 : @y > @event.y ? 8 : 0
# Face event and trigger it (only if not triggered by start_map_event)
turn_toward_character(@event) if !@event.pos?(@x, @y)
if !@started_events.include?(@event.id) && !@map.nil? && !in_airship?
@event.start
@started_events = []
end
clear_path
end
end
#--------------------------------------------------------------------------
# * Clear Path
#--------------------------------------------------------------------------
def clear_path
@event = nil
super
end
end
#============================================================================
# SUPER SIMPLE MOUSE SCRIPT
# Interpreter
#============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# * Event Setup
#--------------------------------------------------------------------------
alias shaz_mouse_game_interpreter_setup setup
def setup(list, event_id = 0, lock_player = false)
shaz_mouse_game_interpreter_setup(list, event_id)
@lock_player = lock_player
end
#--------------------------------------------------------------------------
# * Execute
#--------------------------------------------------------------------------
alias shaz_mouse_game_interpreter_run run
def run
$mouse.ignored = true if @lock_player
shaz_mouse_game_interpreter_run
$mouse.ignored = false if @lock_player
end
end
#============================================================================
# Этот код нужен для фикса ситуации, в которой при создании игрового меню
# на фоне оставался "призрак" курсора. Phileas.
#============================================================================
module SceneManager
def self.snapshot_for_background
flag = $mouse.enabled?
$mouse.enabled = false
@background_bitmap.dispose if @background_bitmap
@background_bitmap = Graphics.snap_to_bitmap
@background_bitmap.blur
$mouse.enabled = flag
end
end
#============================================================================
# SUPER SIMPLE MOUSE SCRIPT
# Windows
#============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias shaz_mouse_window_selectable_update update
def update
shaz_mouse_window_selectable_update
process_mouse_handling if Input.method == :mouse
end
#--------------------------------------------------------------------------
# * Mouse Movement Processing
#--------------------------------------------------------------------------
def process_mouse_handling
return unless $mouse.enabled? && cursor_movable?
# Add a delay to prevent too-fast scrolling
@delay = @delay ? @delay + 1 : 0
return if @delay % 3 > 0
mx, my = *Mouse.position
vx = self.viewport ? self.x - self.viewport.ox + self.viewport.rect.x : self.x
vy = self.viewport ? self.y - self.viewport.oy + self.viewport.rect.y : self.y
if mx.between?(vx, vx + self.width) &&
my.between?(vy, vy + self.height)
mx -= vx
mx -= padding
my -= vy
my -= padding
my += oy
for i in 0 ... item_max
rect = item_rect(i)
if mx.between?(rect.x, rect.x + rect.width) &&
my.between?(rect.y, rect.y + rect.height)
last_index = @index
select(i)
if @index != last_index
Sound.play_cursor
end
break
end
end
end
end
end
class Window_NameInput < Window_Selectable
#--------------------------------------------------------------------------
# * Mouse Movement Processing
#--------------------------------------------------------------------------
def process_mouse_handling
return unless $mouse.enabled?
# Add a delay to prevent too-fast scrolling
@delay = @delay ? @delay + 1 : 0
return if @delay % 3 > 0
mx, my = *Mouse.position
vx = (self.viewport ? self.x - self.viewport.ox + self.viewport.rect.x : self.x) + padding
vy = (self.viewport ? self.y - self.viewport.oy + self.viewport.rect.y : self.y) + padding
if mx.between?(vx, vx + self.width - padding * 2) &&
my.between?(vy, vy + self.height - padding * 2)
mx -= vx
my -= vy
x = (mx > 5*32+16 ? mx-16 : mx) / 32
y = my / line_height
last_index = @index
@index = y * 10 + x
Sound.play_cursor if @index != last_index
end
end
end
class Scene_File < Scene_MenuBase
#--------------------------------------------------------------------------
# * Update Cursor
#--------------------------------------------------------------------------
alias shaz_mouse_scene_file_update_cursor update_cursor
def update_cursor
shaz_mouse_scene_file_update_cursor
process_mouse_handling if Input.method == :mouse
end
#--------------------------------------------------------------------------
# * Mouse Movement Processing
#--------------------------------------------------------------------------
def process_mouse_handling
return unless $mouse.enabled?
# Add a delay to prevent too-fast scrolling
@delay = @delay ? @delay + 1 : 0
return if @delay % 3 > 0
mx, my = *Mouse.position
vx = @savefile_viewport.ox + mx
vy = @savefile_viewport.oy + my
last_index = @index
new_index = vy / savefile_height
if @index != new_index
if new_index > @index
cursor_down(false)
else
cursor_up(false)
end
Sound.play_cursor
@savefile_windows[last_index].selected = false
@savefile_windows[@index].selected = true
end
end
end В скрипте я просто добавил в 130 строчку вот это: return if $mouse == nil Однако это позволяет лишь избежать исключения. Как же нам "воскресить" мышь при перезапуске игры? Очень просто, надо всего лишь вызвать конструктор заново. Заходим в SceneManager (в скриптах в самом верху списка), находим self.run. Там добавляем одну строчку: def self.run
$mouse = Sprite_Mouse.new
DataManager.init
Audio.setup_midi if use_midi?
@scene = first_scene_class.new
@scene.main while @scene
end На всякий случай, уточню, я добавил вот эту строчку: $mouse = Sprite_Mouse.new UPD! (04.12.2022) По просьбе форумчанина, добавил ещё вот такой код в скрипт: module SceneManager
def self.snapshot_for_background
flag = $mouse.enabled?
$mouse.enabled = false
@background_bitmap.dispose if @background_bitmap
@background_bitmap = Graphics.snap_to_bitmap
@background_bitmap.blur
$mouse.enabled = flag
end
end Он убирает курсор со скриншота экрана, который ставится фоном игрового меню. Может возникнуть конфликт с другим скриптом, который тоже переопределяет этот метод. Также добавил исправление от Dmy, которое решает проблему игр с кириллицей в названии. Собственно, всё. Вот пустой проект, в котором демонстрируется работа исправленного скрипта: проект Если у вас что-то не получается, что-то не работает - пишите в этой теме, постараюсь помочь. |
Последнее редактирование: 1 год 11 мес. назад от Phileas.
Администратор запретил публиковать записи гостям.
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[VX Ace] Фикс скрипта мыши 3 года 8 мес. назад #121737
|
А какими припарками лечить вот такую ошибку? Ситуация одинаковая и в чистых проектах, и в тех, в которых есть другие скрипты. Преследует не только с этим скриптом, но и с аналогичным от Falcao. В чужих проектах всё нормально, но при перенесении в мои всё ломается.
Вложения:
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Последнее редактирование: 3 года 8 мес. назад от Местами человек.
Администратор запретил публиковать записи гостям.
За этот пост поблагодарили: Dmy
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[VX Ace] Фикс скрипта мыши 3 года 8 мес. назад #121739
|
Местами человек пишет:
А какими припарками лечить вот такую ошибку? Ситуация одинаковая и в чистых проектах, и в тех, в которых есть другие скрипты. Вариант 1. Найдите вот этот отрезок кода: def self.hwnd
if @hwnd.nil?
title = "\0" * 256
Readini.call('Game', 'Title', '', title, 255, '.\\Game.ini')
title.delete!("\0")
@hwnd = Findwindow.call('RGSS Player', title)
ShowCursor.call(0)
end
return @hwnd
end и перед строчкой title.delete!("\0") добавьте такую строчку: title.force_encoding("ASCII-8bit") Чтобы получилось вот так: def self.hwnd
if @hwnd.nil?
title = "\0" * 256
Readini.call('Game', 'Title', '', title, 255, '.\\Game.ini')
title.force_encoding("ASCII-8bit")
title.delete!("\0")
@hwnd = Findwindow.call('RGSS Player', title)
ShowCursor.call(0)
end
return @hwnd
end Для других скриптов надо сделать похожие исправления (но вместо title там будет что-то другое). Лучше создайте отдельную тему для этой ошибки (или по отдельной теме на каждый скрипт) и укажите в ней сам скрипт (ещё лучше, если получится приложить проект-пример), я отвечу. Вариант 2. Дешёвый и сердитый. Просто переименуйте игру, чтобы в названии была одна латиница. Эта ошибка возникает из-за того, что авторы скрипта не тестировали его на названиях проектов, где есть какие-то буквы, кроме английской латиницы. |
Последнее редактирование: 3 года 8 мес. назад от Dmy.
Администратор запретил публиковать записи гостям.
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[VX Ace] Фикс скрипта мыши 1 год 11 мес. назад #128444
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Dmy, прошу прощения, я увидел новые сообщения в теме только сейчас) Мне почему-то не приходят письма о новых сообщениях.
Добавил ваше исправление. Также, по просьбе одного форумчанина, убрал "призрак" курсора с фона игрового меню. Обновил шапку темы и проект по ссылке. Также рекомендую, по возможности, переходить на MV/MZ, где всё это работает из коробки. Ну а графику курсора можно поменять всякими плагинами, например, от DK. MZ всё ещё поддерживается разработчиками, а вот VX Ace со всеми своими проблемами безнадёжно в прошлом. |
Последнее редактирование: 1 год 11 мес. назад от Phileas.
Администратор запретил публиковать записи гостям.
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