Sistema de Mouse em 8 direções
Créditos: por shun, Cybersam, Astro_mech, Mr.Mo > por criar
Felix Blayder > Por disponibilisar
Créditos: por shun, Cybersam, Astro_mech, Mr.Mo > por criar
Felix Blayder > Por disponibilisar
Introdução:
Adiciona um sistema de mouse ao seu jogo.
Características:
Movimento pelo mapa em 8 direções
Mecher no menu
Mecher nas batalhas
O cursor muda dependendo do comentario do evento
Screenshots:
- Spoiler:
- Spoiler:
- Spoiler:
Como usar:
Cole o script acima do main
Adicione essas linhas ao script "Main" abaixo da linha begin:
#set up mouse
$mouse_icon = "Arrow"
$move = 0
$mousex = 0
$mousey = 0
exemplo:
Voce deve ter tambem as imagens das setas na sua pasta Icons ( junto com a demo )
Para o cursor do mouse mudar basta adicionar um comentario com o nome do icone na sua pasta Icons Ex: Arrow2, Arrow3, Arrow4 ( adicione quantas setas quiser sem presisar mecher no script )
Demo:
Upando em um Sit bom mais o script já vai fica aqui!
Script:
- Spoiler:
#----------------------------------------------------------------------------
#Credits: This is an adaptation from a script created by shun (http://simp.nobody.jp/)
#Also looked at Cybersam's work and Astro_mech and Mr.Mo's mouse script edits to
#learn how onmouse events work.
#----------------------------------------------------------------------------
# TO USE:
# In each map event, put the name of the cursor you want to show as a comment.
# The comment must be the first event command. Make sure that you put the cursor
# in your Icons directory (name in comment and icon name must match exactly)
#----------------------------------------------------------------------------
module Input
#--------------------------------------------------------------------------
# ● get winAPIs
#--------------------------------------------------------------------------
gsm = Win32API.new('user32', 'GetSystemMetrics', 'i', 'i')
@mouse_status = [[0, 1], [0, 2], [0, 4]] #left, right, middle mouse
@gaks = Win32API.new('user32', 'GetAsyncKeyState', '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')
@readini = Win32API.new('kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l')
@findwindow = Win32API.new('user32', 'FindWindowA', %w(p p), 'l')
show_cursor = Win32API.new('user32', 'ShowCursor', 'l', 'l')
n = (true ? 0 : 1)
show_cursor.call(n)
module_function
#--------------------------------------------------------------------------
# ● get the window
#--------------------------------------------------------------------------
def hwnd
game_name = "\0" * 256
@readini.call('Game', 'Title', '', game_name, 255, ".\\Game.ini")
game_name.delete!("\0")
h = @findwindow.call('RGSS Player', game_name)
if h == 0
n = 0
while h == 0
h = @findwindow.call('RGSS Player', "#{game_name} - #{n} FPS")
n += 1
end
end
return h
end
#--------------------------------------------------------------------------
# ● get the global position of the mouse
#--------------------------------------------------------------------------
def global_pos
pos = [0, 0].pack('ll')
if @cursor_pos.call(pos) != 0
return pos.unpack('ll')
else
return nil
end
end
#--------------------------------------------------------------------------
# ● Position of the mouse in the game
# catch_anywhere : get position if mouse is outside of game screen
#--------------------------------------------------------------------------
def pos(catch_anywhere = true)
x, y = screen_to_client(*global_pos)
width, height = client_size
if catch_anywhere or (x >= 0 and y >= 0 and x < width and y < height)
return x, y
else
return nil
end
end
#--------------------------------------------------------------------------
# ● Position of the mouse on screen
# x : x coordinate
# y : y coordinate
#--------------------------------------------------------------------------
def screen_to_client(x, y)
return nil unless x and y
pos = [x, y].pack('ll')
if @scr2cli.call(hwnd, pos) != 0
return pos.unpack('ll')
else
return nil
end
end
#--------------------------------------------------------------------------
# ● Size of the game window
#--------------------------------------------------------------------------
def client_size
rect = [0, 0, 0, 0].pack('l4')
@client_rect.call(hwnd, rect)
right, bottom = rect.unpack('l4')[2..3]
return right, bottom
end
#--------------------------------------------------------------------------
# ● Check to see if the mouse is over an event
#--------------------------------------------------------------------------
def check_event(x, y)
for event in $game_map.events.values
# change icon if an event is encountered
if (event.x == x or event.x == (x-1)) and (event.y == y or event.y == (y+1))
if event.list && event.list[0].code == 108
icon = event.list[0].parameters
$mouse_icon = icon.to_s
end
break
end
# if even is not encountered, use default icon
$mouse_icon = "Arrow"
end
end
def icon_name(name)
$msg = name.to_s
$mouse_icon = name.to_s
end
#--------------------------------------------------------------------------
# ● watch for left mouse actions
# id : Mouse (0:Left, 1:Right, 2:Center)
#--------------------------------------------------------------------------
def mouse_press?(id = 0)
if $scene.is_a?(Scene_Map)
# get the icon to display
if @mouse_status[id][0] <= 0
$hoverx = (pos[0] + $game_map.display_x / 4) / 32
$hovery = (pos[1] + $game_map.display_y / 4) / 32
icon = check_event($hoverx,$hovery)
end
# move character when mouse is pressed
if @mouse_status[id][0] > 0
$mousex = pos[0] + $game_map.display_x / 4
$mousey = pos[1] + $game_map.display_y / 4
$move = 1
end
# don't move character if message window showing
if $game_temp.message_window_showing
$move = 0
end
end
return @mouse_status[id][0] > 0
end
#--------------------------------------------------------------------------
# ● Watch for mouse button actions (especially right mouse button)
# id : mouse (0:Left, 1:Right, 2:Center)
#--------------------------------------------------------------------------
def mouse_trigger?(id = 0)
return @mouse_status[id][0] == 1
end
#--------------------------------------------------------------------------
# ● Check to see if a mouse action was repeated
# id : mouse (0:Left, 1:Right, 2:Center)
#--------------------------------------------------------------------------
def mouse_repeat?(id = 0)
if @mouse_status[id][0] <= 0
return false
else
result = @mouse_status[id][0] % 5 == 1 and @mouse_status[id][0] % 5 != 2
return result
end
end
#--------------------------------------------------------------------------
# ● Update the mouse
#--------------------------------------------------------------------------
def mouse_update
for i in @mouse_status
n = @gaks.call(i[1])
if n == 0 or n == 1
i[0] = (i[0] > 0 ? i[0] * -1 : 0)
else
i[0] = (i[0] > 0 ? i[0] + 1 : 1)
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class << Input
#--------------------------------------------------------------------------
# ● Update old input calls
#--------------------------------------------------------------------------
alias old_update update unless $@
def Input.update
old_update
mouse_update
$mouse.update
end
#--------------------------------------------------------------------------
# ● Update old input triggers
# num : A, B, C
#--------------------------------------------------------------------------
alias old_trigger? trigger? unless $@
def Input.trigger?(num)
return old_trigger?(num) if Input.pos(false) == nil
case num
when Input::A
return (old_trigger?(num) or mouse_trigger?(2))
when Input::B
return (old_trigger?(num) or mouse_trigger?(1))
when Input::C
return (old_trigger?(num) or mouse_trigger?)
else
return old_trigger?(num)
end
end
#--------------------------------------------------------------------------
# ● Check to see if an old input call was repeated
# num : B
#--------------------------------------------------------------------------
alias old_repeat? repeat? unless $@
def repeat?(num)
return old_repeat?(num) if Input.pos(false) == nil
if num == Input::B
return (old_repeat?(num) or mouse_repeat?(1))
else
return old_repeat?(num)
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● Move the player toward the mouse
#--------------------------------------------------------------------------
alias mouse_update update
def update
rx = $mousex - (@real_x / 4 + 16)
ry = $mousey - (@real_y / 4 + 16)
# if an arrow key is pressed, stop path finding
$move = 0 if Input.dir4 != 0
# move to a specified area on the map, using the mouse
if $move == 1
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing or
(rx.abs <= 16 and ry.abs <= 16)
rad = -(Math.atan2(ry, rx) / Math::PI * 180)
case rad
when -157.5...-112.5
move_lower_left
when -112.5...-67.5
move_down
when -67.5...-22.5
move_lower_right
when -22.5...22.5
move_right
when 22.5...67.5
move_upper_right
when 67.5...112.5
move_up
when 112.5...157.5
move_upper_left
else
move_left
end
end
# if the path has been reached, stop moving
if (rx.abs <= 16 and ry.abs <= 16)
$move = 0
end
end
#update the mouse
mouse_update
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Sprite_Mouse < Sprite
#--------------------------------------------------------------------------
# ● Initialize the mouse
#--------------------------------------------------------------------------
def initialize
super
self.bitmap = RPG::Cache.icon($mouse_icon.to_s)
self.z = 10001
self.ox, self.oy = [16, 0]
self.visible = false
self.src_rect.set(0, 0, 32, 32)
update
end
#--------------------------------------------------------------------------
# ● Dispose of the mouse
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# ● Update the mouse
#--------------------------------------------------------------------------
def update
super
self.bitmap = RPG::Cache.icon($mouse_icon.to_s)
self.visible = true if self.visible == false and $scene != nil
self.x, self.y = Input.pos
if Input.mouse_press?
self.src_rect.set(0, 0, 32, 32)
end
return
end
end
$mouse = Sprite_Mouse.new
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# ● Initialize the mouse
#--------------------------------------------------------------------------
alias mouse_initialize initialize
def initialize(x, y, width, height)
mouse_initialize(x, y, width, height)
@scroll_wait = 0
end
#--------------------------------------------------------------------------
# ● Update the mouse
#--------------------------------------------------------------------------
alias mouse_update update
def update
mouse_update
mouse_operation if self.active
end
#--------------------------------------------------------------------------
# ○ Perform mouse operations
#--------------------------------------------------------------------------
def mouse_operation
mx = Input.pos[0] - (self.x - self.ox + 16)
my = Input.pos[1] - (self.y - self.oy + 16)
width = self.width / @column_max - 32
height = 32
for index in 0...@item_max
x = index % @column_max * (width + 32)
y = index / @column_max * 32
if mx > x and
mx < x + width and
my > y and
my < y + height
mouse_cursor(index)
break
end
end
end
#--------------------------------------------------------------------------
# ○ Track the position of the mouse cursor
#--------------------------------------------------------------------------
def mouse_cursor(index)
return if @index == index
@scroll_wait -= 1 if @scroll_wait > 0
row1 = @index / @column_max
row2 = index / @column_max
bottom = self.top_row + (self.page_row_max - 1)
if row1 == self.top_row and row2 < self.top_row
return if @scroll_wait > 0
@index = [@index - @column_max, 0].max
@scroll_wait = 4
elsif row1 == bottom and row2 > bottom
return if @scroll_wait > 0
@index = [@index + @column_max, @item_max - 1].min
@scroll_wait = 4
else
@index = index
end
$game_system.se_play($data_system.cursor_se)
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Window_MenuStatus < Window_Selectable
def mouse_operation
return if @index < 0
mx = Input.pos[0] - (self.x - self.ox + 16)
my = Input.pos[1] - (self.y - self.oy + 16)
x = 0
width = self.width - 32
height = 96
for index in 0...@item_max
y = index * 116
if mx > x and
mx < x + width and
my > y and
my < y + height
mouse_cursor(index)
break
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Window_Target < Window_Selectable
def mouse_operation
return if @index <= -1
mx = Input.pos[0] - (self.x - self.ox + 16)
my = Input.pos[1] - (self.y - self.oy + 16)
x = 0
width = self.width - 32
height = 96
for index in 0...@item_max
y = index * 116
if mx > x and
mx < x + width and
my > y and
my < y + height
mouse_cursor(index)
break
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Window_NameInput < Window_Base
#--------------------------------------------------------------------------
# ● Update the position of the mouse
#--------------------------------------------------------------------------
alias mouse_update update
def update
mouse_update
mouse_operation if self.active
end
#--------------------------------------------------------------------------
# ● Perform mouse operations
#--------------------------------------------------------------------------
def mouse_operation
last_index = @index
mx = Input.pos[0] - (self.x - self.ox + 16)
my = Input.pos[1] - (self.y - self.oy + 16)
width = 28
height = 32
for index in 0...180
x = 4 + index / 5 / 9 * 152 + index % 5 * 28
y = index / 5 % 9 * 32
if mx > x and
mx < x + width and
my > y and
my < y + height
@index = index
break
end
end
x = 544
y = 9 * 32
width = 64
if mx > x and
mx < x + width and
my > y and
my < y + height
@index = 180
end
$game_system.se_play($data_system.cursor_se) unless @index == index
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Window_Message < Window_Selectable
#--------------------------------------------------------------------------
# ● Perform mouse operations
#--------------------------------------------------------------------------
def mouse_operation
mx = Input.pos[0] - (self.x - self.ox + 16)
my = Input.pos[1] - (self.y - self.oy + 16)
x = 8
width = 128
height = 32
for index in 0...@item_max
y = ($game_temp.choice_start + index) * 32
if mx > x and mx < x + width and my > y and my < y + height
mouse_cursor(index)
break
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Window_PartyCommand < Window_Selectable
def mouse_operation
mx = Input.pos[0] - (self.x - self.ox + 16)
my = Input.pos[1] - (self.y - self.oy + 16)
y = 0
width = 128
height = 32
for index in 0...@item_max
x = 160 + index * 160
if mx > x and
mx < x + width and
my > y and
my < y + height
mouse_cursor(index)
break
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Window_MenuPosition < Window_Selectable
def mouse_operation
mx = Input.pos[0] - (self.x - self.ox + 16)
my = Input.pos[1] - (self.y - self.oy + 16)
y = 0
width = self.contents.width / @item_max - 10
height = 32
for index in 0...@item_max
x = self.contents.width / (@item_max) * index + 4
if mx > x and
mx < x + width and
my > y and
my < y + height
mouse_cursor(index)
break
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Arrow_Base < Sprite
alias mouse_update update
def update
mouse_update
mouse_operation
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Arrow_Enemy < Arrow_Base
def mouse_operation
mx, my = Input.pos
for index in 0...$game_troop.enemies.size
enemy = $game_troop.enemies[index]
bitmap = RPG::Cache.battler(enemy.battler_name, 0)
width = bitmap.width
height = bitmap.height
x = enemy.screen_x - width / 2
y = enemy.screen_y - height
if mx > x and
mx < x + width and
my > y and
my < y + height
break if @index == index
@index = index
$game_system.se_play($data_system.cursor_se)
break
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Arrow_Actor < Arrow_Base
def mouse_operation
mx, my = Input.pos
for index in 0...$game_party.actors.size
index = $game_party.actors.size - index - 1
actor = $game_party.actors[index]
bitmap = RPG::Cache.battler(actor.battler_name, 0)
width = bitmap.width
height = bitmap.height
x = actor.screen_x - width / 2
y = actor.screen_y - height
if mx > x and
mx < x + width and
my > y and
my < y + height
break if @index == index
@index = index
$game_system.se_play($data_system.cursor_se)
break
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
class Scene_File
#--------------------------------------------------------------------------
# ● Update the mouse
#--------------------------------------------------------------------------
alias mouse_update update
def update
mouse_update
save = false
mx, my = Input.pos
x = 0
width = (save ? 160 : 640)
height = 104
for index in 0...4
y = 64 + index % 4 * 104
if mx > x and
mx < x + width and
my > y and
my < y + height
break if @file_index == index
@savefile_windows[@file_index].selected = false
@file_index = index
@savefile_windows[@file_index].selected = true
$game_system.se_play($data_system.cursor_se)
break
end
end
end
end
Comentário Final:
Intão, tenho esse script aki juntando poeira no meu HD, e resolvi ajudar o forum porq como ele tá no começo achei melhor colocar um bom script aqui, espero q gostem...