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插件推荐(禁商用)

插件作者:(yang1zhi)

//取消键---------------------------------------------------------

/*:

 * @plugindesc 取消键.

 * @author 杨志(yang1zhi)

 * @help  右上角多个鼠标右键的功能

 * 

 * yangzhi40#hotmail.com

 * yangzhi40@hotmail.com

 */

 

Scene_Map.prototype.isMapTouchOk = function() {

        if (this.is_NOmove_window()) {return false}

    return this.isActive() && $gamePlayer.canMove();

};

 

 //点击后不会移动的窗口

Scene_Map.prototype.is_NOmove_window = function() {

        //ESC窗口

        if (SceneManager._scene._escWindow.containsPoint({x: TouchInput.x, y: TouchInput.y})) {return true}

        return false

}

 

 

ESC_SELECTABLE_UPDATE = Window_Selectable.prototype.update

Window_Selectable.prototype.update = function() {

    ESC_SELECTABLE_UPDATE.call(this);

        this.CancelCancel();  //取消键

};

 

Window_Selectable.prototype.CancelCancel = function() {

        //不活动的窗口跳过

        if (!SceneManager._scene._escWindow) {return}

        //不活动的窗口跳过

        if (!this.isOpenAndActive()) {return}

        //当按下鼠标左键

        if (this.isCancelEnabled() && TouchInput.isTriggered('ok')) {

        //当鼠标X在取消键范围内

        if (SceneManager._scene._escWindow.containsPoint({x: TouchInput.x, y: TouchInput.y})) {

                this.processCancel();

        }

        }

 

};

 

 

ESC_DISPLAYOBJECTS = Scene_Map.prototype.createDisplayObjects

Scene_Map.prototype.createDisplayObjects = function() {

    ESC_DISPLAYOBJECTS.call(this);

        this.createescWindow();  //ESC键

};

 

ESC_MENUBASE_SREATE = Scene_MenuBase.prototype.create

Scene_MenuBase.prototype.create = function() {

    ESC_MENUBASE_SREATE.call(this);

        this.createescWindow();  //ESC键

 

};

 

 

Scene_Base.prototype.createescWindow = function() {

    this._escWindow = new Window_esc(779,5,32,32,this.constructor.name);

    this.addChild(this._escWindow);

};

 

Scene_Base.prototype.onESCOk = function() {

        //Scene_Map.isActive()

        this._escWindow.activate();

        if (this.constructor.name == 'Scene_Map') {SceneManager.push(Scene_Menu);}

};

 

 

 

 

 

//-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

//显示特效图片----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

function Window_esc() {

    this.initialize.apply(this, arguments);

}

 

Window_esc.prototype = Object.create(Sprite.prototype);

Window_esc.prototype.constructor = Window_esc;

 

Window_esc.prototype.initialize = function(x, y,w,h,name) {

    Sprite.prototype.initialize.call(this);

        this._sc_name = name

        var ww = w || 32

        var hh = h || 32

        this.move(x,y)

    this.contents = new Sprite(new Bitmap(ww, hh));

    this.addChild(this.contents);

        this.bitmap = ImageManager.loadSystem('ESC');

};

 

 

 

Window_esc.prototype.update = function() {

   Sprite.prototype.update.call(this);

   //不在地图上跳过

   if (this._sc_name != 'Scene_Map') {return}

        //当按下鼠标左键

        if (TouchInput.isTriggered('ok')) {

        //当鼠标X在取消键范围内

        if (this.containsPoint({x: TouchInput.x, y: TouchInput.y})) {

                //演奏SE

                SoundManager.playSystemSound(1);

                SceneManager.push(Scene_Menu);

        }

        }

};

Window_esc.prototype.show = function() {

    this.visible = this.contents.visible = true;

};

Window_esc.prototype.hide = function() {

    this.visible = this.contents.visible = false;

};

Window_esc.prototype.setAnchor = function (ax, ay) {

    this.anchor.x = this.contents.anchor = ax;

    this.anchor.y = this.contents.anchor = ay;

};

Window_esc.prototype.clear = function() {

    this.contents.bitmap.clear();

};

Window_esc.prototype.drawIcon = function(iconIndex, x, y) {

    var bitmap = ImageManager.loadSystem('IconSet');

    var sx = iconIndex % 16 * 32;

    var sy = Math.floor(iconIndex / 16) * 32;

    this.contents.bitmap.blt(bitmap, sx, sy, 32, 32, x, y);

};




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