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- # http://members.jcom.home.ne.jp/cogwheel/
- #==============================================================================
- # Game_Player
- #==============================================================================
- class Game_Player < Game_Character
- UP = 0
- DOWN = 0
- SIDE = 0
- SLANT = false
- #--------------------------------------------------------------------------
- attr_reader :event
- attr_accessor :move_speed
- #--------------------------------------------------------------------------
- alias :update_original :update
- def update
- @walk = 5.1
- @dash = 5
- @event = 4
- @dot_m = true
- center_x = (Graphics.width/2 - Game_Map::TILEWIDTH/2) * 4
- center_y = (Graphics.height/2 - Game_Map::TILEHEIGHT/2) * 4
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing or
- $PokemonTemp.miniupdate or jumping?
- if @walk != @dash
- if Input.press?(Input::C)
- if @move_speed != @dash
- @move_speed = @dash
- end
- else
- if @move_speed != @walk
- @move_speed = @walk
- end
- end
- end
- end
- if @revise_x == nil and @revise_y == nil
- @revise_x = 0
- @revise_y = 0
- end
- unless @dot_m
- update_original
- return
- end
- if @move_route_forcing
- last_moving = moving?
- last_real_x = @real_x
- last_real_y = @real_y
- if (@revise_x != 0 or @revise_y != 0) and not jumping? and @move == true
- if @revise_x != @real_x - @x * 128 or @revise_y != @real_y - @y * 128
- @revise_x = @real_x - @x * 128
- @revise_y = @real_y - @y * 128
- end
- distance1 = 2 ** @move_speed
- distance2 = Math.sqrt(@revise_x ** 2 + @revise_y ** 2)
- if distance1 > distance2
- @real_x = @real_x - @revise_x
- @real_y = @real_y - @revise_y
- @revise_x = 0
- @revise_y = 0
- anime_update
- else
- @real_x -= (distance1 * @revise_x / distance2).round
- @real_y -= (distance1 * @revise_y / distance2).round
- @revise_x = @real_x - @x * 128
- @revise_y = @real_y - @y * 128
- anime_update
- end
- else
- super
- end
- else
- @move = false
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing or
- $PokemonTemp.miniupdate or jumping?
- case Input.dir8
- when 1
- move_lower_left_p
- when 2
- move_down_p
- when 3
- move_lower_right_p
- when 4
- move_left_p
- when 6
- move_right_p
- when 7
- move_upper_left_p
- when 8
- move_up_p
- when 9
- move_upper_right_p
- end
- end
- last_real_x = @real_x
- last_real_y = @real_y
- unless jumping?
- @real_x = @x * 128 + @revise_x
- @real_y = @y * 128 + @revise_y
- else
- update_jump
- end
- last_moving = moving?
- move_on
- if (last_real_x != @real_x or last_real_y != @real_y)
- @move_distance = 0 if @move_distance == nil
- @move_distance += Math.sqrt((last_real_x - @real_x) ** 2 +
- (last_real_y - @real_y) ** 2)
- if @move_distance >= 128
- @move_distance %= 128
- increase_steps
- end
- anime_update
- else
- @pattern = 0
- end
- end
- if @real_y > last_real_y and @real_y - $game_map.display_y > center_y
- # Scroll map down
- $game_map.scroll_down(@real_y - last_real_y)
- end
- # If character moves left and is positioned more left on-screen than
- # center
- if @real_x < last_real_x and @real_x - $game_map.display_x < center_x
- # Scroll map left
- $game_map.scroll_left(last_real_x - @real_x)
- end
- # If character moves right and is positioned more right on-screen than
- # center
- if @real_x > last_real_x and @real_x - $game_map.display_x > center_x
- # Scroll map right
- $game_map.scroll_right(@real_x - last_real_x)
- end
- # If character moves up and is positioned higher than the center
- # of the screen
- if @real_y < last_real_y and @real_y - $game_map.display_y < center_y
- # Scroll map up
- $game_map.scroll_up(last_real_y - @real_y)
- end
- if last_moving
- result = check_event_trigger_here([1,2])
- if result == false
- unless $DEBUG and Input.press?(Input::CTRL)
- if @encounter_count > 0
- @encounter_count -= 1
- end
- end
- end
- end
- if Input.trigger?(Input::C)
- check_event_trigger_here([0])
- check_event_trigger_there([0,1,2])
- end
- if Input.trigger?(Input::SPC) && $game_switches[200]
- case direction
- when 2 # down
- jump(0,2)
- when 4 # left
- jump(-2,0)
- when 6 # right
- jump(2,0)
- when 8 # up
- jump(0,-2)
- end
- end
- end
- #--------------------------------------------------------------------------
- def initialize
- @revise_x = 0
- @revise_y = 0
- @move == false
- super
- end
- #--------------------------------------------------------------------------
- def moving?
- unless @dot_m
- result = super
- return result
- end
- if @move_route_forcing
- if @move == false
- return false
- end
- super
- else
- return (@x != (@real_x / 128.0).round or @y != (@real_y / 128.0).round)
- end
- end
- #--------------------------------------------------------------------------
- def moving_a?
- if @move == false
- if (@move_route.list[@move_route_index].code <= 14 or
- @move_route.list[@move_route_index].code == 25)
- @move = true
- end
- return false
- end
- moving?
- end
- #--------------------------------------------------------------------------
- def update_jump
- @jump_count -= 1
- @real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
- @real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
- if @jump_count == 0
- @revise_x = 0
- @revise_y = 0
- end
- end
- #--------------------------------------------------------------------------
- def jump(x_plus, y_plus)
- if x_plus != 0 or y_plus != 0
- if x_plus.abs > y_plus.abs
- x_plus < 0 ? turn_left : turn_right
- else
- y_plus < 0 ? turn_up : turn_down
- end
- end
- new_x = @x + x_plus
- new_y = @y + y_plus
- oldX=@x
- oldY=@y
- if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
- straighten
- @x = new_x
- @y = new_y
- distance = [4, x_plus * x_plus + y_plus * y_plus].max
- @jump_peak = 6 + distance - @move_speed
- @jump_peak = @jump_peak.floor
- @jump_count = @jump_peak * 2
- @stop_count = 0
- if self.is_a?(Game_Player)
- $PokemonTemp.dependentEvents.pbMoveDependentEvents
- end
- triggerLeaveTile()
- end
- end
- #--------------------------------------------------------------------------
- def move_type_custom
- unless @dot_m
- super
- return
- end
- if jumping? or moving_a?
- return
- end
- while @move_route_index < @move_route.list.size
- command = @move_route.list[@move_route_index]
- if command.code == 0
- if @move_route.repeat
- @move_route_index = 0
- end
- unless @move_route.repeat
- if @move_route_forcing and not @move_route.repeat
- @move_route_forcing = false
- @move_route = @original_move_route
- @move_route_index = @original_move_route_index
- @original_move_route = nil
- end
- @stop_count = 0
- end
- return
- end
- if command.code <= 14
- case command.code
- when 1
- move_down
- when 2
- move_left
- when 3
- move_right
- when 4
- move_up
- when 5
- move_lower_left
- when 6
- move_lower_right
- when 7
- move_upper_left
- when 8
- move_upper_right
- when 9
- move_random
- when 10
- move_toward_player
- when 11
- move_away_from_player
- when 12
- move_forward
- when 13
- move_backward
- when 14
- jump(command.parameters[0], command.parameters[1])
- end
- if not @move_route.skippable and not moving? and not jumping?
- return
- end
- @move_route_index += 1
- return
- end
- if command.code == 15
- @wait_count = command.parameters[0] * 2 - 1
- @move_route_index += 1
- return
- end
- if command.code >= 16 and command.code <= 26
- case command.code
- when 16
- turn_down
- when 17
- turn_left
- when 18
- turn_right
- when 19
- turn_up
- when 20
- turn_right_90
- when 21
- turn_left_90
- when 22
- turn_180
- when 23
- turn_right_or_left_90
- when 24
- turn_random
- when 25
- turn_toward_player
- when 26
- turn_away_from_player
- end
- @move_route_index += 1
- return
- end
- if command.code >= 27
- case command.code
- when 27
- $game_switches[command.parameters[0]] = true
- $game_map.need_refresh = true
- when 28
- $game_switches[command.parameters[0]] = false
- $game_map.need_refresh = true
- when 29
- @move_speed = command.parameters[0]
- when 30
- @move_frequency = command.parameters[0]
- when 31
- @walk_anime = true
- when 32
- @walk_anime = false
- when 33
- @step_anime = true
- when 34
- @step_anime = false
- when 35
- @direction_fix = true
- when 36
- @direction_fix = false
- when 37
- @through = true
- when 38
- @through = false
- when 39
- @always_on_top = true
- when 40
- @always_on_top = false
- when 41
- @tile_id = 0
- @character_name = command.parameters[0]
- @character_hue = command.parameters[1]
- if @original_direction != command.parameters[2]
- @direction = command.parameters[2]
- @original_direction = @direction
- @prelock_direction = 0
- end
- if @original_pattern != command.parameters[3]
- @pattern = command.parameters[3]
- @original_pattern = @pattern
- end
- when 42
- @opacity = command.parameters[0]
- when 43
- @blend_type = command.parameters[0]
- when 44
- $game_system.se_play(command.parameters[0])
- when 45
- result = eval(command.parameters[0])
- end
- @move_route_index += 1
- return
- end
- end
- end
- #--------------------------------------------------------------------------
- def move_down_p
- turn_down
- distance = 2 ** @move_speed
- down1(((@x * 128 + @revise_x) / 128.0).round,
- ((@y * 128 + @revise_y) / 128.0).round, distance, true)
- end
- #--------------------------------------------------------------------------
- def down1(x, y, distance, down = false)
- result = down2(x, y, distance)
- if result == false
- @event_run = check_event_trigger_touch(x, y+1)
- return result
- end
- if @revise_x < -SIDE
- result = down2(x, y + 1, distance, 4)
- result &= down2(x - 1, y, distance)
- if result == false
- if down
- move_lower_right_p
- if @revise_x > SIDE
- @revise_x = SIDE
- end
- end
- return result
- end
- elsif @revise_x > SIDE
- result = down2(x, y + 1, distance, 6)
- result &= down2(x + 1, y, distance)
- if result == false
- if down
- move_lower_left_p
- if @revise_x < -SIDE
- @revise_x = -SIDE
- end
- end
- return result
- end
- end
- @revise_y += distance
- return result
- end
- #--------------------------------------------------------------------------
- def down2(x, y, distance, d = 2)
- if @revise_y + distance > DOWN
- unless passable?(x, y, d)
- if @revise_y < DOWN
- @revise_y = DOWN
- end
- return false
- end
- end
- return true
- end
- #--------------------------------------------------------------------------
- def move_left_p
- turn_left
- distance = 2 ** @move_speed
- left1(((@x * 128 + @revise_x) / 128.0).round,
- ((@y * 128 + @revise_y) / 128.0).round, distance, true)
- end
- #--------------------------------------------------------------------------
- def left1(x, y, distance, left = false)
- result = left2(x, y, distance)
- if result == false
- @event_run = check_event_trigger_touch(x-1, y)
- return result
- end
- if @revise_y < -UP
- result = left2(x - 1, y, distance, 8)
- result &= left2(x, y - 1, distance)
- if result == false
- if left
- move_lower_left_p
- if @revise_y > DOWN
- @revise_y = DOWN
- end
- end
- return result
- end
- elsif @revise_y > DOWN
- result = left2(x - 1, y, distance, 2)
- result &= left2(x, y + 1, distance)
- if result == false
- if left
- move_upper_left_p
- if @revise_y < -UP
- @revise_y = -UP
- end
- end
- return result
- end
- end
- @revise_x -= distance
- return result
- end
- #--------------------------------------------------------------------------
- def left2(x, y, distance, d = 4)
- if @revise_x - distance < -SIDE
- unless passable?(x, y, d)
- if @revise_x > -SIDE
- @revise_x = -SIDE
- end
- return false
- end
- end
- return true
- end
- #--------------------------------------------------------------------------
- def move_right_p
- turn_right
- distance = 2 ** @move_speed
- right1(((@x * 128 + @revise_x) / 128.0).round,
- ((@y * 128 + @revise_y) / 128.0).round, distance, true)
- end
- #--------------------------------------------------------------------------
- def right1(x, y, distance, right = false)
- result = right2(x, y, distance)
- if result == false
- @event_run = check_event_trigger_touch(x+1, y)
- return result
- end
- if @revise_y < -UP
- result = right2(x + 1, y, distance, 8)
- result &= right2(x, y - 1, distance)
- if result == false
- if right
- move_lower_right_p
- if @revise_y > DOWN
- @revise_y = DOWN
- end
- end
- return result
- end
- elsif @revise_y > DOWN
- result = right2(x + 1, y, distance, 2)
- result &= right2(x, y + 1, distance)
- if result == false
- if right
- move_upper_right_p
- if @revise_y < -UP
- @revise_y = -UP
- end
- end
- return result
- end
- end
- @revise_x += distance
- return result
- end
- #--------------------------------------------------------------------------
- def right2(x, y, distance, d = 6)
- if @revise_x + distance > SIDE
- unless passable?(x, y, d)
- if @revise_x < SIDE
- @revise_x = SIDE
- end
- return false
- end
- end
- return true
- end
- #--------------------------------------------------------------------------
- def move_up_p
- turn_up
- distance = 2 ** @move_speed
- up1(((@x * 128 + @revise_x) / 128.0).round,
- ((@y * 128 + @revise_y) / 128.0).round, distance, true)
- end
- #--------------------------------------------------------------------------
- def up1(x, y, distance, up = false)
- result = up2(x, y, distance)
- if result == false
- @event_run = check_event_trigger_touch(x, y-1)
- return result
- end
- if @revise_x < -SIDE
- result = up2(x, y - 1, distance, 4)
- result &= up2(x - 1, y, distance)
- if result == false
- if up
- move_upper_right_p
- if @revise_x > SIDE
- @revise_x = SIDE
- end
- end
- return result
- end
- elsif @revise_x > SIDE
- result = up2(x, y - 1, distance, 6)
- result &= up2(x + 1, y, distance)
- if result == false
- if up
- move_upper_left_p
- if @revise_x < -SIDE
- @revise_x = -SIDE
- end
- end
- return result
- end
- end
- @revise_y -= distance
- return result
- end
- #--------------------------------------------------------------------------
- def up2(x, y, distance, d = 8)
- if @revise_y - distance < -UP
- unless passable?(x, y, d)
- if @revise_y > -UP
- @revise_y = -UP
- end
- return false
- end
- end
- return true
- end
- #--------------------------------------------------------------------------
- def move_lower_left_p
- unless @direction_fix
- @direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
- end
- distance = (2 ** @move_speed) / Math.sqrt(2)
- turn_left unless down1(((@x * 128 + @revise_x) / 128.0).round,
- ((@y * 128 + @revise_y) / 128.0).round, distance)
- turn_down if @event_run
- unless @event_run
- if last_move?(@real_x, @real_y, 2, distance)
- result = check_event_trigger_here([1,2], false)
- if result == true
- return
- end
- end
- move_on
- if @revise_y > DOWN and -UP > @revise_y - distance
- @revise_y = DOWN
- end
- turn_down unless left1(((@x * 128 + @revise_x) / 128.0).round,
- ((@y * 128 + @revise_y) / 128.0).round, distance)
- turn_left if @event_run
- end
- end
- #--------------------------------------------------------------------------
- def move_lower_right_p
- unless @direction_fix
- @direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
- end
- distance = (2 ** @move_speed) / Math.sqrt(2)
- turn_right unless down1(((@x * 128 + @revise_x) / 128.0).round,
- ((@y * 128 + @revise_y) / 128.0).round, distance)
- turn_down if @event_run
- unless @event_run
- if last_move?(@real_x, @real_y, 2, distance)
- result = check_event_trigger_here([1,2], false)
- if result == true
- return
- end
- end
- move_on
- if @revise_y > DOWN and -UP > @revise_y - distance
- @revise_y = DOWN
- end
- turn_down unless right1(((@x * 128 + @revise_x) / 128.0).round,
- ((@y * 128 + @revise_y) / 128.0).round, distance)
- turn_right if @event_run
- end
- end
- #--------------------------------------------------------------------------
- def move_upper_left_p
- unless @direction_fix
- @direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
- end
- distance = (2 ** @move_speed) / Math.sqrt(2)
- turn_left unless up1(((@x * 128 + @revise_x) / 128.0).round,
- ((@y * 128 + @revise_y) / 128.0).round, distance)
- turn_up if @event_run
- unless @event_run
- if last_move?(@real_x, @real_y, 8, distance)
- result = check_event_trigger_here([1,2], false)
- if result == true
- return
- end
- end
- move_on
- if @revise_y + distance > DOWN and -UP > @revise_y
- @revise_y = -UP
- end
- turn_up unless left1(((@x * 128 + @revise_x) / 128.0).round,
- ((@y * 128 + @revise_y) / 128.0).round, distance)
- turn_left if @event_run
- end
- end
- #--------------------------------------------------------------------------
- def move_upper_right_p
- unless @direction_fix
- @direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
- end
- distance = (2 ** @move_speed) / Math.sqrt(2)
- turn_right unless up1(((@x * 128 + @revise_x) / 128.0).round,
- ((@y * 128 + @revise_y) / 128.0).round, distance)
- turn_up if @event_run
- unless @event_run
- if last_move?(@real_x, @real_y, 8, distance)
- result = check_event_trigger_here([1,2], false)
- if result == true
- return
- end
- end
- move_on
- if @revise_y + distance > DOWN and -UP > @revise_y
- @revise_y = -UP
- end
- turn_up unless right1(((@x * 128 + @revise_x) / 128.0).round,
- ((@y * 128 + @revise_y) / 128.0).round, distance)
- turn_right if @event_run
- end
- end
- #--------------------------------------------------------------------------
- def check_event_trigger_here(triggers, run = true)
- result = false
- if $game_system.map_interpreter.running?
- return result
- end
- for event in $game_map.events.values
- if event.x == ((@x * 128 + @revise_x) / 128.0).round and
- event.y == ((@y * 128 + @revise_y) / 128.0).round and
- triggers.include?(event.trigger)
- if not event.jumping? and event.over_trigger?
- if event.list.size > 1
- if run == true
- event.start
- end
- result = true
- end
- end
- end
- end
- return result
- end
- #--------------------------------------------------------------------------
- def move_on
- if @y < (@y + @revise_y / 128.0).round
- @y += 1
- @revise_y -= 128
- end
- if @x > (@x + @revise_x / 128.0).round
- @x -= 1
- @revise_x += 128
- end
- if @x < (@x + @revise_x / 128.0).round
- @x += 1
- @revise_x -= 128
- end
- if @y > (@y + @revise_y / 128.0).round
- @y -= 1
- @revise_y += 128
- end
- end
- #--------------------------------------------------------------------------
- def anime_update
- if @walk_anime
- @anime_count += 1.5
- elsif @step_anime
- @anime_count += 1
- end
- if @anime_count > 18 - @move_speed * 2
- if not @step_anime and @stop_count > 0
- @pattern = @original_pattern
- else
- @pattern = (@pattern + 1) % 4
- end
- @anime_count = 0
- end
- end
- #--------------------------------------------------------------------------
- alias :moveto_original :moveto
- def moveto(x, y)
- @revise_x = 0
- @revise_y = 0
- moveto_original(x, y)
- end
- #--------------------------------------------------------------------------
- def last_move?(x, y, direction, distance)
- if direction == 2 or direction == 6
- distance *= -1
- end
- if (direction == 2 or direction == 8) and
- (y / 128.0).round != ((y - distance) / 128.0).round
- return true
- end
- if (direction == 4 or direction == 6) and
- (x / 128.0).round != ((x - distance) / 128.0).round
- return true
- end
- return false
- end
- end
- #==============================================================================
- # Game_Character
- #==============================================================================
- class Game_Character
- def update_move
- distance = 2 ** @move_speed
- if @x * 128 < @real_x
- @real_x = [@real_x - distance, @x * realResX].max
- end
- if @x * 128> @real_x
- @real_x = [@real_x + distance, @x * realResX].min
- end
- if @y * 128> @real_y
- @real_y = [@real_y + distance, @y * realResY].min
- end
- if @y * 128 < @real_y
- @real_y = [@real_y - distance, @y * realResY].max
- end
- if !jumping? && !moving?
- Events.onStepTakenFieldMovement.trigger(self,self)
- end
- if @walk_anime
- @anime_count += 1.5
- elsif @step_anime
- @anime_count += 1
- end
- end
- end
- #==============================================================================
- # Game_Event
- #==============================================================================
- class Game_Event < Game_Character
- def start
- if @list.size > 1
- if $game_player.event != 0
- $game_player.move_speed = $game_player.event
- end
- @starting = true
- end
- end
- end
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