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LINE_MOVE_DEBUG = false
class Game_Character < Game_CharacterBase def collect_points(startX, startY, endX, endY) points = [] dx = endX - startX dy = endY - startY if (endX > startX && endY < startY && dy.abs > dx.abs) || (endX <= startX && endY <= startY) || (endX < startX && endY > startY && dy.abs <= dx.abs) then tx, ty = startX, startY startX, startY = endX, endY endX, endY = tx, ty end dx = endX - startX dy = endY - startY stepX = dx < 0 ? -1 : 1 stepY = dy < 0 ? -1 : 1 d2x = (dx * 2).abs d2y = (dy * 2).abs x = startX y = startY points << [x, y] if d2y > d2x p0 = d2x * 2 - d2y pt = p0 while y < endY do if pt >= 0 x = x + stepX pt = pt - d2y end y = y + stepY pt = pt + d2x points << [x, y] end else p0 = d2y * 2 - d2x pt = p0 while x < endX do if pt >= 0 y = y + stepY pt = pt - d2x end x = x + stepX pt = pt + d2y points << [x, y] end end if LINE_MOVE_DEBUG s = SceneManager.scene def s.spriteset;@spriteset;end sp = s.spriteset def sp.tilemap;@tilemap;end tilemap = sp.tilemap w,h = $game_map.width,$game_map.height tilemap.flash_data = Table.new(w,h) points.each{|data| x = data[0];y = data[1] tilemap.flash_data[x, y] = 0xf84 } end return points end def route_up route = RPG::MoveCommand.new route.code = ROUTE_MOVE_UP route.parameters = [] return route end def route_down route = RPG::MoveCommand.new route.code = ROUTE_MOVE_DOWN route.parameters = [] return route end def route_left route = RPG::MoveCommand.new route.code = ROUTE_MOVE_LEFT route.parameters = [] return route end def route_right route = RPG::MoveCommand.new route.code = ROUTE_MOVE_RIGHT route.parameters = [] return route end def route_left_up route = RPG::MoveCommand.new route.code = ROUTE_MOVE_UPPER_L route.parameters = [] return route end def route_right_up route = RPG::MoveCommand.new route.code = ROUTE_MOVE_UPPER_R route.parameters = [] return route end def route_left_down route = RPG::MoveCommand.new route.code = ROUTE_MOVE_LOWER_L route.parameters = [] return route end def route_right_down route = RPG::MoveCommand.new route.code = ROUTE_MOVE_LOWER_R route.parameters = [] return route end def route_end route = RPG::MoveCommand.new route.code = ROUTE_END route.parameters = [] return route end def calc_route(points, index = 0) last_point = points[index] next_point = points[index + 1] if index == 0 sx, sy = points[0] px, py = self.x, self.y if sx != px || sy != py points.reverse! last_point = points[index] next_point = points[index + 1] end end
return [] unless next_point lx, ly = last_point nx, ny = next_point if lx < nx && ly == ny return [route_right] + calc_route(points, index + 1) elsif lx < nx && ly < ny return [route_right_down] + calc_route(points, index + 1) elsif lx < nx && ly > ny return [route_right_up] + calc_route(points, index + 1) elsif lx == nx && ly == ny return [] + calc_route(points, index + 1) elsif lx == nx && ly < ny return [route_down] + calc_route(points, index + 1) elsif lx == nx && ly > ny return [route_up] + calc_route(points, index + 1) elsif lx > nx && ly == ny return [route_left] + calc_route(points, index + 1) elsif lx > nx && ly < ny return [route_left_down] + calc_route(points, index + 1) elsif lx > nx && ly > ny return [route_left_up] + calc_route(points, index + 1) end p "-_-?" return [] + calc_route(points, index + 1) end def line_move(ex, ey) sx = self.x sy = self.y points = collect_points(sx, sy, ex, ey)
list = calc_route(points)
list += [route_end] move_route = RPG::MoveRoute.new move_route.list = [nil] + list move_route.wait = true move_route.repeat = false force_move_route(move_route) end end
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