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Тема: Помощь с скриптами (RGSS)

  1. #371

    По умолчанию

    Он не расширяет стандартный модуль, а добавляет свои функции, так что вместо Input.trigger?(...) надо использовать Keys.press?(key), где key соответственно константа клавиши.

  2. #372

    По умолчанию

    Не за что, странно что у автора на сайте не последняя версия, вот последняя:

    Спойлер Glitchfinder's Key Input Module v1.20:

    Код:
    #≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡
    # ** Glitchfinder's Key Input Module              [RPG Maker XP] [RPG Maker VX]
    #    Version 1.20
    #------------------------------------------------------------------------------
    #  This script helps scripters to use the full range of keys on any keyboard,
    #  without being limited by the default Input Module.
    #==============================================================================
    # * Version History
    #^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    #   Version 1.00 ------------------------------------------------- (2010-03-18)
    #     - Initial version
    #     - Author: Glitchfinder
    #    Version 1.10 ------------------------------------------------ (2010-08-20)
    #      - Added the Keys.toggle? method
    #      - Added the Keys.capslock? method
    #      - Added the Keys.numlock? method
    #      - Added the Keys.scroll? method
    #      - Added the Keys.character_press method
    #      - Added the Keys.character_trigger method
    #      - Added the Keys.character_repeat method
    #      - Added the Keys.get_character method
    #      - Added the ANYKEY key constant
    #      - Streamlined the script
    #      - Patched various errors
    #      - Author: Glitchfinder
    #    Version 1.20 ------------------------------------------------ (2011-03-17)
    #      - Added the Keys.array_press? method
    #      - Added the Keys.array_trigger? method
    #      - Added the Keys.array_repeat? method
    #      - Added the Keys.array_release? method
    #      - Added the Keys.array_toggle? method
    #      - Modified the Keys.press? method for better error hendling
    #      - Modified the Keys.trigger? method for better error hendling
    #      - Modified the Keys.repeat? method for better error hendling
    #      - Modified the Keys.release? method for better error hendling
    #      - Modified the Keys.toggle? method for better error hendling
    #      - Author: Glitchfinder
    #==============================================================================
    # * Instructions
    #^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    #  Place this script above Main, and below the default scripts. (I realize this
    #  is obvious to most, but some people don't get it.)
    #
    #  This module is automatically updated by the default Input module, which
    #  means that the only time you need to call the update method is in a scene
    #  that does not update the default Input module.
    #
    #  This module does not break the functionality of the default Input module.
    #
    #  If you wish to read keys from a gamepad, you must still use the default
    #  input module to do so.
    #
    #  To use this module, simply use one of the four methods (press?(key),
    #  trigger?(key), repeat?(key), or release?(key)), where key is the index of
    #  the key you want to check. Key may also be used as Keys::KEYNAME. For a list
    #  of acceptable key names, look below the header.
    #
    #  There is a key named ANYKEY. This key can be used like any other key, with
    #  the exception that, instead of corresponding to any one key, it reacts to
    #  them all. If you use it, and any other key would cause the same method to
    #  return true, then the ANYKEY will also return true.
    #==============================================================================
    # * Method List
    #^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    #  Keys.update
    #    Updates keyboard input. Calls to this method are not necessary unless the
    #    default Input module is not being updated.
    #
    #  Keys.press?(key)
    #    Determines whether the button determined by key is currently being
    #    pressed. If the button is being pressed, returns true. If not, returns
    #    false.
    #
    #  Keys.trigger?(key)
    #    Determines whether the button determined by key is being pressed again.
    #    "Pressed again" is seen as time having passed between the button being not
    #    pressed and being pressed. If the button is being pressed, returns true.
    #    If not, returns false.
    #
    #  Keys.repeat?(key)
    #    Determines whether the button determined by key is being pressed again.
    #    Unlike trigger?(), this takes into account the repeat input of a button
    #    being held down continuously. If the button is being pressed, returns
    #    true. If not, returns false.
    #
    #  Keys.release?(key)
    #    Determines whether the button determined by key has just been released. If
    #    the button has been released, returns true. If not, returns false.
    #
    #  Keys.toggle?(key)
    #    Determines whether the button determined by key has been toggled. This
    #    functions like Caps Lock, Number Lock, and Scroll Lock, only for all keys.
    #
    #  Keys.array_press?(keys)
    #    Functions in the same manner as Keys.press?(), only it takes an array of
    #    keys as input.
    #
    #  Keys.array_trigger?(keys)
    #    Functions in the same manner as Keys.trigger?(), only it takes an array of
    #    keys as input.
    #
    #  Keys.array_repeat?(keys)
    #    Functions in the same manner as Keys.repeat?(), only it takes an array of
    #    keys as input.
    #
    #  Keys.array_release?(keys)
    #    Functions in the same manner as Keys.release?(), only it takes an array of
    #    keys as input.
    #
    #  Keys.array_toggle?(keys)
    #    Functions in the same manner as Keys.toggle?(), only it takes an array of
    #    keys as input.
    #
    #  Keys.capslock?
    #    Determines whether the caps lock key is toggled on. This will always
    #    return true when the corresponding keyboard light is lit, and false when
    #    it is not.
    #
    #  Keys.numlock?
    #    Determines whether the number lock key is toggled on. This will always
    #    return true when the corresponding keyboard light is lit, and false when
    #    it is not.
    #
    #  Keys.scroll?
    #    Determines whether the scroll lock key is toggled on. This will always
    #    return true when the corresponding keyboard light is lit, and false when
    #    it is not.
    #
    #  Keys.character_press
    #    Returns the currently pressed key, if it would generate text input. If no
    #    such key would register as pressed, it returns false.
    #
    #  Keys.character_trigger
    #    Returns the currently triggered key, if it would generate text input. If
    #    no such key would register as triggered, it returns false.
    #
    #  Keys.character_repeat
    #    Returns the currently repeated key, if it would generate text input. If no
    #    such key would register as repeated, it returns false.
    #
    #  Keys.get_character(key, scan_code)
    #    Returns the character forresponding to the given key. If no character
    #    is recognized by the system, it returns false instead. This method is
    #    intended for internal use.
    #==============================================================================
    # * Known Issues
    #^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    #  This script has trouble with certain foreign language keyboards, where dead
    #  keys are shift sensitive. Dead keys are used to insert diacritical marks
    #  such as an accent. However, the correct character can be generated with
    #  creative use of shift and caps lock.
    #==============================================================================
    # * Glitchfinder's Advice
    #^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    #  This script is meant for people with a medium or advanced level of scripting
    #  knowledge and ability, or for those using scripts that require this module.
    #==============================================================================
    # * Contact
    #^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    #  Glitchfinder, the author of this script, may be contacted through his
    #  website, found at http://www.glitchkey.com
    #
    #  You may also find Glitchfinder at http://www.hbgames.org
    #==============================================================================
    # * Usage
    #^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    #  This script may be used with the following terms and conditions:
    #
    #    1. This script is free to use in any noncommercial project. If you wish to
    #       use this script in a commercial (paid) project, please contact
    #       Glitchfinder at his website.
    #    2. This script may only be hosted at the following domains:
    #         http://www.glitchkey.com
    #         http://www.hbgames.org
    #    3. If you wish to host this script elsewhere, please contact Glitchfinder.
    #    4. If you wish to translate this script, please contact Glitchfinder. He
    #       will need the web address that you plan to host the script at, as well
    #       as the language this script is being translated to.
    #    5. This header must remain intact at all times.
    #    6. Glitchfinder remains the sole owner of this code. He may modify or
    #       revoke this license at any time, for any reason.
    #    7. Any code derived from code within this script is owned by Glitchfinder,
    #       and you must have his permission to publish, host, or distribute his
    #       code.
    #    8. This license applies to all code derived from the code within this
    #       script.
    #    9. If you use this script within your project, you must include visible
    #       credit to Glitchfinder, within reason.
    #≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡≡
     
    #==============================================================================
    # ** Keys
    #------------------------------------------------------------------------------
    #  This module performs key input processing
    #==============================================================================
     
    module Keys
      #--------------------------------------------------------------------------
      # * Miscellaneous Keys
      #--------------------------------------------------------------------------
      CANCEL              = 0x03 # Control-Break Processing
      BACKSPACE           = 0x08 # Backspace Key
      TAB                 = 0x09 # Tab Key
      CLEAR               = 0x0C # Clear Key
      RETURN              = 0x0D # Enter Key
      SHIFT               = 0x10 # Shift Key
      CONTROL             = 0x11 # Ctrl Key
      MENU                = 0x12 # Alt Key
      PAUSE               = 0x13 # Pause Key
      ESCAPE              = 0x1B # Esc Key
      CONVERT             = 0x1C # IME Convert Key
      NONCONVERT          = 0x1D # IME Nonconvert Key
      ACCEPT              = 0x1E # IME Accept Key
      SPACE               = 0x20 # Space Bar Key (Space, usually blank)
      PRIOR               = 0x21 # Page Up Key
      NEXT                = 0x22 # Page Down Key
      ENDS                = 0x23 # End Key
      HOME                = 0x24 # Home Key
      LEFT                = 0x25 # Left Arrow Key
      UP                  = 0x26 # Up Arrow Key
      RIGHT               = 0x27 # Right Arrow Key
      DOWN                = 0x28 # Down Arrow Key
      SELECT              = 0x29 # Select Key
      PRINT               = 0x2A # Print Key
      EXECUTE             = 0x2B # Execute Key
      SNAPSHOT            = 0x2C # Print Screen Key
      DELETE              = 0x2E # Delete Key
      HELP                = 0x2F # Help Key
      LSHIFT              = 0xA0 # Left Shift Key
      RSHIFT              = 0xA1 # Right Shift Key
      LCONTROL            = 0xA2 # Left Control Key (Ctrl)
      RCONTROL            = 0xA3 # Right Control Key (Ctrl)
      LMENU               = 0xA4 # Left Menu Key (Alt)
      RMENU               = 0xA5 # Right Menu Key (Alt)
      PACKET              = 0xE7 # Used to Pass Unicode Characters as Keystrokes
      #--------------------------------------------------------------------------
      # * Number Keys
      #--------------------------------------------------------------------------
      N0                  = 0x30 # 0 Key
      N1                  = 0x31 # 1 Key
      N2                  = 0x32 # 2 Key
      N3                  = 0x33 # 3 Key
      N4                  = 0x34 # 4 Key
      N5                  = 0x35 # 5 Key
      N6                  = 0x36 # 6 Key
      N7                  = 0x37 # 7 Key
      N8                  = 0x38 # 8 Key
      N9                  = 0x39 # 9 Key
      #--------------------------------------------------------------------------
      # * Letter Keys
      #--------------------------------------------------------------------------
      A                   = 0x41 # A Key
      B                   = 0x42 # B Key
      C                   = 0x43 # C Key
      D                   = 0x44 # D Key
      E                   = 0x45 # E Key
      F                   = 0x46 # F Key
      G                   = 0x47 # G Key
      H                   = 0x48 # H Key
      I                   = 0x49 # I Key
      J                   = 0x4A # J Key
      K                   = 0x4B # K Key
      L                   = 0x4C # L Key
      M                   = 0x4D # M Key
      N                   = 0x4E # N Key
      O                   = 0x4F # O Key
      P                   = 0x50 # P Key
      Q                   = 0x51 # Q Key
      R                   = 0x52 # R Key
      S                   = 0x53 # S Key
      T                   = 0x54 # T Key
      U                   = 0x55 # U Key
      V                   = 0x56 # V Key
      W                   = 0x57 # W Key
      X                   = 0x58 # X Key
      Y                   = 0x59 # Y Key
      Z                   = 0x5A # Z Key
      #--------------------------------------------------------------------------
      # * Windows Keys
      #--------------------------------------------------------------------------
      LWIN                = 0x5B # Left Windows Key (Natural keyboard)
      RWIN                = 0x5C # Right Windows Key (Natural Keyboard)
      APPS                = 0x5D # Applications Key (Natural keyboard)
      SLEEP               = 0x5F # Computer Sleep Key
      BROWSER_BACK        = 0xA6 # Browser Back Key
      BROWSER_FORWARD     = 0xA7 # Browser Forward Key
      BROWSER_REFRESH     = 0xA8 # Browser Refresh Key
      BROWSER_STOP        = 0xA9 # Browser Stop Key
      BROWSER_SEARCH      = 0xAA # Browser Search Key
      BROWSER_FAVORITES   = 0xAB # Browser Favorites Key
      BROWSER_HOME        = 0xAC # Browser Start and Home Key
      VOLUME_MUTE         = 0xAD # Volume Mute Key
      VOLUME_DOWN         = 0xAE # Volume Down Key
      VOLUME_UP           = 0xAF # Volume Up Key
      MEDIA_NEXT_TRACK    = 0xB0 # Next Track Key
      MEDIA_PREV_TRACK    = 0xB1 # Previous Track Key
      MEDIA_STOP          = 0xB2 # Stop Media Key
      MEDIA_PLAY_PAUSE    = 0xB3 # Play/Pause Media Key
      LAUNCH_MAIL         = 0xB4 # Start Mail Key
      LAUNCH_MEDIA_SELECT = 0xB5 # Select Media Key
      LAUNCH_APP1         = 0xB6 # Start Application 1 Key
      LAUNCH_APP2         = 0xB7 # Start Application 2 Key
      PROCESSKEY          = 0xE5 # IME Process Key
      ATTN                = 0xF6 # Attn Key
      CRSEL               = 0xF7 # CrSel Key
      EXSEL               = 0xF8 # ExSel Key
      EREOF               = 0xF9 # Erase EOF Key
      PLAY                = 0xFA # Play Key
      ZOOM                = 0xFB # Zoom Key
      PA1                 = 0xFD # PA1 Key
      #--------------------------------------------------------------------------
      # * Number Pad Keys
      #--------------------------------------------------------------------------
      NUMPAD0             = 0x60 # Numeric Keypad 0 Key
      NUMPAD1             = 0x61 # Numeric Keypad 1 Key
      NUMPAD2             = 0x62 # Numeric Keypad 2 Key
      NUMPAD3             = 0x63 # Numeric Keypad 3 Key
      NUMPAD4             = 0x64 # Numeric Keypad 4 Key
      NUMPAD5             = 0x65 # Numeric Keypad 5 Key
      NUMPAD6             = 0x66 # Numeric Keypad 6 Key
      NUMPAD7             = 0x67 # Numeric Keypad 7 Key
      NUMPAD8             = 0x68 # Numeric Keypad 8 Key
      NUMPAD9             = 0x69 # Numeric Keypad 9 Key
      MULTIPLY            = 0x6A # Multiply Key (*)
      ADD                 = 0x6B # Add Key (+)
      SEPARATOR           = 0x6C # Separator Key
      SUBTRACT            = 0x6D # Subtract Key (-)
      DECIMAL             = 0x6E # Decimal Key (.)
      DIVIDE              = 0x6F # Divide Key (/)
      #--------------------------------------------------------------------------
      # * Function Keys
      #--------------------------------------------------------------------------
      F1                  = 0x70 # F1 Key
      F2                  = 0x71 # F2 Key
      F3                  = 0x72 # F3 Key
      F4                  = 0x73 # F4 Key
      F5                  = 0x74 # F5 Key
      F6                  = 0x75 # F6 Key
      F7                  = 0x76 # F7 Key
      F8                  = 0x77 # F8 Key
      F9                  = 0x78 # F9 Key
      F10                 = 0x79 # F10 Key
      F11                 = 0x7A # F11 Key
      F12                 = 0x7B # F12 Key
      F13                 = 0x7C # F13 Key
      F14                 = 0x7D # F14 Key
      F15                 = 0x7E # F15 Key
      F16                 = 0x7F # F16 Key
      F17                 = 0x80 # F17 Key
      F18                 = 0x81 # F18 Key
      F19                 = 0x82 # F19 Key
      F20                 = 0x83 # F20 Key
      F21                 = 0x84 # F21 Key
      F22                 = 0x85 # F22 Key
      F23                 = 0x86 # F23 Key
      F24                 = 0x87 # F24 Key
      #--------------------------------------------------------------------------
      # * Toggle Keys
      #--------------------------------------------------------------------------
      CAPITAL             = 0x14 # Caps Lock Key
      KANA                = 0x15 # IME Kana Mode Key
      HANGUL              = 0x15 # IME Hangul Mode Key
      JUNJA               = 0x17 # IME Junja Mode Key
      FINAL               = 0x18 # IME Final Mode Key
      HANJA               = 0x19 # IME Hanja Mode Key
      KANJI               = 0x19 # IME Kanji Mode Key
      MODECHANGE          = 0x1F # IME Mode Change Request Key
      INSERT              = 0x2D # Insert Key
      NUMLOCK             = 0x90 # Num Lock Key
      SCROLL              = 0x91 # Scroll Lock Key
      #--------------------------------------------------------------------------
      # * OEM Keys (Vary by keyboard)
      #--------------------------------------------------------------------------
      OEM_1               = 0xBA # Misc Characters (; : in USA 101/102 Keyboards)
      OEM_PLUS            = 0xBB # + = Key
      OEM_COMMA           = 0xBC # , < Key
      OEM_MINUS           = 0xBD # - _ Key
      OEM_PERIOD          = 0xBE # . > Key
      OEM_2               = 0xBF # Misc Characters (/ ? in USA 101/102 Keyboards)
      OEM_3               = 0xC0 # Misc Characters (` ~ in USA 101/102 Keyboards)
      OEM_4               = 0xDB # Misc Characters ([ { in USA 101/102 Keyboards)
      OEM_5               = 0xDC # Misc Characters (\ | in USA 101/102 Keyboards)
      OEM_6               = 0xDD # Misc Characters (] } in USA 101/102 Keyboards)
      OEM_7               = 0xDE # Misc Characters (' " in USA 101/102 Keyboards)
      OEM_8               = 0xDF # Misc Characters (Varies by Keyboard)
      OEM_9               = 0xE1 # OEM Specific
      OEM_10              = 0x92 # OEM Specific
      OEM_11              = 0x93 # OEM Specific
      OEM_12              = 0x94 # OEM Specific
      OEM_13              = 0x95 # OEM Specific
      OEM_14              = 0x96 # OEM Specific
      OEM_15              = 0xE3 # OEM Specific
      OEM_16              = 0xE4 # OEM Specific
      OEM_17              = 0xE6 # OEM Specific
      OEM_18              = 0xE9 # OEM Specific
      OEM_19              = 0xEA # OEM Specific
      OEM_20              = 0xEB # OEM Specific
      OEM_21              = 0xEC # OEM Specific
      OEM_22              = 0xED # OEM Specific
      OEM_23              = 0xEE # OEM Specific
      OEM_24              = 0xEF # OEM Specific
      OEM_25              = 0xF1 # OEM Specific
      OEM_26              = 0xF2 # OEM Specific
      OEM_27              = 0xF3 # OEM Specific
      OEM_28              = 0xF4 # OEM Specific
      OEM_29              = 0xF5 # OEM Specific
      OEM_102             = 0xE2 # Angle Bracket or Backslash on RT-102 Keyboards
      OEM_CLEAR           = 0xFE # Clear Key
      #--------------------------------------------------------------------------
      # * Special Keys
      #--------------------------------------------------------------------------
      ANYKEY              = 0x100 # Any Key
      #--------------------------------------------------------------------------
      # * Declare Module Variables
      #--------------------------------------------------------------------------
      # Create strings for unpacking input
      @unpack_string = 'B' * 256
      @toggle_unpack_string = 'b' * 256
      # Generate blank input arrays
      @last_array = '0' * 256
      @press   = Array.new(256, false) # Key currently pressed
      @trigger = Array.new(256, false) # Key initially pressed
      @repeat  = Array.new(256, false) # Key being held
      @release = Array.new(256, false) # Key being released
      @toggle  = Array.new(256, false) # Key currently toggled
      # Generate blank counter array
      @repeat_counter = Array.new(256, 0)
      # Declare keyboard API
      @getKeyboardState = Win32API.new('user32.dll', 'GetKeyboardState', 'P', 'V')
      @getAsyncKeyState = Win32API.new('user32.dll', 'GetAsyncKeyState', 'I', 'I')
      @getKeyState = Win32API.new('user32.dll', 'GetKeyState', 'I', 'I')
      @getKeyboardLayoutName = Win32API.new('user32.dll', 'GetKeyboardLayoutName',
        'P', 'I')
      @loadKeyboardLayout = Win32API.new('user32.dll', 'LoadKeyboardLayout', 'PI',
        'I')
      @mapVirtualKeyEx = Win32API.new('user32.dll', 'MapVirtualKeyEx', 'III', 'I')
      @toUnicodeEx = Win32API.new('user32.dll', 'ToUnicodeEx', 'IIPPIII', 'I')
      # Call current keyboard state
      @getKeyboardState.call(@last_array)
      # Set previous keyboard state
      @last_array = @last_array.unpack(@unpack_string)
      # Set a blank keyboard state
      @keyboard_state = '0'*256
      # Save the null character as a value
      @null_character = ' '
      @null_character[0] = 000
      # Set array to input character list
      @input_characters = [A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S,
        T, U, V, W, X, Y, Z, N0, N1, N2, N3, N4, N5, N6, N7, N8, N9, OEM_MINUS,
        OEM_PLUS, OEM_COMMA, OEM_PERIOD, OEM_1, OEM_2, OEM_3, OEM_4, OEM_5, OEM_6,
        OEM_7, OEM_8, OEM_9, OEM_10, OEM_11, OEM_12, OEM_13, OEM_14, OEM_15,
        OEM_16, OEM_17, OEM_18, OEM_19, OEM_20, OEM_21, OEM_22, OEM_23, OEM_24,
        OEM_25, OEM_26, OEM_27, OEM_28, OEM_29, OEM_102, NUMPAD0, NUMPAD1, NUMPAD2,
        NUMPAD3, NUMPAD4, NUMPAD5, NUMPAD6, NUMPAD7, NUMPAD8, NUMPAD9, DECIMAL,
        MULTIPLY, ADD, SEPARATOR, SUBTRACT, DIVIDE, SPACE]
      # Create a keyboard layout buffer
      layout_name = '0' * 8
      # Get the keyboard name
      success = @getKeyboardLayoutName.call(layout_name)
      # Set the layout to US 101 if no name was obtained
      layout_name = '00000409' if success == 0
      # Save the keyboard layout
      @layout = @loadKeyboardLayout.call(layout_name, 0x00000001)
      # Create an empty array to store mapped virtual keys
      @mapped_keys = []
      # Iterate through the input character list
      for key in @input_characters
        # Insert the mapped virtual key into the array
        @mapped_keys.push(@mapVirtualKeyEx.call(key, 0, @layout))
      end
      # create blank input array
      @keyboard_state = '0'*256
      # Call current keyboard state
      @getKeyboardState.call(@keyboard_state)
      # Create an array to detect dead keys
      @dead_keys = []
      # Iterate through the input character array
      for key in 0...256
        # Find the key's current scan code
        scan_code = @mapVirtualKeyEx.call(key, 0, @layout)
        # Skip if there is no scan code for the current layout
        next if scan_code == 0
        # Create a character buffer
        buffer = '0' * 10
        # Test the key
        dead_key = @toUnicodeEx.call(key, scan_code, @keyboard_state, buffer, 5, 0,
          @layout)
        # if the key is a dead key
        if dead_key == -1
          # Add the key to the dead key array
          @dead_keys.push(key)
          # Create a character buffer
          buffer = '0' * 10
          # Clear the input queue
          dead_key = @toUnicodeEx.call(@input_characters[-1], @mapped_keys[-1],
            @keyboard_state, buffer, 5, 0, @layout)
        end
      end
      # Set the dead keys to off
      @dead_key_on = false
      #--------------------------------------------------------------------------
      # * Frame Update
      #--------------------------------------------------------------------------
      def self.update
        # Clear input arrays
        @trigger = Array.new(256, false)
        @repeat = Array.new(256, false)
        @release = Array.new(256, false)
        # create blank input array
        @keyboard_state = '0' * 256
        # Call current keyboard state
        @getKeyboardState.call(@keyboard_state)
        # unpack toggle array
        toggle = @keyboard_state.unpack(@toggle_unpack_string)
        # Unpack key array
        array = @keyboard_state.unpack(@unpack_string)
        # Cycle through all keys
        for i in 0...array.size
          # Set the current key state
          @press[i] = (array[i].to_i != 0)
          # Set the current toggle unpack state
          @toggle[i] = (toggle[i].to_i != 0)
          # If the current key state does not match the previous state
          if array[i] != @last_array[i]
            # If the repeat counter is at 0
            if @repeat_counter[i] <= 0 && @press[i]
              # Set the key to repeat
              @repeat[i] = true
              # Set the repeat counter to 15 frames
              @repeat_counter[i] = 15
            end
            # If the key is not being pressed
            if !@press[i]
              # Set the key to released
              @release[i] = true
            # If the key is being pressed
            else
              # Set the key to triggered
              @trigger[i] = true
            end
          # If the key state is the same
          else
            # If the repeat counter is greater than 0 and the key is pressed
            if @repeat_counter[i] > 0 && @press[i]
              # Cycle the repeat counter down one frame
              @repeat_counter[i] -= 1
            # If the repeat counter is 0 or less and the key is pressed
            elsif @repeat_counter[i] <= 0 && @press[i]
              # Set the key to repeat
              @repeat[i] = true
              # Set the repeat counter to 15 frames
              @repeat_counter[i] = 3
            # If the repeat counter does not equal 0
            elsif @repeat_counter[i] != 0 && !@press[i]
              # Set the repeat counter to 0
              @repeat_counter[i] = 0
            end
          end
        end
        # Set the previous keyboard state
        @last_array = array
      end
      #--------------------------------------------------------------------------
      # * Get Key Pressed State
      #     key : key index
      #--------------------------------------------------------------------------
      def self.press?(key)
        # Return the array state if key is an array
        return array_press?(key) if (Array == key.class)
        # Return false if key is not a number
        return false if !(key.is_a?(Numeric))
        # Force key into the integer class
        key = key.to_i
        # Return false if the key does not exist or is not an integer
        return false if ((key < 0x01) || (key > 0x100) || !(key == key.to_i))
        # Return for any key
        return @press.include?(true) if key == 0x100
        # Return key pressed state
        return @press[key]
      end
      #--------------------------------------------------------------------------
      # * Get Key Triggered State
      #     key : key index
      #--------------------------------------------------------------------------
      def self.trigger?(key)
        # Return the array state if key is an array
        return array_trigger?(key) if (Array == key.class)
        # Return false if key is not a number
        return false if !(key.is_a?(Numeric))
        # Force key into the integer class
        key = key.to_i
        # Return false if the key does not exist or is not an integer
        return false if ((key < 0x01) || (key > 0x100) || !(key == key.to_i))
        # Return for any key
        return @trigger.include?(true) if key == 0x100
        # Return key triggered state
        return @trigger[key]
      end
      #--------------------------------------------------------------------------
      # * Get Key Repeated State
      #     key : key index
      #--------------------------------------------------------------------------
      def self.repeat?(key)
        # Return the array state if key is an array
        return array_repeat?(key) if (Array == key.class)
        # Return false if key is not a number
        return false if !(key.is_a?(Numeric))
        # Force key into the integer class
        key = key.to_i
        # Return false if the key does not exist or is not an integer
        return false if ((key < 0x01) || (key > 0x100) || !(key == key.to_i))
        # Return for any key
        return @repeat.include?(true) if key == 0x100
        # Return key repeated state
        return @repeat[key]
      end
      #--------------------------------------------------------------------------
      # * Get Key Released State
      #     key : key index
      #--------------------------------------------------------------------------
      def self.release?(key)
        # Return the array state if key is an array
        return array_release?(key) if (Array == key.class)
        # Return false if key is not a number
        return false if !(key.is_a?(Numeric))
        # Force key into the integer class
        key = key.to_i
        # Return false if the key does not exist or is not an integer
        return false if ((key < 0x01) || (key > 0x100) || !(key == key.to_i))
        # Return for any key
        return @release.include?(true) if key == 0x100
        # Return key released state
        return @release[key]
      end
      #--------------------------------------------------------------------------
      # * Get Key Toggled State
      #     key : key index
      #--------------------------------------------------------------------------
      def self.toggle?(key)
        # Return the array state if key is an array
        return array_toggle?(key) if (Array == key.class)
        # Return false if key is not a number
        return false if !(key.is_a?(Numeric))
        # Force key into the integer class
        key = key.to_i
        # Return false if the key does not exist or is not an integer
        return false if ((key < 0x01) || (key > 0x100) || !(key == key.to_i))
        # Return for any key
        return @toggle.include?(true) if key == 0x100
        # Return key toggled state
        return @toggle[key]
      end
      #--------------------------------------------------------------------------
      # * Get Key Pressed State (array)
      #     keys : array of key indices
      #--------------------------------------------------------------------------
      def self.array_press?(keys)
        # Return key state if the input is a number
        return press?(keys.to_i) if keys.is_a?(Numeric)
        # Return false if the input is not an array
        return false if (Array != keys.class)
        # Create a temporary array to store key states
        states = [false]
        # Iterate through the keys array
        for key in keys
          # Skip if key is not a number
          next if !(key.is_a?(Numeric))
          # Add the key state to the array
          states << press?(key.to_i)
        end
        # Return true if any of the keys were pressed
        return states.include?(true)
      end
      #--------------------------------------------------------------------------
      # * Get Key Triggered State (array)
      #     keys : array of key indices
      #--------------------------------------------------------------------------
      def self.array_trigger?(keys)
        # Return key state if the input is a number
        return trigger?(keys.to_i) if keys.is_a?(Numeric)
        # Return false if the input is not an array
        return false if (Array != keys.class)
        # Create a temporary array to store key states
        states = [false]
        # Iterate through the keys array
        for key in keys
          # Skip if key is not a number
          next if !(key.is_a?(Numeric))
          # Add the key state to the array
          states << trigger?(key.to_i)
        end
        # Return true if any of the keys were pressed
        return states.include?(true)
      end
      #--------------------------------------------------------------------------
      # * Get Key Repeated State (array)
      #     keys : array of key indices
      #--------------------------------------------------------------------------
      def self.array_repeat?(keys)
        # Return key state if the input is a number
        return repeat?(keys.to_i) if keys.is_a?(Numeric)
        # Return false if the input is not an array
        return false if (Array != keys.class)
        # Create a temporary array to store key states
        states = [false]
        # Iterate through the keys array
        for key in keys
          # Skip if key is not a number
          next if !(key.is_a?(Numeric))
          # Add the key state to the array
          states << repeat?(key.to_i)
        end
        # Return true if any of the keys were pressed
        return states.include?(true)
      end
      #--------------------------------------------------------------------------
      # * Get Key Released State (array)
      #     keys : array of key indices
      #--------------------------------------------------------------------------
      def self.array_release?(keys)
        # Return key state if the input is a number
        return release?(keys.to_i) if keys.is_a?(Numeric)
        # Return false if the input is not an array
        return false if (Array != keys.class)
        # Create a temporary array to store key states
        states = [false]
        # Iterate through the keys array
        for key in keys
          # Skip if key is not a number
          next if !(key.is_a?(Numeric))
          # Add the key state to the array
          states << release?(key.to_i)
        end
        # Return true if any of the keys were pressed
        return states.include?(true)
      end
      #--------------------------------------------------------------------------
      # * Get Key Toggled State (array)
      #     keys : array of key indices
      #--------------------------------------------------------------------------
      def self.array_toggle?(keys)
        # Return key state if the input is a number
        return toggle?(keys.to_i) if keys.is_a?(Numeric)
        # Return false if the input is not an array
        return false if (Array != keys.class)
        # Create a temporary array to store key states
        states = [false]
        # Iterate through the keys array
        for key in keys
          # Skip if key is not a number
          next if !(key.is_a?(Numeric))
          # Add the key state to the array
          states << toggle?(key.to_i)
        end
        # Return true if any of the keys were pressed
        return states.include?(true)
      end
      #--------------------------------------------------------------------------
      # * Get Caps Lock State
      #--------------------------------------------------------------------------
      def self.capslock?
        # Return the current toggle state of Caps Lock
        return @toggle[CAPITAL]
      end
      #--------------------------------------------------------------------------
      # * Get Number Lock State
      #--------------------------------------------------------------------------
      def self.numlock?
        # Return the current toggle state of Num Lock
        return @toggle[NUMLOCK]
      end
      #--------------------------------------------------------------------------
      # * Get Scroll Lock State
      #--------------------------------------------------------------------------
      def self.scroll?
        # Return the current toggle state of Scroll Lock
        return @toggle[SCROLL]
      end
      #--------------------------------------------------------------------------
      # * Return Current Key Character Pressed
      #--------------------------------------------------------------------------
      def self.character_press
        # Iterate through the list of input characters
        for i in 0...@input_characters.size
          # Set a temporary variable to the value of the current key
          key = @input_characters[i]
          # Skip if the character is not currently pressed
          next unless self.press?(key)
          # Get the current key's scan code
          scan_code = @mapped_keys[i]
          # Get the specified character
          character = get_character(key, scan_code)
          # Skip if there was no translation for the character
          next if !character || character == -1
          # Return the translated character
          return character
        end
        # Return false if no characters were returned
        return false
      end
      #--------------------------------------------------------------------------
      # * Return Current Key Character Triggered
      #--------------------------------------------------------------------------
      def self.character_trigger
        # Iterate through the list of input characters
        for i in 0...@input_characters.size
          # Set a temporary variable to the value of the current key
          key = @input_characters[i]
          # Skip if the character is not currently triggered
          next unless self.trigger?(key)
          # Get the current key's scan code
          scan_code = @mapped_keys[i]
          # Get the specified character
          character = get_character(key, scan_code)
          # Skip if there was no translation for the character
          next if !character || character == -1
          # Return the translated character
          return character
        end
        # Return false if no characters were returned
        return false
      end
      #--------------------------------------------------------------------------
      # * Return Current Key Character Repeated
      #--------------------------------------------------------------------------
      def self.character_repeat
        # Iterate through the list of input characters
        for i in 0...@input_characters.size
          # Set a temporary variable to the value of the current key
          key = @input_characters[i]
          # Skip if the character is not currently repeated
          next unless self.repeat?(key)
          # Get the current key's scan code
          scan_code = @mapped_keys[i]
          # Get the specified character
          character = get_character(key, scan_code)
          # Skip if there was no translation for the character
          next if !character || character == -1
          # Return the translated character
          return character
        end
        # Return false if no characters were returned
        return false
      end
      #--------------------------------------------------------------------------
      # * Get Character from Key
      #--------------------------------------------------------------------------
      def self.get_character(key, scan_code)
        # Create a character buffer
        buffer = '0' * 10
        # Translate the current key to Unicode
        success = @toUnicodeEx.call(key, scan_code, @keyboard_state, buffer, 5, 0,
          @layout)
        # Return false there was no translation for the character
        return false if success == 0
        # Iterate through the dead keys
        for dead_key in @dead_keys
          # If the dead key was pressed
          if @getAsyncKeyState.call(dead_key) != 0
            # Map the dead key scan code
            dead_scan =  @mapVirtualKeyEx.call(dead_key, 0, @layout)
            # Recreate a character buffer
            buffer = '0' * 10
            # Translate the current key to Unicode
            success = @toUnicodeEx.call(dead_key, dead_scan, @keyboard_state,
              buffer, 5, 0, @layout)
            # If it returns as a dead key
            if success == -1
              # Recreate a character buffer
              buffer = '0' * 10
              # Translate the current key to Unicode
              success = @toUnicodeEx.call(key, scan_code, @keyboard_state, buffer,
              5, 0, @layout)
            end
            # Return false there was no translation for the character
            return false if success == 0
          end
        end
        # Translate the characters to Ruby encoding
        characters = buffer.unpack('C*').pack('U*')
        # Create the return character
        array = []
        # Iterate through the character buffer
        for i in 0...(success * 2)
          # Add characters to the character array
          array.push(characters[i]) unless array.include?(characters[i])
        end
        # If a dead key was pressed
        if success == -1
          # Iterate through the character buffer
          for i in 0...2
            # Add characters to the character array
            array.push(characters[i]) unless array.include?(characters[i])
          end
        end
        # Delete null characters
        array.delete_if {|byte| byte == 0}
        # Create an empty string for the return character
        character = ' ' * array.size
        # Iterate through the character array
        for i in 0...array.size
          # Add the character to the string
          character[i] = array[i]
        end
        # Return the translated character
        return character
      end
    end
     
    #==============================================================================
    # ** Input
    #------------------------------------------------------------------------------
    #  This module performs key input processing
    #==============================================================================
     
    module Input
      # Add class data
      class << self
        #------------------------------------------------------------------------
        # * Alias Methods
        #------------------------------------------------------------------------
        # If the update method has not been aliased
        unless method_defined?(:keyinputmodule_input_update)
          # Alias the update method
          alias keyinputmodule_input_update update
        end
        #-------------------------------------------------------------------------
        # * Frame Update
        #-------------------------------------------------------------------------
        def update
          # Call original method
          keyinputmodule_input_update
          # Update Keys module
          Keys.update
        end
      end
    end


    Кстати говоря, можно отследить одновременное нажатие сразу нескольких клавиш:
    Код:
    Keys.press?(Keys::MENU) && Keys.press?(Keys::Z)
    В моём примере это Alt + Z
    Последний раз редактировалось Arnon; 18.05.2011 в 13:39.

  3. #373
    Маститый Аватар для Andrew
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    08.02.2011
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    По умолчанию

    Вот кусок апдайта, который делает следующее: пока кнопка не нажата не продолжать действие. В чём я ошибся?
    Код:
    loop do
            Graphics.update
            if Input.press?(Input::B)
              #for i in 0..20
              #  Graphics.update
              #end
              break
            end
          end


  4. #374
    Маститый Аватар для Andrew
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    По умолчанию

    Я к ночи туплю(у нас уже 12 часов почти) и не могу написать кусок кода, который к числам добавляет два нуля впереди если оно однозначное. Один ноль если двухзначное. ничего если число трёзначное или более.
    Пример:
    1 == 001
    10 == 010
    0 == 000
    100 == 100
    99 == 099
    1054 == 1054


  5. #375
    Маститый Аватар для Andrew
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    По умолчанию

    Как узнать количество файлов в папке, которые начинаются на "anim"


  6. #376
    Бывалый Аватар для Dark32
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    По умолчанию

    PHP код:
    jpg=0
    dir 
    Dir.open("H:/")
    dir.each{|ss["jpg"] ? jpg+=nil }
    dir.close
    p jpg 
    Считает файлы и папки содержащие "jpg" в название. Можно использовать регулярки
    Нужна помощь в скриптах? Запутался? Голова не варит?
    Читал это и это тоже? Не помогло? Тогда тебе сюда!
    Спойлер •••:
    Цитата Сообщение от Реймон
    В мире нет вещей которые нельзя решить с помощью сладостей
    Цитата Сообщение от Ундер
    Ночью можно обойтись и без сладостей...

  7. #377
    Маститый Аватар для Andrew
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    По умолчанию

    ...которые начинаются на "anim"


  8. #378
    Познающий Аватар для 100500
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    По умолчанию

    Товарищи, а никто не подскажет способ сделать такую штуку: если партия проигрывает сражение и переключатель номер такой-то выключен, то наступает обычный гейм овер, но если переключатель такой-то включен, то партия переносится на определенную локацию.

  9. #379
    Маститый Аватар для Andrew
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    По умолчанию

    Сейчас забабахаем. ВХ? Какая карта( её id)?


  10. #380
    Познающий Аватар для 100500
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    По умолчанию

    Ой, извиняюсь, что мейкер не указал. Да, VX. Карта 43.
    Последний раз редактировалось 100500; 02.06.2011 в 20:55.

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