Ok then It must be one of these.
Code: Select all
#==============================================================================
# ** Game_Character (part 1)
#------------------------------------------------------------------------------
# This class deals with characters. It's used as a superclass for the
# Game_Player and Game_Event classes.
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :id # ID
attr_reader :x # map x-coordinate (logical)
attr_reader :y # map y-coordinate (logical)
attr_reader :real_x # map x-coordinate (real * 128)
attr_reader :real_y # map y-coordinate (real * 128)
attr_reader :tile_id # tile ID (invalid if 0)
attr_reader :character_name # character file name
attr_reader :character_hue # character hue
attr_reader :opacity # opacity level
attr_reader :blend_type # blending method
attr_reader :direction # direction
attr_reader :pattern # pattern
attr_reader :move_route_forcing # forced move route flag
attr_reader :through # through
attr_accessor :animation_id # animation ID
attr_accessor :transparent # transparent flag
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@id = 0
@x = 0
@y = 0
@real_x = 0
@real_y = 0
@tile_id = 0
@character_name = ""
@character_hue = 0
@opacity = 255
@blend_type = 0
@direction = 2
@pattern = 0
@move_route_forcing = false
@through = false
@animation_id = 0
@transparent = false
@original_direction = 2
@original_pattern = 0
@move_type = 0
@move_speed = 4
@move_frequency = 6
@move_route = nil
@move_route_index = 0
@original_move_route = nil
@original_move_route_index = 0
@walk_anime = true
@step_anime = false
@direction_fix = false
@always_on_top = false
@anime_count = 0
@stop_count = 0
@jump_count = 0
@jump_peak = 0
@wait_count = 0
@locked = false
@prelock_direction = 0
end
#--------------------------------------------------------------------------
# * Determine if Moving
#--------------------------------------------------------------------------
def moving?
# If logical coordinates differ from real coordinates,
# movement is occurring.
return (@real_x != @x * 128 or @real_y != @y * 128)
end
#--------------------------------------------------------------------------
# * Determine if Jumping
#--------------------------------------------------------------------------
def jumping?
# A jump is occurring if jump count is larger than 0
return @jump_count > 0
end
#--------------------------------------------------------------------------
# * Straighten Position
#--------------------------------------------------------------------------
def straighten
# If moving animation or stop animation is ON
if @walk_anime or @step_anime
# Set pattern to 0
@pattern = 0
end
# Clear animation count
@anime_count = 0
# Clear prelock direction
@prelock_direction = 0
end
#--------------------------------------------------------------------------
# * Force Move Route
# move_route : new move route
#--------------------------------------------------------------------------
def force_move_route(move_route)
# Save original move route
if @original_move_route == nil
@original_move_route = @move_route
@original_move_route_index = @move_route_index
end
# Change move route
@move_route = move_route
@move_route_index = 0
# Set forced move route flag
@move_route_forcing = true
# Clear prelock direction
@prelock_direction = 0
# Clear wait count
@wait_count = 0
# Move cutsom
move_type_custom
end
#--------------------------------------------------------------------------
# * Determine if Passable
# x : x-coordinate
# y : y-coordinate
# d : direction (0,2,4,6,8)
# * 0 = Determines if all directions are impassable (for jumping)
#--------------------------------------------------------------------------
def passable?(x, y, d)
# Get new coordinates
new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
# If coordinates are outside of map
unless $game_map.valid?(new_x, new_y)
# impassable
return false
end
# If through is ON
if @through
# passable
return true
end
# If unable to leave first move tile in designated direction
unless $game_map.passable?(x, y, d, self)
# impassable
return false
end
# If unable to enter move tile in designated direction
unless $game_map.passable?(new_x, new_y, 10 - d)
# impassable
return false
end
# Loop all events
for event in $game_map.events.values
# If event coordinates are consistent with move destination
if event.x == new_x and event.y == new_y
# If through is OFF
unless event.through
# If self is event
if self != $game_player
# impassable
return false
end
# With self as the player and partner graphic as character
if event.character_name != ""
# impassable
return false
end
end
end
end
# If player coordinates are consistent with move destination
if $game_player.x == new_x and $game_player.y == new_y
# If through is OFF
unless $game_player.through
# If your own graphic is the character
if @character_name != ""
# impassable
return false
end
end
end
# passable
return true
end
#--------------------------------------------------------------------------
# * Lock
#--------------------------------------------------------------------------
def lock
# If already locked
if @locked
# End method
return
end
# Save prelock direction
@prelock_direction = @direction
# Turn toward player
turn_toward_player
# Set locked flag
@locked = true
end
#--------------------------------------------------------------------------
# * Determine if Locked
#--------------------------------------------------------------------------
def lock?
return @locked
end
#--------------------------------------------------------------------------
# * Unlock
#--------------------------------------------------------------------------
def unlock
# If not locked
unless @locked
# End method
return
end
# Clear locked flag
@locked = false
# If direction is not fixed
unless @direction_fix
# If prelock direction is saved
if @prelock_direction != 0
# Restore prelock direction
@direction = @prelock_direction
end
end
end
#--------------------------------------------------------------------------
# * Move to Designated Position
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def moveto(x, y)
@x = x % $game_map.width
@y = y % $game_map.height
@real_x = @x * 128
@real_y = @y * 128
@prelock_direction = 0
end
#--------------------------------------------------------------------------
# * Get Screen X-Coordinates
#--------------------------------------------------------------------------
def screen_x
# Get screen coordinates from real coordinates and map display position
return (@real_x - $game_map.display_x + 3) / 4 + 16
end
#--------------------------------------------------------------------------
# * Get Screen Y-Coordinates
#--------------------------------------------------------------------------
def screen_y
# Get screen coordinates from real coordinates and map display position
y = (@real_y - $game_map.display_y + 3) / 4 + 32
# Make y-coordinate smaller via jump count
if @jump_count >= @jump_peak
n = @jump_count - @jump_peak
else
n = @jump_peak - @jump_count
end
return y - (@jump_peak * @jump_peak - n * n) / 2
end
#--------------------------------------------------------------------------
# * Get Screen Z-Coordinates
# height : character height
#--------------------------------------------------------------------------
def screen_z(height = 0)
# If display flag on closest surface is ON
if @always_on_top
# 999, unconditional
return 999
end
# Get screen coordinates from real coordinates and map display position
z = (@real_y - $game_map.display_y + 3) / 4 + 32
# If tile
if @tile_id > 0
# Add tile priority * 32
return z + $game_map.priorities[@tile_id] * 32
# If character
else
# If height exceeds 32, then add 31
return z + ((height > 32) ? 31 : 0)
end
end
#--------------------------------------------------------------------------
# * Get Thicket Depth
#--------------------------------------------------------------------------
def bush_depth
# If tile, or if display flag on the closest surface is ON
if @tile_id > 0 or @always_on_top
return 0
end
# If element tile other than jumping, then 12; anything else = 0
if @jump_count == 0 and $game_map.bush?(@x, @y)
return 12
else
return 0
end
end
#--------------------------------------------------------------------------
# * Get Terrain Tag
#--------------------------------------------------------------------------
def terrain_tag
return $game_map.terrain_tag(@x, @y)
end
end
Code: Select all
#==============================================================================
# ** Game_Character (part 2)
#------------------------------------------------------------------------------
# This class deals with characters. It's used as a superclass for the
# Game_Player and Game_Event classes.
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Branch with jumping, moving, and stopping
if jumping?
update_jump
elsif moving?
update_move
else
update_stop
end
# If animation count exceeds maximum value
# * Maximum value is move speed * 1 taken from basic value 18
if @anime_count > 18 - @move_speed * 2
# If stop animation is OFF when stopping
if not @step_anime and @stop_count > 0
# Return to original pattern
@pattern = @original_pattern
# If stop animation is ON when moving
else
# Update pattern
@pattern = (@pattern + 1) % 4
end
# Clear animation count
@anime_count = 0
end
# If waiting
if @wait_count > 0
# Reduce wait count
@wait_count -= 1
return
end
# If move route is forced
if @move_route_forcing
# Custom move
move_type_custom
return
end
# When waiting for event execution or locked
if @starting or lock?
# Not moving by self
return
end
# If stop count exceeds a certain value (computed from move frequency)
if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
# Branch by move type
case @move_type
when 1 # Random
move_type_random
when 2 # Approach
move_type_toward_player
when 3 # Custom
move_type_custom
end
end
end
#--------------------------------------------------------------------------
# * Frame Update (jump)
#--------------------------------------------------------------------------
def update_jump
# Reduce jump count by 1
@jump_count -= 1
# Calculate new coordinates
@real_x = (@real_x * @jump_count + @x * 128) / (@jump_count + 1)
@real_y = (@real_y * @jump_count + @y * 128) / (@jump_count + 1)
end
#--------------------------------------------------------------------------
# * Update frame (move)
#--------------------------------------------------------------------------
def update_move
# Convert map coordinates from map move speed into move distance
distance = 2 ** @move_speed
# If logical coordinates are further down than real coordinates
if @y * 128 > @real_y
# Move down
@real_y = [@real_y + distance, @y * 128].min
end
# If logical coordinates are more to the left than real coordinates
if @x * 128 < @real_x
# Move left
@real_x = [@real_x - distance, @x * 128].max
end
# If logical coordinates are more to the right than real coordinates
if @x * 128 > @real_x
# Move right
@real_x = [@real_x + distance, @x * 128].min
end
# If logical coordinates are further up than real coordinates
if @y * 128 < @real_y
# Move up
@real_y = [@real_y - distance, @y * 128].max
end
# If move animation is ON
if @walk_anime
# Increase animation count by 1.5
@anime_count += 1.5
# If move animation is OFF, and stop animation is ON
elsif @step_anime
# Increase animation count by 1
@anime_count += 1
end
end
#--------------------------------------------------------------------------
# * Frame Update (stop)
#--------------------------------------------------------------------------
def update_stop
# If stop animation is ON
if @step_anime
# Increase animation count by 1
@anime_count += 1
# If stop animation is OFF, but current pattern is different from original
elsif @pattern != @original_pattern
# Increase animation count by 1.5
@anime_count += 1.5
end
# When waiting for event execution, or not locked
# * If lock deals with event execution coming to a halt
unless @starting or lock?
# Increase stop count by 1
@stop_count += 1
end
end
#--------------------------------------------------------------------------
# * Move Type : Random
#--------------------------------------------------------------------------
def move_type_random
# Branch by random numbers 0-5
case rand(6)
when 0..3 # Random
move_random
when 4 # 1 step forward
move_forward
when 5 # Temporary stop
@stop_count = 0
end
end
#--------------------------------------------------------------------------
# * Move Type : Approach
#--------------------------------------------------------------------------
def move_type_toward_player
# Get difference in player coordinates
sx = @x - $game_player.x
sy = @y - $game_player.y
# Get absolute value of difference
abs_sx = sx > 0 ? sx : -sx
abs_sy = sy > 0 ? sy : -sy
# If separated by 20 or more tiles matching up horizontally and vertically
if sx + sy >= 20
# Random
move_random
return
end
# Branch by random numbers 0-5
case rand(6)
when 0..3 # Approach player
move_toward_player
when 4 # random
move_random
when 5 # 1 step forward
move_forward
end
end
#--------------------------------------------------------------------------
# * Move Type : Custom
#--------------------------------------------------------------------------
def move_type_custom
# Interrupt if not stopping
if jumping? or moving?
return
end
# Loop until finally arriving at move command list
while @move_route_index < @move_route.list.size
# Acquiring move command
command = @move_route.list[@move_route_index]
# If command code is 0 (last part of list)
if command.code == 0
# If [repeat action] option is ON
if @move_route.repeat
# First return to the move route index
@move_route_index = 0
end
# If [repeat action] option is OFF
unless @move_route.repeat
# If move route is forcing
if @move_route_forcing and not @move_route.repeat
# Release forced move route
@move_route_forcing = false
# Restore original move route
@move_route = @original_move_route
@move_route_index = @original_move_route_index
@original_move_route = nil
end
# Clear stop count
@stop_count = 0
end
return
end
# During move command (from move down to jump)
if command.code <= 14
# Branch by command code
case command.code
when 1 # Move down
move_down
when 2 # Move left
move_left
when 3 # Move right
move_right
when 4 # Move up
move_up
when 5 # Move lower left
move_lower_left
when 6 # Move lower right
move_lower_right
when 7 # Move upper left
move_upper_left
when 8 # Move upper right
move_upper_right
when 9 # Move at random
move_random
when 10 # Move toward player
move_toward_player
when 11 # Move away from player
move_away_from_player
when 12 # 1 step forward
move_forward
when 13 # 1 step backward
move_backward
when 14 # Jump
jump(command.parameters[0], command.parameters[1])
end
# If movement failure occurs when [Ignore if can't move] option is OFF
if not @move_route.skippable and not moving? and not jumping?
return
end
@move_route_index += 1
return
end
# If waiting
if command.code == 15
# Set wait count
@wait_count = command.parameters[0] * 2 - 1
@move_route_index += 1
return
end
# If direction change command
if command.code >= 16 and command.code <= 26
# Branch by command code
case command.code
when 16 # Turn down
turn_down
when 17 # Turn left
turn_left
when 18 # Turn right
turn_right
when 19 # Turn up
turn_up
when 20 # Turn 90° right
turn_right_90
when 21 # Turn 90° left
turn_left_90
when 22 # Turn 180°
turn_180
when 23 # Turn 90° right or left
turn_right_or_left_90
when 24 # Turn at Random
turn_random
when 25 # Turn toward player
turn_toward_player
when 26 # Turn away from player
turn_away_from_player
end
@move_route_index += 1
return
end
# If other command
if command.code >= 27
# Branch by command code
case command.code
when 27 # Switch ON
$game_switches[command.parameters[0]] = true
$game_map.need_refresh = true
when 28 # Switch OFF
$game_switches[command.parameters[0]] = false
$game_map.need_refresh = true
when 29 # Change speed
@move_speed = command.parameters[0]
when 30 # Change freq
@move_frequency = command.parameters[0]
when 31 # Move animation ON
@walk_anime = true
when 32 # Move animation OFF
@walk_anime = false
when 33 # Stop animation ON
@step_anime = true
when 34 # Stop animation OFF
@step_anime = false
when 35 # Direction fix ON
@direction_fix = true
when 36 # Direction fix OFF
@direction_fix = false
when 37 # Through ON
@through = true
when 38 # Through OFF
@through = false
when 39 # Always on top ON
@always_on_top = true
when 40 # Always on top OFF
@always_on_top = false
when 41 # Change Graphic
@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 # Change Opacity
@opacity = command.parameters[0]
when 43 # Change Blending
@blend_type = command.parameters[0]
when 44 # Play SE
$game_system.se_play(command.parameters[0])
when 45 # Script
result = eval(command.parameters[0])
end
@move_route_index += 1
end
end
end
#--------------------------------------------------------------------------
# * Increase Steps
#--------------------------------------------------------------------------
def increase_steps
# Clear stop count
@stop_count = 0
end
end
Code: Select all
#==============================================================================
# ** Game_Character (part 3)
#------------------------------------------------------------------------------
# This class deals with characters. It's used as a superclass for the
# Game_Player and Game_Event classes.
#==============================================================================
class Game_Character
#--------------------------------------------------------------------------
# * Move Down
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
# Turn down
if turn_enabled
turn_down
end
# If passable
if passable?(@x, @y, 2)
# Turn down
turn_down
# Update coordinates
@y += 1
# Increase steps
increase_steps
# If impassable
else
# Determine if touch event is triggered
check_event_trigger_touch(@x, @y+1)
end
end
#--------------------------------------------------------------------------
# * Move Left
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
# Turn left
if turn_enabled
turn_left
end
# If passable
if passable?(@x, @y, 4)
# Turn left
turn_left
# Update coordinates
@x -= 1
# Increase steps
increase_steps
# If impassable
else
# Determine if touch event is triggered
check_event_trigger_touch(@x-1, @y)
end
end
#--------------------------------------------------------------------------
# * Move Right
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
# Turn right
if turn_enabled
turn_right
end
# If passable
if passable?(@x, @y, 6)
# Turn right
turn_right
# Update coordinates
@x += 1
# Increase steps
increase_steps
# If impassable
else
# Determine if touch event is triggered
check_event_trigger_touch(@x+1, @y)
end
end
#--------------------------------------------------------------------------
# * Move up
# turn_enabled : a flag permits direction change on that spot
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
# Turn up
if turn_enabled
turn_up
end
# If passable
if passable?(@x, @y, 8)
# Turn up
turn_up
# Update coordinates
@y -= 1
# Increase steps
increase_steps
# If impassable
else
# Determine if touch event is triggered
check_event_trigger_touch(@x, @y-1)
end
end
#--------------------------------------------------------------------------
# * Move Lower Left
#--------------------------------------------------------------------------
def move_lower_left
# If no direction fix
unless @direction_fix
# Face down is facing right or up
@direction = (@direction == 6 ? 4 : @direction == 8 ? 2 : @direction)
end
# When a down to left or a left to down course is passable
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 2))
# Update coordinates
@x -= 1
@y += 1
# Increase steps
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Lower Right
#--------------------------------------------------------------------------
def move_lower_right
# If no direction fix
unless @direction_fix
# Face right if facing left, and face down if facing up
@direction = (@direction == 4 ? 6 : @direction == 8 ? 2 : @direction)
end
# When a down to right or a right to down course is passable
if (passable?(@x, @y, 2) and passable?(@x, @y + 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 2))
# Update coordinates
@x += 1
@y += 1
# Increase steps
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Upper Left
#--------------------------------------------------------------------------
def move_upper_left
# If no direction fix
unless @direction_fix
# Face left if facing right, and face up if facing down
@direction = (@direction == 6 ? 4 : @direction == 2 ? 8 : @direction)
end
# When an up to left or a left to up course is passable
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 4)) or
(passable?(@x, @y, 4) and passable?(@x - 1, @y, 8))
# Update coordinates
@x -= 1
@y -= 1
# Increase steps
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move Upper Right
#--------------------------------------------------------------------------
def move_upper_right
# If no direction fix
unless @direction_fix
# Face right if facing left, and face up if facing down
@direction = (@direction == 4 ? 6 : @direction == 2 ? 8 : @direction)
end
# When an up to right or a right to up course is passable
if (passable?(@x, @y, 8) and passable?(@x, @y - 1, 6)) or
(passable?(@x, @y, 6) and passable?(@x + 1, @y, 8))
# Update coordinates
@x += 1
@y -= 1
# Increase steps
increase_steps
end
end
#--------------------------------------------------------------------------
# * Move at Random
#--------------------------------------------------------------------------
def move_random
case rand(4)
when 0 # Move down
move_down(false)
when 1 # Move left
move_left(false)
when 2 # Move right
move_right(false)
when 3 # Move up
move_up(false)
end
end
#--------------------------------------------------------------------------
# * Move toward Player
#--------------------------------------------------------------------------
def move_toward_player
# Get difference in player coordinates
sx = @x - $game_player.x
sy = @y - $game_player.y
# If coordinates are equal
if sx == 0 and sy == 0
return
end
# Get absolute value of difference
abs_sx = sx.abs
abs_sy = sy.abs
# If horizontal and vertical distances are equal
if abs_sx == abs_sy
# Increase one of them randomly by 1
rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
end
# If horizontal distance is longer
if abs_sx > abs_sy
# Move towards player, prioritize left and right directions
sx > 0 ? move_left : move_right
if not moving? and sy != 0
sy > 0 ? move_up : move_down
end
# If vertical distance is longer
else
# Move towards player, prioritize up and down directions
sy > 0 ? move_up : move_down
if not moving? and sx != 0
sx > 0 ? move_left : move_right
end
end
end
#--------------------------------------------------------------------------
# * Move away from Player
#--------------------------------------------------------------------------
def move_away_from_player
# Get difference in player coordinates
sx = @x - $game_player.x
sy = @y - $game_player.y
# If coordinates are equal
if sx == 0 and sy == 0
return
end
# Get absolute value of difference
abs_sx = sx.abs
abs_sy = sy.abs
# If horizontal and vertical distances are equal
if abs_sx == abs_sy
# Increase one of them randomly by 1
rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
end
# If horizontal distance is longer
if abs_sx > abs_sy
# Move away from player, prioritize left and right directions
sx > 0 ? move_right : move_left
if not moving? and sy != 0
sy > 0 ? move_down : move_up
end
# If vertical distance is longer
else
# Move away from player, prioritize up and down directions
sy > 0 ? move_down : move_up
if not moving? and sx != 0
sx > 0 ? move_right : move_left
end
end
end
#--------------------------------------------------------------------------
# * 1 Step Forward
#--------------------------------------------------------------------------
def move_forward
case @direction
when 2
move_down(false)
when 4
move_left(false)
when 6
move_right(false)
when 8
move_up(false)
end
end
#--------------------------------------------------------------------------
# * 1 Step Backward
#--------------------------------------------------------------------------
def move_backward
# Remember direction fix situation
last_direction_fix = @direction_fix
# Force directino fix
@direction_fix = true
# Branch by direction
case @direction
when 2 # Down
move_up(false)
when 4 # Left
move_right(false)
when 6 # Right
move_left(false)
when 8 # Up
move_down(false)
end
# Return direction fix situation back to normal
@direction_fix = last_direction_fix
end
#--------------------------------------------------------------------------
# * Jump
# x_plus : x-coordinate plus value
# y_plus : y-coordinate plus value
#--------------------------------------------------------------------------
def jump(x_plus, y_plus)
# If plus value is not (0,0)
if x_plus != 0 or y_plus != 0
# If horizontal distnace is longer
if x_plus.abs > y_plus.abs
# Change direction to left or right
x_plus < 0 ? turn_left : turn_right
# If vertical distance is longer, or equal
else
# Change direction to up or down
y_plus < 0 ? turn_up : turn_down
end
end
# Calculate new coordinates
new_x = @x + x_plus
new_y = @y + y_plus
# If plus value is (0,0) or jump destination is passable
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
# Straighten position
straighten
# Update coordinates
@x = new_x
@y = new_y
# Calculate distance
distance = Math.sqrt(x_plus * x_plus + y_plus * y_plus).round
# Set jump count
@jump_peak = 10 + distance - @move_speed
@jump_count = @jump_peak * 2
# Clear stop count
@stop_count = 0
end
end
#--------------------------------------------------------------------------
# * Turn Down
#--------------------------------------------------------------------------
def turn_down
unless @direction_fix
@direction = 2
@stop_count = 0
end
end
#--------------------------------------------------------------------------
# * Turn Left
#--------------------------------------------------------------------------
def turn_left
unless @direction_fix
@direction = 4
@stop_count = 0
end
end
#--------------------------------------------------------------------------
# * Turn Right
#--------------------------------------------------------------------------
def turn_right
unless @direction_fix
@direction = 6
@stop_count = 0
end
end
#--------------------------------------------------------------------------
# * Turn Up
#--------------------------------------------------------------------------
def turn_up
unless @direction_fix
@direction = 8
@stop_count = 0
end
end
#--------------------------------------------------------------------------
# * Turn 90° Right
#--------------------------------------------------------------------------
def turn_right_90
case @direction
when 2
turn_left
when 4
turn_up
when 6
turn_down
when 8
turn_right
end
end
#--------------------------------------------------------------------------
# * Turn 90° Left
#--------------------------------------------------------------------------
def turn_left_90
case @direction
when 2
turn_right
when 4
turn_down
when 6
turn_up
when 8
turn_left
end
end
#--------------------------------------------------------------------------
# * Turn 180°
#--------------------------------------------------------------------------
def turn_180
case @direction
when 2
turn_up
when 4
turn_right
when 6
turn_left
when 8
turn_down
end
end
#--------------------------------------------------------------------------
# * Turn 90° Right or Left
#--------------------------------------------------------------------------
def turn_right_or_left_90
if rand(2) == 0
turn_right_90
else
turn_left_90
end
end
#--------------------------------------------------------------------------
# * Turn at Random
#--------------------------------------------------------------------------
def turn_random
case rand(4)
when 0
turn_up
when 1
turn_right
when 2
turn_left
when 3
turn_down
end
end
#--------------------------------------------------------------------------
# * Turn Towards Player
#--------------------------------------------------------------------------
def turn_toward_player
# Get difference in player coordinates
sx = @x - $game_player.x
sy = @y - $game_player.y
# If coordinates are equal
if sx == 0 and sy == 0
return
end
# If horizontal distance is longer
if sx.abs > sy.abs
# Turn to the right or left towards player
sx > 0 ? turn_left : turn_right
# If vertical distance is longer
else
# Turn up or down towards player
sy > 0 ? turn_up : turn_down
end
end
#--------------------------------------------------------------------------
# * Turn Away from Player
#--------------------------------------------------------------------------
def turn_away_from_player
# Get difference in player coordinates
sx = @x - $game_player.x
sy = @y - $game_player.y
# If coordinates are equal
if sx == 0 and sy == 0
return
end
# If horizontal distance is longer
if sx.abs > sy.abs
# Turn to the right or left away from player
sx > 0 ? turn_right : turn_left
# If vertical distance is longer
else
# Turn up or down away from player
sy > 0 ? turn_down : turn_up
end
end
end