给你一个粗略变更的插件,还没来得及美化,将就用吧。
//=============================================================================
// Mouse.js
//=============================================================================
/*:
* @plugindesc 变更鼠标图标,美化点击光标.
* @author Fanzi.
*
* @param MouseBitmapName
* @desc 鼠标文件名
* @default mouse.cur
*
* @param CursorBitmapName
* @desc 光标文件名
* @default cursor.png
*
* @param BitmapFolder
* @desc 文件夹路径
* @default img/mouse/
*
* @help
* 图标文件名“cursor.cur”路径“img/mouse”.
* The sprite for displaying the destination place of the touch input.
*/
//var MouseBitmap = parameters['MouseBitmapName'];
//var CursorBitmap = parameters['CursorBitmapName'];
//var BitmapFolder = parameters['BitmapFolder'];
//-----------------------------------------------------------------------------
// 鼠标图标部分
Scene_Title.prototype.initialize = function() {
Scene_Base.prototype.initialize.call(this);
document.getElementById('UpperCanvas').style.cursor='url(img/mouse/cursor.cur),auto';
document.getElementById('ErrorPrinter').style.cursor='url(img/mouse/cursor.cur),auto';
};
//-----------------------------------------------------------------------------
// 点击光标部分
function Sprite_Destination() {
this.initialize.apply(this, arguments);
}
Sprite_Destination.prototype = Object.create(Sprite.prototype);
Sprite_Destination.prototype.constructor = Sprite_Destination;
Sprite_Destination.prototype.initialize = function() {
Sprite.prototype.initialize.call(this);
this.createBitmap();
this._frameCount = 0;
};
Sprite_Destination.prototype.update = function() {
Sprite.prototype.update.call(this);
if ($gameTemp.isDestinationValid()){
this.updatePosition();
this.updateAnimation();
this.visible = true;
} else {
this._frameCount = 0;
this.visible = false;
}
};
Sprite_Destination.prototype.createBitmap = function() {
//这个函数内容全删(留下空函数)就不出现点击响应
var tileWidth = $gameMap.tileWidth();
var tileHeight = $gameMap.tileHeight();
this.bitmap = new Bitmap(tileWidth / 3, tileHeight / 3);
this.bitmap.fillAll('cyan');
this.anchor.x = 0.5;
this.anchor.y = 0.5;
this.blendMode = Graphics.BLEND_ADD;
};
Sprite_Destination.prototype.updatePosition = function() {
var tileWidth = $gameMap.tileWidth();
var tileHeight = $gameMap.tileHeight();
var x = $gameTemp.destinationX();
var y = $gameTemp.destinationY();
this.x = ($gameMap.adjustX(x) + 0.5) * tileWidth;
this.y = ($gameMap.adjustY(y) + 0.5) * tileHeight;
};
Sprite_Destination.prototype.updateAnimation = function() {
this._frameCount++;
this._frameCount %= 20;
this.opacity = (20 - this._frameCount) * 6;
this.scale.x = 1 + this._frameCount / 20;
this.scale.y = this.scale.x;
};
//=============================================================================
// Mouse.js
//=============================================================================
/*:
* @plugindesc 变更鼠标图标,美化点击光标.
* @author Fanzi.
*
* @param MouseBitmapName
* @desc 鼠标文件名
* @default mouse.cur
*
* @param CursorBitmapName
* @desc 光标文件名
* @default cursor.png
*
* @param BitmapFolder
* @desc 文件夹路径
* @default img/mouse/
*
* @help
* 图标文件名“cursor.cur”路径“img/mouse”.
* The sprite for displaying the destination place of the touch input.
*/
//var MouseBitmap = parameters['MouseBitmapName'];
//var CursorBitmap = parameters['CursorBitmapName'];
//var BitmapFolder = parameters['BitmapFolder'];
//-----------------------------------------------------------------------------
// 鼠标图标部分
Scene_Title.prototype.initialize = function() {
Scene_Base.prototype.initialize.call(this);
document.getElementById('UpperCanvas').style.cursor='url(img/mouse/cursor.cur),auto';
document.getElementById('ErrorPrinter').style.cursor='url(img/mouse/cursor.cur),auto';
};
//-----------------------------------------------------------------------------
// 点击光标部分
function Sprite_Destination() {
this.initialize.apply(this, arguments);
}
Sprite_Destination.prototype = Object.create(Sprite.prototype);
Sprite_Destination.prototype.constructor = Sprite_Destination;
Sprite_Destination.prototype.initialize = function() {
Sprite.prototype.initialize.call(this);
this.createBitmap();
this._frameCount = 0;
};
Sprite_Destination.prototype.update = function() {
Sprite.prototype.update.call(this);
if ($gameTemp.isDestinationValid()){
this.updatePosition();
this.updateAnimation();
this.visible = true;
} else {
this._frameCount = 0;
this.visible = false;
}
};
Sprite_Destination.prototype.createBitmap = function() {
//这个函数内容全删(留下空函数)就不出现点击响应
var tileWidth = $gameMap.tileWidth();
var tileHeight = $gameMap.tileHeight();
this.bitmap = new Bitmap(tileWidth / 3, tileHeight / 3);
this.bitmap.fillAll('cyan');
this.anchor.x = 0.5;
this.anchor.y = 0.5;
this.blendMode = Graphics.BLEND_ADD;
};
Sprite_Destination.prototype.updatePosition = function() {
var tileWidth = $gameMap.tileWidth();
var tileHeight = $gameMap.tileHeight();
var x = $gameTemp.destinationX();
var y = $gameTemp.destinationY();
this.x = ($gameMap.adjustX(x) + 0.5) * tileWidth;
this.y = ($gameMap.adjustY(y) + 0.5) * tileHeight;
};
Sprite_Destination.prototype.updateAnimation = function() {
this._frameCount++;
this._frameCount %= 20;
this.opacity = (20 - this._frameCount) * 6;
this.scale.x = 1 + this._frameCount / 20;
this.scale.y = this.scale.x;
};