Project1
标题:
LOGO标题+天气(漂浮物)
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作者:
恐惧剑刃
时间:
2013-9-14 11:18
标题:
LOGO标题+天气(漂浮物)
本帖最后由 恋′挂机 于 2013-9-14 11:34 编辑
我看了下类似的教程,LOGO标题很多都是依靠事件来完成的。
另外癫狂侠客的标题教程不是很完善,我再补充一下。
有了这个基础就应该能制作出任意复杂的动态标题了
先说LOGO
很多人把他想得复杂了,举个例子:新建一个脚本页直接输入
p 123
复制代码
大家都明白测试的话会有什么效果。
那为什么不直接调用图片呢?
脚本:
logo = Sprite.new
logo.bitmap = Bitmap.new("操作指南.jpg")
logo.opacity = 0
for s in 0..50
Graphics.update
end
for i in 0..20
logo.opacity += 10
for s in 0..2
Graphics.update
end
logo.opacity = 255 if i == 20
end
for s in 0..100
Graphics.update
end
for i in 0..20
logo.opacity -= 10
for s in 0..2
Graphics.update
end
logo.opacity = 0 if i == 20
end
logo.bitmap.dispose
logo.dispose
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由于某些原因……
脚本第一行应该是这样的(如果没错无视)
logo = Sprite.new
想要多张LOGO就直接复制就好了,很简单吧?
天气(漂浮物)
实话说,这种脚本也很多。使用的方法稍复杂(至少对于新人而言)。
怎么做呢?
也很简单,脚本:
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 战斗测试的情况下
if $BTEST
battle_test
return
end
# 载入数据库
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# 生成系统对像
$game_system = Game_System.new
# 生成标题图形
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@picture = []
for i in 0..19
@picture[i] = Sprite.new
@picture[i].bitmap = Bitmap.new("Title_star.png")
@picture[i].x, @picture[i].y = rand(640 - @picture[i].bitmap.width) + 1,
rand(480 - @picture[i].bitmap.height) + 1
end
# 生成命令窗口
s1 = "新游戏"
s2 = "继续"
s3 = "退出"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 160
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 288
# 判定继续的有效性
# 存档文件一个也不存在的时候也调查
# 有効为 @continue_enabled 为 true、无效为 false
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# 继续为有效的情况下、光标停止在继续上
# 无效的情况下、继续的文字显示为灰色
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
# 演奏标题 BGM
$game_system.bgm_play($data_system.title_bgm)
# 停止演奏 ME、BGS
Audio.me_stop
Audio.bgs_stop
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面被切换就中断循环
if $scene != self
break
end
end
# 装备过渡
Graphics.freeze
# 释放命令窗口
@command_window.dispose
# 释放标题图形
@sprite.bitmap.dispose
@sprite.dispose
for i in 0..19
@picture[i].bitmap.dispose
@picture[i].dispose
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
for i in 0..19
@picture[i].x -= 3;@picture[i].y += 3
@picture[i].opacity -= rand(10) + 1
if @picture[i].opacity <= 50
@picture[i].x, @picture[i].y = rand(640) + 1, rand(480) + 1
@picture[i].opacity = 255
end
end
# 刷新命令窗口
@command_window.update
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口的光标位置的分支
case @command_window.index
when 0 # 新游戏
command_new_game
when 1 # 继续
command_continue
when 2 # 退出
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# ● 命令 : 新游戏
#--------------------------------------------------------------------------
def command_new_game
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 停止 BGM
Audio.bgm_stop
# 重置测量游戏时间用的画面计数器
Graphics.frame_count = 0
# 生成各种游戏对像
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# 设置初期同伴位置
$game_party.setup_starting_members
# 设置初期位置的地图
$game_map.setup($data_system.start_map_id)
# 主角向初期位置移动
$game_player.moveto($data_system.start_x, $data_system.start_y)
# 刷新主角
$game_player.refresh
# 执行地图设置的 BGM 与 BGS 的自动切换
$game_map.autoplay
# 刷新地图 (执行并行事件)
$game_map.update
# 切换地图画面
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● 命令 : 继续
#--------------------------------------------------------------------------
def command_continue
# 继续无效的情况下
unless @continue_enabled
# 演奏无效 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到读档画面
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# ● 命令 : 退出
#--------------------------------------------------------------------------
def command_shutdown
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# BGM、BGS、ME 的淡入淡出
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# 退出
$scene = nil
end
#--------------------------------------------------------------------------
# ● 战斗测试
#--------------------------------------------------------------------------
def battle_test
# 载入数据库 (战斗测试用)
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
# 重置测量游戏时间用的画面计数器
Graphics.frame_count = 0
# 生成各种游戏对像
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# 设置战斗测试用同伴
$game_party.setup_battle_test_members
# 设置队伍 ID、可以逃走标志、战斗背景
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# 演奏战斗开始 BGM
$game_system.se_play($data_system.battle_start_se)
# 演奏战斗 BGM
$game_system.bgm_play($game_system.battle_bgm)
# 切换到战斗画面
$scene = Scene_Battle.new
end
end
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如有问题,或新人有不明白之处欢迎提问。
附上素材欢迎测试:
操作指南.jpg
(116.34 KB, 下载次数: 29)
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2013-9-14 11:32 上传
Title_star.png
(2.54 KB, 下载次数: 23)
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2013-9-14 11:32 上传
素材来自《梦幻群侠传3》与《黑暗圣剑传说》!
工程如有需要,
LOGO 漂浮物.rar
(320.68 KB, 下载次数: 243)
2013-9-14 11:34 上传
点击文件名下载附件
作者:
kuerlulu
时间:
2013-9-15 06:06
最后那张图我收下了。。。。
话说为什么(我)要跑题
作者:
chd114
时间:
2013-9-15 08:25
漂浮物天气···你是想说是云朵吗···
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