Project1
标题:
垃圾的烛光
[打印本页]
作者:
yangff
时间:
2008-6-12 04:22
标题:
垃圾的烛光
烛光
不过有效果的只有角色
问题就在于事件的screen_x(y)坐标是不变的(至少通过screen_x(y)获得的不会变)
$角色开灯的开光 = 1
#==============================================================================
# ■ Game_Player
#------------------------------------------------------------------------------
# 处理主角的类。事件启动的判定、以及地图的滚动等功能。
# 本类的实例请参考 $game_player。
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● 常量
#--------------------------------------------------------------------------
CENTER_X = (544 / 2 - 16) * 8 # 画面中央 X 座标 * 8
CENTER_Y = (416 / 2 - 16) * 8 # 画面中央 Y 座标 * 8
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_reader :vehicle_type # 目前乘坐交通工具类型
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super
@vehicle_type = -1
@vehicle_getting_on = false # 乘坐交通工具标志
@vehicle_getting_off = false # 离开交通工具标志
@transferring = false # 场所移动标志
@new_map_id = 0 # 目标地图 ID
@new_x = 0 # 目标 X 座标
@new_y = 0 # 目标 Y 座标
@new_direction = 0 # 移动後方向
@walking_bgm = nil # 记忆用行走时 BGM
# @light = Sprite.new #烛光
# @light.bitmap = Cache.picture("light.png") #烛光
# @light.opacity = 0 #烛光
end
#--------------------------------------------------------------------------
# ● 判断是否停止
#--------------------------------------------------------------------------
def stopping?
return false if @vehicle_getting_on
return false if @vehicle_getting_off
return super
end
#--------------------------------------------------------------------------
# ● 场所移动准备
# map_id : 地图 ID
# x : X 座标
# y : Y 座标
# direction : 移动後面向
#--------------------------------------------------------------------------
def reserve_transfer(map_id, x, y, direction)
@transferring = true
@new_map_id = map_id
@new_x = x
@new_y = y
@new_direction = direction
end
#--------------------------------------------------------------------------
# ● 判断是否准备场所移动
#--------------------------------------------------------------------------
def transfer?
return @transferring
end
#--------------------------------------------------------------------------
# ● 执行场所移动
#--------------------------------------------------------------------------
def perform_transfer
return unless @transferring
@transferring = false
set_direction(@new_direction)
if $game_map.map_id != @new_map_id
$game_map.setup(@new_map_id) # 移动到另一地图
end
moveto(@new_x, @new_y)
@walking_bgm = $game_map.map.bgm
end
#--------------------------------------------------------------------------
# ● 判断地图是否可以通行
# x:X 座标
# y:Y 座标
#--------------------------------------------------------------------------
def map_passable?(x, y)
case @vehicle_type
when 0 # 小型船
return $game_map.boat_passable?(x, y)
when 1 # 大型船
return $game_map.ship_passable?(x, y)
when 2 # 飞船
return true
else # 行走
return $game_map.passable?(x, y)
end
end
#--------------------------------------------------------------------------
# ● 判断行走通行度
# x:X 座标
# y:Y 座标
#--------------------------------------------------------------------------
def can_walk?(x, y)
last_vehicle_type = @vehicle_type # 移除交通工具类型
@vehicle_type = -1 # 暂时设置为行走
result = passable?(x, y) # 判断是否可以通行
@vehicle_type = last_vehicle_type # 回复交通工具类型
return result
end
#--------------------------------------------------------------------------
# ● 判断飞船降落通行度
# x:X 座标
# y:Y 座标
#--------------------------------------------------------------------------
def airship_land_ok?(x, y)
unless $game_map.airship_land_ok?(x, y)
return false # 指定地图图块无法降落
end
unless $game_map.events_xy(x, y).empty?
return false # 不可降落于事件之上
end
return true # 可以降落
end
#--------------------------------------------------------------------------
# ● 判断是否在交通工具上
#--------------------------------------------------------------------------
def in_vehicle?
return @vehicle_type >= 0
end
#--------------------------------------------------------------------------
# ● 判断是否在飞船之上
#--------------------------------------------------------------------------
def in_airship?
return @vehicle_type == 2
end
#--------------------------------------------------------------------------
# ● 判断是否奔跑中
#--------------------------------------------------------------------------
def dash?
return false if @move_route_forcing
return false if $game_map.disable_dash?
return false if in_vehicle?
return Input.press?(Input::A)
end
#--------------------------------------------------------------------------
# ● 判断是否是游戏测试通行状态
#--------------------------------------------------------------------------
def debug_through?
return false unless $TEST
return Input.press?(Input::CTRL)
end
#--------------------------------------------------------------------------
# ● 设置地图画面座标为画面中央
# x:X 座标
# y:Y 座标
#--------------------------------------------------------------------------
def center(x, y)
display_x = x * 256 - CENTER_X # 计算座标
unless $game_map.loop_horizontal? # 非横向回圈的场合
max_x = ($game_map.width - 17) * 256 # 计算最大值
display_x = [0, [display_x, max_x].min].max # 校正座标
end
display_y = y * 256 - CENTER_Y # 计算座标
unless $game_map.loop_vertical? # 非横向回圈的场合
max_y = ($game_map.height - 13) * 256 # 计算最大值
display_y = [0, [display_y, max_y].min].max # 校正座标
end
$game_map.set_display_pos(display_x, display_y) # 改变地图位置
end
#--------------------------------------------------------------------------
# ● 移动至指定位置
# x:X 座标
# y:Y 座标
#--------------------------------------------------------------------------
def moveto(x, y)
super
center(x, y) # 居中对齐
make_encounter_count # 初始化遇敌
if in_vehicle? # 在交通工具中的场合
vehicle = $game_map.vehicles[@vehicle_type] # 获取交通工具
vehicle.refresh # 刷新交通工具
end
end
#--------------------------------------------------------------------------
# ● 增加步数
#--------------------------------------------------------------------------
def increase_steps
super
return if @move_route_forcing
return if in_vehicle?
$game_party.increase_steps
$game_party.on_player_walk
end
#--------------------------------------------------------------------------
# ● 设置遇敌计数
#--------------------------------------------------------------------------
def encounter_count
return @encounter_count
end
#--------------------------------------------------------------------------
# ● 初始化遇敌计数
#--------------------------------------------------------------------------
def make_encounter_count
if $game_map.map_id != 0
n = $game_map.encounter_step
@encounter_count = rand(n) + rand(n) + 1 # 好比掷两个骰子
end
end
#--------------------------------------------------------------------------
# ● 判断是否在地图区域中
# area : 区域数据(RPG::Area)
#--------------------------------------------------------------------------
def in_area?(area)
return false if area == nil
return false if $game_map.map_id != area.map_id
return false if @x < area.rect.x
return false if @y < area.rect.y
return false if @x >= area.rect.x + area.rect.width
return false if @y >= area.rect.y + area.rect.height
return true
end
#--------------------------------------------------------------------------
# ● 生成遇敌队伍
#--------------------------------------------------------------------------
def make_encounter_troop_id
encounter_list = $game_map.encounter_list.clone
for area in $data_areas.values
encounter_list += area.encounter_list if in_area?(area)
end
if encounter_list.empty?
make_encounter_count
return 0
end
return encounter_list[rand(encounter_list.size)]
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
if $game_party.members.size == 0
@character_name = ""
@character_index = 0
else
actor = $game_party.members[0] # 获取队伍第一人
@character_name = actor.character_name
@character_index = actor.character_index
end
end
#--------------------------------------------------------------------------
# ● 判断同位置事件是否被触发
# triggers : 触发数组
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
return false if $game_map.interpreter.running?
result = false
for event in $game_map.events_xy(@x, @y)
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
result = true if event.starting
end
end
return result
end
#--------------------------------------------------------------------------
# ● 确认前方事件是否被触发
# triggers : 触发数组
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
return false if $game_map.interpreter.running?
result = false
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
for event in $game_map.events_xy(front_x, front_y)
if triggers.include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
if result == false and $game_map.counter?(front_x, front_y)
front_x = $game_map.x_with_direction(front_x, @direction)
front_y = $game_map.y_with_direction(front_y, @direction)
for event in $game_map.events_xy(front_x, front_y)
if triggers.include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# ● 判断接触事件是否被触发
# x:X 座标
# y:Y 座标
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
x -= $game_map.width if $game_map.loop_horizontal? and x == $game_map.width
y -= $game_map.height if $game_map.loop_vertical? and y == $game_map.height
return false if $game_map.interpreter.running?
result = false
for event in $game_map.events_xy(x, y)
if [1,2].include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
return result
end
#--------------------------------------------------------------------------
# ● 方向键移动处理
#--------------------------------------------------------------------------
def move_by_input
return unless movable?
return if $game_map.interpreter.running?
case Input.dir4
when 2; move_down
when 4; move_left
when 6; move_right
when 8; move_up
end
end
#--------------------------------------------------------------------------
# ● 可以行动判定
#--------------------------------------------------------------------------
def movable?
return false if moving? # 正在移动
return false if @move_route_forcing # 强制移动路线
return false if @vehicle_getting_on # 正在乘上交通工具
return false if @vehicle_getting_off # 正在乘上交通工具
return false if $game_message.visible # 正在显示讯息
return false if in_airship? and not $game_map.airship.movable?
return true
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
last_real_x = @real_x
last_real_y = @real_y
last_moving = moving?
move_by_input
super
update_scroll(last_real_x, last_real_y)
update_vehicle
update_nonmoving(last_moving)
if $game_switches[$角色开灯的开光]
# @light.opacity = 255 if @light.opacity == 0
if ((@oldx != screen_x) or (@oldy != screen_y)) or $evmove
$evmove = false
@oldx = screen_x#@x* 32
@oldy = screen_y#@y* 32
# if (@oldx - (2*32) <= 0) or (@oldy - (2*32) <= 0)
# $scene.light(@oldx,@oldy,160,160)
# @light.x = @oldx - (2*32)
# @light.y = 0#@oldy
# else
$scene.light(@oldx-(2*32),@oldy-(3*32),160,160)
# @light.x = @oldx-(2*32)
# @light.y = @oldy-(2*32)
#p @light.y
# end
end
else
$scene.light if @oldx!=0
@oldx = 0 if @oldx!=0
@oldy = 0 if @oldy!=0
#@light.opacity = 0 if @light.opacity == 255
end
end
#--------------------------------------------------------------------------
# ● 更新滚动
#--------------------------------------------------------------------------
def update_scroll(last_real_x, last_real_y)
ax1 = $game_map.adjust_x(last_real_x)
ay1 = $game_map.adjust_y(last_real_y)
ax2 = $game_map.adjust_x(@real_x)
ay2 = $game_map.adjust_y(@real_y)
if ay2 > ay1 and ay2 > CENTER_Y
$game_map.scroll_down(ay2 - ay1)
end
if ax2 < ax1 and ax2 < CENTER_X
$game_map.scroll_left(ax1 - ax2)
end
if ax2 > ax1 and ax2 > CENTER_X
$game_map.scroll_right(ax2 - ax1)
end
if ay2 < ay1 and ay2 < CENTER_Y
$game_map.scroll_up(ay1 - ay2)
end
end
#--------------------------------------------------------------------------
# ● 更新交通工具
#--------------------------------------------------------------------------
def update_vehicle
return unless in_vehicle?
vehicle = $game_map.vehicles[@vehicle_type]
if @vehicle_getting_on # 正在乘上?
if not moving?
@direction = vehicle.direction # 更改方向
@move_speed = vehicle.speed # 更改移动速度
@vehicle_getting_on = false # 结束乘上操作
@transparent = true # 透明状态
end
elsif @vehicle_getting_off # 正在离开?
if not moving? and vehicle.altitude == 0
@vehicle_getting_off = false # 结束乘上操作
@vehicle_type = -1 # 清除交通工具类型
@transparent = false # 移除透明状态
end
else # 正在交通工具之上
vehicle.sync_with_player # 与角色同步移动
end
end
#--------------------------------------------------------------------------
# ● 非移动中更新
# last_moving : 之前是否正在移动
#--------------------------------------------------------------------------
def update_nonmoving(last_moving)
return if $game_map.interpreter.running?
return if moving?
return if check_touch_event if last_moving
if not $game_message.visible and Input.trigger?(Input::C)
return if get_on_off_vehicle
return if check_action_event
end
update_encounter if last_moving
end
#--------------------------------------------------------------------------
# ● 更新遇敌
#--------------------------------------------------------------------------
def update_encounter
return if $TEST and Input.press?(Input::CTRL) # 测试游戏中
return if in_vehicle? # 乘坐交通工具中
if $game_map.bush?(@x, @y) # 在草木繁茂处
@encounter_count -= 2 # 将遇敌计数减2
else # 否则
@encounter_count -= 1 # 将遇敌计数减1
end
end
#--------------------------------------------------------------------------
# ● 判断事件是否由接触触发(重叠)
#--------------------------------------------------------------------------
def check_touch_event
return false if in_airship?
return check_event_trigger_here([1,2])
end
#--------------------------------------------------------------------------
# ● 判断事件是否由确认键触发
#--------------------------------------------------------------------------
def check_action_event
return false if in_airship?
return true if check_event_trigger_here([0])
return check_event_trigger_there([0,1,2])
end
#--------------------------------------------------------------------------
# ● 上下交通工具
#--------------------------------------------------------------------------
def get_on_off_vehicle
return false unless movable?
if in_vehicle?
return get_off_vehicle
else
return get_on_vehicle
end
end
#--------------------------------------------------------------------------
# ● 乘上交通工具
# 以角色非在交通工具之上为前提
#--------------------------------------------------------------------------
def get_on_vehicle
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
if $game_map.airship.pos?(@x, @y) # 判断角色是否与飞船重叠
get_on_airship
return true
elsif $game_map.ship.pos?(front_x, front_y) # 判断前方是否有大型船
get_on_ship
return true
elsif $game_map.boat.pos?(front_x, front_y) # 判断前方是否有小型船
get_on_boat
return true
end
return false
end
#--------------------------------------------------------------------------
# ● 乘上小型船
#--------------------------------------------------------------------------
def get_on_boat
@vehicle_getting_on = true # 乘上交通工具标志
@vehicle_type = 0 # 设置交通工具类型
force_move_forward # 向前一步
@walking_bgm = RPG::BGM::last # 记忆行走 BGM
$game_map.boat.get_on # 上船处理
end
#--------------------------------------------------------------------------
# ● 乘上大型船
#--------------------------------------------------------------------------
def get_on_ship
@vehicle_getting_on = true # 乘上交通工具标志
@vehicle_type = 1 # 设置交通工具类型
force_move_forward # 向前一步
@walking_bgm = RPG::BGM::last # 记忆行走 BGM
$game_map.ship.get_on # 上船处理
end
#--------------------------------------------------------------------------
# ● 乘上飞船
#--------------------------------------------------------------------------
def get_on_airship
@vehicle_getting_on = true # 乘上交通工具标志
@vehicle_type = 2 # 设置交通工具类型
@through = true # 允许穿透
@walking_bgm = RPG::BGM::last # 记忆行走 BGM
$game_map.airship.get_on # 上船处理
end
#--------------------------------------------------------------------------
# ● 离开交通工具
# 以角色在交通工具之上为前提
#--------------------------------------------------------------------------
def get_off_vehicle
if in_airship? # 在飞船之上
return unless airship_land_ok?(@x, @y) # 判断是否能降落
else # 在大/小型船上
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
return unless can_walk?(front_x, front_y) # 判断是否能下船
end
$game_map.vehicles[@vehicle_type].get_off # 下船处理
if in_airship? # 飞船
@direction = 2 # 面向下
else # 大/小型船
force_move_forward # 向前一步
@transparent = false # 移除透明状态
end
@vehicle_getting_off = true # 开始下船处理
@move_speed = 4 # 回复移动速度
@through = false # 不允许穿透
@walking_bgm.play # 回复行走 BGM
make_encounter_count # 初始化遇敌
end
#--------------------------------------------------------------------------
# ● 强迫向前一步
#--------------------------------------------------------------------------
def force_move_forward
@through = true # 允许穿透
move_forward # 向前一步
@through = false # 不允许穿透
end
end
#==============================================================================
# ■ Scene_Map
#------------------------------------------------------------------------------
# 处理地图画面的类。
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
$game_map.refresh
@spriteset = Spriteset_Map.new
@message_window = Window_Message.new
@black = Sprite.new
#~@rect = {}
end
######
#视野判定
######
def in_view?(ev)
add_x = $game_player.x
add_y = $game_player.y
begin_x = $game_map.display_x - add_x
begin_y = $game_map.display_y - add_y
end_x = $game_map.display_x + 4352 + add_x
end_y = $game_map.display_y + 3328 + add_y
limit_x = $game_map.width * 256 - 256 + add_x
limit_y = $game_map.height * 256 - 256 + add_y
char_x = ev.real_x
char_y = ev.real_y
if end_x <= limit_x
return false if char_x < begin_x or char_x > end_x
end
if end_y <= limit_y
return false if char_y < begin_y or char_y > end_y
end
if end_x > limit_x and end_y > limit_y
return false if char_x < begin_x and char_x > end_x - limit_x
return false if char_y < begin_y and char_y > end_y - limit_y
end
return true
end
#--------------------------------------------------------------------------
# ● 执行渐变
#--------------------------------------------------------------------------
def perform_transition
if Graphics.brightness == 0 # 战斗後或载入後等
fadein(30)
else # 从菜单中回来等
Graphics.transition(15)
end
end
def light(x=0,y=0,h=0,w=0)
if ($game_switches[$角色开灯的开光] == false)# and (@black.bitmap != nil)
if @black.bitmap != nil
@black.bitmap.dispose
@black.bitmap = nil
end
return
end
#if @black.bitmap == nil
@black.bitmap=Bitmap.new(544,416)
@black.bitmap.fill_rect(Rect.new(0,0,544,416), Color.new(0,0,0))
#end
@black.bitmap.clear_rect(Rect.new(x,y,h,w))
# for i in @rect
# @black.bitmap.clear_rect(Rect.new(i.x,i.y,i.height,i.width))
# end
end
#~ def light1(x=0,y=0,h=0,w=0,id)
#~ @rect[id] = (Rect.new(x,y,h,w))
#~ for i in @rect
#~ @black.bitmap.clear_rect(Rect.new(i.x,i.y,i.height,i.width))
#~ end
#~ end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
if $scene.is_a?(Scene_Battle) # 切换至战斗场景的场合
@spriteset.dispose_characters # 隐藏角色来生成战斗背景
end
snapshot_for_background
@spriteset.dispose
@message_window.dispose
if $scene.is_a?(Scene_Battle) # 切换至战斗场景的场合
perform_battle_transition # 执行战斗渐变
end
end
#--------------------------------------------------------------------------
# ● 基本更新处理
#--------------------------------------------------------------------------
def update_basic
Graphics.update # 更新游戏画面
Input.update # 更新输入信息
$game_map.update # 更新地图
@spriteset.update # 更新活动块组
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
$game_map.interpreter.update # 更新解释器
$game_map.update # 更新地图
$game_player.update # 更新主角
$game_system.update # 更新计时器
@spriteset.update # 更新活动块组
@message_window.update # 更新信息窗口
unless $game_message.visible # 信息窗口显示中除外
update_transfer_player
update_encounter
update_call_menu
update_call_debug
update_scene_change
end
end
#--------------------------------------------------------------------------
# ● 淡入画面
# duration : 时间
# 如果直接使用 Graphics.fadeout 的话会出现一些状况,如天候效果和远景
# 滚动都会被强迫停止,所以用动态的 fade-in 效果会好些。
#--------------------------------------------------------------------------
def fadein(duration)
Graphics.transition(0)
for i in 0..duration-1
Graphics.brightness = 255 * i / duration
update_basic
end
Graphics.brightness = 255
end
#--------------------------------------------------------------------------
# ● 淡出画面
# duration : 时间
# 与上面的 fadein 一样,不是直接调用 Graphics.fadein。
#--------------------------------------------------------------------------
def fadeout(duration)
Graphics.transition(0)
for i in 0..duration-1
Graphics.brightness = 255 - 255 * i / duration
update_basic
end
Graphics.brightness = 0
end
#--------------------------------------------------------------------------
# ● 场所移动处理
#--------------------------------------------------------------------------
def update_transfer_player
return unless $game_player.transfer?
fade = (Graphics.brightness > 0)
fadeout(30) if fade
@spriteset.dispose # 释放活动块组
$game_player.perform_transfer # 执行场所移动
$game_map.autoplay # 自动更改 BGM 和 BGS
$game_map.update
Graphics.wait(15)
@spriteset = Spriteset_Map.new # 重新生成活动块组
fadein(30) if fade
Input.update
end
#--------------------------------------------------------------------------
# ● 遇敌处理
#--------------------------------------------------------------------------
def update_encounter
return if $game_player.encounter_count > 0 # 检查步数
return if $game_map.interpreter.running? # 判断是否有事件正在执行
return if $game_system.encounter_disabled # 判断是否禁止遇敌
troop_id = $game_player.make_encounter_troop_id # 判断敌人队伍
return if $data_troops[troop_id] == nil # 判断队伍是否无效
$game_troop.setup(troop_id)
$game_troop.can_escape = true
$game_temp.battle_proc = nil
$game_temp.next_scene = "battle"
preemptive_or_surprise
end
#--------------------------------------------------------------------------
# ● 判断先下手或被偷袭
#--------------------------------------------------------------------------
def preemptive_or_surprise
actors_agi = $game_party.average_agi
enemies_agi = $game_troop.average_agi
if actors_agi >= enemies_agi
percent_preemptive = 5
percent_surprise = 3
else
percent_preemptive = 3
percent_surprise = 5
end
if rand(100) < percent_preemptive
$game_troop.preemptive = true
elsif rand(100) < percent_surprise
$game_troop.surprise = true
end
end
#--------------------------------------------------------------------------
# ● 判断是否呼叫菜单(按下B键)
#--------------------------------------------------------------------------
def update_call_menu
if Input.trigger?(Input::B)
return if $game_map.interpreter.running? # 判断是否有事件正在执行
return if $game_system.menu_disabled # 判断是否禁止菜单呼叫
$game_temp.menu_beep = true # 设置音效标志
$game_temp.next_scene = "menu"
end
end
#--------------------------------------------------------------------------
# ● 判断是否呼叫DEBUG场景(按下F9键)
#--------------------------------------------------------------------------
def update_call_debug
if $TEST and Input.press?(Input::F9) # 游戏测试并按下F9
$game_temp.next_scene = "debug"
end
end
#--------------------------------------------------------------------------
# ● 执行场景交替
#--------------------------------------------------------------------------
def update_scene_change
return if $game_player.moving? # 判断主角是否移动中
case $game_temp.next_scene
when "battle"
call_battle
when "shop"
call_shop
when "name"
call_name
when "menu"
call_menu
when "save"
call_save
when "debug"
call_debug
when "gameover"
call_gameover
when "title"
call_title
else
$game_temp.next_scene = nil
end
end
#--------------------------------------------------------------------------
# ● 切换至战斗画面
#--------------------------------------------------------------------------
def call_battle
@spriteset.update
Graphics.update
$game_player.make_encounter_count
$game_player.straighten
$game_temp.map_bgm = RPG::BGM.last
$game_temp.map_bgs = RPG::BGS.last
RPG::BGM.stop
RPG::BGS.stop
Sound.play_battle_start
$game_system.battle_bgm.play
$game_temp.next_scene = nil
$scene = Scene_Battle.new
end
#--------------------------------------------------------------------------
# ● 切换至商店画面
#--------------------------------------------------------------------------
def call_shop
$game_temp.next_scene = nil
$scene = Scene_Shop.new
end
#--------------------------------------------------------------------------
# ● 切换至名称输入画面
#--------------------------------------------------------------------------
def call_name
$game_temp.next_scene = nil
$scene = Scene_Name.new
end
#--------------------------------------------------------------------------
# ● 切换至菜单画面
#--------------------------------------------------------------------------
def call_menu
if $game_temp.menu_beep
Sound.play_decision
$game_temp.menu_beep = false
end
$game_temp.next_scene = nil
$scene = Scene_Menu.new
end
#--------------------------------------------------------------------------
# ● 切换至存档画面
#--------------------------------------------------------------------------
def call_save
$game_temp.next_scene = nil
$scene = Scene_File.new(true, false, true)
end
#--------------------------------------------------------------------------
# ● 切换至DEBUG画面
#--------------------------------------------------------------------------
def call_debug
Sound.play_decision
$game_temp.next_scene = nil
$scene = Scene_Debug.new
end
#--------------------------------------------------------------------------
# ● 切换至游戏结束画面
#--------------------------------------------------------------------------
def call_gameover
$game_temp.next_scene = nil
$scene = Scene_Gameover.new
end
#--------------------------------------------------------------------------
# ● 切换至标题画面
#--------------------------------------------------------------------------
def call_title
$game_temp.next_scene = nil
$scene = Scene_Title.new
fadeout(60)
end
#--------------------------------------------------------------------------
# ● 执行战斗渐变
#--------------------------------------------------------------------------
def perform_battle_transition
Graphics.transition(80, "Graphics/System/BattleStart", 80)
Graphics.freeze
end
end
复制代码
作者:
ノ巳殇*。
时间:
2008-6-12 05:38
提示:
作者被禁止或删除 内容自动屏蔽
作者:
喵喵の黄昏
时间:
2008-6-12 06:00
提示:
作者被禁止或删除 内容自动屏蔽
作者:
雪流星
时间:
2008-6-12 07:47
我也做了一個
screen_x(y)返回的座標沒問題
http://rpg.blue/viewthread.php?tid=89801
欢迎光临 Project1 (https://rpg.blue/)
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