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本帖最后由 神思 于 2010-7-3 21:55 编辑
RT,这是加Logo的脚本。
希望能去掉放完Logo后的转入标题的那突然一黑……- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- #_/ ◆ タイトル画面演出 - KGC_TitleDirection ◆ VX ◆
- #_/ ◇ Last update : 2008/09/06 ◇
- #_/----------------------------------------------------------------------------
- #_/ タイトル画面に様々な演出を追加します。
- #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
- #==============================================================================
- # ★ カスタマイズ項目 - Customize ★
- #==============================================================================
- module KGC
- module TitleDirection
- # ◆ BGM の開始タイミング
- # 0..ロゴ表示前 1..ロゴ表示後
- BGM_TIMING = 1
- # ◆ テストプレイでもロゴを表示
- TESTPLAY_SHOW = true
- # ◆ スプラッシュロゴ画像ファイル名(nil で解除)
- # "Graphics/System" から読み込む。
- # これを解除すると「ロゴ表示 SE」も無効。
- SPLASH_LOGO_FILE = "Logo"
- # ◆ スプラッシュロゴ表示 SE (nil で解除)
- # ファイル名表記 SPLASH_LOGO_SE = "start_logo"
- # クラス表記 SPLASH_LOGO_SE = RPG::SE.new("start_logo", 80, 100)
- # の2方式に対応。
- SPLASH_LOGO_SE = nil
- # ◆ スプラッシュロゴ演出形式
- # 0..フェード 1..クロス 2..ズーム 3..スプラッシュ
- SPLASH_LOGO_TYPE = 3
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- $imported = {} if $imported == nil
- $imported["TitleDirection"] = true
- #==============================================================================
- # □ Sprite_TitleLogo
- #------------------------------------------------------------------------------
- # タイトル画面のロゴを扱うクラスです。
- #==============================================================================
- class Sprite_TitleLogo < Sprite
- attr_accessor :effect_no_out # 消去エフェクトなし
- #--------------------------------------------------------------------------
- # ● オブジェクト初期化
- #--------------------------------------------------------------------------
- def initialize
- super
- @effect_type = 0
- @effect_duration = 0
- @effect_sprites = []
- @effect_no_out = false
- end
- #--------------------------------------------------------------------------
- # ● 破棄
- #--------------------------------------------------------------------------
- def dispose
- super
- dispose_effect_sprites
- end
- #--------------------------------------------------------------------------
- # ○ エフェクト用スプライト破棄
- #--------------------------------------------------------------------------
- def dispose_effect_sprites
- @effect_sprites.each { |s| s.dispose }
- @effect_sprites = []
- end
- #--------------------------------------------------------------------------
- # ● Z 座標変更
- #--------------------------------------------------------------------------
- def z=(value)
- super(value)
- @effect_sprites.each { |s| s.z = value }
- end
- #--------------------------------------------------------------------------
- # ○ フェード効果
- # dx : X 座標
- # dy : Y 座標
- # bitmap : 表示画像
- #--------------------------------------------------------------------------
- def effect_fade(dx, dy, bitmap)
- dispose_effect_sprites
- @effect_type = 0
- @effect_duration = 150
- # スプライト作成
- sprite = Sprite.new
- sprite.bitmap = bitmap
- # 表示位置を調整
- sprite.x = dx
- sprite.y = dy
- sprite.ox = bitmap.width / 2
- sprite.oy = bitmap.height / 2
- sprite.opacity = 0
- @effect_sprites << sprite
- end
- #--------------------------------------------------------------------------
- # ○ クロス効果
- #--------------------------------------------------------------------------
- def effect_cross(dx, dy, bitmap)
- dispose_effect_sprites
- @effect_type = 1
- @effect_duration = 150
- # スプライト作成
- sprites = [Sprite.new, Sprite.new]
- sprites[0].bitmap = bitmap
- sprites[1].bitmap = bitmap
- # 表示位置を調整
- sprites[0].x = dx - 240
- sprites[1].x = dx + 240
- sprites[0].y = dy
- sprites[1].y = dy
- sprites[0].ox = sprites[1].ox = bitmap.width / 2
- sprites[0].oy = sprites[1].oy = bitmap.height / 2
- sprites[0].opacity = 0
- sprites[1].opacity = 0
- @effect_sprites += sprites
- end
- #--------------------------------------------------------------------------
- # ○ ズーム効果
- #--------------------------------------------------------------------------
- def effect_zoom(dx, dy, bitmap)
- dispose_effect_sprites
- @effect_type = 2
- @effect_duration = 150
- # スプライト作成
- sprites = [Sprite.new, Sprite.new]
- sprites[0].bitmap = bitmap
- sprites[1].bitmap = bitmap
- # 初期設定
- sprites[0].x = sprites[1].x = dx
- sprites[0].y = sprites[1].y = dy
- sprites[0].ox = sprites[1].ox = bitmap.width / 2
- sprites[0].oy = sprites[1].oy = bitmap.height / 2
- sprites[0].zoom_x = sprites[0].zoom_y = 0.0
- sprites[1].zoom_x = sprites[1].zoom_y = 6.0
- sprites[0].opacity = sprites[1].opacity = 0
- @effect_sprites += sprites
- end
- #--------------------------------------------------------------------------
- # ○ スプラッシュ効果
- #--------------------------------------------------------------------------
- def effect_splash(dx, dy, bitmap)
- dispose_effect_sprites
- @effect_type = 3
- @effect_duration = 150
- # スプライト作成
- sprites = [Sprite.new]
- sprites[0].bitmap = bitmap
- # 初期設定
- sprites[0].ox = bitmap.width >> 1
- sprites[0].oy = bitmap.height >> 1
- sprites[0].x = dx
- sprites[0].y = dy
- sprites[0].opacity = 0
- (1..3).each { |i|
- sprites[i] = Sprite.new
- sprites[i].bitmap = bitmap
- sprites[i].ox = sprites[0].ox
- sprites[i].oy = sprites[0].oy
- sprites[i].x = dx
- sprites[i].y = dy
- sprites[i].opacity = 255
- sprites[i].visible = false
- }
- @effect_sprites += sprites
- end
- #--------------------------------------------------------------------------
- # ○ スプラッシュイン効果
- #--------------------------------------------------------------------------
- def effect_splash_in(dx, dy, bitmap)
- dispose_effect_sprites
- @effect_type = 4
- @effect_duration = 41
- # スプライト作成
- sprites = [Sprite.new]
- sprites[0].bitmap = bitmap
- # 初期設定
- sprites[0].ox = bitmap.width >> 1
- sprites[0].oy = bitmap.height >> 1
- sprites[0].x = dx - 160
- sprites[0].y = dy - 160
- sprites[0].opacity = 0
- (1..3).each { |i|
- sprites[i] = Sprite.new
- sprites[i].bitmap = bitmap
- sprites[i].ox = sprites[0].ox
- sprites[i].oy = sprites[0].oy
- sprites[i].x = dx
- sprites[i].y = dy
- sprites[i].opacity = 0
- }
- sprites[1].x += 160
- sprites[1].y -= 160
- sprites[2].x += 160
- sprites[2].y += 160
- sprites[3].x -= 160
- sprites[3].y += 160
- @effect_sprites += sprites
- end
- #--------------------------------------------------------------------------
- # ○ エフェクト停止
- #--------------------------------------------------------------------------
- def stop_effect
- dispose_effect_sprites
- @effect_duration = 0
- end
- #--------------------------------------------------------------------------
- # ○ エフェクト実行中判定
- #--------------------------------------------------------------------------
- def effect?
- return @effect_duration > 0
- end
- #--------------------------------------------------------------------------
- # ● フレーム更新
- #--------------------------------------------------------------------------
- def update
- super
- if @effect_duration > 0
- update_effect
- end
- end
- #--------------------------------------------------------------------------
- # ○ エフェクト更新
- #--------------------------------------------------------------------------
- def update_effect
- @effect_duration -= 1
- case @effect_type
- when 0
- update_effect_fade
- when 1
- update_effect_cross
- when 2
- update_effect_zoom
- when 3
- update_effect_splash
- when 4
- update_effect_splash_in
- end
- end
- #--------------------------------------------------------------------------
- # ○ エフェクト更新 : フェード
- #--------------------------------------------------------------------------
- def update_effect_fade
- case @effect_duration
- when 100...150
- @effect_sprites[0].opacity += 6
- when 30...100
- # 何もしない
- when 0...30
- unless @effect_no_out
- @effect_sprites[0].opacity -= 10
- end
- end
- end
- #--------------------------------------------------------------------------
- # ○ エフェクト更新 : クロス
- #--------------------------------------------------------------------------
- def update_effect_cross
- case @effect_duration
- when 110...150
- @effect_sprites[0].x += 6
- @effect_sprites[1].x -= 6
- @effect_sprites[0].opacity += 4
- @effect_sprites[1].opacity += 4
- when 30...110
- @effect_sprites[0].opacity = 255
- @effect_sprites[1].visible = false
- when 0...30
- unless @effect_no_out
- @effect_sprites[0].opacity -= 13
- end
- end
- end
- #--------------------------------------------------------------------------
- # ○ エフェクト更新 : ズーム
- #--------------------------------------------------------------------------
- def update_effect_zoom
- case @effect_duration
- when 100...150
- @effect_sprites[0].zoom_x = (@effect_sprites[0].zoom_y += 0.02)
- @effect_sprites[1].zoom_x = (@effect_sprites[1].zoom_y -= 0.1)
- @effect_sprites[0].opacity += 3
- @effect_sprites[1].opacity += 3
- when 30...100
- @effect_sprites[0].opacity = 255
- @effect_sprites[1].visible = false
- when 0...30
- unless @effect_no_out
- @effect_sprites[0].opacity -= 13
- end
- end
- end
- #--------------------------------------------------------------------------
- # ○ エフェクト更新 : スプラッシュ
- #--------------------------------------------------------------------------
- def update_effect_splash
- case @effect_duration
- when 90...150
- @effect_sprites[0].opacity += 5
- when 0...60
- @effect_sprites[0].x -= 2
- @effect_sprites[0].y -= 2
- @effect_sprites[1].x += 2
- @effect_sprites[1].y -= 2
- @effect_sprites[2].x += 2
- @effect_sprites[2].y += 2
- @effect_sprites[3].x -= 2
- @effect_sprites[3].y += 2
- 4.times { |j|
- @effect_sprites[j].visible = true
- @effect_sprites[j].opacity -= 5
- }
- end
- end
- #--------------------------------------------------------------------------
- # ○ エフェクト更新 : スプラッシュイン
- #--------------------------------------------------------------------------
- def update_effect_splash_in
- case @effect_duration
- when 1...41
- @effect_sprites[0].x += 2
- @effect_sprites[0].y += 2
- @effect_sprites[1].x -= 2
- @effect_sprites[1].y += 2
- @effect_sprites[2].x -= 2
- @effect_sprites[2].y -= 2
- @effect_sprites[3].x += 2
- @effect_sprites[3].y -= 2
- 4.times { |j|
- @effect_sprites[j].opacity += 3
- }
- when 0
- @effect_sprites[0].opacity = 255
- (1..3).each { |i|
- @effect_sprites[i].visible = false
- }
- end
- end
- end
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #==============================================================================
- # ■ Scene_Title
- #==============================================================================
- class Scene_Title < Scene_Base
- #--------------------------------------------------------------------------
- # ● 開始処理
- #--------------------------------------------------------------------------
- alias start_KGC_TitleDirection start
- def start
- show_splash_logo
- start_KGC_TitleDirection
- end
- #--------------------------------------------------------------------------
- # ○ スプラッシュロゴ表示
- #--------------------------------------------------------------------------
- def show_splash_logo
- return if $__splash_logo_shown
- return if $TEST && !KGC::TitleDirection::TESTPLAY_SHOW
- return if KGC::TitleDirection::SPLASH_LOGO_FILE == nil
- play_title_music if KGC::TitleDirection::BGM_TIMING == 0
- # ロゴ表示 SE 演奏
- if KGC::TitleDirection::SPLASH_LOGO_SE != nil
- if KGC::TitleDirection::SPLASH_LOGO_SE.is_a?(RPG::SE)
- KGC::TitleDirection::SPLASH_LOGO_SE.play
- elsif KGC::TitleDirection::SPLASH_LOGO_SE.is_a?(String)
- se = RPG::SE.new(KGC::TitleDirection::SPLASH_LOGO_SE)
- se.play
- end
- end
- # エフェクト用スプライト作成
- sprite = Sprite_TitleLogo.new
- bitmap = Cache.system(KGC::TitleDirection::SPLASH_LOGO_FILE)
- dx = Graphics.width / 2
- dy = Graphics.height / 2
- # エフェクト準備
- case KGC::TitleDirection::SPLASH_LOGO_TYPE
- when 0
- sprite.effect_fade(dx, dy, bitmap)
- when 1
- sprite.effect_cross(dx, dy, bitmap)
- when 2
- sprite.effect_zoom(dx, dy, bitmap)
- when 3
- sprite.effect_splash(dx, dy, bitmap)
- end
- # エフェクト実行
- Graphics.transition(0)
- while sprite.effect?
- Graphics.update
- Input.update
- sprite.update
- # C ボタンで中止
- if Input.trigger?(Input::C)
- sprite.stop_effect
- RPG::SE.stop
- end
- end
- # 後始末
- sprite.dispose
- bitmap.dispose
- # トランジション準備
- Graphics.freeze
- $__splash_logo_shown = true
- end
- end
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