赞 | 0 |
VIP | 0 |
好人卡 | 0 |
积分 | 5 |
经验 | 13891 |
最后登录 | 2021-4-14 |
在线时间 | 329 小时 |
Lv2.观梦者
- 梦石
- 0
- 星屑
- 524
- 在线时间
- 329 小时
- 注册时间
- 2013-5-16
- 帖子
- 740
|
本帖最后由 精灵使者 于 2013-5-31 09:06 编辑
天使喝可乐 发表于 2012-6-14 11:38
干脆压缩成压缩包呗 - #==================================== ===================================== =====
- # ■ Scene_Map
- #------------------------------------------------------------------------------
- # 处理地图画面的类。
- #==================================== ===================================== =====
- class Scene_Map
- #--------------------------------------------------------------------------
- # ● 主处理
- #--------------------------------------------------------------------------
- def main
- $Lt = Viewport.new(1,450,455,40)
- $Lt.color.set(255,255,0,0)
- $Lt.z = 1500
- $Ltf = Type_Field.new($Lt,"",16)
- # 生成活动块
- @spriteset = Spriteset_Map.new
- # 生成信息窗口
- @message_window = Window_Message.new
- # 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
- # 如果画面切换的话就中断循环
- if $scene != self
- break
- end
- end
- # 准备过渡
- Graphics.freeze
- # 释放活动块
- @spriteset.dispose
- # 释放信息窗口
- @message_window.dispose
- $Lt.dispose
- $Ltf.dispose
- #★--------------------------------------
- # 标题画面切换中的情况下
- if $scene.is_a?(Scene_Title)
- # 淡入淡出画面
- Graphics.transition
- Graphics.freeze
- end end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- #中文聊天 ★★★★★★★★★★★★★★★★★★★★★ ★★★★★★★★★★
- #-----------------------输入法-----------------------------
- # 输入状态修改
- if !@message_window.visible and Kboard.keyboard($R_Key_ENTER)
- $game_temp.chat_enabled = true
- # 文字输入响应
- if $Ltf.active $game_temp.chat_active = false
- if ($聊天 = $Ltf.get_text) != ""
- if !$network.check_chat_commands($聊天.to_s)
- $network.command_chat($聊天.to_s)
- end
- $Ltf.clear
- $Ltf.active = false
- else
- $Ltf.clear
- $Ltf.active = false
- return
- end
- else
- $Ltf.clear
- $Ltf.active = true
- $game_temp.chat_calling = true
- return
- end
- end
- # 输入窗口刷新
- $Ltf.update
- #★-----------------------------------
- # 循环
- loop do
- # 按照地图、实例、主角的顺序刷新
- # (本更新顺序不会在满足事件的执行条件下 成为给予角色瞬间移动
- # 的机会的重要因素)
- $game_map.update
- $game_system.map_interpreter.update
- $game_player.update
- # 系统 (计时器)、画面刷新
- $game_system.update
- $game_screen.update
- # 如果主角在场所移动中就中断循环
- unless $game_temp.player_transferring
- break
- end
- # 执行场所移动
- transfer_player
- # 处理过渡中的情况下、中断循环
- if $game_temp.transition_processing
- break
- end
- end
- # 刷新活动块
- @spriteset.update
- # 刷新信息窗口
- @message_window.update
- # 游戏结束的情况下
- if $game_temp.gameover
- # 切换的游戏结束画面
- $scene = Scene_Gameover.new
- return
- end
- # 返回标题画面的情况下
- if $game_temp.to_title
- # 切换到标题画面
- $scene = Scene_Title.new
- return end
- # 处理过渡中的情况下
- if $game_temp.transition_processing
- # 清除过渡处理中标志
- $game_temp.transition_processing = false
- # 执行过渡
- if $game_temp.transition_name == ""
- Graphics.transition(20)
- else
- Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name)
- end
- end
- # 显示信息窗口中的情况下
- if $game_temp.message_window_showing
- return
- end
- # 遇敌计数为 0 且、且遇敌列表不为空的情况 下
- if $game_player.encounter_count == 0 and $game_map.encounter_list != []
- # 不是在事件执行中或者禁止遇敌中
- unless $game_system.map_interpreter.running? or $game_system.encounter_disabled
- # 确定队伍
- n = rand($game_map.encounter_list.size) troop_id = $game_map.encounter_list[n]
- # 队伍有效的话
- if $data_troops[troop_id] != nil
- # 设置调用战斗标志
- $game_temp.battle_calling = true
- $game_temp.battle_troop_id = troop_id
- $game_temp.battle_can_escape = true
- $game_temp.battle_can_lose = false
- $game_temp.battle_proc = nil end end end
- # 按下 B 键的情况下
- if Input.trigger?(Input::B)
- # 不是在事件执行中或菜单禁止中
- unless $game_system.map_interpreter.running? or $game_system.menu_disabled
- # 设置菜单调用标志以及 SE 演奏
- $game_temp.menu_calling = true
- $game_temp.menu_beep = true
- end
- end
- # 调试模式为 ON 并且按下 F9 键的情况下
- if $DEBUG and Input.press?(Input::F9)
- # 设置调用调试标志
- $game_temp.debug_calling = true
- end
- # 不在主角移动中的情况下
- unless $game_player.moving?
- # 执行各种画面的调用
- if $game_temp.battle_calling
- call_battle
- elsif $game_temp.shop_calling
- call_shop
- elsif $game_temp.name_calling
- call_name
- elsif $game_temp.menu_calling
- call_menu
- elsif $game_temp.save_calling
- call_save
- elsif $game_temp.debug_calling
- call_debug
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 调用战斗
- #--------------------------------------------------------------------------
- def call_battle
- # 清除战斗调用标志
- $game_temp.battle_calling = false
- # 清除菜单调用标志
- $game_temp.menu_calling = false
- $game_temp.menu_beep = false
- # 生成遇敌计数
- $game_player.make_encounter_count
- # 记忆地图 BGM 、停止 BGM
- $game_temp.map_bgm = $game_system.playing_bgm
- $game_system.bgm_stop
- # 演奏战斗开始 SE
- $game_system.se_play($data_system.battle_sta rt_se)
- # 演奏战斗 BGM
- $game_system.bgm_play($game_system.battle _bgm)
- # 矫正主角姿势
- $game_player.straighten
- # 切换到战斗画面
- $scene = Scene_Battle.new
- end
- #--------------------------------------------------------------------------
- # ● 调用商店
- #--------------------------------------------------------------------------
- def call_shop
- # 清除商店调用标志
- $game_temp.shop_calling = false
- # 矫正主角姿势
- $game_player.straighten
- # 切换到商店画面
- $scene = Scene_Shop.new
- end
- #--------------------------------------------------------------------------
- # ● 调用名称输入
- #--------------------------------------------------------------------------
- def call_name
- # 清除调用名称输入标志
- $game_temp.name_calling = false
- # 矫正主角姿势
- $game_player.straighten
- # 切换到名称输入画面
- $scene = Scene_Name.new
- end
- #--------------------------------------------------------------------------
- # ● 调用菜单
- #--------------------------------------------------------------------------
- def call_menu
- # 清除菜单调用标志
- $game_temp.menu_calling = false
- # 已经设置了菜单 SE 演奏标志的情况下
- if $game_temp.menu_beep
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_ se)
- # 清除菜单演奏 SE 标志
- $game_temp.menu_beep = false
- end
- # 矫正主角姿势
- $game_player.straighten
- # 切换到菜单画面
- $scene = Scene_Menu.new
- end
- #--------------------------------------------------------------------------
- # ● 调用存档
- #--------------------------------------------------------------------------
- def call_save
- # 矫正主角姿势
- $game_player.straighten
- # 切换到存档画面
- $scene = Scene_Save.new
- end
- #--------------------------------------------------------------------------
- # ● 调用调试
- #--------------------------------------------------------------------------
- def call_debug
- # 清除调用调试标志
- $game_temp.debug_calling = false
- # 演奏确定 SE
- $game_system.se_play($data_system.decision_ se)
- # 矫正主角姿势
- $game_player.straighten
- # 切换到调试画面
- $scene = Scene_Debug.new
- end
- #--------------------------------------------------------------------------
- # ● 主角的场所移动
- #--------------------------------------------------------------------------
- def transfer_player
- # 清除主角场所移动调试标志
- $game_temp.player_transferring = false
- # 移动目标与现在的地图有差异的情况下
- if $game_map.map_id != $game_temp.player_new_map_id
- # 设置新地图
- $game_map.setup($game_temp.player_new_ map_id)
- end
- # 设置主角位置
- $game_player.moveto($game_temp.player_ne w_x, $game_temp.player_new_y)
- # 设置主角朝向
- case $game_temp.player_new_direction
- when 2
- # 下
- $game_player.turn_down
- when 4
- # 左
- $game_player.turn_left
- when 6
- # 右
- $game_player.turn_right
- when 8
- # 上
- $game_player.turn_up
- end
- # 矫正主角姿势
- $game_player.straighten
- # 刷新地图 (执行并行事件)
- $game_map.update
- # 在生成活动块
- @spriteset.dispose
- @spriteset = Spriteset_Map.new
- # 处理过渡中的情况下
- if $game_temp.transition_processing
- # 清除过渡处理中标志
- $game_temp.transition_processing = false
- # 执行过渡
- Graphics.transition(20)
- end
- # 执行地图设置的 BGM、BGS 的自动切换
- $game_map.autoplay
- # 设置画面
- Graphics.frame_reset
- # 刷新输入信息
- Input.update
- end
- end
复制代码 |
|