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Lv1.梦旅人
- 梦石
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- 2013-2-18
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- #================================================= =============================
- #+ MOG - MELODIA(V1.1)+ + +
- #================================================= =============================
- 由Moghunter#
- #================================================= =============================
- #Sistema的德MUSICA,efeitosvisuáisÉjogabilidade快速电子简单。
- #埃斯特脚本农村SER usado科莫的minigameavançado或是mesmo como庵瑜伽
- #COMPLETO dependendoutilização到系统。
- #================================================= =============================
- #================================================= =============================
- #●PARAØ哈马脚本
- #================================================= =============================
- #使用突击队突击队abaixo的的哈马atraves脚本。
- #
- #Melodia_a(A,B)
- #
- #A - ID来Stágio的
- #B - 开关ID阙血清ativada vencer AO在stágio。 (可选)
- #
- #================================================= =============================
- #================================================= =============================
- ID:●OUTRAS $者资讯
- #================================================= =============================
- #1 - 记录的奔涛ficarágravadovariávelID为101(默认)。
- #2 - àquantidade的德组合:马克西莫ficará在variávelID为102(默认)gravado。
- #3 - 图像devem SERgravádas的面食
- #显示/ MELODIA /
- #================================================= =============================
- #================================================= =============================
- #●HISTÓRICO
- #================================================= =============================
- #1.1 - 缺陷Corrigidofunção暂停鳌terminar的Stagio。
- #================================================= =============================
- #================================================= =============================
- #■舞台设置
- #================================================= =============================
- 模块MOG_MELODIA_STAGE_SETUP的
-
- #☢注意!☢只有网站管理员看得到,不碰。^ _ ^
- STAGE_BASE_SETUP = []
- STAGE_MUSIC = []
- STAGE_BACKGROUND = []
- STAGE_CHARACTER = []
- STAGE_PARTICLES = []
- #☢注意!☢只有网站管理员看得到,不碰。^ _ ^
-
- #------------------------------------------------- -------------------------
- #●SYSTEM_SETUP
- #------------------------------------------------- -------------------------
- #STAGE_SYSTEM_SETUP [ID] = [A,B,C,D]
- #
- ID =#ID阶段
- #ID stagio。
- #= PLAYER惠普
- #Quantidade德阙VOCE vezes农村疏失杜兰特UM stagio。
- #B =上诉METER
- #Vezes:阙Quantidade口头德韦acertar第vencer段stagio。
- #C =阶段持续时间(以秒/ 60 = 1分钟)
- #天宝,LIMITE第vencer的stagio。
- #D =反应速度(60 = 1秒)
- #天宝,LIMITE第pressionar段波涛CERTO。
- #------------------------------------------------- -------------------------
- STAGE_BASE_SETUP [1] = [10,10,180,45]
- STAGE_BASE_SETUP [2] = [3,300,120,30]
- STAGE_BASE_SETUP [3] = [10,200,180,60]
- #------------------------------------------------- -------------------------
- #●音乐设置
- #------------------------------------------------- -------------------------
- #STAGE_MUSIC [ID] = [“A”,“A”,“A”...]
- #
- ID =#ID阶段
- #
- #A =Definição的诺姆德arquivo音乐(颇得SER MAIS心灵)。
- #
- #EV - STAGE_MUSIC [1] =:[“Music_0”,“Music_1”,“Music_2”]
- #
- #------------------------------------------------- -------------------------
- STAGE_MUSIC [1] = [“字段1”]
- STAGE_MUSIC [2] =:[“滴没有mukou”]
- STAGE_MUSIC [3] = [[Music_3“
- #------------------------------------------------- -------------------------
- ●舞台背景#1
- #------------------------------------------------- -------------------------
- #STAGE_BACKGROUND [ID] = [“A”,B,C,D'É']
- #
- ID =#ID阶段
- #
- #A =的背景名称(文件名)
- #
- #B = EFFECT TYPE
- # - 0 =滑动效果
- # - 1 =波效应
- #
- #C = A POWER
- #Velocidade的deslize水平(幻灯片效果)
- #区distorção没有efeito波。 (德0 9)
- #
- #D = B电源
- #Velocidade deslize垂直(幻灯片效果)
- #Velocidade德distorção到efeito波。 (德0 9)
- #
- #E =第二个背景(字符)
- #
- #------------------------------------------------- -------------------------
- STAGE_BACKGROUND [1] = [“Back_01的0,5,0]
- STAGE_BACKGROUND [2] = [“Back_02,”1,10,10]
- STAGE_BACKGROUND [3] = [“Back_03,”0,1,0]
- #------------------------------------------------- -------------------------
- #●阶段性
- #------------------------------------------------- -------------------------
- #STAGE_CHARACTER [A] = [“B”,C]
- #
- #A - 级ID
- #B - 呼吸的影响
- #Ativar的efeito德respiração
- #------------------------------------------------- -------------------------
- STAGE_CHARACTER [1] = [“Char_01的,假]
- STAGE_CHARACTER [2] = [“Char_02,”真]
- STAGE_CHARACTER [3] = [“Char_03”,虚假]
- #------------------------------------------------- -------------------------
- ●舞台颗粒
- #------------------------------------------------- -------------------------
- #STAGE_PARTICLES的[ID] = [“A”,B,C,D,E,F,G]
- #
- ID =#ID阶段
- #
- #B = X速度
- #水平particula Velocidade。
- #
- #C = Y速度
- #Velocidade,particula垂直的。
- #
- #D =角速率
- #Velocidade安古洛particula。
- #
- #E = BLENDY型
- #TIPO到Efeito BLENDY。
- #
- #F =随机颜色
- #Ativar芯aleatórias的。
- #
- G#=颗粒数
- 编号号码查询partículas。 (浅草的我Tenha的德敖定义quantidade
- #Patículas第NAO causar的滞后性。)
- #------------------------------------------------- -------------------------
- 。STAGE_PARTICLES [1] = [“Particle_01”,2,0,4,0,真实的,10]
- STAGE_PARTICLES [2] = [“Particle_02,”0,2,1,1,真正的15]
- STAGE_PARTICLES [3] = [Particle_03',2,-3,2,0,真正的15]
- 结束
- #================================================= =============================
- #■一般设定
- #================================================= =============================
- 模块MOG_MELODIA_A
- IDvariável的#Definição,阙ficarágravada奔涛记录。
- STORE_SCORE_VARIABLE_ID = 101
- IDvariável的#Definição,阙ficarágravada记录连击。
- STORE_COMBO_VARIABLE_ID = 102
- 用#Posição(ENCANTO /魅力)到medidor德呼吁
- APPEAL_METER_POS = [81.277]
- #Velocidade德animação到medidor。
- METER_FLOW_SPEED = 5
- NUMERO#Posição到了步伐。
- TIME_NUMBER_POS = [100.380]
- #Posição到NUMERO的奔涛。
- SCORE_POS = [360,385]
- #PosiçãoIMAGEM福戈。
- FIRE_POS = [15.235]
- #VelocidadeanimaçãoIMAGEM福戈。
- FIRE_ANIMATION_SPEED = 3
- #到medidor性能Posição。
- PERFORM_POS = [100.15]
- #德reaçãomedidorPosição。
- REACTION_POS = [315.15]
- #为了Posição波涛IMAGEM德pressionar。
- KEY_POS = [155.265]
- #到medidor后劲Posição。
- STAMINA_METER_POS = [137.340]
- #PosiçãoNUMERO的组合。
- CB_NUMBER_POS = [453.350]
- 结束
- #================================================= ==============================
- #模块■音效
- #================================================= ==============================
- 模块MOG_MELODIA_A_SOUND_EFFECTS的
- 光标#索姆。
- CURSOR_SE =“Decision1”
- #敖索姆pausar的瑜伽。
- PAUSE_SE =的“Chime2”
- #敖索姆acertar的突击队。
- RIGHT_SE =“Wind7中”
- #Definição的成交量高达索姆acerto。
- #(啪啦阙aqueles的incomodam COMØ索姆atrapalhando一个MUSICA Fundo的。)
- RIGHT_SE_VOLUME = 70
- #敖索姆疏失突击队。
- WRONG_SE =的“Buzzer1”
- #索姆向ULTIMO德acerto突击队。
- LAST_PRESS_SE =的“Chime2”
- #索姆到特拉德resultado。
- RESULT_SE =“项目1”
- #AO索姆的reação的零chegar Medidor。
- REACTION_TIMEOVER_SE =“载入”
- #何时,索姆一个后劲chegar的零。
- STAMINA_ZERO_SE =“Absorb1”
- #索姆速度的限制。
- TIMEOVER_SE =“电话”
- 结束
- #================================================= =============================
- #■游戏系统
- #================================================= =============================
- 类Game_System
- attr_accessor中:melodia_a
- attr_accessor中:melodia_a_record
-
- #------------------------------------------------- -------------------------
- #●初始化
- #------------------------------------------------- -------------------------
- 又名mog_melodia_a_initialize初始化
- DEF初始化
- @ Melodia_a = []
- @ Melodia_a_record = [0,0]
- mog_melodia_a_initialize
- 结束
- 结束
- #================================================= =============================
- ■游戏口译
- #================================================= =============================
- 类Game_Interpreter
- 包括MOG_MELODIA_STAGE_SETUP
-
- #------------------------------------------------- -------------------------
- #●MELODIA
- #------------------------------------------------- -------------------------
- DEF旋律(stage_id = 1,swith_id =零)
- $ Game_system.melodia_a.clear
- system_setup = STAGE_BASE_SETUP [stage_id]救援为零
- music_setup = STAGE_MUSIC [stage_id]救援为零
- background_setup = STAGE_BACKGROUND [stage_id]救援为零
- character_setup = STAGE_CHARACTER [stage_id]救援为零
- particles_setup = STAGE_PARTICLES [stage_id]救援为零
- Game_system.melodia_a [0] = system_setup
- $ Game_system.melodia_a:[1] = music_setup
- $ Game_system.melodia_a [2] = background_setup
- $ Game_system.melodia_a [3] = character_setup
- Game_system.melodia_a [4] = particles_setup
- Game_system.melodia_a [5] = swith_id
- SceneManager.call(Scene_Melodia_A)
- 结束
-
- 结束
- #================================================= =============================
- #■高速缓存
- #================================================= =============================
- Cache模块
-
- #------------------------------------------------- -------------------------
- #●萌
- #------------------------------------------------- -------------------------
- :DEF self.moe_1(文件名)
- load_bitmap(“图形/ MELODIA /”,文件名)
- 结束
-
- 结束
- #================================================= =============================
- #■Scene_Melodia_A
- #================================================= =============================
- 类Scene_Melodia_A
- 包括MOG_MELODIA_A
- 包括MOG_MELODIA_STAGE_SETUP
-
- #------------------------------------------------- -----------------------------
- #●主
- #------------------------------------------------- -----------------------------
- DEF主
- 格局
- create_sprites
- execute_loop
- execute_dispose
- 结束
-
- #------------------------------------------------- -----------------------------
- ●执行循环
- #------------------------------------------------- -----------------------------
- DEF execute_loop
- graphics.transition(60)
- 环路
- Graphics.update
- Input.update
- 更新
- 打破,如果SceneManager.scene!=自我
- 结束
- 结束
- #------------------------------------------------- -------------------------
- #●初始化
- #------------------------------------------------- -------------------------
- DEF初始化
- BattleManager.save_bgm_and_bgs
- setup_base
- setup_music
- 结束
- #------------------------------------------------- -------------------------
- ●设置#音乐
- #------------------------------------------------- -------------------------
- DEF setup_music
- music_list = $ game_system.melodia_a救援零[1]
- _AT_ Music_name =为零
- 返回如果music_list ==无
- @ Music_name music_list = [兰特(music_list.size)]救援零
- 结束
-
- #------------------------------------------------- -------------------------
- #●设置
- #------------------------------------------------- -------------------------
- DEF设置
- execute_dispose
- @得分为0
- @ = @ Score_old得分
- @ = @ Score_cache得分
- @点击= 0
- @ EVENT_TIME = 240
- _AT_ Event_speed = 1时
- @暂停=真
- _AT_ Force_pause = FALSE
- @相= 0
- _AT_ Press_refresh = FALSE
- _AT_ Target_attack_duration = 0时
- _AT_ Hp_number_animation_duration = 0时
- _AT_ Particles_enable = TRUE
- _AT_ Particles_max = game_system.melodia_a $ [4] [6]救援零
- @ Particles_max = 10 @ particles_max ==零
- @第= 0
- _AT_ Max_combo = 0时
- _AT_ Max_score = 0时
- @ Top_score = $ game_system.melodia_a_record:[0]
- @ N_hits = 0
- _AT_ Rank_point = 0时
- @等级='F'
- setup_timer_meter
- 结束
-
- #------------------------------------------------- -------------------------
- #●设置基地
- #------------------------------------------------- -------------------------
- DEF setup_base
- 如果game_system.melodia_a美元[0] =零
- 马力= $ game_system.melodia_a [0] [0]
- appeal_meter = $ game_system.melodia_a [0] [1]
- stage_duration = $ game_system.melodia_a [0] [2]
- reation_speed = $ game_system.melodia_a [0] [3]
- 结束
- 如果惠普HP = 10马力==零或<= 0
- 如果appeal_meter = 30 appeal_meter ==零或appeal_meter的<= 0
- 如果stage_duration stage_duration = 1 ==零或stage_duration <1
- stage_duration如果stage_duration = 5999 = 6000
- reation_speed如果reation_speed ==无或reation_speed的<= 0 = 60
- _AT_ Player_maxhp马力
- @ = @ Player_hp player_maxhp
- _AT_ Target_maxhp = appeal_meter
- _AT_ Target_hp = 0时
- _AT_ Stage_duration = stage_duration
- @ Bonus_speed = 35
- _AT_ Reaction_time_max = reation_speed
- @ = @ Reaction_time reaction_time_max
- _AT_ Reaction_time_score = 0时
- _AT_ Reaction_time_average = 0时
- 结束
-
- #------------------------------------------------- -------------------------
- ●执行音乐
- #------------------------------------------------- -------------------------
- DEF execute_music
- 如果返回@ music_name ==零
- Audio.bgm_play(音频/ BGM /“+ @ music_name.to_s,100,100)救援零
- 结束
-
- #------------------------------------------------- -------------------------
- #●设置定时
- #------------------------------------------------- -------------------------
- DEF setup_timer_meter
- @ KEY = 0
- @等待= 0
- _AT_ Wait_cancel = FALSE
- @定时器= 60 * @ stage_duration
- MAX_TIME @ = @定时器
- update_timer
- create_meter
- create_number
- create_fire
- 结束
-
- #------------------------------------------------- -------------------------
- #●开始
- #------------------------------------------------- -------------------------
- 高清create_sprites的
- execute_music
- create_info(“INFO0”)
- create_score
- create_stamina_meter
- create_background_1
- create_background_2
- create_bonus_meter
- create_press
- create_combo
- create_reaction_meter
- create_layout
- create_particles
- create_flash
- 结束
-
- 结束
- #================================================= ==============================
- #■梅勒迪健全的影响
- #================================================= ==============================
- 模块MELODIA_A_SOUND_EFFECTS的
- 包括MOG_MELODIA_A_SOUND_EFFECTS
-
- #------------------------------------------------- -------------------------
- #●播放声音
- #------------------------------------------------- -------------------------
- DEF play_sound(文件名,音量= 100)
- Audio.se_play(音频/ SE /“+ file_name.to_s,卷,100)救援零
- 结束
-
- #------------------------------------------------- -------------------------
- ●光标
- #------------------------------------------------- -------------------------
- def se_cursor中
- play_sound(CURSOR_SE)
- 结束
-
- #------------------------------------------------- -------------------------
- #●东南错误的
- #------------------------------------------------- -------------------------
- DEF se_wrong
- play_sound(WRONG_SE)
- 结束
- #------------------------------------------------- -------------------------
- ●正确的
- #------------------------------------------------- -------------------------
- DEF se_right
- play_sound(RIGHT_SE RIGHT_SE_VOLUME)
- 结束
-
- #------------------------------------------------- -------------------------
- ●暂停
- #------------------------------------------------- -------------------------
- DEF se_pause
- play_sound(PAUSE_SE)
- 结束
-
- #------------------------------------------------- -------------------------
- #●最后一击
- #------------------------------------------------- -------------------------
- DEF se_last_blow
- play_sound(LAST_PRESS_SE)
- 结束
-
- #------------------------------------------------- -------------------------
- ●结果
- #------------------------------------------------- -------------------------
- DEF se_result
- play_sound(RESULT_SE)
- 结束
-
- #------------------------------------------------- -------------------------
- #●反应TIMEOVER
- #------------------------------------------------- -------------------------
- DEF se_reaction_timeover
- play_sound(REACTION_TIMEOVER_SE)
- 结束
-
- #------------------------------------------------- -------------------------
- #●耐力SE零
- #------------------------------------------------- -------------------------
- DEF se_statmina_zero
- play_sound(STAMINA_ZERO_SE)
- 结束
- #------------------------------------------------- -------------------------
- ●SE TIMEOVER
- #------------------------------------------------- -------------------------
- DEF se_timeover
- play_sound(TIMEOVER_SE)
- 结束
-
- 结束
- #================================================= =============================
- #■Scene_Melodia_A
- #================================================= =============================
- 类Scene_Melodia_A
- 包括MELODIA_A_SOUND_EFFECTS
- 结束
-
- #================================================= =============================
- #■Scene_Melodia_A
- #================================================= =============================
- 类Scene_Melodia_A
-
- #------------------------------------------------- -------------------------
- #●创建Flash
- #------------------------------------------------- -------------------------
- DEF create_flash
- dispose_flash
- @ Viewport_flash Viewport.new =(0,105,544,170)
- _AT_ Viewport_flash.z千
- @ Flash_bitmap = []
- 指数= 0
- i和0 .. 8
- X =(37 *指数)+(KEY_POS [0] - 18)
- _AT_ Flash_bitmap.push(Flash_Sprite_Melodia_A.new(@ viewport_flash,X,索引))
- 指数+ = 1
- 结束
- 结束
-
- #------------------------------------------------- -------------------------
- ●创建粒子
- #------------------------------------------------- -------------------------
- DEF create_particles
- dispose_particles
- 返回,如果@ particles_enable
- _AT_ Viewport_light Viewport.new的=(-32,-32,576,350)
- @ Viewport_light.z = 10
- @ Light_bitmap = []
- 0 .. @ particles_max
- _AT_ Light_bitmap.push(Particles_Melodia_A.new(@ viewport_light))
- 结束
- 结束
-
- #------------------------------------------------- -------------------------
- ●创建背景#1
- #------------------------------------------------- -------------------------
- DEF create_background_1
- 如果$ game_system.melodia_a [2] =零
- 文件名= game_system.melodia_a [2] [0]救援零
- @ Back_effect_type = $ game_system.melodia_a [2] [1]救援零
- (c)Back_effect_power_1 = $ game_system.melodia_a [2] [2]救援零
- (c)Back_effect_power_2 = $ game_system.melodia_a [2] [3]救援零
- 结束
- 文件名=“”如果FILE_NAME ==无
- _AT_ Back_effect_type = 0,如果@ back_effect_type ==零
- @ Back_effect_power_1 = 1如果@ back_effect_power_1 ==零
- @ Back_effect_power_2 = 0 @ back_effect_power_2 ==零
- @ Battleback1_bitmap = Cache.moe_1(file_name.to_s)救援零
- @ Battleback1_bitmap = Bitmap.new(32,32),如果@ battleback1_bitmap ==零
- 如果_AT_ back_effect_type == 0
- @背景= Plane.new
- @ = @ Background.bitmap battleback1_bitmap
- 其他
- @背景= Sprite.new
- 范围=(的@ back_effect_power_1 + 1)* 10
- 范围= 500如果范围> 500
- 速度=(的@ back_effect_power_2 + 1)* 100
- 速度,如果速度= 1000> 1000
- @ Background.x范围=
- @ Background.wave_amp范围=
- @ Background.wave_length的= 544
- _AT_ Background.wave_speed速度
- _AT_ Background.bitmap Bitmap.new的=(544 +(范围* 2),416)
- @ Background.bitmap.stretch_blt(@ background.bitmap.rect,battleback1_bitmap,@,@ battleback1_bitmap.rect)
- #@ = Background.ox background.bitmap.width / 2
- #@ = Background.oy background.bitmap.height / 2
- #@ = Background.x background.ox
- #@ = Background.y background.oy
- 结束
- #@ = Background.bitmap battleback1_bitmap
- _AT_ Background.z = 0时
- 结束
-
-
- #------------------------------------------------- -------------------------
- ●创建背景#2
- #------------------------------------------------- -------------------------
- DEF create_background_2
- @ Breach_effect = [1.0,0]
- 如果$ game_system.melodia_a [3] =零
- 文件名= game_system.melodia_a [3] [0]救援零
- _AT_ Breath_effect = game_system.melodia_a $ [3] [1]救援零
- 结束
- 文件名=“”如果FILE_NAME ==无
- @ Breath_effect = false,如果@ breath_effect ==零
- @ Battleback2_bitmap = Cache.moe_1(file_name.to_s)救援零
- @ Battleback2_bitmap = Bitmap.new(32,32),如果@ battleback2_bitmap ==零
- _AT_ Background_2 = Sprite.new
- @ = @ Background_2.bitmap battleback2_bitmap
- @ = @ Background_2.y background_2.bitmap.height
- @ = @ Background_2.oy background_2.bitmap.height
- _AT_ Background_2.z = 1时
- 结束
-
- #------------------------------------------------- -------------------------
- ●创建布局
- #------------------------------------------------- -------------------------
- DEF create_layout
- @布局= Sprite.new
- @ Layout.bitmap = Cache.moe_1(“布局”)
- @ Layout.z = 100
- _AT_ Layout.visible = FALSE
- 结束
-
- #------------------------------------------------- -------------------------
- #●create_meter
- #------------------------------------------------- -------------------------
- DEF create_meter
- _AT_ Meter_flow = 0时
- @ Meter_image = Cache.moe_1(“Timer_Meter”)
- _AT_ Meter_bitmap = Bitmap.new(@ meter_image.width,meter_image.height)
- = @ @ Meter_range meter_image.width / 3
- Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
- = @ @ Meter_height meter_image.height / 2
- _AT_ Meter_sprite = Sprite.new
- @ = @ Meter_sprite.bitmap meter_bitmap
- _AT_ Meter_sprite.z 201
- @ Meter_sprite.x APPEAL_METER_POS = [0]
- _AT_ Meter_sprite.y = APPEAL_METER_POS [1]
- @ = @ Meter2_width meter_range
- _AT_ Meter2_bitmap = Bitmap.new(@ meter_image.width,meter_image.height)
- _AT_ Meter2_sprite = Sprite.new
- @ = @ Meter2_sprite.bitmap meter2_bitmap
- @ Meter2_sprite.z = 200
- _AT_ Meter2_sprite.mirror = TRUE
- @ Meter2_sprite.x APPEAL_METER_POS = [0] - (meter_range * 2)
- _AT_ Meter2_sprite.y = APPEAL_METER_POS [1]
- @ Meter_sprite.bitmap.clear
- @ Meter2_sprite.bitmap.clear
- Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
- @ Meter_src_rect = Rect.new(@ meter_flow,0,@ meter_width meter_height)
- @ @ Meter_bitmap.blt(0.0,meter_image,@ meter_src_rect)
- _AT_ Meter2_src_rect = Rect.new(_AT_ meter_flow meter_height @,@ meter2_width meter_height)
- @ @ Meter2_bitmap.blt(0.0,meter_image,@ meter2_src_rect)
- @ Meter_flow + = METER_FLOW_SPEED的
- @ Meter_flow = 0 @ meter_flow> = meter_image.width @ - @ meter_range
- _AT_ Meter_sprite.visible = FALSE
- _AT_ Meter2_sprite.visible = FALSE
- 结束
-
- #------------------------------------------------- -------------------------
- ●创建奖励计
- #------------------------------------------------- -------------------------
- DEF create_bonus_meter
- 执行@ = 0
- _AT_ Perform_max千
- @ P_image = Cache.moe_1(“P_Meter”)
- _AT_ P_bitmap = Bitmap.new(@ p_image.width,p_image.height)
- P_width = @ @ @ p_image.width *执行/ @ perform_max
- @ = @ P_height p_image.height
- @ P_src_rect Rect.new =(0,p_width p_height)
- @ @ P_bitmap.blt(0.0,p_image,@ p_src_rect)
- _AT_ P_sprite = Sprite.new
- @ = @ P_sprite.bitmap p_bitmap
- _AT_ P_sprite.z 201
- @ P_sprite.x PERFORM_POS = [0]
- _AT_ P_sprite.y = PERFORM_POS [1]
- _AT_ P_sprite.visible = FALSE
- update_bonus_meter
- 结束
-
- #------------------------------------------------- -------------------------
- ●创建反应仪
- #------------------------------------------------- -------------------------
- DEF create_reaction_meter
- @ R_image = Cache.moe_1(“Reaction_Meter”)
- _AT_ R_bitmap = Bitmap.new(@ r_image.width,r_image.height)
- R_width = @ _AT_ reaction_time r_image.width * / @ reaction_time_max
- @ = @ R_height r_image.height
- _AT_ R_sprite = Sprite.new
- @ = @ R_sprite.bitmap r_bitmap
- _AT_ R_sprite.z 201
- @ R_sprite.x REACTION_POS = [0]
- _AT_ R_sprite.y = REACTION_POS [1]
- _AT_ R_sprite.visible = FALSE
- update_reaction_meter
- 结束
-
- #------------------------------------------------- -------------------------
- ●创建新闻
- #------------------------------------------------- -------------------------
- DEF create_press
- _AT_ Next_key = 0时
- _AT_ Pressed_key = 0时
- :_AT_ Press_image = Cache.moe_1(“按钮”)
- _AT_ Press_bitmap = Bitmap.new(@ press_image.width,press_image.height)
- @ = @ Press_width press_image.width上/ 9
- @ = @ Press_height press_image.height
- make_next_command
- _AT_ Press_src_rect Rect.new =(@ * @ next_key press_width,0,@ press_width @ press_height)
- @ @ Press_bitmap.blt(0.0,press_image,@ press_src_rect)
- _AT_ Press_sprite = Sprite.new
- @ = @ Press_sprite.bitmap press_bitmap
- _AT_ Press_sprite.z 201
- @ Press_sprite.x KEY_POS = [0]
- @ Press_sprite.y = KEY_POS [1]
- = @ @ Press_sprite.ox press_width / 2
- @ = @ Press_sprite.oy press_height
- _AT_ Press_sprite.visible = FALSE
- 结束
-
- #------------------------------------------------- -------------------------
- ●检查关键位置
- #------------------------------------------------- -------------------------
- def check_key_position中
- KEY_POS = @(@ @ press_width next_key *)+ KEY_POS [0]
- @ = @ Press_sprite.x KEY_POS
- 结束
-
- #------------------------------------------------- -------------------------
- #●create_number
- #------------------------------------------------- -------------------------
- DEF create_number
- @ Number_image = Cache.moe_1(“Timer_Number”)
- _AT_ Number_bitmap = Bitmap.new(@ number_image.width,number_image.height)
- _AT_ Number_sprite = Sprite.new
- @ = @ Number_sprite.bitmap number_bitmap
- _AT_ Number_sprite.z 203
- @ Number_sprite.x TIME_NUMBER_POS = [0]
- _AT_ Number_sprite.y = TIME_NUMBER_POS [1]
- = @ @ Number_cw number_image.width / 10
- @ = @ Number_ch number_image.height
- refresh_number
- @ = @ total_sec
- _AT_ Number_sprite.visible = FALSE
- 结束
-
- #------------------------------------------------- -------------------------
- ●创建耐力仪表
- #------------------------------------------------- -------------------------
- DEF create_stamina_meter
- _AT_ Old_stamina = - 1
- @ Hp2_image = Cache.moe_1(“Stamina_Meter”)
- _AT_ Hp2_bitmap = Bitmap.new(@ hp2_image.width,hp2_image.height)
- Hp2_width = @ @ @ player_hp hp2_image.width * / @ player_maxhp
- @ = @ Hp2_height hp2_image.height
- _AT_ Hp2_sprite = Sprite.new
- @ = @ Hp2_sprite.bitmap hp2_bitmap
- _AT_ Hp2_sprite.z 201
- @ Hp2_sprite.x STAMINA_METER_POS = [0]
- _AT_ Hp2_sprite.y = STAMINA_METER_POS [1]
- _AT_ Hp2_sprite.visible = FALSE
- refresh_stamina_meter
- 结束
-
- #------------------------------------------------- -------------------------
- ●创建组合
- #------------------------------------------------- -------------------------
- DEF create_combo
- @组合= 0
- @ = @ Combo_old组合
- @ Cb_number_image = Cache.moe_1(“CB_Number”)
- _AT_ Cb_number_bitmap = Bitmap.new(@ cb_number_image.width,cb_number_image.height)
- _AT_ Cb_number_sprite = Sprite.new
- @ = @ Cb_number_sprite.bitmap cb_number_bitmap
- _AT_ Cb_number_sprite.z 203
- @ Cb_number_sprite.x CB_NUMBER_POS = [0]
- _AT_ Cb_number_sprite.y = CB_NUMBER_POS [1]
- = @ @ Cb_number_cw cb_number_image.width / 10
- @ = @ Cb_number_ch cb_number_image.height
- = @ @ Cb_number_sprite.ox cb_number_cw / 2
- = @ @ Cb_number_sprite.oy cb_number_ch / 2
- _AT_ Cb_number_sprite.visible = FALSE
- _AT_ Combo_animation_duration = 0时
- refresh_cb_number
- 结束
-
- #------------------------------------------------- -------------------------
- #●create_score
- #------------------------------------------------- -------------------------
- DEF create_score
- @ Score_image = Cache.moe_1(“Number_Score”)
- _AT_ Score_bitmap = Bitmap.new(@ score_image.width,score_image.height)
- _AT_ Score_sprite = Sprite.new
- @ = @ Score_sprite.bitmap score_bitmap
- _AT_ Score_sprite.z 203
- @ Score_sprite.x SCORE_POS = [0]
- _AT_ Score_sprite.y = SCORE_POS [1]
- = @ @ Score_cw score_image.width / 10
- @ = @ Score_ch score_image.height
- refresh_score
- _AT_ Score_sprite.visible = FALSE
- 结束
-
- #------------------------------------------------- -------------------------
- #●create_fire
- #------------------------------------------------- -------------------------
- DEF create_fire
- _AT_ Fire_flow = 0时
- _AT_ Fire_flow_speed = 0时
- _AT_ Fire_refresh = FALSE
- @ Fire_image = Cache.moe_1(“Timer_Fire”)
- _AT_ Fire_bitmap = Bitmap.new(@ fire_image.width,fire_image.height)
- = @ @ Fire_width fire_image.width / 4
- @ Fire_src_rect_back Rect.new =(0,fire_width fire_image.height)
- @ Fire_bitmap.blt(0.0 @ fire_image,@ fire_src_rect_back)
- _AT_ Fire_sprite = Sprite.new
- @ = @ Fire_sprite.bitmap fire_bitmap
- @ Fire_sprite.z = 99
- @ Fire_sprite.x FIRE_POS = [0]
- _AT_ Fire_sprite.y = FIRE_POS [1]
- _AT_ Fire_sprite.visible = FALSE
- update_fire
- 结束
-
- #------------------------------------------------- -------------------------
- ●创建信息
- #------------------------------------------------- -------------------------
- DEF create_info(文件名)
- dispose_info
- @信息= Plane.new
- @ Info.bitmap = Cache.moe_1(FILE_NAME)救援零
- @ Info.bitmap Cache.moe_1 =(“”)==零[email protected]
- _AT_ Info.z 999
- _AT_ Info.opacity = 255
- 结束
-
- #------------------------------------------------- -------------------------
- ●结果#创建文本
- #------------------------------------------------- -------------------------
- DEF create_result_text
- _AT_ Result_sprite = Sprite.new
- @ Result_sprite.bitmap = Bitmap.new(544.416)
- @ Result_sprite.bitmap.font.size = 38
- _AT_ Result_sprite.bitmap.font.bold = TRUE
- #反应结果
- @ Result_sprite.bitmap.draw_text(215,0,320,40 @ reaction_time_average.to_s,2)
- #最强组合
- @ Result_sprite.bitmap.draw_text(215,39,320,40 @ max_combo.to_s,2)
- #小姐
- @ Result_sprite.bitmap.draw_text(215,79,320,40 @ misses.to_s,2)
- #分数
- @ Result_sprite.bitmap.draw_text(215,168,320,40 @ max_score.to_s,2)
- #排名
- @ Result_sprite.bitmap.font.size = 96
- @ Result_sprite.bitmap.font.italic =
- _AT_ Result_sprite.bitmap.font.color Color.new =(255155100)
- @ Result_sprite.bitmap.draw_text(115200320100 @ rank.to_s,2)
- = @ @ Result_sprite.ox result_sprite.bitmap.width / 2
- = @ @ Result_sprite.oy result_sprite.bitmap.height / 2
- = @ @ Result_sprite.x result_sprite.bitmap.width / 2
- = @ @ Result_sprite.y result_sprite.bitmap.width / 2
- _AT_ Result_sprite.z 999
- 结束
-
- #------------------------------------------------- -------------------------
- ●可视对象精灵
- #------------------------------------------------- -------------------------
- :DEF objects_sprites_visible(勇气=真)
- _AT_ Press_sprite.visible =勇气
- _AT_ Layout.visible =勇气
- _AT_ Meter_sprite.visible =勇气
- _AT_ Meter2_sprite.visible =勇气
- _AT_ P_sprite.visible =勇气
- _AT_ R_sprite.visible =勇气
- _AT_ Number_sprite.visible =勇气
- _AT_ Hp2_sprite.visible =勇气
- _AT_ Cb_number_sprite.visible =勇气
- _AT_ Score_sprite.visible =勇气
- _AT_ Fire_sprite.visible =勇气
- 结束
-
- 结束
- #================================================= =============================
- #■Scene_Melodia_A
- #================================================= =============================
- 类Particles_Melodia_A <雪碧
-
- #------------------------------------------------- -------------------------
- #●初始化
- #------------------------------------------------- -------------------------
- DEF初始化(视口中=零)
- 超(视)
- 如果$ game_system.melodia_a [4] =零
- file_name中= $ game_system.melodia_a [4] [0]救援零
- _AT_ Speed_x = game_system.melodia_a $ [4] [1]
- @ Speed_y = $ game_system.melodia_a [4] [2]
- _AT_ Speed_a = game_system.melodia_a $ [4] [3]
- BLENDY = $ game_system.melodia_a [4] [4]
- random_color = $ game_system.melodia_a [4] [5]
- 结束
- _AT_ Speed_x = 0,如果@ speed_x ==零
- _AT_ Speed_y = 0,如果@ speed_y ==零
- _AT_ Speed_a = 0,如果@ speed_a ==零
- = 1,如果BLENDY BLENDY ==无
- random_color = false,如果random_color ==零
- self.bitmap = Cache.moe_1救援零(file_name.to_s)
- self.bitmap Cache.moe_1 =(“”)==无如果self.bitmap
- self.tone.set(兰特(255),兰特(255),兰特(255),255),如果random_color
- self.blend_type = BLENDY
- reset_setting
- 结束
-
- #------------------------------------------------- -------------------------
- ●复位设置
- #------------------------------------------------- -------------------------
- DEF reset_setting
- 变焦=(50 +兰特(100))/ 100.1
- self.zoom_x =变焦
- self.zoom_y =变焦
- self.x =兰特(576)-32
- self.y =兰特(320 + self.bitmap.height)
- self.opacity = 0
- self.angle =兰特(360)
- 结束
-
- #------------------------------------------------- -------------------------
- ●处置#
- #------------------------------------------------- -------------------------
- DEF处置
- 非常
- 如果self.bitmap!=零self.bitmap.dispose
- 结束
-
- #------------------------------------------------- -------------------------
- #●更新
- #------------------------------------------------- -------------------------
- DEF更新
- 非常
- self.x + = @ speed_x
- self.y - = @ speed_y
- self.angle + = @ speed_a
- self.opacity + = 5
- reset_setting如果can_reset_setting,?
- 结束
-
- #------------------------------------------------- -------------------------
- #●可以重置设置
- #------------------------------------------------- -------------------------
- 高清can_reset_setting?
- 如果返回true!self.x.between(-32.580)?
- 如果返回true!self.y.between(-32.370)?
- 返回false
- 结束
- 结束
- #================================================= =============================
- #■Scene_Melodia_A
- #================================================= =============================
- 类Flash_Sprite_Melodia_A <雪碧
-
- #------------------------------------------------- -------------------------
- #●视口
- #------------------------------------------------- -------------------------
- DEF初始化(视口,X,索引)
- 超(视)
- self.bitmap = Cache.moe_1(“Flash_Effect”)
- self.x = X
- self.y = 0
- self.opacity = 0
- self.visible =假
- self.blend_type = 1
- SET_COLOR(指数)
- 结束
-
- #------------------------------------------------- -------------------------
- #●设置颜色
- #------------------------------------------------- -------------------------
- :DEF SET_COLOR(指数)
- 索引的情况下
- 当0; self.tone.set的(0,0,255,255)
- 当一个; self.tone.set(0,255,0,255)
- 当2 self.tone.set(255,0,0,255)
- 当3 self.tone.set(125125125,255)
- 当4; self.tone.set 0255255,255()
- 当5 self.tone.set(255,255,0,255)
- 当6 self.tone.set(255,0,255,255)
- 当7; self.tone.set的(55255125,255)
- 结束
- 结束
-
- #------------------------------------------------- -------------------------
- ●处置#
- #------------------------------------------------- -------------------------
- DEF处置
- 非常
- self.bitmap.dispose
- 结束
- #------------------------------------------------- -------------------------
- #●更新
- #------------------------------------------------- -------------------------
- DEF更新
- 非常
- update_effect
- 结束
-
- #------------------------------------------------- -------------------------
- #●更新的影响
- #------------------------------------------------- -------------------------
- DEF update_effect
- self.opacity - = 5
- self.visible = false,如果self.opacity == 0
- 结束
-
- #------------------------------------------------- -------------------------
- #●闪光效果
- #------------------------------------------------- -------------------------
- DEF flash_effect
- 特效持续= 0
- self.visible =真
- self.opacity = 255
- self.y = 0
- 结束
-
- 结束
- #================================================= =============================
- #■Scene_Melodia_A
- #================================================= =============================
- 类Scene_Melodia_A
-
- #------------------------------------------------- -------------------------
- #执行●处置
- #------------------------------------------------- -------------------------
- DEF execute_dispose
- Graphics.freeze
- dispose_target_meter
- dispose_combo_number
- dispose_time_number
- dispose_background
- dispose_fire_animation
- dispose_layout
- dispose_score
- dispose_perform_meter
- dispose_reaction_meter
- dispose_hp_meter
- dispose_button
- dispose_info
- dispose_particles
- dispose_flash
- dispose_result_text
- BattleManager.replay_bgm_and_bgs
- 结束
-
- #------------------------------------------------- -------------------------
- ●处置结果文本
- #------------------------------------------------- -------------------------
- DEF dispose_result_text
- 返回@ result_sprite ==零
- @ Result_sprite.bitmap.dispose
- @ Result_sprite.dispose
- _AT_ Result_sprite =为零
- 结束
- #------------------------------------------------- -------------------------
- ●处置目标仪表
- #------------------------------------------------- -------------------------
- DEF dispose_target_meter
- 返回@ meter_image ==零
- @ Meter_sprite.bitmap.dispose
- @ Meter_sprite.dispose
- @ Meter_bitmap.dispose
- @ Meter2_sprite.bitmap.dispose
- @ Meter2_sprite.dispose
- @ Meter2_bitmap.dispose
- @ Meter_image.dispose
- _AT_ Meter_image =为零
- 结束
-
- #------------------------------------------------- -------------------------
- ●处置时间编号#
- #------------------------------------------------- -------------------------
- DEF dispose_time_number
- 返回@ number_image ==零
- @ Number_sprite.bitmap.dispose
- @ Number_sprite.dispose
- @ Number_bitmap.dispose
- @ Number_image.dispose
- _AT_ Number_image =为零
- 结束
- #------------------------------------------------- -------------------------
- ●处置组合号码#
- #------------------------------------------------- -------------------------
- DEF dispose_combo_number
- 返回@ cb_number_image ==零
- @ Cb_number_sprite.bitmap.dispose
- @ Cb_number_sprite.dispose
- @ Cb_number_bitmap.dispose
- @ Cb_number_image.dispose
- 结束
-
- #------------------------------------------------- -------------------------
- ●处置消防动画
- #------------------------------------------------- -------------------------
- DEF dispose_fire_animation
- 返回@ fire_image ==零
- @ Fire_bitmap.dispose
- @ Fire_sprite.bitmap.dispose
- @ Fire_sprite.dispose
- @ Fire_image.dispose
- _AT_ Fire_image =为零
- 结束
-
- #------------------------------------------------- -------------------------
- ●处置布局
- #------------------------------------------------- -------------------------
- DEF dispose_layout
- @如果布局==零回报
- @ Layout.bitmap.dispose
- @ Layout.dispose
- 结束
- #------------------------------------------------- -------------------------
- ●处置背景
- #------------------------------------------------- -------------------------
- DEF dispose_background
- 如果返回@背景==零
- @ Background.bitmap.dispose
- @ Background.dispose
- @ Background_2.bitmap.dispose
- @ Background_2.dispose
- @ Battleback1_bitmap.dispose
- @ Battleback2_bitmap.dispose
- 结束
- #------------------------------------------------- -------------------------
- ●处置分数
- #------------------------------------------------- -------------------------
- DEF dispose_score
- 返回@ score_image ==零
- @ Score_bitmap.dispose
- @ Score_sprite.bitmap.dispose
- @ Score_sprite.dispose
- @ Score_image.dispose
- _AT_ Score_image =为零
- 结束
-
- #------------------------------------------------- -------------------------
- ●处置执行仪表
- #------------------------------------------------- -------------------------
- DEF dispose_perform_meter
- 返回@ p_image ==零
- @ P_bitmap.dispose
- @ P_sprite.bitmap.dispose
- @ P_sprite.dispose
- @ P_image.dispose
- _AT_ P_image =为零
- 结束
-
- #------------------------------------------------- -------------------------
- ●处置反应仪表
- #------------------------------------------------- -------------------------
- DEF dispose_reaction_meter
- 返回@ r_image ==零
- @ R_bitmap.dispose
- @ R_sprite.bitmap.dispose
- @ R_sprite.dispose
- @ R_image.dispose
- _AT_ R_image =为零
- 结束
-
- #------------------------------------------------- -------------------------
- ●处置HP计量表
- #------------------------------------------------- -------------------------
- DEF dispose_hp_meter
- 返回@ hp2_image ==零
- @ Hp2_bitmap.dispose
- @ Hp2_sprite.bitmap.dispose
- @ Hp2_sprite.dispose
- @ Hp2_image.dispose
- _AT_ Hp2_image =为零
- 结束
-
- #------------------------------------------------- -------------------------
- ●处置按钮
- #------------------------------------------------- -------------------------
- DEF dispose_button
- 返回@ press_image ==零
- @ Press_bitmap.dispose
- @ Press_sprite.bitmap.dispose
- @ Press_sprite.dispose
- @ Press_image.dispose
- _AT_ Press_image =为零
- 结束
-
- #------------------------------------------------- -------------------------
- ●处置颗粒
- #------------------------------------------------- -------------------------
- DEF dispose_particles
- 返回@ light_bitmap ==零
- @ Light_bitmap.each {|精灵| sprite.dispose}
- _AT_ Light_bitmap =为零
- @ Viewport_light.dispose的viewport_light!=无
- 结束
-
- #------------------------------------------------- -------------------------
- ●处置闪光
- #------------------------------------------------- -------------------------
- DEF dispose_flash
- 返回@ flash_bitmap ==零
- @ Flash_bitmap.each {|精灵| sprite.dispose}
- _AT_ Flash_bitmap =为零
- @ Viewport_flash.dispose viewport_flash!=无
- 结束
-
- #------------------------------------------------- -------------------------
- #●处置信息
- #------------------------------------------------- -------------------------
- DEF dispose_info
- 返回@信息==零
- [email protected] ==无回报
- @ Info.bitmap.dispose
- @ Info.dispose
- @信息=零
- 结束
-
- 结束
- #================================================= =============================
- #■Scene_Melodia_A
- #================================================= =============================
- 类Scene_Melodia_A
-
- #------------------------------------------------- -------------------------
- #●更新Flash
- #------------------------------------------------- -------------------------
- DEF update_flash
- 返回@ flash_bitmap ==零
- @ Flash_bitmap.each {|精灵| sprite.update}
- 结束
-
- #------------------------------------------------- -------------------------
- #●更新粒子
- #------------------------------------------------- -------------------------
- DEF update_particles
- 返回@ light_bitmap == nil或者@相<3
- @ Light_bitmap.each {|精灵| sprite.update}
- 结束
-
- #------------------------------------------------- -------------------------
- #●更新法术仪表的
- #------------------------------------------------- -------------------------
- DEF update_bonus_meter
- @ P_sprite.bitmap.clear
- P_width = @ @ @ p_image.width *执行/ @ perform_max
- @ P_src_rect Rect.new =(0,p_width p_height)
- @ @ P_bitmap.blt(0.0,p_image,@ p_src_rect)
- 结束
-
- #------------------------------------------------- -------------------------
- ●抽奖号码
- #------------------------------------------------- -------------------------
- :DEF draw_number(X,Y值)
- _AT_ Number_text value.abs.to_s.split的=(/ /)
- plus_x = - @ * @ number_cw number_text.size
- r和0。@ number_text.size分类 - 1
- @ @ Number_text number_abs = [R]。To_i
- @ Number_src_rect Rect.new =(@ * @,0 number_cw number_abs @ number_cw,number_ch)
- _AT_ Number_bitmap.blt(plus_x + X +(@ number_cw * R),Y,@ number_image @ number_src_rect)
- 结束
- 结束
-
- #------------------------------------------------- -------------------------
- ●编号#刷新
- #------------------------------------------------- -------------------------
- DEF refresh_number
- @ = @ total_sec
- @ Number_sprite.bitmap.clear
- draw_number(@ number_cw * 1,0,0),如果@最小<10
- draw_number(number_cw @ * 2.0,@最小),
- draw_number(@ number_cw * 4,0,0),如果@秒<10
- draw_number(number_cw @ * 5.0,@秒)
- 结束
- #------------------------------------------------- -------------------------
- #●更新流量
- #------------------------------------------------- -------------------------
- DEF update_flow
- 如果返回@暂停
- @ Meter_sprite.bitmap.clear
- @ Meter2_sprite.bitmap.clear
- Meter_width = @ @ @ target_hp meter_range * / @ target_maxhp
- @ Meter_src_rect = Rect.new(@ meter_flow,0,@ meter_width meter_height)
- @ @ Meter_bitmap.blt(0.0,meter_image,@ meter_src_rect)
- _AT_ Meter2_src_rect = Rect.new(_AT_ meter_flow meter_height @,@ meter2_width meter_height)
- @ @ Meter2_bitmap.blt(0.0,meter_image,@ meter2_src_rect)
- @ Meter_flow + = METER_FLOW_SPEED的
- @ Meter_flow = 0 @ meter_flow> = meter_image.width @ - @ meter_range
- 结束
-
- #------------------------------------------------- -------------------------
- #●更新反应仪表
- #------------------------------------------------- -------------------------
- DEF update_reaction_meter
- 如果返回@暂停
- @ R_sprite.bitmap.clear
- R_width = @ _AT_ reaction_time r_image.width * / @ reaction_time_max
- @ R_src_rect Rect.new =(0,r_width r_height)
- @ @ R_bitmap.blt(0.0,r_image,@ r_src_rect)
- 结束
-
- #------------------------------------------------- -------------------------
- #●刷新耐力母校
- #------------------------------------------------- -------------------------
- DEF refresh_stamina_meter
- @ = @ Old_stamina player_hp
- @ Hp2_sprite.bitmap.clear
- Hp2_width = @ @ @ player_hp hp2_image.width * / @ player_maxhp
- src_rect Rect.new =(0,hp2_width hp2_height)
- @ Hp2_bitmap.blt(0.0 @ hp2_image,src_rect)
- 结束
-
- #------------------------------------------------- -------------------------
- #●更新消防
- #------------------------------------------------- -------------------------
- DEF update_fire
- 如果返回@暂停
- @ Fire_flow_speed + = 1
- 如果_AT_ fire_flow_speed> FIRE_ANIMATION_SPEED
- @ Fire_flow + = 1
- _AT_ Fire_flow_speed = 0时
- @ Fire_flow如果@ fire_flow == 4 = 0
- _AT_ Fire_refresh = TRUE
- 结束
- 返回@ fire_refresh == FALSE
- @ Fire_sprite.bitmap.clear
- _AT_ Fire_refresh = FALSE
- _AT_ Fire_src_rect_back Rect.new =(@ * @ fire_width fire_flow,0,@ fire_width @ fire_image.height)
- @ Fire_bitmap.blt(0.0 @ fire_image,@ fire_src_rect_back)
- 结束
-
- #------------------------------------------------- -------------------------
- #●刷新出版社
- #------------------------------------------------- -------------------------
- DEF refresh_press
- _AT_ Press_refresh = FALSE
- @ Press_sprite.zoom_x = 2:00
- @ Press_sprite.zoom_y = 2:00
- @ Press_sprite.bitmap.clear
- 如果@等待> 0
- _AT_ Press_src_rect Rect.new =(8 * @ press_width,0,@ press_width press_height)
- 其他
- _AT_ Press_src_rect Rect.new =(@ * @ next_key press_width,0,@ press_width @ press_height)
- 结束
- @ @ Press_bitmap.blt(0.0,press_image,@ press_src_rect)
- check_key_position
- 结束
-
- #------------------------------------------------- -------------------------
- #●刷新分数
- #------------------------------------------------- -------------------------
- DEF refresh_score
- @ Score_sprite.bitmap.clear
- @ @ Score_cache.abs.to_s.split score_text =(/ /)
- r和0。@ score_text.size分类 - 1
- @ @ Score_text score_abs = [R]。To_i
- @ Score_src_rect Rect.new =(@ * @,0 score_cw score_abs @ score_cw,score_ch)
- @ Score_bitmap.blt(_AT_ score_cw * R,0,@ score_image,@ score_src_rect)
- 结束
- @ Score_refresh = false,如果@得分== @ score_old
- 结束
-
- #------------------------------------------------- -------------------------
- #●更新得分
- #------------------------------------------------- -------------------------
- DEF update_score_number
- _AT_ Score_refresh = TRUE
- N = 1 *(得分 - @ score_old)。ABS / 100
- score_speed最大= [[N],9999999分钟,1]。
- 如果score_old @ <@得分
- @ Score_cache + = score_speed的
- 如果score_cache @> = @得分
- @ = @ Score_old得分
- @ = @ Score_cache得分
- 结束
- ELSIF @ score_old> @得分
- @ Score_cache - = score_speed
- 如果@ score_cache <= @得分
- @ = @ Score_old得分
- @ = @ Score_cache得分
- 结束
- 结束
- 结束
- #------------------------------------------------- -------------------------
- #●刷新CB号码
- #------------------------------------------------- -------------------------
- DEF refresh_cb_number
- @ = @ Combo_old组合
- @ Cb_number_bitmap.clear
- @ @ Combo.abs.to_s.split cb_number_text =(/ /)
- r和0。@ cb_number_text.size分类 - 1
- number_abs = _AT_ cb_number_text [R]。to_i
- src_rect = Rect.new(cb_number_cw number_abs *,0,@ cb_number_cw cb_number_ch)
- @ Cb_number_bitmap.blt((@ cb_number_cw * R),0,@ cb_number_image,src_rect)
- 结束
- _AT_ Cb_number_sprite.ox =(@ * _AT_ cb_number_cw cb_number_text.size)/ 2
- 结束
-
- #------------------------------------------------- -------------------------
- #●更新组合效应
- #------------------------------------------------- -------------------------
- DEF update_combo_effect
- 返回@ combo_animation_duration == 0
- _AT_ Combo_animation_duration的 - = 1
- 情况_AT_ combo_animation_duration的
- 当21 .40
- @ Cb_number_sprite.zoom_x + = 12:06
- @ Cb_number_sprite.zoom_y + = 0.06
- 当1 .20
- @ Cb_number_sprite.zoom_x - = 12:06
- @ Cb_number_sprite.zoom_y - = 12:06
- 其他
- @ Cb_number_sprite.zoom_x = 1.00
- @ Cb_number_sprite.zoom_y = 1:00
- _AT_ Combo_animation_duration = 0时
- 结束
- 结束
-
- #------------------------------------------------- -------------------------
- #●更新HP编号效果
- #------------------------------------------------- -------------------------
- DEF update_button_effect
- 返回if@press_sprite.zoom_x的== 1:00
- @ Press_sprite.zoom_x - = 0.06
- @ Press_sprite.zoom_y - = 0.06
- if@press_sprite.zoom_x <= 1:00
- @ Press_sprite.zoom_x = 1:00
- @ Press_sprite.zoom_y = 1:00
- 结束
- 结束
-
- #------------------------------------------------- -------------------------
- ●背景更新#1
- #------------------------------------------------- -------------------------
- DEF update_background_1
- 如果_AT_ back_effect_type == 0
- @ Background.ox + = @ back_effect_power_1
- @ Background.oy + = @ back_effect_power_2
- 其他
- @ Background.update
- 结束
- 结束
-
- #------------------------------------------------- -------------------------
- ●背景更新#2
- #------------------------------------------------- -------------------------
- DEF update_background_2
- update_breath_effect
- 如果_AT_ back2_effect_type == 0
- @ Background_2.ox + = @ back2_effect_power_1
- @ Background_2.oy + = @ back2_effect_power_2
- 其他
- @ Background_2.update
- 结束
- 结束
-
- #------------------------------------------------- -------------------------
- #●更新呼吸效应
- #------------------------------------------------- -------------------------
- DEF update_breath_effect
- 返回,如果@ breath_effect
- @ Breach_effect [1] + = 1
- 案件@ breach_effect [1]
- 当0 .30
- Breach_effect [0] + = 0.0004
- 当31 .50
- @ Breach_effect [0] - = 0.0004
- 其他
- @ Breach_effect [1] = 0
- @ Breach_effect [0] = 1.truncate
- 结束
- @ = _AT_ Background_2.zoom_y breach_effect的[0]
- 结束
- 结束
- #================================================= =============================
- #■Scene_Melodia_A
- #================================================= =============================
- 类Scene_Melodia_A
- #------------------------------------------------- -------------------------
- #●更新
- #------------------------------------------------- -------------------------
- DEF更新
- update_base
- update_sprites
- update_system
- 结束
- #------------------------------------------------- -------------------------
- #●Update_base
- #------------------------------------------------- -------------------------
- DEF update_base
- update_wait
- update_event
- update_pause
- 结束
-
- #------------------------------------------------- -------------------------
- #●Update_system
- #------------------------------------------------- -------------------------
- DEF update_system
- 返回!can_update_system?
- update_bonus
- update_reaction_time
- update_timer
- @的update_timeover,如果定时器> 0
- update_command
- 结束
-
- #------------------------------------------------- -------------------------
- ●可以更新系统吗?
- #------------------------------------------------- -------------------------
- 高清can_update_system?
- 返回false,如果@ EVENT_TIME 0
- 返回false,如果@暂停
- 返回false,如果@ force_pause的
- 返回false,如果@相!= 3
- 返回true
- 结束
-
- #------------------------------------------------- -------------------------
- #●更新精灵
- #------------------------------------------------- -------------------------
- 高清update_sprites的
- update_flow
- update_fire
- update_bonus_meter
- update_combo_effect
- update_reaction_meter
- update_button_effect
- update_defeat_target
- update_particles
- update_flash
- update_background_1
- update_background_2
- 如果@ score_old!= @得分update_score_number
- refresh_stamina_meter如果@ old_stamina!= @ player_hp
- refresh_number @数字!= @ total_sec
- 如果@ combo_old!= @组合refresh_cb_number
- refresh_press如果press_refresh @
- refresh_score如果score_refresh @
- 结束
- #------------------------------------------------- -------------------------
- #●更新暂停
- #------------------------------------------------- -------------------------
- DEF update_pause
- 返回!can_update_pause?
- 如果Input.trigger(输入:: A)?
- se_pause
- 如果@ force_pause的
- _AT_ Force_pause = FALSE
- make_next_command
- @ Press_sprite.visible的=真
- dispose_info
- 其他
- _AT_ Force_pause = TRUE
- _AT_ Press_sprite.visible = FALSE
- create_info(INFO6“)
- 结束
- 结束
- 结束
-
- #------------------------------------------------- -------------------------
- ●可更新#暂停
- #------------------------------------------------- -------------------------
- 高清can_update_pause?
- 返回false,如果@ EVENT_TIME 0
- 返回false,如果@暂停
- 返回false,如果@等待> 0
- 返回false,如果@相!= 3
- 返回true
- 结束
-
- #------------------------------------------------- -------------------------
- #●更新目标击败
- #------------------------------------------------- -------------------------
- def update_defeat_target中
- 如果返回@相= 4!
- 返回@目标==零
- _AT_ Target.opacity的 - = 1
- 结束
- #------------------------------------------------- -------------------------
- #●更新
- #------------------------------------------------- -------------------------
- DEF update_timer
- Total_sec @ = @定时器/ Graphics.frame_rate的
- @闵= @ total_sec / 60
- SEC = @ total_sec 60%
- 结束
- #------------------------------------------------- -------------------------
- #●update_wait
- #------------------------------------------------- -------------------------
- DEF update_wait
- 如果返回@等待== 0
- @等待 - = 1
- 如果@等待== 0
- make_next_command
- 结束
- 结束
-
- #------------------------------------------------- -------------------------
- #●更新反应时间
- #------------------------------------------------- -------------------------
- DEF update_reaction_time
- 如果返回@等待> 0
- 选择重返如果_AT_ reaction_time == 0
- @ Reaction_time - = 1
- 如果_AT_ reaction_time == 0
- execute_wait
- se_reaction_timeover
- execute_player_damage
- _AT_ Player_shake_duration = 40
- 结束
- 结束
-
- 结束
- #================================================= =============================
- #■Scene_Melodia_A
- #================================================= =============================
- 类Scene_Melodia_A
-
- #------------------------------------------------- -------------------------
- #●更新事件
- #------------------------------------------------- -------------------------
- DEF update_event
- update_event_duration
- 返回!can_update_event?
- _AT_ Info.opacity的 - = 10除非@ force_pause的
- 如果第一阶段== @ 6和@ result_sprite的!=零
- _AT_ Result_sprite.opacity的 - = 10
- _AT_ Number_sprite.opacity的 - = 10
- 结束
- execute_event [email protected] <= 0
- 结束
- #------------------------------------------------- -------------------------
- #●更新事件持续
- #------------------------------------------------- -------------------------
- DEF update_event_duration
- 如果返回_AT_ EVENT_TIME的<= 0
- @ EVENT_TIME - = @ event_speed
- _AT_ EVENT_TIME = 0,如果@ EVENT_TIME <0
- update_skip_event
- 结束
-
- #------------------------------------------------- -------------------------
- ●可以更新事件?
- #------------------------------------------------- -------------------------
- 高清can_update_event?
- 返回false,如果@ EVENT_TIME 0
- 返回false,如果@信息==零
- 返回true
- 结束
-
- #------------------------------------------------- -------------------------
- #*跳过更新事件
- #------------------------------------------------- -------------------------
- DEF update_skip_event
- 返回false,如果_AT_ EVENT_TIME == 0
- 返回false,如果@相位== 3
- 返回假[email protected] <60
- 如果Input.trigger(输入:: C)或
- Input.trigger(输入:: B)?
- _AT_ EVENT_TIME = 0,
- se_cursor
- 结束
- 结束
-
- #------------------------------------------------- -------------------------
- ●执行事件
- #------------------------------------------------- -------------------------
- DEF execute_event
- 案例@相
- 当6 execute_exit
- 当5 event_timeover时
- 当4; event_victory的
- 当2 event_battle_start的
- 当一个人; event_ready_go
- 当0; event_tutorial的
- 结束
- 结束
-
-
- #------------------------------------------------- -------------------------
- ●事件随着时间
- #------------------------------------------------- -------------------------
- DEF event_timeover
- execute_exit
- 结束
-
- #------------------------------------------------- -------------------------
- #事件的胜利
- #------------------------------------------------- -------------------------
- DEF event_victory
- create_info(“Info7”)
- @ EVENT_TIME = 900
- @相= 6
- check_average_reaction_time
- objects_sprites_visible(假)
- @ Number_sprite.visible的=真
- _AT_ Number_sprite.x = 420元
- @ Number_sprite.y = 193
- _AT_ Number_sprite.z =千
- make_rank
- create_result_text
- se_result
- 结束
-
- #------------------------------------------------- -------------------------
- #启动事件战役
- #------------------------------------------------- -------------------------
- DEF event_battle_start
- dispose_info
- @暂停=假
- @等待= 0
- @相= 3
- _AT_ EVENT_TIME = 0,
- objects_sprites_visible(真)
- make_next_command
- 结束
-
- #------------------------------------------------- -------------------------
- 事件#READY GO
- #------------------------------------------------- -------------------------
- DEF event_ready_go
- dispose_info
- create_info(“INFO2”)
- @相= 2
- _AT_ EVENT_TIME 160
- 结束
-
- #------------------------------------------------- -------------------------
- 事件#教程
- #------------------------------------------------- -------------------------
- DEF event_tutorial
- dispose_info
- create_info(“INFO1”)
- @相= 1
- _AT_ EVENT_TIME = 220,
- 结束
-
- 结束
- #================================================= =============================
- #■Scene_Melodia_A
- #================================================= =============================
- 类Scene_Melodia_A
-
- #------------------------------------------------- -------------------------
- ●更新#GAMEOVER
- #------------------------------------------------- -------------------------
- DEF update_timeover
- 如果返回@暂停
- @定时器 - = 1
- 如果@计时器== 0
- create_info(“INFO4”)
- se_timeover
- execute_lose
- 结束
- 结束
-
- #------------------------------------------------- -------------------------
- #●Execute_lose
- #------------------------------------------------- -------------------------
- DEF execute_lose
- update_score_number
- refresh_stamina_meter
- refresh_number
- refresh_cb_number
- refresh_score
- RPG :: BGM.fade(5 * 1000)
- @ EVENT_TIME = 180
- @相= 5
- 结束
-
- #------------------------------------------------- -------------------------
- ●执行Game_Over
- #------------------------------------------------- -------------------------
- DEF execute_exit
- SceneManager.return
- 结束
-
- #------------------------------------------------- -------------------------
- ●执行胜利
- #------------------------------------------------- -------------------------
- DEF execute_victory
- @暂停=真
- @相= 4
- dispose_info
- _AT_ Target_phase = 0时
- create_info(“INFO3”)
- @ EVENT_TIME = 150
- _AT_ Target_shake_duration = 180
- @ Meter_sprite.bitmap.clear
- _AT_ Press_sprite.visible = FALSE
- RPG :: BGM.fade(12 * 1000)
- se_last_blow
- execute_store_record
- 结束
-
- #------------------------------------------------- -------------------------
- ●执行记录存储
- #------------------------------------------------- -------------------------
- DEF execute_store_record
- variable_id1 = STORE_SCORE_VARIABLE_ID
- variable_id2 = STORE_COMBO_VARIABLE_ID
- $ Game_system.melodia_a_record [0] = @ @ max_score如果max_score> game_system.melodia_a_record [0]
- $ Game_system.melodia_a_record [1] = @ @ max_combo如果max_combo> $ game_system.melodia_a_record [1]
- $ Game_variables [variable_id1] = @ max_score如果max_score> $ game_variables [variable_id1]
- $ Game_variables [variable_id2] = @ max_combo如果max_combo> $ game_variables [variable_id2]
- 如果$ game_system.melodia_a [5] =零
- Game_switches [$ game_system.melodia_a [5] =真
- 结束
- $ Game_map.need_refresh =真
- 结束
-
- 结束
- #================================================= =============================
- #■Scene_Melodia_A
- #================================================= =============================
- 类Scene_Melodia_A
-
- #------------------------------------------------- -------------------------
- ●检查红利限制
- #------------------------------------------------- -------------------------
- DEF check_bonus_limit
- 执行@ = @如果perform_max执行> @ perform_max
- 如果执行@ = 0 @执行<0
- 结束
-
- #------------------------------------------------- -------------------------
- #●更新奖金
- #------------------------------------------------- -------------------------
- DEF update_bonus
- 执行@ = 1 - > 0 @执行
- 结束
- #------------------------------------------------- -------------------------
- ●添加奖励计
- #------------------------------------------------- -------------------------
- DEF add_bonus_gauge
- 执行@ + = @ bonus_speed
- check_bonus_limit
- 结束
-
- 结束
- #================================================= =============================
- #■Scene_Melodia_A
- #================================================= =============================
- 类Scene_Melodia_A
-
- #------------------------------------------------- -------------------------
- ●添加分数
- #------------------------------------------------- -------------------------
- DEF add_score
- 点=(@执行+兰特(命中)+兰特(9)条)。截断
- 点= 1点,如果<1
- @ + =分数点
- Max_score = @ @ @得分,如果得分> @ max_score
- 结束
-
- #------------------------------------------------- -------------------------
- ●Recuce分数
- #------------------------------------------------- -------------------------
- DEF reduce_score
- 点=((得分* 5/100)+截断兰特(9)条)。
- 点= 1点,如果<1
- @分数 - =点
- @得分为0,如果@得分<0
- @小姐+ = 1
- 结束
-
- #------------------------------------------------- -------------------------
- ●执行#玩家伤害
- #------------------------------------------------- -------------------------
- DEF execute_player_damage
- @ Player_hp - = 1
- @小姐+ = 1
- execute_combo(假)
- 如果@ player_hp <= 0
- _AT_ Player_hp = 0时
- create_info(INFO5“)
- se_statmina_zero
- execute_lose
- 结束
- 结束
- #------------------------------------------------- -------------------------
- #执行●等待
- #------------------------------------------------- -------------------------
- DEF execute_wait
- @等待= 42
- make_next_command(真)
- 结束
-
- #------------------------------------------------- -------------------------
- ●执行错误SE
- #------------------------------------------------- -------------------------
- DEF execute_wrong_se
- se_wrong
- 结束
-
- #------------------------------------------------- -------------------------
- #●错误的命令
- #------------------------------------------------- -------------------------
- DEF wrong_command
- execute_wait
- execute_wrong_se
- execute_player_damage
- 结束
-
- #------------------------------------------------- -------------------------
- ●执行组合
- #------------------------------------------------- -------------------------
- :DEF execute_combo(值= FALSE)
- @组合+ = 1,如果值
- @组合= 0,如果值!
- Max_combo = @ @ @ Combo连击> @ max_combo
- @ Cb_number_sprite.zoom_x = 1.00
- @ Cb_number_sprite.zoom_y = 1:00
- _AT_ Cb_number_sprite.opacity = 255
- _AT_ Combo_animation_duration = 40
- 结束
-
- #------------------------------------------------- -------------------------
- ●执行Target_Damage
- #------------------------------------------------- -------------------------
- DEF execute_target_damage
- se_right
- @ N_hits + = 1
- execute_combo(真)
- RC = @ reaction_time_max - @ reaction_time
- @ Reaction_time_score + = RC
- @ = @ Reaction_time reaction_time_max
- add_bonus_gauge
- _AT_ Flash_bitmap [@ next_key]。Flash_effect
- make_next_command
- @ Target_hp + = 1
- @点击+ = 1
- add_score
- Target_hp = @ @ @ target_maxhp如果target_hp> @ target_maxhp
- _AT_ Target_hp = 0,如果@ target_hp <0
- ,如果execute_victory target_hp @> = @ target_maxhp
- 结束
-
- #------------------------------------------------- -------------------------
- ●检查平均反应时间
- #------------------------------------------------- -------------------------
- DEF check_average_reaction_time
- =百分之一(@ reaction_time_score截断/ 0.6)。
- @ Reaction_time_average =(百分之一秒/ n_hits)
- 结束
-
- #------------------------------------------------- -------------------------
- ●排名,
- #------------------------------------------------- -------------------------
- DEF make_rank
- if@reaction_time_average.between(0.15)
- @ Rank_point + = 20
- elsif@reaction_time_average.between(16,30)?
- @ Rank_point + = 15
- elsif@reaction_time_average.between?(31.45)
- @ Rank_point + = 10
- elsif@reaction_time_average.between(46,60)?
- @ Rank_point + = 8
- elsif@reaction_time_average.between?(61.75)
- @ Rank_point + = 6
- elsif@reaction_time_average.between?(76.90)
- @ Rank_point + = 4
- elsif@reaction_time_average.between(90.105)?
- @ Rank_point + = 2
- 结束
- 如果@ == 0错过
- @ Rank_point + = 15
- ELSIF @ == 1错过
- @ Rank_point + = 10
- [email protected](2,4)
- @ Rank_point + = 5
- 其他
- @ Rank_point - = @失误
- 结束
- @ Rank_point = 0,如果@ rank_point <0
- if@rank_point.between(30,40)?
- @排名='S'
- elsif@rank_point.between?(25.29)
- @等级=“A”
- elsif@rank_point.between?(20.24)
- @排名=“B”
- elsif@rank_point.between(15,19)?
- @等级='C'
- elsif@rank_point.between?(10.14)
- @等级=“D”
- elsif@rank_point.between(5.9)?
- @排名='E'
- 其他
- @等级='F'
- 结束
- 结束
-
-
- 结束
- #================================================= =============================
- #■Scene_Melodia_A
- #================================================= =============================
- 类Scene_Melodia_A
-
- #------------------------------------------------- -------------------------
- ●下一个命令#
- #------------------------------------------------- -------------------------
- 高清make_next_command(跳过=假)
- 如果返回@相!= 3
- 除非跳
- @ Next_key =兰特(8)
- @ = @ Pressed_key next_key
- @ = @ Reaction_time reaction_time_max
- 结束
- _AT_ Press_refresh = TRUE
- 结束
-
- #------------------------------------------------- -------------------------
- #●update_command
- #------------------------------------------------- -------------------------
- DEF update_command
- 如果返回@等待> 0
- 如果Input.trigger(输入:: C)#Z
- _AT_ Pressed_key = 0时
- 如果_AT_ next_key == 0
- execute_target_damage
- 其他
- wrong_command
- 结束
- 的ELSIF Input.trigger?(输入:: B)#X
- _AT_ Pressed_key = 1时
- 如果@ next_key == 1
- execute_target_damage
- 其他
- wrong_command
- 结束
- 的ELSIF Input.trigger?(输入:: X)#A
- _AT_ Pressed_key = 2的
- 如果_AT_ next_key == 2
- execute_target_damage
- 其他
- wrong_command
- 结束
- 的ELSIF Input.trigger?(输入:: Y)#S
- _AT_ Pressed_key = 3的
- 如果_AT_ next_key == 3
- execute_target_damage
- 其他
- wrong_command
- 结束
- 的ELSIF Input.trigger?(输入::权)
- @ Pressed_key = 4
- 如果@ next_key == 4
- execute_target_damage
- 其他
- wrong_command
- 结束
- 的ELSIF Input.trigger?(输入:LEFT)
- @ Pressed_key = 5
- 如果@ next_key == 5
- execute_target_damage
- 其他
- wrong_command
- 结束
- 的ELSIF Input.trigger?(下输入::)
- _AT_ Pressed_key 6
- 如果@ next_key == 6
- execute_target_damage
- 其他
- wrong_command
- 结束
- 的ELSIF Input.trigger?(输入:: UP)
- _AT_ Pressed_key 7
- 如果_AT_ next_key == 7
- execute_target_damage
- 其他
- wrong_command
- 结束
- 结束
- 结束
-
- 结束
- $ Mog_rgss3_melodia =真
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