#============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #==============================================================================
#============================================================================== # ■ Scene_Title #------------------------------------------------------------------------------ # 处理标题画面的类。 #============================================================================== class Scene_Title WEATHER = 4 # 使用自定义效果(0:无,1:雨,2:暴风雨,3:雪,4:自定义) MAXNUMBER = 18 # 天气图片数量 WEATHER_FILE = "Graphics/Pictures/Title_starlong.png" # 自定义图片路径,这个文件可以从黑暗圣剑DEMO获得,是流星雨 BLEND_TYPE = 1 # 合成方式(0:普通,1:加法,2:减法) WEATHER_X = 5 # X方向每回合减少象素 WEATHER_Y = 5 # Y方向每回合减少象素 WEATHER_OPACITY = 2 #每回合减低透明度 START_OPACITY = 200 #出现时的透明度 RAND_X = 1200 # 随机X范围 RAND_Y = 600 # 随机Y范围 HEIGHT = -600 # 出现时候的屏幕Y WIDTH = 100 # 出现时候的屏幕X #-------------------------------------------------------------------------- # ● 住处理 #-------------------------------------------------------------------------- def main # 战斗测试的情况下 if $BTEST battle_test return end # 载入数据库 $data_actors = load_data("Data/Actors.rxdata") $data_classes = load_data("Data/Classes.rxdata") $data_skills = load_data("Data/Skills.rxdata") $data_items = load_data("Data/Items.rxdata") $data_weapons = load_data("Data/Weapons.rxdata") $data_armors = load_data("Data/Armors.rxdata") $data_enemies = load_data("Data/Enemies.rxdata") $data_troops = load_data("Data/Troops.rxdata") $data_states = load_data("Data/States.rxdata") $data_animations = load_data("Data/Animations.rxdata") $data_tilesets = load_data("Data/Tilesets.rxdata") $data_common_events = load_data("Data/CommonEvents.rxdata") $data_system = load_data("Data/System.rxdata") # 生成系统对像 $game_system = Game_System.new # 生成标题图形 @sprite = Sprite.new @sprite.bitmap = RPG::Cache.title($data_system.title_name) @ox = 0 @oy = 0 color1 = Color.new(255, 255, 255, 255) color2 = Color.new(255, 255, 255, 128) @rain_bitmap = Bitmap.new(7, 56) for i in 0..6 @rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1) end @storm_bitmap = Bitmap.new(34, 64) for i in 0..31 @storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2) @storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1) @storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2) end @snow_bitmap = Bitmap.new(6, 6) @snow_bitmap.fill_rect(0, 1, 6, 4, color2) @snow_bitmap.fill_rect(1, 0, 4, 6, color2) @snow_bitmap.fill_rect(1, 2, 4, 2, color1) @snow_bitmap.fill_rect(2, 1, 2, 4, color1) @sprites = [] for i in 1..40 sprite = Sprite.new case WEATHER when 1 sprite.bitmap = @rain_bitmap when 2 sprite.bitmap = @storm_bitmap when 3 sprite.bitmap = @snow_bitmap when 4 sprite.bitmap = Bitmap.new(WEATHER_FILE) end sprite.z = 1000 sprite.x = -1000 sprite.y = -1000 sprite.visible = (i <= MAXNUMBER) sprite.blend_type = BLEND_TYPE sprite.opacity = START_OPACITY @sprites.push(sprite) end weather_update # 生成命令窗口 s1 = "新游戏" s2 = "继续" s3 = "退出" @command_window = Window_Command.new(192, [s1, s2, s3]) @command_window.back_opacity = 160 @command_window.x = 320 - @command_window.width / 2 @command_window.y = 288 @command_window.z = 1001 # 判定继续的有效性 # 存档文件一个也不存在的时候也调查 # 有効为 @continue_enabled 为 true、無効为 false @continue_enabled = false for i in 0..3 if FileTest.exist?("Save#{i+1}.rxdata") @continue_enabled = true end end # 继续为有效的情况下、光标停止在继续上 # 无效的情况下、继续的文字显示为灰色 if @continue_enabled @command_window.index = 1 else @command_window.disable_item(1) end # 演奏标题 BGM $game_system.bgm_play($data_system.title_bgm) # 停止演奏 ME、BGS Audio.me_stop Audio.bgs_stop # 执行过渡 Graphics.transition(25, "Graphics/Transitions/" +$data_system.battle_transition) # 主循环 loop do # 刷新游戏画面 Graphics.update # 刷新输入信息 Input.update # 刷新画面 update # 如果画面被切换就中断循环 if $scene != self break end end # 装备过渡 Graphics.freeze # 释放命令窗口 @command_window.dispose # 释放标题图形 @sprite.bitmap.dispose @sprite.dispose for sprite in @sprites sprite.dispose end @rain_bitmap.dispose @storm_bitmap.dispose @snow_bitmap.dispose end #-------------------------------------------------------------------------- # ● 刷新天气 #-------------------------------------------------------------------------- def weather_update return if WEATHER == 0 for i in 1..MAXNUMBER sprite = @sprites[i] if sprite == nil break end if WEATHER == 1 sprite.x -= 2 sprite.y += 16 sprite.opacity -= 8 end if WEATHER == 2 sprite.x -= 8 sprite.y += 16 sprite.opacity -= 12 end if WEATHER == 3 sprite.x -= 2 sprite.y += 8 sprite.opacity -= 8 end if WEATHER == 4 sprite.x -= WEATHER_X sprite.y += WEATHER_Y sprite.opacity -= WEATHER_OPACITY end x = sprite.x - @ox y = sprite.y - @oy if sprite.opacity < 32 or x < -100 or x > 750 or y < -1000 or y > 500 sprite.x = rand(RAND_X) + WIDTH + @ox sprite.y = rand(RAND_Y) + HEIGHT + @oy sprite.opacity = START_OPACITY end end end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update # 刷新命令窗口 @command_window.update # 按下 C 键的情况下 if Input.trigger?(Input::C) # 命令窗口的光标位置的分支 case @command_window.index when 0 # 新游戏 command_new_game when 1 # 继续 command_continue when 2 # 退出 command_shutdown end end weather_update end #-------------------------------------------------------------------------- # ● 命令 : 新游戏 #-------------------------------------------------------------------------- def command_new_game # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 停止 BGM Audio.bgm_stop # 重置测量游戏时间用的画面计数器 Graphics.frame_count = 0 # 生成各种游戏对像 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # 设置初期同伴位置 $game_party.setup_starting_members # 设置初期位置的地图 $game_map.setup($data_system.start_map_id) # 主角向初期位置移动 $game_player.moveto($data_system.start_x, $data_system.start_y) # 刷新主角 $game_player.refresh # 执行地图设置的 BGM 与 BGS 的自动切换 $game_map.autoplay # 刷新地图 (执行并行事件) $game_map.update # 切换地图画面 $scene = Scene_Map.new end #-------------------------------------------------------------------------- # ● 命令 : 继续 #-------------------------------------------------------------------------- def command_continue # 继续无效的情况下 unless @continue_enabled # 演奏无效 SE $game_system.se_play($data_system.buzzer_se) return end # 演奏确定 SE $game_system.se_play($data_system.decision_se) # 切换到读档画面 $scene = Scene_Load.new end #-------------------------------------------------------------------------- # ● 命令 : 退出 #-------------------------------------------------------------------------- def command_shutdown # 演奏确定 SE $game_system.se_play($data_system.decision_se) # BGM、BGS、ME 的淡入淡出 Audio.bgm_fade(800) Audio.bgs_fade(800) Audio.me_fade(800) # 退出 $scene = nil end #-------------------------------------------------------------------------- # ● 战斗测试 #-------------------------------------------------------------------------- def battle_test # 载入数据库 (战斗测试用) $data_actors = load_data("Data/BT_Actors.rxdata") $data_classes = load_data("Data/BT_Classes.rxdata") $data_skills = load_data("Data/BT_Skills.rxdata") $data_items = load_data("Data/BT_Items.rxdata") $data_weapons = load_data("Data/BT_Weapons.rxdata") $data_armors = load_data("Data/BT_Armors.rxdata") $data_enemies = load_data("Data/BT_Enemies.rxdata") $data_troops = load_data("Data/BT_Troops.rxdata") $data_states = load_data("Data/BT_States.rxdata") $data_animations = load_data("Data/BT_Animations.rxdata") $data_tilesets = load_data("Data/BT_Tilesets.rxdata") $data_common_events = load_data("Data/BT_CommonEvents.rxdata") $data_system = load_data("Data/BT_System.rxdata") # 重置测量游戏时间用的画面计数器 Graphics.frame_count = 0 # 生成各种游戏对像 $game_temp = Game_Temp.new $game_system = Game_System.new $game_switches = Game_Switches.new $game_variables = Game_Variables.new $game_self_switches = Game_SelfSwitches.new $game_screen = Game_Screen.new $game_actors = Game_Actors.new $game_party = Game_Party.new $game_troop = Game_Troop.new $game_map = Game_Map.new $game_player = Game_Player.new # 设置战斗测试用同伴 $game_party.setup_battle_test_members # 设置队伍 ID、可以逃走标志、战斗背景 $game_temp.battle_troop_id = $data_system.test_troop_id $game_temp.battle_can_escape = true $game_map.battleback_name = $data_system.battleback_name # 演奏战斗开始 BGM $game_system.se_play($data_system.battle_start_se) # 演奏战斗 BGM $game_system.bgm_play($game_system.battle_bgm) # 切换到战斗画面 $scene = Scene_Battle.new end end
#============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== |