Project1
标题:
请问怎么做出绝代双骄明月孤星的标题画面
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作者:
沅七歌
时间:
2009-2-11 02:51
提示:
作者被禁止或删除 内容自动屏蔽
作者:
蓝翎
时间:
2009-2-11 06:55
用事件应该可以的
建议LZ发下图
作者:
redant
时间:
2009-2-11 06:57
……
你截个图 我看不明白= =|
作者:
蓝翎
时间:
2009-2-11 07:00
LZ是说下面这个图左边的几个人物头像循环地淡入淡出是吧
作者:
redant
时间:
2009-2-11 07:37
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● 住处理
#--------------------------------------------------------------------------
def main
# 战斗测试的情况下
start
perform_transition # 开始转换
Input.update
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
$game_system = Game_System.new
# 生成标题图形
@sprite1 = Sprite.new
@sprite1.bitmap = RPG::Cache.title($data_system.title_name)
# 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
# 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
# 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
@sprite1.bitmap.dispose
@sprite1.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新命令窗口
@command_window.update
update_image
# 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
end
def fadein(sprite, duration = 80)
sprite.opacity = 0
for i in 0...duration
sprite.opacity = 255 * i / duration
Graphics.update
Input.update
# update_cmd
# update_cloud
break until sprite.opacity >= 255 #or show_fast?
end
sprite.opacity = 255
end
def perform_transition
Graphics.transition(10)
end
#--------------------------------------------------------------------------
# ○ 渐隐
#--------------------------------------------------------------------------
def fadeout(sprite, duration = 80, dispose = true)
for i in 0...duration
sprite.opacity = 255 - 255 * i / duration
Graphics.update
Input.update
# update_cmd
# update_cloud
break until sprite.opacity <= 0# or show_fast?
end
sprite.opacity = 0
return unless dispose
sprite.bitmap.dispose
sprite.dispose
sprite1.bitmap.dispose
sprite1.dispose
end
def start
# 菜单项计数器
@index = 0
# 随机渐变图计数器
@fade_count = 120
# check_continue
# 开始
# section_start
# 片段1
#section_logo
# 片段2
#section_bg
# 片段3
#section_cmd
# 片段4
section_image
# 片段5
##section_plane
end
def rand_file(exclude = nil)
file = Dir.entries("Graphics/Title/Actors")
file.delete(".");file.delete("..")
## 排除
file.delete(exclude) unless exclude == nil
return file[rand(file.size)]
end
def section_image
@image_sprite = Sprite.new
@image = rand_file
set_rand_bitmap(@image, false)
end
#--------------------------------------------------------------------------
# ○ 设定随机图
#--------------------------------------------------------------------------
def set_rand_bitmap(exclude = nil, fadout = true)
fadeout(@image_sprite, 80, false) if fadout
@image = rand_file(exclude)
# @image_sprite.bitmap = Cache.actor(@image)
@image_sprite.bitmap = Bitmap.new("Graphics/Title/Actors/" + @image )
@image_sprite.x = 544-8 - @image_sprite.bitmap.width
@image_sprite.y = 416-8 - @image_sprite.bitmap.height
@image_sprite.z = 9999
fadein(@image_sprite)
end
def update_image
unless @image == nil
if @fade_count <= 0
@fade_count = 240
set_rand_bitmap(@image)
else
@fade_count -= 1
end
end
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
复制代码
替换掉Scene_Title
缺少的图 自己随便找=。=
脚本修改来自 沉影不器 的vx参赛title作品《隋唐》
[LINE]1,#dddddd[/LINE]
系统信息:本贴由本区版主认可为正确答案,66RPG感谢您的热情解答~
作者:
乐魂
时间:
2009-2-11 10:04
提示:
作者被禁止或删除 内容自动屏蔽
作者:
沅七歌
时间:
2009-2-11 18:34
提示:
作者被禁止或删除 内容自动屏蔽
作者:
沅七歌
时间:
2009-2-12 20:03
提示:
作者被禁止或删除 内容自动屏蔽
作者:
redant
时间:
2009-2-12 20:18
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● 住处理
#--------------------------------------------------------------------------
def main
# 战斗测试的情况下
start
perform_transition # 开始转换
Input.update
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
$game_system = Game_System.new
# 生成标题图形
@sprite1 = Sprite.new
@sprite1.bitmap = RPG::Cache.title($data_system.title_name)
# 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
# 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
# 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
@sprite1.bitmap.dispose
@sprite1.dispose
@image_sprite.bitmap.dispose
@image_sprite.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新命令窗口
@command_window.update
update_image
# 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
end
def fadein(sprite, duration = 80)
sprite.opacity = 0
for i in 0...duration
sprite.opacity = 255 * i / duration
Graphics.update
Input.update
# update_cmd
# update_cloud
break until sprite.opacity >= 255 #or show_fast?
end
sprite.opacity = 255
end
def perform_transition
Graphics.transition(10)
end
#--------------------------------------------------------------------------
# ○ 渐隐
#--------------------------------------------------------------------------
def fadeout(sprite, duration = 80, dispose = true)
for i in 0...duration
sprite.opacity = 255 - 255 * i / duration
Graphics.update
Input.update
# update_cmd
# update_cloud
break until sprite.opacity <= 0# or show_fast?
end
sprite.opacity = 0
return unless dispose
sprite.bitmap.dispose
sprite.dispose
sprite1.bitmap.dispose
sprite1.dispose
end
def start
# 菜单项计数器
@index = 0
# 随机渐变图计数器
@fade_count = 120
# check_continue
# 开始
# section_start
# 片段1
#section_logo
# 片段2
#section_bg
# 片段3
#section_cmd
# 片段4
section_image
# 片段5
##section_plane
end
def rand_file(exclude = nil)
file = Dir.entries("Graphics/Titles/Actors")
file.delete(".");file.delete("..")
## 排除
file.delete(exclude) unless exclude == nil
return file[rand(file.size)]
end
def section_image
@image_sprite = Sprite.new
@image = rand_file
set_rand_bitmap(@image, false)
end
#--------------------------------------------------------------------------
# ○ 设定随机图
#--------------------------------------------------------------------------
def set_rand_bitmap(exclude = nil, fadout = true)
fadeout(@image_sprite, 80, false) if fadout
@image = rand_file(exclude)
# @image_sprite.bitmap = Cache.actor(@image)
@image_sprite.bitmap = Bitmap.new("Graphics/Titles/Actors/" + @image )
@image_sprite.x = 544-8 - @image_sprite.bitmap.width
@image_sprite.y = 416-8 - @image_sprite.bitmap.height
@image_sprite.z = 9999
fadein(@image_sprite)
end
def update_image
unless @image == nil
if @fade_count <= 0
@fade_count = 240
set_rand_bitmap(@image)
else
@fade_count -= 1
end
end
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
复制代码
试试这个
作者:
沅七歌
时间:
2009-2-12 20:31
提示:
作者被禁止或删除 内容自动屏蔽
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