Project1
标题:
关于东方绯想天式飘动title 的修改问题
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作者:
黄教主
时间:
2010-7-28 19:42
标题:
关于东方绯想天式飘动title 的修改问题
#东方绯想天式飘动title
class Window_Title < Window_Selectable
#--------------------------------------------------------------------------
# 定义常量
#--------------------------------------------------------------------------
AMP = +50 #幅度,正数为向右,负数为向左
WAITTIME = 0 #等待时间,单位:帧
SPEED = 500 #飘动速度,值越大越慢
OX = [130,150,170,150] #初始横坐标
LOADDATA = nil #读档指令的位置,如果不使用无存档时变暗功能,把此项设为nil
WAIT_PER_PERIOD = false #每次飘动完成后等待
#--------------------------------------------------------------------------
# 初始化
#--------------------------------------------------------------------------
def initialize(x = -16, y = 200)
bitmap = Cache.system("title_command")
@width = bitmap.width
@height= bitmap.height
super(x, y, Graphics.width - 2 * x, @height + 32)
self.opacity = 0
@index = 0
@column_max = 1
@item_max = OX.size
@height /= @item_max
@sprites = []
OX.size.times do |index|
sprite = Sprite.new
sprite.bitmap = bitmap
sprite.src_rect.set(0, @height * index, bitmap.width, @height)
sprite.y = y + @height * index + 16
sprite.x = OX[index]
@sprites.push(sprite)
end
if LOADDATA and Dir.glob('Save*.rvdata').empty? #读档按钮不可用时的颜色修正,可以根据图片的特点来修改以取得比较好的视觉效果
@sprites[LOADDATA].opacity = 128 #半透明
@sprites[LOADDATA].tone = Tone.new(0,0,0,255) #灰度化
end
@move_x = []
@wait_time = 0
@move_index = [0,0,0,0]
SPEED.times {|index|@move_x.push((Math.cos(Math::PI * index / SPEED * 2) * AMP).round - AMP)}
update
end
#--------------------------------------------------------------------------
# 更新
#--------------------------------------------------------------------------
def update
last_index = @index
super
if @index != last_index
@wait_time = 0
@stopping = true
end
if @move_index.all? {|index|index == 0}
if @wait_time > WAITTIME
sprite_move(0)
@wait_time = 0
@stopping = true if WAIT_PER_PERIOD
else
@stopping = false
@wait_time += 1
end
else
sprite_move(0) unless @stopping and @move_index[0] == 0
(1...OX.size).each {|index| sprite_move(index) if @move_index[index] != 0 or @move_index[index - 1] >= 30}
end
end
#--------------------------------------------------------------------------
# 释放(再定义)
#--------------------------------------------------------------------------
def dispose
@sprites.each do |sprite|
sprite.bitmap.dispose
sprite.dispose
end
super
end
#--------------------------------------------------------------------------
# ● 获取项目要描画的矩形
# index : 项目编号
#--------------------------------------------------------------------------
def item_rect(index)
return Rect.new(0,index * @height, self.contents.width, @height)
end
#--------------------------------------------------------------------------
# 精灵的移动
#--------------------------------------------------------------------------
def sprite_move(index)
@move_index[index] < SPEED - 1 ? @move_index[index] += 1 : @move_index[index] = 0
@sprites[index].ox = @move_x[@move_index[index]]
end
end
以上为脚本,我想把“ABOUT”点进去以后显示一张图片,怎么弄?
未命名.jpg
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2010-7-28 19:42 上传
作者:
429259591
时间:
2010-7-29 13:03
有1个变成了表情,看不懂
作者:
八云紫
时间:
2010-7-29 13:56
请把 Scene_Title 发上来,现在没 VX 。
然后真里亚来帮你改改~~~
作者:
黄教主
时间:
2010-7-29 22:32
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
if $BTEST # If battle test
battle_test # Start battle test
else # If normal play
super # Usual main processing
end
end
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
load_database # Load database
create_game_objects # Create game objects
check_continue # Determine if continue is enabled
create_title_graphic # Create title graphic
create_command_window # Create command window
play_title_music # Play title screen music
end
#--------------------------------------------------------------------------
# ● 执行渐变
#--------------------------------------------------------------------------
def perform_transition
Graphics.transition(20)
end
#--------------------------------------------------------------------------
# ● 开始後处理
#--------------------------------------------------------------------------
def post_start
super
open_command_window
end
#--------------------------------------------------------------------------
# ● 结束前处理
#--------------------------------------------------------------------------
def pre_terminate
super
close_command_window
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
dispose_command_window
snapshot_for_background
dispose_title_graphic
end
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0 #New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# ● 载入数据库
#--------------------------------------------------------------------------
def load_database
$data_actors = load_data("Data/Actors.rvdata")
$data_classes = load_data("Data/Classes.rvdata")
$data_skills = load_data("Data/Skills.rvdata")
$data_items = load_data("Data/Items.rvdata")
$data_weapons = load_data("Data/Weapons.rvdata")
$data_armors = load_data("Data/Armors.rvdata")
$data_enemies = load_data("Data/Enemies.rvdata")
$data_troops = load_data("Data/Troops.rvdata")
$data_states = load_data("Data/States.rvdata")
$data_animations = load_data("Data/Animations.rvdata")
$data_common_events = load_data("Data/CommonEvents.rvdata")
$data_system = load_data("Data/System.rvdata")
$data_areas = load_data("Data/Areas.rvdata")
end
#--------------------------------------------------------------------------
# ● 载入战斗测试数据库
#--------------------------------------------------------------------------
def load_bt_database
$data_actors = load_data("Data/BT_Actors.rvdata")
$data_classes = load_data("Data/BT_Classes.rvdata")
$data_skills = load_data("Data/BT_Skills.rvdata")
$data_items = load_data("Data/BT_Items.rvdata")
$data_weapons = load_data("Data/BT_Weapons.rvdata")
$data_armors = load_data("Data/BT_Armors.rvdata")
$data_enemies = load_data("Data/BT_Enemies.rvdata")
$data_troops = load_data("Data/BT_Troops.rvdata")
$data_states = load_data("Data/BT_States.rvdata")
$data_animations = load_data("Data/BT_Animations.rvdata")
$data_common_events = load_data("Data/BT_CommonEvents.rvdata")
$data_system = load_data("Data/BT_System.rvdata")
end
#--------------------------------------------------------------------------
# ● 生成各种游戏对象
#--------------------------------------------------------------------------
def create_game_objects
$game_temp = Game_Temp.new
$game_message = Game_Message.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.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
end
#--------------------------------------------------------------------------
# ● 判断继续的有效性
#--------------------------------------------------------------------------
def check_continue
@continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
end
#--------------------------------------------------------------------------
# ● 生成标题图形
#--------------------------------------------------------------------------
def create_title_graphic
@sprite = Sprite.new
@sprite.bitmap = Cache.system("Title")
end
#--------------------------------------------------------------------------
# ● 释放标题图形
#--------------------------------------------------------------------------
def dispose_title_graphic
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# ● 生成命令窗口
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = 288
if @continue_enabled # 如果「继续」有效
@command_window.index = 1 # 将光标移至「继续游戏」
else # 否则则将「继续游戏」半透明化
@command_window.draw_item(1, false)
end
@command_window.openness = 0
@command_window.open
end
#--------------------------------------------------------------------------
# ● 释放命令窗口
#--------------------------------------------------------------------------
def dispose_command_window
@command_window.dispose
end
#--------------------------------------------------------------------------
# ● 开启命令窗口
#--------------------------------------------------------------------------
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
#--------------------------------------------------------------------------
# ● 关闭命令窗口
#--------------------------------------------------------------------------
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
#--------------------------------------------------------------------------
# ● 播放标题音乐
#--------------------------------------------------------------------------
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
#--------------------------------------------------------------------------
# ● 检查主角初期位置是否存在
#--------------------------------------------------------------------------
def confirm_player_location
if $data_system.start_map_id == 0
print "主角初始位置未设定。"
exit
end
end
#--------------------------------------------------------------------------
# ● 命令:新游戏
#--------------------------------------------------------------------------
def command_new_game
confirm_player_location
Sound.play_decision
$game_party.setup_starting_members # 起始队伍
$game_map.setup($data_system.start_map_id) # 起始位置
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$scene = Scene_Map.new
RPG::BGM.fade(1500)
close_command_window
Graphics.fadeout(60)
Graphics.wait(40)
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
end
#--------------------------------------------------------------------------
# ● 命令:继续游戏
#--------------------------------------------------------------------------
def command_continue
if @continue_enabled
Sound.play_decision
$scene = Scene_File.new(false, true, false)
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# ● 命令:离开游戏
#--------------------------------------------------------------------------
def command_shutdown
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
end
#--------------------------------------------------------------------------
# ● 战斗测试
#--------------------------------------------------------------------------
def battle_test
load_bt_database # 载入战斗测试数据库
create_game_objects # 生成个各种游戏对象
Graphics.frame_count = 0 # 初始化游戏时间
$game_party.setup_battle_test_members
$game_troop.setup($data_system.test_troop_id)
$game_troop.can_escape = true
$game_system.battle_bgm.play
snapshot_for_background
$scene = Scene_Battle.new
end
end
作者:
八云紫
时间:
2010-7-30 12:38
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0 #New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end
复制代码
改成
#--------------------------------------------------------------------------
# ● 更新画面
#--------------------------------------------------------------------------
def update
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0 #New game
command_new_game
when 1 # Continue
command_continue
when 2
# 这里显示你要显示的图片
when 3 # Shutdown
command_shutdown
end
end
end
复制代码
作者:
黄教主
时间:
2010-7-30 17:26
怎么打显示图片的脚本?
作者:
wangswz
时间:
2010-7-30 23:50
# 生成图形
@sprite = Sprite.new
@sprite.bitmap = Bitmap.new("Graphics/Pictures/XXXXX.jpg")
@sprite.x = 0
@sprite.y = 0
# 释放标题图形
@sprite.bitmap.dispose
@sprite.dispose
复制代码
类似这样。。。。大概。。
作者:
黄教主
时间:
2010-7-31 17:55
点击以后没有任何效果
作者:
黄教主
时间:
2010-7-31 17:56
回复
wangswz
的帖子
无任何效果
作者:
wangswz
时间:
2010-7-31 18:07
有写command_Pictures么
作者:
黄教主
时间:
2010-7-31 19:44
麻烦帮我把改好的发上来吧!谢谢了
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