Project1
标题:
菜单的时间显示问题
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作者:
547895913
时间:
2010-8-8 12:17
标题:
菜单的时间显示问题
怎么将这个脚本的时间显示弄进这个菜单里?
以下菜单脚本
class Window_Command_New < Window_Selectable
def initialize(actors=4,enemynums=0)
super(438, 20, 172, 160)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = HS::OPACITY
@commands = ["精灵","道具","技能","加点","装备","队列","任务","系统"]
@item_max = 8
@column_max = 2
@actors = actors
@enemynums = enemynums
draw_item(0, @actors==0 ? disabled_color : normal_color)
draw_item(1, normal_color)
draw_item(2, @actors==0 ? disabled_color : normal_color)
draw_item(3, @actors==0 ? disabled_color : normal_color)
draw_item(4, @actors==0 ? disabled_color : normal_color)
draw_item(5, @actors==0 ? disabled_color : normal_color)
draw_item(6, normal_color)
draw_item(7, normal_color)
self.index = 0
end
def draw_item(index, color)
self.contents.font.color = color
x = 4 + index % 2 * 70
y = index / 2 * 32
rect = Rect.new(x, y, 64, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end
def update_cursor_rect
x = 4 + index % 2 * 70
y = index / 2 * 32
self.cursor_rect.set(x, y, 64, 32)
end
end
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
# check_enemy_in_map($game_player.x,$game_player.y)
cmd = Window_Command_New.new($game_party.actors.size)
cmd.index = @menu_index
Graphics.transition
loop do
Graphics.update
Input.update
cmd.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
if Input.trigger?(Input::C)
case cmd.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Lvup.new
when 4
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_Change_Turn.new
when 6
$game_system.se_play($data_system.decision_se)
$scene = Scene_Task.new
when 7
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
end
end
if $scene != self
break
end
end
Graphics.freeze
cmd.dispose
end
end
复制代码
下面时间显示脚本
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
#==============================================================================
# ■ Window_PlayTime
#------------------------------------------------------------------------------
# 菜单画面显示游戏时间的窗口。
#==============================================================================
class Window_PlayTime < Window_Base
#--------------------------------------------------------------------------
# ● 初始化对像
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 128 )
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, -4, 120, 32, "当前时间")
@total_sec = Graphics.frame_count / Graphics.frame_rate
t = Time.now
$game_variables[204] = t.wday # 星期
$game_variables[208] = ["周日", "周一", "周二", "周三", "周四", "周五", "周六"][$game_variables[204]]
text = sprintf("%02d:%02d:%02d", t.hour, t.min, t.sec)
text2 = sprintf("%02d.%02d.%02d", t.year, t.month, t.day)
text3 = sprintf($game_variables[208])
self.contents.font.color = normal_color
self.contents.draw_text(4, 24, 110, 32, text2, 2)
self.contents.draw_text(-25, 48, 110, 32, text3, 2)
self.contents.draw_text(-3, 72, 110, 32, text, 2)
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# 本脚本来自www.66RPG.com,使用和转载请保留此信息
#==============================================================================
复制代码
作者:
DLawliet
时间:
2010-8-8 14:03
提示:
作者被禁止或删除 内容自动屏蔽
作者:
547895913
时间:
2010-8-8 15:18
回复
DLawliet
的帖子
太谢谢你啊!!!!小弟感激不尽!
作者:
DXM丶邓小猫
时间:
2012-10-8 21:42
同问~#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
# 处理菜单画面的类。
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# ● 初始化对像
# menu_index : 命令光标的初期位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● 主处理
#--------------------------------------------------------------------------
def main
# 生成命令窗口
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "角色状态"
s5 = "保存"
s6 = "结束冒险"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
# 同伴人数为 0 的情况下
if $game_party.actors.size == 0
# 物品、特技、装备、状态无效化
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# 禁止存档的情况下
if $game_system.save_disabled
# 存档无效
@command_window.disable_item(4)
end
# 生成游戏时间窗口
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# 生成步数窗口
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# 生成金钱窗口
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# 生成状态窗口
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# 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
# 如果切换画面就中断循环
if $scene != self
break
end
end
# 准备过渡
Graphics.freeze
# 释放窗口
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新窗口
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
# 命令窗口被激活的情况下: 调用 update_command
if @command_window.active
update_command
return
end
# 状态窗口被激活的情况下: 调用 update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (命令窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_command
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 切换的地图画面
$scene = Scene_Map.new
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 同伴人数为 0、存档、游戏结束以外的场合
if $game_party.actors.size == 0 and @command_window.index < 4
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 命令窗口的光标位置分支
case @command_window.index
when 0 # 物品
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到物品画面
$scene = Scene_Item.new
when 1 # 特技
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # 装备
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # 状态
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 激活状态窗口
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # 存档
# 禁止存档的情况下
if $game_system.save_disabled
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到存档画面
$scene = Scene_Save.new
when 5 # 游戏结束
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到游戏结束画面
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# ● 刷新画面 (状态窗口被激活的情况下)
#--------------------------------------------------------------------------
def update_status
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 激活命令窗口
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口的光标位置分支
case @command_window.index
when 1 # 特技
# 本角色的行动限制在 2 以上的情况下
if $game_party.actors[@status_window.index].restriction >= 2
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到特技画面
$scene = Scene_Skill.new(@status_window.index)
when 2 # 装备
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换的装备画面
$scene = Scene_Equip.new(@status_window.index)
when 3 # 状态
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 切换到状态画面
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
时间脚本t = Time.now
p sprintf("%d年%d月%d日%d时%d分%d秒",
t.year, t.mon, t.day,
t.hour, t.min, t.sec)
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