Project1
标题:
怎样使标题显示多个动画。
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作者:
renxiaomei
时间:
2011-7-1 09:47
标题:
怎样使标题显示多个动画。
本帖最后由 fux2 于 2011-7-1 14:04 编辑
我在Scene_Title用到这个脚本。
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● 住处理
#--------------------------------------------------------------------------
def main
if $message_index == nil
$message_index = 0
end
# 战斗测试的情况下
if $BTEST
battle_test
return
end
# 载入数据库
#........................................................................
$data_mapinfos = load_data("Data/MapInfos.rxdata")
#........................................................................
$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")
$data_system = load_data("Data/System.rxdata")
#提取游戏数据
#●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
#File.open("dll/data.sjxyq","rb") { |file|
##........................................................................
#$data_mapinfos = load_data("Map/MapInfos.map")
##........................................................................
#$data_actors = Marshal.load(file)
#$data_classes = Marshal.load(file)
#$data_skills = Marshal.load(file)
#$data_items = Marshal.load(file)
#$data_weapons = Marshal.load(file)
#$data_armors = Marshal.load(file)
#$data_enemies = Marshal.load(file)
#$data_troops = Marshal.load(file)
#$data_states = Marshal.load(file)
#$data_animations = Marshal.load(file)
#$data_tilesets = Marshal.load(file)
#$data_common_events = Marshal.load(file)
#$data_system = Marshal.load(file)
#}
#●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
# 生成系统对像
$game_system = Game_System.new
#打包游戏数据
#●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
#File.open("Data/data.sjxyq", "wb") { |f|
#Marshal.dump($data_actors, f)
#Marshal.dump($data_classes, f)
#Marshal.dump($data_skills, f)
#Marshal.dump($data_items, f)
#Marshal.dump($data_weapons, f)
#Marshal.dump($data_armors, f)
#Marshal.dump($data_enemies , f)
#Marshal.dump($data_troops, f)
#Marshal.dump($data_states, f)
#Marshal.dump($data_animations, f)
#Marshal.dump($data_tilesets, f)
#Marshal.dump($data_common_events, f)
#Marshal.dump($data_system , f)
#}
#●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●●
# 生成标题图形 改成随机切换图形
@sprite = Sprite.new
#@sprite.bitmap = RPG::Cache.title($data_system.title_name)
@randpic = rand(3)
@sprite.bitmap = RPG::Cache.title("title#{@randpic}.jpg")
# 生成命令窗口
s1 = "新游戏"
s2 = "继续"
s3 = "退出"
#为了判定现在为标题画面
$title = 1
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 0
@command_window.opacity = 0
@command_window.contents_opacity = 0
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 288
$sprite_new = Sprite.new(@command_window.viewport)
$sprite_load = Sprite.new
$sprite_end = Sprite.new
$sprite_new.bitmap = RPG::Cache.picture("1.png")
$sprite_new.x = @command_window.x + 20
$sprite_new.y = @command_window.y + 16 + 0
$sprite_load.bitmap = RPG::Cache.picture("3.png")
$sprite_load.x = @command_window.x + 20
$sprite_load.y = @command_window.y + 16 + 32
$sprite_end.bitmap = RPG::Cache.picture("5.png")
$sprite_end.x = @command_window.x + 20
$sprite_end.y = @command_window.y + 16 + 64
@loop_animation = RPG::Sprite.new(@command_window.viewport)
#角色动画
@loop_player_animation = RPG::Sprite.new
case @randpic
when 0
@loop_player_animation.loop_animation($data_animations[139])
@loop_player_animation.x = 225
@loop_player_animation.y = 220
when 1
@loop_player_animation.loop_animation($data_animations[140])
@loop_player_animation.x = 190
@loop_player_animation.y = 270
when 2
@loop_player_animation.loop_animation($data_animations[141])
@loop_player_animation.x = 105
@loop_player_animation.y = 185
end
# 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..7
if FileTest.exist?("Save/Save#{i}.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
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
dx = 47
dy = 10
# 刷新命令窗口
@command_window.update
@loop_animation.update
#刷新角色图像
@loop_player_animation.update
case @command_window.index
when 0
$sprite_new.bitmap = RPG::Cache.picture("2.png")
$sprite_load.bitmap = RPG::Cache.picture("3.png")
$sprite_end.bitmap = RPG::Cache.picture("5.png")
@loop_animation.x = $sprite_new.x + dx
@loop_animation.y = $sprite_new.y + dy
@loop_animation.loop_animation($data_animations[1188])
when 1
$sprite_new.bitmap = RPG::Cache.picture("1.png")
$sprite_load.bitmap = RPG::Cache.picture("4.png")
$sprite_end.bitmap = RPG::Cache.picture("5.png")
@loop_animation.x = $sprite_load.x + dx
@loop_animation.y = $sprite_load.y + dy
@loop_animation.loop_animation($data_animations[1189])
when 2
$sprite_new.bitmap = RPG::Cache.picture("1.png")
$sprite_load.bitmap = RPG::Cache.picture("3.png")
$sprite_end.bitmap = RPG::Cache.picture("6.png")
@loop_animation.x = $sprite_end.x + dx
@loop_animation.y = $sprite_end.y + dy
@loop_animation.loop_animation($data_animations[1190])
end
# 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
$title =0
command_new_game
when 1 # 继续
$title =0
command_continue
when 2 # 退出
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# ● 命令 : 释放资源
#--------------------------------------------------------------------------
def dispose
#释放人物动画
unless @loop_player_animation.disposed?
@loop_player_animation.loop_animation(nil)
@loop_player_animation.dispose
@loop_player_animation = nil
end
#释放背景图形
unless @sprite.bitmap.disposed?
@sprite.bitmap.dispose
@sprite.dispose
end
#释放选项动画
unless @loop_animation.disposed?
@loop_animation.dispose
$sprite_new.bitmap.dispose
$sprite_new.dispose
$sprite_load.bitmap.dispose
$sprite_load.dispose
$sprite_end.bitmap.dispose
$sprite_end.dispose
end
end
#--------------------------------------------------------------------------
# ● 命令 : 新游戏
#--------------------------------------------------------------------------
def command_new_game
#释放图形
dispose
#停止当前演奏的SE
$game_system.se_stop
# 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
#初期金钱+1000
$game_party.gain_gold(10000)
# 切换地图画面
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● 命令 : 继续
#--------------------------------------------------------------------------
def command_continue
#停止当前演奏的SE
$game_system.se_stop
# 继续无效的情况下
unless @continue_enabled
# 演奏无效 SE
$game_system.se_play($data_system.buzzer_se)
$title = 1
return
end
dispose
# 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
#停止当前演奏的SE
$game_system.se_stop
# 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)
Dir.chdir("Temp")
for f in Dir["*"]
if FileTest.directory?(f)
else
File.delete(f)
end
end
# 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
$scene = Scene_Battle.new
end
end
复制代码
我想在以下这里显示多个动画。
@loop_player_animation = RPG::Sprite.new
case @randpic
when 0
@loop_player_animation.loop_animation($data_animations[139])
@loop_player_animation.x = 225
@loop_player_animation.y = 220
when 1
@loop_player_animation.loop_animation($data_animations[140])
@loop_player_animation.x = 190
@loop_player_animation.y = 270
在这里再显示多个动画。
when 2
@loop_player_animation.loop_animation($data_animations[141])
@loop_player_animation.x = 105
@loop_player_animation.y = 185
end
作者:
魔之哆啦
时间:
2011-7-1 11:20
没听懂lz的意思,能详细说一说吗?
作者:
天空坠落
时间:
2011-7-1 11:43
提示:
作者被禁止或删除 内容自动屏蔽
作者:
renxiaomei
时间:
2011-7-1 13:55
魔之哆啦 发表于 2011-7-1 11:20
没听懂lz的意思,能详细说一说吗?
唉~ 还不明白。
你玩过神剑情天吗?
神剑情天的游戏标题开头就是用到这个脚本.
但它只显示一个角色的动画.
我想添加多个.
欢迎光临 Project1 (https://rpg.blue/)
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