本帖最后由 fm303018 于 2013-9-7 02:45 编辑 古代纵版文字描绘 希望文字描绘由横向变成纵向 http://www.66rpg.com/articles/3291 有脚本可是根本看不懂 有会的朋友写个简单的范例学习下好吗? 求个数字123 ...
#==============================================================================# ■ Window_Command#------------------------------------------------------------------------------# 一般的命令选择行窗口。#============================================================================== class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # ● 初始化对像 # width : 窗口的宽 # commands : 命令字符串序列 #-------------------------------------------------------------------------- def initialize(width, commands, type = "一般窗口") # 由命令的个数计算出窗口的高 super(0, 0, width, commands.size * 32 + 32) @item_max = commands.size @commands = commands @type = type self.contents = Bitmap.new(width - 32, @item_max * 32) if type == "菜单" @column_max = 3 end refresh self.index = 0 end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear if @type == "菜单" self.contents.draw_text(width / @column_max * 0 + 12, 32, width - 8, 32, "游") self.contents.draw_text(width / @column_max * 0 + 12, 64, width - 8, 32, "戏") self.contents.draw_text(width / @column_max * 1 + 12, 64, width - 8, 32, "续") self.contents.draw_text(width / @column_max * 2 + 12, 64, width - 8, 32, "出") end for i in 0...@item_max draw_item(i, normal_color) end end #-------------------------------------------------------------------------- # ● 描绘项目 # index : 项目编号 # color : 文字色 #-------------------------------------------------------------------------- def draw_item(index, color) self.contents.font.color = color #rect = Rect.new(4, 32 * index, self.contents.width - 8, 32) #self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) #self.contents.draw_text(rect, @commands[index]) if @type == "菜单" self.contents.draw_text(width / @column_max * index + 12, 0, width - 8, 32, @commands[index]) else rect = Rect.new(4, 32 * index, self.contents.width - 8, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.draw_text(rect, @commands[index]) end end #-------------------------------------------------------------------------- # ● 项目无效化 # index : 项目编号 #-------------------------------------------------------------------------- def disable_item(index) draw_item(index, disabled_color) end #-------------------------------------------------------------------------- # ● 更新光标矩形 #-------------------------------------------------------------------------- def update_cursor_rect if @type == "菜单" self.cursor_rect.set(width / @column_max * index, 0, 250 / 3 - 32, 96) else super end endend #==============================================================================# ■ Scene_Title#------------------------------------------------------------------------------# 处理标题画面的类。#============================================================================== class Scene_Title #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- 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 $game_system = Game_System.new # 生成标题图形 [url=home.php?mod=space&uid=114926]@sprite[/url] = Sprite.new @sprite.bitmap = RPG::Cache.title($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(250, [s1, s2, s3], "菜单") @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、无效为 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 @sprite.bitmap.dispose @sprite.dispose 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 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 endend
#============================================================================== # ■ Window_Command #------------------------------------------------------------------------------ # 一般的命令选择行窗口。 #============================================================================== class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # ● 初始化对像 # width : 窗口的宽 # commands : 命令字符串序列 #-------------------------------------------------------------------------- def initialize(width, commands, type = "一般窗口") # 由命令的个数计算出窗口的高 super(0, 0, width, commands.size * 32 + 32) @item_max = commands.size @commands = commands @type = type self.contents = Bitmap.new(width - 32, @item_max * 32) if type == "菜单" @column_max = 3 end refresh self.index = 0 end #-------------------------------------------------------------------------- # ● 刷新 #-------------------------------------------------------------------------- def refresh self.contents.clear if @type == "菜单" self.contents.draw_text(width / @column_max * 0 + 12, 32, width - 8, 32, "游") self.contents.draw_text(width / @column_max * 0 + 12, 64, width - 8, 32, "戏") self.contents.draw_text(width / @column_max * 1 + 12, 64, width - 8, 32, "续") self.contents.draw_text(width / @column_max * 2 + 12, 64, width - 8, 32, "出") end for i in 0...@item_max draw_item(i, normal_color) end end #-------------------------------------------------------------------------- # ● 描绘项目 # index : 项目编号 # color : 文字色 #-------------------------------------------------------------------------- def draw_item(index, color) self.contents.font.color = color #rect = Rect.new(4, 32 * index, self.contents.width - 8, 32) #self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) #self.contents.draw_text(rect, @commands[index]) if @type == "菜单" self.contents.draw_text(width / @column_max * index + 12, 0, width - 8, 32, @commands[index]) else rect = Rect.new(4, 32 * index, self.contents.width - 8, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.draw_text(rect, @commands[index]) end end #-------------------------------------------------------------------------- # ● 项目无效化 # index : 项目编号 #-------------------------------------------------------------------------- def disable_item(index) draw_item(index, disabled_color) end #-------------------------------------------------------------------------- # ● 更新光标矩形 #-------------------------------------------------------------------------- def update_cursor_rect if @type == "菜单" self.cursor_rect.set(width / @column_max * index, 0, 250 / 3 - 32, 96) else super end end end #============================================================================== # ■ Scene_Title #------------------------------------------------------------------------------ # 处理标题画面的类。 #============================================================================== class Scene_Title #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- 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 $game_system = Game_System.new # 生成标题图形 [url=home.php?mod=space&uid=114926]@sprite[/url] = Sprite.new @sprite.bitmap = RPG::Cache.title($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(250, [s1, s2, s3], "菜单") @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、无效为 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 @sprite.bitmap.dispose @sprite.dispose 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 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
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