#encoding:utf-8
#==============================================================================
# ■ 薄雾年代记标题脚本
#------------------------------------------------------------------------------
# 薄雾年代记的标题脚本
#==============================================================================
#==============================================================================
# 介绍:
# 这个不完全是薄雾的标题脚本,但是是那个的普适版,作者:LBQ,请自由使用,转载
#==============================================================================
# 设置模块
module LBQ
module MC_Title
#logo还有选项的淡入速度,数字越大淡出淡入越快
FADE_SPEED=4
#黑暗层的淡入淡出速度,数字越大淡出淡入越快。第一项是进入场景,第二项是退出
MASK_FADE=[5,3]
#背景滑动速度,默认是[2,1],即为每两帧横向滑动一个单位。
SHIFT_SPEED=[2,1]
#图像设置
GRAPHICS=['Choice','spark','logo','background']
#生成一个新的闪光点的间隔时间
TIME_SPARK=12
#分辨率设定
RESOLUTION=[544,416]
#储存文件的文件夹名称,位于Graphics文件夹下面
FOLDER="MC_Title"
#离开界面的时候的BGM淡出速度,单位毫秒
BGM_FADE=1600
#3个层的Z坐标设定。
Z_SETTINGS=[1,2,3]
#闪光的生命周期。(半衰期,总共生命周期)←装X的设定
LIFE_CYCLE=[300,500]
end
end
#Cache加强
module Cache
include LBQ::MC_Title
#--------------------------------------------------------------------------
# ● 标题
#--------------------------------------------------------------------------
def self.mc_title(filename)
load_bitmap("Graphics/#{FOLDER}/", filename)
end
end
#==============================================================================
# ■ LBQ Spark
#------------------------------------------------------------------------------
# 闪光的精灵类
#==============================================================================
class Sprite_lbqSpark < Sprite_Base
include LBQ::MC_Title
def initialize(viewport=nil)
@timer=0
super(viewport)
self.bitmap=Cache.mc_title(GRAPHICS[1])
@opacity_speed=10
@zoom_change=0
set_rand_stats
end
def update
super
@timer+=1
calc_speed
self.x += @x_speed
self.y += @y_speed
if @timer<=LIFE_CYCLE[0]
self.opacity += @opacity_speed
else
self.opacity -= @opacity_speed*2
end
self.angle += @angle_speed
self.zoom_x += @zoom_change
self.zoom_y += @zoom_change
self.visible=false if @timer>=LIFE_CYCLE[1]
end
def calc_speed
end
def set_rand_stats
@x_speed=(rand(4)-2)*0.8
@y_speed=(rand(4)-2)*0.8
@x_speed+=rand(2)-1 if @x_speed==0
@y_speed+=rand(2)-1 if @y_speed==0
@opacity_speed=2
@angle_speed=rand(3)-3
self.opacity = 1
self.angle = rand(360)
rand_num=rand(9)
case rand_num
when 0
self.x,self.y=0,0
when 1
self.x,self.y=RESOLUTION[0],RESOLUTION[1]
when 2
self.x,self.y=RESOLUTION[0],0
when 3
self.x,self.y=0,RESOLUTION[1]
when 4
self.x,self.y=RESOLUTION[0]/2,0
when 5
self.x,self.y=RESOLUTION[0]/2,RESOLUTION[1]
when 6
self.x,self.y=0,208
when 7
self.x,self.y=RESOLUTION[0],RESOLUTION[1]/2
when 8
self.x,self.y=RESOLUTION[0]/2 ,RESOLUTION[1]/2
end
self.zoom_x=(rand(100) + 100) / 100.0
self.zoom_y = self.zoom_x
self.blend_type=1
end
def get_rand_pos
pos=[]
case rand(4)
when 0
pos[0]=0
when 1
pos[0]=200
when 2
pos[0]=300
when 3
pos[0]=500
when 4
pos[0]=100
end
case rand(4)
when 0
pos[1]=0
when 1
pos[1]=200
when 2
pos[1]=300
when 3
pos[1]=500
when 4
pos[1]=100
end
return pos
end
end
#==============================================================================
# ■ MC Choice
#------------------------------------------------------------------------------
# 可爱的选项~
#==============================================================================
# 选项用精灵类
class Sprite_MCchoice < Sprite_Base
include LBQ::MC_Title
#设置
MAX_INDEX=3
MIN_INDEX=1
#初始化
def initialize(viewport=nil)
super(viewport)
#光标Index
if DataManager.save_file_exists?
@index=2
else
@index=1
end
#动态阶段
@stage=1
end
#更新方法
def update
#super
super
#基础的动态设定
case @stage
when 1
#更新选项
update_cursor
#再次强化不透明度
self.opacity=0
#之后转成第二步
@stage+=1
when 2
#变得透明
self.opacity+=FADE_SPEED
#如果已经变完了
if self.opacity>=255
#进入第三步
@stage+=1
end
when 3
#好的,于是咱来进行光标更新
if Input.trigger?(:DOWN)
Sound.play_cursor
if @index==MIN_INDEX
@index=MAX_INDEX
else
@index-=1
end
#输入完毕之后再更新
update_cursor
elsif Input.trigger?(:UP)
Sound.play_cursor
if @index==MAX_INDEX
#强化条件
@index=MIN_INDEX
else
@index+=1
end
#输入完毕之后再更新
update_cursor
end
end
end
#index外置接口
def index
@index
end
#更新光标
def update_cursor
#设置当前bitmap名字
bitmap_name="#{GRAPHICS[0]}#{@index}"
self.bitmap=Cache.mc_title(bitmap_name)
end
#设置当前index
def set_index(index)
@index=index
end
end
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 标题类
#==============================================================================
# Scene类
class Scene_Title < Scene_Base
include LBQ::MC_Title
def start
super
@sparks=[]
@timer=0
#抄袭原版的=-=
SceneManager.clear
Graphics.freeze
#创建显示端口
create_viewports
#创建背景
create_background
#创建精灵类
create_sprites
#播放标题音乐
play_title_music
#动态阶段
@stage=0
end
#创建各种显示端口
def create_viewports
#背景
#RESOLUTION[0],RESOLUTION[1]
@bg_vp=Viewport.new(0,0,RESOLUTION[0],RESOLUTION[1])
#选项
@choice_vp=Viewport.new(0,0,RESOLUTION[0],RESOLUTION[1])
@choice_vp.z=Z_SETTINGS[0]
@spark_vp=Viewport.new(0,0,RESOLUTION[0],RESOLUTION[1])
@spark_vp.z=Z_SETTINGS[1]
@mask_vp=Viewport.new(0,0,RESOLUTION[0],RESOLUTION[1])
@mask_vp.z=Z_SETTINGS[2]
end
#创建背景
def create_background
#滚动的背景
@bg_sprite=Plane.new(@bg_vp)
#设置背景图像
@bg_sprite.bitmap=Cache.mc_title(GRAPHICS[3])
end
#更新
def update
super
#计时器+
@timer+=1
#滚动
@bg_sprite.ox+=SHIFT_SPEED[1] if @timer%SHIFT_SPEED[0]==0
@sparks.push(Sprite_lbqSpark.new(@spark_vp)) if @timer%TIME_SPARK==0
@sparks.each{|spk|spk.update }
#~ unless spk.disposed?
case @stage
when 0
@mask_sprite.opacity-=MASK_FADE[0]
if @mask_sprite.opacity<=0
@stage=1
end
when 1
#淡入阶段
@logo_sprite.opacity+=FADE_SPEED
if @logo_sprite.opacity>=255
@stage=2
end
#更新选项
@choice_sprite.update
when 2
@choice_sprite.update
#如果确定了
if Input.trigger?(:C)
Sound.play_ok
case @choice_sprite.index
when 1
@stage=3
when 2
@stage=4
when 3
@stage=5
end
end
when 3
Audio.bgm_fade(BGM_FADE)
@mask_sprite.opacity+=MASK_FADE[1]
if @mask_sprite.opacity>=255
command_new_game
end
when 4
command_continue
when 5
Audio.bgm_fade(BGM_FADE)
@mask_sprite.opacity+=MASK_FADE[1]
if @mask_sprite.opacity>=255
exit
end
end
end
#--------------------------------------------------------------------------
# ● 指令“继续游戏”
#--------------------------------------------------------------------------
def command_continue
SceneManager.call(Scene_Load)
end
#--------------------------------------------------------------------------
# ● 结束处理
#--------------------------------------------------------------------------
def terminate
super
SceneManager.snapshot_for_background
@logo_sprite.dispose
@choice_sprite.dispose
@bg_sprite.dispose
@bg_vp.dispose
@choice_vp.dispose
end
#--------------------------------------------------------------------------
# ● 指令“开始游戏”
#--------------------------------------------------------------------------
def command_new_game
DataManager.setup_new_game
$game_map.autoplay
SceneManager.goto(Scene_Map)
end
def create_sprites
@logo_sprite=Sprite_Base.new(@choice_vp)
@logo_sprite.bitmap=Cache.mc_title(GRAPHICS[2])
@logo_sprite.opacity=0
@choice_sprite=Sprite_Base.new(@choice_vp)
@choice_sprite=Sprite_MCchoice.new(@choice_vp)
@choice_sprite.opacity=0
@mask_sprite=Sprite.new(@mask_vp)
@mask_sprite.bitmap=Bitmap.new(RESOLUTION[0],RESOLUTION[1])
@mask_sprite.bitmap.fill_rect(0,0,RESOLUTION[0],RESOLUTION[1],Color.new(0,0,0))
end
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
end