#============================================================================== # ■ Scene_zhenwei #------------------------------------------------------------------------------ # 处理菜单画面的类。 #============================================================================== class Scene_zhenwei #-------------------------------------------------------------------------- # ● 初始化对像 # zhenwei_index : 命令光标的初期位置,zhenwei_index = 9,chuzhan_index = 0 #-------------------------------------------------------------------------- def initialize(zhenwei_index = 0) @zhenwei_index = zhenwei_index # @chuzhan_index = chuzhan_index @wait_time = 0 end #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- def main#(zhenwei_index=0) # 生成地图背景 @zhenwei_TransparentBackground = Spriteset_Map.new @chuzhan_IndexCommand = Window_chuzhanCommand.new # 生成出战菜单选项 @zhenwei_IndexCommand = Window_zhenweiCommand.new#(zhenwei_index = 0) # @zhenwei_IndexCommand = Window_zhenweiCommand.new # @zhenwei_IndexCommand.index = @zhenwei_index # 冻结 Graphics.transition update while $scene == self # 不切换场景就一直循环 # update while $scene == self # 渐变 Graphics.freeze @zhenwei_IndexCommand.dispose # @chuzhan_IndexCommand.dispose #update end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update Graphics.update Input.update @wait_time -= 1 # @spriteset.update # @zhenwei_IndexCommand.active=true # @window_CB_selected_troop.update # return # end @zhenwei_IndexCommand.update update_zhenwei_IndexCommand # break end #-------------------------------------------------------------------------- # ● 刷新画面 (命令窗口被激活的情况下) #-------------------------------------------------------------------------- def update_zhenwei_IndexCommand # end # 按下 C 键的情况下 if Input.trigger?(Input::C) # @zhenwei_IndexCommand.zhenwei_index == 0 if @zhenwei_IndexCommand.zhenwei_index == 0 @zhenwei_IndexCommand.zhenwei_1_spawn elsif if @zhenwei_IndexCommand.zhenwei_index == 1 @zhenwei_IndexCommand.zhenwei_2_spawn elsif if @zhenwei_IndexCommand.zhenwei_index == 2 @zhenwei_IndexCommand.zhenwei_3_spawn elsif if @zhenwei_IndexCommand.zhenwei_index == 3 @zhenwei_IndexCommand.zhenwei_4_spawn elsif if @zhenwei_IndexCommand.zhenwei_index == 4 @zhenwei_IndexCommand.zhenwei_5_spawn elsif if @zhenwei_IndexCommand.zhenwei_index == 5 @zhenwei_IndexCommand.zhenwei_6_spawn elsif if @zhenwei_IndexCommand.zhenwei_index == 6 @zhenwei_IndexCommand.zhenwei_7_spawn elsif if @zhenwei_IndexCommand.zhenwei_index == 7 @zhenwei_IndexCommand.zhenwei_8_spawn elsif if @zhenwei_IndexCommand.zhenwei_index == 8 @zhenwei_IndexCommand.zhenwei_9_spawn elsif if @zhenwei_IndexCommand.zhenwei_index == 9 @zhenwei_IndexCommand.zhenwei_10_spawn end end end end end end end end end end # 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_chuzhan.new return end end end end
#============================================================================== # ■ Window_MenuCommand #------------------------------------------------------------------------------ # 菜单的命令选择行窗口。 #============================================================================== class Window_zhenweiCommand < Window_Base attr_reader :chuzhan_index attr_reader :zhenwei_index #-------------------------------------------------------------------------- # ● 初始化对像 # actor : 角色 #-------------------------------------------------------------------------- def initialize(zhenwei_index=0) @zhenwei_index=0 super(32+200, 32, 480, 320) origin_x=120 origin_y=110 @zhenwei_base = Sprite.new @zhenwei_base.bitmap = RPG::Cache.title("") @zhenwei_base.x = 200#origin_x @zhenwei_base.y = 20#origin_y @zhenwei_buttons = [] #@底部按钮=[] @zhenwei_base_1 = Sprite.new #@完成按钮=精灵.new @zhenwei_base_1.bitmap = RPG::Cache.title("bottom-button-2-basic") @zhenwei_base_1.x = origin_x+10 @zhenwei_base_1.y = origin_y+50 @zhenwei_base_2 = Sprite.new #@完成按钮=精灵.new @zhenwei_base_2.bitmap = RPG::Cache.title("bottom-button-2-basic") @zhenwei_base_2.x = origin_x+80 @zhenwei_base_2.y = origin_y+100 @zhenwei_base_3 = Sprite.new #@完成按钮=精灵.new @zhenwei_base_3.bitmap = RPG::Cache.title("bottom-button-2-basic") @zhenwei_base_3.x = origin_x+10 @zhenwei_base_3.y = origin_y+160 @zhenwei_base_4 = Sprite.new #@完成按钮=精灵.new @zhenwei_base_4.bitmap = RPG::Cache.title("bottom-button-2-basic") @zhenwei_base_4.x = origin_x+80 @zhenwei_base_4.y = origin_y+180 @zhenwei_base_5 = Sprite.new #@完成按钮=精灵.new @zhenwei_base_5.bitmap = RPG::Cache.title("bottom-button-2-basic") @zhenwei_base_5.x = origin_x+10 @zhenwei_base_5.y = origin_y+240 @zhenwei_base_6 = Sprite.new #@完成按钮=精灵.new @zhenwei_base_6.bitmap = RPG::Cache.title("bottom-button-2-basic") @zhenwei_base_6.x = origin_x+180 @zhenwei_base_6.y = origin_y+50 @zhenwei_base_7 = Sprite.new #@完成按钮=精灵.new @zhenwei_base_7.bitmap = RPG::Cache.title("bottom-button-2-basic") @zhenwei_base_7.x = origin_x+240 @zhenwei_base_7.y = origin_y+80 @zhenwei_base_8 = Sprite.new #@完成按钮=精灵.new @zhenwei_base_8.bitmap = RPG::Cache.title("bottom-button-2-basic") @zhenwei_base_8.x = origin_x+180 @zhenwei_base_8.y = origin_y+160 @zhenwei_base_9 = Sprite.new #@完成按钮=精灵.new @zhenwei_base_9.bitmap = RPG::Cache.title("bottom-button-2-basic") @zhenwei_base_9.x = origin_x+240 @zhenwei_base_9.y = origin_y+180 @zhenwei_base_10 = Sprite.new #@完成按钮=精灵.new @zhenwei_base_10.bitmap = RPG::Cache.title("bottom-button-2-basic") @zhenwei_base_10.x = origin_x+180 @zhenwei_base_10.y = origin_y+240 @zhenwei_buttons.push @zhenwei_base_1# @底部按钮。按下完成按钮 @zhenwei_buttons.push @zhenwei_base_2# @底部按钮。按下完成按钮 @zhenwei_buttons.push @zhenwei_base_3# @底部按钮。按下完成按钮 @zhenwei_buttons.push @zhenwei_base_4# @底部按钮。按下完成按钮 @zhenwei_buttons.push @zhenwei_base_5# @底部按钮。按下完成按钮 @zhenwei_buttons.push @zhenwei_base_6# @底部按钮。按下完成按钮 @zhenwei_buttons.push @zhenwei_base_7# @底部按钮。按下完成按钮 @zhenwei_buttons.push @zhenwei_base_8# @底部按钮。按下完成按钮 @zhenwei_buttons.push @zhenwei_base_9# @底部按钮。按下完成按钮 @zhenwei_buttons.push @zhenwei_base_10# @底部按钮。按下完成按钮 # @zhenwei_index = index # @zhenwei_index =0 adj_x = 0 # 调整_x=0 adj_y = 0 # 调整_y=0 #-------------------------------------------------------------------------- # ● 一些方法的重载 #-------------------------------------------------------------------------- def dispose #定义释放 # @zhenwei_base.dispose @zhenwei_base_1.dispose @zhenwei_base_2.dispose @zhenwei_base_3.dispose @zhenwei_base_4.dispose @zhenwei_base_5.dispose @zhenwei_base_6.dispose @zhenwei_base_7.dispose @zhenwei_base_8.dispose @zhenwei_base_9.dispose @zhenwei_base_10.dispose def z=(z) super(z) # @delete_button.z=z+1 # @zhenwei_base.z=z+1 # @zhenwei_base_1.z=z+1 # @zhenwei_base_2.z=z+1 # @zhenwei_base_3.z=z+1 # @zhenwei_base_4.z=z+1 # @zhenwei_base_5.z=z+1 # @zhenwei_base_6.z=z+1 # @zhenwei_base_7.z=z+1 # @zhenwei_base_8.z=z+1 # @zhenwei_base_9.z=z+1 # @zhenwei_base_10.z=z+1 end def x=(x) super(x) adj_x = 0 # @button_base.x=x+origin_x # @zhenwei_base_1.x=x+origin_x+10 # @zhenwei_base_2.x=x+origin_x+50 # @zhenwei_base_3.x=x+origin_x+10 # @zhenwei_base_4.x=x+origin_x+50 # @zhenwei_base_5.x=x+origin_x+10 # @zhenwei_base_6.x=x+origin_x+100 # @zhenwei_base_7.x=x+origin_x+180 # @zhenwei_base_8.x=x+origin_x+100 # @zhenwei_base_9.x=x+origin_x+180 # @zhenwei_base_10.x=x+origin_x+100 end # def y=(y) super(y) # adj_y = 0 # @zhenwei_base_1.y=y+origin_y+40 # @zhenwei_base_2.y=y+origin_y+80 # @zhenwei_base_3.y=y+origin_y+40 # @zhenwei_base_4.y=y+origin_y+80 # @zhenwei_base_5.y=y+origin_y+40 # @zhenwei_base_6.y=y+origin_y+120 # @zhenwei_base_7.y=y+origin_y+180 # @zhenwei_base_8.y=y+origin_y+120 # @zhenwei_base_9.y=y+origin_y+180 # @zhenwei_base_10.y=y+origin_y+120 end def visible=(visible) super(visible) # @zhenwei_base.visible = visible @zhenwei_base_1.visible = visible @zhenwei_base_2.visible = visible @zhenwei_base_3.visible = visible @zhenwei_base_4.visible = visible @zhenwei_base_5.visible = visible @zhenwei_base_6.visible = visible @zhenwei_base_7.visible = visible @zhenwei_base_8.visible = visible @zhenwei_base_9.visible = visible @zhenwei_base_10.visible = visible # @finish_button.visible = visible end end def contents_opacity=(opacity) super(opacity) @zhenwei_base_1.opacity = opacity @zhenwei_base_2.opacity = opacity @zhenwei_base_3.opacity = opacity @zhenwei_base_4.opacity = opacity @zhenwei_base_5.opacity = opacity @zhenwei_base_6.opacity = opacity @zhenwei_base_7.opacity = opacity @zhenwei_base_8.opacity = opacity @zhenwei_base_9.opacity = opacity @zhenwei_base_10.opacity = opacity @finish_button.opacity = opacity end end def index=(index) @zhenwei_index=index end def back_normal(index) #p index @zhenwei_index = -1 for i in 0..@max_item_row_2-1 @zhenwei_buttons[i].bitmap = RPG::Cache.title("bottom-button-"+(i+1).to_s+"-basic")#+i.to_s) end else @zhenwei_buttons[index].bitmap = RPG::Cache.title("bottom-button-"+(index+1).to_s+"-basic")#+i.to_s) end end #-------------------------------------------------------------------------- # ● 更新光标矩形 #-------------------------------------------------------------------------- def update_cursor_rect if @zhenwei_index < 0 for i in 0..@max_item_row_2-1 back_normal(i) end return end #p @index,@second_index # @second_index%=2 完成 @zhenwei_buttons[@zhenwei_index].bitmap = RPG::Cache.title("bottom-button-"+(@second_index+1).to_s+"-l")#+i.to_s) end # end #-------------------------------------------------------------------------- # ● 刷新画面 #-------------------------------------------------------------------------- def update if self.active if Input.repeat?(Input::DOWN) $game_system.se_play($data_system.cursor_se) @v_index = (@v_index+1)%@max_row #@last_index = @index if @v_index == 0 #back_normal(@zhenwei_index) @zhenwei_index = -1 for i in 0..@max_item_row_2-1 back_normal(i) end else #back_normal(@index) @zhenwei_index = 1 #@index%=@max_item_row_2 if @player_or_enermy == 0 @groups[@index].bitmap = RPG::Cache.title("team-basic")#+i.to_s) else @groups[@index].bitmap = RPG::Cache.title("enermy-basic")#+i.to_s) end end refresh end if Input.repeat?(Input::UP) $game_system.se_play($data_system.cursor_se) #back_normal(@index) @v_index = (@v_index-1)%@max_row # @last_index = @index if @v_index == 0 #back_normal(@zhenwei_index) @zhenwei_index = -1 for i in 0..@max_item_row_2-1 back_normal(i) end else #back_normal(@index) @zhenwei_index = 1 #@index%=@max_item_row_2 if @player_or_enermy == 0 #队伍1-5背景 @groups[@index].bitmap = RPG::Cache.title("team-basic")#+i.to_s) else # 敌人队伍1-5背景 @groups[@index].bitmap = RPG::Cache.title("enermy-basic")#+i.to_s) end end refresh end if @v_index == 0 # 方向键左被按下的情况下 if Input.repeat?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) back_normal(@index) @index = (@index+1)%@group_max until @able[@index] @index = (@index+1)%@group_max end refresh end # 方向键右被按下的情况下 if Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) back_normal(@index) @index = (@index+@item_max-1)%@group_max until @able[@index] @index = (@index+@item_max-1)%@group_max end refresh end else # level 2 # 方向键左被按下的情况下 if Input.repeat?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) back_normal(@zhenwei_index) @zhenwei_index = (@zhenwei_index+1)%@max_item_row_2 #p @zhenwei_index refresh end # 方向键右被按下的情况下 if Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) back_normal(@zhenwei_index) @zhenwei_index = (@zhenwei_index-1)%@max_item_row_2 refresh end end # @v_index == 0 end update_cursor_rect #if @slide_over end #-------------------------------------------------------------------------- # ● 获取东西 #-------------------------------------------------------------------------- def item_num(index = @index) # 定义项目 (索引=@索引) return @selected_units[@index].size end def set_units(a) @selected_units = a end #-------------------------------------------------------------------------- # ● 更新内容 #-------------------------------------------------------------------------- def refresh for i in 0...@item_max @icons[i].bitmap = nil end #对于i,单位为0..@选定的单位[@索引]。大小-1 for i in 0..@selected_units[@index].size-1 @icons[i].bitmap = RPG::Cache.icon(Figter_data::CHARACTER_NAME[@selected_units[@index][i]]) #p Figter_data::CHARACTER_NAME[twoArray[@index][i]] end end #-------------------------------------------------------------------------- # ● 阵位1 #-------------------------------------------------------------------------- def zhenwei_1_spawn # @efs_team_spawn[@index]=[9,11] $scene = Scene_chuzhan.new(4) end #-------------------------------------------------------------------------- # ● 阵位2 #-------------------------------------------------------------------------- def zhenwei_2_spawn #@efs_team_spawn[@index]=[9,12] $scene = Scene_chuzhan.new end #-------------------------------------------------------------------------- # ● 阵位3 #-------------------------------------------------------------------------- def zhenwei_3_spawn # @efs_team_spawn[@index]=[9,13] $scene = Scene_chuzhan.new #refresh end #-------------------------------------------------------------------------- # ● 阵位4 #-------------------------------------------------------------------------- def zhenwei_4_spawn # @efs_team_spawn[@index]=[9,14] $scene = Scene_chuzhan.new# refresh end #-------------------------------------------------------------------------- # ● 阵位5 #-------------------------------------------------------------------------- def zhenwei_5_spawn # @efs_team_spawn[@index]=[9,15] $scene = Scene_chuzhan.new # refresh end #-------------------------------------------------------------------------- # ● 阵位6 #-------------------------------------------------------------------------- def zhenwei_6_spawn # @efs_team_spawn[@index]=[9,16] $scene = Scene_chuzhan.new # refresh end #-------------------------------------------------------------------------- # ● 阵位7 #-------------------------------------------------------------------------- def zhenwei_7_spawn # @efs_team_spawn[@index]=[9,17] $scene = Scene_chuzhan.new# refresh end #-------------------------------------------------------------------------- # ● 阵位8 #-------------------------------------------------------------------------- def zhenwei_8_spawn # @efs_team_spawn[@index]=[9,18] $scene = Scene_chuzhan.new #refresh end #-------------------------------------------------------------------------- # ● 阵位9 #-------------------------------------------------------------------------- def zhenwei_9_spawn # @efs_team_spawn[@index]=[9,19] $scene = Scene_chuzhan.new # refresh end #-------------------------------------------------------------------------- # ● 阵位10 #-------------------------------------------------------------------------- def zhenwei_10_spawn # @efs_team_spawn[@index]=[9,20] $scene = Scene_chuzhan.new # refresh end
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