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Lv1.梦旅人
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- 2008-8-5
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把一次性存档文件放到临时文件夹中,读档后删除一次性存档,并在 Scene_Title 判断一次性存档是否存在
在 RANGE 那里设置需要一次性存档的索引范围(从 0 开始):
- #==============================================================================
- # ■ Scene_File
- #------------------------------------------------------------------------------
- # 存档画面及读档画面的超级类。
- #==============================================================================
- class Scene_File
- RANGE = 0..1
- @@path = " " * 512
- Win32API.new("kernel32", "GetTempPathA", %w%L P%, 'L').call(512, @@path)
- @@path.strip!
- @@path.slice!(-1, 1)
- #--------------------------------------------------------------------------
- # ● 获取临时文件夹路径
- #--------------------------------------------------------------------------
- def self.path
- @@path
- end
- #--------------------------------------------------------------------------
- # ● 生成文件名
- # file_index : 文件名的索引 (0~3)
- #--------------------------------------------------------------------------
- def make_filename(file_index)
- return (RANGE === file_index ? @@path : "") +
- "Save#{file_index + 1}.rxdata"
- end
- end
- #==============================================================================
- # ■ Window_SaveFile
- #------------------------------------------------------------------------------
- # 显示存档以及读档画面、保存文件的窗口。
- #==============================================================================
- class Window_SaveFile < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # file_index : 存档文件的索引 (0~3)
- # filename : 文件名
- #--------------------------------------------------------------------------
- def initialize(file_index, filename)
- super(0, 64 + file_index % 4 * 104, 640, 104)
- self.contents = Bitmap.new(width - 32, height - 32)
- @file_index = file_index
- @filename = filename
- @time_stamp = Time.at(0)
- @file_exist = FileTest.exist?(@filename)
- if @file_exist
- file = File.open(@filename, "r")
- @time_stamp = file.mtime
- @characters = Marshal.load(file)
- @frame_count = Marshal.load(file)
- @game_system = Marshal.load(file)
- @game_switches = Marshal.load(file)
- @game_variables = Marshal.load(file)
- @total_sec = @frame_count / Graphics.frame_rate
- file.close
- end
- refresh
- @selected = false
- end
- end
- #==============================================================================
- # ■ Scene_Load
- #------------------------------------------------------------------------------
- # 处理读档画面的类。
- #==============================================================================
- class Scene_Load < Scene_File
- alias on_decision_old on_decision if !method_defined? :on_decision_old
- #--------------------------------------------------------------------------
- # ● 确定时的处理
- #--------------------------------------------------------------------------
- def on_decision(filename)
- on_decision_old(filename)
- File.delete(filename) if filename.include?(@@path)
- 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
- $game_system = Game_System.new
- # 生成标题图形
- @sprite = Sprite.new
- @sprite.bitmap = RPG::Cache.title($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(192, [s1, s2, s3])
- @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?((Scene_File::RANGE === i ? Scene_File.path : "") +
- "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
- end
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