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发表于 2013-12-4 20:34:46
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本帖最后由 batfjtn 于 2013-12-4 23:06 编辑
你是说XAS里面那样的效果吗?
如果是的话直接添加
[pre lang="ruby" line="1" file="Plane"]#============================================================================
# ■ Plane
#----------------------------------------------------------------------------
# 处理平面的类(DKRM追定义)
# 主要用于处理超出640*480分辨率的远景图和雾图形
#============================================================================
class Plane
#--------------------------------------------------------------------------
# ● 初始化定义
#--------------------------------------------------------------------------
def initialize(v = Viewport.new(0, 0, 640, 480))
@x = 0
@y = 0
@z = 0
@ox = 0
@oy = 0
@ox2 = 0
@oy2 = 0
@rect = v.rect
@zoom_x = 1.0
@zoom_y = 1.0
@bitmap = nil
@contents = Sprite.new
@n_w = 1
@n_h = 1
@visible = true
@tone = Tone.new(0, 0, 0, 0)
@color = Color.new(255,255,255,0)
@blend_type = 0
@opacity = 255
@dispose = false
end
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def update
@contents.x = @x
@contents.y = @y
@contents.ox = @ox2
@contents.oy = @oy2
@contents.opacity = @opacity
@contents.visible = @visible
@contents.tone = @tone
@contents.blend_type = @blend_type
@contents.z = @z
end
#--------------------------------------------------------------------------
# ● 装载图形(bitmap)
#--------------------------------------------------------------------------
def bitmap=(bitmap)
if @disposed
raise(RGSSError,"disposed window")
else
@bitmap = bitmap
count_wh
update
end
end
#--------------------------------------------------------------------------
# ● 图形
#--------------------------------------------------------------------------
def bitmap
return if @bitmap != nil
end
#--------------------------------------------------------------------------
# ● X 坐标(x)
#--------------------------------------------------------------------------
def x=(x)
if @disposed
raise(RGSSError,"disposed window")
else
@x = x
update
end
end
def x
return @x
end
#--------------------------------------------------------------------------
# ● Y 坐标(y)
#--------------------------------------------------------------------------
def y=(y)
if @disposed
raise(RGSSError,"disposed window")
else
@y = y
update
end
end
def y
return @y
end
#--------------------------------------------------------------------------
# ● Z 坐标(z)
#--------------------------------------------------------------------------
def z=(z)
if @disposed
raise(RGSSError,"disposed window")
else
@z = z
update
end
end
def z
return @z
end
#--------------------------------------------------------------------------
# ● X 漂移量(ox)
#--------------------------------------------------------------------------
def ox=(ox)
if @disposed
raise(RGSSError,"disposed window")
else
if @bitmap != nil
@ox = ox
@ox2 = ox % (@bitmap.width * @zoom_x).to_i
update
end
end
end
def ox
return @ox
end
#--------------------------------------------------------------------------
# ● Y 漂移量(oy)
#--------------------------------------------------------------------------
def oy=(oy)
if @disposed
raise(RGSSError,"disposed window")
else
if @bitmap != nil
@oy = oy
@oy2 = oy % (@bitmap.height * @zoom_y).to_i
update
end
end
end
def oy
return @oy
end
#--------------------------------------------------------------------------
# ● X 方向缩放(zoom_x)
#--------------------------------------------------------------------------
def zoom_x=(zx)
if @disposed
raise(RGSSError,"disposed window")
else
if @zoom_x != zx
@zoom_x = zx
count_wh
end
update
end
end
def zoom_x
return @zoom_x
end
#--------------------------------------------------------------------------
# ● Y 方向缩放(zoom_y)
#--------------------------------------------------------------------------
def zoom_y=(zy)
if @disposed
raise(RGSSError,"disposed window")
else
if @zoom_y != zy
@zoom_y = zy
count_wh
end
update
end
end
def zoom_y
return @zoom_y
end
#--------------------------------------------------------------------------
# ● 不透明度(opacity)
#--------------------------------------------------------------------------
def opacity=(op)
if @disposed
raise(RGSSError,"disposed window")
else
@opacity = op
update
end
end
def opacity
return @opacity
end
#--------------------------------------------------------------------------
# ● 颜色叠加(color)
#--------------------------------------------------------------------------
def color=(c)
if @disposed
raise(RGSSError,"disposed window")
else
@color = c
update
end
end
def color
return @color
end
#--------------------------------------------------------------------------
# ● 色调(tone)
#--------------------------------------------------------------------------
def tone=(tone)
if @disposed
raise(RGSSError,"disposed window")
else
@tone = tone
update
end
end
def tone
return @tone
end
#--------------------------------------------------------------------------
# ● 是否可见(visible)
#--------------------------------------------------------------------------
def visible=(v)
if @disposed
raise(RGSSError,"disposed window")
else
@visible = v
update
end
end
def visible
return @visible
end
#--------------------------------------------------------------------------
# ● 叠加模式(blend_type)
#--------------------------------------------------------------------------
def blend_type=(bt)
if @disposed
raise(RGSSError,"disposed window")
else
@blend_type = bt
update
end
end
def blend_type
return @blend_type
end
#--------------------------------------------------------------------------
# ● 释放内存(dispose)
#--------------------------------------------------------------------------
def dispose
return if @dispose
@dispose = true
@contents.bitmap.dispose if @contents.bitmap != nil
@contents.bitmap = nil
@contents.dispose if @contents != nil
@contents = nil
@bitmap.dispose if @bitmap != nil
@bitmap = nil
end
#--------------------------------------------------------------------------
# ● 检测释放(dispose?)
#--------------------------------------------------------------------------
def dispose?
@dispose
end
#--------------------------------------------------------------------------
# ● 计算Plane的长宽与精灵排布(count_wh)
#--------------------------------------------------------------------------
def count_wh
if @bitmap != nil
@n_w = @rect.width / (@bitmap.width * @zoom_x).to_i + 3
@n_h = @rect.height / (@bitmap.height * @zoom_y).to_i + 3
h = @n_h * (@bitmap.height * @zoom_y).to_i
w = @n_w * (@bitmap.width * @zoom_x).to_i
if @contents.bitmap == nil
@contents.bitmap = Bitmap.new(w, h)
end
@contents.bitmap.clear
for x in 0..@n_w
for y in 0..@n_h
rect = Rect.new(0,0,@bitmap.width,@bitmap.height)
dest_rect = Rect.new(x * @bitmap.width * @zoom_x,\
y * @bitmap.height * @zoom_y,@bitmap.width * @zoom_x,\
@bitmap.height * @zoom_y)
@contents.bitmap.stretch_blt(dest_rect, @bitmap, rect)
end
end
end
end
end
[/pre]
我这个是用了DKRM的自带脚本~~!!
不知道原版的不添加Plane这个类能不能用~~!!
然后修改Scene_Title
[pre lang="ruby" line="1"]#==============================================================================
# ■ 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 = DKRM::NEWGAME_STR
s2 = DKRM::LOADGAME_STR
s3 = DKRM::EXITGAME_STR
@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
#-----------------------------------------------
@mnpan = Plane.new
@mnpan.bitmap = RPG::Cache.title("001-Title01")
@mnpan.z = 1
#-----------------------------------------------
# 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..DKRM::FILESAVE_MAX
if FileTest.exist?("Save/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
#-------------------
@mnpan.dispose
#-------------------
@command_window.dispose
# 释放标题图形
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
#--------------
@mnpan.ox += 1
#--------------
# 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[/pre]
命令后面添加:- @mnpan = Plane.new
- @mnpan.bitmap = RPG::Cache.title("001-Title01")
- @mnpan.z = 1
复制代码 图片自己修改~!
路径自己修改
释放:- #-------------------
- @mnpan.dispose
- #-------------------
复制代码 刷新的地方添加:- #--------------
- @mnpan.ox += 1
- #--------------
复制代码 直接从XAS里面提取来的~!
没有花脑细胞~~!! |
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