#==============================================================================
# +++ MOG - MUSIC BOX (v1.1) +++
#==============================================================================
# By Moghunter
# [url]http://www.atelier-rgss.com/[/url]
#==============================================================================
# Sistema que permite escutar as músicas tocadas durante o jogo.
#==============================================================================
#==============================================================================
# UTILIZAÇÃO
#
# 1 - Crie uma pasta com o nome MUSIC COVER
# /Graphics/Music_Cover/
#
# 2 - Copie os seguintes arquivos contidos na Demo.
# Layout.png
# Layout2.png
#
#==============================================================================
# OPCIONAL
#
# Para adicionar imagens vinculadas as músicas nomeie as imagens da
# seguinte forma.
#
# FILE_NAME + _B1
# FILE_NAME + _B2
#
# Exemplo (eg)
#
# Nome da música
# Theme5.MP3 (Ogg/mid/etc...)
#
# Nome dos arquivos gráficos que ficarão na pasta /Graphics/Music_Cover/
# Theme5_B1.png
# Theme5_B2.png
#
# NOTA - O Sufixo _B1 é a imagem que terá o efeito scrolling, caso não queira
# o efeito de deslizar a imagem basta criar apenas um arquivo de
# imagem e nomea-lo com o sufixo _B2
#
#==============================================================================
# Para chamar o script use o comando abaixo.
#
# SceneManager.call(Scene_Music_Box)
#
#==============================================================================
#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v 1.1 - Melhoria no sistema de dispose.
#==============================================================================
module MOG_MUSIC_BOX
# Posição da janela da lista de músicas.
MUSIC_LIST_POSITION_TEXT = [0, 200]
# Posição do layout da lista de músicas.
MUSIC_LIST_POSITION_LAYOUT = [0, 195]
# Tempo para ocultar a janela de lista de músicas.
MUSICLIST_FADE_TIME = 2#(Sec)
# Definição da velocidade de deslizar a imagem de fundo. [X,Y]
BACKGROUND_SCROLL_SPEED = [2,0]
# Ativar a animação do gráfico do personagem. *(Não é obrigatório ser
# a imagem de um personagem, você pode criar outros efeitos de animações
# no lugar do personagem.
CHARACTER_SPRITE = true
# Velociadade da animação do personagem.
CHARACTER_ANIMATION_SPEED = 30
# Posição do personagem
CHARACTER_POSITION = [500,280]
# Definição da palavra Completado.
COMPLETED_WORD = "Completed"
# Posição do texto de informação.
INFO_POSITION = [0,573]
# Incluir músicas contidas no RTP.
INCLUDE_RTP = true
# Definição do diretório que foi instalado o RTP.
# Por padrão o caminho do diretório foi baseado no Windows 7 (64Bits).
# Outros sistemas operacionais o caminho do diretório é diferente.
RTP_PATH = "D:\software\game maker\RPG Maker VX Ace\RTP\Audio\BGM"
# Ativar o comando Music Box no menu principal.
MENU_COMMAND = false
# Nome do comando
MENU_COMMAND_NAME = "Music Box"
end
#===============================================================================
# ■ Game System
#===============================================================================
class Game_System
attr_accessor :music_book_list
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_music_book_initialize initialize
def initialize
mog_music_book_initialize
music_book_setup
end
#--------------------------------------------------------------------------
# ● Music Book Setup
#--------------------------------------------------------------------------
def music_book_setup
return if !SceneManager.scene_is?(Scene_Title)
@music_book_list = []
@music_book_list.push([$data_system.title_bgm.name,true]) if $data_system.title_bgm.name != ""
path = "Audio/BGM/"
make_music_list(path)
if MOG_MUSIC_BOX::INCLUDE_RTP
path = MOG_MUSIC_BOX::RTP_PATH
make_music_list(path)
end
end
#--------------------------------------------------------------------------
# ● Make_Music_List
#--------------------------------------------------------------------------
def make_music_list(path)
return if !File.directory?(path)
list = Dir.entries(path)
for i in 2...list.size
file_name = File.basename(list[i].to_s, ".*")
@music_book_list.push([file_name,false]) unless repeated_song?(file_name)
end
end
#--------------------------------------------------------------------------
# ● Repeated Song?
#--------------------------------------------------------------------------
def repeated_song?(file_name)
for i in [email]0...@music_book_list.size[/email]
return true if @music_book_list[i].include?(file_name)
end
return false
end
end
#===============================================================================
# ■ RPG AudioFile
#===============================================================================
class RPG::BGM < RPG::AudioFile
#--------------------------------------------------------------------------
# ● Play
#--------------------------------------------------------------------------
alias mog_music_book_play play
def play(pos = 0)
mog_music_book_play(pos)
check_music_book
end
#--------------------------------------------------------------------------
# ● Check Music Book
#--------------------------------------------------------------------------
def check_music_book
return if $game_system.music_book_list == nil
return if @name.empty?
for i in 0...$game_system.music_book_list.size
if $game_system.music_book_list[i][0] == @name
$game_system.music_book_list[i][1] = true
break
end
end
end
end
#===============================================================================
# ■ RPG Cache
#===============================================================================
module Cache
#--------------------------------------------------------------------------
# ● Music Cover
#--------------------------------------------------------------------------
def self.music_cover(filename)
load_bitmap("Graphics/Music_Cover/", filename)
end
end
#===============================================================================
# ■ RPG_FileTest
#===============================================================================
module RPG_FileTest
#--------------------------------------------------------------------------
# ● RPG_FileTest.music_cover_exist?
#--------------------------------------------------------------------------
def RPG_FileTest.music_cover_exist?(filename)
return Cache.music_cover(filename) rescue return false
end
end
#==============================================================================
# ■ Window_Picture
#==============================================================================
class Window_Music_List < Window_Selectable
#------------------------------------------------------------------------------
# ● Initialize
#------------------------------------------------------------------------------
def initialize
super(0, 0, 544, 280)
self.opacity = 0
[url=home.php?mod=space&uid=370741]@Index[/url] = -1
@item_max = $game_system.music_book_list.size
refresh
select(0)
activate
end
def set_cursor
mouse_row, mouse_col = mouse_window_area
if mouse_row == -1
@move_state += 1 if need_scroll?
cursor_up if (@move_state - 1) % 4 == 0 && !is_horzcommand?
elsif mouse_row == -2
@move_state += 1 if need_scroll?
cursor_down if (@move_state - 1) % 4 == 0 && !is_horzcommand?
elsif mouse_col == -1
@move_state += 1 if need_scroll?
cursor_left if (@move_state - 1) % 16 == 0 && is_horzcommand?
elsif mouse_col == -2
@move_state += 1 if need_scroll?
cursor_right if (@move_state - 1) % 16 == 0 && is_horzcommand?
else
@move_state = 0
new_index = (top_row + mouse_row) * col_max + mouse_col
select(new_index) if new_index < item_max && new_index != @index
end
end
#------------------------------------------------------------------------------
# ● Refresh
#------------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
if @item_max > 0
self.contents = Bitmap.new(width - 32, 24 * @item_max)
for i in 0...@item_max
draw_item(i)
end
return
end
self.contents = Bitmap.new(width - 32, 24)
self.contents.draw_text(x,y,440,32,"No Data",0)
end
#------------------------------------------------------------------------------
# ● draw_item
#------------------------------------------------------------------------------
def draw_item(index)
x = 0
y = 24 * index
if $game_system.music_book_list[index][1]
change_color(normal_color,true)
music = "N" + sprintf("%02d", index + 1).to_s + " - "+ $game_system.music_book_list[index][0].to_s
else
change_color(normal_color,false)
music = "N" + sprintf("%02d", index + 1).to_s + " - Not Available"
end
self.contents.draw_text(x,y,440,32,music,0)
end
#------------------------------------------------------------------------------
# ● Col Max
#------------------------------------------------------------------------------
def col_max
return 1
end
#------------------------------------------------------------------------------
# ● Item Max
#------------------------------------------------------------------------------
def item_max
return @item_max == nil ? 0 : @item_max
end
end
#===============================================================================
# ■ Scene Music Box
#===============================================================================
class Scene_Music_Box
include MOG_MUSIC_BOX
#--------------------------------------------------------------------------
# ● Main
#--------------------------------------------------------------------------
def main
execute_dispose
create_music_list
create_layout
create_sprite_now_playing
create_character
execute_loop
execute_dispose
end
#--------------------------------------------------------------------------
# ● Execute Loop
#--------------------------------------------------------------------------
def execute_loop
Graphics.transition
loop do
Graphics.update
Input.update
update
break if SceneManager.scene != self
end
end
#--------------------------------------------------------------------------
# ● Create Layout
#--------------------------------------------------------------------------
def create_layout
@background = Plane.new
@background.z = 1
@background2 = Sprite.new
@background2.z = 2
@layout = Sprite.new
@layout.bitmap = Cache.music_cover("Layout")
@layout.z = 90
@old_index = -1
end
#--------------------------------------------------------------------------
# ● create Sprite now Playing
#--------------------------------------------------------------------------
def create_sprite_now_playing
@now_playing = Plane.new
@now_playing.bitmap = Bitmap.new(800,608)
@now_playing.z = 100
check_completion
make_now_playing(true)
end
#--------------------------------------------------------------------------
# ● Check Completion
#--------------------------------------------------------------------------
def check_completion
comp = 0
for i in 0...$game_system.music_book_list.size
comp += 1 if $game_system.music_book_list[i][1]
end
if $game_system.music_book_list.size > 0
@completed = "( " + COMPLETED_WORD + " " + (comp.to_f / $game_system.music_book_list.size * 100).truncate.to_s + "% )"
else
@completed = "( " + COMPLETED_WORD + " )"
end
end
#--------------------------------------------------------------------------
# ● Create_Character
#--------------------------------------------------------------------------
def create_character
return if !CHARACTER_SPRITE
@character_index = 0
@character_animation_speed = 0
@character = Sprite.new
@character.z = 80
@character_image = Cache.music_cover("Character")
@character_frame_max = @character_image.width / @character_image.height
@character_width = @character_image.width / @character_frame_max
@character.bitmap = Bitmap.new(@character_width,@character_image.height)
@character.x = CHARACTER_POSITION[0]
@character.y = CHARACTER_POSITION[1]
make_character_bitmap
end
#--------------------------------------------------------------------------
# ● Make Now Playing
#--------------------------------------------------------------------------
def make_now_playing(init = false)
@now_playing.bitmap.clear
@now_playing.bitmap.font.size = 20
@now_playing.bitmap.font.bold = true
text = song_name + " " + @completed
text = @completed if init
@now_playing.bitmap.draw_text(INFO_POSITION[0],INFO_POSITION[1], 800, 32, text.to_s,1)
@now_playing.opacity = 0
end
#--------------------------------------------------------------------------
# ● Make Background
#--------------------------------------------------------------------------
def make_background
if @background.bitmap != nil
@background.bitmap.dispose
@background.bitmap = nil
end
if RPG_FileTest.music_cover_exist?(song_name + "_B1")
@background.bitmap = Cache.music_cover(song_name + "_B1")
else
@background.bitmap = Cache.music_cover("")
end
@background.opacity = 0
if @background2.bitmap != nil
@background2.bitmap.dispose
@background2.bitmap = nil
end
if RPG_FileTest.music_cover_exist?(song_name + "_B2")
@background2.bitmap = Cache.music_cover(song_name + "_B2")
else
@background2.bitmap = Cache.music_cover("")
end
@background2.opacity = 0
end
#--------------------------------------------------------------------------
# ● Song Name
#--------------------------------------------------------------------------
def song_name
if $game_system.music_book_list.size == 0
return ""
end
return $game_system.music_book_list[@music_list_window.index][0].to_s
end
#--------------------------------------------------------------------------
# ● Create_Music_List
#--------------------------------------------------------------------------
def create_music_list
[url=home.php?mod=space&uid=76426]@stop[/url] = true
@layout2 = Sprite.new
@layout2.bitmap = Cache.music_cover("Layout2")
@layout_org_position = [MUSIC_LIST_POSITION_LAYOUT[0],MUSIC_LIST_POSITION_LAYOUT[1]]
@layout2.y = @layout_org_position[1]
@layout2.z = 90
@music_list_window = Window_Music_List.new
@music_list_window.z = 100
@music_list_window_org = [MUSIC_LIST_POSITION_TEXT[0],MUSIC_LIST_POSITION_TEXT[1]]
@music_list_window.y = @music_list_window_org[1]
@music_index = @music_list_window.index
@fade_max = 60 + 60 * MUSICLIST_FADE_TIME
@fade_time = @fade_max
@music_list_window.x = 0
@music_list_window.contents_opacity = 0
@layout2.x = 0
@layout2.opacity = 0
end
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize
BattleManager.save_bgm_and_bgs
RPG::BGM.fade(2 * 1000)
RPG::BGS.fade(2 * 1000)
@w_visible = true
end
#--------------------------------------------------------------------------
# ● Execute Dispose
#--------------------------------------------------------------------------
def execute_dispose
return if @layout == nil
Graphics.freeze
@music_list_window.dispose
if @background.bitmap != nil
@background.bitmap.dispose
end
@background.dispose
if @background2.bitmap != nil
@background2.bitmap.dispose
end
@background2.dispose
@layout.bitmap.dispose
@layout.dispose
@layout = nil
@layout2.bitmap.dispose
@layout2.dispose
@now_playing.bitmap.dispose
@now_playing.dispose
if CHARACTER_SPRITE
@character.bitmap.dispose
@character.dispose
@character_image.dispose
end
RPG::BGM.stop
BattleManager.replay_bgm_and_bgs
end
#--------------------------------------------------------------------------
# ● Hide_Layout
#--------------------------------------------------------------------------
def hide_layout
Sound.play_ok
@w_visible = @w_visible == true ? false : true
@fade_time = @w_visible ? @fade_max : 0
@layout.visible = @w_visible
if CHARACTER_SPRITE
@character.visible = @w_visible
end
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
update_commands
update_animation
end
#--------------------------------------------------------------------------
# ● Update Animation
#--------------------------------------------------------------------------
def update_animation
@now_playing.opacity += 2
@now_playing.ox += 1
update_list_fade
update_character_animation
update_background_animation
end
#--------------------------------------------------------------------------
# ● Update Background Animation
#--------------------------------------------------------------------------
def update_background_animation
@background.opacity += 1
@background2.opacity += 1
@background.ox += BACKGROUND_SCROLL_SPEED[0]
@background.oy += BACKGROUND_SCROLL_SPEED[1]
end
#--------------------------------------------------------------------------
# ● Update Character Animation
#--------------------------------------------------------------------------
def update_character_animation
return if !CHARACTER_SPRITE or @stop
@character_animation_speed += 1
if @character_animation_speed > CHARACTER_ANIMATION_SPEED
@character_animation_speed = 0
@character_index += 1
@character_index = 0 if @character_index >= @character_frame_max
make_character_bitmap
end
end
#--------------------------------------------------------------------------
# ● Make Character_bitmap
#--------------------------------------------------------------------------
def make_character_bitmap
@character.bitmap.clear
src_rect_back = Rect.new(@character_width * @character_index, 0,@character_width,@character_image.height)
@character.bitmap.blt(0,0, @character_image, src_rect_back)
end
#--------------------------------------------------------------------------
# ● Update List Fade
#--------------------------------------------------------------------------
def update_list_fade
@fade_time = @fade_max if moved?
slide_speed = 5
fade_speed = 3
if @fade_time > 0
@fade_time -= 1
@layout2.opacity += fade_speed * 2
@music_list_window.contents_opacity += fade_speed * 2
if @music_list_window.x < @music_list_window_org[0]
@music_list_window.x += slide_speed * 2
@layout2.x += slide_speed * 2
if @music_list_window.x >= @music_list_window_org[0]
@music_list_window.x = @music_list_window_org[0]
@layout2.x = @layout_org_position[0]
end
end
else
@music_list_window.x -= slide_speed
@music_list_window.contents_opacity -= fade_speed
@layout2.x -= slide_speed
@layout2.opacity -= fade_speed
if @music_list_window.x < -800
@music_list_window.x = -800
@music_list_window.contents_opacity = 0
@layout2.x = -800
@layout2.opacity = 0
end
end
end
#--------------------------------------------------------------------------
# ● Moved?
#--------------------------------------------------------------------------
def moved?
return true if Input.trigger?(:C)
return true if Input.trigger?(:B)
return true if Input.trigger?(:X)
return true if Input.trigger?(:R)
return true if Input.trigger?(:L)
return true if Input.press?(Input.dir4)
return false
end
#--------------------------------------------------------------------------
# ● Update Commands
#--------------------------------------------------------------------------
def update_commands
@music_list_window.update
if Input.trigger?(:B)
return_to_scene
elsif Input.trigger?(:C)
play_song
elsif Input.trigger?(:X)
stop_song
elsif Input.trigger?(:Y)
hide_layout
end
end
#--------------------------------------------------------------------------
# ● Return to Scene
#--------------------------------------------------------------------------
def return_to_scene
return if @fade_time == 0 and @layout2.opacity == 0
Sound.play_cancel
SceneManager.return
end
#--------------------------------------------------------------------------
# ● index_changed?
#--------------------------------------------------------------------------
def index_changed?
if @old_index != @music_list_window.index
@old_index = @music_list_window.index
return true
end
return false
end
#--------------------------------------------------------------------------
# ● Play Song
#--------------------------------------------------------------------------
def play_song
return if $game_system.music_book_list.size == 0
return if @fade_time == 0 and @layout2.opacity == 0
if $game_system.music_book_list[@music_list_window.index][1]
if index_changed? or @stop
Sound.play_ok
@stop = false
Audio.bgm_play("Audio/BGM/" + song_name, 100, 100) rescue nil
make_background
make_now_playing
end
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# ● Stop Song
#--------------------------------------------------------------------------
def stop_song
Sound.play_ok
@stop = true
RPG::BGM.fade(3 * 1000)
make_now_playing(true)
end
end
if MOG_MUSIC_BOX::MENU_COMMAND
#==============================================================================
# ■ Window Menu Command
#==============================================================================
class Window_MenuCommand < Window_Command
#------------------------------------------------------------------------------
# ● Add Main Commands
#------------------------------------------------------------------------------
alias mog_musicbox_add_main_commands add_main_commands
def add_main_commands
mog_musicbox_add_main_commands
add_command(MOG_MUSIC_BOX::MENU_COMMAND_NAME, :musicbox, main_commands_enabled)
end
end
#==============================================================================
# ■ Scene Menu
#==============================================================================
class Scene_Menu < Scene_MenuBase
#------------------------------------------------------------------------------
# ● Create Command Windows
#------------------------------------------------------------------------------
alias mog_musicbox_create_command_window create_command_window
def create_command_window
mog_musicbox_create_command_window
@command_window.set_handler(:musicbox, method(:Music_Box))
end
#------------------------------------------------------------------------------
# ● Music Box
#------------------------------------------------------------------------------
def Music_Box
SceneManager.call(Scene_Music_Box)
end
end
end
$mog_rgss3_music_box = true