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Lv1.梦旅人
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本帖最后由 byshuiyi422 于 2014-4-20 02:11 编辑
我的标题界面除了背景图外,有四个选项,分别是新的开始,旧的回忆,游戏说明,离开游戏。(这四项分别是图片,不是直接加s4=“说明”的那种)
我知道开始,读取,离开的用法。但是说明的用法不会使,所以脚本中只能用错误的expain代替。希望各位大神!解救我这个新人~ 偶将不胜欢喜。
脚本中“1”,“12”,“2","21","3" ,"31" ,"4 ","41"。是图片,分别代表这四个选项的一般效果和亮效果。
偶的错误脚本~
#==============================================================================
# ■ 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)
@start_1 = Sprite.new #高亮的开始
@start_0 = Sprite.new #一般的开始
@load_1 = Sprite.new #高亮的读取
@load_0 = Sprite.new #一般的读取
@explain_1 = Sprite.new #高亮的说明
@explain_0 = Sprite.new #一般的说明
@exit_1 = Sprite.new #高亮的退出
@exit_0 = Sprite.new #一般的退出
@start_0.bitmap =RPG::Cache.title("1")
@start_1.bitmap =RPG::Cache.title("12")
@load_0.bitmap =RPG::Cache.title("2")
@load_1.bitmap =RPG::Cache.title("21")
@explain_0.bitmap =RPG::Cache.title("3")
@explain_1.bitmap =RPG::Cache.title("31")
@exit_0.bitmap =RPG::Cache.title("4")
@exit_1.bitmap =RPG::Cache.title("41")
item_x = 320 - @start_0.bitmap.width / 2
item_y = 288
@start_0.y = item_y
@start_1.y = item_y
@start_0.x = item_x
@start_1.x = item_x
item_y += 40
@load_0.y = item_y
@load_1.y = item_y
@load_0.x = item_x
@load_1.x = item_x
item_y += 40
@explain_0.y = item_y
@explain_1.y = item_y
@explain_0.x = item_x
@explain_1.x = item_x
item_y += 40
@exit_0.y = item_y
@exit_1.y = item_y
@exit_0.x = item_x
@exit_1.x = item_x
@start_0.visible = false
@start_1.visible = true
@load_1.visible = false
@load_0.visible = true
@expain_1.visible = false
@expain_0.visible = true
@exit_1.visible = false
@exit_0.visible = true
@pic_index = 0
@text = Sprite.new
@text.bitmap = Bitmap.new(200,100)
@text.bitmap.draw_text(0,0,200,100,"shuiyyy 制作")
@text.x = 480
@text.y = 410
# 生成命令窗口
s1 = "新游戏"
s2 = "继续"
s3 = "说明"
s4 = "退出"
@command_window = Window_Command.new(192, [s1, s2, s3,s4])
@command_window.back_opacity = 160
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 288
@command_window.visible =false
# 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?("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
@start_0.bitmap.dispose
@start_1.bitmap.dispose
@load_1.bitmap.dispose
@load_0.bitmap.dispose
@expain_1.bitmap.dispose
@expain_0.bitmap.dispose
@exit_1.bitmap.dispose
@exit_0.bitmap.dispose
@start_0.dispose
@start_1.dispose
@load_1.dispose
@load_0.dispose
@expain_1.dispose
@expain_0.dispose
@exit_1.dispose
@exit_0.dispose
@text.bitmap.dispose
@text.dispose
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# Update Graphics
@title_bak.ox = @title_bak.ox + 1
if @command_window.index != @pic_index
@pic_index = @command_window.index
case @commamd_window.index
when 0
@start_0.visible = false
@start_1.visible = true
@load_1.visible = false
@load_0.bisible = true
@expain_1.visible = false
@expain_0.visible = true
@exit_1.visible = false
@exit_0.bisible = true
when 1
@start_0.visible = true
@start_1.visible = false
@load_1.visible = true
@load_0.bisible = false
@expain_1.visible = false
@expain_0.visible = true
@exit_1.visible = false
@exit_0.bisible = true
when 2
@start_0.visible = true
@start_1.visible = false
@load_1.visible = false
@load_0.bisible = true
@expain_1.visible = true
@expain_0.visible = false
@exit_1.visible = false
@exit_0.bisible = true
when 3
@start_0.visible = true
@start_1.visible = false
@load_1.visible = false
@load_0.bisible = true
@expain_1.visible = false
@expain_0.visible = true
@exit_1.visible = true
@exit_0.bisible = false
end
end
# 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 # 说明
$game_system.se_play($data_system.decision_se)
p"得见心中所念"
when 3 # 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
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