#==============================================================================
# ■ Scene_Menu
#------------------------------------------------------------------------------
# 這個類用來執行顯示ESC選單畫面的程式。
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# ● 物件初始化
# menu_index : 命令游標的起始位置
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ● 开始处理
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@status_window = Window_MenuStatus.new(142, 287)
end
#--------------------------------------------------------------------------
# ● 程式中止
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● 帧更新
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# ● 创建命令视窗
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::status
s3 = Vocab::save
s4 = Vocab::game_end
@command_window = Window_Command.new(140, [s1, s2, s3, s4])
@command_window.x = 1 # 改变窗口的x坐标
@command_window.y = 287 # 改变窗口的y坐标
@command_window.height = 128 # 固定窗口的垂直宽度
@command_window.width = 140 # 固定窗口的横向宽度
@command_window.index = @menu_index
if $game_party.members.size == 0 # 如果无人在队伍内
@command_window.draw_item(0, false) # 禁用[用品]
@command_window.draw_item(1, false) # 禁用[状态]
end
if $game_system.save_disabled # 如果禁止存档
@command_window.draw_item(2, false) # 禁用[存档]
end
end
#--------------------------------------------------------------------------
# ● 更新指令選擇輸入資訊
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 2
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # 项目
$scene = Scene_Item.new
when 1 # 技能,装备,状态
start_actor_selection
when 2 # 保存
$scene = Scene_File.new(true, false, false)
when 3 # 游戏结束
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# ● 開始接收主角選擇指令輸入資訊
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# ● 停止接收主角選擇指令輸入資訊
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# ● 更新主角選擇指令輸入資訊
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # 状态
$scene = Scene_Status.new(@status_window.index)
end
end
end
end