Zamknięty przez: Ayene Sro 08 Cze, 2011 10:38
Która to część?
Autor
Wiadomość
Melvin
Preferowany:
Ranga RM:
Pomógł: 35 razy Dołączył: 23 Paź 2009 Posty: 1063
Wysłany: Nie 08 Maj, 2011 11:35
Która to część?
Hej.
Która część poniższego kody na animowany title odpowiada za animację wyjazdową, po kliknięciu "Enter'a"? Bo coś się nie mogę połapać
Spoiler:
Kod: class Scene_Title
def main
if $BTEST
battle_test
return
end
$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")
$data_weapons[0]=$data_weapons[1]
$game_system = Game_System.new
s1 = "Nowa Gra"
s2 = "Wczytaj"
s3 = "Trening"
s4 = "Dodatki"
s5 = "Opcje"
s6 = "Autorzy"
s7 = "Koniec"
@command_window = Window_Command.new(190, [s1, s2, s3, s4, s5, s6, s7])
@command_window.visible = false
@gameversion = Window_GameVersion.new
@com = Sprite.new
@com.bitmap = RPG::Cache.title("Com_01") rescue nil
@com.z = 11
@com.x = -360
@com.y = 60
@com.opacity = 0
@continue_enabled = false
@mnpan = Plane.new
@mnpan.bitmap = RPG::Cache.title("Title_Pano01")
@mnpan.z = 1
@mnpan2 = Plane.new
@mnpan2.bitmap = RPG::Cache.fog("001-Fog01",0)
@mnpan2.opacity = 120
@mnpan2.blend_type = 1
@mnpan2.z = 3
@mnlay = Sprite.new
@mnlay.bitmap = RPG::Cache.title("Title")
@mnlay.z = 10
@mnlay.zoom_x = 3
@mnlay.opacity = 0
for i in 0..3
if FileTest.exist?("Saves/Save#{i+1}.sav")
@continue_enabled = (0...CPSL::Save_number).any? {|i|FileTest.exist?(CPSL.make_savename(i))}
end
end
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
$game_system.bgm_play($data_system.title_bgm)
Audio.me_stop
Audio.bgs_stop
Graphics.transition(1, "Graphics/Transitions/004-Blind04")
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 1..20
@mnpan.zoom_x -= 0.01
@mnpan.zoom_y -= 0.01
@mnpan.ox -= 20
@mnpan.oy -= 10
@mnpan2.opacity += 5
@mnpan2.ox += 5
@mnpan2.oy += 5
@mnpan2.zoom_x += 0.01
@mnpan2.zoom_y += 0.01
@mnlay.opacity -= 15
@mnlay.zoom_x += 0.01
@com.opacity -= 15
@com.x -= 10
Graphics.update
end
Graphics.freeze
@command_window.dispose
@mnlay.bitmap.dispose
@mnlay.bitmap = nil
@mnlay.dispose
@mnlay = nil
@mnpan.bitmap.dispose
@mnpan.bitmap = nil
@mnpan.dispose
@mnpan = nil
@mnpan2.bitmap.dispose
@mnpan2.bitmap = nil
@mnpan2.dispose
@mnpan2 = nil
@com.bitmap.dispose
@com.bitmap
@com.dispose
@com = nil
end
def update
if @mnlay.zoom_x > 1
@mnlay.zoom_x -= 0.1
@mnlay.opacity += 5
@com.x += 10
@com.opacity += 5
elsif @mnlay.zoom_x <= 1
@mnlay.zoom_x = 1
@com.x = -150
@mnlay.opacity = 255
@com.opacity = 255
end
@mnpan.ox += 1
@mnpan2.ox -= 1
@mnpan2.oy += 1
@command_window.update
case @command_window.index
when 0
@com.bitmap = RPG::Cache.title("Com_01") rescue nil
when 1
@com.bitmap = RPG::Cache.title("Com_02") rescue nil
when 2
@com.bitmap = RPG::Cache.title("Com_03") rescue nil
when 3
@com.bitmap = RPG::Cache.title("Com_04") rescue nil
when 4
@com.bitmap = RPG::Cache.title("Com_05") rescue nil
when 5
@com.bitmap = RPG::Cache.title("Com_06") rescue nil
when 6
@com.bitmap = RPG::Cache.title("Com_07") rescue nil
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_new_game
when 1
command_continue
when 2
command_training
when 3
#command_
when 4
#command_
when 5
#command_
when 6
command_shutdown
end
end
end
def command_new_game
$game_system.se_play($data_system.decision_se)
Audio.bgm_stop
Graphics.frame_count = 0
$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
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$game_map.autoplay
$game_map.update
$scene = Scene_Map.new
end
def command_continue
unless @continue_enabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Load.new
end
def command_training
$game_system.se_play($data_system.decision_se)
$scene = Scene_Training.new
end
def command_shutdown
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
def battle_test
$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")
Graphics.frame_count = 0
$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
$game_party.setup_battle_test_members
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
$game_system.se_play($data_system.battle_start_se)
$game_system.bgm_play($game_system.battle_bgm)
$scene = Scene_Battle.new
end
end
Liczę na pomoc.
Pzdr
Melvin
________________________ MelvinClass:
Ayene
Ranga RM:
Pomogła: 232 razy Dołączyła: 18 Wrz 2007 Posty: 2424
Wysłany: Wto 07 Cze, 2011 08:04
Czy problem nadal jest aktualny?
________________________
Melvin
Preferowany:
Ranga RM:
Pomógł: 35 razy Dołączył: 23 Paź 2009 Posty: 1063
Wysłany: Wto 07 Cze, 2011 13:25
Tak, proszę pomoc
________________________ MelvinClass:
Ayene
Ranga RM:
Pomogła: 232 razy Dołączyła: 18 Wrz 2007 Posty: 2424
Wysłany: Wto 07 Cze, 2011 13:53
Ten fragment... nie tyle po wciśnięciu enter, co przy zamykaniu sceny.
________________________
Melvin
Preferowany:
Ranga RM:
Pomógł: 35 razy Dołączył: 23 Paź 2009 Posty: 1063
Wysłany: Sro 08 Cze, 2011 10:27
Ok, wielkie dzięki
________________________ MelvinClass: