Pomógł: 26 razy Dołączył: 25 Wrz 2011 Posty: 236 Skąd: ty się tu wziąłeś?
Wysłany: Wto 01 Lis, 2011 09:49
Animowany Title
Animowany Title
RPG Maker: VX
Animowany title,np.przewijające się chmury
Autor: Hanzo Kimura,przetłumaczony przeze mnie
Skrypt:
Spoiler:
Kod:
#==============================================================================
# Animowany title
# Data wydania: 02/24/09
# PROSZĘ O CREDIT: Hanzo Kimura - autor,Vrona - tłumaczenie
# jesli będziesz używał tego skryptu do swojego titla
#
# Używane grafiki
# "TitleBGLoop.jpg" - To chyba do przewijania w górę
# "TitleBGSprite.jpg" - Przewijanie w boki
# "TitleCursor.png" - Kursor
# "TitleMenu01.png" - Obrazek wyswietlany,gdy wybrano Nowa Gra
# "TitleMenu02.png" - Obrazek wyświetlany,gdy wybrano Wczytaj
# "TitleMenu03.png" - Obrazek wyświetlany,gdy wybrano Wyjdź
# "TitleLogo.png" - Logo
# "TitleSpark01.png" - "Odbłysk" (najlepiej zobacz w demie)
# "TitleSpark02.png" - To samo co wyżej
# "TitleSymbol.png" - Przewijany obrazek (też polecam zobaczyć w demie)
# "TitleCursorStrike01.png" - Na tym będzie wyświetlał się obrazek podany
# powyżej (strona lewa) (zobacz w demie)
# "TitleCursorStrike02.png" - To samo co wyzej,tylko po prawej
#
#
$TITLE_MENU_X = 200 # Położenie menu X
$TITLE_MENU_Y = 260 # Połóżenie menu Y
$LOGO_X = 0 # Położenie logo X
$LOGO_Y = 0 # Połóżenie logo Y
$SPARK_COUNT = 350 # Nie jestem pewien,ale to chyba klatki,kiedy przewijają
# się odbłyski
$SPARK_SPEED = 10 # Szybkosć przewijania odbłysków
$MENU_NEW = 260 # Pozycja Y kursora na Nowej Grze
$MENU_CONTINUE = 305 # Pozycja Y kursora na Wczytaj
$MENU_EXIT = 345 # Pozycja Y kursora na Wyjdź
$SYMBOL_SPEED = 1
#Dalej NIE TYKAJ
$titleloop = 1
$SYMBOL_RESET = false
#------------------------------------------------------------------------------
# This class performs the title screen processing.
#==============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
if $BTEST # If battle test
battle_test # Start battle test
else # If normal play
super # Usual main processing
end
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
load_database # Load database
create_game_objects # Create game objects
check_continue # Determine if continue is enabled
create_title_graphic # Create title graphic
create_command_window # Create command window
play_title_music # Play title screen music
end
#--------------------------------------------------------------------------
# * Execute Transition
#--------------------------------------------------------------------------
def perform_transition
Graphics.transition(20)
end
#--------------------------------------------------------------------------
# * Post-Start Processing
#--------------------------------------------------------------------------
def post_start
super
open_command_window
end
#--------------------------------------------------------------------------
# * Pre-termination Processing
#--------------------------------------------------------------------------
def pre_terminate
super
close_command_window
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_command_window
snapshot_for_background
dispose_title_graphic
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
#=======Wave Animation=========
@wave.update
#=======Symbol Animation=========
@symbol.ox -= $SYMBOL_SPEED
if $SYMBOL_RESET == true && @symbol.opacity == 0
$SYMBOL_RESET = false
elsif @symbol.opacity != 255
@symbol.opacity += 3
end
#=======Spark Animation========
@spark01.x += $SPARK_SPEED
@spark02.x -= $SPARK_SPEED
if $SPARK_COUNT != 0
$SPARK_COUNT -= 1
else
$SPARK_COUNT = 350
@spark01.x = -172
@spark02.x = 544
end
if @spark01.opacity != 255
@spark01.opacity += 20
@spark02.opacity += 20
end
#=======Background Animation=========
if @sprite.oy != 0
@sprite.oy -= 1
elsif @sprite.oy == 0
@sprite.ox += 1
end
if @wave.oy != 0
@wave.oy -= 1
elsif @wave.oy == 0
if $TITLE_LOOP == 1 && @wave.ox != 1289
@wave.ox += 1
else
$TITLE_LOOP == 2
end
if $TITLE_LOOP == 2 && @wave.ox != -1189
@wave.ox -= 1
else
$TITLE_LOOP == 1
end
end
#=======Menu Animation=========
case @command_window.index
when 0
@spark01.y = $MENU_NEW - 20
@spark02.y = $MENU_NEW
@symbol.oy = $MENU_NEW + 183
@strike1.y = $MENU_NEW
@strike2.y = $MENU_NEW
if @menu01.opacity != 255
@menu01.opacity += 20
@menu02.opacity -= 20
@menu03.opacity -= 20
end
if @cursor.y != $TITLE_MENU_Y
@cursor.y -= 5
end
when 1
@spark01.y = $MENU_CONTINUE - 20
@spark02.y = $MENU_CONTINUE
@symbol.oy = $MENU_CONTINUE + 93
@strike1.y = $MENU_CONTINUE
@strike2.y = $MENU_CONTINUE
if @menu02.opacity != 255
@menu02.opacity += 20
@menu01.opacity -= 20
@menu03.opacity -= 20
end
if @cursor.y != $MENU_CONTINUE && @cursor.y < $MENU_CONTINUE
@cursor.y += 5
elsif @cursor.y != $MENU_CONTINUE && @cursor.y > $MENU_CONTINUE
@cursor.y -= 5
end
when 2
@spark01.y = $MENU_EXIT - 20
@spark02.y = $MENU_EXIT
@symbol.oy = $MENU_EXIT + 13
@strike1.y = $MENU_EXIT
@strike2.y = $MENU_EXIT
if @menu03.opacity != 255
@menu03.opacity += 20
@menu02.opacity -= 20
@menu01.opacity -= 20
end
if @cursor.y != $MENU_EXIT
@cursor.y += 5
end
end
@command_window.update
#=======Cursor Animation=========
if @strike1.x != 0
@strike1.x += 11
end
if @strike2.x != 308
@strike2.x -= 12
end
check_menu
if Input.trigger?(Input::C)
case @command_window.index
when 0 #New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# * Checking Current Menu
#--------------------------------------------------------------------------
def check_menu
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
$SPARK_COUNT = 350
@spark01.x = -172
@spark02.x = 640
@spark01.opacity -= 255
@spark02.opacity -= 255
@symbol.opacity -= 255
$SYMBOL_RESET = true
case @command_window.index
when 0
@spark01.y = 280
@spark02.y = 300
@symbol.oy = 403
@strike1.y = 300
@strike2.y = 300
@strike1.x = -330
@strike2.x = 680
when 1
@spark01.y = 325
@spark02.y = 345
@symbol.oy = 358
@strike1.y = 345
@strike2.y = 345
@strike1.x = -330
@strike2.x = 680
when 2
@spark01.y = 365
@spark02.y = 385
@symbol.oy = 317
@strike1.y = 385
@strike2.y = 385
@strike1.x = -330
@strike2.x = 680
end
end
end
#--------------------------------------------------------------------------
# * Load Database
#--------------------------------------------------------------------------
def load_database
$data_actors = load_data("Data/Actors.rvdata")
$data_classes = load_data("Data/Classes.rvdata")
$data_skills = load_data("Data/Skills.rvdata")
$data_items = load_data("Data/Items.rvdata")
$data_weapons = load_data("Data/Weapons.rvdata")
$data_armors = load_data("Data/Armors.rvdata")
$data_enemies = load_data("Data/Enemies.rvdata")
$data_troops = load_data("Data/Troops.rvdata")
$data_states = load_data("Data/States.rvdata")
$data_animations = load_data("Data/Animations.rvdata")
$data_common_events = load_data("Data/CommonEvents.rvdata")
$data_system = load_data("Data/System.rvdata")
$data_areas = load_data("Data/Areas.rvdata")
end
#--------------------------------------------------------------------------
# * Load Battle Test Database
#--------------------------------------------------------------------------
def load_bt_database
$data_actors = load_data("Data/BT_Actors.rvdata")
$data_classes = load_data("Data/BT_Classes.rvdata")
$data_skills = load_data("Data/BT_Skills.rvdata")
$data_items = load_data("Data/BT_Items.rvdata")
$data_weapons = load_data("Data/BT_Weapons.rvdata")
$data_armors = load_data("Data/BT_Armors.rvdata")
$data_enemies = load_data("Data/BT_Enemies.rvdata")
$data_troops = load_data("Data/BT_Troops.rvdata")
$data_states = load_data("Data/BT_States.rvdata")
$data_animations = load_data("Data/BT_Animations.rvdata")
$data_common_events = load_data("Data/BT_CommonEvents.rvdata")
$data_system = load_data("Data/BT_System.rvdata")
end
#--------------------------------------------------------------------------
# * Create Game Objects
#--------------------------------------------------------------------------
def create_game_objects
$game_temp = Game_Temp.new
$game_message = Game_Message.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.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
end
#--------------------------------------------------------------------------
# * Determine if Continue is Enabled
#--------------------------------------------------------------------------
def check_continue
@continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
end
#--------------------------------------------------------------------------
# * Create Title Graphic
#--------------------------------------------------------------------------
def create_title_graphic
@viewport1 = Viewport.new(0, 0, 1288, 891)
@viewport2 = Viewport.new(0, 0, 824, 480)
@viewport2.z = 10
@sprite = Plane.new(@viewport1)
@sprite.bitmap = Cache.system("TitleBGLoop")
@sprite.oy = 371
@sprite.ox = 100
@sprite.z = -100
@wave = Sprite.new(@viewport1)
@wave.bitmap = Cache.system("TitleBGSprite")
@wave.oy = 371
@wave.ox = 100
@wave.wave_amp = 50
@wave.wave_length = 440
@wave.wave_speed = 1250
@wave.opacity = 125
@wave.z = 5
@logo = Sprite.new
@logo.bitmap = Cache.system("TitleLogo")
@logo.x = $LOGO_X
@logo.y = $LOGO_Y
@logo.z = 10
@menu01 = Sprite.new
@menu01.bitmap = Cache.system("TitleMenu01")
@menu01.x = $TITLE_MENU_X
@menu01.y = $TITLE_MENU_Y
@menu02 = Sprite.new
@menu02.bitmap = Cache.system("TitleMenu02")
@menu02.x = $TITLE_MENU_X
@menu02.y = $TITLE_MENU_Y
@menu02.opacity = 0
@menu03 = Sprite.new
@menu03.bitmap = Cache.system("TitleMenu03")
@menu03.x = $TITLE_MENU_X
@menu03.y = $TITLE_MENU_Y
@menu03.opacity = 0
@cursor = Sprite.new
@cursor.bitmap = Cache.system("TitleCursor")
@cursor.x = $TITLE_MENU_X
@cursor.y = $TITLE_MENU_Y
@cursor.z = 12
@strike1 = Sprite.new
@strike1.bitmap = Cache.system("TitleCursorStrike01")
@strike1.x = 0
@strike1.y = 300
@strike1.z = 9
@strike2 = Sprite.new
@strike2.bitmap = Cache.system("TitleCursorStrike02")
@strike2.x = 308
@strike2.y = 300
@strike2.z = 9
@symbol = Plane.new(@viewport2)
@symbol.bitmap = Cache.system("TitleSymbol")
@symbol.oy = 403
@symbol.ox = 100
@spark01 = Sprite.new
@spark01.bitmap = Cache.system("TitleSpark01")
@spark01.y = 280
@spark01.x = -172
@spark01.z = 12
@spark02 = Sprite.new
@spark02.bitmap = Cache.system("TitleSpark02")
@spark02.y = 300
@spark02.x = 640
@spark02.z = 12
@menu01.z = @menu02.z = @menu03.z = 13
if @continue_enabled
@menu01.opacity = 0
@menu02.opacity = 255
@cursor.y = 345
@strike1.y = 345
@strike2.y = 345
@symbol.oy = 358
end
end
#--------------------------------------------------------------------------
# * Dispose of Title Graphic
#--------------------------------------------------------------------------
def dispose_title_graphic
@sprite.dispose
@wave.dispose
@logo.dispose
@menu01.dispose
@menu02.dispose
@menu03.dispose
@cursor.dispose
@strike1.dispose
@strike2.dispose
@symbol.dispose
@spark01.dispose
@spark02.dispose
@wave.bitmap.dispose
@logo.bitmap.dispose
@menu01.bitmap.dispose
@menu02.bitmap.dispose
@menu03.bitmap.dispose
@cursor.bitmap.dispose
@strike1.bitmap.dispose
@strike2.bitmap.dispose
@spark01.bitmap.dispose
@spark02.bitmap.dispose
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (640 - @command_window.width) / 2
@command_window.y = 998
if @continue_enabled # If continue is enabled
@command_window.index = 1 # Move cursor over command
else # If disabled
@command_window.draw_item(1, false) # Make command semi-transparent
end
@command_window.openness = 0
@command_window.open
end
#--------------------------------------------------------------------------
# * Dispose of Command Window
#--------------------------------------------------------------------------
def dispose_command_window
@command_window.dispose
end
#--------------------------------------------------------------------------
# * Open Command Window
#--------------------------------------------------------------------------
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
#--------------------------------------------------------------------------
# * Close Command Window
#--------------------------------------------------------------------------
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
#--------------------------------------------------------------------------
# * Play Title Screen Music
#--------------------------------------------------------------------------
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
#--------------------------------------------------------------------------
# * Check Player Start Location Existence
#--------------------------------------------------------------------------
def confirm_player_location
if $data_system.start_map_id == 0
print "Player start location not set."
exit
end
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
confirm_player_location
Sound.play_decision
$game_party.setup_starting_members # Initial party
$game_map.setup($data_system.start_map_id) # Initial map position
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$scene = Scene_Map.new
RPG::BGM.fade(1500)
close_command_window
Graphics.fadeout(60)
Graphics.wait(40)
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
if @continue_enabled
Sound.play_decision
$scene = Scene_File.new(false, true, false)
else
Sound.play_buzzer
end
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
def command_shutdown
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
end
#--------------------------------------------------------------------------
# * Battle Test
#--------------------------------------------------------------------------
def battle_test
load_bt_database # Load battle test database
create_game_objects # Create game objects
Graphics.frame_count = 0 # Initialize play time
$game_party.setup_battle_test_members
$game_troop.setup($data_system.test_troop_id)
$game_troop.can_escape = true
$game_system.battle_bgm.play
snapshot_for_background
$scene = Scene_Battle.new
end
end
ScrreenShot:
Spoiler:
Dodatkowe informacje:
Tutaj macie filmik na YT przedstawiający skrypt w akcji :P
^^ Luuubię skrypty xD
Ale na poważnie, chciałem tylko połączyć je, że z tego skryptu te przewijanie (te w tle) a z tamtego komendy :PP Ok, już nie ważne. Dam sobie radę. Pozdrowienia
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