仙剑之十里坡
标题:
[6r教程整理]标题流星雨
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作者:
最爱南宫煌
时间:
2010-7-2 22:39
标题:
[6r教程整理]标题流星雨
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title
WEATHER = 4 # 使用自定义效果(0:无,1:雨,2:暴风雨,3:雪,4:自定义)
MAXNUMBER = 18 # 天气图片数量
WEATHER_FILE = "Graphics/Pictures/Title_starlong.png"
# 自定义图片路径,这个文件可以从黑暗圣剑DEMO获得,是流星雨
BLEND_TYPE = 1 # 合成方式(0:普通,1:加法,2:减法)
WEATHER_X = 5 # X方向每回合减少象素
WEATHER_Y = 5 # Y方向每回合减少象素
WEATHER_OPACITY = 2 #每回合减低透明度
START_OPACITY = 200 #出现时的透明度
RAND_X = 1200 # 随机X范围
RAND_Y = 600 # 随机Y范围
HEIGHT = -600 # 出现时候的屏幕Y
WIDTH = 100 # 出现时候的屏幕X
#--------------------------------------------------------------------------
# ● 住处理
#--------------------------------------------------------------------------
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)
@ox = 0
@oy = 0
color1 = Color.new(255, 255, 255, 255)
color2 = Color.new(255, 255, 255, 128)
@rain_bitmap = Bitmap.new(7, 56)
for i in 0..6
@rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
end
@storm_bitmap = Bitmap.new(34, 64)
for i in 0..31
@storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
@storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
@storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
end
@snow_bitmap = Bitmap.new(6, 6)
@snow_bitmap.fill_rect(0, 1, 6, 4, color2)
@snow_bitmap.fill_rect(1, 0, 4, 6, color2)
@snow_bitmap.fill_rect(1, 2, 4, 2, color1)
@snow_bitmap.fill_rect(2, 1, 2, 4, color1)
@sprites = []
for i in 1..40
sprite = Sprite.new
case WEATHER
when 1
sprite.bitmap = @rain_bitmap
when 2
sprite.bitmap = @storm_bitmap
when 3
sprite.bitmap = @snow_bitmap
when 4
sprite.bitmap = Bitmap.new(WEATHER_FILE)
end
sprite.z = 1000
sprite.x = -1000
sprite.y = -1000
sprite.visible = (i <= MAXNUMBER)
sprite.blend_type = BLEND_TYPE
sprite.opacity = START_OPACITY
@sprites.push(sprite)
end
weather_update
# 生成命令窗口
s1 = "新游戏"
s2 = "继续"
s3 = "退出"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 160
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 288
@command_window.z = 1001
# 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、无効为 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(25, "Graphics/Transitions/" +$data_system.battle_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
for sprite in @sprites
sprite.dispose
end
@rain_bitmap.dispose
@storm_bitmap.dispose
@snow_bitmap.dispose
end
#--------------------------------------------------------------------------
# ● 刷新天气
#--------------------------------------------------------------------------
def weather_update
return if WEATHER == 0
for i in 1..MAXNUMBER
sprite = @sprites[i]
if sprite == nil
break
end
复制代码
作者:
最爱南宫煌
时间:
2010-7-2 22:39
if WEATHER == 1
sprite.x -= 2
sprite.y += 16
sprite.opacity -= 8
end
if WEATHER == 2
sprite.x -= 8
sprite.y += 16
sprite.opacity -= 12
end
if WEATHER == 3
sprite.x -= 2
sprite.y += 8
sprite.opacity -= 8
end
if WEATHER == 4
3楼
sprite.x -= WEATHER_X
sprite.y += WEATHER_Y
sprite.opacity -= WEATHER_OPACITY
end
x = sprite.x - @ox
y = sprite.y - @oy
if sprite.opacity < 32 or x < -100 or x > 750 or y < -1000 or y > 500
sprite.x = rand(RAND_X) + WIDTH + @ox
sprite.y = rand(RAND_Y) + HEIGHT + @oy
sprite.opacity = START_OPACITY
end
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 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 # 退出
command_shutdown
end
end
weather_update
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
#教程录入:carol3 责任编辑:carol3 转载:最爱南宫煌
复制代码
作者:
最爱南宫煌
时间:
2010-7-2 22:40
开头标题使用动态效果,可以直接制作黑暗圣剑流星雨(当然,黑暗圣剑本身不是这么#制作的)。其实这个脚本和风雨交加版没什么大的区别。
复制全部脚本内容,在Main脚本之前按insert,插入此脚本全部内容。
作者:
冷星云
时间:
2010-7-3 10:09
= =||| 介绍一下那个部分是标题 哪个部分是背景 哪个部分是选项框 哪个部分是专门的流星雨
作者:
最爱南宫煌
时间:
2010-7-3 11:34
这个脚本主要是在标题页面增加一个流星雨的效果,不改变标题的选择框和背景。
作者:
BlackFeather
时间:
2010-7-3 12:54
会和跳过标题冲突
作者:
最爱南宫煌
时间:
2010-7-3 14:55
这个脚本只能在默认标题使用,不能用在事件标题,所以冲突应该是有的,但是,一般人不会把这两个脚本放在一起。
作者:
七夕小雨
时间:
2010-7-3 18:37
哈哈!这个脚本让我想起了我很残阳携手做过的第一个游戏啊
作者:
最爱南宫煌
时间:
2010-7-3 19:05
回复
8#
七夕小雨
莫非你们在那个《守望》里面用了这个?
作者:
七夕小雨
时间:
2010-7-3 22:18
LS正解啊~`不知道残阳看到这些代码作何感想啊
作者:
最爱南宫煌
时间:
2010-7-3 22:25
回复
10#
七夕小雨
残阳失踪很久了。
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