mkxp/scripts/Scene_Title.rb

180 lines
5.8 KiB
Ruby

#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================
class Scene_Title
MENU_X = 640 - 150
MENU_Y = 480 - 100
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Load database
$data_actors = load_data("Data/Actors.rxdata")
#$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")
# Load save game/initialize data
$game_temp = Game_Temp.new
new_game unless load
# Translate database items
$tr.translate_database
# Make system object
$game_system = Game_System.new
# Skip title screen if debug mode
if $DEBUG
$game_map.update
$scene = Scene_Map.new
return
end
# Make title graphic
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
# Create/render menu options
@menu = Sprite.new
@menu.z += 1
@menu.bitmap = Bitmap.new(640, 480)
@menu.bitmap.draw_text(MENU_X, MENU_Y, 150, 24, tr("Start"))
@menu.bitmap.draw_text(MENU_X, MENU_Y + 28, 150, 24, tr("Exit"))
# Make cursor graphic
@cursor = Sprite.new
@cursor.zoom_x = @cursor.zoom_y = 2
@cursor.bitmap
@cursor.z += 2
@cursor.bitmap = RPG::Cache.menu('cursor')
@cursor.x = MENU_X - 12
@cursor.y = MENU_Y + (24 - @cursor.bitmap.height) / 2
# Initialize cursor position
@cursor_pos = 0
# Play title BGM
$game_system.bgm_play($data_system.title_bgm)
# Stop playing ME and BGS
Audio.me_stop
Audio.bgs_stop
# Execute transition
Graphics.transition(40)
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of title graphic
@sprite.bitmap.dispose
@sprite.dispose
@menu.bitmap.dispose
@menu.dispose
@cursor.bitmap.dispose
@cursor.dispose
Audio.bgm_fade(60)
Graphics.transition(60)
# Run automatic change for BGM and BGS set with map
$game_map.autoplay
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Handle cursor movement
update_cursor = false
if Input.trigger?(Input::UP)
if @cursor_pos > 0
@cursor_pos -= 1
update_cursor = true
end
elsif Input.trigger?(Input::DOWN)
if @cursor_pos < 1
@cursor_pos += 1
update_cursor = true
end
end
if update_cursor
Audio.se_play('Audio/SE/title_cursor.wav')
@cursor.y = MENU_Y + (24 - @cursor.bitmap.height) / 2 + 24 * @cursor_pos
end
# Handle confirmation
if Input.trigger?(Input::ACTION)
case @cursor_pos
when 0 # Continue
command_continue
when 1 # Shutdown
command_shutdown
end
end
end
#--------------------------------------------------------------------------
# * initialize a new game
#--------------------------------------------------------------------------
def new_game
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each type of game object
$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_followers = []
$game_oneshot = Game_Oneshot.new
# Set up initial party
$game_party.setup_starting_members
# Set up initial map position
$game_map.setup($data_system.start_map_id)
# Move player to initial position
$game_player.moveto($data_system.start_x, $data_system.start_y)
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Update map (run parallel process event)
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
def command_shutdown
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Shutdown
$scene = nil
end
end