174 lines
5.8 KiB
Ruby
174 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
|
|
$game_system = Game_System.new
|
|
# Make title graphic
|
|
@sprite = Sprite.new
|
|
@sprite.bitmap = RPG::Cache.title($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($DEBUG ? 0 : 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 $scene != self
|
|
break
|
|
end
|
|
end
|
|
# Prepare for transition
|
|
Graphics.freeze
|
|
# Dispose of title graphic
|
|
@sprite.bitmap.dispose
|
|
@sprite.dispose
|
|
@menu.bitmap.dispose
|
|
@menu.dispose
|
|
@cursor.bitmap.dispose
|
|
@cursor.dispose
|
|
Audio.bgm_fade($DEBUG ? 0 : 60)
|
|
Graphics.transition($DEBUG ? 0 : 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
|