Ringmenu
Also ich habe bei der Forensuche das ringmenu gefunden
so sieht es aus nur ich weis nicht wo ich das einfügen soll damit es Funktioniert
#------------------------------------------------------------------------------
# Ring_Menu
#------------------------------------------------------------------------------
# By: XRXS, Dubealex, and Hypershadow180
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
$location_text=[]
$gold_text=[]
$window_size=[]
$ring_menu_text=[]
$chara_select=[]
@window_opacity=[]
@chara_select=[]
@window_position=[]
$location_text[0]="Tahoma" # Font Type
$location_text[1]=24 # Font Size
$location_text[2]=0 # Location Title Color
$location_text[4]=0 # Map Name Color
$location_text[3]="Location:" # Text
$gold_text[0]="Tahoma" # Font Type
$gold_text[1]=24 # Font Size
$gold_text[2]=0 # Gold Title Color
$gold_text[3]=0 # Gold Color
$gold_text[4]="Gold" # Text
@window_opacity[0]=255 # Border Opacity
@window_opacity[1]=130 # Background Opacity
$window_location_skin="001-Blue01" # Location Windowskin
$window_gold_skin="001-Blue01" # Gold Windowskin
@window_position[0]=0 # X Axis Position
@window_position[1]=0 # Location Y Axis Position
@window_position[2]=384 # Gold Y Axis Position
$window_size[0]=160 # Length
$window_size[1]=96 # Height
$ring_menu_text[0]="Tahoma" # Font Type
$ring_menu_text[7]=0 # Font Color
$ring_menu_text[8]=24 # Font Size
$ring_menu_text[1]="Items"
$ring_menu_text[2]="Skills"
$ring_menu_text[3]="Equip"
$ring_menu_text[4]="Stats"
$ring_menu_text[5]="Save"
$ring_menu_text[6]="Quit"
@chara_select[0]=408 # X Axis Position
@chara_select[1]=0 # Y Axis Position
$chara_select[0]="Tahoma" # Font Type
$chara_select[1]=0 # Font Color
$chara_select[5]=24 # Font Size
$chara_select[2]=255 # Border Opacity
$chara_select[3]=130 # Background Opacity
$chara_select[4]="001-Blue01" # Windowskin
end
#------------------------------------------------------------------------------
# Main
#------------------------------------------------------------------------------
def main
@window_location = Window_Location.new
@window_location.x = @window_position[0]
@window_location.y = @window_position[1]
@window_location.opacity = @window_opacity[0]
@window_location.back_opacity = @window_opacity[1]
@window_gold = Window_MenuGold.new
@window_gold.x = @window_position[0]
@window_gold.y = @window_position[2]
@window_gold.opacity = @window_opacity[0]
@window_gold.back_opacity = @window_opacity[1]
@spriteset = Spriteset_Map.new
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.z = 100
if $game_system.save_disabled
@command_window.disable_item(4)
end
@status_window = Window_RingMenuStatus.new
@status_window.x = @chara_select[0]
@status_window.y = @chara_select[1]
@status_window.z = 200
@status_window.opacity=$chara_select[2]
@status_window.back_opacity=$chara_select[3]
@status_window.visible = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@window_location.dispose
@window_gold.dispose
@command_window.dispose
@status_window.dispose
end
#------------------------------------------------------------------------------
# Update
#------------------------------------------------------------------------------
def update
@window_location.update
@window_gold.update
@command_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#------------------------------------------------------------------------------
# Update Comman
#------------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
return if @command_window.animation?
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
if Input.press?(Input:
OWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#------------------------------------------------------------------------------
# Update Status
#------------------------------------------------------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#------------------------------------------------------------------------------
# Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
STARTUP_FRAMES = 20
MOVING_FRAMES = 5
RING_R = 64
ICON_ITEM = RPG::Cache.icon("034-Item03")
ICON_SKILL = RPG::Cache.icon("044-Skill01")
ICON_EQUIP = RPG::Cache.icon("001-Weapon01")
ICON_STATUS = RPG::Cache.icon("050-Skill07")
ICON_SAVE = RPG::Cache.icon("038-Item07")
ICON_EXIT = RPG::Cache.icon("046-Skill03")
ICON_DISABLE= RPG::Cache.icon("")
SE_STARTUP = "056-Right02"
MODE_START = 1
MODE_WAIT = 2
MODE_MOVER = 3
MODE_MOVEL = 4
attr_accessor :index
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = $ring_menu_text[0]
self.contents.font.color = text_color($ring_menu_text[7])
self.contents.font.size = $ring_menu_text[8]
self.opacity = 0
self.back_opacity = 0
s1 = $ring_menu_text[1]
s2 = $ring_menu_text[2]
s3 = $ring_menu_text[3]
s4 = $ring_menu_text[4]
s5 = $ring_menu_text[5]
s6 = $ring_menu_text[6]
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#------------------------------------------------------------------------------
# Update
#------------------------------------------------------------------------------
def update
super
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#------------------------------------------------------------------------------
# Refresh Start
#------------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math:
I / @item_max
d2 = 1.0 * Math:
I / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Refresh Wait
#------------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math:
I / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#------------------------------------------------------------------------------
# Refresh Move
#------------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math:
I / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Draw Item
#------------------------------------------------------------------------------
def draw_item(x, y, i)
rect = Rect.new(0, 0, @items.width, @items[i].height)
if @index == i
self.contents.blt( x, y, @items[i], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[i], rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#------------------------------------------------------------------------------
# Disable Item
#------------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#------------------------------------------------------------------------------
# Setup Move Start
#------------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#------------------------------------------------------------------------------
# Setup Move Move
#------------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#------------------------------------------------------------------------------
# Animation
#------------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = $chara_select[5]
refresh
self.active = false
self.index = -1
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($chara_select[4])
self.contents.font.name = $chara_select[0]
self.contents.font.color = text_color($chara_select[1])
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 60, y + 65)
draw_actor_name(actor, x, y + 2)
draw_actor_hp(actor, x - 40, y + 26)
draw_actor_sp(actor, x - 40, y + 50)
end
end
#------------------------------------------------------------------------------
# Update Cursor Rect
#------------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
#------------------------------------------------------------------------------
# Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
# Name
#------------------------------------------------------------------------------
def name
$map_infos[@map_id]
end
end
#------------------------------------------------------------------------------
# Scene_Title
#------------------------------------------------------------------------------
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
#------------------------------------------------------------------------------
# Window_Location
#------------------------------------------------------------------------------
class Window_Location < Window_Base
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(0, 0, $window_size[0], $window_size[1])
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $location_text[0]
self.contents.font.size = $location_text[1]
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_location_skin)
self.contents.font.color = text_color($location_text[2])
self.contents.draw_text(4, 0, 120, 32, $location_text[3])
self.contents.font.color = text_color($location_text[4])
self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
end
end
#------------------------------------------------------------------------------
# Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(0, 0, $window_size[0], $window_size[1])
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $gold_text[0]
self.contents.font.size = $gold_text[1]
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_gold_skin)
self.contents.font.color = text_color($gold_text[2])
self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
self.contents.font.color = text_color($gold_text[3])
self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
end
end
so sieht es aus nur ich weis nicht wo ich das einfügen soll damit es Funktioniert
#------------------------------------------------------------------------------
# Ring_Menu
#------------------------------------------------------------------------------
# By: XRXS, Dubealex, and Hypershadow180
#------------------------------------------------------------------------------
class Scene_Menu
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
$location_text=[]
$gold_text=[]
$window_size=[]
$ring_menu_text=[]
$chara_select=[]
@window_opacity=[]
@chara_select=[]
@window_position=[]
$location_text[0]="Tahoma" # Font Type
$location_text[1]=24 # Font Size
$location_text[2]=0 # Location Title Color
$location_text[4]=0 # Map Name Color
$location_text[3]="Location:" # Text
$gold_text[0]="Tahoma" # Font Type
$gold_text[1]=24 # Font Size
$gold_text[2]=0 # Gold Title Color
$gold_text[3]=0 # Gold Color
$gold_text[4]="Gold" # Text
@window_opacity[0]=255 # Border Opacity
@window_opacity[1]=130 # Background Opacity
$window_location_skin="001-Blue01" # Location Windowskin
$window_gold_skin="001-Blue01" # Gold Windowskin
@window_position[0]=0 # X Axis Position
@window_position[1]=0 # Location Y Axis Position
@window_position[2]=384 # Gold Y Axis Position
$window_size[0]=160 # Length
$window_size[1]=96 # Height
$ring_menu_text[0]="Tahoma" # Font Type
$ring_menu_text[7]=0 # Font Color
$ring_menu_text[8]=24 # Font Size
$ring_menu_text[1]="Items"
$ring_menu_text[2]="Skills"
$ring_menu_text[3]="Equip"
$ring_menu_text[4]="Stats"
$ring_menu_text[5]="Save"
$ring_menu_text[6]="Quit"
@chara_select[0]=408 # X Axis Position
@chara_select[1]=0 # Y Axis Position
$chara_select[0]="Tahoma" # Font Type
$chara_select[1]=0 # Font Color
$chara_select[5]=24 # Font Size
$chara_select[2]=255 # Border Opacity
$chara_select[3]=130 # Background Opacity
$chara_select[4]="001-Blue01" # Windowskin
end
#------------------------------------------------------------------------------
# Main
#------------------------------------------------------------------------------
def main
@window_location = Window_Location.new
@window_location.x = @window_position[0]
@window_location.y = @window_position[1]
@window_location.opacity = @window_opacity[0]
@window_location.back_opacity = @window_opacity[1]
@window_gold = Window_MenuGold.new
@window_gold.x = @window_position[0]
@window_gold.y = @window_position[2]
@window_gold.opacity = @window_opacity[0]
@window_gold.back_opacity = @window_opacity[1]
@spriteset = Spriteset_Map.new
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.z = 100
if $game_system.save_disabled
@command_window.disable_item(4)
end
@status_window = Window_RingMenuStatus.new
@status_window.x = @chara_select[0]
@status_window.y = @chara_select[1]
@status_window.z = 200
@status_window.opacity=$chara_select[2]
@status_window.back_opacity=$chara_select[3]
@status_window.visible = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@window_location.dispose
@window_gold.dispose
@command_window.dispose
@status_window.dispose
end
#------------------------------------------------------------------------------
# Update
#------------------------------------------------------------------------------
def update
@window_location.update
@window_gold.update
@command_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#------------------------------------------------------------------------------
# Update Comman
#------------------------------------------------------------------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
return if @command_window.animation?
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
if Input.press?(Input:
OWN) or Input.press?(Input::RIGHT)$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#------------------------------------------------------------------------------
# Update Status
#------------------------------------------------------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#------------------------------------------------------------------------------
# Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
STARTUP_FRAMES = 20
MOVING_FRAMES = 5
RING_R = 64
ICON_ITEM = RPG::Cache.icon("034-Item03")
ICON_SKILL = RPG::Cache.icon("044-Skill01")
ICON_EQUIP = RPG::Cache.icon("001-Weapon01")
ICON_STATUS = RPG::Cache.icon("050-Skill07")
ICON_SAVE = RPG::Cache.icon("038-Item07")
ICON_EXIT = RPG::Cache.icon("046-Skill03")
ICON_DISABLE= RPG::Cache.icon("")
SE_STARTUP = "056-Right02"
MODE_START = 1
MODE_WAIT = 2
MODE_MOVER = 3
MODE_MOVEL = 4
attr_accessor :index
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = $ring_menu_text[0]
self.contents.font.color = text_color($ring_menu_text[7])
self.contents.font.size = $ring_menu_text[8]
self.opacity = 0
self.back_opacity = 0
s1 = $ring_menu_text[1]
s2 = $ring_menu_text[2]
s3 = $ring_menu_text[3]
s4 = $ring_menu_text[4]
s5 = $ring_menu_text[5]
s6 = $ring_menu_text[6]
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#------------------------------------------------------------------------------
# Update
#------------------------------------------------------------------------------
def update
super
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#------------------------------------------------------------------------------
# Refresh Start
#------------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math:
I / @item_maxd2 = 1.0 * Math:
I / STARTUP_FRAMESr = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Refresh Wait
#------------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math:
I / @item_maxfor i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#------------------------------------------------------------------------------
# Refresh Move
#------------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math:
I / @item_maxd2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Draw Item
#------------------------------------------------------------------------------
def draw_item(x, y, i)
rect = Rect.new(0, 0, @items.width, @items[i].height)
if @index == i
self.contents.blt( x, y, @items[i], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[i], rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#------------------------------------------------------------------------------
# Disable Item
#------------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#------------------------------------------------------------------------------
# Setup Move Start
#------------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#------------------------------------------------------------------------------
# Setup Move Move
#------------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#------------------------------------------------------------------------------
# Animation
#------------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end
#------------------------------------------------------------------------------
# Window_RingMenuStatus
#------------------------------------------------------------------------------
class Window_RingMenuStatus < Window_Selectable
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = $chara_select[5]
refresh
self.active = false
self.index = -1
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($chara_select[4])
self.contents.font.name = $chara_select[0]
self.contents.font.color = text_color($chara_select[1])
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 60, y + 65)
draw_actor_name(actor, x, y + 2)
draw_actor_hp(actor, x - 40, y + 26)
draw_actor_sp(actor, x - 40, y + 50)
end
end
#------------------------------------------------------------------------------
# Update Cursor Rect
#------------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
#------------------------------------------------------------------------------
# Game_Map
#------------------------------------------------------------------------------
class Game_Map
#------------------------------------------------------------------------------
# Name
#------------------------------------------------------------------------------
def name
$map_infos[@map_id]
end
end
#------------------------------------------------------------------------------
# Scene_Title
#------------------------------------------------------------------------------
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
#------------------------------------------------------------------------------
# Window_Location
#------------------------------------------------------------------------------
class Window_Location < Window_Base
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(0, 0, $window_size[0], $window_size[1])
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $location_text[0]
self.contents.font.size = $location_text[1]
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_location_skin)
self.contents.font.color = text_color($location_text[2])
self.contents.draw_text(4, 0, 120, 32, $location_text[3])
self.contents.font.color = text_color($location_text[4])
self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
end
end
#------------------------------------------------------------------------------
# Window_MenuGold
#------------------------------------------------------------------------------
class Window_MenuGold < Window_Base
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
def initialize
super(0, 0, $window_size[0], $window_size[1])
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $gold_text[0]
self.contents.font.size = $gold_text[1]
refresh
end
#------------------------------------------------------------------------------
# Refresh
#------------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_gold_skin)
self.contents.font.color = text_color($gold_text[2])
self.contents.draw_text(4, 0, 120, 32, $gold_text[4])
self.contents.font.color = text_color($gold_text[3])
self.contents.draw_text(4, 32, 120, 32, $game_party.gold.to_s, 2)
end
end
Super, freut mich für dich.
Nein, jetzt ernst: Erstmal pack' das Script in 'nen Spoiler und in Rubytags, das Scrollen nervt. Das machst du so:
Schaut dann so aus:
Dann... wenn es nicht läuft, haste wohl 'ne Fehlermeldung. Es wäre gut zu wissen, was für eine kommt. Also Screenshot oder abschreiben.
Edit:
Ich sehe grad', der Thread ist ziemlich alt... hättest da besser 'nen neuen "Hilfe, Ringmenü läuft nicht"-Thread gemacht, jetzt eh' egal, zu spät.
|
|
Quellcode |
1 2 3 4 |
[spoiler='scriptname'][ruby]class TheScript #Hier eine tolle Methode def initialize() #...[/ruby][/spoiler] |
Schaut dann so aus:
Dann... wenn es nicht läuft, haste wohl 'ne Fehlermeldung. Es wäre gut zu wissen, was für eine kommt. Also Screenshot oder abschreiben.
Edit:
Ich sehe grad', der Thread ist ziemlich alt... hättest da besser 'nen neuen "Hilfe, Ringmenü läuft nicht"-Thread gemacht, jetzt eh' egal, zu spät.
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Werbung -
1plus3
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Nuuuhminaaah
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compétences(Dieser Tab ist rein satirisch.)mes compétences
max.
Maps machen
Musik machen
Scripts machen
Story ausdenken
Pixeln und so
Events proggen
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mes projets-
Silentium
Name: Silentium
Maker: Eigenbau (C++, x86-SSE/AVX-Assembly, Ruby/Lua)
Story
NPCs
Scripts
Ressis
Maps
Gesamt(3+4)% 42 69% 0815 -17.438 103.38% ± 6.3mm²
(Die Tabelle erfüllt lediglich satirische Zwecke.) -
OnyxEine in C++ implementierte, modulare, plattformunabhängige, virtuelle Maschine. Die Test-Version ist bereits halb fertig. Ab dann gibt es vielleicht mehr Infos. Sie soll die auf dem ersten Blick LISP-artige und eigens dafür konstruierte Sprache Obsidian ausführen können. Experimentell wird auch ein Lua-Compiler für Onyx gebaut. Ziel ist eine leistungsfähige, virtuelle Maschine für beliebige Scriptsprachen. Theoretisch gesehen müsste man bloß noch einen kompatiblen Compiler schreiben, der Quellcode jener Sprache in Onyx-Assembly, oder direkt in Onyx-Bytecode übersetzt. Ob die jemand nutzen wird, ist eine andere Frage und nur ein sekundäres... nein, eher tertiäres Ziel dieser VM. Primär dient es mir lediglich dazu, mein Verständnis von Hardware, ISA, und Assembly zu vertiefen, sowie eigene Grenzen auszutesten.
Warnung!
Das Entwickeln einer virtuellen Maschine oder Programmiersprache (im wahnsinnigsten Fall beides) ist eine höchst komplizierte Tätigkeit, aus der viel Frust und Hirnmatsche hervor gehen. Sollte sich dennoch ein ähnlich wahnsinniger finden, der sowas zusammen schustern will, so lege ich ihm/ihr die folgenden Bücher ans Herz:- Compiler - Das Drachenbuch [978-3-8273-7097-6]
Dieses Buch schlachtet ausführlich und leicht verständlich die Grundlagen bis hoch zu den Experten-Techniken des Compilerbaus aus. Es fängt mit der Automaten-Theorie und formalen Sprachen an, arbeitet sich durch Analysetechniken vor, und landet schließlich bei Techniken wie Optimierung und Register-Zuweisung. Das Buch wiegt 3Kg oder 4Kg. Hab's mal gewogen. Ist also nicht gerade die Lektüre für unterwegs.
- Computerarchitektur [3-8273-7016-7]
Hier werden leicht verständlich die wichtigsten Entwicklungen der Rechnerarchitekturen erklärt (Gut, das Buch ist in die Jahre gekommen, aber der Weg zu heute ist ein winziger Schritt, den man sich nach diesem Buch selbst erdenken kann). Hauptbestandteil des Buchs ist eine relativ umfassende Betrachtung der Funktionsweise dreier gänzlich unterschiedlicher, aber dominierender Prozessor-Typen am Beispiel des Pentium II, UltraSPARC II, sowie picoJava. Die meisten Elemente dieses Buchs sind zwar für die Konstruktion einer virtuellen Maschine irrelevant, oder aufgrund der Tatsache, dass die VM Software ist und z.B. Byte-Grenzen hat, sogar zu Leistungseinbußen führen kann, doch ist ein hinreichendes Verständnis dieser Maschinen, mit denen wir arbeiten, äußerst hilfreich für die Überlegungen, wie die VM arbeiten soll.
Es kann sehr hilfreich und inspirierend sein, den Code quelloffener, virtueller Maschinen anderer Sprachen zu überfliegen. Meine Lieblings-Quelle war und ist stets die VM von Lua. Sie ist schlank, verständlich, in C implementiert, und basiert im Gegensatz zu vielen anderen Scriptsprachen-VMs auf einer Register-Maschine statt einer Stapelmaschine. Es wäre natürlich vorteilhaft, die entsprechende Sprache zu verstehen, in der man auch die eigene VM implementieren will. Weiterhin ist es äußerst vorteilhaft, eine leistungsstarke und bequeme Sprache wie C++ zu beherrschen, um die VM zu implementieren. Und bevor irgendwer auf die Idee kommt: Assembly ist NICHT als dominierende Sprache für den Bau einer VM geeignet. Wer die Frage des "Warum?" nicht beantworten kann, sollte zunächst die gewählte Sprache und Assembly hinreichend verstehen lernen, und es dann erneut mit der Frage versuchen. Es lohnt sich dennoch, Assembly zu lernen. Allein schon, um erneut das Verständnis zu vertiefen, zumal ihr mehr oder weniger gezwungen seid, auch für eure VM eine Assembler-Sprache zu entwickeln (Außer natürlich ihr schreibt eure Test-Programme Bit für Bit ;3). - Compiler - Das Drachenbuch [978-3-8273-7097-6]
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enfinJe ne peux pas parler français.
C'est tout ce que Goodle et les restes de cours de français.
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