"Vorspann"-Scripte
Hallo ich suche ein "scene logo" scripte so was hier:
nur für den xp gibts sowas?
|
|
Ruby Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 |
#============================================================================== # ** Scene Logo V1.7 # SceneLogo.rb von Dëvic, Isaacsol, Lux (24.12.2008) #------------------------------------------------------------------------------ # http://www.rpg-studio.de/scriptdb/node/239 # http://www.rpg-studio.de/forum/index.php?page=Thread&threadID=64 # http://www.rpgvx.net/index.php/topic,481.0.html # http://www.rpgmakervx.net/index.php?showtopic=974 #============================================================================== #============================================================================== # ** Scene_Logo 1.7 RGSS2 # Script and RGSS2 debugging by Dëvic # Support and RGSS1 debuggin by Isaacsol # Version history: # ~ 07.03.08 :: First version released with fade effects, image delaying and # unlimited number of logo images. # ~ 10.03.08 :: Version 1.7 released with beta Audio processing; plays all # types of Audio (BGM, BGS, SE & ME), but just one through all # the Scene. It is possible to disable Audio. #------------------------------------------------------------------------------ # Shows on the screen the logos on startup. Compatible only with RGSS2! # Questions, acknowledgments and requests should be taken on the Thread at: # English thread: # http://www.rpgmakervx.net/index.php?showtopic=974 # Portuguese thread: # http://www.rpgmakerbrasil.com/forum/f43/rmvx-scene-logo-1-7-rgss2-552.html #============================================================================== class Scene_Logo # Audio types Constant; leave it as nil to disable Audio. # Standard value: %w( BGM BGS ME SE ) AudioTypes = %w( BGM BGS ME SE ) # The Method here the options are customised. def initialize # Include in this array the logo(s) image(s), there is no limit for the # array's size. @img = [ 'Image1', 'Image2', 'Image3' ] # Here, set 'true' if you want to have a fade in and fade out effect, # otherwise set to 'false'. @fade = true # Choose the amount of time taken to make the fade in/out effects (in # frames). # Standard: 20 frames. @fade_delay = 20 # Choose the wait time (in frames [1/60 seconds]) that a logo image shall # stay in the screen. # Standard: 120 frames. @delaying = 120 # General audio instance variable array; first three values are: # "Audio name", "Volume" and "Pitch"; next one is the type, based on the # constant AudioTypes[x], for x: 0: BGM; 1: BGS; 2: SE and 3: ME. @audio = [ 'AudioName', 100, 100, AudioTypes[x] ] main end # The Method where the image processing is made. def main # For each image in the Array... @img.each { |i| # Is made a new Sprite object... sprite = Sprite.new # The Sprite's image is loaded from "../Graphics/System/" folder... sprite.bitmap = Cache.system(i) # Check if Audio is enabled... if AudioTypes # Finds out Audio type and plays choosen Audio... case @audio[3] when 'BGM' Audio.bgm_play("Audio/BGM/#{@audio[0]}", @audio[1], @audio[2]) when 'BGS' Audio.bgs_play("Audio/BGS/#{@audio[0]}", @audio[1], @audio[2]) when 'ME' Audio.me_play("Audio/ME/#{@audio[0]}", @audio[1], @audio[2]) when 'SE' Audio.se_play("Audio/SE/#{@audio[0]}", @audio[1], @audio[2]) end end # Module's method transition is called... Graphics.transition # Fade in effect is done if fade is enabled... Graphics.fadein(@fade_delay) if @fade == true # Now wait command is done... Graphics.wait(@delaying) # Fade out effect is done is fade is enabled... Graphics.fadeout(@fade_delay) if @fade == true # Now the Sprite object is disposed... sprite.dispose # And the screen freezed... Graphics.freeze } end end # Here is the change in the Scene_Title class. class Scene_Title alias old_start start def start Scene_Logo.new old_start end end |
zum Lesen den Text mit der Maus markieren
nur für den xp gibts sowas?
Also ich kenne ein Script dazu von SephirothSpawn(braucht aber SDK):
Und dann gibts auch noch nur den Splashscreen hier
Und Noch eins von Kain Nobel:
|
|
Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 |
1. #==============================================================================
2. # ** Introduction & Splash System
3. #------------------------------------------------------------------------------
4. # SephirothSpawn
5. # Version 4.01
6. # 2006-12-15
7. #------------------------------------------------------------------------------
8. # * Version History :
9. #
10. # Version 1 -------------------------------------------- (Aprrox. 2005-01-01)
11. # Version 2 ---------------------------------------------------- (2005-01-08)
12. # - Update : Re-scripted Much of the System
13. # Version 3 ---------------------------------------------------- (2006-08-04)
14. # - Update : Re-scripted Much of the System
15. # Version 3.01 ------------------------------------------------ (2006-10-17)
16. # - Bug Fix : Made Introduction Scene Child Class of Scene Base
17. # Version 4 ---------------------------------------------------- (2006-12-06)
18. # - Update : Re-scripted Much of the System Adding New Features
19. # Version 4.01 ------------------------------------------------ (2006-12-15)
20. # - Bug Fix : Fixed Variable Name Errors & Other Errors
21. #------------------------------------------------------------------------------
22. # * Requirements :
23. #
24. # Scene_Base
25. #------------------------------------------------------------------------------
26. # * Description :
27. #
28. # This Script was designed to create an introduction before the title screen
29. # in your game. You will also have the option to display a splash screen,
30. # where an image will flash (Usually Press Start). It also adds a timer at
31. # both the splash screen and in the title screen, so after X seconds, it
32. # will replay the introduction and splash. The splash is completely
33. # optional. You can "hold" images for a defined duration before the image
34. # disappears as well.
35. #
36. # You can now add skip function, that will allow you to skip the introduction
37. # if: skip if first play, skip additional plays, skip if savefile is found.
38. #------------------------------------------------------------------------------
39. # * Instructions :
40. #
41. # Place The Script Below the SDK and Above Main.
42. # To Setup Introduction, refer to customization below.
43. #------------------------------------------------------------------------------
44. # * Customization :
45. #
46. # Play in Debug Mode
47. # - Play_Intro_In_Debug_Mode = true (ON) or false (OFF)
48. #
49. # ** Skip Options **
50. #
51. # Can Skip if Savefile Present
52. # - Can_Skip_Savefile = true or false
53. #
54. # Can Skip Intro If First Play
55. # - Can_Skip_FirstPlay = true or false
56. #
57. # Can Skip Intor If Additonal Play
58. # - Can_Skip_AdditionalPlays = true or false
59. #
60. # ** Intor Options **
61. #
62. # Intorduction Pictures
63. # - Intro_Pictures = ['filename', ...]
64. #
65. # Introduction Wait Counts
66. # - Intro_WaitCounts = [n, ...]
67. #
68. # Splash Image
69. # - Splash_Picture = 'filename' or nil
70. #
71. # Start Image
72. # - Start_Picture = 'filename'
73. #
74. # Introduction Image Speed
75. # - Intro_Speed = n
76. #
77. # Start Image Speed
78. # - Start_Speed = n
79. #
80. # Seconds To Restart Introduction from Splash
81. # - Splash_Restart_Seconds = n
82. #
83. # Seconds To Restart Introduction from Title
84. # - Title_Restart_Seconds = n
85. #
86. # Introduciton BGM
87. # - Introduction_BGM = RPG::AudioFile
88. #==============================================================================
89.
90. #------------------------------------------------------------------------------
91. # * SDK Log Script
92. #------------------------------------------------------------------------------
93. SDK.log('Introduction & Splash System', 'SephirothSpawn',4.01, '2006-12-15')
94.
95. #------------------------------------------------------------------------------
96. # * Scene Base Test
97. #------------------------------------------------------------------------------
98. unless SDK.enabled?('Scene Base')
99. # Print Error
100. p 'Scene Base Not Found. Introduction & Splash System Disabled.'
101. # Disable Encounter Control
102. SDK.disable('Introduction & Splash System')
103. end
104.
105. #------------------------------------------------------------------------------
106. # * Begin SDK Enable Test
107. #------------------------------------------------------------------------------
108. if SDK.enabled?('Introduction & Splash System')
109.
110. #==============================================================================
111. # ** Play Introduction in Debug Mode
112. #==============================================================================
113.
114. Play_Intro_In_Debug_Mode = false
115.
116. #==============================================================================
117. # ** Scene_Introduction
118. #==============================================================================
119.
120. class Scene_Introduction < Scene_Base
121. #--------------------------------------------------------------------------
122. # * Skip Intro Test
123. #
124. # Can_Skip_Savefile = true or false
125. # - When Savefile is present
126. # Can_Skip_First_Play = true or false
127. # - When Game First Opening Intro
128. # Can_Skip_AdditionalPlays = true or false
129. # - When Returning From Title Screen (Replay)
130. #--------------------------------------------------------------------------
131. Can_Skip_Savefile = true
132. Can_Skip_FirstPlay = true
133. Can_Skip_AdditionalPlays = true
134. #--------------------------------------------------------------------------
135. # * Options
136. #
137. # Intro_Pictures = ['filename', ...]
138. # Intro_WaitCounts = [n, ...]
139. # Splash_Picture = 'filename' or nil
140. # Start_Picture = 'filename'
141. # Intro_Speed = n
142. # Start_Speed = n
143. # Splash_Restart_Seconds = n
144. # Title_Restart_Seconds = n
145. # Introduction_BGM = RPG::AudioFile
146. #--------------------------------------------------------------------------
147. Intro_Pictures = ['Intro 1', 'Intro 2']
148. Intro_WaitCounts = [10, 5]
149. Splash_Picture = 'Intro 1'
150. Start_Picture = 'Start'
151. Intro_Speed = 5
152. Start_Speed = 5
153. Splash_Restart_Seconds = 60
154. Title_Restart_Seconds = 60
155. Introduction_BGM = load_data('Data/System.rxdata').title_bgm
156. #--------------------------------------------------------------------------
157. # * Main Processing : Variable Initialization
158. #--------------------------------------------------------------------------
159. def main_variable
160. # Sets Phase, Picture Index & Wait Count
161. @index, @phase, @wait_count = 0, 0, 0
162. # Sets Intro Pic Speed & Splash Pic Speed
163. @sprite_speed, @start_speed = Intro_Speed, Start_Speed
164. # Turns Extra Play off
165. @extra_play = false
166. end
167. #--------------------------------------------------------------------------
168. # * Main Processing : Sprite Initialization
169. #--------------------------------------------------------------------------
170. def main_sprite
171. # Background Images
172. @sprite = Sprite.new
173. @sprite.bitmap = RPG::Cache.title(Intro_Pictures[@index])
174. @sprite.opacity = 0
175. # Start Logo
176. unless Splash_Picture.nil?
177. @start = Sprite.new
178. @start.bitmap = RPG::Cache.title(Start_Picture)
179. @start.x = 320 - @start.bitmap.width / 2
180. @start.y = 480 - @start.bitmap.height - 32
181. @start.z = 10
182. @start.opacity = 0
183. end
184. end
185. #--------------------------------------------------------------------------
186. # * Main Processing : Audio Initialization
187. #--------------------------------------------------------------------------
188. def main_audio
189. # Play Introduction BGM
190. Audio.bgm_play('Audio/BGM/' + Introduction_BGM.name)
191. end
192. #--------------------------------------------------------------------------
193. # * Main Processing : Ending
194. #--------------------------------------------------------------------------
195. def main_end
196. # Fade BGM
197. Audio.bgm_fade(5)
198. # If Premain
199. $pre_main ? $pre_main = false : $scene = Scene_Title.new
200. end
201. #--------------------------------------------------------------------------
202. # * Can Skip?
203. #--------------------------------------------------------------------------
204. def can_skip?
205. # If Savefile
206. if Can_Skip_Savefile
207. # Checks Each File
208. for i in 0..3
209. if FileTest.exist?("Save#{i+1}.rxdata")
210. # Return True
211. return true
212. end
213. end
214. end
215. # If First Play & Can Skip First Play
216. if $pre_main && @extra_play == false
217. # Return Can Skip First Play
218. return Can_Skip_FirstPlay
219. # If Title Play & Can Skip Title Plays
220. else
221. # Return Can Skip Additional Plays
222. return Can_Skip_AdditionalPlays
223. end
224. # Return False
225. return false
226. end
227. #--------------------------------------------------------------------------
228. # * Frame Update
229. #--------------------------------------------------------------------------
230. def update
231. case @phase
232. when 0 # Introduction Procreesing
233. update_intro
234. when 1 # Splash Procreesing
235. update_splash
236. when 2 # Splash Transition
237. to_splash_transition
238. when 3 # Title Transition
239. to_title_transition
240. end
241. end
242. #--------------------------------------------------------------------------
243. # * Frame Update : Intro Images
244. #--------------------------------------------------------------------------
245. def update_intro
246. # If C is pressed
247. if Input.trigger?(Input::C)
248. # If Can Skip
249. if can_skip?
250. # Invert Speed
251. @sprite_speed *= -1 if @sprite_speed > 0
252. # Switch Phase
253. @phase = Splash_Picture.nil? ? 3 : 2
254. return
255. end
256. end
257. # If Wait Count
258. if @wait_count > 0
259. # Decrease Wait Count
260. @wait_count -= 1
261. return
262. end
263. # Updates Sprite Opacity
264. @sprite.opacity += @sprite_speed
265. # Changes Direction & Sets Wait Count
266. if @sprite.opacity >= 255
267. @sprite_speed *= -1 if @sprite_speed > 0
268. @wait_count = Intro_WaitCounts[@index]
269. return
270. end
271. # Change Sprite
272. if @sprite.opacity <= 0
273. # Increase Index & Inverts Intro Speed
274. @index += 1 ; @sprite_speed *= -1
275. # Switches Phase If Last Picture or Changes Intro Picure
276. @index == Intro_Pictures.size ? @phase = Splash_Picture.nil? ? 3 : 2 :
277. @sprite.bitmap = RPG::Cache.title(Intro_Pictures[@index])
278. end
279. end
280. #--------------------------------------------------------------------------
281. # * Frame Update : Splash Image
282. #--------------------------------------------------------------------------
283. def update_splash
284. # If Restart on splash and seconds reached
285. unless Splash_Restart_Seconds.nil?
286. if Graphics.frame_count %
287. (Graphics.frame_rate * Splash_Restart_Seconds) == 0
288. # Restart Scene
289. $scene = self.class.new
290. # Turns Extra Play On
291. @extra_play = true
292. return
293. end
294. end
295. # If C is pressed
296. if Input.trigger?(Input::C)
297. # Make Intro Speed Negative
298. @sprite_speed *= -1 if @sprite_speed > 0
299. # Make Splash Speed Negative
300. @start_speed *= -1 if @start_speed > 0
301. # Switches To Title Phase
302. @phase = 3
303. return
304. end
305. # Loads Sprite Splash Bitmap
306. @sprite.bitmap = RPG::Cache.title(Splash_Picture)
307. # Updates Sprite Opacity
308. @sprite.opacity += @sprite_speed
309. # Updates Start Logo Opacity
310. @start.opacity += @start_speed
311. # Changes Direction
312. @start_speed *= -1 if @start.opacity >= 255 || @start.opacity <= 0
313. end
314. #--------------------------------------------------------------------------
315. # * Frame Update : Intro To Splash Transistion
316. #--------------------------------------------------------------------------
317. def to_splash_transition
318. # Make Sprite Speed Negitve (If Not)
319. @sprite_speed *= -1 if @sprite_speed > 0
320. # Decrease Intro Pic Opacity
321. if @sprite.opacity > 0
322. @sprite.opacity += @sprite_speed
323. return
324. end
325. # Make Sprite Speed Positive
326. @sprite_speed = @sprite_speed.abs
327. # Switch Phase
328. @phase = 1
329. end
330. #--------------------------------------------------------------------------
331. # * Frame Update : Splash To Title Transistion
332. #--------------------------------------------------------------------------
333. def to_title_transition
334. # Make Sprite Speed Negitve (If Not)
335. @sprite_speed *= -1 if @sprite_speed > 0
336. @start_speed *= -1 if @start_speed > 0
337. # Decrease Intro Pic Opacity
338. if @sprite.opacity > 0
339. @sprite.opacity += @sprite_speed
340. end
341. # Updates Splash Opacity
342. unless @start.nil?
343. if @start.opacity > 0
344. @start.opacity += @start_speed
345. end
346. end
347. # Stop If Opacities Not 0
348. if @sprite.opacity > 0 || ( ( not @start.nil?) && @start.opacity > 0)
349. return
350. end
351. # End Introduction
352. $scene = nil
353. # Restart Graphics Frame Count
354. Graphics.frame_count = 0
355. end
356. end
357.
358. #==============================================================================
359. # ** Scene_Title
360. #==============================================================================
361.
362. class Scene_Title
363. #--------------------------------------------------------------------------
364. # * Alias Listings
365. #--------------------------------------------------------------------------
366. alias seph_intro_scnttl_update update
367. #--------------------------------------------------------------------------
368. # * Frame Update
369. #--------------------------------------------------------------------------
370. def update
371. # If Play in Debug or Not In Debug Mode
372. if Play_Intro_In_Debug_Mode || (not $DEBUG)
373. # If Restart && Seconds Reached
374. unless (secs = Scene_Introduction::Title_Restart_Seconds).nil?
375. if Graphics.frame_count % (Graphics.frame_rate * secs) == 0
376. # Switch to Splash Scene
377. $scene = Scene_Introduction.new
378. end
379. end
380. end
381. # Original Update
382. seph_intro_scnttl_update
383. end
384. end
385.
386. #==============================================================================
387. # ** Pre-Main
388. #------------------------------------------------------------------------------
389. # After defining each class, actual processing begins here.
390. #==============================================================================
391.
392. # If Play in Debug or Not In Debug Mode
393. if Play_Intro_In_Debug_Mode || (not $DEBUG)
394. begin
395. # Sets Pre-main flag
396. $pre_main = true
397. # Prepare for transition
398. Graphics.freeze
399. # Proceed to Introduction & Splash Scene
400. $scene = Scene_Introduction.new
401. # Call main method as long as $scene is effective
402. while $scene != nil
403. $scene.main
404. end
405. end
406. end
407.
408. #--------------------------------------------------------------------------
409. # * End SDK Enable Test
410. #--------------------------------------------------------------------------
411. end
412. |
zum Lesen den Text mit der Maus markieren
Und dann gibts auch noch nur den Splashscreen hier
Und Noch eins von Kain Nobel:
|
|
Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 |
#=====================================#=========================================
# ~** Introductiory Splash Screen **~ #
#-------------------------------------#
# Written by : Kain Nobel
# Version : 4.6
# Last Update : 5/18/2008
# Date Created : 2/19/2008
#===============================================================================
# Special Thanks
# Inspired by an old script by Dubealex.
#===============================================================================
SPLASH_DEBUG = true
#------------------------------------------
# true: script plays during editor playtest
# false: script only plays from Game.exe
#------------------------------------------
SPLASH_BGM = '060-Slow03'
SPLASH_BGS = '001-Wind01'
#----------------------------------------------------------
# nil : Plays the Title Screen's BGM.
# '' : Doesn't play any splash BGM.
# 'Song' : Plays track, based on name, in your BGM folder.
#----------------------------------------------------------
SPLASH_SCREEN_01 = 'Splash01'
SPLASH_SCREEN_02 = 'Splash02'
#----------------------------------------------------------
# Must be named according to filename in the specified
# folder, 'Graphics/Titles'. The file extention should not
# matter unless you've got 2 images of the same name with
# different file extentions.
#----------------------------------------------------------
=begin
[INSTRUCTIONS]==================================================================
For this script to work, you must go into 'main' and change this line...
"$scene = Scene_Title.new"
to
"$scene = Scene_Splash.new"
By default, this script will jump straight to Scene_Title during testplay
through the editor, but you can view this script in action either through the
Game.exe or setting 'SPLASH_DEBUG = true'.
[COMPATIBILITY]-----------------------------------------------------------------
Should be compatible with anything and everything, including SDK (even
though it doesn't have SDK openings and closings.) Just don't forget to change
the info in 'main', or else the script won't do anything. (Don't forget to
read the instructions in the section above this one, or else you might think
this script doesn't do anything.)
===============================================================================
=end
class Scene_Splash
#= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
# * Main Method
#= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
def main
#- - - - - - - - - - - - - -
# * Public Variable Settings
#- - - - - - - - - - - - - -
@splash_bgm = SPLASH_BGM
@splash_bgs = SPLASH_BGS
@splash01 = SPLASH_SCREEN_01
@splash02 = SPLASH_SCREEN_02
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Disables Splash Screens during Playtest (and battletest!)
if $DEBUG == true && SPLASH_DEBUG == false
@splash_bgm = ''
$scene = Scene_Title.new
end
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Load the System database & create a new game
$data_system = load_data("Data/System.rxdata")
$game_system = Game_System.new
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Play Splash BGM
if @splash_bgm == '' #<--Returns Title BGM
$game_system.bgm_play($data_system.title_bgm)
elsif @splash_bgm == nil #<--Returns No BGM
$game_system.bgm_play(RPG::AudioFile.new(''))
else #<--Returns User-Defined BGM
$game_system.bgm_play(RPG::AudioFile.new(@splash_bgm))
end
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Play Splash BGS
if @splash_bgs != '' or @splash_bgs != nil
$game_system.bgs_play(RPG::AudioFile.new(@splash_bgs))
end
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Initilizes Splash Screen play information
@show = true
@transition = 0
@splash_index = 2
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Defines Splash Screen 1 as its own 'sprite' object.
@sprite1 = Sprite.new
@sprite1.bitmap = RPG::Cache.title(@splash01)
@sprite1.opacity = 0
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Defines Splash Screen 2 as its own 'sprite' object.
@sprite2 = Sprite.new
@sprite2.bitmap = RPG::Cache.title(@splash02)
@sprite2.opacity = 0
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Graphics Transition
Graphics.transition
loop do
Graphics.update
Input.update
# Update Method
update
if $scene != self
break
end
end
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Dispose of Graphics after loop/update has finished.
Graphics.freeze
@sprite1.dispose
@sprite2.dispose
end
#= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
# Update the contents in this scene
#= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
def update
# Changes Index if C button was pressed.
if Input.trigger?(Input::C)
case @splash_index
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
when 1 #Splash01
if @transition > 0
@show = false
transition
end
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
when 2 #Splash02
if @transition > 0
@show = false
transition
end
end
end
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Change the opacity of the graphics
transition
# Update graphics
@sprite1.update
@sprite2.update
end
#= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
# * Transition Method
#- - - - - - - - - - -#
# This method cycles through the splash screen, changing
# the opacity based on 'frames', determined by @transition
# variable.
#= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
def transition
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
if @show == true
@transition += 5
if @transition > 750
@show = false
@transition = 255
end
end
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# * Method for fading OUT the Splash Screen, cycle to next
if @show == false
@transition -= 10
if @transition < 0
@show = true
@splash_index -= 1
@transition = 0
end
end
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# * Determines Next splash or go-to Scene_Title.
case @splash_index
when 0
$scene = Scene_Title.new
when 1
@sprite2.opacity = @transition
when 2
@sprite1.opacity = @transition
end
end
end |
zum Lesen den Text mit der Maus markieren
Ähnliche Themen
-
Menüs »-
Splashscreen V3
(5. März 2007, 16:46)
-
Maker-Talk »-
Scripte die die Welt braucht
(27. August 2008, 17:34)
-
Einsteigerhilfe »-
Wo füge ich das SDK ein
(5. August 2007, 11:12)
-
RGSS 1 Probleme & Talk »-
MGS Frage.
(6. Juni 2006, 10:51)
-
Maker-Talk »-
SCripte oder Tutorials?
(7. November 2004, 18:33)
