Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- module TitleGraphics
- INDEX_MAP = {}
- # INDEX_MAP[command_index] = "Filename"
- INDEX_MAP[0] = "Filename" # // New Game
- INDEX_MAP[1] = "Filename" # // Continue
- INDEX_MAP[2] = "Filename" # // Shutdown
- FADE_RATE = 60.0
- def create_title_graphics()
- @sprites = []
- for i in 0...@sprites.size
- @sprites[i] = Sprite.new()
- @sprites[i].bitmap = Cache.system( INDEX_MAP[i] )
- end
- end
- def update_title_graphics()
- @sprite = @sprites[@command_window.index]
- for sp in @sprites
- sp.opacity -= 255 / FADE_RATE unless sp == @sprite
- end
- @sprite.opacity += 255 / FADE_RATE
- end
- def dispose_title_graphics()
- @sprites.each { |sp| sp.bitmap.dispose() ; sp.dispose() } ; @sprite = nil
- end
- end
- class Scene_Title < Scene_Base
- include TitleGraphics
- alias :icy_tg_sct_create_command_window :create_command_window unless $@
- def create_command_window( *args, &block )
- icy_tg_sct_create_command_window( *args, &block )
- @sprite = @sprites[@command_window.index]
- end
- def create_title_graphic()
- create_title_graphics()
- @sprite = @sprites[0]
- end
- def dispose_title_graphic()
- dispose_title_graphics
- end
- end
- # // Copy this below the title script
- class Scene_Title < Scene_Base
- alias :icy_tg_sct_update :update unless $@
- def update( *args, &block )
- icy_tg_sct_update( *args, &block )
- update_title_graphics()
- end
- end
Advertisement
Add Comment
Please, Sign In to add comment