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- class Scene_Title
- def main
- # If battle test
- if $BTEST
- battle_test
- return
- end
- # 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")
- # Make system object
- $game_system = Game_System.new
- # Make title graphic
- @sprite = Sprite.new
- @sprite.bitmap = RPG::Cache.title($data_system.title_name)
- # Make command window
- s1 = "Play"
- s2 = "Exit"
- @command_window = Window_Command.new(192, [s1, s2])
- @command_window.back_opacity = 160
- @command_window.x = 320 - @command_window.width / 2
- @command_window.y = 288
- # 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
- # 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 command window
- @command_window.dispose
- # Dispose of title graphic
- @sprite.bitmap.dispose
- @sprite.dispose
- end
- #--------------------------------------------------------------------------
- # * Frame Update
- #--------------------------------------------------------------------------
- def update
- # Update command window
- @command_window.update
- # If C button was pressed
- if Input.trigger?(Input::C)
- # Branch by command window cursor position
- case @command_window.index
- when 0 # New game
- command_new_game
- when 1 # Shutdown
- command_shutdown
- end
- end
- end
- #--------------------------------------------------------------------------
- # * Command: New Game
- #--------------------------------------------------------------------------
- def command_new_game
- if FileTest.exist?("Save.rxdata")
- # Play decision SE
- $game_system.se_play($data_system.decision_se)
- # Switch to load screen
- $scene = Auto_Load2.new
- else
- # Play decision SE
- $game_system.se_play($data_system.decision_se)
- # Stop BGM
- Audio.bgm_stop
- # Reset frame count for measuring play time
- Graphics.frame_count = 0
- # Make each type of game object
- $game_temp = Game_Temp.new
- $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
- # 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
- # Run automatic change for BGM and BGS set with map
- $game_map.autoplay
- # Update map (run parallel process event)
- $game_map.update
- # Switch to map screen
- $scene = Scene_Map.new
- end
- 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
- #==============================================================================
- # ** Scene_File
- #------------------------------------------------------------------------------
- # This is a superclass for the save screen and load screen.
- #==============================================================================
- class Auto_Load
- #--------------------------------------------------------------------------
- # * Object Initialization
- # help_text : text string shown in the help window
- #--------------------------------------------------------------------------
- def initialize(help_text)
- @help_text = ""
- end
- #--------------------------------------------------------------------------
- # * Main Processing
- #--------------------------------------------------------------------------
- def main
- # Select last file to be operated
- @file_index = $game_temp.last_file_index
- # Execute transition
- Graphics.transition
- # Main loop
- loop do
- on_decision(make_filename(@file_index))
- $game_temp.last_file_index = @file_index
- # Abort loop if screen is changed
- if $scene != self
- break
- end
- end
- # Prepare for transition
- Graphics.freeze
- end
- #--------------------------------------------------------------------------
- # * Make File Name
- # file_index : save file index (0-3)
- #--------------------------------------------------------------------------
- def make_filename(file_index)
- return "Save.rxdata"
- end
- end
- #==============================================================================
- # ** Scene_Load
- #------------------------------------------------------------------------------
- # This class performs load screen processing.
- #==============================================================================
- class Auto_Load2 < Auto_Load
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize
- # Remake temporary object
- $game_temp = Game_Temp.new
- # Timestamp selects new file
- $game_temp.last_file_index = 0
- latest_time = Time.at(0)
- for i in 0..3
- filename = make_filename(i)
- if FileTest.exist?(filename)
- file = File.open(filename, "r")
- if file.mtime > latest_time
- latest_time = file.mtime
- $game_temp.last_file_index = i
- end
- file.close
- end
- end
- super("Which file would you like to load?")
- end
- #--------------------------------------------------------------------------
- # * Decision Processing
- #--------------------------------------------------------------------------
- def on_decision(filename)
- # If file doesn't exist
- unless FileTest.exist?(filename)
- # Play buzzer SE
- $game_system.se_play($data_system.buzzer_se)
- return
- end
- # Play load SE
- $game_system.se_play($data_system.load_se)
- # Read save data
- file = File.open(filename, "rb")
- read_save_data(file)
- file.close
- # Restore BGM and BGS
- $game_system.bgm_play($game_system.playing_bgm)
- $game_system.bgs_play($game_system.playing_bgs)
- # Update map (run parallel process event)
- $game_map.update
- # Switch to map screen
- $scene = Scene_Map.new
- end
- #--------------------------------------------------------------------------
- # * Read Save Data
- # file : file object for reading (opened)
- #--------------------------------------------------------------------------
- def read_save_data(file)
- # Read character data for drawing save file
- characters = Marshal.load(file)
- # Read frame count for measuring play time
- Graphics.frame_count = Marshal.load(file)
- # Read each type of game object
- $game_system = Marshal.load(file)
- $game_switches = Marshal.load(file)
- $game_variables = Marshal.load(file)
- $game_self_switches = Marshal.load(file)
- $game_screen = Marshal.load(file)
- $game_actors = Marshal.load(file)
- $game_party = Marshal.load(file)
- $game_troop = Marshal.load(file)
- $game_map = Marshal.load(file)
- $game_player = Marshal.load(file)
- # If magic number is different from when saving
- # (if editing was added with editor)
- if $game_system.magic_number != $data_system.magic_number
- # Load map
- $game_map.setup($game_map.map_id)
- $game_player.center($game_player.x, $game_player.y)
- end
- # Refresh party members
- $game_party.refresh
- end
- end
- #==============================================================================
- # ** Scene_Save
- #------------------------------------------------------------------------------
- # This class performs save screen processing.
- #==============================================================================
- class Auto_Save
- def initialize
- end
- def main
- # Execute transition
- # Graphics.transition
- on_decision("Save.rxdata")
- # Prepare for transition
- Graphics.freeze
- $scene = Scene_Map.new
- end
- #--------------------------------------------------------------------------
- # * Decision Processing
- #--------------------------------------------------------------------------
- def on_decision(filename)
- file = File.open(filename, "wb")
- write_save_data(file)
- file.close
- end
- #--------------------------------------------------------------------------
- # * Write Save Data
- # file : write file object (opened)
- #--------------------------------------------------------------------------
- def write_save_data(file)
- # Make character data for drawing save file
- characters = []
- for i in 0...$game_party.actors.size
- actor = $game_party.actors[i]
- characters.push([actor.character_name, actor.character_hue])
- end
- # Write character data for drawing save file
- Marshal.dump(characters, file)
- # Wrire frame count for measuring play time
- Marshal.dump(Graphics.frame_count, file)
- # Increase save count by 1
- $game_system.save_count += 1
- # Save magic number
- # (A random value will be written each time saving with editor)
- $game_system.magic_number = $data_system.magic_number
- # Write each type of game object
- Marshal.dump($game_system, file)
- Marshal.dump($game_switches, file)
- Marshal.dump($game_variables, file)
- Marshal.dump($game_self_switches, file)
- Marshal.dump($game_screen, file)
- Marshal.dump($game_actors, file)
- Marshal.dump($game_party, file)
- Marshal.dump($game_troop, file)
- Marshal.dump($game_map, file)
- Marshal.dump($game_player, file)
- end
- end
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