Adon237

[VXA]Adon's Title Screen(error)

Sep 29th, 2012
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  1. #======================================================#
  2. # HK Advance Title Screen, Modifed and ported to Ace by Adon
  3. # Feel free to steal this.
  4. #======================================================#
  5.  
  6. $TITLE_MENU_X = 185 # Your Title Menu X Position
  7. $TITLE_MENU_Y = 260     # Your Title Menu Y Position
  8. $LOGO_X = 0             # Your Logo X Position
  9. $LOGO_Y = -100             # Your Logo Y Position
  10. $SPARK_COUNT = 350     # SPARK COUNT: Frames Before the Spark Appears again
  11. $SPARK_SPEED = 10     # The Speed of the Sparks
  12. $MENU_NEW = 260         # THE Y Position of the Cursor if NEW GAME
  13. $MENU_CONTINUE = 305    # THE Y Position of the Cursor if CONTINUE
  14. $MENU_EXIT = 345         # THE Y Position of the Cursor if EXIT
  15. $SYMBOL_SPEED = 1
  16.     # SPEED OF VARIOUS SPARKLES
  17.     $sparklespeed1 = 0
  18.     $sparklespeed2 = 0
  19.     $sparklespeed3 = 0
  20.     $sparklespeed4 = 0
  21.     $sparklespeed5 = 0
  22.     $specspeed = 0
  23.     # END
  24.     $sparklerandom1 = 0
  25.     $sparklerandom2 = 0
  26.     $sparklerandom3 = 0
  27.     $sparklerandom4 = 0
  28.     $sparklerandom5 = 0
  29.     $specrandom = 0
  30.     $sparklefade = 0
  31.     $wavecount = 300
  32.     $waveswitch = 0
  33.     $flashcount = 0
  34. #DONT EDIT BELOW
  35. $titleloop = 1
  36. $SYMBOL_RESET = false
  37.  
  38.  
  39. #==============================================================================
  40. # ** Scene_Title
  41. #------------------------------------------------------------------------------
  42. # This class performs the title screen processing.
  43. #==============================================================================
  44.  
  45. class Scene_Title < Scene_Base
  46.    
  47.        
  48. #--------------------------------------------------------------------------
  49. # * Start Processing
  50. #--------------------------------------------------------------------------
  51. def start
  52.     super
  53.     SceneManager.clear
  54.     Graphics.freeze
  55.     create_background
  56.     create_foreground
  57.     create_command_window
  58.     play_title_music
  59. end
  60. #--------------------------------------------------------------------------
  61. # * Get Transition Speed
  62. #--------------------------------------------------------------------------
  63. def transition_speed
  64.     return 20
  65. end
  66. #--------------------------------------------------------------------------
  67. # * Termination Processing
  68. #--------------------------------------------------------------------------
  69. def terminate
  70.     super
  71.     SceneManager.snapshot_for_background
  72.     dispose_background
  73.     dispose_foreground
  74. end
  75. #--------------------------------------------------------------------------
  76. # * Create Background
  77. #--------------------------------------------------------------------------
  78. def create_background
  79.     @sprite1 = Sprite.new
  80.     @sprite1.bitmap = Cache.title1($data_system.title1_name)
  81.     @sprite2 = Sprite.new
  82.     @sprite2.bitmap = Cache.title2($data_system.title2_name)
  83.     center_sprite(@sprite1)
  84.     center_sprite(@sprite2)
  85.      @viewport1 = Viewport.new(0, 0, 1288, 891)
  86.     @viewport2 = Viewport.new(0, 0, 824, 480)
  87.     # ADON.NEW = Viewport 3-4, back, and wavetitle
  88.     @viewport3 = Viewport.new(0,0,1288,891)
  89.     @viewport4 = Viewport.new(0,0,1288,891)
  90.     @viewport5 = Viewport.new(0, 0, 544, 416)
  91.     @viewport6 = Viewport.new(0, 0, 544, 416)
  92.     @back = Plane.new(@viewport3)
  93.     @back.bitmap = Cache.system("Title")
  94.     @back.opacity = 175
  95.     @wavetitle = Sprite.new(@viewport4)
  96.     @wavetitle.bitmap = Cache.picture("FOG")
  97.     @wavetitle.oy = 371
  98.     @wavetitle.ox = 100
  99.     @wavetitle.wave_amp = 50
  100.     @wavetitle.wave_length = 440
  101.     @wavetitle.wave_speed = 1250
  102.     @wavetitle.opacity = 50
  103.     @wavetitle.z = 5
  104.     @sprite = Plane.new(@viewport1)
  105.     @sprite.bitmap = Cache.system("TitleBGLoop")
  106.     @sprite.oy = 371
  107.     @sprite.ox = 100
  108.     @sprite.z = -100
  109.     @sprite.opacity = 100
  110.     @wave = Sprite.new(@viewport1)
  111.     @wave.bitmap = Cache.system("TitleBGSprite")
  112.     @wave.oy = 371
  113.     @wave.ox = 100
  114.     @wave.wave_amp = 50
  115.     @wave.wave_length = 440
  116.     @wave.wave_speed = 1250
  117.     @wave.opacity = 125
  118.     @wave.z = 5
  119.     @logo = Sprite.new
  120.     @logo.bitmap = Cache.system("TitleLogo")
  121.     @logo.x = $LOGO_X
  122.     @logo.y = $LOGO_Y
  123.     @logo.z = 10
  124.     @dislogo = Sprite.new
  125.     @dislogo.bitmap = Cache.system("TitleLogo")
  126.     @dislogo.wave_amp = 2
  127.     @dislogo.wave_length = 5
  128.     @dislogo.wave_speed = 50
  129.     @dislogo.opacity = 155
  130.     @dislogo.x = $LOGO_X
  131.     @dislogo.y = $LOGO_Y
  132.     @dislogo.z = 5
  133.     @menu01 = Sprite.new
  134.     @menu01.bitmap = Cache.system("TitleMenu01")
  135.     @menu01.x = $TITLE_MENU_X
  136.     @menu01.y = $TITLE_MENU_Y
  137.     @menu02 = Sprite.new
  138.     @menu02.bitmap = Cache.system("TitleMenu02")
  139.     @menu02.x = $TITLE_MENU_X
  140.     @menu02.y = $TITLE_MENU_Y
  141.     @menu02.opacity = 0
  142.     @menu03 = Sprite.new
  143.     @menu03.bitmap = Cache.system("TitleMenu03")
  144.     @menu03.x = $TITLE_MENU_X
  145.     @menu03.y = $TITLE_MENU_Y
  146.     @menu03.opacity = 0
  147.     @cursor = Sprite.new
  148.     @cursor.bitmap = Cache.system("TitleCursor")
  149.     @cursor.x = $TITLE_MENU_X
  150.     @cursor.y = $TITLE_MENU_Y
  151.     @cursor.z = 12
  152.     @strike1 = Sprite.new
  153.     @strike1.bitmap = Cache.system("TitleCursorStrike01")
  154.     @strike1.x = 0
  155.     @strike1.y = 300
  156.     @strike1.z = 9
  157.     @strike2 = Sprite.new
  158.     @strike2.bitmap = Cache.system("TitleCursorStrike02")
  159.     @strike2.x = 308
  160.     @strike2.y = 300
  161.     @strike2.z = 9
  162.     @sparkle1 = Plane.new(@viewport5)
  163.     @sparkle1.bitmap = Cache.system("Title-Sparkle01")
  164.     @sparkle1.blend_type = 1
  165.     @sparkle1.opacity = 95
  166.     @sparkle2 = Plane.new(@viewport5) #Sparkles Behind
  167.     @sparkle2.bitmap = Cache.system("Title-Sparkle02")
  168.     @sparkle2.blend_type = 1
  169.     @sparkle2.opacity = 100
  170.     @sparkle3 = Plane.new(@viewport6)
  171.     @sparkle3.bitmap = Cache.system("Title-Sparkle03")
  172.     @sparkle3.blend_type = 1
  173.     @sparkle3.opacity = 215
  174.     @sparkle4 = Plane.new(@viewport5)
  175.     @sparkle4.bitmap = Cache.system("Title-Sparkle02")
  176.     @sparkle4.blend_type = 1
  177.     @sparkle4.opacity = 95
  178.     @sparkle5 = Plane.new(@viewport5)
  179.     @sparkle5.bitmap = Cache.system("Title-Sparkle04")
  180.     @sparkle5.blend_type = 1
  181.     @sparkle5.opacity = 115
  182.      @symbol = Plane.new(@viewport3)
  183.     @symbol.bitmap = Cache.system("TitleSymbol")
  184.     @symbol.oy = 403
  185.     @symbol.ox = 100
  186.     @spark01 = Sprite.new
  187.     @spark01.bitmap = Cache.system("TitleSpark01")
  188.     @spark01.y = 280
  189.     @spark01.x = -172
  190.     @spark01.z = 12
  191.     @spark02 = Sprite.new
  192.     @spark02.bitmap = Cache.system("TitleSpark02")
  193.     @spark02.y = 300
  194.     @spark02.x = 640
  195.     @spark02.z = 12
  196.     @menu01.z = @menu02.z = @menu03.z = 13
  197. # if @continue_enabled
  198. # @menu01.opacity = 0
  199.     # @menu02.opacity = 255
  200.      # @cursor.y = 345
  201.      # @strike1.y = 345
  202.      # @strike2.y = 345
  203.     # @symbol.oy = 358
  204.     # above: i have no idea what the hell this is even doing here
  205. end
  206. #--------------------------------------------------------------------------
  207. # * Draw Game Title
  208. #--------------------------------------------------------------------------
  209. def draw_game_title
  210.     @background_sprite.bitmap.font.size = 48
  211.     rect = Rect.new(0, 0, Graphics.width, Graphics.height / 2)
  212.     @background_sprite.bitmap.draw_text(rect, $data_system.game_title, 1)
  213. end
  214. #--------------------------------------------------------------------------
  215. # * Free Background
  216. #--------------------------------------------------------------------------
  217. def dispose_background
  218.     @sprite1.bitmap.dispose
  219.     @sprite1.dispose
  220.     @sprite2.bitmap.dispose
  221.     @sprite2.dispose
  222.     @wave.dispose
  223.     @logo.dispose
  224.     @wavetitle.dispose
  225.     @back.dispose
  226.     @menu01.dispose
  227.     @menu02.dispose
  228.     @menu03.dispose
  229.     @sparkle1.dispose
  230.     @sparkle2.dispose
  231.     @sparkle3.dispose
  232.     @sparkle4.dispose
  233.     @sparkle5.dispose
  234.     @cursor.dispose
  235.     @strike1.dispose
  236.     @strike2.dispose
  237.     @symbol.dispose
  238.     @spark01.dispose
  239.     @spark02.dispose
  240.     @wave.bitmap.dispose
  241.     @logo.bitmap.dispose
  242.     @dislogo.bitmap.dispose
  243.     @menu01.bitmap.dispose
  244.     @menu02.bitmap.dispose
  245.     @menu03.bitmap.dispose
  246.     @cursor.bitmap.dispose
  247.     @strike1.bitmap.dispose
  248.     @strike2.bitmap.dispose
  249.     @spark01.bitmap.dispose
  250.     @spark02.bitmap.dispose
  251. end
  252.  
  253. def update
  254.     super
  255.     # LOGO WAVE EFFECT
  256.     @dislogo.update
  257.     if $wavecount == 300
  258. if $waveswitch == 0 && @dislogo.opacity != 155
  259.         @dislogo.opacity += 1
  260.      elsif $waveswitch == 0 && @dislogo.opacity >= 155
  261.      $waveswitch = 1
  262.      end
  263.      if $waveswitch == 1 && @dislogo.opacity != 0
  264.         @dislogo.opacity -= 1
  265.      elsif $waveswitch == 1 && @dislogo.opacity == 0
  266.      $wavecount = 0
  267.      $waveswitch = 0
  268.      end
  269.     else
  270.      $wavecount += 1
  271.     end
  272.    
  273. # SPARKLE ANIMATION
  274.     if $sparklespeed1 == 5
  275.     @sparkle1.oy += 1
  276.     $sparklespeed1 = 0
  277.     $sparklerandom1 = rand(100)
  278.     case $sparklerandom1
  279.      when 0..35
  280.      @sparkle1.ox += 1
  281.      when 36..70
  282.      @sparkle1.ox -= 1
  283.      end
  284.     else
  285.     $sparklespeed1 += 1
  286.     end
  287.     if $sparklespeed2 == 4
  288.     @sparkle2.oy += 2
  289.     $sparklespeed2 = 0
  290.     $sparklerandom2 = rand(100)
  291.     case $sparklerandom2
  292.      when 0..99
  293.      @sparkle2.ox += 1
  294.      end
  295.     else
  296.     $sparklespeed2 += 1
  297.     end
  298. if $sparklespeed3 == 2
  299.     @sparkle3.oy += 1
  300.     $sparklespeed3 = 0
  301.     $sparklerandom3 = rand(100)
  302.     case $sparklerandom3
  303.      when 0..99
  304.      @sparkle3.ox -= 1
  305.      end
  306.     else
  307.     $sparklespeed3 += 1
  308. end
  309. if $sparklespeed4 == 10
  310.     @sparkle4.oy += 1
  311.     $sparklespeed4 = 0
  312.     $sparklerandom4 = rand(100)
  313.     case $sparklerandom4
  314.      when 0..99
  315.      @sparkle4.ox -= 1
  316.      end
  317.     else
  318.     $sparklespeed4 += 1
  319. end
  320. if $sparklespeed5 == 10
  321.     @sparkle5.oy += 1
  322.     $sparklespeed5 = 0
  323.     $sparklerandom5 = rand(100)
  324.     case $sparklerandom5
  325.      when 0..99
  326.      @sparkle5.ox -= 1
  327.      end
  328.     else
  329.     $sparklespeed5 += 1
  330. end
  331. if $sparklefade == 200 && $sparklefadeswitch == false
  332.      if @sparkle4.opacity != 0
  333.      @sparkle4.opacity -= 1
  334.      else
  335.      $sparklefade = 0
  336.      $sparklefadeswitch = true
  337.      end
  338.     elsif $sparklefade == 200 && $sparklefadeswitch == true
  339.      if @sparkle4.opacity != 255
  340.      @sparkle4.opacity += 1
  341.      else
  342.      $sparklefade = 0
  343.      $sparklefadeswitch = false
  344.      end
  345. else
  346.      $sparklefade += 1
  347.     end
  348.      #=======Wave Animation=========
  349.      @wave.update
  350.      @wavetitle.update
  351.      #=======Symbol Animation=========
  352.      @symbol.ox -= $SYMBOL_SPEED
  353.      if $SYMBOL_RESET == true && @symbol.opacity == 0
  354.          $SYMBOL_RESET = false
  355.         elsif @symbol.opacity != 255
  356.          @symbol.opacity += 3
  357.         end
  358.      #=======Spark Animation========
  359.      @spark01.x += $SPARK_SPEED
  360.      @spark02.x -= $SPARK_SPEED
  361.      if $SPARK_COUNT != 0
  362.      $SPARK_COUNT -= 1
  363.      else
  364.      $SPARK_COUNT = 350
  365.      @spark01.x = -172
  366.      @spark02.x = 544
  367.      end
  368.      if @spark01.opacity != 255
  369.      @spark01.opacity += 20
  370.      @spark02.opacity += 20
  371.      end
  372.     #=======Background Animation=========
  373.     if @sprite.oy != 0
  374.      @sprite.oy -= 1
  375.     elsif @sprite.oy == 0
  376.      @sprite.ox += 1
  377.     end
  378.     if @wave.oy != 0
  379.      @wave.oy -= 1
  380.     elsif @wave.oy == 0
  381.      if $TITLE_LOOP == 1 && @wave.ox != 1289
  382.         @wave.ox += 1
  383.      else
  384.         $TITLE_LOOP == 2
  385.      end
  386.      if $TITLE_LOOP == 2 && @wave.ox != -1189
  387.         @wave.ox -= 1
  388.      else
  389.         $TITLE_LOOP == 1
  390.      end
  391.     end
  392.     if @wavetitle.oy != 0
  393.      @wavetitle.oy -= 1
  394.     elsif @wavetitle.oy == 0
  395.      if $TITLE_LOOP2 == 1 && @wavetitle.ox != 1289
  396.         @wavetitle.ox += 1
  397.      else
  398.         $TITLE_LOOP2 == 2
  399.      end
  400.      if $TITLE_LOOP2 == 2 && @wavetitle.ox != -1189
  401.         @wavetitle.ox -= 1
  402.      else
  403.         $TITLE_LOOP2 == 1
  404.      end
  405.     end
  406.     #=======Menu Animation=========
  407.     case @command_window.index
  408.      when 0
  409.         @spark01.y = $MENU_NEW - 20
  410.         @spark02.y = $MENU_NEW
  411.         @symbol.oy = $MENU_NEW + 183
  412.         @strike1.y = $MENU_NEW
  413.         @strike2.y = $MENU_NEW
  414.         if @menu01.opacity != 255
  415.          @menu01.opacity += 20
  416.          @menu02.opacity -= 20
  417.          @menu03.opacity -= 20
  418.         end
  419.         if @cursor.y != $TITLE_MENU_Y
  420.          @cursor.y -= 5
  421.          end
  422.      when 1
  423.         @spark01.y = $MENU_CONTINUE - 20
  424.         @spark02.y = $MENU_CONTINUE
  425.         @symbol.oy = $MENU_CONTINUE + 93
  426.         @strike1.y = $MENU_CONTINUE
  427.         @strike2.y = $MENU_CONTINUE
  428.         if @menu02.opacity != 255
  429.          @menu02.opacity += 20
  430.          @menu01.opacity -= 20
  431.          @menu03.opacity -= 20
  432.         end
  433.         if @cursor.y != $MENU_CONTINUE && @cursor.y < $MENU_CONTINUE
  434.          @cursor.y += 5
  435.          elsif @cursor.y != $MENU_CONTINUE && @cursor.y > $MENU_CONTINUE
  436.          @cursor.y -= 5
  437.          end
  438.      when 2
  439.         @spark01.y = $MENU_EXIT - 20
  440.         @spark02.y = $MENU_EXIT
  441.         @symbol.oy = $MENU_EXIT + 13
  442.         @strike1.y = $MENU_EXIT
  443.         @strike2.y = $MENU_EXIT
  444.         if @menu03.opacity != 255
  445.          @menu03.opacity += 20
  446.          @menu02.opacity -= 20
  447.          @menu01.opacity -= 20
  448.         end
  449.         if @cursor.y != $MENU_EXIT
  450.          @cursor.y += 5
  451.         end
  452.      end
  453.     @command_window.update
  454.      #=======Cursor Animation=========
  455. if @strike1.x != 0
  456.     @strike1.x += 11
  457. end
  458. if @strike2.x != 308
  459.     @strike2.x -= 12
  460. end
  461.     if Input.trigger?(Input::C)
  462.      case @command_window.index
  463.      when 0    #New game
  464.         command_new_game
  465.      when 1    # Continue
  466.         command_continue
  467.      when 2    # Shutdown
  468.         command_shutdown
  469.      end
  470.     end
  471. end
  472. #--------------------------------------------------------------------------
  473. # * Move Sprite to Screen Center
  474. #--------------------------------------------------------------------------
  475. def center_sprite(sprite)
  476.     sprite.ox = sprite.bitmap.width / 2
  477.     sprite.oy = sprite.bitmap.height / 2
  478.     sprite.x = Graphics.width / 2
  479.     sprite.y = Graphics.height / 2
  480. end
  481. #--------------------------------------------------------------------------
  482. # * Create Command Window
  483. #--------------------------------------------------------------------------
  484. def create_command_window
  485.     @command_window = Window_TitleCommand.new
  486.     @command_window.set_handler(:new_game, method(:command_new_game))
  487.     @command_window.set_handler(:continue, method(:command_continue))
  488.     @command_window.set_handler(:shutdown, method(:command_shutdown))
  489. end
  490. #--------------------------------------------------------------------------
  491. # * Close Command Window
  492. #--------------------------------------------------------------------------
  493. def close_command_window
  494.     @command_window.close
  495.     update until @command_window.close?
  496. end
  497. #--------------------------------------------------------------------------
  498. # * [New Game] Command
  499. #--------------------------------------------------------------------------
  500. def command_new_game
  501.     Graphics.wait(30)
  502.     Audio.se_play("Audio/SE/Justin - VA Title", 100, 100)
  503.     DataManager.setup_new_game
  504.     close_command_window
  505.     fadeout_all
  506.     $game_map.autoplay
  507.     SceneManager.goto(Scene_Map)
  508. end
  509. #--------------------------------------------------------------------------
  510. # * [Continue] Command
  511. #--------------------------------------------------------------------------
  512. def command_continue
  513.     close_command_window
  514.     SceneManager.call(Scene_Load)
  515. end
  516. #--------------------------------------------------------------------------
  517. # * [Shut Down] Command
  518. #--------------------------------------------------------------------------
  519. def command_shutdown
  520.     Sound.play_decision
  521.     close_command_window
  522.     fadeout_all
  523.     SceneManager.exit
  524. end
  525. #--------------------------------------------------------------------------
  526. # * Play Title Screen Music
  527. #--------------------------------------------------------------------------
  528. def play_title_music
  529.     $data_system.title_bgm.play
  530.     RPG::BGS.stop
  531.     RPG::ME.stop
  532. end
  533. end
  534. [/CODE]
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