Poulet trizo Lv.3
Age : 33 Inscrit le : 12/04/2010 Messages : 49
| Sujet: encore un menu à Dudu' (2) Sam 19 Juin 2010 - 13:47 | |
| bon bah s'est un ptit menu quoi pour l'utilisation s'est comme d'ab bon allé: Auteur: Adurna créé le: 02/06/2010 version:1.2 - Code:
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#============================================================================== # ** Scene_Menu #By Adurna 02/06/2010 # www.rpgmakervx-fr.com #------------------------------------------------------------------------------ # This class performs the menu screen processing. #============================================================================== module Adurna
Commandes=[ "Objets", "Compétences", "Équipement", "Statut", "Sauvegarder", "Charger", "Quitter"] Help_txt=[ "Utiliser des objets?", "Utiliser une compétences?", "modifier l'équipement de l'équipe?", "Voir le statut des Héro?", "Sauvegarder la progrétion?", "Charger une partie?", "Quitter le jeu?" ] Icon = { "or"=>147 , "pas"=>48 , "lieu"=>153 } end
class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background create_command_window @gold_window = Window_Gold.new(0, 364) @status_window = Window_MenuStatus.new(0, 56) @help_window=Window_Help.new @help_window.width=544-160 @help_window.height=56 @help_window.contents = Bitmap.new(@help_window.width - 32, @help_window.height - 32) @temp=Window_Temp.new(544-160,364-54) @loc=Window_lieu.new(544-250,364) @step=Window_Step.new(160,364) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @command_window.dispose @gold_window.dispose @temp.dispose @status_window.dispose @help_window.dispose @step.dispose @loc.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background update_help_window @temp.update @step.update @command_window.update @gold_window.update @loc.update @status_window.update if @command_window.active update_command_selection elsif @status_window.active update_actor_selection end end #--------------------------------------------------------- #window_help #--------------------------------------------------------- def update_help_window if @command_window .active @help_window.set_text(Adurna::Help_txt[@command_window.index],1) end end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_Command2.new(160, Adurna::Commandes ,1,11) @command_window .x=544-160 @command_window.index = @menu_index if $game_party.members.size == 0 # If number of party members is 0 @command_window.draw_item(0, false) # Disable item @command_window.draw_item(1, false) # Disable skill @command_window.draw_item(2, false) # Disable equipment @command_window.draw_item(3, false) # Disable status end if $game_system.save_disabled # If save is forbidden @command_window.draw_item(4, false) # Disable save end end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision case @command_window.index when 0 # Item $scene = Scene_Item.new when 1,2,3 # Skill, equipment, status start_actor_selection when 4 # Save $scene = Scene_File.new(true, false, false) when 5 $scene = Scene_File.new(false, false, false, 5) when 6 # End Game $scene = Scene_End.new end end end #-------------------------------------------------------------------------- # * Start Actor Selection #-------------------------------------------------------------------------- def start_actor_selection @command_window.active = false @status_window.active = true if $game_party.last_actor_index < @status_window.item_max @status_window.index = $game_party.last_actor_index else @status_window.index = 0 end end #-------------------------------------------------------------------------- # * End Actor Selection #-------------------------------------------------------------------------- def end_actor_selection @command_window.active = true @status_window.active = false @status_window.index = -1 end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision case @command_window.index when 1 # skill $scene = Scene_Skill.new(@status_window.index) when 2 # equipment $scene = Scene_Equip.new(@status_window.index) when 3 # status $scene = Scene_Status.new(@status_window.index) end end end end
#============================================================================== # ** Window_MenuStatus #------------------------------------------------------------------------------ # This window displays party member status on the menu screen. #==============================================================================
class Window_MenuStatus < Window_Selectable HAUTEUR = 96 #-------------------------------------------------------------------------- # * Object Initialization # x : window X coordinate # y : window Y coordinate #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 384, 96*3+20) taille=$game_party.members.size self.contents = Bitmap.new(width - 32, 20+96*taille) refresh self.active = false self.index = -1 end def create_contents self.contents.dispose self.contents = Bitmap.new(width - 32, [height - 32, row_max * HAUTEUR].max) end
#-------------------------------------------------------------------------- # * Get Top Row #-------------------------------------------------------------------------- def top_row return self.oy / HAUTEUR end
#-------------------------------------------------------------------------- # * Set Top Row # row : row shown on top #-------------------------------------------------------------------------- def top_row=(row) super(row) self.oy = self.oy / WLH * HAUTEUR end
#-------------------------------------------------------------------------- # * Get Number of Rows Displayable on 1 Page #-------------------------------------------------------------------------- def page_row_max return (self.height - 32) / HAUTEUR end
#-------------------------------------------------------------------------- # * Get rectangle for displaying items # index : item number #-------------------------------------------------------------------------- def item_rect(index) rect = super(index) rect.height = HAUTEUR rect.y = index / @column_max * HAUTEUR return rect end
#-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.members.size for actor in $game_party.members draw_actor_face(actor, 2, actor.index * 96 + 2, 92) x = 104 y = actor.index * 96 + WLH / 2 draw_actor_name(actor, x, y) draw_actor_exp(actor, x, y+48) draw_actor_level(actor, x, y +24) draw_actor_state(actor, x+120, y) draw_actor_hp(actor, x + 120, y + WLH * 1) draw_actor_mp(actor, x + 120, y + WLH * 2) end end #-------------------------------------------------------------------------- # * Update cursor #-------------------------------------------------------------------------- def update_cursor if @index < 0 self.cursor_rect.empty elsif @index < @item_max super elsif @index >= 100 self.cursor_rect.set(0, (@index - 100) * HAUTEUR,contents.width, HAUTEUR) else self.cursor_rect.set(0, 0, contents.width, @item_max * HAUTEUR) end end end
class Window_Gold < Window_Base
def initialize(x, y) super(x, y, 160, 52) refresh end
def refresh self.contents.clear draw_icon(Adurna::Icon["or"], 0,-2) draw_currency_value2($game_party.gold, 4, 0, 120) end end
class Window_Temp < Window_Base def initialize(x, y) super(x, y, 160, 54) refresh end def refresh self.contents.clear @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.draw_text(0, -3, 110, 32, text, 2) end def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end
class Window_lieu< Window_Base def initialize(x, y) super(x, y, 250, WLH+28) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear draw_icon(Adurna::Icon["lieu"], 0,-2) $maps = load_data("Data/MapInfos.rvdata") @map_id = $game_map.map_id @map_name = $maps[@map_id].name self.contents.draw_text(-30, -8, 360, 32, @map_name, 1) end end
class Window_Step<Window_Base def initialize(x, y) super(x, y, 134, 52) refresh end def refresh self.contents.clear draw_icon(Adurna::Icon["pas"], 0,-4) self.contents.draw_text(5, -8, 100, 32, $game_party.steps, 1) end end
class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end
class Window_Base < Window def draw_currency_value2(value, x, y, width) self.contents.font.color = normal_color self.contents.draw_text(x, y, width--2, WLH, value, 2) end def draw_actor_level_menu(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, WLH, Vocab::level_a) self.contents.font.color = normal_color self.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2) end def draw_actor_class_menu(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 85, WLH, actor.class.name) end def exp_gauge_color1 return text_color(30) end def exp_gauge_color2 return text_color(31) end def draw_actor_exp(actor, x, y, width = 100) if actor.next_exp != 0 exp = actor.now_exp else exp = 1 end gw = width * exp / [actor.next_exp, 1].max gc1 = exp_gauge_color1 gc2 = exp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, "Exp") self.contents.font.color = normal_color xr = x + width self.contents.draw_text(xr - 60, y, 60, WLH, actor.next_rest_exp_s, 2) end end
class Window_Command2 < Window_Selectable #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_reader :commands # command #-------------------------------------------------------------------------- # * Object Initialization # width : window width # commands : command string array # column_max : digit count (if 2 or more, horizontal selection) # row_max : row count (0: match command count) # spacing : blank space when items are arrange horizontally #-------------------------------------------------------------------------- def initialize(width, commands, column_max = 1, row_max = 0, spacing = 25) if row_max == 0 row_max = (commands.size + column_max - 1) / column_max end super(0, 0, width, row_max * WLH + 22+24, spacing) @commands = commands @item_max = commands.size @column_max = column_max refresh self.index = 0 end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Item # index : item number # enabled : enabled flag. When false, draw semi-transparently. #-------------------------------------------------------------------------- def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 4 rect.width -= 8 self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(rect, @commands[index]) end end
class Scene_File #-------------------------------------------------------------------------- # Initialize #-------------------------------------------------------------------------- def initialize(saving, from_title, from_event,index=4) @saving = saving @from_title = from_title @from_event = from_event @index_menu = index end #-------------------------------------------------------------------------- # * Return to Original Screen #-------------------------------------------------------------------------- def return_scene if @from_title $scene = Scene_Title.new elsif @from_event $scene = Scene_Map.new else $scene = Scene_Menu.new(@index_menu) end end end
et le screen tout à la fin rien que pour faire chier^^ screen: |
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