- KyoMauditMembre
- Nombre de messages : 236
Age : 26
Localisation : Pas de Calais
Distinction : aucune
Date d'inscription : 19/10/2014
Menu d'option
Sam 25 Oct 2014 - 19:27
Salut !
J'ai un petit problème dans mon projet.
Donc j'ai installé un Scripts qui rajoute dans l'écran en titre un "Options"
Et comme je le fais d'habitude, je me créer un écran en titre personnalisé en Event.
Et j'aimerai dans cette écran en titre personnalisé en Event ajouté l'onglet "Options"
Mais je ne connais pas ce qu'il faut mettre sur cet onglet pour l'ouvrir
Par exemple pour lancé l'onglet Charger j'utilise ce script :
Voici le script du fullscreen que j'utilise :
J'ai un petit problème dans mon projet.
Donc j'ai installé un Scripts qui rajoute dans l'écran en titre un "Options"
Et comme je le fais d'habitude, je me créer un écran en titre personnalisé en Event.
Et j'aimerai dans cette écran en titre personnalisé en Event ajouté l'onglet "Options"
Mais je ne connais pas ce qu'il faut mettre sur cet onglet pour l'ouvrir
Par exemple pour lancé l'onglet Charger j'utilise ce script :
- Code:
SceneManager.call(Scene_Load)
- Code:
SceneManager.exit
Voici le script du fullscreen que j'utilise :
- Code:
# ==============================================================================
# ■ VGA_SCRIPT
# ------------------------------------------------------------------------------
# Name : VGA Display for VX Ace
# Type : RGSS3 Script
# Version : 1.04
# Author : Chon
#
# This script provides a full screen support as well as a max resolution mode.
# It is also possible to define some graphics replacement for most backgrounds.
# The code includes a display informations head-up-display and a FPS counter.
# Most of features are easily switchable by the user via an options menu.
# ------------------------------------------------------------------------------
# 2013/10/19 : 1.00 - First release
# 2013/10/20 : 1.01 - Add a FPS counter
# 2013/10/22 : 1.02 - Add an options menu
# 2013/10/23 : 1.03 - Correct some constant misspelling and leftovers
# 2013/10/26 : 1.04 - Display aspect ratio support
# ------------------------------------------------------------------------------
# Place this file under the Materials section and above the Main Processs of
# your RPG Maker VX Ace for it to work properly. The lower is the better.
# ------------------------------------------------------------------------------
# ● Module : Cache
# ♦ Overwritten method : system
# ♦ Overwritten method : title1
# ♦ Overwritten method : title2
# ♦ Overwritten method : battleback1
# ♦ Overwritten method : battleback2
#
# ► Built-in Class : Graphics
# ◊ Aliased method : update
#
# ► Class : Sprite_Battler
# ◊ Aliased method : update_position
#
# ► Class : Window_TitleCommand
# ♦ Overwritten method : window_width
# ♦ Overwritten method : make_command_list
#
# ► Class : Scene_Map
# ♦ Overwritten method : perform_battle_transition
#
# ► Class : Scene_Title
# ◊ Aliased method : start
# ◊ Aliased method : create_command_window
# ◊ Aliased method : command_shutdown
#
# ► Class : Scene_End
# ◊ Aliased method : command_shutdown
# ==============================================================================
$imported ||= {}
$imported["VGA_Display_for_VX_Ace"] = 1.04
module VGA # The VGA Display for VX Ace module
# Resolutions configuration
LOWRES_WIDTH = 544 # Set the low resolution width. Default = 544 (can be reduced -- but untested, use with caution)
LOWRES_HEIGHT = 416 # Set the low resolution height. Default = 416 (can be reduced -- but untested, use with caution)
HIGHRES_WIDTH = 640 # Set the high resolution width. Maximum = 640
HIGHRES_HEIGHT = 480 # Set the high resolution height. Maximum = 480
KEEP_ASPECT_RATIO = true # Adjust high resolution to fit to user display aspect ratio. Will display black bars instead of stretching the screen.
# Output configuration
CONFIG_FILE_SECTION = "VGA" # Set the header of the Game.ini under wich the display configuration values will be put.
# Highres files configuration
USE_HIGHRES_FILES = true # Replace standard bitmap backgrounds with size increased ones.
HIGHRES_FILES_FOLDER = "VGA/" # Set the location of high resolution bitmaps. Default = "Graphics/"
HIGHRES_FILES_PREFIX = "VGA_" # Set the prefix of high resolution bitmap files. Default = ""
# Default display configuration (mostly for the user's very first first boot, then Game.ini should be use).
LAUNCH_IN_FULLSCREEN = false # Launch the game in fullscreen. Default = false
LAUNCH_AT_HIGHRES = true # Launch the game at high resolution. Default = false
SHOW_INFOS = false # Display resolution and screen mode at the top left corner of the screen. Default = false
SHOW_FPS = false # Display FPS at the top right corner of the screen. Default = false
# User display configuration
LOAD_USER_CONFIG = true # Restore user display configuration from Game.ini. The constant values will be used at each game boot if this is set to false. Default = true
SAVE_USER_CONFIG = false # Store user display configuration in Game.ini at shutdown and not only from options menu. This will not work if the game is shutdown with Alt+F4 shortcut or closed with window exit icon. Default = false
# Options menu
OPTION_CHANGE_SCR = true # Enable the change screen size option (i.e. switch between fullscreen and window). Default = true
OPTION_CHANGE_RES = true # Enable the change resolution option (i.e. switch between high and low resolution). Default = true
OPTION_ASPECT_RATIO = true # Enable the keep aspect ratio option. Default = true
OPTION_SHOW_INFOS = true # Enable the show display informations option. Default = true
OPTION_SHOW_FPS = true # Enable the show fps option. Default = true
# Language
LANG = {
# Variable name Localization
# Title menu
"go_to_options" => "Options",
"exit_game" => "Quitter",
# Options menu
"lowres" => "Basse résolution",
"highres" => "Haute résolution",
"window" => "Fenêtre",
"fullscreen" => "Plein écran",
"aspect_ratio" => "Format d'écran",
"show_infos" => "Afficher la résolution",
"show_fps" => "Afficher les FPS",
"back_to_title" => "Retour au titre",
# Options stat
"option_on" => "Activé",
"option_off" => "Désactivé",
# Other
"fps" => "FPS"
}
# ==============================================================================
# ● VGA Display for VX Ace
# ------------------------------------------------------------------------------
# Editing anything past this title may result in heavy computer damages, death,
# stomach gases or user transformation into a gremlin. So edit at your own risk.
# ==============================================================================
# ----------------------------------------------------------------------------
# ♦ Constant API declarations
# ----------------------------------------------------------------------------
User32DLL = DL.dlopen("user32")
User32DLL__keybd_event = DL::CFunc.new(User32DLL.sym("keybd_event"), DL::TYPE_VOID, "keybd_event", :stdcall)
GetPrivateProfileString = Win32API.new("kernel32", "GetPrivateProfileString", "ppppip", "i")
WritePrivateProfileString = Win32API.new("kernel32", "WritePrivateProfileString", "pppp", "i")
GetSystemMetrics = Win32API.new("user32", "GetSystemMetrics", "i", "i")
GetAsyncKeyState = Win32API.new("user32", "GetAsyncKeyState", "i", "i")
# ----------------------------------------------------------------------------
# ♦ Instance variables declarations
# ----------------------------------------------------------------------------
@aspect_ratio = GetSystemMetrics.call(0).to_f / GetSystemMetrics.call(1).to_f
# ----------------------------------------------------------------------------
# ♦ New method : i_to_bool
# Convert binary values into boolean values
# ----------------------------------------------------------------------------
def self.i_to_bool(i)
if i == 1; i = true; elsif i == 0; i = false; else; i = nil; end
end
# ----------------------------------------------------------------------------
# ♦ New method : load_vga_config
# ----------------------------------------------------------------------------
def self.load_vga_config
buffer = [].pack('x256')
section = CONFIG_FILE_SECTION
filename = "./Game.ini"
get_option = Proc.new do |key, default_value|
l = GetPrivateProfileString.call(section, key, default_value, buffer, buffer.size, filename)
buffer[0, l]
end
@files_folder = get_option.call("FilesFolder", "nil").to_s
@files_prefix = get_option.call("FilesPrefix", "nil").to_s
@files_folder = HIGHRES_FILES_FOLDER if @files_folder == "nil"
@files_prefix = HIGHRES_FILES_PREFIX if @files_prefix == "nil"
@files_folder.gsub!(/\\/) {|match| "/" }
LOAD_USER_CONFIG ? @fullscreen = i_to_bool(get_option.call("Fullscreen", nil).to_i) : @fullscreen = LAUNCH_IN_FULLSCREEN
LOAD_USER_CONFIG ? @highres = i_to_bool(get_option.call("Highres", nil).to_i) : @highres = LAUNCH_AT_HIGHRES
LOAD_USER_CONFIG ? @keep_aspect_ratio = i_to_bool(get_option.call("AspectRatio", nil).to_i) : @keep_aspect_ratio = KEEP_ASPECT_RATIO
LOAD_USER_CONFIG ? @show_infos = i_to_bool(get_option.call("ShowInfos", nil).to_i) : @show_infos = SHOW_INFOS
LOAD_USER_CONFIG ? @show_fps = i_to_bool(get_option.call("ShowFPS", nil).to_i) : @show_fps = SHOW_FPS
end
# ----------------------------------------------------------------------------
# ♦ New method : write_vga_config
# ----------------------------------------------------------------------------
def self.write_vga_config
section = CONFIG_FILE_SECTION
filename = "./Game.ini"
set_option = Proc.new do |key, value|
WritePrivateProfileString.call(section, key, value.to_s, filename)
end
set_option.call("FilesFolder", @files_folder)
set_option.call("FilesPrefix", @files_prefix)
set_option.call("Fullscreen", @fullscreen ? 1 : 0)
set_option.call("Highres", @highres ? 1 : 0)
set_option.call("AspectRatio", @keep_aspect_ratio ? 1 : 0)
set_option.call("ShowInfos", @show_infos ? 1 : 0)
set_option.call("ShowFPS", @show_fps ? 1 : 0)
end
# ----------------------------------------------------------------------------
# ♦ New method : get_files_folder
# ----------------------------------------------------------------------------
def self.get_files_folder
@files_folder != nil && USE_HIGHRES_FILES and @highres ? @files_folder : "Graphics/"
end
# ----------------------------------------------------------------------------
# ♦ New method : get_files_prefix
# ----------------------------------------------------------------------------
def self.get_files_prefix
@files_prefix != nil && USE_HIGHRES_FILES and @highres ? @files_prefix : ""
end
# ----------------------------------------------------------------------------
# ♦ New method : get_fullscreen
# ----------------------------------------------------------------------------
def self.get_fullscreen
@fullscreen == nil ? LAUNCH_IN_FULLSCREEN : @fullscreen
end
# ----------------------------------------------------------------------------
# ♦ New method : get_highres
# ----------------------------------------------------------------------------
def self.get_highres
@highres == nil ? LAUNCH_AT_HIGHRES : @highres
end
# ----------------------------------------------------------------------------
# ♦ New methods : get_highres_width
# ----------------------------------------------------------------------------
def self.get_highres_width
if @keep_aspect_ratio == true
@aspect_ratio >= HIGHRES_WIDTH.to_f / HIGHRES_HEIGHT.to_f ? @highres_width = HIGHRES_WIDTH : @highres_width = (HIGHRES_HEIGHT.to_f * @aspect_ratio).to_i
else
@highres_width = HIGHRES_WIDTH
end
return @highres_width
end
# ----------------------------------------------------------------------------
# ♦ New methods : get_highres_height
# ----------------------------------------------------------------------------
def self.get_highres_height
if @keep_aspect_ratio == true
@aspect_ratio >= HIGHRES_WIDTH.to_f / HIGHRES_HEIGHT.to_f ? @highres_height = (HIGHRES_WIDTH.to_f / @aspect_ratio).to_i : @highres_height = HIGHRES_HEIGHT
else
@highres_height = HIGHRES_HEIGHT
end
return @highres_height
end
# ----------------------------------------------------------------------------
# ♦ New method : get_aspect_ratio
# ----------------------------------------------------------------------------
def self.get_aspect_ratio
@keep_aspect_ratio == nil ? KEEP_ASPECT_RATIO : @keep_aspect_ratio
end
# ----------------------------------------------------------------------------
# ♦ New method : get_show_infos
# ----------------------------------------------------------------------------
def self.get_show_infos
@show_infos == nil ? SHOW_INFOS : @show_infos
end
# ----------------------------------------------------------------------------
# ♦ New method : get_show_fps
# ----------------------------------------------------------------------------
def self.get_show_fps
@show_fps == nil ? SHOW_FPS : @show_fps
end
# ----------------------------------------------------------------------------
# ♦ New method : switch_fullscreen
# ----------------------------------------------------------------------------
def self.switch_fullscreen
@fullscreen == true ? @fullscreen = false : @fullscreen = true
end
# ----------------------------------------------------------------------------
# ♦ New method : toggle_fullscreen
# ----------------------------------------------------------------------------
def self.toggle_fullscreen
User32DLL__keybd_event.call([0xA4, 0, 0, 0])
User32DLL__keybd_event.call([0x0D, 0, 0, 0])
User32DLL__keybd_event.call([0x0D, 0, 0x0002, 0])
User32DLL__keybd_event.call([0xA4, 0, 0x0002, 0])
end
# ----------------------------------------------------------------------------
# ♦ New method : switch_to_highres
# ----------------------------------------------------------------------------
def self.switch_to_highres
Graphics.resize_screen(get_highres_width, get_highres_height)
@highres = true
end
# ----------------------------------------------------------------------------
# ♦ New method : switch_to_lowres
# ----------------------------------------------------------------------------
def self.switch_to_lowres
Graphics.resize_screen(LOWRES_WIDTH, LOWRES_HEIGHT)
@highres = false
end
# ----------------------------------------------------------------------------
# ♦ New method : toggle_highres
# ----------------------------------------------------------------------------
def self.toggle_highres
Graphics.width == LOWRES_WIDTH && Graphics.height == LOWRES_HEIGHT ? switch_to_highres : switch_to_lowres
SceneManager.scene.reload
end
# ----------------------------------------------------------------------------
# ♦ New method : toggle_aspect_ratio
# ----------------------------------------------------------------------------
def self.toggle_aspect_ratio
@keep_aspect_ratio == true ? @keep_aspect_ratio = false : @keep_aspect_ratio = true
Graphics.resize_screen(get_highres_width, get_highres_height)
SceneManager.scene.reload
end
# ----------------------------------------------------------------------------
# ♦ New method : toggle_show_infos
# ----------------------------------------------------------------------------
def self.toggle_show_infos
get_show_infos == true ? @show_infos = false : @show_infos = true
end
# ----------------------------------------------------------------------------
# ♦ New method : toggle_show_fps
# ----------------------------------------------------------------------------
def self.toggle_show_fps
get_show_fps == true ? @show_fps = false : @show_fps = true
end
# ----------------------------------------------------------------------------
# ♦ New method : get_input_kbd
# ----------------------------------------------------------------------------
def self.get_input_kbd(key)
return GetAsyncKeyState.call(key)
end
# ----------------------------------------------------------------------------
# ♦ Game Loaders
# ----------------------------------------------------------------------------
load_vga_config
write_vga_config
switch_to_highres if get_highres
toggle_fullscreen if get_fullscreen
end # VGA
# ==============================================================================
# ● Cache
# ------------------------------------------------------------------------------
# This module loads graphics, creates bitmap objects, and retains them.
# To speed up load times and conserve memory, this module holds the
# created bitmap object in the internal hash, allowing the program to
# return preexisting objects when the same bitmap is requested again.
# ==============================================================================
module Cache
# ----------------------------------------------------------------------------
# ♦ New method : prefix
# ----------------------------------------------------------------------------
def self.prefix
return if !VGA::USE_HIGHRES_FILES
VGA.get_highres ? VGA.get_files_prefix : ""
end
# ----------------------------------------------------------------------------
# ♦ New method : load_prefixed_bitmap
# ----------------------------------------------------------------------------
def self.load_prefixed_bitmap(folder, filename)
bitmap = load_bitmap(VGA.get_files_folder + folder, prefix + filename) rescue nil
bitmap == nil ? load_bitmap("Graphics/" + folder, filename) : bitmap
end
# ----------------------------------------------------------------------------
# ♦ Overwritten method : system
# ----------------------------------------------------------------------------
def self.system(filename)
if filename == "GameOver" and VGA.get_highres && VGA::USE_HIGHRES_FILES
load_prefixed_bitmap("System/", filename)
else
load_bitmap("Graphics/System/", filename)
end
end
# ----------------------------------------------------------------------------
# ♦ Overwritten methods : title1, title2, battleback1, battleback2
# ----------------------------------------------------------------------------
def self.title1(filename); load_prefixed_bitmap("Titles1/", filename); end
def self.title2(filename); load_prefixed_bitmap("Titles2/", filename); end
def self.battleback1(filename); load_prefixed_bitmap("Battlebacks1/", filename); end
def self.battleback2(filename); load_prefixed_bitmap("Battlebacks2/", filename); end
end # Cache
# ==============================================================================
# ► Graphics
# ------------------------------------------------------------------------------
# Add some methods to built-in class Graphics.
# ==============================================================================
class << Graphics
# ----------------------------------------------------------------------------
# ♦ New method : setup_infos
# Create the display informations sprite and put it at the uppermost layer.
# ----------------------------------------------------------------------------
def setup_infos
@infos_sprite, @infos_sprite.z = Sprite.new, 0x7FFFFFFF
draw_infos
end
# ----------------------------------------------------------------------------
# ♦ New method : setup_fps
# Create the FPS sprite and put it at the uppermost layer.
# ----------------------------------------------------------------------------
def setup_fps
@fps, @fps_count = 0, []
@fps_sprite, @fps_sprite.z = Sprite.new, 0x7FFFFFFF
end
# ----------------------------------------------------------------------------
# ♦ New method : get_infos
# Retrieve screen resolution and screen mode.
# ----------------------------------------------------------------------------
def get_infos
VGA.get_fullscreen ? display_mode = VGA::LANG["fullscreen"] : display_mode = VGA::LANG["window"]
return width.to_s + "x" + height.to_s + " @ " + display_mode
end
# ----------------------------------------------------------------------------
# ♦ New method : get_fps
# Calculate number of frames per second.
# ----------------------------------------------------------------------------
def get_fps(time)
@fps_count[frame_count % frame_rate] = Time.now != time
@fps = 0
frame_rate.times {|i| @fps += 1 if @fps_count[i]}
end
# ----------------------------------------------------------------------------
# ♦ New method : draw_infos
# Draw the display informations sprite.
# ----------------------------------------------------------------------------
def draw_infos
@infos_sprite.bitmap = Bitmap.new(width, 24)
@infos_sprite.bitmap.draw_text(8, 0, width, 24, get_infos)
end
# ----------------------------------------------------------------------------
# ♦ New method : draw_fps
# Draw the FPS sprite.
# ----------------------------------------------------------------------------
def draw_fps
@fps_sprite.bitmap = Bitmap.new(width, 24)
size = @fps_sprite.bitmap.text_size("000" + " " + VGA::LANG["fps"]).width
@fps_sprite.bitmap.draw_text(width - size, 0, size, 24, @fps.to_s + " " + VGA::LANG["fps"])
end
# ----------------------------------------------------------------------------
# ◊ Aliased method : update
# Refresh FPS at every frame and update display informations if necessary.
# ----------------------------------------------------------------------------
alias :vga_alias_update :update
def update
time = Time.now
vga_alias_update
kbd_enter = 0x0D # 0x0D = VK_RETURN = ENTER Key
kbd_alt = 0x12 # 0x12 = VK_MENU = ALT Key
if VGA.get_input_kbd(kbd_enter) != 0 && VGA.get_input_kbd(kbd_alt) != 0
VGA.switch_fullscreen if frame_count > 30 # Fullscreen loader preventer ; no kbd_input check during the first 0.5 sec
if SceneManager.scene_is?(Scene_Title)
SceneManager.scene.instance_variables.each do |var_name|
var = SceneManager.scene.instance_variable_get(var_name)
var.refresh if var_name.to_s == "@options_window"
end
end
end
if VGA.get_show_fps
setup_fps if !@fps_sprite or @fps_sprite.disposed?
get_fps(time)
draw_fps
else
@fps_sprite.dispose unless !@fps_sprite
end
if VGA.get_show_infos
setup_infos if !@infos_sprite or @infos_sprite.disposed?
draw_infos if VGA.get_fullscreen != @last_fullscreen || VGA.get_highres != @last_highres || width != @last_width || height != @last_height
@last_fullscreen, @last_highres, @last_width, @last_height = VGA.get_fullscreen, VGA.get_highres, width, height
else
@infos_sprite.dispose unless !@infos_sprite
end
end
end # Graphics
# ==============================================================================
# ► Sprite_Battler
# ------------------------------------------------------------------------------
# This sprite is used to display battlers. It observes an instance of the
# Game_Battler class and automatically changes sprite states.
# ==============================================================================
class Sprite_Battler
# ----------------------------------------------------------------------------
# ◊ Aliased method : update_position
# Center the enemies on battle ground if the screen size has changed.
# ----------------------------------------------------------------------------
alias :vga_alias_update_position :update_position
def update_position
vga_alias_update_position
if VGA.get_highres
self.x += (VGA.get_highres_width - VGA::LOWRES_WIDTH) / 2
self.y += (VGA.get_highres_height - VGA::LOWRES_HEIGHT) / 2
end
end
end # Sprite_Battler
# ==============================================================================
# ► Window_Selectable
# ------------------------------------------------------------------------------
# This window class contains cursor movement and scroll functions.
# ==============================================================================
class Window_Selectable < Window_Base
# ----------------------------------------------------------------------------
# ♦ New method : get_index
# Get Cursor Position
# ----------------------------------------------------------------------------
def get_index
@index
end
end # Window_Selectable
# ==============================================================================
# ► Window_TitleCommand
# ------------------------------------------------------------------------------
# This window is for selecting New Game/Continue on the title screen.
# ==============================================================================
class Window_TitleCommand < Window_Command
# ----------------------------------------------------------------------------
# ♦ Overwritten method : window_width
# Get Window Width
# ----------------------------------------------------------------------------
def window_width
return 192
end
# ----------------------------------------------------------------------------
# ♦ Overwritten method : make_command_list
# Create Command List
# ----------------------------------------------------------------------------
def make_command_list
add_command(Vocab::new_game, :new_game)
add_command(Vocab::continue, :continue, continue_enabled)
add_command(VGA::LANG["go_to_options"], :options) # NEW
add_command(VGA::LANG["exit_game"], :shutdown) # NEW
end
end # Window_TitleCommand
# ==============================================================================
# ► Window_Options
# ------------------------------------------------------------------------------
# This window is for selecting display options.
# ==============================================================================
class Window_Options < Window_Command
# ----------------------------------------------------------------------------
# ♦ New method : initialize
# Object Initialization
# ----------------------------------------------------------------------------
def initialize
super(0, 0)
update_placement
select_symbol(:cancel)
self.openness = 0
open
end
# ----------------------------------------------------------------------------
# ♦ New method : window_width
# Get Window Width
# ----------------------------------------------------------------------------
def window_width
return 384
end
# ----------------------------------------------------------------------------
# ♦ New method : update_placement
# Update Window Position
# ----------------------------------------------------------------------------
def update_placement
self.x = (Graphics.width - width) / 2
self.y = (Graphics.height * 1.6 - height) / 2
end
# ----------------------------------------------------------------------------
# ♦ New method : make_command_list
# Create Command List
# ----------------------------------------------------------------------------
def make_command_list
add_command(VGA::LANG["fullscreen"], :fullscreen, VGA::OPTION_CHANGE_SCR, VGA.get_fullscreen ? true : false)
add_command(VGA::LANG["highres"], :highres, VGA::OPTION_CHANGE_RES, VGA.get_highres ? true : false)
add_command(VGA::LANG["aspect_ratio"], :aspect_ratio, VGA::OPTION_ASPECT_RATIO, VGA.get_aspect_ratio ? true : false)
add_command(VGA::LANG["show_infos"], :show_infos, VGA::OPTION_SHOW_INFOS, VGA.get_show_infos ? true : false)
add_command(VGA::LANG["show_fps"], :show_fps, VGA::OPTION_SHOW_FPS, VGA.get_show_fps ? true : false)
add_command(VGA::LANG["back_to_title"], :cancel)
end
# ----------------------------------------------------------------------------
# ♦ New method : draw_item
# Draw Item
# ----------------------------------------------------------------------------
def draw_item(index)
change_color(normal_color, command_enabled?(index))
draw_text(item_rect_for_text(index), command_name(index), alignment)
if !@list[index][:ext].nil?
change_color(crisis_color) if @list[index][:ext] == true
draw_text(item_rect_for_text(index), @list[index][:ext] == true ? VGA::LANG["option_on"] : VGA::LANG["option_off"], 2)
end
end
# ----------------------------------------------------------------------------
# ♦ New method : process_cancel
# Processing When Cancel Button Is Pressed
# ----------------------------------------------------------------------------
def process_cancel
super
end
end # Window_Options
# ==============================================================================
# ► Scene_Base
# ------------------------------------------------------------------------------
# This is a super class of all scenes within the game.
# ==============================================================================
class Scene_Base
# ----------------------------------------------------------------------------
# ♦ New method : reload
# Just a simple trick to refresh all windows without updating each position
# and size. But I have to admit this is a very awfull way to do things ...
# ----------------------------------------------------------------------------
def reload
pre_terminate
terminate
start
post_start
end
end # Scene_Base
# ==============================================================================
# ► Scene_Map
# ------------------------------------------------------------------------------
# This class performs the map screen processing.
# ==============================================================================
class Scene_Map
# ----------------------------------------------------------------------------
# ♦ Overwritten method : perform_battle_transition
# Execute Pre-Battle Transition.
# ----------------------------------------------------------------------------
def perform_battle_transition
file = Cache.prefix + "BattleStart" if VGA.get_highres and VGA::USE_HIGHRES_FILES
dummy = Cache.load_bitmap(VGA.get_files_folder + "System/", file) rescue nil
dummy == nil ? file = "Graphics/System/BattleStart" : file = VGA.get_files_folder + "System/" + file
Graphics.transition(60, file, 100)
Graphics.freeze
end
end # Scene_Map
# ==============================================================================
# ► Scene_Title
# ------------------------------------------------------------------------------
# This class performs the title screen processing.
# ==============================================================================
class Scene_Title < Scene_Base
# ----------------------------------------------------------------------------
# ◊ Aliased method : start
# Start Processing
# ----------------------------------------------------------------------------
alias :vga_alias_start :start
def start
vga_alias_start
create_options_window
close_options_window
end
# ----------------------------------------------------------------------------
# ◊ Aliased method : create_command_window
# Create Command Window
# ----------------------------------------------------------------------------
alias :vga_alias_create_command_window :create_command_window
def create_command_window
vga_alias_create_command_window
@command_window.set_handler(:options, method(:command_options))
end
# ----------------------------------------------------------------------------
# ♦ New method : create_options_window
# Create Options Window
# ----------------------------------------------------------------------------
def create_options_window
@options_window = Window_Options.new
@options_window.set_handler(:fullscreen, method(:command_fullscreen))
@options_window.set_handler(:highres, method(:command_highres))
@options_window.set_handler(:aspect_ratio, method(:command_aspect_ratio))
@options_window.set_handler(:show_infos, method(:command_show_infos))
@options_window.set_handler(:show_fps, method(:command_show_fps))
@options_window.set_handler(:cancel, method(:command_back))
end
# ----------------------------------------------------------------------------
# ♦ New method : open_command_window
# Open Command Window
# ----------------------------------------------------------------------------
def open_command_window
@command_window.open
update until @command_window.open?
@command_window.refresh
@command_window.activate
end
# ----------------------------------------------------------------------------
# ♦ New method : open_options_window
# Open Options Window
# ----------------------------------------------------------------------------
def open_options_window
@options_window.open
update until @options_window.open?
@options_window.refresh
@options_window.activate
end
# ----------------------------------------------------------------------------
# ♦ New method : close_options_window
# Close Options Window
# ----------------------------------------------------------------------------
def close_options_window
@options_window.close
update until @options_window.close?
end
# ----------------------------------------------------------------------------
# ◊ Aliased method : command_shutdown
# [Shut Down] Command
# ----------------------------------------------------------------------------
alias :vga_alias_command_shutdown :command_shutdown
def command_shutdown
VGA.write_vga_config if VGA::SAVE_USER_CONFIG
vga_alias_command_shutdown
end
# ----------------------------------------------------------------------------
# ♦ New method : command_options
# [Go to Options] Command
# ----------------------------------------------------------------------------
def command_options
close_command_window
open_options_window
@command_window.refresh
@command_window.activate
end
# ----------------------------------------------------------------------------
# ♦ New method : command_fullscreen
# [Fullscreen] Command
# ----------------------------------------------------------------------------
def command_fullscreen
VGA.toggle_fullscreen
@options_window.refresh
@options_window.activate
end
# ----------------------------------------------------------------------------
# ♦ New method : command_highres
# [Highres] Command
# ----------------------------------------------------------------------------
def command_highres
index = @options_window.get_index
VGA.toggle_highres
close_command_window
open_options_window
@options_window.select(index)
@options_window.refresh
@options_window.activate
end
# ----------------------------------------------------------------------------
# ♦ New method : command_aspect_ratio
# [Highres] Command
# ----------------------------------------------------------------------------
def command_aspect_ratio
index = @options_window.get_index
VGA.toggle_aspect_ratio
close_command_window
open_options_window
@options_window.select(index)
@options_window.refresh
@options_window.activate
end
# ----------------------------------------------------------------------------
# ♦ New method : command_show_infos
# [Show Infos] Command
# ----------------------------------------------------------------------------
def command_show_infos
VGA.toggle_show_infos
@options_window.refresh
@options_window.activate
end
# ----------------------------------------------------------------------------
# ♦ New method : command_show_fps
# [Show FPS] Command
# ----------------------------------------------------------------------------
def command_show_fps
VGA.toggle_show_fps
@options_window.refresh
@options_window.activate
end
# ----------------------------------------------------------------------------
# ♦ New method : command_back
# [Back] Command
# ----------------------------------------------------------------------------
def command_back
VGA.write_vga_config
close_options_window
open_command_window
end
end # SceneTitle
# ==============================================================================
# ► Scene_End
# ------------------------------------------------------------------------------
# This class performs game over screen processing.
# ==============================================================================
class Scene_End < Scene_MenuBase
# ----------------------------------------------------------------------------
# ◊ Aliased method : command_shutdown
# [Shut Down] Command.
# ----------------------------------------------------------------------------
alias :vga_alias_command_shutdown :command_shutdown
def command_shutdown
VGA.write_vga_config if VGA::SAVE_USER_CONFIG
vga_alias_command_shutdown
end
end # Scene_End
- KyoMauditMembre
- Nombre de messages : 236
Age : 26
Localisation : Pas de Calais
Distinction : aucune
Date d'inscription : 19/10/2014
Re: Menu d'option
Sam 25 Oct 2014 - 22:15
Je pense que cela ce trouve dans :
Mais avec les scripts j'y arrive vraiment pas.. :/
Help please !
- Code:
# ----------------------------------------------------------------------------
# ♦ New method : open_options_window
# Open Options Window
# ----------------------------------------------------------------------------
def open_options_window
@options_window.open
update until @options_window.open?
@options_window.refresh
@options_window.activate
end
Mais avec les scripts j'y arrive vraiment pas.. :/
Help please !
- ZangtherMembre
- Nombre de messages : 913
Distinction : aucune
Date d'inscription : 06/02/2013
Re: Menu d'option
Dim 26 Oct 2014 - 10:56
En fait le problème c'est qu'ici le menu d'options est directement intégré dans l'écran titre à l'inverse des autres commandes (Nouveau jeu et Charger) qui sont indépendants.
Donc désolé mais tu ne pourras pas avoir ce script d'options là dans ton menu d'évent.
Par contre, essaye de trouver un script de menu d'option sans l'intégration dans l'écran titre et que l'on peut appeler avec la commande SceneManager.load(quelquechose) et là tu pourras l'insérer dans ton écran titre en event.
Donc désolé mais tu ne pourras pas avoir ce script d'options là dans ton menu d'évent.
Par contre, essaye de trouver un script de menu d'option sans l'intégration dans l'écran titre et que l'on peut appeler avec la commande SceneManager.load(quelquechose) et là tu pourras l'insérer dans ton écran titre en event.
- KyoMauditMembre
- Nombre de messages : 236
Age : 26
Localisation : Pas de Calais
Distinction : aucune
Date d'inscription : 19/10/2014
Re: Menu d'option
Dim 26 Oct 2014 - 12:14
Je te remercie de ta réponse
Je vais donc chercher ce type de scripts
Merci
Je vais donc chercher ce type de scripts
Merci
- HeavenStaffeux retraité
- Nombre de messages : 2441
Age : 23
Localisation : Alpes-Maritimes VIRILITÉ OLALA
Distinction : Aucune
Date d'inscription : 18/10/2012
Re: Menu d'option
Lun 27 Oct 2014 - 22:15
Problème résolu en quelque sorte ou tu as besoin d'autre chose ?
Heav'n
Heav'n
- KyoMauditMembre
- Nombre de messages : 236
Age : 26
Localisation : Pas de Calais
Distinction : aucune
Date d'inscription : 19/10/2014
Re: Menu d'option
Mar 28 Oct 2014 - 11:19
Problème résolu ^^
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