Various improvements/cases for GDC
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@ -17,6 +17,8 @@ class Game_Switches
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# switch_id : switch ID
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#--------------------------------------------------------------------------
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def [](switch_id)
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assert_not_deprecated(switch_id)
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return true if switch_id == 25
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if switch_id <= 5000 and @data[switch_id] != nil
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return @data[switch_id]
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else
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@ -29,8 +31,15 @@ class Game_Switches
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# value : ON (true) / OFF (false)
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#--------------------------------------------------------------------------
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def []=(switch_id, value)
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assert_not_deprecated(switch_id)
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if switch_id <= 5000
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@data[switch_id] = value
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end
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end
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def assert_not_deprecated(switch_id)
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if switch_id == 10 || switch_id == 21
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STDERR.puts "deprecated switch referenced in map #{$game_map.map_id}"
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end
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end
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end
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@ -5,6 +5,7 @@
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#==============================================================================
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begin
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$console = Graphics.fullscreen
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Graphics.frame_rate = 60
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Font.default_size = 20
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@ -31,8 +31,8 @@ class Scene_Title
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new_game unless load
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# Make system object
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$game_system = Game_System.new
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# Skip title screen if debug mode
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if $debug
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# Skip title screen if debug mode (or demo, but not GDC)
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if $debug || ($demo && !$GDC)
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$game_map.update
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$scene = Scene_Map.new
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return
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@ -45,7 +45,9 @@ class Scene_Title
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@menu.z += 1
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@menu.bitmap = Bitmap.new(640, 480)
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@menu.bitmap.draw_text(MENU_X, MENU_Y, 150, 24, tr("Start"))
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@menu.bitmap.draw_text(MENU_X, MENU_Y + 28, 150, 24, tr("Exit"))
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if !$GDC
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@menu.bitmap.draw_text(MENU_X, MENU_Y + 28, 150, 24, tr("Exit"))
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end
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# Make cursor graphic
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@cursor = Sprite.new
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@cursor.zoom_x = @cursor.zoom_y = 2
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@ -53,7 +55,7 @@ class Scene_Title
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@cursor.z += 2
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@cursor.bitmap = RPG::Cache.menu('cursor')
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@cursor.x = MENU_X - 12
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@cursor.y = MENU_Y + (24 - @cursor.bitmap.height) / 2
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@cursor.y = MENU_Y + (22 - @cursor.bitmap.height) / 2
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# Initialize cursor position
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@cursor_pos = 0
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# Play title BGM
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@ -95,22 +97,24 @@ class Scene_Title
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#--------------------------------------------------------------------------
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def update
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# Handle cursor movement
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update_cursor = false
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if Input.trigger?(Input::UP)
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if @cursor_pos > 0
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@cursor_pos -= 1
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update_cursor = true
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if !$GDC
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update_cursor = false
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if Input.trigger?(Input::UP)
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if @cursor_pos > 0
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@cursor_pos -= 1
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update_cursor = true
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end
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elsif Input.trigger?(Input::DOWN)
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if @cursor_pos < 1
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@cursor_pos += 1
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update_cursor = true
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end
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end
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elsif Input.trigger?(Input::DOWN)
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if @cursor_pos < 1
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@cursor_pos += 1
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update_cursor = true
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if update_cursor
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Audio.se_play('Audio/SE/title_cursor.wav')
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@cursor.y = MENU_Y + (24 - @cursor.bitmap.height) / 2 + 24 * @cursor_pos
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end
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end
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if update_cursor
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Audio.se_play('Audio/SE/title_cursor.wav')
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@cursor.y = MENU_Y + (24 - @cursor.bitmap.height) / 2 + 24 * @cursor_pos
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end
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# Handle confirmation
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if Input.trigger?(Input::ACTION)
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@ -156,7 +160,7 @@ class Scene_Title
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#--------------------------------------------------------------------------
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def command_continue
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# Play decision SE
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$game_system.se_play($data_system.decision_se)
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Audio.se_play('Audio/SE/title_decision.wav')
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# Update map (run parallel process event)
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$game_map.update
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# Switch to map screen
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@ -167,7 +171,7 @@ class Scene_Title
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#--------------------------------------------------------------------------
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def command_shutdown
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# Play decision SE
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$game_system.se_play($data_system.decision_se)
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Audio.se_play('Audio/SE/title_decision.wav')
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# Fade out BGM, BGS, and ME
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Audio.bgm_fade(800)
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Audio.bgs_fade(800)
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