mirror of
https://forgejo.xatacraft.ru/Sunshine/mkxp-sunshine.git
synced 2026-08-19 21:39:57 +00:00
380 lines
12 KiB
Ruby
380 lines
12 KiB
Ruby
#==============================================================================
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# ** Scene_Title
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#------------------------------------------------------------------------------
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# This class performs title screen processing.
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#==============================================================================
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class Scene_Title
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MENU_X = 150
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MENU_Y = 100
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ENTRY_HEIGHT = 25
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SDLVer = ""
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#--------------------------------------------------------------------------
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# * Main Processing
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#--------------------------------------------------------------------------
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def main
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# Load database
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$data_actors = load_data("Data/Actors.rxdata")
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$data_items = load_data("Data/Items.rxdata")
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$data_armors = load_data("Data/Armors.rxdata")
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$data_animations = load_data("Data/Animations.rxdata")
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$data_tilesets = load_data("Data/Tilesets.rxdata")
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$data_common_events = load_data("Data/CommonEvents.rxdata")
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$data_system = load_data("Data/System.rxdata")
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Language.initialize_database
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$game_temp = Game_Temp.new
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new_game
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$game_system = Game_System.new
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Settings.load! # loading settings
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load_perma_flags
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Oneshot.allow_exit true
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@window_settings_title = Window_Settings.new
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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# Make title graphic
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@old_setting = Settings[:mainmenu_background]
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@sprite = Sprite.new(@viewport)
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@badend_sprite = Sprite.new(@viewport)
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# chinese has its own special title screen so check for it
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translation_name = "#{$persistent.langcode}/#{$data_system.title_name}"
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if File.exist?("Graphics/Titles/#{translation_name}.png")
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@sprite.bitmap = RPG::Cache.title(translation_name)
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else
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if Sunshine::DEVBUILD
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@sprite.bitmap = RPG::Cache.title("dev.png")
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else
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@sprite.bitmap = RPG::Cache.title($data_system.title_name)
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end
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end
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@sprite.x = Graphics.width / 2
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@sprite.y = Graphics.height / 2
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px = (Graphics.width / 1920.0)
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py = (Graphics.height / 1080.0)
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@sprite.ox = @sprite.bitmap.width / 2 * (0.5 * (1.0 - px) + px)
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@sprite.oy = @sprite.bitmap.height / 2 * (1.3 * (1.0 - py) + py)
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# check for debug file to add debug items
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if Settings[:debug]
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$game_party.gain_item(54, 1) # debug save
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$game_party.gain_item(82, 1) # plight skip
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$game_party.gain_item(81, 1) # George reroler
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end
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@sprite.zoom_x = @sprite.zoom_y =
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@badend_sprite.zoom_x = @badend_sprite.zoom_y = 2.0
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redraw_bgs
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update_visibility
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# Create/render menu options
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@menu = Sprite.new(@viewport)
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@menu.z += 1
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@menu.bitmap = Bitmap.new(MENU_X, MENU_Y)
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@menu.x = Graphics.width - MENU_X
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@menu.y = Graphics.height - MENU_Y
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redraw_menu
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@debug = Sprite.new(@viewport)
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@debug.x = 5
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@debug.y = 5
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@debug.z += 1
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@debug.visible = Settings[:debug_text_scene_title] || false
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@debug.bitmap = Bitmap.new(200, ENTRY_HEIGHT * 6)
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redraw_debug
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Language.register_text_sprite(self.class.name + "_contents", @menu)
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Language.register_text_sprite(self.class.name + "_debug", @debug)
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# Make cursor graphic
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@cursor = Sprite.new(@viewport)
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@cursor.bitmap = RPG::Cache.menu('cursor')
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@cursor.zoom_x = @cursor.zoom_y = 2
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@cursor.z += 2
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@cursor.x = Graphics.width - MENU_X - 12
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@cursor.y = Graphics.height - MENU_Y + (ENTRY_HEIGHT - @cursor.bitmap.height) / 2 - 3
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# Initialize cursor position
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@cursor_pos = 0.0
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@update_connection = Graphics.viewport_resized do |w, h|
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@viewport.rect.width = w
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@viewport.rect.height = h
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@menu.x = w - MENU_X
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@menu.y = h - MENU_Y
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@cursor.x = w - MENU_X - 12
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@cursor.y = ((h - MENU_Y).to_f + (ENTRY_HEIGHT - @cursor.bitmap.height) / 2.0 + ENTRY_HEIGHT * @cursor_pos - 3)
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@sprite.x = w / 2
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@sprite.y = h / 2
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px = (Graphics.width / 1920.0)
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py = (Graphics.height / 1080.0)
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@sprite.ox = @sprite.bitmap.width / 2 * (0.5 * (1.0 - px) + px)
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@sprite.oy = @sprite.bitmap.height / 2 * (1.3 * (1.0 - py) + py)
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redraw_bgs
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update_visibility
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end
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# Stop playing ME and BGS
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Audio.me_stop
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Audio.bgs_stop
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# Execute transition
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Graphics.transition(40)
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# Main loop
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while true
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# Update game screen
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Graphics.update
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# Update input information
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Input.update
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# only for legacy funcs
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Audio.update
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# Frame update
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update
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@window_settings_title.update
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# Abort loop if screen is changed
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if $scene != self
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break
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end
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end
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# Prepare for transition
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Graphics.freeze
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# Dispose of title graphic
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@update_connection.disconnect
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@sprite.bitmap.dispose
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@sprite.dispose
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@badend_sprite.bitmap.dispose
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@badend_sprite.dispose
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@menu.bitmap.dispose
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@menu.dispose
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@cursor.bitmap.dispose
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@cursor.dispose
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@debug.bitmap.dispose
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@debug.dispose
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@viewport.dispose
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@window_settings_title.dispose
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Audio.bgm_fade(60)
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Graphics.transition(60)
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# Run automatic change for BGM and BGS set with map
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$game_map.autoplay
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end
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def redraw_menu
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if !@menu
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return
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end
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@menu.bitmap.clear
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@menu.bitmap.draw_text(0, 0, MENU_X, ENTRY_HEIGHT - 1, tr("Start"))
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@menu.bitmap.draw_text(0, ENTRY_HEIGHT, MENU_X, ENTRY_HEIGHT - 1, tr("Settings"))
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@menu.bitmap.draw_text(0, ENTRY_HEIGHT * 2, MENU_X, ENTRY_HEIGHT - 1, tr("Exit"))
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if $game_switches[160] && $game_switches[152]
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@menu.bitmap.draw_text(0, ENTRY_HEIGHT * 3, 150, 24, tr("..."))
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end
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end
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def redraw_debug
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if !@debug
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return
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end
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@debug.bitmap.clear
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@debug.bitmap.draw_text(0, 0, 200, ENTRY_HEIGHT, "Ruby #{RUBY_VERSION}")
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@debug.bitmap.draw_text(0, ENTRY_HEIGHT, 200, ENTRY_HEIGHT, "SDL #{Sunshine::SDLVersion_major}.#{Sunshine::SDLVersion_minor}.#{Sunshine::SDLVersion_micro}")
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@debug.bitmap.draw_text(0, ENTRY_HEIGHT * 2, 200, ENTRY_HEIGHT, "Sunshine #{Sunshine::VERSION}")
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@debug.bitmap.draw_text(0, ENTRY_HEIGHT * 3, 200, ENTRY_HEIGHT, tr("sec_#{Sunshine::SECURITYSTATE}"))
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if ModLoader::IS_ENABLED
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@debug.bitmap.draw_text(0, ENTRY_HEIGHT * 4, 200, ENTRY_HEIGHT, tr("Mods loaded: ") + ModLoader::COUNT.to_s)
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@debug.bitmap.draw_text(0, ENTRY_HEIGHT * 5, 200, ENTRY_HEIGHT, tr("PreloadScripts loaded: ") + ModLoader::PRELOAD_SCRIPTS_COUNT.to_s)
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end
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end
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def redraw_bgs
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if @badend_sprite.bitmap
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@badend_sprite.bitmap.dispose
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end
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@badend_sprite.bitmap = RPG::Cache.title("badend")
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@badend_sprite.ox = @badend_sprite.bitmap.width / 2
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@badend_sprite.oy = @badend_sprite.bitmap.height / 2
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@badend_sprite.x = Graphics.width / 2
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@badend_sprite.y = Graphics.height / 2
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end
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def update_visibility
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if File.exist?("badend.lock")
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@sprite.visible = false
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@badend_sprite.visible = true
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Audio.bgm_play("Audio/BGM/MyBurdenIsDead.ogg", Audio.bgm_volume, 100)
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else
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case Settings[:mainmenu_background]
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when 0
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@sprite.visible = true
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@badend_sprite.visible = false
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$game_system.bgm_play($data_system.title_bgm)
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when 1
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@sprite.visible = false
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@badend_sprite.visible = true
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Audio.bgm_play("Audio/BGM/MyBurdenIsDead.ogg", Audio.bgm_volume, 100)
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when 2
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@sprite.visible = false
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@badend_sprite.visible = false
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Audio.bgm_stop
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end
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end
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end
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#--------------------------------------------------------------------------
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# * Frame Update
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#--------------------------------------------------------------------------
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def update
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if @old_setting != Settings[:mainmenu_background]
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@old_setting = Settings[:mainmenu_background]
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update_visibility
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end
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@debug.visible = Settings[:debug_text_scene_title] || false # if undefined don't render
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if Input.trigger?(Input::F8)
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Graphics.fullscreen = $console = !Settings[:fullscreen]
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Settings[:fullscreen] = !Settings[:fullscreen]
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if @window_settings_title.visible
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@window_settings_title.redraw_setting(1, 0)
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end
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end
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# Handle cursor movement
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if !@window_settings_title.visible
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@cursor.y = ((Graphics.height - MENU_Y).to_f + (ENTRY_HEIGHT - @cursor.bitmap.height) / 2.0 + ENTRY_HEIGHT * @cursor_pos - 3) * 0.65 + @cursor.y.to_f * 0.35
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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 $game_switches[160] && $game_switches[152]
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if @cursor_pos < 3
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@cursor_pos += 1
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update_cursor = true
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end
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else
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if @cursor_pos < 2
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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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end
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if update_cursor
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Audio.se_play('Audio/SE/title_cursor.wav', 40)
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end
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# Handle confirmation
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if Input.trigger?(Input::ACTION)
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if File.exist?("badend.lock")
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case @cursor_pos
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when 0 # Continue
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print("You killed niko.")
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when 1 # Settings
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command_settings
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when 2 # Shutdown
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command_shutdown
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end
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else
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case @cursor_pos
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when 0 # Continue
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$game_switches[157] = false
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command_continue
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when 1 # Settings
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command_settings
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when 2 # Shutdown
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command_shutdown
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when 3 # memory
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$game_switches[157] = true
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command_continue
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end
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end
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end
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end
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end
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#--------------------------------------------------------------------------
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# * initialize a new game
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#--------------------------------------------------------------------------
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def new_game
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# Reset frame count for measuring play time
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Graphics.frame_count = 0
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# Make each type of game object
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$game_system = Game_System.new
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$game_switches = Game_Switches.new
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$game_switches[400] = Graphics.width > 1000
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$game_variables = Game_Variables.new
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$game_self_switches = Game_SelfSwitches.new
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$game_screen = Game_Screen.new
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$game_actors = Game_Actors.new
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$game_party = Game_Party.new
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$game_map = Game_Map.new
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$game_player = Game_Player.new
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$game_followers = []
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$game_oneshot = Game_Oneshot.new
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$game_fasttravel = Game_FastTravel.new
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$light = Game_Light.new
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# Set up initial party
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$game_party.setup_starting_members
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# Set up initial map position
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$game_map.setup(1)
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# Move player to initial position
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$game_player.moveto($data_system.start_x, $data_system.start_y)
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# Refresh player
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$game_player.refresh
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end
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#--------------------------------------------------------------------------
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# * Command: Continue
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#--------------------------------------------------------------------------
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def command_continue
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# Reset frame count for measuring play time
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Graphics.frame_count = 0
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# Play 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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Oneshot.allow_exit false
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$game_map.update
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# Switch to map screen
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$scene = Scene_Map.new
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end
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#--------------------------------------------------------------------------
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# * Command: Shutdown
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#--------------------------------------------------------------------------
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def command_shutdown
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# Play 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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Audio.me_fade(800)
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# Shutdown
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Oneshot.exiting true
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$scene = nil
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end
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def command_settings
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$game_system.se_play($data_system.decision_se)
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@window_settings_title.open
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end
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def redraw
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redraw_menu
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redraw_debug
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@window_settings_title&.redraw_all
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end
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end
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