mkxp-sunshine/scripts/Scene_Title.rb
2026-07-30 11:42:07 +03:00

374 lines
12 KiB
Ruby

#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#==============================================================================
class Scene_Title
MENU_X = 150
MENU_Y = 100
ENTRY_HEIGHT = 25
SDLVer = "#{Sunshine::SDLVersion_major}.#{Sunshine::SDLVersion_minor}.#{Sunshine::SDLVersion_micro}"
SunshineVer = "0.1.2"
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Load database
$data_actors = load_data("Data/Actors.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
Language.initialize_database
$game_temp = Game_Temp.new
new_game
$game_system = Game_System.new
Settings.load! # loading settings
load_perma_flags
Oneshot.allow_exit true
@window_settings_title = Window_Settings.new
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
# Make title graphic
@old_setting = Settings[:mainmenu_background]
@sprite = Sprite.new(@viewport)
@badend_sprite = Sprite.new(@viewport)
# chinese has its own special title screen so check for it
translation_name = "#{$persistent.langcode}/#{$data_system.title_name}"
if File.exist?("Graphics/Titles/#{translation_name}.png")
@sprite.bitmap = RPG::Cache.title(translation_name)
else
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
end
@sprite.x = Graphics.width / 2
@sprite.y = Graphics.height / 2
px = (Graphics.width / 1920.0)
py = (Graphics.height / 1080.0)
@sprite.ox = @sprite.bitmap.width / 2 * (0.5 * (1.0 - px) + px)
@sprite.oy = @sprite.bitmap.height / 2 * (1.3 * (1.0 - py) + py)
# check for debug file to add debug items
if Settings[:debug]
$game_party.gain_item(54, 1) # debug save
$game_party.gain_item(82, 1) # plight skip
$game_party.gain_item(81, 1) # George reroler
end
@sprite.zoom_x = @sprite.zoom_y =
@badend_sprite.zoom_x = @badend_sprite.zoom_y = 2.0
redraw_bgs
update_visibility
# Create/render menu options
@menu = Sprite.new(@viewport)
@menu.z += 1
@menu.bitmap = Bitmap.new(MENU_X, MENU_Y)
@menu.x = Graphics.width - MENU_X
@menu.y = Graphics.height - MENU_Y
redraw_menu
@debug = Sprite.new(@viewport)
@debug.x = 5
@debug.y = 5
@debug.z += 1
@debug.visible = Settings[:debug_text_scene_title] || false
@debug.bitmap = Bitmap.new(200, ENTRY_HEIGHT * 6)
redraw_debug
Language.register_text_sprite(self.class.name + "_contents", @menu)
Language.register_text_sprite(self.class.name + "_debug", @debug)
# Make cursor graphic
@cursor = Sprite.new(@viewport)
@cursor.bitmap = RPG::Cache.menu('cursor')
@cursor.zoom_x = @cursor.zoom_y = 2
@cursor.z += 2
@cursor.x = Graphics.width - MENU_X - 12
@cursor.y = Graphics.height - MENU_Y + (ENTRY_HEIGHT - @cursor.bitmap.height) / 2 - 3
# Initialize cursor position
@cursor_pos = 0.0
@update_connection = Graphics.viewport_resized do |w, h|
@viewport.rect.width = w
@viewport.rect.height = h
@menu.x = w - MENU_X
@menu.y = h - MENU_Y
@cursor.x = w - MENU_X - 12
@cursor.y = ((h - MENU_Y).to_f + (ENTRY_HEIGHT - @cursor.bitmap.height) / 2.0 + ENTRY_HEIGHT * @cursor_pos - 3)
@sprite.x = w / 2
@sprite.y = h / 2
px = (Graphics.width / 1920.0)
py = (Graphics.height / 1080.0)
@sprite.ox = @sprite.bitmap.width / 2 * (0.5 * (1.0 - px) + px)
@sprite.oy = @sprite.bitmap.height / 2 * (1.3 * (1.0 - py) + py)
redraw_bgs
update_visibility
end
# Stop playing ME and BGS
Audio.me_stop
Audio.bgs_stop
# Execute transition
Graphics.transition(40)
# Main loop
while true
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
@window_settings_title.update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of title graphic
@update_connection.disconnect
@sprite.bitmap.dispose
@sprite.dispose
@badend_sprite.bitmap.dispose
@badend_sprite.dispose
@menu.bitmap.dispose
@menu.dispose
@cursor.bitmap.dispose
@cursor.dispose
@debug.bitmap.dispose
@debug.dispose
@viewport.dispose
@window_settings_title.dispose
Audio.bgm_fade(60)
Graphics.transition(60)
# Run automatic change for BGM and BGS set with map
$game_map.autoplay
end
def redraw_menu
if !@menu
return
end
@menu.bitmap.clear
@menu.bitmap.draw_text(0, 0, MENU_X, ENTRY_HEIGHT - 1, tr("Start"))
@menu.bitmap.draw_text(0, ENTRY_HEIGHT, MENU_X, ENTRY_HEIGHT - 1, tr("Settings"))
@menu.bitmap.draw_text(0, ENTRY_HEIGHT * 2, MENU_X, ENTRY_HEIGHT - 1, tr("Exit"))
if $game_switches[160] && $game_switches[152]
@menu.bitmap.draw_text(0, ENTRY_HEIGHT * 3, 150, 24, tr("..."))
end
end
def redraw_debug
if !@debug
return
end
@debug.bitmap.clear
@debug.bitmap.draw_text(0, 0, 200, ENTRY_HEIGHT, tr("Ruby") + " " + RUBY_VERSION)
@debug.bitmap.draw_text(0, ENTRY_HEIGHT, 200, ENTRY_HEIGHT, tr("SDL") + " " + SDLVer)
@debug.bitmap.draw_text(0, ENTRY_HEIGHT * 2, 200, ENTRY_HEIGHT, tr("Sunshine") + " " + SunshineVer)
@debug.bitmap.draw_text(0, ENTRY_HEIGHT * 3, 200, ENTRY_HEIGHT, tr("sec_#{Sunshine::SECURITYSTATE}"))
if ModLoader::IS_ENABLED
@debug.bitmap.draw_text(0, ENTRY_HEIGHT * 5, 200, ENTRY_HEIGHT, tr("Mods loaded:") + " " + ModLoader::COUNT.to_s)
end
end
def redraw_bgs
if @badend_sprite.bitmap
@badend_sprite.bitmap.dispose
end
@badend_sprite.bitmap = RPG::Cache.title("badend")
@badend_sprite.ox = @badend_sprite.bitmap.width / 2
@badend_sprite.oy = @badend_sprite.bitmap.height / 2
@badend_sprite.x = Graphics.width / 2
@badend_sprite.y = Graphics.height / 2
end
def update_visibility
if File.exist?("badend.lock")
@sprite.visible = false
@badend_sprite.visible = true
Audio.bgm_play("Audio/BGM/MyBurdenIsDead.ogg", Audio.bgm_volume, 100)
else
case Settings[:mainmenu_background]
when 0
@sprite.visible = true
@badend_sprite.visible = false
$game_system.bgm_play($data_system.title_bgm)
when 1
@sprite.visible = false
@badend_sprite.visible = true
Audio.bgm_play("Audio/BGM/MyBurdenIsDead.ogg", Audio.bgm_volume, 100)
when 2
@sprite.visible = false
@badend_sprite.visible = false
Audio.bgm_stop
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @old_setting != Settings[:mainmenu_background]
@old_setting = Settings[:mainmenu_background]
update_visibility
end
@debug.visible = Settings[:debug_text_scene_title] || false # if undefined don't render
if Input.trigger?(Input::F8)
Graphics.fullscreen = $console = !Settings[:fullscreen]
Settings[:fullscreen] = !Settings[:fullscreen]
if @window_settings_title.visible
@window_settings_title.redraw_setting(1, 0)
end
end
# Handle cursor movement
if !@window_settings_title.visible
@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
update_cursor = false
if Input.trigger?(Input::UP)
if @cursor_pos > 0
@cursor_pos -= 1
update_cursor = true
end
elsif Input.trigger?(Input::DOWN)
if $game_switches[160] && $game_switches[152]
if @cursor_pos < 3
@cursor_pos += 1
update_cursor = true
end
else
if @cursor_pos < 2
@cursor_pos += 1
update_cursor = true
end
end
end
if update_cursor
Audio.se_play('Audio/SE/title_cursor.wav', 40)
end
# Handle confirmation
if Input.trigger?(Input::ACTION)
if File.exist?("badend.lock")
case @cursor_pos
when 0 # Continue
print("You killed niko.")
when 1 # Settings
command_settings
when 2 # Shutdown
command_shutdown
end
else
case @cursor_pos
when 0 # Continue
$game_switches[157] = false
command_continue
when 1 # Settings
command_settings
when 2 # Shutdown
command_shutdown
when 3 # memory
$game_switches[157] = true
command_continue
end
end
end
end
end
#--------------------------------------------------------------------------
# * initialize a new game
#--------------------------------------------------------------------------
def new_game
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each type of game object
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_switches[400] = Graphics.width > 1000
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_map = Game_Map.new
$game_player = Game_Player.new
$game_followers = []
$game_oneshot = Game_Oneshot.new
$game_fasttravel = Game_FastTravel.new
$light = Game_Light.new
# Set up initial party
$game_party.setup_starting_members
# Set up initial map position
$game_map.setup(1)
# Move player to initial position
$game_player.moveto($data_system.start_x, $data_system.start_y)
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Play decision SE
Audio.se_play('Audio/SE/title_decision.wav')
# Update map (run parallel process event)
Oneshot.allow_exit false
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
def command_shutdown
# Play decision SE
Audio.se_play('Audio/SE/title_decision.wav')
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Shutdown
Oneshot.exiting true
$scene = nil
end
def command_settings
$game_system.se_play($data_system.decision_se)
@window_settings_title.open
end
def redraw
redraw_menu
redraw_debug
@window_settings_title&.redraw_all
end
end