mkxp-sunshine/scripts/Window_Settings.rb
mshirt b1b907a6e6 Settings menu script additions
Settings menu now fully works, but will need to add more changes in a
bit to make it save a settings file (so user won't have to change
settings every relaunch)
2017-01-01 05:04:32 -06:00

308 lines
8.3 KiB
Ruby

class Window_Settings
MARGIN = 30
TITLE_TOP_MARGIN = 32
TITLE_MARGIN = 100
ITEM_SPACING = 28
ACTIVE_MARGIN = MARGIN * 2 + 20
def initialize
@viewport = Viewport.new(0, 0, 640, 480)
@bg = Sprite.new(@viewport)
@bg.bitmap = Bitmap.new(640, 480)
@bg.bitmap.fill_rect(0, 0, 640, 480, Color.new(0, 0, 0, 128))
@title = Sprite.new(@viewport)
@title.bitmap = Bitmap.new(320, TITLE_MARGIN)
@title.bitmap.font.size = 40
@title.y = TITLE_TOP_MARGIN
@title.x = MARGIN
@data_sprites = []
@viewport.z = 9998
@left_hold_timer = 0
@right_hold_timer = 0
self.visible = false
@index = 0
@fade_in = false
@fade_out = false
@transfer_player = nil
end
def dispose
@bg.dispose
@title.dispose
@data_sprites.each do |spr|
spr.dispose
end
@viewport.dispose
end
def open
self.visible = true
self.opacity = 0
@fade_in = true
@data = [
tr('BGM Volume'),
tr('SFX Volume'),
tr('Fullscreen'),
tr('Default movement'),
tr('Colorblind mode'),
tr('Frameskip'),
tr('Configure Controls (Press F1)'),
]
@index = 0
# Create title
@title.bitmap.clear
@title.bitmap.draw_text(0, 0, @title.bitmap.width, @title.bitmap.height, tr("Settings"))
# Create menu options
@data.each_with_index do |item, i|
spr = Sprite.new(@viewport)
spr.bitmap = Bitmap.new(320, ITEM_SPACING)
spr.x = MARGIN
spr.y = TITLE_MARGIN + TITLE_TOP_MARGIN + ITEM_SPACING * i
spr.opacity = 0
redraw_setting(spr, i)
@data_sprites << spr
end
end
def redraw_setting(spr, i)
spr.bitmap.clear
spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
spr.bitmap.draw_text(0, 0, spr.bitmap.width, spr.bitmap.height, @data[i])
case i
when 0
spr.bitmap.draw_text(260, 0, spr.bitmap.width, spr.bitmap.height, Audio.bgm_volume.to_s)
when 1
spr.bitmap.draw_text(260, 0, spr.bitmap.width, spr.bitmap.height, Audio.sfx_volume.to_s)
when 2 #fullscreen
if(Graphics.fullscreen == true)
spr.bitmap.draw_text(260, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(260, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 3 #default movement
if($game_switches[251] == true)
spr.bitmap.draw_text(260, 0, spr.bitmap.width, spr.bitmap.height, tr("RUN"))
else
spr.bitmap.draw_text(260, 0, spr.bitmap.width, spr.bitmap.height, tr("WALK"))
end
when 4 #colorblind mode
if($game_switches[252] == true)
spr.bitmap.draw_text(260, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(260, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
when 5 #frameskip
if(Graphics.frameskip == true)
spr.bitmap.draw_text(260, 0, spr.bitmap.width, spr.bitmap.height, tr("ON"))
else
spr.bitmap.draw_text(260, 0, spr.bitmap.width, spr.bitmap.height, tr("OFF"))
end
end
end
def redraw_setting_index(i)
redraw_setting(@data_sprites[i], i)
end
def update
if @fade_in
self.opacity += 20
active_spr = nil
@data_sprites.each do |spr|
spr.opacity += 10
spr.opacity = 128 if spr.opacity > 128
active_spr = spr if !active_spr && spr.x < MARGIN * 2
end
if active_spr
active_spr.x += 6
active_spr.x = MARGIN * 2 if active_spr.x > MARGIN * 2
elsif self.opacity == 255
@fade_in = false
end
return
end
if @fade_out
self.opacity -= 20
@data_sprites.each do |spr|
spr.opacity -= 10
end
if self.opacity == 0
@fade_out = false
self.visible = false
@data_sprites.each do |spr|
spr.dispose
end
@data_sprites = []
if @transfer_player
$game_temp.player_transferring = true
$game_temp.player_new_map_id = @transfer_player.id
$game_temp.player_new_x = @transfer_player.x
$game_temp.player_new_y = @transfer_player.y
$game_temp.player_new_direction = @transfer_player.dir
Graphics.freeze
$game_temp.transition_processing = true
$game_temp.transition_name = "black"
@transfer_player = nil
end
end
return
end
return if !self.visible
# Adjust position and visibility
@data_sprites.each_with_index do |spr, i|
if i == @index
if spr.x < ACTIVE_MARGIN
spr.x += 6
spr.x = ACTIVE_MARGIN if spr.x > ACTIVE_MARGIN
end
spr.opacity += 10 if spr.opacity < 255
else
if spr.x > MARGIN * 2
spr.x -= 6
spr.x = MARGIN * 2 if spr.x < MARGIN * 2
end
spr.opacity -= 10 if spr.opacity > 128
spr.opacity = 128 if spr.opacity < 128
end
end
if Input.trigger?(Input::UP)
@index = (@index - 1) % @data.size
$game_system.se_play($data_system.cursor_se)
end
if Input.trigger?(Input::DOWN)
@index = (@index + 1) % @data.size
$game_system.se_play($data_system.cursor_se)
end
if Input.press?(Input::LEFT)
@left_hold_timer += 1
else
@left_hold_timer = 0
end
if Input.press?(Input::RIGHT)
@right_hold_timer += 1
else
@right_hold_timer = 0
end
case @index
when 0 #bgm vol
old_vol = Audio.bgm_volume
if Input.trigger?(Input::LEFT) || (Input.press?(Input::LEFT) && (@left_hold_timer >= 15))
@left_hold_timer -= 2
Audio.bgm_volume -= 1
if old_vol > 1
Audio.se_play("Audio/SE/text_robot.wav", 70, (Audio.bgm_volume/2) + 75)
end
elsif Input.trigger?(Input::RIGHT) || (Input.press?(Input::RIGHT) && (@right_hold_timer >= 15))
@right_hold_timer -= 2
Audio.bgm_volume += 1
if old_vol < 100
Audio.se_play("Audio/SE/text_robot.wav", 70, (Audio.bgm_volume/2) + 75)
end
end
redraw_setting_index(0)
when 1 #sfx vol
old_vol = Audio.sfx_volume
if Input.trigger?(Input::LEFT) || (Input.press?(Input::LEFT) && (@left_hold_timer >= 15))
@left_hold_timer -= 2
Audio.sfx_volume -= 1
if old_vol > 1
Audio.se_play("Audio/SE/text_robot.wav", 70, (Audio.sfx_volume/2) + 75)
end
elsif Input.trigger?(Input::RIGHT) || (Input.press?(Input::RIGHT) && (@right_hold_timer >= 15))
@right_hold_timer -= 2
Audio.sfx_volume += 1
if old_vol < 100
Audio.se_play("Audio/SE/text_robot.wav", 70, (Audio.sfx_volume/2) + 75)
end
end
redraw_setting_index(1)
when 2 #fullscreen
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.decision_se)
if Graphics.fullscreen == true
Graphics.fullscreen = false
$console = false
else
Graphics.fullscreen = true
$console = true
end
sleep(0.100)
redraw_setting_index(2)
end
when 3 #default movement
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.decision_se)
if $game_switches[251] == true
$game_switches[251] = false
else
$game_switches[251] = true
end
redraw_setting_index(3)
end
when 4 #colorblind mode
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.decision_se)
if $game_switches[252] == true
$game_switches[252] = false
else
$game_switches[252] = true
end
redraw_setting_index(4)
end
when 5 #frameskip
if Input.trigger?(Input::ACTION) || Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.decision_se)
if Graphics.frameskip == true
Graphics.frameskip = false
else
Graphics.frameskip = true
end
redraw_setting_index(5)
end
end
if Input.trigger?(Input::CANCEL)
$game_system.se_play($data_system.cancel_se)
@fade_out = true
end
end
# Attributes
def visible
@viewport.visible
end
def visible=(val)
@viewport.visible = val
end
def opacity=(val)
@bg.opacity = val
@title.opacity = val
end
def opacity
@bg.opacity
end
end