class Scene_Menu < Scene_Base
  
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
 
  def start
    super
    create_menu_background
    create_command_window
    @gold_window = Window_Gold.new(0, 360)
    @gold_window.opacity = 0
    @status_window = Window_MenuStatus.new(160, 0)
  end
  
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
 
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update
    
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
   def create_command_window
    s1 = Vocab::item
    s2 = Vocab::equip
    s3 = Vocab::status
    s4 = Vocab::save
    s5 = Vocab::game_end
  
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
    @command_window.index = @menu_index
        if $game_system.save_disabled             
      @command_window.draw_item(3, false)     
    end
  end
 
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      case @command_window.index
      when 0     
        $scene = Scene_Item.new
      when 1,   
        $scene = Scene_Equip.new(0,0)
      when 2    
        $scene = Scene_Status.new(0)
      when 3     
        $scene = Scene_File.new(true, false, false)
      when 4     
        $scene = Scene_End.new
      end
    end
  end
end
 
Социальные закладки