фон можно и не ставить
PHP код:
module HB
module MENU
ITEM = "Предметы"
STAT = "Статус"
SAVE = "Сохранить"
EXIT = "Выйти"
BCKG = "bg" # nil - убрать фон
COMX = 240 # Положение по оси X @command_window
COMY = 0 # Положение по оси Y @command_window
PLAX = 240 # Положение по оси X @playtime_window
PLAY = 224 # Положение по оси Y @playtime_window
STEX = 240 # Положение по оси X @steps_window
STEY = 320 # Положение по оси Y @steps_window
GOLX = 240 # Положение по оси X @gold_window
GOLY = 416 # Положение по оси Y @gold_window
STAX = 240 # Положение по оси X @status_window
STAY = 160 # Положение по оси Y @status_window
end
end
class Scene_Menu
def main
s1 = HB::MENU::ITEM
s2 = HB::MENU::STAT
s3 = HB::MENU::SAVE
s4 = HB::MENU::EXIT
if HB::MENU::BCKG != nil
@bg = Sprite.new
@bg.bitmap = RPG::Cache.picture(HB::MENU::BCKG)
end
@command_window = Window_Command.new(160, [s1, s2, s3, s4])
@command_window.index = @menu_index
@command_window.x = HB::MENU::COMX
@command_window.y = HB::MENU::COMY
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
end
if $game_system.save_disabled
@command_window.disable_item(3)
end
@playtime_window = Window_PlayTime.new
@playtime_window.x = HB::MENU::PLAX
@playtime_window.y = HB::MENU::PLAY
@steps_window = Window_Steps.new
@steps_window.x = HB::MENU::STEX
@steps_window.y = HB::MENU::STEY
@gold_window = Window_Gold.new
@gold_window.x = HB::MENU::GOLX
@gold_window.y = HB::MENU::GOLY
@status_window = Window_StatusM.new
@status_window.x = HB::MENU::STAX
@status_window.y = HB::MENU::STAY
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new
when 2
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
end
class Scene_End
def update
@command_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(3)
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_to_title
when 1
command_shutdown
when 2
command_cancel
end
return
end
end
end
class Scene_Save < Scene_File
def on_decision(filename)
$game_system.se_play($data_system.save_se)
file = File.open(filename, "wb")
write_save_data(file)
file.close
if $game_temp.save_calling
$game_temp.save_calling = false
$scene = Scene_Map.new
return
end
$scene = Scene_Menu.new(2)
end
def on_cancel
$game_system.se_play($data_system.cancel_se)
if $game_temp.save_calling
$game_temp.save_calling = false
$scene = Scene_Map.new
return
end
$scene = Scene_Menu.new(2)
end
end
class Scene_Status
def main
@actor = $game_party.actors[0]
@status_window = Window_Status.new(@actor)
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@status_window.dispose
end
def update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(1)
return
end
end
end
class Window_StatusM < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
actor = $game_party.actors[0]
draw_actor_hp(actor, 0, 0)
end
def draw_actor_hp(actor, x, y, width = 160)
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(0, y, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(0 + 48, y, 12, 32, "/", 1)
self.contents.draw_text(0 + 60, y, 48, 32, actor.maxhp.to_s)
end
end
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