module ImagePlayer_Config
MAX_FRAMES_SEC = 0
MIN_FRAMES_SEC = 4
FRAME_STEP = 1
INPUT_LOCK_TIMER = 60
CUM_SE = ["Sex - Cumshot (4)",100,100]
BG_MUSIC = ["Groovy Baby",50,100]
DIALOGUE_LOCK_SWICTH = 105
DIALOGUE_ROMANCE_LEVEL_VAR = 103
SCENE_NAME_VAR = 102
SCENE_OVERLAY_SWITCH = 106
RND_SEX_SOUND = [
["Sex - Wet 3 (2)",80,100],
["Sex - Wet 3 (3)",80,100],
["Sex - Wet 3 (4)",80,100],
["Sex - Wet 3 (5)",80,100],
]
RND_BJ_SOUND = [
["Sex - Wet 3 (2)",80,100],
["Sex - Wet 3 (3)",80,100],
["Sex - Wet 3 (1)",80,100],
["Sex - Wet 3 (6)",80,100],
]
RND_MOAN_SOUND = [
]
RND_SQUEAK_SOUND = [
]
RND_SEX_SOUNDS = [RND_SEX_SOUND, RND_BJ_SOUND, RND_MOAN_SOUND, RND_SQUEAK_SOUND]
end
#Cache for scene folder
module Cache
def self.scene(scene, filename)
load_bitmap("Graphics/Scenes/" + scene + "/", filename)
end
end
include ImagePlayer_Config
class ImagePlayer < Scene_Base
alias start_sceneplayer start
alias term_sceneplayer terminate
alias update_sceneplayer update
def start
$game_system.save_bgm
start_sceneplayer
#Set up opening Vars
@wait_var = MIN_FRAMES_SEC #Max frame tick
@current_wait = MIN_FRAMES_SEC #Current frame tick
@new_scene = ""
@image_id = 1 #Current Image to load
@scene = $game_variables[SCENE_NAME_VAR] #Scene name
@max_images = get_file_count #umber of images in scene group
@sceneimage = Plane.new #load new image plane
@sceneimage.z = -101 #set z number
@cum = false #Has user triggered cum input
@currentlocktimer = 0 #Frames to lock input for
@dialogue_script_lock = false #Is input locked while dialogue is on the screen
@dialogue_script_level = 0 #Current level of dialogue to be displayed
@dialogue_script = get_dialogue
@max_progress = @dialogue_script.count - 2
@current_progress = 0
@max_speed = 5 #Default max speed
@current_wait = @max_speed #Current frame tick
@no_dialogue = false
@no_sound = false
if @dialogue_script.count == 0 then
@wait_var = 2
@current_wait = 2
@no_sound = true
@no_dialogue = true
end
@new_speed = 0
@new_sound = nil
@skip_frame = 2
#Play background music
RPG::BGM.new(BG_MUSIC[0],BG_MUSIC[1],BG_MUSIC[2]).play
@winhelpoverlay = SceneKeysHelp_Window.new
show_dialogue
update
end
def terminate
super
SceneManager.snapshot_for_background
$game_system.replay_bgm
@sceneimage.bitmap.dispose
@sceneimage.dispose
@winhelpoverlay.dispose
end
def update
update_sceneplayer
if @max_images == nil then
return
end
#Allow player to exit scene with return
if Input.repeat?(:B)
RPG::BGM.fade(1)
SceneManager.goto(Scene_Map)
return
end
if @loop_enabled == false && @image_id >= @max_images && @new_scene == "" then
if @current_progress <= @max_progress then
show_dialogue
end
return
end
if @current_wait == @max_speed then
if @skip_frame != 0 then
@skip_frame = @skip_frame - 1
@current_wait = @current_wait - 1
else
@skip_frame = 2
end
else
#Reduce delay until netx frame is played
@current_wait = @current_wait - 1
end
if @current_wait == 0 then
@current_wait = @max_speed #Need something like "current max wait"
update_image
end
#If we have completed the scene, hang here until the return key has been pressed
if @scenend == true then
return
end
#If we ae locked due to shown dialogue return
if $game_switches[DIALOGUE_LOCK_SWICTH] == true then
return
end
if Input.repeat?(:RIGHT)
#If we are at the max number of frames needed then return
if @current_progress == @max_progress then
return
end
@current_progress = @current_progress + 1
show_dialogue
#Enter key
elsif Input.repeat?(:UP)
#If we are on fastest speed - allow cum
if @current_progress == @max_progress && $game_switches[DIALOGUE_LOCK_SWICTH] == false then
show_dialogue
end
end
end
def update_image
if @image_id >= @max_images then
@image_id = 1
#If we have flagged to change the scene, change it at the end of the current one
if @new_scene != nil && @new_scene != "" then
@scene = @new_scene
@max_images = get_file_count
@new_scene = ""
Cache.clear
end
if @new_speed > 0 then
@max_speed = @new_speed
@new_speed = 0
end
if @new_sound != nil then
@sound_list.push @new_sound
@new_sound = nil
end
else
@image_id += 1
end
puts @scene + " (" + @image_id.to_s + ")"
#Cache.clear
#Change image
#@sceneimage.bitmap.dispose if @sceneimage.bitmap
#begin
@sceneimage.bitmap = Cache.scene(@scene, @scene + " (" + @image_id.to_s + ")" )
#rescue
#end
if @no_sound == false then
check_sound_play
end
end
def check_sound_play
@sound_list.each do | sound, frame|
if frame == @image_id then
#Play one of the random sounds
if sound.match(/^\d+$/) then
play_random_sound(sound.to_i)
else
play_sound(sound)
end
end
end
end
def play_random_sound(sound_id)
sound_list = RND_SEX_SOUNDS[sound_id]
rnd = sound_list[rand(sound_list.count)]
RPG::SE.new(rnd[0],rnd[1],rnd[2]).play
end
def play_sound(sound_string)
sound_bits = sound_string.split("/")
sound_bits.each do | test |
puts test
end
RPG::SE.new(sound_bits[0],sound_bits[1].to_i,sound_bits[2].to_i).play
end
#Gets the count of files to give max image count
def get_file_count(scene = @scene)
file_found = true
count = 1
while file_found == true
begin
file = load_data("Graphics/Scenes/" + scene + "/" + scene + " (" + count.to_s + ").jpg")
rescue
begin
file = load_data("Graphics/Scenes/" + scene + "/" + scene + " (" + count.to_s + ").png")
rescue
return count - 1
end
end
count = count + 1
end
end
def show_dialogue
#Get the current dialogue line from the current dialogue level
text = @dialogue_script[@dialogue_script_level]
#If it's blank for whatever reason, just return don't display window
if text == nil || text == "" then
return
end
new_text = get_dialogue_commands(text)
#Lock input due to dialogue display
$game_switches[DIALOGUE_LOCK_SWICTH] = true
#Show dialogue window
@windialogue = SceneDialogue_Window.new(new_text)
#Increase the dialogue level
@dialogue_script_level += 1
end
def get_dialogue_commands(text)
if text.match(/<command:.+>/) then
#change view command
if text.match(/<command:change_view
\w+-*)+>/) then
val = text.match(/<command:change_view
\w+-*)+>/)[0]
new_val = val.gsub(/<command:change_view:/, '')
new_val = new_val.gsub(/>/,'') #Gets the scene to change to
@new_scene = new_val
text = text.gsub(/<command:change_view
\w+-*)+>/, '')
end
#play sound command (Name|Vol|Pitch|Frame)
if match = text.match(/<command
lay_sound
.+)\|(\d+)\|(\d+)>/) then
RPG::SE.new(match.captures[0],match.captures[1].to_i,match.captures[2].to_i).play
text = text.gsub(/<command
lay_sound
.+)\|(\d+)\|(\d+)>/, '')
end
#insert sound command (Name|Vol|Pitch|Frame)
if match = text.match(/<command:insert_sound
.+\|\d+\|\d+)\|(\d+)>/) then
val = text.match(/<command:insert_sound
.+\|\d+\|\d+)\|(\d+)>/)[0]
sound = match.captures[0].gsub('|','/')
frame = match.captures[1]
if @new_scene == nil || @new_scene == "" then
@sound_list.push [sound, frame.to_i]
else
@new_sound = [sound, frame.to_i]
end
text = text.gsub(/<command:insert_sound
.+\|\d+\|\d+)\|(\d+)>/, '')
end
#Change animation speed command
if match = text.match(/<command:change_speed
\d+)>/) then
speed = match.captures[0]
@new_speed = speed.to_i
text = text.gsub(/<command:change_speed
\d+)>/, '')
end
#Disable Loop
if match = text.match(/<command:disable_loop>/) then
@loop_enabled = false
text = text.gsub(/<command:disable_loop>/, '')
end
#Enable Loop
if match = text.match(/<command:enable_loop>/) then
@loop_enabled = true
text = text.gsub(/<command:enable_loop>/, '')
end
end
return text
end
def get_dialogue
dialogue_lines = []
#Open the CSV file based on the scene to pass in
#Read the file
begin
file = load_data("Data/Dialogues/" + @scene + ".csv")
rescue
puts "failed to load Data/Dialogues/" + @scene + ".csv"
@sound_list = []
return dialogue_lines
end
#file_string = file_string.gsub("\r","")
#Split at new lines to get each level of dialogue for the relationship
dialogue_levels = file.split("\n")
@sound_list = set_sound_list(dialogue_levels[0])
#Then split at the comma to get each dialogue fragment
dialogue_lines = dialogue_levels[$game_variables[DIALOGUE_ROMANCE_LEVEL_VAR]].split("#")
return dialogue_lines
end
##Format should be:
##"Sound Name"/VOL/PITCH|FRAME_TO_PLAY_ON - OR
##RANDOM_SOUND_GROUP|FRAME_TO_PLAY_ON
def set_sound_list(sound_list_string)
sound_list_strings = sound_list_string.split(",")
@sound_list = [[]]
sound_list_strings.each do | sound_string |
sound_and_frame = sound_string.split("|")
@sound_list.push [sound_and_frame[0], sound_and_frame[1].to_i]
end
@sound_list.each do | sound, frame|
puts sound
puts frame.to_s
end
end
end
class SceneNameTag_Window < Window_Base
#----------------------------------------------------
# * Object Initialization
#----------------------------------------------------
def initialize
super(0,340, 1000,500)
self.opacity = 255
self.z = 1
@name = ""
refresh
end
def refresh
contents.clear
if @name == "" then
self.hide
return
end
draw_name
end
def update
refresh
end
def draw_name
self.show
contents.font.size = 50
width = text_size(@name).width + 40
height = text_size(@name).height + 50
self.y = ((Graphics.height/5) * 4) - height
self.width = width
self.height = height
draw_text(0,0,width, height, @name)
end
def update_window(name)
@name = name
refresh
end
end
class SceneDialogue_Window < Window_Base
#----------------------------------------------------
# * Object Initialization
#----------------------------------------------------
def initialize(text)
super(0,(Graphics.height/5) * 4, Graphics.width,Graphics.height/5)
self.opacity = 255
self.z = 1
@text_lines = text.split("|")
@line_count = @text_lines.count
@current_line = 0
@name_window = SceneNameTag_Window.new
refresh
end
def refresh
contents.clear
draw_dialogue
end
def update
if Input.repeat?(
OWN)
@line_count = @line_count - 1
if @line_count < 1 then
#Unlock speed input and dispose of this text window
$game_switches[DIALOGUE_LOCK_SWICTH] = false
@name_window.dispose
dispose
else
#Prepare the next time of text
@current_line += 1
refresh
end
end
end
def draw_dialogue
line = @text_lines[@current_line]
if line == nil || line == "" then
return
end
if line.match(/<Red>/) then
self.change_color(knockout_color)
line = line.gsub(/<Red>/, "")
else
self.change_color(normal_color)
end
name_to_display = ""
if line.match(/<N\d+>/) then
val = line.match(/<N\d+>/)[0]
number = val.match(/\d+/)[0]
name_to_display = $game_actors[number.to_i].name
line = line.gsub(/<N\d+>/, "")
end
if name_to_display == "" && line.match(/(^<(\w+\s*\w*)>)/) then
matches = line.scan(/(^<(\w+\s*\w*)>)/)
name_to_display = matches[0][1]
line = line.gsub(matches[0][0], "")
end
if line.match(/N<\d+>/) then
values = line.scan(/N<\d+>/)
max_count = values.size - 1
for i in 0..max_count
val = values[i].to_s.match(/\d+/)
number = val[0]
name = $game_actors[number.to_i].name
line = line.gsub(values[i].to_s, $game_actors[number.to_i].name) #на эту строчку ругается игра
end
end
@name_window.update_window(name_to_display)
contents.font.size = 40
draw_text(0,0,Graphics.width, Graphics.height/5, line)
end
end
class SceneKeysHelp_Window < Window_Base
#----------------------------------------------------
# * Object Initialization
#----------------------------------------------------
def initialize
super(0,0, Graphics.width,Graphics.height)
self.opacity = 0
self.z = 1
@input_delay = 0
@input_lock = false
refresh
end
def refresh
contents.clear
draw_help
end
def update
if @input_delay > 0 then
@input_delay = @input_delay - 1
return
end
if Input.press?(:L)
if $game_switches[SCENE_OVERLAY_SWITCH] == true then
$game_switches[SCENE_OVERLAY_SWITCH] = false
else
$game_switches[SCENE_OVERLAY_SWITCH] = true
end
refresh
@input_delay = 60
end
end
def draw_help
file_name = "SceneOverlay"
if $game_switches[SCENE_OVERLAY_SWITCH] == true then
file_name = "SceneOverlayHidden"
end
bitmap = Cache.picture(file_name)
rect = Rect.new(0, 0, Graphics.width, Graphics.height)
contents.blt(0, 0, bitmap, rect, 255)
bitmap.dispose
end
def terminate
@overlay.bitmap.dispose
@overlay.dispose
end
end
class Game_Interpreter
#Easy script call
def play_scene(scene_name, scene_count_var, actor_id)
set_dialogue_level(scene_count_var, actor_id)
$game_variables[scene_count_var] += 1
$game_variables[SCENE_NAME_VAR] = scene_name
SceneManager.call(ImagePlayer)
end
def set_dialogue_level(scene_count_var, actor_id)
if scene_count_var == 0 then
$game_variables[DIALOGUE_ROMANCE_LEVEL_VAR] = 1
return
end
if $game_variables[scene_count_var] == 0 then
$game_variables[DIALOGUE_ROMANCE_LEVEL_VAR] = 1
return
end
actor_sex_level = return_sex_level($game_actors[actor_id].name)
dialog_lvl = actor_sex_level / 2
if dialog_lvl < 2 then
dialog_lvl = 2
end
$game_variables[DIALOGUE_ROMANCE_LEVEL_VAR] = dialog_lvl
return
end
end
Социальные закладки