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AuteurMessage
Mr0
Administrateur
Administrateur
Mr0


Nombre de messages : 457
Age : 29
Localisation : France
Point faible : Informatique, jeux vidos
Date d'inscription : 14/02/2007

Menu tournant Empty
MessageSujet: Menu tournant   Menu tournant Icon_minitimeJeu 17 Juil - 6:38

Auteur : MakirouAru
Fonction : Permet de faire un menu tournant autour du hros (voir screen)
Image(s) : Image n1
Ressource(s) : Aucune
Dmo : Aucune
Remarque : Test et fonctionnel. On ne voit pas la somme d'argent.
Nombre de scripts : 1
Installation : Copiez le code, ouvrez l'diteur de script ( F11 ) et crez en un nouveau au dessus de 'Main'.
Nommez ce script " Ring_Menu " et collez le code.
Utilisation : Aucune
Code :
Code:
#==============================================================================
# Window_RingMenu
#==============================================================================
#==============================================================================
# Edited by MakirouAru
#==============================================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# NX萔
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20 # Aj[Ṽt[
MOVING_FRAMES = 5 # O񂵂̃t[
RING_R = 64 # O̔a
ICON_ITEM = RPG::Cache.icon("034-Item03") # uACevj[̃ACR
ICON_SKILL = RPG::Cache.icon("044-Skill01") # uXLvj[̃ACR
ICON_EQUIP = RPG::Cache.icon("001-Weapon01") # uvj[̃ACR
ICON_STATUS = RPG::Cache.icon("050-Skill07") # uXe[^Xvj[̃ACR
ICON_SAVE = RPG::Cache.icon("038-Item07") # uZ[uvj[̃ACR
ICON_EXIT = RPG::Cache.icon("046-Skill03") # uIvj[̃ACR
ICON_DISABLE= RPG::Cache.icon("") # gp֎~ڂɕt­ACR
SE_STARTUP = "056-Right02" # j[JƂɖ‚炷SE
MODE_START = 1 # X^[gAbvAj[V
MODE_WAIT = 2 # ҋ@
MODE_MOVER = 3 # v]Aj[V
MODE_MOVEL = 4 # v]Aj[V
#--------------------------------------------------------------------------
# ANZT
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# IuWFNg
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = "Arial"
self.opacity = 0
self.back_opacity = 0
s1 = "Objets"
s2 = "Comptences"
s3 = "Equipement"
s4 = "Etats"
s5 = "Sauvegarder"
s6 = "Quitter"
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#--------------------------------------------------------------------------
# t[XV
#--------------------------------------------------------------------------
def update
super
refresh
end
#--------------------------------------------------------------------------
# ʍĕ`
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# ACR`
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
# ANeBuȃR}h\
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# ʍĕ`()
#--------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in [url=http://gamerpro.exprimetoi.net/mailto:0...@item_max]0...@item_max[/url]
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# ʍĕ`([url=http://gamerpro.exprimetoi.net/mailto:ҋ@]ҋ@[/url])
#--------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in [url=http://gamerpro.exprimetoi.net/mailto:0...@item_max]0...@item_max[/url]
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# ʍĕ`(])
# mode : 0=v 1=v
#--------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in [url=http://gamerpro.exprimetoi.net/mailto:0...@item_max]0...@item_max[/url]
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# ڂ̕`
# x :
# y :
# i : ڔԍ
#--------------------------------------------------------------------------
def draw_item(x, y, i)
#p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items[i].to_s
rect = Rect.new(0, 0, @items[i].width, @items[i].height)
if @index == i
self.contents.blt( x, y, @items[i], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[i], rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#--------------------------------------------------------------------------
# ڂ𖳌ɂ
# index : ڔԍ
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# Aj[V̏
#--------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#--------------------------------------------------------------------------
# ]Aj[V̏
#--------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# Aj[Vǂ
#--------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end
#==============================================================================
# Window_MenuStatus
#------------------------------------------------------------------------------
# [url=http://gamerpro.exprimetoi.net/mailto:@j[ʂŃp[eBo[̃Xe[^X\EBhEłB]@j[ʂŃp[eBo[̃Xe[^X\EBhEłB[/url]
#==============================================================================

class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# IuWFNg
#--------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# tbV
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = "Arial"
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x, y + 24)
end
end
#--------------------------------------------------------------------------
# J[\̋`XV
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
#==============================================================================
# # Scene_RingMenu
# Scene_Menu
#------------------------------------------------------------------------------
# [url=http://gamerpro.exprimetoi.net/mailto:@j[ʂ̏sNXłB]@j[ʂ̏sNXłB[/url]
#==============================================================================
#class Scene_RingMenu
class Scene_Menu
#--------------------------------------------------------------------------
# IuWFNg
# menu_index : R}h̃J[\ʒu
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# C
#--------------------------------------------------------------------------
def main
# XvCgZbg쐬
@spriteset = Spriteset_Map.new
# R}hEBhE쐬
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
# p[eBl 0 l̏ꍇ
if $game_party.actors.size == 0
# ACeAXLAAXe[^X𖳌
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.z = 100
# Z[u֎~̏ꍇ
if $game_system.save_disabled
# Z[u𖳌ɂ
@command_window.disable_item(4)
end
# Xe[^XEBhE쐬
@status_window = Window_RingMenuStatus.new
@status_window.x = 160
@status_window.y = 0
@status_window.z = 200
@status_window.visible = false
# gWVs
Graphics.transition
# C[v
loop do
# Q[ʂXV
Graphics.update
# ͏XV
Input.update
# t[XV
update
# ʂ؂ւ烋[v𒆒f
if $scene != self
break
end
end
# gWV
Graphics.freeze
# XvCgZbg
@spriteset.dispose
# EBhE
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# t[XV
#--------------------------------------------------------------------------
def update
# EBhEXV
@command_window.update
@status_window.update
# R}hEBhEANeBȕꍇ: update_command Ă
if @command_window.active
update_command
return
end
# Xe[^XEBhEANeBȕꍇ: update_status Ă
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# t[XV (R}hEBhEANeBȕꍇ)
#--------------------------------------------------------------------------
def update_command
# B {^ꂽꍇ
if Input.trigger?(Input::B)
# LZ SE t
$game_system.se_play($data_system.cancel_se)
# }bvʂɐ؂ւ
$scene = Scene_Map.new
return
end
# C {^ꂽꍇ
if Input.trigger?(Input::C)
# p[eBl 0 lŁAZ[uAQ[IȊÕR}h̏ꍇ
if $game_party.actors.size == 0 and @command_window.index < 4
# uU[ SE t
$game_system.se_play($data_system.buzzer_se)
return
end
# R}hEBhẼJ[\ʒuŕ
case @command_window.index
when 0 # ACe
# SE t
$game_system.se_play($data_system.decision_se)
# ACeʂɐ؂ւ
$scene = Scene_Item.new
when 1 # XL
# SE t
$game_system.se_play($data_system.decision_se)
# Xe[^XEBhEANeBuɂ
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2 #
# SE t
$game_system.se_play($data_system.decision_se)
# Xe[^XEBhEANeBuɂ
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3 # Xe[^X
# SE t
$game_system.se_play($data_system.decision_se)
# Xe[^XEBhEANeBuɂ
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4 # Z[u
# Z[u֎~̏ꍇ
if $game_system.save_disabled
# uU[ SE t
$game_system.se_play($data_system.buzzer_se)
return
end
# SE t
$game_system.se_play($data_system.decision_se)
# Z[uʂɐ؂ւ
$scene = Scene_Save.new
when 5 # Q[I
# SE t
$game_system.se_play($data_system.decision_se)
# Q[Iʂɐ؂ւ
$scene = Scene_End.new
end
return
end
# Aj[VȂJ[\̏sȂ
return if @command_window.animation?
# or {^ꂽꍇ
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
# or {^ꂽꍇ
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#--------------------------------------------------------------------------
# t[XV (Xe[^XEBhEANeBȕꍇ)
#--------------------------------------------------------------------------
def update_status
# B {^ꂽꍇ
if Input.trigger?(Input::B)
# LZ SE t
$game_system.se_play($data_system.cancel_se)
# R}hEBhEANeBuɂ
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
# C {^ꂽꍇ
if Input.trigger?(Input::C)
# R}hEBhẼJ[\ʒuŕ
case @command_window.index
when 1 # XL
# ̃AN^[̍s 2 ȏ̏ꍇ
if $game_party.actors[@status_window.index].restriction >= 2
# uU[ SE t
$game_system.se_play($data_system.buzzer_se)
return
end
# SE t
$game_system.se_play($data_system.decision_se)
# XLʂɐ؂ւ
$scene = Scene_Skill.new(@status_window.index)
when 2 #
# SE t
$game_system.se_play($data_system.decision_se)
# ʂɐ؂ւ
$scene = Scene_Equip.new(@status_window.index)
when 3 # Xe[^X
# SE t
$game_system.se_play($data_system.decision_se)
# Xe[^Xʂɐ؂ւ
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end

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