Ok, I'm very sorry for asking so many questions but I've tried for the last 2 Hours and I can't get my Image to show up. Here is the script:
The code that I think (not reliable since it's me thinking..lol) should work is:
Can someone please tell me why it won't show my Image called Picture? Also, if you could test it that would be great. Thanks.
Code:
#------------------------------------------------------------------------------
# ** Scene_iPod / **Scene_Jukebox
# ** Created by xLeD
# ** Modified by Harshboy
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Jukebox
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make song command window
s1 = "March"
s2 = "Lullaby"
s3 = "Oak"
s4 = "Exit"
@command_window = Window_Command.new(160, [s1, s2, s3, s4])
@command_window.index = @menu_index
@command_window.x = 130
@command_window.y = 130
@command_window.opacity = 0
@spriteset = Spriteset_Map.new
fadein = true
# Makes the text window
@Textbox = Window_Jukeboxtext.new
@Textbox.x = 0
@Textbox.y = 0
@Background = Sprite.new
@Background.bitmap = RPG::Cache.picture("Picture")
@Background.opacity = 255
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepares for transition
Graphics.freeze
# Disposes the windows
@command_window.dispose
@spriteset.dispose
@Textbox.dispose
@Background.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
update_command
return
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
Audio.bgm_play("Audio/BGM/" + "Radio - March", 100, 100)
when 1 # Skill
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# The status window is made active
Audio.bgm_play("Audio/BGM/" + "Radio - Lullaby", 100, 100)
when 2 # Equipment
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# The status window is made active
Audio.bgm_play("Audio/BGM/" + "Radio - Oak", 100, 100)
when 3 # Game end
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Change to game end picture
$scene = Scene_Map.new
end
return
end
end
end
#==============================================================================
# ** Window_Jukebox Text
#------------------------------------------------------------------------------
# This window displays The Text on the menu screen.
#==============================================================================
class Window_Jukeboxtext < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization 327=Resolution!
#--------------------------------------------------------------------------
def initialize
super(0, 0, 327, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 160
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "iPod")
end
end
#==============================================================================
# ** Window_Jukebox Text 2
#------------------------------------------------------------------------------
# This window displays The sceound text on the menu screen.
#==============================================================================
class Window_Jukeboxtext2 < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 160
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
end
end
The code that I think (not reliable since it's me thinking..lol) should work is:
Code:
@Background = Sprite.new
@Background.bitmap = RPG::Cache.picture("Picture")
@Background.opacity = 255
Can someone please tell me why it won't show my Image called Picture? Also, if you could test it that would be great. Thanks.