#==============================================================================
# ** Scene Selection Script
#------------------------------------------------------------------------------
# Raziel
# 2006-09-19
# Version 1.0
#==============================================================================
#==============================================================================
# ** Scene_Selection
#------------------------------------------------------------------------------
# This class performs a selection processing.
#==============================================================================
class Scene_Selection
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
#map = [map_id, map_x, map_y, direction, fade]
#direction: 1 = same direction as before ; 2 = down ; 4 = left ; 6 = right ; 8 = up
@map1 = [1, 0, 0, 1, true] #upper lefr selection
@map2 = [1, 0, 0, 1, true] #upper right selection
@map3 = [1, 0, 0, 1, true] #lower left selection
@map4 = [1, 0, 0, 1, true] #lower right selection
#picture = [upper_left_image, upper_rigt_image, lower_left_image, lower_right_image]
@picture = ["1","2","3","4"]
# no edits needed anymore
@selection = 0
@sprite = Sprite.new
# Transition run
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
# Prepare for transition
Graphics.freeze
# dispose of sprite
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
@sprite.bitmap = RPG::Cache.picture(@picture[@selection])
case @selection
when 0
if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@selection = 1
elsif Input.trigger?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
@selection = 2
end
when 1
if Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@selection = 0
elsif Input.trigger?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
@selection = 3
end
when 2
if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@selection = 3
elsif Input.trigger?(Input::UP)
$game_system.se_play($data_system.cursor_se)
@selection = 0
end
when 3
if Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@selection = 2
elsif Input.trigger?(Input::UP)
$game_system.se_play($data_system.cursor_se)
@selection = 1
end
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
case @selection
when 0
$game_temp.player_new_map_id = @map1[0]
$game_temp.player_new_x = @map1[1]
$game_temp.player_new_y = @map1[2]
$game_temp.player_new_direction = @map1[3]
$game_temp.player_transferring = true
if @map1[4] == true
# only include this if you want the screen to fade
Graphics.freeze
$game_temp.transition_processing = true
$game_temp.transition_name = ""
end
when 1
$game_temp.player_new_map_id = @map2[0]
$game_temp.player_new_x = @map2[1]
$game_temp.player_new_y = @map2[2]
$game_temp.player_new_direction = @map2[3]
$game_temp.player_transferring = true
if @map2[4] == true
# only include this if you want the screen to fade
Graphics.freeze
$game_temp.transition_processing = true
$game_temp.transition_name = ""
end
when 2
$game_temp.player_new_map_id = @map3[0]
$game_temp.player_new_x = @map3[1]
$game_temp.player_new_y = @map3[2]
$game_temp.player_new_direction = @map3[3]
$game_temp.player_transferring = true
if @map3[4] == true
# only include this if you want the screen to fade
Graphics.freeze
$game_temp.transition_processing = true
$game_temp.transition_name = ""
end
when 3
$game_temp.player_new_map_id = @map4[0]
$game_temp.player_new_x = @map4[1]
$game_temp.player_new_y = @map4[2]
$game_temp.player_new_direction = @map4[3]
$game_temp.player_transferring = true
if @map4[4] == true
# only include this if you want the screen to fade
Graphics.freeze
$game_temp.transition_processing = true
$game_temp.transition_name = ""
end
end
$scene = Scene_Map.new
end
end
end