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Scene-Menu: Disappearing cursor

I am using Mr.Mo's interactive mouse system.

I set it up so that menus were compatible. Basically I first used his method, then went a bit further adding a "on_click" method (this is far back, I can't remember much about it sorry).

Basically, each selectable window has an on_click method like:

class Scene_Title < SDK::Scene_Base
def command_click
case @command_window.index
when 0 # New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end

That would be for Scene_Title.

I did this for Scene_Menu as well. But, while this works for scene_title, it doesn't work in any other scene. There must be something in Scene_Title that I haven't added to Scene_Menu, but I can't find it.

When I say it doesn't work: The cursor appears for one frame then completely disappears, and doesn't reappear when I move the mouse over the window or anything.

Here's what I mean:

http://img.photobucket.com/albums/v108/dudemaster/scr_errs.png

(Why is it I can script OK, but when it comes to explaining how these scripts work, I'm completely stumped? :))

Bad scripting warning! Erm yeah, everything's all over the place. Not the best example of scripting.

Here is my Scene_Title:

Code:
#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#==============================================================================

class Scene_Title < SDK::Scene_Base
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    return if main_battle_test? # Battle Test & Return if in Battle Test Mode
    super
  end
  #--------------------------------------------------------------------------
  # * Main Processing : Battle Test Check
  #--------------------------------------------------------------------------
  def main_battle_test?
    # If battle test
    if $BTEST
      battle_test
      return true
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Main Processing : Variable Initialization
  #--------------------------------------------------------------------------
  def main_variable
    super
    # Load Database
    main_database
    # Continue Enabled Test
    main_test_continue
  end
  #--------------------------------------------------------------------------
  # * Main Processing : Database Initialization
  #--------------------------------------------------------------------------
  def main_database
    # Load database
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    $game_bank          = 0#Game_Bank.new
    # Make system object
    $game_system = Game_System.new
    $bm_counter = 0#666
  end
  #--------------------------------------------------------------------------
  # * Main Test Initialization
  #--------------------------------------------------------------------------
  def main_test_continue
    # Set Continued Enabled Flag Off
    @continue_enabled = false
    # Checks For Save Files
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        # Sets Continued Enable Flag On
        @continue_enabled = true
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Main Processing : Sprite Initialization
  #--------------------------------------------------------------------------
  def main_sprite
    super
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)#RPG::Cache.panorama('006-mountains01', 0)
  end
  #--------------------------------------------------------------------------
  # * Main Processing : Window Initialization
  #--------------------------------------------------------------------------
  def main_window
    super
    # Make command window
    s1 = "New Game"
    s2 = "Continue"
    s3 = "Shutdown"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.back_opacity = 160
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288
    @command_window.cursor_height = 32
    # If continue is enabled, move cursor to "Continue"
    # If disabled, display "Continue" text in gray
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
  end
  #--------------------------------------------------------------------------
  # * Main Processing : Audio Initialization
  #--------------------------------------------------------------------------
  def main_audio
    super
    # Play title BGM
    #$game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    #@sprite.x += 1
    # If C button was pressed
    if Input.trigger?(Keys::MOUSE_LEFT)
      # Branch by command window cursor position
      case @command_window.index
      when 0  # New game
        command_new_game
      when 1  # Continue
        command_continue
      when 2  # Shutdown
        command_shutdown
      end
    end
    
  end
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    commandnewgame_audio        # Audio Control
    commandnewgame_gamedata     # Game Data Setup
    commandnewgame_partysetup   # Party Setup
    commandnewgame_mapsetup     # Map Setup
    commandnewgame_sceneswitch  # Scene Switch
  end
  #--------------------------------------------------------------------------
  # * Command: New Game : Audio Control
  #--------------------------------------------------------------------------
  def commandnewgame_audio
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Stop BGM
    Audio.bgm_stop
  end
  #--------------------------------------------------------------------------
  # * Command: New Game : Game Data Setup
  #--------------------------------------------------------------------------
  def commandnewgame_gamedata
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
  end
  #--------------------------------------------------------------------------
  # * Command: New Game : Party Setup
  #--------------------------------------------------------------------------
  def commandnewgame_partysetup
    # Set up initial party
    $game_party.setup_starting_members
  end
  #--------------------------------------------------------------------------
  # * Command: New Game : Map Setup
  #--------------------------------------------------------------------------
  def commandnewgame_mapsetup
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
  end
  #--------------------------------------------------------------------------
  # * Command: New Game : Scene Switch
  #--------------------------------------------------------------------------
  def commandnewgame_sceneswitch
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    # If continue is disabled
    unless @continue_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    battletest_database
    commandnewgame_gamedata
    battletest_setup
    battletest_sceneswitch
  end
  #--------------------------------------------------------------------------
  # * Battle Test : Load Database
  #--------------------------------------------------------------------------
  def battletest_database
    # Load database (for battle test)
    $data_actors        = load_data("Data/BT_Actors.rxdata")
    $data_classes       = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items         = load_data("Data/BT_Items.rxdata")
    $data_weapons       = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies       = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_System.rxdata")
  end
  #--------------------------------------------------------------------------
  # * Battle Test : Setup
  #--------------------------------------------------------------------------
  def battletest_setup
    # Set up party for battle test
    $game_party.setup_battle_test_members
    # Set troop ID, can escape flag, and battleback
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
  end
  #--------------------------------------------------------------------------
  # * Battle Test : Scene Switch
  #--------------------------------------------------------------------------
  def battletest_sceneswitch
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
end

Here's my Scene_Menu:

Code:
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu < SDK::Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  #def initialize#(menu_index = 0)
    #@menu_index = menu_index
  #  @menu_index = 0
  #end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = "Inventory"
    s2 = "Spellbook"
    s3 = "Armoury"
    s4 = "Classes"
    s5 = "Skill Levels"
    s6 = "Guilds"
    s7 = "Log Out"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.x = 12
    @command_window.y = 12
    @spr = Sprite.new
    @spr.z = 10001
    @spr.bitmap = RPG::Cache.picture('new_large_hud4')
    @spriteset = Spriteset_Map.new
    #@command_window.cursor_height = 32
    #@command_window.index = 0#@menu_index
    # If number of party members is 0
    if $game_party.actors.size == 0
      # Disable items, skills, equipment, and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(4)
    end
    # Make play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 466+12-12-5
    @playtime_window.y = 404-76
    @playtime_window.z = 10000
    @playtime_window.back_opacity = 0
    # Make steps window
    @steps_window = Window_Steps.new
    @steps_window.x = 0+12
    @steps_window.y = 320+32-5-76-1-2
    # Make gold window
    @gold_window = Window_Gold.new
    @gold_window.x = 0+12
    @gold_window.y = 411-76-1
    @gold_window.width -= 2
    # Make status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 160+12+1
    @status_window.y = 0+12
    # 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
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @spriteset.dispose
    @spr.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    @playtime_window.update
    @steps_window.update
    @gold_window.update
    @status_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  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
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 5  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Make command window active
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by command window cursor position
      case @command_window.index
      when 1  # skill
        # If this actor's action limit is 2 or more
        if $game_party.actors[@status_window.index].restriction >= 2
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to skill screen
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to equipment screen
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to status screen
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
  
  def command_click
    if @command_window.active == true
      case @command_window.index
      when 0  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to item screen
        $scene = Scene_Item.new
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Make status window active
        $scene = Scene_Advancement.new
      when 4  # save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
      when 5  # end game
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
  
  
end

Here's the interactive mouse system's window_selectable edit (with the edits I made for the command_click method):

Code:
#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
#  This window class contains cursor movement and scroll functions.
#==============================================================================

class Window_Selectable < Window_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :index                    # cursor position
  attr_reader   :help_window              # help window
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x      : window x-coordinate
  #     y      : window y-coordinate
  #     width  : window width
  #     height : window height
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 1
    @index = -1
    @cursor_height = 16
    @freeze = false
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    return if self.visible == false
    $mouse.update
    #If the mouse clicks
    if Input.trigger?(Input::MOUSE_PRIMARY) and $mouse.over?(self)
      #@freeze = (not @freeze)
      $scene.command_click
    #elsif Input.trigger?(Input::MOUSE_SECONDARY) and $mouse.over?(self)
    #  @freeze = false
    end
    # If the cursor is over the window
    if $mouse.over?(self)
      self.active = true
      if !@freeze
        x = $mouse.x - self.x - 16
        y = $mouse.y - self.y - 16
        y -= $game_temp.choice_start*@cursor_height if $game_temp != nil
        # Calculate cursor width
        cursor_width = self.width / @column_max - 48
        # Cursor Height
        @index = (((y / @cursor_height).floor) * @column_max) + ((x / cursor_width).floor)
        @index = @index > @item_max-1 ? @item_max-1 : @index
      end
    else
      self.active = false
      self.index = -1 if !@freeze
    end
    # If cursor is movable
    if self.active and @item_max > 0 and @index >= 0
      # If pressing down on the directional buttons
      if Input.repeat?(Input::DOWN)
        # If column count is 1 and directional button was pressed down with no
        # repeat, or if cursor position is more to the front than
        # (item count - column count)
        if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
           @index < @item_max - @column_max
          # Move cursor down
          $game_system.se_play($data_system.cursor_se)
          @index = (@index + @column_max) % @item_max
        end
      end
      # If the up directional button was pressed
      if Input.repeat?(Input::UP)
        # If column count is 1 and directional button was pressed up with no
        # repeat, or if cursor position is more to the back than column count
        if (@column_max == 1 and Input.trigger?(Input::UP)) or
           @index >= @column_max
          # Move cursor up
          $game_system.se_play($data_system.cursor_se)
          @index = (@index - @column_max + @item_max) % @item_max
        end
      end
      # If the right directional button was pressed
      if Input.repeat?(Input::RIGHT)
        # If column count is 2 or more, and cursor position is closer to front
        # than (item count -1)
        if @column_max >= 2 and @index < @item_max - 1
          # Move cursor right
          $game_system.se_play($data_system.cursor_se)
          @index += 1
        end
      end
      # If the left directional button was pressed
      if Input.repeat?(Input::LEFT)
        # If column count is 2 or more, and cursor position is more back than 0
        if @column_max >= 2 and @index > 0
          # Move cursor left
          $game_system.se_play($data_system.cursor_se)
          @index -= 1
        end
      end
      # If R button was pressed
      if Input.repeat?(Input::R)
        # If bottom row being displayed is more to front than bottom data row
        if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
          # Move cursor 1 page back
          $game_system.se_play($data_system.cursor_se)
          @index = [@index + self.page_item_max, @item_max - 1].min
          self.top_row += self.page_row_max
        end
      end
      # If L button was pressed
      if Input.repeat?(Input::L)
        # If top row being displayed is more to back than 0
        if self.top_row > 0
          # Move cursor 1 page forward
          $game_system.se_play($data_system.cursor_se)
          @index = [@index - self.page_item_max, 0].max
          self.top_row -= self.page_row_max
        end
      end
    end
    # Update help text (update_help is defined by the subclasses)
    if self.active and @help_window != nil
      update_help
    end
    # Update cursor rectangle
    update_cursor_rect
  end
end
 

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