I have decided that I have all I need for now. I'd like to know what you all think of the current look of a Generated Scene. This example shows a Scene called MyClass, and shows many of the Options available (Updating, Player Input, etc.) Everything is commented, and to show how Command Windows are dealt with, I threw in a sample Window_Command object.
*NOTE: This code is not ready-to-run in RGSS. It is merely an example of what the generated code will look like.
So, tell me what you think!
Peace!
~Optimist Shadow
*NOTE: This code is not ready-to-run in RGSS. It is merely an example of what the generated code will look like.
So, tell me what you think!
Code:
#===============================================================================
# Scene_<Name>
# By <Author>
# Version: <Version>
# Date: <DateTime.Now> ##<- the exact moment of Generation
#===============================================================================
# Instructions:
# <User Defined, post-Generation>
## I may (and I stress the word 'MAY') be able to generate instructions as well
## by looking at the menus and options used by the User. These instructions
## would be partial in some cases, because the entire script isn't always made
## by the generator.
#===============================================================================
class Scene_MyClass
#=============================================================================
# Attribute Accessors
#=============================================================================
#=============================================================================
# Aliases
#=============================================================================
#=============================================================================
# Initialize
# parameters - none
#=============================================================================
def initialize
end
#=============================================================================
# Main
#=============================================================================
def main
## Replace (Map) with Sprite if SpriteAsBack instead of MapAsBack
## Replace (Map) with Sprites if AnimatedBack instead of MapAsBack
# Create the (Map) for the Background
@back_sprite = Spriteset_Map.new
# Create all windows
create_windows
# Create all sprites
create_sprites
# Transition from previous scene
Graphics.transition(20, "Graphics/Transitions/001-Blind01")
# Begin loop
loop do
# Update Graphics
Graphics.update
# Update Input
Input.update
# Update self
update
# If this is not the current scene,
if $scene != self
# break the loop
break
end
end
# Freeze the graphics for the transition in the next scene
Graphics.freeze
# Dispose of the Windows
dispose_windows
# Dispose of the Sprites
dispose_sprites
end
#=============================================================================
# Create Windows
#=============================================================================
def create_windows
# Create Command Window1
@command_window1 = Window_Command.new(120, ["Test 0", "Test 1", "Test 2"])
end
#=============================================================================
# Create Sprites
#=============================================================================
def create_sprites
end
#=============================================================================
# Update Windows
#=============================================================================
def update_windows
# Update Command Window1
@command_window1.update
end
#=============================================================================
# Update Sprites
#=============================================================================
def update_sprites
end
#=============================================================================
# Dispose Windows
#=============================================================================
def dispose_windows
# Dispose Command Window1
@command_window1.dispose
end
#=============================================================================
# Dispose Sprites
#=============================================================================
def dispose_sprites
end
#=============================================================================
# Update
#=============================================================================
def update
# Update Background (if needed)
@back_sprite.update
# Update Windows
update_windows
# Update Sprites
update_sprites
## At this point, create a series of update_window_name methods for each
## Window_Command in the scene, in order from FirstFrame to LastFrame.
## Always check if active, and make windows Opacity change as described in
## their individual properties. Like so:
if @command_window1.active
update_command_window1
# Return to the Calling Method
return
end
end
#=============================================================================
# Update Command Window1
#=============================================================================
def update_command_window1
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
## Here goes code to either go back a menu if this menu is not the first,
## or go back to the previous scene.
# Return to the Calling Method
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window1.index
when 0 # item_label_0
# Play decision SE
$game_system.se_play($data_system.decision_se)
## Get Action Data from Window Properties
when 1 # item_label_1
# Play decision SE
$game_system.se_play($data_system.decision_se)
## Get Action Data from Window Properties
when 2 # item_label_2
# Play decision SE
$game_system.se_play($data_system.decision_se)
## Get Action Data from Window Properties
end
# Return to the Calling Method
return
end
end
end
Peace!
~Optimist Shadow