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Window Refresh and dissapear when menu is up problem

Hi guys, before I start I will say that I am VERY new to scripting. Infact this is the first script I've worked on.

Anyhow. I've done my best to understand adding windows, refreshing, updating etc, however I have made this small script and I have a problem.

The window does NOT disappear when i enter the menu.

And the window does not update until I leave the menu. UPDATE: I was ale to get it to update with attr_accessor:variable but it still the next problem;

But then, it updates on top of the window so it still has the previous values AND the new values.

Could someone please shed some light on my situation?

Betting Window
Code:
#----------------------------------------------------------------------------

# * Sir Ver's Betting Window V.1

#----------------------------------------------------------------------------

 

class Betting_Window < Window_Base

  attr_accessor:variable

  #--------------------------------------------------------------------------

  # * Object Initialization

  #--------------------------------------------------------------------------

  def initialize

    super(0, 0, 256, 96)

    self.contents = Bitmap.new(width - 32, height - 32)

   self.opacity=160

    #-------------------------------------------------------------------------

   # * Display Gold and Wins

   #-------------------------------------------------------------------------

   @gold=$game_variables[25]

   @wins=$game_variables[24]

    refresh

  end

  

  #--------------------------------------------------------------------------

  # * Refresh

  #--------------------------------------------------------------------------

  def refresh

    self.contents.clear

    

  #--------------------------------------------------------------------------

  # * Betting Table

  #--------------------------------------------------------------------------

    self.contents.draw_text(0, 0, 256, 32, "Betting Table",1)

    self.contents.draw_text(0, 0, 256, 65, "Games Won")

    self.contents.draw_text(0, 0, 256, 66, @wins.to_s, 1)

    self.contents.draw_text(0, 0, 256, 97, "Gold Won")

    self.contents.draw_text(0, 0, 256, 97, @gold.to_s, 1)

    

    end

   #-------------------------------------------------------------------------

   # *Update every Frame

   #-------------------------------------------------------------------------

   def update

     #* Something has changed

    if (@gold !=$game_variables[25]) or (@wins !=$game_variables[24])

      @gold =$game_variables[25]

      @wins=$game_variables[24]

      

      refresh

    end

 

    super

 

    end

end

Also this is the updates Scene_Map
Code:
#==============================================================================

# ** Scene_Map

#------------------------------------------------------------------------------

#  This class performs map screen processing.

#==============================================================================

 

class Scene_Map

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    # Make sprite set

    @spriteset = Spriteset_Map.new

    # Make message window

    @message_window = Window_Message.new 

    @betting_window = Betting_Window.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 set

    @spriteset.dispose

    # Dispose of message window

    @message_window.dispose

    @betting_window.dispose

    # If switching to title screen

    if $scene.is_a?(Scene_Title)

      # Fade out screen

      Graphics.transition

      Graphics.freeze

    end

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Loop

    loop do

      # Update map, interpreter, and player order

      # (this update order is important for when conditions are fulfilled 

      # to run any event, and the player isn't provided the opportunity to

      # move in an instant)

      $game_map.update

      $game_system.map_interpreter.update

      $game_player.update

      # Update system (timer), screen

      $game_system.update

      $game_screen.update

      # Abort loop if player isn't place moving

      unless $game_temp.player_transferring

        break

      end

      # Run place move

      transfer_player

      # Abort loop if transition processing

      if $game_temp.transition_processing

        break

      end

    end

    # Update sprite set

    @spriteset.update

    # Update message window

    @message_window.update

    @betting_window.update

    # If game over

    if $game_temp.gameover

      # Switch to game over screen

      $scene = Scene_Gameover.new

      return

    end

    # If returning to title screen

    if $game_temp.to_title

      # Change to title screen

      $scene = Scene_Title.new

      return

    end

    # If transition processing

    if $game_temp.transition_processing

      # Clear transition processing flag

      $game_temp.transition_processing = false

      # Execute transition

      if $game_temp.transition_name == ""

        Graphics.transition(20)

      else

        Graphics.transition(40, "Graphics/Transitions/" +

          $game_temp.transition_name)

      end

    end

    # If showing message window

    if $game_temp.message_window_showing

      return

    end

    # If encounter list isn't empty, and encounter count is 0

    if $game_player.encounter_count == 0 and $game_map.encounter_list != []

      # If event is running or encounter is not forbidden

      unless $game_system.map_interpreter.running? or

             $game_system.encounter_disabled

        # Confirm troop

        n = rand($game_map.encounter_list.size)

        troop_id = $game_map.encounter_list[n]

        # If troop is valid

        if $data_troops[troop_id] != nil

          # Set battle calling flag

          $game_temp.battle_calling = true

          $game_temp.battle_troop_id = troop_id

          $game_temp.battle_can_escape = true

          $game_temp.battle_can_lose = false

          $game_temp.battle_proc = nil

        end

      end

    end

    # If B button was pressed

    if Input.trigger?(Input::B)

      # If event is running, or menu is not forbidden

      unless $game_system.map_interpreter.running? or

             $game_system.menu_disabled

        # Set menu calling flag or beep flag

        $game_temp.menu_calling = true

        $game_temp.menu_beep = true

      end

    end

    # If debug mode is ON and F9 key was pressed

    if $DEBUG and Input.press?(Input::F9)

      # Set debug calling flag

      $game_temp.debug_calling = true

    end

    # If player is not moving

    unless $game_player.moving?

      # Run calling of each screen

      if $game_temp.battle_calling

        call_battle

      elsif $game_temp.shop_calling

        call_shop

      elsif $game_temp.name_calling

        call_name

      elsif $game_temp.menu_calling

        call_menu

      elsif $game_temp.save_calling

        call_save

      elsif $game_temp.debug_calling

        call_debug

      end

    end

  end

  #--------------------------------------------------------------------------

  # * Battle Call

  #--------------------------------------------------------------------------

  def call_battle

    # Clear battle calling flag

    $game_temp.battle_calling = false

    # Clear menu calling flag

    $game_temp.menu_calling = false

    $game_temp.menu_beep = false

    # Make encounter count

    $game_player.make_encounter_count

    # Memorize map BGM and stop BGM

    $game_temp.map_bgm = $game_system.playing_bgm

    $game_system.bgm_stop

    # Play battle start SE

    $game_system.se_play($data_system.battle_start_se)

    # Play battle BGM

    $game_system.bgm_play($game_system.battle_bgm)

    # Straighten player position

    $game_player.straighten

    # Switch to battle screen

    $scene = Scene_Battle.new

  end

  #--------------------------------------------------------------------------

  # * Shop Call

  #--------------------------------------------------------------------------

  def call_shop

    # Clear shop call flag

    $game_temp.shop_calling = false

    # Straighten player position

    $game_player.straighten

    # Switch to shop screen

    $scene = Scene_Shop.new

  end

  #--------------------------------------------------------------------------

  # * Name Input Call

  #--------------------------------------------------------------------------

  def call_name

    # Clear name input call flag

    $game_temp.name_calling = false

    # Straighten player position

    $game_player.straighten

    # Switch to name input screen

    $scene = Scene_Name.new

  end

  #--------------------------------------------------------------------------

  # * Menu Call

  #--------------------------------------------------------------------------

  def call_menu

    # Clear menu call flag

    $game_temp.menu_calling = false

    # If menu beep flag is set

    if $game_temp.menu_beep

      # Play decision SE

      $game_system.se_play($data_system.decision_se)

      # Clear menu beep flag

      $game_temp.menu_beep = false

    end

    # Straighten player position

    $game_player.straighten

    # Switch to menu screen

    $scene = Scene_Menu.new

  end

  #--------------------------------------------------------------------------

  # * Save Call

  #--------------------------------------------------------------------------

  def call_save

    # Straighten player position

    $game_player.straighten

    # Switch to save screen

    $scene = Scene_Save.new

  end

  #--------------------------------------------------------------------------

  # * Debug Call

  #--------------------------------------------------------------------------

  def call_debug

    # Clear debug call flag

    $game_temp.debug_calling = false

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Straighten player position

    $game_player.straighten

    # Switch to debug screen

    $scene = Scene_Debug.new

  end

  #--------------------------------------------------------------------------

  # * Player Place Move

  #--------------------------------------------------------------------------

  def transfer_player

    # Clear player place move call flag

    $game_temp.player_transferring = false

    # If move destination is different than current map

    if $game_map.map_id != $game_temp.player_new_map_id

      # Set up a new map

      $game_map.setup($game_temp.player_new_map_id)

    end

    # Set up player position

    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)

    # Set player direction

    case $game_temp.player_new_direction

    when 2  # down

      $game_player.turn_down

    when 4  # left

      $game_player.turn_left

    when 6  # right

      $game_player.turn_right

    when 8  # up

      $game_player.turn_up

    end

    # Straighten player position

    $game_player.straighten

    # Update map (run parallel process event)

    $game_map.update

    # Remake sprite set

    @spriteset.dispose

    @spriteset = Spriteset_Map.new

    # If processing transition

    if $game_temp.transition_processing

      # Clear transition processing flag

      $game_temp.transition_processing = false

      # Execute transition

      Graphics.transition(20)

    end

    # Run automatic change for BGM and BGS set on the map

    $game_map.autoplay

    # Frame reset

    Graphics.frame_reset

    # Update input information

    Input.update

  end

end

 
 
I haven't tried it out yet, but it should work. If it doesn't, let me know. As a word of advice, attributes are variables you can access from other classes, so it wouldn't be of much help here. I reorganized your code, by the way.

Ruby:
#==============================================================================

# ** Sir Ver's Betting Window v1.0

#------------------------------------------------------------------------------

#==============================================================================

 

class Betting_Window < Window_Base

  #--------------------------------------------------------------------------

  # * Object Initialization

  #--------------------------------------------------------------------------

  def initialize

    super(0, 0, 256, 96)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.opacity=160

    @gold = $game_variables[25]

    @wins = $game_variables[24]

    refresh

  end

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    old_gold = @gold

    old_wins = @wins

    super

    if (old_gold != @gold) or (old_wins != @wins)

      refresh

    end

  end

  #--------------------------------------------------------------------------

  # * Refresh

  #--------------------------------------------------------------------------

  def refresh

    self.contents.clear

    self.contents.draw_text(0, 0, 256, 32, "Betting Table",1)

    self.contents.draw_text(0, 0, 256, 65, "Games Won")

    self.contents.draw_text(0, 0, 256, 66, @wins.to_s, 1)

    self.contents.draw_text(0, 0, 256, 97, "Gold Won")

    self.contents.draw_text(0, 0, 256, 97, @gold.to_s, 1)

  end

end
 
@Juan J. Sánchez

Firstly, thank you for giving this a go, I have been waiting for help for a while.

haha, I figured it out, it was a problem with what I was doing. It refreshes now, but I'm still unsure how to make it dissapear while the menu is up (You know, when you press X)
 

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