注:我用的是rmxp,直接往后加的脚本
newgame:新游戏图标
newgame_active:新游戏图标选中后的图片
之后依次类推
x,y轴可修改,从第1行~154行
#==============================================================================
# ■ Scene_Title
#------------------------------------------------------------------------------
# 处理标题画面的类。
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# ● 住处理
#--------------------------------------------------------------------------
def main
# 战斗测试的情况下
if $BTEST
battle_test
return
end
# 载入数据库
$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")
# 生成系统对像
$game_system = Game_System.new
# 生成标题图形
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
# 生成命令窗口
s1 = "新游戏"
s2 = "继续"
s3 = "退出"
@command_window = Window_Command.new(192, [s1, s2, s3])
@command_window.back_opacity = 190
@command_window.visible = false
@command_window.x = 320 - @command_window.width / 2
@command_window.y = 288
@buttons = []
for i in 1..6
@buttons[i] = Sprite.new
@buttons[i].x = @command_window.x
end
@buttons[1].bitmap = RPG::Cache.title("newgame")
@buttons[1].y = 288
@buttons[2].bitmap = RPG::Cache.title("newgame_active")
@buttons[2].y = 288
@buttons[2].visible = false
@buttons[3].bitmap = RPG::Cache.title("continue")
@buttons[3].y = 288 + 55
@buttons[4].bitmap = RPG::Cache.title("continue_active")
@buttons[4].y = 288 + 55
@buttons[4].visible = false
@buttons[5].bitmap = RPG::Cache.title("shutdown")
@buttons[5].y = 288 + 110
@buttons[6].bitmap = RPG::Cache.title("shutdown_active")
@buttons[6].y = 288 + 110
@buttons[6].visible = false
# 判定继续的有效性
# 存档文件一个也不存在的时候也调查
# 有効为 @continue_enabled 为 true、無効为 false
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# 继续为有效的情况下、光标停止在继续上
# 无效的情况下、继续的文字显示为灰色
if @continue_enabled
@command_window.index = 1
else
@command_window.disable_item(1)
end
if @command_window.index == 0 then @buttons[2].visible = true end
if @command_window.index == 1 then @buttons[4].visible = true end
# 演奏标题 BGM
$game_system.bgm_play($data_system.title_bgm)
# 停止演奏 ME、BGS
Audio.me_stop
Audio.bgs_stop
# 执行过渡
Graphics.transition
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面被切换就中断循环
if $scene != self
break
end
end
# 装备过渡
Graphics.freeze
# 释放命令窗口
@command_window.dispose
# 释放标题图形
@sprite.bitmap.dispose
@sprite.dispose
# 释放选择图片
for i in 1..6
@buttons[i].bitmap.dispose
@buttons[i].dispose
end
end
#--------------------------------------------------------------------------
# ● 刷新画面
#--------------------------------------------------------------------------
def update
# 刷新命令窗口
@command_window.update
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 命令窗口的光标位置的分支
case @command_window.index
when 0 # 新游戏
command_new_game
when 1 # 继续
command_continue
when 2 # 退出
command_shutdown
end
end
# 刷新图片选项
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
case @command_window.index
when 0
@buttons[2].visible = true
@buttons[4].visible = false
@buttons[6].visible = false
when 1
@buttons[2].visible = false
@buttons[4].visible = true
@buttons[6].visible = false
when 2
@buttons[2].visible = false
@buttons[4].visible = false
@buttons[6].visible = true
end
end
end