About This File
Ending Credits Script.
Updated 8th March 08
[info=Support Topic]http://www.rmxpunlimited.net/forums/index.php?showtopic=22[/info]
[spoiler=The Script]
CREDITS_FONT = "Times New Roman" CREDITS_SIZE = 24 CREDITS_OUTLINE = Color.new(0,0,127, 255) CREDITS_SHADOW = Color.new(0,0,0, 100) CREDITS_FILL = Color.new(255,255,255, 255) #============================================================================== # ¦ Scene_Credits #------------------------------------------------------------------------------ # ?????????????????? #============================================================================== class Scene_Credits # This next piece of code is the credits. Please keep the Zelda teams credits. CREDIT=<<_END_ #Edit here _END_ def main #------------------------------- # Animated Background Setup #------------------------------- @sprite = Sprite.new #@sprite.bitmap = RPG::Cache.title($data_system.title_name) @backgroundList = [""] #Edit this to the title screen(s) you wish to show in the background. They do repeat. Just put a comma in between each like this ["title1","title2"] @backgroundGameFrameCount = 0 # Number of game frames per background frame. @backgroundG_BFrameCount = 3.4 @sprite.bitmap = RPG::Cache.title(@backgroundList[0]) #------------------ # Credits txt Setup #------------------ credit_lines = CREDIT.split(/\n/) credit_bitmap = Bitmap.new(640,32 * credit_lines.size) credit_lines.each_index do |i| line = credit_lines[i] credit_bitmap.font.name = CREDITS_FONT credit_bitmap.font.size = CREDITS_SIZE x = 0 credit_bitmap.font.color = CREDITS_OUTLINE credit_bitmap.draw_text(0 + 1,i * 32 + 1,640,32,line,1) credit_bitmap.draw_text(0 - 1,i * 32 + 1,640,32,line,1) credit_bitmap.draw_text(0 + 1,i * 32 - 1,640,32,line,1) credit_bitmap.draw_text(0 - 1,i * 32 - 1,640,32,line,1) credit_bitmap.font.color = CREDITS_SHADOW credit_bitmap.draw_text(0,i * 32 + 8,640,32,line,1) credit_bitmap.font.color = CREDITS_FILL credit_bitmap.draw_text(0,i * 32,640,32,line,1) end @credit_sprite = Sprite.new(Viewport.new(0,50,640,380)) @credit_sprite.bitmap = credit_bitmap @credit_sprite.z = 9998 @credit_sprite.oy = -430 #-430 @frame_index = 0 @last_flag = false #-------- # Setup #-------- #Stops all audio but background music. Audio.me_stop Audio.bgs_stop Audio.se_stop Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @sprite.dispose @credit_sprite.dispose end ##Checks if credits bitmap has reached it's ending point def last? if @frame_index > (@credit_sprite.bitmap.height + 500) $scene = Scene_Map.new #change this to Scene_Title.new if you wish it to go to title screen instead. Audio.bgm_fade(10000) #aprox 10 seconds return true end return false end #Check if the credits should be cancelled def cancel? if Input.trigger?(Input::C) $scene = Scene_Map.new #change this to Scene_Title.new if you wish it to go to title screen instead. return true end return false end def update @backgroundGameFrameCount = @backgroundGameFrameCount + 1 if @backgroundGameFrameCount >= @backgroundG_BFrameCount @backgroundGameFrameCount = 0 # Add current background frame to the end @backgroundList = @backgroundList << @backgroundList[0] # and drop it from the first position @backgroundList.delete_at(0) @sprite.bitmap = RPG::Cache.title(@backgroundList[0]) end return if cancel? return if last? @credit_sprite.oy += 1 #this is the speed that the text scrolls. 1 is default #The fastest I'd recomend is 5, after that it gets hard to read. @frame_index += 1 #This should fix the non-self-ending credits end end
What's New in Version 06/07/2008 05:28 AM See changelog
Released
No changelog available for this version.
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