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Ending Credits Script

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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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