#================================
# ■ Carro Armato
#================================
# By: Hurricane
# Date: 10.09.08
#================================
# Implementazione di un veicolo generico utilizzato
# come superclasse per tutti gli altri veicoli.
class Veicoli
# quantità di carburante nel veicolo
attr_reader:carburante
# crea un nuovo veicolo con una determinata
# quantità di carburante
def initialize(carburante)
$carburante = 100
end
# rifornisce il veicolo di carburante
def rifornimento(quantita)
$carburante += quantita
end
end
# Implementazione di un carro armato,
# ha come superclasse Veicolo.
class Carro_Armato < Veicoli
# numero di munizioni presenti
attr_reader :munizioni
# crea un nuovo carro armato con una data quantità
# di carburante e di colpi
def initialize(munizioni,carburante)
super (carburante)
$munizioni = 10
end
def rifornimento(quantita)
if (@carburante + quantita) > CAPACITA
quantita = CAPACITA - @carburante
else
@carburante += quantita
puts "Carburante erogato:#{quantita}"
puts "Carburante totale:#{carburante}"
end
end
end
#==============================================================================
# ** 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
@carro = Window_Carro.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
@carro.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
$munizioni.update
$carburante.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
# 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
Ho messo sulla mappa l'evento x far partire il tutto
e un ciclo che fa scendere il carburante ogni 10 frames così: $carburante -= 1
Question
Hurricane
#================================ # ■ Carro Armato #================================ # By: Hurricane # Date: 10.09.08 #================================ # Implementazione di un veicolo generico utilizzato # come superclasse per tutti gli altri veicoli. class Veicoli # quantità di carburante nel veicolo attr_reader:carburante # crea un nuovo veicolo con una determinata # quantità di carburante def initialize(carburante) $carburante = 100 end # rifornisce il veicolo di carburante def rifornimento(quantita) $carburante += quantita end end # Implementazione di un carro armato, # ha come superclasse Veicolo. class Carro_Armato < Veicoli # numero di munizioni presenti attr_reader :munizioni # crea un nuovo carro armato con una data quantità # di carburante e di colpi def initialize(munizioni,carburante) super (carburante) $munizioni = 10 end def rifornimento(quantita) if (@carburante + quantita) > CAPACITA quantita = CAPACITA - @carburante else @carburante += quantita puts "Carburante erogato:#{quantita}" puts "Carburante totale:#{carburante}" end end endclass Window_Carro < Window_Base def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear cx = contents.text_size("Munizioni").width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120-cx-2, 32, $munizioni.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, 0, cx, 32, $carburante.to_s, 2) end endHo messo sulla mappa l'evento x far partire il tutto
e un ciclo che fa scendere il carburante ogni 10 frames così: $carburante -= 1
ma la finestra nn si aggiorna.... aiuti???
grazie
Edited by Hurricanehttp://www.webgif.org/gif_animate/animali/insetti/immagini/10.gif
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