Public feed #379740

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public text v1 · immutable
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·published 2007-03-03 13:47 UTC
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#==============================================================================
# ** Scene_Menu
# Quick script, No need for credits.
#------------------------------------------------------------------------------
#  This class performs menu screen processing.
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make command window
    s1 = "Save"
    s2 = "Load"
    s3 = "Exit"
    @command_window = Window_Command.new(160, [s1, s2, s3])
    @spriteset = Spriteset_Map.new
    #@command_window.index = @menu_index
    # If save is forbidden
    if $game_system.save_disabled
      # Disable save
      @command_window.disable_item(0)
    end
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    # If continue is enabled, move cursor to "Continue"
    # If disabled, display "Continue" text in gray
    if @continue_enabled
    @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    # Execute transition
    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 windows
    @command_window.dispose
    @spriteset.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @command_window.update
    # If command window is active: call update_command
    if @command_window.active
      update_command
      return
    end
    # If status window is active: call update_status
    if @status_window.active
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # If command other than save or end game, and party members = 0
      #if $game_party.actors.size == 0 and @command_window.index < 4
        # Play buzzer SE
       # $game_system.se_play($data_system.buzzer_se)
        #return
      #end
      # Branch by command window cursor position
      case @command_window.index
      when 0  # Save
        # If saving is forbidden
        if $game_system.save_disabled
          # Play buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to save screen
        $scene = Scene_Save.new
        
      when 1  # Load
        # If continue is disabled
        unless @continue_enabled
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to load screen
        $scene = Scene_Load.new
        
      when 2  # Exit
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Switch to end game screen
        $scene = Scene_End.new
      end
      return
    end
  end
end