//=============================================================================
// MOG_TitleSplashScreen.js
// 標題過場動畫(進入游戲前閃過幾張圖)
//=============================================================================
/*:
* @plugindesc (v1.0) Adiciona logos antes da tela de título.//在標題界面前添加過場動畫
* @author Moghunter
*
* @param Splash Frames
* @desc Quantidade de logos. //圖片幀數(shù)
* (Default = 1)
* @default 1
*
* @param Slash Duration
* @desc Dura??o do logo. //持續(xù)時間
* (Default = 60)
* @default 60
*
* @param Splash Fade Duration //淡化持續(xù)時間
* @desc Velocidade do fade.
* (Default = 2)
* @default 2
*
* @param Full Screen Mode
* @desc Ativar o modo em tela cheia. (true / false) //是否全屏
* (Default = false)
* @default false
*
* @help
* =============================================================================
* +++ MOG - Title Splash Screen (v1.0) +++
* By Moghunter
* https://atelierrgss.wordpress.com/
* =============================================================================
* Adiciona multiplos logos antes da tela de título.
* Serao necessários os arquivos.
*
* Splash_INDEX.png
*
* no lugar da INDEX coloque a numera??o da imagem.
*
* Splash_0.png
* Splash_1.png
* Splash_2.png
* ...
*
* Coloque as imagens na pasta:
*
* img/titles2/
*/
//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================
var Imported = Imported || {};
Imported.MOG_TitleSplashScreen = true;
var Moghunter = Moghunter || {};
Moghunter.parameters = PluginManager.parameters('MOG_TitleSplashScreen');
Moghunter.title_splash_number = Number(Moghunter.parameters['Splash Frames'] || 1);
Moghunter.title_splash_duration = Number(Moghunter.parameters['Slash Duration'] || 60);
Moghunter.title_splash_fade_speed = Number(Moghunter.parameters['Splash Fade Duration'] || 2);
Moghunter.title_full_screen_mode = (Moghunter.parameters['Full Screen Mode'] || false);
//=============================================================================
// ** Scene Boot
//=============================================================================
//==============================
// * Start
// * 該插件運行在游戲啟動過程中溯革,所以重寫Scene_Boot的start方法
//==============================
var _alias_mog_title_splash_screen_boot_start = Scene_Boot.prototype.start
Scene_Boot.prototype.start = function() {
if (Moghunter.title_full_screen_mode == "true") {Graphics._requestFullScreen()}; //全屏
if (!DataManager.isBattleTest() && !DataManager.isEventTest()) { //非測試模式
SceneManager.goto(Scene_Splash_Screen);
return
}
_alias_mog_title_splash_screen_boot_start.call(this);
};
//=============================================================================
// ** Scene Splash Screen
//=============================================================================
function Scene_Splash_Screen() {
this.initialize.apply(this, arguments);
}
Scene_Splash_Screen.prototype = Object.create(Scene_Base.prototype);
Scene_Splash_Screen.prototype.constructor = Scene_Splash_Screen;
//==============================
// * Initialize
//==============================
Scene_Splash_Screen.prototype.initialize = function() {
Scene_Base.prototype.initialize.call(this);
};
//==============================
// * Create
// * 創(chuàng)建Splash_Screen場景
//==============================
Scene_Splash_Screen.prototype.create = function() {
Scene_Base.prototype.create.call(this);
this._splash_data = [0,0, Math.max(Moghunter.title_splash_duration,1),Math.max(Moghunter.title_splash_fade_speed, 1)];
this._splash_img = [];
this._splash_sprite = new Sprite();
this._splash_sprite.anchor.x = 0.5;
this._splash_sprite.anchor.y = 0.5;
this._splash_sprite.x = Graphics.boxWidth / 2;
this._splash_sprite.y = Graphics.boxHeight / 2;
this.addChild(this._splash_sprite);
for (i = 0; i < Moghunter.title_splash_number; i++){
this._splash_img.push(ImageManager.loadTitle2("Splash_" + i)); //照片放進_splash_img數(shù)組
};
this.refresh_splash_screen()
};
//==============================
// * Refresh Splash Screen
//==============================
Scene_Splash_Screen.prototype.refresh_splash_screen = function() {
if (this._splash_data[0] >= this._splash_img.length) { //圖片展示完畢,進入游戲標題界面
AudioManager.stopMe();
DataManager.setupNewGame();
SceneManager.goto(Scene_Title);
Window_TitleCommand.initCommandPosition();
return;
};
this._splash_sprite.bitmap = this._splash_img[this._splash_data[0]];
this._splash_sprite.opacity = 0;
this._splash_data[0] += 1;
this._splash_data[1] = this._splash_data[2];
};
//==============================
// * Start
// * 重寫start方法扇雕,引入淡入效果
//==============================
Scene_Splash_Screen.prototype.start = function() {
Scene_Base.prototype.start.call(this);
this.startFadeIn(this.fadeSpeed(), false);
};
//==============================
// * Update
// * 場景更新
//==============================
Scene_Splash_Screen.prototype.update = function() {
Scene_Base.prototype.update.call(this);
if (this._splash_data[1] <= 0) {
this._splash_sprite.opacity -= this._splash_data[3]; //透明度遞減
if (Input.isTriggered("ok") || TouchInput.isTriggered()) { //
this._splash_data[0] = this._splash_img.length
};
if (this._splash_sprite.opacity <= 0) {
this.refresh_splash_screen()
};
} else {
this._splash_sprite.opacity += this._splash_data[3]; //透明度遞增
if ((Input.isTriggered("ok") || TouchInput.isTriggered()) && this._splash_sprite.opacity > 60) {
this._splash_data[1] = 0;
this._splash_data[0] = this._splash_img.length
};
if (this._splash_sprite.opacity >= 255) {
this._splash_data[1] -= 1
};
};
};
MOG_TitleSplashScreen.js【中文注解】【標題過場動畫】
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