#================================================================
#BEGIN CLASS
#================================================================
# by ~Azura
#================================================================
class Scene_Intro
#===========================================================
#DATA
#===========================================================
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# Game System
$game_system = Game_System.new
# Make Title Graphic
@sprite = Sprite.new
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
#==============================================================
#SCRIPT OPTIONS
#==============================================================
PICTURES = ["Title Screen 1", "Title Screen 2", "Title Screen 3"] #Files in 'Title' folder
FADE_IN_SPEED = 4
FADE_OUT_SPEED = 4
SHOW_TIME = 25
#==============================================================
#INITIALIZE
#==============================================================
def initialize
@spriteset = [255,0,0,255]
@title_sprites = []
for i in 0...PICTURES.size
@title_sprites[i] = Sprite.new
@title_sprites[i].bitmap = RPG::Cache.title(PICTURES[i])
@title_sprites[i].opacity = 00
end
@active = 0
@show_count = 0
@fading_in = true
@showing = false
@fading_out = false
end
#==============================================================
#MAIN
#==============================================================
def main
#Receive transition:
Graphics.transition
#Main Loop
loop do
#BGM
$game_system.bgm_play($data_system.title_bgm)
#Updates
Graphics.update
Input.update
update
#Break loop if scene changes
if $scene != self
break
end
end
#Prepare for transition
Graphics.freeze
for sprite in @title_sprites
sprite.dispose
end
end
#==============================================================
#UPDATE
#==============================================================
def update
for sprite in @title_sprites
sprite.update
end
if @fading_in
if @title_sprites[@active].opacity < 255
@title_sprites[@active].opacity += FADE_IN_SPEED
else
@fading_in, @showing = false, true
end
elsif @showing
if @show_count != SHOW_TIME
@show_count += 1
else
@showing, @fading_out = false, true
end
elsif @fading_out
if @title_sprites[@active+1] == nil
@show_count, @fading_in, @showing, @fading_out = 0, false, false, false
elsif @title_sprites[@active].opacity > 0
@title_sprites[@active].opacity -= FADE_OUT_SPEED
else
@active += 1
@show_count, @fading_in, @fading_out = 0, true, false
end
else
if Input.press?(Input::C)
$scene = Scene_Load.new
elsif Input.trigger?(Input::B)
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
end
end
#================================================================
#END CLASS
#================================================================
end
#================================================