타이틀/게임오버

타이틀에 글씨 박기 .

by WMN posted Mar 17, 2008
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크게 작게 위로 아래로 댓글로 가기 인쇄

아래의 스크립트를 스크립트 에디터의 메인 위에 삽입해주시면 됩니다. 제목 쓰는 곳이라는 글씨를

 

바꿔주면 박을 글씨를 설정할 수 있습니다.

 

출처 : http://rpgxp.zetyx.net/

 

#==============================================================================
# ■ ゲ?ムタイトルの表示(ver 0.98)
#==============================================================================


#==============================================================================
# □ 커스터마이즈 포인트
#==============================================================================
module PLAN_TITLE_NAME
  TITLE_STR     = "제목 쓰는 곳"
  FONT_NAME     = ["굴림체", "고딕체"]    # 폰트
  FONT_SIZE     =   60                              # font size
  FONT_BOLD     = true                              # true = 굵은 글씨 false = 안 굵은 글씨
  FONT_ITALIC   = false                             # true = 이탤릭체
  STR_COLOR     = Color.new( 100, 110,  62)         #  문자의 색
  DRAW_FRAME    = true                              # true = 제목이 깜빡임
  FRAME_COLOR   = Color.new(0, 0, 0)                # 깜빡일 때 바뀌는 색
  DRAW_X        =    0                              # X 좌표 수정치
  DRAW_Y        = -100                              # Y 좌표 수정치
  BLINK         = true                              # 점멸
end

 

#==============================================================================
# ■ Scene_Title
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # ● メイン?理
  #--------------------------------------------------------------------------
  alias plan_title_name_main main
  def main
    # ??テストの場合
    if $BTEST
      battle_test
      return
    end
    # スプライトの作成
    @title_name_sprite = RPG::Sprite.new
    @title_name_sprite.z = 100
    bitmap = Bitmap.new(32, 32)
    bitmap.font.name = PLAN_TITLE_NAME::FONT_NAME
    bitmap.font.size = PLAN_TITLE_NAME::FONT_SIZE
    bitmap.font.bold = PLAN_TITLE_NAME::FONT_BOLD
    rect = bitmap.text_size(PLAN_TITLE_NAME::TITLE_STR)
    bitmap.dispose
    bitmap = nil
    @title_name_sprite.bitmap = Bitmap.new(rect.width, rect.height)
    @title_name_sprite.bitmap.font.name   = PLAN_TITLE_NAME::FONT_NAME
    @title_name_sprite.bitmap.font.size   = PLAN_TITLE_NAME::FONT_SIZE
    @title_name_sprite.bitmap.font.bold   = PLAN_TITLE_NAME::FONT_BOLD
    @title_name_sprite.bitmap.font.italic = PLAN_TITLE_NAME::FONT_ITALIC

    str = PLAN_TITLE_NAME::TITLE_STR
    if PLAN_TITLE_NAME::DRAW_FRAME
      @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::FRAME_COLOR
      if defined?(@title_name_sprite.bitmap.draw_text_plan_frame)
        @title_name_sprite.bitmap.draw_text_plan_frame(0, 0, rect.width, rect.height, str)
        @title_name_sprite.bitmap.draw_text_plan_frame(2, 0, rect.width, rect.height, str)
        @title_name_sprite.bitmap.draw_text_plan_frame(0, 2, rect.width, rect.height, str)
        @title_name_sprite.bitmap.draw_text_plan_frame(2, 2, rect.width, rect.height, str)
        @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR
        @title_name_sprite.bitmap.draw_text_plan_frame(1, 1, rect.width, rect.height, str)
      else
        @title_name_sprite.bitmap.draw_text(0, 0, rect.width, rect.height, str)
        @title_name_sprite.bitmap.draw_text(2, 0, rect.width, rect.height, str)
        @title_name_sprite.bitmap.draw_text(0, 2, rect.width, rect.height, str)
        @title_name_sprite.bitmap.draw_text(2, 2, rect.width, rect.height, str)
        @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR
        @title_name_sprite.bitmap.draw_text(1, 1, rect.width, rect.height, str)
      end
    else
      @title_name_sprite.bitmap.font.color = PLAN_TITLE_NAME::STR_COLOR
      @title_name_sprite.bitmap.draw_text(rect, str)
    end
    @title_name_sprite.x = 640 / 2 - rect.width / 2 + PLAN_TITLE_NAME::DRAW_X
    @title_name_sprite.y = 480 / 2 - rect.height / 2 + PLAN_TITLE_NAME::DRAW_Y
    @title_name_sprite.blink_on if PLAN_TITLE_NAME::BLINK
    # 元のメソッドに?す
    plan_title_name_main
    # スプライトの解放
    @title_name_sprite.bitmap.dispose
    @title_name_sprite.dispose
  end
  #--------------------------------------------------------------------------
  # ● フレ?ム更新
  #--------------------------------------------------------------------------
  alias plan_title_name_update update
  def update
    # スプライトの更新
    @title_name_sprite.update
    # 元のメソッドに?す
    plan_title_name_update
  end
end

 
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