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Sauvegarde amélioré

 
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MessagePosté le: Sam 6 Déc - 13:41 (2008)    Sujet du message: Sauvegarde amélioré Répondre en citant

Votre menu de sauvegarde affichera desormais :
-Une image de la carte
-Le nom de la carte
-Le temps de jeu


Pour commencer créer un nouveau dossier dans votre projet que vous appelerez "Saves".
Remplacer dans Scene_Title :

Code:
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end


Par :

Code:
for i in 0..99
if FileTest.exist?("Saves/Save#{i+1}.rxdata")
@continue_enabled = true
end
end



Puis créer une nouveau script au dessus de "Main", appeler le "Advance Save Menu", collez-y le

Code:
#=====================================
# ■ ASM - advanced save menu
#------------------------------------------------------------------------------
# by squall // squall@loeher.zzn.com
# monday the 28th of november 2005
#
# Allows to have up to 99 files.
# Files are stored inside of the folder 'Saves' inside of the game's folder.
# Don't forget to create that folder if it doesn't already exist.
#======================================

#======================================
# ■ Window_File
#------------------------------------------------------------------------------
#  This window shows a list of recorded save files.
#======================================

class Window_File < Window_Selectable
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize()
super(0, 64, 320, 416)
self.contents = Bitmap.new(width - 32, 99 * 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
index = $game_temp.last_file_index == nil ? 0 : $game_temp.last_file_index
self.index = index
@item_max = 99
refresh
end
#--------------------------------------------------------------------------
# ● refresh the window
#--------------------------------------------------------------------------
def refresh
time_stamp = Time.at(0)
for i in 0...99
filename = "Saves/Save#{i + 1}.rxdata"
self.contents.draw_text(1, i * 32, 32, 32, (i + 1).to_s, 1)
if FileTest.exist?(filename)
size = File.size(filename)
if size.between?(1000, 999999)
size /= 1000
size_str = "#{size} Ko"
elsif size > 999999
size /= 1000000
size_str = "#{size} Mo"
else
size_str = size.to_s
end
time_stamp = File.open(filename, "r").mtime
date = time_stamp.strftime("%d/%m/%Y")
time = time_stamp.strftime("%H:%M")
self.contents.draw_text(38, i * 32, 120, 32, date)
self.contents.draw_text(160, i * 32, 100, 32, time)
self.contents.draw_text(0, i * 32, 284, 32, size_str, 2)
end
end
end
end

#======================================
# ■ Window_FileStatus
#------------------------------------------------------------------------------
#  This window shows the status of the currently selected save file
#======================================

class Window_FileStatus < Window_Base
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize(save_window)
super(320, 64, 320, 416)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@save_window = save_window
@index = @save_window.index
rect = Rect.new(x + 16, y + (height - 32) / 2 + 16, width - 32, (height - 32) / 2)
@viewport = Viewport.new(rect)
@viewport.z = z + 10
refresh
end
#--------------------------------------------------------------------------
# ● dispose the map and the window
#--------------------------------------------------------------------------
def dispose
tilemap_dispose
@viewport.dispose
super
end
#--------------------------------------------------------------------------
# ● refresh the window
#--------------------------------------------------------------------------
def refresh
self.contents.clear
tilemap_dispose
filename = "Saves/Save#{@index + 1}.rxdata"
return unless FileTest.exist?(filename)
file = File.open(filename, "r")
Marshal.load(file)
frame_count = Marshal.load(file)
for i in 0...6
Marshal.load(file)
end
party = Marshal.load(file)
Marshal.load(file)
map = Marshal.load(file)
for i in 0...party.actors.size
actor = party.actors[i]
x = i % 2 * 144 + 4
y = i / 2 * 64
draw_actor_name(actor, x + 40, y)
draw_actor_level(actor, x + 40, y + 32)
draw_actor_graphic(actor, x + 10, y + 50)
end
total_sec = frame_count / Graphics.frame_rate
hour = total_sec / 60 / 60
min = total_sec / 60 % 60
sec = total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
map_name = load_data("Data/MapInfos.rxdata")[map.map_id].name
self.contents.font.color = system_color
self.contents.draw_text(4, 128, 120, 32, "Played Time ")
self.contents.draw_text(4, 160, 120, 32, "Location ")
self.contents.draw_text(128, 128, 16, 32, ":")
self.contents.draw_text(128, 160, 16, 32, ":")
self.contents.font.color = normal_color
self.contents.draw_text(144, 128, 120, 32, text)
self.contents.draw_text(144, 160, 120, 32, map_name)

@tilemap = Tilemap.new(@viewport)
@tilemap.tileset = RPG::Cache.tileset(map.tileset_name)
for i in 0..6
autotile_name = map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
@tilemap.map_data = map.data
@tilemap.ox = map.display_x / 4 + 176
@tilemap.oy = map.display_y / 4 + 148
end
#--------------------------------------------------------------------------
# ● tilemap_dispose
#--------------------------------------------------------------------------
def tilemap_dispose
unless @tilemap == nil
@tilemap.tileset.dispose
for i in 0..6
@tilemap.autotiles[i].dispose
end
@tilemap.dispose
@tilemap = nil
end
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
@tilemap.update if @tilemap != nil
if @index != @save_window.index
@index = @save_window.index
refresh
end
super
end
end

#====================================
# ■ Scene_File
#------------------------------------------------------------------------------
#  Base scene for load and save menus.
#====================================

class Scene_File
#--------------------------------------------------------------------------
# ● initialize the scene
#--------------------------------------------------------------------------
def initialize(help_text)
@help_text = help_text
end
#--------------------------------------------------------------------------
# ● main
#--------------------------------------------------------------------------
def main
@help_window = Window_Help.new
@help_window.set_text(@help_text)
@file_window = Window_File.new
@status_window = Window_FileStatus.new(@file_window)
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@file_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
def update
@help_window.update
@file_window.update
@status_window.update
if Input.trigger?(Input::C)
decision
$game_temp.last_file_index = @file_index
return
end
if Input.trigger?(Input::B)
cancel
return
end
end
#--------------------------------------------------------------------------
# ● return the selected file's name
#--------------------------------------------------------------------------
def filename
return "Saves/Save#{@file_window.index + 1}.rxdata"
end
end

#====================================
# ■ Scene_Save
#------------------------------------------------------------------------------
#  Save menu
#====================================

class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# ● initialize the save menu
#--------------------------------------------------------------------------
def initialize
super("Select a file to record your progress.")
end
#--------------------------------------------------------------------------
# ● decision key pressed
#--------------------------------------------------------------------------
def decision
$game_system.se_play($data_system.save_se)
file = File.open(filename, "wb")
write_save_data(file)
file.close
if $game_temp.save_calling
$game_temp.save_calling = false
$scene = Scene_Map.new
return
end
$scene = Scene_Menu.new(4)
end
#--------------------------------------------------------------------------
# ● cancel key pressed
#--------------------------------------------------------------------------
def cancel
$game_system.se_play($data_system.cancel_se)
if $game_temp.save_calling
$game_temp.save_calling = false
$scene = Scene_Map.new
return
end
$scene = Scene_Menu.new(4)
end
#--------------------------------------------------------------------------
# ● save the current data into the selected file
#--------------------------------------------------------------------------
def write_save_data(file)
characters = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
characters.push([actor.character_name, actor.character_hue])
end
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
$game_system.save_count += 1
$game_system.magic_number = $data_system.magic_number
Marshal.dump($game_system, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_screen, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
end
end

#======================================
# ■ Scene_Load
#------------------------------------------------------------------------------
#  Load menu
#======================================

class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# ● initialize the menu
#--------------------------------------------------------------------------
def initialize
$game_temp = Game_Temp.new
$game_temp.last_file_index = 0
latest_time = Time.at(0)
for i in 0..99
filename = "Saves/Save#{i + 1}.rxdata"
if FileTest.exist?(filename)
file = File.open(filename, "r")
if file.mtime > latest_time
latest_time = file.mtime
$game_temp.last_file_index = i
end
file.close
end
end
super("Select a file to load.")
end
#--------------------------------------------------------------------------
# ● decision key pressed
#--------------------------------------------------------------------------
def decision
unless FileTest.exist?(filename)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.load_se)
file = File.open(filename, "rb")
read_save_data(file)
file.close
$game_system.bgm_play($game_system.playing_bgm)
$game_system.bgs_play($game_system.playing_bgs)
$game_map.update
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# ● cancel key pressed
#--------------------------------------------------------------------------
def cancel
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Title.new
end
#--------------------------------------------------------------------------
# ● load the selected file
#--------------------------------------------------------------------------
def read_save_data(file)
characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
$game_system = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_screen = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
if $game_system.magic_number != $data_system.magic_number
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
$game_party.refresh
end
end



Code à indenter et présentation à réorganiser


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MessagePosté le: Sam 6 Déc - 13:41 (2008)    Sujet du message: Publicité

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