Ersetze das 2. Scene_Title im Script durch dieses: Code: class Scene_Title < Scene_Title_Base BACKGROUND_BITMAP = "Graphics/Pictures/Test-Background.png" POINTER_BITMAP = "Graphics/Pictures/Test-Pointer.png" POINTER_X = 224 #Cursor X position POINTER_Y = 166 #Cursor Y position for first command POINTER_Y_STEP = 55 #Cursor Y Addition for OPTIONS = 3 #number of commands NEW_GAME = 0 #Index number for command: New Game LOAD_GAME = 1 #Index number for command: Load Game QUIT_GAME = 2 #Index number for command: Quit Game MAX_INDEX = OPTIONS - 1 #total number of indices def main #visual stuff @sprite_background = Sprite.new @sprite_background.bitmap = Bitmap.new(BACKGROUND_BITMAP) @sprite_background.src_rect = @sprite_background.bitmap.rect @sprite_pointer = Sprite.new @sprite_pointer.bitmap = Bitmap.new(POINTER_BITMAP) @sprite_pointer.src_rect = @sprite_pointer.bitmap.rect @index = 0 @sprite_pointer.x = POINTER_X self.update_pointer #standard "Scene_Title" initialization stuff super #end of scene title @sprite_pointer.bitmap.dispose @sprite_pointer.dispose @sprite_background.bitmap.dispose @sprite_background.dispose end def update if Input.repeat?(Input::UP) $game_system.se_play($data_system.cursor_se) @index = @index > 0 ? @index - 1 : MAX_INDEX @sprite_pointer.y = POINTER_Y + @index * POINTER_Y_STEP end if Input.repeat?(Input::DOWN) $game_system.se_play($data_system.cursor_se) @index = @index < MAX_INDEX ? @index + 1 : 0 @sprite_pointer.y = POINTER_Y + @index * POINTER_Y_STEP end if Input.trigger?(Input::C) case @index when NEW_GAME self.command_new_game when LOAD_GAME self.command_continue when QUIT_GAME self.command_shutdown end end end def update_pointer @sprite_pointer.y = POINTER_Y + @index * POINTER_Y_STEP end end
class Scene_Title < Scene_Title_Base BACKGROUND_BITMAP = "Graphics/Pictures/Test-Background.png" POINTER_BITMAP = "Graphics/Pictures/Test-Pointer.png" POINTER_X = 224 #Cursor X position POINTER_Y = 166 #Cursor Y position for first command POINTER_Y_STEP = 55 #Cursor Y Addition for OPTIONS = 3 #number of commands NEW_GAME = 0 #Index number for command: New Game LOAD_GAME = 1 #Index number for command: Load Game QUIT_GAME = 2 #Index number for command: Quit Game MAX_INDEX = OPTIONS - 1 #total number of indices def main #visual stuff @sprite_background = Sprite.new @sprite_background.bitmap = Bitmap.new(BACKGROUND_BITMAP) @sprite_background.src_rect = @sprite_background.bitmap.rect @sprite_pointer = Sprite.new @sprite_pointer.bitmap = Bitmap.new(POINTER_BITMAP) @sprite_pointer.src_rect = @sprite_pointer.bitmap.rect @index = 0 @sprite_pointer.x = POINTER_X self.update_pointer #standard "Scene_Title" initialization stuff super #end of scene title @sprite_pointer.bitmap.dispose @sprite_pointer.dispose @sprite_background.bitmap.dispose @sprite_background.dispose end def update if Input.repeat?(Input::UP) $game_system.se_play($data_system.cursor_se) @index = @index > 0 ? @index - 1 : MAX_INDEX @sprite_pointer.y = POINTER_Y + @index * POINTER_Y_STEP end if Input.repeat?(Input::DOWN) $game_system.se_play($data_system.cursor_se) @index = @index < MAX_INDEX ? @index + 1 : 0 @sprite_pointer.y = POINTER_Y + @index * POINTER_Y_STEP end if Input.trigger?(Input::C) case @index when NEW_GAME self.command_new_game when LOAD_GAME self.command_continue when QUIT_GAME self.command_shutdown end end end def update_pointer @sprite_pointer.y = POINTER_Y + @index * POINTER_Y_STEP end end
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