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| #==============================================================================
# ** Ring Menu - RPG Maker VX ACE
#------------------------------------------------------------------------------
# This is a simple ring menu.
# - Core classes are in module Zangther including
# - Scene_RingMenu
# - Spriteset_Iconring
# - Sprite_Icon
# - Configuration is in the module Zangther::RingMenu::Config
# - You can change fade_in and fade_out methods, they are into Zangther::RingMenu::Config::Fade
# - Some edits to Scene_Map, Scene_Item, Scene_File and Scene_End are made at the end of the file in
# order to make them compatible with this ring menu.
# (#call_menu for Scene_Map and #return_scene for the others)
#------------------------------------------------------------------------------
# Version : 1.1.3 by Zangther
# If any questions, contact me at zangther@gmail.com
#-----------------------------------------------------------------------------
# Changelog :
# v 1.1.3 : ACE version
# ---------------------------------------
# v 1.2 : Add actor selection for Scene_Skill, Scene_Equip and Scene_Status
# v 1.1 : Cleaning
# v 1.0 : Base script
#-----------------------------------------------------------------------------
# Special thanks to Molok, Raho, Nuki, S4suk3 and Grim from Funkywork
# for advises and constant support ! [ <a href="http://funkywork.jeun.fr" target="_blank">http://funkywork.jeun.fr</a> ]
#==============================================================================
module Zangther
module RingMenu
module Config
# Menus's commands
MENU_COMMAND = [
# {name: "Name", icon: ID, action: lambda {Scene}, prepare: lambda {SceneManager.scene.prepare(arguments)} }
{name: "Objets", icon: 261, action: lambda {Scene_Item}},
{name: "Sorts", icon: 116, action: lambda {Scene_HeroMenu}, prepare: lambda {SceneManager.scene.prepare(Scene_Skill)} },
{name: "Equipements", icon: 434, action: lambda {Scene_HeroMenu}, prepare: lambda {SceneManager.scene.prepare(Scene_Equip)} },
{name: "Status", icon: 121, action: lambda {Scene_HeroMenu}, prepare: lambda {SceneManager.scene.prepare(Scene_Status)} },
{name: "Sauvegarder", icon: 117, action: lambda {Scene_Save}},
{name: "Quitter", icon: 12, action: lambda {Scene_End}}
]
# Angle de base
START_ANGLE = 1.5 * Math::PI
# Distance
DISTANCE = 50
end
#==============================================================================
# ** Fade
#------------------------------------------------------------------------------
# Contains methods about fade in and fade out for ring menu.
#==============================================================================
module Fade
#--------------------------------------------------------------------------
# * Fade in
#--------------------------------------------------------------------------
def fade_in(distance)
distance = distance.to_i
total_spin
dist_step = (distance - @distance) / (6.28 / @step)
opa_step = 255 / (6.28 / @step)
recede(distance, dist_step)
change_opacity(255, opa_step)
@state = :openning
end
#--------------------------------------------------------------------------
# * Fade out
#--------------------------------------------------------------------------
def fade_out(distance)
distance = distance.to_i
total_spin
dist_step = (distance - @distance) / (6.28 / @step)
opa_step = 255 / (6.28 / @step)
approach(distance, dist_step)
change_opacity(0, -opa_step)
@state = :closing
end
end
#==============================================================================
# ** Icon
#------------------------------------------------------------------------------
# Add sevreal methods related to icons
#==============================================================================
module Icon
#--------------------------------------------------------------------------
# * Place the sprite
#--------------------------------------------------------------------------
def place(x, y, distance, angle)
# Force values to numeric
distance = distance.to_i
angle = angle.to_f
# Polar coordinations calculation
self.x = x.to_i + (Math.cos(angle)*distance)
self.y = y.to_i + (Math.sin(angle)*distance)
update
end
end
end
#==============================================================================
# ** Scene_RingMenu
#------------------------------------------------------------------------------
# This scene used to be an adventurer like you, but then it took an arrow in the knee.
#==============================================================================
class Scene_RingMenu < Scene_MenuBase
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_background
create_command_ring
create_command_name
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_background
dispose_command_name
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if @command_ring.closed?
@command_ring.dispose
change_scene
else
@command_ring.update
update_command_name
update_command_selection unless @command_ring.closing?
end
end
private
#--------------------------------------------------------------------------
# * Create Command Ring
#--------------------------------------------------------------------------
def create_command_ring
icons = Array.new
RingMenu::Config::MENU_COMMAND.each do |command|
icons.push(icon = Sprite_Icon.new)
icon.bitmap = Cache.system("Iconset")
index = command[:icon]
x = index % 16 * 24
y = (index / 16).truncate * 24
icon.src_rect = Rect.new(x,y,24,24)
end
x = $game_player.screen_x - 28
y = $game_player.screen_y - 44
distance = RingMenu::Config::DISTANCE
angle = RingMenu::Config::START_ANGLE
@command_ring = Spriteset_Iconring.new(x, y, distance, 10, angle, icons, @index)
end
#--------------------------------------------------------------------------
# * Create Command Text
#--------------------------------------------------------------------------
def create_command_name
@command_name = Sprite.new
distance = RingMenu::Config::DISTANCE
width = distance * 2
@command_name.bitmap = Bitmap.new(width, 24)
@command_name.x = $game_player.screen_x - distance
@command_name.y = $game_player.screen_y + distance
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
do_return
elsif Input.trigger?(Input::LEFT)
@command_ring.spin_left
elsif Input.trigger?(Input::RIGHT)
@command_ring.spin_right
elsif Input.trigger?(Input::C)
Sound.play_ok
prepare_next_scene
end
end
#--------------------------------------------------------------------------
# * Update Command Text
#--------------------------------------------------------------------------
def update_command_name
rect = @command_name.src_rect
command = RingMenu::Config::MENU_COMMAND[@command_ring.index]
bitmap = @command_name.bitmap
bitmap.clear
bitmap.draw_text(rect, command[:name], 1)
end
#--------------------------------------------------------------------------
# * Dispose Command Text
#--------------------------------------------------------------------------
def dispose_command_name
@command_name.dispose
end
#--------------------------------------------------------------------------
# * Prepare transition for new scene
#--------------------------------------------------------------------------
def prepare_next_scene
@index = @command_ring.index
command = RingMenu::Config::MENU_COMMAND[@command_ring.index]
@scene = command[:action].call
@prepare = command.fetch(:prepare) { |el| lambda {} }
@command_ring.pre_terminate
end
#--------------------------------------------------------------------------
# * Execute transition to new scene
#--------------------------------------------------------------------------
def change_scene
if @scene == :none
SceneManager.return
else
SceneManager.call(@scene)
@prepare.call
end
end
#--------------------------------------------------------------------------
# * Load the next scene
#--------------------------------------------------------------------------
def do_return
@scene = :none
@command_ring.pre_terminate
end
end
#==============================================================================
# ** Scene_HeroMenu
#------------------------------------------------------------------------------
# Dance like it hurts, Love like you need money, Work when people are watching.
#==============================================================================
class Scene_HeroMenu < Scene_RingMenu
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def prepare(scene)
raise "scene must be a Class object !" unless scene.is_a?(Class)
@scene = scene
end
private
#--------------------------------------------------------------------------
# * Create Command Ring
#--------------------------------------------------------------------------
def create_command_ring
icons = $game_party.members.map do |actor|
char = Game_Character.new
char.set_graphic(actor.character_name,actor.character_index)
Sprite_Character_Icon.new(char)
end
x = $game_player.screen_x - 16
y = $game_player.screen_y - 16
distance = RingMenu::Config::DISTANCE
angle = RingMenu::Config::START_ANGLE
@command_ring = Spriteset_Iconring.new(x, y, distance, 10, angle, icons)
end
#--------------------------------------------------------------------------
# * Create Command Text
#--------------------------------------------------------------------------
def create_command_name
@command_name = Sprite.new
distance = RingMenu::Config::DISTANCE
width = distance * 2
@command_name.bitmap = Bitmap.new(width, 24)
@command_name.x = $game_player.screen_x - distance
@command_name.y = $game_player.screen_y + distance
end
#--------------------------------------------------------------------------
# * Update Command Text
#--------------------------------------------------------------------------
def update_command_name
rect = @command_name.src_rect
hero = $game_party.members[@command_ring.index]
bitmap = @command_name.bitmap
bitmap.clear
bitmap.draw_text(rect, hero.name, 1)
end
#--------------------------------------------------------------------------
# * Load the next scene
#--------------------------------------------------------------------------
def prepare_next_scene
$game_party.menu_actor = $game_party.members[@command_ring.index]
@command_ring.pre_terminate
end
#--------------------------------------------------------------------------
# * Execute transition to new scene
#--------------------------------------------------------------------------
def change_scene
if @scene == :none
SceneManager.return
else
SceneManager.goto(@scene)
end
end
end
#==============================================================================
# ** Sprite_Icon
#------------------------------------------------------------------------------
# Just inherit from Sprite and Icon
#==============================================================================
class Sprite_Icon < Sprite
include RingMenu::Icon
end
#==============================================================================
# ** Sprite_Character_Icon
#------------------------------------------------------------------------------
# Just inherit from Sprite_Character and Icon, changes update to prevent placement issues
#==============================================================================
class Sprite_Character_Icon < Sprite_Icon
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
# character : character (Game_Character)
#--------------------------------------------------------------------------
def initialize(character = nil)
super(nil)
@character = character
update
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_bitmap
update_src_rect
self.z = @character.screen_z
end
#--------------------------------------------------------------------------
# * Get tile set image that includes the designated tile
# tile_id : Tile ID
#--------------------------------------------------------------------------
def tileset_bitmap(tile_id)
set_number = tile_id / 256
return Cache.system("TileB") if set_number == 0
return Cache.system("TileC") if set_number == 1
return Cache.system("TileD") if set_number == 2
return Cache.system("TileE") if set_number == 3
return nil
end
#--------------------------------------------------------------------------
# * Update Transfer Origin Bitmap
#--------------------------------------------------------------------------
def update_bitmap
if @tile_id != @character.tile_id or
@character_name != @character.character_name or
@character_index != @character.character_index
@tile_id = @character.tile_id
@character_name = @character.character_name
@character_index = @character.character_index
if @tile_id > 0
sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
sy = @tile_id % 256 / 8 % 16 * 32;
self.bitmap = tileset_bitmap(@tile_id)
self.src_rect.set(sx, sy, 32, 32)
self.ox = 16
self.oy = 32
else
self.bitmap = Cache.character(@character_name)
sign = @character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
@cw = bitmap.width / 3
@ch = bitmap.height / 4
else
@cw = bitmap.width / 12
@ch = bitmap.height / 8
end
self.ox = @cw / 2
self.oy = @ch
end
end
end
#--------------------------------------------------------------------------
# * Update Transfer Origin Rectangle
#--------------------------------------------------------------------------
def update_src_rect
if @tile_id == 0
index = @character.character_index
pattern = @character.pattern < 3 ? @character.pattern : 1
sx = (index % 4 * 3 + pattern) * @cw
sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
self.src_rect.set(sx, sy, @cw, @ch)
end
end
end
#==============================================================================
# ** Spriteset_Iconring
#------------------------------------------------------------------------------
# This class manages Sprite_Icon and make then spin around a point.
#==============================================================================
class Spriteset_Iconring
#--------------------------------------------------------------------------
# * Module inclusions
#--------------------------------------------------------------------------
include RingMenu::Fade
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :x
attr_reader :y
attr_reader :distance
attr_reader :angle
attr_reader :direction
attr_reader :actual_direction
attr_reader :index
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
PI_2 = 6.28
#--------------------------------------------------------------------------
# * Constructor
#--------------------------------------------------------------------------
def initialize(x, y, distance, speed, angle, sprites, index = 0, direction=:trigo)
# Argument test
sprites = Array(sprites)
unless sprites.all? { |sp| (sp.is_a?(RingMenu::Icon)) }
raise(ArgumentError, "sprite isn't an array of Sprite_Icons")
end
# Adjust numeric arguments
@x = x.to_i + 16
@y = y.to_i + 16
@distance = @future_distance = 0
@speed = speed.to_i
@angle = (angle.to_f - (index.to_f * (PI_2 / sprites.size))).modulo PI_2
# Settings
@shift = {:trigo => 0, :antitrigo => 0}
@direction = @actual_direction = direction
@index = index.to_i
@opacity = @future_opacity = 0
@icons = sprites
@state = :closed
self.step = :default
fade_in(distance)
update(true)
end
#--------------------------------------------------------------------------
# * Update
# need_refresh : force refresh
#--------------------------------------------------------------------------
def update(need_refresh=false)
return unless @icons
if moving?
if spinning?
reverse_direction if need_reverse?
update_angle
end
update_distance
need_refresh = true
end
update_opacity
update_state
refresh if need_refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def pre_terminate
fade_out(0)
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
@icons.each {|icon| icon.dispose}
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
@icons.size.times do |i|
icon = @icons[i]
angle = @angle + ((PI_2/(@icons.size))*i)
icon.place(@x,@y,@distance,angle)
icon.opacity = @opacity
icon.update
end
end
#--------------------------------------------------------------------------
# * Spin
#--------------------------------------------------------------------------
def spin
unless spinning?
number_of_icons = @icons.size
@shift[@direction] += PI_2/number_of_icons
if @direction == :trigo
@index += 1
else
@index -= 1
end
@index = @index.modulo number_of_icons
end
end
#--------------------------------------------------------------------------
# * Change direction
# direction : :trigo, :antitrigo, :+, :-, :positif, :negatif
#--------------------------------------------------------------------------
def change_direction(direction)
case direction
when :trigo, :+, :positif
@direction = :trigo
when :antitrigo, :-, :negatif
@direction = :antitrigo
end
end
#--------------------------------------------------------------------------
# * Change center
# x,y : Entiers
#--------------------------------------------------------------------------
def changer_centre(x, y)
@x = x.to_i
@y = y.to_i
end
#--------------------------------------------------------------------------
# * Définir distance
#--------------------------------------------------------------------------
def angle=(angle)
if angle > PI_2 || angle < 0
angle = 0
end
@angle = angle.to_f
end
#--------------------------------------------------------------------------
# * Maj step
#--------------------------------------------------------------------------
def step=(step=1)
if step == :default
number_of_icons = @icons.size
@step = PI_2 / (number_of_icons*100) * @speed
else
@step = step.to_f * @speed
end
end
#--------------------------------------------------------------------------
# * Spin right
#--------------------------------------------------------------------------
def spin_right
change_direction(:+)
spin
end
#--------------------------------------------------------------------------
# * Spin right
#--------------------------------------------------------------------------
def spin_left
change_direction(<img src="smileys/sourire.gif" alt=":-)" />
spin
end
#--------------------------------------------------------------------------
# * Move away from center
#--------------------------------------------------------------------------
def recede(distance, step = 1)
@future_distance = distance.to_i
@distance_step = step.abs
end
#--------------------------------------------------------------------------
# * Move back to center
#--------------------------------------------------------------------------
def approach(distance, step = 1)
@future_distance = distance.to_i
@distance_step = - step.abs
end
#--------------------------------------------------------------------------
# * Changes opacity
#--------------------------------------------------------------------------
def change_opacity(opacity, step = 1)
if opacity > 255
@future_opacity = 255
elsif opacity < 0
@future_opacity = 0
else
@future_opacity = opacity.to_i
end
@opacity_step = step.to_i
end
#--------------------------------------------------------------------------
# * Is closed ?
#--------------------------------------------------------------------------
def closed?
@state == :closed
end
#--------------------------------------------------------------------------
# * Is opened ?
#--------------------------------------------------------------------------
def opened?
@state == :opened
end
#--------------------------------------------------------------------------
# * Is closing ?
#--------------------------------------------------------------------------
def closing?
@state == :closing
end
#--------------------------------------------------------------------------
# * Is openning ?
#--------------------------------------------------------------------------
def openning?
@state == :openning
end
private
#--------------------------------------------------------------------------
# * Updates angle positionning
#--------------------------------------------------------------------------
def update_angle
direction = @actual_direction
shift = @shift[direction]
step = @step > shift ? shift : @step
step *= -1 if direction == :trigo
temp = @angle + step
if direction == :trigo && temp < 0
temp += PI_2
elsif direction == :antitrigo && temp > PI_2
temp -= PI_2
end
@angle = temp
@shift[direction] = shift-@step
@shift[direction] = 0 if @shift[direction] < 0
end
#--------------------------------------------------------------------------
# * Updates distance positionning
#--------------------------------------------------------------------------
def update_distance
return if @future_distance == @distance
temp = @distance + @distance_step
# Checks if @future_distance is between temp and @distance
# If so, that's mean that @distance_step is bigger than the gap between @distance & @future_distance
if (@distance..temp).include?(@future_distance) || (temp..@distance).include?(@future_distance)
@distance = @future_distance
else
@distance += @distance_step
end
end
#--------------------------------------------------------------------------
# * Updates opacity
#--------------------------------------------------------------------------
def update_opacity
shift = @future_opacity - @opacity
return if shift == 0
@opacity += @opacity_step
if shift > 0
@opacity = @future_opacity if @opacity > @future_opacity
else
@opacity = @future_opacity if @opacity < @future_opacity
end
end
#--------------------------------------------------------------------------
# * Updates state
#--------------------------------------------------------------------------
def update_state
unless spinning?
if @state == :closing
@state = :closed
elsif @state == :openning
@state = :opened
end
end
end
#--------------------------------------------------------------------------
# * Reverse the direction
#--------------------------------------------------------------------------
def reverse_direction
@actual_direction = (@actual_direction == :trigo ? :antitrigo : :trigo)
end
#--------------------------------------------------------------------------
# * Need revesing direction ?
#--------------------------------------------------------------------------
def need_reverse?
@shift[@actual_direction] <= 0
end
#--------------------------------------------------------------------------
# * Spinning
#--------------------------------------------------------------------------
def spinning?
@shift.any? {|key,val| val > 0}
end
#--------------------------------------------------------------------------
# * Moving ?
#--------------------------------------------------------------------------
def moving?
spinning? || (@future_distance != @distance)
end
#--------------------------------------------------------------------------
# * Make one complete spin
#--------------------------------------------------------------------------
def total_spin
@shift[@direction] += PI_2 unless spinning?
end
end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs the map screen processing.
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# * Call Menu Screen
#--------------------------------------------------------------------------
def call_menu
Sound.play_ok
SceneManager.call(Zangther::Scene_RingMenu)
Window_MenuCommand::init_command_position
end
end |