10-22-2006, 01:00 PM
Beran's Interactive Drumkit Script
Sniper308
Aug 21 2008
Hello! I am releasing a script that is pretty new and is easy to use! THIS IS NOT MY SCRIPT! READ THE "CREDIT AND THANKS".
If you have trouble with the link somehow, look below!
Link: Beran's Interactive Drumkit Script
Features:
Version: v1.00
Instructions: In the script. NOTE: The initial post had a demo with Audiofiles and images, and the script won't function properly without them.
Compatibility: This script does not rewrite any standard methods and does not make use of its own global variables. It should be compatible with anything out there, including the SDK
Credits and Thanks:
* Berans - Creating the script and demo
* Sniper308 - For Providing the graphics for the script
Script:
All Beran requires is some feedback! So post your feedback and give credit here when using! :) Enjoy!
Sniper308
Aug 21 2008
This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.
No support is given. If you are the owner of the thread, please contact administration.
Hello! I am releasing a script that is pretty new and is easy to use! THIS IS NOT MY SCRIPT! READ THE "CREDIT AND THANKS".
If you have trouble with the link somehow, look below!
Link: Beran's Interactive Drumkit Script
Features:
- Easy to set up
- Can customize drum-sounds however you like
- Graphics included
- Fully lagfree
Version: v1.00
Instructions: In the script. NOTE: The initial post had a demo with Audiofiles and images, and the script won't function properly without them.
Compatibility: This script does not rewrite any standard methods and does not make use of its own global variables. It should be compatible with anything out there, including the SDK
Credits and Thanks:
* Berans - Creating the script and demo
* Sniper308 - For Providing the graphics for the script
Script:
Here
Code:
#==============================================================================
#==============================================================================
#Berans' "Interactive drumkit" script v1.00
#Last edited: 21 August 2008
#
#------------------------------------------------------------------------------
#
#This script creates an "interactive drumkit" allowing you to play some nice
#beats within your game. It's easy to adapt to your own liking to create
#many different sounds
#
#Credits: Berans - Making the script
# Sniper308 - Providing the graphics and idea for the script
#------------------------------------------------------------------------------
#Features
#------------------------------------------------------------------------------
# -Easy set-up
# -Can change drum sounds to anything you like
# -comes with nice graphics
# -Fully lagfree
#------------------------------------------------------------------------------
#Compatibility
#------------------------------------------------------------------------------
#This script does not rewrite any standard methods and does not use any global
#variables. Should be compatible with anything, including the SDK
#
#==============================================================================
#Instructions
#==============================================================================
#
#------------------------------------------------------------------------------
#Setup
#------------------------------------------------------------------------------
# -Download the demo if the script was obtained separately
# -Copy the Audio files in Audio/SE to your own project, and make sure the names
# stay the same. You can provide your own Audio files, but they must be called
# "Tom-1","Tom-2","Tom-3","Hi-Hat" and "Bassdrum" respectively
# -Copy the picture files in Graphics/Pictures to your own project, making sure
# the names stay the same. You can easily change the color of the "lighting"
# effect by changing the color of the objects in "DrumsLights"
# -Import the picture files into your game, making white transparant in both
# files, clearing the semi-transparant color for "Rock Band Drums" and making
# the color of the main objects in "DrumsLights" semi-transparant
#
#------------------------------------------------------------------------------
#Using the script
#------------------------------------------------------------------------------
#To call the script, use the "script" command within any event.
#In the script write "$scene = Scene_Drums.new", without the quotes
#==============================================================================
#==============================================================================
#==============================================================================
#**Scene_Drums
#------------------------------------------------------------------------------
#This class handles processing for the drums screen
#==============================================================================
class Scene_Drums
#----------------------------------------------------------------------------
#*Main processing
#----------------------------------------------------------------------------
def main
#Memorize Map/Menu BGM
$game_system.bgm_memorize
#Fade out BGM
$game_system.bgm_fade(2)
#Memorize Map/Menu BGS
$game_system.bgs_memorize
#Fade out BGS
$game_system.bgs_fade(2)
#This keeps track of the animation frames for the drum's lighting effects
@animation = []
#create a value for @animation for each drum
for i in 0...5
@animation.push(-1)
end
#Create spritesets
@spriteset = Spriteset_Map.new
@drums = Spriteset_Drums.new
#Create windows
@help_window = Window_Drumshelp.new
@drumdummy = Drum_Dummy.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@spriteset.dispose
@drums.dispose
@drumdummy.dispose
#Restore Map/Menu BGM
$game_system.bgm_restore
#Restore Map/Menu BGS
$game_system.bgs_restore
end
#----------------------------------------------------------------------------
#*Frame update
#----------------------------------------------------------------------------
def update
if Input.trigger?(Input::B)
$scene = Scene_Map.new
end
if Input.trigger?(Input::F5)
Audio.se_play("Audio/SE/Tom-1",100,100)
@animation[0] = 0
@drumdummy.refresh(0)
end
if Input.trigger?(Input::F6)
Audio.se_play("Audio/SE/Tom-2",100,100)
@animation[1] = 0
@drumdummy.refresh(1)
end
if Input.trigger?(Input::F7)
Audio.se_play("Audio/SE/Tom-3",100,100)
@animation[2] = 0
@drumdummy.refresh(2)
end
if Input.trigger?(Input::F8)
Audio.se_play("Audio/SE/Hi-Hat",100,100)
@animation[3] = 0
@drumdummy.refresh(3)
end
if Input.trigger?(Input::C)
Audio.se_play("Audio/SE/Bassdrum",100,100)
@animation[4] = 0
@drumdummy.refresh(4)
end
#update lighting effects
animation
end
#----------------------------------------------------------------------------
#*animation
#----------------------------------------------------------------------------
#Takes care of animating the drum's lighting effects
#----------------------------------------------------------------------------
def animation
for i in 0...@animation.size
if @animation[i] == 0
#Create lighting effect for the drum
@drumdummy.refresh(i)
end
unless @animation[i] == -1
#Progress a frame
@animation[i] += 1
if @animation[i] == 10
#Remove lighting effect
@drumdummy.clear(i)
@animation[i] = -1
end
end
end
end
end
#==============================================================================
#**Window_Drumshelp
#------------------------------------------------------------------------------
#Help window displaying the different input possibilities
#==============================================================================
class Window_Drumshelp < Window_Base
#----------------------------------------------------------------------------
#*Object initialization
#----------------------------------------------------------------------------
def initialize
super(0,0,640,64)
self.contents = Bitmap.new(width - 32, height - 32)
text = ["F5: Drum 1", "F6: Drum 2", "F7: Drum 3", "F8: Hi-Hat", "Enter: Bass"]
w = self.contents.width/text.size
for i in 0...text.size
self.contents.draw_text(i * w,0,w,32,text[i],1)
end
end
end
#==============================================================================
#**Spriteset_Drums
#------------------------------------------------------------------------------
#This class takes care of drawing the drum's graphics onscreen
#==============================================================================
class Spriteset_Drums
#----------------------------------------------------------------------------
#*Object initialization
#----------------------------------------------------------------------------
def initialize
@viewport = Viewport.new(35,95,640,480)
@viewport.z = 5000
@sprite = Sprite.new(@viewport)
@drums = RPG::Cache.picture('Rock Band Drums.png')
@sprite.bitmap = @drums
end
#----------------------------------------------------------------------------
#*Dispose
#----------------------------------------------------------------------------
def dispose
@viewport.dispose
@sprite.dispose
end
end
#==============================================================================
#**Drum_Dummy
#------------------------------------------------------------------------------
#This class draws the drum's lighting effects
#==============================================================================
class Drum_Dummy
#----------------------------------------------------------------------------
#*Object initialization
#----------------------------------------------------------------------------
def initialize
@sprite = []
@lights = RPG::Cache.picture('DrumsLights')
#Create a rect for the drums and pedal
@rect = Rect.new(1,1,130,130)
@rect2 = Rect.new(1,134,130,130)
#create a new bitmap for each drum's lighting effect
for i in 0...5
@sprite[i] = Sprite.new
@sprite[i].bitmap = Bitmap.new(640,480)
@sprite[i].z = 9999
@sprite[i].visible = false
end
end
#----------------------------------------------------------------------------
#*Refresh
#----------------------------------------------------------------------------
def refresh(drum)
#Clear lighting effect to avoid overlap
@sprite[drum].bitmap.clear
case drum
#Get coordinates based on drum
when 0
x = 43
y = 198
when 1
x = 170
y = 99
when 2
x = 335
y = 99
when 3
x = 462
y = 198
when 4
x = 255
y = 371
end
#Create correct effect in the given bitmap
if drum == 4 ? @sprite[drum].bitmap.blt(x,y,@lights,@rect2) :
@sprite[drum].bitmap.blt(x,y,@lights,@rect)
end
#Make lighting effect visible
@sprite[drum].visible = true
end
#----------------------------------------------------------------------------
#*Dispose
#----------------------------------------------------------------------------
def dispose
for i in 0...@sprite.size
@sprite[i].dispose
end
end
#----------------------------------------------------------------------------
#*clear
#----------------------------------------------------------------------------
#Removes the specified drum's lighting effect when called
#----------------------------------------------------------------------------
def clear(drum)
@sprite[drum].bitmap.clear
end
end
All Beran requires is some feedback! So post your feedback and give credit here when using! :) Enjoy!