A Scene_Gameover exibe o gráfico de Game Over e permite o retorno para o título (Scene_Title).
Variáveis de Instância[]
- @sprite - Instância da classe Sprite. Representa a imagem de Game Over.
def main[]
O método main, presente em toda Scene, faz a execução de carregamento de seus componentes e o descarregamento dos mesmos, além de possuir um ciclo, que invoca continuamente o método update.
Linhas 14~16
A imagem de fundo é carregada e exibida.
Linhas 17~21
Pára o BGM e o BGS e executa o ME de Game Over escolhido no Database.
Linhas 22~36
A imagem de fundo aparece com efeito fade (120 frames) e o ciclo principal se inicia.
Linhas 37~45
A imagem de fundo desaparece com mesmo efeito (40 frames).
Linhas 46~49
Se for um Teste de Batalha, termine essa Scene sem abrir nenhuma outra.
def update[]
O método update, presente em toda Scene, é executado a cada frame e é responsável pela atualização dos elementos gráficos da Scene.
Linhas 57~61
Se apertar a Tecla C, ir para a Tela de Título
Scripts Padrões do RPG Maker | |
---|---|
RMXP | Game_Temp • Game_System • Game_Switches • Game_Variables • Game_SelfSwitches • Game_Screen • Game_Picture • Game_Battler • Game_BattleAction • Game_Actor • Game_Enemy • Game_Actors • Game_Party • Game_Troop • Game_Map • Game_CommonEvent • Game_Character • Game_Event • Game_Player
Sprite_Character • Sprite_Battler • Sprite_Picture • Sprite_Timer Spriteset_Map • Spriteset_Battle Window_Base • Window_Selectable • Window_Command • Window_Help • Window_Gold • Window_PlayTime • Window_Steps • Window_MenuStatus • Window_Item • Window_Skill • Window_SkillStatus • Window_Target • Window_EquipLeft • Window_EquipRight • Window_EquipItem • Window_Status • Window_SaveFile • Window_ShopCommand • Window_ShopBuy • Window_ShopSell • Window_ShopNumber • Window_ShopStatus • Window_NameEdit • Window_NameInput • Window_InputNumber • Window_Message • Window_PartyCommand • Window_BattleStatus • Window_BattleResult • Window_DebugLeft • Window_DebugRight Arrow_Base • Arrow_Enemy • Arrow_Actor Interpreter Scene_Title • Scene_Map • Scene_Menu • Scene_Item • Scene_Skill • Scene_Equip • Scene_Status • Scene_File • Scene_Save • Scene_Load • Scene_End • Scene_Battle • Scene_Shop • Scene_Name • Scene_Gameover • Scene_Debug |
RMVX | Vocab • Sound • Cache
Game_Temp • Game_System • Game_Message • Game_Switches • Game_Variables • Game_SelfSwitches • Game_Screen • Game_Picture • Game_Battler • Game_BattleAction • Game_Actor • Game_Enemy • Game_Actors • Game_Unit • Game_Party • Game_Troop • Game_Map • Game_CommonEvent • Game_Character • Game_Event • Game_Vehicle • Game_Player • Game_Interpreter Sprite_Base • Sprite_Character • Sprite_Battler • Sprite_Picture • Sprite_Timer Spriteset_Weather • Spriteset_Map • Spriteset_Battle Window_Base • Window_Selectable • Window_Command • Window_Help • Window_Gold • Window_MenuStatus • Window_Item • Window_Skill • Window_SkillStatus • Window_Equip • Window_EquipItem • Window_EquipStatus • Window_Status • Window_SaveFile • Window_ShopBuy • Window_ShopSell • Window_ShopNumber • Window_ShopStatus • Window_NameEdit • Window_NameInput • Window_NumberInput • Window_Message • Window_BattleMessage • Window_PartyCommand • Window_ActorCommand • Window_TargetEnemy • Window_BattleStatus • Window_DebugLeft • Window_DebugRight Scene_Base • Scene_Title • Scene_Map • Scene_Menu • Scene_Item • Scene_Skill • Scene_Equip • Scene_Status • Scene_File • Scene_End • Scene_Shop • Scene_Name • Scene_Debug • Scene_Battle • Scene_Gameover |