#============================================================================== # * Scene_Controls #------------------------------------------------------------------------------ # Shows a help screen listing the keyboard controls. # Display with: # pbEventScreen(ButtonEventScene) #============================================================================== class ButtonEventScene < EventScene def initialize(viewport=nil) super Graphics.freeze addImage(0,0,"Graphics/Pictures/helpbg") @labels=[ addLabel(52*2,13*2,Graphics.width*3/4,_INTL("Moves the main character. Also used to scroll through list entries.")), addLabel(52*2,53*2,Graphics.width*3/4,_INTL("Used to confirm a choice, check things, and talk to people.")), addLabel(52*2,93*2,Graphics.width*3/4,_INTL("Used to exit, cancel a choice or mode, and open the pause menu.")), addLabel(52*2,133*2,Graphics.width*3/4,_INTL("Hold down while walking to run.")), addLabel(52*2,157*2,Graphics.width*3/4,_INTL("Press to use a registered Key Item.")) ] @keys=[ addImage(26*2,18*2,"Graphics/Pictures/helpArrowKeys"), addImage(26*2,59*2,"Graphics/Pictures/helpCkey"), addImage(26*2,99*2,"Graphics/Pictures/helpXkey"), addImage(26*2,130*2,"Graphics/Pictures/helpZkey"), addImage(26*2,154*2,"Graphics/Pictures/helpFkey") ] for key in @keys key.origin=PictureOrigin::Top end for i in 0...5 # Make everything show (almost) immediately @keys[i].setOrigin(0,PictureOrigin::Top) @keys[i].setOpacity(0,255) end pictureWait # Update event scene with the changes Graphics.transition(20) # Go to next screen when user presses C onCTrigger.set(method(:pbOnScreen1)) end def pbOnScreen1(scene,args) # End scene Graphics.freeze scene.dispose Graphics.transition(20) end end