#============================================================================== # * 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