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Original Source
- Original title: [Solved] Getting images to appear below windows
- Original author: mjshi
- Original date: January 11, 2017
- Source thread: https://forums.rpgmakerweb.com/threads/solved-getting-images-to-appear-below-windows.73484/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Learning Javascript
Summary
[Solved] Thanks for the pointers, Dreadshadow! Hi there! I don't usually ask questions, but then again I don't usually work with too much with graphics, so... I'm trying to figure out how to show Sprite images below windows in a scene. Attached are the image and plugin file. Place the image in img/pictures/, and call the demo scene with
Archived First Post
[Solved] Thanks for the pointers, Dreadshadow!
Hi there! I don't usually ask questions, but then again I don't usually work with too much with graphics, so...
I'm trying to figure out how to show Sprite images below windows in a scene.
Attached are the image and plugin file. Place the image in img/pictures/, and call the demo scene with
SceneManager.push(Scene_Demo);
... but I'm sure you already knew that.
Scroll down some more for the code.
Thanks in advance for your help!
Protected download
function Scene_Demo() {
this.initialize.apply(this, arguments);
}
Scene_Demo.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Demo.prototype.constructor = Scene_Demo;
Scene_Demo.prototype.initialize = function() {
Scene_MenuBase.prototype.initialize.call(this);
}
Scene_Demo.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);
this.createCommandWindow();
var img = ImageManager.loadBitmap("img/pictures/", "annoyance");
this._image = new Sprite(img);
this._image.x = 400;
this._image.y = 300;
this.addChild(this._image);
}
Scene_Demo.prototype.createCommandWindow = function() {
this._choiceWindow = new Window_ChooseOne(0, 0);
this._choiceWindow.x = (Graphics.width - this._choiceWindow.width) / 2;
this._choiceWindow.y = (Graphics.height - this._choiceWindow.height) / 2;
this._choiceWindow.setHandler('yes', this.yesCommand.bind(this));
this._choiceWindow.setHandler('no', this.cancelCommand.bind(this));
this._choiceWindow.setHandler('cancel', this.cancelCommand.bind(this));
this.addWindow(this._choiceWindow);
}
Scene_Demo.prototype.yesCommand = function () {}
Scene_Demo.prototype.cancelCommand = function () {
this.popScene();
}
function Window_ChooseOne() {
this.initialize.apply(this, arguments);
}
Window_ChooseOne.prototype = Object.create(Window_Command.prototype);
Window_ChooseOne.prototype.constructor = Window_ChooseOne;
Window_ChooseOne.prototype.makeCommandList = function () {
this.addCommand("yes", 'yes');
this.addCommand("no", 'no');
};
Attachments
View attachment Demo.js
Protected download
Hi there! I don't usually ask questions, but then again I don't usually work with too much with graphics, so...
I'm trying to figure out how to show Sprite images below windows in a scene.
Attached are the image and plugin file. Place the image in img/pictures/, and call the demo scene with
SceneManager.push(Scene_Demo);
... but I'm sure you already knew that.
Scroll down some more for the code.
Thanks in advance for your help!
Protected download
function Scene_Demo() {
this.initialize.apply(this, arguments);
}
Scene_Demo.prototype = Object.create(Scene_MenuBase.prototype);
Scene_Demo.prototype.constructor = Scene_Demo;
Scene_Demo.prototype.initialize = function() {
Scene_MenuBase.prototype.initialize.call(this);
}
Scene_Demo.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);
this.createCommandWindow();
var img = ImageManager.loadBitmap("img/pictures/", "annoyance");
this._image = new Sprite(img);
this._image.x = 400;
this._image.y = 300;
this.addChild(this._image);
}
Scene_Demo.prototype.createCommandWindow = function() {
this._choiceWindow = new Window_ChooseOne(0, 0);
this._choiceWindow.x = (Graphics.width - this._choiceWindow.width) / 2;
this._choiceWindow.y = (Graphics.height - this._choiceWindow.height) / 2;
this._choiceWindow.setHandler('yes', this.yesCommand.bind(this));
this._choiceWindow.setHandler('no', this.cancelCommand.bind(this));
this._choiceWindow.setHandler('cancel', this.cancelCommand.bind(this));
this.addWindow(this._choiceWindow);
}
Scene_Demo.prototype.yesCommand = function () {}
Scene_Demo.prototype.cancelCommand = function () {
this.popScene();
}
function Window_ChooseOne() {
this.initialize.apply(this, arguments);
}
Window_ChooseOne.prototype = Object.create(Window_Command.prototype);
Window_ChooseOne.prototype.constructor = Window_ChooseOne;
Window_ChooseOne.prototype.makeCommandList = function () {
this.addCommand("yes", 'yes');
this.addCommand("no", 'no');
};
Attachments
View attachment Demo.js
Protected download
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