KButtonsManager
XP + VX + ACE
by Kyonides Arkanthes​
Introduction
Are you bored of using the same boring menu window in your game projects?
Do you want your game to look way different than those thousands of Steam games floating around?
Now you have got a chance to be original!
A Brief Explanation​
Let's take a look at the custom
Scene_Title script included in the demo as an example of how to use it effectively.
Here we got the
create_command_window method thatI redefined there. It pretty much contains all you need to know about the script calls needed to make it work properly. (By the way, it is called from the scene's main method.)
Ruby:
def create_command_window
# Create Button Manager - Pass (Total Options, Cursor Filename)
@manager = KButtons::Manager.new(OPTIONS.size, CURSOR_FILE)
# Set the Buttons' Direction - Pass = :horizontal or :vertical
@manager.direction = :horizontal
# Set the Offsets - Pass (X, Y)
@manager.set_offsets(0, 4)
# Set the Coordinates - Pass (X, Y, Z)
@manager.set_xyz(32, 260, 100)
# Draw Name and Picture
# - Pass (Name's Height, Font Size, Names Array, Symbols Array)
@manager.draw_text_picture(26, 24, OPTIONS, SYMBOLS)
# Define List of States
# - [Booleans like true or false, Add, As, Many, As, Necessary]
@manager.enabled = [true, @continue_enabled, true, true]
# Set the Initial Position of the Cursor - Usually Number 0
@manager.index = (@continue_enabled and @index == 0)? 1 : @index
end
Later on you would only need to dispose the Button Manager like this:
Screenshot
Downlod DEMO​
Terms & Conditions
Free for use in non commercial games.
Contact me if you are going commercial.
Mention my nickname in your game credits.
Free for use in non commercial games. Contact me if you are going commercial. Mention my nickname in your game credits.