03-06-2008, 05:14 AM 
	
	
	Snake Look-alike on Load Script
Version: 1.0
Version: 1.0
Introduction
The SLOLS has been made by Zeriab.
Thanks goes to RMXP for making this possible
Credits should be given.
The purpose of SLOLS is to provide the player an opportunity to interact with something during loading sequences. I think the loading time will not seem as long as normally if the player as something to do while the program is loading.
They don't experience the time it takes to load as bad even though the script reduced the loading speed.
In the game itself the principle is to collect dots by moving a bigger dot into them. There is no time limit. There is no way to die or get stuck or etc. Steering is done by the arrow keys.
When the loading is finished a sound will be played and visual aids will be used to let the player know that the loading is finished.
The player can then continue by pressing a trigger key (fx. ENTER)
There is no need to press enter. The player can play the game as long as he or she wants unless the script loaded does something that changes this.
Screenshots
![[Image: screenbq7.th.png]](http://img206.imageshack.us/img206/5505/screenbq7.th.png)
Demo
The demo has been combined with my Letter Ninigame to show a example of use.
If the Letter Minigame is used credits mentionen in the Letter Minigame should be given.
Download: http://bb.xieke.com/files/SLOLS.rar
Script
 Scene_SLOLS
  			Code:
#==============================================================================
# ** Snake Look-alike on Loading Script
#------------------------------------------------------------------------------
# Zeriab
# v 1.0
# 28-09-2006
#==============================================================================
class Scene_SLOLS
  # The variable the number of dots collected will be stored
  Cheese_Variable = 25
  # The size of the margin in pixels
  Margin = 10
  # The thickness of the border in pixels
  Border_Thickness = 3
  
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(scene=Scene_Map.new)
    @next_scene = scene
  end
  
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Creates Bar Window (Loading bar)
    @bar_window = Window_SLOLS_Bar.new
    # Creates Info Window
    @info_window = Window_SLOLS_Info.new(Margin, Border_Thickness, Cheese_Variable)
    # Creates Game Window
    @game_window = Window_SLOLS_Game.new(Margin, Border_Thickness, Cheese_Variable)
    # Execute transition
    Graphics.transition
    # Scene Objects
    @scene_objects = [@bar_window, @info_window, @game_window]
    # Main loop
    loop do
      # Sleeps a short while to let the other thread work.
      sleep(0.01)
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      ## Frame update
      update
      # Abort loop if screen is changed
      break if $scene != self
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose Scene Objects
    @scene_objects.each { |x| x.dispose }
  end
  
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
      # Updates Scene Objects
      @scene_objects.each { |x| x.update }
      # If B or C Button Is Pressed
      if Input.trigger?(Input::B) || Input.trigger?(Input::C)
        # If the loading thread is finished (not alive)
        if !$loader.is_a?(Thread) || !$loader.alive?
          # Play Decision SE
          $game_system.se_play($data_system.decision_se)
          # Switch to map screen
          $scene = @next_scene
          return
        else
          # Play Buzzer SE
          $game_system.se_play($data_system.buzzer_se)
          return
        end
      end
  end
end Window_SLOLS_Bar
  			Code:
#==============================================================================
# ** Window_SLOLS_Bar
#==============================================================================
class Window_SLOLS_Bar
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @contents = Sprite.new(Viewport.new(0, 416, 640, 64))
    @contents.bitmap = Bitmap.new(640, 64)
    @left_block = Sprite.new(Viewport.new(540-48, 424, 48, 48))
    @left_block.bitmap = Bitmap.new(64, 64)
    @right_block = Sprite.new(Viewport.new(100, 424, 48, 48))
    @right_block.bitmap = Bitmap.new(640, 64)
    @blocks = [@left_block, @right_block]
    @bar = Sprite.new(Viewport.new(270, 446, 100, 4))
    @bar.bitmap = Bitmap.new(200, 4)
    @bar_f = Sprite.new(Viewport.new(270, 446, 100, 4))
    @bar_f.bitmap = Bitmap.new(100, 4)
    @bar_fx = 0
    
    # The sprites used
    @sprites = [@contents,@bar,@bar_f]
    
    refresh
  end
  
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    @contents.bitmap.clear
    bar_color = Color.new(225,225,225,255)
    fin_color = Color.new(255,255,0,0)
    @bar.bitmap.fill_rect(0,0,25,4,bar_color)
    @bar.bitmap.fill_rect(50,0,25,4,bar_color)
    @bar.bitmap.fill_rect(100,0,25,4,bar_color)
    @bar.bitmap.fill_rect(150,0,25,4,bar_color)
    @bar_f.bitmap.fill_rect(0,0,100,4,fin_color)
    @blocks.each {|x| x.bitmap.fill_rect(0,0,64,64,fin_color)}
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    @bar.ox -= 1
    @bar.ox = @bar.ox % 100
    @bar.update
    if @bar_fx == 0 && (!$loader.is_a?(Thread) || !$loader.alive?)
      @bar_fx = 1
      @count = 3
      $game_system.se_play($data_system.load_se)
    end
    if @bar_fx > 0 && @bar_fx < 255
      @bar_fx += @count
      @bar_f.bitmap.fill_rect(0,0,100,4,Color.new(255,255,0,@bar_fx))
      @blocks.each {|x| x.bitmap.fill_rect(0,0,48,48,Color.new(255,255,0,@bar_fx))}
      case @bar_fx
      when 10..20
        @count = 50
      when 180..230
        @count = 5
      end
    end
  end
  
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    @sprites.each { |x| x.bitmap.dispose}
    @sprites.each { |x| x.dispose}
  end
end Window_SLOLS_Game
  			Code:
#==============================================================================
# ** Window_SLOLS_Game
#==============================================================================
class Window_SLOLS_Game
  #Player Settings
  Size = 5
  Default_Speed = 3
  Trail_Length = 19
  
  #Cheese Settings
  Cheese_Size = 3
  Cheese_Colors = [Color.new(10,200,20,255)]
  Max_Cheese_Amount = 200
  
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(margin, border_thickness, cheese_variable)
    # The margin and border thickness
    @margin = margin
    @border_thickness = border_thickness
    @cheese_variable = cheese_variable
    
    # Width of the playing field
    @width = 480-(@margin*2) - (@border_thickness*2)
    # Height of the playing field
    @height = 416-(@margin*2) - (@border_thickness*2)
    
    # Player info
    @player_x = 200
    @player_y = 208
    @player_trail = []
    @player_dir = 6   #2 - up, 4 - left, 6 - right, 8 - down
    @speed = Default_Speed
    
    # The cheese array
    @cheese = []
    @cheese.push(make_cheese)
    # The amount of cheese caught during this season.
    @cheese_amount = 0
    
    # Create the Sprite for viewing the border
    @border = Sprite.new(Viewport.new(@margin, @margin, 480-@margin, 416-@margin))
    @border.bitmap = Bitmap.new(480-(@margin*2),416-(@margin*2))
    
    # Creates the main Sprite
    @contents = Sprite.new(Viewport.new(@margin + @border_thickness,
                                @margin + @border_thickness, @width, @height))
    @contents.bitmap = Bitmap.new(@width,@height)
    # Refreshes
    refresh
    # Updates
    update
  end
  
  #--------------------------------------------------------------------------
  # * Make Cheese
  # ---------------------
  # Generates a pointer to a place where a cheese will be at least 3 pixels
  # away from the player
  #--------------------------------------------------------------------------
  def make_cheese
    result = []
    # Total size. (Sum of player size and cheese size)
    size = Size + Cheese_Size
    
    loop do
      # Generating the x and y coordinates
      x = rand(@width - (size + 5)*2)
      y = rand(@height - (size + 5)*2)
      
      # Adjusts the x and y coordinates so the cheese will not be
      # placed in the player
      if x > @width / 2 - (size + 5)
        x += 2*(Size + 5)
      end
      if y > @height / 2 - (size + 5)
        y += 2*(Size + 5)
      end
      
      # Makes sure that no cheese exists in that exact same place
      # Does not consider the size of the cheese.
      if !@cheese.include?([x,y])
        result = [x,y]
        break
      end
    end
    
    return result
  end
  
  #--------------------------------------------------------------------------
  # * Check Player
  # --------------------
  # Checks if the player have caught a cheese. (Is touching one)
  # Returns the indices of the cheese in an array
  #--------------------------------------------------------------------------
  def check_player
    result = []
    # Checks every cheese
    for i in 0...@cheese.size
      # Distance in the x-plane
      d = (@cheese[i][0] - @player_x).abs
      # Distance in the y-plane
      d_y = (@cheese[i][1] - @player_y).abs
      # Makes 'd' contain the largest distance
      if d < d_y
        d = d_y
      end
      
      # If the largest distance is less than the size of the player and the
      # cheese the player must be touching the cheese.
      if d < (Size + Cheese_Size - 1)
        result.push(i)
      end
    end
    return result
  end
  
  #--------------------------------------------------------------------------
  # * Draw Cheese
  #     i     : The index on the cheese
  #     color : The color wanted for the cheese
  # --------------------
  # Draws the designated cheese with the given color
  #--------------------------------------------------------------------------
  def draw_cheese(i, color)
    cheese = @cheese[i]
    size = Cheese_Size
    # Draws the cheese
    @contents.bitmap.fill_rect(cheese[0]-(size-1),cheese[1]-(size-1),
                            (size*2)-1, (size*2)-1, color)
  end
  
  #--------------------------------------------------------------------------
  # * Delete Cheese
  #     i : The index on the cheese
  # --------------------
  # Deletes the cheese by first drawing it black and then removing the cheese
  # from @cheese.
  #--------------------------------------------------------------------------
  def delete_cheese(i)
    draw_cheese(i, Color.new(0,0,0,0))
    @cheese.delete_at(i)
  end
  
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    @border.bitmap.clear
    # Draws a white block
    @border.bitmap.fill_rect(0,0,480-@margin, 416-@margin,Color.new(225, 225, 225, 255))
    # Draws a smaller black block to give the border
    @border.bitmap.fill_rect(@border_thickness, @border_thickness,
                  @width, @height, Color.new(0, 0, 0, 0))
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    @contents.update
    # Checks if the player gets any cheese
    array = check_player
    if array.size > 0
      # Removes all the cheese
      for i in array
        # Cheese counters
        $game_variables[@cheese_variable] += 1
        @cheese_amount += 1
        # Deletes the old cheese
        delete_cheese(i)
        # Creates a new one
        @cheese.push(make_cheese)
        
        # Might create another one
        if @cheese.size < Max_Cheese_Amount
          # Creates an extra cheese if enough cheese have been caught
          if @cheese_amount > @cheese.size * @cheese.size + 1
            # Creates a new one
            @cheese.push(make_cheese)
          end
        end
      end
    end
    
    # Draws the cheese
    for i in 0...@cheese.size
      draw_cheese(i, Color.new(10,200,20,255))
    end
    
    # Makes sure the trail isn't too short
    while @player_trail.size < Trail_Length
      # Adds the player positions into the trail
      @player_trail.push([@player_x,@player_y])
    end
    
    coords = @player_trail.shift
    # Draws the trail
    @contents.bitmap.fill_rect(coords[0]-(Size-1),coords[1]-(Size-1),
                          (Size*2)-1, (Size*2)-1, Color.new(0,0,0,255))
    #Calculates the steps per shade
    step = 200 / (Trail_Length)
    for i in 0...Trail_Length-1
      # Calculations
      coords = @player_trail[i]
      s = step*(Trail_Length-i)
      # Draws the trail
      @contents.bitmap.fill_rect(coords[0]-(Size-1),coords[1]-(Size-1),
                          (Size*2)-1, (Size*2)-1, Color.new(200-s,200-s,100-(s/2),255))
    end
                          
    # Draws the player
    @contents.bitmap.fill_rect(@player_x-(Size-1),@player_y-(Size-1),
                            (Size*2)-1, (Size*2)-1, Color.new(200,200,100,255))
    
    # If UP Is Pressed
    if Input.trigger?(Input::UP)
      @player_dir = 8 unless @player_dir == 2
    end
    # If DOWN Is Pressed
    if Input.trigger?(Input::DOWN)
      @player_dir = 2 unless @player_dir == 8
    end
    # If LEFT Is Pressed
    if Input.trigger?(Input::LEFT)
      @player_dir = 4 unless @player_dir == 6
    end
    # If RIGHT Is Pressed
    if Input.trigger?(Input::RIGHT)
      @player_dir = 6 unless @player_dir == 4
    end
    
    # Moves the player accordingly to the directions
    case @player_dir
    when 8  # Down
      @player_y -= @speed
    when 2  # Up
      @player_y += @speed
    when 4  # Left
      @player_x -= @speed
    when 6  # Right
      @player_x += @speed
    end
    # Warping the player
    @player_x = (@player_x) % @width
    @player_y = (@player_y) % @height
  end
  
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    @contents.bitmap.dispose
    @contents.dispose
  end
end Window_SLOLS_Info
  			Code:
#==============================================================================
# ** Window_SLOLS_Info
#==============================================================================
class Window_SLOLS_Info
  # Instructions
  Instructs = [
                'Navigate using the','arrow keys.',
                'Collect green dots.',
                'This is done by','going into them.',
                'A sound will play','when the loading','is finished',
                '','Enter to continue'
             ]
  
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(margin, border_thickness, cheese_variable)
    # The name of the arrow images
    @arrow_file_names = ["Down_Arrow.png", "Left_Arrow.png",
                         "Right_Arrows.png", "Up_Arrow.png"]
    # The arrow images
    @arrow_images = []
    for i in 0..3
      # Makes sure that the program keeps running if one or more of the files
      # given don't exists. (read: wrong filename or missing file)
      begin
        # Reads the bitmap
        bitmap = Bitmap.new('Graphics\\Pictures\\'+@arrow_file_names[i])
      rescue Exception => ex
        # Creates a blank 32x32 bitmap if the reading fails
        bitmap = Bitmap.new(32,32)
        # Prints the exception if in Debug mode.
        if $DEBUG
          p ex
        end
      end
      # Pushes the resulting bitmap into the array
      @arrow_images.push(bitmap)
    end
    
    # The margin and border thickness
    @margin = margin
    @border_thickness = border_thickness
    @cheese_variable = cheese_variable
    
    # Height with border excluding margin
    @height = 416-@margin
    
    # The instructions Sprite
    @instru = Sprite.new(Viewport.new(480 + @border_thickness,
                        48 + @border_thickness,
                        159 - @margin - @border_thickness*2,
                        282 - @margin*4 + 4))
    @instru.bitmap = Bitmap.new(159 - @margin - @border_thickness*2,
                               282 - @margin*4 + 4)
    @instru.bitmap.font.color = Color.new(225, 225, 225, 255)
    @instru.bitmap.font.size = 20
    
    
    # The main Sprite
    @contents = Sprite.new(Viewport.new(480, 0, 160, @height))
    @contents.bitmap = Bitmap.new(160, @height)
    @contents.bitmap.font.color = Color.new(225, 225, 225, 255)
    @contents.bitmap.font.size = 22
    refresh
  end
  
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Simplifying the variables used
    border = @border_thickness
    spacing = @margin + border
    
    # Removes any old contents, garbage and so on.
    @contents.bitmap.clear
    # Draws the white block used for the border of the score
    @contents.bitmap.fill_rect(0,@margin,159-@margin,22+border*2,
                                Color.new(225, 225, 225, 255))
    # Draws the white block used for the border of the instructions
    @contents.bitmap.fill_rect(0,48,159-@margin,282+border*2-@margin*4+4,
                                Color.new(225, 225, 225, 255))
    # Draws a black block on the white block creating the border.
    @contents.bitmap.fill_rect(border, 48+border,159-spacing-border,
                               282-@margin*4+4, Color.new(0, 0, 0, 0))
    
    # Draws the left arrow
    @contents.bitmap.blt(0,373-@margin,@arrow_images[1],Rect.new(0,0,43,43))
    # Draws the down arrow
    @contents.bitmap.blt(43+@margin,373-@margin,@arrow_images[0],
                         Rect.new(0,0,43,43))
    # Draws the right arrow
    @contents.bitmap.blt(43*2+@margin*2,373-@margin,@arrow_images[2],
                         Rect.new(0,0,43,43))
    # Draws the up arrow
    @contents.bitmap.blt(43+@margin,330-@margin*2,@arrow_images[3],
                         Rect.new(0,0,43,43))
    
    # Draws the text 'Instructions:'
    @contents.bitmap.draw_text(border, 48, 150-border*2, 22, 'Instructions',1)
    
    # Draws the intructions
    for i in 0...Instructs.size
      # Gets the string
      str = Instructs[i]
      # Draws the string
      @instru.bitmap.draw_text(2, 22*(i+1), 150-border*2, 20, str,1)
    end
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    # Simplifying the variables used
    border = @border_thickness
    spacing = @margin + border
    # Updates the sprite
    @contents.update
    # Removes old contents
    @contents.bitmap.fill_rect(border, spacing, 159-spacing-border, 22,
                               Color.new(0, 0, 0, 0))
    # Draws the amount of dots collected
    @contents.bitmap.draw_text(border, spacing, 153-spacing, 22,
                               $game_variables[@cheese_variable].to_s, 2)
    # Draws the text 'Dots:'
    @contents.bitmap.draw_text(border+2, spacing, 157-spacing, 22, 'Dots:')
  end
  
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    @contents.bitmap.dispose
    @contents.dispose
  end
endI have collected them all in 1 file which can be downloaded here: http://paste-bin.com/view/4e3b2236
Instructions
You must have these pictures in your graphics\pictures folder or the arrow keys shown on the picture will be missing:
![[Image: Down_Arrow.png]](http://bb.xieke.com/files/Down_Arrow.png) 
 ![[Image: Left_Arrow.png]](http://bb.xieke.com/files/Left_Arrow.png)
![[Image: Right_Arrow.png]](http://bb.xieke.com/files/Right_Arrow.png) 
 ![[Image: Up_Arrow.png]](http://bb.xieke.com/files/Up_Arrow.png)
The Script:
This script used the global variable $loader.
It can run without $loader being initialized in which case the script considers the loading as done.
To use $loader you must set it to a Thread. The syntax is:
Thread.new( [arg]* ) {| args | block } -> aThread (Reference)
An example:
$loader = Thread.new { MyClass.new }
To get the SLOLS scene use this syntax:
$scene = Scene_SLOLS.new(scene=Scene_Map.new)
scene will be used to set the scene that comes after Scene_SLOLS. The scene to be used after finished loading and player pressing trigger.
An example; syntax for standard scene: (Scene_Map)
Code:
$scene = Scene_SLOLS.new
# or
$scene = Scene_SLOLS.new(Scene_Map.new)There also are the Margin (in pixels) and the Border_Thickness (in pixels).
Changing these may break the design. The info bar with the instructions is a bit fragile.
FAQ
None yet
Compatibility
Should be independent which increases compatibility.
Credits and Thanks
I would like to thank everyone using their time to try and use SLOLS.
I would like to thank everyone reading this topic.
Thanks.
Author's Notes
I don't recommend letting the script being 'loaded' change the $scene as makes the SLOLS stop rather suddenly from my point of view (Players position).
And finally: ENJOY!
- Zeriab

 
 
 SLOLS:  Snake Look-alike on Load Script
 SLOLS:  Snake Look-alike on Load Script
 

