class Scene_Exit < Scene_Base
def start
super
create_menu_background
create_command_window
end
def post_start
super
open_command_window
end
def pre_terminate
super
close_command_window
end
def terminate
super
dispose_command_window
dispose_menu_background
end
def update
super
update_menu_background
@command_window.update
if Input.trigger?(Input::B)
elsif Input.trigger?(Input::C)
case @command_window.index
when 0
command_wyjscie
when 1
command_powrot
end
end
end
def update_menu_background
super
@menuback_sprite.tone.set(0, 0, 0, 128)
end
def create_command_window
s1 = "Zakończ grę"
s2 = "Wróć do gry"
@command_window = Window_Command.new(172, [s1, s2])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = (416 - @command_window.height) / 2
@command_window.openness = 0
end
def dispose_command_window
@command_window.dispose
end
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
def command_wyjscie
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
end
def command_powrot
Sound.play_decision
$scene = Scene_Title.new
end
end
class Scene_Title < Scene_Base
def command_shutdown
Sound.play_decision
$scene = Scene_Exit.new
end
end