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Simple Pedometer HUD

Started by cozziekuns, May 02, 2010, 05:34:23 PM

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cozziekuns

Simple Pedometer HUD
Version: 1.1a
Author: cozziekuns
Date: May 2, 2010

Version History




  • <Version 1.0> 05.02.2010 - Original Release
  • <Version 1.0b> 05.02.2010 - Made the X and Y module
  • <Version 1.1a> 05.02.2010 - With the help of Deity and MA, you can now disable the pedometer with Q, and enable with W.

Planned Future Versions


  • <Version 1.1b> Pausing.

Description



A simple pedometer HUD. The only reason I can see that this could be useful is if you have an item akin to an egg in pokemon, where the item will hatch, break, etc on a specific step count, and you want your player to be able to see how many steps his walked.

Features


  • A simple pedometer HUD.
  • Updates itself.
  • Up to 5 digits, or 99999 Steps before it breaks down.
  • Resettable.
  • Shows up as a variable.
  • Able to disable

Screenshots



Instructions

See the header. You can change the modules as you like as well. To reset the pedometer, just set the variable (default is 1) to 0.

Script




#===============================================================================
#
# Cozziekuns' Simple Pedometer HUD
# Last Date Updated: 4/10/2010
#
# A pedometer that counts your steps. It can be reset. The step count is stored
# in the variable 1 by default.
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 05/02/10 - Started Script.
# o 05/02/10 - Created the X and Y function on the module.
# o 05/02/10 - Made disabling possible.
#===============================================================================
# What's to come?
# -----------------------------------------------------------------------------
# o Pausing?
# o I dunno. You tell me!
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#===============================================================================

module COZZIEKUNS
 VARIABLE = 1 # The variable where the step count is stored
 PEDOMETER = "Pedometer" # The text above the step count.
 ICON = 48 # The Icon aligned left of the step count.
 X = 384 # The X co-ordinate of the window.
 Y = 328 # The Y co-ordinate of the window.
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================

class Scene_Map < Scene_Base
 #--------------------------------------------------------------------------
 # * Start processing
 #--------------------------------------------------------------------------
 def start
   super
   $game_map.refresh
   @spriteset = Spriteset_Map.new
   @CozX = COZZIEKUNS::X
   @CozY = COZZIEKUNS::Y
   @pedometer_window = Window_Pedometer.new(@CozX, @CozY)
   @message_window = Window_Message.new
 end
 
 #--------------------------------------------------------------------------
 # * Termination Processing
 #--------------------------------------------------------------------------
 def terminate
   super
   if $scene.is_a?(Scene_Battle)     # If switching to battle screen
     @spriteset.dispose_characters   # Hide characters for background creation
   end
   snapshot_for_background
   @spriteset.dispose
   @pedometer_window.dispose
   @message_window.dispose
   if $scene.is_a?(Scene_Battle)     # If switching to battle screen
     perform_battle_transition       # Execute pre-battle transition
   end
 end
 
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   super
   if Input.trigger?(Input::L)
     @pedometer_window.visible = false
   end
   if Input.trigger?(Input::R)
     @pedometer_window.visible = true
   end
   $game_map.interpreter.update      # Update interpreter
   $game_map.update                  # Update map
   $game_player.update               # Update player
   $game_system.update               # Update timer
   @spriteset.update                 # Update sprite set
   @message_window.update            # Update message window
   @pedometer_window.update
   unless $game_message.visible      # Unless displaying a message
     update_transfer_player
     update_encounter
     update_call_menu
     update_call_debug
     update_scene_change
   end
 end
end

#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles maps. It includes event starting determinants and map
# scrolling functions. The instance of this class is referenced by $game_map.
#==============================================================================  

class Game_Player < Game_Character
 #--------------------------------------------------------------------------
 # * Increase Steps
 #--------------------------------------------------------------------------
 def increase_steps
   super
   return if @move_route_forcing
   return if in_vehicle?
   @variable = COZZIEKUNS::VARIABLE
   $game_party.increase_steps
   $game_party.on_player_walk
   $game_variables[@variable] += 1
 end
end

#==============================================================================
# ** Window_Pedometer
#------------------------------------------------------------------------------
#  This window displays a pedometer
#==============================================================================

class Window_Pedometer < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     x : window X coordinate
 #     y : window Y coordinate
 #--------------------------------------------------------------------------
 def initialize(x, y)
   super(x, y, 160, WLH + 64)
   @variable = COZZIEKUNS::VARIABLE
   refresh
 end
 #--------------------------------------------------------------------------
 # * Step_Count
 #--------------------------------------------------------------------------
 def step_count
   @stepcount = $game_variables[1]
   steps = @stepcount
   result = sprintf("%05d", steps)
   return result
 end
 
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   if $game_variables[2] = 1
   text = step_count
   texta = COZZIEKUNS::PEDOMETER
   self.contents.font.color = system_color
   draw_icon(COZZIEKUNS::ICON, 4, 32)
   self.contents.draw_text(4, 0, 120, WLH, texta, 1)
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 32, 120, WLH ,text, 2)
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   if $game_variables[@variable] != step_count
     refresh
   end
 end
end


Credit




  • cozziekuns

Thanks




  • Deity
  • Modern Algebra

Support



Just post down here.

Known Compatibility Issues

Seems like it gets in the way of Active Battle System HUD's. Though you could just change the X and Y co-ordinates.

Demo



See attached.

Restrictions

:ccby:

modern algebra

Yeah, it does seem like it has limited uses. It's cool nonetheless :)

cozziekuns

Thanks for the positive feedback! Hope someone can find more uses for this then I could.

modern algebra

Well, I think it could be useful for some minigames; for instance, maybe they could make a maze that you only have a limited number of steps to get through it or else you lose; stuff like that.

cozziekuns

That's a nice idea, but at the moment I can't find a way to disable the script -.- So using it for a minigame wouldn't be a good idea, unless your willing to have it on for the whole game just for those one or two minigames.


Deity

Hay nice idea!
To disable the script you've only to change the visibility of the window.
Use the window-class variable visible = boolean to change the visibility.

Deity
Greetings
DigiDeity


├Work┤
├Contact┤


harl4101

Is There any way to get rid of stuff on Mr Mo mo's ABS HUD
Hey if you need anything just ask.

cozziekuns

#7
Quote from: harl4101 on May 02, 2010, 06:26:53 PM
Is There any way to get rid of stuff on Mr Mo mo's ABS HUD

Lol no.

Jokes, just move the x, y co-ordinates somewhere else. And if I'm not mistaken, I think Mr Mo's ABS is for RPG Maker XP... This is for RPG Maker VX. Sorry.

@Deity: Great idea! I'll try it now.

harl4101

Quote from: cozziekuns on May 02, 2010, 06:35:51 PM
Quote from: harl4101 on May 02, 2010, 06:26:53 PM
Is There any way to get rid of stuff on Mr Mo mo's ABS HUD

Lol no.

Jokes, just move the x, y co-ordinates somewhere else. And if I'm not mistaken, I think Mr Moo's ABS is for RPG Maker XP... This is for RPG Maker VX. Sorry.

@Deity: Great idea! I'll try it now.

What line is It On? And Yea Xp :D
Hey if you need anything just ask.

cozziekuns

Quote from: harl4101 on May 02, 2010, 07:13:01 PM
What line is It On? And Yea Xp :D

Well, I updated it so the X and Y co-ordinates can be changed easily through the module. Still no progress on disabling it though. Killing the opacity doesn't seem to destroy the text, and I don't want to dispose the window, because then it won't be updating constantly...

modern algebra

Why won't:


@pedometer_window.visible = false


work?

cozziekuns

Quote from: modern algebra on May 02, 2010, 08:39:23 PM
Why won't:


@pedometer_window.visible = false


work?

Wow, I was doing a lot more than that. It worked in the end. Thanks Deity and Modern Algebra!