KLotto ACE

kyonides

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KLotto ACE

by Kyonides Arkanthes


Introduction

Do you recall my script Gem Roulette?
Yes, the one with the spinning wheel made out of gems!
Well, here's an interesting variant of it, this time is about the lotto!


This script can be customize up to a certain point, still, it can be used as a plug & play script as well, if you don't edit anything.

Yes, the spheres do fly!


Screenshot

NOTES

You'll need a picture that includes all the different colored spheres distributed in a single horizontal strip.
The width and the height of each individual frame cell should be identical, making it an actual square.

VX Ace Script
Code:
# * KLotto ACE
#   Scripter : Kyonides Arkanthes
#   v1.0.6 - 2019-11-19

# This scriptlet will let you partake in raffles. Once the raffles are over, the
# scene will change back to the current map.

# * Script Calls *

# KLotto.set(OptionsHash)
#   Optional - It lets you customize the KLottoShop
#   The following options you can use to replace OptionsHash are optional.
#   id: 1                   - Changes the shop ID.
#   name: 'Claudia's Lotto' - Changes the shop's name.
#   cost: 25                - Changes the ticket cost.
#   prizes: [25000, 5000]   - Changes the amount of the prize.
#   max: 5                  - Changes the number of columns aka digits.

# SceneManager.goto(KLottoShop)
#   Opens the shop no matter if you have called KLotto.set before or not.

# $game_system.winner_tickets
#   Array of Strings - List of previous winner tickets.

# $game_party.winner_tickets
#   Array of Strings - List of winner tickets the party has ever purchased.

# $game_party.purchase_lotto_tickets
# $game_party.purchase_lotto_tickets(Total)
#   Yes, via a script call you can let the player buy some tickets.
#   The Total number can be omitted, its default value is 1.

# $game_party.has_lotto_ticket?(String)
#   String should be a Number converted to a String by calling Number.to_s

# $game_party.discard_lotto_tickets
#   Forces the player to dispose of every single lotto ticket.

module KLotto
  TICKET_ITEM_ID = 31
  PREVIOUS_TICKETS_MAX = 10
  TICKET_PRICE = 10
  DEFAULT_GOLD = [10000, 5000, 2000]
  SPHERES_MIN = 3
  SPHERE_WIDTH = 32 # In Pixels
  FIRST_SPHERE_X = 280
  FILENAME = 'spheres32'
  SE_STARTUP = '056-Right02'
  GENERIC_NAME = 'Generic Lotto'
  PRIZES = 'Current Prizes'
  PARTY_GOLD = 'Your Money'
  WINNING_TICKET_LABEL = 'Winning Ticket'
  PAST_WINNING_TICKETS_LABEL = 'Past Winning Tickets'
  NAME_FONT_SIZE = 32
  WINNING_LABEL_FONT_SIZE = 24
  WINNING_NUMBER_FONT_SIZE = 32
  PREVIOUS_TICKETS_FONT_SIZE = 24
  PRIZE_LABEL_FONT_SIZE = 24
  PRIZE_FONT_SIZES = [32, 28, 24]
  @options = {} # Do Not Touch This!
  def self.options() @options end
  def self.set(hash={}) @options = hash end
end

module LottoSpriteMod
  attr_accessor :number
end

class KLottoTicket
  def initialize(number=nil)
    @number = number || rand(10).to_s + rand(10).to_s + rand(10).to_s
  end
  attr_reader :number
end

class Game_System
  alias :kyon_lotto_gm_sys_init :initialize
  def initialize
    kyon_lotto_gm_sys_init
    @winner_tickets = []
  end

  def tickets_maintenance
    length = @winner_tickets.size - KLotto::PREVIOUS_TICKETS_MAX
    length.times{ @winner_tickets.shift }
  end
  attr_reader :winner_tickets
end

class Game_Party
  alias :kyon_lotto_gm_party_init :initialize
  def initialize
    kyon_lotto_gm_party_init
    @lotto_tickets = []
    @winner_tickets = []
  end

  def purchase_lotto_tickets(total=1)
    return 0 if total < 1
    gain_item($data_items[KLotto::TICKET_ITEM_ID], total)
    total.times{ @lotto_tickets << KLottoTicket.new }
  end

  def discard_lotto_tickets
    gain_item(KLotto::TICKET_ITEM_ID, -@lotto_tickets.size)
    @lotto_tickets.clear
  end
  def has_lotto_ticket?(number) @lotto_tickets.include?(number) end
  attr_reader :lotto_tickets, :winner_tickets
end

class KLottoShop
  include KLotto
  def initialize
    options = KLotto.options
    @id = options.delete(:id) || 0
    @name = options.delete(:name) || GENERIC_NAME
    @cost = options.delete(:cost) || TICKET_PRICE
    @prizes = options.delete(:prizes) || DEFAULT_GOLD
    @spheres_max = options.delete(:total) || SPHERES_MIN
    @raffles_max = @prizes.size
    @raffles = 0
    @spheres = {}
    @indexes = Array.new(@spheres_max, 0)
    @radius_x = 24
    @radius_y = 64
    @d = 2.0 * Math::PI / @spheres_max
    @moving_frames = 15
    @cy = 208
    @x_offset = []
    @sprites = []
    @gold_label = $data_system.currency_unit
    @stage = :main
  end

  def main
    @width = $HIDDENCHEST ? Graphics.width : 640
    h = 36
    @bg = Sprite.new
    @bg.bitmap = SceneManager.background_bitmap
    @bg.color.set(16, 16, 16, 128)
    @sprites << @shop_label = Sprite.new
    @shop_label.x = 120
    @shop_label.y = 4
    b = Bitmap.new(@width - 240, NAME_FONT_SIZE + 4)
    b.font.size = NAME_FONT_SIZE
    b.draw_text(b.rect, @name, 1)
    @shop_label.bitmap = b
    h = PRIZE_LABEL_FONT_SIZE + 4
    @sprites << @prize_label = Sprite.new
    @prize_label.x = @plx = @width - 208
    @prize_label.y = @ply = 32
    @prize_label.bitmap = b = Bitmap.new(200, h)
    b.font.size = PRIZE_LABEL_FONT_SIZE
    b.draw_text(b.rect, PRIZES, 1)
    make_prize_labels
    sprite = @sprites[-1]
    @sprites << @party_gold_label = Sprite.new
    @party_gold_label.x = sprite.x
    @party_gold_label.y = sprite.y + h + 8
    @party_gold_label.bitmap = b = Bitmap.new(200, h)
    b.font.size = PRIZE_LABEL_FONT_SIZE
    b.draw_text(b.rect, PARTY_GOLD, 1)
    @sprites << @gold_sprite = Sprite.new
    @gold_sprite.x = @party_gold_label.x
    @gold_sprite.y = @party_gold_label.y + h
    @gold_bitmap = Bitmap.new(200, h)
    refresh_party_gold
    @gold_sprite.bitmap = @gold_bitmap
    @sprites << @winner_label = Sprite.new
    @winner_label.x = 4
    @winner_label.y = 32
    @winner_label.bitmap = b = Bitmap.new(208, WINNING_LABEL_FONT_SIZE + 4)
    b.font.size = WINNING_LABEL_FONT_SIZE
    b.draw_text(b.rect, WINNING_TICKET_LABEL, 1)
    @sprites << @winner_ticket = Sprite.new
    @winner_ticket.x = 8
    @winner_ticket.y = 58
    @winner_bitmap = Bitmap.new(200, WINNING_NUMBER_FONT_SIZE + 4)
    @winner_bitmap.font.size = WINNING_NUMBER_FONT_SIZE
    @winner_ticket.bitmap = @winner_bitmap
    make_past_tickets
    refresh_past_tickets_list
    make_spheres
    Graphics.transition
    main_loop while @stage
    terminate
  end

  def terminate
    Graphics.freeze
    @spheres_max.times do |n|
      @spheres[n].each{|s| s.dispose }
    end
    @spheres.clear
    @sprites.each{|s| s.dispose }
    @sprites.clear
    @bg.dispose
    $game_party.discard_lotto_tickets
  end

  def make_prize_labels
    @raffles_max.times do |n|
      h = PRIZE_FONT_SIZES[n]
      @sprites << sprite = Sprite.new
      sprite.x = @plx
      sprite.y = @ply - 4 + h + n * 4 + 24 * n
      sprite.bitmap = bit = Bitmap.new(200, h)
      bit.font.size = h
      bit.draw_text(bit.rect, DEFAULT_GOLD[n].to_s, 1)
    end
  end

  def make_spheres
    spheres = Cache.picture(FILENAME)
    sh = spheres.height
    @spheres_max.times do |m|
      @spheres[m] = slot = []
      w = SPHERE_WIDTH * m
      @x_offset << offset = m * 36
      10.times do |n|
        sprite = Sprite.new
        sprite.extend(LottoSpriteMod)
        sprite.number = n.to_s
        rand(4) % 2 == 0 ? slot.push(sprite) : slot.unshift(sprite)
        sprite.x = FIRST_SPHERE_X + offset - 8
        sprite.y = @cy
        sprite.z = 1000
        sprite.bitmap = spheres.dup
        sprite.bitmap.draw_text(w, 0, SPHERE_WIDTH, 24, sprite.number, 1)
        sprite.src_rect.set(w, 0, SPHERE_WIDTH, sh)
      end
      @indexes[m] = slot[-1].number.to_i
    end
    spheres.dispose
  end

  def make_past_tickets
    @sprites << @past_tickets_label = Sprite.new
    @past_tickets_label.x = 8
    @past_tickets_label.y = @winner_ticket.y + PREVIOUS_TICKETS_FONT_SIZE + 16
    h = PREVIOUS_TICKETS_FONT_SIZE + 4
    @past_tickets_label.bitmap = b = Bitmap.new(200, h)
    b.draw_text(b.rect, PAST_WINNING_TICKETS_LABEL, 1)
    @sprites << @past_tickets = Sprite.new
    @past_tickets.x = 8
    @past_tickets.y = @past_tickets_label.y + 28
    @past_bitmap = Bitmap.new(200, PREVIOUS_TICKETS_MAX * 24 + 4)
    @past_tickets.bitmap = @past_bitmap
  end

  def refresh_past_tickets_list
    @past_bitmap.clear
    tickets = $game_system.winner_tickets
    max = tickets.size
    w = @past_bitmap.width
    max.times{|n| @past_bitmap.draw_text(0, n * 24, w, 24, tickets[n], 1) }
  end

  def refresh_party_gold
    @gold_bitmap.clear
    @gold_bitmap.font.size = PRIZE_LABEL_FONT_SIZE
    @gold_bitmap.draw_text(@gold_bitmap.rect, $game_party.gold.to_s, 1)
  end

  def main_loop
    Graphics.update
    Input.update
    update
  end

  def update
    if @stage == :main
      update_start
    elsif @stage == :spin
      update_spheres
    elsif @stage == :fall
      update_fall
    elsif @stage == :standby
      update_stand_by
    elsif @stage == :exit
      update_exit
    end
  end

  def update_start
    if Input.trigger?(Input::B)
      update_exit
      return
    elsif Input.trigger?(Input::C)
      Sound.play_ok
      @raffles += 1
      @digits = ''
      @steps = 60 + rand(40)
      @stage = :spin
    end
  end

  def update_spheres
    d1 = -@d / @moving_frames * 2
    @spheres_max.times do |m|
      col = @spheres[m]
      10.times do |n|
        o = n - @indexes[m]
        d = @d * o + d1 * @steps
        sx = FIRST_SPHERE_X + @x_offset[m] - 20
        sphere = col[n]
        sphere.x = sx - (@radius_x * Math.sin(d)).round
        sphere.y = @cy - 60 + (@radius_y * Math.cos(d)).round
      end
    end
    @steps -= 1
    @stage = :fall if @steps == 0
  end

  def update_fall
    Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
    @spheres_max.times do |m|
      offset = @x_offset[m]
      col = @spheres[m]
      z_pos = []
      10.times do |n|
        z_order = rand(100)
        random = rand(50) % 3
        sprite = col[n]
        sprite.x = FIRST_SPHERE_X + offset - 8
        sprite.y = @cy
        sprite.z = 1000 + (rand(160) % 3 == 0 ? z_order : -z_order)
        z_pos = sprite.z
      end
      sprite = col.sort{|a,b| b.z <=> a.z }[0]
      @digits += sprite.number
    end
    @winner_bitmap.font.size = WINNING_NUMBER_FONT_SIZE
    @winner_bitmap.draw_text(@winner_bitmap.rect, @digits, 1)
    @stage = :standby
  end

  def update_stand_by
    return unless Input.trigger?(Input::B) or Input.trigger?(Input::C)
    Sound.play_ok
    $game_system.winner_tickets << @digits
    $game_system.tickets_maintenance
    refresh_past_tickets_list
    @winner_bitmap.clear
    if $game_party.has_lotto_ticket?(@digits)
      $game_party.winning_tickets << KLottoTicket.new(@digits)
      $game_party.gain_gold(@prizes[@raffles - 1])
      refresh_party_gold
    end
    @stage = @raffles_max > @raffles ? :main : :exit
  end

  def update_exit
    Sound.play_cancel
    $game_party.discard_lotto_tickets
    SceneManager.goto(Scene_Map)
    @stage = nil
  end
end
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