Berans' Interactive Piano Script
Authors: Berans, Blizzard
Version: 1.12
Type: Interactive Music Player
Key Term: Misc System
Authors: Berans, Blizzard
Version: 1.12
Type: Interactive Music Player
Key Term: Misc System
Introduction
This script creates a virtual piano keyboard to play some tunes on. It makes use of Custom Game Controls in "Tons of Add-ons" by Blizzard to allow full keyboard functionality.
Now included "code input" functionality
Features
- 4-octave, 48 key, piano keyboard
- Graphics and Sound samples supplied in the demo
- Uses Custom Game Controls from "Tons of Add-ons" by Blizzard
- Virtually lagfree
- Hours of fun
- NEW: Now features brand-new "Code Input" functionality
Screenshots
Demo
Demo
New demo, version 1.12 ^_^
Script
#==============================================================================
#==============================================================================
#Berans' "Interactive Piano" script v1.12
#Last edited: 24 August 2008
#
#------------------------------------------------------------------------------
#What's new in v1.12
# - Improved parsing so that codes longer than 1 line will no longer give
# problems
#------------------------------------------------------------------------------
#
#------------------------------------------------------------------------------
#What's new in v1.11
# - Script now features support for "input codes"
# - Raises an error when Tons of Add-ons is not installed
#------------------------------------------------------------------------------
#
#------------------------------------------------------------------------------
#
#This script creates an interactive piano to play with. It makes use of
#Blizzard's Custom Game Controls from his "Tons of Add-ons" script, to allow
#for all different keyboard inputs.
#
#Credits: Berans - Creating the script, graphics and sounds
# Blizzard - For use of his Custom Game Controls from "Tons of Add-ons"
#------------------------------------------------------------------------------
#Features
#------------------------------------------------------------------------------
# - 4-octave keyboard (48 keys)
# - Graphics and sound samples included
# - Uses Custom Game Controls from "Tons of Add-ons" by Blizzard
# - Virtually lagfree
# - Loads of fun ;)
# - NEW: You can now use the piano to input codes
#------------------------------------------------------------------------------
#Compatibility
#------------------------------------------------------------------------------
#This script should not have incompatibility issues with other scripts,
#including the SDK.
#This script requires the Custom Game Controls from Tons of Add-ons to operate
#properly. Unless the script is changed, the Custom Game Controls must be set up
#as in the demo.
#
#==============================================================================
#Instructions
#==============================================================================
#
#------------------------------------------------------------------------------
#Set up
#------------------------------------------------------------------------------
# - Download the demo of script was obtained separately
# - Copy Audio files from the "Audio/BGM" folder to your own project
# - Feel free to provide your own Audiofiles, provided they use the same names
# - Copy the picture files from "Graphics/Pictures" folder to your own project
# - Use the import feature to set the piano's transparant color to white
# - Use the import feature to set the "Piano Lights" transparant color to white
# and the semi-transparant color to the other color used
# - Feel free to play around with the color used for the lights to create your
# own feel
# - Insert this script into your own project if you haven't already done so :P
# - Insert the demo's "Tons of Add-ons" script into your project (all 3 parts)
# if you don't have Tons of Add-ons yet. Otherwise, just replace your Custom
# Game Controls with the one in the demo.
# - To customize the keys, just change the set-up in Tons of Add-ons.
# It is recommended to leave the key's names the same
# example: Instead of FS = [Key['\\']] you could make it FS = [Key['`']]
#
#------------------------------------------------------------------------------
#Using the script
#------------------------------------------------------------------------------
# - Call the scene from an event using a script call
# - Put the following in the script call "$scene = Scene_Piano.new"
# (leave out the quotes)
# - You can change the script call as follows to create a "musical code" that
# turns on a game switch when entered correctly
# $scene = Scene_Piano.new(switch,code,mode) see "further instruction" below
# for how to use this feature
#
#------------------------------------------------------------------------------
#Further instructions
#------------------------------------------------------------------------------
#
# Using the "Code input" feature:
# call the script with the format $scene = Scene_Piano.new(switch,code,mode)
# replace switch with the switch number you want to have turned on by a
# correct input. Replace code by a "musical code" of the following format:
# 'C1B1As1D1'
# The format must include the single quotes. Everything up to the numer
# represents a note. i.e C1 is the first C on the keyboard. Notes with an s in
# the name represent sharps. The sharp notes include Cs,Ds,Fs,Gs and As
# and the non-sharp notes include C-G
# Finally, you can replace mode by either 0, 1 or 2 to have a different style
# of inputting the code
# mode 0 means that, if you get the code wrong, nothing happens
# mode 1 means that, if you get the code wrong, a sound plays notifying you
# of the wrong input, and the input starts over
# mode 2 means that, if you get the code wrong, a sound plays and the scene
# is quit to map
# leaving mode out automatically uses mode 0
#==============================================================================
#==============================================================================
#==============================================================================
#**Scene_Piano
#------------------------------------------------------------------------------
#This class handles processing for the piano screen
#==============================================================================
class Scene_Piano
#----------------------------------------------------------------------------
#*Object initializations
#----------------------------------------------------------------------------
def initialize(switch = nil, string = nil, mode = 0)
if $tons_version == nil || $tons_version < 6.56
raise 'This script requires Custom Game Controls from Tons of add-ons.' +
'Please get Tons of Add-ons 6.56 or higher.'
end
@switch = switch
@string = ''
unless string == nil
@required = string.gsub("\n"){nil}
end
@mode = mode
end
#----------------------------------------------------------------------------
#*Main processing
#----------------------------------------------------------------------------
def main
#Memorize Map/Menu BGM
$game_system.bgm_memorize
#Fade out BGM
$game_system.bgm_fade(2)
#Memorize Map/Menu BGS
$game_system.bgs_memorize
#Fade out BGS
$game_system.bgs_fade(2)
#This keeps track of the animation frames for the piano's lighting effects
@animation = []
#create a value for @animation for each key
for i in 0...48
@animation.push(-1)
end
#Create spritesets
@spriteset = Spriteset_Map.new
@piano = Spriteset_Piano.new
#Create windows
@piano_dummy = Piano_Dummy.new
@help_window = Window_PianoHelp.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
#Dispose windows and spriteset
@spriteset.dispose
@piano.dispose
@piano_dummy.dispose
@help_window.dispose
#Restore Map/Menu BGM
$game_system.bgm_restore
#Restore Map/Menu BGS
$game_system.bgs_restore
#Ensure that events are updated if switch has changed
$game_map.refresh
end
#----------------------------------------------------------------------------
#*Frame update
#----------------------------------------------------------------------------
def update
if Input.trigger?(Input::CTRL)
$scene = Scene_Map.new
end
#Check for inputs for every different key
if Input.trigger?(Input::ONE)
Audio.se_play("Audio/SE/C4",100,100)
@string += 'C4'
@animation[21] = 0
@piano_dummy.refresh(21)
end
if Input.trigger?(Input::TWO)
Audio.se_play('Audio/SE/Cs4',100,100)
@string += 'Cs4'
@animation[43] = 0
@piano_dummy.refresh(43)
end
if Input.trigger?(Input::THREE)
Audio.se_play("Audio/SE/D4",100,100)
@string += 'D4'
@animation[22] = 0
@piano_dummy.refresh(22)
end
if Input.trigger?(Input::FOUR)
Audio.se_play("Audio/SE/Ds4",100,100)
@string += 'Ds4'
@animation[44] = 0
@piano_dummy.refresh(44)
end
if Input.trigger?(Input::FIVE)
Audio.se_play("Audio/SE/E4",100,100)
@string += 'E4'
@animation[23] = 0
@piano_dummy.refresh(23)
end
if Input.trigger?(Input::SIX)
Audio.se_play("Audio/SE/F4",100,100)
@string += 'F4'
@animation[24] = 0
@piano_dummy.refresh(24)
end
if Input.trigger?(Input::SEVEN)
Audio.se_play("Audio/SE/Fs4",100,100)
@string += 'Fs4'
@animation[45] = 0
@piano_dummy.refresh(45)
end
if Input.trigger?(Input::EIGHT)
Audio.se_play("Audio/SE/G4",100,100)
@string += 'G4'
@animation[25] = 0
@piano_dummy.refresh(25)
end
if Input.trigger?(Input::NINE)
Audio.se_play('Audio/SE/Gs4',100,100)
@string += 'Gs4'
@animation[46] = 0
@piano_dummy.refresh(46)
end
if Input.trigger?(Input::ZERO)
Audio.se_play('Audio/SE/A4',100,100)
@string += 'A4'
@animation[26] = 0
@piano_dummy.refresh(26)
end
if Input.trigger?(Input::DASH)
Audio.se_play('Audio/SE/As4',100,100)
@string += 'As4'
@animation[47] = 0
@piano_dummy.refresh(47)
end
if Input.trigger?(Input::IS)
Audio.se_play('Audio/SE/B4',100,100)
@string += 'B4'
@animation[27] = 0
@piano_dummy.refresh(27)
end
if Input.trigger?(Input::QQ)
Audio.se_play('Audio/SE/C3',100,100)
@string += 'C3'
@animation[14] = 0
@piano_dummy.refresh(14)
end
if Input.trigger?(Input::WW)
Audio.se_play('Audio/SE/Cs3',100,100)
@string += 'Cs3'
@animation[38] = 0
@piano_dummy.refresh(38)
end
if Input.trigger?(Input::E)
Audio.se_play('Audio/SE/D3',100,100)
@string += 'D3'
@animation[15] = 0
@piano_dummy.refresh(15)
end
if Input.trigger?(Input::RR)
Audio.se_play('Audio/SE/Ds3',100,100)
@string += 'Ds3'
@animation[39] = 0
@piano_dummy.refresh(39)
end
if Input.trigger?(Input::T)
Audio.se_play('Audio/SE/E3',100,100)
@string += 'E3'
@animation[16] = 0
@piano_dummy.refresh(16)
end
if Input.trigger?(Input::YY)
Audio.se_play('Audio/SE/F3',100,100)
@string += 'F3'
@animation[17] = 0
@piano_dummy.refresh(17)
end
if Input.trigger?(Input::U)
Audio.se_play('Audio/SE/Fs3',100,100)
@string += 'Fs3'
@animation[40] = 0
@piano_dummy.refresh(40)
end
if Input.trigger?(Input::I)
Audio.se_play('Audio/SE/G3',100,100)
@string += 'G3'
@animation[18] = 0
@piano_dummy.refresh(18)
end
if Input.trigger?(Input::O)
Audio.se_play('Audio/SE/Gs3',100,100)
@string += 'Gs3'
@animation[41] = 0
@piano_dummy.refresh(41)
end
if Input.trigger?(Input::P)
Audio.se_play('Audio/SE/A3',100,100)
@string += 'A3'
@animation[19] = 0
@piano_dummy.refresh(19)
end
if Input.trigger?(Input::LBRACK)
Audio.se_play('Audio/SE/As3',100,100)
@string += 'As3'
@animation[42] = 0
@piano_dummy.refresh(42)
end
if Input.trigger?(Input::RBRACK)
Audio.se_play('Audio/SE/B3',100,100)
@string += 'B3'
@animation[20] = 0
@piano_dummy.refresh(20)
end
if Input.trigger?(Input::X)
Audio.se_play('Audio/SE/C2',100,100)
@string += 'C2'
@animation[7] = 0
@piano_dummy.refresh(7)
end
if Input.trigger?(Input::Y)
Audio.se_play('Audio/SE/CS2',100,100)
@string += 'Cs2'
@animation[33] = 0
@piano_dummy.refresh(33)
end
if Input.trigger?(Input::Z)
Audio.se_play('Audio/SE/D2',100,100)
@string += 'D2'
@animation[8] = 0
@piano_dummy.refresh(8)
end
if Input.trigger?(Input::F)
Audio.se_play('Audio/SE/Ds2',100,100)
@string += 'Ds2'
@animation[34] = 0
@piano_dummy.refresh(34)
end
if Input.trigger?(Input::G)
Audio.se_play('Audio/SE/E2',100,100)
@string += 'E2'
@animation[9] = 0
@piano_dummy.refresh(9)
end
if Input.trigger?(Input::H)
Audio.se_play('Audio/SE/F2',100,100)
@string += 'F2'
@animation[10] = 0
@piano_dummy.refresh(10)
end
if Input.trigger?(Input::J)
Audio.se_play('Audio/SE/Fs2',100,100)
@string += 'Fs2'
@animation[35] = 0
@piano_dummy.refresh(35)
end
if Input.trigger?(Input::K)
Audio.se_play('Audio/SE/G2',100,100)
@string += 'G2'
@animation[11] = 0
@piano_dummy.refresh(11)
end
if Input.trigger?(Input::L)
Audio.se_play('Audio/SE/Gs2',100,100)
@string += 'Gs2'
@animation[36] = 0
@piano_dummy.refresh(36)
end
if Input.trigger?(Input::COLON)
Audio.se_play('Audio/SE/A2',100,100)
@string += 'A2'
@animation[12] = 0
@piano_dummy.refresh(12)
end
if Input.trigger?(Input::QUOTE)
Audio.se_play('Audio/SE/As2',100,100)
@string += 'As2'
@animation[37] = 0
@piano_dummy.refresh(37)
end
if Input.trigger?(Input::C)
Audio.se_play('Audio/SE/B2',100,100)
@string += 'B2'
@animation[13] = 0
@piano_dummy.refresh(13)
end
if Input.trigger?(Input::LSHIFT)
Audio.se_play('Audio/SE/C1',100,100)
@string += 'C1'
@animation[0] = 0
@piano_dummy.refresh(0)
end
if Input.trigger?(Input::ZZ)
Audio.se_play('Audio/SE/Cs1',100,100)
@string += 'Cs1'
@animation[28] = 0
@piano_dummy.refresh(28)
end
if Input.trigger?(Input::XX)
Audio.se_play('Audio/SE/D1',100,100)
@string += 'D1'
@animation[1] = 0
@piano_dummy.refresh(1)
end
if Input.trigger?(Input::CC)
Audio.se_play('Audio/SE/Ds1',100,100)
@string += 'Ds1'
@animation[29] = 0
@piano_dummy.refresh(29)
end
if Input.trigger?(Input::V)
Audio.se_play('Audio/SE/E1',100,100)
@string += 'E1'
@animation[2] = 0
@piano_dummy.refresh(2)
end
if Input.trigger?(Input::BB)
Audio.se_play('Audio/SE/F1',100,100)
@string += 'F1'
@animation[3] = 0
@piano_dummy.refresh(3)
end
if Input.trigger?(Input::N)
Audio.se_play('Audio/SE/Fs1',100,100)
@string += 'Fs1'
@animation[30] = 0
@piano_dummy.refresh(30)
end
if Input.trigger?(Input::M)
Audio.se_play('Audio/SE/G1',100,100)
@string += 'G1'
@animation[4] = 0
@piano_dummy.refresh(4)
end
if Input.trigger?(Input::COMMA)
Audio.se_play('Audio/SE/Gs1',100,100)
@string += 'Gs1'
@animation[31] = 0
@piano_dummy.refresh(31)
end
if Input.trigger?(Input::DOT)
Audio.se_play('Audio/SE/A1',100,100)
@string += 'A1'
@animation[5] = 0
@piano_dummy.refresh(5)
end
if Input.trigger?(Input::FS)
Audio.se_play('Audio/SE/As1',100,100)
@string += 'As1'
@animation[32] = 0
@piano_dummy.refresh(32)
end
if Input.trigger?(Input::RSHIFT)
Audio.se_play('Audio/SE/B1',100,100)
@string += 'B1'
@animation[6] = 0
@piano_dummy.refresh(6)
end
#update lighting effects
animation
#Check for code input
if @required != nil
#If mode is free input
if @mode == 0
#If correct code was input
if @string == @required
Audio.se_play('Audio/SE/055-Right01',100,100)
$game_switches[@switch] = true
$scene = Scene_Map.new
end
#If mode is specific input length
elsif @mode == 1
#When string length is correct
if @string.gsub(/[1-4]/){nil}.gsub(/s/){nil}.length ==
@required.gsub(/[1-4]/){nil}.gsub(/s/){nil}.length
if @string == @required
Audio.se_play('Audio/SE/055-Right01',100,100)
$game_switches[@switch] = true
$scene = Scene_Map.new
else
Audio.se_play('Audio/SE/057-Wrong01',100,100)
$game_switches[@switch] = false
@string = ''
end
end
#If mode is quit after input length
elsif @mode == 2
#When string length is correct
if @string.gsub(/[1-4]/){nil}.gsub(/s/){nil}.length ==
@required.gsub(/[1-4]/){nil}.gsub(/s/){nil}.length
if @string == @required
Audio.se_play('Audio/SE/055-Right01',100,100)
$game_switches[@switch] = true
$scene = Scene_Map.new
else
Audio.se_play('Audio/SE/057-Wrong01',100,100)
$game_switches[@switch] = false
$scene = Scene_Map.new
end
end
end
end
end
#----------------------------------------------------------------------------
#*animation
#----------------------------------------------------------------------------
#Takes care of animating the keys' lighting effects
#----------------------------------------------------------------------------
def animation
for i in 0...@animation.size
if @animation[i] == 0
#Create lighting effect for the key
@piano_dummy.refresh(i)
end
#Unless animation "i" is active
unless @animation[i] == -1
#Progress a frame
@animation[i] += 1
#If animation has been on for 8 frames
if @animation[i] == 8
#Remove lighting effect
@piano_dummy.clear(i)
#Turn off the animation
@animation[i] = -1
end
end
end
end
end
#==============================================================================
#**Spriteset_Piano
#------------------------------------------------------------------------------
#This class takes care of drawing the piano's graphics onscreen
#==============================================================================
class Spriteset_Piano
#----------------------------------------------------------------------------
#*Object initialization
#----------------------------------------------------------------------------
def initialize
@viewport = Viewport.new(0,150,640,480)
@viewport.z = 5000
@sprite = Sprite.new(@viewport)
@piano = RPG::Cache.picture('Piano.png')
@sprite.bitmap = @piano
end
#----------------------------------------------------------------------------
#*Dispose
#----------------------------------------------------------------------------
def dispose
@viewport.dispose
@sprite.dispose
end
end
#==============================================================================
#**Piano_Dummy
#------------------------------------------------------------------------------
#This class draws the piano's lighting effects
#==============================================================================
class Piano_Dummy
#----------------------------------------------------------------------------
#*Object initialization
#----------------------------------------------------------------------------
def initialize
@sprite = []
@lights = RPG::Cache.picture('Piano Lights')
#Create a rect for the different keys
@rect = Rect.new(0,0,22,93)
@rect2 = Rect.new(24,0,22,93)
@rect3 = Rect.new(48,0,22,93)
@rect4 = Rect.new(72,0,12,50)
end
#----------------------------------------------------------------------------
#*Refresh
#----------------------------------------------------------------------------
def refresh(key)
#create a new bitmap for the key's lighting effect
if @sprite[key] == nil
@sprite[key] = Sprite.new
@sprite[key].bitmap = Bitmap.new(640,480)
@sprite[key].z = 9999
@sprite[key].visible = false
end
#Clear lighting effect to avoid overlap
@sprite[key].bitmap.clear
#If key is a white key
if key < 28
x = key * 22 + 1*(key -1)
y = 150
if key > 17
x -= 1
end
#Create correct effect in the given bitmap
case key % 7
when 0
@sprite[key].bitmap.blt(x,y,@lights,@rect)
when 1
@sprite[key].bitmap.blt(x,y,@lights,@rect2)
when 2
@sprite[key].bitmap.blt(x,y,@lights,@rect3)
when 3
@sprite[key].bitmap.blt(x,y,@lights,@rect)
when 4
@sprite[key].bitmap.blt(x,y,@lights,@rect2)
when 5
@sprite[key].bitmap.blt(x,y,@lights,@rect2)
when 6
@sprite[key].bitmap.blt(x,y,@lights,@rect3)
end
#If key is a black key
else
x = 13 + (key - 28) * 28
y = 150
#Create x offsets for different key groups
if (key - 28) > 1
x += 12
if (key - 28) == 4
x -= 2
end
end
if (key - 28) > 4
x += 10
end
if (key - 28) > 6
x += 10
if (key - 28) == 9
x -= 2
end
end
if (key - 28) > 9
x += 10
end
if (key - 28) > 11
x += 10
if key - 28 == 12
x += 2
end
if key - 28 == 14
x -= 2
end
end
if (key - 28) > 14
x += 11
end
if (key - 28) > 16
x += 10
if key - 28 == 17
x+= 2
end
end
#Create correct effect in the given bitmap
@sprite[key].bitmap.blt(x,y,@lights,@rect4)
end
#Make lighting effect visible
@sprite[key].visible = true
end
#----------------------------------------------------------------------------
#*Dispose
#----------------------------------------------------------------------------
def dispose
for i in 0...@sprite.size
unless @sprite[i] == nil
@sprite[i].dispose
end
end
end
#----------------------------------------------------------------------------
#*clear
#----------------------------------------------------------------------------
#Removes the specified key's lighting bitmap when called
#----------------------------------------------------------------------------
def clear(key)
if @sprite[key] != nil
@sprite[key].dispose
@sprite[key] = nil
end
end
end
class Window_PianoHelp < Window_Base
def initialize
super(0,0,640,64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.draw_text(0,0,640,32,"Press the 'Ctrl' button to exit")
end
end
Insert the script above main and under the standard scripts.
NOTE: Graphics and audio files are needed for this script to work, get them from the demo.
Instructions
Instruction inside the script
Compatibility
This is NOT compatible with custom input modules other than Blizzard's Custom Game Controls in Tons of Add-ons.
Blizzard's Custom Game Controls is required to use this script.
Other than that, this script should have no compatibility issues and will function independantly.
Credits and Thanks
- Berans - Creating the script, graphics and audio samples
- Blizzard - Use of his Input module and inspiration
Author's Notes
Just have fun with this. Once again, I've more or less hidden access to the scene, just for laughs.
Please credit me if you use this in a project.