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2016/3/4(Fri) 15:22:38|NO.74768
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2016/3/5(Sat) 01:28:12|NO.74780
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2016/3/6(Sun) 19:49:05|NO.74800
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//------------------------------------------------------------------------------
// ¥â¥¸¥å¡¼¥ë·¿ÊÑ¿ô¤Ë¤è¤ë¥·¥å¡¼¥Æ¥£¥ó¥°¡¦¥²¡¼¥à
//==============================================================================
// ¿·µ¬ºîÀ®Æü¡§2013-06-10 (·î) 18:28:00
// ºÇ½ª¹¹¿·Æü¡§2013-06-10 (·î) 22:58:00
// ºÇ½ª¹¹¿·Æü¡§2013-06-11 (²Ð) 03:48:00
// ºÇ½ª¹¹¿·Æü¡§2013-06-11 (²Ð) 04:36:00
//------------------------------------------------------------------------------
#packopt name __FILE__
//--------------------------------------
// HSPÌ¿Îá/´Ø¿ô¤Îµ¹æÄê¿ô
//--------------------------------------
#const global STICK_LEFT ($0001)
#const global STICK_UP ($0002)
#const global STICK_RIGHT ($0004)
#const global STICK_DOWN ($0008)
#const global STICK_SPACE ($0010)
#const global STICK_ENTER ($0020)
#const global STICK_CTRL ($0040)
#const global STICK_ESC ($0080)
#const global STICK_LMOUSE ($0100)
#const global STICK_RMOUSE ($0200)
#const global STICK_TAB ($0400)
#const global STICK_SCAN (STICK_UP|STICK_DOWN|STICK_LEFT|STICK_RIGHT)
//--------------------------------------
// ¥²¡¼¥àÁ´ÂΤε¹æÄê¿ô
//--------------------------------------
#const global MAX_LEFT (10) ;¼«µ¡¤ÎºÇÂç»Ä¤ê¿ô
#const global MAX_BOMB (10) ;¼«µ¡¤ÎºÇÂç¥Ü¥à¿ô
#const global MAX_OPTION (3) ;¼«µ¡¤Î¥ª¥×¥·¥ç¥ó¿ô
#const global MAX_ITEMTABLE (10) ;Ũµ¡¤Î¥¢¥¤¥Æ¥àȯÀ¸¥Æ¡¼¥Ö¥ë
#
#const global MAX_FIGHT (MAX_OPTION+1)
#const global MAX_ENEMY (100)
#const global MAX_SHOT (50)
#const global MAX_BEAM (50)
#const global MAX_ITEM (50)
#const global MAX_STAR (100)
#const global MAX_BLAST (100)
#const global MAX_TELOP (5)
//--------------------------------------
// ¥â¥¸¥å¡¼¥ë¤Îµ¹æÄê¿ô
//--------------------------------------
#const global FPS (60)
#const global FIGHT_XSIZE (32/2)
#const global FIGHT_YSIZE (32/2)
#const global FIGHT_SPEED (5)
#const global FIGHT_DELAY (12)
#const global FIGHT_COURSE (FIGHT_DELAY*MAX_OPTION+1)
#
#const global ENEMY_XSIZE (32/2)
#const global ENEMY_YSIZE (32/2)
#const global ENEMY_SPEED (2)
#const global ENEMY_BIRTH (FPS/3)
#const global ENEMY_SCORE (10)
#
#const global BLAST_XSIZE (32/2)
#const global BLAST_YSIZE (32/2)
#const global BLAST_ANIME (12)
#const global BLAST_BLINK (4)
#const global BLAST_COUNT (FPS/BLAST_ANIME)
#
#const global SHOT_XSIZE (6/2)
#const global SHOT_YSIZE (6/2)
#const global SHOT_SPEED (10)
#
#const global BEAM_XSIZE (4/2)
#const global BEAM_YSIZE (32/2)
#const global BEAM_SPEED (5)
#
#const global ITEM_XSIZE (32/2)
#const global ITEM_YSIZE (32/2)
#const global ITEM_SPEED (1)
#
#const global STAR_BIRTH (FPS/60)
//--------------------------------------
// ¥²¡¼¥à²èÌ̤ε¹æÄê¿ô
//--------------------------------------
#const global DISP_WIDTH (640)
#const global DISP_HEIGHT (480)
#
#const global DEATH_MARGIN (50)
#const global DEATH_LEFT (-DEATH_MARGIN)
#const global DEATH_TOP (-DEATH_MARGIN)
#const global DEATH_RIGHT (DISP_WIDTH+DEATH_MARGIN)
#const global DEATH_BOTTOM (DISP_HEIGHT+DEATH_MARGIN)
#
#const global FIGHT_LEFT (FIGHT_XSIZE)
#const global FIGHT_RIGHT (DISP_WIDTH-FIGHT_XSIZE-1)
#const global FIGHT_TOP (FIGHT_YSIZE)
#const global FIGHT_BOTTOM (DISP_HEIGHT-FIGHT_YSIZE-1)
//--------------------------------------
// ¥Æ¥í¥Ã¥×¤Îµ¹æÄê¿ô
//--------------------------------------
#const global FONT_SIZE (20)
#const global HALF_SIZE (FONT_SIZE/2)
#
#const global ALIVE_SIZE (HALF_SIZE*12)
#const global FLUSH_SIZE (HALF_SIZE*7)
#const global SCORE_SIZE (HALF_SIZE*14)
#const global HISCORE_SIZE (HALF_SIZE*16)
#
#const global ALIVE_CX (DISP_WIDTH-ALIVE_SIZE)/2
#const global ALIVE_CY (0)
#const global FIGHT_CX (HALF_SIZE*2)
#const global FIGHT_CY (DISP_HEIGHT-FONT_SIZE)
#const global FLUSH_CX (DISP_WIDTH-HALF_SIZE*3-FLUSH_SIZE)
#const global FLUSH_CY (DISP_HEIGHT-FONT_SIZE)
#const global SCORE_CX (HALF_SIZE*2)
#const global SCORE_CY (0)
#const global HISCORE_CX (DISP_WIDTH-HALF_SIZE*3-HISCORE_SIZE)
#const global HISCORE_CY (0)
//--------------------------------------
// ¼«µ¡¥¿¥¤¥×¤ÎÎóµóÄê¿ô
//--------------------------------------
#enum global FIGHT_NORMAL=0
#enum global FIGHT_OPTION
//--------------------------------------
// ÇúÉ÷¥¿¥¤¥×¤ÎÎóµóÄê¿ô
//--------------------------------------
#enum global BLAST_NULL=0
#enum global BLAST_FIGHT
#enum global BLAST_ITEM
//--------------------------------------
// ήÀ±¥«¥é¡¼¤ÎÎóµóÄê¿ô
//--------------------------------------
#enum global COLOR_BLACK=0
#enum global COLOR_RED
#enum global COLOR_GREEN
#enum global COLOR_YELLOW
#enum global COLOR_BLUE
#enum global COLOR_PURPLE
#enum global COLOR_CYAN
#enum global COLOR_WHITE
//--------------------------------------
// ¥¢¥¤¥Æ¥à¤ÎÎóµóÄê¿ô
//--------------------------------------
#enum global ITEMS_NULL=0
#enum global ITEMS_LEFT
#enum global ITEMS_BOMB
#enum global ITEMS_FLUSH
#enum global ITEMS_SCORE
#enum global ITEMS_OPTION
//--------------------------------------
// ¥Æ¥í¥Ã¥×¤ÎÎóµóÄê¿ô
//--------------------------------------
#enum global TELOP_FIGHT=0
#enum global TELOP_FLUSH
#enum global TELOP_SCORE
#enum global TELOP_HISCORE
#enum global TELOP_ALIVE
//--------------------------------------
// ¥Æ¥í¥Ã¥×¤Î¹¹¿·Äê¿ô
//--------------------------------------
#const global REDRAW_FIGHT (1<<TELOP_FIGHT)
#const global REDRAW_FLUSH (1<<TELOP_FLUSH)
#const global REDRAW_SCORE (1<<TELOP_SCORE)
#const global REDRAW_HISCORE (1<<TELOP_HISCORE)
#const global REDRAW_ALIVE (1<<TELOP_ALIVE)
//--[¼«µ¡¥¯¥é¥¹]----------------------------------------------------------------
#module FightClass m_cx,m_cy,m_type
//--------------------------------------
// ¼«µ¡¤ÎȯÀ¸
//--------------------------------------
#modinit int _cx_,int _cy_,int _type_
m_cx=_cx_
m_cy=_cy_
m_type=_type_
return
//--------------------------------------
// ¼«µ¡¤Î°ÜÆ°
//--------------------------------------
#modfunc FightMove int _key_
if(_key_ & STICK_LEFT) :m_cx-=FIGHT_SPEED:if(m_cx<FIGHT_LEFT) :m_cx=FIGHT_LEFT
if(_key_ & STICK_RIGHT) :m_cx+=FIGHT_SPEED:if(m_cx>FIGHT_RIGHT) :m_cx=FIGHT_RIGHT
if(_key_ & STICK_UP) :m_cy-=FIGHT_SPEED:if(m_cy<FIGHT_TOP) :m_cy=FIGHT_TOP
if(_key_ & STICK_DOWN) :m_cy+=FIGHT_SPEED:if(m_cy>FIGHT_BOTTOM) :m_cy=FIGHT_BOTTOM
return
//--------------------------------------
// ¼«µ¡¤ÎÉÁ²è
//--------------------------------------
#modfunc FightDraw
switch m_type
case FIGHT_NORMAL
color $00,$FF,$00:boxf (m_cx-FIGHT_XSIZE),(m_cy-FIGHT_YSIZE),(m_cx+FIGHT_XSIZE),(m_cy+FIGHT_YSIZE)
swbreak
case FIGHT_OPTION
color $FF,$CC,$00:circle (m_cx-FIGHT_XSIZE),(m_cy-FIGHT_YSIZE),(m_cx+FIGHT_XSIZE),(m_cy+FIGHT_YSIZE),1
color $CC,$99,$00:circle (m_cx-FIGHT_XSIZE),(m_cy-FIGHT_YSIZE),(m_cx+FIGHT_XSIZE),(m_cy+FIGHT_YSIZE),0
swbreak
swend
return
//--------------------------------------
// ¼«µ¡¤Î¸½ºß°ÌÃÖ¤òÀßÄê
//--------------------------------------
#modfunc FightSetCurs int _cx_,int _cy_
m_cx=_cx_
m_cy=_cy_
return
//--------------------------------------
// ¼«µ¡¤Î¸½ºß°ÌÃÖ¤ò¼èÆÀ
//--------------------------------------
#modfunc FightGetCurs var _cx_,var _cy_
_cx_=m_cx
_cy_=m_cy
return
//--------------------------------------
// ¼«µ¡¤Î¶ë·ÁÎΰè¤ò¼èÆÀ
//--------------------------------------
#modfunc FightGetRect var _cx_,var _cy_,var _ex_,var _ey_
_cx_=(m_cx-FIGHT_XSIZE)
_cy_=(m_cy-FIGHT_YSIZE)
_ex_=(m_cx+FIGHT_XSIZE)
_ey_=(m_cy+FIGHT_YSIZE)
return
//--------------------------------------
// ¼«µ¡¤ÎÇ˲õ
//--------------------------------------
#modfunc FightCrash var _cx_,var _cy_,var _type_
_cx_=m_cx
_cy_=m_cy
_type_=m_type
delmod thismod
return
#global
//--[Ũµ¡¥¯¥é¥¹]----------------------------------------------------------------
#module EnemyClass m_cx,m_cy,m_beam,m_item
//--------------------------------------
// Ũµ¡¤ÎȯÀ¸
//--------------------------------------
#modinit int _cx_,int _cy_,int _item_
m_cx=_cx_
m_cy=_cy_
m_beam=rnd(50)+10 ;¥Ó¡¼¥à¤Îȯ¼Í´Ö³Ö
m_item=_item_
return
//--------------------------------------
// Ũµ¡¤Î°ÜÆ°
//--------------------------------------
#modfunc EnemyMove
m_cy+=ENEMY_SPEED
if(m_cy>=DEATH_BOTTOM):delmod thismod
return
//--------------------------------------
// Ũµ¡¤ÎÉÁ²è
//--------------------------------------
#modfunc EnemyDraw
if(m_item):color $FF,$00,$FF:else:color $00,$FF,$FF
boxf (m_cx-ENEMY_XSIZE),(m_cy-ENEMY_YSIZE),(m_cx+ENEMY_XSIZE),(m_cy+ENEMY_YSIZE)
return
//--------------------------------------
// Ũµ¡¤Î¥Ó¡¼¥àȯ¼Í
//--------------------------------------
#modfunc EnemyShot var _cx_,var _cy_
_cx_=m_cx
_cy_=m_cy
m_beam--
return (m_beam==0)
//--------------------------------------
// Ũµ¡¤Î¶ë·ÁÎΰè¤ò¼èÆÀ
//--------------------------------------
#modfunc EnemyGetRect var _cx_,var _cy_,var _ex_,var _ey_
_cx_=(m_cx-ENEMY_XSIZE)
_cy_=(m_cy-ENEMY_YSIZE)
_ex_=(m_cx+ENEMY_XSIZE)
_ey_=(m_cy+ENEMY_YSIZE)
return
//--------------------------------------
// Ũµ¡¤ÎÅö¤¿¤êȽÄê
//--------------------------------------
#modfunc EnemyCheck int _cx_,int _cy_,int _ex_,int _ey_
n=0
repeat 1
if(_ex_<=(m_cx-ENEMY_XSIZE)):break
if(_ey_<=(m_cy-ENEMY_YSIZE)):break
if(_cx_>=(m_cx+ENEMY_XSIZE)):break
if(_cy_>=(m_cy+ENEMY_YSIZE)):break
n=1
loop
return n
//--------------------------------------
// Ũµ¡¤ÎÇ˲õ
//--------------------------------------
#modfunc EnemyCrash var _cx_,var _cy_,var _item_
_cx_=m_cx
_cy_=m_cy
_item_=m_item
delmod thismod
return ENEMY_SCORE
#global
//--[¼«µ¡ÃÆ¥¯¥é¥¹]--------------------------------------------------------------
#module ShotClass m_cx,m_cy
//--------------------------------------
// ¼«µ¡ÃƤÎȯÀ¸
//--------------------------------------
#modinit int _cx_,int _cy_
m_cx=_cx_
m_cy=_cy_
return
//--------------------------------------
// ¼«µ¡ÃƤΰÜÆ°
//--------------------------------------
#modfunc ShotMove
m_cy-=SHOT_SPEED
if(m_cy<DEATH_TOP):delmod thismod
return
//--------------------------------------
// ¼«µ¡ÃƤÎÉÁ²è
//--------------------------------------
#modfunc ShotDraw
color $FF,$FF,$00
circle (m_cx-SHOT_XSIZE),(m_cy-SHOT_YSIZE),(m_cx+SHOT_XSIZE),(m_cy+SHOT_YSIZE)
return
//--------------------------------------
// ¼«µ¡ÃƤÎÅö¤¿¤êȽÄê
//--------------------------------------
#modfunc ShotCheck int _cx_,int _cy_,int _ex_,int _ey_
n=0
repeat 1
if(_ex_<=(m_cx-SHOT_XSIZE)):break
if(_ey_<=(m_cy-SHOT_YSIZE)):break
if(_cx_>=(m_cx+SHOT_XSIZE)):break
if(_cy_>=(m_cy+SHOT_YSIZE)):break
delmod thismod
n=1
loop
return n
#global
//--[Ũµ¡ÃÆ¥¯¥é¥¹]--------------------------------------------------------------
#module BeamClass m_cx,m_cy
//--------------------------------------
// Ũµ¡ÃƤÎȯÀ¸
//--------------------------------------
#modinit int _cx_,int _cy_
m_cx=_cx_
m_cy=_cy_
return
//--------------------------------------
// Ũµ¡ÃƤΰÜÆ°
//--------------------------------------
#modfunc BeamMove
m_cy+=BEAM_SPEED
if(m_cy>=DEATH_BOTTOM):delmod thismod
return
//--------------------------------------
// Ũµ¡ÃƤÎÉÁ²è
//--------------------------------------
#modfunc BeamDraw
color $FF,$FF,$00
boxf (m_cx-BEAM_XSIZE),(m_cy-BEAM_YSIZE),(m_cx+BEAM_XSIZE),(m_cy+BEAM_YSIZE)
return
//--------------------------------------
// Ũµ¡ÃƤÎÅö¤¿¤êȽÄê
//--------------------------------------
#modfunc BeamCheck int _cx_,int _cy_,int _ex_,int _ey_
n=0
repeat 1
if(_ex_<=(m_cx-BEAM_XSIZE)):break
if(_ey_<=(m_cy-BEAM_YSIZE)):break
if(_cx_>=(m_cx+BEAM_XSIZE)):break
if(_cy_>=(m_cy+BEAM_YSIZE)):break
delmod thismod
n=1
loop
return n
//--------------------------------------
// Ũµ¡ÃƤÎÇ˲õ
//--------------------------------------
#modfunc BeamCrash var _cx_,var _cy_
_cx_=m_cx
_cy_=m_cy
delmod thismod
return
#global
//--[¥¢¥¤¥Æ¥à¡¦¥¯¥é¥¹]----------------------------------------------------------
#module ItemClass m_cx,m_cy,m_item
//--------------------------------------
// ¥¢¥¤¥Æ¥à¤ÎȯÀ¸
//--------------------------------------
#modinit int _cx_,int _cy_,int _item_
m_cx=_cx_
m_cy=_cy_
m_item=_item_
return
//--------------------------------------
// ¥¢¥¤¥Æ¥à¤Î°ÜÆ°
//--------------------------------------
#modfunc ItemMove
m_cy+=ITEM_SPEED
if(m_cy>DEATH_BOTTOM):delmod thismod
return
//--------------------------------------
// ¥¢¥¤¥Æ¥à¤ÎÉÁ²è
//--------------------------------------
#modfunc ItemDraw
switch m_item
case ITEMS_LEFT: r=$FF:g=$FF:b=$FF:s="UP":swbreak
case ITEMS_BOMB: r=$FF:g=$FF:b=$00:s="£Â":swbreak
case ITEMS_FLUSH: r=$FF:g=$FF:b=$00:s="¡ö":swbreak
case ITEMS_SCORE: r=$FF:g=$FF:b=$FF:s="£Ó":swbreak
case ITEMS_OPTION: r=$FF:g=$CC:b=$00:s="£Ï":swbreak
default: r=$00:g=$00:b=$00:s="¡¡":swbreak
swend
color r,g,b:boxf (m_cx-ITEM_XSIZE),(m_cy-ITEM_YSIZE),(m_cx+ITEM_XSIZE),(m_cy+ITEM_YSIZE)
r=r*60/100
g=g*60/100
b=b*60/100
color r,g,b:pos (m_cx-ITEM_XSIZE),(m_cy-ITEM_YSIZE):mes s
return
//--------------------------------------
// ¥¢¥¤¥Æ¥à¤ÎÅö¤¿¤êȽÄê
//--------------------------------------
#modfunc ItemCheck int _cx_,int _cy_,int _ex_,int _ey_
n=0
repeat 1
if(_ex_<=(m_cx-ITEM_XSIZE)):break
if(_ey_<=(m_cy-ITEM_YSIZE)):break
if(_cx_>=(m_cx+ITEM_XSIZE)):break
if(_cy_>=(m_cy+ITEM_YSIZE)):break
n=1
loop
return n
//--------------------------------------
// ¥¢¥¤¥Æ¥à¤Î¾ÃÌÇ
//--------------------------------------
#modfunc ItemCrash var _cx_,var _cy_,var _item_
_cx_=m_cx
_cy_=m_cy
_item_=m_item
delmod thismod
return 0
#global
//--[ήÀ±¥¯¥é¥¹]----------------------------------------------------------------
#module StarClass m_cx,m_cy,m_color,m_speed
//--------------------------------------
// ήÀ±¤ÎȯÀ¸
//--------------------------------------
#modinit
m_cx=rnd(DISP_WIDTH)
m_cy=0
m_color=rnd(COLOR_WHITE)+1
m_speed=rnd(5)+2
return
//--------------------------------------
// ήÀ±¤Î°ÜÆ°
//--------------------------------------
#modfunc StarMove
m_cy+=m_speed
if(m_cy>=DEATH_BOTTOM):delmod thismod
return
//--------------------------------------
// ήÀ±¤ÎÉÁ²è
//--------------------------------------
#modfunc StarDraw
switch m_color
case COLOR_BLACK: color $00,$00,$00:swbreak
case COLOR_RED: color $FF,$00,$00:swbreak
case COLOR_GREEN: color $00,$FF,$00:swbreak
case COLOR_YELLOW: color $FF,$FF,$00:swbreak
case COLOR_BLUE: color $00,$00,$FF:swbreak
case COLOR_PURPLE: color $FF,$00,$FF:swbreak
case COLOR_CYAN: color $00,$FF,$FF:swbreak
case COLOR_WHITE: color $FF,$FF,$FF:swbreak
swend
pset m_cx,m_cy
return
#global
//--[ÇúÉ÷¥¯¥é¥¹]----------------------------------------------------------------
#module BlastClass m_cx,m_cy,m_count,m_anime,m_type,m_data
//--------------------------------------
// ÇúÉ÷¤ÎȯÀ¸
//--------------------------------------
#modinit int _cx_,int _cy_,int _type_,int _data_
m_cx=_cx_
m_cy=_cy_
m_count=BLAST_COUNT
m_anime=BLAST_ANIME
m_type=_type_
m_data=_data_
return
//--------------------------------------
// ÇúÉ÷¤Î¥¢¥Ë¥á
//--------------------------------------
#modfunc BlastMove var _cx_,var _cy_,var _data_
m_count--
if(m_count==0){
m_count=BLAST_COUNT
m_anime--
}
if(m_anime==0){
_cx_=m_cx
_cy_=m_cy
_data_=m_data
n=m_type
delmod thismod
return n
}
return 0
//--------------------------------------
// ÇúÉ÷¤ÎÉÁ²è
//--------------------------------------
#modfunc BlastDraw
cx=(m_cx-BLAST_XSIZE)
cy=(m_cy-BLAST_YSIZE)
ex=(m_cx+BLAST_XSIZE)
ey=(m_cy+BLAST_YSIZE)
n=(BLAST_ANIME-m_anime)*2
cx+=n
cy+=n
ex-=n-1
ey-=n-1
r=$FF:g=$66:b=$33
repeat n
r=r*90/100
g=g*90/100
b=b*90/100
loop
color r,g,b
circle cx,cy,ex,ey
return
#global
//--[¥Æ¥í¥Ã¥×¡¦¥¯¥é¥¹]----------------------------------------------------------
#module TelopClass m_cx,m_cy,m_color,m_msg
//--------------------------------------
// ¥Æ¥í¥Ã¥×¤ÎȯÀ¸
//--------------------------------------
#modinit int _cx_,int _cy_,int _color_,str _msg_
m_cx=_cx_
m_cy=_cy_
m_color=_color_
m_msg=_msg_
return
//--------------------------------------
// ¥Æ¥í¥Ã¥×¤ÎÉÁ²è
//--------------------------------------
#modfunc TelopDraw
n=$33
repeat 3
if(m_color & $01):r=n:else:r=$00
if(m_color & $02):g=n:else:g=$00
if(m_color & $04):b=n:else:b=$00
color r,g,b
pos (m_cx+2-cnt),(m_cy+2-cnt)
mes m_msg
n+=$66
loop
return
//--------------------------------------
// ¥Æ¥í¥Ã¥×¤Îʸ»úÎó¤òÀßÄê
//--------------------------------------
#modfunc TelopSetMsg str _msg_
m_msg=_msg_
return
#global
//--[¥á¥¤¥óÉô]------------------------------------------------------------------
//--------------------------------------
// ¥°¥í¡¼¥Ð¥ëÊÑ¿ô
//--------------------------------------
#define Score gValue(0)
#define HiScore gValue(1)
#define FightLeft gValue(2)
#define FightBomb gValue(3)
#define FightAlive gValue(4)
#define FightOption gValue(5)
#define TelopRedraw gValue(6)
#define StarBirthCycle gValue(7)
#define EnemyBirthCycle gValue(8)
#
#define key gValue(9)
#define n gValue(10)
#define x gValue(11)
#define y gValue(12)
#define cx gValue(13)
#define cy gValue(14)
#define ex gValue(15)
#define ey gValue(16)
dim gValue,17
//--------------------------------------
// ¥á¥¤¥óÉô
//--------------------------------------
*Init
; dim Score
; dim HiScore
; dim FightLeft
; dim FightBomb
; dim FightAlive
; dim FightOption
; dim TelopRedraw
; dim StarBirthCycle
; dim EnemyBirthCycle
dim FightCourseX,FIGHT_COURSE
dim FightCourseY,FIGHT_COURSE
dim EnemyItemTable,MAX_ITEMTABLE
*Main
randomize
title "¥â¥¸¥å¡¼¥ë·¿ÊÑ¿ô¤Ë¤è¤ë¥·¥å¡¼¥Æ¥£¥ó¥°¡¦¥²¡¼¥à"
screen 0,DISP_WIDTH,DISP_HEIGHT
font MSGOTHIC,FONT_SIZE,1
gosub *ShootingInit
repeat
redraw 0
stick key,STICK_SCAN
gosub *ShootingMove
gosub *ShootingDraw
redraw 1
await (1000/FPS)
loop
stop
//--------------------------------------
// ¥·¥å¡¼¥Æ¥£¥ó¥°¤Î½é´ü²½
//--------------------------------------
*ShootingInit
dimtype Fight, vartype("struct"),MAX_FIGHT
dimtype Enemy, vartype("struct"),MAX_ENEMY
dimtype Shot, vartype("struct"),MAX_SHOT
dimtype Beam, vartype("struct"),MAX_BEAM
dimtype Item, vartype("struct"),MAX_ITEM
dimtype Star, vartype("struct"),MAX_STAR
dimtype Blast, vartype("struct"),MAX_BLAST
dimtype Telop, vartype("struct"),MAX_TELOP
gosub *FightInit
gosub *EnemyInit
gosub *TelopInit
return
//--------------------------------------
// ¥·¥å¡¼¥Æ¥£¥ó¥°¤Î°ÜÆ°
//--------------------------------------
*ShootingMove
gosub *FightMoveAll
gosub *EnemyMoveAll
gosub *ShotMoveAll
gosub *BeamMoveAll
gosub *ItemMoveAll
gosub *StarMoveAll
gosub *BlastMoveAll
gosub *CrashMainAll
return
//--------------------------------------
// ¥·¥å¡¼¥Æ¥£¥ó¥°¤ÎÉÁ²è
//--------------------------------------
*ShootingDraw
color $00,$00,$00:boxf
gosub *StarDrawAll
gosub *ShotDrawAll
gosub *BeamDrawAll
gosub *ItemDrawAll
gosub *EnemyDrawAll
gosub *FightDrawAll
gosub *BlastDrawAll
gosub *TelopDrawAll
return
//--------------------------------------
// Á´ÂΤÎÅö¤¿¤êȽÄê
//--------------------------------------
*CrashMainAll
if(varuse(Fight(0))){
FightGetRect Fight(0),cx,cy,ex,ey
// ¼«µ¡¢ÍŨµ¡,Ũµ¡ÃÆ
if(EnemyCheckAll(cx,cy,ex,ey)||BeamCheckAll(cx,cy,ex,ey)){
if(FightAlive==0){
gosub *FightCrashAll
}
}
// ¼«µ¡¢Í¥¢¥¤¥Æ¥à
if(ItemCheckAll(cx,cy,ex,ey)){
/* ¥¢¥¤¥Æ¥à¤Î¾×ÆͲ» */
}
}
// Ũµ¡¢Í¼«µ¡ÃÆ
foreach Enemy
EnemyGetRect Enemy(cnt),cx,cy,ex,ey
if(ShotCheckAll(cx,cy,ex,ey)){
gosub *EnemyDeath
}
loop
return
//--[¼«µ¡´ÉÍý]------------------------------------------------------------------
//--------------------------------------
// ¼«µ¡Á´ÂΤνé´ü²½
//--------------------------------------
*FightInit
x=(DISP_WIDTH/2)
y=(DISP_HEIGHT-FIGHT_YSIZE-16)
FightBirth x,y
FightLeft=3
FightBomb=5
FightAlive=0
return
//--------------------------------------
// ¼«µ¡Á´ÂΤΰÜÆ°
//--------------------------------------
*FightMoveAll
if(varuse(Fight(0))){
// ̵Ũ¥â¡¼¥É
if(key & STICK_TAB){
FightAlive^=1
TelopRedraw|=REDRAW_ALIVE
}
// ¥Ç¥Ð¥Ã¥°¡¦¥â¡¼¥É
if(key & STICK_ESC){
}
// ÃƴݤÎȯ¼Í
if(key & STICK_SPACE){
foreach Fight
FightGetCurs Fight(cnt),x,y
newmod Shot,ShotClass,x,y
loop
}
// ¥Ü¥à¤Îȯ¼Í
if(key & STICK_ENTER){
if(FightBomb){
gosub *EnemyFlush
gosub *BeamFlush
FightBomb--
TelopRedraw|=REDRAW_FLUSH
}
}
// ¼«µ¡¤Î°ÜÆ°
if(key & STICK_SCAN){
// µ°Æ»¥·¥Õ¥È
repeat FIGHT_COURSE-1
n=(FIGHT_COURSE-1-cnt)
FightCourseX(n)=FightCourseX(n-1)
FightCourseY(n)=FightCourseY(n-1)
loop
// °ÜÆ°
FightMove Fight(0),key
FightGetCurs Fight(0),x,y
FightCourseX(0)=x
FightCourseY(0)=y
// ÀßÄê
foreach Fight
x=FightCourseX(FIGHT_DELAY*cnt)
y=FightCourseY(FIGHT_DELAY*cnt)
FightSetCurs Fight(cnt),x,y
loop
}
}
return
//--------------------------------------
// ¼«µ¡Á´ÂΤÎÉÁ²è
//--------------------------------------
*FightDrawAll
foreach Fight
FightDraw Fight(cnt)
loop
return
//--------------------------------------
// ¼«µ¡Á´ÂΤÎÇ˲õ
//--------------------------------------
*FightCrashAll
foreach Fight
FightCrash Fight(cnt),x,y,n
if(n){
newmod Blast,BlastClass,x,y,BLAST_NULL,0 ;¥ª¥×¥·¥ç¥ó¤ÎÇ˲õ
}
else{
newmod Blast,BlastClass,x,y,BLAST_FIGHT,0 ;¼«µ¡¤ÎÇ˲õ
}
loop
return
//--------------------------------------
// ¼«µ¡Á´ÂΤÎÃÂÀ¸
//--------------------------------------
#deffunc FightBirth int _x_,int _y_
// µ°Æ»¥·¥Õ¥È
repeat FIGHT_COURSE
FightCourseX(cnt)=_x_
FightCourseY(cnt)=_y_
loop
// ÃÂÀ¸
newmod Fight,FightClass,_x_,_y_,FIGHT_NORMAL
; newmod Fight,FightClass,_x_,_y_,FIGHT_OPTION
; newmod Fight,FightClass,_x_,_y_,FIGHT_OPTION
; newmod Fight,FightClass,_x_,_y_,FIGHT_OPTION
FightOption=0
return
//--------------------------------------
// ¼«µ¡Á´ÂΤξÃÌÇ
//--------------------------------------
#deffunc FightDeath int _cx_,int _cy_
if(FightLeft==0){
dialog "¥²¡¼¥à¥ª¡¼¥Ð¡¼¤Ç¤¹¡£",1,"³Îǧ"
end
}
FightLeft--
FightBirth _cx_,_cy_
TelopRedraw|=REDRAW_FIGHT
return
//--[Ũµ¡´ÉÍý]------------------------------------------------------------------
//--------------------------------------
// Ũµ¡Á´ÂΤνé´ü²½
//--------------------------------------
*EnemyInit
n=-1
n++:EnemyItemTable(n)=ITEMS_LEFT ;20%
n++:EnemyItemTable(n)=ITEMS_LEFT
n++:EnemyItemTable(n)=ITEMS_BOMB ;20%
n++:EnemyItemTable(n)=ITEMS_BOMB
n++:EnemyItemTable(n)=ITEMS_FLUSH ;20%
n++:EnemyItemTable(n)=ITEMS_FLUSH
n++:EnemyItemTable(n)=ITEMS_SCORE ;40%
n++:EnemyItemTable(n)=ITEMS_SCORE
n++:EnemyItemTable(n)=ITEMS_OPTION ;20%
n++:EnemyItemTable(n)=ITEMS_OPTION
return
//--------------------------------------
// Ũµ¡Á´ÂΤΰÜÆ°
//--------------------------------------
*EnemyMoveAll
// ÃÂÀ¸
EnemyBirthCycle++
if(EnemyBirthCycle>=ENEMY_BIRTH){
x=rnd(DISP_WIDTH-ENEMY_XSIZE*2)+ENEMY_XSIZE
y=-ENEMY_YSIZE
n=0
if(rnd(100)<10){
n=EnemyItemTable(rnd(MAX_ITEMTABLE)) ;10%³ÎΨ
}
newmod Enemy,EnemyClass,x,y,n
EnemyBirthCycle=0
}
// °ÜÆ°
foreach Enemy
EnemyShot Enemy(cnt),x,y
if(stat):newmod Beam,BeamClass,x,y
EnemyMove Enemy(cnt)
loop
return
//--------------------------------------
// Ũµ¡Á´ÂΤÎÉÁ²è
//--------------------------------------
*EnemyDrawAll
foreach Enemy
EnemyDraw Enemy(cnt)
loop
return
//--------------------------------------
// Ũµ¡Á´ÂΤÎÅö¤¿¤êȽÄê
//--------------------------------------
#defcfunc EnemyCheckAll int _cx_,int _cy_,int _ex_,int _ey_
n=0
foreach Enemy
EnemyCheck Enemy(cnt),_cx_,_cy_,_ex_,_ey_
if(stat){
gosub *EnemyDeath
n=1
break
}
loop
return n
//--------------------------------------
// Ũµ¡Á´ÂΤΰìÁÝ
//--------------------------------------
*EnemyFlush
foreach Enemy
gosub *EnemyDeath
loop
return
//--------------------------------------
// Ũµ¡°ìÂΤÎÇ˲õ
//--------------------------------------
*EnemyDeath
EnemyCrash Enemy(cnt),x,y,n
TelopScore stat
if(n){
newmod Blast,BlastClass,x,y,BLAST_ITEM,n
}
else{
newmod Blast,BlastClass,x,y,BLAST_NULL,0
}
return
//--[¼«µ¡ÃÆ´ÉÍý]----------------------------------------------------------------
//--------------------------------------
// ¼«µ¡ÃÆÁ´ÂΤΰÜÆ°
//--------------------------------------
*ShotMoveAll
foreach Shot
ShotMove Shot(cnt)
loop
return
//--------------------------------------
// ¼«µ¡ÃÆÁ´ÂΤÎÉÁ²è
//--------------------------------------
*ShotDrawAll
foreach Shot
ShotDraw Shot(cnt)
loop
return
//--------------------------------------
// ¼«µ¡ÃÆÁ´ÂΤÎÅö¤¿¤êȽÄê
//--------------------------------------
#defcfunc ShotCheckAll int _cx_,int _cy_,int _ex_,int _ey_
n=0
foreach Shot
ShotCheck Shot(cnt),_cx_,_cy_,_ex_,_ey_
if(stat){
n=1
break
}
loop
return n
//--[Ũµ¡ÃÆ´ÉÍý]----------------------------------------------------------------
//--------------------------------------
// Ũµ¡ÃÆÁ´ÂΤΰÜÆ°
//--------------------------------------
*BeamMoveAll
foreach Beam
BeamMove Beam(cnt)
loop
return
//--------------------------------------
// Ũµ¡ÃÆÁ´ÂΤÎÉÁ²è
//--------------------------------------
*BeamDrawAll
foreach Beam
BeamDraw Beam(cnt)
loop
return
//--------------------------------------
// Ũµ¡ÃÆÁ´ÂΤÎÅö¤¿¤êȽÄê
//--------------------------------------
#defcfunc BeamCheckAll int _cx_,int _cy_,int _ex_,int _ey_
n=0
foreach Beam
BeamCheck Beam(cnt),_cx_,_cy_,_ex_,_ey_
if(stat){
n=1
break
}
loop
return n
//--------------------------------------
// Ũµ¡ÃÆÁ´ÂΤΰìÁÝ
//--------------------------------------
*BeamFlush
foreach Beam
BeamCrash Beam(cnt),x,y
newmod Blast,BlastClass,x,y,BLAST_NULL,0
loop
return
//--[¥¢¥¤¥Æ¥à´ÉÍý]--------------------------------------------------------------
//--------------------------------------
// ¥¢¥¤¥Æ¥àÁ´ÂΤΰÜÆ°
//--------------------------------------
*ItemMoveAll
foreach Item
ItemMove Item(cnt)
loop
return
//--------------------------------------
// ¥¢¥¤¥Æ¥àÁ´ÂΤÎÉÁ²è
//--------------------------------------
*ItemDrawAll
font MSGOTHIC,ITEM_YSIZE*2,1
foreach Item
ItemDraw Item(cnt)
loop
font MSGOTHIC,FONT_SIZE,1
return
//--------------------------------------
// ¥¢¥¤¥Æ¥àÁ´ÂΤÎÅö¤¿¤êȽÄê
//--------------------------------------
#defcfunc ItemCheckAll int _cx_,int _cy_,int _ex_,int _ey_
n=0
foreach Item
ItemCheck Item(cnt),_cx_,_cy_,_ex_,_ey_
if(stat){
gosub *ItemDeath
n=1
break
}
loop
return n
//--------------------------------------
// ¥¢¥¤¥Æ¥à°ìÂΤÎÇ˲õ
//--------------------------------------
*ItemDeath
ItemCrash Item(cnt),x,y,n
TelopScore stat
switch n
case ITEMS_LEFT
if(FightLeft<MAX_LEFT){
FightLeft++
TelopRedraw|=REDRAW_FIGHT
}
swbreak
case ITEMS_BOMB
if(FightBomb<MAX_BOMB){
FightBomb++
TelopRedraw|=REDRAW_FLUSH
}
swbreak
case ITEMS_FLUSH
gosub *EnemyFlush
gosub *BeamFlush
swbreak
case ITEMS_SCORE
TelopScore 1000
swbreak
case ITEMS_OPTION
if(FightOption<MAX_OPTION){
FightOption++
x=FightCourseX(FIGHT_DELAY*FightOption)
y=FightCourseY(FIGHT_DELAY*FightOption)
newmod Fight,FightClass,x,y,FIGHT_OPTION
}
swbreak
default:swbreak
swend
return
//--[ήÀ±´ÉÍý]------------------------------------------------------------------
//--------------------------------------
// ήÀ±Á´ÂΤΰÜÆ°
//--------------------------------------
*StarMoveAll
// ÃÂÀ¸
StarBirthCycle++
if(StarBirthCycle>=STAR_BIRTH){
newmod Star,StarClass
StarBirthCycle=0
}
// °ÜÆ°
foreach Star
StarMove Star(cnt)
loop
return
//--------------------------------------
// ήÀ±Á´ÂΤÎÉÁ²è
//--------------------------------------
*StarDrawAll
foreach Star
StarDraw Star(cnt)
loop
return
//--[ÇúÉ÷´ÉÍý]------------------------------------------------------------------
//--------------------------------------
// ÇúÉ÷Á´ÂΤΰÜÆ°
//--------------------------------------
*BlastMoveAll
foreach Blast
BlastMove Blast(cnt),x,y,n
switch stat
case BLAST_FIGHT: FightDeath x,y :swbreak
case BLAST_ITEM: newmod Item,ItemClass,x,y,n :swbreak
default: :swbreak
swend
loop
return
//--------------------------------------
// ÇúÉ÷Á´ÂΤÎÉÁ²è
//--------------------------------------
*BlastDrawAll
foreach Blast
BlastDraw Blast(cnt)
loop
return
//--[¥Æ¥í¥Ã¥×]------------------------------------------------------------------
//--------------------------------------
// ¥Æ¥í¥Ã¥×Á´ÂΤνé´ü²½
//--------------------------------------
*TelopInit
newmod Telop,TelopClass, FIGHT_CX, FIGHT_CY,COLOR_GREEN,""
newmod Telop,TelopClass, FLUSH_CX, FLUSH_CY,COLOR_GREEN,""
newmod Telop,TelopClass, SCORE_CX, SCORE_CY,COLOR_YELLOW,""
newmod Telop,TelopClass,HISCORE_CX,HISCORE_CY,COLOR_YELLOW,""
TelopRedraw=(REDRAW_FIGHT|REDRAW_FLUSH|REDRAW_SCORE|REDRAW_HISCORE)
return
//--------------------------------------
// ¥Æ¥í¥Ã¥×Á´ÂΤÎÉÁ²è
//--------------------------------------
*TelopDrawAll
if(TelopRedraw){
if(TelopRedraw & REDRAW_FIGHT) :TelopSetMsg Telop(TELOP_FIGHT),strf("Left:%02d",FightLeft)
if(TelopRedraw & REDRAW_FLUSH) :TelopSetMsg Telop(TELOP_FLUSH),strf("Bomb:%02d",FightBomb)
if(TelopRedraw & REDRAW_SCORE) :TelopSetMsg Telop(TELOP_SCORE),strf("Score:%08d",Score)
if(TelopRedraw & REDRAW_HISCORE) :TelopSetMsg Telop(TELOP_HISCORE),strf("HiScore:%08d",HiScore)
if(TelopRedraw & REDRAW_ALIVE){
if(FightAlive){
newmod Telop,TelopClass,ALIVE_CX,ALIVE_CY,COLOR_WHITE,"[̵Ũ¥â¡¼¥É]"
}
else{
delmod Telop(TELOP_ALIVE)
}
}
TelopRedraw=$0000
}
foreach Telop
TelopDraw Telop(cnt)
loop
return
//--------------------------------------
// ¥Æ¥í¥Ã¥×ÅÀ¿ô¤Î²Ã»»
//--------------------------------------
#deffunc TelopScore int _score_
Score+=_score_
if(Score>HiScore){
HiScore=Score
}
TelopRedraw|=REDRAW_SCORE
TelopRedraw|=REDRAW_HISCORE
return
//------------------------------------------------------------------------------
// End of sample43.hsp
//------------------------------------------------------------------------------
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*ShootingMove
*ShootingDraw
*CrashMainAll
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2016/3/9(Wed) 21:38:17|NO.74842
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2016/3/9(Wed) 22:50:34|NO.74844
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#modterm
#modfunc
#modcfunc
newmod
delmod
thismod
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#module modStarClass m_x, m_y,m_c1
#deffunc StarInit
c1R=$00,$FF,$00,$FF,$00,$FF,$00,$FF
c1G=$00,$00,$FF,$FF,$00,$00,$FF,$FF
c1B=$00,$00,$00,$00,$FF,$FF,$FF,$FF
return
#modinit int _x_,int _y_,int _c1_
m_x=_x_
m_y=_y_
m_c1=_c1_
return
#modfunc StarMove
m_y++
if(m_y>=ginfo_winY):delmod thismod:return 0
return 1
#modfunc StarDraw
color c1R(m_c1),c1G(m_c1),c1B(m_c1)
circle(m_x-2),(m_y-2),(m_x+3),(m_y+3),1
return
#global
;¥â¥¸¥å¡¼¥ë·¿ÊÑ¿ô¤ÎºîÀ®
randomize
repeat 100
newmod ÇÛÎó,modStarClass,rnd(640),rnd(480),rnd(8)
loop
;¥á¥¤¥ó
StarInit
repeat
redraw 0
color $CC,$CC,$CC:boxf
foreach ÇÛÎó
StarMove ÇÛÎó(cnt)
if(stat):StarDraw ÇÛÎó(cnt)
loop
redraw 1
await(1000/60)
loop
stop
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2016/3/10(Thu) 21:02:49|NO.74852
#modfunc StarDispCheck
if(m_y>=ginfo_winY):return 0
return 1
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2016/3/11(Fri) 23:05:31|NO.74877
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2016/3/11(Fri) 23:35:56|NO.74878
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2016/3/11(Fri) 23:41:07|NO.74879
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2016/3/12(Sat) 00:23:15|NO.74882
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event_adr=0 ; ¥¤¥Ù¥ó¥È¥¢¥É¥ì¥¹¥¯¥ê¥¢
;-------------------------------------------------------------------------------
; ¿Æobj¥¤¥Ù¥ó¥È¡Ê¥Þ¥¹¥¿¡¼¡Ë
;-------------------------------------------------------------------------------
EVENT_NO_SET 0 ;¥¤¥Ù¥ó¥ÈÈֹ棰
EVENT_POSMOVE 1,100,450 ;¿Æobj°ÜÆ°¡¡£±¥Õ¥ì¡¼¥àÂÔ¤Á¸å£øºÂɸ£±£°£°,£ùºÂɸ¤ò£´£µ£°Â¤¹
repeat 10 ;Ä̾ï¤Î¥ë¡¼¥×¡¡£±£°²ó¤¢¤ë¤Î¤Ç¡¡ÇÛÎó¤ò;ʬ¤Ë»È¤Ã¤Æ¤·¤Þ¤¦
EVENT_OBJ 0,0,0,1 ;»Òobj½Ð¸½¡¡¥¤¥Ù¥ó¥ÈÈֹ棱¤ò¥»¥Ã¥È
EVENT_POSMOVE 1,4,0 ;¿Æobj°ÜÆ°¡¡£±¥Õ¥ì¡¼¥àÂÔ¤Á¸å£øºÂɸ¤ò£´Â¤¹
EVENT_LOOP 0,10,1 ;¥ë¡¼¥×½èÍý¡¡ÂÔ¤Á¥Õ¥ì¡¼¥à¤Ê¤·¤Ç£±£°²ó¥¤¥Ù¥ó¥È¤ò¤Ò¤È¤ÄÌ᤹
;Áý¤¨¤ëÇÛÎ󤬤ҤȤĤʤΤǸúΨ¤¬¤¤¤¤¤¬º£¤Ï£²½Å¥ë¡¼¥×¤¬¤Ç¤¤Ê¤¤
loop
EVENT_OBJ 0,0,0,1 ;»Òobj½Ð¸½¡¡¥¤¥Ù¥ó¥ÈÈֹ棱¤ò¥»¥Ã¥È
EVENT_END 10000 ;10000¥Õ¥ì¡¼¥à¸å½ªÎ»
;-------------------------------------------------------------------------------
; »ÒobjÍÑ¥¤¥Ù¥ó¥È
;-------------------------------------------------------------------------------
EVENT_NO_SET 1 ;¥¤¥Ù¥ó¥ÈÈֹ棱
EVENT_POSMOVE 1,0,-2 ;»Òobj°ÜÆ°¡¡£±¥Õ¥ì¡¼¥àÂÔ¤Á¸å£ùºÂɸ¤ò£²°ú¤¯
EVENT_LOOP 0,50,1 ;¥ë¡¼¥×½èÍý¡¡ÂÔ¤Á¥Õ¥ì¡¼¥à¤Ê¤·¤Ç£µ£°²ó¥¤¥Ù¥ó¥È¤ò¤Ò¤È¤ÄÌ᤹
EVENT_OBJ 0,0,0,2 ;¹obj½Ð¸½¡¡¥¤¥Ù¥ó¥ÈÈֹ棲¤ò¥»¥Ã¥È
EVENT_POSMOVE 1,0,-2 ;»Òobj°ÜÆ°¡¡£±¥Õ¥ì¡¼¥àÂÔ¤Á¸å£ùºÂɸ¤ò£²°ú¤¯
EVENT_LOOP 0,150,1 ;¥ë¡¼¥×½èÍý¡¡ÂÔ¤Á¥Õ¥ì¡¼¥à¤Ê¤·¤Ç£±£µ£°²ó¥¤¥Ù¥ó¥È¤ò¤Ò¤È¤ÄÌ᤹
EVENT_END ;ÂÔ¤Á¥Õ¥ì¡¼¥à¤Ê¤·½ªÎ»
;-------------------------------------------------------------------------------
; ¹objÍÑ¥¤¥Ù¥ó¥È
;-------------------------------------------------------------------------------
EVENT_NO_SET 2 ;¥¤¥Ù¥ó¥ÈÈֹ棲
EVENT_POSMOVE 1,1,-5 ;¹obj°ÜÆ°¡¡£±¥Õ¥ì¡¼¥àÂÔ¤Á¸å£øºÂɸ¤ò£±Â¤·£ùºÂɸ¤ò£µ°ú¤¯
EVENT_LOOP 0,20,1 ;¥ë¡¼¥×½èÍý¡¡ÂÔ¤Á¥Õ¥ì¡¼¥à¤Ê¤·¤Ç£²£°²ó¥¤¥Ù¥ó¥È¤ò¤Ò¤È¤ÄÌ᤹
EVENT_POSMOVE 1,0,-5 ;¹obj°ÜÆ°¡¡£±¥Õ¥ì¡¼¥àÂÔ¤Á¸å£ùºÂɸ¤ò£µ°ú¤¯
EVENT_LOOP 0,20,1 ;¥ë¡¼¥×½èÍý¡¡ÂÔ¤Á¥Õ¥ì¡¼¥à¤Ê¤·¤Ç£²£°²ó¥¤¥Ù¥ó¥È¤ò¤Ò¤È¤ÄÌ᤹
EVENT_END ;ÂÔ¤Á¥Õ¥ì¡¼¥à¤Ê¤·½ªÎ»
;-------------------------------------------------------------------------------
;
; ¥á¥¤¥ó¥ë¡¼¥×
;-------------------------------------------------------------------------------
obj_tbl(0,0)=1,0,0,-10,-10 ; ¿Æobj¡Ê¥Þ¥¹¥¿¡¼¡Ë¤ò¥¤¥Ù¥ó¥ÈÈֹ棰¤Ç½Ð¸½¤µ¤»¤ë
;£øºÂɸ-10¡¡£ùºÂɸ-10¡¡¥¤¥Ù¥ó¥ÈÈÖ¹æ0
repeat 10000
;-------------------------------------------------------------------------------
; ¥¤¥Ù¥ó¥È½èÍý
;-------------------------------------------------------------------------------
*event_main
repeat 100
obj_num=cnt
if (obj_tbl(0,obj_num) >= 1){ ;obj_tbl(0¡¡¾õÂÖ¡¡£°¡ÊÈóɽ¼¨¡Ë¡¡£±¡Êɽ¼¨¡Ë
*event_main_a
event_num=obj_tbl(1,obj_num);obj_tbl(1 ¥¤¥Ù¥ó¥ÈÈÖ¹æ
if (event_tbl(1,event_num) <= obj_tbl(2,obj_num)){ ;obj_tbl(2 ¥¤¥Ù¥ó¥È¥«¥¦¥ó¥È
;¥¤¥Ù¥ó¥È¥«¥¦¥ó¥È°Ê²¼¤À¤Ã¤¿¤é¥¤¥Ù¥ó¥È¤ò¼Â¹Ô¤¹¤ë
gosub lavel(event_tbl(0,event_num))
if obj_tbl(0,obj_num)=0 : continue
obj_tbl(1,obj_num)++;¼¡¤Î¥¤¥Ù¥ó¥È
obj_tbl(2,obj_num)=0;¥¤¥Ù¥ó¥È¥«¥¦¥ó¥È½é´ü²½
goto *event_main_a
}
obj_tbl(2,obj_num)++;¥¤¥Ù¥ó¥È¥«¥¦¥ó¥È¹¹¿·
}
loop
;-------------------------------------------------------------------------------
; ¥ª¥Ö¥¸¥§¥¯¥Èɽ¼¨½èÍý
;-------------------------------------------------------------------------------
color 0,0,0
repeat 100
if (obj_tbl(0,cnt) >= 1){ ;¼Â¹ÔÃæ¤òõ¤¹
x=obj_tbl(3,cnt)
y=obj_tbl(4,cnt)
boxf x,y,x+10,y+10
}
loop
await 17
loop
end
;-------------------------------------------------------------------------------
;
; °Ê²¼¥¤¥Ù¥ó¥È¥×¥í¥°¥é¥à
;
;-------------------------------------------------------------------------------
*lavel_OBJ;EVENT_OBJ 1ÈÖ
x=obj_tbl(3,obj_num)
y=obj_tbl(4,obj_num)
repeat 100
if obj_tbl(0,cnt)=0{ ;¶õ¤¤òõ¤¹
obj_tbl(0,cnt)=1 ;¾õÂÖ¥»¥Ã¥È¡¡
obj_tbl(1,cnt)=event_tbl_no(event_tbl(4,event_num));¥¤¥Ù¥ó¥È¥»¥Ã¥È
obj_tbl(2,obj_num)=0 ;¥¤¥Ù¥ó¥È¥«¥¦¥ó¥È½é´ü²½
obj_tbl(3,cnt)=x+event_tbl(2,event_num) ;£ØºÂɸ¥»¥Ã¥È
obj_tbl(4,cnt)=y+event_tbl(3,event_num) ;£ÙºÂɸ¥»¥Ã¥È
break
}
loop
return
;-------------------------------------------------------------------------------
*lavel_POSMOVE ;EVENT_POSMOVE 2ÈÖ
obj_tbl(3,obj_num)+=event_tbl(2,event_num) ;£ØºÂɸ²Ã»»
obj_tbl(4,obj_num)+=event_tbl(3,event_num) ;£ÙºÂɸ²Ã»»
return
;-------------------------------------------------------------------------------
*lavel_NOP ;EVENT_NOP 3ÈÖ
return
;-------------------------------------------------------------------------------
*lavel_END ;EVENT_END 4ÈÖ
obj_tbl(0,obj_num)=0 ;¾õÂÖ¥¯¥ê¥¢
return
;-------------------------------------------------------------------------------
*lavel_LOOP ;EVENT_LOOP 5ÈÖ
loop_tbl(obj_num)++
if event_tbl(2,event_num) < loop_tbl(obj_num) {;Ä̾ï
loop_tbl(obj_num)=0;¥ë¡¼¥×¥«¥¦¥ó¥¿¡¼¥ê¥»¥Ã¥È
}else{
obj_tbl(1,obj_num)-=event_tbl(3,event_num)+1;Ìá¤ê
}
return
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