81 lines
1.9 KiB
Plaintext
81 lines
1.9 KiB
Plaintext
|
#TouhouDanmakufu[Single]
|
||
|
#ScriptVersion[3]
|
||
|
#Title["SampleB02"]
|
||
|
#Text["SampleB02: ObjPatternShot Transforms 1"]
|
||
|
|
||
|
#include "script/default_system/Default_ShotConst.txt"
|
||
|
|
||
|
let objEnemy;
|
||
|
let frame = 0;
|
||
|
|
||
|
@Event {
|
||
|
alternative(GetEventType())
|
||
|
case(EV_REQUEST_LIFE) {
|
||
|
SetScriptResult(500);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
@Initialize {
|
||
|
objEnemy = ObjEnemy_Create(OBJ_ENEMY_BOSS);
|
||
|
ObjEnemy_Regist(objEnemy);
|
||
|
|
||
|
let imgExRumia = GetCurrentScriptDirectory ~ "ExRumia.png";
|
||
|
ObjPrim_SetTexture(objEnemy, imgExRumia);
|
||
|
ObjSprite2D_SetSourceRect(objEnemy, 64, 1, 127, 64);
|
||
|
ObjSprite2D_SetDestCenter(objEnemy);
|
||
|
|
||
|
let cx = GetStgFrameWidth() / 2;
|
||
|
ObjMove_SetDestAtFrame(objEnemy, cx, 120, 60);
|
||
|
|
||
|
TShot();
|
||
|
}
|
||
|
|
||
|
@MainLoop {
|
||
|
let ex = ObjMove_GetX(objEnemy);
|
||
|
let ey = ObjMove_GetY(objEnemy);
|
||
|
|
||
|
ObjEnemy_SetIntersectionCircleToShot(objEnemy, ex, ey, 32);
|
||
|
ObjEnemy_SetIntersectionCircleToPlayer(objEnemy, ex, ey, 24);
|
||
|
|
||
|
yield;
|
||
|
|
||
|
if (ObjEnemy_GetInfo(objEnemy, INFO_LIFE) <= 0) {
|
||
|
Obj_Delete(objEnemy);
|
||
|
CloseScript(GetOwnScriptID());
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
task TShot() {
|
||
|
let objPattern = ObjPatternShot_Create();
|
||
|
|
||
|
ObjPatternShot_SetParentObject(objPattern, objEnemy);
|
||
|
ObjPatternShot_SetPatternType(objPattern, PATTERN_ARROW);
|
||
|
|
||
|
ObjPatternShot_SetDelay(objPattern, 12);
|
||
|
ObjPatternShot_SetGraphic(objPattern, DS_SCALE_BLUE);
|
||
|
|
||
|
ObjPatternShot_SetSpeed(objPattern, 1.5, 1.2);
|
||
|
|
||
|
ObjPatternShot_SetShotCount(objPattern, 3, 5);
|
||
|
|
||
|
ObjPatternShot_AddTransform(objPattern, TRANSFORM_WAIT, 20);
|
||
|
ObjPatternShot_AddTransform(objPattern, TRANSFORM_ADD_SPEED_ANGLE, 900, 0, 0.015, 0);
|
||
|
|
||
|
ObjPatternShot_SetShootRadius(objPattern, 32);
|
||
|
|
||
|
wait(60);
|
||
|
|
||
|
let frame = 0;
|
||
|
while (ObjEnemy_GetInfo(objEnemy, INFO_LIFE) > 0) {
|
||
|
ObjPatternShot_SetAngle(objPattern, rand(0, 360), 6);
|
||
|
|
||
|
let ang_vel = 6.4 * sin(frame * 8);
|
||
|
ObjPatternShot_SetTransform(objPattern, 2, TRANSFORM_ANGULAR_MOVE, 30, ang_vel, 2);
|
||
|
|
||
|
ObjPatternShot_Fire(objPattern);
|
||
|
|
||
|
frame++;
|
||
|
wait(10);
|
||
|
}
|
||
|
}
|