Cirno2022/script/sample/SampleVS02.txt

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2022-09-14 15:23:27 +00:00
#TouhouDanmakufu[Single]
#ScriptVersion[3]
#Title["SampleVS02"]
#Text["SampleVS02: Vertex Shader-Based Distortion Effect"]
#Background["script/default_system/Default_Background_IceMountain.txt"]
#include "script/default_system/Default_ShotConst.txt"
let objEnemy;
let objPlayer;
let frame = 0;
@Event {
alternative(GetEventType())
case(EV_REQUEST_LIFE) {
SetScriptResult(500);
}
}
@Initialize {
objPlayer = GetPlayerObjectID();
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, 180, 60);
TWaveCircle();
TFinalize();
}
@MainLoop {
let ex = ObjMove_GetX(objEnemy);
let ey = ObjMove_GetY(objEnemy);
if (frame == 120) {
let px = GetPlayerX();
ObjMove_SetDestAtFrame(objEnemy, rand(192 - 80, 192 + 80), rand(100, 230), 40);
//ObjMove_SetDestAtFrame(objEnemy, 0, rand(120, 300), 40);
frame = 0;
}
ObjEnemy_SetIntersectionCircleToShot(objEnemy, ex, ey, 32);
frame++;
yield;
}
task TWaveCircle() {
wait(60);
let color = [1, 0.065, 0.065];
let renderTexture = GetReservedRenderTargetName(0);
let stripWave = [];
let countEdge = 32;
let countStrip = 4;
let maxRadius = 128;
let frameLeft = GetStgFrameLeft();
let frameTop = GetStgFrameTop();
let objWave = ObjPrim_Create(OBJ_PRIMITIVE_2D);
Obj_SetRenderPriorityI(objWave, 26);
ObjPrim_SetPrimitiveType(objWave, PRIMITIVE_TRIANGLELIST);
ObjPrim_SetTexture(objWave, renderTexture);
ObjPrim_SetVertexCount(objWave, countEdge * countStrip * 6);
ascent (i in 0..countStrip) {
let stripWidth = maxRadius / (countStrip - 1);
let rInEdge = stripWidth * i;
FillRingVertex(i * countEdge * 6, rInEdge, rInEdge + stripWidth);
}
ObjRender_SetVertexShaderRenderingMode(objWave, true);
ObjShader_SetShaderF(objWave, GetCurrentScriptDirectory() ~ "SampleVS02_HLSL.txt");
ObjShader_SetTechnique(objWave, "Render");
let ex = ObjMove_GetX(objEnemy);
let ey = ObjMove_GetY(objEnemy);
let nowRadius = 0;
let t = 0;
while (!Obj_IsDeleted(objEnemy)) {
ex = ObjMove_GetX(objEnemy);
ey = ObjMove_GetY(objEnemy);
if(nowRadius < maxRadius){
let tmp = sin((t + 1) / 50 * 90);
nowRadius = maxRadius * tmp;
}
Update();
}
{
let _radius = nowRadius;
descent(i in 0..30){
let tmp = sin((i + 1) / 30 * 90);
nowRadius = _radius * tmp;
Update();
}
}
Obj_Delete(objWave);
function Update() {
RenderToTextureA1(renderTexture, 20, 25, true);
ObjShader_SetFloat(objWave, "frame_", t);
ObjShader_SetFloat(objWave, "waveSine_", 0.8 + sin(t * 5) * 0.5);
ObjShader_SetFloatArray(objWave, "waveRadius_", [nowRadius, maxRadius]);
ObjShader_SetFloatArray(objWave, "enemyPos_", [ex + frameLeft, ey + frameTop]);
ObjShader_SetFloatArray(objWave, "waveColor_", color);
//ObjRender_SetPosition(objWave, ex, ey, 1);
t++;
yield;
}
function FillRingVertex(vi_start, r_inner, r_outer) {
ascent (i in 0..countEdge) {
let vi = vi_start + i * 6;
let v_angle = 360 / (countEdge - 1);
let s1 = sin(v_angle * i);
let c1 = cos(v_angle * i);
let s2 = sin(v_angle * (i + 1));
let c2 = cos(v_angle * (i + 1));
ObjPrim_SetVertexPosition(objWave, vi + 0, r_inner * c1, r_inner * s1, 1);
ObjPrim_SetVertexPosition(objWave, vi + 1, r_outer * c1, r_outer * s1, 1);
ObjPrim_SetVertexPosition(objWave, vi + 2, r_inner * c2, r_inner * s2, 1);
ObjPrim_SetVertexPosition(objWave, vi + 3, r_outer * c1, r_outer * s1, 1);
ObjPrim_SetVertexPosition(objWave, vi + 4, r_inner * c2, r_inner * s2, 1);
ObjPrim_SetVertexPosition(objWave, vi + 5, r_outer * c2, r_outer * s2, 1);
ObjPrim_SetVertexUVT(objWave, vi + 0, r_inner * c1, r_inner * s1);
ObjPrim_SetVertexUVT(objWave, vi + 1, r_outer * c1, r_outer * s1);
ObjPrim_SetVertexUVT(objWave, vi + 2, r_inner * c2, r_inner * s2);
ObjPrim_SetVertexUVT(objWave, vi + 3, r_outer * c1, r_outer * s1);
ObjPrim_SetVertexUVT(objWave, vi + 4, r_inner * c2, r_inner * s2);
ObjPrim_SetVertexUVT(objWave, vi + 5, r_outer * c2, r_outer * s2);
}
}
}
task TFinalize(){
while (ObjEnemy_GetInfo(objEnemy, INFO_LIFE) > 0) { yield; }
Obj_Delete(objEnemy);
wait(120);
CloseScript(GetOwnScriptID());
}