//一時停止中スクリプト //#include "./../../script/soundtask.txt" #include "script/KevinSystem/GeneralSoundLib.txt" int STGWIDTH = GetStgFrameWidth(); int STGHEIGHT = GetStgFrameHeight(); @Initialize { _SoundTask(); PauseGameSFX; SetAutoDeleteObject(true); //TBackground(); TBackgroundNew(0, 0); TMenu(); TFunFact(); //_SoundTask; } @MainLoop { yield; } @Finalize { } task TFunFact(){ //int y = 0; let textchoices = [ ["The sun is just a really hot egg tart, right?", "Touhou.", "You know what else is as cool as Touhou? It's Kouji Kouda[r]from the hit anime \"Boku no Hero Academia\"!", "Thanks for playing this game!", "You can set the amount of starting lives you have in the configurations menu.[r]If you have trouble with difficult patterns or stage sections, now you can blast right through them!"], ["太陽は実際に暑いエッグタルト、ね?", "東方.", "このゲームの開発元の一番好きなキャラクターは『僕のヒーローアカデミア』の『口田甲司』ですよ![r]口田くんはすごいとかわいいね...", "このゲームを遊ぶをありがとうございました!", "あなたは『OPTIONS』のメニューにはライフカウンターを変化することができます。"], ]; int x = prand_int(0, length(textchoices[GetCommonData("Language", 0)])-1); //y = length(textchoices); let objText = ObjText_Create(); ObjText_SetText(objText, textchoices[GetCommonData("Language", 0)][x]); ObjText_SetFontSize(objText, [38, 45][GetCommonData("Language", 0)]); ObjText_SetFontType(objText, "コーポレート・ロゴ(ラウンド) ver2 Bold"); //ObjText_SetMaxWidth(objText, GetScreenWidth/2); ObjText_SetHorizontalAlignment(objText, ALIGNMENT_CENTER); ObjText_SetFontBold(objText, true); ObjText_SetFontColorTop(objText, 255, 255, 255); ObjText_SetFontColorBottom(objText, 255, 255, 255); ObjText_SetFontBorderType(objText, BORDER_FULL); ObjText_SetFontBorderColor(objText, 0x7D39D9); ObjText_SetFontBorderWidth(objText, 2); Obj_SetRenderPriorityI(objText, 10); ObjRender_SetX(objText, GetScreenWidth/2); ObjRender_SetY(objText, 8*STGHEIGHT/9); } // renderX and renderY will be TOP-LEFT COORDS task TBackgroundNew(float renderX, renderY){ let obj = ObjPrim_Create(OBJ_SPRITE_2D); Obj_SetRenderPriorityI(obj, 1); let currentFrameTexture = GetTransitionRenderTargetName(); ObjPrim_SetTexture(obj, currentFrameTexture); ObjSprite2D_SetSourceRect(obj, 0, 0, GetScreenWidth(), GetScreenHeight()); ObjSprite2D_SetDestRect(obj, 0, 0, GetScreenWidth(), GetScreenHeight()); ObjRender_SetColor(obj, 0x593DA3); } task TBackground { task TVertex(var index, var left, var top, var right, var bottom) { ObjPrim_SetVertexPosition(obj, index + 0, left, top, 0); ObjPrim_SetVertexPosition(obj, index + 1, left, bottom, 0); ObjPrim_SetVertexPosition(obj, index + 2, right, top, 0); ObjPrim_SetVertexPosition(obj, index + 3, right, top, 0); ObjPrim_SetVertexPosition(obj, index + 4, left, bottom, 0); ObjPrim_SetVertexPosition(obj, index + 5, right, bottom, 0); ObjPrim_SetVertexUVT(obj, index + 0, left, top); ObjPrim_SetVertexUVT(obj, index + 1, left, bottom); ObjPrim_SetVertexUVT(obj, index + 2, right, top); ObjPrim_SetVertexUVT(obj, index + 3, right, top); ObjPrim_SetVertexUVT(obj, index + 4, left, bottom); ObjPrim_SetVertexUVT(obj, index + 5, right, bottom); //STGシーン内のみアニメーション if(left >= 341 && right <= 937 && top >= 45 && bottom <= 677) { let alpha = 255; while(alpha >= 128) { ObjPrim_SetVertexAlpha(obj, index + 0, alpha); ObjPrim_SetVertexAlpha(obj, index + 1, alpha/2); ObjPrim_SetVertexAlpha(obj, index + 2, alpha/2); ObjPrim_SetVertexAlpha(obj, index + 3, alpha/2); ObjPrim_SetVertexAlpha(obj, index + 4, alpha/2); ObjPrim_SetVertexAlpha(obj, index + 5, alpha); alpha -= 255 / frame; yield; } } } //分割設定 let frame = 30; let countH = 20; //分割数 let countV = 30; let width = 1280 / countH; let height = 720 / countV; let target = GetTransitionRenderTargetName(); let obj = ObjPrim_Create(OBJ_PRIMITIVE_2D); //2D頂点ブジェクト生成 ObjPrim_SetPrimitiveType(obj, PRIMITIVE_TRIANGLELIST); ObjPrim_SetVertexCount(obj, countH * countV * 6); Obj_SetRenderPriorityI(obj, 0); //描画優先度を設定 ObjPrim_SetTexture(obj, target); //テクスチャを設定 ascent(ix in 0.. countH) { ascent(iy in 0.. countV) { let index = (ix + iy * countH) * 6; let left = ix * width; let right = left + width; let top = iy * height; let bottom = top + height; TVertex(index, left, top, right, bottom); } } } task TMenu { let selectIndex = 0;//選択位置 function TMenuItem(let index, let mx, let my, let text) { function CreateTextObject(let mx, let my, let text) { let obj = ObjText_Create(); ObjText_SetText(obj, text); ObjText_SetFontSize(obj, 65); ObjText_SetFontType(obj, "Connecting Chain Handserif"); ObjText_SetFontBold(obj, true); ObjText_SetHorizontalAlignment(obj, ALIGNMENT_CENTER); //ObjText_SetMaxWidth(obj, STGWIDTH); ObjText_SetFontColorTop(obj, 155, 45, 175); ObjText_SetFontColorBottom(obj, 200, 80, 255); ObjText_SetFontBorderType(obj, BORDER_FULL); ObjText_SetFontBorderColor(obj, 255, 255, 255); ObjText_SetFontBorderWidth(obj, 3.5); Obj_SetRenderPriorityI(obj, 10); ObjRender_SetX(obj, mx); ObjRender_SetY(obj, my); return obj; } let objText = CreateTextObject(mx, my, text); let objSelect = CreateTextObject(mx, my, text); ObjRender_SetBlendType(objSelect, BLEND_ADD_RGB); async{ loop { Obj_SetVisible(objSelect, index == selectIndex); yield; } } return objText; } //メニュー配置 let textchoices = ["Market Moratorium", "Respite from the Parade", "Worthy Rest"]; int x = prand_int(0, length(textchoices)-1); let objText = ObjText_Create(); ObjText_SetText(objText, textchoices[x]); ObjText_SetFontSize(objText, 150); ObjText_SetFontType(objText, "Anke Calligraph"); //ObjText_SetMaxWidth(objText, STGWIDTH); ObjText_SetHorizontalAlignment(objText, ALIGNMENT_CENTER); ObjText_SetFontBold(objText, true); ObjText_SetFontColorTop(objText, 75, 255, 255); ObjText_SetFontColorBottom(objText, 180, 255, 255); ObjText_SetFontBorderType(objText, BORDER_FULL); ObjText_SetFontBorderColor(objText,0, 0, 0); ObjText_SetFontBorderWidth(objText, 3); Obj_SetRenderPriorityI(objText, 10); ObjRender_SetX(objText, GetScreenWidth/2); ObjRender_SetY(objText, 100); let mx = GetScreenWidth/2; let my = GetScreenHeight/4; let texts = ["Resume Game", "Back To Title", "Restart Battle"]; var countMenu = length(texts); ascent(var iText in 0 .. countMenu) { int text = TMenuItem(iText, mx, my, texts[iText]); my += 75; } //キー状態がリセットされるまで待機 while(GetVirtualKeyState(VK_PAUSE) != KEY_FREE){yield;} //メニュー選択処理 let frameKeyHold = 0;//キー押しっぱなしフレーム数 //PauseGameSFX; loop { //決定 if(GetVirtualKeyState(VK_OK) == KEY_PULL) { let listResult = [RESULT_CANCEL, RESULT_END, RESULT_RETRY]; SetScriptResult(listResult[selectIndex]); CloseScript(GetOwnScriptID()); return; } //キャンセル if(GetVirtualKeyState(VK_CANCEL) == KEY_PULL || GetVirtualKeyState(VK_PAUSE) == KEY_PULL) { SetScriptResult(RESULT_CANCEL); CloseScript(GetOwnScriptID()); return; } //カーソル移動 if(GetVirtualKeyState(VK_UP) == KEY_PUSH) { SelectOptionSFX; selectIndex--; } else if(GetVirtualKeyState(VK_DOWN) == KEY_PUSH) { SelectOptionSFX; selectIndex++; } else if(GetVirtualKeyState(VK_UP) == KEY_HOLD) { frameKeyHold++; if(frameKeyHold == 30 || (frameKeyHold > 30 && (frameKeyHold % 10 == 0))) { SelectOptionSFX; selectIndex--; } } else if(GetVirtualKeyState(VK_DOWN) == KEY_HOLD) { frameKeyHold++; if(frameKeyHold == 30 || (frameKeyHold > 30 && (frameKeyHold % 10 == 0))) { SelectOptionSFX; selectIndex++; } } else { frameKeyHold = 0; } if(selectIndex < 0) { selectIndex = countMenu - 1; } else { selectIndex %= countMenu; } if(GetKeyState(KEY_R) == KEY_PUSH){ SetScriptResult(RESULT_RETRY); CloseScript(GetOwnScriptID()); return; } if(GetKeyState(KEY_Q) == KEY_PUSH){ SetScriptResult(RESULT_END); CloseScript(GetOwnScriptID()); return; } yield; } }