#東方弾幕風[Single] #ScriptVersion[3] #Title["星符「ミッドナイトレヴァリエ」"] #Text["Exルーミア最初のスペルカード:[r]星符「ミッドナイトレヴァリエ」"] #Image["./ExRumia(星符「ミッドナイトレヴァリエ」).jpg"] #Background["script/default_system/Default_Background_IceMountain.txt"] #BGM[DEFAULT] #Player[DEFAULT] #include"script/default_system/Default_ShotConst.txt" #include"script/default_system/Default_Effect.txt" let objEnemy; let bConcentrationMotion = false; @Initialize { objEnemy = ObjEnemy_Create(OBJ_ENEMY_BOSS); ObjEnemy_Regist(objEnemy); ObjEnemy_SetDamageRate(objEnemy, 10, 10);//披ダメージを10%に設定 TWork; TRender; TEnd; DeleteShotAll(TYPE_ALL, TYPE_ITEM);//出現と同時に敵弾を全て削除 } @MainLoop { let ex = ObjMove_GetX(objEnemy); let ey = ObjMove_GetY(objEnemy); ObjEnemy_SetIntersectionCircleToShot(objEnemy, ex, ey, 32);//当たり判定(自弾)登録 ObjEnemy_SetIntersectionCircleToPlayer(objEnemy, ex, ey, 24);//当たり判定(体当たり)登録 yield; } @Event { alternative(GetEventType()) case(EV_REQUEST_LIFE) { SetScriptResult(300);//ライフを1500に設定 } case(EV_REQUEST_TIMER) { SetScriptResult(60);//時間制限を60秒に設定 } case(EV_REQUEST_SPELL_SCORE) { SetScriptResult(30000);//スペルカードボーナスを30000に設定 } } //---------------------------------------------------- //敵動作 //---------------------------------------------------- task TWork { // Concentration01(150); // CutIn(YOUMU,"星符「ミッドナイトレヴァリエ」",0,0,0,0,0);//スペルカード名表示 //座標(cx, 60)へ60フレームかけて移動する let cx = GetStgFrameWidth() / 2;//STGシーンの中心x座標を取得 ObjMove_SetDestAtFrame(objEnemy, cx, 60, 60); loop(60){yield;} let objScene = GetEnemyBossSceneObjectID(); ObjEnemyBossScene_StartSpell(objScene); while(!Obj_IsDeleted(objEnemy)) { loop(90){yield;} TShotBlue(0, 135); TShotBlue(180, 45); loop(160){yield;} TShotRed(0, 90); TShotRed(180, 90); loop(50){yield;} bConcentrationMotion = true; loop(100){yield;} bConcentrationMotion = false; } } //---------------------------------------------------- //描画タスク //---------------------------------------------------- task TRender { let imgExRumia = GetCurrentScriptDirectory~"ExRumia.png"; ObjPrim_SetTexture(objEnemy, imgExRumia); while(!Obj_IsDeleted(objEnemy)) { let angle = ObjMove_GetAngle(objEnemy); let speed = ObjMove_GetSpeed(objEnemy); if(speed == 0) { if(bConcentrationMotion) { ObjSprite2D_SetSourceRect(objEnemy, 64, 1, 127, 64); } else { ObjSprite2D_SetSourceRect(objEnemy, 1, 1, 64, 64); } } else if(cos(angle) > 0){ObjSprite2D_SetSourceRect(objEnemy, 192, 1, 255, 64);} else if(cos(angle) < 0){ObjSprite2D_SetSourceRect(objEnemy, 128 ,1, 191, 64);} ObjSprite2D_SetDestCenter(objEnemy); yield; } } //---------------------------------------------------- //弾関連 //---------------------------------------------------- task TShotBlue(angle1, angle2) { let ex = ObjMove_GetX(objEnemy); let ey = ObjMove_GetY(objEnemy); let obj = CreateShotA2(ex, ey, 5, angle1, -0.08, 0, DS_BALL_L_BLUE, 0);//弾を発射 ObjMove_AddPatternA1(obj, 60, 5, angle2); loop(60){yield;} ascent(i in 0 .. 300) { if(Obj_IsDeleted(obj)){break;} let shotSpeed = rand(0.5,1.5); let sx = ObjMove_GetX(obj); let sy = ObjMove_GetY(obj); CreateShotA1(sx, sy, rand(0.5,1.5), rand(0,360), DS_BALL_S_BLUE, 60); yield; } } task TShotRed(angle1, angle2) { let ex = ObjMove_GetX(objEnemy); let ey = ObjMove_GetY(objEnemy); let obj = CreateShotA2(ex, ey, 5, angle1, -0.08, 0, DS_BALL_L_RED, 0);//弾を発射 ObjMove_AddPatternA1(obj, 60, 5, angle2); loop(60){yield;} ascent(i in 0 .. 300) { if(Obj_IsDeleted(obj)){break;} let shotSpeed=rand(0.5,1.5); let sx = ObjMove_GetX(obj); let sy = ObjMove_GetY(obj); CreateShotA1(sx, sy, rand(0.5,1.5), rand(0,360), DS_BALL_S_RED, 60); yield; } } //---------------------------------------------------- //終了待機タスク //---------------------------------------------------- task TEnd { while(ObjEnemy_GetInfo(objEnemy, INFO_LIFE) > 0) { yield; } let ex = ObjMove_GetX(objEnemy); let ey = ObjMove_GetY(objEnemy); TExplosionA(ex, ey, 10, 0.6); DeleteShotAll(TYPE_ALL, TYPE_ITEM);//敵弾を全て削除 Obj_Delete(objEnemy); loop(30){yield;} CloseScript(GetOwnScriptID()); }