86 lines
2.3 KiB
Plaintext
86 lines
2.3 KiB
Plaintext
#TouhouDanmakufu[Single]
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#ScriptVersion[3]
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#Title["SampleB03"]
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#Text["SampleB03: ObjPatternShot Transforms 2 : Transform Harder"]
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#include "script/default_system/Default_ShotConst.txt"
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let objEnemy;
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let frame = 0;
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@Event {
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alternative(GetEventType())
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case(EV_REQUEST_LIFE) {
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SetScriptResult(500);
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}
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}
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@Initialize {
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objEnemy = ObjEnemy_Create(OBJ_ENEMY_BOSS);
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ObjEnemy_Regist(objEnemy);
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let imgExRumia = GetCurrentScriptDirectory ~ "ExRumia.png";
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ObjPrim_SetTexture(objEnemy, imgExRumia);
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ObjSprite2D_SetSourceRect(objEnemy, 64, 1, 127, 64);
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ObjSprite2D_SetDestCenter(objEnemy);
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let cx = GetStgFrameWidth() / 2;
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ObjMove_SetDestAtFrame(objEnemy, cx, 120, 60);
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SetPlayerInvincibilityFrame(600000);
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TShot();
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}
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@MainLoop {
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let ex = ObjMove_GetX(objEnemy);
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let ey = ObjMove_GetY(objEnemy);
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ObjEnemy_SetIntersectionCircleToShot(objEnemy, ex, ey, 32);
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ObjEnemy_SetIntersectionCircleToPlayer(objEnemy, ex, ey, 24);
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yield;
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if (ObjEnemy_GetInfo(objEnemy, INFO_LIFE) <= 0) {
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Obj_Delete(objEnemy);
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CloseScript(GetOwnScriptID());
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return;
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}
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}
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task TShot() {
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let objPattern = ObjPatternShot_Create();
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ObjPatternShot_SetParentObject(objPattern, objEnemy);
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ObjPatternShot_SetPatternType(objPattern, PATTERN_RING);
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ObjPatternShot_SetDelay(objPattern, 12);
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ObjPatternShot_SetGraphic(objPattern, DS_BALL_S_RED);
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ObjPatternShot_SetSpeed(objPattern, 2, 1.2);
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ObjPatternShot_SetShotCount(objPattern, 16, 1);
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ObjPatternShot_SetInitialBlendMode(objPattern, BLEND_ADD_ARGB);
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ObjPatternShot_AddTransform(objPattern, TRANSFORM_WAIT, 20);
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ObjPatternShot_AddTransform(objPattern, TRANSFORM_N_DECEL_CHANGE, 25, 5, 1, 2.7, 10.12); //Think of Aunn's first spell
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ObjPatternShot_AddTransform(objPattern, TRANSFORM_ADDPATTERN_A1, 0, 0, NO_CHANGE);
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ObjPatternShot_AddTransform(objPattern, TRANSFORM_WAIT, 60);
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ObjPatternShot_AddTransform(objPattern, TRANSFORM_BLEND_CHANGE, BLEND_ALPHA);
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ObjPatternShot_AddTransform(objPattern, TRANSFORM_GRAPHIC_CHANGE, DS_RICE_S_RED);
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ObjPatternShot_AddTransform(objPattern, TRANSFORM_TO_SPEED_ANGLE, 60, 1.8, NO_CHANGE);
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wait(60);
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let frame = 0;
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while (ObjEnemy_GetInfo(objEnemy, INFO_LIFE) > 0) {
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ObjPatternShot_SetAngle(objPattern, rand(0, 360), 0);
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ObjPatternShot_SetTransform(objPattern, 1, TRANSFORM_N_DECEL_CHANGE, 25, 5, 1, 2.7, 14 * sin(frame * 6));
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ObjPatternShot_Fire(objPattern);
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frame++;
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wait(4);
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}
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} |