NarumiSTG_HyperSnowDrifter/script/sample/SampleB01.txt

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2023-01-26 11:34:56 +00:00
#TouhouDanmakufu[Single]
#ScriptVersion[3]
#Title["SampleB01"]
#Text["SampleB01: ObjPatternShot Demonstrations[r] Powered by Junko"]
#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);
SetPlayerInvincibilityFrame(600000);
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 objPattern1 = ObjPatternShot_Create();
ObjPatternShot_SetParentObject(objPattern1, objEnemy);
ObjPatternShot_SetDelay(objPattern1, 12);
ObjPatternShot_SetGraphic(objPattern1, DS_BALL_S_RED);
ObjPatternShot_SetSpeed(objPattern1, 2, 1);
ObjPatternShot_SetAngle(objPattern1, 90, 0);
ObjPatternShot_SetPatternType(objPattern1, PATTERN_RING);
ObjPatternShot_SetShotCount(objPattern1, 22, 1);
ObjPatternShot_SetShootRadius(objPattern1, 48);
let objPattern2 = ObjPatternShot_Create();
ObjPatternShot_CopySettings(objPattern2, objPattern1);
ObjPatternShot_SetGraphic(objPattern2, DS_BALL_S_PURPLE);
ObjPatternShot_SetSpeed(objPattern2, 1, 1);
ObjPatternShot_SetShotCount(objPattern2, 10, 1);
wait(60);
let frame = 0;
while (ObjEnemy_GetInfo(objEnemy, INFO_LIFE) > 0) {
if (frame % 30 == 0) {
ObjPatternShot_SetBasePointOffsetCircle(objPattern1, rand(0, 360), 32);
ObjPatternShot_Fire(objPattern1);
}
if (frame % 40 == 0 && frame > 75) {
for each (iX in [288, 96]) {
ObjPatternShot_SetBasePoint(objPattern2, iX, 144);
ObjPatternShot_SetBasePointOffsetCircle(objPattern2, rand(0, 360), 32);
ObjPatternShot_SetAngle(objPattern2, rand(0, 360), 0);
ObjPatternShot_Fire(objPattern2);
}
}
frame++;
yield;
}
Obj_Delete(objPattern1);
Obj_Delete(objPattern2);
}