ScarletBlackMarket/script/KevinSystem/kevin_system/Kevin_EndScene.txt

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//一時停止中スクリプト
#include "script/KevinSystem/GeneralSoundLib.txt"
int STGWIDTH = GetStgFrameWidth();
int STGHEIGHT = GetStgFrameHeight();
@Initialize
{
_SoundTask();
ExtendSFX;
SetAutoDeleteObject(true);
TBackgroundNew(0, 0);
TMenu();
}
@MainLoop
{
yield;
}
@Finalize
{
}
task TBackgroundNew(renderX, renderY){
let objText = ObjText_Create();
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ObjText_SetText(objText, ["Thank you for playing![r]Until the next station...", "このゲームを遊ぶをありがとうございました!"][GetCommonData("Language", 0)]);
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");
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//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);
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 = ["End of a Journey"];
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;
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let texts = ["Save Replay", "Back To Title", "Restart Battle"];
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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;
function CheckShotRelease {
return (GetVirtualKeyState(VK_OK) == KEY_HOLD);
}
int countA = 0;
loop
{
//決定
if(CheckShotRelease){yield; continue;}
if(GetVirtualKeyState(VK_OK) == KEY_PUSH)
{
let listResult = [RESULT_SAVE_REPLAY, RESULT_END, RESULT_RETRY];
SetScriptResult(listResult[selectIndex]);
CloseScript(GetOwnScriptID());
return;
}
//カーソル移動
if(GetVirtualKeyState(VK_UP) == KEY_PUSH)
{
selectIndex--;
}
else if(GetVirtualKeyState(VK_DOWN) == KEY_PUSH)
{
selectIndex++;
}
else if(GetVirtualKeyState(VK_UP) == KEY_HOLD)
{
frameKeyHold++;
if(frameKeyHold == 30 || (frameKeyHold > 30 && (frameKeyHold % 10 == 0)))
{
selectIndex--;
}
}
else if(GetVirtualKeyState(VK_DOWN) == KEY_HOLD)
{
frameKeyHold++;
if(frameKeyHold == 30 || (frameKeyHold > 30 && (frameKeyHold % 10 == 0)))
{
selectIndex++;
}
}
else
{
frameKeyHold = 0;
}
if(selectIndex < 0)
{
selectIndex = countMenu - 1;
}
else
{
selectIndex %= countMenu;
}
yield;
}
}