ScarletBlackMarket/KevinSystem/kevin_system/Legacy (1280x720)/Kevin_Pause.txt

336 lines
11 KiB
Plaintext
Raw Normal View History

//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 = [
"Even though her parents gave her an entire crash course[r]on how royals enjoy tea, Erika is more a coffee fan.",
"Pankevin is terrified of heights, but loves rollercoasters & thrill rides.[r]He only rides the ones with shoulder harnesses to feel safer,[r]and always goes with Kouda.",
"Rachel has been exterminated at least twice by Housui[r]for constantly nagging her to let Rachel experiment.",
"There are a total of 18 fun facts on this pause menu,[r]including this one. How many have you found?",
"The creator of this game is incredibly self-indulgent.[r]You probably figured out this one, though...",
"Connecting Chain Handserif is the creator's favorite font.[r]As a Brazilian once said, \"this bitch is[r]hyperfixated on that font\".",
"Pankevin is acquainted with a duck who casts ice magic in the[r]Outside World. His name is Caleb.",
"Marisa and Housui often duel in the Forest of Magic.[r]Their antics have incited Alice's wrath so much that[r]she just doesn't care anymore.",
"Whenever Tenshi and Shion organize banquets at the Hakurei Shrine,[r]Erika is the self-appointed taste tester of the food.[r]It's gone from \"unbearable\" to \"passable\" according to her.",
"Kouda always has a pair of fluffy cat-ear headphones on hand wherever[r]he goes, so he can plop them on when he's overwhelmed by loud sounds.[r]Pankevin keeps the headphones for Kouda in his huge quiver[r]when they're traveling together.",
"Tenshi and Erika were planning to bring Shion along for[r]their adventures, but the latter was exhausted after[r]the oil overflow incident and stayed out.[r](If Shion came along, they would be too powerful...)",
"Housui's favorite food are amarylis flowers.[r]...That's what she says, but it's probably just mochi.",
"Inside Pankevin's huge quiver, there are many refillable water containers,[r]a portable sketchbook & watercolor set, some snacks, and a pair of[r]fluffy cat-ear headphones for Kouda.",
"Pankevin = Panda + Kevin, not Pansexual x Kevin. Pankevin is bi.",
"Thank you for playing this game! It means a lot to me :D",
"Erika Rankyuu debuted in the creator's first game, Enigma of the Storm. [r]It was made for a bullet hell game contest in a Discord server.",
"Housui Henkawa debuted in Unstable and Unimaginable Power, [r]a Touhou fangame. It's very well-crafted and polished, so go ahead[r]and play it! Housui's the Extra boss, by the way.",
"Housui is not bald.",
];
int x = prand_int(0, length(textchoices)-1);
//y = length(textchoices);
let objText = ObjText_Create();
ObjText_SetText(objText, textchoices[x]);
ObjText_SetFontSize(objText, 18.5);
ObjText_SetFontType(objText, "Connecting Chain Handserif");
ObjText_SetMaxWidth(objText, STGWIDTH);
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, STGWIDTH-255);
ObjRender_SetY(objText, STGHEIGHT-75);
}
// renderX and renderY will be TOP-LEFT COORDS
task TBackgroundNew(renderX, renderY){
// Render semi-transparent primitive background
task TRenderPrim(selection){
// Thank you for the PrimMaker Ferase :omegaflooshed:
ObjRender_SetPosition(selection, renderX+640, renderY+360, 0); // Since the render priority of the r.target is under 20
// Set up vert 0
ObjPrim_SetVertexPosition(selection,0,-640,-360,0);
ObjPrim_SetVertexColor(selection,0,0xA487FF);
ObjPrim_SetVertexUVT(selection, 0, 0, 0);
// Set up vert 1
ObjPrim_SetVertexPosition(selection,1,640,-360,0);
ObjPrim_SetVertexColor(selection,1,0xA487FF);
ObjPrim_SetVertexUVT(selection, 1, 1280, 0);
// Set up vert 2
ObjPrim_SetVertexPosition(selection,2,640,360,0);
ObjPrim_SetVertexColor(selection,2,0xA487FF);
ObjPrim_SetVertexUVT(selection, 2, 1280, 720);
// Set up vert 3
ObjPrim_SetVertexPosition(selection,3,640,360,0);
ObjPrim_SetVertexColor(selection,3,0xF187FF);
ObjPrim_SetVertexUVT(selection, 3, 1280, 720);
// Set up vert 4
ObjPrim_SetVertexPosition(selection,4,-640,360,0);
ObjPrim_SetVertexColor(selection,4,0xF187FF);
ObjPrim_SetVertexUVT(selection, 4, 0, 720);
// Set up vert 5
ObjPrim_SetVertexPosition(selection,5,-640,-360,0);
ObjPrim_SetVertexColor(selection,5,0xF187FF);
ObjPrim_SetVertexUVT(selection, 5, 0, 0);
for(int i = 0; i <= 5; i++){
ObjPrim_SetVertexAlpha(selection, i, 100);
}
}
// Render... the render target???
let objBG = ObjPrim_Create(OBJ_PRIMITIVE_2D);
ObjPrim_SetPrimitiveType(objBG, PRIMITIVE_TRIANGLELIST);
ObjPrim_SetVertexCount(objBG, 6);
let target = "target";
CreateRenderTargetEx(target, 1280, 720);
ObjPrim_SetTexture(objBG, target);
//SetInvalidRenderPriorityA1(20, 80);
RenderToTextureA1(target, 0, 100, true);
//RenderToTextureB1(target, objBG, true);
Obj_SetRenderPriorityI(objBG, 0);
TRenderPrim(objBG);
}
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
task 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, 35);
ObjText_SetFontType(obj, "Exotc350 DmBd BT");
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, 1.75);
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);
loop
{
Obj_SetVisible(objSelect, index == selectIndex);
yield;
}
}
//メニュー配置
int x = prand_int(0, 6);
let textchoices = ["A Brief Respite", "Yassification Paused", "Tea Time", "Heroic Moratorium", "World Comes to A Halt","A Moment to Breathe", "Players are Resting Warmly"];
let objText = ObjText_Create();
ObjText_SetText(objText, textchoices[x]);
ObjText_SetFontSize(objText, 50);
ObjText_SetFontType(objText, "Exotc350 DmBd BT");
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, STGWIDTH-255);
ObjRender_SetY(objText, 100);
let mx = STGWIDTH-255;
let my = 175;
let texts = ["Resume The Faceoff", "Accept Your Losses", "Take Another Shot"];
var countMenu = length(texts);
ascent(var iText in 0 .. countMenu)
{
TMenuItem(iText, mx, my, texts[iText]);
my += 45;
}
//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;
}
yield;
}
}