Boss Mode/Full boss fight added. Remilia sprite, background and ability card artworksadded.

This commit is contained in:
kevinmonitor 2022-08-22 16:59:37 +07:00
commit 1746c4ee56
247 changed files with 12020 additions and 0 deletions

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3drender/3dtimebicht.dnh Normal file
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// 3D STAGE TUTORIAL
// X : horizontal, Y : vertical, Z : depth (close/near)
// Stage script -> Set textures
#TouhouDanmakufu[Stage]
#Title["3D Stages"]
#Text["Stage script for 3D practice"]
#ScriptVersion[3]
#System["script/KevinSystem/Kevin_System.txt"]
let CSD = GetCurrentScriptDirectory;
let texturefloor = CSD ~ "sprite/dafloorEX.png";
let texturewall = CSD ~ "sprite/damagicwall.png";
let texturefog = CSD ~ "sprite/cardbg4.png";
// REMEMBER : set variable texturefloor as png because my ass internet
// can't download a simple png
// ------- Function to create one floor piece -------//
/*
SetAngleXYZ?
+ Rotates/flips the 3D sprite around a X, Y, Z axis.
+ Direction is influenced by HOW THE CAMERA IS SET -> Setting the camera
correctly is important!
X : horizontal
Y : vertical
Z : depth
*/
function FloorCreation(locX,locY,locZ){
let floorObj = ObjPrim_Create(OBJ_SPRITE_3D);
ObjPrim_SetTexture(floorObj,texturefloor);
Obj_SetRenderPriorityI(floorObj,20);
ObjSprite3D_SetSourceDestRect(floorObj,0,0,512,512);
ObjRender_SetScaleXYZ(floorObj,1,1,0);
ObjRender_SetZWrite(floorObj,true);
ObjRender_SetAngleXYZ(floorObj,90,0,0); // Floor-styled render
ObjRender_SetPosition(floorObj,locX,locY,locZ); // Positioning of floor, notice function parameters
}
function WallCreation(locX,locY,locZ){
let floorObj = ObjPrim_Create(OBJ_SPRITE_3D);
ObjPrim_SetTexture(floorObj,texturewall);
Obj_SetRenderPriorityI(floorObj,20);
ObjSprite3D_SetSourceDestRect(floorObj,0,0,1024,1024);
ObjRender_SetScaleXYZ(floorObj,0.5,1,0);
ObjRender_SetZWrite(floorObj,true);
ObjRender_SetAngleXYZ(floorObj,0,90,0); // Wall-styled render
ObjRender_SetPosition(floorObj,locX,locY,locZ);
}
function FogCreation(locX,locY,locZ){
let floorObj = ObjPrim_Create(OBJ_SPRITE_3D);
ObjPrim_SetTexture(floorObj,texturefog);
Obj_SetRenderPriorityI(floorObj,20);
ObjSprite3D_SetSourceDestRect(floorObj,0,0,1024,1024); // Fully covers screen
ObjRender_SetScaleXYZ(floorObj,4,4,0);
ObjRender_SetZWrite(floorObj,true);
// ObjRender_SetAngleXYZ(floorObj,0,0,0); -> NOT USED,
// as the fog will always be facing player
ObjSprite3D_SetBillboard(floorObj,true);
ObjRender_SetPosition(floorObj,locX,locY,locZ);
}
@Initialize{
// Call the task to start stage renders
//SetIntersectionVisualization(true);
StageTime;
scrollitbabe;
}
@Event{
}
@MainLoop{
yield;
}
@Finalize{
}
task StageTime{
// Fog construction
SetFogEnable(true);
SetFogParam(1024,1536,20,15,35);
FogCreation(0,0,2048);
// Stage construction, like cardboard house building
ascent(i in 0..4){
FloorCreation(0,0,512*i);
yield;
}
ascent (i in 0..4){
WallCreation(-256,256,512*i);
yield;
}
ascent (i in 0..4){
WallCreation(256,256,512*i);
yield;
}
}
// Stage scrolling
/* Guide : CAMERAS?????
* AZIMUTH *
SetCameraAzimuthAngle(0); - ?????
SetCameraElevationAngle(0); - How HIGH the camera is
SetCameraRadius(0); - How FAR the camera is
* FOCUS *
SetCameraFocusX(0);
SetCameraFocusY(0);
SetCameraFocusZ(0);
* ????? *
SetCameraYaw(0);
SetCameraPitch(0);
SetCameraRoll(0);
*/
task scrollitbabe{
let scroll = 0;
let ang = 0;
let theyaeur = -180;
// CAMERA SYSTEM handled here
// Min/max camera render distance
SetCameraPerspectiveClip(16,6000);
// Camera settings - TBE (to be explained)
async{
loop{
SetCameraAzimuthAngle(theyaeur);
theyaeur = Interpolate_Decelerate(-105, -115, cos(NormalizeAngle(ang)));
ang += 1;
yield;
}
}
SetCameraElevationAngle(15);
SetCameraRadius(64);
SetCameraFocusX(0);
SetCameraFocusY(512);
SetCameraFocusZ(-512);
/* GUIDE : The scroll illusion
Make a variable, add it to CameraZ
Count the variable to move CameraZ forward
At a certain point, reset it back to the beginning
Add fog, profit(?) */
loop{
SetCameraFocusZ(-512+scroll);
if(scroll > 512){
scroll = 0;
}
scroll+=24;
yield;
}
// Maintaining the perfect illusion with Fog
}

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#TouhouDanmakufu[Single]
#ScriptVersion[3]
#Title["the fruit of your labors, part 1"]
#Text["ayyy lmao"]
// Declaring variables
// Boss positions + Boss graphic + Shot sheet
let bossObj;
let bossX = 0; //These are important
let bossY = 0;
//Animation frames
let aniframe = 0;
let aniframe2 = 0;
let imgBoss = "script/basic4/sprite/enm_yuyuko.png";
let angleO = 90;
let wintery = "script/basic4/sprite/cardbg3.png";
let sakura = "script/basic4/sprite/cardbg4.png";
let spellSFX = "script/basic4/sounds/cardstart.wav";
let bossdefeatSFX = "script/basic4/sounds/bossdie.wav";
#include "script/default_system/Default_ShotConst.txt" // Shot sheet goes here, include DOES NOT include semicolon
#include "script/default_system/Default_Effect.txt"
// Hell
@Initialize {
// Auto-delete objects when script ends
SetAutoDeleteObject(true);
// Define a bossObj is boss, register into script
bossObj = ObjEnemy_Create(OBJ_ENEMY_BOSS);
ObjEnemy_Regist(bossObj);
// Start position OUTSIDE playing bounds
ObjMove_SetPosition(bossObj,192,-100);
// Moving boss to x, y location at speed
ObjMove_SetDestAtSpeed(bossObj,192,120,4);
// Load sounds
LoadSound(spellSFX);
LoadSound(bossdefeatSFX);
//Play sounds
PlaySE(spellSFX);
mainTask;
}
@Event {
// Setting boss timer and life
alternative(GetEventType())
case(EV_REQUEST_LIFE) {
SetScriptResult(2500);
}
case(EV_REQUEST_TIMER) {
SetScriptResult(30);
}
case(EV_REQUEST_SPELL_SCORE) {
SetScriptResult(2500000);
}
}
//MainLoop - everything always happens, all the time
@MainLoop {
bossX = ObjMove_GetX(bossObj);
bossY = ObjMove_GetY(bossObj);
//The boss position is ALWAYS UPDATED
// Collision for the shots and player
ObjEnemy_SetIntersectionCircleToShot(bossObj, bossX, bossY, 36);
ObjEnemy_SetIntersectionCircleToShot(bossObj, bossX, bossY, 18);
yield; // yielding mainloop tells the script to "look for other tasks" to perform
}
@Finalize {
}
//Creating functions for simplicity
function wait(w) {loop(w) {yield;}}
task mainTask {
renderBoss;
render;
BossMove;
ending;
shotyeet;
}
// NEW : BACKGROUNDS AND SPELL OVERLAYS
// Note : textures are objects
task render {
let scrollTex = 0;
// BG
let bgObj = ObjPrim_Create(OBJ_SPRITE_2D);
// NOTE : Obj_SetRenderPriorityI DIFFERENT FROM Obj_SetRenderPriority
Obj_SetRenderPriorityI(bgObj,20);
ObjPrim_SetTexture(bgObj,wintery);
ObjSprite2D_SetSourceRect(bgObj,0,0,512,512);
ObjSprite2D_SetDestRect(bgObj,0,0,GetStgFrameWidth,GetStgFrameHeight);
// SPELL BG
let spellObj = ObjPrim_Create(OBJ_SPRITE_2D);
// RENDER PRIORITY NOTICE : OVERLAY ABOVE BG
Obj_SetRenderPriorityI(spellObj,21);
ObjPrim_SetTexture(spellObj,sakura);
ObjRender_SetBlendType(spellObj,BLEND_ADD_ARGB); // Blending option : ADDITIVE + Alpha + RGB (opacity + glow)
ObjRender_SetAlpha(spellObj,240);
ObjSprite2D_SetSourceRect(spellObj,0,0,1024,1024);
ObjSprite2D_SetDestRect(spellObj,0,0,GetStgFrameWidth,GetStgFrameHeight);
// Scroll overlay while boss is alive
while(!Obj_IsDeleted(bossObj)){
ObjSprite2D_SetSourceRect(spellObj,0-scrollTex,0-scrollTex,1024-scrollTex,1024-scrollTex);
scrollTex+=1;
yield;
}
Obj_Delete(spellObj);
}
task fire {
let playerdir;
let newdir;
playerdir = GetAngleToPlayer(bossObj);
CreateShotA1(bossX,bossY,5,playerdir+10,55,5);
CreateShotA1(bossX,bossY,5,playerdir+5,55,5);
CreateShotA1(bossX,bossY,5,playerdir,55,5);
CreateShotA1(bossX,bossY,5,playerdir-5,55,5);
CreateShotA1(bossX,bossY,5,playerdir-10,55,5);
newdir = playerdir-15;
wait(5);
loop(40){
CreateShotA1(bossX,bossY,5,newdir+10,55,5);
CreateShotA1(bossX,bossY,5,newdir+5,55,5);
CreateShotA1(bossX,bossY,5,newdir,55,5);
CreateShotA1(bossX,bossY,5,newdir-5,55,5);
CreateShotA1(bossX,bossY,5,newdir-10,55,5);
newdir = newdir-15;
wait(5);
}
}
task renderBoss {
// Declare local variables, used for this task only
let dir;
let speed;
// Moved from @Initialize
// Giving the bossObj a "texture"
ObjPrim_SetTexture(bossObj, imgBoss);
// Which part to render -> remember to base this on the sprite itself
ObjSprite2D_SetSourceRect(bossObj,0,0,128,128);
// Moving our boss around from "true centre"
ObjSprite2D_SetDestCenter(bossObj);
// Scaling the boss sprite
ObjRender_SetScaleXYZ(bossObj,1.2,1.2,0);
// While the boss is not defeated yet
while (!Obj_IsDeleted(bossObj)){ // "!" mark means "OPPOSITE of whatever comes next, meaning overall : While boss is NOT DELETED"
// Update boss speed/direction
dir = ObjMove_GetAngle(bossObj);
speed = ObjMove_GetSpeed(bossObj);
// Actual code for animation handling
// Idle animation
if(speed == 0){
ObjRender_SetAngleXYZ(bossObj,0,0,0);
// if (aniframe....) -> IF the aniframe is this value, SHOW this sprite image
if (aniframe < 15){ObjSprite2D_SetSourceRect(bossObj,0,0,128,128);}
if (aniframe >= 15 && aniframe < 30){ObjSprite2D_SetSourceRect(bossObj,0,128,128,256);}
if (aniframe >= 30 && aniframe < 45){ObjSprite2D_SetSourceRect(bossObj,0,256,128,384);}
if (aniframe >= 45){ObjSprite2D_SetSourceRect(bossObj,128,128,256,256);}
}
// Left/Right animation
else if (cos(dir)<0){
aniframe2=0;
aniframe2+=2;
if(aniframe2 > 60){aniframe2 = 15;}
ObjRender_SetAngleXYZ(bossObj,0,0,0);
if (aniframe2 < 15){ObjSprite2D_SetSourceRect(bossObj,256,0,384,128);}
if (aniframe2 >= 15){ObjSprite2D_SetSourceRect(bossObj,256,128,384,256);}
}
else if (cos(dir)>0){
aniframe2=0;
aniframe2+=2;
if(aniframe2 > 60){aniframe2 = 15;}
ObjRender_SetAngleXYZ(bossObj,0,0,0);
if (aniframe2 < 15){ObjSprite2D_SetSourceRect(bossObj,256,256,384,384);}
if (aniframe2 >= 15){ObjSprite2D_SetSourceRect(bossObj,256,384,384,512);}
}
//Counting aniframe - ++ = up 1 per frame
aniframe+=2;
//Resetting aniframe if over predefined value
if(aniframe > 60){aniframe = 0;}
// These two code lines above will ensure the idle loop.
yield;
}
}
task BossMove{
wait(60);
fire;
wait(250);
loop{
while(ObjEnemy_GetInfo(bossObj,INFO_LIFE)<=0){return;}
ObjMove_SetDestAtSpeed(bossObj,rand(10,280),bossY,3);
wait(30);
fire;
wait(250);
yield;
}
}
task ending{
// While the boss is still alive, keep yielding (script works normally)
while(ObjEnemy_GetInfo(bossObj,INFO_LIFE)>0){
yield;
}
DeleteShotAll(TYPE_ALL,TYPE_ITEM);
PlaySE(bossdefeatSFX);
TExplosionA(bossX,bossY,10,0.5);
wait(120);
PlaySE(bossdefeatSFX);
Obj_Delete(bossObj);
TExplosionA(bossX,bossY,10,0.5);
wait(120);
CloseScript(GetOwnScriptID);
}
// I SPENT TWO DAYS TO FIGURE THIS OUT LMAO
task shotyeet{
while(ObjEnemy_GetInfo(bossObj,INFO_LIFE)>0){
yield;
}
loop{
DeleteShotAll(TYPE_ALL,TYPE_ITEM);
yield;
}
}

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128 x 128 = 1 sprite (yuyuko)

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#TouhouDanmakufu[Single]
#ScriptVersion[3]
#Title["DPS Test"]
#Text["thank you Daniel WishMakers"]
#System["script/KevinSystem/Kevin_System.txt"]
//let shotSheet = GetCurrentScriptDirectory() ~ "./../shot/shot.txt";
int bossObj; // This is enemy 1
int enm2, enm3; // This is enemy 2 and 3
let timer = 0;
let timer2 = 0;
let timer3 = 0;
let timer4 = 0;
//let phase = 0;
let angle = 0;
let angle2 = 0;
let angle3 = 0;
let angle4 = 0;
let x = 0;
let y = 0;
let image_angle = 0;
let HP = 10000000; //- (100 * difficulty);
// This is for the damage showing
let gl_curDPS = 0;
let gl_curDPS2 = 0;
let gl_curDPS3 = 0;
let gl_TimeSpent = 0;
let gl_TutorialStr = "";
const let STR_START = "Release SHOT before testing DPS.";
const let STR_GO = "Press and hold SHOT to start testing DPS.";
const let STR_FINISH = "Release SHOT when you are finished testing DPS.";
//#include "script/BHA5/script/Lib/BHA5_Lib.txt"
#include "script/KevinSystem/Universal_Lib.txt" // The library to include all libraries :sans: :nail_care:
@Event{
alternative(GetEventType())
case(EV_REQUEST_LIFE){
SetScriptResult(HP);
}
case(EV_REQUEST_TIMER){
SetScriptResult(9999);
}
case(EV_REQUEST_SPELL_SCORE){
SetScriptResult(1000000);
}
}
@Initialize{
//Shot sheet
//LoadTexture(shotSheet);
//LoadEnemyShotData(shotSheet);
SetPlayerLife(20);
//Boss registration
bossObj = ObjEnemy_Create(OBJ_ENEMY_BOSS);
ObjEnemy_Regist(bossObj);
//SetIntersectionVisualization(true);
let imgExRumia = GetModuleDirectory() ~ "script/ExRumia/ExRumia.png";
ObjPrim_SetTexture(bossObj, imgExRumia);
ObjSprite2D_SetSourceRect(bossObj, 64, 1, 127, 64);
ObjSprite2D_SetDestCenter(bossObj);
ObjRender_SetScaleXYZ(bossObj, 1.5, 1.5, 1);
ObjRender_SetColor(bossObj, 0xB93C3C);
ObjMove_SetDestAtFrame(bossObj, STG_WIDTH/2, 550, 1);
enm2 = ObjEnemy_Create(OBJ_ENEMY);
ObjEnemy_Regist(enm2);
//SetIntersectionVisualization(true);
//let imgExRumia = GetModuleDirectory() ~ "script/ExRumia/ExRumia.png";
ObjPrim_SetTexture(enm2, imgExRumia);
ObjSprite2D_SetSourceRect(enm2, 64, 1, 127, 64);
ObjSprite2D_SetDestCenter(enm2);
ObjRender_SetScaleXYZ(enm2, 1.5, 1.5, 1);
ObjRender_SetColor(enm2, 0xDC5959);
ObjMove_SetDestAtFrame(enm2, STG_WIDTH/2, 300, 1);
ObjEnemy_SetMaximumDamage(enm2, 2000);
enm3 = ObjEnemy_Create(OBJ_ENEMY);
ObjEnemy_Regist(enm3);
//SetIntersectionVisualization(true);
//let imgExRumia = GetModuleDirectory() ~ "script/ExRumia/ExRumia.png";
ObjPrim_SetTexture(enm3, imgExRumia);
ObjSprite2D_SetSourceRect(enm3, 64, 1, 127, 64);
ObjSprite2D_SetDestCenter(enm3);
ObjRender_SetScaleXYZ(enm3, 1.5, 1.5, 1);
ObjRender_SetColor(enm3, 0xFF8383);
ObjMove_SetDestAtFrame(enm3, STG_WIDTH/2, 50, 1);
ObjEnemy_SetMaximumDamage(enm3, 2000);
ObjEnemy_SetMaximumDamage(bossObj, 2000);
main;
display;
TFinalize;
}
@MainLoop{
ObjEnemy_SetIntersectionCircleToShot(bossObj,ObjMove_GetX(bossObj),ObjMove_GetY(bossObj),128);
ObjEnemy_SetIntersectionCircleToShot(enm2,ObjMove_GetX(enm2),ObjMove_GetY(enm2),128);
ObjEnemy_SetIntersectionCircleToShot(enm3,ObjMove_GetX(enm3),ObjMove_GetY(enm3),128);
//ObjEnemy_SetIntersectionCircleToPlayer(bossObj,ObjMove_GetX(bossObj),ObjMove_GetY(bossObj),32);
timer++;
timer2++;
x = ObjMove_GetX(bossObj);
y = ObjMove_GetY(bossObj);
ObjRender_SetAngleZ(bossObj,image_angle);
//main;
yield;
}
task TFinalize {
while(ObjEnemy_GetInfo(bossObj, INFO_LIFE) > 0){yield;}
Obj_Delete(bossObj);
DeleteShotAll(TYPE_ALL, TYPE_IMMEDIATE);
SetAutoDeleteObject(true);
CloseScript(GetOwnScriptID());
return;
}
task display {
let objText = CreateTextObject(100,300, 24, "Release SHOT to start testing DPS.");
let objMain = CreateTextObject(100,400, 24, "Avg DPS (Front): [r]Frames: ");
let objMain2 = CreateTextObject(100,500, 24, "Avg DPS (Middle): ");
let objMain3 = CreateTextObject(100,600, 24, "Avg DPS (Back): ");
loop {
ObjText_SetText(objText, gl_TutorialStr);
ObjText_SetText(objMain, StringFormat("Avg DPS (Front): %f[r]Frames: %d", "fd", gl_curDPS, gl_TimeSpent));
ObjText_SetText(objMain2, StringFormat("Avg DPS (Middle): %f", "f", gl_curDPS2));
ObjText_SetText(objMain3, StringFormat("Avg DPS (Back): %f", "f", gl_curDPS3));
yield;
}
}
// thanks wish
task main {
let count = 0;
let damage = 0;
let damage2 = 0;
let damage3 = 0;
loop {
//Reinitialize
count = 0;
damage = 0;
damage2 = 0;
damage3 = 0;
ObjEnemy_SetLife(bossObj, HP);
ObjEnemy_SetLife(enm2, HP);
ObjEnemy_SetLife(enm3, HP);
gl_TutorialStr = STR_START;
//Wait for shot to not be held.
while(count < 60) {
if (CheckShotRelease) {
count++;
}
else {
count = 0;
}
yield;
}
//Wait until player starts pressing SHOT.
count = 0;
gl_TutorialStr = STR_GO;
while(!CheckShotHeld) {
yield;
}
while(CheckShotHeld) {
count++;
damage += (HP - ObjEnemy_GetInfo(bossObj, INFO_LIFE));
damage2 += (HP - ObjEnemy_GetInfo(enm2, INFO_LIFE));
damage3 += (HP - ObjEnemy_GetInfo(enm3, INFO_LIFE));
ObjEnemy_SetLife(bossObj, HP);
ObjEnemy_SetLife(enm2, HP);
ObjEnemy_SetLife(enm3, HP);
gl_TimeSpent = count;
if (count % 60 == 0) {
gl_curDPS = damage;
gl_curDPS2 = damage2;
gl_curDPS3 = damage3;
gl_TutorialStr = STR_FINISH;
damage = 0;
damage2 = 0;
damage3 = 0;
}
yield;
}
}
}
function CheckShotRelease {
return ((GetVirtualKeyState(VK_SHOT) == KEY_PULL) || (GetVirtualKeyState(VK_SHOT) == KEY_FREE));
}
function CheckShotHeld {
return ((GetVirtualKeyState(VK_SHOT) == KEY_PUSH) || (GetVirtualKeyState(VK_SHOT) == KEY_HOLD));
}
//mkm fxn
function CreateTextObject(let mx, let my, let size, let text)
{
let obj = ObjText_Create();
ObjText_SetText(obj, text);
ObjText_SetFontSize(obj, size);
ObjText_SetFontBold(obj, true);
ObjText_SetFontColorTop(obj, 128, 128, 255);
ObjText_SetFontColorBottom(obj, 64, 64, 255);
ObjText_SetFontBorderType(obj, BORDER_FULL);
ObjText_SetFontBorderColor(obj,255, 255, 255);
ObjText_SetFontBorderWidth(obj, 2);
Obj_SetRenderPriorityI(obj, 10);
ObjRender_SetX(obj, mx);
ObjRender_SetY(obj, my);
return obj;
}

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// Sound effects for boss go here.
let lib = GetModuleDirectory() ~ "./script/KevinSystem/RyannSFX/ryannlib/";
let libKev = "script/KevinSound/";
let SFXVol = GetAreaCommonData("Config", "SEVol", 100) * 0.01;
// Sound paths
let defeatsnd = lib ~ "../bossdie.wav";
let lw = lib ~ "sp_lastword.wav";
let bullet1 = libKev ~ "bfxr_Shoot1.wav"; // Regular bullet sound
let bullet2 = libKev ~ "bfxr_Shoot2.wav"; // Shiny bullet sound
let bullet3 = lib ~ "se_explode.wav";
let lightning1 = lib ~ "se_don00.wav"; // Lightning sound 1/Explosion sound
let lightning2 = lib ~ "se_kira02.wav"; // Lightning sound 2
let laze = lib ~ "se_lazer01.wav"; // Laser sound
let lazeB = lib ~ "se_lazer00.wav";
let slash = lib ~ "se_slash.ogg";
let pause = libKev ~ "bfxr_Pause.wav";
let chargeA = libKev ~ "bfxr_Charge.wav";
let selection = libKev ~ "se_select00.wav";
let thunder = lib ~ "se_boon00.wav"; // Thunder/delay laser sound
let bomb = lib ~ "se_nep00.wav";
let extend = libKev ~ "bfxr_ExtendLegacy.wav"; // Clear game!
let lenenwarn = lib ~ "../lenenwarning.wav";
let chargeB = lib ~ "se_ch01.wav";
// Sound objects declarations
let warnsfx = ObjSound_Create();
let lwmusic = ObjSound_Create();
let fire1 = ObjSound_Create();
let fire2 = ObjSound_Create();
let fire3 = ObjSound_Create();
let light1 = ObjSound_Create();
let light2 = ObjSound_Create();
let laser = ObjSound_Create();
let laserB = ObjSound_Create();
let charge = ObjSound_Create();
let phase = ObjSound_Create();
let grz = ObjSound_Create();
let swing = ObjSound_Create();
let pausesfx = ObjSound_Create();
let choose = ObjSound_Create();
let thundersfx = ObjSound_Create();
let bombsfx = ObjSound_Create();
let extendsfx = ObjSound_Create();
let icebreak = ObjSound_Create();
let entrance = ObjSound_Create();
int sfxBoom = ObjSound_Create();
// Merge function that loads sounds and significantly decreases volume
// so the ears do not die from SFX overload.
function LoadEx(targetobj, targetpath, targetvol){
ObjSound_Load(targetobj, targetpath);
ObjSound_SetVolumeRate(targetobj, targetvol * SFXVol);
ObjSound_SetSoundDivision(targetobj, SOUND_SE);
}
task _SoundTask{
LoadEx(lwmusic, lw, 80);
LoadEx(fire1, bullet1, 35);
LoadEx(fire2, bullet2, 35);
LoadEx(light1, lightning1, 20);
LoadEx(light2, lightning2, 20);
LoadEx(laser, laze, 20);
LoadEx(laserB, lazeB, 20);
//LoadEx(grz, graze, 20);
LoadEx(swing, slash, 20);
LoadEx(pausesfx, pause, 20);
LoadEx(choose, selection, 18);
LoadEx(thundersfx, thunder, 25);
LoadEx(charge, chargeA, 40);
LoadEx(phase, chargeB, 25);
LoadEx(fire3, bullet3, 35);
LoadEx(bombsfx, bomb, 50);
LoadEx(extendsfx, extend, 50);
LoadEx(warnsfx, lenenwarn, 30);
LoadEx(icebreak, lib ~ "se_don00.wav", 60);
LoadEx(entrance, lib ~ "se_gun00.wav", 60);
LoadEx(sfxBoom, libKev ~ "bfxr_EnemyBoom.wav", 45);
}
// Functions to load sounds in scripts
task Shoot1{ObjSound_Play(fire1); return;}
task Shoot2{ObjSound_Play(fire2); return;}
task Shoot3{ObjSound_Play(fire3); return;}
task Lit1{ObjSound_Play(light1); return;}
task Lit2{ObjSound_Play(light2); return;}
task GrazeSFX{ObjSound_Play(grz); return;}
task SwordSlashSFX{ObjSound_Play(swing); return;}
task PauseGameSFX{ObjSound_Play(pausesfx); return;}
task SelectOptionSFX{ObjSound_Play(choose); return;}
task LaserSFX{ObjSound_Play(laser); return;}
task LaserBSFX{ObjSound_Play(laserB); return;}
task ThunderSFX{ObjSound_Play(thundersfx); return;}
task ChargeSFX{ObjSound_Play(charge); return;}
task ChargeBreakSFX{ObjSound_Play(phase); return;}
task BombSFX{ObjSound_Play(bombsfx); return;}
task ExtendSFX{ObjSound_Play(extendsfx); return;}

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/*
For Danmakufu users.
These functions are meant to be used alongside my pastel shotsheet due to the very high native resolution.
*/
// Bullet rescaling task, also has functionality for setting a new hitbox size relative to the new bullet graphic size. I highly recommend leaving hitboxscale to true.
task _BulletRescale(target, float scale, bool hitboxscale, hitboxlevel){
ObjRender_SetScaleXYZ(target, scale, scale, 1);
if (hitboxscale){
ObjShot_SetIntersectionScaleXY(target, scale*hitboxlevel, scale*hitboxlevel); // Note the formula. The hitbox will have been scaled accordingly along with the bullet graphic, but you can use hitboxlevel to adjust the scale further.
return;
}
else{return;}
}
// Delay task, provided by Naudiz (@Naudogs). For best effects, ensure destscale is equal to the resized scale of the bullet graphic, and orgscale be larger than it.
task _Delay(target, del, orgscale, destscale, orgalpha, destalpha){
ObjShot_SetDelay(target, del);
ObjShot_SetDelayGraphic(target, ObjShot_GetImageID(target)); // unless you already have the ID in the function somewhere, in which case you can just use that, or use any other graphic
ObjShot_SetDelayMode(target, DELAY_LERP, LERP_ACCELERATE, LERP_DECELERATE); // delay mode, scale lerp, alpha lerp. Check ph3sx's New Functions Documentation.txt for more details.
ObjShot_SetDelayScaleParameter(target, destscale, orgscale, del); // lerps from orgscale to destscale scale in del frames (use the value from ObjShot_SetDelay for del)
ObjShot_SetDelayAlphaParameter(target, destalpha, orgalpha, del); // lerps from orgalpha to destalpha scale in del frames (use the value from ObjShot_SetDelay for del)
return;
}

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Kevin's Ultra HD/4K Pastel Shotsheet
0.10a
--------
Thank you for downloading and using my pastel shotsheet!
This shotsheet features various common bullet types in a variety of "pastel" colors - colors lighter than your usual bullet graphics, but they should hopefully still be just as visible nonetheless. It has a *very* big native resolution (the first sheet is 4096x4096, with each bullet graphic being 256x256), and therefore is meant to be used with a similarly large game resolution and/or bullet rescaling functions. (See misc.txt for information regarding the latter in Danmakufu). It comes pre-packed with shot data and shot constant sheets meant for instant use in Danmakufu.
The shotsheet is still heavily incomplete. In the works is a second sheet (4096x2048) featuring more bullet types (fireballs, lasers, bubbles), some changes to existing bullet graphics to improve aesthetic and visibility, and half-size versions for regular HD reoslutions.
How to use:
Extract the directory to an appropriate location in your project and to load them, just include the shot constant text file in your script file (shotconst_4K.txt).
--------
The shot sheet images can be used in other engines as well. However it is the responsibility of the user to port the shot sheet data themselves.
The shot sheet images are free to use NON-COMMERCIALLY. Please credit me (Kevinmonitor/Kevin Mink) fully!
You are free to modify the shot sheets. Please state so if you do so however (for example, in the credits for your project you put a "modified by the author with permission" next to my attribution).
Please do not redistribute these shotsheets on your own.
--------
CONTACT:
Discord: Kevinmonitor#6745
Twitter: @kevinminh_alt

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local
{
LoadTextureEx(GetCurrentScriptDirectory ~ "./KevinShot_Alt_HD.png", true, true);
LoadTextureEx(GetCurrentScriptDirectory ~ "./KevinShot_Alt_HD_Fireball.png", true, true);
LoadEnemyShotData(GetCurrentScriptDirectory ~ "shotdata_HD.txt");
LoadEnemyShotData(GetCurrentScriptDirectory ~ "shotdata_HD_2.txt");
}
const KEV_BALL_RED = 2000;
const KEV_BALL_ORANGE = 2001;
const KEV_BALL_YELLOW = 2002;
const KEV_BALL_GREEN = 2003;
const KEV_BALL_AQUA = 2004;
const KEV_BALL_LAVENDER = 2005;
const KEV_BALL_PURPLE = 2006;
const KEV_BALL_PINK = 2007;
const KEV_BALL_WHITE = 2008;
const KEV_PEOPLE_RED = 2011;
const KEV_PEOPLE_ORANGE = 2012;
const KEV_PEOPLE_YELLOW = 2013;
const KEV_PEOPLE_GREEN = 2014;
const KEV_PEOPLE_AQUA = 2015;
const KEV_PEOPLE_LAVENDER = 2016;
const KEV_PEOPLE_PURPLE = 2017;
const KEV_PEOPLE_PINK = 2018;
const KEV_PEOPLE_WHITE = 2019;
const KEV_LEAF_RED = 2022;
const KEV_LEAF_ORANGE = 2023;
const KEV_LEAF_YELLOW = 2024;
const KEV_LEAF_GREEN = 2025;
const KEV_LEAF_AQUA = 2026;
const KEV_LEAF_LAVENDER = 2027;
const KEV_LEAF_PURPLE = 2028;
const KEV_LEAF_PINK = 2029;
const KEV_LEAF_WHITE = 2030;
const KEV_AMULET_RED = 2033;
const KEV_AMULET_ORANGE = 2034;
const KEV_AMULET_YELLOW = 2035;
const KEV_AMULET_GREEN = 2036;
const KEV_AMULET_AQUA = 2037;
const KEV_AMULET_LAVENDER = 2038;
const KEV_AMULET_PURPLE = 2039;
const KEV_AMULET_PINK = 2040;
const KEV_AMULET_WHITE = 2041;
const KEV_ARROW_RED = 2044;
const KEV_ARROW_ORANGE = 2045;
const KEV_ARROW_YELLOW = 2046;
const KEV_ARROW_GREEN = 2047;
const KEV_ARROW_AQUA = 2048;
const KEV_ARROW_LAVENDER = 2049;
const KEV_ARROW_PURPLE = 2050;
const KEV_ARROW_PINK = 2051;
const KEV_ARROW_WHITE = 2052;
const KEV_BUTTERFLY_RED = 2055;
const KEV_BUTTERFLY_ORANGE = 2056;
const KEV_BUTTERFLY_YELLOW = 2057;
const KEV_BUTTERFLY_GREEN = 2058;
const KEV_BUTTERFLY_AQUA = 2059;
const KEV_BUTTERFLY_LAVENDER = 2060;
const KEV_BUTTERFLY_PURPLE = 2061;
const KEV_BUTTERFLY_PINK = 2062;
const KEV_BUTTERFLY_WHITE = 2063;
const KEV_AURABALL_RED = 2066;
const KEV_AURABALL_ORANGE = 2067;
const KEV_AURABALL_YELLOW = 2068;
const KEV_AURABALL_GREEN = 2069;
const KEV_AURABALL_AQUA = 2070;
const KEV_AURABALL_LAVENDER = 2071;
const KEV_AURABALL_PURPLE = 2072;
const KEV_AURABALL_PINK = 2073;
const KEV_AURABALL_WHITE = 2074;
const KEV_FIRE_RED = 2075;
const KEV_FIRE_ORANGE = 2076;
const KEV_FIRE_YELLOW = 2077;
const KEV_FIRE_GREEN = 2078;
const KEV_FIRE_AQUA = 2079;
const KEV_FIRE_LAVENDER = 2080;
const KEV_FIRE_PURPLE = 2081;
const KEV_FIRE_PINK = 2082;
const KEV_FIRE_WHITE = 2083;
const KEV_BUBBLE_RED = 2086;
const KEV_BUBBLE_ORANGE = 2087;
const KEV_BUBBLE_YELLOW = 2088;
const KEV_BUBBLE_GREEN = 2089;
const KEV_BUBBLE_AQUA = 2090;
const KEV_BUBBLE_LAVENDER = 2091;
const KEV_BUBBLE_PURPLE = 2092;
const KEV_BUBBLE_PINK = 2093;
const KEV_KNIFE_RED = 2096;
const KEV_KNIFE_ORANGE = 2097;
const KEV_KNIFE_YELLOW = 2098;
const KEV_KNIFE_GREEN = 2099;
const KEV_KNIFE_AQUA = 2100;
const KEV_KNIFE_LAVENDER = 2101;
const KEV_KNIFE_PURPLE = 2102;
const KEV_KNIFE_PINK = 2103;

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#UserShotData
shot_image = "./KevinShot_Alt_HD.png"
ShotData { id = 2000 rect = (0,0,128,128) collision = 26 delay_color = (255,255,255) } //RED
ShotData { id = 2001 rect = (128,0,256,128) collision = 26 delay_color = (255,255,255) } //ORANGE
ShotData { id = 2002 rect = (256,0,384,128) collision = 26 delay_color = (255,255,255) } //YELLOW
ShotData { id = 2003 rect = (384,0,512,128) collision = 26 delay_color = (255,255,255) } //GREEN
ShotData { id = 2004 rect = (512,0,640,128) collision = 26 delay_color = (255,255,255) } //AQUA
ShotData { id = 2005 rect = (640,0,768,128) collision = 26 delay_color = (255,255,255) } //LAVENDER
ShotData { id = 2006 rect = (768,0,896,128) collision = 26 delay_color = (255,255,255) } //PURPLE
ShotData { id = 2007 rect = (896,0,1024,128) collision = 26 delay_color = (255,255,255) } //PINK
ShotData { id = 2008 rect = (1024,0,1152,128) collision = 26 delay_color = (255,255,255) } //WHITE
ShotData { id = 2011 rect = (0,128,128,256) collision = (17,0,-7) delay_color = (255,255,255) } //RED
ShotData { id = 2012 rect = (128,128,256,256) collision = (17,0,-7) delay_color = (255,255,255) } //ORANGE
ShotData { id = 2013 rect = (256,128,384,256) collision = (17,0,-7) delay_color = (255,255,255) } //YELLOW
ShotData { id = 2014 rect = (384,128,512,256) collision = (17,0,-7) delay_color = (255,255,255) } //GREEN
ShotData { id = 2015 rect = (512,128,640,256) collision = (17,0,-7) delay_color = (255,255,255) } //AQUA
ShotData { id = 2016 rect = (640,128,768,256) collision = (17,0,-7) delay_color = (255,255,255) } //LAVENDER
ShotData { id = 2017 rect = (768,128,896,256) collision = (17,0,-7) delay_color = (255,255,255) } //PURPLE
ShotData { id = 2018 rect = (896,128,1024,256) collision = (17,0,-7) delay_color = (255,255,255) } //PINK
ShotData { id = 2019 rect = (1024,128,1152,256) collision = (17,0,-7) delay_color = (255,255,255) } //WHITE
ShotData { id = 2022 rect = (0,256,128,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //RED
ShotData { id = 2023 rect = (128,256,256,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //ORANGE
ShotData { id = 2024 rect = (256,256,384,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //YELLOW
ShotData { id = 2025 rect = (384,256,512,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //GREEN
ShotData { id = 2026 rect = (512,256,640,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //AQUA
ShotData { id = 2027 rect = (640,256,768,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //LAVENDER
ShotData { id = 2028 rect = (768,256,896,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //PURPLE
ShotData { id = 2029 rect = (896,256,1024,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //PINK
ShotData { id = 2030 rect = (1024,256,1152,384) collision = (8,0,6) collision = (8,0,-6) delay_color = (255,255,255) } //WHITE
ShotData { id = 2033 rect = (0,384,128,512) collision = (28,0,0) delay_color = (255,255,255) } //RED
ShotData { id = 2034 rect = (128,384,256,512) collision = (28,0,0) delay_color = (255,255,255) } //ORANGE
ShotData { id = 2035 rect = (256,384,384,512) collision = (28,0,0) delay_color = (255,255,255) } //YELLOW
ShotData { id = 2036 rect = (384,384,512,512) collision = (28,0,0) delay_color = (255,255,255) } //GREEN
ShotData { id = 2037 rect = (512,384,640,512) collision = (28,0,0) delay_color = (255,255,255) } //AQUA
ShotData { id = 2038 rect = (640,384,768,512) collision = (28,0,0) delay_color = (255,255,255) } //LAVENDER
ShotData { id = 2039 rect = (768,384,896,512) collision = (28,0,0) delay_color = (255,255,255) } //PURPLE
ShotData { id = 2040 rect = (896,384,1024,512) collision = (28,0,0) delay_color = (255,255,255) } //PINK
ShotData { id = 2041 rect = (1024,384,1152,512) collision = (28,0,0) delay_color = (255,255,255) } //WHITE
ShotData { id = 2044 rect = (0,512,128,640) collision = (8,0,20) delay_color = (255,255,255) } //RED
ShotData { id = 2045 rect = (128,512,256,640) collision = (8,0,20) delay_color = (255,255,255) } //ORANGE
ShotData { id = 2046 rect = (256,512,384,640) collision = (8,0,20) delay_color = (255,255,255) } //YELLOW
ShotData { id = 2047 rect = (384,512,512,640) collision = (8,0,20) delay_color = (255,255,255) } //GREEN
ShotData { id = 2048 rect = (512,512,640,640) collision = (8,0,20) delay_color = (255,255,255) } //AQUA
ShotData { id = 2049 rect = (640,512,768,640) collision = (8,0,20) delay_color = (255,255,255) } //LAVENDER
ShotData { id = 2050 rect = (768,512,896,640) collision = (8,0,20) delay_color = (255,255,255) } //PURPLE
ShotData { id = 2051 rect = (896,512,1024,640) collision = (8,0,20) delay_color = (255,255,255) } //PINK
ShotData { id = 2052 rect = (1024,512,1152,640) collision = (8,0,20) delay_color = (255,255,255) } //WHITE
ShotData { id = 2055 rect = (0,640,128,768) collision = 12 delay_color = (255,255,255) } //RED
ShotData { id = 2056 rect = (128,640,256,768) collision = 12 delay_color = (255,255,255) } //ORANGE
ShotData { id = 2057 rect = (256,640,384,768) collision = 12 delay_color = (255,255,255) } //YELLOW
ShotData { id = 2058 rect = (384,640,512,768) collision = 12 delay_color = (255,255,255) } //GREEN
ShotData { id = 2059 rect = (512,640,640,768) collision = 12 delay_color = (255,255,255) } //AQUA
ShotData { id = 2060 rect = (640,640,768,768) collision = 12 delay_color = (255,255,255) } //LAVENDER
ShotData { id = 2061 rect = (768,640,896,768) collision = 12 delay_color = (255,255,255) } //PURPLE
ShotData { id = 2062 rect = (896,640,1024,768) collision = 12 delay_color = (255,255,255) } //PINK
ShotData { id = 2063 rect = (1024,640,1152,768) collision = 12 delay_color = (255,255,255) } //WHITE
ShotData { id = 2066 rect = (0,768,128,896) collision = 18 delay_color = (255,255,255) } //RED
ShotData { id = 2067 rect = (128,768,256,896) collision = 18 delay_color = (255,255,255) } //ORANGE
ShotData { id = 2068 rect = (256,768,384,896) collision = 18 delay_color = (255,255,255) } //YELLOW
ShotData { id = 2069 rect = (384,768,512,896) collision = 18 delay_color = (255,255,255) } //GREEN
ShotData { id = 2070 rect = (512,768,640,896) collision = 18 delay_color = (255,255,255) } //AQUA
ShotData { id = 2071 rect = (640,768,768,896) collision = 18 delay_color = (255,255,255) } //LAVENDER
ShotData { id = 2072 rect = (768,768,896,896) collision = 18 delay_color = (255,255,255) } //PURPLE
ShotData { id = 2073 rect = (896,768,1024,896) collision = 18 delay_color = (255,255,255) } //PINK
ShotData { id = 2074 rect = (1024,768,1152,896) collision = 18 delay_color = (255,255,255) } //WHITE
75 -> 83: fireballs
ShotData { id = 2086 rect = (0,896,256,1152) collision = 48 delay_color = (255,255,255) } //RED
ShotData { id = 2087 rect = (256,896,512,1152) collision = 48 delay_color = (255,255,255) } //ORANGE
ShotData { id = 2088 rect = (512,896,768,1152) collision = 48 delay_color = (255,255,255) } //YELLOW
ShotData { id = 2089 rect = (768,896,1024,1152) collision = 48 delay_color = (255,255,255) } //GREEN
ShotData { id = 2090 rect = (1024,896,1280,1152) collision = 48 delay_color = (255,255,255) } //AQUA
ShotData { id = 2091 rect = (1280,896,1536,1152) collision = 48 delay_color = (255,255,255) } //LAVENDER
ShotData { id = 2092 rect = (1536,896,1792,1152) collision = 48 delay_color = (255,255,255) } //PURPLE
ShotData { id = 2093 rect = (1792,896,2048,1152) collision = 48 delay_color = (255,255,255) } //PINK
ShotData { id = 2096 rect = (0,1152,128,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //RED
ShotData { id = 2097 rect = (128,1152,256,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //ORANGE
ShotData { id = 2098 rect = (256,1152,384,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //YELLOW
ShotData { id = 2099 rect = (384,1152,512,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //GREEN
ShotData { id = 2100 rect = (512,1152,640,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //AQUA
ShotData { id = 2101 rect = (640,1152,768,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //LAVENDER
ShotData { id = 2102 rect = (768,1152,896,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //PURPLE
ShotData { id = 2103 rect = (896,1152,1024,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //PINK
ShotData { id = 2104 rect = (1024,1152,1152,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //WHITE
ShotData { id = 2105 rect = (1152,1152,1280,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //
ShotData { id = 2106 rect = (1280,1152,1408,1280) collision = (8.5,0,-9.5) collision = (8.5,0,6.5) collision = (8.5,0,19.5) collision = (6.5,0,32.5) delay_color = (255,255,255) } //

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#UserShotData
shot_image = "./KevinShot_Alt_HD_Fireball.png"
ShotData { id = 2075 AnimationData { animation_data = ( 4, 0, 0, 128, 128); animation_data = ( 4, 128, 0, 256, 128); animation_data = ( 4, 256, 0, 384, 128); animation_data = ( 4, 384, 0, 512, 128); animation_data = ( 4, 512, 0, 640, 128); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //RED
ShotData { id = 2076 AnimationData { animation_data = ( 4, 0, 128, 128, 256); animation_data = ( 4, 128, 128, 256, 256); animation_data = ( 4, 256, 128, 384, 256); animation_data = ( 4, 384, 128, 512, 256); animation_data = ( 4, 512, 128, 640, 256); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //ORANGE
ShotData { id = 2077 AnimationData { animation_data = ( 4, 0, 256, 128, 384); animation_data = ( 4, 128, 256, 256, 384); animation_data = ( 4, 256, 256, 384, 384); animation_data = ( 4, 384, 256, 512, 384); animation_data = ( 4, 512, 256, 640, 384); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //YELLOW
ShotData { id = 2078 AnimationData { animation_data = ( 4, 0, 384, 128, 512); animation_data = ( 4, 128, 384, 256, 512); animation_data = ( 4, 256, 384, 384, 512); animation_data = ( 4, 384, 384, 512, 512); animation_data = ( 4, 512, 384, 640, 512); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //GREEN
ShotData { id = 2079 AnimationData { animation_data = ( 4, 0, 512, 128, 640); animation_data = ( 4, 128, 512, 256, 640); animation_data = ( 4, 256, 512, 384, 640); animation_data = ( 4, 384, 512, 512, 640); animation_data = ( 4, 512, 512, 640, 640); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //AQUA
ShotData { id = 2080 AnimationData { animation_data = ( 4, 0, 640, 128, 768); animation_data = ( 4, 128, 640, 256, 768); animation_data = ( 4, 256, 640, 384, 768); animation_data = ( 4, 384, 640, 512, 768); animation_data = ( 4, 512, 640, 640, 768); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //LAVENDER
ShotData { id = 2081 AnimationData { animation_data = ( 4, 0, 768, 128, 896); animation_data = ( 4, 128, 768, 256, 896); animation_data = ( 4, 256, 768, 384, 896); animation_data = ( 4, 384, 768, 512, 896); animation_data = ( 4, 512, 768, 640, 896); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //PURPLE
ShotData { id = 2082 AnimationData { animation_data = ( 4, 0, 896, 128, 1024); animation_data = ( 4, 128, 896, 256, 1024); animation_data = ( 4, 256, 896, 384, 1024); animation_data = ( 4, 384, 896, 512, 1024); animation_data = ( 4, 512, 896, 640, 1024); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //PINK
ShotData { id = 2083 AnimationData { animation_data = ( 4, 0, 1024, 128, 1152); animation_data = ( 4, 128, 1024, 256, 1152); animation_data = ( 4, 256, 1024, 384, 1152); animation_data = ( 4, 384, 1024, 512, 1152); animation_data = ( 4, 512, 1024, 640, 1152); } render = ADD_ARGB collision = 13 delay_color = (255,255,255) } //WHITE

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/* --------------------------------------------------------------------
UNIVERSAL/GENERAL FUNCTIONS USED FOR PLAYERS
These functions may/will be reused for future scripts as well.
--------------------------------------------------------------------
*/
#include "script/KevinSystem/kevin_system/Kevin_ItemConst.txt"
#include "script/KevinSystem/kevin_system/Kevin_ItemLib.txt"
float universalAlpha = GetAreaCommonData("Config", "PlayerShotOpacity", 60);
task _DeleteEffect(obj){
ObjRender_SetBlendType(obj, BLEND_ADD_ARGB);
Obj_SetRenderPriorityI(obj, 41);
ascent(i in 0..30){
ObjRender_SetAlpha(obj, Interpolate_Decelerate(100*(universalAlpha/100), 0, i/30));
ObjRender_SetScaleXYZ(obj, Interpolate_Decelerate(0.5, 1.5, i/30));
ObjMove_SetSpeed(obj, 12);
yield;
}
Obj_Delete(obj);
}
// Renders player movement. Assumes that all sprites are ORGANIZED HORIZONTALLY IN THE SHEET.
// flipscale can only be 1 or -1.
task _RenderPlayerMovement(int obj, int frame, int offsetleft, int offsettop, int width, int height, float flipscale, int frameno, int speed){
ObjSprite2D_SetSourceRect(obj, offsetleft+width*floor(frame/speed), offsettop, width+width*floor(frame/speed), offsettop+height);
ObjRender_SetScaleX(objPlayer, flipscale);
}
// Bullet rescaling... for player shots.
task _BulletRescalePlayer(int target, float scale, bool hitboxscale, float hitboxlevel){
ObjRender_SetScaleXYZ(target, scale, scale, 1);
if (hitboxscale){
ObjShot_SetIntersectionScaleXY(target, scale*hitboxlevel, scale*hitboxlevel);
}
}
// Handles death/respawn sigil. Assumes sigils are 512x512 in size.
// If death is true (the player dies), the circle expands outwards. Otherwise (the player bombs/respawns), it shrinks inwards.
task _SigilCall(bool death, texture, int rectleft, int recttop, int rectright, int rectbottom, int objPlayer, int time){
let DeathCircle = ObjPrim_Create(OBJ_SPRITE_2D);
ObjPrim_SetTexture(DeathCircle,teamimg);
ObjSprite2D_SetSourceRect(DeathCircle, rectleft, recttop, rectright, rectbottom);
ObjSprite2D_SetDestCenter(DeathCircle);
ObjRender_SetBlendType(DeathCircle,BLEND_ALPHA);
ObjRender_SetAlpha(DeathCircle,255);
ObjRender_SetPosition(DeathCircle,GetPlayerX(),GetPlayerY(),1);
Obj_SetRenderPriorityI(DeathCircle,Obj_GetRenderPriorityI(objPlayer)-1);
alternative(death)
case(true){
ascent(i in 0..time){
float scaliealpha = Interpolate_Decelerate(255, 0, i/time);
float scaliesize = Interpolate_Decelerate(0.1, 1.5, i/time);
ObjRender_SetAlpha(DeathCircle, scaliealpha);
ObjRender_SetPosition(DeathCircle,GetPlayerX(),GetPlayerY(),1);
ObjRender_SetScaleXYZ(DeathCircle, scaliesize, scaliesize, 1);
yield;
}
}
case(false){
ascent(i in 0..time){
float scaliealpha = Interpolate_Accelerate(255, 0, i/time);
float scaliesize = Interpolate_Accelerate(1.5, 0.1, i/time);
ObjRender_SetAlpha(DeathCircle, scaliealpha);
ObjRender_SetPosition(DeathCircle,GetPlayerX(),GetPlayerY(),1);
ObjRender_SetScaleXYZ(DeathCircle, scaliesize, scaliesize, 1);
yield;
}
}
while(ObjRender_GetAlpha(DeathCircle) > 0){yield;}
Obj_Delete(DeathCircle);
}
// Handles the hitbox and its aura. What the fuck.
task _HitboxRender(
bool playerdeathbool, int objPlayer, texture_hbox, texture_aura,
int rectleft_hbox, int recttop_hbox, int rectright_hbox, int rectbottom_hbox,
int rectleft_aura, int recttop_aura, int rectright_aura, int rectbottom_aura,
float scale_hbox, float scale_aura){
// Handle hitbox
bool visible = false;
int hitbox = ObjPrim_Create(OBJ_SPRITE_2D);
ObjPrim_SetTexture(hitbox, texture_hbox);
ObjSprite2D_SetSourceRect(hitbox, rectleft_hbox, recttop_hbox, rectright_hbox, rectbottom_hbox);
ObjSprite2D_SetDestCenter(hitbox);
ObjRender_SetScaleXYZ(hitbox, scale_hbox, scale_hbox, 1);
ObjRender_SetBlendType(hitbox, BLEND_ALPHA);
Obj_SetRenderPriorityI(hitbox, 79);
Obj_SetVisible(hitbox, false);
// Handle hitbox's aura
int aura = ObjPrim_Create(OBJ_SPRITE_2D);
ObjPrim_SetTexture(aura, texture_aura);
ObjSprite2D_SetSourceRect(aura, rectleft_aura, recttop_aura, rectright_aura, rectbottom_aura);
ObjSprite2D_SetDestCenter(aura);
ObjRender_SetScaleXYZ(aura, scale_aura, scale_aura, 1);
ObjRender_SetAlpha(aura, 70);
//ObjRender_SetBlendType(aura, BLEND_ADD_ARGB);
Obj_SetRenderPriorityI(aura, Obj_GetRenderPriorityI(objPlayer)+3);
Obj_SetVisible(aura, false);
loop{
if (visible && (!Obj_IsVisible(objPlayer) || GetVirtualKeyState(VK_SLOWMOVE) != KEY_HOLD)){
visible = false;
Obj_SetVisible(hitbox, false);
Obj_SetVisible(aura, false);
}
else if (!visible && (Obj_IsVisible(objPlayer) && (GetVirtualKeyState(VK_SLOWMOVE) == KEY_HOLD || GetVirtualKeyState(VK_SLOWMOVE) == KEY_PUSH))){
visible = true;
Obj_SetVisible(aura, true);
Obj_SetVisible(hitbox, true);
async{
while(Obj_IsVisible(aura)){
float curang = ObjRender_GetAngleZ(aura);
ObjRender_SetAngleZ(aura, curang+1);
yield;
}
}
async{
ascent(i in 0..20){
float scalie = Interpolate_Decelerate(scale_aura*1.5, scale_aura, i/20);
ObjRender_SetScaleXYZ(aura, scalie, scalie, 1);
yield;
}
}
async{
ascent(i in 0..20){
float scalie = Interpolate_Decelerate(0, 80, i/20);
ObjRender_SetAlpha(aura, scalie);
yield;
}
}
}
ObjRender_SetPosition(hitbox, ObjMove_GetX(objPlayer), ObjMove_GetY(objPlayer), 1);
ObjRender_SetPosition(aura, ObjMove_GetX(objPlayer), ObjMove_GetY(objPlayer), 1);
yield;
}
}
/*
Simple function that handles player options. These options simply follow the player at an offset - they do not have any trajectories of their own like spinning around the player, etc.
If the options have animations, set triggeranimation to true and adjust the number of frames + speed using delay and frameno.
If the options rotate (in place), set triggerspin to true and adjust spinning speed using spinspeed.
If the options only appear unfocused or focused, set either onlyFocus or onlyUnfocus to true. Setting both to true or false makes the options always visible.
*/
function PlayerOption(
float offsetx, float offsety,
texture,
int left, int top, int right, int bottom, float scale,
int width, int animdelay, int frameno, bool triggeranimation,
bool triggerspin, float spinspeed,
bool onlyFocus, bool onlyUnfocus
){
let option = ObjPrim_Create(OBJ_SPRITE_2D);
bool visible;
int animate = 0;
float optx;
float opty;
ObjPrim_SetTexture(option, texture);
ObjSprite2D_SetSourceRect(option, left, top, right-1, bottom-1); // Allows the options to spin smoothly should the user choose to do so.
ObjSprite2D_SetDestCenter(option);
ObjRender_SetScaleXYZ(option, scale);
ObjRender_SetBlendType(option, BLEND_ALPHA);
ObjRender_SetAlpha(option, 225);
Obj_SetRenderPriorityI(option, 41);
ObjRender_SetPosition(option, offsetx, offsety, 1);
// Animation
async{
while(triggeranimation){
ObjSprite2D_SetSourceRect(option, left+width*floor(animate/animdelay), top, right+width*floor(animate/animdelay)-1, bottom-1);
animate++;
if (animate >= animdelay*frameno){animate = 0;}
yield;
}
}
// Rotation
async{
float i = 0;
while(triggerspin){
//ObjRender_SetPosition(option, GetPlayerX()+offsetx, GetPlayerY()+offsety, 1);
ObjRender_SetAngleZ(option, i);
i += spinspeed;
yield;
}
}
// Follow
async{
while(true){
ObjRender_SetPosition(option, GetPlayerX()+offsetx, GetPlayerY()+offsety, 1);
yield;
}
}
// Visibility
async{
// Always visible
if((onlyFocus && onlyUnfocus) || (!onlyFocus && !onlyUnfocus)) {
loop
{
if(GetPlayerState != STATE_NORMAL && GetPlayerState != STATE_HIT){ObjRender_SetAlpha(option, max(0, ObjRender_GetAlpha(option)-15)); visible = false;}
else {ObjRender_SetAlpha(option, min(225, ObjRender_GetAlpha(option)+15)); visible = true;}
yield;
}
}
// Visible when focused only
else if(onlyFocus && !onlyUnfocus){
loop
{
if((GetPlayerState != STATE_NORMAL && GetPlayerState != STATE_HIT) || GetVirtualKeyState(VK_SLOWMOVE) == KEY_FREE){ObjRender_SetAlpha(option, max(0, ObjRender_GetAlpha(option)-15)); visible = false;}
else {ObjRender_SetAlpha(option, min(225, ObjRender_GetAlpha(option)+15)); visible = true;}
yield;
}
}
// Visible when unfocused only
else if(!onlyFocus && onlyUnfocus){
loop
{
if((GetPlayerState != STATE_NORMAL && GetPlayerState != STATE_HIT) || GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){ObjRender_SetAlpha(option, max(0, ObjRender_GetAlpha(option)-15)); visible = false;}
else {ObjRender_SetAlpha(option, min(225, ObjRender_GetAlpha(option)+15)); visible = true;}
yield;
}
}
}
function _FadeIn(){
ascent(i in 0..15){
ObjRender_SetAlpha(option, Interpolate_Decelerate(0, 225, i/15));
yield;
}
}
function _FadeOut(){
ascent(i in 0..15){
ObjRender_SetAlpha(option, Interpolate_Decelerate(225, 0, i/15));
yield;
}
}
return option;
}
/*
------------------------------------------------------
POINTBLANK-PIV MECHANIC FUNCTIONS
Will be optimized somewhere down the line.
------------------------------------------------------
*/
// Selects an enemy in the @MainLoop-updated _enemyArray, executes _PetalDrop, and adds it to _existArray so the task isn't called again for the same enemy. maxX and maxY are the bounds of the playing field.
task _Mechanic(bool playerdeathbool, int[] _enemyArray, int [] _existArray, float maxX, float maxY, int objPlayer, int bossScene, int maxrate, int addrate, float adddist){
while(!playerdeathbool){
_enemyArray = GetIntersectionRegistedEnemyID();
bossScene = GetEnemyBossSceneObjectID();
for each (int enemy in ref _enemyArray){
float enemyX = ObjMove_GetX(enemy);
float enemyY = ObjMove_GetY(enemy);
if (0 < enemyX && enemyX < maxX && 0 < enemyY && enemyY < maxY && !contains(_existArray, enemy)){
_PetalDrop(enemy, playerdeathbool, objPlayer, bossScene, maxrate, addrate, adddist);
_existArray = _existArray ~ [enemy];
}
else{continue;}
}
yield;
}
}
// Checks the boss scene type (nonspell/spell/last spell/invalid), the ID of the player object, and the target enemy. Drops petals with a type and drop rate that depends on the boss scene type and how close the player is to the target enemy. The last three parameters control the drop rate, and are significantly higher for Erika & Tenshi.
task _PetalDrop(int target, bool playerdeathbool, int objPlayer, int bossScene, int maxrate, int addrate, float adddist){
while(!Obj_IsDeleted(target) && !playerdeathbool){
float dist = hypot(ObjMove_GetX(target)-ObjMove_GetX(objPlayer), ObjMove_GetY(target)-ObjMove_GetY(objPlayer));
let atktype = GetEnemyBossSceneObjectID();
if(dist <= (GetStgFrameHeight()-100) && atktype != ID_INVALID && ObjEnemy_GetInfo(target, INFO_SHOT_HIT_COUNT) >= 1){
NotifyEventAll(EV_PIV_250, [ObjMove_GetX(target), ObjMove_GetY(target)]);
wait(maxrate + addrate*floor(dist/adddist));
}
else{yield;}
}
}
function <int> _Create2DImage(imgpath, int[] rectarray){
int imgname = ObjPrim_Create(OBJ_SPRITE_2D);
ObjPrim_SetTexture(imgname, imgpath);
ObjSprite2D_SetSourceRect(imgname, rectarray);
ObjSprite2D_SetDestCenter(imgname);
//ObjRender_SetPosition(imgname, positionstart)
return imgname;
}
task _DeathbombWarning(imgpath, int[] imgrectarray, int deathbombframes, float basescale){
int circle = _Create2DImage(imgpath, imgrectarray);
Obj_SetRenderPriorityI(circle, 75);
ObjRender_SetAlpha(circle, 255);
ObjRender_SetPosition(circle, ObjRender_GetX(GetPlayerObjectID()), ObjRender_GetY(GetPlayerObjectID()), 1);
ObjRender_SetBlendType(circle, BLEND_INV_DESTRGB);
ascent(i in 0..deathbombframes-1){
ObjRender_SetScaleXYZ(circle, Interpolate_Accelerate(basescale, 0, i/(deathbombframes-1)));
yield;
}
Obj_Delete(circle);
return;
}

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// SYSTEM FOR STATION GAME
let dirCurrent = GetCurrentScriptDirectory();
// Change accordingly!
int offsetX = 1551;
int baseY = 155;
int spaceY = 135;
float scale = 1.15*1.6;
int sel = 0; //"
// Item, life, spell graphics
let graphicimg = dirCurrent ~ "./img/yo.png";
let lifebarimg = dirCurrent ~ "./img/lifebar.png";
LoadTextureEx(graphicimg, true, true);
/*
Lifebar empty = (5, 5, 534, 34)
Lifebar split = (6, 38, 18, 74)
Lifebar full = (5, 78, 16, 108)
*/
//
//#include "./../script/soundtask.txt"
#include "script/KevinSystem/GeneralSoundLib.txt"
@Initialize
{
_SoundTask();
SetStgFrame(504, 0, 1415, 997, 20, 80);
sel = prand_int(0, 99);
SetPauseScriptPath(GetCurrentScriptDirectory() ~ "kevin_system/Kevin_Pause.txt");
SetEndSceneScriptPath(GetCurrentScriptDirectory() ~ "kevin_system/Kevin_EndScene.txt");
SetReplaySaveSceneScriptPath(GetCurrentScriptDirectory() ~ "kevin_system/Kevin_ReplaySave.txt");
InitFrame();
//TInstallFont(); Moved to package.
TScore();
//TGraze();
//SetPlayerLife(9);
LifeDisplay();
SpellDisplay();
//THighScore();
TValueDisplay();
StartItemScript(dirCurrent ~ "./kevin_system/KevinSystem_Item.txt");
//TExtendSystem();
TBossLife();
TBossTimer();
TCurrentFps();
TReplayFps();
//_SoundTask;
}
@MainLoop
{
yield;
}
@Event
{
alternative(GetEventType())
case(EV_START_BOSS_SPELL)
{
let path = dirCurrent ~ "Default_System_MagicCircle.txt";
let id = LoadScript(path);
StartScript(id);
}
case(EV_GAIN_SPELL)
{
let objScene = GetEnemyBossSceneObjectID();
let spellbonus = ObjEnemyBossScene_GetInfo(objScene, INFO_SPELL_SCORE);
TScoreAward(spellbonus);
}
}
function CreateTextObject(
float mx, my, size,
string text, font,
int colorTop, colorBottom,
int borderColor, borderWidth,
int renderPriority
){
let obj = ObjText_Create();
ObjText_SetText(obj, text);
ObjText_SetFontSize(obj, size);
ObjText_SetFontType(obj, font);
ObjText_SetFontColorTop(obj, colorTop);
ObjText_SetFontColorBottom(obj, colorBottom);
ObjText_SetFontBorderType(obj, BORDER_FULL);
ObjText_SetFontBorderColor(obj, borderColor);
ObjText_SetFontBorderWidth(obj, borderWidth);
Obj_SetRenderPriorityI(obj, renderPriority);
ObjRender_SetX(obj, mx);
ObjRender_SetY(obj, my);
return obj;
}
// Grants extends based on score
task TExtendSystem(){
// NEXT: Text (y around 650?) (x around 2250?)
/*let NextText =
CreateTextObject(
1625, 465, 30,
"NEXT:", "Connecting Chain Handserif",
0xA70053, 0xA70053,
0xFFFFFF, 2,
1
);*/
//ObjText_SetFontBold(NextText, true);
// Indicates the score threshold needed for the next extend
let ExtendThresholdText =
CreateTextObject(
250, 960, 24,
"", "Exotc350 DmBd BT",
0xA70053, 0xA70053,
0xFFFFFF, 2,
21
);
ObjText_SetFontBold(ExtendThresholdText, true);
ObjText_SetHorizontalAlignment(ExtendThresholdText, ALIGNMENT_RIGHT);
int count = 0;
// Millions
let req = [
];
if(GetCommonData("Difficulty", "Arcade") == "Arcade"){req = [20, 80, 200, 500, 800, 1200, 2500, 5000];}
else{req = [15, 50, 100, 180, 300, 600, 1000, 2000, 4000];}
let next = 0;
loop{
count = (trunc(GetScore())/10)*10;
if(next <= length(req)-1){
if(count >= req[next]*1000000){
next++;
SetPlayerLife(GetPlayerLife+1);
ExtendSFX;
ExtendEffect;
}
}
if(next != 8){ObjText_SetText(ExtendThresholdText, "NEXT: " ~ DigitToCommaArray(req[next]*1000000));}
else{ObjText_SetText(ExtendThresholdText, "MAX EXTEND");}
yield;
}
}
task ExtendEffect(){
int time = 30;
int timeDisappear = 30;
float x = GetPlayerX();
float y = GetPlayerY()-90;
int extendText = CreateTextObject(
x, y, 75,
"Life[r]Extend!", "Exotc350 DmBd BT",
0xFF61AE, 0xFFFFFF,
0x5E0064, 6,
42
);
ObjText_SetLinePitch(extendText, -2);
ObjText_SetFontBold(extendText, true);
ObjText_SetHorizontalAlignment(extendText, ALIGNMENT_CENTER);
ascent(i in 0..time){
ObjRender_SetY(extendText, Interpolate_Decelerate(y, y-120, i/time));
yield;
}
wait(15);
ascent(i in 0..timeDisappear){
ObjRender_SetAlpha(extendText, Interpolate_Decelerate(255, 0, i/timeDisappear));
yield;
}
Obj_Delete(extendText);
}
//----------------------------------------------------
//枠外の背景表示
//----------------------------------------------------
function InitFrame()
{
let path = GetCurrentScriptDirectory() ~ "img/ThiccHUD.png";
//if(false){path = GetCurrentScriptDirectory() ~ "img/literallywhat.png";}
//else{path = GetCurrentScriptDirectory() ~ "img/altHUD.png";}
let obj = ObjPrim_Create(OBJ_SPRITE_2D);
LoadTextureEx(path, true, true);
ObjPrim_SetTexture(obj, path);
//ObjRender_SetScaleXYZ(obj, 0.5, 0.5, 1);
ObjRender_SetTextureFilterMag(obj, FILTER_NONE);
ObjRender_SetTextureFilterMin(obj, FILTER_NONE);
ObjRender_SetTextureFilterMip(obj, FILTER_NONE);
Obj_SetRenderPriority(obj, 0);
ObjSprite2D_SetSourceRect(obj, 0, 0, GetScreenWidth(), GetScreenHeight());
ObjSprite2D_SetDestRect(obj, 0, 0, GetScreenWidth(), GetScreenHeight());
int diffText = CreateTextObject(
offsetX+150, baseY*0.3, 60,
"", "Exotc350 DmBd BT",
0xFFFFFF, 0xFFFFFF,
0xFFFFFF, 3,
1
);
ObjText_SetFontBold(diffText, true);
ObjText_SetHorizontalAlignment(diffText, ALIGNMENT_CENTER);
/*
if(GetCommonData("Difficulty", "Arcade") == "Arcade"){
ObjText_SetText(diffText, "Arcade Mode");
ObjText_SetFontColorTop(diffText, 0x8100CE);
ObjText_SetFontColorBottom(diffText,0xAC7DFF);
ObjText_SetFontBorderType(diffText, BORDER_FULL);
ObjText_SetFontBorderColor(diffText, 0xFFFFFF);
}
else{
ObjText_SetText(diffText, "Gentle Mode");
ObjText_SetFontColorTop(diffText, 0xFF993F);
ObjText_SetFontColorBottom(diffText,0xFFCFA6);
ObjText_SetFontBorderType(diffText, BORDER_FULL);
ObjText_SetFontBorderColor(diffText, 0xFFFFFF);
}
*/
}
//----------------------------------------------------
//スコア表示
//----------------------------------------------------
task THighScore(){
let objScoreNo = ObjText_Create();
ObjText_SetFontSize(objScoreNo, 58);
ObjText_SetFontBold(objScoreNo, true);
ObjText_SetFontType(objScoreNo, "Anke Calligraph");
ObjText_SetFontColorTop(objScoreNo, 0xFFA157);
ObjText_SetFontColorBottom(objScoreNo,0xFFC232);
ObjText_SetFontBorderType(objScoreNo, BORDER_FULL);
ObjText_SetFontBorderColor(objScoreNo, 0xFFFFFF);
ObjText_SetFontBorderWidth(objScoreNo, 3);
//ObjText_SetFontWeight(objScoreNo, 1000);
Obj_SetRenderPriorityI(objScoreNo, 1);
ObjRender_SetX(objScoreNo, offsetX-10); // Subject to change
ObjRender_SetY(objScoreNo, baseY*0.8); // Same as above
while(true){
let score = GetAreaCommonData("hiscoredata", "hiscore", 0);
score = min(score,999999999990);
let yass = DigitToCommaArray(score);
ObjText_SetText(objScoreNo, yass);
yield;
}
}
task TScore(){
// New score system using rtos
// For score with zeroes at the end: Truncate score/10, and then multiply it by 10
let objScore = ObjText_Create();
ObjText_SetFontSize(objScore, 24);
ObjText_SetFontBold(objScore, true);
ObjText_SetFontType(objScore, "Exotc350 DmBd BT");
ObjText_SetFontColorTop(objScore,0xFFFFFF);
ObjText_SetFontColorBottom(objScore,0xFFFFFF);
ObjText_SetFontBorderType(objScore, BORDER_FULL);
ObjText_SetFontBorderColor(objScore, 0x25379D);
ObjText_SetFontBorderWidth(objScore, 3);
ObjText_SetText(objScore, "SCORE");
//ObjText_SetFontWeight(objScore, 1000);
Obj_SetRenderPriorityI(objScore, 79);
ObjRender_SetX(objScore, 12); // Subject to change
ObjRender_SetY(objScore, 48); // Same as above
Obj_SetVisible(objScore, false);
let objScoreNo = ObjText_Create();
ObjText_SetFontSize(objScoreNo, 40);
ObjText_SetFontBold(objScoreNo, true);
ObjText_SetFontType(objScoreNo, "Origami Mommy");
ObjText_SetFontColorTop(objScoreNo,0xFFFFFF);
ObjText_SetFontColorBottom(objScoreNo,0xFFFFFF);
ObjText_SetFontBorderType(objScoreNo, BORDER_FULL);
ObjText_SetFontBorderColor(objScoreNo, 0x25379D);
ObjText_SetFontBorderWidth(objScoreNo, 4);
//ObjText_SetFontWeight(objScoreNo, 1000);
Obj_SetRenderPriorityI(objScoreNo, 79);
ObjText_SetSidePitch(objScoreNo, -3);
ObjRender_SetX(objScoreNo, 10); // Subject to change
ObjRender_SetY(objScoreNo, 10); // Same as above
while(true){
let score = trunc(GetScore()/10) * 10;
score = min(score,999999999990);
let yass = DigitToCommaArray(score);
ObjText_SetText(objScoreNo, yass);
if(ObjMove_GetY(GetPlayerObjectID()) < GetStgFrameHeight()/6){
ObjRender_SetAlpha(objScore, 60);
ObjRender_SetAlpha(objScoreNo, 60);
}
else{
ObjRender_SetAlpha(objScore, 255);
ObjRender_SetAlpha(objScoreNo, 255);
}
yield;
}
}
function DigitToCommaArray(num){ //Natashinitai
let srcStr = IntToString(num);
let res = [];
let nChar = 0;
for(let i = length(srcStr) - 1; i >= 0; i--){
res = [srcStr[i]] ~ res;
nChar++;
if(nChar % 3 == 0 && i > 0) res = "," ~ res;
}
return res;
}
//----------------------------------------------------
//Graze表示
//----------------------------------------------------
task TGraze()
{
let grazenum = ObjText_Create();
ObjText_SetFontSize(grazenum, 58);
ObjText_SetFontBold(grazenum, true);
ObjText_SetFontType(grazenum, "Anke Calligraph");
ObjText_SetFontColorTop(grazenum, 0x8898A3);
ObjText_SetFontColorBottom(grazenum, 0xD2E0FF);
ObjText_SetFontBorderType(grazenum, BORDER_FULL);
ObjText_SetFontBorderColor(grazenum, 0xFFFFFF);
ObjText_SetFontBorderWidth(grazenum, 3);
Obj_SetRenderPriorityI(grazenum, 1);
ObjRender_SetX(grazenum, offsetX-10);
ObjRender_SetY(grazenum, baseY*0.8+spaceY*5);
while(true){
let graze = GetGraze();
ObjText_SetText(grazenum, rtos("00000", graze));
yield;
}
}
task TValueDisplay(){
let objPIV = ObjText_Create();
ObjText_SetFontSize(objPIV, 21);
ObjText_SetFontBold(objPIV, true);
ObjText_SetFontType(objPIV, "Exotc350 DmBd BT");
ObjText_SetFontColorTop(objPIV,0xFFFFFF);
ObjText_SetFontColorBottom(objPIV,0xFFFFFF);
ObjText_SetFontBorderType(objPIV, BORDER_FULL);
ObjText_SetFontBorderColor(objPIV, 0xDC47C8);
ObjText_SetFontBorderWidth(objPIV, 3);
ObjText_SetText(objPIV, "MULTIPLIER");
ObjText_SetHorizontalAlignment(objPIV, ALIGNMENT_RIGHT);
//ObjText_SetFontWeight(objPIV, 1000);
Obj_SetRenderPriorityI(objPIV, 79);
ObjRender_SetX(objPIV, GetStgFrameWidth()-15); // Subject to change
ObjRender_SetY(objPIV, 44); // Same as above
let objPIVNum = ObjText_Create();
ObjText_SetFontSize(objPIVNum, 30);
ObjText_SetFontBold(objPIVNum, true);
ObjText_SetFontType(objPIVNum, "Origami Mommy");
ObjText_SetFontColorTop(objPIVNum,0xFFFFFF);
ObjText_SetFontColorBottom(objPIVNum,0xFFFFFF);
ObjText_SetFontBorderType(objPIVNum, BORDER_FULL);
ObjText_SetFontBorderColor(objPIVNum, 0xDC47C8);
ObjText_SetFontBorderWidth(objPIVNum, 4);
ObjText_SetHorizontalAlignment(objPIVNum, ALIGNMENT_RIGHT);
//ObjText_SetFontWeight(objPIVNum, 1000);
Obj_SetRenderPriorityI(objPIVNum, 79);
ObjRender_SetX(objPIVNum, GetStgFrameWidth()-12); // Subject to change
ObjRender_SetY(objPIVNum, 10); // Same as above
// DEBUG
//Obj_SetVisible(objPIV, false);
while(true){
let value = GetAreaCommonData("PIV", "currentvalue", 0);
value = min(value,9999999990);
//PIVMultiplierValue = value/1000;
let yass = vtos("5.2f", value/10000);
ObjText_SetText(objPIVNum, yass ~ "x");
if(ObjMove_GetY(GetPlayerObjectID()) < GetStgFrameHeight()/6){
ObjRender_SetAlpha(objPIV, 60);
ObjRender_SetAlpha(objPIVNum, 60);
}
else{
ObjRender_SetAlpha(objPIV, 255);
ObjRender_SetAlpha(objPIVNum, 255);
}
yield;
}
}
//----------------------------------------------------
//残機表示
//----------------------------------------------------
/*task TPlayerLife
{
let lifenum = ObjText_Create();
ObjText_SetFontSize(lifenum, 22);
ObjText_SetFontBold(lifenum, false);
ObjText_SetFontType(lifenum, "Unispace");
ObjText_SetFontColorTop(lifenum,255,255,255);
ObjText_SetFontColorBottom(lifenum,255,255,255);
Obj_SetRenderPriorityI(lifenum, 1);
ObjRender_SetX(lifenum,507);
ObjRender_SetY(lifenum,101);
while(true){
let liferemain = GetPlayerLife();
ObjText_SetText(lifenum, rtos("00", liferemain));
yield;
}
}*/
//----------------------------------------------------
//残スペル表示
//----------------------------------------------------
task TPlayerSpell
{
let spellnum = ObjText_Create();
ObjText_SetFontSize(spellnum, 22);
ObjText_SetFontBold(spellnum, false);
ObjText_SetFontType(spellnum, "Unispace");
ObjText_SetFontColorTop(spellnum,255,255,255);
ObjText_SetFontColorBottom(spellnum,255,255,255);
Obj_SetRenderPriorityI(spellnum, 1);
ObjRender_SetX(spellnum,offsetX);
ObjRender_SetY(spellnum,baseY+spaceY*3);
while(true){
let spellremain = GetPlayerSpell();
ObjText_SetText(spellnum, rtos("00", spellremain));
yield;
}
}
// New life task
task LifeDisplay(){
// oh god oh no
let liferemain;
let lifecounter = ObjPrim_Create(OBJ_SPRITE_LIST_2D);
let lifeshow = graphicimg;
Obj_SetRenderPriorityI(lifecounter, 1);
ObjPrim_SetTexture(lifecounter, lifeshow);
//ObjSpriteList2D_SetSourceRect(lifecounter, 256, 0, 384, 128);
//ObjRender_SetScaleXYZ(lifecounter, 0.5, 0.5, 1);
//ObjSpriteList2D_SetDestCenter(lifecounter);
loop{
ObjSpriteList2D_ClearVertexCount(lifecounter);
ObjSpriteList2D_SetSourceRect(lifecounter, 256, 0, 384, 128);
ObjSpriteList2D_SetDestCenter(lifecounter);
ObjRender_SetScaleXYZ(lifecounter, 0.26*scale, 0.26*scale, 1);
liferemain = GetPlayerLife();
ascent(i in 0..liferemain){
ObjRender_SetPosition(lifecounter, 550-10+i*25, 1040, 0);
ObjSpriteList2D_AddVertex(lifecounter);
}
yield;
}
}
// New spell task
task SpellDisplay{
let spellremain;
let spellcounter = ObjPrim_Create(OBJ_SPRITE_LIST_2D);
let spellshow = graphicimg;
Obj_SetRenderPriorityI(spellcounter, 1);
ObjPrim_SetTexture(spellcounter, spellshow);
loop{
ObjSpriteList2D_ClearVertexCount(spellcounter);
ObjSpriteList2D_SetSourceRect(spellcounter, 384, 0, 512, 128);
ObjSpriteList2D_SetDestCenter(spellcounter);
ObjRender_SetScaleXYZ(spellcounter, 0.26*scale, 0.26*scale, 1);
spellremain = GetPlayerSpell();
ascent(i in 0..spellremain){
ObjRender_SetPosition(spellcounter, 1000+10+i*25, 1040, 0);
ObjSpriteList2D_AddVertex(spellcounter);
}
yield;
}
}
//----------------------------------------------------
// Edited ExRumia system
//----------------------------------------------------
task TBossLife
// Lifebar starts at x = 352, ends at x = 925
{
let path = lifebarimg;
let obj = ObjPrim_Create(OBJ_SPRITE_LIST_2D);
let objStar = ObjPrim_Create(OBJ_SPRITE_LIST_2D);
let objDivision = ObjPrim_Create(OBJ_SPRITE_LIST_2D);
let objLifebar = ObjPrim_Create(OBJ_SPRITE_LIST_2D);
//bool BossExist = false;
ObjPrim_SetTexture(obj, path);
Obj_SetRenderPriorityI(obj, 72);
ObjRender_SetAlpha(obj, 255);
ObjPrim_SetTexture(objStar, path);
Obj_SetRenderPriorityI(objStar, 70);
ObjPrim_SetTexture(objDivision, path);
Obj_SetRenderPriorityI(objDivision, 72);
ObjPrim_SetTexture(objLifebar, path);
Obj_SetRenderPriorityI(objLifebar, 70);
ObjRender_SetAlpha(objLifebar, 140);
//Obj_SetVisible(objLifebar, false);
let lastRemStep = -1;
let lifeRateRender = 0;
let objScene = ID_INVALID;
loop
{
objScene = GetEnemyBossSceneObjectID();
ObjSpriteList2D_ClearVertexCount(obj);
ObjSpriteList2D_ClearVertexCount(objLifebar);
ObjSpriteList2D_ClearVertexCount(objStar);
ObjSpriteList2D_ClearVertexCount(objDivision);
if(objScene != ID_INVALID)
{
//BossExist = true;
ObjSpriteList2D_SetSourceRect(objLifebar, 8, 6, 801, 50);
ObjSpriteList2D_SetDestCenter(objLifebar);
ObjRender_SetScaleXYZ(objLifebar, 1.12, 1.25, 1);
ascent (i in 0..1){
ObjRender_SetPosition(objLifebar, 455, 90, 1);
ObjSpriteList2D_AddVertex(objLifebar);
}
RenderActiveLife();
}
yield;
}
/*task RenderLifebar(){
ObjSprite2D_SetSourceRect(objLifebar, 5, 5, 534, 34);
ObjSprite2D_SetDestCenter(objLifebar);
ObjRender_SetPosition(objLifebar, 352, 20, 1);
while(BossExist){
Obj_SetVisible(objLifebar, true);
yield;
}
}*/
function RenderActiveLife()
{
//残りステップ
let countRemStep = ObjEnemyBossScene_GetInfo(objScene, INFO_REMAIN_STEP_COUNT);
if(lastRemStep != countRemStep)
{
//ステップが変化
lifeRateRender = 0;
}
//Overall active life
let lifeTotalMax = ObjEnemyBossScene_GetInfo(objScene, INFO_ACTIVE_STEP_TOTAL_MAX_LIFE);
let lifeTotal = ObjEnemyBossScene_GetInfo(objScene, INFO_ACTIVE_STEP_TOTAL_LIFE);
let lifeRate = min(lifeTotal / lifeTotalMax, lifeRateRender);
ObjSpriteList2D_SetSourceRect(obj, 7, 119, 800, 159);
ObjSpriteList2D_SetDestRect(obj, 11, 70, 12 + (890-2) * lifeRate, 110);
ObjRender_SetColorHSV(obj, -60, 384, 384);
ObjSpriteList2D_AddVertex(obj);
ObjRender_SetBlendType(obj, BLEND_ALPHA);
//Life "division" bar
ObjSpriteList2D_SetSourceRect(objDivision, 8, 56, 27, 111);
//ObjRender_SetColorHSV(objDivision, 32, 255, 255);
let listLifeDiv = [0] ~ ObjEnemyBossScene_GetInfo(objScene, INFO_ACTIVE_STEP_LIFE_RATE_LIST);
ascent(iDiv in 1 .. length(listLifeDiv)-1)
{
let rate = listLifeDiv[iDiv];
let x = (GetStgFrameWidth()) * 0.98 * (1-rate);
ObjSpriteList2D_SetDestRect(objDivision, x-4, 62, x+24, 118);
ObjSpriteList2D_AddVertex(objDivision);
}
//Boss star rendering
ObjRender_SetScaleXYZ(objStar, 0.6, 0.6, 1);
ObjSpriteList2D_SetSourceRect(objStar, 0, 169, 268, 430);
Obj_SetRenderPriority(objStar, 1);
ascent(iStep in 0 .. countRemStep)
{
ObjRender_SetPosition(objStar, GetStgFrameWidth()*1.6, 35+45*iStep, 1);
ObjSpriteList2D_SetDestCenter(objStar);
ObjSpriteList2D_AddVertex(objStar);
}
lifeRateRender += 0.01;
lifeRateRender = min(lifeRateRender, 1);
lastRemStep = countRemStep;
if(ObjMove_GetY(GetPlayerObjectID()) < GetStgFrameHeight()/6){
ObjRender_SetAlpha(obj, 60);
ObjRender_SetAlpha(obj, 30);
}
else{
ObjRender_SetAlpha(obj, 255);
ObjRender_SetAlpha(objLifebar, 140);
}
}
}
//----------------------------------------------------
//タイマー表示
//----------------------------------------------------
task TBossTimer
{
let textTimer = ObjText_Create();
ObjText_SetFontSize(textTimer, 35);
ObjText_SetFontType(textTimer, "Connecting Chain Handserif");
//ObjText_SetMaxWidth(textTimer, GetStgFrameWidth()/6);
ObjText_SetHorizontalAlignment(textTimer, ALIGNMENT_CENTER);
ObjText_SetFontBold(textTimer, true);
ObjText_SetFontColorTop(textTimer, 0xFFFFFF);
ObjText_SetFontColorBottom(textTimer, 0xFFFFFF);
ObjText_SetFontBorderType(textTimer, BORDER_FULL);
ObjText_SetFontBorderColor(textTimer, 0xA639F0);
ObjText_SetFontBorderWidth(textTimer, 3.4);
Obj_SetRenderPriorityI(textTimer, 73);
ObjRender_SetX(textTimer, GetStgFrameWidth()/8-10);
ObjRender_SetY(textTimer, 110);
Obj_SetVisible(textTimer, true);
let pathDigit = GetCurrentScriptDirectory() ~ "img/Default_SystemDigit.png";
let obj = ObjPrim_Create(OBJ_SPRITE_LIST_2D);
ObjPrim_SetTexture(obj, lifebarimg);
ObjRender_SetBlendType(obj, BLEND_ADD_RGB);
Obj_SetRenderPriority(obj, 0.75);
//ObjRender_SetY(obj, 38);
let count = 2;
let objScene = ID_INVALID;
loop
{
objScene = GetEnemyBossSceneObjectID();
ObjSpriteList2D_ClearVertexCount(obj);
if(objScene != ID_INVALID)
{
Obj_SetVisible(textTimer, true);
RenderTimer();
}
else{Obj_SetVisible(textTimer, false);
}
yield;
}
task RenderTimer()
{
let timer = ObjEnemyBossScene_GetInfo(objScene, INFO_TIMERF)/60;
timer = min(timer, 99.99);
ObjText_SetText(textTimer, "TIME: " ~ rtos("00.00", timer));
ObjSpriteList2D_SetSourceRect(obj, 404, 225, 537, 374);
ObjRender_SetScaleXYZ(obj, 0.38, 0.38, 1);
ObjSpriteList2D_SetDestCenter(obj);
ObjRender_SetPosition(obj, 4*GetStgFrameWidth()/5+62, GetStgFrameHeight()/8-25, 1);
//ObjSpriteList2D_AddVertex(obj);
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) <= 10 && ObjEnemyBossScene_GetInfo(objScene, INFO_TIMER) > 0){
if(ObjEnemyBossScene_GetInfo(objScene, INFO_TIMERF) % 60 == 0){_Timeout();}
ObjText_SetFontBorderColor(textTimer, 0xF0396C);
}
else{}
if(ObjMove_GetY(GetPlayerObjectID()) < GetStgFrameHeight()/6){
ObjRender_SetAlpha(textTimer, 60);
}
else{
ObjRender_SetAlpha(textTimer, 255);
}
yield;
}
task _Timeout(){ // HOLY FUCK THE TIMER IS RUNNING OUT BITCH
ascent(i in 0..30){
ObjText_SetFontSize(textTimer, Interpolate_Decelerate(80, 45, i/30));
//ObjRender_SetScaleXYZ(obj, Interpolate_Decelerate(0.6, 0.38, i/30));
yield;
}
}
}
task TScoreAward(dascore){
let objText = ObjText_Create();
int x = rand_int(0, 99);
RegularAward;
task RegularAward{
let fontsizearray = [70, 70, 70, 65, 60, 65, 70, 70, 70, 40, 40];
let textarray = ["So Cool Bestie!", "Bimbo Eliminated!", "Wig Snatched!", "Neutralized Boss Sexiness!", "Gay Rights Confirmed!", "Himbo Kisses!", "Slay Button Hit!", "Yass!!!!", "Gatekept, Gaslit, Girlbossed!", "Spell Card Capture!"];
int y = rand_int(0, length(textarray)-2);
ObjText_SetText(objText, textarray[y]); // Selects a random capture text from the array
ObjText_SetFontSize(objText, fontsizearray[y]*1.5);
ObjText_SetFontType(objText, "Exotc350 DmBd BT");
//ObjText_SetMaxWidth(objText, GetStgFrameWidth());
ObjText_SetHorizontalAlignment(objText, ALIGNMENT_CENTER);
ObjText_SetFontBold(objText, true);
ObjText_SetFontColorTop(objText, 0xFFD34D);
ObjText_SetFontColorBottom(objText, 0xFFF2CA);
ObjText_SetFontBorderType(objText, BORDER_FULL);
ObjText_SetFontBorderColor(objText,0, 0, 0);
ObjText_SetFontBorderWidth(objText, 3);
Obj_SetRenderPriority(objText, 0.6);
ObjRender_SetX(objText, GetStgFrameWidth()/2);
ObjRender_SetY(objText, GetStgFrameHeight()/5);
}
let scorefinal = trunc(dascore/10) * 10;
let scorescene = GetEnemyBossSceneObjectID();
if (ObjEnemyBossScene_GetInfo(scorescene, INFO_PLAYER_SHOOTDOWN_COUNT) == 0 &&
ObjEnemyBossScene_GetInfo(scorescene, INFO_PLAYER_SPELL_COUNT) == 0){
AddScore(scorefinal);
}
let strScore = "Capture Bonus +" ~ DigitToCommaArray(scorefinal);
let objScore = ObjText_Create();
ObjText_SetText(objScore, strScore);
ObjText_SetFontSize(objScore, 85);
ObjText_SetFontType(objScore, "Anke Calligraph");
ObjText_SetMaxWidth(objScore, GetStgFrameWidth());
ObjText_SetHorizontalAlignment(objScore, ALIGNMENT_CENTER);
ObjText_SetFontBold(objScore, true);
ObjText_SetFontColorTop(objScore, 0x9C2400);
ObjText_SetFontColorBottom(objScore, 0xFF982A);
ObjText_SetFontBorderType(objScore, BORDER_FULL);
ObjText_SetFontBorderColor(objScore, 255, 255, 255);
ObjText_SetFontBorderWidth(objScore, 3);
Obj_SetRenderPriority(objScore, 0.6);
ObjRender_SetX(objScore, GetStgFrameWidth()/2 - (GetStgFrameWidth()/2-5));
ObjRender_SetY(objScore, GetStgFrameHeight()/3.2-15);
wait(120);
Obj_Delete(objText);
Obj_Delete(objScore);
}
//----------------------------------------------------
//FPS表示
//----------------------------------------------------
task TCurrentFps()
{
let objText = ObjText_Create();
ObjText_SetFontSize(objText, 48);
ObjText_SetFontBold(objText, true);
ObjText_SetFontType(objText, "Anke Calligraph");
ObjText_SetFontColorTop(objText, 0x6747FF);
ObjText_SetFontColorBottom(objText, 0xAEC4FF);
ObjText_SetFontBorderType(objText, BORDER_FULL);
ObjText_SetFontBorderColor(objText, 255, 255, 255);
ObjText_SetFontBorderWidth(objText, 1.5);
ObjText_SetHorizontalAlignment(objText, ALIGNMENT_RIGHT);
ObjText_SetMaxWidth(objText, GetScreenWidth() - 8);
Obj_SetRenderPriority(objText, 1.0);
ObjRender_SetX(objText, 0);
ObjRender_SetY(objText, GetScreenHeight() - 48);
loop
{
let fps = GetCurrentFps();
let text = vtos("1.2f", fps) ~ "fps";
ObjText_SetText(objText, text);
yield;
}
}
task TReplayFps()
{
if(!IsReplay()){return;}
let objText = ObjText_Create();
ObjText_SetFontSize(objText, 12);
ObjText_SetFontBold(objText, true);
ObjText_SetFontColorTop(objText, 128, 128, 255);
ObjText_SetFontColorBottom(objText, 64, 64, 255);
ObjText_SetFontBorderType(objText, BORDER_FULL);
ObjText_SetFontBorderColor(objText,255, 255, 255);
ObjText_SetFontBorderWidth(objText, 1);
Obj_SetRenderPriority(objText, 1.0);
let px = GetStgFrameLeft() + GetStgFrameWidth() - 18;
let py = GetStgFrameTop() + GetScreenHeight() - 14;
ObjRender_SetX(objText, px);
ObjRender_SetY(objText, py);
loop
{
let fps = GetReplayFps();
let text = vtos("02d", fps);
ObjText_SetText(objText, text);
yield;
}
}
//----------------------------------------------------
//ユーティリティ
//----------------------------------------------------

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// Sound effects for player scripts go here.
// Link to sound folder
let sddir = GetCurrentScriptDirectory() ~ "./PlayerSFX";
//let sddir = GetCurrentScriptDirectory() ~ "./sound";
let SFXVol = GetAreaCommonData("Config", "SEVol", 100) * 0.01;
// Function for loading and setting volume of a sound object
function LoadEx(targetobj, targetpath, targetvol){
ObjSound_Load(targetobj, targetpath);
ObjSound_SetVolumeRate(targetobj, targetvol * SFXVol);
ObjSound_SetSoundDivision(targetobj, SOUND_SE);
}
// Universal sounds
let baseshot = sddir ~ "./bfxr_Base.wav";
let bomb = sddir ~ "./bfxr_kyliejennerarabqueen.wav";
let ded = sddir ~ "./bfxr_PlayerShootdown.wav";
let hit = sddir ~ "./bfxr_PlayerHit.wav";
let graze = sddir ~ "./bfxr_Graze.wav";
let basesfx = ObjSound_Create();
let bombsfx = ObjSound_Create();
let deathsfx = ObjSound_Create();
let predeathsfx = ObjSound_Create();
let grazesfx = ObjSound_Create();
/**/
// Marisa & Housui's sounds, "inferno" is shared with Eri/Ten
let teleporthigh = sddir ~ "./bfxr_teleporthigh.wav";
let teleportlow = sddir ~ "./bfxr_teleportlow.wav";
let missileboom = ObjSound_Create();
let inferno = ObjSound_Create();
let bombhousui = ObjSound_Create();
// Pankevin & Kouda's sounds
let orbfront = ObjSound_Create();
let orbback = ObjSound_Create();
let scythecall = ObjSound_Create();
let splash = ObjSound_Create();
let scythefire = ObjSound_Create();
task _SoundTask(){
LoadEx(basesfx, baseshot, 20);
LoadEx(bombsfx, bomb, 75);
LoadEx(deathsfx, ded, 40);
LoadEx(predeathsfx, hit, 100);
LoadEx(orbfront, teleporthigh, 20);
LoadEx(orbback, teleportlow, 20);
LoadEx(scythecall, sddir ~ "./bfxr_scythecall.wav", 15);
LoadEx(splash, sddir ~ "./bfxr_splash.wav", 12.5);
LoadEx(scythefire, sddir ~ "./bfxr_watershoot.wav", 8);
LoadEx(missileboom, sddir ~ "./bfxr_missileexplode.wav", 18);
LoadEx(inferno, sddir ~ "./bfxr_fire.wav", 20);
LoadEx(bombhousui, sddir ~ "./bfxr_arabqueenhousama.wav", 35);
LoadEx(grazesfx, graze, 40);
}

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/*
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
UNIVERSAL LIBRARY FOR ENEMY-RELATED FUNCTIONS
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
*/
// Code by Kevinmonitor with some assistance.
/*
///////////// ENEMY SPAWNING DURING STAGES /////////////
*/
task _InitDifficulty(int diffInt){
if(GetCommonData("Difficulty", "Normal") == "Normal"){
diffInt = 0;
}
else if(GetCommonData("Difficulty", "Normal") == "Hyper"){
diffInt = 1;
}
else if(GetCommonData("Difficulty", "Normal") == "Unparalleled"){
diffInt = 2;
}
return;
}
// Explosion Sound Effects
task _RenderBoss(int enemy){
int aniidle = 0;
string tex = "script/game/resourceLib/Spritesheet_StationJam.png";
LoadTextureEx(tex, true, true);
ObjPrim_SetTexture(enemy, tex);
ObjSprite2D_SetSourceRect(enemy, 1280, 0, 1280+256, 256);
ObjSprite2D_SetDestCenter(enemy);
ObjRender_SetScaleXYZ(enemy, 1);
int nameText = CreateTextObject(
GetStgFrameWidth()*0.3, 200, 25,
"REMILIA SCARLET", "Origami Mommy",
0xFF5A5A, 0xFFFFFF,
0x791D1D, 3,
1
);
ObjRender_SetAngleZ(nameText, -90);
ObjText_SetFontBold(nameText, true);
//_BossMarker(enemy, tex, 512, 0, 768, 256, 0.45, 30);
while(!Obj_IsDeleted(enemy)){
yield;
}
}
task _RenderMidboss(int enemy){
int aniidle = 0;
string tex = "script/game/StageLib/BossAsset.png";
LoadTextureEx(tex, true, true);
int nameText = CreateTextObject(
GetStgFrameWidth()*0.38, 10, 42,
"MIDBOSS: Kobiko", "Connecting Chain Handserif",
0xBA8AFF, 0xFFFFFF,
0x552A9C, 3,
1
);
ObjText_SetFontBold(nameText, true);
ObjPrim_SetTexture(enemy, tex);
ObjSprite2D_SetSourceRect(enemy, 768, 0, 768+512, 512);
ObjSprite2D_SetDestCenter(enemy);
ObjRender_SetScaleXYZ(enemy, 0.5);
_BossMarker(enemy, tex, 512, 256, 768, 512, 0.45, 30);
while(!Obj_IsDeleted(enemy)){
yield;
}
}
task _FadeInSpawn(
int enemyID,
float spawnX, float spawnY,
float destX, float destY,
float spawnScale, float destScale,
int time){
ObjMove_SetPosition(enemyID, spawnX, spawnY);
ObjRender_SetAlpha(enemyID, 0);
ObjMove_SetDestAtFrame(enemyID, destX, destY, time, LERP_DECELERATE);
ascent(i in 0..time){
ObjRender_SetAlpha(enemyID, Interpolate_Decelerate(0, 255, i/time));
ObjRender_SetScaleXYZ(enemyID, Interpolate_Decelerate(spawnScale, destScale, i/time));
yield;
}
}
int itemScript = LoadScriptInThread("script/KevinSystem/kevin_system/KevinSystem_Item.txt");
StartScript(itemScript);
// Creates an enemy and spawns them using _FadeInSpawn. Shooting and movement tasks not covered.
// Task also handles deleting the enemy after their life reaches 0.
/*
BhestieBlue: 0, 0, 256, 256
BhestieGreen: 256, 0, 512, 256
GaySamoyed: 0, 256, 256, 512
EvilSamoyed: 256, 256, 512, 512
*/
function <int> _CreateEnemy(
float spawnX, float spawnY, float destX, float destY, int spawntime,
float spawnScale, float destScale,
float health, float sizeHitbox, float sizeHurtbox,
texture,
int rectLeft, int rectTop, int rectRight, int rectBottom){
// Essentials
int enemyID = ObjEnemy_Create(OBJ_ENEMY);
ObjEnemy_Regist(enemyID);
ObjEnemy_SetLife(enemyID, health);
ObjEnemy_SetAutoDelete(enemyID, true);
// TBA: Handle animations
ObjPrim_SetTexture(enemyID, texture);
ObjSprite2D_SetSourceRect(enemyID, rectLeft, rectTop, rectRight, rectBottom);
ObjSprite2D_SetDestCenter(enemyID);
// Spawning
_FadeInSpawn(enemyID, spawnX, spawnY, destX, destY, spawnScale, destScale, spawntime);
_HandleEnemyWellbeing(enemyID, sizeHitbox, sizeHurtbox);
return enemyID;
}
// Special overload for creating hitbox/hurtboxless enemies.
function <int> _CreateEnemy(
bool intersectionrender,
float spawnX, float spawnY, float destX, float destY, int spawntime,
float spawnScale, float destScale,
float health, float sizeHitbox, float sizeHurtbox,
texture,
int rectLeft, int rectTop, int rectRight, int rectBottom){
// Essentials
int enemyID = ObjEnemy_Create(OBJ_ENEMY);
ObjEnemy_Regist(enemyID);
ObjEnemy_SetLife(enemyID, health);
ObjEnemy_SetAutoDelete(enemyID, true);
// TBA: Handle animations
ObjPrim_SetTexture(enemyID, texture);
ObjSprite2D_SetSourceRect(enemyID, rectLeft, rectTop, rectRight, rectBottom);
ObjSprite2D_SetDestCenter(enemyID);
// Spawning
_FadeInSpawn(enemyID, spawnX, spawnY, destX, destY, spawnScale, destScale, spawntime);
if (intersectionrender){_HandleEnemyWellbeing(enemyID, sizeHitbox, sizeHurtbox);}
else{}
return enemyID;
}
// Hitbox and deletion
task _HandleEnemyWellbeing(int enemyID, float sizeHitbox, float sizeHurtbox){
while(ObjEnemy_GetInfo(enemyID, INFO_LIFE) > 0){
ObjEnemy_SetIntersectionCircleToShot(enemyID, ObjMove_GetX(enemyID), ObjMove_GetY(enemyID), sizeHitbox);
ObjEnemy_SetIntersectionCircleToPlayer(enemyID, ObjMove_GetX(enemyID), ObjMove_GetY(enemyID), sizeHurtbox);
yield;
}
Obj_Delete(enemyID);
}
// Fading invincibility for bosses/enemies (with parameters for wait times and fade times, and a separate multiplier for bomb damage rate (final spells))
task _FadeInvincibility(int target, int waittime, int fadetime, float bombmultiplier){
float x = 0;
ObjEnemy_SetDamageRate(target, 0, 0);
wait(waittime);
ascent(i in 0..fadetime){
x = Interpolate_Accelerate(0, 100, i/fadetime);
ObjEnemy_SetDamageRate(target, x, x*bombmultiplier);
yield;
}
}
/*
///////////// HANDLING THE END OF SINGLES (DURING BOSS/MIDBOSS FIGHTS) /////////////
To-do: Move item creation to the item script(s)
*/
////// NEW //////
task _GoToBrazil(
int targetscene, targetenemy,
int maxitemdrop, int minitemdrop){
while(ObjEnemy_GetInfo(targetenemy, INFO_LIFE)>0){
yield;
}
maxitemdrop = 14;
minitemdrop = 7;
int finalItemDrop = 0;
let itemType = POINT_RAINBOW;
int maxTimer = ObjEnemyBossScene_GetInfo(targetscene, INFO_ORGTIMERF);
int killTimer = ObjEnemyBossScene_GetInfo(targetscene, INFO_TIMERF);
bool isnon = ObjEnemyBossScene_GetInfo(targetscene, INFO_IS_SPELL);
// If the boss is killed within the first 1/5 of the timer, drop full items
if(killTimer >= maxTimer*(4/5)) {finalItemDrop = maxitemdrop;}
// Starting from the rest of the timer, the maximum items that can be dropped is equal to 4/5 of the max drop amount
else{finalItemDrop = Interpolate_Decelerate(minitemdrop, maxitemdrop*(4/5), killTimer/(maxTimer*4/5));}
// If the player has lost a life, lock the number of items to the lowest possible
if(ObjEnemyBossScene_GetInfo(targetscene, INFO_PLAYER_SHOOTDOWN_COUNT) > 0){
finalItemDrop = minitemdrop;
itemType = POINT_REGULAR;
}
DeleteShotAll(TYPE_ALL,TYPE_ITEM);
SetPlayerInvincibilityFrame(120);
// Common Data
NotifyEventAll(EV_SINGLE_ITEM_DROP, ObjMove_GetX(targetenemy), ObjMove_GetY(targetenemy), finalItemDrop, itemType);
wait(120);
float[] enemyPos = [ObjMove_GetX(targetenemy), ObjMove_GetY(targetenemy)];
SetCommonData("Entering PIV", GetAreaCommonData("PIV", "currentvalue", 10000));
SetCommonData("Boss Position X", enemyPos[0]);
SetCommonData("Boss Position Y", enemyPos[1]);
Obj_Delete(targetenemy);
}
////// OLD/LEGACY //////
// Basic post-death handling after every attack (Duo).
function _GoToBrazilDuo(targetscene, targetenemy, targetenemyA, targetenemyB, returnXA, returnYA, returnXB, returnYB, bool isnon, int itemdropamount){
while(ObjEnemy_GetInfo(targetenemy, INFO_LIFE) > 0){
yield;
}
DeleteShotAll(TYPE_ALL,TYPE_ITEM);
SetPlayerInvincibilityFrame(120);
// returnX and returnY are the boss positions they return to at the end of every pattern. (I'm too lazy for common data...)
ObjMove_CancelMovement(targetenemyA); ObjMove_CancelMovement(targetenemyB);
ObjMove_SetDestAtFrame(targetenemyA, returnXA, returnYA, 45, LERP_DECELERATE);
ObjMove_SetDestAtFrame(targetenemyB, returnXB, returnYB, 45, LERP_DECELERATE);
async{
wait(45);
ObjMove_CancelMovement(targetenemyA); ObjMove_CancelMovement(targetenemyB);
ObjMove_SetDestAtFrame(targetenemyA, returnXA, returnYA, 15, LERP_DECELERATE);
ObjMove_SetDestAtFrame(targetenemyB, returnXB, returnYB, 15, LERP_DECELERATE);
ObjMove_SetProcessMovement(targetenemyA, false);
ObjMove_SetProcessMovement(targetenemyB, false);
return;
}
alternative(isnon)
case(true){_NonspellItemDrop(targetscene, targetenemyA, itemdropamount); _NonspellItemDrop(targetscene, targetenemyB, itemdropamount);}
others{_SpellItemDrop(targetscene, targetenemyA, itemdropamount); _SpellItemDrop(targetscene, targetenemyB, itemdropamount);}
wait(120);
Obj_Delete(targetenemy);
Obj_Delete(targetenemyA);
Obj_Delete(targetenemyB);
}
// Basic post-death handling after every attack (Solo).
task _GoToBrazil(targetscene, targetenemy, returnX, returnY, bool isnon, int itemdropamount){
while(ObjEnemy_GetInfo(targetenemy, INFO_LIFE)>0){
yield;
}
DeleteShotAll(TYPE_ALL,TYPE_ITEM);
SetPlayerInvincibilityFrame(120);
// ITS COMMON DATA TIME BITCHES
float[] enemyPos = [ObjMove_GetX(targetenemy), ObjMove_GetY(targetenemy)];
SetCommonData("Boss Position", enemyPos);
alternative(isnon)
case(true){_NonspellItemDrop(targetscene, targetenemy, itemdropamount);}
others{_NonspellItemDrop(targetscene, targetenemy, itemdropamount);}
wait(120);
Obj_Delete(targetenemy);
}
task _GoToBrazilMidboss(targetscene, targetenemy, bool isnon, int itemdropamount){
while(ObjEnemy_GetInfo(targetenemy, INFO_LIFE)>0){
yield;
}
DeleteShotAll(TYPE_ALL,TYPE_ITEM);
SetPlayerInvincibilityFrame(120);
// ITS COMMON DATA TIME BITCHES
float[] enemyPos = [ObjMove_GetX(targetenemy), ObjMove_GetY(targetenemy)];
SetCommonData("Boss Position", enemyPos);
alternative(isnon)
case(true){_NonspellItemDrop(targetscene, targetenemy, itemdropamount);}
others{_NonspellItemDrop(targetscene, targetenemy, itemdropamount);}
wait(60);
ObjMove_SetDestAtFrame(targetenemy, enemyPos[0], -150, 45, LERP_SMOOTHER);
wait(45);
Obj_Delete(targetenemy);
}
// Used after end of last spell for dramatic effect. NOTE TO SELF: REPLACE SOUND & GRAPHICAL EFFECTS
task _ByeBitch(targetscene, targetenemy){
while(ObjEnemyBossScene_GetInfo(targetscene, INFO_CURRENT_LIFE) > 0){
yield;
}
/*ObjSound_Load(death, defeatsnd);
ObjSound_SetVolumeRate(death, 30);
ObjSound_SetFade(death, 5);*/
let x = ObjMove_GetX(targetenemy);
let y = ObjMove_GetY(targetenemy);
StartSlow(TARGET_ALL, 30);
SetPlayerInvincibilityFrame(180);
DeleteShotAll(TYPE_ALL,TYPE_ITEM);
//ObjSound_Play(death);
TExplosionA(x,y,10,0.5);
wait(120);
StopSlow(TARGET_ALL);
//ObjSound_Play(death);
//Obj_Delete(target);
TExplosionA(x,y,10,0.5);
wait(120);
}
function <void> _ByeBitches(int targetscene, int targetboss, int targetenemyA, int targetenemyB, int itemdropamount){
//wait(120);
loop{
float life = ObjEnemy_GetInfo(targetboss, INFO_LIFE);
if(life > 0){yield;}
else{break;}
}
int death = ObjSound_Create();
ObjSound_Load(death, defeatsnd);
ObjSound_SetVolumeRate(death, 40);
ObjSound_SetFade(death, 7.5);
StartSlow(TARGET_ALL, 30);
SetPlayerInvincibilityFrame(180);
DeleteShotAll(TYPE_ALL,TYPE_ITEM);
ObjSound_Play(death);
TExplosionA(ObjMove_GetX(targetenemyA), ObjMove_GetY(targetenemyA), 10, 0.5);
TExplosionA(ObjMove_GetX(targetenemyB), ObjMove_GetY(targetenemyB), 10, 0.5);
wait(120);
_SpellItemDrop(targetscene, targetenemyA, itemdropamount);
_SpellItemDrop(targetscene, targetenemyB, itemdropamount);
StopSlow(TARGET_ALL);
ObjSound_Play(death);
TExplosionA(ObjMove_GetX(targetenemyA), ObjMove_GetY(targetenemyA), 10, 0.5);
TExplosionA(ObjMove_GetX(targetenemyB), ObjMove_GetY(targetenemyB), 10, 0.5);
Obj_Delete(targetboss);
Obj_Delete(targetenemyA);
Obj_Delete(targetenemyB);
wait(120);
}
/*
//////////////// GRAPHICAL/VISUAL-RELATED TASKS AND FUNCTIONS ////////////////
*/
// Handles boss markers during boss fights.
task _BossMarker(int targetenemy, markertex, int left, int top, int right, int bottom, float scale, float heightoffset){
int marker = ObjPrim_Create(OBJ_SPRITE_2D);
ObjPrim_SetTexture(marker, markertex);
ObjSprite2D_SetSourceRect(marker, left, top, right, bottom);
ObjSprite2D_SetDestCenter(marker);
ObjRender_SetScaleXYZ(marker, scale);
Obj_SetRenderPriorityI(marker, 19);
ObjRender_SetAlpha(marker, 255);
//ObjRender_SetY(marker, GetStgFrameHeight()+heightoffset);
while(!Obj_IsDeleted(targetenemy)){
ObjRender_SetPosition(marker, ObjRender_GetX(targetenemy)+(GetScreenWidth()-GetStgFrameWidth())/2, GetStgFrameHeight()+heightoffset+(GetScreenHeight()-GetStgFrameHeight())/2, 1);
yield;
}
Obj_Delete(marker);
}
// Tasks that handle calling a spellcard. No spell card history.
task _DuoCutin(
image1, image2,
int rectleft, int recttop, int rectright, int rectbottom,
int spellID, string spellname,
float textsize, float bordersize, int bordercolor, int bonusbordercolor,
float textstartx, float textendx, int render1, int render2
){
// Handle the appearance and disappearances of the images
// 0 = upwards, 1 = downwards || 0 = left, 1 = right
// Handle the spell text
int spelltext = ObjText_Create();
ObjText_SetText(spelltext, spellname);
ObjText_SetFontType(spelltext, "Connecting Chain Handserif");
ObjText_SetFontSize(spelltext, textsize);
ObjText_SetFontColorTop(spelltext, 255, 255, 255);
ObjText_SetFontColorBottom(spelltext, 255, 255, 255);
ObjText_SetFontBorderType(spelltext, BORDER_FULL);
ObjText_SetFontBorderColor(spelltext, bordercolor);
ObjText_SetFontBorderWidth(spelltext, bordersize);
ObjText_SetHorizontalAlignment(spelltext, ALIGNMENT_RIGHT);
ObjText_SetMaxWidth(spelltext, GetStgFrameWidth);
Obj_SetRenderPriorityI(spelltext, 79);
ObjRender_SetPosition(spelltext, textstartx, GetStgFrameHeight/8-10, 0); // WIP
ObjRender_SetAlpha(spelltext, 255);
// Handle the spell bonus
let objBonus = ObjText_Create();
ObjText_SetFontSize(objBonus, 38);
ObjText_SetFontBold(objBonus, true);
ObjText_SetFontType(objBonus, "Anke Calligraph");
ObjText_SetFontColorTop(objBonus, 255, 255, 255);
ObjText_SetFontColorBottom(objBonus, 255, 255, 255);
ObjText_SetFontBorderType(objBonus, BORDER_FULL);
ObjText_SetFontBorderColor(objBonus, bonusbordercolor);
ObjText_SetFontBorderWidth(objBonus, 2);
ObjText_SetHorizontalAlignment(objBonus, ALIGNMENT_RIGHT);
ObjText_SetMaxWidth(objBonus, GetStgFrameWidth-24);
Obj_SetRenderPriorityI(objBonus, 79);
ObjRender_SetPosition(objBonus, textendx, GetStgFrameHeight/8+12, 0); // WIP
ObjRender_SetAlpha(objBonus, 255);
async{
while(ObjEnemyBossScene_GetInfo(spellID, INFO_PLAYER_SHOOTDOWN_COUNT) == 0 && ObjEnemyBossScene_GetInfo(spellID, INFO_PLAYER_SPELL_COUNT) == 0)
{
int score = trunc(ObjEnemyBossScene_GetInfo(spellID, INFO_SPELL_SCORE)/10) * 10;
score = min(score, 9999999990);
let yass = DigitToCommaArray(score);
ObjText_SetText(objBonus, yass);
yield;
}
ObjText_SetText(objBonus, ":(");
}
// Actually call the tasks and functions here
// Mm
int objCutin1 = _Create2DImage(image1, rectleft, recttop, rectright, rectbottom);
int objCutin2 = _Create2DImage(image2, rectleft, recttop, rectright, rectbottom);
Obj_SetRenderPriorityI(objCutin1, render1);
Obj_SetRenderPriorityI(objCutin2, render2);
_MoveVertical(objCutin1, 0, 0);
_MoveVertical(objCutin2, 1, 1);
//WriteLog(ObjRender_GetY(objCutin1));
//_MoveIntoPlace(spelltext, textstartx, textendx);
_FadeAtPlayer(spelltext);
_FadeAtPlayer(objBonus);
while(ObjEnemyBossScene_GetInfo(spellID, INFO_CURRENT_LIFE) > 0){yield;}
Obj_Delete(spelltext);
Obj_Delete(objBonus);
//return;
}
task _SoloCutin(
image,
int rectleft, int recttop, int rectright, int rectbottom,
int bossID, int spellID, string spellname,
float textsize, float bordersize, int bordercolor, int bonusbordercolor,
float textstartx, float texty, int render
){
// Handle the spell text
int spelltext = ObjText_Create();
ObjText_SetText(spelltext, spellname);
ObjText_SetFontType(spelltext, "Connecting Chain Handserif");
ObjText_SetFontSize(spelltext, textsize);
ObjText_SetFontColorTop(spelltext, 255, 255, 255);
ObjText_SetFontColorBottom(spelltext, 255, 255, 255);
ObjText_SetFontBorderType(spelltext, BORDER_FULL);
ObjText_SetFontBorderColor(spelltext, bordercolor);
ObjText_SetFontBorderWidth(spelltext, bordersize);
ObjText_SetHorizontalAlignment(spelltext, ALIGNMENT_LEFT);
//ObjText_SetMaxWidth(spelltext, GetStgFrameWidth);
Obj_SetRenderPriorityI(spelltext, 79);
ObjRender_SetPosition(spelltext, textstartx, texty, 0); // WIP
ObjRender_SetAlpha(spelltext, 255);
// Handle the spell bonus
let objBonus = ObjText_Create();
ObjText_SetFontSize(objBonus, textsize*1.25);
ObjText_SetFontBold(objBonus, true);
ObjText_SetFontType(objBonus, "Anke Calligraph");
ObjText_SetFontColorTop(objBonus, 255, 255, 255);
ObjText_SetFontColorBottom(objBonus, 255, 255, 255);
ObjText_SetFontBorderType(objBonus, BORDER_FULL);
ObjText_SetFontBorderColor(objBonus, bonusbordercolor);
ObjText_SetFontBorderWidth(objBonus, 2);
ObjText_SetHorizontalAlignment(objBonus, ALIGNMENT_LEFT);
//ObjText_SetMaxWidth(objBonus, GetStgFrameWidth-24);
Obj_SetRenderPriorityI(objBonus, 79);
ObjRender_SetPosition(objBonus, textstartx, texty+textsize-5, 0); // WIP
ObjRender_SetAlpha(objBonus, 255);
async{
while(ObjEnemyBossScene_GetInfo(spellID, INFO_PLAYER_SHOOTDOWN_COUNT) == 0 && ObjEnemyBossScene_GetInfo(spellID, INFO_PLAYER_SPELL_COUNT) == 0)
{
int score = trunc(ObjEnemyBossScene_GetInfo(spellID, INFO_SPELL_SCORE)/10) * 10;
score = min(score, 9999999990);
let yass = DigitToCommaArray(score);
ObjText_SetText(objBonus, "Bonus: " ~ yass);
yield;
}
ObjText_SetText(objBonus, "Bonus Failed...");
}
// Actually call the tasks and functions here
// Mm
int objCutin = _Create2DImage(image, rectleft, recttop, rectright, rectbottom);
Obj_SetRenderPriorityI(objCutin, render);
_MoveDiagonal(objCutin, GetStgFrameWidth()*1.25, -120, GetStgFrameWidth()/2, GetStgFrameHeight()/2, -120, GetStgFrameHeight()*1.25);
//WriteLog(Obj_IsVisible(spelltext));
//_MoveIntoPlace(spelltext, textstartx, textendx);
_FadeAtPlayer(spelltext);
_FadeAtPlayer(objBonus);
while(ObjEnemyBossScene_GetInfo(spellID, INFO_CURRENT_LIFE) > 0){yield;}
Obj_Delete(spelltext);
Obj_Delete(objBonus);
//return;
}
function DigitToCommaArray(num){ //Natashinitai
let srcStr = IntToString(num);
let res = [];
let nChar = 0;
for(let i = length(srcStr) - 1; i >= 0; i--){
res = [srcStr[i]] ~ res;
nChar++;
if(nChar % 3 == 0 && i > 0) res = "," ~ res;
}
return res;
}
// Tasks meant to be used with cutin tasks.
task _MoveVertical(int target, int move, int widthposition){
float positionstart = [GetStgFrameHeight()*1.5, -GetStgFrameHeight()][move];
float positionmid = GetStgFrameHeight()/2;
float positionend = [-GetStgFrameHeight()*1.5, GetStgFrameHeight()*1.5][move];
float positionhort = [3*GetStgFrameWidth/8, 6*GetStgFrameWidth/8][widthposition];
ObjRender_SetPosition(target, positionhort, positionstart, 0);
ascent(i in 0..30){
ObjRender_SetY(target, Interpolate_Decelerate(positionstart, positionmid, i/30));
yield;
}
wait(30);
ascent(i in 0..30){
ObjRender_SetY(target, Interpolate_Accelerate(positionmid, positionend, i/30));
yield;
}
Obj_Delete(target);
return;
}
task _MoveDiagonal(int target, int startx, int starty, int midx, int midy, int endx, int endy){
//"
ObjRender_SetPosition(target, startx, endx, 1);
ascent(i in 0..30){
ObjRender_SetPosition(target, Interpolate_Decelerate(startx, midx, i/30), Interpolate_Decelerate(starty, midy, i/30), 1);
ObjRender_SetAlpha(target, Interpolate_Decelerate(0, 255, i/30));
yield;
}
wait(30);
ascent(i in 0..30){
ObjRender_SetPosition(target, Interpolate_Decelerate(midx, endx, i/30), Interpolate_Decelerate(midy, endy, i/30), 1);
ObjRender_SetAlpha(target, Interpolate_Decelerate(255, 0, i/30));
yield;
}
return;
}
task _MoveIntoPlace(int target, int startx, int endx){
ascent(i in 0..30){
ObjRender_SetX(target, Interpolate_Decelerate(startx, endx, i/30));
ObjRender_SetAlpha(target, Interpolate_Decelerate(0, 255, i/30));
yield;
}
return;
}
task _FadeAtPlayer(int target){
wait(30);
while(!Obj_IsDeleted(target)){
int player = GetPlayerObjectID();
if(ObjRender_GetY(player) <= GetStgFrameHeight()/3.5){ObjRender_SetAlpha(target, 60);}
else{ObjRender_SetAlpha(target, 255);}
yield;
}
return;
}
// Enemy render tasks
/*
These render tasks assume the order of the spritesheet goes like this:
Idle Idle2 Idle3 ...
Left Left2 Left3 ...
Right
*/
task _RenderEnemyMovement(int obj, int frame, int offsetleft, int offsettop, int width, int height, float flipscale, int frameno, int speed){
ObjSprite2D_SetSourceRect(obj, offsetleft+width*floor(frame/speed), offsettop, width+width*floor(frame/speed), offsettop+height);
ObjRender_SetScaleX(obj, flipscale);
}
task _EnemyRenderFull(int enemyobj, int texture, int offsetleft, int offsettop, int width, int height, int framenoidle, int framenomovement, int speed){
int aniidle = 0;
int animove = 0;
while(!Obj_IsDeleted(enemyobj)){
float dir = ObjMove_GetAngle(enemyobj);
float speed = ObjMove_GetSpeed(enemyobj);
// Idle
if (speed == 0){
_RenderEnemyMovement(enemyobj, aniidle, offsetleft, offsettop, width, height, 1, framenoidle, speed);
aniidle++;
if(aniidle >= speed*framenoidle){aniidle = 0;}
}
// Left
else if (cos(dir) < 0){
_RenderEnemyMovement(enemyobj, aniidle, offsetleft, offsettop+height, width, height*2, 1, framenomovement, speed);
animove++;
if(animove >= speed*framenomovement){animove = 0;}
}
// Right
else if (cos(dir) > 0){
_RenderEnemyMovement(enemyobj, aniidle, offsetleft, offsettop+height*2, width, height*3, 1, framenomovement, speed);
animove++;
if(animove >= speed*framenomovement){animove = 0;}
}
yield;
}
}
// Enemy deletion/explosion effects.
// This particle list is used for all instances of the effect.
task _EffectListPreRender(
int targetList,
texture, int[] rect
){
ObjPrim_SetTexture(targetList, texture);
Obj_SetRenderPriorityI(targetList, 39);
ObjPrim_SetPrimitiveType(targetList, PRIMITIVE_TRIANGLELIST);
ObjPrim_SetVertexCount(targetList, 4);
ObjRender_SetBlendType(targetList, BLEND_ALPHA);
// Left-top, right-top, left-bottom, right-bottom
ObjPrim_SetVertexUVT(targetList, 0, rect[0], rect[1]);
ObjPrim_SetVertexUVT(targetList, 1, rect[2], rect[1]);
ObjPrim_SetVertexUVT(targetList, 2, rect[0], rect[3]);
ObjPrim_SetVertexUVT(targetList, 3, rect[2], rect[3]);
// Vertex positions are offset with deltas so that the sprite is centered
float dU = (rect[2] - rect[0])/2;
float dV = (rect[3] - rect[1])/2;
ObjPrim_SetVertexPosition(targetList, 0, -dU, -dV, 1);
ObjPrim_SetVertexPosition(targetList, 1, dU, -dV, 1);
ObjPrim_SetVertexPosition(targetList, 2, -dU, dV, 1);
ObjPrim_SetVertexPosition(targetList, 3, dU, dV, 1);
ObjPrim_SetVertexIndex(targetList, [0, 1, 2, 1, 2, 3]);
}
// Drop a number of point items and petals depending on how fast you kill the enemy and how close you are to them.
task _EnemyItemDrop(
int ID,
int minPoint, int minPIV,
int maxPoint, int maxPIV,
int maxTimer, int maxDist
){
//wait(spawnTime+5);
float enmX = ObjMove_GetX(ID), enmY = ObjMove_GetY(ID);
int Bitch = ID;
float timer = 1;
float dmgCheck = 0;
ObjEnemy_SetDamageRate(Bitch, 100, 100);
while(ObjEnemy_GetInfo(Bitch, INFO_LIFE) > 0){
enmX = ObjMove_GetX(Bitch);
enmY = ObjMove_GetY(Bitch);
dmgCheck = ObjEnemy_GetInfo(Bitch, INFO_DAMAGE_PREVIOUS_FRAME);
timer++;
yield;
}
if(
(-96 < enmX && enmX < STG_WIDTH+96)
&&
(-96 < enmY && enmY < STG_HEIGHT+96)
)
{
_ExplosionEffect(enmX, enmY, PetalEffect);
//_ScorePopup(float enmX, float enmY, int pointNum, int pivNum);
// NotifyEvent is faster than NotifyEventAll, considering how the item event will be called many times.
NotifyEvent(itemScript, EV_DROP_POINT_ENEMY, [enmX, enmY], timer, maxTimer, minPoint, maxPoint);
NotifyEvent(itemScript, EV_DROP_PIV_ENEMY, GetPlayerObjectID(), [enmX, enmY], minPIV, maxPIV, maxDist);
}
}
// Enemy go Boom
/*
5 flower petals appear from the enemy and spin outwards.
Their angle constantly changes and their alpha lowers over time.
*/
task _ExplosionEffect(float enmX, float enmY, int targetList){
int i = 0;
int effectLength = 45;
int effectNum = 5;
int dir = 1;
TExplosionA(enmX, enmY, 255/effectLength, 9/effectLength);
/*ascent(i in 0..effectNum){
_CreatePetal(rand(5, 10)*dir, rand(5, 10)*dir, rand(0, 360));
dir *= -1;
//_CreatePetal(rand(50, 80), rand(-80, -50), rand(0, 360));
}*/
_CreatePetal(rand(8, 11), rand(-8, -11), rand(0, 360));
_CreatePetal(rand(-11, -8), rand(-2, 2), rand(0, 360));
_CreatePetal(rand(8, 8), rand(-2, 2), rand(0, 360));
_CreatePetal(rand(-11, -8), rand(8, 11), rand(0, 360));
_CreatePetal(rand(8, 11), rand(8, 11), rand(0, 360));
ObjSound_Play(sfxBoom);
// Create a petal with:
// x offset every frame, y offset every frame
task _CreatePetal(float spdX, float spdY, float baseAng){
float x = enmX, y = enmY;
let x_speed = spdX;
let y_speed = spdY;
let z_add = rand(-5, 5);
ascent(i in 0..effectLength){
_PetalMovement(Interpolate_Decelerate(1.5, 0.5, i/effectLength), Interpolate_Decelerate(255, 0, i/effectLength));
yield;
}
task _PetalMovement(scale, alpha){
ObjParticleList_SetScale(targetList, scale);
ObjParticleList_SetAngleZ(targetList, baseAng);
ObjParticleList_SetPosition(targetList, x, y, 1);
ObjParticleList_SetAlpha(targetList, alpha);
//Submits the current data to an instance, cleared every frame.
ObjParticleList_AddInstance(targetList);
x += x_speed;
y += y_speed;
baseAng += z_add;
yield;
}
}
}

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/* --------------------------------------------------------------------
/////////////// UNIVERSAL/GENERAL LIBRARY /////////////////
A library meant for universal functions and including other libraries.
--------------------------------------------------------------------
*/
#include "script/KevinSystem/kevin_system/Kevin_ItemLib.txt"
#include "script/KevinSystem/kevin_system/Kevin_ItemConst.txt"
#include "script/default_system/Default_Effect.txt" // Probably change this somewhere down the line.
#include "script/KevinSystem/GeneralSoundLib.txt" // Ryannlib momento
//#include "script/KevinSystem/TerraShot2x/shot_const.dnh"
#include "script/KevinSystem/Universal_EnemyLib.dnh"
#include "script/KevinSystem/KevinShot/shotconst_HD.txt"
// Convenience constants
const STG_WIDTH = GetStgFrameWidth();
const STG_HEIGHT = GetStgFrameHeight();
InstallFont("script/KevinSystem/font/Connecting Chain Handserif.ttf");
InstallFont("script/KevinSystem/font/AnkeCall.ttf");
// Placeholder
let invalid = "script/KevinSystem/img/lol.png";
let testEnemyTex = "script/game/StageLib/TestEnemy.png";
LoadTextureEx(invalid, true, true);
LoadTextureEx(testEnemyTex, true, true);
int PetalEffect = ObjParticleList_Create(OBJ_PARTICLE_LIST_2D);
_EffectListPreRender(PetalEffect, testEnemyTex, [512, 0, 768, 256]);
_SoundTask;
// Simple text object creation (adapted from mkm)
function CreateTextObject(
float mx, my, size,
string text, font,
int colorTop, colorBottom,
int borderColor, borderWidth,
int renderPriority
){
let obj = ObjText_Create();
ObjText_SetText(obj, text);
ObjText_SetFontSize(obj, size);
ObjText_SetFontType(obj, font);
ObjText_SetFontColorTop(obj, colorTop);
ObjText_SetFontColorBottom(obj, colorBottom);
ObjText_SetFontBorderType(obj, BORDER_FULL);
ObjText_SetFontBorderColor(obj, borderColor);
ObjText_SetFontBorderWidth(obj, borderWidth);
Obj_SetRenderPriorityI(obj, renderPriority);
ObjRender_SetX(obj, mx);
ObjRender_SetY(obj, my);
return obj;
}
// Simple 2D image creation
function <int> _Create2DImage(imgpath, int rectleft, int recttop, int rectright, int rectbottom){
int imgname = ObjPrim_Create(OBJ_SPRITE_2D);
ObjPrim_SetTexture(imgname, imgpath);
ObjSprite2D_SetSourceRect(imgname, rectleft, recttop, rectright, rectbottom);
ObjSprite2D_SetDestCenter(imgname);
//ObjRender_SetPosition(imgname, positionstart)
return imgname;
}
// Overload that uses arrays instead
function <int> _Create2DImage(imgpath, int[] rectarray){
int imgname = ObjPrim_Create(OBJ_SPRITE_2D);
ObjPrim_SetTexture(imgname, imgpath);
ObjSprite2D_SetSourceRect(imgname, rectarray);
ObjSprite2D_SetDestCenter(imgname);
//ObjRender_SetPosition(imgname, positionstart)
return imgname;
}
// Task to make bullet fade after a certain time, bullet loses hitbox while fading
task _EnemyShotFade(int target, int time, bool fadedelay, float delaymultiplier){
ObjShot_SetDeleteFrame(target, time);
if (fadedelay){
wait(time-time/delaymultiplier);
ObjShot_SetIntersectionEnable(target, false);
ascent(i in 0..time/delaymultiplier){
ObjRender_SetAlpha(target, Interpolate_Smoother(ObjRender_GetAlpha(target), 0, i/(time/delaymultiplier)));
yield;
}
}
else{
ascent(i in 0..time){
ObjRender_SetAlpha(target, Interpolate_Smoother(ObjRender_GetAlpha(target), 0, i/time));
yield;
}
}
return;
}
// Delay function by Naudiz
task _Delay(target, del){
ObjShot_SetDelay(target, del);
ObjShot_SetDelayGraphic(target, ObjShot_GetImageID(target)); // unless you already have the ID in the function somewhere, in which case you can just use that, or use any other graphic
ObjShot_SetDelayMode(target, DELAY_LERP, LERP_ACCELERATE, LERP_DECELERATE); // delay mode, scale lerp, alpha lerp (these are the modes I use in my entry)
ObjShot_SetDelayScaleParameter(target, 1, 2, del); // lerps from 2 to 1 scale in del frames (use the value from ObjShot_SetDelay for del)
ObjShot_SetDelayAlphaParameter(target, 1, 0, del); // lerps from 0 to 1 (255) alpha in del frames
return;
}
// Overloads by me
task _Delay(target, del, orgscale, destscale, orgalpha, destalpha, scalelerp, alphalerp){
ObjShot_SetDelay(target, del);
ObjShot_SetDelayGraphic(target, ObjShot_GetImageID(target));
ObjShot_SetDelayMode(target, DELAY_LERP, scalelerp, alphalerp);
ObjShot_SetDelayScaleParameter(target, destscale, orgscale, del);
ObjShot_SetDelayAlphaParameter(target, destalpha, orgalpha, del);
return;
}
task _Delay(target, del, orgscale, destscale, orgalpha, destalpha){
ObjShot_SetDelay(target, del);
ObjShot_SetDelayGraphic(target, ObjShot_GetImageID(target));
ObjShot_SetDelayMode(target, DELAY_LERP, LERP_ACCELERATE, LERP_DECELERATE);
ObjShot_SetDelayScaleParameter(target, destscale, orgscale, del);
ObjShot_SetDelayAlphaParameter(target, destalpha, orgalpha, del);
return;
}
task _Delay(target, del, orgscale, orgalpha){
ObjShot_SetDelay(target, del);
ObjShot_SetDelayGraphic(target, ObjShot_GetImageID(target));
ObjShot_SetDelayMode(target, DELAY_LERP, LERP_ACCELERATE, LERP_DECELERATE);
ObjShot_SetDelayScaleParameter(target, 1, orgscale, del);
ObjShot_SetDelayAlphaParameter(target, 1, orgalpha, del);
return;
}
// Rescales the bullet. Very important.
task _BulletRescale(target, float scale, bool hitboxscale, hitboxlevel){
ObjRender_SetScaleXYZ(target, scale, scale, 1);
if (hitboxscale){
ObjShot_SetIntersectionScaleXY(target, scale*hitboxlevel, scale*hitboxlevel);
return;
}
else{return;}
}
// Item drop functions.
//////////// TO-DO: Move all item creation to the item script, rendering both of these tasks obsolete. ////////////
task _NonspellItemDrop(int targetscene, int targetenemy, int itemamount){
float ex = ObjMove_GetX(targetenemy);
float ey = ObjMove_GetY(targetenemy);
if(ObjEnemyBossScene_GetInfo(targetscene, INFO_PLAYER_SHOOTDOWN_COUNT) == 0){
loop(itemamount){
CreateScoreItem(POINT_REGULAR, rand(ex-90, ex+90), rand(ey-90, ey+90));
}
}
else{
loop(trunc(itemamount/2)){
CreateScoreItem(POINT_REGULAR, rand(ex-90, ex+90), rand(ey-90, ey+90));
}
}
}
task _SpellItemDrop(int targetscene, int targetenemy, int itemamount){
float ex = ObjMove_GetX(targetenemy);
float ey = ObjMove_GetY(targetenemy);
if(ObjEnemyBossScene_GetInfo(targetscene, INFO_PLAYER_SHOOTDOWN_COUNT) == 0 && ObjEnemyBossScene_GetInfo(targetscene, INFO_PLAYER_SPELL_COUNT) == 0){
loop(itemamount){
CreateScoreItem(POINT_BHESTIE, rand(ex-90, ex+90), rand(ey-90, ey+90));
}
}
else if (ObjEnemyBossScene_GetInfo(targetscene, INFO_PLAYER_SHOOTDOWN_COUNT) == 0 && ObjEnemyBossScene_GetInfo(targetscene, INFO_PLAYER_SPELL_COUNT) >= 0){
loop(trunc(itemamount/2)){
CreateScoreItem(POINT_BHESTIE, rand(ex-90, ex+90), rand(ey-90, ey+90));
}
}
else{}
}
// By Neck_Logo
task _CreateCustomTelegraphLine(
float posX_, float posY_,
float initAngle_, float destAngle_,
float initLength_, float destLength_,
float initWidth_, float destWidth_,
int color_, int maxAlpha_,
float growthTime_, float lifeTime_, float fadeTime_
) // damn this is some cursed indenting
{
int scene = GetEnemyBossSceneObjectID();
let _shotF_Telegraph_Line = ObjParticleList_Create(OBJ_PARTICLE_LIST_2D);
ObjPrim_SetTexture(_shotF_Telegraph_Line, invalid);
Obj_SetRenderPriorityI(_shotF_Telegraph_Line, 39);
ObjPrim_SetPrimitiveType(_shotF_Telegraph_Line, PRIMITIVE_TRIANGLELIST);
ObjPrim_SetVertexCount(_shotF_Telegraph_Line, 4);
ObjRender_SetBlendType(_shotF_Telegraph_Line, BLEND_ALPHA);
//
float dU = 0.5, dV = 0.5;
// Left-top, right-top, left-bottom, right-bottom
ObjPrim_SetVertexUVT(_shotF_Telegraph_Line, 0, 0, 0);
ObjPrim_SetVertexUVT(_shotF_Telegraph_Line, 1, 1, 0);
ObjPrim_SetVertexUVT(_shotF_Telegraph_Line, 2, 0, 1);
ObjPrim_SetVertexUVT(_shotF_Telegraph_Line, 3, 1, 1);
// Vertex positions are offset with deltas so that the sprite is centered
ObjPrim_SetVertexPosition(_shotF_Telegraph_Line, 0, -dU, -dV, 1);
ObjPrim_SetVertexPosition(_shotF_Telegraph_Line, 1, dU, -dV, 1);
ObjPrim_SetVertexPosition(_shotF_Telegraph_Line, 2, -dU, dV, 1);
ObjPrim_SetVertexPosition(_shotF_Telegraph_Line, 3, dU, dV, 1);
ObjPrim_SetVertexIndex(_shotF_Telegraph_Line, [0, 1, 2, 1, 2, 3]);
float angle = initAngle_;
float span = initLength_;
float width = initWidth_;
int alpha = 0;
//_CreateParticleList();
_TelegraphLineControl();
if(scene != ID_INVALID){
// growth phase
for (int i = 1; i <= growthTime_ && 0 < ObjEnemyBossScene_GetInfo(scene, INFO_ACTIVE_STEP_TOTAL_LIFE); i++) {
width = Interpolate_Decelerate(initWidth_, destWidth_, i / growthTime_);
alpha = Interpolate_Decelerate(0, maxAlpha_+32, i / growthTime_);
RenderTelegraphLine();
yield;
}
// static phase
for (int j = 1; j <= lifeTime_ && 0 < ObjEnemyBossScene_GetInfo(scene, INFO_ACTIVE_STEP_TOTAL_LIFE); j++) {
RenderTelegraphLine();
yield;
}
if (!(0 < ObjEnemyBossScene_GetInfo(scene, INFO_ACTIVE_STEP_TOTAL_LIFE))) fadeTime_ = min(fadeTime_, 25);
}
else{
for (int i = 1; i <= growthTime_ ; i++) {
width = Interpolate_Decelerate(initWidth_, destWidth_, i / growthTime_);
alpha = Interpolate_Decelerate(0, maxAlpha_+32, i / growthTime_);
RenderTelegraphLine();
yield;
}
// static phase
for (int j = 1; j <= lifeTime_; j++) {
RenderTelegraphLine();
yield;
}
}
destWidth_ = width;
maxAlpha_ = alpha;
// deletion phase
for (int k = 1; k <= fadeTime_; k++) {
width = Interpolate_Accelerate(destWidth_, destWidth_ - (destWidth_ - initWidth_) / 2, k / fadeTime_);
alpha = Interpolate_Accelerate(maxAlpha_+32, 0, k / fadeTime_);
RenderTelegraphLine();
yield;
}
Obj_Delete(_shotF_Telegraph_Line);
task _TelegraphLineControl() {
for (int l = 1; l <= growthTime_ + lifeTime_; l++) {
angle = Interpolate_Decelerate(initAngle_, destAngle_, l / (growthTime_ + lifeTime_));
span = Interpolate_Decelerate(initLength_, destLength_, l / (growthTime_ + lifeTime_));
yield;
}
}
function <void> RenderTelegraphLine() {
float midX = posX_ + span * cos(angle) + (width / 2) * cos(angle + 90);
float midY = posY_ + span * sin(angle) + (width / 2) * sin(angle + 90);
ObjParticleList_SetPosition(_shotF_Telegraph_Line, midX, midY, 1);
ObjParticleList_SetScale(_shotF_Telegraph_Line, span, width, 1);
ObjParticleList_SetAngleZ(_shotF_Telegraph_Line, angle);
ObjParticleList_SetColor(_shotF_Telegraph_Line, color_);
ObjParticleList_SetAlpha(_shotF_Telegraph_Line, alpha);
ObjParticleList_AddInstance(_shotF_Telegraph_Line);
}
//return _shotF_Telegraph_Line;
}

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