//一時停止中スクリプト #include "script/KevinSystem/GeneralSoundLib.txt" int STGWIDTH = GetStgFrameWidth(); int STGHEIGHT = GetStgFrameHeight(); @Initialize { _SoundTask(); ExtendSFX; SetAutoDeleteObject(true); TBackgroundNew(0, 0); TMenu(); } @MainLoop { yield; } @Finalize { } task TBackgroundNew(renderX, renderY){ let clearText = ObjText_Create(); ObjText_SetText(clearText, "Congratulations on clearing the game![r]Until the next convocation..."); ObjText_SetFontSize(clearText, 18.5); ObjText_SetFontType(clearText, "Connecting Chain Handserif"); ObjText_SetMaxWidth(clearText, STGWIDTH); ObjText_SetHorizontalAlignment(clearText, ALIGNMENT_CENTER); ObjText_SetFontBold(clearText, true); ObjText_SetFontColorTop(clearText, 255, 255, 255); ObjText_SetFontColorBottom(clearText, 255, 255, 255); ObjText_SetFontBorderType(clearText, BORDER_FULL); ObjText_SetFontBorderColor(clearText, 0x7D39D9); ObjText_SetFontBorderWidth(clearText, 2); Obj_SetRenderPriorityI(clearText, 10); ObjRender_SetX(clearText, STGWIDTH-255); ObjRender_SetY(clearText, STGHEIGHT-75); // Render semi-transparent primitive background task TRenderPrim(selection){ // Thank you for the PrimMaker Ferase :omegaflooshed: ObjRender_SetPosition(selection, renderX+640, renderY+360, 0); // Since the render priority of the r.target is under 20 // Set up vert 0 ObjPrim_SetVertexPosition(selection,0,-640,-360,0); ObjPrim_SetVertexColor(selection,0,0xA487FF); ObjPrim_SetVertexUVT(selection, 0, 0, 0); // Set up vert 1 ObjPrim_SetVertexPosition(selection,1,640,-360,0); ObjPrim_SetVertexColor(selection,1,0xA487FF); ObjPrim_SetVertexUVT(selection, 1, 1280, 0); // Set up vert 2 ObjPrim_SetVertexPosition(selection,2,640,360,0); ObjPrim_SetVertexColor(selection,2,0xA487FF); ObjPrim_SetVertexUVT(selection, 2, 1280, 720); // Set up vert 3 ObjPrim_SetVertexPosition(selection,3,640,360,0); ObjPrim_SetVertexColor(selection,3,0xF187FF); ObjPrim_SetVertexUVT(selection, 3, 1280, 720); // Set up vert 4 ObjPrim_SetVertexPosition(selection,4,-640,360,0); ObjPrim_SetVertexColor(selection,4,0xF187FF); ObjPrim_SetVertexUVT(selection, 4, 0, 720); // Set up vert 5 ObjPrim_SetVertexPosition(selection,5,-640,-360,0); ObjPrim_SetVertexColor(selection,5,0xF187FF); ObjPrim_SetVertexUVT(selection, 5, 0, 0); for(int i = 0; i <= 5; i++){ ObjPrim_SetVertexAlpha(selection, i, 100); } } // Render... the render target??? let objBG = ObjPrim_Create(OBJ_PRIMITIVE_2D); ObjPrim_SetPrimitiveType(objBG, PRIMITIVE_TRIANGLELIST); ObjPrim_SetVertexCount(objBG, 6); let target = "target"; CreateRenderTargetEx(target, 1280, 720); ObjPrim_SetTexture(objBG, target); //SetInvalidRenderPriorityA1(20, 80); RenderToTextureA1(target, 0, 100, true); //RenderToTextureB1(target, objBG, true); Obj_SetRenderPriorityI(objBG, 0); TRenderPrim(objBG); } task TBackground { task TVertex(var index, var left, var top, var right, var bottom) { ObjPrim_SetVertexPosition(obj, index + 0, left, top, 0); ObjPrim_SetVertexPosition(obj, index + 1, left, bottom, 0); ObjPrim_SetVertexPosition(obj, index + 2, right, top, 0); ObjPrim_SetVertexPosition(obj, index + 3, right, top, 0); ObjPrim_SetVertexPosition(obj, index + 4, left, bottom, 0); ObjPrim_SetVertexPosition(obj, index + 5, right, bottom, 0); ObjPrim_SetVertexUVT(obj, index + 0, left, top); ObjPrim_SetVertexUVT(obj, index + 1, left, bottom); ObjPrim_SetVertexUVT(obj, index + 2, right, top); ObjPrim_SetVertexUVT(obj, index + 3, right, top); ObjPrim_SetVertexUVT(obj, index + 4, left, bottom); ObjPrim_SetVertexUVT(obj, index + 5, right, bottom); //STGシーン内のみアニメーション if(left >= 341 && right <= 937 && top >= 45 && bottom <= 677) { let alpha = 255; while(alpha >= 128) { ObjPrim_SetVertexAlpha(obj, index + 0, alpha); ObjPrim_SetVertexAlpha(obj, index + 1, alpha/2); ObjPrim_SetVertexAlpha(obj, index + 2, alpha/2); ObjPrim_SetVertexAlpha(obj, index + 3, alpha/2); ObjPrim_SetVertexAlpha(obj, index + 4, alpha/2); ObjPrim_SetVertexAlpha(obj, index + 5, alpha); alpha -= 255 / frame; yield; } } } //分割設定 let frame = 30; let countH = 20; //分割数 let countV = 30; let width = 1280 / countH; let height = 720 / countV; let target = GetTransitionRenderTargetName(); let obj = ObjPrim_Create(OBJ_PRIMITIVE_2D); //2D頂点ブジェクト生成 ObjPrim_SetPrimitiveType(obj, PRIMITIVE_TRIANGLELIST); ObjPrim_SetVertexCount(obj, countH * countV * 6); Obj_SetRenderPriorityI(obj, 0); //描画優先度を設定 ObjPrim_SetTexture(obj, target); //テクスチャを設定 ascent(ix in 0.. countH) { ascent(iy in 0.. countV) { let index = (ix + iy * countH) * 6; let left = ix * width; let right = left + width; let top = iy * height; let bottom = top + height; TVertex(index, left, top, right, bottom); } } } task TMenu { let selectIndex = 0;//選択位置 task TMenuItem(let index, let mx, let my, let text) { function CreateTextObject(let mx, let my, let text) { let obj = ObjText_Create(); ObjText_SetText(obj, text); ObjText_SetFontSize(obj, 35); ObjText_SetFontType(obj, "Exotc350 DmBd BT"); ObjText_SetFontBold(obj, true); ObjText_SetHorizontalAlignment(obj, ALIGNMENT_CENTER); ObjText_SetMaxWidth(obj, STGWIDTH); ObjText_SetFontColorTop(obj, 155, 45, 175); ObjText_SetFontColorBottom(obj, 200, 80, 255); ObjText_SetFontBorderType(obj, BORDER_FULL); ObjText_SetFontBorderColor(obj, 255, 255, 255); ObjText_SetFontBorderWidth(obj, 1.75); Obj_SetRenderPriorityI(obj, 10); ObjRender_SetX(obj, mx); ObjRender_SetY(obj, my); return obj; } let objText = CreateTextObject(mx, my, text); let objSelect = CreateTextObject(mx, my, text); ObjRender_SetBlendType(objSelect, BLEND_ADD_RGB); loop { Obj_SetVisible(objSelect, index == selectIndex); yield; } } //メニュー配置 let objText = ObjText_Create(); ObjText_SetText(objText, "End of a Duel"); ObjText_SetFontSize(objText, 50); ObjText_SetFontType(objText, "Exotc350 DmBd BT"); ObjText_SetMaxWidth(objText, STGWIDTH); ObjText_SetHorizontalAlignment(objText, ALIGNMENT_CENTER); ObjText_SetFontBold(objText, true); ObjText_SetFontColorTop(objText, 75, 255, 255); ObjText_SetFontColorBottom(objText, 180, 255, 255); ObjText_SetFontBorderType(objText, BORDER_FULL); ObjText_SetFontBorderColor(objText,0, 0, 0); ObjText_SetFontBorderWidth(objText, 3); Obj_SetRenderPriorityI(objText, 10); ObjRender_SetX(objText, STGWIDTH-255); ObjRender_SetY(objText, 100); let mx = STGWIDTH-255; let my = 175; let texts = ["Record Your Victories", "Leave The Battlefield", "Go For A Rematch"]; var countMenu = length(texts); ascent(var iText in 0 .. countMenu) { TMenuItem(iText, mx, my, texts[iText]); my += 45; } //キー状態がリセットされるまで待機 while(GetVirtualKeyState(VK_OK) != KEY_FREE){yield;} //メニュー選択処理 let frameKeyHold = 0;//キー押しっぱなしフレーム数 loop { //決定 if(GetVirtualKeyState(VK_OK) == KEY_PULL) { let listResult = [RESULT_SAVE_REPLAY, RESULT_END, RESULT_RETRY]; SetScriptResult(listResult[selectIndex]); CloseScript(GetOwnScriptID()); return; } //カーソル移動 if(GetVirtualKeyState(VK_UP) == KEY_PUSH) { SelectOptionSFX; selectIndex--; } else if(GetVirtualKeyState(VK_DOWN) == KEY_PUSH) { SelectOptionSFX; selectIndex++; } else if(GetVirtualKeyState(VK_UP) == KEY_HOLD) { frameKeyHold++; if(frameKeyHold == 30 || (frameKeyHold > 30 && (frameKeyHold % 10 == 0))) { SelectOptionSFX; selectIndex--; } } else if(GetVirtualKeyState(VK_DOWN) == KEY_HOLD) { frameKeyHold++; if(frameKeyHold == 30 || (frameKeyHold > 30 && (frameKeyHold % 10 == 0))) { SelectOptionSFX; selectIndex++; } } else { frameKeyHold = 0; } if(selectIndex < 0) { selectIndex = countMenu - 1; } else { selectIndex %= countMenu; } yield; } }