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