ScarletBlackMarket/script/ExRumia/ExRumiaSpell01.txt

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#東方弾幕風[Single]
#ScriptVersion[3]
#Title["星符「ミッドナイトレヴァリエ」"]
#Text["Exルーミア最初のスペルカード[r]星符「ミッドナイトレヴァリエ」"]
#Image["./ExRumia(星符「ミッドナイトレヴァリエ」).jpg"]
#Background["script/default_system/Default_Background_IceMountain.txt"]
#BGM[DEFAULT]
#Player[DEFAULT]
#include"script/default_system/Default_ShotConst.txt"
#include"script/default_system/Default_Effect.txt"
let objEnemy;
let bConcentrationMotion = false;
@Initialize
{
objEnemy = ObjEnemy_Create(OBJ_ENEMY_BOSS);
ObjEnemy_Regist(objEnemy);
ObjEnemy_SetDamageRate(objEnemy, 10, 10);//披ダメージを10%に設定
TWork;
TRender;
TEnd;
DeleteShotAll(TYPE_ALL, TYPE_ITEM);//出現と同時に敵弾を全て削除
}
@MainLoop
{
let ex = ObjMove_GetX(objEnemy);
let ey = ObjMove_GetY(objEnemy);
ObjEnemy_SetIntersectionCircleToShot(objEnemy, ex, ey, 32);//当たり判定(自弾)登録
ObjEnemy_SetIntersectionCircleToPlayer(objEnemy, ex, ey, 24);//当たり判定(体当たり)登録
yield;
}
@Event
{
alternative(GetEventType())
case(EV_REQUEST_LIFE)
{
SetScriptResult(300);//ライフを1500に設定
}
case(EV_REQUEST_TIMER)
{
SetScriptResult(60);//時間制限を60秒に設定
}
case(EV_REQUEST_SPELL_SCORE)
{
SetScriptResult(30000);//スペルカードボーナスを30000に設定
}
}
//----------------------------------------------------
//敵動作
//----------------------------------------------------
task TWork
{
// Concentration01(150);
// CutIn(YOUMU,"星符「ミッドナイトレヴァリエ」",0,0,0,0,0);//スペルカード名表示
//座標(cx, 60)へ60フレームかけて移動する
let cx = GetStgFrameWidth() / 2;//STGシーンの中心x座標を取得
ObjMove_SetDestAtFrame(objEnemy, cx, 60, 60);
loop(60){yield;}
let objScene = GetEnemyBossSceneObjectID();
ObjEnemyBossScene_StartSpell(objScene);
while(!Obj_IsDeleted(objEnemy))
{
loop(90){yield;}
TShotBlue(0, 135);
TShotBlue(180, 45);
loop(160){yield;}
TShotRed(0, 90);
TShotRed(180, 90);
loop(50){yield;}
bConcentrationMotion = true;
loop(100){yield;}
bConcentrationMotion = false;
}
}
//----------------------------------------------------
//描画タスク
//----------------------------------------------------
task TRender
{
let imgExRumia = GetCurrentScriptDirectory~"ExRumia.png";
ObjPrim_SetTexture(objEnemy, imgExRumia);
while(!Obj_IsDeleted(objEnemy))
{
let angle = ObjMove_GetAngle(objEnemy);
let speed = ObjMove_GetSpeed(objEnemy);
if(speed == 0)
{
if(bConcentrationMotion)
{
ObjSprite2D_SetSourceRect(objEnemy, 64, 1, 127, 64);
}
else
{
ObjSprite2D_SetSourceRect(objEnemy, 1, 1, 64, 64);
}
}
else if(cos(angle) > 0){ObjSprite2D_SetSourceRect(objEnemy, 192, 1, 255, 64);}
else if(cos(angle) < 0){ObjSprite2D_SetSourceRect(objEnemy, 128 ,1, 191, 64);}
ObjSprite2D_SetDestCenter(objEnemy);
yield;
}
}
//----------------------------------------------------
//弾関連
//----------------------------------------------------
task TShotBlue(angle1, angle2)
{
let ex = ObjMove_GetX(objEnemy);
let ey = ObjMove_GetY(objEnemy);
let obj = CreateShotA2(ex, ey, 5, angle1, -0.08, 0, DS_BALL_L_BLUE, 0);//弾を発射
ObjMove_AddPatternA1(obj, 60, 5, angle2);
loop(60){yield;}
ascent(i in 0 .. 300)
{
if(Obj_IsDeleted(obj)){break;}
let shotSpeed = rand(0.5,1.5);
let sx = ObjMove_GetX(obj);
let sy = ObjMove_GetY(obj);
CreateShotA1(sx, sy, rand(0.5,1.5), rand(0,360), DS_BALL_S_BLUE, 60);
yield;
}
}
task TShotRed(angle1, angle2)
{
let ex = ObjMove_GetX(objEnemy);
let ey = ObjMove_GetY(objEnemy);
let obj = CreateShotA2(ex, ey, 5, angle1, -0.08, 0, DS_BALL_L_RED, 0);//弾を発射
ObjMove_AddPatternA1(obj, 60, 5, angle2);
loop(60){yield;}
ascent(i in 0 .. 300)
{
if(Obj_IsDeleted(obj)){break;}
let shotSpeed=rand(0.5,1.5);
let sx = ObjMove_GetX(obj);
let sy = ObjMove_GetY(obj);
CreateShotA1(sx, sy, rand(0.5,1.5), rand(0,360), DS_BALL_S_RED, 60);
yield;
}
}
//----------------------------------------------------
//終了待機タスク
//----------------------------------------------------
task TEnd
{
while(ObjEnemy_GetInfo(objEnemy, INFO_LIFE) > 0)
{
yield;
}
let ex = ObjMove_GetX(objEnemy);
let ey = ObjMove_GetY(objEnemy);
TExplosionA(ex, ey, 10, 0.6);
DeleteShotAll(TYPE_ALL, TYPE_ITEM);//敵弾を全て削除
Obj_Delete(objEnemy);
loop(30){yield;}
CloseScript(GetOwnScriptID());
}