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小松菜屋へ
はじだま反応集 / 

2017/12/16

[]2017年12月15日のつぶやき 2017年12月15日のつぶやきを含むブックマーク

トラックバック - http://d.hatena.ne.jp/hatahata/20171216

2017/12/15

[]2017年12月14日のつぶやき 2017年12月14日のつぶやきを含むブックマーク

トラックバック - http://d.hatena.ne.jp/hatahata/20171215

2017/12/14

[]2017年12月13日のつぶやき 2017年12月13日のつぶやきを含むブックマーク

トラックバック - http://d.hatena.ne.jp/hatahata/20171214

2017/12/13 XmasゲーのHSPソース このエントリーを含むブックマーク

HSP

あほべんとかれんだー2017に投稿した、Xmasゲーのソース貼っておきます。

http://doujin365.com/dish/xmas/start.html

一式ダウンロードは>>こちら

■画像、音楽、効果音は再利用NGで。

HSP 3(.5) dishです。

#include "hsp3dish.as"
randomize
#cmpopt varname 1

	x1=0:y1=0				; 画面左上の座標
	x2=ginfo_winx:y2=ginfo_winy		; 画面右下の座標

	screen 0,x2,y2
	title "XMAS"
	cls 4

*init

	//画像調達
	scr_main = 0
	scr_full = 2
	scr_char = 3
	scr_title = 4
	scr_intro = 5
	gsel scr_main
	celload "./player.png",scr_char
	celload "./title.png",scr_title
	celload "./intro.png",scr_intro

	//BGM調達
	bgm_vol = -700
	bgm_open = 0
	bgm_stage = 1
	bgm_over = 2
	mmload "./bgm01.mp3",bgm_open,1
	mmload "./bgm02.mp3",bgm_stage,1
	mmload "./bgm03.mp3",bgm_over,1

	//効果音調達
	se_bomb = 10
	se_shot = 11
	se_start = 12

	mmload "./bomb.wav",se_bomb,0
	mmload "./shot.wav",se_shot,0
	mmload "./start.wav",se_start,0	

	title_time = 0
	kb_cl = 0

	fps = 20
	timee_wait = 1000/fps
	timer = 0
	getreq timer,SYSREQ_TIMER
	setreq 0,SYSREQ_CLSMODE

	//MAX
	shot_max = 25
	hamon_max = 25
	enemy_max = 25
	tree_max = 25
	blast_max = 200

	hi_score = 0

*title_start

	mmstop
	mmvol bgm_open,bgm_vol
	mmplay bgm_open
	
*title_loop

	title_time = (title_time + 1 ) \ 1200
	
	gmode 2
	gsel scr_main
	redraw 0
	gfilter FILTER_LINEAR2
	color 220,220,255:boxf
	pos 100,30
	gcopy scr_title,0,0,600,300
	//フロントフレーム
	tmp_f = title_time / 50 \ 2
	pos 0,0
	gmode 3,192,192,90
	gzoom x2,y2,scr_char,384 + tmp_f * 192,384,192,192

	if title_time / 10 \ 3 < 1 {
		pos 140,330
		gcopy scr_char,0,128,512,128
	}

	gosub *sub_key
	if k_cl = 1 and kb_cl = 0 : goto *title_end
	
	redraw 1

	gosub *sub_wait
		
	goto *title_loop

*title_end
	score = 0
	mmstop
	mmvol bgm_stage,bgm_vol
	mmplay bgm_stage
	mmplay se_start

*stage_start
	p_a = 0
	p_x = 3000
	p_y = 3140
	p_lr = 1
	bk_p_lr = 1
	p_g_x = 0
	p_g_y = 0
	scroll_x = 0
	stage_step = 0
	intro_cnt = 300
	heiwa_cnt = 0
	heiwa_tenjo = 100

	base_speed = 100
	base_max_speed = 150
	base_kaku = 100
	enemy_variation = 1
	
	//ショット初期化
	shot_ima = 0
	dim shot_s,shot_max //存在
	dim shot_x,shot_max //X軸
	dim shot_y,shot_max //Y軸
	dim shot_a,shot_max //X加速
	dim shot_b,shot_max //Y加速
	dim shot_t,shot_max //タイマー
	dim shot_i,shot_max //種類

	//波紋初期化
	hamon_ima = 0
	dim hamon_s,hamon_max //存在
	dim hamon_x,hamon_max //X軸
	dim hamon_y,hamon_max //Y軸
	dim hamon_a,hamon_max //X加速
	dim hamon_b,hamon_max //Y加速
	dim hamon_t,hamon_max //タイマー
	dim hamon_i,hamon_max //種類

	//敵初期化
	enemy_ima = 0
	dim enemy_s,enemy_max //存在
	dim enemy_x,enemy_max //X軸
	dim enemy_y,enemy_max //Y軸
	dim enemy_a,enemy_max //X加速
	dim enemy_b,enemy_max //Y加速
	dim enemy_t,enemy_max //タイマー
	dim enemy_i,enemy_max //種類

	//ツリー初期化
	tree_ima = 0
	dim tree_s,tree_max //存在
	dim tree_x,tree_max //X軸
	dim tree_y,tree_max //Y軸
	dim tree_a,tree_max //X加速
	dim tree_b,tree_max //Y加速
	dim tree_t,tree_max //タイマー
	dim tree_i,tree_max //種類

	//爆風初期化
	blast_ima = 0
	dim blast_s,blast_max //存在
	dim blast_x,blast_max //X軸
	dim blast_y,blast_max //Y軸
	dim blast_a,blast_max //X加速
	dim blast_b,blast_max //Y加速
	dim blast_t,blast_max //タイマー
	dim blast_i,blast_max //種類

	game_mode = "main"

;########################
;#                      #
;# #   #  ##  ### #  #  #
;# ## ## #  #  #  ## #  #
;# # # # ####  #  # ##  #
;# #   # #  # ### #  #  #
;#                      #
;########################
*main
	redraw 0
	gfilter FILTER_LINEAR2

	stage_step = (stage_step + 1) \ 1200

	gosub *sub_key
	gosub *sub_move
	gosub *sub_hantei
	gosub *sub_main_draw
	gosub *sub_wait

	if game_mode = "over" {
		goto *over
	}
	
	redraw 1
	goto *main

;########################
;# GAME OVER #
;#============
*over
	redraw 0
	gfilter FILTER_LINEAR2

	stage_step = (stage_step + 1) \ 1200

	gosub *sub_key
	gosub *sub_over_move
	gosub *sub_over_draw
	gosub *sub_wait
	if over_cnt > 30 {
		if k_cl = 1 and kb_cl = 0 : goto *title_start
	}
	
	redraw 1
	goto *over

;########################
;# SUB MOVE #
;############
*sub_move

	heiwa_cnt = heiwa_cnt + 1

	//プレイヤーの向き
	bk_p_lr = p_lr //向きバックアップ
	if p_x / 10 > m_x + 64 {
		p_lr = 0
		scroll_x = scroll_x + 5
		if scroll_x >250 : scroll_x = scroll_x - 250
	}
	if p_x / 10 < m_x - 64 {
		p_lr = 1
		scroll_x = scroll_x - 5
		if scroll_x < 0 : scroll_x = scroll_x + 250
	}
	//プレイヤーを移動させる
	x_sa = p_x / 10 - m_x
	if x_sa > 300 : p_a = p_a - 100
	if x_sa <-300 : p_a = p_a + 100
	if x_sa > 200 :	p_a = p_a - 50
	if x_sa <-200 :	p_a = p_a + 50
	if x_sa > 100 :	p_a = p_a - 20
	if x_sa <-100 :	p_a = p_a + 20
	if x_sa > 30  :	p_a = p_a - 10
	if x_sa <-30  :	p_a = p_a + 10
	if x_sa > 0   :	p_a = p_a - 1
	if x_sa < 0   :	p_a = p_a + 1

	if p_a <-300 : p_a = -300
	if p_a > 300 : p_a = 300
	
	p_x = p_x + p_a

	if p_x < 0 : p_x = 0 : p_a = 0
	if p_x > 8000 : p_x = 8000 : p_a = 0

	//ショット打つか判定
	if bk_p_lr ! p_lr {
		tmp_x = p_x
		tmp_y = p_y
		tmp_i = 1
		gosub *sub_shot_create
		gosub *sub_hamon_create
		mmplay se_shot

		//難易度も少し上げる
		gosub *sub_baseup
	}

	//ショット移動
	repeat shot_max
		cnt_i = cnt
		if shot_s(cnt_i) = 1 {
			shot_t(cnt_i) = shot_t(cnt_i) + 1
			shot_x(cnt_i) = shot_x(cnt_i) + shot_a(cnt_i)
			shot_y(cnt_i) = shot_y(cnt_i) + shot_b(cnt_i)
			if shot_y(cnt_i) < -640 {
				tmp_cnt = cnt_i
				gosub *sub_shot_delete
			}
		}
	loop
	//波紋移動
	repeat hamon_max
		cnt_i = cnt
		if hamon_s(cnt_i) = 1 {
			hamon_t(cnt_i) = hamon_t(cnt_i) + 1
			if hamon_t(cnt_i) > 5 {
				tmp_cnt = cnt_i
				gosub *sub_hamon_delete
			}
		}
	loop
	
	//敵移動
	danger_flg_l = 0
	danger_flg_r = 0
	
	repeat enemy_max
		cnt_i = cnt
		tmp_delete_flg = 0
		if enemy_s(cnt_i) = 1 {
			enemy_t(cnt_i) = enemy_t(cnt_i) + 1
			enemy_x(cnt_i) = enemy_x(cnt_i) + enemy_a(cnt_i)
			enemy_y(cnt_i) = enemy_y(cnt_i) + enemy_b(cnt_i)
			if enemy_a(cnt_i) < 0 {
				//左向き
				if (enemy_x(cnt_i) < 4000) and (enemy_i(cnt_i) = 1) {
					//オレンジターン
					enemy_a(cnt_i) = enemy_a(cnt_i) * -1 / 2
					enemy_i(cnt_i) = 0
				}
				if (enemy_x(cnt_i) < 4000) and (enemy_i(cnt_i) = 2) {
					//イエローブースト
					enemy_a(cnt_i) = enemy_a(cnt_i) * 2
					enemy_i(cnt_i) = 0
				}
				if (enemy_x(cnt_i) < 4000) and (enemy_i(cnt_i) = 3) {
					//ライムターン
					enemy_a(cnt_i) = enemy_a(cnt_i) * -1
					enemy_i(cnt_i) = 0
				}
				if (enemy_x(cnt_i) < 4000) and (enemy_i(cnt_i) = 4) {
					//グリーンブレーキ
					enemy_a(cnt_i) = enemy_a(cnt_i) / 2
					enemy_i(cnt_i) = 0
				}
				if (enemy_x(cnt_i) < 4000) and (enemy_i(cnt_i) = 5) {
					//ブルーダウン
					enemy_a(cnt_i) = enemy_a(cnt_i) * -1
					enemy_b(cnt_i) = 30
					enemy_i(cnt_i) = 0
				}
				if enemy_x(cnt_i) < 1280 :	danger_flg_l = 1
				if enemy_x(cnt_i) < 0 :	tmp_delete_flg = 1
			} else {
				//右向き
				if (enemy_x(cnt_i) > 4000) and (enemy_i(cnt_i) = 1) {
					//オレンジターン
					enemy_a(cnt_i) = enemy_a(cnt_i) * -1 / 2
					enemy_i(cnt_i) = 0
				}
				if (enemy_x(cnt_i) > 4000) and (enemy_i(cnt_i) = 2) {
					//イエローブースト
					enemy_a(cnt_i) = enemy_a(cnt_i) * 2
					enemy_i(cnt_i) = 0
				}
				if (enemy_x(cnt_i) > 4000) and (enemy_i(cnt_i) = 3) {
					//ライムターン
					enemy_a(cnt_i) = enemy_a(cnt_i) * -1
					enemy_i(cnt_i) = 0
				}
				if (enemy_x(cnt_i) > 4000) and (enemy_i(cnt_i) = 4) {
					//グリーンブレーキ
					enemy_a(cnt_i) = enemy_a(cnt_i) / 2
					enemy_i(cnt_i) = 0
				}
				if (enemy_x(cnt_i) > 4000) and (enemy_i(cnt_i) = 5) {
					//ブルーダウン
					enemy_a(cnt_i) = enemy_a(cnt_i) * -1
					enemy_b(cnt_i) = 30
					enemy_i(cnt_i) = 0
				}
				if enemy_x(cnt_i) > (8000-1280) :	danger_flg_r = 1
				if enemy_x(cnt_i) > 8000 :	tmp_delete_flg = 1
			}
			if tmp_delete_flg = 1 {
				tmp_cnt = cnt_i
				gosub *sub_enemy_delete

				//ツリー発生
				if intro_cnt = 0 {
					tmp_sa_x = p_x - enemy_x(cnt_i)
					tmp_sa_y = (p_y + 240) - enemy_y(cnt_i)
					tmp_x = enemy_x(cnt_i)
					tmp_y = enemy_y(cnt_i)
					tmp_a = tmp_sa_x / 20
					tmp_b = tmp_sa_y / 20
					gosub *sub_tree_create
				}

				tmp_cnt = cnt_i
				gosub *sub_enemy_delete
			}
		}
	loop

	//ツリー移動
	repeat tree_max
		cnt_i = cnt
		if tree_s(cnt_i) = 1 {
			tree_t(cnt_i) = tree_t(cnt_i) + 1
			tree_x(cnt_i) = tree_x(cnt_i) + tree_a(cnt_i)
			tree_y(cnt_i) = tree_y(cnt_i) + tree_b(cnt_i)
		}
	loop


	//爆風移動
	repeat blast_max
		cnt_i = cnt
		if blast_s(cnt_i) = 1 {
			blast_t(cnt_i) = blast_t(cnt_i) + 1
			if blast_i(cnt_i) = 1 {
				blast_b(cnt_i) = blast_b(cnt_i) + 5
			}
			if blast_i(cnt_i) = 2 and stage_step \ 5 = 0{
				tmp_tobicnt = rnd(2) + 2
				repeat tmp_tobicnt
					tmp_x = blast_x(cnt_i)
					tmp_y = blast_y(cnt_i)
					tmp_i = 3
					gosub *sub_blast_create
				loop
			}
			if blast_i(cnt_i) = 3 {
				if rnd(3) < 2 :	blast_t(cnt_i) = blast_t(cnt_i) - 1
				blast_b(cnt_i) = blast_b(cnt_i) + 15
			}
			blast_x(cnt_i) = blast_x(cnt_i) + blast_a(cnt_i)
			blast_y(cnt_i) = blast_y(cnt_i) + blast_b(cnt_i)
			if blast_y(cnt_i) > 4320 {
				blast_y(cnt_i) = 4320
				blast_b(cnt_i) = blast_b(cnt_i) * -1 / 5
			}

			if blast_t(cnt_i) > 12{
				tmp_cnt = cnt_i
				gosub *sub_blast_delete
			}
		}
	loop

	//敵生まれる
	if rnd(base_kaku) == 0 or heiwa_cnt > heiwa_tenjo {
		tmp_i = rnd(2) + 1 // 1:左向き 2:右向き

		if tmp_i = 1 {
			tmp_x = 8640
			tmp_y = 400
			tmp_a = base_speed * -1
			tmp_b = 0
		} else {
			tmp_x = 0
			tmp_y = 600
			tmp_a = base_speed
			tmp_b = 0
		}
		tmp_i = rnd(enemy_variation)
		gosub *sub_enemy_create		
	}
	if intro_cnt > 0 : intro_cnt = intro_cnt - 1
	
return

;########################
;# SUB OVER MOVE #
;############
*sub_over_init

	mmstop
	mmvol bgm_vol
	mmplay bgm_over
	game_mode = "over"
	over_cnt = 0

return
	
*sub_over_move

	if over_cnt < 100 : over_cnt = over_cnt + 1

	//ツリー移動
	repeat tree_max
		cnt_i = cnt
		if tree_s(cnt_i) = 1 {
			tree_y(cnt_i) = tree_y(cnt_i) + 20
			if tree_y(cnt_i) > 6000 : tree_y(cnt_i) = 6000
		}
	loop
	
	
return

;########################
;# SUB HANTEI #
;##############
*sub_hantei

	//ショットと敵
	repeat shot_max
		cnt_s = cnt
		if shot_s(cnt_s) = 1 {
			repeat enemy_max
				cnt_e = cnt
				if enemy_s(cnt_e) = 1 {
					sa_x = abs(shot_x(cnt_s) - enemy_x(cnt_e))
					sa_y = abs(shot_y(cnt_s) - enemy_y(cnt_e))
					sa_xy = sa_x + sa_y
					// ショットと敵の当たった時
					if sa_xy < 640 {
						tmp_cnt = cnt_s:	gosub *sub_shot_delete
						tmp_cnt = cnt_e:	gosub *sub_enemy_delete

						//メイン爆風
						repeat 2
							tmp_x = shot_x(cnt_s) + rnd(640) -320
							tmp_y = enemy_y(cnt_e) + rnd(640) -320
							tmp_i = 1
							gosub *sub_blast_create
						loop
						//飛び散り
						tmp_x = shot_x(cnt_s)
						tmp_y = enemy_y(cnt_e)
						tmp_i = 2
						gosub *sub_blast_create

						score = score + 10

						enemy_variation = int(score / 200) + 1
						if enemy_variation > 7 : enemy_variation = 6

						//難易度10あげる
						repeat 10
							gosub *sub_baseup
						loop
						
						if hi_score < score : hi_score = score
						mmplay se_bomb
					}
				}
			loop
		}
	loop

	//ツリーとプレイヤー
	repeat tree_max
		cnt_t = cnt
		if tree_s(cnt_t) = 1 {
			sa_x = abs(tree_x(cnt_t) - p_x)
			sa_y = abs(tree_y(cnt_t) - (p_y + 240))
			sa_xy = sa_x + sa_y
			// ツリーとプレイヤーが当たった時
			if sa_xy < 640 {
				gosub *sub_over_init
			}
		}
	loop


return

;########################
;# SUB_MAIN_DRAW #
;#################
*sub_main_draw

	gmode 2
	// 背景
	color 220,220,255:boxf

	//背景の木
	gmode 3,64,64,32
	repeat 5
		pos cnt * 200 - 50,180
		gzoom 192,192,scr_char,512,256,64,64
	loop

	gmode 3,64,64,64
	repeat 4
		pos scroll_x + cnt * 250 - 250,100
		gzoom 256,256,scr_char,512,256,64,64
	loop


	gmode 2
	//地面
	color 200,20,40
	boxf 0,400,800,500

	//プレイヤー
	pos p_x / 10 - 64 ,p_y / 10
	p_g_x = p_lr * 3 * 128 + (stage_step / 5 \ 3) * 128
	gcopy scr_char,p_g_x,p_g_y,128,128

	//毛
	pos p_x / 10 + p_lr * 32 - 36,p_y / 10 - 6
	p_g_x = stage_step / 8 \ 6 * 64
	gcopy scr_char,p_g_x,320,64,64

	//帽子
	pos m_x - 30,p_y / 10-22+rnd(3)
	gcopy scr_char,0,256,64,64

	gmode 2
	//敵
	repeat enemy_max
		cnt_i = cnt
		if enemy_s(cnt_i) = 1 {
			pos enemy_x(cnt_i) / 10 - 32,enemy_y(cnt_i) / 10 - 32
			gzoom 64,64,scr_char,384 + enemy_i(cnt_i) * 64,320,64,64
		}
	loop

	//ツリー
	repeat tree_max
		cnt_i = cnt
		if tree_s(cnt_i) = 1 {
			pos tree_x(cnt_i) / 10 - 32,tree_y(cnt_i) / 10 - 32
			gzoom 64,64,scr_char,320,256,64,64
		}
	loop

	//波紋
	gmode 2
	repeat hamon_max
		cnt_i = cnt
		if hamon_s(cnt_i) = 1 {
			tmp_t = hamon_t(cnt_i) * 5
			gmode 3,64,64,100 - tmp_t * 3
			pos hamon_x(cnt_i) / 10 - 32 - tmp_t / 2,hamon_y(cnt_i) / 10 - 32
			gzoom 64 + tmp_t,64 + tmp,scr_char,384,256,64,64
		}
	loop
	
	gmode 2
	//ショット
	repeat shot_max
		cnt_i = cnt
		if shot_s(cnt_i) = 1 {
			tmp_t = shot_t(cnt_i) * 5
			pos shot_x(cnt_i) / 10 - 32,shot_y(cnt_i) / 10 - 64
			gzoom 64,128,scr_char,64,256,64,64
		}
	loop

	//爆風
	repeat blast_max
		cnt_i = cnt
		if blast_s(cnt_i) = 1 {
			//メイン爆発
			if blast_i(cnt_i) = 1 {
				tmp_t = blast_t(cnt_i) * 5
				gmode 3,64,64,128
				pos blast_x(cnt_i) / 10 - 64,blast_y(cnt_i) / 10 - 64
				gzoom 128,128,scr_char,(12 - blast_t(cnt_i)) / 2 * 64,384,64,64
			}
			//飛び散り
			if blast_i(cnt_i) = 2 or blast_i(cnt_i) = 3{
				tmp_t = blast_t(cnt_i) * 5
				gmode 3,64,64,128
				pos blast_x(cnt_i) / 10 - 64,blast_y(cnt_i) / 10 - 64
				gzoom 64,64,scr_char,rnd(2)*64,384,64,64
			}
		}
	loop

	//DANGERパネル
	if danger_flg_l = 1 and stage_step / 2 \ 2 = 0 and intro_cnt = 0 {
		gmode 3,32,256,128
		repeat 3
			pos 0,stage_step \ 256 + cnt * 256 - 256
			gcopy scr_char,768,0,32,256
		loop
	}

	if danger_flg_r = 1 and stage_step / 2 \ 2 = 0 and intro_cnt = 0 {
		gmode 3,32,256,128
		repeat 3
			pos x2-32,stage_step \ 256 - cnt * 256 + y2 - 256
			gcopy scr_char,768,256,32,256
		loop
	}

	//フロントフレーム
	tmp_f = stage_step / 50 \ 2
	pos 0,0
	gmode 3,192,192,90
	gzoom x2,y2,scr_char,384 + tmp_f * 192,384,192,192

	//イントロ表示
	gmode 2
	if intro_cnt > 0 {
		if intro_cnt / 10 \ 10 < 8 {
			tmp_bai = 15
			pos 180,30
			gzoom 320 * tmp_bai / 10,240 * tmp_bai / 10,scr_intro,0,0,320,240
		}
	}


	gmode 2
	color 0,55,55:pos 8,8:mes "SCORE:"+ score + " / HI_SCORE: " + hi_score
//	mes "heiwa_cnt: " + heiwa_cnt
//	mes "timer:" + timer + " bk_timer:" + bk_timer + " sa_timer:" + sa_timer

return

;########################
;# SUB_OVER_DRAW #
;#################
*sub_over_draw

	gmode 2
	// 背景
	color 220,220,255:boxf

	//背景の木
	gmode 3,64,64,32
	repeat 5
		pos cnt * 200 - 50,180
		gzoom 192,192,scr_char,512,256,64,64
	loop

	gmode 3,64,64,64
	repeat 4
		pos scroll_x + cnt * 250 - 250,100
		gzoom 256,256,scr_char,512,256,64,64
	loop


	gmode 2
	//地面
	color 200,20,40
	boxf 0,400,800,500

	//プレイヤー
	pos p_x / 10 - 64 ,p_y / 10
	p_g_x = p_lr * 3 * 128 + (stage_step / 5 \ 3) * 128
	gcopy scr_char,p_g_x,p_g_y,128,128

	//ツリー
	if stage_step / 4 \ 2 = 0 {
		repeat tree_max
			cnt_i = cnt
			if tree_s(cnt_i) = 1 {
				sa_x = abs(tree_x(cnt_i) - p_x)
				sa_y = abs(tree_y(cnt_i) - (p_y + 240))
				sa_xy = sa_x + sa_y
				// ツリーとプレイヤーが当たった時
				if sa_xy < 640 {
					pos tree_x(cnt_i) / 10 - 48,tree_y(cnt_i) / 10 - 48
					gzoom 96,96,scr_char,320,256,64,64
				} else {
					pos tree_x(cnt_i) / 10 - 32,tree_y(cnt_i) / 10 - 32
					gzoom 64,64,scr_char,320,256,64,64
				}
			}
		loop
	}

	//毛
	pos p_x / 10 + p_lr * 32 - 36,p_y / 10 - 6
	p_g_x = stage_step / 8 \ 6 * 64
	gcopy scr_char,p_g_x,320,64,64

	//帽子
	pos m_x - 30,p_y / 10-22+rnd(3)
	gcopy scr_char,0,256,64,64

	//フロントフレーム
	tmp_f = stage_step / 50 \ 2
	pos 0,0
	gmode 3,192,192,90
	gzoom x2,y2,scr_char,384 + tmp_f * 192,384,192,192

	//終了表示
	pos 280+rnd(16),30+rnd(16)
	gzoom 256,256,scr_char,512,128,128,128

	gmode 2
	color 0,55,55:pos 8,8:mes "SCORE:"+ score + " / HI_SCORE: " + hi_score

return



;########################
;# SUB SHOT  #
;#############

;==============================
;SHOT_CREATE |                |
;------------+                |
; interface tmp_x,tmp_y,tmp_i |
;-----------------------------+
*sub_shot_create

	shot_ima = (shot_ima + 1) \ shot_max
	shot_s(shot_ima) = 1
	shot_i(shot_ima) = tmp_i
	shot_x(shot_ima) = tmp_x
	shot_y(shot_ima) = tmp_y
	shot_a(shot_ima) = 0
	shot_b(shot_ima) = -320
	shot_t(shot_ima) = 0

return

;==============================
;SHOT_DELETE |                |
;------------+                |
; interface tmp_cnt           |
;-----------------------------+
*sub_shot_delete

	shot_s(tmp_cnt) = 0

return

;########################
;# SUB HAMON  #
;##############

;==============================
; HAMON_CREATE |              |
;--------------+              |
; interface tmp_x,tmp_y,tmp_i |
;-----------------------------+
*sub_hamon_create

	hamon_ima = (hamon_ima + 1) \ hamon_max
	hamon_s(hamon_ima) = 1
	hamon_i(hamon_ima) = tmp_i
	hamon_x(hamon_ima) = tmp_x
	hamon_y(hamon_ima) = tmp_y
	hamon_a(hamon_ima) = 0
	hamon_b(hamon_ima) = 0
	hamon_t(hamon_ima) = 0

return

;==============================
;HAMON_DELETE |               |
;-------------+               |
; interface tmp_cnt           |
;-----------------------------+
*sub_hamon_delete

	hamon_s(tmp_cnt) = 0

return

;########################
;# SUB ENEMY  #
;##############

;==============================
;ENEMY_CREATE |               |
;-------------+               |
; interface tmp_x,tmp_y,tmp_a,tmp_b,tmp_i |
;-----------------------------+
*sub_enemy_create

	//平和カウントをリセット
	heiwa_cnt = 0
	heiwa_tenjo = rnd (50) + 50

	enemy_ima = (enemy_ima + 1) \ enemy_max
	enemy_s(enemy_ima) = 1
	enemy_i(enemy_ima) = tmp_i
	enemy_x(enemy_ima) = tmp_x
	enemy_y(enemy_ima) = tmp_y
	enemy_a(enemy_ima) = tmp_a
	enemy_b(enemy_ima) = tmp_b
	enemy_t(enemy_ima) = 0

return

;==============================
;ENEMY_DELETE |               |
;-------------+               |
; interface tmp_cnt           |
;-----------------------------+
*sub_enemy_delete

	enemy_s(tmp_cnt) = 0

return

;########################
;# SUB TREE   #
;##############

;==============================
;TREE_CREATE  |               |
;-------------+               |
; interface tmp_x,tmp_y,tmp_a,tmp_b,tmp_i |
;-----------------------------+
*sub_tree_create

	tree_ima = (tree_ima + 1) \ tree_max
	tree_s(tree_ima) = 1
	tree_i(tree_ima) = tmp_i
	tree_x(tree_ima) = tmp_x
	tree_y(tree_ima) = tmp_y
	tree_a(tree_ima) = tmp_a
	tree_b(tree_ima) = tmp_b
	tree_t(tree_ima) = 0

return

;==============================
;TREE_DELETE  |               |
;-------------+               |
; interface tmp_cnt           |
;-----------------------------+
*sub_tree_delete

	tree_s(tmp_cnt) = 0

return

;########################
;# SUB BLAST  #
;##############

;==============================
; BLAST_CREATE |              |
;--------------+              |
; interface tmp_x,tmp_y,tmp_i |
;-----------------------------+
*sub_blast_create

	blast_ima = (blast_ima + 1) \ blast_max
	blast_s(blast_ima) = 1
	blast_i(blast_ima) = tmp_i
	blast_x(blast_ima) = tmp_x
	blast_y(blast_ima) = tmp_y
	blast_a(blast_ima) = 0
	blast_b(blast_ima) = 0
	blast_t(blast_ima) = 0

	//状態上書き
	//メイン爆発
	if blast_i(blast_ima) = 1 {
		blast_b(blast_ima) = -30
	}
	//飛び散り
	if blast_i(blast_ima) = 3 {
		blast_b(blast_ima) = -30
		blast_a(blast_ima) = rnd(120) - 60
	}

return

;==============================
;BLAST_DELETE |               |
;-------------+               |
; interface tmp_cnt           |
;-----------------------------+
*sub_blast_delete

	blast_s(tmp_cnt) = 0

return

;########################
;# SUB BASEUP  #
;###############

*sub_baseup
//難易度を少しずつあげる
	base_speed = base_speed + 1
	if base_speed > base_max_speed {
		base_max_speed = base_max_speed + 20
		base_speed = 50
		base_kaku = base_kaku - 1
		if base_kaku < 10 : base_kaku = 10							
	}
return


;########################
;# SUB KEY  #
;############

*sub_key
	kb_cl = k_cl
	getkey k_cl,1

	tmp_x = mousex
	if tmp_x >= 0 : m_x = tmp_x
	m_y = mousey

*key_end

return

;########################
;# SUB WAIT #
;############
*sub_wait

	bk_timer = timer
	getreq timer,SYSREQ_TIMER

	sa_timer = timer - bk_timer
	sa_timer = timee_wait - sa_timer
	await sa_timer

return
トラックバック - http://d.hatena.ne.jp/hatahata/20171213

2017/12/12

[]2017年12月11日のつぶやき 2017年12月11日のつぶやきを含むブックマーク

トラックバック - http://d.hatena.ne.jp/hatahata/20171212

2017/12/11

[]2017年12月10日のつぶやき 2017年12月10日のつぶやきを含むブックマーク

トラックバック - http://d.hatena.ne.jp/hatahata/20171211

2017/12/10

[]2017年12月09日のつぶやき 2017年12月09日のつぶやきを含むブックマーク

トラックバック - http://d.hatena.ne.jp/hatahata/20171210