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2016/3/4(Fri) 15:22:38|NO.74768

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2016/3/5(Sat) 01:28:12|NO.74780

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//------------------------------------------------------------------------------ // ¥â¥¸¥å¡¼¥ë·¿ÊÑ¿ô¤Ë¤è¤ë¥·¥å¡¼¥Æ¥£¥ó¥°¡¦¥²¡¼¥à //============================================================================== // ¿·µ¬ºîÀ®Æü¡§2013-06-10 (·î) 18:28:00 // ºÇ½ª¹¹¿·Æü¡§2013-06-10 (·î) 22:58:00 // ºÇ½ª¹¹¿·Æü¡§2013-06-11 (²Ð) 03:48:00 // ºÇ½ª¹¹¿·Æü¡§2013-06-11 (²Ð) 04:36:00 //------------------------------------------------------------------------------ #packopt name __FILE__ //-------------------------------------- // HSPÌ¿Îá/´Ø¿ô¤Îµ­¹æÄê¿ô //-------------------------------------- #const global STICK_LEFT ($0001) #const global STICK_UP ($0002) #const global STICK_RIGHT ($0004) #const global STICK_DOWN ($0008) #const global STICK_SPACE ($0010) #const global STICK_ENTER ($0020) #const global STICK_CTRL ($0040) #const global STICK_ESC ($0080) #const global STICK_LMOUSE ($0100) #const global STICK_RMOUSE ($0200) #const global STICK_TAB ($0400) #const global STICK_SCAN (STICK_UP|STICK_DOWN|STICK_LEFT|STICK_RIGHT) //-------------------------------------- // ¥²¡¼¥àÁ´ÂΤε­¹æÄê¿ô //-------------------------------------- #const global MAX_LEFT (10) ;¼«µ¡¤ÎºÇÂç»Ä¤ê¿ô #const global MAX_BOMB (10) ;¼«µ¡¤ÎºÇÂç¥Ü¥à¿ô #const global MAX_OPTION (3) ;¼«µ¡¤Î¥ª¥×¥·¥ç¥ó¿ô #const global MAX_ITEMTABLE (10) ;Ũµ¡¤Î¥¢¥¤¥Æ¥àȯÀ¸¥Æ¡¼¥Ö¥ë # #const global MAX_FIGHT (MAX_OPTION+1) #const global MAX_ENEMY (100) #const global MAX_SHOT (50) #const global MAX_BEAM (50) #const global MAX_ITEM (50) #const global MAX_STAR (100) #const global MAX_BLAST (100) #const global MAX_TELOP (5) //-------------------------------------- // ¥â¥¸¥å¡¼¥ë¤Îµ­¹æÄê¿ô //-------------------------------------- #const global FPS (60) #const global FIGHT_XSIZE (32/2) #const global FIGHT_YSIZE (32/2) #const global FIGHT_SPEED (5) #const global FIGHT_DELAY (12) #const global FIGHT_COURSE (FIGHT_DELAY*MAX_OPTION+1) # #const global ENEMY_XSIZE (32/2) #const global ENEMY_YSIZE (32/2) #const global ENEMY_SPEED (2) #const global ENEMY_BIRTH (FPS/3) #const global ENEMY_SCORE (10) # #const global BLAST_XSIZE (32/2) #const global BLAST_YSIZE (32/2) #const global BLAST_ANIME (12) #const global BLAST_BLINK (4) #const global BLAST_COUNT (FPS/BLAST_ANIME) # #const global SHOT_XSIZE (6/2) #const global SHOT_YSIZE (6/2) #const global SHOT_SPEED (10) # #const global BEAM_XSIZE (4/2) #const global BEAM_YSIZE (32/2) #const global BEAM_SPEED (5) # #const global ITEM_XSIZE (32/2) #const global ITEM_YSIZE (32/2) #const global ITEM_SPEED (1) # #const global STAR_BIRTH (FPS/60) //-------------------------------------- // ¥²¡¼¥à²èÌ̤ε­¹æÄê¿ô //-------------------------------------- #const global DISP_WIDTH (640) #const global DISP_HEIGHT (480) # #const global DEATH_MARGIN (50) #const global DEATH_LEFT (-DEATH_MARGIN) #const global DEATH_TOP (-DEATH_MARGIN) #const global DEATH_RIGHT (DISP_WIDTH+DEATH_MARGIN) #const global DEATH_BOTTOM (DISP_HEIGHT+DEATH_MARGIN) # #const global FIGHT_LEFT (FIGHT_XSIZE) #const global FIGHT_RIGHT (DISP_WIDTH-FIGHT_XSIZE-1) #const global FIGHT_TOP (FIGHT_YSIZE) #const global FIGHT_BOTTOM (DISP_HEIGHT-FIGHT_YSIZE-1) //-------------------------------------- // ¥Æ¥í¥Ã¥×¤Îµ­¹æÄê¿ô //-------------------------------------- #const global FONT_SIZE (20) #const global HALF_SIZE (FONT_SIZE/2) # #const global ALIVE_SIZE (HALF_SIZE*12) #const global FLUSH_SIZE (HALF_SIZE*7) #const global SCORE_SIZE (HALF_SIZE*14) #const global HISCORE_SIZE (HALF_SIZE*16) # #const global ALIVE_CX (DISP_WIDTH-ALIVE_SIZE)/2 #const global ALIVE_CY (0) #const global FIGHT_CX (HALF_SIZE*2) #const global FIGHT_CY (DISP_HEIGHT-FONT_SIZE) #const global FLUSH_CX (DISP_WIDTH-HALF_SIZE*3-FLUSH_SIZE) #const global FLUSH_CY (DISP_HEIGHT-FONT_SIZE) #const global SCORE_CX (HALF_SIZE*2) #const global SCORE_CY (0) #const global HISCORE_CX (DISP_WIDTH-HALF_SIZE*3-HISCORE_SIZE) #const global HISCORE_CY (0) //-------------------------------------- // ¼«µ¡¥¿¥¤¥×¤ÎÎóµóÄê¿ô //-------------------------------------- #enum global FIGHT_NORMAL=0 #enum global FIGHT_OPTION //-------------------------------------- // ÇúÉ÷¥¿¥¤¥×¤ÎÎóµóÄê¿ô //-------------------------------------- #enum global BLAST_NULL=0 #enum global BLAST_FIGHT #enum global BLAST_ITEM //-------------------------------------- // ήÀ±¥«¥é¡¼¤ÎÎóµóÄê¿ô //-------------------------------------- #enum global COLOR_BLACK=0 #enum global COLOR_RED #enum global COLOR_GREEN #enum global COLOR_YELLOW #enum global COLOR_BLUE #enum global COLOR_PURPLE #enum global COLOR_CYAN #enum global COLOR_WHITE //-------------------------------------- // ¥¢¥¤¥Æ¥à¤ÎÎóµóÄê¿ô //-------------------------------------- #enum global ITEMS_NULL=0 #enum global ITEMS_LEFT #enum global ITEMS_BOMB #enum global ITEMS_FLUSH #enum global ITEMS_SCORE #enum global ITEMS_OPTION //-------------------------------------- // ¥Æ¥í¥Ã¥×¤ÎÎóµóÄê¿ô //-------------------------------------- #enum global TELOP_FIGHT=0 #enum global TELOP_FLUSH #enum global TELOP_SCORE #enum global TELOP_HISCORE #enum global TELOP_ALIVE //-------------------------------------- // ¥Æ¥í¥Ã¥×¤Î¹¹¿·Äê¿ô //-------------------------------------- #const global REDRAW_FIGHT (1<<TELOP_FIGHT) #const global REDRAW_FLUSH (1<<TELOP_FLUSH) #const global REDRAW_SCORE (1<<TELOP_SCORE) #const global REDRAW_HISCORE (1<<TELOP_HISCORE) #const global REDRAW_ALIVE (1<<TELOP_ALIVE) //--[¼«µ¡¥¯¥é¥¹]---------------------------------------------------------------- #module FightClass m_cx,m_cy,m_type //-------------------------------------- // ¼«µ¡¤ÎȯÀ¸ //-------------------------------------- #modinit int _cx_,int _cy_,int _type_ m_cx=_cx_ m_cy=_cy_ m_type=_type_ return //-------------------------------------- // ¼«µ¡¤Î°ÜÆ° //-------------------------------------- #modfunc FightMove int _key_ if(_key_ & STICK_LEFT) :m_cx-=FIGHT_SPEED:if(m_cx<FIGHT_LEFT) :m_cx=FIGHT_LEFT if(_key_ & STICK_RIGHT) :m_cx+=FIGHT_SPEED:if(m_cx>FIGHT_RIGHT) :m_cx=FIGHT_RIGHT if(_key_ & STICK_UP) :m_cy-=FIGHT_SPEED:if(m_cy<FIGHT_TOP) :m_cy=FIGHT_TOP if(_key_ & STICK_DOWN) :m_cy+=FIGHT_SPEED:if(m_cy>FIGHT_BOTTOM) :m_cy=FIGHT_BOTTOM return //-------------------------------------- // ¼«µ¡¤ÎÉÁ²è //-------------------------------------- #modfunc FightDraw switch m_type case FIGHT_NORMAL color $00,$FF,$00:boxf (m_cx-FIGHT_XSIZE),(m_cy-FIGHT_YSIZE),(m_cx+FIGHT_XSIZE),(m_cy+FIGHT_YSIZE) swbreak case FIGHT_OPTION color $FF,$CC,$00:circle (m_cx-FIGHT_XSIZE),(m_cy-FIGHT_YSIZE),(m_cx+FIGHT_XSIZE),(m_cy+FIGHT_YSIZE),1 color $CC,$99,$00:circle (m_cx-FIGHT_XSIZE),(m_cy-FIGHT_YSIZE),(m_cx+FIGHT_XSIZE),(m_cy+FIGHT_YSIZE),0 swbreak swend return //-------------------------------------- // ¼«µ¡¤Î¸½ºß°ÌÃÖ¤òÀßÄê //-------------------------------------- #modfunc FightSetCurs int _cx_,int _cy_ m_cx=_cx_ m_cy=_cy_ return //-------------------------------------- // ¼«µ¡¤Î¸½ºß°ÌÃÖ¤ò¼èÆÀ //-------------------------------------- #modfunc FightGetCurs var _cx_,var _cy_ _cx_=m_cx _cy_=m_cy return //-------------------------------------- // ¼«µ¡¤Î¶ë·ÁÎΰè¤ò¼èÆÀ //-------------------------------------- #modfunc FightGetRect var _cx_,var _cy_,var _ex_,var _ey_ _cx_=(m_cx-FIGHT_XSIZE) _cy_=(m_cy-FIGHT_YSIZE) _ex_=(m_cx+FIGHT_XSIZE) _ey_=(m_cy+FIGHT_YSIZE) return //-------------------------------------- // ¼«µ¡¤ÎÇ˲õ //-------------------------------------- #modfunc FightCrash var _cx_,var _cy_,var _type_ _cx_=m_cx _cy_=m_cy _type_=m_type delmod thismod return #global //--[Ũµ¡¥¯¥é¥¹]---------------------------------------------------------------- #module EnemyClass m_cx,m_cy,m_beam,m_item //-------------------------------------- // Ũµ¡¤ÎȯÀ¸ //-------------------------------------- #modinit int _cx_,int _cy_,int _item_ m_cx=_cx_ m_cy=_cy_ m_beam=rnd(50)+10 ;¥Ó¡¼¥à¤Îȯ¼Í´Ö³Ö m_item=_item_ return //-------------------------------------- // Ũµ¡¤Î°ÜÆ° //-------------------------------------- #modfunc EnemyMove m_cy+=ENEMY_SPEED if(m_cy>=DEATH_BOTTOM):delmod thismod return //-------------------------------------- // Ũµ¡¤ÎÉÁ²è //-------------------------------------- #modfunc EnemyDraw if(m_item):color $FF,$00,$FF:else:color $00,$FF,$FF boxf (m_cx-ENEMY_XSIZE),(m_cy-ENEMY_YSIZE),(m_cx+ENEMY_XSIZE),(m_cy+ENEMY_YSIZE) return //-------------------------------------- // Ũµ¡¤Î¥Ó¡¼¥àȯ¼Í //-------------------------------------- #modfunc EnemyShot var _cx_,var _cy_ _cx_=m_cx _cy_=m_cy m_beam-- return (m_beam==0) //-------------------------------------- // Ũµ¡¤Î¶ë·ÁÎΰè¤ò¼èÆÀ //-------------------------------------- #modfunc EnemyGetRect var _cx_,var _cy_,var _ex_,var _ey_ _cx_=(m_cx-ENEMY_XSIZE) _cy_=(m_cy-ENEMY_YSIZE) _ex_=(m_cx+ENEMY_XSIZE) _ey_=(m_cy+ENEMY_YSIZE) return //-------------------------------------- // Ũµ¡¤ÎÅö¤¿¤êȽÄê //-------------------------------------- #modfunc EnemyCheck int _cx_,int _cy_,int _ex_,int _ey_ n=0 repeat 1 if(_ex_<=(m_cx-ENEMY_XSIZE)):break if(_ey_<=(m_cy-ENEMY_YSIZE)):break if(_cx_>=(m_cx+ENEMY_XSIZE)):break if(_cy_>=(m_cy+ENEMY_YSIZE)):break n=1 loop return n //-------------------------------------- // Ũµ¡¤ÎÇ˲õ //-------------------------------------- #modfunc EnemyCrash var _cx_,var _cy_,var _item_ _cx_=m_cx _cy_=m_cy _item_=m_item delmod thismod return ENEMY_SCORE #global //--[¼«µ¡ÃÆ¥¯¥é¥¹]-------------------------------------------------------------- #module ShotClass m_cx,m_cy //-------------------------------------- // ¼«µ¡ÃƤÎȯÀ¸ //-------------------------------------- #modinit int _cx_,int _cy_ m_cx=_cx_ m_cy=_cy_ return //-------------------------------------- // ¼«µ¡ÃƤΰÜÆ° //-------------------------------------- #modfunc ShotMove m_cy-=SHOT_SPEED if(m_cy<DEATH_TOP):delmod thismod return //-------------------------------------- // ¼«µ¡ÃƤÎÉÁ²è //-------------------------------------- #modfunc ShotDraw color $FF,$FF,$00 circle (m_cx-SHOT_XSIZE),(m_cy-SHOT_YSIZE),(m_cx+SHOT_XSIZE),(m_cy+SHOT_YSIZE) return //-------------------------------------- // ¼«µ¡ÃƤÎÅö¤¿¤êȽÄê //-------------------------------------- #modfunc ShotCheck int _cx_,int _cy_,int _ex_,int _ey_ n=0 repeat 1 if(_ex_<=(m_cx-SHOT_XSIZE)):break if(_ey_<=(m_cy-SHOT_YSIZE)):break if(_cx_>=(m_cx+SHOT_XSIZE)):break if(_cy_>=(m_cy+SHOT_YSIZE)):break delmod thismod n=1 loop return n #global //--[Ũµ¡ÃÆ¥¯¥é¥¹]-------------------------------------------------------------- #module BeamClass m_cx,m_cy //-------------------------------------- // Ũµ¡ÃƤÎȯÀ¸ //-------------------------------------- #modinit int _cx_,int _cy_ m_cx=_cx_ m_cy=_cy_ return //-------------------------------------- // Ũµ¡ÃƤΰÜÆ° //-------------------------------------- #modfunc BeamMove m_cy+=BEAM_SPEED if(m_cy>=DEATH_BOTTOM):delmod thismod return //-------------------------------------- // Ũµ¡ÃƤÎÉÁ²è //-------------------------------------- #modfunc BeamDraw color $FF,$FF,$00 boxf (m_cx-BEAM_XSIZE),(m_cy-BEAM_YSIZE),(m_cx+BEAM_XSIZE),(m_cy+BEAM_YSIZE) return //-------------------------------------- // Ũµ¡ÃƤÎÅö¤¿¤êȽÄê //-------------------------------------- #modfunc BeamCheck int _cx_,int _cy_,int _ex_,int _ey_ n=0 repeat 1 if(_ex_<=(m_cx-BEAM_XSIZE)):break if(_ey_<=(m_cy-BEAM_YSIZE)):break if(_cx_>=(m_cx+BEAM_XSIZE)):break if(_cy_>=(m_cy+BEAM_YSIZE)):break delmod thismod n=1 loop return n //-------------------------------------- // Ũµ¡ÃƤÎÇ˲õ //-------------------------------------- #modfunc BeamCrash var _cx_,var _cy_ _cx_=m_cx _cy_=m_cy delmod thismod return #global //--[¥¢¥¤¥Æ¥à¡¦¥¯¥é¥¹]---------------------------------------------------------- #module ItemClass m_cx,m_cy,m_item //-------------------------------------- // ¥¢¥¤¥Æ¥à¤ÎȯÀ¸ //-------------------------------------- #modinit int _cx_,int _cy_,int _item_ m_cx=_cx_ m_cy=_cy_ m_item=_item_ return //-------------------------------------- // ¥¢¥¤¥Æ¥à¤Î°ÜÆ° //-------------------------------------- #modfunc ItemMove m_cy+=ITEM_SPEED if(m_cy>DEATH_BOTTOM):delmod thismod return //-------------------------------------- // ¥¢¥¤¥Æ¥à¤ÎÉÁ²è //-------------------------------------- #modfunc ItemDraw switch m_item case ITEMS_LEFT: r=$FF:g=$FF:b=$FF:s="UP":swbreak case ITEMS_BOMB: r=$FF:g=$FF:b=$00:s="£Â":swbreak case ITEMS_FLUSH: r=$FF:g=$FF:b=$00:s="¡ö":swbreak case ITEMS_SCORE: r=$FF:g=$FF:b=$FF:s="£Ó":swbreak case ITEMS_OPTION: r=$FF:g=$CC:b=$00:s="£Ï":swbreak default: r=$00:g=$00:b=$00:s="¡¡":swbreak swend color r,g,b:boxf (m_cx-ITEM_XSIZE),(m_cy-ITEM_YSIZE),(m_cx+ITEM_XSIZE),(m_cy+ITEM_YSIZE) r=r*60/100 g=g*60/100 b=b*60/100 color r,g,b:pos (m_cx-ITEM_XSIZE),(m_cy-ITEM_YSIZE):mes s return //-------------------------------------- // ¥¢¥¤¥Æ¥à¤ÎÅö¤¿¤êȽÄê //-------------------------------------- #modfunc ItemCheck int _cx_,int _cy_,int _ex_,int _ey_ n=0 repeat 1 if(_ex_<=(m_cx-ITEM_XSIZE)):break if(_ey_<=(m_cy-ITEM_YSIZE)):break if(_cx_>=(m_cx+ITEM_XSIZE)):break if(_cy_>=(m_cy+ITEM_YSIZE)):break n=1 loop return n //-------------------------------------- // ¥¢¥¤¥Æ¥à¤Î¾ÃÌÇ //-------------------------------------- #modfunc ItemCrash var _cx_,var _cy_,var _item_ _cx_=m_cx _cy_=m_cy _item_=m_item delmod thismod return 0 #global //--[ήÀ±¥¯¥é¥¹]---------------------------------------------------------------- #module StarClass m_cx,m_cy,m_color,m_speed //-------------------------------------- // ήÀ±¤ÎȯÀ¸ //-------------------------------------- #modinit m_cx=rnd(DISP_WIDTH) m_cy=0 m_color=rnd(COLOR_WHITE)+1 m_speed=rnd(5)+2 return //-------------------------------------- // ήÀ±¤Î°ÜÆ° //-------------------------------------- #modfunc StarMove m_cy+=m_speed if(m_cy>=DEATH_BOTTOM):delmod thismod return //-------------------------------------- // ήÀ±¤ÎÉÁ²è //-------------------------------------- #modfunc StarDraw switch m_color case COLOR_BLACK: color $00,$00,$00:swbreak case COLOR_RED: color $FF,$00,$00:swbreak case COLOR_GREEN: color $00,$FF,$00:swbreak case COLOR_YELLOW: color $FF,$FF,$00:swbreak case COLOR_BLUE: color $00,$00,$FF:swbreak case COLOR_PURPLE: color $FF,$00,$FF:swbreak case COLOR_CYAN: color $00,$FF,$FF:swbreak case COLOR_WHITE: color $FF,$FF,$FF:swbreak swend pset m_cx,m_cy return #global //--[ÇúÉ÷¥¯¥é¥¹]---------------------------------------------------------------- #module BlastClass m_cx,m_cy,m_count,m_anime,m_type,m_data //-------------------------------------- // ÇúÉ÷¤ÎȯÀ¸ //-------------------------------------- #modinit int _cx_,int _cy_,int _type_,int _data_ m_cx=_cx_ m_cy=_cy_ m_count=BLAST_COUNT m_anime=BLAST_ANIME m_type=_type_ m_data=_data_ return //-------------------------------------- // ÇúÉ÷¤Î¥¢¥Ë¥á //-------------------------------------- #modfunc BlastMove var _cx_,var _cy_,var _data_ m_count-- if(m_count==0){ m_count=BLAST_COUNT m_anime-- } if(m_anime==0){ _cx_=m_cx _cy_=m_cy _data_=m_data n=m_type delmod thismod return n } return 0 //-------------------------------------- // ÇúÉ÷¤ÎÉÁ²è //-------------------------------------- #modfunc BlastDraw cx=(m_cx-BLAST_XSIZE) cy=(m_cy-BLAST_YSIZE) ex=(m_cx+BLAST_XSIZE) ey=(m_cy+BLAST_YSIZE) n=(BLAST_ANIME-m_anime)*2 cx+=n cy+=n ex-=n-1 ey-=n-1 r=$FF:g=$66:b=$33 repeat n r=r*90/100 g=g*90/100 b=b*90/100 loop color r,g,b circle cx,cy,ex,ey return #global //--[¥Æ¥í¥Ã¥×¡¦¥¯¥é¥¹]---------------------------------------------------------- #module TelopClass m_cx,m_cy,m_color,m_msg //-------------------------------------- // ¥Æ¥í¥Ã¥×¤ÎȯÀ¸ //-------------------------------------- #modinit int _cx_,int _cy_,int _color_,str _msg_ m_cx=_cx_ m_cy=_cy_ m_color=_color_ m_msg=_msg_ return //-------------------------------------- // ¥Æ¥í¥Ã¥×¤ÎÉÁ²è //-------------------------------------- #modfunc TelopDraw n=$33 repeat 3 if(m_color & $01):r=n:else:r=$00 if(m_color & $02):g=n:else:g=$00 if(m_color & $04):b=n:else:b=$00 color r,g,b pos (m_cx+2-cnt),(m_cy+2-cnt) mes m_msg n+=$66 loop return //-------------------------------------- // ¥Æ¥í¥Ã¥×¤Îʸ»úÎó¤òÀßÄê //-------------------------------------- #modfunc TelopSetMsg str _msg_ m_msg=_msg_ return #global //--[¥á¥¤¥óÉô]------------------------------------------------------------------ //-------------------------------------- // ¥°¥í¡¼¥Ð¥ëÊÑ¿ô //-------------------------------------- #define Score gValue(0) #define HiScore gValue(1) #define FightLeft gValue(2) #define FightBomb gValue(3) #define FightAlive gValue(4) #define FightOption gValue(5) #define TelopRedraw gValue(6) #define StarBirthCycle gValue(7) #define EnemyBirthCycle gValue(8) # #define key gValue(9) #define n gValue(10) #define x gValue(11) #define y gValue(12) #define cx gValue(13) #define cy gValue(14) #define ex gValue(15) #define ey gValue(16) dim gValue,17 //-------------------------------------- // ¥á¥¤¥óÉô //-------------------------------------- *Init ; dim Score ; dim HiScore ; dim FightLeft ; dim FightBomb ; dim FightAlive ; dim FightOption ; dim TelopRedraw ; dim StarBirthCycle ; dim EnemyBirthCycle dim FightCourseX,FIGHT_COURSE dim FightCourseY,FIGHT_COURSE dim EnemyItemTable,MAX_ITEMTABLE *Main randomize title "¥â¥¸¥å¡¼¥ë·¿ÊÑ¿ô¤Ë¤è¤ë¥·¥å¡¼¥Æ¥£¥ó¥°¡¦¥²¡¼¥à" screen 0,DISP_WIDTH,DISP_HEIGHT font MSGOTHIC,FONT_SIZE,1 gosub *ShootingInit repeat redraw 0 stick key,STICK_SCAN gosub *ShootingMove gosub *ShootingDraw redraw 1 await (1000/FPS) loop stop //-------------------------------------- // ¥·¥å¡¼¥Æ¥£¥ó¥°¤Î½é´ü²½ //-------------------------------------- *ShootingInit dimtype Fight, vartype("struct"),MAX_FIGHT dimtype Enemy, vartype("struct"),MAX_ENEMY dimtype Shot, vartype("struct"),MAX_SHOT dimtype Beam, vartype("struct"),MAX_BEAM dimtype Item, vartype("struct"),MAX_ITEM dimtype Star, vartype("struct"),MAX_STAR dimtype Blast, vartype("struct"),MAX_BLAST dimtype Telop, vartype("struct"),MAX_TELOP gosub *FightInit gosub *EnemyInit gosub *TelopInit return //-------------------------------------- // ¥·¥å¡¼¥Æ¥£¥ó¥°¤Î°ÜÆ° //-------------------------------------- *ShootingMove gosub *FightMoveAll gosub *EnemyMoveAll gosub *ShotMoveAll gosub *BeamMoveAll gosub *ItemMoveAll gosub *StarMoveAll gosub *BlastMoveAll gosub *CrashMainAll return //-------------------------------------- // ¥·¥å¡¼¥Æ¥£¥ó¥°¤ÎÉÁ²è //-------------------------------------- *ShootingDraw color $00,$00,$00:boxf gosub *StarDrawAll gosub *ShotDrawAll gosub *BeamDrawAll gosub *ItemDrawAll gosub *EnemyDrawAll gosub *FightDrawAll gosub *BlastDrawAll gosub *TelopDrawAll return //-------------------------------------- // Á´ÂΤÎÅö¤¿¤êȽÄê //-------------------------------------- *CrashMainAll if(varuse(Fight(0))){ FightGetRect Fight(0),cx,cy,ex,ey // ¼«µ¡¢ÍŨµ¡,Ũµ¡ÃÆ if(EnemyCheckAll(cx,cy,ex,ey)||BeamCheckAll(cx,cy,ex,ey)){ if(FightAlive==0){ gosub *FightCrashAll } } // ¼«µ¡¢Í¥¢¥¤¥Æ¥à if(ItemCheckAll(cx,cy,ex,ey)){ /* ¥¢¥¤¥Æ¥à¤Î¾×ÆͲ» */ } } // Ũµ¡¢Í¼«µ¡ÃÆ foreach Enemy EnemyGetRect Enemy(cnt),cx,cy,ex,ey if(ShotCheckAll(cx,cy,ex,ey)){ gosub *EnemyDeath } loop return //--[¼«µ¡´ÉÍý]------------------------------------------------------------------ //-------------------------------------- // ¼«µ¡Á´ÂΤνé´ü²½ //-------------------------------------- *FightInit x=(DISP_WIDTH/2) y=(DISP_HEIGHT-FIGHT_YSIZE-16) FightBirth x,y FightLeft=3 FightBomb=5 FightAlive=0 return //-------------------------------------- // ¼«µ¡Á´ÂΤΰÜÆ° //-------------------------------------- *FightMoveAll if(varuse(Fight(0))){ // ̵Ũ¥â¡¼¥É if(key & STICK_TAB){ FightAlive^=1 TelopRedraw|=REDRAW_ALIVE } // ¥Ç¥Ð¥Ã¥°¡¦¥â¡¼¥É if(key & STICK_ESC){ } // ÃƴݤÎȯ¼Í if(key & STICK_SPACE){ foreach Fight FightGetCurs Fight(cnt),x,y newmod Shot,ShotClass,x,y loop } // ¥Ü¥à¤Îȯ¼Í if(key & STICK_ENTER){ if(FightBomb){ gosub *EnemyFlush gosub *BeamFlush FightBomb-- TelopRedraw|=REDRAW_FLUSH } } // ¼«µ¡¤Î°ÜÆ° if(key & STICK_SCAN){ // µ°Æ»¥·¥Õ¥È repeat FIGHT_COURSE-1 n=(FIGHT_COURSE-1-cnt) FightCourseX(n)=FightCourseX(n-1) FightCourseY(n)=FightCourseY(n-1) loop // °ÜÆ° FightMove Fight(0),key FightGetCurs Fight(0),x,y FightCourseX(0)=x FightCourseY(0)=y // ÀßÄê foreach Fight x=FightCourseX(FIGHT_DELAY*cnt) y=FightCourseY(FIGHT_DELAY*cnt) FightSetCurs Fight(cnt),x,y loop } } return //-------------------------------------- // ¼«µ¡Á´ÂΤÎÉÁ²è //-------------------------------------- *FightDrawAll foreach Fight FightDraw Fight(cnt) loop return //-------------------------------------- // ¼«µ¡Á´ÂΤÎÇ˲õ //-------------------------------------- *FightCrashAll foreach Fight FightCrash Fight(cnt),x,y,n if(n){ newmod Blast,BlastClass,x,y,BLAST_NULL,0 ;¥ª¥×¥·¥ç¥ó¤ÎÇ˲õ } else{ newmod Blast,BlastClass,x,y,BLAST_FIGHT,0 ;¼«µ¡¤ÎÇ˲õ } loop return //-------------------------------------- // ¼«µ¡Á´ÂΤÎÃÂÀ¸ //-------------------------------------- #deffunc FightBirth int _x_,int _y_ // µ°Æ»¥·¥Õ¥È repeat FIGHT_COURSE FightCourseX(cnt)=_x_ FightCourseY(cnt)=_y_ loop // ÃÂÀ¸ newmod Fight,FightClass,_x_,_y_,FIGHT_NORMAL ; newmod Fight,FightClass,_x_,_y_,FIGHT_OPTION ; newmod Fight,FightClass,_x_,_y_,FIGHT_OPTION ; newmod Fight,FightClass,_x_,_y_,FIGHT_OPTION FightOption=0 return //-------------------------------------- // ¼«µ¡Á´ÂΤξÃÌÇ //-------------------------------------- #deffunc FightDeath int _cx_,int _cy_ if(FightLeft==0){ dialog "¥²¡¼¥à¥ª¡¼¥Ð¡¼¤Ç¤¹¡£",1,"³Îǧ" end } FightLeft-- FightBirth _cx_,_cy_ TelopRedraw|=REDRAW_FIGHT return //--[Ũµ¡´ÉÍý]------------------------------------------------------------------ //-------------------------------------- // Ũµ¡Á´ÂΤνé´ü²½ //-------------------------------------- *EnemyInit n=-1 n++:EnemyItemTable(n)=ITEMS_LEFT ;20% n++:EnemyItemTable(n)=ITEMS_LEFT n++:EnemyItemTable(n)=ITEMS_BOMB ;20% n++:EnemyItemTable(n)=ITEMS_BOMB n++:EnemyItemTable(n)=ITEMS_FLUSH ;20% n++:EnemyItemTable(n)=ITEMS_FLUSH n++:EnemyItemTable(n)=ITEMS_SCORE ;40% n++:EnemyItemTable(n)=ITEMS_SCORE n++:EnemyItemTable(n)=ITEMS_OPTION ;20% n++:EnemyItemTable(n)=ITEMS_OPTION return //-------------------------------------- // Ũµ¡Á´ÂΤΰÜÆ° //-------------------------------------- *EnemyMoveAll // ÃÂÀ¸ EnemyBirthCycle++ if(EnemyBirthCycle>=ENEMY_BIRTH){ x=rnd(DISP_WIDTH-ENEMY_XSIZE*2)+ENEMY_XSIZE y=-ENEMY_YSIZE n=0 if(rnd(100)<10){ n=EnemyItemTable(rnd(MAX_ITEMTABLE)) ;10%³ÎΨ } newmod Enemy,EnemyClass,x,y,n EnemyBirthCycle=0 } // °ÜÆ° foreach Enemy EnemyShot Enemy(cnt),x,y if(stat):newmod Beam,BeamClass,x,y EnemyMove Enemy(cnt) loop return //-------------------------------------- // Ũµ¡Á´ÂΤÎÉÁ²è //-------------------------------------- *EnemyDrawAll foreach Enemy EnemyDraw Enemy(cnt) loop return //-------------------------------------- // Ũµ¡Á´ÂΤÎÅö¤¿¤êȽÄê //-------------------------------------- #defcfunc EnemyCheckAll int _cx_,int _cy_,int _ex_,int _ey_ n=0 foreach Enemy EnemyCheck Enemy(cnt),_cx_,_cy_,_ex_,_ey_ if(stat){ gosub *EnemyDeath n=1 break } loop return n //-------------------------------------- // Ũµ¡Á´ÂΤΰìÁÝ //-------------------------------------- *EnemyFlush foreach Enemy gosub *EnemyDeath loop return //-------------------------------------- // Ũµ¡°ìÂΤÎÇ˲õ //-------------------------------------- *EnemyDeath EnemyCrash Enemy(cnt),x,y,n TelopScore stat if(n){ newmod Blast,BlastClass,x,y,BLAST_ITEM,n } else{ newmod Blast,BlastClass,x,y,BLAST_NULL,0 } return //--[¼«µ¡ÃÆ´ÉÍý]---------------------------------------------------------------- //-------------------------------------- // ¼«µ¡ÃÆÁ´ÂΤΰÜÆ° //-------------------------------------- *ShotMoveAll foreach Shot ShotMove Shot(cnt) loop return //-------------------------------------- // ¼«µ¡ÃÆÁ´ÂΤÎÉÁ²è //-------------------------------------- *ShotDrawAll foreach Shot ShotDraw Shot(cnt) loop return //-------------------------------------- // ¼«µ¡ÃÆÁ´ÂΤÎÅö¤¿¤êȽÄê //-------------------------------------- #defcfunc ShotCheckAll int _cx_,int _cy_,int _ex_,int _ey_ n=0 foreach Shot ShotCheck Shot(cnt),_cx_,_cy_,_ex_,_ey_ if(stat){ n=1 break } loop return n //--[Ũµ¡ÃÆ´ÉÍý]---------------------------------------------------------------- //-------------------------------------- // Ũµ¡ÃÆÁ´ÂΤΰÜÆ° //-------------------------------------- *BeamMoveAll foreach Beam BeamMove Beam(cnt) loop return //-------------------------------------- // Ũµ¡ÃÆÁ´ÂΤÎÉÁ²è //-------------------------------------- *BeamDrawAll foreach Beam BeamDraw Beam(cnt) loop return //-------------------------------------- // Ũµ¡ÃÆÁ´ÂΤÎÅö¤¿¤êȽÄê //-------------------------------------- #defcfunc BeamCheckAll int _cx_,int _cy_,int _ex_,int _ey_ n=0 foreach Beam BeamCheck Beam(cnt),_cx_,_cy_,_ex_,_ey_ if(stat){ n=1 break } loop return n //-------------------------------------- // Ũµ¡ÃÆÁ´ÂΤΰìÁÝ //-------------------------------------- *BeamFlush foreach Beam BeamCrash Beam(cnt),x,y newmod Blast,BlastClass,x,y,BLAST_NULL,0 loop return //--[¥¢¥¤¥Æ¥à´ÉÍý]-------------------------------------------------------------- //-------------------------------------- // ¥¢¥¤¥Æ¥àÁ´ÂΤΰÜÆ° //-------------------------------------- *ItemMoveAll foreach Item ItemMove Item(cnt) loop return //-------------------------------------- // ¥¢¥¤¥Æ¥àÁ´ÂΤÎÉÁ²è //-------------------------------------- *ItemDrawAll font MSGOTHIC,ITEM_YSIZE*2,1 foreach Item ItemDraw Item(cnt) loop font MSGOTHIC,FONT_SIZE,1 return //-------------------------------------- // ¥¢¥¤¥Æ¥àÁ´ÂΤÎÅö¤¿¤êȽÄê //-------------------------------------- #defcfunc ItemCheckAll int _cx_,int _cy_,int _ex_,int _ey_ n=0 foreach Item ItemCheck Item(cnt),_cx_,_cy_,_ex_,_ey_ if(stat){ gosub *ItemDeath n=1 break } loop return n //-------------------------------------- // ¥¢¥¤¥Æ¥à°ìÂΤÎÇ˲õ //-------------------------------------- *ItemDeath ItemCrash Item(cnt),x,y,n TelopScore stat switch n case ITEMS_LEFT if(FightLeft<MAX_LEFT){ FightLeft++ TelopRedraw|=REDRAW_FIGHT } swbreak case ITEMS_BOMB if(FightBomb<MAX_BOMB){ FightBomb++ TelopRedraw|=REDRAW_FLUSH } swbreak case ITEMS_FLUSH gosub *EnemyFlush gosub *BeamFlush swbreak case ITEMS_SCORE TelopScore 1000 swbreak case ITEMS_OPTION if(FightOption<MAX_OPTION){ FightOption++ x=FightCourseX(FIGHT_DELAY*FightOption) y=FightCourseY(FIGHT_DELAY*FightOption) newmod Fight,FightClass,x,y,FIGHT_OPTION } swbreak default:swbreak swend return //--[ήÀ±´ÉÍý]------------------------------------------------------------------ //-------------------------------------- // ήÀ±Á´ÂΤΰÜÆ° //-------------------------------------- *StarMoveAll // ÃÂÀ¸ StarBirthCycle++ if(StarBirthCycle>=STAR_BIRTH){ newmod Star,StarClass StarBirthCycle=0 } // °ÜÆ° foreach Star StarMove Star(cnt) loop return //-------------------------------------- // ήÀ±Á´ÂΤÎÉÁ²è //-------------------------------------- *StarDrawAll foreach Star StarDraw Star(cnt) loop return //--[ÇúÉ÷´ÉÍý]------------------------------------------------------------------ //-------------------------------------- // ÇúÉ÷Á´ÂΤΰÜÆ° //-------------------------------------- *BlastMoveAll foreach Blast BlastMove Blast(cnt),x,y,n switch stat case BLAST_FIGHT: FightDeath x,y :swbreak case BLAST_ITEM: newmod Item,ItemClass,x,y,n :swbreak default: :swbreak swend loop return //-------------------------------------- // ÇúÉ÷Á´ÂΤÎÉÁ²è //-------------------------------------- *BlastDrawAll foreach Blast BlastDraw Blast(cnt) loop return //--[¥Æ¥í¥Ã¥×]------------------------------------------------------------------ //-------------------------------------- // ¥Æ¥í¥Ã¥×Á´ÂΤνé´ü²½ //-------------------------------------- *TelopInit newmod Telop,TelopClass, FIGHT_CX, FIGHT_CY,COLOR_GREEN,"" newmod Telop,TelopClass, FLUSH_CX, FLUSH_CY,COLOR_GREEN,"" newmod Telop,TelopClass, SCORE_CX, SCORE_CY,COLOR_YELLOW,"" newmod Telop,TelopClass,HISCORE_CX,HISCORE_CY,COLOR_YELLOW,"" TelopRedraw=(REDRAW_FIGHT|REDRAW_FLUSH|REDRAW_SCORE|REDRAW_HISCORE) return //-------------------------------------- // ¥Æ¥í¥Ã¥×Á´ÂΤÎÉÁ²è //-------------------------------------- *TelopDrawAll if(TelopRedraw){ if(TelopRedraw & REDRAW_FIGHT) :TelopSetMsg Telop(TELOP_FIGHT),strf("Left:%02d",FightLeft) if(TelopRedraw & REDRAW_FLUSH) :TelopSetMsg Telop(TELOP_FLUSH),strf("Bomb:%02d",FightBomb) if(TelopRedraw & REDRAW_SCORE) :TelopSetMsg Telop(TELOP_SCORE),strf("Score:%08d",Score) if(TelopRedraw & REDRAW_HISCORE) :TelopSetMsg Telop(TELOP_HISCORE),strf("HiScore:%08d",HiScore) if(TelopRedraw & REDRAW_ALIVE){ if(FightAlive){ newmod Telop,TelopClass,ALIVE_CX,ALIVE_CY,COLOR_WHITE,"[̵Ũ¥â¡¼¥É]" } else{ delmod Telop(TELOP_ALIVE) } } TelopRedraw=$0000 } foreach Telop TelopDraw Telop(cnt) loop return //-------------------------------------- // ¥Æ¥í¥Ã¥×ÅÀ¿ô¤Î²Ã»» //-------------------------------------- #deffunc TelopScore int _score_ Score+=_score_ if(Score>HiScore){ HiScore=Score } TelopRedraw|=REDRAW_SCORE TelopRedraw|=REDRAW_HISCORE return //------------------------------------------------------------------------------ // End of sample43.hsp //------------------------------------------------------------------------------
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¥é¥Ù¥ë·¿ÊÑ¿ô¤ÎÄêµÁ ;------------------------------------------------- ldim lavel,20 lavel(1)=*lavel_OBJ lavel(2)=*lavel_POSMOVE lavel(3)=*lavel_NOP lavel(4)=*lavel_END lavel(5)=*lavel_LOOP ;------------------------------------------------------------------------------- ; ; ¥¤¥Ù¥ó¥È¥Ç¡¼¥¿ ; ;------------------------------------------------------------------------------- event_adr=0 ; ¥¤¥Ù¥ó¥È¥¢¥É¥ì¥¹¥¯¥ê¥¢ ;------------------------------------------------------------------------------- ; ¿Æobj¥¤¥Ù¥ó¥È¡Ê¥Þ¥¹¥¿¡¼¡Ë ;------------------------------------------------------------------------------- EVENT_NO_SET 0 ;¥¤¥Ù¥ó¥ÈÈֹ棰 EVENT_POSMOVE 1,100,450 ;¿Æobj°ÜÆ°¡¡£±¥Õ¥ì¡¼¥àÂÔ¤Á¸å£øºÂɸ£±£°£°,£ùºÂɸ¤ò£´£µ£°Â­¤¹ repeat 10 ;Ä̾ï¤Î¥ë¡¼¥×¡¡£±£°²ó¤¢¤ë¤Î¤Ç¡¡ÇÛÎó¤ò;ʬ¤Ë»È¤Ã¤Æ¤·¤Þ¤¦ EVENT_OBJ 0,0,0,1 ;»Òobj½Ð¸½¡¡¥¤¥Ù¥ó¥ÈÈֹ棱¤ò¥»¥Ã¥È EVENT_POSMOVE 1,4,0 ;¿Æobj°ÜÆ°¡¡£±¥Õ¥ì¡¼¥àÂÔ¤Á¸å£øºÂɸ¤ò£´Â­¤¹ EVENT_LOOP 0,10,1 ;¥ë¡¼¥×½èÍý¡¡ÂÔ¤Á¥Õ¥ì¡¼¥à¤Ê¤·¤Ç£±£°²ó¥¤¥Ù¥ó¥È¤ò¤Ò¤È¤ÄÌ᤹ ;Áý¤¨¤ëÇÛÎ󤬤ҤȤĤʤΤǸúΨ¤¬¤¤¤¤¤¬º£¤Ï£²½Å¥ë¡¼¥×¤¬¤Ç¤­¤Ê¤¤ loop EVENT_OBJ 0,0,0,1 ;»Òobj½Ð¸½¡¡¥¤¥Ù¥ó¥ÈÈֹ棱¤ò¥»¥Ã¥È EVENT_END 10000 ;10000¥Õ¥ì¡¼¥à¸å½ªÎ» ;------------------------------------------------------------------------------- ; »ÒobjÍÑ¥¤¥Ù¥ó¥È ;------------------------------------------------------------------------------- EVENT_NO_SET 1 ;¥¤¥Ù¥ó¥ÈÈֹ棱 EVENT_POSMOVE 1,0,-2 ;»Òobj°ÜÆ°¡¡£±¥Õ¥ì¡¼¥àÂÔ¤Á¸å£ùºÂɸ¤ò£²°ú¤¯ EVENT_LOOP 0,50,1 ;¥ë¡¼¥×½èÍý¡¡ÂÔ¤Á¥Õ¥ì¡¼¥à¤Ê¤·¤Ç£µ£°²ó¥¤¥Ù¥ó¥È¤ò¤Ò¤È¤ÄÌ᤹ EVENT_OBJ 0,0,0,2 ;¹obj½Ð¸½¡¡¥¤¥Ù¥ó¥ÈÈֹ棲¤ò¥»¥Ã¥È EVENT_POSMOVE 1,0,-2 ;»Òobj°ÜÆ°¡¡£±¥Õ¥ì¡¼¥àÂÔ¤Á¸å£ùºÂɸ¤ò£²°ú¤¯ EVENT_LOOP 0,150,1 ;¥ë¡¼¥×½èÍý¡¡ÂÔ¤Á¥Õ¥ì¡¼¥à¤Ê¤·¤Ç£±£µ£°²ó¥¤¥Ù¥ó¥È¤ò¤Ò¤È¤ÄÌ᤹ EVENT_END ;ÂÔ¤Á¥Õ¥ì¡¼¥à¤Ê¤·½ªÎ» ;------------------------------------------------------------------------------- ; ¹objÍÑ¥¤¥Ù¥ó¥È ;------------------------------------------------------------------------------- EVENT_NO_SET 2 ;¥¤¥Ù¥ó¥ÈÈֹ棲 EVENT_POSMOVE 1,1,-5 ;¹obj°ÜÆ°¡¡£±¥Õ¥ì¡¼¥àÂÔ¤Á¸å£øºÂɸ¤ò£±Â­¤·£ùºÂɸ¤ò£µ°ú¤¯ EVENT_LOOP 0,20,1 ;¥ë¡¼¥×½èÍý¡¡ÂÔ¤Á¥Õ¥ì¡¼¥à¤Ê¤·¤Ç£²£°²ó¥¤¥Ù¥ó¥È¤ò¤Ò¤È¤ÄÌ᤹ EVENT_POSMOVE 1,0,-5 ;¹obj°ÜÆ°¡¡£±¥Õ¥ì¡¼¥àÂÔ¤Á¸å£ùºÂɸ¤ò£µ°ú¤¯ EVENT_LOOP 0,20,1 ;¥ë¡¼¥×½èÍý¡¡ÂÔ¤Á¥Õ¥ì¡¼¥à¤Ê¤·¤Ç£²£°²ó¥¤¥Ù¥ó¥È¤ò¤Ò¤È¤ÄÌ᤹ EVENT_END ;ÂÔ¤Á¥Õ¥ì¡¼¥à¤Ê¤·½ªÎ» ;------------------------------------------------------------------------------- ; ; ¥á¥¤¥ó¥ë¡¼¥× ;------------------------------------------------------------------------------- obj_tbl(0,0)=1,0,0,-10,-10 ; ¿Æobj¡Ê¥Þ¥¹¥¿¡¼¡Ë¤ò¥¤¥Ù¥ó¥ÈÈֹ棰¤Ç½Ð¸½¤µ¤»¤ë ;£øºÂɸ-10¡¡£ùºÂɸ-10¡¡¥¤¥Ù¥ó¥ÈÈÖ¹æ0 repeat 10000 ;------------------------------------------------------------------------------- ; ¥¤¥Ù¥ó¥È½èÍý ;------------------------------------------------------------------------------- *event_main repeat 100 obj_num=cnt if (obj_tbl(0,obj_num) >= 1){ ;obj_tbl(0¡¡¾õÂÖ¡¡£°¡ÊÈóɽ¼¨¡Ë¡¡£±¡Êɽ¼¨¡Ë *event_main_a event_num=obj_tbl(1,obj_num);obj_tbl(1 ¥¤¥Ù¥ó¥ÈÈÖ¹æ if (event_tbl(1,event_num) <= obj_tbl(2,obj_num)){ ;obj_tbl(2 ¥¤¥Ù¥ó¥È¥«¥¦¥ó¥È ;¥¤¥Ù¥ó¥È¥«¥¦¥ó¥È°Ê²¼¤À¤Ã¤¿¤é¥¤¥Ù¥ó¥È¤ò¼Â¹Ô¤¹¤ë gosub lavel(event_tbl(0,event_num)) if obj_tbl(0,obj_num)=0 : continue obj_tbl(1,obj_num)++;¼¡¤Î¥¤¥Ù¥ó¥È obj_tbl(2,obj_num)=0;¥¤¥Ù¥ó¥È¥«¥¦¥ó¥È½é´ü²½ goto *event_main_a } obj_tbl(2,obj_num)++;¥¤¥Ù¥ó¥È¥«¥¦¥ó¥È¹¹¿· } loop ;------------------------------------------------------------------------------- ; ¥ª¥Ö¥¸¥§¥¯¥Èɽ¼¨½èÍý ;------------------------------------------------------------------------------- color 0,0,0 repeat 100 if (obj_tbl(0,cnt) >= 1){ ;¼Â¹ÔÃæ¤òõ¤¹ x=obj_tbl(3,cnt) y=obj_tbl(4,cnt) boxf x,y,x+10,y+10 } loop await 17 loop end ;------------------------------------------------------------------------------- ; ; °Ê²¼¥¤¥Ù¥ó¥È¥×¥í¥°¥é¥à ; ;------------------------------------------------------------------------------- *lavel_OBJ;EVENT_OBJ 1ÈÖ x=obj_tbl(3,obj_num) y=obj_tbl(4,obj_num) repeat 100 if obj_tbl(0,cnt)=0{ ;¶õ¤­¤òõ¤¹ obj_tbl(0,cnt)=1 ;¾õÂÖ¥»¥Ã¥È¡¡ obj_tbl(1,cnt)=event_tbl_no(event_tbl(4,event_num));¥¤¥Ù¥ó¥È¥»¥Ã¥È obj_tbl(2,obj_num)=0 ;¥¤¥Ù¥ó¥È¥«¥¦¥ó¥È½é´ü²½ obj_tbl(3,cnt)=x+event_tbl(2,event_num) ;£ØºÂɸ¥»¥Ã¥È obj_tbl(4,cnt)=y+event_tbl(3,event_num) ;£ÙºÂɸ¥»¥Ã¥È break } loop return ;------------------------------------------------------------------------------- *lavel_POSMOVE ;EVENT_POSMOVE 2ÈÖ obj_tbl(3,obj_num)+=event_tbl(2,event_num) ;£ØºÂɸ²Ã»» obj_tbl(4,obj_num)+=event_tbl(3,event_num) ;£ÙºÂɸ²Ã»» return ;------------------------------------------------------------------------------- *lavel_NOP ;EVENT_NOP 3ÈÖ return ;------------------------------------------------------------------------------- *lavel_END ;EVENT_END 4ÈÖ obj_tbl(0,obj_num)=0 ;¾õÂÖ¥¯¥ê¥¢ return ;------------------------------------------------------------------------------- *lavel_LOOP ;EVENT_LOOP 5ÈÖ loop_tbl(obj_num)++ if event_tbl(2,event_num) < loop_tbl(obj_num) {;Ä̾ï loop_tbl(obj_num)=0;¥ë¡¼¥×¥«¥¦¥ó¥¿¡¼¥ê¥»¥Ã¥È }else{ obj_tbl(1,obj_num)-=event_tbl(3,event_num)+1;Ìá¤ê } return



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