• R/O
  • R/W (SSH)
  • R/W (HTTPS)

ryona-game:


File Info

Rev. 98
Size 6,795 bytes
Time 2012-05-03 05:51:05
Author sakitsune
Log Message

■CracleCradleの追加実装

・ボスドリル(3/3)
・ボスアーム(3/3)

Content

  1. SPRITE_BODY = 0;
  2. SPRITE_ARML = 1;
  3. SPRITE_ARMR = 2;
  4. SPRITE_FOOTL = 3;
  5. SPRITE_FOOTR = 4;
  6. SPRITE_ROLL = 5;
  7. SPRITE_PILECANON= 6;
  8. SPRITE_WEPARM = 7;
  9. SPRITE_DRILL = 8;
  10. SPRITE_ELECARM = 9;
  11. SPRITE_GUN = 10;
  12. SPRITE_GUNFIRE = 11;
  13. SPRITE_BULLET = 12;
  14. SPRITE_PILE = 13;
  15. SPRITE_MISSILE = 14;
  16. SOUND_DAMAGE1 = 0;
  17. SOUND_DAMAGE2 = 1;
  18. SOUND_STEP = 2;
  19. SOUND_ATTACK = 3; /* 銃声 */
  20. SOUND_MOTOR = 4; /* モーター音 */
  21. SOUND_BLOOD = 5; /* 突き刺し音 */
  22. SOUND_DRILL = 6; /* DRILL */
  23. SOUND_SHOT = 7; /* 杭撃ち・ミサイル撃ち音 */
  24. SOUND_CLASH = 8; /* 叩きつけ */
  25. PARTS_BODY = 0;
  26. PARTS_ARMLT1 = 1;
  27. PARTS_ARMLT2 = 2;
  28. PARTS_FOOTLT = 3;
  29. PARTS_ARMLB1 = 4;
  30. PARTS_ARMLB2 = 5;
  31. PARTS_FOOTLB = 6;
  32. PARTS_ARMRT1 = 7;
  33. PARTS_ARMRT2 = 8;
  34. PARTS_FOOTRT = 9;
  35. PARTS_ARMRB1 = 10;
  36. PARTS_ARMRB2 = 11;
  37. PARTS_FOOTRB = 12;
  38. PARTS_ROLLL = 13;
  39. PARTS_ROLLR = 14;
  40. PARTS_PILECANONL= 15;
  41. PARTS_PILECANONR= 16;
  42. PARTS_WEPARML1 = 17;
  43. PARTS_WEPARML2 = 18;
  44. PARTS_DRILL = 19;
  45. PARTS_WEPARMR1 = 20;
  46. PARTS_WEPARMR2 = 21;
  47. PARTS_ELECARM = 22;
  48. PARTS_GUN = 23;
  49. PARTS_GUNFIRE = 24;
  50. START_WAIT = 0;
  51. STAND_C = 1;
  52. STAND_C2L = 2;
  53. STAND_L = 3;
  54. STAND_L2C = 4;
  55. STAND_C2R = 5;
  56. STAND_R = 6;
  57. STAND_R2C = 7;
  58. WALKUP = 8;
  59. DRILL_RIGHT = 9;
  60. DRILL_RIGHT_FINISH =10;
  61. DRILL_LEFTUP =11;
  62. DRILL_LEFTUP_FINISH =12;
  63. DRILL_LEFTDOWN =13;
  64. DRILL_LEFTDOWN_FINISH =14;
  65. ARMHOLD_LEFT =15;
  66. ARMHOLD_LEFT_CATCH =16;
  67. ARMHOLD_RIGHTUP =17;
  68. ARMHOLD_RIGHTUP_CATCH =18;
  69. ARMHOLD_RIGHTDOWN =19;
  70. ARMHOLD_RIGHTDOWN_CATCH =20;
  71. MISSILE_SHOT =21;
  72. DEAD_MOTION =22;
  73. BIND_ROOT = 0;
  74. BIND_DRILL_LEFTUP_FINISH = 1;
  75. BIND_DRILL_LEFTDOWN_FINISH = 2;
  76. BIND_DRILL_RIGHT_FINISH = 3;
  77. BIND_ARMHOLD_LEFT_CATCH = 4;
  78. BIND_ARMHOLD_RIGHT_CATCH = 5;
  79. /*----------------------------------------*/
  80. /* 必須ステータス */
  81. HP = 3000;
  82. MotionNumber = 30;
  83. KeyFrameNumber = 30;
  84. PartsNumber = 25;
  85. BindNumber = 10;
  86. BindKeyFrameNumber = 60;
  87. ProcessNum[PARTS_BODY ] = 0; DrawNum[PARTS_BODY ] = 2; ParentParts[PARTS_BODY ] = -1; SpriteParts[PARTS_BODY ] = SPRITE_BODY;
  88. ProcessNum[PARTS_ARMLT1 ] = 1; DrawNum[PARTS_ARMLT1 ] = 3; ParentParts[PARTS_ARMLT1 ] = PARTS_BODY; SpriteParts[PARTS_ARMLT1] = SPRITE_ARML;
  89. ProcessNum[PARTS_ARMLT2 ] = 2; DrawNum[PARTS_ARMLT2 ] = 4; ParentParts[PARTS_ARMLT2 ] = PARTS_ARMLT1; SpriteParts[PARTS_ARMLT2] = SPRITE_ARML;
  90. ProcessNum[PARTS_FOOTLT ] = 3; DrawNum[PARTS_FOOTLT ] = 5; ParentParts[PARTS_FOOTLT ] = PARTS_ARMLT2; SpriteParts[PARTS_FOOTLT] = SPRITE_FOOTL;
  91. ProcessNum[PARTS_ARMLB1 ] = 4; DrawNum[PARTS_ARMLB1 ] = 6; ParentParts[PARTS_ARMLB1 ] = PARTS_BODY; SpriteParts[PARTS_ARMLB1] = SPRITE_ARML;
  92. ProcessNum[PARTS_ARMLB2 ] = 5; DrawNum[PARTS_ARMLB2 ] = 7; ParentParts[PARTS_ARMLB2 ] = PARTS_ARMLB1; SpriteParts[PARTS_ARMLB2] = SPRITE_ARML;
  93. ProcessNum[PARTS_FOOTLB ] = 6; DrawNum[PARTS_FOOTLB ] = 8; ParentParts[PARTS_FOOTLB ] = PARTS_ARMLB2; SpriteParts[PARTS_FOOTLB] = SPRITE_FOOTL;
  94. ProcessNum[PARTS_ARMRT1 ] = 7; DrawNum[PARTS_ARMRT1 ] = 9; ParentParts[PARTS_ARMRT1 ] = PARTS_BODY; SpriteParts[PARTS_ARMRT1] = SPRITE_ARMR;
  95. ProcessNum[PARTS_ARMRT2 ] = 8; DrawNum[PARTS_ARMRT2 ] =10; ParentParts[PARTS_ARMRT2 ] = PARTS_ARMRT1; SpriteParts[PARTS_ARMRT2] = SPRITE_ARMR;
  96. ProcessNum[PARTS_FOOTRT ] = 9; DrawNum[PARTS_FOOTRT ] =11; ParentParts[PARTS_FOOTRT ] = PARTS_ARMRT2; SpriteParts[PARTS_FOOTRT] = SPRITE_FOOTR;
  97. ProcessNum[PARTS_ARMRB1 ] =10; DrawNum[PARTS_ARMRB1 ] =12; ParentParts[PARTS_ARMRB1 ] = PARTS_BODY; SpriteParts[PARTS_ARMRB1] = SPRITE_ARMR;
  98. ProcessNum[PARTS_ARMRB2 ] =11; DrawNum[PARTS_ARMRB2 ] =13; ParentParts[PARTS_ARMRB2 ] = PARTS_ARMRB1; SpriteParts[PARTS_ARMRB2] = SPRITE_ARMR;
  99. ProcessNum[PARTS_FOOTRB ] =12; DrawNum[PARTS_FOOTRB ] =14; ParentParts[PARTS_FOOTRB ] = PARTS_ARMRB2; SpriteParts[PARTS_FOOTRB] = SPRITE_FOOTR;
  100. ProcessNum[PARTS_ROLLL ] =13; DrawNum[PARTS_ROLLL ] = 0; ParentParts[PARTS_ROLLL ] = PARTS_BODY; SpriteParts[PARTS_ROLLL ] = SPRITE_ROLL;
  101. ProcessNum[PARTS_ROLLR ] =14; DrawNum[PARTS_ROLLR ] = 1; ParentParts[PARTS_ROLLR ] = PARTS_BODY; SpriteParts[PARTS_ROLLR ] = SPRITE_ROLL;
  102. ProcessNum[PARTS_PILECANONL ] =15; DrawNum[PARTS_PILECANONL ] =15; ParentParts[PARTS_PILECANONL ] = PARTS_BODY; SpriteParts[PARTS_PILECANONL] = SPRITE_PILECANON;
  103. ProcessNum[PARTS_PILECANONR ] =16; DrawNum[PARTS_PILECANONR ] =16; ParentParts[PARTS_PILECANONR ] = PARTS_BODY; SpriteParts[PARTS_PILECANONR] = SPRITE_PILECANON;
  104. ProcessNum[PARTS_WEPARML1 ] =17; DrawNum[PARTS_WEPARML1 ] =19; ParentParts[PARTS_WEPARML1 ] = PARTS_BODY; SpriteParts[PARTS_WEPARML1 ] = SPRITE_WEPARM;
  105. ProcessNum[PARTS_WEPARML2 ] =18; DrawNum[PARTS_WEPARML2 ] =18; ParentParts[PARTS_WEPARML2 ] = PARTS_WEPARML1; SpriteParts[PARTS_WEPARML2 ] = SPRITE_WEPARM;
  106. ProcessNum[PARTS_DRILL ] =19; DrawNum[PARTS_DRILL ] =17; ParentParts[PARTS_DRILL ] = PARTS_WEPARML2; SpriteParts[PARTS_DRILL ] = SPRITE_DRILL;
  107. ProcessNum[PARTS_WEPARMR1 ] =20; DrawNum[PARTS_WEPARMR1 ] =22; ParentParts[PARTS_WEPARMR1 ] = PARTS_BODY; SpriteParts[PARTS_WEPARMR1 ] = SPRITE_WEPARM;
  108. ProcessNum[PARTS_WEPARMR2 ] =21; DrawNum[PARTS_WEPARMR2 ] =21; ParentParts[PARTS_WEPARMR2 ] = PARTS_WEPARMR1; SpriteParts[PARTS_WEPARMR2 ] = SPRITE_WEPARM;
  109. ProcessNum[PARTS_ELECARM ] =22; DrawNum[PARTS_ELECARM ] =20; ParentParts[PARTS_ELECARM ] = PARTS_WEPARMR2; SpriteParts[PARTS_ELECARM ] = SPRITE_ELECARM;
  110. ProcessNum[PARTS_GUN ] =23; DrawNum[PARTS_GUN ] =23; ParentParts[PARTS_GUN ] = PARTS_BODY; SpriteParts[PARTS_GUN ] = SPRITE_GUN;
  111. ProcessNum[PARTS_GUNFIRE ] =24; DrawNum[PARTS_GUNFIRE ] =24; ParentParts[PARTS_GUNFIRE ] = PARTS_GUN; SpriteParts[PARTS_GUNFIRE ] = SPRITE_GUNFIRE;
  112. /* 任意の変数 */
  113. global.BOSSID = id;
  114. global.BOSSHPMAX = HP;
  115. countLiveFoot = 4;
  116. Counter = 0;
  117. AnimationIndex = 0;
  118. FireDirection = image_angle;
  119. Bullet[ 0] = noone;
  120. Bullet[ 1] = noone;
  121. Bullet[ 2] = noone;
  122. Bullet[ 3] = noone;
  123. Bullet[ 4] = noone;
  124. Bullet[ 5] = noone;
  125. Bullet[ 6] = noone;
  126. Bullet[ 7] = noone;
  127. Bullet[ 8] = noone;
  128. Bullet[ 9] = noone;
  129. Bullet[10] = noone;
  130. Bullet[11] = noone;
  131. Bullet[12] = noone;
  132. Bullet[13] = noone;
  133. Bullet[14] = noone;
  134. Bullet[15] = noone;
  135. Bullet[16] = noone;
  136. Bullet[17] = noone;
  137. Bullet[18] = noone;
  138. Bullet[19] = noone;
  139. Pile[ 0] = noone;
  140. Pile[ 1] = noone;
  141. Pile[ 2] = noone;
  142. Pile[ 3] = noone;
  143. Pile[ 4] = noone;
  144. Pile[ 5] = noone;
  145. Missile[ 0] = noone;
  146. Missile[ 1] = noone;
  147. Missile[ 2] = noone;
  148. Missile[ 3] = noone;
  149. Missile[ 4] = noone;
  150. Missile[ 5] = noone;
  151. if(!EDIT()){
  152. FootCollisionLT = instance_create(x,y,objExistOnlyEnemy);
  153. FootCollisionLB = instance_create(x,y,objExistOnlyEnemy);
  154. FootCollisionRT = instance_create(x,y,objExistOnlyEnemy);
  155. FootCollisionRB = instance_create(x,y,objExistOnlyEnemy);
  156. }
旧リポジトリブラウザで表示