CoRサンプル集: βCity CoR

RmakeでβCityを作るのは最後とか言ってましたが
Flashが使えなくなったのなら話は別です
3Dダンジョンを再現してみたくてなんとなく作ってみました
まだ全然未完成ですがダンジョンを歩けるようになった
ので進捗として公開します(ほんと完成まで我慢できない性分)
プレー:65 (人数:16) クリア:1 評価: 0 (0回)
タグが設定されていません
scene 'start' do title = nil btan = [] Ply = [] Tgt = [] VSPic = nil L_W=[] LLW=[] R_W=[] RRW=[] S_W=[] SSW=[] Zan = nil WENS_Pic = nil Text_Pic = nil Chr_Pnl = [] Tgt_Pic =[] Dm_Pic = nil Icon = [] Text = [] Tt_BGM=nil S1_BGM=nil Bos_BGM=nil OK_Snd = nil Zn_Snd = nil Mt_Snd = nil Dn_Snd = nil LU_Snd = nil DD_Snd = nil Ft_Snd = nil DG_Snd = nil Dor_Snd = nil TS_Snd = nil ES_Snd = nil Win_Snd = nil GMod = 0 Stp = false ms_x = nil ms_y = nil BBX=160 BBY=0 CT = 0 Mod = 1 BtSt=0 GGMod=0 Zx = 400 FTS = 0 ZCT = 0 SCT = 0 DCT = 0 MT = nil i = nil V = nil Ivt = [] Ptr = 0 PtN = 0 PtS = [] Bos = 0 TgS = 0 Map = [80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80, 80,90,80,80,80,90,80,90,80,0 ,80,0 ,80,80,80,80,80,80,0 ,80, 80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,0 ,0 ,0 ,80,0 ,80, 80,0 ,80,90,80,80,80,80,80,80,80,90,80,80,90,80,0 ,80,0 ,80, 80,0 ,80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,80,0 ,80, 80,0 ,80,80,80,80,80,0 ,80,80,80,80,80,80,0 ,80,80,80,0 ,80, 80,0 ,89,0 ,80,0 ,89,0 ,0 ,0 ,80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80, 80,0 ,80,0 ,0 ,0 ,80,0 ,80,0 ,0 ,0 ,80,0 ,80,80,80,80,80,80, 80,0 ,80,80,80,80,80,0 ,80,80,80,80,80,0 ,80,0 ,0 ,0 ,0 ,80, 80,0 ,80,0 ,0 ,0 ,80,0 ,80,0 ,0 ,0 ,80,0 ,90,0 ,80,80,80,80, 80,0 ,80,80,0 ,80,80,0 ,80,80,0 ,80,80,0 ,80,0 ,0 ,0 ,0 ,80, 80,0 ,80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,80,80,80,0 ,80, 80,0 ,80,80,80,80,80,80,80,0 ,80,80,80,80,80,80,0 ,80,0 ,80, 80,0 ,80,0 ,0 ,0 ,0 ,0 ,80,0 ,80,0 ,80,0 ,0 ,0 ,0 ,80,0 ,80, 80,80,80,80,80,80,80,0 ,90,0 ,80,0 ,90,0 ,80,80,90,80,0 ,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,80,0 ,80,0 ,0 ,80,0 ,80,0 ,80, 80,0 ,80,80,80,80,0 ,80,80,0 ,80,0 ,80,80,0 ,80,80,80,0 ,80, 80,0 ,90,0 ,10,80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80, 80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80, 80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80, 80,0 ,90,0 ,10,80,0 ,80,0 ,80,0 ,80,0 ,0 ,0 ,80,0 ,80,0 ,80, 80,0 ,80,80,80,80,0 ,80,90,80,0 ,80,0 ,80,0 ,80,0 ,90,0 ,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,80,0 ,0 ,0 ,80,0 ,0 ,0 ,80,80,80, 80,80,80,90,80,80,80,80,0 ,80,80,0 ,80,80,80,80,0 ,0 ,0 ,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,80,0 ,0 ,0 ,0 ,80,0 ,80, 80,0 ,80,80,80,80,80,80,80,0 ,80,0 ,80,0 ,80,80,80,80,0 ,80, 80,0 ,0 ,0 ,90,0 ,80,0 ,80,0 ,80,0 ,80,0 ,0 ,0 ,0 ,80,80,80, 80,80,80,80,80,80,80,0 ,0 ,0 ,80,0 ,80,80,80,80,0 ,0 ,0 ,80, 80,0 ,0 ,0 ,90,0 ,80,0 ,80,0 ,80,0 ,0 ,0 ,0 ,80,0 ,80,80,80, 80,80,0 ,80,80,80,80,0 ,80,0 ,80,80,80,80,0 ,80,0 ,80,0 ,80, 80,80,0 ,80,0 ,80,0 ,0 ,80,0 ,0 ,80,0 ,0 ,0 ,80,0 ,80,90,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,80,80,80,0 ,0 ,0 ,80,0 ,80,0 ,0 ,0 ,80, 80,0 ,80,80,80,80,80,80,0 ,80,0 ,80,80,80,80,80,0 ,80,90,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,90,0 ,80,0 ,80,0 ,90,0 ,80,0 ,80,0 ,80, 80,80,80,80,80,0 ,80,80,80,80,0 ,80,0 ,80,80,80,0 ,80,80,80, 80,0 ,0 ,90,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80, 80,80,90,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,0 ,80, 80,0 ,0 ,80,11,0 ,90,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80, 80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80, 80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80, 80,0 ,0 ,80,11,0 ,90,0 ,80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80, 80,0 ,80,80,80,80,80,0 ,80,0 ,80,80,80,80,80,80,0 ,80,80,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80, 80,0 ,80,80,80,80,80,80,80,80,80,0 ,80,80,80,80,80,80,80,80, 80,0 ,0 ,80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80, 80,80,0 ,0 ,0 ,80,80,80,80,80,80,90,80,80,80,80,80,80,0 ,80, 80,80,80,80,80,80,0 ,0 ,0 ,90,0 ,0 ,0 ,90,0 ,0 ,0 ,80,0 ,80, 80,0 ,90,0 ,80,89,80,80,80,80,80,90,80,80,80,80,80,80,0 ,80, 80,80,80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,0 ,0 ,80, 80,0 ,90,0 ,80,0 ,80,80,0 ,80,80,0 ,80,80,0 ,0 ,0 ,80,0 ,80, 80,80,80,80,80,0 ,80,0 ,0 ,0 ,0 ,0 ,89,80,80,0 ,80,80,0 ,80, 80,0 ,0 ,0 ,0 ,0 ,80,80,80,80,80,0 ,80,0 ,0 ,0 ,0 ,0 ,0 ,80, 80,80,80,80,0 ,80,80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,80,80,80,80, 80,0 ,0 ,0 ,0 ,0 ,80,80,0 ,80,80,0 ,80,80,80,0 ,80,0 ,0 ,80, 80,0 ,80,0 ,80,0 ,80,0 ,0 ,0 ,80,0 ,80,0 ,0 ,0 ,0 ,0 ,80,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,0 ,0 ,0 ,0 ,80,0 ,80,0 ,0 ,80, 80,0 ,80,0 ,80,0 ,80,90,80,90,80,0 ,80,0 ,80,80,80,80,0 ,80, 80,0 ,0 ,0 ,0 ,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,10,0 ,90,0 ,80, 80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80, 80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80, 80,0 ,90,0 ,10,80,0 ,80,0 ,0 ,0 ,80,0 ,0 ,0 ,80,0 ,0 ,0 ,80, 80,0 ,80,80,80,80,90,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80, 80,0 ,80,80,0 ,0 ,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80, 80,0 ,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80, 80,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80, 80,0 ,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80, 80,90,80,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80, 80,0 ,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80, 80,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80,0 ,80, 80,0 ,0 ,0 ,0 ,80,0 ,0 ,0 ,80,0 ,0 ,0 ,80,0 ,0 ,0 ,80,0 ,80, 80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,0 ,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,90,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80, 80,0 ,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80, 80,80,80,80,80,80,80,80,0 ,80,0 ,80,80,80,80,80,80,80,0 ,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80, 80,0 ,80,80,80,80,80,80,80,80,0 ,80,0 ,80,80,80,80,90,80,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,90,0 ,11,80,0 ,0 ,80, 80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80, 80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80, 80,0 ,0 ,80,11,0 ,90,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80, 80,0 ,80,80,80,80,80,0 ,80,80,80,80,80,0 ,80,0 ,80,80,0 ,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,80,0 ,80,80,0 ,80, 80,0 ,80,0 ,80,80,0 ,80,80,80,80,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,80, 80,0 ,0 ,0 ,80,80,80,80,0 ,0 ,0 ,0 ,80,0 ,80,0 ,80,80,0 ,80, 80,0 ,80,0 ,0 ,0 ,0 ,0 ,0 ,80,80,0 ,80,0 ,80,0 ,80,0 ,0 ,80, 80,0 ,80,0 ,80,80,80,80,0 ,0 ,80,80,80,0 ,0 ,0 ,80,80,80,80, 80,0 ,0 ,0 ,80,0 ,0 ,0 ,0 ,80,80,0 ,0 ,0 ,80,0 ,0 ,0 ,80,80, 80,0 ,80,0 ,80,0 ,80,80,80,89,0 ,0 ,80,80,80,80,80,0 ,0 ,80, 80,0 ,80,0 ,80,0 ,0 ,0 ,0 ,80,80,0 ,0 ,0 ,80,0 ,0 ,0 ,80,80, 80,0 ,80,0 ,80,80,80,80,0 ,89,0 ,0 ,80,0 ,0 ,0 ,80,0 ,0 ,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,80,0 ,80,80,90,80,80,0 ,80,80, 80,80,80,80,80,80,80,80,0 ,80,0 ,0 ,80,0 ,0 ,0 ,80,0 ,0 ,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,80,80,80,0 ,80,80,80,0 ,80, 80,80,80,0 ,80,0 ,80,80,0 ,80,0 ,80,0 ,90,0 ,90,0 ,80,0 ,80, 80,0 ,0 ,0 ,0 ,0 ,0 ,80,0 ,80,90,80,80,80,0 ,80,80,80,90,80, 80,0 ,80,80,80,80,0 ,0 ,0 ,80,0 ,80,0 ,0 ,0 ,0 ,0 ,80,0 ,80, 80,0 ,91,0 ,10,80,0 ,80,0 ,80,0 ,80,0 ,80,20,80,0 ,80,0 ,80, 80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80] #,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,0,90,0,10,80,0,0,0,0,0,0,0,0,0,0,0,0,0,80,80,0,80,80,80,80,0,80,80,80,80,80,0,80,80,80,0,80,0,80,80,0,0,0,0,80,0,80,0,90,89,0,0,0,89,90,0,80,0,80,80,0,80,80,0,80,0,80,80,80,80,80,0,80,80,80,0,80,0,80,80,0,0,90,0,80,0,80,0,0,0,0,0,0,0,0,0,80,0,80,80,0,80,80,0,80,0,80,0,80,80,80,80,80,80,80,80,80,80,80,80,0,0,90,0,80,0,80,0,0,0,0,0,0,0,0,0,0,0,80,80,0,80,80,0,80,0,80,80,80,80,80,80,80,80,80,80,80,0,80,80,0,0,0,0,0,0,80,0,0,0,0,0,0,0,0,0,0,0,80,80,80,80,80,80,80,80,80,80,90,80,80,80,80,80,80,80,80,80,80,80,0,90,0,10,80,0,0,80,0,0,0,0,0,0,0,0,0,0,80,80,0,80,80,80,80,80,90,80,80,80,89,80,80,0,80,80,80,0,80,80,0,80,0,80,0,80,0,80,0,0,0,0,0,0,0,0,0,0,80,80,0,0,0,0,0,0,0,80,0,80,80,80,0,80,0,80,80,89,80,80,0,80,80,90,80,80,80,80,0,80,0,80,80,80,0,0,0,80,80,80,0,0,89,0,0,0,0,80,0,80,0,0,90,0,0,80,0,0,80,80,80,90,80,80,80,80,0,80,90,80,0,80,80,80,80,80,80,0,80,80,0,0,80,11,0,90,0,80,0,80,0,0,90,0,10,80,0,0,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,0,0,80,11,0,90,0,80,0,0,0,0,0,0,0,0,0,0,80,80,0,80,80,80,80,80,0,80,0,80,80,0,80,80,80,80,80,0,80,80,0,0,0,0,0,0,0,80,0,0,91,0,0,0,0,0,80,0,80,80,80,80,80,80,80,0,80,80,80,0,80,0,80,0,80,0,80,0,80,80,0,0,0,0,0,0,0,0,0,0,80,80,80,80,80,0,0,0,80,80,0,80,80,80,80,80,80,80,80,0,80,0,80,0,80,0,80,0,80,80,0,0,80,0,90,0,90,0,0,0,91,0,0,0,0,0,80,0,80,80,0,80,80,80,80,80,80,80,0,80,80,0,80,80,80,80,80,0,80,80,0,0,0,0,0,0,0,0,0,80,0,0,90,0,10,80,0,0,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,0,0,80,11,0,90,0,0,80,0,80,0,90,0,10,80,0,0,80,80,80,0,80,80,80,80,80,0,80,0,90,0,80,80,80,80,80,89,80,80,0,0,90,0,0,0,80,0,80,90,80,90,80,0,80,0,80,0,80,80,0,80,80,0,80,0,0,0,80,0,90,0,90,0,90,0,90,0,80,80,80,80,80,90,80,80,89,80,80,90,80,90,80,90,80,90,80,0,80,80,0,0,0,0,0,0,0,0,80,0,90,0,90,0,90,0,90,0,80,80,0,80,80,80,80,80,0,80,80,90,80,90,80,80,80,80,80,0,80,80,0,90,0,10,80,0,0,0,80,0,90,0,0,80,11,0,90,0,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,0,90,0,10,80,0,0,0,90,0,0,0,0,0,0,0,0,0,80,80,0,80,80,80,80,0,80,80,80,80,80,0,80,80,80,80,80,0,80,80,0,0,0,0,0,0,0,0,80,0,0,0,0,0,80,0,0,0,80,80,0,80,0,80,80,0,80,0,80,0,80,0,80,0,80,0,80,0,80,80,0,80,0,0,0,0,0,0,80,0,0,0,0,0,80,0,0,0,80,80,0,0,0,80,80,0,80,80,80,80,80,0,80,80,80,80,80,0,80,80,0,80,0,0,0,0,0,0,90,0,0,0,0,0,91,0,0,0,80,80,0,80,80,80,80,0,80,80,80,80,80,80,0,80,80,80,80,0,80,80,0,0,0,0,0,0,0,0,0,0,0,0,0,80,11,0,90,0,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,0,90,0,10,80,0,0,0,80,0,80,0,0,80,11,0,90,0,80,80,0,80,80,80,80,0,80,80,80,0,90,0,80,80,80,80,80,0,80,80,0,0,0,0,80,0,0,0,80,80,80,0,80,0,80,0,80,0,80,80,89,80,80,0,80,0,80,0,80,0,0,0,0,0,90,0,0,0,80,80,80,0,90,0,8] WENS=0 wens=1 PP=281 pp=0 dm=[] DM=[] Lv = [] HPmx = [] HP = [] Fit = [] Exp = [] NxExp = 0 Amr = 0 TgLv = 1 TgHP = [] TgFit = 50 Sav1 = [] Sav2 = [] Sav3 = [] Sav4 = [] Sav5 = [] Sav6 = [] key1="data1" key2="data2" key3="data3" key4="data4" key5="data5" key6="data6" key7="data7" key8="data8" i=0 while i<50 HPmx[i]=800 HP[i]=HPmx[i] Lv[i]=1 Exp[i]=0 Fit[i]=80 Ivt[i]=0 RRW[i]=0 LLW[i]=0 #TgLv[i]=1 TgHP[i]=TgLv*50 TgFit=TgLv*5 Amr=Amr+Lv[i] i=i+1 end preload do #画像 image 'タイトル0', id: 324287 image 'タイトルボタン集', id: 325449, frame_size: [160,50], frame_pattern: 4 image '左壁0', id: 325407, frame_size: [240,320], frame_pattern: 6 image '右壁0', id: 325408, frame_size: [240,320], frame_pattern: 6 image '中壁0', id: 325409, frame_size: [480,320], frame_pattern: 5 image '方角0', id: 325441, frame_size: [60,40], frame_pattern: 5 image 'テキスト0', id: 325442 #frame_size image 'D赤', id: 325443 image '斬撃', id: 325388 image 'Char0', id: 325444 image '敵1', id: 285818, frame_size: [200,200], frame_pattern: 12 image '敵2', id: 286305, frame_size: [200,200], frame_pattern: 12 image '敵3', id: 286475, frame_size: [200,200], frame_pattern: 12 image '敵4', id: 286546, frame_size: [200,200], frame_pattern: 12 image '敵5', id: 286624, frame_size: [200,200], frame_pattern: 12 image 'Icon', id: 325410, frame_size: [30, 30], frame_pattern: 10 #image 'ボス1', id: 325400 #BGM music 'タイトルBGM', id: 227702 music 'ダンジョン1', id: 143166 music 'ボス1', id: 14465 #効果音 sound '決定', id: 325384 sound '足音', id: 325436 sound '打撃', id: 325437 sound 'ドア', id: 325438 sound '出現', id: 325445 sound '斬音', id: 325390 sound '敵消滅', id: 325394 sound '転倒', id: 325397 sound 'LvUp', id: 325398 sound '階段', id: 324313 sound '逃走', id: 325446 sound '勝利', id: 324299 end create do Icon[0] = put_sprite 'Icon00' do position BBX+0,BBY+320 frame_index 0 end Icon[1] = put_sprite 'Icon00' do position BBX+30,BBY+320 frame_index 1 end Icon[2] = put_sprite 'Icon00' do position BBX+60,BBY+320 frame_index 2 end Icon[3] = put_sprite 'Icon00' do position BBX+90,BBY+320 frame_index 3 end Icon[4] = put_sprite 'Icon00' do position BBX+120,BBY+320 frame_index 4 end Icon[5] = put_sprite 'Icon00' do position BBX+150,BBY+320 frame_index 5 end Icon[6] = put_sprite 'Icon00' do position BBX+180,BBY+320 frame_index 6 end #ダンジョン画像 L_W[0] = put_sprite '左壁00' do position BBX+120,BBY+160 frame_index 0 end R_W[0] = put_sprite '右壁00' do position BBX+240+120,BBY+160 frame_index 0 end L_W[1] = put_sprite '左壁00' do position BBX+120+60,BBY+160 scale 1/2 , 1/2 frame_index 0 end R_W[1] = put_sprite '右壁00' do position BBX+240+60,BBY+160 scale 1/2 , 1/2 frame_index 0 end L_W[2] = put_sprite '左壁00' do position BBX+120+60+30,BBY+160 scale 1/4 , 1/4 frame_index 0 end R_W[2] = put_sprite '右壁00' do position BBX+240+30,BBY+160 scale 1/4 , 1/4 frame_index 0 end L_W[3] = put_sprite '左壁00' do position BBX+120+60+30+15,BBY+160 scale 1/8 , 1/8 frame_index 0 end R_W[3] = put_sprite '右壁00' do position BBX+240+15,BBY+160 scale 1/8 , 1/8 frame_index 0 end S_W[3] = put_sprite '中壁00' do position BBX+225+15,-400 #position BBX+225+15,BBY+150+10 frame_index 0 scale 1/16 , 1/16 end S_W[2] = put_sprite '中壁00' do position BBX+210+30,-400 #position BBX+210+30,BBY+140+20 scale 1/8 , 1/8 frame_index 0 end S_W[1] = put_sprite '中壁00' do position BBX+180+60,-400 #position BBX+180+60,BBY+120+40 scale 1/4 , 1/4 frame_index 0 end S_W[0] = put_sprite '中壁00' do position BBX+120+120,-400 #position BBX+120+120,BBY+80+80 scale 1/2 , 1/2 frame_index 0 end WENS_Pic = put_sprite '方角00' do position BBX+210, BBY+0 #position BBX+120+120,BBY+80+80 #scale 1/2 , 1/2 frame_index 0 end Chr_Pnl[0] = put_sprite 'Char00' do position 0,0 frame_index 0 end Chr_Pnl[1] = put_sprite 'Char00' do position 640,0 frame_index 0 end Chr_Pnl[2] = put_sprite 'Char00' do position 0,250 frame_index 0 end Chr_Pnl[3] = put_sprite 'Char00' do position 640,250 frame_index 0 end Text_Pic = put_sprite 'テキスト00' do position 400,510 #position BBX+120+120,BBY+80+80 #scale 1/2 , 1/2 frame_index 0 end #===テキスト===# Text[0] = put_text 'テキスト1' do #position 10, game_size_h-22 position 180+25, 420+20 text 'HP' end Text[1] = put_text 'テキスト1' do #position 10, game_size_h-22 position 180+25, 420+20+40 text 'HP' end Text[2] = put_text 'テキスト1' do position 180+25, 420+20+80 text 'Lv' end Tgt_Pic[1] = put_sprite '敵11' do position BBX+140, -400 #BBY+60 frame_index 1 end Tgt_Pic[2] = put_sprite '敵22' do position BBX+140, -400 #BBY+60 frame_index 0 end Tgt_Pic[3] = put_sprite '敵33' do position BBX+140, -400 #BBY+60 frame_index 0 end Tgt_Pic[4] = put_sprite '敵44' do position BBX+140, -400 #BBY+60 frame_index 0 end Tgt_Pic[5] = put_sprite '敵55' do position BBX+140, -400 #BBY+60 frame_index 0 end Dm_Pic = put_sprite 'D赤0' do position BBX+0, -400 #BBY+60 frame_index 0 end #Text[3] = put_text '敵Lv' do # position 410, 450 # text 'Lv' #end #Text[4] = put_text '必要経験値' do # position 10, 490 # text '必要経験値' #end #キャラ画像&その他 #Ply[0] = put_sprite 'プレイヤー00' do # position 200, 200 # # frame_index 0 #end #Tgt[0] = put_sprite 'ターゲット00' do # position 600, 200 # frame_index 0 #end #Tgt[100] = put_sprite 'Bos1' do # position 600, -400 # frame_index 0 #end #VSPic = put_sprite 'VS' do # position 340, 160 # frame_index 0 #end Zan = put_sprite '斬' do position BBX+140, -400 scale 1/2 , 1/2 frame_index 0 end # タイトルの配置 title = put_sprite 'タイトル00' do position 0, 0 frame_index 0 end btan[0] = put_sprite 'タイトルボタン集0' do position 50, 500 frame_index 0 end btan[1] = put_sprite 'タイトルボタン集0' do position 320, 500 frame_index 1 end btan[2] = put_sprite 'タイトルボタン集0' do position 570, 500 frame_index 3 end #BGM Tt_BGM = add_music('タイトルBGM') S1_BGM = add_music('ダンジョン1') Bos_BGM = add_music('ボス1') #===効果音===# OK_Snd = add_sound('決定') Ft_Snd = add_sound('足音') DG_Snd = add_sound('打撃') Dor_Snd = add_sound('ドア') TS_Snd = add_sound('出現') Zn_Snd = add_sound('斬音') Mt_Snd = add_sound('敵消滅') Dn_Snd = add_sound('転倒') LU_Snd = add_sound('LvUp') DD_Snd = add_sound('階段') ES_Snd = add_sound('逃走') Win_Snd = add_sound('勝利') #BGM再生 Tt_BGM.play end update do # タイトル画面 if GMod == 0 if pointer.down? #&& Key_control_flag == true if Stp == false Stp = true ms_x = pointer.x ms_y = pointer.y if (ms_x > 50 && ms_x < 210 && ms_y > 500 && ms_y < 550) OK_Snd.play #重要ポイント# #Ply[0].scale 0.5, 0.5 TgLv=1 Amr=0 i=0 while i<50 HPmx[i]=800 HP[i]=HPmx[i] Lv[i]=1 Exp[i]=0 Fit[i]=80 Ivt[i]=0 RRW[i]=0 LLW[i]=0 #TgLv[i]=1 TgHP[i]=TgLv*50 TgFit=TgLv*5 Amr=Amr+Lv[i] i=i+1 end Amr=Amr-100 if Amr<0 Amr=0 end WENS=0 wens=1 PP=281 pp=0 title.position 0, -600 btan[0].position 50,-100 btan[1].position 320,-100 btan[2].position 570,-100 Tt_BGM.stop S1_BGM.play GMod = 1 elsif (ms_x > 320 && ms_x < 480 && ms_y > 500 && ms_y <550) OK_Snd.play data1 = loadGameData(key1) data2 = loadGameData(key2) data3 = loadGameData(key3) data4 = loadGameData(key4) data5 = loadGameData(key5) data6 = loadGameData(key6) data7 = loadGameData(key7) data8 = loadGameData(key8) Lv[Ptr] = data1.to_i HPmx[Ptr] = data2.to_i Fit[Ptr] = data3.to_i Exp[Ptr] = data4.to_i TgLv = data5.to_i Ivt[Ptr] = data6.to_i PP = data7.to_i WENS = data8.to_i HP[Ptr] = HPmx[Ptr] TgHP[Ptr] = TgLv * 50 TgFit = TgLv * 5 #PP=1934 #Fit[Ptr] = 500000 title.position 0, -600 btan[0].position 50,-100 btan[1].position 320,-100 btan[2].position 570,-100 Tt_BGM.stop S1_BGM.play GMod = 1 end end else Stp = false end # ゲーム画面 elsif GMod == 1 #LW[0].frame_index 1 #RW[0].frame_index 1 #SW[0].position BBX+120+120,BBY+80+80 if (WENS != wens || PP != pp) #0 case WENS when 0 dm[0] = PP - 20 dm[1] = PP - 40 dm[2] = PP - 60 dm[3] = PP - 80 dm[4] = PP - 1 dm[5] = PP - 21 dm[6] = PP - 41 dm[7] = PP - 61 dm[8] = PP - 81 dm[9] = PP + 1 dm[10] = PP - 19 dm[11] = PP - 39 dm[12] = PP - 59 dm[13] = PP - 79 dm[14] = PP - 101 dm[15] = PP - 99 Go = -20 #北 when 1 dm[0] = PP + 1 dm[1] = PP + 2 dm[2] = PP + 3 dm[3] = PP + 4 dm[4] = PP - 20 dm[5] = PP - 19 dm[6] = PP - 18 dm[7] = PP - 17 dm[8] = PP - 16 dm[9] = PP + 20 dm[10] = PP + 21 dm[11] = PP + 22 dm[12] = PP + 23 dm[13] = PP + 24 dm[14] = PP - 15 dm[15] = PP + 25 Go = 1 #東 when 2 dm[0] = PP + 20 dm[1] = PP + 40 dm[2] = PP + 60 dm[3] = PP + 80 dm[4] = PP + 1 dm[5] = PP + 21 dm[6] = PP + 41 dm[7] = PP + 61 dm[8] = PP + 81 dm[9] = PP - 1 dm[10] = PP + 19 dm[11] = PP + 39 dm[12] = PP + 59 dm[13] = PP + 79 dm[14] = PP + 101 dm[15] = PP + 99 Go = 20 #南 when 3 dm[0] = PP - 1 dm[1] = PP - 2 dm[2] = PP - 3 dm[3] = PP - 4 dm[4] = PP + 20 dm[5] = PP + 19 dm[6] = PP + 18 dm[7] = PP + 17 dm[8] = PP + 16 dm[9] = PP - 20 dm[10] = PP - 21 dm[11] = PP - 22 dm[12] = PP - 23 dm[13] = PP - 24 dm[14] = PP + 15 dm[15] = PP - 25 Go = -1 #西 #default: # dm[0] = PP + 20; dm[1] = PP + 40; dm[2] = PP + 60; dm[3] = PP + 80; # dm[4] = PP + 1; dm[5] = PP + 21; dm[6] = PP + 41; dm[7] = PP + 61; dm[8] = PP + 81; # dm[9] = PP - 1; dm[10] = PP + 19; dm[11] = PP + 39; dm[12] = PP + 59; dm[13] = PP + 79; # dm[14] = PP + 101; dm[15] = PP + 99; Go = 20; # break; end wens = WENS pp = PP; j=0 while j<16 if dm[j] < 0 dm[j] = 21 #21 end DM[j] = Map[dm[j]] j=j+1 end if (DM[0] > 79 || DM[0] == 10 || DM[0] == 11) #1 SSW[0] = 0 if (DM[0] == 90 || DM[0] == 91) SSW[1] = 5 elsif (DM[0] == 10) SSW[1] = 8 elsif (DM[0] == 11) SSW[1] = 9 else SSW[1] = 1 end else #1 #左壁2のチェック if (DM[5] > 79) if (DM[5] == 90 || DM[5] == 91) LLW[1] = 20 else LLW[1] = 1 end elsif (DM[6] > 79) LLW[1] = 2 elsif (DM[7] > 79) if (DM[7] == 90 || DM[7] == 91) LLW[1] = 5 else LLW[1] = 4 end else LLW[1] = 3 end #右壁2のチェック if (DM[10] > 79) if (DM[10] == 90 || DM[10] == 91) RRW[1] = 20 else RRW[1] = 1 end elsif (DM[11] > 79) RRW[1] = 2 elsif (DM[12] > 79) if (DM[12] == 90 || DM[12] == 91) RRW[1] = 5 else RRW[1] = 4 end else RRW[1] = 3 end if (DM[1] > 79 || DM[1] == 10 || DM[1] == 11) #2 SSW[0] = 1 if (DM[1] == 90 || DM[1] == 91) SSW[1] = 5 elsif (DM[1] == 10) SSW[1] = 8 elsif (DM[1] == 11) SSW[1] = 9 else SSW[1] = 1 end else #2 #左壁3のチェック if (DM[6] > 79) if (DM[6] == 90 || DM[6] == 91) LLW[2] = 20 else LLW[2] = 1 end elsif (DM[7] > 79) LLW[2] = 2 elsif (DM[8] > 79) if (DM[8] == 90 || DM[8] == 91) LLW[2] = 5 else LLW[2] = 4 end else LLW[2] = 3 end #右壁3のチェック if (DM[11] > 79) if (DM[11] == 90 || DM[11] == 91) RRW[2] = 20 else RRW[2] = 1 end elsif (DM[12] > 79) RRW[2] = 2 elsif (DM[13] > 79) if (DM[13] == 90 || DM[13] == 91) RRW[2] = 5 else RRW[2] = 4 end else RRW[2] = 3 end if (DM[2] > 79 || DM[2] == 10 || DM[2] == 11) #3 SSW[0] = 2 if (DM[2] == 90 || DM[2] == 91) SSW[1] = 5 elsif (DM[2] == 10) SSW[1] = 8 elsif (DM[2] == 11) SSW[1] = 9 else SSW[1] = 1 end else #3 SSW[0] = 5 #左壁4のチェック if (DM[7] > 79) if (DM[7] == 90 || DM[7] == 91) LLW[3] = 20 else LLW[3] = 1 end elsif (DM[8] > 79) LLW[3] = 2 elsif (DM[14] > 79) if (DM[14] == 90 || DM[14] == 91) LLW[3] = 5 else LLW[3] = 4 end else LLW[3] = 3 end #右壁4のチェック if (DM[12] > 79) if (DM[12] == 90 || DM[12] == 91) RRW[3] = 20 else RRW[3] = 1 end elsif (DM[13] > 79) RRW[3] = 2 elsif (DM[15] > 79) if (DM[15] == 90 || DM[15] == 91) RRW[3] = 5 else RRW[3] = 4 end else RRW[3] = 3 end if (DM[3] > 79 || DM[3] == 10 || DM[3] == 11) SSW[0] = 3 if (DM[3] == 90 || DM[3] == 91) SSW[1] = 5 elsif (DM[3] == 10) SSW[1] = 8 elsif (DM[3] == 11) SSW[1] = 9 else SSW[1] = 1 end end end #3 end #2 end #1 #左壁1のチェック if (DM[4] > 79) if (DM[4] == 90 || DM[4] == 91) LLW[0] = 20 else LLW[0] = 1 end elsif (DM[5] > 79) LLW[0] = 2 elsif (DM[6] > 79) if (DM[6] == 90 || DM[6] == 91) LLW[0] = 5 else LLW[0] = 4 end else LLW[0] = 3 end #右壁1のチェック if (DM[9] > 79) if (DM[9] == 90 || DM[9] == 91) RRW[0] = 20 else RRW[0] = 1 end elsif (DM[10] > 79) RRW[0] = 2; elsif (DM[11] > 79) if (DM[11] == 90 || DM[11] == 91) RRW[0] = 5 else RRW[0] = 4 end else RRW[0] = 3 end #end #0 i=0 while i<4 LLW[i]=LLW[i]-1 if LLW[i]==19 LLW[i]=5 end RRW[i]=RRW[i]-1 if RRW[i]==19 RRW[i]=5 end #Kabe[20][0] = LoadGraph("DATA/Sw2.png"); #Kabe[20][1] = LoadGraph("DATA/Sw1.png"); #Kabe[20][5] = LoadGraph("DATA/Sw20.png"); if i>0 if SSW[i]==0 SSW[i]=1 elsif SSW[i]==1 SSW[i]=0 end if SSW[i]==5 SSW[i]=2 end if SSW[i]==8 SSW[i]=3 end if SSW[i]==9 SSW[i]=4 end end #Kabe[20][8] = LoadGraph("DATA/Sw50.png"); #Kabe[20][9] = LoadGraph("DATA/Sw51.png"); if i<4 S_W[i].position BBX+120+120,-400 end #position BBX+120+120,BBY+80+80 i=i+1 end end L_W[0].frame_index LLW[0] R_W[0].frame_index RRW[0] if (SSW[0] == 0) S_W[0].frame_index SSW[1] S_W[0].position BBX+120+120,BBY+80+80 else L_W[1].frame_index LLW[1] #DrawRotaGraph(BBX + 120 + 60, BBY + 80 + 80, 0.5, 0.0, Kabe[0][LW[1]], FALSE); R_W[1].frame_index RRW[1] #DrawRotaGraph(BBX + 240 + 60, BBY + 80 + 80, 0.5, 0.0, Kabe[10][RW[1]], FALSE); if (SSW[0] == 1) S_W[1].frame_index SSW[1] S_W[1].position BBX+180+60,BBY+120+40 #DrawRotaGraph(BBX + 180 + 60, BBY + 120 + 40, 0.25, 0.0, Kabe[20][SW[1]], FALSE); else L_W[2].frame_index LLW[2] #DrawRotaGraph(BBX + 180 + 30, BBY + 120 + 40, 0.25, 0.0, Kabe[0][LW[2]], FALSE); R_W[2].frame_index RRW[2] #DrawRotaGraph(BBX + 240 + 30, BBY + 120 + 40, 0.25, 0.0, Kabe[10][RW[2]], FALSE); if (SSW[0] == 2) S_W[2].frame_index SSW[1] #DrawRotaGraph(BBX + 210 + 30, BBY + 140 + 20, 0.125, 0.0, Kabe[20][SW[1]], FALSE); S_W[2].position BBX+210+30,BBY+140+20 else L_W[3].frame_index LLW[3] #DrawRotaGraph(BBX + 210 + 15, BBY + 140 + 20, 0.125, 0.0, Kabe[0][LW[3]], FALSE); R_W[3].frame_index RRW[3] #DrawRotaGraph(BBX + 240 + 15, BBY + 140 + 20, 0.125, 0.0, Kabe[10][RW[3]], FALSE); if (SSW[0] == 3) S_W[3].frame_index SSW[1] #DrawRotaGraph(BBX + 225 + 15, BBY + 150 + 10, 0.0625, 0.0, Kabe[20][SW[1]], FALSE); S_W[3].position BBX+225+15,BBY+150+10 end end end end WENS_Pic.frame_index WENS # # 戦闘モード # if (GGMod == 1) TgNo = rand(TgLv) + 1 if TgNo==1 TgSe = rand(10) + 1 else TgSe = rand(10) end TgSt = 1 + rand(5) TgHP[0] = (TgLv - 1) * 200 + TgSt * 20; TgFit = (TgLv - 1) * 100 + TgSt * 10 TS_Snd.play #SoundMem(SHan[6], DX_PLAYTYPE_BACK); Tgt_Pic[TgNo].frame_index TgSe #DrawGraph(BBX + 140, BBY + 60, TgGr[TgNo][TgSe], FALSE); Tgt_Pic[TgNo].position BBX + 140, BBY + 60 ZCt=0 GGMod = 2; end if (GGMod == 3) ZCt=ZCt + 1 #DrawGraph(BBX + 140, BBY + 60, TgGr[TgNo][TgSe], FALSE); #DrawRotaGraph(BBX + 140 + 100, BBY + 60 + 100, 0.5, 0.0, Zan, TRUE); if (ZCt > 8) GGMod = 2 Zan.position BBX + 140, -400 DCt = 0 MT = (Fit[0] / 5 + rand(Fit[0])) - (TgFit / 5 + rand(TgFit)) if (MT > 0) TgHP[0] = TgHP[0] - MT if (TgHP[0] < 1) TgHP[0] = 0 GGMod = 5 Mt_Snd.play #PlaySoundMem(SHan[7], DX_PLAYTYPE_BACK); if(Bos>0) Bos_BGM.stop Win_Snd.play #PlaySoundMem(SHan[8], DX_PLAYTYPE_BACK); end end else Dm_Pic.position BBX,BBY GGMod = 4 DCt = 0 end end end if (GGMod == 4) DCt=DCt + 1 #DrawGraph(BBX + 140, BBY + 60, TgGr[TgNo][TgSe], FALSE); #SetDrawBlendMode(DX_BLENDMODE_ALPHA, 150); //半透明化 #DrawGraph(BBX + 0, BBY + 0, Red, FALSE); #SetDrawBlendMode(DX_BLENDMODE_NOBLEND, 0); //半透明化をオフ if (DCt > 8) Dm_Pic.position BBX,-400 GGMod = 2 HP[0] = HP[0] + MT if (HP[0] < 1) HP[0] = 0 GGMod = 6 Dn_Snd.play end end end if (GGMod == 5) GGMod = 0 Tgt_Pic[TgNo].position BBX+140, -400 case (Bos) when 1 Map[1974] = 0 Map[1962] = 90 GGMod = 10 #case 2: Map[3969] = 0; Map[3782] = 90; break; #case 3: Map[5828] = 0; Map[5662] = 90; break; #case 4: Map[7809] = 0; Map[7962] = 90; break; #case 5: GGMod = 10; PlaySoundMem(EndBGM, DX_PLAYTYPE_LOOP); break; #default:break; end Bos = 0 Exp[0] = Exp[0] + TgFit; LvU = 0 NxExp = (Lv[0] * (2 * 50 + (Lv[0] - 1) * 10)) / 2; while (NxExp <= Exp[0]) LvU = LvU + 1 Lv[0] = Lv[0] + 1 HPmx[0] = HPmx[0] + 10 Fit[0] = Fit[0] + 5 NxExp = (Lv[0] * (2 * 50 + (Lv[0] - 1) * 10)) / 2 HP[0] = HPmx[0] end if (LvU > 0) LU_Snd.play #PlaySoundMem(SHan[10], DX_PLAYTYPE_BACK); end NxExp = (Lv[0] * (2 * 50 + (Lv[0] - 1) * 10)) / 2; HP[0] = HPmx[0] end # ゲームオーバー if (GGMod == 6) GGMod = 0 Tgt_Pic[TgNo].position BBX+140, -400 title.position 0, 0 btan[0].position 50,500 btan[1].position 320,500 btan[2].position 570,500 S1_BGM.stop Tt_BGM.play #DrawGraph(BBX + 0, BBY + 0, GameOver, FALSE); GMod = 0 end # エンディング if (GGMod == 10) #DrawGraph(BBX + 0, BBY + 0, EndingCG, FALSE); # アクティビティフィードを流す result = send_activity_feed("レベル:#{Lv}でクリア"); # 結果をデバッグログに出力する # 公開したゲームでは見えません debug_log(result ? "フィードを流した" : "フィードを流さなかった") #S1_BGM.stop game_clear end Text[0].text("地下 #{TgLv}階 Lv:#{Lv[Ptr]}") Text[1].text("HP:#{HP[Ptr]}") #Text[2].text("Lv:#{Lv[Ptr]}") #Text[3].text("Lv:#{TgLv}") NxExp = (Lv[Ptr] * (2 * 50 + (Lv[Ptr] - 1) * 10)) / 2 V=NxExp-Exp[Ptr] Text[2].text("必要経験値:#{V}") #アイコン操作 if pointer.down? if Stp == false Stp = true ms_x = pointer.x ms_y = pointer.y if (ms_x > BBX+0 && ms_x < BBX+30 && ms_y > BBY+320 && ms_y < BBY+350 && GGMod==0) OK_Snd.play #saveGameData(Sav1[0], Lv[0]) #saveGameData(Sav2[0], HPmx[0]) #saveGameData(Sav3[0], Fit[0]) #saveGameData(Sav4[0], Exp[0]) #saveGameData(Sav5[0], TgLv[0]) #saveGameData(Sav6[0], Ivt[0]) data1="#{Lv[Ptr]}" data2="#{HPmx[Ptr]}" data3="#{Fit[Ptr]}" data4="#{Exp[Ptr]}" data5="#{TgLv}" data6="#{Ivt[Ptr]}" data7="#{PP}" data8="#{WENS}" #saveGameData(Sav1[0], data1) #saveGameData(Sav2[0], data2) #saveGameData(Sav3[0], data3) #saveGameData(Sav4[0], data4) #saveGameData(Sav5[0], data5) #saveGameData(Sav6[0], data6) saveGameData(key1, data1) saveGameData(key2, data2) saveGameData(key3, data3) saveGameData(key4, data4) saveGameData(key5, data5) saveGameData(key6, data6) saveGameData(key7, data7) saveGameData(key8, data8) #GMod = 1 elsif (ms_x >BBX+30 && ms_x <BBX+60 && ms_y > BBY+320 && ms_y < BBY+350 && GGMod==0) WENS = WENS - 1 if (WENS < 0) WENS = 3 end #前進 elsif (ms_x >BBX+60 && ms_x <BBX+90 && ms_y > BBY+320 && ms_y < BBY+350 && GGMod==0) if (DM[0] == 80 || DM[0] == 91) DG_Snd.play #PlaySoundMem(SHan[1], DX_PLAYTYPE_BACK); elsif (DM[0] == 90) Dor_Snd.play #PlaySoundMem(SHan[2], DX_PLAYTYPE_BACK); PP = PP + Go * 2 else Ft_Snd.play #PlaySoundMem(SHan[0], DX_PLAYTYPE_BACK); PP = PP + Go; end # # 階段の上り下り # if (Map[PP] == 10 || Map[PP] == 11) DD_Snd.play #PlaySoundMem(SHan[3], DX_PLAYTYPE_BACK); if (Map[PP] == 10) PP = PP + 400 TgLv = TgLv + 1 elsif (Map[PP] == 11) PP = PP - 400 TgLv = TgLv - 1 end case (WENS) when 0 PP = PP - 20 when 1 PP = PP + 1 when 2 PP = PP + 20 when 3 PP = PP - 1 #default:PP = PP + 1; break; end end # # イベントチェック(ボス) # if (Map[PP] == 20) case (PP) when 1974 Bos = 1 TgNo = 1 TgSe = 11 TgHP[0] = 5000 TgFit = 500 #PlaySoundMem(SHan[6], DX_PLAYTYPE_BACK); #GGMod = 2 #when 3969:Bos = 2; TgNo = 2; TgSe = 11; TgHP = 10000; TgFit = 1000; PlaySoundMem(SHan[6], DX_PLAYTYPE_BACK); GGMod = 2; break; #when 5828:Bos = 3; TgNo = 3; TgSe = 11; TgHP = 20000; TgFit = 2000; PlaySoundMem(SHan[6], DX_PLAYTYPE_BACK); GGMod = 2; break; #when 7809:Bos = 4; TgNo = 4; TgSe = 11; TgHP = 40000; TgFit = 4000; PlaySoundMem(SHan[6], DX_PLAYTYPE_BACK); GGMod = 2; break; #when 9969:Bos = 5; TgNo = 11; TgSe = 11; TgHP = 80000; TgFit = 8000; PlaySoundMem(SHan[6], DX_PLAYTYPE_BACK); GGMod = 2; break; end Tgt_Pic[TgNo].frame_index TgSe #DrawGraph(BBX + 140, BBY + 60, TgGr[TgNo][TgSe], FALSE); Tgt_Pic[TgNo].position BBX + 140, BBY + 60 ZCt=0 S1_BGM.stop Bos_BGM.play GGMod = 2 end # # 敵の出現チェック # BtSt = BtSt + rand(10); if (BtSt > 100) BtSt = 0 GGMod = 1 end elsif (ms_x >BBX+90 && ms_x <BBX+120 && ms_y > BBY+320 && ms_y <BBY+350 && GGMod==0) WENS = WENS - 1 if (WENS < 0) WENS = 3 end WENS = WENS - 1 if (WENS < 0) WENS = 3 end elsif (ms_x >BBX+120 && ms_x <BBX+150 && ms_y > BBY+320 && ms_y <BBY+350 && GGMod==0) WENS = WENS + 1 if (WENS > 3) WENS = 0 end elsif (ms_x > BBX+150 && ms_x < BBX+150+30 && ms_y > BBY+320 && ms_y < BBY+320+30 && GGMod == 2 && Bos==0) ES_Snd.play #PlaySoundMem(SHan[3], DX_PLAYTYPE_BACK); Tgt_Pic[TgNo].position BBX+140, -400 GGMod = 0 elsif (ms_x > BBX+180 && ms_x < BBX+180+30 && ms_y > BBY+320 && ms_y < BBY+320+30 && GGMod == 2) Zn_Snd.play #PlaySoundMem(SHan[3], DX_PLAYTYPE_BACK); Zan.position BBX + 140, BBY + 60 #Tgt_Pic[TgNo].position BBX+140, -400 ZCt=0 GGMod = 3 elsif (ms_x > 30 && ms_x < 60 && ms_y > 570 && ms_y < 600 && Mod==2) OK_Snd.play Mod = 1 if (TgLv[Ptr]==10 && Ivt[Ptr]==0) Bos=1 Tgt[100].position 600,200 Tgt[0].position 600,-400 TgHP[Ptr] = TgLv[Ptr] * 100 TgFit[Ptr] = TgLv[Ptr] * 5 + 10 else TgHP[Ptr] = TgLv[Ptr] * 50 TgFit[Ptr] = TgLv[Ptr] * 5 end elsif (ms_x > 60 && ms_x < 90 && ms_y > 570 && ms_y < 600 && Mod==1) OK_Snd.play Mod = 2 HP[Ptr]=HPmx[Ptr] elsif (ms_x > 90 && ms_x < 120 && ms_y > 570 && ms_y < 600 && Mod==2 && TgLv[Ptr]<10) DD_Snd.play TgLv[Ptr]=TgLv[Ptr]+1 elsif (ms_x > 120 && ms_x < 150 && ms_y > 570 && ms_y < 600 && Mod==2 && TgLv[Ptr]>1) DD_Snd.play TgLv[Ptr]=TgLv[Ptr]-1 end end else Stp = false end else end end render do end end start_scene 'start' sprite 'タイトル00' do image 'タイトル0' origin :left_top end sprite 'タイトルボタン集0' do image 'タイトルボタン集' origin :left_top end sprite '左壁00' do image '左壁0' origin :center end sprite '右壁00' do image '右壁0' origin :center end sprite '中壁00' do image '中壁0' origin :center end sprite '方角00' do image '方角0' origin :left_top end sprite 'テキスト00' do image 'テキスト0' origin :center end sprite 'Bos1' do image 'ボス1' origin :center end sprite '敵11' do image '敵1' origin :left_top end sprite '敵22' do image '敵2' origin :left_top end sprite '敵33' do image '敵3' origin :left_top end sprite '敵44' do image '敵4' origin :left_top end sprite '敵55' do image '敵5' origin :left_top end sprite '斬' do image '斬撃' origin :left_top end sprite 'D赤0' do image 'D赤' origin :left_top end sprite 'Icon00' do image 'Icon' origin :left_top end sprite 'Char00' do image 'Char0' origin :left_top end sprite '停止' do image 'Icon' origin :left_top end sprite '上り' do image 'Icon' origin :left_top end sprite '下り' do image 'Icon' origin :left_top end sprite '仲間' do image 'Icon' origin :left_top end #####テキストスプライト定義##### text 'テキスト1' do origin :left_top #原点を画像左上に設定 font_size 25 color '#EEEEEE' #白っぽい色 end text '敵HP' do origin :left_top #原点を画像左上に設定 font_size 30 color '#EEEEEE' #白っぽい色 end text '自Lv' do origin :left_top #原点を画像左上に設定 font_size 30 color '#EEEEEE' #白っぽい色 end text '敵Lv' do origin :left_top #原点を画像左上に設定 font_size 30 color '#EEEEEE' #白っぽい色 end text '必要経験値' do origin :left_top #原点を画像左上に設定 font_size 30 color '#EEEEEE' #白っぽい色 end
コード一覧
  • start.rb
投稿者:Rmakeic1 mini muga 対象Lv1 公開日:2021年02月04日 11:44:10
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