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: 
 17: SOUND_DAMAGE1   = 0;
 18: SOUND_DAMAGE2   = 1;
 19: SOUND_STEP              = 2;
 20: SOUND_ATTACK    = 3;    /* 銃声 */
 21: SOUND_MOTOR             = 4;    /* モーター音 */
 22: SOUND_BLOOD             = 5;    /* 突き刺し音 */
 23: SOUND_DRILL             = 6;    /* DRILL */
 24: SOUND_SHOT              = 7;    /* 杭撃ち・ミサイル撃ち音 */
 25: SOUND_CLASH             = 8;    /* 叩きつけ */
 26: 
 27: PARTS_BODY              =  0;
 28: PARTS_ARMLT1    =  1;
 29: PARTS_ARMLT2    =  2;
 30: PARTS_FOOTLT    =  3;
 31: PARTS_ARMLB1    =  4;
 32: PARTS_ARMLB2    =  5;
 33: PARTS_FOOTLB    =  6;
 34: PARTS_ARMRT1    =  7;
 35: PARTS_ARMRT2    =  8;
 36: PARTS_FOOTRT    =  9;
 37: PARTS_ARMRB1    = 10;
 38: PARTS_ARMRB2    = 11;
 39: PARTS_FOOTRB    = 12;
 40: PARTS_ROLLL             = 13;
 41: PARTS_ROLLR             = 14;
 42: PARTS_PILECANONL= 15;
 43: PARTS_PILECANONR= 16;
 44: PARTS_WEPARML1  = 17;
 45: PARTS_WEPARML2  = 18;
 46: PARTS_DRILL             = 19;
 47: PARTS_WEPARMR1  = 20;
 48: PARTS_WEPARMR2  = 21;
 49: PARTS_ELECARM   = 22;
 50: PARTS_GUN               = 23;
 51: PARTS_GUNFIRE   = 24;
 52: 
 53: START_WAIT                              = 0;
 54: STAND_C                                 = 1;
 55: STAND_C2L                               = 2;
 56: STAND_L                                 = 3;
 57: STAND_L2C                               = 4;
 58: STAND_C2R                               = 5;
 59: STAND_R                                 = 6;
 60: STAND_R2C                               = 7;
 61: WALKUP                                  = 8;
 62: DRILL_RIGHT                             = 9;
 63: DRILL_RIGHT_FINISH              =10;
 64: DRILL_LEFTUP                    =11;
 65: DRILL_LEFTUP_FINISH     =12;
 66: DRILL_LEFTDOWN                  =13;
 67: DRILL_LEFTDOWN_FINISH   =14;
 68: ARMHOLD_LEFT                    =15;
 69: ARMHOLD_LEFT_CATCH              =16;
 70: ARMHOLD_RIGHTUP                 =17;
 71: ARMHOLD_RIGHTUP_CATCH   =18;
 72: ARMHOLD_RIGHTDOWN               =19;
 73: ARMHOLD_RIGHTDOWN_CATCH =20;
 74: MISSILE_SHOT                    =21;
 75: DEAD_MOTION                             =22;
 76: 
 77: BIND_ROOT                                       = 0;
 78: BIND_DRILL_LEFTUP_FINISH        = 1;
 79: BIND_DRILL_LEFTDOWN_FINISH      = 2;
 80: BIND_DRILL_RIGHT_FINISH         = 3;
 81: BIND_ARMHOLD_LEFT_CATCH         = 4;
 82: BIND_ARMHOLD_RIGHT_CATCH        = 5;
 83: /*----------------------------------------*/
 84: /* 必須ステータス */
 85: HP = 3000;
 86: 
 87: MotionNumber            = 30;
 88: KeyFrameNumber          = 30;
 89: PartsNumber                     = 25;
 90: BindNumber                      = 10;
 91: BindKeyFrameNumber      = 60;
 92: 
 93: ProcessNum[PARTS_BODY   ] = 0; DrawNum[PARTS_BODY       ] = 2; ParentParts[PARTS_BODY   ] = -1;                         SpriteParts[PARTS_BODY  ] = SPRITE_BODY;
 94: ProcessNum[PARTS_ARMLT1 ] = 1; DrawNum[PARTS_ARMLT1     ] = 3; ParentParts[PARTS_ARMLT1 ] = PARTS_BODY;         SpriteParts[PARTS_ARMLT1] = SPRITE_ARML;
 95: ProcessNum[PARTS_ARMLT2 ] = 2; DrawNum[PARTS_ARMLT2     ] = 4; ParentParts[PARTS_ARMLT2 ] = PARTS_ARMLT1;       SpriteParts[PARTS_ARMLT2] = SPRITE_ARML;
 96: ProcessNum[PARTS_FOOTLT ] = 3; DrawNum[PARTS_FOOTLT     ] = 5; ParentParts[PARTS_FOOTLT ] = PARTS_ARMLT2;       SpriteParts[PARTS_FOOTLT] = SPRITE_FOOTL;
 97: ProcessNum[PARTS_ARMLB1 ] = 4; DrawNum[PARTS_ARMLB1     ] = 6; ParentParts[PARTS_ARMLB1 ] = PARTS_BODY;         SpriteParts[PARTS_ARMLB1] = SPRITE_ARML;
 98: ProcessNum[PARTS_ARMLB2 ] = 5; DrawNum[PARTS_ARMLB2     ] = 7; ParentParts[PARTS_ARMLB2 ] = PARTS_ARMLB1;       SpriteParts[PARTS_ARMLB2] = SPRITE_ARML;
 99: ProcessNum[PARTS_FOOTLB ] = 6; DrawNum[PARTS_FOOTLB     ] = 8; ParentParts[PARTS_FOOTLB ] = PARTS_ARMLB2;       SpriteParts[PARTS_FOOTLB] = SPRITE_FOOTL;
100: ProcessNum[PARTS_ARMRT1 ] = 7; DrawNum[PARTS_ARMRT1     ] = 9; ParentParts[PARTS_ARMRT1 ] = PARTS_BODY;         SpriteParts[PARTS_ARMRT1] = SPRITE_ARMR;
101: ProcessNum[PARTS_ARMRT2 ] = 8; DrawNum[PARTS_ARMRT2     ] =10; ParentParts[PARTS_ARMRT2 ] = PARTS_ARMRT1;       SpriteParts[PARTS_ARMRT2] = SPRITE_ARMR;
102: ProcessNum[PARTS_FOOTRT ] = 9; DrawNum[PARTS_FOOTRT     ] =11; ParentParts[PARTS_FOOTRT ] = PARTS_ARMRT2;       SpriteParts[PARTS_FOOTRT] = SPRITE_FOOTR;
103: ProcessNum[PARTS_ARMRB1 ] =10; DrawNum[PARTS_ARMRB1     ] =12; ParentParts[PARTS_ARMRB1 ] = PARTS_BODY;         SpriteParts[PARTS_ARMRB1] = SPRITE_ARMR;
104: ProcessNum[PARTS_ARMRB2 ] =11; DrawNum[PARTS_ARMRB2     ] =13; ParentParts[PARTS_ARMRB2 ] = PARTS_ARMRB1;       SpriteParts[PARTS_ARMRB2] = SPRITE_ARMR;
105: ProcessNum[PARTS_FOOTRB ] =12; DrawNum[PARTS_FOOTRB     ] =14; ParentParts[PARTS_FOOTRB ] = PARTS_ARMRB2;       SpriteParts[PARTS_FOOTRB] = SPRITE_FOOTR;
106: 
107: ProcessNum[PARTS_ROLLL          ] =13; DrawNum[PARTS_ROLLL              ] = 0; ParentParts[PARTS_ROLLL          ] = PARTS_BODY;         SpriteParts[PARTS_ROLLL         ] = SPRITE_ROLL;
108: ProcessNum[PARTS_ROLLR          ] =14; DrawNum[PARTS_ROLLR              ] = 1; ParentParts[PARTS_ROLLR          ] = PARTS_BODY;         SpriteParts[PARTS_ROLLR         ] = SPRITE_ROLL;
109: ProcessNum[PARTS_PILECANONL     ] =15; DrawNum[PARTS_PILECANONL ] =15; ParentParts[PARTS_PILECANONL     ] = PARTS_BODY;         SpriteParts[PARTS_PILECANONL] = SPRITE_PILECANON;
110: ProcessNum[PARTS_PILECANONR     ] =16; DrawNum[PARTS_PILECANONR ] =16; ParentParts[PARTS_PILECANONR     ] = PARTS_BODY;         SpriteParts[PARTS_PILECANONR] = SPRITE_PILECANON;
111: 
112: ProcessNum[PARTS_WEPARML1       ] =17; DrawNum[PARTS_WEPARML1   ] =19; ParentParts[PARTS_WEPARML1       ] = PARTS_BODY;         SpriteParts[PARTS_WEPARML1      ] = SPRITE_WEPARM;
113: ProcessNum[PARTS_WEPARML2       ] =18; DrawNum[PARTS_WEPARML2   ] =18; ParentParts[PARTS_WEPARML2       ] = PARTS_WEPARML1;     SpriteParts[PARTS_WEPARML2      ] = SPRITE_WEPARM;
114: ProcessNum[PARTS_DRILL          ] =19; DrawNum[PARTS_DRILL              ] =17; ParentParts[PARTS_DRILL          ] = PARTS_WEPARML2;     SpriteParts[PARTS_DRILL         ] = SPRITE_DRILL;
115: ProcessNum[PARTS_WEPARMR1       ] =20; DrawNum[PARTS_WEPARMR1   ] =22; ParentParts[PARTS_WEPARMR1       ] = PARTS_BODY;         SpriteParts[PARTS_WEPARMR1      ] = SPRITE_WEPARM;
116: ProcessNum[PARTS_WEPARMR2       ] =21; DrawNum[PARTS_WEPARMR2   ] =21; ParentParts[PARTS_WEPARMR2       ] = PARTS_WEPARMR1;     SpriteParts[PARTS_WEPARMR2      ] = SPRITE_WEPARM;
117: ProcessNum[PARTS_ELECARM        ] =22; DrawNum[PARTS_ELECARM    ] =20; ParentParts[PARTS_ELECARM        ] = PARTS_WEPARMR2;     SpriteParts[PARTS_ELECARM       ] = SPRITE_ELECARM;
118: 
119: ProcessNum[PARTS_GUN            ] =23; DrawNum[PARTS_GUN                ] =23; ParentParts[PARTS_GUN            ] = PARTS_BODY;         SpriteParts[PARTS_GUN           ] = SPRITE_GUN;
120: ProcessNum[PARTS_GUNFIRE        ] =24; DrawNum[PARTS_GUNFIRE    ] =24; ParentParts[PARTS_GUNFIRE        ] = PARTS_GUN;          SpriteParts[PARTS_GUNFIRE       ] = SPRITE_GUNFIRE;
121: 
122: /* 任意の変数 */
123: global.BOSSID = id;
124: global.BOSSHPMAX = HP;
125: countLiveFoot = 4;
126: 
127: Counter            = 0;
128: AnimationIndex = 0;
129: FireDirection  = image_angle;
130: Bullet[ 0]  = noone;
131: Bullet[ 1]  = noone;
132: Bullet[ 2]  = noone;
133: Bullet[ 3]  = noone;
134: Bullet[ 4]  = noone;
135: Bullet[ 5]  = noone;
136: Bullet[ 6]  = noone;
137: Bullet[ 7]  = noone;
138: Bullet[ 8]  = noone;
139: Bullet[ 9]  = noone;
140: Bullet[10]  = noone;
141: Bullet[11]  = noone;
142: Bullet[12]  = noone;
143: Bullet[13]  = noone;
144: Bullet[14]  = noone;
145: Bullet[15]  = noone;
146: Bullet[16]  = noone;
147: Bullet[17]  = noone;
148: Bullet[18]  = noone;
149: Bullet[19]  = noone;
150: 
151: Pile[ 0]    = noone;
152: Pile[ 1]    = noone;
153: Pile[ 2]    = noone;
154: Pile[ 3]    = noone;
155: Pile[ 4]    = noone;
156: Pile[ 5]    = noone;
157: 
158: Missile[ 0] = noone;
159: Missile[ 1] = noone;
160: Missile[ 2] = noone;
161: Missile[ 3] = noone;
162: Missile[ 4] = noone;
163: Missile[ 5] = noone;
164: 
165: if(!EDIT()){
166:         FootCollisionLT = instance_create(x,y,objExistOnlyEnemy);
167:         FootCollisionLB = instance_create(x,y,objExistOnlyEnemy);
168:         FootCollisionRT = instance_create(x,y,objExistOnlyEnemy);
169:         FootCollisionRB = instance_create(x,y,objExistOnlyEnemy);
170: }
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