sample\Artlet2D\xsample_alphastg.hsp » Plain Format
;============================================================ ; 2008/--/-- ; Artlet2D demo ; AlphaSTG ; ;============================================================ ; ; シューティングゲーム風のサンプルです。 ; 移動 : カーソルキー ; ショット : スペース ; ;============================================================ #include "a2d.hsp" #define IMG_JIKI 0 #define IMG_TAMA 1 #define IMG_TEKI 2 #define OBJS 16 ; 仮想イメージを作成 alCreateImage IMG_JIKI, 64, 80 : if stat = -1 : dialog "GDI+ を初期化できませんでした。" : end alCreateImage IMG_TAMA, 64, 64 alCreateImage IMG_TEKI, 64, 64 ; 自機イメージ作成 (64x80) alSelectImage IMG_JIKI alColor 255, 255, 128, 64 alFillEllip 32-10, 50, 20, 20 alFillEllip 32-10, 60, 20, 20 alGradientColor 0,0, 64,64, RGBA(255, 255, 255), RGBA(111, 111, 111) a = 32,0, 32+12,64, 0,50, 32,32, 64,50, 32-12,64 alFillClosedCurve a, 6, 0.3 alGradientColor 0,0, 64,64, RGBA(255, 255, 255), RGBA(0, 0, 0) alFillEllip 32-4, 32-10, 8, 20 ; 弾イメージ作成 (64x64) alSelectImage IMG_TAMA alColor 255, 255, 0, 16 alFillEllip 0, 0, 64, 64 alFillEllip 32-20, 0, 40, 64 alColor 255, 255, 255, 128 alFillEllip 32-10, 0, 20, 64 ; 敵イメージ作成 (64x64) alSelectImage IMG_TEKI alTransModeRotateAt -45, 32, 32 alColor 0, 0, 0, 32 alFillEllip 32-13, 39, 26, 20 alGradientColor 0,0, 64,64, RGBA(64, 255, 64, 0), RGBA(64, 255, 64, 128) alFillEllip 0, 0, 64, 64 alGradientColor 0,0, 64,64, RGBA(255, 255, 255, 0), RGBA(0, 0, 0, 128) alFillEllip 10, 10, 44, 44 alColor 255, 255, 255, 192 alFillEllip 32-13, 5, 26, 20 ; game setup jikix = 320 jikiy = 240 dim tamaf, OBJS dim tamax, OBJS dim tamay, OBJS dim tekif, OBJS dim tekix, OBJS dim tekiy, OBJS *mainloop redraw 0 ; control getkey lef, 37 getkey up, 38 getkey rig, 39 getkey dn, 40 getkey trg, 32 jikix += (rig - lef) * 10 jikiy += (dn - up) * 10 repeat OBJS ; fire if trg { if tamaf(cnt) <= 0 { tamaf(cnt) = 20 tamax(cnt) = jikix tamay(cnt) = jikiy trg-- } } if tekif(cnt) < 0 { ; recycle tekif(cnt) = 10 ; teki life tekix(cnt) = rnd(640) tekiy(cnt) = -rnd(300)-50 } if tamaf(cnt) > 0 { ; atari c = cnt x = tamax(cnt) y = tamay(cnt) repeat OBJS if tekif(cnt) > 0 { ; 中心距離で当たり判定 if sqrt( (x-tekix(cnt))*(x-tekix(cnt)) + (y-tekiy(cnt))*(y-tekiy(cnt)) ) < 40 { tekif(cnt)-- tamaf(c) = 0 break } } loop ; fly tamay(cnt) -= 30 tamaf(cnt)-- } if tekif(cnt) > 0 { ; move tekix(cnt) += rnd(3) - 1 tekiy(cnt) += rnd(4) } loop ; draw color 64, 128, 255 : boxf repeat OBJS if tamaf(cnt) > 0 { ; 弾 描画 alCopyImageToScreen IMG_TAMA, 0, tamax(cnt)-32, tamay(cnt)-32 } if tekif(cnt) > 0 { ; 敵 描画 dmg = (10 - tekif(cnt)) + 1 alStretchImageToScreen IMG_TEKI, 0, 0,0,64,64, tekix(cnt)-32 + rnd(dmg), tekiy(cnt)-32 + rnd(dmg), 64 + rnd(dmg), 64 + rnd(dmg) } if tekif(cnt) = 0 { ; 敵 破裂 描画 alCopyModeAlpha 0.1 alStretchImageToScreen IMG_TEKI, 0, 0,0,64,64, tekix(cnt)-150, tekiy(cnt)-150, 300, 300 alResetCopyMode tekif(cnt)-- } loop ; 自機 描画 alCopyImageToScreen IMG_JIKI, 0, jikix-32, jikiy-32 redraw await 25 goto *mainloop