ゴートう構築
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-1
@@ -1,7 +1,9 @@
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/hscl.ini
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/main.ax
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/main.cpp
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/main.html
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/main.data
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/obj
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/modules/obj
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/modules/hscl.ini
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/hsp3dish.js
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Binary file not shown.
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After Width: | Height: | Size: 132 KiB |
+31
-7
@@ -1,5 +1,9 @@
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#include "hsp3dish.as"
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; 画面サイズ
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#const global DISPLAY_WIDTH 1080
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#const global DISPLAY_HEIGHT 1920
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; バッファ
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#enum global BUFFER_GOATOH_FACE_CC = 1 ; ゴートうの顔(閉眼,閉口)
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#enum global BUFFER_GOATOH_FACE_CO ; (閉眼,開口)
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@@ -28,25 +32,39 @@
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#ifdef _DEBUG
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Screen 0, 540, 960
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; デバッグ時は assets ディレクトリを参照する.
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ChDir "assets"
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#endif ; not _DEBUG
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ViewCalc VPTYPE_2D, Double (gInfo_winX) / DISPLAY_WIDTH, Double (gInfo_winY) / DISPLAY_HEIGHT
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; 背景
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CelLoad "bg.jpg", BUFFER_BG
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; ゴートうバッファ
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CelLoad "goatoh-face-closed-closed.png", BUFFER_GOATOH_FACE_CC
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CelLoad "goatoh-face-closed-open.png", BUFFER_GOATOH_FACE_CO
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CelLoad "goatoh-face-open-closed.png", BUFFER_GOATOH_FACE_OC
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CelLoad "goatoh-face-open-open.png", BUFFER_GOATOH_FACE_OO
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; ゴートうの顔
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files = "goatoh-face-closed-closed.png", "goatoh-face-closed-open.png", "goatoh-face-open-closed.png", "goatoh-face-open-open.png"
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ids = BUFFER_GOATOH_FACE_CC, BUFFER_GOATOH_FACE_CO, BUFFER_GOATOH_FACE_OC, BUFFER_GOATOH_FACE_OO
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Repeat 4
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CelLoad files.cnt, ids.cnt
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CelDiv ids.cnt, 0, 0, 100, 111
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Loop
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CelLoad "goatoh-head.png", BUFFER_GOATOH_HEAD
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CelDiv BUFFER_GOATOH_HEAD, 0, 0, 77, 143
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CelLoad "goatoh-leg.png", BUFFER_GOATOH_LEG
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CelDiv BUFFER_GOATOH_LEG, 0, 0, 48, 29
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CelLoad "goatoh-tail.png", BUFFER_GOATOH_TAIL
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CelDiv BUFFER_GOATOH_TAIL, 0, 0, 22, 33
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CelLoad "goatoh-tarso.png", BUFFER_GOATOH_TARSO
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CelDiv BUFFER_GOATOH_TARSO, 0, 0, 97, 49
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; ゴートうインスタンス生成
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Goatoh = New@Goatoh (0., 0., DIRECTION_LEFT)
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Goatoh = New@Goatoh (540, 800, DIRECTION_LEFT)
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; サウンド読込み
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MMLoad "mumumumu.wav", SOUND_MUMUMUMU
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@@ -61,9 +79,15 @@
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Repeat
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ReDraw False
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Pos 0, 0
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CelPut BUFFER_BG
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CelPut BUFFER_BG, 0, Double (DISPLAY_HEIGHT) / 533, Double (DISPLAY_HEIGHT) / 533
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Draw@Goatoh Goatoh
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Pos 0, 0
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Print StrF ("gInfo_winX: %4d", gInfo_winX)
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Print StrF ("gInfo_winY: %4d", gInfo_winY)
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Print StrF ("gInfo_dispX: %4d", gInfo_dispX)
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Print StrF ("gInfo_dispY: %4d", gInfo_dispY)
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ReDraw True
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Await LOOP_INTERVAL
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@@ -9,6 +9,8 @@ New \
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posX.insNum = p_initPosX
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posY.insNum = p_initPosY
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scale.insNum = 2.
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; 角度
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arg.insNum = 0.
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@@ -23,7 +25,7 @@ New \
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direction.insNum = p_initDirection
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walking.insNum = True
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walking.insNum = False
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running.insNum = False
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eating.insNum = False
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openingEyes.insNum = False
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@@ -62,29 +64,29 @@ Eat \
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#deffunc local \
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Draw \
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int p_insId
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Pos posX.p_insId, posY.p_insId
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CelPut BUFFER_GOATOH_TAIL
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Pos posX.p_insId - scale.p_insId * 50, posY.p_insId + scale.p_insId * 26
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CelPut BUFFER_GOATOH_LEG, 0, scale.p_insId, scale.p_insId
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Pos posX.p_insId + scale.p_insId * 30, posY.p_insId + scale.p_insId * 26
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CelPut BUFFER_GOATOH_LEG, 0, scale.p_insId, scale.p_insId
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Pos posX.p_insId + scale.p_insId * 64, posY.p_insId - scale.p_insId * 12
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CelPut BUFFER_GOATOH_TAIL, 0, scale.p_insId, scale.p_insId
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Pos posX.p_insId, posY.p_insId
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CelPut BUFFER_GOATOH_TARSO
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CelPut BUFFER_GOATOH_TARSO, 0, scale.p_insId, scale.p_insId
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Pos posX.p_insId, posY.p_insId
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CelPut BUFFER_GOATOH_FACE_CC, 0, 1., 1., neckArg.p_insId
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Pos posX.p_insId - scale.p_insId * 30, posY.p_insId + scale.p_insId * 30
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CelPut BUFFER_GOATOH_LEG, 0, scale.p_insId, scale.p_insId
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Pos posX.p_insId, posY.p_insId
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CelPut BUFFER_GOATOH_HEAD, 0, 1., 1., neckArg.p_insId
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Pos posX.p_insId + scale.p_insId * 50, posY.p_insId + scale.p_insId * 30
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CelPut BUFFER_GOATOH_LEG, 0, scale.p_insId, scale.p_insId
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Pos posX.p_insId, posY.p_insId
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CelPut BUFFER_GOATOH_LEG
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Pos posX.p_insId - scale.p_insId * 64, posY.p_insId - scale.p_insId * 20
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CelPut BUFFER_GOATOH_HEAD, 0, scale.p_insId, scale.p_insId, neckArg.p_insId
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Pos posX.p_insId, posY.p_insId
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CelPut BUFFER_GOATOH_LEG
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Pos posX.p_insId, posY.p_insId
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CelPut BUFFER_GOATOH_LEG
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Pos posX.p_insId, posY.p_insId
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CelPut BUFFER_GOATOH_LEG
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Pos posX.p_insId - scale.p_insId * 64, posY.p_insId - scale.p_insId * 20
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CelPut BUFFER_GOATOH_FACE_CC, 0, scale.p_insId, scale.p_insId, neckArg.p_insId
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Interval@Goatoh p_insId
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@@ -95,6 +97,10 @@ Interval \
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int p_insId
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If walking.p_insId {
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Walk@Goatoh p_insId
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If frame.p_insId \ 150 == 30 {
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MMPlay SOUND_MUMUMUMU
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}
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}
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Else: If running.p_insId {
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DoRun@Goatoh p_insId
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