ゴートう構築

This commit is contained in:
2023-06-28 00:51:21 +09:00
parent bf310adba5
commit 63f1bc15c5
4 changed files with 58 additions and 26 deletions
+3 -1
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@@ -1,7 +1,9 @@
/hscl.ini /hscl.ini
/main.ax /main.ax
/main.cpp /main.cpp
/main.html
/main.data
/obj /obj
/modules/obj /modules/obj
/modules/hscl.ini /modules/hscl.ini
/hsp3dish.js
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+31 -7
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@@ -1,5 +1,9 @@
#include "hsp3dish.as" #include "hsp3dish.as"
; 画面サイズ
#const global DISPLAY_WIDTH 1080
#const global DISPLAY_HEIGHT 1920
; バッファ ; バッファ
#enum global BUFFER_GOATOH_FACE_CC = 1 ; ゴートうの顔(閉眼,閉口) #enum global BUFFER_GOATOH_FACE_CC = 1 ; ゴートうの顔(閉眼,閉口)
#enum global BUFFER_GOATOH_FACE_CO ;       (閉眼,開口) #enum global BUFFER_GOATOH_FACE_CO ;       (閉眼,開口)
@@ -28,25 +32,39 @@
#ifdef _DEBUG #ifdef _DEBUG
Screen 0, 540, 960
; デバッグ時は assets ディレクトリを参照する. ; デバッグ時は assets ディレクトリを参照する.
ChDir "assets" ChDir "assets"
#endif ; not _DEBUG #endif ; not _DEBUG
ViewCalc VPTYPE_2D, Double (gInfo_winX) / DISPLAY_WIDTH, Double (gInfo_winY) / DISPLAY_HEIGHT
; 背景 ; 背景
CelLoad "bg.jpg", BUFFER_BG CelLoad "bg.jpg", BUFFER_BG
; ゴートうバッファ ; ゴートうの顔
CelLoad "goatoh-face-closed-closed.png", BUFFER_GOATOH_FACE_CC files = "goatoh-face-closed-closed.png", "goatoh-face-closed-open.png", "goatoh-face-open-closed.png", "goatoh-face-open-open.png"
CelLoad "goatoh-face-closed-open.png", BUFFER_GOATOH_FACE_CO ids = BUFFER_GOATOH_FACE_CC, BUFFER_GOATOH_FACE_CO, BUFFER_GOATOH_FACE_OC, BUFFER_GOATOH_FACE_OO
CelLoad "goatoh-face-open-closed.png", BUFFER_GOATOH_FACE_OC Repeat 4
CelLoad "goatoh-face-open-open.png", BUFFER_GOATOH_FACE_OO CelLoad files.cnt, ids.cnt
CelDiv ids.cnt, 0, 0, 100, 111
Loop
CelLoad "goatoh-head.png", BUFFER_GOATOH_HEAD CelLoad "goatoh-head.png", BUFFER_GOATOH_HEAD
CelDiv BUFFER_GOATOH_HEAD, 0, 0, 77, 143
CelLoad "goatoh-leg.png", BUFFER_GOATOH_LEG CelLoad "goatoh-leg.png", BUFFER_GOATOH_LEG
CelDiv BUFFER_GOATOH_LEG, 0, 0, 48, 29
CelLoad "goatoh-tail.png", BUFFER_GOATOH_TAIL CelLoad "goatoh-tail.png", BUFFER_GOATOH_TAIL
CelDiv BUFFER_GOATOH_TAIL, 0, 0, 22, 33
CelLoad "goatoh-tarso.png", BUFFER_GOATOH_TARSO CelLoad "goatoh-tarso.png", BUFFER_GOATOH_TARSO
CelDiv BUFFER_GOATOH_TARSO, 0, 0, 97, 49
; ゴートうインスタンス生成 ; ゴートうインスタンス生成
Goatoh = New@Goatoh (0., 0., DIRECTION_LEFT) Goatoh = New@Goatoh (540, 800, DIRECTION_LEFT)
; サウンド読込み ; サウンド読込み
MMLoad "mumumumu.wav", SOUND_MUMUMUMU MMLoad "mumumumu.wav", SOUND_MUMUMUMU
@@ -61,9 +79,15 @@
Repeat Repeat
ReDraw False ReDraw False
Pos 0, 0 Pos 0, 0
CelPut BUFFER_BG CelPut BUFFER_BG, 0, Double (DISPLAY_HEIGHT) / 533, Double (DISPLAY_HEIGHT) / 533
Draw@Goatoh Goatoh Draw@Goatoh Goatoh
Pos 0, 0
Print StrF ("gInfo_winX: %4d", gInfo_winX)
Print StrF ("gInfo_winY: %4d", gInfo_winY)
Print StrF ("gInfo_dispX: %4d", gInfo_dispX)
Print StrF ("gInfo_dispY: %4d", gInfo_dispY)
ReDraw True ReDraw True
Await LOOP_INTERVAL Await LOOP_INTERVAL
+24 -18
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@@ -9,6 +9,8 @@ New \
posX.insNum = p_initPosX posX.insNum = p_initPosX
posY.insNum = p_initPosY posY.insNum = p_initPosY
scale.insNum = 2.
; 角度 ; 角度
arg.insNum = 0. arg.insNum = 0.
@@ -23,7 +25,7 @@ New \
direction.insNum = p_initDirection direction.insNum = p_initDirection
walking.insNum = True walking.insNum = False
running.insNum = False running.insNum = False
eating.insNum = False eating.insNum = False
openingEyes.insNum = False openingEyes.insNum = False
@@ -62,29 +64,29 @@ Eat \
#deffunc local \ #deffunc local \
Draw \ Draw \
int p_insId int p_insId
Pos posX.p_insId, posY.p_insId Pos posX.p_insId - scale.p_insId * 50, posY.p_insId + scale.p_insId * 26
CelPut BUFFER_GOATOH_TAIL CelPut BUFFER_GOATOH_LEG, 0, scale.p_insId, scale.p_insId
Pos posX.p_insId + scale.p_insId * 30, posY.p_insId + scale.p_insId * 26
CelPut BUFFER_GOATOH_LEG, 0, scale.p_insId, scale.p_insId
Pos posX.p_insId + scale.p_insId * 64, posY.p_insId - scale.p_insId * 12
CelPut BUFFER_GOATOH_TAIL, 0, scale.p_insId, scale.p_insId
Pos posX.p_insId, posY.p_insId Pos posX.p_insId, posY.p_insId
CelPut BUFFER_GOATOH_TARSO CelPut BUFFER_GOATOH_TARSO, 0, scale.p_insId, scale.p_insId
Pos posX.p_insId, posY.p_insId Pos posX.p_insId - scale.p_insId * 30, posY.p_insId + scale.p_insId * 30
CelPut BUFFER_GOATOH_FACE_CC, 0, 1., 1., neckArg.p_insId CelPut BUFFER_GOATOH_LEG, 0, scale.p_insId, scale.p_insId
Pos posX.p_insId, posY.p_insId Pos posX.p_insId + scale.p_insId * 50, posY.p_insId + scale.p_insId * 30
CelPut BUFFER_GOATOH_HEAD, 0, 1., 1., neckArg.p_insId CelPut BUFFER_GOATOH_LEG, 0, scale.p_insId, scale.p_insId
Pos posX.p_insId, posY.p_insId Pos posX.p_insId - scale.p_insId * 64, posY.p_insId - scale.p_insId * 20
CelPut BUFFER_GOATOH_LEG CelPut BUFFER_GOATOH_HEAD, 0, scale.p_insId, scale.p_insId, neckArg.p_insId
Pos posX.p_insId, posY.p_insId Pos posX.p_insId - scale.p_insId * 64, posY.p_insId - scale.p_insId * 20
CelPut BUFFER_GOATOH_LEG CelPut BUFFER_GOATOH_FACE_CC, 0, scale.p_insId, scale.p_insId, neckArg.p_insId
Pos posX.p_insId, posY.p_insId
CelPut BUFFER_GOATOH_LEG
Pos posX.p_insId, posY.p_insId
CelPut BUFFER_GOATOH_LEG
Interval@Goatoh p_insId Interval@Goatoh p_insId
@@ -95,6 +97,10 @@ Interval \
int p_insId int p_insId
If walking.p_insId { If walking.p_insId {
Walk@Goatoh p_insId Walk@Goatoh p_insId
If frame.p_insId \ 150 == 30 {
MMPlay SOUND_MUMUMUMU
}
} }
Else: If running.p_insId { Else: If running.p_insId {
DoRun@Goatoh p_insId DoRun@Goatoh p_insId