Example #1
0
    def __init__(self):
        load = Std.Sprite.loadTexture
        bgmPlayBlock = Std.StreamSoundPlayBlock
        regular = "Hidamari/Regular/"

        self.bgm_Boss1 = loadBGM(regular + "Boss1.ogg")
        self.bgm_Boss1_PlayBlocks = (
            bgmPlayBlock(loopCount=0, endTime=6.64),
            bgmPlayBlock(startTime=6.64, endTime=96.24),
        )

        self.se_Explode1 = loadSE(regular + "Explode1.wav")
        self.se_Explode2 = loadSE(regular + "Explode2.wav")
        self.se_BossAlert = loadSE(regular + "BossAlert.wav")
        self.se_BossDestruction1_1 = loadSE(regular + "BossDestruction1_1.wav")
        self.se_BossDestruction1_2 = loadSE(regular + "BossDestruction1_2.wav")

        self.bgm_ResultScene = loadBGM(regular + "ResultScene.ogg")
        self.se_CalcScore = loadSE(regular + "CalcScore.wav")
        self.se_Whump = loadSE(regular + "Whump.wav")
        self.se_Select3 = Common.getResource().se_Select3

        self.font_ScoreRate = Std.Font.load("Hidamari/ScoreRate64.sff")
        self.scoreRateStar = load(regular + "Star.dds")

        self.warningTexList = loadSeq(regular + "Warning/", 128, False)

        self.infArea = load(regular + "InfArea.dds", False)
        self.font_Common16 = Common.getResource().font_Common16
        self.font_Common24 = Common.getResource().font_Common24

        stage1 = "Hidamari/Regular/Stage1/"
        self.bgm_Stage1 = loadBGM(regular + "Stage1.ogg")
        self.st1_AppearTexList = loadSeq(stage1 + "Appear/", 200, False)
        self.tree = load(regular + "Background/Tree.dds", False)

        self.st1_YunoBitTexList = loadSeq(stage1 + "Yuno/Bit/Bit_", 10, False)
        self.st1_YunoRotorTexList = loadSeq(stage1 + "Yuno/Rotor/Rotor_", 3, False)
        self.st1_YunoBase = load(stage1 + "Yuno/Base.dds", False)
        self.st1_YunoBase_1 = load(stage1 + "Yuno/Base_1.dds", False)
        self.st1_YunoBase_2 = load(stage1 + "Yuno/Base_2.dds", False)
        self.st1_YunoBase_3 = load(stage1 + "Yuno/Base_3.dds", False)
        self.st1_YunoBase_4 = load(stage1 + "Yuno/Base_4.dds", False)
        self.st1_YunoBase_5 = load(stage1 + "Yuno/Base_5.dds", False)
        self.st1_YunoCross = load(stage1 + "Yuno/Cross.dds")
        self.st1_YunoMissile = load(stage1 + "Yuno/Missile.dds", False)
        self.st1_YunoSide_L = load(stage1 + "Yuno/Side_L.dds", False)
        self.st1_YunoSide_R = load(stage1 + "Yuno/Side_R.dds", False)

        self.paDamaged = load(regular + "PrimalArmor/Damaged.dds")
        self.paGeneratedTexList = loadSeq(regular + "PrimalArmor/Generated/", 16)
        self.paVanishedTexList = loadSeq(regular + "PrimalArmor/Vanished/", 16)
        self.se_GeneratePA = loadSE(regular + "GeneratePrimalArmor.wav")

        self.st1_Mikan = load(stage1 + "Mikan.dds")
        self.st1_Moushiwake = load(stage1 + "Moushiwake.dds")

        self.result_CharBack = load(regular + "Result/CharBack.dds")
        self.result_Nazuna = load(regular + "Result/Nazuna.dds")
        self.result_Nori = load(regular + "Result/Nori.dds")
Example #2
0
    def __init__(self):
        basePath = "Hidamari/MyShip/Nazuna/"
        myShip = "Hidamari/MyShip/"
        load = Std.Sprite.loadTexture

        self.font_Common24 = Common.getResource().font_Common24

        self.se_Destruction = loadSE(myShip + "Destruction.wav")
        self.se_PowerUp = loadSE(myShip + "PowerUp.wav")
        self.se_Bomber = loadSE(myShip + "Bomber.wav")
        self.se_Item = loadSE(myShip + "Item.wav")

        self.bodyTexLists = []
        for degree in range(0, 45 + 3, 3):
            path = basePath + "Body/{0}/".format(degree)
            self.bodyTexLists.append(loadSeq(path, 3, False))

        self.optionTexList = loadSeq(basePath + "Option/", 3, False)

        self.normalShot = load(basePath + "NormalShot.dds")
        self.normalShotParticleTexList = loadSeq(basePath + "NormalShotParticle/", 12)
        self.normalFire = load(basePath + "NormalFire.dds")
        self.se_NormalShot = loadSE(myShip + "NormalShot.wav")
        self.se_NormalShot.waitingForPlay = True
        self.se_ShotHit = loadSE(myShip + "ShotHit.wav")
        self.se_ShotHit.waitingForPlay = True

        self.lockMainShot_1 = load(basePath + "LockMainShot_1.dds")
        self.lockMainShot_2 = load(basePath + "LockMainShot_2.dds")
        self.lockMainFire_1 = load(basePath + "LockMainFire_1.dds")
        self.lockMainFire_2 = load(basePath + "LockMainFire_2.dds")
        self.lockMainParticleTexList_1 = loadSeq(basePath + "LockMainParticle_1/", 16)
        self.lockMainParticleTexList_2 = loadSeq(basePath + "LockMainParticle_2/", 16)
        self.lockOptionShot = load(basePath + "LockOptionShot.dds")
        self.lockOptionFire = load(basePath + "LockOptionFire.dds")
        self.lockOptionShotParticleTexList = loadSeq(basePath + "LockOptionShotParticle/", 12)
        self.se_LockShot = loadSE(myShip + "LockShot.wav")
        self.se_LockShot.waitingForPlay = True

        self.lockBeginTexList = loadSeq("Hidamari/MyShip/LockBegin/", 10)
        self.lockMarkerTexList = loadSeq("Hidamari/MyShip/LockMarker/", 24)
        self.se_Lock = loadSE(myShip + "Lock.wav", 6)

        self.hitMarkerTexList = loadSeq(myShip + "HitMarker/", 12)

        self.plasmaBallTexList = loadSeq(basePath + "Bomb/PlasmaBall/", 16)
        self.plasmaBlastTexList = loadSeq(basePath + "Bomb/PlasmaBlast/", 24)
        self.se_LaunchPlasma = loadSE(basePath + "LaunchPlasma.wav")
        self.se_PlasmaBlast = loadSE(basePath + "PlasmaBlast.wav")
Example #3
0
	def __init__(self):
		basePath = "Hidamari/MyShip/Nori/"
		myShip = "Hidamari/MyShip/"
		load = Std.Sprite.loadTexture
		
		self.font_Common24 = Common.getResource().font_Common24
		
		self.se_Destruction = loadSE(myShip + "Destruction.wav")
		self.se_PowerUp = loadSE(myShip + "PowerUp.wav")
		self.se_Bomber = loadSE(myShip + "Bomber.wav")
		self.se_Item = loadSE(myShip + "Item.wav")
		self.se_ChangeOption = loadSE(basePath + "ChangeOption.wav")
		
		self.bodyTexList = loadSeq(basePath + "Body/", 16, False)
		self.backFireTexList = loadSeq(basePath + "BackFire/", 2)
		self.optionTexList = loadSeq(basePath + "Option/", 20, False)
		self.hitMarkerTexList = loadSeq(myShip + "HitMarker/", 12)
		
		self.normalShot = load(basePath + "NormalShot.dds")
		self.normalShotParticleTexList = loadSeq(basePath + "NormalShotParticle/", 12)
		self.normalFire = load(basePath + "NormalFire.dds")
		self.se_NormalShot = loadSE(myShip + "NormalShot.wav")
		self.se_NormalShot.waitingForPlay = True
		self.se_ShotHit = loadSE(myShip + "ShotHit.wav")
		self.se_ShotHit.waitingForPlay = True
		
		self.lockMainShot_1 = load(basePath + "LockMainShot_1.dds")
		self.lockMainShot_2 = load(basePath + "LockMainShot_2.dds")
		self.lockMainFire_1 = load(basePath + "LockMainFire_1.dds")
		self.lockMainFire_2 = load(basePath + "LockMainFire_2.dds")
		self.lockMainParticleTexList_1 = loadSeq(basePath + "LockMainParticle_1/", 16)
		self.lockMainParticleTexList_2 = loadSeq(basePath + "LockMainParticle_2/", 16)
		self.lockOptionShot = load(basePath + "LockOptionShot.dds")
		self.lockOptionFire = load(basePath + "LockOptionFire.dds")
		self.lockOptionShotParticleTexList = loadSeq(basePath + "LockOptionShotParticle/", 12)
		self.se_LockShot = loadSE(myShip + "LockShot.wav")
		self.se_LockShot.waitingForPlay = True
		
		self.spNormalShot = load(basePath + "SpAttack/NormalShot.dds")
		self.spNormalParticleTexList = loadSeq(basePath + "SpAttack/NormalParticle/", 16)
		self.spLockMainShot_1 = load(basePath + "SpAttack/LockMainShot_1.dds")
		self.spLockMainShot_2 = load(basePath + "SpAttack/LockMainShot_2.dds")
		self.spLockOptionShot = load(basePath + "SpAttack/LockOptionShot.dds")
		self.spLockOptionParticleTexList = loadSeq(basePath + "SpAttack/LockOptionParticle/", 16)
		self.spBeginTexList = loadSeq("MyShip/SpBegin/SpBegin_", 60, False)
		self.spFinishTexList = loadSeq("MyShip/SpFinish/SpFinish_", 60, False)
		self.spFinishingTexList = loadSeq("MyShip/SpFinishing/SpFinishing_", 60, False)
		self.spGaugeTexList = loadSeq("MyShip/SpGauge/SpGauge_", 480, False)
		self.se_SpAttack = loadSE(basePath + "SpAttack.wav")
		
		self.lockBeginTexList = loadSeq("Hidamari/MyShip/LockBegin/", 10)
		self.lockMarkerTexList = loadSeq("Hidamari/MyShip/LockMarker/", 24)
		self.se_Lock = loadSE(myShip + "Lock.wav", 6)