コード例 #1
0
	def update(self):
		if self.cnt % 3 == 0:
			obj = ObjMgr.addObj(enemy.Explosion(32 +random.randrange(64), random.randrange(gcommon.SCREEN_MAX_Y), gcommon.C_LAYER_GRD, gcommon.C_EXPTYPE_SKY_M))
			obj.particle = False
			if self.cnt < 120:
				# 120超えるとサウンドなし
				BGM.sound(gcommon.SOUND_MID_EXP)
コード例 #2
0
 def broken(self):
     for feeler in self.feelers:
         feeler.remove()
     for feelerShot in self.feelerShots:
         feelerShot.remove()
     for cell in self.bossCells:
         if cell.removeFlag == False:
             cell.remove()
     self.remove()
     enemy.removeEnemyShot()
     ObjMgr.objs.append(
         boss.BossExplosion(gcommon.getCenterX(self),
                            gcommon.getCenterY(self),
                            gcommon.C_LAYER_EXP_SKY))
     GameSession.addScore(self.score)
     BGM.sound(gcommon.SOUND_LARGE_EXP)
     enemy.Splash.append(gcommon.getCenterX(self), gcommon.getCenterY(self),
                         gcommon.C_LAYER_EXP_SKY)
     if self.isBossRush:
         gcommon.debugPrint("Boss2 call NextEvent")
         if self.timerObj != None:
             self.timerObj.stop()
             self.timerObj = None
         ObjMgr.objs.append(enemy.NextEvent([0, None, 240]))
     else:
         ObjMgr.objs.append(enemy.Delay(enemy.StageClear, None, 240))
コード例 #3
0
ファイル: ranking.py プロジェクト: Ontake44/graslay
    def update(self):
        self.bgStarV.update()
        self.mouseManager.update()
        if self.mouseManager.visible:
            n = gcommon.checkMouseMenuPos(self.markerRects)
            if n != -1:
                self.rectIndex = n
        else:
            if gcommon.checkLeftP():
                BGM.sound(gcommon.SOUND_MENUMOVE)
                self.rectIndex -= 1
                if self.rectIndex < 0:
                    self.rectIndex = self.endIndex
            elif gcommon.checkRightP():
                BGM.sound(gcommon.SOUND_MENUMOVE)
                self.rectIndex += 1
                if self.rectIndex > self.endIndex:
                    self.rectIndex = 0
            elif gcommon.checkUpP():
                BGM.sound(gcommon.SOUND_MENUMOVE)
                if self.rectIndex < 7:
                    self.rectIndex = 26 + 10 + self.rectIndex
                elif self.rectIndex >= 7 and self.rectIndex < 13:
                    self.rectIndex = self.endIndex
                elif self.rectIndex >= 13 and self.rectIndex < (
                        26 + 10):  # アルファベット+数字
                    self.rectIndex -= 13
                elif self.rectIndex >= (26 + 10) and self.rectIndex < (
                        26 + 10 + 7):  # 記号+BS+End
                    self.rectIndex -= 10
            elif gcommon.checkDownP():
                BGM.sound(gcommon.SOUND_MENUMOVE)
                if self.rectIndex >= 0 and self.rectIndex < 13:  # アルファベット1段目
                    self.rectIndex += 13
                elif self.rectIndex >= 13 and self.rectIndex < (
                        13 + 10):  # アルファベット2段目の途中
                    self.rectIndex += 13
                elif self.rectIndex >= (
                        13 +
                        10) and self.rectIndex < 26:  # アルファベット2段目の途中から2段目最後まで
                    self.rectIndex = 26 + 10 - 1
                elif self.rectIndex >= 26 and self.rectIndex < (26 + 7):
                    self.rectIndex += 10
                elif self.rectIndex >= (26 + 7) and self.rectIndex < (26 + 10):
                    self.rectIndex = 26 + 10 + 7 - 1
                else:
                    self.rectIndex -= 26 + 10

        if gcommon.checkShotKeyP():
            BGM.sound(gcommon.SOUND_MENUMOVE)
            if self.cursorPos < 3 and self.rectIndex < self.backSpaceIndex:
                self.name += self.allChars[self.rectIndex]
                self.cursorPos += 1
            elif self.cursorPos > 0 and self.rectIndex == self.backSpaceIndex:
                self.name = self.name[:-1]
                self.cursorPos -= 1
            elif self.rectIndex == self.endIndex:
                self.addRecord()
                gcommon.app.startScoreRanking(0)
コード例 #4
0
    def update(self):
        self.star_pos -= 0.25
        if self.star_pos<0:
            self.star_pos += 256
        self.mouseManager.update()
        if self.state == 0:
            if self.cnt == 20:
                BGM.play(BGM.STAGE_SELECT)
            if self.cnt > 20:
                if gcommon.checkUpP():
                    if self.currentStageInfo.parentList != None:
                        lst = self.currentStageInfo.parentList[0].nextStageList
                        if len(lst) > 1:
                            BGM.sound(gcommon.SOUND_MENUMOVE)
                            self.currentIndex -= 1
                            if self.currentIndex < 0:
                                self.currentIndex = len(lst) -1
                            self.currentStageInfo = lst[self.currentIndex]
                elif gcommon.checkDownP():
                    if self.currentStageInfo.parentList != None:
                        lst = self.currentStageInfo.parentList[0].nextStageList
                        if lst != None and len(lst) > 1:
                            BGM.sound(gcommon.SOUND_MENUMOVE)
                            self.currentIndex += 1
                            if self.currentIndex >= len(lst):
                                self.currentIndex = 0
                            self.currentStageInfo = lst[self.currentIndex]
                elif gcommon.checkRightP():
                    lst = self.currentStageInfo.nextStageList
                    if lst != None:
                        BGM.sound(gcommon.SOUND_MENUMOVE)
                        if self.currentIndex >= len(lst):
                            self.currentIndex = len(lst) -1
                        self.currentStageInfo = self.currentStageInfo.nextStageList[self.currentIndex]
                        #gcommon.debugPrint("index = " + str(self.currentIndex) + " " + self.currentStageInfo.stage)
                elif gcommon.checkLeftP():
                    if self.currentStageInfo.parentList != None:
                        BGM.sound(gcommon.SOUND_MENUMOVE)
                        self.currentStageInfo = self.currentStageInfo.parentList[0]
                        self.currentIndex = 0
                        #gcommon.debugPrint("index = " + str(self.currentIndex) + " " + self.currentStageInfo.stage)
                elif gcommon.checkShotKeyP():
                    BGM.stop()
                    BGM.sound(gcommon.SOUND_GAMESTART)
                    self.state = 1
                    self.cnt = 0
                else:
                    if self.mouseManager.visible:
                        stageInfo = self.getMouseSelectedStageInfo(self.rootStageInfo)
                        if stageInfo != None:
                            self.currentStageInfo = stageInfo

        else:
            #print(str(self.cnt))
            if self.cnt > 40:
                gcommon.app.startNextStage(self.currentStageInfo.stage)
        self.cnt += 1
コード例 #5
0
 def update(self):
     if self.state == 0:
         if self.cnt == 0:
             BGM.sound(gcommon.SOUND_BOSS_EXP)
         elif self.cnt > 120:
             #self.nextState()
             self.remove()
     elif self.state == 1:
         if self.cnt > 40:
             self.remove()
コード例 #6
0
ファイル: bossCave.py プロジェクト: Ontake44/graslay
 def broken(self):
     gcommon.breakObjects(self.bat1List)
     gcommon.breakObjects(self.worm4List)
     self.setState(100)
     self.shotHitCheck = False
     self.hitCheck = False
     enemy.removeEnemyShot()
     GameSession.addScore(self.score)
     BGM.sound(gcommon.SOUND_LARGE_EXP)
     enemy.Splash.append(self.x + 59, self.y + 64, gcommon.C_LAYER_EXP_SKY)
     ObjMgr.objs.append(enemy.Delay(enemy.StageClear, None, 200))
コード例 #7
0
ファイル: gameSession.py プロジェクト: Ontake44/graslay
 def addScore(cls, score):
     __class__.score += score
     __class__.scoreCheck += score
     if __class__.scoreFirstExtend == False and __class__.scoreCheck >= 20000:
         __class__.playerStock += 1
         __class__.scoreFirstExtend = True
         BGM.sound(gcommon.SOUND_EXTENDED, gcommon.SOUND_CH1)
         gcommon.debugPrint("First Extended")
     elif __class__.scoreCheck >= 50000:
         __class__.playerStock += 1
         __class__.scoreCheck = 0
         BGM.sound(gcommon.SOUND_EXTENDED, gcommon.SOUND_CH1)
         gcommon.debugPrint("Extended by 50000")
コード例 #8
0
 def broken(self):
     self.remove()
     enemy.removeEnemyShot()
     ObjMgr.objs.append(boss.BossExplosion(gcommon.getCenterX(self), gcommon.getCenterY(self), gcommon.C_LAYER_EXP_SKY))
     GameSession.addScore(self.score)
     BGM.sound(gcommon.SOUND_LARGE_EXP)
     enemy.Splash.append(gcommon.getCenterX(self), gcommon.getCenterY(self), gcommon.C_LAYER_EXP_SKY)
     if self.isBossRush:
         if self.timerObj != None:
             self.timerObj.stop()
             self.timerObj = None
         ObjMgr.objs.append(enemy.NextEvent([0, None, 120]))
     else:
         ObjMgr.objs.append(enemy.Delay(enemy.StageClear, None, 240))
コード例 #9
0
 def checkMyShipCollision(self):
     if gcommon.check_collision(self, ObjMgr.myShip):
         self.hitCheck = False
         if self.state == 0:
             # しばらくすると当たり判定
             self.setState(1)
         else:
             self.setState(3)
             BGM.sound(gcommon.SOUND_ITEM_GET, gcommon.SOUND_CH2)
             if self.hide:
                 GameSession.addScore(1000)
             else:
                 GameSession.addScore(500)
     return False
コード例 #10
0
 def broken(self):
     self.mode = 2
     self.setState(0)
     self.hitCheck = False
     self.shotHitCheck = False
     self.removeAllShot()
     enemy.removeEnemyShot()
     BGM.sound(gcommon.SOUND_LARGE_EXP)
     enemy.Splash.append(gcommon.getCenterX(self), gcommon.getCenterY(self), gcommon.C_LAYER_EXP_SKY)
     GameSession.addScore(self.score)
     if self.isBossRush:
         if self.timerObj != None:
             self.timerObj.stop()
             self.timerObj = None
コード例 #11
0
ファイル: myShip.py プロジェクト: Ontake44/graslay
 def doShot(self, shotGroups, x, y, n):
     if len(shotGroups) < self.shotMax:
         shotGroup = MyShotGroup(shotGroups)
         #shotGroup.shotGroups = shotGroups
         if self.weapon == 0:
             # Double
             self.shotMax = 2
             #self.appendShot(shotGroup, self.createShot(x+12, y +4, 8, 0, 0))
             self.appendShot(shotGroup, MyShotBDouble(x + 14, y + 7.5, 0))
             self.appendShot(shotGroup, MyShotBDouble(x + 10, y + 4, 1))
             if n == -1:
                 BGM.sound(gcommon.SOUND_SHOT)
         elif self.weapon == 1:
             self.shotMax = 2
             self.appendShot(shotGroup, MyShotBDouble(x + 14, y + 7.5, 0))
             self.appendShot(shotGroup, MyShotBDouble(x, y + 7.5, 2))
             if n == -1:
                 BGM.sound(gcommon.SOUND_SHOT)
         elif self.weapon == 2:
             self.shotMax = 1
             self.appendShot(shotGroup,
                             MyShotBLaser(self.posList, self.posLate, n))
             if n == -1:
                 BGM.sound(gcommon.SOUND_SHOT)
         else:
             self.shotMax = 2
             self.appendShot(shotGroup, MyShotBRipple(x + 16, y + 7))
             if n == -1:
                 BGM.sound(gcommon.SOUND_SHOT)
         shotGroups.append(shotGroup)
コード例 #12
0
 def shotMain(self):
     r = self.gunRad + math.pi
     px = self.gun_cx + math.cos(r + math.pi/20) * 30
     py = self.gun_cy + math.sin(r + math.pi/20) * 30
     enemy.enemy_shot_rad(px, py, 4.5, 1, r)
     px = self.gun_cx + math.cos(r + math.pi/20) * 25
     py = self.gun_cy + math.sin(r + math.pi/20) * 25
     enemyOthers.Spark1.create2(px, py, gcommon.C_LAYER_E_SHOT)
     px = self.gun_cx + math.cos(r - math.pi/20) * 30
     py = self.gun_cy + math.sin(r - math.pi/20) * 30
     enemy.enemy_shot_rad(px, py, 4.5, 1, r)
     px = self.gun_cx + math.cos(r - math.pi/20) * 25
     py = self.gun_cy + math.sin(r - math.pi/20) * 25
     enemyOthers.Spark1.create2(px, py, gcommon.C_LAYER_E_SHOT)
     BGM.sound(gcommon.SOUND_SHOT2)
コード例 #13
0
ファイル: boss4.py プロジェクト: Ontake44/graslay
    def shotDanmaku(self):
        if self.cnt & 31 == 31:
            speed = 2.5
            enemy.enemy_shot_dr(self.x + 52, self.y + 16, speed, 0, 35)
            enemy.enemy_shot_dr(self.x + 48, self.y + 22, speed, 0, 31)
            enemy.enemy_shot_dr(self.x + 48, self.y + 42, speed, 0, 33)
            enemy.enemy_shot_dr(self.x + 52, self.y + 48, speed, 0, 27)

            if GameSession.isHard():
                enemy.enemy_shot_dr(self.x + 52, self.y + 16, speed, 0, 37)
                enemy.enemy_shot_dr(self.x + 52, self.y + 48, speed, 0, 29)
        else:
            speed = 1.5
            enemy.enemy_shot_dr(self.x + 52, self.y + 16, speed, 1, 36)
            enemy.enemy_shot_dr(self.x + 52, self.y + 48, speed, 1, 28)
            if GameSession.isHard():
                enemy.enemy_shot_dr(self.x + 48, self.y + 22, speed, 1, 34)
                enemy.enemy_shot_dr(self.x + 48, self.y + 42, speed, 1, 30)
        BGM.sound(gcommon.SOUND_SHOT2)
コード例 #14
0
 def shotFix4(self):
     ox = 0 if self.isLeft else 8
     if self.shotFlag:
         enemy.enemy_shot_dr(self.x + 48 + ox * 2, self.y + 22, 4, 1,
                             self.getDirection(32 + 3))
         enemy.enemy_shot_dr(self.x + 52 + ox, self.y + 16, 4, 1,
                             self.getDirection(32 + 7))
         enemy.enemy_shot_dr(self.x + 48 + ox * 2, self.y + 42, 4, 1,
                             self.getDirection(32 - 3))
         enemy.enemy_shot_dr(self.x + 52 + ox, self.y + 48, 4, 1,
                             self.getDirection(32 - 7))
         self.shotFlag = False
     else:
         enemy.enemy_shot_dr(self.x + 48 + ox * 2, self.y + 22, 4, 1,
                             self.getDirection(32 + 1))
         enemy.enemy_shot_dr(self.x + 52 + ox, self.y + 16, 4, 1,
                             self.getDirection(32 + 5))
         enemy.enemy_shot_dr(self.x + 48 + ox * 2, self.y + 42, 4, 1,
                             self.getDirection(32 - 1))
         enemy.enemy_shot_dr(self.x + 52 + ox, self.y + 48, 4, 1,
                             self.getDirection(32 - 5))
         self.shotFlag = True
     BGM.sound(gcommon.SOUND_SHOT2)
コード例 #15
0
    def update(self):
        self.star_pos -= 0.25
        if self.star_pos<0:
            self.star_pos += 256
        self.mouseManager.update()
        if self.state == 0:
            if self.cnt == 20:
                BGM.play(BGM.STAGE_SELECT)
            if self.cnt > 20:
                if gcommon.checkUpP():
                    BGM.sound(gcommon.SOUND_MENUMOVE)
                    self.currentIndex -= 1
                    if self.currentIndex < 0:
                        self.currentIndex = len(self.nextStageList) -1
                elif gcommon.checkDownP():
                    BGM.sound(gcommon.SOUND_MENUMOVE)
                    self.currentIndex += 1
                    if self.currentIndex >= len(self.nextStageList):
                        self.currentIndex = 0
                elif gcommon.checkShotKeyP():
                    BGM.stop()
                    BGM.sound(gcommon.SOUND_GAMESTART)
                    self.state = 1
                    self.cnt = 0
                else:
                    for i, stageInfo in enumerate(self.nextStageList):
                        rect = gcommon.Rect.createWH(stageInfo.x + StageSelect.nodeBaseX, stageInfo.y + StageSelect.nodeBaseY, 32, 16)
                        if rect.contains(pyxel.mouse_x, pyxel.mouse_y):
                            self.currentIndex = i

        else:
            #print(str(self.cnt))
            if self.cnt > 40:
                gcommon.app.startNextStage(self.nextStageList[self.currentIndex].stage)
        self.currentStageInfo = self.nextStageList[self.currentIndex]
        self.cnt += 1
コード例 #16
0
ファイル: myShip.py プロジェクト: Ontake44/graslay
    def shot(self):
        if len(ObjMgr.shotGroups) < self.shotMax:
            shotGroup = MyShotGroup(ObjMgr.shotGroups)
            if self.weapon == 0:
                self.shotMax = 6
                ObjMgr.shots.append(
                    shotGroup.append(
                        self.createShot(self.x + 12, self.y + 4, 8, 0, 0)))
            elif self.weapon == 1:
                self.shotMax = 5
                dx = 8 * math.cos(math.pi - math.pi / 64 * self.roundAngle)
                dy = 8 * math.sin(math.pi - math.pi / 64 * self.roundAngle)
                ObjMgr.shots.append(
                    shotGroup.append(
                        self.createShot(self.x + 6, self.y + 4, dx, dy, 1)))
                ObjMgr.shots.append(
                    shotGroup.append(
                        self.createShot(self.x + 6, self.y + 4, dx, -dy, 1)))
            else:
                self.shotMax = 2
                # 前
                ObjMgr.shots.append(
                    shotGroup.append(
                        self.createShot(self.x + 12, self.y + 4, 6, 0, 2)))

                # やや斜め前
                ObjMgr.shots.append(
                    shotGroup.append(
                        self.createShot(self.x + 12, self.y + 4, 5.5, 2.3,
                                        -3)))
                ObjMgr.shots.append(
                    shotGroup.append(
                        self.createShot(self.x + 12, self.y + 4, 5.5, -2.3,
                                        3)))

                # 斜め前
                ObjMgr.shots.append(
                    shotGroup.append(
                        self.createShot(self.x + 12, self.y + 4, 4.2, 4.2,
                                        -4)))
                ObjMgr.shots.append(
                    shotGroup.append(
                        self.createShot(self.x + 12, self.y + 4, 4.2, -4.2,
                                        4)))

                # 斜め後
                ObjMgr.shots.append(
                    shotGroup.append(
                        self.createShot(self.x - 2, self.y + 4, -4.2, 4.2, 4)))
                ObjMgr.shots.append(
                    shotGroup.append(
                        self.createShot(self.x - 2, self.y + 4, -4.2, -4.2,
                                        -4)))

                # 後ろ
                ObjMgr.shots.append(
                    shotGroup.append(
                        self.createShot(self.x - 2, self.y + 4, -6, 0, 2)))

            BGM.sound(gcommon.SOUND_SHOT)
            ObjMgr.shotGroups.append(shotGroup)
コード例 #17
0
ファイル: title.py プロジェクト: Ontake44/graslay
    def update100(self):
        self.mouseManager.update()
        if self.state >= 100 and self.state < 200:

            if self.mouseManager.visible:
                n = gcommon.checkMouseMenuPos(self.menuRects)
                if n != -1:
                    self.menuPos = n

            if gcommon.checkUpP():
                BGM.sound(gcommon.SOUND_MENUMOVE)
                self.menuPos = (self.menuPos - 1) % 5
            elif gcommon.checkDownP():
                BGM.sound(gcommon.SOUND_MENUMOVE)
                self.menuPos = (self.menuPos + 1) % 5
            elif pyxel.btnp(pyxel.KEY_T):
                gcommon.app.startStageSelect()
                return

            if self.menuPos == TITLEMENU_START:
                n = -1
                if self.mouseManager.visible:
                    n = gcommon.checkMouseMenuPos(self.difficultyRects)
                if gcommon.checkLeftP() or (gcommon.checkShotKeyP()
                                            and n == 0):
                    if self.difficulty > 0:
                        BGM.sound(gcommon.SOUND_MENUMOVE)
                        self.difficulty -= 1
                    return
                elif gcommon.checkRightP() or (gcommon.checkShotKeyP()
                                               and n == 1):
                    if self.difficulty < 2:
                        BGM.sound(gcommon.SOUND_MENUMOVE)
                        self.difficulty += 1
                    return
                elif gcommon.checkShotKeyRectP(
                        self.menuRects[TITLEMENU_START]):
                    BGM.stop()
                    BGM.sound(gcommon.SOUND_GAMESTART)
                    # ここですぐにはゲームスタートしない
                    self.state = 200
                    self.cnt = 0
                    return
            elif self.menuPos == TITLEMENU_CUSTOMSTART:
                if gcommon.checkShotKeyRectP(
                        self.menuRects[TITLEMENU_CUSTOMSTART]):
                    BGM.sound(gcommon.SOUND_MENUMOVE)
                    gcommon.app.startCustomStartMenu()
                    return
            elif self.menuPos == TITLEMENU_BOSSRUSHSTART:
                if gcommon.checkShotKeyRectP(
                        self.menuRects[TITLEMENU_BOSSRUSHSTART]):
                    BGM.sound(gcommon.SOUND_MENUMOVE)
                    gcommon.app.startBossRushStartMenu()
                    return
            elif self.menuPos == TITLEMENU_OPTION:
                if gcommon.checkShotKeyRectP(self.menuRects[TITLEMENU_OPTION]):
                    BGM.sound(gcommon.SOUND_MENUMOVE)
                    gcommon.app.startOption()
                    return
            elif self.menuPos == TITLEMENU_EXIT:
                if gcommon.checkShotKeyRectP(self.menuRects[TITLEMENU_EXIT]):
                    pyxel.quit()

        if self.state == 102:
            # 明るくなる
            if self.subCnt > 3:
                self.subState += 1
                self.subCnt = 0
                if self.subState == len(TitleScene.colorTable3):
                    self.subState = len(TitleScene.colorTable3) - 1
                    self.state = 103
            self.subCnt += 1
        elif self.state == 103:
            # 戻る
            if self.subCnt > 3:
                self.subState -= 1
                self.subCnt = 0
                if self.subState == 0:
                    self.state = 104
                    self.cnt = 0
                    return
            self.subCnt += 1
        elif self.state == 104:
            if self.subCnt > 32:
                self.state = 100
                self.cnt = 0
                return
            self.subCnt += 1
        elif self.state == 200:
            # GAME START
            if self.cnt > 40:
                gcommon.app.startNormalGame(self.difficulty)

        self.cnt += 1
        if self.cnt >= 5 * 60:
            self.cnt = 0
            if self.state == 100:
                self.state = 102
                self.subState = 0
                self.subCnt = 0
コード例 #18
0
ファイル: gameSession.py プロジェクト: Ontake44/graslay
 def addPlayerStock(cls):
     __class__.playerStock += 1
     BGM.sound(gcommon.SOUND_EXTENDED, gcommon.SOUND_CH1)
コード例 #19
0
ファイル: bossCave.py プロジェクト: Ontake44/graslay
    def update(self):
        if self.state < 100:
            self.countMover.update()
            if self.countMover2 != None:
                self.countMover2.update()
            if self.state == 0:
                # 出現
                if self.countMover.tableIndex == 2 and self.cnt % 4 == 0 and self.countMover.cnt < 40:
                    if self.countMover.cnt == 0:
                        BGM.sound(gcommon.SOUND_WATERSPLASH)
                    wy = gcommon.waterSurface_y - gcommon.map_y
                    for i in range(10):
                        enemy.WaterSplash.appendDr(
                            self.x + 20 + i * 8, wy, gcommon.C_LAYER_SKY,
                            math.pi * (1.2 + i * 0.6 / 10), math.pi / 6, 30)

                    for t in __class__.boubleTable:
                        y = self.y + t[1]
                        if wy < y:
                            rx = 0
                            if t[2] > 0:
                                rx = random.randrange(-t[2], t[2])
                            ry = 0
                            if t[3] > 0:
                                ry = random.randrange(-t[3], t[3])
                            enemy.Splash.appendDr3(self.x + t[0] + rx, y + ry,
                                                   gcommon.C_LAYER_SKY,
                                                   math.pi * 1.5, math.pi / 6,
                                                   1.0, 50, 100, 20)
                elif self.countMover.isEnd:
                    self.countMover = enemy.CountMover(self,
                                                       __class__.moveTable2,
                                                       True)
                    self.countMover2 = enemy.CountMover(
                        self, __class__.moveTable2x, True)
                    self.setState(1)
            elif self.state == 1:
                # 攻撃中
                if self.attackState == 0:
                    # 向きを変えるレーザー
                    self.attack0()
                elif self.attackState == 1:
                    # 待ち
                    self.attackCnt += 1
                    if self.attackCnt > 240:
                        self.attackCnt = 0
                        self.attackState += 1
                elif self.attackState == 2:
                    # 8方位レーザー
                    self.attack1()
                elif self.attackState == 3:
                    # 待ち
                    self.attackCnt += 1
                    if self.attackCnt > 60:
                        self.attackCnt = 0
                        self.attackState = 0

                if self.cnt % 200 == 0:
                    # 水中の蟲
                    self.worm4List = gcommon.getShrinkList(self.worm4List)
                    if len(self.worm4List) < self.wormMax:
                        dx = 1.0 if self.cnt % 400 == 0 else -1.0
                        dy = 0.20 if self.cnt % 800 == 0 else -0.25
                        obj = enemyCreature.Worm4(self.x + 8 * 6, self.y + 112,
                                                  dx, dy)
                        self.worm4List.append(obj)
                        ObjMgr.addObj(obj)
                c = self.cnt % 320
                if c % 20 == 0 and c < 80:
                    # 蝙蝠みたいなやつ
                    self.bat1List = gcommon.getShrinkList(self.bat1List)
                    if len(self.bat1List) < self.batMax:
                        dx = (self.random.rand() % 10 - 5) / 5.0
                        dy = -4.0
                        obj = enemyCreature.Worm5(self, self.x + 8 * 6,
                                                  self.y + 15, dx, dy)
                        self.bat1List.append(obj)
                        ObjMgr.addObj(obj)
        elif self.state >= 100:
            self.updateBroken()
コード例 #20
0
    def update(self):
        # 向き
        self.isLeft = (self.x + 52) > ObjMgr.myShip.x
        self.beam = 0
        if self.state == 0:
            self.x -= gcommon.cur_scroll_x
            if self.cnt % 60 == 0:
                self.shotFix4()
            if self.cnt > 260:
                self.nextState()
        elif self.state == 1:
            # 指定位置まで移動
            self.x -= gcommon.cur_scroll_x
            self.x += 0.625
            self.y -= 0.20  #0.125
            if self.cnt % 60 == 0:
                self.shotFix4()
            if self.cnt > 270:
                self.nextState()
        elif self.state == 2:
            # 指定位置まで移動
            self.y += 0.25
            if self.cnt % 60 == 0:
                self.shotFix4()
            if self.cnt > 120:
                # x=159 y=36
                self.nextState()
                gcommon.debugPrint("x = " + str(self.x) + " y = " +
                                   str(self.y))
                self.hp = boss.BOSS_1_HP
        elif self.state == 3:
            # 4、8方向ショット
            if self.subState == 0:
                self.y -= 0.250
                if self.y < 0:
                    self.y = 0
            else:
                self.y += 0.250
                if self.y > 150:
                    self.y = 150
            if self.cnt & 15 == 15:
                if GameSession.isNormalOrLess():
                    self.shotFix4()
                else:
                    self.shotFix8()
                #if self.cnt & 31 == 31:
                #	self.shotFix4()
                #else:
            if self.cnt > 120:
                self.nextState()
                BGM.sound(gcommon.SOUND_BOSS1PREBEAM)
                if self.subState == 0:
                    self.subState = 1
                else:
                    self.subState = 0
        elif self.state == 4:
            # ビーム発射前
            if self.cnt & 1 == 1:
                x = 50 + random.random() * 30
                y = random.random() * 6
                a = 200 + random.random() * 500
                if self.cnt & 3 == 3:
                    a *= -1
                self.tbl.append(Boss1Star(x, y, a))

            newTbl = []
            for s in self.tbl:
                s.x -= 2
                if s.x >= 0:
                    newTbl.append(s)
            self.tbl = newTbl

            if self.cnt > 90:
                self.nextState()
                BGM.sound(gcommon.SOUND_BOSS1BEAM)
        elif self.state == 5:
            # ビーム発射開始(移動なし)
            self.beam = int(self.cnt / 3) + 1
            if self.beam > 5:
                self.nextState()
        elif self.state == 6:
            # ビーム発射中(移動なし)
            self.beam = 6
            self.beamObj.hitCheck = True
            if self.cnt > 60:
                self.nextState()
        elif self.state == 7:
            # ビーム発射中(移動あり)
            self.beam = 6
            zy = abs(self.y + 30 - ObjMgr.myShip.y)
            if zy > 80:
                self.dy = 3
            elif zy > 50:
                self.dy = 2
            elif zy > 20:
                self.dy = 1
            else:
                self.dy = 0.25
            if self.y + 30 > ObjMgr.myShip.y:
                self.dy = -self.dy
            self.y += self.dy
            if GameSession.isNormal():
                if self.cnt % 45 == 0:
                    self.shotFix4()
            elif GameSession.isHard():
                if self.cnt % 30 == 0:
                    self.shotFix4()
            if self.cnt > self.beamTime:
                self.nextState()
        elif self.state == 8:
            self.dy = 0.0
            # ビーム発射終了(移動なし)
            self.beam = 5 - int(self.cnt / 3)
            self.beamObj.hitCheck = False
            if self.beam < 0:
                self.setState(3)

        elif self.state == 900:
            # ボスラッシュ時の初期
            self.x -= 1.0
            if self.x <= 159:
                self.timerObj = enemy.Timer1.create(30)
                self.hp = boss.BOSS_1_HP
                self.setState(3)
コード例 #21
0
ファイル: myShip.py プロジェクト: Ontake44/graslay
 def doEffect(self, effectSound):
     # 跳弾表示
     ObjMgr.addObj(enemy.Particle1(self.x + self.right, self.y, 0.0, 4, 50))
     if effectSound:
         BGM.sound(gcommon.SOUND_HIT, gcommon.SOUND_CH2)
コード例 #22
0
ファイル: myShip.py プロジェクト: Ontake44/graslay
    def update(self):
        if gcommon.sync_map_y != 0:
            gcommon.cur_map_dy = 0
        self.afterBurner = False
        if self.sub_scene == 1:
            # ゲーム中
            self.actionButtonInput()
        elif self.sub_scene == 2:
            # 爆発中
            if self.cnt > 90:
                # 爆発中を終了
                if GameSession.playerStock == 0:
                    #self.sub_scene = 10
                    self.setSubScene(10)
                    self.cnt = 0
                    self.sprite = 1
                    self.x = -16
                    self.parent.OnPlayerStockOver()
                else:
                    GameSession.playerStock -= 1
                    #--restart_game()
                    #self.sub_scene=3
                    self.setSubScene(3)
                    self.cnt = 0
                    self.sprite = 1
                    self.x = -16
        elif self.sub_scene == 3:
            # 復活中
            self.dx = 0
            self.x += 1
            if self.x >= gcommon.MYSHIP_START_X:
                self.cnt = 0
                #self.sub_scene = 4
                self.setSubScene(4)
        elif self.sub_scene == 4:
            # 無敵中
            self.actionButtonInput()
            if self.cnt == 120:
                self.cnt = 0
                self.sub_scene = 1
        elif self.sub_scene == 5:  # scene == 5
            self.afterBurner = True
            # クリア時
            if self.cnt == 0:
                BGM.sound(gcommon.SOUND_AFTER_BURNER)
            if self.x < 256 + 32:
                if self.dx < 8:
                    self.dx += 0.25
                self.x += self.dx
        elif self.sub_scene == 6:
            pass
        else:  # sub_scene = 10
            # continue確認中
            pass

        # 水しぶき
        if self.cnt % 10 == 0:
            if self.y + gcommon.map_y + 12 > gcommon.waterSurface_y and self.y + gcommon.map_y + 8 <= gcommon.waterSurface_y:
                enemy.Splash.appendDr3(self.x + 16, self.y + 8,
                                       gcommon.C_LAYER_GRD,
                                       math.pi + math.pi / 16, math.pi / 8,
                                       6.0, 20, 50, 10)
            elif self.y + gcommon.map_y + 8 > gcommon.waterSurface_y:
                enemy.Splash.appendDr3(self.x, self.y + 8, gcommon.C_LAYER_GRD,
                                       math.pi, math.pi / 12, 2.0, 10, 20, 10)

        self.cnt += 1
コード例 #23
0
ファイル: graslay.py プロジェクト: Ontake44/graslay
 def my_broken(self):
     ObjMgr.myShip.sub_scene = 2
     ObjMgr.myShip.cnt = 0
     GameSession.destroyed += 1
     BGM.sound(gcommon.SOUND_LARGE_EXP, gcommon.SOUND_CH1)
コード例 #24
0
    def update(self):
        if self.state == 0:
            self.x -= 1
            if self.x <= 256 - 88:
                self.nextState()
            self.body.x = self.x + 20
            self.anchor.x = self.body.x - 8
            self.anchor.y = self.body.y + 16
        elif self.state == 1:
            if self.cnt > 30:
                self.nextState()
        elif self.state == 2:
            if self.mode == 0:
                # 上に移動
                self.body.y -= 2
                if self.body.y < self.body_min_y:
                    self.body.y = self.body_min_y
                    self.setMode(1)
            elif self.mode == 1:
                # 下に移動
                self.body.y += 2
                if self.body.y > self.body_max_y:
                    self.body.y = self.body_max_y
                    self.nextState()
            self.setBodyAnchorPos()
        elif self.state == 3:
            # 下端からショットを打ちながら上端まで移動
            self.body.y -= 1
            if self.body.y < self.body_min_y:
                self.body.y = self.body_min_y
                self.nextState()
            elif self.cnt % self.mainShotCycle == 0:
                ObjMgr.addObj(Boss3Shot(self.x, self.body.y + 12, 4))
                ObjMgr.addObj(Boss3Shot(self.x, self.body.y + 37, 4))
                enemyOthers.Spark1.create(self.body, 2, 12,
                                          gcommon.C_LAYER_E_SHOT)
                enemyOthers.Spark1.create(self.body, 2, 37,
                                          gcommon.C_LAYER_E_SHOT)
                BGM.sound(gcommon.SOUND_SHOT3)
            self.setBodyAnchorPos()
        elif self.state == 4:
            cy = gcommon.getCenterY(ObjMgr.myShip)
            if cy > self.body.y + 25:
                self.body.y += 1
                if self.body.y > self.body_max_y:
                    self.body.y = self.body_max_y
            elif cy < self.body.y + 23:
                self.body.y -= 1
                if self.body.y < self.body_min_y:
                    self.body.y = self.body_min_y

            self.setBodyAnchorPos()
            if self.cnt % self.shotCycle == 0:
                enemy.enemy_shot_multi(self.x + 20, self.y + 27, 2, 0, 5, 5)
                enemyOthers.Spark1.create2(self.x + 20, self.y + 27,
                                           gcommon.C_LAYER_E_SHOT)
                enemy.enemy_shot_multi(self.x + 20, self.y + 176 - 27, 2, 0, 5,
                                       5)
                enemyOthers.Spark1.create2(self.x + 20, self.y + 176 - 27,
                                           gcommon.C_LAYER_E_SHOT)
                BGM.sound(gcommon.SOUND_SHOT2)
            if self.cnt > 180:
                self.nextState()
        elif self.state == 5:
            if self.mode == 0:
                # アンカーが伸びる
                if self.modeCnt == 0:
                    BGM.sound(gcommon.SOUND_BOSS3_ANCHOR)
                self.anchor.x -= 8
                if self.anchor.x <= 0:
                    self.anchor.x = 0
                    self.nextMode()
            elif self.mode == 1:
                # アンカーが伸びきった
                if self.modeCnt > 30:
                    self.nextMode()
                else:
                    self.modeCnt += 1
            elif self.mode == 2:
                # アンカーが縮む
                self.anchor.x += 4
                if self.anchor.x >= self.body.x - 8:
                    self.anchor.x = self.body.x - 8
                    self.nextMode()
            elif self.mode == 3:
                if self.modeCnt > 30:
                    self.nextState()
                else:
                    self.modeCnt += 1
        elif self.state == 6:
            # 上に移動
            self.body.y -= 2
            if self.body.y < self.body_min_y:
                self.body.y = self.body_min_y
                self.nextState()
            self.setBodyAnchorPos()
        elif self.state == 7:
            # 上端からショットを打ちながら下端まで移動
            self.body.y += 1
            if self.body.y > self.body_max_y:
                self.body.y = self.body_max_y
                self.nextState()
            elif self.cnt % self.mainShotCycle == 0:
                ObjMgr.addObj(Boss3Shot(self.x, self.body.y + 12, 4))
                ObjMgr.addObj(Boss3Shot(self.x, self.body.y + 37, 4))
                enemyOthers.Spark1.create(self.body, 2, 12,
                                          gcommon.C_LAYER_E_SHOT)
                enemyOthers.Spark1.create(self.body, 2, 37,
                                          gcommon.C_LAYER_E_SHOT)
                BGM.sound(gcommon.SOUND_SHOT2)
            self.setBodyAnchorPos()
        elif self.state == 8:
            # 中心に移動
            self.body.y -= 1
            if self.body.y < 72:
                self.body.y = 72
                self.nextState()
            self.setBodyAnchorPos()
        elif self.state == 9:
            # 体当たり・戻る
            if self.mode == 0:
                # 体当たり
                self.x -= 4
                if self.x <= -8:
                    self.x = -8
                    self.nextMode()
            elif self.mode == 1:
                # 左端まで移動した後の停止状態
                if self.modeCnt > 30:
                    self.nextMode()
                else:
                    self.modeCnt += 1
            elif self.mode == 2:
                # 戻る
                self.x += 2
                if self.x >= 256 - 88:
                    self.x = 256 - 88
                    self.setState(2)
                    self.cycleCount += 1
            self.setBodyAnchorPos()

        r = random.randrange(0, 15)
        if r == 0:
            enemy.Splash.appendParam(self.x + 16,
                                     self.y,
                                     gcommon.C_LAYER_GRD,
                                     math.pi - math.pi / 32,
                                     math.pi / 16,
                                     speed=6.0,
                                     lifeMin=20,
                                     lifeMax=50,
                                     count=10,
                                     color=10)
        elif r == 5:
            enemy.Splash.appendParam(self.x + 16,
                                     self.y + 176,
                                     gcommon.C_LAYER_GRD,
                                     math.pi + math.pi / 32,
                                     math.pi / 16,
                                     speed=6.0,
                                     lifeMin=20,
                                     lifeMax=50,
                                     count=10,
                                     color=10)

        # マップループ
        if gcommon.map_x >= 6800 + 256:
            gcommon.map_x -= 8 * 4
コード例 #25
0
ファイル: myShip.py プロジェクト: Ontake44/graslay
 def doEffect(self, effectSound):
     # 跳弾表示
     enemy.Particle1.appendShotCenter(self)
     if effectSound:
         BGM.sound(gcommon.SOUND_HIT, gcommon.SOUND_CH2)
コード例 #26
0
ファイル: ranking.py プロジェクト: Ontake44/graslay
    def update(self):
        self.star_pos -= 0.25
        if self.star_pos < 0:
            self.star_pos += 200
        self.mouseManager.update()

        if gcommon.checkUpP():
            BGM.sound(gcommon.SOUND_MENUMOVE)
            self.menuPos = 0
        if gcommon.checkDownP():
            BGM.sound(gcommon.SOUND_MENUMOVE)
            self.menuPos = 1

        if self.mouseManager.visible:
            n = gcommon.checkMouseMenuPos(self.menuRects)
            if n != -1:
                self.menuPos = n
        if self.menuPos == 0:
            n = -1
            if self.mouseManager.visible:
                n = gcommon.checkMouseMenuPos(self.markerRects)
            if gcommon.checkLeftP() or (gcommon.checkShotKeyP() and n == 0):
                if self.gameMode == gcommon.GAMEMODE_NORMAL:
                    if self.difficulty > 0:
                        BGM.sound(gcommon.SOUND_MENUMOVE)
                        self.difficulty -= 1
                else:
                    # BOSSRUSH
                    BGM.sound(gcommon.SOUND_MENUMOVE)
                    self.gameMode = gcommon.GAMEMODE_NORMAL
                    self.difficulty = gcommon.DIFFICULTY_HARD
            elif gcommon.checkRightP() or (gcommon.checkShotKeyP() and n == 1):
                if self.gameMode == gcommon.GAMEMODE_NORMAL:
                    if self.difficulty < 2:
                        BGM.sound(gcommon.SOUND_MENUMOVE)
                        self.difficulty += 1
                    else:
                        BGM.sound(gcommon.SOUND_MENUMOVE)
                        self.gameMode = gcommon.GAMEMODE_BOSSRUSH
        elif self.menuPos == 1:  # EXIT
            if gcommon.checkShotKeyRectP(self.menuRects[1]):
                BGM.sound(gcommon.SOUND_MENUMOVE)
                if self.exitTo == 0:
                    gcommon.app.startTitle()
                else:
                    gcommon.app.startOption()
コード例 #27
0
    def update(self):
        gcommon.star_pos -= 0.2
        if gcommon.star_pos < 0:
            gcommon.star_pos += 255

        if self.state == 0:
            #self.x += self.dx
            self.dx = (self.targetX - self.x) * 0.075
            if self.dx < -2:
                self.dx = -2
            elif abs(self.dx) < 0.1:
                self.nextState()
                return
            self.x += self.dx
            gcommon.star_pos += self.dx
            #if self.x > -120:
            #	self.nextState()
            #if self.y <gcommon.MYSHIP_START_Y  -50:
            #	self.nextState()
        elif self.state == 1:
            self.wx = self.x + 116
            self.wy = self.y + 50
            self.nextState()
        elif self.state == 2:
            # 自機発艦準備
            if (self.y + 64) > self.my:
                self.my += 0.25
                self.y2 += 0.25
            if self.cnt > 60 and self.cnt < 90:
                self.afterBurner = 1
                BGM.sound(gcommon.SOUND_AFTER_BURNER)
            elif self.cnt >= 90:
                self.nextState()
                self.mdx = 1
        elif self.state == 3:
            # 発艦
            self.x += self.dx
            gcommon.star_pos += self.dx
            if self.dx > -3:
                self.dx -= 0.25
            self.mx += self.mdx
            if self.cnt > 90:
                self.afterBurner = 2
                self.mdx -= 0.01
            if self.cnt & 7 == 0 and self.mdx > 0 and self.mx < 150:
                self.objs.append(
                    enemy.Particle1(self.mx, self.my + 10,
                                    math.pi + math.pi / 8, 8, 50))

            if self.mdx <= -1.5:
                self.nextState()
        elif self.state == 4:
            self.x += -3

            self.dx = (gcommon.MYSHIP_START_X - self.mx) * 0.1
            if self.dx < -3:
                self.dx = -3
            gcommon.star_pos += self.dx
            self.mdx = (gcommon.MYSHIP_START_X - self.mx) * 0.1
            if self.mdx < -1.5:
                self.mdx = -1.5
            self.mx += self.mdx
            if int(self.mx) == gcommon.MYSHIP_START_X:
                gcommon.app.startMainGame()

        newObjs = []
        for obj in self.objs:
            if obj.removeFlag == False:
                obj.update()
                newObjs.append(obj)
        self.objs = newObjs

        self.cnt += 1
コード例 #28
0
    def update(self):
        self.star_pos -= 0.25
        if self.star_pos<0:
            self.star_pos += 200
        self.mouseManager.update()
        if self.cnt >= 6*60:
            self.cnt = 0
        if self.state == 0:
            if gcommon.checkUpP():
                BGM.sound(gcommon.SOUND_MENUMOVE)
                self.menuPos -= 1
                if self.menuPos == MENU_WEAPON_OPTION and Settings.weaponType == gcommon.WeaponType.TYPE_A:
                    self.menuPos = MENU_WEAPON_TYPE
                if self.menuPos < 0:
                    self.menuPos = 4
            if gcommon.checkDownP():
                BGM.sound(gcommon.SOUND_MENUMOVE)
                self.menuPos += 1
                if self.menuPos == MENU_WEAPON_OPTION and Settings.weaponType == gcommon.WeaponType.TYPE_A:
                    self.menuPos = MENU_GAME_START
                if self.menuPos > 4:
                    self.menuPos = 0
            
            if self.mouseManager.visible:
                n = gcommon.checkMouseMenuPos(self.menuRects)
                if n != -1:
                    self.menuPos = n

            if self.menuPos == MENU_PLAYER_STOCK:
                n = -1
                if self.mouseManager.visible:
                    n = gcommon.checkMouseMenuPos(self.playerStockRects)
                if gcommon.checkRightP() or (gcommon.checkShotKeyP() and n == 1):
                    BGM.sound(gcommon.SOUND_MENUMOVE)
                    Settings.playerStock += 1
                    if Settings.playerStock > 99:
                        Settings.playerStock = 99
                elif gcommon.checkLeftP() or (gcommon.checkShotKeyP() and n == 0):
                    BGM.sound(gcommon.SOUND_MENUMOVE)
                    Settings.playerStock -= 1
                    if Settings.playerStock < 1:
                        Settings.playerStock = 1

            elif self.menuPos == MENU_WEAPON_TYPE:
                n = -1
                if self.mouseManager.visible:
                    n = gcommon.checkMouseMenuPos(self.weaponTypeRects)
                if gcommon.checkRightP() or (gcommon.checkShotKeyP() and n == 1):
                    BGM.sound(gcommon.SOUND_MENUMOVE)
                    Settings.weaponType = gcommon.WeaponType.TYPE_B
                elif gcommon.checkLeftP() or (gcommon.checkShotKeyP() and n == 0):
                    BGM.sound(gcommon.SOUND_MENUMOVE)
                    Settings.weaponType = gcommon.WeaponType.TYPE_A

            elif self.menuPos == MENU_WEAPON_OPTION:
                n = -1
                if self.mouseManager.visible:
                    n = gcommon.checkMouseMenuPos(self.multipleRects)
                if gcommon.checkRightP() or (gcommon.checkShotKeyP() and n == 1):
                    BGM.sound(gcommon.SOUND_MENUMOVE)
                    Settings.multipleCount += 1
                    if Settings.multipleCount > 20:
                        Settings.multipleCount = 20
                elif gcommon.checkLeftP() or (gcommon.checkShotKeyP() and n == 0):
                    BGM.sound(gcommon.SOUND_MENUMOVE)
                    Settings.multipleCount -= 1
                    if Settings.multipleCount < 0:
                        Settings.multipleCount = 0

            elif self.menuPos == MENU_GAME_START:
                n = -1
                if gcommon.checkShotKeyP():
                    BGM.stop()
                    BGM.sound(gcommon.SOUND_GAMESTART)
                    Settings.saveSettings()
                    self.state = 1
                    self.cnt = 0
            
            elif self.menuPos == MENU_EXIT:
                if gcommon.checkShotKeyRectP(self.menuRects[MENU_EXIT]):
                    Settings.saveSettings()
                    BGM.sound(gcommon.SOUND_MENUMOVE)
                    gcommon.app.startTitle()
        else:
            # GAME START
            if self.cnt > 40:
                gcommon.app.startBossRushGame()
        self.cnt += 1
コード例 #29
0
    def update(self):
        if self.state == 0:
            if self.x <= 170:
                self.nextState()
        elif self.state == 1:
            if self.cnt == 80:
                self.layer = gcommon.C_LAYER_SKY
                self.ground = False
                self.dx = 0.05
                self.dy = 0.0
                self.nextState()
        elif self.state == 2:
            self.x += self.dx
            self.y += self.dy
            if self.x > 150:
                self.dx = 0
                self.hp = boss.BOSS_2_HP  # ここでHPを入れなおす
                self.setState(4)
                gcommon.debugPrint("x=" + str(self.x) + " y=" + str(self.y) +
                                   " dx=" + str(self.dx) + " dy=" +
                                   str(self.dy))
        elif self.state == 4:
            self.x += self.dx
            self.y += self.dy
            self.brake = False
            mode = boss2tbl[self.tblIndex][0]
            if mode == 0:
                if self.subcnt == boss2tbl[self.tblIndex][3]:
                    self.nextTbl()
            elif mode == 1:
                if self.x < boss2tbl[self.tblIndex][3]:
                    self.dx *= 0.95
                    self.dy *= 0.95
                    self.brake = True
                    if abs(self.dx) < 0.01:
                        self.dx = 0
                        self.nextTbl()
                else:
                    self.addDxDy()
            elif mode == 2:
                if self.x > boss2tbl[self.tblIndex][3]:
                    self.dx *= 0.95
                    self.dy *= 0.95
                    self.brake = True
                    if abs(self.dx) < 0.01:
                        self.dx = 0
                        self.nextTbl()
                else:
                    self.addDxDy()
            elif mode == 3:
                # 上制限(上移動)
                if self.y < boss2tbl[self.tblIndex][3]:
                    self.dx *= 0.95
                    self.dy *= 0.95
                    self.brake = True
                    if abs(self.dy) <= 0.01:
                        self.nextTbl()
                else:
                    self.addDxDy()
            elif mode == 4:
                # 下制限(下移動)
                if self.y > boss2tbl[self.tblIndex][3]:
                    self.dx *= 0.95
                    self.dy *= 0.95
                    self.brake = True
                    if abs(self.dy) <= 0.01:
                        self.nextTbl()
                else:
                    self.addDxDy()
            elif mode == 5:
                # 触手伸ばす
                if self.subcnt == 1:
                    self.feelers[0].subDr = -1
                    self.feelers[1].subDr = 1
                    self.feelers[2].subDr = -1
                    self.feelers[3].subDr = 1
                    self.feelers[0].setMode(1)
                    self.feelers[1].setMode(1)
                    self.feelers[2].setMode(1)
                    self.feelers[3].setMode(1)
                if self.subcnt == boss2tbl[self.tblIndex][3]:
                    self.feelers[0].setMode(2)
                    self.feelers[1].setMode(2)
                    self.feelers[2].setMode(2)
                    self.feelers[3].setMode(2)
                    self.nextTbl()
            elif mode == 6:
                # 触手縮める
                if self.subcnt == 1:
                    self.feelers[0].setMode(3)
                    self.feelers[1].setMode(3)
                    self.feelers[2].setMode(3)
                    self.feelers[3].setMode(3)
                if self.subcnt == boss2tbl[self.tblIndex][3]:
                    self.nextTbl()
            elif mode == 100:
                # 指定インデックスに移動
                self.tblIndex = boss2tbl[self.tblIndex][3]
                self.cycleCount += 1
                self.subcnt = 0

            attack = boss2tbl[self.tblIndex][4]
            if attack == 1:
                # 触手伸ばす攻撃
                #if self.cycleCount & 1 == 0:
                if self.subcnt == 1:
                    self.shotBoss2Feeler(self.x + 16, self.y + 29,
                                         math.pi * 0.75)
                    BGM.sound(gcommon.SOUND_FEELER_GROW)
                elif self.subcnt == 20:
                    self.shotBoss2Feeler(self.x + 16, self.y + 8,
                                         math.pi * 1.25)
                elif self.subcnt == 40 and GameSession.isNormalOrMore():
                    self.shotBoss2Feeler(self.x + 50, self.y + 8,
                                         math.pi * 1.5)
                elif self.subcnt == 60 and GameSession.isHard():
                    self.shotBoss2Feeler(self.x + 50, self.y + 29,
                                         math.pi * 0.5)
            self.subcnt += 1
        elif self.state == 900:
            self.x -= 1
            if self.x <= 150:
                self.dx = 0.0
                self.dy = 0.0
                self.timerObj = enemy.Timer1.create(30)
                self.hp = boss.BOSS_2_HP
                self.setState(4)
コード例 #30
0
    def updateMode0(self):
        self.coreX = self.x +32+16+32
        self.coreY = self.y +64+16+16
        if self.state == 0:
            if self.x <= 256-112:
                # スクロール停止
                gcommon.scroll_flag = False
                self.nextState()
        elif self.state == 1:
            if self.cnt > 40:
                self.nextState()
        elif self.state == 2:
            if self.cnt % 25 == 1:
                count = 5
                n = self.cnt & 3
                if n == 0:
                    enemy.ContinuousShot.create(self.x + 38, self.y +24, self.shotType, count, 5, 4)
                elif n == 1:
                    enemy.ContinuousShot.create(self.x + 66, self.y +128+15, self.shotType, count, 5, 4)
                elif n == 2:
                    enemy.ContinuousShot.create(self.x + 66, self.y +49, self.shotType, count, 5, 4)
                elif n == 3:
                    enemy.ContinuousShot.create(self.x + 38, self.y +128+40, self.shotType, count, 5, 4)
                if GameSession.isHard():
                    self.shotType = 1 + (self.shotType + 1) % 3
            if self.cnt> 100:
                self.nextState()
        
        elif self.state == 3:
            # 4箇所からのビーム
            if self.cnt == 1:
                for i in range(4):
                    start = BossLast1.launcherTable[i]
                    pos = BossLast1.beamTable[self.beamIndex][i]
                    self.beam1List[i] = BossLastBeam1(self.x + start[0], self.y +start[1], pos[0], pos[1])
                    ObjMgr.addObj(self.beam1List[i])
                self.beamIndex += 1
                if self.beamIndex >=len(BossLast1.beamTable):
                    self.beamIndex = 0
            else:
                if self.beam1List[0].removeFlag:
                    self.nextState()
        
        elif self.state == 4:
            if self.cycleCount % 3 == 2:
                self.nextState()
            else:
                self.setState(2)	
            self.cycleCount += 1

        elif self.state == 5:
            # 本体ビーム
            if self.cnt == 1:
                self.beam2 = BossLastBeam2(180, 96, (self.cycleCount2 & 1 != 0))
                ObjMgr.addObj(self.beam2)
                BGM.sound(gcommon.SOUND_BOSS1BEAM)
                self.cycleCount2 += 1
            else:
                if self.beam2.removeFlag:
                    if self.cycleCount2 & 2 != 0:
                        self.nextState()
                    else:
                        self.setState(2)	

        elif self.state == 6:
            # レーザー砲台射出
            if GameSession.difficulty == gcommon.DIFFICULTY_EASY:
                rate = 80
            elif GameSession.difficulty == gcommon.DIFFICULTY_NORMAL:
                rate = 60
            else:
                rate = 40
            if self.cnt % rate == 1:
                ObjMgr.objs.append(BossLastBattery1(156, 192, -1))
            elif self.cnt % rate == int(rate/2)+1:
                ObjMgr.objs.append(BossLastBattery1(156, -16, 1))
            if self.cnt > 200:				
                self.setState(2)	
        self.rad = (self.rad + math.pi/60) % (math.pi * 2)