def updateMode2(self): if self.state == 0: if self.cnt > 120: self.nextState() elif self.state == 1: # 右の画面外に移動 if self.cnt == 1: obj = enemy.Splash.appendDr(self.coreX, self.coreY -8, gcommon.C_LAYER_SKY, math.pi, math.pi/6, 20) obj.ground = True obj = enemy.Splash.appendDr(self.coreX -16, self.coreY, gcommon.C_LAYER_SKY, math.pi, math.pi/6, 20) obj.ground = True obj = enemy.Splash.appendDr(self.coreX, self.coreY +8, gcommon.C_LAYER_SKY, math.pi, math.pi/6, 20) obj.ground = True if self.coreX < 300: self.coreX += 4 if self.cnt == 120: gcommon.scroll_flag = True # ボスコアを生成 ObjMgr.addObj(BossLast1Core(self.coreX, self.coreY, self.isBossRush)) if self.isBossRush == False: ObjMgr.addObj(enemy.Delay(BossLastBaseExplosion, [], 240)) BGM.play(BGM.BOSS_LAST) if self.x <= -160: self.remove() self.rad = (self.rad + math.pi/30) % (math.pi * 2)
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
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
def init(self): pyxel.image(1).load(0, 0, "assets/launch1.png") pyxel.image(2).load(0, 0, "assets/launch2.png") BGM.play(BGM.LAUNCH)
def init(self): BGM.play(BGM.TITLE)
def initStage(cls, stage, restart): gcommon.breakableMapData = False pyxel.tilemap(0).refimg = 1 gcommon.waterSurface_y = 256 * 8.0 gcommon.scrollController = None # タイルマップクリア __class__.clearTilemap() if stage == "1A": #pyxel.load("assets/graslay_vehicle01.pyxres", False, False, True, True) pyxel.image(1).load(0, 0, "assets/graslay1.png") gcommon.sync_map_y = 0 gcommon.long_map = False gcommon.draw_star = True gcommon.eshot_sync_scroll = False MapData.loadMapData(0, "assets/graslay1.pyxmap") MapData.loadMapData(1, "assets/graslay1b.pyxmap") MapData.loadMapAttribute("assets/graslay1.mapatr") pyxel.tilemap(1).refimg = 1 if restart or GameSession.gameMode == gcommon.GAMEMODE_CUSTOM: # 初期スタートは発艦時にBGM開始されているので、BGM流すのはリスタート・カスタム時だけ BGM.play(BGM.STAGE1) elif stage == "2A": # 生物 #pyxel.load("assets/graslay_dangeon22.pyxres", False, False, True, True) pyxel.image(1).load(0, 0, "assets/graslay2.png") gcommon.sync_map_y = 0 gcommon.long_map = False gcommon.draw_star = False gcommon.eshot_sync_scroll = False MapData.loadMapData(0, "assets/graslay2.pyxmap") MapData.loadMapAttribute("assets/graslay2.mapatr") elif stage == "2B": # 洞窟 pyxel.image(1).load(0, 0, "assets/stage_cave.png") pyxel.image(2).load(0, 0, "assets/stage_cave-2.png") gcommon.sync_map_y = 2 gcommon.long_map = True gcommon.draw_star = False gcommon.eshot_sync_scroll = True MapData.loadMapData(0, "assets/stage_cave.pyxmap") MapData.loadMapData(1, "assets/stage_caveb.pyxmap") MapData.loadMapAttribute("assets/stage_cave.mapatr") pyxel.tilemap(1).refimg = 1 elif stage == "3B": # 倉庫 pyxel.image(1).load(0, 0, "assets/stage_warehouse.png") pyxel.image(2).load(0, 0, "assets/stage_warehouse-2.png") gcommon.sync_map_y = 0 gcommon.long_map = True gcommon.draw_star = False gcommon.eshot_sync_scroll = False MapData.loadMapData(0, "assets/stage_warehouse0.pyxmap") # 手前に見えるマップ MapData.loadMapData(2, "assets/stage_warehouse1.pyxmap") # 奥に見えるマップ MapData.loadMapData(5, "assets/stage_warehousei.pyxmap") # アイテム用マップ MapData.loadMapData(7, "assets/stage_warehouseb.pyxmap") # 遠景 pyxel.tilemap(0).refimg = 1 pyxel.tilemap(2).refimg = 1 pyxel.tilemap(7).refimg = 1 # background MapData.loadMapAttribute("assets/stage_warehouse.mapatr") elif stage == "3A": # 高速スクロール pyxel.image(1).load(0, 0, "assets/graslay3.png") gcommon.sync_map_y = 1 gcommon.long_map = True gcommon.draw_star = True gcommon.eshot_sync_scroll = False gcommon.breakableMapData = True MapData.loadMapData(0, "assets/graslay3-0.pyxmap") MapData.loadMapData(1, "assets/graslay3-1.pyxmap") MapData.loadMapData(2, "assets/graslay3b.pyxmap") MapData.loadMapAttribute("assets/graslay3.mapatr") pyxel.tilemap(1).refimg = 1 pyxel.tilemap(2).refimg = 1 elif stage == "3C": # 巨大戦艦 pyxel.image(1).load(0, 0, "assets/stage_battleship.png") pyxel.image(2).load(0, 0, "assets/stage_battleship-2.png") gcommon.sync_map_y = 0 gcommon.long_map = True gcommon.draw_star = True gcommon.eshot_sync_scroll = False MapData.loadMapData(0, "assets/stage_battleship.pyxmap") MapData.loadMapData(1, "assets/stage_battleship-2.pyxmap") MapData.loadMapAttribute("assets/stage_battleship.mapatr") MapData.loadMapAttribute2("assets/stage_battleship-2.mapatr") pyxel.tilemap(0).refimg = 1 pyxel.tilemap(1).refimg = 2 elif stage == "4A": # 遺跡 pyxel.image(1).load(0, 0, "assets/graslay4.png") gcommon.sync_map_y = 0 gcommon.long_map = False gcommon.draw_star = True gcommon.eshot_sync_scroll = False MapData.loadMapData(0, "assets/graslay4.pyxmap") MapData.loadMapData(1, "assets/graslay4b.pyxmap") MapData.loadMapAttribute("assets/graslay4.mapatr") pyxel.tilemap(1).refimg = 1 elif stage == "4B": # 迷宮 pyxel.image(1).load(0, 0, "assets/stage_labyrinth.png") pyxel.image(2).load(0, 0, "assets/stage_labyrinth2.png") gcommon.sync_map_y = 0 gcommon.long_map = True gcommon.draw_star = True gcommon.eshot_sync_scroll = False MapData.loadMapData(0, "assets/stage_labyrinth.pyxmap") MapData.loadMapData(1, "assets/stage_labyrinth2.pyxmap") MapData.loadMapData(7, "assets/stage_labyrinthb.pyxmap") MapData.loadMapAttribute("assets/stage_labyrinth.mapatr") pyxel.tilemap(1).refimg = 1 pyxel.tilemap(7).refimg = 1 elif stage == "5A": # ファクトリー pyxel.image(1).load(0, 0, "assets/graslay_factory.png") pyxel.image(2).load(0, 0, "assets/graslay_factory-2.png") gcommon.sync_map_y = 0 gcommon.long_map = True gcommon.draw_star = True gcommon.eshot_sync_scroll = False MapData.loadMapData(0, "assets/graslay_factory.pyxmap") MapData.loadMapData(1, "assets/graslay_factoryb.pyxmap") MapData.loadMapAttribute("assets/graslay_factory.mapatr") pyxel.tilemap(1).refimg = 1 elif stage == "5B": # 火 pyxel.image(1).load(0, 0, "assets/stage_fire.png") pyxel.image(2).load(0, 0, "assets/stage_fire2.png") gcommon.sync_map_y = 0 gcommon.long_map = True gcommon.draw_star = True gcommon.eshot_sync_scroll = False MapData.loadMapData(0, "assets/stage_fire0.pyxmap") # 基地 MapData.loadMapData(2, "assets/stage_fire1.pyxmap") # 火 MapData.loadMapData(7, "assets/stage_fireb.pyxmap") # 遠景? MapData.loadMapAttribute("assets/stage_fire.mapatr") pyxel.tilemap(0).refimg = 1 pyxel.tilemap(2).refimg = 1 elif stage == "6A": # 最終ステージA pyxel.image(1).load(0, 0, "assets/graslay_last.png") pyxel.image(2).load(0, 0, "assets/graslay_last-1.png") #pyxel.image(2).load(0,0,"assets/graslay_last-2.png") gcommon.sync_map_y = 0 gcommon.long_map = True gcommon.draw_star = True gcommon.eshot_sync_scroll = False MapData.loadMapData(0, "assets/graslay_last.pyxmap") MapData.loadMapData(1, "assets/graslay_lastb.pyxmap") MapData.loadMapAttribute("assets/graslay_last.mapatr") pyxel.tilemap(1).refimg = 1 elif stage == "6B": # 最終ステージB pyxel.image(1).load(0, 0, "assets/stage_enemybase.png") pyxel.image(2).load(0, 0, "assets/stage_enemybase-2.png") #pyxel.image(2).load(0,0,"assets/graslay_last-2.png") gcommon.sync_map_y = 0 gcommon.long_map = True gcommon.draw_star = True gcommon.eshot_sync_scroll = False gcommon.breakableMapData = True gcommon.scrollController = ScrollController1( __class__.scrollTable6B) MapData.loadMapData(0, "assets/stage_enemybase.pyxmap") MapData.loadMapData(1, "assets/stage_enemybase-2.pyxmap") MapData.loadMapData(2, "assets/stage_enemybase-3.pyxmap") MapData.loadMapData(7, "assets/stage_enemybaseb.pyxmap") MapData.loadMapAttribute("assets/stage_enemybase.mapatr") pyxel.tilemap(1).refimg = 1 pyxel.tilemap(2).refimg = 1 pyxel.tilemap(4).refimg = 1 pyxel.tilemap(7).refimg = 1 elif stage == "B1": #pyxel.load("assets/graslay_vehicle01.pyxres", False, False, True, True) #pyxel.image(1).load(0,0,"assets/banana1.png") gcommon.sync_map_y = 0 gcommon.long_map = False gcommon.draw_star = True gcommon.eshot_sync_scroll = False MapData.loadMapData(0, "assets/graslay1.pyxmap") MapData.loadMapData(1, "assets/graslay1b.pyxmap") MapData.loadMapAttribute("assets/graslay1.mapatr") pyxel.tilemap(1).refimg = 1 #elif self.stage == 3: # pyxel.image(1).load(0,0,"assets\gra-den3a.png") # pyxel.image(2).load(0,0,"assets\gra-den3b.png") # gcommon.draw_star = True # bossRushScrollConteroller3A = [ # [0, ScrollController1.LOOP_X, 64*8, 96*8], # 0 # [0, ScrollController1.SET_SCROLL, 2.0, 0.0], # 1 # ] # class InitStage3A(EnemyBase): # def __init__(self, t): # super(__class__, self).__init__() # pyxel.image(1).load(0,0,"assets/graslay3.png") # gcommon.sync_map_y = 0 # gcommon.long_map = False # gcommon.draw_star = True # gcommon.eshot_sync_scroll = False # gcommon.breakableMapData = False # MapData.loadMapData(0, "assets/graslay3rush.pyxmap") # MapData.loadMapData(2, "assets/graslay3b.pyxmap") # MapData.loadMapAttribute("assets/graslay3.mapatr") # pyxel.tilemap(2).refimg = 1 # gcommon.scrollController = ScrollController1(bossRushScrollConteroller3A) # ObjMgr.setDrawMap(MapDraw3rush()) # def update(self): # gcommon.eventManager.nextEvent() # self.remove() # class EndStage3A(EnemyBase): # def __init__(self, t): # super(__class__, self).__init__() # gcommon.scrollController = None # ObjMgr.setDrawMap(None) # gcommon.cur_scroll_x = 0.5 # gcommon.cur_scroll_y = 0.0 # def update(self): # gcommon.eventManager.nextEvent() # self.remove() # class InitStage3B(EnemyBase): # def __init__(self, t): # super(__class__, self).__init__() # pyxel.image(1).load(0,0,"assets/stage_warehouse.png") # pyxel.image(2).load(0,0,"assets/stage_warehouse-2.png") # self.layer = gcommon.C_LAYER_UNDER_GRD # gcommon.sync_map_y = 0 # gcommon.long_map = False # gcommon.draw_star = True # gcommon.eshot_sync_scroll = False # gcommon.breakableMapData = False # MapData.loadMapData(0, "assets/stage_warehouse-rush.pyxmap") # 手前に見えるマップ # pyxel.tilemap(0).refimg = 1 # ObjMgr.setDrawMap(None) # gcommon.cur_scroll_x = 0.0 # gcommon.cur_scroll_y = 0.0 # gcommon.map_x = 0 # gcommon.map_y = 0 # gcommon.debugPrint("InitStage3B") # def update(self): # if self.cnt < 90: # pass # else: # gcommon.eventManager.nextEvent() # self.remove() # def draw(self): # if self.state == 0: # x = math.pow(1 - (self.cnt/90.0), 3) # pyxel.bltm(x * 256, 4, 0, 40, 0, 32, 24, 3)
def __init__(self, t): BGM.play(t[2])