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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> |
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<object> |
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<spriteName><undefined></spriteName> |
| 4 |
<solid>0</solid> |
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<visible>-1</visible> |
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<depth>100</depth> |
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<persistent>0</persistent> |
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<parentName><undefined></parentName> |
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<maskName><undefined></maskName> |
| 10 |
<events> |
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<event eventtype="0" enumb="0"> |
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<action> |
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<libid>1</libid> |
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<id>603</id> |
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<kind>7</kind> |
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<userelative>0</userelative> |
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<isquestion>0</isquestion> |
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<useapplyto>-1</useapplyto> |
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<exetype>2</exetype> |
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<functionname></functionname> |
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<codestring></codestring> |
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<whoName>self</whoName> |
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<relative>0</relative> |
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<isnot>0</isnot> |
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<arguments> |
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<argument> |
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<kind>1</kind> |
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<string>/// 変数初期化 |
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// ■状態 |
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STATE_PLAY_INIT = 0; // ゲーム開始の初期化 |
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STATE_STAGE_INIT = 1; // ステージ初期化 |
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STATE_STAGE = 2; // ステージ開始 |
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STATE_GAME = 3; // ゲームメイン |
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STATE_CLEAR_INIT = 4; // ゲームクリア初期化 |
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STATE_CLEAR_MAIN = 5; // ゲームクリアメイン |
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STATE_GAMEOVER_INIT = 6; // ゲームオーバー初期化 |
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STATE_GAMEOVER_MAIN = 7; // ゲームオーバーメイン |
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STATE_ALLCLEAR_INIT = 8; // 全レベルクリア・初期化 |
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STATE_ALLCLEAR_MAIN = 9; // 全レベルクリア・メイン |
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STATE_MISFAIL_INIT = 10; // ミッション失敗・初期化 |
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STATE_MISFAIL_MAIN = 11; // ミッション失敗・メイン |
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|
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// ■ゲームモード |
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MODE_TITLEDEMO = 0; // タイトル画面用デモ |
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MODE_GAME = 1; // メインゲーム |
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MODE_MISSION = 2; // ミッションモード |
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|
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self.timelimit = 90; |
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self.nodest = CHECK_OK; |
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self.clearcheck[0] = CHECK_BAD; |
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self.clearcheck[1] = CHECK_BAD; |
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self.completecheck[0] = CHECK_BAD; |
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self.completecheck[1] = CHECK_BAD; |
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|
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self.dropspeed = 2; // 落下速度 |
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self.playtimer = 0; |
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self.clearline = 0.0; // クリアライン |
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self.score = 0; // スコア |
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self.level = 0; |
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self.mode = MODE_TITLEDEMO; |
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|
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self.state = STATE_PLAY_INIT; |
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switch(room) { |
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case room_title: |
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// タイトル画面 |
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// レベル管理だけ作っておく |
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instance_create(0, 0, obj_levelMgr); |
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self.mode = MODE_TITLEDEMO; |
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break; |
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case room_main: |
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// メインゲーム |
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self.state = STATE_STAGE_INIT; |
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if(BGM_ENABLE) { |
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audio_stop_sound(global.nBgm); |
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global.nBgm = audio_play_sound(bgm01, 100, true); |
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} |
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self.mode = MODE_GAME; |
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break; |
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case room_mission: |
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// ミッションモード |
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self.state = STATE_STAGE_INIT; |
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if(BGM_ENABLE) { |
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audio_stop_sound(global.nBgm); |
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global.nBgm = audio_play_sound(bgm01, 100, true); |
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} |
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self.mode = MODE_MISSION; |
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|
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// ミッション説明文生成 |
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with(instance_create(0, 0, obj_missionInfo)) { |
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self.idx = global.nMission; |
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} |
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|
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break; |
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} |
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|
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</string> |
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</argument> |
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</arguments> |
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</action> |
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</event> |
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<event eventtype="3" enumb="0"> |
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<action> |
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<libid>1</libid> |
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<id>603</id> |
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<kind>7</kind> |
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<userelative>0</userelative> |
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<isquestion>0</isquestion> |
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<useapplyto>-1</useapplyto> |
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<exetype>2</exetype> |
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<functionname></functionname> |
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<codestring></codestring> |
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<whoName>self</whoName> |
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<relative>0</relative> |
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<isnot>0</isnot> |
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<arguments> |
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<argument> |
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<kind>1</kind> |
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<string>/// 更新 |
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self.playtimer++; |
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|
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switch(self.state) |
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{ |
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case STATE_PLAY_INIT: |
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game_playInit(); |
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break; |
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case STATE_STAGE_INIT: |
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game_stageInit(); |
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break; |
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case STATE_STAGE: |
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game_stage(); |
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break; |
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case STATE_GAME: |
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game_game(); |
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break; |
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case STATE_CLEAR_INIT: |
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game_clearInit() |
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break; |
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case STATE_CLEAR_MAIN: |
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game_clearMain(); |
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break; |
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case STATE_GAMEOVER_INIT: |
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game_gameoverInit(); |
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break; |
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case STATE_GAMEOVER_MAIN: |
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game_gameoverMain(); |
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break; |
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case STATE_ALLCLEAR_INIT: |
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game_allclearInit(); |
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break; |
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case STATE_ALLCLEAR_MAIN: |
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game_allclearMain(); |
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break; |
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case STATE_MISFAIL_INIT: |
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game_misfailInit(); |
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break; |
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case STATE_MISFAIL_MAIN: |
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game_misfailMain(); |
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break; |
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} |
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|
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</string> |
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</argument> |
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</arguments> |
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</action> |
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</event> |
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<event eventtype="8" enumb="0"> |
| 167 |
<action> |
| 168 |
<libid>1</libid> |
| 169 |
<id>603</id> |
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<kind>7</kind> |
| 171 |
<userelative>0</userelative> |
| 172 |
<isquestion>0</isquestion> |
| 173 |
<useapplyto>-1</useapplyto> |
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<exetype>2</exetype> |
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<functionname></functionname> |
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<codestring></codestring> |
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<whoName>self</whoName> |
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<relative>0</relative> |
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<isnot>0</isnot> |
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<arguments> |
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<argument> |
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<kind>1</kind> |
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<string>/// 各種UIの描画 |
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// スコアの表示 |
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if(true) |
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{ |
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var px = 0; |
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var py = 0; |
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draw_sprite(spr_score, 0, px, py); |
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px = 100 + FONTSIZE_WIDTH*6; |
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drawNumber(px, py, self.score, 6, fa_right); |
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} |
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|
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// 残り時間の表示 |
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if(true) |
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{ |
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var px = WINDOWSIZE_WIDTH - 100 - FONTSIZE_WIDTH * 3; |
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var py = 0; |
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var idx = 0; |
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if(self.playtimer%60 > 30 and self.timelimit < 10) |
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{ |
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idx = 1; |
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} |
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draw_sprite(spr_time, idx, px, py); |
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px = WINDOWSIZE_WIDTH; |
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drawNumber(px, py, self.timelimit, 3, fa_right); |
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} |
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|
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// 左下の灰スコア |
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if(true) |
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{ |
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var px = 0; |
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var py = 800 - FONTSIZE_HEIGHT; |
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draw_sprite(spr_hiscore, 0, px, py); |
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px = 100 + FONTSIZE_WIDTH*9; |
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drawNumber(px, py, global.hi_score, 6, fa_right); |
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} |
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|
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// レベルの表示 |
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if(true) |
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{ |
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var px = WINDOWSIZE_WIDTH - 100 - FONTSIZE_WIDTH*2; |
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var py = 800 - FONTSIZE_HEIGHT; |
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draw_sprite(spr_level, 0, px, py); |
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px = WINDOWSIZE_WIDTH; |
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drawNumber(px, py, self.level, 2, fa_right); |
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} |
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|
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</string> |
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</argument> |
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</arguments> |
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</action> |
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<action> |
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<libid>1</libid> |
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<id>603</id> |
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<kind>7</kind> |
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<userelative>0</userelative> |
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<isquestion>0</isquestion> |
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<useapplyto>-1</useapplyto> |
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<exetype>2</exetype> |
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<functionname></functionname> |
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<codestring></codestring> |
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<whoName>self</whoName> |
| 244 |
<relative>0</relative> |
| 245 |
<isnot>0</isnot> |
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<arguments> |
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<argument> |
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<kind>1</kind> |
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<string>/// 時間切れ警告の表示 |
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if(self.state == STATE_GAME) |
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{ |
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if(self.timelimit < 30 and playtimer%90 > 45) |
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{ |
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draw_sprite(spr_watchout, 0, 320, 100); |
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} |
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} |
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|
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</string> |
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</argument> |
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</arguments> |
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</action> |
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</event> |
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</events> |
| 264 |
<PhysicsObject>0</PhysicsObject> |
| 265 |
<PhysicsObjectSensor>0</PhysicsObjectSensor> |
| 266 |
<PhysicsObjectShape>0</PhysicsObjectShape> |
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<PhysicsObjectDensity>0.5</PhysicsObjectDensity> |
| 268 |
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution> |
| 269 |
<PhysicsObjectGroup>0</PhysicsObjectGroup> |
| 270 |
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping> |
| 271 |
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping> |
| 272 |
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction> |
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<PhysicsObjectAwake>-1</PhysicsObjectAwake> |
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic> |
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<PhysicsShapePoints/> |
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</object> |