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Contents of /trunk/twintower.gmx/objects/obj_game.object.gmx

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Revision 214 - (show annotations) (download)
Sun Oct 26 15:41:44 2014 UTC (9 years, 7 months ago) by syun77
File size: 7442 byte(s)
ミッションモードを無効化
1 <!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
2 <object>
3 <spriteName>&lt;undefined&gt;</spriteName>
4 <solid>0</solid>
5 <visible>-1</visible>
6 <depth>100</depth>
7 <persistent>0</persistent>
8 <parentName>&lt;undefined&gt;</parentName>
9 <maskName>&lt;undefined&gt;</maskName>
10 <events>
11 <event eventtype="0" enumb="0">
12 <action>
13 <libid>1</libid>
14 <id>603</id>
15 <kind>7</kind>
16 <userelative>0</userelative>
17 <isquestion>0</isquestion>
18 <useapplyto>-1</useapplyto>
19 <exetype>2</exetype>
20 <functionname></functionname>
21 <codestring></codestring>
22 <whoName>self</whoName>
23 <relative>0</relative>
24 <isnot>0</isnot>
25 <arguments>
26 <argument>
27 <kind>1</kind>
28 <string>/// 変数初期化
29 // ■状態
30 STATE_PLAY_INIT = 0; // ゲーム開始の初期化
31 STATE_STAGE_INIT = 1; // ステージ初期化
32 STATE_STAGE = 2; // ステージ開始
33 STATE_GAME = 3; // ゲームメイン
34 STATE_CLEAR_INIT = 4; // ゲームクリア初期化
35 STATE_CLEAR_MAIN = 5; // ゲームクリアメイン
36 STATE_GAMEOVER_INIT = 6; // ゲームオーバー初期化
37 STATE_GAMEOVER_MAIN = 7; // ゲームオーバーメイン
38 STATE_ALLCLEAR_INIT = 8; // 全レベルクリア・初期化
39 STATE_ALLCLEAR_MAIN = 9; // 全レベルクリア・メイン
40 STATE_MISFAIL_INIT = 10; // ミッション失敗・初期化
41 STATE_MISFAIL_MAIN = 11; // ミッション失敗・メイン
42
43 // ■ゲームモード
44 MODE_TITLEDEMO = 0; // タイトル画面用デモ
45 MODE_GAME = 1; // メインゲーム
46 MODE_MISSION = 2; // ミッションモード
47
48 self.timelimit = 90;
49 self.nodest = CHECK_OK;
50 self.clearcheck[0] = CHECK_BAD;
51 self.clearcheck[1] = CHECK_BAD;
52 self.completecheck[0] = CHECK_BAD;
53 self.completecheck[1] = CHECK_BAD;
54
55 self.dropspeed = 2; // 落下速度
56 self.playtimer = 0;
57 self.clearline = 0.0; // クリアライン
58 self.score = 0; // スコア
59 self.level = 0;
60 self.mode = MODE_TITLEDEMO;
61
62 self.state = STATE_PLAY_INIT;
63 switch(room) {
64 case room_title:
65 // タイトル画面
66 // レベル管理だけ作っておく
67 instance_create(0, 0, obj_levelMgr);
68 self.mode = MODE_TITLEDEMO;
69 break;
70 case room_main:
71 // メインゲーム
72 self.state = STATE_STAGE_INIT;
73 if(BGM_ENABLE) {
74 audio_stop_sound(global.nBgm);
75 global.nBgm = audio_play_sound(bgm01, 100, true);
76 }
77 self.mode = MODE_GAME;
78 break;
79 case room_mission:
80 // ミッションモード
81 self.state = STATE_STAGE_INIT;
82 if(BGM_ENABLE) {
83 audio_stop_sound(global.nBgm);
84 global.nBgm = audio_play_sound(bgm01, 100, true);
85 }
86 self.mode = MODE_MISSION;
87
88 // ミッション説明文生成
89 with(instance_create(0, 0, obj_missionInfo)) {
90 self.idx = global.nMission;
91 }
92
93 break;
94 }
95
96 </string>
97 </argument>
98 </arguments>
99 </action>
100 </event>
101 <event eventtype="3" enumb="0">
102 <action>
103 <libid>1</libid>
104 <id>603</id>
105 <kind>7</kind>
106 <userelative>0</userelative>
107 <isquestion>0</isquestion>
108 <useapplyto>-1</useapplyto>
109 <exetype>2</exetype>
110 <functionname></functionname>
111 <codestring></codestring>
112 <whoName>self</whoName>
113 <relative>0</relative>
114 <isnot>0</isnot>
115 <arguments>
116 <argument>
117 <kind>1</kind>
118 <string>/// 更新
119 self.playtimer++;
120
121 switch(self.state)
122 {
123 case STATE_PLAY_INIT:
124 game_playInit();
125 break;
126 case STATE_STAGE_INIT:
127 game_stageInit();
128 break;
129 case STATE_STAGE:
130 game_stage();
131 break;
132 case STATE_GAME:
133 game_game();
134 break;
135 case STATE_CLEAR_INIT:
136 game_clearInit()
137 break;
138 case STATE_CLEAR_MAIN:
139 game_clearMain();
140 break;
141 case STATE_GAMEOVER_INIT:
142 game_gameoverInit();
143 break;
144 case STATE_GAMEOVER_MAIN:
145 game_gameoverMain();
146 break;
147 case STATE_ALLCLEAR_INIT:
148 game_allclearInit();
149 break;
150 case STATE_ALLCLEAR_MAIN:
151 game_allclearMain();
152 break;
153 case STATE_MISFAIL_INIT:
154 game_misfailInit();
155 break;
156 case STATE_MISFAIL_MAIN:
157 game_misfailMain();
158 break;
159 }
160
161 </string>
162 </argument>
163 </arguments>
164 </action>
165 </event>
166 <event eventtype="8" enumb="0">
167 <action>
168 <libid>1</libid>
169 <id>603</id>
170 <kind>7</kind>
171 <userelative>0</userelative>
172 <isquestion>0</isquestion>
173 <useapplyto>-1</useapplyto>
174 <exetype>2</exetype>
175 <functionname></functionname>
176 <codestring></codestring>
177 <whoName>self</whoName>
178 <relative>0</relative>
179 <isnot>0</isnot>
180 <arguments>
181 <argument>
182 <kind>1</kind>
183 <string>/// 各種UIの描画
184 // スコアの表示
185 if(true)
186 {
187 var px = 0;
188 var py = 0;
189 draw_sprite(spr_score, 0, px, py);
190 px = 100 + FONTSIZE_WIDTH*6;
191 drawNumber(px, py, self.score, 6, fa_right);
192 }
193
194 // 残り時間の表示
195 if(true)
196 {
197 var px = WINDOWSIZE_WIDTH - 100 - FONTSIZE_WIDTH * 3;
198 var py = 0;
199 var idx = 0;
200 if(self.playtimer%60 &gt; 30 and self.timelimit &lt; 10)
201 {
202 idx = 1;
203 }
204 draw_sprite(spr_time, idx, px, py);
205 px = WINDOWSIZE_WIDTH;
206 drawNumber(px, py, self.timelimit, 3, fa_right);
207 }
208
209 // 左下の灰スコア
210 if(true)
211 {
212 var px = 0;
213 var py = 800 - FONTSIZE_HEIGHT;
214 draw_sprite(spr_hiscore, 0, px, py);
215 px = 100 + FONTSIZE_WIDTH*9;
216 drawNumber(px, py, global.hi_score, 6, fa_right);
217 }
218
219 // レベルの表示
220 if(true)
221 {
222 var px = WINDOWSIZE_WIDTH - 100 - FONTSIZE_WIDTH*2;
223 var py = 800 - FONTSIZE_HEIGHT;
224 draw_sprite(spr_level, 0, px, py);
225 px = WINDOWSIZE_WIDTH;
226 drawNumber(px, py, self.level, 2, fa_right);
227 }
228
229 </string>
230 </argument>
231 </arguments>
232 </action>
233 <action>
234 <libid>1</libid>
235 <id>603</id>
236 <kind>7</kind>
237 <userelative>0</userelative>
238 <isquestion>0</isquestion>
239 <useapplyto>-1</useapplyto>
240 <exetype>2</exetype>
241 <functionname></functionname>
242 <codestring></codestring>
243 <whoName>self</whoName>
244 <relative>0</relative>
245 <isnot>0</isnot>
246 <arguments>
247 <argument>
248 <kind>1</kind>
249 <string>/// 時間切れ警告の表示
250 if(self.state == STATE_GAME)
251 {
252 if(self.timelimit &lt; 30 and playtimer%90 &gt; 45)
253 {
254 draw_sprite(spr_watchout, 0, 320, 100);
255 }
256 }
257
258 </string>
259 </argument>
260 </arguments>
261 </action>
262 </event>
263 </events>
264 <PhysicsObject>0</PhysicsObject>
265 <PhysicsObjectSensor>0</PhysicsObjectSensor>
266 <PhysicsObjectShape>0</PhysicsObjectShape>
267 <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>
273 <PhysicsObjectAwake>-1</PhysicsObjectAwake>
274 <PhysicsObjectKinematic>0</PhysicsObjectKinematic>
275 <PhysicsShapePoints/>
276 </object>

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