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Dec 28th, 2010
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  1. #TouhouDanmakufu
  2. #Title[Vuoto]
  3. #Text[Vuoto]
  4. #BackGround[]
  5. #PlayLevel[]
  6. #Player[FREE]
  7. #ScriptVersion[2]
  8.  
  9.  
  10. script_enemy_main{
  11. let BossImage="script\ExRumia\img\Enemy.png";
  12. let BossCutIn="script\la devo ancora fare.jpg";let dodici =1;let angle=0;let g=0;let c=0;let frame=0;let ungle=0;let c=11;let a=0;let continue=0;
  13. @Initialize{
  14. LoadGraphic(BossImage);
  15. SetLife(1500);
  16. SetDamageRate(10, 0);
  17. SetTimer(100);
  18. SetInvincibility(0);
  19. SetScore(500000);
  20. CutIn(YOUMU, "", BossCutIn, 0, 0,0, 0);
  21. LoadUserShotData("script\Ottuplo.txt");
  22. SetEnemyMarker(true);
  23. SetDurableSpellCard;
  24. SetMovePosition02(GetCenterX, GetCenterY, 0);
  25. }
  26.  
  27. @MainLoop{
  28. //CreateLaser01(GetX+25/sin(c), GetY-100+25/cos(c), 1, 180-c,150,5, AQUA21,0);
  29.  
  30. if(dodici!=0){
  31. CreateLaserB(10, 150,10,01,0);SetLaserDataB(10, 0, 0,100,0, angle,0.5, angle-90,0);FireShot(10);
  32. CreateLaserB(00, 150,10,01,0);SetLaserDataB(00, 0, 0,100,0, angle,0.5, angle+90,0);FireShot(0);angle+=360/8;
  33. CreateLaserB(11, 150, 10,02,0);SetLaserDataB(11, 0, 0,100,0, angle,0.5, angle-90,0);FireShot(11);
  34. CreateLaserB(01, 150, 10,02,0);SetLaserDataB(01, 0, 0,100,0, angle,0.5, angle+90,0);FireShot(1);angle+=360/8;
  35. CreateLaserB(12, 150, 10,03,0);SetLaserDataB(12, 0, 0,100,0, angle,0.5, angle-90,0);FireShot(12);
  36. CreateLaserB(02, 150, 10,03,0);SetLaserDataB(02, 0, 0,100,0, angle,0.5, angle+90,0);FireShot(2);angle+=360/8;
  37. CreateLaserB(13, 150, 10,08,0);SetLaserDataB(13, 0, 0,100,0, angle,0.5, angle-90,0);FireShot(13);
  38. CreateLaserB(03, 150, 10,08,0);SetLaserDataB(03, 0, 0,100,0, angle,0.5, angle+90,0);FireShot(3);angle+=360/8;
  39. CreateLaserB(14, 150, 10,05,0);SetLaserDataB(14, 0, 0,100,0, angle,0.5, angle-90,0);FireShot(14);
  40. CreateLaserB(04, 150, 10,05,0);SetLaserDataB(04, 0, 0,100,0, angle,0.5, angle+90,0);FireShot(4);angle+=360/8;
  41. CreateLaserB(15, 150, 10,04,0);SetLaserDataB(15, 0, 0,100,0, angle,0.5, angle-90,0);FireShot(15);
  42. CreateLaserB(05, 150, 10,04,0);SetLaserDataB(05, 0, 0,100,0, angle,0.5, angle+90,0);FireShot(5);angle+=360/8;
  43. CreateLaserB(16, 150, 10,06,0);SetLaserDataB(16, 0, 0,100,0, angle,0.5, angle-90,0);FireShot(16);
  44. CreateLaserB(06, 150, 10,06,0);SetLaserDataB(06, 0, 0,100,0, angle,0.5, angle+90,0);FireShot(6);angle+=360/8;
  45. CreateLaserB(17, 150, 10,07,0);SetLaserDataB(17, 0, 0,100,0, angle,0.5, angle-90,0);FireShot(17);
  46. CreateLaserB(07, 150, 10,07,0);SetLaserDataB(07, 0, 0,100,0, angle,0.5, angle+90,0);FireShot(7);angle+=360/8;
  47. }dodici=0;
  48. //CreateLaser01(GetX+50*cos(g), GetY+50*sin(g),3, g*10, 100, 10, BLUE21, 10);
  49. //CreateLaser01(GetX+50*cos(g), GetY+50*sin(g),3, -g*10, 100, 10, RED21, 10);
  50. if(frame==120){
  51.  
  52. loop(c){Bullet(GetCenterX+100*cos(360/8+continue), GetCenterY+100*sin(360/8+continue), 1, GetAngleToPlayer+a); a+=360/c;}
  53.  
  54. frame=0;}
  55. frame++;continue+=0.5;}
  56.  
  57. // loop(10){SetShotKillTime(08, 300); CreateShotA(08, GetX, GetY,0);SetShotDataA(08, 0,6,anglo,0,0.5,0,YELLOW11 );FireShot(08); anglo+=360/10;}
  58.  
  59. @DrawLoop{
  60. SetColor(255,255,255);
  61. SetRenderState(ALPHA);
  62. SetTexture(BossImage);
  63. SetGraphicRect(64,1,127,64);
  64. DrawGraphic(GetX,GetY);
  65.  
  66. }
  67.  
  68. @Finalize{DeleteGraphic(BossImage);}
  69.  
  70. task Bullet(x, y, v, angle) {
  71. let obj=Obj_Create(OBJ_SHOT);
  72.  
  73. Obj_SetPosition(obj, x, y);
  74. Obj_SetAngle(obj, angle);
  75. Obj_SetSpeed(obj, v);
  76. ObjShot_SetGraphic(obj, RED01);
  77. ObjShot_SetDelay (obj, 0);
  78. ObjShot_SetBombResist (obj, false);
  79. while(Obj_BeDeleted(obj)==false) {
  80.  
  81. if(Obj_GetX(obj)<GetClipMinX) {
  82. Obj_SetAngle(obj, 180 - Obj_GetAngle(obj) );
  83. Obj_SetX(obj, Obj_GetX(obj) + 0.1);
  84. }
  85.  
  86. if(Obj_GetX(obj)>GetClipMaxX) {
  87. Obj_SetAngle(obj, 180 - Obj_GetAngle(obj) );
  88. Obj_SetX(obj, Obj_GetX(obj) - 0.1);
  89. }
  90.  
  91. yield;
  92. }
  93. }
  94. //fine
  95. }
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