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- #TouhouDanmakufu[Stage]
- #Title[Stage for Koishi]
- #Text[]
- #Image[]
- #Background[]
- #BGM[]
- #Player[FREE]
- #ScriptVersion[2]
- script_stage_main{
- let imagefile = GetCurrentScriptDirectory ~ "Palace.png";
- let mov1 =0;
- let mov2 =0;
- function WaitForNoEvent { while(OnEvent) { yield; } }
- function Wait(let frames){
- loop(frames){yield;}
- }
- function WaitForZeroEnemy{
- while(GetEnemyNum != 0){yield;}
- }
- task stage{
- Wait(120);
- CreateEventFromScript("name");
- WaitForNoEvent;
- CreateEnemyBossFromFile(GetCurrentScriptDirectory~"Koishi's fun time.txt", 0, 0, 0, 0, 0);
- WaitForZeroEnemy;
- Wait(60);
- Clear;
- }
- @Initialize{
- LoadGraphic(imagefile);
- stage;
- }
- @MainLoop{
- mov1++;
- mov2++;
- yield;
- }
- @BackGround{
- // Draw a simple text message
- // Arguments: outputted text , X , Y , text size , alpha value
- // - Text size is the height of the text
- // - Alpha will be covered in the next section
- DrawText("Koishi Komeji", 50, 50, 12, 255);
- // Set our image file to be active texture
- SetTexture(imagefile);
- // Set the area of the image file we want to use (in this case, the entire 128x128 file)
- // Arguments: left-side x , top-side y , right-side x , bottom-side y
- SetGraphicRect(0, 0, 256*999, 256*999);
- // Draw the graphic onto the screen
- SetViewTo(0, -500, mov2); // 150 60
- SetViewFrom(10, -86, 60); // 10 -86 60
- SetGraphicAngle(100,0,5); // flip,turn,spin
- SetGraphicScale ( 1, 1);
- // DrawGraphic(GetCenterX(), GetCenterY());
- DrawGraphic3D(-50, -800, 1000);
- }
- @Finalize{
- }
- }
- script_event name{
- @Initialize{
- // [Load all your graphics and foolishness here]
- let Reimu1 = GetCurrentScriptDirectory~"Reimu Pic1.png";
- let Koishi1 = "\script\Koishi\Koishi Pic1.png;";
- let Reimu2 = ".\Reimu Pic2.png";
- let Koishi2 = ".\Koishi Pic2.png;";
- LoadGraphic(Reimu1);
- LoadGraphic(Koishi1);
- LoadGraphic(Reimu2);
- LoadGraphic(Koishi2);
- }
- @MainLoop{
- SetChar(LEFT, "Reimu1"); //Set the player's character on the left side, with the graphic you've told it to display.
- SetGraphicRect(LEFT, 0, 0, 256, 320); //The region you're displaying of the graphic for the player character, just like SetGraphicRect.
- MoveChar(LEFT, BACK); //Move the player's character into the background, to show she is not speaking.
- SetChar(RIGHT, "Koishi1"); //Set the boss' picture on the right side of the screen.
- SetGraphicRect(RIGHT, 2, 5, 256, 320); //Set the boundry of the picture you want displayed.
- MoveChar(RIGHT, FRONT); //Move the boss' image to the front to show that she is speaking.
- TextOutA("So yeah I couldn't get the faces to display yet"); //Self explanatory. Danmakufu will not pass this function until a certain amount of time has passed, or the player clicks the shot button.
- MoveChar(RIGHT, BACK); //Move the boss to the background, then...
- MoveChar(LEFT, FRONT); //Move the player forward, to show that she will now speak.
- TextOutA("So this is just a placeholder");
- TextOutA("Enjoy!"); //What the player will be speaking.
- End; //This ends the event.
- }
- @Finalize{
- // [delete all your graphics here]
- }
- }
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