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Jul 4th, 2015
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  1. enchant();
  2.  
  3. window.onload = function(){
  4.  
  5. var BPM = 120;
  6. var HOSEI = 0;
  7. var bpf = 60000 / BPM / 4;
  8.  
  9. var YOKO = 0,
  10. MARU = 1,
  11. KURA = 2,
  12. SUBA = 3,
  13. RYO = 4,
  14. YASU = 5,
  15. HINA = 6;
  16.  
  17. var yoko = new Array();
  18. var maru = new Array();
  19. var kura = new Array();
  20. var suba = new Array();
  21. var ryo = new Array();
  22. var yasu = new Array();
  23. var hina = new Array();
  24.  
  25. var memberLoc_x = new Array(7),
  26. memberLoc_y = new Array(7),
  27. moveOver_x = new Array(7),
  28. moveOver_y = new Array(7);
  29.  
  30. var yokoEnter = new Array(),
  31. maruEnter = new Array(),
  32. kuraEnter = new Array(),
  33. subaEnter = new Array(),
  34. ryoEnter = new Array(),
  35. yasuEnter = new Array(),
  36. hinaEnter = new Array();
  37.  
  38. var yokoHit = new Array(),yokoPop = new Array(),
  39. maruHit = new Array(),maruPop = new Array(),
  40. kuraHit = new Array(),kuraPop = new Array(),
  41. subaHit = new Array(),subaPop = new Array(),
  42. ryoHit = new Array(),ryoPop = new Array(),
  43. yasuHit = new Array(),yasuPop = new Array(),
  44. hinaHit = new Array(),hinaPop = new Array();
  45.  
  46. var line1 = 0,line2 = 0,
  47. line3 = 0,line4 = 0,
  48. line5 = 0,line6 = 0,line7 = 0;
  49.  
  50. var count = 1;
  51.  
  52.  
  53. var memberColor = ["#404040","#ffa020","#00c000","#800000","#c0c000","#00e0e0","#c000c0"];
  54. var iconColor = ["#e0e0e0","#ffe080","#e0ffe0","#ffe0e0","#ffffc0","#e0ffff","#e0e0ff"];
  55. var effectColor = ["rgba(51,51,51,0.5)","rgba(255, 215, 0,0.3)","rgba(84, 255, 159,0.3)","rgba(255, 0, 0,0.3)","rgba(255, 255, 0,0.3)","rgba(0, 255, 255,0.3)","rgba(160, 32, 240,0.3)"];
  56.  
  57. var game = new Game(800, 400);
  58. game.fps = 24;
  59. game.preload('./img/icon.png','./img/background.png','./img/life.png','./img/logo.png','./sound/song.mp3');
  60.  
  61. game.onload = function(){
  62.  
  63. game.rootScene.tl.setTimeBased();
  64.  
  65. for(var i = YOKO; i <= HINA; i++)
  66. {
  67. memberLoc_x[i] = 350-(350*(Math.cos(((i+1)/8)*Math.PI)));
  68. memberLoc_y[i] = 350*(Math.sin(((i+1)/8)*Math.PI))-70;
  69. }
  70. for(var i = YOKO; i <= HINA; i++)
  71. {
  72. moveOver_x[i] = 350-(700*(Math.cos(((i+1)/8)*Math.PI)));
  73. moveOver_y[i] = 700*(Math.sin(((i+1)/8)*Math.PI))-210;
  74. }
  75.  
  76.  
  77. //背景設定
  78. game.rootScene.backgroundColor = '#000000'
  79. var point = new Label();
  80. var background = new Sprite(800,400);
  81. background.image = game.assets['./img/background.png'];
  82. game.rootScene.addChild(background);
  83.  
  84. //キャラ背景を配置
  85. for( var i = YOKO; i <= HINA; i++ )
  86. {
  87. var iconback = new Sprite(100, 100);
  88. iconback.x = memberLoc_x[i];
  89. iconback.y = memberLoc_y[i];
  90. var surface1 = new Surface(100, 100);
  91. iconback.image = surface1;
  92. context = surface1.context;
  93. context.beginPath();
  94. context.arc( 50, 50, 46, 0, Math.PI*2, true );
  95. context.fillStyle = iconColor[i];
  96. context.fill();
  97. game.rootScene.addChild(iconback);
  98. }
  99.  
  100. //キャラを配置
  101. member = new Group();
  102. var icon = game.assets["./img/icon.png"];
  103. for (var i = YOKO; i <= HINA; i++)
  104. {
  105. var chara = new Sprite(100,100);
  106. chara.image = icon;
  107. chara.x = memberLoc_x[i];
  108. chara.y = memberLoc_y[i];
  109. chara.frame = i;
  110. member.addChild(chara);
  111. }
  112. game.rootScene.addChild(member);
  113.  
  114. //Circleクラスを作成
  115. var Circle = Class.create(Sprite,{
  116. initialize: function(number){
  117. Sprite.call(this, 100, 100);
  118. this.x = memberLoc_x[number];
  119. this.y = memberLoc_y[number];
  120. var color = memberColor[number];
  121. this.image = this.draw(color);
  122. },
  123. draw : function(color) {
  124. var surface = new Surface(100, 100);
  125. context = surface.context;
  126. context.beginPath();
  127. context.arc( 50, 50, 46, 0, Math.PI*2, true );
  128. context.strokeStyle = color;
  129. context.lineWidth = 6;
  130. context.stroke();
  131. return surface;
  132. }
  133. });
  134.  
  135. Circles = new Group();
  136. for (var i = YOKO ; i <= HINA; i++)
  137. {
  138. var circle = new Circle( i );
  139. Circles.addChild(circle);
  140. }
  141. game.rootScene.addChild(Circles);
  142.  
  143. //エフェクト
  144. var Effect = Class.create(Sprite,{
  145. initialize: function(number){
  146. Sprite.call(this, 100, 100);
  147. this.x = memberLoc_x[number];
  148. this.y = memberLoc_y[number];
  149. var color = effectColor[number];
  150. this.opacity = 0.3;
  151. this.image = this.draw(color);
  152. },
  153. draw : function(color) {
  154. var surface = new Surface(100, 100);
  155. context = surface.context;
  156. context.beginPath();
  157. context.arc( 50, 50, 46, 0, Math.PI*2, true );
  158. context.fillStyle = color;
  159. return surface;
  160. },
  161. hit : function(){
  162. context = this.image.context;
  163. this.tl.fadeIn(5);
  164. context.fill();
  165. this.tl.fadeOut(5);
  166. },
  167. });
  168.  
  169. Effects = new Group();
  170. for (var i = YOKO ; i <= HINA; i++)
  171. {
  172. var effect = new Effect( i );
  173. Effects.addChild(effect);
  174. }
  175. game.rootScene.addChild(Effects);
  176.  
  177.  
  178. //点数表示
  179. var point = 0;
  180. var total = new Label();
  181. total.color = "#FFFFFF";
  182. total.text = point;
  183. total.moveTo(350,0);
  184. total.font = "20px cursive";
  185. game.rootScene.addChild(total);
  186.  
  187. var pointUp = function(num){
  188.  
  189. point += num;
  190. total.text = point;
  191.  
  192. }
  193.  
  194. //ライフ表示
  195. var lifecount = 10;
  196. var life = new Array(10);
  197. var hearts = 9;
  198.  
  199. for (var i = 0; i < 10; i++)
  200. {
  201. life[i] = new Sprite(20,20);
  202. var lifeicon = game.assets['./img/life.png'];
  203. life[i].image = lifeicon;
  204. life[i].x = 25 * i+10;
  205. life[i].y = 30;
  206. life[i].frame = i;
  207. game.rootScene.addChild(life[i]);
  208. }
  209.  
  210.  
  211. //発射口
  212. var shoot = new Sprite(100,60);
  213. shoot.moveTo(350,70);
  214. shoot.image = game.assets["./img/logo.png"];
  215. game.rootScene.addChild(shoot);
  216.  
  217. shoot.tl.setTimeBased();
  218. shoot.tl.scaleTo(0.9, bpf*4)
  219. .scaleTo(1.1, 0)
  220. .loop();
  221.  
  222. //Beatクラス作成
  223. var Beat = Class.create(Sprite,{
  224. initialize: function(number){
  225. Sprite.call(this, 100, 100);
  226. this.x = 350;
  227. this.y = 70;
  228. this.color = memberColor[number];
  229. this.target_x = moveOver_x[number];
  230. this.target_y = moveOver_y[number];
  231. this.image = this.draw(this.color);
  232. this.scale(0.1,0.1);
  233. // this.tl.setTimeBased();
  234. },
  235. draw : function(color) {
  236. var surface = new Surface(100, 100);
  237. context = surface.context;
  238. context.beginPath();
  239. context.arc( 50, 50, 46, 0, Math.PI*2, true );
  240. context.lineWidth = 6;
  241. var grad = context.createLinearGradient(0, 30, 60, 100);
  242. grad.addColorStop(0, color);
  243. grad.addColorStop(0.5, "#FFFFFF");
  244. grad.addColorStop(1, color);
  245. context.strokeStyle= grad;
  246. context.strokeStyle= grad;
  247. context.stroke();
  248. return surface;
  249. },
  250. hit : function(){
  251. game.rootScene.removeChild(this);
  252. },
  253. pop : function(){
  254. var count_p = count;
  255. this.addEventListener('enterframe', function() {
  256. if((count - count_p)<6){
  257. this.scaleX += 0.05;
  258. this.scaleY += 0.05;
  259. this.x += (this.target_x - this.x) / 35;
  260. this.y += (this.target_y - this.y) / 35;
  261. }
  262. else if((count - count_p)<8){
  263. this.x += (this.target_x - this.x) / 35;
  264. this.y += (this.target_y - this.y) / 35;
  265. }
  266. else if((count - count_p)<16){
  267. this.x += (this.target_x - this.x) / 25;
  268. this.y += (this.target_y - this.y) / 25;
  269. }else{
  270. game.rootScene.removeChild(this);
  271. }
  272. });
  273.  
  274. }
  275. });
  276.  
  277. //タイミング判定
  278.  
  279. var hantei = function(num,line){
  280.  
  281. var delay;
  282. if(num == YOKO){delay = yokoPop[line] - yokoHit[line];}
  283. else if(num == MARU){delay = maruPop[line] - maruHit[line];}
  284. else if(num == KURA){delay = kuraPop[line] - kuraHit[line];}
  285. else if(num == SUBA){delay = subaPop[line] - subaHit[line];}
  286. else if(num == RYO){delay = ryoPop[line] - ryoHit[line];}
  287. else if(num == YASU){delay = yasuPop[line] - yasuHit[line];}
  288. else if(num == HINA){delay = hinaPop[line] - hinaHit[line];}
  289. var popup = new Popup();
  290. console.log(delay);
  291. if((delay < 50) && (delay > -50) ){
  292. popup.perfect();
  293. pointUp(100);
  294. }
  295. else if( (delay < 100) && (delay > -100) ){
  296. popup.good();
  297. pointUp(50);
  298. }
  299. else{
  300. popup.bad();
  301.  
  302. }
  303. }
  304.  
  305. //ポップアップクラス
  306. var Popup = Class.create(Label,{
  307. initialize:function(){
  308. Label.call(this);
  309. this.color = "#FFFFFF";
  310. this.moveTo(350,150);
  311. this.font = "35px cursive";
  312. this.tl.setTimeBased();
  313. },
  314. perfect : function(){
  315. game.rootScene.addChild(this);
  316. this.text = "perfect";
  317. this.tl.fadeOut(300)
  318. .removeFromScene();
  319. },
  320. good : function(){
  321. game.rootScene.addChild(this);
  322. this.text = " good";
  323. this.tl.fadeOut(300)
  324. .removeFromScene();
  325. },
  326. bad : function(){
  327. game.rootScene.addChild(this);
  328. this.text = " bad";
  329. this.tl.fadeOut(300)
  330. .removeFromScene();
  331. },
  332. });
  333.  
  334. //キーバインド
  335. game.keybind(73, 'a');
  336. game.keybind(66, 'b');
  337. game.keybind(69, 'e');
  338. game.addEventListener('ebuttondown', function(e) {
  339. if (!game.input['e']) game.input['e'] = true;
  340. game.currentScene.dispatchEvent(e);
  341. });
  342. game.keybind(70, 'f');
  343. game.addEventListener('fbuttondown', function(e) {
  344. if (!game.input['f']) game.input['f'] = true;
  345. game.currentScene.dispatchEvent(e);
  346. });
  347. game.keybind(86, 'v');
  348. game.addEventListener('vbuttondown', function(e) {
  349. if (!game.input['v']) game.input['v'] = true;
  350. game.currentScene.dispatchEvent(e);
  351. });
  352. game.keybind(78, 'n');
  353. game.addEventListener('nbuttondown', function(e) {
  354. if (!game.input['n']) game.input['n'] = true;
  355. game.currentScene.dispatchEvent(e);
  356. });
  357. game.keybind(74, 'j');
  358. game.addEventListener('jbuttondown', function(e) {
  359. if (!game.input['j']) game.input['j'] = true;
  360. game.currentScene.dispatchEvent(e);
  361. });
  362.  
  363.  
  364. var yokoMap = [4];
  365. var maruMap = [8];
  366. var kuraMap = [16];
  367. var subaMap = [24];
  368. var ryoMap = [32];
  369. var yasuMap = [40];
  370. var hinaMap = [48];
  371.  
  372. for (var i = 0 ; i< yokoMap.length; i++){
  373. yoko[i] = new Beat(YOKO);
  374.  
  375. }
  376. for (var i = 0 ; i< maruMap.length; i++){
  377. maru[i] = new Beat(MARU);
  378. }
  379. for (var i = 0 ; i< kuraMap.length; i++){
  380. kura[i] = new Beat(KURA);
  381. }
  382. for (var i = 0 ; i< subaMap.length; i++){
  383. suba[i] = new Beat(SUBA);
  384. }
  385. for (var i = 0 ; i< ryoMap.length; i++){
  386. ryo[i] = new Beat(RYO);
  387. }
  388. for (var i = 0 ; i< yasuMap.length; i++){
  389. yasu[i] = new Beat(YASU);
  390. }
  391. for (var i = 0 ; i< hinaMap.length; i++){
  392. hina[i] = new Beat(HINA);
  393. }
  394.  
  395.  
  396. //キー操作
  397. game.addEventListener('ebuttondown', function(){
  398. if( yokoEnter.length == 1)
  399. {
  400. yoko[yokoEnter[0]].hit();
  401.  
  402. var d = new Date();
  403. yokoHit[yokoEnter[0]] = d.getTime();
  404. hantei(YOKO,yokoEnter[0]);
  405. yokoEnter.shift();
  406. }
  407. else
  408. {
  409. var dist = new Array();
  410. var min = 0;
  411. dist[0] = Math.abs(yoko[yokoEnter[0]].x - member.childNodes[YOKO].x);
  412.  
  413. for (var i = 1; i< yokoEnter.length; i++)
  414. {
  415. dist[i] = Math.abs(yoko[yokoEnter[i]].x - member.childNodes[YOKO].x);
  416. if(dist[i-1] < dist[i]){
  417. min = yokoEnter[i-1];
  418. }else{
  419. min = yokoEnter[i];
  420. }
  421. }
  422. yoko[min].hit();
  423.  
  424. yoko[min].x = 800;
  425. var d = new Date();
  426. yokoHit[min] = d.getTime();
  427. hantei(YOKO,min);
  428.  
  429. yokoEnter.shift();
  430. }
  431.  
  432. });
  433.  
  434.  
  435. game.addEventListener('fbuttondown', function(){
  436.  
  437. if( maruEnter.length == 1)
  438. {
  439. maru[maruEnter[0]].hit();
  440. var d = new Date();
  441. maruHit[maruEnter[0]] = d.getTime();
  442. hantei(MARU,maruEnter[0]);
  443. maruEnter.shift();
  444. }
  445. else
  446. {
  447. var dist = new Array();
  448. var min = 0;
  449. dist[0] = Math.abs(maru[maruEnter[0]].x - member.childNodes[MARU].x);
  450.  
  451. for (var i = 1; i< maruEnter.length; i++)
  452. {
  453. dist[i] = Math.abs(maru[maruEnter[i]].x - member.childNodes[MARU].x);
  454. if(dist[i-1] < dist[i]){
  455. min = maruEnter[i-1];
  456. }else{
  457. min = maruEnter[i];
  458. }
  459. }
  460. maru[min].hit();
  461. maru[min].x = 800;
  462. var d = new Date();
  463. maruHit[min] = d.getTime();
  464. hantei(MARU,min);
  465.  
  466. maruEnter.shift();
  467. }
  468. });
  469.  
  470. game.addEventListener('vbuttondown', function(){
  471.  
  472. if( kuraEnter.length == 1)
  473. {
  474. kura[kuraEnter[0]].hit();
  475. var d = new Date();
  476. kuraHit[kuraEnter[0]] = d.getTime();
  477. hantei(KURA,kuraEnter[0]);
  478. kuraEnter.shift();
  479. }
  480. else
  481. {
  482. var dist = new Array();
  483. var min = 0;
  484. dist[0] = Math.abs(kura[kuraEnter[0]].x - member.childNodes[KURA].x);
  485.  
  486. for (var i = 1; i< kuraEnter.length; i++)
  487. {
  488. dist[i] = Math.abs(kura[kuraEnter[i]].x - member.childNodes[KURA].x);
  489. if(dist[i-1] < dist[i]){
  490. min = kuraEnter[i-1];
  491. }else{
  492. min = kuraEnter[i];
  493. }
  494. }
  495. kura[min].hit();
  496. kura[min].x = 800;
  497. var d = new Date();
  498. kuraHit[min] = d.getTime();
  499. hantei(KURA,min);
  500.  
  501. kuraEnter.shift();
  502. }
  503.  
  504. });
  505.  
  506. game.addEventListener('bbuttondown', function(){
  507.  
  508. if( subaEnter.length == 1)
  509. {
  510. suba[subaEnter[0]].hit();
  511. var d = new Date();
  512. subaHit[subaEnter[0]] = d.getTime();
  513. hantei(SUBA,subaEnter[0]);
  514. subaEnter.shift();
  515. }
  516. else
  517. {
  518. var dist = new Array();
  519. var min = 0;
  520. dist[0] = Math.abs(suba[subaEnter[0]].y - member.childNodes[SUBA].y);
  521.  
  522. for (var i = 1; i< subaEnter.length; i++)
  523. {
  524. dist[i] = Math.abs(suba[subaEnter[i]].y - member.childNodes[SUBA].y);
  525. if(dist[i-1] < dist[i]){
  526. min = subaEnter[i-1];
  527. }else{
  528. min = subaEnter[i];
  529. }
  530. }
  531. suba[min].hit();
  532. suba[min].y = 0;
  533. var d = new Date();
  534. subaHit[min] = d.getTime();
  535. hantei(SUBA,min);
  536.  
  537. subaEnter.shift();
  538. }
  539.  
  540. });
  541.  
  542. game.addEventListener('nbuttondown', function(){
  543.  
  544. if( ryoEnter.length == 1)
  545. {
  546. ryo[ryoEnter[0]].hit();
  547. var d = new Date();
  548. ryoHit[ryoEnter[0]] = d.getTime();
  549. hantei(RYO,ryoEnter[0]);
  550. ryoEnter.shift();
  551. }
  552. else
  553. {
  554. var dist = new Array();
  555. var min = 0;
  556. dist[0] = Math.abs(ryo[ryoEnter[0]].x - member.childNodes[RYO].x);
  557.  
  558. for (var i = 1; i< ryoEnter.length; i++)
  559. {
  560. dist[i] = Math.abs(ryo[ryoEnter[i]].x - member.childNodes[RYO].x);
  561. if(dist[i-1] < dist[i]){
  562. min = ryoEnter[i-1];
  563. }else{
  564. min = ryoEnter[i];
  565. }
  566. }
  567. ryo[min].hit();
  568. ryo[min].x = 0;
  569. var d = new Date();
  570. ryoHit[min] = d.getTime();
  571. hantei(RYO,min);
  572.  
  573. ryoEnter.shift();
  574. }
  575.  
  576. });
  577.  
  578. game.addEventListener('jbuttondown', function(){
  579.  
  580. if( yasuEnter.length == 1)
  581. {
  582. yasu[yasuEnter[0]].hit();
  583. var d = new Date();
  584. yasuHit[yasuEnter[0]] = d.getTime();
  585. hantei(YASU,yasuEnter[0]);
  586. yasuEnter.shift();
  587. }
  588. else
  589. {
  590. var dist = new Array();
  591. var min = 0;
  592. dist[0] = Math.abs(yasu[yasuEnter[0]].x - member.childNodes[YASU].x);
  593.  
  594. for (var i = 1; i< yasuEnter.length; i++)
  595. {
  596. dist[i] = Math.abs(yasu[yasuEnter[i]].x - member.childNodes[YASU].x);
  597. if(dist[i-1] < dist[i]){
  598. min = yasuEnter[i-1];
  599. }else{
  600. min = yasuEnter[i];
  601. }
  602. }
  603. yasu[min].hit();
  604. yasu[min].x = 0;
  605. var d = new Date();
  606. yasuHit[min] = d.getTime();
  607. hantei(YASU,min);
  608.  
  609. yasuEnter.shift();
  610. }
  611. });
  612.  
  613. game.addEventListener('abuttondown', function(){
  614.  
  615. if( hinaEnter.length == 1)
  616. {
  617. hina[hinaEnter[0]].hit();
  618. var d = new Date();
  619. hinaHit[hinaEnter[0]] = d.getTime();
  620. hantei(HINA,hinaEnter[0]);
  621. hinaEnter.shift();
  622. }
  623. else
  624. {
  625. var dist = new Array();
  626. var min = 0;
  627. dist[0] = Math.abs(hina[hinaEnter[0]].x - member.childNodes[HINA].x);
  628.  
  629. for (var i = 1; i< hinaEnter.length; i++)
  630. {
  631. dist[i] = Math.abs(hina[hinaEnter[i]].x - member.childNodes[HINA].x);
  632. if(dist[i-1] < dist[i]){
  633. min = hinaEnter[i-1];
  634. }else{
  635. min = hinaEnter[i];
  636. }
  637. }
  638. hina[min].hit();
  639. hina[min].x = 0;
  640. var d = new Date();
  641. hinaHit[min] = d.getTime();
  642. hantei(HINA,min);
  643.  
  644. hinaEnter.shift();
  645. }
  646.  
  647. });
  648.  
  649.  
  650. var yokoCue = function(){
  651. game.rootScene.addChild(yoko[line1]);
  652. yoko[line1].pop();
  653. yokoEnter.push(line1);
  654. var d = new Date();
  655. yokoPop[line1] = d.getTime() + bpf*8;
  656. line1++;
  657. }
  658.  
  659. var maruCue = function(){
  660. game.rootScene.addChild(maru[line2]);
  661. maru[line2].pop();
  662. maruEnter.push(line2);
  663. var d = new Date();
  664. maruPop[line2] = d.getTime() + bpf*8;
  665. line2++;
  666. }
  667. var kuraCue = function(){
  668. game.rootScene.addChild(kura[line3]);
  669. kura[line3].pop();
  670. kuraEnter.push(line3);
  671. var d = new Date();
  672. kuraPop[line3] = d.getTime() + bpf*8;
  673. line3++;
  674. }
  675. var subaCue = function(){
  676. game.rootScene.addChild(suba[line4]);
  677.  
  678. suba[line4].pop();
  679. subaEnter.push(line4);
  680. var d = new Date();
  681. subaPop[line4] = d.getTime() + bpf*8;
  682. line4++;
  683. }
  684. var ryoCue = function(){
  685. game.rootScene.addChild(ryo[line5]);
  686.  
  687. ryo[line5].pop();
  688. ryoEnter.push(line5);
  689. var d = new Date();
  690. ryoPop[line5] = d.getTime() + bpf*8;
  691. line5++;
  692. }
  693. var yasuCue = function(){
  694. game.rootScene.addChild(yasu[line6]);
  695.  
  696. yasu[line6].pop();
  697. yasuEnter.push(line6);
  698. var d = new Date();
  699. yasuPop[line6] = d.getTime() + bpf*8;
  700. line6++;
  701. }
  702. var hinaCue = function(){
  703. game.rootScene.addChild(hina[line7]);
  704.  
  705. hina[line7].pop();
  706. hinaEnter.push(line7);
  707. var d = new Date();
  708. hinaPop[line7] = d.getTime() + bpf*8;
  709. line7++;
  710. }
  711.  
  712.  
  713. var currTime = 0;
  714. var bgm;
  715.  
  716. // Startシーン
  717. var second = new Scene();
  718. second.backgroundColor = "rgba(51,51,51,0.5)";
  719.  
  720. var secondMessage = new Label("PUSH PLAY");
  721. secondMessage.x = 350;
  722. secondMessage.y = 150;
  723. secondMessage.color = "#FFFFFF";
  724. secondMessage.font = "20px cursive";
  725.  
  726. second.addChild(secondMessage);
  727.  
  728. game.pushScene(second);
  729.  
  730. second.addEventListener('touchstart', function() {
  731. game.popScene(second);
  732.  
  733. var t = new Date();
  734. currTime = t.getTime() - HOSEI;
  735. bgm = game.assets['./sound/song.mp3'].play();
  736.  
  737.  
  738.  
  739. //フレーム処理
  740. game.addEventListener('enterframe', function() {
  741. var d = new Date();
  742. var tlTime = d.getTime();
  743. var timing = tlTime - currTime;
  744.  
  745. if( timing > (bpf * count)){
  746. count++;
  747. }
  748.  
  749. if( yokoMap[line1] == count ){
  750. yokoCue();
  751. }
  752. if( maruMap[line2] == count ){
  753. maruCue();
  754. }
  755. if( kuraMap[line3] == count ){
  756. kuraCue();
  757. }
  758. if( subaMap[line4] == count ){
  759. console.log(count);
  760.  
  761. subaCue();
  762. }
  763. if( ryoMap[line5] == count ){
  764. ryoCue();
  765. }
  766. if( yasuMap[line6] == count ){
  767. yasuCue();
  768. }
  769. if( hinaMap[line7] == count ){
  770. hinaCue();
  771. }
  772.  
  773. });
  774.  
  775. });
  776.  
  777.  
  778. }
  779.  
  780. game.start();
  781.  
  782. };
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