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Jul 19th, 2013
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  1.  #TouhouDanmakufu[Stage]
  2.     #Title[Stage for Koishi]
  3.     #Text[]
  4.     #Image[]
  5.     #Background[]
  6.     #BGM[]
  7.     #Player[FREE]
  8.     #ScriptVersion[2]
  9.  
  10.     script_stage_main{
  11.  
  12.     let CSD = GetCurrentScriptDirectory;
  13.      let imagefile = CSD ~ "Palace.png";
  14.  
  15.         let mov1  =0;
  16.         let mov2  =0;
  17.  
  18.      function WaitForNoEvent { while(OnEvent) { yield; } }
  19.      function Wait(let frames){
  20.        loop(frames){yield;}
  21.      }
  22.      function WaitForZeroEnemy{
  23.       while(GetEnemyNum != 0){yield;}
  24.      }
  25.      task stage{
  26.       Wait(120);
  27.       CreateEventFromScript("name");
  28.       WaitForNoEvent;
  29.       CreateEnemyBossFromFile(GetCurrentScriptDirectory~"Koishi's fun time.txt", 0, 0, 0, 0, 0);
  30.       WaitForZeroEnemy;
  31.       Wait(60);
  32.       Clear;
  33.      }
  34.  
  35.       @Initialize{
  36. LoadGraphic(imagefile);
  37.      stage;
  38.       }
  39.      @MainLoop{
  40.       mov1++;
  41.       mov2++;
  42.        yield;
  43.  
  44.  
  45.  
  46.       }
  47.       @BackGround{
  48.  
  49.  
  50.       // Draw a simple text message
  51.       // Arguments: outputted text , X , Y , text size , alpha value
  52.       // - Text size is the height of the text
  53.       // - Alpha will be covered in the next section
  54.       DrawText("Koishi Komeji", 50, 50, 12, 255);
  55.  
  56.       // Set our image file to be active texture
  57.       SetTexture(imagefile);
  58.  
  59.       // Set the area of the image file we want to use (in this case, the entire 128x128 file)
  60.       // Arguments: left-side x , top-side y , right-side x , bottom-side y
  61.       SetGraphicRect(0, 0, 256*999, 256*999);
  62.  
  63.       // Draw the graphic onto the screen
  64.       SetViewTo(0, -500, mov2);     //  150   60
  65.       SetViewFrom(10, -86, 60); // 10 -86  60
  66.       SetGraphicAngle(100,0,5);    //  flip,turn,spin
  67.       SetGraphicScale ( 1, 1);
  68.     //  DrawGraphic(GetCenterX(), GetCenterY());
  69.       DrawGraphic3D(-50, -800, 1000);
  70.  
  71.       }
  72.       @Finalize{
  73.  
  74.       }
  75.  
  76.     }
  77.     script_event name{
  78.  
  79.     let CSD = GetCurrentScriptDirectory;
  80.  
  81.      let Reimu1 = CSD ~ "Reimu Pic1.png";
  82.      let Koishi1 = CSD ~ "Koishi Pic1.png";
  83.      let Reimu2 = CSD ~ "Reimu Pic2.png";
  84.      let Koishi2 = CSD ~ "Koishi Pic2.png";
  85.  
  86.     @Initialize{
  87.      LoadGraphic(Reimu1);
  88.      LoadGraphic(Koishi1);
  89.      LoadGraphic(Reimu2);
  90.      LoadGraphic(Koishi2);
  91.      }
  92.  
  93.     @MainLoop{
  94.      SetChar(LEFT, "Reimu1");                 //Set the player's character on the left side, with the graphic you've told it to display.
  95.     SetGraphicRect(LEFT, 0, 0, 256, 320);           //The region you're displaying of the graphic for the player character, just like SetGraphicRect.
  96.     MoveChar(LEFT, BACK);                             //Move the player's character into the background, to show she is not speaking.
  97.     SetChar(RIGHT, "Koishi1");                //Set the boss' picture on the right side of the screen.
  98.     SetGraphicRect(RIGHT, 2, 5, 256, 320);           //Set the boundry of the picture you want displayed.
  99.     MoveChar(RIGHT, FRONT);                          //Move the boss' image to the front to show that she is speaking.
  100.     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.
  101.     MoveChar(RIGHT, BACK);                           //Move the boss to the background, then...
  102.     MoveChar(LEFT, FRONT);                           //Move the player forward, to show that she will now speak.
  103.     TextOutA("So this is just a placeholder");
  104.     TextOutA("Enjoy!");                      //What the player will be speaking.
  105.     End;           //This ends the event.
  106.     }
  107.  
  108.      @Finalize{
  109.      DeleteGraphic(Reimu1);
  110.      DeleteGraphic(Koishi1);
  111.      DeleteGraphic(Reimu2);
  112.      DeleteGraphic(Koishi2);
  113.  
  114.      }
  115.     }
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