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enemy.fc
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include("math.fc");
include("util.fc");
include("common.fc");
include("enemy.asm");
options( bank: -1 );
/*********************************************
* 敵関係のルーチン
*********************************************/
/** 初期化する */
// function en_init: void(){}
function en_init():void
{
var i:int;
en_bul_free = 0;
for( i, 0, EN_BUL_MAX ){
en_bul_x[i] = i+1;
}
}
function en_process():void
{
var i:int;
for( i, 0, EN_MAX ){
var type = en_type[i];
EN_PROCESS[type](i);
}
}
const en_new = ->int()
{
var i:int;
for( i, 0, EN_MAX ){
if( !en_type[i] ){ return i; }
}
return 255;
};
// 敵の弾の処理
function en_bul_process():void;
/**
* 新しい敵の弾を生成して、そのインデックスを返す.
* 取得できなかった場合は、255を返す
*/
function en_bul_new():int
{
if( en_bul_free >= EN_BUL_MAX ){ return 255; }
var n = en_bul_free;
en_bul_free = en_bul_x[en_bul_free];
return n;
}
/**
* 角度を指定して玉を打つ
*/
function en_bul_new_angle( x:int, y:int, angle:int, speed:int ):void
{
var n = en_bul_new();
if( n == 255 ){ return; }
en_bul_type[n] = 1;
en_bul_x[n] = x;
en_bul_y[n] = y;
en_bul_vx[n] = cos(angle)/speed;
en_bul_vy[n] = -sin(angle)/speed;
}
/**
* 角度を指定して玉を打つ
*/
function en_bul_nway( x:int, y:int, angle:int, speed:int, way:int, spread:int ):void
{
var i:int;
angle = angle - ((way-1)*spread)/2;
for( i, 0, way ){
var n = en_bul_new();
if( n == 255 ){ return; }
en_bul_type[n] = 1;
en_bul_x[n] = x;
en_bul_y[n] = y;
en_bul_vx[n] = cos(angle)/speed;
en_bul_vy[n] = -sin(angle)/speed;
angle += spread;
}
}
/** 敵と自機の弾の当たり判定を行う */
function en_check_hit(x:int, y:int, w:int, h:int):int
{
var j:int;
for( j, 0, MY_BUL_MAX ){
if( my_bul_type[j] == 1 && x + w/2 - my_bul_x[j] < w && y + h/2 - my_bul_y[j] < h ){
my_bul_type[j] = 0;
my_bul_vx[j] = 0;
return 1;
}
}
return 0;
}
/*********************************************
* ダミー
*********************************************/
function en_none_process(i:int):void {}
/*********************************************
* 爆発
*********************************************/
function bang_new(x:int, y:int):void
{
var i = en_new();
if( i != -1 ){
en_type[i] = 1;
en_x[i] = x;
en_y[i] = y;
en_p1[i] = 0;
}
}
const BANG_SPR:int[] = [ 8, 0x14, 0x02, 0,
1, 0x16, 0x02, 8,
16, 0x36, 0x02, 8,
12, 0x1a, 0x02, 16,
0];
const BANG_SPR1:int[] = [ 8, 0x3a, 0xc2, 0,
8, 0x38, 0xc2, 8,
1, 0x18, 0x02, 16,
24, 0x18, 0xc2, 8,
16, 0x38, 0x02, 16,
16, 0x3a, 0x02, 24,
0];
const BANG_SPR2:int[] = [ 1, 0x3e, 0xc2, 0,
1, 0x3c, 0xc2, 8,
16, 0x1e, 0xc2, 0,
16, 0x1c, 0xc2, 8,
1, 0x1c, 0x02, 16,
1, 0x1e, 0x02, 24,
16, 0x3c, 0x02, 16,
16, 0x3e, 0x02, 24,
0];
function bang_process( i:int ):void
{
var p1 = en_p1[i];
if( p1 < 24 ){
if( p1 || anim_count % 8 == 4 ){
p1 = p1 / 8;
switch( p1 ){
case 0:
gr_sprites( en_x[i]-16, en_y[i]-8, BANG_SPR );
case 1:
gr_sprites( en_x[i]-16, en_y[i]-8, BANG_SPR1 );
case 2:
gr_sprites( en_x[i]-16, en_y[i]-8, BANG_SPR2 );
}
en_p1[i] += 1;
}
}else{
en_type[i] = 0;
}
}
const EN_PROCESS: void(int)[] = [en_none_process, bang_process ];