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GUIとメイン分割処理。たたき台2 をテンプレートにして作成
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GUIとメイン分割処理。たたき台2
2018-07-11
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GUIとメイン分割処理。たたき台
2018-06-28
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NO_705
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2018-06-23
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モートン番号テーブル化 / 八分木
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開始行:
注:hspda.as をincludeしてます
title "Level Point D3"
#include "hspda.as"
////////////////////////////////////////////////////////...
// 変数
////////////////////////////////////////////////////////...
#define button_block(%1="") %tbtn1 %i0 button %1,*%p:%tb...
#define b_break %tbtn2 goto *%p
#define b_end %tbtn2 *%o:stop:*%o
// button_block "1〜10カウント"
// mes "" + a
// if a = 10 :b_break
// a ++
// b_end
randomize
pic_flag=0
gosub *def_selected_PC_status
goto *@f
*back_pic_draw
return
*wnd_reset
objsize 160,35
color 0,128,0
color 200,0,25
boxf 0,0,1000,700
color 255,255,255
return
*def_selected_PC_status
sdim player_class,100,10
sdim player_class_str,100,10
#enum en_player_class_null=0
#enum en_player_class_A
#enum en_player_class_B
#enum en_player_class_C
#enum en_player_class_D
#enum en_player_class_E
#enum en_player_class_this=8
player_class.en_player_class_A="爪マスター"
player_class.en_player_class_B="剣マスター"
player_class.en_player_class_C="槍マスター"
player_class.en_player_class_D="弓マスター"
player_class.en_player_class_E="斧マスター"
player_class_str.en_player_class_null="en_player_class_n...
player_class_str.en_player_class_A="en_player_class_A"
player_class_str.en_player_class_B="en_player_class_B"
player_class_str.en_player_class_C="en_player_class_C"
player_class_str.en_player_class_D="en_player_class_D"
player_class_str.en_player_class_E="en_player_class_E"
player_class_str.en_player_class_this="en_player_class_t...
player_class.en_player_class_this=player_class.en_player...
dim player_dat,50
sdim player_dat_str,100,50
// score=10
// player_this_class=1
// player_this_class_name=player_class_A
// player_this_LV=0
// player_this_exp=0
// player_this_next_exp=0
#enum en_player_null=10
#enum en_player_score
#enum en_player_this_class
#enum en_player_this_LV
#enum en_player_this_exp
#enum en_player_this_next_exp
player_dat.en_player_score=10
player_dat.en_player_this_class=1
player_dat.en_player_this_LV=1
player_dat.en_player_this_exp=0
player_dat.en_player_this_next_exp=0
player_dat_str.en_player_null="en_player_null"
player_dat_str.en_player_score="en_player_score"
player_dat_str.en_player_this_class="en_player_this_class"
player_dat_str.en_player_this_LV="en_player_this_LV"
player_dat_str.en_player_this_exp="en_player_this_exp"
player_dat_str.en_player_this_next_exp="en_player_this_n...
#enum en_player_LV_null=20
#enum en_player_LV_A
#enum en_player_LV_B
#enum en_player_LV_C
#enum en_player_LV_D
#enum en_player_LV_E
player_dat.en_player_LV_A=1
player_dat.en_player_LV_B=1
player_dat.en_player_LV_C=1
player_dat.en_player_LV_D=1
player_dat.en_player_LV_E=1
player_dat_str.en_player_LV_null="en_player_LV_null"
player_dat_str.en_player_LV_A="en_player_LV_A"
player_dat_str.en_player_LV_B="en_player_LV_B"
player_dat_str.en_player_LV_C="en_player_LV_C"
player_dat_str.en_player_LV_D="en_player_LV_D"
player_dat_str.en_player_LV_E="en_player_LV_E"
#enum en_player_exp_null=30
#enum en_player_exp_A
#enum en_player_exp_B
#enum en_player_exp_C
#enum en_player_exp_D
#enum en_player_exp_E
player_dat.en_player_exp_A=0
player_dat.en_player_exp_B=0
player_dat.en_player_exp_C=0
player_dat.en_player_exp_D=0
player_dat.en_player_exp_E=0
player_dat_str.en_player_exp_null="en_player_exp_null"
player_dat_str.en_player_exp_A="en_player_exp_A"
player_dat_str.en_player_exp_B="en_player_exp_B"
player_dat_str.en_player_exp_C="en_player_exp_C"
player_dat_str.en_player_exp_D="en_player_exp_D"
player_dat_str.en_player_exp_E="en_player_exp_E"
#enum en_player_next_exp_null=40
#enum en_player_next_exp_A
#enum en_player_next_exp_B
#enum en_player_next_exp_C
#enum en_player_next_exp_D
#enum en_player_next_exp_E
player_dat.en_player_next_exp_A=0
player_dat.en_player_next_exp_B=0
player_dat.en_player_next_exp_C=0
player_dat.en_player_next_exp_D=0
player_dat.en_player_next_exp_E=0
player_dat_str.en_player_next_exp_null="en_player_next_e...
player_dat_str.en_player_next_exp_A="en_player_next_exp_A"
player_dat_str.en_player_next_exp_B="en_player_next_exp_B"
player_dat_str.en_player_next_exp_C="en_player_next_exp_C"
player_dat_str.en_player_next_exp_D="en_player_next_exp_D"
player_dat_str.en_player_next_exp_E="en_player_next_exp_E"
repeat 50
logmes ""+cnt+" "+player_dat_str.cnt
loop
#define sta_ar_var_MAX 1050
#define ar_first_index 8
dim player_some_next_exp,sta_ar_var_MAX
gosub *calc_sub
return
#defcfunc ID_from_str str p_str,local loc_str
loc_str=p_str
repeat 10
if loc_str==player_class_str.cnt:return cnt
loop
repeat 50
if loc_str==player_dat_str.cnt:return cnt
loop
return -1
#deffunc ID_setter str p1_str,str p2_str,local loc_p1,lo...
loc_p1=p1_str:loc_p2=p2_str
loc_int1=ID_from_str(loc_p1)
loc_int2=ID_from_str(loc_p2)
if loc_int1 < 10:player_class.loc_int1=player_class.loc...
if loc_int1 >= 10:player_dat.loc_int1=player_dat.loc_int2
logmes "setter "+loc_p1+" ("+loc_int1+") < "+loc_p2+" (...
return
*calc_sub; array p_ar
; dim player_some_next_exp,sta_ar_var_MAX
i=1
player_some_next_exp.0=i
repeat sta_ar_var_MAX
i+=cnt
player_some_next_exp(cnt+1)=i
loop
return
*exp_up1
player_dat.en_player_this_exp++
return
*@
//stop
goto *HOME
*pre_HOME
clrobj 0
*HOME
;MB_clear
gosub *wnd_reset
pos 200,20
mes "HOME:何をしますか?\n"
mes ""+player_class.en_player_class_this //+" score "+p...
gosub *show_player_status
// mes "LV"+player_dat.en_player_this_LV+" exp "+player_...
pos 0,0
; objsize 290,25
button "Training",*l_training
button "Class change",*l_class_change
button "Status",*l_status
button "vsave",*l_vsave
button "vload",*l_vload
; MB_draw
stop
*l_vsave
vsave "save.dat"
stop
*l_vload
vload "save.dat"
goto *pre_HOME
*l_training
gosub *exp_up1
player_dat.en_player_score+=10
goto *pre_HOME
*l_class_change
clrobj 0
gosub *wnd_reset
pos 200,20
mes "どのclassにclass changeしますか?"
pos 0,0
button "爪マスター",*l_sel_tsume
button "剣マスター",*l_sel_kenn
button "槍マスター",*l_sel_yari
button "弓マスター",*l_sel_yumi
button "斧マスター",*l_sel_ono
button "BACK",*pre_HOME
stop
#deffunc dat_taihi
switch player_dat.en_player_this_class
case 1:
ID_setter "en_player_LV_A","en_player_this_LV"
ID_setter "en_player_exp_A","en_player_this_exp"
ID_setter "en_player_next_exp_A","en_player_this_next_...
swbreak
case 2:
ID_setter "en_player_LV_B","en_player_this_LV"
ID_setter "en_player_exp_B","en_player_this_exp"
ID_setter "en_player_next_exp_B","en_player_this_next_...
swbreak
case 3:
ID_setter "en_player_LV_C","en_player_this_LV"
ID_setter "en_player_exp_C","en_player_this_exp"
ID_setter "en_player_next_exp_C","en_player_this_next_...
swbreak
case 4:
ID_setter "en_player_LV_D","en_player_this_LV"
ID_setter "en_player_exp_D","en_player_this_exp"
ID_setter "en_player_next_exp_D","en_player_this_next_...
swbreak
case 5:
ID_setter "en_player_LV_E","en_player_this_LV"
ID_setter "en_player_exp_E","en_player_this_exp"
ID_setter "en_player_next_exp_E","en_player_this_next_...
swbreak
swend
return
*l_sel_tsume
dat_taihi
player_class.en_player_class_this=player_class.en_playe...
player_dat.en_player_this_class=1
ID_setter "en_player_this_LV","en_player_LV_A"
ID_setter "en_player_this_exp","en_player_exp_A"
ID_setter "en_player_this_next_exp","en_player_next_exp...
goto *l_sel_CC
*l_sel_kenn
dat_taihi
player_class.en_player_class_this=player_class.en_playe...
player_dat.en_player_this_class=2
ID_setter "en_player_this_LV","en_player_LV_B"
ID_setter "en_player_this_exp","en_player_exp_B"
ID_setter "en_player_this_next_exp","en_player_next_exp...
goto *l_sel_CC
*l_sel_yari
dat_taihi
player_class.en_player_class_this=player_class.en_playe...
player_dat.en_player_this_class=3
ID_setter "en_player_this_LV","en_player_LV_C"
ID_setter "en_player_this_exp","en_player_exp_C"
ID_setter "en_player_this_next_exp","en_player_next_exp...
goto *l_sel_CC
*l_sel_yumi
dat_taihi
player_class.en_player_class_this=player_class.en_playe...
player_dat.en_player_this_class=4
ID_setter "en_player_this_LV","en_player_LV_D"
ID_setter "en_player_this_exp","en_player_exp_D"
ID_setter "en_player_this_next_exp","en_player_next_exp...
goto *l_sel_CC
*l_sel_ono
dat_taihi
player_class.en_player_class_this=player_class.en_playe...
player_dat.en_player_this_class=5
ID_setter "en_player_this_LV","en_player_LV_E"
ID_setter "en_player_this_exp","en_player_exp_E"
ID_setter "en_player_this_next_exp","en_player_next_exp...
goto *l_sel_CC
*l_sel_CC
clrobj 0
gosub *wnd_reset
pos 200,20
mes ""+player_class.en_player_class_this+" に class cha...
logmes ""+player_dat.en_player_this_class
pos 0,0
button "NEXT",*pre_HOME
stop
*l_status
clrobj 0
gosub *wnd_reset
pos 200,20
gosub *show_player_kuwasii_status
pos 0,0
button "NEXT",*pre_HOME
stop
*show_player_status
tmp_player_LV=player_dat.en_player_this_LV
gosub *get_p_next_exp
mes "score "+player_dat.en_player_score
mes "LV "+player_dat.en_player_this_LV+" exp "+player_d...
if tmp_player_LV!=player_dat.en_player_this_LV:mes "LVU...
return
*show_player_kuwasii_status
dat_taihi
mes "score "+player_dat.en_player_score
mes "爪 LV "+player_dat.en_player_LV_A+" exp "+player_d...
mes "剣 LV "+player_dat.en_player_LV_B+" exp "+player_d...
mes "槍 LV "+player_dat.en_player_LV_C+" exp "+player_d...
mes "弓 LV "+player_dat.en_player_LV_D+" exp "+player_d...
mes "斧 LV "+player_dat.en_player_LV_E+" exp "+player_d...
return
*get_p_next_exp
repeat sta_ar_var_MAX
if player_dat.en_player_this_exp>=player_some_next_exp...
loop
player_dat.en_player_this_next_exp=player_some_next_exp...
if player_dat.en_player_this_LV==1:player_dat.en_player...
return
終了行:
注:hspda.as をincludeしてます
title "Level Point D3"
#include "hspda.as"
////////////////////////////////////////////////////////...
// 変数
////////////////////////////////////////////////////////...
#define button_block(%1="") %tbtn1 %i0 button %1,*%p:%tb...
#define b_break %tbtn2 goto *%p
#define b_end %tbtn2 *%o:stop:*%o
// button_block "1〜10カウント"
// mes "" + a
// if a = 10 :b_break
// a ++
// b_end
randomize
pic_flag=0
gosub *def_selected_PC_status
goto *@f
*back_pic_draw
return
*wnd_reset
objsize 160,35
color 0,128,0
color 200,0,25
boxf 0,0,1000,700
color 255,255,255
return
*def_selected_PC_status
sdim player_class,100,10
sdim player_class_str,100,10
#enum en_player_class_null=0
#enum en_player_class_A
#enum en_player_class_B
#enum en_player_class_C
#enum en_player_class_D
#enum en_player_class_E
#enum en_player_class_this=8
player_class.en_player_class_A="爪マスター"
player_class.en_player_class_B="剣マスター"
player_class.en_player_class_C="槍マスター"
player_class.en_player_class_D="弓マスター"
player_class.en_player_class_E="斧マスター"
player_class_str.en_player_class_null="en_player_class_n...
player_class_str.en_player_class_A="en_player_class_A"
player_class_str.en_player_class_B="en_player_class_B"
player_class_str.en_player_class_C="en_player_class_C"
player_class_str.en_player_class_D="en_player_class_D"
player_class_str.en_player_class_E="en_player_class_E"
player_class_str.en_player_class_this="en_player_class_t...
player_class.en_player_class_this=player_class.en_player...
dim player_dat,50
sdim player_dat_str,100,50
// score=10
// player_this_class=1
// player_this_class_name=player_class_A
// player_this_LV=0
// player_this_exp=0
// player_this_next_exp=0
#enum en_player_null=10
#enum en_player_score
#enum en_player_this_class
#enum en_player_this_LV
#enum en_player_this_exp
#enum en_player_this_next_exp
player_dat.en_player_score=10
player_dat.en_player_this_class=1
player_dat.en_player_this_LV=1
player_dat.en_player_this_exp=0
player_dat.en_player_this_next_exp=0
player_dat_str.en_player_null="en_player_null"
player_dat_str.en_player_score="en_player_score"
player_dat_str.en_player_this_class="en_player_this_class"
player_dat_str.en_player_this_LV="en_player_this_LV"
player_dat_str.en_player_this_exp="en_player_this_exp"
player_dat_str.en_player_this_next_exp="en_player_this_n...
#enum en_player_LV_null=20
#enum en_player_LV_A
#enum en_player_LV_B
#enum en_player_LV_C
#enum en_player_LV_D
#enum en_player_LV_E
player_dat.en_player_LV_A=1
player_dat.en_player_LV_B=1
player_dat.en_player_LV_C=1
player_dat.en_player_LV_D=1
player_dat.en_player_LV_E=1
player_dat_str.en_player_LV_null="en_player_LV_null"
player_dat_str.en_player_LV_A="en_player_LV_A"
player_dat_str.en_player_LV_B="en_player_LV_B"
player_dat_str.en_player_LV_C="en_player_LV_C"
player_dat_str.en_player_LV_D="en_player_LV_D"
player_dat_str.en_player_LV_E="en_player_LV_E"
#enum en_player_exp_null=30
#enum en_player_exp_A
#enum en_player_exp_B
#enum en_player_exp_C
#enum en_player_exp_D
#enum en_player_exp_E
player_dat.en_player_exp_A=0
player_dat.en_player_exp_B=0
player_dat.en_player_exp_C=0
player_dat.en_player_exp_D=0
player_dat.en_player_exp_E=0
player_dat_str.en_player_exp_null="en_player_exp_null"
player_dat_str.en_player_exp_A="en_player_exp_A"
player_dat_str.en_player_exp_B="en_player_exp_B"
player_dat_str.en_player_exp_C="en_player_exp_C"
player_dat_str.en_player_exp_D="en_player_exp_D"
player_dat_str.en_player_exp_E="en_player_exp_E"
#enum en_player_next_exp_null=40
#enum en_player_next_exp_A
#enum en_player_next_exp_B
#enum en_player_next_exp_C
#enum en_player_next_exp_D
#enum en_player_next_exp_E
player_dat.en_player_next_exp_A=0
player_dat.en_player_next_exp_B=0
player_dat.en_player_next_exp_C=0
player_dat.en_player_next_exp_D=0
player_dat.en_player_next_exp_E=0
player_dat_str.en_player_next_exp_null="en_player_next_e...
player_dat_str.en_player_next_exp_A="en_player_next_exp_A"
player_dat_str.en_player_next_exp_B="en_player_next_exp_B"
player_dat_str.en_player_next_exp_C="en_player_next_exp_C"
player_dat_str.en_player_next_exp_D="en_player_next_exp_D"
player_dat_str.en_player_next_exp_E="en_player_next_exp_E"
repeat 50
logmes ""+cnt+" "+player_dat_str.cnt
loop
#define sta_ar_var_MAX 1050
#define ar_first_index 8
dim player_some_next_exp,sta_ar_var_MAX
gosub *calc_sub
return
#defcfunc ID_from_str str p_str,local loc_str
loc_str=p_str
repeat 10
if loc_str==player_class_str.cnt:return cnt
loop
repeat 50
if loc_str==player_dat_str.cnt:return cnt
loop
return -1
#deffunc ID_setter str p1_str,str p2_str,local loc_p1,lo...
loc_p1=p1_str:loc_p2=p2_str
loc_int1=ID_from_str(loc_p1)
loc_int2=ID_from_str(loc_p2)
if loc_int1 < 10:player_class.loc_int1=player_class.loc...
if loc_int1 >= 10:player_dat.loc_int1=player_dat.loc_int2
logmes "setter "+loc_p1+" ("+loc_int1+") < "+loc_p2+" (...
return
*calc_sub; array p_ar
; dim player_some_next_exp,sta_ar_var_MAX
i=1
player_some_next_exp.0=i
repeat sta_ar_var_MAX
i+=cnt
player_some_next_exp(cnt+1)=i
loop
return
*exp_up1
player_dat.en_player_this_exp++
return
*@
//stop
goto *HOME
*pre_HOME
clrobj 0
*HOME
;MB_clear
gosub *wnd_reset
pos 200,20
mes "HOME:何をしますか?\n"
mes ""+player_class.en_player_class_this //+" score "+p...
gosub *show_player_status
// mes "LV"+player_dat.en_player_this_LV+" exp "+player_...
pos 0,0
; objsize 290,25
button "Training",*l_training
button "Class change",*l_class_change
button "Status",*l_status
button "vsave",*l_vsave
button "vload",*l_vload
; MB_draw
stop
*l_vsave
vsave "save.dat"
stop
*l_vload
vload "save.dat"
goto *pre_HOME
*l_training
gosub *exp_up1
player_dat.en_player_score+=10
goto *pre_HOME
*l_class_change
clrobj 0
gosub *wnd_reset
pos 200,20
mes "どのclassにclass changeしますか?"
pos 0,0
button "爪マスター",*l_sel_tsume
button "剣マスター",*l_sel_kenn
button "槍マスター",*l_sel_yari
button "弓マスター",*l_sel_yumi
button "斧マスター",*l_sel_ono
button "BACK",*pre_HOME
stop
#deffunc dat_taihi
switch player_dat.en_player_this_class
case 1:
ID_setter "en_player_LV_A","en_player_this_LV"
ID_setter "en_player_exp_A","en_player_this_exp"
ID_setter "en_player_next_exp_A","en_player_this_next_...
swbreak
case 2:
ID_setter "en_player_LV_B","en_player_this_LV"
ID_setter "en_player_exp_B","en_player_this_exp"
ID_setter "en_player_next_exp_B","en_player_this_next_...
swbreak
case 3:
ID_setter "en_player_LV_C","en_player_this_LV"
ID_setter "en_player_exp_C","en_player_this_exp"
ID_setter "en_player_next_exp_C","en_player_this_next_...
swbreak
case 4:
ID_setter "en_player_LV_D","en_player_this_LV"
ID_setter "en_player_exp_D","en_player_this_exp"
ID_setter "en_player_next_exp_D","en_player_this_next_...
swbreak
case 5:
ID_setter "en_player_LV_E","en_player_this_LV"
ID_setter "en_player_exp_E","en_player_this_exp"
ID_setter "en_player_next_exp_E","en_player_this_next_...
swbreak
swend
return
*l_sel_tsume
dat_taihi
player_class.en_player_class_this=player_class.en_playe...
player_dat.en_player_this_class=1
ID_setter "en_player_this_LV","en_player_LV_A"
ID_setter "en_player_this_exp","en_player_exp_A"
ID_setter "en_player_this_next_exp","en_player_next_exp...
goto *l_sel_CC
*l_sel_kenn
dat_taihi
player_class.en_player_class_this=player_class.en_playe...
player_dat.en_player_this_class=2
ID_setter "en_player_this_LV","en_player_LV_B"
ID_setter "en_player_this_exp","en_player_exp_B"
ID_setter "en_player_this_next_exp","en_player_next_exp...
goto *l_sel_CC
*l_sel_yari
dat_taihi
player_class.en_player_class_this=player_class.en_playe...
player_dat.en_player_this_class=3
ID_setter "en_player_this_LV","en_player_LV_C"
ID_setter "en_player_this_exp","en_player_exp_C"
ID_setter "en_player_this_next_exp","en_player_next_exp...
goto *l_sel_CC
*l_sel_yumi
dat_taihi
player_class.en_player_class_this=player_class.en_playe...
player_dat.en_player_this_class=4
ID_setter "en_player_this_LV","en_player_LV_D"
ID_setter "en_player_this_exp","en_player_exp_D"
ID_setter "en_player_this_next_exp","en_player_next_exp...
goto *l_sel_CC
*l_sel_ono
dat_taihi
player_class.en_player_class_this=player_class.en_playe...
player_dat.en_player_this_class=5
ID_setter "en_player_this_LV","en_player_LV_E"
ID_setter "en_player_this_exp","en_player_exp_E"
ID_setter "en_player_this_next_exp","en_player_next_exp...
goto *l_sel_CC
*l_sel_CC
clrobj 0
gosub *wnd_reset
pos 200,20
mes ""+player_class.en_player_class_this+" に class cha...
logmes ""+player_dat.en_player_this_class
pos 0,0
button "NEXT",*pre_HOME
stop
*l_status
clrobj 0
gosub *wnd_reset
pos 200,20
gosub *show_player_kuwasii_status
pos 0,0
button "NEXT",*pre_HOME
stop
*show_player_status
tmp_player_LV=player_dat.en_player_this_LV
gosub *get_p_next_exp
mes "score "+player_dat.en_player_score
mes "LV "+player_dat.en_player_this_LV+" exp "+player_d...
if tmp_player_LV!=player_dat.en_player_this_LV:mes "LVU...
return
*show_player_kuwasii_status
dat_taihi
mes "score "+player_dat.en_player_score
mes "爪 LV "+player_dat.en_player_LV_A+" exp "+player_d...
mes "剣 LV "+player_dat.en_player_LV_B+" exp "+player_d...
mes "槍 LV "+player_dat.en_player_LV_C+" exp "+player_d...
mes "弓 LV "+player_dat.en_player_LV_D+" exp "+player_d...
mes "斧 LV "+player_dat.en_player_LV_E+" exp "+player_d...
return
*get_p_next_exp
repeat sta_ar_var_MAX
if player_dat.en_player_this_exp>=player_some_next_exp...
loop
player_dat.en_player_this_next_exp=player_some_next_exp...
if player_dat.en_player_this_LV==1:player_dat.en_player...
return
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