4
|
1 const FRAME_RATE = 32;
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2 filpcount = 0;
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|
3
|
|
4
|
|
5 function schedule()
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|
6 {
|
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7 switch (filpcount) {
|
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8 case 1:
|
|
9 break;
|
|
10 case FRAME_RATE * 2:
|
7
|
11 PutBoss(1, 0, 80, 0, 1, chara_state8); // 1面ボスをPutenemy
|
6
|
12 Putenemy(0, 30, 80, 0, 0.3, chara_state1);
|
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13 // for(var x = 0; x < 1000; x+=2){
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14 // Putenemy(0, x-50, 80, 0, 0.3, 1);
|
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15 // }
|
4
|
16 break;
|
|
17 case FRAME_RATE * 10:
|
6
|
18 Putenemy(1, -30, 80, 0, 0.3, chara_state1);
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|
19 Putenemy(0, 30, -80, 0, 0.3, chara_state0);
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4
|
20 break;
|
|
21 case FRAME_RATE * 15:
|
6
|
22 Putenemy(2, -40, 80, 0, 0.5, chara_state1);
|
|
23 Putenemy(0, -30, -80, 0, 0.3, chara_state0);
|
4
|
24 break;
|
|
25 case FRAME_RATE * 20:
|
6
|
26 Putenemy(3, 30, 80, 0, 0.4, chara_state1);
|
4
|
27 break;
|
7
|
28 case FRAME_RATE * 45:
|
|
29 for(var i = 0; Boolean(active_chara_list.enemy[i]) ; i++)
|
|
30 {
|
|
31 var p = active_chara_list.enemy[i];
|
|
32 p.f = false;
|
|
33 p.state = delete_chara;
|
|
34 p.collision = noaction;
|
|
35 }
|
|
36 PutBoss(1, 0, 80, 0, 0.5, chara_state8); // 1面ボスをPutenemy
|
|
37 break;
|
|
38
|
4
|
39 }
|
|
40
|
|
41 } |