4
|
1 const FRAME_RATE = 32;
|
|
2 filpcount = 0;
|
|
3
|
|
4
|
|
5 function schedule()
|
|
6 {
|
|
7 switch (filpcount) {
|
|
8 case 1:
|
|
9 break;
|
|
10 case FRAME_RATE * 2:
|
7
|
11 Putenemy(0, 30, 80, 0, 0.3, chara_state1);
|
6
|
12 // for(var x = 0; x < 1000; x+=2){
|
|
13 // Putenemy(0, x-50, 80, 0, 0.3, 1);
|
|
14 // }
|
4
|
15 break;
|
6
|
16 case FRAME_RATE * 10:
|
7
|
17 Putenemy(1, -30, 80, 0, 0.3, chara_state1);
|
|
18 Putenemy(0, 30, -80, 0, 0.3, chara_state0);
|
4
|
19 break;
|
6
|
20 case FRAME_RATE * 15:
|
7
|
21 Putenemy(2, -40, 80, 0, 0.5, chara_state1);
|
|
22 Putenemy(0, -30, -80, 0, 0.3, chara_state0);
|
6
|
23 break;
|
|
24 case FRAME_RATE * 20:
|
7
|
25 Putenemy(3, 30, 80, 0, 0.4, chara_state1);
|
4
|
26 break;
|
7
|
27 case FRAME_RATE * 50:
|
|
28 for(var i = 0; Boolean(active_chara_list.enemy[i]) ; i++)
|
|
29 {
|
|
30 var p = active_chara_list.enemy[i];
|
|
31 p.f = false;
|
|
32 p.state = delete_chara;
|
|
33 p.collision = noaction;
|
|
34 }
|
|
35
|
|
36 // Putenemy(4, 0, 80, 0, 1, chara_state8); // 1面ボスをPutenemy
|
|
37 break;
|
|
38
|
4
|
39 }
|
|
40
|
|
41
|
|
42 } |