7
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1 function collision_detect()
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2 {
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3 for(var i = 0; Boolean(active_chara_list.enemy[i]) ; i++)
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4 {
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5 var p = active_chara_list.enemy[i];
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6 if(p.flag == true)
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7 {
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8 p = p.collision(p);
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9 }
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10 }
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11 }
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12
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13
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14 atari = function collision(p)
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15 {
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12
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16 var i1=0;
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17 var i2=0;
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18 var n = 0;
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7
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19 var ex = p.x;
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20 var ey = p.y;
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21 var charano = p.charano;
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22 var w = p.w;
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23 var h = p.h;
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24
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25 //自機やられ
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26 if ((ex < jiki.x + jiki.w /2 ) && (ex + w > jiki.x + jiki.w /2)
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11
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27 && ( ey < jiki.y + jiki.h / 2) && (ey + h > jiki.y + jiki.h / 2)
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28 && (jiki.muteki <= 0))
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7
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29 {
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11
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30 Bom(jiki.x,jiki.y);
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31
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7
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32 jiki.bf = false;
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11
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33
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7
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34 jiki.zanki--;
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35 jiki.muteki = 120;
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11
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36 // jiki.muteki = 0;
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7
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37
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38 /*
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39 infg.stg = 0;
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40 infg_level--;
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41 if ( infg_level < 0)
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42 infg_level = 0;
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43 */
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44
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45 return p;
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46 }
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47
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12
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48 /*玉レベル1の当たり判定-------------------------*/
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7
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49 // for (var i1 = 0; tama_lv1[i1]; i1++) {
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12
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50 for ( i1 = 0; i1 < tama_lv1_end + 1; i1++) {
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7
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51 if ((tama_lv1[i1].x + w/2 > ex )
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52 && ( ex + w > tama_lv1[i1].x + bullets[1].w)
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53 && (tama_lv1[i1].y + jiki.w > ey) && (tama_lv1[i1].y < ey + h)
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54 && (tama_lv1[i1].r != -1)) {
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55 tama_lv1[i1].r = -1;
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56 p.vit -= TAMALV1P;
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12
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57 infg.stg += 4;
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7
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58 if (p.vit <= 0) {
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12
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59 infg.stg += 4;
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11
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60 Bom(p.x, p.y);
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7
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61 // enemycount += (p.score * ((infg.stg / 128) + infg_level + 1));
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62 p.state = delete_chara;
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63 p.collision= noaction;
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64 p.flag = false;
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65 return p;
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66 }
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67 }
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68 if ((tama_lv1[i1].x + w > ex ) && (ex + w/2 > tama_lv1[i1].x)
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69 && (tama_lv1[i1].y + jiki.w > ey) && (tama_lv1[i1].y < ey +h)
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70 && (tama_lv1[i1].l != -1)) {
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71 tama_lv1[i1].l = -1;
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72 p.vit -= TAMALV1P;
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73
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12
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74 infg.stg++;
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7
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75 if (p.vit <= 0) {
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12
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76 infg.stg += 4;
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11
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77 Bom(p.x, p.y);
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7
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78 // enemycount += (p.score * ((infg.stg / 128) + infg_lvel + 1));
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79 p.state = delete_chara;
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80 p.collision = noaction;
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81 p.flag = false;
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82 return p;
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83 }
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84 }
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85 }
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86
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12
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87 /*玉レベル2--------------------------------*/
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88 for(i1 = 0; i1 < tama_lv2_end + 1; i1++) {
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89 if((tama_lv2[i1].x + 10 + bullets[4].w/2 > ex - w/2 )
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90 && (ex + w/2 > tama_lv2[i1].x + 10 - bullets[4].w/2)
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91 && (tama_lv2[i1].y + bullets[4].h/2 > ey - h/2 )
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92 && (tama_lv2[i1].y - bullets[4].h/2 < ey + h/2)
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93 && (tama_lv2[i1].rr != -1)) {
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94 tama_lv2[i1].rr = -1;
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95 p.vit -= TAMALV2P;
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96 infg.stg++;
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97 if(p.vit <= 0) {
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98 infg.stg += 4;
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99 Bom(p.x, p.y);
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100 // enemycount += (p.score * ((infg.stg / 128) + infg_level + 1));
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101 p.state = delete_chara;
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102 p.collision = noaction;
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103 p.f = false;
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104 return p;
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105 }
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106 }
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107
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108 if((tama_lv2[i1].x + 5 + bullets[4].w/2 > ex - w/2 )
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109 && (ex + w/2 > tama_lv2[i1].x + 5 - bullets[4].w/2)
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110 && (tama_lv2[i1].y + bullets[4].h/2 > ey - h/2 )
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111 && (tama_lv2[i1].y - bullets[4].h/2 < ey + h/2)
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112 && (tama_lv2[i1].sr != -1)) {
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113 tama_lv2[i1].sr = -1;
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114 p.vit -= TAMALV2P;
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115 infg.stg++;
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116 if(p.vit <= 0) {
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117 infg.stg += 4;
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118 Bom(p.x, p.y);
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119 // enemycount += (p.score * ((infg.stg / 128) + infg_level + 1));
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120 p.state = delete_chara;
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121 p.collision = noaction;
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122 p.f = false;
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123 return p;
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124 }
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125 }
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126 if((tama_lv2[i1].x - 10 + bullets[4].w/2 > ex - w/2 )
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127 && (ex + w/2 > tama_lv2[i1].x - 10 - bullets[4].w/2)
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128 && (tama_lv2[i1].y + bullets[4].h/2 > ey - h/2 )
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129 && (tama_lv2[i1].y - bullets[4].h/2 < ey + h/2)
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130 && (tama_lv2[i1].ll != -1)) {
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131 tama_lv2[i1].ll = -1;
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132 p.vit -= TAMALV2P;
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133 infg.stg++;
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134 if(p.vit <= 0) {
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135 infg.stg += 4;
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136 Bom(p.x, p.y);
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137 // enemycount += (p.score * ((infg.stg / 128) + infg_level + 1));
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138 p.state = delete_chara;
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139 p.collision = noaction;
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140 p.f = false;
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141 return p;
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142 }
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143 }
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144
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145 if((tama_lv2[i1].x - 5 + bullets[4].w/2 > ex - w/2 )
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146 && (ex + w/2 > tama_lv2[i1].x - 5 - bullets[4].w/2)
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147 && (tama_lv2[i1].y + bullets[4].h/2 > ey - h/2 )
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148 && (tama_lv2[i1].y - bullets[4].h/2 < ey + h/2)
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149 && (tama_lv2[i1].sl != -1)) {
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150 tama_lv2[i1].sl = -1;
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151 p.vit -= TAMALV2P;
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152 infg.stg++;
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153 if(p.vit <= 0) {
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154 infg.stg += 4;
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155 Bom(p.x, p.y);
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156 // enemycount += (p.score * ((infg.stg / 128) + infg_level + 1));
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157 p.state = delete_chara;
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158 p.collision = noaction;
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159 p.f = false;
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160 return p;
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161 }
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162 }
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163 }
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164
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165
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166
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167
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168 /*レーザーレベル1------------------------*/
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169 for(i1 = 0; i1 < laser_lv1_end + 1; i1++) {
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170 n = laser_lv1[i1].r * 128 / 4096;
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171 // var nx = laser_lv1[i1].w + laser_lv1[i1].scale;
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172 // var ny = laser_lv1[i1].h + laser_lv1[i1].scale;
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173
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174 if ((laser_lv1[i1].x + n*d_x > ex) && (ex + w > laser_lv1[i1].x)
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175 && (laser_lv1[i1].y + n*d_y > ey) && (laser_lv1[i1].y < ey + h)
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176 && (laser_lv1[i1].r != -1)) {
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177 laser_lv1[i1].r = -1;
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178 laser_lv1[i1].y = -1;
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179 p.vit -= LASERLV1P;
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180 infg.stg++;
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181 if(p.vit <= 0) {
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182 infg.stg += 4;
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183 Bom(p.x, p.y);
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184 // enemycount += (p.score * ((infg.stg / 128) + infg_level + 1));
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185 p.state = delete_chara;
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186 p.collision = noaction;
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187 p.f = false;
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188 return 1;
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189 }
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190
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191 }
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192 }
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193
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194
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7
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195 }
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196
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197
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