东方弹幕风吧 关注:266贴子:936

【作品】自己制作的弹幕,在这里放置好啦

取消只看楼主收藏回复

作品1 基于紫的波粒构造(或者说我自己探究出了公式了)先放在这里吧,以后慢慢说~
幻觉【霓虹梦境】
#东方弾幕风#Title[幻觉【霓虹梦境】]#Text[幻觉【霓虹梦境】]#Player[FREE]#ScriptVersion[2]
script_enemy_main {let count = 0;let count1 = 0;let speed = 0;let name = "幻觉【霓虹梦境】";let angle = 0;let count2 =1; let count3 = 0;let count4 = 0;
CutIn(YOUMU, name, "", 0, 0, 0, 0);
@Initialize {SetX(GetCenterX);SetY(GetClipMinY + 120);SetLife(5000);
LoadGraphic("script/img/ExRumia.png");SetTexture("script/img/ExRumia.png");SetGraphicRect(0, 0, 63, 63);}
@MainLoop {SetCollisionA(GetX, GetY, 24);SetCollisionB(GetX, GetY, 0);let count3 = GetAngleToPlayer;speed = 1;count4 +=1 ;if(count2%1000>=500){speed = count2%1000/30;count2+=1}if(count2%1000>=200){count2+=2}angle = -10*count2%3600;count2+=2;
if(count4%2>=1){CreateShot01(GetX,GetY,speed,count+90+angle,RED01,0);CreateShot01(GetX,GetY,speed,count+45+angle,BLUE01,0);CreateShot01(GetX,GetY,speed,count-45+angle,WHITE01,0);CreateShot01(GetX,GetY,speed,count+135+angle,YELLOW01,0);CreateShot01(GetX,GetY,speed,count-135+angle,GREEN01,0);CreateShot01(GetX,GetY,speed,count+angle,ORANGE01,0);CreateShot01(GetX,GetY,speed,count-180+angle,BLUE01,0);CreateShot01(GetX,GetY,speed,count-90+angle,PURPLE01,0);count1+=7;count+=0.01*count1;}}
@DrawLoop {DrawGraphic(GetX, GetY);}
@Finalize {DeleteGraphic("scrip/timg/ExRumia.png");}}



1楼2012-03-04 14:40回复
    汗颜……回车啊,…………
    躲避的时候小心超高速宝玉的来袭哦~
    顺便说一下建议东西全放在汉化版的DNH里面
    作品2 自己探究的 禁移【七彩斑斓的抉择】
    #东方弾幕风#Title[禁移【七彩斑斓的抉择】]#Text[禁移【七彩斑斓的抉择】]#Player[FREE]#ScriptVersion[2]
    script_enemy_main {let dir = 0;let count = 0;let count1 = 0;let name ="禁移【七彩斑斓的抉择】";let colour = RED23;let colour1 = RED02;let colour2 = RED22;let speed = 50;let speed1 = 0;let speed2 = 0;
    CutIn(YOUMU, name, "", 0, 0, 0, 0);
    @Initialize {SetX(GetCenterX);SetY(GetClipMinY + 120);SetLife(3000);
    LoadGraphic("script/img/ExRumia.png");SetTexture("script/img/ExRumia.png");SetGraphicRect(0, 0, 63, 63);}
    @MainLoop {SetCollisionA(GetX, GetY, 24);SetCollisionB(GetX, GetY, 24);CreateShot01(GetX,GetY,110,count,RED03,0);CreateShot01(GetX,GetY,110,count+30,WHITE03,0);CreateShot01(GetX,GetY,110,count-30,BLUE03,0);CreateShot01(GetX,GetY,110,count+60,YELLOW03,0);CreateShot01(GetX,GetY,110,count-60,PURPLE03,0);CreateShot01(GetX,GetY,110,count+90,ORANGE03,0);CreateShot01(GetX,GetY,110,count-90,GREEN03,0);CreateShot01(GetX,GetY,110,count+120,RED03,0);CreateShot01(GetX,GetY,110,count-120,WHITE03,0);CreateShot01(GetX,GetY,110,count+150,GREEN03,0);CreateShot01(GetX,GetY,110,count-150,YELLOW03,0);CreateShot01(GetX,GetY,110,count+180,BLUE03,0);CreateShot01(GetX,GetY,speed1,GetAngleToPlayer,colour1,speed2);CreateShot01(GetX,GetY,speed1,GetAngleToPlayer+20,colour1,speed2);CreateShot01(GetX,GetY,speed1,GetAngleToPlayer-20,colour1,speed2);
    if(count1%50>=25){CreateShot01(GetX,GetY,5,GetAngleToPlayer+1,colour,0);CreateShot01(GetX,GetY,5,GetAngleToPlayer+2,colour,0);CreateShot01(GetX,GetY,5,GetAngleToPlayer-1,colour,0);CreateShot01(GetX,GetY,5,GetAngleToPlayer-2,colour,0);CreateShot01(GetX,GetY,5,GetAngleToPlayer,colour,0);CreateShot01(GetX,GetY,5,GetAngleToPlayer+1+20,colour,0);CreateShot01(GetX,GetY,5,GetAngleToPlayer-1+20,colour,0);CreateShot01(GetX,GetY,5,GetAngleToPlayer+20,colour,0);CreateShot01(GetX,GetY,5,GetAngleToPlayer+1-20,colour,0);CreateShot01(GetX,GetY,5,GetAngleToPlayer-1-20,colour,0);CreateShot01(GetX,GetY,5,GetAngleToPlayer-20,colour,0);}if(count1%50<=25){CreateShot01(GetX,GetY,9,GetAngleToPlayer+8,colour2,speed);CreateShot01(GetX,GetY,9,GetAngleToPlayer-8,colour2,speed);CreateShot01(GetX,GetY,9,GetAngleToPlayer+16,colour2,speed);CreateShot01(GetX,GetY,9,GetAngleToPlayer-16,colour2,speed);CreateShot01(GetX,GetY,9,GetAngleToPlayer+24,colour2,speed);CreateShot01(GetX,GetY,9,GetAngleToPlayer-24,colour2,speed);CreateShot01(GetX,GetY,9,GetAngleToPlayer+32,colour2,speed);CreateShot01(GetX,GetY,9,GetAngleToPlayer-32,colour2,speed);}
    if(count1%25>=0){colour=RED23;}if(count1%25>=5){colour=BLUE23;}if(count1%25>=10){colour=YELLOW23;}if(count1%25>=15){colour=GREEN23;}if(count1%25>=20){colour=WHITE23;}
    if(count1%50>=0){colour1=RED04;}if(count1%50>=5){colour1=BLUE04;}if(count1%50>=10){colour1=YELLOW04;}if(count1%50>=15){colour1=GREEN04;}if(count1%50>=20){colour1=WHITE04;}if(count1%50>=25){colour1=RED02;}if(count1%50>30){colour1=BLUE02;}if(count1%50>=35){colour1=YELLOW02;}if(count1%50>=40){colour1=GREEN02;}if(count1%50>=45){colour1=WHITE02;}
    if(count1%50>=0){speed1=30;}if(count1%50>=25){speed1=90;}
    if(count1%50>=0){speed2=80;}if(count1%50>=25){speed2=50;}
    if(count1%25>=0){colour2=RED22;}if(count1%25>=5){colour2=BLUE22;}if(count1%25>=10){colour2=YELLOW22;}if(count1%25>=15){colour2=GREEN22;}if(count1%25>=20){colour2=WHITE22;}dir+=6;count1+=0.1;count+=0.3*count1;
    }
    @DrawLoop {DrawGraphic(GetX, GetY);}
    @Finalize {DeleteGraphic("scrip/timg/ExRumia.png");}}
    


    2楼2012-03-04 14:43
    回复
      2025-08-30 06:21:15
      广告
      不感兴趣
      开通SVIP免广告
      放在DNH的SCRIPT文件夹里面,用TXT保存即可运行。
      这个作品的介绍:总之够漂亮啦


      3楼2012-03-04 14:44
      收起回复
        这个东西还有其它版本~欢迎伸手


        4楼2012-03-04 14:45
        回复
          (指霓虹梦境)


          5楼2012-03-04 14:46
          回复
            好吧…………
            作品1 基于紫的波粒构造(或者说我自己探究出了公式了)先放在这里吧,以后慢慢说~
            幻觉【霓虹梦境】
            #东方弾幕风
            #Title[幻觉【霓虹梦境】]
            #Text[幻觉【霓虹梦境】]
            #Player[FREE]#ScriptVersion[2]
            script_enemy_main {
            let count = 0;
            let count1 = 0;
            let speed = 0;
            let name = "幻觉【霓虹梦境】";
            let angle = 0;
            let count2 =1;
            let count3 = 0;
            let count4 = 0;
            CutIn(YOUMU, name, "", 0, 0, 0, 0);
            @Initialize {
            SetX(GetCenterX);
            SetY(GetClipMinY + 120);
            SetLife(5000);
            LoadGraphic("script/img/ExRumia.png");
            SetTexture("script/img/ExRumia.png");
            SetGraphicRect(0, 0, 63, 63);
            }
            @MainLoop {
            SetCollisionA(GetX, GetY, 24);
            SetCollisionB(GetX, GetY, 0);
            let count3 = GetAngleToPlayer;
            speed = 1;
            count4 +=1 ;
            if(count2%1000>=500){speed = count2%1000/30;count2+=1}
            if(count2%1000>=200){count2+=2}
            angle = -10*count2%3600;
            count2+=2;
            if(count4%2>=1){
            CreateShot01(GetX,GetY,speed,count+90+angle,RED01,0);
            CreateShot01(GetX,GetY,speed,count+45+angle,BLUE01,0);
            CreateShot01(GetX,GetY,speed,count-45+angle,WHITE01,0);
            CreateShot01(GetX,GetY,speed,count+135+angle,YELLOW01,0);
            CreateShot01(GetX,GetY,speed,count-135+angle,GREEN01,0);
            CreateShot01(GetX,GetY,speed,count+angle,ORANGE01,0);
            CreateShot01(GetX,GetY,speed,count-180+angle,BLUE01,0);
            CreateShot01(GetX,GetY,speed,count-90+angle,PURPLE01,0);
            count1+=7;
            count+=0.01*count1;
            }
            }
            @DrawLoop {DrawGraphic(GetX, GetY);}
            @Finalize {DeleteGraphic("scrip/timg/ExRumia.png");}}
            修改某一些参数会产生不同的效果!


            7楼2012-03-06 18:39
            回复
              作品2 自己探究的 禁移【七彩斑斓的抉择】
              #东方弾幕风
              #Title[禁移【七彩斑斓的抉择】]
              #Text[禁移【七彩斑斓的抉择】]
              #Player[FREE]#ScriptVersion[2]
              script_enemy_main {
              let dir = 0;
              let count = 0;
              let count1 = 0;
              let name ="禁移【七彩斑斓的抉择】";
              let colour = RED23;
              let colour1 = RED02;
              let colour2 = RED22;
              let speed = 50;
              let speed1 = 0;
              let speed2 = 0;
              CutIn(YOUMU, name, "", 0, 0, 0, 0);
              @Initialize {
              SetX(GetCenterX);
              SetY(GetClipMinY + 120);
              SetLife(3000);
              LoadGraphic("script/img/ExRumia.png");
              SetTexture("script/img/ExRumia.png");
              SetGraphicRect(0, 0, 63, 63);
              }
              @MainLoop {
              SetCollisionA(GetX, GetY, 24);
              SetCollisionB(GetX, GetY, 24);
              CreateShot01(GetX,GetY,110,count,RED03,0);
              CreateShot01(GetX,GetY,110,count+30,WHITE03,0);
              CreateShot01(GetX,GetY,110,count-30,BLUE03,0);
              CreateShot01(GetX,GetY,110,count+60,YELLOW03,0);
              CreateShot01(GetX,GetY,110,count-60,PURPLE03,0);
              CreateShot01(GetX,GetY,110,count+90,ORANGE03,0);
              CreateShot01(GetX,GetY,110,count-90,GREEN03,0);
              CreateShot01(GetX,GetY,110,count+120,RED03,0);
              CreateShot01(GetX,GetY,110,count-120,WHITE03,0);
              CreateShot01(GetX,GetY,110,count+150,GREEN03,0);
              CreateShot01(GetX,GetY,110,count-150,YELLOW03,0);
              CreateShot01(GetX,GetY,110,count+180,BLUE03,0);
              CreateShot01(GetX,GetY,speed1,GetAngleToPlayer,colour1,speed2);
              CreateShot01(GetX,GetY,speed1,GetAngleToPlayer+20,colour1,speed2);
              CreateShot01(GetX,GetY,speed1,GetAngleToPlayer-20,colour1,speed2);
              if(count1%50>=25){
              CreateShot01(GetX,GetY,5,GetAngleToPlayer+1,colour,0);
              CreateShot01(GetX,GetY,5,GetAngleToPlayer+2,colour,0);
              CreateShot01(GetX,GetY,5,GetAngleToPlayer-1,colour,0);
              CreateShot01(GetX,GetY,5,GetAngleToPlayer-2,colour,0);
              CreateShot01(GetX,GetY,5,GetAngleToPlayer,colour,0);
              CreateShot01(GetX,GetY,5,GetAngleToPlayer+1+20,colour,0);
              CreateShot01(GetX,GetY,5,GetAngleToPlayer-1+20,colour,0);
              CreateShot01(GetX,GetY,5,GetAngleToPlayer+20,colour,0);
              CreateShot01(GetX,GetY,5,GetAngleToPlayer+1-20,colour,0);
              CreateShot01(GetX,GetY,5,GetAngleToPlayer-1-20,colour,0);
              CreateShot01(GetX,GetY,5,GetAngleToPlayer-20,colour,0);
              }
              if(count1%50<=25){
              CreateShot01(GetX,GetY,9,GetAngleToPlayer+8,colour2,speed);
              CreateShot01(GetX,GetY,9,GetAngleToPlayer-8,colour2,speed);
              CreateShot01(GetX,GetY,9,GetAngleToPlayer+16,colour2,speed);
              CreateShot01(GetX,GetY,9,GetAngleToPlayer-16,colour2,speed);
              CreateShot01(GetX,GetY,9,GetAngleToPlayer+24,colour2,speed);
              CreateShot01(GetX,GetY,9,GetAngleToPlayer-24,colour2,speed);
              CreateShot01(GetX,GetY,9,GetAngleToPlayer+32,colour2,speed);
              CreateShot01(GetX,GetY,9,GetAngleToPlayer-32,colour2,speed);
              }
              if(count1%25>=0){colour=RED23;}
              if(count1%25>=5){colour=BLUE23;}
              if(count1%25>=10){colour=YELLOW23;}
              if(count1%25>=15){colour=GREEN23;}
              if(count1%25>=20){colour=WHITE23;}
              if(count1%50>=0){colour1=RED04;}
              if(count1%50>=5){colour1=BLUE04;}
              if(count1%50>=10){colour1=YELLOW04;}
              if(count1%50>=15){colour1=GREEN04;}
              if(count1%50>=20){colour1=WHITE04;}
              if(count1%50>=25){colour1=RED02;}
              if(count1%50>30){colour1=BLUE02;}
              if(count1%50>=35){colour1=YELLOW02;}
              if(count1%50>=40){colour1=GREEN02;}
              if(count1%50>=45){colour1=WHITE02;}
              if(count1%50>=0){speed1=30;}
              if(count1%50>=25){speed1=90;}
              if(count1%50>=0){speed2=80;}
              if(count1%50>=25){speed2=50;}
              if(count1%25>=0){colour2=RED22;}
              if(count1%25>=5){colour2=BLUE22;}
              if(count1%25>=10){colour2=YELLOW22;}
              if(count1%25>=15){colour2=GREEN22;}
              if(count1%25>=20){colour2=WHITE22;}
              dir+=6;
              count1+=0.1;
              count+=0.3*count1;
              }
              @DrawLoop {DrawGraphic(GetX, GetY);}
              @Finalize {DeleteGraphic("scrip/timg/ExRumia.png");}}
              这只是EASY的版本 NHL、FATASTM的都在研究


              8楼2012-03-06 18:43
              回复
                谢谢~
                至于为什么我不会那样子写,说一说~
                一来我C++连学都没有学过;
                二来这反映了那个菜鸟级教程的…………
                好吧,这里问一些问题,大哥~
                以下函数的作用是?
                1、wait;
                2、loop;
                3、task


                12楼2012-04-10 23:16
                回复
                  2025-08-30 06:15:15
                  广告
                  不感兴趣
                  开通SVIP免广告
                  似乎读懂了 好像FUN东东后面那个FRAME也只是一个ID?
                  还有啊,YIELD意思……


                  14楼2012-04-12 23:05
                  回复
                    要放在SCRIPT文件夹里面


                    17楼2012-04-14 13:45
                    回复
                      理清中……
                      loop(60) { yield; }
                      算是30对YIELD了?那……
                      这个算是……30帧为1S?


                      18楼2012-04-14 13:55
                      回复
                        我又来求解了……
                        ascent用法;
                        东方弹幕风整个屏幕的像素大小、游戏区域的像素大小、背景&游戏界面之间,最左顶端&最右下端的像素间隔(希望说明白了)


                        21楼2012-04-21 21:07
                        回复
                          【东方地灵殿Phantastm】
                          【之】
                          【升级版本】
                          放出。
                          传送:tieba.baidu.com/p/1538663855


                          23楼2012-04-21 23:13
                          回复
                            看懂了,谢了


                            24楼2012-04-21 23:14
                            回复
                              2025-08-30 06:09:15
                              广告
                              不感兴趣
                              开通SVIP免广告
                              图片讲得很全面呢;
                              然后,那个函数的i需不需要用另外一个let定义?


                              25楼2012-04-21 23:15
                              回复