#define APPLET /*------------------------------------- タイトル:勇者で行こう!Ω ver 0.02 制作:ハルーポッター HomePage: http://www.ar.wakwak.com/~harupotter/ 動作機種:imode503i,504iシリーズ、Javaアプレット [コンパイル方法] アプレットにする場合は、一番上の行を #define APPLET とする。 iアプリにする場合は、 //#define APPLET とする。 そして、PPP(Pamuow Preprocessor)を使用する。DL先・・・http://www.and.or.jp/~pamulow/ppp/ppp.html [使い方] ppp 入力フォルダ 出力フォルダ 例:ppp . src [アプレットの場合にHTMLファイルに記述するタグ] ーーーーーー---------------------------*/ #ifdef APPLET import java.awt.*; import java.awt.event.*; import java.applet.*; #else import com.nttdocomo.ui.*; #endif //セルクラス class Cell{ int gra;//グラフィックデータ int event;//イベント boolean move_flag;//通過可能フラグ Cell(int a,int b,boolean c){ gra=a;event=b;move_flag=c; } } #ifndef APPLET //ポイントクラス class Point{ int x,y; Point(int a,int b){x=a;y=b;} }; //本体 public class Rpg extends IApplication{ //アプリの開始 public void start() { Display.setCurrent(new RpgCanvas()); } } #endif #ifdef APPLET public class Rpg extends Applet implements KeyListener{ #else class RpgCanvas extends Canvas{ #endif Graphics bufferg; Image hero;//勇者画像 Image map_image;//マップ画像 #ifdef APPLET Image buffer;//バッファ AudioClip se[] = new AudioClip[5];//効果音 #endif final int WIDTH=8; final int HEIGHT=6; final int WPIXEL=120; final int HPIXEL=130; Point map_start = new Point(0,0);//マップ開始座標 Point limit = new Point(0,0);//限界値 Cell celldata[] = { new Cell(0,0,true), new Cell(1,0,true), new Cell(2,0,true), new Cell(3,1,true),//ハウスワープ new Cell(4,0,false), new Cell(5,0,true), new Cell(6,0,true), new Cell(7,4,true),//洞窟 new Cell(8,0,false), new Cell(10,0,false), new Cell(9,0,true), new Cell(1,2,true),//外ワープ new Cell(11,3,true),//手紙 new Cell(12,0,true),//壁 new Cell(13,0,true),//地下 new Cell(14,11,true),//宝 new Cell(1,5,true),//洞窟から外へ }; //マップデータ(10*10) int mapdata[][] = { {1,1,1,1,1, 1,1,2,4,4}, {1,1,1,1,2, 1,1,2,1,1}, {1,1,1,3,1, 1,1,2,1,1}, {1,1,1,1,1, 1,5,2,1,1}, {1,4,1,1,2, 4,1,2,1,1}, {1,1,7,1,1, 1,2,2,1,1}, {1,1,2,1,1, 1,8,8,1,1}, {1,1,1,1,1, 1,8,8,1,1}, {1,1,2,1,1, 1,2,2,1,1}, {1,1,2,1,1, 1,2,2,1,1}, }; //家マップデータ(7*6) int housemapdata[][] = { { 9, 9, 9, 9, 9, 9, 9}, { 9,10,10,12,10,10, 9}, { 9,10,10,10,10,10, 9}, { 9,10,10,10,10,10, 9}, { 9,10,10,10,10,10, 9}, { 9, 9,11,11,11, 9, 9}, }; int maze_mapdata[][]={ {0x09,0x09,0x09,0x09,0x09,0x09,0x09,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {0x10,0x0a,0x0a,0x0a,0x0a,0x0a,0x09,0x09,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, 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now_map,now_string;//現在マップ、現在文字列 Point My = new Point(-2,-2);//マップ開始座標 boolean PushFlag=false;//キーを押した状態であるか //初期化 #ifdef APPLET public void init(){ //ロード hero=getImage(getDocumentBase(),"hero.gif"); map_image=getImage(getDocumentBase(),"map.gif"); se[0] = getAudioClip(getDocumentBase(),"se1.au"); se[1] = getAudioClip(getDocumentBase(),"se2.au"); addKeyListener(this); requestFocus();//フォーカス取得 buffer = createImage(WPIXEL,HPIXEL); #else RpgCanvas(){ //ロード try{ MediaImage m; m=MediaManager.getImage("resource:///hero.gif"); m.use(); hero=m.getImage(); }catch(Exception e){e.printStackTrace();} try{ MediaImage m; m=MediaManager.getImage("resource:///map.gif"); m.use(); map_image=m.getImage(); }catch(Exception e){e.printStackTrace();} #endif now_map=0; now_string=1; } //描画 public void paint(Graphics g){ int i,j; int map; String str,str2; //描画領域のロック #ifdef APPLET if(bufferg==null){bufferg=buffer.getGraphics();} #else bufferg=g; bufferg.lock(); #endif //背景色の設定 #ifdef APPLET bufferg.setColor(Color.black); #else bufferg.setColor(bufferg.getColorOfName(bufferg.BLACK)); #endif bufferg.fillRect(0,0,WPIXEL,HPIXEL); //背景(マップ) int k,l; switch(now_map){ case 0:limit.x=10;limit.y=10;break; case 1:limit.x=7;limit.y=6;break; case 2:limit.x=64;limit.y=32;break; } for(i=My.x,k=0;i=limit.x || j>=limit.y){map=12;} else{ switch(now_map){ case 0:map=celldata[mapdata[j][i]].gra;break; case 1:map=celldata[housemapdata[j][i]].gra;break; case 2:map=celldata[maze_mapdata[j][i]].gra;break; default:map=0;break; } } #ifdef APPLET bufferg.drawImage(map_image,k*16,l*16,(k+1)*16,(l+1)*16, map*16,0,(map+1)*16,16,this); #else bufferg.drawImage(map_image,k*16,l*16,map*16,0,16,16); #endif } } //フォント色の設定 #ifdef APPLET bufferg.setColor(Color.white); #else bufferg.setColor(bufferg.getColorOfName(bufferg.WHITE)); #endif switch(now_string){ case 1: str="十字キー:移動"; #ifdef APPLET str2="Zキー:決定、調べる"; #else str2="セレクトキー:決定、調べる"; #endif break; case 2: str="手紙がある。▽"; str2=""; break; case 3: str="「果たし状。"; str2="明日19時、駅前にて。」"; break; case 4: str="洞窟のようだ。▽"; str2=""; break; case 5: str="勇気を出して、"; str2="ゴーゴー。"; break; case 11: str="宝だ。中に紙切れが。"; str2="『工事中』"; break; default:str="";str2="";break; } bufferg.drawString(str,2,130-21); bufferg.drawString(str2,2,130-7); //主人公描画 #ifdef APPLET bufferg.drawImage(hero,16*3,16*3,this); #else bufferg.drawImage(hero,16*3,16*3); #endif //一気に描画 #ifdef APPLET g.drawImage(buffer,0,0,this); #else bufferg.unlock(true); #endif } //キー入力 #ifdef APPLET public void keyPressed(KeyEvent e){ if(PushFlag)return;//押し続けの状態は処理しない #else public void processEvent(int type,int param){ if(type!=Display.KEY_PRESSED_EVENT){return;} #endif int key; #ifdef APPLET key=e.getKeyCode(); #else key=param; #endif switch(key){ //上ボタン #ifdef APPLET case KeyEvent.VK_UP: #else case Display.KEY_UP: #endif if(map_ismove(My.x+3,My.y+3-1)){My.y--;map_event(My.x+3,My.y+3);} break; //下ボタン #ifdef APPLET case KeyEvent.VK_DOWN: #else case Display.KEY_DOWN: #endif if(map_ismove(My.x+3,My.y+3+1)){My.y++;map_event(My.x+3,My.y+3);} break; #ifdef APPLET case KeyEvent.VK_RIGHT: #else case Display.KEY_RIGHT: #endif if(map_ismove(My.x+3+1,My.y+3)){My.x++;map_event(My.x+3,My.y+3);} break; #ifdef APPLET case KeyEvent.VK_LEFT: #else case Display.KEY_LEFT: #endif if(map_ismove(My.x+3-1,My.y+3)){My.x--;map_event(My.x+3,My.y+3);} break; #ifdef APPLET case KeyEvent.VK_Z: #else case Display.KEY_SELECT: #endif map_search(My.x+3,My.y+3);//調べる break; } #ifdef APPLET PushFlag=true; #endif repaint(); } //通過可能か public boolean map_ismove(int x,int y){ int cell; if(now_string>=2)return false;//会話中の時 //限界値 if(x == -1 || y == -1 || x == limit.x || y == limit.y)return false; switch(now_map){ case 0:cell = mapdata[y][x];break; case 1:cell = housemapdata[y][x];break; case 2:cell = maze_mapdata[y][x];break; default:cell=0;break; } if(celldata[cell].move_flag){return true;} else{return false;} } //イベント発生 public void map_event(int x,int y){ int cell; boolean move_flag=false; switch(now_map){ case 0:cell = mapdata[y][x];break; case 1:cell = housemapdata[y][x];break; case 2:cell = maze_mapdata[y][x];break; default:cell=0;break; } switch(celldata[cell].event){ case 0:break; case 1:now_map=1;My.x=0;My.y=1;move_flag=true;break;//外からハウスへ移動 case 2:now_map=0;My.x=0;My.y=0;move_flag=true;break;//ハウスから外へ移動 case 5:now_map=0;My.x=2-3;My.y=5-3;move_flag=true;break;//ハウスから外へ移動 default:break; } #ifdef APPLET if(move_flag){se[0].play();} #endif } //調べる public void map_search(int x,int y){ int cell; boolean move_flag=false; #ifdef APPLET se[1].play(); #endif //会話スキップ switch(now_string){ case 0:case 1:break; case 2:now_string=3;return; case 3:now_string=0;return; case 4:now_string=5;return; case 5: now_string=0; now_map=2;My.x=1-3;My.y=1-3;move_flag=true;break;//外から洞窟へ移動 case 11:now_string=0;return; } #ifdef APPLET if(move_flag){se[0].play();} #endif switch(now_map){ case 0:cell = mapdata[y][x];break; case 1:cell = housemapdata[y][x];break; case 2:cell = maze_mapdata[y][x];break; default:cell=0;break; } switch(celldata[cell].event){ case 3:now_string=2;break; case 4:now_string=4;break; case 11:now_string=11;break; default:now_string=0;break; } } #ifdef APPLET public void keyTyped(KeyEvent e){}//押した瞬間 public void keyReleased(KeyEvent e){PushFlag=false;}//放された瞬間 public void update(Graphics g){paint(g);} #endif }