#define APPLET #define DEBUG /*------------------------------------- タイトル:勇者で行こう!Ω ver 0.07 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; } } //キャラクタークラス class Chara{ int gra;//グラフィックデータ int x,y;//マップ上の座標 int map;//登場するマップ int event;//イベント boolean move_flag;//通過可能か String talk[];//会話 Chara(int a,int d,int b,int c,int e,String str){ gra=a;x=b;y=c;map=d; event=e; talk=parseString(str,'\t'); } //文字列を任意の文字で分割 static String[] parseString(String str,char sep) { int i,j,size; String[] result; //最後尾に分割文字 if (str.equals("")||str.charAt(str.length()-1)!=sep) str+=sep; //サイズを得る size=0; i=str.indexOf(sep); while (i>=0) { size++; i=str.indexOf(sep,i+1); } //分割する result=new String[size]; size=0; j=0; i=str.indexOf(sep); while (i>=0) { result[size++]=str.substring(j,i); j=i+1; i=str.indexOf(sep,j); } return result; } } //バトルキャラ class Bchara{ String name; int maxhp,hp,speed; int gra; int ex; Bchara(String a,int g,int b,int c,int d){ name=a; gra=g; maxhp=hp=b; speed=c; ex=d; } } #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() { RpgCanvas r=new RpgCanvas(); Display.setCurrent(r); r.exe(); } } #endif #ifdef APPLET public class Rpg extends Applet implements KeyListener,Runnable{ #else class RpgCanvas extends Canvas{ #endif #ifdef APPLET private volatile Thread blinker; Image buffer;//バッファ AudioClip se[] = new AudioClip[5];//効果音 MediaTracker tracker = new MediaTracker(this);//メディアトラッカー #endif //--------定数------- final int WIDTH=9; final int HEIGHT=6; final int WPIXEL=120; final int HPIXEL=130; final int MAPNUM=15;//マップパーツの数 final int CHARANUM=12;//キャラクターの数 final int CHARAIMAGENUM=5;//キャラクター画像の数 final int INIT_X=3,INIT_Y=2;//勇者の位置 final int PARTS_SIZE=16; final int UP=0,DOWN=1,LEFT=2,RIGHT=3,KEY1=4,KEY2=5;//方向定義 int move_dir;//向いている方向(0123) int TalkPos;//会話点 int now_screen=0;//画面 int now_point=0;//現在の添え字 boolean event_flags[] = new boolean[10];//イベントフラグ char cbuffer[]=new char[64];//バッファ String sbuffer=""; boolean anime_font=false;//会話のアニメーションフラグ boolean anime_fonts[] = new boolean[3]; boolean moving_flag=false;//移動中か boolean key_flags[]=new boolean[5];//キーの状態 boolean error_flag=false;//エラーフラグ Image map_images[] = new Image[MAPNUM];//マップパーツ画像 Image chara_images[] = new Image[CHARAIMAGENUM];//キャラクター画像 Graphics g; Image hero[]=new Image[4];//勇者画像 int now_select=0;//選択中のもの Point map_start = new Point(0,0);//マップ開始座標 Point limit = new Point(0,0);//限界値 Point mapfew = new Point(0,0);//アニメ中のマップずれ long FrameTime=0; //セルデータ 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 }; //キャラクターデータ Chara charas[]={ new Chara(0,0,8,2,2,"僕はるきち。 ねえ、最近思うんだ けどさ 年を取るにつれて 時間が経つのが 早く感じるんだよね"), new Chara(0,2,6,2,0,"冗談じゃないよ"), new Chara(1,0,5,2,0,"あべし お前はもうあべし"), new Chara(1,0,6,8,0,"勇者って職業?"), new Chara(1,1,5,2,0,"ひでぶ お前はもうひでぶ"), new Chara(1,0,5,6,0,"僕、数学博士。 早速問題! 赤・赤・黒・黒の 4枚のトランプを 裏返して置いてあ ります。 この中から2枚を 同時に開いて、そ れが同じ色(黒黒 か赤赤)である確 率は? 答えは三分の一。 2つ同時というのが 注意点。結局は、1 回目、2回目という 順番で開くのと同じ。 1回目に赤だった場 合は、2回目は「黒 ・黒・赤」の中から 赤を選ぶから。 "), new Chara(2,0,10,2,0,"話しかけないで ウゼエ"), new Chara(2,0,11,2,0,"うるせえ"), new Chara(2,2,8,8,0,"こんにちは ヒカル17歳女子高生"), new Chara(2,0,30,20,0,"彼と待ち合わせ中 なの"), new Chara(3,1,3,1,1,"手紙がある。 「この手紙は不幸 の手紙。 これをはるきちに 渡せ。」"), new Chara(4,2,8,12,0,"宝だ。中に紙切れが。 『工事中』"), }; //バトルキャラクターデータ Bchara bcharas[]={ new Bchara("春",0,20,1,0), }; //マップデータ(32*24) int mapdata[][] = { {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}, {0x00,0x00,0x04,0x00,0x06,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x01,0x00,0x00,0x03,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x04,0x00,0x00,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x06,0x08,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x00,0x01,0x01,0x04,0x00,0x00,0x08,0x08,0x08,0x00,0x00,0x00,0x00,0x04,0x00,0x04,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x08,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x00,0x00,0x04,0x00,0x00,0x00,0x08,0x08,0x08,0x00,0x00,0x00,0x00,0x04,0x04,0x04,0x00,0x00,0x00,0x01,0x01,0x00,0x08,0x08,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x04,0x00,0x00,0x00,0x00,0x00,0x08,0x08,0x08,0x00,0x00,0x00,0x00,0x04,0x00,0x04,0x00,0x00,0x00,0x00,0x00,0x08,0x08,0x01,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x04,0x00,0x00,0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x05,0x00,0x00,0x00,0x00,0x04,0x00,0x00,0x00,0x00,0x00,0x08,0x08,0x00,0x00,0x01,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x04,0x04,0x00,0x04,0x00,0x05,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x00,0x04,0x07,0x04,0x00,0x05,0x00,0x05,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x05,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x02,0x02,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x00,0x00,0x02,0x00,0x00,0x04,0x00,0x00,0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x04,0x00,0x04,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {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}, {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {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}, {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}, {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, {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}, }; //家マップデータ(7*6) int housemapdata[][] = { { 9, 9, 9, 9, 9, 9, 9}, { 9,10,10,10,10,10, 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}, {0x10,0x0a,0x0a,0x0e,0x0a,0x0a,0x0a,0x09,0x09,0x0d,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}, {0x09,0x0e,0x0e,0x0a,0x0a,0x0a,0x0a,0x0a,0x09,0x0d,0x0d,0x0d,0x0d,0x0d,0x0a,0x00,0x00,0x00,0x0a,0x00,0x00,0x00,0x0a,0x00,0x0a,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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{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}, }; int now_map,now_string,now_chara;//現在マップ、現在文字列、現在話中キャラ int now_talk_index;//話中のキャラクター添字 Point My = new Point(0,0);//マップ開始座標 boolean PushFlag=false;//キーを押した状態であるか long waitTime; char table[]={'C','G','A','D','H','B','E','J','F','I'}; //初期化 #ifdef APPLET public void init(){ int i; //--------ロード----------- for(i=1;i<=4;i++){ hero[i-1]=getImage(getDocumentBase(),"hero"+i+".gif");//主人公 tracker.addImage(hero[i-1],0); } //キャラクター for(i=1;i<=CHARAIMAGENUM;i++){ chara_images[i-1]=getImage(getDocumentBase(),"chara"+i+".gif"); tracker.addImage(chara_images[i-1],0); } //マップ for(i=1;i<=MAPNUM;i++){ map_images[i-1]=getImage(getDocumentBase(),"map"+i+".gif"); tracker.addImage(map_images[i-1],0); } 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); blinker = new Thread(this);//スレッド blinker.start(); #else //コンストラクタ RpgCanvas(){ int i; setSoftLabel(SOFT_KEY_1,"取消"); setSoftLabel(SOFT_KEY_2,"決定"); //ロード try{ MediaImage m; for(i=1;i<=4;i++){ #ifdef DEBUG m=MediaManager.getImage("resource:///hero"+i+".gif"); #else m=MediaManager.getImage("http://www.ar.wakwak.com/~harupotter/java/rpg/hero"+i+".gif"); #endif m.use(); hero[i-1]=m.getImage(); } //マップ for(i=1;i<=MAPNUM;i++){ #ifdef DEBUG m=MediaManager.getImage("resource:///map"+i+".gif"); #else m=MediaManager.getImage("http://www.ar.wakwak.com/~harupotter/java/rpg/map"+i+".gif"); #endif m.use(); map_images[i-1]=m.getImage(); } //キャラクター for(i=1;i<=CHARAIMAGENUM;i++){ #ifdef DEBUG m=MediaManager.getImage("resource:///chara"+i+".gif"); #else m=MediaManager.getImage("http://www.ar.wakwak.com/~harupotter/java/rpg/chara"+i+".gif"); #endif m.use(); chara_images[i-1]=m.getImage(); } }catch(Exception e){e.printStackTrace();} #endif for(i=0;i<3;i++){ anime_fonts[i]=false; } for(i=0;i<5;i++){ key_flags[i]=false; } waitTime=System.currentTimeMillis(); now_map=0; now_string=0; move_dir=DOWN; } //メインループ #ifdef APPLET public void stop() { blinker = null; } public void run(){ Thread thisThread = Thread.currentThread(); try{tracker.waitForAll();} catch(Exception e){return;} try{ while(blinker == thisThread){ #else void exe(){ g=getGraphics(); try{ while(true){ #endif FrameTime=System.currentTimeMillis()-waitTime; if(FrameTime==0){FrameTime=1;} //FrameTime=50; waitTime=System.currentTimeMillis(); myPaint(); //移動アニメ if(moving_flag){Moving(move_dir);} #ifndef APPLET checkKeyState();//キーの状態 #else thisThread.sleep(20); #endif } }catch(Exception e){} } //------------タイトル画面--------------- public void title_screen(){ //背景 #ifdef APPLET g.setColor(Color.blue); #else g.setColor(g.getColorOfName(g.BLUE)); #endif g.fillRect(0,0,WPIXEL,HPIXEL); //文字 #ifdef APPLET g.setColor(Color.white); #else g.setColor(g.getColorOfName(g.WHITE)); #endif g.drawString("勇者で行こう!",10,15); switch(now_select){ case 0:g.drawString("⇒",5,40);break; case 1:g.drawString("⇒",5,60);break; } g.drawString("ニューゲーム",20,40); g.drawString("コンテニュー",20,60); g.drawString("制作:ハルーポッター",30,HPIXEL-20); } public void battle_screen(){} //コンテニュー画面 public void continue_screen(){ int i; //char pass[]={'A','B','C','D','E','F', //背景 #ifdef APPLET g.setColor(Color.blue); #else g.setColor(g.getColorOfName(g.BLUE)); #endif g.fillRect(0,0,WPIXEL,HPIXEL); //文字 #ifdef APPLET g.setColor(Color.white); #else g.setColor(g.getColorOfName(g.WHITE)); #endif g.drawString("パスワード入力",10,15); if(now_select<5){ g.drawString("⇒",8+now_select*18,40); }else if(now_select<10){ g.drawString("⇒",8+(now_select-5)*18,60); }else{ g.drawString("⇒",5+2*16,80); } for(i=0;i<5;i++){ g.drawString(""+(char)(i+'A'),20+i*18,40); g.drawString(""+(char)(i+'E'),20+i*18,60); } g.drawString("END",20+2*16,80); //フォーム #ifdef APPLET g.setColor(Color.white); #else g.setColor(g.getColorOfName(g.WHITE)); #endif g.fillRect(10,90,WPIXEL-30,18); #ifdef APPLET g.setColor(Color.red); #else g.setColor(g.getColorOfName(g.RED)); #endif for(i=0;i3){return false;} //座標 My.x=10*data[1] + data[2] - INIT_X; My.y=10*data[3] + data[4] - INIT_Y; switch(now_map){ case 0:limit.x=32;limit.y=24;break; case 1:limit.x=7;limit.y=6;break; case 2:limit.x=64;limit.y=32;break; } if(My.x<0 || My.x>limit.x || My.x<0 || My.y>limit.y){ return false; } //経験値 bcharas[0].ex=100*data[5]+10*data[6]+data[7]; //フラグ int value=1000*data[8]+100*data[9]+10*data[10]+data[11]; for(i=0;i<10;i++){ if((value&0x1)==1)event_flags[i]=true; else event_flags[i]=false; value>>=1; } return true; } //マップ画面 public void map_screen(){ int i,j,k,l; int map; String strs[] = new String[3]; switch(now_map){ case 0:limit.x=32;limit.y=24;break; case 1:limit.x=7;limit.y=6;break; case 2:limit.x=64;limit.y=32;break; } //背景(マップ) for(i=My.x-1,k=-1;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 g.drawImage(map_images[map],k*PARTS_SIZE+mapfew.x/100,l*PARTS_SIZE+mapfew.y/100,this); #else g.drawImage(map_images[map],k*PARTS_SIZE+mapfew.x/100,l*PARTS_SIZE+mapfew.y/100); #endif } } //主人公描画 #ifdef APPLET g.drawImage(hero[move_dir],PARTS_SIZE*INIT_X,PARTS_SIZE*INIT_Y,this); #else g.drawImage(hero[move_dir],PARTS_SIZE*INIT_X,PARTS_SIZE*INIT_Y); #endif //-------------------キャラクター描画----------------- for(i=0;i= My.x && charas[i].x=My.y && charas[i].y=now_talk_index+1+1){ strs[1]=charas[now_chara].talk[now_talk_index+1]; }else{strs[1]="";anime_fonts[1]=false;} //三行目 if(charas[now_chara].talk.length>=now_talk_index+2+1){ strs[2]=charas[now_chara].talk[now_talk_index+2]; }else{strs[2]="";anime_fonts[2]=false;} //続きがある場合 if(charas[now_chara].talk.length>=now_talk_index+4){ strs[2]+="▽"; } break; default:strs[0]="";strs[1]="";strs[2]=""; } //流れる文字 //一行目 if(anime_fonts[0]){ g.drawString(strs[0].substring(0,TalkPos/100+1),2,130-21-14); if((TalkPos+=4*FrameTime)/100 >=strs[0].length()){anime_fonts[0]=false;TalkPos=-8*(int)FrameTime;} }else{g.drawString(strs[0],2,130-21-14);} //二行目 if(!anime_fonts[0] && anime_fonts[1]){ if(TalkPos>=0)g.drawString(strs[1].substring(0,TalkPos/100+1),2,130-7-14); if((TalkPos+=4*FrameTime)/100>=strs[1].length()){anime_fonts[1]=false;TalkPos=-8*(int)FrameTime;} }else if(!anime_fonts[1]){g.drawString(strs[1],2,130-7-14);} //三行目 if(!anime_fonts[1] && anime_fonts[2]){ if(TalkPos>=0)g.drawString(strs[2].substring(0,TalkPos/100+1),2,130-7); if((TalkPos+=4*FrameTime)/100>=strs[2].length()){anime_fonts[2]=false;TalkPos=0;} }else if(!anime_fonts[2]){g.drawString(strs[2],2,130-7);} if(!anime_fonts[0] && !anime_fonts[1] && !anime_fonts[2]){anime_font=false;} keyAction(); } //累乗 public int mypow(int a,int b){ int i; int ans=1; for(i=0;i=5)now_select-=5; break; } break; //下ボタン #ifdef APPLET case KeyEvent.VK_DOWN: #else case Display.KEY_DOWN: #endif key_flags[DOWN]=true; switch(now_screen){ case 0:now_select=1;break; case 3: if(now_select<5)now_select+=5; else now_select=10; break; } break; #ifdef APPLET case KeyEvent.VK_RIGHT: #else case Display.KEY_RIGHT: #endif key_flags[RIGHT]=true; switch(now_screen){ case 3: if(now_select<10)now_select++; break; } break; #ifdef APPLET case KeyEvent.VK_LEFT: #else case Display.KEY_LEFT: #endif key_flags[LEFT]=true; switch(now_screen){ case 3: if(now_select>0)now_select--; break; } break; //ステータス表示 #ifdef APPLET case KeyEvent.VK_ENTER: #else case Display.KEY_SELECT: #endif if(now_string==0){sbuffer=getPassword();now_string=1;} else if(now_string==1){now_string=0;} break; //決定ボタン #ifdef APPLET case KeyEvent.VK_S: #else case Display.KEY_SOFT2: #endif switch(now_screen){ case 0: //ニューゲーム if(now_select==0){ now_screen=1; //初期化 limit.x=32;limit.y=24; My.x=1-INIT_X; My.y=1-INIT_Y; now_map=0; bcharas[0].ex=0; }else{ now_screen=3;now_select=now_point=0; } break; case 1: if(!key_flags[KEY1]){ map_search(My.x+INIT_X,My.y+INIT_Y);//調べる key_flags[KEY1]=true; } break; case 3: if(now_select!=10 && now_point<12){ cbuffer[now_point]=(char)(now_select+'A'); now_point++; }else if(now_select==10){ //解析 if(analyze()==false){ sbuffer="パスワードが違います";error_flag=true; }else{ now_screen=1; } } break; } break; //取消ボタン #ifdef APPLET case KeyEvent.VK_A: #else case Display.KEY_SOFT1: #endif switch(now_screen){ case 3: if(--now_point < 0){now_screen=now_point=now_select=0;} break; } break; } } //通過可能か public boolean map_ismove(int x,int y){ int cell,i; //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){ //キャラクターがいる場合 for(i=0;i=PARTS_SIZE){mapfew.y=0;moving_flag=false;My.y--;map_event(My.x+INIT_X,My.y+INIT_Y);} break; case DOWN: if((mapfew.y-=8*FrameTime)/100<=-PARTS_SIZE){mapfew.y=0;moving_flag=false;My.y++;map_event(My.x+INIT_X,My.y+INIT_Y);} break; case LEFT: if((mapfew.x+=8*FrameTime)/100>=PARTS_SIZE){mapfew.x=0;moving_flag=false;My.x--;map_event(My.x+INIT_X,My.y+INIT_Y);} break; case RIGHT: if((mapfew.x-=8*FrameTime)/100<=-PARTS_SIZE){mapfew.x=0;moving_flag=false;My.x++;map_event(My.x+INIT_X,My.y+INIT_Y);} break; } } //調べる public void map_search(int x,int y){ int cell,i,j; boolean move_flag=false; boolean talk_flag=false; if(anime_font){return;} #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 11:now_string=0;return; case 32: //会話に続きがある場合 if(charas[now_chara].talk.length>=now_talk_index+4){ now_talk_index+=3; anime_font=true;TalkPos=0; for(j=0;j<3;j++){anime_fonts[j]=true;} }else{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 11:now_string=11;break; default:now_string=0;break; } //向いている方向にキャラクターがいる場合 for(i=0;i