//音データ let do1 = csd ~"include\sound_1\ド.mid"; let do1_ = csd ~"include\sound_1\ド#.mid"; let re1 = csd ~"include\sound_1\レ.mid"; let re1_ = csd ~"include\sound_1\レ#.mid"; let mi1 = csd ~"include\sound_1\ミ.mid"; let fa1 = csd ~"include\sound_1\ファ.mid"; let fa1_ = csd ~"include\sound_1\ファ#.mid"; let so1 = csd ~"include\sound_1\ソ.mid"; let so1_ = csd ~"include\sound_1\ソ#.mid"; let ra1 = csd ~"include\sound_1\ラ.mid"; let ra1_ = csd ~"include\sound_1\ラ#.mid"; let si1 = csd ~"include\sound_1\シ.mid"; let do2 = csd ~"include\sound_2\ド.mid"; let do2_ = csd ~"include\sound_2\ド#.mid"; let re2 = csd ~"include\sound_2\レ.mid"; let re2_ = csd ~"include\sound_2\レ#.mid"; let mi2 = csd ~"include\sound_2\ミ.mid"; let fa2 = csd ~"include\sound_2\ファ.mid"; let fa2_ = csd ~"include\sound_2\ファ#.mid"; let so2 = csd ~"include\sound_2\ソ.mid"; let so2_ = csd ~"include\sound_2\ソ#.mid"; let ra2 = csd ~"include\sound_2\ラ.mid"; let ra2_ = csd ~"include\sound_2\ラ#.mid"; let si2 = csd ~"include\sound_2\シ.mid"; let do3 = csd ~"include\sound_3\ド.mid"; let do3_ = csd ~"include\sound_3\ド#.mid"; let re3 = csd ~"include\sound_3\レ.mid"; let re3_ = csd ~"include\sound_3\レ#.mid"; let mi3 = csd ~"include\sound_3\ミ.mid"; let fa3 = csd ~"include\sound_3\ファ.mid"; let fa3_ = csd ~"include\sound_3\ファ#.mid"; let so3 = csd ~"include\sound_3\ソ.mid"; let so3_ = csd ~"include\sound_3\ソ#.mid"; let ra3 = csd ~"include\sound_3\ラ.mid"; let ra3_ = csd ~"include\sound_3\ラ#.mid"; let si3 = csd ~"include\sound_3\シ.mid"; /* //一括登録 let sound1 = [do1 , re1 , mi1, fa1 , so1 , ra1, si1]; let sound1_ = [do1_, re1_, fa1_, so1_, ra1_ ]; let sound2 = [do2 , re2 , mi2, fa2 , so2 , ra2, si2]; let sound2_ = [do2_, re2_, fa2_, so2_, ra2_ ]; let sound3 = [do3 , re3 , mi3, fa3 , so3 , ra3, si3]; let sound3_ = [do3_, re3_, fa3_, so3_, ra3_ ]; let n = 0; while(n < 7) { if(n < 5) { LoadSE(sound1_[n]); LoadSE(sound2_[n]); LoadSE(sound3_[n]); } LoadSE(sound1[n]); LoadSE(sound2[n]); LoadSE(sound3[n]); n++; } */ //バーの設置 // w : 待機フレーム // i : バーの出現位置 // sound : 音程 function setBar(w, sound, i) { wait(w); TBar(sound, i); } //★↓テストのためdo1以外の音も落ちてくるように、他の音をコメントから外した★ //譜面 //4オクターブ:1 5オクターブ:2 6オクターブ:3 //ド:1 レ:2 ミ:3 ファ:4 ソ:5 ラ:6 シ:7 //半音:1 task TScore { loop { // Aメロ setBar(30, 11 , 1); setBar(30, 12 , 2); setBar(30, 13 , 3); setBar(30, 14 , 4); setBar(30, 15 , 5); setBar(30, 16 , 6); setBar(30, 17 , 7); setBar(30, 21 , 1); setBar(30, 22 , 2); setBar(30, 23 , 3); setBar(30, 24 , 4); setBar(30, 25 , 5); setBar(30, 26 , 6); setBar(30, 27 , 7); setBar(30, 31 , 1); setBar(30, 32 , 2); setBar(30, 33 , 3); setBar(30, 34 , 4); setBar(30, 35 , 5); setBar(30, 36 , 6); setBar(30, 37 , 7); setBar(30, 13 , 3) setBar(15, 141, 4); setBar(15, 151, 5); setBar(30, 33 , 3); setBar(30, 221, 2); setBar(30, 211, 1); setBar(10, 17 , 7); setBar(40, 241, 4); setBar(30, 23 , 3); setBar(30, 221, 2); yield; } } //バーの動き task TBar(sound, i) { let obj = Obj_Create(OBJ_LASER); i--; Obj_SetX(obj, xBase[i]); Obj_SetY(obj, GetClipMinY); Obj_SetAngle(obj, 0); ObjShot_SetGraphic(obj, green); ObjLaser_SetLength(obj, space); ObjLaser_SetWidth(obj, 12); ObjLaser_SetSource(obj, false); Obj_SetCollisionToPlayer(obj, false); let y = 0; while(!Obj_BeDeleted(obj)) { y += 2.5; Obj_SetY(obj, y); if(Collision_Obj_Obj(obj, arrayFrame[i])) { judgeRhythm(sound, obj); } yield; } } //★↓117,217,317を171,271,371に修正(3桁の場合は一の位の「1」が半音を表すんですよね)★ function judgeRhythm(sound, obj) { if(11 <= sound && sound <= 17) { oct1(sound, obj); } else if(21 <= sound && sound <= 27) { oct2(sound, obj); } else if(31 <= sound && sound <= 37) { oct3(sound, obj); } else if(111 <= sound && sound <= 171) { oct1_(sound, obj); } else if(211 <= sound && sound <= 271) { oct2_(sound, obj); } else if(311 <= sound && sound <= 371) { oct3_(sound, obj); } } //★以下、テストのためキーを押さなくても演奏されるようにしといた(do1が最初からそうなってたように、キー判定部分をコメントに変えた)★ // 普通音(?) function oct1(sound, obj) { alternative(sound) case(11) {/*if(GetKeyState(VK_SLOWMOVE) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(do1); wait(15); StopSE(do1); } case(12) {/*if(GetKeyState(VK_SHOT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(re1); wait(15); StopSE(re1); } case(13) {/*if(GetKeyState(VK_BOMB) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(mi1); wait(15); StopSE(mi1); } case(14) {/*if(GetKeyState(VK_LEFT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(fa1); wait(15); StopSE(fa1); } case(15) {/*if(GetKeyState(VK_UP) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(so1); wait(15); StopSE(so1); } case(16) {/*if(GetKeyState(VK_DOWN) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(ra1); wait(15); StopSE(ra1); } case(17) {/*if(GetKeyState(VK_RIGHT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(si1); wait(15); StopSE(si1); } } function oct2(sound, obj) { alternative(sound) case(21) {/*if(GetKeyState(VK_SLOWMOVE) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(do2); wait(15); StopSE(do2); } case(22) {/*if(GetKeyState(VK_SHOT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(re2); wait(15); StopSE(re2); } case(23) {/*if(GetKeyState(VK_BOMB) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(mi2); wait(15); StopSE(mi2); } case(24) {/*if(GetKeyState(VK_LEFT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(fa2); wait(15); StopSE(fa2); } case(25) {/*if(GetKeyState(VK_UP) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(so2); wait(15); StopSE(so2); } case(26) {/*if(GetKeyState(VK_DOWN) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(ra2); wait(15); StopSE(ra2); } case(27) {/*if(GetKeyState(VK_RIGHT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(si2); wait(15); StopSE(si2); } } function oct3(sound, obj) { alternative(sound) case(31) {/*if(GetKeyState(VK_SLOWMOVE) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(do3); wait(15); StopSE(do3); } case(32) {/*if(GetKeyState(VK_SHOT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(re3); wait(15); StopSE(re3); } case(33) {/*if(GetKeyState(VK_BOMB) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(mi3); wait(15); StopSE(mi3); } case(34) {/*if(GetKeyState(VK_LEFT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(fa3); wait(15); StopSE(fa3); } case(35) {/*if(GetKeyState(VK_UP) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(so3); wait(15); StopSE(so3); } case(36) {/*if(GetKeyState(VK_DOWN) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(ra3); wait(15); StopSE(ra3); } case(37) {/*if(GetKeyState(VK_RIGHT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(si3); wait(15); StopSE(si3); } } // 半音 function oct1_(sound, obj) { alternative(sound) case(111) {/*if(GetKeyState(VK_SLOWMOVE) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(do1_); wait(15); StopSE(do1_); } case(121) {/*if(GetKeyState(VK_SHOT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(re1_); wait(15); StopSE(re1_); } case(141) {/*if(GetKeyState(VK_LEFT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(fa1_); wait(15); StopSE(fa1_); } case(151) {/*if(GetKeyState(VK_UP) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(so1_); wait(15); StopSE(so1_); } case(161) {/*if(GetKeyState(VK_DOWN) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(ra1_); wait(15); StopSE(ra1_); } } function oct2_(sound, obj) { alternative(sound) case(211) {/*if(GetKeyState(VK_SLOWMOVE) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(do2_); wait(15); StopSE(do2_); } //★↓soundが221のときPlayするのはre2_なのにStopするのがra2_になっていたのを修正★ case(221) {/*if(GetKeyState(VK_SHOT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(re2_); wait(15); StopSE(re2_); } case(241) {/*if(GetKeyState(VK_LEFT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(fa2_); wait(15); StopSE(fa2_); } case(251) {/*if(GetKeyState(VK_UP) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(so2_); wait(15); StopSE(so2_); } case(261) {/*if(GetKeyState(VK_DOWN) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(ra2_); wait(15); StopSE(ra2_); } } function oct3_(sound, obj) { alternative(sound) case(311) {/*if(GetKeyState(VK_SLOWMOVE) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(do3_); wait(15); StopSE(do3_); } case(321) {/*if(GetKeyState(VK_SHOT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(re3_); wait(15); StopSE(re3_); } case(341) {/*if(GetKeyState(VK_LEFT) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(fa3_); wait(15); StopSE(fa3_); } case(351) {/*if(GetKeyState(VK_UP) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(so3_); wait(15); StopSE(so3_); } case(361) {/*if(GetKeyState(VK_DOWN) == KEY_PUSH) {*/ Obj_Delete(obj); PlaySE(ra3_); wait(15); StopSE(ra3_); } }