int ShotGetDamagePower(void) { return StkRefFrameI(4); }
int ShotGetLostWeapon(void) { return StkRefFrameI(5); }
static int spriteProc(sTaskBody *body, int msg, int lParam, int rParam) { int res = 0; SpriteVar *var = (SpriteVar *)TaskGetVar(body, sizeof(SpriteVar), MEM_APP); switch(msg) { case MSG_CREATE: { char *name = (char *)StkRefFrameP(0); var->obj = (Sprite *)StkRefFrameP(1); sParam *param = (sParam *)StkRefFrameP(2); int delay = StkRefFrameI(3); char id_str[ID_MAXLEN]; sprintf(id_str, "%s.delay", name); delay += ParamGetReal(param, id_str) * FRAME_RATE; if(delay > 0) TaskSleep(body, delay); sprintf(id_str, "%s.frame", name); var->frame = ParamGetReal(param, id_str) * FRAME_RATE; sprintf(id_str, "%s.slow", name); var->slow = ParamGetReal(param, id_str); sprintf(id_str, "%s.start", name); if(ParamIsExists(param, id_str)) { var->pos_start = *ParamGetFVec2(param, id_str); } else { var->pos_start = var->obj->pos; } sprintf(id_str, "%s.end", name); if(ParamIsExists(param, id_str)) { var->pos_end = *ParamGetFVec2(param, id_str); } else { var->pos_end = var->obj->pos; } var->obj->pos = var->pos_start; sprintf(id_str, "%s.s_sc", name); if(ParamIsExists(param, id_str)) { var->scale_start = *ParamGetFVec2(param, id_str); } else { var->scale_start = var->obj->scale; } sprintf(id_str, "%s.e_sc", name); if(ParamIsExists(param, id_str)) { var->scale_end = *ParamGetFVec2(param, id_str); } else { var->scale_end = var->obj->scale; } var->obj->scale = var->scale_start; } break; case MSG_KILL: { } break; case MSG_STEP: { var->count += 1; float d = (float)var->count / (float)var->frame; if(var->slow) d = d * d; else d = (2.0f - d) * d; var->obj->pos.x = var->pos_start.x + (var->pos_end.x - var->pos_start.x) * d; var->obj->pos.y = var->pos_start.y + (var->pos_end.y - var->pos_start.y) * d; var->obj->scale.x = var->scale_start.x + (var->scale_end.x - var->scale_start.x) * d; var->obj->scale.y = var->scale_start.y + (var->scale_end.y - var->scale_start.y) * d; res = (var->count == var->frame); } break; case MSG_GAME_TITLE_SKIP_EFFECT: { TaskAwake(body); var->count = var->frame - 1; } break; } return res; }