2019-10-15 00:00:00 +00:00
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$define damage_ratio {1.0}
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$define nearness_ratio {0.01}
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// ---- TEMPLATE DECLARATION ----
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$define main_color {
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color_r := 1;
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color_g := 0;
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color_b := 0;
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color_a := 0.9;
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}
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// ---- INITIALIZE ----
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actor [0..1] {
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color_a := 1;
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clip_left := 0;
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clip_right := 0;
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clip_top := 9/32;
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clip_bottom := 9/32;
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}
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background [0..1] {
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inner_r := 0.4;
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inner_g := 0.4;
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inner_b := 0.5;
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inner_a := 1;
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outer_r := 0.1;
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outer_g := 0.1;
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outer_b := 0.1;
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outer_a := 1;
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}
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posteffect [0..1] {
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clip_left := 0;
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clip_right := 0;
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clip_top := 9/32;
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clip_bottom := 9/32;
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contrast_r := 1.5;
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contrast_g := 1.5;
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contrast_b := 1.5;
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}
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// ---- INTRO [2..34] ----
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$define beat {2}
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$repeat i 3 {
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$define main_square {
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$main_color
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scale_x := 0.1;
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scale_y := 0.1;
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rotation_z := PI/4;
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translation_x := $i*0.6 - 0.6;
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}
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square [$beat..$beat+4] {
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$main_square
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damage := $damage_ratio*0.01;
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color_a = step(0.5, sin(PI*(1-pow(time, 2))*10));
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}
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square [$beat+4..$beat+26] {
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$main_square
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damage := $damage_ratio;
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}
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square [$beat+26..$beat+28] {
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$main_square
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weight = pow(1-time, 2);
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}
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$repeat j 8 {
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$repeat k 6 {
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circle [$beat+$j*2+6..$beat+$j*2+16] {
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$main_color
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scale_x := 0.025;
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scale_y := 0.025;
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__theta := $k*PI/3 + $j*PI/10;
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__cos := cos(__theta);
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__sin := sin(__theta);
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translation_x = ($i*0.6-0.6) + (time*1.5+0.2)*__cos;
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translation_y = (time*1.5+0.2)*__sin;
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damage := $damage_ratio*0.5;
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}
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}
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square [$beat+$j*2+6..$beat+$j*2+8] {
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$main_square
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scale_x = 0.1+time*0.1;
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scale_y = 0.1+time*0.1;
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color_a = 1-time;
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weight := 0.03;
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}
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}
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}
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// ---- OUTRO -> A melody [30..34] ----
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$define beat {30}
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triangle [$beat..$beat+1] {
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$main_color
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scale_x = 0.1 + pow(1-time, 2)*0.05;
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scale_y = 0.1 + pow(1-time, 2)*0.05;
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damage := $damage_ratio * 0.5;
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}
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square [$beat+1..$beat+2] {
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$main_color
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scale_x := 0.1;
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scale_y := 0.1;
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rotation_z = (1-pow(1-time, 2)) * PI/2;
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weight = 0.03 + time*0.97;
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damage := $damage_ratio * 0.75;
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}
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square [$beat+2..$beat+3] {
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$main_color
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scale_x = 0.1 + (1-pow(1-time, 2)) * 0.7;
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scale_y := 0.1;
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damage := $damage_ratio;
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}
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square [$beat+3..$beat+4] {
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$main_color
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scale_x := 0.8;
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scale_y := 0.1;
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rotation_z = pow(time, 2) * PI;
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damage := $damage_ratio;
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}
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circle [$beat+4..$beat+5] {
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$main_color
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scale_x = (1-time)*0.8;
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scale_y = (1-time)*0.8;
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damage := $damage_ratio * 0.75;
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}
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// ---- A melody [34..98] ----
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$define beat {34}
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$repeat i 16 {
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square [$beat+($i*4)..$beat+($i*4)+2] {
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$main_color
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scale_x := 0.5;
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scale_y := 0.05;
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translation_x = 0.5;
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translation_y = 1 - 2*time;
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damage := $damage_ratio*0.25;
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}
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square [$beat+($i*4)+2..$beat+($i*4)+4] {
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$main_color
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scale_x := 0.5;
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scale_y := 0.05;
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translation_x = -0.5;
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translation_y = 1 - 2*time;
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damage := $damage_ratio*0.25;
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}
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$define lazer_shooter_wrap_circle {
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$main_color
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color_a = 1-time;
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scale_x = (1-pow(1-time, 2)) * 0.3;
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scale_y = (1-pow(1-time, 2)) * 0.3;
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weight := 0.05;
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}
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$define lazer_shooter_triangle {
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$main_color
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scale_x = (1-pow(1-time, 2)) * 0.1;
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scale_y = (1-pow(1-time, 2)) * 0.2;
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rotation_z = PI*2 * (1-pow(1-time, 4)) +
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atan2(actor_y - translation_y, actor_x - translation_x) - PI/2;
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damage = $damage_ratio * 0.5;
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}
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$define lazer {
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$main_color
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color_a = 1-time;
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scale_x := 0.01;
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scale_y := 2;
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rotation_z :=
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atan2(actor_y - translation_y, actor_x - translation_x) - PI/2;
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damage = $damage_ratio * pow(time, 2);
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}
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circle [$beat+($i*4)..$beat+($i*4)+1] {
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translation_x := -0.5;
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$lazer_shooter_wrap_circle
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}
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triangle [$beat+($i*4)..$beat+($i*4)+1.5] {
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translation_x := -0.5;
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$lazer_shooter_triangle
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}
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square [$beat+($i*4)+1.5..$beat+($i*4)+2] {
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translation_x := -0.5;
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$lazer
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}
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circle [$beat+($i*4)+2..$beat+($i*4)+3] {
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translation_x := 0.5;
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$lazer_shooter_wrap_circle
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}
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triangle [$beat+($i*4)+2..$beat+($i*4)+3.5] {
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translation_x := 0.5;
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$lazer_shooter_triangle
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}
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square [$beat+($i*4)+3.5..$beat+($i*4)+4] {
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translation_x := 0.5;
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$lazer
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}
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}
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$define beat {66}
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$repeat i 16 {
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$repeat x 3 {
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circle [$beat+($i*2)..$beat+($i*2)+8] {
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$main_color
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scale_x := 0.025;
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scale_y := 0.025;
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translation_x = ($x-1)*0.4 + sin(time*PI*6) * 0.1;
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translation_y = 1 - time * 2;
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damage := $damage_ratio;
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}
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}
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}
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// ---- A melody -> B melody [98..102] ----
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$define beat {98}
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$repeat x 3 {
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$repeat i 3 {
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triangle [$beat+$i/3..$beat+($i+4)/3] {
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$main_color
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color_a = 0.8 - time*0.8;
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scale_x := 0.15;
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scale_y := 0.15;
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translation_x := $i*0.06 + ($x-1)*0.6;
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translation_y := -$i*0.05;
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damage := $damage_ratio * 0.5;
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}
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}
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}
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actor [$beat+2..$beat+4] {
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clip_left := 0;
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clip_right := 0;
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clip_top = 9/32 * (time+1);
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clip_bottom = 9/32 * (time+1);
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}
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posteffect [$beat+2..$beat+4] {
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clip_left := 0;
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clip_right := 0;
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clip_top = 9/32 * (time+1);
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clip_bottom = 9/32 * (time+1);
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}
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// ---- B melody [102..134] ----
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$define beat {102}
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$repeat i 12 {
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$repeat y 2 {
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square [$beat+($i*2)+$y..$beat+($i*2)+$y+8] {
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$main_color
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scale_x := 0.03;
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scale_y := 1;
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translation_x = (time-0.5)*2.1 * ($y-0.5)*2;
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translation_y := ($y-0.5)*2;
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damage := $damage_ratio;
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nearness_coe := $nearness_ratio;
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}
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}
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}
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actor [$beat+27..$beat+28] {
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clip_left := 0;
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clip_right := 0;
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clip_top = 9/32 * (2-pow(time, 3));
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clip_bottom = 9/32 * (2-pow(time, 3));
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}
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posteffect [$beat+27..$beat+28] {
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clip_left := 0;
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clip_right := 0;
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clip_top = 9/32 * (2-pow(time, 3));
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clip_bottom = 9/32 * (2-pow(time, 3));
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}
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$repeat y 2 {
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$repeat x 2 {
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$define translation_x {1.2 * ($x - $y*0.5)}
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$define translation_y {0.6 * ($y-0.5)*2}
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circle [$beat+27..$beat+29] {
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$main_color
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color_a = 1-time;
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scale_x = time * 0.1 + 0.1;
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scale_y = time * 0.1 + 0.1;
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translation_x := $translation_x;
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translation_y := $translation_y;
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weight = 0.3 * (1-time);
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}
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triangle [$beat+27..$beat+28] {
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$main_color
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scale_x = 0.15 * (1-pow(1-time, 4));
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scale_y = 0.15 * (1-pow(1-time, 4));
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translation_x := $translation_x;
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translation_y := $translation_y;
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rotation_z = (pow(1-time, 4) * PI * 2) + $y * PI;
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damage := $damage_ratio * 0.2;
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}
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triangle [$beat+28..$beat+29] {
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$main_color
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scale_x = 0.15 - 0.05 * (1-pow(1-time, 4));
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scale_y := 0.15;
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translation_x := $translation_x;
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translation_y := $translation_y;
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rotation_z := $y * PI;
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damage := $damage_ratio;
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}
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square [$beat+29..$beat+32] {
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$main_color
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color_a = 1-time;
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scale_x := 0.01;
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scale_y := 1;
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translation_x := $translation_x;
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damage = (1-time) * $damage_ratio;
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nearness_coe = $nearness_ratio;
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}
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}
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}
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// ---- C melody [134..166] ----
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$define beat {134}
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$repeat i 4 {
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square [$beat+$i*8..$beat+$i*8+4] {
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$main_color
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scale_x = 0.1 * pow(1-time, 2);
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scale_y = 0.1 * pow(1-time, 2);
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rotation_z = time * PI * 2;
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damage := $damage_ratio;
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}
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circle [$beat+$i*8+1..$beat+$i*8+2] {
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$main_color
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color_a = time;
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scale_x = 0.1 + pow(time, 4) * 0.2;
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scale_y = 0.1 + pow(time, 4) * 0.2;
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weight = pow(1-time, 2) * 0.8 + 0.2;
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damage := $damage_ratio;
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nearness_coe := $nearness_ratio;
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}
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$repeat t 10 {
|
|
|
|
square [$beat+$i*8+2..$beat+$i*8+4] {
|
|
|
|
$main_color
|
|
|
|
|
|
|
|
scale_y = 0.02;
|
|
|
|
scale_x = pow(1-time, 2) * 0.3;
|
|
|
|
|
|
|
|
__theta := PI*2 * $t/10;
|
|
|
|
rotation_z := __theta;
|
|
|
|
|
|
|
|
__sin = sin(__theta);
|
|
|
|
__cos = cos(__theta);
|
|
|
|
translation_x = __cos * (time+0.35);
|
|
|
|
translation_y = __sin * (time+0.35);
|
|
|
|
|
|
|
|
damage := $damage_ratio;
|
|
|
|
nearness_coe := $nearness_ratio;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
square [$beat+$i*8+2..$beat+$i*8+3] {
|
|
|
|
$main_color
|
|
|
|
|
|
|
|
scale_x := 0.5;
|
|
|
|
scale_y := 0.1;
|
|
|
|
|
|
|
|
translation_x = 0.5;
|
|
|
|
translation_y = 1 - 2*pow(time, 2);
|
|
|
|
|
|
|
|
damage := $damage_ratio*0.25;
|
|
|
|
}
|
|
|
|
square [$beat+$i*8+3..$beat+$i*8+4] {
|
|
|
|
$main_color
|
|
|
|
|
|
|
|
scale_x := 0.5;
|
|
|
|
scale_y := 0.1;
|
|
|
|
|
|
|
|
translation_x = -0.5;
|
|
|
|
translation_y = 1 - 2*pow(time, 2);
|
|
|
|
|
|
|
|
damage := $damage_ratio*0.25;
|
|
|
|
}
|
|
|
|
$repeat y 10 {
|
|
|
|
circle [$beat+$i*8+4..$beat+$i*8+8] {
|
|
|
|
$main_color
|
|
|
|
|
|
|
|
scale_x := 0.025;
|
|
|
|
scale_y := 0.025;
|
|
|
|
|
|
|
|
translation_x = 1-time*2;
|
|
|
|
translation_y = ($y-5)*0.2 + sin(time*PI*3) * 0.2;
|
|
|
|
|
|
|
|
damage := $damage_ratio;
|
|
|
|
nearness_coe := $nearness_ratio;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ---- C melody -> D melody [158..162] ----
|
|
|
|
$define beat {158}
|
|
|
|
$repeat y 2 {
|
|
|
|
$define translation_x {0.6 * ($y-0.5)*2}
|
|
|
|
$define translation_y {0.6 * ($y-0.5)*2}
|
|
|
|
|
|
|
|
circle [$beat+2..$beat+4] {
|
|
|
|
$main_color
|
|
|
|
color_a = 1-time;
|
|
|
|
|
|
|
|
scale_x = time * 0.1 + 0.1;
|
|
|
|
scale_y = time * 0.1 + 0.1;
|
|
|
|
|
|
|
|
translation_x := $translation_x;
|
|
|
|
translation_y := $translation_y;
|
|
|
|
|
|
|
|
weight = 0.3 * (1-time);
|
|
|
|
}
|
|
|
|
triangle [$beat+2..$beat+3] {
|
|
|
|
$main_color
|
|
|
|
|
|
|
|
scale_x = 0.15 * (1-pow(1-time, 4));
|
|
|
|
scale_y = 0.15 * (1-pow(1-time, 4));
|
|
|
|
|
|
|
|
translation_x := $translation_x;
|
|
|
|
translation_y := $translation_y;
|
|
|
|
|
|
|
|
rotation_z = (pow(1-time, 4) * PI * 2) + $y * PI;
|
|
|
|
|
|
|
|
damage := $damage_ratio * 0.2;
|
|
|
|
}
|
|
|
|
triangle [$beat+2..$beat+4] {
|
|
|
|
$main_color
|
|
|
|
|
|
|
|
scale_x = 0.15 - 0.05 * (1-pow(1-time, 4));
|
|
|
|
scale_y := 0.15;
|
|
|
|
|
|
|
|
translation_x := $translation_x;
|
|
|
|
translation_y := $translation_y;
|
|
|
|
|
|
|
|
rotation_z := $y * PI;
|
|
|
|
|
|
|
|
damage := $damage_ratio;
|
|
|
|
}
|
|
|
|
square [$beat+4..$beat+7] {
|
|
|
|
$main_color
|
|
|
|
color_a = 1-time;
|
|
|
|
|
|
|
|
scale_x := 0.01;
|
|
|
|
scale_y := 1;
|
|
|
|
|
|
|
|
translation_x := $translation_x;
|
|
|
|
|
|
|
|
damage = (1-time) * $damage_ratio;
|
|
|
|
nearness_coe = $nearness_ratio;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ---- D melody [162..194] ----
|
|
|
|
$define beat {162}
|
|
|
|
$repeat i 8 {
|
|
|
|
$define falling_triangle {
|
|
|
|
$main_color
|
|
|
|
|
|
|
|
scale_x := 0.35;
|
|
|
|
scale_y := 0.20;
|
|
|
|
|
|
|
|
rotation_z := PI;
|
|
|
|
|
|
|
|
damage := $damage_ratio;
|
|
|
|
}
|
|
|
|
triangle [$beat+$i*4..$beat+$i*4+1] {
|
|
|
|
$falling_triangle
|
|
|
|
translation_y = pow(1-time, 2);
|
|
|
|
}
|
|
|
|
triangle [$beat+$i*4+1..$beat+$i*4+2] {
|
|
|
|
$falling_triangle
|
|
|
|
translation_y = -pow(time, 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
$repeat x 2 {
|
|
|
|
$define translation_x {($x*2-1)}
|
|
|
|
triangle [$beat+$i*4+2..$beat+$i*4+3] {
|
|
|
|
$falling_triangle
|
|
|
|
translation_y = pow(1-time, 2);
|
|
|
|
translation_x := $translation_x * 0.7;
|
|
|
|
}
|
|
|
|
triangle [$beat+$i*4+3..$beat+$i*4+4] {
|
|
|
|
$falling_triangle
|
|
|
|
translation_y = -pow(time, 2);
|
|
|
|
translation_x := $translation_x * 0.7;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
$repeat x 2 {
|
|
|
|
$repeat y 3 {
|
|
|
|
circle [$beat+$i*4..$beat+$i*4+12] {
|
|
|
|
$main_color
|
|
|
|
|
|
|
|
scale_x = 0.025;
|
|
|
|
scale_y = 0.025;
|
|
|
|
|
|
|
|
translation_x := 1.1 * ($x*2-1);
|
|
|
|
translation_y := $y-1;
|
|
|
|
|
|
|
|
__theta := atan2(actor_y - translation_y, actor_x - translation_x);
|
|
|
|
__cos := cos(__theta);
|
|
|
|
__sin := sin(__theta);
|
|
|
|
|
|
|
|
translation_x += __cos * 0.01;
|
|
|
|
translation_y += __sin * 0.01;
|
|
|
|
|
|
|
|
damage := $damage_ratio;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ---- D melody -> E melody [194..198]
|
|
|
|
$define beat {194}
|
|
|
|
posteffect [$beat..$beat+1] {
|
|
|
|
contrast_r = 1 + pow(1-time, 2)*0.5;
|
|
|
|
contrast_g = 1 + pow(1-time, 2)*0.5;
|
|
|
|
contrast_b = 1 + pow(1-time, 2)*0.5;
|
|
|
|
}
|
|
|
|
posteffect [$beat+1..$beat+2] {
|
|
|
|
clip_left := 0;
|
|
|
|
clip_right := 0;
|
|
|
|
clip_top = 9/32 * pow(1-time, 2);
|
|
|
|
clip_bottom = 9/32 * pow(1-time, 2);
|
|
|
|
}
|
|
|
|
actor [$beat+1..$beat+2] {
|
|
|
|
clip_left := 0;
|
|
|
|
clip_right := 0;
|
|
|
|
clip_top = 9/32 * pow(1-time, 2);
|
|
|
|
clip_bottom = 9/32 * pow(1-time, 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
// ---- E melody [198..262] ----
|
|
|
|
$define beat {198}
|
|
|
|
$repeat i 16 {
|
|
|
|
$define falling_bar {
|
|
|
|
$main_color
|
|
|
|
|
|
|
|
scale_y := 0.1;
|
|
|
|
|
|
|
|
damage := $damage_ratio*0.25;
|
|
|
|
}
|
|
|
|
square [$beat+($i*4)+2..$beat+($i*4)+3] {
|
|
|
|
$falling_bar
|
|
|
|
scale_x := 0.4;
|
|
|
|
|
|
|
|
translation_x := -0.75;
|
|
|
|
translation_y = -(1 - 2*time);
|
|
|
|
}
|
|
|
|
square [$beat+($i*4)+2..$beat+($i*4)+3] {
|
|
|
|
$falling_bar
|
|
|
|
scale_x := 0.4;
|
|
|
|
|
|
|
|
translation_x := 0.75;
|
|
|
|
translation_y = -(1 - 2*time);
|
|
|
|
}
|
|
|
|
|
|
|
|
$repeat x 3 {
|
|
|
|
$define lazer {
|
|
|
|
$main_color
|
|
|
|
color_a = 1-time;
|
|
|
|
|
|
|
|
scale_x := 0.01;
|
|
|
|
|
|
|
|
damage = $damage_ratio*time;
|
|
|
|
}
|
|
|
|
square [$beat+($i*4)+$x*0.3+2..$beat+($i*4)+4] {
|
|
|
|
$lazer
|
|
|
|
translation_x := 0.5 + $x*0.2;
|
|
|
|
}
|
|
|
|
square [$beat+($i*4)+$x*0.3+2..$beat+($i*4)+4] {
|
|
|
|
$lazer
|
|
|
|
translation_x := -(0.5 + $x*0.2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
$define lazer_shooter_wrap_circle {
|
|
|
|
$main_color
|
|
|
|
color_a = 1-time;
|
|
|
|
|
|
|
|
scale_x = (1-pow(1-time, 2)) * 0.3;
|
|
|
|
scale_y = (1-pow(1-time, 2)) * 0.3;
|
|
|
|
|
|
|
|
weight := 0.05;
|
|
|
|
}
|
|
|
|
$define lazer_shooter_triangle {
|
|
|
|
$main_color
|
|
|
|
|
|
|
|
scale_x = (1-pow(1-time, 2)) * 0.1;
|
|
|
|
scale_y = (1-pow(1-time, 2)) * 0.2;
|
|
|
|
|
|
|
|
rotation_z = PI*2 * (1-pow(1-time, 4)) +
|
|
|
|
atan2(actor_y - translation_y, actor_x - translation_x) - PI/2;
|
|
|
|
|
|
|
|
damage = $damage_ratio * 0.5;
|
|
|
|
}
|
|
|
|
$define lazer {
|
|
|
|
$main_color
|
|
|
|
color_a = 1-time;
|
|
|
|
|
|
|
|
scale_x := 0.01;
|
|
|
|
scale_y := 2;
|
|
|
|
rotation_z :=
|
|
|
|
atan2(actor_y - translation_y, actor_x - translation_x) - PI/2;
|
|
|
|
|
|
|
|
damage = $damage_ratio * pow(time, 2);
|
|
|
|
}
|
|
|
|
$repeat x 2 {
|
|
|
|
$repeat y 2 {
|
|
|
|
$define translation_x {($x-0.5)*1.2}
|
|
|
|
$define translation_y {($y-0.5)/2}
|
|
|
|
circle [$beat+($i*4)..$beat+($i*4)+1] {
|
|
|
|
translation_x := $translation_x;
|
|
|
|
translation_y := $translation_y;
|
|
|
|
$lazer_shooter_wrap_circle
|
|
|
|
}
|
|
|
|
triangle [$beat+($i*4)..$beat+($i*4)+1.5] {
|
|
|
|
translation_x := $translation_x;
|
|
|
|
translation_y := $translation_y;
|
|
|
|
$lazer_shooter_triangle
|
|
|
|
}
|
|
|
|
square [$beat+($i*4)+1.5..$beat+($i*4)+2] {
|
|
|
|
translation_x := $translation_x;
|
|
|
|
translation_y := $translation_y;
|
|
|
|
$lazer
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
$repeat y 10 {
|
|
|
|
circle [$beat+$i*4..$beat+$i*4+4] {
|
|
|
|
$main_color
|
|
|
|
|
|
|
|
scale_x := 0.025;
|
|
|
|
scale_y := 0.025;
|
|
|
|
|
|
|
|
translation_x = ($y-5)*0.2 + sin(time*PI*3) * 0.2;
|
|
|
|
translation_y = -(1-time*2);
|
|
|
|
|
|
|
|
damage := $damage_ratio;
|
|
|
|
nearness_coe := $nearness_ratio;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ---- Outro [262..276] ----
|
|
|
|
$define beat {262}
|
|
|
|
$repeat i 2 {
|
|
|
|
square [$beat..$beat+1] {
|
|
|
|
$main_color
|
|
|
|
scale_x := 0.2;
|
|
|
|
scale_y := 0.02;
|
|
|
|
|
|
|
|
rotation_z = (PI/6 * pow(1-time, 4) + PI/6) * ($i-0.5)*2;
|
|
|
|
|
|
|
|
damage := $damage_ratio;
|
|
|
|
}
|
|
|
|
square [$beat+1..$beat+2] {
|
|
|
|
$main_color
|
|
|
|
scale_x := 0.2;
|
|
|
|
scale_y := 0.02;
|
|
|
|
rotation_z = PI/6 * pow(1-time, 4) * ($i-0.5)*2;
|
|
|
|
|
|
|
|
damage := $damage_ratio;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
square [$beat+2..$beat+3] {
|
|
|
|
$main_color
|
|
|
|
scale_x = 0.2 * (1-time);
|
|
|
|
scale_y := 0.02;
|
|
|
|
|
|
|
|
damage := $damage_ratio;
|
|
|
|
}
|
|
|
|
$repeat y 5 {
|
|
|
|
$repeat x 5 {
|
|
|
|
square [$beat+3+$y*0.2..$beat+3+$y*0.2+2] {
|
|
|
|
$main_color
|
|
|
|
color_a = pow(1-abs(time*2-1), 2) * 0.5;
|
|
|
|
|
|
|
|
scale_x := 0.15;
|
|
|
|
scale_y := 0.15;
|
|
|
|
|
|
|
|
translation_x := ($x-2.5) / 2.5 + 0.2;
|
|
|
|
translation_y := ($y-2.5) / 2.5 + 0.2;
|
|
|
|
|
|
|
|
damage = color_a * $damage_ratio * 0.25;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ---- Ending ----
|
|
|
|
posteffect [276..280] {
|
|
|
|
clip_left := 0;
|
|
|
|
clip_right := 0;
|
|
|
|
clip_top = 1-pow(1-time, 4);
|
|
|
|
clip_bottom = 1-pow(1-time, 4);
|
|
|
|
|
|
|
|
contrast_r = 1+9*time;
|
|
|
|
contrast_g = 1+9*time;
|
|
|
|
contrast_b = 1+9*time;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ---- IDEA BOX ----
|
|
|
|
// [cross]
|
|
|
|
//$repeat x 2 {
|
|
|
|
// $repeat y 10 {
|
|
|
|
// $repeat i 16 {
|
|
|
|
// square [$beat+($i*2)..$beat+($i*2)+2] {
|
|
|
|
// $main_color
|
|
|
|
//
|
|
|
|
// translation_y := -1 + $y/5;
|
|
|
|
// translation_x := -0.7 + $x*1.4;
|
|
|
|
//
|
|
|
|
// scale_x := 0.06;
|
|
|
|
// scale_y := 0.01;
|
|
|
|
// rotation_z = pow(time, 3) * PI / 2;
|
|
|
|
//
|
|
|
|
// damage = $damage_ratio;
|
|
|
|
// }
|
|
|
|
// square [$beat+($i*2)..$beat+($i*2)+2] {
|
|
|
|
// $main_color
|
|
|
|
//
|
|
|
|
// translation_y := -1 + $y/5;
|
|
|
|
// translation_x := -0.7 + $x*1.4;
|
|
|
|
//
|
|
|
|
// scale_x := 0.01;
|
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// scale_y := 0.06;
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// rotation_z = pow(time, 3) * PI / 2;
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//
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// damage = $damage_ratio;
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// }
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// }
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// }
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//}
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