module Cache
def self.cooku(filename)
load_bitmap("Graphics/Cooku/", filename)
end
end
class Cooku < Scene_Base
def start
super()
cooky_sceney
end
def update
super()
update_user_movement
update_salem
end
def update_user_movement
if Input.press?

LEFT)
@doomy.x -= @speedy if @doomy.x > 0
end
if Input.press?

RIGHT)
@doomy.x += @speedy if @doomy.x < 490
end
if (Input.press?

SHIFT) && Input.press?

LEFT))
@doomy.x -= @speedy + 2.5 if @doomy.x > 0
end
if (Input.press?

SHIFT) && Input.press?

RIGHT))
@doomy.x += @speedy + 2.5 if @doomy.x < 490
end
end
def update_salem
if @spawn_timer <= 0
@enemies << Sprite_Salem.new(@viewport1, @salem_count)
@salem_count += 1
@i_spawn_timer -= 1
@spawn_timer = @i_spawn_timer
end
@spawn_timer -= 1
end
def cooky_sceney
@speedy = 5
@spawn_timer = 60
@i_spawn_timer = 60
@enemies = []
@salem_count = 0
@background = Sprite.new
@doomy = Sprite.new
@background.bitmap = Cache.picture("BS")
@doomy.bitmap = Cache.picture("Doomy")
@doomy.x = 222
@doomy.y = 316
@background.opacity = 0
@doomy.opacity = 0
Graphics.wait(15)
Graphics.fadeout(2)
@background.opacity = 255
@doomy.opacity = 255
Graphics.fadein(2)
RPG::BGM.new("Airship", 100, 100).play
end
end
class Sprite_Salem < Sprite
def initialize(viewport, id)
super(viewport)
@id = id
@salem_speedy = 2
salem_mancare
init_position
end
def init_position
self.x = rand(490)
self.y = 0
end
def dispose
super()
end
def update
super()
update_move
end
def update_move
self.y += @salem_speedy
end
def salem_mancare
self.bitmap = Cache.cooku("Salem")
end
end