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Event system and events * ALLEGRO_EVENT o ALLEGRO_EVENT_JOYSTICK_AXIS o ALLEGRO_EVENT_JOYSTICK_BUTTON_DOWN o ALLEGRO_EVENT_JOYSTICK_BUTTON_UP o ALLEGRO_EVENT_JOYSTICK_CONFIGURATION o ALLEGRO_EVENT_KEY_DOWN o ALLEGRO_EVENT_KEY_UP o ALLEGRO_EVENT_KEY_CHAR o ALLEGRO_EVENT_MOUSE_AXES o ALLEGRO_EVENT_MOUSE_BUTTON_DOWN o ALLEGRO_EVENT_MOUSE_BUTTON_UP o ALLEGRO_EVENT_MOUSE_WARPED o ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY o ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY o ALLEGRO_EVENT_TIMER o ALLEGRO_EVENT_DISPLAY_EXPOSE o ALLEGRO_EVENT_DISPLAY_RESIZE o ALLEGRO_EVENT_DISPLAY_CLOSE o ALLEGRO_EVENT_DISPLAY_LOST o ALLEGRO_EVENT_DISPLAY_FOUND o ALLEGRO_EVENT_DISPLAY_SWITCH_OUT o ALLEGRO_EVENT_DISPLAY_SWITCH_IN o ALLEGRO_EVENT_DISPLAY_ORIENTATION * ALLEGRO_USER_EVENT * ALLEGRO_EVENT_QUEUE * ALLEGRO_EVENT_SOURCE * ALLEGRO_EVENT_TYPE * ALLEGRO_GET_EVENT_TYPE * ALLEGRO_EVENT_TYPE_IS_USER * al_create_event_queue * al_destroy_event_queue * al_register_event_source * al_unregister_event_source * al_is_event_queue_empty * al_get_next_event * al_peek_next_event * al_drop_next_event * al_flush_event_queue * al_wait_for_event * al_wait_for_event_timed * al_wait_for_event_until * al_init_user_event_source * al_destroy_user_event_source * al_emit_user_event * al_unref_user_event * al_get_event_source_data * al_set_event_source_data These functions are declared in the main Allegro header file allegro5/allegro.h ALLEGRO_EVENT typedef union ALLEGRO_EVENT ALLEGRO_EVENT; An ALLEGRO_EVENT is a union of all builtin event structures, i.e. it is an object large enough to hold the data of any event type. All events have the following fields in common type (ALLEGRO_EVENT_TYPE) Indicates the type of event. any.source (ALLEGRO_EVENT_SOURCE *) The event source which generated the event. any.timestamp (double) When the event was generated. By examining the type field you can then access type-specific fields. The any.source field tells you which event source generated that particular event. The any.timestamp field tells you when the event was generated. The time is referenced to the same starting point as al_get_time. Each event is of one of the following types, with the usable fields given. ALLEGRO_EVENT_JOYSTICK_AXIS A joystick axis value changed. joystick.id (ALLEGRO_JOYSTICK *) The joystick which generated the event. This is not the same as the event source joystick.source. joystick.stick (int) The stick number, counting from zero. Axes on a joystick are grouped into "sticks". joystick.axis (int) The axis number on the stick, counting from zero. joystick.pos (float) The axis position, from -1.0 to +1.0. ALLEGRO_EVENT_JOYSTICK_BUTTON_DOWN A joystick button was pressed. joystick.id (ALLEGRO_JOYSTICK *) The joystick which generated the event. joystick.button (int) The button which was pressed, counting from zero. ALLEGRO_EVENT_JOYSTICK_BUTTON_UP A joystick button was released. joystick.id (ALLEGRO_JOYSTICK *) The joystick which generated the event. joystick.button (int) The button which was released, counting from zero. ALLEGRO_EVENT_JOYSTICK_CONFIGURATION A joystick was plugged in or unplugged. See al_reconfigure_joysticks for details. ALLEGRO_EVENT_KEY_DOWN A keyboard key was pressed. keyboard.keycode (int) The code corresponding to the physical key which was pressed. See the "Key codes" section for the list of ALLEGRO_KEY_* constants. keyboard.display (ALLEGRO_DISPLAY *) The display which had keyboard focus when the event occurred. Note this event is about the physical keys being press on the keyboard. Look for ALLEGRO_EVENT_KEY_CHAR events for character input. ALLEGRO_EVENT_KEY_UP A keyboard key was released. keyboard.keycode (int) The code corresponding to the physical key which was released. See the "Key codes" section for the list of ALLEGRO_KEY_* constants. keyboard.display (ALLEGRO_DISPLAY *) The display which had keyboard focus when the event occurred. ALLEGRO_EVENT_KEY_CHAR A character was typed on the keyboard, or a character was auto-repeated. keyboard.keycode (int) The code corresponding to the physical key which was last pressed. See the "Key codes" section for the list of ALLEGRO_KEY_* constants. keyboard.unichar (int) A Unicode code point (character). This may be zero or negative if the event was generated for a non-visible "character", such as an arrow or Function key. In that case you can act upon the keycode field. Some special keys will set the unichar field to their standard ASCII values Tab=9, Return=13, Escape=27. In addition if you press the Control key together with A to Z the unichar field will have the values 1 to 26. For example Ctrl-A will set unichar to 1 and Ctrl-H will set it to 8. As of Allegro 5.0.2 there are some inconsistencies in the treatment of Backspace (8 or 127) and Delete (127 or 0) keys on different platforms. These can be worked around by checking the keycode field. keyboard.modifiers (unsigned) This is a bitfield of the modifier keys which were pressed when the event occurred. See "Keyboard modifier flags" for the constants. keyboard.repeat (bool) Indicates if this is a repeated character. keyboard.display (ALLEGRO_DISPLAY *) The display which had keyboard focus when the event occurred. Note in many input methods, characters are not entered one-for-one with physical key presses. Multiple key presses can combine to generate a single character, e.g. apostrophe + e may produce é . Fewer key presses can also generate more characters, e.g. macro sequences expanding to common phrases. ALLEGRO_EVENT_MOUSE_AXES One or more mouse axis values changed. mouse.x (int) x-coordinate mouse.y (int) y-coordinate mouse.z (int) z-coordinate. This usually means the vertical axis of a mouse wheel, where up is positive and down is negative. mouse.w (int) w-coordinate. This usually means the horizontal axis of a mouse wheel. mouse.dx (int) Change in the x-coordinate value since the previous ALLEGRO_EVENT_MOUSE_AXES event. mouse.dy (int) Change in the y-coordinate value since the previous ALLEGRO_EVENT_MOUSE_AXES event. mouse.dz (int) Change in the z-coordinate value since the previous ALLEGRO_EVENT_MOUSE_AXES event. mouse.dw (int) Change in the w-coordinate value since the previous ALLEGRO_EVENT_MOUSE_AXES event. mouse.display (ALLEGRO_DISPLAY *) The display which had mouse focus. Note Calling al_set_mouse_xy also will result in a change of axis values, but such a change is reported with ALLEGRO_EVENT_MOUSE_WARPED events instead. Note currently mouse.display may be NULL if an event is generated in response to al_set_mouse_axis. ALLEGRO_EVENT_MOUSE_BUTTON_DOWN A mouse button was pressed. mouse.x (int) x-coordinate mouse.y (int) y-coordinate mouse.z (int) z-coordinate mouse.w (int) w-coordinate mouse.button (unsigned) The mouse button which was pressed, numbering from 1. mouse.display (ALLEGRO_DISPLAY *) The display which had mouse focus. ALLEGRO_EVENT_MOUSE_BUTTON_UP A mouse button was released. mouse.x (int) x-coordinate mouse.y (int) y-coordinate mouse.z (int) z-coordinate mouse.w (int) w-coordinate mouse.button (unsigned) The mouse button which was released, numbering from 1. mouse.display (ALLEGRO_DISPLAY *) The display which had mouse focus. ALLEGRO_EVENT_MOUSE_WARPED al_set_mouse_xy was called to move the mouse. This event is identical to ALLEGRO_EVENT_MOUSE_AXES otherwise. ALLEGRO_EVENT_MOUSE_ENTER_DISPLAY The mouse cursor entered a window opened by the program. mouse.x (int) x-coordinate mouse.y (int) y-coordinate mouse.z (int) z-coordinate mouse.w (int) w-coordinate mouse.display (ALLEGRO_DISPLAY *) The display which had mouse focus. ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY The mouse cursor leave the boundaries of a window opened by the program. mouse.x (int) x-coordinate mouse.y (int) y-coordinate mouse.z (int) z-coordinate mouse.w (int) w-coordinate mouse.display (ALLEGRO_DISPLAY *) The display which had mouse focus. ALLEGRO_EVENT_TIMER A timer counter incremented. timer.source (ALLEGRO_TIMER *) The timer which generated the event. timer.count (int64_t) The timer count value. ALLEGRO_EVENT_DISPLAY_EXPOSE The display (or a portion thereof) has become visible. display.source (ALLEGRO_DISPLAY *) The display which was exposed. display.x (int) display.y (int) The top-left corner of the display which was exposed. display.width (int) display.height (int) The width and height of the rectangle which was exposed. Note The display needs to be created with ALLEGRO_GENERATE_EXPOSE_EVENTS flag for these events to be generated. ALLEGRO_EVENT_DISPLAY_RESIZE The window has been resized. display.source (ALLEGRO_DISPLAY *) The display which was resized. display.x (int) display.y (int) The position of the top-level corner of the display. display.width (int) The new width of the display. display.height (int) The new height of the display. Note that further resize events may be generated by the time you process the event, so these fields may hold outdated information. ALLEGRO_EVENT_DISPLAY_CLOSE The close button of the window has been pressed. display.source (ALLEGRO_DISPLAY *) The display which was closed. ALLEGRO_EVENT_DISPLAY_LOST When using Direct3D, displays can enter a "lost" state. In that state, drawing calls are ignored, and upon entering the state, bitmap s pixel data can become undefined. Allegro does its best to preserve the correct contents of bitmaps (see ALLEGRO_NO_PRESERVE_TEXTURE) and restore them when the device is "found" (see ALLEGRO_EVENT_DISPLAY_FOUND). However, this is not 100% fool proof. To ensure that all bitmap contents are restored accurately, one must take additional steps. The best procedure to follow if bitmap constancy is important to you is as follows first, always have the ALLEGRO_NO_PRESERVE_TEXTURE flag set to true when creating bitmaps, as it incurs pointless overhead when using this method. Second, create a mechanism in your game for easily reloading all of your bitmaps -- for example, wrap them in a class or data structure and have a "bitmap manager" that can reload them back to the desired state. Then, when you receive an ALLEGRO_EVENT_DISPLAY_FOUND event, tell the bitmap manager (or whatever your mechanism is) to restore your bitmaps. display.source (ALLEGRO_DISPLAY *) The display which was lost. ALLEGRO_EVENT_DISPLAY_FOUND Generated when a lost device is restored to operating state. See ALLEGRO_EVENT_DISPLAY_LOST. display.source (ALLEGRO_DISPLAY *) The display which was found. ALLEGRO_EVENT_DISPLAY_SWITCH_OUT The window is no longer active, that is the user might have clicked into another window or "tabbed" away. display.source (ALLEGRO_DISPLAY *) The display which was switched out of. ALLEGRO_EVENT_DISPLAY_SWITCH_IN The window is the active one again. display.source (ALLEGRO_DISPLAY *) The display which was switched into. ALLEGRO_EVENT_DISPLAY_ORIENTATION Generated when the rotation or orientation of a display changes. display.source (ALLEGRO_DISPLAY *) The display which generated the event. event.display.orientation Contains one of the following values * ALLEGRO_DISPLAY_ORIENTATION_0_DEGREES * ALLEGRO_DISPLAY_ORIENTATION_90_DEGREES * ALLEGRO_DISPLAY_ORIENTATION_180_DEGREES * ALLEGRO_DISPLAY_ORIENTATION_270_DEGREES * ALLEGRO_DISPLAY_ORIENTATION_FACE_UP * ALLEGRO_DISPLAY_ORIENTATION_FACE_DOWN See also ALLEGRO_EVENT_SOURCE, ALLEGRO_EVENT_TYPE, ALLEGRO_USER_EVENT ALLEGRO_USER_EVENT typedef struct ALLEGRO_USER_EVENT ALLEGRO_USER_EVENT; An event structure that can be emitted by user event sources. These are the public fields * ALLEGRO_EVENT_SOURCE *source; * intptr_t data1; * intptr_t data2; * intptr_t data3; * intptr_t data4; See also al_emit_user_event ALLEGRO_EVENT_QUEUE typedef struct ALLEGRO_EVENT_QUEUE ALLEGRO_EVENT_QUEUE; An event queue holds events that have been generated by event sources that are registered with the queue. Events are stored in the order they are generated. Access is in a strictly FIFO (first-in-first-out) order. See also al_create_event_queue, al_destroy_event_queue ALLEGRO_EVENT_SOURCE typedef struct ALLEGRO_EVENT_SOURCE ALLEGRO_EVENT_SOURCE; An event source is any object which can generate events. For example, an ALLEGRO_DISPLAY can generate events, and you can get the ALLEGRO_EVENT_SOURCE pointer from an ALLEGRO_DISPLAY with al_get_display_event_source. You may create your own "user" event sources that emit custom events. See also ALLEGRO_EVENT, al_init_user_event_source, al_emit_user_event ALLEGRO_EVENT_TYPE typedef unsigned int ALLEGRO_EVENT_TYPE; An integer used to distinguish between different types of events. See also ALLEGRO_EVENT, ALLEGRO_GET_EVENT_TYPE, ALLEGRO_EVENT_TYPE_IS_USER ALLEGRO_GET_EVENT_TYPE #define ALLEGRO_GET_EVENT_TYPE(a, b, c, d) AL_ID(a, b, c, d) Make an event type identifier, which is a 32-bit integer. Usually, but not necessarily, this will be made from four 8-bit character codes, for example #define MY_EVENT_TYPE ALLEGRO_GET_EVENT_TYPE( M , I , N , E ) IDs less than 1024 are reserved for Allegro or its addons. Don t use anything lower than ALLEGRO_GET_EVENT_TYPE(0, 0, 4, 0). You should try to make your IDs unique so they don t clash with any 3rd party code you may be using. Be creative. Numbering from 1024 is not creative. If you need multiple identifiers, you could define them like this #define BASE_EVENT ALLEGRO_GET_EVENT_TYPE( M , I , N , E ) #define BARK_EVENT (BASE_EVENT + 0) #define MEOW_EVENT (BASE_EVENT + 1) #define SQUAWK_EVENT (BASE_EVENT + 2) /* Alternatively */ enum { BARK_EVENT = ALLEGRO_GET_EVENT_TYPE( M , I , N , E ), MEOW_EVENT, SQUAWK_EVENT }; See also ALLEGRO_EVENT, ALLEGRO_EVENT_TYPE_IS_USER ALLEGRO_EVENT_TYPE_IS_USER #define ALLEGRO_EVENT_TYPE_IS_USER(t) ((t) = 512) A macro which evaluates to true if the event type is not a builtin event type, i.e. one of those described in ALLEGRO_EVENT_TYPE. al_create_event_queue ALLEGRO_EVENT_QUEUE *al_create_event_queue(void) Create a new, empty event queue, returning a pointer to object if successful. Returns NULL on error. See also al_register_event_source, al_destroy_event_queue, ALLEGRO_EVENT_QUEUE al_destroy_event_queue void al_destroy_event_queue(ALLEGRO_EVENT_QUEUE *queue) Destroy the event queue specified. All event sources currently registered with the queue will be automatically unregistered before the queue is destroyed. See also al_create_event_queue, ALLEGRO_EVENT_QUEUE al_register_event_source void al_register_event_source(ALLEGRO_EVENT_QUEUE *queue, ALLEGRO_EVENT_SOURCE *source) Register the event source with the event queue specified. An event source may be registered with any number of event queues simultaneously, or none. Trying to register an event source with the same event queue more than once does nothing. See also al_unregister_event_source, ALLEGRO_EVENT_SOURCE al_unregister_event_source void al_unregister_event_source(ALLEGRO_EVENT_QUEUE *queue, ALLEGRO_EVENT_SOURCE *source) Unregister an event source with an event queue. If the event source is not actually registered with the event queue, nothing happens. If the queue had any events in it which originated from the event source, they will no longer be in the queue after this call. See also al_register_event_source al_is_event_queue_empty bool al_is_event_queue_empty(ALLEGRO_EVENT_QUEUE *queue) Return true if the event queue specified is currently empty. See also al_get_next_event, al_peek_next_event al_get_next_event bool al_get_next_event(ALLEGRO_EVENT_QUEUE *queue, ALLEGRO_EVENT *ret_event) Take the next event out of the event queue specified, and copy the contents into ret_event, returning true. The original event will be removed from the queue. If the event queue is empty, return false and the contents of ret_event are unspecified. See also ALLEGRO_EVENT, al_peek_next_event, al_wait_for_event al_peek_next_event bool al_peek_next_event(ALLEGRO_EVENT_QUEUE *queue, ALLEGRO_EVENT *ret_event) Copy the contents of the next event in the event queue specified into ret_event and return true. The original event packet will remain at the head of the queue. If the event queue is actually empty, this function returns false and the contents of ret_event are unspecified. See also ALLEGRO_EVENT, al_get_next_event, al_drop_next_event al_drop_next_event bool al_drop_next_event(ALLEGRO_EVENT_QUEUE *queue) Drop (remove) the next event from the queue. If the queue is empty, nothing happens. Returns true if an event was dropped. See also al_flush_event_queue, al_is_event_queue_empty al_flush_event_queue void al_flush_event_queue(ALLEGRO_EVENT_QUEUE *queue) Drops all events, if any, from the queue. See also al_drop_next_event, al_is_event_queue_empty al_wait_for_event void al_wait_for_event(ALLEGRO_EVENT_QUEUE *queue, ALLEGRO_EVENT *ret_event) Wait until the event queue specified is non-empty. If ret_event is not NULL, the first event in the queue will be copied into ret_event and removed from the queue. If ret_event is NULL the first event is left at the head of the queue. See also ALLEGRO_EVENT, al_wait_for_event_timed, al_wait_for_event_until, al_get_next_event al_wait_for_event_timed bool al_wait_for_event_timed(ALLEGRO_EVENT_QUEUE *queue, ALLEGRO_EVENT *ret_event, float secs) Wait until the event queue specified is non-empty. If ret_event is not NULL, the first event in the queue will be copied into ret_event and removed from the queue. If ret_event is NULL the first event is left at the head of the queue. timeout_msecs determines approximately how many seconds to wait. If the call times out, false is returned. Otherwise true is returned. See also ALLEGRO_EVENT, al_wait_for_event, al_wait_for_event_until al_wait_for_event_until bool al_wait_for_event_until(ALLEGRO_EVENT_QUEUE *queue, ALLEGRO_EVENT *ret_event, ALLEGRO_TIMEOUT *timeout) Wait until the event queue specified is non-empty. If ret_event is not NULL, the first event in the queue will be copied into ret_event and removed from the queue. If ret_event is NULL the first event is left at the head of the queue. timeout determines how long to wait. If the call times out, false is returned. Otherwise true is returned. See also ALLEGRO_EVENT, ALLEGRO_TIMEOUT, al_init_timeout, al_wait_for_event, al_wait_for_event_timed al_init_user_event_source void al_init_user_event_source(ALLEGRO_EVENT_SOURCE *src) Initialise an event source for emitting user events. The space for the event source must already have been allocated. One possible way of creating custom event sources is to derive other structures with ALLEGRO_EVENT_SOURCE at the head, e.g. typedef struct THING THING; struct THING { ALLEGRO_EVENT_SOURCE event_source; int field1; int field2; /* etc. */ }; THING *create_thing(void) { THING *thing = malloc(sizeof(THING)); if (thing) { al_init_user_event_source( thing- event_source); thing- field1 = 0; thing- field2 = 0; } return thing; } The advantage here is that the THING pointer will be the same as the ALLEGRO_EVENT_SOURCE pointer. Events emitted by the event source will have the event source pointer as the source field, from which you can get a pointer to a THING by a simple cast (after ensuring checking the event is of the correct type). However, it is only one technique and you are not obliged to use it. The user event source will never be destroyed automatically. You must destroy it manually with al_destroy_user_event_source. See also ALLEGRO_EVENT_SOURCE, al_emit_user_event, al_destroy_user_event_source al_destroy_user_event_source void al_destroy_user_event_source(ALLEGRO_EVENT_SOURCE *src) Destroy an event source initialised with al_init_user_event_source. This does not free the memory, as that was user allocated to begin with. See also ALLEGRO_EVENT_SOURCE al_emit_user_event bool al_emit_user_event(ALLEGRO_EVENT_SOURCE *src, ALLEGRO_EVENT *event, void (*dtor)(ALLEGRO_USER_EVENT *)) Emit a user event. The event source must have been initialised with al_init_user_event_source. Returns false if the event source isn t registered with any queues, hence the event wouldn t have been delivered into any queues. Events are copied in and out of event queues, so after this function returns the memory pointed to by event may be freed or reused. Some fields of the event being passed in may be modified by the function. Reference counting will be performed if dtor is not NULL. Whenever a copy of the event is made, the reference count increases. You need to call al_unref_user_event to decrease the reference count once you are done a user event that you have received from al_get_next_event, al_peek_next_event, al_wait_for_event, etc. Once the reference count drops to zero dtor will be called with a copy of the event as an argument. It should free the resources associated with the event, but not the event itself (since it is just a copy). If dtor is NULL then reference counting will not be performed. It is safe, but unnecessary, to call al_unref_user_event on non-reference counted user events. See also ALLEGRO_USER_EVENT, al_unref_user_event al_unref_user_event void al_unref_user_event(ALLEGRO_USER_EVENT *event) Decrease the reference count of a user-defined event. This must be called on any user event that you get from al_get_next_event, al_peek_next_event, al_wait_for_event, etc. which is reference counted. This function does nothing if the event is not reference counted. See also al_emit_user_event al_get_event_source_data intptr_t al_get_event_source_data(const ALLEGRO_EVENT_SOURCE *source) Returns the abstract user data associated with the event source. If no data was previously set, returns NULL. See also al_set_event_source_data al_set_event_source_data void al_set_event_source_data(ALLEGRO_EVENT_SOURCE *source, intptr_t data) Assign the abstract user data to the event source. Allegro does not use the data internally for anything; it is simply meant as a convenient way to associate your own data or objects with events. See also al_get_event_source_data
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【♪~ Il giudizio finale sta per essere emesso ~♪】 「…ん、あれ……電話での連絡なんて、久しぶりだなぁ」 アルバイトの休憩時間中 かかってきた電話の相手を液晶画面で確認し、彼はそう呟いた …ここ一週間メールばかりだったくせに、どうしたのだろう? 【♪~ Nessuno puo emendarsi dal peccato che scorre nelle vene ~♪】 …まぁ、いつまでも着信メロディを聞いていても仕方ない 彼は、面倒だな、と思いながら電話を受信する 「はい、どうしたの?」 『…街中に張られているポスターは、確認しましたか?』 「夢の国の?うん、知ってるよ。兄さんからも話聞いたし」 夢の国が何かしようと、自分には関係ない …ただ、今まで通り、兄を護るだけだ 『…今度、秋祭りが行われることはご存知で?』 「あぁ、毎年やってるやつでしょ?それが?」 『恐らく、「夢の国」はそれに合わせて、本格的に動き出すでしょう。「組織」としても、それに対抗します』 「……ふぅん?」 …「組織」の作戦に、自分も組み込まれるのだろうか? 面倒だな、と彼は考える 自分は、兄を護るので精一杯なのに まぁ、「組織」に力を貸すことも、兄を護る為になるから仕方ないが… さて、どんな文句を言ってやろうか …そう考えていた青年の予想を、電話の向こうの黒服は裏切ってくる 『ですから……いざとなったら。秋祭りの時期の前に、お兄さんを連れて学校町を離れなさい』 「……え?」 きょとん、とする青年 考えていた文句も、全て吹き飛ぶ 「…どう言う風の吹き回し?」 『「組織」の一部が、これを機会に「組織」の反抗勢力を一網打尽にしようとしています。その計画が実行されれば…学校町事態が、地図上から消されかねません』 …電話の向こうの黒服の声は、つらそうだった 自分の無力さに嘆いているような ……そんな、声 『出来る限り、その作戦を実行させないようにするつもりではありますが……どうなるか、わかりませんから』 「…じゃあ、それが実行されたら。君はどうなるのかな?」 『…………』 …返事がない やれやれ、と彼はため息をついた わかりやすい奴め、と思う 黒服の癖に、考えを読まれるようでは駄目だろうに …だが、だからこそ、扱いやすい 「僕、逃げないよ?兄さんが、生徒を置いて町から逃げると思えないからね…だから、僕は逃げられないの」 『…そうですか』 「それとさぁ、死のうとなんて、考えちゃ駄目だよ?」 こちらの、言葉に 今度は、あちらが言葉に困っているようだった くすくす、彼は笑う 「君がいなくなったら、「組織」を利用しにくいじゃない。それはだぁめ。生きて、僕の役に立ってよ」 『…まったく、あなたという人は…』 善処します、と答えてきた黒服 秋祭りに向けた詳しい作戦については、後日改めて連絡する、といって電話を切ってきた ……携帯電話を握り緊め、彼は呟く 「…逃げられる訳がないじゃない。兄さんが逃げないのに」 ……ぎり、と 強く、強く、携帯電話を握り緊め …暗く、呟く 「…父さんと母さんの墓がこの町にあるのに。逃げられる訳ないじゃない」 その呟きは、あまりにも小さくて、小さくて 彼自身にすら、届いていなかった 前ページ連載 - とある組織の構成員の憂鬱
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全72種(バージョン1.3時点) ※全種未記載です。 名称 条件 効果 Swift Execution Combo x3 Kill 3 enemies in rapid succesion without missing Unlocks Shop between waves Relentless Carnage Combo x10 Kill 10 enemies in rapid succesion without missing Add one more item to the Shop Tactical Apprentice Score 100 000 points in one run Add one more item to the Shop Defender Survive 9 waves You may encounter a trapped orphan, save its soul Wicked Precision Score 33 headshots Adds Cataclysm to the world Window of Opportunity Hit 33 enemies through gaps and holes Increases portal durability 耐久力が上がる Congregational Exploit Kill more than one enemy with a single explosion or arrow 33 times Increases portal durability 耐久力が上がる Sniper s Technique Hit 33 enemies from really far away(farther than longshots) Increases portal durability 耐久力が上がる Enlightened Setup Kill 33 enemies passing through Holy Light Anoter orphan is trapped in here, save its soul Temptation of the Blind Kill with Headshots 3 enemies with 3 consecutive arrows Every 3 consecutive headshot kills spawn a Cupid Gifted Defender Survive 15 waves (on any difficulty) Starting gold +500 Saint s Approach Defender Survive 15 waves in Saint s Approach (on NORMAL) Unlocks Rage Shooting the bell during a wave enrages enemies for some time, enraged enemies score x2 Lost Passage Defender Survive 15 waves in Lost Passage (on NORMAL) Starting gold +500 Ruined Bastion Defender Survive 15 waves in Ruined Bastion (on NORMAL) Starting gold +500 Divine Precision Kill 15 enemies with Sniper Elite(headshot from really far away) Tempest hit radius +30% Divine Timing Kill 25 enemies with Ambush(headshot through a gap) Hand of God effect duration +25%, size +30% Divine Magnitude Kill 7 enemies with one arrow or explosion Incursion range +25%, damage +25% Relieve the Innocent Bring salvation to 10 orphans Anoter orphan is trapped in here, save its soul Ceremonial Approach Headshot 100 Abominations Cataclysm damage +25%, explosion range +25% Tactical Master Score 200 000 points in one run Start every game with a random arrow Enlightened Game Kill 10 enemies passing through Holy Light in one run Increases Holy Light score multiplier by 1 Slaughter of the Blind I Kill 3 Cupids in one run Increases Holy Light score multiplier by 1 Gift of the Blind Headshot a Cupid Every Cupid headshot drop a special arrow Loophole Shooter I Score 22 gapshots in one run Starting gold +500 Loophole Shooter II Score 55 gapshots in one run Starting gold +500 Marksman Challenge I Score 15 sniper shots in one run Starting gold +500 Herald of the Apocalypse I Score 11 multikills in one run Starting gold +500 Herald of the Apocalypse II Score 22 multikills in one run Starting gold +500 Spatial Awareness Score 25 double gapshots(arrow passes through two gaps before hitting a target) Starting gold +500 Prowess Exhibit I Score 50 skillshots in one run(headshots, longshots, snipers, gapshots or multikills) Starting gold +500 Prowess Exhibit II Score 100 skillshots in one run(headshots, longshots, snipers, gapshots or multikills) Starting gold +500 Prowess Exhibit III Score 200 skillshots in one run(headshots, longshots, snipers, gapshots or multikills) Starting gold +500 Moment of Glory Score 20 skillshots in one wave(headshots, longshots, snipers, gapshots or multikills) Starting gold +500 Legendary Defender Survive 15 waves without any enemy passing through the portal (on NORMAL) Starting gold +500 Disregard for Nobility Kill 50 Knights with multikills Starting gold +500 Sixth Sense Kill 20 Skeletons with sniper shots Starting gold +500 Explosive Opportunity Kill 20 Exploding Heads with gapshots Starting gold +500 Restless Tranquillizer Kill 100 enraged enemies(Shoot the bell during a wave to enarage enemies) Starting gold +500 Deadeye Routine Score 3 sniper shots in a row Starting gold +500 War Prophet Score 5 gapshots in a row Starting gold +500 That s Close Enough Score 5 longshots in a row Starting gold +500 Finesse Display In a single wave score at least one each of headshot, longshot, sniper, gapshot and multishot Starting gold +500 Impossible Swiftness I Score a Quick Wave(kill the whole wave in an exceptionally short time on NORMAL) Starting gold +500 Impossible Swiftness II Score 3 Quick Wave(kill the whole wave in an exceptionally short time on NORMAL) Starting gold +500 Divine Infallibility I Socre a Perfect Wave(don t miss any shot in a wave on NORMAL) Starting gold +500 Head Trauma Hit an enemy with a blast from every Exploding Head in one run (on NORMAL) Starting gold +500 Pauper s Fate Complete the game without spending any gold (on NORMAL) Starting gold +500 Relentless Guardian Complete the game 10 times (on NORMAL) Starting gold +500 Extravagance Buy up the whole shop s inventory at once Starting gold +500 Kingdom s Arsenal Use four different special arrows in one wave Starting gold +500 Quest of the Innocent Buring salvation to 3 Orphans in one run Starting gold +500 Anakim s Advance Defender Survive 15 waves in Anakim s Advance (on NORMAL) Starting gold +500 David s Trick Kill Anakim with a Headshot 22 times Starting gold +500 Surprise Finish Kill Anakim with an Ambush(headshot+gapshot) Starting gold +500 Linked Fate Kill two Anakims during the same ongoing dombo (on NORMAL) Starting gold +500 David s Legacy I Kill at least 1 Anakim in one run using only headshots (on NORMAL) Starting gold +500 Nefarious Invasion Defender Survive 15 waves in Nefarious Invasion (on NORMAL) Starting gold +500 Summoner s Hatred Kill 66 Summoners Starting gold +500 Summoner s Choice Clone Cupid, Orphan and Exploding Head in one run Starting gold +500 Summoner s Rage I Have at least 33 enemies cloned during one run(Nefarious Invasion on NORMAL) Starting gold +500 Summoner s Revenge Kill all enemies in a winning run, cupids excluded(Nefarious Invasion on NORMAL) Starting gold +500
https://w.atwiki.jp/magham/pages/27.html
Event Christmas Events HAM (24, 23 December 2011) First event will be held HAM! Part 1 and Part 2 will be held twice. The content is the same plan. More convenient one, or both, please join! Ask you to text chat and admitted 30 minutes before the start. Part 1 more Date 2011/12/23 Time 21 00 to 23 00 (Japan time) Part 2 Details Date 2011/12/24 Time 13 00 to 15 00 (Japan time) Description photography sally Text chat in more detail What you need Photos for photography equipment Event mercenaries charged (glass + range for flying grenades, grenade launcher) Decorate your flash battlefield smoke grenade explosions since Christmas Let us wear sunglasses to prevent glare Events Photo Gallery Part 1 the first group photo of the event s first memorable HAM blankimgプラグインエラー:ご指定のファイルがありません。アップロード済みのファイルを指定してください。 smoke mistaken bombing brought to the event blankimgプラグインエラー:ご指定のファイルがありません。アップロード済みのファイルを指定してください。 The rooms are narrower than I expected! blankimgプラグインエラー:ご指定のファイルがありません。アップロード済みのファイルを指定してください。 C is released and quickly deep shit! blankimgプラグインエラー:ご指定のファイルがありません。アップロード済みのファイルを指定してください。 After mistaken bombing a flash grenade to take a picture blankimgプラグインエラー:ご指定のファイルがありません。アップロード済みのファイルを指定してください。 Finally caught on pretty memorable piece blankimgプラグインエラー:ご指定のファイルがありません。アップロード済みのファイルを指定してください。 If a person targeted by shooting and trying to set lol blankimgプラグインエラー:ご指定のファイルがありません。アップロード済みのファイルを指定してください。 NAOKI_RZ are stained crimson visibility was shot during shooting blankimgプラグインエラー:ご指定のファイルがありません。アップロード済みのファイルを指定してください。 Are aligned with clean HAM! blankimgプラグインエラー:ご指定のファイルがありません。アップロード済みのファイルを指定してください。 NAOKI_RZ of shooting ( impressed me was shot by Mr. Wing!) Part 2 At Copper Hill! blankimgプラグインエラー:ご指定のファイルがありません。アップロード済みのファイルを指定してください。 Guided me to the spot shooting walled Mr. Julio! blankimgプラグインエラー:ご指定のファイルがありません。アップロード済みのファイルを指定してください。 Finally, decide on a single.Thanks to everyone who participated blankimgプラグインエラー:ご指定のファイルがありません。アップロード済みのファイルを指定してください。 NAOKI_RZ of shooting ( impressed me was shot by Mr. Wing!) Jurio s pictures while jumping ( thanks from Mr. Wing Post) Special Edition HAM clan sign on the map exercises!?I think it was great! It is beautifully written ( thank you Posted from Julio)
https://w.atwiki.jp/enpatsusyakugan/pages/22.html
SA中は基本的にVentriloを使っております。 マスターのクランページに書いてあるのでそのURLを貼っときます。 Ventrilo DL Ventriloの設定説明 パスはいつものです。 わからなければチーフやマスターに聞いてください。
https://w.atwiki.jp/unturned/pages/220.html
Cooked Venison(調理した鹿肉)は 鹿 からドロップしたRaw Venisonを調理したものです。 データ 体力回復 なし 空腹回復 -35% 水分回復 なし 汚染回復 なし 汚染 なし スタック数 25個 重さ 0.1kg Cooked Venisonのレシピ 出来るもの 材料1 材料2 必要な道具 クラフトスキル Cooked Venison x 1(調理した鹿肉) Raw Venison x 1(生の鹿肉) - キャンプファイア Level 0
https://w.atwiki.jp/susumuhirasawa/pages/64.html
スレッドより 以下は、平沢進の歌詞をどうにかして解読するスレ2ループ目から引用 590 NO MUSIC NO NAME 2011/02/11(金) 11 18 37 ところで「Heaven」の歌詞ってなんなんだ? 冒頭が、女性から妊娠を告げられて男が動揺してるように思えるんだがw 598 Track No.774 2011/02/16(水) 09 59 19 590 誕生→死の繰り返し、輪廻転生の話だと思ってる 「ばか騒ぎ」はバースデー夜ふけて、だから誕生会のことかな 全体的に、日常の騒乱の後で我にかえった感じ 妊婦のアリバイって言葉はなんかぞくっとするね 死んでからまた生まれるまでのタイムラグ?輪廻の仕組み?みたいなものだと解釈してる 終わりのためのはじめ、はじめのための終わり、の部分が印象的だな 599 Track No.774 2011/02/16(水) 10 32 28 598 「妊婦のアリバイ」は「浮気してませんよ」って事だと思ってる 誰の子か疑われてる妊婦 600 Track No.774 2011/02/16(水) 10 56 54 「バースディ」は「誕生日」というより「できちゃった日」かと思った。 んで、「暦やぶる手つき」=月日の経過、 「記憶たどる目つき」=(あれ、俺いつヤッたっけ?) そして女性から「含み声」で「堕胎するなら早くしないともうギリギリよ」
https://w.atwiki.jp/anime_wiki/pages/35207.html
REVENGER Blu-ray 上巻 【完全数量限定生産】 発売日:4月26日 ・キャスト“利便事”チャレンジ動画<ブルーレイ限定おまけ映像付> ・先行上映会イベント映像 ・PV・TVCM集 ・OP・EDノンクレジット映像 ・キャラクターデザイン・総作画監督 細越裕治描き下ろし三方背BOX<繰馬雷蔵> ・キャラクターデザイン・総作画監督 細越裕治描き下ろしインナージャケット<惣二> ここを編集 2023年1月放送開始。 https //anime.shochiku.co.jp/revenger/ 監督 藤森雅也 助監督 松尾晋平 企画 松竹、亜細亜堂、ニトロプラス ストーリー原案・シリーズ構成 虚淵玄 キャラクターデザイン原案 鈴木次郎、憂雨市 キャラクターデザイン 細越裕治 サブキャラクターデザイン 立花希望 総作画監督 細越裕治、西岡夕樹、遠藤江美子 アクション作画監督 宮本雄岐、堀内博之 プロップデザイン ヒラタリョウ、石森連 雷蔵墨絵 柳田義明 ライフルデザイン原案 石渡マコト 動画検査 小池瞳子、中條雄太、阿部美幸、長澤美奈子 美術監督 岡本穂高 場面設計 関根昌之 美術設定 須江信人、多田周平、斉婉廷、滝沢麻菜美、関根昌之 背景進行 平田浩章 色彩設計 中野尚美 色彩設計補佐 江口亜紗美 撮影監督 佐藤哲平 撮影監督補佐 中野公滉 特殊効果 倉持美里 2Dグラフィックス 増田咲紀、倉持美里 プラグイン協力 北村浩久 編集 松原理恵 音響監督 藤田亜紀子 音響効果 中野勝博 録音調整 森田祐一 録音助手 柳川比苗 音楽 Jun Futamata 版権イラスト 諏訪真弘 ミニキャラデザイン 上倉エク アニメーションプロデューサー 山口達也、野田巧真 アニメーション制作 亜細亜堂 脚本 虚淵玄 大樹連司 絵コンテ 藤森雅也 村野佑太 松尾晋平 葉摘田緒 演出 松尾晋平 曽根利幸 加藤顕 横野光代 白石道太 岡英和 作画監督 細越裕治 西岡夕樹 遠藤江美子 宮本雄岐 堀内博之 玉利和枝 sataりすく 近藤優次 松本朋之 鈴木春香 田中彩 西田美弥子 ジャカルタカルカッタ軽田 大竹紀子 川本和隆 谷口繁則 清水椋大 上赤由香里 鈴木莉乃 服部未夢 藤彩七 遠藤里蘭 森泉亜矢子 懸田扇子 江島あかり 竹内寛 西原千晶 秦相子 紫灯珈 矢田起也 虎高昇 芳川弥生 ■関連タイトル REVENGER Blu-ray 上巻 【完全数量限定生産】 EDテーマ un_mute rakuten_design= slide ;rakuten_affiliateId= 053df7e0.7c451bd1.0c852203.190c5695 ;rakuten_items= ctsmatch ;rakuten_genreId=0;rakuten_size= 468x160 ;rakuten_target= _blank ;rakuten_theme= gray ;rakuten_border= on ;rakuten_auto_mode= on ;rakuten_genre_title= off ;rakuten_recommend= on ; 随時更新! pixivFANBOX アニメ@wiki ご支援お待ちしています! ムック本&画集新刊/個人画集新刊/新作Blu-ray単巻/新作Blu-ray DVD-BOX アニメ原画集全リスト スタッフインタビューwebリンク集 最新登録アイテム Switch ゼルダの伝説 Tears of the Kingdom Switch 世界樹の迷宮Ⅰ・Ⅱ・Ⅲ HD REMASTER Switch ピクミン 4 大友克洋 Animation AKIRA Layouts Key Frames 2 小説 機動戦士ガンダム 水星の魔女 1 ONE PIECE FILM REDデラックス・リミテッド・エディション 4K ULTRA HD Blu-ray Blu-ray 劇場版 ソードアート・オンライン -プログレッシブ- 冥き夕闇のスケルツォ 完全生産限定版 Blu-ray 映画『ゆるキャン△』 Blu-ray 【コレクターズ版】 Blu-ray ウマ娘 プリティーダービー 4th EVENT SPECIAL DREAMERS!! Blu-ray 天地無用!GXP パラダイス始動編 Blu-ray第1巻 特装版 天地無用!魎皇鬼 第伍期 Blu-ray SET 「GS美神」全話いっき見ブルーレイ Blu-ray ソードアート・オンライン -フルダイブ- メーカー特典:「イベントビジュアル使用A3クリアポスター」付 ラブライブ!虹ヶ咲学園スクールアイドル同好会 5th Live! 虹が咲く場所 Blu-ray Memorial BOX 宇宙戦艦ヤマト2202 愛の戦士たち Blu-ray BOX 特装限定版 地球へ… Blu-ray Disc BOX 完全生産限定版 神風怪盗ジャンヌ Complete Blu-ray BOX HUNTER×HUNTER ハンター試験編・ゾルディック家編Blu-ray BOX BLEACH Blu-ray Disc BOX 破面篇セレクション1+過去篇 完全生産限定版 MAZINGER THE MOVIE 1973-1976 4Kリマスター版 アニメ・ゲームのロゴデザイン シン・仮面ライダー 音楽集 テレビマガジン特別編集 仮面ライダー 完全版 EPISODE No.1~No.98 MOVIE リスアニ!Vol.50.5 ぼっち・ざ・ろっく!号デラックスエディション ヤマノススメ Next Summit アニメガイド おもいでビヨリ アニメ「魔入りました!入間くん」オフィシャルファンブック 『超時空要塞マクロス』パッケージアート集 CLAMP PREMIUM COLLECTION X 1 トーマの心臓 プレミアムエディション パズル ドラゴンズ 10th Anniversary Art Works はんざわかおり こみっくがーるず画集 ~あばばーさりー!~ あすぱら画集 すいみゃ Art Works trim polka-トリムポルカ- つぐもも裏 超!限界突破イラスト&激!すじ供養漫画集 開田裕治ウルトラマンシリーズ画集 井澤詩織1st写真集 mascotte 鬼頭明里写真集 my pace 内田真礼 1st photobook 「まあやドキ」 進藤あまね1st写真集 翠~Midori~ 声優 宮村優子 対談集 アスカライソジ 三石琴乃 ことのは 亀田祥倫アートワークス 100% 庵野秀明責任編集 仮面ライダー 資料写真集 1971-1973 金子雄司アニメーション背景美術画集 タローマン・クロニクル ラブライブ!サンシャイン!! Find Our 沼津~Aqoursのいる風景~ 機動戦士ガンダム 逆襲のシャア 友の会[復刻版] 梅津泰臣 KISS AND CRY 資料集 安彦良和 マイ・バック・ページズ 『機動戦士ガンダム ククルス・ドアンの島』編 氷川竜介 日本アニメの革新 歴史の転換点となった変化の構造分析 Blu-ray THE IDOLM@STER CINDERELLA GIRLS 10th Anniversary Celebration Animation ETERNITY MEMORIES Blu-ray おいら宇宙の探鉱夫 ブルーレイ版 Blu-ray 映画 バクテン!! 完全生産限定版 アイカツ! 10th STORY ~未来へのSTARWAY~ Blu-ray BOX 初回生産限定版 はたらく細胞 Blu-ray Disc BOX 完全生産限定版 Blu-ray 長靴をはいた猫 3作品収録 Blu-ray わんぱく王子の大蛇退治 Blu-ray 魔道祖師 完結編 完全生産限定版 魔道祖師Q Blu-ray Disc BOX 完全生産限定盤 にじよん あにめーしょん Blu-ray BOX 【特装限定版】 Blu-ray 鋼の錬金術師 完結編 プレミアム・エディション Blu-ray付き やはりゲームでも俺の青春ラブコメはまちがっている。完 限定版【同梱物】オリジナルアニメ Blu-ray「だから、思春期は終わらずに、青春は続いていく。」
https://w.atwiki.jp/umesaba/pages/35.html
ルールが大きく改変された特殊BGMテーマ C4設置や人質救出といったルールが存在しない プレイヤーはボス([!]The_Mutant)を撃破することでのみ勝利可能 プレイヤーには以下の概念が追加される世代:プレイヤーのレベルのようなもの。ITEMが一定数集まると進化(Generation Shift)がおこなわれ、プレイヤーの能力や装備が強化されていく ITEM:進化に必要なアイテム。敵を倒した際に入手できる STOCK:いわゆる残機。死亡してもSTOCKがあれば自陣のリスポーン地点で復活可能 BOMB:いわゆるボム。Eキーを押すことで発動可能で、発動直後から短時間無敵状態になり、自身を中心とした爆発攻撃をおこなうBOMBはプレイヤーが第3世代に到達することで解禁される ボスはITEMを800集めることで出現する 20×n体目の雑魚敵を倒すと倒したプレイヤーはSTOCKもしくはBOMBを1個入手できる入手アイテムは20体目:STOCK、40体目:BOMB、60体目:STOCK、80体目:BOMB、……となる BOMBは解禁後にのみ入手可能 ラウンド勝利のための流れは「ラウンド開始→敵を倒してITEM集め→ボス出現後もITEM集め→Generation Shift→ボスに総攻撃」という感じ 最終ラウンドのボスのみ撃破条件が特殊第5世代でITEMを999まで集めることでボスを撃破可能 ボス出現後は雑魚敵が消滅するため、敵を倒してITEMを入手できないが、ボスを発狂させることでITEMが入手可能 ボスを発狂させるには「短時間に攻撃を何度も命中させる」ことが重要であり、HSすることでより発狂させやすくなる 名前 コメント
https://w.atwiki.jp/bzspirit/pages/138.html
リリース 2003年7月16日 規格 マキシシングル 収録時間 7分39秒 レーベル VERMILLION RECORDS プロデュース 松本孝弘 収録曲 野性のENERGY 旅☆EVERYDAY 名前 コメント