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# 搤惎幃斈梡愴摤傾僯儊丒柦拞曇
#劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
# 惢嶌      搤惎
# 嵟廔峏怴  2006/07/09
#劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅劅
# 俀怓價乕儉柦拞傾僯儊丅
# 斈梡偺岎嵎價乕儉柦拞傾僯儊傪嶲峫偵嶌惉丅偳偆偟偰偙傟偱摦偔偺偐丄幚偼傛偔傢偐傝傑偣傫(敋)
# 偄偄傫偱偡丄摦偗偽偦傟偱(徫)

愴摤傾僯儊_擇挌價乕儉儔僀僼儖柦拞:
#愴摤傾僯儊_俀怓彫價乕儉(俿幃)嫟捠柦拞:

Local i E_X E_Y ANG B_C B_CA B_CB X_F Y_F S_E ARY PrSE

Set E_X (WX(憡庤儐僯僢僩俬俢) - 16)
Set E_Y (WY(憡庤儐僯僢僩俬俢) - 16)
Set ANG Call(_GetAngle)

For i = 1 To ArgNum
  Array ARY Args(i) "="
  Switch ARY[1]
  Case 夋憸僼傽僀儖 夋憸僒僀僘
    Skip
  Case 怓
    Set B_C[A] ARY[2]
    Set B_C[B] ARY[3]
  Case Else
    If InStr(ARY[1], ".wav") > 0 Then
      Set PrSE ARY[1]
    EndIf
  EndSw
Next

Set B_CA[1] ("\Bitmap\Anime\Beam\EFFECT_BeamDroplet" & (Call(_BeamColorSelect,B_C[A])) & "0")
Set B_CB[1] ("\Bitmap\Anime\Beam\EFFECT_BeamHit" & (Call(_BeamColorSelect,B_C[A])) & "0")
Set B_CA[2] ("\Bitmap\Anime\Beam\EFFECT_BeamDroplet" & (Call(_BeamColorSelect,B_C[B])) & "0")
Set B_CB[2] ("\Bitmap\Anime\Beam\EFFECT_BeamHit" & (Call(_BeamColorSelect,B_C[B])) & "0")
Set S_E _SelectAorB(Explode.wav,PrSE,".wav")

Set X_F _GetCircumference((ANG + 90),倃)
Set Y_F _GetCircumference((ANG + 90),倄)

If ANG > 0 And ANG < 180 Then
  Wait Start
  For i = 1 To 6
    ClearPicture
    If (i = 2) Then
      PlaySound S_E
    EndIf
    Switch i
    Case 2
      PaintPicture (AppPath & B_CA[1] & 1 & ".bmp") (E_X + 26 + (X_F * -4)) (E_Y + 26 + (Y_F * -4)) 12 12 塃夞揮 ANG 摟夁 _ColorTime(1)
      PaintPicture (AppPath & B_CA[2] & 1 & ".bmp") (E_X + 26 + (X_F * 4)) (E_Y + 26 + (Y_F * 4)) 12 12 塃夞揮 ANG 摟夁 _ColorTime(1)
    Case 3 4
      PaintPicture (AppPath & B_CA[1] & 1 & ".bmp") (E_X + 24 + (Y_F * -4)) (E_Y + 24 + (Y_F * -4)) 16 16 塃夞揮 ANG 摟夁 _ColorTime(1)
      PaintPicture (AppPath & B_CA[2] & 1 & ".bmp") (E_X + 24 + (X_F * 4)) (E_Y + 24 + (Y_F * 4)) 16 16 塃夞揮 ANG 摟夁 _ColorTime(1)
    EndSw
    PaintPicture (AppPath & B_CB[1] & i & ".bmp") (E_X + (X_F * -4)) (E_Y + (Y_F * -4)) 64 64 摟夁 塃夞揮 ANG _ColorTime(1)
    PaintPicture (AppPath & B_CB[2] & i & ".bmp") (E_X + (X_F * 4)) (E_Y + (Y_F * 4)) 64 64 摟夁 塃夞揮 ANG _ColorTime(1)
    Refresh
    Wait Until (0.7 * i)
  Next
Else
  Wait Start
  For i = 1 To 6
    ClearPicture
    If (i = 2) Then
      PlaySound S_E
    EndIf
    Switch i
    Case 2
      PaintPicture (AppPath & B_CA[1] & 1 & ".bmp") (E_X + 26 + (X_F * 4)) (E_Y + 26 + (Y_F * 4)) 12 12 塃夞揮 ANG 摟夁 _ColorTime(1)
      PaintPicture (AppPath & B_CA[2] & 1 & ".bmp") (E_X + 26 + (X_F * -4)) (E_Y + 26 + (Y_F * -4)) 12 12 塃夞揮 ANG 摟夁 _ColorTime(1)
    Case 3 4
      PaintPicture (AppPath & B_CA[1] & 1 & ".bmp") (E_X + 24 + (X_F * 4)) (E_Y + 24 + (Y_F * 4)) 16 16 塃夞揮 ANG 摟夁 _ColorTime(1)
      PaintPicture (AppPath & B_CA[2] & 1 & ".bmp") (E_X + 24 + (Y_F * -4)) (E_Y + 24 + (Y_F * -4)) 16 16 塃夞揮 ANG 摟夁 _ColorTime(1)
    EndSw
    PaintPicture (AppPath & B_CB[1] & i & ".bmp") (E_X + (X_F * 4)) (E_Y + (Y_F * 4)) 64 64 摟夁 塃夞揮 ANG _ColorTime(1)
    PaintPicture (AppPath & B_CB[2] & i & ".bmp") (E_X + (X_F * -4)) (E_Y + (Y_F * -4)) 64 64 摟夁 塃夞揮 ANG _ColorTime(1)
    Refresh
    Wait Until (0.7 * i)
  Next
EndIf

UnSet i E_X E_Y ANG B_C B_CA B_CB X_F Y_F S_E ARY PrSE
Return
# 儘乕僇儖曄悢傪嶍彍偟偰儕僞乕儞

