function Hit_Check_Fight(player_a,player_b){//aとbの間でのヒット判定 var hit=0; if(player_a.at_x-player_b.core_x-player_a.at_w && player_a.at_y -player_b.core_y-player_a.at_h && player_a.imp>=1) {hit+=1;} if(player_b.at_x-player_a.core_x-player_b.at_w && player_b.at_y-player_a.core_y-player_b.at_h && player_b.imp>=1) {hit+=2;} switch(hit){ case 1://p_a hit Kurai_Killer(player_b,player_a,weapons); player_b.mxp+=5-player_a.muki*10+player_a.mxp;//プレイヤーはのけぞり player_b.myp-=6+Math.abs(player_a.mxp); break; case 2://p_b hit Kurai_Killer(player_a,player_b,weapons); player_a.mxp+=5-player_b.muki*10+player_b.mxp;//プレイヤーはのけぞり player_a.myp-=6+Math.abs(player_b.mxp); break; case 3://相打ち Kurai_Killer(player_b,player_a,weapons); Kurai_Killer(player_a,player_b,weapons); player_b.mxp+=5-player_a.muki*10//プレイヤーはのけぞり player_a.mxp+=5-player_b.muki*10//プレイヤーはのけぞり break; default:break; } }