void load() { bg_ = Bg(save_handling::get_int()); for (int i = 0; i < (int)Trait::END; ++i) { traits[i] = save_handling::get_bool(); } }
void pickable_bgs(std::vector<Bg>& bgs_out) { bgs_out.clear(); for (int i = 0; i < (int)Bg::END; ++i) { bgs_out.push_back(Bg(i)); } //Sort lexicographically sort(bgs_out.begin(), bgs_out.end(), [](const Bg & bg1, const Bg & bg2) { const std::string str1 = bg_title(bg1); const std::string str2 = bg_title(bg2); return str1 < str2; }); }
void Tutorial(int& scene, Font& font) { //画像呼び込み Texture floor_image("res/image/floor.png"); Texture dog_image("res/image/dog.png"); Texture skeleton_image("res/image/skeleton.png"); //背景画像 Random rand; rand.setSeed(std::time(nullptr)); int bg_count = rand(0, 5); Texture bg; Texture bg2; Vec2f bg_pos = Vec2f(-WIDTH / 2, -HEIGHT / 2); Vec2f bg2_pos = Vec2f(WIDTH * 3 / 2, -HEIGHT / 2); switch (bg_count) { case 0: bg = Texture("res/image/gm_bg.png"); bg2 = Texture("res/image/gm_bg.png"); break; case 1: bg = Texture("res/image/gm_bg2.png"); bg2 = Texture("res/image/gm_bg2.png"); break; case 2: bg = Texture("res/image/gm_bg3.png"); bg2 = Texture("res/image/gm_bg3.png"); break; case 3: bg = Texture("res/image/gm_bg4.png"); bg2 = Texture("res/image/gm_bg4.png"); break; case 4: bg = Texture("res/image/gm_bg5.png"); bg2 = Texture("res/image/gm_bg5.png"); break; case 5: bg = Texture("res/image/gm_bg6.png"); bg2 = Texture("res/image/gm_bg6.png"); break; } //サウンド Media skeletonjump("res/sound/skeletonjump.wav"); Media dogjump("res/sound/dogjump.wav"); Media dogdash("res/sound/dogdash.wav"); Media skeletondash("res/sound/skeletondash.wav"); //決定音 Media decision("res/sound/decision.wav"); //ポーズ Color color1 = Color::red; Color color2 = Color::white; int count = 0; //for文で使う int i; int k; //アニメーション int index = 4; int index2 = 0; int animation_count = 0; //プレイヤー Player skeleton, dog; //プレイヤー (ガイコツ) skeleton.pos.x() = 0.0f; skeleton.pos.y() = -160.0f; skeleton.size.x() = 64.0f; skeleton.size.y() = 80.0f; skeleton.vector.x() = 15.0f; skeleton.vector.y() = 0.0f; skeleton.jumpflag = false; skeleton.speedupflag = false; //プレイヤー (犬) dog.pos.x() = -700.0f; dog.pos.y() = -160.0; dog.size.x() = 128.0f; dog.size.y() = 64.0f; dog.vector.x() = 14.0f; dog.vector.y() = 0.0f; dog.jumpflag = false; dog.speedupflag = false; //床 Object floor; //ステータス Status status; status.camera = 0.0f; status.scroll = 20.0; status.gravity = 0.2f; status.pose = false; //床 int 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mapchip_pos_x[Geography::HEIGHTNUM][Geography::WIDTHNUM]; float mapchip_pos_y[Geography::HEIGHTNUM][Geography::WIDTHNUM]; float map_pos_x = -2048.0f; float map_pos_y = 352.0f; float map_size_xy = 128.0f; for (i = 0; i < Geography::HEIGHTNUM; ++i) { for (k = 0; k < Geography::WIDTHNUM; ++k) { mapchip_pos_x[i][k] = map_pos_x; mapchip_pos_y[i][k] = map_pos_y; map_pos_x += map_size_xy; } map_pos_x = -2048.0f; map_pos_y -= map_size_xy; } ///////////////////////////////////////////////////////////////////////////////////////////// //チュートリアルスタート前 Vec2f size = Vec2f(2048.0f, 512.0f); while (size.y() != 0.0f) { if (!env.isOpen()){ exit(0); } size.y() -= 8.0f; env.begin(); drawTextureBox(-WIDTH / 2, -HEIGHT / 2, WIDTH, HEIGHT, 0, 0, WIDTH, HEIGHT, bg); //地形 for (i = 0; i < Geography::HEIGHTNUM; ++i) { for (k = 0; k < Geography::WIDTHNUM; ++k) { if (mapchip[i][k] == FLOOR) { if (mapchip_pos_x[i][k] + map_size_xy - status.camera >= -(WIDTH / 2) && mapchip_pos_x[i][k] - status.camera < WIDTH / 2) { drawTextureBox(mapchip_pos_x[i][k] - status.camera, mapchip_pos_y[i][k], map_size_xy, map_size_xy, 0, 0, 64, 64, floor_image); } } if (mapchip[i][k] == FACE) { drawTextureBox(mapchip_pos_x[i][k] - status.camera, mapchip_pos_y[i][k], map_size_xy, map_size_xy, 0, 0, 192, 64, floor_image); } } } //犬 drawTextureBox(dog.pos.x() - status.camera, dog.pos.y(), dog.size.x(), dog.size.y(), 128 * index, 0, 100, 50, dog_image); //ガイコツ drawTextureBox(skeleton.pos.x() - status.camera, skeleton.pos.y(), skeleton.size.x(), skeleton.size.y(), 128 * index2 + 30, 0, 98, 230, skeleton_image); drawFillBox(-WIDTH / 2, -HEIGHT / 2, size.x(), size.y(), Color::black); drawFillBox(-WIDTH / 2, HEIGHT / 2, size.x(), -size.y(), Color::black); env.end(); } ///////////////////////////////////////////////////////////////////////////////////////////// //チュートリアル while (scene == TUTORIAL || decision.isPlaying()) { if (!env.isOpen()){ exit(0); } env.begin(); //重力 Gravity(skeleton, dog, status); //速度、ジャンプ Move(skeletonjump, dogjump, dogdash, skeletondash, dog, skeleton, status); //当たり判定 for (i = 0; i < Geography::HEIGHTNUM; ++i) { for (k = 0; k < Geography::WIDTHNUM; ++k) { if (mapchip[i][k] == Geography::FLOOR) { floor.pos = Vec2f(mapchip_pos_x[i][k], mapchip_pos_y[i][k]); floor.size = Vec2f(map_size_xy, map_size_xy); HitFlag(skeleton, floor, status, mapchip[i - 1][k], mapchip[i - 1][k + 1], mapchip[i][k + 1], mapchip[i + 1][k], i, k); HitFlag(dog, floor, status, mapchip[i - 1][k], mapchip[i - 1][k + 1], mapchip[i][k + 1], mapchip[i + 1][k], i, k); } } } //リスタート Restart(dog, skeleton, status); //無限生成 Repeat(skeleton, dog, status, mapchip_pos_x[0][314], bg_pos, bg2_pos); ///////////////////////////////////////////////////////////////////////// //ポーズ Pose(font, scene, status, skeleton, dog, color1, color2, count, decision); ///////////////////////////////////////////////////////////////////////// //アニメーション Animation(index, index2, animation_count); //////////////////////////////////////////////////////////////////////// //背景ループ //////////////////////////////////////////////////////////////////////// Bg(bg_pos, bg2_pos, status); /////////////////////////////////////////////////////////////////////// //表示処理 drawTextureBox(bg_pos.x() - status.camera, bg_pos.y(), WIDTH, HEIGHT, 0, 0, WIDTH, HEIGHT, bg); drawTextureBox(bg2_pos.x() - status.camera, bg2_pos.y(), -WIDTH, HEIGHT, 0, 0, WIDTH, HEIGHT, bg2); //地形 for (i = 0; i < Geography::HEIGHTNUM; ++i) { for (k = 0; k < Geography::WIDTHNUM; ++k) { if (mapchip[i][k] == FLOOR) { if (mapchip_pos_x[i][k] + map_size_xy - status.camera >= -(WIDTH / 2) && mapchip_pos_x[i][k] - status.camera < WIDTH / 2) { drawTextureBox(mapchip_pos_x[i][k] - status.camera, mapchip_pos_y[i][k], map_size_xy, map_size_xy, 0, 0, 64, 64, floor_image); } } if (mapchip[i][k] == FACE) { drawTextureBox(mapchip_pos_x[i][k] - status.camera, mapchip_pos_y[i][k], map_size_xy, map_size_xy, 0, 0, 192, 64, floor_image); } } } //犬 font.draw("A / ダッシュ", Vec2f(dog.pos.x() + dog.size.x() / 2 - font.drawSize("A / ダッシュ").x() / 2 - status.camera, dog.pos.y() + dog.size.y() + font.drawSize("A / ダッシュ").y() * 2), Color::lime); font.draw("S / ジャンプ", Vec2f(dog.pos.x() + dog.size.x() / 2 - font.drawSize("A / ダッシュ").x() / 2 - status.camera, dog.pos.y() + dog.size.y() + font.drawSize("A / ダッシュ").y()), Color::lime); drawTextureBox(dog.pos.x() - status.camera, dog.pos.y(), dog.size.x(), dog.size.y(), 128 * index, 0, 100, 50, dog_image); //ガイコツ font.draw("K / ダッシュ", Vec2f(skeleton.pos.x() + skeleton.size.x() / 2 - font.drawSize("K / ダッシュ").x() / 2 - status.camera, skeleton.pos.y() + skeleton.size.y() + font.drawSize("K / ダッシュ").y() * 2), Color::red); font.draw("L / ジャンプ", Vec2f(skeleton.pos.x() + skeleton.size.x() / 2 - font.drawSize("L / ジャンプ").x() / 2 - status.camera, skeleton.pos.y() + skeleton.size.y() + font.drawSize("L / ジャンプ").y()), Color::red); font.draw("SPACE / ポーズ", Vec2f(WIDTH / 2 - font.drawSize("SPACE / ポーズ").x(), -HEIGHT / 2), Color::yellow); drawTextureBox(skeleton.pos.x() - status.camera, skeleton.pos.y(), skeleton.size.x(), skeleton.size.y(), 128 * index2 + 30, 0, 98, 230, skeleton_image); //ポーズ if (status.pose == true) { drawFillBox(-WIDTH / 2, -HEIGHT / 2, WIDTH, HEIGHT, Color(0.0f, 0.0f, 0.0f, 0.7f)); font.draw("タイトル", Vec2f(0, 80) - font.drawSize("タイトル") / 2, color1); font.draw("再開", Vec2f(0, -80) - font.drawSize("再開") / 2, color2); } env.end(); } env.flushInput(); }