Beispiel #1
0
//---------------------------------------------------------------------
SaveloadDraw::SaveloadDraw(GameState* state)
{
    saveload_state = state->getSceneState()->getSaveloadState();
    input_state = state->getInputState();
    font_text = CreateFontToHandle("MS ゴシック", 16, 3, DX_FONTTYPE_ANTIALIASING);
    font_time = CreateFontToHandle("MS ゴシック", 16, 3, DX_FONTTYPE_ANTIALIASING);
    font_dialog = CreateFontToHandle("MS ゴシック", 25, 3, DX_FONTTYPE_ANTIALIASING);
    color_font = GetColor(63, 56, 51);
    loadImage();
}
Beispiel #2
0
menu::menu(const std::tuple<int,int,const char*>& lhs,
           const std::tuple<int,int,const char*>& rhs)
{
    menu_string_color=GetColor(51,204,255);
    select_m=0;

    menus.push_back(lhs);
    menus.push_back(rhs);

    font_Handle.push_back(CreateFontToHandle("メイリオ",66,3,DX_FONTTYPE_ANTIALIASING_EDGE));
    font_Handle.push_back(CreateFontToHandle("メイリオ",150,3,DX_FONTTYPE_ANTIALIASING_EDGE));
    font_Handle.push_back(CreateFontToHandle("メイリオ",40,3,DX_FONTTYPE_ANTIALIASING_EDGE));
}
Beispiel #3
0
void Weapon_Init(){
	mouse_point_x = 0;
	mouse_point_y = 0;
	weapon_select_chara = 0;
	weapon_select_enemy = 0;
	weapon_flag = false;
	font_handle = CreateFontToHandle("MS 明朝", 20, 8);
	font_handle2 = CreateFontToHandle("MS ゴシック", 30, 8);
	select_count = 0;
	chara_select_weapon = "未定";
	enemy_select_weapon = "未定";

}
Beispiel #4
0
menu::menu():max_v(0)
{
    // I wanted to using Uniform initialization... But VC++11 is(ry
    menu_string_color=GetColor(51,204,255);
    select_m=0;
    Picture_Handle.push_back(LoadGraph("img/bar.png"));
    menus.push_back(std::make_tuple(100,100,"開始"));
    menus.push_back(std::make_tuple(100,200,"ランキング"));
    menus.push_back(std::make_tuple(100,300,"終了"));

    font_Handle.push_back(CreateFontToHandle("メイリオ",66,3,DX_FONTTYPE_ANTIALIASING_EDGE));
    font_Handle.push_back(CreateFontToHandle("メイリオ",150,3,DX_FONTTYPE_ANTIALIASING_EDGE));
    font_Handle.push_back(CreateFontToHandle("メイリオ",70,3,DX_FONTTYPE_ANTIALIASING_EDGE));
}
Beispiel #5
0
//登録名・ファイルのパス・フォントの名前を指定
//ex ("HG96", "hoge.ttf", "Hogeman's_Font", 96, 5)
void Font::LoadFont(std::string reg_name, std::string file_path, std::string font_name, int fontsize, int thick){

	file_path = "Fonts/" + file_path;
	const char* filename = file_path.c_str();

	// ファイルのサイズを得る
	int FontFileSize = FileRead_size(filename);
	// フォントファイルを開く
	int FontFileHandle = FileRead_open(filename);
	// フォントデータ格納用のメモリ領域を確保
	void *Buffer = malloc(FontFileSize);
	// フォントファイルを丸ごとメモリに読み込む
	FileRead_read(Buffer, FontFileSize, FontFileHandle);
	// AddFontMemResourceEx引数用
	DWORD font_num = 0;
	// メモリに読み込んだフォントデータをシステムに追加
	if (AddFontMemResourceEx(Buffer, FontFileSize, NULL, &font_num) != 0){}
	else
	{
		// フォント読込エラー処理
		MessageBox(NULL, "フォント読込失敗", "", MB_OK);
	}

	int tmp_handle = CreateFontToHandle(font_name.c_str(), fontsize, thick, DX_FONTTYPE_ANTIALIASING_4X4);
	handlemap.emplace(reg_name.c_str(), tmp_handle);
}
Beispiel #6
0
void Fonts::crtFHndl(int size,char* fontName){
		fontHandle.push_back(
		CreateFontToHandle( fontName,size,1,DX_FONTTYPE_ANTIALIASING_EDGE_4X4)
		);

  
}
Beispiel #7
0
//ゲームオーバーの描画
void draw_GameOver() {
	int FontHandle = CreateFontToHandle("HGS創英角ポップ体", 64, 8, DX_FONTTYPE_ANTIALIASING_EDGE);
	char *str = "Game Over....";
	int Strlen = strlen(str);
	int Width = GetDrawStringWidthToHandle(str, Strlen, FontHandle);

	DrawStringToHandle(320 - Width / 2, 208, str, GetColor(255, 255, 255), FontHandle);


	/*フェードイン、フェードアウト*/

	SetDrawBlendMode(DX_BLENDMODE_ALPHA, charClearOver);
	str = "スペースキーを押せば、もう一度プレイできます";
	Strlen = strlen(str);
	Width = GetDrawStringWidth(str, Strlen);
	DrawString(320 - Width / 2, 280, str, GetColor(255, 255, 255));

	//ブレンドを元に戻す
	SetDrawBlendMode(DX_BLENDMODE_NOBLEND, 0);

	if (charClearOver > 255 || charClearOver < 0) {
		i *= -1;
	}
	charClearOver += i;

	//フォントを削除
	DeleteFontToHandle(FontHandle);
}
Beispiel #8
0
//タイトルの描画
void draw_Title() {
	int FontHandle = CreateFontToHandle("HGS創英角ポップ体", 64, 8, DX_FONTTYPE_ANTIALIASING_EDGE);
	char *str = "Space Shooting";
	int Strlen = strlen(str);
	int Width = GetDrawStringWidthToHandle(str, Strlen, FontHandle);

	DrawStringToHandle(320 - Width / 2, 208, str, GetColor(255, 255, 255), FontHandle);


	/*フェードイン、フェードアウト*/

	SetDrawBlendMode(DX_BLENDMODE_ALPHA, char_br);
	str = "スペースキーを押してください";
	Strlen = strlen(str);
	Width = GetDrawStringWidth(str, Strlen);
	DrawString(320 - Width / 2, 280, str, GetColor(255, 255, 255));

	//ブレンドを元に戻す
	SetDrawBlendMode(DX_BLENDMODE_NOBLEND, 0);

	if (char_br > 255 || char_br < 0) {
		i *= -1;
	}
	char_br += i;

	//フォントを削除
	DeleteFontToHandle(FontHandle);
}
int function::FlyweightFont<Size,Thick,FontType>::Load(std::string FontName){
    	FlyweightFont<Size,Thick,FontType> &instance=getInstance();

		if (instance.FontHwnd.count(FontName)==0){
			instance.FontHwnd.insert( std::map<std::string,int>::value_type(FontName,CreateFontToHandle(FontName.c_str(),Size,Thick,FontType)));
		}
    	return instance.FontHwnd[FontName];
}
int function::FlyweightFont<Size,Thick,FontType>::Load(int* FontName){
		assert(FontName==NULL);
    	FlyweightFont<Size,Thick,FontType> &instance=getInstance();

		if (instance.FontHwnd.count("")==0){
			instance.FontHwnd.insert( std::map<std::string,int>::value_type("",CreateFontToHandle(NULL,Size,Thick,FontType)));
		}
    	return instance.FontHwnd[""];
}
Beispiel #11
0
void init(int x[],int y){		

	FontHandle1 = CreateFontToHandle(NULL, 16, 8,-1);//ゲーム用フォントハンドラ;//フォントハンドラ1

	int i;//ループ用
	//ランダムで1〜30の数字を生成し、20個の配列に入れる。
	srand((unsigned)time(NULL));
	for(i=0; i < y; i++){
		x[i]=rand()%wdth+1;
	}
}
Beispiel #12
0
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
	SetOutApplicationLogValidFlag(FALSE);//Log.txtを生成しないように設定
	ChangeWindowMode(TRUE);//非全画面にセット
	SetGraphMode(SCREEN_WIDTH, SCREEN_HEIGHT, 32);//画面サイズ指定
	if (DxLib_Init() == 1) { return -1; }//初期化に失敗時にエラーを吐かせて終了
	SetDrawScreen(DX_SCREEN_BACK);//描画先を裏画面に


	fontHandle = CreateFontToHandle("Segoe UI", 20, 5, DX_FONTTYPE_ANTIALIASING_4X4);//フォントを読み込み

	std::vector<Enemy> vec;

	while (ProcessMessage() == 0)
	{
		ClearDrawScreen();//裏画面消す

		GetMousePoint(&mouseX, &mouseY); //マウス座標更新
		keyUpdate();//(自作関数)キー更新

		// Zキーが押されたらランダムな座標に敵を生成
		if (keyState[KEY_INPUT_Z] == 1) {
			vec.emplace_back(Enemy(GetRand(SCREEN_WIDTH), GetRand(SCREEN_HEIGHT))); // 敵をインスタンス化
		}

		// 画面外の敵を削除
		auto iter = vec.begin();
		while (iter != vec.end()) {
			if (iter->x < 0 || iter->x > SCREEN_WIDTH || iter->y < 0 || iter->y > SCREEN_HEIGHT) { //画面外に出ているか確認
				iter = vec.erase(iter);
			}
			else {
				iter++;
			}
		}

		for (auto i = vec.begin(); i < vec.end(); i++) {
			i->update();
		}
		for (auto i = vec.begin(); i < vec.end(); i++) {
			i->draw();
		}

		DrawFormatStringToHandle(20, 20, GetColor(255, 255, 255), fontHandle, "Zキーで敵を生成 敵の数:%d", vec.size());

		ScreenFlip();//裏画面を表画面にコピー
	}

	DxLib_End();
	return 0;
}
Beispiel #13
0
main_status end(const img_arr_t&, const sound_arr_t& sound, const config_info::lang_table_t& lang_table) {
	for (auto& s : sound) s.second.stop();//BGM全部停止
	//フォントの定義
	static const int font_title = CreateFontToHandle(nullptr, 100, 5, DX_FONTTYPE_EDGE);//タイトルロゴ
	static const int font_1 = CreateFontToHandle(nullptr, 30, 1, DX_FONTTYPE_ANTIALIASING);//「Xキーを押してね」の奴
	keystate state;
	auto normal_con_f = []() -> bool {
		bool re = -1 != ProcessMessage() && 0 == ScreenFlip() && 0 == ClearDrawScreen();
		if (!re) throw std::runtime_error("ProcessMessage() return -1.");
		return re;
	};
	bool is_normal_state = normal_con_f();
	DrawBox(0, 0, WINDOW.width, WINDOW.height, GetColor(200, 200, 100), TRUE);	//背景
	DrawStringToHandle(WINDOW.width * 37 / 320, WINDOW.height / 4, (L"- " + lang_table.at(L"I did it!") + L" -").c_str(), GetColor(250, 0, 0), font_title);
	DrawStringToHandle(WINDOW.width * 13 / 40, WINDOW.height / 4 + 250, (L"- " + lang_table.at(L"Press X") + L" -").c_str(), GetColor(0, 0, 0), font_1);
	is_normal_state = normal_con_f();
	while ((is_normal_state = -1 != ProcessMessage()) && state.update() && !state[KEY_INPUT_X] && !state.esc()) {
		std::this_thread::sleep_for(std::chrono::milliseconds(50));
	}
	if (!is_normal_state) throw std::runtime_error("ProcessMessage() return -1.");
	if (state.esc()) throw normal_exit();
	return main_status::title;
}
Beispiel #14
0
Common_TH::Common_TH()
{
	Font_h = CreateFontToHandle(NULL, 32, -1, DX_FONTTYPE_ANTIALIASING);
	if (Font_h == -1) //失敗したら
	{
		FILE* fp = fopen("../err_log.txt", "w");
		if (fp != NULL)
		{
			fprintf(fp, "フォントハンドルの作成に失敗しました。\n");
			fclose(fp);
		}
		exit(1);
	}
}
Beispiel #15
0
void text(int *flag){
	static int font;
	if (*flag == 0){
		font = CreateFontToHandle(NULL, 64, 5, DX_FONTTYPE_NORMAL);
		*flag = 1;
	}

	ChangeFont("MS 明朝");

	SetMainWindowText("タイトル");
	DrawFormatString(20, 430, 0xffffff, "2キーで2人プレイ、3キーで3人プレイ、4キーで4人プレイ、");
	DrawFormatString(20, 450, 0xffffff, "Cキーでギャラリー画面へ");
	DrawStringToHandle(150, 240 - 42, "神 経 衰 弱", GetColor(255, 100, 50), font);

}
Beispiel #16
0
//データの読み込み
int load_files()
{

	switch(file_count)
	{
	case 1:
		LoadDivGraph("media\\player3D.png",12,12,1,33,33,g_player);
		g_player_c78 = LoadGraph("media\\player2.png");
		file_count--;
		return 0;
	case 2:
		LoadDivGraph("media\\player3D_b.png",12,12,1,33,33,g_player2);
		g_player2_c78 = LoadGraph("media\\player2_b.png");
		file_count--;
		return 0;
	case 3:
		g_wall = LoadGraph("media\\waku.png");
		g_wall_soto = LoadGraph("media\\waku_soto.png");
		
		file_count--;
		return 0;
	case 4:
		LoadDivGraph("media\\ball_b_fullcolor.png",6,6,1,32,32,g_ball1);
		g_ball1_c78 = LoadGraph("media\\ball1_32.png");
		file_count--;
		return 0;
	case 5:
		LoadDivGraph("media\\ball_g_fullcolor.png",8,8,1,32,32,g_ball2);
		g_ball2_c78 = LoadGraph("media\\ball2_32.png");
		file_count--;
		return 0;
	case 6:
		g_ball3 = LoadGraph("media\\ball3_32.png");
		file_count--;
		return 0;
	case 7:
		LoadDivGraph("media\\skyfish2.png",2,2,1,64,32,g_skyfish);
		file_count--;
		return 0;
	case 8:
		g_shot = LoadGraph("media\\player_weapon_g.png");
		file_count--;
		return 0;
	case 9:
		g_shot2 = LoadGraph("media\\player_weapon_b.png");
		file_count--;
		return 0;
	case 47:
		g_back = LoadGraph("media\\AM640480.png");
		file_count--;
		return 0;
	case 11:
		g_tytle = LoadGraph("media\\tytle_g.png");
		g_coment = LoadGraph("media\\coment.png");
		file_count--;
		return 0;
	case 12:
		g_tytle2 = LoadGraph("media\\tytle_b.png");
		file_count--;
		return 0;
	case 13:
		g_start = LoadGraph("media\\start.png");
		file_count--;
		return 0;
	case 14:
		g_exit = LoadGraph("media\\exit.png");
		file_count--;
		return 0;
	case 15:
		g_out = LoadGraph("media\\out.png");
		file_count--;
		return 0;
	case 16:
		g_w[0] = LoadGraph("media\\den1.jpg");
		g_w[15]= LoadGraph("media\\den16.jpg");
		file_count--;
		return 0;
	case 17:
		g_w[1] = LoadGraph("media\\den2.jpg");
		g_w[16]= LoadGraph("media\\den17.jpg");
		file_count--;
		return 0;
	case 18:
		g_w[2] = LoadGraph("media\\den3.jpg");
		g_w[17]= LoadGraph("media\\den18.jpg");
		file_count--;
		return 0;
	case 19:
		g_w[3] = LoadGraph("media\\den4.jpg");
		g_w[18]= LoadGraph("media\\den19.jpg");
		file_count--;
		return 0;
	case 20:
		g_w[4] = LoadGraph("media\\den5.jpg");
		file_count--;
		return 0;
	case 21:
		g_w[5] = LoadGraph("media\\den6.jpg");
		file_count--;
		return 0;
	case 22:
		g_w[6] = LoadGraph("media\\den7.jpg");
		file_count--;
		return 0;
	case 23:
		g_w[7] = LoadGraph("media\\den8.jpg");
		file_count--;
		return 0;
	case 24:
		g_w[8] = LoadGraph("media\\den9.jpg");
		file_count--;
		return 0;
	case 25:
		g_w[9] = LoadGraph("media\\den10.jpg");
		file_count--;
		return 0;
	case 26:
		g_w[10] = LoadGraph("media\\den11.jpg");
		file_count--;
		return 0;
	case 27:
		g_w[11] = LoadGraph("media\\den12.jpg");
		file_count--;
		return 0;
	case 28:
		g_w[12] = LoadGraph("media\\den13.jpg");
		file_count--;
		return 0;
	case 29:
		g_w[13] = LoadGraph("media\\den14.jpg");
		file_count--;
		return 0;
	case 30:
		g_w[14] = LoadGraph("media\\den15.jpg");
		file_count--;
		return 0;

	case 31:
		se_shot = LoadSoundMem("media\\se_shot.ogg");
		file_count--;
		return 0;
	case 32:
		se_hit = LoadSoundMem("media\\se_hit.ogg");
		file_count--;
		return 0;
	case 33:
		se_hit2 = LoadSoundMem("media\\se_hit2.ogg");
		file_count--;
		return 0;
	case 34:
		se_down = LoadSoundMem("media\\se_down.ogg");
		file_count--;
		return 0;
	case 35:
		se_level = LoadSoundMem("media\\level.ogg");
		file_count--;
		return 0;
	case 36:
		se_change = LoadSoundMem("media\\change.ogg");
		file_count--;
		return 0;
	case 37:
		se_hansya = LoadSoundMem("media\\hansya.ogg");
		file_count--;
		return 0;
	case 38:
		se_combo_miss = LoadSoundMem("media\\combo_miss.ogg");
		file_count--;
		return 0;
	case 39:
		se_chance = LoadSoundMem("media\\chance.ogg");
		file_count--;
		return 0;
	case 40:
		se_sky_shot = LoadSoundMem("media\\sky_shot.ogg");
		file_count--;
		return 0;
	case 10:
		se_change_wall = LoadSoundMem("media\\change_wall.ogg");
		file_count--;
		return 0;


	case 42:
	//	bgm[0] = LoadSoundMem("media\\bgm2.ogg");
		file_count--;
		return 0;
	case 43:
	//	bgm[1] = LoadSoundMem("media\\bgm3.ogg");
		file_count--;
		return 0;
	case 44:
	//	bgm[2] = LoadSoundMem("media\\bgm4.ogg");
		file_count--;
		return 0;
	case 45:
	//	bgm[3] = LoadSoundMem("media\\bgm5.ogg");
		file_count--;
		return 0;
	case 46:
		start_m = LoadSoundMem("media\\start_melo.ogg");
		file_count--;
		return 0;
	case 41:
		end_m = LoadSoundMem("media\\end_melo.ogg");
		font_lv = CreateFontToHandle(NULL,25,5);
		font_score = CreateFontToHandle(NULL,16,2);
		font_result = CreateFontToHandle(NULL,20,4);
		file_count--;
		return 0;
	case 0:
		set_graph = true;
		return 0;
	}



/*		g_player = LoadGraph("media\\player2.png");
		g_player2 = LoadGraph("media\\player2_b.png");
		g_wall = LoadGraph("media\\waku.png");
		g_ball1 = LoadGraph("media\\ball1_32.png");
		g_ball2 = LoadGraph("media\\ball2_32.png");
		g_ball3 = LoadGraph("media\\ball3_32.png");
		LoadDivGraph("media\\skyfish2.png",2,2,1,64,32,g_skyfish);
		g_shot = LoadGraph("media\\player_weapon_g.png");
		g_shot2 = LoadGraph("media\\player_weapon_b.png");
		g_back = LoadGraph("media\\AM640480.png");
		g_tytle = LoadGraph("media\\tytle_g.png");
		g_tytle2 = LoadGraph("media\\tytle_b.png");
		g_start = LoadGraph("media\\start.png");
		g_exit = LoadGraph("media\\exit.png");
		g_out = LoadGraph("media\\out.png");
		g_w[0] = LoadGraph("media\\iro1.png");
		g_w[1] = LoadGraph("media\\iro2.png");
		g_w[2] = LoadGraph("media\\iro3.png");
		g_w[3] = LoadGraph("media\\iro4.png");
		g_w[4] = LoadGraph("media\\iro5.png");
		g_w[5] = LoadGraph("media\\iro6.png");
		g_w[6] = LoadGraph("media\\iro7.png");
		g_w[7] = LoadGraph("media\\iro8.png");
		g_w[8] = LoadGraph("media\\iro9.png");
		g_w[9] = LoadGraph("media\\iro10.png");
		g_w[10] = LoadGraph("media\\iro11.png");
		g_w[11] = LoadGraph("media\\iro12.png");
		g_w[12] = LoadGraph("media\\iro13.png");
		g_w[13] = LoadGraph("media\\iro14.png");
		g_w[14] = LoadGraph("media\\iro15.png");

		se_shot = LoadSoundMem("media\\se_shot.ogg");
		if(se_shot == -1) return -1;
		se_hit = LoadSoundMem("media\\se_hit.ogg");
		se_hit2 = LoadSoundMem("media\\se_hit2.ogg");
		se_down = LoadSoundMem("media\\se_down.ogg");
		se_level = LoadSoundMem("media\\level.ogg");
		se_change = LoadSoundMem("media\\change.ogg");
		se_hansya = LoadSoundMem("media\\hansya.ogg");
		se_combo_miss = LoadSoundMem("media\\combo_miss.ogg");
		se_chance = LoadSoundMem("media\\chance.ogg");
		se_sky_shot = LoadSoundMem("media\\sky_shot.ogg");
		se_change_wall = LoadSoundMem("media\\change_wall.ogg");


		bgm[0] = LoadSoundMem("media\\bgm2.ogg");
		bgm[1] = LoadSoundMem("media\\bgm3.ogg");
		bgm[2] = LoadSoundMem("media\\bgm4.ogg");
		bgm[3] = LoadSoundMem("media\\bgm5.ogg");
		start_m = LoadSoundMem("media\\start_melo.ogg");
		end_m = LoadSoundMem("media\\end_melo.ogg");

		font_lv = CreateFontToHandle(NULL,25,5);
		font_score = CreateFontToHandle(NULL,16,2);
		font_result = CreateFontToHandle(NULL,20,4);


		set_graph = true;
*/
	return 0;
}
Beispiel #17
0
//登録名・ファイルのパス・フォントの名前を指定(PCに元から入っているもの)
//ex ("HG96", "Hogeman's_Font", 96, 5)
void Font::LoadFont(std::string reg_name, std::string font_name, int fontsize, int thick){
	int tmp_handle = CreateFontToHandle(font_name.c_str(), fontsize, thick, DX_FONTTYPE_ANTIALIASING_4X4);
	handlemap.emplace(reg_name.c_str(), tmp_handle);
}
Beispiel #18
0
void FontManager::Load(FontSet font)
{
	if( m_FontData[font].handle != 0)	return;
	switch(font)
	{
	case FontSet_MSGothic_Small:
		m_FontData[font].size = 14;
		m_FontData[font].handle = CreateFontToHandle("MSゴシック", m_FontData[font].size, 1);
		break;
	case FontSet_MSGothic_Middle:
		m_FontData[font].size = 24;
		m_FontData[font].handle = CreateFontToHandle("MSゴシック", m_FontData[font].size, 2);
		break;
	case FontSet_AZUKI_25:
		m_FontData[font].size = 25;
		m_FontData[font].handle = CreateFontToHandle("あずきフォント", m_FontData[font].size, 6);
		break;
	case FontSet_AZUKI_003:
		DXLibMath::ConvertPixcelY(0.03, &m_FontData[font].size);
		m_FontData[font].handle = CreateFontToHandle("あずきフォント", m_FontData[font].size, 2);
		break;
	case FontSet_AZUKI_W0025:
		DXLibMath::ConvertPixcelX(0.025, &m_FontData[font].size);
		m_FontData[font].handle = CreateFontToHandle("あずきフォント", m_FontData[font].size, 2);
		break;
	case FontSet_AZUKI_W001875:
		DXLibMath::ConvertPixcelX(0.01875, &m_FontData[font].size);
		m_FontData[font].handle = CreateFontToHandle("あずきフォント", m_FontData[font].size, 2);
		break;
	case FontSet_AZUKI_W00225:
		DXLibMath::ConvertPixcelX(0.0225, &m_FontData[font].size);
		m_FontData[font].handle = CreateFontToHandle("あずきフォント", m_FontData[font].size, 2);
		break;
	case FontSet_AZUKI_W001625:
		DXLibMath::ConvertPixcelX(0.01625, &m_FontData[font].size);
		m_FontData[font].handle = CreateFontToHandle("あずきフォント", m_FontData[font].size, 2);
		break;
	case FontSet_AZUKI_W00375:
		DXLibMath::ConvertPixcelX(0.0375, &m_FontData[font].size);
		m_FontData[font].handle = CreateFontToHandle("あずきフォント", m_FontData[font].size, 10);
		break;
	case FontSet_AZUKI_W004375:
		DXLibMath::ConvertPixcelX(0.04375, &m_FontData[font].size);
		m_FontData[font].handle = CreateFontToHandle("あずきフォント", m_FontData[font].size, 20);
		break;
	case FontSet_AZUKI_W005:
		DXLibMath::ConvertPixcelX(0.05, &m_FontData[font].size);
		m_FontData[font].handle = CreateFontToHandle("あずきフォント", m_FontData[font].size, 20);
		break;
	default:
		break;
	}
	m_FontData[font].halfStringWidth = GetDrawStringWidthToHandle("a", 1, m_FontData[font].handle);
	m_FontData[font].stringWidth = GetDrawStringWidthToHandle("あ", 2, m_FontData[font].handle);
}
Beispiel #19
0
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
	SetWindowIconID(IDI_ICON1);
	SetMainWindowText(titlebar),ChangeWindowMode(TRUE), SetGraphMode(WIDTH, HEIGHT, 32),
		DxLib_Init(),SetDrawScreen(DX_SCREEN_BACK);
	//ウィンドウモード、960*720のサイズ

	//画像の読み込み
	GraphicHandle[0] = LoadGraph("image/Title.png");
	GraphicHandle[1] = LoadGraph("image/Player.png");
	GraphicHandle[2] = LoadGraph("image/Comet.png");
	GraphicHandle[3] = LoadGraph("image/Backscreen.png");
	GraphicHandle[4] = LoadGraph("image/Clearscreen.png");
	GraphicHandle[5] = LoadGraph("image/Sf_title.png");
	GraphicHandle[6] = LoadGraph("image/Buttun_on.png");
	GraphicHandle[7] = LoadGraph("image/Buttun_off.png");
	GraphicHandle[8] = LoadGraph("image/Ready.png");
	GraphicHandle[9] = LoadGraph("image/Start.png");
	GraphicHandle[10] = MakeScreen(1024, 1024, false);
	GraphicHandle[11] = LoadGraph("image/Ranking.png");
	GraphicHandle[12] = LoadGraph("image/Pause.png");

	//音楽の読み込み
	SoundHandle[0] = LoadSoundMem("music/bgm.mp3");
	SoundHandle[1] = LoadSoundMem("music/select.mp3");
	SoundHandle[2] = LoadSoundMem("music/deside.mp3");
	SoundHandle[3] = LoadSoundMem("music/miss.mp3");
	SoundHandle[4] = LoadSoundMem("music/gameover.mp3");

	GScoreFont = CreateFontToHandle("Meiryo UI Bold", 20, -1);
	RScoreFont = CreateFontToHandle("Meiryo UI Bold", 32, -1);
	CScoreFont = CreateFontToHandle("Meiryo UI Bold", 64, -1);
	ChangeFont("Meiryo UI Bold"); //フォントの変更

	Title_Initialize();		//タイトルの初期化処理
	Game_Initialize();		//ゲームの初期化処理
	Clear_Initialize();		//クリア画面の初期化処理
	Rank_Initialize();		//ランキング画面の初期化処理
	Logo_Initialize();

	while (Loop() == true)
	{
		Keyboard_Update();
		GamePad_Update();

		switch (NowScene())
		{	//現在のシーンによって動作を変える
		case logo:
			Logo_Update();
			break;

		case title:
			Title_Update();
			Title_Draw();
			break;

		case gamepre:
			Game_Initialize();
			ChangeScene(game);

		case game:
			Game_Update();
			Game_Draw();
			break;

		case clear:
			Clear_Update();
			Clear_Draw();
			break;

		}
	}

	Title_Finalize();		//タイトルの終了処理
	Game_Finalize();		//ゲームの終了処理
	Clear_Finalize();		//クリア画面の終了処理
	Rank_Finalize();		//ランキング画面の終了処理
	Logo_Finalize();		//ロゴ画面の終了処理

	DxLib_End();				// DXライブラリ使用の終了処理
	return 0;
}
Beispiel #20
0
Menu::Menu(OnePlayGame* parent) : mFontHandle(CreateFontToHandle("メイリオ", 30, 1)){
	mParent = parent;
}
Beispiel #21
0
void load(){
	int t;
	SetCreateSoundDataType( DX_SOUNDDATATYPE_MEMPRESS ) ;

	t=GetNowCount();
	img_board[10] = LoadGraph("../dat/img/board/10.png");
	img_board[11] = LoadGraph("../dat/img/board/11.png");
	img_board[12] = LoadGraph("../dat/img/board/12.png");
	img_board[20] = LoadGraph("../dat/img/board/20.png");
	img_chetc[0]	= LoadGraph( "../dat/img/char/atari.png" );
	img_chetc[2]	= LoadGraph( "../dat/img/char/ball.png" );
	img_eff_bom[0] = LoadGraph( "../dat/img/effect/bom0.png" );
	img_eff_bom[1] = LoadGraph( "../dat/img/effect/bom1.png" );
	img_eff_bom[2] = LoadGraph( "../dat/img/char/body.png" );
	img_eff_bom[3] = LoadGraph( "../dat/img/bullet/bom_title0.png" );
	img_etc[1]	= LoadGraph( "../dat/img/enemy/hp.png" );
	img_etc[2]	= LoadGraph( "../dat/img/enemy/bossback.png" );
	img_etc[5]	= LoadGraph( "../dat/img/enemy/bossback3.png" );
	img_etc[6]	= LoadGraph( "../dat/img/enemy/bossback4.png" );
	img_etc[7]	= LoadGraph( "../dat/img/enemy/hp_boss.png" );//ボスのHP
	img_etc[8]	= LoadGraph( "../dat/img/board/hoshi.png" );//☆(41)
	LoadDivGraph( "../dat/img/bullet/b0.png" ,  5 ,  5 , 1 , 76 ,  76 , img_bullet[0] ) ;
	LoadDivGraph( "../dat/img/bullet/b1.png" ,  6 ,  6 , 1 , 22 ,  22 , img_bullet[1] ) ;
	LoadDivGraph( "../dat/img/bullet/b2.png" , 10 , 10 , 1 ,  5 , 120 , img_bullet[2] ) ;
	LoadDivGraph( "../dat/img/bullet/b3.png" ,  5 ,  5 , 1 , 19 ,  34 , img_bullet[3] ) ;
	LoadDivGraph( "../dat/img/bullet/b4.png" , 10 , 10 , 1 , 38 ,  38 , img_bullet[4]  ) ;
	LoadDivGraph( "../dat/img/bullet/b5.png" ,  3 ,  3 , 1 , 14 ,  16 , img_bullet[5] ) ;
	LoadDivGraph( "../dat/img/bullet/b6.png" ,  3 ,  3 , 1 , 14 ,  18 , img_bullet[6] ) ;
	LoadDivGraph( "../dat/img/bullet/b7.png" , 10 , 10 , 1 , 16 ,  16 , img_bullet[7] ) ;
	LoadDivGraph( "../dat/img/bullet/b8.png" , 10 , 10 , 1 , 12 ,  18 , img_bullet[8] ) ;
	LoadDivGraph( "../dat/img/bullet/b9.png" ,  3 ,  3 , 1 , 13 ,  19 , img_bullet[9] ) ;
	LoadDivGraph( "../dat/img/bullet/b10.png",  8 ,  8 , 1 ,  8 ,   8 , img_bullet[10] ) ;
	LoadDivGraph( "../dat/img/bullet/b11.png",  8 ,  8 , 1 , 35 ,  32 , img_bullet[11] ) ;
	LoadDivGraph( "../dat/img/bullet/l0.png" ,  2 ,  2 , 1 , 30 , 460 , img_lazer[0] ) ;
	LoadDivGraph( "../dat/img/bullet/l0_moto.png" ,  2 , 2 , 1 , 70 , 70 , img_lazer_moto[0] ) ;
	LoadDivGraph( "../dat/img/enemy/hit_effect.png" , 5 , 5 , 1 , 140 , 140 , img_del_effect ) ;
	LoadDivGraph( "../dat/img/char/riria.png" , 8 , 8 , 1 , 100 , 100 , img_dot_riria ) ;
	LoadDivGraph( "../dat/img/char/0.png" , 12 , 4 , 3 , 73 , 73 , img_ch[0] ) ;
	LoadDivGraph( "../dat/img/enemy/0.png" , 9 , 3 , 3 , 32 , 32 , img_enemy[0] ) ;
	LoadDivGraph( "../dat/img/item/p0.png" , 2 , 2 , 1 , 35 , 35 , img_item[0] ) ;
	LoadDivGraph( "../dat/img/item/p1.png" , 2 , 2 , 1 , 35 , 35 , img_item[1] ) ;
	LoadDivGraph( "../dat/img/item/p2.png" , 2 , 2 , 1 , 15 , 15 , img_item[2] ) ;
	LoadDivGraph( "../dat/img/item/p3.png" , 2 , 2 , 1 , 35 , 35 , img_item[3] ) ;
	LoadDivGraph( "../dat/img/item/p4.png" , 2 , 2 , 1 , 35 , 35 , img_item[4] ) ;
	LoadDivGraph( "../dat/img/item/p5.png" , 2 , 2 , 1 , 35 , 35 , img_item[5] ) ;
	LoadDivGraph( "../dat/img/num/2.png" , 10 , 10 , 1 , 16 , 18 , img_num[0] ) ;//(41)
	img_cshot[0]=LoadGraph("../dat/img/char/bl_00.png");
	img_cshot[1]=LoadGraph("../dat/img/char/bl_01.png");
	img_back[0] = LoadGraph("../dat/img/back/0/back0.png");
	img_back[10] = LoadGraph("../dat/img/back/10/kotei0.png");
	img_back[11] = LoadGraph("../dat/img/back/10/scroll0.png");
	sound_se[0]=LoadSoundMem("../dat/se/enemy_shot.wav");
	sound_se[1]=LoadSoundMem("../dat/se/enemy_death.wav");
	sound_se[2]=LoadSoundMem("../dat/se/cshot.wav");
	sound_se[3]=LoadSoundMem("../dat/se/char_death.wav");
	sound_se[8]=LoadSoundMem("../dat/se/hit.wav");
	sound_se[9]=LoadSoundMem("../dat/se/boss_death.wav");
	sound_se[11]=LoadSoundMem("../dat/se/boss_change.wav");
	sound_se[14]=LoadSoundMem("../dat/se/bom0.wav");
	sound_se[15]=LoadSoundMem("../dat/se/bom1.wav");
	sound_se[33]=LoadSoundMem("../dat/se/lazer.wav");
	sound_se[34]=LoadSoundMem("../dat/se/item_get.wav");
	//sound_se[99]=LoadSoundMem("../dat/music/youmu.wav");//反魂蝶のBGMを再生する場合はココに音楽ファイルを用意して下さい

	ChangeVolumeSoundMem( 50, sound_se[0] ) ;
	ChangeVolumeSoundMem(128, sound_se[1] ) ;
	ChangeVolumeSoundMem(128, sound_se[2] ) ;
	ChangeVolumeSoundMem( 80, sound_se[3] ) ;
	ChangeVolumeSoundMem( 80, sound_se[8] ) ;
	//(41)
	color[0] = GetColor(255,255,255);//白
	color[1] = GetColor(  0,  0,  0);//黒
	color[2] = GetColor(255,  0,  0);//赤
	color[3] = GetColor(  0,255,  0);//緑
	color[4] = GetColor(  0,  0,255);//青
	color[5] = GetColor(255,255,  0);//黄色
	color[6] = GetColor(  0,255,255);//青緑
	color[7] = GetColor(255,  0,255);//紫

	font[0] = CreateFontToHandle( "HGPゴシックE" , 15 , 2 , DX_FONTTYPE_ANTIALIASING_EDGE);
}
Beispiel #22
0
void Player::Initialize(b2World *World,string CharaType,float Density,float Friction,int MaxHP)
{
	InitChara(World,CharaType,Density,Friction,MaxHP);

	//フォント読み込み
	DeleteFontToHandle(FontSmall);
	FontSmall = CreateFontToHandle( "メイリオ" , 15 , 3 ,-1,-1,2) ;
	DeleteFontToHandle(FontMiddle);
	FontMiddle = CreateFontToHandle( "メイリオ" , 20 , 7 ,-1,-1,2) ;
	DeleteFontToHandle(FontBig);
	FontBig = CreateFontToHandle( "メイリオ" , 40 , 10 ,-1,-1,3) ;

	//スキルの初期化
	for(int i=0;i<3;i++)
	{
		Equipments[i] = 1;
		for(int j=0;j<3;j++)
		{
			SkillSet[i][j][0] = Skill_Sword_Front;
			SkillSet[i][j][1] = 0;
			SkillSet[i][j][2] = 0;
			SkillSet[i][j][3] = SkillAvailableCount[Skill_Sword_Front];
		}
	}

	SkillCursorPoint.x = SkillCursorPoint.y = 0;
	ChangeSkillPoint.x = ChangeSkillPoint.y = -1;
	SkillChangeFlag = false;

	GetShape()->SetAsBox(12/2/Box_Rate,24/2/Box_Rate);

	GetFixtureDef()->shape = GetShape();
	GetFixtureDef()->density = Density;
	GetFixtureDef()->friction = Friction;

	GetBody()->DestroyFixture(GetFixture());
	GetBody()->CreateFixture(GetFixtureDef());

	Center_x = 64;
	Center_y = 52;

	Width = 9;
	Height = 24;

	EX = 200;
	MaxEX = 400;

	//スキル設定ウィンドウ作成
	SkillWindow.Initialize(25,25,Screen_Width-50,Screen_Height-50,Black,LightBlack);
	SkillWindow.Visible = false;
	InfoPanel.Initialize(15,330,300,60,Black,LightBlack);
	InfoPanel2.Initialize(SkillWindow.GetWidth()/2,330,300,60,Black,LightBlack);

	SkillImages.clear();
	int Length = AnimeGraphs.size();
	for(int i=0;i<Length;i++)
	{
		SkillImages.push_back(AnimeGraphs[i]);
		SkillImages[SkillImages.size()-1].Initialize();
		SkillImages[SkillImages.size()-1].Anime_Speed = 500;
		
		Window Panel;
		SkillPanels.push_back(Panel);
		SkillPanels[SkillPanels.size()-1].Initialize(0,0,64,64,Black,LightBlack);
	}

	EquipmentImages.clear();
	Length = EquipmentGraphs.size();
	for(int i=0;i<Length;i++)
	{
		Image_2D Image;
		EquipmentImages.push_back(EquipmentGraphs[i]);
		EquipmentImages[EquipmentImages.size()-1].Initialize();
		EquipmentImages[EquipmentImages.size()-1].Anime_Speed = 500;
		
		Window Panel;
		EquipmentPanels.push_back(Panel);
		EquipmentPanels[EquipmentPanels.size()-1].Initialize(0,0,64,64,Black,LightBlack);
	}
}
Beispiel #23
0
bool DXFont::Load(){
	// 外部フォントの作成
	if(!(AddFontResourceEx(EXFONT_PATH, FR_PRIVATE, NULL) > 0)){
		// フォント読込エラー処理
		MessageBox(NULL,"フォント読込失敗","",MB_OK);
	}


	// フォント名
	TCHAR	fontName[64];
	TCHAR	fontNamePop[64];

	// 外部フォントを使用する場合はここで読み込んでおく
	// AddFontResourceEx(_T("フォント名"), FR_PRIVATE, NULL);

	// 使用するフォントを指定する
	// 該当するフォントが存在しない場合のために優先順位順にいくつか示しておく
	// MS 明朝とMS ゴシックは日本語環境であれば必ず存在するはず
	TCHAR fontNames[4][64] = {
		EXFONT_NAME, // 外部フォントを使う場合
		// _T("HGゴシックM"),
		// _T("HGSゴシックM"),
		_T("メイリオ"),
		_T("MS ゴシック")};
	for(int i=0; i<4; i++){
		if(EnumFontNameEx2(fontName, 1, fontNames[i]) == 1){
			strcpy_s(fontName, 63, fontNames[i]);
			break;
		}
	}
	// ポップなフォントを使用する場合
	TCHAR fontNamesPop[4][64] = {
		// _T("フォント名"), // 外部フォントを使う場合
		_T("HG創英角ポップ体"),
		_T("HG丸ゴシックM-PRO"),
		_T("メイリオ"),
		_T("MS ゴシック"),
	};
	for(int i=0; i<4; i++){
		if(EnumFontNameEx2(fontNamePop, 1, fontNamesPop[i]) == 1){
			strcpy_s(fontNamePop, 63, fontNamesPop[i]);
			break;
		}
	}


	// フォントの作成
	hInfo = CreateFontToHandle(fontName, FONTSIZE_INFO,
		-1, DX_FONTTYPE_ANTIALIASING, -1, -1, 0);
	hStr = CreateFontToHandle(fontName, FONTSIZE_STR,
		-1, DX_FONTTYPE_ANTIALIASING, -1, -1, 0);
	hStrL = CreateFontToHandle(fontName, FONTSIZE_STR_L,
		-1, DX_FONTTYPE_ANTIALIASING, -1, -1, 0);
	hStrS = CreateFontToHandle(fontName, FONTSIZE_STR_S,
		-1, DX_FONTTYPE_ANTIALIASING, -1, -1, 0);
	hTinyInfo = CreateFontToHandle(fontName, FONTSIZE_TINYINFO,
		-1, DX_FONTTYPE_ANTIALIASING, -1, -1, 0);
	hTalk = CreateFontToHandle(fontNamePop, FONTSIZE_TALK,
		-1, DX_FONTTYPE_ANTIALIASING, -1, -1, 0);
	hTalkS = CreateFontToHandle(fontNamePop, FONTSIZE_TALK_S,
		-1, DX_FONTTYPE_ANTIALIASING, -1, -1, 0);
	hMicroInfo = CreateFontToHandle(fontName, FONTSIZE_MICROINFO,
		-1, DX_FONTTYPE_ANTIALIASING, -1, -1, 0);
	hItem = CreateFontToHandle(fontName, FONTSIZE_ITEM,
		-1, DX_FONTTYPE_ANTIALIASING, -1, -1, 0);

	// フォントのロード
	if(hInfo == -1) return false;
	if(hStr == -1) return false;
	if(hStrL == -1) return false;
	if(hStrS == -1) return false;
	if(hTinyInfo == -1) return false;
	if(hTalk == -1) return false;
	if(hMicroInfo == -1) return false;
	if(hItem == -1) return false;

	/*
	if((hInfo = CreateFontToHandle(fontName, FONTSIZE_INFO,
		-1, DX_FONTTYPE_ANTIALIASING)) == -1) return false;
		*/

	return true;
}