Beispiel #1
0
bool CEditValue::Create(Math::Point pos, Math::Point dim, int icon, EventType eventType)
{
    Ui::CEdit*      pe;
    Ui::CButton*    pc;

    if ( eventType == EVENT_NULL )  eventType = GetUniqueEventType();
    CControl::Create(pos, dim, icon, eventType);

    GlintDelete();

    m_edit = new Ui::CEdit();
    pe = static_cast<Ui::CEdit*>(m_edit);
    pe->Create(pos, dim, 0, EVENT_NULL);
    pe->SetMaxChar(4);

    m_buttonUp = new Ui::CButton();
    pc = static_cast<Ui::CButton*>(m_buttonUp);
    pc->Create(pos, dim, 49, EVENT_NULL);  // ^
    pc->SetRepeat(true);

    m_buttonDown = new Ui::CButton();
    pc = static_cast<Ui::CButton*>(m_buttonDown);
    pc->Create(pos, dim, 50, EVENT_NULL);  // v
    pc->SetRepeat(true);

    MoveAdjust();
    return true;
}
Beispiel #2
0
bool CScroll::Create(Math::Point pos, Math::Point dim, int icon, EventType eventMsg)
{
    if ( eventMsg == EVENT_NULL )  eventMsg = GetUniqueEventType();
    CControl::Create(pos, dim, icon, eventMsg);

    MoveAdjust();
    return true;
}
Beispiel #3
0
//============================================================================
//処理
//============================================================================
void CCharacter::Exec()
{
	//移動処理
	if( !this->GetStopFlag() )
	{	
		Move();
	}
	
	//移動補正
	MoveAdjust();
	
	//状態毎の処理
	StateExec();
	
	CSprite::Exec();
}
Beispiel #4
0
bool CEditValue::Create(Math::Point pos, Math::Point dim, int icon, EventType eventType)
{
    if ( eventType == EVENT_NULL )  eventType = GetUniqueEventType();
    CControl::Create(pos, dim, icon, eventType);

    GlintDelete();

    m_edit = MakeUnique<Ui::CEdit>();
    m_edit->Create(pos, dim, 0, EVENT_NULL);
    m_edit->SetMaxChar(4);

    m_buttonUp = MakeUnique<Ui::CButton>();
    m_buttonUp->Create(pos, dim, 49, EVENT_NULL);  // ^
    m_buttonUp->SetRepeat(true);

    m_buttonDown = MakeUnique<Ui::CButton>();
    m_buttonDown->Create(pos, dim, 50, EVENT_NULL);  // v
    m_buttonDown->SetRepeat(true);

    MoveAdjust();
    return true;
}
Beispiel #5
0
void CScroll::SetDim(Math::Point dim)
{
    CControl::SetDim(dim);
    MoveAdjust();
}
Beispiel #6
0
void CScroll::SetPos(Math::Point pos)
{
    CControl::SetPos(pos);
    MoveAdjust();
}
Beispiel #7
0
void CEditValue::SetDim(Math::Point dim)
{
    CControl::SetDim(dim);
    MoveAdjust();
}
Beispiel #8
0
void CEditValue::SetPos(Math::Point pos)
{
    CControl::SetPos(pos);
    MoveAdjust();
}
Beispiel #9
0
//================================================
//ゲームメイン画面描画
//================================================
void DrawMain(void)
{
	frame.IsDisp = TRUE;
	
	/*当たり判定領域設定*/
	SetHitRect();
	
	g_Second++;
	
	if(!player.IsStop)
	{
		g_gamecounter++;
	}
	
	//------------------------------------------
	//アニメーション処理
	//------------------------------------------
	if(g_Second % 20 == 0)
	{
		player.animcounter++;

		if(!player.IsStop)
		{
			for(int i = 0;i < ENEMY_NUM;i++)
			{
				enemy[i].animcounter++;
			}
			
			boss.animcounter++;
		}
		
	}
	
	if(g_Second % 5 == 0)
	{
		if(!player.IsStop)
		{
			for(int i = 0;i < SKULL_NUM;i++)
			{
				boss.skull[i].animcounter++;
			}
			
			for(int i = 0;i < KNIFE_NUM;i++)
			{
				boss.knife[i].animcounter++;
			}
		}
		
	}

	/*ショット処理*/
	player.Shoot();
		
	/*当たり判定チェック*/
	CheckHitRect();
	
	//----------------------------------------
	//移動
	//----------------------------------------
	player.Move();
	
	/*敵の移動処理*/
	if(!player.IsStop)
	{
		EnemyMove();
		EnemyShoot();
	}
	
	/*ボスの移動処理*/
	if(!player.IsStop)
	{
		BossMove();
	}
	
	/*移動範囲補正*/
	MoveAdjust();
	
	player.UseGauge();
		
	//if(player.IsUseSpecial)
	//{
	//	if(LunaPad::GetState(0, PAD_STATE_PUSH, PAD_BUTTON_03) )
	//	{
	//		player.IsUseSpecial = FALSE;
	//	}
	//}
		
	//-----------------------------------------------------
	//化身状態
	//-----------------------------------------------------
	
	/*ポーズ*/
	if(LunaPad::GetState(0, PAD_STATE_PUSH, PAD_BUTTON_05) )
	{
		g_GameMode = SCENE_PAUSE;
	}
	
	/*カメラ更新*/
	if(!player.IsStop)
	{
		camera.Update();
	}
	
	model.Translation();
	
	/*キャラクタ変更*/
	player.UseCharaChange();
	
	/*待機ライフ回復*/
	if(Luna::GetSyncCounter() % 20 == 0)
	{
		player.Recoverlife();
	}
	
	/*ゲームオーバー処理*/
	if(player.IsDead)
	{
		g_GameMode = SCENE_GAMEOVER;
	}
	
	/*ボス死亡処理*/
	boss.Dead(&g_GameMode);
	
	player.Draw();
	
	//----------------------------------
	//シーン開始
	//----------------------------------
	if ( Luna3D::BeginScene() )
	{
		/*レンダリング*/
		Luna3D::SetRenderState(D3DRS_FOGENABLE, TRUE);
		
		model.Rendering();
		
		if(player.IsStop)
		{
			screen.IsDisp = TRUE;
			
			Luna3D::SetBlendingType(BLEND_REVERSE);
			screen.DrawTexture();
			Luna3D::SetBlendingType(BLEND_NORMAL);
		}
		
		Luna3D::SetRenderState(D3DRS_FOGENABLE, FALSE);
		
		Luna3D::SetFilterEnable(TRUE);
		
		/*敵出現ポイント*/
		EnemyPoint();
		
		frame.DrawTexture();
		
		player.Rendering();
		
		score.DrawFont(g_Score);
	
		boss.Rendering();
		
		// シーン終了
		Luna3D::EndScene();
	}
	
}