//-----------------------------------------------------------------------------
// 背景初期化
//-----------------------------------------------------------------------------
void CResult::InitializeBG(void){
	// 背景
	m_pBG = CScene2D::Create(m_pD3DDevice,
		D3DXVECTOR3(SCREEN_WIDTH * 0.5f, SCREEN_HEIGHT * 0.5f, 0),
		static_cast<float>(SCREEN_WIDTH), static_cast<float>(SCREEN_HEIGHT),
		TEXTURE_BG_RESULT, TYPE_PRIORITY_BG);

	// キャラ選択っていうロゴ表示
	m_pLogo = CScene2D::Create(m_pD3DDevice,
		RESULT_LOGO_POS,
		RESULT_LOGO_SIZE.x, RESULT_LOGO_SIZE.y,
		TEXTURE_RESULT_LOGO, TYPE_PRIORITY_GOAL);

	// くるくるライトの作成
	for (int i = 0; i < RESULT_CIRCLE_LIGHT_MAX; i++){
		// サイズ決定
		float size = mersenne_twister_float(RESULT_CIRCLE_LIGHT_SIZE_MIN, RESULT_CIRCLE_LIGHT_SIZE_MAX);
		m_pCircleLight[i] = CScene2D::Create(m_pD3DDevice,
			D3DXVECTOR3(SCREEN_WIDTH * 0.5f, SCREEN_HEIGHT * 0.5f, 0),
			size, size,
			TEXTURE_RESULT_CIRCLE_LIGHT, TYPE_PRIORITY_EFFECT);
		// 当たり判定用に半分の大きさを保存
		m_vCircleSizeHalf[i] = size * 0.5f;
		// 移動量決定
		m_vCircleVelo[i].x = mersenne_twister_float(RESULT_CIRCLE_LIGHT_VELO_MIN, RESULT_CIRCLE_LIGHT_VELO_MAX);
		m_vCircleVelo[i].y = mersenne_twister_float(RESULT_CIRCLE_LIGHT_VELO_MIN, RESULT_CIRCLE_LIGHT_VELO_MAX);
		// 遅すぎる奴をなくす
		(m_vCircleVelo[i].x < 0) ? m_vCircleVelo[i].x -= 1.0f : m_vCircleVelo[i].x += 1.0f;
		(m_vCircleVelo[i].y < 0) ? m_vCircleVelo[i].y -= 1.0f : m_vCircleVelo[i].y += 1.0f;
		// 色を付ける
		m_pCircleLight[i]->SetColorPolygon(
			PLAYER_COLOR[m_nWinPlayerNum] + D3DXCOLOR(
			mersenne_twister_float(0.2f, 0.7f),
			mersenne_twister_float(0.2f, 0.7f),
			mersenne_twister_float(0.2f, 0.7f),
			mersenne_twister_float(0.2f, 0.7f)));
	}

	// このさき引き分けならいらない
	if (m_nWinPlayerNum == -1){
		return;
	}

	// 勝者に当てるライト
	m_pLight = CScene2D::Create(m_pD3DDevice,
		RESULT_LIGHT_POS[m_nWinPlayerNum],
		RESULT_LIGHT_SIZE.x, RESULT_LIGHT_SIZE.y,
		TEXTURE_RESULT_LIGHT, TYPE_PRIORITY_FIELD);

}
//=============================================================================
// 初期化
//=============================================================================
void CJumpEffectBillbord::Init(D3DXVECTOR3& pos, TEXTURE_TYPE texType)
{
	m_Pos3D = pos;
	// 横の移動量をランダムで決める
	m_Velo = mersenne_twister_float(-VELO_MAX, VELO_MAX);

	// 3Dの座標を2Dに変換
	m_Pos2D = D3DXVECTOR3(0, 0, 0);
	D3DXMATRIX proj = m_pCameraManager->GetMtxProj();
	D3DXMATRIX view = m_pCameraManager->GetMtxView();
	D3DXVec3TransformCoord(&m_Pos2D, &m_Pos3D, &view);
	D3DXVec3TransformCoord(&m_Pos2D, &m_Pos2D, &proj);
	D3DXVec3TransformCoord(&m_Pos2D, &m_Pos2D, &VIEW_PORT);

	// 一旦3Dから2Dに変換する
	CScene2D::Init(m_Pos2D, JUMP_EFFECT_SIZE, JUMP_EFFECT_SIZE, texType);
	
	// アルファ値を適用
	this->SetColorPolygon(m_Color);

	// 最終的に飛ぶ先の座標を計算しておく
	m_isCrowd = (texType != TEXTURE_JUMP_EFFECT_HP);

}