Exemple #1
0
void CPolyDlg::OnBtnModifyCorner() 
{
	CComboBox& combo = m_Combo_Corner ; //convenience
	int cnridx = m_Combo_Corner.GetCurSel() ;

	ASSERT( combo.GetCount() > 0 && cnridx >= 0 ) ;

	//get values from list
	CString itemstr ;
	combo.GetLBText( cnridx, itemstr ) ;
	Vector3D vcnr = GetCnrVector( itemstr ) ;
	COLORREF color = GetCnrColor( itemstr ) ;
	int itemnum = GetItemNum( itemstr ) ;

	//11/29/01 launch 2D coordinate entry dlg
	CVertexDlg dlg ;
	CString xstr, ystr ;

	dlg.m_X = vcnr.x ;
	dlg.m_Y = vcnr.y ;
	dlg.m_Z = vcnr.z ;

	dlg.m_Red = GetRValue( color ) ;
	dlg.m_Green = GetGValue( color ) ;
	dlg.m_Blue = GetBValue( color ) ;

	if( dlg.DoModal() == IDOK )
	{
		int numsegs = m_Combo_Corner.GetCount() ;

		//06/20/03 don't allow duplicate points
		Vector3D vNewCrnr = Vector3D( dlg.m_X, dlg.m_Y, dlg.m_Z ) ;
		int matchnum = FindDupCrnr( vNewCrnr, combo ) ; //rev 09/11/03
		if( matchnum > 0 && matchnum != cnridx+1 )
		{	//If match found, warn user and exit w/o adding to list
			CString csMsgstr;
			csMsgstr.Format("Duplicate point found at corner #%d !" , matchnum );
			AfxMessageBox( csMsgstr,  MB_OK | MB_ICONEXCLAMATION );
			return;
		}

		//replace the original point in the corner list
		CString numstr, coordstr ;
		FormatNumStr( numstr, itemnum ) ;
		coordstr.Format( m_csCoordFmtStr, dlg.m_X, dlg.m_Y, dlg.m_Z, dlg.m_Red, dlg.m_Green, dlg.m_Blue ) ;
		combo.DeleteString( cnridx ) ;
		combo.InsertString( cnridx, numstr + coordstr ) ;
		combo.SetCurSel( cnridx ) ;

		UpdateControls() ;
	}
}
Exemple #2
0
int CPolyDlg::FindDupCrnr( Vector3D crnr, CComboBox& combo )
{
	//06/20/03 don't allow duplicate points
	int numsegs = combo.GetCount() ;
	for (int i = 0; i < numsegs; i++ )
	{
		CString csInstr;
		combo.GetLBText(i, csInstr );
		int nCornerNum = GetItemNum( csInstr ) ;
		Vector3D v = GetCnrVector( csInstr ) ;
		if (v.x == crnr.x && v.y == crnr.y )//Matching coordinate set found
		{	//If match found, return corner number
			return nCornerNum ;
		}
	}

	return -1 ; //no match found
}
Exemple #3
0
int CPolyDlg::RenumberList( CComboBox* pCombo )
{
	//Purpose: renumber points after combobox insert/delete operations
	//Inputs: pointer to combobox to renumber
	//Outputs:
	//	1) renumbered point list
	//	2) returns number of points in list
	//	3) item highlighting removed

	CString itmstr, itmnumstr, coordstr ;
	int itemnum ;

	int numitems = pCombo->GetCount() ;
	for( int itmidx = 0; itmidx < numitems; itmidx++ )
	{
		pCombo->GetLBText(itmidx, itmstr ) ;
		if( ( itemnum = GetItemNum( itmstr ) ) <= 0 )
		{
			AfxMessageBox( itmstr + " is an invalid item!" ) ;
		}
		else
		{
			//09/20/03 rev to extract item# & cnr vals & then
			//reconstruct string using m_csCoordFmtStr
			FormatNumStr( itmnumstr, itmidx+1 ) ;
			Vector3D v = GetCnrVector( itmstr ) ;
			coordstr.Format( m_csCoordFmtStr, v.x, v.y, v.z ) ;
			pCombo->DeleteString( itmidx ) ;
			pCombo->InsertString( itmidx, itmnumstr+coordstr ) ;
		}
	}

	pCombo->SetCurSel( -1 ) ;

	return numitems ; //changed 6/12/00
}
Exemple #4
0
void CPolyDlg::OnEnterKey( UINT ctlID )
{
	CString csMsg, csEditstr, csItemNum, newitmstr ;
	int itemnum ;
	CComboBox& combo = m_Combo_Corner ; //convenience

	//Get editbox string
	CWnd* pWnd = (combo.GetWindow(GW_CHILD)) ;
	CWnd* pEditWnd = (pWnd->GetNextWindow()); //pointer to editbox window
	pEditWnd->GetWindowText( csEditstr );
	csEditstr.TrimLeft() ; csEditstr.TrimRight() ;

	int numtokens = GetNumTokens( csEditstr ) ;
	int numitems = combo.GetCount() ;

	//check for too few or too many tokens in the entry string
	if( numtokens < 2 )
	{
		csMsg = "Each entry must have at least X & Y positions " ;
		AfxMessageBox( csMsg + "\n" + csEditstr ) ;
		return ;
	}

	else if( numtokens > 7 )
	{
		csMsg = "Each line can have no more than seven items" ;
		AfxMessageBox( csMsg + "\n" + csEditstr ) ;
		return ;
	}

	//OK, 2 or 3 tokens: get valid X/Y pos
	Vector3D vcrnr = GetCnrVector( csEditstr ) ;

	//3 tokens are considered to be [X Position] [Y Position] [Z Position]
	if( numtokens == 3 )
	{
		//prepend item num & add to end
		itemnum = numitems + 1 ;
		FormatNumStr( csItemNum, itemnum ) ;
		newitmstr.Format( m_csCoordFmtStr, vcrnr.x, vcrnr.y, vcrnr.z, 0, 0, 0 ) ;
		csEditstr = csItemNum + newitmstr ;
		combo.AddString( csEditstr ) ;
		itemnum = GetItemNum( csEditstr ) ;
	}

	// 6 tokens are assumed to be [X Position] [Y Position] [Z Position] [R] [G] [B]
	else if( numtokens == 6 )
	{
		COLORREF col = GetCnrColor( csEditstr ) ;
		int R = GetRValue( col ) ;
		int G = GetGValue( col ) ;
		int B = GetBValue( col ) ;

		//prepend item num & add to end
		itemnum = numitems + 1 ;
		FormatNumStr( csItemNum, itemnum ) ;
		newitmstr.Format( m_csCoordFmtStr, vcrnr.x, vcrnr.y, vcrnr.z, R, G, B ) ;
		csEditstr = csItemNum + newitmstr ;
		combo.AddString( csEditstr ) ;
		itemnum = GetItemNum( csEditstr ) ;
	}

	//otherwise we assume  [Item #] [X Position] [Y Position] [Z Position] [R] [G] [B]
	else
	{
		itemnum = GetItemNum( csEditstr ) ;
		COLORREF col = GetCnrColor( csEditstr ) ;
		int R = GetRValue( col ) ;
		int G = GetGValue( col ) ;
		int B = GetBValue( col ) ;

		//insert at item number or add to end
		if( itemnum > numitems )
		{
			//prepend correct item num & add to end
			itemnum = numitems + 1 ;
			FormatNumStr( csItemNum, itemnum ) ;
			newitmstr.Format( m_csCoordFmtStr, vcrnr.x, vcrnr.y, vcrnr.z, R, G, B ) ;
			csEditstr = csItemNum + newitmstr ;
			combo.AddString( csEditstr ) ;

		}
		else if( itemnum < numitems )
		{
			combo.DeleteString( itemnum - 1 ) ;
			FormatNumStr( csItemNum, itemnum ) ;
			newitmstr.Format( m_csCoordFmtStr, vcrnr.x, vcrnr.y, vcrnr.z, R, G, B ) ;
			csEditstr = csItemNum + newitmstr ;
			combo.InsertString( itemnum - 1, csEditstr ) ;
		}
		else //itemnum points to last string
		{
			combo.DeleteString( itemnum - 1 ) ;
			FormatNumStr( csItemNum, itemnum ) ;
			newitmstr.Format( m_csCoordFmtStr, vcrnr.x, vcrnr.y, vcrnr.z, R, G, B ) ;
			csEditstr = csItemNum + newitmstr ;
			combo.AddString( csEditstr ) ;
		}
	}

	//leave this item selected
	combo.SetCurSel( itemnum - 1 ) ;

	UpdateControls() ; //added 07/10/03
}
Exemple #5
0
//=============================================================================
// 更新処理
//=============================================================================
void UpdateGameManager(void)
{
#ifdef _DEBUG
	if(GetKeyboardTrigger(DIK_F1))
	{
		g_nGameMode = SELECTMODE_PLAY;
	}
	if(GetKeyboardTrigger(DIK_F2))
	{
		g_nGameMode = SELECTMODE_WALLEDIT;
	}
	if(GetKeyboardTrigger(DIK_F3))
	{
		g_nGameMode = SELECTMODE_GIMMICKEDIT;
	}
	if(GetKeyboardTrigger(DIK_F4))
	{
		g_nGameMode = SELECTMODE_PLAYEREDIT;
	}
	if(GetKeyboardTrigger(DIK_F5))
	{
		g_nGameMode = SELECTMODE_DELETE;
	}
	if(GetKeyboardTrigger(DIK_F6))
	{
		g_nGameMode = SELECTMODE_SCENECHANGE;
	}
	if(GetKeyboardTrigger(DIK_F7))
	{
		g_nGameMode = SELECTMODE_PLAYERBAR_NUM;
	}
	if(GetKeyboardTrigger(DIK_F8))
	{
		g_nGameMode = SELECTMODE_ITEMNUMEDIT;
	}
	if(g_nGameMode != SELECTMODE_PLAY)
		GetBackG()[BACKGROUND_EDIT_NET].bUse = true;
	else
		GetBackG()[BACKGROUND_EDIT_NET].bUse = false;

#endif

	switch (g_nGameMode)
	{
	case SELECTMODE_PLAY:
	{
		PrintDebugProc("【ゲームモード】\n");
		if(GetTimeCounter()->fCurrentTime > TIME_15)
			g_bIsPlay = false;

		if(!g_bIsPlay)
		{
			if(IsMouseRightTriggered())
			{
				int nGimNum = -1;
				int nItemNum = GetItemNum()->nItemLockTime;
				bool bIsLock = false;

				if(IsGimmickLock(&nGimNum, &bIsLock, &nItemNum) == true)
				{
					if(bIsLock == true)
					{
						SetItem(D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f), ITEM_TYPE_01, nGimNum);
						UpdataItemNum(-1);
					}
					else
					{
						DeleteItem(nGimNum);
						UpdataItemNum(1);
					}
				}
			}
		}
		break;
	}
	case SELECTMODE_WALLEDIT:
	{
		PrintDebugProc("【壁を編集するモード】\n");
		WallCreateMode();
		break;
	}
	case SELECTMODE_GIMMICKEDIT:
	{
		PrintDebugProc("【ギミック編集モード】\n");
		GimmickCreateMode();
		break;
	}
	case SELECTMODE_PLAYEREDIT:
	{
		PrintDebugProc("【プレイヤー編集モード】\n");
		if(IsMouseLeftPressed())
			IsMouseHitPlayer();
		PlayerEdit();
		break;
	}
	case SELECTMODE_DELETE:
	{
		PrintDebugProc("【削除モード】\n");
		DeleteGimmick();
		DeleteWall();
		break;
	}
	case SELECTMODE_SCENECHANGE:
	{
		PrintDebugProc("【ステージ切り替えるモード】\n");
		if(IsMouseRightTriggered())
		{
			if(*GetSceneNum() < SCENE_TYPE_MAX)
				(*GetSceneNum())++;
			if(*GetSceneNum() == SCENE_TYPE_MAX)
				*GetSceneNum() = 0;
			g_bIsSceneInit = true;
		}

		if(g_bIsSceneInit == true)
		{
			g_bIsSceneInit = false;
			switch (*GetSceneNum())
			{
			case SCENE_01:
				// 从文件中读取
				LoadData(SCENE_01);
				break;
			case SCENE_02:
				// 从文件中读取
				LoadData(SCENE_02);
				break;
			case SCENE_03:
				// 从文件中读取
				LoadData(SCENE_03);
				break;
			case SCENE_04:
				// 从文件中读取
				LoadData(SCENE_04);
				break;
			case SCENE_05:
				// 从文件中读取
				LoadData(SCENE_05);
				break;
			default:
				break;
			}
			// 読み込むデータを初期化
			InitDataPlayer();
			InitDataWall();
			InitDataGimmick();
			InitDataPlayerbar();

			for(int nCntGim = 0; nCntGim < MAX_GIMMICK; nCntGim++)
			{
				// 根据补完的数据对机关场景进行位置和运动预处理
				SetupGimmickTrack(nCntGim);
				*GetCleanupSwitch() = false;
			}
		}
		break;
	}
	case SELECTMODE_PLAYERBAR_NUM:
	{
		PrintDebugProc("【時間軸編集モード】\n");
		PrintDebugProc("数字キー「1」 時間軸数:1\n");
		PrintDebugProc("数字キー「2」 時間軸数:2\n");
		PrintDebugProc("数字キー「3」 時間軸数:3\n");
		if(GetKeyboardTrigger(DIK_1))
		{
			for(int nCntPlayBar = 0; nCntPlayBar < MAX_PLAYBAR; nCntPlayBar++)
			{
				//if(g_pPlaybar_GM[nCntPlayBar].bUse == true)
					g_pPlaybar_GM[nCntPlayBar].bUse = false;
			}
			for(int nCntGim = 0; nCntGim < MAX_GIMMICK; nCntGim++)
			{
				if(g_pGimmick_GM[nCntGim].bUse)
				{
					g_pGimmick_GM[nCntGim].nPriorityNum01 = -1;
					g_pGimmick_GM[nCntGim].nPriorityNum02 = -1;
					g_pGimmick_GM[nCntGim].nPriorityNum03 = -1;
				}
			}
			SetPlaybar(D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f), PLAYBAR_3_1);
			PlaybarNumCount();
		}
		if(GetKeyboardTrigger(DIK_2))
		{
			for(int nCntPlayBar = 0; nCntPlayBar < MAX_PLAYBAR; nCntPlayBar++)
			{
				//if(g_pPlaybar_GM[nCntPlayBar].bUse == true)
					g_pPlaybar_GM[nCntPlayBar].bUse = false;
			}
			for(int nCntGim = 0; nCntGim < MAX_GIMMICK; nCntGim++)
			{
				if(g_pGimmick_GM[nCntGim].bUse)
				{
					g_pGimmick_GM[nCntGim].nPriorityNum01 = -1;
					g_pGimmick_GM[nCntGim].nPriorityNum02 = -1;
					g_pGimmick_GM[nCntGim].nPriorityNum03 = -1;
				}
			}
			SetPlaybar(D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f), PLAYBAR_3_1);
			SetPlaybar(D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f), PLAYBAR_3_2);
			PlaybarNumCount();
		}
		if(GetKeyboardTrigger(DIK_3))
		{
			for(int nCntPlayBar = 0; nCntPlayBar < MAX_PLAYBAR; nCntPlayBar++)
			{
				//if(g_pPlaybar_GM[nCntPlayBar].bUse == true)
					g_pPlaybar_GM[nCntPlayBar].bUse = false;
			}
			for(int nCntGim = 0; nCntGim < MAX_GIMMICK; nCntGim++)
			{
				if(g_pGimmick_GM[nCntGim].bUse)
				{
					g_pGimmick_GM[nCntGim].nPriorityNum01 = -1;
					g_pGimmick_GM[nCntGim].nPriorityNum02 = -1;
					g_pGimmick_GM[nCntGim].nPriorityNum03 = -1;
				}
			}
			SetPlaybar(D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f), PLAYBAR_3_1);
			SetPlaybar(D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f), PLAYBAR_3_2);
			SetPlaybar(D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f), PLAYBAR_3_3);
			PlaybarNumCount();
		}
		break;
	}
	case SELECTMODE_ITEMNUMEDIT:
	{
		PrintDebugProc("【アイテム個数編集モード】\n");
		PrintDebugProc("【メニュー】    【アイテム】    【個数】\n");
		PrintDebugProc("数字キー「1」 時間固定アイテム:%d\n\n", g_pItemNum_GM->nItemLockTime);

		if(GetKeyboardTrigger(DIK_1))
		{
			g_nMenuSelect_GM = 1;
		}

		switch (g_nMenuSelect_GM)
		{

			case 1:
				PrintDebugProc("矢印キー【左】、【右】   【プラス/マイナス 1】\n");
				PrintDebugProc("矢印キー【上】、【下】   【プラス/マイナス 5】\n");

				if(GetKeyboardRepeat(DIK_LEFT))
				{
					g_pItemNum_GM->nItemLockTime -= 1;
					if(g_pItemNum_GM->nItemLockTime < 0)
						g_pItemNum_GM->nItemLockTime = 0;
				}
				if(GetKeyboardRepeat(DIK_RIGHT))
				{
					g_pItemNum_GM->nItemLockTime += 1;
					if(g_pItemNum_GM->nItemLockTime > 9)
						g_pItemNum_GM->nItemLockTime = 9;
				}
				if(GetKeyboardRepeat(DIK_DOWN))
				{
					g_pItemNum_GM->nItemLockTime -= 5;
					if(g_pItemNum_GM->nItemLockTime < 0)
						g_pItemNum_GM->nItemLockTime = 0;
				}
				if(GetKeyboardRepeat(DIK_UP))
				{
					g_pItemNum_GM->nItemLockTime += 5;
					if(g_pItemNum_GM->nItemLockTime > 9)
						g_pItemNum_GM->nItemLockTime = 9;
				}
				break;
			default:
				break;
		}

	}
	default:
		break;
	}

	if(!g_bIsPlay)
	{
		switch (*GetSceneNum())
		{
		case SCENE_01:
			PrintDebugProc("【SCENE_01】\n");
			// 今のシーンをセーフする
			if(IsMouseCenterTriggered())
				SaveData(SCENE_01);
			break;

		case SCENE_02:
			PrintDebugProc("【SCENE_02】\n");
			if(IsMouseCenterTriggered())
				SaveData(SCENE_02);
			break;

		case SCENE_03:
			PrintDebugProc("【SCENE_03】\n");
			if(IsMouseCenterTriggered())
				SaveData(SCENE_03);
			break;

		case SCENE_04:
			PrintDebugProc("【SCENE_04】\n");
			if(IsMouseCenterTriggered())
				SaveData(SCENE_04);
			break;

		case SCENE_05:
			PrintDebugProc("【SCENE_05】\n");
			if(IsMouseCenterTriggered())
				SaveData(SCENE_05);
			break;

		default:
			break;
		}
	}

	switch(*GetMode())
	{
	case GAMEMODE_LOGO:
		break;

	case GAMEMODE_TITLE:
	{
		if(GetKeyboardTrigger(DIK_RETURN) || IsMouseLeftTriggered())
			SetFade(FADE_OUT, FADE_IN, GAMEMODE_STAGE_SELECT);
		break;
	}
	case GAMEMODE_STAGE_SELECT:
	{
		g_bIsStop = true;
		g_bIsPlay = false;

		if(GetKeyboardTrigger(DIK_RETURN))
			SetFade(FADE_OUT, FADE_IN, GAMEMODE_GAME);

		if(IsMouseLeftTriggered())
		{
			int pIconNum = 0;
			if(IsMouseHitIcon(&pIconNum) == true)
			{
				*GetSceneNum() = GetGameElement()[pIconNum].nType;
				g_bIsSceneInit = true;
			}
		}

		if(g_bIsSceneInit == true)
		{
			g_bIsSceneInit = false;
			switch (*GetSceneNum())
			{
			case SCENE_01:
				// 从文件中读取
				LoadData(SCENE_01);
				break;
			case SCENE_02:
				// 从文件中读取
				LoadData(SCENE_02);
				break;
			case SCENE_03:
				// 从文件中读取
				LoadData(SCENE_03);
				break;
			case SCENE_04:
				// 从文件中读取
				LoadData(SCENE_04);
				break;
			case SCENE_05:
				// 从文件中读取
				LoadData(SCENE_05);
				break;
			default:
				break;
			}
			// 読み込むデータを初期化
			InitDataPlayer();
			InitDataWall();
			InitDataGimmick();
			InitDataPlayerbar();

			for(int nCntGim = 0; nCntGim < MAX_GIMMICK; nCntGim++)
			{
				// 根据补完的数据对机关场景进行位置和运动预处理
				SetupGimmickTrack(nCntGim);
				*GetCleanupSwitch() = false;
			}
			//*GetMode() = GAMEMODE_GAME;

			SetFade(FADE_OUT, FADE_IN, GAMEMODE_GAME);
		}
		
		break;
	}
	case GAMEMODE_GAME:
		break;

	case GAMEMODE_END:
		break;

	default:
		break;
	}



}
Exemple #6
0
// プロトタイプ宣言
//*****************************************************************************

//*****************************************************************************
// グローバル変数
//*****************************************************************************
int		g_nGameMode;
int		g_nMenuSelect_GM;	// 選択したメニュー
bool	g_bIsPlay;			// プレー
bool	g_bIsStop;			// 停止
bool	g_bIsPause;			// ポーズ
bool	g_bIsSceneInit;		// シーンの初期化

PLAYBAR*		g_pPlaybar_GM = GetPlaybar();		// 時間軸のデータゲット
GIMMICK*		g_pGimmick_GM = GetGimmickData();	// ギミックのデータゲット
ITEM_NUMBER*	g_pItemNum_GM = GetItemNum();		// アイテム個数のデータゲット
//=============================================================================
// 初期化処理
//=============================================================================
HRESULT InitGameManager(void)
{
	switch (SCENE_MODE)
	{
	case SCENE_01:
		// 从文件中读取
		LoadData(SCENE_01);
		InitDataWall();
		InitDataGimmick();
		InitDataPlayer();
		InitDataPlayerbar();