コード例 #1
0
ファイル: draw.cpp プロジェクト: yu-chan/shooting
//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);
}
コード例 #2
0
ファイル: draw.cpp プロジェクト: yu-chan/shooting
//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);
}
コード例 #3
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);
	}
}