Exemplo n.º 1
0
void Cf3MapObjectfunya::OnDraw(CDIB32 *lp)
{
	if (!IsValid()) return;
	if (m_pParent->ItemCompleted()) Smile();
	int CX=0, CY=m_Direction;
	SetViewPos(-16,-15);
	if (m_State==STANDING) {	// 立ってるとき
		if (m_pInput->GetKeyPressed(F3KEY_SMILE)) CX = 18;
	}ef(m_State==RUNNING) {
		CX = m_PoseCounter<6?m_PoseCounter+2:14-m_PoseCounter;
	}ef(m_State==WALKING) {
		CX = 11;
	}ef(m_State==CHARGING) {
		CX=	(m_ChargePower>=m_JumpFunc[0].Power?24:
			(m_ChargePower>=m_JumpFunc[1].Power?11:
			(m_ChargePower>=m_JumpFunc[2].Power?25:
			(m_ChargePower>=m_JumpFunc[3].Power?12:
			12))));
	}ef(m_State==JUMPING) {
		CX = ((m_DY>=0)?10:9);
	}ef(m_State==BREATHEIN) {
		CX=	(m_ChargePower< 40.0f?15:
			(m_ChargePower<120.0f?16:
			17));
		if (!m_HitBottom) CX += 12;
	}ef(m_State==BREATHEOUT) {
		CX = 14;
		if (!m_HitBottom) CX += 12;
	}ef(m_State==TIRED) {
		CX = ((m_PoseCounter+1)%40<20)?21:22;
	}ef(m_State==DAMAGED) {
		CX = 13;
	}ef(m_State==FROZEN) {
		CX = 23;
	}ef(m_State==DEAD) {
		CX = 13;	CY = 0;
	}ef(m_State==SMILING) {
		CX = 18;	CY = 0;
	}ef(m_State==SLEEPING) {
		CX = 19+(int)(m_PoseCounter>=20);
		if (m_Power<-1.0f/4096.0f) CX += 2;
		CY = 0;
	}ef(m_State==BLINKING) {
		CX = m_BananaDistance<MAXDISTANCE?1:30;
		if (m_pInput->GetKeyPressed(F3KEY_SMILE)) CX = 18;
	}
	// あせあせ
	RECT rc = {CX*32, CY*32, CX*32+32, CY*32+32,};
	lp->BltNatural(m_nPower==0?m_Graphic:m_Graphic2,m_nVX,m_nVY,&rc);
	if (m_Power<-1.0f/4096.0f) {
		rc.left=(m_PoseCounter2<20?0:64)+
			((m_Direction!=DIR_RIGHT&&floor(m_X/32)<m_pParent->GetWidth()-1)?0:128);
		rc.top=96;
		rc.right=rc.left+64;
		rc.bottom=rc.top+32;
		lp->BltNatural(m_Graphic,m_nVX-16,m_nVY,&rc);
	}
}
Exemplo n.º 2
0
int main(void)
{
	Smile();
	Smile();
	Smile();
	printf("\n");
	Smile();
	Smile();
	printf("\n");
	Smile();
	printf("\n");
	
	return 0;
}
Exemplo n.º 3
0
void Cf3MapObjectfunya::OnMove()
{
	if (!IsValid()) return;
	if (!m_pParent->IsPlayable()) return;
	if (m_bFirst) { HitCheck(); m_bFirst = false; }
	float Wind = m_pParent->GetWind(floor(m_X/32),floor(m_Y/32));
	float Friction = m_pParent->GetFriction(floor(m_X/32),floor((m_Y+14)/32));
	float Gravity = GetGravity();
	if (m_pParent->ItemCompleted()) Smile();
	if (theSetting->m_Hyper) m_nPower=4;
	// 動かしま〜す
	if (m_State==STANDING||m_State==SLEEPING||m_State==BLINKING) {
		// 立ってるとき
		m_DX -= WINDFACTOR*(m_DX-Wind)*RUNFRICTION;
		BringClose(m_DX,0.0f,Friction);
		if (m_DX==0) m_Direction = DIR_FRONT;
		if (m_State==STANDING && ++m_Sleepy>=30*40/3) Sleep();
		if (m_State==BLINKING && --m_PoseCounter==0) m_State = STANDING;
		if (m_State==STANDING && CApp::random(120)==0) Blink();
		if (m_PowerY<=0 && m_pInput->GetKeyPressed(F3KEY_JUMP)) StartJump();
		if (m_PowerX<=0 && m_pInput->GetKeyPressed(F3KEY_LEFT)) Run(DIR_LEFT);
		if (m_PowerX>=0 && m_pInput->GetKeyPressed(F3KEY_RIGHT)) Run(DIR_RIGHT);
		if (m_pInput->GetKeyPressed(F3KEY_DOWN)) Sit();
		if (m_pInput->GetKeyPushed(F3KEY_ATTACK)) BreatheIn();
		if (!m_HitBottom) {
			Fall();
		}
	}ef(m_State==RUNNING) {
		// 走ってるとき
		int AXL = 0, AXR = 0;
		if (m_PowerX<=0 && m_pInput->GetKeyPressed(F3KEY_LEFT)) AXL = 1;
		if (m_PowerX>=0 && m_pInput->GetKeyPressed(F3KEY_RIGHT)) AXR = 1;
		m_DX -= Friction*(m_DX-Wind)*RUNFRICTION;
		m_DX += Friction*2.0f*(AXR-AXL);
		if (AXL&&!AXR) m_Direction = DIR_LEFT;
		if (AXR&&!AXL) m_Direction = DIR_RIGHT;
		if (!AXL&&!AXR) Stop();
		if (m_PowerY<=0 && m_pInput->GetKeyPressed(F3KEY_JUMP)) StartJump();
		if (m_pInput->GetKeyPressed(F3KEY_DOWN)) Sit();
		if (m_pInput->GetKeyPushed(F3KEY_ATTACK)) BreatheIn();
		if (!m_HitBottom) {
			Fall();
		}
	}ef(m_State==WALKING) {
		// 歩いてるとき
		int AXL = 0, AXR = 0;
		if (m_PowerX<=0 && m_pInput->GetKeyPressed(F3KEY_LEFT)) AXL = 1;
		if (m_PowerX>=0 && m_pInput->GetKeyPressed(F3KEY_RIGHT)) AXR = 1;
		m_DX += WALKACCEL*(AXR-AXL);
		m_DX -= m_DX*WALKFRICTION;
		if (AXL&!AXR) m_Direction = DIR_LEFT;
		if (AXR&!AXL) m_Direction = DIR_RIGHT;
		if (!AXL&!AXR) m_Direction = DIR_FRONT;
		if (!m_pInput->GetKeyPressed(F3KEY_DOWN)) Stop();
		if (m_PowerY<=0 && m_pInput->GetKeyPushed(F3KEY_JUMP)) StartJump();
		if (m_pInput->GetKeyPushed(F3KEY_ATTACK)) BreatheIn();
		if (!m_HitBottom) Fall();
	}ef(m_State==CHARGING) {
		// パワー充填中
		if (m_ChargePower>0) {
			m_ChargePower -= m_ChargeDec;
			if (m_ChargePower<0) m_ChargePower = 0;
		}
		m_X -= m_DX;
		if (m_pInput->GetKeyPushed(F3KEY_DOWN)) Sit();
		if (m_pInput->GetKeyPushed(F3KEY_ATTACK)) BreatheIn();
		if (!m_pInput->GetKeyPressed(F3KEY_JUMP)) Jump();
		if (!m_HitBottom) Fall();
	}ef(m_State==JUMPING) {
		// 空中
		if (m_DY>=0) {
			int AXL = 0, AXR = 0;
			if (m_PowerX<=0 && m_pInput->GetKeyPressed(F3KEY_LEFT)) AXL = 1;
			if (m_PowerX>=0 && m_pInput->GetKeyPressed(F3KEY_RIGHT)) AXR = 1;
			m_DX -= (m_DX-Wind)*JUMPFRICTIONX;
			m_DX += JUMPACCEL*(AXR-AXL);
			if (AXL&!AXR) m_Direction = DIR_LEFT;
			if (AXR&!AXL) m_Direction = DIR_RIGHT;
		}
		if (m_HitLeft||m_HitRight) m_Direction = DIR_FRONT;
		m_DY += Gravity;
		if (m_DY>=0) {
			if (m_PowerY>=0 && m_pInput->GetKeyPressed(F3KEY_DOWN)) m_DY += Gravity*ADDGRAVITY;
			m_DY -= m_DY*JUMPFRICTIONY;
			if (m_pInput->GetKeyPressed(F3KEY_UP)) {
				m_DY += Gravity;
				m_DY -= m_DY*JUMPFRICTIONY;
			}
		}
		if (m_pInput->GetKeyPushed(F3KEY_ATTACK)) BreatheIn();
		if (m_HitBottom) Land();
	}ef(m_State==BREATHEIN) {
		// 冷気充填中
		m_ChargePower+=1.0f;
		if (m_pInput->GetKeyPushed(F3KEY_LEFT)) m_Direction = DIR_LEFT;
		if (m_pInput->GetKeyPushed(F3KEY_RIGHT)) m_Direction = DIR_RIGHT;
		if (m_pInput->GetKeyPushed(F3KEY_UP)) m_Direction = DIR_FRONT;
		if (m_HitBottom) {
			m_DX -= WINDFACTOR*(m_DX-Wind)*RUNFRICTION;
			BringClose(m_DX,0.0f,Friction);
			if (m_pInput->GetKeyPushed(F3KEY_DOWN)) Sit();
		}else {
			m_ChargePower+=1.0f;
			if (m_DY>=0) {
				m_DX -= (m_DX-Wind)*JUMPFRICTIONX;
			}
			m_DY += Gravity;
			if (m_DY>=0) {
				m_DY -= m_DY*JUMPFRICTIONY;
			}
		}
		if (!m_pInput->GetKeyPressed(F3KEY_ATTACK)) BreatheOut();
	}ef(m_State==BREATHEOUT) {
		// 冷気放出!!
		m_ChargePower-=1.0f;
		if (m_HitBottom) {
			m_DX -= WINDFACTOR*(m_DX-Wind)*RUNFRICTION;
			BringClose(m_DX,0.0f,Friction);
		}else {
			if (m_DY>=0) {
				m_DX -= (m_DX-Wind)*JUMPFRICTIONX;
			}
			m_DY += Gravity;
			if (m_DY>=0) {
				m_DY -= m_DY*JUMPFRICTIONY;
			}
		}
		if (m_ChargePower<=0.0f) {
			if (m_nPower) {
				if (m_HitBottom) Land(); else Fall();
			}else {
				Tire();
			}
		}
	}ef(m_State==TIRED) {
		// ちかれたー!
		m_PoseCounter--;
		if (m_HitBottom) {
			m_DX -= WINDFACTOR*(m_DX-Wind)*RUNFRICTION;
			BringClose(m_DX,0.0f,Friction);
		}else {
			m_DX -= (m_DX-Wind)*JUMPFRICTIONX;
			if (m_HitLeft||m_HitRight) m_Direction = DIR_FRONT;
			m_DY += Gravity;
			m_DY -= m_DY*JUMPFRICTIONY;
		}
		if (m_PoseCounter==0) Land();
	}ef(m_State==FROZEN) {
		// 凍っちゃった…
		m_PoseCounter--;
		if (m_HitBottom) {
			m_DX -= WINDFACTOR*(m_DX-Wind)*RUNFRICTION/5;
			BringClose(m_DX,0.0f,Friction/5);
		}else {
			m_DX -= (m_DX-Wind)*JUMPFRICTIONX/5;
			m_DY += Gravity*(1+ADDGRAVITY);
			m_DY -= m_DY*JUMPFRICTIONY/5;
		}
		if (m_PoseCounter==0) Land();
	}
	// 速度飽和(めり込み防止)
	Saturate(-RUNMAX,m_DX,RUNMAX);
	Saturate(-JUMPMAX,m_DY,FALLMAX);
	// 実際の移動+当たり判定
	// 1回の移動ごとに当たり判定
	// という手順ですり抜けバグは解消されるはず
	m_HitLeft = m_HitRight = m_HitTop = m_HitBottom = false;
	m_X += m_DX;
	HitCheck();
	if (!m_HitTop&&!m_HitBottom) {
		m_Y += m_DY;
		HitCheck();
	}
}