// パーティクルの初期化
void ResultSlimeObject::initParticle()
{
	//メインで作った色を取得
	StageNumber stageNumber;
	ResultData stageColor;
	int stageNum = stageNumber.loadStageNumber();
	int colorR = stageColor.readColorR( stageNum );
	int colorG = stageColor.readColorG( stageNum );
	int colorB = stageColor.readColorB( stageNum );
    // パーティクルの生成に必要な設定記述子を生成する。
    LiquidFunParticleDescCreator	creator;
    LiquidFunParticleDesc			particleDesc	{ creator.createParticleDesc( 10.0f ) };
	LiquidFunParticleGroupDesc		groupDesc		{ creator.createParticleGroupDesc( Color3B( colorR, colorG, colorB ), { 360, 1280 }, PARTICLE_TYPE, 160, 120 ) };
    
    // パーティクルを装着する。
    mParticle		= LiquidFunParticleSettlor::attachParticle( particleDesc );
    mParticleGroup	= LiquidFunParticleSettlor::attachParticleGroup( mParticle, groupDesc );
    
    // 液体挙動を無効化する。
    //disableLiquidBehavior();
}
Exemplo n.º 2
0
void ResultEvaluation::playAnimation(){
    
    Evaluation* e = Evaluation::create();
    addChild( e );
	
    Sequence* animation = nullptr;
	StageNumber stageNumber;
	ResultData resultData;
	int stageNum = stageNumber.loadStageNumber();
	int ColorR = resultData.readColorR( stageNum );
    int ColorG = resultData.readColorG( stageNum );
    int ColorB = resultData.readColorB( stageNum );
    
    if ( e->getTag() == EvaluationTag::BAD ){
        
        animation = Sequence::create( DelayTime::create( 0.5f ), CallFunc::create( [ = ] (){
            mIsAnimation = true;
            Sprite* sprite = Sprite::create("Texture/GameResult/" + EvaluationPath.at( EvaluationTag::BAD ) + ".png" );
            sprite->setColor( Color3B( ColorR, ColorG, ColorB ) );
            //sprite->setPosition( 360, 930 );
			ADX2Player::getInstance().play( 9 );
			sprite->setAnchorPoint( Vec2::ANCHOR_MIDDLE );
            this->addChild(sprite);
        }), nullptr);

    }
    
    if ( e->getTag() == EvaluationTag::GOOD ){
        
        animation = Sequence::create( DelayTime::create( 0.5f ), CallFunc::create( [ = ] (){
            mIsAnimation = true;
            Sprite* sprite = Sprite::create("Texture/GameResult/" + EvaluationPath.at( EvaluationTag::GOOD ) + ".png" );
            sprite->setColor( Color3B( ColorR, ColorG, ColorB ) );
            //sprite->setPosition( 360, 930 );
			ADX2Player::getInstance().play( 9 );
			sprite->setAnchorPoint( Vec2::ANCHOR_MIDDLE );
            this->addChild(sprite);
        }), nullptr);

    }
    
    if ( e->getTag() == EvaluationTag::EXCELLENT ){
    
        animation = Sequence::create( DelayTime::create( 0.5f ), CallFunc::create( [ = ] (){
            mIsAnimation = true;
            Sprite* sprite = Sprite::create("Texture/GameResult/" + EvaluationPath.at( EvaluationTag::EXCELLENT ) + ".png" );
            sprite->setColor( Color3B( ColorR, ColorG, ColorB ) );
            //sprite->setPosition( 360, 930 );
			ADX2Player::getInstance().play( 9 );
			sprite->setAnchorPoint( Vec2::ANCHOR_MIDDLE );
            this->addChild(sprite);
        }), nullptr);

    }
    
    if ( e->getTag() == EvaluationTag::PERFECT ){
    
        animation = Sequence::create( DelayTime::create( 0.5f ), CallFunc::create( [ = ] (){
            mIsAnimation = true;
            Sprite* sprite = Sprite::create("Texture/GameResult/" + EvaluationPath.at( EvaluationTag::PERFECT ) + ".png" );
            sprite->setColor( Color3B( ColorR, ColorG, ColorB ) );
            //sprite->setPosition( 360, 930 );
			ADX2Player::getInstance().play( 9 );
			sprite->setAnchorPoint( Vec2::ANCHOR_MIDDLE );
            this->addChild(sprite);
        }), nullptr);

    }
    
    animation->setTag( 0 );
    this->runAction( animation );
}