/
Player.cpp
515 lines (399 loc) · 11.5 KB
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Player.cpp
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#pragma warning(disable:4244)
#include "DxLib.h"
#include "Player.hpp"
#include "Vector2D.hpp"
#include "DebugMode.hpp"
#include "Stage.hpp"
#include "Game.hpp"
#include <algorithm>
#include <cassert>
#define NOMINMAX
const int Player::MaxPowLevel = 4;
const int Player::MAX_RENSHA = 40;
const int Player::MIN_RENSHA = 0;
const int Player::HIT_RANGE = 8;
ePlayerState Player::state;
Vector2D Player::s_pos;
Vector2D Player::vec;
int Player::s_powlv;
int Player::s_bombNum;
int Player::s_life;
int Player::s_rensha;
int Player::hs_shiftUp;
int Player::hs_shiftDown;
int Player::hs_dead;
int Player::bombNum;
bool Player::s_isDead;
bool Player::s_isMuteki;
bool Player::s_isStart;
bool Player::isHit;
Player::Player()
: SpeedForce(7.0)
, Y_START(360.0)
, LimitScreenXL(10.0)
, LimitScreenXR(630.0)
, LimitScreenYT(10.0)
, LimitScreenYB(455.0)
, graphic(new Graphic)
, c_start(new Counter(150))
, c_dead(new Counter(90))
, elapsedTime(0)
, keydir(InputDir::Neutral)
, dead_ef(eSpread_SmallGrey)
, isDead(false)
, life(3)
, isMuteki(false)
, isShield(false)
{
LoadDivGraph("GRAPH/GAME/player.png", 3, 3, 1, 20, 26, hg); // 画像の分割読み込み
hs_shiftUp = LoadSoundMem("SOUND/SE/shiftup.mp3");
hs_shiftDown = LoadSoundMem("SOUND/SE/shiftdown.wav");
hs_dead = LoadSoundMem("SOUND/SE/explosion02.wav");
pos.SetVecor2D(320.0, 520.0);
bombNum = 3;
s_powlv = 0;
s_isStart = false;
isHit = false;
s_isMuteki = true;
state = ePlayerState_Start;
}
Player::~Player() {
for (int h : hg) DeleteGraph(h);
DeleteSoundMem(hs_shiftUp);
DeleteSoundMem(hs_shiftDown);
DeleteSoundMem(hs_dead);
}
void Player::Update()
{
elapsedTime++;
switch (state)
{
case ePlayerState_Start: Update_Start(); break;
case ePlayerState_Game: Update_Game(); break;
case ePlayerState_Dead: Update_Dead(); break;
default: printfDx("Player.cpp:ERROR\n"); break;
}
// staticメンバ変数に値をコピー(アホ)
CopyStaticMem();
isHit = false;
// TEST------------------------------------------------------------------------------------
if (DebugMode::isTest == false) return;
/*
if (Keyboard_Get(KEY_INPUT_P) == 1) {
Shift(true); // シフトアップ
}
if (Keyboard_Get(KEY_INPUT_O) == 1) {
Shift(false);
}
*/
}
void Player::Draw()
{
switch (state)
{
case ePlayerState_Start: Draw_Start(); break;
case ePlayerState_Game: Draw_Game(); break;
case ePlayerState_Dead: Draw_Dead(); break;
default: printfDx("Player.cpp:ERROR\n"); break;
}
// TEST------------------------------------------------------------------------------------
if (DebugMode::isTest == false) return;
DrawCircle(pos.x, pos.y + 9, HIT_RANGE, GetColor(0, 255, 0), false);
// DrawFormatString(100, 100, GetColor(0, 255, 0), "rensha = %d", s_rensha);
// DrawFormatString(100, 100, GetColor(0, 255, 0), "Dで死にます");
// DrawFormatString(100, 120, GetColor(0, 255, 0), "Pでシフトアップ");
// DrawFormatString(100, 140, GetColor(0, 255, 0), "Oでシフトダウン");
}
void Player::Update_Start()
{
const bool isStartPosition = (pos.y == Y_START);
c_start->Update();
if (c_start->isEach(70, 149))
{
pos.y -= 2.0; // 上に上昇
pos.y = std::max(pos.y, Y_START); // スタート地点まで
}else{
InputMng();
Rensha_Update();
Move();
}
if (c_start->isLast())
{
s_isMuteki = false;
state = ePlayerState_Game; // スタート地点ならスタートする
}
}
void Player::Update_Game()
{
InputMng();
Rensha_Update();
Move();
}
void Player::Update_Dead()
{
c_dead->Update();
const bool& IS_DIEING = (c_dead->Remainder(8) == 0 && c_dead->isEach(1, 40));
if (IS_DIEING)
{
if (c_dead->GetNowcount() == 40)
Game::PlayAnime(pos.x + 19., pos.y - 23., eExplosion_small);
if (c_dead->GetNowcount() == 32)
Game::PlayAnime(pos.x - 3., pos.y + 68., eExplosion_small);
if (c_dead->GetNowcount() == 24)
Game::PlayAnime(pos.x - 12., pos.y - 3., eExplosion_small);
if (c_dead->GetNowcount() == 16)
Game::PlayAnime(pos.x + 52., pos.y - 56., eExplosion_small);
if (c_dead->GetNowcount() == 8)
Game::PlayAnime(pos.x - 39., pos.y + 27., eExplosion_small);
}
pos.x += vec.x;
pos.y += vec.y;
if(c_dead->isLast())
{
life--;
if (life == 0) {
/// 死亡
Game::GameOver();
}
// スタート状態にする
state = ePlayerState_Start;
// スタート地点に戻す
pos.SetVecor2D(320.0, 520.0);
keydir = InputDir::Neutral;
// 再充填
bombNum = 3;
}
}
void Player::Draw_Start()
{
const bool& IS_STARTING = (c_start->Remainder(4) >= 3);
if (IS_STARTING)
{
SetDrawBlendMode(DX_BLENDMODE_INVSRC, 200); //反転合成
//Draw関数
switch (keydir)
{
case InputDir::Left: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[0], true); break;
case InputDir::Neutral: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[1], true); break;
case InputDir::Right: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[2], true); break;
}
SetDrawBlendMode(DX_BLENDMODE_ADD, 200); //加算合成
//Draw関数で上と同じ物を重ねる
switch (keydir)
{
case InputDir::Left: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[0], true); break;
case InputDir::Neutral: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[1], true); break;
case InputDir::Right: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[2], true); break;
}
SetDrawBlendMode(DX_BLENDMODE_NOBLEND, 255);
}
else
{
switch (keydir)
{
case InputDir::Left: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[0], true); break;
case InputDir::Neutral: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[1], true); break;
case InputDir::Right: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[2], true); break;
}
}
}
void Player::Draw_Game()
{
switch (keydir)
{
case InputDir::Left: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[0], true); break;
case InputDir::Neutral: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[1], true); break;
case InputDir::Right: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[2], true); break;
}
/// ←ここにシールドアニメ
}
void Player::Draw_Dead()
{
if (elapsedTime % 4 >= 2) // 2fps毎に元の色に戻す
{
//SetDrawBlendMode(DX_BLENDMODE_INVSRC, 100); // On-Damage-Effect
//SetDrawBright(255, 0, 0);
//SetDrawBlendMode(DX_BLENDMODE_ADD, 255);
//SetDrawBlendMode(DX_BLENDMODE_ALPHA, 100);
SetDrawBright(255, 0, 0); // 赤色に設定
}
switch (keydir)
{
case InputDir::Left: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[0], true); break;
case InputDir::Neutral: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[1], true); break;
case InputDir::Right: DrawRotaGraph(pos.x, pos.y, 2.0, 0.0, hg[2], true); break;
}
SetDrawBright(255, 255, 255); // 元の色合い
}
void Player::SetStart()
{
if (s_isStart) return;
const bool isStartPosition = (pos.y == Y_START);
c_start->Update();
pos.y -= 2.0; // 上に上昇
pos.y = std::max(pos.y, Y_START); // スタート地点まで
if (isStartPosition) s_isStart = true; // スタート地点ならスタートする
}
void Player::InputMng()
{
const bool KEY_STAY_RIGHT = ( Keyboard_Get(KEY_INPUT_RIGHT) >= 30 );
const bool KEY_STAY_LEFT = ( Keyboard_Get(KEY_INPUT_LEFT) >= 30 );
const bool PUSH_Z_KEY = ( Keyboard_Get(KEY_INPUT_Z) == 1 );
keydir = InputDir::Neutral; // キーをニュートラルにする
if (KEY_STAY_RIGHT) keydir = InputDir::Right;
if (KEY_STAY_LEFT) keydir = InputDir::Left;
if (PUSH_Z_KEY && s_powlv == 0) Shift(true); // 無の状態で押すと無条件で1段階アップ
}
void Player::Move()
{
const bool INPUT_HORIZONTAL = Keyboard_Get(KEY_INPUT_RIGHT) >= 1 || Keyboard_Get(KEY_INPUT_LEFT) >= 1;
const bool INPUT_VERTICAL = Keyboard_Get(KEY_INPUT_UP) >= 1 || Keyboard_Get(KEY_INPUT_DOWN) >= 1;
const bool KEY_STAY_RIGHT = Keyboard_Get(KEY_INPUT_RIGHT) >= 1;
const bool KEY_STAY_LEFT = Keyboard_Get(KEY_INPUT_LEFT) >= 1;
const bool KEY_STAY_UP = Keyboard_Get(KEY_INPUT_UP) >= 1;
const bool KEY_STAY_DOWN = Keyboard_Get(KEY_INPUT_DOWN) >= 1;
double speed;
// スピード設定
if(INPUT_HORIZONTAL)
{
if (INPUT_VERTICAL) speed = (1 / 1.41421356) * SpeedForce; // (1 / √2) * speed // 斜めのとき
else speed = SpeedForce; // 斜め補正解除
}
else if(INPUT_VERTICAL) speed = SpeedForce; // 上下のみの移動
// 移動させる
if (KEY_STAY_RIGHT) pos.x += speed;
if (KEY_STAY_LEFT) pos.x -= speed;
if (KEY_STAY_UP) pos.y -= speed;
if (KEY_STAY_DOWN) pos.y += speed;
// 移動可能範囲を設定
Vector2D::BorderStop(&pos.x, LimitScreenXL, LimitScreenXR);
Vector2D::BorderStop(&pos.y, LimitScreenYT, LimitScreenYB);
}
void Player::CopyStaticMem()
{
s_pos = pos;
s_bombNum = bombNum;
s_life = life;
s_isDead = isDead;
s_isMuteki = isMuteki;
}
void Player::Rensha_Update()
{
// 連射ゲージ加算-----------------------------------------------------
if(Keyboard_Get(KEY_INPUT_Z) == 1 || Keyboard_Get(KEY_INPUT_A) == 1){
if(s_rensha < 41) s_rensha++;
}
// -------------------------------------------------------------------
switch (s_powlv)
{
case 0: s_rensha = 0; break;
case 1: if (Stage::GetTime() % 17 == 0) s_rensha--; break;
case 2: if (Stage::GetTime() % 12 == 0) s_rensha--; break;
case 3: if (Stage::GetTime() % 11 == 0) s_rensha--; break;
case 4: if (Stage::GetTime() % 10 == 0) s_rensha--; break;
default: assert(!"不正な状態"); break;
}
// -------------------------------------------------------------------
switch (s_rensha)
{
case 0:
if(s_powlv != 0) Shift(false);
break;
case 40: if (s_powlv != 4) Shift(true);
break;
}
}
void Player::Shift(const bool isUP)
{
if (isUP) {
s_powlv++; // 弾レベルを1段階パワーアップ
if (s_powlv != 1)
{
s_rensha = 1 + (2 * s_powlv); // シフトアップボーナス4メモリ
PlaySoundMem(hs_shiftUp, DX_PLAYTYPE_BACK);
}
}
else {
s_powlv--;
s_rensha = MAX_RENSHA - 4;
if (s_powlv == 0) s_rensha = 0;
if(s_powlv != 0) PlaySoundMem(hs_shiftDown, DX_PLAYTYPE_BACK);
}
s_powlv = std::min(MaxPowLevel, std::max(0, s_powlv)); // レベルを基底の範囲内にする
// effector->Shift(isUP, s_powlv); // シフトレベルに応じた演出を開始
}
void Player::AddBomb(){
bombNum++;
}
void Player::ShiftReset()
{
s_powlv = 0;
}
void Player::DownBombNum()
{
if (bombNum == 0) return;
bombNum--;
}
void Player::GetPos(double* x, double* y)
{
*x = this->pos.x;
*y = this->pos.y;
}
Vector2D& Player::GetPos(){
return pos;
}
// Static Methods ---------------------------------------------------------------------------------
int Player::GetShiftLevel(){
return s_powlv;
}
int Player::GetBombNum(){
return s_bombNum;
}
int Player::GetLife(){
return s_life;
}
int Player::GetRensha(){
return s_rensha;
}
bool Player::IsDead(){
return s_isDead;
}
bool Player::IsMuteki(){
return s_isMuteki;
}
bool Player::IsStart(){
return s_isStart;
}
bool Player::HitCheckCircle(const double& ColX, const double& ColY)
{
if (state == ePlayerState_Dead) return false;
const bool& IS_HIT = (Vector2D::CirclePointCollision(s_pos.x, s_pos.y + 9.0, ColX, ColY, HIT_RANGE));
if(IS_HIT && state == ePlayerState_Game)
{
s_powlv = 0;
state = ePlayerState_Dead;
isHit = true;
s_isMuteki = true;
vec.SetVecor2D(std::cos(1.5 * GetRand(100)), 1.5 * std::cos(GetRand(100)));
Game::PlaySpread(s_pos.x, s_pos.y, GetRand(100), dead_ef);
PlaySoundMem(hs_dead, DX_PLAYTYPE_BACK);
}
return IS_HIT;
}
bool Player::HitCheckCircle(const double & Range1, const double & Range2, const double & X1, const double & Y1, const double & X2, const double & Y2)
{
if (state == ePlayerState_Dead) return false;
const bool& IS_HIT = (Vector2D::CirclesCollision(Range1, Range2, X1, Y1, X2, Y2));
if(IS_HIT && state == ePlayerState_Game)
{
s_powlv = 0;
state = ePlayerState_Dead;
isHit = true;
s_isMuteki = true;
vec.SetVecor2D(std::cos(1.5 * GetRand(100)), 1.5 * std::cos(GetRand(100)));
Game::PlaySpread(s_pos.x, s_pos.y, GetRand(100), dead_ef);
Game::PlayQuake();
PlaySoundMem(hs_dead, DX_PLAYTYPE_BACK);
}
return IS_HIT;
}