Пример #1
0
void ViewmdaWidget1D::draw_current_position(QPainter &painter) {
	if (!m_model) return;
	if (m_model->C1()<0) return;
	
	QPoint pt1=indexToPoint(m_model->C1(),m_minval);
	QPoint pt2=indexToPoint(m_model->C1(),m_maxval);
	
	painter.setPen(QPen(QColor(200,0,200),3));
	painter.drawLine(pt1,pt2);
}
Пример #2
0
bool RogueScene::tileSetEnemyActorMapItem(ActorSprite::ActorDto enemyActorDto, MapIndex mapIndex)
{
    // すでにプレイヤーが置いてある場合は置けない
    if (m_mapManager.getActorMapItem(&mapIndex)->mapDataType != MapDataType::NONE)
    {
        return false;
    }
    auto pTileMapLayer = getChildByTag(RogueScene::kTiledMapTag);
    auto pEnemyLayer = pTileMapLayer->getChildByTag(RogueScene::kTiledMapEnemyBaseTag);
    // TODO: 倒したときのことも考えないといけない 出現数のカウントでOK?
    long enemyCount = pEnemyLayer->getChildrenCount();
    
    ActorMapItem enemyMapItem;
    enemyMapItem.mapDataType = MapDataType::ENEMY;
    enemyMapItem.mapIndex = mapIndex;
    enemyMapItem.seqNo = enemyCount;
    enemyMapItem.moveDist = enemyActorDto.movePoint;
    enemyMapItem.attackDist = enemyActorDto.attackRange;
    enemyMapItem.moveDone = false;
    enemyMapItem.attackDone = false;
    
    auto enemySprite = ActorSprite::createWithActorDto(enemyActorDto);
    enemySprite->setPosition(indexToPoint(enemyMapItem.mapIndex));
    enemySprite->setActorMapItem(enemyMapItem);
    enemySprite->runBottomAction();
    pEnemyLayer->addChild(enemySprite, RogueScene::zTiledMapEnemyBaseIndex, (RogueScene::kTiledMapEnemyBaseTag + enemyMapItem.seqNo));
    
    // マップに追加
    m_mapManager.addActor(enemySprite->getActorMapItem());
    
    // ミニマップも更新
    auto pMiniMapLayer = getChildByTag(kMiniMapTag);
    
    // 敵の位置表示用(同じく1/8サイズ)TODO: 数が多くなるならBatchNodeとかにしないと?
    auto miniMapEnemyLayer = LayerColor::create(Color4B::RED);
    // タイルの1/8サイズ
    miniMapEnemyLayer->setContentSize(m_baseTileSize / 8);
    // 現在位置からPositionを取得して1/8にする
    miniMapEnemyLayer->setPosition(indexToPointNotTileSize(enemySprite->getActorMapItem()->mapIndex) / 8);
    // 移動時に更新できるようにplayerIdをtag管理
    miniMapEnemyLayer->setTag(enemySprite->getTag());
    // add
    pMiniMapLayer->addChild(miniMapEnemyLayer);
    
    return true;
}
Пример #3
0
bool RogueScene::tileSetDropMapItem(DropItemSprite::DropItemDto dropItemDto, MapIndex mapIndex)
{
    // すでにアイテムが置いてある場合は置けない
    if (m_mapManager.getDropMapItem(&mapIndex)->mapDataType != MapDataType::NONE)
    {
        return false;
    }
    
    auto pTileMapLayer = getChildByTag(RogueScene::kTiledMapTag);
    auto pDropItemLayer = pTileMapLayer->getChildByTag(RogueScene::kTiledMapDropItemBaseTag);
    
    DropMapItem dropMapItem;
    // 一意になるようにする x * 100 + y(100マスないからいけるはず)
    dropMapItem.seqNo = mapIndex.x * 100 + mapIndex.y;
    dropMapItem.itemId = dropItemDto.itemId;
    dropMapItem.mapDataType = MapDataType::MAP_ITEM;
    dropMapItem.moveDist = 0;
    dropMapItem.mapIndex = mapIndex;
    
    auto pDropItemSprite = DropItemSprite::createWithDropItemDto(dropItemDto);
    pDropItemSprite->setDropMapItem(dropMapItem);
    pDropItemSprite->setPosition(indexToPoint(dropMapItem.mapIndex));
    pDropItemLayer->addChild(pDropItemSprite, RogueScene::zTiledMapDropItemBaseIndex, RogueScene::kTiledMapDropItemBaseTag + dropMapItem.seqNo);
    
    // マップに追加
    m_mapManager.addDropItem(pDropItemSprite->getDropMapItem());
    
    // ミニマップも更新
    auto pMiniMapLayer = getChildByTag(kMiniMapTag);
    // TODO: spriteBatchNodeにしないとダメかも?
    auto pMiniMapItemLayer = LayerColor::create(Color4B(51, 204, 255, 255));
    // タイルの1/8サイズ
    pMiniMapItemLayer->setContentSize(m_baseTileSize / 8);
    // 現在位置からPositionを取得して1/8にする
    pMiniMapItemLayer->setPosition(indexToPointNotTileSize(pDropItemSprite->getDropMapItem()->mapIndex) / 8);
    // 移動時に更新できるようにtag管理
    pMiniMapItemLayer->setTag(pDropItemSprite->getTag());

    // add
    pMiniMapLayer->addChild(pMiniMapItemLayer);
    
    return true;
}
Пример #4
0
void ViewmdaWidget1D::paintEvent ( QPaintEvent * event ) {
	m_plot_data_real.clear();
	m_plot_data_imag.clear();	
	QPainter painter(this);
	if (!m_model) return;
	
	
	
	for (long j=0; j<m_model->N1(); j++) {
		m_plot_data_real << m_model->get(j).re();
		m_plot_data_imag << m_model->get(j).im();
	}
	m_minval=-m_model->windowMax();
	m_maxval=m_model->windowMax();

	QPainterPath	re_path;
	QPainterPath im_path;
	double dwidth=(double)width();
	double dheight=(double)height();
	for (long j=0; j<m_plot_data_real.count(); j++) {
		
		double re=m_plot_data_real[j];
		double im=m_plot_data_imag[j];
		if (j==0) {
			re_path.moveTo(indexToPoint(j,re));
			im_path.moveTo(indexToPoint(j,im));
		}
		else {
			re_path.lineTo(indexToPoint(j,re));
			im_path.lineTo(indexToPoint(j,im));
		}
	}
	painter.setPen(QPen(Qt::black,1));
	painter.drawLine(indexToPoint(0,0),indexToPoint(m_plot_data_real.count()-1,0));
	painter.setPen(QPen(Qt::darkBlue,3));
	painter.drawPath(re_path);
	painter.setPen(QPen(Qt::darkRed,3));
	painter.drawPath(im_path);
	
	draw_current_position(painter);
}
Пример #5
0
bool RogueScene::init()
{
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    // 乱数
    srand((unsigned int)time(NULL));
    
    // TouchEvent settings
    auto listener = EventListenerTouchOneByOne::create();
    listener->setSwallowTouches(true);
    
    listener->onTouchBegan = CC_CALLBACK_2(RogueScene::onTouchBegan, this);
    listener->onTouchMoved = CC_CALLBACK_2(RogueScene::onTouchMoved, this);
    listener->onTouchEnded = CC_CALLBACK_2(RogueScene::onTouchEnded, this);
//    this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this);
    this->getEventDispatcher()->addEventListenerWithFixedPriority(listener, 1);
    
    auto winSize = Director::getInstance()->getWinSize();
    
    // ---------------------
    // タイルマップを生成
    // ---------------------
    auto pTiledMap = TMXTiledMap::create("tmx/desert.tmx");
    pTiledMap->setPosition(Point::ZERO);
    this->addChild(pTiledMap, RogueScene::zTiledMapIndex, RogueScene::kTiledMapTag);
    
    m_baseMapSize = pTiledMap->getMapSize();
    m_baseTileSize = pTiledMap->getTileSize();
    m_baseContentSize = pTiledMap->getContentSize();
    
    m_mapManager.init(0, (int)m_baseMapSize.height, 0, (int)m_baseMapSize.width);

    // 使ってなかった
//    // フロントレイヤー
//    auto pFrontLayer = Layer::create();
//    pTiledMap->addChild(pFrontLayer,
//                        RogueScene::TiledMapIndex::zTiledMapFrontIndex,
//                        RogueScene::TiledMapTag::kTiledMapFrontTag);
    
    // エネミーレイヤー
    auto pEnemyLayer = Layer::create();
    pTiledMap->addChild(pEnemyLayer,
                        RogueScene::TiledMapIndex::zTiledMapEnemyBaseIndex,
                        RogueScene::TiledMapTag::kTiledMapEnemyBaseTag);
    
    // ドロップアイテムレイヤー
    auto pDropItemLayer = Layer::create();
    pTiledMap->addChild(pDropItemLayer,
                        RogueScene::TiledMapIndex::zTiledMapDropItemBaseIndex,
                        RogueScene::TiledMapTag::kTiledMapDropItemBaseTag);
    
    // 障害物をmapManagerに適応する
    auto pColisionLayer = pTiledMap->getLayer("colision");
    for (int x = 0; x < m_baseMapSize.width; x++)
    {
        for (int y = 0; y < m_baseMapSize.height; y++)
        {
            if (pColisionLayer->getTileAt(Point(x, y)))
            {
                MapIndex mapIndex = {x, y, MoveDirectionType::MOVE_NONE};
                auto tileMapIndex = mapIndexToTileIndex(mapIndex);
                m_mapManager.addObstacle(&tileMapIndex);
            }
        }
    }
    
    // ---------------------
    // グリッド線を生成
    // ---------------------
    auto draw = DrawNode::create();
    draw->setPosition(Point::ZERO);
    
    // 線の太さと色
    float lineSize = 1 * 0.5;
    Color4F color = Color4F::MAGENTA;
    
    // 縦線を引く
    for (int x = 1; x < m_baseMapSize.width; x++)
    {
        float xPoint = x * m_baseTileSize.width;
        draw->drawSegment(Point(xPoint, 0), Point(xPoint, m_baseContentSize.height), lineSize, color);
    }
    // 横線を引く
    for (int y = 1; y < m_baseMapSize.height; y++)
    {
        float yPoint = y * m_baseTileSize.height;
        draw->drawSegment(Point(0, yPoint), Point(m_baseContentSize.width, yPoint), lineSize, color);
    }
    
    // マップに追加
    pTiledMap->addChild(draw, RogueScene::TiledMapIndex::zGridLineIndex, RogueScene::TiledMapTag::kGridLineTag);

    //-------------------------
    // ステータスバー?
    //-------------------------
    auto statusLayer = LayerColor::create(Color4B::BLACK);
    statusLayer->setContentSize(Size(winSize.width, m_baseTileSize.height * 0.8));
    statusLayer->setPosition(Point(0, winSize.height - statusLayer->getContentSize().height));
    
    // TODO: あとで更新する
    auto sampleText = LabelTTF::create(" --F Lv-- HP ---/--- 満腹度 ---/---          - G", GAME_FONT(16), 16);
    
    sampleText->setPosition(Point(sampleText->getContentSize().width / 2, statusLayer->getContentSize().height / 2));
    statusLayer->addChild(sampleText);
    
    this->addChild(statusLayer, RogueScene::zStatusBarIndex, RogueScene::kStatusBarTag);
    
    //    // 下のステータスバー2
    //    auto pStatusLayer2 = LayerColor::create(Color4B::BLACK);
    //    pStatusLayer2->setContentSize(Size(m_baseTileSize.width, m_baseTileSize.height));
    //    pStatusLayer2->setPosition(Point(0, 0));
    //
    //    // TODO: アイコン表示するかな(ステータスバー2?)
    //    auto pFaceSprite = Sprite::createWithSpriteFrame(SpriteFrame::create("actor_4_f.png", Rect(0, 0, 96, 96)));
    //    float scale = 1.0f / 3.0f;
    //    pFaceSprite->setScale(scale, scale);
    //    //    pFaceSprite->setContentSize(pFaceSprite->getContentSize() * scale);
    //    //    CCLOG("getContentSize (%f, %f) ", pFaceSprite->getContentSize().width, pFaceSprite->getContentSize().height);
    //    //    pFaceSprite->setPosition(Point(pFaceSprite->getContentSize().width / 2, pFaceSprite->getContentSize().height / 2));
    //    pFaceSprite->setPosition(Point(pFaceSprite->getContentSize().width * pFaceSprite->getScaleX() / 2, pFaceSprite->getContentSize().height * pFaceSprite->getScaleY() / 2));
    //    pStatusLayer2->addChild(pFaceSprite);
    //
    //    this->addChild(pStatusLayer2, RogueScene::zStatusBar2Index, RogueScene::kStatusBar2Tag);
    
    //-------------------------
    // ゲームログ表示
    //-------------------------
    //    float startWidth = pFaceSprite->getContentSize().width * pFaceSprite->getScaleX();
    auto pGameLogLayer = LayerColor::create(Color4B(0, 0, 0, 192));
    pGameLogLayer->setContentSize(Size(winSize.width * 0.8, m_baseTileSize.height * 1.5));
    pGameLogLayer->setPosition(winSize.width / 2 - pGameLogLayer->getContentSize().width / 2, 0);
    
    int baseFontSize = 10;
    auto pLogTextLabel = LabelTTF::create("", GAME_FONT(baseFontSize), baseFontSize, Size::ZERO, TextHAlignment::LEFT, TextVAlignment::TOP);
    pLogTextLabel->setPosition(Point(pLogTextLabel->getContentSize().width / 2 + pLogTextLabel->getFontSize() / 4, pGameLogLayer->getContentSize().height - pLogTextLabel->getContentSize().height / 2 - pLogTextLabel->getFontSize() / 4));
    pGameLogLayer->addChild(pLogTextLabel);
    this->addChild(pGameLogLayer, RogueScene::zGameLogIndex, RogueScene::kGameLogTag);
    
    // ------------------------
    // ミニマップ
    // ------------------------
    // 青で半透明
    auto miniMapLayer = LayerColor::create(Color4B(0, 0, 196, 128));
    // 1/8サイズ
    miniMapLayer->setContentSize(Size(m_baseMapSize.width * m_baseTileSize.width / 8,
                                      m_baseMapSize.height * m_baseTileSize.height / 8));
    // ステータスバーの下くらい
    miniMapLayer->setPosition(0, miniMapLayer->getPositionY() + winSize.height - miniMapLayer->getContentSize().height - statusLayer->getContentSize().height);
    this->addChild(miniMapLayer, RogueScene::zMiniMapIndex, RogueScene::kMiniMapTag);
    
    // ------------------------
    // イベントリ作成
    // ------------------------
    showItemList(1);
    hideItemList();
    
    // ---------------------
    // プレイヤー生成
    // ---------------------
    ActorSprite::ActorDto actorDto;
    actorDto.name = "ジニー";
    actorDto.faceImgId = 0;
    actorDto.imageResId = 1015;
    // 基本
    actorDto.attackRange = 1;
    actorDto.movePoint = 5;
    actorDto.playerId = 4;
    // 攻守
    actorDto.attackPoint = 5;
    actorDto.defencePoint = 1;
    // 経験値
    actorDto.exp = 0;
    actorDto.nextExp = 10;
    // HP
    actorDto.hitPoint = 15;
    actorDto.hitPointLimit = 15;
    actorDto.lv = 1;
    // 満腹度?精神力?
    actorDto.magicPoint = 100;
    actorDto.magicPointLimit = 100;

    ActorMapItem actorMapItem;
    actorMapItem.mapDataType = MapDataType::PLAYER;
    // 画面の中心(固定)
    actorMapItem.mapIndex = pointToIndex(Point(winSize.width/2, winSize.height/2));
    actorMapItem.seqNo = 1;
    actorMapItem.moveDist = actorDto.movePoint;
    actorMapItem.attackDist = actorDto.attackRange;
    actorMapItem.moveDone = false;
    actorMapItem.attackDone = false;
    
    auto actorSprite = ActorSprite::createWithActorDto(actorDto);
    actorSprite->setPosition(indexToPoint(actorMapItem.mapIndex)); // 画面の中心
    actorSprite->setActorMapItem(actorMapItem);
    actorSprite->runBottomAction();
    // プレイヤーは画面中心にくるのでmapLayerに追加しない
    this->addChild(actorSprite, RogueScene::zActorBaseIndex, (RogueScene::kActorBaseTag + actorMapItem.seqNo));
    
    // マップに追加
    m_mapManager.addActor(actorSprite->getActorMapItem());
    
    refreshStatus();
    
    // プレイヤーの位置表示用(同じく1/8サイズ)
    auto miniMapActorLayer = LayerColor::create(Color4B::YELLOW);
    // タイルの1/8サイズ
    miniMapActorLayer->setContentSize(m_baseTileSize / 8);
    // 現在位置からPositionを取得して1/8にする
    miniMapActorLayer->setPosition(indexToPointNotTileSize(actorSprite->getActorMapItem()->mapIndex) / 8);
    // 移動時に更新できるようにplayerIdをtag管理
    miniMapActorLayer->setTag(actorSprite->getTag());
    // add
    miniMapLayer->addChild(miniMapActorLayer);
    
    // ---------------------
    // 敵キャラ生成
    // ---------------------
    ActorSprite::ActorDto enemyDto;
    enemyDto.name = "スライム";
    enemyDto.faceImgId = 0;
    enemyDto.imageResId = 1011;
    // 基本
    enemyDto.attackRange = 1; // TODO: 未使用
    enemyDto.movePoint = 10; // 索敵範囲
    enemyDto.playerId = 901;
    // 攻守
    enemyDto.attackPoint = 2;
    enemyDto.defencePoint = 0;
    // 経験値
    enemyDto.exp = 0;
    enemyDto.nextExp = 10;
    // HP
    enemyDto.hitPoint = 10;
    enemyDto.hitPointLimit = 10;
    enemyDto.lv = 1;
    // 満腹度?精神力?
    enemyDto.magicPoint = 100;
    enemyDto.magicPointLimit = 100;
    
    MapIndex enemyMapIndex1 = {4, 4, MoveDirectionType::MOVE_DOWN};
    tileSetEnemyActorMapItem(enemyDto, enemyMapIndex1);
    
    ActorSprite::ActorDto enemyDto2 = enemyDto;
    MapIndex enemyMapIndex2 = {14,12, MoveDirectionType::MOVE_DOWN};
    tileSetEnemyActorMapItem(enemyDto2, enemyMapIndex2);
    
    ActorSprite::ActorDto enemyDto3 = enemyDto;
    MapIndex enemyMapIndex3 = {20,4, MoveDirectionType::MOVE_DOWN};
    tileSetEnemyActorMapItem(enemyDto3, enemyMapIndex3);
    
    //-------------------------
    // アイテム配置
    //-------------------------
    DropItemSprite::DropItemDto dropItemDto;
    dropItemDto.itemId = 1;
    dropItemDto.imageResId = 64; // imageId 10064
    dropItemDto.name = "ポーション";
    
    MapIndex mapIndex = {7, 5, MoveDirectionType::MOVE_NONE};
    tileSetDropMapItem(dropItemDto, mapIndex);

    DropItemSprite::DropItemDto dropItemDto2;
    dropItemDto2.itemId = 2;
    dropItemDto2.imageResId = 168; // imageId 10168
    dropItemDto2.name = "ぶどう";
    
    MapIndex mapIndex2 = {10, 9, MoveDirectionType::MOVE_NONE};
    tileSetDropMapItem(dropItemDto2, mapIndex2);
    
    // -------------------------------
    // メニュー
    // -------------------------------
    auto rect = Rect(0, 0, 300, 30);
    auto capRect = Rect(0, 0, 300, 30);
    auto pScale9Sprite1 = extension::Scale9Sprite::create("menu_button.png", rect, capRect);
    pScale9Sprite1->setContentSize(Size(40, 20));
    pScale9Sprite1->setOpacity(192);
    auto pScale9Sprite2 = extension::Scale9Sprite::create("menu_button.png", rect, capRect);
    pScale9Sprite2->setContentSize(Size(40, 20));
    pScale9Sprite2->setOpacity(128);
    
    auto pMenuItem1 = MenuItemSprite::create(pScale9Sprite1, pScale9Sprite2, [this](Object *pSender) {
        CCLOG("menuItem1が押された!");
            showItemList(1);
    });
    pMenuItem1->setColor(Color3B::GREEN);
    pMenuItem1->setPosition(Point(winSize.width - pMenuItem1->getContentSize().width / 2, pMenuItem1->getContentSize().height / 2));
    auto pMenu = Menu::create(pMenuItem1, NULL);
    pMenu->setPosition(Point::ZERO);
    this->addChild(pMenu, RogueScene::zMenuIndex, RogueScene::kMenuTag);

    // ---------------------------------
    // プレイヤーの先行
    changeGameStatus(GameStatus::PLAYER_TURN);
    
    return true;
}
Пример #6
0
Point RogueScene::indexToPoint(MapIndex mapIndex)
{
    return indexToPoint(mapIndex.x, mapIndex.y);
}