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); }
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; }
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; }
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); }
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; }
Point RogueScene::indexToPoint(MapIndex mapIndex) { return indexToPoint(mapIndex.x, mapIndex.y); }