//--------------------------------------------------------------------- // ● 開始処理 //--------------------------------------------------------------------- void SceneGameover::onStart() { LTexture tex = Texture2D::Create( 32, 32 ); tex->Clear( Color32( 0, 0, 0 ) ); mBlindSprite = Sprite2D::Create( tex ); mBlindSprite->SetScale( 20 ); mBlindSprite2 = Sprite2D::Create( tex ); mBlindSprite2->SetScale( 20 ); mBlindSprite2->SetPosition( 0, 240 ); mBlindSprite2->SetOpacity( 0 ); // 説明ウィンドウ LTexture fe_tex = Assets::LoadTexture( "Data/Graphics/Frontend/Frontend_1.png" ); mDescWindowSprite = Sprite2D::Create( fe_tex ); mDescWindowSprite->SetPosition( 60, 280 ); mDescWindowSprite->SetSrcRect( 272, 368, 240, 144 ); mDescWindowSprite->SetOpacity( 0 ); mDescContents = Texture2D::Create( 240, 144 ); mDescContentsSprite = Sprite2D::Create( mDescContents ); mDescContentsSprite->SetPosition( 60, 280 ); mDescContentsSprite->SetOpacity( 0 ); mDescTitleFont = Font::Create(); mDescTitleFont->SetSize( 12 ); // コマンド mCommandSprite[ 0 ] = Sprite2D::Create( fe_tex ); mCommandSprite[ 0 ]->SetSrcRect( 272, 304, 128, 32 ); mCommandSprite[ 0 ]->SetPosition( COMMAND_POS_X, COMMAND_POS_Y ); mCommandSprite[ 0 ]->SetOpacity( 0 ); mCommandSprite[ 1 ] = Sprite2D::Create( fe_tex ); mCommandSprite[ 1 ]->SetSrcRect( 272, 336, 128, 32 ); mCommandSprite[ 1 ]->SetPosition( COMMAND_POS_X, COMMAND_POS_Y + 32 ); mCommandSprite[ 1 ]->SetOpacity( 0 ); // 制御文字列描画クラス LFont desc_text = Font::Create(); desc_text->SetSize( 15 ); mFormatText.setFont( desc_text ); mFormatText.setDrawRect( LRect( 12, 20, 224, 120 ) ); // GameOver mLogoSprite = Sprite2D::Create( fe_tex ); mLogoSprite->SetSrcRect( 160, 224, 352, 64 ); mLogoSprite->SetPosition( 320, 128 ); mLogoSprite->SetCenter( 352 / 2, 64 / 2 ); mLogoSprite->SetOpacity( 0 ); // カーソル mPointCursor = NEW PointCursor(); // BGM フェードアウト GameAudio::StopBGM( 5.0f ); mStep = 0; mFrameCount = 0; mSelectIndex = 0; }