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managiment.cpp
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managiment.cpp
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#include "managiment.hpp"
//FPS表示関数
void MANAGIMENT :: fpsDisplay(){
static int time1=0, time2=0;
static int count=0;
static double fps=0.0;
if(count == 0)
time1=GetNowCount(); //1周目の時間取得
if(count == 49){
time2=GetNowCount(); //50周目の時間取得
fps = 1000.0f/((time2-time1)/50.0f); //FPSを計算
count=0;
}else
count++; //現在何周目かカウント
if(fps != 0)
DrawFormatString(565,460,0xffffffff,"FPS %.1f",fps); //FPSを表示
return;
}
int MANAGIMENT :: selectMode(void){
int select = mode;
int count = 0;
Sleep(500);
while(ProcessMessage() == 0){
//画面をクリア
ClearDrawScreen();
//表示
for(int i=0;i<4;i++){
if(i == select)
menu[i].displaySelect();
else
menu[i].displayNormal();
}
//入力
if(count > 20){
//下キー
if(CheckHitKey(KEY_INPUT_DOWN)){
++select%=4;
count = 0;
}
//上キー
if(CheckHitKey(KEY_INPUT_UP)){
select--;
if(select < 0)
select+=4;
count = 0;
}
}
count++;
//エンターキー
if(CheckHitKey(KEY_INPUT_RETURN)){
mode = select;
return mode;
}
if(CheckHitKey(KEY_INPUT_ESCAPE)){
mode = 3;
return mode;
}
//裏画面の内容を表画面に反映
ScreenFlip();
}
return 4;
}
void MANAGIMENT :: selectAction(void){
switch(mode){
case 0:
freeMode();
break;
case 1:
battleModeC();
break;
case 2:
battleModeH();
break;
}
}
void MANAGIMENT :: freeMode(){
int ModelHandle;
//床読み込み
ModelHandle = MV1LoadModel("model\\floor\\floor.mqo");
MV1SetScale(ModelHandle, VGet(250.0f, 100.0f, 250.0f));
MV1SetPosition(ModelHandle, VGet(0, 0, 0));
BUILDING buil;
//弾の配列の確保
SHOT* mShot;
mShot = new SHOT(GetColor(255, 255, 0), 15.0f, 85.0f);
//モデルの読み込み
PLAYER* p;
p = new PLAYER(VGet(0, 0, 0), 0.0, mShot);
//ターゲットの読み込み
TARGET t;
t.newTarget();
while(ProcessMessage() == 0 && CheckHitKey(KEY_INPUT_ESCAPE) == 0){
// 画面をクリア
ClearDrawScreen();
//床の描画
MV1DrawModel(ModelHandle);
buil.display();
//FPSの表示
fpsDisplay();
//モデルの操作,描画
p->control();
p->display();
t.display();
p->doNotMove(buil.collision(p->getPos(), p->getRotate()));
p->doNotMove(t.collision(p->getPos(), p->getRotate()));
mShot->collisionTarget(buil.getModelHandle());
if(mShot->collisionTarget(t.getModelHandle()) > 0){
t.delTarget();
t.newTarget();
}
//裏画面の内容を表画面に反映
ScreenFlip();
}
MV1DeleteModel(ModelHandle);
delete mShot;
delete p;
}
void MANAGIMENT :: battleModeC(){
int ModelHandle;
//床読み込み
ModelHandle = MV1LoadModel("model\\floor\\floor.mqo");
MV1SetScale(ModelHandle, VGet(250.0f, 100.0f, 250.0f));
MV1SetPosition(ModelHandle, VGet(0, 0, 0));
//弾の配列の確保
SHOT* mShot;
SHOT* eShot;
mShot = new SHOT(GetColor(255, 255, 0), 15.0f, 85.0f);
eShot = new SHOT(GetColor(255, 0, 0), 15.0f, 85.0f);
//モデルの読み込み
PLAYER* p;
ENEMY* e;
p = new PLAYER(VGet(0, 0, 3500.0), 0.0f, mShot);
e = new ENEMY(VGet(0, 0, -3500), PI, eShot);
BUILDING buil;
int pH;
int eH;
while(ProcessMessage() == 0 && CheckHitKey(KEY_INPUT_ESCAPE) == 0){
// 画面をクリア
ClearDrawScreen();
//床の描画
MV1DrawModel(ModelHandle);
buil.display();
//FPSの表示
fpsDisplay();
//モデルの操作,描画
//プレイヤー
p->control();
p->display();
//敵
VECTOR rotateP = p->getRotate();
e->control(rotateP.y, p->getVector());
e->display();
p->doNotMove(buil.collision(p->getPos(), p->getRotate()));
e->doNotMove(buil.collision(e->getPos(), e->getRotate()));
mShot->collisionTarget(buil.getModelHandle());
eShot->collisionTarget(buil.getModelHandle());
p->doNotMove(p->collision(e->getPos(), e->getRotate()));
e->doNotMove(e->collision(p->getPos(), p->getRotate()));
pH = p->damageCheck(eShot);
eH = e->damageCheck(mShot);
if(pH <=0 || eH <= 0)
break;
mShot->collisionModel(e->getModelHandle());
eShot->collisionModel(p->getModelHandle());
//裏画面の内容を表画面に反映
ScreenFlip();
}
while(ProcessMessage() == 0 && CheckHitKey(KEY_INPUT_ESCAPE) == 0){
// 画面をクリア
ClearDrawScreen();
//床の描画
MV1DrawModel(ModelHandle);
buil.display();
//FPSの表示
SetFontSize(16);
fpsDisplay();
p->addCR(0.01f);
p->display();
e->display();
SetFontSize(32);
pH = p->getHp();
eH = e->getHp();
if(pH == eH)
DrawFormatString(300, 350, GetColor(255, 255, 255), "Draw");
else if(pH > eH)
DrawFormatString(310, 350, GetColor(255, 255, 255), "Win");
else
DrawFormatString(300, 350, GetColor(255, 255, 255), "Loss");
//裏画面の内容を表画面に反映
ScreenFlip();
}
SetFontSize(16);
MV1DeleteModel(ModelHandle);
delete mShot;
delete eShot;
delete p;
delete e;
}
bool nflag1 = false;
bool nflag2 = false;
bool sflag1 = false;
void MANAGIMENT :: battleModeH(){
int ModelHandle;
//床読み込み
ModelHandle = MV1LoadModel("model\\floor\\floor.mqo");
MV1SetScale(ModelHandle, VGet(250.0f, 100.0f, 250.0f));
MV1SetPosition(ModelHandle, VGet(0, 0, 0));
BUILDING buil;
//弾の配列の確保
SHOT* mShot;
SHOT* eShot;
mShot = new SHOT(GetColor(255, 255, 0), 15.0f, 85.0f);
eShot = new SHOT(GetColor(255, 0, 0), 15.0f, 85.0f);
READ_INIT* read;
read = new READ_INIT();
char src_ip[32];
int src_port;
char sin_ip[32];
int sin_port;
VECTOR pPos;
VECTOR ePos;
float pR, eR;
read->read(src_ip, &src_port, sin_ip, &sin_port, &pPos, &ePos, &pR, &eR);
delete read;
NET_TRANS* net;
net = new NET_TRANS(src_ip, src_port, sin_ip, sin_port);
net->setBind();
hTh = (HANDLE)_beginthreadex(NULL, 0, &thread_recv, net, 0, &thID);
while(1){
DrawFormatString(20, 20, GetColor(0, 0, 0), "通信中");
if(!nflag2)
net->send("start");
if(nflag1)
net->send("ok");
if(nflag1 && nflag2)
break;
if(ProcessMessage() != 0 || CheckHitKey(KEY_INPUT_ESCAPE) != 0){
sflag1 = true;
WaitForSingleObject(hTh, INFINITE);
CloseHandle(hTh);
delete net;
delete mShot;
delete eShot;
MV1DeleteModel(ModelHandle);
return;
}
ScreenFlip();
}
sflag1 = true;
WaitForSingleObject(hTh, INFINITE);
CloseHandle(hTh);
//モデルの読み込み
PLAYER* p;
ENEMY_NET* e;
p = new PLAYER(pPos, pR, mShot, net);
e = new ENEMY_NET(ePos, eR, eShot, net);
int pH;
int eH;
e->start(e);
while(ProcessMessage() == 0 && CheckHitKey(KEY_INPUT_ESCAPE) == 0){
// 画面をクリア
ClearDrawScreen();
//床の描画
MV1DrawModel(ModelHandle);
buil.display();
//FPSの表示
fpsDisplay();
//モデルの操作,描画
//プレイヤー
p->control();
p->send();
p->doNotMove(buil.collision(p->getPos(), p->getRotate()));
mShot->collisionTarget(buil.getModelHandle());
p->display();
e->display();
e->enterCritical();
eShot->collisionTarget(buil.getModelHandle());
pH = p->damageCheck(eShot);
e->leaveCritical();
p->doNotMove(p->collision(e->getPos(), e->getRotate()));
if(e->getHp() <= 0 || pH <= 0){
break;
}
eH = e->damageCheck(mShot);
//裏画面の内容を表画面に反映
ScreenFlip();
}
while(ProcessMessage() == 0 && CheckHitKey(KEY_INPUT_ESCAPE) == 0){
p->send();
// 画面をクリア
ClearDrawScreen();
//床の描画
MV1DrawModel(ModelHandle);
buil.display();
//FPSの表示
SetFontSize(16);
fpsDisplay();
p->addCR(0.01f);
p->display();
e->display();
SetFontSize(32);
pH = p->getHp();
eH = e->getHp();
if(pH == eH)
DrawFormatString(300, 350, GetColor(255, 255, 255), "Draw");
else if(pH > eH)
DrawFormatString(310, 350, GetColor(255, 255, 255), "Win");
else
DrawFormatString(300, 350, GetColor(255, 255, 255), "Loss");
//裏画面の内容を表画面に反映
ScreenFlip();
}
e->stop();
SetFontSize(16);
delete net;
MV1DeleteModel(ModelHandle);
delete mShot;
delete eShot;
delete p;
delete e;
}