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Copy pathGaugeFrame.cpp
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395 lines (337 loc) · 11.2 KB
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//==========================================
//
//ゲージ類の枠関係プログラム[GaugeFrame.cpp]
//Author:石原颯馬
//
//==========================================
#include "main.h"
#include "GaugeFrame.h"
#include "pvp_game.h"
#include "input.h"
#include "model.h"
#include "item.h"
#include "PvP_player.h"
//マクロ
#define GAUGE_FRAME_SIZE_WIDTH (232) //プレイヤーのポリゴンサイズ(幅)
#define GAUGE_FRAME_SIZE_HEIGHT (140) //プレイヤーのポリゴンサイズ(高さ)
#define ANIMALICON_SIZE_WIDTH (64) //アイコンサイズ(幅)
#define ANIMALICON_SIZE_HEIGHT (64) //アイコンサイズ(高さ)
#define BUFFICON_SIZE_WIDTH (48)
#define BUFFICON_SIZE_HEIGHT (48)
#define ANIMALICON_POS_OFFSET (4) //アイコンの位置ずらし
#define BUFFICON_POS_OFFSET_WIDTH (ANIMALICON_POS_OFFSET + ANIMALICON_SIZE_WIDTH + 8)
#define BUFFICON_POS_OFFSET_HEIGHT (ANIMALICON_POS_OFFSET + 24)
//グローバル変数
LPDIRECT3DVERTEXBUFFER9 g_pVtxbuffGaugeFrame; //ゲージ枠の頂点バッファポインタ
LPDIRECT3DTEXTURE9 g_pTextureGaugeFrame[MAX_USE_GAMEPAD]; //ゲージ枠のテクスチャポインタ
LPDIRECT3DVERTEXBUFFER9 g_pVtxbuffAnimalIcon; //動物アイコンの頂点バッファポインタ
LPDIRECT3DTEXTURE9 g_pTextureAnimalIcon[ANIMAL_MAX]; //動物アイコンのテクスチャポインタ
LPDIRECT3DVERTEXBUFFER9 g_pVtxbuffBuffIcon; //バフアイコンの頂点バッファポインタ
LPDIRECT3DTEXTURE9 g_pTextureBuffIcon[ITEMTYPE_MAX]; //バフアイコンのテクスチャポインタ
//ファイルパス
const char* c_apFilePathGaugeFrame[MAX_USE_GAMEPAD] =
{
"data\\TEXTURE\\PlayerFrame_01.png",
"data\\TEXTURE\\PlayerFrame_02.png",
"data\\TEXTURE\\PlayerFrame_03.png",
"data\\TEXTURE\\PlayerFrame_04.png"
};
const char* c_apFilePathAnimalIcon[ANIMAL_MAX] =
{
"data\\TEXTURE\\WildBoar_PlayerIcon.png"
};
const char* c_apFilePathBuffIcon[ITEMTYPE_MAX] =
{
"data\\TEXTURE\\Power.png",
"data\\TEXTURE\\Shield.png",
"data\\TEXTURE\\Ghost.png",
"data\\TEXTURE\\Invincible.png"
};
const D3DXVECTOR3 c_aPosGaugeFrame[MAX_USE_GAMEPAD] = //ゲージの位置(およびアイコン位置)
{//参考:X = gaugeのX - 17.0f, Y = gaugeのY - 80.0f
D3DXVECTOR3(10.0f,210.0f,0.0f),
D3DXVECTOR3(SCREEN_WIDTH - GAUGE_FRAME_SIZE_WIDTH - 10.0f,210.0f,0.0f),
D3DXVECTOR3(10.0f,SCREEN_HEIGHT - GAUGE_FRAME_SIZE_HEIGHT - 10.0f,0.0f),
D3DXVECTOR3(SCREEN_WIDTH - GAUGE_FRAME_SIZE_WIDTH - 10.0f,SCREEN_HEIGHT - GAUGE_FRAME_SIZE_HEIGHT - 10.0f,0.0f),
};
//========================
//プレイヤー初期化処理
//========================
void InitGaugeFrame(void)
{
LPDIRECT3DDEVICE9 pDevice = GetDevice(); //デバイスの取得
//ゲージ枠
//テクスチャ読み込み
for (int nCntGaugeFrame = 0; nCntGaugeFrame < MAX_USE_GAMEPAD; nCntGaugeFrame++)
{
D3DXCreateTextureFromFile(pDevice,
c_apFilePathGaugeFrame[nCntGaugeFrame],
&g_pTextureGaugeFrame[nCntGaugeFrame]);
}
//頂点バッファの生成
pDevice->CreateVertexBuffer(sizeof(VERTEX_2D) * 4 * MAX_USE_GAMEPAD,
D3DUSAGE_WRITEONLY,
FVF_VERTEX_2D,
D3DPOOL_MANAGED,
&g_pVtxbuffGaugeFrame,
NULL);
//動物アイコン
//テクスチャ読み込み
for (int nCntIcon = 0; nCntIcon < ANIMAL_MAX; nCntIcon++)
{
D3DXCreateTextureFromFile(pDevice,
c_apFilePathAnimalIcon[nCntIcon],
&g_pTextureAnimalIcon[nCntIcon]);
}
//頂点バッファの生成
pDevice->CreateVertexBuffer(sizeof(VERTEX_2D) * 4 * MAX_USE_GAMEPAD,
D3DUSAGE_WRITEONLY,
FVF_VERTEX_2D,
D3DPOOL_MANAGED,
&g_pVtxbuffAnimalIcon,
NULL);
//バフアイコン
//テクスチャ読み込み
for (int nCntIcon = 0; nCntIcon < ITEMTYPE_MAX; nCntIcon++)
{
D3DXCreateTextureFromFile(pDevice,
c_apFilePathBuffIcon[nCntIcon],
&g_pTextureBuffIcon[nCntIcon]);
}
//頂点バッファの生成
pDevice->CreateVertexBuffer(sizeof(VERTEX_2D) * 4 * MAX_USE_GAMEPAD,
D3DUSAGE_WRITEONLY,
FVF_VERTEX_2D,
D3DPOOL_MANAGED,
&g_pVtxbuffBuffIcon,
NULL);
VERTEX_2D *pVtx; //設定用ポインタ
//ゲージ枠
//頂点バッファのロックと頂点情報へのポインタを取得
g_pVtxbuffGaugeFrame->Lock(0, 0, (void **)&pVtx, 0);
for (int nCntGaugeFrame = 0; nCntGaugeFrame < MAX_USE_GAMEPAD; nCntGaugeFrame++, pVtx += 4)
{
//頂点座標の設定
pVtx[0].pos.x = c_aPosGaugeFrame[nCntGaugeFrame].x;
pVtx[0].pos.y = c_aPosGaugeFrame[nCntGaugeFrame].y;
pVtx[0].pos.z = 0.0f;
pVtx[1].pos.x = c_aPosGaugeFrame[nCntGaugeFrame].x + GAUGE_FRAME_SIZE_WIDTH;
pVtx[1].pos.y = c_aPosGaugeFrame[nCntGaugeFrame].y;
pVtx[1].pos.z = 0.0f;
pVtx[2].pos.x = c_aPosGaugeFrame[nCntGaugeFrame].x;
pVtx[2].pos.y = c_aPosGaugeFrame[nCntGaugeFrame].y + GAUGE_FRAME_SIZE_HEIGHT;
pVtx[2].pos.z = 0.0f;
pVtx[3].pos.x = c_aPosGaugeFrame[nCntGaugeFrame].x + GAUGE_FRAME_SIZE_WIDTH;
pVtx[3].pos.y = c_aPosGaugeFrame[nCntGaugeFrame].y + GAUGE_FRAME_SIZE_HEIGHT;
pVtx[3].pos.z = 0.0f;
//座標変換用係数設定
pVtx[0].rhw = 1.0f;
pVtx[1].rhw = 1.0f;
pVtx[2].rhw = 1.0f;
pVtx[3].rhw = 1.0f;
//頂点カラー
pVtx[0].col = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
pVtx[1].col = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
pVtx[2].col = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
pVtx[3].col = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
//テクスチャ座標の設定
pVtx[0].tex = D3DXVECTOR2(0.0f, 0.0f);
pVtx[1].tex = D3DXVECTOR2(1.0f, 0.0f);
pVtx[2].tex = D3DXVECTOR2(0.0f, 1.0f);
pVtx[3].tex = D3DXVECTOR2(1.0f, 1.0f);
}
//頂点バッファをアンロック
g_pVtxbuffGaugeFrame->Unlock();
//動物アイコン
//頂点バッファのロックと頂点情報へのポインタを取得
g_pVtxbuffAnimalIcon->Lock(0, 0, (void **)&pVtx, 0);
for (int nCntIcon = 0; nCntIcon < MAX_USE_GAMEPAD; nCntIcon++, pVtx += 4)
{
//頂点座標の設定
pVtx[0].pos.x = c_aPosGaugeFrame[nCntIcon].x + ANIMALICON_POS_OFFSET;
pVtx[0].pos.y = c_aPosGaugeFrame[nCntIcon].y + ANIMALICON_POS_OFFSET;
pVtx[0].pos.z = 0.0f;
pVtx[1].pos.x = c_aPosGaugeFrame[nCntIcon].x + ANIMALICON_SIZE_WIDTH + ANIMALICON_POS_OFFSET;
pVtx[1].pos.y = c_aPosGaugeFrame[nCntIcon].y + ANIMALICON_POS_OFFSET;
pVtx[1].pos.z = 0.0f;
pVtx[2].pos.x = c_aPosGaugeFrame[nCntIcon].x + ANIMALICON_POS_OFFSET;
pVtx[2].pos.y = c_aPosGaugeFrame[nCntIcon].y + ANIMALICON_SIZE_HEIGHT + ANIMALICON_POS_OFFSET;
pVtx[2].pos.z = 0.0f;
pVtx[3].pos.x = c_aPosGaugeFrame[nCntIcon].x + ANIMALICON_SIZE_WIDTH + ANIMALICON_POS_OFFSET;
pVtx[3].pos.y = c_aPosGaugeFrame[nCntIcon].y + ANIMALICON_SIZE_HEIGHT + ANIMALICON_POS_OFFSET;
pVtx[3].pos.z = 0.0f;
//座標変換用係数設定
pVtx[0].rhw = 1.0f;
pVtx[1].rhw = 1.0f;
pVtx[2].rhw = 1.0f;
pVtx[3].rhw = 1.0f;
//頂点カラー
pVtx[0].col = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
pVtx[1].col = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
pVtx[2].col = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
pVtx[3].col = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
//テクスチャ座標の設定
pVtx[0].tex = D3DXVECTOR2(0.0f, 0.0f);
pVtx[1].tex = D3DXVECTOR2(1.0f, 0.0f);
pVtx[2].tex = D3DXVECTOR2(0.0f, 1.0f);
pVtx[3].tex = D3DXVECTOR2(1.0f, 1.0f);
}
//頂点バッファをアンロック
g_pVtxbuffAnimalIcon->Unlock();
//バフアイコン
//頂点バッファのロックと頂点情報へのポインタを取得
g_pVtxbuffBuffIcon->Lock(0, 0, (void **)&pVtx, 0);
for (int nCntIcon = 0; nCntIcon < MAX_USE_GAMEPAD; nCntIcon++, pVtx += 4)
{
//頂点座標の設定
pVtx[0].pos.x = c_aPosGaugeFrame[nCntIcon].x + BUFFICON_POS_OFFSET_WIDTH;
pVtx[0].pos.y = c_aPosGaugeFrame[nCntIcon].y + BUFFICON_POS_OFFSET_HEIGHT;
pVtx[0].pos.z = 0.0f;
pVtx[1].pos.x = c_aPosGaugeFrame[nCntIcon].x + BUFFICON_SIZE_WIDTH + BUFFICON_POS_OFFSET_WIDTH;
pVtx[1].pos.y = c_aPosGaugeFrame[nCntIcon].y + BUFFICON_POS_OFFSET_HEIGHT;
pVtx[1].pos.z = 0.0f;
pVtx[2].pos.x = c_aPosGaugeFrame[nCntIcon].x + BUFFICON_POS_OFFSET_WIDTH;
pVtx[2].pos.y = c_aPosGaugeFrame[nCntIcon].y + BUFFICON_SIZE_HEIGHT + BUFFICON_POS_OFFSET_HEIGHT;
pVtx[2].pos.z = 0.0f;
pVtx[3].pos.x = c_aPosGaugeFrame[nCntIcon].x + BUFFICON_SIZE_WIDTH + BUFFICON_POS_OFFSET_WIDTH;
pVtx[3].pos.y = c_aPosGaugeFrame[nCntIcon].y + BUFFICON_SIZE_HEIGHT + BUFFICON_POS_OFFSET_HEIGHT;
pVtx[3].pos.z = 0.0f;
//座標変換用係数設定
pVtx[0].rhw = 1.0f;
pVtx[1].rhw = 1.0f;
pVtx[2].rhw = 1.0f;
pVtx[3].rhw = 1.0f;
//頂点カラー
pVtx[0].col = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
pVtx[1].col = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
pVtx[2].col = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
pVtx[3].col = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
//テクスチャ座標の設定
pVtx[0].tex = D3DXVECTOR2(0.0f, 0.0f);
pVtx[1].tex = D3DXVECTOR2(1.0f, 0.0f);
pVtx[2].tex = D3DXVECTOR2(0.0f, 1.0f);
pVtx[3].tex = D3DXVECTOR2(1.0f, 1.0f);
}
//頂点バッファをアンロック
g_pVtxbuffBuffIcon->Unlock();
}
//========================
//プレイヤー終了処理
//========================
void UninitGaugeFrame(void)
{
//ゲージ枠
//テクスチャの破棄
for (int nCntGaugeFrame = 0; nCntGaugeFrame < MAX_USE_GAMEPAD; nCntGaugeFrame++)
{
if (g_pTextureGaugeFrame[nCntGaugeFrame] != NULL)
{
g_pTextureGaugeFrame[nCntGaugeFrame]->Release();
g_pTextureGaugeFrame[nCntGaugeFrame] = NULL;
}
}
//頂点バッファの破棄
if (g_pVtxbuffGaugeFrame != NULL)
{
g_pVtxbuffGaugeFrame->Release();
g_pVtxbuffGaugeFrame = NULL;
}
//動物アイコン
//テクスチャの破棄
for (int nCntIcon = 0; nCntIcon < ANIMAL_MAX; nCntIcon++)
{
if (g_pTextureAnimalIcon[nCntIcon] != NULL)
{
g_pTextureAnimalIcon[nCntIcon]->Release();
g_pTextureAnimalIcon[nCntIcon] = NULL;
}
}
//頂点バッファの破棄
if (g_pVtxbuffAnimalIcon != NULL)
{
g_pVtxbuffAnimalIcon->Release();
g_pVtxbuffAnimalIcon = NULL;
}
//バフアイコン
//テクスチャの破棄
for (int nCntIcon = 0; nCntIcon < ITEMTYPE_MAX; nCntIcon++)
{
if (g_pTextureBuffIcon[nCntIcon] != NULL)
{
g_pTextureBuffIcon[nCntIcon]->Release();
g_pTextureBuffIcon[nCntIcon] = NULL;
}
}
//頂点バッファの破棄
if (g_pVtxbuffBuffIcon != NULL)
{
g_pVtxbuffBuffIcon->Release();
g_pVtxbuffBuffIcon = NULL;
}
}
//========================
//プレイヤー更新処理
//========================
void UpdateGaugeFrame(void)
{
//無
}
//========================
//プレイヤー描画処理
//========================
void DrawGaugeFrame(void)
{
LPDIRECT3DDEVICE9 pDevice = GetDevice(); //デバイスの取得
Player *pPlayer = GetPlayer(); //プレイヤー取得
//頂点フォーマットの設定
pDevice->SetFVF(FVF_VERTEX_2D);
//ゲージ枠
//頂点バッファをデータストリームに設定
pDevice->SetStreamSource(0, g_pVtxbuffGaugeFrame, 0, sizeof(VERTEX_2D));
for (int nCntGaugeFrame = 0; nCntGaugeFrame < MAX_USE_GAMEPAD; nCntGaugeFrame++)
{
//テクスチャ設定
pDevice->SetTexture(0, g_pTextureGaugeFrame[nCntGaugeFrame]);
//描画
pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4 * nCntGaugeFrame, 2);
}
//動物アイコン
//頂点バッファをデータストリームに設定
pDevice->SetStreamSource(0, g_pVtxbuffAnimalIcon, 0, sizeof(VERTEX_2D));
for (int nCntIcon = 0; nCntIcon < MAX_USE_GAMEPAD; nCntIcon++)
{
//テクスチャ設定
pDevice->SetTexture(0, g_pTextureAnimalIcon[0]);
//描画
pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4 * nCntIcon, 2);
}
//バフアイコン
//頂点バッファをデータストリームに設定
pDevice->SetStreamSource(0, g_pVtxbuffBuffIcon, 0, sizeof(VERTEX_2D));
for (int nCntIcon = 0; nCntIcon < MAX_USE_GAMEPAD; nCntIcon++, pPlayer++)
{
//テクスチャ設定
if (pPlayer->nATKItemTime > 0)
{
pDevice->SetTexture(0, g_pTextureBuffIcon[0]);
}
else if (pPlayer->nDEFItemTime > 0)
{
pDevice->SetTexture(0, g_pTextureBuffIcon[1]);
}
else if (pPlayer->nGhostItemTime > 0)
{
pDevice->SetTexture(0, g_pTextureBuffIcon[2]);
}
else if (pPlayer->nInvincibleTime > 0)
{
pDevice->SetTexture(0, g_pTextureBuffIcon[3]);
}
else
{
continue;
}
//描画
pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4 * nCntIcon, 2);
}
}