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Copy pathTypeFrame.cpp
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829 lines (719 loc) · 24.6 KB
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//==========================================
//
//プレイヤー選択のタイプ枠プログラム[TypeFrame.cpp]
//Author:石原颯馬
//
//==========================================
#include "main.h"
#include "TypeFrame.h"
#include "input.h"
#include "conversioninput.h"
#include "fade.h"
#include "select_game.h"
#include "PvP_player.h"
#include "hdr_player.h"
#include "color.h"
#include "sound.h"
#include "ai.h"
//マクロ
#define TYPEFRAME_USE_TEXTURE (3) //タイプ枠で使うテクスチャ数
#define TYPESTR_USE_TEXTURE (3) //タイプ文字で使うテクスチャ数
#define AIFRAME_USE_TEXTURE (1) //COM難易度枠で使うテクスチャ数
#define AISTR_USE_TEXTURE (3) //COM難易度文字で使うテクスチャ数
#define TYPEFRAME_SIZE_WIDTH (312.0f) //タイプ枠のサイズ(幅)
#define TYPEFRAME_SIZE_HEIGHT (108.0f) //タイプ枠のサイズ(高さ)
#define TYPESTR_OFFSET_WIDTH (37.0f) //タイプ枠と文字の位置ずらし(幅)
#define TYPESTR_OFFSET_HEIGHT (29.0f) //タイプ枠と文字の位置ずらし(高さ)
#define TYPESTR_SIZE_WIDTH (238.0f) //タイプ文字のサイズ(幅)
#define TYPESTR_SIZE_HEIGHT (50.0f) //タイプ文字のサイズ(高さ)
#define AIFRAME_SIZE_WIDTH (324.0f) //COM難易度枠のサイズ(幅)
#define AIFRAME_SIZE_HEIGHT (144.0f) //COM難易度枠のサイズ(高さ)
#define AISTR_SIZE_WIDTH (284.0f) //COM難易度文字のサイズ(幅)
#define AISTR_SIZE_HEIGHT (72.0f) //COM難易度文字のサイズ(高さ)
#define AISTR_OFFSET_WIDTH (20.0f) //タイプ枠と文字の位置ずらし(幅)
#define AISTR_OFFSET_HEIGHT (60.0f) //タイプ枠と文字の位置ずらし(高さ)
#define INPUT_JUDGE (STICK_MAX / 5) //スティック入力をしたと判断するスティック移動量
#define MIN_PLAYER (2) //プレイヤーの最低人数
//プロトタイプ宣言
bool CheckMinPlayer(void);
//グローバル
PLAYERTYPE g_playerType[MAX_USE_GAMEPAD];
LPDIRECT3DVERTEXBUFFER9 g_pVtxbuffTypeFrame; //タイプ枠の頂点バッファポインタ
LPDIRECT3DTEXTURE9 g_pTextureTypeFrame[TYPEFRAME_USE_TEXTURE]; //タイプ枠のテクスチャポインタ
LPDIRECT3DVERTEXBUFFER9 g_pVtxbuffTypeStr; //タイプ文字の頂点バッファポインタ
LPDIRECT3DTEXTURE9 g_pTextureTypeStr[TYPESTR_USE_TEXTURE]; //タイプ文字のテクスチャポインタ
LPDIRECT3DVERTEXBUFFER9 g_pVtxbuffAIFrame; //AI枠の頂点バッファポインタ
LPDIRECT3DTEXTURE9 g_pTextureAIFrame[AIFRAME_USE_TEXTURE]; //AI枠のテクスチャポインタ
LPDIRECT3DVERTEXBUFFER9 g_pVtxbuffAIStr; //AI文字の頂点バッファポインタ
LPDIRECT3DTEXTURE9 g_pTextureAIStr[AISTR_USE_TEXTURE]; //AI文字のテクスチャポインタ
int g_nSelectNum = 0;
AIDIFF g_SelAIDiff = AIDIFF_NORMAL;
//タイプ枠のファイルパス
const char *c_apFilePathTypeFrame[TYPEFRAME_USE_TEXTURE] =
{
"data\\TEXTURE\\SelPlayer_Frame_02.png",
"data\\TEXTURE\\SelPlayer_Frame_01.png",
"data\\TEXTURE\\SelPlayer_Frame_03.png"
};
//タイプ文字のファイルパス
const char *c_apFilePathTypeStr[TYPESTR_USE_TEXTURE] =
{
"data\\TEXTURE\\SelPlayer_Str_01.png",
"data\\TEXTURE\\SelPlayer_Str_02.png",
"data\\TEXTURE\\SelPlayer_Str_03.png"
};
//AI枠のファイルパス
const char *c_apFilePathAIFrame[AIFRAME_USE_TEXTURE] =
{
"data\\TEXTURE\\AIDiff_Frame.png"
};
//AI文字のファイルパス
const char *c_apFilePathAIStr[AISTR_USE_TEXTURE] =
{
"data\\TEXTURE\\AIDiff_Str_01.png",
"data\\TEXTURE\\AIDiff_Str_02.png",
"data\\TEXTURE\\AIDiff_Str_03.png"
};
//タイプ枠の位置
const D3DXVECTOR3 c_aPosTypeFrame[MAX_USE_GAMEPAD] =
{
D3DXVECTOR3(2.5f,550.0f,0.0f),
D3DXVECTOR3(323.5f,550.0f,0.0f),
D3DXVECTOR3(634.5f,550.0f,0.0f),
D3DXVECTOR3(955.5f,550.0f,0.0f)
};
//AI枠の位置
const D3DXVECTOR3 c_PosAIFrame = D3DXVECTOR3(900.0f, 20.0f, 0.0f);
//タイプ枠背景の色
const D3DXCOLOR c_aColTypeFrameBG[MAX_USE_GAMEPAD] =
{
D3DXCOLOR(1.0f,0.7f,0.7f,1.0f),
D3DXCOLOR(0.24f,0.72f,0.92f,1.0f),
D3DXCOLOR(0.72f,0.9f,0.73f,1.0f),
D3DXCOLOR(1.0f,0.95f,0.67f,1.0f)
};
//========================
//初期化処理
//========================
void InitTypeFrame(void)
{
LPDIRECT3DDEVICE9 pDevice = GetDevice(); //デバイスの取得
VERTEX_2D *pVtx; //設定用ポインタ
//===============
//変数初期化
//===============
for (int nCntType = 0; nCntType < MAX_USE_GAMEPAD; nCntType++)
{
g_playerType[nCntType] = PLAYERTYPE_PLAYER;
}
g_SelAIDiff = AIDIFF_NORMAL;
g_nSelectNum = 0;
//コントローラーがつながっていなければAIにする
for (int nCntAI = 1; nCntAI < MAX_USE_GAMEPAD; nCntAI++)
{
if (GetUseGamepad(nCntAI) == false)
{
g_playerType[nCntAI] = PLAYERTYPE_COM;
}
}
//===============
//テクスチャ・バッファ生成
//===============
//タイプ枠
//テクスチャ読み込み
for (int nCntTypeFrame = 0; nCntTypeFrame < TYPEFRAME_USE_TEXTURE; nCntTypeFrame++)
{
D3DXCreateTextureFromFile(pDevice,
c_apFilePathTypeFrame[nCntTypeFrame],
&g_pTextureTypeFrame[nCntTypeFrame]);
}
//頂点バッファの生成(+1は選択中の枠用)
pDevice->CreateVertexBuffer(sizeof(VERTEX_2D) * 4 * (MAX_USE_GAMEPAD * (TYPEFRAME_USE_TEXTURE - 1) + 1),
D3DUSAGE_WRITEONLY,
FVF_VERTEX_2D,
D3DPOOL_MANAGED,
&g_pVtxbuffTypeFrame,
NULL);
//タイプ文字
//テクスチャ読み込み
for (int nCntTypeStr = 0; nCntTypeStr < TYPESTR_USE_TEXTURE; nCntTypeStr++)
{
D3DXCreateTextureFromFile(pDevice,
c_apFilePathTypeStr[nCntTypeStr],
&g_pTextureTypeStr[nCntTypeStr]);
}
//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_pVtxbuffTypeStr,
NULL);
//AI枠
//テクスチャ読み込み
for (int nCntAIFrame = 0; nCntAIFrame < AIFRAME_USE_TEXTURE; nCntAIFrame++)
{
D3DXCreateTextureFromFile(pDevice,
c_apFilePathAIFrame[nCntAIFrame],
&g_pTextureAIFrame[nCntAIFrame]);
}
//頂点バッファの生成(+1は選択中の枠用)
pDevice->CreateVertexBuffer(sizeof(VERTEX_2D) * 4,
D3DUSAGE_WRITEONLY,
FVF_VERTEX_2D,
D3DPOOL_MANAGED,
&g_pVtxbuffAIFrame,
NULL);
//AI文字
//テクスチャ読み込み
for (int nCntAIStr = 0; nCntAIStr < AISTR_USE_TEXTURE; nCntAIStr++)
{
D3DXCreateTextureFromFile(pDevice,
c_apFilePathAIStr[nCntAIStr],
&g_pTextureAIStr[nCntAIStr]);
}
//頂点バッファの生成
pDevice->CreateVertexBuffer(sizeof(VERTEX_2D) * 4,
D3DUSAGE_WRITEONLY,
FVF_VERTEX_2D,
D3DPOOL_MANAGED,
&g_pVtxbuffAIStr,
NULL);
//頂点設定
//タイプ枠
//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_pVtxbuffTypeFrame->Lock(0, 0, (void **)&pVtx, 0);
//位置固定枠
for (int nCntTypeFrame = 0; nCntTypeFrame < MAX_USE_GAMEPAD * (TYPEFRAME_USE_TEXTURE - 1); nCntTypeFrame++, pVtx += 4)
{
//頂点座標の設定
pVtx[0].pos.x = c_aPosTypeFrame[nCntTypeFrame / (TYPEFRAME_USE_TEXTURE - 1)].x;
pVtx[0].pos.y = c_aPosTypeFrame[nCntTypeFrame / (TYPEFRAME_USE_TEXTURE - 1)].y;
pVtx[0].pos.z = 0.0f;
pVtx[1].pos.x = c_aPosTypeFrame[nCntTypeFrame / (TYPEFRAME_USE_TEXTURE - 1)].x + TYPEFRAME_SIZE_WIDTH;
pVtx[1].pos.y = c_aPosTypeFrame[nCntTypeFrame / (TYPEFRAME_USE_TEXTURE - 1)].y;
pVtx[1].pos.z = 0.0f;
pVtx[2].pos.x = c_aPosTypeFrame[nCntTypeFrame / (TYPEFRAME_USE_TEXTURE - 1)].x;
pVtx[2].pos.y = c_aPosTypeFrame[nCntTypeFrame / (TYPEFRAME_USE_TEXTURE - 1)].y + TYPEFRAME_SIZE_HEIGHT;
pVtx[2].pos.z = 0.0f;
pVtx[3].pos.x = c_aPosTypeFrame[nCntTypeFrame / (TYPEFRAME_USE_TEXTURE - 1)].x + TYPEFRAME_SIZE_WIDTH;
pVtx[3].pos.y = c_aPosTypeFrame[nCntTypeFrame / (TYPEFRAME_USE_TEXTURE - 1)].y + TYPEFRAME_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
//もし偶数(背景)なら色変える
if (nCntTypeFrame % 2 == 0)
{
//頂点カラー
if (g_playerType[nCntTypeFrame / (TYPEFRAME_USE_TEXTURE - 1)] == PLAYERTYPE_PLAYER)
{//プレイヤーなら色付ける
pVtx[0].col = c_aColTypeFrameBG[nCntTypeFrame / (TYPEFRAME_USE_TEXTURE - 1)];
pVtx[1].col = c_aColTypeFrameBG[nCntTypeFrame / (TYPEFRAME_USE_TEXTURE - 1)];
pVtx[2].col = c_aColTypeFrameBG[nCntTypeFrame / (TYPEFRAME_USE_TEXTURE - 1)];
pVtx[3].col = c_aColTypeFrameBG[nCntTypeFrame / (TYPEFRAME_USE_TEXTURE - 1)];
}
else
{//COM・使用しないなら灰色
pVtx[0].col = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
pVtx[1].col = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
pVtx[2].col = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
pVtx[3].col = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
}
}
else
{
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);
}
//位置可変枠
//頂点座標の設定
pVtx[0].pos.x = c_aPosTypeFrame[0].x;
pVtx[0].pos.y = c_aPosTypeFrame[0].y;
pVtx[0].pos.z = 0.0f;
pVtx[1].pos.x = c_aPosTypeFrame[0].x + TYPEFRAME_SIZE_WIDTH;
pVtx[1].pos.y = c_aPosTypeFrame[0].y;
pVtx[1].pos.z = 0.0f;
pVtx[2].pos.x = c_aPosTypeFrame[0].x;
pVtx[2].pos.y = c_aPosTypeFrame[0].y + TYPEFRAME_SIZE_HEIGHT;
pVtx[2].pos.z = 0.0f;
pVtx[3].pos.x = c_aPosTypeFrame[0].x + TYPEFRAME_SIZE_WIDTH;
pVtx[3].pos.y = c_aPosTypeFrame[0].y + TYPEFRAME_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_pVtxbuffTypeFrame->Unlock();
//文字
//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_pVtxbuffTypeStr->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_aPosTypeFrame[nCntGaugeFrame].x + TYPESTR_OFFSET_WIDTH;
pVtx[0].pos.y = c_aPosTypeFrame[nCntGaugeFrame].y + TYPESTR_OFFSET_HEIGHT;
pVtx[0].pos.z = 0.0f;
pVtx[1].pos.x = c_aPosTypeFrame[nCntGaugeFrame].x + TYPEFRAME_SIZE_WIDTH - TYPESTR_OFFSET_WIDTH;
pVtx[1].pos.y = c_aPosTypeFrame[nCntGaugeFrame].y + TYPESTR_OFFSET_HEIGHT;
pVtx[1].pos.z = 0.0f;
pVtx[2].pos.x = c_aPosTypeFrame[nCntGaugeFrame].x + TYPESTR_OFFSET_WIDTH;
pVtx[2].pos.y = c_aPosTypeFrame[nCntGaugeFrame].y + TYPEFRAME_SIZE_HEIGHT - TYPESTR_OFFSET_HEIGHT;
pVtx[2].pos.z = 0.0f;
pVtx[3].pos.x = c_aPosTypeFrame[nCntGaugeFrame].x + TYPEFRAME_SIZE_WIDTH - TYPESTR_OFFSET_WIDTH;
pVtx[3].pos.y = c_aPosTypeFrame[nCntGaugeFrame].y + TYPEFRAME_SIZE_HEIGHT - TYPESTR_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_pVtxbuffTypeStr->Unlock();
//AI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_pVtxbuffAIFrame->Lock(0, 0, (void **)&pVtx, 0);
//頂点座標の設定
pVtx[0].pos.x = c_PosAIFrame.x;
pVtx[0].pos.y = c_PosAIFrame.y;
pVtx[0].pos.z = 0.0f;
pVtx[1].pos.x = c_PosAIFrame.x + AIFRAME_SIZE_WIDTH;
pVtx[1].pos.y = c_PosAIFrame.y;
pVtx[1].pos.z = 0.0f;
pVtx[2].pos.x = c_PosAIFrame.x;
pVtx[2].pos.y = c_PosAIFrame.y + AIFRAME_SIZE_HEIGHT;
pVtx[2].pos.z = 0.0f;
pVtx[3].pos.x = c_PosAIFrame.x + AIFRAME_SIZE_WIDTH;
pVtx[3].pos.y = c_PosAIFrame.y + AIFRAME_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_pVtxbuffAIFrame->Unlock();
//AI文字
//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_pVtxbuffAIStr->Lock(0, 0, (void **)&pVtx, 0);
//頂点座標の設定
pVtx[0].pos.x = c_PosAIFrame.x + AISTR_OFFSET_WIDTH;
pVtx[0].pos.y = c_PosAIFrame.y + AISTR_OFFSET_HEIGHT;
pVtx[0].pos.z = 0.0f;
pVtx[1].pos.x = c_PosAIFrame.x + AISTR_SIZE_WIDTH + AISTR_OFFSET_WIDTH;
pVtx[1].pos.y = c_PosAIFrame.y + AISTR_OFFSET_HEIGHT;
pVtx[1].pos.z = 0.0f;
pVtx[2].pos.x = c_PosAIFrame.x + AISTR_OFFSET_WIDTH;
pVtx[2].pos.y = c_PosAIFrame.y + AISTR_SIZE_HEIGHT + AISTR_OFFSET_HEIGHT;
pVtx[2].pos.z = 0.0f;
pVtx[3].pos.x = c_PosAIFrame.x + AISTR_SIZE_WIDTH + AISTR_OFFSET_WIDTH;
pVtx[3].pos.y = c_PosAIFrame.y + AISTR_SIZE_HEIGHT + AISTR_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_pVtxbuffAIStr->Unlock();
}
//========================
//終了処理
//========================
void UninitTypeFrame(void)
{
//タイプ枠
//テクスチャの破棄
for (int nCntTypeFrame = 0; nCntTypeFrame < TYPEFRAME_USE_TEXTURE; nCntTypeFrame++)
{
if (g_pTextureTypeFrame[nCntTypeFrame] != NULL)
{
g_pTextureTypeFrame[nCntTypeFrame]->Release();
g_pTextureTypeFrame[nCntTypeFrame] = NULL;
}
}
//頂点バッファの破棄
if (g_pVtxbuffTypeFrame != NULL)
{
g_pVtxbuffTypeFrame->Release();
g_pVtxbuffTypeFrame = NULL;
}
//タイプ文字
//テクスチャの破棄
for (int nCntTypeStr = 0; nCntTypeStr < TYPEFRAME_USE_TEXTURE; nCntTypeStr++)
{
if (g_pTextureTypeStr[nCntTypeStr] != NULL)
{
g_pTextureTypeStr[nCntTypeStr]->Release();
g_pTextureTypeStr[nCntTypeStr] = NULL;
}
}
//頂点バッファの破棄
if (g_pVtxbuffTypeStr != NULL)
{
g_pVtxbuffTypeStr->Release();
g_pVtxbuffTypeStr = NULL;
}
//AI枠
//テクスチャの破棄
for (int nCntAIFrame = 0; nCntAIFrame < AIFRAME_USE_TEXTURE; nCntAIFrame++)
{
if (g_pTextureAIFrame[nCntAIFrame] != NULL)
{
g_pTextureAIFrame[nCntAIFrame]->Release();
g_pTextureAIFrame[nCntAIFrame] = NULL;
}
}
//頂点バッファの破棄
if (g_pVtxbuffAIFrame != NULL)
{
g_pVtxbuffAIFrame->Release();
g_pVtxbuffAIFrame = NULL;
}
//AI文字
//テクスチャの破棄
for (int nCntAIStr = 0; nCntAIStr < AISTR_USE_TEXTURE; nCntAIStr++)
{
if (g_pTextureAIStr[nCntAIStr] != NULL)
{
g_pTextureAIStr[nCntAIStr]->Release();
g_pTextureAIStr[nCntAIStr] = NULL;
}
}
//頂点バッファの破棄
if (g_pVtxbuffAIStr != NULL)
{
g_pVtxbuffAIStr->Release();
g_pVtxbuffAIStr = NULL;
}
}
//========================
//更新処理
//========================
void UpdateTypeFrame(void)
{
VERTEX_2D *pVtx; //設定用ポインタ
//プレイヤー選択
if (GetUseGamepad(0) == true)
{
if (GetGamepadTrigger(0, XINPUT_GAMEPAD_A) == true || GetGamepadTrigger(0, XINPUT_GAMEPAD_DPAD_RIGHT) == true)
{//次のプレイヤー
g_nSelectNum = (g_nSelectNum + 1) % MAX_USE_GAMEPAD;
}
else if (GetGamepadTrigger(0, XINPUT_GAMEPAD_DPAD_LEFT) == true)
{//戻る
g_nSelectNum = (g_nSelectNum + (MAX_USE_GAMEPAD - 1)) % MAX_USE_GAMEPAD;
}
//タイプ選択
if (GetStick(0, INPUTTYPE_TRIGGER).y == CONVSTICK_DOWN || GetGamepadTrigger(0, XINPUT_GAMEPAD_DPAD_DOWN) == true)
{//下に倒した
//いったん減らす
g_playerType[g_nSelectNum] = (PLAYERTYPE)((g_playerType[g_nSelectNum] + (PLAYERTYPE_MAX - 1)) % PLAYERTYPE_MAX);
//最低人数を下回るまたはプレイヤー使用していない(1P除く)ならもう一回
if (CheckMinPlayer() == false)
{
g_playerType[g_nSelectNum] = (PLAYERTYPE)((g_playerType[g_nSelectNum] + (PLAYERTYPE_MAX - 1)) % PLAYERTYPE_MAX);
}
else if (g_nSelectNum != 0 && g_playerType[g_nSelectNum] == PLAYERTYPE_PLAYER && GetUseGamepad(g_nSelectNum) == false)
{
g_playerType[g_nSelectNum] = (PLAYERTYPE)((g_playerType[g_nSelectNum] + (PLAYERTYPE_MAX - 1)) % PLAYERTYPE_MAX);
}
}
else if (GetStick(0, INPUTTYPE_TRIGGER).y == CONVSTICK_UP || GetGamepadTrigger(0, XINPUT_GAMEPAD_DPAD_UP) == true)
{//上に倒した
//いったん減らす
g_playerType[g_nSelectNum] = (PLAYERTYPE)((g_playerType[g_nSelectNum] + 1) % PLAYERTYPE_MAX);
//最低人数を下回るまたはプレイヤー使用していない(1P除く)ならもう一回
if (CheckMinPlayer() == false)
{
g_playerType[g_nSelectNum] = (PLAYERTYPE)((g_playerType[g_nSelectNum] + 1) % PLAYERTYPE_MAX);
}
else if (g_nSelectNum != 0 && g_playerType[g_nSelectNum] == PLAYERTYPE_PLAYER && GetUseGamepad(g_nSelectNum) == false)
{
g_playerType[g_nSelectNum] = (PLAYERTYPE)((g_playerType[g_nSelectNum] + 1) % PLAYERTYPE_MAX);
}
}
//AI設定
if (GetGamepadTrigger(0, XINPUT_GAMEPAD_LEFT_THUMB) == true)
{
g_SelAIDiff = (AIDIFF)((g_SelAIDiff + (AIDIFF_VIEW -1)) % AIDIFF_VIEW);
}
else if (GetGamepadTrigger(0, XINPUT_GAMEPAD_RIGHT_THUMB) == true)
{
g_SelAIDiff = (AIDIFF)((g_SelAIDiff + 1) % AIDIFF_VIEW);
}
//決定
if (GetGamepadTrigger(0, XINPUT_GAMEPAD_START) == true)
{
//タイトル決定音再生
PlaySoundSE(SOUND_LABEL_SE_TITLE_DECIDE, 0);
if (GetSelGameMode() == SelGameMode_PVP)
{
SetFade(MODE_PvPGAME);
for (int nCntPlayer = 0; nCntPlayer < MAX_USE_GAMEPAD; nCntPlayer++)
{
SetPlayerType_PvP(nCntPlayer, (g_playerType[nCntPlayer] != PLAYERTYPE_NONE ? true : false), (g_playerType[nCntPlayer] == PLAYERTYPE_COM ? true : false));
}
}
else if (GetSelGameMode() == SelGameMode_HDR)
{
SetFade(MODE_RaceGAME);
for (int nCntPlayer = 0; nCntPlayer < MAX_USE_GAMEPAD; nCntPlayer++)
{
SetPlayerType_HDR(nCntPlayer, (g_playerType[nCntPlayer] != PLAYERTYPE_NONE ? true : false), (g_playerType[nCntPlayer] == PLAYERTYPE_COM ? true : false));
}
}
}
//戻る
else if (GetGamepadTrigger(0, XINPUT_GAMEPAD_B) == true)
{
SetFade(MODE_SELECTGAME);
}
}
else
{
if (GetKeyboardTrigger(DIK_A) == true)
{//左に倒した
g_nSelectNum = (g_nSelectNum + (MAX_USE_GAMEPAD - 1)) % MAX_USE_GAMEPAD;
}
else if (GetKeyboardTrigger(DIK_D) == true)
{//右に倒した
g_nSelectNum = (g_nSelectNum + 1) % MAX_USE_GAMEPAD;
}
//タイプ選択
if (GetKeyboardTrigger(DIK_UP) == true)
{//下に倒した
//いったん減らす
g_playerType[g_nSelectNum] = (PLAYERTYPE)((g_playerType[g_nSelectNum] + (PLAYERTYPE_MAX - 1)) % PLAYERTYPE_MAX);
//最低人数を下回るまたはプレイヤー使用していない(1P除く)ならもう一回
if (CheckMinPlayer() == false)
{
g_playerType[g_nSelectNum] = (PLAYERTYPE)((g_playerType[g_nSelectNum] + (PLAYERTYPE_MAX - 1)) % PLAYERTYPE_MAX);
}
else if (g_nSelectNum != 0 && g_playerType[g_nSelectNum] == PLAYERTYPE_PLAYER && GetUseGamepad(g_nSelectNum) == false)
{
g_playerType[g_nSelectNum] = (PLAYERTYPE)((g_playerType[g_nSelectNum] + (PLAYERTYPE_MAX - 1)) % PLAYERTYPE_MAX);
}
}
else if (GetKeyboardTrigger(DIK_DOWN) == true)
{//上に倒した
//いったん減らす
g_playerType[g_nSelectNum] = (PLAYERTYPE)((g_playerType[g_nSelectNum] + 1) % PLAYERTYPE_MAX);
//最低人数を下回るまたはプレイヤー使用していない(1P除く)ならもう一回
if (CheckMinPlayer() == false)
{
g_playerType[g_nSelectNum] = (PLAYERTYPE)((g_playerType[g_nSelectNum] + 1) % PLAYERTYPE_MAX);
}
else if (g_nSelectNum != 0 && g_playerType[g_nSelectNum] == PLAYERTYPE_PLAYER && GetUseGamepad(g_nSelectNum) == false)
{
g_playerType[g_nSelectNum] = (PLAYERTYPE)((g_playerType[g_nSelectNum] + 1) % PLAYERTYPE_MAX);
}
}
//AI設定
if (GetKeyboardTrigger(DIK_LEFT) == true)
{
g_SelAIDiff = (AIDIFF)((g_SelAIDiff + (AIDIFF_VIEW - 1)) % AIDIFF_VIEW);
}
else if (GetKeyboardTrigger(DIK_RIGHT) == true)
{
g_SelAIDiff = (AIDIFF)((g_SelAIDiff + 1) % AIDIFF_VIEW);
}
//決定
if (GetKeyboardTrigger(DIK_RETURN) == true)
{
//タイトル決定音再生
PlaySoundSE(SOUND_LABEL_SE_TITLE_DECIDE, 0);
if (GetSelGameMode() == SelGameMode_PVP)
{
SetFade(MODE_PvPGAME);
for (int nCntPlayer = 0; nCntPlayer < MAX_USE_GAMEPAD; nCntPlayer++)
{
SetPlayerType_PvP(nCntPlayer, (g_playerType[nCntPlayer] != PLAYERTYPE_NONE ? true : false), (g_playerType[nCntPlayer] == PLAYERTYPE_COM ? true : false));
}
}
else if (GetSelGameMode() == SelGameMode_HDR)
{
SetFade(MODE_RaceGAME);
for (int nCntPlayer = 0; nCntPlayer < MAX_USE_GAMEPAD; nCntPlayer++)
{
SetPlayerType_HDR(nCntPlayer, (g_playerType[nCntPlayer] != PLAYERTYPE_NONE ? true : false), (g_playerType[nCntPlayer] == PLAYERTYPE_COM ? true : false));
}
}
}
//戻る
else if (GetKeyboardTrigger(DIK_BACKSPACE) == true)
{
SetFade(MODE_SELECTGAME);
}
}
//タイプ枠頂点設定
//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_pVtxbuffTypeFrame->Lock(0, 0, (void **)&pVtx, 0);
for (int nCntTypeFrame = 0; nCntTypeFrame < MAX_USE_GAMEPAD; nCntTypeFrame++, pVtx += 8) //偶数のみ変更のため8つずらしている
{
//頂点カラー
if (g_playerType[nCntTypeFrame] == PLAYERTYPE_PLAYER)
{//プレイヤーなら色付ける
pVtx[0].col = c_aColTypeFrameBG[nCntTypeFrame];
pVtx[1].col = c_aColTypeFrameBG[nCntTypeFrame];
pVtx[2].col = c_aColTypeFrameBG[nCntTypeFrame];
pVtx[3].col = c_aColTypeFrameBG[nCntTypeFrame];
}
else
{//COM・使用しないなら灰色
pVtx[0].col = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
pVtx[1].col = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
pVtx[2].col = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
pVtx[3].col = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
}
}
//位置可変部
//頂点座標の設定
pVtx[0].pos.x = c_aPosTypeFrame[g_nSelectNum].x;
pVtx[0].pos.y = c_aPosTypeFrame[g_nSelectNum].y;
pVtx[0].pos.z = 0.0f;
pVtx[1].pos.x = c_aPosTypeFrame[g_nSelectNum].x + TYPEFRAME_SIZE_WIDTH;
pVtx[1].pos.y = c_aPosTypeFrame[g_nSelectNum].y;
pVtx[1].pos.z = 0.0f;
pVtx[2].pos.x = c_aPosTypeFrame[g_nSelectNum].x;
pVtx[2].pos.y = c_aPosTypeFrame[g_nSelectNum].y + TYPEFRAME_SIZE_HEIGHT;
pVtx[2].pos.z = 0.0f;
pVtx[3].pos.x = c_aPosTypeFrame[g_nSelectNum].x + TYPEFRAME_SIZE_WIDTH;
pVtx[3].pos.y = c_aPosTypeFrame[g_nSelectNum].y + TYPEFRAME_SIZE_HEIGHT;
pVtx[3].pos.z = 0.0f;
//頂点バッファをアンロック
g_pVtxbuffTypeFrame->Unlock();
}
//========================
//描画処理
//========================
void DrawTypeFrame(void)
{
int nCntTypeFrame;
LPDIRECT3DDEVICE9 pDevice = GetDevice(); //デバイスの取得
//頂点フォーマットの設定
pDevice->SetFVF(FVF_VERTEX_2D);
//タイプ枠
//頂点バッファをデータストリームに設定
pDevice->SetStreamSource(0, g_pVtxbuffTypeFrame, 0, sizeof(VERTEX_2D));
for (nCntTypeFrame = 0; nCntTypeFrame < MAX_USE_GAMEPAD * (TYPEFRAME_USE_TEXTURE - 1); nCntTypeFrame++)
{
//テクスチャ設定
pDevice->SetTexture(0, g_pTextureTypeFrame[nCntTypeFrame % (TYPEFRAME_USE_TEXTURE - 1)]);
//描画
pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4 * nCntTypeFrame, 2);
}
//テクスチャ設定
pDevice->SetTexture(0, g_pTextureTypeFrame[2]);
//描画
pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4 * nCntTypeFrame, 2);
//タイプ文字
//頂点バッファをデータストリームに設定
pDevice->SetStreamSource(0, g_pVtxbuffTypeStr, 0, sizeof(VERTEX_2D));
for (int nCntTypeStr = 0; nCntTypeStr < MAX_USE_GAMEPAD; nCntTypeStr++)
{
//テクスチャ設定
pDevice->SetTexture(0, g_pTextureTypeStr[g_playerType[nCntTypeStr]]);
//描画
pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4 * nCntTypeStr, 2);
}
//AI枠
//頂点バッファをデータストリームに設定
pDevice->SetStreamSource(0, g_pVtxbuffAIFrame, 0, sizeof(VERTEX_2D));
//テクスチャ設定
pDevice->SetTexture(0, g_pTextureAIFrame[0]);
//描画
pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
//AI文字
//頂点バッファをデータストリームに設定
pDevice->SetStreamSource(0, g_pVtxbuffAIStr, 0, sizeof(VERTEX_2D));
//テクスチャ設定
pDevice->SetTexture(0, g_pTextureAIStr[g_SelAIDiff]);
//描画
pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
}
//========================
//プレイヤーが最低人数を下回らないか確認する処理
//========================
bool CheckMinPlayer(void)
{
int nUsePlayer = 0;
//現在の使用人数確認
for (int nCntPlayer = 0; nCntPlayer < MAX_USE_GAMEPAD; nCntPlayer++)
{
if (g_playerType[nCntPlayer] != PLAYERTYPE_NONE)
{
nUsePlayer++;
}
}
//下回らない場合は減らしてもOK
return nUsePlayer >= MIN_PLAYER ? true : false;
}
//========================
//プレイヤー使用取得処理
//========================
bool GetUsePlayer(int nPlayerNum)
{
return g_playerType[nPlayerNum] != PLAYERTYPE_NONE ? true : false;
}
//========================
//AI難易度取得処理
//========================
AIDIFF GetAIDiff(void)
{
return g_SelAIDiff;
}