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Copy pathhdr_player.cpp
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593 lines (521 loc) · 19.7 KB
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//==========================================
//
//プレイヤープログラム[hdr_player.cpp]
//Author:藤原龍輝 平澤詩苑
//
//==========================================
#include "main.h"
#include "HDRgame.h"
#include "HDR_player.h"
#include "model.h"
#include "conversioninput.h"
#include "debugproc.h"
#include "camera.h"
#include "HDR_camera.h"
#include "collision.h"
#include <assert.h>
#include "color.h"
#include "sound.h"
#include "meshfield.h"
#include "HipDropRankUI.h"
#include "block.h"
#include "rank.h"
#include "ai.h"
#include "TypeFrame.h"
//マクロ定義
#define PLAYER_HIPSPIN_SPEED (-0.5f) //ヒップドロップスピンの回転値
#define PLAYER_HIPSPIN_LAP (2.0f * -D3DX_PI) //ヒップドロップスピンしたときの1周判定をとる値
#define PLAYER_HIPSPIN_WAIT (20) //ヒップドロップスピンが終わって急降下するまでの時間
#define PLAYER_MOVE_SPEED (5.0f) //普通に移動するときの移動量
#define PLAYER_NORMAL_JUMP (7.0f) //プレイヤーの通常ジャンプ量
#define PLAYER_GOAL_JUMP (4.3f) //ゴール後のジャンプ量
#define PLAYER_BODY_SIZE (30.0f) //プレイヤーの胴体サイズ
//向き
#define ROT_WA (+0.75f * D3DX_PI) //左上
#define ROT_WD (-0.75f * D3DX_PI) //右上
#define ROT_SA (+0.25f * D3DX_PI) //左下
#define ROT_SD (-0.25f * D3DX_PI) //右下
#define ROT_W (-1.0f * D3DX_PI) //上
#define ROT_A (+0.5f * D3DX_PI) //左
#define ROT_S (+0.0f * D3DX_PI) //下
#define ROT_D (-0.5f * D3DX_PI) //右
//グローバル変数
Player_HDR g_aPlayerHDR[MAX_USE_GAMEPAD];
int g_nIdxShadow_HDR = -1;
//プロトタイプ宣言
void ControllPlayer_HDR(int nPlayerNum);
void MovePlayer(int nPadNum);
void JumpPlayer_HDR(int nJumpPlayer); //ジャンプの設定処理
void HipDropPlayer_HDR(int nHipDropPlayer); //ヒップドロップの設定処理
void HipSpinPlayer_HDR(int nHipSpinPlayer); //ヒップスピンの処理
//初期位置向き
const D3DXVECTOR3 c_aPosRot[MAX_USE_GAMEPAD][2] =
{
{ D3DXVECTOR3(-225.0f,MAX_BLOCK * COLLISION_SIZE_Y ,0.0f) ,D3DXVECTOR3(0.0f,1.57f,0.0f) },
{ D3DXVECTOR3(-75.0f,MAX_BLOCK * COLLISION_SIZE_Y ,0.0f) ,D3DXVECTOR3(0.0f,1.57f,0.0f) },
{ D3DXVECTOR3(75.0f,MAX_BLOCK * COLLISION_SIZE_Y ,0.0f) ,D3DXVECTOR3(0.0f,1.57f,0.0f) },
{ D3DXVECTOR3(225.0f,MAX_BLOCK * COLLISION_SIZE_Y ,0.0f) ,D3DXVECTOR3(0.0f,1.57f,0.0f) },
};
//========================
//初期化処理
//========================
void InitPlayer_HDR(void)
{
//デバイスの取得
LPDIRECT3DDEVICE9 pDevice = GetDevice();
//変数初期化
for (int nCntPlayer = 0; nCntPlayer < MAX_USE_GAMEPAD; nCntPlayer++)
{
//変数初期化
g_aPlayerHDR[nCntPlayer].pos = g_aPlayerHDR[nCntPlayer].posOld = c_aPosRot[nCntPlayer][0];
g_aPlayerHDR[nCntPlayer].move = g_aPlayerHDR[nCntPlayer].moveV0 = g_aPlayerHDR[nCntPlayer].rot = ZERO_SET;
g_aPlayerHDR[nCntPlayer].jumpTime = g_aPlayerHDR[nCntPlayer].nHipDropWait = 0;
g_aPlayerHDR[nCntPlayer].bJump = false;
g_aPlayerHDR[nCntPlayer].bHipDrop = false;
g_aPlayerHDR[nCntPlayer].bHipDropSpin = false;
g_aPlayerHDR[nCntPlayer].nRank = RANKING_4TH;
g_aPlayerHDR[nCntPlayer].bGoal = false;
g_aPlayerHDR[nCntPlayer].fBodySize = PLAYER_BODY_SIZE;
g_aPlayerHDR[nCntPlayer].HipDropPower = 0;
g_aPlayerHDR[nCntPlayer].nDestroyCounter = 0;
g_aPlayerHDR[nCntPlayer].animal = ANIMAL_WILDBOAR;
g_aPlayerHDR[nCntPlayer].fAIHeight = 0;
g_aPlayerHDR[nCntPlayer].aiDiff = GetAIDiff();;
g_aPlayerHDR[nCntPlayer].nAICT = 20;
g_aPlayerHDR[nCntPlayer].model = GetAnimal(g_aPlayerHDR[nCntPlayer].animal);
}
}
//========================
//終了処理
//========================
void UninitPlayer_HDR(void)
{
for (int nCntPlayer = 0; nCntPlayer < MAX_USE_GAMEPAD; nCntPlayer++)
{//プレイヤーの数だけ処理する
for (int nCntParts = 0; nCntParts < MAX_PARTS; nCntParts++)
{//取得した方なのでNULL入れるだけでOK
g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].pMesh = NULL;
g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].pBuffMat = NULL;
}
}
}
//========================
//更新処理
//========================
void UpdatePlayer_HDR(void)
{
if (*GetHDR_Ready() == HDR_Ready_OK)
{
//プレイヤー人数分繰り返す
for (int nCntPlayer = 0; nCntPlayer < MAX_USE_GAMEPAD; nCntPlayer++)
{
if (g_aPlayerHDR[nCntPlayer].bUsePlayer == true)
{
//前回の位置を保存
g_aPlayerHDR[nCntPlayer].posOld.x = g_aPlayerHDR[nCntPlayer].pos.x;
g_aPlayerHDR[nCntPlayer].posOld.z = g_aPlayerHDR[nCntPlayer].pos.z;
//ジャンプ時間を増やす
g_aPlayerHDR[nCntPlayer].jumpTime++;
//AIのクールタイムを減らす
g_aPlayerHDR[nCntPlayer].nAICT--;
if (g_aPlayerHDR[nCntPlayer].bUsePlayer == true)
{//使用時のみ行う
//プレイヤーであるか確認
//接続されているか確認して切断されていたらプレイヤーを消す(例外としてコントローラーがつながっていないときは無視)
if (g_aPlayerHDR[nCntPlayer].bUseAI == false && GetUseControllerNum_HDR() != 0)
{
g_aPlayerHDR[nCntPlayer].bUsePlayer = GetUseController_HDR(nCntPlayer);
}
//各プレイヤーの操作
ControllPlayer_HDR(nCntPlayer);
}
//ヒップドロップスピンの硬直中
if (0 < g_aPlayerHDR[nCntPlayer].nHipDropWait)
{
HipSpinPlayer_HDR(nCntPlayer);
}
//硬直中で無ければ落下速度を代入
else
{
g_aPlayerHDR[nCntPlayer].move.y = g_aPlayerHDR[nCntPlayer].moveV0.y - (9.8f * g_aPlayerHDR[nCntPlayer].jumpTime / MAX_FPS);
}
//移動
g_aPlayerHDR[nCntPlayer].pos += g_aPlayerHDR[nCntPlayer].move;
//プレイヤーが地面を突き抜けてしまった
if (g_aPlayerHDR[nCntPlayer].pos.y < 0.0f)
{
g_aPlayerHDR[nCntPlayer].pos.y = 0.0f;
g_aPlayerHDR[nCntPlayer].move.y = 0.0f;
g_aPlayerHDR[nCntPlayer].bJump = false;
g_aPlayerHDR[nCntPlayer].bHipDrop = false;
//まだゴールしていない
if (!g_aPlayerHDR[nCntPlayer].bGoal)
{
g_aPlayerHDR[nCntPlayer].bGoal = true; //ゴールした
g_aPlayerHDR[nCntPlayer].nRank = SetRank(nCntPlayer);//順位設定
}
}
//ブロックの当たり判定
CollisionBlock(&g_aPlayerHDR[nCntPlayer]);
//フェンスとの当たり判定
CollisionFence(&g_aPlayerHDR[nCntPlayer]);
PrintDebugProc("%dPのヒップドロップパワー:%d\n", nCntPlayer + 1, g_aPlayerHDR[nCntPlayer].HipDropPower);
}
}
}
PrintDebugProc("バフ倍率:%f\n", HipDropBuff());
}
//========================
//描画処理
//========================
void DrawPlayer_HDR(void)
{
LPDIRECT3DDEVICE9 pDevice = GetDevice(); //デバイスの取得
D3DXMATRIX mtxRot, mtxTrans; //計算用
D3DMATERIAL9 matDef; //現在のマテリアル保存用
D3DXMATERIAL *pMat; //マテリアルデータへのポインタ
//現在のマテリアル取得
pDevice->GetMaterial(&matDef);
//プレイヤーの数だけ繰り返す
for (int nCntPlayer = 0; nCntPlayer < MAX_USE_GAMEPAD; nCntPlayer++)
{
if (g_aPlayerHDR[nCntPlayer].bUsePlayer == true)
{
//"プレイヤーの"ワールドマトリックス初期化
D3DXMatrixIdentity(&g_aPlayerHDR[nCntPlayer].mtxWorld);
//向きを反映
D3DXMatrixRotationYawPitchRoll(&mtxRot, g_aPlayerHDR[nCntPlayer].rot.y, g_aPlayerHDR[nCntPlayer].rot.x, g_aPlayerHDR[nCntPlayer].rot.z);
D3DXMatrixMultiply(&g_aPlayerHDR[nCntPlayer].mtxWorld, &g_aPlayerHDR[nCntPlayer].mtxWorld, &mtxRot);
//位置反映
D3DXMatrixTranslation(&mtxTrans, g_aPlayerHDR[nCntPlayer].pos.x, g_aPlayerHDR[nCntPlayer].pos.y, g_aPlayerHDR[nCntPlayer].pos.z);
D3DXMatrixMultiply(&g_aPlayerHDR[nCntPlayer].mtxWorld, &g_aPlayerHDR[nCntPlayer].mtxWorld, &mtxTrans);
//"プレイヤーの"ワールドマトリックス設定
pDevice->SetTransform(D3DTS_WORLD, &g_aPlayerHDR[nCntPlayer].mtxWorld);
for (int nCntParts = 0; nCntParts < MAX_PARTS; nCntParts++)
{
if (g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].bUse == true)
{
g_aPlayerHDR[nCntPlayer].posOld_Coll.y = g_aPlayerHDR[nCntPlayer].pos.y;
D3DXMATRIX mtxRotModel, mtxTransModel; //計算用
D3DXMATRIX mtxParent; //親のマトリ
//仮でオフセットをそのまま使う(アニメーション使うようになったら消して)
g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].pos = g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].posOffset;
g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].rot = g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].rotOffset;
//"モデルの"ワールドマトリックス初期化
D3DXMatrixIdentity(&g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].mtxWorld);
//向きを反映
D3DXMatrixRotationYawPitchRoll(&mtxRotModel, g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].rot.y, g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].rot.x, g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].rot.z);
D3DXMatrixMultiply(&g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].mtxWorld, &g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].mtxWorld, &mtxRotModel);
//位置反映
D3DXMatrixTranslation(&mtxTransModel, g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].pos.x, g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].pos.y, g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].pos.z);
D3DXMatrixMultiply(&g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].mtxWorld, &g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].mtxWorld, &mtxTransModel);
//パーツの親マトリ設定
if (g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].mIdxModelParent != -1)
{
mtxParent = g_aPlayerHDR[nCntPlayer].model.aParts[g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].mIdxModelParent].mtxWorld;
}
else
{
mtxParent = g_aPlayerHDR[nCntPlayer].mtxWorld;
}
//パーツのマトリと親マトリをかけ合わせる
D3DXMatrixMultiply(&g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].mtxWorld, &g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].mtxWorld, &mtxParent);
//"プレイヤーの"ワールドマトリックス設定
pDevice->SetTransform(D3DTS_WORLD, &g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].mtxWorld);
//マテリアルデータへのポインタ取得
pMat = (D3DXMATERIAL*)g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].pBuffMat->GetBufferPointer();
for (int nCntMat = 0; nCntMat < (int)g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].dwNumMatModel; nCntMat++)
{
//ゴースト用
D3DMATERIAL9 matChange = pMat[nCntMat].MatD3D;
if (nCntParts == MAX_PARTS - 1)
{//ゼッケンの時は色変更
matChange.Diffuse = c_aColPlayer[nCntPlayer];
}
//マテリアルの設定
pDevice->SetMaterial(&matChange);
//テクスチャ設定
pDevice->SetTexture(0, g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].apTexture[nCntMat]);
//モデル描画
g_aPlayerHDR[nCntPlayer].model.aParts[nCntParts].pMesh->DrawSubset(nCntMat);
}
}
}
}
}
//マテリアルを戻す
pDevice->SetMaterial(&matDef);
}
//========================
//プレイヤーのゲームパッド操作
//========================
void ControllPlayer_HDR(int nPlayerNum)
{
//ヒップドロップ中でなければ操作できる
if (g_aPlayerHDR[nPlayerNum].bHipDrop == false)
{
//ジャンプ・ヒップドロップ
if (g_aPlayerHDR[nPlayerNum].bUseAI == false)
{//プレイヤー
if (GetButton(nPlayerNum, INPUTTYPE_TRIGGER, BUTTON_A) == true && g_aPlayerHDR[nPlayerNum].bHipDrop == false)
{
if (g_aPlayerHDR[nPlayerNum].bJump && g_aPlayerHDR[nPlayerNum].bGoal == false)
{//ジャンプ中であり、ゴールしていない
HipDropPlayer_HDR(nPlayerNum); //プレイヤーのヒップドロップ処理
}
else if (g_aPlayerHDR[nPlayerNum].bJump == false)
{//ジャンプしていない
JumpPlayer_HDR(nPlayerNum); //プレイヤーのジャンプ処理
}
}
}
else if (g_aPlayerHDR[nPlayerNum].nAICT <= 0)
{
if (g_aPlayerHDR[nPlayerNum].bJump && g_aPlayerHDR[nPlayerNum].bGoal == false)
{//ジャンプ中であり、ゴールしていない
//ジャンプ量が一定に達しているか確認する
if (g_aPlayerHDR[nPlayerNum].pos.y >= g_aPlayerHDR[nPlayerNum].fHeightLastJump + g_aPlayerHDR[nPlayerNum].fAIHeight)
{
HipDropPlayer_HDR(nPlayerNum); //プレイヤーのヒップドロップ処理
}
}
else if (g_aPlayerHDR[nPlayerNum].bJump == false)
{//ジャンプしていない
JumpPlayer_HDR(nPlayerNum); //プレイヤーのジャンプ処理
if (g_aPlayerHDR[nPlayerNum].bUseAI == true)
{//AIのジャンプレベル指定処理
AIDIFF aiDiff = g_aPlayerHDR[nPlayerNum].aiDiff;
int nRandAll = c_aAIParamHDR[aiDiff].nHDLevel_1 + c_aAIParamHDR[aiDiff].nHDLevel_2 +
c_aAIParamHDR[aiDiff].nHDLevel_3 + c_aAIParamHDR[aiDiff].nHDLevel_Max;
int nJumpRand = rand() % nRandAll;
//どのレベルか判別する処理
if (nJumpRand < c_aAIParamHDR[aiDiff].nHDLevel_1)
{
g_aPlayerHDR[nPlayerNum].fAIHeight = HIPDROP_HEIGHT_NICE;
}
else if (nJumpRand < c_aAIParamHDR[aiDiff].nHDLevel_1 + c_aAIParamHDR[aiDiff].nHDLevel_2)
{
g_aPlayerHDR[nPlayerNum].fAIHeight = HIPDROP_HEIGHT_GOOD;
}
else if (nJumpRand < c_aAIParamHDR[aiDiff].nHDLevel_1 + c_aAIParamHDR[aiDiff].nHDLevel_2 + c_aAIParamHDR[aiDiff].nHDLevel_3)
{
g_aPlayerHDR[nPlayerNum].fAIHeight = HIPDROP_HEIGHT_GREAT;
}
else
{
g_aPlayerHDR[nPlayerNum].fAIHeight = HIPDROP_HEIGHT_PERFECT;
}
}
}
}
}
//ゴール後の煽り行為
if (g_aPlayerHDR[nPlayerNum].bGoal == true)
{
MovePlayer(nPlayerNum);
}
}
//========================
//プレイヤーが普通に移動する処理
//========================
void MovePlayer(int nPadNum)
{
//モデル移動
//ゲームパッド部
if (GetLStickX(nPadNum) > 0 || GetLStickX(nPadNum) < 0)
{//X方向のスティックが傾いている
if (GetLStickY(nPadNum) > 0 || GetLStickY(nPadNum) < 0)
{//Y方向のスティックも傾いている
g_aPlayerHDR[nPadNum].rot.y = FIX_ROT(atan2f((float)GetLStickX(nPadNum), (float)GetLStickY(nPadNum)) + D3DX_PI);
g_aPlayerHDR[nPadNum].move.x = (float)GetLStickX(nPadNum) / STICK_MAX * PLAYER_MOVE_SPEED;
g_aPlayerHDR[nPadNum].move.z = (float)GetLStickY(nPadNum) / STICK_MAX * PLAYER_MOVE_SPEED;
}
else
{
g_aPlayerHDR[nPadNum].rot.y = FIX_ROT(atan2f((float)GetLStickX(nPadNum), (float)GetLStickY(nPadNum)) + D3DX_PI);
g_aPlayerHDR[nPadNum].move.x = (float)GetLStickX(nPadNum) / STICK_MAX * PLAYER_MOVE_SPEED;
}
}
else if (GetLStickY(nPadNum) > 0 || GetLStickY(nPadNum) < 0)
{//Y方向のスティックだけ傾いている
g_aPlayerHDR[nPadNum].rot.y = FIX_ROT(atan2f((float)GetLStickX(nPadNum), (float)GetLStickY(nPadNum)) + D3DX_PI);
g_aPlayerHDR[nPadNum].move.z = (float)GetLStickY(nPadNum) / STICK_MAX * PLAYER_MOVE_SPEED;
}
//キーボード部
else if (GetStick(nPadNum,INPUTTYPE_PRESS).y == CONVSTICK_UP)
{
if (GetStick(nPadNum, INPUTTYPE_PRESS).x == CONVSTICK_LEFT)
{
g_aPlayerHDR[nPadNum].rot.y = ROT_WA;
}
else if (GetStick(nPadNum, INPUTTYPE_PRESS).x == CONVSTICK_RIGHT)
{
g_aPlayerHDR[nPadNum].rot.y = ROT_WD;
}
else
{
g_aPlayerHDR[nPadNum].rot.y = ROT_W;
}
}
else if (GetStick(nPadNum, INPUTTYPE_PRESS).y == CONVSTICK_DOWN)
{
if (GetStick(nPadNum, INPUTTYPE_PRESS).x == CONVSTICK_LEFT)
{
g_aPlayerHDR[nPadNum].rot.y = ROT_SA;
}
else if (GetStick(nPadNum, INPUTTYPE_PRESS).x == CONVSTICK_RIGHT)
{
g_aPlayerHDR[nPadNum].rot.y = ROT_SD;
}
else
{
g_aPlayerHDR[nPadNum].rot.y = ROT_S;
}
}
else if (GetStick(nPadNum, INPUTTYPE_PRESS).x == CONVSTICK_LEFT)
{
g_aPlayerHDR[nPadNum].rot.y = ROT_A;
}
else if (GetStick(nPadNum, INPUTTYPE_PRESS).x == CONVSTICK_RIGHT)
{
g_aPlayerHDR[nPadNum].rot.y = ROT_D;
}
//キーが押されたら移動
if (GetStick(nPadNum, INPUTTYPE_PRESS).x != CONVSTICK_NEUTRAL || GetStick(nPadNum, INPUTTYPE_PRESS).y != CONVSTICK_NEUTRAL)
{
g_aPlayerHDR[nPadNum].move.x = sinf(FIX_ROT((g_aPlayerHDR[nPadNum].rot.y + D3DX_PI))) * PLAYER_MOVE_SPEED;
g_aPlayerHDR[nPadNum].move.z = cosf(FIX_ROT((g_aPlayerHDR[nPadNum].rot.y + D3DX_PI))) * PLAYER_MOVE_SPEED;
}
else
{//そうでないので終了
return;
}
//ボタン操作に応じてプレイヤー・カメラ視点・注視点移動
g_aPlayerHDR[nPadNum].pos.x += g_aPlayerHDR[nPadNum].move.x;
g_aPlayerHDR[nPadNum].pos.z += g_aPlayerHDR[nPadNum].move.z;
//移動量消す
g_aPlayerHDR[nPadNum].move.x = 0.0f;
g_aPlayerHDR[nPadNum].move.z = 0.0f;
}
//========================
//ジャンプの処理
//========================
void JumpPlayer_HDR(int nJumpPlayer)
{
PlaySoundSE(SOUND_LABEL_SE_JUMP,nJumpPlayer);
g_aPlayerHDR[nJumpPlayer].posOld.y = g_aPlayerHDR[nJumpPlayer].pos.y;
g_aPlayerHDR[nJumpPlayer].jumpTime = 0; //ジャンプ時間リセット
g_aPlayerHDR[nJumpPlayer].fHeightLastJump = g_aPlayerHDR[nJumpPlayer].pos.y;
g_aPlayerHDR[nJumpPlayer].bJump = true;
//ゴールしていた時のジャンプ量
if (g_aPlayerHDR[nJumpPlayer].bGoal)
{
g_aPlayerHDR[nJumpPlayer].moveV0.y = PLAYER_GOAL_JUMP;
}
//まだゴールしていないときのジャンプ量
else
{
g_aPlayerHDR[nJumpPlayer].moveV0.y = PLAYER_NORMAL_JUMP;
}
}
//========================
//ヒップドロップの処理
//========================
void HipDropPlayer_HDR(int nHipDropPlayer)
{
//プレイヤーのジャンプ量を保存
float fJumpHeight = g_aPlayerHDR[nHipDropPlayer].pos.y - g_aPlayerHDR[nHipDropPlayer].fHeightLastJump;
//ヒップドロップ量最大
if (fJumpHeight >= HIPDROP_HEIGHT_PERFECT)
{
g_aPlayerHDR[nHipDropPlayer].HipDropPower = HIPDROP_POWER_PERFECT; //最大パワー代入
SetRankUI(nHipDropPlayer, HIPDROP_RANK_PERFECT); //UI設定
PlaySoundSE(SOUND_LABEL_SE_HIPRANK_04_PERFECT, nHipDropPlayer); //ヒップドロップランクのサウンド再生
}
//ヒップドロップ量準最大
else if (fJumpHeight >= HIPDROP_HEIGHT_GREAT)
{
g_aPlayerHDR[nHipDropPlayer].HipDropPower = HIPDROP_POWER_GREAT; //準最大パワー代入
SetRankUI(nHipDropPlayer, HIPDROP_RANK_GREAT); //UI設定
PlaySoundSE(SOUND_LABEL_SE_HIPRANK_03_GREAT, nHipDropPlayer); //ヒップドロップランクのサウンド再生
}
//ヒップドロップ量弱め
else if (fJumpHeight >= HIPDROP_HEIGHT_GOOD)
{
g_aPlayerHDR[nHipDropPlayer].HipDropPower = HIPDROP_POWER_GOOD; //弱めのパワー代入
SetRankUI(nHipDropPlayer, HIPDROP_RANK_GOOD); //UI設定
PlaySoundSE(SOUND_LABEL_SE_HIPRANK_02_GOOD, nHipDropPlayer); //ヒップドロップランクのサウンド再生
}
//ヒップドロップ量かなり弱め
else if (fJumpHeight >= HIPDROP_HEIGHT_NICE)
{
g_aPlayerHDR[nHipDropPlayer].HipDropPower = HIPDROP_POWER_NICE; //最弱パワー代入
SetRankUI(nHipDropPlayer, HIPDROP_RANK_NICE); //UI設定
PlaySoundSE(SOUND_LABEL_SE_HIPRANK_01_NICE, nHipDropPlayer); //ヒップドロップランクのサウンド再生
}
//ヒップドロップ量ナシ
else
{
g_aPlayerHDR[nHipDropPlayer].HipDropPower = 0; //威力ナシ
SetRankUI(nHipDropPlayer, HIPDROP_RANK_BAD); //UI設定
PlaySoundSE(SOUND_LABEL_SE_HIPRANK_00_BAD, nHipDropPlayer); //ヒップドロップランクのサウンド再生
}
//時間経過のバフ(力を倍に)
g_aPlayerHDR[nHipDropPlayer].HipDropPower *= HipDropBuff();
PlaySoundSE(SOUND_LABEL_SE_HIPSPIN, nHipDropPlayer);//ヒップドロップ音再生
g_aPlayerHDR[nHipDropPlayer].move.y = 0.0f; //通常の落下速度を0にする
g_aPlayerHDR[nHipDropPlayer].moveV0.y = -15.0f; //ヒップドロップの降下速度を代入
g_aPlayerHDR[nHipDropPlayer].jumpTime = 0; //ジャンプ時間リセット
g_aPlayerHDR[nHipDropPlayer].bHipDrop = true; //ヒップドロップしている
g_aPlayerHDR[nHipDropPlayer].bHipDropSpin = true; //スピンしている
g_aPlayerHDR[nHipDropPlayer].nHipDropWait = PLAYER_HIPSPIN_WAIT;//ヒップドロップスピン後の硬直時間設定
}
//========================
//ヒップスピンの処理
//========================
void HipSpinPlayer_HDR(int nHipSpinPlayer)
{
//ヒップドロップのスピン中
if (g_aPlayerHDR[nHipSpinPlayer].bHipDropSpin)
{
//前転させる
g_aPlayerHDR[nHipSpinPlayer].rot.x += PLAYER_HIPSPIN_SPEED;
//1周した
if (g_aPlayerHDR[nHipSpinPlayer].rot.x <= PLAYER_HIPSPIN_LAP)
{
g_aPlayerHDR[nHipSpinPlayer].rot.x = 0.0f; //回転値を元に戻す
g_aPlayerHDR[nHipSpinPlayer].bHipDropSpin = false; //スピンし終わった
}
}
//ヒップドロップ硬直時間がある
else
{
g_aPlayerHDR[nHipSpinPlayer].nHipDropWait--; //硬直時間を減らしていく
}
}
//========================
//プレイヤー指定処理
//========================
void SetPlayerType_HDR(int nPlayerNum, bool bUse, bool bAIUse)
{
//プレイヤー使用するか指定
g_aPlayerHDR[nPlayerNum].bUsePlayer = bUse;
//プレイヤー使用するならAI指定
if (g_aPlayerHDR[nPlayerNum].bUsePlayer == true)
{
g_aPlayerHDR[nPlayerNum].bUseAI = bAIUse;
//g_aAIMove_HDR[nPlayerNum] = bAIUse;
}
else
{//使用しないならAIも使用しない
g_aPlayerHDR[nPlayerNum].bUseAI = false;
//g_aAIMove_HDR[nPlayerNum] = false;
}
}
//========================
//取得処理
//========================
Player_HDR *GetPlayer_HDR(void)
{
return &g_aPlayerHDR[0];
}