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player.cpp
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player.cpp
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#include "player.hpp"
std::vector<bool> Where;
void player::Update() {
//if (this->Input->GetKey(KEY_INPUT_D)) this->GiveSkill(this->DIAGONAL_ARROW);
//if (this->Input->GetKey(KEY_INPUT_F)) this->GiveSkill(this->FRONT_ARROW);
//if (this->Input->GetKey(KEY_INPUT_S)) this->GiveSkill(this->SIDE_ARROW);
//if (this->Input->GetKey(KEY_INPUT_B)) this->GiveSkill(this->BACK_ARROW);
//if (this->Input->GetKey(KEY_INPUT_M)) this->GiveSkill(this->MULTI_SHOT);
//if (this->Input->GetKey(KEY_INPUT_P)) this->GiveSkill(this->PENETRATION);
//if (this->Input->GetKey(KEY_INPUT_B)) this->GiveSkill(this->BOUND);
//if (this->Input->GetKey(KEY_INPUT_P)) this->GiveSkill(this->POISON);
//if (this->Input->GetKey(KEY_INPUT_H)) this->GiveSkill(this->HEADSHOT);
// 移動
this->Move();
// 外に出たら次のステージへ
if (!this->Map->GetInMap(this->Sprite)) {
if (this->Map->GetClear()) {
*this->Next = true;
this->GodTime = 0;
this->AttackCooldown = this->AttackCooldownMax * 3 / 4;
} else {
// バグってたら戻さなきゃ、ね?
this->Sprite.Pos.SetPos(48.0, this->StartPos.GetY());
this->ErrorMessage = "バグでステージの外に出てしまったので\nプレイヤーを初期位置に戻しました";
this->ErrorMessageCount = 120;
}
}
// 無敵時間更新
if (this->GodTime > 0) this->GodTime--;
// 攻撃
if (this->Sprite.Motion.GetX() != 0.0 || this->Sprite.Motion.GetY() != 0.0) {
this->AttackCooldown = this->AttackCooldownMax * 3 / 4;
}
if (--this->AttackCooldown <= 0) {
if (!this->Monster->empty()) {
this->AttackCooldown = this->AttackCooldownMax;
// 一番近くの敵を調べる
int Nearest = -1;
double NearestDistance = -1;
for (int i = 0; i < this->Monster->size(); i++) {
if ((*this->Monster)[i]->Use) {
double Distance = Distance2d((*this->Monster)[i]->Sprite.Pos, this->Sprite.Pos);
if (Nearest < 0 || Distance < NearestDistance) {
NearestDistance = Distance;
Nearest = i;
}
}
}
// 撃つ
if (Nearest >= 0) {
this->Sprite.SetDrectionFromPos(pos(
(*this->Monster)[Nearest]->Sprite.GetCenterPos().GetX() - this->Sprite.GetCenterPos().GetX(),
(*this->Monster)[Nearest]->Sprite.GetCenterPos().GetY() - this->Sprite.GetCenterPos().GetY()
));
// 斜め
int DiagonalNum = this->GetSkill()[this->DIAGONAL_ARROW];
for (int i = 0; i < DiagonalNum; i++) {
this->Arrow->push_back(arrow(this->Sprite.GetCenterPos(), this->Sprite.Direction + 0.5 + (-(DiagonalNum - 1) / 2.0 + i) * 0.05, this->Map, this->Monster, this->Attack / 2, this->GetSkill()[this->PENETRATION], this->GetSkill()[this->BOUND], this->GetSkill()[this->POISON] > 0, this->Graph, this->Config["Arrow"]));
this->Arrow->push_back(arrow(this->Sprite.GetCenterPos(), this->Sprite.Direction - 0.5 + (-(DiagonalNum - 1) / 2.0 + i) * 0.05, this->Map, this->Monster, this->Attack / 2, this->GetSkill()[this->PENETRATION], this->GetSkill()[this->BOUND], this->GetSkill()[this->POISON] > 0, this->Graph, this->Config["Arrow"]));
}
// 前
int FrontNum = this->GetSkill()[this->FRONT_ARROW] + 1;
for (int i = 0; i < FrontNum; i++) {
this->Arrow->push_back(arrow(this->Sprite.GetCenterPos(), this->Sprite.Direction + (-(FrontNum - 1) / 2.0 + i) * 0.05, this->Map, this->Monster, (this->GetSkill()[this->HEADSHOT] > 0 && DxLib::GetRand((20 / this->GetSkill()[this->HEADSHOT]) - 1) == 0) ? (this->Attack * 4096) : this->Attack, this->GetSkill()[this->PENETRATION], this->GetSkill()[this->BOUND], this->GetSkill()[this->POISON] > 0, this->Graph, this->Config["Arrow"]));
}
// 横
int SideNum = this->GetSkill()[this->SIDE_ARROW];
for (int i = 0; i < SideNum; i++) {
this->Arrow->push_back(arrow(this->Sprite.GetCenterPos(), this->Sprite.Direction + DX_PI * 0.5 + (-(SideNum - 1) / 2.0 + i) * 0.05, this->Map, this->Monster, this->Attack / 2, this->GetSkill()[this->PENETRATION], this->GetSkill()[this->BOUND], this->GetSkill()[this->POISON] > 0, this->Graph, this->Config["Arrow"]));
this->Arrow->push_back(arrow(this->Sprite.GetCenterPos(), this->Sprite.Direction - DX_PI * 0.5 + (-(SideNum - 1) / 2.0 + i) * 0.05, this->Map, this->Monster, this->Attack / 2, this->GetSkill()[this->PENETRATION], this->GetSkill()[this->BOUND], this->GetSkill()[this->POISON] > 0, this->Graph, this->Config["Arrow"]));
}
// 後ろ
int BackNum = this->GetSkill()[this->BACK_ARROW];
for (int i = 0; i < BackNum; i++) {
this->Arrow->push_back(arrow(this->Sprite.GetCenterPos(), this->Sprite.Direction + DX_PI + (-(BackNum - 1) / 2.0 + i) * 0.05, this->Map, this->Monster, this->Attack / 2, this->GetSkill()[this->PENETRATION], this->GetSkill()[this->BOUND], this->GetSkill()[this->POISON] > 0, this->Graph, this->Config["Arrow"]));
}
this->MultiShotCount = 0;
}
}
}
// マルチショット
for (int i = 0; i < this->GetSkill()[this->MULTI_SHOT]; i++) {
if (this->MultiShotCount == 4 + 4 * i) {
// 斜め
int DiagonalNum = this->GetSkill()[this->DIAGONAL_ARROW];
for (int i = 0; i < DiagonalNum; i++) {
this->Arrow->push_back(arrow(this->Sprite.GetCenterPos(), this->Sprite.Direction + 0.5 + (-(DiagonalNum - 1) / 2.0 + i) * 0.05, this->Map, this->Monster, this->Attack / 4, this->GetSkill()[this->PENETRATION], this->GetSkill()[this->BOUND], this->GetSkill()[this->POISON] > 0, this->Graph, this->Config["Arrow"]));
this->Arrow->push_back(arrow(this->Sprite.GetCenterPos(), this->Sprite.Direction - 0.5 + (-(DiagonalNum - 1) / 2.0 + i) * 0.05, this->Map, this->Monster, this->Attack / 4, this->GetSkill()[this->PENETRATION], this->GetSkill()[this->BOUND], this->GetSkill()[this->POISON] > 0, this->Graph, this->Config["Arrow"]));
}
// 前
int FrontNum = this->GetSkill()[this->FRONT_ARROW] + 1;
for (int i = 0; i < FrontNum; i++) {
this->Arrow->push_back(arrow(this->Sprite.GetCenterPos(), this->Sprite.Direction + (-(FrontNum - 1) / 2.0 + i) * 0.05, this->Map, this->Monster, this->Attack / 2, this->GetSkill()[this->PENETRATION], this->GetSkill()[this->BOUND], this->GetSkill()[this->POISON] > 0, this->Graph, this->Config["Arrow"]));
}
// 横
int SideNum = this->GetSkill()[this->SIDE_ARROW];
for (int i = 0; i < SideNum; i++) {
this->Arrow->push_back(arrow(this->Sprite.GetCenterPos(), this->Sprite.Direction + DX_PI * 0.5 + (-(SideNum - 1) / 2.0 + i) * 0.05, this->Map, this->Monster, this->Attack / 4, this->GetSkill()[this->PENETRATION], this->GetSkill()[this->BOUND], this->GetSkill()[this->POISON] > 0, this->Graph, this->Config["Arrow"]));
this->Arrow->push_back(arrow(this->Sprite.GetCenterPos(), this->Sprite.Direction - DX_PI * 0.5 + (-(SideNum - 1) / 2.0 + i) * 0.05, this->Map, this->Monster, this->Attack / 4, this->GetSkill()[this->PENETRATION], this->GetSkill()[this->BOUND], this->GetSkill()[this->POISON] > 0, this->Graph, this->Config["Arrow"]));
}
// 後ろ
int BackNum = this->GetSkill()[this->BACK_ARROW];
for (int i = 0; i < BackNum; i++) {
this->Arrow->push_back(arrow(this->Sprite.GetCenterPos(), this->Sprite.Direction + DX_PI + (-(BackNum - 1) / 2.0 + i) * 0.05, this->Map, this->Monster, this->Attack / 4, this->GetSkill()[this->PENETRATION], this->GetSkill()[this->BOUND], this->GetSkill()[this->POISON] > 0, this->Graph, this->Config["Arrow"]));
}
}
}
this->MultiShotCount++;
}
void player::Move() {
// 操作
pos InputDirection{};
this->KeyInput(&InputDirection);
this->JoystickInput(&InputDirection);
// Direction <- InputDirection
bool NoDirection = false;
if (InputDirection.GetX() == 0.0 && InputDirection.GetY() == 0.0) NoDirection = true;
else this->Sprite.SetDrectionFromPos(InputDirection);
// Motion <- Direction
this->Sprite.Motion.SetPos(0.0, 0.0);
if (!NoDirection) {
this->Sprite.Motion.AddPos(
this->Sprite.GetPosFromDirection(this->Speed).GetX(),
this->Sprite.GetPosFromDirection(this->Speed).GetY()
);
}
// Pos += Motion
this->Sprite.Move();
// 当たり判定
Where = this->Map->Collision(&(this->Sprite), this->BlockCol);
}
void player::Draw() {
DxLib::DrawGraph(this->StartPos.GetXInt(), 96 + this->Sprite.Pos.GetYInt(), this->Graph["ring"], TRUE);
DxLib::DrawRotaGraph(
this->StartPos.GetXInt() + this->GraphSize["right"].GetX() / 2, 96 + this->Sprite.Pos.GetYInt() + this->GraphSize["right"].GetY() / 2,
1.0, (this->Sprite.GetPosFromDirection().GetX() >= 0.0) ? this->Sprite.Direction : this->Sprite.Direction + DX_PI,
this->Graph["right"], TRUE, (this->Sprite.GetPosFromDirection().GetX() < 0.0)
);
// HPバー
DxLib::DrawBox(
this->StartPos.GetXInt() - 16, 96 + this->Sprite.Pos.GetYInt() - 16,
this->StartPos.GetXInt() + 48, 96 + this->Sprite.Pos.GetYInt() - 8,
0x000000, TRUE
);
DxLib::DrawBox(
this->StartPos.GetXInt() - 16, 96 + this->Sprite.Pos.GetYInt() - 16,
this->StartPos.GetXInt() - 16 + 1 + (64 - 1) * this->HP / this->MaxHP, 96 + this->Sprite.Pos.GetYInt() - 8,
0x00ff00, TRUE
);
DxLib::DrawBox(
this->StartPos.GetXInt() - 16, 96 + this->Sprite.Pos.GetYInt() - 16,
this->StartPos.GetXInt() + 48, 96 + this->Sprite.Pos.GetYInt() - 8,
0x000000, FALSE
);
DxLib::DrawFormatString(
this->StartPos.GetXInt() - 16, 96 + this->Sprite.Pos.GetYInt() - 32,
0x000000, "%d", this->HP
);
// ステータス
DxLib::DrawFormatStringToHandle(16, 16 + 32 * 1, 0x000000, this->Font["Parameters"], "HP: %3d / %3d", this->HP, this->MaxHP);
DxLib::DrawFormatStringToHandle(16, 16 + 32 * 2, 0x000000, this->Font["Parameters"], "攻撃力: %3d", this->Attack);
DxLib::DrawFormatStringToHandle(16, 16 + 32 * 3, 0x000000, this->Font["Parameters"], "防御力: %3d", this->Defense);
DxLib::DrawFormatStringToHandle(200, 16 + 32 * 1, 0x000000, this->Font["Parameters"], "移動速度: %2d", (int)(this->Speed * 4));
DxLib::DrawFormatStringToHandle(200, 16 + 32 * 2, 0x000000, this->Font["Parameters"], "攻撃クールダウン: %2d", this->AttackCooldownMax);
DxLib::DrawFormatStringToHandle(200, 16 + 32 * 3, 0x000000, this->Font["Parameters"], "無敵時間: %2d", this->GodTimeMax);
// スキルメッセージ
if (this->SkillMessageCount > 0) {
DxLib::SetDrawBlendMode(DX_BLENDMODE_ALPHA, (this->SkillMessageCount > 60) ? 191 : (this->SkillMessageCount * 191 / 60));
DxLib::DrawStringToHandle(640 - 1.5 * DxLib::GetDrawFormatStringWidth(this->SkillMessage.c_str(), 0), 360 - 144, this->SkillMessage.c_str(), 0x0000ff, this->Font["NewSkill"]);
DxLib::SetDrawBlendMode(DX_BLENDMODE_NOBLEND, 255);
this->SkillMessageCount--;
}
// エラーメッセージ
if (this->ErrorMessageCount > 0) {
DxLib::SetDrawBlendMode(DX_BLENDMODE_ALPHA, (this->ErrorMessageCount > 60) ? 191 : (this->ErrorMessageCount * 191 / 60));
DxLib::DrawStringToHandle(640 - 1.5 * DxLib::GetDrawFormatStringWidth(this->ErrorMessage.c_str(), 0), 360 - 80, this->ErrorMessage.c_str(), 0xff0000, this->Font["NewSkill"]);
DxLib::SetDrawBlendMode(DX_BLENDMODE_NOBLEND, 255);
this->ErrorMessageCount--;
}
}
void player::JoystickDraw() {
if (this->Joystick.UseFlag) {
DxLib::DrawExtendGraph(
this->Joystick.Pos.GetXInt() - this->Joystick.Size, this->Joystick.Pos.GetYInt() - this->Joystick.Size,
this->Joystick.Pos.GetXInt() + this->Joystick.Size, this->Joystick.Pos.GetYInt() + this->Joystick.Size,
this->Graph["joystick_base"], TRUE
);
DxLib::DrawExtendGraph(
this->Joystick.Stick.GetXInt() - this->Joystick.Size / 2, this->Joystick.Stick.GetYInt() - this->Joystick.Size / 2,
this->Joystick.Stick.GetXInt() + this->Joystick.Size / 2, this->Joystick.Stick.GetYInt() + this->Joystick.Size / 2,
this->Graph["joystick_stick"], TRUE
);
}
}
void player::KeyInput(pos *InputDirection) {
if (this->Input->GetKey(KEY_INPUT_UP )) InputDirection->AddY(-1);
if (this->Input->GetKey(KEY_INPUT_DOWN )) InputDirection->AddY( 1);
if (this->Input->GetKey(KEY_INPUT_LEFT )) InputDirection->AddX(-1);
if (this->Input->GetKey(KEY_INPUT_RIGHT)) InputDirection->AddX( 1);
}
void player::JoystickInput(pos *InputDirection) {
// ジョイスティック生成
if (this->Input->GetMouseDown(MOUSE_INPUT_LEFT)) {
this->Joystick.UseFlag = true;
this->Joystick.Pos = this->Input->GetMousePos();
}
// ジョイスティック削除
if (this->Input->GetMouseUp(MOUSE_INPUT_LEFT)) {
this->Joystick.UseFlag = false;
}
// 反映
this->Joystick.Stick.SetPos(0, 0);
if (this->Joystick.UseFlag) {
double Direction = std::atan2(
this->Input->GetMousePos().GetY() - this->Joystick.Pos.GetY(),
this->Input->GetMousePos().GetX() - this->Joystick.Pos.GetX()
);
if (Distance2d(this->Joystick.Pos, this->Input->GetMousePos()) > this->Joystick.Size / 16) {
InputDirection->AddPos(
this->Speed * std::cos(Direction) / this->Joystick.Size,
this->Speed * std::sin(Direction) / this->Joystick.Size
);
}
if (Distance2d(this->Joystick.Pos, this->Input->GetMousePos()) > this->Joystick.Size) {
this->Joystick.Stick.SetPos(
this->Joystick.Pos.GetX() + this->Joystick.Size * std::cos(Direction),
this->Joystick.Pos.GetY() + this->Joystick.Size * std::sin(Direction)
);
}
else {
this->Joystick.Stick = this->Input->GetMousePos();
}
}
}
int player::GetHP() {
return this->HP;
}
int player::GetMaxHP() {
return this->MaxHP;
}
void player::Heal(int AddHP) {
this->HP += AddHP;
if (this->HP > this->MaxHP) this->HP = this->MaxHP;
}
void player::Damage(int Damage) {
if (this->GodTime <= 0) {
Damage -= this->Defense;
if (Damage < 0) Damage = 0;
this->HP -= Damage;
this->GodTime = this->GodTimeMax;
if (this->HP <= 0) {
// 死んじゃった!
this->HP = 0;
*this->Death = true;
}
}
}
std::map<player::skill, int> player::GetSkill() {
std::map<skill, int> ForReturn;
for (auto s : this->SkillLeft) ForReturn[s.first] = this->SkillMax[s.first] - s.second;
return ForReturn;
}
std::map<player::skill, int> player::GetSkillLeft() {
return this->SkillLeft;
}
bool player::GiveSkill(skill Skill) {
if (this->SkillLeft[Skill] == 0) return false;
this->SkillLeft[Skill]--;
switch (Skill) {
case this->HEAL:
this->Heal(this->MaxHP * 0.5);
this->SkillMessage = "HPが最大の半分回復した!";
break;
case this->HP_MAX_UP:
this->MaxHP *= 1.3;
this->HP *= 1.3;
this->SkillMessage = "スキル「最大HP上昇」を習得した!";
break;
case this->ATTACK_SPEED_UP:
this->AttackCooldownMax *= 0.8;
this->SkillMessage = "スキル「攻撃速度上昇」を習得した!";
break;
case this->ATTACK_UP:
this->Attack *= 1.3;
this->SkillMessage = "スキル「攻撃力上昇」を習得した!";
break;
case this->DEFENSE_UP:
this->Defense += 20;
this->SkillMessage = "スキル「防御力上昇」を習得した!";
break;
case this->GOD_TIME_EXTENSION:
this->GodTimeMax *= 1.5;
this->SkillMessage = "スキル「無敵時間延長」を習得した!";
break;
case this->WALK_SPEED_UP:
this->Speed *= 1.3;
this->SkillMessage = "スキル「移動速度上昇」を習得した!";
break;
case this->DIAGONAL_ARROW:
this->SkillMessage = "スキル「斜め矢+1」を習得した!";
break;
case this->FRONT_ARROW:
this->SkillMessage = "スキル「前矢+1」を習得した!";
break;
case this->SIDE_ARROW:
this->SkillMessage = "スキル「横矢+1」を習得した!";
break;
case this->BACK_ARROW:
this->SkillMessage = "スキル「後ろ矢+1」を習得した!";
break;
case this->MULTI_SHOT:
this->SkillMessage = "スキル「マルチショット」を習得した!";
break;
case this->PENETRATION:
this->SkillMessage = "スキル「貫通ショット」を習得した!";
break;
case this->BOUND:
this->SkillMessage = "スキル「バウンド壁」を習得した!";
break;
case this->POISON:
this->SkillMessage = "スキル「毒タッチ」を習得した!";
break;
case this->HEADSHOT:
this->SkillMessage = "スキル「ヘッドショット」を習得した!";
break;
}
this->SkillMessageCount = 120;
return true;
}
bool player::CheckHit(sprite Sprite, enum shape Shape) {
switch (Shape) {
case this->SQUARE:
if (this->Sprite.GetSidePos(sprite::LEFT) >= Sprite.GetSidePos(sprite::RIGHT)) return false;
if (this->Sprite.GetSidePos(sprite::RIGHT) <= Sprite.GetSidePos(sprite::LEFT)) return false;
if (this->Sprite.GetSidePos(sprite::UP) >= Sprite.GetSidePos(sprite::DOWN)) return false;
if (this->Sprite.GetSidePos(sprite::DOWN) <= Sprite.GetSidePos(sprite::UP)) return false;
return true;
case this->CIRCLE:
if (Distance2d(
this->Sprite.GetCenterPos(), Sprite.GetCenterPos()
) < (
min(this->Sprite.Size.GetX(), this->Sprite.Size.GetY()) / 2 + min(Sprite.Size.GetX(), Sprite.Size.GetY()) / 2
)) return true;
return false;
}
}
player::player() {}
player::player(input *Input, map *Map, std::vector<arrow> *Arrow, bool *Death, bool *Next, std::vector<monster *> *Monster, std::map<std::string, int> Graph, std::map<std::string, int> Font, json Config) {
this->Input = Input;
this->Map = Map;
this->Arrow = Arrow;
this->Death = Death;
this->Next = Next;
this->Monster = Monster;
this->Graph = Graph;
this->Font = Font;
this->Config = Config;
this->Joystick.Size = Config["JoystickSize"].get<int>();
this->Speed = Config["Speed"].get<double>();
this->Sprite.Pos = this->StartPos;
this->Sprite.Size.SetPos(32, 32);
this->MaxHP = Config["DefaultMaxHP"].get<int>();
this->HP = this->MaxHP;
this->GodTimeMax = Config["GodTimeMax"].get<int>();
this->AttackCooldownMax = Config["AttackCooldownMax"].get<int>();
this->AttackCooldown = this->AttackCooldownMax;
this->Attack = Config["DefaultAttack"].get<int>();
this->Defense = Config["DefaultDefense"].get<int>();
this->SkillLeft = this->SkillMax;
// 画像サイズ取得
int X, Y;
DxLib::GetGraphSize(this->Graph["ring"], &X, &Y);
this->GraphSize["ring"].SetPos(X, Y);
DxLib::GetGraphSize(this->Graph["right"], &X, &Y);
this->GraphSize["right"].SetPos(X, Y);
DxLib::GetGraphSize(this->Graph["joystick_base"], &X, &Y);
this->GraphSize["joystick_base"].SetPos(X, Y);
DxLib::GetGraphSize(this->Graph["joystick_stick"], &X, &Y);
this->GraphSize["joystick_stick"].SetPos(X, Y);
}