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chara.h
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#pragma once
#include <vector>
#include <list>
#include <string>
#include "gclass.h"
#include "hit.h"
#include "camera.h"
#include "effect.h"
class COMMON_DATA;
class CHARA_DEFINFO;
class ENEMY_BASE;
class HIT_OBJECT;
class CHARA_OBJECT;
class MAP_OBJECT;
enum CharaMember {
None_mem,
Player_mem,
Enemy_mem,
Boss_mem,
Bullet_mem,
Virtual_mem
};
enum CharaType {
None,
Player,
Sword_of_Player,
GrayKnight,
Sword_of_GrayKnight,
CoronaMage,
Sword_of_CoronaMage,
Wave_of_CoronaMage,
Meteor_of_CoronaMage,
Explosion_of_meteor,
Shadow_of_meteor,
LateSniper,
Bullet_of_LateSniper
};
enum StatusEffect {
Invisible,
Paralysis,
StrengthProduct,
DeffenceProduct,
SpeedProduct,
KnockBackResChange
};
//---------------------------------------------------------------------------
//ゲームオブジェクト:キャラのマネージャークラス
//---------------------------------------------------------------------------
class CHARA_OBJMGR : public BASE_OBJMGR {
public:
//■■■メンバ変数■■■
std::list<CHARA_OBJECT*> *chara;
std::list<int> *reset;
std::vector<int> *GrHandle;
int CountEnemy;
int stage;
int PlayerHP;
CHARA_OBJECT *boss = NULL;
//■■■メンバ関数■■■
void Initialize();
void Finalize();
void Update(); //更新処理
void Draw(); //描画処理
CHARA_OBJMGR(COMMON_DATA *common, int stage, int PlayerHP); //コンストラクタ
void InitGr();
int GetGrHandle(int num) { return GrHandle->at(num); };
void SetStageChara();
void AddChara(CHARA_OBJECT *charadata); //敵を追加する
void RemoveChara(int itrnum); //敵を削除する
void EnemyCount();
void GetBoss(CHARA_OBJECT *b) { boss = b; }
CHARA_HIT* GetDefaultCharaHit(POINT2D init_pos, CharaType type);
CHARA_DEFINFO* GetDefaultCharaData(POINT2D init_pos, double init_angle, CharaType type);
private:
void PlayerInit();
void ResetListElement();
};
//---------------------------------------------------------------------------
//ゲームオブジェクト:キャラ(抽象クラス)
//---------------------------------------------------------------------------
class CHARA_OBJECT : public BASE_OBJECT{
public:
//■■■メンバ変数■■■
CHARA_HIT *hit; //衝突判定オブジェクトのデータ
CHARA_DEFINFO *data;
int itr;
CHARA_OBJMGR *mgrp;
bool isDraw;
int DamageSound;
int KillSound;
//■■■メンバ関数■■■
virtual void Initialize();
virtual void Finalize();
virtual void Update(); //更新処理
virtual void Think();
virtual void Collision();
virtual void Draw(); //描画処理
void DrawDeath();
void InputItr(int itrnum);
void InputMgr(CHARA_OBJMGR *mgrpointer);
void WallCheck();
void MoveKnockBack();
int IgnoreDefDamage(double value, bool isignoretime);
int Damage(double value, bool isignoretime);
int Damage(double motion, double strength, bool isignoretime);
void KnockBack(VEC2D *m);
void Kill();
CHARA_OBJECT(CHARA_HIT *hitdata, CHARA_DEFINFO *data, COMMON_DATA *common); //コンストラクタ
virtual ~CHARA_OBJECT(); //デストラクタ
protected:
void MoveStraight(double speed); //現在向いている方向にspeedの速度で進む
void MoveStr(VEC2D *direction); //directionの方向に移動
void MoveStrTo(POINT2D *position); //positionの場所に移動
void MoveStr(VEC2D *direction, int flame);
void MoveStr(POINT2D *position, int flame);
void MoveAngleDeg(double deg, double speed); //speed/Fの速度でdig(反時計回りが正)だけ回転
void MoveAngleDeg(double deg, int flame);
void MoveToAngleDeg(double deg, double speed);
void MoveToAngleDeg(double deg, int flame);
void MoveAngleRad(double rad, double speed); //speed/Fの速度でdig(反時計回りが正)だけ回転
void MoveAngleRad(double rad, int flame);
void MoveToAngleRad(double rad, double speed);
void MoveToAngleRad(double rad, int flame);
POINT2D GetPlayerPos(); //Playerの座標を取得
void Warp(const POINT2D &position); //positionの座標にワープ
void HomingToPlayer(double speed); //Playerをspeed/Fで追尾
void TurnToPlayer(double homing); //homingの速度でPlayerに旋回
void Disappering(); //消滅する
void SetStatusEffect(StatusEffect effect, int flag);
void SummonEnemy(int type); //enemyを召喚
void SummonEnemy(CHARA_OBJECT *enemydata);
void SummonBullet(); //bulletを召喚
VEC2D AngleToVector(double angle);
void ChangeHitObject(double r);
void FaceForPlayer();
void Effect(EffectType type, POINT2D *pos);
void EffectWith(EffectType type, CHARA_HIT *hit);
};
class CHARA_DEFINFO {
public:
POINT2D pos;
VEC2D move;
double angle;
int timer;
int islive;
bool iscount;
int health;
double strength;
double deffence;
double speed;
double knockback_res;
int flag;
CharaType charatype;
CharaMember charamem;
std::string charaname;
int MaxHP;
int IgnoreDamageCT;
int GrHandle;
int deathcount;
bool isDeathSmoke;
double KnockBackTime;
VEC2D KnockBack;
double DamageIgnoreTime;
CHARA_DEFINFO(
POINT2D *pos,
VEC2D *move,
double angle,
int timer,
int islive,
bool iscount,
int health,
double strength,
double deffence,
double speed,
double knockback_res,
int flag,
CharaType charatype,
CharaMember charamem,
std::string charaname,
int IgDmgCt
);
void ChangePos(POINT2D data) { pos = data; };
void ChangeMove(VEC2D data) { move = data; };
void ChangeAngle(double data) { angle = data; };
};