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tutorial.cpp
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//=============================================================================
//
// バトルログ処理 [Tutorial.cpp]
// Author : GP11A132 21 DAYA MAHAPUTRA
//
//=============================================================================
#include "tutorial.h"
#include "sprite.h"
#include "limitBar.h"
#include "battleUI.h"
#include "input.h"
#include "battle.h"
#include "battleCursor.h"
#include "sound.h"
//*****************************************************************************
// マクロ定義
//*****************************************************************************
#define TEXTURE_WIDTH (840) // 数字のサイズ
#define TEXTURE_HEIGHT (480)
#define TEXTURE_MAX (FIELD_TUTORIAL_MAX + BATTLE_TUTORIAL_MAX + WORLDMAP_TUTORIAL_MAX) // テクスチャの数
//*****************************************************************************
// プロトタイプ宣言
//*****************************************************************************
//*****************************************************************************
// グローバル変数
//*****************************************************************************
static ID3D11Buffer *g_VertexBuffer = NULL; // 頂点情報
static ID3D11ShaderResourceView *g_Texture[TEXTURE_MAX] = { NULL }; // テクスチャ情報
static char *g_TexturName[] = {
"data/TUTORIAL/fieldTutorial.png",
"data/TUTORIAL/fieldTutorial2.png",
"data/TUTORIAL/battleTutorial1.png",
"data/TUTORIAL/battleTutorial2.png",
"data/TUTORIAL/battleTutorial3.png",
"data/TUTORIAL/worldMapTutorial.png",
};
static BOOL g_Load = FALSE; // 初期化を行ったかのフラグ
TUTORIAL g_Tutorial;
//=============================================================================
// 初期化処理
//=============================================================================
HRESULT InitTutorial(void)
{
ID3D11Device *pDevice = GetDevice();
BATTLE *player = GetBattlePlayer();
//テクスチャ生成
for (int i = 0; i < TEXTURE_MAX; i++)
{
g_Texture[i] = NULL;
D3DX11CreateShaderResourceViewFromFile(GetDevice(),
g_TexturName[i],
NULL,
NULL,
&g_Texture[i],
NULL);
}
// 頂点バッファ生成
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(VERTEX_3D) * 4;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
GetDevice()->CreateBuffer(&bd, NULL, &g_VertexBuffer);
// 変数の初期化
g_Tutorial.w = TEXTURE_WIDTH;
g_Tutorial.h = TEXTURE_HEIGHT;
g_Tutorial.texNo = 0;
g_Tutorial.use = FALSE;
g_Tutorial.pos = D3DXVECTOR3(60.0f, 30.0f, 0.0f);
g_Load = TRUE; // データの初期化を行った
return S_OK;
}
//=============================================================================
// 終了処理
//=============================================================================
void UninitTutorial(void)
{
if (g_Load == FALSE) return;
if (g_VertexBuffer)
{
g_VertexBuffer->Release();
g_VertexBuffer = NULL;
}
for (int i = 0; i < TEXTURE_MAX; i++)
{
if (g_Texture[i])
{
g_Texture[i]->Release();
g_Texture[i] = NULL;
}
}
g_Load = FALSE;
}
//=============================================================================
// 更新処理
//=============================================================================
void UpdateTutorial(void)
{
PLAYER *player = GetPlayer();
if (g_Tutorial.use == TRUE)
{
if (GetKeyboardTrigger(DIK_RETURN))
{
PlaySound(SOUND_LABEL_SE_click);
if (g_Tutorial.flag == FIELD_TUTORIAL)
{
g_Tutorial.texNo++;
if (g_Tutorial.texNo > FIELD_TUTORIAL_MAX - 1)
{
g_Tutorial.use = FALSE;
player->canMove = TRUE;
}
}
else if (g_Tutorial.flag == BATTLE_TUTORIAL)
{
g_Tutorial.texNo++;
if (g_Tutorial.texNo > (BATTLE_TUTORIAL_MAXINDEX) - 1)
{
g_Tutorial.use = FALSE;
}
}
else
{
g_Tutorial.use = FALSE;
}
}
}
}
//=============================================================================
// 描画処理
//=============================================================================
void DrawTutorial(void)
{
BATTLEUI *battleUI = GetBattleUI();
if (g_Tutorial.use == TRUE)
{
// 頂点バッファ設定
UINT stride = sizeof(VERTEX_3D);
UINT offset = 0;
GetDeviceContext()->IASetVertexBuffers(0, 1, &g_VertexBuffer, &stride, &offset);
// マトリクス設定
SetWorldViewProjection2D();
// プリミティブトポロジ設定
GetDeviceContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// マテリアル設定
MATERIAL material;
ZeroMemory(&material, sizeof(material));
material.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
SetMaterial(material);
// テクスチャ設定
GetDeviceContext()->PSSetShaderResources(0, 1, &g_Texture[g_Tutorial.texNo]);
// バトルログの位置やテクスチャー座標を反映
float px = g_Tutorial.pos.x; // バトルログの表示位置X
float py = g_Tutorial.pos.y; // バトルログの表示位置Y
float pw = g_Tutorial.w; // バトルログの表示幅
float ph = g_Tutorial.h; // バトルログの表示高さ
// 1枚のポリゴンの頂点とテクスチャ座標を設定
SetSpriteLTColor(g_VertexBuffer,
px, py, pw, ph,
0.0f, 0.0f, 1.0f, 1.0f,
D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f));
// ポリゴン描画
GetDeviceContext()->Draw(4, 0);
}
}
void ShowTutorial(int texNo, int flag)
{
g_Tutorial.texNo = texNo;
g_Tutorial.use = TRUE;
g_Tutorial.flag = flag;
}
TUTORIAL *GetTutorial(void)
{
return &g_Tutorial;
}