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Copy pathgame.cpp
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456 lines (394 loc) · 14.1 KB
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#include "game.h"
#include "define.h"
#include "sprite2d.h"
#include "texture.h"
#include "fade.h"
#include "debug_ostream.h"
#include "font.h"
#include "mouse.h"
#include "keyboard.h"
#include "input_manager.h"
#include "model.h"
#include "debugcamera.h"
#include "debug_ui.h"
#include "debug_params.h"
#include "../framework/imgui/imgui.h"
#include "sound.h"
#include "ClickFont.h"
#include "scene.h"
#include "camera.h"
#include "field.h"
#include "player.h"
#include "gamecamera.h"
#include "note_manager.h"
#include "light_game.h"
#include "status_manager.h"
#include "game_ui.h"
#include "options_manager.h"
using namespace DirectX;
// ゲーム状態の定義
enum class GameState {
PLAYING,
FINISHED_WAIT, // 終了検知後、表示開始までの2秒待機中(何も表示しない)
FINISHED_DISPLAY, // 2秒経過後、ロゴ等を表示する終了演出中(2秒間表示して自動遷移)
};
static GameState g_GameState = GameState::PLAYING;
static float g_FinishTimer = 0.0f;
static float g_FinishWaitDuration = 3.0f;
static float g_EscapeHoldTimer = 0.0f;
static bool g_IsStageSelectRequested = false;
static bool g_IsPaused = false;
bool IsGamePlaying(void)
{
return g_GameState == GameState::PLAYING;
}
// ①インスタンス、ポインタ用意
static Sprite2D* g_pGameSprite = nullptr;
static ClickFont* g_pChangeSceneText = nullptr;
static FontRenderer* g_pSelectedJsonText = nullptr;
static Field* g_pField = nullptr;
static Player* g_pPlayer = nullptr;
static NoteManager* g_pNoteManager = nullptr;
static StatusManager* g_pStatusManager = nullptr;
static bool g_IsMouseCursorVisible = false;
static GameUI* g_pGameUI = nullptr;
// プリロード対象のモデルポインタ保持
static const char* g_PreloadModelPaths[] = {
"asset/model/knight_02.fbx",
"asset/model/field_allnormal.fbx",
"asset/model/field_hasiranashi.fbx",
"asset/model/Gargoyle.fbx",
"asset/model/barrier.fbx"
};
static const int G_PRELOAD_MODEL_COUNT = sizeof(g_PreloadModelPaths) / sizeof(g_PreloadModelPaths[0]);
static MODEL* g_pPreloadedModels[G_PRELOAD_MODEL_COUNT] = { nullptr };
void Game_Initialize(void)
{
//int pad = Gamepad_FindConnectedPlayer();
//if (pad < 0)return;//デバック時必要なし
// 主要モデルのプリロード
for (int i = 0; i < G_PRELOAD_MODEL_COUNT; i++)
{
if (!g_pPreloadedModels[i])
{
g_pPreloadedModels[i] = ModelLoad(g_PreloadModelPaths[i]);
}
}
// テクスチャのプリロード(スタッター防止)
LoadTexture(L"asset/texture/30ver.png");
LoadTexture(L"asset/texture/effect_slash_ver01.png");
LoadTexture(L"asset/texture/effect_windCut_ver01.png");
LoadTexture(L"asset/texture/enemy_defeat_particle.png");
LoadTexture(L"asset/texture/OrbAnimationSpriteSheetBlue.png");
LoadTexture(L"asset/texture/OrbAnimationSpriteSheetRed.png");
LoadTexture(L"asset/texture/rainbow_start.png");
// 各状態の初期化
g_GameState = GameState::PLAYING;
g_FinishTimer = 0.0f;
g_EscapeHoldTimer = 0.0f;
g_IsStageSelectRequested = false;
g_IsPaused = false;
//各種初期化
GameCamera::Init();
GameLight::Init();
g_pField = new Field();
g_pField->Init();
g_pStatusManager = new StatusManager();
g_pStatusManager->Init();
g_pNoteManager = new NoteManager();
g_pNoteManager->Init(GetPlayJson());
//g_pNoteManager->Init("asset/score/shiningstar.json");
g_pPlayer = new Player();
g_pPlayer->Init(g_pNoteManager, g_pStatusManager);
g_pGameUI = new GameUI();
g_pGameUI->Init();
UnLockMouse();//マウスアンロック
}
void Game_Update(void)
{
// ESCキーを3秒間押し続けるとステージ選択へ戻る。
if (!g_IsStageSelectRequested)
{
if (Keyboard_IsKeyDown(KK_ESCAPE))
{
g_EscapeHoldTimer += dt;
if (g_EscapeHoldTimer >= 3.0f)
{
g_IsStageSelectRequested = true;
SetSceneFade(SCENE_STAGESELECT);
}
}
else
{
g_EscapeHoldTimer = 0.0f;
}
}
if (g_IsStageSelectRequested)
{
return;
}
// F3でポーズ/再生トグル(PLAYING中のみ)
if (g_GameState == GameState::PLAYING && Keyboard_IsKeyDownTrigger(KK_F3))
{
g_IsPaused = !g_IsPaused;
if (g_pNoteManager)
{
g_pNoteManager->SetPaused(g_IsPaused);
}
}
if (Input_IsActionTrigger(INPUT_ACTION_DEBUG_F1)) {
Options_Initialize(); // options.ymlを再ロード
SetKeepLoadedData(true);
SetScene(SCENE_GAME);
SetKeepLoadedData(false);
}
if (g_IsPaused)
{
return;
}
if (g_GameState == GameState::FINISHED_WAIT)
{
// 終了演出待機中:余韻を持たせる(黒フェードが徐々に表示される)
g_FinishTimer += dt;
if (g_FinishTimer >= g_FinishWaitDuration)
{
g_GameState = GameState::FINISHED_DISPLAY;
g_FinishTimer = 0.0f;
// UI側にロゴの表示開始を通知
g_pGameUI->ShowResultLogos();
}
}
else if (g_GameState == GameState::FINISHED_DISPLAY)
{
// 終了演出表示中:3秒間ロゴ等を表示し続け、3秒経過したら自動でリザルト画面へ遷移
g_FinishTimer += dt;
if (g_FinishTimer >= 3.0f)
{
SendResult r = g_pStatusManager->GetResult();
r.fullCombo = g_pNoteManager->GetScoreData().fullCombo;
r.fullOrb = g_pNoteManager->GetScoreData().fullOrb;
// 途中でゲームオーバー等によりノーツをすべて処理しきれずに終了した場合、
// 処理しきれなかった分のノーツはすべてミスとする
if (r.hits + r.misses < r.fullCombo)
{
r.misses = r.fullCombo - r.hits;
}
// 途中でゲームオーバー等によりノーツをすべて処理しきれずに終了した場合、
// 処理しきれなかった分のノーツはすべてミスとする
if (r.orbgets + r.orblosses < r.fullOrb)
{
r.orblosses = r.fullOrb - r.orbgets;
}
SetResult(r);
SetSceneFade(SCENE_RESULT);
}
}
//3D
{
GameCamera::Update(g_pPlayer);
SetCameraPosition(GetCamera()->GetPos());
g_pField->Update(g_pNoteManager->GetNoteSpeed());
g_pPlayer->Update();
g_pNoteManager->Update(g_pPlayer->GetLaneIndex(), g_pPlayer->GetGravityFace(), g_pPlayer->IsGravityMoving());
}
//2D描画
{
//③処理
g_pGameUI->Update(g_pStatusManager, g_pNoteManager->GetHoldingRope() != nullptr, g_pPlayer->GetGravityFace(), g_pPlayer->GetLaneIndex());
if (g_pStatusManager->HasNewJudge())
g_pGameUI->NotifyJudge(g_pStatusManager->ConsumeJudge());
//g_pChangeSceneText->Update();
//ClickFontがクリックされた
/*if (g_pChangeSceneText->IsClick())
{
SetSceneFade(SCENE_RESULT);
}*/
}
// 状態更新
if (g_GameState == GameState::PLAYING)
{
bool isDead = g_pStatusManager->IsDead();
bool isFinished = g_pNoteManager->IsFinished();
if (isDead || isFinished)
{
// クリア時:Player→NoteManager の更新順のため、最終ノーツ(特に虹の Complete)の
// Pending 判定は同フレームの Player では未処理のまま残る。このまま FINISHED に入ると
// 次フレームで Player がキューを破棄し、コンボ加算されない。終了前に反映する。
if (isFinished && !isDead)
{
while (g_pNoteManager->HasPendingJudge())
g_pStatusManager->OnJudge(g_pNoteManager->PopPendingJudge());
while (g_pNoteManager->HasPendingOrbEvent())
{
ORB_EVENT ev = g_pNoteManager->PopPendingOrbEvent();
if (ev == ORB_EVENT_HIT)
g_pStatusManager->OnOrbHit();
else
g_pStatusManager->OnOrbMiss();
}
if (g_pStatusManager->HasNewJudge())
g_pGameUI->NotifyJudge(g_pStatusManager->ConsumeJudge());
}
g_GameState = GameState::FINISHED_WAIT;
g_FinishTimer = 0.0f;
// ゲームオーバー時は素早く(0.5秒)、クリア時は余韻を持たせて(1.0秒)ロゴを表示する
g_FinishWaitDuration = isDead ? 0.5f : 1.0f;
// UI側に終了演出(フェードイン)開始を通知
bool isAllHit = (!isDead && g_pStatusManager->GetResult().misses == 0);
g_pGameUI->StartEndSequence(isDead, isAllHit);
// 6.0秒かけて音をフェードアウト
g_pNoteManager->StartBgmFadeOut(6.0f);
}
}
}
void Game_Draw(void)
{
//④描画
// --- 影パス(4面ShadowMap作成)---
// トンネルの4面それぞれを、その面の内側からライトで照らして影を焼く。
// キャスターは Player(自分の重力面へ) と Enemy/Orbノーツ(各自の面へ)。受け手は Field。
{
XMFLOAT3 pPos = g_pPlayer->GetPos();
int playerFace = g_pPlayer->GetGravityFace();
const float FACE_HALF = 2.5f; // 各面(床/壁/天井)のトンネル半径
const float lightDist = 12.0f; // 面から内側へどれだけ離れた所にライトを置くか
const float centerZ = pPos.z + 6.0f; // 影の中心Z(プレイヤーの少し奥)
// 影の濃さ(0=真っ黒〜1=影なし。小さいほど濃い)。Player/Enemyで個別に設定できる。
const float SHADOW_BIAS = 0.003f;
const float PLAYER_SHADOW_BRIGHTNESS = 0.35f; // ← Playerの影の濃さ
const float ENEMY_SHADOW_BRIGHTNESS = 0.2f; // ← Enemyの影の濃さ
XMMATRIX faceView[NUM_SHADOW_FACES];
XMMATRIX faceProj[NUM_SHADOW_FACES];
XMMATRIX faceVP[NUM_SHADOW_FACES];
XMVECTOR camUp = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f); // 視線が±X/±Yなのでトンネル軸Zをup
for (int f = 0; f < NUM_SHADOW_FACES; f++)
{
XMVECTOR target, eye;
switch (f)
{
case FACE_FLOOR: target = XMVectorSet(0.0f, -FACE_HALF, centerZ, 1.0f); eye = XMVectorSet(0.0f, -FACE_HALF + lightDist, centerZ, 1.0f); break;
case FACE_LEFT_WALL: target = XMVectorSet(-FACE_HALF, 0.0f, centerZ, 1.0f); eye = XMVectorSet(-FACE_HALF + lightDist, 0.0f, centerZ, 1.0f); break;
case FACE_CEILING: target = XMVectorSet(0.0f, FACE_HALF, centerZ, 1.0f); eye = XMVectorSet(0.0f, FACE_HALF - lightDist, centerZ, 1.0f); break;
case FACE_RIGHT_WALL: target = XMVectorSet(FACE_HALF, 0.0f, centerZ, 1.0f); eye = XMVectorSet(FACE_HALF - lightDist, 0.0f, centerZ, 1.0f); break;
}
faceView[f] = XMMatrixLookAtLH(eye, target, camUp);
// 正射影:幅20(レーン方向) × 奥行50(Z)
faceProj[f] = XMMatrixOrthographicLH(20.0f, 50.0f, 0.5f, lightDist * 2.0f);
faceVP[f] = faceView[f] * faceProj[f];
}
SetFaceShadowMatrices(faceVP, SHADOW_BIAS, PLAYER_SHADOW_BRIGHTNESS, ENEMY_SHADOW_BRIGHTNESS);
for (int f = 0; f < NUM_SHADOW_FACES; f++)
{
// Playerスライス(0-3):今いる重力面にだけ影を落とす
BeginFaceShadowMap(f);
SetCullState(CULLSTATE_BACK);
if (playerFace == f)
g_pPlayer->DrawShadowMap(faceView[f], faceProj[f]);
SetCullState(CULLSTATE_NONE);
// ノーツスライス(4-7):その面にいる Enemy/Orb ノーツの影
BeginFaceShadowMap(f + NUM_SHADOW_FACES);
SetCullState(CULLSTATE_BACK);
g_pNoteManager->DrawShadowMapForFace(f, faceView[f], faceProj[f]);
SetCullState(CULLSTATE_NONE);
}
EndFaceShadowMap();
}
//3D
{
SetDepthEnable(true);
g_pField->Draw();
g_pNoteManager->Draw();
g_pPlayer->Draw();
SetDepthEnable(false);
}
//2D
{
g_pGameUI->Draw();
//g_pGameSprite->Draw();
//g_pChangeSceneText->Draw();
//g_pSelectedJsonText->Draw();
}
}
void Game_Finalize(void)
{
//⑤解放
SAFE_DELETE(g_pGameSprite);
SAFE_DELETE(g_pSelectedJsonText);
SAFE_DELETE(g_pChangeSceneText);
if (g_pField) { g_pField->Finalize(); SAFE_DELETE(g_pField); }
if (g_pPlayer) { g_pPlayer->Finalize(); SAFE_DELETE(g_pPlayer); }
if (g_pNoteManager) { g_pNoteManager->Finalize(); SAFE_DELETE(g_pNoteManager); }
if (g_pStatusManager) { g_pStatusManager->Finalize(); SAFE_DELETE(g_pStatusManager); }
if (g_pGameUI) { g_pGameUI->Finalize(); SAFE_DELETE(g_pGameUI); }
GameLight::Finalize();
GameCamera::Finalize();
if (!GetKeepLoadedData())
{
// プリロードモデルの解放
for (int i = 0; i < G_PRELOAD_MODEL_COUNT; i++)
{
if (g_pPreloadedModels[i])
{
ModelRelease(g_pPreloadedModels[i]);
g_pPreloadedModels[i] = nullptr;
}
}
}
}
void Game_DebugUIDraw(void)
{
#ifdef _DEBUG
ImGui::Begin("LD Parameters");
auto& p = D_PARAMS;
ImGui::SeparatorText("Notes");
if (ImGui::SliderFloat("Speed", &p.noteSpeed, 1.0f, 60.0f, "%.1f u/s"))
p.noteSpeed = roundf(p.noteSpeed * 10.0f) / 10.0f;
if (ImGui::SliderFloat("Hit Distance", &p.hitDistance, 0.5f, 10.0f, "%.2f u"))
p.hitDistance = roundf(p.hitDistance * 100.0f) / 100.0f;
if (ImGui::SliderFloat("Rainbow Corner Softness", &p.rainbowCornerSoftness, 0.0f, 1.0f, "%.2f"))
p.rainbowCornerSoftness = roundf(p.rainbowCornerSoftness * 100.0f) / 100.0f;
ImGui::SeparatorText("Player");
if (ImGui::SliderFloat("Lane Width", &p.laneWidth, 0.5f, 5.0f, "%.2f u"))
p.laneWidth = roundf(p.laneWidth * 100.0f) / 100.0f;
if (ImGui::SliderFloat("Gravity Time", &p.gravityTransTime, 0.05f, 1.0f, "%.2f s"))
p.gravityTransTime = roundf(p.gravityTransTime * 100.0f) / 100.0f;
ImGui::SeparatorText("Camera Offsets");
const char* faceNames[] = { "Floor (Down)", "Left Wall", "Ceiling (Up)", "Right Wall" };
for (int i = 0; i < 4; i++)
{
if (ImGui::TreeNode(faceNames[i]))
{
if (ImGui::SliderFloat("Yaw Offset", &p.cameraOffsets[i].yaw, -90.0f, 90.0f, "%.1f deg"))
p.cameraOffsets[i].yaw = roundf(p.cameraOffsets[i].yaw * 10.0f) / 10.0f;
if (ImGui::SliderFloat("Pitch Offset", &p.cameraOffsets[i].pitch, -90.0f, 90.0f, "%.1f deg"))
p.cameraOffsets[i].pitch = roundf(p.cameraOffsets[i].pitch * 10.0f) / 10.0f;
if (ImGui::SliderFloat("Pos X Offset", &p.cameraOffsets[i].posX, -10.0f, 10.0f, "%.1f u"))
p.cameraOffsets[i].posX = roundf(p.cameraOffsets[i].posX * 10.0f) / 10.0f;
if (ImGui::SliderFloat("Pos Y Offset", &p.cameraOffsets[i].posY, -10.0f, 10.0f, "%.1f u"))
p.cameraOffsets[i].posY = roundf(p.cameraOffsets[i].posY * 10.0f) / 10.0f;
if (ImGui::SliderFloat("Pos Z Offset", &p.cameraOffsets[i].posZ, -10.0f, 10.0f, "%.1f u"))
p.cameraOffsets[i].posZ = roundf(p.cameraOffsets[i].posZ * 10.0f) / 10.0f;
if (ImGui::Button("Reset"))
{
p.cameraOffsets[i].yaw = 0.0f;
p.cameraOffsets[i].pitch = 0.0f;
p.cameraOffsets[i].posX = 0.0f;
p.cameraOffsets[i].posY = 0.0f;
p.cameraOffsets[i].posZ = 0.0f;
}
ImGui::TreePop();
}
}
ImGui::SeparatorText("Configuration");
if (ImGui::Button("Save Settings"))
{
p.Save();
}
ImGui::SameLine();
if (ImGui::Button("Load Settings"))
{
p.Load();
}
ImGui::End();
#endif
}