質問編集履歴
2
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}
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**↓ヘッダー**
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```c
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```c
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```c
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#include "../PlayScene/Utility.h"
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#include "Database.h"
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//自機の表示
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mSprite.Draw();
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}
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```
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```
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```
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```
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```### 前提・実現したいこと
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シューティングを作っているのですが誘導弾のやり方がわかりません。わかりやすくお願いします。
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```c
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#include<math.h> //計算のh
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ここに質問の内容を詳しく書いてください。
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(例)PHP(CakePHP)で●●なシステムを作っています。
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■■な機能を実装中に以下のエラーメッセージが発生しました。
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#
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#include "Player.h"
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```
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#include"../GameMain.h"
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```
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### 該当のソースコード
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//プレイヤーの状態
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-
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enum PLAYER_STATE
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-
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{
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PLAYER_STATE_ACTIVE, //操作できる状態
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PLAYER_STATE_BOMB, //やられ状態
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-
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};
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-
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//飛行機の画像切り取り情報
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#define PLAYER_RECT_X1 0
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#define PLAYER_RECT_Y1 0
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#define PLAYER_RECT_X2 32
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#define PLAYER_RECT_Y2 32
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//移動スピード
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-
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#define PLAYER_VEL 3.0f
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-
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//弾の発射感覚
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#define PLAYER_BULLET_INTERVAL 5
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//初期の残機
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#define PLAYER_STOCK_DEFAULT 3
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//プレイヤーの当たり判定
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#define PLAYER_RADIUS 5.0f
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// プレイヤーのジャンプ力
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#define PLAYER_JUMP -15.0f;
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// プレイヤーの偽重力
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#define PLAYER_GRAVITY 0.1f
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/*---------------------------
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初期化
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----------------------------*/
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void Player::Initialize(int textureHandle, BulletManager* pBulletManager)
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{
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//状態の初期化
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mState = PLAYER_STATE_ACTIVE;
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//画像の設定
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/*mSprite.SetTexture(textureHandle);
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mSprite.src.x = PLAYER_RECT_X1;
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mSprite.src.y = PLAYER_RECT_Y1;
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mSprite.size.x = PLAYER_RECT_X2;
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mSprite.size.y = PLAYER_RECT_Y2;*/
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mSprite.SetTexture(textureHandle);
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mSprite.src.x = 0;
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mSprite.src.y = 64;
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mSprite.size.x = PLAYER_RECT_X2;
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mSprite.size.y = PLAYER_RECT_Y2;
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mSprite.scale.x = 1.0f;
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mSprite.scale.y = 1.0f;
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mSprite.alpha = 1.0f;
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//画像に座標を反映
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mSprite.pos.x = mPos.x;
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mSprite.pos.y = mPos.y;
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//弾の管理者のポインタ(連絡先)を保存
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mpBulletManager = pBulletManager;
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//弾の発射感覚管理用タイマーの初期化
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mShootIntervalTimer = 0;
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//残機の初期化
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mStock = PLAYER_STOCK_DEFAULT;
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//爆破用タイマーの初期化
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mBombTimer = 0;
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//pleyer無敵時間用のタイマー
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mPTimer = 0;
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//モーションタイマー
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mMotionTimer = 0;
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//当たり判定の初期化
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mCollision.mRadius = PLAYER_RADIUS;
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mCollision.mPos.x = mPos.x;
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mCollision.mPos.y = mPos.y;
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////初期座標の設定
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mPos.x = SCREEN_LEFT - 100;
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mPos.y = 240;
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//mPosX = SCREEN_CENTER_X;
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//mPosY = SCREEN_CENTER_X; // 適当な数字
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mVelX = 0.0f;
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mVelY = 0.0f;
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mIsJump = FALSE;
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}
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/*--------------------------------
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更新
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-------------------------------*/
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void Player::Update(void)
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{
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switch (mState)
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{
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//操作できる状態 =============
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case PLAYER_STATE_ACTIVE:
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{
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if (mMotionTimer <= 20) //タイマーが20より上になるまでタイマーを進める
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{
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mMotionTimer++;
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mPos.x += mMotionTimer; //プレイヤーのx座標を増やす
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}
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else if (mMotionTimer >= 20)
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{
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}
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//タイマー処理
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++mShootIntervalTimer %= PLAYER_BULLET_INTERVAL;
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// 移動処理
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Move();
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//弾の発射処理
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if (mShootIntervalTimer == 1 && IsButtonDown(PAD_INPUT_1) == TRUE)
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{
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mpBulletManager->Shot(BULLET_TYPE_PLAYER_NORMAL,
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SHOOTER_TYPE_PLAYER, mPos);
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PlaySoundMem(mShooting1, DX_PLAYTYPE_BACK); //弾発射で音再生
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}
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if (mShootIntervalTimer == 0 && IsButtonDown(PAD_INPUT_2) == TRUE)//
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{
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mpBulletManager->Shot(BULLET_TYPE_PLAYER_POWER_LEFT, //
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SHOOTER_TYPE_PLAYER, mPos);
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PlaySoundMem(mShooting2, DX_PLAYTYPE_BACK); //弾発射で音再生//
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}
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if (mShootIntervalTimer == 0 && IsButtonDown(PAD_INPUT_3) == TRUE)//
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{
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mpBulletManager->Shot(BULLET_TYPE_PLAYER_POWER_RIGHT, //
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SHOOTER_TYPE_PLAYER, mPos);
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PlaySoundMem(mShooting2, DX_PLAYTYPE_BACK); //弾発射で音再生//
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}
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break;
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}
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//やられ状態 =====================
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case PLAYER_STATE_BOMB:
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{
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+
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//タイマーをすすめる
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mBombTimer++;
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+
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+
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if (mBombTimer == 5)
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{
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mSprite.src.x = 48; //切り取り座標のx
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}
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else if (mBombTimer == 10)
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{
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mSprite.src.x = 64;
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}
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else if (mBombTimer == 15)
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{
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mSprite.src.x = 80;
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}
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else if (mBombTimer == 20)
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{
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mSprite.alpha = 0.0f;
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}
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else if (mBombTimer >= 40)//mSprite.alpha=0.0f
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{
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mSprite.src.x = PLAYER_RECT_X1;
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mSprite.src.y = PLAYER_RECT_Y1;
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mSprite.size.x = PLAYER_RECT_X2;
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mSprite.size.y = PLAYER_RECT_Y2;
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mSprite.scale.x = 1.0f;
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mSprite.scale.y = 1.0f;
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mSprite.alpha = 1.0f;
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//爆発タイマーの初期化
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mBombTimer = 0;
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+
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//操作可能状態へ
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mState = PLAYER_STATE_ACTIVE;
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}
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break;
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}
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}
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+
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//画像に座標を反映
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mSprite.pos.x = mPos.x;
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mSprite.pos.y = mPos.y;
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+
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//当たり判定に座標を反映
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mCollision.mPos.x = mPos.x;
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mCollision.mPos.y = mPos.y;
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}
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/*-----------------------------------------
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描画
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----------------------------------------*/
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void Player::Draw(void)
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{
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+
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//自機の表示
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mSprite.Draw();
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+
}
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/*----------------------------------
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プレイヤーの移動処理
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----------------------------------*/
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void Player::Move(void)
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{
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/*if (IsButtonDown(PAD_INPUT_10) == TRUE)
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{
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mPos.x = 0.0f;
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mPos.y = 0.0f;
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}*/
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+
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// 移動処理
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if (IsButtonDown(PAD_INPUT_LEFT) == TRUE)
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{
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mPTimer++;
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+
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if (mPTimer == 0) {
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+
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mSprite.src.x = 32;
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mSprite.src.y = 32;
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}
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else if (mPTimer == 15) {
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mSprite.src.x = 64;
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mSprite.src.y = 32;
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}
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else if (mPTimer >= 30) {
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mSprite.src.x = 0;
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mSprite.src.y = 32;
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mSprite.size.x = PLAYER_RECT_X2;
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mSprite.size.y = PLAYER_RECT_Y2;
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+
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+
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mSprite.scale.x = 1.0f;
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mSprite.scale.y = 1.0f;
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+
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mSprite.alpha = 1.0f;
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mPTimer = 0;
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}
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+
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+
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+
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mVelX = -PLAYER_VEL;
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}
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else if (IsButtonDown(PAD_INPUT_RIGHT) == TRUE)
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{
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mPTimer++;
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+
|
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if(mPTimer==0)
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mSprite.src.x =32;
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+
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else if (mPTimer == 15)
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mSprite.src.x = 64;
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+
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else if (mPTimer >= 30) {
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mSprite.src.x = 0;
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mSprite.src.y = 64;
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mSprite.size.x = PLAYER_RECT_X2;
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mSprite.size.y = PLAYER_RECT_Y2;
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+
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307
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+
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mSprite.scale.x = 1.0f;
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mSprite.scale.y = 1.0f;
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310
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+
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mSprite.alpha = 1.0f;
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mPTimer = 0;
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313
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+
|
314
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+
}
|
315
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+
|
316
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+
|
317
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mVelX = PLAYER_VEL;
|
318
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+
|
319
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+
|
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}
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321
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+
else if (IsButtonDown(PAD_INPUT_UP) == TRUE) //上キーが押されているときは重力を0にする
|
322
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+
{
|
323
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+
mPos.y += -PLAYER_VEL;
|
324
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+
mVelY = 0;
|
325
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+
|
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+
}
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327
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+
else if (IsButtonDown(PAD_INPUT_UP) == FALSE) //上キーが押されていないときに重力をかける
|
328
|
+
{
|
329
|
+
mVelY += PLAYER_GRAVITY;
|
330
|
+
|
331
|
+
}
|
332
|
+
|
333
|
+
|
334
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+
else if (IsButtonDown(PAD_INPUT_DOWN) == TRUE)
|
335
|
+
{
|
336
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+
mPos.y += PLAYER_VEL;
|
337
|
+
|
338
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+
}
|
339
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+
else
|
340
|
+
{
|
341
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+
mVelX = 0.0f;
|
342
|
+
}
|
343
|
+
**↓ヘッダー**
|
344
|
+
```c
|
345
|
+
|
346
|
+
#include "../PlayScene/Utility.h"
|
347
|
+
#include "Database.h"
|
348
|
+
#include "Collision.h"
|
349
|
+
|
350
|
+
//前方宣言
|
351
|
+
struct Player; //
|
352
|
+
|
353
|
+
|
354
|
+
//弾を発射した対象
|
355
|
+
enum SHOOTER_TYPE
|
356
|
+
{
|
357
|
+
SHOOTER_TYPE_PLAYER, //プレイヤー
|
358
|
+
SHOOTER_TYPE_ENEMY, //敵
|
359
|
+
|
360
|
+
SHOOTER_TYPE_NUM, //発射対象の総数
|
361
|
+
};
|
362
|
+
|
363
|
+
struct Bullet
|
364
|
+
{
|
365
|
+
//変数=========================-
|
366
|
+
|
367
|
+
//弾の種類
|
368
|
+
int mBulletType;
|
369
|
+
|
370
|
+
//発射対象
|
371
|
+
int mShooterType;
|
372
|
+
|
373
|
+
//画像描画構造体
|
374
|
+
SpriteData mSprite;
|
375
|
+
|
376
|
+
//座標
|
377
|
+
Float2 mPos;
|
378
|
+
|
379
|
+
//速度
|
380
|
+
Float2 mVel;
|
381
|
+
|
382
|
+
//使用されているかのフラグ
|
383
|
+
BOOL mIsActive;
|
384
|
+
|
385
|
+
//威力
|
386
|
+
int mPower;
|
387
|
+
|
388
|
+
//円の当たり判定情報
|
389
|
+
CircleCollider mCollision;
|
390
|
+
|
391
|
+
|
392
|
+
|
393
|
+
|
394
|
+
|
395
|
+
|
396
|
+
//関数======================
|
397
|
+
|
398
|
+
//初期化
|
399
|
+
void Initialize(int textureHandle, int bulletType, int shooterType, Float2
|
400
|
+
pos);
|
401
|
+
|
402
|
+
//更新
|
403
|
+
void Update(void);
|
404
|
+
|
405
|
+
//描画
|
406
|
+
void Draw(void);
|
407
|
+
};
|
408
|
+
```c
|
409
|
+
|
410
|
+
#include "Bullet.h"
|
411
|
+
|
412
|
+
#include "../GameMain.h"
|
413
|
+
|
414
|
+
#include "../PlayScene/Player.h"//
|
415
|
+
|
416
|
+
|
417
|
+
|
418
|
+
// 弾が生存している画面外プラスαの範囲
|
419
|
+
#define BULLET_ALIVE_AREA 50
|
420
|
+
#define SECOND 2
|
421
|
+
/*-----------------------------------
|
422
|
+
初期化
|
423
|
+
引数 :int textureHandle(弾の画像ハンドル)、 int bulletType(弾の種類),
|
424
|
+
Float2 pos(弾の座標)
|
425
|
+
---------------------------------*/
|
426
|
+
void Bullet::Initialize(int textureHandle, int bulletType, int shooterType,
|
427
|
+
Float2 pos)
|
428
|
+
{
|
429
|
+
//弾の種類を保存
|
430
|
+
mBulletType = bulletType;
|
431
|
+
|
432
|
+
//発射対象の保存
|
433
|
+
mShooterType = shooterType;
|
434
|
+
|
435
|
+
//弾の情報を取得
|
436
|
+
const BulletData data = Database::msBulletdata[bulletType];
|
437
|
+
|
438
|
+
//画像の設定
|
439
|
+
mSprite.SetTexture(textureHandle);
|
440
|
+
mSprite.src.x = data.mRectX1;
|
441
|
+
mSprite.src.y = data.mRectY1;
|
442
|
+
mSprite.size.x = data.mRectX2;
|
443
|
+
mSprite.size.y = data.mRectY2;
|
444
|
+
|
445
|
+
//初期座標の設定
|
446
|
+
mPos.x = pos.x;
|
447
|
+
mPos.y = pos.y;
|
448
|
+
|
449
|
+
//画像に座標を反映
|
450
|
+
mSprite.pos.x = mPos.x;
|
451
|
+
mSprite.pos.y = mPos.y;
|
452
|
+
|
453
|
+
//使用状態とする
|
454
|
+
mIsActive = TRUE;
|
455
|
+
|
456
|
+
//威力の設定
|
457
|
+
mPower = data.mPower;
|
458
|
+
|
459
|
+
//当たり判定情報の初期化
|
460
|
+
mCollision.mRadius = data.mRadius;
|
461
|
+
mCollision.mPos.x = pos.x;
|
462
|
+
mCollision.mPos.y = pos.y;
|
463
|
+
}
|
464
|
+
|
465
|
+
/*----------------------
|
466
|
+
更新
|
467
|
+
-----------------------*/
|
468
|
+
void Bullet::Update(void)
|
469
|
+
{
|
470
|
+
//使用中でなければ処理しない
|
471
|
+
if (mIsActive==FALSE)
|
472
|
+
{
|
473
|
+
return;
|
474
|
+
}
|
475
|
+
|
476
|
+
//弾の情報を取得
|
477
|
+
const BulletData data = Database::msBulletdata[mBulletType];
|
478
|
+
|
479
|
+
|
480
|
+
//弾の種類に応じた移動処理
|
481
|
+
switch (mBulletType)
|
482
|
+
{
|
483
|
+
case BULLET_TYPE_PLAYER_NORMAL: //プレイヤー通常弾
|
484
|
+
{
|
485
|
+
//mPos.y -= data.mVel;
|
486
|
+
mPos.x +=data.mVel;
|
487
|
+
|
488
|
+
|
489
|
+
break;
|
490
|
+
}
|
491
|
+
|
492
|
+
|
493
|
+
|
494
|
+
case BULLET_TYPE_ENEMY_NORMAL: //敵通常弾
|
495
|
+
{
|
496
|
+
//mPos.y += data.mVel;
|
497
|
+
mPos.x -= data.mVel;
|
498
|
+
|
499
|
+
break;
|
500
|
+
}
|
501
|
+
|
502
|
+
|
503
|
+
|
504
|
+
}
|
505
|
+
|
506
|
+
//画面外に出たら弾を未使用状態にする
|
507
|
+
if (
|
508
|
+
mPos.x < SCREEN_LEFT - BULLET_ALIVE_AREA ||
|
509
|
+
mPos.x > SCREEN_RIGHT + BULLET_ALIVE_AREA ||
|
510
|
+
mPos.y < SCREEN_TOP - BULLET_ALIVE_AREA ||
|
511
|
+
mPos.y > SCREEN_BOTTOM + BULLET_ALIVE_AREA
|
512
|
+
)
|
513
|
+
{
|
514
|
+
mIsActive = FALSE;
|
515
|
+
}
|
516
|
+
|
517
|
+
// 画像に座標を反映
|
518
|
+
mSprite.pos.x = mPos.x;
|
519
|
+
mSprite.pos.y = mPos.y;
|
520
|
+
|
521
|
+
//当たり判定に座標を反映
|
522
|
+
mCollision.mPos.x = mPos.x;
|
523
|
+
mCollision.mPos.y = mPos.y;
|
524
|
+
}
|
525
|
+
|
526
|
+
/*----------------------------
|
527
|
+
描画
|
528
|
+
----------------------------*/
|
529
|
+
void Bullet::Draw(void)
|
530
|
+
{
|
531
|
+
//使用中でなければ処理しない
|
532
|
+
if (mIsActive == FALSE)
|
533
|
+
{
|
534
|
+
return;
|
535
|
+
}
|
536
|
+
//自機の表示
|
537
|
+
mSprite.Draw();
|
538
|
+
}
|
539
|
+
コード
|
540
|
+
```
|
541
|
+
```
|
542
|
+
```
|
543
|
+
```
|
544
|
+
|
545
|
+
```### 前提・実現したいこと
|
546
|
+
シューティングを作っているのですが誘導弾のやり方がわかりません。わかりやすくお願いします。
|