質問編集履歴
2
提示コードを追加
title
CHANGED
File without changes
|
body
CHANGED
@@ -30,9 +30,170 @@
|
|
30
30
|
}
|
31
31
|
}
|
32
32
|
|
33
|
+
}
|
34
|
+
```
|
33
35
|
|
36
|
+
```cpp
|
37
|
+
#ifndef ___STAGE_HPP_
|
38
|
+
#define ___STAGE_HPP_
|
34
39
|
|
40
|
+
#include "MapObject.hpp"
|
41
|
+
#include "Object.hpp"
|
42
|
+
#include "../Entry.hpp"
|
35
43
|
|
36
44
|
|
45
|
+
#include <iostream>
|
46
|
+
|
47
|
+
// 画面のセルの数
|
48
|
+
#define SCREEN_WIDTH_CELL ((int)((int)SCREEN_WIDTH / CELL))
|
49
|
+
#define SCREEN_HEIGHT_CELL ((int)((int)SCREEN_HEIGHT / CELL))
|
50
|
+
|
51
|
+
|
52
|
+
class Stage : Actor_2D
|
53
|
+
{
|
54
|
+
public:
|
55
|
+
Stage(Entry* e);
|
56
|
+
|
57
|
+
~Stage();
|
58
|
+
|
59
|
+
void Update() override;
|
60
|
+
void Draw()override;
|
61
|
+
|
62
|
+
std::vector<MapObject> getMapObject(); //マップオブジェクトを取得
|
63
|
+
|
64
|
+
private:
|
65
|
+
|
66
|
+
|
67
|
+
|
68
|
+
std::vector<MapObject> Area;
|
69
|
+
|
70
|
+
|
71
|
+
|
72
|
+
};
|
73
|
+
|
74
|
+
#endif;
|
75
|
+
|
76
|
+
```
|
77
|
+
|
78
|
+
```cpp
|
79
|
+
#include "../../Header/Game/Stage.hpp"
|
80
|
+
|
81
|
+
|
82
|
+
//コンストラクタ
|
83
|
+
Stage::Stage(Entry* e) : Actor_2D()
|
84
|
+
{
|
85
|
+
|
86
|
+
std::shared_ptr<TextureData> sprite = LoadTexture("Assets/Block.png");
|
87
|
+
std::shared_ptr<TextureData> Item_sprite = LoadTexture("Assets/Item.png");
|
88
|
+
|
89
|
+
|
90
|
+
|
91
|
+
// printf("X: %f\n", SCREEN_WIDTH / (float)CELL);
|
92
|
+
// printf("Y: %f\n",SCREEN_HEIGHT / (float)CELL);
|
93
|
+
|
94
|
+
|
95
|
+
// ステージ
|
96
|
+
int Map[SCREEN_HEIGHT_CELL][SCREEN_WIDTH_CELL] =
|
97
|
+
{
|
98
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
99
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
100
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
101
|
+
{0,0,0,0,0,0,3,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
102
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
103
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0},
|
104
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
105
|
+
{0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
106
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,0,0,0,0},
|
107
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
108
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
109
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
110
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,2,0,0,0,0,0,0,0,0},
|
111
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
112
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
113
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
114
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
115
|
+
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
116
|
+
};
|
117
|
+
|
118
|
+
|
119
|
+
|
120
|
+
for (int y = 0; y < SCREEN_HEIGHT_CELL; y++)
|
121
|
+
{
|
122
|
+
for (int x = 0; x < SCREEN_WIDTH_CELL; x++)
|
123
|
+
{
|
124
|
+
|
125
|
+
// ブロック
|
126
|
+
if (Map[y][x] == 1)
|
127
|
+
{
|
128
|
+
Box_Collision_2D col;
|
129
|
+
col.setEnable(true);
|
130
|
+
col.setPosition(glm::ivec2(CELL * x,( -CELL * y)));
|
131
|
+
col.setSize(glm::ivec2(CELL, CELL));
|
132
|
+
TextureUV uv;
|
133
|
+
uv.start = glm::vec2(0, 0);
|
134
|
+
uv.end = glm::vec2(CELL, CELL);
|
135
|
+
|
136
|
+
Area.push_back(MapObject(e, ObjectType::Brick, sprite, uv, glm::ivec2(CELL * x, (-CELL * y)), col));
|
137
|
+
|
138
|
+
//レンガ
|
139
|
+
}else if (Map[y][x] == 2)
|
140
|
+
{
|
141
|
+
Box_Collision_2D col;
|
142
|
+
col.setEnable(true);
|
143
|
+
col.setPosition(glm::ivec2(CELL * x, (-CELL * y)));
|
144
|
+
col.setSize(glm::ivec2(CELL, CELL));
|
145
|
+
TextureUV uv;
|
146
|
+
uv.start = glm::vec2(CELL, CELL);
|
147
|
+
uv.end = glm::vec2(CELL * 2, CELL * 2);
|
148
|
+
|
149
|
+
Area.push_back(MapObject(e, ObjectType::Block, sprite, uv, glm::ivec2(CELL * x, (-CELL * y)), col));
|
150
|
+
}
|
151
|
+
|
152
|
+
// アイテム
|
153
|
+
else if (Map[y][x] == 3)
|
154
|
+
{
|
155
|
+
|
156
|
+
Box_Collision_2D col;
|
157
|
+
col.setEnable(true);
|
158
|
+
col.setPosition(glm::ivec2(CELL * x, (-CELL * y)));
|
159
|
+
col.setSize(glm::ivec2(CELL, CELL));
|
160
|
+
TextureUV uv;
|
161
|
+
uv.start = glm::vec2(0, 0);
|
162
|
+
uv.end = glm::vec2(CELL , CELL);
|
163
|
+
|
164
|
+
Area.push_back(MapObject(e, ObjectType::Item, Item_sprite, uv, glm::ivec2(CELL * x, (-CELL * y)), col));
|
165
|
+
}
|
166
|
+
}
|
167
|
+
}
|
37
168
|
}
|
169
|
+
|
170
|
+
|
171
|
+
std::vector<MapObject> Stage::getMapObject()
|
172
|
+
{
|
173
|
+
return Area;
|
174
|
+
}
|
175
|
+
|
176
|
+
|
177
|
+
void Stage::Update()
|
178
|
+
{
|
179
|
+
for (std::vector<MapObject>::iterator itr = Area.begin(); itr != Area.end(); itr++)
|
180
|
+
{
|
181
|
+
itr->Update();
|
182
|
+
}
|
183
|
+
}
|
184
|
+
|
185
|
+
void Stage::Draw()
|
186
|
+
{
|
187
|
+
for (std::vector<MapObject>::iterator itr = Area.begin(); itr != Area.end(); itr++)
|
188
|
+
{
|
189
|
+
itr->Draw();
|
190
|
+
}
|
191
|
+
}
|
192
|
+
|
193
|
+
//デストラクタ
|
194
|
+
Stage::~Stage()
|
195
|
+
{
|
196
|
+
|
197
|
+
}
|
198
|
+
|
38
199
|
```
|
1
文章を修正
title
CHANGED
File without changes
|
body
CHANGED
@@ -1,4 +1,4 @@
|
|
1
|
-
提示コードですが。コメント部のコードでアクセスエラーになります。どうすればいいのでしょうか?
|
1
|
+
提示コードですが。コメント部のコードでアクセスエラーになります。どうすればいいのでしょうか?stage->getMapObject();はマップのベクターなのですがその要素を指定した要素を削除するコードなのですが削除する例外が出てしまいます。どうすればいいのでしょか?
|
2
2
|
|
3
3
|
|
4
4
|
|