Auto mode now uses clap hits and double hits for Konga mode
This commit is contained in:
parent
38d1ea9711
commit
0949bf690c
@ -605,8 +605,21 @@ namespace TJAPlayer3
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Lane_Base[i] = TxC(GAME + LANE + "Base_" + Lanes[i] + ".png");
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Lane_Text[i] = TxC(GAME + LANE + "Text_" + Lanes[i] + ".png");
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}
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Lane_Red = TxC(GAME + LANE + @"Red.png");
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Lane_Blue = TxC(GAME + LANE + @"Blue.png");
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Lane_Red = new CTexture[2];
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Lane_Blue = new CTexture[2];
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Lane_Clap = new CTexture[2];
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var _suffixes = new string[] { "", "_Konga" };
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for (int i = 0; i < Lane_Red.Length; i++)
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{
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Lane_Red[i] = TxC(GAME + LANE + @"Red" + _suffixes[i] + @".png");
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Lane_Blue[i] = TxC(GAME + LANE + @"Blue" + _suffixes[i] + @".png");
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Lane_Clap[i] = TxC(GAME + LANE + @"Clap" + _suffixes[i] + @".png");
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}
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Lane_Yellow = TxC(GAME + LANE + @"Yellow.png");
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Lane_Background_Main = TxC(GAME + LANE + @"Background_Main.png");
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Lane_Background_AI = TxC(GAME + LANE + @"Background_AI.png");
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@ -1657,11 +1670,12 @@ namespace TJAPlayer3
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public CTexture[] Effects_Roll;
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#endregion
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#region レーン
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public CTexture[] Lane_Base,
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Lane_Text;
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public CTexture Lane_Red,
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public CTexture[] Lane_Red,
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Lane_Blue,
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Lane_Yellow;
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Lane_Clap,
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Lane_Base,
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Lane_Text;
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public CTexture Lane_Yellow;
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public CTexture Lane_Background_Main,
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Lane_Background_AI,
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Lane_Background_Sub,
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@ -913,7 +913,9 @@ namespace TJAPlayer3
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}
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protected void tサウンド再生( CDTX.CChip pChip, int nPlayer )
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{
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var _gt = TJAPlayer3.ConfigIni.nGameType[TJAPlayer3.GetActualPlayer(nPlayer)];
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int index = pChip.nチャンネル番号;
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if (index == 0x11 || index == 0x13 || index == 0x1A)
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{
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if (pChip.nPlayerSide == 0)
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@ -924,19 +926,44 @@ namespace TJAPlayer3
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{
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this.soundRed2?.t再生を開始する();
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}
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if (index == 0x13 && _gt == EGameType.KONGA)
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{
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if (pChip.nPlayerSide == 0)
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{
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this.soundBlue?.t再生を開始する();
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}
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else
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{
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this.soundBlue2?.t再生を開始する();
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}
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}
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}
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else if (index == 0x12 || index == 0x14 || index == 0x1B)
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{
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if (pChip.nPlayerSide == 0)
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{
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this.soundBlue?.t再生を開始する();
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if (index == 0x14 && _gt == EGameType.KONGA)
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{
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if (pChip.nPlayerSide == 0)
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{
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this.soundClap?.t再生を開始する();
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}
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else
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{
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this.soundClap2?.t再生を開始する();
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}
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}
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else
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{
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this.soundBlue2?.t再生を開始する();
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else
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{
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if (pChip.nPlayerSide == 0)
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{
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this.soundBlue?.t再生を開始する();
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}
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else
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{
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this.soundBlue2?.t再生を開始する();
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}
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}
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}
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else if (index == 0x1F)
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{
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@ -121,6 +121,7 @@ namespace TJAPlayer3
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{
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int _actual = TJAPlayer3.GetActualPlayer(i);
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EGameType _gt = TJAPlayer3.ConfigIni.nGameType[_actual];
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int playerShift = i * 5;
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// Drum base
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TJAPlayer3.Tx.Taiko_Base[(int)_gt]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Taiko_X[i], TJAPlayer3.Skin.Game_Taiko_Y[i]);
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@ -130,10 +131,10 @@ namespace TJAPlayer3
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{
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if (TJAPlayer3.Tx.Taiko_Don_Left != null && TJAPlayer3.Tx.Taiko_Don_Right != null && TJAPlayer3.Tx.Taiko_Ka_Left != null && TJAPlayer3.Tx.Taiko_Ka_Right != null)
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{
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TJAPlayer3.Tx.Taiko_Ka_Left.Opacity = this.stパッド状態[4 * i].n明るさ * 73;
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TJAPlayer3.Tx.Taiko_Ka_Right.Opacity = this.stパッド状態[1 + 4 * i].n明るさ * 73;
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TJAPlayer3.Tx.Taiko_Don_Left.Opacity = this.stパッド状態[2 + 4 * i].n明るさ * 73;
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TJAPlayer3.Tx.Taiko_Don_Right.Opacity = this.stパッド状態[3 + 4 * i].n明るさ * 73;
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TJAPlayer3.Tx.Taiko_Ka_Left.Opacity = this.stパッド状態[playerShift].n明るさ * 73;
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TJAPlayer3.Tx.Taiko_Ka_Right.Opacity = this.stパッド状態[1 + playerShift].n明るさ * 73;
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TJAPlayer3.Tx.Taiko_Don_Left.Opacity = this.stパッド状態[2 + playerShift].n明るさ * 73;
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TJAPlayer3.Tx.Taiko_Don_Right.Opacity = this.stパッド状態[3 + playerShift].n明るさ * 73;
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TJAPlayer3.Tx.Taiko_Ka_Left.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Taiko_X[i], TJAPlayer3.Skin.Game_Taiko_Y[i], new Rectangle(0, 0, TJAPlayer3.Tx.Taiko_Ka_Right.szテクスチャサイズ.Width / 2, TJAPlayer3.Tx.Taiko_Ka_Right.szテクスチャサイズ.Height));
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TJAPlayer3.Tx.Taiko_Ka_Right.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Taiko_X[i] + TJAPlayer3.Tx.Taiko_Ka_Right.szテクスチャサイズ.Width / 2, TJAPlayer3.Skin.Game_Taiko_Y[i], new Rectangle(TJAPlayer3.Tx.Taiko_Ka_Right.szテクスチャサイズ.Width / 2, 0, TJAPlayer3.Tx.Taiko_Ka_Right.szテクスチャサイズ.Width / 2, TJAPlayer3.Tx.Taiko_Ka_Right.szテクスチャサイズ.Height));
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@ -145,9 +146,9 @@ namespace TJAPlayer3
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{
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if (TJAPlayer3.Tx.Taiko_Konga_Clap != null && TJAPlayer3.Tx.Taiko_Konga_Don != null && TJAPlayer3.Tx.Taiko_Konga_Ka != null)
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{
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TJAPlayer3.Tx.Taiko_Konga_Clap.Opacity = 0; // Not yet implemented
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TJAPlayer3.Tx.Taiko_Konga_Don.Opacity = Math.Max(this.stパッド状態[2 + 4 * i].n明るさ, this.stパッド状態[3 + 4 * i].n明るさ) * 73;
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TJAPlayer3.Tx.Taiko_Konga_Ka.Opacity = Math.Max(this.stパッド状態[4 * i].n明るさ, this.stパッド状態[1 + 4 * i].n明るさ) * 73;
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TJAPlayer3.Tx.Taiko_Konga_Clap.Opacity = this.stパッド状態[4 + playerShift].n明るさ * 73;
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TJAPlayer3.Tx.Taiko_Konga_Don.Opacity = Math.Max(this.stパッド状態[2 + playerShift].n明るさ, this.stパッド状態[3 + playerShift].n明るさ) * 73;
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TJAPlayer3.Tx.Taiko_Konga_Ka.Opacity = Math.Max(this.stパッド状態[playerShift].n明るさ, this.stパッド状態[1 + playerShift].n明るさ) * 73;
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TJAPlayer3.Tx.Taiko_Konga_Ka.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Taiko_X[i], TJAPlayer3.Skin.Game_Taiko_Y[i]);
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TJAPlayer3.Tx.Taiko_Konga_Don.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Taiko_X[i], TJAPlayer3.Skin.Game_Taiko_Y[i]);
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@ -315,6 +316,9 @@ namespace TJAPlayer3
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{
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CConfigIni configIni = TJAPlayer3.ConfigIni;
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bool bAutoPlay = false;
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int playerShift = 5 * nPlayer;
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var _gt = configIni.nGameType[TJAPlayer3.GetActualPlayer(nPlayer)];
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switch (nPlayer)
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{
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case 0:
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@ -337,13 +341,24 @@ namespace TJAPlayer3
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case 0x16:
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case 0x17:
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{
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this.stパッド状態[ 2 + nHand + ( 4 * nPlayer ) ].n明るさ = 8;
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this.stパッド状態[ 2 + nHand + playerShift].n明るさ = 8;
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}
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break;
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case 0x12:
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{
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this.stパッド状態[nHand + playerShift].n明るさ = 8;
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}
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break;
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case 0x14:
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{
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this.stパッド状態[ nHand + ( 4 * nPlayer ) ].n明るさ = 8;
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if (_gt == EGameType.KONGA)
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{
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this.stパッド状態[4 + playerShift].n明るさ = 8;
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}
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else
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{
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this.stパッド状態[nHand + playerShift].n明るさ = 8;
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}
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}
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break;
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@ -358,27 +373,43 @@ namespace TJAPlayer3
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case 0x16:
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case 0x17:
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{
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this.stパッド状態[ 2 + nHand + ( 4 * nPlayer ) ].n明るさ = 8;
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this.stパッド状態[ 2 + nHand + playerShift].n明るさ = 8;
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}
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break;
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case 0x13:
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{
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this.stパッド状態[ 2 + ( 4 * nPlayer ) ].n明るさ = 8;
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this.stパッド状態[ 3 + ( 4 * nPlayer ) ].n明るさ = 8;
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if (_gt == EGameType.KONGA)
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{
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this.stパッド状態[0 + playerShift].n明るさ = 8;
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this.stパッド状態[2 + playerShift].n明るさ = 8;
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}
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else
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{
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this.stパッド状態[2 + playerShift].n明るさ = 8;
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this.stパッド状態[3 + playerShift].n明るさ = 8;
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}
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}
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break;
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case 0x12:
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{
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this.stパッド状態[ nHand + ( 4 * nPlayer ) ].n明るさ = 8;
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this.stパッド状態[ nHand + playerShift].n明るさ = 8;
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}
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break;
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case 0x14:
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{
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this.stパッド状態[ 0 + ( 4 * nPlayer ) ].n明るさ = 8;
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this.stパッド状態[ 1 + ( 4 * nPlayer ) ].n明るさ = 8;
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if (_gt == EGameType.KONGA)
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{
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this.stパッド状態[4 + playerShift].n明るさ = 8;
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}
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else
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{
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this.stパッド状態[0 + playerShift].n明るさ = 8;
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this.stパッド状態[1 + playerShift].n明るさ = 8;
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}
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}
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break;
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}
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@ -406,7 +437,7 @@ namespace TJAPlayer3
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}
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//太鼓
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private STパッド状態[] stパッド状態 = new STパッド状態[ 4 * 4 ];
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private STパッド状態[] stパッド状態 = new STパッド状態[ 4 * 5 ];
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private long nフラッシュ制御タイマ;
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//private CTexture[] txコースシンボル = new CTexture[ 6 ];
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@ -977,8 +977,10 @@ namespace TJAPlayer3
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else if ((TJAPlayer3.ConfigIni.b太鼓パートAutoPlay2P || TJAPlayer3.ConfigIni.nAILevel > 0) && (nPad >= 16 && nPad <= 19))
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break;
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var padTo = nUsePlayer == 0 ? nPad - 12 : nPad - 12 - 4;
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var isDon = padTo < 2 ? true : false;
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var isDon = padTo < 2 ? true : false;
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#region [ADLIB]
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CDTX.CChip chipNoHit = r指定時刻に一番近い未ヒットChipを過去方向優先で検索する(nTime, nUsePlayer);
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E判定 e判定 = (chipNoHit != null) ? this.e指定時刻からChipのJUDGEを返す(nTime, chipNoHit, nUsePlayer) : E判定.Miss;
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@ -998,8 +1000,12 @@ namespace TJAPlayer3
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{
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this.soundAdlib2?.t再生を開始する();
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}
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}
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}
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#endregion
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#region [Visual effects]
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switch (nPad)
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{
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case 12:
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@ -1067,11 +1073,46 @@ namespace TJAPlayer3
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if (b太鼓音再生フラグ)
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this.soundBlue2?.t再生を開始する();
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break;
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// Clap
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case (int)Eパッド.CLAP:
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if (TJAPlayer3.ConfigIni.nGameType[TJAPlayer3.GetActualPlayer(0)] == EGameType.KONGA)
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{
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nLane = (int)PlayerLane.FlashType.Clap;
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nHand = 0;
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nChannel = 0x14;
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if (b太鼓音再生フラグ)
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{
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this.soundClap?.t再生を開始する();
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}
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}
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else
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{
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nLane = (int)PlayerLane.FlashType.Total;
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}
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break;
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case (int)Eパッド.CLAP2P:
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if (TJAPlayer3.ConfigIni.nGameType[TJAPlayer3.GetActualPlayer(1)] == EGameType.KONGA)
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{
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nLane = (int)PlayerLane.FlashType.Clap;
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nHand = 0;
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nChannel = 0x14;
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if (b太鼓音再生フラグ)
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{
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this.soundClap2?.t再生を開始する();
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}
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}
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else
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{
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nLane = (int)PlayerLane.FlashType.Total;
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}
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break;
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}
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TJAPlayer3.stage演奏ドラム画面.actTaikoLaneFlash.PlayerLane[nUsePlayer].Start((PlayerLane.FlashType)nLane);
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TJAPlayer3.stage演奏ドラム画面.actMtaiko.tMtaikoEvent(nChannel, nHand, nUsePlayer);
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TJAPlayer3.stage演奏ドラム画面.actMtaiko.tMtaikoEvent(nChannel, nHand, nUsePlayer);
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#endregion
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if (this.b連打中[nUsePlayer])
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{
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chipNoHit = this.chip現在処理中の連打チップ[nUsePlayer];
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@ -1391,7 +1432,7 @@ namespace TJAPlayer3
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}
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protected override void t進行描画_チップ_Taiko( CConfigIni configIni, ref CDTX dTX, ref CDTX.CChip pChip, int nPlayer )
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{
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int nLane = 0;
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int nLane = (int)PlayerLane.FlashType.Red;
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EGameType _gt = TJAPlayer3.ConfigIni.nGameType[TJAPlayer3.GetActualPlayer(nPlayer)];
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@ -1426,8 +1467,11 @@ namespace TJAPlayer3
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this.FlyingNotes.Start(pChip.nチャンネル番号 < 0x1A ? (pChip.nチャンネル番号 - 0x10) : (pChip.nチャンネル番号 - 0x17), nPlayer);
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//this.actChipFireTaiko.Start(pChip.nチャンネル番号 < 0x1A ? (pChip.nチャンネル番号 - 0x10) : (pChip.nチャンネル番号 - 0x17), nPlayer);
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if (pChip.nチャンネル番号 == 0x12 || pChip.nチャンネル番号 == 0x14 || pChip.nチャンネル番号 == 0x1B) nLane = 1;
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TJAPlayer3.stage演奏ドラム画面.actTaikoLaneFlash.PlayerLane[nPlayer].Start((nLane == 0 ? PlayerLane.FlashType.Red : PlayerLane.FlashType.Blue));
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if (pChip.nチャンネル番号 == 0x12 || pChip.nチャンネル番号 == 0x14 || pChip.nチャンネル番号 == 0x1B) nLane = (int)PlayerLane.FlashType.Blue;
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if (pChip.nチャンネル番号 == 0x14 && _gt == EGameType.KONGA) nLane = (int)PlayerLane.FlashType.Clap;
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TJAPlayer3.stage演奏ドラム画面.actTaikoLaneFlash.PlayerLane[nPlayer].Start((PlayerLane.FlashType)nLane);
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TJAPlayer3.stage演奏ドラム画面.actTaikoLaneFlash.PlayerLane[nPlayer].Start(PlayerLane.FlashType.Hit);
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this.actMtaiko.tMtaikoEvent(pChip.nチャンネル番号, this.nHand[nPlayer], nPlayer);
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@ -56,15 +56,20 @@ namespace TJAPlayer3
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public PlayerLane(int player)
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{
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Flash = new LaneFlash[(int)FlashType.Total];
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var _gt = TJAPlayer3.ConfigIni.nGameType[TJAPlayer3.GetActualPlayer(player)];
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for (int i = 0; i < (int)FlashType.Total; i++)
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{
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switch (i)
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{
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case (int)FlashType.Red:
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Flash[i] = new LaneFlash(ref TJAPlayer3.Tx.Lane_Red, player);
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Flash[i] = new LaneFlash(ref TJAPlayer3.Tx.Lane_Red[(int)_gt], player);
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break;
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case (int)FlashType.Blue:
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Flash[i] = new LaneFlash(ref TJAPlayer3.Tx.Lane_Blue, player);
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Flash[i] = new LaneFlash(ref TJAPlayer3.Tx.Lane_Blue[(int)_gt], player);
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break;
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case (int)FlashType.Clap:
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Flash[i] = new LaneFlash(ref TJAPlayer3.Tx.Lane_Clap[(int)_gt], player);
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break;
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case (int)FlashType.Hit:
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Flash[i] = new LaneFlash(ref TJAPlayer3.Tx.Lane_Yellow, player);
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@ -86,6 +91,7 @@ namespace TJAPlayer3
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{
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Red,
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Blue,
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Clap,
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Hit,
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Total
|
||||
}
|
||||
|
@ -161,10 +161,10 @@
|
||||
10055 : "System key input configuration" option title
|
||||
10056 : "Hide Dan/Tower" option title
|
||||
10057 : "Hide Dan/Tower" description
|
||||
10058 : "Konga clap key settings" option title
|
||||
10059 : "Konga clap key settings" description
|
||||
10060 : "Konga clap key settings for 2P" option title
|
||||
10061 : "Konga clap key settings for 2P" description
|
||||
10060 : "Konga clap key settings" option title
|
||||
10061 : "Konga clap key settings" description
|
||||
10062 : "Konga clap key settings for 2P" option title
|
||||
10063 : "Konga clap key settings for 2P" description
|
||||
10084 : "Shin-uchi toggle" option title
|
||||
10085 : "System options" menu title
|
||||
10086 : "Gameplay options" menu title
|
||||
|
BIN
Test/System/SimpleStyle/Graphics/5_Game/12_Lane/Blue_Konga.png
Normal file
BIN
Test/System/SimpleStyle/Graphics/5_Game/12_Lane/Blue_Konga.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 23 KiB |
BIN
Test/System/SimpleStyle/Graphics/5_Game/12_Lane/Clap_Konga.png
Normal file
BIN
Test/System/SimpleStyle/Graphics/5_Game/12_Lane/Clap_Konga.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 22 KiB |
BIN
Test/System/SimpleStyle/Graphics/5_Game/12_Lane/Red_Konga.png
Normal file
BIN
Test/System/SimpleStyle/Graphics/5_Game/12_Lane/Red_Konga.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 6.8 KiB |
Loading…
Reference in New Issue
Block a user