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mirror of synced 2024-11-27 17:00:50 +01:00
This commit is contained in:
0auBSQ 2024-03-17 13:28:53 +09:00
commit 4bdc25888b
28 changed files with 164 additions and 214 deletions

View File

@ -59,6 +59,11 @@ namespace FDK
/// </summary>
private static int ColorID;
/// <summary>
/// 拡大率のハンドル
/// </summary>
private static int ScaleID;
/// <summary>
/// テクスチャの切り抜きのハンドル
/// </summary>
@ -66,6 +71,8 @@ namespace FDK
private static int CameraID;
private static int NoteModeID;
/// <summary>
/// 描画に使用する共通のバッファを作成
/// </summary>
@ -100,12 +107,23 @@ namespace FDK
uniform vec4 color;
uniform sampler2D texture1;
uniform vec4 textureRect;
uniform vec2 scale;
uniform bool noteMode;
varying vec2 texcoord;
void main()
{
vec2 rect = vec2(textureRect.xy + (texcoord * textureRect.zw));
vec2 rect;
if (noteMode)
{
rect = textureRect.xy + (texcoord * textureRect.zw * scale);
rect = rect - (floor((rect - textureRect.xy) / textureRect.zw) * textureRect.zw);
}
else
{
rect = vec2(textureRect.xy + (texcoord * textureRect.zw));
}
gl_FragColor = texture2D(texture1, rect) * color;
}"
);
@ -114,8 +132,10 @@ namespace FDK
//シェーダーに値を送るためのハンドルを取得------
MVPID = Game.Gl.GetUniformLocation(ShaderProgram, "mvp"); //拡大縮小、移動、回転のMatrix
ColorID = Game.Gl.GetUniformLocation(ShaderProgram, "color"); //色合い
ScaleID = Game.Gl.GetUniformLocation(ShaderProgram, "scale"); //スケール
TextureRectID = Game.Gl.GetUniformLocation(ShaderProgram, "textureRect"); //テクスチャの切り抜きの座標と大きさ
CameraID = Game.Gl.GetUniformLocation(ShaderProgram, "camera"); //テクスチャの切り抜きの座標と大きさ
NoteModeID = Game.Gl.GetUniformLocation(ShaderProgram, "noteMode"); //テクスチャの切り抜きの座標と大きさ
//------
@ -582,6 +602,10 @@ namespace FDK
//this.t2D描画(devicek x, y, rc画像内の描画領域;
}
public void t2D_DisplayImage_RollNote(int x, int y, RectangleF rc)
{
this.t2D描画(x - (rc.Width / 2 * this.vcScaleRatio.X), y - (rc.Height / 2 * this.vcScaleRatio.Y), 1f, rc, true);
}
public void t2D拡大率考慮中央基準描画(int x, int y)
{
@ -699,7 +723,7 @@ namespace FDK
{
this.t2D描画((int)x, (int)y, 1f, rc画像内の描画領域);
}
public void t2D描画(float x, float y, float depth, RectangleF rc画像内の描画領域, bool flipX = false, bool flipY = false)
public void t2D描画(float x, float y, float depth, RectangleF rc画像内の描画領域, bool flipX = false, bool flipY = false, bool rollMode = false)
{
this.color4.Alpha = this._opacity / 255f;
@ -729,7 +753,6 @@ namespace FDK
Game.Gl.UseProgram(ShaderProgram);//Uniform4よりこれが先
//Game.Gl.Uniform1(Texture1ID, Texture_);
Game.Gl.BindTexture(TextureTarget.Texture2D, Texture_); //テクスチャをバインド
//MVPを設定----
@ -766,12 +789,14 @@ namespace FDK
//------
Game.Gl.Uniform4(ColorID, new System.Numerics.Vector4(color4.Red, color4.Green, color4.Blue, color4.Alpha)); //変色用のカラーを設定
Game.Gl.Uniform2(ScaleID, new System.Numerics.Vector2(vcScaleRatio.X, vcScaleRatio.Y)); //変色用のカラーを設定
//テクスチャの切り抜きの座標と大きさを設定
Game.Gl.Uniform4(TextureRectID, new System.Numerics.Vector4(
rc画像内の描画領域.X / rc全画像.Width, rc画像内の描画領域.Y / rc全画像.Height, //始まり
rc画像内の描画領域.Width / rc全画像.Width, rc画像内の描画領域.Height / rc全画像.Height)); //大きさ、終わりではない
Game.Gl.Uniform1(NoteModeID, rollMode ? 1 : 0);
//描画-----
Game.Gl.BindVertexArray(VAO);
@ -923,12 +948,14 @@ namespace FDK
//------
Game.Gl.Uniform4(ColorID, new System.Numerics.Vector4(color4.Red, color4.Green, color4.Blue, color4.Alpha)); //変色用のカラーを設定
Game.Gl.Uniform2(ScaleID, new System.Numerics.Vector2(vcScaleRatio.X, vcScaleRatio.Y)); //変色用のカラーを設定
//テクスチャの切り抜きの座標と大きさを設定
Game.Gl.Uniform4(TextureRectID, new System.Numerics.Vector4(
rc画像内の描画領域.X / rc全画像.Width, rc画像内の描画領域.Y / rc全画像.Height, //始まり
rc画像内の描画領域.Width / rc全画像.Width, rc画像内の描画領域.Height / rc全画像.Height)); //大きさ、終わりではない
Game.Gl.Uniform1(NoteModeID, 0);
//描画-----
Game.Gl.BindVertexArray(VAO);

View File

@ -6,7 +6,8 @@
"strings": {
"default": "First Steps",
"fr": "Premiers Pas",
"ja": "第一歩"
"ja": "第一歩",
"zh": "初来乍到"
}
}
},
@ -18,7 +19,7 @@
0,
0,
1
],
]
}
},
"A Normal Player": {
@ -28,7 +29,8 @@
"strings": {
"default": "A Normal Player",
"fr": "Un joueur Normal",
"ja": "ふつうなプレイヤー"
"ja": "ふつうなプレイヤー",
"zh": "平凡无奇"
}
}
},
@ -40,7 +42,7 @@
1,
0,
1
],
]
}
},
"A very Normal Player": {
@ -50,7 +52,8 @@
"strings": {
"default": "A very Normal Player",
"fr": "Un joueur très Normal",
"ja": "とてもふつうなプレイヤー"
"ja": "とてもふつうなプレイヤー",
"zh": "非常普通"
}
}
},
@ -62,7 +65,7 @@
1,
0,
10
],
]
}
},
"An extremely Normal player": {
@ -72,7 +75,8 @@
"strings": {
"default": "An extremely Normal player",
"fr": "Un joueur extrèmement Normal",
"ja": "ずいぶんふつうなプレイヤー"
"ja": "ずいぶんふつうなプレイヤー",
"zh": "极其普通"
}
}
},
@ -84,7 +88,7 @@
1,
0,
100
],
]
}
},
"Hard-boiled": {
@ -94,7 +98,8 @@
"strings": {
"default": "Hard-boiled",
"fr": "Dur à cuire",
"ja": "ハードボイルド"
"ja": "ハードボイルド",
"zh": "玉琢成器"
}
}
},
@ -106,7 +111,7 @@
2,
0,
1
],
]
}
},
"Hard as rock": {
@ -116,7 +121,8 @@
"strings": {
"default": "Hard as rock",
"fr": "Dur comme la pierre",
"ja": "ロックハード"
"ja": "ロックハード",
"zh": "坚如磐石"
}
}
},
@ -128,7 +134,7 @@
2,
0,
10
],
]
}
},
"Hard as diamonds": {
@ -138,7 +144,8 @@
"strings": {
"default": "Hard as diamonds",
"fr": "Dur comme du diamant",
"ja": "ダイヤモンドハード"
"ja": "ダイヤモンドハード",
"zh": "金刚钻"
}
}
},
@ -150,7 +157,7 @@
2,
0,
100
],
]
}
},
"My first Extreme": {
@ -160,7 +167,8 @@
"strings": {
"default": "My first Extreme",
"fr": "Mon premier Extrème",
"ja": "初めてのおに"
"ja": "初めてのおに",
"zh": "首战魔王"
}
}
},
@ -172,7 +180,7 @@
3,
0,
1
],
]
}
},
"An Extreme player": {
@ -182,7 +190,8 @@
"strings": {
"default": "An Extreme player",
"fr": "Un joueur Extrème",
"ja": "おにのプレイヤー"
"ja": "おにのプレイヤー",
"zh": "魔王斗士"
}
}
},
@ -194,7 +203,7 @@
3,
0,
10
],
]
}
},
"A very Extreme player": {
@ -204,7 +213,8 @@
"strings": {
"default": "A very Extreme player",
"fr": "Un joueur très Extrème",
"ja": "とてもおにのプレイヤー"
"ja": "とてもおにのプレイヤー",
"zh": "身经百战"
}
}
},
@ -216,7 +226,7 @@
3,
0,
100
],
]
}
},
"An extremely Extreme player": {
@ -226,7 +236,8 @@
"strings": {
"default": "An extremely Extreme player",
"fr": "Un joueur extrèmement Extrème",
"ja": "ずいぶんおにのプレイヤー"
"ja": "ずいぶんおにのプレイヤー",
"zh": "横扫千军"
}
}
},
@ -238,7 +249,7 @@
3,
0,
1000
],
]
}
},
"Free from errors": {
@ -248,7 +259,8 @@
"strings": {
"default": "Free from errors",
"fr": "Exempt d'erreurs",
"ja": "エラーに当たらない"
"ja": "エラーに当たらない",
"zh": "不容差错"
}
}
},
@ -260,7 +272,7 @@
3,
1,
1
],
]
}
},
"Unbreakable combo": {
@ -270,7 +282,8 @@
"strings": {
"default": "Unbreakable combo",
"fr": "Combo indestructible",
"ja": "アンブレイカブルコンボ"
"ja": "アンブレイカブルコンボ",
"zh": "连不可破"
}
}
},
@ -282,7 +295,7 @@
3,
1,
10
],
]
}
},
"Everlasting combo": {
@ -292,7 +305,8 @@
"strings": {
"default": "Everlasting combo",
"fr": "Combo éternel",
"ja": "永遠のコンボ"
"ja": "永遠のコンボ",
"zh": "连击永恒"
}
}
},
@ -304,7 +318,7 @@
3,
1,
100
],
]
}
},
"100%": {
@ -314,7 +328,8 @@
"strings": {
"default": "100%",
"fr": "100%",
"ja": "100点"
"ja": "100点",
"zh": "百发百中"
}
}
},
@ -326,7 +341,7 @@
3,
2,
1
],
]
}
},
"Aims for perfection": {
@ -336,7 +351,8 @@
"strings": {
"default": "Aims for perfection",
"fr": "Vise la perfection",
"ja": "完璧主義"
"ja": "完璧主義",
"zh": "完美主义"
}
}
},
@ -348,7 +364,7 @@
3,
2,
10
],
]
}
},
"Flawless": {
@ -358,7 +374,8 @@
"strings": {
"default": "Flawless",
"fr": "Sans défaut",
"ja": "寸分の狂いもない"
"ja": "寸分の狂いもない",
"zh": "完美无瑕"
}
}
},
@ -370,7 +387,7 @@
3,
2,
100
],
]
}
},
"Eight stars": {
@ -380,7 +397,8 @@
"strings": {
"default": "Eight stars",
"fr": "Huit étoiles",
"ja": "八つ星"
"ja": "八つ星",
"zh": "八颗星"
}
}
},
@ -392,7 +410,7 @@
8,
0,
1
],
]
}
},
"Nine stars": {
@ -402,7 +420,8 @@
"strings": {
"default": "Nine stars",
"fr": "Neuf étoiles",
"ja": "九つ星"
"ja": "九つ星",
"zh": "九颗星"
}
}
},
@ -414,7 +433,7 @@
9,
0,
1
],
]
}
},
"Challenger": {
@ -424,7 +443,8 @@
"strings": {
"default": "Challenger",
"fr": "Challenger",
"ja": "チャレンジャー"
"ja": "チャレンジャー",
"zh": "挑战者"
}
}
},
@ -436,7 +456,7 @@
10,
0,
1
],
]
}
},
"Sweaty challenger": {
@ -446,7 +466,8 @@
"strings": {
"default": "Sweaty challenger",
"fr": "Challenger en sueur",
"ja": "汗だくのチャレンジャー"
"ja": "汗だくのチャレンジャー",
"zh": "汗流浃背"
}
}
},
@ -458,7 +479,7 @@
11,
0,
1
],
]
}
},
"Challenger from another world": {
@ -468,7 +489,8 @@
"strings": {
"default": "Challenger from another world",
"fr": "Challenger d'un autre monde",
"ja": "異世界から来たチャレンジャー"
"ja": "異世界から来たチャレンジャー",
"zh": "来自异世界的挑战者"
}
}
},
@ -480,7 +502,7 @@
12,
0,
1
],
]
}
},
"Unbeatable warrior": {
@ -490,7 +512,8 @@
"strings": {
"default": "Unbeatable warrior",
"fr": "Guerrier imbattable",
"ja": "無敵の勇者"
"ja": "無敵の勇者",
"zh": "所向披靡"
}
}
},
@ -502,7 +525,7 @@
13,
0,
1
],
]
}
},
"Eight shining stars": {
@ -512,7 +535,8 @@
"strings": {
"default": "Eight shining stars",
"fr": "Huit étoiles brillantes",
"ja": "光る八つ星"
"ja": "光る八つ星",
"zh": "闪亮八星"
}
}
},
@ -524,7 +548,7 @@
8,
1,
1
],
]
}
},
"Nine shining stars": {
@ -534,7 +558,8 @@
"strings": {
"default": "Nine shining stars",
"fr": "Neuf étoiles brillantes",
"ja": "光る九つ星"
"ja": "光る九つ星",
"zh": "闪亮九星"
}
}
},
@ -546,7 +571,7 @@
9,
1,
1
],
]
}
},
"Talented drummer": {
@ -556,7 +581,8 @@
"strings": {
"default": "Talented drummer",
"fr": "Batteur talentueux",
"ja": "有能なドラマー"
"ja": "有能なドラマー",
"zh": "实力鼓手"
}
}
},
@ -568,7 +594,7 @@
10,
1,
1
],
]
}
},
"Tenacious warrior": {
@ -578,7 +604,8 @@
"strings": {
"default": "Tenacious warrior",
"fr": "Guerrier tenace",
"ja": "粘り強い勇者"
"ja": "粘り強い勇者",
"zh": "坚韧不拔"
}
}
},
@ -590,7 +617,7 @@
11,
1,
1
],
]
}
},
"Drummer from another world": {
@ -600,7 +627,8 @@
"strings": {
"default": "Drummer from another world",
"fr": "Batteur d'un autre monde",
"ja": "異世界から来たドラマー"
"ja": "異世界から来たドラマー",
"zh": "来自异世界的鼓手"
}
}
},
@ -612,7 +640,7 @@
12,
1,
1
],
]
}
},
"Celestial divinity": {
@ -622,7 +650,8 @@
"strings": {
"default": "Celestial divinity",
"fr": "Divinité celeste",
"ja": "天の神性"
"ja": "天の神性",
"zh": "天禀神赋"
}
}
},
@ -634,7 +663,7 @@
13,
1,
1
],
]
}
},
"Eight sparkling stars": {
@ -644,7 +673,8 @@
"strings": {
"default": "Eight sparkling stars",
"fr": "Huit étoiles étincelantes",
"ja": "輝く八つ星"
"ja": "輝く八つ星",
"zh": "闪耀八星"
}
}
},
@ -656,7 +686,7 @@
8,
2,
1
],
]
}
},
"Nine sparkling stars": {
@ -666,7 +696,8 @@
"strings": {
"default": "Nine sparkling stars",
"fr": "Neuf étoiles étincelantes",
"ja": "輝く九つ星"
"ja": "輝く九つ星",
"zh": "闪耀九星"
}
}
},
@ -678,7 +709,7 @@
9,
2,
1
],
]
}
},
"Outstanding drummer": {
@ -688,7 +719,8 @@
"strings": {
"default": "Outstanding drummer",
"fr": "Batteur d'exception",
"ja": "優秀なドラマー"
"ja": "優秀なドラマー",
"zh": "杰出鼓手"
}
}
},
@ -700,7 +732,7 @@
10,
2,
1
],
]
}
},
"Eternal legend": {
@ -710,7 +742,8 @@
"strings": {
"default": "Eternal legend",
"fr": "Légende éternelle",
"ja": "永遠の伝説"
"ja": "永遠の伝説",
"zh": "永恒传说"
}
}
},
@ -722,7 +755,7 @@
11,
2,
1
],
]
}
},
"Drummer from another dimension": {
@ -732,7 +765,8 @@
"strings": {
"default": "Drummer from another dimension",
"fr": "Batteur d'une autre dimention",
"ja": "異次元から来たドラマー"
"ja": "異次元から来たドラマー",
"zh": "来自异次元的鼓手"
}
}
},
@ -744,7 +778,7 @@
12,
2,
1
],
]
}
},
"I sold my real life": {
@ -754,7 +788,8 @@
"strings": {
"default": "I sold my real life",
"fr": "J'ai vendu ma vie réele",
"ja": "現実に手を離れてしまいました"
"ja": "現実に手を離れてしまいました",
"zh": "超越现世"
}
}
},
@ -766,7 +801,7 @@
13,
2,
1
],
]
}
},
"First Secret": {
@ -776,7 +811,8 @@
"strings": {
"default": "First Secret",
"fr": "Mon premier secret",
"ja": "初めての秘密"
"ja": "初めての秘密",
"zh": "第一份秘密"
}
}
},
@ -793,5 +829,5 @@
"Dashy's Secrets"
]
}
},
}
}

View File

@ -61,6 +61,12 @@ Game_Chara_Balloon_4P=0,-264
;3人プレイ以上のふうせん連打時のキャラ画像Y座標。
Game_Chara_Balloon_5P=0,-252
;ふうせん連打時のキャラ画像X座標。(X,Y)
Game_Chara_Kusudama_X=435,1035,135,1335,735
;ふうせん連打時のキャラ画像Y座標。(X,Y)
Game_Chara_Kusudama_Y=630,630,630,630,630
;ふうせん連打アクション時に使用するタイマーの更新間隔。(ms)
Game_Chara_Balloon_Timer=16

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@ -768,7 +768,6 @@ namespace TJAPlayer3
Timer?.Update();
SoundManager.PlayTimer?.Update();
FPS?.Update();
ShowWindowTitleWithSoundType();
if (BeatScaling != null)
{
@ -3143,7 +3142,7 @@ for (int i = 0; i < 3; i++) {
delay = "(" + SoundManager.GetSoundDelay() + "ms)";
}
AssemblyName asmApp = Assembly.GetExecutingAssembly().GetName();
base.Text = asmApp.Name + " Ver." + VERSION + " (" + SoundManager.GetCurrentSoundDeviceType() + delay + ") (" + ((FPS != null) ? FPS.NowFPS : "??") + " FPS)";
base.Text = asmApp.Name + " Ver." + VERSION + " (" + SoundManager.GetCurrentSoundDeviceType() + delay + ")";
}
private void t終了処理()

View File

@ -761,63 +761,6 @@ namespace TJAPlayer3
#endregion
#region
End_Clear_Chara = TxC(GAME + END + @$"Clear_Chara.png");
End_Star = TxC(GAME + END + @$"Star.png");
End_Clear_Text = new CTexture[2];
End_Clear_Text[0] = TxC(GAME + END + @$"Clear_Text.png");
End_Clear_Text[1] = TxC(GAME + END + @$"Clear_Text_End.png");
End_Clear_L = new CTexture[5];
End_Clear_R = new CTexture[5];
for (int i = 0; i < 5; i++)
{
End_Clear_L[i] = TxC(GAME + END + @$"Clear{Path.DirectorySeparatorChar}" + @$"Clear_L_" + i.ToString() + ".png");
End_Clear_R[i] = TxC(GAME + END + @$"Clear{Path.DirectorySeparatorChar}" + @$"Clear_R_" + i.ToString() + ".png");
}
End_Clear_Text_ = TxC(GAME + END + @$"Clear{Path.DirectorySeparatorChar}" + @$"Clear_Text.png");
End_Clear_Text_Effect = TxC(GAME + END + @$"Clear{Path.DirectorySeparatorChar}" + @$"Clear_Text_Effect.png");
if (End_Clear_Text_Effect != null) End_Clear_Text_Effect.b加算合成 = true;
ClearFailed = TxC(GAME + END + @$"ClearFailed{Path.DirectorySeparatorChar}" + "Clear_Failed.png");
ClearFailed1 = TxC(GAME + END + @$"ClearFailed{Path.DirectorySeparatorChar}" + "Clear_Failed1.png");
ClearFailed2 = TxC(GAME + END + @$"ClearFailed{Path.DirectorySeparatorChar}" + "Clear_Failed2.png");
End_ClearFailed = new CTexture[26];
for (int i = 0; i < 26; i++)
End_ClearFailed[i] = TxC(GAME + END + @$"ClearFailed{Path.DirectorySeparatorChar}" + i.ToString() + ".png");
End_FullCombo = new CTexture[67];
for (int i = 0; i < 67; i++)
End_FullCombo[i] = TxC(GAME + END + @$"FullCombo{Path.DirectorySeparatorChar}" + i.ToString() + ".png");
End_FullComboLoop = new CTexture[3];
for (int i = 0; i < 3; i++)
End_FullComboLoop[i] = TxC(GAME + END + @$"FullCombo{Path.DirectorySeparatorChar}" + "loop_" + i.ToString() + ".png");
End_DondaFullComboBg = TxC(GAME + END + @$"DondaFullCombo{Path.DirectorySeparatorChar}" + "bg.png");
End_DondaFullCombo = new CTexture[62];
for (int i = 0; i < 62; i++)
End_DondaFullCombo[i] = TxC(GAME + END + @$"DondaFullCombo{Path.DirectorySeparatorChar}" + i.ToString() + ".png");
End_DondaFullComboLoop = new CTexture[3];
for (int i = 0; i < 3; i++)
End_DondaFullComboLoop[i] = TxC(GAME + END + @$"DondaFullCombo{Path.DirectorySeparatorChar}" + "loop_" + i.ToString() + ".png");
End_Goukaku = new CTexture[3];
for (int i = 0; i < End_Goukaku.Length; i++)
{
End_Goukaku[i] = TxC(GAME + END + @$"Dan" + i.ToString() + ".png");
}
#endregion
#region GameMode
GameMode_Timer_Tick = TxC(GAME + GAMEMODE + @$"Timer_Tick.png");
@ -2877,27 +2820,6 @@ namespace TJAPlayer3
Lane_Background_Sub,
Lane_Background_GoGo;
#endregion
#region
public CTexture End_Clear_Chara;
public CTexture[] End_Clear_Text;
public CTexture End_Star;
public CTexture[] End_Clear_L,
End_Clear_R,
End_ClearFailed,
End_FullCombo,
End_FullComboLoop,
End_DondaFullCombo,
End_DondaFullComboLoop,
End_Goukaku;
public CTexture End_Clear_Text_,
End_Clear_Text_Effect,
ClearFailed,
ClearFailed1,
ClearFailed2,
End_DondaFullComboBg;
#endregion
#region
public CTexture GameMode_Timer_Frame,
GameMode_Timer_Tick;

View File

@ -71,7 +71,6 @@ namespace TJAPlayer3
{
this.dbFailedTime = TJAPlayer3.Timer.NowTime;
this.ct進行 = new CCounter( 0, 300, 22, TJAPlayer3.Timer );
this.ctEnd_ClearFailed = new CCounter(0, 69, 30, TJAPlayer3.Timer);
if ( TJAPlayer3.ConfigIni.eGameMode != EGame.OFF )
{
this.ct進行 = new CCounter( 0, 4000, 2, TJAPlayer3.Timer );
@ -125,23 +124,6 @@ namespace TJAPlayer3
{
int[] y = new int[] { 0, 176 };
this.ctEnd_ClearFailed.Tick();
if (this.ctEnd_ClearFailed.CurrentValue <= 20 || TJAPlayer3.Tx.ClearFailed == null)
{
TJAPlayer3.Tx.End_ClearFailed[Math.Min(this.ctEnd_ClearFailed.CurrentValue, TJAPlayer3.Tx.End_ClearFailed.Length - 1)]?.t2D描画(505, y[i] + 145);
}
else if(this.ctEnd_ClearFailed.CurrentValue >= 20 && this.ctEnd_ClearFailed.CurrentValue <= 67)
{
TJAPlayer3.Tx.ClearFailed?.t2D描画(502, y[i] + 192);
}
else if (this.ctEnd_ClearFailed.CurrentValue == 68)
{
TJAPlayer3.Tx.ClearFailed1?.t2D描画(502, y[i] + 192);
}
else if (this.ctEnd_ClearFailed.CurrentValue >= 69)
{
TJAPlayer3.Tx.ClearFailed2?.t2D描画(502, y[i] + 192);
}
}
#endregion
@ -251,7 +233,6 @@ namespace TJAPlayer3
private bool failedSongPlayed;
private CSound soundFailed;
private CCounter ctEnd_ClearFailed;
//private CTexture txStageFailed;
// private CTexture txGameFailed;
// private CTexture txBlack;

View File

@ -593,7 +593,7 @@ namespace TJAPlayer3
{
base.IsFirstDraw = false;
}
if (this.ct進行メイン != null && (TJAPlayer3.stage演奏ドラム画面.ePhaseID == CStage.EPhase.Game_EndStage || TJAPlayer3.stage演奏ドラム画面.ePhaseID == CStage.EPhase.Game_STAGE_CLEAR_FadeOut))
if (this.ct進行メイン != null && (TJAPlayer3.stage演奏ドラム画面.ePhaseID == CStage.EPhase.Game_EndStage || TJAPlayer3.stage演奏ドラム画面.ePhaseID == CStage.EPhase.Game_STAGE_FAILED || TJAPlayer3.stage演奏ドラム画面.ePhaseID == CStage.EPhase.Game_STAGE_CLEAR_FadeOut))
{
this.ct進行メイン.Tick();
@ -898,29 +898,6 @@ namespace TJAPlayer3
Dan_Gold_Perfect
}
void StarDraw(int x, int y, int count, int starttime = 0, int Endtime = 20)
{
if (count >= 0 && count <= Endtime)
{
count += starttime;
if (count <= 11)
{
TJAPlayer3.Tx.End_Star.vcScaleRatio.X = count * 0.09f;
TJAPlayer3.Tx.End_Star.vcScaleRatio.Y = count * 0.09f;
TJAPlayer3.Tx.End_Star.Opacity = 255;
TJAPlayer3.Tx.End_Star.t2D拡大率考慮中央基準描画(x, y);
}
else if (count <= 20)
{
TJAPlayer3.Tx.End_Star.vcScaleRatio.X = 1.0f;
TJAPlayer3.Tx.End_Star.vcScaleRatio.Y = 1.0f;
TJAPlayer3.Tx.End_Star.Opacity = (int)(255 - (255.0f / 9.0f) * (count - 11));
TJAPlayer3.Tx.End_Star.t2D拡大率考慮中央基準描画(x, y);
}
}
}
//-----------------
#endregion
}

View File

@ -449,6 +449,7 @@ namespace TJAPlayer3
&& ( base.ePhaseID == CStage.EPhase.Common_NORMAL ))
{
this.actStageFailed.Start();
this.actEnd.Start();
TJAPlayer3.DTX.t全チップの再生停止();
base.ePhaseID = CStage.EPhase.Game_STAGE_FAILED;
}
@ -600,7 +601,6 @@ namespace TJAPlayer3
this.t全体制御メソッド();
this.actPauseMenu.t進行描画();
//this.actEnd.On進行描画();
this.t進行描画_STAGEFAILED();
@ -621,6 +621,8 @@ namespace TJAPlayer3
if (!ifp[i]) bIsFinishedPlaying = false;
}
this.actPauseMenu.t進行描画();
//演奏終了→演出表示→フェードアウト
if ( bIsFinishedPlaying && base.ePhaseID == CStage.EPhase.Common_NORMAL )
{

View File

@ -451,7 +451,7 @@ namespace TJAPlayer3
var _center_x = (x + x末端 + image_size) / 2;
var _center_y = _adjust + (y + y末端) / 2;
//TJAPlayer3.Tx.Notes[(int)_gt].t2D描画(_x0, _y0, new Rectangle(rollOrigin + TJAPlayer3.Skin.Game_Notes_Size[0] + _offset, 0, TJAPlayer3.Skin.Game_Notes_Size[0], TJAPlayer3.Skin.Game_Notes_Size[1]));
_texarr.t2D拡大率考慮中央基準描画((int)_center_x, (int)_center_y, new Rectangle(rollOrigin + TJAPlayer3.Skin.Game_Notes_Size[0] + _offset, 0, TJAPlayer3.Skin.Game_Notes_Size[0], TJAPlayer3.Skin.Game_Notes_Size[1]));
_texarr.t2D_DisplayImage_RollNote((int)_center_x, (int)_center_y, new Rectangle(rollOrigin + TJAPlayer3.Skin.Game_Notes_Size[0] + _offset, 0, TJAPlayer3.Skin.Game_Notes_Size[0], TJAPlayer3.Skin.Game_Notes_Size[1]));
//t2D拡大率考慮中央基準描画 t2D中心基準描画
// Tail