AIバトル演奏の本格実装2 (#357)
@ -3296,6 +3296,14 @@ namespace TJAPlayer3
|
||||
Game_Gauge_Y[i] = int.Parse(strSplit[i]);
|
||||
}
|
||||
}
|
||||
else if (strCommand == "Game_Gauge_X_AI")
|
||||
{
|
||||
Game_Gauge_X_AI = int.Parse(strParam);
|
||||
}
|
||||
else if (strCommand == "Game_Gauge_Y_AI")
|
||||
{
|
||||
Game_Gauge_Y_AI = int.Parse(strParam);
|
||||
}
|
||||
else if (strCommand == "Game_Gauge_Rect")
|
||||
{
|
||||
string[] strSplit = strParam.Split(',');
|
||||
@ -3320,6 +3328,14 @@ namespace TJAPlayer3
|
||||
Game_Gauge_ClearText_Y[i] = int.Parse(strSplit[i]);
|
||||
}
|
||||
}
|
||||
else if (strCommand == "Game_Gauge_ClearText_X_AI")
|
||||
{
|
||||
Game_Gauge_ClearText_X_AI = int.Parse(strParam);
|
||||
}
|
||||
else if (strCommand == "Game_Gauge_ClearText_Y_AI")
|
||||
{
|
||||
Game_Gauge_ClearText_Y_AI = int.Parse(strParam);
|
||||
}
|
||||
else if (strCommand == "Game_Gauge_ClearText_Rect")
|
||||
{
|
||||
string[] strSplit = strParam.Split(',');
|
||||
@ -3352,6 +3368,14 @@ namespace TJAPlayer3
|
||||
Gauge_Soul_Y[i] = int.Parse(strSplit[i]);
|
||||
}
|
||||
}
|
||||
else if (strCommand == "Gauge_Soul_X_AI")
|
||||
{
|
||||
Gauge_Soul_X_AI = int.Parse(strParam);
|
||||
}
|
||||
else if (strCommand == "Gauge_Soul_Y_AI")
|
||||
{
|
||||
Gauge_Soul_Y_AI = int.Parse(strParam);
|
||||
}
|
||||
else if (strCommand == "Gauge_Soul_Fire_X")
|
||||
{
|
||||
string[] strSplit = strParam.Split(',');
|
||||
@ -3368,6 +3392,14 @@ namespace TJAPlayer3
|
||||
Gauge_Soul_Fire_Y[i] = int.Parse(strSplit[i]);
|
||||
}
|
||||
}
|
||||
else if (strCommand == "Gauge_Soul_Fire_X_AI")
|
||||
{
|
||||
Gauge_Soul_Fire_X_AI = int.Parse(strParam);
|
||||
}
|
||||
else if (strCommand == "Gauge_Soul_Fire_Y_AI")
|
||||
{
|
||||
Gauge_Soul_Fire_Y_AI = int.Parse(strParam);
|
||||
}
|
||||
else if (strCommand == "Game_Gauge_Rainbow_Timer")
|
||||
{
|
||||
if (int.Parse(strParam) != 0)
|
||||
@ -4144,6 +4176,78 @@ namespace TJAPlayer3
|
||||
{
|
||||
Game_AIBattle_Batch_Move[i] = int.Parse(strSplit[i]);
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||||
}
|
||||
}
|
||||
else if (strCommand == "Game_AIBattle_Judge_Meter_X")
|
||||
{
|
||||
string[] strSplit = strParam.Split(',');
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Game_AIBattle_Judge_Meter_X[i] = int.Parse(strSplit[i]);
|
||||
}
|
||||
}
|
||||
else if (strCommand == "Game_AIBattle_Judge_Meter_Y")
|
||||
{
|
||||
string[] strSplit = strParam.Split(',');
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Game_AIBattle_Judge_Meter_Y[i] = int.Parse(strSplit[i]);
|
||||
}
|
||||
}
|
||||
else if (strCommand == "Game_AIBattle_Judge_Number_Perfect_X")
|
||||
{
|
||||
string[] strSplit = strParam.Split(',');
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Game_AIBattle_Judge_Number_Perfect_X[i] = int.Parse(strSplit[i]);
|
||||
}
|
||||
}
|
||||
else if (strCommand == "Game_AIBattle_Judge_Number_Perfect_Y")
|
||||
{
|
||||
string[] strSplit = strParam.Split(',');
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Game_AIBattle_Judge_Number_Perfect_Y[i] = int.Parse(strSplit[i]);
|
||||
}
|
||||
}
|
||||
else if (strCommand == "Game_AIBattle_Judge_Number_Good_X")
|
||||
{
|
||||
string[] strSplit = strParam.Split(',');
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Game_AIBattle_Judge_Number_Good_X[i] = int.Parse(strSplit[i]);
|
||||
}
|
||||
}
|
||||
else if (strCommand == "Game_AIBattle_Judge_Number_Good_Y")
|
||||
{
|
||||
string[] strSplit = strParam.Split(',');
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Game_AIBattle_Judge_Number_Good_Y[i] = int.Parse(strSplit[i]);
|
||||
}
|
||||
}
|
||||
else if (strCommand == "Game_AIBattle_Judge_Number_Miss_X")
|
||||
{
|
||||
string[] strSplit = strParam.Split(',');
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Game_AIBattle_Judge_Number_Miss_X[i] = int.Parse(strSplit[i]);
|
||||
}
|
||||
}
|
||||
else if (strCommand == "Game_AIBattle_Judge_Number_Miss_Y")
|
||||
{
|
||||
string[] strSplit = strParam.Split(',');
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Game_AIBattle_Judge_Number_Miss_Y[i] = int.Parse(strSplit[i]);
|
||||
}
|
||||
}
|
||||
else if (strCommand == "Game_AIBattle_Judge_Number_Interval")
|
||||
{
|
||||
string[] strSplit = strParam.Split(',');
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
Game_AIBattle_Judge_Number_Interval[i] = int.Parse(strSplit[i]);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
@ -5599,15 +5703,23 @@ namespace TJAPlayer3
|
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#region Gauge
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public int[] Game_Gauge_X = new int[] { 492, 492 };
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||||
public int[] Game_Gauge_Y = new int[] { 144, 532 };
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public int Game_Gauge_X_AI = 650;
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public int Game_Gauge_Y_AI = 153;
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public int[] Game_Gauge_Rect = new int[] { 0, 0, 700, 44 };
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||||
public int[] Game_Gauge_ClearText_X = new int[] { 1038, 1038 };
|
||||
public int[] Game_Gauge_ClearText_Y = new int[] { 144, 554 };
|
||||
public int Game_Gauge_ClearText_X_AI = 1087;
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||||
public int Game_Gauge_ClearText_Y_AI = 153;
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public int[] Game_Gauge_ClearText_Rect = new int[] { 0, 44, 58, 24 };
|
||||
public int[] Game_Gauge_ClearText_Clear_Rect = new int[] { 58, 44, 58, 24 };
|
||||
public int[] Gauge_Soul_X = new int[] { 1184, 1184 };
|
||||
public int[] Gauge_Soul_Y = new int[] { 125, 516 };
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||||
public int Gauge_Soul_X_AI = 1200;
|
||||
public int Gauge_Soul_Y_AI = 140;
|
||||
public int[] Gauge_Soul_Fire_X = new int[] { 1112, 1112 };
|
||||
public int[] Gauge_Soul_Fire_Y = new int[] { 52, 443 };
|
||||
public int Gauge_Soul_Fire_X_AI = 1143;
|
||||
public int Gauge_Soul_Fire_Y_AI = 83;
|
||||
public int Game_Gauge_Rainbow_Ptn;
|
||||
public int Game_Gauge_Dan_Rainbow_Ptn;
|
||||
public int Game_Gauge_Rainbow_Timer = 50;
|
||||
@ -5778,7 +5890,24 @@ namespace TJAPlayer3
|
||||
public int[] Game_AIBattle_Batch_Anime = new int[] { 260, -35 };
|
||||
public int[] Game_AIBattle_Batch_Anime_Size = new int[] { 274, 274 };
|
||||
|
||||
public int[] Game_AIBattle_Batch_Move = new int[] { 30, 15 };
|
||||
public int[] Game_AIBattle_Batch_Move = new int[] { 30, 15 };
|
||||
|
||||
public int[] Game_AIBattle_Judge_Meter_X = new int[] { 3, 3 };
|
||||
public int[] Game_AIBattle_Judge_Meter_Y = new int[] { 55, 418 };
|
||||
|
||||
public int[] Game_AIBattle_Judge_Number_Perfect_X = new int[] { 107, 107 };
|
||||
public int[] Game_AIBattle_Judge_Number_Perfect_Y = new int[] { 74, 437 };
|
||||
|
||||
public int[] Game_AIBattle_Judge_Number_Good_X = new int[] { 107, 107 };
|
||||
public int[] Game_AIBattle_Judge_Number_Good_Y = new int[] { 91, 454 };
|
||||
|
||||
public int[] Game_AIBattle_Judge_Number_Miss_X = new int[] { 107, 107 };
|
||||
public int[] Game_AIBattle_Judge_Number_Miss_Y = new int[] { 108, 471 };
|
||||
|
||||
public int[] Game_AIBattle_Judge_Number_Roll_X = new int[] { 107, 107 };
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||||
public int[] Game_AIBattle_Judge_Number_Roll_Y = new int[] { 125, 488 };
|
||||
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public int[] Game_AIBattle_Judge_Number_Interval = new int[] { 10, 0 };
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
|
@ -404,11 +404,13 @@ namespace TJAPlayer3
|
||||
Taiko_Background[9] = TxC(GAME + TAIKO + @"AI_Background.png");
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||||
Taiko_Background[10] = TxC(GAME + TAIKO + @"Boss_Background.png");
|
||||
|
||||
Taiko_Frame = new CTexture[4];
|
||||
Taiko_Frame = new CTexture[6];
|
||||
Taiko_Frame[0] = TxC(GAME + TAIKO + @"1P_Frame.png");
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||||
Taiko_Frame[1] = TxC(GAME + TAIKO + @"2P_Frame.png");
|
||||
Taiko_Frame[2] = TxC(GAME + TAIKO + @"Tower_Frame.png");
|
||||
Taiko_Frame[3] = TxC(GAME + TAIKO + @"Tokkun_Frame.png");
|
||||
Taiko_Frame[4] = TxC(GAME + TAIKO + @"2P_None_Frame.png");
|
||||
Taiko_Frame[5] = TxC(GAME + TAIKO + @"AI_Frame.png");
|
||||
|
||||
Taiko_PlayerNumber = new CTexture[2];
|
||||
Taiko_PlayerNumber[0] = TxC(GAME + TAIKO + @"1P_PlayerNumber.png");
|
||||
@ -873,6 +875,11 @@ namespace TJAPlayer3
|
||||
AIBattle_Batch_Base = TxC(GAME + AIBATTLE + @"Batch_Base.png");
|
||||
AIBattle_Batch = TxC(GAME + AIBATTLE + @"Batch.png");
|
||||
|
||||
AIBattle_Judge_Meter[0] = TxC(GAME + AIBATTLE + @"Judge_Meter.png");
|
||||
AIBattle_Judge_Meter[1] = TxC(GAME + AIBATTLE + @"Judge_Meter_AI.png");
|
||||
|
||||
AIBattle_Judge_Number = TxC(GAME + AIBATTLE + @"Judge_Number.png");
|
||||
|
||||
#endregion
|
||||
|
||||
#endregion
|
||||
@ -2045,7 +2052,10 @@ namespace TJAPlayer3
|
||||
AIBattle_SectionTime_Bar_Normal,
|
||||
AIBattle_SectionTime_Bar_Finish,
|
||||
AIBattle_Batch_Base,
|
||||
AIBattle_Batch;
|
||||
AIBattle_Batch,
|
||||
AIBattle_Judge_Number;
|
||||
|
||||
public CTexture[] AIBattle_Judge_Meter = new CTexture[2];
|
||||
|
||||
#endregion
|
||||
|
||||
|
@ -241,7 +241,7 @@ namespace TJAPlayer3
|
||||
}
|
||||
else
|
||||
{
|
||||
if (TJAPlayer3.stage選曲.r現在選択中のスコア.譜面情報.nレベル[n現在の選択行[0] - 2] > 0)
|
||||
if (TJAPlayer3.stage選曲.r現在選択中のスコア.譜面情報.nレベル[n現在の選択行[i] - 2] > 0)
|
||||
{
|
||||
//TJAPlayer3.stage選曲.ctDonchan_Jump[0].t開始(0, TJAPlayer3.Tx.SongSelect_Donchan_Jump.Length - 1, 1000 / 45, TJAPlayer3.Timer);
|
||||
|
||||
|
@ -218,8 +218,10 @@ namespace TJAPlayer3
|
||||
/// <param name="bAutoPlay"></param>
|
||||
/// <param name="delta"></param>
|
||||
public void Add( E楽器パート part, STAUTOPLAY bAutoPlay, long delta, int player )
|
||||
{
|
||||
double rev = 1.0;
|
||||
{
|
||||
if (TJAPlayer3.ConfigIni.bAIBattleMode && player == 1) return;
|
||||
|
||||
double rev = 1.0;
|
||||
|
||||
delta = (long)(delta * TJAPlayer3.stage選曲.actPlayOption.tGetModMultiplier(CActPlayOption.EBalancingType.SCORE, false, player));
|
||||
|
||||
@ -257,7 +259,9 @@ namespace TJAPlayer3
|
||||
|
||||
public void BonusAdd( int player )
|
||||
{
|
||||
for( int sc = 0; sc < 1; sc++ )
|
||||
if (TJAPlayer3.ConfigIni.bAIBattleMode && player == 1) return;
|
||||
|
||||
for ( int sc = 0; sc < 1; sc++ )
|
||||
{
|
||||
for( int i = 0; i < 256; i++ )
|
||||
{
|
||||
|
@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
@ -115,7 +116,7 @@ namespace TJAPlayer3
|
||||
|
||||
for (int i = 0; i < TJAPlayer3.stage演奏ドラム画面.NowAIBattleSectionCount; i++)
|
||||
{
|
||||
|
||||
|
||||
var section = TJAPlayer3.stage演奏ドラム画面.AIBattleSections[i];
|
||||
|
||||
int upDown = (i % 2);
|
||||
@ -181,6 +182,41 @@ namespace TJAPlayer3
|
||||
}
|
||||
}
|
||||
|
||||
for (int player = 0; player < 2; player++)
|
||||
{
|
||||
TJAPlayer3.Tx.AIBattle_Judge_Meter[player]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_AIBattle_Judge_Meter_X[player], TJAPlayer3.Skin.Game_AIBattle_Judge_Meter_Y[player]);
|
||||
|
||||
|
||||
int[] numArr = new int[4]
|
||||
{
|
||||
TJAPlayer3.stage演奏ドラム画面.CChartScore[player].nGreat,
|
||||
TJAPlayer3.stage演奏ドラム画面.CChartScore[player].nGood,
|
||||
TJAPlayer3.stage演奏ドラム画面.CChartScore[player].nMiss,
|
||||
TJAPlayer3.stage演奏ドラム画面.CChartScore[player].nRoll
|
||||
};
|
||||
|
||||
int[] num_x = new int[4]
|
||||
{
|
||||
TJAPlayer3.Skin.Game_AIBattle_Judge_Number_Perfect_X[player],
|
||||
TJAPlayer3.Skin.Game_AIBattle_Judge_Number_Good_X[player],
|
||||
TJAPlayer3.Skin.Game_AIBattle_Judge_Number_Miss_X[player],
|
||||
TJAPlayer3.Skin.Game_AIBattle_Judge_Number_Roll_X[player]
|
||||
};
|
||||
|
||||
int[] num_y = new int[4]
|
||||
{
|
||||
TJAPlayer3.Skin.Game_AIBattle_Judge_Number_Perfect_Y[player],
|
||||
TJAPlayer3.Skin.Game_AIBattle_Judge_Number_Good_Y[player],
|
||||
TJAPlayer3.Skin.Game_AIBattle_Judge_Number_Miss_Y[player],
|
||||
TJAPlayer3.Skin.Game_AIBattle_Judge_Number_Roll_Y[player]
|
||||
};
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
DrawJudgeNumber(num_x[i], num_y[i], numArr[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -190,6 +226,24 @@ namespace TJAPlayer3
|
||||
private CCounter BarFlashCounter;
|
||||
public CCounter BatchAnimeCounter;
|
||||
|
||||
private void DrawJudgeNumber(int x, int y, int num)
|
||||
{
|
||||
int[] nums = C変換.SeparateDigits(num);
|
||||
for (int j = 0; j < nums.Length; j++)
|
||||
{
|
||||
float offset = j - (nums.Length / 2.0f);
|
||||
|
||||
float width = TJAPlayer3.Tx.AIBattle_Judge_Number.sz画像サイズ.Width / 10.0f;
|
||||
float height = TJAPlayer3.Tx.AIBattle_Judge_Number.sz画像サイズ.Height;
|
||||
|
||||
float _x = x - (TJAPlayer3.Skin.Game_AIBattle_Judge_Number_Interval[0] * offset);
|
||||
float _y = y - (TJAPlayer3.Skin.Game_AIBattle_Judge_Number_Interval[1] * offset);
|
||||
|
||||
TJAPlayer3.Tx.AIBattle_Judge_Number.t2D拡大率考慮中央基準描画(TJAPlayer3.app.Device, _x + (width / 2), _y + (height / 2),
|
||||
new RectangleF(width * nums[j], 0, width, height));
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
@ -235,7 +235,8 @@ namespace TJAPlayer3
|
||||
}
|
||||
|
||||
for( int i = 0; i < TJAPlayer3.ConfigIni.nPlayerCount; i++ )
|
||||
{
|
||||
{
|
||||
if (TJAPlayer3.ConfigIni.bAIBattleMode && i == 1) break;
|
||||
|
||||
ModIcons.tDisplayMods(TJAPlayer3.Skin.Game_Taiko_ModIcons_X[i], TJAPlayer3.Skin.Game_Taiko_ModIcons_Y[i], i);
|
||||
|
||||
|
@ -187,6 +187,12 @@ namespace TJAPlayer3
|
||||
if (TJAPlayer3.stage選曲.n確定された曲の難易度[0] == (int)Difficulty.Tower || TJAPlayer3.ConfigIni.bTokkunMode)
|
||||
return 0;
|
||||
|
||||
float scale = 1.0f;
|
||||
if (TJAPlayer3.ConfigIni.bAIBattleMode)
|
||||
{
|
||||
scale = 0.8f;
|
||||
}
|
||||
|
||||
#region [Gauge base]
|
||||
|
||||
if (TJAPlayer3.stage選曲.n確定された曲の難易度[0] == (int)Difficulty.Dan)
|
||||
@ -219,7 +225,7 @@ namespace TJAPlayer3
|
||||
}
|
||||
else
|
||||
{
|
||||
if (TJAPlayer3.stage演奏ドラム画面.bDoublePlay)
|
||||
if (TJAPlayer3.stage演奏ドラム画面.bDoublePlay && !TJAPlayer3.ConfigIni.bAIBattleMode)
|
||||
{
|
||||
TJAPlayer3.Tx.Gauge_Base[1]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1],
|
||||
new Rectangle(TJAPlayer3.Skin.Game_Gauge_Rect[0], TJAPlayer3.Skin.Game_Gauge_Rect[1], TJAPlayer3.Skin.Game_Gauge_Rect[2], TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
@ -231,8 +237,27 @@ namespace TJAPlayer3
|
||||
}
|
||||
else
|
||||
{
|
||||
TJAPlayer3.Tx.Gauge_Base[0]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0],
|
||||
new Rectangle(TJAPlayer3.Skin.Game_Gauge_Rect[0], TJAPlayer3.Skin.Game_Gauge_Rect[1], TJAPlayer3.Skin.Game_Gauge_Rect[2], TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
int x;
|
||||
int y;
|
||||
if (TJAPlayer3.ConfigIni.bAIBattleMode)
|
||||
{
|
||||
x = TJAPlayer3.Skin.Game_Gauge_X_AI;
|
||||
y = TJAPlayer3.Skin.Game_Gauge_Y_AI;
|
||||
}
|
||||
else
|
||||
{
|
||||
x = TJAPlayer3.Skin.Game_Gauge_X[0];
|
||||
y = TJAPlayer3.Skin.Game_Gauge_Y[0];
|
||||
}
|
||||
|
||||
if (TJAPlayer3.Tx.Gauge_Base[0] != null)
|
||||
{
|
||||
TJAPlayer3.Tx.Gauge_Base[0].vc拡大縮小倍率.X = scale;
|
||||
TJAPlayer3.Tx.Gauge_Base[0].vc拡大縮小倍率.Y = scale;
|
||||
|
||||
TJAPlayer3.Tx.Gauge_Base[0].t2D描画(TJAPlayer3.app.Device, x, y,
|
||||
new Rectangle(TJAPlayer3.Skin.Game_Gauge_Rect[0], TJAPlayer3.Skin.Game_Gauge_Rect[1], TJAPlayer3.Skin.Game_Gauge_Rect[2], TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -242,27 +267,39 @@ namespace TJAPlayer3
|
||||
|
||||
if( TJAPlayer3.Tx.Gauge[0] != null )
|
||||
{
|
||||
int x;
|
||||
int y;
|
||||
if (TJAPlayer3.ConfigIni.bAIBattleMode)
|
||||
{
|
||||
x = TJAPlayer3.Skin.Game_Gauge_X_AI;
|
||||
y = TJAPlayer3.Skin.Game_Gauge_Y_AI;
|
||||
}
|
||||
else
|
||||
{
|
||||
x = TJAPlayer3.Skin.Game_Gauge_X[0];
|
||||
y = TJAPlayer3.Skin.Game_Gauge_Y[0];
|
||||
}
|
||||
|
||||
if (TJAPlayer3.stage選曲.n確定された曲の難易度[0] == (int)Difficulty.Dan)
|
||||
{
|
||||
if (TJAPlayer3.P1IsBlue())
|
||||
TJAPlayer3.Tx.Gauge_Dan[5]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, nRectX, TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
TJAPlayer3.Tx.Gauge_Dan[5]?.t2D描画(TJAPlayer3.app.Device, x, y, new Rectangle(0, 0, nRectX, TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
else
|
||||
TJAPlayer3.Tx.Gauge_Dan[1]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, nRectX, TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
TJAPlayer3.Tx.Gauge_Dan[1]?.t2D描画(TJAPlayer3.app.Device, x, y, new Rectangle(0, 0, nRectX, TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
|
||||
for (int i = 0; i < TJAPlayer3.DTX.Dan_C.Length; i++)
|
||||
{
|
||||
if (TJAPlayer3.DTX.Dan_C[i] != null && TJAPlayer3.DTX.Dan_C[i].GetExamType() == Exam.Type.Gauge && db現在のゲージ値[0] >= TJAPlayer3.DTX.Dan_C[i].GetValue(false))
|
||||
{
|
||||
TJAPlayer3.Tx.Gauge_Dan[3].Opacity = 255;
|
||||
TJAPlayer3.Tx.Gauge_Dan[3]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0] + (TJAPlayer3.DTX.Dan_C[i].GetValue(false) / 2 * nWidth), TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, nRectX - (TJAPlayer3.DTX.Dan_C[i].GetValue(false) / 2 * nWidth), TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
TJAPlayer3.Tx.Gauge_Dan[3]?.t2D描画(TJAPlayer3.app.Device, x + (TJAPlayer3.DTX.Dan_C[i].GetValue(false) / 2 * nWidth), y, new Rectangle(0, 0, nRectX - (TJAPlayer3.DTX.Dan_C[i].GetValue(false) / 2 * nWidth), TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
|
||||
int Opacity = 0;
|
||||
if (this.ctGaugeFlash.n現在の値 <= 365) Opacity = 0;
|
||||
else if (this.ctGaugeFlash.n現在の値 <= 448) Opacity = (int)((this.ctGaugeFlash.n現在の値 - 365) / 83f * 255f);
|
||||
else if (this.ctGaugeFlash.n現在の値 <= 531) Opacity = 255 - (int)((this.ctGaugeFlash.n現在の値 - 448) / 83f * 255f);
|
||||
TJAPlayer3.Tx.Gauge_Dan[3].Opacity = Opacity;
|
||||
TJAPlayer3.Tx.Gauge_Dan[3]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, TJAPlayer3.DTX.Dan_C[i].GetValue(false) / 2 * nWidth, TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
TJAPlayer3.Tx.Gauge_Dan[3]?.t2D描画(TJAPlayer3.app.Device, x, y, new Rectangle(0, 0, TJAPlayer3.DTX.Dan_C[i].GetValue(false) / 2 * nWidth, TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
|
||||
break;
|
||||
}
|
||||
@ -272,9 +309,17 @@ namespace TJAPlayer3
|
||||
else
|
||||
{
|
||||
if (TJAPlayer3.P1IsBlue())
|
||||
TJAPlayer3.Tx.Gauge[2]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, nRectX, TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
TJAPlayer3.Tx.Gauge[2]?.t2D描画(TJAPlayer3.app.Device, x, y, new Rectangle(0, 0, nRectX, TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
else
|
||||
TJAPlayer3.Tx.Gauge[0]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0], new Rectangle(0, 0, nRectX, TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
{
|
||||
if (TJAPlayer3.Tx.Gauge[0] != null)
|
||||
{
|
||||
TJAPlayer3.Tx.Gauge[0].vc拡大縮小倍率.X = scale;
|
||||
TJAPlayer3.Tx.Gauge[0].vc拡大縮小倍率.Y = scale;
|
||||
|
||||
TJAPlayer3.Tx.Gauge[0].t2D描画(TJAPlayer3.app.Device, x, y, new Rectangle(0, 0, nRectX, TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (TJAPlayer3.stage選曲.n確定された曲の難易度[0] != (int)Difficulty.Dan && db現在のゲージ値[0] >= 80.0 && db現在のゲージ値[0] < 100.0)
|
||||
@ -286,8 +331,11 @@ namespace TJAPlayer3
|
||||
|
||||
if (TJAPlayer3.Tx.Gauge_Flash != null)
|
||||
{
|
||||
TJAPlayer3.Tx.Gauge_Flash.vc拡大縮小倍率.X = scale;
|
||||
TJAPlayer3.Tx.Gauge_Flash.vc拡大縮小倍率.Y = scale;
|
||||
|
||||
TJAPlayer3.Tx.Gauge_Flash.Opacity = Opacity;
|
||||
TJAPlayer3.Tx.Gauge_Flash.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0],
|
||||
TJAPlayer3.Tx.Gauge_Flash.t2D描画(TJAPlayer3.app.Device, x, y,
|
||||
new Rectangle(TJAPlayer3.Skin.Game_Gauge_Rect[0], TJAPlayer3.Skin.Game_Gauge_Rect[1], TJAPlayer3.Skin.Game_Gauge_Rect[2], TJAPlayer3.Skin.Game_Gauge_Rect[3]));
|
||||
}
|
||||
|
||||
@ -304,14 +352,20 @@ namespace TJAPlayer3
|
||||
this.ct虹透明度.t進行Loop();
|
||||
if(TJAPlayer3.Tx.Gauge_Rainbow[ this.ct虹アニメ.n現在の値 ] != null )
|
||||
{
|
||||
TJAPlayer3.Tx.Gauge_Rainbow[this.ct虹アニメ.n現在の値].Opacity = 255;
|
||||
TJAPlayer3.Tx.Gauge_Rainbow[this.ct虹アニメ.n現在の値].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0] + (TJAPlayer3.stage選曲.n確定された曲の難易度[0] == (int)Difficulty.Dan ? (TJAPlayer3.Skin.Game_Gauge_Rect[3] / 2) : 0),
|
||||
TJAPlayer3.Tx.Gauge_Rainbow[this.ct虹アニメ.n現在の値].vc拡大縮小倍率.X = scale;
|
||||
TJAPlayer3.Tx.Gauge_Rainbow[this.ct虹アニメ.n現在の値].vc拡大縮小倍率.Y = scale;
|
||||
|
||||
TJAPlayer3.Tx.Gauge_Rainbow[虹ベース].vc拡大縮小倍率.X = scale;
|
||||
TJAPlayer3.Tx.Gauge_Rainbow[虹ベース].vc拡大縮小倍率.Y = scale;
|
||||
|
||||
TJAPlayer3.Tx.Gauge_Rainbow[this.ct虹アニメ.n現在の値].Opacity = 255;
|
||||
TJAPlayer3.Tx.Gauge_Rainbow[this.ct虹アニメ.n現在の値].t2D描画(TJAPlayer3.app.Device, x, y + (TJAPlayer3.stage選曲.n確定された曲の難易度[0] == (int)Difficulty.Dan ? (TJAPlayer3.Skin.Game_Gauge_Rect[3] / 2) : 0),
|
||||
new RectangleF(0,
|
||||
TJAPlayer3.stage選曲.n確定された曲の難易度[0] == (int)Difficulty.Dan ? 22 : 0,
|
||||
TJAPlayer3.Tx.Gauge_Rainbow[this.ct虹アニメ.n現在の値].szテクスチャサイズ.Width,
|
||||
TJAPlayer3.stage選曲.n確定された曲の難易度[0] == (int)Difficulty.Dan ? TJAPlayer3.Tx.Gauge_Rainbow[this.ct虹アニメ.n現在の値].szテクスチャサイズ.Height - (TJAPlayer3.Skin.Game_Gauge_Rect[3] / 2) : TJAPlayer3.Tx.Gauge_Rainbow[this.ct虹アニメ.n現在の値].szテクスチャサイズ.Height));
|
||||
TJAPlayer3.Tx.Gauge_Rainbow[虹ベース].Opacity = (ct虹透明度.n現在の値 * 255 / (int)ct虹透明度.n終了値)/1;
|
||||
TJAPlayer3.Tx.Gauge_Rainbow[虹ベース].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_Y[0] + (TJAPlayer3.stage選曲.n確定された曲の難易度[0] == (int)Difficulty.Dan ? 22 : 0),
|
||||
TJAPlayer3.Tx.Gauge_Rainbow[虹ベース].t2D描画(TJAPlayer3.app.Device, x, y + (TJAPlayer3.stage選曲.n確定された曲の難易度[0] == (int)Difficulty.Dan ? 22 : 0),
|
||||
new RectangleF(0,
|
||||
TJAPlayer3.stage選曲.n確定された曲の難易度[0] == (int)Difficulty.Dan ? 22 : 0,
|
||||
TJAPlayer3.Tx.Gauge_Rainbow[虹ベース].szテクスチャサイズ.Width,
|
||||
@ -322,20 +376,36 @@ namespace TJAPlayer3
|
||||
#endregion
|
||||
|
||||
|
||||
TJAPlayer3.Tx.Gauge_Line[0].t2D描画( TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[0], TJAPlayer3.Skin.Game_Gauge_X[1]);
|
||||
TJAPlayer3.Tx.Gauge_Line[0].vc拡大縮小倍率.X = scale;
|
||||
TJAPlayer3.Tx.Gauge_Line[0].vc拡大縮小倍率.Y = scale;
|
||||
|
||||
TJAPlayer3.Tx.Gauge_Line[0].t2D描画( TJAPlayer3.app.Device, x, y);
|
||||
}
|
||||
|
||||
#region[ 「Clear」icon ]
|
||||
if (TJAPlayer3.stage選曲.n確定された曲の難易度[0] != (int)Difficulty.Dan)
|
||||
{
|
||||
int text_x;
|
||||
int text_y;
|
||||
if (TJAPlayer3.ConfigIni.bAIBattleMode)
|
||||
{
|
||||
text_x = TJAPlayer3.Skin.Game_Gauge_ClearText_X_AI;
|
||||
text_y = TJAPlayer3.Skin.Game_Gauge_ClearText_Y_AI;
|
||||
}
|
||||
else
|
||||
{
|
||||
text_x = TJAPlayer3.Skin.Game_Gauge_ClearText_X[0];
|
||||
text_y = TJAPlayer3.Skin.Game_Gauge_ClearText_Y[0];
|
||||
}
|
||||
|
||||
if (this.db現在のゲージ値[0] >= 80.0)
|
||||
{
|
||||
TJAPlayer3.Tx.Gauge[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_ClearText_X[0], TJAPlayer3.Skin.Game_Gauge_ClearText_Y[0],
|
||||
TJAPlayer3.Tx.Gauge[0].t2D描画(TJAPlayer3.app.Device, text_x, text_y,
|
||||
new Rectangle(TJAPlayer3.Skin.Game_Gauge_ClearText_Rect[0], TJAPlayer3.Skin.Game_Gauge_ClearText_Rect[1], TJAPlayer3.Skin.Game_Gauge_ClearText_Rect[2], TJAPlayer3.Skin.Game_Gauge_ClearText_Rect[3]));
|
||||
}
|
||||
else
|
||||
{
|
||||
TJAPlayer3.Tx.Gauge[0].t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_ClearText_X[0], TJAPlayer3.Skin.Game_Gauge_ClearText_Y[0],
|
||||
TJAPlayer3.Tx.Gauge[0].t2D描画(TJAPlayer3.app.Device, text_x, text_y,
|
||||
new Rectangle(TJAPlayer3.Skin.Game_Gauge_ClearText_Clear_Rect[0], TJAPlayer3.Skin.Game_Gauge_ClearText_Clear_Rect[1], TJAPlayer3.Skin.Game_Gauge_ClearText_Clear_Rect[2], TJAPlayer3.Skin.Game_Gauge_ClearText_Clear_Rect[3]));
|
||||
}
|
||||
}
|
||||
@ -347,7 +417,7 @@ namespace TJAPlayer3
|
||||
|
||||
#region [ Gauge 2P ]
|
||||
|
||||
if( TJAPlayer3.stage演奏ドラム画面.bDoublePlay && TJAPlayer3.Tx.Gauge[1] != null )
|
||||
if( TJAPlayer3.stage演奏ドラム画面.bDoublePlay && !TJAPlayer3.ConfigIni.bAIBattleMode && TJAPlayer3.Tx.Gauge[1] != null )
|
||||
{
|
||||
TJAPlayer3.Tx.Gauge[1].t2D描画( TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Gauge_X[1], TJAPlayer3.Skin.Game_Gauge_Y[1], new Rectangle( 0, 0, nRectX2P, TJAPlayer3.Skin.Game_Gauge_Rect[3]) );
|
||||
if (db現在のゲージ値[1] >= 80.0 && db現在のゲージ値[1] < 100.0)
|
||||
@ -399,10 +469,29 @@ namespace TJAPlayer3
|
||||
int soulfire_height = TJAPlayer3.Tx.Gauge_Soul_Fire.szテクスチャサイズ.Height;
|
||||
for ( int i = 0; i < TJAPlayer3.ConfigIni.nPlayerCount; i++ )
|
||||
{
|
||||
if( this.db現在のゲージ値[ i ] >= 100.0)
|
||||
if (TJAPlayer3.ConfigIni.bAIBattleMode && i == 1) break;
|
||||
|
||||
int x;
|
||||
int y;
|
||||
if (TJAPlayer3.ConfigIni.bAIBattleMode)
|
||||
{
|
||||
x = TJAPlayer3.Skin.Gauge_Soul_Fire_X_AI;
|
||||
y = TJAPlayer3.Skin.Gauge_Soul_Fire_Y_AI;
|
||||
}
|
||||
else
|
||||
{
|
||||
x = TJAPlayer3.Skin.Gauge_Soul_Fire_X[i];
|
||||
y = TJAPlayer3.Skin.Gauge_Soul_Fire_Y[i];
|
||||
}
|
||||
|
||||
if ( this.db現在のゲージ値[ i ] >= 100.0)
|
||||
{
|
||||
this.ct炎.t進行Loop();
|
||||
TJAPlayer3.Tx.Gauge_Soul_Fire.t2D描画( TJAPlayer3.app.Device, TJAPlayer3.Skin.Gauge_Soul_Fire_X[i], TJAPlayer3.Skin.Gauge_Soul_Fire_Y[i], new Rectangle(soulfire_width * ( this.ct炎.n現在の値 ), 0, soulfire_width, soulfire_height) );
|
||||
|
||||
TJAPlayer3.Tx.Gauge_Soul_Fire.vc拡大縮小倍率.X = scale;
|
||||
TJAPlayer3.Tx.Gauge_Soul_Fire.vc拡大縮小倍率.Y = scale;
|
||||
|
||||
TJAPlayer3.Tx.Gauge_Soul_Fire.t2D描画( TJAPlayer3.app.Device, x, y, new Rectangle(soulfire_width * ( this.ct炎.n現在の値 ), 0, soulfire_width, soulfire_height) );
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -412,13 +501,31 @@ namespace TJAPlayer3
|
||||
int soul_height = TJAPlayer3.Tx.Gauge_Soul.szテクスチャサイズ.Height / 2;
|
||||
for( int i = 0; i < TJAPlayer3.ConfigIni.nPlayerCount; i++ )
|
||||
{
|
||||
if( this.db現在のゲージ値[ i ] >= 80.0)
|
||||
if (TJAPlayer3.ConfigIni.bAIBattleMode && i == 1) break;
|
||||
|
||||
int x;
|
||||
int y;
|
||||
if (TJAPlayer3.ConfigIni.bAIBattleMode)
|
||||
{
|
||||
TJAPlayer3.Tx.Gauge_Soul.t2D描画( TJAPlayer3.app.Device, TJAPlayer3.Skin.Gauge_Soul_X[i], TJAPlayer3.Skin.Gauge_Soul_Y[i], new Rectangle( 0, 0, TJAPlayer3.Tx.Gauge_Soul.szテクスチャサイズ.Width, soul_height) );
|
||||
x = TJAPlayer3.Skin.Gauge_Soul_X_AI;
|
||||
y = TJAPlayer3.Skin.Gauge_Soul_Y_AI;
|
||||
}
|
||||
else
|
||||
{
|
||||
TJAPlayer3.Tx.Gauge_Soul.t2D描画( TJAPlayer3.app.Device, TJAPlayer3.Skin.Gauge_Soul_X[i], TJAPlayer3.Skin.Gauge_Soul_Y[i], new Rectangle( 0, soul_height, TJAPlayer3.Tx.Gauge_Soul.szテクスチャサイズ.Width, soul_height) );
|
||||
x = TJAPlayer3.Skin.Gauge_Soul_X[i];
|
||||
y = TJAPlayer3.Skin.Gauge_Soul_Y[i];
|
||||
}
|
||||
|
||||
TJAPlayer3.Tx.Gauge_Soul.vc拡大縮小倍率.X = scale;
|
||||
TJAPlayer3.Tx.Gauge_Soul.vc拡大縮小倍率.Y = scale;
|
||||
|
||||
if ( this.db現在のゲージ値[ i ] >= 80.0)
|
||||
{
|
||||
TJAPlayer3.Tx.Gauge_Soul.t2D描画( TJAPlayer3.app.Device, x, y, new Rectangle( 0, 0, TJAPlayer3.Tx.Gauge_Soul.szテクスチャサイズ.Width, soul_height) );
|
||||
}
|
||||
else
|
||||
{
|
||||
TJAPlayer3.Tx.Gauge_Soul.t2D描画( TJAPlayer3.app.Device, x, y, new Rectangle( 0, soul_height, TJAPlayer3.Tx.Gauge_Soul.szテクスチャサイズ.Width, soul_height) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -73,7 +73,9 @@ namespace TJAPlayer3
|
||||
if( !base.b活性化してない )
|
||||
{
|
||||
for( int i = 0; i < 2; i++ )
|
||||
{
|
||||
{
|
||||
if (TJAPlayer3.ConfigIni.bAIBattleMode) break;
|
||||
|
||||
int j = i;
|
||||
if (TJAPlayer3.PlayerSide == 1 && TJAPlayer3.ConfigIni.nPlayerCount == 1)
|
||||
j = 1;
|
||||
|
@ -61,7 +61,7 @@ namespace TJAPlayer3
|
||||
//CDTXMania.act文字コンソール.tPrint(0, 0, C文字コンソール.Eフォント種別.白, this.ctボーナス加算タイマ[0].n現在の値.ToString());
|
||||
|
||||
base.t小文字表示(TJAPlayer3.Skin.Game_Score_X[0], TJAPlayer3.Skin.Game_Score_Y[0], string.Format( "{0,7:######0}", this.n現在表示中のスコア[ 0 ].Taiko ), 0 , 256, 0);
|
||||
if( TJAPlayer3.stage演奏ドラム画面.bDoublePlay ) base.t小文字表示(TJAPlayer3.Skin.Game_Score_X[1], TJAPlayer3.Skin.Game_Score_Y[1], string.Format( "{0,7:######0}", this.n現在表示中のスコア[ 1 ].Taiko ), 0 , 256, 1);
|
||||
if( TJAPlayer3.stage演奏ドラム画面.bDoublePlay && !TJAPlayer3.ConfigIni.bAIBattleMode) base.t小文字表示(TJAPlayer3.Skin.Game_Score_X[1], TJAPlayer3.Skin.Game_Score_Y[1], string.Format( "{0,7:######0}", this.n現在表示中のスコア[ 1 ].Taiko ), 0 , 256, 1);
|
||||
|
||||
for( int i = 0; i < 256; i++ )
|
||||
{
|
||||
|
@ -600,11 +600,18 @@ namespace TJAPlayer3
|
||||
TJAPlayer3.Tx.Taiko_Frame[3]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Taiko_Frame_X[0], TJAPlayer3.Skin.Game_Taiko_Frame_Y[0]);
|
||||
else if (TJAPlayer3.stage選曲.n確定された曲の難易度[0] == (int)Difficulty.Tower && TJAPlayer3.Tx.Taiko_Frame[2] != null)
|
||||
TJAPlayer3.Tx.Taiko_Frame[2]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Taiko_Frame_X[0], TJAPlayer3.Skin.Game_Taiko_Frame_Y[0]);
|
||||
else if (TJAPlayer3.ConfigIni.bAIBattleMode && TJAPlayer3.Tx.Taiko_Frame[5] != null)
|
||||
TJAPlayer3.Tx.Taiko_Frame[5]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Taiko_Frame_X[0], TJAPlayer3.Skin.Game_Taiko_Frame_Y[0]);
|
||||
else
|
||||
TJAPlayer3.Tx.Taiko_Frame[0]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Taiko_Frame_X[0], TJAPlayer3.Skin.Game_Taiko_Frame_Y[0]);
|
||||
|
||||
if (TJAPlayer3.stage演奏ドラム画面.bDoublePlay)
|
||||
TJAPlayer3.Tx.Taiko_Frame[1]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Taiko_Frame_X[1], TJAPlayer3.Skin.Game_Taiko_Frame_Y[1]);
|
||||
{
|
||||
if (TJAPlayer3.ConfigIni.bAIBattleMode)
|
||||
TJAPlayer3.Tx.Taiko_Frame[4]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Taiko_Frame_X[1], TJAPlayer3.Skin.Game_Taiko_Frame_Y[1]);
|
||||
else
|
||||
TJAPlayer3.Tx.Taiko_Frame[1]?.t2D描画(TJAPlayer3.app.Device, TJAPlayer3.Skin.Game_Taiko_Frame_X[1], TJAPlayer3.Skin.Game_Taiko_Frame_Y[1]);
|
||||
}
|
||||
}
|
||||
var nTime = (long)(CSound管理.rc演奏用タイマ.n現在時刻 * (((double)TJAPlayer3.ConfigIni.n演奏速度) / 20.0));
|
||||
|
||||
|
@ -171,6 +171,10 @@ Game_Gauge_X=492,492
|
||||
|
||||
Game_Gauge_Y=144,532
|
||||
|
||||
Game_Gauge_X_AI=650
|
||||
|
||||
Game_Gauge_Y_AI=153
|
||||
|
||||
Game_Gauge_Rect=0,0,700,44
|
||||
|
||||
|
||||
@ -184,15 +188,25 @@ Game_Gauge_ClearText_Clear_Rect=58,44,58,24
|
||||
|
||||
|
||||
Gauge_Soul_X=1184,1184
|
||||
|
||||
|
||||
Gauge_Soul_Y=125,516
|
||||
|
||||
|
||||
Gauge_Soul_X_AI=1200
|
||||
|
||||
Gauge_Soul_Y_AI=140
|
||||
|
||||
|
||||
Gauge_Soul_Fire_X=1112,1112
|
||||
|
||||
Gauge_Soul_Fire_Y=52,443
|
||||
|
||||
|
||||
Gauge_Soul_Fire_X_AI=1143
|
||||
|
||||
Gauge_Soul_Fire_Y_AI=83
|
||||
|
||||
|
||||
Game_Balloon_Combo_X=253,253
|
||||
|
||||
Game_Balloon_Combo_Y=-11,538
|
||||
@ -416,4 +430,26 @@ Game_AIBattle_Batch_Size=70,70
|
||||
Game_AIBattle_Batch_Anime=397,102
|
||||
Game_AIBattle_Batch_Anime_Size=274,274
|
||||
|
||||
Game_AIBattle_Batch_Move=30,15
|
||||
Game_AIBattle_Batch_Move=30,15
|
||||
|
||||
Game_AIBattle_Judge_Meter_X=3,3
|
||||
|
||||
Game_AIBattle_Judge_Meter_Y=55,418
|
||||
|
||||
Game_AIBattle_Judge_Number_Perfect_X=107,107
|
||||
|
||||
Game_AIBattle_Judge_Number_Perfect_Y=74,437
|
||||
|
||||
Game_AIBattle_Judge_Number_Good_X=107,107
|
||||
|
||||
Game_AIBattle_Judge_Number_Good_Y=91,454
|
||||
|
||||
Game_AIBattle_Judge_Number_Miss_X=107,107
|
||||
|
||||
Game_AIBattle_Judge_Number_Miss_Y=108,471
|
||||
|
||||
Game_AIBattle_Judge_Number_Roll_X=107,107
|
||||
|
||||
Game_AIBattle_Judge_Number_Roll_Y=125,488
|
||||
|
||||
Game_AIBattle_Judge_Number_Interval=10,0
|
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 7.3 KiB |
After Width: | Height: | Size: 22 KiB |
After Width: | Height: | Size: 19 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 21 KiB |
After Width: | Height: | Size: 21 KiB |
After Width: | Height: | Size: 36 KiB |
@ -6,7 +6,13 @@
|
||||
--func:SetScale(xscale, yscale, "filename");
|
||||
--func:SetColor(r, g, b, "filename");
|
||||
|
||||
inAnimeCounter = -20
|
||||
local inAnimeCounter = -20
|
||||
|
||||
local animeCounter = 0
|
||||
|
||||
local nowAnimeFrame = 0
|
||||
|
||||
local maxAnimeFrame = 5
|
||||
|
||||
function clearIn(player)
|
||||
end
|
||||
@ -16,14 +22,31 @@ end
|
||||
|
||||
function init()
|
||||
func:AddGraph("Base.png")
|
||||
func:AddGraph("Frame.png")
|
||||
for i = 0 , 18 do
|
||||
func:AddGraph("Up_1P/"..tostring(i)..".png")
|
||||
func:AddGraph("Up_2P/"..tostring(i)..".png")
|
||||
|
||||
func:AddGraph("Down_1P/"..tostring(i)..".png")
|
||||
func:AddGraph("Down_2P/"..tostring(i)..".png")
|
||||
end
|
||||
|
||||
for i = 0 , maxAnimeFrame do
|
||||
func:AddGraph("Animation/"..tostring(i)..".png")
|
||||
end
|
||||
end
|
||||
|
||||
function update()
|
||||
inAnimeCounter = inAnimeCounter + (20 * deltaTime)
|
||||
|
||||
animeCounter = animeCounter + (10 * deltaTime)
|
||||
|
||||
nowAnimeFrame = math.floor(animeCounter+0.5)
|
||||
|
||||
if nowAnimeFrame > maxAnimeFrame then
|
||||
animeCounter = 0;
|
||||
nowAnimeFrame = 0;
|
||||
end
|
||||
end
|
||||
|
||||
function draw()
|
||||
@ -32,14 +55,36 @@ function draw()
|
||||
for i = 0 , 18 do
|
||||
pos = i - 9
|
||||
if 9 - math.abs(pos) <= inAnimeCounter then
|
||||
x = -32 + (71 * i)
|
||||
y = 536
|
||||
|
||||
offset1 = -(math.sin((pos / 9.0) * math.pi) * 6)
|
||||
|
||||
offset2 = 0
|
||||
|
||||
if pos > 0 then
|
||||
offset2 = (math.cos((pos / 9.0) * math.pi) * 5)
|
||||
elseif pos < 0 then
|
||||
offset2 = -(math.cos((pos / 9.0) * math.pi) * 5)
|
||||
end
|
||||
|
||||
up_x = 504 + (61 * pos) + offset1 + offset2;
|
||||
up_y = 38
|
||||
|
||||
down_x = -32 + (71 * i)
|
||||
down_y = 536
|
||||
|
||||
if pos <= battleState then
|
||||
func:DrawGraph(x, y, "Down_1P/"..tostring(i)..".png")
|
||||
func:DrawGraph(up_x, up_y, "Up_1P/"..tostring(i)..".png")
|
||||
func:DrawGraph(down_x, down_y, "Down_1P/"..tostring(i)..".png")
|
||||
else
|
||||
func:DrawGraph(x, y, "Down_2P/"..tostring(i)..".png")
|
||||
func:DrawGraph(up_x, up_y, "Up_2P/"..tostring(i)..".png")
|
||||
func:DrawGraph(down_x, down_y, "Down_2P/"..tostring(i)..".png")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if inAnimeCounter > 9 then
|
||||
func:DrawGraph(0, 0, "Frame.png")
|
||||
|
||||
func:DrawGraph(0, 0, "Animation/"..tostring(nowAnimeFrame)..".png")
|
||||
end
|
||||
end
|
||||
|
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 19 KiB |
After Width: | Height: | Size: 16 KiB |
After Width: | Height: | Size: 17 KiB |
After Width: | Height: | Size: 17 KiB |
After Width: | Height: | Size: 17 KiB |
After Width: | Height: | Size: 18 KiB |
After Width: | Height: | Size: 18 KiB |
After Width: | Height: | Size: 18 KiB |
After Width: | Height: | Size: 19 KiB |
After Width: | Height: | Size: 20 KiB |
After Width: | Height: | Size: 18 KiB |
After Width: | Height: | Size: 18 KiB |
After Width: | Height: | Size: 18 KiB |
After Width: | Height: | Size: 17 KiB |
After Width: | Height: | Size: 17 KiB |
After Width: | Height: | Size: 17 KiB |
After Width: | Height: | Size: 16 KiB |
After Width: | Height: | Size: 15 KiB |
After Width: | Height: | Size: 16 KiB |
After Width: | Height: | Size: 16 KiB |
After Width: | Height: | Size: 12 KiB |
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 14 KiB |
After Width: | Height: | Size: 14 KiB |
After Width: | Height: | Size: 14 KiB |
After Width: | Height: | Size: 14 KiB |
After Width: | Height: | Size: 15 KiB |
After Width: | Height: | Size: 16 KiB |
After Width: | Height: | Size: 14 KiB |
After Width: | Height: | Size: 14 KiB |
After Width: | Height: | Size: 14 KiB |
After Width: | Height: | Size: 14 KiB |
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 13 KiB |
After Width: | Height: | Size: 12 KiB |
After Width: | Height: | Size: 11 KiB |
After Width: | Height: | Size: 6.8 KiB |
BIN
Test/System/SimpleStyle/Graphics/5_Game/6_Taiko/AI_Frame.png
Normal file
After Width: | Height: | Size: 6.6 KiB |