(Pre. v0.5.0) Climbing don/character while playing tower charts
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@ -160,6 +160,8 @@ namespace TJAPlayer3
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this.ct上背景FIFOタイマー = new CCounter();
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this.ctSlideAnimation = new CCounter();
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this.ctClimbAnimation = new CCounter();
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this.ctDonAnimation = new CCounter(0, 1000, 24000f / (float)TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM, TJAPlayer3.Timer);
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base.OnManagedリソースの作成();
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}
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@ -579,7 +581,7 @@ namespace TJAPlayer3
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int skyboxYPosition = (int)(5000 * (1f - (currentFloorPositionMax140 + progressFactor)));
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TJAPlayer3.Tx.Tower_Sky_Gradient.t2D描画(TJAPlayer3.app.Device, 0, 360, new Rectangle(0, skyboxYPosition, 1280, 316));
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TJAPlayer3.Tx.Tower_Sky_Gradient?.t2D描画(TJAPlayer3.app.Device, 0, 360, new Rectangle(0, skyboxYPosition, 1280, 316));
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#endregion
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@ -590,17 +592,21 @@ namespace TJAPlayer3
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// Will be personnalisable within the .tja file
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int currentTower = 0;
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// Will implement the roof later, need the beforehand total floor count calculation before
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int nextTowerBase = ((TJAPlayer3.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] + 1) / 10) % TJAPlayer3.Skin.Game_Tower_Ptn_Base[currentTower];
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int towerBase = (TJAPlayer3.stage演奏ドラム画面.actPlayInfo.NowMeasure[0] / 10) % TJAPlayer3.Skin.Game_Tower_Ptn_Base[currentTower];
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int heightChange = (int)(progressFactor * 288f);
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/*
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if (ctSlideAnimation != null)
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{
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TJAPlayer3.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, ctSlideAnimation.n現在の値.ToString());
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TJAPlayer3.act文字コンソール.tPrint(0, 10, C文字コンソール.Eフォント種別.白, progressFactor.ToString());
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TJAPlayer3.act文字コンソール.tPrint(0, 20, C文字コンソール.Eフォント種別.白, heightChange.ToString());
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}
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*/
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// Current trunk
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@ -613,9 +619,46 @@ namespace TJAPlayer3
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Math.Min(TJAPlayer3.Tx.Tower_Base[currentTower][nextTowerBase].szテクスチャサイズ.Height, heightChange + 28)));
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#endregion
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#region [Climbing don]
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// Will be added in a future skinning update
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int currentDon = 0;
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if (bFloorChanged == true)
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{
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ctClimbAnimation.t開始(0, 1500, 120f / (float)TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM, TJAPlayer3.Timer);
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ctDonAnimation.t開始(0, 1000, 24000f / (float)TJAPlayer3.stage演奏ドラム画面.actPlayInfo.dbBPM, TJAPlayer3.Timer);
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}
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if (ctClimbAnimation.n現在の値 == 0 || ctClimbAnimation.n現在の値 == 1500)
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{
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int animDon = ctDonAnimation.n現在の値 % TJAPlayer3.Skin.Game_Tower_Ptn_Don_Standing[currentDon];
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TJAPlayer3.Tx.Tower_Don_Standing[currentDon][animDon]?.t2D下中央基準描画(TJAPlayer3.app.Device, 590, 648); // Center X - 50
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}
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else if (ctClimbAnimation.n現在の値 <= 1000)
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{
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int animDon = ctDonAnimation.n現在の値 % TJAPlayer3.Skin.Game_Tower_Ptn_Don_Climbing[currentDon];
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int distDon = (int)(ctClimbAnimation.n現在の値 * (300 / 1000f));
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TJAPlayer3.Tx.Tower_Don_Climbing[currentDon][animDon]?.t2D下中央基準描画(TJAPlayer3.app.Device, 590 + distDon, 648);
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}
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else
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{
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int animDon = ctDonAnimation.n現在の値 % TJAPlayer3.Skin.Game_Tower_Ptn_Don_Running[currentDon];
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int distDon = (int)((1500 - ctClimbAnimation.n現在の値) * (300 / 500f));
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TJAPlayer3.Tx.Tower_Don_Running[currentDon][animDon]?.t2D下中央基準描画(TJAPlayer3.app.Device, 590 + distDon, 648);
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}
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// Move 300 right, then 300 left
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#endregion
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ctSlideAnimation?.t進行();
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ctClimbAnimation?.t進行();
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ctDonAnimation?.t進行Loop();
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#endregion
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}
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@ -683,6 +726,8 @@ namespace TJAPlayer3
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private bool bFloorChanged = false;
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private CCounter ctSlideAnimation;
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private CCounter ctDonAnimation;
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private CCounter ctClimbAnimation;
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private CCounter ct炎;
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