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Copy pathplayer.cpp
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677 lines (594 loc) · 18.8 KB
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#include "main.h"
#include "input_manager.h"
#include "mathhelper.h"
#include "game.h"
#include "note_manager.h"
#include "status_manager.h"
#include "player.h"
#include "rainbow_note.h"
#include "sound.h"
#include "debug_params.h"
#include "gamecamera.h"
namespace
{
float NormalizeAngleDelta(float angle)
{
while (angle > 180.0f) angle -= 360.0f;
while (angle < -180.0f) angle += 360.0f;
return angle;
}
}
void Player::Init(NoteManager* nm, StatusManager* sm)
{
m_Scale = { 0.017f,0.017f,0.017f };
m_pNoteManager = nm;
m_pStatusManager = sm;
m_GravityFace = FACE::FACE_FLOOR;
m_LaneIndex = LANE_CENTER;
m_TargetLaneIndex = LANE_CENTER;
m_IsMoving = false;
m_MoveTimer = 0.0f;
m_MoveDuration = 0.15f;
m_IsGravityMoving = false;
m_GravityTimer = 0.0f;
m_GravityDuration = 0.3f;
m_WasHoldingRope = false;
m_IsPostRopeSnapping = false;
m_Position = { 0.0f,-2.5f,0.0f };
m_StartPos = m_Position;
m_TargetPos = m_Position;
m_Rotation = { 0.0f,180.0f,0.0f };
m_GravityStartPos = m_Position;
m_GravityStartRot = m_Rotation;
m_IsEffectSlashActive = false;
m_IsOverridePlaying = false;
m_IsHoldingHoldNote = false;
m_DamageFlashRemaining = 0.0f;
m_DamageFlashElapsed = 0.0f;
m_pEffectSlash = new SplitBilBoard(
4, 4,
{ 0.0f, 0.5f, 0.0f },
{ 3.0f, 3.0f },
{ 90.0f, 0.0f, 0.0f },
"asset\\texture\\effect_slash_ver01.png",
true
);
if (m_pEffectSlash)
{
m_pEffectSlash->SetWallFadeEnabled(false);
m_pEffectSlash->SetLoop(false);
m_pEffectSlash->SetFPS(30.0f);
m_pEffectSlash->SetAnimationEnabled(false);
m_pEffectSlash->SetBillboardMode(false);
}
// キャラクター用3点照明の初期化
m_ThreePointLight.Init();
SetAnimationBlendDuration(0.2);
if (GetAnimationCount() > 0)
{
PlayAnimationByIndex(0, true);
UpdateAnimation(dt);
}
m_pSwordSe = LoadMP3("asset/sound/se/sword.mp3");
m_pEnemyHitSe = LoadMP3("asset/sound/se/enemyHit.wav");
m_pKaihiSe = LoadMP3("asset/sound/se/kaihi.wav");
}
void Player::Reset()
{
m_GravityFace = FACE::FACE_FLOOR;
m_LaneIndex = LANE_CENTER;
m_TargetLaneIndex = LANE_CENTER;
m_IsMoving = false;
m_MoveTimer = 0.0f;
m_IsGravityMoving = false;
m_GravityTimer = 0.0f;
m_WasHoldingRope = false;
m_IsPostRopeSnapping = false;
m_Position = { 0.0f,-2.5f,0.0f };
m_StartPos = m_Position;
m_TargetPos = m_Position;
m_Rotation = { 0.0f,180.0f,0.0f };
m_GravityStartPos = m_Position;
m_GravityStartRot = m_Rotation;
m_IsEffectSlashActive = false;
m_IsOverridePlaying = false;
m_IsHoldingHoldNote = false;
m_DamageFlashRemaining = 0.0f;
m_DamageFlashElapsed = 0.0f;
if (m_pEffectSlash)
{
m_pEffectSlash->SetAnimationEnabled(false);
}
}
void Player::Update()
{
// pad変数とGetGamePad()は不要になったため削除しました
if (m_DamageFlashRemaining > 0.0f)
{
m_DamageFlashRemaining -= dt;
m_DamageFlashElapsed += dt;
if (m_DamageFlashRemaining <= 0.0f)
{
m_DamageFlashRemaining = 0.0f;
m_DamageFlashElapsed = 0.0f;
}
}
auto processJudge = [this](JUDGE result, bool isHold)
{
if (result == JUDGE_NONE)
return;
const int hpBeforeJudge = m_pStatusManager->GetHP();
if (isHold)
m_pStatusManager->OnJudgeHold(result);
else
m_pStatusManager->OnJudge(result);
// HPが実際に減った時だけ、点滅とカメラ振動を同時に開始する。
if (m_pStatusManager->GetHP() < hpBeforeJudge)
{
m_DamageFlashRemaining = D_PARAMS.damageFlashDuration;
m_DamageFlashElapsed = 0.0f;
GameCamera::StartDamageShake();
}
};
RopeHoldNote* holdingRope = m_pNoteManager->GetHoldingRope();
if (holdingRope)
{
// ロープ曲線に沿って位置・向きを更新
float t = holdingRope->GetHoldProgress();
XMFLOAT2 xy = holdingRope->GetCurveXY(t);
m_Position.x = xy.x;
m_Position.y = xy.y;
// tが属するセグメント(面ペア)ごとに向きを補間する(全体の最短経路ではなく、
// 経由する面を実際に一つずつ辿ることで2/4回転以上のカーブでも正しい向きになる)
int segFaceA, segFaceB; float segLocalT;
holdingRope->GetSegmentInfo(t, segFaceA, segFaceB, segLocalT);
m_GravityFace = (segLocalT >= 0.5f) ? segFaceB : segFaceA;
m_TargetFace = holdingRope->GetEndFace();
m_LaneIndex = LANE_CENTER;
m_TargetLaneIndex = LANE_CENTER;
m_IsMoving = false;
m_IsGravityMoving = false;
// 現在のセグメント内(隣接面同士=常に90°差)で回転を補間
float rotStart = CalcFaceTargetRot(segFaceA).z;
float rotEnd = CalcFaceTargetRot(segFaceB).z;
float diff = NormalizeAngleDelta(rotEnd - rotStart);
m_Rotation.z = rotStart + diff * segLocalT;
}
else
{
if (m_WasHoldingRope)
{
m_TargetFace = m_GravityFace;
m_LaneIndex = LANE_CENTER;
m_TargetLaneIndex = LANE_CENTER;
m_GravityStartPos = m_Position;
m_GravityStartRot = m_Rotation;
m_TargetPos = CalcFaceTargetPos(m_GravityFace, m_LaneIndex);
m_TargetRot = CalcFaceTargetRot(m_GravityFace);
// 回転を最短経路で補間するため差分を[-180, 180]に正規化
float diff = NormalizeAngleDelta(m_TargetRot.z - m_GravityStartRot.z);
m_TargetRot.z = m_GravityStartRot.z + diff;
m_GravityTimer = 0.0f;
m_IsPostRopeSnapping = true; // 入力はブロックしない座標補正のみ
m_IsMoving = false; // 通常移動はキャンセル
}
//lane移動入力
if (IsGamePlaying())
{
if (m_GravityFace == FACE::FACE_FLOOR || m_GravityFace == FACE::FACE_CEILING)
{
if (Input_IsActionTrigger(INPUT_ACTION_MOVE_LEFT))
MoveLeft();
else if (Input_IsActionTrigger(INPUT_ACTION_MOVE_RIGHT))
MoveRight();
}
else
{
if (Input_IsActionTrigger(INPUT_ACTION_MOVE_UP))
MoveRight();
else if (Input_IsActionTrigger(INPUT_ACTION_MOVE_DOWN))
MoveLeft();
}
}
//移動補間
if (m_IsMoving)
{
m_MoveTimer += dt;
float t = m_MoveTimer / m_MoveDuration;
if (t >= 1.0f)
{
t = 1.0f;
m_LaneIndex = m_TargetLaneIndex;
m_IsMoving = false;
}
float eased = 1.0f - (1.0f - t) * (1.0f - t);
m_Position.x = m_StartPos.x + (m_TargetPos.x - m_StartPos.x) * eased;
m_Position.y = m_StartPos.y + (m_TargetPos.y - m_StartPos.y) * eased;
}
//重力変更入力
if (IsGamePlaying())
{
if (!m_IsGravityMoving)
{
if (Input_IsActionTrigger(INPUT_ACTION_GRAVITY_UP))
ChangeGravity(FACE_CEILING);
else if (Input_IsActionTrigger(INPUT_ACTION_GRAVITY_DOWN))
ChangeGravity(FACE_FLOOR);
else if (Input_IsActionTrigger(INPUT_ACTION_GRAVITY_LEFT))
ChangeGravity(FACE_LEFT_WALL);
else if (Input_IsActionTrigger(INPUT_ACTION_GRAVITY_RIGHT))
ChangeGravity(FACE_RIGHT_WALL);
}
}
//重力移動補間(通常の重力移動 or ロープ終端からの座標補正)
if (m_IsGravityMoving || m_IsPostRopeSnapping)
{
m_GravityTimer += dt;
float t = m_GravityTimer / m_GravityDuration;
if (t >= 1.0f)
{
t = 1.0f;
m_GravityFace = m_TargetFace;
m_IsGravityMoving = false;
m_IsPostRopeSnapping = false;
}
float eased = 1.0f - (1.0f - t) * (1.0f - t);
m_Position.x = m_GravityStartPos.x + (m_TargetPos.x - m_GravityStartPos.x) * eased;
m_Position.y = m_GravityStartPos.y + (m_TargetPos.y - m_GravityStartPos.y) * eased;
m_Rotation.z = m_GravityStartRot.z + (m_TargetRot.z - m_GravityStartRot.z) * eased;
}
}
UpdateAnimation(dt);
if (!IsAnimationPlaying())
{
if (m_AnimState.currentAnimName.find("jump_left") != std::string::npos ||
m_AnimState.currentAnimName.find("jump_right") != std::string::npos)
{
StopAnimation();
PlayAnimationByName("run", true);
}
}
if (m_IsOverridePlaying && !IsOverrideAnimationActive())
{
StopOverrideAnimation();
m_IsOverridePlaying = false;
}
if (m_pEffectSlash && m_IsEffectSlashActive)
{
m_pEffectSlash->Update();
if (!m_pEffectSlash->IsAnimationEnabled())
{
m_IsEffectSlashActive = false;
}
}
if (IsGamePlaying())
{
//ノーツヒット入力
bool isPressed = Input_IsActionTrigger(INPUT_ACTION_ATTACK);
bool isHolding = Input_IsActionDown(INPUT_ACTION_ATTACK);
int judgeFace = m_IsGravityMoving ? m_TargetFace : m_GravityFace;
bool isHoldingHoldNote = isHolding && m_pNoteManager->IsHoldingActiveHoldNote(m_LaneIndex, judgeFace);
if (isHoldingHoldNote)
{
if (!m_IsHoldingHoldNote)
{
m_IsHoldingHoldNote = true;
// 剣振りモーションをループ再生
std::vector<std::string> overrideBones = { "BJnt_R_shoulder", "BJnt_sword" };
PlayOverrideAnimation("attack", overrideBones, true); // loop = true
SetOverridePlaySpeed(2.0);
m_IsOverridePlaying = true;
// エフェクトをループ再生
if (m_pEffectSlash)
{
m_pEffectSlash->SetLoop(true);
m_pEffectSlash->SetFPS(60.0f); // 2倍のペース (30fps -> 60fps)
m_pEffectSlash->SetTextureIndex(0);
m_pEffectSlash->SetAnimationEnabled(true);
m_IsEffectSlashActive = true;
}
}
// エフェクトの位置・回転を毎フレーム更新(移動中などのため)
if (m_pEffectSlash && m_IsEffectSlashActive)
{
float upX = 0.0f;
float upY = 0.0f;
switch (judgeFace)
{
case FACE_FLOOR: upX = 0.0f; upY = 1.0f; break; // 床では上方向
case FACE_CEILING: upX = 0.0f; upY = -1.0f; break; // 天井では下方向
case FACE_LEFT_WALL: upX = 1.0f; upY = 0.0f; break; // 左壁では右方向(内側)
case FACE_RIGHT_WALL: upX = -1.0f; upY = 0.0f; break; // 右壁では左方向(内側)
}
m_pEffectSlash->SetPos({ m_Position.x + 1.0f * upX, m_Position.y + 1.0f * upY, m_Position.z });
XMFLOAT3 rot = { 90.0f, 180.0f, 0.0f };
switch (judgeFace)
{
case FACE_FLOOR:
rot = { 90.0f, 180.0f, 0.0f };
break;
case FACE_CEILING:
rot = { -90.0f, 180.0f, 180.0f };
break;
case FACE_LEFT_WALL:
rot = { 0.0f, 270.0f, 90.0f }; // 左壁に沿わせるためのオイラー角
break;
case FACE_RIGHT_WALL:
rot = { 0.0f, 90.0f, -90.0f }; // 右壁に沿わせるためのオイラー角
break;
}
m_pEffectSlash->SetRotation(rot);
}
}
else
{
if (m_IsHoldingHoldNote)
{
m_IsHoldingHoldNote = false;
if (m_pEffectSlash)
{
m_pEffectSlash->SetLoop(false);
m_pEffectSlash->SetFPS(30.0f); // 等倍に戻す
}
StopOverrideAnimation();
SetOverridePlaySpeed(1.0);
m_IsOverridePlaying = false;
}
}
if (isPressed && !isHoldingHoldNote)
{
bool isJumping = (m_AnimState.currentAnimName.find("jump_left") != std::string::npos ||
m_AnimState.currentAnimName.find("jump_right") != std::string::npos);
if (!isJumping)
{
PlayAnimationByName("run", true);
}
std::vector<std::string> overrideBones = { "BJnt_R_shoulder", "BJnt_sword" };
PlayOverrideAnimation("attack", overrideBones, false);
m_IsOverridePlaying = true;
if (m_pEffectSlash)
{
m_pEffectSlash->SetTextureIndex(0);
m_pEffectSlash->SetAnimationEnabled(true);
m_IsEffectSlashActive = true;
float upX = 0.0f;
float upY = 0.0f;
switch (judgeFace)
{
case FACE_FLOOR: upX = 0.0f; upY = 1.0f; break; // 床では上方向
case FACE_CEILING: upX = 0.0f; upY = -1.0f; break; // 天井では下方向
case FACE_LEFT_WALL: upX = 1.0f; upY = 0.0f; break; // 左壁では右方向(内側)
case FACE_RIGHT_WALL: upX = -1.0f; upY = 0.0f; break; // 右壁では左方向(内側)
}
m_pEffectSlash->SetPos({ m_Position.x + 1.0f * upX, m_Position.y + 1.0f * upY, m_Position.z });
XMFLOAT3 rot = { 90.0f, 180.0f, 0.0f };
switch (judgeFace)
{
case FACE_FLOOR:
rot = { 90.0f, 180.0f, 0.0f };
break;
case FACE_CEILING:
rot = { -90.0f, 180.0f, 180.0f };
break;
case FACE_LEFT_WALL:
rot = { 0.0f, 270.0f, 90.0f }; // 左壁に沿わせるためのオイラー角
break;
case FACE_RIGHT_WALL:
rot = { 0.0f, 90.0f, -90.0f }; // 右壁に沿わせるためのオイラー角
break;
}
m_pEffectSlash->SetRotation(rot);
}
// 押した瞬間(KeyTrigger):Enemy・Hold(最初の一撃) 判定
JUDGE result = m_pNoteManager->Judge(m_LaneIndex, judgeFace);
processJudge(result, false);
if (result == JUDGE_HIT)
{
if (m_pEnemyHitSe) PlaySound(m_pEnemyHitSe, false);
}
else
{
// 攻撃がヒットしなかった(空振った)時のみ sword 音を再生
if (m_pSwordSe)
{
PlaySound(m_pSwordSe, false, 0.25f);
}
}
}
if (isHolding)
{
// 押している間(KeyDown、トリガーの瞬間も含む):
// HoldNote 継続判定 / RopeHoldNote の活性化・継続判定
int judgeFace = m_IsGravityMoving ? m_TargetFace : m_GravityFace;
// 押した瞬間(isPressed)のみ活性化(始点タッチ)を許可するために、isPressed を渡す
JUDGE result = m_pNoteManager->JudgeHold(m_LaneIndex, judgeFace, isPressed);
processJudge(result, true);
if (result == JUDGE_HIT)
{
if (m_pEnemyHitSe) PlaySound(m_pEnemyHitSe, false);
}
}
else
{
// ボタンを離した瞬間:RopeHoldNote の途中離し判定
int judgeFace = m_IsGravityMoving ? m_TargetFace : m_GravityFace;
JUDGE result = m_pNoteManager->OnButtonRelease(m_LaneIndex, judgeFace);
processJudge(result, false);
}
// RopeHoldNote 完了など、非同期で積まれた判定を処理
while (m_pNoteManager->HasPendingJudge())
processJudge(m_pNoteManager->PopPendingJudge(), false);
// Orb: スコア・コンボは変化させずHP回復/取り逃し数のみ反映
while (m_pNoteManager->HasPendingOrbEvent())
{
ORB_EVENT ev = m_pNoteManager->PopPendingOrbEvent();
if (ev == ORB_EVENT_HIT)
m_pStatusManager->OnOrbHit();
else
m_pStatusManager->OnOrbMiss();
}
// Barrier: 回避イベント処理
while (m_pNoteManager->HasPendingBarrierEvent())
{
BARRIER_EVENT ev = m_pNoteManager->PopPendingBarrierEvent();
if (ev == BARRIER_EVENT_KAIHI)
{
if (m_pKaihiSe) PlaySound(m_pKaihiSe, false);
}
}
}
else
{
// 非プレイ中:クリア時の最終判定は Game_Update 側で FINISHED 遷移前に反映済み。
// ここに残っている分はゲームオーバー等で捨ててよいキューだけなので破棄する。
while (m_pNoteManager->HasPendingJudge())
m_pNoteManager->PopPendingJudge();
while (m_pNoteManager->HasPendingOrbEvent())
m_pNoteManager->PopPendingOrbEvent();
while (m_pNoteManager->HasPendingBarrierEvent())
m_pNoteManager->PopPendingBarrierEvent();
}
m_WasHoldingRope = (holdingRope != nullptr);
}
void Player::Draw()
{
// プレイヤーを描く直前に3点照明を適用する。
// PBRシェーダー(S_PBR)のみが参照するため、Playerだけがこの照明で描かれる。
m_ThreePointLight.Apply(m_Position, m_Rotation);
const float flashInterval = (D_PARAMS.damageFlashInterval > 0.0f)
? D_PARAMS.damageFlashInterval
: dt;
const bool useDamageColor = m_DamageFlashRemaining > 0.0f &&
(static_cast<int>(m_DamageFlashElapsed / flashInterval) % 2 == 0);
if (useDamageColor)
{
const float* color = D_PARAMS.damageFlashColor;
SetMaterialOverrideColor({ color[0], color[1], color[2], color[3] });
}
else
{
ResetMaterialOverride();
}
UpdateBoneMatrices();
AnimSprite3D::Draw();
ResetMaterialOverride();
if (m_pEffectSlash && m_IsEffectSlashActive)
{
m_pEffectSlash->Draw();
}
}
void Player::Finalize()
{
SAFE_DELETE(m_pEffectSlash);
UnloadSound(m_pSwordSe); m_pSwordSe = nullptr;
UnloadSound(m_pEnemyHitSe); m_pEnemyHitSe = nullptr;
UnloadSound(m_pKaihiSe); m_pKaihiSe = nullptr;
}
void Player::MoveLeft()
{
if (m_IsMoving || m_IsGravityMoving) return;
int newLane = Clamp(m_LaneIndex - 1, (int)LANE_LEFT, (int)LANE_RIGHT);
if (newLane == m_LaneIndex) return;
m_pNoteManager->CheckAndHitBarrier(m_LaneIndex, m_GravityFace, newLane, m_GravityFace);
m_TargetLaneIndex = newLane;
m_StartPos = m_Position;
m_TargetPos = CalcLaneTargetPos(m_TargetLaneIndex);
m_MoveTimer = 0.0f;
m_IsMoving = true;
StopAnimation();
PlayAnimationByName("jump_left", false);
}
void Player::MoveRight()
{
if (m_IsMoving || m_IsGravityMoving) return;
int newLane = Clamp(m_LaneIndex + 1, (int)LANE_LEFT, (int)LANE_RIGHT);
if (newLane == m_LaneIndex) return;
m_pNoteManager->CheckAndHitBarrier(m_LaneIndex, m_GravityFace, newLane, m_GravityFace);
m_TargetLaneIndex = newLane;
m_StartPos = m_Position;
m_TargetPos = CalcLaneTargetPos(m_TargetLaneIndex);
m_MoveTimer = 0.0f;
m_IsMoving = true;
StopAnimation();
PlayAnimationByName("jump_right", false);
}
void Player::ChangeGravity(int targetFace)
{
if (targetFace == m_GravityFace) return;
m_pNoteManager->CheckAndHitBarrier(m_LaneIndex, m_GravityFace, LANE_CENTER, targetFace);
m_TargetFace = targetFace;
// 重力変更時の移動位置を固定で2番目のレーン(中央)にする
m_LaneIndex = LANE_CENTER;
m_TargetLaneIndex = LANE_CENTER;
m_GravityStartPos = m_Position;
m_GravityStartRot = m_Rotation;
m_TargetPos = CalcFaceTargetPos(targetFace, m_LaneIndex);
m_TargetRot = CalcFaceTargetRot(targetFace);
// 回転を最短経路で補間するため差分を[-180, 180]に正規化
float diff = NormalizeAngleDelta(m_TargetRot.z - m_GravityStartRot.z);
m_TargetRot.z = m_GravityStartRot.z + diff;
m_GravityTimer = 0.0f;
m_IsGravityMoving = true;
m_IsPostRopeSnapping = false; // ロープ終端の座標補正より優先
m_IsMoving = false; // レーン移動はキャンセル
}
int Player::CalcNearestLane()
{
/*float axisVal = (m_GravityFace == FACE_FLOOR || m_GravityFace == FACE_CEILING)
? m_Position.x : m_Position.y;
int nearest = (int)roundf(axisVal / LANE_WIDTH);
return Clamp(nearest, (int)LANE_LEFT, (int)LANE_RIGHT);*/
switch (m_GravityFace)
{
case FACE::FACE_FLOOR:
case FACE::FACE_LEFT_WALL:
return LANE::LANE_LEFT;
case FACE::FACE_CEILING:
case FACE::FACE_RIGHT_WALL:
return LANE::LANE_RIGHT;
default:
return LANE::LANE_CENTER;
}
}
XMFLOAT3 Player::CalcFaceTargetPos(int face, int laneIndex)
{
const float TUNNEL_HALF = 2.5f;
XMFLOAT3 pos = m_Position;
float laneVal = laneIndex * LANE_WIDTH;
switch (face)
{
case FACE_FLOOR: pos.x = laneVal; pos.y = -TUNNEL_HALF; break;
case FACE_CEILING: pos.x = laneVal; pos.y = TUNNEL_HALF; break;
case FACE_LEFT_WALL: pos.x = -TUNNEL_HALF; pos.y = laneVal; break;
case FACE_RIGHT_WALL: pos.x = TUNNEL_HALF; pos.y = laneVal; break;
}
return pos;
}
XMFLOAT3 Player::CalcFaceTargetRot(int face)
{
XMFLOAT3 rot = m_Rotation;
switch (face)
{
case FACE_FLOOR: rot.z = 0.0f; break;
case FACE_LEFT_WALL: rot.z = 90.0f; break;
case FACE_CEILING: rot.z = 180.0f; break;
case FACE_RIGHT_WALL: rot.z = -90.0f; break;
}
return rot;
}
XMFLOAT3 Player::CalcLaneTargetPos(int laneIndex)
{
XMFLOAT3 pos = m_Position;
switch (m_GravityFace)
{
case FACE_FLOOR:
case FACE_CEILING:
pos.x = laneIndex * LANE_WIDTH;
break;
case FACE_LEFT_WALL:
case FACE_RIGHT_WALL:
pos.y = laneIndex * LANE_WIDTH;
break;
}
return pos;
}