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Sys_Game.cpp
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Sys_Game.cpp
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//=======================================================================================
//game cpp
//=======================================================================================
//-------------------------------------
//システムインクルード
#include "Sys_Game.h"
#include "Sys_Global_Variable.h"
#include "Sys_Macro.h"
#include "Sys_Input.h"
//-------------------------------------
//部品インクルード
#include "C_HUD_Pause_Menu.h"
//-------------------------------------
//マスターズインクルート
#include "C_Master_Camera.h"
#include "C_Master_Model.h"
//-------------------------------------
//インスタンスインクルート
#include "C_Game_Camera.h"
//-------------------------------------
//MGRインクルード
#include "C_Mgr_Game_Mode.h"
#include "C_Mgr_Title_Mode.h"
#include "C_Mgr_Light_Sys.h"
#include "C_Particle_Master_List.h"
//-------------------------------------------------------
//プロトタイプ宣言
void SetMode(int nMode);
//-------------------------------------------------------
//
const char* StageName[MAX_STAGE]={
"data/Sys_Data/DefaultStage.csv",
"data/Sys_Data/Stage01.csv",
"data/Sys_Data/Stage02.csv"
};
//-------------------------------------------------------
//グローバル変数宣言
c_Game_camera* g_pGameCamera;
c_Mgr_Game_Mode* g_pMgr_Game;
c_Mgr_Title* g_pMgr_Title;
c_Mgr_Light* g_pMgr_Light;
c_Particle_Master* g_pMgr_Particle;
c_PauseMenu* g_pPauseMenu;
D3DXVECTOR3 g_CameraTarget;
//-------------------------------------------------------
//制御グローバル変数宣言
int g_nGameMode;
int g_nRecMode;
int g_nStageNum;
//-------------------------------------------------------
//マクロ定義
const D3DXVECTOR3 MenuPos = D3DXVECTOR3(-50.0f,0.0f,0.0f);
//-------------------------------------------------------
//初期化処理
//-------------------------------------------------------
HRESULT Initgame(void)
{
//----------------ゲームの基本要素初期化----------------------//
g_nRecMode = g_nGameMode = GAME_MODE_PLAY;
//g_nRecMode = g_nGameMode = GAME_MODE_EDITOR;
g_nStageNum = 1;
//カメラ
g_pGameCamera = new c_Game_camera;
//ライト
g_pMgr_Light = new c_Mgr_Light;
g_pMgr_Light->C_Mgr_Init();
g_pMgr_Light->m_pCLight[g_Num_Light_Sun] = new c_Light;
g_pMgr_Light->m_pCLight[g_Num_Light_Sun]->CreatLightSunDefault(g_Num_Light_Sun);
g_pMgr_Light->m_pCLight[g_Num_Light_Player] = new c_Light;
g_pMgr_Light->m_pCLight[g_Num_Light_Player]->CreatLightPointDefault(g_Num_Light_Player);
g_pMgr_Light->m_pCLight[g_Num_Light_PlayerSub] = new c_Light;
g_pMgr_Light->m_pCLight[g_Num_Light_PlayerSub]->CreatLightPointDefault(g_Num_Light_PlayerSub);
g_pMgr_Light->m_pCLight[g_Num_Light_Sun]->ActiveLightSYS();
//----------------ゲームの基本要素初期化----------------------//
//--------------------------------------//
//ゲームのマネージャシステム初期化
g_pMgr_Game = new c_Mgr_Game_Mode; //ゲームモードの本体を
g_pMgr_Game->C_Mgr_Init(g_pGameCamera); //基本初期化
g_pMgr_Game->SetLightSys(g_pMgr_Light); //ライトシステムのインタフェースを取得
g_pMgr_Game->SetGameMode(g_nRecMode);
g_pMgr_Game->m_pStage->SetStageName(StageName[1]);
g_pMgr_Game->m_pStage->LoadStage();
g_pMgr_Light->m_pCLight[4] = new c_Light;
g_pMgr_Light->m_pCLight[4]->CreatLightSpotDefault(4,&g_pMgr_Game->m_pPlayer->GetPos(),D3DXVECTOR3(4.0f,4.0f,0.0f));
g_pMgr_Particle = new c_Particle_Master;
g_pMgr_Particle->Init_Particle("data/Texture/Effect/Effect_Dark_Explo_13.png",13,5);
//=======================================//
//システム部品初期化
g_pPauseMenu = new c_PauseMenu();
g_pPauseMenu->InitMenu(g_pGameCamera);
return S_OK;
}
//-------------------------------------------------------
//終了処理
//-------------------------------------------------------
void Uninitgame(void)
{
//g_pMgr_Title->C_Mgr_Uninit();
//SAFE_DELETE(g_pMgr_Title);
g_pMgr_Game->C_Mgr_Uninit();
SAFE_DELETE(g_pMgr_Game);
SAFE_DELETE(g_pGameCamera);
g_pMgr_Light->ClearAllLight();
SAFE_DELETE(g_pMgr_Light);
g_pPauseMenu->UninitMenu();
SAFE_DELETE(g_pPauseMenu);
g_pMgr_Particle->Uninit_Particle();
SAFE_DELETE(g_pMgr_Particle);
}
//------------------------------------------------------
//更新処理
//-------------------------------------------------------
void Updategame(void)
{
switch(g_nGameMode)
{
case GAME_MODE_TITLE:
g_pMgr_Title->C_Mgr_Update();
break;
case GAME_MODE_EDITOR:
case GAME_MODE_PLAY:
g_pMgr_Light->m_pCLight[4]->m_vTargetPos = &g_pMgr_Game->m_pPlayer->GetPos();
g_pMgr_Game->C_Mgr_Update();
break;
}
g_pPauseMenu->UpdateMenu();
g_pMgr_Light->UpdateLight();
g_pMgr_Particle->Update_Particle();
}
//-------------------------------------------------------
//描画処理
//-------------------------------------------------------
void Drawgame(void)
{
switch(g_nGameMode)
{
case GAME_MODE_TITLE:
g_pMgr_Title->C_Mgr_Draw();
break;
case GAME_MODE_EDITOR:
case GAME_MODE_PLAY:
g_pMgr_Game->C_Mgr_Draw();
break;
}
g_pPauseMenu->DrawMenu();
g_pMgr_Particle->Draw_Particle(D3DBLEND_SRCALPHA);
}
void SetMode(int nMode)
{
g_nRecMode = g_nGameMode;
switch(nMode)
{
case GAME_MODE_TITLE:
break;
case GAME_MODE_EDITOR:
break;
case GAME_MODE_PLAY:
break;
}
switch(g_nRecMode)
{
case GAME_MODE_TITLE:
break;
case GAME_MODE_EDITOR:
break;
case GAME_MODE_PLAY:
break;
}
}