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result_rank.cpp
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result_rank.cpp
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//******************************************************************************
//
// タイトル: リザルトの協力モードのランキング表示処理
// プログラム名: result_rank.cpp
// 作成者: HAL東京ゲーム学科 劉南宏
//
//******************************************************************************
/*******************************************************************************
* インクルードファイル
*******************************************************************************/
#include <stdio.h>
#include "result_rank.h"
#include "result_rank_tex.h"
#include "result_rank_nth.h"
#include "score.h"
//*****************************************************************************
// マクロ定義
//*****************************************************************************
#define NUM_VERTEX (4)
#define NUM_POLYGON (2)
#define POLYGON_SIZE_X (100)//ポリゴンのSIZE X
#define POLYGON_SIZE_Y (100)//ポリゴンのSIZE Y
#define POLYGON_POS_X (50 + POLYGON_SIZE_X/2)//ポリゴンの左上X
#define POLYGON_POS_Y (180 + POLYGON_SIZE_Y/2)//ポリゴンの左上Y
#define POLYGON_TEXTURENAME "data/TEXTURE/RESULT/CROWN2.png"
/*******************************************************************************
* 構造体定義
*******************************************************************************/
/*******************************************************************************
* プロトタイプ宣言
*******************************************************************************/
void ScoreFileReadWrite(void);
void BubbleSort(int data[], int size);
HRESULT MakeVertexResultPlayer(LPDIRECT3DDEVICE9 pDevice);
void SetVertexResultRank(int nRankIdx);
/*******************************************************************************
* グローバル変数
*******************************************************************************/
LPDIRECT3DVERTEXBUFFER9 g_pVtxBufferResultPlayer = NULL;
LPDIRECT3DTEXTURE9 g_pTextureResultPlayer = NULL;
RESULT_RANK_PLAYER g_resultPlayer[MAX_RANK];
int rank[MAX_RANK];
int g_playerRank;
const int key = 0x45bf6c7d; //任意の暗号化キー
float g_angle2;
/*******************************************************************************
関数名: HRESULT InitBG(void)
引数: なし
戻り値: HRESUL : 初期化結果 正常終了:S_OK
説明: 背景の初期化処理
*******************************************************************************/
HRESULT InitResultRank(void)
{
//外部関数の初期化
InitResultRankNth();
InitResultRankTex();
LPDIRECT3DDEVICE9 pDevice = GetDevice();
for(int nCntRank = 0; nCntRank < MAX_RANK; nCntRank++)
{
g_resultPlayer[nCntRank].size = D3DXVECTOR3( POLYGON_SIZE_X, POLYGON_SIZE_Y, 0.0f);
g_resultPlayer[nCntRank].bUse = false;
g_resultPlayer[nCntRank].col = D3DCOLOR_RGBA(255,255,0,255); //yellow
}
for(int nCntRank = 0; nCntRank < MAX_RANK/2; nCntRank++)
{
g_resultPlayer[nCntRank].pos = D3DXVECTOR3( POLYGON_POS_X, POLYGON_POS_Y + nCntRank*110, 0.0f); //左5
g_resultPlayer[nCntRank + MAX_RANK/2].pos = D3DXVECTOR3( POLYGON_POS_X + 550, POLYGON_POS_Y + nCntRank*110, 0.0f); //右5
//switch(nCntRank)
//{
// case 0:
// g_resultPlayer[nCntRank].col = g_resultPlayer[nCntRank + MAX_RANK/2].col = D3DCOLOR_RGBA(255,0,0,255); //red
// break;
// case 1:
// g_resultPlayer[nCntRank].col = g_resultPlayer[nCntRank + MAX_RANK/2].col = D3DCOLOR_RGBA(255,128,0,255); //orange
// break;
// case 2:
// g_resultPlayer[nCntRank].col = g_resultPlayer[nCntRank + MAX_RANK/2].col = D3DCOLOR_RGBA(255,255,0,255); //yellow
// break;
// case 3:
// g_resultPlayer[nCntRank].col = g_resultPlayer[nCntRank + MAX_RANK/2].col = D3DCOLOR_RGBA(0,255,0,255); //green
// break;
// case 4:
// g_resultPlayer[nCntRank].col = g_resultPlayer[nCntRank + MAX_RANK/2].col = D3DCOLOR_RGBA(0,0,255,255); //blue
// break;
//}
}
g_resultPlayer[MAX_RANK-1].pos = D3DXVECTOR3( -1000, -1000 , 0.0f);
//初期化
g_angle2 = 0;
//頂点情報の作成
if(FAILED(MakeVertexResultPlayer(pDevice)))
{
return E_FAIL;
}
//テクスチャの読み込み
D3DXCreateTextureFromFile( pDevice, POLYGON_TEXTURENAME, &g_pTextureResultPlayer);
//SCORE FILE 処理
ScoreFileReadWrite();
//rankの表示
for(int nCnt = 0; nCnt < MAX_RANK; nCnt++)
{
if(nCnt == g_playerRank)
{
g_resultPlayer[nCnt].bUse = true;
}
ChangeResultRankTex(nCnt, rank[nCnt], D3DCOLOR_RGBA(255,255,255,255) );
ChangeResultRankNth(nCnt, nCnt+1, D3DCOLOR_RGBA(255,255,255,255) );
}
return S_OK;
}
/*******************************************************************************
関数名: void DrawBG(void)
引数: なし
戻り値: なし
説明: 背景のポリゴンの描画関数
*******************************************************************************/
void DrawResultRank(void)
{
//外部関数の呼び出す
DrawResultRankTex();
DrawResultRankNth();
LPDIRECT3DDEVICE9 pDevice = GetDevice();
//頂点バッファをデバイスのデータストリームにバインド
pDevice->SetStreamSource(0, g_pVtxBufferResultPlayer, 0, sizeof(VERTEX_2D));
//頂点フォーマットの設定
pDevice->SetFVF(FVF_VERTEX_2D);
//テクスチャの設定
pDevice->SetTexture(0, g_pTextureResultPlayer);
for(int nCntRank = 0; nCntRank < MAX_RANK; nCntRank++)
{
if(g_resultPlayer[nCntRank].bUse)
{
//ポリゴンの描画
pDevice->DrawPrimitive(
D3DPT_TRIANGLESTRIP, //プリミティブの種類
nCntRank*NUM_VERTEX, //ロードする最初の頂点インデックス
NUM_POLYGON //ポリゴンの数
);
}
}
}
/*******************************************************************************
関数名: void UninitBG(void)
引数: なし
戻り値: なし
説明: 背景のポリゴンの開放関数
*******************************************************************************/
void UninitResultRank(void)
{
//外部関数の呼び出す
UninitResultRankTex();
UninitResultRankNth();
if(g_pTextureResultPlayer != NULL)
{
g_pTextureResultPlayer->Release();
g_pTextureResultPlayer = NULL;
}
if(g_pVtxBufferResultPlayer != NULL)
{
g_pVtxBufferResultPlayer->Release();
g_pVtxBufferResultPlayer = NULL;
}
}
void UpdateResultRank()
{
//外部関数の呼び出す
UpdateResultRankTex();
UpdateResultRankNth();
for(int nCntRank = 0; nCntRank < MAX_RANK; nCntRank++)
{
if(g_resultPlayer[nCntRank].bUse)
{
//change size
g_resultPlayer[nCntRank].size.x += sin(g_angle2)*0.5f;
g_resultPlayer[nCntRank].size.y += sin(g_angle2)*0.5f;
g_angle2 += 0.1f;
if(g_angle2 >= 6.28) g_angle2 = 0;
SetVertexResultRank(nCntRank);
}
}
}
HRESULT MakeVertexResultPlayer(LPDIRECT3DDEVICE9 pDevice)
{
if(FAILED(pDevice->CreateVertexBuffer(
sizeof(VERTEX_2D)*NUM_VERTEX*MAX_RANK, //頂点データのバッファサイズ
D3DUSAGE_WRITEONLY,
FVF_VERTEX_2D, //頂点フォーマット
D3DPOOL_MANAGED,
&g_pVtxBufferResultPlayer, //頂点バッファインターフェースのポインタ
NULL)))
{
return E_FAIL;
}
//頂点バッファの中身を埋める
VERTEX_2D *pVtx;
//頂点データの範囲をロックし、頂点バッファへのポインタを取得
g_pVtxBufferResultPlayer->Lock( 0, 0, (void**)&pVtx, 0);
for(int nCntRank = 0; nCntRank < MAX_RANK; nCntRank++, pVtx += NUM_VERTEX)
{
//頂点座標の設定
pVtx[0].pos = D3DXVECTOR3(g_resultPlayer[nCntRank].pos.x - (POLYGON_SIZE_X/2), g_resultPlayer[nCntRank].pos.y - (POLYGON_SIZE_Y/2), 0.0f);
pVtx[1].pos = D3DXVECTOR3(g_resultPlayer[nCntRank].pos.x + (POLYGON_SIZE_X/2), g_resultPlayer[nCntRank].pos.y - (POLYGON_SIZE_Y/2), 0.0f);
pVtx[2].pos = D3DXVECTOR3(g_resultPlayer[nCntRank].pos.x - (POLYGON_SIZE_X/2), g_resultPlayer[nCntRank].pos.y + (POLYGON_SIZE_Y/2), 0.0f);
pVtx[3].pos = D3DXVECTOR3(g_resultPlayer[nCntRank].pos.x + (POLYGON_SIZE_X/2), g_resultPlayer[nCntRank].pos.y + (POLYGON_SIZE_Y/2), 0.0f);
//rhw
pVtx[0].rhw = 1.0f;
pVtx[1].rhw = 1.0f;
pVtx[2].rhw = 1.0f;
pVtx[3].rhw = 1.0f;
//color
pVtx[0].col = g_resultPlayer[nCntRank].col;
pVtx[1].col = g_resultPlayer[nCntRank].col;
pVtx[2].col = g_resultPlayer[nCntRank].col;
pVtx[3].col = g_resultPlayer[nCntRank].col;
//テクスチャ座標指定
pVtx[0].tex = D3DXVECTOR2(0.0F, 0.0F);
pVtx[1].tex = D3DXVECTOR2(1.0F, 0.0F);
pVtx[2].tex = D3DXVECTOR2(0.0F, 1.0F);
pVtx[3].tex = D3DXVECTOR2(1.0F, 1.0F);
}
g_pVtxBufferResultPlayer->Unlock();
return S_OK;
}
void SetVertexResultRank(int nRankIdx)
{
//頂点バッファの中身を埋める
VERTEX_2D *pVtx;
//頂点データの範囲をロックし、頂点バッファへのポインタを取得
g_pVtxBufferResultPlayer->Lock( 0, 0, (void**)&pVtx, 0);
pVtx += nRankIdx * NUM_VERTEX;
//頂点座標の設定
pVtx[0].pos = D3DXVECTOR3(g_resultPlayer[nRankIdx].pos.x - (g_resultPlayer[nRankIdx].size.x/2), g_resultPlayer[nRankIdx].pos.y - (g_resultPlayer[nRankIdx].size.y/2), 0.0f);
pVtx[1].pos = D3DXVECTOR3(g_resultPlayer[nRankIdx].pos.x + (g_resultPlayer[nRankIdx].size.x/2), g_resultPlayer[nRankIdx].pos.y - (g_resultPlayer[nRankIdx].size.y/2), 0.0f);
pVtx[2].pos = D3DXVECTOR3(g_resultPlayer[nRankIdx].pos.x - (g_resultPlayer[nRankIdx].size.x/2), g_resultPlayer[nRankIdx].pos.y + (g_resultPlayer[nRankIdx].size.y/2), 0.0f);
pVtx[3].pos = D3DXVECTOR3(g_resultPlayer[nRankIdx].pos.x + (g_resultPlayer[nRankIdx].size.x/2), g_resultPlayer[nRankIdx].pos.y + (g_resultPlayer[nRankIdx].size.y/2), 0.0f);
// 頂点データをアンロックする
g_pVtxBufferResultPlayer->Unlock();
}
void BubbleSort(int data[], int size)
{
int temp;
for(int i = 0; i <size; i++)
{
for(int j = size - 1; j > i ;j--)
{
if(data[j-1] < data[j])
{
temp = data[j-1];
data[j-1] = data[j];
data[j] = temp;
}
}
}
}
void ScoreFileReadWrite(void)
{
FILE *pRank;
//ファイルの読み込み
pRank = fopen( "data/FILE/ranking.bin","rb" );
if(pRank == NULL) //エラー
{
pRank = fopen( "data/FILE/ranking.bin","wb" );
for(int nCnt = 0; nCnt < MAX_RANK; nCnt++)
{
rank[nCnt] = 0;
}
}
else //正常
{
fread(rank,sizeof(int),MAX_RANK,pRank);
//復号
for(int nCnt = 0; nCnt < MAX_RANK; nCnt++)
{
rank[nCnt] ^= key;
}
}
fclose(pRank);
//今回の点数
rank[MAX_RANK-1] = GetScore()->score;
//ソートする
BubbleSort(rank,MAX_RANK);
//プレヤーの点数を指す
for(int nCnt = MAX_RANK-1; nCnt >= 0; nCnt--)
{
if(GetScore()->score == rank[nCnt])
{
g_playerRank = nCnt;
break;
}
}
GetScore()->score = 0;
//暗号化
for(int nCnt = 0; nCnt < MAX_RANK; nCnt++)
{
rank[nCnt] ^= key;
}
//ファイルの書き込み
pRank = fopen( "data/FILE/ranking.bin","wb" );
fwrite(rank,sizeof(int),MAX_RANK,pRank);
fclose(pRank);
//暗号化
for(int nCnt = 0; nCnt < MAX_RANK; nCnt++)
{
rank[nCnt] ^= key;
}
}