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EShot02.cpp
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EShot02.cpp
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#include "DxLib.h"
#include "EShot02.hpp"
#include "DebugMode.hpp"
#include "Game.hpp"
#include <cmath>
EShot02::EShot02(int colorNum)
: HIT_RANGE(7)
{
switch (colorNum)
{
case 0: gh = LoadGraph("GRAPH/GAME/Eshot/enaga0.png"); break;
case 1: gh = LoadGraph("GRAPH/GAME/Eshot/enaga1.png"); break;
case 2: gh = LoadGraph("GRAPH/GAME/Eshot/enaga2.png"); break;
case 3: gh = LoadGraph("GRAPH/GAME/Eshot/enaga3.png"); break;
case 4: gh = LoadGraph("GRAPH/GAME/Eshot/enaga4.png"); break;
default: gh = LoadGraph("GRAPH/GAME/Eshot/eshot03.png"); break;
}
}
EShot02::~EShot02()
{
DeleteGraph(gh);
}
void EShot02::Update(const double & PosX, const double & PosY)
{
for (int i = 0; i < ALL_NUM; i++)
{
if (!isExist[i])
{
pos[i].SetVecor2D(PosX, PosY); continue;
}
time[i]++;
Move(i);
}
}
void EShot02::Draw()
{
for (int i = 0; i < ALL_NUM; i++)
{
if (!isExist[i]) continue;
// アニメーション
DrawRotaGraph(pos[i].x, pos[i].y, 2.0, vangle[i] - DX_PI / 2, gh, true);
if (!DebugMode::isTest) continue;
DrawCircle(pos[i].x, pos[i].y, HIT_RANGE, GetColor(255, 0, 0), FALSE);
}
}
void EShot02::Fire(const double & SPEED, const double & ANGLE)
{
for (int i = 0; i < ALL_NUM; i++)
{
if (isExist[i]) continue;
isExist[i] = true;
rad[i] = std::atan2(Game::GetPlayerPos().y - pos[i].y, Game::GetPlayerPos().x - pos[i].x) - DX_PI / 2;
vspeed[i] = SPEED;
vangle[i] = ANGLE; break;
}
}
void EShot02::Fire(const double & PosX, const double & PosY, const double & SPEED, const double & ANGLE)
{
for (int i = 0; i < ALL_NUM; i++)
{
if (isExist[i]) continue;
isExist[i] = true;
pos[i].SetVecor2D(PosX, PosY);
vspeed[i] = SPEED;
vangle[i] = ANGLE; break;
}
}
bool EShot02::IsHit(const double & ColX, const double & ColY, const double & ColR)
{
const bool& IS_HIT = Vector2D::CirclesCollision(HIT_RANGE, ColR, pos[0].x, pos[0].y, ColX, ColY + 9.);
return IS_HIT;
}
void EShot02::Move(const int & id)
{
// 進ませる
pos[id].x += vspeed[id] * std::cos(vangle[id]);
pos[id].y += vspeed[id] * std::sin(vangle[id]);
// 当たり判定チェック
const bool& IS_HIT = Game::IsHitPlayer(Player::HIT_RANGE, HIT_RANGE,
Game::GetPlayerPos().x, Game::GetPlayerPos().y, pos[id].x, pos[id].y);
// 当たったら消す
if (IS_HIT) isExist[id] = false;
// 画面外で消す
if (Shot::SC_LIMIT_XL > pos[id].x ||
Shot::SC_LIMIT_XR < pos[id].x ||
Shot::SC_LIMIT_YT > pos[id].y ||
Shot::SC_LIMIT_YB < pos[id].y)
{
isExist[id] = false;
}
}
// EOF