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ExplosionS.cpp
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ExplosionS.cpp
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#include "DxLib.h"
#include "ExplosionS.hpp"
ExplosionS::ExplosionS(eEpl_tlong type_)
: type(type_)
{
explosion = new Explosion(type_, false);
explosion2 = new Explosion(type_, true);
c_play = new Counter*[EXPLOSION_S_NUM];
switch (type)
{
case eEpl_short:
for (int i = 0; i < EXPLOSION_S_NUM; i++)
c_play[i] = new Counter(17);
break;
case eEpl_normal:
for (int i = 0; i < EXPLOSION_S_NUM; i++)
c_play[i] = new Counter(31);
break;
case eEpl_long:
for (int i = 0; i < EXPLOSION_S_NUM; i++)
c_play[i] = new Counter(31);
break;
}
for (auto &vec : pos) vec.SetZero();
for (bool &flag : isPlay) flag = false;
}
ExplosionS::~ExplosionS()
{
delete explosion;
delete explosion2;
for (int i = 0; i < EXPLOSION_S_NUM; ++i) delete c_play[i];
delete[] c_play;
}
void ExplosionS::Update()
{
// アニメ再生
for (int i = 0; i != isPlay.size(); ++i)
{
if (isPlay[i] == false) continue;
c_play[i]->Update();
// アニメ開始
Fire(i);
if (c_play[i]->isLast()) isPlay[i] = false;
if(c_play[i]->isLast()) c_play[i]->Reset();
}
Move();
explosion->Update();
explosion2->Update();
}
void ExplosionS::Draw()
{
explosion->Draw();
explosion2->Draw();
}
void ExplosionS::Fire(const int& INDEX)
{
Vector2D V, cV;
switch (type)
{
case eEpl_short:
// 2フレームに1度、爆発1個
if (c_play[INDEX]->Remainder(2) != 0) break;
// 爆風の速さを決定
if (c_play[INDEX]->isEach(9, 16))
V.SetVecor2D((GetRand(20) - 10.) / 10., (GetRand(20) - 10.) / 10.);
if (c_play[INDEX]->isEach(1, 8))
V.SetVecor2D((GetRand(16) - 8.) / 10., (GetRand(16) - 8.) / 10.);
// 爆発する位置をランダムにずらす
cV.SetVecor2D(pos[INDEX].x + GetRand(40) - 20, pos[INDEX].y + GetRand(40) - 20);
break;
case eEpl_normal:
if(c_play[INDEX]->isEach(16, 30))
V.SetVecor2D((GetRand(40) - 20.) / 10., (GetRand(40) - 20.) / 10.);
if(c_play[INDEX]->isEach(1, 15))
V.SetVecor2D((GetRand(20) - 10.) / 10., (GetRand(20) - 10.) / 10.);
cV.SetVecor2D(pos[INDEX].x + GetRand(40) - 20, pos[INDEX].y + GetRand(40) - 20);
break;
case eEpl_long:
break;
}
// それぞれ色の違う爆風を描画
if (!isRed[INDEX]) explosion->PlayAnime(cV.x, cV.y, V.x, V.y);
if (isRed[INDEX]) explosion2->PlayAnime(cV.x, cV.y, V.x, V.y);
}
void ExplosionS::PlayAnime(const double & PlayX, const double & PlayY)
{
int color;
for (int i = 0; i != isPlay.size(); ++i)
{
if (isPlay[i] == true) continue;
isPlay[i] = true;
pos[i].SetVecor2D(PlayX, PlayY);
color = GetRand(2);
if (color == 0) isRed[i] = false;
if (color > 0) isRed[i] = true;
break;
}
}
void ExplosionS::Move()
{
}
// EOF