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すくうUI調整
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sashi0034 committed Nov 25, 2023
1 parent 9c61914 commit c6e33b2
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Showing 2 changed files with 13 additions and 8 deletions.
7 changes: 3 additions & 4 deletions Sukuu/App/asset/parameters.toml
Original file line number Diff line number Diff line change
Expand Up @@ -22,11 +22,10 @@ dead_animation_duration_1 = 0.7
dead_animation_offset_2 = "(0, -4)"
dead_animation_duration_2 = 0.3
dead_pause_duration = 1.0
scoop_rect_color_1 = "#6c95ebd0"
scoop_rect_color_2 = "#ffd217d0"
scoop_rect_color_3 = "#a2ff17d0"
scoop_rect_color_1 = "#6c95ebc0"
scoop_rect_color_2 = "#ffd217c0"
scoop_rect_color_3 = "#a2ff17c0"
scoop_move_duration = 0.5
alternative_cursor_bright = 2.0
trail_color = "#ffbf00"
trail_size = 12
warp_duration = 1.5
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14 changes: 10 additions & 4 deletions Sukuu/Play/Player.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -548,12 +548,17 @@ struct Play::Player::Impl
: getToml<ColorF>(U"scoop_rect_color_1");
(void)RectF(m_pos.actualPos.MapPoint() * CellPx_24, {CellPx_24, CellPx_24})
.draw(cellColor)
.drawFrame(1.0, cellColor * 0.5);
.drawFrame(0.5, ColorF(cellColor.rgb() * 0.5, 1.0));

// カーソルを非表示にして
Sukuu::RequestHideGameCursor();
// 現在のカーソル位置を代替描画
(void)Shape2D::Plus(getCursorSize() / 2, 2, Cursor::PosF())
.draw(cellColor * getToml<double>(U"alternative_cursor_bright"));
const auto cursorColor = cellColor;
// ColorF(cellColor * getToml<double>(U"alternative_cursor_bright"), cellColor.a);
// (void)Shape2D::Plus(getCursorSize() / 2, 2, Cursor::PosF())
(void)Circle(Cursor::PosF(), getCursorSize() / 2)
.draw(cursorColor)
.drawFrame(0.5, ColorF(cursorColor.rgb() * 0.5, 1.0));
};

// すくうが要求されるまで処理を進めない
Expand All @@ -568,7 +573,7 @@ struct Play::Player::Impl
for (int i = 0; i < 4; ++i)
{
auto r = RectF(m_pos.actualPos.movedBy(Dir4Type(i).ToXY() * CellPx_24), {CellPx_24, CellPx_24});
(void)r.draw(cellColor).drawFrame(1.0, cellColor * 0.3);
(void)r.draw(cellColor).drawFrame(0.5, ColorF(cellColor.rgb() * 0.5, 1.0));
}
};
m_slowMotion = true;
Expand Down Expand Up @@ -660,6 +665,7 @@ struct Play::Player::Impl
// ゴール到達
AudioAsset(AssetSes::stairs_step).playOneShot();
m_cameraOffsetDestination = {0, 0};
m_subUpdating = {};
m_immortal.immortalStock++;
PlayScene::Instance().GetTimeLimiter().SetImmortal(true);
PlayScene::Instance().EndTransition();
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