ソースファイル一式 source code
05-FSAct.zip
MITライセンスです。
This software/source is licensed under the MIT License, see LICENSE.txt.
FSAct.cs
// #5 固定画面アクション FS Action 2017/11/25 T.Umezawa
using System;
using System.Collections.Generic;
class Util
{
public static int GetAngle4i( double dx, double dy )
{
return( (int)( ( GetAngle360( dx, dy ) + 45 ) / 90 ) & 0x03 );
}
public static double GetAngle360( double dx, double dy )
{
double r = Math.Atan2( dy, dx ) * 180 / Math.PI;
if( r < 0 ){
r += 360;
}
return( r );
}
}
class Map
{
static System.Drawing.Bitmap[] sBM = {
new System.Drawing.Bitmap( "block.png" ),
new System.Drawing.Bitmap( "flag.png" ),
};
public static byte[,] sMap = new byte[ 23, 30 ];
public static void create()
{
for( int x = 0; x < sMap.GetLength( 1 ); x++ ){
sMap[ sMap.GetLength( 0 ) - 1, x ] = 1;
sMap[ sMap.GetLength( 0 ) - 2, x ] = 1;
}
byte v = 1;
int n = 1;
for( int y = 3; y <= 18; y += 3 ){
for( int x = 0; x = 0 && x < sMap.GetLength( 1 ) &&
y >= 0 && y < sMap.GetLength( 0 ) );
}
public static bool IsBlock( float x, float y )
{
x -= 0.5f;
y -= 0.5f;
int x0 = (int)Math.Floor( x );
int y0 = (int)Math.Floor( y );
int x1 = (int)Math.Ceiling( x );
int y1 = (int)Math.Ceiling( y );
return( IsBlock( x0, y0 ) ||
IsBlock( x1, y0 ) ||
IsBlock( x0, y1 ) ||
IsBlock( x1, y1 ) );
}
public static bool IsBlock( int x, int y )
{
return( !IsArea( x, y ) || sMap[ y, x ] == 1 );
}
}
class Unit
{
public static readonly int JUMP = 8;
public static readonly int DOT = 8;
public static readonly int DTH = DOT / 2;
protected float mX, mY;
protected float mDX, mDY;
protected int mJump;
public Unit( float x, float y, float dx, float dy )
{
mX = x;
mY = y;
mDX = dx;
mDY = dy;
}
public int getAngle4i( Unit u )
{
return( Util.GetAngle4i( u.mX - mX, u.mY - mY ) );
}
public bool isBlock()
{
return( Map.IsBlock( mX, mY ) );
}
public void jump( float dy )
{
if( mJump == 0 ){
mJump = 1;
}
mDY = dy;
}
public virtual void step()
{
if( mJump > 0 ){
mJump++;
}
mX += mDX;
if( isBlock() ){
mDX = -mDX;
mX += mDX;
}
mY += mDY;
if( mJump > 0 && mDY < 6.0f / DOT ){ // 重力
mDY += 1.0f / 32;
}
if( mDY < 0 && isBlock() ){ // 上昇中
if( !Map.IsBlock( mX + 1.0f / 16, mY ) ){
mX += 1.0f / 16;
}else if( !Map.IsBlock( mX - 1.0f / 16, mY ) ){
mX -= 1.0f / 16;
}else{ // 天井にぶつかる
mDY = 0;
mY = (int)( mY - 0.5f ) + 1.5f;
}
}
if( mDY > 0 && isBlock() ){ // 下降中
mDY = 0; // 着地
mY = (int)( mY - 0.5f ) + 0.5f;
mJump = 0;
}
if( mJump == 0 && !Map.IsBlock( mX, mY + 1.0f / DOT ) ){ // 地面から落ちる
mJump = JUMP;
mY += 1.0f / DOT;
mDY = 1.0f / 16;
}
}
public bool isCollision( Unit u )
{
return( Math.Abs( mX - u.mX ) < 6.0f / DOT && Math.Abs( mY - u.mY ) < 6.0f / DOT );
}
}
class Player : Unit
{
static System.Drawing.Bitmap[] sBM = {
new System.Drawing.Bitmap( "player.png" ),
new System.Drawing.Bitmap( "player2.png" )
};
static System.Drawing.Rectangle sRect = new System.Drawing.Rectangle( 0, 0, 8, 8 );
public int mType;
public int mBtn;
public Player( int type ) : base( 0.5f, 20.5f, 1.0f / 16, 0 )
{
mType = type;
}
public void draw( System.Drawing.Graphics g )
{
sRect.X = ( (int)( mX * 8 ) & 1 ) * DOT;
sRect.Y = Math.Sign( mDX ) * DTH + DTH;
if( mJump != 0 ){
sRect.X = 0;
}
g.DrawImage( sBM[ mType ], mX * DOT - DTH, mY * DOT - DTH, sRect, System.Drawing.GraphicsUnit.Pixel );
}
public void jump()
{
if( mJump < JUMP ){ // 接地中又は離陸時の場合
jump( -5.0f / 16 );
}
}
public override void step()
{
if( mBtn > 0 ){
jump();
}
base.step();
if( mX <= 0.5f || mX >= Map.sMap.GetLength( 1 ) - 0.5f ){
mDX = Math.Sign( Map.sMap.GetLength( 1 ) / 2 - mX ) / 16.0f;
}
if( Map.sMap[ (int)mY, (int)mX ] == 2 ){
FSAct.sGameClear = true;
}
}
}
class Enemy : Unit
{
static System.Drawing.Bitmap[] sBM = {
new System.Drawing.Bitmap( "monster.png" ),
new System.Drawing.Bitmap( "monster2.png" ),
};
int mType;
public Enemy( int type ) : base( FSAct.sRnd.Next( Map.sMap.GetLength( 1 ) - 2 ) + 1, 0.5f, ( FSAct.sRnd.Next( 2 ) / 16.0f - 1.0f / 32 ) * ( type + 1 ), 0 )
{
mType = type;
}
public void draw( System.Drawing.Graphics g )
{
if( mDX < 0 ){
g.DrawImage( sBM[ mType ], mX * DOT - DTH, mY * DOT - DTH );
}else{
g.DrawImage( sBM[ mType ], mX * DOT + DTH, mY * DOT - DTH, -DOT, DOT );
}
}
public void step( List le )
{
step();
if( mX <= 0.5f || mX >= Map.sMap.GetLength( 1 ) - 0.5f ){
mDX = Math.Sign( Map.sMap.GetLength( 1 ) / 2 - mX ) / 32.0f * ( mType + 1 );
}
foreach( Enemy en in le ){
if( en == this || !isCollision( en ) ){
continue;
}
mDX = Math.Sign( mX - en.mX ) / 32.0f * ( mType + 1 );
if( mDX == 0 ){
mDX = 1.0f / 32 * ( mType + 1 );
}
en.mDX = -mDX;
}
}
}
class FSAct : MyForm
{
public static Random sRnd = new Random();
System.Drawing.Font mFont = new System.Drawing.Font( "MS Gothic", 5 );
int mCount;
List mLPlayer = new List();
List mLEnemy;
public static bool sGameClear, sGameOver;
int mStage = 1;
int mScene;
protected override void OnLoad( EventArgs e )
{
base.OnLoad( e );
mTimer.Interval = 33;
mTimer.Start();
}
protected override void OnKeyDown( System.Windows.Forms.KeyEventArgs e )
{
input( 1, e.KeyCode == System.Windows.Forms.Keys.R );
base.OnKeyDown( e );
}
protected override void OnKeyUp( System.Windows.Forms.KeyEventArgs e )
{
release( 1 );
base.OnKeyDown( e );
}
protected override void OnMouseDown( System.Windows.Forms.MouseEventArgs e )
{
input( 0, e.Button == System.Windows.Forms.MouseButtons.Right );
base.OnMouseDown( e );
}
protected override void OnMouseUp( System.Windows.Forms.MouseEventArgs e )
{
release( 0 );
base.OnMouseDown( e );
}
protected override void onMyPaint( System.Drawing.Graphics g )
{
if( mScene == 0 ){
g.DrawString( "ジャンプアクション3 Jump Action3", mFont, mSBWhite, 60, 30 );
g.DrawString( "PRESS ANY KEY", mFont, mSBWhite, 90, 90 );
return;
}
Map.draw( g );
foreach( Player pl in mLPlayer ){
pl.draw( g );
}
foreach( Enemy en in mLEnemy ){
en.draw( g );
}
g.DrawString( "TIME " + mCount, mFont, mSBWhite, 0, 0 );
g.DrawString( "STAGE " + mStage, mFont, mSBWhite, 40, 0 );
if( sGameClear ){
g.DrawString( "STAGE CLEAR!", mFont, mSBWhite, 90, 90 );
}
if( sGameOver ){
g.DrawString( "GAME OVER", mFont, mSBWhite, 90, 90 );
}
}
protected override void onMyTimer( object sender, System.Timers.ElapsedEventArgs e )
{
if( sGameClear || sGameOver ){
return;
}
mCount++;
foreach( Player pl in mLPlayer ){
pl.step();
for( int i = mLEnemy.Count - 1; i >= 0; i-- ){
if( pl.isCollision( mLEnemy[ i ] ) ){
if( pl.getAngle4i( mLEnemy[ i ] ) == 1 ){
mLEnemy.RemoveAt( i );
pl.jump( -4.0f / 16 );
}else{
sGameOver = true;
}
}
}
}
for( int i = mLEnemy.Count - 1; i >= 0; i-- ){
Enemy en = mLEnemy[ i ];
en.step( mLEnemy );
}
Invalidate();
}
void input( int type, bool res )
{
if( mScene == 0 ){
mStage = 1;
start();
mLPlayer.Add( new Player( type ) );
}else if( sGameClear ){
mStage++;
start();
mLPlayer.Add( new Player( type ) );
}else if( res ){
mStage = 1;
start();
mLPlayer.Add( new Player( type ) );
}else if( mLPlayer[ 0 ].mType != type ){
if( mLPlayer.Count == 1 ){
mLPlayer.Add( new Player( type ) );
}else{
mLPlayer[ 1 ].mBtn = 1;
}
}else{
mLPlayer[ 0 ].mBtn = 1;
}
}
void release( int type )
{
foreach( Player p in mLPlayer ){
if( p.mType == type ){
p.mBtn = 0;
}
}
}
void start()
{
mScene = 1;
sGameClear = false;
sGameOver = false;
mCount = 0;
mLPlayer.Clear();
mLEnemy = new List();
for( int i = 0; i < mStage; i++ ){
mLEnemy.Add( new Enemy( 0 ) );
mLEnemy.Add( new Enemy( 1 ) );
}
Map.create();
}
[STAThread]
static void Main()
{
System.Windows.Forms.Application.Run( new FSAct() );
}
}
MyForm.cs
// Form継承 2017/11/25 T.Umezawa
using System;
using System.Collections.Generic;
class MyForm : System.Windows.Forms.Form
{
protected System.Timers.Timer mTimer = new System.Timers.Timer();
protected System.Drawing.SolidBrush mSBWhite = new System.Drawing.SolidBrush( System.Drawing.Color.White );
protected override void OnLoad( EventArgs e )
{
ClientSize = new System.Drawing.Size( 960, 720 );
Left = 396; // キャプチャ都合上
Top = 20; // キャプチャ都合上
DoubleBuffered = true;
BackColor = System.Drawing.Color.FromArgb( 0x55, 0x88, 0xff );
mTimer.Elapsed += new System.Timers.ElapsedEventHandler( onMyTimer );
}
protected override void OnPaint( System.Windows.Forms.PaintEventArgs e )
{
base.OnPaint( e );
System.Drawing.Graphics g = e.Graphics;
g.ScaleTransform( 4, 4 );
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
g.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.Half;
onMyPaint( g );
}
protected virtual void onMyPaint( System.Drawing.Graphics g )
{
}
protected virtual void onMyTimer( object sender, System.Timers.ElapsedEventArgs e )
{
}
}