ソースファイル一式 source code
06-FSAct2.zip
MITライセンスです。
This software/source is licensed under the MIT License, see LICENSE.txt.
FSAct2.cs
// #6 固定画面アクション2 FS Action2 2017/11/27 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 = 6; 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;
public float mX, mY;
public 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 void reverse()
{
mDX = -mDX;
}
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 ){
FSAct2.sGameClear = true;
}
}
}
class Enemy : Unit
{
public static List sList;
static System.Drawing.RectangleF sRectD = new System.Drawing.RectangleF( 0, 0, 8, 8 );
static System.Drawing.RectangleF sRectS = new System.Drawing.RectangleF( 0, 0, 8, 8 );
static System.Drawing.Bitmap[] sBM = {
new System.Drawing.Bitmap( "monster.png" ),
new System.Drawing.Bitmap( "monster2.png" ),
};
public int mType;
public int mState;
public float Speed{ get{ return( 1.0f / 32 * ( mType + 1 ) * ( mState + 1 ) ); } }
public Enemy( int type ) : base( FSAct2.sRnd.Next( Map.sMap.GetLength( 1 ) - 2 ) + 1, 0.5f, ( FSAct2.sRnd.Next( 2 ) / 16.0f - 1.0f / 32 ) * ( type + 1 ), 0 )
{
mType = type;
}
public void draw( System.Drawing.Graphics g )
{
sRectD.Y = mY * DOT - DTH;
if( mDX < 0 ){
sRectD.X = mX * DOT - DTH;
sRectD.Width = 8;
}else{
sRectD.X = mX * DOT + DTH;
sRectD.Width = -8;
}
sRectS.X = mState * DOT;
g.DrawImage( sBM[ mType ], sRectD, sRectS, System.Drawing.GraphicsUnit.Pixel );
}
public void kill()
{
sList.Add( new Enemy( mType ) );
sList.Remove( this );
}
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 ) * Speed;
}
foreach( Enemy en in le ){
if( en == this || !isCollision( en ) ){
continue;
}
bool km = ( mState == 1 && mDX != 0 );
bool ke = ( en.mState == 1 && en.mDX != 0 );
if( km ) en.kill();
if( ke ) kill();
if( km || ke ){
continue;
}
mDX = Math.Sign( mX - en.mX ) * Speed;
if( mDX == 0 ){
mDX = Speed;
}
en.mDX = -mDX;
}
}
}
class FSAct2 : MyForm
{
public static Random sRnd = new Random();
System.Drawing.Font mFont = new System.Drawing.Font( "MS Gothic", 5 );
int mCount;
List mLPlayer = new List();
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 onMyPaint( System.Drawing.Graphics g )
{
if( mScene == 0 ){
g.DrawString( "固定画面アクション2 FS Action2", 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 Enemy.sList ){
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( MouseMiddle == 1 ) input( 0, true );
if( MouseLeft > 0 ) input( 0, false );
if( MouseLeft == 0 ) release( 0 );
if( MouseRight == 1 ){ Player p = getPlayer( 0 ); if( p != null ) p.reverse(); }
if( mKey[ (int)System.Windows.Forms.Keys.R ] == 1 ) input( 1, true );
if( mKey[ (int)System.Windows.Forms.Keys.Z ] > 0 ) input( 1, false );
if( mKey[ (int)System.Windows.Forms.Keys.Z ] == 0 ) release( 1 );
if( mKey[ (int)System.Windows.Forms.Keys.X ] == 1 ){ Player p = getPlayer( 1 ); if( p != null ) p.reverse(); }
if( sGameClear || sGameOver ){
return;
}
mCount++;
foreach( Player pl in mLPlayer ){
pl.step();
for( int i = Enemy.sList.Count - 1; i >= 0; i-- ){
Enemy en = Enemy.sList[ i ];
if( !pl.isCollision( en ) ){ // 敵に接触
continue;
}
if( pl.getAngle4i( en ) != 1 ){ // 敵にやられる
sGameOver = true;
continue;
}
pl.jump( -4.0f / 16 );
if( en.mType == 0 ){ // スライムだった場合
en.kill();
continue;
}
if( en.mState == 0 ){
en.mState = 1;
en.mDX = 0;
continue;
}
en.mDX = Math.Sign( en.mX - pl.mX );
if( en.mDX == 0 ){
en.mDX = 1;
}
en.mDX *= en.Speed;
}
}
for( int i = Enemy.sList.Count - 1; i >= 0; i-- ){
Enemy en = Enemy.sList[ i ];
en.step( Enemy.sList );
}
base.onMyTimer( sender, e );
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;
}
}
Player getPlayer( int type )
{
foreach( Player p in mLPlayer ){
if( p.mType == type ){
return( p );
}
}
return( null );
}
void release( int type )
{
Player p = getPlayer( type );
if( p != null ){
p.mBtn = 0;
}
}
void start()
{
mScene = 1;
sGameClear = false;
sGameOver = false;
mCount = 0;
mLPlayer.Clear();
Enemy.sList = new List();
for( int i = 0; i < mStage * 2; i++ ){
Enemy.sList.Add( new Enemy( 0 ) );
Enemy.sList.Add( new Enemy( 1 ) );
}
Map.create();
}
[STAThread]
static void Main()
{
System.Windows.Forms.Application.Run( new FSAct2() );
}
}
MyForm.cs
// Form継承 2017/11/27 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 );
public int[] mKey = new int[ 0x100 ];
public int[] mMouseB = new int[ 0x20 ];
public int MouseLeft{ get{ return( mMouseB[ (int)Math.Log( (int)System.Windows.Forms.MouseButtons.Left , 2 ) ] ); } }
public int MouseMiddle{ get{ return( mMouseB[ (int)Math.Log( (int)System.Windows.Forms.MouseButtons.Middle, 2 ) ] ); } }
public int MouseRight{ get{ return( mMouseB[ (int)Math.Log( (int)System.Windows.Forms.MouseButtons.Right , 2 ) ] ); } }
protected override void OnKeyDown( System.Windows.Forms.KeyEventArgs e )
{
mKey[ (int)e.KeyCode ] = 1;
base.OnKeyDown( e );
}
protected override void OnKeyUp( System.Windows.Forms.KeyEventArgs e )
{
mKey[ (int)e.KeyCode ] = 0;
base.OnKeyUp( e );
}
protected override void OnMouseDown( System.Windows.Forms.MouseEventArgs e )
{
mMouseB[ (int)Math.Log( (int)e.Button, 2 ) ] = 1;
base.OnMouseDown( e );
}
protected override void OnMouseUp( System.Windows.Forms.MouseEventArgs e )
{
mMouseB[ (int)Math.Log( (int)e.Button, 2 ) ] = 0;
base.OnMouseUp( e );
}
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 )
{
for( int i = 0; i < mKey.Length; i++ ){
if( mKey[ i ] > 0 ){
mKey[ i ]++;
}
}
for( int i = 0; i < mMouseB.Length; i++ ){
if( mMouseB[ i ] > 0 ){
mMouseB[ i ]++;
}
}
}
}