Ejemplo n.º 1
0
    /// <summary>
    /// 描画処理
    /// </summary>
    /// <param name="cdjdata"></param>
    private static void DoDraw(CdjData cdjdata, InputState inputstate)
    {
        //4拍子の線
        DrawBeatline.Draw();

        //判定ラインの下側の絵
        DrawLowFrame.Draw();

        //MyDraw.SetDrawBlendMode(DX.DX_BLENDMODE_ALPHA, 228);
        //フェーダーの描画(あとで)
        drawfader.draw(inputstate);

        //キューイングのディスクとか再生ラインとかカットイン矢印とかを描く
        foreach (DiscQueCutData o in cdjdata.lstquedata)
        {
            o.Draw();
        }
        //スクラッチユニット(シャカシャカで1つ)を1個ずつ描く
        foreach (ScratchUnit scunit in cdjdata.lstscratchunit)
        {
            scunit.Draw();
        }

        DrawEffect.Draw();

        // 裏画面の内容を表画面に反映する
        DX.ScreenFlip();
    }
Ejemplo n.º 2
0
    public override void Discard(CardPlayer player)
    {
        base.Discard(player);

        if (DrawEffect != null)
        {
            DrawEffect.Activate(player);
        }
    }
Ejemplo n.º 3
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="que"></param>
 public void Queing(double que)
 {
     if (quecount > 0)
     {
         if (que < 0)
         {
             quecount += que;
             if (quecount < 0)
             {
                 quecount = 0;
                 DrawEffect.AddRecord(lr);
             }
         }
     }
 }
Ejemplo n.º 4
0
        public StatusData()
        {
            Name         = new LocalText();
            Desc         = new LocalText();
            Comment      = "";
            Emoticon     = -1;
            DropEmoticon = -1;
            FreeEmote    = -1;
            DrawEffect   = DrawEffect.None;

            StatusStates = new StateCollection <StatusState>();

            OnSkillChanges = new PriorityList <SkillChangeEvent>();

            TargetPassive = new PassiveData();
        }
Ejemplo n.º 5
0
        protected override async Task LoadContent()
        {
            await base.LoadContent();

            spriteBatch = new SpriteBatch(GraphicsDevice);

            inputTexture = Asset.Load <Texture>("uv");
            var groupCounts = new Int3(inputTexture.Width / ReductionRatio, inputTexture.Height / ReductionRatio, 1);

            outputTexture    = Texture.New2D(GraphicsDevice, groupCounts.X, groupCounts.Y, 1, PixelFormat.R8G8B8A8_UNorm, TextureFlags.UnorderedAccess | TextureFlags.ShaderResource);
            displayedTexture = outputTexture;

            drawEffectContext   = RenderContext.GetShared(Services);
            computeShaderEffect = new ComputeEffectShader(drawEffectContext)
            {
                ShaderSourceName = "ComputeShaderTestEffect", ThreadGroupCounts = groupCounts
            };
        }
Ejemplo n.º 6
0
 public Sprite(ImageName imageName, Point frameSize, Point sheetSize, Point framePosition, Vector2 position, Vector2 spriteOrigin,
               int hitRadius, float speed, int picturePerFrame)
 {
     this.textureImage      = ImageHelper.getImage(imageName);
     this.frameSize         = frameSize;
     this.sheetSize         = sheetSize;
     this.framePosition     = framePosition;
     this.position          = position;
     this.spriteOrigin      = spriteOrigin;
     this.hitRadius         = hitRadius;
     this.speed             = speed;
     this.currentFrame      = new Point(0, 0);
     this.animeFrameNumber  = 3;//默认移动中以前三张为过渡图片,从第4张开始循环
     this.picturePerFrame   = picturePerFrame;
     this.spriteFrameNumber = 0;
     this.life       = maxFrameNumber;//默认生命为无限
     this.drawEffect = DrawEffect.CONST;
     this.disappear  = false;
 }
Ejemplo n.º 7
0
    /// <summary>
    /// カットイン
    /// </summary>
    /// <param name="cutstate"></param>
    public void Cutin(EnumFaderState cutstate)
    {
        if (this.ActiveState == EnumActiveState.NEXT)
        {
            if (quecount <= 0)
            {
                if (judge == EnumJudge.NOTYET)
                {
                    if ((lr == CdjData.Left && cutstate == EnumFaderState.LEFT) || (lr == CdjData.Right && cutstate == EnumFaderState.RIGHT))
                    {
                        if (Math.Abs(now.judgementlinestep - startstep) < 5)
                        {
                            judge = EnumJudge.PERFECT;//ここにタイミングで判定分岐を入れる(BADもあり得る)
                        }
                        else if (Math.Abs(now.judgementlinestep - startstep) < 7)
                        {
                            judge = EnumJudge.GREAT;//ここにタイミングで判定分岐を入れる(BADもあり得る)
                        }
                        else if (Math.Abs(now.judgementlinestep - startstep) < 10)
                        {
                            judge = EnumJudge.GOOD;//ここにタイミングで判定分岐を入れる(BADもあり得る)
                        }
                        else if (Math.Abs(now.judgementlinestep - startstep) > 96)
                        {
                            judge = EnumJudge.BAD;
                        }

                        Random random = new Random();
                        DrawEffect.AddJudge(judge, lr, 1);
                        for (int i = 0; i < 20; i++)
                        {
                            DrawEffect.AddParticle(now.millis + i * 10, (int)(datacalc.realtimelinex(lr) + 20 + random.NextDouble() * 10), (int)(datacalc.JudgeLineY), random.NextDouble() * 20 + 10, -random.NextDouble() * Math.PI * 1);
                        }
                    }
                }
            }
        }
    }