bool UpSmashAnimation(GameTime gameTime) { #region 1.初期化 if (time <= gameTime.ElapsedGameTime) { mi.recVisible.Copy(normalRectangle); mi.depth = 1; normalizeRectangle = false; pileFlg = piling; upSmashRot = upSmashRotSpeed = 0; upSmashRotAccel = Math.Abs(upSmashRotAccel) * (direction.X > 0 ? -1 : 1); upSmashA = 0; tmpEmissiveColor = mi.emissiveColor; upSmashTime = 0; } #endregion #region 2.アニメーション double dt = gameTime.ElapsedGameTime.TotalSeconds; // Write your logic switch (pileFlg) { case piling: if (time.TotalSeconds >= maxPileTime || input.isOn(BUTTON.A, player.dev) == false) { pileFlg = finishPiling; } upSmashRotSpeed += upSmashRotAccel * dt; upSmashRot += upSmashRotSpeed * dt; mi.recVisible.Top3D = normalRectangle.Top3D - maxUpSmashA * Math.Sin((float)(0.5 * MathHelper.Pi * time.TotalSeconds / maxPileTime)); break; case finishPiling: pileFlg = afterPiling; upSmashTime = time.TotalSeconds + GetSmashPower(minUpSmashTime, maxUpSmashTime); upSmashA = GetSmashPower(0, maxUpSmashA); Object o = scene.Parameters["AttackArea"]; if (o != null) { attackArea = new AttackArea(scene, (Hashtable)o, RectangleD.ExtendRect(mi.recCollision, upSmasheX, upSmasheY)); attackArea.Follow(this); attackArea.NotAttack(player.id); attackArea.Power = GetSmashPower(minUpSmashPower, maxUpSmashPower); attackArea.Damage = GetSmashPower(minUpSmashDamage, maxUpSmashDamage); scene.EntityList.Add(attackArea); scene.AttackerList.Add(attackArea); } Cue c = GLOBAL.soundBank.GetCue("smash"); c.Play(); break; case afterPiling: if (mi.recVisible.Top3D < normalRectangle.Top3D + upSmashA) { mi.recVisible.Top3D += upSmashExtendSpeed * dt; } if (time.TotalSeconds > upSmashTime) { endAnimation = true; } break; default: break; } upSmashRot += upSmashRotSpeed * dt; // 横方向の拡大 ey = mi.recVisible.Height / normalRectangle.Height; ex = 1 / Math.Sqrt(ey); double t = mi.recVisible.Top3D; RectangleD.ExtendRect(normalRectangle, ex, ey, mi.recVisible); mi.depth = mi.defaultDepth * ex; mi.recVisible.Offset(0, (mi.recVisible.Height - normalRectangle.Height) * 0.5); if (attackArea != null) { RectangleD.ExtendRect(mi.recVisible, upSmasheX, upSmasheY, attackArea.RecCollision); } mi.depth = ex; if (CheckFloat(gameTime)) { AnimFloat(gameTime); } else { if (pileFlg == piling) { AnimStop(gameTime); } } mi.rotation = new Vector3(0, (float)upSmashRot, 0); mi.emissiveColor = new Vector3( (float)Math.Min(mi.emissiveColor.X + 1.0 * dt / maxPileTime, 1), (float)Math.Min(mi.emissiveColor.Y + 1.0 * dt / maxPileTime, 1), (float)Math.Min(mi.emissiveColor.Z + 1.0 * dt / maxPileTime, 1)); #endregion #region 3、次のアニメーションへの遷移判定 Animation prevAnim = anim; NextAnimation[] nextAnim = new NextAnimation[]{ new NextAnimation(Animation.Dead,false,CheckDead,true), new NextAnimation(Animation.Attacked,false,CheckAttacked,true), new NextAnimation(Animation.Ground,false,CheckGround,endAnimation), new NextAnimation(Animation.Float,false,CheckFloat,endAnimation), new NextAnimation(Animation.Run,true,null,endAnimation), new NextAnimation(Animation.Walk,true,null,endAnimation), new NextAnimation(Animation.Stop,false,null,endAnimation), new NextAnimation(Animation.UpSmash,false,null,true), }; anim = FindNextAnimation(nextAnim, gameTime); if (anim == Animation.None) { anim = prevAnim; } #endregion #region 4、アニメーションが遷移するときの処理 if (anim != prevAnim) { commandFlg[(int)Animation.A] = false; commandFlg[(int)Animation.UpA] = false; commandFlg[(int)Animation.DownA] = false; commandFlg[(int)Animation.UpA] = false; commandFlg[(int)Animation.UpSmash] = false; commandFlg[(int)Animation.UpSmash] = false; commandFlg[(int)Animation.DownSmash] = false; normalizeRectangle = true; if (attackArea != null) attackArea.Dispose(); mi.emissiveColor = tmpEmissiveColor; mi.rotation = Vector3.Zero; } #endregion return true; }
bool UpAAnimation(GameTime gameTime) { #region 1.初期化 if (time <= gameTime.ElapsedGameTime) { mi.recVisible.Copy(normalRectangle); normalizeRectangle = false; attackArea = null; Object o = scene.Parameters["AttackArea"]; if (o != null) { attackArea = new AttackArea(scene, (Hashtable)o, RectangleD.ExtendRect(mi.recCollision, upAeX, upAeY)); attackArea.Follow(this); attackArea.NotAttack(player.id); attackArea.Power = upAPower; attackArea.Damage = upADamage; attackArea.manual = true; scene.EntityList.Add(attackArea); scene.AttackerList.Add(attackArea); } ex = ey = 1.0; ox = oy = 0; Cue c = GLOBAL.soundBank.GetCue("SA"); c.Play(); } #endregion #region 2.アニメーション double dt = gameTime.ElapsedGameTime.TotalSeconds; // Write your logic // モデルを伸縮 if (time < TimeSpan.FromSeconds(upATime1)) // 伸ばす { ey += upAExtendSpeed * dt; double s = 1 / Math.Sqrt(ey); mi.depth = mi.defaultDepth * s; ex = s; } else if (time < TimeSpan.FromSeconds(upATime2 + upATime1)) { } else if (time < TimeSpan.FromSeconds(upATime3 + upATime2 + upATime1)) // 縮める { ey -= upAExtendSpeed * dt; double s = 1 / Math.Sqrt(ex); mi.depth = mi.defaultDepth * s; ex = s; } else { endAnimation = true; } RectangleD.ExtendRect(normalRectangle, ex, ey, mi.recVisible); // ちょっと上下にずらす oy = mi.recVisible.Height - normalRectangle.Height; oy *= 0.5; mi.recVisible.Y += oy; RectangleD.ExtendRect(mi.recVisible, AeX, AeY, attackArea.RecCollision); if (CheckFloat(gameTime)) { AnimFloat(gameTime); } else { AnimStop(gameTime); } mi.rotation = new Vector3(0, 0, 0); #endregion #region 3、次のアニメーションへの遷移判定 Animation prevAnim = anim; NextAnimation[] nextAnim = new NextAnimation[]{ new NextAnimation(Animation.Dead,false,CheckDead,true), new NextAnimation(Animation.Attacked,false,CheckAttacked,true), new NextAnimation(Animation.Ground,false,CheckGround,endAnimation), new NextAnimation(Animation.Float,false,CheckFloat,endAnimation), new NextAnimation(Animation.Run,true,null,endAnimation), new NextAnimation(Animation.Walk,true,null,endAnimation), new NextAnimation(Animation.Stop,false,null,endAnimation), new NextAnimation(Animation.UpA,false,null,true), }; anim = FindNextAnimation(nextAnim, gameTime); if (anim == Animation.None) { anim = prevAnim; } #endregion #region 4、アニメーションが遷移するときの処理 if (anim != prevAnim) { mi.recCollision = mi.recVisible; commandFlg[(int)Animation.A] = false; commandFlg[(int)Animation.UpA] = false; commandFlg[(int)Animation.DownA] = false; commandFlg[(int)Animation.SideA] = false; commandFlg[(int)Animation.SideSmash] = false; commandFlg[(int)Animation.UpSmash] = false; commandFlg[(int)Animation.DownSmash] = false; normalizeRectangle = true; if (attackArea != null) attackArea.Dispose(); } #endregion return true; }
bool SideSmashAnimation(GameTime gameTime) { #region 1.初期化 if (time <= gameTime.ElapsedGameTime) { mi.recVisible.Copy(normalRectangle); normalizeRectangle = false; pileFlg = piling; sideSmashRot = sideSmashRotSpeed = sideSmashSpeed = 0; sideSmashRotAccel = Math.Abs(sideSmashRotAccel) * (direction.X > 0 ? -1 : 1); tmpEmissiveColor = mi.emissiveColor; sideSmashTime1 = 0; } #endregion #region 2.アニメーション double dt = gameTime.ElapsedGameTime.TotalSeconds; // Write your logic switch (pileFlg) { case piling: if (time.TotalSeconds >= maxPileTime || input.isOn(BUTTON.A, player.dev) == false) { pileFlg = finishPiling; } sideSmashSpeed = 0; sideSmashRotSpeed += sideSmashRotAccel * dt; break; case finishPiling: pileFlg = afterPiling; sideSmashTime = time.TotalSeconds + GetSmashPower(minSideSmashTime, maxSideSmashTime); sideSmashSpeed = GetSmashPower(minSideSmashSpeed, maxSideSmashSpeed); sideSmashSpeed *= direction.X > 0 ? 1 : -1; velocity.X += (float)sideSmashSpeed; Object o = scene.Parameters["AttackArea"]; if (o != null) { attackArea = new AttackArea(scene, (Hashtable)o, RectangleD.ExtendRect(mi.recCollision, sideSmasheX, sideSmasheY)); attackArea.Follow(this); attackArea.NotAttack(player.id); attackArea.Power = GetSmashPower(minSideSmashPower, maxSideSmashPower); attackArea.Damage = GetSmashPower(minSideSmashDamage, maxSideSmashDamage); scene.EntityList.Add(attackArea); scene.AttackerList.Add(attackArea); } Cue c = GLOBAL.soundBank.GetCue("smash"); c.Play(); break; case afterPiling: if (time.TotalSeconds >= sideSmashTime) { endAnimation = true; } break; default: break; } sideSmashRot += sideSmashRotSpeed * dt; if (CheckFloat(gameTime)) { AnimFloat(gameTime); } else { if (pileFlg == piling) { AnimStop(gameTime); } else { // 速度のy方向は0に velocity.Y = 0; // 速度*時間だけ動かす OffsetWithAdjust(gameTime); } } mi.rotation = new Vector3(0, 0, (float)sideSmashRot); mi.emissiveColor = new Vector3( (float)Math.Min(mi.emissiveColor.X + 1.0 * dt / maxPileTime, 1), (float)Math.Min(mi.emissiveColor.Y + 1.0 * dt / maxPileTime, 1), (float)Math.Min(mi.emissiveColor.Z + 1.0 * dt / maxPileTime, 1)); #endregion #region 3、次のアニメーションへの遷移判定 Animation prevAnim = anim; NextAnimation[] nextAnim = new NextAnimation[]{ new NextAnimation(Animation.Dead,false,CheckDead,true), new NextAnimation(Animation.Attacked,false,CheckAttacked,true), new NextAnimation(Animation.Jump,true,CheckJump,true), new NextAnimation(Animation.Ground,false,CheckGround,endAnimation), new NextAnimation(Animation.Float,false,CheckFloat,endAnimation), new NextAnimation(Animation.Run,true,null,endAnimation), new NextAnimation(Animation.Walk,true,null,endAnimation), new NextAnimation(Animation.Stop,false,null,endAnimation), new NextAnimation(Animation.SideSmash,false,null,true), }; anim = FindNextAnimation(nextAnim, gameTime); if (anim == Animation.None) { anim = prevAnim; } #endregion #region 4、アニメーションが遷移するときの処理 if (anim != prevAnim) { commandFlg[(int)Animation.A] = false; commandFlg[(int)Animation.UpA] = false; commandFlg[(int)Animation.DownA] = false; commandFlg[(int)Animation.SideA] = false; commandFlg[(int)Animation.SideSmash] = false; commandFlg[(int)Animation.UpSmash] = false; commandFlg[(int)Animation.DownSmash] = false; normalizeRectangle = true; if (attackArea != null) attackArea.Dispose(); mi.emissiveColor = tmpEmissiveColor; mi.rotation = Vector3.Zero; velocity.X -= (float)sideSmashSpeed; if (direction.X > 0) { velocity.X = Math.Max(velocity.X, 0.0f); } else { velocity.X = Math.Min(velocity.X, 0.0f); } } #endregion return true; }
bool SideAAnimation(GameTime gameTime) { #region 1.初期化 if (time <= gameTime.ElapsedGameTime) { mi.recVisible.Copy(normalRectangle); normalizeRectangle = false; attackArea = null; Object o = scene.Parameters["AttackArea"]; if (o != null) { attackArea = new AttackArea(scene, (Hashtable)o, RectangleD.ExtendRect(mi.recCollision, sideAeX, sideAeY)); attackArea.Follow(this); attackArea.NotAttack(player.id); attackArea.Power = sideAPower; attackArea.Damage = sideADamage; attackArea.manual = true; scene.EntityList.Add(attackArea); scene.AttackerList.Add(attackArea); } if (input.isOn(BUTTON.LEFT, player.dev)) { direction = new Vector3(-1, 0, 0); tmpVelocity = new Vector2(-(float)sideASpeed, 0); } else { direction = new Vector3(1, 0, 0); tmpVelocity = new Vector2((float)sideASpeed, 0); } velocity += tmpVelocity; ex = ey = 1.0; Cue c = GLOBAL.soundBank.GetCue("SA"); c.Play(); } #endregion #region 2.アニメーション double dt = gameTime.ElapsedGameTime.TotalSeconds; // Write your logic // モデルを伸縮 if (time < TimeSpan.FromSeconds(sideATime1)) { ex += sideAExtendSpeed * dt; double s = 1 / Math.Sqrt(ex); mi.depth = mi.defaultDepth * s; ey = s; } else if (time < TimeSpan.FromSeconds(sideATime2 + sideATime1)) { } else if (time < TimeSpan.FromSeconds(sideATime3 + sideATime2 + sideATime1)) { ex -= sideAExtendSpeed * dt; double s = 1 / Math.Sqrt(ex); mi.depth = mi.defaultDepth * s; ey = s; } else { endAnimation = true; } RectangleD.ExtendRect(normalRectangle, ex, ey, mi.recVisible); RectangleD.ExtendRect(mi.recVisible, AeX, AeY, attackArea.RecCollision); mi.recCollision = new RectangleD(RecVisible.X, normalRectangle.Y, RecVisible.Width, normalRectangle.Height); if (CheckFloat(gameTime)) { AnimFloat(gameTime); } else { // 速度のy方向は0に velocity.Y = 0; // 速度*時間だけ動かす OffsetWithAdjust(gameTime); } mi.rotation = new Vector3(0, 0, 0); #endregion #region 3、次のアニメーションへの遷移判定 Animation prevAnim = anim; NextAnimation[] nextAnim = new NextAnimation[]{ new NextAnimation(Animation.Dead,false,CheckDead,true), new NextAnimation(Animation.Attacked,false,CheckAttacked,true), new NextAnimation(Animation.Float,false,CheckFloat,endAnimation), new NextAnimation(Animation.Run,true,null,endAnimation), new NextAnimation(Animation.Walk,true,null,endAnimation), new NextAnimation(Animation.Stop,false,null,endAnimation), new NextAnimation(Animation.SideA,false,null,true), }; anim = FindNextAnimation(nextAnim, gameTime); if (anim == Animation.None) { anim = prevAnim; } #endregion #region 4、アニメーションが遷移するときの処理 if (anim != prevAnim) { commandFlg[(int)Animation.A] = false; commandFlg[(int)Animation.UpA] = false; commandFlg[(int)Animation.DownA] = false; commandFlg[(int)Animation.SideA] = false; commandFlg[(int)Animation.SideSmash] = false; commandFlg[(int)Animation.UpSmash] = false; commandFlg[(int)Animation.DownSmash] = false; normalizeRectangle = true; mi.recVisible.Copy(normalRectangle); mi.recCollision = mi.recVisible; if (attackArea != null) attackArea.Dispose(); velocity -= tmpVelocity; if (direction.X > 0) { velocity.X = Math.Max(velocity.X, 0.0f); } else { velocity.X = Math.Min(velocity.X, 0.0f); } } #endregion return true; }
bool CubeUpBAnimation(GameTime gameTime) { #region 1.初期化 if (time <= gameTime.ElapsedGameTime) { mi.recVisible.Copy(normalRectangle); mi.depth = 1; normalizeRectangle = false; attackArea = null; Object o = scene.Parameters["AttackArea"]; if (o != null) { attackArea = new AttackArea(scene, (Hashtable)o, RectangleD.ExtendRect(mi.recVisible, AeX, AeY)); attackArea.NotAttack(player.id); attackArea.Follow(this); attackArea.Power = APower; attackArea.Damage = ADamage; scene.EntityList.Add(attackArea); scene.AttackerList.Add(attackArea); Cue c = GLOBAL.soundBank.GetCue("UpB"); c.Play(); } } #endregion #region 2.アニメーション double dt = gameTime.ElapsedGameTime.TotalSeconds; // Write your logic if (time < TimeSpan.FromSeconds(cubeUpBTime1)) { mi.recVisible.Top3D = normalRectangle.Top3D - cubeUpBA * Math.Sin(MathHelper.Pi * time.TotalSeconds / cubeUpBTime1); OffsetWithAdjust(gameTime); cubeUpBBottom3D = cubeUpBBottom3D2 = mi.recVisible.Bottom3D; } else if (time < TimeSpan.FromSeconds(cubeUpBTime1 + cubeUpBTime2)) { mi.recCollision = normalRectangle; velocity.X = 0; velocity.Y = (float)cubeUpBSpeed1; OffsetWithAdjust(gameTime); mi.recVisible.Bottom3D = cubeUpBBottom3D; } else if (time < TimeSpan.FromSeconds(cubeUpBTime1 + cubeUpBTime2 + cubeUpBTime3)) { double A = normalRectangle.Bottom3D - cubeUpBBottom3D2; double t = MathHelper.PiOver2 * (time.TotalSeconds - cubeUpBTime1 - cubeUpBTime2) / cubeUpBTime3; mi.recVisible.Bottom3D = normalRectangle.Bottom3D - A * Math.Cos(t); } else { velocity = new Vector2(0, (float)cubeUpBSpeed2); endAnimation = true; } attackArea.RecVisible = RectangleD.ExtendRect(mi.recVisible, AeX, AeY); #endregion #region 3、次のアニメーションへの遷移判定 Animation prevAnim = anim; NextAnimation[] nextAnim = new NextAnimation[]{ new NextAnimation(Animation.Dead,false,CheckDead,true), new NextAnimation(Animation.Attacked,false,CheckAttacked,true), new NextAnimation(Animation.Ground,false,CheckGround,endAnimation), new NextAnimation(Animation.Float,false,CheckFloat,endAnimation), new NextAnimation(Animation.Run,true,null,endAnimation), new NextAnimation(Animation.Walk,true,null,endAnimation), new NextAnimation(Animation.Stop,false,null,endAnimation), new NextAnimation(Animation.UpB,false,null,true), }; anim = FindNextAnimation(nextAnim, gameTime); if (anim == Animation.None) { anim = prevAnim; } #endregion #region 4、アニメーションが遷移するときの処理 if (anim != prevAnim) { commandFlg[(int)Animation.B] = false; commandFlg[(int)Animation.UpB] = false; commandFlg[(int)Animation.DownB] = false; commandFlg[(int)Animation.SpecialB] = false; mi.recCollision = mi.recVisible; mi.recVisible.Copy(normalRectangle); Depth = 1; normalizeRectangle = true; upBFlg = false; if (attackArea != null) attackArea.Dispose(); } #endregion return true; }
bool AAnimation(GameTime gameTime) { #region 1.初期化 if (time <= gameTime.ElapsedGameTime) { mi.recVisible.Copy(normalRectangle); ARot = 0; attackArea = null; Object o = scene.Parameters["AttackArea"]; if (o != null) { attackArea = new AttackArea(scene, (Hashtable)o, RectangleD.ExtendRect(mi.recCollision, AeX, AeY)); attackArea.NotAttack(player.id); attackArea.Follow(this); attackArea.Power = APower; attackArea.Damage = ADamage; scene.EntityList.Add(attackArea); scene.AttackerList.Add(attackArea); } Cue c = GLOBAL.soundBank.GetCue("A"); c.Play(); } #endregion #region 2.アニメーション double dt = gameTime.ElapsedGameTime.TotalSeconds; if (-360 < ARot && ARot < 360) { ARot += ARotSpeed * dt * (direction.X > 0 ? 1 : -1); } else { ARot = 0; endAnimation = true; } if (CheckFloat(gameTime)) { AnimFloat(gameTime); } else { AnimStop(gameTime); } mi.rotation = new Vector3(0, (float)ARot, 0); #endregion #region 3、次のアニメーションへの遷移判定 Animation prevAnim = anim; NextAnimation[] nextAnim = new NextAnimation[]{ new NextAnimation(Animation.Dead,false,CheckDead,true), new NextAnimation(Animation.Attacked,false,CheckAttacked,true), new NextAnimation(Animation.Ground,false,CheckGround,endAnimation), new NextAnimation(Animation.Float,false,CheckFloat,endAnimation), new NextAnimation(Animation.Run,true,null,endAnimation), new NextAnimation(Animation.Walk,true,null,endAnimation), new NextAnimation(Animation.Stop,false,null,endAnimation), new NextAnimation(Animation.A,false,null,true), }; anim = FindNextAnimation(nextAnim, gameTime); if (anim == Animation.None) { anim = prevAnim; } #endregion #region 4、アニメーションが遷移するときの処理 if (anim != prevAnim) { commandFlg[(int)Animation.A] = false; commandFlg[(int)Animation.UpA] = false; commandFlg[(int)Animation.DownA] = false; commandFlg[(int)Animation.SideA] = false; commandFlg[(int)Animation.SideSmash] = false; commandFlg[(int)Animation.UpSmash] = false; commandFlg[(int)Animation.DownSmash] = false; if (attackArea != null) { attackArea.Dispose(); attackArea = null; } } #endregion return true; }