예제 #1
0
파일: Game1.cs 프로젝트: play3577/Mjai3D
        protected override void Initialize()
        {
            base.Initialize();

            Pai3D.Initialize(Content);
            Taku.Initialize(Content);
            Pai3DPool.Initialize();
            Algorithm.Initialize();
            Ribou3D.Initialize(Content);
            Ribou3DPool.Initialize();

            SoundEffects.Initialize();

            scene = new Scene3D(GraphicsDevice);

            camera = new Camera3D();

            camera.Position = new Vector3(Taku.SIZE / 2, 200, Taku.SIZE * 1.5f);
            camera.Target   = new Vector3(Taku.SIZE / 2, 0, Taku.SIZE / 2);
            camera.UpVector = Vector3.Up;

            camera.FieldOfView       = MathHelper.ToRadians(45f);
            camera.AspectRatio       = (float)GraphicsDevice.Viewport.Width / GraphicsDevice.Viewport.Height;
            camera.NearPlaneDistance = 1f;
            camera.FarPlaneDistance  = 1000f;

            scene.Camera = camera;

            spriteBatch = new SpriteBatch(GraphicsDevice);
            spriteFont  = Content.Load <SpriteFont>("SpriteFont1");
            spriteFont2 = Content.Load <SpriteFont>("SpriteFont2");
            gray        = Content.Load <Texture2D>("gray");

            if (Initialized != null)
            {
                Initialized();
            }
        }
예제 #2
0
파일: Game1.cs 프로젝트: play3577/Mjai3D
        protected override void Draw(GameTime gameTime)
        {
            fpsCounter.Draw(gameTime);
            Window.Title = String.Format("{0:F2} fps", fpsCounter.Fps);

            float N = Taku.SIZE;
            float W = Pai3D.WIDTH;
            float H = Pai3D.HEIGHT;
            float D = Pai3D.DEPTH;
            float S = (N - W * 13) / 2;
            float T = (N - W * 6) / 2;

            float[] TEHAI_BASE_X = { S, N - D, S + W * 13, D };
            float[] TEHAI_BASE_Z = { N - D, N - S, D, S };
            float[] TEHAI_DX     = { W, 0, -W, 0 };
            float[] TEHAI_DZ     = { 0, -W, 0, W };

            float[] KAWA_BASE_X  = { T, T + W * 6 + H, T + W * 6, T - H };
            float[] KAWA_BASE_Z  = { T + W * 6 + H, T + W * 6, T - H, T };
            float[] KAWA_DX_ROW  = { W, 0, -W, 0 };
            float[] KAWA_DZ_ROW  = { 0, -W, 0, W };
            float[] KAWA_DX_COL  = { 0, H, 0, -H };
            float[] KAWA_DZ_COL  = { H, 0, -H, 0 };
            float[] KAWA_REACH_X = { H, 0, -H, 0 };
            float[] KAWA_REACH_Z = { 0, -H, 0, H };

            float[] FURO_BASE_X  = { N, N, 0, 0 };
            float[] FURO_BASE_Z  = { N, 0, 0, N };
            float[] FURO_DX_TATE = { -W, 0, W, 0 };
            float[] FURO_DZ_TATE = { 0, W, 0, -W };
            float[] FURO_DX_YOKO = { -H, 0, H, 0 };
            float[] FURO_DZ_YOKO = { 0, H, 0, -H };

            float[] FURO_ADJUST_X_YOKO = { H, 0, -H, 0 };
            float[] FURO_ADJUST_Z_YOKO = { 0, -H, 0, H };

            float[] FURO_ADJUST_X_KAKAN = { H, -W, -H, W };
            float[] FURO_ADJUST_Z_KAKAN = { -W, -H, W, H };

            float R = (Taku.SIZE - Ribou3D.WIDTH) / 2;

            float[] RIBOU_X = { R, R + Ribou3D.WIDTH + Ribou3D.DEPTH, R + Ribou3D.WIDTH, R - Ribou3D.DEPTH };
            float[] RIBOU_Y = { R + Ribou3D.WIDTH + Ribou3D.DEPTH, R + Ribou3D.WIDTH, R - Ribou3D.DEPTH, R };

            int SELECTIONBOX_WIDTH   = 100;
            int SELECTIONBOX_HEIGHT  = 48;
            int SELECTIONBOX_SPACING = 20;

            int SCREEN_WIDTH  = GraphicsDevice.Viewport.Width;
            int SCREEN_HEIGHT = GraphicsDevice.Viewport.Height;

            int SCOREBOX_SIZE   = SCREEN_WIDTH / 10;
            int SCOREBOX_MARGIN = SCREEN_WIDTH / 30;
            int SCOREBOX_X      = SCREEN_WIDTH - SCOREBOX_MARGIN - SCOREBOX_SIZE;
            int SCOREBOX_Y      = SCOREBOX_MARGIN;

            Vector2 SCORE_SIZE = spriteFont2.MeasureString("25000");
            int     ST         = (SCOREBOX_SIZE - (int)SCORE_SIZE.X) / 2;

            int[] SCORE_X = { ST, SCOREBOX_SIZE - (int)SCORE_SIZE.Y, SCOREBOX_SIZE - ST, (int)SCORE_SIZE.Y };
            int[] SCORE_Y = { SCOREBOX_SIZE - (int)SCORE_SIZE.Y, SCOREBOX_SIZE - ST, (int)SCORE_SIZE.Y, ST };

            Dictionary <SelectionType, string> selectionTypeDisplay = new Dictionary <SelectionType, string>()
            {
                { SelectionType.Chi, "チー" },
                { SelectionType.Pon, "ポン" },
                { SelectionType.Kan, "カン" },
                { SelectionType.Reach, "リーチ" },
                { SelectionType.Ron, "ロン" },
                { SelectionType.Tsumo, "ツモ" },
                { SelectionType.Pass, "パス" }
            };

            lock (mutex)
            {
                GraphicsDevice.Clear(Color.CornflowerBlue);

                /* main drawing procedure */
                scene.Children.Clear();
                tehaiObjects.Clear();
                Pai3DPool.Clear();
                Ribou3DPool.Clear();

                scene.Children.Add(new Taku());

                var M   = Mouse.GetState();
                Ray ray = scene.CreateRay(new Point(M.X, M.Y));

                for (int i = 0; i < 4; i++)
                {
                    int iid = (majong.Id + i) % 4;

                    /* 手牌 */
                    var tehai = majong.Tehais[iid].ToList();
                    for (int j = 0; j < tehai.Count; j++)
                    {
                        Pai3D pai3d = Pai3DPool.Get(tehai[j]);
                        pai3d.Position = new Vector3(TEHAI_BASE_X[i] + TEHAI_DX[i] * j, 0, TEHAI_BASE_Z[i] + TEHAI_DZ[i] * j);
                        if (i == 0 && ray.Intersects(pai3d.BoundingBox) != null)
                        {
                            pai3d.Position += new Vector3(0, 2, 0);
                        }
                        pai3d.Rotation = new Vector3(0, MathHelper.ToRadians(90) * i, 0);
                        scene.Children.Add(pai3d);

                        if (i == 0)
                        {
                            tehaiObjects.Add(pai3d);
                        }
                    }

                    /* 河 */
                    var kawa = majong.Kawas[iid];
                    for (int j = 0; j < kawa.Count; j++)
                    {
                        Pai3D   pai3d = Pai3DPool.Get(kawa[j].pai);
                        Vector3 pos   = new Vector3(KAWA_BASE_X[i] + KAWA_DX_COL[i] * (j / 6) + KAWA_DX_ROW[i] * (j % 6),
                                                    0,
                                                    KAWA_BASE_Z[i] + KAWA_DZ_COL[i] * (j / 6) + KAWA_DZ_ROW[i] * (j % 6));
                        Vector3 rot = new Vector3(MathHelper.ToRadians(-90), MathHelper.ToRadians(90) * i, 0);
                        if (j == majong.Reaches[iid])
                        {
                            pos   += new Vector3(KAWA_REACH_X[i], 0, KAWA_REACH_Z[i]);
                            rot.Y += MathHelper.ToRadians(90);
                        }
                        if (majong.Reaches[iid] != -1 && j > majong.Reaches[iid] && j / 6 == majong.Reaches[iid] / 6)
                        {
                            pos += new Vector3(KAWA_REACH_X[i] - KAWA_DX_ROW[i], 0, KAWA_REACH_Z[i] - KAWA_DZ_ROW[i]);
                        }
                        pai3d.Position = pos;
                        pai3d.Rotation = rot;
                        scene.Children.Add(pai3d);
                    }

                    /* リーチ棒 */
                    if (majong.Reaches[iid] != -1)
                    {
                        Ribou3D ribou3d = Ribou3DPool.Get();
                        ribou3d.Position = new Vector3(RIBOU_X[i], 0, RIBOU_Y[i]);
                        ribou3d.Rotation = new Vector3(0, MathHelper.ToRadians(90) * i, 0);
                        scene.Children.Add(ribou3d);
                    }

                    /* フーロ */
                    float x = FURO_BASE_X[i];
                    float z = FURO_BASE_Z[i];

                    foreach (Furo f in majong.Furos[iid])
                    {
                        switch (f.type)
                        {
                        case FuroType.Chi:
                        case FuroType.Pon:
                        case FuroType.Daiminkan:
                        case FuroType.Kakan:
                            int paiIndex = (f.target - f.actor + 4) % 4 - 1;
                            for (int k = 0; k < f.consumed.Count + 1; k++)
                            {
                                if (k == paiIndex)
                                {
                                    x += FURO_DX_YOKO[i];
                                    z += FURO_DZ_YOKO[i];
                                    Pai3D pai3d = Pai3DPool.Get(f.pai);
                                    pai3d.Position = new Vector3(x + FURO_ADJUST_X_YOKO[i], 0, z + FURO_ADJUST_Z_YOKO[i]);
                                    pai3d.Rotation = new Vector3(MathHelper.ToRadians(-90), MathHelper.ToRadians(90) * (i + 1), 0);
                                    scene.Children.Add(pai3d);

                                    if (f.type == FuroType.Kakan)
                                    {
                                        Pai3D pai3d_ = Pai3DPool.Get(f.pai);
                                        pai3d_.Position = new Vector3(x + FURO_ADJUST_X_KAKAN[i], 0, z + FURO_ADJUST_Z_KAKAN[i]);
                                    }
                                }
                                else
                                {
                                    x += FURO_DX_TATE[i];
                                    z += FURO_DZ_TATE[i];
                                    Pai3D pai3d = Pai3DPool.Get(f.consumed[k - ((k > paiIndex) ? 1 : 0)]);
                                    pai3d.Position = new Vector3(x, 0, z);
                                    pai3d.Rotation = new Vector3(MathHelper.ToRadians(-90), MathHelper.ToRadians(90) * i, 0);
                                    scene.Children.Add(pai3d);
                                }
                            }
                            break;

                        case FuroType.Ankan:
                            throw new NotImplementedException("Game1#Draw: draw Ankan is not yet implemented.(not so hard, but I'm lazy)");
                        }
                    }
                }

                scene.Draw();

                /* 2D Shapes */

                spriteBatch.Begin();
                selectionBoxes.Clear();

                spriteBatch.Draw(gray,
                                 new Rectangle(SCOREBOX_X,
                                               SCOREBOX_Y,
                                               SCOREBOX_SIZE,
                                               SCOREBOX_SIZE),
                                 Color.Gray * 0.5f);

                string  baStr     = String.Format("{0}-{1}-{2}", majong.Kyoku.ToString(), majong.Honba.ToString(), majong.Kyotaku.ToString());
                Vector2 baStrSize = spriteFont2.MeasureString(baStr);
                spriteBatch.DrawString(spriteFont2,
                                       baStr,
                                       new Vector2(SCOREBOX_X + (SCOREBOX_SIZE - baStrSize.X) / 2, SCOREBOX_Y + (SCOREBOX_SIZE - baStrSize.Y) / 2),
                                       Color.White);

                /* Scores */
                for (int i = 0; i < 4; i++)
                {
                    int     iid     = (i + majong.Id) % 4;
                    string  sc      = majong.Scores[iid].ToString();
                    Vector2 strSize = spriteFont2.MeasureString(sc);
                    spriteBatch.DrawString(spriteFont2,
                                           sc,
                                           new Vector2(SCOREBOX_X + SCORE_X[i],
                                                       SCOREBOX_Y + SCORE_Y[i]),
                                           Color.White,
                                           MathHelper.ToRadians(-90) * i,
                                           Vector2.Zero,
                                           1,
                                           SpriteEffects.None,
                                           0);
                }

                /* Action Alternatives */
                for (int i = 0; i < actionAlternatives.Count; i++)
                {
                    var       alt  = actionAlternatives[i];
                    int       x    = SCREEN_WIDTH * 4 / 5 - i * (SELECTIONBOX_WIDTH + SELECTIONBOX_SPACING);
                    int       y    = SCREEN_HEIGHT * 4 / 5;
                    Rectangle rect = new Rectangle(x, y, SELECTIONBOX_WIDTH, SELECTIONBOX_HEIGHT);
                    selectionBoxes.Add(rect);
                    spriteBatch.Draw(gray, rect, Color.Gray * 0.75f);
                    string  str     = selectionTypeDisplay[alt];
                    Vector2 strSize = spriteFont.MeasureString(str);
                    spriteBatch.DrawString(spriteFont, str, new Vector2(x + (SELECTIONBOX_WIDTH - strSize.X) / 2, y + (SELECTIONBOX_HEIGHT - strSize.Y) / 2), Color.White);
                }
                spriteBatch.End();

                GraphicsDevice.BlendState        = BlendState.Opaque;
                GraphicsDevice.DepthStencilState = DepthStencilState.Default;
                GraphicsDevice.SamplerStates[0]  = SamplerState.LinearWrap;
            }

            base.Draw(gameTime);
        }