// <---- prm public void Draw() { DDUtils.Approach(ref this.SlideRate, this.DestSlideRate, 0.9999); DDPicture picture = DDCCResource.GetPicture(this.ImageFile); D2Size size = DDUtils.AdjustRectExterior(picture.GetSize().ToD2Size(), new D4Rect(0, 0, DDConsts.Screen_W, DDConsts.Screen_H)).Size; DDDraw.SetAlpha(this.A); DDDraw.DrawRect( picture, (DDConsts.Screen_W - size.W) * this.SlideRate, (DDConsts.Screen_H - size.H) * this.SlideRate, size.W, size.H ); DDDraw.Reset(); }
/// <summary> /// ゲーム中のセーブ画面 /// </summary> private void SaveMenu() { using (new SaveOrLoadMenu()) { SaveOrLoadMenu.I.Save(() => { DDPicture picture = Ground.I.Picture.Title; DDDraw.DrawRect( picture, DDUtils.AdjustRectExterior(picture.GetSize().ToD2Size(), new D4Rect(0, 0, DDConsts.Screen_W, DDConsts.Screen_H)) ); DDCurtain.DrawCurtain(-0.5); }); } DDEngine.FreezeInput(GameConsts.LONG_INPUT_SLEEP); }
/// <summary> /// システムメニュー画面 /// </summary> private void SystemMenu() { this.SystemMenu_ReturnToTitleMenu = false; // reset DDSimpleMenu simpleMenu = new DDSimpleMenu() { Color = new I3Color(255, 255, 255), BorderColor = new I3Color(0, 64, 0), //WallPicture = Ground.I.Picture.Title, //WallCurtain = -0.5, WallDrawer = () => { DDPicture picture = Ground.I.Picture.Title; DDDraw.DrawRect( picture, DDUtils.AdjustRectExterior(picture.GetSize().ToD2Size(), new D4Rect(0, 0, DDConsts.Screen_W, DDConsts.Screen_H)) ); DDDraw.SetAlpha(0.5); DDDraw.SetBright(0, 0, 0); DDDraw.DrawRect(Ground.I.Picture.WhiteBox, 0, DDConsts.Screen_H / 4, DDConsts.Screen_W, DDConsts.Screen_H / 2); DDDraw.Reset(); }, X = 150, Y = DDConsts.Screen_H / 4 + 150, }; int selectIndex = 0; for (; ;) { selectIndex = simpleMenu.Perform( "システムメニュー", new string[] { "設定", "タイトルに戻る", "ゲームに戻る", }, selectIndex ); switch (selectIndex) { case 0: using (new SettingMenu()) { SettingMenu.I.Perform(() => { DDPicture picture = Ground.I.Picture.Title; DDDraw.DrawRect( picture, DDUtils.AdjustRectExterior(picture.GetSize().ToD2Size(), new D4Rect(0, 0, DDConsts.Screen_W, DDConsts.Screen_H)) ); DDCurtain.DrawCurtain(-0.5); }); } break; case 1: if (new Confirm().Perform("タイトル画面に戻ります。", "はい", "いいえ") == 0) { this.SystemMenu_ReturnToTitleMenu = true; goto endLoop; } break; case 2: goto endLoop; default: throw null; // never } //DDEngine.EachFrame(); // 不要 } endLoop: DDEngine.FreezeInput(GameConsts.LONG_INPUT_SLEEP); }
public void Perform() { DDCurtain.SetCurtain(0, -1.0); DDCurtain.SetCurtain(); DDEngine.FreezeInput(); Ground.I.Music.Title.Play(); string[] items = new string[] { "ゲームスタート", "コンテニュー", "設定", "終了", }; int selectIndex = 0; this.SimpleMenu = new DDSimpleMenu() { BorderColor = new I3Color(64, 0, 0), WallDrawer = () => { DDPicture picture = Ground.I.Picture.Title; DDDraw.DrawRect( picture, DDUtils.AdjustRectExterior(picture.GetSize().ToD2Size(), new D4Rect(0, 0, DDConsts.Screen_W, DDConsts.Screen_H)) ); DDDraw.SetMosaic(); DDDraw.DrawBegin( Ground.I.Picture.PlayerStands[DDEngine.ProcFrame / 120 % 2][DDEngine.ProcFrame / 30 % 2], 610, 392 ); DDDraw.DrawZoom_X(-1.0); DDDraw.DrawZoom(14.0); DDDraw.DrawEnd(); DDDraw.Reset(); DDCurtain.DrawCurtain(-0.4); }, }; for (; ;) { selectIndex = this.SimpleMenu.Perform(40, 40, 40, 24, "横スクロール アクション ゲーム(仮)", items, selectIndex); bool cheatFlag; { int bk_freezeInputFrame = DDEngine.FreezeInputFrame; DDEngine.FreezeInputFrame = 0; cheatFlag = 1 <= DDInput.DIR_6.GetInput(); DDEngine.FreezeInputFrame = bk_freezeInputFrame; } switch (selectIndex) { case 0: if (DDConfig.LOG_ENABLED && cheatFlag) { this.CheatMainMenu(); } else { this.LeaveTitleMenu(); using (new WorldGameMaster()) { WorldGameMaster.I.World = new World("Start"); WorldGameMaster.I.Status = new GameStatus(); WorldGameMaster.I.Perform(); } this.ReturnTitleMenu(); } break; case 1: { Ground.P_SaveDataSlot saveDataSlot = LoadGame(); if (saveDataSlot != null) { this.LeaveTitleMenu(); using (new WorldGameMaster()) { WorldGameMaster.I.World = new World(saveDataSlot.MapName); WorldGameMaster.I.Status = saveDataSlot.GameStatus.GetClone(); WorldGameMaster.I.Status.StartPointDirection = 101; // スタート地点を「ロード地点」にする。 WorldGameMaster.I.Perform(); } this.ReturnTitleMenu(); } } break; case 2: using (new SettingMenu() { SimpleMenu = this.SimpleMenu, }) { SettingMenu.I.Perform(); } break; case 3: goto endMenu; default: throw new DDError(); } } endMenu: DDMusicUtils.Fade(); DDCurtain.SetCurtain(30, -1.0); foreach (DDScene scene in DDSceneUtils.Create(40)) { this.SimpleMenu.WallDrawer(); DDEngine.EachFrame(); } DDEngine.FreezeInput(); }
public void Perform() { DDCurtain.SetCurtain(0, -1.0); DDCurtain.SetCurtain(); DDEngine.FreezeInput(); Ground.I.Music.Title.Play(); string[] items = new string[] { "ゲームスタート", "コンテニュー", "設定", "終了", }; int selectIndex = 0; this.SimpleMenu = new DDSimpleMenu() { BorderColor = new I3Color(64, 0, 0), WallDrawer = () => { DDPicture picture = Ground.I.Picture.Title; DDDraw.DrawRect( picture, DDUtils.AdjustRectExterior(picture.GetSize().ToD2Size(), new D4Rect(0, 0, DDConsts.Screen_W, DDConsts.Screen_H)) ); DDCurtain.DrawCurtain(-0.4); }, }; for (; ;) { selectIndex = this.SimpleMenu.Perform(40, 40, 40, 24, "横スクロール アクションゲーム タイプ-M テストコード / タイトルメニュー", items, selectIndex); switch (selectIndex) { case 0: { this.LeaveTitleMenu(); using (new WorldGameMaster()) { WorldGameMaster.I.World = new World("t0001"); // マップ名_仮? WorldGameMaster.I.Status = new GameStatus(); WorldGameMaster.I.Perform(); } this.ReturnTitleMenu(); } break; case 1: { Ground.P_SaveDataSlot saveDataSlot = LoadGame(); if (saveDataSlot != null) { this.LeaveTitleMenu(); using (new WorldGameMaster()) { WorldGameMaster.I.World = new World(saveDataSlot.MapName); WorldGameMaster.I.Status = saveDataSlot.GameStatus.GetClone(); WorldGameMaster.I.Status.StartPointDirection = 101; // スタート地点を「ロード地点」にする。 WorldGameMaster.I.Perform(); } this.ReturnTitleMenu(); } } break; case 2: using (new SettingMenu() { SimpleMenu = this.SimpleMenu, }) { SettingMenu.I.Perform(); } break; case 3: goto endMenu; default: throw new DDError(); } } endMenu: DDMusicUtils.Fade(); DDCurtain.SetCurtain(30, -1.0); foreach (DDScene scene in DDSceneUtils.Create(40)) { this.SimpleMenu.WallDrawer(); DDEngine.EachFrame(); } DDEngine.FreezeInput(); }
private static void DrawWall() { { DDUtils.Approach(ref Game.I.BackgroundSlideRate, Game.I.Player.Y * 1.0 / GameConsts.FIELD_H, 0.99); D4Rect rect = DDUtils.AdjustRectExterior( new D2Size(GameConsts.FIELD_W, GameConsts.FIELD_H), new D4Rect(0, 0, DDConsts.Screen_W, DDConsts.Screen_H), Game.I.BackgroundSlideRate ); DDDraw.DrawRect(P_Field.ToPicture(), rect); } { const int MARGIN = 5; DDDraw.SetBright(0, 0, 0); DDDraw.DrawRect( Ground.I.Picture.WhiteBox, GameConsts.FIELD_L - MARGIN, GameConsts.FIELD_T - MARGIN, GameConsts.FIELD_W + MARGIN * 2, GameConsts.FIELD_H + MARGIN * 2 ); DDDraw.Reset(); } DX.GraphFilter( DDGround.MainScreen.GetHandle(), DX.DX_GRAPH_FILTER_GAUSS, 16, SCommon.ToInt(500.0) ); DDCurtain.DrawCurtain(0.2); //DDCurtain.DrawCurtain(-0.2); // DDGround.MainScreen をグレースケール化 { DX.GraphBlend( GrayScreen_R.GetHandle(), // ソース画像かつ出力先 DDGround.MainScreen.GetHandle(), // ブレンド画像 255, DX.DX_GRAPH_BLEND_RGBA_SELECT_MIX, DX.DX_RGBA_SELECT_BLEND_R, // 出力先に適用する R 値 DX.DX_RGBA_SELECT_BLEND_R, // 出力先に適用する G 値 DX.DX_RGBA_SELECT_BLEND_R, // 出力先に適用する B 値 DX.DX_RGBA_SELECT_SRC_A // 出力先に適用する A 値 ); // DX_RGBA_SELECT_SRC_R == ソース画像の R 値 // DX_RGBA_SELECT_SRC_G == ソース画像の G 値 // DX_RGBA_SELECT_SRC_B == ソース画像の B 値 // DX_RGBA_SELECT_SRC_A == ソース画像の A 値 // DX_RGBA_SELECT_BLEND_R == ブレンド画像の R 値 // DX_RGBA_SELECT_BLEND_G == ブレンド画像の G 値 // DX_RGBA_SELECT_BLEND_B == ブレンド画像の B 値 // DX_RGBA_SELECT_BLEND_A == ブレンド画像の A 値 DX.GraphBlend( GrayScreen_G.GetHandle(), DDGround.MainScreen.GetHandle(), 255, DX.DX_GRAPH_BLEND_RGBA_SELECT_MIX, DX.DX_RGBA_SELECT_BLEND_G, DX.DX_RGBA_SELECT_BLEND_G, DX.DX_RGBA_SELECT_BLEND_G, DX.DX_RGBA_SELECT_SRC_A ); DX.GraphBlend( GrayScreen_B.GetHandle(), DDGround.MainScreen.GetHandle(), 255, DX.DX_GRAPH_BLEND_RGBA_SELECT_MIX, DX.DX_RGBA_SELECT_BLEND_B, DX.DX_RGBA_SELECT_BLEND_B, DX.DX_RGBA_SELECT_BLEND_B, DX.DX_RGBA_SELECT_SRC_A ); DDDraw.DrawSimple(GrayScreen_R.ToPicture(), 0, 0); DDDraw.SetAlpha(0.5); DDDraw.DrawSimple(GrayScreen_G.ToPicture(), 0, 0); DDDraw.SetAlpha(0.333); DDDraw.DrawSimple(GrayScreen_B.ToPicture(), 0, 0); DDDraw.Reset(); } }
public bool PlayerWasDead = false; // 死亡すると true にセットされる。 public void Perform() { DDUtils.Random = new DDRandom(1u, 1u, 1u, 1u); // 電源パターン確保のため DDCurtain.SetCurtain(); DDEngine.FreezeInput(); Func <bool> f_ゴミ回収 = SCommon.Supplier(this.E_ゴミ回収()); // reset { RippleEffect.Clear(); 画面分割.Enabled = false; } this.Player.Reset(false); // ★★★★★ ステータス反映 { this.Score = this.Status.Score; this.Player.Power = this.Status.PlayerPower; this.Zanki = this.Status.PlayerZanki; this.ZanBomb = this.Status.PlayerZanBomb; } for (this.Frame = 0; ; this.Frame++) { if (!this.Script.EachFrame()) // シナリオ進行 { break; } if (DDConfig.LOG_ENABLED) // チート機能 { if (DDKey.IsPound(DX.KEY_INPUT_PGUP)) { this.Player.Power += GameConsts.PLAYER_POWER_PER_LEVEL; } if (DDKey.IsPound(DX.KEY_INPUT_PGDN)) { this.Player.Power -= GameConsts.PLAYER_POWER_PER_LEVEL; } DDUtils.ToRange(ref this.Player.Power, 0, GameConsts.PLAYER_POWER_MAX); } if (DDInput.PAUSE.GetInput() == 1 && 10 < this.Frame) // ポーズ { this.Pause(); if (this.Pause_RestartGame) { GameMaster.RestartFlag = true; break; } if (this.Pause_ReturnToTitleMenu) { GameMaster.ReturnToTitleMenu = true; break; } } if (DDConfig.LOG_ENABLED && DDKey.GetInput(DX.KEY_INPUT_RETURN) == 1) { this.DebugPause(); } this.LastInput = this.Input; // 前回のプレイヤー入力を退避 // プレイヤー入力 { this.Input.Dir2 = 1 <= DDInput.DIR_2.GetInput(); this.Input.Dir4 = 1 <= DDInput.DIR_4.GetInput(); this.Input.Dir6 = 1 <= DDInput.DIR_6.GetInput(); this.Input.Dir8 = 1 <= DDInput.DIR_8.GetInput(); this.Input.Slow = 1 <= DDInput.A.GetInput(); this.Input.Shoot = 1 <= DDInput.B.GetInput(); this.Input.Bomb = 1 <= DDInput.C.GetInput(); } this.Player.LastX = this.Player.X; this.Player.LastY = this.Player.Y; startBornPlayer: if (1 <= this.Player.BornFrame) // プレイヤー登場中の処理 { int frm = this.Player.BornFrame - 1; if (GameConsts.PLAYER_BORN_FRAME_MAX < frm) { this.Player.BornFrame = 0; goto endBornPlayer; } this.Player.BornFrame++; double rate = (double)frm / GameConsts.PLAYER_BORN_FRAME_MAX; if (frm == 0) // init { this.Player.BornFollowX = GameConsts.FIELD_W * 0.5; this.Player.BornFollowY = GameConsts.FIELD_H * 1.2; } double approachingRate = 0.99 - 0.01 * frm; DDUtils.ToRange(ref approachingRate, 0.0, 1.0); DDUtils.Approach(ref this.Player.BornFollowX, this.Player.X, approachingRate); DDUtils.Approach(ref this.Player.BornFollowY, this.Player.Y, approachingRate); } endBornPlayer: //startDeadPlayer: if (1 <= this.Player.DeadFrame) // プレイヤー死亡中の処理 { int frm = this.Player.DeadFrame - 1; if (GameConsts.PLAYER_DEAD_FRAME_MAX < frm) { if (this.Zanki <= 0) // 残機不足のため終了 { GameMaster.ReturnToTitleMenu = true; break; } this.Zanki--; this.Player.Reset(true); goto startBornPlayer; } this.Player.DeadFrame++; if (frm == 0) // init { this.DeadPlayerMoment(); this.PlayerEffects.Add(SCommon.Supplier(Effects.PlayerDead(this.Player.X, this.Player.Y))); } goto endPlayerMove; } //endDeadPlayer: //startBombPlayer: if (1 <= this.Player.BombFrame) // ボム使用中の処理 { int frm = this.Player.BombFrame - 1; if (GameConsts.PLAYER_BOMB_FRAME_MAX < frm) { this.Player.BombFrame = 0; goto endBombPlayer; } this.Player.BombFrame++; if (frm == 0) // init { this.Player.Bomb(); } } endBombPlayer: //startPlayerMove: // プレイヤー移動 { bool d2 = this.Input.Dir2; bool d4 = this.Input.Dir4; bool d6 = this.Input.Dir6; bool d8 = this.Input.Dir8; double speed; if (this.Input.Slow) { speed = 2.5; } else { speed = 5.0; } double nanameSpeed = speed / Math.Sqrt(2.0); if (d2 && d4) // 左下 { this.Player.X -= nanameSpeed; this.Player.Y += nanameSpeed; } else if (d2 && d6) // 右下 { this.Player.X += nanameSpeed; this.Player.Y += nanameSpeed; } else if (d4 && d8) // 左上 { this.Player.X -= nanameSpeed; this.Player.Y -= nanameSpeed; } else if (d6 && d8) // 右上 { this.Player.X += nanameSpeed; this.Player.Y -= nanameSpeed; } else if (d2) // 下 { this.Player.Y += speed; } else if (d4) // 左 { this.Player.X -= speed; } else if (d6) // 右 { this.Player.X += speed; } else if (d8) // 上 { this.Player.Y -= speed; } DDUtils.ToRange(ref this.Player.X, 0.0, (double)GameConsts.FIELD_W); DDUtils.ToRange(ref this.Player.Y, 0.0, (double)GameConsts.FIELD_H); if (d4) // 左 { DDUtils.Minim(ref this.Player.XMoveFrame, 0); this.Player.XMoveFrame--; } else if (d6) // 右 { DDUtils.Maxim(ref this.Player.XMoveFrame, 0); this.Player.XMoveFrame++; } else { this.Player.XMoveFrame = 0; } if (d8) // 上 { DDUtils.Minim(ref this.Player.YMoveFrame, 0); this.Player.YMoveFrame--; } else if (d2) // 下 { DDUtils.Maxim(ref this.Player.YMoveFrame, 0); this.Player.YMoveFrame++; } else { this.Player.YMoveFrame = 0; } DDUtils.Approach(ref this.Player.XMoveRate, DDUtils.Sign(this.Player.XMoveFrame), 0.95); DDUtils.Approach(ref this.Player.YMoveRate, DDUtils.Sign(this.Player.YMoveFrame), 0.95); } endPlayerMove: if (this.Input.Slow) { DDUtils.Maxim(ref this.Player.SlowFrame, 0); this.Player.SlowFrame++; } else { DDUtils.Minim(ref this.Player.SlowFrame, 0); this.Player.SlowFrame--; } if (this.Input.Shoot) { DDUtils.Maxim(ref this.Player.ShootFrame, 0); this.Player.ShootFrame++; } else { DDUtils.Minim(ref this.Player.ShootFrame, 0); this.Player.ShootFrame--; } DDUtils.Approach(ref this.Player.SlowRate, this.Player.SlowFrame < 0 ? 0.0 : 1.0, 0.85); DDUtils.Approach(ref this.Player.ShootRate, this.Player.ShootFrame < 0 ? 0.0 : 1.0, 0.85); if (this.LastInput.Shoot && this.Input.Shoot && SCommon.IsRange(this.Player.SlowFrame, -1, 1)) // ? ショット中に低速・高速を切り替えた。 { this.Player.ShootRate = 0.0; } // ---- if (this.Input.Shoot && this.Player.DeadFrame == 0) // プレイヤー攻撃 { this.Player.Shoot(); } if (this.Input.Bomb && this.Player.DeadFrame == 0 && this.Player.BombFrame == 0 && 1 <= this.ZanBomb) // ボム使用 { this.ZanBomb--; this.Player.BombFrame = 1; } // 当たり判定 reset { this.PlayerCrashes.Clear(); this.GrazeCrashes.Clear(); this.EnemyCrashes.Clear(); this.ShotCrashes.Clear(); } this.Player.Put当たり判定(); // ==== // 描画ここから // ==== // Swap { DDSubScreen tmp = this.Field; this.Field = this.Field_Last; this.Field_Last = tmp; } using (this.Field.Section()) // フィールド描画 { // Walls { int filledIndex = -1; for (int index = 0; index < this.Walls.Count; index++) { Wall wall = this.Walls[index]; if (!wall.Draw()) { this.Walls[index] = null; } else if (wall.Filled) { filledIndex = index; } } for (int index = 0; index < filledIndex; index++) { this.Walls[index] = null; } this.Walls.RemoveAll(v => v == null); } RippleEffect.EachFrame(this.Field); this.EL_AfterDrawWalls.ExecuteAllTask(); // Shots { for (int index = 0; index < this.Shots.Count; index++) { Shot shot = this.Shots[index]; if (!shot.Draw()) { this.Shots[index] = null; } } this.Shots.RemoveAll(v => v == null); } this.EL_AfterDrawShots.ExecuteAllTask(); if (this.Player.DeadFrame == 0) { this.Player.Draw(); } this.EL_AfterDrawPlayer.ExecuteAllTask(); // Enemies { foreach (Enemy.Kind_e kind in new Enemy.Kind_e[] { Enemy.Kind_e.ENEMY, Enemy.Kind_e.TAMA, Enemy.Kind_e.ITEM, }) { for (int index = 0; index < this.Enemies.Count; index++) { Enemy enemy = this.Enemies[index]; if (enemy != null && enemy.Kind == kind) { if (!enemy.Draw()) { this.Enemies[index] = null; } } } } this.Enemies.RemoveAll(v => v == null); } this.EnemyEffects.ExecuteAllTask(); this.PlayerEffects.ExecuteAllTask(); // 当たり判定表示 // -- デバッグ用だが、ボタン設定に割り当てがあるので、常に使えるようにする。 if (1 <= DDInput.R.GetInput()) { this.Draw当たり判定(); } 画面分割.EachFrame(this.Field); } { DDUtils.Approach(ref this.BackgroundSlideRate, this.Player.Y * 1.0 / GameConsts.FIELD_H, 0.99); // HACK D4Rect rect = DDUtils.AdjustRectExterior( new D2Size(GameConsts.FIELD_W, GameConsts.FIELD_H), new D4Rect(0, 0, DDConsts.Screen_W, DDConsts.Screen_H), this.BackgroundSlideRate //this.Player.Y * 1.0 / GameConsts.FIELD_H ); DDDraw.DrawRect(this.Field.ToPicture(), rect); } { const int MARGIN = 5; DDDraw.SetBright(0, 0, 0); DDDraw.DrawRect( Ground.I.Picture.WhiteBox, GameConsts.FIELD_L - MARGIN, GameConsts.FIELD_T - MARGIN, GameConsts.FIELD_W + MARGIN * 2, GameConsts.FIELD_H + MARGIN * 2 ); DDDraw.Reset(); } DX.GraphFilter( DDGround.MainScreen.GetHandle(), DX.DX_GRAPH_FILTER_GAUSS, 16, SCommon.ToInt(500.0) ); DDCurtain.DrawCurtain(-0.2); DDDraw.DrawSimple(this.Field.ToPicture(), GameConsts.FIELD_L, GameConsts.FIELD_T); this.DrawStatus(); this.SurfaceManager.Draw(); // ==== // 描画ここまで // ==== foreach (Enemy enemy in this.Enemies.Iterate()) { if (!DDUtils.IsOut(new D2Point(enemy.X, enemy.Y), new D4Rect(0, 0, GameConsts.FIELD_W, GameConsts.FIELD_H))) // ? フィールド内 { DDUtils.CountDown(ref enemy.TransFrame); enemy.OnFieldFrame++; } } this.当たり判定(); if (this.AH_Grazed) { if ( 1 <= this.Player.BornFrame || 1 <= this.Player.DeadFrame ) { // 登場中・死亡中は何もしない。 } else { Ground.I.SE.SE_KASURI.Play(); this.Score++; } } if (this.AH_PlayerCrashedFlag) { if ( 1 <= this.Player.BornFrame || 1 <= this.Player.DeadFrame || 1 <= this.Player.BombFrame ) { // 登場中・死亡中・ボム使用中は何もしない。 } else { this.Player.DeadFrame = 1; // プレイヤー死亡 this.PlayerWasDead = true; } } if (Ground.I.HiScore < this.Score) { if (Ground.I.HiScore + 10L < this.Score) { Ground.I.HiScore -= this.Score; Ground.I.HiScore /= 2L; Ground.I.HiScore += this.Score; } else { Ground.I.HiScore++; } } f_ゴミ回収(); this.Enemies.RemoveAll(v => v.HP == -1); this.Shots.RemoveAll(v => v.Vanished); DDEngine.EachFrame(); // ★★★ ゲームループの終わり ★★★ } DDUtils.Maxim(ref Ground.I.HiScore, this.Score); // 確実な同期 // ★★★★★ ステータス反映 { this.Status.Score = this.Score; this.Status.PlayerPower = this.Player.Power; this.Status.PlayerZanki = this.Zanki; this.Status.PlayerZanBomb = this.ZanBomb; } DDMain.KeepMainScreen(); DDMusicUtils.Fade(); DDCurtain.SetCurtain(60, -1.0); foreach (DDScene scene in DDSceneUtils.Create(120)) { DDDraw.DrawRect(DDGround.KeptMainScreen.ToPicture(), 0, 0, DDConsts.Screen_W, DDConsts.Screen_H); DDEngine.EachFrame(); } // ★★★ end of Perform() ★★★ }