KisaragiLibrary
 
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Test.hpp
[詳解]
1#pragma once
2
3#include "GameObj.hpp"
4#include "ImgComponent.hpp"
7#include "Camera.hpp"
8#include "View.hpp"
9
12
13
16using namespace Kisaragi_Lib;
17
18class Test : public GameObjBase
19{
20private:
21
22public:
23 void Start() override
24 {
25 //transform.position = Point2D<double>(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2);
26
29
31 //GetComponent<AABBView>().viewArea = AABB<double>(Scale2D<double>(WINDOW_WIDTH, WINDOW_WIDTH));
32
33 }
34
35 void Update() override
36 {
37 static IDAssignment idAssignment;
38
39 name = "view" + idAssignment.GetID();
40 }
41};
42
43class Cam01 : public GameObjBase
44{
45public:
46 void Start() override
47 {
48 //transform.position = Point2D<double>(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2);
49
51 name = "cam01";
52
53 //レイヤー除外
54 GetComponent<CameraComponent>().AddExcludedLayer(GetLayerFacade().Layers()["BG"]);
55 }
56
57 void Update() override
58 {
59 if (GetKeyInput().KeyDown(KeyCode::KEY_0))
60 {
61 //レイヤー除外
62 GetComponent<CameraComponent>().AddExcludedLayer(GetLayerFacade().Layers()["BG"]);
63 }
64
65 if (GetKeyInput().KeyDown(KeyCode::KEY_1))
66 {
67 //レイヤー除外
68 GetComponent<CameraComponent>().PopExcludedLayer(GetLayerFacade().Layers()["BG"]);
69 }
70
71
72 }
73};
74
75class Cam02 : public GameObjBase
76{
77public:
78 void Start() override
79 {
80 //transform.position = Point2D<double>(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2);
81
83 name = "cam02";
84
85 //レイヤー除外
86 //GetComponent<CameraComponent>().AddExcludedLayer(GetLayerFacade().Layers()["BG"]);
87 }
88};
89
90class ViewLeft : public GameObjBase
91{
92private:
93
94public:
95 void Start() override
96 {
98
100
101 name = "viewLeft";
102
103 ;
104
105 GetComponent<AABBView>().Init(&GetGameObjectFacade().FindName("cam01")->GetComponent<CameraComponent>());
107
108 }
109
110 void Update() override
111 {
112
113 }
114};
115
116class ViewR : public GameObjBase
117{
118private:
119
120public:
121 void Start() override
122 {
124
126
127 name = "viewLeft";
128
129 GetComponent<AABBView>().Init(&GetGameObjectFacade().FindName("cam01")->GetComponent<CameraComponent>());
131
132 }
133
134 void Update() override
135 {
136
137 }
138};
139
140class BG : public GameObjBase
141{
142public:
143 void Start()override
144 {
146 GetComponent<ImgGraph>().SetImg("BG", "res/back.jpeg");
147 GetComponent<ImgGraph>().ChangeLayer("BG", true);
148 GetLayerFacade().SwapLayer("BG", "Default");
149 }
150};
151
152
153class Player02 : public GameObjBase
154{
155private:
156public:
157 void Start()override
158 {
159
160
161
162 transform.position = Point2D<double>(100, 100);
164 GetComponent<ImgGraph>().SetImg("player02", "res/Enemy1.png");
165
168
169 GetComponent< BoxCollision>().isRender = true;
170
171 name = "player02";
172
173 }
174
175 void Update()override
176 {
177 Debug::PrintLineStatic(std::to_string(FPS::Now()));
178
179 if (GetKeyInput().KeyHold(KeyCode::KEY_W))
180 {
181 //transform *= (Matrix2D::CreateMoveMatrix(0, -100 * FPS::DeltaTime()));
182 transform.position += Point2D<double>(0, -100 * FPS::DeltaTime());
183 }
184
185 if (GetKeyInput().KeyHold(KeyCode::KEY_A))
186 {
188 }
189
190 if (GetKeyInput().KeyHold(KeyCode::KEY_S))
191 {
193 }
194
195 if (GetKeyInput().KeyHold(KeyCode::KEY_D))
196 {
198 }
199
200 }
201
202 void OnCollisionEnter(GameObjBase* _other) override
203 {
205 }
206
207 virtual void OnCollisionStay(GameObjBase* _other)
208 {
209 Debug::PrintLineStatic("Hit__");
210
211 }
212
213 virtual void OnCollisionExit(GameObjBase* _other)
214 {
215 Debug::PrintLineStatic("Hit_end");
216
217 }
218
219};
const int WINDOW_WIDTH
Definition Const.h:18
const int WINDOW_HEIGHT
Library合成でカオスになったのでいったんこれで TODO 後でLibraryのコンフィグファイルとかにしていいと思います
Definition Const.h:17
DebugConsole操作クラス
図形の形状を表すためのクラスを提供するヘッダ
Definition Test.hpp:141
void Start() override
Definition Test.hpp:143
Definition Test.hpp:44
void Update() override
Definition Test.hpp:57
void Start() override
Definition Test.hpp:46
Definition Test.hpp:76
void Start() override
Definition Test.hpp:78
static void PrintLineStatic(const std::string _in)
コンソール出力(改行あり)
Definition Debug.cpp:142
static const double & DeltaTime()
前フレームからの経過時間を返す
Definition FPS.cpp:144
static const double & Now()
現在のFPSを返す
Definition FPS.cpp:149
Definition GameObj.hpp:28
T & GetComponent()
コンポーネントを取得する
Definition GameObj.hpp:84
GameObjBase()
Definition GameObj.hpp:62
string name
Definition GameObj.hpp:36
Transform2D transform
Definition GameObj.hpp:60
void AddComponent()
コンポーネントを追加
Definition GameObj.hpp:70
ID割り当てクラス
Definition IDAssignment.h:15
string GetID()
Definition IDAssignment.cpp:9
画像描画クラス
Definition ImgComponent.hpp:73
void SwapLayer(string _key1, string _key2)
レイヤー順を交換する
Definition ImgComponent.cpp:101
Matrix2D CreateMoveMatrix()
Definition Matrix2D.hpp:197
Definition Test.hpp:154
virtual void OnCollisionStay(GameObjBase *_other)
Definition Test.hpp:207
void OnCollisionEnter(GameObjBase *_other) override
Definition Test.hpp:202
void Update() override
Definition Test.hpp:175
virtual void OnCollisionExit(GameObjBase *_other)
Definition Test.hpp:213
void Start() override
Definition Test.hpp:157
Definition Test.hpp:19
void Update() override
Definition Test.hpp:35
void Start() override
Definition Test.hpp:23
Definition Test.hpp:91
void Start() override
Definition Test.hpp:95
void Update() override
Definition Test.hpp:110
Definition Test.hpp:117
void Start() override
Definition Test.hpp:121
void Update() override
Definition Test.hpp:134
LayerFacade & GetLayerFacade()
Definition ImgComponent.cpp:30
Definition Accessor.hpp:110
KeyInput & GetKeyInput()
Definition KeyInput.hpp:295
Point2D< T > Scale2D
サイズを表すプリミティブ型 実体はPoint2D<T>と変わりありません
Definition Primitive.hpp:193
@ KEY_1
Definition KeyInput.hpp:30
@ KEY_A
Definition KeyInput.hpp:41
@ KEY_0
Definition KeyInput.hpp:29
@ KEY_W
Definition KeyInput.hpp:63
@ KEY_S
Definition KeyInput.hpp:59
@ KEY_D
Definition KeyInput.hpp:44
軸平行境界ボックス
Definition Primitive.hpp:460
点を表すプリミティブ型
Definition Primitive.hpp:29