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gameScene.cpp
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#include "stdafx.h"
#include "gameScene.h"
//memdc에 그려주는 역할, frame
extern WGameFramework framework;
gameScene::~gameScene()
{
}
void gameScene::InitCloud() { //txt파일에서 구름 정보 받아오는 함수
FILE* fp;
fopen_s(&fp, "image/map1.txt", "r");
random_device rd;
uniform_int_distribution <int> dis(0, 49);
int i = 0;
if (fp == NULL)//열기 실패일 때
{
perror("fopen 실패");//에러 메시지 출력
return;
}
while (!feof(fp)) {
fscanf_s(fp, "%d %d %d", &cloud[i].cx, &cloud[i].cy, &cloud[i++].what);
cloud[i].index = dis(rd);
}
cloud_index = i;
fclose(fp);
}
void gameScene::InitAnimation() {
int j = 0;
for (int i = 0; i < 14; i++) {
animation[j] = { i * PLAYER_IMAGE_SIZE, 0, (i + 1) * PLAYER_IMAGE_SIZE, PLAYER_IMAGE_SIZE };
animation[j + 1] = { i * PLAYER_IMAGE_SIZE, 0, (i + 1) * PLAYER_IMAGE_SIZE, PLAYER_IMAGE_SIZE };
j += 2;
}
j = 0;
//0~4, 5~9, 10~14, 15~19, 20~24, 25~29, 30~34, 35~39, 40~44, 45~49 까지 같은 이미지라 보면 됨
//20~24, 25~29, 30~34, 35~39 이때 비나 번개치는 애니메이션
//업데이트 속도가 너무 빨라서 느리게 움직이게 하기 위함
for (int i = 0; i < 10; i++) {
cloud_ani[j] = { i * CLOUD_IMAGE_SIZE, 0, (i + 1) * CLOUD_IMAGE_SIZE, CLOUD_IMAGE_SIZE };
cloud_ani[j + 1] = { i * CLOUD_IMAGE_SIZE, 0, (i + 1) * CLOUD_IMAGE_SIZE, CLOUD_IMAGE_SIZE };
cloud_ani[j + 2] = { i * CLOUD_IMAGE_SIZE, 0, (i + 1) * CLOUD_IMAGE_SIZE, CLOUD_IMAGE_SIZE };
cloud_ani[j + 3] = { i * CLOUD_IMAGE_SIZE, 0, (i + 1) * CLOUD_IMAGE_SIZE, CLOUD_IMAGE_SIZE };
cloud_ani[j + 4] = { i * CLOUD_IMAGE_SIZE, 0, (i + 1) * CLOUD_IMAGE_SIZE, CLOUD_IMAGE_SIZE };
j += 5;
}
j = 0;
for (int i = 0; i < 10; i++) {
raincloud_ani[j] = { i * CLOUD_IMAGE_SIZE, 0, (i + 1) * CLOUD_IMAGE_SIZE, RAINCLOUD_IMAGE };
raincloud_ani[j + 1] = { i * CLOUD_IMAGE_SIZE, 0, (i + 1) * CLOUD_IMAGE_SIZE, RAINCLOUD_IMAGE };
raincloud_ani[j + 2] = { i * CLOUD_IMAGE_SIZE, 0, (i + 1) * CLOUD_IMAGE_SIZE, RAINCLOUD_IMAGE };
raincloud_ani[j + 3] = { i * CLOUD_IMAGE_SIZE, 0, (i + 1) * CLOUD_IMAGE_SIZE, RAINCLOUD_IMAGE };
raincloud_ani[j + 4] = { i * CLOUD_IMAGE_SIZE, 0, (i + 1) * CLOUD_IMAGE_SIZE, RAINCLOUD_IMAGE };
j += 5;
}
}
void gameScene::init()
{
startX = 0, startY = MEM_HEIGHT - (FRAME_HEIGHT);
player_image.Load(TEXT("image/꼬물이.png"));
background.Load(TEXT("image/배경화면1.png"));
normalCloud.Load(TEXT("image/일반구름.png"));
rainCloud.Load(TEXT("image/비구름.png"));
darkCloud.Load(TEXT("image/먹구름.png"));
heart.Load(TEXT("image/heart.png"));
stone.Load(TEXT("image/stone.png"));
InitAnimation();
InitCloud();
ani_index = 0; //충돌이면 20~27, 평상시면 0~19
gravity = 1;
bar_w = 498;
bar_startY = PLAYER_FIRSTY + 100;
fall = true;
player = { MEM_WIDTH/2, PLAYER_FIRSTY, 1, 0 }; //플레이어 시작위치
}
void gameScene::drawPlayer(HDC hdc) {
//플레이어 그리는 함수
player_image.Draw(hdc, player.px, player.py, PLAYER_WIDTH, PLAYER_HEIGHT, animation[ani_index].left, animation[ani_index].top,
PLAYER_IMAGE_SIZE, PLAYER_IMAGE_SIZE);
}
void gameScene::drawBackGround(HDC hdc) {
//배경 그리는 함수
background.BitBlt(hdc, 0, 0, SRCCOPY);
}
void gameScene::drawCloud(HDC hdc) {
//구름 그리는 함수
for (int j = 0; j < cloud_index; ++j) {
switch (cloud[j].what) {
case 1:
darkCloud.Draw(hdc, cloud[j].cx, cloud[j].cy, CLOUD_WIDTH, CLOUD_HEIGHT, cloud_ani[cloud[j].index].left, cloud_ani[cloud[j].index].top, CLOUD_IMAGE_SIZE, CLOUD_IMAGE_SIZE);
break;
case 2:
rainCloud.Draw(hdc, cloud[j].cx, cloud[j].cy, CLOUD_WIDTH, CLOUD_HEIGHT, raincloud_ani[cloud[j].index].left, raincloud_ani[cloud[j].index].top, CLOUD_IMAGE_SIZE, RAINCLOUD_IMAGE);
break;
case 3:
normalCloud.Draw(hdc, cloud[j].cx, cloud[j].cy, CLOUD_WIDTH, CLOUD_HEIGHT, cloud_ani[cloud[j].index].left, cloud_ani[cloud[j].index].top, CLOUD_IMAGE_SIZE, CLOUD_IMAGE_SIZE);
break;
}
}
}
void gameScene::drawHPBar(HDC hdc) {
HBRUSH myBrush = (HBRUSH)CreateSolidBrush(RGB(150, 50, 0));
HBRUSH oldBrush = (HBRUSH)SelectObject(hdc, myBrush);
Rectangle(hdc, 50, bar_startY + 1, bar_w + 50, bar_startY + 29);
SelectObject(hdc, oldBrush);
DeleteObject(myBrush);
myBrush = (HBRUSH)GetStockObject(NULL_BRUSH);
oldBrush = (HBRUSH)SelectObject(hdc, myBrush);
HPEN hPen = CreatePen(PS_DOT, 2, RGB(0, 0, 0));
HPEN oldPen = (HPEN)SelectObject(hdc, hPen);
Rectangle(hdc, 50, bar_startY, HPBAR_WIDTH + 50, bar_startY + 30);
SelectObject(hdc, oldBrush);
DeleteObject(myBrush);
SelectObject(hdc, oldPen);
DeleteObject(hPen);
}
void gameScene::drawBox(HDC hdc) {
Rectangle(hdc, pRECT.left, pRECT.top, pRECT.right, pRECT.bottom);
for (int i = 0; i < cloud_index; ++i) {
Rectangle(hdc, cloud[i].cx +30, cloud[i].cy+30, cloud[i].cx + CLOUD_COLLIDE_WIDTH, cloud[i].cy + CLOUD_COLLIDE_HEIGHT);
}
}
void gameScene::processKey(UINT iMessage, WPARAM wParam, LPARAM lParam)
{
switch (iMessage)
{
case WM_KEYDOWN:
{
//if ((GetAsyncKeyState(VK_LEFT) & 0x8000) && (GetAsyncKeyState(VK_UP) & 0x8000)) {
// fall = false;
// if (player.py <= PLAYERMOVE_START || player.py >= PLAYERMOVE_STOP) {
// player.py -= 7;
// player.px -= 7;
// }
// else {
// startY -= 7;
// player.py -= 7;
// player.px -= 7;
// }
// break;
//}
//if ((GetAsyncKeyState(VK_RIGHT) & 0x8000) && (GetAsyncKeyState(VK_UP) & 0x8000)) {
// fall = false;
// if (player.py <= PLAYERMOVE_START || player.py >= PLAYERMOVE_STOP) {
// player.py -= 7;
// player.px += 7;
// }
// else {
// startY -= 7;
// player.py -= 7;
// player.px += 7;
// }
// break;
//}
//if ((GetAsyncKeyState(VK_UP) & 0x8001)) {
// fall = false;
// if (player.py <= PLAYERMOVE_START || player.py >= PLAYERMOVE_STOP) {
// player.py -= 7;
// }
// else {
// startY -= 7;
// player.py -= 7;
// }
//}
//else if ((GetAsyncKeyState(VK_RIGHT) & 0x8000) || (GetAsyncKeyState(VK_RIGHT) & 0x8001))
// player.px += 5;
//else if ((GetAsyncKeyState(VK_LEFT) & 0x8000) || (GetAsyncKeyState(VK_LEFT) & 0x8001))
// player.px -= 5;
}
break;
case WM_KEYUP:
{
if (wParam == VK_UP) {
fall = true;
gravity = 2;
}
else if (wParam == VK_RIGHT || wParam == VK_LEFT) {
fall = true;
gravity = 1;
}
}
break;
}
}
//애니메이션 있으면 여기서 업데이트
void gameScene::Update(const float frameTime)
{
if (player.status) { //충돌이 아닐 때
ani_index++;
if (ani_index == 20)
ani_index = 0;
}
else
ani_index = 20;
pRECT = { player.px+18,player.py + 10,player.px+18 + PLAYER_COLLIDE_WIDTH ,player.py + PLAYER_HEIGHT};
player.status = 1;
ani_index = 0;
for (int i = 0; i < cloud_index; ++i) {
cloud[i].index++;
if (cloud[i].index == 50)
cloud[i].index = 0;
cRECT = { cloud[i].cx+30, cloud[i].cy+30, cloud[i].cx + CLOUD_COLLIDE_WIDTH, cloud[i].cy + CLOUD_COLLIDE_HEIGHT };
if (IntersectRect(&tmp, &cRECT, &pRECT) && i > 6) { //충돌 검사
player.status = 0;
ani_index = 20;
break;
}
}
if (!player.status) { //플레이어가 충돌상태이면 체력 감소
bar_w -= 20 * frameTime;
}
//if (!fall && player.py <= PLAYER_FIRSTY && (player.py <= PLAYERMOVE_START || player.py >= PLAYERMOVE_STOP))
// player.py += 10 * frameTime;
//else if (!fall && player.py >= PLAYERMOVE_START && player.py <= PLAYERMOVE_STOP){
// startY += 10 * frameTime;
// bar_startY += 10 * frameTime;
// player.py += 10 * frameTime;
//}
if (fall && gravity >= -30)
gravity -= frameTime * 10;
if (fall && player.py <= PLAYER_FIRSTY) {
if(!player.status)
player.py -= gravity/3;
else
player.py -= gravity;
if (startY <= MEM_HEIGHT - (FRAME_HEIGHT) && player.py >= PLAYERMOVE_START) {
if (!player.status) {
startY -= gravity/3;
bar_startY -= gravity/3;
}
else {
startY -= gravity;
bar_startY -= gravity;
}
}
}
if ((GetAsyncKeyState(VK_LEFT) & 0x8000) && (GetAsyncKeyState(VK_UP) & 0x8001)) {
fall = false;
if (player.py <= PLAYERMOVE_START || player.py >= PLAYERMOVE_STOP) {
if (!player.status) {
player.py -= 2;
player.px -= 2;
}
else {
player.py -= 7;
player.px -= 7;
}
}
else {
if (!player.status) {
startY -= 2;
bar_startY -= 2;
player.py -= 2;
player.px -= 2;
}
else {
startY -= 7;
bar_startY -= 7;
player.py -= 7;
player.px -= 7;
}
}
return;
}
if ((GetAsyncKeyState(VK_RIGHT) & 0x8000) && (GetAsyncKeyState(VK_UP) & 0x8001)) {
fall = false;
if (player.py <= PLAYERMOVE_START || player.py >= PLAYERMOVE_STOP) {
if (!player.status) {
player.py -= 2;
player.px += 2;
}
else {
player.py -= 7;
player.px += 7;
}
}
else {
if (!player.status) {
startY -= 2;
bar_startY -= 2;
player.py -= 2;
player.px += 2;
}
else {
startY -= 7;
bar_startY -= 7;
player.py -= 7;
player.px += 7;
}
}
return;
}
if ((GetAsyncKeyState(VK_UP) & 0x8001)) {
fall = false;
if (player.py <= PLAYERMOVE_START || player.py >= PLAYERMOVE_STOP) {
if(!player.status)
player.py -= 2;
else
player.py -= 7;
}
else {
if (!player.status) {
startY -= 2;
bar_startY -= 2;
player.py -= 2;
}
else {
startY -= 7;
bar_startY -= 7;
player.py -= 7;
}
}
}
else if ((GetAsyncKeyState(VK_RIGHT) & 0x8000) || (GetAsyncKeyState(VK_RIGHT) & 0x8001)) {
if (!player.status)
player.px += 2;
else
player.px += 5;
}
else if ((GetAsyncKeyState(VK_LEFT) & 0x8000) || (GetAsyncKeyState(VK_LEFT) & 0x8001)) {
if (!player.status)
player.px -= 2;
else
player.px -= 5;
}
}
void gameScene::Render(HDC hdc)
{
drawBackGround(hdc);
//drawBox(hdc);
drawPlayer(hdc);
drawCloud(hdc);
drawHPBar(hdc);
}
//void gameScene::Release() {
//
//
//}