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selector_scene.h
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#pragma once
#include "scene.h"
#include "scene_manager.h"
#include "animation.h"
#include "peashooter_player.h"
#include "sunflower_player.h"
extern SceneManager* scene_manager; //场景管理器
extern Player* player_1P;//1p对象
extern Player* player_2P;//2p对象
//引用资源
extern IMAGE img_VS;//vs艺术字图片
extern IMAGE img_1P;//1p文本图
extern IMAGE img_2P;//2p文本图
extern IMAGE img_1P_desc;//1p键位描述图
extern IMAGE img_2P_desc;//2p键位描述图
extern IMAGE img_gravestone_left;//朝向左的墓碑图
extern IMAGE img_gravestone_right;//墓碑朝右
extern IMAGE img_selector_background;//选角界面背景图
extern IMAGE img_selector_tip;//选角界面提示信息文本图
extern IMAGE img_1P_selector_btn_idle_left; // 1P 向左选择按钮默认状态图片
extern IMAGE img_1P_selector_btn_idle_right; // 1P 向右选择按钮默认状态图片
extern IMAGE img_1P_selector_btn_down_left; // 1P 向左选择按钮按下状态图片
extern IMAGE img_1P_selector_btn_down_right; // 1P 向右选择按钮按下状态图片
extern IMAGE img_2P_selector_btn_idle_left; // 2P 向左选择按钮默认状态图片
extern IMAGE img_2P_selector_btn_idle_right; // 2P 向右选择按钮默认状态图片
extern IMAGE img_2P_selector_btn_down_left; // 2P 向左选择按钮按下状态图片
extern IMAGE img_2P_selector_btn_down_right; // 2P 向右选择按钮按下状态图片
extern IMAGE img_peashooter_selector_background_left; // 选角界面朝向左的婉逗射手背景图片
extern IMAGE img_peashooter_selector_background_right; // 选角界面朝向右的婉逗射手背景图片
extern IMAGE img_sunflower_selector_background_left; // 选角界面朝向左的龙日葵背景图片
extern IMAGE img_sunflower_selector_background_right; // 选角界面朝向右的龙日葵背景图片
extern Atlas atlas_peashooter_idle_left; // 婉逗射手朝向左的默认动画图集
extern Atlas atlas_sunflower_idle_right;
extern Atlas atlas_peashooter_idle_right;
extern Atlas atlas_sunflower_idle_left;
class SelectorScene :public Scene
{
public:
SelectorScene() = default;
~SelectorScene() = default;
private:
enum class PlayerType {
Peashooter = 0,
Sunflower,
Invalid
};
private:
void on_enter() {
//为角色动画设置图集和帧间隔
animation_peashooter.set_atlas(&atlas_peashooter_idle_right);
animation_sunflower.set_atlas(&atlas_sunflower_idle_right);
animation_peashooter.set_interval(100);
animation_sunflower.set_interval(100);
//设置静态元素位置 爆炸
static const int OFFSET_X=50;
pos_img_VS.x= (getwidth() - img_VS.getwidth())/2;
pos_img_VS.y = (getheight() - img_VS.getheight()) / 2;
pos_img_tip.x = (getwidth() - img_selector_tip.getwidth()) / 2;
pos_img_tip.y = getheight() - 125;
pos_img_1P.x = (getwidth() / 2 - img_1P.getwidth()) / 2 - OFFSET_X;
pos_img_1P.y = 35;
pos_img_2P.x = getwidth() / 2 + (getwidth() / 2 - img_2P.getwidth()) / 2 + OFFSET_X;
pos_img_2P.y = pos_img_1P.y;
pos_img_1P_desc.x = (getwidth() / 2 - img_1P_desc.getwidth()) / 2 - OFFSET_X;
pos_img_1P_desc.y = getheight() - 150;
pos_img_2P_desc.x= getwidth() / 2 + (getwidth() / 2 - img_2P_desc.getwidth()) / 2 + OFFSET_X;
pos_img_2P_desc.y = pos_img_1P_desc.y;
pos_img_1P_gravestone.x = (getwidth() / 2 - img_gravestone_right.getwidth()) / 2 - OFFSET_X;
pos_img_1P_gravestone.y = pos_img_1P.y + img_1P.getheight() + 35;
pos_img_2P_gravestone.x = getwidth() / 2 + (getwidth()/ 2 - img_gravestone_left.getwidth()) / 2 + OFFSET_X;
pos_img_2P_gravestone.y = pos_img_1P_gravestone.y;
pos_animation_1P.x= (getwidth() / 2 - atlas_peashooter_idle_right.get_image(0)->getwidth())/ 2 - OFFSET_X;
pos_animation_1P.y = pos_img_1P_gravestone.y + 80;
pos_animation_2P.x = getwidth() / 2 + (getwidth() / 2 - atlas_peashooter_idle_right.get_image(0)->getwidth()) / 2 + OFFSET_X;
pos_animation_2P.y = pos_animation_1P.y;
pos_img_1P_name.y = pos_animation_1P.y + 155;
pos_img_2P_name.y = pos_img_1P_name.y;
pos_1P_selector_btn_left.x = pos_img_1P_gravestone.x - img_1P_selector_btn_idle_left.getwidth();
pos_1P_selector_btn_left.y = pos_img_1P_gravestone.y + (img_gravestone_right.getheight() - img_1P_selector_btn_idle_left.getheight())/ 2;
pos_1P_selector_btn_right.x= pos_img_1P_gravestone.x + img_gravestone_right.getwidth();
pos_1P_selector_btn_right.y = pos_1P_selector_btn_left.y;
pos_2P_selector_btn_left.x = pos_img_2P_gravestone.x - img_2P_selector_btn_idle_left.getwidth();
pos_2P_selector_btn_left.y = pos_1P_selector_btn_left.y;
pos_2P_selector_btn_right.x = pos_img_2P_gravestone.x + img_gravestone_left.getwidth();
pos_2P_selector_btn_right.y = pos_1P_selector_btn_left.y;
//input_timer.set_one_shot(1);
//input_timer.set_wait_time(500);
}
void on_update(int delta) {
//角色动画更新
animation_peashooter.on_update(delta);
animation_sunflower.on_update(delta);
scorll_line_x += 5;//基准线更新
if (scorll_line_x >= img_peashooter_selector_background_left.getwidth()) scorll_line_x=0;
}
void on_draw(const Camera &camera) {
putimage(0, 0, &img_selector_background);
//渲染背景动态图
IMAGE* p1_scorll_bk = nullptr;
IMAGE* p2_scorll_bk = nullptr;
switch (player_type_1)
{
case SelectorScene::PlayerType::Peashooter:
p1_scorll_bk = &img_peashooter_selector_background_right;
break;
case SelectorScene::PlayerType::Sunflower:
p1_scorll_bk = &img_sunflower_selector_background_right;
break;
default:
p1_scorll_bk = &img_peashooter_selector_background_right;
break;
}
switch (player_type_2)
{
case SelectorScene::PlayerType::Peashooter:
p2_scorll_bk = &img_peashooter_selector_background_left;
break;
case SelectorScene::PlayerType::Sunflower:
p2_scorll_bk = &img_sunflower_selector_background_left;
break;
default:
p2_scorll_bk = &img_peashooter_selector_background_left;
break;
}
puimage_alpha(scorll_line_x - p1_scorll_bk->getwidth(), 0, p1_scorll_bk);
puimage_alpha(scorll_line_x, 0,
p1_scorll_bk->getwidth() - scorll_line_x, 0,
p1_scorll_bk, 0, 0);
puimage_alpha(getwidth() - p2_scorll_bk->getwidth(), 0, p2_scorll_bk->getwidth() - scorll_line_x, 0,
p2_scorll_bk, scorll_line_x, 0);
puimage_alpha(getwidth() - scorll_line_x, 0, p2_scorll_bk);
//渲染静态素材
puimage_alpha(pos_img_VS.x,pos_img_VS.y,&img_VS);
puimage_alpha(pos_img_1P.x, pos_img_1P.y, &img_1P);
puimage_alpha(pos_img_2P.x, pos_img_2P.y, &img_2P);
puimage_alpha(pos_img_1P_desc.x, pos_img_1P_desc.y, &img_1P_desc);
puimage_alpha(pos_img_2P_desc.x, pos_img_2P_desc.y, &img_2P_desc);
puimage_alpha(pos_img_1P_gravestone.x, pos_img_1P_gravestone.y, &img_gravestone_right);
puimage_alpha(pos_img_2P_gravestone.x, pos_img_2P_gravestone.y, &img_gravestone_left);
puimage_alpha(pos_img_tip.x, pos_img_tip.y, &img_selector_tip);
//渲染1p 2p角色动画
animation_peashooter.on_draw(camera, pos_animation_1P.x, pos_animation_1P.y);
animation_sunflower.on_draw(camera, pos_animation_2P.x, pos_animation_2P.y);
//渲染名字
switch (player_type_1)
{
case SelectorScene::PlayerType::Peashooter:
pos_img_1P_name.x = pos_img_1P_gravestone.x + (img_gravestone_right.getwidth() - textwidth(str_peashooter_name)) / 2;
outtexy_shaded(pos_img_1P_name.x, pos_img_1P_name.y, str_peashooter_name);
break;
case SelectorScene::PlayerType::Sunflower:
pos_img_1P_name.x = pos_img_1P_gravestone.x + (img_gravestone_right.getwidth() - textwidth(str_sunflower_name)) / 2;
outtexy_shaded(pos_img_1P_name.x, pos_img_1P_name.y, str_sunflower_name);
break;
}
switch (player_type_2)
{
case SelectorScene::PlayerType::Peashooter:
pos_img_2P_name.x = pos_img_2P_gravestone.x + (img_gravestone_left.getwidth() - textwidth(str_peashooter_name)) / 2;
outtexy_shaded(pos_img_2P_name.x, pos_img_2P_name.y, str_peashooter_name);
break;
case SelectorScene::PlayerType::Sunflower:
pos_img_2P_name.x = pos_img_2P_gravestone.x + (img_gravestone_left.getwidth() - textwidth(str_sunflower_name)) / 2;
outtexy_shaded(pos_img_2P_name.x, pos_img_2P_name.y, str_sunflower_name);
break;
}
}
void on_input(const ExMessage& msg) {
//角色选取 场景跳转
if (msg.message != WM_KEYUP) return;
switch (msg.vkcode)
{
case 39://->
if (player_type_2 == PlayerType::Sunflower)
{
mciSendString(_T("play ui_confirm from 0"), NULL, 0, NULL);
player_type_2 = PlayerType::Peashooter;
animation_sunflower.set_atlas(&atlas_peashooter_idle_left); //注意方向
}
else
{
mciSendString(_T("play ui_confirm from 0"), NULL, 0, NULL);
player_type_2 = PlayerType::Sunflower;
animation_sunflower.set_atlas(&atlas_sunflower_idle_left);
}
break;
case 37://<-
if (player_type_2 == PlayerType::Sunflower)
{
mciSendString(_T("play ui_confirm from 0"), NULL, 0, NULL);
player_type_2 = PlayerType::Peashooter;
animation_sunflower.set_atlas(&atlas_peashooter_idle_left); //注意方向
}
else
{
mciSendString(_T("play ui_confirm from 0"), NULL, 0, NULL);
player_type_2 = PlayerType::Sunflower;
animation_sunflower.set_atlas(&atlas_sunflower_idle_left);
}
break;
case 68://D
if (player_type_1 == PlayerType::Sunflower)
{
mciSendString(_T("play ui_confirm from 0"), NULL, 0, NULL);
player_type_1 = PlayerType::Peashooter;
animation_peashooter.set_atlas(&atlas_peashooter_idle_right); //注意方向
}
else
{
mciSendString(_T("play ui_confirm from 0"), NULL, 0, NULL);
player_type_1 = PlayerType::Sunflower;
animation_peashooter.set_atlas(&atlas_sunflower_idle_right);
}
break;
case 65://A
if (player_type_1 == PlayerType::Sunflower)
{
mciSendString(_T("play ui_confirm from 0"), NULL, 0, NULL);
player_type_1 = PlayerType::Peashooter;
animation_peashooter.set_atlas(&atlas_peashooter_idle_right); //注意方向
}
else
{
mciSendString(_T("play ui_confirm from 0"), NULL, 0, NULL);
player_type_1 = PlayerType::Sunflower;
animation_peashooter.set_atlas(&atlas_sunflower_idle_right);
}
break;
case 13://回车
mciSendString(_T("play ui_confirm from 0"), NULL, 0, NULL);
scene_manager->switch_to(SceneManager::SceneType::Game);
}
};
void exit() {
//根据选角类型赋值玩家对象
switch (player_type_1)
{
case SelectorScene::PlayerType::Peashooter:
player_1P = new PeashooterPlayer();
player_1P->id = PlayerID::P1;
break;
case SelectorScene::PlayerType::Sunflower:
player_1P = new SunflowerPlayer();
player_1P->id = PlayerID::P1;
break;
}
switch (player_type_2)
{
case SelectorScene::PlayerType::Peashooter:
player_2P = new PeashooterPlayer();
player_2P->id = PlayerID::P2;
break;
case SelectorScene::PlayerType::Sunflower:
player_2P = new SunflowerPlayer();
player_2P->id = PlayerID::P2;
break;
}
}
private:
POINT pos_img_VS = { 0 };// Vs 艺术字图片位置
POINT pos_img_tip = { 0 };// 提示信息文本图片位置
POINT pos_img_1P = { 0 };// 1P 文本图片位置
POINT pos_img_2P = { 0 };// 2P文本图片位置
POINT pos_img_1P_desc = { 0 };//1P键位描述图片位置
POINT pos_img_2P_desc = { 0 };// 2P键位描述图片位置
POINT pos_img_1P_name = { 0 };//1P角色姓名文本位置
POINT pos_img_2P_name = { 0 };//2P角色姓名文本位置
POINT pos_animation_1P = { 0 };//1P角色动画位置
POINT pos_animation_2P = { 0 };// 2P角色动画位置
POINT pos_img_1P_gravestone = { 0 };// 1P墓碑图片位置
POINT pos_img_2P_gravestone = { 0 };//2P墓碑图片位置
POINT pos_1P_selector_btn_left = { 0 };//1P向左切换按钮位置
POINT pos_1P_selector_btn_right = { 0 };// 1P向右切换按钮位置
POINT pos_2P_selector_btn_left = { 0 };//2P向左切换按钮位置
POINT pos_2P_selector_btn_right = { 0 };//2P 向右切换按钮位置
Animation animation_peashooter; //豌豆动画 -->1p动画
Animation animation_sunflower;//向日葵动画-->2p动画
PlayerType player_type_1 = PlayerType::Peashooter;//1p 2p角色类型
PlayerType player_type_2 = PlayerType::Sunflower;
LPCTSTR str_peashooter_name = _T("豌豆射手");
LPCTSTR str_sunflower_name = _T("向日葵");
int scorll_line_x= 0; //背景板滚动线
private:
void outtexy_shaded(int x,int y ,LPCTSTR str) {
settextcolor(RGB(45, 45, 45));
outtextxy(x + 3, y + 3, str);
settextcolor(RGB(255, 255, 255));
outtextxy(x, y, str);
}
};