Created
April 5, 2014 10:29
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98 行シューティング (C++/Siv3D)
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# include <Siv3D.hpp> | |
Image CreateSkyImage() | |
{ | |
Noise noise; | |
Image image(640, 960); | |
for (int y = 0; y < image.height; ++y) | |
for (int x = 0; x < image.width; ++x) | |
image[y][x] = HSV(220, 0.5 + 0.4 * noise.octaveNoise(x / 160.0, Abs(y / 120.0 - 4.0), 8), 0.8); | |
return image; | |
} | |
void Main() | |
{ | |
Window::SetTitle(L"Siv Shooting | [Z]: shot / 十字キー: 移動"); | |
const Texture texture(CreateSkyImage()); | |
const Font font(20); | |
vector<Vec2> shots, bullets, enemies; | |
Triangle player(300, 200, 20.0); | |
int count = 0, crash = 0, score = 0, highSore = 0; | |
while (System::Update()) | |
{ | |
++count; | |
const int skyOffset = System::FrameCount() % 960 * 8; | |
texture(0, -skyOffset / 2, 640, 480).draw(); | |
texture(0, -skyOffset, 640, 480).draw(Alpha(80)); | |
if (count % (24 - Min(count / 60, 18)) == 0) | |
enemies.emplace_back(Random(40, 600), -40); | |
const Vec2 dir(Input::KeyRight.pressed - Input::KeyLeft.pressed, Input::KeyDown.pressed - Input::KeyUp.pressed); | |
if (!dir.isZero) | |
player.moveBy(dir.normalized() * (Input::KeyShift.pressed ? 4.5 : 9.0)); | |
player.setCentroid(Clamp(player.centroid.x, 0.0, 640.0), Clamp(player.centroid.y, 0.0, 480.0)); | |
if (Input::KeyZ.pressed && count % 4 == 0) | |
shots.push_back(player.p0); | |
for (auto& shot : shots) | |
shot.y -= 8.0; | |
for (auto& bullet : bullets) | |
bullet.y += 4.0; | |
for (auto& enemy : enemies) | |
{ | |
enemy.y += 2.0; | |
if (count % 60 == 0) | |
bullets.push_back(enemy); | |
} | |
if (std::any_of(bullets.begin(), bullets.end(), [=](const Vec2& b){ return player.intersects(b); }) | |
|| std::any_of(enemies.begin(), enemies.end(), [=](const Vec2& e){ return e.y > 490.0; })) | |
{ | |
count = score = 0; | |
crash = 60; | |
} | |
Erase_if(shots, [](const Vec2& s){ return s.y < -10.0; }); | |
Erase_if(bullets, [](const Vec2& b){ return b.y > 490.0; }); | |
Erase_if(enemies, [&](const Vec2& e){ | |
if (std::any_of(shots.begin(), shots.end(), [=](const Vec2& s){ return e.distanceFrom(s) < 20.0; })) | |
{ | |
++score; | |
return true; | |
} | |
else return e.y > 490.0; | |
}); | |
for (const auto& shot : shots) | |
Circle(shot, 7).drawFrame(4, 0, Palette::Orange); | |
for (const auto& bullet : bullets) | |
Circle(bullet, 4).draw(); | |
for (const auto& enemy : enemies) | |
RectF(30, 30).setCenter(enemy).rotate(enemy.y / 100.0).draw(Palette::Black); | |
player.draw(); | |
if (crash) | |
Rect(640, 480).draw(Alpha(--crash * 3)); | |
highSore = Max(score, highSore); | |
font(L"Hi:", highSore, L"\n", score).draw(20, 20); | |
} | |
} |
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