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JumpAct3.cs
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JumpAct3.cs
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// #4 ジャンプアクション3 Jump Action3 2017/11/23 T.Umezawa
using System;
using System.Collections.Generic;
using System.Linq;
using DrawFunc = System.Action<System.Drawing.Graphics>;
using InputFunc = System.Action<int, bool>;
class JumpAct3 : MyForm
{
public enum Scene
{
Title,
Stage,
StageClear,
GameOver
}
public static readonly Random sRnd = new Random();
public static readonly System.Drawing.Font mFont = new System.Drawing.Font( "MS Gothic", 4 );
int mCount;
List<Player> mLPlayer;
List<Enemy> mLEnemy;
public static bool sStageClear, sGameOver;
int mStage = 1;
Scene mScene = Scene.Title;
SortedList<Scene, DrawFunc> drawList = new SortedList<Scene, DrawFunc>();
SortedList<Scene, InputFunc> inputTrigger = new SortedList<Scene, InputFunc>();
protected override void OnLoad( EventArgs e )
{
base.OnLoad( e );
mTimer.Interval = 25;
mTimer.Start();
inputTrigger.Add(Scene.Title, TitleInput);
inputTrigger.Add(Scene.Stage, StageInput);
drawList.Add(Scene.Title, TitleDraw);
drawList.Add(Scene.Stage, StageDraw);
drawList.Add(Scene.StageClear, StageClearDraw);
drawList.Add(Scene.GameOver, GameOverDraw);
}
protected override void OnKeyDown( System.Windows.Forms.KeyEventArgs e )
{
input( 1, e.KeyCode == System.Windows.Forms.Keys.R );
base.OnKeyDown( e );
}
protected override void OnMouseDown( System.Windows.Forms.MouseEventArgs e )
{
input( 0, e.Button == System.Windows.Forms.MouseButtons.Right );
base.OnMouseDown( e );
}
protected void TitleDraw( System.Drawing.Graphics g )
{
g.DrawString( "ジャンプアクション3 Jump Action3", mFont, mSBWhite, 15, 20 );
g.DrawString( "PRESS ANY KEY", mFont, mSBWhite, 40, 40 );
}
protected void StageClearDraw( System.Drawing.Graphics g )
{
g.DrawString( "STAGE CLEAR!", mFont, mSBWhite, 40, 40 );
}
protected void GameOverDraw( System.Drawing.Graphics g )
{
g.DrawString( "GAME OVER", mFont, mSBWhite, 40, 40 );
}
protected void StageDraw( System.Drawing.Graphics g )
{
g.TranslateTransform( 0, -50 + mCount / 16.0f );
Map.draw( g );
foreach( Player pl in mLPlayer ){
pl.draw( g );
}
foreach( Enemy en in mLEnemy ){
en.draw( g );
}
g.TranslateTransform( 0, 50 - mCount / 16.0f );
g.DrawString( "TIME " + mCount, mFont, mSBWhite, 0, 0 );
g.DrawString( "STAGE " + mStage, mFont, mSBWhite, 40, 0 );
if( sStageClear ){
g.DrawString( "STAGE CLEAR!", mFont, mSBWhite, 40, 40 );
}
if( sGameOver ){
g.DrawString( "GAME OVER", mFont, mSBWhite, 40, 40 );
}
}
protected override void onMyPaint( System.Drawing.Graphics g )
{
drawList[mScene](g);
}
protected override void onMyTimer( object sender, System.Timers.ElapsedEventArgs e )
{
if( sStageClear || sGameOver ){
return;
}
mCount++;
foreach( Player pl in mLPlayer ){
pl.step();
mLEnemy = mLEnemy.Aggregate(new List<Enemy>(), (lst, en) => {
if(!pl.isCollision(en)) lst.Add(en);
else
if( pl.getAngle4i( en ) == 1 ) pl.jump( -4.0f / 16 );
else sGameOver = true;
return lst;
});
}
mLEnemy.ForEach(en => en.step(mLEnemy));
Invalidate();
}
void TitleInput(int type, bool res)
{
mStage = 1;
start();
mLPlayer.Add( new Player( type ) );
}
void StageInput(int type, bool res)
{
if( sStageClear ){
mStage++;
start();
mLPlayer.Add( new Player( type ) );
}else if( res ){
mStage = 1;
start();
mLPlayer.Add( new Player( type ) );
}else if( mLPlayer[ 0 ].mType != type ){
if( mLPlayer.Count == 1 ){
mLPlayer.Add( new Player( type ) );
}else{
mLPlayer[ 1 ].jump();
}
}else{
mLPlayer[ 0 ].jump();
}
}
void input( int type, bool res )
{
inputTrigger[mScene](type, res);
}
void start()
{
mScene = Scene.Stage;
sStageClear = false;
sGameOver = false;
mCount = 0;
mLPlayer = new List<Player>();
mLEnemy = new List<Enemy>();
for( int i = 0; i < mStage; i++ ){
mLEnemy.Add( new Enemy() );
}
Map.GenerateMap(sRnd);
}
[STAThread]
static void Main()
{
System.Windows.Forms.Application.Run( new JumpAct3() );
}
}