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Violet Vreath is Shooter Game for Windows XP+(個人制作シューティングゲーム)


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Revisionfeedd07270e11b910b11c45df49258fc0d93acbf (tree)
Zeit2023-05-25 20:43:20
Autorgecchi <gecchi@boch...>
Commitergecchi

Log Message

MyBunshinWateringLaserChip001をまたちょっとなめらかに。解像度をダラバー基準にしようと思った。

Ändern Zusammenfassung

Diff

--- a/VioletVreath/src/jp/gecchi/VioletVreath/actor/my/Bunshin/MyBunshin.cpp
+++ b/VioletVreath/src/jp/gecchi/VioletVreath/actor/my/Bunshin/MyBunshin.cpp
@@ -44,7 +44,7 @@ MyBunshin::MyBunshin(const char* prm_name, MyBunshinController* prm_pBunshinCont
4444 _class_name = "MyBunshin";
4545 pBase_ = prm_pBase;
4646 pBunshinController_ = prm_pBunshinController;
47- _laser_kind = LASER_THUNDER; //LASER_KOANYA; //LASER_THUNDER
47+ _laser_kind = LASER_KOANYA; //LASER_KOANYA; //LASER_THUNDER
4848
4949 //自弾ストック
5050 pDepo_MyBunshinShot_ = NEW GgafCore::ActorDepository("Depo_MyBunshinShot");
--- a/VioletVreath/src/jp/gecchi/VioletVreath/actor/my/Bunshin/MyBunshinWateringLaserChip001.cpp
+++ b/VioletVreath/src/jp/gecchi/VioletVreath/actor/my/Bunshin/MyBunshinWateringLaserChip001.cpp
@@ -24,10 +24,10 @@ using namespace GgafLib;
2424 using namespace VioletVreath;
2525
2626 const velo MyBunshinWateringLaserChip001::MAX_VELO = PX_C(512); //この値を大きくすると、最高速度が早くなる。
27-const int MyBunshinWateringLaserChip001::R_MAX_ACCE = 18; //MAX_VELO に対する加速度、この値を大きくすると、カーブが緩くなる
27+const int MyBunshinWateringLaserChip001::R_MAX_ACCE = 20; //MAX_VELO に対する加速度、この値を大きくすると、カーブが緩くなる
2828 const velo MyBunshinWateringLaserChip001::INITIAL_VELO = MAX_VELO*0.7; //レーザー発射時の初期速度
2929 const acce MyBunshinWateringLaserChip001::MAX_ACCE_RENGE = MAX_VELO/R_MAX_ACCE;
30-const velo MyBunshinWateringLaserChip001::MIN_VELO_ = MyBunshinWateringLaserChip001::INITIAL_VELO/20; // ÷8 は、最低移動する各軸のINITIAL_VELOの割合
30+const velo MyBunshinWateringLaserChip001::MIN_VELO_ = MyBunshinWateringLaserChip001::INITIAL_VELO/3; // ÷3 は、最低移動する各軸のINITIAL_VELOの割合
3131 GgafDx::Model* MyBunshinWateringLaserChip001::pModel_ = nullptr;
3232 int MyBunshinWateringLaserChip001::tex_no_ = 0;
3333
@@ -92,7 +92,7 @@ void MyBunshinWateringLaserChip001::processBehavior() {
9292 double power = active_frame <= 300 ? UTIL::SHOT_POWER[active_frame] : UTIL::SHOT_POWER[300];
9393 getStatus()->set(STAT_AttackPowerRate, power);
9494 _power = power;
95- GgafDx::NaviVehicle* const pNaviVehicle = getNaviVehicle();
95+ GgafDx::NaviVehicle* pNaviVehicle = getNaviVehicle();
9696 MyBunshin::AimInfo* pTipChip_AimInfo = pTipChip_AimInfo_;
9797
9898 if (active_frame >= 60*10) {
@@ -102,9 +102,23 @@ void MyBunshinWateringLaserChip001::processBehavior() {
102102 } else {
103103 GgafDx::GeometricActor* pAimTarget = pTipChip_AimInfo->pTarget;
104104 if (pAimTarget) {
105+
106+ //前方チップのNaviVehicleの影響を若干うけるようにしてなめらかにする試み
107+ MyBunshinWateringLaserChip001* pB = (MyBunshinWateringLaserChip001*) getBehindChip();
108+ MyBunshinWateringLaserChip001* pF = (MyBunshinWateringLaserChip001*) getInfrontChip();
109+ if (pB) {
110+ GgafDx::NaviVehicle* pB_pNaviVehicle = pB->getNaviVehicle();
111+ pNaviVehicle->setVeloByVc(
112+ pNaviVehicle->_velo_vc_x*0.9 + pB_pNaviVehicle->_velo_vc_x*0.1,
113+ pNaviVehicle->_velo_vc_y*0.9 + pB_pNaviVehicle->_velo_vc_y*0.1,
114+ pNaviVehicle->_velo_vc_z*0.9 + pB_pNaviVehicle->_velo_vc_z*0.1
115+ );
116+ }
117+
118+
105119 frame aim_time_out_t1 = pTipChip_AimInfo->aim_time_out_t1;
106120 //先端チップ時(消える可能性のあるLeaderChipにあらず!)、T1が相変わらずロックオンターゲットならば更新
107- if (getInfrontChip() == nullptr && pAimTarget == pLockonCursor_->pTarget_ && pTipChip_AimInfo->spent_frames_to_t1 < aim_time_out_t1) {
121+ if (pF == nullptr && pAimTarget == pLockonCursor_->pTarget_ && pTipChip_AimInfo->spent_frames_to_t1 < aim_time_out_t1) {
108122 pTipChip_AimInfo->updateT1(pAimTarget->_x, pAimTarget->_y, pAimTarget->_z); //t1更新
109123 }
110124 MyBunshinWateringLaserChip001* pAimLeaderChip = pTipChip_AimInfo->pLeaderChip;
Binary files /dev/null and "b/VioletVreath/tool/LASER\347\212\266\346\205\213\351\201\267\347\247\273\346\225\264\347\220\206.xlsx" differ