# include <Siv3D.hpp> // OpenSiv3D v0.6.10
//Mainの上で宣言すると、そのソースコード上の(宣言から下の)どこからでもアクセス可能!
enum GAMESTATE
{
TITLE,
PLAY,
GAMEOVER,
};
void ShowTitleScnene(GAMESTATE& state) {
//タイトル画面
FontAsset(U"TFONT")(U"サイコロんZ").drawAt(Scene::Center(), Palette::Yellow);
FontAsset(U"GFONT")(U"Click Left Mouse Button")
.drawAt({ Scene::Center().x, Scene::Center().y + FontAsset(U"GFONT").height() }, Palette::Black);
}
void ShowPlayScnene(GAMESTATE& state) {
Texture dragon = TextureAsset(U"dragon");
Texture dice[6] = { TextureAsset(U"d1"),TextureAsset(U"d2"),TextureAsset(U"d3"),
TextureAsset(U"d4"),TextureAsset(U"d5"),TextureAsset(U"d6"), };
//プレイ画面
FontAsset(U"TFONT")(U"プレイ中💛").drawAt(Scene::Center(), Palette::Aliceblue);
dragon.resized(32,32).draw(50, 50);
for (int i = 0;i < 6; i++)
{
dice[i].resized(64, 64).draw(100 + i * 64, 200);
}
}
void ShowGameOverScnene(GAMESTATE& state) {
//ゲームオーバー画面
FontAsset(U"TFONT")(U"GAME OVER").drawAt(Scene::Center(), Palette::Red);
}
void Main()
{
const Vec2 IMG_SIZE = { 32,32 };
const Vec2 SCREEN_SIZE = { Scene::Width(), Scene::Height() };
// 背景の色を設定する | Set the background color
Scene::SetBackground(ColorF{ 0.6, 0.8, 0.7 });
// 絵文字からテクスチャを作成する | Create a texture from an emoji
//const Texture emoji{ U"🦖"_emoji };
TextureAsset::Register(U"dragon", U"🦖"_emoji);
TextureAsset::Register(U"d1", U"d1.png");
TextureAsset::Register(U"d2", U"d2.png");
TextureAsset::Register(U"d3", U"d3.png");
TextureAsset::Register(U"d4", U"d4.png");
TextureAsset::Register(U"d5", U"d5.png");
TextureAsset::Register(U"d6", U"d6.png");
//const Font titlefont{ 60, Typeface::Heavy };
FontAsset::Register(U"TFONT", 60, Typeface::Heavy); //fontアセットに登録
FontAsset::Register(U"GFONT", 30, Typeface::Light); //fontアセットに登録
Texture sai = Texture(U"d1.png");
GAMESTATE gameState = GAMESTATE::TITLE;//ステートをタイトルで初期化
while (System::Update())
{
if (MouseL.down()) {
switch (gameState)
{
case TITLE:
gameState = GAMESTATE::PLAY;
break;
case PLAY:
gameState = GAMESTATE::GAMEOVER;
break;
case GAMEOVER:
gameState = GAMESTATE::TITLE;
break;
default:
break;
}
}
switch (gameState)
{
case TITLE:
ShowTitleScnene(gameState);
break;
case PLAY:
ShowPlayScnene(gameState);
break;
case GAMEOVER:
ShowGameOverScnene(gameState);
break;
default:
ShowTitleScnene(gameState);
break;
}
//sai.resized(IMG_SIZE).draw(SCREEN_SIZE.x/2 -IMG_SIZE.x/2, SCREEN_SIZE.y/2 - IMG_SIZE.y /2);
}
}