changeset 144:4ce7b80c9265

test
author e085768
date Sat, 23 Jul 2011 07:31:47 +0900
parents 29a07a7c3760
children 6c326c0860c1
files car.cc field.cc gSprite.cc game.h schedule.cc
diffstat 5 files changed, 45 insertions(+), 14 deletions(-) [+]
line wrap: on
line diff
--- a/car.cc	Sat Jul 23 03:21:15 2011 +0900
+++ b/car.cc	Sat Jul 23 07:31:47 2011 +0900
@@ -304,10 +304,22 @@
 
 
   //思う方向と逆に動いたので、マイナスして見ている。
+  /*
+    car->body->xyz[0] = -car->location[0];
+    car->body->xyz[1] = -car->location[1];
+    car->body->xyz[2] = -car->location[2];
+  */
+
+  /*
+    car->body->xyz[0] = -car->location[2];
+    car->body->xyz[1] = car->location[1];
+    car->body->xyz[2] = -car->location[0];
+  */
+
   car->body->xyz[0] = -car->location[0];
-  car->body->xyz[1] = -car->location[1];
+  car->body->xyz[1] = car->location[1];
   car->body->xyz[2] = -car->location[2];
-
+  
   // 壁にぶつかった時の処理
   if (car_field_check(game,car) == false) {
     // 壁にぶつかったら計算前の前フレームの座標にしてsppedは半分
@@ -316,6 +328,7 @@
     printf("^^^^^^^^^^^^^^^^^^^^^^^^^^^^^\n");
     printf("^^^^^^courseOUT!!!!!^^^^^^^^^\n");
   }
+
 }
 
 
--- a/field.cc	Sat Jul 23 03:21:15 2011 +0900
+++ b/field.cc	Sat Jul 23 07:31:47 2011 +0900
@@ -207,45 +207,58 @@
   p->object->transfer[3][2] = p->location[2];
   p->object->transfer[3][3] = p->location[3];
 
+  //  p->object->xyz[0] = -p->location[0];
+  //  p->object->xyz[1] = -p->location[1];
+  //  p->object->xyz[2] = -p->location[2];
+
+  //  p->object->angle[1] = 90.0f;
+
   // 下の行はしないで良いのか
   //  memcpy(p->object->xyz,   p->location,  sizeof(FVECTOR));
   //memcpy(p->object->angle, p->direction, sizeof(FVECTOR));
 
   gSprite_PutObject( COURSE1_1, p->object );
-
 }
 
 
 void field_update(CarPtr car)
 {
+  printf("field_num_max = %d\n",field_num_max); 
+  printf("field_num = %d\n",field_num); 
   FieldPtr p;
   
   p = field_actual;
  
   //current
+
   p->location[0] = -car->location[0];
   p->location[1] = -car->location[1];
   p->location[2] = -car->location[2];
   p->location[3] = 1;
+
   field_draw(p);
 
   // next
   p = field_actual->next;
   if (p) {
+   
     p->location[0] = -car->location[0];
     p->location[1] = -car->location[1];
     p->location[2] = -car->location[2];
     p->location[3] = 1;
+   
     field_draw(p);
   }
 
   // prev
   p = field_actual->prev;
   if (p) {
+   
     p->location[0] = -car->location[0];
     p->location[1] = -car->location[1];
     p->location[2] = -car->location[2];
     p->location[3] = 1;
+   
     field_draw(p);
   }
 
--- a/gSprite.cc	Sat Jul 23 03:21:15 2011 +0900
+++ b/gSprite.cc	Sat Jul 23 07:31:47 2011 +0900
@@ -76,11 +76,11 @@
   // magoroku_camera
   CAMERA mc =  get_MagorokuCamera();
   for( int i = 0; i < 4; i ++ ){
-  root->xyz[i] = mc.xyz[i];
-  root->angle[i] = mc.angle[i];
+    root->xyz[i] = mc.xyz[i];
+    root->angle[i] = mc.angle[i];
 
-  //    camera->zd[i] = mc.zd[i];
-  //camera->yd[i] = mc.yd[i];
+    //    camera->zd[i] = mc.zd[i];
+    //camera->yd[i] = mc.yd[i];
   }
   */
 
--- a/game.h	Sat Jul 23 03:21:15 2011 +0900
+++ b/game.h	Sat Jul 23 07:31:47 2011 +0900
@@ -5,7 +5,6 @@
 
 #include "car.h"
 #include "linda/lindaapi.h"
-
 void game_main();
 
 int linda_init();
--- a/schedule.cc	Sat Jul 23 03:21:15 2011 +0900
+++ b/schedule.cc	Sat Jul 23 07:31:47 2011 +0900
@@ -358,14 +358,13 @@
   set_schedule_assumption(sche_game_main_ready);
 
   ColFacePtr colface = field_get_actual( )->colface.colface;
-
   
   INIT_VECTOR(game->jiki->location,
-	      (3*colface->p0[0]+colface->v0[0]+colface->v1[0])/3,
+	      ( (3*colface->p0[0]) + (colface->v0[0]) + (colface->v1[0]) )/3,
 	      (3*colface->p0[1]+colface->v0[1]+colface->v1[1])/3,
 	      (3*colface->p0[2]+colface->v0[2]+colface->v1[2])/3, 1);
+
   
-    
   // とりあえず、トップビューで
   // FVECTOR cPos = { 0, 877, -2000, 0 };
   FVECTOR cPos = { 0, 877, 7500, 0 };
@@ -392,8 +391,15 @@
 {
   printf("sche_game_main()\n");
 
-  FVECTOR cPos = { game->jiki->location[0],game->jiki->location[1], -game->jiki->location[2] ,0 };
-  FVECTOR a={180,0,0,0};
+  /*
+  FVECTOR cPos = { game->jiki->location[2],
+		   game->jiki->location[1],
+		   -game->jiki->location[0] ,0 };
+  */
+  
+  FVECTOR cPos = { game->jiki->body->xyz[0], game->jiki->body->xyz[1], game->jiki->location[2] ,0 };
+  FVECTOR a={
+0,0,0,0};
 
   /** begin: dispaly RAP TIME **/
   if(RUNNIG==0){
@@ -425,7 +431,7 @@
   
   // jikiによってカメラも移動( camera_update()って関数のほう使うからイラんね )
   set_cameraPos( cPos , a );
-
+  
   //camera_update(game, game->jiki->body->transfer);