11 #ifndef __CPROTAGONISTCHARACTER_H__
12 #define __CPROTAGONISTCHARACTER_H__
14 #include "..\CommonIncludes.h"
15 #include "..\01_BaseClasses\CCharacterBase.h"
16 #include "..\02_DerivedClasses\Scenes\CConquestScene.h"
38 enum EFacingDirection {
59 struct tag_ProtagonistState {
76 int iCurrentStepFrame;
79 EFacingDirection eFacingDirection;
82 EStepDirection eStepMoveDirection;
95 std::queue<ECommand> qeCommand;
102 const static int INITIAL_POSITION_X = 3;
103 const static int INITIAL_POSITION_Y = 7;
107 const static int STEPMOVE_CYCLE_FRAME = 6;
109 const static int STEPMOVE_QUANTITY[ STEPMOVE_CYCLE_FRAME ];
115 bool m_bRequestSituationExistence;
124 void StateInitialize( tag_ProtagonistState* arg_SprotagonistState );
126 void CheckKeys( tag_ProtagonistState* arg_SprotagonistState,
129 void SetStepMoveDirection( tag_ProtagonistState* arg_SprotagonistState,
133 tag_ProtagonistState* arg_SprotagonistState,
136 void Calculate( tag_ProtagonistState* arg_SprotagonistState,
140 tag_ProtagonistState* arg_SprotagonistState );
ESwitchType
Definition: CMapCellManager.h:54
EMapObjectType
Definition: CMapCellManager.h:40
画像の管理をするクラス
Definition: CImageManager.h:34
CProtagonistCharacter(void)
Definition: CProtagonistCharacter.cpp:8
キャラクター基底クラス
Definition: CCharacterBase.h:20
ESituationType
Definition: CConquestScene.h:12
bool GetRequestSituationExistence()
Definition: CProtagonistCharacter.cpp:361
CMapCellManager::ESwitchType GetRequestSwitchType()
Definition: CProtagonistCharacter.cpp:377
CConquestScene::ESituationType GetRequestSituationType()
Definition: CProtagonistCharacter.cpp:372
マップセルの管理をするクラス
Definition: CMapCellManager.h:31
void Run(CImageManager *arg_pinImageManager, CAllKeysState *arg_pinAllKeysState, CMapCellManager *arg_pinMapCellManager)
Definition: CProtagonistCharacter.cpp:28
~CProtagonistCharacter(void)
Definition: CProtagonistCharacter.cpp:19
Definition: CProtagonistCharacter.h:22
Definition: CAllKeysState.h:27