const int FIRE_MAX = 8 * 8;\r
readonly float[] fY波の最小仰角 = new float[] { -130f, -126f, -120f, -118f, -110f, -108f, -103f, -97f };\r
readonly float[] fY波の最大仰角 = new float[] { 70f, 72f, 77f, 84f, 89f, 91f, 99f, 107f };\r
- readonly int[] nレーンの中央X座標 = new int[]\r
+ private int nレーンの中央X座標(int l)\r
{\r
- CDTXMania.Instance.ConfigIni.GetLaneX(ELane.LC) + CDTXMania.Instance.ConfigIni.GetLaneW(ELane.LC)/2,\r
- CDTXMania.Instance.ConfigIni.GetLaneX(ELane.HH) + CDTXMania.Instance.ConfigIni.GetLaneW(ELane.HH)/2,\r
- CDTXMania.Instance.ConfigIni.GetLaneX(ELane.SD) + CDTXMania.Instance.ConfigIni.GetLaneW(ELane.SD)/2,\r
- CDTXMania.Instance.ConfigIni.GetLaneX(ELane.BD) + CDTXMania.Instance.ConfigIni.GetLaneW(ELane.BD)/2,\r
- CDTXMania.Instance.ConfigIni.GetLaneX(ELane.HT) + CDTXMania.Instance.ConfigIni.GetLaneW(ELane.HT)/2,\r
- CDTXMania.Instance.ConfigIni.GetLaneX(ELane.LT) + CDTXMania.Instance.ConfigIni.GetLaneW(ELane.LT)/2,\r
- CDTXMania.Instance.ConfigIni.GetLaneX(ELane.FT) + CDTXMania.Instance.ConfigIni.GetLaneW(ELane.FT)/2,\r
- CDTXMania.Instance.ConfigIni.GetLaneX(ELane.CY) + CDTXMania.Instance.ConfigIni.GetLaneW(ELane.CY)/2,\r
- };\r
+ return CDTXMania.Instance.ConfigIni.GetLaneX( (ELane)l ) + CDTXMania.Instance.ConfigIni.GetLaneW( (ELane)l ) / 2;\r
+ }\r
const int STAR_MAX = 0x100;\r
ST火花[] st火花 = new ST火花[FIRE_MAX];\r
ST大波[] st大波 = new ST大波[BIGWAVE_MAX];\r
double num7 = 0.9 + (((double)CDTXMania.Instance.Random.Next(40)) / 100.0);\r
this.st青い星[j].nLane = (int)lane;\r
this.st青い星[j].ct進行 = new CCounter(0, 100, 7, CDTXMania.Instance.Timer);\r
- this.st青い星[j].fX = this.nレーンの中央X座標[(int)lane];\r
+ this.st青い星[j].fX = nレーンの中央X座標( (int)lane ); // this.nレーンの中央X座標[ (int) lane ];\r
this.st青い星[j].fY = posY;\r
this.st青い星[j].f加速度X = (float)(num7 * Math.Cos((Math.PI * 2 * n回転初期値) / 360.0));\r
this.st青い星[j].f加速度Y = (float)(num7 * (Math.Sin((Math.PI * 2 * n回転初期値) / 360.0) - 0.2));\r
identity *= Matrix.RotationZ(num3 + ((float)Math.PI / 2));\r
float num5 = ((float)(0.8 * Math.Sin(num2 * Math.PI / 2))) * this.st火花[i].fサイズ;\r
\r
- float dx = (this.nレーンの中央X座標[this.st火花[i].nLane] + (((float)Math.Cos((double)num3)) * num5) - SampleFramework.GameWindowSize.Width / 2);\r
+ float dx = (nレーンの中央X座標(this.st火花[i].nLane) + (((float)Math.Cos((double)num3)) * num5) - SampleFramework.GameWindowSize.Width / 2);\r
float dy = -(posY + (((float)Math.Sin((double)num3)) * num5) - SampleFramework.GameWindowSize.Height / 2f);\r
identity *= Matrix.Translation(dx, dy, 0f);\r
if (this.tx火花 != null)\r
matrix3 *= Matrix.RotationX(this.st大波[i].f角度X);\r
matrix3 *= Matrix.RotationY(this.st大波[i].f角度Y);\r
\r
- float dx = this.nレーンの中央X座標[this.st大波[i].nLane] - SampleFramework.GameWindowSize.Width / 2;\r
+ float dx = nレーンの中央X座標(this.st大波[i].nLane) - SampleFramework.GameWindowSize.Width / 2;\r
float dy = -(posY - SampleFramework.GameWindowSize.Height / 2);\r
matrix3 *= Matrix.Translation(dx, dy, 0f);\r
if (this.tx大波 != null)\r
matrix4 *= Matrix.RotationX(this.st細波[i].f角度X);\r
matrix4 *= Matrix.RotationY(this.st細波[i].f角度Y);\r
\r
- float dx = this.nレーンの中央X座標[this.st細波[i].nLane] - SampleFramework.GameWindowSize.Width / 2;\r
+ float dx = nレーンの中央X座標(this.st細波[i].nLane) - SampleFramework.GameWindowSize.Width / 2;\r
float dy = -(posY - SampleFramework.GameWindowSize.Height / 2);\r
matrix4 *= Matrix.Translation(dx, dy, 0f);\r
if (this.tx細波 != null)\r