スマートデバイスプログラミング③（制限時間内にボールを反射させてブロックを壊すゲーム）

UnityとGameCanvasのダウンロード

１：UnityHubをDLしてインストール。（一部のwindows環境では拡張子を.exeに変更する必要があります）

２：UnityHubを起動して、Unity2019.3.11f1をインストール。

３：GameCanvasのダウンロード
https://github.com/sfc-sdp/GameCanvas-Unity/
でGameCanvasをダウンロード

Game.csの編集

Assets内のGame.csを別エディタで編集

```c#

using Sequence = System.Collections.IEnumerator;

/// <summary>
/// ゲームクラス。
/// </summary>
public sealed class Game : GameBase
{
  int ball_x;
  int ball_y;
  int ball_speed_x;
  int ball_speed_y;
  int player_x;
  int player_y;
  int player_w;
  int player_h;

  const int BLOCK_NUM = 50;
  int[] block_x = new int [BLOCK_NUM];
  int[] block_y = new int [BLOCK_NUM];
  bool[] block_alive_flag = new bool [BLOCK_NUM];
  int block_w = 64;
  int block_h = 20;
  int time ;

    /// <summary>
    /// 初期化処理
    /// </summary>
    public override void InitGame()
    {
      gc.SetResolution(640, 480);
      ball_x = 0;
      ball_y = 0;
      ball_speed_x = 3;
      ball_speed_y = 3;
      player_x = 270;
      player_y = 460;
      player_w = 100;
      player_h = 20;

      for(int i =0 ; i < BLOCK_NUM ; i ++ )
      {
        block_x[i] = (i % 10 ) * block_w;
        block_y[i] = (i / 10 ) * block_h;
        block_alive_flag[i] = true;
      }
      time = 0;
    }

    /// <summary>
    /// 動きなどの更新処理
    /// </summary>
    public override void UpdateGame()
    {
      if(countBlock()!=0){
        time++;
      }
      player_y = gc.GetPointerY(0) - player_h/2;

      ball_x = ball_x + ball_speed_x;
      ball_y = ball_y + ball_speed_y;

      if( ball_x < 0 ) {
        ball_x = 0;
        ball_speed_x = -ball_speed_x;
      }

      if( ball_y < 0 ) {
        ball_y = 0;
        ball_speed_y = -ball_speed_y;
      }

      if( ball_x > 616 ) {
        ball_x = 616;
        ball_speed_x = -ball_speed_x;
      }

      if( ball_y > 456 ) {
        ball_y = 456;
        ball_speed_y = -ball_speed_y;
      }
      if(gc.GetPointerFrameCount(0) > 0 ){
        player_x = gc.GetPointerX(0) - player_w/2;
      }

      if(gc.CheckHitRect(ball_x,ball_y,24,24,player_x,player_y,player_w,player_h)){
        if(ball_speed_y>0){
          ball_speed_y = -ball_speed_y;
        }
      }

      for(int i = 0; i<BLOCK_NUM; i++){
        if(gc.CheckHitRect(ball_x,ball_y,24,24,block_x[i],block_y[i],block_w,block_h)){
          block_alive_flag[i]=false;
        }
      }
    }

    /// <summary>
    /// 描画の処理
    /// </summary>
    public override void DrawGame()
    {
      // 画面を白で塗りつぶします
        gc.ClearScreen();

        // 0番の画像を描画します
        gc.DrawImage(0, 0, 0);

          gc.DrawImage(1,ball_x,ball_y);

        gc.SetColor(0, 0, 255);
        gc.FillRect(player_x,player_y,player_w,player_h);



        for(int i = 0; i<BLOCK_NUM; i++){
          if(block_alive_flag[i]){
            gc.FillRect(block_x[i],block_y[i],block_w,block_h);
          }
        }


        gc.DrawString("time:"+time,60,0);
        if(countBlock()==0){
          gc.DrawString("clear",60,30);
        }


    }
    int countBlock(){
      int num = 0;
      for(int i =0 ; i < BLOCK_NUM ; i ++ ){
        if(block_alive_flag[i]){
          num++;
        }
      }
      return num;
    }
}
```