"すごろくの模範解答的な奴"
# include <Siv3D.hpp> // OpenSiv3D v0.6.10
 
//どこの関数にも属さないところに宣言された変数
//グローバル変数(大域変数)
const int LEFT_MARGIN{ 100 };//左100ピクセルから書き始める
const Vec2 CHR_SIZE{ 32, 32 };
const int TOP_MARGIN{ 300 };//上100ピクセルから書き始める
const int TITLE_FONT_SIZE{ 60 };
const int GAME_FONT_SIZE{ 30 };
 
const int GOAL_DIST = 20;//全部で20マス
bool isPushButton = false;
int  diceNum = 0;//サイコロの目は何?
int  komaPos = 1;//駒の場所 ゴールの条件は komaPos == GOAL_DIST
 
 
//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 DrawMasu()
{
	for (int i = 0; i < GOAL_DIST; i++)
	{
		if(komaPos - 1 == i)
			TextureAsset(U"dragon").resized(CHR_SIZE).draw(LEFT_MARGIN + i * CHR_SIZE.x, TOP_MARGIN - CHR_SIZE.y);
		else
			TextureAsset(U"masu").resized(CHR_SIZE).draw(LEFT_MARGIN + i * CHR_SIZE.x, TOP_MARGIN - CHR_SIZE.y);
	}
}
 
void ShowPlayScnene(GAMESTATE& state) {
	const Vec2 DICE_POS{ 100,100 };
	const Vec2 STRT_STR_POS{ 200, 100 };
	const Vec2 STOP_STR_POS{ 200,148 };
 
	//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);
 
	if (komaPos < GOAL_DIST) {
		if (FontAsset(U"GFONT")(U"START").draw(STRT_STR_POS, Palette::Aliceblue).leftClicked())
		{
			isPushButton = false;
		}
		if (FontAsset(U"GFONT")(U"STOP").draw(STOP_STR_POS, Palette::Orangered).leftClicked())
		{
			isPushButton = true;
			komaPos = komaPos + (diceNum + 1);
 
		}
		//サイコロの描画処理
		if (isPushButton == false)
		{
			diceNum = rand() % 6;
			dice[diceNum].resized(2 * CHR_SIZE).draw(DICE_POS);
 
		}
		else
		{
			dice[diceNum].resized(2 * CHR_SIZE).draw(DICE_POS);
			Print << U"Dice:" << diceNum + 1;
			Print << U"komaPos:" << komaPos;
		}
		//ここまで
		DrawMasu();
	}
	else
	{
		state = GAMESTATE::GAMEOVER;
	}
}
 
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 InitGame()
{
	isPushButton = false;
	diceNum = 0;
 
}
 
void Main()
{
	//関数などのブロック{}の中で宣言された変数
	//ローカル変数(局所変数)
	//const Vec2 IMG_SIZE = { 32,32 };
	const Vec2 SCREEN_SIZE = { Scene::Width(), Scene::Height() };
	srand((unsigned int)time(nullptr));
 
	// 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"masu", 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", TITLE_FONT_SIZE, Typeface::Heavy); //fontアセットに登録
	FontAsset::Register(U"GFONT", GAME_FONT_SIZE, 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
	InitGame();
 
	while (System::Update())
	{
		if (MouseL.down()) {
			//count++;
			//Print << count;
			switch (gameState)
			{
			case TITLE:
				InitGame();
				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);
	}
}