Beispiel #1
0
 private void Death()
 {
     if (this.gameover)
     {
         this.parent.ChangeOfSecne(Scene.GameOver);
     }
     else
     {
         this.savedata.FlagList[6] = false;
         if (this.savedata.isJackedIn)
         {
             this.savedata.HPnow = 1;
         }
         else
         {
             this.savedata.HPnow = this.savedata.HPMax;
         }
         this.main.mapscene.HP.hpprint = this.savedata.HPnow;
         if (this.mind.MindNow != MindWindow.MIND.pinch)
         {
             this.savedata.mind = 0;
         }
         else
         {
             this.savedata.mind = 0;
         }
         this.sound.StopBGM();
         this.main.NowScene            = SceneMain.PLAYSCENE.map;
         this.main.mapscene.battleflag = false;
     }
 }
Beispiel #2
0
 public SceneBattle(
     IAudioEngine s,
     ShanghaiEXE p,
     SceneMain main,
     EventManager e,
     bool res,
     int count,
     bool gameover,
     string bgm,
     SaveData save)
     : base(s, p, save)
 {
     p.TexClear(false);
     this.main     = main;
     this.gameover = gameover;
     this.bgm      = bgm;
     this.doresult = res;
     for (int x = 0; x < this.panel.GetLength(0); ++x)
     {
         for (int y = 0; y < this.panel.GetLength(1); ++y)
         {
             this.panel[x, y] = new Panel(this.sound, this, x, y)
             {
                 state = Panel.PANEL._nomal,
                 color = x >= 3 ? Panel.COLOR.blue : Panel.COLOR.red
             };
             this.panel[x, y].colordefault = this.panel[x, y].color;
             if (x == 0 || x == 5)
             {
                 this.panel[x, y].inviolability = true;
             }
         }
     }
     this.battlenum        = this.savedata.ValList[9];
     this.tutorial         = this.parent.tutorial;
     this.eventmanager     = e;
     this.playerstatus     = main;
     this.positionHPwindow = new Vector2(24f, 8f);
     this.mind             = new MindWindow(this.sound, this, this.savedata);
     this.player           = new Player(this.sound, this, 1, 1, main, this.savedata.busterspec[0], this.savedata.busterspec[1], this.savedata.busterspec[2], this.mind, this.savedata);
     this.players.Add(this.player);
     this.parent         = p;
     this.back           = new BackDefault();
     this.nowscene       = SceneBattle.BATTLESCENE.init;
     this.custom         = new Custom(this.sound, this, main, this.player, this.savedata);
     this.customgauge    = new CustomGauge(this.sound);
     this.battlecount    = count;
     AttackBase.AtIDBlue = 0L;
     AttackBase.AtIDRed  = 0L;
 }