-
Notifications
You must be signed in to change notification settings - Fork 0
/
Stage.cs
297 lines (244 loc) · 14.9 KB
/
Stage.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
using System;
using System.Collections;
using Sce.PlayStation.Core;
using Sce.PlayStation.HighLevel.GameEngine2D;
namespace ShootingApp
{
public enum StageID{Stage1=1,Stage2,Stage3}
public static class Stage
{
public static ArrayList stageTimeTable;
/// <summary>
/// ステージ1のデータを生成
/// </summary>
public static void StartStage1(){
stageTimeTable = new ArrayList();
stageTimeTable.Add(new StageEventData(3,()=>SetEnemy(EnemyType.Enemy2,960,272,BulletType.Single,50,1,new Vector2(0,0),3,5)));
stageTimeTable.Add(new StageEventData(3,()=>SetEnemy(EnemyType.Enemy2,960,272,BulletType.Single,50,1,new Vector2(0,544),3,5)));
stageTimeTable.Add(new StageEventData(5,()=>SetEnemy(EnemyType.Enemy2,960,400,BulletType.Circle,50,1,new Vector2(0,100),5,7)));
stageTimeTable.Add(new StageEventData(5.2f,()=>SetEnemy(EnemyType.Enemy2,960,400,BulletType.Single,50,1,new Vector2(0,100),5.2f,7)));
stageTimeTable.Add(new StageEventData(5.4f,()=>SetEnemy(EnemyType.Enemy2,960,400,BulletType.Single,50,1,new Vector2(0,100),5.4f,7)));
stageTimeTable.Add(new StageEventData(5.6f,()=>SetEnemy(EnemyType.Enemy2,960,400,BulletType.Circle,50,1,new Vector2(0,100),5.6f,7)));
stageTimeTable.Add(new StageEventData(5.8f,()=>SetEnemy(EnemyType.Enemy2,960,400,BulletType.Single,50,1,new Vector2(0,100),5.8f,7)));
stageTimeTable.Add(new StageEventData(7,()=>SetEnemy(EnemyType.Enemy5,960,272,BulletType.CircleAimed,150,1,new Vector2(0,272),7,10)));
stageTimeTable.Add(new StageEventData(9,()=>SetEnemy(EnemyType.Enemy5,960,450,BulletType.CircleAimed,150,1,new Vector2(0,450),8,10)));
stageTimeTable.Add(new StageEventData(11,()=>SetEnemy(EnemyType.Enemy5,960,180,BulletType.CircleAimed,150,1,new Vector2(0,180),9,10)));
stageTimeTable.Add(new StageEventData(13,()=>SetEnemy(EnemyType.Enemy5,960,200,BulletType.CircleAimed,150,1,new Vector2(0,200),10,10)));
stageTimeTable.Add(new StageEventData(17,()=>SetEnemy(EnemyType.Enemy2,960,272,BulletType.LineAimed,100,1,new Vector2(0,272),17,10)));
stageTimeTable.Add(new StageEventData(18,()=>SetEnemy(EnemyType.Enemy2,960,222,BulletType.LineAimed,100,1,new Vector2(0,222),18,10)));
stageTimeTable.Add(new StageEventData(18,()=>SetEnemy(EnemyType.Enemy2,960,322,BulletType.LineAimed,100,1,new Vector2(0,322),18,10)));
stageTimeTable.Add(new StageEventData(19,()=>SetEnemy(EnemyType.Enemy2,960,172,BulletType.LineAimed,100,1,new Vector2(0,172),19,10)));
stageTimeTable.Add(new StageEventData(19,()=>SetEnemy(EnemyType.Enemy2,960,372,BulletType.LineAimed,100,1,new Vector2(0,372),19,10)));
stageTimeTable.Add(new StageEventData(20,()=>SetEnemy(EnemyType.Enemy2,960,122,BulletType.LineAimed,100,1,new Vector2(0,122),20,10)));
stageTimeTable.Add(new StageEventData(20,()=>SetEnemy(EnemyType.Enemy2,960,422,BulletType.LineAimed,100,1,new Vector2(0,422),20,10)));
stageTimeTable.Add(new StageEventData(23,()=>SetEnemy(EnemyType.Enemy4,960,100,BulletType.SingleUp,70,1,new Vector2(0,100),23,10)));
stageTimeTable.Add(new StageEventData(24,()=>SetEnemy(EnemyType.Enemy4,960,100,BulletType.SingleUp,70,1,new Vector2(0,100),24,10)));
stageTimeTable.Add(new StageEventData(25,()=>SetEnemy(EnemyType.Enemy4,960,100,BulletType.SingleUp,70,1,new Vector2(0,100),25,10)));
stageTimeTable.Add(new StageEventData(26,()=>SetEnemy(EnemyType.Enemy4,960,100,BulletType.SingleUp,70,1,new Vector2(0,100),26,10)));
stageTimeTable.Add(new StageEventData(27,()=>SetEnemy(EnemyType.Enemy4,960,100,BulletType.SingleUp,70,1,new Vector2(0,100),27,10)));
stageTimeTable.Add(new StageEventData(30,()=>SetFallingEnemy(EnemyType.Enemy3,800,544,BulletType.SingleAimed,100,3,30,16)));
stageTimeTable.Add(new StageEventData(33,()=>SetFallingEnemy(EnemyType.Enemy3,700,544,BulletType.SingleAimed,100,3,33,16)));
stageTimeTable.Add(new StageEventData(37,()=>SetFallingEnemy(EnemyType.Enemy3,850,544,BulletType.SingleAimed,100,3,37,16)));
stageTimeTable.Add(new StageEventData(40,()=>SetEnemy(EnemyType.Enemy2,960,540,BulletType.SingleAimed,150,1,new Vector2(0,540),40,10)));
stageTimeTable.Add(new StageEventData(41,()=>SetEnemy(EnemyType.Enemy2,960,500,BulletType.SingleAimed,150,1,new Vector2(0,500),41,10)));
stageTimeTable.Add(new StageEventData(42,()=>SetEnemy(EnemyType.Enemy2,960,460,BulletType.SingleAimed,150,1,new Vector2(0,460),42,10)));
stageTimeTable.Add(new StageEventData(43,()=>SetEnemy(EnemyType.Enemy2,960,420,BulletType.SingleAimed,150,1,new Vector2(0,420),43,10)));
stageTimeTable.Add(new StageEventData(44,()=>SetEnemy(EnemyType.Enemy2,960,380,BulletType.SingleAimed,150,1,new Vector2(0,380),44,10)));
stageTimeTable.Add(new StageEventData(45,()=>SetEnemy(EnemyType.Enemy2,960,340,BulletType.SingleAimed,150,1,new Vector2(0,340),45,10)));
stageTimeTable.Add(new StageEventData(46,()=>SetEnemy(EnemyType.Enemy2,960,300,BulletType.SingleAimed,150,1,new Vector2(0,300),46,10)));
stageTimeTable.Add(new StageEventData(47,()=>SetEnemy(EnemyType.Enemy2,960,260,BulletType.SingleAimed,150,1,new Vector2(0,260),47,10)));
stageTimeTable.Add(new StageEventData(48,()=>SetEnemy(EnemyType.Enemy2,960,220,BulletType.SingleAimed,150,1,new Vector2(0,220),48,10)));
stageTimeTable.Add(new StageEventData(49,()=>SetEnemy(EnemyType.Enemy2,960,180,BulletType.SingleAimed,150,1,new Vector2(0,180),49,10)));
stageTimeTable.Add(new StageEventData(50,()=>SetEnemy(EnemyType.Enemy2,960,140,BulletType.SingleAimed,150,1,new Vector2(0,140),50,10)));
stageTimeTable.Add(new StageEventData(51,()=>SetEnemy(EnemyType.Enemy2,960,100,BulletType.SingleAimed,150,1,new Vector2(0,100),51,10)));
stageTimeTable.Add(new StageEventData(52,()=>SetEnemy(EnemyType.Enemy2,960,60,BulletType.SingleAimed,150,1,new Vector2(0,60),52,10)));
stageTimeTable.Add(new StageEventData(53,()=>SetEnemy(EnemyType.Enemy2,960,20,BulletType.SingleAimed,150,1,new Vector2(0,20),53,10)));
stageTimeTable.Add(new StageEventData(54,()=>SetEnemy(EnemyType.Enemy2,960,272,BulletType.SingleAimed,150,1,new Vector2(0,272),54,10)));
stageTimeTable.Add(new StageEventData(58,()=>Sounds.StopBgm()));
stageTimeTable.Add(new StageEventData(59,()=>Sounds.PlaySiren()));
stageTimeTable.Add(new StageEventData(61,()=>Sounds.PlayStage1boss()));
stageTimeTable.Add(new StageEventData(63,()=>SetBossEnemy(EnemyType.Boss1,10,10)));
stageTimeTable.Add(new StageEventData(999999,()=>{})); //ダミー
Sounds.PlayStage1();
}
/// <summary>
/// 普通の敵を生成
/// </summary>
/// <param name='enemyId'>
/// Enemy identifier.
/// </param>
/// <param name='fromX'>
/// From x.
/// </param>
/// <param name='fromY'>
/// From y.
/// </param>
/// <param name='bulletType'>
/// Bullet type.
/// </param>
/// <param name='attackInterval'>
/// Attack interval.
/// </param>
/// <param name='hp'>
/// Hp.
/// </param>
/// <param name='to'>
/// To.
/// </param>
/// <param name='startTime'>
/// Start time.
/// </param>
/// <param name='time'>
/// Time.
/// </param>
public static void SetEnemy(EnemyType enemyId, float fromX, float fromY,BulletType bulletType, int attackInterval, int hp, Vector2 to,float startTime,float time){
Enemy.MakeNewEnemy(enemyId,fromX,fromY,bulletType,attackInterval,hp,startTime+time).Sprite.RunAction(new MoveTo(to - new Vector2(400,0),time));
}
/// <summary>
/// 上から下に落ちていく敵を生成
/// </summary>
/// <param name='enemyId'>
/// Enemy identifier.
/// </param>
/// <param name='fromX'>
/// From x.
/// </param>
/// <param name='fromY'>
/// From y.
/// </param>
/// <param name='bulletType'>
/// Bullet type.
/// </param>
/// <param name='attackInterval'>
/// Attack interval.
/// </param>
/// <param name='hp'>
/// Hp.
/// </param>
/// <param name='startTime'>
/// Start time.
/// </param>
/// <param name='time'>
/// Time.
/// </param>
public static void SetFallingEnemy(EnemyType enemyId, float fromX, float fromY,BulletType bulletType, int attackInterval, int hp, float startTime,float time){
var seq = new Sequence();
seq.Add(new MoveBy(new Vector2(-50,-50),1){
Tween = (t) => t*t,
});
seq.Add(new RotateTo(Vector2.Rotation(FMath.DegToRad*350.0f),0.4f));
seq.Add(new MoveBy(new Vector2(50,-50),1){
Tween = (t) => t*t,
});
seq.Add(new RotateTo(Vector2.Rotation(FMath.DegToRad*10.0f),0.4f));
var repeat = new Repeat(seq,10);
Enemy.MakeNewEnemy(enemyId,fromX,fromY,bulletType,attackInterval,hp,startTime+time).Sprite.RunAction(repeat);
}
/// <summary>
/// ボスを生成
/// </summary>
/// <param name='enemyId'>
/// Enemy identifier.
/// </param>
/// <param name='hp'>
/// Hp.
/// </param>
/// <param name='startTime'>
/// Start time.
/// </param>
public static void SetBossEnemy(EnemyType enemyId, int hp, float startTime){
var seq = new Sequence();
var point_center = new Vector2(700,272);
var point_under = new Vector2(700,140);
var point_top = new Vector2(700,404);
var point_forward = new Vector2(400,272);
seq.Add(new MoveTo(point_center,2));
seq.Add(new CallFunc(()=>EnemyBullet.MakeCircleBullets(point_center.X,point_center.Y,10,2)));
seq.Add(new CallFunc(()=>EnemyBullet.MakeCircleBullets(point_center.X,point_center.Y,7,5)));
seq.Add(new CallFunc(()=>EnemyBullet.MakeCircleBullets(point_center.X,point_center.Y,13,10)));
seq.Add(new MoveTo(point_forward,3));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSpiralBullets(point_forward.X,point_forward.Y,17,5)));
seq.Add(new MoveTo(point_under,3));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,0)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,1)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,2)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,3)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,4)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,5)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,6)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,7)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,6)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,5)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,4)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,3)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,2)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,1)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,0)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,1)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,2)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,3)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,4)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,5)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,6)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,7)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,6)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,5)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,4)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,3)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,2)));
seq.Add(new MoveTo(point_under,0.2f));
seq.Add(new CallFunc(()=>EnemyBullet.MakeSingleBullet(point_under.X,point_under.Y,-3,1)));
seq.Add(new MoveTo(point_top,3));
seq.Add(new CallFunc(()=>AimedBlockBullet(point_top)));
seq.Add(new MoveTo(point_center,3));
seq.Add(new CallFunc(()=>EnemyBullet.MakeLineBullets(point_center.X,point_center.Y,10,50,-5,0)));
seq.Add(new MoveTo(point_center,1));
seq.Add(new CallFunc(()=>EnemyBullet.MakeLineBullets(point_center.X,point_center.Y,10,40,-5,0)));
seq.Add(new MoveTo(point_center,1));
seq.Add(new CallFunc(()=>EnemyBullet.MakeLineBullets(point_center.X,point_center.Y,10,50,-5,0)));
seq.Add(new MoveTo(point_center,1));
seq.Add(new CallFunc(()=>EnemyBullet.MakeLineBullets(point_center.X,point_center.Y,10,40,-5,0)));
var repeat = new RepeatForever(){
InnerAction = seq
};
Enemy.MakeNewEnemy(enemyId,960,272,BulletType.Boss,999999,hp,999999).Sprite.RunAction(repeat);
}
public static void AimedBlockBullet(Vector2 point){
var directionVector = Vector2.Normalize(Game.myShipSprite.Position - point);
EnemyBullet.MakeDirectionCircleBullets(point.X,point.Y,6,10,directionVector.X*3,directionVector.Y*3);
EnemyBullet.MakeDirectionCircleBullets(point.X,point.Y,6,20,directionVector.X*3,directionVector.Y*3);
EnemyBullet.MakeDirectionCircleBullets(point.X,point.Y,6,30,directionVector.X*3,directionVector.Y*3);
EnemyBullet.MakeDirectionCircleBullets(point.X,point.Y,6,40,directionVector.X*3,directionVector.Y*3);
EnemyBullet.MakeDirectionCircleBullets(point.X,point.Y,6,50,directionVector.X*3,directionVector.Y*3);
EnemyBullet.MakeDirectionCircleBullets(point.X,point.Y,6,60,directionVector.X*3,directionVector.Y*3);
EnemyBullet.MakeDirectionCircleBullets(point.X,point.Y,6,70,directionVector.X*3,directionVector.Y*3);
}
}
}