public override void Fire(Vector2D positon, double elapsedTime) { Level0_Fire0.currentTick += 1; Level0_Fire1.currentTick += 1; switch (level) { case 0: //等级0 时的发射表 if (Level0_Fire0.currentTick >= Level0_Fire0.allTick) { Bullet b; b = new ReimuBullet_Dir(Stage1State._textureManager, new Vector2D(0, 1)); b.Position.X = positon.X - 10; b.Position.Y = positon.Y + 10; bullets_toAdd.Add(b); b = new ReimuBullet_Dir(Stage1State._textureManager, new Vector2D(0, 1)); b.Position.X = positon.X + 10; b.Position.Y = positon.Y + 10; bullets_toAdd.Add(b); Level0_Fire0.currentTick = 0; //刷新发射帧数计时器 } if (Level0_Fire1.currentTick >= Level0_Fire1.allTick) { Bullet b = new ReimuBullet_Follow(Stage1State._textureManager, new Vector2D(-1, 3).GetNormalize()); b.Position.X = positon.X - 15; b.Position.Y = positon.Y + 10; bullets_toAdd.Add(b); b = new ReimuBullet_Follow(Stage1State._textureManager, new Vector2D(1, 3).GetNormalize()); b.Position.X = positon.X + 15; b.Position.Y = positon.Y + 10; bullets_toAdd.Add(b); Level0_Fire1.currentTick = 0; //refresh } break; } }
public override void Fire(Vector2D positon, double elapsedTime) { Level0_Fire0.currentTick += 1; Level0_Fire1.currentTick += 1; switch (level) { case 0: //等级0 时的发射表 if (Level0_Fire0.currentTick >= Level0_Fire0.allTick) { Bullet b; b = new ReimuBullet_Dir(Stage1State._textureManager, new Vector2D(0, 1)); b.Position.X = positon.X - 10; b.Position.Y = positon.Y + 10; bullets_toAdd.Add(b); b = new ReimuBullet_Dir(Stage1State._textureManager, new Vector2D(0, 1)); b.Position.X = positon.X + 10; b.Position.Y = positon.Y + 10; bullets_toAdd.Add(b); Level0_Fire0.currentTick = 0; //刷新发射帧数计时器 } if (Level0_Fire1.currentTick >= Level0_Fire1.allTick) { Bullet b = new ReimuBullet_Follow(Stage1State._textureManager, new Vector2D(-1, 3).GetNormalize()); b.Position.X = positon.X - 15; b.Position.Y = positon.Y + 10; bullets_toAdd.Add(b); b = new ReimuBullet_Follow(Stage1State._textureManager, new Vector2D(1, 3).GetNormalize()); b.Position.X = positon.X + 15; b.Position.Y = positon.Y + 10; bullets_toAdd.Add(b); Level0_Fire1.currentTick = 0; //refresh } break; } }