/*/// <summary>
        /// スコア情報
        /// </summary>
        private int second, minute, sec;
        /// <summary>
        /// スコア情報
        /// </summary>
        private float sec2;*/
        public ClearScene(Stage stage)
            : base(stage)
        {
            buttonNum = 1;
            button = new Button[buttonNum];
            this.gameStatus = stage.gameStatus;

            for (int i = 0; i < button.Length; i++)
                button[i].color = Color.Blue;

            Load();
            game.hasReachedCheckPoint = false;
            game.tmpGameStatus = new GameStatus();
            game.stageScores[game.stageNum - 1] += 10000;
        }
Example #2
0
        // �R���X�g���N�^
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = Width;
            graphics.PreferredBackBufferHeight = Height;
            Content.RootDirectory = "Content";

            //winControlManager = new WinControlManager(this, graphics);
            //winControlManager.ControlForm.Visible = false;
            System.Windows.Forms.Form MyForm = (System.Windows.Forms.Form)System.Windows.Forms.Form.FromHandle(this.Window.Handle);
            MyForm.MaximizeBox = false;
            MyForm.MinimizeBox = false;

            random = new Random();

            //isMuted = true;
            //noEnemy = true;
            stageScores = new double[maxStageNum];
            tmpGameStatus = new GameStatus();
            //scores = dummyScore.ToList<RankingStatus>();// ���������s�̂Ƃ��p�{�e�X�g�p�{�v�f���m��
        }
Example #3
0
		public override void Load()
		{
			#region Terrain
			/*foreach(Terrain terrain in dynamicTerrains) {
                if (terrain is Block && !terrain.loadManually) {
                    if (terrain.movementType == 0) 
                        if (game.stageNum != 0)                      terrain.Load(content, "Object\\Terrain\\Slopes\\0" + (game.stageNum - 1).ToString() + "\\Block02");
                        else                                        terrain.Load(content, "Object\\Terrain\\Slopes\\0" + (game.stageNum - 1).ToString() + "\\Block01");
                    else if (terrain.movementType == 1)                     terrain.Load(content, "Object\\Terrain\\FrozenBlock");
                    else if (terrain.movementType == 2)                     terrain.Load(content, "Object\\Terrain\\BlockV"); 
                }
                    
                if (terrain is SnowBall)                            terrain.Load(content, "Object\\Terrain\\SnowBall", "Object\\Weapon\\Weapon");
                if (terrain is Meteor) {
                                                                    (terrain as Meteor).Load(content, "Object\\Terrain\\Meteor01", ref terrain.texture);
                                                                    (terrain as Meteor).Load(content, "Object\\Terrain\\Meteor02", ref terrain.texture2);
                }
                if (terrain is DamageObject)                        terrain.Load(content);
            }*/


			foreach (Terrain terrain in staticTerrains) {
				if (terrain is Block && !(terrain is DamageBlock) && !terrain.loadManually) {
					if (terrain.type == 0) {
						if (terrain.isOn && !terrain.isUnder && !(terrain as Block).isUnderSlope) {// 草ブロックにする条件
							terrain.Load(content, "Object\\Terrain\\Block" + (game.stageNum - 1).ToString() + "1");
						} else terrain.Load(content, "Object\\Terrain\\Block" + (game.stageNum - 1).ToString() + "2");
					} else if (terrain.type == 1) terrain.Load(content, "Object\\Terrain\\FrozenBlock");
					else if (terrain.type == 2) terrain.Load(content, "Object\\Terrain\\BlockV");
				} /**/ // 静的な地形に関しては今のところここでもう1回読み込む必要あり:GetDirectionの位置の関係
			}
			#endregion
			#region Character
			// 移行済み
			#endregion
			#region Bullets & Weapon
			// 移行済み
			if (weapons.Count == 0) sword.Load(content, "Object\\Weapon\\Melee");
			/*else foreach (Weapon weapon in weapons) {
				if (weapon is Sword) {
				}
				else                                        weapon.Load(content, "Object\\Weapon\\Melee");
			}*/
			#endregion
			#region Etc
			// UI
			userInterface.Initialize();
			userInterface.Load();

			// BackGround
			scrollingBackGround = new ScrollingBackground(this, Vector2.Zero);
			frontalScrollingBackGround = new ScrollingBackground(this, Vector2.Zero);
			frontalScrollingBackGround.isFrontal = true;

			if (!game.isHighLvl) {
				scrollingBackGround.Load(game.GraphicsDevice, content, "Object\\BackGround\\BackGround" + (game.stageNum - 1).ToString() + "2");
				frontalScrollingBackGround.Load(game.GraphicsDevice, content, "Object\\BackGround\\BackGround" + (game.stageNum - 1).ToString() + "1");
			} else {
				scrollingBackGround.Load(game.GraphicsDevice, content, "Object\\BackGround\\BackGround" + (game.stageNum - 1).ToString() + "3");
				frontalScrollingBackGround.Load(game.GraphicsDevice, content, "Object\\BackGround\\BackGround" + (game.stageNum - 1).ToString() + "1");
			}
			scrollingTASEffect = new ScrollingTASEffect(this, Vector2.Zero);
			scrollingTASEffect.Load(game.GraphicsDevice, content, "Effect\\TAS1");

			// BGM
			//SoundControl.IniMusic("Audio\\BGM\\forest");
			//SoundControl.Play();
			//\
            
            
            gameStatus = new GameStatus();
			DrawBackGround();// 背景バッファの作成
			player.position = new Vector2(game.hasReachedCheckPoint ? 13400 : 100, 100);
			//gameTimeNormal = 0;
			//gameTimeTAS = 0;

			bossScreenEdgeLeft = boss.defaultPosition.X - 640;// -Player.screenPosition.X;
			bossScreenEdgeRight = boss.defaultPosition.X + 640 + 100;// 100
			camera.position = game.hasReachedCheckPoint ? new Vector2(player.position.X, 0) : Vector2.Zero;
			isScrolled = true;
			hasEffectedWarning = false;
			hasEffectedBeginning = false;
			hasEffectedBossExplosion = false;
			inBossBattle = false;
			BGMchanged = false;
            if (game.hasReachedCheckPoint) {
                gameStatus = game.tmpGameStatus;
                hasEffectedBeginning = true;
            }
			#endregion
		}