public override void Update() { bool isDividing = false; if (!isAlive || this.comboCount >= 3) isDividing = true;// 3ダメージ目で強制分裂 if (isDividing && !isDivided) { J1 = new JumpingEnemy(stage, defPos.X, defPos.Y, 20, 20, 3); J2 = new JumpingEnemy(stage, defPos.X + 20, defPos.Y, 20, 20, 3); J1.Load(game.Content, "Object\\Character\\JumpingEnemy3d"); J2.Load(game.Content, "Object\\Character\\JumpingEnemy3d"); stage.unitToAdd.Add(J1); stage.unitToAdd.Add(J2); J1.isDerived = true; J2.isDerived = true; isDivided = true; } base.Update(); /*if (HP <= 0 && (J1.isAlive || J2.isAlive)) { isDividing = true; isDivided = true; isAlive = true; // characters変更するとforeach使えなくなるから諦める isActive = false; HP = 1; }*/ }
// コンストラクタ public Fuujin(Stage stage, float x, float y, int width, int height, int HP, float vx, int bulletType, int shootType) : base(stage, x, y, width, height, HP, bulletType, shootType) { bindSize = new Vector2(180, 100); bindPos = new Vector2(50, 50); defBindPos = new Vector2(95, 83); defBindPosOther = new Vector2(width - defBindPos.X - bindSize.X, 50); this.defaultPosition = position; tmpPosition = defaultPosition + new Vector2(-100, -200); attackPosition = new Vector2(defaultPosition.X - 720, defaultPosition.Y); // new Vector2(defaultPosition.X - 500, defaultPosition.Y); animation = new Animation(380, 310); resWaitTime = 240; //bindSize = new Vector2(260, 260); //animation2 = new Animation(210, 210); obstacles = new List <Obstacle>(); obstacleMeteor = new Obstacle(stage, this, x, y, 32, 64, 2, 0); obstacleIcicleRandom = new Obstacle(stage, this, x, y, 32, 64, 2, 1); //obstacleIcicleAlternate = new Obstacle(stage, this, x, y, 32, 64, 2, 1); obstacleTornadeSmall = new Obstacle(stage, this, x, y, 32, 32, 2, 3); obstacleTornadeLarge = new Obstacle(stage, this, x, y, 32, 32, 2, 4); // !reuseBullet版 //cutterTurret5Way = new Turret(stage, this, new Vector2(150, 100), 32, 32, 0, 5, 5, false, true, 0, 4); //cutterTurret1WayBurst = new Turret(stage, this, new Vector2(150, 100), 32, 32, 0, 1, 10, false, true, 0, 4, 10, 320, 10); cutterTurret5Way = new Turret(stage, this, new Vector2(150, 100), 32, 32, 0, 5, 5, false, true, 0, 4, 10, 60, 10, Vector2.Zero, false, false); cutterTurret1WayBurst = new Turret(stage, this, new Vector2(150, 100), 32, 32, 0, 1, 10, false, true, 0, 4, 10, 320, 10, Vector2.Zero, false, false); cutterTurret1WayBurst.isMarked = true; cutterTurretAlternate = new Turret(stage, this, new Vector2(150, 100), 32, 32, 0, 5, 2, false, true, 0, 4, 10, 60, 10, Vector2.Zero, false, true, new int[] { 5, 1 }); // bulSpeed 5→10 // shootInterval == 120だと、連発した時にPlayerを最初しか上手く追尾しない? obstacles.Add(obstacleMeteor); obstacles.Add(obstacleIcicleRandom); obstacles.Add(obstacleTornadeSmall); obstacles.Add(obstacleTornadeLarge); foreach (Obstacle obs in obstacles) { weapons.Add(obs); } turrets.Add(cutterTurret5Way); weapons.Add(cutterTurret5Way); turrets.Add(cutterTurret1WayBurst); weapons.Add(cutterTurret1WayBurst); turrets.Add(cutterTurretAlternate); weapons.Add(cutterTurretAlternate); largeWind = new Weapon(stage, x, y, 64, 400, this); weapons.Add(largeWind); jumpingEnemy = new JumpingEnemy(stage, position.X, position.Y, 32, 32, 2, this); stage.characters.Add(jumpingEnemy); foreach (Weapon weapon in weapons) { stage.weapons.Add(weapon); } }
public override void Update() { bool isDividing = false; if (!isAlive || this.comboCount >= 3) { isDividing = true; // 3ダメージ目で強制分裂 } if (isDividing && !isDivided) { J1 = new JumpingEnemy(stage, defPos.X, defPos.Y, 20, 20, 3); J2 = new JumpingEnemy(stage, defPos.X + 20, defPos.Y, 20, 20, 3); J1.Load(game.Content, "Object\\Character\\JumpingEnemy3d"); J2.Load(game.Content, "Object\\Character\\JumpingEnemy3d"); stage.unitToAdd.Add(J1); stage.unitToAdd.Add(J2); J1.isDerived = true; J2.isDerived = true; isDivided = true; } base.Update(); /*if (HP <= 0 && (J1.isAlive || J2.isAlive)) { * isDividing = true; * isDivided = true; * isAlive = true; // characters変更するとforeach使えなくなるから諦める * isActive = false; * HP = 1; * }*/ }
// コンストラクタ public Fuujin(Stage stage, float x, float y, int width, int height, int HP, float vx, int bulletType, int shootType) : base(stage, x, y, width, height, HP, bulletType, shootType) { bindSize = new Vector2(180, 100); bindPos = new Vector2(50, 50); defBindPos = new Vector2(95, 83); defBindPosOther = new Vector2(width - defBindPos.X - bindSize.X, 50); this.defaultPosition = position; tmpPosition = defaultPosition + new Vector2(-100, -200); attackPosition = new Vector2(defaultPosition.X - 720, defaultPosition.Y);// new Vector2(defaultPosition.X - 500, defaultPosition.Y); animation = new Animation(380, 310); resWaitTime = 240; //bindSize = new Vector2(260, 260); //animation2 = new Animation(210, 210); obstacles = new List<Obstacle>(); obstacleMeteor = new Obstacle(stage, this, x, y, 32, 64, 2, 0); obstacleIcicleRandom = new Obstacle(stage, this, x, y, 32, 64, 2, 1); //obstacleIcicleAlternate = new Obstacle(stage, this, x, y, 32, 64, 2, 1); obstacleTornadeSmall = new Obstacle(stage, this, x, y, 32, 32, 2, 3); obstacleTornadeLarge = new Obstacle(stage, this, x, y, 32, 32, 2, 4); // !reuseBullet版 //cutterTurret5Way = new Turret(stage, this, new Vector2(150, 100), 32, 32, 0, 5, 5, false, true, 0, 4); //cutterTurret1WayBurst = new Turret(stage, this, new Vector2(150, 100), 32, 32, 0, 1, 10, false, true, 0, 4, 10, 320, 10); cutterTurret5Way = new Turret(stage, this, new Vector2(150, 100), 32, 32, 0, 5, 5, false, true, 0, 4, 10, 60, 10, Vector2.Zero, false, false); cutterTurret1WayBurst = new Turret(stage, this, new Vector2(150, 100), 32, 32, 0, 1, 10, false, true, 0, 4, 10, 320, 10, Vector2.Zero, false, false); cutterTurret1WayBurst.isMarked = true; cutterTurretAlternate = new Turret(stage, this, new Vector2(150, 100), 32, 32, 0, 5, 2, false, true, 0, 4, 10, 60, 10, Vector2.Zero, false, true, new int[] { 5, 1 });// bulSpeed 5→10 // shootInterval == 120だと、連発した時にPlayerを最初しか上手く追尾しない? obstacles.Add(obstacleMeteor); obstacles.Add(obstacleIcicleRandom); obstacles.Add(obstacleTornadeSmall); obstacles.Add(obstacleTornadeLarge); foreach (Obstacle obs in obstacles) weapons.Add(obs); turrets.Add(cutterTurret5Way); weapons.Add(cutterTurret5Way); turrets.Add(cutterTurret1WayBurst); weapons.Add(cutterTurret1WayBurst); turrets.Add(cutterTurretAlternate); weapons.Add(cutterTurretAlternate); largeWind = new Weapon(stage, x, y, 64, 400, this); weapons.Add(largeWind); jumpingEnemy = new JumpingEnemy(stage, position.X, position.Y, 32, 32, 2, this); stage.characters.Add(jumpingEnemy); foreach (Weapon weapon in weapons) stage.weapons.Add(weapon); }
public Raijin(Stage stage, float x, float y, int width, int height, int HP) : base(stage, x, y, width, height, HP) { this.defaultPosition = position; bindSize = new Vector2(130, 200); defBindPos = new Vector2(120, 50);//(100, 0); defBindPosOther = new Vector2(width - defBindPos.X - bindSize.X , 0); tmpPosition = defaultPosition + new Vector2(-150, -50); attackPosition = new Vector2(defaultPosition.X - 640, defaultPosition.Y - 50); singleLightning = new Weapon(stage, position.X, position.Y, 16, 200, this); // アニメーションの関係でWeaponじゃ処理しきれないのでBeamに移行 dividingLightning = new DivisionWeapon(stage, position.X, position.Y, 32, 32, this, 1.0f); obstacle = new Obstacle(stage, this, x, y, 32, 64, 0); ballTurret = new Turret(stage, this, position, 32, 32, 0, 0, 1, false, false, 0, 1); // 他目的の雲object生成 , , 0 ballTurret.bulletSpeed = new Vector2(0, 8); thunderTurret = new Turret(stage, this, this.position, 64, 48, 2, 0, 3, false, false, 3, 3, 14, 120, 10);//, , 3...2 thunderTurret.isVisible = true; thunderTurret2 = new Turret(stage, this, this.position, 64, 48, 2, 0, 3, false, false, 3, 3, 14, 120, 10);//, , 3...2 thunderTurret3 = new Turret(stage, this, this.position, 64, 48, 2, 3, 3, false, false, 3, 3, 14, 120, 10);//, , 3...2 thunderTurret.isVisible = true; thunderTurret2.isVisible = true; thunderTurret3.isVisible = true; beamTurret = new Turret(stage, this, new Vector2(width / 2 - 16, height - 32), 32, 32, 1, 0, 1, true);//, , 2 //new Vector2(width / 2 + 32, height) thunderTurret8Way = new Turret(stage, this, this.position, 64, 48, 2, 3, 8, false, false, 3, 3, 14, 360, 30);//...3 thunderTurret8Way.isVisible = true; for (int i = 0; i < 10; i++) {// 10 thunderTurrets.Add(new Turret(stage, this, this.position, 64, 48, 2, 1, 5, false, false, 3, 3, 14, 240, 40));//...1 // 240 thunderTurrets[i].isVisible = true; } thunderTurrets[0].isMarked = true; thunderTurrets3Way.Add(thunderTurret); thunderTurrets3Way.Add(thunderTurret2); thunderTurrets3Way.Add(thunderTurret3); turrets.Add(thunderTurret8Way); // Add them to turrets turrets.Add(ballTurret); turrets.Add(beamTurret); foreach (Turret tur in thunderTurrets) { turrets.Add(tur); } foreach (Turret tur in thunderTurrets3Way) { turrets.Add(tur); } obstacleNum = 10; for (int i = 0; i < obstacleNum; i++) { obstacles.Add(new Obstacle(stage, this, x, y, 32, 64, 0));//OdueOPSNOa } // Add them to this.weapons weapons.Add(singleLightning); weapons.Add(dividingLightning); weapons.Add(obstacle); foreach (Turret tur in turrets) weapons.Add(tur); foreach (Obstacle obs in obstacles) weapons.Add(obs); // Add weapons to stage.weapons foreach (Weapon weapon in weapons) stage.weapons.Add(weapon); foreach (Weapon weapon in weapons) stage.objects.Add(weapon); jumpingEnemy = new JumpingEnemy(stage, position.X, position.Y, 32, 32, 2, this); stage.characters.Add(jumpingEnemy); Initialize(); }
public Raijin(Stage stage, float x, float y, int width, int height, int HP) : base(stage, x, y, width, height, HP) { this.defaultPosition = position; bindSize = new Vector2(130, 200); defBindPos = new Vector2(120, 50);//(100, 0); defBindPosOther = new Vector2(width - defBindPos.X - bindSize.X, 0); tmpPosition = defaultPosition + new Vector2(-150, -50); attackPosition = new Vector2(defaultPosition.X - 640, defaultPosition.Y - 50); singleLightning = new Weapon(stage, position.X, position.Y, 16, 200, this); // アニメーションの関係でWeaponじゃ処理しきれないのでBeamに移行 dividingLightning = new DivisionWeapon(stage, position.X, position.Y, 32, 32, this, 1.0f); obstacle = new Obstacle(stage, this, x, y, 32, 64, 0); ballTurret = new Turret(stage, this, position, 32, 32, 0, 0, 1, false, false, 0, 1); // 他目的の雲object生成 , , 0 ballTurret.bulletSpeed = new Vector2(0, 8); thunderTurret = new Turret(stage, this, this.position, 64, 48, 2, 0, 3, false, false, 3, 3, 14, 120, 10); //, , 3...2 thunderTurret.isVisible = true; thunderTurret2 = new Turret(stage, this, this.position, 64, 48, 2, 0, 3, false, false, 3, 3, 14, 120, 10); //, , 3...2 thunderTurret3 = new Turret(stage, this, this.position, 64, 48, 2, 3, 3, false, false, 3, 3, 14, 120, 10); //, , 3...2 thunderTurret.isVisible = true; thunderTurret2.isVisible = true; thunderTurret3.isVisible = true; beamTurret = new Turret(stage, this, new Vector2(width / 2 - 16, height - 32), 32, 32, 1, 0, 1, true); //, , 2 //new Vector2(width / 2 + 32, height) thunderTurret8Way = new Turret(stage, this, this.position, 64, 48, 2, 3, 8, false, false, 3, 3, 14, 360, 30); //...3 thunderTurret8Way.isVisible = true; for (int i = 0; i < 10; i++) // 10 { thunderTurrets.Add(new Turret(stage, this, this.position, 64, 48, 2, 1, 5, false, false, 3, 3, 14, 240, 40)); //...1 // 240 thunderTurrets[i].isVisible = true; } thunderTurrets[0].isMarked = true; thunderTurrets3Way.Add(thunderTurret); thunderTurrets3Way.Add(thunderTurret2); thunderTurrets3Way.Add(thunderTurret3); turrets.Add(thunderTurret8Way); // Add them to turrets turrets.Add(ballTurret); turrets.Add(beamTurret); foreach (Turret tur in thunderTurrets) { turrets.Add(tur); } foreach (Turret tur in thunderTurrets3Way) { turrets.Add(tur); } obstacleNum = 10; for (int i = 0; i < obstacleNum; i++) { obstacles.Add(new Obstacle(stage, this, x, y, 32, 64, 0)); //OdueOPSNOa } // Add them to this.weapons weapons.Add(singleLightning); weapons.Add(dividingLightning); weapons.Add(obstacle); foreach (Turret tur in turrets) { weapons.Add(tur); } foreach (Obstacle obs in obstacles) { weapons.Add(obs); } // Add weapons to stage.weapons foreach (Weapon weapon in weapons) { stage.weapons.Add(weapon); } foreach (Weapon weapon in weapons) { stage.objects.Add(weapon); } jumpingEnemy = new JumpingEnemy(stage, position.X, position.Y, 32, 32, 2, this); stage.characters.Add(jumpingEnemy); Initialize(); }