Exemple #1
0
    override public void Update(float a_fDelta)
    {
        RenderClear();

        m_fBLife -= a_fDelta;
        m_vBPos  -= (m_vBDir * m_fBSpeed * a_fDelta);
    }
Exemple #2
0
    override public void Update(float a_fDelta)
    {
        RenderClear();

        m_fBbLife -= a_fDelta;
        m_vBbPos  += (m_vBbDir * m_fBbSpeed * a_fDelta);
    }
Exemple #3
0
    override public void Update(float a_fDelta)
    {
        RenderClear();

        m_fMLife -= a_fDelta;
        m_vMPos  += (m_vMDir * m_fMSpeed * a_fDelta);
    }
Exemple #4
0
 public void Init(float life, AnotherVec2 pos, AnotherVec2 dir, float speed, char c)
 {
     m_fBLife   = life;
     m_vBPos    = pos;
     m_vBDir    = dir;
     m_fBSpeed  = speed;
     m_cBRender = c;
 }
Exemple #5
0
 public void Init(float life, int x, int y, AnotherVec2 dir, float speed)
 {
     m_fBmLife  = life;
     m_vBmPos.x = x;
     m_vBmPos.y = y;
     m_vBmDir   = dir;
     m_fBmSpeed = speed;
 }
Exemple #6
0
 public void Init(float life, int x, int y, AnotherVec2 dir, float speed, char c)
 {
     m_fBbLife   = life;
     m_vBbPos.x  = x;
     m_vBbPos.y  = y;
     m_vBbDir    = dir;
     m_fBbSpeed  = speed;
     m_cBbRender = c;
 }
Exemple #7
0
 public void Init(int select, float life, int x, int y, AnotherVec2 dir, float speed)
 {
     m_nSelect = select;
     m_fMLife  = life;
     m_vMPos.x = x;
     m_vMPos.y = y;
     m_vMDir   = dir;
     m_fMSpeed = speed;
 }
Exemple #8
0
    override public void Update(float a_fDelta)
    {
        RenderClear();

        m_vBmPos += (m_vBmDir * m_fBmSpeed * a_fDelta);

        //보스 Y의 위치 제한
        if (m_vBmPos.y >= (int)ConsoleLimitXY.BmPos_y)
        {
            m_vBmPos.y = (int)ConsoleLimitXY.BmPos_y;
        }
    }
Exemple #9
0
    public void BulletClass(AnotherVec2 a_vcPos, AnotherVec2 a_vcDir, float a_fSpeed, char c)
    {
        if (BliPool.Count == 0)
        {
            BMake(nMAKE_DEFAULT_COUNT);
        }

        Bullet bullet = BliPool[BliPool.Count - 1];

        BliPool.RemoveAt(BliPool.Count - 1);

        bullet.Init(1.5F, a_vcPos, a_vcDir, a_fSpeed, c);
        BliActive.Add(bullet);
    }
Exemple #10
0
    public void BossClass(AnotherVec2 a_vcDir, float a_fSpeed)
    {
        if (BossliPool.Count == 0)
        {
            BmMake(nMAKE_DEFAULT_COUNT);
        }

        BossMonster Bossmonster = BossliPool[BossliPool.Count - 1];

        BossliPool.RemoveAt(BossliPool.Count - 1);

        Bossmonster.Init(6.0F, 10, 0, a_vcDir, a_fSpeed);
        BossliActive.Add(Bossmonster);
    }
Exemple #11
0
    public void MonsterClass(AnotherVec2 a_vcDir, float a_fSpeed)
    {
        Random MRandom = new Random();
        int    nMPosX  = MRandom.Next(4, 70);           //몬스터 X좌표 랜덤
        int    nMmake  = MRandom.Next(0, 3);            //몬스터 종류 랜덤

        if (MliPool.Count == 0)
        {
            MMake(nMAKE_DEFAULT_COUNT);
        }

        Monster monster = MliPool[MliPool.Count - 1];

        MliPool.RemoveAt(MliPool.Count - 1);

        monster.Init(nMmake, 6.0F, nMPosX, 0, a_vcDir, a_fSpeed);
        MliActive.Add(monster);
    }
Exemple #12
0
    public void BossBulletClass(AnotherVec2 a_vcDir, float a_fSpeed, char c)
    {
        Random BbRandom = new Random();

        int nBbPosX = BbRandom.Next(10, 65);

        if (BliPool.Count == 0)
        {
            BbMake(nMAKE_DEFAULT_COUNT);
        }

        BossBullet Bbullet = BbliPool[BbliPool.Count - 1];

        BbliPool.RemoveAt(BbliPool.Count - 1);

        Bbullet.Init(4.0F, nBbPosX, 15, a_vcDir, a_fSpeed, c);
        BbliActive.Add(Bbullet);
    }
Exemple #13
0
 static public bool ConsoleBoundaryCheck(AnotherVec2 v)
 {
     return(!(
                (v.x < 0 || v.x > Console.WindowWidth) ||
                (v.y < 0 || v.y > Console.WindowHeight)));
 }