override public void Update(float a_fDelta) { RenderClear(); m_fBLife -= a_fDelta; m_vBPos -= (m_vBDir * m_fBSpeed * a_fDelta); }
override public void Update(float a_fDelta) { RenderClear(); m_fBbLife -= a_fDelta; m_vBbPos += (m_vBbDir * m_fBbSpeed * a_fDelta); }
override public void Update(float a_fDelta) { RenderClear(); m_fMLife -= a_fDelta; m_vMPos += (m_vMDir * m_fMSpeed * a_fDelta); }
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; }
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; }
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; }
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; }
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; } }
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); }
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); }
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); }
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); }
static public bool ConsoleBoundaryCheck(AnotherVec2 v) { return(!( (v.x < 0 || v.x > Console.WindowWidth) || (v.y < 0 || v.y > Console.WindowHeight))); }