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(); }