public override void Draw() { Mikata.Draw(); MikataBellet.Draw(); Teki.Draw(); TekiBellet.Draw(); }
public override void Run() { switch (UserInterface.command & 0xF0) { case 0x20: //↑ nampo.Point = nampo.Point + new Vector2(0, -5); break; case 0xA0: //←↑ nampo.Point = nampo.Point + new Vector2(-5, -5); break; case 0x80: //← nampo.Point = nampo.Point + new Vector2(-5, 0); break; case 0x90: //←↓ nampo.Point = nampo.Point + new Vector2(-5, +5); break; case 0x10: //↓ nampo.Point = nampo.Point + new Vector2(0, +5); break; case 0x50: //↓→ nampo.Point = nampo.Point + new Vector2(+5, +5); break; case 0x40: //→ nampo.Point = nampo.Point + new Vector2(+5, 0); break; case 0x60: //→↑ nampo.Point = nampo.Point + new Vector2(+5, -5); break; } //Aボタン if ((UserInterface.command & 0x01) == 0x01) { nampo.Shot(); } Mikata.Run(); MikataBellet.Run(); Teki.Run(); TekiBellet.Run(); HitCheck((MoveObject)Mikata.MoveObjectGroup.NextTask, (MoveObject)Teki.MoveObjectGroup.NextTask); HitCheck((MoveObject)MikataBellet.MoveObjectGroup.NextTask, (MoveObject)Teki.MoveObjectGroup.NextTask); HitCheck((MoveObject)Mikata.MoveObjectGroup.NextTask, (MoveObject)TekiBellet.MoveObjectGroup.NextTask); if (RessultCheck()) { //ゲーム終了処理 Mikata.Clear(); MikataBellet.Clear(); Teki.Clear(); TekiBellet.Clear(); } }