private void checkPeng() { int i; if (OurGame.Master != this && (OurGame.Master.Active == 1 || OurGame.Master.Active == 0x10 || OurGame.Master.Active == 0x11)) { if (MyHelp.checkHit(pos, OurGame.Master.pos, 30)) { _frame = 10; } } for (i = 0; i < MyHelp.maxEnemy; ++i) { if (OurGame.Enemy[i] != this && (OurGame.Enemy[i].Active == 1 || OurGame.Enemy[i].Active == 0x10 || OurGame.Enemy[i].Active == 0x11)) { if (MyHelp.checkHit(pos, OurGame.Enemy[i].pos, 30)) { _frame = 10; } } } }
private void check() { if (MyHelp.checkHit(OurGame.Master.pos, _pos, 5)) { switch (_ID) { case 0: //增加雷数 OurGame.Master.maxLei = MyHelp.Min(OurGame.Master.maxLei + 1, 3); break; case 1: //增加长度 OurGame.Master.leiLen = MyHelp.Min(OurGame.Master.leiLen + 1, 3); break; case 2: //数度为4 if (OurGame.Master.speed == 2) { OurGame.Master.speed = 4; } break; case 3: //加龟 if (OurGame.Master.speed == 2 || OurGame.Master.speed == 4) { if (MyHelp.Random(20) <= 10) { OurGame.Master.speed = 5; OurGame.Master.Active = 0x11; } else { OurGame.Master.speed = 1; OurGame.Master.Active = 0x10; } } break; case 4: //加分4 break; case 5: //加分1 break; case 6: //加分2 break; } Active = false; return; } for (int i = 0; i < MyHelp.maxEnemy; ++i) { if (MyHelp.checkHit(OurGame.Enemy[i].pos, _pos, 5)) { switch (_ID) { case 0: //增加雷数 OurGame.Enemy[i].maxLei = MyHelp.Min(OurGame.Enemy[i].maxLei + 1, 3); break; case 1: //增加长度 OurGame.Enemy[i].leiLen = MyHelp.Min(OurGame.Enemy[i].leiLen + 1, 3); break; case 2: //数度为4 if (OurGame.Enemy[i].speed == 2) { OurGame.Enemy[i].speed = 4; } break; case 3: //加龟 if (OurGame.Enemy[i].speed == 2 || OurGame.Enemy[i].speed == 4) { if (MyHelp.Random(20) <= 10) { OurGame.Enemy[i].speed = 5; OurGame.Enemy[i].Active = 0x11; } else { OurGame.Enemy[i].speed = 1; OurGame.Enemy[i].Active = 0x10; } } break; } Active = false; return; } } }