Esempio n. 1
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 /// <summary>
 /// 弾生成機構を変更
 /// </summary>
 /// <param name="bulletFactory">BulletFactory</param>
 public void SetBulletFactory(BulletFactory bulletFactory)
 {
     if (bulletFactory == null)
     {
         return;
     }
     this.bulletFactory = bulletFactory;
     this.bulletFactory.SetOwner(this);
 }
Esempio n. 2
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 public Player(string name, int hp, float moveSpeed, IController controller, BulletFactory bulletFactory) : base(name, hp, controller, bulletFactory)
 {
     safeColider     = damegeColider;
     damegeColider   = new Circle(Vector2.Zero, 1f);
     this.moveSpeed  = moveSpeed;
     nowState        = State.START;
     startTimer      = new Timer(1.0f);
     flashTimer      = new Timer(0.1f);
     invincibleTimer = new Timer(1.5f);
     alpha           = 1.0f;
     sound           = ShootingGame.GetGameDevice().GetSound();
 }
Esempio n. 3
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        public Character(string name, int hp, IController controller, BulletFactory bulletFactory = null)
            : base(name)
        {
            this.hp = hp;
            nowHp   = hp;
            SetDamegeColider(new Circle(Vector2.Zero, ShootingGame.GetGameDevice().GetRenderer().Textures[name].Width / 2));
            SetEquip(controller, bulletFactory);

            //アニメションを設置
            deadAnime = new Animation(ShootingGame.GetGameDevice().GetRenderer(), "deadAnime", 0.1f, false);
            animationPlayer.SetAnimation(deadAnime);
        }
Esempio n. 4
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 public Enemy(string name, int hp, IController controller, BulletFactory bulletFactroy) : base(name, hp, controller, bulletFactroy)
 {
     nowState = State.NORMAL;
     sound    = ShootingGame.GetGameDevice().GetSound();
     isAnim   = false;
 }
Esempio n. 5
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 public void GetDeathControl(GameTime gameTime, ref Vector2 position, ref Vector2 velocity, ref BulletFactory bf)
 {
 }
Esempio n. 6
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        public void GetControl(GameTime gameTime, ref Vector2 position, ref Vector2 velocity, ref BulletFactory bf)
        {
            Vector2 velo2 = Vector2.Subtract(destination, position);

            fireTimer.Update(gameTime, Parameters.GameSpeed);
            if (position != destination)
            {
                position += velo2 * (float)gameTime.ElapsedGameTime.TotalSeconds * Parameters.GameSpeed;
            }

            if (position.X < 0 || position.X > Screen.GameWidth)
            {
                velocity.X = -velocity.X;
            }

            position.X = MathHelper.Clamp(position.X, 0, Screen.GameWidth);

            if (fireTimer.IsTime())
            {
                fireTimer.Initialize();
                direction = new Vector2(((float)Math.Cos(angle * (Math.PI / 180))) - (float)Math.Sin(angle * (Math.PI / 180)), ((float)Math.Sin(angle * (Math.PI / 180))) + (float)Math.Cos(angle * (Math.PI / 180)));
                bf.Fire(direction * 70);
                angle += 12;
            }
        }
Esempio n. 7
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        public void GetControl(GameTime gameTime, ref Vector2 position, ref Vector2 velocity, ref BulletFactory bf)
        {
            timer.Update(gameTime, Parameters.GameSpeed);

            position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds * Parameters.GameSpeed;

            if (position.X < 0 || position.X > Screen.GameWidth)
            {
                velocity.X = -velocity.X;
            }

            position.X = MathHelper.Clamp(position.X, 0, Screen.GameWidth);

            if (timer.IsTime())
            {
                timer.Initialize();
                bf.Fire(new Vector2(0, 1) * 200);
            }
        }
Esempio n. 8
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        public void GetControl(GameTime gameTime, ref Vector2 position, ref Vector2 velocity, ref BulletFactory bf)
        {
            Vector2 velo2 = Vector2.Subtract(destination, position);

            fireTimer.Update(gameTime, Parameters.GameSpeed);
            if (isFire)
            {
                waitFire.Update(gameTime);
            }
            if (isGetDestination && waitFire.IsTime())
            {
                position += new Vector2(0, -5) * Parameters.GameSpeed;
            }
            if (position != destination && isGetDestination == false)
            {
                position += velo2 * (float)gameTime.ElapsedGameTime.TotalSeconds * Parameters.GameSpeed;
            }
            if (Vector2.Distance(position, destination) <= 50)
            {
                isGetDestination = true;
            }

            if (position.X < 0 || position.X > Screen.GameWidth)
            {
                velocity.X = -velocity.X;
            }

            position.X = MathHelper.Clamp(position.X, 0, Screen.GameWidth);

            if (isGetDestination && fireTimer.IsTime() && isFire == false)
            {
                bf.Fire(new Vector2(0, 1) * 180);
                fireTimer.Initialize();
                isFire = true;
            }
        }
Esempio n. 9
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 public void GetDeathControl(GameTime gameTime, ref Vector2 position, ref Vector2 velocity, ref BulletFactory bf)
 {
     if (!deathFire)
     {
         for (int i = 0; i < 12; i++)
         {
             bf.Fire(fireDirection * 200);
             fireDirection = Vector2.Transform(fireDirection, rotation);
         }
         deathFire = true;
     }
 }
Esempio n. 10
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        public void GetControl(GameTime gameTime, ref Vector2 position, ref Vector2 velocity, ref BulletFactory bf)
        {
            Vector2 velo2 = Vector2.Subtract(destination, position);

            fireTimer.Update(gameTime);

            Vector2 distance = position - destination;

            if (deathAttack == false)
            {
                position += velo2 * (float)gameTime.ElapsedGameTime.TotalSeconds * Parameters.GameSpeed;
                if (distance.Length() < 50)
                {
                    deathAttack  = true;
                    playerPotion = GamePlay.GetObjManager().GetPlayerPosition();
                    velocity     = playerPotion - position;
                }
            }
            else
            {
                position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds * Parameters.GameSpeed;
            }

            position.X = MathHelper.Clamp(position.X, 0, Screen.GameWidth);
        }
Esempio n. 11
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 /// <summary>
 /// コントローラーと弾生成機構両方変更
 /// </summary>
 /// <param name="controller">コントローラー</param>
 /// <param name="bulletFactory">弾生成機構</param>
 public void SetEquip(IController controller, BulletFactory bulletFactory)
 {
     SetBulletFactory(bulletFactory);
     SetController(controller);
 }
Esempio n. 12
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        public void GetControl(GameTime gameTime, ref Vector2 position, ref Vector2 velocity, ref BulletFactory bf)
        {
            fireTimer.Update(gameTime, Parameters.GameSpeed);

            velocity  = input.Velocity() * player.MoveSpeed;
            position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds * Parameters.GameSpeed;

            position = Vector2.Clamp(position, Vector2.Zero, new Vector2(Screen.GameWidth, Screen.GameHeight));

            if (input.CheckDownKey(Keys.Space, Buttons.RightTrigger) && fireTimer.IsTime())
            {
                bf.Fire(fireDirection * 1000);
                fireTimer.Initialize();
                ShootingGame.GetGameDevice().GetSound().PlaySE("shot");
            }
        }
Esempio n. 13
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        public void GetControl(GameTime gameTime, ref Vector2 position, ref Vector2 velocity, ref BulletFactory bf)
        {
            timer.Update(gameTime, Parameters.GameSpeed);


            position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds * Parameters.GameSpeed;

            if (target.NowHp() > target.GetHp() / 2)
            {
                if (position.X < 0 || position.X > Screen.GameWidth)
                {
                    velocity.X = -velocity.X;
                }
            }

            else if (target.NowHp() <= target.GetHp() / 2)
            {
                //Vector2 velo2 = Vector2.Subtract(destination, position);
                //fireTimer.Update(gameTime);
                if (position != destination)
                {
                    position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds * Parameters.GameSpeed;
                }

                if (position.X < 0 || position.X > Screen.GameWidth)
                {
                    velocity.X = -velocity.X;
                }
            }

            position.X = MathHelper.Clamp(position.X, 0, Screen.GameWidth);
            position.Y = MathHelper.Clamp(position.Y, 0, Screen.GameHeight);

            if (timer.IsTime())
            {
                if (target.NowHp() > target.GetHp() / 2)
                {
                    timer.Initialize();
                    direction = new Vector2(((float)Math.Cos(angle * (Math.PI / 180))) - (float)Math.Sin(angle * (Math.PI / 180)), ((float)Math.Sin(angle * (Math.PI / 180))) + (float)Math.Cos(angle * (Math.PI / 180)));
                    bf.Fire(direction * 70);
                    angle += 12;
                }
                else if (target.NowHp() <= target.GetHp() / 2)
                {
                    timer.Initialize();
                    bf.Fire(new Vector2(0, 1) * 150);
                }
            }
        }