コード例 #1
0
 protected override void SetupFilterGraph(IFilterGraph graph)
 {
     _audioEngine = new X3DAudioEngine();
     _graph = graph as IGraphBuilder;
     base.SetupFilterGraph(graph);
     SetupAudio();
 }
コード例 #2
0
ファイル: GameEngine.cs プロジェクト: veggielane/SharpEngine
 public GameEngine(IObservableTimer timer, IMessageBus bus, IGameObjectFactory factory, IGraphicsEngine graphics,
                   IAudioEngine audio, IPhysicsEngine physics)
 {
     Timer = timer;
     Bus = bus;
     Graphics = graphics;
     Audio = audio;
     Physics = physics;
     Factory = factory;
     Bus.Add(new DebugMessage(Timer.LastTickTime, "Initialising Engines"));
     Bus.OfType<ExitGameRequest>().Subscribe(m => Stop());
     Timer.Subscribe(Update);
     Timer.SubSample(5).Subscribe(t => bus.SendAll());
     Running = false;
 }
コード例 #3
0
 public Question(
     IAudioEngine s,
     EventManager m,
     string q1,
     string q2,
     string q3,
     bool fast,
     bool pfase,
     int fa,
     byte faNo,
     SaveData save)
     : base(s, m, " " + q1, " " + q2, " " + q3, false, save)
 {
     this.faseseet      = fa;
     this.faseNo        = faNo;
     this.printfase     = pfase;
     this.manyQuestion  = 3;
     this.fastprint     = fast;
     this.cursolposi[0] = new Vector2(40f, 108f);
     this.cursolposi[1] = new Vector2(40f, 124f);
     this.cursolposi[2] = new Vector2(40f, 140f);
 }
コード例 #4
0
 public Storm(
     IAudioEngine so,
     SceneBattle p,
     int pX,
     int pY,
     Panel.COLOR u,
     int po,
     ChipBase.ELEMENT ele)
     : base(so, p, pX, pY, u, po, ele)
 {
     if (!this.flag)
     {
         return;
     }
     this.invincibility    = false;
     this.speed            = 1;
     this.animationpoint.X = 0;
     this.hitrange         = new Point(0, 0);
     this.hitting          = true;
     this.rebirth          = this.union == Panel.COLOR.blue;
     this.positionre       = this.position;
     if (this.union == Panel.COLOR.red)
     {
         this.positionDirect = new Vector2(this.position.X * 40 + 4, this.position.Y * 24 + 42);
     }
     else
     {
         this.positionDirect = new Vector2((this.position.X + 1) * 40 - 4, this.position.Y * 24 + 42);
     }
     this.frame = 0;
     if (this.StandPanel.state == Panel.PANEL._sand)
     {
         this.element          = ChipBase.ELEMENT.earth;
         this.power           *= 2;
         this.StandPanel.state = Panel.PANEL._nomal;
     }
     this.sound.PlaySE(SoundEffect.shoot);
     this.cEle = this.element;
 }
コード例 #5
0
 public MimaFrame(
     IAudioEngine so,
     SceneBattle p,
     int pX,
     int pY,
     Panel.COLOR u,
     int po,
     int s,
     Vector2 v,
     ChipBase.ELEMENT ele,
     int movespeed = 4)
     : base(so, p, pX, pY, u, po, ele)
 {
     this.movespeed      = movespeed;
     this.invincibility  = true;
     this.breakinvi      = true;
     this.breaking       = true;
     this.speed          = s;
     this.positionDirect = v;
     this.positionold    = this.position;
     this.OldPD          = this.positionDirect;
 }
コード例 #6
0
 public ElementFire(
     IAudioEngine so,
     SceneBattle p,
     int pX,
     int pY,
     Panel.COLOR u,
     int po,
     int roop,
     ChipBase.ELEMENT ele,
     bool twohit,
     int type = 0)
     : base(so, p, pX, pY, u, po, ele)
 {
     if (!this.flag)
     {
         return;
     }
     this.type             = type;
     this.twohit           = twohit;
     this.roop             = roop;
     this.speed            = 3;
     this.animationpoint.X = 0;
     this.hitrange         = new Point(0, 0);
     this.hitting          = true;
     this.invincibility    = true;
     this.rebirth          = this.union == Panel.COLOR.blue;
     this.positionre       = this.position;
     if (this.union == Panel.COLOR.blue)
     {
         this.positionDirect = new Vector2(this.position.X * 40 - 8, this.position.Y * 24 + 42);
     }
     else
     {
         this.positionDirect = new Vector2((this.position.X + 1) * 40 + 8, this.position.Y * 24 + 42);
     }
     this.frame = 0;
     this.color = Color.White;
     this.cEle  = this.element;
 }
コード例 #7
0
 public SuzuranBlue(
     IAudioEngine s,
     SceneBattle p,
     int pX,
     int pY,
     Panel.COLOR union,
     int HP,
     int time)
     : base(s, p, pX, pY, union)
 {
     this.height         = 48;
     this.wide           = 32;
     this.hp             = HP;
     this.hitPower       = 0;
     this.hpmax          = this.hp;
     this.unionhit       = true;
     this.noslip         = true;
     this.overslip       = true;
     this.time           = time;
     this.rebirth        = union == Panel.COLOR.blue;
     this.positionDirect = new Vector2(pX * 40 + 16, pY * 24 + 64);
 }
コード例 #8
0
 public CompanionCharacter(
     IAudioEngine s,
     SceneMap p,
     Point po,
     int floor,
     Player player,
     MapCharacterBase.ANGLE a,
     SaveData save)
     : base(s, p, po, floor, a, p.Field, "companion", save, "")
 {
     this.rendType = 1;
     this.player   = player;
     this.position = new Vector3(player.position.X - 8f, player.position.Y - 8f, player.position.Z);
     this.angle    = player.Angle;
     for (int index = 0; index < this.positionLog.Length; ++index)
     {
         this.positionLog[index] = this.position;
         this.angleLog[index]    = this.angle;
         this.runLog[index]      = player.run;
     }
     this.animespeed = 6;
 }
コード例 #9
0
        public MassDriver(IAudioEngine s)
            : base(s)
        {
            this.rockOnPoint = new Point(-2, 0);
            this.number      = 280;
            this.name        = NSGame.ShanghaiEXE.Translate("Chip.MassDriverName");
            this.element     = ChipBase.ELEMENT.normal;
            this.power       = 100;
            this.subpower    = 0;
            this._break      = false;
            this.powerprint  = true;
            this.code[0]     = ChipFolder.CODE.none;
            this.code[1]     = ChipFolder.CODE.none;
            this.code[2]     = ChipFolder.CODE.none;
            this.code[3]     = ChipFolder.CODE.none;
            var information = NSGame.ShanghaiEXE.Translate("Chip.MassDriverDesc");

            this.information[0] = information[0];
            this.information[1] = information[1];
            this.information[2] = information[2];
            this.Init();
        }
コード例 #10
0
 public AttackBase(
     IAudioEngine s,
     SceneBattle p,
     int pX,
     int pY,
     Panel.COLOR u,
     int po,
     ChipBase.ELEMENT ele)
     : base(s, p)
 {
     this.element = ele;
     for (int index1 = 0; index1 < this.hitflag.GetLength(0); ++index1)
     {
         for (int index2 = 0; index2 < this.hitflag.GetLength(1); ++index2)
         {
             this.hitflag[index1, index2] = false;
         }
     }
     this.position = new Point(pX, pY);
     this.power    = po;
     this.union    = u;
     if (this.position.X < 0 || this.position.X >= 6)
     {
         this.flag = false;
         this.over = true;
     }
     this.keyName = this.ToString();
     if (this.union == Panel.COLOR.red)
     {
         this.keyName = this.keyName + "*" + AttackBase.AtIDRed.ToString();
         ++AttackBase.AtIDRed;
     }
     else
     {
         this.keyName = this.keyName + "*" + AttackBase.AtIDBlue.ToString();
         ++AttackBase.AtIDBlue;
     }
     this.number = 200;
 }
コード例 #11
0
 public Tornado(
     IAudioEngine so,
     SceneBattle p,
     int pX,
     int pY,
     Panel.COLOR u,
     int po,
     ChipBase.ELEMENT ele,
     int s)
     : base(so, p, pX, pY, u, po, ele)
 {
     if (!this.flag)
     {
         return;
     }
     this.invincibility    = false;
     this.movespeed        = s;
     this.speed            = 1;
     this.animationpoint.X = 0;
     this.hitrange         = new Point(0, 0);
     this.hitting          = true;
     this.rebirth          = this.union == Panel.COLOR.blue;
     this.positionre       = this.position;
     if (this.union == Panel.COLOR.red)
     {
         this.positionDirect = new Vector2(this.position.X * 40, this.position.Y * 24 + 50);
     }
     else
     {
         this.positionDirect = new Vector2((this.position.X + 1) * 40, this.position.Y * 24 + 50);
     }
     this.frame = 0;
     this.sound.PlaySE(SoundEffect.shoot);
     if (this.union == Panel.COLOR.red)
     {
         this.movespeed *= -1;
     }
     this.OldPD = this.positionDirect;
 }
コード例 #12
0
        public Error(IAudioEngine s)
            : base(s)
        {
            this.printIcon  = false;
            this.number     = 0;
            this.name       = NSGame.ShanghaiEXE.Translate("Chip.ErrorName");
            this.element    = ChipBase.ELEMENT.normal;
            this.power      = 0;
            this.subpower   = 0;
            this._break     = false;
            this.powerprint = false;
            this.shadow     = false;
            this.code[0]    = ChipFolder.CODE.none;
            this.code[1]    = ChipFolder.CODE.none;
            this.code[2]    = ChipFolder.CODE.none;
            this.code[3]    = ChipFolder.CODE.none;
            var informationDialogue = NSGame.ShanghaiEXE.Translate("Chip.ErrorDesc");

            this.information[0] = informationDialogue[0];
            this.information[1] = informationDialogue[1];
            this.information[2] = informationDialogue[2];
        }
コード例 #13
0
 public DelayMeteor(
     IAudioEngine so,
     SceneBattle p,
     int pX,
     int pY,
     Panel.COLOR u,
     int po,
     int hittime,
     ChipBase.ELEMENT ele)
     : base(so, p, pX, pY, u, po, ele)
 {
     if (!this.flag)
     {
         return;
     }
     this.invincibility    = true;
     this.movespeed        = 8;
     this.hitting          = false;
     this.hittime          = hittime;
     this.animationpoint.X = 0;
     this.hitrange         = new Point(0, 0);
     this.rebirth          = this.union == Panel.COLOR.blue;
     this.positionre       = this.position;
     if (this.union == Panel.COLOR.red)
     {
         this.positionDirect = new Vector2(this.position.X * 40, this.position.Y * 24 + 50);
     }
     else
     {
         this.positionDirect = new Vector2((this.position.X + 1) * 40, this.position.Y * 24 + 50);
     }
     this.frame    = 0;
     this.breaking = false;
     if (this.union == Panel.COLOR.red)
     {
         this.movespeed *= -1;
     }
     this.parent.attacks.Add(new Dummy(this.sound, this.parent, this.position.X, this.position.Y, this.union, this.hitrange, hittime, true));
 }
コード例 #14
0
 public MimaCharge(
     IAudioEngine so,
     SceneBattle p,
     int pX,
     int pY,
     Panel.COLOR u,
     int po,
     int s,
     Vector2 v,
     ChipBase.ELEMENT ele,
     int movespeed = 4)
     : base(so, p, pX, pY, u, po, ele)
 {
     this.movespeed      = movespeed;
     this.invincibility  = true;
     this.breakinvi      = true;
     this.breaking       = true;
     this.speed          = s;
     this.positionDirect = new Vector2((float)(position.X * 40.0 + 20.0), (float)(position.Y * 24.0 + 50.0));
     this.positionold    = this.position;
     this.OldPD          = this.positionDirect;
 }
コード例 #15
0
        public EXSprayGun(IAudioEngine s)
            : base(s)
        {
            this.rockOnPoint = new Point(-2, 0);
            this.number      = 277;
            this.name        = NSGame.ShanghaiEXE.Translate("Chip.EXSprayGunName");
            this.element     = ChipBase.ELEMENT.poison;
            this.power       = 600;
            this.subpower    = 5;
            this._break      = false;
            this.powerprint  = true;
            this.code[0]     = ChipFolder.CODE.none;
            this.code[1]     = ChipFolder.CODE.none;
            this.code[2]     = ChipFolder.CODE.none;
            this.code[3]     = ChipFolder.CODE.none;
            var information = NSGame.ShanghaiEXE.Translate("Chip.EXSprayGunDesc");

            this.information[0] = information[0];
            this.information[1] = information[1];
            this.information[2] = information[2];
            this.Init();
        }
コード例 #16
0
 public QuestSelect(IAudioEngine s, EventManager m, Player player, SaveData save)
     : base(s, m, save)
 {
     this.info         = player.info;
     this.eventmanager = new EventManager(this.sound);
     this.NoTimeNext   = false;
     for (int index1 = 0; index1 < this.questFlug.Length; ++index1)
     {
         bool flag = true;
         for (int index2 = 0; index2 < this.questFlug[index1].Length; ++index2)
         {
             if (this.questFlug[index1][index2] >= 0 && !this.savedata.FlagList[this.questFlug[index1][index2]])
             {
                 flag = false;
             }
         }
         if (flag)
         {
             this.questlist.Insert(0, this.questName[index1]);
             this.questlistNumber.Insert(0, index1);
         }
     }
     this.overTop = this.questlistNumber.Count - 8;
     if (this.overTop < 0)
     {
         this.overTop = 0;
     }
     for (int index = 0; index < this.endFlag.Length; ++index)
     {
         if (this.savedata.FlagList[this.endFlag[index]])
         {
             this.savedata.questEnd[index] = true;
             if (this.savedata.ValList[11] == index)
             {
                 this.savedata.ValList[11] = -1;
             }
         }
     }
 }
コード例 #17
0
 public NaviDeath(
     IAudioEngine s,
     SceneBattle p,
     Rectangle r,
     Rectangle rw,
     Rectangle rd,
     Vector2 v,
     string n,
     bool re,
     Point posis)
     : base(s, p, posis.X, posis.Y)
 {
     this.picturename      = n;
     this.rectD            = rd;
     this.rect             = r;
     this.rectW            = rw;
     this.posi             = v;
     this.animationpoint.Y = 2;
     this.rebirth          = re;
     this.white            = true;
     this.sound.PlaySE(SoundEffect.clincher);
 }
コード例 #18
0
 public DammyEnemy(
     IAudioEngine s,
     SceneBattle p,
     int pX,
     int pY,
     EnemyBase MainEnemy,
     bool effect)
     : base(s, p, MainEnemy.position.X, MainEnemy.position.Y, (byte)MainEnemy.number, MainEnemy.union, MainEnemy.version)
 {
     this.slidePosition  = new Point(pX, pY);
     this.position       = new Point(MainEnemy.position.X + this.slidePosition.X, MainEnemy.position.Y + this.slidePosition.Y);
     this.MainEnemy      = MainEnemy;
     this.effecting      = effect;
     this.hpmax          = 100000;
     this.hp             = 100000;
     this.HPposition.X   = -100f;
     this.positionDirect = MainEnemy.positionDirect;
     this.noslip         = true;
     this.dropchips      = MainEnemy.dropchips;
     this.race           = MainEnemy.race;
     this.ID             = MainEnemy.ID;
 }
コード例 #19
0
        public BigTyphoon(IAudioEngine s)
            : base(s)
        {
            this.rockOnPoint = new Point(-3, 0);
            this.number      = 275;
            this.name        = NSGame.ShanghaiEXE.Translate("Chip.BigTyphoonName");
            this.element     = ChipBase.ELEMENT.aqua;
            this.power       = 30;
            this.subpower    = 0;
            this._break      = false;
            this.powerprint  = true;
            this.code[0]     = ChipFolder.CODE.none;
            this.code[1]     = ChipFolder.CODE.none;
            this.code[2]     = ChipFolder.CODE.none;
            this.code[3]     = ChipFolder.CODE.none;
            var information = NSGame.ShanghaiEXE.Translate("Chip.BigTyphoonDesc");

            this.information[0] = information[0];
            this.information[1] = information[1];
            this.information[2] = information[2];
            this.Init();
        }
コード例 #20
0
        public EndlessSahara(IAudioEngine s)
            : base(s)
        {
            this.number     = 279;
            this.name       = NSGame.ShanghaiEXE.Translate("Chip.EndlessSaharaName");
            this.element    = ChipBase.ELEMENT.earth;
            this.power      = 100;
            this.subpower   = 0;
            this._break     = false;
            this.shadow     = false;
            this.powerprint = true;
            this.code[0]    = ChipFolder.CODE.none;
            this.code[1]    = ChipFolder.CODE.none;
            this.code[2]    = ChipFolder.CODE.none;
            this.code[3]    = ChipFolder.CODE.none;
            var information = NSGame.ShanghaiEXE.Translate("Chip.EndlessSaharaDesc");

            this.information[0] = information[0];
            this.information[1] = information[1];
            this.information[2] = information[2];
            this.Init();
        }
コード例 #21
0
 public MapCharacterBase(
     IAudioEngine s,
     SceneMap p,
     Point po,
     int floor,
     MapCharacterBase.ANGLE a,
     MapField fi)
     : base(s)
 {
     this.parent = p;
     this.angle  = a;
     this.field  = fi;
     this.floor  = floor;
     if (this.field != null)
     {
         this.position = new Vector3(po.X, po.Y, floor);
     }
     else
     {
         this.position = new Vector3(po.X, po.Y, 0.0f);
     }
 }
コード例 #22
0
 public AnchorBomb(
     IAudioEngine so,
     SceneBattle p,
     int pX,
     int pY,
     Panel.COLOR u,
     int po,
     int s,
     Vector2 v,
     Point end,
     int t,
     AnchorBomb.TYPE ty,
     int color = -1)
     : base(so, p, pX, pY, u, po, ChipBase.ELEMENT.aqua)
 {
     this.breaking       = true;
     this.hitting        = false;
     this.speed          = s;
     this.positionDirect = v;
     this.time           = t;
     this.position       = end;
     this.endposition    = new Vector2(end.X * 40 + 20, end.Y * 24 + 80);
     this.movex          = (v.X - this.endposition.X) / t;
     this.movey          = (v.Y - this.endposition.Y) / t;
     this.plusy          = 0.0f;
     this.speedy         = 6f;
     this.plusing        = this.speedy / time;
     this.rebirth        = this.union == Panel.COLOR.red;
     this.type           = ty;
     if (color >= 0)
     {
         this.colorA = color;
     }
     else
     {
         this.colorA = (int)this.type;
     }
 }
コード例 #23
0
 public Jizou(
     IAudioEngine s,
     SceneBattle p,
     int pX,
     int pY,
     Panel.COLOR union,
     int colorNo,
     int power)
     : base(s, p, pX, pY, union)
 {
     this.power          = power;
     this.colorNo        = colorNo;
     this.height         = 40;
     this.wide           = 40;
     this.hp             = 10;
     this.hitPower       = 200;
     this.hpmax          = this.hp;
     this.unionhit       = true;
     this.overslip       = true;
     this.rebirth        = (uint)union > 0U;
     this.positionre     = this.position;
     this.positionDirect = new Vector2(pX * 40 + 24, pY * 24 + 72);
 }
コード例 #24
0
ファイル: AudioEngine.cs プロジェクト: cagr301/engine
        public AudioEngine(AudioBackend backend = AudioBackend.Default)
        {
            if (backend == AudioBackend.Default)
            {
                backend = AudioBackend.OpenAL;
            }

            switch (backend)
            {
            case AudioBackend.OpenAL:
#if !VORTICE_NO_OPENAL
                _backendEngine = new OpenAL.ALAudioEngine();
#else
                throw new AudioException($"{AudioBackend.XAudio2} Backend is not supported");
#endif
                break;
            }

            if (!_backendEngine.Initialize())
            {
                //throw new AudioException($"{backend} Backend is not supported");
            }
        }
コード例 #25
0
        public ElementSword(IAudioEngine s)
            : base(s)
        {
            this.infight    = true;
            this.swordtype  = true;
            this.number     = 281;
            this.name       = NSGame.ShanghaiEXE.Translate("Chip.ElementSwordName");
            this.element    = ChipBase.ELEMENT.normal;
            this.power      = 120;
            this.subpower   = 0;
            this._break     = false;
            this.powerprint = true;
            this.code[0]    = ChipFolder.CODE.none;
            this.code[1]    = ChipFolder.CODE.none;
            this.code[2]    = ChipFolder.CODE.none;
            this.code[3]    = ChipFolder.CODE.none;
            var information = NSGame.ShanghaiEXE.Translate("Chip.ElementSwordDesc");

            this.information[0] = information[0];
            this.information[1] = information[1];
            this.information[2] = information[2];
            this.Init();
        }
コード例 #26
0
        public HyperSpanner(IAudioEngine s)
            : base(s)
        {
            this.navi       = true;
            this.number     = 287;
            this.name       = NSGame.ShanghaiEXE.Translate("Chip.HyperSpannerName");
            this.element    = ChipBase.ELEMENT.normal;
            this.power      = 300;
            this.subpower   = 0;
            this._break     = true;
            this.shadow     = false;
            this.powerprint = true;
            this.code[0]    = ChipFolder.CODE.none;
            this.code[1]    = ChipFolder.CODE.none;
            this.code[2]    = ChipFolder.CODE.none;
            this.code[3]    = ChipFolder.CODE.none;
            var information = NSGame.ShanghaiEXE.Translate("Chip.HyperSpannerDesc");

            this.information[0] = information[0];
            this.information[1] = information[1];
            this.information[2] = information[2];
            this.Init();
        }
コード例 #27
0
 public ShanghaiDS(IAudioEngine s, SceneBattle p, int pX, int pY, byte n, Panel.COLOR u, byte v)
     : base(s, p, pX, pY, n, u, v, 3000, "ShanghaiDS", "ShanghaiDS")
 {
     /* todo:
      *      have shanghaiDS assemble 'hands' by taking 5-6 chips from the deck
      *          check hands for potential PAs
      *          remove applicable chips from hand, replace with PA
      *          make it so shanghaiDS assembles new hands when the player opens the custom screen
      *      have shanghaiDS use buster attack when out of chips for that turn?
      *
      *      have shanghaiDS mirror style changes (sprites at least?)
      *
      *      chip 'location memory'?
      *          this would require a pretty massive retcon in game code and adding stuff to the save
      *          tl;dr MMBN4/5 recorded where on the screen you like to use chips, to use as a reference for what location MMDS would be when using it himself
      *
      *      chip 'combo system'?
      *          like location memory, but records which chips you like to use before and after each other, plus locations
      *
      *      //
      *
      */
 }
コード例 #28
0
 public AttackBase(
     IAudioEngine s,
     SceneBattle p,
     int pX,
     int pY,
     Panel.COLOR u,
     int po,
     int subp)
     : base(s, p)
 {
     for (int index1 = 0; index1 < this.hitflag.GetLength(0); ++index1)
     {
         for (int index2 = 0; index2 < this.hitflag.GetLength(1); ++index2)
         {
             this.hitflag[index1, index2] = false;
         }
     }
     this.position           = new Point(pX, pY);
     this.power              = po;
     this.subpower           = subp;
     this.union              = u;
     this.invincibilitytimeA = 120;
 }
コード例 #29
0
        public DisasterCrow(IAudioEngine s)
            : base(s)
        {
            this.navi       = true;
            this.number     = 288;
            this.name       = NSGame.ShanghaiEXE.Translate("Chip.DisasterCrowName");
            this.element    = ChipBase.ELEMENT.leaf;
            this.power      = 280;
            this.subpower   = 0;
            this._break     = false;
            this.shadow     = false;
            this.powerprint = true;
            this.code[0]    = ChipFolder.CODE.none;
            this.code[1]    = ChipFolder.CODE.none;
            this.code[2]    = ChipFolder.CODE.none;
            this.code[3]    = ChipFolder.CODE.none;
            var information = NSGame.ShanghaiEXE.Translate("Chip.DisasterCrowDesc");

            this.information[0] = information[0];
            this.information[1] = information[1];
            this.information[2] = information[2];
            this.Init();
        }
コード例 #30
0
        public RainAnchor(IAudioEngine s)
            : base(s)
        {
            this.navi       = true;
            this.number     = 294;
            this.name       = NSGame.ShanghaiEXE.Translate("Chip.RainAnchorName");
            this.element    = ChipBase.ELEMENT.aqua;
            this.power      = 120;
            this.subpower   = 0;
            this._break     = true;
            this.shadow     = false;
            this.powerprint = true;
            this.code[0]    = ChipFolder.CODE.none;
            this.code[1]    = ChipFolder.CODE.none;
            this.code[2]    = ChipFolder.CODE.none;
            this.code[3]    = ChipFolder.CODE.none;
            var information = NSGame.ShanghaiEXE.Translate("Chip.RainAnchorDesc");

            this.information[0] = information[0];
            this.information[1] = information[1];
            this.information[2] = information[2];
            this.Init();
        }
コード例 #31
0
        public GigaHalberd(IAudioEngine s)
            : base(s)
        {
            this.rockOnPoint = new Point(-1, 0);
            this.infight     = true;
            this.number      = 274;
            this.name        = NSGame.ShanghaiEXE.Translate("Chip.GigaHalberdName");
            this.element     = ChipBase.ELEMENT.normal;
            this.power       = 450;
            this.subpower    = 0;
            this._break      = false;
            this.powerprint  = true;
            this.code[0]     = ChipFolder.CODE.none;
            this.code[1]     = ChipFolder.CODE.none;
            this.code[2]     = ChipFolder.CODE.none;
            this.code[3]     = ChipFolder.CODE.none;
            var information = NSGame.ShanghaiEXE.Translate("Chip.GigaHalberdDesc");

            this.information[0] = information[0];
            this.information[1] = information[1];
            this.information[2] = information[2];
            this.Init();
        }
コード例 #32
0
 public ScreenBlack(
     IAudioEngine s,
     SceneBattle p,
     Vector2 pd,
     Point posi,
     ChipBase.ELEMENT ele,
     int _speed,
     bool rebirth,
     Color color,
     int alphaPlus)
     : base(s, p, posi.X, posi.Y)
 {
     this.rebirth          = rebirth;
     this.element          = ele;
     this.downprint        = true;
     this.speed            = _speed;
     this.positionDirect   = pd;
     this.animationpoint.X = 3;
     this.alphaPlus        = alphaPlus;
     this.endAlpha         = color.A;
     this.color_           = Color.FromArgb(0, color);
     this.color            = Color.FromArgb(0, Color.Black);
 }
コード例 #33
0
        /*
        public TestGameEngine()
            : base(new AsyncObservableTimer(), new MessageBus(), new TestFactory(), new TestGraphics(), new TestAudio(), new TestPhysics())
        {
            Bus.OfType<GraphicsReady>().Subscribe(Start);
        }

        private void Start(GraphicsReady m)
        {
            Bus.Add(new DebugMessage(Timer.LastTickTime, "Starting Game"));

            for (int y = 0; y < 2; y++)
            for (int x = 0; x < 3; x++)
            {
                Bus.Add(new GameObjectRequest(m.TimeSent, new TestGameObject(Bus), new Vect3(3 * x, 3 * y , 0)));
            }

            var testGameObject = new TestGameObject(Bus);
            Bus.Add(new GameObjectRequest(m.TimeSent, testGameObject, new Vect3(-11, -1, 0)));
            Bus.Add(new SetVelocity(Timer.LastTickTime, testGameObject, new Vect3(3, 0, 0)));
        }
         * */
        public TestGameEngine(IObservableTimer timer, IMessageBus bus, IGameObjectFactory factory, IGraphicsEngine graphics, IAudioEngine audio, IPhysicsEngine physics)
            : base(timer, bus, factory, graphics, audio, physics)
        {
        }