private void Window_Loaded(object sender, RoutedEventArgs e) { getInstance = this; rand = new Random(); mainCanvas = MainCanvas; #region background background = new Image(); background.Source = null; background.Width = 960; background.Height = 540; background.HorizontalAlignment = System.Windows.HorizontalAlignment.Left; background.VerticalAlignment = System.Windows.VerticalAlignment.Top; background.Margin = new Thickness(0, 0, 0, 0); //mainCanvas.Children.Add(background); stateSetInit(); titleTex = new BitmapImage(new Uri("/MuscleShooting;component/Resource/Back/ArrowSimulaterTitle.png", System.UriKind.Relative)); tutorialTex = new BitmapImage[4]; for (int i = 0; i < 4; i++) { tutorialTex[i] = new BitmapImage(new Uri("/MuscleShooting;component/Resource/Back/ArrowSimulaterTutorial0" + i.ToString() + ".png", System.UriKind.Relative)); } BackgroundTex = new BitmapImage(new Uri("/MuscleShooting;component/Resource/Back/ArrowSimulaterBackground01.png", System.UriKind.Relative)); ResultBackTex = new BitmapImage(new Uri("/MuscleShooting;component/Resource/Back/ArrowSimulaterBackground00.png", System.UriKind.Relative)); resultTex = new BitmapImage(new Uri("/MuscleShooting;component/Resource/Score/ArrowSimulaterResult.png", System.UriKind.Relative)); rankingTex = new BitmapImage(new Uri("/MuscleShooting;component/Resource/Score/ArrowSimulaterRanking.png", System.UriKind.Relative)); SoremadeTex = new BitmapImage(new Uri("/MuscleShooting;component/Resource/Back/soremade.png", System.UriKind.Relative)); #endregion KinectManager kinectManager = new KinectManager(); kinectManager.Initialize(); Bow bow = new Bow(); bow.Initialize(); SpriteManager spriteManager = new SpriteManager(); spriteManager.Initialize(); ShootLine shootLine = new ShootLine(); shootLine.Initialize(); new EffectManager().Initilize(); dispatcherTimer = new DispatcherTimer(); dispatcherTimer.Interval = new TimeSpan(166666L); dispatcherTimer.Tick += new EventHandler(dispatcherTimer_Tick); dispatcherTimer.Start(); player = new Player(); enemy = new EnemyBase[EMax]; for (int i = 0; i < EMax; i++) enemy[i] = new EnemyBase(); playersShoot = new ObjectBase[SMax]; for (int i = 0; i < SMax; i++) playersShoot[i] = new ShootNormal(); Player.getInstance.shoot = playersShoot; //shoot = new Shoot(); ScoreManager scoreManager = new ScoreManager(); scoreManager.Initialize(); //int[] sL = { 100, 300, 500, 1000, 2000, 4000, 8000 }; //ScoreManager.getInstance.scoreRoot.Add(sL); #if false TMax = 40; target = new TargetBase[TMax]; for (int i = 0; i < TMax - 15; i++) { target[i] = new TargetSimple(); //target[i].setPosition((float)rand.NextDouble() * 250 + 50, (float)rand.NextDouble() * 400 + 100); } for (int i = TMax - 15; i < TMax - 3; i++) { target[i] = new TargetSmall(); } for (int i = TMax - 3; i < TMax; i++) { target[i] = new TargetFire(); } target[0].setPosition(100, 400); targetIndex = 0; //imageSet.Source = SpriteManager.images[0]; #endif }
public void Initialize() { getInstance = this; toPoint = new Point(400, 400); fromPoint = new Point(400 + segmentRoot.X, 400); rot_mat = new Point(1, 0); Length = segmentRoot.X; #region パス1 PathFigure PF = new PathFigure(); PF.StartPoint = toPoint; PF.Segments.Add(new BezierSegment(new Point(toPoint.X + segment1.X, toPoint.Y - segment1.Y), new Point(toPoint.X + segment2.X, toPoint.Y - segment2.Y), new Point(toPoint.X + segmentRoot.X, toPoint.Y - segmentRoot.Y), true)); PathGeometry PG = new PathGeometry(); PG.Figures.Add(PF); upPath = new Path(); upPath.Stroke = BowColor; upPath.StrokeThickness = 4; upPath.Data = PG; #endregion #region パス2 PF = new PathFigure(); PF.StartPoint = toPoint; PF.Segments.Add(new BezierSegment(new Point(toPoint.X + segment1.X, toPoint.Y + segment1.Y), new Point(toPoint.X + segment2.X, toPoint.Y + segment2.Y), new Point(toPoint.X + segmentRoot.X, toPoint.Y + segmentRoot.Y), true)); PG = new PathGeometry(); PG.Figures.Add(PF); downPath = new Path(); downPath.Stroke = BowColor; downPath.StrokeThickness = 4; downPath.Data = PG; #endregion upSting = new Line(); upSting.Stroke = StingColor; upSting.StrokeThickness = 1; upSting.X1 = toPoint.X + segmentRoot.X; upSting.Y1 = toPoint.Y - segmentRoot.Y; upSting.X2 = fromPoint.X; upSting.Y2 = fromPoint.Y; downSting = new Line(); downSting.Stroke = StingColor; downSting.StrokeThickness = 1; downSting.X1 = toPoint.X + segmentRoot.X; downSting.Y1 = toPoint.Y + segmentRoot.Y; downSting.X2 = fromPoint.X; downSting.Y2 = fromPoint.Y; Arrow = new Line(); Arrow.Stroke = IdleColor; Arrow.StrokeThickness = 2; MainWindow.getInstance.MainCanvas.Children.Add(upSting); MainWindow.getInstance.MainCanvas.Children.Add(downSting); MainWindow.getInstance.MainCanvas.Children.Add(upPath); MainWindow.getInstance.MainCanvas.Children.Add(downPath); MainWindow.getInstance.MainCanvas.Children.Add(Arrow); //Drawing(new Point(0, 40), new Point(0, 41)); unDraw(); }