예제 #1
0
 /// <summary>
 /// 弾丸とあたっている敵を返すメソッド
 /// </summary>
 /// <returns>
 /// 敵 or null
 /// </returns>
 /// <param name='en'>
 /// 敵
 /// </param>
 /// <param name='bulletlist'>
 /// 弾丸リスト
 /// </param>
 public static Bullet1 EnemyCollisionDetection(Enemy1 en, ArrayList bulletlist)
 {
     foreach(Bullet1 bl in bulletlist){
         if(en.Sprite.Position.Distance(bl.Sprite.Position) < 50){
             return bl;
         }
     }
     return null;
 }
예제 #2
0
 /// <summary>
 /// 敵を削除する
 /// </summary>
 /// <param name='en'>
 /// 削除する敵
 /// </param>
 public static void RemoveEnemy(Enemy1 en)
 {
     en.Sprite.RemoveAllChildren(true);
     Scenes.sceneOnGame.RemoveChild(en.Sprite,true);
     EnemyList.Remove(en);
 }
예제 #3
0
        /// <summary>
        /// 新しい敵を作成する
        /// </summary>
        /// <returns>
        /// 作成した敵
        /// </returns>
        /// <param name='textureId'>
        /// Texture identifier.
        /// </param>
        /// <param name='x'>
        /// 初期位置
        /// </param>
        /// <param name='y'>
        /// 初期位置
        /// </param>
        /// <param name='bulletType'>
        /// 攻撃の弾丸タイプ
        /// </param>
        /// <param name='attackInterval'>
        /// Attack interval.
        /// </param>
        /// <param name='hp'>
        /// Hp.
        /// </param>
        /// <param name='timeout'>
        /// 生成してから消えるまでの時間
        /// </param>
        public static Enemy1 MakeNewEnemy(EnemyType textureId, float x, float y,BulletType bulletType, int attackInterval, int hp, float timeout)
        {
            var newEnemy = new Enemy1(x,y, bulletType, attackInterval,hp,timeout);

            newEnemy.Sprite = new SpriteUV(){TextureInfo = TextureInfo[(int)textureId]};
            newEnemy.Sprite.Quad.S = TextureInfo[(int)textureId].TextureSizef;

            newEnemy.Sprite.CenterSprite();
            newEnemy.Sprite.Position = new Sce.PlayStation.Core.Vector2(x,y);
            EnemyList.Add(newEnemy);
            Scenes.sceneOnGame.AddChild(((Enemy1)EnemyList[EnemyList.Count-1]).Sprite);
            return ((Enemy1)EnemyList[EnemyList.Count-1]);
        }