public override void Update(KeyMapping _kmp, Scene _sce) { if (!AABB.IsCollision(this.pos, this.box, new Point(0, 0), new Size(MainScreen.Width, MainScreen.Height))) this.Distroy = true; this.pos.X += this.Speed.X; this.pos.Y += this.Speed.Y; }
public override void Update(KeyMapping _kmp, Scene _sce) { if (this.Life <= 0) { this.IsDead = true; this.Life = 0; } else this.IsDead = false; }
public override void Update(KeyMapping _kmp, Scene _sce) { base.Update(_kmp, _sce); this.IsDamaged = false; if (IsDead) this.pos = new Point(-999, -999); if (this.BulletCoolDown < 0) this.BulletCoolDown = 0; if (this.BulletCoolDown > 0) this.BulletCoolDown--; if (_kmp.IsPressing(Joypad.Left)) if (this.pos.X - BaseStep > 0) this.pos.X -= BaseStep; else this.pos.X = 0; if (_kmp.IsPressing(Joypad.Right)) if (this.pos.X + BaseStep + this.box.Width < MainScreen.Width ) this.pos.X += BaseStep; else this.pos.X = MainScreen.Width - this.box.Width; if (_kmp.IsPressing(Joypad.Up)) if (this.pos.Y - BaseStep > 0) this.pos.Y -= BaseStep; else this.pos.Y = 0; if (_kmp.IsPressing(Joypad.Down)) if (this.pos.Y + BaseStep + this.box.Height < MainScreen.Height) this.pos.Y += BaseStep; else this.pos.Y = MainScreen.Height - this.box.Height; if (this.BulletCoolDown == 0 && _kmp.IsPressing(Joypad.A)) { if (this.WeaponList[this.WeaponType] == "N") { _sce.AddGameObject(new PC_WeaponN(new Point(this.pos.X + 5, this.pos.Y))); this.BulletCoolDown = 5; } else if (this.WeaponList[this.WeaponType] == "L") { _sce.AddGameObject(new PC_WeaponL(new Point(0, this.pos.Y))); this.BulletCoolDown = 1; } else if (this.WeaponList[this.WeaponType] == "W") { _sce.AddGameObject(new PC_WeaponW(new Point(this.pos.X + 10, this.pos.Y))); this.BulletCoolDown = 2; } } if(_kmp.IsPressed(Joypad.X)) { this.WeaponType--; if (this.WeaponType < 0) this.WeaponType += this.WeaponList.GetLength(0); if (this.WeaponType >= this.WeaponList.GetLength(0)) this.WeaponType -= this.WeaponList.GetLength(0); } if (_kmp.IsPressed(Joypad.Y)) { this.WeaponType--; if (this.WeaponType < 0) this.WeaponType += this.WeaponList.GetLength(0); if (this.WeaponType >= this.WeaponList.GetLength(0)) this.WeaponType -= this.WeaponList.GetLength(0); } }
public override void Update(KeyMapping _kmp, Scene _sce) { if (this.lifetime < 20) { base.Update(_kmp, _sce); this.pos.X--; this.box.Width += 2; } else this.Distroy = true; lifetime++; }
public override void Update(KeyMapping _kmp, Scene _sce) { if (_kmp.IsPressed(Joypad.A)) this.IsTriggered = true; base.Update(_kmp, _sce); if (!this.IsTriggered) this.pos.X = ((MainGameScene)_sce).GetPlayer().pos.X + 10; }
public override void Update(KeyMapping _kmp, Scene _sce) { int tmp = Convert.ToInt32(Easing.linear(tick, this.pos.X, this.PrevPoint.X - this.pos.X, 300)); tick++; if (tick >= 300) this.Distroy = true; this.Speed.X = tmp - this.pos.X; base.Update(_kmp, _sce); }
public override void Update(KeyMapping _kmp, Scene _sce) { base.Update(_kmp, _sce); this.pos.Y += 10; }
public override void Update(KeyMapping _kmp, Scene _sce) { if(this.tick % 5 == 0) { Point p = ((MainGameScene)_sce).GetPlayer().pos; Size s = ((MainGameScene)_sce).GetPlayer().box; Point pm = ((Box)tmpobj).pos; Size sm = ((Box)tmpobj).box; _sce.AddGameObject(new EN_Danmu_Child(new Point(pm.X + sm.Width / 2 - 10 , pm.Y + sm.Height), new Point(p.X + s.Width / 2 , p.Y + s.Height), new Size(20, 20), 30)); } base.Update(_kmp, _sce); }
public override void Update(KeyMapping _kmp, Scene _sce) { if (this.tick >= this.Duration) this.Distroy = true; else this.tick++; }
public override void Update(KeyMapping _kmp, Scene _sce) { if(this.tick % D == 0) { Point pm = ((Box)tmpobj).pos; Size sm = ((Box)tmpobj).box; double degree = (double)360 / this.W; double start_degree = degree; if (this.W % 2 == 0) start_degree = -0.5 * start_degree; for (int i = 0; i < this.W; i++) { double delta_degree = start_degree + i * degree; if (this.type == 0) _sce.AddGameObject(new DanmuChild_Cycle(this.pos, delta_degree, 0)); else if (this.type == 1) _sce.AddGameObject(new DanmuChild_Cycle(this.pos, delta_degree, 1)); else if (this.type == 2) _sce.AddGameObject(new DanmuChild_Cycle(this.pos, delta_degree, this.tick % (D * 2) == 0 ? 2 : 3)); else if (this.type == 3) _sce.AddGameObject(new DanmuChild_Cycle(this.pos, delta_degree, i % 2 == 0 ? 2 : 3)); else if(this.type == 4) _sce.AddGameObject(new DanmuChild_Cycle(this.pos, delta_degree, 2)); else if (this.type == 5) _sce.AddGameObject(new DanmuChild_Cycle(this.pos, delta_degree, 3)); } } base.Update(_kmp, _sce); }
public override void Update(KeyMapping _kmp, Scene _sce) { if (this.tick >= this.Duration) this.Distroy = true; else { this.pos.X = Convert.ToInt32(Easing.easeInOutSine(tick, this.Start_pos.X, this.End_pos.X - this.Start_pos.X, this.Duration)); this.pos.Y = Convert.ToInt32(Easing.easeInOutSine(tick, this.Start_pos.Y, this.End_pos.Y - this.Start_pos.Y, this.Duration)); this.tick++; } }
public override void Update(KeyMapping _kmp, Scene _sce) { if(this.DamageCoolDown != 0) this.DamageCoolDown--; //if ((tick / 100) % 2 == 0 && tick % 5 == 0) // _sce.AddGameObject(new EN_WeaponP_Trace(new Point(this.pos.X + 23, this.pos.Y + this.box.Height) , ((MainGameScene)_sce).GetPlayer().pos )); //if ((tick / 100) % 2 == 1 && tick % 5 == 0) // _sce.AddGameObject(new EN_WeaponP(new Point(this.pos.X + 23, this.pos.Y + this.box.Height))); if(tick % 1000 == 0) _sce.AddGameObject(new EN_WeaponCiculiar(this.pos , this , R.Next(0,4) , 50 , 8 , 100)); base.Update(_kmp, _sce); this.IsDamaged = false; if (IsDead) this.Distroy = true; this.Speed.X = Convert.ToInt32((Math.Sin(Math.PI * (double)tick / 180) + 1) * 0.5 * (MainScreen.Width - this.box.Width - 20)) - this.pos.X + 10; this.Speed.Y = Convert.ToInt32((Math.Cos(Math.PI * (double)tick / 180) + 1) * 0.5 * (200 - this.box.Height - 20)) - this.pos.Y + 10; this.pos.X += this.Speed.X; this.pos.Y += this.Speed.Y; if(this.pos.X < 0) { this.pos.X = 0; this.Speed.X *= -1; } if(this.pos.X + this.box.Width > MainScreen.Width) { this.pos.X = MainScreen.Width - this.box.Width; this.Speed.X *= -1; } if (this.pos.Y < 0) { this.pos.Y = 0; this.Speed.Y *= -1; } if (this.pos.Y + this.box.Height > MainScreen.Height) { this.pos.Y = MainScreen.Height - this.box.Height; this.Speed.Y *= -1; } this.tick++; }
public override void Update(KeyMapping _kmp, Scene _sce) { //if (!AABB.IsCollision(this.pos, this.box, new Point(0, 0), new Size(MainScreen.Width, MainScreen.Height))) // this.Distroy = true; if (this.tick >= this.Duration) this.Distroy = true; else { double delta_degree = Math.Abs(tick - (this.Duration / 2)) + this.degree; if (this.RKind == 0) { this.pos.X = this.Start_pos.X + Convert.ToInt32(tick * Math.Sin((this.degree + tick) * Math.PI / 180)); this.pos.Y = this.Start_pos.Y + Convert.ToInt32(tick * Math.Cos((this.degree + tick) * Math.PI / 180)); } else if (this.RKind == 1) { this.pos.X = this.Start_pos.X + Convert.ToInt32(tick * Math.Cos((this.degree + tick) * Math.PI / 180)); this.pos.Y = this.Start_pos.Y + Convert.ToInt32(tick * Math.Sin((this.degree + tick) * Math.PI / 180)); } else if (this.RKind == 2) { this.pos.X = this.Start_pos.X + Convert.ToInt32(tick * Math.Sin(delta_degree * Math.PI / 180)); this.pos.Y = this.Start_pos.Y + Convert.ToInt32(tick * Math.Cos(delta_degree * Math.PI / 180)); } else if (this.RKind == 3) { this.pos.X = this.Start_pos.X + Convert.ToInt32(tick * Math.Cos(delta_degree * Math.PI / 180)); this.pos.Y = this.Start_pos.Y + Convert.ToInt32(tick * Math.Sin(delta_degree * Math.PI / 180)); } //this.pos.X = this.Start_pos.X + Convert.ToInt32(tick * Math.Cos((double)(tick + this.degree) * Math.PI / 180)); //this.pos.Y = this.Start_pos.Y + Convert.ToInt32(tick * Math.Sin((double)(tick + this.degree) * Math.PI / 180)); this.tick++; } }
public virtual void Update(KeyMapping _kmp , Scene _sce) { }
public override void Update(KeyMapping _kmp , Scene _sce) { for (int i = 0; i < 10; i++) if (_kmp.IsPressing(JoypadList[i])) ((BoolDisplayer)SceneObjList[i]).Set(true); else ((BoolDisplayer)SceneObjList[i]).Set(false); }