Пример #1
0
        private void checkPeng()
        {
            int i;

            if (OurGame.Master != this && (OurGame.Master.Active == 1 || OurGame.Master.Active == 0x10 || OurGame.Master.Active == 0x11))
            {
                if (MyHelp.checkHit(pos, OurGame.Master.pos, 30))
                {
                    _frame = 10;
                }
            }
            for (i = 0; i < MyHelp.maxEnemy; ++i)
            {
                if (OurGame.Enemy[i] != this && (OurGame.Enemy[i].Active == 1 || OurGame.Enemy[i].Active == 0x10 || OurGame.Enemy[i].Active == 0x11))
                {
                    if (MyHelp.checkHit(pos, OurGame.Enemy[i].pos, 30))
                    {
                        _frame = 10;
                    }
                }
            }
        }
Пример #2
0
        private void check()
        {
            if (MyHelp.checkHit(OurGame.Master.pos, _pos, 5))
            {
                switch (_ID)
                {
                case 0:         //增加雷数
                    OurGame.Master.maxLei = MyHelp.Min(OurGame.Master.maxLei + 1, 3);
                    break;

                case 1:         //增加长度
                    OurGame.Master.leiLen = MyHelp.Min(OurGame.Master.leiLen + 1, 3);
                    break;

                case 2:         //数度为4
                    if (OurGame.Master.speed == 2)
                    {
                        OurGame.Master.speed = 4;
                    }
                    break;

                case 3:         //加龟
                    if (OurGame.Master.speed == 2 || OurGame.Master.speed == 4)
                    {
                        if (MyHelp.Random(20) <= 10)
                        {
                            OurGame.Master.speed  = 5;
                            OurGame.Master.Active = 0x11;
                        }
                        else
                        {
                            OurGame.Master.speed  = 1;
                            OurGame.Master.Active = 0x10;
                        }
                    }
                    break;

                case 4:         //加分4
                    break;

                case 5:         //加分1
                    break;

                case 6:         //加分2
                    break;
                }
                Active = false;
                return;
            }
            for (int i = 0; i < MyHelp.maxEnemy; ++i)
            {
                if (MyHelp.checkHit(OurGame.Enemy[i].pos, _pos, 5))
                {
                    switch (_ID)
                    {
                    case 0:         //增加雷数
                        OurGame.Enemy[i].maxLei = MyHelp.Min(OurGame.Enemy[i].maxLei + 1, 3);
                        break;

                    case 1:         //增加长度
                        OurGame.Enemy[i].leiLen = MyHelp.Min(OurGame.Enemy[i].leiLen + 1, 3);
                        break;

                    case 2:         //数度为4
                        if (OurGame.Enemy[i].speed == 2)
                        {
                            OurGame.Enemy[i].speed = 4;
                        }
                        break;

                    case 3:         //加龟
                        if (OurGame.Enemy[i].speed == 2 || OurGame.Enemy[i].speed == 4)
                        {
                            if (MyHelp.Random(20) <= 10)
                            {
                                OurGame.Enemy[i].speed  = 5;
                                OurGame.Enemy[i].Active = 0x11;
                            }
                            else
                            {
                                OurGame.Enemy[i].speed  = 1;
                                OurGame.Enemy[i].Active = 0x10;
                            }
                        }
                        break;
                    }
                    Active = false;
                    return;
                }
            }
        }