/// <summary> /// 弾丸の位置を更新する /// </summary> /// <param name='bl'> /// Bullet1 /// </param> public static void Update(Bullet1 bl) { var newblPosition = new Vector2(bl.Sprite.Position.X,bl.Sprite.Position.Y); newblPosition += new Vector2(bl.DX,bl.DY); bl.Sprite.RunAction(new MoveTo(newblPosition,0.0f)); }
/// <summary> /// 新たに弾丸を生成 /// </summary> /// <param name='x'> /// 初期位置のx座標 /// </param> /// <param name='y'> /// 初期位置のy座標 /// </param> /// <param name='dx'> /// x方向の速度 /// </param> /// <param name='dy'> /// y方向の速度 /// </param> public static void MakeNewBullet(float x, float y, float dx, float dy) { var newBullet = new Bullet1(x,y,dx,dy); newBullet.Sprite = new SpriteUV(){TextureInfo = TextureInfo}; newBullet.Sprite.Quad.S = TextureInfo.TextureSizef; newBullet.Sprite.CenterSprite(); newBullet.Sprite.Position = new Sce.PlayStation.Core.Vector2(x,y); BulletList.Add(newBullet); Scenes.sceneOnGame.AddChild(((Bullet1)BulletList[BulletList.Count-1]).Sprite); }
/// <summary> /// 弾丸を削除する /// </summary> /// <param name='bl'> /// Bullet1 /// </param> public static void RemoveBullet(Bullet1 bl) { bl.Sprite.RemoveAllChildren(true); Scenes.sceneOnGame.RemoveChild(bl.Sprite,true); BulletList.Remove(bl); }
/// <summary> /// 弾丸1つ生成 /// </summary> /// <param name='type'> /// 弾丸タイプ /// </param> /// <param name='x'> /// 初期位置 /// </param> /// <param name='y'> /// 初期位置 /// </param> /// <param name='dx'> /// フレームあたり変化量 /// </param> /// <param name='dy'> /// フレームあたり変化量 /// </param> private static void NewBullet(BulletType type, float x, float y, float dx, float dy) { var newBullet = new Bullet1(x,y,dx,dy); newBullet.Sprite = new SpriteUV(){TextureInfo = BulletTextureInfo[(int)type]}; newBullet.Sprite.Quad.S = BulletTextureInfo[(int)type].TextureSizef; newBullet.Sprite.CenterSprite(); newBullet.Sprite.Position = new Sce.PlayStation.Core.Vector2(x,y); BulletList.Add(newBullet); Scenes.sceneOnGame.AddChild(((Bullet1)BulletList[BulletList.Count-1]).Sprite); }