Пример #1
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 /// <summary>
 /// 静的地形に特化.連鎖外 使ってない
 /// </summary>
 public Block(Stage stage, float x, float y, int width, int height, int type, int onCeiling, int textureType)
     : base(stage, x, y, width, height, type)
 {
     if (onCeiling == 0) this.onCeiling = false;
     else this.onCeiling = true;
     Load();
 }
Пример #2
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 public Character(Stage stage, float x, float y, int width, int height, Character user)
     : base(stage, x, y, width, height)
 {
     this.user = user;
     effectPos = new Vector2();
     animation = new Animation(width, height);
 }
Пример #3
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 public RollingStone(Game1 game, Stage stage,  float x, float y, int width, int height)
     : base(game,stage,x,y,width,height)
 {
     this.width = 96;
     this.height = 96;
     defaultSpeed = -8;
 }
Пример #4
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 public Terrain(Stage stage, float x, float y, int width, int height, int type)
     : base(stage, x, y, width, height)
 {
     this.type = type;
     activeDistance = 1280;
     animation = new Animation(width, height);
 }
Пример #5
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        public Damage(Stage stage, Object2 ADObject)
        {
            this.stage = stage;
            this.adObject = ADObject;

            damageFrame = 0;
        }
Пример #6
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        public Slope(Stage stage, float x, float y, int width, int height, bool onCeiling, bool isUp, int type)
            : base(stage, x, y, width, height)
        {
            this.onCeiling = onCeiling;
            this.isUp = isUp;
            this.type = type;
            if(!onCeiling) {
                switch (type) {
                    case 0: degree = 45; break;
                    case 1: degree = 22.5f; break;
                    case 2: degree = 11.25f; break;
                }
            }
            else{
                switch (type) {
                    case 0: degree = -45; break;
                    case 1: degree = -22.5f; break;
                    case 2: degree = -11.25f; break;
                }
            }

            if (isUp) {
                slopeVectorDown = position + new Vector2(0, height);      // 斜面下側
                slopeVectorUp = position + new Vector2(width, 0);         // 斜面上側
                slopeVector = (slopeVectorUp - slopeVectorDown);        // 斜面のベクトル
            }
            else {
                slopeVectorDown = position + new Vector2(width, height);
                slopeVectorUp = position;
                slopeVector = (slopeVectorDown - slopeVectorUp);
            }

            Load();
        }
Пример #7
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        public Icicle(Stage stage, float x, float y, int width, int height, Object user, Vector2 localPosition)
            : base(stage, x, y, width, height, user, localPosition)
        {
            if (user != null) hasFalled = true;

            Load();
        }
        public DamageManeger(Stage stage)
        {
            this.stage = stage;

            damagedObjects = new List<Object>();
            damages = new List<Damage>();
        }
Пример #9
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 public UI_TAS(Stage stage, Vector2 position)
     : base(stage, position)
 {
     this.stage = stage;
     rectangle = new Rectangle(0, 0, 150, 16);
     this.position = position;
 }
Пример #10
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 public DamageObject(Game1 game, Stage stage, float x, float y, int width, int height, int type, int textureType, Object user, Vector2 localPosition)
     : base(game, stage, x, y, width, height, type)
 {
     this.user = user;
     this.localPosition = localPosition;
     this.textureType = textureType;
 }
Пример #11
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        public UIObject(Stage stage, Vector2 position)
        {
            this.stage = stage;
            this.position = position;

            Visible = true;
        }
Пример #12
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 public Weapon(Stage stage, float x, float y, int width, int height, Object user, Vector2 localPosition)
     : base(stage, x, y, width, height)
 {
     this.localPosition = localPosition;
     this.user = user;
     animation = new Animation(width, height);
     activeDistance = user is Boss ? 1280 : 640;
 }
Пример #13
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        public Enemy(Stage stage, float x, float y, int width, int height, int HP, Character user)
            : base(stage, x, y, width, height, user)
        {
            this.HP = HP;
            defPos = new Vector2(x, y);

            Load();
        }
Пример #14
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 public Terrain(Stage stage, float x, float y, int width, int height, Object user, Vector2 localPosition)
     : base(stage, x, y, width, height)
 {
     this.user = user;
     this.localPosition = localPosition;
     activeDistance = 1280;
     animation = new Animation(width, height);
 }
        public StationalEnemy3(Stage stage, float x, float y, int width, int height, int HP)
            : base(stage, x, y, width, height,HP)
        {
            LoadXML("StationalEnemy3", "Xml\\Objects_Enemy_Stage3.xml");
            turret = new Turret(stage, this, new Vector2(5), 5, 5, 0, 1, 1, false, true);

            Load();
        }
Пример #16
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        //, user, localPosition)
        public Meteor(Stage stage, float x, float y, int width, int height, Object user, Vector2 localPosition)
            : base(stage, x, y, width, height)
        {
            this.user = user;
            this.localPosition = localPosition;

            Load();
        }
Пример #17
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 public UI_EnemyHP(Stage stage, Vector2 position, int enemyHP)
     : base(stage, position)
 {
     this.stage = stage;
     this.position = position;
     this.data = enemyHP;
     this.visible = false;
 }
Пример #18
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        public Debug(Game1 game, Stage stage)
        {
            this.game = game;
            this.stage = stage;

            fontColor[0] = Color.Blue;
            fontColor[1] = Color.Orange;
        }
Пример #19
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        public Damage(Stage stage, Object attackedObject, Object damagedObject)
        {
            this.stage = stage;
            this.attackedObject = attackedObject;
            this.damagedObject = damagedObject;

            damageFrame = 0;
        }
Пример #20
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        public Obstacle(Stage stage, Object user, float x, float y, int width, int height, int type, int typeDetailed, int movePettern)
            : base(stage, x, y, width, height, user)
        {
            this.type = type;
            this.typeDetailed = typeDetailed;
            trapSet = new List<Terrain>();

            switch (type) {
                case 0:
                    trapSet.Add(new Block(stage, x, y, 32, 32, 0, this, Vector2.Zero));
                    trapSet.Add(new Block(stage, x, y, 32, 32, 0, this, new Vector2(0, 32)));
                    trapSet[0].isOn = true;
                    trapSet[1].isUnder = true;
                    foreach (Terrain terrain in trapSet) stage.dynamicTerrains.Add(terrain);
                    this.width = 32;
                    this.height = 64;
                    break;
                case 1:
                    trapSet.Add(new DamageBlock(stage, x, y, 32, 32, this, Vector2.Zero));
                    trapSet.Add(new DamageBlock(stage, x, y, 32, 32, this, new Vector2(0, 32)));
                    trapSet.Add(new Block(stage, x, y, 32, 32, 0, this, new Vector2(32, 0)));
                    trapSet.Add(new Block(stage, x, y, 32, 32, 0, this, new Vector2(32, 32)));
                    trapSet[0].isOn = true;// 内側の辺の当たり判定フラグを消す
                    trapSet[1].isOn = true;
                    trapSet[2].isUnder = true;
                    trapSet[3].isUnder = true;
                    foreach (Terrain terrain in trapSet) stage.dynamicTerrains.Add(terrain);
                    this.width = 64;
                    this.height = 64;
                    break;
                case 2:
                    switch (typeDetailed) {
                        case 0:
                            trapSet.Add(new MapObjects(stage, x, y, 32, 32, 0, 3, this));	// Meteor
                            break;
                        case 1:
                            trapSet.Add(new MapObjects(stage, x, y, 32, 32, 1, 3, this));	// Icicle
                            break;
                        case 2:
                            trapSet.Add(new MapObjects(stage, x, y, 32, 32, 2, 3, this));	// Wind
                            break;
                        case 3:
                            trapSet.Add(new MapObjects(stage, x, y, 32, 32, 3, 3, this));	// TornadeS
                            break;
                        case 4:
                            trapSet.Add(new MapObjects(stage, x, y, 100, 350, 4, 1, this));	// TornadeL
                            break;
                        case 5:
                            trapSet.Add(new MapObjects(stage, x, y, 64, 64, 5, 1, this));	// Yukidama
                            break;
                        case 6:
                            break;
                    }

                    foreach (Terrain terrain in trapSet) stage.dynamicTerrains.Add(terrain);
                    break;
            }
        }
Пример #21
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        public WindTurret(Stage stage, float x, float y, int width, int height, int HP, Character user, Turret turret)
            : base(stage, x, y, width, height, HP, user)
        {
            //LoadXML("Enemy", "Xml\\Objects_Base.xml");
            if (turret == null) turret = new Turret(stage, this, position, 32, 32, 0, 1, 1, false, true, 0, 0, 5);
            Load();

            turret.isBeingUsed = true;
        }
Пример #22
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        public SkatingEnemy2(Stage stage, float x, float y, int width, int height, int HP)
            : base(stage, x, y, width, height, HP)
        {
            LoadXML("SkatingEnemy2", "Xml\\Objects_Enemy_Stage3.xml");
            friction = spFriction;
            stopDistance = defStopDistance;

            speed.X = defSpeed;
        }
Пример #23
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        public Water(Stage stage, float x, float y, int width, int height, Object user, Vector2 localPosition)
            : base(stage, x, y, width, height)
        {
            this.user = user;
            this.localPosition = localPosition;
            activeDistance = 640;

            Load();
        }
        public RushingOutEnemy(Stage stage, float x, float y, int width, int height, float vx, int HP)
            : base(stage, x, y, width, height, HP)
        {
            LoadXML("RushingOutEnemy", "Xml\\Objects_Enemy_Stage2.xml");
            flyingOutSpeed = defFlyingOutSpeed;
            flyingOutDistance = defFlyingOutDistance;

            Load();
        }
Пример #25
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        public DamageManeger(Stage stage, List<Object> attackedObjects, List<Object> damagedObjects)
        {
            this.stage = stage;

            //damagedObjects = new List<Object>();
            this.attackedObjects = attackedObjects;
            this.damagedObjects = damagedObjects;
            damages = new List<Damage>();
        }
Пример #26
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 public UI_BossHP(Stage stage, Vector2 position)
     : base(stage, position)
 {
     this.stage = stage;
     this.position = position;
     this.visible = true;
     this.counter = 0;
     this.data = 0;
 }
Пример #27
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		public DamageObject(Stage stage, float x, float y, int width, int height, int type, int textureType, Object user, Vector2 localPosition)// ,mapObjects
			: base(stage, x, y, width, height, type)
		{
			this.user = user;
			this.localPosition = localPosition;
			this.textureType = textureType;

			Load();
		}
Пример #28
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        public ShootingEnemy(Stage stage,  float x, float y, int width, int height, int HP)
            : base(stage, x, y, width, height, HP)
        {
            LoadXML("ShootingEnemy", "Xml\\Objects_Enemy_Stage1.xml");
            turret = new Turret(stage, this, shootPosition, 32, 32, 0, 1 ,1, false, true, 0, 0, 4);
            stage.weapons.Add(turret);

            Load();
        }
Пример #29
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        public SkatingEnemy(Stage stage, float x, float y, int width, int height,int HP, float defSpeed)
            : base(stage, x, y, width, height,HP)
        {
            LoadXML("SkatingEnemy", "Xml\\Objects_Enemy_Stage2.xml");
            this.defSpeed = defSpeed;
            friction = spFriction;
            stopDistance = defStopDistance;

            Load();
        }
Пример #30
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 public Reverse(Stage stage, Game1 game, ContentManager content)
 {
     this.game = game;
     this.stage = stage;
     this.content = content;
     nowlogdata = new LogData();
     reverseLog = new List<LogData>();
     score_prev = 0;
     tasSound = content.Load<SoundEffect>("Audio\\SE\\TAS");
 }