/// <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(); }
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); }
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; }
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); }
public Damage(Stage stage, Object2 ADObject) { this.stage = stage; this.adObject = ADObject; damageFrame = 0; }
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(); }
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>(); }
public UI_TAS(Stage stage, Vector2 position) : base(stage, position) { this.stage = stage; rectangle = new Rectangle(0, 0, 150, 16); this.position = position; }
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; }
public UIObject(Stage stage, Vector2 position) { this.stage = stage; this.position = position; Visible = true; }
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; }
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(); }
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(); }
//, 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(); }
public UI_EnemyHP(Stage stage, Vector2 position, int enemyHP) : base(stage, position) { this.stage = stage; this.position = position; this.data = enemyHP; this.visible = false; }
public Debug(Game1 game, Stage stage) { this.game = game; this.stage = stage; fontColor[0] = Color.Blue; fontColor[1] = Color.Orange; }
public Damage(Stage stage, Object attackedObject, Object damagedObject) { this.stage = stage; this.attackedObject = attackedObject; this.damagedObject = damagedObject; damageFrame = 0; }
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; } }
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; }
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; }
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(); }
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>(); }
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; }
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(); }
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(); }
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(); }
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"); }