示例#1
0
        private Timer actionTimer; //【追加】アクションモーションを魅せるためのタイマー

        public Human(Vector2 position, GameDevice gameDevice, IGameObjectMediator mediator)
            : base("momotaro_R", position, 64, 64, 40, 60, gameDevice)
        {
            velocity      = Vector2.Zero;
            dir           = Direction.Right;
            isJump        = true;
            isClearFlag   = false;
            this.mediator = mediator;
            map           = mediator.GetMap();
            damageShow    = new CountDownTimer(0.2f);

            godMod = false;

            sound      = GameDevice.Instance().GetSound();
            soundTimer = new CountDownTimer(0.5f);

            #region モーションの生成→ディクショナリによる管理に変更
            //movemotion = new Motion();
            //for (int i = 0; i < 7; i++)
            //{
            //    movemotion.Add(i, new Rectangle(i * 64, 0, 64, 64));
            //}
            //movemotion.Initialize(new Range(0, 6), new CountDownTimer(0.15f));

            //jumpmotion = new Motion();
            //for (int i = 0; i < 5; i++)
            //{
            //    jumpmotion.Add(i, new Rectangle(i * 64, 0, 64, 64));
            //}
            //jumpmotion.Initialize(new Range(0, 4), new CountDownTimer(0.15f));
            #endregion モーションの生成→ディクショナリによる管理に変更

            //【追加】モーションの生成・登録
            motionDict = new Dictionary <MotionName, Motion>()
            {
                { MotionName.idling, new Motion(new Range(0, 4), new CountDownTimer(0.10f)) }, //普通のアニメーション
                { MotionName.attack, new Motion(new Range(0, 5), new CountDownTimer(0.07f)) }, //攻撃モーション
            };

            //モーション切り取り位置の追加
            for (int i = 0; i <= 4; i++) //アクション以外
            {
                motionDict[MotionName.idling].Add(i, new Rectangle(new Point(64 * i, 0), new Point(64)));
            }
            for (int i = 0; i <= 5; i++) //アクション
            {
                //切り取り範囲が異なるので描画時に注意!!
                motionDict[MotionName.attack].Add(i, new Rectangle(new Point(96 * i, 0), new Point(96, 64)));
            }

            //現在モーションはジャンプモーションに設定
            currentMotion = motionDict[MotionName.idling];

            //【追加】アクションを魅せるためのタイマーを初期化
            actionTimer = new CountDownTimer(0.35f); //アクションモーション1周分の制限時間で
        }
示例#2
0
        public Bird(Vector2 position, GameDevice gameDevice, IGameObjectMediator mediator)
            : base("kiji_movemotion", position, 64, 64, 40, 60, gameDevice)
        {
            velocity = Vector2.Zero;
            //isFall = true;
            fallSpeed     = 0.4f;
            isJump        = true;
            jumpCnt       = 2;
            isClearFlag   = false;
            this.mediator = mediator;
            map           = mediator.GetMap();
            damageShow    = new CountDownTimer(0.2f);

            sound      = GameDevice.Instance().GetSound();
            soundTimer = new CountDownTimer(0.5f);

            //【追加】モーションの登録・生成
            motionDict = new Dictionary <MotionName, Motion>()
            {
                { MotionName.jump, new Motion(new Range(0, 4), new CountDownTimer(0.10f)) },
                { MotionName.move, new Motion(new Range(0, 5), new CountDownTimer(0.15f)) },
                { MotionName.idling, new Motion(new Range(0, 5), new CountDownTimer(0.15f)) },
            };

            for (int i = 0; i <= 4; i++)
            {
                motionDict[MotionName.jump].Add(i, new Rectangle(new Point(64 * i, 0), new Point(64)));
            }
            for (int i = 0; i <= 5; i++)
            {
                motionDict[MotionName.move].Add(i, new Rectangle(new Point(64 * i, 0), new Point(64)));
            }
            for (int i = 0; i <= 5; i++)
            {
                motionDict[MotionName.idling].Add(i, new Rectangle(new Point(64 * i, 0), new Point(64)));
            }


            #region モーションの生成・登録→ディクショナリでの管理に変更
            //movemotion = new Motion();
            //for(int i=0; i<7; i++)
            //{
            //    movemotion.Add(i, new Rectangle(i * 64, 0, 64, 64));
            //}
            //movemotion.Initialize(new Range(0, 6), new CountDownTimer(0.15f));

            //jumpmotion = new Motion();
            //for (int i = 0; i < 5; i++)
            //{
            //    jumpmotion.Add(i, new Rectangle(i * 64, 0, 64, 64));
            //}
            //jumpmotion.Initialize(new Range(0, 4), new CountDownTimer(0.15f));
            #endregion モーションの生成・登録→ディクショナリでの管理に変更
        }
示例#3
0
        public Monkey(Vector2 position, GameDevice gameDevice, IGameObjectMediator mediator)
            : base("saru", position, 64, 64, 40, 60, gameDevice)
        {
            velocity      = Vector2.Zero;
            isJump        = true;
            isClearFlag   = false;
            this.mediator = mediator;
            map           = mediator.GetMap();
            damageShow    = new CountDownTimer(0.2f);

            isRightWallGrip = false;
            isLeftWallGrip  = false;

            currentPositionX = Position.X;

            sound      = GameDevice.Instance().GetSound();
            soundTimer = new CountDownTimer(0.5f);

            //【追加】モーションの登録・生成
            motionDict = new Dictionary <MotionName, Motion>()
            {
                { MotionName.move, new Motion(new Range(0, 4), new CountDownTimer(0.20f)) },
                { MotionName.jump, new Motion(new Range(0, 4), new CountDownTimer(0.20f)) },
                { MotionName.idling, new Motion(new Range(0, 4), new CountDownTimer(0.20f)) },
            };
            for (int i = 0; i <= 4; i++)
            {
                motionDict[MotionName.move].Add(i, new Rectangle(new Point(64 * i, 0), new Point(64)));
                motionDict[MotionName.jump].Add(i, new Rectangle(new Point(64 * i, 0), new Point(64)));
                motionDict[MotionName.idling].Add(i, new Rectangle(new Point(64 * i, 0), new Point(64)));
            }
            currentMotion = motionDict[MotionName.idling];

            #region モーションの生成・登録→ディクショナリで管理に変更
            //movemotion = new Motion();
            //for (int i = 0; i < 7; i++)
            //{
            //    movemotion.Add(i, new Rectangle(i * 64, 0, 64, 64));
            //}
            //movemotion.Initialize(new Range(0, 6), new CountDownTimer(0.15f));

            //jumpmotion = new Motion();
            //for (int i = 0; i < 5; i++)
            //{
            //    jumpmotion.Add(i, new Rectangle(i * 64, 0, 64, 64));
            //}
            //jumpmotion.Initialize(new Range(0, 4), new CountDownTimer(0.15f));
            #endregion モーションの生成・登録→ディクショナリで管理に変更
        }
示例#4
0
        private Motion effectMotion;               //追加

        /// <summary>
        /// コンストラクタ
        /// </summary>
        /// <param name="position">初期座標</param>
        /// <param name="gameDevice">ゲームデバイス</param>
        /// <param name="mediator">仲介者</param>
        public Boss(Vector2 position, GameDevice gameDevice, IGameObjectMediator mediator) :
            base("teki", position, 100, 100, 100, 100, gameDevice)
        {
            //各種パラメータの初期化

            color         = Color.White;
            this.mediator = mediator;  //仲介者を引数受け取り
                map = mediator.GetMap();

            time         = new CountUpTimer(10000); //カウントアップタイマーを1万フレーム(200秒弱)で初期化
            currentState = BossState.JumpAttack;    //戦闘態勢は「高速突進」で初期化
                stateNum = 0;
            playerPos  = Vector2.Zero;
            isVertigo  = false;
            isDeadFlag = false; //死亡フラグは偽で初期化

            EntryMotions();
        }
示例#5
0
        public Enemy(string name, Vector2 position, AIName aiName, GameDevice gameDevice, IGameObjectMediator mediator)
            : base(name, position, 64, 64, 55, 60, gameDevice)
        {
            this.Position = position;
            this.aiName   = aiName;
            this.mediator = mediator;
            map           = mediator.GetMap();

            damageTimer     = new CountDownTimer(0.5f);
            gravity         = 0.5f;
            damageVelocityY = -5;

            state = CharaState.Normal;

            SetAI();

            //【追加】モーションの生成・追加
            motionDict = new Dictionary <MotionName, Util.Motion>()
            {
                { MotionName.attack, new Motion(new Range(0, 4), new CountDownTimer(0.25f)) },
                { MotionName.move, new Motion(new Range(0, 4), new CountDownTimer(0.15f)) },
                { MotionName.idling, new Motion(new Range(0, 4), new CountDownTimer(0.25f)) },
            };

            for (int i = 0; i <= 4; i++)
            {
                motionDict[MotionName.attack].Add(i, new Rectangle(new Point(64 * i, 0), new Point(64)));
            }
            for (int i = 0; i <= 4; i++)
            {
                motionDict[MotionName.move].Add(i, new Rectangle(new Point(64 * i, 0), new Point(64)));
            }
            for (int i = 0; i <= 4; i++)
            {
                motionDict[MotionName.idling].Add(i, new Rectangle(new Point(64 * i, 0), new Point(64)));
            }
            //最初のモーションはムーブに設定
            currentMotion = motionDict[MotionName.move];

            //【追加】移動方向の設定
            myDirectionX = Direction.Right;
            myDirectionY = Direction.Top;
        }
示例#6
0
        public EnemyAI(Character character, IGameObjectMediator mediator)
        {
            position = character.Position;
            isJump   = true;

            this.mediator = mediator;
            map           = mediator.GetMap();
            rnd           = GameDevice.Instance().GetRandom();

            //マップ当たり判定用リストの作成
            int width        = character.Width;
            int height       = character.Height;
            int widthMargin  = character.WidthMargin;
            int heightMargin = character.HeightMargin;

            checkRList = new List <Vector2>()
            {
                new Vector2(width - widthMargin, heightMargin),
                new Vector2(width - widthMargin, height - heightMargin - 1)
            };
            checkLList = new List <Vector2>()
            {
                new Vector2(widthMargin - 1, heightMargin),
                new Vector2(widthMargin - 1, height - heightMargin - 1)
            };
            checkUList = new List <Vector2>()
            {
                new Vector2(widthMargin, heightMargin - 1),
                new Vector2(width - widthMargin - 1, heightMargin - 1)
            };
            checkDList = new List <Vector2>()
            {
                new Vector2(widthMargin, height - heightMargin),
                new Vector2(width - widthMargin - 1, height - heightMargin)
            };
        }