public override void Load() { #region Terrain /*foreach(Terrain terrain in dynamicTerrains) { if (terrain is Block && !terrain.loadManually) { if (terrain.movementType == 0) if (game.stageNum != 0) terrain.Load(content, "Object\\Terrain\\Slopes\\0" + (game.stageNum - 1).ToString() + "\\Block02"); else terrain.Load(content, "Object\\Terrain\\Slopes\\0" + (game.stageNum - 1).ToString() + "\\Block01"); else if (terrain.movementType == 1) terrain.Load(content, "Object\\Terrain\\FrozenBlock"); else if (terrain.movementType == 2) terrain.Load(content, "Object\\Terrain\\BlockV"); } if (terrain is SnowBall) terrain.Load(content, "Object\\Terrain\\SnowBall", "Object\\Weapon\\Weapon"); if (terrain is Meteor) { (terrain as Meteor).Load(content, "Object\\Terrain\\Meteor01", ref terrain.texture); (terrain as Meteor).Load(content, "Object\\Terrain\\Meteor02", ref terrain.texture2); } if (terrain is DamageObject) terrain.Load(content); }*/ foreach (Terrain terrain in staticTerrains) { if (terrain is Block && !(terrain is DamageBlock) && !terrain.loadManually) { if (terrain.type == 0) { if (terrain.isOn && !terrain.isUnder && !(terrain as Block).isUnderSlope) {// 草ブロックにする条件 terrain.Load(content, "Object\\Terrain\\Block" + (game.stageNum - 1).ToString() + "1"); } else terrain.Load(content, "Object\\Terrain\\Block" + (game.stageNum - 1).ToString() + "2"); } else if (terrain.type == 1) terrain.Load(content, "Object\\Terrain\\FrozenBlock"); else if (terrain.type == 2) terrain.Load(content, "Object\\Terrain\\BlockV"); } /**/ // 静的な地形に関しては今のところここでもう1回読み込む必要あり:GetDirectionの位置の関係 } #endregion #region Character // 移行済み #endregion #region Bullets & Weapon // 移行済み if (weapons.Count == 0) sword.Load(content, "Object\\Weapon\\Melee"); /*else foreach (Weapon weapon in weapons) { if (weapon is Sword) { } else weapon.Load(content, "Object\\Weapon\\Melee"); }*/ #endregion #region Etc // UI userInterface.Initialize(); userInterface.Load(); // BackGround scrollingBackGround = new ScrollingBackground(this, Vector2.Zero); frontalScrollingBackGround = new ScrollingBackground(this, Vector2.Zero); frontalScrollingBackGround.isFrontal = true; if (!game.isHighLvl) { scrollingBackGround.Load(game.GraphicsDevice, content, "Object\\BackGround\\BackGround" + (game.stageNum - 1).ToString() + "2"); frontalScrollingBackGround.Load(game.GraphicsDevice, content, "Object\\BackGround\\BackGround" + (game.stageNum - 1).ToString() + "1"); } else { scrollingBackGround.Load(game.GraphicsDevice, content, "Object\\BackGround\\BackGround" + (game.stageNum - 1).ToString() + "3"); frontalScrollingBackGround.Load(game.GraphicsDevice, content, "Object\\BackGround\\BackGround" + (game.stageNum - 1).ToString() + "1"); } scrollingTASEffect = new ScrollingTASEffect(this, Vector2.Zero); scrollingTASEffect.Load(game.GraphicsDevice, content, "Effect\\TAS1"); // BGM //SoundControl.IniMusic("Audio\\BGM\\forest"); //SoundControl.Play(); //\ gameStatus = new GameStatus(); DrawBackGround();// 背景バッファの作成 player.position = new Vector2(game.hasReachedCheckPoint ? 13400 : 100, 100); //gameTimeNormal = 0; //gameTimeTAS = 0; bossScreenEdgeLeft = boss.defaultPosition.X - 640;// -Player.screenPosition.X; bossScreenEdgeRight = boss.defaultPosition.X + 640 + 100;// 100 camera.position = game.hasReachedCheckPoint ? new Vector2(player.position.X, 0) : Vector2.Zero; isScrolled = true; hasEffectedWarning = false; hasEffectedBeginning = false; hasEffectedBossExplosion = false; inBossBattle = false; BGMchanged = false; if (game.hasReachedCheckPoint) { gameStatus = game.tmpGameStatus; hasEffectedBeginning = true; } #endregion }
public Stage(Scene privousScene, bool isHighLvl) : base(privousScene) { this.isHighLvl = isHighLvl; // System reverse = new Reverse(this, game, content); slowmotion = new SlowMotion(); damageControl = new DamageManeger(this, attackedObjects, damagedObjects); effectControl = new EffectManeger(this); camera = new Camera(this, 320, 240, 640, 480); effectBoss = new Effect(this); effectStage = new Effect(this); effectPlayerDeath = new Effect(this); debug = new Debug(game, this); // Lists characters = new List<Character>(); dynamicTerrains = new List<Terrain>(); staticTerrains = new List<Terrain>(); bullets = new List<Bullet>(); objects = new List<Object>(); effects = new List<Effect>(); damagedCharacters = new List<Character>(); effectedCharacters = new List<Character>(); activeDynamicTerrains1 = new List<Terrain>(); activeDynamicTerrains2 = new List<Terrain>(); inComboObjects = new List<Object>(); backGrounds = new List<BackGround>(); activeCharacters = new List<Character>(); activeTerrains = new List<Terrain>(); activeDynamicTerrains = new List<Terrain>(); activeDynamicTerrainsD = new List<Terrain>(); activeStaticTerrains = new List<Terrain>(); activeBullets = new List<Bullet>(); activeObjects = new List<Object>(); damagedBullets = new List<Bullet>(); damagedObjects = new List<Object>(); attackedObjects = new List<Object>(); adObjects = new List<Object2>(); weapons = new List<Weapon>(); activeWeapons = new List<Weapon>(); unitToAdd = new List<Object>(); cameraWall = new List<Block>(); bgs = new List<ScrollingBackground>(); // UI userInterface = new UserInterface(game, this); userInterface.Initialize(); // Else scrollingBackGround = new ScrollingBackground(this, Vector2.Zero); frontalScrollingBackGround = new ScrollingBackground(this, Vector2.Zero); frontalScrollingBackGround.isFrontal = true; scrollingTASEffect = new ScrollingTASEffect(this, Vector2.Zero); defHP = 3; scrollSpeed = 2; Load(); }