public BAR() { LeftFire = new TARY_VIMG(new Texture2D[] { GamePage.picBAR, GamePage.picBAR2 }, new Vector2(0, 799 - GamePage.picBAR.Height)); RightFire = new TARY_VIMG(new Texture2D[] { GamePage.picBAR, GamePage.picBAR2 }, new Vector2(480 - GamePage.picBAR.Width, 799 - GamePage.picBAR.Height)); LeftFire.stop(); RightFire.stop(); SCORE = new TARY_SCORE(GamePage.picNum, new Vector2(480, 0)); SCORE.ScoreV = 7;//多少位數 SCORE.Score = 0; SCORE.X -= SCORE.Width; //************** StarBar[0] = new TARY_VIMG(GamePage.picStarBar, new Vector2(160, 740)); StarBar[1] = new TARY_VIMG(GamePage.picStarBar, new Vector2(190, 740)); StarBar[2] = new TARY_VIMG(GamePage.picStarBar, new Vector2(220, 740)); StarBar[3] = new TARY_VIMG(GamePage.picStarBar, new Vector2(250, 740)); StarBar[4] = new TARY_VIMG(GamePage.picStarBar, new Vector2(280, 740)); StarBar[5] = new TARY_VIMG(GamePage.picStarBar, new Vector2(160, 700)); StarBar[6] = new TARY_VIMG(GamePage.picStarBar, new Vector2(190, 700)); StarBar[7] = new TARY_VIMG(GamePage.picStarBar, new Vector2(220, 700)); StarBar[8] = new TARY_VIMG(GamePage.picStarBar, new Vector2(250, 700)); StarBar[9] = new TARY_VIMG(GamePage.picStarBar, new Vector2(280, 700)); for (int i = 0; i < StarBar.Length; i++) { StarBar[i].stop(); } }
public void fupdate() { if (CTYPE == "金幣") { money = new TARY_SCORE(GamePage.picNum2, IMG.centerLoc); money.X -= 80; money.Score = Value; money.Prefix = "$"; Event_GetOneP(); } if (CTYPE == "閃電") { IMG.ImgNum = 4; } if (CTYPE == "武器") { IMG.ImgNum = 4; } //使得原點為中心 再將感應器縮小 IMG.CenterPoint = true; IMG.H.Radius -= 5; }
public bool T_ScoreChgMoney = false;//是否啟動計分轉換金錢看板 public LV(int num) { setLvNum = num; TITLE = new TARY_VIMG(GamePage.picLEVEL, new Vector2(180, 230)); TITLE2 = new TARY_SCORE(GamePage.picNum, new Vector2(280, 230)); TITLE2.Score = num; }
public LV(int num, int gp) { //此為指定關卡+直接跳到關卡的第幾群組 setLvNum = num; GROUP = gp; TITLE = new TARY_VIMG(GamePage.picLEVEL, new Vector2(180, 230)); TITLE2 = new TARY_SCORE(GamePage.picNum, new Vector2(280, 230)); TITLE2.Score = num; }
public GAME_END() { Time = new TARY_TIMER(1, 350); Time.start(); GAMEEND = new TARY_VIMG(GamePage.picGAMEEND, new Vector2(15, 140)); GAMEEND.Size = 2; GAMESCORE = new TARY_VIMG(GamePage.picSCORE, new Vector2(60, 300)); GAMESCORE.Size = 2; SCORE = new TARY_SCORE(GamePage.picNum, new Vector2(150, 300)); SCORE.Score = GamePage.HERO_SCORE; SCORE.Size = 2; SCORE.ScoreV = 7; for (int i = 0; i < bob.Count(); i++) { switch (GamePage.randObj.Next(1, 8)) { case 1: ColorStar = GamePage.picStar7; break; //白色為6 star1為背景色 case 2: ColorStar = GamePage.picStar2; break; case 3: ColorStar = GamePage.picStar3; break; case 4: ColorStar = GamePage.picStar4; break; case 5: ColorStar = GamePage.picStar5; break; case 6: ColorStar = GamePage.picStar6; break; case 7: ColorStar = GamePage.picStar8; break; } bob[i] = new TARY_BOB(ColorStar, new Vector2(GamePage.randObj.Next(10, 470), GamePage.randObj.Next(10, 750)), GamePage.randObj.Next(15, 80)); } }
int Temp_Money = 0; //已算完的錢 public SCORE(int Snum, int Mnum) { if (GamePage.HERO_S == 0) { NT = (GamePage.HERO_LV + 3) * 2; } else { NT = (GamePage.HERO_LV + 2) * ((GamePage.HERO_S * 2) + 2); } //先將錢算完 若使用者想跳過算錢動作 即可將值給定 Temp_Money = Mnum; Temp_Money += Snum / NT; if (Snum % NT != 0) { Temp_Money += 1; } Score = new TARY_SCORE(GamePage.picNum, new Vector2(200, 200)); Score.ScoreV = 7; Score.Size = 2; Score.Score = Snum; Score.Alpha = 0; Money = new TARY_SCORE(GamePage.picNum, new Vector2(160, 350)); Money.Size = 2; Money.Score = Mnum; Money.Alpha = 0; Money.Prefix = "$"; SCORE_VIM = new TARY_VIMG(GamePage.picSCORE, new Vector2(40, 200)); SCORE_VIM.Size = 2; SCORE_VIM.Alpha = 0; }
int GP = 0;//若是重生 將編制 第幾群組 public MENU_DEAD(int gp) { GamePage.HERO_LIFE--; GP = gp; HERO = new TARY_VIMG(GamePage.picHERO, new Vector2(180, 280)); LIFE = new TARY_SCORE(GamePage.picNum, new Vector2(240, 280)); LIFE.Prefix = "× "; LIFE.Score = GamePage.HERO_LIFE; GAMEOVER = new TARY_VIMG(GamePage.picGAMEOVER, new Vector2(90, 150)); GAMESCORE = new TARY_VIMG(GamePage.picSCORE, new Vector2(40, 400)); GAMESCORE.Size = 2; SCORE = new TARY_SCORE(GamePage.picNum, new Vector2(200, 400)); SCORE.Score = GamePage.HERO_SCORE; SCORE.Size = 2; SCORE.ScoreV = 7; Time = new TARY_TIMER(1, 200); Time.start(); }
float leftBan = 0f, rightBan = 480f; //飛行器飛行限制區域 public HERO(Vector2 loc) { hero = new TARY_VIMG(GamePage.picHERO, loc); hero.H.Radius -= 3.5f; hero_dead = new TARY_VIMG(GamePage.picHERO_DEAD, loc); hero_dead.Size = hero.Size; hero_dead.ImgNum = 4; Hp = new HPBAR(3, 3); BulletBAR = new TARY_SCORE(GamePage.picNum, new Vector2(470, 50)); BulletImg = new TARY_VIMG(GamePage.picBallA[1], new Vector2(412, 65)); BulletBAR.Score = bulletMax + GamePage.R_BAR.bulletLv; BulletBAR.ScoreV = 2; BulletBAR.X -= BulletBAR.Width; leftBan -= GamePage.picHERO.Width / 2 - 18; rightBan -= GamePage.picHERO.Width / 2 + 18; //數位羅盤事件 gSensor = new Accelerometer();//建立 Accelerometer 類別的物件 gSensor.CurrentValueChanged += new EventHandler <SensorReadingEventArgs <AccelerometerReading> >(gSensor_CurrentValueChanged); gSensor.Start(); }