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 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 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 DivisionWeapon(Stage stage, float x, float y, int width, int height, Character user, float ratio) : base(stage, x, y, width, height,user) { derived1 = new Weapon(stage, x, y, width * (int)ratio, height * (int)ratio, user); derived2 = new Weapon(stage, x, y, width * (int)ratio, height * (int)ratio, user); rect = new Rectangle(0, 0, width, height); stage.weapons.Add(derived1); stage.weapons.Add(derived2); derived1.isBeingUsed = derived2.isBeingUsed = true; Load(); }
public JumpingEnemy(Stage stage, float x, float y, int width, int height, int HP, Character user) : base(stage, x, y, width, height, HP, user) { isMovingAround = true; moveDistance = 80; speed.X = defSpeed; movePattern = defMovePattern; if (defSpeed > 0) { isMovingRight = true; turnsRight = true; } //delayTime = motionDelayTime + 1; Load(); }
public Sword(Stage stage, float x, float y, int width, int height, Character user) : base(stage, x, y, width, height) { this.user = user; //if (stage.player != null) this.player = stage.player; if (user is Player) this.player = user as Player; position = new Vector2(); //criterionVector = new Vector2(this.player.position.X + player.width / 2, player.position.Y + player.height / 2); criterionVector = new Vector2(this.user.position.X + user.width / 2, user.position.Y + user.height / 2); damagedObjects = new List<Object>(); degree = 100; //swordBeam = new Bullet(stage,this,null,this.position,40,8); beamTurret = new Turret(stage, this, new Vector2(5, 5), 40, 8, 0, 1, 1); animation = new Animation(64, 96); animation2 = new Animation(128, 80); Load(); }
//public bool isBeingUsed;// 使用開始フラグ:手動 Autoは挙動を書いた関数を呼ぶようにする //private bool isInAuto; public DivisionWeapon(Stage stage, float x, float y, int width, int height, Character user) : this(stage, x, y, width, height, user, .5f) { }
public WindTurret(Stage stage, float x, float y, int width, int height, int HP, Character user) : this(stage, x, y, width, height, HP, user, null) { }