public override void Load() { if (!isHighLvl) { LoadMapData(1, "Stages\\Stage1_Easy.txt", 0, 0); boss = new Raijin(this, 14000, 100, 300, 280, 50);// (210, 210) (300, 280) characters.Add(boss); } else { LoadMapData(1, "Stages\\Stage1_Hard.txt", 0, 0); boss = new Raijin(this, 14300, 100, 300, 280, 50); characters.Add(boss); } SetTerrainDirection(); SetWaterDirection(); player = new Player(this, 100, 100, 48, 48, 10); characters.Add(player); sword = player.sword; weapons.Add(sword); AddObjects(); base.Load(); foreach (Weapon weapon in weapons) { if (weapon is Turret) weapon.Load(game.Content, "Object\\Turret&Bullet" + "\\" + "windTurret2"); } SoundControl.Stop(); SoundControl.IniMusic("Audio\\BGM\\forest", true); SoundControl.musicInstance.IsLooped = true; if (!game.isMuted) SoundControl.Play(); }
public override void Load() { if (!isHighLvl) { LoadMapData(1, "Stages\\Stage3_Easy.txt", 0, 0); } else { LoadMapData(1, "Stages\\Stage3_Hard.txt", 0, 0); } player = new Player(this, 100, 100, 48, 48, 10); characters.Add(player); sword = player.sword; weapons.Add(sword); staticTerrains.Add(new Block(this, 100, 200, 32, 32)); boss = new Rival(this, 15000, 300, 60, 60, game.isHighLvl ? 50 : 40, 0, 1, 1); characters.Add(boss); AddObjects(); SetTerrainDirection(); SetWaterDirection(); base.Load(); foreach (Weapon weapon in weapons) { if(weapon is Turret) weapon.Load(game.Content, "Object\\Turret&Bullet" + "\\" + "windTurret2"); } if (!game.isHighLvl) { SoundControl.IniMusic("Audio\\BGM\\machine", true); } else { SoundControl.IniMusic("Audio\\BGM\\boss", true); } SoundControl.musicInstance.IsLooped = true; if (!game.isMuted) SoundControl.Play(); }
public override void Load() { if (!isHighLvl) { LoadMapData(1, "Stages\\Stage2_Easy.txt", 0, 0); SoundControl.IniMusic("Audio\\BGM\\cave", true); } else { LoadMapData(1, "Stages\\Stage2_Hard.txt", 0, 0); SoundControl.IniMusic("Audio\\BGM\\ice", true); } SoundControl.musicInstance.IsLooped = true; player = new Player(this, 100, 100, 48, 48, 10); characters.Add(player); sword = player.sword; weapons.Add(sword); boss = new Fuujin(this, 14500, 100, 380, 310, 70, 0, 0, 1);//210, 210 characters.Add(boss); SetTerrainDirection(); SetWaterDirection(); AddObjects(); base.Load(); if (!game.isMuted) SoundControl.Play(); }
// LoadMapDataの位置を変えたせいでbossのweaponのbulletなどを手動でobjectsに追加しなければならなくなった。なんと面倒なのか public override void Load() { LoadMapData(1, "BossTest.txt", 0, 0); player = new Player(this, 100, 100, 48, 48, 0); characters.Add(player); this.sword = player.sword;//new Sword(this, player, 200, 100, 64, 8, 0); weapons.Add(sword);// 今度はここがライバルの...?? raibal.csでは2つ入っててusersも正常、しかしここでは何故? ここに示されるのは過去の情報? //boss = new Raijin(this, 500, 50, 210, 210, 50);//210, 210 //boss = new Rival(this, 600, 300, 60, 60, 50, 0, 1, 1); // 100だとBackWArd()のときに、defPosを通過しようとして死ぬ boss = new Fuujin(this, 500, 100, 210, 210, 50, 0, 5, 1); //380, 310 characters.Add(boss); bossLocation = boss.position + new Vector2(-640, 0); //objects.Add(player); //objects.Add(sword); //objects.Add(boss); AddObjects(); SetTerrainDirection(); base.Load(); foreach (Weapon weapon in weapons) { if(weapon is Turret) weapon.Load(game.Content, "Object\\Turret&Bullet" + "\\" + "windTurret2"); } }
public bool IsInterrupt(Player player) { return !isRightSlope && !isLeftSlope && isLeft && !isRight && position.X < player.position.X + player.width && player.position.Y + player.height > position.Y && player.position.Y < position.Y + height; }
public override void Load() { game.inDebugMode = true; LoadMapData(0, "t4.txt", 0, 0); SetTerrainDirection(); player = new Player(this, 100, 100, 48, 48, 0); characters.Add(player); //objects.Add(player); sword = player.sword; weapons.Add(sword); //objects.Add(sword); staticTerrains.Add(new Block(this, 100, 200, 32, 32)); //objects.Add(staticTerrains[staticTerrains.Count - 1]); /*characters.Add(new Boss(this, 3200, 100, 400, 300, 10)); characters.Add(new FlyingEnemy2(this, 500, 300, 32, 32, 5)); characters.Add(new SkatingEnemy(this, 500, 100, 32, 32, -8, 5)); characters.Add(new FlyingOutEnemy2(this, 400, 0, 32, 32, 5)); staticTerrains.Add(new Block(this, 100, 148, 32, 3)); foreach(Terrain terrain in dynamicTerrains) objects.Add(terrain);*/ AddObjects(); base.Load(); //player.Load(game.content, contentDirectory + "\\" + "Player1"); }