Exemple #1
0
// 移動
bool CPrepareNishi::Move() {

	// 移動範囲、速度
	static const float
		MaxLX=150+Width/2, MaxRX=490-Width/2,
		MaxTY=20+Height/2, MaxBY=460-Height/2,
		SPEED =6,LOW_SPEED =2;

	//消滅判定処理
	if(live_count<=0)
	{
		new CNishi(X,Y, m_BombNum, m_LifeNum);
		return false;
	}else{
		--live_count;
	}
	
	// キーボードの入力
	KEYSTATE key;
	Game->input->GetAllState(&key);

	// 移動
	if(!key.SHIFT)
	{
		if (key.RIGHT){
			X+=SPEED;
		}else if (key.LEFT) {
			X-=SPEED;
		}
		if (key.UP){
			Y-=SPEED;
		}else if (key.DOWN){
			Y+=SPEED;
		}
	}else{
		if (key.RIGHT){
			X+=LOW_SPEED;
		}else if (key.LEFT) {
			X-=LOW_SPEED;
		}
		if (key.UP){
			Y-=LOW_SPEED;
		}else if (key.DOWN){
			Y+=LOW_SPEED;
		}
	}

	//アイテムの取得判定
	for(CTaskIter i(Game->ItemList);i.HasNext();)
	{
		CItem *item =(CItem*)i.Next();

		if(HitCircle(item,X,Y,23))
		{
			item->SetXYSpeed(X,Y,5.0f);
		}
		if(HitCircle(item))
		{
			Game->sound[7]->Play();
			Game->score->AddScore((unsigned)item->GetScore());
			i.Remove();
		}
	}

	// 移動範囲の制限
	if (X<MaxLX) {
		X=MaxLX; 
	}else if (MaxRX<X){
		X=MaxRX;
	}
	if (Y<MaxTY){
		Y=MaxTY; 
	}else if (MaxBY<Y){
		Y=MaxBY;
	}
	
	color =D3DCOLOR_ARGB(0xf0,rand()%256,rand()%256,rand()%256);
	
	++anime_count;
	if(anime_count>=10)
	{
		++anime;
		anime_count =0;
		if(anime>4)
			anime =1;
	}

	return true;
}
Exemple #2
0
// 移動
bool CNishi::Move() {

	// 移動範囲、速度
	static const float
		MaxLX=150+Width/2, MaxRX=490-Width/2,
		MaxTY=20+Height/2, MaxBY=460-Height/2,
		SPEED =6,LOW_SPEED =2;
	
	// キーボードの入力
	prevbomb_input =key.X;
	Game->input->GetAllState(&key);

	// 移動
	if(!key.SHIFT)
	{
		if (key.RIGHT){
			X+=SPEED;
		}else if (key.LEFT) {
			X-=SPEED;
		}
		if (key.UP){
			Y-=SPEED;
		}else if (key.DOWN){
			Y+=SPEED;
		}
	}else{
		if (key.RIGHT){
			X+=LOW_SPEED;
		}else if (key.LEFT) {
			X-=LOW_SPEED;
		}
		if (key.UP){
			Y-=LOW_SPEED;
		}else if (key.DOWN){
			Y+=LOW_SPEED;
		}
	}

	//ボムの発射
	if(!prevbomb_input && bomb_count<=0 && m_BombNum>0 && key.X)
	{
		bomb_count =100;
		--m_BombNum;
		Game->SetHUD(m_LifeNum,m_BombNum);
		new CMyBomb(X,Y);
	}
	else if(bomb_count>0)
	{
		--bomb_count;
	}

	//弾の発射
	if(!key.Z){
		shot_count =20;
		laser_count =20;
		laser_num =0;
	}
	else
	{
		if(!key.SHIFT)
		{
			laser_num =0;
			NormalShot(2);
		}else{
			NormalShot(0);
			NormalLaser(8);
		}
	}

	//当たり判定処理
	if(bomb_count<=0)
	{
		if(live_count<=0)
		{
			for(CTaskIter i(Game->EnemyBulletList);i.HasNext();)
			{
				CEBullet *bullet =(CEBullet*)i.Next();

				if(HitCircle(bullet))
				{
					Game->sound[1]->Play();
					Game->MyLaserList->DeleteTask();

					if(m_LifeNum>=0) 
					{
						--m_LifeNum;
					}
					Game->SetHUD(m_LifeNum,m_BombNum);

					new CMyCrash(X,Y, m_BombNum, m_LifeNum);
					return false;
				}
			}
			for(CTaskIter i(Game->EnemyList);i.HasNext();)
			{
				CEnemy *enemy =(CEnemy*)i.Next();

				if(HitCircle(enemy))
				{
					Game->sound[1]->Play();
					Game->MyLaserList->DeleteTask();

					if(m_LifeNum>=0) 
					{
						--m_LifeNum;
					}
					Game->SetHUD(m_LifeNum,m_BombNum);

					new CMyCrash(X,Y, m_BombNum, m_LifeNum);
					return false;
				}
			}
		}else{
			--live_count;
		}
	}

	//アイテムの取得判定
	for(CTaskIter i(Game->ItemList);i.HasNext();)
	{
		CItem *item =(CItem*)i.Next();

		if(HitCircle(item,X,Y,18))
		{
			item->SetXYSpeed(X,Y,5.0f);
		}
		if(HitCircle(item))
		{
			Game->sound[7]->Play();
			Game->score->AddScore((unsigned)item->GetScore());
			i.Remove();
		}
	}


	// 移動範囲の制限
	if (X<MaxLX) {
		X=MaxLX; 
	}else if (MaxRX<X){
		X=MaxRX;
	}
	if (Y<MaxTY){
		Y=MaxTY; 
	}else if (MaxBY<Y){
		Y=MaxBY;
	}

	++anime_count;
	if(anime_count>=10)
	{
		++anime;
		anime_count =0;
		if(anime>4)
			anime =1;
	}

	return true;
}