Esempio n. 1
0
void CEnemy1::Update(float eTime)
{
	IEnemy::Update(eTime);
	CGameScene *gs = (CGameScene*)this->parent->parent;
	
	if (hp <= 0)
	{
		CParticleSystem *p = gs->PushEffect(pos.x + ani->width/2, pos.y + ani->height/2 + 55.0f);
		p->setScalep(4.0f, 5.0f);
		p->direction = -90;
		p->spread = 30;
		p->setSpeed(400.0f, 700.0f);
		p->start();


		CGSoundManager * sm = App::GetInstance()->g_pSoundManager;
		sm->Play(2);
		
		this->parent->PopScene(this);
		return;
	}

	time += eTime;
	time2 += eTime;
	if (pos.y < 50)
	{
		pos.y += 150 * eTime;
		if (pos.y > 50) pos.y = 50;
	}

	if (time > 3.0f)
	{
		gs->PushEffect(this->pos.x+20, this->pos.y + 140);
		gs->PushArrow(this->pos.x - 65, this->pos.y + 170, D3DX_PI / 2);
		gs->PushArrow(this->pos.x - 65, this->pos.y + 170, D3DX_PI / 2 - 0.4);
		gs->PushArrow(this->pos.x - 65, this->pos.y + 170, D3DX_PI / 2 + 0.4);
		time = 0.f;
	}

	if (time2 > 7.0f)
	{
		pos.y += 700 * eTime;
	}

	if (pos.y > App::HEIGHT)
	{
		this->parent->PopScene(this);
		return;
	}

}
Esempio n. 2
0
void CArrow::Update(float eTime)
{
	IScene::Update(eTime);
	pos.x += cos(rot) * speed * eTime;
	pos.y += sin(rot) * speed * eTime;
	if (pos.y > App::HEIGHT + 200)
	{
		this->parent->PopScene(this);
		return;
	}

	RECT arrowRect, playerRect, tempRect;
	//RECT ¼³Á¤
	arrowRect.left   = pos.x + rotatingCenter.x - 1;
	arrowRect.right  = pos.x + rotatingCenter.x + 1;
	arrowRect.top    = pos.y + rotatingCenter.y - 1;
	arrowRect.bottom = pos.y + rotatingCenter.y + 1;

	CGameScene *gs = (CGameScene*)this->parent->parent;
	CPlayer *player = gs->m_pPlayer;
	playerRect.left = player->pos.x;
	playerRect.right = player->pos.x + player->normalAni->width;
	playerRect.top = player->pos.y;
	playerRect.bottom = player->pos.y + player->normalAni->height;
	//
	if (IntersectRect(&tempRect, &playerRect, &arrowRect) == true)
	{
		CParticleSystem *p = gs->PushEffect(pos.x + rotatingCenter.x, pos.y + rotatingCenter.y);
		p->start();
		this->parent->PopScene(this);
		return;
	}
}
void CFinalBullet::Update(float eTime) {
	IScene::Update(eTime);
	pos.x += cos(rot)*speed*eTime;
	pos.y += sin(rot)*speed * eTime;
	if (pos.y > App::HEIGHT + 200) {
		this->parent->PopScene(this);
		return;
	}
	RECT bulletRect, playerRect, tempRect;
	bulletRect.left = pos.x + rotatingCenter.x - 1;
	bulletRect.right = pos.x + rotatingCenter.x + 1;
	bulletRect.top = pos.y + rotatingCenter.y - 1;
	bulletRect.bottom = pos.y + rotatingCenter.y + 1;
	CGameScene *gs = (CGameScene*)this->parent->parent;
	CPlayer *player = gs->m_pPlayer;
	playerRect.left = player->pos.x + 45;
	playerRect.right = player->pos.x + player->normalAni->width - 45;
	playerRect.top = player->pos.y;
	playerRect.bottom = player->pos.y + player->normalAni->height - 90;
	if (IntersectRect(&tempRect, &playerRect, &bulletRect) == true) {
		player->p_Blood -= 2;
		gs->PushEffect(pos.x + rotatingCenter.x, pos.y + rotatingCenter.y);
		this->parent->PopScene(this);
		return;
	}
}
Esempio n. 4
0
void CArrow::Update(float eTime)
{
	IScene::Update(eTime);
	CGameScene * gs = (CGameScene*)this->parent;
	CPlayer *player = gs->m_pPlayer;

	//this->rot = atan2((player->pos.y + player->normalAni->height / 2) - (this->pos.y + this->rotatingCenter.y), (player->pos.x + player->normalAni->width / 2) - (this->pos.x + this->rotatingCenter.x));

	pos.x += cos(rot) * speed * eTime;
	pos.y += sin(rot) * speed * eTime;

	if (pos.y > App::HEIGHT + ani->width){
		this->parent->PopScene(this);
		return;
	}

	RECT arrowRect;
	arrowRect.left = pos.x + this->rotatingCenter.x - 1;
	arrowRect.right = pos.x + this->rotatingCenter.x + 1;
	arrowRect.top = pos.y + this->rotatingCenter.y - 1;
	arrowRect.bottom = pos.y + this->rotatingCenter.y + 1;

	RECT playerRect;
	playerRect.left = player->pos.x + 10;
	playerRect.top = player->pos.y + 10;
	playerRect.right = player->pos.x + player->normalAni->width - 10;
	playerRect.bottom = player->pos.y + player->normalAni->height - 10;

	RECT tmpRect;
	if (IntersectRect(&tmpRect, &arrowRect, &playerRect))
	{
		gs->PushEffect(pos.x + this->rotatingCenter.x, pos.y + this->rotatingCenter.y);
		this->parent->PopScene(this);
		return;
	}

}