// コンストラクタ SpAttack::SpAttack( const Vector2DF &pos, float angle ) : Base( pos, angle ) , mDrawParam() , mEffectCallback() { mDrawParam.SetTexture( py::extract<Game::Util::Sprite::PTexture>( mAuxs.GetCommonResource().attr( "get" )( "itemSpAttack" ) ) ); mDrawParam.SetSrc( RectF( 0, 0, 32.0f, 32.0f ) ); mDrawParam.SetDst( pos.MakeRect( 32.0f, 32.0f ) ); mDrawParam.SetPriority( Game::View::STG::PRI_ITEM ); }
// コンストラクタ Base::Base( const Vector2DF &pos, int radius ) : Actor::Base( Hit::RectI( pos, radius * 2, radius * 2 ) ) , mHitCircle( pos, radius ) , mHitRect( pos, radius * 2, radius * 2 ) , mHP( INIT_HP ) { mDamagedDrawParam.SetTexture( py::extract<Game::Util::Sprite::PTexture>( mAuxs.GetCommonResource().attr( "get" )( "bulletDamagedEffect" ) ) ); mDamagedDrawParam.SetSrc( RectF( 0, 0, 64.0f, 64.0f ) ); mDamagedDrawParam.SetDst( pos.MakeRect( GetHitRadius()*4, GetHitRadius()*4 ) ); mDamagedDrawParam.SetPriority( Game::View::STG::PRI_ENEMYBULLET_DAMAGED ); mDamagedDrawParam.SetColor( ColorF( 1.0f, 1.0f, 1.0f, 0 ) ); mDamagedDrawParam.SetAlphaBlend( Game::Util::Sprite::AB_ADD ); }