// 보스를 움직이기: // 보스를 구성하는 모든 적기에 대하여 순서대로 처리를 수행함. void MoveComplexEnemy(COMPLEX_ENEMY* ce) { for (int i=0; i<ce->NumPart; i++) { // 적기를 움직이기: // 구체적인 처리는 MoveEnemy함수에서 수행함. MoveEnemy(ce->Part[i]); // 적기를 표시하기: // 모든 부품이 하나가 되어 움직이도록 // 부품의 좌표를 보스 좌표로부터 상대 위치가 되도록 사용함. // 보스 전체를 움직이기 위해서는 ce->X와 ce->Y를 갱신함. // 구체적인 처리는 DrawEnemy함수에서 수행함. DrawEnemy(ce->Part[i], ce->Part[i]->X+ce->X, ce->Part[i]->Y+ce->Y); // 적기의 파괴: // 판정과 파괴의 구체적인 처리는 각각 // Destroyed,DeleteEnemy함수에서 수행함. if (Destroyed(ce->Part[i])) { DeleteEnemy(ce->Part[i]); // 보스 전체의 파괴: // 치명적인 부품이 파괴되었을 때는 // 보스 전체를 파괴시킴. if (ce->Fatal[i]) DeleteEnemy(ce); } } }
/******************************************************************************* 関数名: void DrawGame(void) 引数: なし 戻り値: なし 説明: ゲームの描画関数 *******************************************************************************/ void DrawGame(void) { //カメラの設置 SetCamera(); //ステージの描画処理 DrawStageManager(); DrawMeshDome(); //DrawModel(); DrawParticle(); DrawEnemy(); DrawEnemyBullet(); DrawItemBullet(); if( IsDebugMode()) DrawPlayer(); DrawPlayerBullet(); DrawGun(); DrawShadow(); //DrawBillBoard(); DrawTime(); DrawGunSight(); DrawNumBullet(); DrawNumLife(); DrawClock(); DrawEnemyNum(); }
void CTalk::Talk(){ if( g_pTitle->talk ) { SunEffectRect flame; flame.m_color = argb(127,0,0,0); SetRect(&flame.m_rect,GAME_LEFT+60,350,GAME_RIGHT-60,430); do{ mt.Suspend(); int mae = (chara != 0 && chara != 2); D3DCOLOR color = mono(128+127*(!mae)); int cx = - mae * 20; int cy = mae * 20; DrawMarisa(-200+cx,60+cy,face,manfu,color); RECT rect; switch( manfu ) { case 0://驚 SetRect(&rect,0,0,48,64); break; case 1://困 SetRect(&rect,48,0,128,64); break; case 2://汗 SetRect(&rect,128,0,160,64); break; case 3://怒 SetRect(&rect,160,0,208,64); break; default: break; } if( manfu != -1 ) g_pMaterial->imgManfu.DrawRectClip(40+cx,90+cy,rect,color); if( g_pTitle->otaku ) DrawEnemy(); flame.Draw(); D3DCOLOR c1 = (chara==1) ? ENEMY_TALK_COLOR : MARISA_TALK_COLOR; D3DCOLOR c2 = ENEMY_TALK_COLOR; font.DrawFormat(100,370,c1); font2.DrawFormat(100,400,c2); fntEnemy.DrawFormat(500-16*fntEnemy.m_str.size()/2,340,ENEMY_NAME_COLOR); }while( !Next() ); } }
void StageDraw() { DrawMap(map, 0); DrawEnemy(map); DrawItem(map); DrawBomb(map); DrawEffect(map); DrawPlayer(map); #if !MAP_EDIT_MODE DrawTextureObject(res.player_right, 0, 0); FontPrintf(32, 16, "x %d", life); DrawTextureObject(res.font_stage, 128, 16); FontPrintf(128 + 16 * 5, 16, "%d", stageNum + 1); DrawTextureObject(res.font_score, 128 + 16 * 5 + 32, 16); FontPrintf(128 + 16 * 5 + 32 + 16 * 5 + 16 , 16, "%d", score); PrintWindow("fps: %d", engineFps); #endif }
int main(void) { // Nastavíme pozici ètvercù //int pos_x = 10; //int pos_y = 10; //int pos_x2 = 100; //int pos_y2 = 100; //------------------------ // Nastavíme barvu ètvercù r,g,b //int r = 0; //int g = 255; //int b = 0; //------------------------- allegro_init(); // inicializace allegra install_keyboard(); // inicializace klavesnice obr = load_bitmap("obr.bmp",NULL); //obr2 = load_bitmap("obr2.bmp",NULL); set_color_depth(8); // Nastavíme hloubku , Grafický mod ,a výšku a šíøku obrazovky if (set_gfx_mode(GFX_AUTODETECT|GFX_AUTODETECT_WINDOWED, SCR_W ,SCR_H, 0, 0)) { set_color_depth(24); if (set_gfx_mode(GFX_AUTODETECT|GFX_AUTODETECT_WINDOWED, SCR_W , SCR_H, 0, 0)) { set_color_depth(16); if (set_gfx_mode(GFX_AUTODETECT|GFX_AUTODETECT_WINDOWED, SCR_W , SCR_H , 0, 0)) { set_color_depth(15); if (set_gfx_mode(GFX_AUTODETECT|GFX_AUTODETECT_WINDOWED, SCR_W , SCR_H, 0, 0)) { allegro_message("Video Error: %s.\n", allegro_error); return 1; } } } } InitDoubleBuffering(); Init(); while (!key[KEY_ESC]) { /* if(key[KEY_UP]) { pos_y -= 1;} if(key[KEY_DOWN]) { pos_y += 1;} if(key[KEY_RIGHT]) { pos_x += 1;} if(key[KEY_LEFT]) { pos_x -= 1;} if(key[KEY_W]) { pos_y2 -= 1;} if(key[KEY_S]) { pos_y2 += 1;} if(key[KEY_D]) { pos_x2 += 1;} if(key[KEY_A]) { pos_x2 -= 1;} if((pos_x > pos_x2 - 20) && ( pos_x < pos_x2 + 20) && (pos_y > pos_y2 - 20 ) && (pos_y < pos_y2 + 20)){} else{} */ Posun(); DrawEnemy(); // Draw(); DrawBuffer(); Colision(); clear_bitmap(buffer); rest(10); //jinak tez wait() } destroy_bitmap(obr); return 0; }
/**************************************************************************** * ClientWndProc * * - Typical PM client window procedure. (see below) * * - Standard client window I/O * ****************************************************************************/ MRESULT EXPENTRY ClientWndProc(HWND hwnd, ULONG msg, MPARAM mp1, MPARAM mp2) { RECTL rcl; SWP swp; HPS hpsPaint; static HPS hps; /* Permanent HPS */ static INT cx, cy; /* Client window dimensions */ static BOOL bSlowUpdateNow = FALSE; /* Update toggle for asteroids * * and enemy which are slow. */ static POINTL ptlCenter; /* Center of client window */ switch (msg) { /* Recieved from WinCreateStdWindow */ case WM_CREATE: /* Get permanent PS for entire window */ hps = WinGetPS(hwnd); /* Load private Asteroid fonts from ASTEROID.DLL */ if (GpiLoadFonts(hab, "ASTEROID") != GPI_OK) { WinReleasePS(hps); WinAlarm(HWND_DESKTOP, WA_WARNING); WinMessageBox(HWND_DESKTOP,NULLHANDLE, "Please put ASTEROID.DLL in a directory in your LIBPATH.", "Error reading ASTEROID.DLL", 0,MB_ICONHAND|MB_OK|MB_APPLMODAL); WinPostMsg(hwnd,WM_QUIT,(MPARAM) 0L,(MPARAM) 0L); return (MRESULT) TRUE; } /* Register/create logical fonts for use */ InitFonts(hps); /* Display About dialoge box */ WinDlgBox(HWND_DESKTOP, hwnd, (PFNWP)AboutDlgProc, NULLHANDLE, IDD_ABOUT, NULL); return 0; /* Recieved during attract mode when user starts game */ case WM_STARTGAME: /* Determine the number of players */ cPlayers = (INT)LONGFROMMP(mp1); /* Initialize each player */ for (Player=0;Player<cPlayers;Player++) { Level[Player] = 1; Ships[Player] = prfProfile.iSHIPS; DeletePhotons(); InitAsteroids(); InitEnemy(); } /* Start with player 1 */ Player = 0; iGameMode = GAME_MODE_NEXT; iGameModeCnt = GAME_PAUSE_TIME-1; /* Hide the pointer if mouse controls are enabled */ ShowMouse(FALSE); /* Paint everything */ WinSendMsg(hwnd, WM_PAINT, MPVOID, MPVOID); return 0; /* Recieved at startup and at the completion of a game */ case WM_INITGAME: /* Make mouse visible if we hid it before */ ShowMouse(TRUE); /* Fix menu to reflect attract mode */ EnableMenuItem(hwndMenu, IDM_START, TRUE); EnableMenuItem(hwndMenu, IDM_STOP, FALSE); /* Initialize player and enemy data structures */ cPlayers = 0; Level[0] = 1; for (Player=0;Player<2;Player++) { Score[Player] = 0L; Ships[Player] = 0; DeletePhotons(); } Player = 0; /* Initialize asteroids (and enemy) for attract mode */ InitAsteroids(); InitEnemy(); /* Depending on whether ASTEROID was just started or a game just * * completed display the "High Score" or "Press 1 or 2" screen. */ if (SHORT1FROMMP(mp1) == 0) { iGameMode = GAME_MODE_INIT1; iGameModeCnt = GAME_INIT_TIME; } else { iGameMode = GAME_MODE_INIT2; iGameModeCnt = GAME_INIT_TIME; } /* Paint everything */ WinSendMsg(hwnd, WM_PAINT, MPVOID, MPVOID); return 0; /* Usually recieved from the system, sometime forced by the program to * * ensure the screen is not corrupt. */ case WM_PAINT: /* Clear entire window to insure no "droppings" */ WinQueryWindowRect(hwnd,&rcl); WinFillRect(hps, &rcl, CLR_BLACK); WinInvalidateRect(hwnd, &rcl, FALSE); /* Get the update region and paint it black */ hpsPaint = WinBeginPaint(hwnd, (HPS)NULL, &rcl); WinFillRect(hpsPaint, &rcl, CLR_BLACK); WinEndPaint(hpsPaint); /* Only in normal play mode should we draw the ship */ if ((iGameMode == GAME_MODE_PLAY) && (iShipMode[Player] != EXPLOSION) && (iShipMode[Player] != HYPERSPACE)) DrawShip(hps, cx, cy, DRAW_INIT); else if ((iGameMode == GAME_MODE_PLAY) && (iShipMode[Player] == EXPLOSION)) ExplodeShip(hps, cx, cy); /* Draw the enemy if it is on the screen */ if (iEnemyMode[Player] != NONE) if (iEnemyMode[Player] != EXPLOSION) DrawEnemy(hps, cx, cy,DRAW_INIT); else ExplodeEnemy(hps, cx, cy); /* Draw photons and asteroids in all modes but the "Enter your * * initials" mode, otherwise draw that screen. */ if (iGameMode != GAME_MODE_HIGH) { DrawPhotons(hps, cx, cy, DRAW_INIT); DrawAsteroids(hps, cx, cy, DRAW_INIT); } else DrawHighScore(hps, cx, cy, DRAW_INIT); /* Always draw the score */ DrawScore(hps, cx, cy, DRAW_INIT); return 0; /* Left mouse button down. This simulates the move/track function * * in the system menu. */ case WM_BUTTON1DOWN: if (prfProfile.bMOUSECONTROL && iGameMode != GAME_MODE_INIT1 && iGameMode != GAME_MODE_INIT2 && !TogglePause(CHECK)) { UPDATE_FIRE(iShipMode[Player], TRUE); return (MRESULT)TRUE; } return WinSendMsg(hwndFrame, WM_TRACKFRAME, (MPARAM) (SHORT1FROMMP(mp2) | TF_MOVE), MPVOID); case WM_BUTTON1UP: if (prfProfile.bMOUSECONTROL) { UPDATE_FIRE(iShipMode[Player], FALSE); return (MRESULT)TRUE; } return 0; /* Left mouse button double clicked. Toggle frame control display. */ case WM_BUTTON1DBLCLK: if (!prfProfile.bMOUSECONTROL || iGameMode == GAME_MODE_INIT1 || iGameMode == GAME_MODE_INIT2 || TogglePause(CHECK)) { if (prfProfile.bCONTROLS = !prfProfile.bCONTROLS) ShowFrameControls(); else HideFrameControls(); } return 0; case WM_BUTTON2DOWN: if (prfProfile.bMOUSECONTROL) { UPDATE_SHIELD(iShipMode[Player], iShipShieldCnt[Player]); return (MRESULT)TRUE; } return 0; case WM_BUTTON2CLICK: if (prfProfile.bMOUSECONTROL) { UPDATE_HYPERSPACE(iShipMode[Player], iShipModeCnt[Player]); return (MRESULT)TRUE; } return 0; /* Right mouse button double clicked. Display the about dialog box. */ case WM_BUTTON2DBLCLK: if (!prfProfile.bMOUSECONTROL || iGameMode == GAME_MODE_INIT1 || iGameMode == GAME_MODE_INIT2 || TogglePause(CHECK)) { WinDlgBox(HWND_DESKTOP, hwndClient, (PFNWP)AboutDlgProc, NULLHANDLE, IDD_ABOUT, NULL); } return 0; /* User typed a key. Most of this is self explanatory. */ case WM_CHAR: ProcessChar((CHAR) (CHARMSG(&msg)->vkey-1), CHARMSG(&msg)->fs & KC_VIRTUALKEY, (CHAR) (CHARMSG(&msg)->chr), (BOOL) !(CHARMSG(&msg)->fs & KC_KEYUP)); return 0; /* User entered a command via the menu bar. */ case WM_COMMAND: DoCommand(hwnd, msg, mp1, mp2); return 0; /* Suspend/un-suspend game depending on focus */ case WM_SETFOCUS: if ((BOOL) SHORT1FROMMP(mp2)) TogglePause(SUSPEND_OFF); else if (!prfProfile.bBACKGRND) TogglePause(SUSPEND_ON); return 0; /* Keep track of the client window size. Profile information is not * * updated here because there are better places (i.e. at exit) */ case WM_SIZE: cx = (INT)SHORT1FROMMP(mp2); cy = (INT)SHORT2FROMMP(mp2); /* Keep track of client window position. Also updates profile info. */ case WM_MOVE: WinQueryWindowPos(hwndFrame,&swp); if (!(swp.fl & SWP_MAXIMIZE) && !(swp.fl & SWP_MINIMIZE)) { prfProfile.x = swp.x;prfProfile.y = swp.y; prfProfile.cx = swp.cx;prfProfile.cy = swp.cy; } if (swp.fl & SWP_MINIMIZE) if (!prfProfile.bBACKGRND) { /* Set icon */ WinSendMsg(hwndFrame, WM_SETICON, (MPARAM) WinLoadPointer(HWND_DESKTOP, NULLHANDLE, ID_RESOURCE), MPVOID); TogglePause(SUSPEND_ON); } else WinSendMsg(hwndFrame, WM_SETICON, MPVOID, MPVOID); else TogglePause(SUSPEND_OFF); ptlCenter.x = swp.cx / 2; ptlCenter.y = swp.cy / 2; WinMapWindowPoints(hwndClient, HWND_DESKTOP, &ptlCenter, 1L); return 0; /* Recieved approximately 31 times a second. This is the longest and * * ugliest of the messages, partly because there are so many cases * * to keep track of, partly because it must be highly optimized. */ case WM_TIMER: if (prfProfile.bMOUSECONTROL && iGameMode != GAME_MODE_INIT1 && iGameMode != GAME_MODE_INIT2) { POINTL ptl; static BOOL bUp, bLeft, bRight; WinQueryPointerPos(HWND_DESKTOP, &ptl); if (bUp || (ptl.y - ptlCenter.y > 0)) UPDATE_THRUST(iShipMode[Player], bUp = (ptl.y - ptlCenter.y > 0)); if (bLeft || (ptlCenter.x - ptl.x > 0)) UPDATE_LEFT(iShipMode[Player], bLeft = (ptlCenter.x - ptl.x > 0)); if (bRight || (ptlCenter.x - ptl.x < 0)) UPDATE_RIGHT(iShipMode[Player], bRight = (ptlCenter.x - ptl.x < 0)); WinSetPointerPos(HWND_DESKTOP, ptlCenter.x, ptlCenter.y); } /* Determine the current game mode */ switch (iGameMode) { /* Either initialization/attract mode screen. */ case GAME_MODE_INIT1: case GAME_MODE_INIT2: /* Switch screens when count expires */ if (--iGameModeCnt == 0) { if (iGameMode == GAME_MODE_INIT1) iGameMode = GAME_MODE_INIT2; else iGameMode = GAME_MODE_INIT1; iGameModeCnt = GAME_INIT_TIME; /* Score must be redrawn because the attract mode screens * * draw the score differently. */ DrawScore(hps, cx, cy, DRAW_REINIT); } /* Update photons, asteroids, enemy, and score */ UpdatePhotons(hps, cx, cy); if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) { UpdateAsteroids(hps, cx, cy); UpdateEnemy(hps, cx, cy); DrawScore(hps, cx, cy, DRAW_REFRESH); } break; /* Completion of one player's turn or new game */ case GAME_MODE_NEXT: /* Initially, erase and redraw everything for new player */ if (iGameModeCnt-- == GAME_PAUSE_TIME) { if ((cPlayers == MAXPLAYERS) && (Ships[(Player+1) % MAXPLAYERS])) { DrawAsteroids(hps, cx, cy, DRAW_ERASE); DrawPhotons(hps, cx, cy, DRAW_ERASE); Player = (Player+1) % MAXPLAYERS; } DrawScore(hps, cx, cy, DRAW_REINIT); DrawAsteroids(hps, cx, cy, DRAW_INIT); } /* During countdown update score and asteroids */ else if (iGameModeCnt > 0) { if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) { DrawScore(hps, cx, cy, DRAW_REFRESH); UpdateAsteroids(hps, cx, cy); } } /* At end of countdown start the player */ else { InitShip(); InitEnemy(); iGameMode = GAME_MODE_PLAY; DrawScore(hps, cx, cy, DRAW_REINIT); } break; /* Normal play mode */ case GAME_MODE_PLAY: /* Update ship, photons, asteroids, enemy, and score */ UpdateShip(hps, cx, cy); UpdatePhotons(hps, cx, cy); if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) { UpdateAsteroids(hps, cx, cy); UpdateEnemy(hps, cx, cy); /* Erase old and draw new scores if there is a change*/ if (bChangeScore) { bChangeScore = FALSE; DrawScore(hps, cx, cy, DRAW_REINIT); } /* Else just refresh the score */ else DrawScore(hps, cx, cy, DRAW_REFRESH); } break; /* Game over mode. This is the longest and ugliest case because * * conditions are highly dependent on the number of players, * * multiplayer game status, and the number and order of high * * scores. */ case GAME_MODE_OVER: /* Initially, just update the score and number of ships */ if (iGameModeCnt-- == GAME_PAUSE_TIME) DrawScore(hps, cx, cy, DRAW_REINIT); /* During countdown refresh the score and update the asteroids */ else if (iGameModeCnt > 0) { if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) { DrawScore(hps, cx, cy, DRAW_REFRESH); UpdateAsteroids(hps, cx, cy); } } /* At the end of the countdown, if there are any other players, * * continue with them. */ else { /* Countinue on with any remaining players. */ if ((cPlayers == MAXPLAYERS) && (Ships[(Player+1) % MAXPLAYERS])) { /* Erase all of the old asteroids. */ DrawAsteroids(hps, cx, cy, DRAW_ERASE); /* Setup everything for the next player */ Player = (Player+1) % MAXPLAYERS; InitShip(); InitEnemy(); iGameMode = GAME_MODE_PLAY; DrawAsteroids(hps, cx, cy, DRAW_INIT); DrawScore(hps, cx, cy, DRAW_REINIT); } /* Check for new high scores and update table as necessary. */ else { /* Erase all of the old asteroids. */ DrawAsteroids(hps, cx, cy, DRAW_ERASE); /* The following if/else block is admittedly a kludge, it is * * simple and it does work, however. Ideally it should * * sort the high scores and update the high score table in * * descending order. */ /* If player 1 scored higher than player 2 then check * * player 1 first for a high score. */ if (Score[0] > Score[1]) for (Player=0;Player<cPlayers;Player++) /* If the player's score is > than the lowest, * * update the high score table. */ if (Score[Player] > prfProfile.lSCORES[9]) { UpdateHighScores(); iGameMode = GAME_MODE_HIGH; } /* Otherwise, make sure he is not asked for his * * initials. */ else Score[Player] = 0; /* Otherwise, check player 2 first */ else for (Player=cPlayers;Player>=0;Player--) /* If the player's score is > than the lowest, * * update the high score table. */ if (Score[Player] > prfProfile.lSCORES[9]) { UpdateHighScores(); iGameMode = GAME_MODE_HIGH; } /* Otherwise, make sure he is not asked for his * * initials. */ else Score[Player] = 0L; /* If there was no high score, go into attract mode */ if (iGameMode != GAME_MODE_HIGH) WinSendMsg(hwnd,WM_INITGAME,MPFROMSHORT(1),(MPARAM) 0L); /* Else, check for player 1's initials first then 2's * * This is not faithful, in the arcade game the player * * with the higher score always goes first. */ else { if (Score[0] > 0L) Player = 0; else Player = 1; DrawScore(hps, cx, cy, DRAW_REINIT); DrawHighScore(hps, cx, cy, DRAW_INIT); } } } break; /* Mode which prompts players to enter their initials */ case GAME_MODE_HIGH: /* If the player's position is > 0 then refresh the screen */ if (Score[Player] > 0L) DrawHighScore(hps, cx, cy, DRAW_REFRESH); /* Else, the current player is done go to the next */ else if ((cPlayers == MAXPLAYERS) && (Player == 0) && (Score[1] > 0L)) { Player++; DrawHighScore(hps, cx, cy, DRAW_REINIT); } /* If there are no more high scores then go into attract mode */ else WinSendMsg(hwnd, WM_INITGAME, MPFROMSHORT(1), MPVOID); break; } return 0; /* Used by help manager */ case HM_QUERY_KEYS_HELP: return((MRESULT)IDH_CLIENTKEYS); /* Recieved always from the system or in the case of an initialization* * error. Both messages will normally save the profile information.* * Ideally the profile section should be moved to a subroutine and the* * the following should be broken into two distinct cases. */ case WM_SAVEAPPLICATION: case WM_DESTROY: /* If the fonts were not found bApplicationOk will be false, in * * that case the window profile information should not be updated.*/ if (TRUE) { /* Copy window position and size info into profile structure */ WinQueryWindowPos(hwndFrame, &swp); if (swp.fl & SWP_MAXIMIZE) prfProfile.ulMINMAX = SWP_MAXIMIZE; else if (swp.fl & SWP_MINIMIZE) prfProfile.ulMINMAX = SWP_MINIMIZE; else { prfProfile.ulMINMAX = 0; prfProfile.x = swp.x;prfProfile.y = swp.y; prfProfile.cx = swp.cx;prfProfile.cy = swp.cy; } /* Write profile information */ PrfWriteProfileData(HINI_USERPROFILE, szClientClass, "Data", &prfProfile, sizeof(PROFILEREC)); } /* If the application is terminating release the fonts and the hps. */ if (msg == WM_DESTROY) { /* Make sure mouse is visible if we hid it before */ ShowMouse(TRUE); /* Release font identifiers and DLL resource module */ GpiSetCharSet(hps, LCID_DEFAULT); GpiDeleteSetId(hps, LCID_LARGE); GpiDeleteSetId(hps, LCID_SMALL); GpiUnloadFonts(hab, "ASTEROID"); /* Release the "permanent" presentation space */ WinReleasePS(hps); } return 0; } return WinDefWindowProc(hwnd, msg, mp1, mp2); }
// 허공에 나타나는 적기의 처리 void EmergingEnemy( int num_enemy, // 적기의 갯수 STATE_TYPE state[], // 적기의 상태 float ex[], float ey[], // 적기의 좌표 float alpha[], // 알파 값 int timer[] // 타이머 ) { // 모든 적기에 대하여 처리 for (int i=0; i<num_enemy; i++) { // 상태에 따라 분기 switch (state[i]) { // 준비(등장전): // 알파 값과 타이머 값을 초기화하고 // 등장 상태로 이동. case READY: state[i]=APPEAR; alpha[i]=0; timer[i]=TIME; break; // 등장: // 알파 값을 점점 늘려줌. // 타이머가 0이 되었다면 활동 상태로 이동. case APPEAR: alpha[i]=(float)(TIME-timer[i])/TIME; timer[i]--; if (timer[i]==0) { state[i]=ACT; timer[i]=ACT_TIME; } break; // 활동: // 이동, 공격을 수행. // 타이머가 0이 되었다면 소실 상태로 이동. // 이동이나 공격의 구체적인 처리는 // MoveEnemy 함수에서 수행하기로 함. case ACT: MoveEnemy(i); timer[i]--; if (timer[i]==0) { state[i]=DISAPPEAR; timer[i]=TIME; } break; // 소실: // 알파 값을 점점 작게 해 줌. // 타이머가 0이 되었다면 적기를 제거함. // 적기를 제거하는 구체적인 처리는 // DeleteEnemy 함수에서 수행하기로 함. case DISAPPEAR: alpha[i]=(float)timer[i]/TIME; timer[i]--; if (timer[i]==0) { DeleteEnemy(i); } break; } // 적기의 표시: // 알파 값에 따라 알파 합성(알파 블렌딩)을 해서 표시함. DrawEnemy(ex[i], ey[i], alpha[i]); } }