示例#1
0
// 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 );
}
示例#2
0
// 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 );
}