/
enemy.cpp
545 lines (453 loc) · 16.9 KB
/
enemy.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
/*******************************************************************************
*
* タイトル: 敵の処理
* プログラム名: enemy.cpp
* 作成者: HAL東京ゲーム学科 劉南宏
*
*******************************************************************************/
/*******************************************************************************
* インクルードファイル
*******************************************************************************/
#include "enemy.h"
#include "debugproc.h"
#include "input.h"
#include "camera.h"
#include "shadow.h"
#include "meshwall.h"
#include "hitCheck.h"
#include "sound.h"
#include "particle.h"
#include "player.h"
#include "enemyBullet.h"
#include "game.h"
#include "fade.h"
#include "message.h"
//*****************************************************************************
// マクロ定義
//*****************************************************************************
#define NUM_VERTEX (4)
#define NUM_POLYGON (2)
#define MODEL_ENEMY_WHITE "data/MODEL/enemy.x" // 読み込むテクスチャファイル名
#define MODEL_ENEMY_BLUE "data/MODEL/enemy_blue.x" // 読み込むテクスチャファイル名
#define MODEL_ENEMY_RED "data/MODEL/enemy_red.x" // 読み込むテクスチャファイル名
#define VALUE_MOVE (1.0f) // 移動量
#define VALUE_ROTATE (D3DX_PI * 0.02f) // 回転量
#define DIVIDE_ROTATE (10) // 回転量をいくつに分ける
#define MODEL_POS_X (0)
#define MODEL_POS_Y (70)
#define MODEL_POS_Z (0)
#define MODEL_SPHERE (20)
#define COOLDOWN (90.0f)
//*****************************************************************************
// プロトタイプ宣言
//*****************************************************************************
//*****************************************************************************
// グローバル変数
//*****************************************************************************
ENEMY g_enemy[MAX_ENEMY];
ENEMY_MODEL g_modelData[ENEMY_TYPE_MAX];
//=============================================================================
// 初期化処理
//=============================================================================
HRESULT InitEnemy(void)
{
LPDIRECT3DDEVICE9 pDevice = GetDevice();
for(int nCntEnemy = 0; nCntEnemy < MAX_ENEMY; nCntEnemy++)
{
// 位置・回転・スケールの初期設定
g_enemy[nCntEnemy].pos = D3DXVECTOR3( 0.0f, 0.0f, 0.0f);
g_enemy[nCntEnemy].rot = D3DXVECTOR3( 0.0f, 0.0f, 0.0f);
g_enemy[nCntEnemy].scl = D3DXVECTOR3( 2.0f, 2.0f, 2.0f);
g_enemy[nCntEnemy].move = D3DXVECTOR3( VALUE_MOVE, VALUE_MOVE, 0.0f);
g_enemy[nCntEnemy].rotAngle = D3DXVECTOR3( 0.0f, 0.0f, 0.0f);
g_enemy[nCntEnemy].rotTarget = D3DXVECTOR3( 0.0f, 0.0f, 0.0f);
g_enemy[nCntEnemy].nCoolDown = -1;
g_enemy[nCntEnemy].bUse = false;
g_enemy[nCntEnemy].bShot = false;
g_enemy[nCntEnemy].bSeePlayer = false;
g_enemy[nCntEnemy].nSeePFrame = 0;
g_enemy[nCntEnemy].bPatrol = true;
g_enemy[nCntEnemy].posPatrol = D3DXVECTOR3( 0.0f, 0.0f, 0.0f);
g_enemy[nCntEnemy].rotPatrol = D3DXVECTOR3( 0.0f, 0.0f, 0.0f);
g_enemy[nCntEnemy].bEscaping = false;
g_enemy[nCntEnemy].type = ENEMY_WHITE;
}
//モデルに関する変数の初期化
strcpy( g_modelData[ENEMY_WHITE].filePath, MODEL_ENEMY_WHITE);
strcpy( g_modelData[ENEMY_BLUE].filePath, MODEL_ENEMY_BLUE);
strcpy( g_modelData[ENEMY_RED].filePath, MODEL_ENEMY_RED);
//モデルに関する変数の初期化
for(int nCntType = 0; nCntType < ENEMY_TYPE_MAX; nCntType++)
{
g_modelData[nCntType].pD3DTexture = NULL;
g_modelData[nCntType].pD3DXMesh = NULL;
g_modelData[nCntType].pD3DXBuffMat = NULL;
g_modelData[nCntType].nNumMat = 0;
// Xファイルの読み込み
if(FAILED(D3DXLoadMeshFromX(
g_modelData[nCntType].filePath, // 読み込むモデルファイル名(Xファイル)
D3DXMESH_SYSTEMMEM, // メッシュの作成オプションを指定
pDevice, // IDirect3DDevice9インターフェイスへのポインタ
NULL, // 隣接性データを含むバッファへのポインタ
&g_modelData[nCntType].pD3DXBuffMat, // マテリアルデータを含むバッファへのポインタ
NULL, // エフェクトインスタンスの配列を含むバッファへのポインタ
&g_modelData[nCntType].nNumMat, // D3DXMATERIAL構造体の数
&g_modelData[nCntType].pD3DXMesh // ID3DXMeshインターフェイスへのポインタのアドレス
)))
{
return E_FAIL;
}
}
return S_OK;
}
//=============================================================================
// 終了処理
//=============================================================================
void UninitEnemy(void)
{
for(int nCntType = 0; nCntType < ENEMY_TYPE_MAX; nCntType++)
{
// メッシュの開放
if(g_modelData[nCntType].pD3DXMesh != NULL)
{
g_modelData[nCntType].pD3DXMesh->Release();
g_modelData[nCntType].pD3DXMesh = NULL;
}
// マテリアルの開放
if(g_modelData[nCntType].pD3DXBuffMat != NULL)
{
g_modelData[nCntType].pD3DXBuffMat->Release();
g_modelData[nCntType].pD3DXBuffMat = NULL;
}
//テクスチャの開放
if(g_modelData[nCntType].pD3DTexture != NULL)
{
g_modelData[nCntType].pD3DTexture->Release();
g_modelData[nCntType].pD3DTexture = NULL;
}
}
for(int nCntEnemy = 0; nCntEnemy < MAX_ENEMY; nCntEnemy++)
{
//影と判定の開放
ReleaseShadow(g_enemy[nCntEnemy].nIdxShadow);
g_enemy[nCntEnemy].bUse = false;
}
}
//=============================================================================
// 更新処理
//=============================================================================
void UpdateEnemy(float fTimeSpeed)
{
CAMERA *pCamera = GetCamera();
PLAYER *pPlayer = GetPlayer();
int nCountAlive = 0;
//PrintDebugProc("enemy mark %d\n", g_enemy[0].nSeePFrame);
for(int nCntEnemy = 0; nCntEnemy < MAX_ENEMY; nCntEnemy++)
{
if(g_enemy[nCntEnemy].bUse)
{
nCountAlive++;
{//プレイヤーに気づく判断処理
if( !HitCheckMeshWall( g_enemy[nCntEnemy].pos, pCamera->posV, NULL, NULL) && pPlayer->bAlive && //壁に遮られたか
//HitCheckBall( g_enemy[nCntEnemy].pos, 1000.0f, pCamera->posV, 20.0f) && //一定の距離以内
HitCheckViewArea( g_enemy[nCntEnemy].pos, pCamera->posV, g_enemy[nCntEnemy].rot, D3DXToRadian( 90.0f) ) && //後ろには見えない
!IsDebugMode()) //デバッグモードのときに、当たり判定はなし
{
if( g_enemy[nCntEnemy].nSeePFrame <= 1000) g_enemy[nCntEnemy].nSeePFrame++;
if( g_enemy[nCntEnemy].nSeePFrame >= 50)
{
g_enemy[nCntEnemy].bSeePlayer = true;
//プレイヤーを見た時の情報を保存
if( g_enemy[nCntEnemy].bPatrol)
{
//びっくりマークを設定
SetFlashMessage(MSG_EXCLAMATION);
g_enemy[nCntEnemy].bPatrol = false;
g_enemy[nCntEnemy].posPatrol = g_enemy[nCntEnemy].pos;
g_enemy[nCntEnemy].rotPatrol = g_enemy[nCntEnemy].rotTarget;
}
}
}
else if( HitCheckBall( g_enemy[nCntEnemy].pos, 120.0f, pCamera->posV, 20.0f) ) //一定の距離以内
{
if( g_enemy[nCntEnemy].nSeePFrame <= 65535) g_enemy[nCntEnemy].nSeePFrame++;
if( g_enemy[nCntEnemy].nSeePFrame >= 50)
{
g_enemy[nCntEnemy].bSeePlayer = true;
//プレイヤーを見た時の情報を保存
if( g_enemy[nCntEnemy].bPatrol)
{
g_enemy[nCntEnemy].bPatrol = false;
g_enemy[nCntEnemy].posPatrol = g_enemy[nCntEnemy].pos;
g_enemy[nCntEnemy].rotPatrol = g_enemy[nCntEnemy].rotTarget;
}
}
}
else
{
if( g_enemy[nCntEnemy].nSeePFrame > 0)
{
g_enemy[nCntEnemy].nSeePFrame--;
}
g_enemy[nCntEnemy].bSeePlayer = false;
}
}
//CoolDown
if( g_enemy[nCntEnemy].nCoolDown > 0)
{
g_enemy[nCntEnemy].nCoolDown -= 1 * fTimeSpeed;
if(g_enemy[nCntEnemy].nCoolDown <= 0)
{
g_enemy[nCntEnemy].nCoolDown = -1;
g_enemy[nCntEnemy].bShot = false;
}
}
//プレイヤーに気づいたら、行動処理
if( g_enemy[nCntEnemy].bSeePlayer || g_enemy[nCntEnemy].nSeePFrame >= 50)
{
if( !g_enemy[nCntEnemy].bEscaping)
{
//向き
g_enemy[nCntEnemy].rotTarget = GetRotationAngle( g_enemy[nCntEnemy].pos, pCamera->posV, g_enemy[nCntEnemy].rot);
}
//弾を発射
if(!g_enemy[nCntEnemy].bShot)
{
//向き
g_enemy[nCntEnemy].rot = GetRotationAngle( g_enemy[nCntEnemy].pos, pCamera->posV, g_enemy[nCntEnemy].rot);
if(g_enemy[nCntEnemy].type == ENEMY_RED)
{
for(int cnt = 0; cnt < 3; cnt++)
{
SetEnemyBullet( g_enemy[nCntEnemy].pos, pCamera->posV + D3DXVECTOR3( rand() % 60 - 30, rand() % 40 - 20, rand() % 60 - 30));
}
g_enemy[nCntEnemy].bShot = true;
g_enemy[nCntEnemy].nCoolDown = COOLDOWN + rand() % 60;
PlaySound(SOUND_LABEL_SE_ESHOT);
}
else if(g_enemy[nCntEnemy].type == ENEMY_BLUE)
{
SetEnemyBullet( g_enemy[nCntEnemy].pos, pCamera->posV);
g_enemy[nCntEnemy].bShot = true;
g_enemy[nCntEnemy].nCoolDown = COOLDOWN/2 + rand() % 60;
PlaySound(SOUND_LABEL_SE_ESHOT);
}
else
{
SetEnemyBullet( g_enemy[nCntEnemy].pos, pCamera->posV);
g_enemy[nCntEnemy].bShot = true;
g_enemy[nCntEnemy].nCoolDown = COOLDOWN + rand() % 60;
PlaySound(SOUND_LABEL_SE_ESHOT);
}
}
}
else
{
if( g_enemy[nCntEnemy].bPatrol)
{
//nothing
}
else
{
//パトロールに戻る
g_enemy[nCntEnemy].rotTarget = GetRotationAngle( g_enemy[nCntEnemy].pos, g_enemy[nCntEnemy].posPatrol, g_enemy[nCntEnemy].rot);
D3DXVECTOR3 vec = g_enemy[nCntEnemy].pos - g_enemy[nCntEnemy].posPatrol;
if( D3DXVec3Length( &vec) < VALUE_MOVE)
{
g_enemy[nCntEnemy].bPatrol = true;
g_enemy[nCntEnemy].pos = g_enemy[nCntEnemy].posPatrol;
g_enemy[nCntEnemy].rotTarget = g_enemy[nCntEnemy].rotPatrol;
}
}
}
//弾キレ、逃げる処理
//if( g_enemy[nCntEnemy].bShot && !g_enemy[nCntEnemy].bEscaping)
//{
// float movRot = rand() % 180 - 90;
// g_enemy[nCntEnemy].rotTarget.y = g_enemy[nCntEnemy].rot.y + D3DXToRadian(movRot);
// if( g_enemy[nCntEnemy].rotTarget.y > D3DX_PI)
// {
// g_enemy[nCntEnemy].rotTarget.y -= D3DX_PI * 2.0f;
// }
// g_enemy[nCntEnemy].bEscaping = true;
//}
bool bMove = true;
//プレイヤーに近づき過ぎないように
D3DXVECTOR3 vec = g_enemy[nCntEnemy].pos - pPlayer->pos;
if( (D3DXVec3Length(&vec) < 200.0f) && g_enemy[nCntEnemy].bSeePlayer)
{
bMove = false;
}
{//移動処理
if( bMove)
{
//移動慣性の初期化
g_enemy[nCntEnemy].move.x = VALUE_MOVE;
g_enemy[nCntEnemy].move.z = VALUE_MOVE;
if(g_enemy[nCntEnemy].type == ENEMY_BLUE)
{
g_enemy[nCntEnemy].move.x = 0;
g_enemy[nCntEnemy].move.z = 0;
}
}
//時計回り、または逆時計回りを決める
g_enemy[nCntEnemy].rotAngle = Get2VecRotAngle( g_enemy[nCntEnemy].rot, g_enemy[nCntEnemy].rotTarget, DIVIDE_ROTATE, -1);
//回転慣性
g_enemy[nCntEnemy].rotAngle += (-g_enemy[nCntEnemy].rotAngle) * 0.001f;
//モデルY軸角度修正
if(g_enemy[nCntEnemy].rot.y > D3DX_PI)
{
g_enemy[nCntEnemy].rot.y = g_enemy[nCntEnemy].rot.y - D3DX_PI*2;
}
else if(g_enemy[nCntEnemy].rot.y < 0.0f - D3DX_PI)
{
g_enemy[nCntEnemy].rot.y = g_enemy[nCntEnemy].rot.y + D3DX_PI*2;
}
//次の回転位置に到着したら
if( fabs(g_enemy[nCntEnemy].rot.y - g_enemy[nCntEnemy].rotTarget.y) < VALUE_ROTATE &&
fabs(g_enemy[nCntEnemy].rot.x - g_enemy[nCntEnemy].rotTarget.x) < VALUE_ROTATE &&
fabs(g_enemy[nCntEnemy].rot.z - g_enemy[nCntEnemy].rotTarget.z) < VALUE_ROTATE
)
{
g_enemy[nCntEnemy].rot = g_enemy[nCntEnemy].rotTarget;
g_enemy[nCntEnemy].rotAngle = D3DXVECTOR3( 0, 0, 0);
}
else //次の回転位置にまだ到着してない
{
g_enemy[nCntEnemy].rot += g_enemy[nCntEnemy].rotAngle * fTimeSpeed;
}
//回転していない時
if(g_enemy[nCntEnemy].rotAngle == D3DXVECTOR3( 0, 0, 0))
{
//慣性処理
g_enemy[nCntEnemy].move.x -= g_enemy[nCntEnemy].move.x * 0.05f;
g_enemy[nCntEnemy].move.z -= g_enemy[nCntEnemy].move.z * 0.05f;
D3DXVECTOR3 tNextPos = g_enemy[nCntEnemy].pos;
tNextPos.x += g_enemy[nCntEnemy].move.x * sinf(g_enemy[nCntEnemy].rot.y);
tNextPos.z += g_enemy[nCntEnemy].move.z * cosf(g_enemy[nCntEnemy].rot.y);
D3DXVECTOR3 tSphere = D3DXVECTOR3( 0, 0, 0);
D3DXVECTOR3 front = tNextPos - g_enemy[nCntEnemy].pos;
D3DXVec3Normalize( &tSphere, &front);
tSphere *= MODEL_SPHERE;
//壁の法線ベクトルを取得変数の初期化
D3DXVECTOR3 wall_nor = D3DXVECTOR3(0,0,0);
//Side
g_enemy[nCntEnemy].posLSide.x = g_enemy[nCntEnemy].pos.x + 15.0f * sinf(g_enemy[nCntEnemy].rotTarget.y + D3DXToRadian(-90.0f));
g_enemy[nCntEnemy].posLSide.z = g_enemy[nCntEnemy].pos.z + 15.0f * cosf(g_enemy[nCntEnemy].rotTarget.y + D3DXToRadian(-90.0f));
g_enemy[nCntEnemy].posRSide.x = g_enemy[nCntEnemy].pos.x + 15.0f * sinf(g_enemy[nCntEnemy].rotTarget.y + D3DXToRadian(90.0f));
g_enemy[nCntEnemy].posRSide.z = g_enemy[nCntEnemy].pos.z + 15.0f * cosf(g_enemy[nCntEnemy].rotTarget.y + D3DXToRadian(90.0f));
//壁に当たったら
if( HitCheckMeshWall( g_enemy[nCntEnemy].posLSide, g_enemy[nCntEnemy].posLSide + tSphere, &wall_nor, NULL) ||
HitCheckMeshWall( g_enemy[nCntEnemy].posRSide, g_enemy[nCntEnemy].posRSide + tSphere, &wall_nor, NULL) )
{
if( g_enemy[nCntEnemy].bSeePlayer || !g_enemy[nCntEnemy].bPatrol)
{
//壁ずり処理:移動ベクトルを修正
GetWallScratchVector( &front, front, wall_nor);
D3DXVec3Normalize( &tSphere, &front);
tSphere *= MODEL_SPHERE;
if( !HitCheckMeshWall( g_enemy[nCntEnemy].pos, g_enemy[nCntEnemy].pos + tSphere, &wall_nor, NULL) )
{
//移動処理
g_enemy[nCntEnemy].pos += front;
}
}
if( g_enemy[nCntEnemy].bPatrol)
{
//180反転
g_enemy[nCntEnemy].rotTarget.y = g_enemy[nCntEnemy].rot.y + D3DXToRadian(180.0f);
if( g_enemy[nCntEnemy].rotTarget.y > D3DX_PI)
{
g_enemy[nCntEnemy].rotTarget.y -= D3DX_PI * 2.0f;
}
}
}
else
{
//移動処理
g_enemy[nCntEnemy].pos += front * fTimeSpeed;
}
}
}
//shadow
SetPositionShadow( g_enemy[nCntEnemy].nIdxShadow, g_enemy[nCntEnemy].pos);
}
}
if( nCountAlive == 0)
{
PlaySound( SOUND_LABEL_SE_CLEAR);
SetGameStep(STEP_CLEAR);
}
//PrintDebugProc("\n敵の位置:(X:%f, Y:%f, Z:%f)\n", g_enemy[0].pos.x, g_enemy[0].pos.y, g_enemy[0].pos.z);
//PrintDebugProc("敵の向き :(X:%f, Y:%f, Z:%f)\n", g_enemy[0].rot.x, D3DXToDegree(g_enemy[0].rot.y), g_enemy[0].rot.z);
//if( g_enemy[0].bSeePlayer) PrintDebugProc("see Player\n");
//if( g_enemy[0].bPatrol)PrintDebugProc("patral\n");
}
//=============================================================================
// 描画処理
//=============================================================================
void DrawEnemy(void)
{
LPDIRECT3DDEVICE9 pDevice = GetDevice();
D3DXMATRIX mtxScl, mtxRot, mtxTranslate;
D3DXMATERIAL *pD3DXMat;
D3DMATERIAL9 matDef;
for(int nCntEnemy = 0; nCntEnemy < MAX_ENEMY; nCntEnemy++)
{
if(g_enemy[nCntEnemy].bUse)
{
// ワールドマトリックスの初期化
D3DXMatrixIdentity( &g_enemy[nCntEnemy].mtxWorld);
// スケールを反映
D3DXMatrixScaling( &mtxScl, g_enemy[nCntEnemy].scl.x, g_enemy[nCntEnemy].scl.y, g_enemy[nCntEnemy].scl.z);
D3DXMatrixMultiply( &g_enemy[nCntEnemy].mtxWorld, &g_enemy[nCntEnemy].mtxWorld, &mtxScl);
// 回転を反映
D3DXMatrixRotationYawPitchRoll( &mtxRot, g_enemy[nCntEnemy].rot.y, g_enemy[nCntEnemy].rot.x, g_enemy[nCntEnemy].rot.z);
D3DXMatrixMultiply( &g_enemy[nCntEnemy].mtxWorld, &g_enemy[nCntEnemy].mtxWorld, &mtxRot);
// 移動を反映
D3DXMatrixTranslation( &mtxTranslate, g_enemy[nCntEnemy].pos.x, g_enemy[nCntEnemy].pos.y, g_enemy[nCntEnemy].pos.z);
D3DXMatrixMultiply( &g_enemy[nCntEnemy].mtxWorld, &g_enemy[nCntEnemy].mtxWorld, &mtxTranslate);
// ワールドマトリックスの設定
pDevice->SetTransform( D3DTS_WORLD, &g_enemy[nCntEnemy].mtxWorld);
// 現在のマテリアルを取得
pDevice->GetMaterial(&matDef);
ENEMY_TYPE type = g_enemy[nCntEnemy].type;
// マテリアル情報に対するポインタを取得
pD3DXMat = (D3DXMATERIAL *)g_modelData[type].pD3DXBuffMat->GetBufferPointer();
for(int nCntMat = 0; nCntMat < (int)g_modelData[type].nNumMat; nCntMat++)
{
// マテリアルの設定
pDevice->SetMaterial( &pD3DXMat[nCntMat].MatD3D);
// テクスチャの設定
pDevice->SetTexture( 0, g_modelData[type].pD3DTexture);
// 描画
g_modelData[type].pD3DXMesh->DrawSubset( nCntMat);
}
// マテリアルをデフォルトに戻す
pDevice->SetMaterial( &matDef);
}
}
}
//=============================================================================
// モデルの取得
//=============================================================================
ENEMY *GetEnemy(void)
{
return &g_enemy[0];
}
void SetEnemy( D3DXVECTOR3 pos, float rotY, ENEMY_TYPE type)
{
for(int nCntEnemy = 0; nCntEnemy < MAX_ENEMY; nCntEnemy++)
{
if( !g_enemy[nCntEnemy].bUse)
{
g_enemy[nCntEnemy].pos = pos;
g_enemy[nCntEnemy].rotTarget.y = rotY;
g_enemy[nCntEnemy].rot.y = rotY;
g_enemy[nCntEnemy].type = type;
g_enemy[nCntEnemy].bUse = true;
g_enemy[nCntEnemy].nIdxShadow = CreateShadow( g_enemy[nCntEnemy].pos, 50.0f, 50.0f);
break;
}
}
}