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さひがし用.cs
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さひがし用.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace Shooting
{
public partial class Game1 : Microsoft.Xna.Framework.Game
{
//ここのあたりに定義を書いていくでござる
void test()
{
Console.WriteLine("うぇーいww");
return;
}
class Object
{
protected Vector2 position;
protected Texture2D texture;
protected Vector2 size;
protected int HP;
protected Vector2 speed;
protected bool exist;
public Object() { }
/// <summary>
/// コンストラクタ
/// </summary>
/// <param name="posi">初期位置</param>
/// <param name="settexture">テクスチャ</param>
/// <param name="setsize">サイズ</param>
/// <param name="setHP">HP</param>
/// <param name="setspeed">スピード</param>
///
public Object(Vector2 posi, Texture2D settexture, Vector2 setsize, int setHP, Vector2 setspeed)
{
position = new Vector2(posi.X, posi.Y);
texture = settexture; //うまくいかなかったらここ
size = new Vector2(setsize.X, setsize.Y);
HP = setHP;
speed = setspeed;
exist = true;
}
/// <summary>
/// 存在してるかどうか
/// </summary>
/// <returns>存在しているならtrue</returns>
public bool checkExist()
{
return exist;
}
/// <summary>
/// オブジェクトの場所を二次元座標で返す
/// </summary>
/// <returns>i</returns>
public Vector2 locate()
{
return position;
}
/// <summary>
/// サイズを返す(vector2)
/// </summary>
public Vector2 getSize()
{
return size;
}
/// <summary>
/// HPを返す
/// </summary>
/// <returns>ヒットポイント</returns>
public int checkHP()
{
return HP;
}
}
class Actor : Object
{
protected int zanki;
public Actor() { }
public Actor(Vector2 posi, Texture2D settexture, Vector2 setsize, int setHP, Vector2 setspeed, int setzanki)
{
position = new Vector2(posi.X, posi.Y);
texture = settexture; //うまくいかなかったらここ
size = new Vector2(setsize.X, setsize.Y);
HP = setHP;
speed = setspeed;
exist = true;
HP = setHP;
zanki = setzanki;
}
/// <summary>
/// 引数だけ残機を減らす
/// </summary>
/// <param name="points">残機を減らす数int</param>
public void zankiReduce(int points)
{
zanki -= points;
}
/// <summary>
/// 引数だけHPを減らす
/// </summary>
/// <param name="points">HPを減らす数int</param>
public void HPReduce(int points)
{
HP -= points;
}
/// <summary>
/// 残機を返す
/// </summary>
/// <returns></returns>
public int zankiCheck()
{
return zanki;
}
public void MakeTama()
{
return;
}
}
class Player : Actor
{
public Player() { }
/// <summary>
/// プレイヤーコンストラクタ
/// </summary>
/// <param name="posi">プレイやを表示する位置</param>
/// <param name="settexture">プレイヤーのテクスチャ</param>
/// <param name="setsize">プレイヤーのサイズ</param>
/// <param name="setHP">プレイヤーのヒットポイント</param>
/// <param name="setspeed">プレイヤーのスピード</param>
/// <param name="setzanki">プレイヤーの残機</param>
public Player(Vector2 posi, Texture2D settexture, Vector2 setsize, int setHP, Vector2 setspeed, int setzanki)
{
position = new Vector2(posi.X, posi.Y);
texture = settexture; //うまくいかなかったらここ
size = new Vector2(setsize.X, setsize.Y);
HP = setHP;
speed = setspeed;
exist = true;
}
/// <summary>
/// 死んだときなど、プレイヤーの位置を再設定
/// </summary>
/// <param name="pos">プレイヤーの再設定位置</param>
public void setPos(Vector2 pos)
{
position = pos;
}
public void update()
{
KeyboardState KeyState = Keyboard.GetState();
if (KeyState.IsKeyDown(Keys.Left)) position.X -= speed.X;
if (KeyState.IsKeyDown(Keys.Right)) position.X += speed.X;
if (KeyState.IsKeyDown(Keys.Up)) position.Y -= speed.Y;
if (KeyState.IsKeyDown(Keys.Down)) position.Y += speed.Y;
}
public void draw(SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(texture, position, Color.White);
spriteBatch.End();
}
}
class Enemy : Actor
{
Vector2 shokiposi;
public Enemy() { }
int num;
/// <summary>
/// 敵のコンストラクタ
/// </summary>
/// <param name="posi">敵の初期位置</param>
/// <param name="settexture">敵のテクスチャ</param>
/// <param name="setsize">敵のサイズ</param>
/// <param name="setHP">敵のHP</param>
/// <param name="setspeed">敵のスピード</param>
/// <param name="setzanki">敵の残機</param>
public Enemy(Vector2 posi, Texture2D settexture, Vector2 setsize, int setHP, Vector2 setspeed, int setzanki, Vector2 setshokiposi)
{
position = new Vector2(posi.X, posi.Y);
texture = settexture; //うまくいかなかったらここ
size = new Vector2(setsize.X, setsize.Y);
HP = setHP;
speed = setspeed;
exist = true;
shokiposi = new Vector2(setshokiposi.X, setshokiposi.Y);
}
/// <summary>
/// 敵を配置
/// </summary>
/// <param name="shokiposition">初期位置</param>
/// <param name="enemynum">敵番号</param>
public void set(Vector2 shokiposition, int enemynum)
{
shokiposi = shokiposition;
position = shokiposition;
num = enemynum;
}
public void update()
{
switch (enemynum)
{
case 1:
position.X += 4;
}
}
public void draw(SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(texture, position, Color.White);
spriteBatch.End();
}
}
class Tama : Object
{
protected Vector2 shokiposi;
/// <summary>
/// 玉のコントラクタ
/// </summary>
/// <param name="posi">玉の位置</param>
/// <param name="settexture">玉のテクスチャ</param>
/// <param name="setsize">玉のサイズ</param>
/// <param name="setHP">玉の威力</param>
/// <param name="setspeed">玉のスピード</param>
/// <param name="setshokiposi">玉の初期位置</param>
public Tama(Vector2 posi, Texture2D settexture, Vector2 setsize, int setHP, Vector2 setspeed, Vector2 setshokiposi)
{
position = new Vector2(posi.X, posi.Y);
texture = settexture; //うまくいかなかったらここ
size = new Vector2(setsize.X, setsize.Y);
HP = setHP;
speed = setspeed;
exist = true;
shokiposi = new Vector2(setshokiposi.X, setshokiposi.Y);
}
/// <summary>
/// 玉をセット
/// </summary>
/// <param name="posi">玉の初期位置</param>
/// <param name="ugoki">玉の動き</param>
public void set(Vector2 setshokiposi, int ugoki)
{
shokiposi = setshokiposi;
switch (ugoki)
{
case 1:
speed.X = 1;
break;
case 2:
speed.X = 2;
break;
}
return;
}
public void update()
{
}
public void draw(SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(texture, position, Color.White);
spriteBatch.End();
}
}
class Item : Object
{
public void update()
{
}
public void draw(SpriteBatch spriteBatch)
{
spriteBatch.Begin();
spriteBatch.Draw(texture, position, Color.White);
spriteBatch.End();
}
}
}
}