質問編集履歴
5
画像の掲載
test
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test
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@@ -1,3 +1,29 @@
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### 使用している画像
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+
![pStart](1d82ad37ef11356f610de484ff08d0c6.png)
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![pGameclear](4ca583c7edd2a4e9120fbdb20348e970.png)
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![pGameover](4e978ec35b988da96f457089c34fa209.png)
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![pGameback](1e044deacc1f02c55623119762e2e817.png)
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### 実現したいこと
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レーザーとボス、自機と弾幕の当たり判定がうまくいきません
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4
test
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test
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@@ -1,6 +1,6 @@
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1
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### 実現したいこと
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-
自機
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レーザーとボス、自機と弾幕の当たり判定がうまくいきません
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3
test
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test
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@@ -1,6 +1,6 @@
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1
1
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### 実現したいこと
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2
2
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-
自機やボス
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自機やボスの当たり判定がうまくいきません
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5
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6
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2
コードの変更
test
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test
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@@ -38,9 +38,7 @@
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38
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39
39
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40
40
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-
private ArrayList<Bullet> danmaku = new ArrayList<Bullet>();
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41
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+
private ArrayList<Bullet> danmaku = new ArrayList<Bullet>();
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42
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-
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43
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-
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44
42
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43
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enum GameScene {
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46
44
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@@ -256,7 +254,7 @@
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256
254
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257
255
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if (routine % 30 == 0) {
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256
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259
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-
danmaku.addAll(this.shot());
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257
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+
danmaku.addAll(this.shot());
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258
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259
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println("#shot!!" +routine + ":" + tx + "," + ty);
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@@ -290,13 +288,13 @@
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290
288
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289
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double rad = radians(i);
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290
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293
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-
danmaku.add(new Bullet(this.tx, this.ty, 10, Math.cos(rad), Math.sin(rad)));
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+
danmaku.add(new Bullet(this.tx, this.ty, 10, Math.cos(rad), Math.sin(rad)));
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294
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-
|
292
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+
|
295
|
-
}
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+
}
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-
|
294
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+
|
297
|
-
return danmaku;
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295
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+
return danmaku;
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-
|
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-
|
296
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+
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297
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+
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298
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}
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1
コードの変更
test
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File without changes
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test
CHANGED
@@ -8,15 +8,11 @@
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8
8
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9
9
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### 発生している問題・エラーメッセージ
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10
10
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11
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-
|
11
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+
動くことは動くが当たり判定が出ない
|
12
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-
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13
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-
|
12
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+
|
14
|
-
|
15
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-
|
13
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+
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16
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-
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17
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-
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18
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-
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19
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-
|
14
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+
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15
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+
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20
16
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21
17
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22
18
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@@ -34,13 +30,15 @@
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34
30
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35
31
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Bullet bullet;
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36
32
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|
37
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-
|
33
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+
Ship ship;
|
34
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+
|
38
|
-
|
35
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+
Boss boss;
|
36
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+
|
39
|
-
|
37
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+
GameStage gamestage;
|
40
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-
|
41
|
-
|
42
|
-
|
38
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+
|
39
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+
|
40
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+
|
43
|
-
private ArrayList<Bullet> danmaku = new ArrayList<Bullet>();
|
41
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+
private ArrayList<Bullet> danmaku = new ArrayList<Bullet>(); //オブジェクトの宣言,returnで初期値入れる?
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44
42
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45
43
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46
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@@ -78,44 +76,50 @@
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76
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77
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78
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|
81
|
-
bullet = new Bullet(width/2, height/2,
|
79
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+
bullet = new Bullet(width/2, height/2, 20, 0, 0 );//クラスからインスタンスを生成
|
80
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+
|
81
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+
ship = new Ship(mouseX,mouseY);
|
82
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+
|
83
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+
gamestage = new GameStage() ;
|
84
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+
|
85
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+
boss = new Boss(160, 150);
|
82
86
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|
83
87
|
}
|
84
88
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|
85
89
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|
86
90
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|
87
|
-
//GameStage class
|
91
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+
//GameStage class
|
88
|
-
|
92
|
+
|
89
|
-
class GameStage {
|
93
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+
class GameStage {
|
90
|
-
|
91
|
-
|
94
|
+
|
92
|
-
|
93
|
-
|
94
|
-
|
95
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+
|
96
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+
|
97
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+
|
98
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+
|
95
|
-
void update() {
|
99
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+
void update() {
|
96
|
-
|
100
|
+
|
97
|
-
boss.doShinking();
|
101
|
+
boss.doShinking();
|
98
|
-
|
99
|
-
|
100
|
-
|
102
|
+
|
103
|
+
|
104
|
+
|
101
|
-
//画面切り替え
|
105
|
+
//画面切り替え
|
102
|
-
|
106
|
+
|
103
|
-
if (ship.hp == 0) {
|
107
|
+
if (ship.hp == 0) {
|
104
|
-
|
108
|
+
|
105
|
-
scene = GameScene.OVER;
|
109
|
+
scene = GameScene.OVER;
|
106
|
-
|
110
|
+
|
107
|
-
}
|
111
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+
}
|
108
|
-
|
112
|
+
|
109
|
-
if (boss.hp == 0) {
|
113
|
+
if (boss.hp == 0) {
|
110
|
-
|
114
|
+
|
111
|
-
scene = GameScene.CLEAR;
|
115
|
+
scene = GameScene.CLEAR;
|
116
|
+
|
117
|
+
}
|
112
118
|
|
113
119
|
}
|
114
120
|
|
115
121
|
}
|
116
122
|
|
117
|
-
}
|
118
|
-
|
119
123
|
|
120
124
|
|
121
125
|
|
@@ -124,7 +128,7 @@
|
|
124
128
|
|
125
129
|
// ship(自機) class
|
126
130
|
|
127
|
-
class
|
131
|
+
class Ship {
|
128
132
|
|
129
133
|
private int sx, sy;
|
130
134
|
|
@@ -138,7 +142,7 @@
|
|
138
142
|
|
139
143
|
}
|
140
144
|
|
141
|
-
|
145
|
+
Ship(int x, int y) {
|
142
146
|
|
143
147
|
sx = x;
|
144
148
|
|
@@ -156,292 +160,324 @@
|
|
156
160
|
|
157
161
|
noFill();
|
158
162
|
|
163
|
+
|
164
|
+
|
165
|
+
}
|
166
|
+
|
167
|
+
|
168
|
+
|
169
|
+
//hit check
|
170
|
+
|
171
|
+
void damage() {
|
172
|
+
|
173
|
+
if (abs(ship.sx -boss.tx) < (boss.bw/2)) {
|
174
|
+
|
175
|
+
boss.hp--;
|
176
|
+
|
177
|
+
}
|
178
|
+
|
179
|
+
}
|
180
|
+
|
181
|
+
}
|
182
|
+
|
183
|
+
|
184
|
+
|
185
|
+
// Boss class
|
186
|
+
|
187
|
+
class Boss {
|
188
|
+
|
189
|
+
private int tx, ty;
|
190
|
+
|
191
|
+
private int dx, dy;
|
192
|
+
|
193
|
+
private int bw = 20;
|
194
|
+
|
195
|
+
private int bh = 10;
|
196
|
+
|
197
|
+
private long routine = 0;
|
198
|
+
|
199
|
+
private int hp = 10;
|
200
|
+
|
201
|
+
boolean isAlive() {
|
202
|
+
|
203
|
+
//return is_alive;
|
204
|
+
|
205
|
+
return hp != 0;
|
206
|
+
|
207
|
+
}
|
208
|
+
|
209
|
+
|
210
|
+
|
211
|
+
Boss(int x, int y) {
|
212
|
+
|
213
|
+
tx = x;
|
214
|
+
|
215
|
+
ty = y;
|
216
|
+
|
217
|
+
dx = 10;
|
218
|
+
|
219
|
+
dy = -8;
|
220
|
+
|
221
|
+
}
|
222
|
+
|
223
|
+
void move() {
|
224
|
+
|
225
|
+
tx += dx;
|
226
|
+
|
227
|
+
ty += dy;
|
228
|
+
|
229
|
+
if (tx < 0 || tx > width) {
|
230
|
+
|
231
|
+
dx*= -1;
|
232
|
+
|
233
|
+
}
|
234
|
+
|
235
|
+
if (ty < 0 || ty > height/3) {
|
236
|
+
|
237
|
+
dy*= -1;
|
238
|
+
|
239
|
+
}
|
240
|
+
|
241
|
+
stroke(255, 204, 0);
|
242
|
+
|
243
|
+
|
244
|
+
|
245
|
+
}
|
246
|
+
|
247
|
+
void doShinking() {
|
248
|
+
|
249
|
+
routine++;
|
250
|
+
|
251
|
+
if (routine % 10 == 0) {
|
252
|
+
|
253
|
+
move();
|
254
|
+
|
255
|
+
}
|
256
|
+
|
257
|
+
if (routine % 30 == 0) {
|
258
|
+
|
259
|
+
danmaku.addAll(this.shot()); //?????
|
260
|
+
|
261
|
+
println("#shot!!" +routine + ":" + tx + "," + ty);
|
262
|
+
|
263
|
+
}
|
264
|
+
|
265
|
+
}
|
266
|
+
|
267
|
+
//hit check
|
268
|
+
|
269
|
+
void damage() {
|
270
|
+
|
271
|
+
if (dist(tx, ty, ship.sx, ship.sy) < bullet.tr/2) {
|
272
|
+
|
273
|
+
ship.hp--;
|
274
|
+
|
275
|
+
}
|
276
|
+
|
277
|
+
}
|
278
|
+
|
279
|
+
|
280
|
+
|
281
|
+
|
282
|
+
|
283
|
+
|
284
|
+
|
285
|
+
ArrayList<Bullet> shot() {
|
286
|
+
|
287
|
+
ArrayList<Bullet> danmaku = new ArrayList();
|
288
|
+
|
289
|
+
for (int i = 0; i < 360; i+= 10) { //インスタンス(弾幕)の作成
|
290
|
+
|
291
|
+
double rad = radians(i);
|
292
|
+
|
293
|
+
danmaku.add(new Bullet(this.tx, this.ty, 10, Math.cos(rad), Math.sin(rad))); //↑で作ったそれぞれのインスタンスに代入
|
294
|
+
|
295
|
+
}
|
296
|
+
|
297
|
+
return danmaku; //3行目のやつに↑を入れる
|
298
|
+
|
299
|
+
}
|
300
|
+
|
301
|
+
}
|
302
|
+
|
303
|
+
|
304
|
+
|
305
|
+
// Bullet(弾幕) class
|
306
|
+
|
307
|
+
|
308
|
+
|
309
|
+
class Bullet {
|
310
|
+
|
311
|
+
private double tx, ty;
|
312
|
+
|
313
|
+
private final double tr;
|
314
|
+
|
315
|
+
private double dx, dy;
|
316
|
+
|
317
|
+
private boolean is_alive = true;
|
318
|
+
|
319
|
+
Bullet(double x, double y, double r, double temp_dx, double temp_dy ) {
|
320
|
+
|
321
|
+
tx = x;
|
322
|
+
|
323
|
+
ty = y;
|
324
|
+
|
325
|
+
tr = r;
|
326
|
+
|
327
|
+
dx = temp_dx;
|
328
|
+
|
329
|
+
dy = temp_dy;
|
330
|
+
|
331
|
+
}
|
332
|
+
|
333
|
+
boolean isAlive() {
|
334
|
+
|
335
|
+
return is_alive;
|
336
|
+
|
337
|
+
}
|
338
|
+
|
339
|
+
void update() {
|
340
|
+
|
341
|
+
tx += dx;
|
342
|
+
|
343
|
+
ty += dy;
|
344
|
+
|
345
|
+
//area check
|
346
|
+
|
347
|
+
if (Math.min(tx, ty) < 0) {
|
348
|
+
|
349
|
+
is_alive = false;
|
350
|
+
|
351
|
+
//println("#" + tx + "," + ty);
|
352
|
+
|
353
|
+
return ;
|
354
|
+
|
355
|
+
}
|
356
|
+
|
357
|
+
if (tx > width || ty > height) {
|
358
|
+
|
359
|
+
is_alive = false;
|
360
|
+
|
361
|
+
return ;
|
362
|
+
|
363
|
+
}
|
364
|
+
|
365
|
+
|
366
|
+
|
367
|
+
stroke(255, 0, 0);
|
368
|
+
|
369
|
+
|
370
|
+
|
371
|
+
ellipse((float)tx, (float)ty, (float)tr, (float)tr);
|
372
|
+
|
373
|
+
}
|
374
|
+
|
375
|
+
}
|
376
|
+
|
377
|
+
void draw() {
|
378
|
+
|
379
|
+
rect(boss.tx - boss.bw/2, boss.ty + boss.bh/2, boss.bw, boss.bh);
|
380
|
+
|
381
|
+
fill(255,0,0);
|
382
|
+
|
383
|
+
text("boss.hp",100,100);
|
384
|
+
|
385
|
+
fill(255,255,255);
|
386
|
+
|
387
|
+
|
388
|
+
|
389
|
+
|
390
|
+
|
391
|
+
background(0); // clear
|
392
|
+
|
393
|
+
|
394
|
+
|
159
|
-
|
395
|
+
triangle(mouseX, mouseY -7, mouseX - 10, mouseY + 7, mouseX + 10, mouseY + 7);
|
396
|
+
|
397
|
+
|
398
|
+
|
160
|
-
|
399
|
+
boss.damage();
|
400
|
+
|
161
|
-
|
401
|
+
ship.damage();
|
402
|
+
|
403
|
+
|
404
|
+
|
405
|
+
|
162
406
|
|
163
407
|
//レーザーの描写
|
164
408
|
|
165
409
|
if (mousePressed) {
|
166
410
|
|
167
|
-
line(
|
411
|
+
line(mouseX, mouseY - 7, mouseX, 0);
|
168
|
-
|
412
|
+
|
169
|
-
}
|
413
|
+
}
|
414
|
+
|
415
|
+
|
416
|
+
|
417
|
+
|
418
|
+
|
170
|
-
|
419
|
+
for (int i = danmaku.size() -1; i >= 0; i--) {
|
420
|
+
|
421
|
+
Bullet b = (Bullet)danmaku.get(i);
|
422
|
+
|
423
|
+
if (!b.isAlive()) {
|
424
|
+
|
425
|
+
danmaku.remove(i);
|
426
|
+
|
427
|
+
continue;
|
428
|
+
|
171
|
-
}
|
429
|
+
}
|
172
|
-
|
173
|
-
|
174
|
-
|
175
|
-
|
430
|
+
|
176
|
-
|
177
|
-
|
431
|
+
b.update();
|
178
|
-
|
179
|
-
|
432
|
+
|
180
|
-
|
181
|
-
ship.hp--;
|
182
|
-
|
183
|
-
|
433
|
+
}
|
434
|
+
|
435
|
+
|
436
|
+
|
184
|
-
|
437
|
+
if (scene == GameScene.START) {
|
438
|
+
|
439
|
+
image(pStart, 0, 0);
|
440
|
+
|
185
|
-
}
|
441
|
+
}
|
442
|
+
|
443
|
+
if (mousePressed) {
|
444
|
+
|
445
|
+
if (mouseButton == LEFT) {
|
446
|
+
|
447
|
+
scene = GameScene.PLAY;
|
448
|
+
|
449
|
+
}
|
450
|
+
|
451
|
+
}
|
452
|
+
|
453
|
+
if (scene == GameScene.PLAY) {
|
454
|
+
|
455
|
+
gamestage.update();
|
456
|
+
|
457
|
+
//image(pGameback,0,0);
|
458
|
+
|
459
|
+
}
|
460
|
+
|
461
|
+
if (scene == GameScene.OVER) {
|
462
|
+
|
463
|
+
image(pGameover, 0, 0);
|
464
|
+
|
465
|
+
|
466
|
+
|
467
|
+
}
|
468
|
+
|
469
|
+
if (scene == GameScene.CLEAR) {
|
470
|
+
|
471
|
+
image(pGameclear, 0, 0);
|
472
|
+
|
473
|
+
}
|
474
|
+
|
475
|
+
|
476
|
+
|
477
|
+
|
478
|
+
|
479
|
+
|
480
|
+
|
481
|
+
|
186
482
|
|
187
483
|
}
|
188
|
-
|
189
|
-
|
190
|
-
|
191
|
-
// Boss class
|
192
|
-
|
193
|
-
class Boss {
|
194
|
-
|
195
|
-
private int tx, ty;
|
196
|
-
|
197
|
-
private int dx, dy;
|
198
|
-
|
199
|
-
private int bw = 20;
|
200
|
-
|
201
|
-
private int bh = 10;
|
202
|
-
|
203
|
-
private long routine = 0;
|
204
|
-
|
205
|
-
private int hp = 1000;
|
206
|
-
|
207
|
-
boolean isAlive() {
|
208
|
-
|
209
|
-
//return is_alive;
|
210
|
-
|
211
|
-
return hp != 0;
|
212
|
-
|
213
|
-
}
|
214
|
-
|
215
|
-
|
216
|
-
|
217
|
-
Boss(int x, int y) {
|
218
|
-
|
219
|
-
tx = x;
|
220
|
-
|
221
|
-
ty = y;
|
222
|
-
|
223
|
-
dx = 1;
|
224
|
-
|
225
|
-
dy = -5;
|
226
|
-
|
227
|
-
}
|
228
|
-
|
229
|
-
void move() {
|
230
|
-
|
231
|
-
tx += dx;
|
232
|
-
|
233
|
-
ty += dy;
|
234
|
-
|
235
|
-
if (tx < 0 || tx > width) {
|
236
|
-
|
237
|
-
dx*= -1;
|
238
|
-
|
239
|
-
}
|
240
|
-
|
241
|
-
if (ty < 0 || ty > height) {
|
242
|
-
|
243
|
-
dy*= -1;
|
244
|
-
|
245
|
-
}
|
246
|
-
|
247
|
-
stroke(255, 204, 0);
|
248
|
-
|
249
|
-
rect(tx - bw/2, ty + bh/2, bw, bh);
|
250
|
-
|
251
|
-
}
|
252
|
-
|
253
|
-
void doShinking() {
|
254
|
-
|
255
|
-
routine++;
|
256
|
-
|
257
|
-
if (routine % 10 == 0) {
|
258
|
-
|
259
|
-
move();
|
260
|
-
|
261
|
-
}
|
262
|
-
|
263
|
-
if (routine % 30 == 0) {
|
264
|
-
|
265
|
-
danmaku.addAll(this.shot());
|
266
|
-
|
267
|
-
println("#shot!!" +routine + ":" + tx + "," + ty);
|
268
|
-
|
269
|
-
}
|
270
|
-
|
271
|
-
}
|
272
|
-
|
273
|
-
//hit check
|
274
|
-
|
275
|
-
void damage() {
|
276
|
-
|
277
|
-
if (dist(tx, ty, ship.sx, ship.sy) < bullet.tr/2) {
|
278
|
-
|
279
|
-
boss.hp--;
|
280
|
-
|
281
|
-
}
|
282
|
-
|
283
|
-
}
|
284
|
-
|
285
|
-
|
286
|
-
|
287
|
-
|
288
|
-
|
289
|
-
|
290
|
-
|
291
|
-
ArrayList<Bullet> shot() {
|
292
|
-
|
293
|
-
ArrayList<Bullet> danmaku = new ArrayList();
|
294
|
-
|
295
|
-
for (int i = 0; i < 360; i+= 10) { //インスタンス(弾幕)の作成
|
296
|
-
|
297
|
-
double rad = radians(i);
|
298
|
-
|
299
|
-
danmaku.add(new Bullet(this.tx, this.ty, 10, Math.cos(rad), Math.sin(rad)));
|
300
|
-
|
301
|
-
}
|
302
|
-
|
303
|
-
return danmaku;
|
304
|
-
|
305
|
-
}
|
306
|
-
|
307
|
-
}
|
308
|
-
|
309
|
-
|
310
|
-
|
311
|
-
// Bullet(弾幕) class
|
312
|
-
|
313
|
-
|
314
|
-
|
315
|
-
class Bullet {
|
316
|
-
|
317
|
-
private double tx, ty;
|
318
|
-
|
319
|
-
private final double tr;
|
320
|
-
|
321
|
-
private double dx, dy;
|
322
|
-
|
323
|
-
private boolean is_alive = true;
|
324
|
-
|
325
|
-
Bullet(double x, double y, double r, double temp_dx, double temp_dy ) {
|
326
|
-
|
327
|
-
tx = x;
|
328
|
-
|
329
|
-
ty = y;
|
330
|
-
|
331
|
-
tr = r;
|
332
|
-
|
333
|
-
dx = temp_dx;
|
334
|
-
|
335
|
-
dy = temp_dy;
|
336
|
-
|
337
|
-
}
|
338
|
-
|
339
|
-
boolean isAlive() {
|
340
|
-
|
341
|
-
return is_alive;
|
342
|
-
|
343
|
-
}
|
344
|
-
|
345
|
-
void update() {
|
346
|
-
|
347
|
-
tx += dx;
|
348
|
-
|
349
|
-
ty += dy;
|
350
|
-
|
351
|
-
//area check
|
352
|
-
|
353
|
-
if (Math.min(tx, ty) < 0) {
|
354
|
-
|
355
|
-
is_alive = false;
|
356
|
-
|
357
|
-
//println("#" + tx + "," + ty);
|
358
|
-
|
359
|
-
return ;
|
360
|
-
|
361
|
-
}
|
362
|
-
|
363
|
-
if (tx > width || ty > height) {
|
364
|
-
|
365
|
-
is_alive = false;
|
366
|
-
|
367
|
-
return ;
|
368
|
-
|
369
|
-
}
|
370
|
-
|
371
|
-
|
372
|
-
|
373
|
-
stroke(255, 0, 0);
|
374
|
-
|
375
|
-
|
376
|
-
|
377
|
-
ellipse((float)tx, (float)ty, (float)tr, (float)tr);
|
378
|
-
|
379
|
-
}
|
380
|
-
|
381
|
-
}
|
382
|
-
|
383
|
-
void draw() {
|
384
|
-
|
385
|
-
background(0); // clear
|
386
|
-
|
387
|
-
|
388
|
-
|
389
|
-
ship(mouseX, mouseY);
|
390
|
-
|
391
|
-
boss.doShinking();
|
392
|
-
|
393
|
-
|
394
|
-
|
395
|
-
for (int i = danmaku.size() -1; i >= 0; i--) {
|
396
|
-
|
397
|
-
Bullet b = (Bullet)danmaku.get(i);
|
398
|
-
|
399
|
-
if (!b.isAlive()) {
|
400
|
-
|
401
|
-
danmaku.remove(i);
|
402
|
-
|
403
|
-
continue;
|
404
|
-
|
405
|
-
}
|
406
|
-
|
407
|
-
b.update();
|
408
|
-
|
409
|
-
}
|
410
|
-
|
411
|
-
|
412
|
-
|
413
|
-
if (scene == GameScene.START) {
|
414
|
-
|
415
|
-
image(pStart, 0, 0);
|
416
|
-
|
417
|
-
}
|
418
|
-
|
419
|
-
if (mousePressed) {
|
420
|
-
|
421
|
-
if (mouseButton == LEFT) {
|
422
|
-
|
423
|
-
scene = GameScene.PLAY;
|
424
|
-
|
425
|
-
}
|
426
|
-
|
427
|
-
}
|
428
|
-
|
429
|
-
if (scene == GameScene.PLAY) {
|
430
|
-
|
431
|
-
GameStage.update();
|
432
|
-
|
433
|
-
}
|
434
|
-
|
435
|
-
if (scene == GameScene.OVER) {
|
436
|
-
|
437
|
-
image(pGameover, 0, 0);
|
438
|
-
|
439
|
-
}
|
440
|
-
|
441
|
-
if (scene == GameScene.CLEAR) {
|
442
|
-
|
443
|
-
image(pGameclear, 0, 0);
|
444
|
-
|
445
|
-
}
|
446
|
-
|
447
|
-
}
|