質問編集履歴
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body
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@@ -5,7 +5,8 @@
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今まで敵の処理はrandomを採用してきたので
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全くわかりません
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良ければ知恵をお貸しください
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```
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class GamePlay : IScene
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{
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private bool isEnd;//終了フラグ
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@@ -5,257 +5,246 @@
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5
5
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今まで敵の処理はrandomを採用してきたので
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全くわかりません
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良ければ知恵をお貸しください
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```class GamePlay : IScene
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{
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private bool isEnd;//終了フラグ
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private bool isEnd;//終了フラグ
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private InputState input;
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private CharacterControl characterControl;
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private Random rand = new Random();
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protected bool isDead = false;
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public void Update()
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{
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if (Enemy.Length == 1)
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{
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isEnd = true;
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}
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if(characterControl.IsPlayerDead())
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{
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isEnd = true;
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}
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if (rand.Next(60) == 0)
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{
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var position = new Vector2((Screen.Width + 32.0f), (float)rand.Next(45 - 40, Screen.Height - 50));
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characterControl.Add(new Enemy(position));
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}
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if (characterControl.IsPlayerDead())
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{
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Initialize();
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}
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characterControl.Update();
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}
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public GamePlay(InputState input)
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{
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this.input = input;
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}
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}
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public void Draw(Renderer renderer)
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{
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characterControl.Draw(renderer);
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{
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}
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//renderer.End();
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}
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public void Shutdown()
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{
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}
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public void Initialize()
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{
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//シーン終了フラグを初期化
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this.isEnd = false;
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characterControl = new CharacterControl();
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characterControl.Draw(renderer);
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characterControl.Add(new Player(input));
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{
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}
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//renderer.End();
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}
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public void Shutdown()
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-
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{
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return this.isEnd;
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}
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public Scene Next()
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{
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return Scene.GameOver;
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-
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}
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-
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public void Initialize()
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{
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//シーン終了フラグを初期化
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this.isEnd = false;
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characterControl = new CharacterControl();
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characterControl.Initialize();
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characterControl.Add(new Player(input));
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}
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public bool IsEnd()
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{
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return this.isEnd;
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}
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public Scene Next()
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{
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public CharacterControl() { }
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public void Initialize()
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{
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if (characters != null)
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{
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return Scene.GameOver;
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}
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characters = new LinkedList<Character>();
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}
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public bool Add(Character character)
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{
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characters.AddLast(character);
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return true;
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}
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public void Update()
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{
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foreach (Character c in characters)
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{
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c.Update();
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}
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New();
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Hit();
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Remove();
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}
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private void New()
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{
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var newCharacters = new List<Character>();
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class CharacterControl
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-
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{
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Character newCharacter = c.New();
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if (newCharacter != null)
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{
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newCharacters.Add(newCharacter);
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}
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}
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foreach (Character c in newCharacters)
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{
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characters.AddLast(c);
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}
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}
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private void Hit()
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{
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foreach (Character c1 in characters)
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{
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foreach (Character c2 in characters)
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if (c1.Collision(c2))
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{
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c1.Hit(c2);
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c2.Hit(c1);
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}
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}
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}
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private void Remove()
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{
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private LinkedList<Character> characters;
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while (node != null)
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{
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149
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LinkedListNode<Character> next = node.Next;
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if (node.Value.IsDead())
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{
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characters.Remove(node);
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}
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node = next;
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}
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}
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public bool IsPlayerDead()
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{
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foreach (Character c in characters)
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{
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if (c is Player)
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{
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return false;
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}
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}
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return true;
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}
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public void Draw(Renderer renderer)
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{
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foreach (Character c in characters)
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{
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//renderer.Begin();
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c.Draw(renderer);
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//renderer.Begin();
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175
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}
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176
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}
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85
|
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86
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public CharacterControl() { }
|
87
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+
public void Initialize()
|
88
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+
{
|
89
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+
if (characters != null)
|
90
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+
{
|
91
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+
characters.Clear();
|
92
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}
|
93
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characters = new LinkedList<Character>();
|
94
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+
}
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95
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+
public bool Add(Character character)
|
96
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+
{
|
97
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characters.AddLast(character);
|
98
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+
return true;
|
99
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+
}
|
100
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+
public void Update()
|
101
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+
{
|
102
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+
foreach (Character c in characters)
|
103
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+
{
|
104
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+
c.Update();
|
105
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+
}
|
106
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+
New();
|
107
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+
Hit();
|
108
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Remove();
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109
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+
}
|
110
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+
private void New()
|
111
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+
{
|
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112
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|
113
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var newCharacters = new List<Character>();
|
114
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foreach (Character c in characters)
|
115
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+
{
|
116
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+
Character newCharacter = c.New();
|
117
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+
if (newCharacter != null)
|
118
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+
{
|
119
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+
newCharacters.Add(newCharacter);
|
179
|
-
|
120
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+
}
|
121
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+
}
|
122
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foreach (Character c in newCharacters)
|
123
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+
{
|
124
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+
characters.AddLast(c);
|
125
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+
}
|
126
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+
}
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127
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+
private void Hit()
|
128
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+
{
|
129
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+
foreach (Character c1 in characters)
|
130
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+
{
|
131
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+
foreach (Character c2 in characters)
|
132
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+
if (c1.Collision(c2))
|
133
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+
{
|
134
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+
c1.Hit(c2);
|
135
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+
c2.Hit(c1);
|
136
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+
}
|
137
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+
}
|
138
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+
}
|
139
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+
private void Remove()
|
140
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+
{
|
141
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+
LinkedListNode<Character> node = characters.First;
|
142
|
+
while (node != null)
|
143
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+
{
|
144
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+
LinkedListNode<Character> next = node.Next;
|
145
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+
if (node.Value.IsDead())
|
146
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+
{
|
147
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+
characters.Remove(node);
|
148
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+
}
|
149
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+
node = next;
|
150
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+
}
|
151
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+
}
|
152
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+
public bool IsPlayerDead()
|
153
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+
{
|
154
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+
foreach (Character c in characters)
|
155
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+
{
|
156
|
+
if (c is Player)
|
157
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+
{
|
158
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+
return false;
|
159
|
+
}
|
160
|
+
}
|
161
|
+
return true;
|
162
|
+
}
|
163
|
+
public void Draw(Renderer renderer)
|
164
|
+
{
|
165
|
+
foreach (Character c in characters)
|
166
|
+
{
|
167
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+
//renderer.Begin();
|
168
|
+
c.Draw(renderer);
|
169
|
+
//renderer.Begin();
|
170
|
+
}
|
171
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+
}
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180
172
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181
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-
|
182
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-
class Enemy : Character
|
183
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173
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}
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184
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|
185
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186
174
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187
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175
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+
class Enemy : Character
|
188
|
-
: base("敵", new Vector2(350f, 50.0f), 32.0f)
|
189
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-
|
176
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+
{
|
190
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-
|
191
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-
}
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192
|
-
public override void Update()
|
193
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-
{
|
194
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-
position = position + new Vector2(-9.0f, 0.0f);
|
195
|
-
if (position.X < (-9.0f - 55.0f))
|
196
|
-
{
|
197
|
-
isDead = true;
|
198
|
-
}
|
199
177
|
|
178
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+
public Enemy(Vector2 position)
|
179
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+
: base("敵", new Vector2(350f, 50.0f), 32.0f)
|
180
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+
{
|
200
181
|
|
201
|
-
|
182
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+
}
|
202
|
-
|
183
|
+
public override void Update()
|
203
|
-
|
184
|
+
{
|
185
|
+
position = position + new Vector2(-9.0f, 0.0f);
|
204
|
-
|
186
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+
if (position.X < (-9.0f - 55.0f))
|
205
|
-
|
187
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+
{
|
206
|
-
|
188
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+
isDead = true;
|
207
|
-
|
189
|
+
}
|
208
190
|
|
209
|
-
|
191
|
+
}
|
210
|
-
|
192
|
+
public override void Hit(Character character)
|
211
|
-
|
193
|
+
{
|
194
|
+
if (character is Bullet || character is Player)
|
195
|
+
{
|
212
|
-
|
196
|
+
isDead = true;
|
213
|
-
|
197
|
+
}
|
214
|
-
}
|
215
|
-
|
216
|
-
|
217
|
-
abstract class Character
|
218
|
-
{
|
219
|
-
protected string name;
|
220
|
-
protected Vector2 position;
|
221
|
-
protected float radius;
|
222
|
-
protected bool isDead = false;
|
223
198
|
|
199
|
+
}
|
200
|
+
public override Character New()
|
201
|
+
{
|
202
|
+
return null;
|
203
|
+
}
|
204
|
+
}
|
224
205
|
|
225
|
-
|
206
|
+
abstract class Character
|
207
|
+
{
|
208
|
+
protected string name;
|
209
|
+
protected Vector2 position;
|
210
|
+
protected float radius;
|
226
|
-
|
211
|
+
protected bool isDead = false;
|
227
212
|
|
228
|
-
|
213
|
+
public abstract void Update();
|
214
|
+
public abstract void Hit(Character character);
|
229
215
|
|
230
|
-
|
216
|
+
public abstract Character New();
|
231
|
-
{
|
232
|
-
this.name = name;
|
233
|
-
this.position = position;
|
234
|
-
this.radius = radius;
|
235
217
|
|
236
|
-
}
|
237
|
-
|
218
|
+
public Character(string name, Vector2 position, float radius)
|
238
|
-
|
219
|
+
{
|
220
|
+
this.name = name;
|
239
|
-
|
221
|
+
this.position = position;
|
222
|
+
this.radius = radius;
|
240
223
|
|
241
|
-
renderer.DrawTexture(name, position - new Vector2(radius, radius));
|
242
|
-
|
243
|
-
//renderer.End();
|
244
|
-
|
224
|
+
}
|
245
|
-
|
225
|
+
public void Draw(Renderer renderer)
|
246
|
-
|
226
|
+
{
|
247
|
-
return isDead;
|
248
|
-
}
|
249
|
-
|
227
|
+
//renderer.Begin();
|
250
|
-
{
|
251
|
-
if (Vector2.Distance(this.position, character.position) <= (this.radius + character.radius))
|
252
|
-
{
|
253
|
-
return true;
|
254
|
-
}
|
255
|
-
return false;
|
256
|
-
}
|
257
228
|
|
258
|
-
|
229
|
+
renderer.DrawTexture(name, position - new Vector2(radius, radius));
|
259
230
|
|
231
|
+
//renderer.End();
|
232
|
+
}
|
233
|
+
public bool IsDead()
|
234
|
+
{
|
235
|
+
return isDead;
|
236
|
+
}
|
237
|
+
public bool Collision(Character character)
|
238
|
+
{
|
239
|
+
if (Vector2.Distance(this.position, character.position) <= (this.radius + character.radius))
|
240
|
+
{
|
241
|
+
return true;
|
242
|
+
}
|
243
|
+
return false;
|
244
|
+
}
|
260
245
|
|
261
|
-
|
246
|
+
}
|
247
|
+
|
248
|
+
}
|
249
|
+
コード
|
250
|
+
```
|
2
コードはりました
title
CHANGED
File without changes
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body
CHANGED
@@ -1,8 +1,261 @@
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1
1
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c#で
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2
2
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画面端にとどけば次の弾が撃てる
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3
3
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敵は横に移動して画面端で折り返す
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4
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-
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5
4
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この2つの処理をしたくて1日考えていたのですが
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6
5
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今まで敵の処理はrandomを採用してきたので
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7
6
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全くわかりません
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8
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-
良ければ知恵をお貸しください
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7
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+
良ければ知恵をお貸しください
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8
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+
class GamePlay : IScene
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9
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{
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10
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private bool isEnd;//終了フラグ
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13
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+
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14
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private InputState input;
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15
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private CharacterControl characterControl;
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16
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private Random rand = new Random();
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protected bool isDead = false;
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public void Update()
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{
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if (Enemy.Length == 1)
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{
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isEnd = true;
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}
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if(characterControl.IsPlayerDead())
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{
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isEnd = true;
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}
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+
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if (rand.Next(60) == 0)
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{
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var position = new Vector2((Screen.Width + 32.0f), (float)rand.Next(45 - 40, Screen.Height - 50));
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33
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characterControl.Add(new Enemy(position));
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34
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}
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35
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+
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if (characterControl.IsPlayerDead())
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37
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{
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Initialize();
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}
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40
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characterControl.Update();
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}
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public GamePlay(InputState input)
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{
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this.input = input;
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}
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public void Draw(Renderer renderer)
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{
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characterControl.Draw(renderer);
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{
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+
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}
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60
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//renderer.End();
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}
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public void Shutdown()
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{
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64
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}
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public void Initialize()
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{
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//シーン終了フラグを初期化
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this.isEnd = false;
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characterControl = new CharacterControl();
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characterControl.Initialize();
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characterControl.Add(new Player(input));
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}
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public bool IsEnd()
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{
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return this.isEnd;
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}
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public Scene Next()
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81
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{
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return Scene.GameOver;
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}
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86
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class CharacterControl
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{
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private LinkedList<Character> characters;
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public CharacterControl() { }
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public void Initialize()
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{
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if (characters != null)
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{
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characters.Clear();
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}
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characters = new LinkedList<Character>();
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}
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public bool Add(Character character)
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{
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characters.AddLast(character);
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return true;
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}
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public void Update()
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{
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foreach (Character c in characters)
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{
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c.Update();
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}
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New();
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Hit();
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Remove();
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}
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private void New()
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{
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117
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var newCharacters = new List<Character>();
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119
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foreach (Character c in characters)
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120
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{
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121
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Character newCharacter = c.New();
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if (newCharacter != null)
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{
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124
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newCharacters.Add(newCharacter);
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125
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}
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126
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}
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127
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foreach (Character c in newCharacters)
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128
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{
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characters.AddLast(c);
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130
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}
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131
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}
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132
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private void Hit()
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{
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134
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foreach (Character c1 in characters)
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135
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{
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136
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foreach (Character c2 in characters)
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if (c1.Collision(c2))
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138
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{
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139
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c1.Hit(c2);
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c2.Hit(c1);
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141
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}
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142
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}
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143
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}
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144
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private void Remove()
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145
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{
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146
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LinkedListNode<Character> node = characters.First;
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147
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while (node != null)
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148
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{
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149
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LinkedListNode<Character> next = node.Next;
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150
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if (node.Value.IsDead())
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151
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{
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152
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characters.Remove(node);
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153
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}
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154
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node = next;
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155
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}
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156
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}
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157
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public bool IsPlayerDead()
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158
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{
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159
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foreach (Character c in characters)
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160
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{
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161
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if (c is Player)
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162
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{
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163
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return false;
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164
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}
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}
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166
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return true;
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167
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}
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168
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public void Draw(Renderer renderer)
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169
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{
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170
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foreach (Character c in characters)
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171
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{
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172
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//renderer.Begin();
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173
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c.Draw(renderer);
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174
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//renderer.Begin();
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175
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}
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176
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}
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177
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+
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178
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+
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179
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}
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180
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+
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181
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+
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182
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class Enemy : Character
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183
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{
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184
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185
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186
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187
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public Enemy(Vector2 position)
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188
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: base("敵", new Vector2(350f, 50.0f), 32.0f)
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189
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{
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190
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191
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}
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192
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public override void Update()
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193
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{
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194
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position = position + new Vector2(-9.0f, 0.0f);
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195
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if (position.X < (-9.0f - 55.0f))
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196
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{
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197
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isDead = true;
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198
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+
}
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199
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+
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200
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+
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201
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}
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202
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+
public override void Hit(Character character)
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203
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{
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204
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if (character is Bullet || character is Player)
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205
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{
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206
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isDead = true;
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207
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}
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208
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209
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}
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210
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public override Character New()
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211
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{
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212
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return null;
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213
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}
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214
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}
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215
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+
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216
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+
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217
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abstract class Character
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218
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{
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219
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protected string name;
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220
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protected Vector2 position;
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221
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+
protected float radius;
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222
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+
protected bool isDead = false;
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223
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+
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224
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+
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225
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public abstract void Update();
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226
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+
public abstract void Hit(Character character);
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227
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228
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public abstract Character New();
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229
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+
|
230
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+
public Character(string name, Vector2 position, float radius)
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231
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+
{
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232
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+
this.name = name;
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233
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+
this.position = position;
|
234
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+
this.radius = radius;
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235
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+
|
236
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}
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237
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+
public void Draw(Renderer renderer)
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238
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{
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239
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//renderer.Begin();
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240
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+
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241
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renderer.DrawTexture(name, position - new Vector2(radius, radius));
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242
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+
|
243
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+
//renderer.End();
|
244
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+
}
|
245
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+
public bool IsDead()
|
246
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+
{
|
247
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+
return isDead;
|
248
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}
|
249
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public bool Collision(Character character)
|
250
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+
{
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251
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if (Vector2.Distance(this.position, character.position) <= (this.radius + character.radius))
|
252
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{
|
253
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return true;
|
254
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+
}
|
255
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+
return false;
|
256
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+
}
|
257
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+
|
258
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+
}
|
259
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+
|
260
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+
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261
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+
}
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1
title
CHANGED
File without changes
|
body
CHANGED
@@ -1,4 +1,4 @@
|
|
1
|
-
|
1
|
+
c#で
|
2
2
|
画面端にとどけば次の弾が撃てる
|
3
3
|
敵は横に移動して画面端で折り返す
|
4
4
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