def __init__(self, ship): self.ship = ship self.shipDrawParam = Std.Sprite.DrawParam() self.shipDrawParam.texture = self.ship.resource.shipTexture self.shipDrawParam.src = Std.RectF(0, 0, 64, 64) self.shipDrawParam.dst = ship.position.makeRect(ship.SHIP_SIZE, True) self.shipDrawParam.priority = Ctrl.DrawPriority.myShip self.hitMarkDrawParam = Std.Sprite.DrawParam() self.hitMarkDrawParam.texture = CommonResource.get("bulletRed") self.hitMarkDrawParam.src = Std.RectF(0, 0, 64, 64) self.hitMarkDrawParam.dst = ship.position.makeRect(self.HIT_MARK_SIZE, True) self.hitMarkDrawParam.priority = Ctrl.DrawPriority.myShipHitMark self.hitMarkDrawParam.alphaBlend = Std.Sprite.AlphaBlend.Add self.barrierDrawParam = Std.Sprite.DrawParam() self.barrierDrawParam.texture = CommonResource.get("bulletBlue") self.barrierDrawParam.src = Std.RectF(0, 0, 64, 64) self.barrierDrawParam.dst = ship.position.makeRect(self.BARRIER_SIZE, True) self.barrierDrawParam.priority = Ctrl.DrawPriority.myBarrier self.barrierDrawParam.alphaBlend = Std.Sprite.AlphaBlend.Add spBeginDrawParam = Std.Sprite.DrawParam() spBeginDrawParam.src = Std.RectF(0, 0, 200, 200) spBeginDrawParam.dst = ship.position.makeRect(self.SPBEGIN_ANIME_SIZE, True) spBeginDrawParam.priority = Ctrl.DrawPriority.myShip2 self.spBeginAnimation = createSequenceAnimation( ship.resource.spBeginTextureList, spBeginDrawParam) spFinishDrawParam = Std.Sprite.DrawParam() spFinishDrawParam.src = Std.RectF(0, 0, 200, 200) spFinishDrawParam.dst = ship.position.makeRect( self.SPFINISH_ANIME_SIZE, True) spFinishDrawParam.priority = Ctrl.DrawPriority.myShip2 self.spFinishAnimation = createSequenceAnimation( ship.resource.spFinishTextureList, spFinishDrawParam) spFinishingDrawParam = Std.Sprite.DrawParam() spFinishingDrawParam.src = Std.RectF(0, 0, 200, 200) spFinishingDrawParam.dst = ship.position.makeRect( self.SPFINISHING_ANIME_SIZE, True) spFinishingDrawParam.priority = Ctrl.DrawPriority.myShip2 self.spFinishingAnimation = createSequenceAnimation( ship.resource.spFinishingTextureList, spFinishingDrawParam) spGaugeDrawParam = Std.Sprite.DrawParam() spGaugeDrawParam.src = Std.RectF(0, 0, 64, 64) spGaugeDrawParam.dst = ship.position.makeRect( self.SPGAUGE_ANIME_SIZE, True) spGaugeDrawParam.priority = Ctrl.DrawPriority.myShip2 self.spGaugeAnimation = createSequenceAnimation( ship.resource.spGaugeTextureList, spGaugeDrawParam)
def __init__(self, core, size = Std.Vector2DF(86, 86)): self.core = core self.size = size self.drawParam = Std.Sprite.DrawParam() self.drawParam.texture = CommonResource.get("bulletBlue") self.drawParam.src = Std.RectF(0, 0, 64, 64) self.drawParam.dst = core.locator.position.makeRect(size, True) self.drawParam.priority = Ctrl.DrawPriority.myBarrier self.drawParam.alphaBlend = Std.Sprite.AlphaBlend.Add
def __init__(self, basicScoreManager = None): self.scoreManager = basicScoreManager self.drawParam = Std.Sprite.DrawParam() self.drawParam.texture = Resource.get("infAreaBack") self.drawParam.src = Std.RectF(0, 0, 200, 480) self.drawParam.dst = Std.RectF( Std.Consts.ScreenSize.x - Std.Consts.StgInfAreaSize.x, 0, Std.Consts.StgInfAreaSize.x, Std.Consts.StgInfAreaSize.y) self.drawParam.priority = Ctrl.DrawPriority.infAreaBack self.drawParam.shakable = False
def __init__(self, position, angle): super().__init__(position, self.RADIUS, self.BASE_DAMAGE) self.locator = Std.Locator.LinearF(position) self.locator.speed.setUnitVector(angle) self.locator.speed *= self.SPEED self.damageRateDec = self.DAMAGE_RATE_DEC self.damageRateMin = self.DAMAGE_RATE_MIN self.drawParam = Std.Sprite.DrawParam() self.drawParam.texture = CommonResource.get("bulletGreen") self.drawParam.src = Std.RectF(0, 0, 64, 64) self.drawParam.dst = self.locator.position.makeRect(self.SIZE, True) self.drawParam.priority = Ctrl.DrawPriority.myShot self.drawParam.rotDegree = angle self.drawParam.color = Std.ColorF(1, 1, 1, 0.8)
def __init__(self, pos, radius): super().__init__( Std.Hit.RectI(pos, radius*2, radius*2, True)) self.hitCircle = Std.Hit.CircleI(pos, radius) self.hitRect = Std.Hit.RectI(pos, radius*2, radius*2, True) self.hp = self.INIT_HP self.damagedEffectScale = 2 self.damagedDrawParam = Std.Sprite.DrawParam() self.damagedDrawParam.texture = CommonResource.get("bulletDamagedEffect") self.damagedDrawParam.src = Std.RectF(0, 0, 64, 64) self.damagedDrawParam.dst = pos.makeRect( radius*2 * self.damagedEffectScale, radius*2 * self.damagedEffectScale, True) self.damagedDrawParam.priority = Ctrl.DrawPriority.enemyBulletDamaged self.damagedDrawParam.color = Std.ColorF(1, 1, 1, 0) self.damagedDrawParam.alphaBlend = Std.Sprite.AlphaBlend.Add
def onDestructed(self): drawParam = Std.Sprite.DrawParam() drawParam.texture = CommonResource.get("bulletGreen") drawParam.src = Std.RectF(0, 0, 64, 64) drawParam.dst = self.locator.position.makeRect(12, 12, True) drawParam.priority = Ctrl.DrawPriority.myShot drawParam.alphaBlend = Std.Sprite.AlphaBlend.Add param = Auxs.Particle.Param() param.drawParameter = drawParam angle = self.locator.speed.getAngle() direction = Std.Vector2DF() direction.setUnitVector(angle) param.setPosition(self.locator.position + direction*10) param.setAngleRange(angle+180 - 20, angle+180 + 20) param.setSpeedRange(8, 12) param.setZoomRateRange(0.8, 1) param.setZoomDecRateRange(0.06, 0.08) creator = Auxs.Particle.Creator(param) creator.create(2)