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?? gameclasses.pas

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      begin
        alpha:=Trunc(tempy);
        tempx:=tempx + 1;
        X:=X + Round(10 * Cos(tempx / 10 * Pi));
        Y:=Y + Round(10 * Sin(tempx / 10 * Pi));
        if tempx = Random(36) then tempx:=0;
        tempy:=tempy + 1;
        if tempy = 255 then FLineType:=TALLine;
      end;
    TALULine:
      begin
        X:=X - FSpeed;
        if X < FMain.DXDraw.Width shr 2 then FSpeed:= -FSpeed;
      end;
    TALVLine:
      begin
        X:=X - Abs(FSpeed);
        Y:=Y + FSpeed;
        if Y >= FMain.DXDraw.Height - Image.Height then FSpeed:= -FSpeed;
      end;
    TALV1Line:
      begin
        X:=X - Abs(FSpeed);
        Y:=Y - FSpeed;
        if Y <= 0 then FSpeed:= -FSpeed;
      end;
    TALWLine:; //V
    TALXLine:; //X
    TALZLine:
      begin
        X:=X - FSpeed;
        Y:=Y + tempy;

        if (X <= FMain.DXDraw.Width shr 2) and (tempy = 0) then
        begin
          FSpeed:= -FSpeed;
          tempy:= -FSpeed;
        end;
        if Y >= FMain.DXDraw.Height - Image.Height then
        begin
          FSpeed:=Abs(FSpeed);
          tempy:=0.000001;
        end;
      end;
    TALZ1Line:
      begin
        X:=X - FSpeed;
        Y:=Y - tempy;
        if (X <= FMain.DXDraw.Width shr 2) and (tempy = 0) then
        begin
          FSpeed:= -FSpeed;
          tempy:= -FSpeed;
        end;
        if Y <= Image.Height then
        begin
          FSpeed:=Abs(FSpeed);
          tempy:=0.000001;
        end;
      end;
    TALRandLine:
      begin
        //
      end;
  end;
  if (X < FMain.DXDraw.Width) and (Random(101 - FTransmitProbability) = 0) then Transmit;
end;

procedure TEnemy.Transmit;
var
  i:Integer;
begin
  with TEnemyBullet.Create(FMain.SpriteEngine.Engine,Self) do
  begin
    if Bullet <> '' then
      Image:=FMain.Image.Items.Find(FBullet)
    else
      Image:=FMain.Image.Items.Find('EnemyBullet1');
    Width:=Image.Width;
    Height:=Image.Height;
    if Self.Bulletspeed = 0 then Self.Bulletspeed:=1;
    Speed:=Self.Bulletspeed;
    AnimCount:=Image.PatternCount - 1;
    DeadImage:= '';
    FTransmitType:=Self.TransmitType;
    case Self.FTransmitType of
      TTRand:
        begin
          if Abs(Self.X - FMain.MainPlayer.X) > 150 then
          begin
            //比例因子
            FPorY:=Abs((Self.Y - (FMain.MainPlayer.Y + Random(FProbability) + 11))) / Abs((Self.X - (FMain.MainPlayer.X + Random(FProbability) + 16))) * Self.Bulletspeed;
            FDirectionOff:=False;
          end
          else
          begin
            FPorY:=Abs((Self.X - (FMain.MainPlayer.X + Random(FProbability) + 16))) / Abs((Self.Y - (FMain.MainPlayer.Y + Random(FProbability) + 11))) * Self.Bulletspeed;
            FDirectionOff:=True;
          end;
          if Self.X > FMain.MainPlayer.X then
            XX:= -1
          else
            XX:=1;
          if Self.Y > FMain.MainPlayer.Y then
            YY:= -1
          else
            YY:=1;
          if FPorY > 25 then FPorY:=20;
        end;
      TTLine:; //
      TTCircle:
        begin
          Dead;
          for i:=0 to 2 do
          begin
            with TEnemyBullet.Create(FMain.SpriteEngine.Engine,Self) do
            begin
              if Bullet <> '' then
                Image:=FMain.Image.Items.Find(FBullet)
              else
                Image:=FMain.Image.Items.Find('EnemyBullet1');
              Width:=Image.Width;
              Height:=Image.Height;
              if Self.Bulletspeed = 0 then Self.Bulletspeed:=1;
              Speed:=Self.Bulletspeed;
              AnimCount:=Image.PatternCount - 1;
              DeadImage:= '';
              FTransmitType:=TTCircle;
              FCircleCenter:=0.5;

              X:=X + Round(FCircleCenter * Cos(i / FCircleCenter * Pi));
              Y:=Y + Round(FCircleCenter * Sin(i / FCircleCenter * Pi));
              FCircleCenter:=i / FCircleCenter;
              if Self.Y > FMain.MainPlayer.Y then FCircleCenter:= -FCircleCenter;
            end;
          end;
        end;
      TTRadian:
        begin
          Dead;
          //重構,與TTRand合并
          for i:=1 to 3 do
          begin
            with TEnemyBullet.Create(FMain.SpriteEngine.Engine,Self) do
            begin
              if Bullet <> '' then
                Image:=FMain.Image.Items.Find(FBullet)
              else
                Image:=FMain.Image.Items.Find('EnemyBullet1');
              Width:=Image.Width;
              Height:=Image.Height;
              if Self.Bulletspeed = 0 then Self.Bulletspeed:=1;
              Speed:=Self.Bulletspeed;
              AnimCount:=Image.PatternCount - 1;
              DeadImage:= '';
              FTransmitType:=TTRand;
              if Abs(Self.X - FMain.MainPlayer.X) > 150 then
              begin
                FPorY:=Abs((Self.Y - (i * RadianRange {+random(100) } + Random(FProbability) + 11))) / Abs((Self.X - (FMain.MainPlayer.X + Random(FProbability) + 16))) * Self.Bulletspeed;
                FDirectionOff:=False;
              end
              else
              begin
                FPorY:=Abs((Self.X - (FMain.MainPlayer.X + Random(FProbability) + 16))) / Abs((Self.Y - (i * RadianRange + {random(100) +} Random(FProbability) + 11))) * Self.Bulletspeed;
                FDirectionOff:=True;
              end;
              if Self.X > FMain.MainPlayer.X then
                XX:= -1
              else
                XX:=1;
              if Self.Y > FMain.MainPlayer.Y then
                YY:= -1
              else
                YY:=1;
            end;
          end;
        end;
      //Case End
    end;

  end;
end;

{ TBackPlayer }

procedure TBackPlayer.DoMove(MoveCount:Integer);
begin
  inherited DoMove(MoveCount);
  if Quiescence then Exit;
  X:=X - FSpeed + Random(5) + 1;
  Y:=Y + FSpeed;
  if ((Y > FMain.DXDraw.SurfaceHeight) or (X < 0)) and not (FStop) then
  begin
    FSpeed:=Random(25) + 1;
    X:=Random(FMain.DXDraw.Width) + 300;
    Y:= -(Random(20)) - 32;
    AnimSpeed:=(Random(500) + 300) / 1000;
  end;

end;

{ TGameSprite }

constructor TGameSprite.Create(AParent:TSprite);
begin
  inherited Create(AParent);
  PixelCheck:=True; //像素級碰撞處理!!!
  FDeadImage:= 'BombEnemy';
  //  FDeadOffRect.X:=0;
  //  FDeadOffRect.Y:=0;
  Z:=0;
  FSpeed:=2;
  FDeadTimes:=50;
  FDeadSound:=EnemyBom;
  FDeadAnimSpeed:=200;
  AnimLooped:=True;
  AnimSpeed:=100 / 1000;
end;

destructor TGameSprite.Destroy;
begin

  inherited Destroy;
end;

procedure TGameSprite.DoMove(MoveCount:Integer);
begin
  inherited DoMove(MoveCount);
  //進入區域播放聲音,其實有更好的方法。
 { if Trunc(FMain.DXDraw.SurfaceWidth - X) in [0..5] then
    if FShowSound <> '' then
      FMain.WaveList.Items.Find(FShowSound).Play(False);}
  if (not (Self is TBackPlayer)) and (not (Self is TBoss)) then
    if (X < -48) or (Y < -48) or (Y > FMain.DXDraw.Height + 48) then Dead;
  Collision;
end;

class procedure TGameSprite.PalleteAnim(DX:TDXDraw;Col:TRGBQuad;Time:Integer);
//------------------------------------------------------------------------------

  function ComposeColor(Dest,Src:TRGBQuad;Percent:Integer):TRGBQuad;
  begin
    with Result do
    begin
      rgbRed:=Src.rgbRed + ((Dest.rgbRed - Src.rgbRed) * Percent div 256);
      rgbGreen:=Src.rgbGreen + ((Dest.rgbGreen - Src.rgbGreen) * Percent div 256);
      rgbBlue:=Src.rgbBlue + ((Dest.rgbBlue - Src.rgbBlue) * Percent div 256);
      rgbReserved:=0;
    end;
  end;
  //------------------------------------------------------------------------------
var
  i:Integer;
  t,t2:DWORD;
  ChangePalette:Boolean;
  c:Integer;
begin
  if DX.Initialized then
  begin
    c:=DX.Surface.ColorMatch(RGB(Col.rgbRed,Col.rgbGreen,Col.rgbBlue));

    {  Palette animation  }
    ChangePalette:=False;
    if DX.CanPaletteAnimation then
    begin
      t:=GetTickCount;
      while Abs(GetTickCount - t) < Time do
      begin
        t2:=Trunc(Abs(GetTickCount - t) / Time * 255);

        for i:=0 to 255 do
          DX.ColorTable[i]:=ComposeColor(Col,DX.DefColorTable[i],t2);

        DX.UpdatePalette;
        ChangePalette:=True;
      end;
    end
    else
      Sleep(Time);

    DX.Surface.Fill(c);
    DX.Flip;
    DX.Surface.Fill(c);
    DX.Flip;
    DX.Surface.Fill(c);
    DX.Flip;
    DX.Surface.Fill(c);
    DX.Flip;

    if ChangePalette then
    begin
      DX.ColorTable:=DX.DefColorTable;
      DX.UpdatePalette;
    end;

    DX.Surface.Fill(c);
    DX.Flip;
  end;
end;

{ TDeadSprite }

constructor TDeadSprite.Create(AParent:TSprite);
begin
  inherited Create(AParent);
  FDeadSpeed:=15;
end;

procedure TDeadSprite.DoMove(MoveCount:Integer);
begin
  inherited DoMove(MoveCount);
  X:=X + FDeadSpeed;
  if X - FDeadTime > FDeadTimeCount then Dead;
end;

procedure TGameSprite.Hit;
begin
  if not (FMain.GameStatus = GameExit) then
  begin
    if DeadSound <> BomNone then
      FMain.WaveList.Items.Find(DeadSoundName[Ord(DeadSound)]).Play(False); //使用時需注意<Fixed
    if Self.FDeadImage <> '' then
      with TDeadSprite.Create(FMain.SpriteEngine.Engine) do
      begin
        Image:=FMain.Image.Items.Find(Self.FDeadImage);
        Width:=Self.Image.Width; //保持大小Self.image.width
        Height:=Self.Image.Height;
        AnimCount:=Image.PatternCount; // - 1;
        AnimLooped:=False;
        AnimSpeed:=Self.FDeadAnimSpeed / 1000;
        if Self.FSpeed > 15 then DeadSpeed:=Self.FSpeed;
        FDeadTime:=Self.X;
        X:=FDeadTime - Self.FDeadOffRect.X;
        Y:=Self.Y + Self.FDeadOffRect.Y;
        FDeadTimeCount:=Self.FDeadTimes;
      end;
    Dead;
  end;
end;

{ TArticle }

procedure TArticle.DoCollision(Sprite:TSprite;var Done:Boolean);
begin
  if Sprite is TMainPlayer then //Fixed "Stack overflow" at 2006-1-10 20:31:37
    TMainPlayer(Sprite).DoCollision(Self,Done);
end;

procedure TArticle.DoMove(MoveCount:Integer);
begin
  inherited DoMove(MoveCount);
  X:=X - FSpeed;
end;

procedure TArticle.SetArticleType(const Value:TArticleType);
begin
  if Ord(Value) = 0 then Exit;
  if ArticleName[Ord(FArticleType)] <> FMain.Image.Name then
  begin
    FArticleType:=Value;
    Image:=FMain.Image.Items.Find(ArticleName[Ord(FArticleType)]);
    AnimCount:=Image.PatternCount - 1;
    Width:=Image.Width;
    Height:=Image.Height;
  end;
end;

{ TEnemyBullet }

constructor TEnemyBullet.Create(AParent:TSprite;
  FEnemy:TEnemy);
begin
  inherited Create(AParent);
  X:=FEnemy.X + (FEnemy.Width div 2);
  Y:=FEnemy.Y + (FEnemy.Height div 2);
  FAccuracy:=ACStandard;
end;

procedure TEnemyBullet.DoCollision(Sprite:TSprite;var Done:Boolean);
begin
  if Sprite is TMainPlayer then TMainPlayer(Sprite).DoCollision(Self,Done);
  //
end;

procedure TEnemyBullet.DoMove(MoveCount:Integer);
begin
  //子彈軌跡算法
  inherited DoMove(MoveCount);
  case FTransmitType of
    TTRand:
      begin
        if not (FDirectionOff) then
        begin
          X:=X + FSpeed * XX;
          Y:=Y + FPorY * YY;
        end
        else
        begin
          Y:=Y + FSpeed * YY;
          X:=X + FPorY * XX;
        end;
      end;
    TTLine:
      X:=X - FSpeed;
    TTCircle:
      begin
        X:=X - FSpeed;
        Y:=Y + FCircleCenter;
      end;
  end;
end;

{ TBoss }

constructor TBoss.Create(AParent:TSprite);
begin
  inherited Create(AParent);
  FBossBomb:=DeadSound;
  FShootSound:=DeadSound;
  DeadSound:=BomNone;
  tempcount1:=FMain.FCount;
end;

destructor TBoss.Destroy;
var
  i:Integer;
begin
  FMain.BossFCount:=FMain.FCount; //Boss死亡時的禎數
  if (not (FMain.ApplicationExit)) and (FMain.GameStatus <> GameExit) then //Fixed:Close GameApplication at Boss Show but Program can't exit. Modify:2006-1-12 20:35:46
  begin
    for i:=0 to 49 do
      with TBossDead.Create(FMain.SpriteEngine.Engine) do
      begin
        Image:=FMain.Image.Items.Find(Self.FDeadImage);
        Width:=Self.Image.Width; //保持大小Self.image.width
        Height:=Self.Image.Height;
        AnimCount:=Image.PatternCount; // - 1;
        AnimLooped:=True;
        AnimSpeed:=Self.FDeadAnimSpeed / 1000;
        if Self.FSpeed > 15 then DeadSpeed:=Self.FSpeed;
        FDeadTime:=Self.X;
        FDeadTimeCount:=Self.FDeadTimes;
        X:=Self.X - 100 + Random(150);
        Y:=Self.Y - 100 + Random(150);
      end;
    FMain.WaveList.Items.Find(DeadSoundName[Ord(FBossBomb)]).Play(False);
    FMain.GameStatus:=GamePassing;
  end;
  inherited Destroy;
end;

procedure TBoss.DoMove(MoveCount:Integer);
begin
  inherited DoMove(MoveCount);
  case FMain.FCount - tempcount1 of
    300:FLineType:=TALCLine;
    600:FLineType:=TALOLine;
  end;
  if Y > FMain.DXDraw.Height - Image.Height then FSpeed:= -FSpeed;
  if Y < 0 then FSpeed:=Abs(FSpeed);
  Y:=Y + FSpeed;
  { case Random(6) of
     0:Bullet:= 'EnemyBullet2';
     1:Bullet:= 'EnemyBullet3';
     2:Bullet:= 'EnemyBullet4';
     3:Bullet:= 'EnemyBullet5';
     4:Bullet:= 'EnemyBullet6';
     5:Bullet:= 'EnemyBullet7';
   end;}

  if (FHP < 40) and (FHP > 10) then
  begin
    Bullet:= 'Enemybullet7';
    TransmitProbability:=98;
    FLineType:=TALJLine;
    if Random(10) = 0 then
      TransmitType:=TTRand
    else
      TransmitType:=TTCircle;
    Exit;
  end;
  if FHP < 10 then
  begin
    FLineType:=TALOLine;
    ShootSound:=Gun;
    Bullet:= 'EnemyBullet1';
    TransmitType:=TTRadian;
    TransmitProbability:=100;
  end;
end;

procedure TBoss.Transmit;
begin
  if FShootSound <> BomNone then FMain.WaveList.Items.Find(DeadSoundName[Ord(FShootSound)]).Play(False);
  inherited Transmit;
end;

{ TBossDead }

procedure TBossDead.DoMove(MoveCount:Integer);
begin
  inherited DoMove(MoveCount);
end;

end.

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