ผลต่างระหว่างรุ่นของ "418383/418587 ภาคปลาย 2553/คะแนนการบ้าน 2"
Cardcaptor (คุย | มีส่วนร่วม) |
Cardcaptor (คุย | มีส่วนร่วม) |
||
| แถว 146: | แถว 146: | ||
<td align="center">5210450058</td> | <td align="center">5210450058</td> | ||
<td align="center">5210450147</td> | <td align="center">5210450147</td> | ||
| + | <td align="center">5210450597</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
| + | <td> | ||
| + | <geshi lang="csharp"> | ||
| + | using System; | ||
| + | using System.Collections.Generic; | ||
| + | using System.Linq; | ||
| + | using System.Text; | ||
| + | using GameLib.Animation; | ||
| + | using Microsoft.Xna.Framework; | ||
| + | using Microsoft.Xna.Framework.Content; | ||
| + | |||
| + | namespace BreakoutLib | ||
| + | { | ||
| + | public class Bullet : GameObject | ||
| + | { | ||
| + | private static Animation bulletAnimation; | ||
| + | |||
| + | public static void LoadContent(ContentManager content) | ||
| + | { | ||
| + | bulletAnimation = Animation.Load("bullet.anim", content); | ||
| + | } | ||
| + | |||
| + | private TranslationAnimation animation; | ||
| + | public override GameLib.Animation.Animation Animation | ||
| + | { | ||
| + | get { return animation; } | ||
| + | } | ||
| + | |||
| + | public Vector2 Position | ||
| + | { | ||
| + | set { animation.Displacement = value; } | ||
| + | get { return animation.Displacement; } | ||
| + | } | ||
| + | |||
| + | private Vector2 velocity; | ||
| + | public Vector2 Velocity | ||
| + | { | ||
| + | get { return velocity; } | ||
| + | set { velocity = value; } | ||
| + | } | ||
| + | |||
| + | private int attackPower; | ||
| + | public int AttackPower | ||
| + | { | ||
| + | get { return attackPower; } | ||
| + | } | ||
| + | |||
| + | private float xPositionFromBarCenter; | ||
| + | public float XPositionFromBarCenter | ||
| + | { | ||
| + | get { return xPositionFromBarCenter; } | ||
| + | set { xPositionFromBarCenter = value; } | ||
| + | } | ||
| + | |||
| + | public Bullet() | ||
| + | { | ||
| + | velocity = new Vector2(0.0f, -0.2f); | ||
| + | animation = new TranslationAnimation(bulletAnimation); | ||
| + | |||
| + | attackPower = 1; | ||
| + | } | ||
| + | |||
| + | public void UpdatePosition(GameTime gameTime) | ||
| + | { | ||
| + | Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds); | ||
| + | } | ||
| + | |||
| + | |||
| + | public Rectangle CollisionRect | ||
| + | { | ||
| + | get | ||
| + | { | ||
| + | return new Rectangle( | ||
| + | (int)(Position.X), | ||
| + | (int)(Position.Y), | ||
| + | (int)5, | ||
| + | (int)5); | ||
| + | } | ||
| + | } | ||
| + | |||
| + | |||
| + | private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea) | ||
| + | { | ||
| + | if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y) | ||
| + | return false; | ||
| + | if (intersectingArea.Height > intersectingArea.Width) | ||
| + | return false; | ||
| + | |||
| + | return true; | ||
| + | } | ||
| + | |||
| + | public void CollideWithBrick(Brick brick) | ||
| + | { | ||
| + | |||
| + | } | ||
| + | |||
| + | private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea) | ||
| + | { | ||
| + | if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y) | ||
| + | return false; | ||
| + | if (intersectingArea.Height > intersectingArea.Width) | ||
| + | return false; | ||
| + | |||
| + | return true; | ||
| + | } | ||
| + | } | ||
| + | } | ||
| + | </geshi> | ||
| + | </td> | ||
<td> | <td> | ||
<geshi lang="csharp"> | <geshi lang="csharp"> | ||
รุ่นแก้ไขเมื่อ 11:00, 20 มีนาคม 2554
เนื้อหา
คะแนน
คนที่ไม่ได้ 0 คะแนน
คนที่ได้ 0 คะแนนเนื่องจากลอกเพื่อนหรือให้เพื่อนลอก
การลอกกันที่ผมจับได้
โค้ดเปลี่ยนด่านใน PlayScreen.cs
| 51180537 | 51180628 | 51180727 |
|
<geshi lang="csharp"> else if (playScreen.gameState.BrickCount <= 0)
{
if (lv == 3)
{
Constants.MAP_NAME = "map03";
}
else
{
Constants.MAP_NAME = "map02";
lv = 3;
}
playScreen.LoadContent();
if (lv2 != 3)
{
lv2 += 1;
MediaPlayer.Stop();
MediaPlayer.Play(song3);
playScreen.Game.SwitchScreen(Constants.NEXT_LV_SCREEN_NAME);
}
else
{
lv = 1;
lv2 = 1;
Constants.MAP_NAME = "map01.txt";
playScreen.LoadContent();
playScreen.Game.SwitchScreen(Constants.GAME_CLEARED_SCREEN_NAME);
}
}
else if (playScreen.keySensor.IsKeyTyped(KeyMapping.pauseKey))
playScreen.ChangeState(playScreen.pauseState);
}
</geshi> |
<geshi lang="csharp"> else if (playScreen.gameState.BrickCount <= 0)
{
if (lv == 3)
{
Constants.MAP_NAME = "map03";
MediaPlayer.Stop();
}
else
{
Constants.MAP_NAME = "map02";
MediaPlayer.Stop();
lv = 3;
}
playScreen.LoadContent();
if (lv2 != 3)
{
lv2 += 1;
MediaPlayer.Play(song4);
playScreen.Game.SwitchScreen(Constants.NEXT_LV_SCREEN_NAME);
}
else
{
lv = 1;
lv2 = 1;
Constants.MAP_NAME = "map01";
MediaPlayer.Play(song5);
Constants.ascore = 0;
playScreen.LoadContent();
playScreen.Game.SwitchScreen(Constants.GAME_CLEARED_SCREEN_NAME);
}
}
else if (playScreen.keySensor.IsKeyTyped(KeyMapping.pauseKey))
playScreen.ChangeState(playScreen.pauseState);
}
</geshi> |
<geshi lang="csharp"> else if (playScreen.gameState.BrickCount <= 0)
{
if (lv == 3)
{
Constants.MAP_NAME = "map03";
}
else
{
Constants.MAP_NAME = "map02";
lv = 3;
}
playScreen.LoadContent();
if (lv2 != 3)
{
lv2 += 1;
playScreen.Game.SwitchScreen(Constants.NEXT_LV_SCREEN_NAME);
}
else
{
lv = 1;
lv2 = 1;
Constants.MAP_NAME = "map01.txt";
playScreen.Game.SwitchScreen(Constants.GAME_CLEARED_SCREEN_NAME);
}
}
else if (playScreen.keySensor.IsKeyTyped(KeyMapping.pauseKey))
playScreen.ChangeState(playScreen.pauseState);
</geshi> |
- 51180537 และ 51180644
โค้ด LoadContent ใน PlayScreen.cs
- 5210400433 กับ 5210404803
Bullet.cs
| 5210450058 | 5210450147 | 5210450597 |
|
<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace BreakoutLib { public class Bullet : GameObject
{
private static Animation bulletAnimation;
public static void LoadContent(ContentManager content)
{
bulletAnimation = Animation.Load("bullet.anim", content);
}
private TranslationAnimation animation;
public override GameLib.Animation.Animation Animation
{
get { return animation; }
}
public Vector2 Position
{
set { animation.Displacement = value; }
get { return animation.Displacement; }
}
private Vector2 velocity;
public Vector2 Velocity
{
get { return velocity; }
set { velocity = value; }
}
private int attackPower;
public int AttackPower
{
get { return attackPower; }
}
private float xPositionFromBarCenter;
public float XPositionFromBarCenter
{
get { return xPositionFromBarCenter; }
set { xPositionFromBarCenter = value; }
}
public Bullet()
{
velocity = new Vector2(0.0f, -0.2f);
animation = new TranslationAnimation(bulletAnimation);
attackPower = 1;
}
public void UpdatePosition(GameTime gameTime)
{
Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
}
public Rectangle CollisionRect
{
get
{
return new Rectangle(
(int)(Position.X),
(int)(Position.Y),
(int)5,
(int)5);
}
}
private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
public void CollideWithBrick(Brick brick)
{
} private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
}
} </geshi> |
<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace BreakoutLib { public class Bullet : GameObject
{
private static Animation bulletAnimation;
public static void LoadContent(ContentManager content)
{
bulletAnimation = Animation.Load("bullet.anim", content);
}
private TranslationAnimation animation;
public override GameLib.Animation.Animation Animation
{
get { return animation; }
}
public Vector2 Position
{
set { animation.Displacement = value; }
get { return animation.Displacement; }
}
private Vector2 velocity;
public Vector2 Velocity
{
get { return velocity; }
set { velocity = value; }
}
private int attackPower;
public int AttackPower
{
get { return attackPower; }
}
private float xPositionFromBarCenter;
public float XPositionFromBarCenter
{
get { return xPositionFromBarCenter; }
set { xPositionFromBarCenter = value; }
}
public Bullet()
{
velocity = new Vector2(0.0f, -0.2f);
animation = new TranslationAnimation(bulletAnimation);
attackPower = 1;
}
public void UpdatePosition(GameTime gameTime)
{
Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
}
public Rectangle CollisionRect
{
get
{
return new Rectangle(
(int)(Position.X),
(int)(Position.Y),
(int)5,
(int)5);
}
}
private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
public void CollideWithBrick(Brick brick)
{
} private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
}
} </geshi> |
<geshi lang="csharp"> using System; using System.Collections.Generic; using System.Linq; using System.Text; using GameLib.Animation; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; namespace BreakoutLib { public class Bullet : GameObject
{
private static Animation bulletAnimation;
public static void LoadContent(ContentManager content)
{
bulletAnimation = Animation.Load("bullet.anim", content);
}
private TranslationAnimation animation;
public override GameLib.Animation.Animation Animation
{
get { return animation; }
}
public Vector2 Position
{
set { animation.Displacement = value; }
get { return animation.Displacement; }
}
private Vector2 velocity;
public Vector2 Velocity
{
get { return velocity; }
set { velocity = value; }
}
private int attackPower;
public int AttackPower
{
get { return attackPower; }
}
private float xPositionFromBarCenter;
public float XPositionFromBarCenter
{
get { return xPositionFromBarCenter; }
set { xPositionFromBarCenter = value; }
}
public Bullet()
{
velocity = new Vector2(0.0f, -0.2f);
animation = new TranslationAnimation(bulletAnimation);
attackPower = 1;
}
public void UpdatePosition(GameTime gameTime)
{
Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
}
public Rectangle CollisionRect
{
get
{
return new Rectangle(
(int)(Position.X),
(int)(Position.Y),
(int)5,
(int)5);
}
}
private bool CollidedOnTopSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y > brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
public void CollideWithBrick(Brick brick)
{
} private bool CollidedOnBottomSurface(Brick brick, Rectangle intersectingArea)
{
if (intersectingArea.Center.Y < brick.CollisionRect.Center.Y)
return false;
if (intersectingArea.Height > intersectingArea.Width)
return false;
return true;
}
}
} </geshi> |