ผลต่างระหว่างรุ่นของ "418383/418587 ภาคปลาย 2553/คะแนนการบ้าน 2"
Cardcaptor (คุย | มีส่วนร่วม)  | 
				Cardcaptor (คุย | มีส่วนร่วม)   | 
				||
| แถว 482: | แถว 482: | ||
<td align="center">5210450104</td>  | <td align="center">5210450104</td>  | ||
<td align="center">5210450562</td>  | <td align="center">5210450562</td>  | ||
| + | <td align="center">5210450937</td>  | ||
</tr>  | </tr>  | ||
<tr>  | <tr>  | ||
| แถว 788: | แถว 789: | ||
         }  |          }  | ||
     }       |      }       | ||
| + | }  | ||
| + | </geshi>  | ||
| + | </td>  | ||
| + | <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; }  | ||
| + |         }  | ||
| + | |||
| + | |||
| + |         public float Top  | ||
| + |         {  | ||
| + |             set { animation.Displacement = new Vector2(animation.Displacement.X, value); }  | ||
| + |             get { return animation.Displacement.Y; }  | ||
| + |         }  | ||
| + |         public float Bottom  | ||
| + |         {  | ||
| + |             set { animation.Displacement = new Vector2(animation.Displacement.X, value); }  | ||
| + |             get { return animation.Displacement.Y; }  | ||
| + |         }  | ||
| + | |||
| + | |||
| + | |||
| + |         public Rectangle CollisionRect  | ||
| + |         {  | ||
| + |             get  | ||
| + |             {  | ||
| + |                 return new Rectangle(  | ||
| + |                     (int)(Position.X),  | ||
| + |                     (int)(Position.Y),  | ||
| + |                     (int)5,  | ||
| + |                     (int)5);  | ||
| + |             }  | ||
| + |         }  | ||
| + | |||
| + |         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);  | ||
| + |         }  | ||
| + | |||
| + | |||
| + | |||
| + |         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;  | ||
| + |         }  | ||
| + | |||
| + |         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>  | ||
รุ่นแก้ไขเมื่อ 11:16, 20 มีนาคม 2554
เนื้อหา
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คนที่ไม่ได้ 0 คะแนน
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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>  | 
อีกรูปแบบหนึ่งที่คล้ายๆ กัน
| 5210450040 | 5210450104 | 5210450562 | 5210450937 | 
| 
 <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; 
    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; }
       }
       public Rectangle CollisionRect
       {
           get
           {
               return new Rectangle(
                   (int)(Position.X),
                   (int)(Position.Y),
                   (int)5,
                   (int)5);
           }
       }
       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, -0.2f);            
           animation = new TranslationAnimation(bulletAnimation);
           attackPower = 1;
       }
       public void UpdatePosition(GameTime gameTime)
       {
           Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
       }
       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;
       }
       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; }
       }
       public Rectangle CollisionRect
       {
           get
           {
               return new Rectangle(
                   (int)(Position.X),
                   (int)(Position.Y),
                   (int)5,
                   (int)5);
           }
       }
       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, -0.2f);            
           animation = new TranslationAnimation(bulletAnimation);
           attackPower = 1;
       }
       public void UpdatePosition(GameTime gameTime)
       {        
            Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
       }
       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;
       }
       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; }
       }
       
      
       public Rectangle CollisionRect
       {
           get
           {
               return new Rectangle(
                   (int)(Position.X),
                   (int)(Position.Y),
                   (int)5,
                   (int)10);
           }
       }
       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, -0.5f);
           animation = new TranslationAnimation(bulletAnimation);
           
           attackPower = 1;
           
       }
       public void UpdatePosition(GameTime gameTime)
       {
           Position = Position + velocity * (float)(gameTime.ElapsedGameTime.TotalMilliseconds);
       }
       public void CollideWithBrick(Brick brick)
       {
           //this.attackPower = 0;
       }
       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;
       }
       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; }
       }
        public float Top
       {
           set { animation.Displacement = new Vector2(animation.Displacement.X, value); }
           get { return animation.Displacement.Y; }
       }
       public float Bottom
       {
           set { animation.Displacement = new Vector2(animation.Displacement.X, value); }
           get { return animation.Displacement.Y; }
       }
        public Rectangle CollisionRect
       {
           get
           {
               return new Rectangle(
                   (int)(Position.X),
                   (int)(Position.Y),
                   (int)5,
                   (int)5);
           }
       }
       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);
       }
        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;
       }
       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>  |