📄 enums.cs
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using System;
namespace Pocket1945
{
/// <summary>
/// This enum defines the different movement patterns
/// for the enemy planes.
/// </summary>
public enum MovePattern
{
/// <summary>
/// The plane should move straight forward.
/// </summary>
Straight = 0
}
/// <summary>
/// This enum defines all the different types of enemies
/// available in the game.
/// </summary>
public enum EnemyType
{
/// <summary>
/// Small dark green fighter plane.
/// </summary>
DarkGreenFighter = 0,
/// <summary>
/// Small white fighter plane.
/// </summary>
WhiteFighter = 1,
/// <summary>
/// Small light green fighter plane.
/// </summary>
LightGreenFighter = 2,
/// <summary>
/// Small blue fighter plane.
/// </summary>
BlueFighter = 3,
/// <summary>
/// Small yellow fighter plane.
/// </summary>
YellowFighter = 4,
/// <summary>
/// Small green bomber plane.
/// </summary>
GreenBomber = 5,
/// <summary>
/// Medium sized light green boss.
/// </summary>
LightGreenBoss = 6,
/// <summary>
/// Lagre dark green boss.
/// </summary>
DarkGreenBoss = 7,
/// <summary>
/// Large green bomber boss.
/// </summary>
GreenBomberBoss = 8,
/// <summary>
/// Medium sized green boss.
/// </summary>
WhiteBoss = 9
}
/// <summary>
/// Enum definging the different types of bullets the enemey and player can
/// fire.
/// </summary>
public enum BulletType
{
/// <summary>
/// A single shot. The default bullet of a fighter plane.
/// </summary>
SingleShot = 0,
/// <summary>
/// A big single shot. The default bullet of medium sized bosses.
/// </summary>
BigSingleShot = 1,
/// <summary>
/// Double shot. The bullet of a upgraded enemey plane.
/// </summary>
DoubleShot = 2,
/// <summary>
/// Small fireball, The default bullet of a small bomber.
/// </summary>
SmallFireball = 3,
/// <summary>
/// Big firewall, the default bullet of a big bomber.
/// </summary>
BigFireball = 4
}
/// <summary>
/// Enum defining different types of bonuses the player can collect.
/// </summary>
public enum BonusType
{
/// <summary>
/// Upgrading the power of the weapon
/// </summary>
WheaponUpgrade = 0,
/// <summary>
/// Upgrading speed.
/// </summary>
SpeedUpgrade = 1,
/// <summary>
/// Small power upgrade.
/// </summary>
SmallPowerUpgrade = 2,
/// <summary>
/// Lagre power upgrade.
/// </summary>
PowerUpgrade = 3,
/// <summary>
/// Upgrade the rank.
/// </summary>
RankUpgrade = 4,
/// <summary>
/// Extra life.
/// </summary>
ExtraLife = 5,
/// <summary>
/// Shield upgrade.
/// </summary>
ShieldUpgrade = 6
}
public enum EnemyStatus
{
Moving,
Dying,
Dead,
Idle
}
public enum PlayerStatus
{
Playing,
Dying,
Dead
}
/// <summary>
/// Enum defining different move directions. Used to determine which way
/// a bullet is moving, for instance.
/// </summary>
public enum MoveDirection
{
/// <summary>
/// Moving left.
/// </summary>
Left,
/// <summary>
/// Moving right.
/// </summary>
Right,
/// <summary>
/// Moving up.
/// </summary>
Up,
/// <summary>
/// Moving down.
/// </summary>
Down
}
}
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