package template.shooting; import framework.AI.GeometryGraph; import framework.animation.Animation3D; import framework.gameMain.Actor; import framework.model3D.CollisionResult; import framework.model3D.Object3D; import framework.physics.Force3D; import framework.physics.Ground; /** * 敵の弾 * @author 新田直也 * */ public class EnemiesBullet extends Actor { private boolean bAlive = true; private long left = 0; // 定数 public static final long LIFE_TIME = 2000L; // 弾の寿命 public EnemiesBullet(Object3D body, Animation3D animation) { super(body, animation); left = LIFE_TIME; } public void motion(long interval, Ground ground) { left -= interval; if (left < 0L) { bAlive = false; } super.motion(interval, ground); } @Override public void onEndFall() { } @Override public void onIntersect(CollisionResult normal, long interval) { bAlive = false; } @Override public void onEndAnimation() { } @Override public Force3D getGravity() { // 弾は落下しないので重力をゼロとする return Force3D.ZERO; } public boolean isAlive() { return bAlive; } }