Beispiel #1
0
        /// <summary>
        /// Public UpdateMoveAndPosition de la classe PacMan
        /// </summary>
        /// <param name="gameTime"></param>
        /// <param name="hashCode"></param>
        /// <param name="listNextNodes"></param>
        /// <param name="pacPos"></param>
        /// <param name="ListNextIsWall"></param>
        /// <param name="leftCoridor"></param>
        /// <param name="rightCoridor"></param>
        public override void UpdateMoveAndPosition(GameTime gameTime, int hashCodeDirPac, List <Vector2> listNextNodes, Vector2 pacPos, List <bool> listNextNodeIsWall, Vector2 leftCoridor, Vector2 rightCoridor, Vector2 upCoridor, Vector2 downCoridor, float[] lerpCoefArray)
        {
            HashCodeDir    = hashCodeDirPac;
            NextNode       = listNextNodes;
            SpritePos      = pacPos;
            ListNextIsWall = listNextNodeIsWall;
            LerpCoefArray  = lerpCoefArray;
            PacManAnimation(VectDir.ToString());

            base.UpdateMoveAndPosition(gameTime, HashCodeDir, NextNode, SpritePos, ListNextIsWall, leftCoridor, rightCoridor, upCoridor, downCoridor, LerpCoefArray);
        }
Beispiel #2
0
        /// <summary>
        /// Méthode DrawNormal
        /// </summary>
        /// <param name="spriteBatch"></param>
        public void DrawNormal(SpriteBatch spriteBatch)
        {
            OpenCloseMouth();

            //Dessin des "frames" suivant les directions de PacMan
            switch (VectDir.ToString())
            {
            case "Up": this._frameColumn = 3; break;

            case "Down": this._frameColumn = 1; break;

            case "Left": this._frameColumn = 0; break;

            case "Right": this._frameColumn = 2; break;
            }

            SpriteTexture = texturePac;

            recPacAlive    = new Rectangle((int)SpritePos.X - 3, (int)SpritePos.Y - 3, 30 - 7, 30 - 7);
            recSourceAlive = new Rectangle((_frameColumn) * 30, (this._frameline) * 30, 30, 30);

            base.Draw(spriteBatch, SpriteTexture, recPacAlive, recSourceAlive, Color.White, 0f, new Vector2(0, 0), SpriteEffects.None, 0f);
        }