Example #1
0
 public void draw(SpriteBatch s, Personnage heros, Camera camera)
 {
     for (int y = 0; y < tailMap.GetLength(1); y++)
     {
         for (int x = 0; x < tailMap.GetLength(0); x++)
         {
             affichage.X = 32 * x;
             affichage.Y = 32 * y;
             if (heros.position.X > camera.CameraWidth / 2)
                 affichage.X = camera.CameraWidth / 2 - heros.position.X + 32 * x;
             if (heros.position.Y > camera.CameraHeight / 2)
                 affichage.Y = camera.CameraHeight / 2 - heros.position.Y + 32 * y;
             switch (tailMap[x, y])
             {
                 case 0:
                     s.Draw(tile_0, new Rectangle(affichage.X, affichage.Y, 32, 32), Color.White);
                     break;
                 case 1:
                     s.Draw(tile_1, new Rectangle(affichage.X, affichage.Y, 32, 32), Color.White);
                     break;
                 case 2:
                     s.Draw(water, new Rectangle(affichage.X, affichage.Y, 32, 32), Color.White);
                     break;
             }
         }
     }
 }
Example #2
0
        public void DrawHeros(SpriteBatch spritebatch, Personnage heros)
        {
            if (heros.position.Y > GraphicsDeviceManager.DefaultBackBufferHeight / 2)
                heros.affichage.Y = GraphicsDeviceManager.DefaultBackBufferHeight / 2;

            if (heros.position.X > GraphicsDeviceManager.DefaultBackBufferWidth / 2)
                heros.affichage.X = GraphicsDeviceManager.DefaultBackBufferWidth / 2;

            heros.Drawperso(spritebatch, 24, 32);
        }
Example #3
0
 public void DrawFixe(SpriteBatch spritebatch, Personnage heros)
 {
 }
Example #4
0
        protected override void Initialize()
        {
            
            coffre = new Recompense(Content.Load<Texture2D>("coffre_ferme"), Content.Load<Texture2D>("coffre_ouvert"), new Rectangle(rnd.Next(0, 750), rnd.Next(0, 450), 25, 25));
            liste_coffre = new List<Recompense>();

            attaque_cac = new Animations(Content.Load<Texture2D>("animation_attaque"), new Rectangle(0, 0, 0, 0));
            map = new Map(Content.Load<Texture2D>("tile0"), Content.Load<Texture2D>("tile1"), Content.Load<Texture2D>("tile_water"), "map.txt");
            munitionsLoaded = new List<Munitions>();
            munitionsShooted = new List<Munitions>();
            munitionspossédées = new Stack<Munitions>();

            map.init();
            pileronflex = new List<Personnage>();
            for (int i = 0; i < 25; i++)
            {
                munitionsLoaded.Add(new Munitions(new Vector2(100, 100), Content.Load<Texture2D>("tir_vertical"),laser));
                munitionspossédées.Push(new Munitions(new Vector2(100, 100), Content.Load<Texture2D>("tir_vertical"), laser));
            }
            for (int i = 0; i <= 3; i++)
            {
                pileronflex.Add(new Personnage(Content.Load<Texture2D>("ronflex"), new Rectangle(rnd.Next(100, 800), rnd.Next(150, 500), 32, 32), 10, 1, 0, 0, null, null, map));
                pileronflex[i].numero = 2;
            }
            for (int i = 4; i < 7; i++)
            {
                pileronflex.Add(new Personnage(Content.Load<Texture2D>("cyborgcostar"), new Rectangle(rnd.Next(100, 800), rnd.Next(150, 500), 32, 32), 10, 2, 0, 0, null, null, map));
                pileronflex[i].numero = 4;
            }

            
            Keyboard = new KeyboardEvent();
            this.IsMouseVisible = true;
            #region variables menu
            mousevent = new MouseEvent();
            jouer_menu = new MenuButton(new Vector2(50, 425), Content.Load<Texture2D>("jouer"), Content.Load<Texture2D>("joueractiv"), Content.Load<Texture2D>("play"), Content.Load<Texture2D>("playactiv"));
            options_menu = new MenuButton(new Vector2(250, 425), Content.Load<Texture2D>("option"), Content.Load<Texture2D>("optionactiv"), Content.Load<Texture2D>("option"), Content.Load<Texture2D>("optionactiv"));
            credit_menu = new MenuButton(new Vector2(450, 425), Content.Load<Texture2D>("credits"), Content.Load<Texture2D>("creditactiv"), Content.Load<Texture2D>("credits"), Content.Load<Texture2D>("creditactiv"));
            quit_menu = new MenuButton(new Vector2(650, 425), Content.Load<Texture2D>("quit"), Content.Load<Texture2D>("quitactiv"), Content.Load<Texture2D>("exit"), Content.Load<Texture2D>("exitactiv"));

            langue_menu = new MenuButton(new Vector2(275, 425), Content.Load<Texture2D>("langue"), Content.Load<Texture2D>("langueactiv"), Content.Load<Texture2D>("language"), Content.Load<Texture2D>("languageactiv"));
            angl_menu = new MenuButton(new Vector2(400, 425), Content.Load<Texture2D>("fra"), Content.Load<Texture2D>("fraactiv"), Content.Load<Texture2D>("english"), Content.Load<Texture2D>("englishactiv"));
            PE_menu = new MenuButton(new Vector2(20, 425), Content.Load<Texture2D>("PE"), Content.Load<Texture2D>("PEactiv"), Content.Load<Texture2D>("FS"), Content.Load<Texture2D>("FSactiv"));
            Onoff_menu = new MenuButton(new Vector2(150, 425), Content.Load<Texture2D>("offactiv"), Content.Load<Texture2D>("onactiv"), Content.Load<Texture2D>("offactiv"), Content.Load<Texture2D>("onactiv"));
            Retour = new MenuButton(new Vector2(700, 425), Content.Load<Texture2D>("bouton_retour"), Content.Load<Texture2D>("bouton_retour"), Content.Load<Texture2D>("back"), Content.Load<Texture2D>("backactiv"));

            mag1 = new MenuButton(new Vector2(400, 130), Content.Load<Texture2D>("tuto"), Content.Load<Texture2D>("tuto"), Content.Load<Texture2D>("tuto"), Content.Load<Texture2D>("tuto"));
            mag2 = new MenuButton(new Vector2(400, 230), Content.Load<Texture2D>("tuto"), Content.Load<Texture2D>("tuto"), Content.Load<Texture2D>("tuto"), Content.Load<Texture2D>("tuto"));
            mag3  =new MenuButton(new Vector2(400, 330 ), Content.Load<Texture2D>("tuto"), Content.Load<Texture2D>("tuto"), Content.Load<Texture2D>("tuto"), Content.Load<Texture2D>("tuto"));
            mag4 = new MenuButton(new Vector2(400, 430), Content.Load<Texture2D>("tuto"), Content.Load<Texture2D>("tuto"), Content.Load<Texture2D>("tuto"), Content.Load<Texture2D>("tuto"));
            
            
            
            #endregion

            // Initialisation des variables monstres et personnages :

            laser = Color.Red;
            inventaire = new List<Equipements>();
            equip = new List<Equipements>();

            item1 = new Equipements("Main", Content.Load<Texture2D>("item1"), 50, 50, 50);
            item2 = new Equipements("Tete", Content.Load<Texture2D>("item1"), 50, 50, 50);

            inventaire.Add(item1);
            inventaire.Add(item2);
            inventaire[0].stack(inventaire);
            heros = new Personnage(Content.Load<Texture2D>("walk_iso"), new Rectangle(00, 00, 75, 101), 300, 5, 5, 5, inventaire, equip, map);

            Font_PDV = Content.Load<SpriteFont>("Font_PDV");
            heros = new Personnage(Content.Load<Texture2D>("heros"), new Rectangle(200, 200, 24, 32), 350,5,5,5, inventaire, equip ,map);
            camera = new Camera(new Vector2(heros.position.X, heros.position.Y), Content.Load<Texture2D>("map"));
            heros.Inventaire();

            #region musique

            musique_jeu_principal_lancer = false;
            musique_menu_lancer = false;
            old_keys_deplacement = Keys.U;
            etre_toucher_ou_pas = false;
            cri_montre_devient_rouge_fait = false;
            #endregion musique
            base.Initialize();
        }
Example #5
0
 public bool obtention_recompense(Personnage heros)
 {
     return (heros.position.Intersects(container));
 }