Exemple #1
0
        public override void Initialize()
        {
            IntervalleAttaque   = 2f;
            GenerateurAleatoire = Game.Services.GetService(typeof(Random)) as Random;
            Vitesse             = (GenerateurAleatoire.Next(10, 20) / 100f);
            Grid       = Game.Services.GetService(typeof(GridDeJeu)) as GridDeJeu;
            SoundDeath = Game.Content.Load <SoundEffect>("SoundEffects/enemydeath");
            État       = (byte)ÉtatEnnemi.RECHERCHE;
            try
            {
                foreach (Joueur j in Game.Components.OfType <Joueur>())
                {
                    Player = j;
                }
            }
            catch (Exception) { }
            for (int i = 0; i < StatsEnemy.GetLength(0); i++)
            {
                if (StatsEnemy[i, 0] == Niveau)
                {
                    Vie       = StatsEnemy[i, 1];
                    Dmg       = StatsEnemy[i, 2];
                    NombrePts = StatsEnemy[i, 3];
                }
            }

            base.Initialize();
        }
Exemple #2
0
 public void ToucherParBalle(int dmg)
 {
     Vie -= dmg;
     if (Vie <= 0)
     {
         int nombreParticuleSang = GenerateurAleatoire.Next(50, 100);
         for (int i = 0; i < nombreParticuleSang; i++)
         {
             Vector3 direction = new Vector3(GenerateurAleatoire.Next(-100, 100), GenerateurAleatoire.Next(0, 100), GenerateurAleatoire.Next(-100, 100));
             direction = Vector3.Normalize(direction);
             Sang particuleSang = new Sang(Game, "blood", 0.01f, new Vector3(Position.X, Position.Y + 5, Position.Z), new Vector3(GenerateurAleatoire.Next(0, 360), GenerateurAleatoire.Next(0, 360), GenerateurAleatoire.Next(0, 360)), direction);
             Game.Components.Add(particuleSang);
         }
         foreach (Joueur j in Game.Components.OfType <Joueur>())
         {
             j.NombrePtsKill += NombrePts;
         }
         SoundDeath.Play();
         Dispose();
     }
 }