public override void Interact(Player player, Inventaire inventaire, List <Entity> objets) { this.open = !open; if (open) { this.texture = side; } else { this.texture = front; } }
public override void Interact(Player player, Inventaire inventaire, List <Entity> objets) { this.open = !open; this.solid = !solid; DebugConsole.addLine(this.solid.ToString()); if (open) { this.texture = openTex; } else { this.texture = closeTex; } }
public override void Interact(Player player, Inventaire inventaire, List <Entity> objets) { player.addThirst(10); base.Interact(player, inventaire, objets); }
public override void Destroy(Inventaire inventaire, List <Entity> objets, Entity entity) { inventaire.AddItem(new Item("graine", 1)); base.Destroy(inventaire, objets, entity); }
public override void Interact(Player player, Inventaire inventaire, List <Entity> objets) { player.addHunger(10); this.Destroy(inventaire, objets, this); base.Interact(player, inventaire, objets); }
public virtual void Destroy(Inventaire inventaire, List <Entity> objets, Entity entity) { objets.Remove(entity); }
public virtual void Interact(Player player, Inventaire inventaire, List <Entity> objets) { }
public GameMenu() : base() { font = Loader.Fonts["basic"]; debug = false; floorTiles = new Texture2D[6]; floorTiles[0] = Loader.Images["grass"]; floorTiles[1] = Loader.Images["grass2"]; floorTiles[2] = Loader.Images["grass3"]; floorTiles[3] = Loader.Images["flowers"]; floorTiles[4] = Loader.Images["dirt"]; floorTiles[5] = Loader.Images["woodTile"]; DebugConsole.addLine(" -Debug Console-:"); rectTex = Loader.Images["rect"]; heart = Loader.Images["heart"]; water = Loader.Images["water"]; bread = Loader.Images["bread"]; player = new Player(new Vector2(256, 256), 100, "playerup"); objets.Add(new Pancarte(new Vector2(14 * 16, 14 * 16), "panneau", 3, "Bienvenu sur Life In The Wild, il semblerait que vous ayez\n" + "atterit dans un terriroire inconnu. Avant de mourrir de faim,\nil est suggere de partir recuperer du bois et de la pierre\npour construire un abris et" + "de planter des graines pour\npouvoir subvenir a vos besoins." + " Les touches I et C de votre\nclavier devraient vous interesser...\nBonne Chance")); camera = new Camera(); chicken = new Chicken(new Vector2(256 + 16, 256 + 16), "chicken_left", 10); inventaire = new Inventaire(); crafting = new Crafting(player); affPancarte = new AffichagePancarte(); terrain = new Terrain(50, floorTiles); int mapSize = terrain.getMapSize(); //fais apparaitre 70 arbres, buissons, cailloux... for (int i = 0; i <= 10000; i++) { objets.Add(new Arbre(new Vector2(rnd.Next(mapSize - 1) * 16, rnd.Next(mapSize - 1) * 16), "bush", 3)); //objets.Add(new Rock(new Vector2(rnd.Next(mapSize-1) * 16, rnd.Next(mapSize-1) * 16), "rocks", 3)); //objets.Add(new Arbre(new Vector2(rnd.Next(mapSize-1) * 16, rnd.Next(mapSize-1) * 16), "tree", 3)); //objets.Add(new Arbre(new Vector2(rnd.Next(mapSize-1) * 16, rnd.Next(mapSize-1) * 16), "sapin", 3)); //objets.Add(new Vegetable(new Vector2(rnd.Next(mapSize-1) * 16, rnd.Next(mapSize-1) * 16),"seed", "crop", 3)); } //Géneration de barrieres autour du terrain /*for(int i = 0; i < 50; i++) * { * objets.Add(new Arbre(new Vector2(i * 16, 0), "tree", 900)); * objets.Add(new Arbre(new Vector2(0, i * 16), "tree", 900)); * objets.Add(new Arbre(new Vector2(i * 16, 50 * 16), "tree", 900)); * objets.Add(new Arbre(new Vector2(50 * 16, i * 16), "tree", 900)); * }*/ //Vérifie qu'aucune entité n'est sur le joueur for (int i = 0; i < objets.Count; i++) { if (objets[i].getPosition() == player.getPosition()) { objets[i].Destroy(inventaire, objets, objets[i]); DebugConsole.addLine("Destroying: " + objets[i]); } } }
public virtual void Update(List <Entity> objets, int[,] map, Inventaire inventaire, Crafting crafting, AffichagePancarte affPancarte) { KeyboardState newState = Keyboard.GetState(); Vector2 newPosition = position; hunger -= .008f; thirst -= .008f; if (hunger >= 120) { hunger = 120; } if (thirst >= 120) { thirst = 120; } if (hunger <= 0 || thirst <= 0) { hp -= .05f; } else { hp = 100; } if (Keyboard.GetState().IsKeyDown(Keys.S)) { this.texture = up; this.direction.Y = 1; this.dir = new Vector2(0, 1); this.newPosition.Y += 1; } if (Keyboard.GetState().IsKeyDown(Keys.Z)) { this.texture = down; this.direction.Y = -1; this.dir = new Vector2(0, -1); this.newPosition.Y -= 1; } if (Keyboard.GetState().IsKeyDown(Keys.Q)) { this.texture = left; this.direction.X = -1; this.dir = new Vector2(-1, 0); this.newPosition.X -= 1; } if (Keyboard.GetState().IsKeyDown(Keys.D)) { this.texture = right; this.direction.X = 1; this.dir = new Vector2(1, 0); this.newPosition.X += 1; } if (newState.IsKeyDown(Keys.Escape) && oldState.IsKeyUp(Keys.Escape)) { if (affPancarte.getActive()) { affPancarte.Activate(); } if (inventaire.getActive()) { inventaire.Activate(); } if (crafting.getActive()) { crafting.Activate(); } } // Interaction if (newState.IsKeyDown(Keys.E) && oldState.IsKeyUp(Keys.E)) { if (CollisionManager(objets, newPosition + dir) is Entity theEntity) { theEntity.Interact(this, inventaire, objets); } } // Menu inventaire if (newState.IsKeyDown(Keys.I) && oldState.IsKeyUp(Keys.I)) { DebugConsole.addLine("Ouverture Inventaire"); inventaire.Activate(); } // Menu craft if (newState.IsKeyDown(Keys.C) && oldState.IsKeyUp(Keys.C)) { DebugConsole.addLine("Ouverture Crafting"); crafting.Activate(); } // Labourer if (newState.IsKeyDown(Keys.L) && oldState.IsKeyUp(Keys.L)) { map[(int)((this.position.Y + 8) / 16), (int)((this.position.X + 8) / 16)] = 4; mow.Play();//son } if (newState.IsKeyDown(Keys.Space) && oldState.IsKeyUp(Keys.Space)) { if (CollisionManager(objets, position + dir * 4) != null) { CollisionManager(objets, position + dir * 4).Damage(1); hit.Play(); } else//si on collisionne avec rien { mow.Play();//son switch (outil) { case 1: //mur en pierre spawnObject(objets, new Wall(new Vector2(0, 0), "wallFace", "flatrock", 2)); inventaire.removeItem(new Item("pierre", 1)); break; case 2: //puis spawnObject(objets, new Well(new Vector2(0, 0), "well", 2)); inventaire.removeItem(new Item("pierre", 1)); break; case 3: //feu de camp spawnObject(objets, new Arbre(new Vector2(0, 0), "campfire", 2)); inventaire.removeItem(new Item("bois", 1)); break; case 4: //porte spawnObject(objets, new Door(new Vector2(0, 0), "door", "door_open", 2)); inventaire.removeItem(new Item("bois", 1)); break; case 5: //planter if (map[(int)Math.Round((this.position.Y + (this.dir.Y * 16)) / 16), (int)Math.Round((this.position.X + (this.dir.X * 16)) / 16)] == 4) { spawnObject(objets, new Vegetable(new Vector2(0, 0), "seed", "crop", 2)); inventaire.removeItem(new Item("graine", 1)); } else { DebugConsole.addLine(map[(int)Math.Round((this.position.X + (this.dir.X * 16)) / 16), (int)Math.Round((this.position.Y + (this.dir.Y * 16)) / 16)].ToString()); } break; case 6: //enclume spawnObject(objets, new Arbre(new Vector2(0, 0), "anvil", 2)); inventaire.removeItem(new Item("pierre", 1)); break; case 7: //parquet map[(int)((this.position.Y + 8) / 16), (int)((this.position.X + 8) / 16)] = 5; break; } } } oldState = newState; //collision avec une pancarte if (CollisionManager(objets, newPosition + dir) is Pancarte thePancarte && affPancarte.getActive() == false) { affPancarte.Activate(thePancarte.getText()); } base.Update(objets); }