void Init(string backgroundName) { float Xwin = TurkeySmashGame.WindowSize.X; float Ywin = TurkeySmashGame.WindowSize.Y; switch (backgroundName) { case "Jeu\\level1\\background1": #region Level 1 respawnPoint = new Vector2(Xwin * 0.510f, Ywin * 0.444f); spawnPoints[0] = new Vector2(Xwin * 0.331f, Ywin * 0.528f); spawnPoints[1] = new Vector2(Xwin * 0.729f, Ywin * 0.444f); spawnPoints[2] = new Vector2(Xwin * 0.106f, Ywin * 0.537f); spawnPoints[3] = new Vector2(Xwin * 0.621f, Ywin * 0.557f); bodylist = new StaticPhysicsObject[5]; #region Sprites Loading Sprite plateforme1Mid = new Sprite(); plateforme1Mid.Load(TurkeySmashGame.content, "Jeu\\level1\\plateforme1Mid"); Sprite plateforme1Left = new Sprite(); plateforme1Left.Load(TurkeySmashGame.content, "Jeu\\level1\\plateforme1Left"); //Sprite plateforme1Right = new Sprite(); //plateforme1Right.Load(TurkeySmashGame.content, "Jeu\\plateforme1Right"); //créé un bug CHELOU Sprite plateforme2 = new Sprite(); plateforme2.Load(TurkeySmashGame.content, "Jeu\\level1\\plateforme2"); #endregion #region Bodies bodylist[0] = new StaticPhysicsObject(world, new Vector2(Xwin * 0.111f, Ywin * 0.611f), 1, plateforme2); bodylist[1] = new StaticPhysicsObject(world, new Vector2(Xwin * 0.512f, Ywin * 0.515f), 1, plateforme2); //3 plateformes volantes bodylist[2] = new StaticPhysicsObject(world, new Vector2(Xwin * 0.735f, Ywin * 0.520f), 1, plateforme2); bodylist[3] = new StaticPhysicsObject(world, new Vector2((Xwin / 2) - (plateforme1Mid.Width / 2) + (plateforme1Left.Width / 2), (2 * Ywin / 3) - (plateforme1Mid.Height / 2) - (plateforme1Left.Height / 2) + 1), 1, plateforme1Left); //partie gauche de la plateforme centrale bodylist[4] = new StaticPhysicsObject(world, new Vector2(Xwin / 2, 2 * Ywin / 3), 1, plateforme1Mid); //partie central de la plateforme centrale //bodylist[5] = new StaticPhysicsObject(world, new Vector2((Xwin/2) + (plateforme1Mid.Width/2) - (plateforme1Right.Width/2) -1,(2*Ywin/3)-(plateforme1Mid.Height /2) - (plateforme1Right.Height/2)+1), 1, plateforme1Right); //partie droite de la plateforme centrale #endregion #region Items #endregion #endregion break; case "Jeu\\level2\\background2": #region Level 2 respawnPoint = new Vector2(Xwin * 0.427f, Ywin * 0.417f); spawnPoints[0] = new Vector2(Xwin * 0.328f, Ywin * 0.602f); spawnPoints[1] = new Vector2(Xwin * 0.620f, Ywin * 0.602f); spawnPoints[2] = new Vector2(Xwin * 0.463f, Ywin * 0.546f); spawnPoints[3] = new Vector2(Xwin * 0.941f, Ywin * 0.638f); bodylist = new StaticPhysicsObject[4]; #region Sprites Loading Sprite plateforme3 = new Sprite(); plateforme3.Load(TurkeySmashGame.content, "Jeu\\level2\\plateforme3"); Sprite plateformeBlocBleu = new Sprite(); plateformeBlocBleu.Load(TurkeySmashGame.content, "Jeu\\level2\\plateformeBlocBleu"); Sprite plateformeBlocJaune = new Sprite(); plateformeBlocJaune.Load(TurkeySmashGame.content, "Jeu\\level2\\plateformeBlocJaune"); Sprite plateformeBlocRouge = new Sprite(); plateformeBlocRouge.Load(TurkeySmashGame.content, "Jeu\\level2\\plateformeBlocRouge"); #endregion #region Bodies bodylist[0] = new StaticPhysicsObject(world, new Vector2(Xwin * 0.479f, Ywin * 0.741f), 1, plateforme3); bodylist[1] = new StaticPhysicsObject(world, new Vector2(Xwin * 0.861f + (plateformeBlocBleu.Width / 2), Ywin * 0.64f + plateformeBlocBleu.Height / 2), 1, plateformeBlocBleu); bodylist[2] = new StaticPhysicsObject(world, new Vector2(Xwin * 0.191f + (plateformeBlocJaune.Width / 2), Ywin * 0.457f + plateformeBlocJaune.Height / 2), 1, plateformeBlocJaune); bodylist[3] = new StaticPhysicsObject(world, new Vector2(Xwin * 0.383f + plateformeBlocRouge.Width / 2, Ywin * 0.55f + plateformeBlocRouge.Height / 2), 1, plateformeBlocRouge); #endregion #region Items #endregion #endregion break; case "Jeu\\level3\\background3": #region Level 3 respawnPoint = new Vector2(Xwin * 0.670f, Ywin * 0.400f); spawnPoints[0] = new Vector2(Xwin * 0.176f, Ywin * 0.737f); spawnPoints[1] = new Vector2(Xwin * 0.744f, Ywin * 0.400f); spawnPoints[2] = new Vector2(Xwin * 0.677f, Ywin * 0.737f); spawnPoints[3] = new Vector2(Xwin * 0.431f, Ywin * 0.742f); bodylist = new StaticPhysicsObject[4]; #region Sprites Loading Sprite plateformePrincipale = new Sprite(); plateformePrincipale.Load(TurkeySmashGame.content, "Jeu\\level3\\plateforme1"); Sprite plateformes = new Sprite(); plateformes.Load(TurkeySmashGame.content, "Jeu\\level3\\plateforme2"); #endregion #region Bodies bodylist[0] = new StaticPhysicsObject(world, new Vector2(Xwin * 0.484f, Ywin * 0.860f), 1, plateformePrincipale); bodylist[1] = new StaticPhysicsObject(world, new Vector2(Xwin * 0.810f + (plateformes.Width / 2), Ywin * 0.465f + plateformes.Height / 2), 1, plateformes); bodylist[2] = new StaticPhysicsObject(world, new Vector2(Xwin * 0.578f + (plateformes.Width / 2), Ywin * 0.495f + plateformes.Height / 2), 1, plateformes); bodylist[3] = new StaticPhysicsObject(world, new Vector2(Xwin * 0.330f + plateformes.Width / 2, Ywin * 0.350f + plateformes.Height / 2), 1, plateformes); bodylist[1].body.Rotation = MathHelper.ToRadians(90); bodylist[3].body.Rotation = MathHelper.ToRadians(45); #endregion #region Items #endregion #endregion break; case "Jeu\\level4\\background4": #region Level 4 respawnPoint = new Vector2(Xwin * 0.5f, Ywin * 0.2f); spawnPoints[0] = new Vector2(Xwin * 0.150f, Ywin * 0.635f); spawnPoints[1] = new Vector2(Xwin * 0.800f, Ywin * 0.635f); spawnPoints[2] = new Vector2(Xwin * 0.350f, Ywin * 0.635f); spawnPoints[3] = new Vector2(Xwin * 0.575f, Ywin * 0.635f); bodylist = new StaticPhysicsObject[4]; #region Sprites Loading Sprite plateformelvl4 = new Sprite(); plateformelvl4.Load(TurkeySmashGame.content, "Jeu\\level4\\plateformePrincipale"); #endregion #region Bodies bodylist[0] = new StaticPhysicsObject(world, new Vector2(Xwin * 0.5f, Ywin * 0.860f), 1, plateformelvl4); #endregion #region Items #endregion #endregion break; } }
public Level(World _world, string backgroundName, Character[] personnages, ContentManager content) { nextItemSpawn = ((OptionsCombat.itemSpawnMin + OptionsCombat.itemSpawnMax) / 2) * 1000; //init des premier spawn bonusSpawnMax = (int)(OptionsCombat.itemSpawnMax * 1.5f); bonusSpawnMin = (int)(OptionsCombat.itemSpawnMin * 1.5f); nextBonusSpawn = ((bonusSpawnMax + bonusSpawnMin) / 2) * 1000; this.world = _world; this.personnages = personnages; background = new Sprite(); background.Load(content, backgroundName); football.Load(TurkeySmashGame.content, "Jeu\\level2\\football"); caisseSprite.Load(TurkeySmashGame.content, "Jeu\\Objets\\caisse"); blocSwag.Load(TurkeySmashGame.content, "Jeu\\level2\\blocSwag"); pingpong.Load(TurkeySmashGame.content, "Jeu\\Objets\\PingPong"); baguette.Load(TurkeySmashGame.content, "Jeu\\Objets\\baguette"); pneu.Load(TurkeySmashGame.content, "Jeu\\Objets\\pneu"); pq.Load(TurkeySmashGame.content, "Jeu\\Objets\\rouleauPQ"); tv.Load(TurkeySmashGame.content, "Jeu\\Objets\\télé"); dinde.Load(TurkeySmashGame.content, "Jeu\\Objets\\dinde"); hamburger.Load(TurkeySmashGame.content, "Jeu\\Objets\\hamburger"); raquette.Load(TurkeySmashGame.content, "Jeu\\Objets\\raquette"); invincible.Load(TurkeySmashGame.content, "Jeu\\Objets\\invincible"); animSortie = new AnimatedSpriteDef() { AssetName = "Jeu\\effets\\Ejection", FrameRate = 60, FrameSize = new Point(81, 100), Loop = false, NbFrames = new Point(7, 1), }; Init(backgroundName); }
void gameFinished(Character personnage) { if (compteur > tempsAffichageFinDePartie) Basic.SetScreen(new EndGameScreen()); else if (isFinish) { finDePartie = new Sprite(); finDePartie.Load(TurkeySmashGame.content, "Menu1\\FR-PartieTerminée"); finDePartie.Position = new Vector2(TurkeySmashGame.WindowMid.X, TurkeySmashGame.WindowMid.Y); if (gameOver) { gameOver = false; gameOverSound.Play(); } } if (OptionsCombat.TypePartieSelect == "temps") { if (timer >= OptionsCombat.TempsPartie * 1000 * 60) { isFinish = true; timer = 0; Results.SaveResults(tabScores, "temps"); } } if (OptionsCombat.TypePartieSelect == "vie") { if (personnages[0] != null & personnages[1] == null & personnages[2] == null & personnages[3] == null | personnages[0] == null & personnages[1] != null & personnages[2] == null & personnages[3] == null | //braaufganzuiafgnzfpuiazgfpauzfpaizfayi personnages[0] == null & personnages[1] == null & personnages[2] != null & personnages[3] == null | personnages[0] == null & personnages[1] == null & personnages[2] == null & personnages[3] != null) { for (int i = 0; i < 4; i++) { scoresLife[i][1] = tabScores[i][1]; scoresLife[i][2] = tabScores[i][2]; } for (int i = 0; i < personnages.Length; i++) if (personnages[i] != null) Results.SaveResults(scoresLife, "vie"); isFinish = true; } } }