public void Initialize() { map = new Map("mapMulti.txt"); hero = new Hero(Ressources.GetPerso(Perso.Choisi).heroAnime, new Vector2(450, 500), new Vector2(200, 0), 90, map); camera = new MultiCamera(map, hero); reseau = new Reseau(); }
public Ennemi(Animate textureAnime, Vector2 position, Hero hero, Map map) { this.textureAnime = Ressources.GetPerso(Perso.Choisi).ennemiTextureAnime; this.texture = Ressources.GetPerso(Perso.Choisi).ennemiTexture; this.personnageAnime = Ressources.GetPerso(Perso.Choisi).ennemiAnime; this.positionGlobale = position; this.positionInitiale = position; this.vitesse = hero.vitesse; this.vitesseInitiale = hero.vitesse; this.container = new Rectangle((int)position.X, (int)position.Y, (int)(textureAnime.Texture.Width / textureAnime.Columns), textureAnime.Texture.Height); this.type = TypePerso.Ennemi; this.poids = new Vector2(0, hero.poids.Y); this.force = Vector2.Zero; this.reaction = Vector2.Zero; this.map = map; this.currentObjet = new Objet(); this.hero = hero; ACDC = new Rectangle(0, 0, texture.Width, texture.Height); animate = true; dead = false; font = Ressources.GetPerso(Perso.Choisi).font; #region moteur à particules particleComponent = new ParticleComponent(Ressources.Game); Ressources.Game.Components.Add(particleComponent); Emitter fireEmitter = new Emitter(); fireEmitter.Active = false; fireEmitter.TextureList.Add(Ressources.GetPerso(Perso.Choisi).obstacle); fireEmitter.RandomEmissionInterval = new RandomMinMax(50); fireEmitter.ParticleLifeTime = 9000; fireEmitter.ParticleDirection = new RandomMinMax(270, 300); fireEmitter.ParticleSpeed = new RandomMinMax(10, 20); // g modifié le moteur a particule; fireEmitter.ParticleRotation = new RandomMinMax(0, 180); fireEmitter.RotationSpeed = new RandomMinMax(0.04f); fireEmitter.ParticleFader = new ParticleFader(false, true, 30); fireEmitter.ParticleScaler = new ParticleScaler(0.2f, 0.18f, 0, 100); fireEmitter.Position = new Vector2(400, 650); //******piece********* Emitter desinté_piece = new Emitter(); desinté_piece.Active = false; desinté_piece.TextureList.Add(Ressources.GetPerso(Perso.Choisi).piece); desinté_piece.RandomEmissionInterval = new RandomMinMax(50); desinté_piece.ParticleLifeTime = 9000; desinté_piece.ParticleDirection = new RandomMinMax(270, 300); desinté_piece.ParticleSpeed = new RandomMinMax(10, 20); // g modifié le moteur a particule; desinté_piece.ParticleRotation = new RandomMinMax(0, 180); desinté_piece.RotationSpeed = new RandomMinMax(0.04f); desinté_piece.ParticleFader = new ParticleFader(false, true, 30); desinté_piece.ParticleScaler = new ParticleScaler(1.2f, 0.18f, 0, 100); desinté_piece.Position = new Vector2(400, 650); particleComponent.particleEmitterList.Add(fireEmitter); particleComponent.particleEmitterList.Add(desinté_piece); #endregion }
public void Initialize() { map = new Map(Ressources.GetPerso(Perso.Choisi).path); hero = new Hero(Ressources.GetPerso(Perso.Choisi).heroAnime, new Vector2(450, 500), new Vector2(200, 0), 90, map); ennemi = new Ennemi(Ressources.GetPerso(Perso.Choisi).ennemiAnime, new Vector2(250, 500), hero, map); hero.ennemi = ennemi; camera = new Camera(map, hero, ennemi); ennemi.camera = this.camera; distance = hero.positionGlobale.X - ennemi.positionGlobale.X; }
public Camera(Map map, Hero hero, Ennemi ennemi) { this.map = map; this.hero = hero; this.ennemi = ennemi; }
public MultiCamera(Map map, Hero hero) { this.map = map; this.hero = hero; }