/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { ListObject.HEIGHT = HEIGHT; ListObject.WIDTH = WIDTH; this.IsMouseVisible = true; // TODO: Add your initialization logic here ListObject.InitialiseMonde(); Window.Title = "PingouinGame"; base.Initialize(); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // TODO: Add your update logic here base.Update(gameTime); graphics.PreferredBackBufferWidth = WIDTH; graphics.PreferredBackBufferHeight = HEIGHT; if (ListObject.MesMob.Count == 0) { ListObject.AppartionMob(); } ListObject.player.UpdateFrame(gameTime); if (!ListObject.player.Affichage) { ListObject.player.Move(Keyboard.GetState(), HEIGHT, WIDTH); } ListObject.player.Action(Keyboard.GetState()); ListObject.RemoveEntity(); foreach (Shot item in ListObject.MesTires) { item.isTouche(HEIGHT, WIDTH); item.Move(); } foreach (Boum item in ListObject.MesBoum) { item.UpdateFrame(gameTime); } foreach (Mob elem in ListObject.MesMob) { elem.IsDead(); elem.UpdateFrame(gameTime); //elem.Tape(gameTime); if (elem.Type == 1) { elem.Move(rand.Next(0, 5), HEIGHT, WIDTH); } } }