public World(GameState gameState, Dictionary <string, Tile> tiles, int mondeid, bool dead) { _gameState = gameState; _tmrRefresh.Interval = 2000; _tmrRefresh.Enabled = true; _tmrRefresh.Elapsed += _tmrRefresh_Tick; _tiles = tiles; Classe currentclasse = Data.ClassController.GetListClasses(Data.WorldId).FirstOrDefault(c => c.Id == Data.ClassId); _currentHero = Data.HeroController.GetListHero(Data.UserId).First(c => c.Id == Data.CurrentHeroId); _heroClasse = currentclasse.Description; //load la map CreerAreaDic(mondeid); //load les stat du hero UpdateGameState(); //Find the start point _heroid = _currentHero.Id; //trouve l'area du hero int xarea = _currentHero.x / 8; int yarea = _currentHero.y / 8; _currentArea = _world[xarea.ToString() + "," + yarea.ToString()]; _heroPosition = new Point(3, 3); //si mort, retourne debut full life if (dead) { _currentArea = _world["0,0"]; Data.vie = Data.Stam * 10; } if (!dead) { //si pas mort, trouve pos _heroPosition.X = _currentHero.x % 8; _heroPosition.Y = _currentHero.y % 8; } //set sprite selon classe _heroSprite = new Sprite(null, _heroPosition.X * Tile.TileSizeX + Area.AreaOffsetX, _heroPosition.Y * Tile.TileSizeY + Area.AreaOffsetY, _tiles[_heroClasse].Bitmap, _tiles[_heroClasse].Rectangle, _tiles[_heroClasse].NumberOfFrames); //affiche nom _popups.Add(new textPopup((int)_heroSprite.Location.X, (int)_heroSprite.Location.Y + 100, Data.HeroName)); _heroSprite.Flip = true; _heroSprite.ColorKey = Color.FromArgb(75, 75, 75); _tmrRefresh.Start(); }
public World(GameState gameState, Dictionary<string, Tile> tiles, int mondeid, bool dead) { _gameState = gameState; _tmrRefresh.Interval = 2000; _tmrRefresh.Enabled = true; _tmrRefresh.Elapsed += _tmrRefresh_Tick; _tiles = tiles; Classe currentclasse = Data.ClassController.GetListClasses(Data.WorldId).FirstOrDefault(c=> c.Id == Data.ClassId); _currentHero = Data.HeroController.GetListHero(Data.UserId).First(c => c.Id == Data.CurrentHeroId); _heroClasse = currentclasse.Description; //load la map CreerAreaDic(mondeid); //load les stat du hero UpdateGameState(); //Find the start point _heroid = _currentHero.Id; //trouve l'area du hero int xarea = _currentHero.x / 8; int yarea = _currentHero.y / 8; _currentArea = _world[xarea.ToString() + "," + yarea.ToString()]; _heroPosition = new Point(3, 3); //si mort, retourne debut full life if (dead) { _currentArea = _world["0,0"]; Data.vie = Data.Stam * 10; } if (!dead) { //si pas mort, trouve pos _heroPosition.X = _currentHero.x % 8; _heroPosition.Y = _currentHero.y % 8; } //set sprite selon classe _heroSprite = new Sprite(null, _heroPosition.X * Tile.TileSizeX + Area.AreaOffsetX, _heroPosition.Y * Tile.TileSizeY + Area.AreaOffsetY, _tiles[_heroClasse].Bitmap, _tiles[_heroClasse].Rectangle, _tiles[_heroClasse].NumberOfFrames); //affiche nom _popups.Add(new textPopup((int)_heroSprite.Location.X, (int)_heroSprite.Location.Y +100, Data.HeroName)); _heroSprite.Flip = true; _heroSprite.ColorKey = Color.FromArgb(75, 75, 75); _tmrRefresh.Start(); }