private void btnContinue_Click(object sender, EventArgs e) { #region Arrivée Du Boss / Monstre aléatoire m_NbrestantMonstreBoss--; if (m_NbrestantMonstreBoss == 0) { m_NumeroMonstre = 4; InitialisteurDeVieMechant(m_NumeroMonstre); } //Rotation des monstres else { m_NumeroMonstre = ChoisirHasardMechant(); } #endregion btnAttack.Enabled = true; if (Soin <= 0) { btnSoin.Enabled = true; } //remettre attack et action comme debut #region lbdommage remis a neuf des 2 personnages lbActionMechant.Text = ""; lbDomMechant.Text = "Dommage"; lbDomPerso.Text = "Dommage"; #endregion m_monstreChoisi = ((cMonstre)TabMonstre[m_NumeroMonstre]); //actions initialisateur #region ActionMechantInitialisateur /*ATTACK*/ TabActions[0] = new cActionMechant(m_monstreChoisi.m_Dommage, 0); /*DEFENSE*/ TabActions[1] = new cActionMechant(0, m_monstreChoisi.m_defense); #endregion #region Compteur pour paralysie(si Rune 2 acquise) if (Rune2 == 1) { Paralysie--; if (Paralysie == 0) { cMonstre[] TabCMonstre = new cMonstre[1]; TabCMonstre[0] = m_monstreChoisi; dChoixEnnemiAParalyser ChoixEnnemi = new dChoixEnnemiAParalyser(TabCMonstre); ChoixEnnemi.ShowDialog(); lbDomMechant.Text = "ENNEMI \n PARALYSÉ"; } } #endregion btnContinue.Enabled = false; }
private void btnContinue_Click(object sender, EventArgs e) { #region Arrivée Du Boss / Monstre aléatoire m_NbrestantMonstreBoss--; lbBoss.Text = "BOSS DANS " + m_NbrestantMonstreBoss + " MONSTRE"; if (m_NbrestantMonstreBoss == 0) { m_NumeroMonstre = 4; pbMechant.Image = global::Jeu.Properties.Resources.Boss1; InitialisteurDeVieMechant(m_NumeroMonstre); } //Rotation des monstres else { m_NumeroMonstre = ChoisirHasardMechant(); } #endregion btnAttack.Enabled = true; //remettre attack et action comme debut #region lbdommage remis a neuf des 2 personnages lbActionMechant.Text = ""; lbDomMechant.Text = "Dommage"; lbDomPerso.Text = "Dommage"; #endregion m_monstreChoisi = ((cMonstre)TabMonstre[m_NumeroMonstre]); //actions initialisateur #region ActionMechantInitialisateur /*ATTACK*/ TabActions[0] = new cActionMechant(m_monstreChoisi.m_Dommage, 0); /*DEFENSE*/ TabActions[1] = new cActionMechant(0, m_monstreChoisi.m_defense); #endregion #region Compteur pour paralysie(si Rune 2 acquise) if (Rune2 == 1) { Paralysie--; if (Paralysie == 0) { lbDomMechant.Text = "ENNEMI \n PARALYSÉ"; } } #endregion btnContinue.Enabled = false; }
public Monde_2(int ChoixPerso, int Money, int[] ArmeenMain) { InitializeComponent(); sp.PlayLooping(); #region Initialisation Arme choix perso + Argent m_Argent = Money; lbArgent.Text = m_Argent.ToString(); m_choix = ChoixPerso; TabArmeenMain = ArmeenMain; TabArmes = (object[])a.TableauDarme(); lbBoss.Text = "BOSS DANS " + m_NbrestantMonstreBoss + " VAGUES"; #endregion #region Initialisation globale Premier combat en ouvrant la forme //Choix du personnage; #region choixPerso switch (m_choix) { case 0: pbPerso.Image = global::Jeu.Properties.Resources.AlienArmurelegerte; pbArme1.Image = global::Jeu.Properties.Resources.Zat; m_persoChoisi = new cPersonnage("Alien Armure legerte", 120); choixArme = 0; break; case 1: pbPerso.Image = global::Jeu.Properties.Resources.AlienHeavyWarrior; pbArme1.Image = global::Jeu.Properties.Resources.PlasmaGun; m_persoChoisi = new cPersonnage("Alien Armure lourde", 140); choixArme = 1; break; case 2: pbPerso.Image = global::Jeu.Properties.Resources.AlienIngenieur; pbArme1.Image = global::Jeu.Properties.Resources.PlasmaGun; m_persoChoisi = new cPersonnage("Alien Ingenieur", 130); choixArme = 1; break; case 3: pbPerso.Image = global::Jeu.Properties.Resources.AlienMedic; pbArme1.Image = global::Jeu.Properties.Resources.Zat; m_persoChoisi = new cPersonnage("Alien Medic", 120); choixArme = 0; break; case 4: pbPerso.Image = global::Jeu.Properties.Resources.AlienÉclaireur; pbArme1.Image = global::Jeu.Properties.Resources.Zat; m_persoChoisi = new cPersonnage("Alien eclaireur", 100); choixArme = 0; break; case 5: pbPerso.Image = global::Jeu.Properties.Resources.AlienSamourai; pbArme1.Image = global::Jeu.Properties.Resources.Zat; m_persoChoisi = new cPersonnage("Alien Samourai", 110); choixArme = 0; break; } #endregion //Choix darmes (initialiser ak les armes acquises) #region ChoixArme if (TabArmeenMain[2] == 1) { pbArme2.Image = global::Jeu.Properties.Resources.klarix; } if (TabArmeenMain[3] == 1) { pbArme3.Image = global::Jeu.Properties.Resources.Catagan; } if (TabArmeenMain[4] == 1) { pbArme4.Image = global::Jeu.Properties.Resources.TwisterGun; } if (TabArmeenMain[5] == 1) { pbArme5.Image = global::Jeu.Properties.Resources.Desintregrateur; } #endregion //initialisateur de vie perso #region InitialisateurviePerso m_ViePerso = m_persoChoisi.Vie; BarreVie.Step = m_ViePerso; BarreVie.Maximum = m_ViePerso; BarreVie.PerformStep(); lbViePerso.Text = m_persoChoisi.Vie.ToString() + "/" + m_persoChoisi.Vie.ToString(); #endregion ///Choix mechant ///initialisateur #region ChoixMechant + InitialisateurvieMechant TabMonstre[0] = new cMonstre("Akasha", 30, 40, 5, 40); //Vie- Attack++ defense- xp++ TabMonstre[1] = new cMonstre("Malakai", 50, 20, 5, 30); //Vie+ Attack+ defense- xp+ TabMonstre[2] = new cMonstre("Scythe", 60, 15, 10, 20); //Vie++ Attack defense xp TabMonstre[3] = new cMonstre("Nergal", 40, 15, 5, 10); // Vie Attack defense- xp- TabMonstre[4] = new cMonstre("Devdan", 100, 50, 10, 70); //BOSS //; Tibarn; Tormod; Zihark; Haar; Lethe; Reyson; ; Caineghis; Kurthnaga ... m_NumeroMonstre = ChoisirHasardMechant(1); m_NumeroMonstre2 = ChoisirHasardMechant(2); m_monstreChoisi = ((cMonstre)TabMonstre[m_NumeroMonstre]); m_monstreChoisi2 = ((cMonstre)TabMonstre[m_NumeroMonstre2]); #endregion //actions initialisateur #region ActionMechantInitialisateur /*ATTACK*/ TabActions[0] = new cActionMechant(m_monstreChoisi.m_Dommage, 0); /*DEFENSE*/ TabActions[1] = new cActionMechant(0, m_monstreChoisi.m_defense); #endregion #region ActionMechantInitialisateur2 /*ATTACK*/ TabActionsMechant2[0] = new cActionMechant(m_monstreChoisi2.m_Dommage, 0); /*DEFENSE*/ TabActionsMechant2[1] = new cActionMechant(0, m_monstreChoisi2.m_defense); #endregion #endregion }
private void btnContinue_Click(object sender, EventArgs e) { #region Arrivée Du Boss / Monstre aléatoire m_NbrestantMonstreBoss--; lbBoss.Text = "BOSS DANS " + m_NbrestantMonstreBoss + " VAGUES"; if (m_NbrestantMonstreBoss == 0) { m_NumeroMonstre = 4; pbMechant.Image = global::Jeu.Properties.Resources.MagieVendeur; InitialisteurDeVieMechant(m_NumeroMonstre, 1); pbMechant2.Image = null; } //Rotation des monstres else { m_NumeroMonstre = ChoisirHasardMechant(1); m_NumeroMonstre2 = ChoisirHasardMechant(2); } #endregion #region form remise a neuf btnAttack.Enabled = true; lbMechant.Enabled = true; lbMechant2.Enabled = true; pbMechant.Enabled = true; pbMechant2.Enabled = true; #endregion //remettre attack et action comme debut #region lbdommage remis a neuf des 3 personnages + mort=false lbActionMechant.Text = ""; lbActionMechant2.Text = ""; lbDomMechant.Text = "Dommage"; lbDomMechant2.Text = "Dommage"; lbDomPerso.Text = "Dommage"; MechantMort = false; MechantMort2 = false; #endregion m_monstreChoisi = ((cMonstre)TabMonstre[m_NumeroMonstre]); m_monstreChoisi2 = ((cMonstre)TabMonstre[m_NumeroMonstre2]); //actions initialisateur attack et defense #region ActionsInitialisateur #region Monstre 1 /*ATTACK*/ TabActions[0] = new cActionMechant(m_monstreChoisi.m_Dommage, 0); /*DEFENSE*/ TabActions[1] = new cActionMechant(0, m_monstreChoisi.m_defense); #endregion #region Monstre 2 /*ATTACK*/ TabActionsMechant2[0] = new cActionMechant(m_monstreChoisi2.m_Dommage, 0); /*DEFENSE*/ TabActionsMechant2[1] = new cActionMechant(0, m_monstreChoisi2.m_defense); #endregion #endregion btnContinue.Enabled = false; }
public dNiveauFinale(object [] Pcomplet, int WeaponSelected, int R1, int R2) : this() { sp.PlayLooping(); PersonnageComplet = Pcomplet; #region Initialisation Arme choix perso + Argent m_Argent = (int)Pcomplet[6]; lbArgent.Text = m_Argent.ToString(); ArmeChoisi = WeaponSelected; #endregion #region Experience et Planete + Rune m_Experience = (int)Pcomplet[7]; lbExperience.Text = m_Experience.ToString(); Rune1 = R1; Rune2 = R2; #endregion #region Soin Soin = (int)PersonnageComplet[8]; #endregion #region Initialisation globale Premier combat en ouvrant la forme //Choix du personnage; #region choixPerso pbPerso.Image = (Image)Pcomplet[2]; #endregion //Choix darmes (avec l'arme Choisi) #region ChoixArme switch (ArmeChoisi) { case 0: pbArme1.Image = Image.FromFile("Arme\\Zat.jpg"); lbArmeEncours.Text = "ZAT"; lbDommageArmeEncours.Text = (cArme.Tabarme[0]).DommageMax.ToString(); break; case 1: pbArme1.Image = Image.FromFile("Arme\\PlasmaGun.jpg"); lbArmeEncours.Text = "PLASMA GUN"; lbDommageArmeEncours.Text = (cArme.Tabarme[1]).DommageMax.ToString(); break; case 2: pbArme1.Image = Image.FromFile("Arme\\Klarix.jpg"); lbArmeEncours.Text = "Klarix"; lbDommageArmeEncours.Text = (cArme.Tabarme[2]).DommageMax.ToString(); break; case 3: pbArme1.Image = Image.FromFile("Arme\\Catagan.jpg"); lbArmeEncours.Text = "Catagan"; lbDommageArmeEncours.Text = (cArme.Tabarme[3]).DommageMax.ToString(); break; case 4: pbArme1.Image = Image.FromFile("Arme\\TwisterGun.jpg"); lbArmeEncours.Text = "Twister Gun"; lbDommageArmeEncours.Text = (cArme.Tabarme[4]).DommageMax.ToString(); break; case 5: pbArme1.Image = Image.FromFile("Arme\\Desintegrateur.jpg"); lbArmeEncours.Text = "Désintégrateur"; lbDommageArmeEncours.Text = (cArme.Tabarme[5]).DommageMax.ToString(); break; case 6: pbArme1.Image = Image.FromFile("Arme\\NUKE.jpg"); lbArmeEncours.Text = "Bombe"; lbDommageArmeEncours.Text = (cArme.Tabarme[6]).DommageMax.ToString(); break; } #endregion //rune en main et bouton magie #region Rune/Initialisation Bouton Magie if (Rune1 == 1) { pbRune1.Image = Image.FromFile("Runes\\Rune4.jpg"); pbRune1.Visible = true; btnSoin.Visible = true; } if (Rune2 == 1) { pbRune2.Image = Image.FromFile("Runes\\Rune1.jpg"); pbRune2.Visible = true; } #endregion //initialisateur de vie perso #region InitialisateurviePerso m_ViePerso = (int)Pcomplet[4]; BarreVie.Step = m_ViePerso; BarreVie.Maximum = m_ViePerso; BarreVie.PerformStep(); lbViePerso.Text = ((int)Pcomplet[4]).ToString() + "/" + ((int)Pcomplet[4]).ToString(); #endregion ///Choix mechant ///initialisateur #region ChoixMechant + InitialisateurvieMechant for (int i = 0; i < 5; i++) { TabMonstre[i] = dMonde_1.RetourneTabMonstre1()[i]; TabMonstre[i + 5] = Monde_2.RetourneTabMonstre2()[i]; TabMonstre[i + 10] = dMonde_3.RetourneTabMonstre3()[i]; } TabMonstre[15] = dMonde_3.RetourneTabMonstre3()[5]; TabMonstre[16] = new cMonstre("Blutbad BOSS FINAL", 200, 20, 5, 80, Image.FromFile("Mechant.Marchand\\P4MechantBoss.jpg"));//BOSS m_NumeroMonstre = TabOrdreDesMonstre[IndiceTabMonstre]; InitialisteurDeVieMechant(m_NumeroMonstre, 1); m_monstreChoisi = ((cMonstre)TabMonstre[m_NumeroMonstre]); #endregion #region NextEnnemi pbNextEnnemi.Image = (Image)(TabMonstre[TabOrdreDesMonstre[IndiceTabMonstre + 1]].m_ImageMonstre); #endregion //actions initialisateur #region ActionMechantInitialisateur /*ATTACK*/ TabActions[0] = new cActionMechant(m_monstreChoisi.m_Dommage, 0); /*DEFENSE*/ TabActions[1] = new cActionMechant(0, m_monstreChoisi.m_defense); #endregion #region ActionMechantInitialisateur2 /*ATTACK*/ TabActionsMechant2[0] = new cActionMechant(((cMonstre)TabMonstre[16]).m_Dommage, 0); /*DEFENSE*/ TabActionsMechant2[1] = new cActionMechant(0, ((cMonstre)TabMonstre[16]).m_defense); #endregion #region ActionMechantInitialisateur3 /*ATTACK*/ TabActionsMechant3[0] = new cActionMechant(((cMonstre)TabMonstre[16]).m_Dommage, 0); /*DEFENSE*/ TabActionsMechant3[1] = new cActionMechant(0, ((cMonstre)TabMonstre[16]).m_defense); #endregion #endregion }
private void btnContinue_Click(object sender, EventArgs e) { IndiceTabMonstre++; m_NumeroMonstre = TabOrdreDesMonstre[IndiceTabMonstre]; btnAttack.Enabled = true; if (Soin <= 0) { btnSoin.Enabled = true; } //remettre attack et action comme debut #region lbdommage remis a neuf des 2 personnages lbActionMechant.Text = ""; lbDomMechant.Text = "Dommage"; lbDomPerso.Text = "Dommage"; #endregion m_monstreChoisi = ((cMonstre)TabMonstre[m_NumeroMonstre]); InitialisteurDeVieMechant(m_NumeroMonstre, 1); MechantMort = false; pbMechant.Enabled = true; LbVieMechant.Enabled = true; #region NextEnnemi if (IndiceTabMonstre + 1 < TabMonstre.Length) { pbNextEnnemi.Image = (Image)(TabMonstre[TabOrdreDesMonstre[IndiceTabMonstre + 1]].m_ImageMonstre); } else { #region Si BOSS ACTIVATE (form) BossActivate = true; BarreVieMechant2.Visible = true; BarreVieMechant3.Visible = true; lbDomMechant2.Visible = true; lbDomMechant3.Visible = true; lbViemechant2.Visible = true; lbVieMechant3.Visible = true; lbMiniboss3.Visible = true; pbMiniBoss3.Visible = true; #endregion m_monstreChoisi = ((cMonstre)TabMonstre[16]); InitialisteurDeVieMechant(m_NumeroMonstre, 2); InitialisteurDeVieMechant(m_NumeroMonstre, 3); } #endregion //actions initialisateur #region ActionMechantInitialisateur /*ATTACK*/ TabActions[0] = new cActionMechant(m_monstreChoisi.m_Dommage, 0); /*DEFENSE*/ TabActions[1] = new cActionMechant(0, m_monstreChoisi.m_defense); #endregion #region Compteur pour paralysie(si Rune 2 acquise) if (Rune2 == 1) { if (Paralysie == 2) { MonstreParalysé = false; } if (Paralysie == 0) { MonstreParalysé = true; Paralysie = 3; cMonstre[] TabCMonstre = new cMonstre[1]; TabCMonstre[0] = m_monstreChoisi; dChoixEnnemiAParalyser ChoixEnnemi = new dChoixEnnemiAParalyser(TabCMonstre); ChoixEnnemi.ShowDialog(); lbDomMechant.Text = "ENNEMI \n PARALYSÉ"; } } #endregion btnContinue.Enabled = false; }
public Monde_1(int ChoixPerso) { InitializeComponent(); sp.PlayLooping(); m_choix = ChoixPerso; TabArmes = (object[])a.TableauDarme(); switch (m_choix) { case 0: pbPerso.Image = global::Jeu.Properties.Resources.AlienArmurelegerte; pbArme1.Image = global::Jeu.Properties.Resources.Zat; m_persoChoisi = new cPersonnage("Alien Armure legerte", 120); break; case 1: pbPerso.Image = global::Jeu.Properties.Resources.AlienHeavyWarrior; pbArme1.Image = global::Jeu.Properties.Resources.PlasmaGun; m_persoChoisi = new cPersonnage("Alien Armure lourde", 140); break; case 2: pbPerso.Image = global::Jeu.Properties.Resources.AlienIngenieur; pbArme1.Image = global::Jeu.Properties.Resources.PlasmaGun; m_persoChoisi = new cPersonnage("Alien Ingenieur", 130); break; case 3: pbPerso.Image = global::Jeu.Properties.Resources.AlienMedic; pbArme1.Image = global::Jeu.Properties.Resources.Zat; m_persoChoisi = new cPersonnage("Alien Medic", 120); break; case 4: pbPerso.Image = global::Jeu.Properties.Resources.AlienÉclaireur; pbArme1.Image = global::Jeu.Properties.Resources.Zat; m_persoChoisi = new cPersonnage("Alien eclaireur", 100); break; case 5: pbPerso.Image = global::Jeu.Properties.Resources.AlienSamourai; pbArme1.Image = global::Jeu.Properties.Resources.Zat; m_persoChoisi = new cPersonnage("Alien Samourai", 110); break; } //initialisateur de vie perso m_ViePerso = m_persoChoisi.Vie; BarreVie.Step = m_ViePerso; BarreVie.Maximum = m_ViePerso; BarreVie.PerformStep(); lbViePerso.Text = m_persoChoisi.Vie.ToString() + "/" + m_persoChoisi.Vie.ToString(); ///Choix mechant ///initialisateur TabMonstre[0] = new cMonstre("Alastor", 30, 40, 5, 40); //Vie- Attack++ defense- xp++ TabMonstre[1] = new cMonstre("Scorn", 50, 20, 5, 30); //Vie+ Attack+ defense- xp+ TabMonstre[2] = new cMonstre("Kragoth", 60, 15, 10, 20); //Vie++ Attack defense xp TabMonstre[3] = new cMonstre("Nasir", 40, 15, 5, 10); // Vie Attack defense- xp- //Sinon ^^ , Scythe, Scorn, Malakai, Akasha, //Ashnard; Nergal; Tibarn; Tormod; Devdan; Zihark; Haar; Lethe; Reyson; ; Caineghis; Kurthnaga ... m_NumeroMonstre = ChoisirHasardMechant(); m_monstreChoisi = ((cMonstre)TabMonstre[m_NumeroMonstre]); //initialisateur de vie mechant m_VieMechant = m_monstreChoisi.m_Vie; BarreVieMechant.Step = m_VieMechant; BarreVieMechant.Maximum = m_VieMechant; BarreVieMechant.PerformStep(); LbVieMechant.Text = m_VieMechant.ToString() + "/" + m_VieMechant.ToString(); //actions initialisateur /*ATTACK*/ TabActions[0] = new cActionMechant(m_monstreChoisi.m_Dommage, 0); /*DEFENSE*/ TabActions[1] = new cActionMechant(0, m_monstreChoisi.m_defense); }
public dMonde_1(object [] Pcomplet, int WeaponSelected, bool P2, int R1, int R2) : this() { sp.PlayLooping(); PersonnageComplet = Pcomplet; #region Initialisation Arme choix perso + Argent m_Argent = (int)Pcomplet[6]; lbArgent.Text = m_Argent.ToString(); ArmeChoisi = WeaponSelected; #endregion #region Experience et Planete + Rune m_Experience = (int)Pcomplet[7]; lbExperience.Text = m_Experience.ToString(); PLanete2Permise = P2; Rune1 = R1; Rune2 = R2; #endregion #region Soin Soin = (int)PersonnageComplet[8]; #endregion #region Initialisation globale Premier combat en ouvrant la forme //Choix du personnage; #region choixPerso pbPerso.Image = (Image)Pcomplet[2]; #endregion //Choix darmes (avec l'arme Choisi) #region ChoixArme switch (ArmeChoisi) { case 0: pbArme1.Image = Image.FromFile("Arme\\Zat.jpg"); lbArmeEncours.Text = "ZAT"; lbDommageArmeEncours.Text = (cArme.Tabarme[0]).DommageMax.ToString(); break; case 1: pbArme1.Image = Image.FromFile("Arme\\PlasmaGun.jpg"); lbArmeEncours.Text = "PLASMA GUN"; lbDommageArmeEncours.Text = (cArme.Tabarme[1]).DommageMax.ToString(); break; case 2: pbArme1.Image = Image.FromFile("Arme\\Klarix.jpg"); lbArmeEncours.Text = "Klarix"; lbDommageArmeEncours.Text = (cArme.Tabarme[2]).DommageMax.ToString(); break; case 3: pbArme1.Image = Image.FromFile("Arme\\Catagan.jpg"); lbArmeEncours.Text = "Catagan"; lbDommageArmeEncours.Text = (cArme.Tabarme[3]).DommageMax.ToString(); break; case 4: pbArme1.Image = Image.FromFile("Arme\\TwisterGun.jpg"); lbArmeEncours.Text = "Twister Gun"; lbDommageArmeEncours.Text = (cArme.Tabarme[4]).DommageMax.ToString(); break; case 5: pbArme1.Image = Image.FromFile("Arme\\Desintegrateur.jpg"); lbArmeEncours.Text = "Désintégrateur"; lbDommageArmeEncours.Text = (cArme.Tabarme[5]).DommageMax.ToString(); break; case 6: pbArme1.Image = Image.FromFile("Arme\\NUKE.jpg"); lbArmeEncours.Text = "Bombe"; lbDommageArmeEncours.Text = (cArme.Tabarme[6]).DommageMax.ToString(); break; } #endregion //rune en main et bouton magie #region Rune/Initialisation Bouton Magie if (Rune1 == 1) { pbRune1.Image = Image.FromFile("Runes\\Rune4.jpg"); pbRune1.Visible = true; btnSoin.Visible = true; } if (Rune2 == 1) { pbRune2.Image = Image.FromFile("Runes\\Rune1.jpg"); pbRune2.Visible = true; } #endregion //initialisateur de vie perso #region InitialisateurviePerso m_ViePerso = (int)Pcomplet[4]; BarreVie.Step = m_ViePerso; BarreVie.Maximum = m_ViePerso; BarreVie.PerformStep(); lbViePerso.Text = ((int)Pcomplet[4]).ToString() + "/" + ((int)Pcomplet[4]).ToString(); #endregion ///Choix mechant ///initialisateur #region ChoixMechant + InitialisateurvieMechant TabMonstre[0] = new cMonstre("Alastor", 30, 40, 5, 40, Image.FromFile("Mechant.Marchand\\Mechant1.jpg")); TabMonstre[1] = new cMonstre("Scorn", 50, 20, 5, 30, Image.FromFile("Mechant.Marchand\\Mechant2.jpg")); TabMonstre[2] = new cMonstre("Kragoth", 60, 15, 10, 20, Image.FromFile("Mechant.Marchand\\Mechant3.jpg")); TabMonstre[3] = new cMonstre("Nasir", 40, 15, 5, 10, Image.FromFile("Mechant.Marchand\\Mechant4.jpg")); // Vie Attack defense- xp- TabMonstre[4] = new cMonstre("Ashnard (BOSS)", 100, 50, 10, 70, Image.FromFile("Mechant.Marchand\\Boss1.jpg")); //BOSS m_NumeroMonstre = ChoisirHasardMechant(); m_monstreChoisi = ((cMonstre)TabMonstre[m_NumeroMonstre]); #endregion //actions initialisateur #region ActionMechantInitialisateur /*ATTACK*/ TabActions[0] = new cActionMechant(m_monstreChoisi.m_Dommage, 0); /*DEFENSE*/ TabActions[1] = new cActionMechant(0, m_monstreChoisi.m_defense); #endregion #endregion }
public dMonde_3(object[] pComplet, int WeaponSelected, bool P4, int R1, int R2) { InitializeComponent(); sp.PlayLooping(); PersonnageComplet = pComplet; #region Initialisation Arme choix perso + Argent m_Argent = (int)pComplet[6]; lbArgent.Text = m_Argent.ToString(); #endregion #region Experience et Planete + Rune m_Experience = (int)pComplet[7]; lbExperience.Text = m_Experience.ToString(); PLanete4Permise = P4; Rune1 = R1; Rune2 = R2; #endregion #region Soin Soin = (int)PersonnageComplet[8]; #endregion #region Initialisation globale Premier combat en ouvrant la forme //Choix du personnage; #region choixPerso pbPerso.Image = (Image)pComplet[2]; ArmeChoisi = WeaponSelected; #endregion //Choix darmes (initialiser ak les armes acquises) #region ChoixArme switch (ArmeChoisi) { case 0: pbArme1.Image = Image.FromFile("Arme\\Zat.jpg"); lbArmeEncours.Text = "ZAT"; lbDommageArmeEncours.Text = (cArme.Tabarme[0]).DommageMax.ToString(); break; case 1: pbArme1.Image = Image.FromFile("Arme\\PlasmaGun.jpg"); lbArmeEncours.Text = "PLASMA GUN"; lbDommageArmeEncours.Text = (cArme.Tabarme[1]).DommageMax.ToString(); break; case 2: pbArme1.Image = Image.FromFile("Arme\\Klarix.jpg"); lbArmeEncours.Text = "Klarix"; lbDommageArmeEncours.Text = (cArme.Tabarme[2]).DommageMax.ToString(); break; case 3: pbArme1.Image = Image.FromFile("Arme\\Catagan.jpg"); lbArmeEncours.Text = "Catagan"; lbDommageArmeEncours.Text = (cArme.Tabarme[3]).DommageMax.ToString(); break; case 4: pbArme1.Image = Image.FromFile("Arme\\TwisterGun.jpg"); lbArmeEncours.Text = "Twister Gun"; lbDommageArmeEncours.Text = (cArme.Tabarme[4]).DommageMax.ToString(); break; case 5: pbArme1.Image = Image.FromFile("Arme\\Desintegrateur.jpg"); lbArmeEncours.Text = "Désintégrateur"; lbDommageArmeEncours.Text = (cArme.Tabarme[5]).DommageMax.ToString(); break; case 6: pbArme1.Image = Image.FromFile("Arme\\NUKE.jpg"); lbArmeEncours.Text = "Bombe"; lbDommageArmeEncours.Text = (cArme.Tabarme[6]).DommageMax.ToString(); break; } #endregion //rune en main et bouton magie #region Rune/Initialisation Bouton Magie if (Rune1 == 1) { pbRune1.Image = Image.FromFile("Runes\\Rune4.jpg"); pbRune1.Visible = true; btnSoin.Visible = true; } if (Rune2 == 1) { pbRune2.Image = Image.FromFile("Runes\\Rune1.jpg"); pbRune2.Visible = true; } #endregion //initialisateur de vie perso #region InitialisateurviePerso m_ViePerso = (int)pComplet[4]; BarreVie.Step = m_ViePerso; BarreVie.Maximum = m_ViePerso; BarreVie.PerformStep(); lbViePerso.Text = pComplet[4].ToString() + "/" + pComplet[4].ToString(); #endregion ///Choix mechant ///initialisateur #region ChoixMechant + InitialisateurvieMechant TabMonstre[0] = new cMonstre("Tibarn", 30, 40, 5, 40, Image.FromFile("Mechant.Marchand\\P3Mechant1.jpg")); TabMonstre[1] = new cMonstre("Tormod", 50, 20, 5, 30, Image.FromFile("Mechant.Marchand\\P3Mechant2.jpg")); TabMonstre[2] = new cMonstre("Zihark", 60, 15, 10, 20, Image.FromFile("Mechant.Marchand\\P3Mechant3.jpg")); TabMonstre[3] = new cMonstre("Haar", 40, 15, 5, 10, Image.FromFile("Mechant.Marchand\\P3Mechant4.jpg")); TabMonstre[4] = new cMonstre("Reyson", 70, 35, 10, 20, Image.FromFile("Mechant.Marchand\\P3Mechant5.jpg")); TabMonstre[5] = new cMonstre("Letharshnor (BOSS)", 100, 50, 10, 70, Image.FromFile("Mechant.Marchand\\P3MechantBoss.jpg")); //BOSS TabMonstre[6] = Image.FromFile("Mechant.Marchand\\P3BossSuprise.jpg"); //BOSS //; Caineghis; Kurtnaga ... m_NumeroMonstre = ChoisirHasardMechant(1); m_NumeroMonstre2 = ChoisirHasardMechant(2); m_NumeroMonstre3 = ChoisirHasardMechant(3); m_monstreChoisi = ((cMonstre)TabMonstre[m_NumeroMonstre]); m_monstreChoisi2 = ((cMonstre)TabMonstre[m_NumeroMonstre2]); m_monstreChoisi3 = ((cMonstre)TabMonstre[m_NumeroMonstre3]); #endregion //actions initialisateur #region ActionMechantInitialisateur /*ATTACK*/ TabActions[0] = new cActionMechant(m_monstreChoisi.m_Dommage, 0); /*DEFENSE*/ TabActions[1] = new cActionMechant(0, m_monstreChoisi.m_defense); #endregion #region ActionMechantInitialisateur2 /*ATTACK*/ TabActionsMechant2[0] = new cActionMechant(m_monstreChoisi2.m_Dommage, 0); /*DEFENSE*/ TabActionsMechant2[1] = new cActionMechant(0, m_monstreChoisi2.m_defense); #endregion #region ActionMechantInitialisateur3 /*ATTACK*/ TabActionsMechant3[0] = new cActionMechant(m_monstreChoisi3.m_Dommage, 0); /*DEFENSE*/ TabActionsMechant3[1] = new cActionMechant(0, m_monstreChoisi3.m_defense); #endregion #endregion }
private void btnContinue_Click(object sender, EventArgs e) { #region form remise a neuf btnAttack.Enabled = true; lbMechant.Enabled = true; lbMechant2.Enabled = true; lbMechant3.Enabled = true; pbMechant.Enabled = true; pbMechant2.Enabled = true; pbMechant3.Enabled = true; #endregion //remettre attack et action comme debut #region lbdommage remis a neuf des 4 personnages + mort=false +Paralysie=false lbActionMechant.Text = ""; lbActionMechant2.Text = ""; lbActionMechant3.Text = ""; lbVieMechant.Text = "0/0"; lbVieMechant2.Text = "0/0"; lbVieMechant3.Text = "0/0"; lbDomMechant.Text = "Dommage"; lbDomMechant2.Text = "Dommage"; lbDomMechant3.Text = "Dommage"; lbDomPerso.Text = "Dommage"; MechantMort = false; MechantMort2 = false; MechantMort3 = false; Monstre1paralyser = false; Monstre2Paralyser = false; Monstre3Paralyser = false; #endregion #region Arrivée Du Boss / Monstre aléatoire pbMechant_Click(sender, e); m_NbrestantMonstreBoss--; if (m_NbrestantMonstreBoss == 0) { #region operation faite pour le boss Monstre1paralyser = false; m_NumeroMonstre = 5; InitialisteurDeVieMechant(m_NumeroMonstre, 1); GoodSelection = 1; lbMechant.Enabled = false; lbMechant2.Enabled = false; lbMechant3.Enabled = false; lbVieMechant.Visible = false; lbVieMechant2.Visible = false; lbVieMechant3.Visible = false; MechantMort2 = true; MechantMort3 = true; BossActivate = true; lbBOSSTEXTE.Visible = true; lbBossLife.Visible = true; lbActionBoss.Visible = true; lbBossLife.Text = (((cMonstre)TabMonstre[5]).m_Vie + "/" + ((cMonstre)TabMonstre[5]).m_Vie).ToString(); pbMechant2.Image = (Image)TabMonstre[6]; pbMechant3.Image = (Image)TabMonstre[6]; #endregion } //Rotation des monstres else { m_NumeroMonstre = ChoisirHasardMechant(1); m_NumeroMonstre2 = ChoisirHasardMechant(2); m_NumeroMonstre3 = ChoisirHasardMechant(3); } #endregion m_monstreChoisi = ((cMonstre)TabMonstre[m_NumeroMonstre]); if (!BossActivate) { m_monstreChoisi2 = ((cMonstre)TabMonstre[m_NumeroMonstre2]); m_monstreChoisi3 = ((cMonstre)TabMonstre[m_NumeroMonstre3]); } //actions initialisateur attack et defense #region ActionsInitialisateur #region Monstre 1 /*ATTACK*/ TabActions[0] = new cActionMechant(m_monstreChoisi.m_Dommage, 0); /*DEFENSE*/ TabActions[1] = new cActionMechant(0, m_monstreChoisi.m_defense); #endregion #region Monstre 2 /*ATTACK*/ TabActionsMechant2[0] = new cActionMechant(m_monstreChoisi2.m_Dommage, 0); /*DEFENSE*/ TabActionsMechant2[1] = new cActionMechant(0, m_monstreChoisi2.m_defense); #endregion #region Monstre 3 /*ATTACK*/ TabActionsMechant3[0] = new cActionMechant(m_monstreChoisi3.m_Dommage, 0); /*DEFENSE*/ TabActionsMechant3[1] = new cActionMechant(0, m_monstreChoisi3.m_defense); #endregion #endregion btnAttack.Enabled = true; btnContinue.Enabled = false; #region traitement Soin et paralysie if (Soin <= 0) { btnSoin.Enabled = true; } if (Paralysie == 0) { EnnemiChoisiPourParalyser(); } else { Monstre2Paralyser = false; Monstre3Paralyser = false; Monstre3Paralyser = false; } #endregion }
private void btnContinue_Click(object sender, EventArgs e) { #region form remise a neuf btnAttack.Enabled = true; lbMechant.Enabled = true; lbMechant2.Enabled = true; pbMechant.Enabled = true; pbMechant2.Enabled = true; #endregion //remettre attack et action comme debut #region lbdommage remis a neuf des 3 personnages + mort=false lbActionMechant.Text = ""; lbActionMechant2.Text = ""; lbDomMechant.Text = "Dommage"; lbDomMechant2.Text = "Dommage"; lbDomPerso.Text = "Dommage"; MechantMort = false; MechantMort2 = false; #endregion #region Arrivée Du Boss / Monstre aléatoire m_NbrestantMonstreBoss--; if (m_NbrestantMonstreBoss == 0) { Monstre1paralyser = false; m_NumeroMonstre = 4; InitialisteurDeVieMechant(m_NumeroMonstre, 1); pbMechant_Click(sender, e); lbMechant2.Enabled = false; pbMechant.Enabled = false; pbMechant2.Enabled = false; MechantMort2 = true; } //Rotation des monstres else { m_NumeroMonstre = ChoisirHasardMechant(1); m_NumeroMonstre2 = ChoisirHasardMechant(2); } #endregion m_monstreChoisi = ((cMonstre)TabMonstre[m_NumeroMonstre]); m_monstreChoisi2 = ((cMonstre)TabMonstre[m_NumeroMonstre2]); //actions initialisateur attack et defense #region ActionsInitialisateur #region Monstre 1 /*ATTACK*/ TabActions[0] = new cActionMechant(m_monstreChoisi.m_Dommage, 0); /*DEFENSE*/ TabActions[1] = new cActionMechant(0, m_monstreChoisi.m_defense); #endregion #region Monstre 2 /*ATTACK*/ TabActionsMechant2[0] = new cActionMechant(m_monstreChoisi2.m_Dommage, 0); /*DEFENSE*/ TabActionsMechant2[1] = new cActionMechant(0, m_monstreChoisi2.m_defense); #endregion #endregion btnAttack.Enabled = true; btnContinue.Enabled = false; if (Soin <= 0) { btnSoin.Enabled = true; } //ennemi un Mis de base pbMechant_Click(sender, e); }