Esempio n. 1
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            // this.Law.Load(spriteBatch);
            this.Chopper.Load(spriteBatch);
            MediaPlayer.Play(textures.stars);
            Coeurs          = new Entity();
            metters         = 0;
            GameOver        = false;
            Win             = false;
            keySpacePressed = false;
            seconde         = 0;
            transition      = true;
            score           = new spritefont(textures.score, new Vector2(425, 40), metters.ToString());
            string texteD = "Vous etes mort";
            string texteV = "Gagne !";

            defeat         = new spritefont(textures.score, new Vector2(graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2), texteD);
            victoire       = new spritefont(textures.score, new Vector2(graphics.GraphicsDevice.Viewport.Width / 2, graphics.GraphicsDevice.Viewport.Height / 2), texteV);
            defeat.color   = Color.Red;
            victoire.color = Color.Green;
            Coeurs.setTexture(textures.Hearth01);
            Level01          = new levels(textures.Level01, Chopper);
            level01_parallax = new levels(textures.Level01, Chopper);
            Level01.setPosition();

            wall.Load();
            // TODO: use this.Content to load your game content here
        }
Esempio n. 2
0
 //Méthode pour empêcher le personnage de sortir de la fênetre
 public void LevelBorder(levels level)
 {
     if (level.BorderRight.Intersects(this.Collision))
     {
         wallRight = true;
     }
     else if (level.BorderLeft.Intersects(this.Collision))
     {
         wallLeft = true;
     }
     else
     {
         wallLeft  = false;
         wallRight = false;
     }
 }