Esempio n. 1
0
        /// <summary>
        /// Permet de gérer les entrées du joueur
        /// </summary>
        /// <param name="keyState">L'état du clavier à tester</param>
        /// <param name="mouseState">L'état de la souris à tester</param>
        /// <param name="joueurNum">Le numéro du joueur qui doit être surveillé</param>
        public void HandleInput(KeyboardState keyState, MouseState mouseState, Cursor cursor)
        {
            if (mouseState.LeftButton == ButtonState.Pressed && cursor.Position.X > Position.X && cursor.Position.X < (Position.X + Width) && cursor.Position.Y > Position.Y && cursor.Position.Y < (Position.Y + Height) && isVisible == true && oldMouse.LeftButton == ButtonState.Released)
            {
                status = true;
            }
            else
            {
                status = false;
            }

            if (cursor.Position.X > Position.X && cursor.Position.X < (Position.X + Width) && cursor.Position.Y > Position.Y && cursor.Position.Y < (Position.Y + Height))
            {
                isHighLighted = true;
            }
            else
            {
                isHighLighted = false;
            }
            oldMouse = mouseState;
        }
Esempio n. 2
0
        /// <summary>
        /// Initialise les variables du Sprite
        /// </summary>
        public virtual void Initialize()
        {
            lastState = 1;
            musicMenu = ATexture.musicMenu;
            musicMenuInst = musicMenu.CreateInstance();
            musicMenuInst.IsLooped = true;
            menuSoundState = "on";

            cursor = new Cursor(ATexture.cursor8x8, 0, 0);
            background = new Sprite(ATexture.BG_Main_Menu, 0, 0);

            state = 1;
        }
Esempio n. 3
0
        /// <summary>
        /// Initialise les variables du Sprite
        /// </summary>
        public virtual void Initialize(Game1 _game)
        {
            lastState = 1;
            //VIDEO

            Intro = ATexture.Intro;
            if (state != 7)
            {
                Timer = 0;
                Freezed = false;
                playIntro = true;
                lvl_selected = 0;
                Drawmessage = false;
                menuSoundState = "on";
                menuDisplayState = "Windowed";
                menuVolumeChangeBGM = 70;
                menuVolumeChangeSFX = 30;
                selected = 0;

                state = 1;
                //Son
                musicMenu = ATexture.musicMenu;
                musicMenuInst = musicMenu.CreateInstance();
                musicMenuInst.IsLooped = true;
                gameMusic = ATexture.gameMusic;
                gameMusicInst = gameMusic.CreateInstance();
                gameMusicInst.IsLooped = true;
                music_project = ATexture.music_project;
                music_projectInst = music_project.CreateInstance();
                music_projectInst.IsLooped = true;
                gameMusicInst.Volume = VolumeBGM;
                VolumeBGM = 0.7F;
                jump = ATexture.jump;
                jumpInst = jump.CreateInstance();
                jumpInst.Volume = VolumeSFX;
                landing = ATexture.landing;
                landingInst = landing.CreateInstance();
                landingInst.Volume = VolumeSFX;
                attack1 = ATexture.attack1;
                attack1Inst = attack1.CreateInstance();
                attack1Inst.Volume = VolumeSFX;
                run_ground = ATexture.run_ground;
                run_groundInst = run_ground.CreateInstance();
                run_groundInst.Volume = VolumeSFX;
                voice_dead = ATexture.voice_dead;
                voice_deadInst = voice_dead.CreateInstance();
                voice_deadInst.Volume = VolumeSFX;
                get_item = ATexture.get_item;
                get_itemInst = get_item.CreateInstance();
                get_itemInst.Volume = VolumeSFX;
                mouse_enter = ATexture.mouse_enter;
                mouse_enterInst = mouse_enter.CreateInstance();
                mouse_enterInst.Volume = 1F;
                VolumeSFX = 0.3F;

                cursor = new Cursor(ATexture.cursor8x8, _game);
                background = new Sprite(ATexture.BG_Main_Menu, 0, 0);
                backgroundPause = new Sprite(ATexture.BG_Pause, 0, 0);
                backgroundGO = new Sprite(ATexture.BG_GO, 0, 0);

            }

             state = 7;
        }