public Hero(Game1 jeu, Vector2 pos) { Fume = false; tpsinvincible = 0; invincible = false; tuer = false; taper = false; toucher = false; stress = 0; _noanimation = 0; _jeu = jeu; _direction = 0; stop = 0; _position = pos; hitbox = new Rectangle((int)pos.X, (int)pos.Y, 50, 50); _vitesse = 0; animationup = new List<Texture2D>(); animationdown = new List<Texture2D>(); animationright = new List<Texture2D>(); animationleft = new List<Texture2D>(); //INSTANCIE LES LISTE ANIM FUMEE fumeup = new List<Texture2D>(); fumedown = new List<Texture2D>(); fumeright = new List<Texture2D>(); fumeleft = new List<Texture2D>(); // marche = false; stressGauje = new Gauje(jeu, "stress", new Vector2(1000, 25)); }
/// <summary> /// Point d’entrée principal pour l’application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public Gauje(Game1 jeu,string type, Vector2 vect) { this._jeu = jeu; this._value = 10; this._type = type; this.Position = vect; textures = new List<Texture2D>(); }
public Perso(Game1 jeu, Vector2 pos) { attente = 200; dead = 0; G = jeu; hitbox = new Rectangle((int)pos.X + 1, (int)pos.Y + 1, 49, 49); rand = new Random(); position = pos; Fumee = new List<Texture2D>(); espaceaction = 0; }
public Gestionsons(Game1 g) { jeu = g; Lpas = new List<SoundEffect>(); Lroule = new List<SoundEffect>(); Lcri = new List<SoundEffect>(); Ltoucher = new List<SoundEffect>(); rand = new Random(); indicerand = 6; indicerand2 = 4; espacesoundpas = 0; espacesoundcart = 0; firstload = false; }
public Gestion(Game1 jeu, int maxSoldes, Map playground, Hero joueur) { this._joueur = joueur; this._jeu = jeu; _playground = playground; this._maxSoldes = maxSoldes; this._score = new Score(jeu); _currentVetements = new List<Vetement>(); _boughtVetements = new List<Vetement>(); _failBoughtVetements = new List<Vetement>(); timegauje = new Gauje(jeu, "temps", new Vector2(160, 25)); _time = PARTY_TIME; _time = 41; lastObjectTaken = _time; }
public Score(Game1 jeu) { _game = jeu; _currentBonus = new List<Bonus>(); _currentTime = 0; }