// Met à jour l'IA en fontion de l'action qui lui est donné, pour l'instant, seul le déplacement est géré public void mise_a_jour(string a) { if (a == "up") { this.IATexture.Y -= this.speed; this.Direction = DirectionIA.Up; this.Animate(); } else if (a == "down") { this.IATexture.Y += this.speed; this.Direction = DirectionIA.Down; this.Animate(); } else if (a == "right") { this.IATexture.X += this.speed; this.Direction = DirectionIA.Right; this.Animate(); } else if (a == "left") { this.IATexture.X -= this.speed; this.Direction = DirectionIA.Left; this.Animate(); } this.Aire_attaque = new Rectangle(IATexture.X - 1, IATexture.Y - 1, IATexture.Width + 2, IATexture.Height + 2); }
// CONSTRUCTOR public IA(int x, int y, int id_texture, int id_son, int pv_max, int dégats)//ID texture, son joué, PV max, Vitesse { compteur_path = 0; ia_dir = 0; ia_vol = false; this.frameLine = 1; this.frameColumn = 2; this.Direction = DirectionIA.Down; this.Effect = SpriteEffects.None; this.Animation = true; this.Timer = 0; this.Active = true; this.Health = pv_max; this.Damage = dégats; this.id_son = id_son; this.action = ""; this.id_texture = id_texture; if (id_texture == 0) { this.IATexture = new Rectangle(x, y, 16, 17); this.VecteurAttaque = new Vector2(30, 25); IA.IAPosition = new Vector2(IATexture.X, IATexture.Y); } else if (id_texture == 1) { this.IATexture = new Rectangle(x, y, 16, 17); this.VecteurAttaque = new Vector2(20, 25); IA.IAPosition = new Vector2(IATexture.X, IATexture.Y); } else if (id_texture == 2) { this.IATexture = new Rectangle(x, y, 20, 20); this.VecteurAttaque = new Vector2(26, 23); IA.IAPosition = new Vector2(IATexture.X, IATexture.Y); this.Health = 200; this.Damage = 5; } else if (id_texture == 3) { ia_vol = true; this.IATexture = new Rectangle(x, y, 20, 20); IA.IAPosition = new Vector2(IATexture.X, IATexture.Y); this.VecteurAttaque = new Vector2(41, 51); this.Health = 75; this.speed = 2; } else if (id_texture == 4) { this.IATexture = new Rectangle(x, y, 20, 20); IA.IAPosition = new Vector2(IATexture.X, IATexture.Y); this.VecteurAttaque = new Vector2(30, 29); this.Damage = 20; this.Health = 150; } else if (id_texture == 5) { this.IATexture = new Rectangle(x, y, 26, 24); IA.IAPosition = new Vector2(IATexture.X, IATexture.Y); this.VecteurAttaque = new Vector2(34, 29); } else if (id_texture == 6) { this.IATexture = new Rectangle(x, y, 40, 40); this.AnimationSpeed = 7; this.VecteurAttaque = new Vector2(45, 47); this.Health = 10000; this.speed = 1; } this.Aire_attaque = new Rectangle(IATexture.X - 1, IATexture.Y - 1, IATexture.Width + 1, IATexture.Height + 1); }
//ID texture, son joué, PV max, Vitesse // CONSTRUCTOR public IA(int x, int y, int id_texture, int id_son, int pv_max, int dégats) { compteur_path = 0; ia_dir = 0; ia_vol = false; if (id_texture == 0) { this.IATexture = new Rectangle(x, y, 16, 17); IA.IAPosition = new Vector2(IATexture.X, IATexture.Y); } else if (id_texture == 1) { this.IATexture = new Rectangle(x, y, 16, 17); IA.IAPosition = new Vector2(IATexture.X, IATexture.Y); } else if (id_texture == 2) { this.IATexture = new Rectangle(x, y, 20, 20); IA.IAPosition = new Vector2(IATexture.X, IATexture.Y); } else if (id_texture == 3) { ia_vol = true; this.IATexture = new Rectangle(x, y, 20, 20); IA.IAPosition = new Vector2(IATexture.X, IATexture.Y); } else if (id_texture == 4) { this.IATexture = new Rectangle(x, y, 20, 20); IA.IAPosition = new Vector2(IATexture.X, IATexture.Y); } else if (id_texture == 5) { this.IATexture = new Rectangle(x, y, 20, 20); IA.IAPosition = new Vector2(IATexture.X, IATexture.Y); } this.frameLine = 1; this.frameColumn = 2; this.Direction = DirectionIA.Down; this.Effect = SpriteEffects.None; this.Animation = true; this.Timer = 0; this.Active = true; this.Health = pv_max; this.Damage = dégats; this.id_son = id_son; this.action = ""; this.id_texture = id_texture; this.Aire_attaque = new Rectangle(IATexture.X - 1, IATexture.Y - 1, IATexture.Width + 1, IATexture.Height + 1); }