// CONSTRUCTOR public GameMainMulti(string IP) { menu = new MainMenu(Global.Handler, 0f); this.IP = Global.MainMenu.ip; Walls = new List<Wall>(); bonus = new List<Bonus>(); enemies = new List<Enemy>(); enemies2 = new List<Enemy2>(); Global.GameMainMulti = this; player = new Player(); player2 = new Player(); readStream = new MemoryStream(); writeStream = new MemoryStream(); reader = new BinaryReader(readStream); writer = new BinaryWriter(writeStream); bullets = new Bullets(Resources.bullet); speedbonus = new List<VitesseBonus>(); for (int x = 0; x < map.GetLength(1); x++) { for (int y = 0; y < map.GetLength(0); y++) { int number = map[y, x]; if (number == 1) Walls.Add(new Wall(x * size, y * size + size / 2, Resources.Brick_top, size, size, Color.White)); if (number == 2) Walls.Add(new Wall(x * size, y * size + size / 2, Resources.Brick, size, size, Color.White)); if (number == 3) Walls.Add(new Wall(x * size, y * size + size / 2, Resources.Platform, 100, 16, Color.Gray)); if (number == 4) speedbonus.Add(new VitesseBonus(x * size + 40, y * size + 74, Resources.Speed, 20, 20, Color.White)); } } }
public Camera(Viewport newView, MainMenu menu) { view = newView; this.menu = Global.MainMenu; collisions = Global.Collisions; main = Global.GameMain; Global.Camera = this; }
// CONSTRUCTOR public GameMain3() { menu = new MainMenu(Global.Handler, 0f); LocalPlayer = new Player(); Walls = new List<Wall>(); bonus = new List<Bonus>(); enemies = new List<Enemy>(); enemies2 = new List<Enemy2>(); Global.GameMain3 = this; Walls.Add(new Wall(250, 400, Resources.Platform, 40, 12, Color.DodgerBlue)); Walls.Add(new Wall(375, 350, Resources.Platform, 40, 12, Color.DodgerBlue)); Walls.Add(new Wall(500, 400, Resources.Platform, 40, 12, Color.DodgerBlue)); for (int i = 0; i < 80; i++) if (i != 3 & i != 4 & i != 5 & i != 6 & i != 7 & i != 8 & i != 9) Walls.Add(new Wall(64 * i, 416, Resources.Ice_top, 64, 64, Color.White)); // Le sol }
public Player() { bullets = new List<Bullets>(); speed = 4; fallspeed = 5; Hitbox.Width = 36; Hitbox.Height = 40; Hitbox = new Rectangle(50, 376, Hitbox.Width, Hitbox.Height); framecolumn = 1; effect = SpriteEffects.None; Direction = Direction.Right; main = Global.GameMain; Main = new MainMenu(Global.Handler, 0f); distanceX = mouse.X - Hitbox.X; distanceY = mouse.Y - Hitbox.Y; rotation = (float)Math.Atan2(distanceY, distanceX); Global.Player = this; }
// CONSTRUCTOR public GameMain5() { menu = new MainMenu(Global.Handler, 0f); LocalPlayer = new Player(); Walls = new List<Wall>(); bonus = new List<Bonus>(); healthbonus = new List<HealthBonus>(); speedbonus = new List<VitesseBonus>(); enemies = new List<Enemy>(); enemies2 = new List<Enemy2>(); Global.GameMain5 = this; // Double Boucle qui fait marcher l'éditeur for (int x = 0; x < map.GetLength(1); x++) { for (int y = 0; y < map.GetLength(0); y++) { int number = map[y, x]; if (number == 1) Walls.Add(new Wall(x * size, y * size + size / 2, Resources.Sand_top, size, size, Color.White)); if (number == 2) Walls.Add(new Wall(x * size, y * size + size / 2, Resources.Sand, size, size, Color.White)); if (number == 3) enemies.Add(new Enemy(x * size, y * size, Resources.Zombie)); if (number == 4) enemies2.Add(new Enemy2(x * size, y * size, Resources.Elite)); if (number == 5) bonus.Add(new Bonus(x * size, y * size, Resources.Coin, 20, 20, Color.White)); if (number == 6) healthbonus.Add(new HealthBonus(x * size, y * size, Resources.Health, 20, 20, Color.White)); if (number == 7) speedbonus.Add(new VitesseBonus(x * size, y * size, Resources.Speed, 20, 20, Color.White)); } } Walls.Add(new Wall(3600, 300, Resources.Platform, 100, 16, Color.LightYellow)); Walls.Add(new Wall(3750, 250, Resources.Platform, 100, 16, Color.LightYellow)); Walls.Add(new Wall(3900, 190, Resources.Platform, 50, 16, Color.LightYellow)); Walls.Add(new Wall(4000, 150, Resources.Platform, 30, 10, Color.LightYellow)); }
public Player() { bullets = new List<Bullets>(); speed = 4; fallspeed = 5; Hitbox.Width = 36; Hitbox.Height = 40; Hitbox = new Rectangle(50, 350, Hitbox.Width, Hitbox.Height); framecolumn = 1; effect = SpriteEffects.None; Direction = Direction.Right; fire_sound_instance = Resources.coup_de_feu.CreateInstance(); vide_sound_instance = Resources.ammo_vide.CreateInstance(); couteau_sound_instance = Resources.couteau.CreateInstance(); main = Global.GameMain; main2 = Global.GameMain2; Main = new MainMenu(Global.Handler, 0f); distanceX = mouse.X - Hitbox.X; distanceY = mouse.Y - Hitbox.Y; rotation = (float)Math.Atan2(distanceY, distanceX); Global.Player = this; }
// CONSTRUCTOR public GameMain() { menu = new MainMenu(Global.Handler, 0f); LocalPlayer = new Player(); Walls = new List<Wall>(); bonus = new List<Bonus>(); healthbonus = new List<HealthBonus>(); speedbonus = new List<VitesseBonus>(); enemies = new List<Enemy>(); enemies2 = new List<Enemy2>(); Global.GameMain = this; #region Ennemis //Ennemis enemies.Add(new Enemy(1100, 350, Resources.Zombie)); enemies.Add(new Enemy(1150, 350, Resources.Zombie)); enemies.Add(new Enemy(1180, 350, Resources.Zombie)); enemies.Add(new Enemy(2550, 250, Resources.Zombie)); enemies.Add(new Enemy(2650, 250, Resources.Zombie)); enemies2.Add(new Enemy2(2400, 376, Resources.Zombie)); #endregion #region Plateformes //Plateformes Walls.Add(new Wall(425, 245, Resources.Platform, 50, 16, Color.IndianRed)); Walls.Add(new Wall(130, 360, Resources.Platform, 92, 16, Color.IndianRed)); Walls.Add(new Wall(280, 300, Resources.Platform, 92, 16, Color.IndianRed)); Walls.Add(new Wall(680, 365, Resources.Platform, 92, 16, Color.IndianRed)); Walls.Add(new Wall(520, 300, Resources.Platform, 92, 16, Color.IndianRed)); Walls.Add(new Wall(1160, 200, Resources.Platform, 92, 16, Color.IndianRed)); Walls.Add(new Wall(1664, 350, Resources.Platform, 100, 16, Color.IndianRed)); Walls.Add(new Wall(1820, 280, Resources.Platform, 100, 16, Color.IndianRed)); Walls.Add(new Wall(1820, 140, Resources.Platform, 100, 16, Color.IndianRed)); Walls.Add(new Wall(1664, 210, Resources.Platform, 100, 16, Color.IndianRed)); Walls.Add(new Wall(1984, 140, Resources.Platform, 92, 16, Color.IndianRed)); Walls.Add(new Wall(2100, 240, Resources.Platform, 92, 16, Color.IndianRed)); Walls.Add(new Wall(2200, 340, Resources.Platform, 92, 16, Color.IndianRed)); Walls.Add(new Wall(1984, 340, Resources.Platform, 50, 16, Color.IndianRed)); Walls.Add(new Wall(2500, 340, Resources.Platform, 200, 16, Color.IndianRed)); Walls.Add(new Wall(3520, 350, Resources.Platform, 92, 16, Color.IndianRed)); Walls.Add(new Wall(3620, 300, Resources.Platform, 40, 16, Color.IndianRed)); Walls.Add(new Wall(3680, 250, Resources.Platform, 20, 16, Color.IndianRed)); Walls.Add(new Wall(3720, 200, Resources.Platform, 20, 16, Color.IndianRed)); Walls.Add(new Wall(3860, 400, Resources.Platform, 92, 16, Color.IndianRed)); Walls.Add(new Wall(4000, 340, Resources.Platform, 92, 16, Color.IndianRed)); #endregion #region Terrain //Colonnes et sol Walls.Add(new Wall(896, 416, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(896, 352, Resources.Herbe, 64, 64, Color.White)); Walls.Add(new Wall(960, 416, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(960, 352, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(960, 288, Resources.Herbe, 64, 64, Color.White)); Walls.Add(new Wall(1024, 416, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(1024, 352, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(1024, 288, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(1024, 224, Resources.Herbe, 64, 64, Color.White)); Walls.Add(new Wall(1600, 0, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(1600, 64, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(1600, 128, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(1600, 192, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(1600, 256, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(1600, 320, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(1920, 416, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(1920, 352, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(1920, 288, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(1920, 224, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(1920, 160, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(1920, 96, Resources.Herbe, 64, 64, Color.White)); Walls.Add(new Wall(2816, 416, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(2816, 352, Resources.Herbe, 64, 64, Color.White)); Walls.Add(new Wall(2944, 416, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(2944, 352, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(2944, 288, Resources.Herbe, 64, 64, Color.White)); Walls.Add(new Wall(3072, 416, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(3072, 352, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(3072, 288, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(3072, 224, Resources.Herbe, 64, 64, Color.White)); Walls.Add(new Wall(3200, 416, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(3200, 352, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(3200, 288, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(3200, 224, Resources.Ground, 64, 64, Color.White)); Walls.Add(new Wall(3200, 160, Resources.Herbe, 64, 64, Color.White)); //Sol for (int i = 0; i < 80; i++) if (i != 2 & i != 3 & i != 4 & i != 5 & i != 6 & i != 7 & i != 8 & i != 9 & i != 14 & i != 15 & i != 16 & i != 20 & i != 21 & i != 30 & i != 44 & i != 45 & i != 46 & i != 47 & i != 48 & i != 49 & i != 50 & i != 51 & i != 55 & i != 56 & i != 57 & i != 58 & i != 59 & i != 60 & i != 61 & i != 62) Walls.Add(new Wall(64 * i, 416, Resources.Herbe, 64, 64, Color.White)); #endregion #region Bonus //Bonus bonus.Add(new Bonus(700, 345, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(1200, 100, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(1940, 76, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(1984, 320, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(1984, 396, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(2520, 320, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(2650, 320, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(2816, 332, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(3200, 140, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(4020, 320, Resources.Coin, 20, 20, Color.White)); healthbonus.Add(new HealthBonus(1800, 396, Resources.Health, 20, 20, Color.White)); speedbonus.Add(new VitesseBonus(2224, 396, Resources.Speed, 20, 20, Color.White)); #endregion }
// CONSTRUCTOR public GameMain2() { menu = new MainMenu(Global.Handler, 0f); LocalPlayer = new Player(); Walls = new List<Wall>(); lowspeedarea = new List<LowSpeedArea>(); //zone ralentie bonus = new List<Bonus>(); healthbonus = new List<HealthBonus>(); speedbonus = new List<VitesseBonus>(); enemies = new List<Enemy>(); enemies2 = new List<Enemy2>(); particules = new List<Particules>(); Global.GameMain2 = this; for (int i = 0; i < 200; i++) { larg = random.Next(0, 4600); haut = random.Next(0, 480); ent = random.Next(0, 2); particules.Add(new Particules(larg, haut, ent)); } #region Ennemis enemies.Add(new Enemy(1288, 56, Resources.Zombie)); enemies.Add(new Enemy(1188, 56, Resources.Zombie)); enemies.Add(new Enemy(1388, 56, Resources.Zombie)); enemies.Add(new Enemy(1150, 180, Resources.Zombie)); enemies.Add(new Enemy(1150, 180, Resources.Zombie)); enemies.Add(new Enemy(1088, 260, Resources.Zombie)); enemies.Add(new Enemy(1302, 300, Resources.Zombie)); enemies.Add(new Enemy(1302, 300, Resources.Zombie)); enemies.Add(new Enemy(1150, 340, Resources.Zombie)); enemies.Add(new Enemy(2800, 340, Resources.Zombie)); enemies2.Add(new Enemy2(4500, 340, Resources.Elite)); enemies2.Add(new Enemy2(1150, 340, Resources.Elite)); #endregion #region Plateformes Walls.Add(new Wall(240, 400, Resources.Platform, 100, 16, Color.White)); Walls.Add(new Wall(340, 330, Resources.Platform, 100, 16, Color.White)); Walls.Add(new Wall(490, 380, Resources.Platform, 100, 16, Color.White)); Walls.Add(new Wall(1088, 96, Resources.Platform, 450, 16, Color.White)); Walls.Add(new Wall(1150, 180, Resources.Platform, 450, 16, Color.White)); Walls.Add(new Wall(1088, 260, Resources.Platform, 450, 16, Color.White)); Walls.Add(new Wall(1150, 340, Resources.Platform, 450, 16, Color.White)); Walls.Add(new Wall(2440, 340, Resources.Platform, 50, 16, Color.White)); Walls.Add(new Wall(2500, 280, Resources.Platform, 50, 16, Color.White)); Walls.Add(new Wall(2580, 220, Resources.Platform, 50, 16, Color.White)); Walls.Add(new Wall(2640, 160, Resources.Platform, 240, 16, Color.White)); #endregion #region Terrain Walls.Add(new Wall(768, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(768, 352, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(832, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(832, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(832, 288, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(896, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(896, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(896, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(896, 224, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(960, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(960, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(960, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(960, 224, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(960, 160, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(1024, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1024, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1024, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1024, 224, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1024, 160, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1024, 96, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(1600, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1600, 224, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1600, 160, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1600, 96, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1600, 32, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1600, -32, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1920, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1984, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2112, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2176, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2240, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1920, 352, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(1984, 352, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(2112, 352, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(2176, 352, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(2240, 352, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(2880, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2880, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2880, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2880, 224, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2880, 160, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2880, 64, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2880, 0, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3200, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3200, 352, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(3328, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3328, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3328, 288, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(3456, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3456, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3456, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3456, 224, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(3584, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3584, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3584, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3584, 224, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3584, 160, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(3712, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3712, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3712, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3712, 224, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3712, 160, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3712, 96, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(3904, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3904, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3904, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3904, 224, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3904, 160, Resources.Herbe_neige, 64, 64, Color.White)); for (int i = 0; i < 80; i++) if (i != 3 & i != 4 & i != 5 & i != 6 & i != 7 & i != 8 & i != 9 & i != 12 & i != 13 & i != 14 & i != 15 & i != 16 & i != 27 & i != 28 & i != 30 & i != 31 & i != 32 & i != 33 & i != 34 & i != 35 & i != 45 & i != 50 & i != 51 & i != 52 & i != 53 & i != 54 & i != 55 & i != 56 & i != 57 & i != 58 & i != 59 & i != 60 & i != 61 & i != 62 & i != 63) Walls.Add(new Wall(64 * i, 416, Resources.Herbe_neige, 64, 64, Color.White)); #endregion #region Bonus bonus.Add(new Bonus(384, 300, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(4000, 100, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(1100, 240, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(1288, 56, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(2060, 300, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(2820, 396, Resources.Coin, 20, 20, Color.White)); healthbonus.Add(new HealthBonus(1500, 320, Resources.Health, 20, 20, Color.White)); #endregion lowspeedarea.Add(new LowSpeedArea(2450, 415, Resources.Platform, 300, 2, Color.Brown)); }
// CONSTRUCTOR public GameMain3() { menu = new MainMenu(Global.Handler, 0f); LocalPlayer = new Player(); Walls = new List<Wall>(); bonus = new List<Bonus>(); enemies = new List<Enemy>(); enemies2 = new List<Enemy2>(); piques = new List<Piques>(); Global.GameMain3 = this; #region Ennemis enemies.Add(new Enemy(700, 350, Resources.Zombie)); enemies.Add(new Enemy(3780, 150, Resources.Zombie)); enemies.Add(new Enemy(3850, 150, Resources.Zombie)); enemies.Add(new Enemy(3920, 150, Resources.Zombie)); #endregion #region Piques piques.Add(new Piques(2112, 268, Resources.bullet, 64, 20, Color.White)); piques.Add(new Piques(2240, 268, Resources.bullet, 64, 20, Color.White)); piques.Add(new Piques(2368, 268, Resources.bullet, 64, 20, Color.White)); piques.Add(new Piques(2496, 268, Resources.bullet, 64, 20, Color.White)); piques.Add(new Piques(2624, 268, Resources.bullet, 64, 20, Color.White)); piques.Add(new Piques(2752, 268, Resources.bullet, 64, 20, Color.White)); #endregion #region Plateformes Walls.Add(new Wall(250, 400, Resources.Platform, 40, 12, Color.DodgerBlue)); Walls.Add(new Wall(375, 350, Resources.Platform, 40, 12, Color.DodgerBlue)); Walls.Add(new Wall(500, 400, Resources.Platform, 40, 12, Color.DodgerBlue)); Walls.Add(new Wall(1164, 350, Resources.Platform, 40, 12, Color.DodgerBlue)); Walls.Add(new Wall(1277, 416, Resources.Platform, 3, 12, Color.DodgerBlue)); //mini Walls.Add(new Wall(1802, 340, Resources.Platform, 54, 12, Color.DodgerBlue)); Walls.Add(new Wall(1664, 308, Resources.Platform, 54, 12, Color.DodgerBlue)); Walls.Add(new Wall(1610, 105, Resources.Platform, 54, 12, Color.DodgerBlue)); Walls.Add(new Wall(2242, 468, Resources.Platform, 60, 12, Color.DodgerBlue)); Walls.Add(new Wall(2626, 468, Resources.Platform, 60, 12, Color.DodgerBlue)); Walls.Add(new Wall(3580, 370, Resources.Platform, 96, 12, Color.DodgerBlue)); Walls.Add(new Wall(3490, 290, Resources.Platform, 96, 12, Color.DodgerBlue)); Walls.Add(new Wall(3400, 210, Resources.Platform, 96, 12, Color.DodgerBlue)); Walls.Add(new Wall(3640, 458, Resources.Platform, 40, 12, Color.DodgerBlue)); Walls.Add(new Wall(3775, 410, Resources.Platform, 96, 12, Color.DodgerBlue)); Walls.Add(new Wall(3550, 140, Resources.Platform, 96, 12, Color.DodgerBlue)); Walls.Add(new Wall(3700, 80, Resources.Platform, 300, 12, Color.DodgerBlue)); Walls.Add(new Wall(3700, 190, Resources.Platform, 300, 12, Color.DodgerBlue)); Walls.Add(new Wall(3700, 189, Resources.Platform, 1, 1, Color.DodgerBlue)); Walls.Add(new Wall(4000, 189, Resources.Platform, 1, 1, Color.DodgerBlue)); Walls.Add(new Wall(3880, 320, Resources.Platform, 80, 12, Color.DodgerBlue)); Walls.Add(new Wall(3880, 320, Resources.Platform, 80, 12, Color.DodgerBlue)); Walls.Add(new Wall(4140, 416, Resources.Platform, 20, 12, Color.DodgerBlue)); #endregion #region Terrain Walls.Add(new Wall(640, 415, Resources.Ice_top, 1, 1, Color.White)); for (int i = 0; i <= 72; i++) //pour une taille de 4600 { if (i != 3 & i != 4 & i != 5 & i != 6 & i != 7 & i != 8 & i != 9 & i != 12 & i != 13 & i != 14 & i != 15 & i != 16 & i != 17 & i != 18 & i != 19 & i != 22 & i != 23 & i != 25 & i != 34 & i != 35 & i != 36 & i != 40 & i != 41 & i != 42 & i != 55 & i != 56 & i != 57 & i != 58 & i != 59 & i != 60 & i != 61 & i != 62 & i != 63 & i != 64 & i != 69 & i != 70 & i != 71) Walls.Add(new Wall(64 * i, 416, Resources.Ice_top, 64, 64, Color.White)); // Le sol } for (int i = 30; i <= 46; i++) { Walls.Add(new Wall(64 * i, 288, Resources.Ice, 64, 64, Color.White)); if (i != 33 & i != 35 & i != 37 & i != 39 & i != 41 & i != 43 & i != 46) { Walls.Add(new Wall(64 * i, 224, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(64 * i, 160, Resources.Ice_top, 64, 64, Color.White)); } } //Passage 1 for (int i = 12; i <= 24; i++) { if (i != 15 & i != 17 & i != 18 & i != 19) { if (i != 20 & i != 21) { Walls.Add(new Wall(64 * i, 352, Resources.Ice_top, 64, 64, Color.White)); Walls.Add(new Wall(64 * i, 416, Resources.Ice, 64, 64, Color.White)); } if (i != 12 & i != 24) { Walls.Add(new Wall(64 * i, 288, Resources.Ice_top, 64, 64, Color.White)); if (i != 20 & i != 21) Walls.Add(new Wall(64 * i, 352, Resources.Ice, 64, 64, Color.White)); } } } //Passage 2 Walls.Add(new Wall(1472, 0, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(1472, 64, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(1472, 128, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(1536, 192, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(1600, 256, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(1664, 96, Resources.Ice_top, 64, 64, Color.White)); Walls.Add(new Wall(1728, 96, Resources.Ice_top, 64, 64, Color.White)); Walls.Add(new Wall(1792, 96, Resources.Ice_top, 64, 64, Color.White)); Walls.Add(new Wall(1792, 160, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(1856, 96, Resources.Ice_top, 64, 64, Color.White)); Walls.Add(new Wall(1856, 288, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(1856, 224, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(1856, 160, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(2944, 224, Resources.Ice_top, 64, 64, Color.White)); Walls.Add(new Wall(3008, 288, Resources.Ice_top, 64, 64, Color.White)); Walls.Add(new Wall(4414, 416, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(4478, 416, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(4542, 416, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(4414, 352, Resources.Ice_top, 64, 64, Color.White)); Walls.Add(new Wall(4478, 352, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(4542, 352, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(4478, 288, Resources.Ice_top, 64, 64, Color.White)); Walls.Add(new Wall(4542, 288, Resources.Ice, 64, 64, Color.White)); Walls.Add(new Wall(4542, 224, Resources.Ice_top, 64, 64, Color.White)); #endregion #region Bonus bonus.Add(new Bonus(260, 380, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(1335, 390, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(2262, 448, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(2262, 448, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(2646, 448, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(2870, 140, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(3650, 438, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(3840, 170, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(3910, 300, Resources.Coin, 20, 20, Color.White)); #endregion }
// CONSTRUCTOR public GameMain4() { menu = new MainMenu(Global.Handler, 0f); LocalPlayer = new Player(); Walls = new List<Wall>(); lowspeedarea = new List<LowSpeedArea>(); //zone ralentie bonus = new List<Bonus>(); healthbonus = new List<HealthBonus>(); speedbonus = new List<VitesseBonus>(); enemies = new List<Enemy>(); enemies2 = new List<Enemy2>(); movinghorizontallywalls = new List<MovingHorizontallyWall>(); Global.GameMain4 = this; for (int x = 0; x < map.GetLength(1); x++) { for (int y = 0; y < map.GetLength(0); y++) { int number = map[y, x]; if (number == 1) Walls.Add(new Wall(x * size, y * size + size / 2, Resources.Roche_top, size, size, Color.White)); if (number == 2) Walls.Add(new Wall(x * size, y * size + size / 2, Resources.Roche, size, size, Color.White)); if (number == 3) enemies.Add(new Enemy(x * size, y * size, Resources.Zombie)); if (number == 4) enemies2.Add(new Enemy2(x * size, y * size, Resources.Elite)); } } #region Plateformes //Plateformes Walls.Add(new Wall(425, 275, Resources.Platform, 90, 16, Color.FloralWhite)); Walls.Add(new Wall(560, 220, Resources.Platform, 90, 16, Color.FloralWhite)); Walls.Add(new Wall(695, 170, Resources.Platform, 256, 16, Color.FloralWhite)); Walls.Add(new Wall(1030, 220, Resources.Platform, 90, 16, Color.FloralWhite)); Walls.Add(new Wall(1344, 470, Resources.Platform, 384, 16, Color.FloralWhite)); #endregion #region Terrain #endregion #region Bonus bonus.Add(new Bonus(812, 270, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(1045, 200, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(1526, 450, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(2200, 396, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(2646, 332, Resources.Coin, 20, 20, Color.White)); bonus.Add(new Bonus(4200, 150, Resources.Coin, 20, 20, Color.White)); speedbonus.Add(new VitesseBonus(512, 332, Resources.Speed, 20, 20, Color.White)); speedbonus.Add(new VitesseBonus(3050, 332, Resources.Speed, 20, 20, Color.White)); healthbonus.Add(new HealthBonus(1085, 200, Resources.Health, 20, 20, Color.White)); #endregion lowspeedarea.Add(new LowSpeedArea(256, 350, Resources.Platform, 200, 2, Color.Brown)); }
protected override void LoadContent() { piece_font = Content.Load<SpriteFont>(@"SpriteFonts\piece_font"); timer = Content.Load<SpriteFont>(@"SpriteFonts\TimerFont"); scoring = Content.Load<SpriteFont>(@"SpriteFonts\ScoringFont"); HealthBar = Content.Load<Texture2D>(@"Sprites\Hero\HealthBar"); spriteBatch = new SpriteBatch(GraphicsDevice); Resources.LoadContent(Content); saut = Content.Load<SoundEffect>(@"Sons\Bruitages\saut"); Main = new GameMain(); Main2 = new GameMain2(); Main3 = new GameMain3(); main = new MainMenu(this, 0f); reloading_instance = Resources.reload_sound.CreateInstance(); //Menu main.LoadContent(Content); //main.Font = Content.Load<SpriteFont>("TimerFont"); }
// CONSTRUCTOR public GameMain2() { menu = new MainMenu(Global.Handler, 0f); LocalPlayer = new Player(); Walls = new List<Wall>(); bonus = new List<Bonus>(); enemies = new List<Enemy>(); enemies2 = new List<Enemy2>(); Global.GameMain2 = this; enemies.Add(new Enemy(1288, 56, Resources.Zombie)); enemies.Add(new Enemy(1188, 56, Resources.Zombie)); enemies.Add(new Enemy(1388, 56, Resources.Zombie)); enemies.Add(new Enemy(1150, 180, Resources.Zombie)); enemies.Add(new Enemy(1150, 180, Resources.Zombie)); enemies.Add(new Enemy(1088, 260, Resources.Zombie)); enemies.Add(new Enemy(1302, 300, Resources.Zombie)); enemies.Add(new Enemy(1302, 300, Resources.Zombie)); enemies.Add(new Enemy(1150, 340, Resources.Zombie)); Walls.Add(new Wall(240, 400, Resources.Platform, 100, 16, Color.White)); Walls.Add(new Wall(340, 330, Resources.Platform, 100, 16, Color.White)); Walls.Add(new Wall(490, 380, Resources.Platform, 100, 16, Color.White)); Walls.Add(new Wall(1088, 96, Resources.Platform, 450, 16, Color.White)); Walls.Add(new Wall(1150, 180, Resources.Platform, 450, 16, Color.White)); Walls.Add(new Wall(1088, 260, Resources.Platform, 450, 16, Color.White)); Walls.Add(new Wall(1150, 340, Resources.Platform, 450, 16, Color.White)); Walls.Add(new Wall(2440, 340, Resources.Platform, 50, 16, Color.White)); Walls.Add(new Wall(2500, 280, Resources.Platform, 50, 16, Color.White)); Walls.Add(new Wall(2580, 220, Resources.Platform, 50, 16, Color.White)); Walls.Add(new Wall(2640, 160, Resources.Platform, 240, 16, Color.White)); Walls.Add(new Wall(768, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(768, 352, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(832, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(832, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(832, 288, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(896, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(896, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(896, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(896, 224, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(960, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(960, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(960, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(960, 224, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(960, 160, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(1024, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1024, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1024, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1024, 224, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1024, 160, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1024, 96, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(1600, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1600, 224, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1600, 160, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1600, 96, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1600, 32, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1600, -32, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1920, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1984, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2112, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2176, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2240, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(1920, 352, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(1984, 352, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(2112, 352, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(2176, 352, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(2240, 352, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(2880, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2880, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2880, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2880, 224, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2880, 160, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2880, 64, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(2880, 0, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3200, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3200, 352, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(3328, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3328, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3328, 288, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(3456, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3456, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3456, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3456, 224, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(3584, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3584, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3584, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3584, 224, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3584, 160, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(3712, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3712, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3712, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3712, 224, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3712, 160, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3712, 96, Resources.Herbe_neige, 64, 64, Color.White)); Walls.Add(new Wall(3904, 416, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3904, 352, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3904, 288, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3904, 224, Resources.Terre_neige, 64, 64, Color.White)); Walls.Add(new Wall(3904, 160, Resources.Herbe_neige, 64, 64, Color.White)); for (int i = 0; i < 80; i++) if (i != 3 & i != 4 & i != 5 & i != 6 & i != 7 & i != 8 & i != 9 & i != 12 & i != 13 & i != 14 & i != 15 & i != 16 & i != 27 & i != 28 & i != 30 & i != 31 & i != 32 & i != 33 & i != 34 & i != 35 & i != 45 & i != 50 & i != 51 & i != 52 & i != 53 & i != 54 & i != 55 & i != 56 & i != 57 & i != 58 & i != 59 & i != 60 & i != 61 & i != 62 & i != 63) Walls.Add(new Wall(64 * i, 416, Resources.Herbe_neige, 64, 64, Color.White)); }
// CONSTRUCTOR public GameMain6() { menu = new MainMenu(Global.Handler, 0f); LocalPlayer = new Player(); Walls = new List<Wall>(); bonus = new List<Bonus>(); healthbonus = new List<HealthBonus>(); speedbonus = new List<VitesseBonus>(); enemies = new List<Enemy>(); enemies2 = new List<Enemy2>(); boss = new List<Boss>(); flames = new List<Flames>(); piques = new List<Piques>(); framecolumn = 1; Global.GameMain6 = this; for (int i = 0; i < 10; i++) { larg = random.Next(0, 4600); haut = random.Next(-2000, 0); flames.Add(new Flames(larg, haut)); } piques.Add(new Piques(128, 425, Resources.Lave, 64, 64, Color.White)); piques.Add(new Piques(192, 425, Resources.Lave, 64, 64, Color.White)); piques.Add(new Piques(320, 425, Resources.Lave, 64, 64, Color.White)); piques.Add(new Piques(384, 425, Resources.Lave, 64, 64, Color.White)); piques.Add(new Piques(1024, 425, Resources.Lave, 64, 64, Color.White)); piques.Add(new Piques(1152, 425, Resources.Lave, 64, 64, Color.White)); for (int x = 0; x < map.GetLength(1); x++) { for (int y = 0; y < map.GetLength(0); y++) { int number = map[y, x]; if (number == 1) Walls.Add(new Wall(x * size, y * size + size / 2, Resources.Rock_top, size, size, Color.White)); if (number == 2) Walls.Add(new Wall(x * size, y * size + size / 2, Resources.Rock, size, size, Color.White)); if (number == 3) enemies.Add(new Enemy(x * size, y * size, Resources.Zombie)); if (number == 4) enemies2.Add(new Enemy2(x * size, y * size, Resources.Elite)); if (number == 5) bonus.Add(new Bonus(x * size, y * size, Resources.Coin, 20, 20, Color.White)); if (number == 6) healthbonus.Add(new HealthBonus(x * size + 40, y * size + 74, Resources.Health, 20, 20, Color.White)); if (number == 7) speedbonus.Add(new VitesseBonus(x * size + 40, y * size + 74, Resources.Speed, 20, 20, Color.White)); if (number == 8) Walls.Add(new Wall(x * size, y * size + size / 2, Resources.Platform, 100, 16, Color.OrangeRed)); } } #region Ennemis boss.Add(new Boss(3600, 300, Resources.Boss)); #endregion #region Plateformes //Plateformes //Walls.Add(new Wall(425, 245, Resources.Platform, 50, 16, Color.IndianRed)); #endregion #region Terrain //Colonnes et sol TheWall = new Wall(4544, 352, Resources.Rock, 64, 64, Color.White); Walls.Add(TheWall); //Sol for (int i = 0; i < 80; i++) if (i != 2 & i != 3 & i != 5 & i != 6 & i != 16 & i != 18 & i != 21 & i != 22 & i != 23 & i != 24 & i != 25 & i != 20 & i != 71) Walls.Add(new Wall(64 * i, 416, Resources.Rock_top, 64, 64, Color.White)); #endregion #region Bonus #endregion }