/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Variables contenant les textures du PacSamourai et des Fantômes List <Texture2D> texturePacSamourai = new List <Texture2D>(); List <Texture2D> textureInvPacSamourai = new List <Texture2D>(); List <Texture2D> textureFantomeBleu = new List <Texture2D>(); List <Texture2D> textureFantomeRose = new List <Texture2D>(); List <Texture2D> textureFantomeRouge = new List <Texture2D>(); List <Texture2D> textureFantomeVert = new List <Texture2D>(); List <Texture2D> textureInvFantome = new List <Texture2D>(); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here // Chargement des dimensions de la fenêtre de jeu graphics.PreferredBackBufferWidth = 21 * 32; graphics.PreferredBackBufferHeight = 770; try { graphics.ApplyChanges(); } catch (Exception e) { e.ToString(); } // Read the file and put it in useMap // Chargement des textures et du fichier de la MAP mur = new Objet(Content.Load <Texture2D>("mur01")); sushi = new Objet(Content.Load <Texture2D>("sushi")); maki = new Objet(Content.Load <Texture2D>("maki")); cerises = new Objet(Content.Load <Texture2D>("cerises")); //Chargement de l'ensemble des textures du PacSamourai //Texture mode normal texturePacSamourai.Add(Content.Load <Texture2D>("pacsamourai_haut")); texturePacSamourai.Add(Content.Load <Texture2D>("pacsamourai_droite")); texturePacSamourai.Add(Content.Load <Texture2D>("pacsamourai_bas")); texturePacSamourai.Add(Content.Load <Texture2D>("pacsamourai_gauche")); texturePacSamourai.Add(Content.Load <Texture2D>("pacsamourai_hautO")); texturePacSamourai.Add(Content.Load <Texture2D>("pacsamourai_droiteO")); texturePacSamourai.Add(Content.Load <Texture2D>("pacsamourai_basO")); texturePacSamourai.Add(Content.Load <Texture2D>("pacsamourai_gaucheO")); texturePacSamourai.Add(Content.Load <Texture2D>("pacsamourai_mort")); //Texture mode invincible textureInvPacSamourai.Add(Content.Load <Texture2D>("pacsamourai_hautI")); textureInvPacSamourai.Add(Content.Load <Texture2D>("pacsamourai_droiteI")); textureInvPacSamourai.Add(Content.Load <Texture2D>("pacsamourai_basI")); textureInvPacSamourai.Add(Content.Load <Texture2D>("pacsamourai_gaucheI")); textureInvPacSamourai.Add(Content.Load <Texture2D>("pacsamourai_hautIO")); textureInvPacSamourai.Add(Content.Load <Texture2D>("pacsamourai_droiteIO")); textureInvPacSamourai.Add(Content.Load <Texture2D>("pacsamourai_basIO")); textureInvPacSamourai.Add(Content.Load <Texture2D>("pacsamourai_gaucheIO")); //Chargement de l'ensemble des textures des fantômes bleu, rose, rouge et vert //Texture mode normal textureFantomeBleu.Add(Content.Load <Texture2D>("fantomeBleu")); textureFantomeRose.Add(Content.Load <Texture2D>("fantomeRose")); textureFantomeRouge.Add(Content.Load <Texture2D>("fantomeRouge")); textureFantomeVert.Add(Content.Load <Texture2D>("fantomeVert")); //Texture mode peur textureInvFantome.Add(Content.Load <Texture2D>("fantomePeur")); useMap.loadMap(); //Création du pacSamurai et des fantômes fantomeBleu = new Fantome(textureFantomeBleu, textureInvFantome, 1, 'F', useMap); fantomeRose = new Fantome(textureFantomeRose, textureInvFantome, 2, 'R', useMap); fantomeRouge = new Fantome(textureFantomeRouge, textureInvFantome, 3, 'Q', useMap); fantomeVert = new Fantome(textureFantomeVert, textureInvFantome, 4, 'V', useMap); pacSamourai = new Pacsamurai(texturePacSamourai, textureInvPacSamourai, useMap); font = Content.Load <SpriteFont>("FontPacsamurai"); menuFont = Content.Load <SpriteFont>("fontMenu"); }
public Clavier(Pacsamurai pacsamurai, KeyboardState oldState, Map map) { this.pacsamurai = pacsamurai; this.oldState = oldState; this.map = map; }