public sprite_broillon(Texture2D n_textture, Rectangle n_rectangle, Collision n_collision, ContentManager Content, char type) { test = Content.Load<Texture2D>("ListBoxBG"); texture = n_textture; rectangle_C = new Rectangle(n_rectangle.X + 49, n_rectangle.Y + 4, 30, n_rectangle.Height); rectangle = n_rectangle; poid = 10; in_air = false; jump_off = false; collision = n_collision; impulse = 150; pos_marche = rectangle.Y; marchell = Content.Load<Song>("hero//jogging"); MediaPlayer.Play(marchell); this.FrameLine = 1; this.FrameColumn = 1; this.Timer = 0; vie = 100; upsidedown = 10; atq = false; longattaque = 17; dead = false; timer_dead = 200; if (type == '2') { colunm = 151; line = 110; largeurX = 22; hauteurY = 40; decallageX = 50; decallageY = 34; idle = new pos(1, 1, 4); walk = new pos(1, 5, 10); atk = new pos(9, 5, 10); die = new pos(3, 5, 9); jump = new pos(2, 8, 8); fall = new pos(2, 9, 9); } else { colunm = 125; line = 93; largeurX = 17; hauteurY = 50; decallageX = 55; decallageY = 31; idle = new pos(1, 1, 3); walk = new pos(2, 1, 3); atk = new pos(8, 1, 3); die = new pos(6, 1, 5); jump = new pos(3, 1, 2); fall = new pos(5, 1, 3); } current = fall; last = current; }
public Editeur_MapVV(Game1 game1, GraphicsDeviceManager graphics, ContentManager Content) { game1.IsMouseVisible = false; oldkey = Keyboard.GetState(); collision = new Collision(); _pause = new _Pause(game1, graphics, Content); }
public leveleditor(Game1 game1, GraphicsDeviceManager graphics, ContentManager Content) { game1.IsMouseVisible = false; oldkey = Keyboard.GetState(); collision = new Collision(); _pause = new _Pause(game1, graphics, Content); save = new Sauveguarde(); path = game1.path; }
public override void Initialize(GraphicsDeviceManager graphics) { // TODO: Add your initialization logic here timer = -100; game_time = 0; oldkey = Keyboard.GetState(); collision = new Collision(); save = new Sauveguarde(); // ajout IA }
public Boss( Rectangle rectangle, Collision collision) { this.collision = collision; this.rectangle = rectangle; this.rectangle_C = rectangle; }