コード例 #1
0
 public static void adder(Game1 game,Game1.gameState _currentState,int width,int height)
 {
     if (_currentState == Game1.gameState.MainMenuState)
     {
         game.Components.Clear();
         var settingsBlueFire = new ParticleSettings(300, new Color(100, 147, 237, 255), new Color(0, 1f, 1f, 0f), 200, 30, 1,
         (v, t) => Vector2.UnitY * -5 + Vector2.UnitX * 2,
         pos => pos + ParticleHelper.GetRandomVector() * 10, 2, 0.4f);
         var BlueFire = new ParticlesMgr(game, settingsBlueFire) { Pos = new Vector2((float)width*0.5f, (float)height*0.45f) };
         game.Components.Add(BlueFire);
     }
     if ((_currentState == Game1.gameState.Level2)||_currentState==Game1.gameState.Checkpause)
     {
         game.Components.Clear();
         for (int i = 0; i < 40; i++)
         {
             var settingsNeige = new ParticleSettings(2500 + i * 300, new Color(255, 255, 255), new Color(255, 255, 255), 10, 1000, 1,
                  (v, t) => Vector2.UnitY * 10 + Vector2.UnitX * ParticleHelper.GetRandomFloat(-10, 10),
                  pos => pos + ParticleHelper.GetRandomVector(),0.3f,0.3f);
             var Neige = new ParticlesMgr(game, settingsNeige) { Pos = new Vector2(ParticleHelper.GetRandomFloat(0, 1500), i * -100) };
             game.Components.Add(Neige);
         }
     }
     if (_currentState == Game1.gameState.SEU||_currentState==Game1.gameState.Editeur_mapVV||_currentState==Game1.gameState.Pause||_currentState==Game1.gameState.level_Pselect )
     {
         game.Components.Clear();
     }
 }
コード例 #2
0
ファイル: GameState.cs プロジェクト: akaisuisei/umea-rana2
 protected void pause(Game1 game, KeyboardState keybord, Game1.gameState _currentState)
 {
     if (keybord.IsKeyDown(Keys.P) || keybord.IsKeyDown(Keys.Escape))
     {
         game.ChangeState(Game1.gameState.Pause, _currentState);
     }
 }
コード例 #3
0
ファイル: GameWin.cs プロジェクト: akaisuisei/umea-rana2
 public GameWin(Game1 game1, GraphicsDeviceManager graphics, ContentManager Content)
 {
     rectangle = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
     game1.IsMouseVisible = true;
     MediaPlayer.Volume = vol;
     songMenu = Content.Load<Song>("Menu//songMenu");
 }
コード例 #4
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 public override void Update(Game1 game, Audio audio)
 {
     KeyboardState keyboard = Keyboard.GetState();
     MouseState mouse = Mouse.GetState();
     rect = new Rectangle(mouse.X, mouse.Y, 1, 1);
     button.Update(ref keyboard, ref old, ref mouse, ref rect, ref game, ref tab, "");
     old = keyboard;
 }
コード例 #5
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        public Editeur_MapVV(Game1 game1, GraphicsDeviceManager graphics, ContentManager Content)
        {
            game1.IsMouseVisible = false;
            oldkey = Keyboard.GetState();

            collision = new Collision();
            _pause = new _Pause(game1, graphics, Content);
        }
コード例 #6
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ファイル: ParticlesMgr.cs プロジェクト: akaisuisei/umea-rana2
 public ParticlesMgr(Game1 game, ParticleSettings settings)
     : base(game)
 {
     _game = game;
     _settings = settings;
     _particles = new List<Particle>();
     for (int i = 0; i < _settings.Max; i++)
         _particles.Add(new Particle(this));
 }
コード例 #7
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 public static void adder_in_pause(Game1 game)
 {
     game.Components.Clear();
     var settingsBlueFire = new ParticleSettings(300, new Color(100, 147, 237, 255), new Color(0, 1f, 1f, 0f), 200, 30, 1,
     (v, t) => Vector2.UnitY * -5 + Vector2.UnitX * 2,
     pos => pos + ParticleHelper.GetRandomVector() * 10, 2, 0.4f);
     var BlueFire = new ParticlesMgr(game, settingsBlueFire) { Pos = new Vector2(640, 355) };
     game.Components.Add(BlueFire);
 }
コード例 #8
0
ファイル: leveleditor.cs プロジェクト: akaisuisei/umea-rana2
 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;
 }
コード例 #9
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        public override void Update(Game1 game, Audio audio)
        {
            timer--;
            if (timer <= 0)
                game.ChangeState(Game1.gameState.MainMenuState);

             /*                   KeyboardState keyboard = Keyboard.GetState();
            MouseState mouse = Mouse.GetState();
            listbox.Update(ref keyboard, ref mouse);*/
        }
コード例 #10
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        public Initialisateur(Game1 game1, GraphicsDeviceManager graphics, ContentManager Content)
        {
            taille_logo = Math.Min(graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            rectangle = new Rectangle(graphics.PreferredBackBufferWidth/2-taille_logo/2,graphics.PreferredBackBufferHeight/2-taille_logo/2 ,
                taille_logo ,taille_logo  );
            game1.IsMouseVisible = false;

            timer = 10;//550;
            //    listbox = new Listbox("SEU", 100, 100, 500, 500);
        }
コード例 #11
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ファイル: Program.cs プロジェクト: akaisuisei/umea-rana2
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        /// 
        static void Main(string[] args)
        {
            Application.EnableVisualStyles();
                Application.SetCompatibleTextRenderingDefault(false);

            using (Game1 game = new Game1())
            {
                game.Run();
            }
        }
コード例 #12
0
ファイル: _Pause.cs プロジェクト: akaisuisei/umea-rana2
        public _Pause(Game1 game1, GraphicsDeviceManager graphics, ContentManager Content)
        {
            rectangle = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            game1.IsMouseVisible = true;
            MediaPlayer.Volume = vol;
            songMenu = Content.Load<Song>("Menu//songMenu");
            button = new Button(1, 4, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, 0.07f, 0.1f, 0);
            button.activate(0, 0, 0.1f, 0.1f, "Resume", LocalizedString.Resume );

            tab = 0;
        }
コード例 #13
0
ファイル: PlayingState.cs プロジェクト: akaisuisei/umea-rana2
        public override void Update(Game1 game, Audio audio)
        {
            KeyboardState keyboard = Keyboard.GetState();
            MouseState mouse = Mouse.GetState();

            if (keyboard.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.Escape) && oldkey.IsKeyDown(Keys.Escape))
            {
                _pause.checkpause(keyboard, ref _checkpause);
            }
            if (!_checkpause)
            {
                // ici le code de jeu update
            }
            else
            {
                game.ChangeState2(Game1.gameState.Checkpause);
                MediaPlayer.Stop();
                ParticleAdder.adder(game, Game1.gameState.Checkpause, height, width);
                _pause.Update(game, audio, ref _checkpause);
            }
            oldkey = keyboard;
        }
コード例 #14
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ファイル: ShootEmUp.cs プロジェクト: akaisuisei/umea-rana2
 public Shoot_Em_Up(Game1 game1, GraphicsDeviceManager graphics, ContentManager Content)
 {
     game1.IsMouseVisible = false;
     _pause = new _Pause(game1, graphics, Content);
 }
コード例 #15
0
 public void update(ref IA_manager_T manage_T, ref IA_manager_V manage_V, ref IA_manager_K manage_k,
     ref KeyboardState keybord, Game1 game, ref Scrolling_ManagerV scrollM, ref Ovni ovni)
 {
     manage_T = this.manage_T;
     manage_V = this.manage_V;
     manage_k = this.manage_k;
     scrollM = this.scrollingM;
     ovni = this.ovni;
     this.game = game;
     if (keybord.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Up))
         ++seconde;
     if (keybord.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Down))
         --seconde;
 }
コード例 #16
0
ファイル: GameState.cs プロジェクト: akaisuisei/umea-rana2
 protected void fail(Game1 game, sprite_broillon sprite, Game1.gameState _currentState)
 {
     if (sprite.rectangle.Bottom > 2 * height||sprite.dead )
         game.ChangeState(Game1.gameState.Pause, _currentState);
 }
コード例 #17
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 public Leveleditorselect(Game1 game1, GraphicsDeviceManager graphics, ContentManager Content)
 {
     game1.IsMouseVisible = true;
 }
コード例 #18
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        public override void Update(Game1 game, Audio audio)
        {
            KeyboardState keyboard = Keyboard.GetState();
            MouseState mouse = Mouse.GetState();
            Rectangle mouse_rec = new Rectangle(mouse.X, mouse.Y, 1, 1);

            if (keyboard.IsKeyUp (Keys.Tab) && oldkey.IsKeyDown(Keys.Tab))
            {
                tab = (tab + 1) % 3;
            }
            if (list1.in_use)
            {
                selected_item = list1.selectedItem;
            }
            else if (list2.in_use)
            {
                selected_item = list2.selectedItem;
            }

            butts.Update(ref keyboard,ref oldkey , ref mouse, ref mouse_rec, ref game, ref tab,selected_item );
            list1.Update(ref keyboard,ref oldkey , ref mouse,ref mouse_rec   ,ref tab);
            list2.Update(ref keyboard,ref oldkey, ref mouse,ref mouse_rec  ,ref tab);
            oldkey = keyboard;
        }
コード例 #19
0
ファイル: PlayingState.cs プロジェクト: akaisuisei/umea-rana2
 public PlayingState(Game1 game1, GraphicsDeviceManager graphics, ContentManager content)
 {
     _pause = new _Pause(game1, graphics, Content);
 }
コード例 #20
0
ファイル: Button.cs プロジェクト: akaisuisei/umea-rana2
        public void Update(ref KeyboardState Key, ref KeyboardState old, ref MouseState mouse, ref Rectangle mouse_rec, ref Game1 game, ref int tab, string name1, ref bool pause)
        {
            if (tab == this.tab)
            {
                intecep = false;

                for (int i = 0; i < rect.GetLength(0); ++i)
                    for (int j = 0; j < rect.GetLength(1); ++j)
                    {
                        if (mouse_rec.Intersects(rect[i, j]))
                        {
                            X = i;
                            Y = j;
                            intecep = true;
                        }
                    }
                if (old.IsKeyDown(Keys.Up) && Key.IsKeyUp(Keys.Up))
                {
                    Y = (Y - 1) % rect.GetLength(1);
                    if (gameState[X, Y] == null)
                        Y = (Y - 1) % rect.GetLength(1);

                }
                else if (old.IsKeyDown(Keys.Down) && Key.IsKeyUp(Keys.Down))
                {
                    Y = (Y + 1) % rect.GetLength(1);

                    if (gameState[X, Y] == null)
                        Y = (Y + 1) % rect.GetLength(1);
                }
                else if (old.IsKeyDown(Keys.Right) && Key.IsKeyUp(Keys.Right))
                {
                    X = (X + 1) % rect.GetLength(0);
                    if (gameState[X, Y] == null)
                        X = (X + 1) % rect.GetLength(0);

                }
                else if (old.IsKeyDown(Keys.Left) && Key.IsKeyUp(Keys.Left))
                {
                    X = (X - 1) % rect.GetLength(0);
                    if (gameState[X, Y] == null)
                        X = (X - 1) % rect.GetLength(0);

                }

                select = new Vector2(rect[X, Y].X - selection.Width, rect[X, Y].Y);
                if ((intecep && mouse.LeftButton == ButtonState.Pressed) || Key.IsKeyDown(Keys.Enter))
                {
                    if (gameState[X, Y] == "SEU")
                    {
                        game.level = levelname[X, Y];
                        game.ChangeState(Game1.gameState.SEU);
                    }
                    else if (gameState[X, Y] == "Checkpause")
                        game.ChangeState(Game1.gameState.Checkpause);
                    else if (gameState[X, Y] == "EditSEU")
                    {
                        game.level = "edit";
                        game.ChangeState(Game1.gameState.Editeur_mapVV);
                    }
                    else if (gameState[X, Y] == "Init")
                        game.ChangeState(Game1.gameState.Initialisateur);
                    else if (gameState[X, Y] == "LevelSelect")
                        game.ChangeState(Game1.gameState.Level_select_state);
                    else if (gameState[X, Y] == "Level2")
                    {
                        game.level = levelname[X, Y];
                        game.ChangeState(Game1.gameState.Level2);
                    }
                    else if (gameState[X, Y] == "Main")
                        game.ChangeState(Game1.gameState.MainMenuState);
                    else if (gameState[X, Y] == "Null")
                        game.ChangeState(Game1.gameState.Null);
                    else if (gameState[X, Y] == "Option")
                        game.ChangeState(Game1.gameState.OptionsState);
                    else if (gameState[X, Y] == "Pause")
                        game.ChangeState(Game1.gameState.Pause);
                    else if (gameState[X, Y] == "Play")
                        game.ChangeState(Game1.gameState.PlayingState);
                    else if (gameState[X, Y] == "LevelEdit")
                    {
                        if (name1 != string.Empty)
                            game.level = name1;
                        else
                            game.level = name[X, Y];
                        if (game.level != "LevelEdit")
                            game.ChangeState(Game1.gameState.leveleditor);
                    }
                    else if (gameState[X, Y] == "LevelSelect_P")
                        game.ChangeState(Game1.gameState.level_Pselect);
                    else if (gameState[X, Y] == "Exit")
                        game.Exit();
                    else if (gameState[X, Y] == "Last")
                        game.GetPreviousState();
                    else if (gameState[X, Y] == "Resume")
                        game.ChangeState2(Game1.gameState.Null);
                            else if (gameState[X, Y] == "Next")
                        game.nextgame();
                    else if (gameState[X, Y] == "Replay")
                        game.replay();
                    else
                        game.ChangeState(Game1.gameState.MainMenuState);

                                       pause = false;
                    System.Threading.Thread.Sleep(G_latence);
                }
            }
        }
コード例 #21
0
ファイル: sripte_V.cs プロジェクト: akaisuisei/umea-rana2
        public void Update(KeyboardState keyboard, Game1 game, KeyboardState oldkey)
        {
            if (automatic_controlled)//movement automatic de fin de jeu
                up();
            else// controlle du vaisseau
            {
                if (keyboard.IsKeyUp(Keys.T) && oldkey.IsKeyDown(Keys.T))
                    type += 3;
                else if (type < 3)
                {
                    if ((keyboard.IsKeyUp(Keys.Up) && keyboard.IsKeyUp(Keys.Down) && keyboard.IsKeyUp(Keys.Right) && keyboard.IsKeyUp(Keys.Left)) || keyboard.IsKeyDown(Keys.Left) && keyboard.IsKeyDown(Keys.Right))
                        move();
                    else
                    {
                        if (keyboard.IsKeyDown(Keys.Up) && (rectangle_C.Y > 0))
                            up();
                        if (keyboard.IsKeyDown(Keys.Down) && (rectangle_C.Bottom < height))
                            down();
                        if (keyboard.IsKeyDown(Keys.Right) && (rectangle_C.X + rectangle_C.Width < width))
                            right();
                        if (keyboard.IsKeyDown(Keys.Left) && (rectangle_C.X > 0))
                            left();
                    }
                }
                else
                {
                    type %= 5;
                    Transform();
                }
            }

            change_T += 1;// timer pour l animation
            if (keyboard.IsKeyDown(Keys.D1) || keyboard.IsKeyDown(Keys.F1))
                power = 1;
            if (keyboard.IsKeyDown(Keys.D2) || keyboard.IsKeyDown(Keys.F2))
                power = 2;
            if (keyboard.IsKeyDown(Keys.D3) || keyboard.IsKeyDown(Keys.F3))
                power = 3;
            if (keyboard.IsKeyDown(Keys.D4) || keyboard.IsKeyDown(Keys.F4))
                power = 4;
            if (vie <= 0)
                game.ChangeState(Game1.gameState.Pause);

            bullet.Bullet_Update(keyboard, this, oldkey, new Vector2(0, 1), power, ref bulletL, ref sizeX, ref sizeY, ref timer);
            Update_rec_collision();
        }
コード例 #22
0
ファイル: GameState.cs プロジェクト: akaisuisei/umea-rana2
 public abstract void Update(Game1 game, Audio audio);
コード例 #23
0
ファイル: level2.cs プロジェクト: akaisuisei/umea-rana2
        public override void Update(Game1 game, Audio audio)
        {
            KeyboardState keyboard;
            keyboard = Keyboard.GetState();
            if (keyboard.IsKeyDown(Keys.Escape) && latence <= 0)
            {
                _pause.checkpause(keyboard, ref _checkpause);
                latence = 30;
            }
            if (latence > 0)
                --latence;
            if (!_checkpause)
            {
                game.ChangeState2(Game1.gameState.Null);
                // scrolling
                scrolling1.Update(keyboard);

                // collision Allen
                if (collision.Collision_sp_sol(ref allen, ref platform_M))
                {
                    allen.marche();
                    allen.jump_off = true;
                    allen.chute = false;
                }
                else
                {
                    allen.air();
                }
                allen.update(keyboard);

                //collision ia
                collision.collision_ia_sol(manageS, ref platform_M);
                manageS.Update(allen, ref keyboard);
                collision.collision_ia_AR_sol(managerAR, ref platform_M);
                managerAA.Update(ref keyboard);
                collision.collision_ia_sol(managerAA, ref platform_M);

                collision.coll_AL_IA(manageS, ref allen);
               collision.coll_AL_IA(managerAA , ref allen);
                collision.coll_AL_IA(managerAR, ref allen);
                //manager IA
                managerAR.Update(ref keyboard);

                //manager platform
                platform_M.Update(keyboard);
            }
            else
            {
                game.ChangeState2(Game1.gameState.Checkpause);
                MediaPlayer.Stop();
                ParticleAdder.adder(game, Game1.gameState.Checkpause,height,width);
                _pause.Update(game, audio, ref _checkpause);
            }

            //partie perdu
            fail(game, allen, Game1.gameState.SEU);

            //audio

            if (allen.rectangle.Right >= width * 2 - 50)
                game.ChangeState(Game1.gameState.Pause, Game1.gameState.win );
        }
コード例 #24
0
ファイル: leveleditor.cs プロジェクト: akaisuisei/umea-rana2
        public override void Update(Game1 game, Audio audio)
        {
            KeyboardState keyboard;
            keyboard = Keyboard.GetState();
            if (keyboard.IsKeyDown(Keys.Escape) && latence <= 0)
            {
                _pause.checkpause(keyboard, ref _checkpause);
                latence = 30;
            }
            if (latence > 0)
                --latence;
            if (!_checkpause)
            {
                game.ChangeState2(Game1.gameState.Null);
                // scrolling verticale
                //      scrolling1.Update();
                //     scrolling2.Update();
                Scroll.Update();
                //vaisseau
                vaisseau.Update(keyboard, game, oldkey);

                //update ia jbdcvf
               // aster.update();

                ovini.Update(ref game_time) ;
                manage_T.Update(ref game, ref game_time);
                manage_V.Update(ref vaisseau, ref game_time);
                manage_k.Update(ref vaisseau, ref game_time);
                collision.hero_missile(manage_T, ref vaisseau);
                collision.hero_missile(manage_V, ref  vaisseau);
                collision.col_H_IA(manage_k, ref vaisseau);
                collision.col_H_IA(manage_V, ref vaisseau);
                collision.col_H_IA(manage_T, ref vaisseau);
              //  collision.Ovni_vaiss(ref ovini, ref vaisseau);

                //update collision

                collision.collision_ai_missile(ref vaisseau, manage_k);
                collision.collision_ai_missile(ref vaisseau, manage_V);
                collision.collision_ai_missile(ref vaisseau, manage_T);
            }
            else
            {
                game.ChangeState2(Game1.gameState.Checkpause);
                _pause.Update(game, audio, ref _checkpause);
            }
            // update fin de jeu
            if (manage_k.Ia_manage.Count == 0 && manage_T.Ia_manage.Count == 0 && manage_V.Ia_manage.Count == 0)
            {
                if (timer == -100)
                {
                    vaisseau.gagne();
                    timer = vaisseau.rectangle.Y / 2;
                  //  aster.visible = false;
                    manage_k.bulletL.Clear();
                    manage_T.bulletL.Clear();
                    manage_V.bulletL.Clear();
                }
                if (timer < 0 && timer != -100)
                    game.ChangeState(Game1.gameState.level_Pselect );//va au level2
                timer--;
            }
            //update interface

            oldkey = keyboard;
            game_time++;
        }
コード例 #25
0
ファイル: _Pause.cs プロジェクト: akaisuisei/umea-rana2
        public void Update(Game1 game, Audio audio, ref bool checkpause)
        {
            KeyboardState keyboard = Keyboard.GetState();
            MouseState mouse = Mouse.GetState();
            mouserec = new Rectangle(mouse.X, mouse.Y, 1, 1);
            button.Update(ref keyboard, ref old, ref mouse, ref mouserec, ref game, ref tab, "", ref checkpause);

            old = keyboard;
        }
コード例 #26
0
        public override void Update(Game1 game, Audio audio)
        {
            KeyboardState keyboard;
            MouseState mouse;
            mouse = Mouse.GetState();
            keyboard = Keyboard.GetState();
            if (keyboard.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Escape) && latence <= 0)
            {

                _pause.checkpause(keyboard, ref _checkpause);
                latence = 30;
                user.Hide();
            }
            if (latence > 0)
                --latence;
            if (!_checkpause)
            {
                if (mouse.LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed && !user.IHave_control)
                {
                    spawn = existcheck(ref iaType, mouse);

                    user._show(mouse.X, mouse.Y, iaType, spawn);
                }
                if (user.IHave_control)
                    user.TopMost = true;
                else
                {
                    user.update(ref manage_T, ref manage_V, ref manage_k, ref keyboard, game, ref Scroll_manager, ref ovni);
                    //        scrolling1.update_ophelia(keyboard);
                    Scroll_manager.Update_ophelia(keyboard);
                }
                manage_k.Update_ophelia(keyboard);
                manage_T.Update_ophelia(keyboard);
                manage_V.Update_ophelia(keyboard);
                ovni.Update(keyboard);
            }
            else
            {
                game.ChangeState2(Game1.gameState.Checkpause);
                MediaPlayer.Stop();
                ParticleAdder.adder(game, Game1.gameState.Checkpause, height, width);
                _pause.Update(game, audio, ref _checkpause);
            }

            //update interface

            oldkey = keyboard;
        }
コード例 #27
0
ファイル: OptionState.cs プロジェクト: akaisuisei/umea-rana2
 public override void Update(Game1 game, Audio audio)
 {
 }
コード例 #28
0
ファイル: IA_manager_T.cs プロジェクト: akaisuisei/umea-rana2
        public void Update(ref Game1 game, ref int gametime)
        {
            for (int i = 0; i < ia_manage.Count; ++i)
            {
                if (gametime >=ia_manage[i]. timer_lunch)
                {
                    ia_manage[i].bullet.Bullet_Update2(ia_manage[i], new Vector2(0, -1), 1, ref bulletL);
                    moveH(ref i);
                    ia_manage[i].Update_rec_collision();
                }

                this.ia_manage[i].Timer++;
                if (this.ia_manage[i].Timer == this.AnimationSpeed)
                {
                    this.ia_manage[i].Timer = 0;
                    this.ia_manage[i].FrameColunm ++;
                    if (ia_manage[i].FrameColunm >= 1 && ia_manage[i].FrameColunm < 13)
                    {
                        ia_manage[i]. Effects = SpriteEffects.None;
                    }
                    if (ia_manage[i]. FrameColunm > 12 &&ia_manage[i].  FrameColunm < 25)
                    {
                       ia_manage[i].  Effects = SpriteEffects.FlipHorizontally;
                       ia_manage[i].  FrameColunm = 1;
                    }
                    if (ia_manage[i]. FrameColunm > 24)
                    {
                       ia_manage[i].  FrameColunm = 1;
                       ia_manage[i]. Effects = SpriteEffects.None;
                    }

                    remove(ref i);
                }
            }
            //update che chaque missile
            for (int i = 0; i < bulletL.Count; i++)
            {
                bulletL[i].update2();

                if (bulletL[i].rectangle_C.Top > 1080)
                    bulletL.RemoveAt(i);
            }
        }