public void update(GameTime gametime) { camera.update(gametime, new Vector2(Res.gI().ScaleX(840), 0)); keyboardstate = Keyboard.GetState(); switch (gametype) { case GameType.Menu_Base_Type: menubase.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Exit; casper = new Casper(Content_Manager.getInstance().Textures["Casper"], new Rectangle(0, 0, Res.gI().ScaleX(16), Res.gI().ScaleY(34))); controls = new Controls(casper.Position, casper.Velocity, casper.Speed, Keys.W, Keys.A, Keys.D, Keys.S); respawn = true; player2 = new Casper(Content_Manager.getInstance().Textures["Casper"], new Rectangle(Res.gI().ScaleX(50), Res.gI().ScaleY(50), Res.gI().ScaleX(16), Res.gI().ScaleY(34))); casper2 = new Casper(Content_Manager.getInstance().Textures["Player1"], new Rectangle(Res.gI().ScaleX(9000), Res.gI().ScaleY(9000), Res.gI().ScaleX(31), Res.gI().ScaleY(50))); controlsPlayer2 = new Controls(player2.Position, player2.Velocity, player2.Speed, Keys.Up, Keys.Left, Keys.Right, Keys.Down); controlsWorld2 = new Controls(casper2.Position, casper2.Velocity, casper2.Speed, Keys.W, Keys.A, Keys.D, Keys.S); shots = new Shots(); shots2 = new Shots(); shots3 = new Shots(); AI_w1l1 = new AI_W1L1(); AI_w1l2 = new AI_W1L2(); AI_w2l1 = new AI_W2L1(); AI_w2l2 = new AI_W2L2(); AI_w2l2_2 = new AI_W2L2_2(); AI_w2l3 = new AI_W2L3(); casper.healthpoint.healthpoint = 15; casper2.healthpoint.healthpoint = 13; //player2.healthpoint.healthpoint = 13; break; case GameType.Menu_Play_Type: menuplay.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Menu_Base_Type; break; case GameType.Menu_Play_Solo_Type: menuSolo.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Menu_Play_Type; break; case GameType.Menu_Play_Solo_World1_Type: menusolo1.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Menu_Play_Solo_Type; break; case GameType.Menu_Play_Solo_World2_Type: menusolo2.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Menu_Play_Solo_Type; break; case GameType.Menu_Play_Multi_Type: // menuMulti.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Menu_Play_Solo_World1_Type; if (previousgametype == GameType.Menu_Play_Solo_World1_Type && respawn == true) { controls.Position = new Vector2(Res.gI().ScaleX(200), Res.gI().ScaleY(924)); respawn = false; } if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(4200)) camera.update(gametime, new Vector2(Res.gI().ScaleX(4200), 0)); casper.update(gametime, controls, gametype, w1l1.getList(), spikes.getList()); player2.update(gametime, controlsPlayer2, gametype, w1l1.getList(), spikes.getList()); Game1.GetGame().IsMouseVisible = false; if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { previousgametype = GameType.Menu_Play_Multi_Type; casper.update(gametime, controls, gametype, w1l1.getList(), spikes.getList()); player2.update(gametime, controlsPlayer2, gametype, w1l1.getList(), spikes.getList()); Game1.GetGame().IsMouseVisible = true; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.pause); gametype = GameType.Menu_Pause; } previouskeyboardstate = keyboardstate; break; case GameType.Menu_Option_Type: menuoptions.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Menu_Base_Type; break; case GameType.Menu_Play_Solo_world1_lvl1: previousgametype = GameType.Menu_Play_Solo_World1_Type; if (respawn == true || casper.healthpoint.respawn == true) { controls.Position = new Vector2(Res.gI().ScaleX(200), Res.gI().ScaleY(924)); respawn = false; casper.healthpoint.respawn = false; } if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(4200)) camera.update(gametime, new Vector2(Res.gI().ScaleX(4200), 0)); Game1.GetGame().casperr = casper; AI_w1l1.update(gametime); casper.update(gametime, controls, gametype, w1l1.getList(), spikes.getList().Concat<Rectangle>(AI_w1l1.getListRectangle())); Game1.GetGame().IsMouseVisible = false; if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { Game1.GetGame().IsMouseVisible = true; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.pause); gametype = GameType.Menu_Pause; previousgametype = GameType.Menu_Play_Solo_world1_lvl1; } previouskeyboardstate = keyboardstate; break; case GameType.Menu_Play_Solo_world1_lvl2: previousgametype = GameType.Menu_Play_Solo_World1_Type; if (respawn == true || casper.healthpoint.respawn == true) { controls.Position = new Vector2(Res.gI().ScaleX(200), Res.gI().ScaleY(244)); respawn = false; casper.healthpoint.respawn = false; } if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(4200)) camera.update(gametime, new Vector2(Res.gI().ScaleX(4200), 0)); Game1.GetGame().casperr = casper; AI_w1l2.update(gametime); tp1.EmitterLocation = new Vector2(Res.gI().ScaleX(1280), Res.gI().ScaleY(450)); tp1.Update(); tp2.EmitterLocation = new Vector2(Res.gI().ScaleX(3490), Res.gI().ScaleY(530)); tp2.Update(); tp3.EmitterLocation = new Vector2(Res.gI().ScaleX(3490), Res.gI().ScaleY(630)); tp3.Update(); tp4.EmitterLocation = new Vector2(Res.gI().ScaleX(3490), Res.gI().ScaleY(730)); tp4.Update(); casper.update(gametime, controls, gametype, w1l2.getList(), sw1l2.getList().Concat<Rectangle>(AI_w1l2.getListRectangle())); Game1.GetGame().IsMouseVisible = false; if (casper.Hitbox.Intersects(teleport1)) controls.Position = new Vector2(Res.gI().ScaleX(500), Res.gI().ScaleY(726)); if (casper.Hitbox.Intersects(teleport2)) controls.Position = new Vector2(Res.gI().ScaleX(3025), Res.gI().ScaleY(366)); if (casper.Hitbox.X > 1320 && isThere == false) { BigMonster = new AI_basic(Content_Manager.getInstance().Textures["Wall"], Content_Manager.getInstance().Textures["enemy2"], new Rectangle(Res.gI().ScaleX(500), Res.gI().ScaleY(0), Res.gI().ScaleX(160), Res.gI().ScaleY(1050)), new Vector2(4, 0), 30000); isThere = true; } if (BigMonster != null) BigMonster.update(gametime); if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { Game1.GetGame().IsMouseVisible = true; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.pause); gametype = GameType.Menu_Pause; previousgametype = GameType.Menu_Play_Solo_world1_lvl2; } previouskeyboardstate = keyboardstate; break; case GameType.Menu_Play_Solo_world1_lvl3: previousgametype = GameType.Menu_Play_Solo_World1_Type; if (respawn == true || casper.healthpoint.respawn == true) { controls.Position = new Vector2(Res.gI().ScaleX(80), Res.gI().ScaleY(644));//spawn position respawn = false; casper.healthpoint.respawn = false; } if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(1400)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1400), 0)); Game1.GetGame().casperr = casper; casper.update(gametime, controls, gametype, w1l3.getList(), sw1l3.getList()); Game1.GetGame().IsMouseVisible = false; // IA if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { Game1.GetGame().IsMouseVisible = true; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.pause); gametype = GameType.Menu_Pause; previousgametype = GameType.Menu_Play_Solo_world1_lvl3; } previouskeyboardstate = keyboardstate; break; case GameType.Menu_Play_Solo_world2_lvl1: previousgametype = GameType.Menu_Play_Solo_World1_Type; if (respawn == true || casper2.healthpoint.respawn == true) { controlsWorld2.Position = new Vector2(Res.gI().ScaleX(55), Res.gI().ScaleY(924)); respawn = false; casper2.healthpoint.respawn = false; } if (casper2.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper2.Position); if (casper2.Position.X > Res.gI().ScaleX(1680)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1680), 0)); AI_w2l1.update(gametime, casper2); Game1.GetGame().casperr = casper2; casper2.update(gametime, controlsWorld2, gametype, w2l1.getList(), AI_w2l1.getListRectangle()); Game1.GetGame().IsMouseVisible = true; shots.update(gametime, casper2.Position, AI_w2l1.AI_w2l1); if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { Game1.GetGame().IsMouseVisible = true; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.pause); gametype = GameType.Menu_Pause; previousgametype = GameType.Menu_Play_Solo_world2_lvl1; } previouskeyboardstate = keyboardstate; break; case GameType.Menu_Play_Solo_world2_lvl2: previousgametype = GameType.Menu_Play_Solo_World2_Type; if (respawn == true || casper2.healthpoint.respawn == true) { controlsWorld2.Position = new Vector2(Res.gI().ScaleX(200), Res.gI().ScaleY(924)); respawn = false; casper2.healthpoint.respawn = false; } if (casper2.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper2.Position); if (casper2.Position.X > Res.gI().ScaleX(1680)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1680), 0)); AI_w2l2.update(gametime,casper2); AI_w2l2_2.update(gametime); Game1.GetGame().casperr = casper2; Game1.GetGame().IsMouseVisible = true; shots2.update(gametime, casper2.Position, AI_w2l2.AI_w2l2); casper2.update(gametime, controlsWorld2, gametype, w2l2.getList(), AI_w2l2_2.getListRectangle().Concat<Rectangle>(AI_w2l2.getListRectangle())); if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { //casper.update(gametime); Game1.GetGame().IsMouseVisible = true; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.pause); gametype = GameType.Menu_Pause; previousgametype = GameType.Menu_Play_Solo_world2_lvl2; } previouskeyboardstate = keyboardstate; break; case GameType.Menu_Play_Solo_world2_lvl3: previousgametype = GameType.Menu_Play_Solo_World2_Type; if (respawn == true || casper2.healthpoint.respawn == true) { controlsWorld2.Position = new Vector2(Res.gI().ScaleX(200), Res.gI().ScaleY(924)); respawn = false; casper2.healthpoint.respawn = false; } if (casper2.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper2.Position); if (casper2.Position.X > Res.gI().ScaleX(1680)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1680), 0)); AI_w2l3.update(gametime, casper2); Game1.GetGame().casperr = casper2; casper2.update(gametime, controlsWorld2, gametype, w2l3.getList(), AI_w2l3.getListRectangle()); Game1.GetGame().IsMouseVisible = true; shots3.update(gametime, casper2.Position, AI_w2l3.AI_w2l3); if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { Game1.GetGame().IsMouseVisible = true; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.pause); gametype = GameType.Menu_Pause; previousgametype = GameType.Menu_Play_Solo_world2_lvl3; } previouskeyboardstate = keyboardstate; break; case GameType.Exit: Game1.GetGame().Exit(); break; case GameType.Menu_Pause: if (previousgametype == GameType.Menu_Play_Solo_world2_lvl1 || previousgametype == GameType.Menu_Play_Solo_world2_lvl2 || previousgametype == GameType.Menu_Play_Solo_world2_lvl3) { if (casper2.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper2.Position); if (casper2.Position.X > Res.gI().ScaleX(1680)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1680), 0)); } if (previousgametype == GameType.Menu_Play_Solo_world1_lvl3) { if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(1400)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1400), 0)); } if (previousgametype == GameType.Menu_Play_Solo_world1_lvl1 || previousgametype == GameType.Menu_Play_Solo_world1_lvl2) { if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(4200)) camera.update(gametime, new Vector2(Res.gI().ScaleX(4200), 0)); } //camera.update(gametime, casper.Position); if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { Game1.GetGame().IsMouseVisible = false; gametype = previousgametype; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.ingame); } menupause.update(gametime, ref gametype, ref previousgametype, camera.centre); previouskeyboardstate = keyboardstate; break; case GameType.Menu_Pause_Option: //camera.update(gametime, casper.Position); if (previousgametype == GameType.Menu_Play_Solo_world2_lvl1 || previousgametype == GameType.Menu_Play_Solo_world2_lvl2 || previousgametype == GameType.Menu_Play_Solo_world2_lvl3) { if (casper2.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper2.Position); if (casper2.Position.X > Res.gI().ScaleX(1680)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1680), 0)); } if (previousgametype == GameType.Menu_Play_Solo_world1_lvl3) { if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(1400)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1400), 0)); } if (previousgametype == GameType.Menu_Play_Solo_world1_lvl1 || previousgametype == GameType.Menu_Play_Solo_world1_lvl2) { if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(4200)) camera.update(gametime, new Vector2(Res.gI().ScaleX(4200), 0)); } menupauseoption.update(gametime, ref gametype, ref previousgametype, camera.centre); break; default: menubase.update(gametime, ref gametype, ref previousgametype); break; } }
public void update(GameTime gametime) { camera.update(gametime, new Vector2(Res.gI().ScaleX(840), 0)); keyboardstate = Keyboard.GetState(); switch (gametype) { case GameType.Menu_Base_Type: menubase.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Exit; casper = new Casper(Content_Manager.getInstance().Textures["Casper"], new Rectangle(0, 0, Res.gI().ScaleX(16), Res.gI().ScaleY(34))); controls = new Controls(casper.Position, casper.Velocity, casper.Speed, Keys.W, Keys.A, Keys.D, Keys.S); respawn = true; player2 = new Casper(Content_Manager.getInstance().Textures["Casper"], new Rectangle(Res.gI().ScaleX(50), Res.gI().ScaleY(50), Res.gI().ScaleX(16), Res.gI().ScaleY(34))); casper2 = new Casper(Content_Manager.getInstance().Textures["Player1"], new Rectangle(Res.gI().ScaleX(9000), Res.gI().ScaleY(9000), Res.gI().ScaleX(31), Res.gI().ScaleY(50))); controlsPlayer2 = new Controls(player2.Position, player2.Velocity, player2.Speed, Keys.Up, Keys.Left, Keys.Right, Keys.Down); controlsWorld2 = new Controls(casper2.Position, casper2.Velocity, casper2.Speed, Keys.W, Keys.A, Keys.D, Keys.S); shots = new Shots(); shots2 = new Shots(); shots3 = new Shots(); deltaboss = 0; bigM = true; finLvl1 = new Rectangle(Res.gI().ScaleX(4620),Res.gI().ScaleY(270),Res.gI().ScaleX(200),Res.gI().ScaleY(50)); finLvl2 = new Rectangle(Res.gI().ScaleX(4600),Res.gI().ScaleY(700),Res.gI().ScaleX(200),Res.gI().ScaleY(60)); finLvl6 = new Rectangle(Res.gI().ScaleX(40), Res.gI().ScaleY(700), Res.gI().ScaleX(70), Res.gI().ScaleY(90)); finLvl4 = new Rectangle(Res.gI().ScaleX(2410),Res.gI().ScaleY(60),Res.gI().ScaleX(70),Res.gI().ScaleY(90)); finLvl5 = new Rectangle(Res.gI().ScaleX(40),Res.gI().ScaleY(900),Res.gI().ScaleX(70),Res.gI().ScaleY(90)); //finLvl3 = new Rectangle(Res.gI().ScaleX(1838), Res.gI().ScaleY(259), Res.gI().ScaleX(23), Res.gI().ScaleY(24)); AI_w1l1 = new AI_W1L1(); AI_w1l2 = new AI_W1L2(); AI_w2l1 = new AI_W2L1(); AI_w2l2 = new AI_W2L2(); AI_w2l2_2 = new AI_W2L2_2(); AI_w2l3 = new AI_W2L3(); Boss = new AI_basic(Content_Manager.getInstance().Textures["PlayerDroite1"], Content_Manager.getInstance().Textures["PlayerGauche1"], new Rectangle(Res.gI().ScaleX(820), Res.gI().ScaleY(150), Res.gI().ScaleX(30), Res.gI().ScaleY(50)), new Vector2(4, 0), Res.gI().ScaleX(610)); // 820x y150 x1430 y150 30 50 Game1.GetGame().IsMouseVisible = true; casper.healthpoint.healthpoint = 15; casper2.healthpoint.healthpoint = 5; //player2.healthpoint.healthpoint = 13; break; case GameType.Menu_Play_Type: menuplay.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Menu_Base_Type; break; case GameType.Menu_Play_Solo_Type: menuSolo.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Menu_Play_Type; break; case GameType.Menu_Play_Solo_World1_Type: menusolo1.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Menu_Play_Solo_Type; break; case GameType.Menu_Play_Solo_World2_Type: menusolo2.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Menu_Play_Solo_Type; break; case GameType.Menu_Play_Multi_Type: // menuMulti.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Menu_Play_Solo_World1_Type; if (respawn) { controls.Position = new Vector2(Res.gI().ScaleX(200), Res.gI().ScaleY(924)); respawn = false; } if (casper.healthpoint.respawn) { controls.Position = controlsPlayer2.Position; casper.healthpoint.respawn = false; } if (player2.healthpoint.respawn) { controlsPlayer2.Position = controls.Position; player2.healthpoint.respawn = false; } if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(4200)) camera.update(gametime, new Vector2(Res.gI().ScaleX(4200), 0)); AI_w1l1.update(gametime); casper.update(gametime, controls, gametype, w1l1.getList(), spikes.getList().Concat<Rectangle>(AI_w1l1.getListRectangle())); player2.update(gametime, controlsPlayer2, gametype, w1l1.getList(), spikes.getList().Concat<Rectangle>(AI_w1l1.getListRectangle())); Game1.GetGame().IsMouseVisible = false; if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { previousgametype = GameType.Menu_Play_Multi_Type; casper.update(gametime, controls, gametype, w1l1.getList(), spikes.getList().Concat<Rectangle>(AI_w1l1.getListRectangle())); player2.update(gametime, controlsPlayer2, gametype, w1l1.getList(), spikes.getList().Concat<Rectangle>(AI_w1l1.getListRectangle())); Game1.GetGame().IsMouseVisible = true; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.pause); gametype = GameType.Menu_Pause; } previouskeyboardstate = keyboardstate; break; case GameType.Menu_Option_Type: menuoptions.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Menu_Base_Type; break; case GameType.Menu_Play_Solo_world1_lvl1: Game1.GetGame().IsMouseVisible = false; previousgametype = GameType.Menu_Play_Solo_World1_Type; if (respawn || casper.healthpoint.respawn) { controls.Position = new Vector2(Res.gI().ScaleX(200), Res.gI().ScaleY(924)); respawn = false; casper.healthpoint.respawn = false; } if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(4200)) camera.update(gametime, new Vector2(Res.gI().ScaleX(4200), 0)); Game1.GetGame().casperr = casper; AI_w1l1.update(gametime); casper.update(gametime, controls, gametype, w1l1.getList(), spikes.getList().Concat<Rectangle>(AI_w1l1.getListRectangle())); if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { Game1.GetGame().IsMouseVisible = true; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.pause); gametype = GameType.Menu_Pause; previousgametype = GameType.Menu_Play_Solo_world1_lvl1; } previouskeyboardstate = keyboardstate; /// fin du lvl if (casper.Hitbox.Intersects(finLvl1)) { controls.Position = new Vector2(Res.gI().ScaleX(200), Res.gI().ScaleY(244)); bigM = true; gametype = GameType.Menu_Play_Solo_world1_lvl2; } /// break; case GameType.Menu_Play_Solo_world1_lvl2: previousgametype = GameType.Menu_Play_Solo_World1_Type; if (respawn || casper.healthpoint.respawn) { controls.Position = new Vector2(Res.gI().ScaleX(200), Res.gI().ScaleY(244)); respawn = false; casper.healthpoint.respawn = false; bigM = true; } if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(4200)) camera.update(gametime, new Vector2(Res.gI().ScaleX(4200), 0)); Game1.GetGame().casperr = casper; AI_w1l2.update(gametime); tp1.EmitterLocation = new Vector2(Res.gI().ScaleX(1280), Res.gI().ScaleY(450)); tp1.Update(); tp2.EmitterLocation = new Vector2(Res.gI().ScaleX(3490), Res.gI().ScaleY(530)); tp2.Update(); tp3.EmitterLocation = new Vector2(Res.gI().ScaleX(3490), Res.gI().ScaleY(630)); tp3.Update(); tp4.EmitterLocation = new Vector2(Res.gI().ScaleX(3490), Res.gI().ScaleY(730)); tp4.Update(); casper.update(gametime, controls, gametype, w1l2.getList(), sw1l2.getList().Concat<Rectangle>(AI_w1l2.getListRectangle())); Game1.GetGame().IsMouseVisible = false; if (casper.Hitbox.Intersects(teleport1)) controls.Position = new Vector2(Res.gI().ScaleX(500), Res.gI().ScaleY(726)); if (casper.Hitbox.Intersects(teleport2)) controls.Position = new Vector2(Res.gI().ScaleX(3025), Res.gI().ScaleY(366)); if (controls.Position.X > 1320 && bigM) { BigMonster = new AI_basic(Content_Manager.getInstance().Textures["Wall"], Content_Manager.getInstance().Textures["enemy2"], new Rectangle(Res.gI().ScaleX(500), Res.gI().ScaleY(0), Res.gI().ScaleX(160), Res.gI().ScaleY(1050)), new Vector2(6, 0), 30000); bigM = false; } if (BigMonster != null) { BigMonster.update(gametime); if (casper.Hitbox.Intersects(BigMonster.Hitbox)) { respawn = true; casper.healthpoint.healthpoint -= 1; SoundManager.hp.Play(); } } if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { Game1.GetGame().IsMouseVisible = true; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.pause); gametype = GameType.Menu_Pause; previousgametype = GameType.Menu_Play_Solo_world1_lvl2; } previouskeyboardstate = keyboardstate; // fin lvl if (casper.Hitbox.Intersects(finLvl2)) { controls.Position = new Vector2(Res.gI().ScaleX(80), Res.gI().ScaleY(644)); gametype = GameType.Menu_Play_Solo_world1_lvl3; } break; case GameType.Menu_Play_Solo_world1_lvl3: previousgametype = GameType.Menu_Play_Solo_World1_Type; if (respawn || casper.healthpoint.respawn) { controls.Position = new Vector2(Res.gI().ScaleX(80), Res.gI().ScaleY(644));//spawn position respawn = false; casper.healthpoint.respawn = false; } if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(1400)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1400), 0)); deltaboss++; if (deltaboss > 60) deltaboss = 0; Game1.GetGame().casperr = casper; Boss.update(gametime); casper.update(gametime, controls, gametype, w1l3.getList(), sw1l3.getList()); Game1.GetGame().IsMouseVisible = false; // IA if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { Game1.GetGame().IsMouseVisible = true; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.pause); gametype = GameType.Menu_Pause; previousgametype = GameType.Menu_Play_Solo_world1_lvl3; } previouskeyboardstate = keyboardstate; if (casper.Hitbox.Intersects(finLvl3)) { gametype = GameType.Trans1; controlsWorld2.Position = new Vector2(Res.gI().ScaleX(55), Res.gI().ScaleY(924)); } break; case GameType.Menu_Play_Solo_world2_lvl1: previousgametype = GameType.Menu_Play_Solo_World1_Type; if (respawn || casper2.healthpoint.respawn) { controlsWorld2.Position = new Vector2(Res.gI().ScaleX(55), Res.gI().ScaleY(924)); respawn = false; casper2.healthpoint.respawn = false; AI_w2l1 = new AI_W2L1(); } if (casper2.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper2.Position); if (casper2.Position.X > Res.gI().ScaleX(1680)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1680), 0)); AI_w2l1.update(gametime, casper2); Game1.GetGame().casperr = casper2; casper2.update(gametime, controlsWorld2, gametype, w2l1.getList(), AI_w2l1.getListRectangle()); Game1.GetGame().IsMouseVisible = true; shots.update(gametime, casper2.Position, AI_w2l1.AI_w2l1); if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { Game1.GetGame().IsMouseVisible = true; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.pause); //MediaPlayer.Volume = 0.7f; gametype = GameType.Menu_Pause; previousgametype = GameType.Menu_Play_Solo_world2_lvl1; } previouskeyboardstate = keyboardstate; //fin lvl if (casper2.Hitbox.Intersects(finLvl4)) { gametype = GameType.Menu_Play_Solo_world2_lvl2; controlsWorld2.Position = new Vector2(Res.gI().ScaleX(2420), Res.gI().ScaleY(80)); } break; case GameType.Menu_Play_Solo_world2_lvl2: previousgametype = GameType.Menu_Play_Solo_World2_Type; if (respawn || casper2.healthpoint.respawn) { controlsWorld2.Position = new Vector2(Res.gI().ScaleX(2420), Res.gI().ScaleY(80)); respawn = false; casper2.healthpoint.respawn = false; AI_w2l2 = new AI_W2L2(); } if (casper2.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper2.Position); if (casper2.Position.X > Res.gI().ScaleX(1680)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1680), 0)); AI_w2l2.update(gametime, casper2); AI_w2l2_2.update(gametime); Game1.GetGame().casperr = casper2; Game1.GetGame().IsMouseVisible = true; shots2.update(gametime, casper2.Position, AI_w2l2.AI_w2l2); casper2.update(gametime, controlsWorld2, gametype, w2l2.getList(), AI_w2l2_2.getListRectangle().Concat<Rectangle>(AI_w2l2.getListRectangle())); if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { //casper.update(gametime); Game1.GetGame().IsMouseVisible = true; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.pause); gametype = GameType.Menu_Pause; previousgametype = GameType.Menu_Play_Solo_world2_lvl2; } previouskeyboardstate = keyboardstate; //fin lvl if (casper2.Hitbox.Intersects(finLvl5)) { gametype = GameType.Menu_Play_Solo_world2_lvl3; controlsWorld2.Position = new Vector2(Res.gI().ScaleX(55), Res.gI().ScaleY(924)); } break; case GameType.Menu_Play_Solo_world2_lvl3: previousgametype = GameType.Menu_Play_Solo_World2_Type; if (respawn || casper2.healthpoint.respawn) { controlsWorld2.Position = new Vector2(Res.gI().ScaleX(55), Res.gI().ScaleY(924)); respawn = false; casper2.healthpoint.respawn = false; AI_w2l3 = new AI_W2L3(); } if (casper2.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper2.Position); if (casper2.Position.X > Res.gI().ScaleX(1680)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1680), 0)); AI_w2l3.update(gametime, casper2); Game1.GetGame().casperr = casper2; casper2.update(gametime, controlsWorld2, gametype, w2l3.getList(), AI_w2l3.getListRectangle()); Game1.GetGame().IsMouseVisible = true; shots3.update(gametime, casper2.Position, AI_w2l3.AI_w2l3); if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { Game1.GetGame().IsMouseVisible = true; MediaPlayer.Stop(); MediaPlayer.Play(SoundManager.pause); gametype = GameType.Menu_Pause; previousgametype = GameType.Menu_Play_Solo_world2_lvl3; } previouskeyboardstate = keyboardstate; if (AI_w2l3.getListRectangle().Count==0) { gametype = GameType.End1; } break; case GameType.Exit: Game1.GetGame().Exit(); break; case GameType.Menu_Pause: if (previousgametype == GameType.Menu_Play_Solo_world2_lvl1 || previousgametype == GameType.Menu_Play_Solo_world2_lvl2 || previousgametype == GameType.Menu_Play_Solo_world2_lvl3) { if (casper2.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper2.Position); if (casper2.Position.X > Res.gI().ScaleX(1680)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1680), 0)); } if (previousgametype == GameType.Menu_Play_Solo_world1_lvl3) { if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(1400)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1400), 0)); } if (previousgametype == GameType.Menu_Play_Solo_world1_lvl1 || previousgametype == GameType.Menu_Play_Solo_world1_lvl2) { if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(4200)) camera.update(gametime, new Vector2(Res.gI().ScaleX(4200), 0)); } //camera.update(gametime, casper.Position); if (keyboardstate.IsKeyDown(Keys.Escape) && previouskeyboardstate.IsKeyUp(Keys.Escape)) { ////////// test avec previous game stqt Game1.GetGame().IsMouseVisible = false; MediaPlayer.Stop(); gametype = previousgametype; if (previousgametype == GameType.Menu_Play_Solo_world1_lvl2) { MediaPlayer.Play(SoundManager.ingame2); } if (previousgametype == GameType.Menu_Play_Solo_world1_lvl3) { MediaPlayer.Play(SoundManager.ingame3); } if (previousgametype == GameType.Menu_Play_Solo_world2_lvl3) { MediaPlayer.Play(SoundManager.ingame4); } if (previousgametype == GameType.Menu_Play_Solo_world2_lvl1) { MediaPlayer.Play(SoundManager.ingame6); } if (previousgametype == GameType.Menu_Play_Solo_world2_lvl2) { MediaPlayer.Play(SoundManager.ingame5); } } menupause.update(gametime, ref gametype, ref previousgametype, camera.centre); previouskeyboardstate = keyboardstate; break; case GameType.Menu_Pause_Option: //camera.update(gametime, casper.Position); if (previousgametype == GameType.Menu_Play_Solo_world2_lvl1 || previousgametype == GameType.Menu_Play_Solo_world2_lvl2 || previousgametype == GameType.Menu_Play_Solo_world2_lvl3) { if (casper2.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper2.Position); if (casper2.Position.X > Res.gI().ScaleX(1680)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1680), 0)); } if (previousgametype == GameType.Menu_Play_Solo_world1_lvl3) { if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(1400)) camera.update(gametime, new Vector2(Res.gI().ScaleX(1400), 0)); } if (previousgametype == GameType.Menu_Play_Solo_world1_lvl1 || previousgametype == GameType.Menu_Play_Solo_world1_lvl2) { if (casper.Position.X > Res.gI().ScaleX(840)) camera.update(gametime, casper.Position); if (casper.Position.X > Res.gI().ScaleX(4200)) camera.update(gametime, new Vector2(Res.gI().ScaleX(4200), 0)); } menupauseoption.update(gametime, ref gametype, ref previousgametype, camera.centre); break; case GameType.Intro1: cinematic.update(GameType.Intro2); break; case GameType.Intro2: cinematic.update(GameType.Intro3); break; case GameType.Intro3: cinematic.update(GameType.Menu_Play_Solo_world1_lvl1); break; case GameType.Trans1: cinematic.update(GameType.Trans2); break; case GameType.Trans2: cinematic.update(GameType.Trans3); break; case GameType.Trans3: cinematic.update(GameType.Menu_Play_Solo_world2_lvl1); break; case GameType.End1: cinematic.update(GameType.End2); break; case GameType.End2: cinematic.update(GameType.End3); break; case GameType.End3: cinematic.update(GameType.Menu_Base_Type); break; case GameType.Dead: cinematic.update(GameType.Menu_Base_Type); break; case GameType.Menu_Play_Multi_Type2: menumulti2.update(gametime, ref gametype, ref previousgametype); previousgametype = GameType.Menu_Play_Multi_Type; break; default: menubase.update(gametime, ref gametype, ref previousgametype); break; } }