public static void CheckEvents(Player player, Map map, List <Vector3> destructTile, int host, Shot shots, Sound sound, ref String msg, Controles controles, List <Entity> entityList, List <Animate> animationList, List <ParticleEngine> particle, ContentManager Content, List <Vector2> explosereseau) { Collisions collision = new Collisions(player, map, sound, shots, map.itemList, entityList, animationList); KeyEvents(player, map, controles, sound); if (controles.StayDown()) { player.fallMax = player.fallMaxInit; } AllTimeEvents(player); collision.DoMove(ref msg); collision.IsShooted(player, shots, sound, particle); collision.ValideTire(map, shots, destructTile, particle, Content, explosereseau); player.animation.SetCorrectSprite(player); }
// vas a la ligne 298! public static void IACheckEvents(Enemy Glandu, IAType IAType, Map map, List <Player> PlayerTab, Shot shots, List <Vector3> destructTile, int host, Sound sound, List <Entity> entityList, List <Animate> animationList, List <ParticleEngine> particle, ContentManager Content, List <Enemy> Enemys, List <Vector2> exploseReseau) { Collisions collision = new Collisions(Glandu, map, sound, shots, map.itemList, entityList, animationList); if (IAcollideIA(Glandu, Enemys)) { if (Glandu.id % 4 == 1) { IAMoveRight(Glandu); } if (Glandu.id % 4 == 2) { IAMoveLeft(Glandu); } if (Glandu.id % 4 == 3) { IAJump(Glandu); } } Physics.Fall(Glandu); if (IAType == IAType.Survival) { IASurvival(Glandu, (Player)PlayerTab[0], 400, shots, 0, 0, sound, Content, map, Enemys); Glandu.iaType = IAType.patr_Snd; } if (IAType == IAType.SnD) { IA.IAModSnDestroy(Glandu, PlayerTab[PlayerNearest(Glandu, PlayerTab, 100000, 0)], 380, shots, 0, 0, sound); } String msg = ""; collision.DoMove(ref msg); IAHole(Glandu, map); msg = ""; collision.IsShooted(Glandu, shots, sound, particle); collision.ValideTire(map, shots, destructTile, particle, Content, exploseReseau); if ((collision.haut))// || collision.haut || collision.uR))// && Math.Abs(Glandu.pos.X - PlayerTab[0].pos.X) < 300 && Math.Abs(Glandu.pos.Y - PlayerTab[0].pos.Y) < 300)//(Glandu.direction == Direction.Gauche || Glandu.direction == Direction.Droite)) { IAShoot(Glandu, shots, 0, 0, (int)Glandu.position.X, (int)Glandu.position.Y - 100, sound); } if (collision.droite || collision.gauche) { IAJump(Glandu); } if (IAType == IAType.patr_SndHigh) { if (Math.Abs(PlayerTab[0].position.X - Glandu.position.X) < 1000) { IA.IAModSnDestroy(Glandu, PlayerTab[0], 700, shots, 0, 0, sound); } else { IAModPatrouille(Glandu, (int)map.IASpawnList[Glandu.id - 100].X - 450, (int)map.IASpawnList[Glandu.id - 100].X + 450); } } if (IAType == IAType.patr_SndHigh) { if (Math.Abs(PlayerTab[0].position.X - Glandu.position.X) < 1000) { IA.IAModSnDestroy(Glandu, PlayerTab[0], 700, shots, 0, 0, sound); } else { IAModPatrouille(Glandu, (int)map.IASpawnList[Glandu.id - 100].X - 200, (int)map.IASpawnList[Glandu.id - 100].X + 200); } } if (IAType == IAType.patr_Snd) { if (Math.Abs(PlayerTab[0].position.X - Glandu.position.X) < 1000) { IA.IAModSnDestroy(Glandu, PlayerTab[0], 700, shots, 0, 0, sound); } else { IAModPatrouille(Glandu, (int)map.IASpawnList[Glandu.id - 100].X - 300, (int)map.IASpawnList[Glandu.id - 100].X + 300); } } if (IAType == IAType.random) { IARandomMove(Glandu); } Glandu.animation.SetCorrectSprite(Glandu); if (Glandu.direction == Direction.left) { Glandu.currentWeapon.Update(Glandu, Math.PI, null); } else { Glandu.currentWeapon.Update(Glandu, 0, null); } }