public Sauvegarde(switch_map map, GamePlayer player) { this.Mapi = map; this.Player = player; fichier = new FileStream(@"save/Save.txt", FileMode.OpenOrCreate,FileAccess.Write); stream = new BinaryWriter(fichier); }
public sort(Texture2D image, GamePlayer player) { texture = image; Player = player; position = player.Position; Hitbox_object = new Rectangle((int)position.X, (int)position.Y, image.Width, image.Height); switch (Player.frameline) { case 3: object_direction = Direction.Up; break; case 1: object_direction = Direction.Down; break; case 2: object_direction = Direction.Left; break; case 4: object_direction = Direction.Right; break; } }
public NPC(int taille_image_x, int taille_image_y, int nb_frameLine, int nb__framecolumn, int frame_start, int animation_speed, Vector2 position, Texture2D image, GamePlayer player, gamemain main) : base(taille_image_x, taille_image_y, nb_frameLine, nb__framecolumn, frame_start, animation_speed, position, image, main) { this.player = player; Pv = 100; }
public Princess(int taille_image_x, int taille_image_y, int nb_frameLine, int nb__framecolumn, int frame_start, int animation_speed, int speed, Vector2 position, Texture2D image, GamePlayer player) : base(taille_image_x, taille_image_y, nb_frameLine, nb__framecolumn, frame_start, animation_speed, speed, position, image) { bob = 0; count_deplacement = 60; canmove = 0; this.direction = Templar.Direction.None; }
public Chargement(GamePlayer player, switch_map mapi) { this.Mapi = mapi; this.Player = player; fichier = new FileStream("Save.txt", FileMode.Open, FileAccess.Read); load = new BinaryReader(fichier); load.Close(); }
public potion(Texture2D texture, GamePlayer player, gamemain main, NPC npc, string name) : base(texture, player, npc.Position, main) { Main = main; Player = player; Texture = texture; Hitbox_potion = new Rectangle((int)Position.X, (int)Position.Y, Texture.Bounds.Width, Texture.Bounds.Y); Name = name; }
public Chargement(GamePlayer player, switch_map mapi, Personnage pos, gamemain main) { this.Mapi = mapi; this.Main = main; this.Player = player; Position = pos; fichier = new FileStream(@"save/Save.txt", FileMode.Open, FileAccess.Read); load = new BinaryReader(fichier); }
public switch_map(GamePlayer Player, gamemain Main) { player = Player; main = Main; liste_map = new Texture2D[5, 5]; liste_map[1, 2] = ressource.map_1; liste_map[2, 1] = ressource.map_2; liste_map[2, 2] = ressource.map_0; x = 2; y = 2; active_map = liste_map[2, 2]; }
public mini_map(GamePlayer player, gamemain main) { Player = player; Main = main; Postion_red_dot.X = (Player.Position.X / 5) + Main.Fenetre.Width - 200; Postion_red_dot.Y = (Player.Position.Y / 5) + Main.Fenetre.Height - 100; fenetre = new Rectangle(Main.Fenetre.Width - 200 + 10, Main.Fenetre.Height - 100 + 10 , Main.Fenetre.Width / 5, Main.Fenetre.Height / 5); }
public switch_map(GamePlayer Player/*, gamemain Main*/, Donjon donjon, string directori) { player = Player; //main = Main; Directorie = directori; listes_map = new Map[5, 5]; for (int i = 0; i < 5; i++) for (int j = 0; j < 5; j++) listes_map[i, j] = donjon.Map[i, j]; x = (int)donjon.map.X; y = (int)donjon.map.Y; active_map = listes_map[x, y]; // active_map.mob = donjon.Map[x, y].mob; // active_map.load_mob(@"Donjons\" + @Directorie + @"\Map" + active_map.Nb + @"\creature" + @".txt", main); }
public void Update(GamePlayer player) { if (is_open) { if (Data.keyboardState.IsKeyDown(Keys.Right) && Data.prevKeyboardState.IsKeyUp(Keys.Right)) { selection.X += 32; if (selection.X > 4 * 32) selection.X = 0; } if (Data.keyboardState.IsKeyDown(Keys.Left) && Data.prevKeyboardState.IsKeyUp(Keys.Left)) { selection.X -= 32; if (selection.X < 0) selection.X = 4 * 32; } if (Data.keyboardState.IsKeyDown(Keys.Up) && Data.prevKeyboardState.IsKeyUp(Keys.Up)) { selection.Y -= 32; if (selection.Y < 0) selection.Y = 4 * 32; } if (Data.keyboardState.IsKeyDown(Keys.Down) && Data.prevKeyboardState.IsKeyUp(Keys.Down)) { selection.Y += 32; if (selection.Y > 4 * 32) selection.Y = 0; } if (Data.keyboardState.IsKeyDown(Keys.Enter) && Data.prevKeyboardState.IsKeyUp(Keys.Enter)) { if (player.nb_item(player.inventaire) != 25 && this.tab[(int)selection.X / 32, (int)selection.Y / 32] != null) { for (int j = 0; j < 5; j++) for (int i = 0; i < 5; i++) if (player.inventaire[i, j] == null) { player.inventaire[i, j] = this.tab[(int)selection.X / 32, (int)selection.Y / 32]; i = 5; j = 5; } this.tab[(int)selection.X / 32, (int)selection.Y / 32] = null; } } } }
public HUD(GamePlayer Player, gamemain main) { localPlayer = Player; Main = main; //dessine les rectangle barre_vie = new Rectangle(100, 0, localPlayer.pv_player, 20); barre_endurance = new Rectangle(300, 0, localPlayer.end_player, 20); barre_mana = new Rectangle(500, 0, localPlayer.mana_player, 20); barre_experience = new Rectangle((2 * Main.Fenetre.Width / 6) - 26, Main.Fenetre.Height - 87, localPlayer.XP, 10); //dessine les truc qui entour les rectangles barre_v = new Rectangle(0, Main.Fenetre.Height - 94, 142, 34); barre_e = new Rectangle(0, Main.Fenetre.Height - 62, 142, 34); barre_m = new Rectangle(0, Main.Fenetre.Height - 30, 142, 34); barre_xp = new Rectangle((2 * Main.Fenetre.Width / 6) - 30, Main.Fenetre.Height - 80 , (Main.Fenetre.Width / 5) + 150, 10); //dessine une mini map mini_map = new mini_map(localPlayer, main); }
public gamemain(Game game, SpriteBatch spriteBatch, GameScreen activescreen) : base(game, spriteBatch) { #region init du jeu x = new Random(); liste_sort = new List<sort>(); list_zombi = new List<NPC>(); Walls = new List<wall>(); personnage = new List<Personnage>(); liste_objet_map = new List<potion>(); position_joueur = new Vector2(100, 100); localPlayer = new GamePlayer(34, 61, 4, 5, 2, 8, position_joueur, 100, ressource.sprite_player, this); localPlayer.Niveau = 1; pop_time = 0; score = 0; count_dead_zombi = 0; keyboard = new KeyboardState(); #endregion init du jeu map = new switch_map(localPlayer, this); fenetre = new Rectangle(0, 0, game.Window.ClientBounds.Width, game.Window.ClientBounds.Height); //taille de la fenetre HUD = new HUD(localPlayer, this); # region media_player; MediaPlayer.Play(ressource.main_theme); MediaPlayer.Volume = 0.56f; MediaPlayer.IsRepeating = true; // SoundEffect.MasterVolume = 0.6f; # endregion }
public void StartReseauConnexion() { if (Is_Server) { Serveur = new Server(); same_map = true; Player2 = new GamePlayer(32, 48, 4, 8, 2, 8, 8, position_joueur, ressource.sprite_player, this, text, langue); while (Serveur.isrunnin) { } } if (Is_Client) { Client = new Client(IP); same_map = true; Player2 = new GamePlayer(32, 48, 4, 8, 2, 8, 8, position_joueur, ressource.sprite_player, this, text, langue); } }
public void AddLocalplayer() { localPlayer = new GamePlayer(32, 48, 4, 8, 2, 15, 2, position_joueur, ressource.sprite_player, this, text, langue); localPlayer.Niveau = 1; }
public void AddP2() { Player2 = new GamePlayer(32, 48, 4, 8, 2, 10, 8, position_joueur, ressource.sprite_player, this, text, langue); }
public void touché(Direction direction, GamePlayer Player) { switch (direction) { case Direction.Left: if (position.X - 32 >= 0) position.X += 32; break; case Direction.Right: if (position.X + 32 <= 25 * 32) position.X -= 32; break; case Direction.Up: if (position.Y - 32 >= 0) position.Y -= 32; break; case Direction.Down: if (position.Y + 32 <= 18 * 32) position.Y += 32; break; } Pv -= Player.attaque / 3; }
public void update(GamePlayer player, gamemain main) { active_map = listes_map[x, y]; if (player != null) { if ((active_map.objet[(int)player.Position.X / 32, (int)player.position_player.Y / 32] == new Vector2(0, 4) || active_map.objet[(int)player.Position.X / 32, (int)player.position_player.Y / 32] == new Vector2(0, 7)) && x - 1 >= 0 && listes_map[x - 1, y] != null) { x--; player.Position = new Vector2(25 * 32 - 64, player.Position.Y); main.List_Objet_Map.Clear(); main.List_Zombie.Clear(); main.List_Sort.Clear(); main.List_wall.Clear(); active_map = listes_map[x, y]; //active_map.load_mob(@"Donjons\" + @Directorie + @"\Map" + active_map.Nb + @"\creature" + @".txt", main); main.List_Zombie = active_map.monstre; } else if ((active_map.objet[(int)player.Position.X / 32, (int)player.position_player.Y / 32] == new Vector2(1, 7) || active_map.objet[(int)player.Position.X / 32, (int)player.position_player.Y / 32] == new Vector2(0, 6)) && y - 1 >= 0 && listes_map[x, y - 1] != null) { y--; player.Position = new Vector2(player.Position.X, 18 * 32 - 64); main.List_Objet_Map.Clear(); main.List_Zombie.Clear(); main.List_Sort.Clear(); main.List_wall.Clear(); active_map = listes_map[x, y]; //active_map.load_mob(@"Donjons\" + @Directorie + @"\Map" + active_map.Nb + @"\creature" + @".txt", main); main.List_Zombie = active_map.monstre; } else if ((active_map.objet[(int)player.Position.X / 32, (int)player.position_player.Y / 32] == new Vector2(0, 5) || active_map.objet[(int)player.Position.X / 32, (int)player.position_player.Y / 32] == new Vector2(1, 4)) && listes_map[x + 1, y] != null) { x++; player.Position = new Vector2(0 + 32, player.Position.Y); if (main.List_Objet_Map != null && main.List_Zombie != null && main.List_Sort != null & main.List_wall != null) { main.List_Objet_Map.Clear(); main.List_Zombie.Clear(); main.List_Sort.Clear(); main.List_wall.Clear(); } active_map = listes_map[x, y]; //active_map.load_mob(@"Donjons\" + @Directorie + @"\Map" + active_map.Nb + @"\creature" + @".txt", main); main.List_Zombie = active_map.monstre; } else if ((active_map.objet[(int)player.Position.X / 32, (int)player.position_player.Y / 32] == new Vector2(1, 5) || active_map.objet[(int)player.Position.X / 32, (int)player.position_player.Y / 32] == new Vector2(1, 4)) && listes_map[x, y + 1] != null) { y++; player.Position = new Vector2(player.Position.X, 0 + 32); main.List_Objet_Map.Clear(); main.List_Zombie.Clear(); main.List_Sort.Clear(); main.List_wall.Clear(); active_map = listes_map[x, y]; //active_map.load_mob(@"Donjons\" + @Directorie + @"\Map" + active_map.Nb + @"\creature" + @".txt", main); main.List_Zombie = active_map.monstre; } } }
public NPC(int taille_image_x, int taille_image_y, int nb_frameLine, int nb__framecolumn, int frame_start, int animation_speed, int speed, Vector2 position, Texture2D image, GamePlayer player, Map map) : base(taille_image_x, taille_image_y, nb_frameLine, nb__framecolumn, frame_start, animation_speed, speed, position, image) { this.frameline = nb_frameLine; this.position = position; this.player = player; //partie pour L'A* PlayerMoved = false; OldPosition = player.Position; CanMove = true; direction = Direction.None; //Fin Partie pour l'A* Pv = 100; this.Map = map; Deleg = new Thread(new ThreadStart(cheminement)); switch (frame_start) { case 1: Pv = 100; attaque = 5; defense = 5; break; case 4: Pv = 50; attaque = 5; defense = 5; break; case 7: attaque = 7; defense = 5; Pv = 50; break; case 10: attaque = 10; defense = 5; Pv = 200; break; case 16: attaque = 5; defense = 5; Pv = 100; break; case 19: attaque = 5; defense = 5; Pv = 100; break; case 22: attaque = 5; defense = 5; Pv = 100; break; case 25: attaque = 5; defense = 5; Pv = 100; break; case 28: attaque = 5; defense = 5; Pv = 100; break; case 31: attaque = 5; defense = 5; Pv = 100; break; case 34: attaque = 5; defense = 5; Pv = 100; break; } }
public gamemain(Game game, SpriteBatch spriteBatch, GameScreen activescreen, Donjon donjon, bool is2p, string ip, string name_donjon, bool language) : base(game, spriteBatch) { victoire = false; langue = language; nom_donjon = name_donjon; fenetre = new Rectangle(0, 0, game.Window.ClientBounds.Width, game.Window.ClientBounds.Height); //taille de la fenetre text = new textbox(new Rectangle(0, 18 * 32 + 7, 200, 100)); text.Is_shown = false; #region init du jeu x = new Random(); keyboard = new KeyboardState(); liste_sort = new List<sort>(); //ICI POUR LOADMOB //FIN ICI Walls = new List<wall>(); personnage = new List<Personnage>(); liste_objet_map = new List<potion>(); if (is2p) { position_joueur = new Vector2(32, 32); localPlayer = new GamePlayer(32, 48, 4, 8, 2, 15, 2, position_joueur, ressource.sprite_player, this, text, language); localPlayer.Niveau = 1; } if (!is2p) { position_joueur = donjon.position_J; localPlayer = new GamePlayer(32, 48, 4, 8, 2, 15, 2, position_joueur, ressource.sprite_player, this, text, language); localPlayer.Niveau = 1; for (int i = 0; i < 5; i++) { for (int j = 0; j < 5; j++) { if (donjon.Map[i, j] != null) donjon.Map[i, j].load_mob(@"Donjons\" + @name_donjon + @"\Map" + donjon.Map[i, j].Nb + @"\creature" + @".txt", this); } } } donj = donjon; if (!is2p) { map = new switch_map(localPlayer/*, this*/, donjon, name_donjon); map.x = (int)donjon.map.X; map.y = (int)donjon.map.Y; mapx = map.x; mapy = map.y; list_zombi = map.Active_Map.monstre; HUD = new HUD(localPlayer, this); } pop_time = 0; score = 0; count_dead_zombi = 0; #endregion init du jeu # region media_player; MediaPlayer.Play(ressource.main_theme); MediaPlayer.Volume = 0.56f; MediaPlayer.IsRepeating = true; # endregion noir.A = 200; noir.B = noir.G = noir.R = 0; white = Color.White; white.A = 120; effect = new BasicEffect(game.GraphicsDevice); same_map = true; }
public item(Texture2D texture, GamePlayer player, Vector2 position, GameScreen screen) { Texture = texture; Position = position; }
public Caracteristique(Game game, SpriteBatch spritebatch, GamePlayer player, bool language) : base(game, spritebatch) { langue = language; Player = player; }