예제 #1
0
 public static void Update(GameTime gameTime, GraphicsDeviceManager graphics, ContentManager Content, Personnage[] perso, Monster[] monster, PNJ[] pnj)
 {
     if (continuer)
     {
         continuer = Menu.Update(monster, perso, pnj, graphics, gameTime, Content);
     }
 }
예제 #2
0
 public static void LoadNewMap(GameTime gameTime, ContentManager Content, GraphicsDeviceManager graphics, SpriteBatch sb, ref Personnage[] perso, ref Monster[] monster, ref PNJ[] pnj, ref int nbMonster)
 {
     pnj = new PNJ[Map.InitPNJ()];
     perso = new Personnage[GameState.Player];
     nbMonster = Map.Init(monster, pnj);
     monster = new Monster[nbMonster];
     monster = Map.LoadMonster(monster);
     LoadingMenu.Load(perso, monster, pnj, Content, gameTime);
 }
예제 #3
0
 public static void Resu(Monster[] monster)
 {
     if (Keyboard.GetState().IsKeyDown(Keys.U))
     {
         foreach (Monster m in monster)
         {
             m.S_Resu();
         }
     }
 }
예제 #4
0
 public static bool Update(GameTime gameTime, ContentManager Content, GraphicsDeviceManager graphics, SpriteBatch sb, ref Personnage[] perso, ref Monster[] monster, ref PNJ[] pnj, ref int nbPlayer, ref int nbMonster)
 {
     nbPlayer = LoadingMenu.Update(perso, Content);
     if (nbPlayer != 0)
     {
         perso = new Personnage[nbPlayer];
         LoadNewMap(gameTime, Content, graphics, sb, ref perso, ref monster, ref pnj, ref nbMonster);
         return true;
     }
     return false;
 }
예제 #5
0
 public Projectile(ContentManager Content, Monster target, Personnage caster, Vector2 position, int damage)
 {
     willExplodeAnd_DESTROY_THE_FACE_OF_DA_MONSSSTTTTTEEEEEERRRRRRRRRRRRRRRRRR = false;
     GOOOOOOOOOO = false;
     imageState = 0;
     objet = Content.Load<Texture2D>("magic/fireball" + imageState);
     this.position = new Vector2(position.X + 40, position.Y + 30);
     this.target = target;
     this.caster = caster;
     this.damage = damage;
     this.time = 0;
 }
예제 #6
0
        public static void Draw(Personnage[] perso, Monster[] monster, PNJ[] pnj, SpriteBatch sb, GameTime gameTime)
        {
            Vector2[] sort = new Vector2[GameState.Player + GameState.Monster];
            for (int k = 0; k < GameState.Player; k++)
            {
                sort[k].X = k;
                sort[k].Y = perso[k].position.Y + 65;
                if (! perso[k].G_IsAlive())
                    sort[k].Y -= 4242;
            }
            for (int k = 0; k < GameState.Monster; k++)
            {
                sort[k + GameState.Player].X = k + GameState.Player;
                sort[k + GameState.Player].Y = monster[k].position.Y + 155;
                if (!monster[k].G_IsAlive())
                    sort[k + GameState.Player].Y -= 4242;
            }

            for (int i = 0; i < GameState.Player + GameState.Monster; i++)
            {
                int min = -1;
                for (int k = 0; k < GameState.Player + GameState.Monster; k++)
                {
                    if ((sort[k].X != -1) && (min == -1 || sort[k].Y < sort[min].Y))
                    {
                        min = k;
                    }
                }
                array[i] = (int)sort[min].X;
                sort[min].X = -1;
            }

            foreach (int i in array)
            {
                if (i < GameState.Player)
                    perso[i].F_Draw(sb, gameTime, perso);
                else
                    monster[i - GameState.Player].F_Draw(sb);
            }

            PNJ.Draw(pnj, sb);

            foreach (Monster m in monster)
            {
                m.F_DrawDegats(sb, gameTime);
            }

            foreach (Personnage p in perso)
            {
                p.F_DrawDegats(sb, gameTime);
            }
        }
예제 #7
0
        public static void Draw(Personnage[] perso, Monster[] monster, PNJ[] pnj, SpriteBatch sb, GraphicsDeviceManager graphics, GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.Pink);
            sb.Begin(SpriteBlendMode.AlphaBlend);

            try
            {
                Map.DrawBack(sb);
                Map.DrawMiddle(sb);
                if (!Map.G_FirstHide())
                {
                    Map.DrawFirst(sb);
                }
                Mob.Draw(perso, monster, pnj, sb, gameTime);
                if (Map.G_FirstHide())
                {
                    Map.DrawFirst(sb);
                }
                Map.DrawBossTrigger(sb, gameTime);
                if (pause)
                {
                    menuObject[0].Draw(sb);
                    Color color = Color.DarkKhaki;
                    if (currentCursor == 0)
                    {
                        color = Color.Gold;
                    }
                    sb.DrawString(GameState.menuFont, LoadingMenu.Local[13], new Vector2(350, 350), color);
                    if (currentCursor == 1)
                    {
                        color = Color.Gold;
                    }
                    else
                    {
                        color = Color.DarkKhaki;
                    }
                    sb.DrawString(GameState.menuFont, LoadingMenu.Local[14], new Vector2(350, 475), color);
                    if (currentCursor == 2)
                    {
                        color = Color.Gold;
                    }
                    else
                    {
                        color = Color.DarkKhaki;
                    }
                    sb.DrawString(GameState.menuFont, LoadingMenu.Local[2], new Vector2(350, 600), color);
                }
            }
            catch (ArgumentNullException) { }

            sb.End();
        }
예제 #8
0
 public static bool G_EndLevel(Monster[] monster)
 {
     bool mobAlive = false;
     try
     {
         foreach (Monster m in monster)
         {
             if (m.G_IsAlive())
             {
                 mobAlive = true;
             }
         }
     }
     catch (NullReferenceException) { }
     return ((-screenPos.X >= MaxX - Program.width && Keyboard.GetState().IsKeyDown(Keys.Enter) && !mobAlive) || (Keyboard.GetState().IsKeyDown(Keys.Enter) && Keyboard.GetState().IsKeyDown(Keys.F1)));
 }
예제 #9
0
 public static void Draw(GameTime gameTime, SpriteBatch spriteBatch, GraphicsDeviceManager graphics, ContentManager Content, Personnage[] perso, Monster[] monster, PNJ[] pnj)
 {
     if (continuer)
     {
         Menu.Draw(perso, monster, pnj, spriteBatch, graphics, gameTime);
     }
     else
     {
         if (!Keyboard.GetState().IsKeyDown(Keys.Enter))
         {
             Menu.DrawGameOver(perso, monster, pnj, spriteBatch, graphics, gameTime);
         }
         else
         {
             GameState.Restart(Content);
         }
     }
 }
예제 #10
0
        public static void DrawGameOver(Personnage[] perso, Monster[] monster, PNJ[] pnj, SpriteBatch spriteBatch, GraphicsDeviceManager graphics, GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.Pink);
            spriteBatch.Begin(SpriteBlendMode.AlphaBlend);

            try
            {
                Map.DrawBack(spriteBatch);
                Map.DrawMiddle(spriteBatch);
                if (!Map.G_FirstHide())
                {
                    Map.DrawFirst(spriteBatch);
                }
                Mob.Draw(perso, monster, pnj, spriteBatch, gameTime);
                if (Map.G_FirstHide())
                {
                    Map.DrawFirst(spriteBatch);
                }
            }
            catch (ArgumentNullException) { }
            menuObject[1].Draw(spriteBatch);

            spriteBatch.End();
        }
예제 #11
0
        public static Monster[] LoadMonster(Monster[] monster)
        {
            if (GameState.Level == 1)
            {
                monster[0] = new Monster(new Vector2(1220f, 400f), 1, 1);
                monster[1] = new Monster(new Vector2(1600f, 300f), 1, 1);
                monster[2] = new Monster(new Vector2(2000f, 350f), 1, 1);
                monster[3] = new Monster(new Vector2(2500f, 300f), 1, 1);
                monster[4] = new Monster(new Vector2(2600f, 400f), 1, 1);
                monster[5] = new Monster(new Vector2(3500f, 350f), 1, 2);
            }
            if (GameState.Level == 2)
            {
                monster[0] = new Monster(new Vector2(1220f, 400f), 2, 1);
                monster[1] = new Monster(new Vector2(1300f, 500f), 2, 1);
                monster[2] = new Monster(new Vector2(1500f, 350f), 2, 1);
                monster[3] = new Monster(new Vector2(1800f, 300f), 2, 1);
                monster[4] = new Monster(new Vector2(2000f, 400f), 2, 1);
                monster[5] = new Monster(new Vector2(2500f, 350f), 2, 2);
            }
            if (GameState.Level == 3)
            {
                monster[0] = new Monster(new Vector2(1220f, 400f), 3, 1);
                monster[1] = new Monster(new Vector2(1300f, 500f), 3, 1);
                monster[2] = new Monster(new Vector2(1500f, 350f), 3, 1);
                monster[3] = new Monster(new Vector2(1800f, 300f), 3, 1);
                monster[4] = new Monster(new Vector2(2000f, 400f), 3, 1);
                monster[5] = new Monster(new Vector2(2500f, 350f), 3, 2);
            }
            if (GameState.Level == 4)
            {
                monster[0] = new Monster(new Vector2(1220f, 400f), 1, 1);
                monster[1] = new Monster(new Vector2(1300f, 500f), 1, 1);
                monster[2] = new Monster(new Vector2(1500f, 350f), 1, 1);
                monster[3] = new Monster(new Vector2(1800f, 300f), 1, 1);
                monster[4] = new Monster(new Vector2(2000f, 400f), 1, 1);
                monster[5] = new Monster(new Vector2(2500f, 350f), 1, 2);
            }

            if (GameState.Level == 5)
            {
                monster[0] = new Monster(new Vector2(1220f, 400f), 1, 1);
                monster[1] = new Monster(new Vector2(1300f, 500f), 1, 1);
                monster[2] = new Monster(new Vector2(1500f, 350f), 1, 1);
                monster[3] = new Monster(new Vector2(1800f, 300f), 1, 1);
                monster[4] = new Monster(new Vector2(2000f, 400f), 1, 1);
                monster[5] = new Monster(new Vector2(2500f, 350f), 1, 2);
            }
            return monster;
        }
예제 #12
0
        private void F_Update(Personnage[] perso, Monster[] monster, ContentManager Content, GameTime gameTime, GraphicsDeviceManager graphics)
        {
            if (G_IsAlive())
            {
                F_Deplacer();
                F_Cheat(gameTime, perso);
                if (newState.IsKeyDown(Keys.LeftShift))
                {
                    S_ImgState(20);
                }
                F_Attaque(monster, gameTime, Content, perso);
                F_SpecialAttaque(monster, perso, gameTime);
                foreach (Rectangle collision in Map.G_Collision())
                {
                    F_Collision_Objets(collision, gameTime);
                }
                foreach (Monster m in monster)
                {
                    if (m.G_IsAlive())
                        F_Collision_Objets(m.G_Rectangle(), gameTime);
                }
                for (int i = 0; i < projectile.Count; i++)
                {
                    if (projectile[i].Update(gameTime, Content))
                    {
                        projectile.RemoveAt(i);
                    }
                }
                F_Collision_Ecran(graphics, gameTime);
                F_UpdateRegen(gameTime);
            }

            F_UpdateImage(gameTime);
            try
            {
                objet = Content.Load<Texture2D>("perso/" + classe + "/" + imgState);
            }
            catch (ContentLoadException) { }
            S_Deplacement(gameTime);
        }
예제 #13
0
 private void F_SpecialAttaque(Monster[] monster, Personnage[] perso, GameTime gameTime)
 {
     switch (classe)
     {
         case 1: F_Booster(gameTime); break;
         case 2: F_BERZERKER(gameTime); break;
         case 3: F_Healing(perso, gameTime); break;
         case 4: F_OverKill(monster, perso, gameTime); break;
     }
 }
예제 #14
0
        private void F_OverKill(Monster[] monster, Personnage[] perso, GameTime gameTime)
        {
            newState = Keyboard.GetState();

            Monster[] m_target_ovrkl = new Monster[GameState.Monster];
            Personnage[] p_target_ovrkl = new Personnage[GameState.Player];
            bool p_target = false;
            bool m_target = false;

            tempsActuel = (float)gameTime.TotalGameTime.TotalSeconds;
            if (tempsActuel > tempsAttaque[1] + 3)
            {
                if (newState.IsKeyDown(key[5]) && power >= 500)
                {
                    power -= 500;
                    for (int i = 0; i < GameState.Monster; i++)
                    {
                        m_target_ovrkl[i] = null;
                    }

                    for (int i = 0; i < GameState.Player; i++)
                    {
                        p_target_ovrkl[i] = null;
                    }

                    for (int i = 0; i < GameState.Monster; i++)
                    {
                        m_target_ovrkl[i] = F_DetectMonsters(monster[i]);
                        foreach (Monster m in m_target_ovrkl)
                        {
                            if (m != null)
                                m_target = true;
                        }

                        if (m_target && monster[i].G_IsAlive() && m_target_ovrkl[i] != null)
                        {
                            monster[i].S_Degat((int)((10 + level * 7) * mana), gameTime);
                            if (monster[i].G_Killed())
                            {
                                S_Xp(monster[i].G_MaxLife(), gameTime, perso);
                            }
                        }
                    }

                    for (int i = 0; i < GameState.Player; i++)
                    {
                        if (i != id - 1)
                        {
                            p_target_ovrkl[i] = F_DetectAllies(perso[i]);
                            foreach (Personnage p in p_target_ovrkl)
                            {
                                if (p != null)
                                    p_target = true;
                            }

                            if (p_target && perso[i].G_IsAlive() && p_target_ovrkl[i] != null)
                            {
                                perso[i].S_Degat((int)((level * 3) * mana), gameTime);
                            }
                        }
                    }

                    Son.Play(4);
                    imgState = 101;
                    tempsAttaque[1] = tempsActuel;
                }
            }
            else
            {
                if (tempsActuel > tempsAttaque[1] + 1)
                    if (imgState == 105)
                        imgState = 20;
                    else { }
                else if (tempsActuel > tempsAttaque[1] + 0.8)
                    imgState = 105;
                else if (tempsActuel > tempsAttaque[1] + 0.6)
                    imgState = 104;
                else if (tempsActuel > tempsAttaque[1] + 0.4)
                    imgState = 103;
                else if (tempsActuel > tempsAttaque[1] + 0.2)
                    imgState = 102;
                if (imgState > 100)
                    speed = Vector2.Zero;
            }
        }
예제 #15
0
        private Monster F_DetectMonsters(Monster m)
        {
            Monster m_ = null;

            if (m.G_Aggro().Intersects(G_Rectangle()))
                m_ = m;

            return m_;
        }
예제 #16
0
        private void F_Attaque(Monster[] monster, GameTime gameTime, ContentManager Content, Personnage[] perso)
        {
            newState = Keyboard.GetState();
            tempsActuel = (float)gameTime.TotalGameTime.TotalSeconds;
            if (tempsActuel > tempsAttaque[0] + time)
            {
                if (newState.IsKeyDown(key[4]) && (classe == 1 || (classe == 2 && AtkSpe) || power >= 100))
                {
                    oldImage = imgState;
                    bool attaque = false;
                    if (classe == 1 || (classe == 2 && AtkSpe))
                    { }
                    else
                        power -= 100;
                    foreach (Monster m in monster)
                    {
                        if (m.G_IsAlive() && !attaque && ((G_Rectangle().Intersects(m.G_Aggro()) && classe == 4) || (G_Rectangle().Intersects(m.G_Interact()) && classe != 4)))
                        {
                            attaque = true;
                            if (classe == 4)
                            {
                                projectile.Add(new Projectile(Content, m, this, position, (int)((42 + random.Next(10) + 10 * level) * force)));
                            }
                            else
                            {
                                m.S_Degat((int)((42 + random.Next(10) + 10 * level) * force), gameTime);
                                if (m.G_Killed())
                                {
                                    S_Xp(m.G_MaxLife() / 4, gameTime, perso);
                                }
                            }
                        }
                    }
                    if (id == 3)
                        Son.Play(3);

                    tempsAttaque[0] = tempsActuel;
                }
            }
            else if (classe == 1 && !AtkSpe)
            {
                if (tempsActuel > tempsAttaque[0] + 0.35)
                {
                    if (imgState % 10 == -3)
                    {
                        Son.Play(1);
                        imgState = oldImage / 10 * 10;
                    }
                }
                else if (tempsActuel > tempsAttaque[0] + 0.25)
                {
                    ImageTest(-3);
                }
                else if (tempsActuel > tempsAttaque[0] + 0.16)
                {
                    ImageTest(-2);
                }
                else if (tempsActuel > tempsAttaque[0] + 0.07)
                {
                    ImageTest(-1);
                }
                else if (tempsActuel > tempsAttaque[0])
                {
                    ImageTest(0);
                }
            }
            else if (classe == 1 && AtkSpe)
            {
                if (tempsActuel > tempsAttaque[0] + 0.175)
                {
                    if (imgState % 10 == -3)
                    {
                        Son.Play(1);
                        imgState = oldImage / 10 * 10;
                    }
                }
                else if (tempsActuel > tempsAttaque[0] + 0.125)
                {
                    ImageTest(-3);
                }
                else if (tempsActuel > tempsAttaque[0] + 0.08)
                {
                    ImageTest(-2);
                }
                else if (tempsActuel > tempsAttaque[0] + 0.035)
                {
                    ImageTest(-1);
                }
                else if (tempsActuel > tempsAttaque[0])
                {
                    ImageTest(0);
                }
            }
            else if (classe == 2 && !AtkSpe)
            {
                if (tempsActuel > tempsAttaque[0] + 0.3)
                {
                    if (imgState % 10 == -2)
                    {
                        Son.Play(1);
                        imgState = oldImage / 10 * 10;
                    }
                }
                else if (tempsActuel > tempsAttaque[0] + 0.2)
                {
                    ImageTest(-2);
                }
                else if (tempsActuel > tempsAttaque[0] + 0.1)
                {
                    ImageTest(-1);
                }
                else if (tempsActuel > tempsAttaque[0])
                {
                    ImageTest(0);
                }

            }
            else if (classe == 2 && AtkSpe)
            {
                if (tempsActuel > tempsAttaque[0] + 0.3 - (0.3 * 1/6))
                {
                    if (imgState % 10 == -2)
                    {
                        Son.Play(1);
                        imgState = oldImage / 10 * 10;
                    }
                }
                else if (tempsActuel > tempsAttaque[0] + 0.2 - (0.2 * 1/6))
                {
                    ImageTest(-2);
                }
                else if (tempsActuel > tempsAttaque[0] + 0.1 - (0.1 * 1/6))
                {
                    ImageTest(-1);
                }
                else if (tempsActuel > tempsAttaque[0])
                {
                    ImageTest(0);
                }

            }
            else if (classe == 3)
            {
                if (tempsActuel > tempsAttaque[0] + 0.4)
                {
                    if (imgState < 0)
                    {
                        imgState = oldImage / 10 * 10;
                        Son.Play(3);
                    }
                }
                else
                {
                    if (oldImage / 10 == 1 || oldImage / 10 == 2 || oldImage / 10 == 3 || oldImage / 10 == 5 || oldImage / 10 == 6)
                        imgState = -10;
                    else
                        imgState = -20;
                }
            }
            else if (classe == 4)
            {
                if (tempsActuel > tempsAttaque[0] + 0.8)
                {
                    if (imgState % 10 == -3)
                    {
                        imgState = oldImage / 10 * 10;
                    }
                }
                else if (tempsActuel > tempsAttaque[0] + 0.6)
                {
                    for (int i = 0; i < projectile.Count; i++)
                    {
                        projectile[i].StartFiring();
                    }

                    ImageTest(-3);
                }
                else if (tempsActuel > tempsAttaque[0] + 0.4)
                {
                    ImageTest(-2);
                }
                else if (tempsActuel > tempsAttaque[0] + 0.2)
                {
                    ImageTest(-1);
                }
                else if (tempsActuel > tempsAttaque[0])
                {
                    ImageTest(0);
                }
            }

            if (imgState < 0)
                speed = Vector2.Zero;
        }
예제 #17
0
 public static void Update(Personnage[] perso, GameTime gameTime, Monster[] monster, GraphicsDeviceManager graphics, ContentManager Content)
 {
     foreach (Personnage p in perso)
         p.F_Update(perso, monster, Content, gameTime, graphics);
 }
예제 #18
0
        public static int Init(Monster[] monster, PNJ[] pnj)
        {
            first = new Texture2D[3];
            middle = new Texture2D[3];
            back = new Texture2D[3];

            if (GameState.Level == 1)
            {
                MaxX = 4 * 1024;
                collision = new Rectangle[2];
                collision[0] = new Rectangle(0, 320, MaxX, PIXEL);
                collision[1] = new Rectangle(0, 768, MaxX, PIXEL);

                originBack = new Vector2(0f, 0f);
                originMiddle = new Vector2(0f, -320f);
                originFirst = new Vector2(0f, -704f);
                speedBack = 5;
                speedMiddle = 1;
                speedFirst = 1;
                firstHide = true;
                parallax = true;

                pnj[0] = new PNJ(new Vector2(600, 600), 42, LoadingMenu.Local[15]);
                pnj[1] = new PNJ(new Vector2(3900, 500), 42, LoadingMenu.Local[16]);
                Son.InstanceStop();
                if (Program.musique)
                {
                    Son.InitLoopSound(5);
                    Son.InstancePlay();
                }

                return 6;
            }
            else if (GameState.Level == 2)
            {
                MaxX = 4 * 1024;
                collision = new Rectangle[2];
                collision[0] = new Rectangle(0, 288, MaxX, PIXEL);
                collision[1] = new Rectangle(0, 800, MaxX, PIXEL);

                originBack = new Vector2(0f, 0f);
                originMiddle = new Vector2(0f, -224f);
                originFirst = new Vector2(0f, -320f);
                speedBack = 1;
                speedMiddle = 1;
                speedFirst = 1;
                firstHide = false;
                parallax = false;

                pnj[0] = new PNJ(new Vector2(2876, 500), 42, LoadingMenu.Local[17]);

                return 6;
            }
            else if (GameState.Level == 3)
            {
                MaxX = 4 * 1024;
                collision = new Rectangle[2];
                collision[0] = new Rectangle(0, 96, MaxX, PIXEL);
                collision[1] = new Rectangle(0, 704, MaxX, PIXEL);

                originBack = new Vector2(0f, 0f);
                originMiddle = new Vector2(0f, -128f);
                originFirst = new Vector2(0f, -640f);
                speedBack = 1;
                speedMiddle = 1;
                speedFirst = 1;
                firstHide = true;
                parallax = false;

                return 6;
            }
            else if (GameState.Level == 4)
            {
                MaxX = 4 * 1024;
                collision = new Rectangle[2];
                collision[0] = new Rectangle(0, 128, MaxX, PIXEL);
                collision[1] = new Rectangle(0, 736, MaxX, PIXEL);

                originBack = new Vector2(0f, 0f);
                originMiddle = new Vector2(0f, -160f);
                originFirst = new Vector2(0f, -672f);
                speedBack = 1;
                speedMiddle = 1;
                speedFirst = 1;
                firstHide = true;
                parallax = false;

                return 6;
            }
            else if (GameState.Level == 5)
            {
                MaxX = 5 * 1024;
                collision = new Rectangle[2];
                collision[0] = new Rectangle(0, 128, MaxX, PIXEL);
                collision[1] = new Rectangle(0, 768, MaxX, PIXEL);

                originBack = new Vector2(0f, 0f);
                originMiddle = new Vector2(0f, -160f);
                originFirst = new Vector2(0f, -736f);
                speedBack = 1;
                speedMiddle = 1;
                speedFirst = 1;
                firstHide = true;
                parallax = false;

                return 6;
            }
            return 0;
        }
예제 #19
0
        public static bool Update(Monster[] monster, Personnage[] perso, PNJ[] pnj, GraphicsDeviceManager graphics, GameTime gameTime, ContentManager Content)
        {
            if (pause)
            {
                UpdatePause(Content);
            }
            else
            {
                newState = Keyboard.GetState();
                Monster.Update(monster, gameTime, perso, Content);
                Personnage.Update(perso, gameTime, monster, graphics, Content);
                PNJ.Update(pnj, perso, gameTime, graphics, Content);
                Monster.Resu(monster);
                if (!Map.Update(gameTime, perso, Content))
                    return false;

                pause = (newState.IsKeyDown(Keys.Escape) && !oldState.IsKeyDown(Keys.Escape));
                oldState = newState;
            }
            return GameOver(perso, Content);
        }
예제 #20
0
 public static void Load(Personnage[] perso, Monster[] monster, PNJ[] pnj, ContentManager Content, GameTime gameTime)
 {
     Mob.Load(Content);
     SaveLoad.LoadClass(ref persoClasse, perso);
     Personnage.Load(perso, Content);
     SaveLoad.LoadPerso(perso);
     Monster.Load(monster, Content);
     PNJ.Load(pnj, Content);
     Map.Load(Content);
     Map.Update(gameTime, perso, Content);
 }
예제 #21
0
 public static void Load(Monster[] monster, ContentManager Content)
 {
     foreach (Monster m in monster)
         m.F_Init(Content);
 }
예제 #22
0
 public static void Update(Monster[] monster, GameTime gameTime, Personnage[] perso, ContentManager Content)
 {
     foreach (Monster m in monster)
         m.F_Update(gameTime, perso, Content);
 }