public Mario() { InitializeComponent(); // Obtenir le gestionnaire de contenu à partir de l'application contentManager = (Application.Current as App).Content; map1 = new Map("Images/Mario/backgroundMario"); _obstacle = new List<Obstacle>(); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(1400,350,80,80))); //_obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(1460, 350, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(1840, 350, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(1920, 350, 80, 80))); //_obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(1920, 300, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(2600, 350, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(2680, 350, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(2760, 350, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(2840, 350, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(2920, 350, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(3000, 270, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(3080, 270, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(3160, 270, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(3240, 270, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(3400, 190, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(3480, 190, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(3560, 190, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(4400, 350, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(5000, 190, 80, 80))); _obstacle.Add(new Obstacle("Images/Mario/bloc", new Rectangle(5500, 350, 80, 80))); // Créez une minuterie pour cette page timer = new GameTimer(); timer.UpdateInterval = TimeSpan.FromTicks(133333); timer.Update += OnUpdate; timer.Draw += OnDraw; _victorCourt = new Victor("marche", new Vector2(500, 280)); _bouteilleCourt = new BouteilleCours("Images/Mario/bidon", new Vector2(30, 140), 6); }
protected override void OnNavigatedTo(NavigationEventArgs e) { // Définissez le mode de partage de l'appareil graphique pour activer le rendu XNA SharedGraphicsDeviceManager.Current.GraphicsDevice.SetSharingMode(true); if (sonPremiere) { mp3.IsMuted = false; mp3.Source = new Uri("/MP3/Home/Menu/HomeMenu.mp3", UriKind.Relative); mp3.Position = new TimeSpan(0); mp3.Volume = 1; mp3.Play(); sonPremiere = false; } else mp3.IsMuted = true; // Créer un nouveau SpriteBatch, qui peut être utilisé pour dessiner des textures. spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice); question = new Question(); gridBlanc.Margin = new Thickness(900); gridBlanc.Width = 0; if (first == true) { // TODO: utilisez ce contenu pour charger ici le contenu de votre jeu //On récupère le niveau et la scène var data = this.NavigationContext.QueryString; niveau = data["niveau"]; lvl = data["scene"]; //Connexion à la BDD dbc = new DataBaseContext(DataBaseContext.DBConnectionString); /** * BACKGROUND **/ //On récupère l'arrière plan de la scène var bg = from scene in dbc.Scenes where scene.Nom == lvl select scene; //On affecte background = (Application.Current as App).Content.Load<Texture2D>(bg.First().Background); positionBackground = Vector2.Zero; //Debug, indication des coordonnées du pointeur font = (Application.Current as App).Content.Load<SpriteFont>(@"SpriteFont1"); /** * LES OBJETS **/ lstImage_Interactions = new List<Interaction>(); var images = from image in dbc.Interactions where image.Scene.Nom == lvl select image; /** * RENDU **/ int i = -1; Image_Texture textureTmp = new Image_Texture(); texture_Interactions = new List<Image_Texture>(); foreach (var interaction in images) { //Si l'interaction n'a pas encore d'image //Créé fonction qui permet d'ajouter une image dans la classe image_interaction if(i != interaction.Id) { if(interaction.Id != images.First().Id)//Si il y a eu une interaction avant, on lance le loader { textureTmp.LoadContent(contentManager); texture_Interactions.Add(textureTmp); } textureTmp = new Image_Texture(interaction.QuestionId, interaction.Question.Nom, interaction.Url, new Vector2(interaction.X, interaction.Y), interaction.Longueur, interaction.Hauteur); } else//Si l'interaction à deja une image ou plusieurs, on rajoute une image { textureTmp.AjoutTexture(interaction.Url, new Vector2(interaction.X, interaction.Y), interaction.Longueur, interaction.Hauteur, (Application.Current as App).Content); //Ajouter une image a l'objet Image_interaction crée précédement. } i = interaction.Id; } if (images.Count() != 0)//Si il y a des interactions, il faut lancer le content pour la dernière interaction et l'ajouter a la liste { textureTmp.LoadContent(contentManager); texture_Interactions.Add(textureTmp); } //On s'occupe de la lampe _lampe = new Image_Texture(-1, "lampe_cuisine", "lampe_cuisine", new Vector2(1250, 0), 130, 258); _lampe.LoadContent(contentManager); _rotationLampe = 0; _deltaRotationLampe = 10; _directionLampe = true; //On s'occupe des aiguilles _petiteAiguille = new Image_Texture(-1, "petite_aiguille", "aiguille-p", new Vector2(379, 43), 3, 12); _petiteAiguille.LoadContent(contentManager); _rotationGrandeAiguille = 180; _grandeAiguille = new Image_Texture(-1, "grande_aiguille", "aiguille-g", new Vector2(379, 43), 3, 23); _grandeAiguille.LoadContent(contentManager); _rotationPetiteAiguille = 180; //On s'occupe de la flamme _flammesSprite = new BouteilleCours("FlammesSprites", new Vector2(860, 290), 4); _flammesSprite.LoadContent(contentManager); /** * FERMETURE BDD **/ dbc.Dispose(); _uiRenderer = new UIElementRenderer(gridLayout, SharedGraphicsDeviceManager.Current.GraphicsDevice.Viewport.Width, SharedGraphicsDeviceManager.Current.GraphicsDevice.Viewport.Height); /** * LES INTERACTIONS **/ TouchPanel.EnabledGestures = GestureType.Tap; /** * AUTRES **/ _victor = new Victor("marche", new Vector2(200, 300)); _victor.LoadContent(contentManager); first = false; } //On replace victor au milieu de l'écran else { TouchPanel.EnabledGestures = GestureType.Tap; souris.X = 200; souris.Y = 300; _destinationSouris.X = 200; _destinationSouris.Y = 300; Vector2 tmpVector = new Vector2(200, 300); _victor.Position = tmpVector; _victor.repositionnement(); } _puzzleTexture = contentManager.Load<Texture2D>("puzzle1"); _puzzle = new Rectangle(900, 900, 0, 0); Session.isPuzzleCuisineAvailable(); _puzzleApparition = 50; _collision = false; //_retour = new Image_Texture(-1, "retour", "previous", new Vector2(0, 0), 50, 50); //_retour.LoadContent(contentManager); // Démarrez la minuterie timer.Start(); base.OnNavigatedTo(e); }