예제 #1
0
        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);

            // Créer un nouveau SpriteBatch, qui peut être utilisé pour dessiner des textures.
            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            // TODO: utilisez ce contenu pour charger ici le contenu de votre jeu
            //background = contentManager.Load<Texture2D>("");

            saut = false;
            _grillepainDerriere = new Image_Texture(0, "grillepain_MiniJeu", "grille-pain-derriere", new Vector2(140, 380), 200, 87);
            _grillepainDerriere.LoadContent(contentManager);

            _grillepainDevant = new Image_Texture(0, "grillepain_MiniJeu", "grille-pain-devant", new Vector2(140, 380), 200, 87);
            _grillepainDevant.LoadContent(contentManager);

            _grillepainManette = new Image_Texture(0, "grillepainManette_MiniJeu", "grillepainManette", new Vector2(140, 380), 200, 87);
            _grillepainManette.LoadContent(contentManager);

            _tartine = new Image_Texture(0, "tartine_MiniJeu", "tartine", new Vector2(242, 415), 75, 70);
            _tartine.LoadContent(contentManager);

            vitesse = new Vector2(1, -18 - generator.Next(16));
            if (generator.Next(2) == 1)
                vitesse.X = generator.Next(4);
            else
                vitesse.X = -generator.Next(4);


            manette = 40;
            _fini = false;
            
            _soundEffect = contentManager.Load<SoundEffect>(@"grillepainSon");

            //on parse
            var data = this.NavigationContext.QueryString;
            recreation = bool.Parse(data["recreation"]);
            if (!recreation)
            {
                scene = data["scene"];
                niveau = data["niveau"];
            }

            //Background
            _textureBackground = contentManager.Load<Texture2D>(@"Background");

            //Nombre de tartine attrapé
            nbTartine = 0;

            debut = true;

            // Démarrez la minuterie
            timer.Start();

            base.OnNavigatedTo(e);
        }
예제 #2
0
        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);

            // Créer un nouveau SpriteBatch, qui peut être utilisé pour dessiner des textures.
            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            // TODO: utilisez ce contenu pour charger ici le contenu de votre jeu

            //background = contentManager.Load<Texture2D>("");
            

            _casserole = new Image_Texture(0, "casserole_MiniJeu", "casserole1" , new Vector2(400, 380), 194, 82);
            _casserole.LoadContent(contentManager);

            _jauge = new Image_Texture(0, "jauge_MiniJeu", "jauge", new Vector2(740, 100), 40, 170);
            _jauge.LoadContent(contentManager);
            _jaugeInterieur = new Rectangle(745 , 269 , _jauge.Rectangle.First().Width-10, -2);

            _glacons = new List<Image_Texture>();
            for (int i = 0; i < 10; i++)
            {
                _glacons.Add(new Image_Texture(0, "glacon_MiniJeu", "glacon" , new Vector2(-50,-50), 50,50));
                _glacons.ElementAt(i).LoadContent(contentManager);

            }

            _numeroGlacon = 0;
            _glaconCapture = 0;
            _fini = false;

            TouchPanel.EnabledGestures = GestureType.FreeDrag | GestureType.Tap;

            _affichageGlaconCapture = contentManager.Load<SpriteFont>(@"SpriteFont1");
            _affichageTempsRestant = contentManager.Load<SpriteFont>(@"SpriteFont1");
            _tempsRestant = TimeSpan.Zero;
            _soundEffect = contentManager.Load<SoundEffect>(@"casseroleSon");

            //On parse 
            var data = this.NavigationContext.QueryString;
            recreation = bool.Parse(data["recreation"]);
            if (!recreation)
            {
                scene = data["scene"];
                niveau = data["niveau"];
            }
            //Background
            _textureBackground = contentManager.Load<Texture2D>(@"Background");


            debut = true;

            // Démarrez la minuterie
            timer.Start();

            base.OnNavigatedTo(e);
        }
예제 #3
0
        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);

            // Créer un nouveau SpriteBatch, qui peut être utilisé pour dessiner des textures.
            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            // TODO: utilisez ce contenu pour charger ici le contenu de votre jeu

            //background = contentManager.Load<Texture2D>("");

            //On valide la question

            _bouteille = new Image_Texture(0, "bouteille_MiniJeu", "bouteille", new Vector2(7, 100), 446, 600);
            _bouteille.LoadContent(contentManager);
            _bouchon = new Image_Texture(0, "bouchon_MiniJeu", "bouchon", new Vector2(118, 5), 80, 87);
            _bouchon.LoadContent(contentManager);
            
            
            _bouchonTexture = contentManager.Load<Texture2D>("bouchon1");
            _bouchonRectangleSource = new Rectangle(0, 0, _bouchonTexture.Width / 6, _bouchonTexture.Height);
            _bouchonRectangleDestination = new Rectangle(124, 20, 70,64);

      

            TouchPanel.EnabledGestures = GestureType.HorizontalDrag;

            
            _affichageTempsRestant = contentManager.Load<SpriteFont>(@"SpriteFont1");
            _fini = false;


            //On parse 
            var data = this.NavigationContext.QueryString;
            recreation = bool.Parse(data["recreation"]);
            if (!recreation)
            {
                scene = data["scene"];
                niveau = data["niveau"];
            }

            // Démarrez la minuterie
            timer.Start();

            base.OnNavigatedTo(e);
        }
예제 #4
0
        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);

            // Créer un nouveau SpriteBatch, qui peut être utilisé pour dessiner des textures.
            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            // TODO: utilisez ce contenu pour charger ici le contenu de votre jeu
            _couteau = new Image_Texture(0, "couteau_MiniJeu", "couteau", new Vector2(7, 100), 10, 60);
            _couteau.LoadContent(contentManager);
            


            _labyrinthe = contentManager.Load<Texture2D>("labyrinthe");
            _labyrintheRectangleSource = new Rectangle(125, 100, _labyrinthe.Width, _labyrinthe.Height);
            next = new List<Image_Texture>();
            next.Add(new Image_Texture(0, "next_MiniJeu", "next", new Vector2(84, 108-40/2), 40, 40));
            next.Add(new Image_Texture(0, "next_MiniJeu", "next", new Vector2(84, 188 - 40 / 2), 40, 40));
            next.Add(new Image_Texture(0, "next_MiniJeu", "next", new Vector2(84, 267 - 40 / 2), 40, 40));
            next.Add(new Image_Texture(0, "next_MiniJeu", "next", new Vector2(84, 347 - 40 / 2), 40, 40));

            foreach (var image in next)
                image.LoadContent(contentManager);

            TouchPanel.EnabledGestures = GestureType.Tap;
            _tableau = new int[4];
            _tableau[0] = 2;
            _tableau[1] = 3;
            _tableau[2] = 1;
            _tableau[3] = 0;
            _solution = generator.Next(4);



            _position = contentManager.Load<SpriteFont>(@"SpriteFont1");
            if (generator.Next(2) == 1)
            {
                effet1 = SpriteEffects.FlipHorizontally;
                int[] tmpTableau = (int[])_tableau.Clone();
                for(int i = 0; i < 4; i++)
                    _tableau[tmpTableau[i]] = i;

            }
            else
            {
                effet1 = SpriteEffects.None;
            }
            if (generator.Next(2) == 1)
            {
                effet2 = SpriteEffects.FlipVertically;
                int[] tmpTableau = (int[])_tableau.Clone();
                for (int i = 0; i < 4; i++)
                    _tableau[3-i] = 3 - tmpTableau[i];
            }
            else
            {
                effet2 = SpriteEffects.None;
            }
            
            
            switch (_tableau[_solution])
            {
                case 0:
                    _etui = new Image_Texture(0, "etui_MiniJeu", "etui", new Vector2(645, 108-100/2), 66, 100);
                    break;
                case 1:
                    _etui = new Image_Texture(0, "etui_MiniJeu", "etui", new Vector2(645, 188-100/2), 66, 100);
                    break;
                case 2:
                    _etui = new Image_Texture(0, "etui_MiniJeu", "etui", new Vector2(645, 267-100/2), 66, 100);
                    break;
                case 3:
                    _etui = new Image_Texture(0, "etui_MiniJeu", "etui", new Vector2(645, 347-100/2), 66, 100);
                    break;
            }
            _etui.LoadContent(contentManager);

            _fini = false;

            //on parse
            var data = this.NavigationContext.QueryString;
            recreation = bool.Parse(data["recreation"]);
            if (!recreation)
            {
                scene = data["scene"];
                niveau = data["niveau"];
            }

            //Background
            _textureBackground = contentManager.Load<Texture2D>(@"Background");


            debut = true;

            // Démarrez la minuterie
            timer.Start();

            base.OnNavigatedTo(e);
        }
예제 #5
0
        /// <summary>
        /// Permet à la page d'exécuter la logique, comme par exemple mettre à jour le monde,
        /// contrôler les collisions, collecter les données d'entrée, et lire le son.
        /// </summary>
        private void OnUpdate(object sender, GameTimerEventArgs e)
        {
            if (_collision)
            {
                
                if (gridBlanc.Width == 720)
                {
                    if (txtQuestion.Visibility == Visibility.Collapsed)
                    {
                        //Audio
						mp3.IsMuted = false;
                        mp3.Play();
                        txtQuestion.Visibility = Visibility.Visible;
                    }


                }
                else
                {
                    gridBlanc.Width += 36;
                    gridBlanc.Height += 20;
                    gridBlanc.Margin = new Thickness(gridBlanc.Margin.Left - 18, gridBlanc.Margin.Top - 10, 0, 0);

                }
            }
            else
            {
                if (!_collision)
                {
                    if (Session.cuisine_puzzle == true)
                    {

                        if (_puzzleApparition > 0)
                        {
                            _puzzle.Width += 5;
                            _puzzle.Height += 4;

                            _puzzleApparition--;
                        }
                        _puzzle.X = 400 - _puzzle.Width / 2;
                        _puzzle.Y = 230 - _puzzle.Height / 2;

                    }
                    if (TouchPanel.IsGestureAvailable)
                    {
                        //MouseState state = Mouse.GetState();
                        GestureSample state = TouchPanel.ReadGesture();

                        if (state.GestureType == GestureType.Tap)
                        {
                            mouseStatus = string.Format("{0} ; {1}", state.Position.X, state.Position.Y);
                            souris.X = state.Position.X;
                            souris.Y = state.Position.Y;
                            _destinationSouris.X = state.Position.X;
                            if (state.Position.Y < 245)
                            {
                                _destinationSouris.Y = 245;
                            }
                            else if (state.Position.Y > 320)
                            {
                                _destinationSouris.Y = 320;
                            }
                            else
                            {
                                _destinationSouris.Y = state.Position.Y;
                            }

                            click_souris = true;
                        }
                        /*if (_retour.Rectangle.First().X <= state.Position.X && _retour.Rectangle.First().X + _retour.Rectangle.First().Width >= state.Position.X && _retour.Rectangle.First().Y <= state.Position.Y && _retour.Rectangle.First().Y + _retour.Rectangle.First().Height >= state.Position.Y)
                        {
                            NavigationService.Navigate(new Uri("/Adventure/Home/HomeMenu.xaml", UriKind.Relative));
                        }
                        else*/
                        if (Session.cuisine_puzzle == true && _puzzle.X <= state.Position.X && _puzzle.X + _puzzle.Width >= state.Position.X && _puzzle.Y <= state.Position.Y && _puzzle.Y + _puzzle.Height >= state.Position.Y)
                        {
                            NavigationService.Navigate(new Uri("/MainPage.xaml", UriKind.Relative));
                        }
                    }


                        if (click_souris)
                        {
                            _victor.Update(new GameTime(e.TotalTime, e.ElapsedTime), SharedGraphicsDeviceManager.Current, _destinationSouris);
                            foreach (var texture in texture_Interactions)
                            {
                                int cpt = 0;
                                foreach (var position in texture.Position)
                                {
                                    if (souris.X >= position.X && souris.X <= position.X + texture.Rectangle.ElementAt(cpt).Width && souris.Y >= position.Y && souris.Y <= position.Y + texture.Rectangle.ElementAt(cpt).Height)
                                    {
                                        _collision = texture.Collision(_victor);// && texture.CollisionParPixel(image);
                                        if (_collision)
                                        {
                                            mouseStatus = "collision";

                                            TouchPanel.EnabledGestures = GestureType.None;
                                            _collisionTexture = texture;
                                            img_Tap(texture);
                                            //timer.Stop();
                                            //image.retour();
                                            return;
                                        }
                                    }
                                    cpt++;
                                }
                            }
                        }
                        else
                        {
                            _victor.Update(new GameTime(e.TotalTime, e.ElapsedTime), SharedGraphicsDeviceManager.Current);
                        }
                    
                }


                if (_victor.Position.X > 600 && positionBackground.X + background.Width > 800)
                {
                    if (positionBackground.X - _victor.Position.X - 200 < -background.Width)
                    {

                        _victor.deplacement(new Vector2(positionBackground.X - _victor.Position.X - 200 + background.Width, 0));


                    }
                    foreach (Image_Texture intera in texture_Interactions)
                    {
                        intera.Deplacement(new Vector2(600 - _victor.Position.X, 0));

                    }
                    _lampe.Deplacement(new Vector2(600 - _victor.Position.X, 0));
                    _grandeAiguille.Deplacement(new Vector2(600 - _victor.Position.X, 0));
                    _petiteAiguille.Deplacement(new Vector2(600 - _victor.Position.X, 0));
                    _flammesSprite.deplacement(new Vector2(600 - _victor.Position.X, 0));
                    souris.X += 600 - _victor.Position.X;
                    _destinationSouris.X += 600 - _victor.Position.X;
                    positionBackground.X += 600 - _victor.Position.X;
                    _victor.deplacement(new Vector2(600 - _victor.Position.X, 0));

                }
                else if (_victor.Position.X < 200 && positionBackground.X < 0)
                {
                    if (positionBackground.X - (_victor.Position.X - 200) > 0)
                    {

                        _victor.deplacement(new Vector2((positionBackground.X - (_victor.Position.X - 200)), 0));


                    }
                    foreach (Image_Texture intera in texture_Interactions)
                    {
                        intera.Deplacement(new Vector2(200 - _victor.Position.X, 0));
                    }
                    _lampe.Deplacement(new Vector2(200 - _victor.Position.X, 0));
                    _grandeAiguille.Deplacement(new Vector2(200 - _victor.Position.X, 0));
                    _petiteAiguille.Deplacement(new Vector2(200 - _victor.Position.X, 0));
                    _flammesSprite.deplacement(new Vector2(200 - _victor.Position.X, 0));
                    souris.X += 200 - _victor.Position.X;
                    _destinationSouris.X += 200 - _victor.Position.X;
                    positionBackground.X += 200 - _victor.Position.X;
                    _victor.deplacement(new Vector2(200 - _victor.Position.X, 0));
                }


                //On fait bouger la flamme
                _flammesSprite.UpdateFixe(new GameTime(e.TotalTime, e.ElapsedTime));

                //On fait bouger la lampe
                 _elapsedGameTimeLampe += new GameTime(e.TotalTime, e.ElapsedTime).ElapsedGameTime;

                 if (_elapsedGameTimeLampe.TotalMilliseconds >= 60)
                 {

                     _elapsedGameTimeLampe = TimeSpan.Zero;

                     if (_rotationLampe >= 0)
                     {
                         if (!_directionLampe)
                         {
                             _deltaRotationLampe = 10;
                             _directionLampe = true;
                         }

                         _deltaRotationLampe -= 1;
                     }
                     else
                     {
                         if (_directionLampe)
                         {
                             _deltaRotationLampe = -10;
                             _directionLampe = false;
                         }

                         _deltaRotationLampe += 1;
                     }
                     _rotationLampe += _deltaRotationLampe;
                 }
                _elapsedGameTimePetiteAiguille += new GameTime(e.TotalTime, e.ElapsedTime).ElapsedGameTime;

                if (_elapsedGameTimePetiteAiguille.TotalMilliseconds >= 60)
                {

                    _elapsedGameTimePetiteAiguille = TimeSpan.Zero;
                    _rotationPetiteAiguille += 1;
                    if (_rotationPetiteAiguille >= 360)
                        _rotationPetiteAiguille -= 360;
                }

                
                    _rotationGrandeAiguille += 6;
                    if (_rotationGrandeAiguille >= 360)
                        _rotationGrandeAiguille -= 360;
 

            }
        }
예제 #6
0
        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);
        }
예제 #7
0
        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);

            // Créer un nouveau SpriteBatch, qui peut être utilisé pour dessiner des textures.
            spriteBatch = new SpriteBatch(SharedGraphicsDeviceManager.Current.GraphicsDevice);

            // TODO: utilisez ce contenu pour charger ici le contenu de votre jeu
            //background = contentManager.Load<Texture2D>("");


            _fond1 = new Image_Texture(0, "fond1_MiniJeu", "fond1", new Vector2(3, 279), 794, 155);
            _fond2 = new Image_Texture(0, "fond2_MiniJeu", "fond2", new Vector2(61, 110), 678, 170);
            _fond3 = new Image_Texture(0, "fond3_MiniJeu", "fond3", new Vector2(143, 20), 514, 90);
            _fond1.LoadContent(contentManager); 
            _fond2.LoadContent(contentManager);
            _fond3.LoadContent(contentManager);

            _jauge = new Image_Texture(0, "jauge_MiniJeu", "jauge", new Vector2(650, 440), 40, 500);
            _jauge.LoadContent(contentManager);
            _jaugeInterieur = new Rectangle(159, 443, -2 , 30);

            _fourFroid = new List<Image_Texture>();
            for (int i = 0; i < 6; i++)
            {
                _fourFroid.Add(new Image_Texture(0, "fourFroid_MiniJeu", "tete_victor", new Vector2(900, 500), 151, 200));
                _fourFroid.ElementAt(i).LoadContent(contentManager);
            }

            _fourChaud = new List<Image_Texture>();
            for (int i = 0; i < 6; i++)
            {
                _fourChaud.Add(new Image_Texture(0, "fourFroid_MiniJeu", "fourChaud", new Vector2(900, 500), 200, 200));
                _fourChaud.ElementAt(i).LoadContent(contentManager);

            }
            _trouOccupe = new List<short>();
            for (int i = 0; i < 6; i++)
            {
                _trouOccupe.Add(-1);

            }
            _fourFroidMonte = new List<int>();
            for (int i = 0; i < 6; i++)
            {
                _fourFroidMonte.Add(0);

            }
            _fourChaudMonte = new List<int>();
            for (int i = 0; i < 6; i++)
            {
                _fourChaudMonte.Add(0);

            }

            _fourTape = 0;

            TouchPanel.EnabledGestures = GestureType.Tap;

            
            _affichageTempsRestant = contentManager.Load<SpriteFont>(@"SpriteFont1");
            _tempsRestant = TimeSpan.Zero;
            _fini = false;
            _soundEffect = contentManager.Load<SoundEffect>(@"fourSon");

            //on parse
            var data = this.NavigationContext.QueryString;
            recreation = bool.Parse(data["recreation"]);
            if (!recreation)
            {
                scene = data["scene"];
                niveau = data["niveau"];
            }


            //On s'occupe du fond
            _textureBackground = contentManager.Load<Texture2D>(@"background");
            _rectangle1Background = new Rectangle(0, 0, 800, 230);
            _rectangle2Background = new Rectangle(0, 230, 800, 200);
            _rectangle3Background = new Rectangle(0, 430, 800, 50);


            debut = true;

            // Démarrez la minuterie
            timer.Start();

            base.OnNavigatedTo(e);
        }