// A CORRIGER! public EasyBoss(LuxGame game, World world, int life, int takenDamageCollision, int givenDamageCollision, Sprite skin, Texture2D bulletText, int shotHitbox) : base(game, world, life, takenDamageCollision, givenDamageCollision, skin) { this.bigBulletText = this.Game.Content.Load<Texture2D>("bigbullet001-1"); this.enemyTexture = this.Game.Content.Load<Texture2D>("commonEnemy"); this.warningTexture = this.Game.Content.Load<Texture2D>("warning"); }
public Hero(LuxGame game, World world, int life, int takenDamageCollision, int givenDamageCollision, int speed1, int speed2, Sprite skin = null) : base(game, world, life, takenDamageCollision, givenDamageCollision, skin) { this.speed1 = speed1; this.speed2 = speed2; this.currentSpeed = speed1; }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (LuxGame game = new LuxGame()) { game.Components.Add(new Schmup.MainScene(game)); game.Run(); } }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (LuxGame game = new LuxGame()) { //game.Components.Add(new Scenes.DemoTitleScene(game)); game.Run(); } }
// INTEGRER LA HURTBOX DANS LE CONSTRUCTEUR; public Character(LuxGame game, World world, int life, int takenDamageCollision, int givenDamageCollision, Sprite skin) : base(game) { this.life = life; this.takenDamageCollision = takenDamageCollision; this.givenDamageCollision = givenDamageCollision; this.skin = skin; this.world = world; }
// PAS CORRIGE, A FAIRE! public BigBoss(LuxGame game, World world, int life, int takenDamageCollision, int givenDamageCollision, bool shootsHero, int waitTimeFrames, Sprite skin, Texture2D bulletText) : base(game, world, life, takenDamageCollision, givenDamageCollision, skin) { // A AMELIORER this.bulletTexture = this.Content.Load<Texture2D>("bullet001-1"); this.bulletTexture2 = this.Content.Load<Texture2D>("bullet002-1"); this.bulletTexture3 = this.Content.Load<Texture2D>("bullet005-1"); this.enemyTexture = this.Content.Load<Texture2D>("commonEnemy"); }
public Shot(LuxGame game, double invincibleTimeSec, int hitbox, int damage, World world, Sprite skin = null) : base(game) { this.invincibleTimeSec = invincibleTimeSec; this.skin = skin; this.isABadShot = true; this.hitbox = hitbox; this.world = world; this.damage = damage; }
public RotatingEnemy(LuxGame game, World world, int life, int takenDamageCollision, int givenDamageCollision, Sprite skin, int shotNb, float angleBtwShotsDegrees, Vector2 direction, double waitTimeSec, int patShotNb, int patAngleBtwShotsDegrees) : base(game, world, life, takenDamageCollision, givenDamageCollision, skin) { this.shotNb = shotNb; this.angleBtwShotsDegrees = angleBtwShotsDegrees; this.direction = direction; this.waitTimeSec = waitTimeSec; this.patAngleBtwShotsDegrees = patAngleBtwShotsDegrees; this.patShotNb = patShotNb; }
public HeroLazer(LuxGame game, World world, int invincibleTimeMillisec, int spriteNb, int damage, Sprite skin) : base(game, invincibleTimeMillisec, true, world, 10, damage, skin) { this.spriteNb = spriteNb; texture = new List<Texture2D>(spriteNb); for (int i=0; i<spriteNb; i++) { Texture2D text = this.Content.Load<Texture2D>("lazermoche"); this.texture.Add(text); } }
public ShotPool(LuxGame game, World world, bool isAGoodShot, double invincibleTimeSec, int shotNb, int maxShotNb, int shotHitBox, int damage, Texture2D bulletText, Sprite skin = null) : base(game) { this.world = world; this.isAGoodShot = isAGoodShot; maxActiveShots = 0; this.invincibleTimeSec = invincibleTimeSec; this.shotNb = shotNb; this.maxShotNb = maxShotNb; this.shotHitBox = shotHitBox; this.damage = damage; this.bulletText = bulletText; allShots = new List<Shot>(shotNb); activeShots = new List<Shot>(shotNb); nonActiveShots = new List<Shot>(shotNb); }
// Si rien n'est spécifié, les tirs auront une texture prédéfinie public ShotPool(LuxGame game, World world) : base(game) { this.world = world; isAGoodShot = false; maxActiveShots = 0; invincibleTimeSec = 0.1; // TODO : BAISSER CE CHIFFRE // Créer d'autres constructeurs plus utiles shotNb = 400; maxShotNb = 400; shotHitBox = 8; damage = 10; bulletText = this.Content.Load<Texture2D>("bullet001-1"); allShots = new List<Shot>(shotNb); activeShots = new List<Shot>(shotNb); nonActiveShots = new List<Shot>(shotNb); }
public HomingMissile(LuxGame game, int invincibleTimeMillisec, bool isAGoodShot, float rotation, int hitbox, int damage, World world, Sprite skin = null) : base(game, invincibleTimeMillisec, isAGoodShot, world, hitbox, damage, null) { this.rotation = rotation; }
public GenericEnemy(LuxGame game, World world, int life, int takenDamageCollision, int givenDamageCollision, Sprite skin) : base(game, world, life, takenDamageCollision, givenDamageCollision, skin) { speed = new Vector2(0, 0); }
public Enemy(LuxGame game, World world, int life, int takenDamageCollision, int givenDamageCollision, List<ShotPool> shotsOfType, Sprite skin) : base(game, world, life, takenDamageCollision, givenDamageCollision, skin) { this.shotsOfType = shotsOfType; }
public Scene(LuxGame game) : base(game) { Content = game.GlobalContentManager; //this.Game.Components.Add(this); }
public ShootingPattern(LuxGame game, ShotPool shots, Enemy enemy) : base(game) { this.shots = shots; this.enemy = enemy; }
public Lazer(LuxGame game, World world, int invincibleTimeMillisec, Vector2 move, int lazerNb) : base(game, world, invincibleTimeMillisec) { this.move = move; this.lazerNb = lazerNb; }
public ThreeEnemies(LuxGame game) : base(game) { }
public Screen(LuxGame game) : base(game) { }
public ShootsHero(LuxGame game, World world, ShotPool shots, Enemy enemy) : base(game, shots, enemy) { elapsedSec = 0; this.world = world; }
public Window(LuxGame game, Rectangle rect) : base(game) { WindowRectangle = rect; Position = new Vector2(rect.X, rect.Y); }
// CLASSE NON VALIDEE! public HeroShot(LuxGame game, World world, int invincibleTimeMillisec, int damage, Sprite skin = null) : base(game, invincibleTimeMillisec, true, world, 1, damage, null) { }
// TODO : Implémenter un pseudo constructeur par recopie public ShotPool(LuxGame game, World world, Shot shot, int shotNb, int maxShotNb, Sprite skin = null) : base(game) { this.world = world; // A COMPLETER }
public MainScene(LuxGame game) : base(game) { //map = new Map(); }
public RotatingShot(LuxGame game, World world, int invincibleTimeMillisec, bool isAGoodShot, float rotation, int hitbox, Sprite skin = null) : base(game, invincibleTimeMillisec, isAGoodShot, world, hitbox, 2, null) { this.rotation = rotation; }
public World(LuxGame game) : base(game) { deadEnemyNumber = 0; shootsHeros = new List<ShootsHero>(); }
public TechnicalHero(LuxGame game, World world, int life, int takenDamageCollision, int givenDamageCollision, int speed1, int speed2, Sprite skin = null) : base(game, world, life, takenDamageCollision, givenDamageCollision, speed1, speed2, null) { }
public Bar(LuxGame game, Vector2 Size) : base(game) { this.Size = Size; }