public Joueur(int id, Map map) { Argent = 500; this._ID = id; this.Map = map; list_unite = new List<Unite>(); if (id == 1) list_ville = new List<Ville>() { new Ville(this, new Vector2(0, 0), map) }; else list_ville = new List<Ville>() { new Ville(this, new Vector2(15, 15), map) }; }
public Ville(Joueur joueur, Vector2 position, Map map) { type_unite = new List<string>() { "unite legere", "unite rapide", "unite lourde" }; this.Position.X = position.X * 32 + map.Origine.X; this.Position.Y = position.Y * 32 + map.Origine.Y; IsSelected = false; Isplayable = true; creation = false; this.Map = map; this.Joueur = joueur; y = 250; }
public Unite(Joueur joueur, Vector2 position, Type_unite type, Map map, Game1 game) { this.Game = game; this.Joueur = joueur; this.Type = type; IsMoved = false; rd = new Random(); switch (Type) { case Type_unite.legere: Attaque = 8; Defense = 5; Vitesse = 2; Pv = 10; Sprite = TexturePack.TilesUnites[0]; // mettre la texure break; case Type_unite.rapide: Attaque = 3; Defense = 2; Vitesse = 4; pv = 8; Sprite = TexturePack.TilesUnites[1]; //mettre texutre break; case Type_unite.lourde: Attaque = 10; Defense = 8; Vitesse = 1; Pv = 15; Sprite = TexturePack.TilesUnites[2]; // mettre texture break; } this.Position.X = map.Origine.X + position.X; this.Position.Y = map.Origine.Y + position.Y; this.Map = map; this.IsSelected = false; }
protected override void LoadContent() { TexturePack.Load(Content); spriteBatch = new SpriteBatch(GraphicsDevice); map = new Map(); J1 = new Joueur(1, map); J2 = new Joueur(2, map); joueur = 0; nouvelle_phase = Phase_de_jeu.ravitaillement; old_phase = Phase_de_jeu.ravitaillement; }