Пример #1
0
 public void UpdateSong(ContentManager content, Character hero, Ennemy ennemy)
 {
     if (ennemy.is_in_bound(hero.Hitbox.X, hero.Hitbox.Y) && compteur < 1) //attente de réglage <-- LOL
     {
         if (numberOfSong == 2)
             numberOfSong = 0;
         else
             numberOfSong++;
         MediaPlayer.Play(songs[numberOfSong]);
         compteur++;
     }
       /*      if (!hero.is_in_bound(hero.Hitbox.X, hero.Hitbox.Y) && compteur > 0)
     {
         if (numberOfSong == 2)
             numberOfSong = 0;
         else
             numberOfSong++;
         MediaPlayer.Play(songs[numberOfSong]);
         compteur++;
     } */
 }
Пример #2
0
 public void update(Character charac)
 {
     if (this.Type == BarType.Life)
         this.Location = new Vector2(charac.Hitbox.X - 5, charac.Hitbox.Y -7);
     else
         this.Location = new Vector2(charac.Hitbox.X - 5, charac.Hitbox.Y - 15);
     this._percentage = (this._realPoints * 100) / this._maxPoints;
     this._rectangle = new Rectangle((int)this._location.X, (int)this._location.Y, this._backtexture.Width, this._backtexture.Height);
 }
Пример #3
0
        /*
        GraphicsDeviceManager graphics;

        enum IAState { Chasing, Caught, Wander }
        const float MaxIASpeed = 5.0f;
        const float IATurnSpeed = 0.10f;
        const float IAChaseDistance = 250.0f;
        const float IACaughtDistance = 60.0f;
        const float IAHysteresis = 15.0f;

        Texture2D IATexture;
        Vector2 IATextureCenter;
        Vector2 IAPosition;
        IAState IaState = IAState.Wander;
        float IAOrientation;
        Vector2 IAWanderDirection;

        Texture2D heroTexture;
        Vector2 heroTextureCenter;
        Vector2 heroPosition;

        Random random = new Random();

        public void updateIA(Character hero, Ennemy ennemy)
        {
            heroPosition = new Vector2(hero.Hitbox.X, hero.Hitbox.Y);
            IAPosition = new Vector2(ennemy.IAHitbox.X, ennemy.IAHitbox.Y);
            float IAChaseThreshold = IAChaseDistance;
            float IACaughtThreshold = IACaughtDistance;
            if (IaState == IAState.Wander)
            {
                IAChaseThreshold -= IAHysteresis / 2;
            }
            else if (IaState == IAState.Chasing)
            {
                IACaughtThreshold += IAHysteresis / 2;
            }

            float distanceFromHero = Vector2.Distance(IAPosition, heroPosition);

            if (distanceFromHero > IACaughtThreshold)
            {
                IaState = IAState.Wander;
            }
            else if (distanceFromHero > IACaughtThreshold)
            {
                IaState = IAState.Chasing;
            }
            else
            {
                IaState = IAState.Caught;
            }

            float currentIASpeed;
            if (IaState == IAState.Chasing)
            {
                IAOrientation = TurnToFace(IAPosition, heroPosition, IAOrientation, IATurnSpeed);
                currentIASpeed = MaxIASpeed;
            }
            else if (IaState == IAState.Wander)
            {
                Wander(IAPosition, ref IAWanderDirection, ref IAOrientation, IATurnSpeed);
                currentIASpeed = .25f * MaxIASpeed;
            }
            else
            {
                currentIASpeed = 0.0f;
            }

            Vector2 heading = new Vector2((float)Math.Cos(IAOrientation), (float)Math.Sign(IAOrientation));
            IAPosition += heading * currentIASpeed;
        }

        private void Wander(Vector2 position, ref Vector2 wanderDirection, ref float orientation, float turnSpeed)
        {
            wanderDirection.X +=
                MathHelper.Lerp(-.25f, .25f, (float)random.NextDouble());
            wanderDirection.Y +=
                MathHelper.Lerp(-.25f, .25f, (float)random.NextDouble());

            if (wanderDirection != Vector2.Zero)
            {
                wanderDirection.Normalize();
            }

            orientation = TurnToFace(position, position + wanderDirection, orientation,
                   .15f * turnSpeed);

            Vector2 screenCenter = Vector2.Zero;
            screenCenter.X = 624 / 2;
            screenCenter.Y = 480 / 2;

            float distanceFromScreenCenter = Vector2.Distance(screenCenter, position);
            float MaxDistanceFromScreenCenter =
                Math.Min(screenCenter.Y, screenCenter.X);

            float normalizedDistance =
                distanceFromScreenCenter / MaxDistanceFromScreenCenter;

            float turnToCenterSpeed = .3f * normalizedDistance * normalizedDistance * turnSpeed;

            orientation = TurnToFace(position, screenCenter, orientation, turnToCenterSpeed);
        }

        private static float TurnToFace(Vector2 position, Vector2 faceThis, float currentAngle, float turnSpeed)
        {
            float x = faceThis.X - position.X;
            float y = faceThis.Y - position.Y;
            float desiredAngle = (float)Math.Atan2(y, x);
            float difference = WrapAngle(desiredAngle - currentAngle);
            difference = MathHelper.Clamp(difference, -turnSpeed, turnSpeed);
            return WrapAngle(currentAngle + difference);
        }

        private static float WrapAngle(float radians)
        {
            while (radians < -MathHelper.Pi)
            {
                radians += MathHelper.TwoPi;
            }
            while (radians > MathHelper.Pi)
            {
                radians -= MathHelper.TwoPi;
            }
            return radians;
        } */
        //IA Soutenance 3.
        /*  public void UpdatePosIA(Character hero, Ennemy ennemy, Vector2[] posTreeTab, Vector2[] posWaterTab, Vector2[] posStoneTab, Vector2[] posGateTab, Texture2D heroExample, Texture2D[] listOfTextures, int MaxWidth, int MaxHeight)
        {
            if (ennemy.is_in_bound(hero.Hitbox.X, hero.Hitbox.Y))
            {
         //       ennemy.PlayerSpeed = 2;
        //        Game1.IAState.Chasing;
                if (ennemy.IAHitbox.X > hero.Hitbox.X + hero.Hitbox.Width && ennemy.IAHitbox.Y > hero.Hitbox.Y
                    && Collisions.libreHeroLeft(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, heroExample, listOfTextures, MaxWidth, MaxHeight)
                    && Collisions.libreHeroUp(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, heroExample, listOfTextures, MaxWidth, MaxHeight))
                {
                    ennemy.IAHitbox.X -= ennemy.PlayerSpeed;
                    ennemy.IAHitbox.Y -= ennemy.PlayerSpeed;
                    ennemy.Direction = Direction.UpLeft;
                    ennemy.Animate();
                }
                else if (ennemy.IAHitbox.X < hero.Hitbox.X - hero.Hitbox.Width && ennemy.IAHitbox.Y > hero.Hitbox.Y
                    && Collisions.libreHeroUp(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, heroExample, listOfTextures, MaxWidth, MaxHeight)
                    && Collisions.libreHeroRight(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, heroExample, listOfTextures, MaxWidth, MaxHeight))
                {
                    ennemy.IAHitbox.X += ennemy.PlayerSpeed;
                    ennemy.IAHitbox.Y -= ennemy.PlayerSpeed;
                    ennemy.Direction = Direction.UpRight;
                    ennemy.Animate();
                }
                else if (ennemy.IAHitbox.X > hero.Hitbox.X && ennemy.IAHitbox.Y < hero.Hitbox.Y - hero.Hitbox.Height
                    && Collisions.libreHeroDown(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, heroExample, listOfTextures, MaxWidth, MaxHeight)
                    && Collisions.libreHeroLeft(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, heroExample, listOfTextures, MaxWidth, MaxHeight))
                {
                    ennemy.IAHitbox.X -= ennemy.PlayerSpeed;
                    ennemy.IAHitbox.Y += ennemy.PlayerSpeed;
                    ennemy.Direction = Direction.DownLeft;
                    ennemy.Animate();
                }
                else if (ennemy.IAHitbox.X < hero.Hitbox.X && ennemy.IAHitbox.Y < hero.Hitbox.Y - hero.Hitbox.Height
                    && Collisions.libreHeroDown(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, heroExample, listOfTextures, MaxWidth, MaxHeight)
                    && Collisions.libreHeroRight(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, heroExample, listOfTextures, MaxWidth, MaxHeight))
                {
                    ennemy.IAHitbox.X += ennemy.PlayerSpeed;
                    ennemy.IAHitbox.Y += ennemy.PlayerSpeed;
                    ennemy.Direction = Direction.DownRight;
                    ennemy.Animate();
                }
                else if (ennemy.IAHitbox.X > hero.Hitbox.X + hero.Hitbox.Width
                    && Collisions.libreHeroLeft(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, heroExample, listOfTextures, MaxWidth, MaxHeight))
                {
                    ennemy.IAHitbox.X -= ennemy.PlayerSpeed;
                    ennemy.Direction = Direction.Left;
                    ennemy.Animate();
                }
                else if (ennemy.IAHitbox.X < hero.Hitbox.X - hero.Hitbox.Width
                    && Collisions.libreHeroRight(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, heroExample, listOfTextures, MaxWidth, MaxHeight))
                {
                    ennemy.IAHitbox.X += ennemy.PlayerSpeed;
                    ennemy.Direction = Direction.Right;
                    ennemy.Animate();
                }
                else if (ennemy.IAHitbox.Y > hero.Hitbox.Y + hero.Hitbox.Height
                    && Collisions.libreHeroUp(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, heroExample, listOfTextures, MaxWidth, MaxHeight))
                {
                    ennemy.IAHitbox.Y -= ennemy.PlayerSpeed;
                    ennemy.Direction = Direction.Up;
                    ennemy.Animate();
                }
                else if (ennemy.IAHitbox.Y < hero.Hitbox.Y - hero.Hitbox.Height
                    && Collisions.libreHeroDown(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, heroExample, listOfTextures, MaxWidth, MaxHeight))
                {
                    ennemy.IAHitbox.Y += ennemy.PlayerSpeed;
                    ennemy.Direction = Direction.Down;
                    ennemy.Animate();
                }
            }
        } */
        public void RandomMovements(Character hero, Ennemy ennemy, Vector2[] posTreeTab, Vector2[] posWaterTab, Vector2[] posStoneTab, Vector2[] posGateTab, Texture2D heroExample, Texture2D[] listOfTextures, int MaxWidth, int MaxHeight)
        {
        }
Пример #4
0
        public void updatePosition(PlayerType type, KeyboardState kbState, ref Background backG, Vector2[] posTreeTab, Vector2[] posWaterTab, Vector2[] posStoneTab, Vector2[] posGateTab, Texture2D spriteExample, Texture2D[] listOfTextures, int MaxWidth, int MaxHeight, int initPosX, int initPosY, int direc, Character hero, Ennemy ennemy)
        {
            if (type == PlayerType.Hero)
            {
                if (kbState.IsKeyDown(Keys.Up) && kbState.IsKeyDown(Keys.Left)      // flèches haut et gauche appuyées
            && Collisions.libreHeroUp(this.Hitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight)
            && Collisions.libreHeroLeft(this.Hitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                {
                    this.Direction = TLN_The_Last_Ninja.Direction.UpLeft;
                    this.Hitbox.X -= this.Speed;
                    this.Hitbox.Y -= this.Speed;
                    this.Animate();
                }
                else if (kbState.IsKeyDown(Keys.Up) && kbState.IsKeyDown(Keys.Right)          // flèches haut et droite appuyées
                    && Collisions.libreHeroUp(this.Hitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight)
                    && Collisions.libreHeroRight(this.Hitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                {
                    this.Direction = TLN_The_Last_Ninja.Direction.UpRight;
                    this.Hitbox.X += this.Speed;
                    this.Hitbox.Y -= this.Speed;
                    this.Animate();
                }
                else if (kbState.IsKeyDown(Keys.Down) && kbState.IsKeyDown(Keys.Left)          // flèches bas et gauche appuyées
                    && Collisions.libreHeroDown(this.Hitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight)
                    && Collisions.libreHeroLeft(this.Hitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                {
                    this.Direction = TLN_The_Last_Ninja.Direction.DownLeft;
                    this.Hitbox.X -= this.Speed;
                    this.Hitbox.Y += this.Speed;
                    this.Animate();
                }
                else if (kbState.IsKeyDown(Keys.Down) && kbState.IsKeyDown(Keys.Right)          // flèches bas et droite appuyées
                    && Collisions.libreHeroDown(this.Hitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight)
                    && Collisions.libreHeroRight(this.Hitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                {
                    this.Direction = TLN_The_Last_Ninja.Direction.DownRight;
                    this.Hitbox.X += this.Speed;
                    this.Hitbox.Y += this.Speed;
                    this.Animate();
                }
                else if (kbState.IsKeyDown(Keys.Up)               // flèche haut appuyée
                    && Collisions.libreHeroUp(this.Hitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))    //test collisions avec dessus du héros
                {
                    this.Direction = TLN_The_Last_Ninja.Direction.Up;
                    this.Hitbox.Y -= this.Speed;
                    this.Animate();
                }
                else if (kbState.IsKeyDown(Keys.Down)        // flèche bas appuyée
                    && Collisions.libreHeroDown(this.Hitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))  //test collisions avec dessous du héros
                {
                    this.Direction = TLN_The_Last_Ninja.Direction.Down;
                    this.Hitbox.Y += this.Speed;
                    this.Animate();
                }
                else if (kbState.IsKeyDown(Keys.Left)        // flèche gauche appuyée
                    && Collisions.libreHeroLeft(this.Hitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))  //test collisions avec gauche du héros
                {
                    this.Direction = TLN_The_Last_Ninja.Direction.Left;
                    this.Hitbox.X -= this.Speed;
                    this.Animate();
                }
                else if (kbState.IsKeyDown(Keys.Right)       // flèche droite appuyée
                    && Collisions.libreHeroRight(this.Hitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight)) //test collisions avec droite du héros
                {
                    this.Direction = TLN_The_Last_Ninja.Direction.Right;
                    this.Hitbox.X += this.Speed;
                    this.Animate();
                }
                else if (kbState.IsKeyUp(Keys.Up) && (kbState.IsKeyUp(Keys.Down) && (kbState.IsKeyUp(Keys.Left) && (kbState.IsKeyUp(Keys.Right))))) // ici on empeche le sprite de moonwalk quand on n'appuie sur aucune touche !
                {
                    this.FrameColumn = 1; // faut remplacer par la colonne de notre sprite!
                    this.Timer = 0;
                }

                switch (this.Direction) // switch = plusieurs if ici on donne l'effet inverse au sprite.
                {
                    case Direction.Up: this.FrameLine = 3; // remplacer par les bons chiffres !
                        this.Effects = SpriteEffects.None;
                        break;
                    case Direction.Down: this.FrameLine = 1;
                        this.Effects = SpriteEffects.None;
                        break;
                    case Direction.Left: this.FrameLine = 2;
                        this.Effects = SpriteEffects.None;
                        break;
                    case Direction.Right: this.FrameLine = 2;
                        this.Effects = SpriteEffects.FlipHorizontally;
                        break;
                    case Direction.DownLeft: this.FrameLine = 4;
                        this.Effects = SpriteEffects.None;
                        break;
                    case Direction.UpRight: this.FrameLine = 5;
                        this.Effects = SpriteEffects.None;
                        break;
                    case Direction.UpLeft: this.FrameLine = 7;
                        this.Effects = SpriteEffects.None;
                        break;
                    case Direction.DownRight: this.FrameLine = 6;
                        this.Effects = SpriteEffects.None;
                        break;
                }
            }

            if (type == PlayerType.Ennemy)
            {
                if (ennemy.is_in_bound(hero.Hitbox.X, hero.Hitbox.Y))
                {
                    if (ennemy.IAHitbox.X > hero.Hitbox.X + hero.Hitbox.Width && ennemy.IAHitbox.Y > hero.Hitbox.Y
                        && Collisions.libreHeroLeft(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight)
                        && Collisions.libreHeroUp(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                    {
                        ennemy.IAHitbox.X -= ennemy.PlayerSpeed;
                        ennemy.IAHitbox.Y -= ennemy.PlayerSpeed;
                        ennemy.Direction = Direction.UpLeft;
                        ennemy.Animate();
                    }
                    else if (ennemy.IAHitbox.X < hero.Hitbox.X - hero.Hitbox.Width && ennemy.IAHitbox.Y > hero.Hitbox.Y
                        && Collisions.libreHeroUp(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight)
                        && Collisions.libreHeroRight(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                    {
                        ennemy.IAHitbox.X += ennemy.PlayerSpeed;
                        ennemy.IAHitbox.Y -= ennemy.PlayerSpeed;
                        ennemy.Direction = Direction.UpRight;
                        ennemy.Animate();
                    }
                    else if (ennemy.IAHitbox.X > hero.Hitbox.X && ennemy.IAHitbox.Y < hero.Hitbox.Y - hero.Hitbox.Height
                        && Collisions.libreHeroDown(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight)
                        && Collisions.libreHeroLeft(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                    {
                        ennemy.IAHitbox.X -= ennemy.PlayerSpeed;
                        ennemy.IAHitbox.Y += ennemy.PlayerSpeed;
                        ennemy.Direction = Direction.DownLeft;
                        ennemy.Animate();
                    }
                    else if (ennemy.IAHitbox.X < hero.Hitbox.X && ennemy.IAHitbox.Y < hero.Hitbox.Y - hero.Hitbox.Height
                        && Collisions.libreHeroDown(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight)
                        && Collisions.libreHeroRight(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                    {
                        ennemy.IAHitbox.X += ennemy.PlayerSpeed;
                        ennemy.IAHitbox.Y += ennemy.PlayerSpeed;
                        ennemy.Direction = Direction.DownRight;
                        ennemy.Animate();
                    }
                    else if (ennemy.IAHitbox.X > hero.Hitbox.X + hero.Hitbox.Width
                        && Collisions.libreHeroLeft(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                    {
                        ennemy.IAHitbox.X -= ennemy.PlayerSpeed;
                        ennemy.Direction = Direction.Left;
                        ennemy.Animate();
                    }
                    else if (ennemy.IAHitbox.X < hero.Hitbox.X - hero.Hitbox.Width
                        && Collisions.libreHeroRight(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                    {
                        ennemy.IAHitbox.X += ennemy.PlayerSpeed;
                        ennemy.Direction = Direction.Right;
                        ennemy.Animate();
                    }
                    else if (ennemy.IAHitbox.Y > hero.Hitbox.Y /*+ hero.Hitbox.Height*/
                        && Collisions.libreHeroUp(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                    {
                        ennemy.IAHitbox.Y -= ennemy.PlayerSpeed;
                        ennemy.Direction = Direction.Up;
                        ennemy.Animate();
                    }
                    else if (ennemy.IAHitbox.Y < hero.Hitbox.Y /*- hero.Hitbox.Height*/
                        && Collisions.libreHeroDown(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                    {
                        ennemy.IAHitbox.Y += ennemy.PlayerSpeed;
                        ennemy.Direction = Direction.Down;
                        ennemy.Animate();
                    }
                }
                else
                {
                    if (direc == 0 && Collisions.libreHeroRight(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                    {
                        this.IAHitbox.X += this.Speed;
                        this.Direction = TLN_The_Last_Ninja.Direction.Right;
                        this.Animate();
                    }
                    if (direc == 1 && Collisions.libreHeroDown(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                    {
                        this.IAHitbox.Y += this.Speed;
                        this.Direction = TLN_The_Last_Ninja.Direction.Down;
                        this.Animate();
                    }
                    if (direc == 2 && Collisions.libreHeroLeft(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                    {
                        this.IAHitbox.X -= this.Speed;
                        this.Direction = TLN_The_Last_Ninja.Direction.Left;
                        this.Animate();
                    }
                    else if (direc == 3 && Collisions.libreHeroUp(this.IAHitbox, posTreeTab, posWaterTab, posStoneTab, posGateTab, spriteExample, listOfTextures, MaxWidth, MaxHeight))
                    {
                        this.IAHitbox.Y -= this.Speed;
                        this.Direction = TLN_The_Last_Ninja.Direction.Up;
                        this.Animate();
                    }
                }
            }
            switch (this.Direction) // switch = plusieurs if ici on donne l'effet inverse au sprite.
            {
                case Direction.Up: this.FrameLine = 3; // remplacer par les bons chiffres !
                    this.Effects = SpriteEffects.None;
                    break;
                case Direction.Down: this.FrameLine = 1;
                    this.Effects = SpriteEffects.None;
                    break;
                case Direction.Left: this.FrameLine = 2;
                    this.Effects = SpriteEffects.None;
                    break;
                case Direction.Right: this.FrameLine = 2;
                    this.Effects = SpriteEffects.FlipHorizontally;
                    break;
            }

            if (type == PlayerType.Munition)
            {
            }
        }