protected override void Initialize() { this._graphics.IsFullScreen = false; this._graphics.PreferredBackBufferWidth = 650; this._graphics.PreferredBackBufferHeight = 600; this._graphics.ApplyChanges(); _keyboardState = Keyboard.GetState(); raquette = new Raquette(this, "raquette"); this.Components.Add(raquette); balle = new Balle(this, "balle", raquette); this.Components.Add(balle); murDeBrique = new MurDeBrique(this); this.Components.Add(murDeBrique); score = 0; level = 1; life = 3; hudLevel = new Hud(this, "Level : 1", new Vector2(this.GraphicsDevice.PresentationParameters.BackBufferWidth - 180, 0)); this.Components.Add(hudLevel); hudScore = new Hud(this, "Score : 0", new Vector2(this.GraphicsDevice.PresentationParameters.BackBufferWidth - 50, 0)); this.Components.Add(hudScore); dernnierNiveau = 10; gameOver = ""; base.Initialize(); }
public int startLevel(int maxLevel, Balle balle, Raquette raquette) { // On verifie si toutes les briques sont désactives List <Brique> briques_old = new List <Brique>(); foreach (var brique in briques) { if (brique.active) { briques_old.Add(brique); } } briques.Clear(); briques = briques_old; // Si le nombre de brique est 0 if (briques.Count == 0) { level++; raquette.reset(); balle.reset(); if (level > maxLevel) { return(level); } int[,] level_position = getLevel("levels/" + level + ".txt"); for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { if (level_position[x, y] == 1) { Brique brique = new Brique(base.Game, "brique", new Vector2(x * 70 + 9 * x + 13, y * 15 + 8 * y + 8)); briques.Add(brique); this.Game.Components.Add(brique); } else if (level_position[x, y] == 2) { BriqueVitesse brique = new BriqueVitesse(base.Game, "briqueVitesse", new Vector2(x * 70 + 9 * x + 13, y * 15 + 8 * y + 8)); briques.Add(brique); this.Game.Components.Add(brique); } } } if (level > 1 && level <= maxLevel) { _ballBouncePartie.Play(); } } return(level); }
public int detection_collision(Balle balle) { int point = 0; foreach (var brique in this.briques) { if (balle.collision_brique(brique, brique.multiplicateurVitesse)) { this.Game.Components.Remove(brique); point += brique.points; } } return(point); }