示例#1
0
 public GamePlay(MapMaker mapMaker, GameWindow window)
 {
     this.MapMaker = mapMaker;
     this.LevelObjects = new List<GameObject>();
     this.Window = window;
     LevelCreators.Peek()();
 }
示例#2
0
        public Menu(GameWindow window)
        {
            hauteur = window.ClientBounds.Height;
            largeur = window.ClientBounds.Width;

            #region Booleen clavier
            clavierhaut = false;
            clavierbas = false;
            clavierentrer = false;
            changement = false;
            flechegauche = false;
            flechedroite = false;
            #endregion

            choix = 1;
            numerocarte = 0;
            rectselecteur = new Rectangle(10, 60, 40, 30);
            langue = Langue.Francais;
            mode = Mode.Menu;
            sound = Son.On;
            pauseactive = false;
            carte_hauteur = 5;
            carte_largeur = 5;
            clavierType = ClavierType.AZERTY;
            message = new Message(largeur, hauteur);
        }
        private void HookWindowClosingShouldSavePosition(GameWindow gameWindow)
        {
            var field = typeof(OpenTKGameWindow).GetField("window", BindingFlags.NonPublic | BindingFlags.Instance);
            var window = (OpenTK.GameWindow)field.GetValue(gameWindow);

            window.Closing += (sender, args) => this.service.PersistGameWindowPosition(window.X, window.Y);
        }
示例#4
0
        public GameWindowViewSizeService(Xna.GameWindow window)
        {
            this.window = window;
            this.window.ClientSizeChanged += this.OnClientSizeChanged;

            this.RefreshCache();
        }
        public Core(ContentManager content, GraphicsDevice graphicsDevice, GameWindow window)
            : base(window)
        {
            this.content = content;

            Initialiaze();
        }
示例#6
0
        public static void SetScreenSize(GameWindow window)
        {
            Microsoft.Xna.Framework.Rectangle game;
            System.Drawing.Rectangle screen;

            if (window != null)
            {
                game = window.ClientBounds;
                screen = Screen.GetWorkingArea(new System.Drawing.Rectangle(game.X, game.Y, game.Width, game.Height));
            }
            else
            {
                screen = Screen.GetWorkingArea(new System.Drawing.Point(0, 0));
            }

            foreach (DisplayMode mode in GraphicsAdapter.DefaultAdapter.SupportedDisplayModes)
            {
                if (mode.Format != SurfaceFormat.Color)
                    continue;
                ResolutionConfig res = new ResolutionConfig(mode.Width, mode.Height);
                if (!FullScreenResolutionsList.Contains(res))
                {
                    FullScreenResolutionsList.Add(res);
                }
            }

            foreach (ResolutionConfig res in FullScreenResolutionsList)
            {
                if (!PlayWindowResolutionsList.Contains(res) && res.Width <= screen.Width && res.Height <= screen.Height)
                {
                    PlayWindowResolutionsList.Add(res);
                }
            }
        }
示例#7
0
 public PNJ(int x, int y, string[] textes, string nom, Item item, GameWindow window)
 {
     this.nom = nom;
     dialogue = new Dialogue(textes, nom, window);
     this.item = item;
     pnj = new Rectangle(x, y, 40, 100);
 }
示例#8
0
        public XnaInputManager(Game game, Core.IO.IGameDescriptor gameDesc)
        {
            _game = game;
            _width = gameDesc.Width;
            _height = gameDesc.Height;
            _window = game.Window;
            _mousePosition = new Core.Graphics.Point();

            TouchPanel.EnableMouseGestures = true;
            TouchPanel.EnabledGestures = GestureType.Hold | GestureType.Tap;
            TouchPanel.EnableMouseTouchPoint = true;

#if WINDOWS_UWP
            var view = SystemNavigationManager.GetForCurrentView();
            view.BackRequested += HardwareButtons_BackPressed;

            bool isHardwareButtonsApiPresent = Windows.Foundation.Metadata.ApiInformation.IsTypePresent
                (typeof(Windows.Phone.UI.Input.HardwareButtons).FullName);

            if (isHardwareButtonsApiPresent)
            {
                Windows.Phone.UI.Input.HardwareButtons.CameraPressed += HardwareButtons_CameraPressed;
            }

            _inputPane = InputPane.GetForCurrentView();
            _currentWindow = CoreWindow.GetForCurrentThread();
            _currentWindow.KeyDown += XnaInputManager_KeyDown;
            _currentWindow.KeyUp += XnaInputManager_KeyUp;
#endif
        }
示例#9
0
 public cVideo(GameWindow gw)
 {
     vid = new Video(@"Resources/Video/helloworldintro.avi");
     vid.Owner = Form.FromHandle(gw.Handle);
     vid.Ending += new EventHandler(vid_Ending);
     playstate = true;
 }
        public PersonnageJouable(int vie, int mana, int force, Arme arme, Sexe sexe, GameWindow window)
            : base(vie, mana, force, arme)
        {
            #region Rectangles de collision
                rectangle = new Rectangle(window.ClientBounds.Width / 2 - 10, window.ClientBounds.Height / 2 - 25, 40, 100);
                collisionhaut = new Rectangle(rectangle.X, rectangle.Y + 60, rectangle.Width, 40);
                collisionbas = new Rectangle(rectangle.X, rectangle.Y + rectangle.Height, rectangle.Width, 10);
                collisiongauche = new Rectangle(rectangle.X - 10, rectangle.Y + 80, 10, 20);
                collisiondroite = new Rectangle(rectangle.X + rectangle.Width, rectangle.Y + 80, 10, 20);
            #endregion

            this.sexe = sexe;
            this.window = window;
            vieMax = 40;
            manaMax = 0;
            #region Initialisation des booleens de deplacement
            dplcmthaut = false;
            dplcmtbas = false;
            dplcmtgauche = false;
            dplcmtdroite = false;
            versbas = false;
            versdroite = false;
            versgauche = false;
            vershaut = false;
            #endregion

            #region Initialisation des textures(Vers le bas)
            haut = false;
            bas = true;
            gauche = false;
            droite = false;
            compteurtext = 0;
            #endregion
        }
示例#11
0
        public Rato(Texture2D textura, GameWindow window, SoundEffect efeitoSonoro)
            : base(textura)
        {
            this.textura = textura;
            this.window = window;
            this.efeitoSonoro = efeitoSonoro;

            andando_direita_esquerda = new animacao();
            andando_direita_esquerda.qtd_quadros = 4;
            andando_direita_esquerda.quadros_seg = 2;
            andando_direita_esquerda.Y = 0;
            andando_direita_esquerda.quadro_X = textura.Width / andando_direita_esquerda.qtd_quadros;
            andando_direita_esquerda.quadro_Y = textura.Height / 3;
            andando_direita_esquerda.nome = "horizontal";

            andando_cima_baixo = new animacao();
            andando_cima_baixo.qtd_quadros = 4;
            andando_cima_baixo.quadros_seg = 2;
            andando_cima_baixo.Y = textura.Height/3;
            andando_cima_baixo.quadro_X = textura.Width / andando_direita_esquerda.qtd_quadros;
            andando_cima_baixo.quadro_Y = textura.Height / 3;
            andando_cima_baixo.nome = "vertical";

            parado = new animacao();
            parado.qtd_quadros = 1;
            parado.quadros_seg = 2;
            parado.Y = textura.Height/3*2;
            parado.quadro_X = textura.Width / andando_direita_esquerda.qtd_quadros;
            parado.quadro_Y = textura.Height / 3;
            parado.nome = "parado";

            animacao_atual = andando_direita_esquerda;

            destino = new Rectangle(0, 0, andando_direita_esquerda.quadro_X, andando_direita_esquerda.quadro_Y);
        }
示例#12
0
        public void Draw(SpriteBatch batch, GameWindow window)
        {
            batch.Draw(_evilOMeter, new Vector2(360, 20), Color.White);
            batch.Draw(_goodOMeter, new Vector2(360, 20), new Rectangle(0, 0, 93 + HOW_EVIL, _evilOMeter.Height), Color.White);

            if (_heldObject != null)
            {
                if (_heldObject.Disposed)
                {
                    _heldObject = null;
                }
                else if(_heldObject.CapturedSprite != null)
                {
                    batch.Draw(_heldObject.CapturedSprite.Texture, new Vector2((float)window.ClientBounds.Width - 165, (float)window.ClientBounds.Height - 190), Color.White);
                }
                else if (_heldObject.Sprite.Animation != null)
                {
                    _heldObject.Sprite.Animation.Draw(batch, new Vector2((float)window.ClientBounds.Width / 2, (float)window.ClientBounds.Height - 50), 0f, false);
                }
                else
                {
                    batch.Draw(_heldObject.Sprite.Texture, new Vector2((float)window.ClientBounds.Width / 2, (float)window.ClientBounds.Height - 50), Color.White);
                }
            }
        }
        public int Update(GameWindow window, GameTime gameTime)
        {
            closestLength = 100000;
            closestEnemy = null;
            foreach (Enemy enemy in Enemies.ToArray())
            {
                if ((enemy.Center - player.Center).Length() < closestLength && enemy.Y < player.Y && !enemy.IsDying)
                {
                    closestLength = (enemy.Position - player.Position).Length();
                    closestEnemy = enemy;
                }
                foreach (Projectile bullet in player.Bullets)
                    if (enemy.IsColliding(bullet) && bullet.Y > 0 && enemy.IsAlive && bullet.IsAlive)
                    {
                        enemy.Health--;
                        bullet.Health--;
                    }

                if (enemy.IsAlive && enemy.IsColliding(player))
                {
                    player.Health--;
                    enemy.Health--;
                }
                enemy.Update(window);
            }
            return !player.IsAlive
                ? (int) Level.LevelState.GameOver
                : (player.Pause ? (int) Level.LevelState.Pause : (int) Level.LevelState.Active);
        }
示例#14
0
        public Background(ContentManager Content, GameWindow window)
        {
            this.tex = new Texture2D[3];
            this.window = window;

            tex[0] = Content.Load<Texture2D>("Ground");
            tex[1] = Content.Load<Texture2D>("Cloud");
            tex[2] = Content.Load<Texture2D>("Cloud");

            foreground = new List<Vector2>();
            fgSpacing = tex[0].Width;
            fgSpeed = 0.75f;
            for (int i = 0; i < (window.ClientBounds.Width/fgSpacing)+2; i++)
            {
                foreground.Add(new Vector2(i * fgSpacing, window.ClientBounds.Height - tex[0].Height));
            }

            middleground = new List<Vector2>();
            mgSpacing = window.ClientBounds.Width / 5;
            mgSpeed = 0.5f;
            for (int i = 0; i < (window.ClientBounds.Width/mgSpacing); i++)
            {
                middleground.Add(new Vector2(i * mgSpacing, window.ClientBounds.Height - tex[0].Height - tex[1].Height));
            }

            background = new List<Vector2>();
            bgSpacing = window.ClientBounds.Width / 3;
            bgSpeed = 0.25f;
            for (int i = 0; i < (window.ClientBounds.Width/bgSpacing)+2; i++)
            {
                background.Add(new Vector2(i*bgSpacing,window.ClientBounds.Height - tex[0].Height -(int)(tex[1].Height*1.5)));
            }
        }
 public FpsGameComponent(Game game, GraphicsDeviceManager manager)
     : base(game)
 {
     this.Window = game.Window;
     manager.SynchronizeWithVerticalRetrace = false;
     game.IsFixedTimeStep = true;
 }
        public void AddItem(Texture2D itemTexture, int state, GameWindow window)
        {
            Vector2 pos = items.Count > 0 ? items[items.Count - 1].Position : new Vector2(window.ClientBounds.Width / 2 - itemTexture.Width / 2, itemTexture.Height * 2 + Margin + Margin/2);
            pos.Y += itemTexture.Height + Margin;

            items.Add(new MenuItem(itemTexture, pos, state));
        }
 public EcranChargement(GameWindow window)
 {
     coord_ecran = new Rectangle(0, 0, window.ClientBounds.Width, window.ClientBounds.Height);
     transition = false;
     compteur = 0;
     opacite = 400;
 }
示例#18
0
        public Moto(ContentManager Content, GameWindow Window)
            : base(Content.Load<Texture2D>("moto"))
        {
            this.Window = Window;

            textura = Content.Load<Texture2D>("moto");

            posicao = new Vector2(200, 300);

            ronco = Content.Load<SoundEffect>("Sounds/SoundEffects/sound_effect");

            andando = new animacao();
            andando.quadro_X = 67;
            andando.quadro_Y = 47;
            andando.qtd_quadros = 3;
            andando.quadros_seg = 3;
            andando.Y = 0;

            correndo = new animacao();
            correndo.quadro_X = 67;
            correndo.quadro_Y = 47;
            correndo.qtd_quadros = 3;
            correndo.quadros_seg = 9;
            correndo.Y = 47;

            animacao_atual = correndo;
        }
示例#19
0
 /// <summary>
 /// コンストラクタ
 /// </summary>
 /// <param name="window">GameWindowオブジェクト</param>
 /// <param name="graphics">GraphicsDevice</param>
 public ScreenManager(GameWindow window, GraphicsDevice graphics)
 {
     UpdateRenderTarget(window, graphics);
     this.window = window;
     this.graphics = graphics;
     window.ClientSizeChanged += new EventHandler<EventArgs>(ClientSizeChanged);
 }
        public GameplayManager(GameWindow window) {
            world = new World(Vector2.Zero);
            ConvertUnits.SetDisplayUnitToSimUnitRatio(20.0f); //Not sure what a good number is here?
            vfx = new VisualEffectsManager();

            this.window = window;
            grid = new Grid(world);
            armyController = new PlayerController(this, 0);

            SpawnUnit(new Vector2(150, 150), 0, UnitTypes.Ranged);
            SpawnUnit(new Vector2(250, 150), 1, UnitTypes.Ranged);
            SpawnUnit(new Vector2(252, 150), 1, UnitTypes.Melee);
            SpawnUnit(new Vector2(290, 150), 0, UnitTypes.Melee);
            SpawnUnit(new Vector2(150, 170), 0, UnitTypes.Melee);
            SpawnUnit(new Vector2(250, 170), 1, UnitTypes.Melee);
            SpawnUnit(new Vector2(252, 170), 1, UnitTypes.Ranged);
            SpawnUnit(new Vector2(290, 170), 0, UnitTypes.Ranged);
            SpawnUnit(new Vector2(150, 190), 0, UnitTypes.Ranged);
            SpawnUnit(new Vector2(250, 190), 1, UnitTypes.Ranged);
            SpawnUnit(new Vector2(252, 190), 1, UnitTypes.Ranged);
            SpawnUnit(new Vector2(290, 190), 0, UnitTypes.Ranged);
            SpawnBase(10,3, 0);
            SpawnBarracks(14, 6, 0);

            SpawnBarracks(18, 8, 1);
            
        }
 private static void MoveGameWindow(GameWindow gameWindow, int x, int y)
 {
     var field = typeof(OpenTKGameWindow).GetField("window", BindingFlags.NonPublic | BindingFlags.Instance);
     var window = (OpenTK.GameWindow)field.GetValue(gameWindow);
     window.X = x;
     window.Y = y;
 }
示例#22
0
 public Ball_Bounce(Texture2D tex, Vector2 pos, GameWindow window)
     : base(tex,pos,tex.Width/2,hitBox)
 {
     this.bX = window.ClientBounds.Width;
     this.bY = window.ClientBounds.Height;
     this.speed = new Vector2(2, 0);
 }
示例#23
0
        public Joueur(GameWindow fenetre, Sexe sexe)
        {
            largeur_ecran = fenetre.ClientBounds.Width;
            hauteur_ecran = fenetre.ClientBounds.Height;
            centre_joueur = new Vector2(200, hauteur_ecran / 2 );
            courseactive = false;

            haut = false;
            bas = true;
            gauche = false;
            droite = false;

            blocage_haut = false;
            blocage_bas = false;
            blocage_gauche = false;
            blocage_droit = false;

            fleche_bas = false;
            fleche_droite = false;
            fleche_gauche = false;
            fleche_haut = false;

            this.sexe = sexe;

            vieMax = 100;
            manaMax = 100;
            vie = 100;
            mana = 0;
        }
示例#24
0
 public Dialogue(string[] textes, string interlocuteur, GameWindow window)
 {
     this.interlocuteur = interlocuteur;
     this.textes = textes;
     largeur = window.ClientBounds.Width;
     hauteur = window.ClientBounds.Height;
     rect_bulle = new Rectangle(40, 11 * hauteur / 15, largeur - 80, 2 * hauteur / 15);
 }
示例#25
0
 public void Teleportation(PersonnageJouable joueur, MapManager map, GameWindow window)
 {
     if (Coordonnees.Intersects(joueur._rectangle))
     {
         map.ChargementMap(Destination);
         map.Position(xdestination, ydestination, joueur, window);
     }
 }
示例#26
0
 public Camera(GameWindow fenetre, int x, int y)
 {
     this.x = x;
     this.y = y;
     largeur_ecran = fenetre.ClientBounds.Width;
     hauteur_ecran = fenetre.ClientBounds.Height;
     animationactive = false;
 }
示例#27
0
 public MouseService(CoroutineService coroutineService)
 {
     coroutineService.StartCoroutine(Update());
     _lastState = Mouse.GetState();
     _position = _lastState.Position;
     _window = ServiceLocator.Instance.GetService<GameWindow>();
     _graphics = ServiceLocator.Instance.GetService<GraphicsDevice>();
 }
        /// <summary>
        /// Default constructor. Assumes the camera should be oriented up.
        /// </summary>
        /// <param name="pos"></param>
        /// <param name="lookAt"></param>
        public Camera(GameWindow window, Vector3 pos, Vector3 lookAt)
        {
            _position = pos;
            _lookatPosition = lookAt;

            UpdateProjection(window);
            Update();
        }
示例#29
0
 public static void DrawGame(GameTime gameTime, SpriteBatch spriteBatch, GameWindow window)
 {
     human.Draw(spriteBatch, gameTime);
     computer.Draw(spriteBatch, gameTime);
     ball.Draw(spriteBatch,gameTime);
     foreach (PhysicalObject wall in Walls)
         wall.Draw(spriteBatch, gameTime);
 }
示例#30
0
 public Camera(GameWindow fenetre)
 {
     x = 0;
     y = 0;
     largeur_ecran = fenetre.ClientBounds.Width;
     hauteur_ecran = fenetre.ClientBounds.Height;
     animationactive = false;
 }
示例#31
0
文件: App.cs 项目: juherask/VRPGame
    static Jypeli.JypeliWindow UglyHackToInstantiateJypeliWindow(XNA_Window gwin, XNA_GDM gdm)
    {
        ConstructorInfo jpwCtr = typeof(Jypeli.JypeliWindow).GetConstructor(
            BindingFlags.NonPublic | BindingFlags.Instance,
            null, new Type[] { typeof(XNA_Window), typeof(XNA_GDM) }, null);

        Jypeli.JypeliWindow jpw = (Jypeli.JypeliWindow)(jpwCtr.Invoke(new object[] { gwin, gdm }));
        return(jpw);
    }
示例#32
0
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            FontManager    = new FontManager();                  // Manages text draws
            InputManager   = new InputManager();                 // Manages player's input (mouse and keyboard)
            GameWindow     = Window;
            TextureManager = new TextureManager(GraphicsDevice); // Mananges textures such that no duplicates are made
            SongManager    = new SongManager();                  // Manages background music
            WindowManager  = new WindowManager();                // Manages displayed windows
            NetworkClient.Setup();

            base.Initialize();
        }
示例#33
0
文件: App.cs 项目: juherask/VRPGame
    private static void TryToSwitchAntialiasingOn()
    {
        // The GDM creates the graphicsdevices for windows to draw. Gain access to it.
        XNA_GDM gdm = UglyHackToGetGraphicsDeviceManagerWithReflection();

        gdm.PreferMultiSampling = true;
        gdm.ApplyChanges();

        // Ok, now lets switch the Jypeli.Game.Window before anyone noitices!
        XNA_Window gwin = UglyHackToGetXNAGAmeWindowWithReflection(VRPGame.Window);

        Jypeli.JypeliWindow antialiasedWindow = UglyHackToInstantiateJypeliWindow(gwin, gdm);

        UglyHackToSwitchJypeliWindowWithReflection(antialiasedWindow);

        // TODO: If everything else works do this e.g. with more reflection
        //  http://stackoverflow.com/questions/660480/determine-list-of-event-handlers-bound-to-event
        //Window.Resizing += new JypeliWindow.ResizeEvent( WindowResized );
        //Window.Resized += new JypeliWindow.ResizeEvent( WindowResized );
    }
示例#34
0
 public KeyboardDispatcher(Microsoft.Xna.Framework.GameWindow window)
 {
     InputEventSystem.EventInput.Initialize(window);
     InputEventSystem.EventInput.CharEntered += new InputEventSystem.CharEnteredHandler(EventInput_CharEntered);
     InputEventSystem.EventInput.KeyDown     += new InputEventSystem.KeyEventHandler(EventInput_KeyDown);
 }
示例#35
0
        public Game()
        {
            // Initialize collections
            _services = new GameServiceContainer();
            _gameComponentCollection = new GameComponentCollection();

            _gameComponentCollection.ComponentAdded += Handle_gameComponentCollectionComponentAdded;

            // The default for Windows is 480 x 800
            //RectangleF frame = NSScreen.MainScreen.Frame;
            RectangleF frame = new RectangleF(0, 0, Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferWidth,
                                              Microsoft.Xna.Framework.Graphics.PresentationParameters._defaultBackBufferHeight);

            //Create a window
            _mainWindow = new MacGameNSWindow(frame, NSWindowStyle.Titled | NSWindowStyle.Closable, NSBackingStore.Buffered, true);

            // Perform any other window configuration you desire
            _mainWindow.IsOpaque = true;
            _mainWindow.EnableCursorRects();
            _gameWindow      = new GameWindow(frame);
            _gameWindow.game = this;

            _mainWindow.ContentView.AddSubview(_gameWindow);
            _mainWindow.AcceptsMouseMovedEvents = false;
            _mainWindow.Center();
            // Initialize GameTime
            _updateGameTime = new GameTime();
            _drawGameTime   = new GameTime();

            //Set the current directory.
            // We set the current directory to the ResourcePath on Mac
            Directory.SetCurrentDirectory(NSBundle.MainBundle.ResourcePath);

            //Tao.Sdl.Sdl.SDL_Init(Tao.Sdl.Sdl.SDL_INIT_JOYSTICK);

            // Leave these here for when we implement the Activate and Deactivated
            _mainWindow.DidBecomeKey += delegate(object sender, EventArgs e) {
                //if (!IsMouseVisible)
                //	_gameWindow.HideCursor();
                //Console.WriteLine("BecomeKey");
                IsActive = true;
            };

            _mainWindow.DidResignKey += delegate(object sender, EventArgs e) {
                //if (!IsMouseVisible)
                //	_gameWindow.UnHideCursor();
                //Console.WriteLine("ResignKey");
                IsActive = false;
            };

            _mainWindow.DidBecomeMain += delegate(object sender, EventArgs e) {
                //if (!IsMouseVisible)
                //_gameWindow.HideCursor();
                ////Console.WriteLine("BecomeMain");
            };

            _mainWindow.DidResignMain += delegate(object sender, EventArgs e) {
                //if (!IsMouseVisible)
                //	_gameWindow.UnHideCursor();
                //Console.WriteLine("ResignMain");
            };
        }
示例#36
0
        //
        // DisposeWindow
        //

        private static void DisposeWindowImpl(GameWindow window)
        {
        }
示例#37
0
 public Game()
 {
     Content = new ContentManager();
     Window  = new GameWindow();
 }
示例#38
0
 /// <summary>
 ///Initialize / Apply The Window
 /// </summary>
 /// <param name="window">XNA GameWindow Reference</param>
 public static void ApplyGameWindow(Microsoft.Xna.Framework.GameWindow window)
 {
     win = window;
 }
示例#39
-1
        public PersonnageJouable(GameWindow window, Sexe sexe)
            : base(40, 0, 1, new Arme(Arme.typearme.Poing), new Rectangle(window.ClientBounds.Width / 2 - 10, window.ClientBounds.Height / 2 - 40, 20, 10))
        {
            rectangle = new Rectangle(window.ClientBounds.Width / 2 - 10, window.ClientBounds.Height / 2 - 25, 40, 100);
            collisionhaut = new Rectangle(rectangle.X, rectangle.Y + 60, rectangle.Width, 40);
            collisionbas = new Rectangle(rectangle.X, rectangle.Y + rectangle.Height, rectangle.Width, 10);
            collisiongauche = new Rectangle(rectangle.X - 10, rectangle.Y + 60, 10, 40);
            collisiondroite = new Rectangle(rectangle.X + rectangle.Width, rectangle.Y + 60, 10, 40);
            this.window = window;
            this.sexe = sexe;

            #region Initialisation des booleens de deplacement
            dplcmthaut = false;
            dplcmtbas = false;
            dplcmtgauche = false;
            dplcmtdroite = false;
            versbas = false;
            versdroite = false;
            versgauche = false;
            vershaut = false;
            blocbas = false;
            blocdroit = false;
            blocgauche = false;
            blochaut = false;
            #endregion

            #region Initialisation des textures(Vers le bas)
            haut = false;
            bas = true;
            gauche = false;
            droite = false;
            compteurtext = 0;
            #endregion
        }