// position sur les tiles isos
        public List<Vector2> GetPath(Vector2 _positionDepart, Vector2 _positionFinale)
        {
            Node _currentNode = new Node(null, GetF(_positionDepart, _positionFinale, _positionDepart, 0), _positionDepart);
            List<Node> _openList = new List<Node>();
            List<Node> _closedList = new List<Node>();

            Vector2[] _adjacentNodePos = new Vector2[8];

            _openList.Add(_currentNode);

            while (_currentNode.Pos != _positionFinale)
            {
                _adjacentNodePos[0] = new Vector2(_currentNode.Pos.X + 1, _currentNode.Pos.Y);
                _adjacentNodePos[1] = new Vector2(_currentNode.Pos.X - 1, _currentNode.Pos.Y);
                _adjacentNodePos[2] = new Vector2(_currentNode.Pos.X, _currentNode.Pos.Y + 1);
                _adjacentNodePos[3] = new Vector2(_currentNode.Pos.X, _currentNode.Pos.Y - 1);
                _adjacentNodePos[4] = new Vector2(_currentNode.Pos.X + 1, _currentNode.Pos.Y + 1);
                _adjacentNodePos[5] = new Vector2(_currentNode.Pos.X - 1, _currentNode.Pos.Y - 1);
                _adjacentNodePos[6] = new Vector2(_currentNode.Pos.X + 1, _currentNode.Pos.Y - 1);
                _adjacentNodePos[7] = new Vector2(_currentNode.Pos.X - 1, _currentNode.Pos.Y + 1);

                for (int i = 0; i < 8; i++)
                    _openList.Add(new Node(_currentNode, GetF(_positionDepart, _positionFinale,  _adjacentNodePos[i], _collisionTableau[(int)_adjacentNodePos[i].X, (int)_adjacentNodePos[i].X]), _adjacentNodePos[i]));

                _closedList.Add(_openList[0]); // on deplace le noeud parent
                _openList.RemoveAt(0);

                for (int i = 0; i < 7; i++)
                {
                    if (_openList[0].F < _openList[1].F) // garde le f le plus petit
                        _openList.RemoveAt(1);
                    else _openList.RemoveAt(0);
                }

                _currentNode = _openList[0];
            }
        }
        // position sur les tiles isos
        // algorythme Astar simplifié (beaucoup ?) (je sais pas si il faut essayer de comprendre ca xD)
        public List<Vector2> GetPath(Vector2 _positionDepart, Vector2 _positionFinale)
        {
            Console.WriteLine("set path :");
            _positionFinale.X = (int)_positionFinale.X;
            _positionFinale.Y = (int)_positionFinale.Y;
            //Console.WriteLine("Depart : " + _positionDepart);
            //Console.WriteLine("Arrivé : " + _positionFinale);

            Node _currentNode = new Node(null, GetF(_positionDepart, _positionFinale, _positionDepart, 0), _positionDepart);
            List<Node> _openList = new List<Node>();
            List<Node> _closedList = new List<Node>();

            bool _retour = false; // vaut vrai si la position a deja ete parcouru (evite de retourner en arriere)

            List<Vector2> _path = new List<Vector2>(); ;

            Vector2[] _adjacentNodePos = new Vector2[8];

            _openList.Add(_currentNode);

            int x = 0;
            while (_currentNode.Pos != _positionFinale && !_retour)
            //for (int j = 0; j < 5; j++)
            {
                _adjacentNodePos[0] = new Vector2(_currentNode.Pos.X + 1, _currentNode.Pos.Y);
                _adjacentNodePos[1] = new Vector2(_currentNode.Pos.X - 1, _currentNode.Pos.Y);
                _adjacentNodePos[2] = new Vector2(_currentNode.Pos.X, _currentNode.Pos.Y + 1);
                _adjacentNodePos[3] = new Vector2(_currentNode.Pos.X, _currentNode.Pos.Y - 1);
                _adjacentNodePos[4] = new Vector2(_currentNode.Pos.X + 1, _currentNode.Pos.Y + 1);
                _adjacentNodePos[5] = new Vector2(_currentNode.Pos.X - 1, _currentNode.Pos.Y - 1);
                _adjacentNodePos[6] = new Vector2(_currentNode.Pos.X + 1, _currentNode.Pos.Y - 1);
                _adjacentNodePos[7] = new Vector2(_currentNode.Pos.X - 1, _currentNode.Pos.Y + 1);

                for (int i = 0; i < 8; i++)
                {
                    //Console.WriteLine("X : " + (int)_adjacentNodePos[i].X + " Y : " + (int)_adjacentNodePos[i].Y + " coef : " + _collisionTableau[(int)_adjacentNodePos[i].X, (int)_adjacentNodePos[i].Y]);
                    /*foreach(Node n in _closedList)
                        if (_adjacentNodePos[i] == n.Pos)
                            _retour = true;

                    if (!_retour)*/
                    _openList.Add(new Node(_currentNode, GetF(_positionDepart, _positionFinale, _adjacentNodePos[i], _collisionTableau[(int)_adjacentNodePos[i].X, (int)_adjacentNodePos[i].Y]), _adjacentNodePos[i]));
                    //new Node(_currentNode, GetF(_positionDepart, _positionFinale, _adjacentNodePos[i], _collisionTableau[(int)_adjacentNodePos[i].X, (int)_adjacentNodePos[i].Y]), _adjacentNodePos[i]).display();
                }

                if (!isRetour(_openList[0], _closedList))
                    _closedList.Add(_openList[0]);
                else
                {
                    Console.WriteLine("occurence de retour !");
                    _retour = true;
                }// on deplace le noeud parent dans la closedList

                Console.WriteLine("nouvelle position : " + _openList[0].Pos + ", sa value : " + _collisionTableau[(int)_openList[0].Pos.X, (int)_openList[0].Pos.Y]);

                _openList.RemoveAt(0);

                for (int i = 0; i < 7; i++)
                {
                    if (_openList[0].F < _openList[1].F) // garde le f le plus petit
                        _openList.RemoveAt(1);
                    else _openList.RemoveAt(0);
                }

                _currentNode = _openList[0];

                x++;
            }

            _closedList.Add(_openList[0]);

            foreach (Node n in _closedList)
                _path.Add(n.Pos);

            return _path;
        }
 public Node(Node _parentNode, float _f, Vector2 _pos)
 {
     this._parentNode = _parentNode;
     this._f = _f;
     this._pos = _pos;
 }
        public bool isRetour(Node _newNode, List<Node> _closedList)
        {
            Console.WriteLine("test isRetour");

            foreach (Node n in _closedList)
            {
                Console.WriteLine("newNode = " + _newNode.Pos + ", n = " + n.Pos);
                if (n.Pos == _newNode.Pos)
                    return true;
            }

            return false;
        }