static public bool Zellagui_heros_right_left(Heros heros, List<Rectangle> list_mur, int gravity) // detection des collisions vers la gauche/droite { for (int i = 0; i < list_mur.Count; i++) if (new Rectangle((int)(heros.position.X + ((gravity * heros.VitesseSprite) / 2)), (int)heros.position.Y, heros.Width, heros.Height).Intersects(list_mur[i])) // right return true; return false; }
static public bool Zellagui_pic(Heros heros, List<Pic> list_pic) // detection des collisions avec les pics { for (int i = 0; i < list_pic.Count; i++) if (heros.rect.Intersects(list_pic[i].rect)) return true; return false; }
static public bool Zellagui_heros_up_down(Heros heros, List<Rectangle> list_mur, int gravity) // detection des collisions vers le haut/bas { for (int i = 0; i < list_mur.Count; i++) if (new Rectangle((int)heros.position.X, (int)heros.position.Y + gravity * heros.VitesseSprite, heros.Width, heros.Height).Intersects(list_mur[i])) // up return true; return false; }
static public bool Zellagui_barreRebondissante(Heros heros, List<BarreRebondissante> list_barreRebondissante) // detection des collisions avec les barres Rebondissantes { for (int i = 0; i < list_barreRebondissante.Count; i++) if (heros.rect.Intersects(list_barreRebondissante[i].rect)) { heros.Gravity_Y *= -1; heros.position.Y += heros.VitesseSprite * 2 * heros.Gravity_Y; return true; } return false; }
static public bool Zellagui_heros_barreMouvante(Heros heros, List<BarreMouvante> list_barreMouvante, int gravity) // detection des collisions avec les barres Mouvantes { for (int i = 0; i < list_barreMouvante.Count; i++) if (new Rectangle((int)heros.position.X, (int)heros.position.Y + gravity * heros.VitesseSprite, heros.Width, heros.Height).Intersects(list_barreMouvante[i].rect)) // up { heros.Gravity_X = list_barreMouvante[i].Gravity; heros.position.X += heros.Gravity_X * list_barreMouvante[i].VitesseBar; return true; } return false; }
static public void Zellagui_teleporteur(Heros heros, List<Teleporteur> list_teleporteur) // detection des collisions avec les teleporteurs { for (int i = 0; i < list_teleporteur.Count; i++) if (heros.rect.Intersects(list_teleporteur[i].rect)) { list_teleporteur[last_tel].Other_Color = Color.DarkGray; Divers.CaseDepart_heros = new Vector2(list_teleporteur[i].rect.X, list_teleporteur[i].rect.Y); list_teleporteur[i].Other_Color = Color.White; last_tel = i; } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here this.graphics.IsFullScreen = false; this.graphics.PreferredBackBufferWidth = Divers.Largeur_Ecran; this.graphics.PreferredBackBufferHeight = Divers.Hauteur_Ecran; this.graphics.ApplyChanges(); this.Window.Title = "VVVVVV"; this.Window.AllowUserResizing = true; carte = new Carte("carte.txt"); hero = new Heros(Divers.CaseDepart_heros, new Rectangle(1, 1, 18, 32), Keys.Up, Keys.Down, Keys.Right, Keys.Left); base.Initialize(); }
static public bool IsHerosCollidingWall_RightLeft(Heros heros, List <Rectangle> listWall, int gravity) { // detection des collisions vers la gauche/droite return(false); //TODO }
static public bool IsHerosCollidingWall_UpDown(Heros heros, List <Rectangle> listWall, int gravity) { // detection des collisions vers le haut/bas return(false); //TODO }
static public bool IsHerosCollidingWall_RightLeft(Heros heros, List<Rectangle> listWall, int gravity) { // detection des collisions vers la gauche/droite return false; //TODO }
static public bool IsHerosCollidingWall_UpDown(Heros heros, List<Rectangle> listWall, int gravity) { // detection des collisions vers le haut/bas return false; //TODO }