recalibrage du text
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@@ -286,8 +286,8 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets,
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else
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else
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{
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{
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displayTextSDL (display_user, "MP : 0", coor_move_player, size_menu,
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displayTextSDL (display_user, "MP : 0", coor_move_player, size_menu,
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50);
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30);
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displayTextSDL (display_user, "MB : 0", coor_move_box, size_menu, 50);
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displayTextSDL (display_user, "MB : 0", coor_move_box, size_menu, 30);
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}
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}
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time_t time_start = time (NULL);
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time_t time_start = time (NULL);
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@@ -349,9 +349,9 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets,
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snprintf (nbr_b, 20, "MB : %d", score_user->move_box);
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snprintf (nbr_b, 20, "MB : %d", score_user->move_box);
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displayTextSDL (display_user, nbr_p, coor_move_player,
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displayTextSDL (display_user, nbr_p, coor_move_player,
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size_menu, 50);
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size_menu, 30);
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displayTextSDL (display_user, nbr_b, coor_move_box,
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displayTextSDL (display_user, nbr_b, coor_move_box,
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size_menu, 50);
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size_menu, 30);
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if (isWin (tab2d, targets, nbr_targets))
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if (isWin (tab2d, targets, nbr_targets))
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{
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{
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return 1;
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return 1;
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@@ -371,24 +371,24 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets,
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= " "
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= " "
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" ";
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" ";
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displayTextSDL (display_user, txt_empty, coor_time,
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displayTextSDL (display_user, txt_empty, coor_time,
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size_txt, 100);
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size_txt, 30);
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char txt_button[50] = "";
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char txt_button[70] = "";
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indice_button = playerPos->y / 5;
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indice_button = playerPos->y / 5;
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if (indice_button <= 3)
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if (indice_button <= 3)
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{
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{
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snprintf (txt_button, 50,
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snprintf (txt_button, 63,
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" - : Niveau %d : - ",
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" - : Niveau %d : - ",
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indice_button);
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indice_button);
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}
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}
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else if (indice_button == dim_tab->y / 5)
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else if (indice_button == dim_tab->y / 5)
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{
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{
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snprintf (txt_button, 50,
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snprintf (txt_button, 63,
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" - : Creer un niveau %d : - ",
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" - : Creer un niveau %d : - ",
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indice_button - 3);
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indice_button - 3);
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}
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}
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else
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else
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{
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{
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snprintf (txt_button, 50,
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snprintf (txt_button, 63,
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" - : Niveau custom %d : - ",
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" - : Niveau custom %d : - ",
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indice_button - 3);
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indice_button - 3);
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}
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}
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@@ -413,7 +413,7 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets,
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char *char_time = timeToText (time (NULL) - time_start);
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char *char_time = timeToText (time (NULL) - time_start);
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if (!menu)
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if (!menu)
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displayTextSDL (display_user, char_time, coor_time, size_menu,
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displayTextSDL (display_user, char_time, coor_time, size_menu,
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50);
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30);
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free (char_time);
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free (char_time);
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}
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}
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