ui qui s'adapte
This commit is contained in:
BIN
image/BGColumn.png
LFS
Normal file
BIN
image/BGColumn.png
LFS
Normal file
Binary file not shown.
BIN
image/background.png
LFS
BIN
image/background.png
LFS
Binary file not shown.
BIN
image/backgroundInEditor.png
LFS
BIN
image/backgroundInEditor.png
LFS
Binary file not shown.
BIN
image/backgroundInGame.png
LFS
BIN
image/backgroundInGame.png
LFS
Binary file not shown.
BIN
image/backgroundTitlemenu.png
LFS
BIN
image/backgroundTitlemenu.png
LFS
Binary file not shown.
@@ -11,7 +11,7 @@ extern unsigned int seed;
|
|||||||
void screenDisplay (char **tab, int x, int y);
|
void screenDisplay (char **tab, int x, int y);
|
||||||
int getMaxSize (dis display_user);
|
int getMaxSize (dis display_user);
|
||||||
void displayImage (SDL_Renderer *renderer, SDL_Texture *texture, vect pos,
|
void displayImage (SDL_Renderer *renderer, SDL_Texture *texture, vect pos,
|
||||||
int size);
|
vect size);
|
||||||
void initSDL (dis *display_user);
|
void initSDL (dis *display_user);
|
||||||
void displayTextSDL(dis *display_user,char *text, vect coor, vect size, int font_size);
|
void displayTextSDL(dis *display_user,char *text, vect coor, vect size, int font_size);
|
||||||
void screenDisplayGameSDL (char **tab,vect dim_tab, dis *display_user, vect *player_pos, int fov, vect direction);
|
void screenDisplayGameSDL (char **tab,vect dim_tab, dis *display_user, vect *player_pos, int fov, vect direction);
|
||||||
|
|||||||
@@ -135,7 +135,8 @@ void screenDisplayGameSDL (char **tab,vect dim_tab, dis *display_user, vect *pla
|
|||||||
|
|
||||||
texture
|
texture
|
||||||
= SDL_CreateTextureFromSurface (display_user->renderer, img);
|
= SDL_CreateTextureFromSurface (display_user->renderer, img);
|
||||||
displayImage (display_user->renderer, texture, pos, size);
|
vect sizeV = {size, size};
|
||||||
|
displayImage (display_user->renderer, texture, pos, sizeV);
|
||||||
SDL_FreeSurface (img);
|
SDL_FreeSurface (img);
|
||||||
SDL_DestroyTexture (texture);
|
SDL_DestroyTexture (texture);
|
||||||
y++;
|
y++;
|
||||||
@@ -211,9 +212,9 @@ void initSDL (dis *display_user)
|
|||||||
* \return Void
|
* \return Void
|
||||||
**/
|
**/
|
||||||
void displayImage (SDL_Renderer *renderer, SDL_Texture *texture, vect pos,
|
void displayImage (SDL_Renderer *renderer, SDL_Texture *texture, vect pos,
|
||||||
int size)
|
vect size)
|
||||||
{
|
{
|
||||||
SDL_Rect rect = { pos.x, pos.y, size, size };
|
SDL_Rect rect = { pos.x, pos.y, size.x, size.y };
|
||||||
SDL_RenderCopy (renderer, texture, NULL, &rect);
|
SDL_RenderCopy (renderer, texture, NULL, &rect);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -281,6 +282,15 @@ void backgroundDisplay(dis *display_user,int bg)
|
|||||||
SDL_Surface *img;
|
SDL_Surface *img;
|
||||||
SDL_Texture *texture;
|
SDL_Texture *texture;
|
||||||
|
|
||||||
|
unsigned int display_game
|
||||||
|
= display_user->size_window - display_user->size_menu;
|
||||||
|
int size = display_game / display_user->size_box;
|
||||||
|
unsigned int marge = display_user->size_menu / 2;
|
||||||
|
unsigned int i, j, x = 0, y = 0;
|
||||||
|
int start_i = 0, start_j = 0;
|
||||||
|
unsigned int limit_i = display_user->size_box, limit_j = display_user->size_box;
|
||||||
|
|
||||||
|
|
||||||
img = IMG_Load("image/background.png");
|
img = IMG_Load("image/background.png");
|
||||||
if(bg==1)
|
if(bg==1)
|
||||||
{
|
{
|
||||||
@@ -292,14 +302,26 @@ void backgroundDisplay(dis *display_user,int bg)
|
|||||||
}
|
}
|
||||||
else if(bg==3)
|
else if(bg==3)
|
||||||
{
|
{
|
||||||
img = IMG_Load("image/backgroundTitlemenu.png");
|
img = IMG_Load("image/backgroundInGame.png");
|
||||||
}
|
}
|
||||||
|
texture = SDL_CreateTextureFromSurface (display_user->renderer, img);
|
||||||
|
|
||||||
|
vect pos3 = {0,display_game};
|
||||||
|
vect sizeV3 = {display_user->size_window , display_user->size_menu };
|
||||||
|
displayImage(display_user->renderer, texture, pos3, sizeV3);
|
||||||
|
|
||||||
|
img = IMG_Load("image/BGColumn.png");
|
||||||
|
|
||||||
texture = SDL_CreateTextureFromSurface (display_user->renderer, img);
|
texture = SDL_CreateTextureFromSurface (display_user->renderer, img);
|
||||||
|
|
||||||
vect pos = {0, 0};
|
vect pos = {0, 0};
|
||||||
displayImage(display_user->renderer, texture, pos, display_user->size_window);
|
vect sizeV = {marge, display_game };
|
||||||
|
displayImage(display_user->renderer, texture, pos, sizeV);
|
||||||
|
texture = SDL_CreateTextureFromSurface (display_user->renderer, img);
|
||||||
|
|
||||||
|
vect pos2 = {display_game+marge, 0};
|
||||||
|
vect sizeV2= {marge, display_game };
|
||||||
|
displayImage(display_user->renderer, texture, pos2, sizeV2);
|
||||||
|
|
||||||
SDL_RenderPresent (display_user->renderer);
|
SDL_RenderPresent (display_user->renderer);
|
||||||
|
|
||||||
|
|||||||
@@ -911,7 +911,8 @@ void winOrLoseLoop(dis *display_user,score *score_user, bool win)
|
|||||||
texture = SDL_CreateTextureFromSurface (display_user->renderer, img);
|
texture = SDL_CreateTextureFromSurface (display_user->renderer, img);
|
||||||
|
|
||||||
vect pos = {0, 0};
|
vect pos = {0, 0};
|
||||||
displayImage(display_user->renderer, texture, pos, display_user->size_window);
|
vect size = {display_user->size_window, display_user->size_window};
|
||||||
|
displayImage(display_user->renderer, texture, pos, size);
|
||||||
|
|
||||||
char text[50] = "";
|
char text[50] = "";
|
||||||
snprintf(text, 50, "Score : %u",scoreCalculatorCyp(score_user, win));
|
snprintf(text, 50, "Score : %u",scoreCalculatorCyp(score_user, win));
|
||||||
|
|||||||
Reference in New Issue
Block a user