debut du title menu
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@@ -57,4 +57,5 @@ void winOrLoseLoop(dis *display_user,score *score_user, bool win);
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unsigned int scoreCalculator(score *score_user, bool win);
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unsigned int scoreCalculator(score *score_user, bool win);
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int inEditorLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets,
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int inEditorLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets,
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int nbr_targets, dis *display_user,score *score_user, int num_fichier);
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int nbr_targets, dis *display_user,score *score_user, int num_fichier);
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int titleScreen (char **tab2d, vect *dim_tab, dis *display_user);
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#endif // FONCTION_H
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#endif // FONCTION_H
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@@ -622,6 +622,44 @@ int inEditorLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets,
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return -2;
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return -2;
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}
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}
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/**
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*
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* \brief La fonction permet de faire la boucle de l'éditeur.
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* \param tab2d Le tableau 2d carre.
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* \return renvoie -2 ce qui signifie l'editeur
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*/
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int titleScreen (char **tab2d, vect *dim_tab, dis *display_user)
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{
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char input;
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bool finish = false;
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SDL_Event event;
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while (!finish)
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{
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while (SDL_PollEvent (&event))
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{
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if (event.type == SDL_KEYDOWN)
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{
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input = event.key.keysym.scancode;
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switch (input)
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{
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case SDL_SCANCODE_RETURN:
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playAudio(0);
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return -1;
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break;
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}
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}
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}
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SDL_Delay (16);
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}
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return -3;
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}
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/**
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/**
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* \brief Cette fonction verrifie si la partie est gagnante.
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* \brief Cette fonction verrifie si la partie est gagnante.
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* \param tab2d Le tableau 2D du jeu.
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* \param tab2d Le tableau 2D du jeu.
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@@ -81,13 +81,12 @@ int main ()
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vect *playerPos = (vect *)malloc (sizeof (vect));
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vect *playerPos = (vect *)malloc (sizeof (vect));
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vect *targets = {0};
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vect *targets = {0};
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int nbr_targets;
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int nbr_targets;
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score playerScore = {0};
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char **tab2d = creatArea2D (SIZE_PLAY, SIZE_PLAY);
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char **tab2d = creatArea2D (SIZE_PLAY, SIZE_PLAY);
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score score_user = {0, 0, 0,0};
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score score_user = {0, 0, 0,0};
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int num_fichier=0;
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int num_fichier=0;
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vect dim = {SIZE_PLAY, SIZE_PLAY};
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vect dim = {SIZE_PLAY, SIZE_PLAY};
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int output = -1;
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int output = -3;
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vect dim_menu = {0, 0};
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vect dim_menu = {0, 0};
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vect pos = {4, 1};
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vect pos = {4, 1};
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@@ -95,11 +94,10 @@ int main ()
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backgroundDisplay(&display_user,0);
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backgroundDisplay(&display_user,0);
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vect null = {0, 0};
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vect null = {0, 0};
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output = inGameLoop (menu, &dim_menu, &pos, &null , 1,
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//output = inGameLoop (menu, &dim_menu, &pos, &null , 1,
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&display_user, &score_user, true);
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// &display_user, &score_user, true);
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nullScore(&score_user);
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nullScore(&score_user);
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SDL_RenderClear(display_user.renderer);
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SDL_RenderClear(display_user.renderer);
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SDL_Event event;
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//mixeur audio
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//mixeur audio
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// Initialisation de SDL_mixer
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// Initialisation de SDL_mixer
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@@ -116,11 +114,10 @@ int main ()
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Mix_Volume(-1,MIX_MAX_VOLUME); // Définit le volume maximal pour tous les canaux
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Mix_Volume(-1,MIX_MAX_VOLUME); // Définit le volume maximal pour tous les canaux
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Mix_VolumeMusic(MIX_MAX_VOLUME / 2);
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Mix_VolumeMusic(MIX_MAX_VOLUME / 2);
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// Loop pour le jeu entier menu et les jeux.
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// Loop pour le jeu entier menu et les jeux.
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Mix_PlayMusic(music_menu, -1);
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output = -3;
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while(output != 0)
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while(output != 0)
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{
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{
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SDL_RenderClear(display_user.renderer);
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SDL_RenderClear(display_user.renderer);
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if(output == -1)
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if(output == -1)
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@@ -137,6 +134,12 @@ int main ()
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Mix_PlayMusic(music_editor, -1);
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Mix_PlayMusic(music_editor, -1);
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backgroundDisplay(&display_user,2);
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backgroundDisplay(&display_user,2);
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output = inEditorLoop(tab2d, &dim, playerPos, targets, nbr_targets, &display_user,&score_user ,num_fichier);
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output = inEditorLoop(tab2d, &dim, playerPos, targets, nbr_targets, &display_user,&score_user ,num_fichier);
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}
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else if(output == -3)
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{
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Mix_PlayMusic(music_menu, -1);
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backgroundDisplay(&display_user,0);
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output = titleScreen(tab2d, &dim, &display_user);
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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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