From 528926a0ce953ca0b6ea98a45550221f4ca19060 Mon Sep 17 00:00:00 2001 From: Aubin DORIVAL Date: Sat, 28 Dec 2024 18:09:56 +0100 Subject: [PATCH] clang --- script/function.c | 90 +++++++++++++++++++++++++++++------------------ 1 file changed, 56 insertions(+), 34 deletions(-) diff --git a/script/function.c b/script/function.c index 4c9758f..e44943f 100644 --- a/script/function.c +++ b/script/function.c @@ -182,7 +182,7 @@ void move (char **tab, vect *playerPos, vect direction, score *score_user) case 2: // move player and the box -tab[playerPos->x + direction.x][playerPos->y + direction.y] = PLAYER; + tab[playerPos->x + direction.x][playerPos->y + direction.y] = PLAYER; tab[playerPos->x + direction.x * 2][playerPos->y + direction.y * 2] = BOX; score_user->move_box++; @@ -220,7 +220,8 @@ tab[playerPos->x + direction.x][playerPos->y + direction.y] = PLAYER; score_user->move_box++; break; case 7: - tab[playerPos->x + direction.x][playerPos->y + direction.y] = PLAYER_ON_BUTTON; + tab[playerPos->x + direction.x][playerPos->y + direction.y] + = PLAYER_ON_BUTTON; break; default: printf ("Commande inconnue !\n"); @@ -232,7 +233,7 @@ tab[playerPos->x + direction.x][playerPos->y + direction.y] = PLAYER; { tab[playerPos->x][playerPos->y] = TARGET; } - else if(playerState == PLAYER_ON_BUTTON) + else if (playerState == PLAYER_ON_BUTTON) { tab[playerPos->x][playerPos->y] = BUTTON; } @@ -247,7 +248,7 @@ tab[playerPos->x + direction.x][playerPos->y + direction.y] = PLAYER; /** * - * \brief La fonction permet de faire la boucle de jeu. + * \brief La fonction permet de faire la boucle de jeu et le menu. * \param tab2d Le tableau 2d carre. * \param N LE nombre d'element de tab2d. * \param playerPos La position de depart du joueur. @@ -257,10 +258,12 @@ tab[playerPos->x + direction.x][playerPos->y + direction.y] = PLAYER; * \param display_user Tout les information SDL pour afficher le jeu. * \param score_user Toute les données nécessaire pour calculer le score fini * du joueur. - * \return Void + *\param menu True si c'est la loop du menu. + * \return L'indice de la map si c'est un menu, sinon renvoie -1 */ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets, - int nbr_targets, dis *display_user, score *score_user, bool menu) + int nbr_targets, dis *display_user, score *score_user, + bool menu) { int fov = -1; int indice_button = -1; @@ -275,10 +278,13 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets, vect coor_move_box = { (display_user->size_window / 3) * 2 + 10, display_user->size_window - display_user->size_menu + 10 }; - - if (menu) fov = 5; - else{ - displayTextSDL (display_user, "MP : 0", coor_move_player, size_menu, 50); + + if (menu) + fov = 5; + else + { + displayTextSDL (display_user, "MP : 0", coor_move_player, size_menu, + 50); displayTextSDL (display_user, "MB : 0", coor_move_box, size_menu, 50); } @@ -320,14 +326,16 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets, direction.y = 0; break; case SDL_SCANCODE_RETURN: - if (tab2d[playerPos->x][playerPos->y] == PLAYER_ON_BUTTON) return indice_button; + if (tab2d[playerPos->x][playerPos->y] == PLAYER_ON_BUTTON) + return indice_button; break; default: direction.x = 0; direction.y = 0; } move (tab2d, playerPos, direction, score_user); - screenDisplayGameSDL (tab2d, *dim_tab, display_user, playerPos, fov); + screenDisplayGameSDL (tab2d, *dim_tab, display_user, playerPos, + fov); if (!menu) { @@ -337,9 +345,9 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets, snprintf (nbr_b, 20, "MB : %d", score_user->move_box); displayTextSDL (display_user, nbr_p, coor_move_player, - size_menu, 50); - displayTextSDL (display_user, nbr_b, coor_move_box, size_menu, - 50); + size_menu, 50); + displayTextSDL (display_user, nbr_b, coor_move_box, + size_menu, 50); if (isWin (tab2d, targets, nbr_targets)) { puts ("Win!"); @@ -350,36 +358,49 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets, puts ("lose!"); finish = true; } - } else if (tab2d[playerPos->x][playerPos->y] == PLAYER_ON_BUTTON) { - vect size_txt = {display_user->size_menu, display_user->size_window}; - char txt_empty[100] = " "; - displayTextSDL (display_user, txt_empty, coor_time, size_txt, 100); + vect size_txt = { display_user->size_menu, + display_user->size_window }; + char txt_empty[100] + = " " + " "; + displayTextSDL (display_user, txt_empty, coor_time, + size_txt, 100); char txt_button[50] = ""; indice_button = playerPos->y / 5; - if(indice_button <= 3) + if (indice_button <= 3) { - snprintf(txt_button, 50, "Voulez-vous faire le niveau Original %d ?", indice_button ); + snprintf (txt_button, 50, + "Voulez-vous faire le niveau Original %d ?", + indice_button); } - else if (indice_button == dim_tab->y /5) + else if (indice_button == dim_tab->y / 5) { - snprintf(txt_button, 50, "Voulez-vous faire une map Custom (%d)?", indice_button-3); + snprintf (txt_button, 50, + "Voulez-vous faire une map Custom (%d)?", + indice_button - 3); } - else + else { - snprintf(txt_button, 50, "Voulez-vous faire le niveau Custom %d ?", indice_button - 3); + snprintf (txt_button, 50, + "Voulez-vous faire le niveau Custom %d ?", + indice_button - 3); } - displayTextSDL (display_user, txt_button, coor_time, size_txt, 50); + displayTextSDL (display_user, txt_button, coor_time, + size_txt, 50); } - else { - vect size_txt = {display_user->size_menu, display_user->size_window}; - char txt_empty[100] = " "; - displayTextSDL (display_user, txt_empty, coor_time, size_txt, 100); - + else + { + vect size_txt = { display_user->size_menu, + display_user->size_window }; + char txt_empty[100] + = " " + " "; + displayTextSDL (display_user, txt_empty, coor_time, + size_txt, 100); } - } } current_time = time (NULL); @@ -387,7 +408,9 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets, { delay = current_time; char *char_time = timeToText (time (NULL) - time_start); - if (!menu) displayTextSDL (display_user, char_time, coor_time, size_menu, 50); + if (!menu) + displayTextSDL (display_user, char_time, coor_time, size_menu, + 50); free (char_time); } @@ -396,7 +419,6 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets, return -1; } - /** * \brief Cette fonction verrifie si la partie est gagnante. * \param tab2d Le tableau 2D du jeu.