This commit is contained in:
2024-12-28 18:09:56 +01:00
parent ceffa3f628
commit 528926a0ce

View File

@@ -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;
@@ -276,9 +279,12 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets,
= { (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
{
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.