choix map fonctionne, a faire : score , affichage lose et win, custom.

Petit fix pour la lose 1 touché
This commit is contained in:
2024-12-28 23:44:18 +01:00
parent 528926a0ce
commit 551144b30d
3 changed files with 57 additions and 18 deletions

View File

@@ -24,37 +24,66 @@ int main ()
initSDL (&display_user);
vect *playerPos = (vect *)malloc (sizeof (vect));
vect *targets;
vect *targets = {0};
int nbr_targets;
score playerScore;
score playerScore = {0};
char **tab2d = creatArea2D (SIZE_PLAY, SIZE_PLAY);
score score_user = {0, 0, 0,0};
vect dim = {SIZE_PLAY, SIZE_PLAY};
int output = -1;
vect dim_menu = {0, 0};
vect pos = {4, 1};
char**menu = generatorMenu("maps", &dim_menu, &pos);
printf("x %d, y %d\n", dim_menu.x, dim_menu.y);
screenDisplay(menu, dim_menu.x, dim_menu.y);
targets
= fileToTab2D ("maps/original_1.txt", tab2d, SIZE_PLAY, playerPos, &nbr_targets);
inGameLoop (menu, &dim_menu, &pos, targets, nbr_targets,
vect null = {0, 0};
printf("output : %d\n", output);
output = inGameLoop (menu, &dim_menu, &pos, &null , 1,
&display_user, &score_user, true);
nullScore(&score_user);
SDL_RenderClear(display_user.renderer);
vect dim = {SIZE_PLAY, SIZE_PLAY};
inGameLoop (tab2d, &dim, playerPos, targets, nbr_targets,
&display_user, &score_user, false);
while(output != 0)
{
SDL_RenderClear(display_user.renderer);
if(output == -1)
{
menu = generatorMenu("maps", &dim_menu, &pos);
pos.x = 4; pos.y = 1;
output = inGameLoop(menu, &dim_menu, &pos, &null, 1, &display_user, &score_user, true);
nullScore(&score_user);
}
else
{
char txt[30] = "";
if(output <= 3)
{
snprintf(txt, 30, "maps/original_%d.txt", output);
}
else
{
snprintf(txt, 30, "maps/custom_%d.txt", output - 4);
}
if (targets != NULL) free(targets);
if (tab2d != NULL) free2D(tab2d, SIZE_PLAY);
tab2d = creatArea2D(SIZE_PLAY, SIZE_PLAY);
targets = fileToTab2D(txt, tab2d, SIZE_PLAY, playerPos, &nbr_targets);
output = inGameLoop(tab2d, &dim, playerPos, targets, nbr_targets, &display_user, &score_user, false);
}
}
//screenDisplay(tab2d, SIZE_PLAY, SIZE_PLAY);
SDL_DestroyWindow (display_user.window);
SDL_DestroyRenderer (display_user.renderer);
free2D (tab2d, SIZE_PLAY);
free (playerPos);
free (targets);
if (tab2d != NULL)free2D (tab2d, SIZE_PLAY);
if (playerPos != NULL)free (playerPos);
if (targets != NULL)free (targets);
SDL_Quit ();
return 0;
}