ça marche bordel
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@@ -3,11 +3,12 @@
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void screenDisplay( unsigned short int **tab,int size)
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{
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char element[7] ={' ','#','S','.','*','@','+'} ;
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for(int i=0;i<size;++i)
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{
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for(int j=0;j<size;++j)
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{
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printf("%hu ",tab[i][j]);
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printf("%c ",element[tab[i][j]]);
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}
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puts("");
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}
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141
function.c
141
function.c
@@ -64,79 +64,162 @@ short int canIGoDirection(short int valueOfNCase, short int valueOfNPlusOneCase)
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//move the box but player on a target
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return 5;
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}
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if(valueOfNCase==TARGET)
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{
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//move player on target
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return 4;
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}
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if(valueOfNCase==EMPTY)
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{
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// move player
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return 1;
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}
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}
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return 0;
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}
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void move(unsigned short int **tab,vect playerPos, vect direction)
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void move(unsigned short int **tab,vect *playerPos, vect direction)
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{
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short int valueOfNCase=tab[playerPos.x+direction.x][playerPos.y+direction.y];
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short int valueOfNPlusOneCase=tab[playerPos.x+direction.x*2][playerPos.y+direction.y*2];
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short int valueOfNCase=tab[playerPos->x+direction.x][playerPos->y+direction.y];
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short int valueOfNPlusOneCase=tab[playerPos->x+direction.x*2][playerPos->y+direction.y*2];
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short int returnValue = canIGoDirection(valueOfNCase,valueOfNPlusOneCase);
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short int playerState =tab[playerPos.x][playerPos.y];
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short int playerState =tab[playerPos->x][playerPos->y];
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switch(returnValue)
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{
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case 0:
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break;
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case 1:
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//move player
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if(playerState==PLAYER_ON_TARGET){tab[playerPos.x][playerPos.y] = TARGET;}
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else{ tab[playerPos.x][playerPos.y] = EMPTY;}
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tab[playerPos.x+direction.x][playerPos.y+direction.y] = PLAYER;
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if(playerState==PLAYER_ON_TARGET){tab[playerPos->x][playerPos->y] = TARGET;}
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else{ tab[playerPos->x][playerPos->y] = EMPTY;}
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER;
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break;
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case 2:
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//move player and the box
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if(playerState==PLAYER_ON_TARGET){tab[playerPos.x][playerPos.y] = TARGET;}
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else{ tab[playerPos.x][playerPos.y] = EMPTY;}
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tab[playerPos.x+direction.x][playerPos.y+direction.y] = PLAYER;
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tab[playerPos.x+direction.x*2][playerPos.y+direction.y*2] = BOX;
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if(playerState==PLAYER_ON_TARGET){tab[playerPos->x][playerPos->y] = TARGET;}
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else{ tab[playerPos->x][playerPos->y] = EMPTY;}
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER;
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tab[playerPos->x+direction.x*2][playerPos->y+direction.y*2] = BOX;
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break;
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case 3:
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//move player and the box is well-placed
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if(playerState==PLAYER_ON_TARGET){tab[playerPos.x][playerPos.y] = TARGET;}
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else{ tab[playerPos.x][playerPos.y] = EMPTY;}
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tab[playerPos.x+direction.x][playerPos.y+direction.y] = PLAYER;
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tab[playerPos.x+direction.x*2][playerPos.y+direction.y*2] = BOX_ON_TARGET;
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if(playerState==PLAYER_ON_TARGET){tab[playerPos->x][playerPos->y] = TARGET;}
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else{ tab[playerPos->x][playerPos->y] = EMPTY;}
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER;
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tab[playerPos->x+direction.x*2][playerPos->y+direction.y*2] = BOX_ON_TARGET;
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break;
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case 4:
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//move player on a target
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if(playerState==PLAYER_ON_TARGET){tab[playerPos.x][playerPos.y] = TARGET;}
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else{ tab[playerPos.x][playerPos.y] = EMPTY;}
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tab[playerPos.x+direction.x][playerPos.y+direction.y] = PLAYER_ON_TARGET;
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if(playerState==PLAYER_ON_TARGET){tab[playerPos->x][playerPos->y] = TARGET;}
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else{ tab[playerPos->x][playerPos->y] = EMPTY;}
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER_ON_TARGET;
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break;
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case 5:
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//move box and player on a target
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if(playerState==PLAYER_ON_TARGET){tab[playerPos.x][playerPos.y] = TARGET;}
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else{ tab[playerPos.x][playerPos.y] = EMPTY;}
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tab[playerPos.x+direction.x*2][playerPos.y+direction.y*2] = BOX;
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tab[playerPos.x+direction.x][playerPos.y+direction.y] = PLAYER_ON_TARGET;
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if(playerState==PLAYER_ON_TARGET){tab[playerPos->x][playerPos->y] = TARGET;}
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else{ tab[playerPos->x][playerPos->y] = EMPTY;}
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tab[playerPos->x+direction.x*2][playerPos->y+direction.y*2] = BOX;
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER_ON_TARGET;
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break;
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case 6:
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//move player on a target and box on a target
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if(playerState==PLAYER_ON_TARGET){tab[playerPos.x][playerPos.y] = TARGET;}
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else{ tab[playerPos.x][playerPos.y] = EMPTY;}
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tab[playerPos.x+direction.x*2][playerPos.y+direction.y*2] = BOX_ON_TARGET;
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tab[playerPos.x+direction.x][playerPos.y+direction.y] = PLAYER_ON_TARGET;
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if(playerState==PLAYER_ON_TARGET){tab[playerPos->x][playerPos->y] = TARGET;}
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else{ tab[playerPos->x][playerPos->y] = EMPTY;}
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tab[playerPos->x+direction.x*2][playerPos->y+direction.y*2] = BOX_ON_TARGET;
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tab[playerPos->x+direction.x][playerPos->y+direction.y] = PLAYER_ON_TARGET;
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break;
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default:
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printf("Commande inconnue !\n");
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}
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if(returnValue!=0)
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{
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playerPos.x = playerPos.x+direction.x;
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playerPos.y = playerPos.y+direction.y;
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playerPos->x = playerPos->x+direction.x;
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playerPos->y = playerPos->y+direction.y;
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}
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direction.x = 0;
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direction.y = 0;
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}
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void getStartPlayerPos(unsigned short int **tab2d, short int size, vect *playerPos )
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{
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for(int i=0;i<size;++i)
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{
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for(int j=0;j<size;++j)
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{
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if(tab2d[i][j]==PLAYER)
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{
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playerPos->x=i;
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playerPos->y=j;
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}
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}
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}
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}
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void inGameLoop(unsigned short int **tab2d,vect *playerPos )
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{
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vect direction={0,0};
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char input;
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while (1) {
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printf("Utilisez Z/Q/S/D pour bouger, X pour quitter : ");
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input = getchar();
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if (input == 'x') {
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break; // Quitter le jeu
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}
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switch (input) {
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case 'd':
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direction.y=1;
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direction.x=0;
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move(tab2d,playerPos, direction);
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break;
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case 'q':
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direction.y=-1;
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direction.x=0;
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move(tab2d,playerPos, direction);
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break;
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case 'z':
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direction.x=-1;
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direction.y=0;
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move(tab2d,playerPos, direction);
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break;
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case 's':
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direction.x=1;
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direction.y=0;
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move(tab2d,playerPos, direction);
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break;
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default:
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direction.x=0;
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direction.y=0;
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}
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printf("\n");
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screenDisplay(tab2d, 32);
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}
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}
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@@ -12,12 +12,15 @@
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#define PLAYER_ON_TARGET 6
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typedef struct Vecteur
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{
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short int x;
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short int y;
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int x;
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int y;
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} vect;
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unsigned short int **creatArea2D(const unsigned int N);
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void screenDisplay( unsigned short int **tab,int size);
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void getStartPlayerPos(unsigned short int **tab2d, short int size, vect *playerPos );
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void inGameLoop(unsigned short int **tab2d,vect *playerPos );
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#endif // FONCTION_H
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