ça marche bordel

This commit is contained in:
cyjullien1
2024-12-12 17:21:20 +01:00
parent d1065e68fe
commit 60d3e09293
4 changed files with 123 additions and 32 deletions

View File

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