background plus fix pos des textes
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BIN
image/background.png
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image/background.png
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image/box_on_target.png
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image/box_on_target.png
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@@ -12,6 +12,6 @@ void displayImage (SDL_Renderer *renderer, SDL_Texture *texture, vect pos,
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void initSDL (dis *display_user);
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void displayTextSDL(dis *display_user,char *text, vect coor, vect size, int font_size);
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void screenDisplayGameSDL (char **tab,vect dim_tab, dis *display_user, vect *player_pos, int fov);
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void backgroundDisplay(dis *display_user);
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#endif // !DISPLAY_H
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@@ -54,12 +54,15 @@ void screenDisplayGameSDL (char **tab,vect dim_tab, dis *display_user, vect *pla
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unsigned int i, j, x = 0, y = 0;
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int start_i = 0, start_j = 0;
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unsigned int limit_i = display_user->size_box, limit_j = display_user->size_box;
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if (fov >= 0 )
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{
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start_i = player_pos->y - fov+1;
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if(start_i < 0) start_i = 0;
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start_j = player_pos->x - fov +1 ;
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if(start_j < 0) start_j = 0;
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limit_i = player_pos->y + fov;
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//if(limit_i > display_user->size_box) limit_i = display_user->size_box;
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if(limit_i > dim_tab.y) limit_i = dim_tab.y;
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@@ -246,3 +249,33 @@ void displayTextSDL (dis *display_user, char *text, vect coor, vect size,
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SDL_DestroyTexture (message);
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TTF_CloseFont (Sans);
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}
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/**
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* \brief Afficher l'arriere plan.
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* \param display_user Tout les information du display de l'utilisateur utile.
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*/
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void backgroundDisplay(dis *display_user)
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{
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SDL_Surface *img;
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SDL_Texture *texture;
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img = IMG_Load("image/background.png");
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texture = SDL_CreateTextureFromSurface (display_user->renderer, img);
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vect pos = {0, 0};
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displayImage(display_user->renderer, texture, pos, display_user->size_window);
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SDL_RenderPresent (display_user->renderer);
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SDL_Event event;
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SDL_Delay(100);
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SDL_FreeSurface (img);
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SDL_DestroyTexture (texture);
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return;
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}
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@@ -274,13 +274,13 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets,
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vect size_menu
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= { display_user->size_menu - 10, display_user->size_window / 3 - 10 };
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vect coor_time
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= { 10, display_user->size_window - display_user->size_menu + 10 };
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= { 40, display_user->size_window - display_user->size_menu + 50 };
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vect coor_move_player
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= { display_user->size_window / 3 + 10,
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display_user->size_window - display_user->size_menu + 10 };
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= { display_user->size_window / 3 + 60,
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display_user->size_window - display_user->size_menu + 50 };
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vect coor_move_box
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= { (display_user->size_window / 3) * 2 + 10,
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display_user->size_window - display_user->size_menu + 10 };
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display_user->size_window - display_user->size_menu + 50 };
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if (menu)
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fov = 5;
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@@ -379,12 +379,13 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets,
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{
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snprintf (txt_button, 63,
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" - : Niveau %d : - ",
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indice_button);
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}
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else if (indice_button == dim_tab->y / 5)
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{
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snprintf (txt_button, 63,
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" - : Creer un niveau %d : - ",
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" - : Creer un niveau %d : -",
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indice_button - 3);
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}
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else
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@@ -398,12 +399,12 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets,
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}
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else
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{
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vect size_txt = { display_user->size_menu,
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vect size_txt = { display_user->size_menu-50,
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display_user->size_window };
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char txt_empty[100]
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char txt_empty[70]
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= " - : Echap pour quitter : - ";
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displayTextSDL (display_user, txt_empty, coor_time,
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size_txt, 30);
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size_txt, 25);
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}
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}
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}
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@@ -44,10 +44,12 @@ int main ()
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nullScore(&score_user);
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SDL_RenderClear(display_user.renderer);
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// Loop pour le jeu entier menu et les jeux.
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while(output != 0)
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{
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SDL_RenderClear(display_user.renderer);
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backgroundDisplay(&display_user);
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if(output == -1)
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{
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menu = generatorMenu("maps", &dim_menu, &pos);
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