affichage score
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@@ -52,6 +52,7 @@ int inGameLoop (char **tab2d, vect *dim_tab, vect *playerPos, vect *targets,
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int nbr_targets, dis *display_user, score *score_user, bool menu);
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char *timeToText(time_t time);
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void nullScore(score *player_score);
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void winOrLoseLoop(dis *display_user, bool win);
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void winOrLoseLoop(dis *display_user,score *score_user, bool win);
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unsigned int scoreCalculator(score *score_user, bool win);
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#endif // FONCTION_H
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@@ -636,7 +636,7 @@ void nullScore(score *player_score)
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* \param display_user Tout les information du display de l'utilisateur utile.
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* \param win Si on veut un affichage de victoire ou non.
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*/
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void winOrLoseLoop(dis *display_user, bool win)
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void winOrLoseLoop(dis *display_user,score *score_user, bool win)
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{
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SDL_Surface *img;
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SDL_Texture *texture;
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@@ -648,6 +648,12 @@ void winOrLoseLoop(dis *display_user, bool win)
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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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char text[50] = "";
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snprintf(text, 50, "Score : %u",scoreCalculator(score_user, win));
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vect pos_score = {10, (display_user->size_window*3) / 4};
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vect size_score = {display_user->size_window / 4, display_user->size_window - 10};
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displayTextSDL(display_user, text , pos_score, size_score, 80);
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SDL_RenderPresent (display_user->renderer);
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bool finish = false;
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@@ -660,7 +666,22 @@ void winOrLoseLoop(dis *display_user, bool win)
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SDL_Delay(16);
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}
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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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unsigned int scoreCalculator(score *score_user, bool win)
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{
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unsigned short int result = 65535; //plus grand nombre
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int time = score_user->after - score_user->before;
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printf("%d\n", time);
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result -= (score_user->move_box + score_user->move_player) * time;
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if (!win)
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{
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result /= 50;
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}
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return result;
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}
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@@ -57,6 +57,7 @@ int main ()
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}
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else
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{
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score_user.before = time(NULL);
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char txt[30] = "";
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if(output <= 3)
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{
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@@ -72,7 +73,8 @@ int main ()
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targets = fileToTab2D(txt, tab2d, SIZE_PLAY, playerPos, &nbr_targets);
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output = inGameLoop(tab2d, &dim, playerPos, targets, nbr_targets, &display_user, &score_user, false);
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SDL_RenderClear(display_user.renderer);
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if(output != -1000) winOrLoseLoop(&display_user, output==1);
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score_user.after = time(NULL);
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if(output != -1000) winOrLoseLoop(&display_user, &score_user, output==1);
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output = -1;
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}
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}
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