rm print debug + readme
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13
README.md
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13
README.md
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# To Do List
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## Principale
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[x] (1) chargement et affichage d'un plateau de jeu
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[x] (2) Positionnement et gestion du personnage
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[x] (3) Positionnement des points a couvrir
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[x] (4) Positionnement des caisse et leurs déplacements
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## Pour aller plus loin
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[ ] (1) Txt to map # mur, P player, C caisse, I boutons
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[ ] (2) Affichage du scord en fonction du temps passé, nbr mouvement player , nbr caisse bien placées
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[ ] (3) Gestion de niveaux et de difficultés
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[x] (5) Detection de partie perdu
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[ ] (6) Strategie de résolution
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[ ] (7) Conception des niveaux pour garentir la faisabilité d'un plateau
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13
function.c
13
function.c
@@ -200,7 +200,7 @@ inGameLoop (unsigned short int **tab2d, int N, vect *playerPos, vect *targets,
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direction.y = 0;
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direction.y = 0;
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}
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}
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//system ("clear");
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system ("clear");
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move (tab2d, playerPos, direction);
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move (tab2d, playerPos, direction);
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printf ("\n");
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printf ("\n");
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@@ -248,12 +248,11 @@ islose (unsigned short int **tab2d, const int N)
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vect box;
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vect box;
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box.x = x;
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box.x = x;
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box.y = y;
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box.y = y;
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isblock = blockBox (tab2d, N, box);
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isblock = blockBox (tab2d, box);
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}
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}
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if (isblock)
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if (isblock)
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{
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{
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printf("%d %d", x, y);
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return true;
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return true;
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}
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}
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}
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}
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@@ -277,7 +276,7 @@ lengthVect (vect vector)
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}
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}
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bool
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bool
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blockBox (unsigned short int **tab2d, const int N, vect box_coor)
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blockBox (unsigned short int **tab2d, vect box_coor)
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{
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{
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int nbr_touch = 0;
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int nbr_touch = 0;
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vect card[4] = { { 0, -1 }, { 1, 0 }, { 0, 1 }, { -1, 0 } };
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vect card[4] = { { 0, -1 }, { 1, 0 }, { 0, 1 }, { -1, 0 } };
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@@ -299,10 +298,8 @@ blockBox (unsigned short int **tab2d, const int N, vect box_coor)
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indice_card = realloc (indice_card, sizeof (int) * nbr_touch);
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indice_card = realloc (indice_card, sizeof (int) * nbr_touch);
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indice_card[nbr_touch - 1] = i;
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indice_card[nbr_touch - 1] = i;
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printf("i = %d, (%d, %d)\n", i, test.x, test.y);
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}
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}
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}
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}
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printf("nbr_touch = %d\n", nbr_touch);
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if (nbr_touch == 0)
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if (nbr_touch == 0)
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return false;
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return false;
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@@ -328,7 +325,6 @@ blockBox (unsigned short int **tab2d, const int N, vect box_coor)
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if (id_box == -1) return true;
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if (id_box == -1) return true;
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vect test = plusVect(card[indice_card[id_box]], card[indice_card[(id_box+1) %2]]);
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vect test = plusVect(card[indice_card[id_box]], card[indice_card[(id_box+1) %2]]);
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test = plusVect(test, box_coor);
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test = plusVect(test, box_coor);
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printf("Vect test : %d %d\n", test.x, test.y);
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if (tab2d[test.x][test.y] == WALL) return true;
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if (tab2d[test.x][test.y] == WALL) return true;
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}
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}
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return false;
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return false;
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@@ -340,7 +336,6 @@ blockBox (unsigned short int **tab2d, const int N, vect box_coor)
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vect dir_test[2] = { director1, director2 };
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vect dir_test[2] = { director1, director2 };
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bool wall = false;
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bool wall = false;
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vect current = plusVect (box_coor, director1);
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for (int i = 0; i < 2; ++i)
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for (int i = 0; i < 2; ++i)
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{
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{
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@@ -355,12 +350,10 @@ blockBox (unsigned short int **tab2d, const int N, vect box_coor)
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val = tab2d[cur_nor.x][cur_nor.y];
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val = tab2d[cur_nor.x][cur_nor.y];
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if (val != WALL || val != BOX || val != BOX_ON_TARGET)
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if (val != WALL || val != BOX || val != BOX_ON_TARGET)
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{
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{
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puts("false");
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return false;
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return false;
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}
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}
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}
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}
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puts("fait");
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}
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}
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return true;
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return true;
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perror("error in blockBox");
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perror("error in blockBox");
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@@ -23,7 +23,7 @@ void screenDisplay( unsigned short int **tab,int size);
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void inGameLoop (unsigned short int **tab2d, int N, vect *playerPos, vect *targets, int nbr_targets);
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void inGameLoop (unsigned short int **tab2d, int N, vect *playerPos, vect *targets, int nbr_targets);
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bool isWin(unsigned short int **tab2d, vect *targets, int nbr_targets);
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bool isWin(unsigned short int **tab2d, vect *targets, int nbr_targets);
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bool islose(unsigned short int ** tab2d,const int N);
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bool islose(unsigned short int ** tab2d,const int N);
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bool blockBox(unsigned short int **tab2d, const int N, vect box_coor);
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bool blockBox(unsigned short int **tab2d, vect box_coor);
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#endif // FONCTION_H
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#endif // FONCTION_H
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