meilleur format
This commit is contained in:
26
display.c
26
display.c
@@ -8,8 +8,7 @@
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#include <SDL2/SDL_surface.h>
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#include <stdio.h>
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void
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screenDisplay (unsigned short int **tab, int size)
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void screenDisplay (unsigned short int **tab, int size)
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{
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// puts("0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 ");
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char element[7] = { ' ', '#', 'S', '.', '*', '@', '+' };
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@@ -23,8 +22,7 @@ screenDisplay (unsigned short int **tab, int size)
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}
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}
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void
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screenDisplaySDL (unsigned short int **tab, dis *display_user)
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void screenDisplaySDL (unsigned short int **tab, dis *display_user)
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{
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int size = display_user->size_window / display_user->size_box;
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int i, j;
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@@ -59,7 +57,6 @@ screenDisplaySDL (unsigned short int **tab, dis *display_user)
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case PLAYER_ON_TARGET:
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img = IMG_Load ("player_on_target.png");
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break;
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}
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texture = SDL_CreateTextureFromSurface (display_user->renderer, img);
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displayImage (display_user->renderer, texture, pos, size);
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@@ -71,8 +68,7 @@ screenDisplaySDL (unsigned short int **tab, dis *display_user)
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SDL_RenderPresent (display_user->renderer);
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}
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int
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getMaxSize ()
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int getMaxSize ()
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{
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SDL_Init (SDL_INIT_VIDEO); // init if error
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SDL_DisplayMode display;
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@@ -90,13 +86,12 @@ getMaxSize ()
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return (result - 50); // margin
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}
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void
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initSDL (dis *display_user)
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void initSDL (dis *display_user)
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{
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SDL_Init (SDL_INIT_VIDEO);
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display_user->window = SDL_CreateWindow ("Sokoman", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, display_user->size_window, display_user->size_window,
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SDL_WINDOW_SHOWN);
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display_user->window = SDL_CreateWindow (
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"Sokoman", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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display_user->size_window, display_user->size_window, SDL_WINDOW_SHOWN);
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if (!display_user->window)
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{
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SDL_Quit ();
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@@ -104,7 +99,8 @@ initSDL (dis *display_user)
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exit (-1);
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}
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display_user->renderer = SDL_CreateRenderer (display_user->window, -1, SDL_RENDERER_SOFTWARE);
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display_user->renderer
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= SDL_CreateRenderer (display_user->window, -1, SDL_RENDERER_SOFTWARE);
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if (!display_user->renderer)
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{
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SDL_Quit ();
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@@ -113,8 +109,8 @@ initSDL (dis *display_user)
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}
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}
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void
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displayImage (SDL_Renderer *renderer, SDL_Texture *texture, vect pos, int size)
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void displayImage (SDL_Renderer *renderer, SDL_Texture *texture, vect pos,
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int size)
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{
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SDL_Rect rect = { pos.x, pos.y, size, size };
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SDL_RenderCopy (renderer, texture, NULL, &rect);
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@@ -1,15 +1,14 @@
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#ifndef DISPLAY_H
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#define DISPLAY_H
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#include <SDL2/SDL.h>
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#include "function.h"
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#include <SDL2/SDL.h>
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void screenDisplay (unsigned short int **tab, int size);
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int getMaxSize ();
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void displayImage(SDL_Renderer *renderer, SDL_Texture *texture, vect pos, int size);
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void displayImage (SDL_Renderer *renderer, SDL_Texture *texture, vect pos,
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int size);
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void initSDL (dis *display_user);
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void screenDisplaySDL (unsigned short int **tab, dis *display_user);
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#endif // !DISPLAY_H
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42
function.c
42
function.c
@@ -6,8 +6,7 @@
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#include <stdio.h>
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#include <stdlib.h>
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unsigned short int **
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creatArea2D (const unsigned int N)
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unsigned short int **creatArea2D (const unsigned int N)
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{
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unsigned short int **tab2d;
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tab2d = calloc (N, sizeof (unsigned short int *));
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@@ -40,8 +39,7 @@ creatArea2D (const unsigned int N)
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return tab2d;
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}
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void
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free2D (unsigned short int **tab, int N)
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void free2D (unsigned short int **tab, int N)
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{
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int i;
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for (i = 0; i < N; ++i)
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@@ -52,8 +50,8 @@ free2D (unsigned short int **tab, int N)
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return;
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}
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short int
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canIGoDirection (short int valueOfNCase, short int valueOfNPlusOneCase)
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short int canIGoDirection (short int valueOfNCase,
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short int valueOfNPlusOneCase)
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{
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if (valueOfNCase != WALL)
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{
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@@ -95,8 +93,7 @@ canIGoDirection (short int valueOfNCase, short int valueOfNPlusOneCase)
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return 0;
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}
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void
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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
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= tab[playerPos->x + direction.x][playerPos->y + direction.y];
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@@ -130,8 +127,7 @@ move (unsigned short int **tab, vect *playerPos, vect direction)
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// move player and the box
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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]
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= BOX;
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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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@@ -149,8 +145,7 @@ move (unsigned short int **tab, vect *playerPos, vect direction)
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case 5:
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// move box and player on a target
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tab[playerPos->x + direction.x * 2][playerPos->y + direction.y * 2]
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= BOX;
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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]
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= PLAYER_ON_TARGET;
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break;
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@@ -181,9 +176,8 @@ move (unsigned short int **tab, vect *playerPos, vect direction)
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}
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}
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void
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inGameLoop (unsigned short int **tab2d, int N, vect *playerPos, vect *targets,
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int nbr_targets, dis *display_user)
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void inGameLoop (unsigned short int **tab2d, int N, vect *playerPos,
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vect *targets, int nbr_targets, dis *display_user)
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{
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vect direction = { 0, 0 };
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char input;
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@@ -242,8 +236,7 @@ inGameLoop (unsigned short int **tab2d, int N, vect *playerPos, vect *targets,
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}
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}
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bool
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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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{
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int i;
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for (i = 0; i < nbr_targets; ++i)
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@@ -258,8 +251,7 @@ isWin (unsigned short int **tab2d, vect *targets, int nbr_targets)
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return true;
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}
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bool
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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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{
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int x = 0, y = 0;
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for (x = 0; x < N; ++x)
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@@ -284,8 +276,7 @@ islose (unsigned short int **tab2d, const int N)
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return false;
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}
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vect
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plusVect (vect one, vect two)
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vect plusVect (vect one, vect two)
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{
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vect result;
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result.x = one.x + two.x;
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@@ -293,14 +284,9 @@ plusVect (vect one, vect two)
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return result;
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}
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int
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lengthVect (vect vector)
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{
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return abs (vector.x) + abs (vector.y);
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}
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int lengthVect (vect vector) { return abs (vector.x) + abs (vector.y); }
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bool
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blockBox (unsigned short int **tab2d, vect box_coor)
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bool blockBox (unsigned short int **tab2d, vect box_coor)
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{
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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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@@ -1,12 +1,12 @@
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#ifndef FONCTION_H
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#define FONCTION_H
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_render.h>
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#include <SDL2/SDL_video.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <time.h>
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#include <SDL2/SDL.h>
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#define EMPTY 0
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#define WALL 1
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@@ -45,8 +45,7 @@ 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 blockBox (unsigned short int **tab2d, vect box_coor);
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vect plusVect (vect one, vect two);
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void
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inGameLoop (unsigned short int **tab2d, int N, vect *playerPos, vect *targets,
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int nbr_targets, dis *display_user);
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void inGameLoop (unsigned short int **tab2d, int N, vect *playerPos,
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vect *targets, int nbr_targets, dis *display_user);
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#endif // FONCTION_H
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16
main.c
16
main.c
@@ -6,14 +6,10 @@
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#include <SDL2/SDL_render.h>
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#include <stdio.h>
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#include <time.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#define SIZE_PLAY 30
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int
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main ()
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int main ()
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{
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dis display_user;
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display_user.size_window = getMaxSize ();
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@@ -28,14 +24,12 @@ main ()
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playerScore.before = time (NULL);
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targets = fileToTab2D ("test.txt", tab2d, SIZE_PLAY, playerPos, &nbr_targets);
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targets
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= fileToTab2D ("test.txt", tab2d, SIZE_PLAY, playerPos, &nbr_targets);
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screenDisplaySDL (tab2d, &display_user);
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screenDisplay (tab2d, SIZE_PLAY);
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inGameLoop (tab2d, SIZE_PLAY, playerPos, targets, nbr_targets, &display_user);
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inGameLoop (tab2d, SIZE_PLAY, playerPos, targets, nbr_targets,
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&display_user);
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playerScore.after = time (NULL);
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printf ("%ld\n", playerScore.after - playerScore.before);
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5
read.c
5
read.c
@@ -2,9 +2,8 @@
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#include <stdio.h>
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#include <stdlib.h>
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vect *
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fileToTab2D (const char *name_file, unsigned short int **tab, const unsigned N,
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vect *player, int *nbr_targets)
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vect *fileToTab2D (const char *name_file, unsigned short int **tab,
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const unsigned N, vect *player, int *nbr_targets)
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{
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vect *targets = malloc (sizeof (vect));
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(*nbr_targets) = 0;
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58
sdl_test.c
58
sdl_test.c
@@ -1,58 +0,0 @@
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_events.h>
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#include <SDL2/SDL_pixels.h>
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#include <SDL2/SDL_rect.h>
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#include <SDL2/SDL_render.h>
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#include <SDL2/SDL_surface.h>
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#include <SDL2/SDL_video.h>
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#include <stdio.h>
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#include <time.h>
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int main()
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{
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SDL_Rect displayBounds;
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displayBounds.w = 800;
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displayBounds.h = 800;
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SDL_Window *window = SDL_CreateWindow("titre test",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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displayBounds.w, displayBounds.h,
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SDL_WINDOW_SHOWN);
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int running = 1;
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SDL_Event event;
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while (running)
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{
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while(SDL_PollEvent(&event))
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{
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if (event.type ==SDL_QUIT)
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{
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running = 0;
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}
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}
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SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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SDL_Rect rect;
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rect.x = 100;
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rect.y = 100;
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rect.h = 100;
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rect.w = 150;
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SDL_RenderDrawRect(renderer, &rect);
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rect.x = 300;
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rect.y = 300;
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SDL_RenderFillRect(renderer, &rect);
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SDL_UpdateWindowSurface(window);
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}
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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