60fps
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@@ -193,14 +193,12 @@ void inGameLoop (unsigned short int **tab2d, int N, vect *playerPos,
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time_t time_start = time(NULL) ;
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time_t current_time = time(NULL);
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time_t delay = 0;
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char last = SDL_SCANCODE_1;
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vect direction = { 0, 0 };
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char input;
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bool finish = false;
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SDL_Event event;
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while (!finish)
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{
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// printf ("Utilisez Z/Q/S/D pour bouger, X pour quitter : ");
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SDL_PollEvent (&event);
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if (event.type == SDL_KEYDOWN)
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@@ -230,11 +228,8 @@ void inGameLoop (unsigned short int **tab2d, int N, vect *playerPos,
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default:
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direction.x = 0;
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direction.y = 0;
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last = SDL_SCANCODE_F21;
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}
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if (last != input)
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move (tab2d, playerPos, direction);
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last = input;
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if (isWin (tab2d, targets, nbr_targets))
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{
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puts ("Win!");
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@@ -247,7 +242,6 @@ void inGameLoop (unsigned short int **tab2d, int N, vect *playerPos,
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}
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screenDisplayGameSDL (tab2d, display_user);
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}
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last = SDL_SCANCODE_F21;
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current_time = time(NULL);
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if (current_time > delay)
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{
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@@ -255,7 +249,7 @@ void inGameLoop (unsigned short int **tab2d, int N, vect *playerPos,
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displayTextSDL(display_user, timeToText(time(NULL) - time_start), coor_time, size_time, 50);
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}
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SDL_Delay(16);
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}
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}
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