test pour menu
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@@ -25,7 +25,7 @@
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void screenDisplay (char **tab, int x ,int y )
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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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char element[9] = { '#', '_', 'S', '.', '*', '@', '+' , 'o', 'O'};
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for (int i = 0; i < x; ++i)
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{
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for (int j = 0; j < y; ++j)
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@@ -41,23 +41,41 @@ void screenDisplay (char **tab, int x ,int y )
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* \param tab Le tableau 2d de la zone de jeu.
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* \param display_user La structure qui possede tous ce qu'il faut pour
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* l'affichage SDL
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* \param player_pos la position du joueur
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* \param fov Le fov de la vision du joueur, -1 si desactiver.
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* \return Void
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*/
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void screenDisplayGameSDL (char **tab, dis *display_user)
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void screenDisplayGameSDL (char **tab, dis *display_user, vect *player_pos, int fov)
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{
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unsigned int display_game
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= display_user->size_window - display_user->size_menu;
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int size = display_game / display_user->size_box;
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unsigned int marge = display_user->size_menu / 2;
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unsigned int i, j;
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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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limit_j = player_pos->x + fov;
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if(limit_j > display_user->size_box) limit_j = display_user->size_box;
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size = display_game / (fov*2 - 1);
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}
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SDL_Surface *img;
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SDL_Texture *texture;
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for (i = 0; i < display_user->size_box; ++i)
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for (i = start_i; i < limit_i; ++i)
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{
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for (j = 0; j < display_user->size_box; ++j)
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for (j = start_j; j < limit_j; ++j)
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{
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vect pos = { i * size + marge, j * size };
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vect pos = { x * size + marge, y * size};
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switch (tab[j][i])
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{
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case EMPTY:
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@@ -87,7 +105,10 @@ void screenDisplayGameSDL (char **tab, dis *display_user)
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displayImage (display_user->renderer, texture, pos, size);
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SDL_FreeSurface (img);
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SDL_DestroyTexture (texture);
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y++;
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}
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y = 0;
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x++;
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}
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SDL_RenderPresent (display_user->renderer);
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