images -> image/
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18
display.c
18
display.c
@@ -32,35 +32,35 @@ void screenDisplayGameSDL (char **tab, dis *display_user)
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unsigned int marge = display_user->size_menu / 2;
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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;
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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 = 0; i < display_user->size_box; ++i)
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{
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{
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for (j = 0; j < display_user->size_box; ++j)
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for (j = 0; j < display_user->size_box; ++j)
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{
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{
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SDL_Surface *img;
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SDL_Texture *texture;
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vect pos = { i * size + marge, j * size };
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vect pos = { i * size + marge, j * size };
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switch (tab[j][i])
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switch (tab[j][i])
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{
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{
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case EMPTY:
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case EMPTY:
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img = IMG_Load ("empty.png");
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img = IMG_Load ("image/empty.png");
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break;
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break;
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case WALL:
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case WALL:
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img = IMG_Load ("wall.png");
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img = IMG_Load ("image/wall.png");
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break;
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break;
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case PLAYER:
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case PLAYER:
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img = IMG_Load ("player.png");
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img = IMG_Load ("image/player.png");
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break;
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break;
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case TARGET:
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case TARGET:
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img = IMG_Load ("target.png");
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img = IMG_Load ("image/target.png");
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break;
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break;
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case BOX:
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case BOX:
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img = IMG_Load ("box.png");
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img = IMG_Load ("image/box.png");
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break;
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break;
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case BOX_ON_TARGET:
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case BOX_ON_TARGET:
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img = IMG_Load ("box_on_target.png");
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img = IMG_Load ("image/box_on_target.png");
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break;
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break;
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case PLAYER_ON_TARGET:
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case PLAYER_ON_TARGET:
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img = IMG_Load ("player_on_target.png");
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img = IMG_Load ("image/player_on_target.png");
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break;
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break;
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}
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}
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texture
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texture
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