menu affichage fonctionne et modification de la loop pour rectangle
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@@ -45,7 +45,7 @@ void screenDisplay (char **tab, int x ,int y )
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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, vect *player_pos, int fov)
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void screenDisplayGameSDL (char **tab,vect dim_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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@@ -61,10 +61,12 @@ void screenDisplayGameSDL (char **tab, dis *display_user, vect *player_pos, int
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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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//if(limit_i > display_user->size_box) limit_i = display_user->size_box;
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if(limit_i > dim_tab.y) limit_i = dim_tab.y;
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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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//if(limit_j > display_user->size_box) limit_j = display_user->size_box;
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if(limit_j > dim_tab.x) limit_j = dim_tab.x;
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size = display_game / (fov*2);
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}
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@@ -99,7 +101,14 @@ void screenDisplayGameSDL (char **tab, dis *display_user, vect *player_pos, int
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case PLAYER_ON_TARGET:
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img = IMG_Load ("image/player_on_target.png");
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break;
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case BUTTON:
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img = IMG_Load("image/button.png");
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break;
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case PLAYER_ON_BUTTON:
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img = IMG_Load("image/player_on_button.png");
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break;
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}
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texture
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= SDL_CreateTextureFromSurface (display_user->renderer, img);
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displayImage (display_user->renderer, texture, pos, size);
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@@ -110,7 +119,6 @@ void screenDisplayGameSDL (char **tab, dis *display_user, vect *player_pos, int
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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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}
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