plus de warning dans les deplacement

This commit is contained in:
cyjullien1
2024-12-12 15:21:55 +01:00
parent cda79036a9
commit d1065e68fe

View File

@@ -38,58 +38,11 @@ unsigned short int **creatArea2D(const unsigned int N)
return tab2d;
}
void move(unsigned short int **tab,int size,vect playerPos, vect direction)
{
short int valueOfNCase=tab[playerPos.x+direction.x][playePos.y+direction.y];
short int valueOfNPlusOneCase=tab[playerPos.x+direction.x*2][playePos.y+direction.y*2];
short int returnValue CanIGoDirection(valueOfNCase,valueOfNPlusOneCase);
short int playerState =tab[playerPos.x][playePos.y];
switch case(returnValue)
{
case 0:
break;
case 1:
//move player
tab[playePos.x][playerPos.y] = EMPTY;
tab[playerPos.x+direction.x][playePos.y+direction.y] = PLAYER;
break;
case 2:
//move player and the box
tab[playePos.x][playerPos.y] = EMPTY;
tab[playerPos.x+direction.x][playePos.y+direction.y] = PLAYER;
tab[playerPos.x+direction.x*2][playePos.y+direction.y*2] = BOX;
break;
case 3:
//move player and the box is well-placed
tab[playePos.x][playerPos.y] = EMPTY;
tab[playerPos.x+direction.x][playePos.y+direction.y] = PLAYER;
tab[playerPos.x+direction.x*2][playePos.y+direction.y*2] = BOX_ON_TARGET;
break;
case 4:
//move player on a target
tab[playePos.x][playerPos.y] = EMPTY;
tab[playerPos.x+direction.x][playePos.y+direction.y] = PLAYER_ON_TARGET;
break;
case 5:
//move player on a target
tab[playePos.x][playerPos.y] = EMPTY;
tab[playerPos.x+direction.x][playePos.y+direction.y] = PLAYER_ON_TARGET;
break;
}
//////pas fini + refaire la 5
player.x = playerPos.x+direction.x;
player.y = playePos.y+direction.y;
}
int CanIGoDirection(short int valueOfNCase, short int valueOfNPlusOneCase)
short int canIGoDirection(short int valueOfNCase, short int valueOfNPlusOneCase)
{
if(valueOfNCase!=WALL)
{
if(valueOfNCase==BOX && valueOfNPlusOneCase==EMPTY || valueOfNCase==BOX && valueOfNPlusOneCase==TARGET)
if((valueOfNCase==BOX && valueOfNPlusOneCase==EMPTY) ||( valueOfNCase==BOX && valueOfNPlusOneCase==TARGET))
{
if(valueOfNPlusOneCase==TARGET)
@@ -100,7 +53,7 @@ int CanIGoDirection(short int valueOfNCase, short int valueOfNPlusOneCase)
//move the box
return 2;
}
if(valueOfNCase==BOX_ON_TARGET && valueOfNPlusOneCase==EMPTY || valueOfNCase==BOX_ON_TARGET && valueOfNPlusOneCase==TARGET)
if((valueOfNCase==BOX_ON_TARGET && valueOfNPlusOneCase==EMPTY )|| (valueOfNCase==BOX_ON_TARGET && valueOfNPlusOneCase==TARGET))
{
if(valueOfNPlusOneCase==TARGET)
@@ -124,3 +77,66 @@ int CanIGoDirection(short int valueOfNCase, short int valueOfNPlusOneCase)
return 0;
}
void move(unsigned short int **tab,vect playerPos, vect direction)
{
short int valueOfNCase=tab[playerPos.x+direction.x][playerPos.y+direction.y];
short int valueOfNPlusOneCase=tab[playerPos.x+direction.x*2][playerPos.y+direction.y*2];
short int returnValue = canIGoDirection(valueOfNCase,valueOfNPlusOneCase);
short int playerState =tab[playerPos.x][playerPos.y];
switch(returnValue)
{
case 0:
break;
case 1:
//move player
if(playerState==PLAYER_ON_TARGET){tab[playerPos.x][playerPos.y] = TARGET;}
else{ tab[playerPos.x][playerPos.y] = EMPTY;}
tab[playerPos.x+direction.x][playerPos.y+direction.y] = PLAYER;
break;
case 2:
//move player and the box
if(playerState==PLAYER_ON_TARGET){tab[playerPos.x][playerPos.y] = TARGET;}
else{ tab[playerPos.x][playerPos.y] = EMPTY;}
tab[playerPos.x+direction.x][playerPos.y+direction.y] = PLAYER;
tab[playerPos.x+direction.x*2][playerPos.y+direction.y*2] = BOX;
break;
case 3:
//move player and the box is well-placed
if(playerState==PLAYER_ON_TARGET){tab[playerPos.x][playerPos.y] = TARGET;}
else{ tab[playerPos.x][playerPos.y] = EMPTY;}
tab[playerPos.x+direction.x][playerPos.y+direction.y] = PLAYER;
tab[playerPos.x+direction.x*2][playerPos.y+direction.y*2] = BOX_ON_TARGET;
break;
case 4:
//move player on a target
if(playerState==PLAYER_ON_TARGET){tab[playerPos.x][playerPos.y] = TARGET;}
else{ tab[playerPos.x][playerPos.y] = EMPTY;}
tab[playerPos.x+direction.x][playerPos.y+direction.y] = PLAYER_ON_TARGET;
break;
case 5:
//move box and player on a target
if(playerState==PLAYER_ON_TARGET){tab[playerPos.x][playerPos.y] = TARGET;}
else{ tab[playerPos.x][playerPos.y] = EMPTY;}
tab[playerPos.x+direction.x*2][playerPos.y+direction.y*2] = BOX;
tab[playerPos.x+direction.x][playerPos.y+direction.y] = PLAYER_ON_TARGET;
break;
case 6:
//move player on a target and box on a target
if(playerState==PLAYER_ON_TARGET){tab[playerPos.x][playerPos.y] = TARGET;}
else{ tab[playerPos.x][playerPos.y] = EMPTY;}
tab[playerPos.x+direction.x*2][playerPos.y+direction.y*2] = BOX_ON_TARGET;
tab[playerPos.x+direction.x][playerPos.y+direction.y] = PLAYER_ON_TARGET;
break;
}
if(returnValue!=0)
{
playerPos.x = playerPos.x+direction.x;
playerPos.y = playerPos.y+direction.y;
}
}