diff --git a/code/constant.h b/code/constant.h index 90b908d3e4bf200f1cfd69c679571cab11f5e271..3ffe888453d81bea688c13992af3c9a4c45a6c12 100644 --- a/code/constant.h +++ b/code/constant.h @@ -57,13 +57,13 @@ /** * \brief Hauteur de l'ennemie du type 4 */ -#define ENEMY_T4_HEIGHT 65 +#define ENEMY_T4_HEIGHT 48 + /** * \brief Largeur de l'ennemie du type 4 */ -#define ENEMY_T4_WIDTH 54 - +#define ENEMY_T4_WIDTH 38 /** * \brief Hauteur de l'ennemie du type 1 @@ -76,9 +76,6 @@ #define ENEMY_T1_WIDTH 71 - - - /** * \brief Taille de l'avion de ravitaillement */ diff --git a/code/display.c b/code/display.c index d07e08897428e93a158c469dfd6bd770c79851a0..047fc52fd662070024f4423097f232eb61c6e609 100644 --- a/code/display.c +++ b/code/display.c @@ -20,13 +20,6 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour //Fond SDL_RenderCopy(renderer, resources->background, NULL, NULL); - - //Aloocation des ressources ennemis lors d'une nouvelle manche - if(world->rounds.is_new_round == 1) - { - realloc_enemies_ressources(renderer,resources,world); - world->rounds.is_new_round = 0; - } //Regarder vers le haut if (world->soldier.sprite.is_visible == 1){ @@ -102,6 +95,12 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour if (world->rounds.enemies[i].sprite.is_visible == 1) { load_texture_enemies(resources, renderer, world, i); + if (world->rounds.enemies[i].direction == 1) + { + load_texture_run_right_enemy(resources, renderer, &world->rounds.enemies[i]); + }else{ + load_texture_run_left_enemy(resources, renderer, &world->rounds.enemies[i]); + } } } @@ -112,9 +111,28 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour load_texture_powerUp(resources, renderer, world); } + + if(world->gameover == 1) + { + destroy_textures(resources,world); + } + + char manche[3]; + sprintf(manche,"%d",world->rounds.round_number); + + char hp[3]; + sprintf(hp,"%d",world->soldier.sprite.hp); + + char ammo[3]; + sprintf(ammo,"%d",30-world->soldier.present_bullet); + apply_text(renderer, 5 , 5 , 100 , 25 ,"Manche :", resources->font); + apply_text(renderer, 115 , 5 , 20 , 25 ,manche, resources->font); apply_text(renderer, 5 , 30 , 100 , 25 ,"HP :", resources->font); + apply_text(renderer, 115 , 30 , 20 , 25 ,hp, resources->font); apply_text(renderer, 5 , 55 , 100 , 25 ,"Ammo :", resources->font); + apply_text(renderer, 115 , 55 , 20 , 25 ,ammo, resources->font); + apply_text(renderer, 140 , 55 , 20 , 25 ,"/30", resources->font); } @@ -129,68 +147,75 @@ void init_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *wo //Crouching Left resources->soldier_crouch_left = charger_image_transparente("../resources/Player/Left/CrouchLeft.bmp", renderer, 255,0,255); - //Run Left - resources->soldier_run_left[0] = charger_image_transparente("../resources/Player/Left/Run/Run0Left.bmp", renderer, 255,0,255); - resources->soldier_run_left[1] = charger_image_transparente("../resources/Player/Left/Run/Run1Left.bmp", renderer, 255,0,255); - resources->soldier_run_left[2] = charger_image_transparente("../resources/Player/Left/Run/Run2Left.bmp", renderer, 255,0,255); - resources->soldier_run_left[3] = charger_image_transparente("../resources/Player/Left/Run/Run3Left.bmp", renderer, 255,0,255); - resources->soldier_run_left[4] = charger_image_transparente("../resources/Player/Left/Run/Run4Left.bmp", renderer, 255,0,255); - resources->soldier_run_left[5] = charger_image_transparente("../resources/Player/Left/Run/Run5Left.bmp", renderer, 255,0,255); - resources->soldier_run_left[6] = charger_image_transparente("../resources/Player/Left/Run/Run6Left.bmp", renderer, 255,0,255); - resources->soldier_run_left[7] = charger_image_transparente("../resources/Player/Left/Run/Run7Left.bmp", renderer, 255,0,255); - resources->soldier_run_left[8] = charger_image_transparente("../resources/Player/Left/Run/Run8Left.bmp", renderer, 255,0,255); - resources->soldier_run_left[9] = charger_image_transparente("../resources/Player/Left/Run/Run9Left.bmp", renderer, 255,0,255); - - //Jumping Left - resources->soldier_jump_left[0] = charger_image_transparente("../resources/Player/Left/Jump/Jump0Left.bmp", renderer, 255,0,255); - resources->soldier_jump_left[1] = charger_image_transparente("../resources/Player/Left/Jump/Jump1Left.bmp", renderer, 255,0,255); - resources->soldier_jump_left[2] = charger_image_transparente("../resources/Player/Left/Jump/Jump2Left.bmp", renderer, 255,0,255); - resources->soldier_jump_left[3] = charger_image_transparente("../resources/Player/Left/Jump/Jump3Left.bmp", renderer, 255,0,255); - resources->soldier_jump_left[4] = charger_image_transparente("../resources/Player/Left/Jump/Jump4Left.bmp", renderer, 255,0,255); - resources->soldier_jump_left[5] = charger_image_transparente("../resources/Player/Left/Jump/Jump5Left.bmp", renderer, 255,0,255); - resources->soldier_jump_left[6] = charger_image_transparente("../resources/Player/Left/Jump/Jump6Left.bmp", renderer, 255,0,255); - resources->soldier_jump_left[7] = charger_image_transparente("../resources/Player/Left/Jump/Jump7Left.bmp", renderer, 255,0,255); - resources->soldier_jump_left[8] = charger_image_transparente("../resources/Player/Left/Jump/Jump8Left.bmp", renderer, 255,0,255); - resources->soldier_jump_left[9] = charger_image_transparente("../resources/Player/Left/Jump/Jump9Left.bmp", renderer, 255,0,255); - //Idle Right resources->soldier_idle_right = charger_image_transparente("../resources/Player/Right/IdleRight.bmp", renderer, 255,0,255); //Looking up Right resources->soldier_aim_up_right = charger_image_transparente("../resources/Player/Right/LookingUpRight.bmp", renderer, 255,0,255); //Crouching Right - resources->soldier_crouch_right = charger_image_transparente("../resources/Player/Right/CrouchRight.bmp", renderer, 255,0,255); - - //Run Right - resources->soldier_run_right[0] = charger_image_transparente("../resources/Player/Right/Run/Run0Right.bmp", renderer, 255,0,255); - resources->soldier_run_right[1] = charger_image_transparente("../resources/Player/Right/Run/Run1Right.bmp", renderer, 255,0,255); - resources->soldier_run_right[2] = charger_image_transparente("../resources/Player/Right/Run/Run2Right.bmp", renderer, 255,0,255); - resources->soldier_run_right[3] = charger_image_transparente("../resources/Player/Right/Run/Run3Right.bmp", renderer, 255,0,255); - resources->soldier_run_right[4] = charger_image_transparente("../resources/Player/Right/Run/Run4Right.bmp", renderer, 255,0,255); - resources->soldier_run_right[5] = charger_image_transparente("../resources/Player/Right/Run/Run5Right.bmp", renderer, 255,0,255); - resources->soldier_run_right[6] = charger_image_transparente("../resources/Player/Right/Run/Run6Right.bmp", renderer, 255,0,255); - resources->soldier_run_right[7] = charger_image_transparente("../resources/Player/Right/Run/Run7Right.bmp", renderer, 255,0,255); - resources->soldier_run_right[8] = charger_image_transparente("../resources/Player/Right/Run/Run8Right.bmp", renderer, 255,0,255); - resources->soldier_run_right[9] = charger_image_transparente("../resources/Player/Right/Run/Run9Right.bmp", renderer, 255,0,255); - - //Jumping Right - resources->soldier_jump_right[0] = charger_image_transparente("../resources/Player/Right/Jump/Jump0Right.bmp", renderer, 255,0,255); - resources->soldier_jump_right[1] = charger_image_transparente("../resources/Player/Right/Jump/Jump1Right.bmp", renderer, 255,0,255); - resources->soldier_jump_right[2] = charger_image_transparente("../resources/Player/Right/Jump/Jump2Right.bmp", renderer, 255,0,255); - resources->soldier_jump_right[3] = charger_image_transparente("../resources/Player/Right/Jump/Jump3Right.bmp", renderer, 255,0,255); - resources->soldier_jump_right[4] = charger_image_transparente("../resources/Player/Right/Jump/Jump4Right.bmp", renderer, 255,0,255); - resources->soldier_jump_right[5] = charger_image_transparente("../resources/Player/Right/Jump/Jump5Right.bmp", renderer, 255,0,255); - resources->soldier_jump_right[6] = charger_image_transparente("../resources/Player/Right/Jump/Jump6Right.bmp", renderer, 255,0,255); - resources->soldier_jump_right[7] = charger_image_transparente("../resources/Player/Right/Jump/Jump7Right.bmp", renderer, 255,0,255); - resources->soldier_jump_right[8] = charger_image_transparente("../resources/Player/Right/Jump/Jump8Right.bmp", renderer, 255,0,255); - resources->soldier_jump_right[9] = charger_image_transparente("../resources/Player/Right/Jump/Jump9Right.bmp", renderer, 255,0,255); + resources->soldier_crouch_right = charger_image_transparente("../resources/Player/Right/CrouchRight.bmp", renderer, 255,0,255); + resources->cpt = 0; + for (int i = 0; i < 10; ++i) + { + char runRightSoldier[1000] = "../resources/Player/Right/Run/RunRight"; + char runLeftSoldier[1000] = "../resources/Player/Left/Run/RunLeft"; + char jumpRightSoldier[1000] = "../resources/Player/Right/Jump/JumpRight"; + char jumpLeftSoldier[1000] = "../resources/Player/Left/Jump/JumpLeft"; + char runRightEnemyT1[1000] = "../resources/SpriteZombie/Right/Type1/"; + char runLeftEnemyT1[1000] = "../resources/SpriteZombie/Left/Type1/"; + char runRightEnemyT2[1000] = "../resources/SpriteZombie/Right/Type2/"; + char runLeftEnemyT2[1000] = "../resources/SpriteZombie/Left/Type2/"; + char runRightEnemyT3[1000] = "../resources/SpriteZombie/Right/Type3/"; + char runLeftEnemyT3[1000] = "../resources/SpriteZombie/Left/Type3/"; + + char bmp[100] = ".bmp"; + + char n[2]; + sprintf(n,"%i", resources->cpt); + + strcat(runRightSoldier,n); + strcat(runRightSoldier,bmp); + strcat(runLeftSoldier,n); + strcat(runLeftSoldier,bmp); + strcat(jumpRightSoldier,n); + strcat(jumpRightSoldier,bmp); + strcat(jumpLeftSoldier,n); + strcat(jumpLeftSoldier,bmp); + + strcat(runRightEnemyT1,n); + strcat(runRightEnemyT1,bmp); + + strcat(runRightEnemyT2,n); + strcat(runRightEnemyT2,bmp); + + strcat(runRightEnemyT3,n); + strcat(runRightEnemyT3,bmp); + + strcat(runLeftEnemyT1,n); + strcat(runLeftEnemyT1,bmp); + + strcat(runLeftEnemyT2,n); + strcat(runLeftEnemyT2,bmp); + + strcat(runLeftEnemyT3,n); + strcat(runLeftEnemyT3,bmp); + + resources->soldier_run_right[i] = charger_image_transparente(runRightSoldier, renderer, 255,0,255); + resources->soldier_run_left[i] = charger_image_transparente(runLeftSoldier, renderer, 255,0,255); + resources->soldier_jump_right[i] = charger_image_transparente(jumpRightSoldier, renderer, 255,0,255); + resources->soldier_jump_left[i] = charger_image_transparente(jumpLeftSoldier, renderer, 255,0,255); + resources->enemyT1_run_right[i] = charger_image_transparente(runRightEnemyT1, renderer, 255,0,255); + resources->enemyT1_run_left[i] = charger_image_transparente(runLeftEnemyT1, renderer, 255,0,255); + resources->enemyT2_run_right[i] = charger_image_transparente(runRightEnemyT2, renderer, 255,0,255); + resources->enemyT2_run_left[i] = charger_image_transparente(runLeftEnemyT2, renderer, 255,0,255); + resources->enemyT3_run_right[i] = charger_image_transparente(runRightEnemyT3, renderer, 255,0,255); + resources->enemyT3_run_left[i] = charger_image_transparente(runLeftEnemyT3, renderer, 255,0,255); + + resources->cpt++; + } resources->bullet = charger_image_transparente("../resources/SpriteBulletG.bmp", renderer, 255,0,255); - - //resources->enemy = charger_image_transparente("../resources/Player/Right/IdleRight.bmp", renderer, 255,0,255); - init_enemies_ressources(renderer,resources,world); - resources->powerUp = charger_image_transparente("../resources/PowerUp_Vitesse.bmp", renderer, 255,0,255); resources->plane = charger_image_transparente("../resources/Plane.bmp", renderer, 255,0,255); @@ -198,76 +223,6 @@ void init_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *wo } -void init_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world) -{ - resources->enemies = (SDL_Texture**) malloc(world->rounds.number_enemies*sizeof(SDL_Texture*)); - for (int i = 0; i < world->rounds.number_enemies; i++) - { - if(world->rounds.enemies[i].type == 1 || world->rounds.enemies[i].type == 4) - { - if(world->rounds.enemies[i].direction == 1) - resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type1/1-Type1D.bmp", renderer, 255,0,255); - else - resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type1/1-Type1G.bmp", renderer, 255,0,255); - } - else if(world->rounds.enemies[i].type == 2) - { - if(world->rounds.enemies[i].direction == 1) - resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type2/1-Type2D.bmp", renderer, 255,0,255); - else - resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type2/1-Type2G.bmp", renderer, 255,0,255); - } - else if(world->rounds.enemies[i].type == 3) - { - if(world->rounds.enemies[i].direction == 1) - resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type3/1-Type3D.bmp", renderer, 255,0,255); - else - resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type3/1-Type3G.bmp", renderer, 255,0,255); - } - } -} - -void realloc_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world) -{ - SDL_Texture* *tab = (SDL_Texture**) malloc(world->rounds.number_enemies*sizeof(SDL_Texture*)); - free(resources->enemies); - //resources->enemies = NULL; - resources->enemies = tab; - //resources->enemies = (SDL_Texture**) realloc(resources->enemies,sizeof(SDL_Texture*)*world->rounds.number_enemies); - - for (int i = 0; i < world->rounds.number_enemies; i++) - { - if(world->rounds.enemies[i].type == 1 || world->rounds.enemies[i].type == 4) - { - if(world->rounds.enemies[i].direction == 1) - resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type1/1-Type1D.bmp", renderer, 255,0,255); - else - resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type1/1-Type1G.bmp", renderer, 255,0,255); - } - else if(world->rounds.enemies[i].type == 2) - { - - if(world->rounds.enemies[i].direction == 1) - resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type2/1-Type2D.bmp", renderer, 255,0,255); - else - resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type2/1-Type2G.bmp", renderer, 255,0,255); - } - else if(world->rounds.enemies[i].type == 3) - { - if(world->rounds.enemies[i].direction == 1) - resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type3/1-Type3D.bmp", renderer, 255,0,255); - else - resources->enemies[i] = charger_image_transparente("../resources/SpriteZombie/Type3/1-Type3G.bmp", renderer, 255,0,255); - } - - } -} - -void clear_enemies_ressources(resources_t *resources,int nbEnemies) -{ - free(resources->enemies); - resources->enemies = NULL; -} void destroy_textures(resources_t *resources, world_t *world) { @@ -285,17 +240,17 @@ void destroy_textures(resources_t *resources, world_t *world) { SDL_DestroyTexture(resources->soldier_run_left[i]); SDL_DestroyTexture(resources->soldier_run_right[i]); + SDL_DestroyTexture(resources->enemyT1_run_left[i]); + SDL_DestroyTexture(resources->enemyT1_run_right[i]); + SDL_DestroyTexture(resources->enemyT2_run_left[i]); + SDL_DestroyTexture(resources->enemyT2_run_right[i]); + SDL_DestroyTexture(resources->enemyT3_run_left[i]); + SDL_DestroyTexture(resources->enemyT3_run_right[i]); SDL_DestroyTexture(resources->soldier_jump_left[i]); SDL_DestroyTexture(resources->soldier_jump_right[i]); } - for (int i = 0; i < world->rounds.number_enemies; i++) - { - SDL_DestroyTexture(resources->enemies[i]); - } - clear_enemies_ressources(resources,world->rounds.number_enemies); SDL_DestroyTexture(resources->bullet); - SDL_DestroyTexture(resources->enemy); SDL_DestroyTexture(resources->plane); SDL_DestroyTexture(resources->powerUp); @@ -416,6 +371,8 @@ void load_texture_run_left(resources_t *resources, SDL_Renderer *renderer, world } } + + void load_texture_up_left(resources_t *resources, SDL_Renderer *renderer, world_t *world) { SDL_RenderCopy(renderer, resources->soldier_aim_up_left, NULL, &world->soldier.DestSoldier); @@ -477,6 +434,32 @@ void load_texture_run_right(resources_t *resources, SDL_Renderer *renderer, worl } } +void load_texture_run_right_enemy(resources_t *resources, SDL_Renderer *renderer, enemy_t *enemy) +{ + if (enemy->type == 1) + { + SDL_RenderCopy(renderer, resources->enemyT1_run_right[enemy->state], NULL, &enemy->DestEnemy); + }else if (enemy->type == 2) + { + SDL_RenderCopy(renderer, resources->enemyT2_run_right[enemy->state], NULL, &enemy->DestEnemy); + }else{ + SDL_RenderCopy(renderer, resources->enemyT3_run_right[enemy->state], NULL, &enemy->DestEnemy); + } +} + +void load_texture_run_left_enemy(resources_t *resources, SDL_Renderer *renderer, enemy_t *enemy) +{ + if (enemy->type == 1) + { + SDL_RenderCopy(renderer, resources->enemyT1_run_left[enemy->state], NULL, &enemy->DestEnemy); + }else if (enemy->type == 2) + { + SDL_RenderCopy(renderer, resources->enemyT2_run_left[enemy->state], NULL, &enemy->DestEnemy); + }else{ + SDL_RenderCopy(renderer, resources->enemyT3_run_left[enemy->state], NULL, &enemy->DestEnemy); + } +} + void load_texture_jump_right(resources_t *resources, SDL_Renderer *renderer, world_t *world) { if(world->soldier.jump_counter <= 7) @@ -535,16 +518,6 @@ void load_texture_crouch_right(resources_t *resources, SDL_Renderer *renderer, w SDL_RenderCopy(renderer, resources->soldier_crouch_right, NULL, &world->soldier.DestSoldier); } -void load_texture_enemy(resources_t *resources, SDL_Renderer *renderer, world_t *world) -{ - SDL_RenderCopy(renderer, resources->enemy, NULL, &world->enemy.DestEnemy); -} - -void load_texture_enemies(resources_t *resources, SDL_Renderer *renderer, world_t *world, int i) -{ - SDL_RenderCopy(renderer, resources->enemies[i], NULL, &world->rounds.enemies[i].DestEnemy); -} - void load_texture_powerUp(resources_t *resources, SDL_Renderer *renderer, world_t *world) { SDL_RenderCopy(renderer, resources->powerUp, NULL, &world->supplying.powerUP.DestPowerUP); diff --git a/code/display.h b/code/display.h index 080240f27abe4a1b15502fcb020535bfd9dd20c2..33b2742d3516445c956e6317731e170775f32d51 100644 --- a/code/display.h +++ b/code/display.h @@ -10,6 +10,7 @@ #include <SDL2/SDL.h> #include <SDL2/SDL_ttf.h> +#include <string.h> #include "world_data.h" struct resources_s @@ -26,7 +27,12 @@ struct resources_s SDL_Texture* soldier_aim_up_right; SDL_Texture* soldier_crouch_left; SDL_Texture* soldier_crouch_right; - SDL_Texture* enemy; + SDL_Texture* enemyT1_run_left[10]; + SDL_Texture* enemyT1_run_right[10]; + SDL_Texture* enemyT2_run_left[10]; + SDL_Texture* enemyT2_run_right[10]; + SDL_Texture* enemyT3_run_left[10]; + SDL_Texture* enemyT3_run_right[10]; SDL_Texture* *enemies; SDL_Texture* powerUp; SDL_Texture* plane; @@ -34,6 +40,7 @@ struct resources_s SDL_Texture* bullet; /*!< resources liée à l'image des balles. */ TTF_Font* font; + int cpt; }; typedef struct resources_s resources_t; @@ -46,11 +53,11 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour void init_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world); -void init_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world); +//void init_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world); -void realloc_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world); +//void realloc_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world); -void clear_enemies_ressources(resources_t *resources,int nbEnemies); +//void clear_enemies_ressources(resources_t *resources,int nbEnemies); void destroy_textures(resources_t *resources, world_t *world); @@ -78,9 +85,9 @@ void load_texture_crouch_right(resources_t *resources, SDL_Renderer *renderer, w void load_texture_jump_right(resources_t *resources, SDL_Renderer *renderer, world_t *world); -void load_texture_enemy(resources_t *resources, SDL_Renderer *renderer, world_t *world); +//void load_texture_enemy(resources_t *resources, SDL_Renderer *renderer, world_t *world); -void load_texture_enemies(resources_t *resources, SDL_Renderer *renderer, world_t *world, int i); +//void load_texture_enemies(resources_t *resources, SDL_Renderer *renderer, world_t *world, int i); void load_texture_powerUp(resources_t *resources, SDL_Renderer *renderer, world_t *world); @@ -94,4 +101,8 @@ void apply_text(SDL_Renderer *renderer,int x, int y, int w, int h, const char *t void clean_font(TTF_Font * font); +void load_texture_run_right_enemy(resources_t *resources, SDL_Renderer *renderer, enemy_t *enemy); + +void load_texture_run_left_enemy(resources_t *resources, SDL_Renderer *renderer, enemy_t *enemy); + #endif diff --git a/code/enemy.c b/code/enemy.c index 9e1e08dfa874da7011e1ec0b126d29d5031ec3a3..002d3d951b45db0d93a9447c72734173d00dfa62 100644 --- a/code/enemy.c +++ b/code/enemy.c @@ -32,7 +32,7 @@ void init_enemy(enemy_t *enemy) } enemy->is_moving = 0; enemy->drop = 0; - + enemy->state = 0; } void init_enemyType1(enemy_t *enemy) @@ -117,10 +117,34 @@ void enemy_walk(enemy_t *enemy,soldier_t *soldier) { if(soldier->sprite.x > enemy->sprite.x){ enemy->sprite.x += enemy->sprite.v; - enemy->direction = 1; + if (enemy->direction == 1) + { + if (enemy->state == 9) + { + enemy->state = 0; + }else{ + enemy->state++; + } + enemy->direction = 1; + }else{ + enemy->state = 0; + enemy->direction = 1; + } }else{ enemy->sprite.x -= enemy->sprite.v; - enemy->direction = -1; + if (enemy->direction == -1) + { + if (enemy->state == 9) + { + enemy->state = 0; + }else{ + enemy->state++; + } + enemy->direction = -1; + }else{ + enemy->state = 0; + enemy->direction = -1; + } } enemy->powerUP.sprite.x = enemy->sprite.x; enemy->powerUP.DestPowerUP.x = enemy->powerUP.sprite.x; diff --git a/code/enemy.h b/code/enemy.h index d2a34b383a547d8155552eb6f811e4fdb6dab4e2..2d6bc62a1ec87674fdb5391389e51c901a134f7b 100644 --- a/code/enemy.h +++ b/code/enemy.h @@ -20,6 +20,7 @@ struct enemy_s{ powerUP_t powerUP; int direction; int score; + int state; }; /** * \brief Type qui correspond au paramètre du soldat @@ -43,4 +44,4 @@ void init_enemyType3(enemy_t *enemy); void init_enemyType4(enemy_t *enemy); -#endif \ No newline at end of file +#endif diff --git a/resources/Player/Left/Jump/Jump0Left.bmp b/resources/Player/Left/Jump/Jump0Left.bmp deleted file mode 100644 index 070a15bd6158b9a5eaceb2bae7eb87716fe152ad..0000000000000000000000000000000000000000 Binary files a/resources/Player/Left/Jump/Jump0Left.bmp and /dev/null differ diff --git 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