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Commit 37ffcf0d authored by suck5u's avatar suck5u
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Optimisation

parent 52d06611
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...@@ -57,12 +57,27 @@ ...@@ -57,12 +57,27 @@
/** /**
* \brief Hauteur de l'ennemie du type 4 * \brief Hauteur de l'ennemie du type 4
*/ */
#define ENEMY_T4_HEIGHT 68 #define ENEMY_T4_HEIGHT 65
/** /**
* \brief Largeur de l'ennemie du type 4 * \brief Largeur de l'ennemie du type 4
*/ */
#define ENEMY_T4_WIDTH 58 #define ENEMY_T4_WIDTH 54
/**
* \brief Hauteur de l'ennemie du type 1
*/
#define ENEMY_T1_HEIGHT 86
/**
* \brief Largeur de l'ennemie du type 1
*/
#define ENEMY_T1_WIDTH 71
/** /**
* \brief Taille de l'avion de ravitaillement * \brief Taille de l'avion de ravitaillement
......
...@@ -127,11 +127,6 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour ...@@ -127,11 +127,6 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour
load_texture_powerUp(resources, renderer, world); load_texture_powerUp(resources, renderer, world);
} }
if(world->gameover == 1)
{
destroy_textures(resources,world);
}
apply_text(renderer, 5 , 5 , 100 , 25 ,"Manche :", resources->font); apply_text(renderer, 5 , 5 , 100 , 25 ,"Manche :", resources->font);
apply_text(renderer, 5 , 30 , 100 , 25 ,"HP :", resources->font); apply_text(renderer, 5 , 30 , 100 , 25 ,"HP :", resources->font);
apply_text(renderer, 5 , 55 , 100 , 25 ,"Ammo :", resources->font); apply_text(renderer, 5 , 55 , 100 , 25 ,"Ammo :", resources->font);
...@@ -220,7 +215,7 @@ void init_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *wo ...@@ -220,7 +215,7 @@ 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) void init_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, world_t *world)
{ {
resources->enemies = (SDL_Texture**) calloc(world->rounds.number_enemies,sizeof(SDL_Texture*)); resources->enemies = (SDL_Texture**) malloc(world->rounds.number_enemies*sizeof(SDL_Texture*));
for (int i = 0; i < world->rounds.number_enemies; i++) 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].type == 1 || world->rounds.enemies[i].type == 4)
...@@ -249,7 +244,7 @@ void init_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, wor ...@@ -249,7 +244,7 @@ void init_enemies_ressources(SDL_Renderer *renderer, resources_t *resources, wor
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)
{ {
SDL_Texture* *tab = (SDL_Texture**) calloc(world->rounds.number_enemies,sizeof(SDL_Texture*)); SDL_Texture* *tab = (SDL_Texture**) malloc(world->rounds.number_enemies*sizeof(SDL_Texture*));
free(resources->enemies); free(resources->enemies);
//resources->enemies = NULL; //resources->enemies = NULL;
resources->enemies = tab; resources->enemies = tab;
......
...@@ -42,12 +42,12 @@ void init_enemyType1(enemy_t *enemy) ...@@ -42,12 +42,12 @@ void init_enemyType1(enemy_t *enemy)
int random = rand()%2+0; int random = rand()%2+0;
if (random == 1) if (random == 1)
{ {
init_sprite(&enemy->sprite, SCREEN_WIDTH+75, SCREEN_HEIGHT-ENEMY_HEIGHT*2-20, ENEMY_WIDTH, ENEMY_HEIGHT, ENEMY_SPEED, 1); init_sprite(&enemy->sprite, SCREEN_WIDTH+75, SCREEN_HEIGHT-ENEMY_T1_HEIGHT*2-20, ENEMY_T1_WIDTH, ENEMY_T1_HEIGHT, ENEMY_SPEED, 1);
enemy->direction = -1; enemy->direction = -1;
/*enemy->isLookingRight = 1; /*enemy->isLookingRight = 1;
enemy->isLookingLeft = 0;*/ enemy->isLookingLeft = 0;*/
}else{ }else{
init_sprite(&enemy->sprite, -75, SCREEN_HEIGHT-ENEMY_HEIGHT*2-20, ENEMY_WIDTH, ENEMY_HEIGHT, ENEMY_SPEED, 1); init_sprite(&enemy->sprite, -75, SCREEN_HEIGHT-ENEMY_T1_HEIGHT*2-20, ENEMY_T1_WIDTH, ENEMY_T1_HEIGHT, ENEMY_SPEED, 1);
enemy->direction = 1; enemy->direction = 1;
/*enemy->isLookingRight = 1; /*enemy->isLookingRight = 1;
enemy->isLookingLeft = 0;*/ enemy->isLookingLeft = 0;*/
...@@ -55,8 +55,8 @@ void init_enemyType1(enemy_t *enemy) ...@@ -55,8 +55,8 @@ void init_enemyType1(enemy_t *enemy)
enemy->type = 1; enemy->type = 1;
enemy->DestEnemy.x = enemy->sprite.x; enemy->DestEnemy.x = enemy->sprite.x;
enemy->DestEnemy.y = enemy->sprite.y; enemy->DestEnemy.y = enemy->sprite.y;
enemy->DestEnemy.w = ENEMY_WIDTH; enemy->DestEnemy.w = ENEMY_T1_WIDTH;
enemy->DestEnemy.h = ENEMY_HEIGHT; enemy->DestEnemy.h = ENEMY_T1_HEIGHT;
} }
void init_enemyType2(enemy_t *enemy) void init_enemyType2(enemy_t *enemy)
......
...@@ -82,7 +82,7 @@ int main(void) ...@@ -82,7 +82,7 @@ int main(void)
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }
// Quitter SDL // Quitter SDL
//destroy_textures(&resources,&world); destroy_textures(&resources,&world);
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
SDL_Quit(); SDL_Quit();
......
...@@ -24,7 +24,7 @@ void initFirstRound(round_t *round, int nbEnemies, int incrementation) ...@@ -24,7 +24,7 @@ void initFirstRound(round_t *round, int nbEnemies, int incrementation)
round->index_to_spawn = 0; round->index_to_spawn = 0;
round->is_new_round = 0; round->is_new_round = 0;
//round->gameFinished = 0; //round->gameFinished = 0;
round->enemies = (enemy_t*) calloc(round->number_enemies,sizeof(enemy_t)); round->enemies = (enemy_t*) malloc(round->number_enemies*sizeof(enemy_t));
for (int i = 0; i < round->number_enemies; i++) for (int i = 0; i < round->number_enemies; i++)
{ {
init_enemy(&round->enemies[i]); init_enemy(&round->enemies[i]);
...@@ -44,7 +44,7 @@ void updateRound(round_t *round) ...@@ -44,7 +44,7 @@ void updateRound(round_t *round)
} }
} }
round->counter++; round->counter++;
if(round->counter == 500) if(round->counter == 50)
{ {
round->counter = 0; round->counter = 0;
} }
...@@ -77,7 +77,7 @@ void createEnemies(round_t *round) ...@@ -77,7 +77,7 @@ void createEnemies(round_t *round)
{ {
//round->enemies = (enemy_t*) realloc(round->enemies,sizeof(enemy_t)*round->number_enemies); //round->enemies = (enemy_t*) realloc(round->enemies,sizeof(enemy_t)*round->number_enemies);
enemy_t *tab = (enemy_t*) calloc(round->number_enemies,sizeof(enemy_t)); enemy_t *tab = (enemy_t*) malloc(round->number_enemies*sizeof(enemy_t));
free(round->enemies); free(round->enemies);
//round->enemies = NULL; //round->enemies = NULL;
round->enemies = tab; round->enemies = tab;
......
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