Skip to content
GitLab
Explore
Sign in
Primary navigation
Search or go to…
Project
P
ProgAvancee
Manage
Activity
Members
Labels
Plan
Issues
Issue boards
Milestones
Wiki
Code
Merge requests
Repository
Branches
Commits
Tags
Repository graph
Compare revisions
Snippets
Build
Pipelines
Jobs
Pipeline schedules
Artifacts
Deploy
Releases
Package registry
Model registry
Operate
Environments
Terraform modules
Monitor
Incidents
Analyze
Value stream analytics
Contributor analytics
CI/CD analytics
Repository analytics
Model experiments
Help
Help
Support
GitLab documentation
Compare GitLab plans
Community forum
Contribute to GitLab
Provide feedback
Keyboard shortcuts
?
Snippets
Groups
Projects
Show more breadcrumbs
SUCK Hugo
ProgAvancee
Commits
3dde4a52
Commit
3dde4a52
authored
4 years ago
by
suck5u
Browse files
Options
Downloads
Patches
Plain Diff
Plusieurs ennemis fonctionnels
parent
109883af
No related branches found
No related tags found
No related merge requests found
Changes
5
Hide whitespace changes
Inline
Side-by-side
Showing
5 changed files
code/display.c
+3
-2
3 additions, 2 deletions
code/display.c
code/display.h
+1
-1
1 addition, 1 deletion
code/display.h
code/enemy.c
+2
-6
2 additions, 6 deletions
code/enemy.c
code/main.c
+1
-1
1 addition, 1 deletion
code/main.c
code/world_data.c
+3
-24
3 additions, 24 deletions
code/world_data.c
with
10 additions
and
34 deletions
code/display.c
+
3
−
2
View file @
3dde4a52
...
@@ -105,7 +105,7 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour
...
@@ -105,7 +105,7 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour
}
}
void
init_ressources
(
SDL_Renderer
*
renderer
,
resources_t
*
resources
)
void
init_ressources
(
SDL_Renderer
*
renderer
,
resources_t
*
resources
,
world_t
*
world
)
{
{
resources
->
background
=
charger_image
(
"../resources/background.bmp"
,
renderer
);
resources
->
background
=
charger_image
(
"../resources/background.bmp"
,
renderer
);
...
@@ -176,6 +176,7 @@ void init_ressources(SDL_Renderer *renderer, resources_t *resources)
...
@@ -176,6 +176,7 @@ void init_ressources(SDL_Renderer *renderer, resources_t *resources)
//resources->enemy = charger_image_transparente("../resources/Player/Right/IdleRight.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
->
powerUp
=
charger_image_transparente
(
"../resources/PowerUp_Vitesse.bmp"
,
renderer
,
255
,
0
,
255
);
resources
->
plane
=
charger_image_transparente
(
"../resources/Plane.bmp"
,
renderer
,
255
,
0
,
255
);
resources
->
plane
=
charger_image_transparente
(
"../resources/Plane.bmp"
,
renderer
,
255
,
0
,
255
);
...
@@ -461,7 +462,7 @@ void load_texture_enemy(resources_t *resources, SDL_Renderer *renderer, world_t
...
@@ -461,7 +462,7 @@ void load_texture_enemy(resources_t *resources, SDL_Renderer *renderer, world_t
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
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
enem
y
,
NULL
,
&
world
->
rounds
.
enemies
[
i
].
DestEnemy
);
SDL_RenderCopy
(
renderer
,
resources
->
enem
ies
[
i
]
,
NULL
,
&
world
->
rounds
.
enemies
[
i
].
DestEnemy
);
}
}
void
load_texture_powerUp
(
resources_t
*
resources
,
SDL_Renderer
*
renderer
,
world_t
*
world
)
void
load_texture_powerUp
(
resources_t
*
resources
,
SDL_Renderer
*
renderer
,
world_t
*
world
)
...
...
This diff is collapsed.
Click to expand it.
code/display.h
+
1
−
1
View file @
3dde4a52
...
@@ -42,7 +42,7 @@ SDL_Texture* charger_image_transparente(const char* nomfichier, SDL_Renderer* re
...
@@ -42,7 +42,7 @@ SDL_Texture* charger_image_transparente(const char* nomfichier, SDL_Renderer* re
void
refresh_graphics
(
SDL_Renderer
*
renderer
,
world_t
*
world
,
resources_t
*
resources
);
void
refresh_graphics
(
SDL_Renderer
*
renderer
,
world_t
*
world
,
resources_t
*
resources
);
void
init_ressources
(
SDL_Renderer
*
renderer
,
resources_t
*
resources
);
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
);
...
...
This diff is collapsed.
Click to expand it.
code/enemy.c
+
2
−
6
View file @
3dde4a52
...
@@ -22,12 +22,11 @@ void init_enemy(enemy_t *enemy)
...
@@ -22,12 +22,11 @@ void init_enemy(enemy_t *enemy)
}
else
{
}
else
{
init_enemyType4
(
enemy
);
init_enemyType4
(
enemy
);
}
}
enemy
->
is_moving
=
0
;
enemy
->
is_moving
=
1
;
}
}
void
init_enemyType1
(
enemy_t
*
enemy
)
void
init_enemyType1
(
enemy_t
*
enemy
)
{
{
srand
(
time
(
NULL
));
int
random
=
rand
()
%
2
+
0
;
int
random
=
rand
()
%
2
+
0
;
if
(
random
==
1
)
if
(
random
==
1
)
{
{
...
@@ -44,7 +43,6 @@ void init_enemyType1(enemy_t *enemy)
...
@@ -44,7 +43,6 @@ void init_enemyType1(enemy_t *enemy)
void
init_enemyType2
(
enemy_t
*
enemy
)
void
init_enemyType2
(
enemy_t
*
enemy
)
{
{
srand
(
time
(
NULL
));
int
random
=
rand
()
%
2
+
0
;
int
random
=
rand
()
%
2
+
0
;
if
(
random
==
1
)
if
(
random
==
1
)
{
{
...
@@ -61,7 +59,6 @@ void init_enemyType2(enemy_t *enemy)
...
@@ -61,7 +59,6 @@ void init_enemyType2(enemy_t *enemy)
void
init_enemyType3
(
enemy_t
*
enemy
)
void
init_enemyType3
(
enemy_t
*
enemy
)
{
{
srand
(
time
(
NULL
));
int
random
=
rand
()
%
2
+
0
;
int
random
=
rand
()
%
2
+
0
;
if
(
random
==
1
)
if
(
random
==
1
)
{
{
...
@@ -78,7 +75,6 @@ void init_enemyType3(enemy_t *enemy)
...
@@ -78,7 +75,6 @@ void init_enemyType3(enemy_t *enemy)
void
init_enemyType4
(
enemy_t
*
enemy
)
void
init_enemyType4
(
enemy_t
*
enemy
)
{
{
srand
(
time
(
NULL
));
int
random
=
rand
()
%
2
+
0
;
int
random
=
rand
()
%
2
+
0
;
if
(
random
==
1
)
if
(
random
==
1
)
{
{
...
@@ -95,7 +91,7 @@ void init_enemyType4(enemy_t *enemy)
...
@@ -95,7 +91,7 @@ void init_enemyType4(enemy_t *enemy)
void
enemy_walk
(
enemy_t
*
enemy
,
soldier_t
*
soldier
)
void
enemy_walk
(
enemy_t
*
enemy
,
soldier_t
*
soldier
)
{
{
if
(
sprites_collide
(
&
enemy
->
sprite
,
&
soldier
->
sprite
)
!
=
1
&&
enemy
->
is_moving
!=
0
)
if
(
sprites_collide
(
&
enemy
->
sprite
,
&
soldier
->
sprite
)
=
=
0
&&
enemy
->
is_moving
==
1
)
{
{
if
(
soldier
->
sprite
.
x
>
enemy
->
sprite
.
x
){
if
(
soldier
->
sprite
.
x
>
enemy
->
sprite
.
x
){
enemy
->
sprite
.
x
+=
enemy
->
sprite
.
v
;
enemy
->
sprite
.
x
+=
enemy
->
sprite
.
v
;
...
...
This diff is collapsed.
Click to expand it.
code/main.c
+
1
−
1
View file @
3dde4a52
...
@@ -11,8 +11,8 @@
...
@@ -11,8 +11,8 @@
void
init
(
SDL_Window
**
window
,
SDL_Renderer
**
renderer
,
resources_t
*
resources
,
world_t
*
world
)
void
init
(
SDL_Window
**
window
,
SDL_Renderer
**
renderer
,
resources_t
*
resources
,
world_t
*
world
)
{
{
init_ressources
(
*
renderer
,
resources
);
init_data
(
world
);
init_data
(
world
);
init_ressources
(
*
renderer
,
resources
,
world
);
}
}
int
main
(
void
)
int
main
(
void
)
...
...
This diff is collapsed.
Click to expand it.
code/world_data.c
+
3
−
24
View file @
3dde4a52
...
@@ -44,28 +44,10 @@ void init_data(world_t *world)
...
@@ -44,28 +44,10 @@ void init_data(world_t *world)
//&world->charger = (bullet_t*)malloc(NB_BULLET*sizeof(bullet_t));
//&world->charger = (bullet_t*)malloc(NB_BULLET*sizeof(bullet_t));
//init_bullet(world);
//init_bullet(world);
//Initialisation du missile de l'ennemi
//init_sprite(&world->missile_enemy, world->enemy_shot.x+SHIP_SIZE/2-MISSILE_SIZE/2, world->enemy_shot.y+SHIP_SIZE/2+MISSILE_SIZE/2, MISSILE_SIZE, MISSILE_SIZE, MISSILE_SPEED_ENEMY,1);
//Rendre les deux missiles invisible
//set_invisible(&world->missile_enemy);
//Initialisation des ennemies
//init_enemies(world);
//Initialisation du power-up
//world->enemy_power = generate_number(0,NB_ENEMIES);
//init_sprite(&world->power_up, world->enemies[world->enemy_power].x, world->enemies[world->enemy_power].y, world->enemies[world->enemy_power].w, world->enemies[world->enemy_power].h, world->enemies[world->enemy_power].v, 1);
//set_invisible(&world->power_up);
//On n'est pas à la fin du jeu
//On n'est pas à la fin du jeu
world
->
gameover
=
0
;
world
->
gameover
=
0
;
//Valeur à -1 car elle ne correspond à aucun état connu
//world->state = -1;
//Score à 0
//Score à 0
//world->score = 0;
//world->score = 0;
//Compteur à 0
//world->cpt = 0;
}
}
...
@@ -117,11 +99,12 @@ void refresh_data(world_t *world)
...
@@ -117,11 +99,12 @@ void refresh_data(world_t *world)
enemy_walk
(
&
world
->
rounds
.
enemies
[
i
],
&
world
->
soldier
);
enemy_walk
(
&
world
->
rounds
.
enemies
[
i
],
&
world
->
soldier
);
world
->
rounds
.
enemies
[
i
].
DestEnemy
.
x
=
world
->
rounds
.
enemies
[
i
].
sprite
.
x
;
world
->
rounds
.
enemies
[
i
].
DestEnemy
.
x
=
world
->
rounds
.
enemies
[
i
].
sprite
.
x
;
world
->
rounds
.
enemies
[
i
].
DestEnemy
.
y
=
world
->
rounds
.
enemies
[
i
].
sprite
.
y
;
world
->
rounds
.
enemies
[
i
].
DestEnemy
.
y
=
world
->
rounds
.
enemies
[
i
].
sprite
.
y
;
//Si l'ennemi touche le soldat
//enemy_touch_soldier(&world->rounds.enemies[i],&world->soldier);
enemy_dead
(
&
world
->
rounds
.
enemies
[
i
],
&
world
->
soldier
);
enemy_dead
(
&
world
->
rounds
.
enemies
[
i
],
&
world
->
soldier
);
printf
(
"%f
\n
"
,
world
->
rounds
.
enemies
[
i
].
sprite
.
x
);
}
}
}
}
//Si la manche est finie, manche suivante
//Si
non si
la manche est finie, manche suivante
else
else
{
{
nextRound
(
&
world
->
rounds
);
nextRound
(
&
world
->
rounds
);
...
@@ -133,10 +116,6 @@ void refresh_data(world_t *world)
...
@@ -133,10 +116,6 @@ void refresh_data(world_t *world)
world
->
soldier
.
time_bullet
++
;
world
->
soldier
.
time_bullet
++
;
enemy_touch_soldier
(
&
world
->
enemy
,
&
world
->
soldier
);
plane_dead
(
&
world
->
supplying
,
&
world
->
soldier
);
plane_dead
(
&
world
->
supplying
,
&
world
->
soldier
);
soldier_touch_powerUP
(
&
world
->
supplying
.
powerUP
,
&
world
->
soldier
);
soldier_touch_powerUP
(
&
world
->
supplying
.
powerUP
,
&
world
->
soldier
);
...
...
This diff is collapsed.
Click to expand it.
Preview
0%
Loading
Try again
or
attach a new file
.
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Save comment
Cancel
Please
register
or
sign in
to comment