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Commit 3dde4a52 authored by suck5u's avatar suck5u
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Plusieurs ennemis fonctionnels

parent 109883af
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...@@ -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->enemy, NULL, &world->rounds.enemies[i].DestEnemy); 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) void load_texture_powerUp(resources_t *resources, SDL_Renderer *renderer, world_t *world)
......
...@@ -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);
......
...@@ -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;
......
...@@ -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)
......
...@@ -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 //Sinon 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);
......
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