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Commit d7a14d3e authored by suck5u's avatar suck5u
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Agrandissement du saut + opti

parent a7fb5bf2
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......@@ -166,6 +166,12 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour
apply_text(renderer, 115 , 80, 20, 25, score, resources->font);
apply_text(renderer, 5 , 105 , 100 , 25 ,"Meilleur score :", resources->font);
apply_text(renderer, 115 , 105 , 20 , 25 ,highScore, resources->font);
if(world->soldier.sprite.hp == 0)
{
apply_text(renderer, 400 , 400 , 200 , 50 ,"Perdu ! Votre score est de :", resources->font);
apply_text(renderer, 610 , 400 , 40, 50 ,score, resources->font);
}
}
......@@ -317,47 +323,47 @@ void load_texture_idle_left(resources_t *resources, SDL_Renderer *renderer, worl
void load_texture_jump_left(resources_t *resources, SDL_Renderer *renderer, world_t *world)
{
if(world->soldier.jump_counter <= 7)
if(world->soldier.jump_counter <= 12)
{
SDL_RenderCopy(renderer, resources->soldier_jump_left[0], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 7 && world->soldier.jump_counter <= 14)
else if(world->soldier.jump_counter > 12 && world->soldier.jump_counter <= 24)
{
SDL_RenderCopy(renderer, resources->soldier_jump_left[1], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 14 && world->soldier.jump_counter <= 21)
else if(world->soldier.jump_counter > 24 && world->soldier.jump_counter <= 36)
{
SDL_RenderCopy(renderer, resources->soldier_jump_left[2], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 21 && world->soldier.jump_counter <= 28)
else if(world->soldier.jump_counter > 36 && world->soldier.jump_counter <= 48)
{
SDL_RenderCopy(renderer, resources->soldier_jump_left[3], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 28 && world->soldier.jump_counter <= 35)
else if(world->soldier.jump_counter > 48 && world->soldier.jump_counter <= 60)
{
SDL_RenderCopy(renderer, resources->soldier_jump_left[4], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 35 && world->soldier.jump_counter <= 42)
else if(world->soldier.jump_counter > 60 && world->soldier.jump_counter <= 72)
{
SDL_RenderCopy(renderer, resources->soldier_jump_left[5], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 42 && world->soldier.jump_counter <= 49)
else if(world->soldier.jump_counter > 72 && world->soldier.jump_counter <= 84)
{
SDL_RenderCopy(renderer, resources->soldier_jump_left[6], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 49 && world->soldier.jump_counter <= 56)
else if(world->soldier.jump_counter > 84 && world->soldier.jump_counter <= 96)
{
SDL_RenderCopy(renderer, resources->soldier_jump_left[7], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 56 && world->soldier.jump_counter <= 64)
else if(world->soldier.jump_counter > 96 && world->soldier.jump_counter <= 108)
{
SDL_RenderCopy(renderer, resources->soldier_jump_left[8], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 64 && world->soldier.jump_counter <= 73)
else if(world->soldier.jump_counter > 108 && world->soldier.jump_counter <= 120)
{
SDL_RenderCopy(renderer, resources->soldier_jump_left[9], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 73 && world->soldier.jump_counter <= 76)
else if(world->soldier.jump_counter > 120 && world->soldier.jump_counter <= 132)
{
SDL_RenderCopy(renderer, resources->soldier_jump_left[0], NULL, &world->soldier.DestSoldier);
}
......@@ -498,47 +504,47 @@ void load_texture_run_left_enemy(resources_t *resources, SDL_Renderer *renderer,
void load_texture_jump_right(resources_t *resources, SDL_Renderer *renderer, world_t *world)
{
if(world->soldier.jump_counter <= 7)
if(world->soldier.jump_counter <= 12)
{
SDL_RenderCopy(renderer, resources->soldier_jump_right[0], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 7 && world->soldier.jump_counter <= 14)
else if(world->soldier.jump_counter > 12 && world->soldier.jump_counter <= 24)
{
SDL_RenderCopy(renderer, resources->soldier_jump_right[1], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 14 && world->soldier.jump_counter <= 21)
else if(world->soldier.jump_counter > 24 && world->soldier.jump_counter <= 36)
{
SDL_RenderCopy(renderer, resources->soldier_jump_right[2], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 21 && world->soldier.jump_counter <= 28)
else if(world->soldier.jump_counter > 36 && world->soldier.jump_counter <= 48)
{
SDL_RenderCopy(renderer, resources->soldier_jump_right[3], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 28 && world->soldier.jump_counter <= 35)
else if(world->soldier.jump_counter > 48 && world->soldier.jump_counter <= 60)
{
SDL_RenderCopy(renderer, resources->soldier_jump_right[4], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 35 && world->soldier.jump_counter <= 42)
else if(world->soldier.jump_counter > 60 && world->soldier.jump_counter <= 72)
{
SDL_RenderCopy(renderer, resources->soldier_jump_right[5], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 42 && world->soldier.jump_counter <= 49)
else if(world->soldier.jump_counter > 72 && world->soldier.jump_counter <= 84)
{
SDL_RenderCopy(renderer, resources->soldier_jump_right[6], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 49 && world->soldier.jump_counter <= 56)
else if(world->soldier.jump_counter > 84 && world->soldier.jump_counter <= 96)
{
SDL_RenderCopy(renderer, resources->soldier_jump_right[7], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 56 && world->soldier.jump_counter <= 64)
else if(world->soldier.jump_counter > 96 && world->soldier.jump_counter <= 108)
{
SDL_RenderCopy(renderer, resources->soldier_jump_right[8], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 64 && world->soldier.jump_counter <= 73)
else if(world->soldier.jump_counter > 108 && world->soldier.jump_counter <= 120)
{
SDL_RenderCopy(renderer, resources->soldier_jump_right[9], NULL, &world->soldier.DestSoldier);
}
else if(world->soldier.jump_counter > 73 && world->soldier.jump_counter <= 76)
else if(world->soldier.jump_counter > 120 && world->soldier.jump_counter <= 132)
{
SDL_RenderCopy(renderer, resources->soldier_jump_right[0], NULL, &world->soldier.DestSoldier);
}
......
......@@ -42,7 +42,7 @@ void updateRound(round_t *round)
}
}
round->counter++;
if(round->counter == 50)
if(round->counter == 400)
{
round->counter = 0;
}
......@@ -62,13 +62,11 @@ void nextRound(round_t *round)
void createEnemies(round_t *round)
{
clearEnemies(round);
enemy_t *tab = (enemy_t*) malloc(round->number_enemies*sizeof(enemy_t));
round->enemies = tab;
round->enemies = (enemy_t*) malloc(round->number_enemies*sizeof(enemy_t));
for (int i = 0; i < round->number_enemies; i++)
{
init_enemy(&round->enemies[i]);
}
}
void clearEnemies(round_t *round)
......
......@@ -163,7 +163,7 @@ void jump(soldier_t *soldier){
if (soldier->state_jump == 1)
{
soldier->sprite.y -= V_SAUT;
if (soldier->sprite.y <= SCREEN_HEIGHT-SOLDIER_HEIGHT*2-150)
if (soldier->sprite.y <= SCREEN_HEIGHT-SOLDIER_HEIGHT*2-250)
{
soldier->state_jump = 2;
}
......
......@@ -109,7 +109,7 @@ void refresh_data(world_t *world)
world->rounds.enemies[i].DestEnemy.x = world->rounds.enemies[i].sprite.x;
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,&world->score);
enemy_touch_soldier(&world->rounds.enemies[i],&world->soldier);
enemy_dead(&world->rounds.enemies[i],&world->soldier,&world->score);
}
soldier_touch_powerUP(&world->rounds.enemies[i].powerUP,&world->soldier);
......
/Vie du joueur au début
30
0
/Nombre d'ennemis au début
5
43
/Nombre d'ennemis en plus à chaque manche
1
/Numéro de la manche
5
8
/Meilleur score
136
143
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