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SUCK Hugo
ProgAvancee
Commits
d7a14d3e
Commit
d7a14d3e
authored
4 years ago
by
suck5u
Browse files
Options
Downloads
Patches
Plain Diff
Agrandissement du saut + opti
parent
a7fb5bf2
No related branches found
No related tags found
No related merge requests found
Changes
5
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Showing
5 changed files
code/display.c
+28
-22
28 additions, 22 deletions
code/display.c
code/round_management.c
+2
-4
2 additions, 4 deletions
code/round_management.c
code/soldier.c
+1
-1
1 addition, 1 deletion
code/soldier.c
code/world_data.c
+1
-1
1 addition, 1 deletion
code/world_data.c
data/save.txt
+4
-5
4 additions, 5 deletions
data/save.txt
with
36 additions
and
33 deletions
code/display.c
+
28
−
22
View file @
d7a14d3e
...
@@ -166,6 +166,12 @@ void refresh_graphics(SDL_Renderer *renderer, world_t *world,resources_t *resour
...
@@ -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
,
115
,
80
,
20
,
25
,
score
,
resources
->
font
);
apply_text
(
renderer
,
5
,
105
,
100
,
25
,
"Meilleur score :"
,
resources
->
font
);
apply_text
(
renderer
,
5
,
105
,
100
,
25
,
"Meilleur score :"
,
resources
->
font
);
apply_text
(
renderer
,
115
,
105
,
20
,
25
,
highScore
,
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
...
@@ -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
)
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
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
0
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
7
&&
world
->
soldier
.
jump_counter
<=
1
4
)
else
if
(
world
->
soldier
.
jump_counter
>
12
&&
world
->
soldier
.
jump_counter
<=
2
4
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
1
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
1
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
1
4
&&
world
->
soldier
.
jump_counter
<=
21
)
else
if
(
world
->
soldier
.
jump_counter
>
2
4
&&
world
->
soldier
.
jump_counter
<=
36
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
2
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
2
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
21
&&
world
->
soldier
.
jump_counter
<=
2
8
)
else
if
(
world
->
soldier
.
jump_counter
>
36
&&
world
->
soldier
.
jump_counter
<=
4
8
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
3
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
3
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
2
8
&&
world
->
soldier
.
jump_counter
<=
35
)
else
if
(
world
->
soldier
.
jump_counter
>
4
8
&&
world
->
soldier
.
jump_counter
<=
60
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
4
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
4
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
35
&&
world
->
soldier
.
jump_counter
<=
4
2
)
else
if
(
world
->
soldier
.
jump_counter
>
60
&&
world
->
soldier
.
jump_counter
<=
7
2
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
5
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
5
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
4
2
&&
world
->
soldier
.
jump_counter
<=
4
9
)
else
if
(
world
->
soldier
.
jump_counter
>
7
2
&&
world
->
soldier
.
jump_counter
<=
8
4
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
6
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
6
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
4
9
&&
world
->
soldier
.
jump_counter
<=
5
6
)
else
if
(
world
->
soldier
.
jump_counter
>
8
4
&&
world
->
soldier
.
jump_counter
<=
9
6
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
7
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
7
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
5
6
&&
world
->
soldier
.
jump_counter
<=
64
)
else
if
(
world
->
soldier
.
jump_counter
>
9
6
&&
world
->
soldier
.
jump_counter
<=
108
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_left
[
8
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
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
);
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
);
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,
...
@@ -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
)
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
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
0
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
7
&&
world
->
soldier
.
jump_counter
<=
1
4
)
else
if
(
world
->
soldier
.
jump_counter
>
12
&&
world
->
soldier
.
jump_counter
<=
2
4
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
1
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
1
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
1
4
&&
world
->
soldier
.
jump_counter
<=
21
)
else
if
(
world
->
soldier
.
jump_counter
>
2
4
&&
world
->
soldier
.
jump_counter
<=
36
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
2
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
2
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
21
&&
world
->
soldier
.
jump_counter
<=
2
8
)
else
if
(
world
->
soldier
.
jump_counter
>
36
&&
world
->
soldier
.
jump_counter
<=
4
8
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
3
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
3
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
2
8
&&
world
->
soldier
.
jump_counter
<=
35
)
else
if
(
world
->
soldier
.
jump_counter
>
4
8
&&
world
->
soldier
.
jump_counter
<=
60
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
4
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
4
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
35
&&
world
->
soldier
.
jump_counter
<=
4
2
)
else
if
(
world
->
soldier
.
jump_counter
>
60
&&
world
->
soldier
.
jump_counter
<=
7
2
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
5
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
5
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
4
2
&&
world
->
soldier
.
jump_counter
<=
4
9
)
else
if
(
world
->
soldier
.
jump_counter
>
7
2
&&
world
->
soldier
.
jump_counter
<=
8
4
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
6
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
6
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
4
9
&&
world
->
soldier
.
jump_counter
<=
5
6
)
else
if
(
world
->
soldier
.
jump_counter
>
8
4
&&
world
->
soldier
.
jump_counter
<=
9
6
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
7
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
7
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
else
if
(
world
->
soldier
.
jump_counter
>
5
6
&&
world
->
soldier
.
jump_counter
<=
64
)
else
if
(
world
->
soldier
.
jump_counter
>
9
6
&&
world
->
soldier
.
jump_counter
<=
108
)
{
{
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
8
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
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
);
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
);
SDL_RenderCopy
(
renderer
,
resources
->
soldier_jump_right
[
0
],
NULL
,
&
world
->
soldier
.
DestSoldier
);
}
}
...
...
This diff is collapsed.
Click to expand it.
code/round_management.c
+
2
−
4
View file @
d7a14d3e
...
@@ -42,7 +42,7 @@ void updateRound(round_t *round)
...
@@ -42,7 +42,7 @@ void updateRound(round_t *round)
}
}
}
}
round
->
counter
++
;
round
->
counter
++
;
if
(
round
->
counter
==
5
0
)
if
(
round
->
counter
==
40
0
)
{
{
round
->
counter
=
0
;
round
->
counter
=
0
;
}
}
...
@@ -62,13 +62,11 @@ void nextRound(round_t *round)
...
@@ -62,13 +62,11 @@ void nextRound(round_t *round)
void
createEnemies
(
round_t
*
round
)
void
createEnemies
(
round_t
*
round
)
{
{
clearEnemies
(
round
);
clearEnemies
(
round
);
enemy_t
*
tab
=
(
enemy_t
*
)
malloc
(
round
->
number_enemies
*
sizeof
(
enemy_t
));
round
->
enemies
=
(
enemy_t
*
)
malloc
(
round
->
number_enemies
*
sizeof
(
enemy_t
));
round
->
enemies
=
tab
;
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
]);
}
}
}
}
void
clearEnemies
(
round_t
*
round
)
void
clearEnemies
(
round_t
*
round
)
...
...
This diff is collapsed.
Click to expand it.
code/soldier.c
+
1
−
1
View file @
d7a14d3e
...
@@ -163,7 +163,7 @@ void jump(soldier_t *soldier){
...
@@ -163,7 +163,7 @@ void jump(soldier_t *soldier){
if
(
soldier
->
state_jump
==
1
)
if
(
soldier
->
state_jump
==
1
)
{
{
soldier
->
sprite
.
y
-=
V_SAUT
;
soldier
->
sprite
.
y
-=
V_SAUT
;
if
(
soldier
->
sprite
.
y
<=
SCREEN_HEIGHT
-
SOLDIER_HEIGHT
*
2
-
1
50
)
if
(
soldier
->
sprite
.
y
<=
SCREEN_HEIGHT
-
SOLDIER_HEIGHT
*
2
-
2
50
)
{
{
soldier
->
state_jump
=
2
;
soldier
->
state_jump
=
2
;
}
}
...
...
This diff is collapsed.
Click to expand it.
code/world_data.c
+
1
−
1
View file @
d7a14d3e
...
@@ -109,7 +109,7 @@ void refresh_data(world_t *world)
...
@@ -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
.
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
//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
);
enemy_dead
(
&
world
->
rounds
.
enemies
[
i
],
&
world
->
soldier
,
&
world
->
score
);
}
}
soldier_touch_powerUP
(
&
world
->
rounds
.
enemies
[
i
].
powerUP
,
&
world
->
soldier
);
soldier_touch_powerUP
(
&
world
->
rounds
.
enemies
[
i
].
powerUP
,
&
world
->
soldier
);
...
...
This diff is collapsed.
Click to expand it.
data/save.txt
+
4
−
5
View file @
d7a14d3e
/Vie du joueur au début
/Vie du joueur au début
3
0
0
/Nombre d'ennemis au début
/Nombre d'ennemis au début
5
43
/Nombre d'ennemis en plus à chaque manche
/Nombre d'ennemis en plus à chaque manche
1
1
/Numéro de la manche
/Numéro de la manche
5
8
/Meilleur score
/Meilleur score
136
143
This diff is collapsed.
Click to expand it.
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