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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 ...@@ -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 <= 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); 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); 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); 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); 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); 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); 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); 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); 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 <= 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); 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); 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); 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); 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); 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); 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); 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); 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);
} }
......
...@@ -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 == 50) if(round->counter == 400)
{ {
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)
......
...@@ -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*2-150) if (soldier->sprite.y <= SCREEN_HEIGHT-SOLDIER_HEIGHT*2-250)
{ {
soldier->state_jump = 2; soldier->state_jump = 2;
} }
......
...@@ -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);
......
/Vie du joueur au début /Vie du joueur au début
30 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
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