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TARDIEU Loic
Shooter
Commits
93c85c2c
Commit
93c85c2c
authored
6 years ago
by
Paul Georges
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main.c
parent
5bc488db
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93c85c2c
#include
<SDL2/SDL.h>
#include
<SDL2/SDL_image.h>
#include
<stdio.h>
#include
<stdlib.h>
#include
<stdbool.h>
#include
<time.h>
#include
"image.h"
#include
"clavier.h"
#define RAYON 30.9
int
main
(
int
argc
,
char
*
argv
[])
{
srand
(
time
(
NULL
));
bool
gameover
=
false
;
bool
tir
=
false
;
SDL_Window
*
fenetre
;
SDL_Event
evenements
;
SDL_Renderer
*
ecran
;
SDL_Texture
*
fond
,
*
perso
,
*
balleLongueJaune
;
SDL_Rect
persoPos
;
float
mouseX
,
mouseY
;
int
vitesse
=
25
,
tempsActuel
=
0
,
tempsPrecedent
=
0
,
tempsActuelTir
=
0
,
tempsActuelAnim
=
0
,
tempsPrecedentAnim
=
0
;
ListeB
ballesTirees
;
ListeP
persosListe
;
Perso
*
joueur_ptr
;
SDL_Texture
*
sprites
[
3
];
//Initialisation SDL
if
(
SDL_Init
(
SDL_INIT_VIDEO
<
0
))
{
printf
(
"Erreur d'initialisation de la SDL %s"
,
SDL_GetError
());
SDL_Quit
();
return
EXIT_FAILURE
;
}
IMG_Init
(
IMG_INIT_PNG
);
//Cration fentre
fenetre
=
SDL_CreateWindow
(
"gameName"
,
SDL_WINDOWPOS_CENTERED
,
SDL_WINDOWPOS_CENTERED
,
1000
,
720
,
SDL_WINDOW_RESIZABLE
);
if
(
fenetre
==
NULL
)
{
printf
(
"Erreur d'initialisation de la fenetre %s"
,
SDL_GetError
());
return
EXIT_FAILURE
;
}
//Cration renderer
ecran
=
SDL_CreateRenderer
(
fenetre
,
-
1
,
SDL_RENDERER_ACCELERATED
);
//Chargement images
balleLongueJaune
=
charger_image
(
"sprites/projectiles/balle/balle_longue_jaune.png"
,
ecran
);
fond
=
charger_image
(
"sprites/fond.png"
,
ecran
);
perso
=
charger_image
(
"sprites/perso/handgun/idle/survivor_idle.png"
,
ecran
);
sprites
[
0
]
=
perso
;
perso
=
charger_image
(
"sprites/perso/handgun/move/survivor_moving.png"
,
ecran
);
sprites
[
1
]
=
perso
;
perso
=
charger_image
(
"sprites/perso/ennemi_1.png"
,
ecran
);
sprites
[
2
]
=
perso
;
Perso
p
=
nouveau_joueur
(
ecran
,
sprites
);
persosListe
=
nouvelle_listeP
(
p
);
p
=
nouvel_ennemi_1
(
ecran
,
sprites
);
persosListe
=
cons_listeP
(
persosListe
,
p
);
//Pareil pour la balle + ses autres paramtres (voir projectile.h)
balle
b
=
nouvelle_balle
(
balleLongueJaune
,
0
,
persoPos
);
ballesTirees
=
nouvelle_listeB
(
b
);
//Boucle de jeu
while
(
!
gameover
)
{
//Petit timer pour pas dpasser 60 excutions/sec (provisoire)
tempsActuel
=
SDL_GetTicks
();
if
(
tempsActuel
>
tempsPrecedent
+
16
)
{
//Dtection vnements
while
(
SDL_PollEvent
(
&
evenements
))
{
switch
(
evenements
.
type
)
{
case
SDL_QUIT
:
gameover
=
true
;
break
;
case
SDL_MOUSEMOTION
:
mouseX
=
evenements
.
motion
.
x
;
mouseY
=
evenements
.
motion
.
y
;
break
;
case
SDL_MOUSEBUTTONDOWN
:
switch
(
evenements
.
button
.
button
)
{
case
SDL_BUTTON_LEFT
:
tir
=
true
;
break
;
}
break
;
case
SDL_MOUSEBUTTONUP
:
switch
(
evenements
.
button
.
button
)
{
case
SDL_BUTTON_LEFT
:
tir
=
false
;
break
;
}
break
;
case
SDL_KEYDOWN
:
switch
(
evenements
.
key
.
keysym
.
sym
)
{
case
SDLK_ESCAPE
:
gameover
=
true
;
break
;
}
break
;
}
}
joueur_ptr
=
joueur
(
persosListe
);
joueur_ptr
->
tir
=
tir
;
tempsActuelAnim
=
SDL_GetTicks
();
if
(
tempsActuelAnim
>
tempsPrecedentAnim
+
70
){
animer_persos
(
persosListe
);
tempsPrecedentAnim
=
tempsActuelAnim
;
}
//Gestion dplacement/angle de tir
deplacement_joueur
(
joueur_ptr
);
angle_joueur
((
joueur_ptr
),
mouseX
,
mouseY
);
//Tir
tempsActuelTir
=
SDL_GetTicks
();
ballesTirees
=
tir_update
(
ballesTirees
,
persosListe
,
tempsActuelTir
,
balleLongueJaune
,
vitesse
);
//Affichage
SDL_RenderClear
(
ecran
);
SDL_RenderCopy
(
ecran
,
fond
,
NULL
,
NULL
);
afficher_listeP
(
ecran
,
persosListe
);
afficher_listeB
(
ecran
,
ballesTirees
);
SDL_RenderPresent
(
ecran
);
tempsPrecedent
=
tempsActuel
;
}
}
//Nettoyage
SDL_DestroyWindow
(
fenetre
);
SDL_DestroyTexture
(
fond
);
SDL_DestroyTexture
(
perso
);
IMG_Quit
();
SDL_Quit
();
return
EXIT_SUCCESS
;
}
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