Fixed rotation when moving

This commit is contained in:
JackCarterSmith 2018-06-26 19:34:43 +02:00
parent 843719b433
commit 1886bd7f16
5 changed files with 3248 additions and 3234 deletions

View File

@ -564,18 +564,29 @@ int getRelativeDirection(SDL_Rect pos1, SDL_Rect pos2) {
_y = pos2.y - pos1.y;
if (_x>0) {
return DOWN;
} else if (_x<0) {
return UP;
} else if (_y>0) {
return RIGHT;
} else if (_y<0) {
return LEFT;
} else if (_x<0) {
return RIGHT;
} else if (_y>0) {
return DOWN;
} else if (_y<0) {
return UP;
} else {
return -1;
return DOWN;
}
}
int canAttackPlayer(PLAYER *p1, PLAYER *p2) {
int allow = 0,_x,_y;
_x = p2->PositionX - p1->PositionX;
_y = p2->PositionY - p1->PositionY;
if (_x <= 1 && _x >= -1 && _y <= 1 && _y >= -1) allow = 1;
return allow;
}
void AttackPlayer(PLAYER *player1, PLAYER *player2)
{
printf("Fonction Attaque\n");

View File

@ -70,6 +70,7 @@ int isMoveCorrect(ARENA_H_TILE* arena, TILE *t_list, int coord_x, int coord_y, i
int getRelativeDirection(SDL_Rect pos1, SDL_Rect pos2);
int NumberPlayerAlive(PLAYER *Head);
int canAttackPlayer(PLAYER *p1, PLAYER *p2);
void AttackPlayer(PLAYER *player1, PLAYER *player2);
void ActionPlayer(ARENA_H_TILE* arena,TILE *t_list,PLAYER * player, int action);

View File

@ -68,16 +68,18 @@ int updateArena(SDL_Window* window, ARENA_H_TILE* arena, TILE *tiles, PLAYER *pl
ActionPlayer(arena,tiles,p1,4); //Déplacement vers la gauche
} else if(action == 5) {
//Regarder le perso en face, le plus près
AttackPlayer(p1,p2); //Voir quel player on choisit d'attaquer
if (canAttackPlayer(p1,p2)==1) {
AttackPlayer(p1,p2); //Voir quel player on choisit d'attaquer
}
}
// On place le joueur à la bonne position
position.x = p1->PositionX * TILE_SIZE;
position.y = p1->PositionY * TILE_SIZE;
//SDL_BlitSurface(p1->texture[getRelativeDirection(oldposition, position)], NULL, SDL_GetWindowSurface(window), &position);
SDL_BlitSurface(getTileSurfaceFromID(tiles,getTileTypeID(arena,(oldposition.x)/TILE_SIZE,(oldposition.y)/TILE_SIZE)), NULL, SDL_GetWindowSurface(window), &oldposition);
SDL_BlitSurface(p1->texture[DOWN], NULL, SDL_GetWindowSurface(window), &position);
//SDL_BlitSurface(p1->texture[DOWN], NULL, SDL_GetWindowSurface(window), &position);
SDL_BlitSurface(p1->texture[getRelativeDirection(oldposition, position)], NULL, SDL_GetWindowSurface(window), &position);
@ -96,9 +98,9 @@ int updateArena(SDL_Window* window, ARENA_H_TILE* arena, TILE *tiles, PLAYER *pl
IAposition.x = p2->PositionX * TILE_SIZE;
IAposition.y = p2->PositionY * TILE_SIZE;
//SDL_BlitSurface(p2->texture[getRelativeDirection(oldIAposition, IAposition)], NULL, SDL_GetWindowSurface(window), &IAposition);
SDL_BlitSurface(getTileSurfaceFromID(tiles,getTileTypeID(arena,(oldIAposition.x)/TILE_SIZE,(oldIAposition.y)/TILE_SIZE)), NULL, SDL_GetWindowSurface(window), &oldIAposition);
SDL_BlitSurface(p2->texture[DOWN], NULL, SDL_GetWindowSurface(window), &IAposition);
//SDL_BlitSurface(p2->texture[DOWN], NULL, SDL_GetWindowSurface(window), &IAposition);
SDL_BlitSurface(p2->texture[getRelativeDirection(oldIAposition, IAposition)], NULL, SDL_GetWindowSurface(window), &IAposition);
SDL_UpdateWindowSurface(window);