Added tiles and sprites, creating arenaGUI

This commit is contained in:
JackCarterSmith 2018-06-21 16:00:37 +02:00
parent fc7085d306
commit b3a0b6619e
24 changed files with 1101 additions and 1028 deletions

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@ -1,99 +1,99 @@
/*
* IAEngine.c
*
* Created on: 17 juin 2018
* Author: isen
*
* Fonction qui va définir le comportement joueur(s) "ordinateur"
*/
#include "playerInterface.h"
#include "SDL2/SDL.h"
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
int IAEngine(PLAYER * player1, PLAYER * player2)
{
char Race[20];
//Player 1 est le joueur, player 2 le bot
if((player1 != NULL) & (player2 !=NULL))
{
//On récupère les positions des 2 joueurs . L'IA sait où est le joueur
int Player1PositionX = player1->PositionX;
int Player1PositionY = player1->PositionY;
int Player2PositionX = player2->PositionX;
int Player2PositionY = player2->PositionY;
int action;
action = FindShortestPath(Player1PositionX,Player1PositionY,Player2PositionX,Player2PositionY);
printf("Tour de l'IA\n");
if(action == 5)
{
AttackPlayer(player1,player2);
}
else if ((action >= 1) && (action <= 4))
{
ActionPlayer(player2,action);
}
}
return 0;
}
int FindShortestPath(int Player1PositionX, int Player1PositionY, int Player2PositionX, int Player2PositionY)
{
int differenceX = abs(Player1PositionX - Player2PositionX);
int differenceY = abs(Player1PositionY - Player2PositionY);
int action;
//Revoir cette partie il faut que les 2 joueurs soit sur la même ligne ou colone avec une différence de ligne ou colonne de 1
if((abs(Player1PositionX - (Player2PositionX - 1)) == 1) ||
(abs(Player1PositionX - (Player2PositionX + 1)) == 1) ||
(abs(Player1PositionX - (Player2PositionY - 1)) == 1) ||
(abs(Player1PositionX - (Player2PositionY + 1)) == 1))
{
printf("Les 2 joueur sont à coté\n");
printf("Le joueur 2 va combattre\n");
action = 5;
}
if(differenceX > abs(Player1PositionX - (Player2PositionX - 1)))
{
printf("Chemin plus court sur X\n");
printf("Le joueur 2 va vers la gauche\n");
action = 4;
}
else if(differenceX > abs(Player1PositionX - (Player2PositionX + 1)))
{
printf("Chemin plus court sur X\n");
printf("Le joueur 2 va vers la droite\n");
action = 2;
}
else if(differenceY > abs(Player1PositionY - (Player2PositionY + 1)))
{
printf("Chemin plus court sur Y\n");
printf("Le joueur 2 va vers le bas\n");
action = 3;
}
else if(differenceY > abs(Player1PositionY - (Player2PositionY - 1)))
{
printf("Chemin plus court sur Y\n");
printf("Le joueur 2 va vers le haut\n");
action = 1;
}
else
{
printf("Chemin plus long\n");
action = 0;
}
return action;
}
/*
* IAEngine.c
*
* Created on: 17 juin 2018
* Author: isen
*
* Fonction qui va définir le comportement joueur(s) "ordinateur"
*/
#include "playerInterface.h"
#include "SDL2/SDL.h"
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
int IAEngine(PLAYER * player1, PLAYER * player2)
{
char Race[20];
//Player 1 est le joueur, player 2 le bot
if((player1 != NULL) & (player2 !=NULL))
{
//On récupère les positions des 2 joueurs . L'IA sait où est le joueur
int Player1PositionX = player1->PositionX;
int Player1PositionY = player1->PositionY;
int Player2PositionX = player2->PositionX;
int Player2PositionY = player2->PositionY;
int action;
action = FindShortestPath(Player1PositionX,Player1PositionY,Player2PositionX,Player2PositionY);
printf("Tour de l'IA\n");
if(action == 5)
{
AttackPlayer(player1,player2);
}
else if ((action >= 1) && (action <= 4))
{
ActionPlayer(player2,action);
}
}
return 0;
}
int FindShortestPath(int Player1PositionX, int Player1PositionY, int Player2PositionX, int Player2PositionY)
{
int differenceX = abs(Player1PositionX - Player2PositionX);
int differenceY = abs(Player1PositionY - Player2PositionY);
int action;
//Revoir cette partie il faut que les 2 joueurs soit sur la même ligne ou colone avec une différence de ligne ou colonne de 1
if((abs(Player1PositionX - (Player2PositionX - 1)) == 1) ||
(abs(Player1PositionX - (Player2PositionX + 1)) == 1) ||
(abs(Player1PositionX - (Player2PositionY - 1)) == 1) ||
(abs(Player1PositionX - (Player2PositionY + 1)) == 1))
{
printf("Les 2 joueur sont à coté\n");
printf("Le joueur 2 va combattre\n");
action = 5;
}
if(differenceX > abs(Player1PositionX - (Player2PositionX - 1)))
{
printf("Chemin plus court sur X\n");
printf("Le joueur 2 va vers la gauche\n");
action = 4;
}
else if(differenceX > abs(Player1PositionX - (Player2PositionX + 1)))
{
printf("Chemin plus court sur X\n");
printf("Le joueur 2 va vers la droite\n");
action = 2;
}
else if(differenceY > abs(Player1PositionY - (Player2PositionY + 1)))
{
printf("Chemin plus court sur Y\n");
printf("Le joueur 2 va vers le bas\n");
action = 3;
}
else if(differenceY > abs(Player1PositionY - (Player2PositionY - 1)))
{
printf("Chemin plus court sur Y\n");
printf("Le joueur 2 va vers le haut\n");
action = 1;
}
else
{
printf("Chemin plus long\n");
action = 0;
}
return action;
}

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/*
* IAEngine.h
*
* Created on: 17 juin 2018
* Author: isen
*/
#ifndef IAENGINE_H_
#define IAENGINE_H_
int FindShortestPath(int Player1PositionX, int Player1PositionY, int Player2PositionX, int Player2PositionY);
int IAEngine(PLAYER * player1, PLAYER * player2);
#endif /* IAENGINE_H_ */
/*
* IAEngine.h
*
* Created on: 17 juin 2018
* Author: isen
*/
#ifndef IAENGINE_H_
#define IAENGINE_H_
int FindShortestPath(int Player1PositionX, int Player1PositionY, int Player2PositionX, int Player2PositionY);
int IAEngine(PLAYER * player1, PLAYER * player2);
#endif /* IAENGINE_H_ */

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#include "arenaEngine.h"
#include <stdlib.h>
#include <stdio.h>
#include "fileHandler.h"
#include "logHelper.h"
/*
* Arena generate functions
*/
ARENA_H_TILE* createHTile(ARENA_H_TILE* prevHTile) {
ARENA_H_TILE* tile_h = NULL;
if (prevHTile == NULL) {
tile_h = calloc(1,sizeof(ARENA_H_TILE)); //Using calloc because of resetting all memory allocated to 0
tile_h->type_id = 0;
tile_h->playerOnTile = NULL;
tile_h->nextRow = NULL;
tile_h->nextColumn = NULL;
} else if (prevHTile != NULL) {
tile_h = calloc(1,sizeof(ARENA_H_TILE));
prevHTile->nextRow = tile_h;
tile_h->type_id = 0;
tile_h->playerOnTile = NULL;
tile_h->nextRow = NULL;
tile_h->nextColumn = NULL;
}
return tile_h;
}
ARENA_W_TILE* createWTile(ARENA_H_TILE* prevHTile, ARENA_W_TILE* prevWTile) {
ARENA_W_TILE* tile_w = NULL;
if (prevHTile != NULL && prevWTile == NULL) {
tile_w = calloc(1,sizeof(ARENA_W_TILE));
prevHTile->nextColumn = tile_w;
tile_w->type_id = 0;
tile_w->playerOnTile = NULL;
tile_w->nextColumn = NULL;
return tile_w;
} else if (prevHTile == NULL && prevWTile != NULL) {
tile_w = calloc(1,sizeof(ARENA_W_TILE));
prevWTile->nextColumn = tile_w;
tile_w->type_id = 0;
tile_w->playerOnTile = NULL;
tile_w->nextColumn = NULL;
}
return NULL;
}
ARENA_H_TILE* genNewArena(int size_h, int size_w) {
ARENA_H_TILE* arenaOrigin = NULL;
ARENA_H_TILE* TmpCursor_h = NULL;
ARENA_W_TILE* TmpCursor_w = NULL;
int i,j;
for(i=0;i<size_h;i++){
if (i==0) {
arenaOrigin = createHTile(NULL);
TmpCursor_h = arenaOrigin;
} else {
TmpCursor_h = createHTile(TmpCursor_h);
}
for(j=0;j<size_w;j++){
if (j==0) {
TmpCursor_w = createWTile(TmpCursor_h, NULL);
} else {
createWTile(NULL, TmpCursor_w);
}
if (j!=0) TmpCursor_w = TmpCursor_w->nextColumn;
}
}
return arenaOrigin;
}
/*
* Arena delete functions
*/
void deleteWTile(ARENA_W_TILE* WTile) {
if (WTile->nextColumn != NULL) {
deleteWTile(WTile->nextColumn);
}
free(WTile);
}
void deleteHTile(ARENA_H_TILE* HTile) {
if (HTile->nextRow != NULL) {
deleteHTile(HTile->nextRow);
}
deleteWTile(HTile->nextColumn);
free(HTile);
}
void deleteArena(ARENA_H_TILE* arena) {
deleteHTile(arena);
}
/*
* Arena status functions
*/
int getTileTypeID(ARENA_H_TILE* arena, int coord_x, int coord_y) {
int type_id = -1;
int i;
if (coord_y == 0) {
ARENA_H_TILE* tile_h = NULL;
tile_h = arena;
if (coord_x != 0) {
for (i=0;i<coord_x;i++) {
tile_h = arena->nextRow;
}
}
type_id = tile_h->type_id;
} else {
ARENA_W_TILE* tile_w = NULL;
ARENA_H_TILE* tile_h = NULL;
tile_h = arena;
if (coord_x != 0) {
for (i=0;i<coord_x;i++) {
tile_h = tile_h->nextRow;
}
}
tile_w = tile_h->nextColumn;
if (coord_y != 0) {
for (i=0;i<coord_y;i++) {
tile_w = tile_w->nextColumn;
}
}
type_id = tile_w->type_id;
}
return type_id;
}
#include <stdlib.h>
#include <stdio.h>
#include "fileHandler.h"
#include "logHelper.h"
#include "main.h"
#include "arenaEngine.h"
/*
* Arena generate functions
*/
TILE* createTileList(void) {
TILE* origin = NULL;
return origin;
}
ARENA_H_TILE* createHTile(ARENA_H_TILE* prevHTile) {
ARENA_H_TILE* tile_h = NULL;
if (prevHTile == NULL) {
tile_h = calloc(1,sizeof(ARENA_H_TILE)); //Using calloc because of resetting all memory allocated to 0
tile_h->type_id = 0;
//tile_h->playerOnTile = NULL;
tile_h->nextRow = NULL;
tile_h->nextColumn = NULL;
} else if (prevHTile != NULL) {
tile_h = calloc(1,sizeof(ARENA_H_TILE));
prevHTile->nextRow = tile_h;
tile_h->type_id = 0;
//tile_h->playerOnTile = NULL;
tile_h->nextRow = NULL;
tile_h->nextColumn = NULL;
}
return tile_h;
}
ARENA_W_TILE* createWTile(ARENA_H_TILE* prevHTile, ARENA_W_TILE* prevWTile) {
ARENA_W_TILE* tile_w = NULL;
if (prevHTile != NULL && prevWTile == NULL) {
tile_w = calloc(1,sizeof(ARENA_W_TILE));
prevHTile->nextColumn = tile_w;
tile_w->type_id = 0;
//tile_w->playerOnTile = NULL;
tile_w->nextColumn = NULL;
return tile_w;
} else if (prevHTile == NULL && prevWTile != NULL) {
tile_w = calloc(1,sizeof(ARENA_W_TILE));
prevWTile->nextColumn = tile_w;
tile_w->type_id = 0;
//tile_w->playerOnTile = NULL;
tile_w->nextColumn = NULL;
}
return NULL;
}
ARENA_H_TILE* genNewArena(int size_h, int size_w) {
ARENA_H_TILE* arenaOrigin = NULL;
ARENA_H_TILE* TmpCursor_h = NULL;
ARENA_W_TILE* TmpCursor_w = NULL;
int i,j;
for(i=0;i<size_h;i++){
if (i==0) {
arenaOrigin = createHTile(NULL);
TmpCursor_h = arenaOrigin;
} else {
TmpCursor_h = createHTile(TmpCursor_h);
}
for(j=0;j<size_w;j++){
if (j==0) {
TmpCursor_w = createWTile(TmpCursor_h, NULL);
} else {
createWTile(NULL, TmpCursor_w);
}
if (j!=0) TmpCursor_w = TmpCursor_w->nextColumn;
}
}
return arenaOrigin;
}
/*
* Arena delete functions
*/
void deleteWTile(ARENA_W_TILE* WTile) {
if (WTile->nextColumn != NULL) {
deleteWTile(WTile->nextColumn);
}
free(WTile);
}
void deleteHTile(ARENA_H_TILE* HTile) {
if (HTile->nextRow != NULL) {
deleteHTile(HTile->nextRow);
}
deleteWTile(HTile->nextColumn);
free(HTile);
}
void deleteArena(ARENA_H_TILE* arena) {
deleteHTile(arena);
}
/*
* Arena status functions
*/
int getTileTypeID(ARENA_H_TILE* arena, int coord_x, int coord_y) {
int type_id = -1;
int i;
if (coord_x > A_WIDTH || coord_y > A_HEIGHT) return -1;
if (coord_y == 0) {
ARENA_H_TILE* tile_h = NULL;
tile_h = arena;
if (coord_x != 0) {
for (i=0;i<coord_x;i++) {
tile_h = arena->nextRow;
}
}
type_id = tile_h->type_id;
} else {
ARENA_W_TILE* tile_w = NULL;
ARENA_H_TILE* tile_h = NULL;
tile_h = arena;
if (coord_x != 0) {
for (i=0;i<coord_x;i++) {
tile_h = tile_h->nextRow;
}
}
tile_w = tile_h->nextColumn;
if (coord_y != 0) {
for (i=0;i<coord_y;i++) {
tile_w = tile_w->nextColumn;
}
}
type_id = tile_w->type_id;
}
return type_id;
}
int isPlayerAdjacent(PLAYER* p1, PLAYER* p2) {
int adjPlayer = -1;
if ((p1->PositionX-1 || p1->PositionX+1) == p2->PositionX && (p1->PositionY-1 || p1->PositionY+1) == p2->PositionY) adjPlayer = 1;
return adjPlayer;
}

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#include "playerInterface.h"
#ifndef ARENAENGINE_H_
#define ARENAENGINE_H_
/*
typedef struct items{
int type_id;
//texture?
int isFlat;
int minedId;
struct items *nextItem;
}ITEMS;
*/
typedef struct tileType{
int type_id;
//texture?
int isGround;
int canBeMined;
}TILE;
typedef struct arena_h_tile{ //Rows chained list
int type_id;
PLAYER* playerOnTile;
struct arena_h_tile *nextRow;
struct arena_w_tile *nextColumn;
}ARENA_H_TILE;
typedef struct arena_w_tile{ //Columns chained list
int type_id;
PLAYER* playerOnTile;
struct arena_w_tile *nextColumn;
}ARENA_W_TILE;
//Generation functions
ARENA_H_TILE* genNewArena(int size_h, int size_w);
void deleteArena(ARENA_H_TILE* arena);
//Status functions
int getTileTypeID(ARENA_H_TILE* arena, int coord_x, int coord_y);
#endif
#include "playerInterface.h"
#include <SDL2/SDL.h>
#ifndef ARENAENGINE_H_
#define ARENAENGINE_H_
/*
typedef struct items{
int type_id;
//texture?
int isFlat;
int minedId;
struct items *nextItem;
}ITEMS;
*/
typedef struct tileType{
int type_id;
SDL_Surface texture;
int isGround;
int canBeMined;
struct tileType *nextTile;
}TILE;
typedef struct arena_h_tile{ //Rows chained list
int type_id;
//PLAYER* playerOnTile;
struct arena_h_tile *nextRow;
struct arena_w_tile *nextColumn;
}ARENA_H_TILE;
typedef struct arena_w_tile{ //Columns chained list
int type_id;
//PLAYER* playerOnTile;
struct arena_w_tile *nextColumn;
}ARENA_W_TILE;
//Generation functions
TILE* createTileList(void);
ARENA_H_TILE* genNewArena(int size_h, int size_w);
void deleteArena(ARENA_H_TILE* arena);
//Status functions
int getTileTypeID(ARENA_H_TILE* arena, int coord_x, int coord_y);
#endif

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#include <stdio.h>
#include <stdlib.h>
#include "SDL2/SDL.h"
#include <stdio.h>
#include <stdlib.h>
#include "logHelper.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include "arenaGUI.h"
void displayArena(ARENA_H_TILE* arena, SDL_Window* window, SDL_Surface *res, int size_h, int size_w, int tile_size) {
SDL_Rect tmp_tile_coord;
int i,j;
for (i=0; i<size_h; i++) {
for (j=0; j<size_w; j++) {
tmp_tile_coord.x = i * tile_size;
tmp_tile_coord.y = j * tile_size;
SDL_BlitSurface(res, NULL, SDL_GetWindowSurface(window), &tmp_tile_coord);
SDL_UpdateWindowSurface(window);
}
}
}

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#ifndef ARENAGUI_H_
#define ARENAGUI_H_
#endif
#include "main.h"
#include "arenaEngine.h"
#ifndef ARENAGUI_H_
#define ARENAGUI_H_
void displayArena(ARENA_H_TILE* arena, SDL_Window* windows, SDL_Surface *res, int size_h, int size_w, int tile_size);
#endif

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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
int resOpen(char* filename, FILE* f) {
char fLoc[128];
strcpy(fLoc, "resources/");
strcat(fLoc, filename);
f = fopen(fLoc, "rb");
if (f != NULL) return 0;
return -1;
}
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
int resOpen(char* filename, FILE* f) {
char fLoc[128];
strcpy(fLoc, "resources/");
strcat(fLoc, filename);
f = fopen(fLoc, "rb");
if (f != NULL) return 0;
return -1;
}

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#ifndef FILEHANDLER_H_
#define FILEHANDLER_H_
int resOpen(char* filename);
#endif
#ifndef FILEHANDLER_H_
#define FILEHANDLER_H_
int resOpen(char* filename);
#endif

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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "logHelper.h"
FILE *log_file=NULL;
int initialise_logger(){
time_t raw_time;
struct tm *pdh;
time(&raw_time);
pdh = localtime(&raw_time);
char name[32];
sprintf(name, "%04d-%02d-%02d.log", pdh->tm_year+1900, pdh->tm_mon+1, pdh->tm_mday);
log_file=fopen(name, "a");
if(log_file==NULL) //fichier innexistant
{
log_file=fopen(name,"w+");
if(log_file==NULL) { //Le prog n'a pas les droits en écriture
printf("\n****************************************************************\nATTENTION ! Le fichier de log ne peut être écris, aucune info ne sera enregistré !\n****************************************************************\n");
return -1;
}
}
return 0;
}
void stop_logger() {fclose(log_file);}
void addLogInfo(char *mess){
time_t now;
struct tm* tm_info;
char buffer[12];
initialise_logger();
time(&now);
tm_info = localtime(&now);
strftime(buffer, 12, "%H:%M:%S", tm_info);
fprintf(log_file,"[INFO][%s] %s\n", buffer, mess);
stop_logger();
}
void addLogWarn(char *mess){
time_t now;
struct tm* tm_info;
char buffer[12];
initialise_logger();
time(&now);
tm_info = localtime(&now);
strftime(buffer, 12, "%H:%M:%S", tm_info);
fprintf(log_file,"[WARN][%s] %s\n", buffer, mess);
stop_logger();
}
void addLogCritical(char *mess){
time_t now;
struct tm* tm_info;
char buffer[12];
initialise_logger();
time(&now);
tm_info = localtime(&now);
strftime(buffer, 12, "%H:%M:%S", tm_info);
fprintf(log_file,"[CRITICAL][%s] %s\n", buffer, mess);
stop_logger();
}
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "logHelper.h"
FILE *log_file=NULL;
int initialise_logger(){
time_t raw_time;
struct tm *pdh;
time(&raw_time);
pdh = localtime(&raw_time);
char name[32];
sprintf(name, "%04d-%02d-%02d.log", pdh->tm_year+1900, pdh->tm_mon+1, pdh->tm_mday);
log_file=fopen(name, "a");
if(log_file==NULL) //fichier innexistant
{
log_file=fopen(name,"w+");
if(log_file==NULL) { //Le prog n'a pas les droits en écriture
printf("\n****************************************************************\nATTENTION ! Le fichier de log ne peut être écris, aucune info ne sera enregistré !\n****************************************************************\n");
return -1;
}
}
return 0;
}
void stop_logger() {fclose(log_file);}
void addLogInfo(char *mess){
time_t now;
struct tm* tm_info;
char buffer[12];
initialise_logger();
time(&now);
tm_info = localtime(&now);
strftime(buffer, 12, "%H:%M:%S", tm_info);
fprintf(log_file,"[INFO][%s] %s\n", buffer, mess);
stop_logger();
}
void addLogWarn(char *mess){
time_t now;
struct tm* tm_info;
char buffer[12];
initialise_logger();
time(&now);
tm_info = localtime(&now);
strftime(buffer, 12, "%H:%M:%S", tm_info);
fprintf(log_file,"[WARN][%s] %s\n", buffer, mess);
stop_logger();
}
void addLogCritical(char *mess){
time_t now;
struct tm* tm_info;
char buffer[12];
initialise_logger();
time(&now);
tm_info = localtime(&now);
strftime(buffer, 12, "%H:%M:%S", tm_info);
fprintf(log_file,"[CRITICAL][%s] %s\n", buffer, mess);
stop_logger();
}

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#ifndef LOGGER_H_
#define LOGGER_H_
int initialise_logger(); //Prépare le logger à écrire dans les fichiers de logs
void stop_logger();
void addLogInfo(char *mess); //Ajoute une entrée dans le fichier de log de type INFO
void addLogWarn(char *mess);
void addLogCritical(char *mess); //Ajoute une entrée dans le fichier de log de type CRITICAL
#endif
#ifndef LOGGER_H_
#define LOGGER_H_
int initialise_logger(); //Prépare le logger à écrire dans les fichiers de logs
void stop_logger();
void addLogInfo(char *mess); //Ajoute une entrée dans le fichier de log de type INFO
void addLogWarn(char *mess);
void addLogCritical(char *mess); //Ajoute une entrée dans le fichier de log de type CRITICAL
#endif

136
main.c
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@ -1,60 +1,76 @@
/*
* main.c
*
* Created on: 17 juin 2018
* Author: isen
*/
//#include "IAEngine.h"
#include "playerInterface.h"
#include "SDL2/SDL.h"
#include <stdio.h>
#include <stdlib.h>
#include "logHelper.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_thread.h>
#include <SDL2/SDL_mutex.h>
#include "arenaEngine.h"
#define A_HEIGHT 100
#define A_WIDTH 100
void initDisplayLib() {
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
addLogCritical("Init SDL libs failed !");
exit(EXIT_FAILURE);
}
}
void initResources() {
//resOpen();
}
int main(int argc, char *argv[]) {
ARENA_H_TILE* arena = NULL;
// Création de la fenêtre
SDL_Window* pWindow = NULL;
pWindow = SDL_CreateWindow("Arena Survival Tournament",SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,640,480,SDL_WINDOW_SHOWN);
addLogInfo("Starting game...");
initDisplayLib();
initResources();
addLogInfo("Creating new arena...");
arena = genNewArena(A_HEIGHT, A_WIDTH);
if (arena == NULL) {
addLogCritical("Error with arena generator !");
exit(EXIT_FAILURE);
}
addLogInfo("Successfully created arena.");
deleteArena(arena);
addLogInfo("Cleared arena.");
return EXIT_SUCCESS;
}
#include "main.h"
#include <stdio.h>
#include <stdlib.h>
#include "logHelper.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
//#include <SDL2/SDL_thread.h>
//#include <SDL2/SDL_mutex.h>
#include "arenaEngine.h"
#include "arenaGUI.h"
//#include "IAEngine.h"
#include "playerInterface.h"
void initDisplayLib() {
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
addLogCritical("Init SDL libs failed !");
exit(EXIT_FAILURE);
}
}
int main(int argc, char *argv[]) {
addLogInfo("Starting game...");
addLogInfo("Try init SDL libs...");
initDisplayLib();
addLogInfo("Load ressources in memory...");
SDL_Surface *tile_grass = NULL, *tile_rock = NULL, *tile_tree = NULL, *tile_water = NULL, *sprite_player_act = NULL, *sprite_ia_act = NULL;
SDL_Surface *ressource[6] = {tile_grass, tile_rock, tile_tree, tile_water, sprite_player_act, sprite_ia_act};
SDL_Surface *sprite_player[4] = {NULL}, *sprite_ia[4] = {NULL};
tile_grass = IMG_Load("data/tile_grass.png");
tile_rock = IMG_Load("data/tile_rock.png");
tile_tree = IMG_Load("data/tile_tree.png");
tile_water = IMG_Load("data/tile_water.png");
sprite_player[DOWN] = IMG_Load("data/sprite_player_1.png");
//sprite_player[UP] = IMG_Load("data/sprite_player_2.png");
//sprite_player[LEFT] = IMG_Load("data/sprite_player_3.png");
//sprite_player[RIGHT] = IMG_Load("data/sprite_player_4.png");
sprite_ia[DOWN] = IMG_Load("data/sprite_ia_1.png");
//sprite_ia[UP] = IMG_Load("data/sprite_ia_2.png");
//sprite_ia[LEFT] = IMG_Load("data/sprite_ia_3.png");
//sprite_ia[RIGHT] = IMG_Load("data/sprite_ia_4.png");
addLogInfo("Create SDL windows instance...");
SDL_Window* gameWindows = SDL_CreateWindow("Arena Survival Tournament - alpha 0.2", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WINDOWS_WIDTH, WINDOWS_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
addLogInfo("Creating new arena...");
ARENA_H_TILE* arena = NULL;
arena = genNewArena(A_HEIGHT, A_WIDTH);
if (arena == NULL) {
addLogCritical("Error with arena generator !");
exit(EXIT_FAILURE);
}
addLogInfo("Successfully created arena.");
addLogInfo("Display arena GUI...");
sprite_player_act = sprite_player[DOWN];
sprite_ia_act = sprite_ia[DOWN];
displayArena(arena, gameWindows, tile_grass, A_HEIGHT, A_WIDTH, TILE_SIZE);
deleteArena(arena);
addLogInfo("Cleared arena.");
SDL_Delay(5000);
addLogInfo("Unload SDL libs...");
SDL_Quit();
return EXIT_SUCCESS;
}

14
main.h Normal file
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@ -0,0 +1,14 @@
#ifndef MAIN_H_
#define MAIN_H_
#define A_WIDTH 20
#define A_HEIGHT 20
#define TILE_SIZE 32
#define WINDOWS_WIDTH TILE_SIZE * A_WIDTH
#define WINDOWS_HEIGHT TILE_SIZE * A_HEIGHT
enum {DOWN, UP, LEFT, RIGHT};
enum {GRASS_T, ROCK_T, TREE_T, WATER_T, PLAYER_S, IA_S};
#endif

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@ -1,19 +1,19 @@
#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL.h>
int createGameMenuWindows() {
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
printf("Erreur chargement librairie SDL ! %s\n",SDL_GetError());
exit(EXIT_FAILURE);
}
SDL_Window *main_test;
main_test = SDL_CreateWindow("My test windows", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 320, 140, SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
SDL_Delay(5000);
SDL_DestroyWindow(main_test);
SDL_Quit();
return EXIT_SUCCESS;
}
#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL.h>
int createGameMenuWindows() {
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
printf("Erreur chargement librairie SDL ! %s\n",SDL_GetError());
exit(EXIT_FAILURE);
}
SDL_Window *main_test;
main_test = SDL_CreateWindow("My test windows", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 320, 140, SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
SDL_Delay(5000);
SDL_DestroyWindow(main_test);
SDL_Quit();
return EXIT_SUCCESS;
}

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@ -1,6 +1,6 @@
#ifndef MENUGUI_H_
#define MENUGUI_H_
#endif
#ifndef MENUGUI_H_
#define MENUGUI_H_
#endif

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@ -1,468 +1,468 @@
/*
* playerInterface.c
*
* Created on: 17 juin 2018
* Author: isen
*/
#include "playerInterface.h"
#include "SDL2/SDL.h"
#include <stdio.h>
#include <stdlib.h>
#define ArenaMAX 100
int PlayerInterface(void)
{
PLAYER* List=NULL;
PLAYER* Element=NULL;
int id=0;
int numberAlive;
PLAYER* player1=NULL;
PLAYER* player2=NULL;
while(id<2)
{
id = id + 1;
Element = createPlayer(id);
List = insertRightPlaceRecursive(List,Element);
}
displayList(List);
player1 = SearchPlayer(List, 1);
player2 = SearchPlayer(List, 2);
printf("Nom player 1 : %s\n",player1->Name);
printf("Nom player 2 : %s\n",player2->Name);
numberAlive = NumberPlayerAlive(List);
printf("Nombre de joueur en vie : %i",numberAlive);
int action;
do
{
action=getEvent();
if(action == 1)
{
ActionPlayer(player1,1); //Déplacement vers le haut
}
else if(action == 2)
{
ActionPlayer(player1,2); //Déplacement vers la droite
}
else if(action == 3)
{
ActionPlayer(player1,3); //Déplacement vers le bas
}
else if(action == 4)
{
ActionPlayer(player1,4); //Déplacement vers la gauche
}
else if(action == 5)
{
//Regarder le perso en face, le plus près
AttackPlayer(player1,player2); //Voir quel player on choisit d'attaquer
}
//Tour de l'IA
IAEngine(player1,player2);
}
while(action != -1);
return -1;
//return 0;
}
int getEvent()
{
int action;
SDL_Event event;
SDL_WaitEvent(&event); /* Récupération de l'événement dans event */
switch(event.type) /* Test du type d'événement */
{
/* Si c'est un événement de type "Quitter" */
case SDL_QUIT : printf("QUITTER\n");
action = -1;
break;
case SDL_KEYUP:
switch(event.key.keysym.sym) //La valeur de touche
{
case SDLK_UP: printf("FLECHE DU HAUT\n");
action = 1;
break;
case SDLK_DOWN: printf("FLECHE DU BAS\n");
action = 3;
break;
case SDLK_RIGHT: printf("FLECHE DE DROITE\n");
action = 2;
break;
case SDLK_LEFT: printf("FLECHE DE GAUCHE\n");
action = 4;
break;
case SDLK_SPACE:printf("BARRE D'ESPACE\n");
action = 5;
}
break;
}
return action;
}
/*
ActionPlayer(player2,1); //Déplacement vers le haut
ActionPlayer(player2,2); //Déplacement vers la droite
ActionPlayer(player2,3); //Déplacement vers le bas
ActionPlayer(player2,4); //Déplacement vers la gauche
*/
//freeElement(List, 2); // Fonctionne
//freeList(List); // Fonctionne
//displayList(List);
/** Pour la simulation d'un combat, on rentre la lettre A au clavier
* Le joueur 1 va attaqué le joueur 2 et inversement
* On affiche le score des joueurs
*
* */
//List = AttackPlayer(List, 1, 2);
// SDL_Quit();
/**Fonction qui crée un joueur
*
* */
PLAYER* createPlayer(int Id)
{
PLAYER* player=NULL;
//Utilisé la fonction de récupération de la taille de l'arène
player=(PLAYER*)malloc(sizeof(PLAYER));
if(player==NULL)
{
printf("ERREUR Allocation joueur ");
}
printf("Entrer le nom du joueur\n");
scanf("%s",player->Name);
printf("Nb PV?\n");
scanf("%d",&player->HealthPoints);
player->Id = Id;
player->AttacksPoints = 10;
if(Id == 1)
{
player->PositionX=0;
player->PositionY=0;
}
else if(Id ==2)
{
player->PositionX=ArenaMAX;
player->PositionY=0;
}
else if(Id ==3)
{
player->PositionX=0;
player->PositionY=ArenaMAX;
}
else
{
player->PositionX=ArenaMAX;
player->PositionY=ArenaMAX;
}
player->suiv=NULL;
return player;
}
/**Fonction qui ajoute un joueur à la liste
*
* */
PLAYER* insertRightPlaceRecursive(PLAYER* Head, PLAYER* Element)
{
if(Head == NULL)
{
return Element;
}
if(Element->Id < Head->Id)
{
Element->suiv = Head;
return Element;
}
else
{
if(Element->Id == Head->Id)
{
printf("Le joueur à l'id %d exite déja dans la liste\n",Element->Id);
free(Element);
return Head;
}
else
{
Head->suiv = insertRightPlaceRecursive(Head->suiv,Element);
return Head;
}
}
}
void displayList(PLAYER * Head)
{
if(Head == NULL)
{
printf("La liste est vide\n");
}
while(Head != NULL)
{
printf("****Player %d****\n",Head->Id);
printf("Nom : %s\n",Head->Name);
Head = Head->suiv;
}
}
PLAYER * freeElement(PLAYER *Head, int Id)
{
PLAYER * Element;
if(Head == NULL)
{
printf("La liste est vide\n");
}
if(Id == Head->Id)
{
Element = Head;
Head = Head->suiv;
printf("Le joueur %d a été supprimé de la liste\n",Element->Id);
free(Element);
return Head;
}
else
{
Head->suiv = freeElement(Head->suiv,Id);
return Head;
}
}
PLAYER * freeList(PLAYER *Head)
{
if(Head != NULL)
{
freeList(Head->suiv);
}
free(Head);
Head=NULL;
return Head;
}
int NumberPlayerAlive(PLAYER *Head)
{
int numberAlive=0;
if(Head == NULL)
{
printf("La liste est vide\n");
return -1;
}
else
{
do
{
if(Head->HealthPoints > 0)
{
numberAlive = numberAlive + 1;
}
Head=Head->suiv;
}
while(Head != NULL);
return numberAlive;
}
}
PLAYER * SearchPlayer(PLAYER *Head, int idPlayer)
{
printf("Fonction Recherche\n");
if(Head == NULL)
{
printf("La liste est vide\n");
}
if(Head->Id == idPlayer)
{
printf("Trouvé\n");
printf(" Joueur %s\n",Head->Name);
return Head;
}
else
{
Head->suiv = SearchPlayer(Head->suiv,idPlayer);
return Head->suiv;
}
}
void AttackPlayer( PLAYER *player1, PLAYER *player2)
{
printf("Fonction Attaque\n");
if((player1 != NULL) && (player2 != NULL))
{
while((player1->HealthPoints > 0) && (player2->HealthPoints > 0))
{
printf("\n\n** Tour **\n");
printf("Attaque Joueur %d sur joueur %d \n",player1->Id,player2->Id);
player2->HealthPoints = player2->HealthPoints - player1->AttacksPoints;
printf("Joueur %d : %s PV = %d\n ",player1->Id,player1->Name,player1->HealthPoints);
printf("Joueur %d : %s PV = %d\n ",player2->Id,player2->Name,player2->HealthPoints);
if((player1->HealthPoints > 0) && (player2->HealthPoints > 0))
{
printf("\nAttaque Joueur %d sur joueur %d\n ",player2->Id,player1->Id);
player1->HealthPoints = player1->HealthPoints - player2->AttacksPoints;
printf("Joueur %d : %s PV = %d\n ",player1->Id,player1->Name,player1->HealthPoints);
printf("Joueur %d : %s PV = %d \n",player2->Id,player2->Name,player2->HealthPoints);
}
}
if(player1->HealthPoints > player2->HealthPoints)
{
printf("Combat finie \n Le joueur 1 a gagné le combat\n");
}
else if(player1->HealthPoints < player2->HealthPoints)
{
printf("Combat finie \n Le joueur 2 a gagné le combat\n");
}
else
{
printf("Combat finie \n Les 2 joueurs sont morts");
}
}
}
void ActionPlayer(PLAYER * player, int action)
{
/* action = 1 --> Déplacement d'1 carreau vers le haut
* action = 2 --> Déplacement d'1 carreau vers la droite
* action = 3 --> Déplacement d'1 carreau vers le bas
* action = 4 --> Déplacement d'1 carreau vers la gauche
*
* */
if(player != NULL)
{
// récupère la position du personnage. La position de l'instance sur l'arène est récupérer par une fonction
int positionX = player->PositionX;
int positionY = player->PositionY;
printf("\n**** Player %s ****",player->Name);
if(action == 1)
{
printf("On veut aller vers le haut\n");
if(positionY-1 >= 0)
{
player->PositionY = positionY-1;
printf("Déplacement de 1 vers le haut\n La nouvelle position est de X: %i et Y: %i \n",player->PositionX,player->PositionY);
}
else
{
printf("Impossible d'aller vers le haut\n");
}
}
else if(action == 2)
{
printf("On veut aller vers la droite\n");
if(positionX + 1 <= ArenaMAX)
{
player->PositionX = positionX + 1;
printf("Déplacement de 1 vers la droite\n La nouvelle position est de X: %i et Y: %i \n",player->PositionX,player->PositionY);
}
else
{
printf("Impossible d'aller vers la droite\n");
}
}
else if(action == 3)
{
printf("On veut aller vers le bas\n");
if(positionY + 1 <= ArenaMAX)
{
player->PositionY = positionY + 1;
printf("Déplacement de 1 vers le bas\n La nouvelle position est de X: %i et Y: %i \n",player->PositionX,player->PositionY);
}
else
{
printf("Impossible d'aller vers le bas\n");
}
}
else if(action == 4)
{
printf("On veut aller vers la gauche\n");
if(positionX - 1 >= 0)
{
player->PositionX = positionX - 1;
printf("Déplacement de 1 vers le bas\n La nouvelle position est de X: %i et Y: %i \n",player->PositionX,player->PositionY);
}
else
{
printf("Impossible d'aller vers la gauche\n");
}
}
else
{
printf("Autre action\n");
}
}
else
{
printf("Echec, le joueur est NULL\n");
}
}
/*
* playerInterface.c
*
* Created on: 17 juin 2018
* Author: isen
*/
#include "playerInterface.h"
#include "SDL2/SDL.h"
#include <stdio.h>
#include <stdlib.h>
#define ArenaMAX 100
int PlayerInterface(void)
{
PLAYER* List=NULL;
PLAYER* Element=NULL;
int id=0;
int numberAlive;
PLAYER* player1=NULL;
PLAYER* player2=NULL;
while(id<2)
{
id = id + 1;
Element = createPlayer(id);
List = insertRightPlaceRecursive(List,Element);
}
displayList(List);
player1 = SearchPlayer(List, 1);
player2 = SearchPlayer(List, 2);
printf("Nom player 1 : %s\n",player1->Name);
printf("Nom player 2 : %s\n",player2->Name);
numberAlive = NumberPlayerAlive(List);
printf("Nombre de joueur en vie : %i",numberAlive);
int action;
do
{
action=getEvent();
if(action == 1)
{
ActionPlayer(player1,1); //Déplacement vers le haut
}
else if(action == 2)
{
ActionPlayer(player1,2); //Déplacement vers la droite
}
else if(action == 3)
{
ActionPlayer(player1,3); //Déplacement vers le bas
}
else if(action == 4)
{
ActionPlayer(player1,4); //Déplacement vers la gauche
}
else if(action == 5)
{
//Regarder le perso en face, le plus près
AttackPlayer(player1,player2); //Voir quel player on choisit d'attaquer
}
//Tour de l'IA
IAEngine(player1,player2);
}
while(action != -1);
return -1;
//return 0;
}
int getEvent()
{
int action;
SDL_Event event;
SDL_WaitEvent(&event); /* Récupération de l'événement dans event */
switch(event.type) /* Test du type d'événement */
{
/* Si c'est un événement de type "Quitter" */
case SDL_QUIT : printf("QUITTER\n");
action = -1;
break;
case SDL_KEYUP:
switch(event.key.keysym.sym) //La valeur de touche
{
case SDLK_UP: printf("FLECHE DU HAUT\n");
action = 1;
break;
case SDLK_DOWN: printf("FLECHE DU BAS\n");
action = 3;
break;
case SDLK_RIGHT: printf("FLECHE DE DROITE\n");
action = 2;
break;
case SDLK_LEFT: printf("FLECHE DE GAUCHE\n");
action = 4;
break;
case SDLK_SPACE:printf("BARRE D'ESPACE\n");
action = 5;
}
break;
}
return action;
}
/*
ActionPlayer(player2,1); //Déplacement vers le haut
ActionPlayer(player2,2); //Déplacement vers la droite
ActionPlayer(player2,3); //Déplacement vers le bas
ActionPlayer(player2,4); //Déplacement vers la gauche
*/
//freeElement(List, 2); // Fonctionne
//freeList(List); // Fonctionne
//displayList(List);
/** Pour la simulation d'un combat, on rentre la lettre A au clavier
* Le joueur 1 va attaqué le joueur 2 et inversement
* On affiche le score des joueurs
*
* */
//List = AttackPlayer(List, 1, 2);
// SDL_Quit();
/**Fonction qui crée un joueur
*
* */
PLAYER* createPlayer(int Id)
{
PLAYER* player=NULL;
//Utilisé la fonction de récupération de la taille de l'arène
player=(PLAYER*)malloc(sizeof(PLAYER));
if(player==NULL)
{
printf("ERREUR Allocation joueur ");
}
printf("Entrer le nom du joueur\n");
scanf("%s",player->Name);
printf("Nb PV?\n");
scanf("%d",&player->HealthPoints);
player->Id = Id;
player->AttacksPoints = 10;
if(Id == 1)
{
player->PositionX=0;
player->PositionY=0;
}
else if(Id ==2)
{
player->PositionX=ArenaMAX;
player->PositionY=0;
}
else if(Id ==3)
{
player->PositionX=0;
player->PositionY=ArenaMAX;
}
else
{
player->PositionX=ArenaMAX;
player->PositionY=ArenaMAX;
}
player->suiv=NULL;
return player;
}
/**Fonction qui ajoute un joueur à la liste
*
* */
PLAYER* insertRightPlaceRecursive(PLAYER* Head, PLAYER* Element)
{
if(Head == NULL)
{
return Element;
}
if(Element->Id < Head->Id)
{
Element->suiv = Head;
return Element;
}
else
{
if(Element->Id == Head->Id)
{
printf("Le joueur à l'id %d exite déja dans la liste\n",Element->Id);
free(Element);
return Head;
}
else
{
Head->suiv = insertRightPlaceRecursive(Head->suiv,Element);
return Head;
}
}
}
void displayList(PLAYER * Head)
{
if(Head == NULL)
{
printf("La liste est vide\n");
}
while(Head != NULL)
{
printf("****Player %d****\n",Head->Id);
printf("Nom : %s\n",Head->Name);
Head = Head->suiv;
}
}
PLAYER * freeElement(PLAYER *Head, int Id)
{
PLAYER * Element;
if(Head == NULL)
{
printf("La liste est vide\n");
}
if(Id == Head->Id)
{
Element = Head;
Head = Head->suiv;
printf("Le joueur %d a été supprimé de la liste\n",Element->Id);
free(Element);
return Head;
}
else
{
Head->suiv = freeElement(Head->suiv,Id);
return Head;
}
}
PLAYER * freeList(PLAYER *Head)
{
if(Head != NULL)
{
freeList(Head->suiv);
}
free(Head);
Head=NULL;
return Head;
}
int NumberPlayerAlive(PLAYER *Head)
{
int numberAlive=0;
if(Head == NULL)
{
printf("La liste est vide\n");
return -1;
}
else
{
do
{
if(Head->HealthPoints > 0)
{
numberAlive = numberAlive + 1;
}
Head=Head->suiv;
}
while(Head != NULL);
return numberAlive;
}
}
PLAYER * SearchPlayer(PLAYER *Head, int idPlayer)
{
printf("Fonction Recherche\n");
if(Head == NULL)
{
printf("La liste est vide\n");
}
if(Head->Id == idPlayer)
{
printf("Trouvé\n");
printf(" Joueur %s\n",Head->Name);
return Head;
}
else
{
Head->suiv = SearchPlayer(Head->suiv,idPlayer);
return Head->suiv;
}
}
void AttackPlayer( PLAYER *player1, PLAYER *player2)
{
printf("Fonction Attaque\n");
if((player1 != NULL) && (player2 != NULL))
{
while((player1->HealthPoints > 0) && (player2->HealthPoints > 0))
{
printf("\n\n** Tour **\n");
printf("Attaque Joueur %d sur joueur %d \n",player1->Id,player2->Id);
player2->HealthPoints = player2->HealthPoints - player1->AttacksPoints;
printf("Joueur %d : %s PV = %d\n ",player1->Id,player1->Name,player1->HealthPoints);
printf("Joueur %d : %s PV = %d\n ",player2->Id,player2->Name,player2->HealthPoints);
if((player1->HealthPoints > 0) && (player2->HealthPoints > 0))
{
printf("\nAttaque Joueur %d sur joueur %d\n ",player2->Id,player1->Id);
player1->HealthPoints = player1->HealthPoints - player2->AttacksPoints;
printf("Joueur %d : %s PV = %d\n ",player1->Id,player1->Name,player1->HealthPoints);
printf("Joueur %d : %s PV = %d \n",player2->Id,player2->Name,player2->HealthPoints);
}
}
if(player1->HealthPoints > player2->HealthPoints)
{
printf("Combat finie \n Le joueur 1 a gagné le combat\n");
}
else if(player1->HealthPoints < player2->HealthPoints)
{
printf("Combat finie \n Le joueur 2 a gagné le combat\n");
}
else
{
printf("Combat finie \n Les 2 joueurs sont morts");
}
}
}
void ActionPlayer(PLAYER * player, int action)
{
/* action = 1 --> Déplacement d'1 carreau vers le haut
* action = 2 --> Déplacement d'1 carreau vers la droite
* action = 3 --> Déplacement d'1 carreau vers le bas
* action = 4 --> Déplacement d'1 carreau vers la gauche
*
* */
if(player != NULL)
{
// récupère la position du personnage. La position de l'instance sur l'arène est récupérer par une fonction
int positionX = player->PositionX;
int positionY = player->PositionY;
printf("\n**** Player %s ****",player->Name);
if(action == 1)
{
printf("On veut aller vers le haut\n");
if(positionY-1 >= 0)
{
player->PositionY = positionY-1;
printf("Déplacement de 1 vers le haut\n La nouvelle position est de X: %i et Y: %i \n",player->PositionX,player->PositionY);
}
else
{
printf("Impossible d'aller vers le haut\n");
}
}
else if(action == 2)
{
printf("On veut aller vers la droite\n");
if(positionX + 1 <= ArenaMAX)
{
player->PositionX = positionX + 1;
printf("Déplacement de 1 vers la droite\n La nouvelle position est de X: %i et Y: %i \n",player->PositionX,player->PositionY);
}
else
{
printf("Impossible d'aller vers la droite\n");
}
}
else if(action == 3)
{
printf("On veut aller vers le bas\n");
if(positionY + 1 <= ArenaMAX)
{
player->PositionY = positionY + 1;
printf("Déplacement de 1 vers le bas\n La nouvelle position est de X: %i et Y: %i \n",player->PositionX,player->PositionY);
}
else
{
printf("Impossible d'aller vers le bas\n");
}
}
else if(action == 4)
{
printf("On veut aller vers la gauche\n");
if(positionX - 1 >= 0)
{
player->PositionX = positionX - 1;
printf("Déplacement de 1 vers le bas\n La nouvelle position est de X: %i et Y: %i \n",player->PositionX,player->PositionY);
}
else
{
printf("Impossible d'aller vers la gauche\n");
}
}
else
{
printf("Autre action\n");
}
}
else
{
printf("Echec, le joueur est NULL\n");
}
}

View File

@ -1,49 +1,49 @@
/*
* playerInterface.h
*
* Created on: 17 juin 2018
* Author: isen
*/
#ifndef PLAYERINTERFACE_H_
#define PLAYERINTERFACE_H_
/** Structure d'un joueur (IA ou utilisateur)
*
* */
typedef struct Player
{
int Id;
char Name[35];
char Race[20];
int HealthPoints;
int AttacksPoints;
int DefensePoints;
int PositionX;
int PositionY;
//char Weapons[Max_Weapons];
//int Coins;
struct Player * suiv;
}PLAYER;
//Prototypes
PLAYER* createPlayer(int Id);
PLAYER* insertRightPlaceRecursive(PLAYER* Head, PLAYER* Element);
void displayList(PLAYER * Head);
PLAYER * freeElement(PLAYER *Head, int Id);
PLAYER * freeList(PLAYER *Head);
PLAYER * SearchPlayer(PLAYER *Head, int idPlayer);
void AttackPlayer( PLAYER *player1, PLAYER *player2);
void ActionPlayer(PLAYER * player, int action);
int NumberPlayerAlive(PLAYER *Head);
int getEvent(void);
#endif /* PLAYERINTERFACE_H_ */
/*
* playerInterface.h
*
* Created on: 17 juin 2018
* Author: isen
*/
#ifndef PLAYERINTERFACE_H_
#define PLAYERINTERFACE_H_
/** Structure d'un joueur (IA ou utilisateur)
*
* */
typedef struct Player
{
int Id;
char Name[35];
char Race[20];
int HealthPoints;
int AttacksPoints;
int DefensePoints;
int PositionX;
int PositionY;
//char Weapons[Max_Weapons];
//int Coins;
struct Player * suiv;
}PLAYER;
//Prototypes
PLAYER* createPlayer(int Id);
PLAYER* insertRightPlaceRecursive(PLAYER* Head, PLAYER* Element);
void displayList(PLAYER * Head);
PLAYER * freeElement(PLAYER *Head, int Id);
PLAYER * freeList(PLAYER *Head);
PLAYER * SearchPlayer(PLAYER *Head, int idPlayer);
void AttackPlayer( PLAYER *player1, PLAYER *player2);
void ActionPlayer(PLAYER * player, int action);
int NumberPlayerAlive(PLAYER *Head);
int getEvent(void);
#endif /* PLAYERINTERFACE_H_ */