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| #include<stdlib.h>
#include<stdio.h>
#include<SDL/SDL.h>
#include<math.h>
#include"collisions.h"
int main()
{
dimensions dimensionsEcran; //dimensions de l'écran
dimensionsEcran.L = 660;
dimensionsEcran.l = 900;
dimensionsEcran.x = 0;
dimensionsEcran.y = 0;
int positionSpeciale = 30;
int Bool = 0;
int D[4] = {0,1,2,3};
int direction = 0;
int saut = 0;
int continuer = 1;
int toilettes = 1;
SDL_Event event;
SDL_Surface *baker = NULL;
SDL_Surface *sol = NULL; //Sol du niveau
SDL_Surface *Baguette = NULL; //baguette
SDL_Surface *pain2 = NULL; //pain au melon
SDL_Surface *mur = NULL; //Mur vertical
SDL_Surface *ecran = NULL;
SDL_Rect bordEcran00; //surfaces qui permet de gérer la sortie de l'écran
bordEcran00.x = 0;
bordEcran00.y = 0;
bordEcran00.w = 0;
bordEcran00.h = 660;
SDL_Rect bordEcran01;
bordEcran01.x = 0;
bordEcran01.y = 0;
bordEcran01.w = 900;
bordEcran01.h = 0;
SDL_Rect positionBaguette;
positionBaguette.x = 0;
positionBaguette.y = 0;
positionBaguette.w = 45;
positionBaguette.h = 20;
SDL_Rect positionSol1; //Position du sol du niveau
positionSol1.x = 0;
positionSol1.y = 630;
positionSol1.w = 900;
positionSol1.h = 30;
SDL_Rect positionSol2; //Position grande plate-forme
positionSol2.x = 120;
positionSol2.y = 450;
positionSol2.w = 630;
positionSol2.h = 30;
SDL_Rect positionMur1;
positionMur1.x = 870;
positionMur1.y = 128;
positionMur1.w = 30;
positionMur1.h = 520;
SDL_Rect positionMur2;
positionMur2.x = 0;
positionMur2.y = 0;
positionMur2.w = 20;
positionMur2.h = 180;
SDL_Rect positionpltefrme[5];
positionpltefrme[0].x = 340;
positionpltefrme[0].y = 390;
positionpltefrme[0].w = 100;
positionpltefrme[0].h = 20;
positionpltefrme[1].x = 140;
positionpltefrme[1].y = 320;
positionpltefrme[1].w = 200;
positionpltefrme[1].h = 30;
positionpltefrme[2].x = 125;
positionpltefrme[2].y = 100;
positionpltefrme[2].w = 200;
positionpltefrme[2].h = 30;
positionpltefrme[3].x = 360;
positionpltefrme[3].y = 140;
positionpltefrme[3].w = 200;
positionpltefrme[3].h = 30;
positionpltefrme[4].x = 600;
positionpltefrme[4].y = 128;
positionpltefrme[4].w = 300;
positionpltefrme[4].h = 30;
SDL_Rect clip[3];
clip[0].x = 0; //parties du sol à charger pour faire les plate-formes horizontales.
clip[0].y = 0;
clip[0].w = 630;
clip[0].h = 30;
clip[1].x = 0;
clip[1].y = 0;
clip[1].w = 200;
clip[1].h = 30;
clip[2].x = 0;
clip[2].y = 0;
clip[2].w = 300;
clip[2].h = 30;
SDL_Rect positionBaker; //position du personnage
positionBaker.x = 10;
positionBaker.y = 565;
positionBaker.w = 45;
positionBaker.h = 65;
SDL_Rect* positionA = &positionBaker;
SDL_Rect tab1[2]; //création des différents tableaux qui contiennent les coordonnées des objets du niveau
tab1[0] = positionMur2;
tab1[1] = positionpltefrme[2];
SDL_Rect tab2[3];
tab2[0] = bordEcran01;
tab2[1] = positionpltefrme[2];
tab2[2] = positionpltefrme[3];
SDL_Rect tab3[1];
tab3[0] = positionpltefrme[1];
SDL_Rect tab4[2];
tab4[0] = positionpltefrme[1];
tab4[1] = positionMur2;
SDL_Rect tab5[2];
tab5[0] = positionpltefrme[4];
tab5[1] = positionpltefrme[3];
SDL_Rect tab6[2];
tab6[0] = positionpltefrme[4];
tab6[1] = positionMur1;
SDL_Rect tab7[2];
tab7[0] = positionpltefrme[4];
tab7[1] = positionMur1;
SDL_Rect tab8[2];
tab8[0] = positionpltefrme[3];
tab8[1] = positionpltefrme[4];
SDL_Rect tab9[2];
tab9[0] = positionpltefrme[0];
tab9[1] = positionSol2;
SDL_Rect tab10[2];
tab10[0] = positionSol2;
tab10[1] = positionMur1;
SDL_Rect tab11[3];
tab11[0] = positionSol1;
tab11[1] = positionSol2;
tab11[2] = positionMur1;
SDL_Rect tab12[2];
tab12[0] = positionSol2;
tab12[1] = positionSol1;
SDL_Rect tab13[3];
tab13[0] = positionMur2;
tab13[1] = positionpltefrme[1];
tab13[2] = positionSol2;
SDL_Rect tab14[3];
tab14[0] = positionSol2;
tab14[1] = positionpltefrme[0];
tab14[2] = positionpltefrme[1];
SDL_Rect tab15[2];
tab15[0] = positionSol2;
tab15[1] = positionSol1;
SDL_Rect tab16[4];
tab16[0] = positionSol1;
tab16[1] = positionSol2;
tab16[2] = positionMur2;
tab16[3] = bordEcran00;
SDL_Rect (*tableauObjetsCollisions[16])[] = {NULL}; //création du tableau de pointeurs sur des tableaux, qui perm
(tableauObjetsCollisions[0]) = &tab1; //de transmettre les coordonnées des objets du niveaux aux
(tableauObjetsCollisions[1]) = &tab2; //fonctions
(tableauObjetsCollisions[2]) = &tab3;
(tableauObjetsCollisions[3]) = &tab4;
(tableauObjetsCollisions[4]) = &tab5;
(tableauObjetsCollisions[5]) = &tab6;
(tableauObjetsCollisions[6]) = &tab7;
(tableauObjetsCollisions[7]) = &tab8;
(tableauObjetsCollisions[8]) = &tab9;
(tableauObjetsCollisions[9]) = &tab10;
(tableauObjetsCollisions[10]) = &tab11;
(tableauObjetsCollisions[11]) = &tab12;
(tableauObjetsCollisions[12]) = &tab13;
(tableauObjetsCollisions[13]) = &tab14;;
(tableauObjetsCollisions[14]) = &tab15;
(tableauObjetsCollisions[15]) = &tab16;
int tableau2[16] = {2,3,1,2,2,2,2,2,2,2,3,2,3,3,2,4}; //tableau contenant la taille de chaque tableau du grand tabl
SDL_Rect positionBakerRel; //eau de pointeurs
positionBakerRel.x = 0;
positionBakerRel.y = 0;
ecran = SDL_SetVideoMode(900, 660, 32, SDL_HWSURFACE); //création des surfaces
sol = SDL_CreateRGBSurface(SDL_HWSURFACE, 900, 30, 32, 0, 0, 0, 0);
mur = SDL_CreateRGBSurface(SDL_HWSURFACE, 30, 520, 32, 0, 0, 0, 0);
baker = SDL_CreateRGBSurface(SDL_HWSURFACE, 45, 65, 32, 0, 0, 0, 0);
SDL_FillRect(baker, NULL,SDL_MapRGB(ecran->format, 0, 0, 255));
SDL_FillRect(ecran, NULL, SDL_MapRGB(ecran->format, 0, 0, 0));
SDL_FillRect(sol, NULL, SDL_MapRGB(ecran->format, 255, 255, 255));
SDL_FillRect(mur, NULL, SDL_MapRGB(ecran->format, 255, 255, 255));
SDL_BlitSurface(sol, NULL, ecran, &positionSol1);
SDL_BlitSurface(sol, &clip[0], ecran, &positionSol2);
SDL_BlitSurface(sol, &clip[1], ecran, &positionpltefrme[0]);
SDL_BlitSurface(sol, &clip[1], ecran, &positionpltefrme[1]);
SDL_BlitSurface(sol, &clip[1], ecran, &positionpltefrme[2]);
SDL_BlitSurface(sol, &clip[1], ecran, &positionpltefrme[3]);
SDL_BlitSurface(sol, &clip[2], ecran, &positionpltefrme[4]);
SDL_BlitSurface(mur, NULL, ecran, &positionMur1);
SDL_BlitSurface(mur, NULL, ecran, &positionMur2);
SDL_BlitSurface(baker, NULL, ecran, &positionBaker);
SDL_EnableKeyRepeat(10, 10);
SDL_Flip(ecran);
while(continuer) //boucle principale
{
if(toilettes == 1)
{
SDL_WaitEvent(&event); //gestion des déplacements
switch(event.type)
{
case SDL_KEYDOWN:
switch(event.key.keysym.sym)
{
case SDLK_RIGHT:
positionBaker.x++;
direction = 1;
break;
case SDLK_LEFT:
positionBaker.x--;
direction = 2;
break;
case SDLK_ESCAPE:
continuer = 0;
break;
case SDLK_DOWN:
toilettes = 0;
break;
case SDLK_SPACE:
positionBaker.y--;
break;
}
break;
}
}
if (toilettes == 0) //gestion des sauts
{
if (saut <= 30)
{
positionBaker.y = positionBaker.y-2;
}
if (saut >= 30 && saut <= 60)
{
positionBaker.y = positionBaker.y+2;
}
if (direction == 1)
{
positionBaker.x++;
Bool = 0;
}
if (direction == 2)
{
positionBaker.x--;
}
saut++;
if (saut > 60)
{
toilettes = 1;
saut = 0;
direction = 0;
}
}
QuadTree((tableauObjetsCollisions), tableau2, positionA, dimensionsEcran);
SDL_FillRect(ecran, NULL, SDL_MapRGB(ecran->format, 0, 0, 0));
SDL_BlitSurface(sol, NULL, ecran, &positionSol1);
SDL_BlitSurface(sol, &clip[0], ecran, &positionSol2);
SDL_BlitSurface(sol, &clip[1], ecran, &positionpltefrme[0]);
SDL_BlitSurface(sol, &clip[1], ecran, &positionpltefrme[1]);
SDL_BlitSurface(sol, &clip[1], ecran, &positionpltefrme[2]);
SDL_BlitSurface(sol, &clip[1], ecran, &positionpltefrme[3]);
SDL_BlitSurface(sol, &clip[2], ecran, &positionpltefrme[4]);
SDL_BlitSurface(mur, NULL, ecran, &positionMur1);
SDL_BlitSurface(mur, NULL, ecran, &positionMur2);
SDL_BlitSurface(baker, NULL, ecran, &positionBaker);
SDL_Flip(ecran);
}
SDL_FreeSurface(sol);
SDL_Quit();
return EXIT_SUCCESS;
} |
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