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//liste
vector<Bloc*> listeBloc;
Bloc cursor(10, &App, base_x_bloc, base_y_bloc);
//Eléments initiaux
float positionX = 0;
float positionY = 0;
listeBloc.push_back(new Bloc(1, &App, base_x_bloc + (positionX * size_x_bloc), base_y_bloc - (positionY * size_y_bloc)));
positionX = 4;
positionY = 0;
listeBloc.push_back(new Bloc(2, &App, base_x_bloc + (positionX * size_x_bloc), base_y_bloc - (positionY * size_y_bloc)));
positionX = 2;
positionY = 0;
listeBloc.push_back(new Bloc(2, &App, base_x_bloc + (positionX * size_x_bloc), base_y_bloc - (positionY * size_y_bloc)));
positionX = 3;
positionY = 0;
listeBloc.push_back(new Bloc(1, &App, base_x_bloc + (positionX * size_x_bloc), base_y_bloc - (positionY * size_y_bloc)));
positionX = 3;
positionY = 1;
listeBloc.push_back(new Bloc(4, &App, base_x_bloc + (positionX * size_x_bloc), base_y_bloc - (positionY * size_y_bloc)));
if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Space) && !stateSpace) {
if (allowSwap) {
stateSpace = true;
SwapBloc(&App, listeBloc, &cursor);
}
} |
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