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Marc BERET
ProjetZZ1
Commits
178e5dc1
Commit
178e5dc1
authored
2 years ago
by
antoinemeyer5
Browse files
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fix deplacement personnage
parent
5efe0f14
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2
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2 changed files
travail_de_groupe/jeu_appren_par_renfo/src/gest_event.c
+148
-128
148 additions, 128 deletions
travail_de_groupe/jeu_appren_par_renfo/src/gest_event.c
travail_de_groupe/jeu_appren_par_renfo/src/player.c
+71
-53
71 additions, 53 deletions
travail_de_groupe/jeu_appren_par_renfo/src/player.c
with
219 additions
and
181 deletions
travail_de_groupe/jeu_appren_par_renfo/src/gest_event.c
+
148
−
128
View file @
178e5dc1
#include
"gest_event.h"
int
Keys
[
NB_KEYS
];
void
initKeys
(){
void
initKeys
()
{
int
i
;
for
(
i
=
0
;
i
<
NB_KEYS
;
i
++
)
for
(
i
=
0
;
i
<
NB_KEYS
;
i
++
)
{
Keys
[
i
]
=
0
;
Keys
[
i
]
=
1
;
}
}
void
gestMenu
(){
void
gestMenu
()
{
SDL_Event
event
;
while
(
SDL_PollEvent
(
&
event
)){
switch
(
event
.
type
)
{
case
SDL_QUIT
:
running
=
0
;
break
;
case
SDL_KEYUP
:
switch
(
event
.
key
.
keysym
.
sym
)
{
case
SDLK_ESCAPE
:
running
=
0
;
continue
;
default:
continue
;
}
break
;
default:
continue
;
while
(
SDL_PollEvent
(
&
event
))
{
switch
(
event
.
type
)
{
case
SDL_QUIT
:
running
=
0
;
break
;
case
SDL_KEYUP
:
switch
(
event
.
key
.
keysym
.
sym
)
{
case
SDLK_ESCAPE
:
running
=
0
;
continue
;
default:
continue
;
}
break
;
default:
continue
;
}
}
SDL_Delay
(
5
);
}
void
gestGame
()
{
SDL_Event
event
;
while
(
SDL_PollEvent
(
&
event
))
{
switch
(
event
.
type
)
{
case
SDL_QUIT
:
running
=
0
;
break
;
case
SDL_MOUSEMOTION
:
if
(
event
.
motion
.
xrel
>
0
)
{
player
.
angle
+=
0
.
01
;
if
(
player
.
angle
>
2
*
pi
)
player
.
angle
-=
2
*
pi
;
}
if
(
event
.
motion
.
xrel
<
0
)
{
player
.
angle
-=
0
.
01
;
if
(
player
.
angle
<
0
)
player
.
angle
+=
2
*
pi
;
}
if
(
event
.
motion
.
yrel
>
0
)
{
player
.
viewAngle
-=
1
;
}
if
(
event
.
motion
.
yrel
<
0
)
{
player
.
viewAngle
+=
1
;
}
player
.
deltax
=
cos
(
player
.
angle
);
player
.
deltay
=
sin
(
player
.
angle
);
break
;
case
SDL_KEYUP
:
switch
(
event
.
key
.
keysym
.
sym
)
{
case
SDLK_ESCAPE
:
running
=
0
;
continue
;
case
SDLK_z
:
// avance
Keys
[
2
]
=
1
;
continue
;
case
SDLK_d
:
// va à droite
Keys
[
3
]
=
1
;
continue
;
case
SDLK_s
:
// va en arrière
Keys
[
0
]
=
1
;
continue
;
case
SDLK_q
:
// va à gauche
Keys
[
1
]
=
1
;
continue
;
default:
break
;
}
case
SDL_KEYDOWN
:
switch
(
event
.
key
.
keysym
.
sym
)
{
case
SDLK_z
:
Keys
[
2
]
=
0
;
continue
;
void
gestGame
(){
SDL_Event
event
;
while
(
SDL_PollEvent
(
&
event
)){
switch
(
event
.
type
)
{
case
SDL_QUIT
:
running
=
0
;
break
;
case
SDL_MOUSEMOTION
:
if
(
event
.
motion
.
xrel
>
0
){
player
.
angle
+=
0
.
01
;
if
(
player
.
angle
>
2
*
pi
)
player
.
angle
-=
2
*
pi
;
}
if
(
event
.
motion
.
xrel
<
0
){
player
.
angle
-=
0
.
01
;
if
(
player
.
angle
<
0
)
player
.
angle
+=
2
*
pi
;
}
if
(
event
.
motion
.
yrel
>
0
){
player
.
viewAngle
-=
1
;
}
if
(
event
.
motion
.
yrel
<
0
){
player
.
viewAngle
+=
1
;
}
player
.
deltax
=
cos
(
player
.
angle
);
player
.
deltay
=
sin
(
player
.
angle
);
case
SDL_KEYUP
:
switch
(
event
.
key
.
keysym
.
sym
)
{
case
SDLK_ESCAPE
:
running
=
0
;
continue
;
case
SDLK_z
:
Keys
[
2
]
=
1
;
continue
;
case
SDLK_d
:
Keys
[
3
]
=
1
;
continue
;
case
SDLK_s
:
Keys
[
0
]
=
1
;
continue
;
case
SDLK_q
:
Keys
[
1
]
=
1
;
continue
;
default:
break
;
}
case
SDL_KEYDOWN
:
switch
(
event
.
key
.
keysym
.
sym
)
{
case
SDLK_z
:
Keys
[
2
]
=
0
;
continue
;
case
SDLK_d
:
Keys
[
3
]
=
0
;
continue
;
case
SDLK_s
:
Keys
[
0
]
=
0
;
continue
;
case
SDLK_q
:
Keys
[
1
]
=
0
;
continue
;
default:
break
;
}
case
SDL_MOUSEBUTTONDOWN
:
if
(
event
.
button
.
button
==
SDL_BUTTON_LEFT
){
player
.
isHitting
=
1
;
}
break
;
case
SDL_MOUSEBUTTONUP
:
if
(
event
.
button
.
button
==
SDL_BUTTON_LEFT
){
player
.
isHitting
=
0
;
}
break
;
default:
break
;
case
SDLK_d
:
Keys
[
3
]
=
0
;
continue
;
case
SDLK_s
:
Keys
[
0
]
=
0
;
continue
;
case
SDLK_q
:
Keys
[
1
]
=
0
;
continue
;
default:
break
;
}
case
SDL_MOUSEBUTTONDOWN
:
if
(
event
.
button
.
button
==
SDL_BUTTON_LEFT
)
{
player
.
isHitting
=
1
;
}
break
;
case
SDL_MOUSEBUTTONUP
:
if
(
event
.
button
.
button
==
SDL_BUTTON_LEFT
)
{
player
.
isHitting
=
0
;
}
break
;
default:
break
;
}
}
managePlayer
();
SDL_Delay
(
5
);
}
void
*
EventLoop
(
void
*
arg
){
while
(
running
){
switch
(
game_state
){
case
MENU
:
gestMenu
();
break
;
case
GAME
:
gestGame
();
break
;
default:
printf
(
"game state fault"
);
break
;
void
*
EventLoop
(
void
*
arg
)
{
while
(
running
)
{
switch
(
game_state
)
{
case
MENU
:
gestMenu
();
break
;
case
GAME
:
gestGame
();
break
;
default:
printf
(
"game state fault"
);
break
;
}
}
return
NULL
;
}
\ No newline at end of file
}
\ No newline at end of file
This diff is collapsed.
Click to expand it.
travail_de_groupe/jeu_appren_par_renfo/src/player.c
+
71
−
53
View file @
178e5dc1
...
...
@@ -6,12 +6,13 @@ player_t ennemy;
player_t
ball
;
int
*
landingPoint
;
int
*
lastHitPoint
;
int
*
landingPoint
;
int
*
lastHitPoint
;
void
initPlayer
(){
player
.
x
=
6
*
BLOCK_SIZE
;
player
.
y
=
6
*
BLOCK_SIZE
;
void
initPlayer
()
{
player
.
x
=
6
*
BLOCK_SIZE
;
player
.
y
=
6
*
BLOCK_SIZE
;
player
.
h
=
2
*
BLOCK_SIZE
;
player
.
w
=
2
*
BLOCK_SIZE
;
player
.
angle
=
0
;
...
...
@@ -29,51 +30,59 @@ void initPlayer(){
player
.
HPMax
=
3
;
player
.
currentHP
=
player
.
HPMax
;
player
.
coins
=
0
;
player
.
angle
=
0
;
player
.
deltax
=
0
;
player
.
deltay
=
1
;
player
.
angle
=
0
;
player
.
deltax
=
1
;
player
.
deltay
=
0
;
player
.
viewAngle
=
0
;
ball
.
isHit
=
0
;
ball
.
speed
=
0
;
ball
.
angle
=
-
pi
;
}
int
*
generateLandingPoint
(){
int
*
landingPoint
=
malloc
(
sizeof
(
int
)
*
2
);
int
randomLength
=
rand
()
%
(
int
)((
MAP_WIDTH
/
2
)
*
BLOCK_SIZE
)
+
(
MAP_WIDTH
/
2
)
*
BLOCK_SIZE
;
int
*
generateLandingPoint
()
{
int
*
landingPoint
=
malloc
(
sizeof
(
int
)
*
2
);
int
randomLength
=
rand
()
%
(
int
)((
MAP_WIDTH
/
2
)
*
BLOCK_SIZE
)
+
(
MAP_WIDTH
/
2
)
*
BLOCK_SIZE
;
int
randomPointX
=
randomLength
*
cos
(
player
.
angle
)
+
player
.
x
;
int
randomPointY
=
randomLength
*
sin
(
player
.
angle
)
+
player
.
y
;
landingPoint
[
0
]
=
randomPointX
/
BLOCK_SIZE
;
landingPoint
[
1
]
=
randomPointY
/
BLOCK_SIZE
;
//printf("landing point: %d %d\n", landingPoint[0], landingPoint[1]);
landingPoint
[
0
]
=
randomPointX
/
BLOCK_SIZE
;
landingPoint
[
1
]
=
randomPointY
/
BLOCK_SIZE
;
//
printf("landing point: %d %d\n", landingPoint[0], landingPoint[1]);
return
landingPoint
;
}
int
*
allocLastHitPoint
(){
int
*
lastHitPoint
=
(
int
*
)
malloc
(
sizeof
(
int
)
*
2
);
int
*
allocLastHitPoint
()
{
int
*
lastHitPoint
=
(
int
*
)
malloc
(
sizeof
(
int
)
*
2
);
lastHitPoint
[
0
]
=
0
;
lastHitPoint
[
1
]
=
0
;
return
lastHitPoint
;
}
void
freeIntList
(
int
*
list
){
if
(
list
!=
NULL
){
void
freeIntList
(
int
*
list
)
{
if
(
list
!=
NULL
)
{
free
(
list
);
}
}
void
hitBall
(){
//printf("map edges: %d %d\n", BLOCK_SIZE * MAP_WIDTH/2, BLOCK_SIZE *MAP_HEIGHT/2);
//printf("ray1: %d %d\n", ray1[0], ray1[1]);
int
angleMin
=
RD
*
atan2
((
MAP_WIDTH
/
2
)
*
BLOCK_SIZE
-
player
.
x
,
player
.
y
);
int
angleMax
=
90
+
RD
*
atan2
((
MAP_WIDTH
/
2
)
*
BLOCK_SIZE
-
player
.
x
,
MAP_HEIGHT
*
BLOCK_SIZE
-
player
.
y
);
int
currAngle
=
(
int
)
((
player
.
angle
)
*
RD
+
90
)
%
360
;
//printf("player angle: %d\n",(int) ((player.angle) * RD +90) %360);
//printf("distance to ball: %f\n", sqrt(pow(ball.x - player.x, 2) + pow(ball.y - player.y, 2))/BLOCK_SIZE);
if
(
sqrt
(
pow
(
player
.
x
-
ball
.
x
,
2
)
+
pow
(
player
.
y
-
ball
.
y
,
2
))
/
BLOCK_SIZE
<
HIT_RANGE
){
if
(
currAngle
<
angleMax
&&
currAngle
>
angleMin
){
//printf("hit\n");
if
(
player
.
isHitting
){
void
hitBall
()
{
// printf("map edges: %d %d\n", BLOCK_SIZE * MAP_WIDTH/2, BLOCK_SIZE *MAP_HEIGHT/2);
// printf("ray1: %d %d\n", ray1[0], ray1[1]);
int
angleMin
=
RD
*
atan2
((
MAP_WIDTH
/
2
)
*
BLOCK_SIZE
-
player
.
x
,
player
.
y
);
int
angleMax
=
90
+
RD
*
atan2
((
MAP_WIDTH
/
2
)
*
BLOCK_SIZE
-
player
.
x
,
MAP_HEIGHT
*
BLOCK_SIZE
-
player
.
y
);
int
currAngle
=
(
int
)((
player
.
angle
)
*
RD
+
90
)
%
360
;
// printf("player angle: %d\n",(int) ((player.angle) * RD +90) %360);
// printf("distance to ball: %f\n", sqrt(pow(ball.x - player.x, 2) + pow(ball.y - player.y, 2))/BLOCK_SIZE);
if
(
sqrt
(
pow
(
player
.
x
-
ball
.
x
,
2
)
+
pow
(
player
.
y
-
ball
.
y
,
2
))
/
BLOCK_SIZE
<
HIT_RANGE
)
{
if
(
currAngle
<
angleMax
&&
currAngle
>
angleMin
)
{
// printf("hit\n");
if
(
player
.
isHitting
)
{
freeIntList
(
landingPoint
);
freeIntList
(
lastHitPoint
);
lastHitPoint
=
allocLastHitPoint
();
...
...
@@ -87,52 +96,61 @@ void hitBall(){
ball
.
speed
=
HIT_FORCE
;
ball
.
isHit
=
1
;
}
//printf("valid hit\n");
//
printf("valid hit\n");
}
else
{
//printf("unvalid hit\n");
else
{
// printf("unvalid hit\n");
}
}
//}
}
void
updateBall
(){
void
updateBall
()
{
ball
.
x
=
ball
.
x
+
ball
.
speed
*
cos
(
ball
.
angle
);
ball
.
y
=
ball
.
y
+
ball
.
speed
*
sin
(
ball
.
angle
);
if
(
ball
.
isHit
){
if
(
ball
.
isHit
)
{
// landingPoint est déjà / BLOCK_SIZE de base
ball
.
z
=
lagrangeInterpolation
(
ball
.
x
/
BLOCK_SIZE
,
lastHitPoint
[
0
]
/
BLOCK_SIZE
,
lastHitPoint
[
1
]
/
BLOCK_SIZE
,
15
,
2
*
player
.
h
/
BLOCK_SIZE
,
landingPoint
[
0
],
0
);
if
(
ball
.
z
>
0
){
ball
.
z
=
lagrangeInterpolation
(
ball
.
x
/
BLOCK_SIZE
,
lastHitPoint
[
0
]
/
BLOCK_SIZE
,
lastHitPoint
[
1
]
/
BLOCK_SIZE
,
15
,
2
*
player
.
h
/
BLOCK_SIZE
,
landingPoint
[
0
],
0
);
if
(
ball
.
z
>
0
)
{
printf
(
"param. lagrange : xp=%f, xd=%d, yd=%d, xf=%d, yf=%d, xt=%d, yt=%d
\n
"
,
ball
.
x
/
BLOCK_SIZE
,
lastHitPoint
[
0
]
/
BLOCK_SIZE
,
lastHitPoint
[
1
]
/
BLOCK_SIZE
,
15
,
2
*
player
.
h
/
BLOCK_SIZE
,
landingPoint
[
0
],
0
);
ball
.
x
/
BLOCK_SIZE
,
lastHitPoint
[
0
]
/
BLOCK_SIZE
,
lastHitPoint
[
1
]
/
BLOCK_SIZE
,
15
,
2
*
player
.
h
/
BLOCK_SIZE
,
landingPoint
[
0
],
0
);
printf
(
"ballZ: %f
\n
"
,
ball
.
z
);
}
}
}
void
manageMovement
(){
void
manageMovement
()
{
// z : keys[2] : avance
// s : keys[0] : arrière
// q : keys[1] : gauche
// d : keys[3] : droite
float
x_increment
=
(
Keys
[
0
]
-
Keys
[
2
])
*
player
.
deltax
+
(
Keys
[
3
]
-
Keys
[
1
])
*
sin
(
player
.
angle
);
float
y_increment
=
(
Keys
[
0
]
-
Keys
[
2
])
*
player
.
deltay
+
(
Keys
[
1
]
-
Keys
[
3
])
*
cos
(
player
.
angle
);
float
newpos_x
=
(
player
.
x
+
x_increment
)
/
BLOCK_SIZE
;
float
newpos_y
=
(
player
.
y
+
y_increment
)
/
BLOCK_SIZE
;
if
(
newpos_x
>=
0
&&
newpos_x
<
MAP_WIDTH
&&
newpos_y
>=
0
&&
newpos_y
<
MAP_HEIGHT
){
if
(
map
[(
int
)
newpos_y
][(
int
)
newpos_x
]
!=
1
){
float
newpos_x
=
(
player
.
x
+
x_increment
)
/
BLOCK_SIZE
;
float
newpos_y
=
(
player
.
y
+
y_increment
)
/
BLOCK_SIZE
;
if
(
newpos_x
>=
0
&&
newpos_x
<
MAP_WIDTH
&&
newpos_y
>=
0
&&
newpos_y
<
MAP_HEIGHT
)
{
if
(
map
[(
int
)
newpos_y
][(
int
)
newpos_x
]
!=
1
)
{
player
.
x
+=
x_increment
*
MOVEMENT_SPEED
;
player
.
y
+=
y_increment
*
MOVEMENT_SPEED
;
}
}
}
void
managePlayer
(){
void
managePlayer
()
{
manageMovement
();
hitBall
();
updateBall
();
...
...
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