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Commit a43f915e authored by antoinemeyer5's avatar antoinemeyer5
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nettoyage code

parent 390d6836
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......@@ -47,76 +47,79 @@ void checkCollisionsFire(int dot1, int dot2){
player.currentHP = player.currentHP - 1;
player.invisible = 1;
player.timeLastHitFire = (int)timer/1000;
printf("touche\n");
}
}
int collisionsLeftPlayer(){
int collision = 0;
int collisionWindow = 0;
int collisionTree = 0;
int collisionWater = 0;
int dotTopLeft = giveCaseBelowPosition(player.x, player.y);
int dotDownLeft = giveCaseBelowPosition(player.x, player.y+player.h);
int fireTopLeft = searchFire(fireList, getPositionXInMap(player.x), getPositionYInMap(player.y));
int fireDownLeft = searchFire(fireList, getPositionXInMap(player.x), getPositionYInMap(player.y+player.h));
//collision window
if(player.x <= 0){
collision = 1;
collisionWindow = 1;
}
//collisions
collision = checkCollisionsTypeGround(dotTopLeft, dotDownLeft, TREE);
collision = checkCollisionsTypeGround(dotTopLeft, dotDownLeft, WATER);
collisionTree = checkCollisionsTypeGround(dotTopLeft, dotDownLeft, TREE);
collisionWater = checkCollisionsTypeGround(dotTopLeft, dotDownLeft, WATER);
checkCollisionsFire(fireTopLeft, fireDownLeft);
return collision;
return collisionWindow || collisionTree || collisionWater;
}
int collisionsRightPlayer(){
int collision = 0;
int collisionWindow = 0;
int collisionTree = 0;
int collisionWater = 0;
int dotTopRight = giveCaseBelowPosition(player.x+player.w, player.y);
int dotDownRight = giveCaseBelowPosition(player.x+player.w, player.y+player.h);
int fireTopRight = searchFire(fireList, getPositionXInMap(player.x+player.w), getPositionYInMap(player.y));
int fireDownRight = searchFire(fireList, getPositionXInMap(player.x+player.w), getPositionYInMap(player.y+player.h));
//collision window
if(player.x + player.w >= MAPSIZE * CELLSIZE){
collision = 1;
collisionWindow = 1;
}
//collisions
collision = checkCollisionsTypeGround(dotTopRight, dotDownRight, TREE);
collision = checkCollisionsTypeGround(dotTopRight, dotDownRight, WATER);
collisionTree = checkCollisionsTypeGround(dotTopRight, dotDownRight, TREE);
collisionWater = checkCollisionsTypeGround(dotTopRight, dotDownRight, WATER);
checkCollisionsFire(fireTopRight, fireDownRight);
return collision;
return collisionWindow || collisionTree || collisionWater;
}
int collisionsUpPlayer(){
int collision = 0;
int dotTopRight = giveCaseBelowPosition(player.x+player.w, player.y);
int dotTopLeft = giveCaseBelowPosition(player.x, player.y);
int fireTopRight = searchFire(fireList, getPositionXInMap(player.x+player.w), getPositionYInMap(player.y));
int fireTopLeft = searchFire(fireList, getPositionXInMap(player.x), getPositionYInMap(player.y));
int collisionsUpPlayer(int dot1, int dot2){
int collisionWindow = 0;
int collisionTree = 0;
int collisionWater = 0;
//collision window
if(player.y <= 0){
collision = 1;
collisionWindow = 1;
}
//collisions
collision = checkCollisionsTypeGround(dotTopRight, dotTopLeft, TREE);
collision = checkCollisionsTypeGround(dotTopRight, dotTopLeft, WATER);
checkCollisionsFire(fireTopRight, fireTopLeft);
return collision;
collisionTree = checkCollisionsTypeGround(dot1, dot2, TREE);
collisionWater = checkCollisionsTypeGround(dot1, dot2, WATER);
return collisionWindow || collisionTree || collisionWater;
}
int collisionsDownPlayer(){
int collision = 0;
int collisionWindow = 0;
int collisionTree = 0;
int collisionWater = 0;
int dotDownRight = giveCaseBelowPosition(player.x+player.w, player.y+player.h);
int dotDownLeft = giveCaseBelowPosition(player.x, player.y+player.h);
int fireDownRight = searchFire(fireList, getPositionXInMap(player.x+player.w), getPositionYInMap(player.y+player.h));
int fireDownLeft = searchFire(fireList, getPositionXInMap(player.x), getPositionYInMap(player.y+player.h));
//collision window
if(player.y + player.h >= MAPSIZE * CELLSIZE){
collision = 1;
collisionWindow = 1;
}
//collisions
collision = checkCollisionsTypeGround(dotDownRight, dotDownLeft, TREE);
collision = checkCollisionsTypeGround(dotDownRight, dotDownLeft, WATER);
collisionTree = checkCollisionsTypeGround(dotDownRight, dotDownLeft, TREE);
collisionWater = checkCollisionsTypeGround(dotDownRight, dotDownLeft, WATER);
checkCollisionsFire(fireDownRight, fireDownLeft);
return collision;
return collisionWindow || collisionTree || collisionWater;
}
void moveRightPlayer(){
......@@ -132,9 +135,7 @@ void moveLeftPlayer(){
}
void moveUpPlayer(){
if(!collisionsUpPlayer()){
player.y = player.y - player.speed;
}
player.y = player.y - player.speed;
}
void moveDownPlayer(){
......@@ -144,10 +145,18 @@ void moveDownPlayer(){
}
void manageMovement(){
int dotTopRight = giveCaseBelowPosition(player.x+player.w, player.y);
int dotTopLeft = giveCaseBelowPosition(player.x, player.y);
int fireTopRight = searchFire(fireList, getPositionXInMap(player.x+player.w), getPositionYInMap(player.y));
int fireTopLeft = searchFire(fireList, getPositionXInMap(player.x), getPositionYInMap(player.y));
if(keys[PLAYER_UP]){
moveUpPlayer();
player.isMoving = 1;
player.direction = PLAYER_UP;
if(!collisionsUpPlayer(dotTopRight, dotTopLeft)){
moveUpPlayer();
checkCollisionsFire(fireTopRight, fireTopLeft);
player.isMoving = 1;
player.direction = PLAYER_UP;
}
}
else if(keys[PLAYER_DOWN]){
moveDownPlayer();
......
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