201 lines
6.0 KiB
C
Executable File
201 lines
6.0 KiB
C
Executable File
#include <gint/display.h>
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#include <gint/keyboard.h>
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#include <gint/clock.h>
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#define bloc 1
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#define other 2
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#define true 1
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#define false 0
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extern bopti_image_t img_personnage;
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extern bopti_image_t img_personnagemarche;
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extern bopti_image_t img_personnagemarcheleft;
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extern bopti_image_t img_personnageleft;
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extern bopti_image_t img_personnage2;
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extern bopti_image_t img_personnage2left;
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extern bopti_image_t img_bloc;
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typedef int type;
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typedef int bool;
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struct object {
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bopti_image_t *img;
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int y;
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type typeObj;
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bool isStart;
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bool isFinish;
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int XrefAdd;
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struct object *next;
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};
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struct object ListOfObjects[10] = {
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{ &img_bloc, 55 , bloc , true, false, 16, &ListOfObjects[1] },
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{ &img_bloc, 55 , bloc , false, false,32, &ListOfObjects[2] },
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{ &img_bloc, 55 , bloc , false, false,48, &ListOfObjects[3] },
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{ &img_bloc, 55 , bloc , false, false,64, &ListOfObjects[4] },
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{ &img_bloc, 55 , bloc , false, false,80, &ListOfObjects[5] },
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{ &img_bloc, 55 , bloc , false, false,96, &ListOfObjects[6] },
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{ &img_bloc, 55 , bloc , false, false,112,&ListOfObjects[7] },
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{ &img_bloc, 55 , bloc , false, false,128,&ListOfObjects[8] },
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{ &img_bloc, 55 , bloc , false, false,144,&ListOfObjects[9] },
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{ &img_bloc, 55 , bloc , false, true, 160,&ListOfObjects[0] },
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};
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struct player {
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int x;
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int y;
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bool isWalkableTop;
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bool isWalkableBack;
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struct player *next;
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};
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struct player Player1[1] = {
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{ 64,31,true, true, &Player1[0] },
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};
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struct anim {
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bopti_image_t *img;
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int duration;
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struct anim *next;
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};
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struct anim anim_idle[2] = {
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{ &img_personnage, 40, &anim_idle[1] },
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{ &img_personnage2, 40, &anim_idle[0] },
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};
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struct anim anim_walk[2] = {
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{ &img_personnagemarche, 3 , &anim_walk[1] },
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{ &img_personnage, 3, &anim_walk[0] },
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};
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struct anim anim_idle_left[2] = {
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{ &img_personnageleft, 40, &anim_idle_left[1] },
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{ &img_personnage2left, 40, &anim_idle_left[0] },
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};
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struct anim anim_walk_left[2] = {
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{ &img_personnagemarcheleft, 3, &anim_walk_left[1] },
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{ &img_personnageleft, 3, &anim_walk_left[0] },
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};
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int main(void)
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{
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struct anim *current_anim = &anim_idle[0];
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int current_anim_time_left = 0;
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extern bopti_image_t img_personnage2left;
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extern bopti_image_t img_personnageleft;
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extern bopti_image_t img_personnagemarcheleft;
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extern bopti_image_t img_personnage;
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extern bopti_image_t img_personnagemarche;
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extern bopti_image_t img_personnage2;
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extern bopti_image_t img_bloc;
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int a = 0;
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int xref = 0;
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unsigned int i = 0;
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struct object *current_object = &ListOfObjects[0];
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/* État du personnage : 0=arrêté, 1=marche */
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int state = 0;
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/* État du personnage au frame précédent */
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int previous_state = 0;
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struct player *current_player = &Player1[0];
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while(a != 1)
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{
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/* Affichage */
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current_object = &ListOfObjects[0];
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dclear(C_WHITE);
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dimage(current_player->x,current_player->y, current_anim->img);
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for(i=0;i<10;i++)
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{
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dimage(xref+current_object->XrefAdd, current_object->y, current_object->img);
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current_object = current_object->next;
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}
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dupdate();
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current_object = &ListOfObjects[0];
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/* Lecture des entrées ; si on n'appuie sur rien, state=0 */
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clearevents();
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state = 0;
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if(keydown(KEY_EXE))
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a = 1;
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if(keydown(KEY_RIGHT))
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state = 1;
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if(keydown(KEY_LEFT))
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state = -1;
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/* Exécution des animations */
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if((previous_state == 0 && state == 1) || (previous_state == -1 && state == 1))
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{
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/* On vient de commencer à marcher */
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current_anim = &anim_walk[0];
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current_anim_time_left = current_anim->duration;
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}
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else if((previous_state == 1 && state == 0) || (previous_state == 1 && state == -1))
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{
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/* On vient de s'arrêter */
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current_anim = &anim_idle[0];
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current_anim_time_left = current_anim->duration;
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}
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else if((previous_state == 0 && state == -1) || (previous_state == 1 && state == -1))
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{
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current_anim = &anim_walk_left[0];
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current_anim_time_left = current_anim->duration;
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}
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else if((previous_state == -1 && state == 0) || (previous_state == -1 && state == 1))
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{
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current_anim = &anim_idle_left[0];
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current_anim_time_left = current_anim->duration;
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}
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else
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{
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/* On continue l'anim précédente */
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current_anim_time_left--;
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if(current_anim_time_left <= 0)
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{
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current_anim = current_anim->next;
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current_anim_time_left = current_anim->duration;
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}
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}
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/* Simulation du monde */
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current_player->isWalkableTop = true;
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current_player->isWalkableBack = true;
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for(i=0;i<10;i++)
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{
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if(current_player->x == xref+current_object->XrefAdd && current_object->isFinish == true)
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{
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current_player->isWalkableTop = false;
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}
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if(current_player->x == xref+current_object->XrefAdd && current_object->isStart == true)
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{
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current_player->isWalkableBack = false;
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}
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current_object = current_object->next;
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}
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if(state == 1)
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{
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if(current_player->isWalkableTop == true)
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{
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xref = xref-1;
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}
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}
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else if(state == -1)
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{
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if(current_player->isWalkableBack == true)
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{
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xref = xref+1;
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}
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}
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/* Délai */
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sleep_us(25000);
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/* Préparation des invariants du frame suivant */
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previous_state = state;
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}
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getkey();
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return 1;
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}
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