示例#1
0
文件: ft_tools.c 项目: Piioupiou/Work
void		ft_go(t_struct **matr)
{
	ft_expose(matr);
	mlx_string_put(matr[0]->mlx, matr[0]->win, 600, 200, 0xFF0000, "3");
	sleep(1);
	ft_expose(matr);
	mlx_string_put(matr[0]->mlx, matr[0]->win, 600, 200, 0xBB5500, "2");
	sleep(1);
	ft_expose(matr);
	mlx_string_put(matr[0]->mlx, matr[0]->win, 600, 200, 0x55BB00, "1");
	sleep(1);
	ft_expose(matr);
	mlx_string_put(matr[0]->mlx, matr[0]->win, 600, 200, 0x00FF00, "GO !!");
	sleep(1);
}
示例#2
0
文件: ft_tools.c 项目: Piioupiou/Work
int			ft_relaise(int key, t_struct **matr)
{
	if (key == 65307)
		exit (0);
	if (key == 65361)
		matr[0]->player->turn = 0;
	if (key == 65363)
		matr[0]->player->turn = 0;
	if (key == 65362)
		matr[0]->player->move = 0;
	if (key == 65364)
		matr[0]->player->move = 0;
	ft_expose(matr);
	return (0);
}
示例#3
0
文件: ft_tools.c 项目: Piioupiou/Work
int			ft_mask(int key, t_struct **matr)
{
	if (key == 65307)
	{
		ft_freeall(matr);
		exit (0);
	}
	if (key == 65361)
		matr[0]->player->turn = 1;
	if (key == 65363)
		matr[0]->player->turn = 2;
	if (key == 65362)
		matr[0]->player->move = 1;
	if (key == 65364)
		matr[0]->player->move = 2;
	ft_expose(matr);
	return (0);
}
示例#4
0
void				ft_aliase_fin(t_env *env, int ***img)
{
	int				i;
	int				j;

	i = -1;
	while (++i < env->dt->y_max)
	{
		j = -1;
		while (++j < env->dt->x_max)
		{
			img[i][j][0] = img[i][j][0] / (1 + 4 * env->dt->opt_aa);
			img[i][j][1] = img[i][j][1] / (1 + 4 * env->dt->opt_aa);
			img[i][j][2] = img[i][j][2] / (1 + 4 * env->dt->opt_aa);
			ft_mlx_add_col(env->dt, img[i][j], j, i);
			free(img[i][j]);
		}
		free(img[i]);
	}
	free(img);
	ft_expose(env);
}
示例#5
0
文件: main.c 项目: Piioupiou/Work
int			ft_key(t_struct **matr)
{
	double	t;

	t = matr[0]->player->direction;
	matr[0]->player->inertie += fmod((t - matr[0]->player->inertie) * 1.5, 380);
	if (matr[0]->player->turn == 1 && (matr[0]->i > 40 || matr[0]->i < -40))
		matr[0]->player->direction = matr[0]->i > 0 ? t + 0.6 : t - 0.6;
	if (matr[0]->player->turn == 2 && (matr[0]->i > 40 || matr[0]->i < -40))
		matr[0]->player->direction = matr[0]->i < 0 ? t + 0.6 : t - 0.6;
	if (matr[0]->player->turn != 0)
		matr[0]->i = (matr[0]->i > 0) ? matr[0]->i - 1 : matr[0]->i + 1;
	if (matr[0]->player->move == 1)
		matr[0]->i = (matr[0]->i + 2) < 1800 ? matr[0]->i + 9 : 1800;
	else if (matr[0]->player->move == 2)
		matr[0]->i = (matr[0]->i - 4) > -800 ? matr[0]->i - 7 : -800;
	matr[0]->i = (matr[0]->i - 4) > 0 ? matr[0]->i - 4 : matr[0]->i + 4;
	if (matr[0]->i > 0)
		matr = ft_colision_up(matr, matr[0]->i/10);
	else
		matr = ft_colision_down(matr, matr[0]->i/10);
	ft_expose(matr);
	return (1);
}