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tacticalrpg
lemeilleurjeudumonde
Commits
59fa7612
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Commit
59fa7612
authored
8 years ago
by
Romain Jegat
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Ajout d'un bouton attaquer
parent
bf7a427d
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resources/Skins/coeur.bmp
+0
-0
0 additions, 0 deletions
resources/Skins/coeur.bmp
src/affichage.c
+12
-1
12 additions, 1 deletion
src/affichage.c
with
12 additions
and
1 deletion
resources/Skins/coeur.bmp
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0
−
0
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59fa7612
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src/affichage.c
+
12
−
1
View file @
59fa7612
...
...
@@ -688,20 +688,24 @@ int affichage_carte()
SDL_Surface
*
perso
;
//surfaces affichees sur le cote
SDL_Surface
*
PV
=
NULL
;
SDL_Surface
*
coeur
=
NULL
;
SDL_Surface
*
mana
=
NULL
;
SDL_Surface
*
texte
=
NULL
;
SDL_Surface
*
nom_joueur
=
NULL
;
SDL_Surface
*
bouton1
=
NULL
;
SDL_Surface
*
bouton2
=
NULL
;
SDL_Surface
*
bouton3
=
NULL
;
SDL_Surface
*
personnage_numero
=
NULL
;
SDL_Surface
*
nombre_deplacement
=
NULL
;
SDL_Rect
pos_perso
;
SDL_Rect
pos_PV
;
SDL_Rect
pos_coeur
;
SDL_Rect
pos_mana
;
SDL_Rect
pos_texte
;
SDL_Rect
pos_nom_joueur
;
SDL_Rect
pos_bouton1
;
SDL_Rect
pos_bouton2
;
SDL_Rect
pos_bouton3
;
SDL_Rect
pos_personnage_numero
;
SDL_Rect
pos_nombre_deplacement
;
...
...
@@ -719,6 +723,8 @@ int affichage_carte()
nom_joueur
=
TTF_RenderText_Shaded
(
vieille_police
,
obtenirNomJoueurCourant
(),
couleurBlanche
,
couleurNoire
);
bouton1
=
TTF_RenderText_Shaded
(
vieille_police
,
"Perso suivant"
,
couleurDoree
,
couleurBleue
);
bouton2
=
TTF_RenderText_Shaded
(
vieille_police
,
"Joueur suivant"
,
couleurDoree
,
couleurBleue
);
bouton3
=
TTF_RenderText_Shaded
(
vieille_police
,
"Attaquer"
,
couleurDoree
,
couleurBleue
);
coeur
=
SDL_LoadBMP
(
"../resources/Skins/coeur.bmp"
);
char
buffer_PV
[
40
];
sprintf
(
buffer_PV
,
"PV : %d/%d"
,
obtenirPVPersonnage
(
perso_actuel
),
obtenirPVMaxPersonnage
(
perso_actuel
));
...
...
@@ -787,10 +793,13 @@ int affichage_carte()
pos_mana
.
y
=
pos_PV
.
y
+
(
3
*
PV
->
h
)
/
2
;
pos_nombre_deplacement
.
x
=
ecran
->
w
-
(
LARGEUR_BORDURE
-
25
);
pos_nombre_deplacement
.
y
=
pos_mana
.
y
+
(
3
*
PV
->
h
)
/
2
;
pos_bouton2
.
x
=
ecran
->
w
-
(
LARGEUR_BORDURE
-
25
);
pos_bouton2
.
y
=
ecran
->
h
-
bouton
2
->
h
-
4
0
;
pos_bouton2
.
y
=
ecran
->
h
-
bouton
3
->
h
-
6
0
;
pos_bouton1
.
x
=
ecran
->
w
-
(
LARGEUR_BORDURE
-
25
);
pos_bouton1
.
y
=
pos_bouton2
.
y
-
(
2
*
bouton2
->
h
);
pos_bouton3
.
x
=
ecran
->
w
-
(
LARGEUR_BORDURE
-
25
);
pos_bouton3
.
y
=
pos_bouton1
.
y
-
(
2
*
bouton1
->
h
);
for
(
j
=
0
;
j
<
HAUTEUR_CARTE
;
j
++
)
{
...
...
@@ -911,6 +920,7 @@ int affichage_carte()
SDL_BlitSurface
(
nom_joueur
,
NULL
,
ecran
,
&
pos_nom_joueur
);
SDL_BlitSurface
(
bouton1
,
NULL
,
ecran
,
&
pos_bouton1
);
SDL_BlitSurface
(
bouton2
,
NULL
,
ecran
,
&
pos_bouton2
);
SDL_BlitSurface
(
bouton3
,
NULL
,
ecran
,
&
pos_bouton3
);
SDL_BlitSurface
(
mana
,
NULL
,
ecran
,
&
pos_mana
);
SDL_BlitSurface
(
perso
,
NULL
,
ecran
,
&
pos_perso
);
SDL_BlitSurface
(
personnage_numero
,
NULL
,
ecran
,
&
pos_personnage_numero
);
...
...
@@ -938,6 +948,7 @@ int affichage_carte()
SDL_FreeSurface
(
perso
);
SDL_FreeSurface
(
bouton1
);
SDL_FreeSurface
(
bouton2
);
SDL_FreeSurface
(
bouton3
);
SDL_FreeSurface
(
PV
);
SDL_FreeSurface
(
ecran
);
SDL_FreeSurface
(
personnage_numero
);
...
...
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