Game Main modified (need to correct drawMovePiece and drawDeleteBridge)

origin/fixingSettings
marouault 4 years ago
parent e6fa8b77e2
commit 4babc2db8e

@ -43,7 +43,7 @@ int main(int argc, char const *argv[]) {
FontHandler fontHandler = loadFonts(); FontHandler fontHandler = loadFonts();
AudioHandler audioHandler = newAudioHandler(128, 128, 128); AudioHandler audioHandler = newAudioHandler(128, 128, 128);
generalState = GS_MainMenu; generalState = GS_GameCreationMenu;
while(generalState != GS_Quit){ while(generalState != GS_Quit){
switch (generalState) { switch (generalState) {
case GS_MainMenu: case GS_MainMenu:
@ -67,7 +67,7 @@ int main(int argc, char const *argv[]) {
fprintf(stderr,"sorry"); fprintf(stderr,"sorry");
exit(-1); exit(-1);
}*/ }*/
generalState = GS_Game;
gameView(&generalState, window, renderer, players, nbPlayers); gameView(&generalState, window, renderer, players, nbPlayers);
endGameMenu(&generalState, window, renderer, &fontHandler, players, nbPlayers); endGameMenu(&generalState, window, renderer, &fontHandler, players, nbPlayers);

@ -20,7 +20,7 @@ SDL_Rect boardRectFromWindowSize(int windowW, int windowH) {
void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* renderer, Player players[], size_t nbPlayers) void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* renderer, Player players[], size_t nbPlayers)
{ {
if (*generalState != GS_Game) { if (*generalState != GS_Game) {
return ; return;
} }
GameInputProcessor inputProcessor = createGameInputProcessor(); GameInputProcessor inputProcessor = createGameInputProcessor();
struct array_Coord interactiveCases = array_Coord_Create(); struct array_Coord interactiveCases = array_Coord_Create();
@ -38,7 +38,6 @@ void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* rend
drawFullBoard(renderer, &boardRect, &game.board, textureHandler.textures[TEXTURE_Island], textureHandler.textures[TEXTURE_Bridge], textureHandler.textures[TEXTURE_Water]); drawFullBoard(renderer, &boardRect, &game.board, textureHandler.textures[TEXTURE_Island], textureHandler.textures[TEXTURE_Bridge], textureHandler.textures[TEXTURE_Water]);
for (int iPlayer=0; iPlayer<nbPlayers; ++iPlayer) { for (int iPlayer=0; iPlayer<nbPlayers; ++iPlayer) {
drawPiecesPlayer(renderer, &boardRect, game.board.arrPieces, game.board.nbPieces, iPlayer, textureHandler.textures[TEXTURE_PieceRed]); drawPiecesPlayer(renderer, &boardRect, game.board.arrPieces, game.board.nbPieces, iPlayer, textureHandler.textures[TEXTURE_PieceRed]);
//SDL_Renderer* renderer, const SDL_Rect* boardRect, const Piece arrPieces[], const size_t nbPieces, const size_t numPlayer, SDL_Texture* piece
} }
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
@ -73,7 +72,9 @@ void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* rend
moveOnBoard(inputElement.data.move.start, inputElement.data.move.end, &game); moveOnBoard(inputElement.data.move.start, inputElement.data.move.end, &game);
drawMovePiece(renderer, &boardRect, &inputElement.data.move.start, &inputElement.data.move.end, textureHandler.textures[TEXTURE_PieceRed], textureHandler.textures[TEXTURE_Island]);
SDL_RenderPresent(renderer);
break; break;
case InputType_ClickGame: case InputType_ClickGame:
fprintf(stderr, "Clic on board (%d; %d)\n", inputElement.data.coord.x, inputElement.data.coord.y); fprintf(stderr, "Clic on board (%d; %d)\n", inputElement.data.coord.x, inputElement.data.coord.y);

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