It compile, GameMain updated

origin/fixingSettings
marouault 4 years ago
parent 3d9ccdc3bc
commit 5ec95f9d67

@ -4,6 +4,7 @@
#include "view/MainMenu.h"
#include "view/MenuEndGame.h"
#include "view/GameCreationMenu.h"
#include "view/GameMain.h"
#include "engine/FontLoader.h"
#include "model/Player.h"
@ -54,15 +55,20 @@ int main(int argc, char const *argv[]) {
SDL_GetWindowSize(window, &windowW, &windowH);
size_t nbPlayers = 0;
Players* players;
bool crashed = gameCreationMenu(renderer, &generalState, &fontHandler, windowW, windowH, &players, &nbPlayers);
if (crashed) {
size_t nbPlayers = 2;
SDL_Color color = {0,0,0,0};
Player* players = (Player*)malloc(sizeof(Player)*2);
players[0] = newPlayer("Bépo", color);
players[1] = newPlayer("Azeryty", color);
//bool crashed = gameCreationMenu(renderer, &generalState, &fontHandler, windowW, windowH, &players, &nbPlayers);
/* if (crashed) {
fprintf(stderr,"sorry");
exit(-1);
}
}*/
gameView(&generalState, window, renderer, &fontHandler, players, nbPlayers);
gameView(&generalState, window, renderer, players, nbPlayers);
endGameMenu(&generalState, window, renderer, &fontHandler, players, nbPlayers);
break;

@ -16,7 +16,7 @@ bool drawGame(SDL_Renderer* renderer, const SDL_Rect* windowSize, const SDL_Rect
//P_Button menu = createButton(menuTexture, NULL, 10, 10, 50, 70, NULL);
drawBoard(renderer, boardRect, &(game->board), textureHandler->textures[TEXTURE_Island], textureHandler->textures[TEXTURE_Bridge], textureHandler->textures[TEXTURE_Water]);
//drawBoard(renderer, boardRect, &(game->board), textureHandler->textures[TEXTURE_Island], textureHandler->textures[TEXTURE_Bridge], textureHandler->textures[TEXTURE_Water]);
drawPiecesPlayer(renderer, boardRect, game->board.arrPieces, game->board.nbPieces, 0, textureHandler->textures[TEXTURE_PieceRed]);

@ -7,6 +7,10 @@
#include "model/arrayCoord.h"
#include "debug/printer.h"
#include "view/PiecesDrawer.h"
#include "view/BoardDrawer.h"
#include "view/GameDrawer.h"
SDL_Rect boardRectFromWindowSize(int windowW, int windowH) {
SDL_Rect boardRect = {.x=windowW/10.0, .y=windowH/10, .w=windowW*8.0/10.0, .h=windowH*8.0/10.0};
@ -21,7 +25,7 @@ void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* rend
GameInputProcessor inputProcessor = createGameInputProcessor();
struct array_Coord interactiveCases = array_Coord_Create();
Game game = newGame(players, nbPlayers);
Game game = newGame(nbPlayers, players);
TextureHandler textureHandler = newTextureHandler(renderer);
int windowW;
@ -30,6 +34,11 @@ void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* rend
SDL_GetWindowSize(window, &windowW, &windowH);
SDL_Rect boardRect = boardRectFromWindowSize(windowW, windowH);
drawFullBoard(renderer, &boardRect, &game.board, textureHandler.textures[TEXTURE_Island], textureHandler.textures[TEXTURE_Bridge], textureHandler.textures[TEXTURE_Water]);
SDL_RenderPresent(renderer);
while(*generalState == GS_Game)
{
// Event handling
@ -89,20 +98,11 @@ void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* rend
fprintf(stderr, "}\n");
}
fflush(stderr);
// Drawing
drawGame(renderer, &windowSize, &boardRect, &game, &textureHandler);
SDL_RenderPresent(renderer);
SDL_Delay(20);
}
Quit:
freeTextureHandler(&textureHandler);
array_Coord_Free(&interactiveCases);
SDL_Quit();
return statut;
}

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