suppression de la pièce après collision

master
Leo TUAILLON 2 years ago
parent 72cc1f7619
commit 2fd490decf

@ -26,7 +26,7 @@ LIS3DHTR<TwoWire> lis;
#define PIECE_RADIUS 5 #define PIECE_RADIUS 5
#define PIECE_COUNT 5 #define PIECE_COUNT 5
#define SPEEDGAME 5 #define SPEEDGAME 3
// Paramètres du jeu : // Paramètres du jeu :
bool isGameRunning = false; bool isGameRunning = false;
@ -59,19 +59,19 @@ struct Piece {
// Niveau Novice // Niveau Novice
Piece novicePieces[5] = { Piece novicePieces[5] = {
{50, 60, false, false}, {50, 60, false, false},
{70, 100, false, false}, {260, 100, false, false},
{90, 140, false, false}, {220, 180, false, false},
{110, 180, false, false}, {145, 165, false, false},
{130, 220, false, false}, {60, 190, false, false},
}; };
// Niveau confirmé // Niveau confirmé
Piece confirmedPieces[5] = { Piece confirmedPieces[5] = {
{50, 60, false, false}, {270, 60, false, false},
{320 - 70, 240 - 100, false, false}, {255, 140, false, false},
{90, 240 - 140, false, false}, {70, 70, false, false},
{320 - 110, 100, false, false}, {40, 220, false, false},
{160, 120, false, false}, {160, 200, false, false},
}; };
// Niveau Expert // Niveau Expert
@ -80,7 +80,7 @@ Piece expertPieces[10] = {
{320 - 70, 240 - 100, false, false}, {320 - 70, 240 - 100, false, false},
{90, 240 - 140, false, false}, {90, 240 - 140, false, false},
{320 - 110, 100, false, false}, {320 - 110, 100, false, false},
{160, 120, false, false}, {19, 220, false, false},
// Pièces noires // Pièces noires
{80, 80, false, true}, {80, 80, false, true},
{320 - 80, 240 - 80, false, true}, {320 - 80, 240 - 80, false, true},
@ -304,7 +304,10 @@ void loop() {
updateBanner(); // Mettre à jour le bandeau dans chaque boucle, que le jeu soit en cours ou non updateBanner(); // Mettre à jour le bandeau dans chaque boucle, que le jeu soit en cours ou non
for (int i = 0; i < currentPieceCount; i++) { for (int i = 0; i < currentPieceCount; i++) {
if (!currentPieces[i].isCollected && distance(ballX, ballY, currentPieces[i].x, currentPieces[i].y) < ballRadius + PIECE_RADIUS) { if (!currentPieces[i].isCollected && distance(ballX, ballY, currentPieces[i].x, currentPieces[i].y) < ballRadius + PIECE_RADIUS) {
currentPieces[i].isCollected = true; currentPieces[i].isCollected = true;
tft.fillCircle(currentPieces[i].x, currentPieces[i].y, 5, TFT_DARKGREY);
score++; // Augmenter le score score++; // Augmenter le score
} }
} }

Loading…
Cancel
Save