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