- [x] @pushsprites Ajout de Sprites et non uniquement de SDL_Textures au xManager:
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@ -10,8 +10,12 @@
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/* [LIB] Externes
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=========================================================*/
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class xSprite;
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#include "xSDL.h" // Librairie perso
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#include "xMario.h" // Elements utiles au jeu
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#include "xSDL.cpp" // Librairie perso
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#include "xMario.cpp" // Elements utiles au jeu
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/* [NS] Namespace
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=========================================================*/
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BIN
SDL#4/main.o
BIN
SDL#4/main.o
Binary file not shown.
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@ -1,6 +1,5 @@
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A FAIRE
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=======
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- [ ] @pushsprites Ajout de Sprites et non uniquement de SDL_Textures au xManager
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- [x][ ] Gestion du saut unique ou double (limitation)
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@ -15,6 +14,7 @@ EN COURS
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FAIT
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====
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- [x] @pushsprites Ajout de Sprites et non uniquement de SDL_Textures au xManager
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- [x] Permettre a move() de renvoyer qqch
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- [x] Gestion velocite pour deplacement
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- [x] Gestion de l'acceleration
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@ -0,0 +1,19 @@
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#ifdef DEF_XMARIO_H
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#ifndef DEF_XMARIO_CPP
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#define DEF_XMARIO_CPP
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/* [BODIES] Inclusion des .cpp des sous-libs
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=========================================================*/
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#include "xMario/xMarioMario.cpp"
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#include "xMario/xMarioGrass.cpp"
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#include "xMario/xMarioGreenShell.cpp"
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#include "xMario/xMarioBloc.cpp"
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#include "xMario/BreakableBloc/xMarioMysteryBloc.cpp"
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#include "xMario/BreakableBloc/xMarioBrick.cpp"
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#endif
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#endif
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@ -21,15 +21,4 @@
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#include "xMario/BreakableBloc/xMarioMysteryBloc.h"
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#include "xMario/BreakableBloc/xMarioBrick.h"
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/* [BODIES] Inclusion des .cpp des sous-libs
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=========================================================*/
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#include "xMario/xMarioMario.cpp"
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#include "xMario/xMarioGrass.cpp"
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#include "xMario/xMarioGreenShell.cpp"
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#include "xMario/xMarioBloc.cpp"
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#include "xMario/BreakableBloc/xMarioMysteryBloc.cpp"
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#include "xMario/BreakableBloc/xMarioBrick.cpp"
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#endif
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@ -175,7 +175,7 @@ void xMarioMario::velocity(double x, double y){
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bool xMarioMario::onFloor(){
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return _manager->hit(_texture, 0, 1);
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return _manager->hit((xSprite*)this, 0, 1);
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}
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@ -0,0 +1,16 @@
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#ifdef DEF_XSDL_H
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#ifndef DEF_XSDL_CPP
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#define DEF_XSDL_CPP
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/* [BODIES] Inclusion des .cpp des sous-libs
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=========================================================*/
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#include "xSDL/xManager.cpp"
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#include "xSDL/xSprite.cpp"
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#include "xSDL/xSpriteGroup.cpp"
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#include "xSDL/xSpriteAnimation.cpp"
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#endif
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#endif
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@ -29,12 +29,4 @@
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#include "xSDL/xSpriteGroup.h"
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#include "xSDL/xSpriteAnimation.h"
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/* [BODIES] Inclusion des .cpp des sous-libs
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=========================================================*/
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#include "xSDL/xManager.cpp"
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#include "xSDL/xSprite.cpp"
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#include "xSDL/xSpriteGroup.cpp"
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#include "xSDL/xSpriteAnimation.cpp"
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#endif
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@ -202,7 +202,7 @@ bool xManager::collide(SDL_Rect a, SDL_Rect b){
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/* [HIT] Retourne si une texture est en collision avec une autre
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=========================================================*/
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bool xManager::hit(SDL_Texture *current, int movex, int movey){
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bool xManager::hit(xSprite* current, int movex, int movey){
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if( !this->status() ) return true;
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// Anti conflit inter-thread
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@ -223,12 +223,9 @@ bool xManager::hit(SDL_Texture *current, int movex, int movey){
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}
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SDL_Rect a = (SDL_Rect){
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(*_dst[xIndex]).x + movex,
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(*_dst[xIndex]).y + movey,
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(*_dst[xIndex]).w,
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(*_dst[xIndex]).h
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};
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SDL_Rect a = *current->dst();
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a.x += movex;
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a.y += movey;
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/* (2) On regarde si en dehors de la fenetre */
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@ -249,13 +246,13 @@ bool xManager::hit(SDL_Texture *current, int movex, int movey){
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if( _sprites[i] != current ){
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// On verifie que le sprite n'entre pas en collision
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if( this->collide(a, *_dst[i]) ){
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if( this->collide(a, *(_sprites[i])->dst()) ){
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// DEBUG
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// if( i != 35 )
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// cerr << "locked by sprite " << i << endl;
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_debug = *_dst[i];
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_debug = *(_sprites[i])->dst();
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// _debug = (SDL_Rect){547-1, 531-1, 2, 2};
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// cout << "YES collision" << endl;
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@ -283,26 +280,26 @@ bool xManager::hit(string current, int movex, int movey){
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_mutex_hit.lock();
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/* (1) On recupere le SDL_Rect destination du sprite courant */
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SDL_Texture *texture = NULL;
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texture = this->getTexture(current);
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xSprite *sprite = NULL;
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sprite = this->get(current);
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// Gestion erreur
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if( texture == NULL ){
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if( sprite == NULL ){
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_mutex_hit.unlock();
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return false;
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}
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// Retour du resultat
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_mutex_hit.unlock();
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return this->hit(texture, movex, movey);
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return this->hit(sprite, movex, movey);
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}
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/* [GETTEXTURE] Renvoie la texture
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/* [GET] Renvoie le sprite
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=========================================================*/
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SDL_Texture *xManager::getTexture(string index){
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xSprite *xManager::get(string index){
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if( !this->status() ) return NULL;
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@ -315,47 +312,16 @@ SDL_Texture *xManager::getTexture(string index){
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}
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/* [GETSRC] Renvoie le SDL_Rect source
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=========================================================*/
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SDL_Rect *xManager::getSrc(string index){
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if( !this->status() ) return NULL;
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// On cherche la texture avec l'index
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for( int i = 0 ; i < _indexes.size() ; i++ )
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if( _indexes[i] == index )
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return _src[i];
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return NULL;
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}
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/* [GETDST] Renvoie le SDL_Rect destination
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=========================================================*/
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SDL_Rect *xManager::getDst(string index){
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if( !this->status() ) return NULL;
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// On cherche la texture avec l'index
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for( int i = 0 ; i < _indexes.size() ; i++ )
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if( _indexes[i] == index )
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return _dst[i];
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return NULL;
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}
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/* [PUSH] Ajoute une texture au rendu principal
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=========================================================*/
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void xManager::push(string index, SDL_Texture *t, SDL_Rect *src, SDL_Rect *dst){
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void xManager::push(string index, xSprite* sprite){
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if( !this->status() ) return;
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// On bloque l'acces inter-thread
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_mutex_push.lock();
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_indexes.push_back( index );
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_sprites.push_back( t );
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_src.push_back( src );
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_dst.push_back( dst );
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_sprites.push_back( sprite );
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// On debloque l'acces
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_mutex_push.unlock();
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@ -383,8 +349,6 @@ void xManager::pull(string index){
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// On supprime la texture et ses dimensions
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_indexes.erase( _indexes.begin() + xIndex );
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_sprites.erase( _sprites.begin() + xIndex );
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_src.erase( _src.begin() + xIndex );
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_dst.erase( _dst.begin() + xIndex );
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// On debloque l'acces
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_mutex_pull.unlock();
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@ -393,7 +357,7 @@ void xManager::pull(string index){
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/* [PULL] Retire une texture du rendu principal
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=========================================================*/
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void xManager::pull(SDL_Texture *t){
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void xManager::pull(xSprite* sprite){
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if( !this->status() ) return;
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// On bloque l'acces inter-thread
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@ -403,7 +367,7 @@ void xManager::pull(SDL_Texture *t){
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int xIndex = -1;
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for( int i = 0 ; i < _sprites.size() ; i++ )
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if( _sprites[i] == t ) xIndex = i;
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if( _sprites[i] == sprite ) xIndex = i;
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// Si on a rien trouve
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if( xIndex == -1 )
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@ -412,8 +376,6 @@ void xManager::pull(SDL_Texture *t){
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// On supprime la texture et ses dimensions
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_indexes.erase( _indexes.begin() + xIndex );
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_sprites.erase( _sprites.begin() + xIndex );
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_src.erase( _src.begin() + xIndex );
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_dst.erase( _dst.begin() + xIndex );
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// On debloque l'acces
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_mutex_pull.unlock();
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@ -474,7 +436,12 @@ void xManager::update(){
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/* (4) On ajoute toutes les textures pushees */
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for( int i = 0 ; i < _sprites.size() ; i++ )
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SDL_RenderCopy(_renderer, _sprites[i], _src[i], _dst[i]);
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SDL_RenderCopy(
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_renderer,
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_sprites[i]->texture(),
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_sprites[i]->src(),
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_sprites[i]->dst()
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);
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// DEBUG
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_debug = (SDL_Rect){_debug.x-1, _debug.y-1, _debug.w+2, _debug.h+2};
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void xManager::debug(){
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for( int i = 0 ; i < _sprites.size() ; i++ ){
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cerr << "INDEX: " << _indexes[i] << " AT " << i << endl;
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cerr << " (" << (*_dst[i]).x <<","<<(*_dst[i]).y<<") -> (" << (*_dst[i]).w << ", " << (*_dst[i]).h << ")" << endl;
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cerr << " (" << (*_sprites[i]->dst()).x <<","<<(*_sprites[i]->dst()).y<<") -> (" << (*_sprites[i]->dst()).w << ", " << (*_sprites[i]->dst()).h << ")" << endl;
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}
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}
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@ -14,16 +14,14 @@
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bool collide(SDL_Rect a, SDL_Rect b); // Collision entre 2 SDL_Rect
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bool hit(SDL_Texture *current, int movex=0, int movey=0); // Gestion des collisions
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bool hit(string current, int movex=0, int movey=0); // Gestion des collisions
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bool hit(xSprite *current, int movex=0, int movey=0); // Gestion des collisions
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bool hit(string current, int movex=0, int movey=0); // Gestion des collisions
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SDL_Texture *getTexture(string index);
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SDL_Rect *getSrc(string index);
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SDL_Rect *getDst(string index);
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xSprite* get(string index); // retourne une sprite
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void push(string index, SDL_Texture *t, SDL_Rect *origin, SDL_Rect *dest);
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void push(string index, xSprite* sprite);
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void pull(string index);
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void pull(SDL_Texture *t);
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void pull(xSprite *sprite);
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void update();
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@ -60,9 +58,7 @@
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// Gestion des textures
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vector<string> _indexes;
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vector<SDL_Texture*> _sprites;
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vector<SDL_Rect*> _src;
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vector<SDL_Rect*> _dst;
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vector<xSprite*> _sprites;
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// Protection thread-safe
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mutex _mutex_push;
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@ -77,7 +77,7 @@ vector<int> xSprite::move(SDL_Rect newpos){
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vector<int> result;
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if( !_manager->hit(_texture, newpos.x, newpos.y) ){
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if( !_manager->hit(this, newpos.x, newpos.y) ){
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if( newpos.x != 0 )
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_dst.x = newpos.x;
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@ -133,7 +133,7 @@ vector<int> xSprite::move(int x, int y){
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while( incrx!=0 || incry!=0 ){
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/* (3) Si on peut aller a la destination */
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if( !_manager->hit(_texture, incrx, incry) ){
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if( !_manager->hit(this, incrx, incry) ){
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_dst.x += incrx;
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_dst.y += incry;
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@ -165,7 +165,7 @@ vector<int> xSprite::move(int x, int y){
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return result; // On arrete de chercher
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}
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// if( !_manager->hit(_texture, 0, 1) ){
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// if( !_manager->hit(this, 0, 1) ){
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// cerr << "locked from (" << _dst.x << ", " << _dst.y << ") to (" << incrx << ", " << incry << ")" << endl;
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// }
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}
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@ -221,7 +221,7 @@ void xSprite::dimensions(SDL_Rect r, SDL_Rect clip){
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void xSprite::push(string index){
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_index = index;
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_manager->push(index, _texture, &_src, &_dst);
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_manager->push(index, this);
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}
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/* [PULL] Retire une sprite du rendu
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/* [PULL] Retire une sprite du rendu
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=========================================================*/
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void xSprite::pull(){
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_manager->pull( _texture );
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_manager->pull( this );
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}
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/* [UPDATE] Mise a jour du rendu
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@ -70,7 +70,7 @@ void xSpriteAnimation::push(string index){
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_src = _frames[0];
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/* (1) On ajoute le sprite au rendu */
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_manager->push(index, _texture, &_src, &_dst);
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_manager->push(index, (xSprite*)this);
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}
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