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74 lines
2.3 KiB
C
74 lines
2.3 KiB
C
#ifndef PLAYER_H_
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#define PLAYER_H_
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#include <stdio.h>
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#include <stdlib.h>
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#include "SDL.h"
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#include "SDL_image.h"
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#include "../include/constant.h"
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enum e_way {
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UP = 0, DOWN, LEFT, RIGHT
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};
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enum e_player {
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PLAYER_STD, PLAYER_MONSTER
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};
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struct s_player {
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int x, y, portee_bomb, win;
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SDL_Surface * directed_img[4];
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enum e_way current_way;
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int lives;
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int nb_bomb;
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int nb_bomb_max;//cette variable est utile pour les bonus. Elle sert à ce que, par exemple, si le joueur a posé toutes ses bombes (disons 2) et qu'avant qu'elles explosent le joueur prend un bonus decrease_nb_bombs, il ne sera autorisé qu'à poser une seule bombe après l'explosion des deux sur la map.
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int dead;
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};
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typedef struct s_player * t_player;
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// Creates a new player with a given number of available bombs
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t_player player_init(int nb_bomb, int portee_bomb, int lives, int no_joueur);
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void player_free(t_player player);
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// Returns the current position of the player
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int player_get_x(t_player player);
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int player_get_y(t_player player);
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// Confirm if the player has won the game
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int player_win(t_player player);
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// Return the caracteristics of the player
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int player_portee_bomb(t_player player);
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//manage the lives of the player
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int player_get_lives(t_player player);
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void player_increase_lives(t_player player);
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void player_decrease_lives(t_player player);
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void player_die(t_player player);
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int player_get_dead(t_player player);
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// Set the direction of the next move of the player
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void player_set_current_way(t_player player, enum e_way way);
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// Load the player position from the map
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int player_from_map(t_player player, t_map map);
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void player2_from_map(t_player player, t_map map);
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// Move the player according to the current direction
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int player_move(t_player player, t_map map);
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//Manage the number of bombs available
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int player_get_nb_bomb(t_player player);
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int player_get_nb_bomb_max(t_player player);
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void player_set_nb_bomb(t_player player, int bomb_number);
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void player_increase_nb_bomb(t_player player);
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void player_decrease_nb_bomb(t_player player);
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void player_increase_nb_bomb_max(t_player player);
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void player_decrease_nb_bomb_max(t_player player);
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// Display the player on the screen
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void player_display(t_player player, SDL_Surface *screen);
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#endif /* PLAYER_H_ */
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