Commit c0d7fb75 authored by LAIRD Timothy's avatar LAIRD Timothy

Merge branch 'visual-clarity' into 'dev'

Visual clarity to dev

See merge request !8
parents 5f84162d d7858638
......@@ -128,7 +128,7 @@ void Panel_drawGame(Panel * self)
Panel_drawNode( self, &(self->world->nodes[i]) );
}
//Panel_drawBasis(self);
EndDrawing();
//EndDrawing();
}
void Panel_drawBasis(Panel * self)
......@@ -152,6 +152,7 @@ void Panel_drawNode(Panel * self, Node * n)
char * soldierText = malloc(20*sizeof(char));
sprintf(soldierText, "%d", n->soldiers + n->soldiersToAdd);
DrawText(soldierText, (int)screenPosition.x - MeasureText(soldierText, 20)/2, (int)screenPosition.y, 20, n->color);
free(soldierText);
}
void Panel_drawEdge(Panel * self, Edge * e)
......
......@@ -99,14 +99,14 @@ void Graphic_MouseHoverNodeRecrutement(Player * player, Vector2 mousePosition, P
}
void Graphic_MouseHoverNodeChooseAttacker(Player * player, Vector2 mousePosition, Panel * panel){
for(int nodeIndex = 0; nodeIndex < player->nodeCount; nodeIndex++){
for(int nodeIndex = 0; nodeIndex < player-> nodeCount; nodeIndex++){
Node* currentNode = player->nodes[nodeIndex];
if(CheckCollisionPointRec(mousePosition, currentNode->collisionHitbox)){
Vector2 screenPosition= Panel_pixelFromPosition(panel, &(currentNode->position) );
if(!player->hasSelectedNode && currentNode->soldiers > 1){
DrawRing(screenPosition, 24.0, 28.0, 0.0, 360.0, 0.1, GOLD);
//DrawCircleV(screenPosition, 45, RAYWHITE);
if(!player->hasSelectedNode){
DrawText("attacker", (int)screenPosition.x + 30 , (int)screenPosition.y, 20, GOLD);
Graphic_MouseHoverNodeChooseTarget(currentNode, mousePosition, panel);
}
}
}
......@@ -119,13 +119,14 @@ void Graphic_MouseHoverNodeChooseAttacker(Player * player, Vector2 mousePosition
void Graphic_MouseHoverNodeChooseTarget(Node * originNode, Vector2 mousePosition, Panel * panel){
for(int neighbourIndex = 0; neighbourIndex < originNode->card; neighbourIndex++){
Vector2 screenPosition = Panel_pixelFromPosition(panel, &(originNode->edges[neighbourIndex]._target->position) );
if( &(originNode->edges[neighbourIndex]._target->color) != &(originNode->color)){
if( originNode->edges[neighbourIndex]._target->color.r != originNode->color.r || originNode->edges[neighbourIndex]._target->color.g != originNode->color.g || originNode->edges[neighbourIndex]._target->color.b != originNode->color.b || originNode->edges[neighbourIndex]._target->color.a != originNode->color.a){
DrawRing(screenPosition, 24.0, 30.0, 0.0, 360.0, 0.1, GREEN);
}
if(CheckCollisionPointRec(mousePosition, originNode->edges[neighbourIndex]._target->collisionHitbox) && &(originNode->edges[neighbourIndex]._target->color) != &(originNode->color)){
DrawRing(screenPosition, 30.0, 33.0, 0.0, 360.0, 0.1, MAROON);
}
}
}
}
......@@ -147,18 +148,21 @@ int Graphic_ChooseNumberOfAttackers(Player * attacker, Player * defender, Node *
bool endAnimation = false;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
Rectangle * nbAttackerRectangle = malloc(10*sizeof(Rectangle));
Rectangle nbAttackerRectangle[10];
printf("number dice avail %d \n", originNode->soldiersToAdd + originNode->soldiers );
for(int i = 0 ; i < originNode->soldiersToAdd + originNode->soldiers ; i ++){
nbAttackerRectangle[i] = (Rectangle){200 + (i-1)*250, screenHeight - 500, 150, 70};
printf("rectangle %d position : %f %f \n", i, nbAttackerRectangle[i].x, nbAttackerRectangle[i].y);
}
char * whoseTurnToAttack = malloc(20*sizeof(char));
//char * whoseTurnToAttack = malloc(20*sizeof(char));
char whoseTurnToAttack[20];
sprintf(whoseTurnToAttack, "Player %d attacks ", attacker->ID);
char * whoseTurnToDefend = malloc(20*sizeof(char));
//char * whoseTurnToDefend = malloc(20*sizeof(char));
char whoseTurnToDefend[20];
sprintf(whoseTurnToDefend, "Player %d", defender->ID);
//--------------------------------------------------------------------------------------
// Main game loop
......@@ -172,15 +176,14 @@ int Graphic_ChooseNumberOfAttackers(Player * attacker, Player * defender, Node *
ClearBackground(RAYWHITE);
Vector2 mousePosition = GetMousePosition();
DrawTextEx(font, whoseTurnToAttack, (Vector2){screenWidth/2 - (MeasureTextEx(font, whoseTurnToAttack, 50.0, 3.0).x) + 50 , 70} , 50.0, 3.0, attacker->color);
DrawTextEx(font, whoseTurnToDefend, (Vector2){screenWidth/2 + 50 , 70}, 50.0, 3.0, defender->color);
DrawTextEx(font, whoseTurnToAttack, (Vector2){screenWidth/2 - (MeasureTextEx(font, whoseTurnToAttack, 50.0, 3.0).x) + 100 , 70} , 50.0, 3.0, attacker->color);
DrawTextEx(font, whoseTurnToDefend, (Vector2){screenWidth/2 + 100 , 70}, 50.0, 3.0, defender->color);
DrawText("How many dices do you want to involve in the fight ?", screenWidth/2 - (MeasureTextEx(font, "How many dice do you want to involve in the fight ?", 30.0, 3.0).x)/2 + 50 , 150 , 30, attacker->color);
for(int i = 1 ; i < originNode->soldiersToAdd + originNode->soldiers ; i ++){
DrawRectangleRec(nbAttackerRectangle[i], BLACK);
char * str_i = malloc(sizeof(int));
char str_i[5];
sprintf(str_i, "%d", i);
DrawTextEx(font, str_i, (Vector2){nbAttackerRectangle[i].x + 55, nbAttackerRectangle[i].y + 5 }, 70.0, 3.0, WHITE);
free(str_i);
if(CheckCollisionPointRec(mousePosition, nbAttackerRectangle[i])){
DrawRectangleLinesEx(nbAttackerRectangle[i], 5, GREEN);
}
......@@ -199,13 +202,13 @@ int Graphic_ChooseNumberOfAttackers(Player * attacker, Player * defender, Node *
// De-Initialization
//--------------------------------------------------------------------------------------
// Texture unloading
free(whoseTurnToAttack);
free(whoseTurnToDefend);
free(nbAttackerRectangle);
//free(whoseTurnToAttack);
//free(whoseTurnToDefend);
//free(nbAttackerRectangle);
//--------------------------------------------------------------------------------------
}
void diceRolling(Player * attacker, Player * defender, Node * originNode, Node * targetNode, int nbOfAttackers, int * listOfDices, Font font)
void diceRolling(Player * attacker, Player * defender, Node * originNode, Node * targetNode, int nbOfAttackers,int nbOfDefenders, int * listOfDices, Font font)
{
printf("dice rolling begin\n");
......@@ -220,7 +223,11 @@ void diceRolling(Player * attacker, Player * defender, Node * originNode, Node *
//Texture2D diceTexture = LoadTexture("diceRolling.png"); // Texture loading
Texture2D diceTexture = LoadTextureFromImage(texture);
int defendersCount = targetNode->soldiers >= 3? 2:1;
int defendersCount = nbOfDefenders;
printf("defender nbofsoldiers : %d \n", defendersCount);
for(int i = 0; i< defendersCount+nbOfAttackers; i++){
printf("listOfdices [%d] : %d \n",i,listOfDices[i]);
}
int attackersCount = nbOfAttackers;
Rectangle frameRec = { 0.0f, 0.0f, (float)diceTexture.width, (float)diceTexture.height/9 };
......@@ -244,7 +251,7 @@ void diceRolling(Player * attacker, Player * defender, Node * originNode, Node *
for(int i = 0 ; i < nbOfAttackers ; i++){
positionDiceAttacker[i] = (Vector2){200 + (i)*150, screenHeight - 500};
}
for(int i = 0 ; i < defendersCount + 1 ; i++){
for(int i = 0 ; i < defendersCount ; i++){
positionDiceDefender[i] = (Vector2){1000 + (i)*150, screenHeight - 500};
}
......@@ -274,10 +281,10 @@ void diceRolling(Player * attacker, Player * defender, Node * originNode, Node *
ClearBackground(RAYWHITE);
DrawTextEx(font, whoseTurnToAttack, (Vector2){250 , 200} , 30.0, 3.0, attacker->color);
DrawTextEx(font, whoseTurnToDefend, (Vector2){screenWidth-700, 200}, 30.0, 3.0, defender->color);
DrawTextEx(font, " attacker", (Vector2){250 + MeasureTextEx(font, "Player X ", 30.0, 3.0).x , 210} , 15.0, 3.0, attacker->color);
DrawTextEx(font, " defender", (Vector2){screenWidth-700 + MeasureTextEx(font, "Player X ", 30.0, 3.0).x, 210}, 15.0, 3.0, defender->color);
DrawTextEx(font, whoseTurnToAttack, (Vector2){250 , 100} , 40.0, 3.0, attacker->color);
DrawTextEx(font, whoseTurnToDefend, (Vector2){screenWidth-700, 100}, 40.0, 3.0, defender->color);
DrawTextEx(font, " attacker", (Vector2){250 , 150} , 30.0, 3.0, attacker->color);
DrawTextEx(font, " defender", (Vector2){screenWidth-700, 150}, 30.0, 3.0, defender->color);
for(int i = 0 ; i < nbOfAttackers ; i++){
DrawTextureRec(diceTexture, frameRec, positionDiceAttacker[i], WHITE);
}
......@@ -301,7 +308,7 @@ void diceRolling(Player * attacker, Player * defender, Node * originNode, Node *
framesCounter++;
frameExit++;
//printf("%d frame before Exit1 \n", frameExit);
if(frameExit == 450) endDisplayResult = true;
if(frameExit == 350) endDisplayResult = true;
if (framesCounter >= (60/framesSpeed))
{
framesCounter = 0;
......@@ -319,10 +326,10 @@ void diceRolling(Player * attacker, Player * defender, Node * originNode, Node *
ClearBackground(RAYWHITE);
DrawTextEx(font, whoseTurnToAttack, (Vector2){250 , 200} , 30.0, 3.0, attacker->color);
DrawTextEx(font, whoseTurnToDefend, (Vector2){screenWidth-700, 200}, 30.0, 3.0, defender->color);
DrawTextEx(font, " attacker", (Vector2){250 + MeasureTextEx(font, "Player X ", 30.0, 3.0).x , 210} , 15.0, 3.0, attacker->color);
DrawTextEx(font, " defender", (Vector2){screenWidth-700 + MeasureTextEx(font, "Player X ", 30.0, 3.0).x, 210}, 15.0, 3.0, defender->color);
DrawTextEx(font, whoseTurnToAttack, (Vector2){250 , 100} , 40.0, 3.0, attacker->color);
DrawTextEx(font, whoseTurnToDefend, (Vector2){screenWidth-700, 100}, 40.0, 3.0, defender->color);
DrawTextEx(font, " attacker", (Vector2){250 , 150} , 30.0, 3.0, attacker->color);
DrawTextEx(font, " defender", (Vector2){screenWidth-700, 150}, 30.0, 3.0, defender->color);
for(int i = 0 ; i < nbOfAttackers ; i++){
switch (listOfDices[i])
{
......@@ -362,7 +369,7 @@ void diceRolling(Player * attacker, Player * defender, Node * originNode, Node *
}
//DrawTextureRec(diceTexture, frameRec, positionDiceAttacker[i], WHITE);
}
for(int i = nbOfAttackers ; i < nbOfAttackers + defendersCount +1; i++){
for(int i = nbOfAttackers ; i < nbOfAttackers + defendersCount ; i++){
switch (listOfDices[i])
{
case 1:
......@@ -405,20 +412,20 @@ void diceRolling(Player * attacker, Player * defender, Node * originNode, Node *
if(listOfDices[index] > listOfDices[index + attackersCount]){
//targetNode->soldiers--;
//printf("Defenders lose a soldier\n");
DrawTextEx(font, "Defenders lose a soldier", (Vector2){screenWidth/2 - MeasureTextEx(font, "Defenders lose a soldier",50.0, 3.0 ).x/2 , 600}, 50.0, 3.0, BLACK);
DrawTextEx(font, "Defenders lose a soldier", (Vector2){screenWidth/2 - MeasureTextEx(font, "Defenders lose a soldier",50.0, 3.0 ).x/2 -50 , 600}, 50.0, 3.0, BLACK);
}else{
//originNode->soldiers--;
//remainingAttackers--;
//printf("Attackers lose a soldier\n");
DrawTextEx(font, "Attackers lose a soldier", (Vector2){screenWidth/2 - MeasureTextEx(font, "Attackers lose a soldier",50.0, 3.0 ).x/2 , 600}, 50.0, 3.0, BLACK);
DrawTextEx(font, "Attackers lose a soldier", (Vector2){screenWidth/2 - MeasureTextEx(font, "Attackers lose a soldier",50.0, 3.0 ).x/2 -50 , 600}, 50.0, 3.0, BLACK);
}
}
if(targetNode->soldiers <= 0){
//printf("Node has been conquered\n");
DrawTextEx(font, "Node has been conquered", (Vector2){screenWidth/2 - MeasureTextEx(font, "Node has been conquered",50.0, 3.0 ).x/2 , 700}, 50.0, 3.0, BLACK);
DrawTextEx(font, "Node has been conquered", (Vector2){screenWidth/2 - MeasureTextEx(font, "Node has been conquered",50.0, 3.0 ).x/2 -50 , 700}, 50.0, 3.0, BLACK);
//Player_remove_Node(defender, targetNode);
//Player_add_Node(self, targetNode);
//targetNode->soldiers = attackersCount;
......@@ -437,7 +444,8 @@ void diceRolling(Player * attacker, Player * defender, Node * originNode, Node *
free(whoseTurnToAttack);
free(whoseTurnToDefend);
free(positionDiceAttacker);
free(positionDiceDefender); // Close window and OpenGL context
free(positionDiceDefender);
UnloadImage(texture); // Close window and OpenGL context
UnloadTexture(diceTexture);
//--------------------------------------------------------------------------------------
......
......@@ -19,7 +19,7 @@ void Graphic_MouseHoverNodeChooseAttacker(Player * player, Vector2 mousePosition
void Graphic_MouseHoverNodeChooseTarget(Node * originNode, Vector2 mousePosition, Panel * panel);
void Graphic_RectuementBeginTurn(int screenWidth, int screenHeight, Font font);
int Graphic_ChooseNumberOfAttackers(Player * attacker, Player * defender, Node * originNode, Node * targetNode, Font font);
void diceRolling(Player * attacker, Player * defender, Node * originNode, Node * targetNode, int nbOfAttackers, int * listOfDices, Font font);
void diceRolling(Player * attacker, Player * defender, Node * originNode, Node * targetNode, int nbOfAttackers, int nbOfDefenders, int * listOfDices, Font font);
......
......@@ -17,6 +17,7 @@ Int_Input * Int_Input_init(char* name, int * targetInt, Rectangle inputBox){
}
void Int_Input_delete(Int_Input * self){
free(self->value);
free(self);
}
......
......@@ -80,6 +80,7 @@ void Main_Menu_delete(Main_Menu * self){
for(int index = 0; index < self->buttonCount; index++){
Menu_Button_delete(self->buttons[index]);
}
free(self->buttons);
free(self);
}
......@@ -37,13 +37,10 @@ int main(int nbArg, char ** arg)
{
int nodeCount = 10;
int playerCount = 3;
NetWorld * world = malloc(sizeof(NetWorld));
Player * players = malloc(sizeof(Player));
Mission * missions = malloc(sizeof(Mission));
// Game Initialization
//--------------------
Panel * panel= Panel_new();
Panel_initialize(panel, world, screenWidth, screenHeight);
// Raylib Initialization
//----------------------
......@@ -92,6 +89,7 @@ int main(int nbArg, char ** arg)
}
break;
case game_ui:
BeginDrawing();
Panel_control(panel);
mousePos = GetMousePosition();
Menu_Button_draw(gameReturn, &gameFont, screenWidth, screenHeight, RED, (screenHeight*4)/100, (screenWidth/400), true);
......@@ -104,6 +102,7 @@ int main(int nbArg, char ** arg)
world->nodes[index].collisionHitbox.x = screenPosition.x - 24;
world->nodes[index].collisionHitbox.y = screenPosition.y - 24;
}
world->winner = game_update(world, players, missions, gameFont, panel);
if(world->hasWinner){
manager->display = win;
......@@ -161,12 +160,13 @@ int main(int nbArg, char ** arg)
//---------------
NetWorld_delete(world);
Player_delete(players);
Players_delete(players, playerCount);
Mission_delete(missions);
Main_Menu_delete(menu);
Main_Menu_delete(rulesMenu);
Options_Menu_delete(optionsMenu);
Window_Manager_delete(manager);
Panel_delete(panel);
UnloadFont(gameFont);
CloseWindow(); // Close window and OpenGL context
......@@ -232,9 +232,15 @@ int game_update(NetWorld * world, Player * players, Mission * missions, Font fon
else if(Node_are_connected(originNode, currentNode) && (originNode->soldiers > 1) && originNode->canAttack){
printf("Engagine attack on target Node\n");
int nbOfAttackers = Graphic_ChooseNumberOfAttackers(currentPlayer, &(players[nodePlayerID]), originNode, currentNode, font);
int nbOfDefenders = currentNode->soldiers;
printf("nbOfAtackers %d \n", nbOfAttackers);
printf("nbOfdefenders %d \n", nbOfDefenders);
int * listOfDices = Player_attack_Node(currentPlayer, &(players[nodePlayerID]), originNode, currentNode, nbOfAttackers);
int defendersCount = currentNode->soldiers >= 3? 2:1;
diceRolling(currentPlayer, &(players[nodePlayerID]), originNode, currentNode, nbOfAttackers , listOfDices ,font);
for(int i = 0; i< nbOfDefenders+nbOfAttackers; i++){
printf("listOfdices3 [%d] : %d \n",i,listOfDices[i]);
}
diceRolling(currentPlayer, &(players[nodePlayerID]), originNode, currentNode, nbOfAttackers ,nbOfDefenders, listOfDices ,font);
currentPlayer->hasSelectedNode = false;
free(listOfDices);
}else{
}
......
......@@ -22,8 +22,8 @@ void Node_construct(Node * self)
self->playerID = -1;
Rectangle tmp = {0,0,48,48};
self->collisionHitbox = tmp;
strcpy(self->continent, "None");
strcpy( self->name, "Node" );
self->continent = "None";
self->name = "Node" ;
self->canAttack = true;
}
......@@ -47,6 +47,8 @@ Node * Node_newArray(int size)
void Node_delete( Node * node )
{
free(node->continent);
free(node->name);
Edge_deleteArray( node->card, node->edges );
free( node );
}
......@@ -57,7 +59,8 @@ void Node_delete( Node * node )
void Node_deleteArray( int n, Node * array )
{
for(int i= 0 ; i < n ; ++i )
Edge_deleteArray( array[i].card, array[i].edges );
Node_delete((array+i));
//Edge_deleteArray( array[i].card, array[i].edges );
free( array );
}
......
......@@ -41,5 +41,6 @@ void Options_Menu_delete(Options_Menu * self){
for(int index = 0; index < self->inputCount; index++){
Int_Input_delete(self->inputs[index]);
}
free(self->inputs);
free(self);
}
\ No newline at end of file
......@@ -33,9 +33,14 @@ Player * Player_newArray(int size, Color color[])
return p;
}
void Player_delete( Player * player )
void Players_delete(Player * player, int size)
{
free( player );
for(int i = 0 ; i < size ; i++){
free((player+i)->nodes);
free((player+i)->selectedNode);
free((player+i));
}
free(player);
}
void Player_add_Node( Player * self, Node * node )
......@@ -153,7 +158,7 @@ void Player_confirm_recrutement(Player * self){
int * Player_attack_Node(Player * self, Player * defender, Node * originNode, Node * targetNode, int numberOfAttackers){
int * listOfDices = malloc(20*sizeof(int));
int attackersCount = numberOfAttackers;
int defendersCount = targetNode->soldiers >= 3? 2:1;
int defendersCount = targetNode->soldiers;
int attDiceRolls[attackersCount];
int defDiceRolls[defendersCount];
......@@ -226,6 +231,9 @@ int * Player_attack_Node(Player * self, Player * defender, Node * originNode, No
}
originNode->canAttack = false;
for(int i = 0; i< defendersCount+attackersCount; i++){
printf("listOfdices2 [%d] : %d \n",i,listOfDices[i]);
}
return listOfDices;
}
......
......@@ -49,9 +49,11 @@ Player * Player_newArray(int size, Color colors[]);
/**
* @brief Destructor.
*/
void Player_delete(
//! the Player to delete
Player * self
void Players_delete(
//! the Player list to delete
Player * self,
//! the Player list size to delete
int size
);
/**
......
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