Forum Graph100

Forum Graph100

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Annonce

Bonjour et bienvenue sur le nouveau Forum Graph100 !
L'intégralité des données a été transférée sur un forum PunBB et tout les comptes sont fonctionnels avec le même nom d'utilisateur et mot de passe.
Un wiki est aussi disponible avec le même compte ! N'oubliez pas de remettre votre avatar, bon surf !
Pour plus d'informations, consultez ce post.

#1 25 Jun 2007 12:24:58

phcorp
Membre
Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
Site web

Mon nouveau prog g100 : Ship Battle ( en cours )

DÉVELOPPEMENT TERMINÉ !

SCREENSHOTS
http://www.imagup.info/images/03/1184426705_screen.gif

PROG ET SOURCES
http://www.casiocalc.org/?to=fsdisplay. … hip-battle

Dernière modification par phcorp (14 Jul 2007 14:12:40)


http://www.imagup.info/images/04/1188234404_user.php.gif http://www.imagup.info/images/04/1188234372_user.mysql.gif http://www.imagup.info/images/04/1188234383_user.pando.gif http://www.imagup.info/images/04/1188234294_user.casio.gif

Hors ligne

 

#2 25 Jun 2007 21:56:06

phcorp
Membre
Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

terminé !
screenshots :
http://www.imagup.info/images/03/1182823245_shipbattle.GIF
disponible sur l'UCF wink

Dernière modification par phcorp (25 Jun 2007 21:57:59)


http://www.imagup.info/images/04/1188234404_user.php.gif http://www.imagup.info/images/04/1188234372_user.mysql.gif http://www.imagup.info/images/04/1188234383_user.pando.gif http://www.imagup.info/images/04/1188234294_user.casio.gif

Hors ligne

 

#3 26 Jun 2007 07:03:54

Vic
Membre
Date d'inscription: 12 Apr 2006
Messages: 109
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

Salut,

Ca fait plaisir de voir un nouveau programme pour G100.

Le principe du jeu est bon, mais je pense que la jouabilitée peux être amélioré en optimisant ton code.
Ca serait bien que tu mettes en ligne tes sources afin de voir ce qui peut être amélioré.
Il ne faut pas avoir peur des critiques elles peuvent être que bénéfiques pour toi. C’est important de partir sur de bonnes bases.

D’autre part, maintenant que tu as compris les « grandes lignes »  de la  G100, il faut comprendre certaines astuces de programmation (qui sont simples mais incontournable) :
Si t’est en vacances, tu peux  faire un autre programme du même principe en utiliser la lib 5 couleurs avec Sprite maker (pour faire des sprites) et la lib mem_zone pour mettre ces sprites dans une autre zone de la RAM que le code exécutable a fin d’alléger ton fichier exe.

Une fois que tu auras fait ça, je pense que pas grand chose ne pourra t’arrêter sur la G100.

Hors ligne

 

#4 26 Jun 2007 07:18:40

phcorp
Membre
Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

oki

bon mes sources sont dégueulasses ^^

alors déjà :
le splashscreen est assez impressionnant ( codé par une page php qui a transformé l'image en sprite );
le code est mal foutu, mea culpa, énorme bordel
je n'ai utilisé que des fonctions basiques mais ça fonctionne...

allez hop, voilà le code :

Code:

#include <casio2.h>
#include <mkeys.h>

char splashscreen[][63][127] = {
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1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
};

char sea[4][4][4] = {
{
0, 0, 0, 0,
0, 0, 1, 0,
0, 1, 0, 1,
1, 0, 0, 0
}, {
0, 0, 0, 0,
0, 1, 1, 0,
0, 1, 0, 1,
1, 0, 0, 0
}, {
0, 0, 0, 0,
1, 0, 1, 0,
0, 1, 0, 1,
1, 0, 0, 0
}, {
0, 0, 0, 0,
0, 0, 1, 1,
0, 1, 0, 1,
1, 0, 0, 0
}
};

char ship[2][6][16] = {
{
0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
}, {
0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0,
1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0
}
};

char jet[2][6][16] = {
{
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0,
0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
}, {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0
}
};

char submarine[2][6][16] = {
{
0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
}, {
0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0
}
};

//fonction splashscreen------------------------------------
void drawsplashscreen(unsigned char inix, unsigned char iniy, unsigned char nb){
int X, Y;
for(Y=0;Y<63;Y++){
for(X=0;X<127;X++){
if(splashscreen[nb][Y][X]==1) setPix(inix + X, iniy + Y, 0, 1);
}}
}
//---------------------------------------------------------

//fonction mouvement de la mer-----------------------------
void drawsea(int i){
int c;
int X, Y;
for(c=0;c<128;c=c+4){
for(Y=0;Y<4;Y++){
for(X=0;X<4;X++){
if(sea[i][Y][X]==1) setPix(X+c, Y+30, 0, 1);
}}}
}
//---------------------------------------------------------

//fonction mouvement du bateau-----------------------------
void drawship(unsigned char inix, unsigned char nb){
int X, Y;
for(Y=0;Y<6;Y++){
for(X=0;X<16;X++){
if(ship[nb][Y][X]==1) setPix(inix + X, Y+28, 0, 1);
if(ship[nb][Y][X]==0) setPix(inix + X, Y+28, 0, 0); 
}}
}
//---------------------------------------------------------

//fonction mouvement des avions----------------------------
void drawjet(unsigned char inix, unsigned char iniy, unsigned char nb){
int X, Y;
for(Y=0;Y<6;Y++){
for(X=0;X<16;X++){
if(jet[nb][Y][X]==1) setPix(inix + X, iniy + Y, 0, 1);
if(jet[nb][Y][X]==0) setPix(inix + X, iniy + Y, 0, 0); 
}}
}
//---------------------------------------------------------

//fonction mouvement des sous-marins-----------------------
void drawsub(unsigned char inix, unsigned char iniy, unsigned char nb){
int X, Y;
for(Y=0;Y<6;Y++){
for(X=0;X<16;X++){
if(submarine[nb][Y][X]==1) setPix(inix + X, iniy + Y, 0, 1);
if(submarine[nb][Y][X]==0) setPix(inix + X, iniy + Y, 0, 0); 
}}
}
//---------------------------------------------------------



//fonction jeuxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
int game(void){

//score
int score = 0;
//vitesse
int vitesse = 20;
//variable qui sert pour le mouvement de la mer (bahh numéro du sprite )
int countsea = 0;
//variable qui sert pour la boucle principale du jeu
int boucle = 0;
//la position du bateau et son orientation
int posx = 55, cote = 0;
//la position du projectile mer/air et sa direction
int ballx = 200, bally = 200, coteball;
//la position du projectile mer/abysse
int dropx = 200, dropy = 200;
//la position des ennemis
int sub1x, sub1y, sub2x, sub2y, jet1x, jet1y, jet2x, jet2y;
//orientation des ennemis
int sub1pos, sub2pos, jet1pos, jet2pos;
//affichege ou non
int sub1disp, sub2disp, jet1disp, jet2disp;
//projectiles ennemis
int ball1x = 200, ball1y = 200, ball2x = 200, ball2y = 200, ball3x = 200, ball3y = 200, ball4x = 200, ball4y = 200;

sub1pos = 1;
sub1x = 128 + 8;
sub1y = 35 + 8;
sub1disp = 1;

sub2pos = 0; 
sub2x = 0 - 22;
sub2y = 35 + 16;
sub2disp = 1;

jet1pos = 1;
jet1x = 128 + 22;
jet1y = 14;
jet1disp = 1;

jet2pos = 0;
jet2x = 0 - 8;
jet2y = 7;
jet2disp = 1;

while(boucle!=1){

clrscr();                     // efface l’ecran

//mouvement de la mer--------------------------------------
drawsea(countsea);
countsea++;
if(countsea>3){
countsea = 0;
}
//---------------------------------------------------------

//mouvement des ennemis------------------------------------
if(sub1pos==0){
sub1x++;
if(sub1x>128){
sub1pos = 1;
sub1x = 128 + 8;
sub1disp = 1;
}
}else{
sub1x--;
if(sub1x<-8){
sub1pos = 0;
sub1x = 0 - 8;
sub1disp = 1;
}
}
if(sub2pos==0){
sub2x++;
if(sub2x>128){
sub2pos = 1; 
sub2x = 128 + 22;
sub2disp = 1;
}
}else{
sub2x--;
if(sub2x<-8){
sub2pos = 0; 
sub2x = 0 - 22;
sub2disp = 1;
}
}
if(jet1pos==0){
jet1x++;
if(jet1x>128){
jet1pos = 1;
jet1x = 128 + 22;
jet1disp = 1;
}
}else{
jet1x--;
if(jet1x<-8){
jet1pos = 0;
jet1x = 0 - 22;
jet1disp = 1;
}
}
if(jet2pos==0){
jet2x++;
if(jet2x>128){
jet2pos = 1;
jet2x = 128 + 8;
jet2disp = 1;
}
}else{
jet2x--;
if(jet2x<-8){
jet2pos = 0;
jet2x = 0 - 8;
jet2disp = 1;
}
}
if (jet1disp==1) drawjet(jet1x, jet1y, jet1pos);
if (jet2disp==1) drawjet(jet2x, jet2y, jet2pos);
if (sub1disp==1) drawsub(sub1x, sub1y, sub1pos);
if (sub2disp==1) drawsub(sub2x, sub2y, sub2pos);
//colision projectile/avion................................
if((ballx>=jet1x) && (ballx<(jet1x+16)) && (bally>=jet1y) && (bally<(jet1y+6))){
jet1disp=0;
score++;
ballx=200;
bally=200;
}
if((ballx>=jet2x) && (ballx<(jet2x+16)) && (bally>=jet2y) && (bally<(jet2y+6))){
jet2disp=0;
score++;
ballx=200;
bally=200;
}

if((jet1x==posx) && (ball1x==200) && (jet1disp==1)){ball1x=jet1x+8;ball1y=jet1y+4;}
if((jet2x==posx) && (ball2x==200) && (jet2disp==1)){ball2x=jet2x+8;ball2y=jet2y+4;}
if((sub1x==posx) && (ball3x==200) && (sub1disp==1)){ball3x=sub1x+8;ball3y=sub1y+4;}
if((sub2x==posx) && (ball4x==200) && (sub2disp==1)){ball4x=sub2x+8;ball4y=sub2y+4;}

ball1y++;
ball2y++;
ball3y--;
ball4y--;

if(ball1y>64){ball1x=200;}
if(ball2y>64){ball2x=200;}
if(ball3y<0){ball3x=200;}
if(ball4y<0){ball4x=200;}

setPix(ball1x, ball1y, 0, 1);
setPix(ball1x+1, ball1y, 0, 1);
setPix(ball1x, ball1y+1, 0, 1);
setPix(ball1x+1, ball1y+1, 0, 1);

setPix(ball2x, ball2y, 0, 1);
setPix(ball2x+1, ball2y, 0, 1);
setPix(ball2x, ball2y+1, 0, 1);
setPix(ball2x+1, ball2y+1, 0, 1);

setPix(ball3x, ball3y, 0, 1);
setPix(ball3x+1, ball3y, 0, 1);
setPix(ball3x, ball3y+1, 0, 1);
setPix(ball3x+1, ball3y+1, 0, 1);

setPix(ball4x, ball4y, 0, 1);
setPix(ball4x+1, ball4y, 0, 1);
setPix(ball4x, ball4y+1, 0, 1);
setPix(ball4x+1, ball4y+1, 0, 1);

if((ball1x>=posx) && (ball1x<(posx+16)) && (ball1y>=28) && (ball1y<(28+6))){
boucle=1;
}
if((ball2x>=posx) && (ball2x<(posx+16)) && (ball2y>=28) && (ball2y<(28+6))){
boucle=1;
}
if((ball3x>=posx) && (ball3x<(posx+16)) && (ball3y>=28) && (ball3y<(28+6))){
boucle=1;
}
if((ball4x>=posx) && (ball4x<(posx+16)) && (ball4y>=28) && (ball4y<(28+6))){
boucle=1;
}

//.........................................................
//colision projectile/sousmarin............................
if((dropx>=sub1x) && (dropx<(sub1x+16)) && (dropy>=sub1y) && (dropy<(sub1y+6))){
sub1disp=0;
score++;
dropx=200;
dropy=200;
}
if((dropx>=sub2x) && (dropx<(sub2x+16)) && (dropy>=sub2y) && (dropy<(sub2y+6))){
sub2disp=0;
score++;
dropx=200;
dropy=200;
}
//.........................................................
//---------------------------------------------------------

//mouvement du bateau--------------------------------------
drawship(posx,cote);
if(thetouche(9,1)==1){
posx--;
cote = 1;
}
if(thetouche(9,4)==1){
posx++;
cote = 0;
}
if(thetouche(7,4)==1){
boucle=1;
}
//---------------------------------------------------------

//mouvement du projectile mer/air--------------------------
if(coteball==0) ballx++;
if(coteball==1) ballx--;
bally--;
if( (thetouche(1,5)==1) && (ballx>128) ){
ballx = posx+8;
bally = 28;
if(cote==0) coteball=0;
if(cote==1) coteball=1;
}
if(bally<0){
coteball=0;
ballx=200;
}
if(bally>64){
coteball=0;
ballx=200;
}
//affichage
setPix(ballx, bally, 0, 1);
setPix(ballx+1, bally, 0, 1);
setPix(ballx, bally+1, 0, 1);
setPix(ballx+1, bally+1, 0, 1);
//---------------------------------------------------------

//mouvement du projectile mer/abysse-----------------------
dropy++;
if( (thetouche(1,4)==1) && (dropy>64) ){
dropy = 33;
dropx = posx+8;
}
if(dropy>64) dropx = 200;
//affichage
setPix(dropx, dropy, 0, 1);
setPix(dropx+1, dropy, 0, 1);
setPix(dropx, dropy+1, 0, 1);
setPix(dropx+1, dropy+1, 0, 1);
//---------------------------------------------------------

//réglage de la vitesse------------------------------------
if(thetouche(2,4)==1) vitesse--;
if(thetouche(2,5)==1) vitesse++;
if(vitesse<1) vitesse=1;
if(vitesse>50) vitesse=50;
//---------------------------------------------------------

wait(vitesse);
}

return(score);
}
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

int main(void){

int score = 0;

clrscr();                     // efface l’ecran

drawsplashscreen(0,0,0);      // affiche le splashscreen selon les coordonnées

getch();                      // attend la pression de n’importe quelle touche

clrscr();                     // efface l’ecran

score = game();

clrscr();                     // efface l’ecran

gotoxy(1,2);
printf("Score:");
gotoxy(1,3);
printf("%d", score);

wait(200);

getch();                      // attend la pression de n’importe quelle touche

return(0) ;}                  // quitte le programme, retour au menu de la calculatrice

je vais encore l'améliorer en ajoutant des effets d'explosion et peut-être autre chose suivants vos conseils.
sadsadsadsadsad bon je sais ce code est pourri mais arrêter de regarder ce message avec cette tête là ! lol
phcorp

Dernière modification par phcorp (26 Jun 2007 07:19:34)


http://www.imagup.info/images/04/1188234404_user.php.gif http://www.imagup.info/images/04/1188234372_user.mysql.gif http://www.imagup.info/images/04/1188234383_user.pando.gif http://www.imagup.info/images/04/1188234294_user.casio.gif

Hors ligne

 

#5 26 Jun 2007 08:24:09

phcorp
Membre
Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

quelques bugs remarqués :
les projectiles ne disparaissent pas bien
il faudrait commencer par afficher avant les calculs
source modifiée :

Code:

#include <casio2.h>
#include <mkeys.h>

char splashscreen[][63][127] = {
0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 1, 0, 1, 1, 1, 1, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
};

char sea[4][4][4] = {
{
0, 0, 0, 0,
0, 0, 1, 0,
0, 1, 0, 1,
1, 0, 0, 0
}, {
0, 0, 0, 0,
0, 1, 1, 0,
0, 1, 0, 1,
1, 0, 0, 0
}, {
0, 0, 0, 0,
1, 0, 1, 0,
0, 1, 0, 1,
1, 0, 0, 0
}, {
0, 0, 0, 0,
0, 0, 1, 1,
0, 1, 0, 1,
1, 0, 0, 0
}
};

char ship[2][6][16] = {
{
0, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
}, {
0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0,
1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0
}
};

char jet[2][6][16] = {
{
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0,
0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
}, {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0
}
};

char submarine[2][6][16] = {
{
0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
}, {
0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0
}
};

//fonction splashscreen------------------------------------
void drawsplashscreen(unsigned char inix, unsigned char iniy, unsigned char nb){
int X, Y;
for(Y=0;Y<63;Y++){
for(X=0;X<127;X++){
if(splashscreen[nb][Y][X]==1) setPix(inix + X, iniy + Y, 0, 1);
}}
}
//---------------------------------------------------------

//fonction mouvement de la mer-----------------------------
void drawsea(int i){
int c;
int X, Y;
for(c=0;c<128;c=c+4){
for(Y=0;Y<4;Y++){
for(X=0;X<4;X++){
if(sea[i][Y][X]==1) setPix(X+c, Y+30, 0, 1);
}}}
}
//---------------------------------------------------------

//fonction mouvement du bateau-----------------------------
void drawship(unsigned char inix, unsigned char nb){
int X, Y;
for(Y=0;Y<6;Y++){
for(X=0;X<16;X++){
if(ship[nb][Y][X]==1) setPix(inix + X, Y+28, 0, 1);
if(ship[nb][Y][X]==0) setPix(inix + X, Y+28, 0, 0); 
}}
}
//---------------------------------------------------------

//fonction mouvement des avions----------------------------
void drawjet(unsigned char inix, unsigned char iniy, unsigned char nb){
int X, Y;
for(Y=0;Y<6;Y++){
for(X=0;X<16;X++){
if(jet[nb][Y][X]==1) setPix(inix + X, iniy + Y, 0, 1);
if(jet[nb][Y][X]==0) setPix(inix + X, iniy + Y, 0, 0); 
}}
}
//---------------------------------------------------------

//fonction mouvement des sous-marins-----------------------
void drawsub(unsigned char inix, unsigned char iniy, unsigned char nb){
int X, Y;
for(Y=0;Y<6;Y++){
for(X=0;X<16;X++){
if(submarine[nb][Y][X]==1) setPix(inix + X, iniy + Y, 0, 1);
if(submarine[nb][Y][X]==0) setPix(inix + X, iniy + Y, 0, 0); 
}}
}
//---------------------------------------------------------



//fonction jeuxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
int game(void){

//score
int score = 0;
//vitesse
int vitesse = 20;
//variable qui sert pour le mouvement de la mer
int countsea = 0;
//variable qui sert pour la boucle principale du jeu
int boucle = 0;
//la position du bateau et son orientation
int posx = 55, cote = 0;
//la position du projectile mer/air et sa direction
int ballx = 200, bally = 200, coteball;
//la position du projectile mer/abysse
int dropx = 200, dropy = 200;
//la position des ennemis
int sub1x, sub1y, sub2x, sub2y, jet1x, jet1y, jet2x, jet2y;
//orientation des ennemis
int sub1pos, sub2pos, jet1pos, jet2pos;
//affichege ou non
int sub1disp, sub2disp, jet1disp, jet2disp;
//projectiles ennemis
int ball1x = 200, ball1y = 200, ball2x = 200, ball2y = 200, ball3x = 200, ball3y = 200, ball4x = 200, ball4y = 200;

sub1pos = 1;
sub1x = 128 + 8;
sub1y = 35 + 8;
sub1disp = 1;

sub2pos = 0; 
sub2x = 0 - 22;
sub2y = 35 + 16;
sub2disp = 1;

jet1pos = 1;
jet1x = 128 + 22;
jet1y = 14;
jet1disp = 1;

jet2pos = 0;
jet2x = 0 - 8;
jet2y = 7;
jet2disp = 1;

while(boucle!=1){

clrscr();                     // efface l’ecran

//mouvement de la mer--------------------------------------
drawsea(countsea);
countsea++;
if(countsea>3){
countsea = 0;
}
//---------------------------------------------------------

//affichage global-----------------------------------------
if (jet1disp==1) drawjet(jet1x, jet1y, jet1pos);
if (jet2disp==1) drawjet(jet2x, jet2y, jet2pos);
if (sub1disp==1) drawsub(sub1x, sub1y, sub1pos);
if (sub2disp==1) drawsub(sub2x, sub2y, sub2pos);

setPix(ball1x, ball1y, 0, 1);
setPix(ball1x+1, ball1y, 0, 1);
setPix(ball1x, ball1y+1, 0, 1);
setPix(ball1x+1, ball1y+1, 0, 1);

setPix(ball2x, ball2y, 0, 1);
setPix(ball2x+1, ball2y, 0, 1);
setPix(ball2x, ball2y+1, 0, 1);
setPix(ball2x+1, ball2y+1, 0, 1);

setPix(ball3x, ball3y, 0, 1);
setPix(ball3x+1, ball3y, 0, 1);
setPix(ball3x, ball3y+1, 0, 1);
setPix(ball3x+1, ball3y+1, 0, 1);

setPix(ball4x, ball4y, 0, 1);
setPix(ball4x+1, ball4y, 0, 1);
setPix(ball4x, ball4y+1, 0, 1);
setPix(ball4x+1, ball4y+1, 0, 1);

setPix(ballx, bally, 0, 1);
setPix(ballx+1, bally, 0, 1);
setPix(ballx, bally+1, 0, 1);
setPix(ballx+1, bally+1, 0, 1);

drawship(posx,cote);
//---------------------------------------------------------

//mouvement des ennemis------------------------------------
if(sub1pos==0){
sub1x++;
if(sub1x>128){
sub1pos = 1;
sub1x = 128 + 8;
sub1disp = 1;
}
}else{
sub1x--;
if(sub1x<-8){
sub1pos = 0;
sub1x = 0 - 8;
sub1disp = 1;
}
}
if(sub2pos==0){
sub2x++;
if(sub2x>128){
sub2pos = 1; 
sub2x = 128 + 22;
sub2disp = 1;
}
}else{
sub2x--;
if(sub2x<-8){
sub2pos = 0; 
sub2x = 0 - 22;
sub2disp = 1;
}
}
if(jet1pos==0){
jet1x++;
if(jet1x>128){
jet1pos = 1;
jet1x = 128 + 22;
jet1disp = 1;
}
}else{
jet1x--;
if(jet1x<-8){
jet1pos = 0;
jet1x = 0 - 22;
jet1disp = 1;
}
}
if(jet2pos==0){
jet2x++;
if(jet2x>128){
jet2pos = 1;
jet2x = 128 + 8;
jet2disp = 1;
}
}else{
jet2x--;
if(jet2x<-8){
jet2pos = 0;
jet2x = 0 - 8;
jet2disp = 1;
}
}
//colision projectile/avion................................
if((ballx>=jet1x) && (ballx<(jet1x+16)) && (bally>=jet1y) && (bally<(jet1y+6))){
jet1disp=0;
score++;
ballx=200;
bally=200;
}
if((ballx>=jet2x) && (ballx<(jet2x+16)) && (bally>=jet2y) && (bally<(jet2y+6))){
jet2disp=0;
score++;
ballx=200;
bally=200;
}

if((jet1x==posx) && (ball1x==200) && (jet1disp==1)){ball1x=jet1x+8;ball1y=jet1y+4;}
if((jet2x==posx) && (ball2x==200) && (jet2disp==1)){ball2x=jet2x+8;ball2y=jet2y+4;}
if((sub1x==posx) && (ball3x==200) && (sub1disp==1)){ball3x=sub1x+8;ball3y=sub1y+4;}
if((sub2x==posx) && (ball4x==200) && (sub2disp==1)){ball4x=sub2x+8;ball4y=sub2y+4;}

ball1y++;
ball2y++;
ball3y--;
ball4y--;

if(ball1y>64){ball1x=200;}
if(ball2y>64){ball2x=200;}
if(ball3y<0){ball3x=200;}
if(ball4y<0){ball4x=200;}

if((ball1x>=posx) && (ball1x<(posx+16)) && (ball1y>=28) && (ball1y<(28+6))){
boucle=1;
}
if((ball2x>=posx) && (ball2x<(posx+16)) && (ball2y>=28) && (ball2y<(28+6))){
boucle=1;
}
if((ball3x>=posx) && (ball3x<(posx+16)) && (ball3y>=28) && (ball3y<(28+6))){
boucle=1;
}
if((ball4x>=posx) && (ball4x<(posx+16)) && (ball4y>=28) && (ball4y<(28+6))){
boucle=1;
}

//.........................................................
//colision projectile/sousmarin............................
if((dropx>=sub1x) && (dropx<(sub1x+16)) && (dropy>=sub1y) && (dropy<(sub1y+6))){
sub1disp=0;
score++;
dropx=200;
dropy=200;
}
if((dropx>=sub2x) && (dropx<(sub2x+16)) && (dropy>=sub2y) && (dropy<(sub2y+6))){
sub2disp=0;
score++;
dropx=200;
dropy=200;
}
//.........................................................
//---------------------------------------------------------

//mouvement du bateau--------------------------------------
if(thetouche(9,1)==1){
posx--;
cote = 1;
}
if(thetouche(9,4)==1){
posx++;
cote = 0;
}
if(thetouche(7,4)==1){
boucle=1;
}
//---------------------------------------------------------

//mouvement du projectile mer/air--------------------------
if(coteball==0) ballx++;
if(coteball==1) ballx--;
bally--;
if( (thetouche(1,5)==1) && (ballx>128) ){
ballx = posx+8;
bally = 28;
if(cote==0) coteball=0;
if(cote==1) coteball=1;
}
if(bally<0){
coteball=0;
ballx=200;
}
if(bally>64){
coteball=0;
ballx=200;
}
//---------------------------------------------------------

//mouvement du projectile mer/abysse-----------------------
dropy++;
if( (thetouche(1,4)==1) && (dropy>64) ){
dropy = 33;
dropx = posx+8;
}
if(dropy>64) dropx = 200;
//affichage
setPix(dropx, dropy, 0, 1);
setPix(dropx+1, dropy, 0, 1);
setPix(dropx, dropy+1, 0, 1);
setPix(dropx+1, dropy+1, 0, 1);
//---------------------------------------------------------

//réglage de la vitesse------------------------------------
if(thetouche(2,4)==1) vitesse--;
if(thetouche(2,5)==1) vitesse++;
if(vitesse<1) vitesse=1;
if(vitesse>50) vitesse=50;
//---------------------------------------------------------

wait(vitesse);
}

return(score);
}
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

int main(void){

int score = 0;

clrscr();                     // efface l’ecran

drawsplashscreen(0,0,0);      // affiche le splashscreen selon les coordonnées

getch();                      // attend la pression de n’importe quelle touche

clrscr();                     // efface l’ecran

score = game();

clrscr();                     // efface l’ecran

gotoxy(1,2);
printf("Score:");
gotoxy(1,3);
printf("%d", score);

wait(200);

getch();                      // attend la pression de n’importe quelle touche

return(0) ;}                  // quitte le programme, retour au menu de la calculatrice

Dernière modification par phcorp (26 Jun 2007 08:34:48)


http://www.imagup.info/images/04/1188234404_user.php.gif http://www.imagup.info/images/04/1188234372_user.mysql.gif http://www.imagup.info/images/04/1188234383_user.pando.gif http://www.imagup.info/images/04/1188234294_user.casio.gif

Hors ligne

 

#6 26 Jun 2007 08:47:34

Vic
Membre
Date d'inscription: 12 Apr 2006
Messages: 109
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

Je vais poster un message ce soir ou demain, la j'ai pas le temps.
++

Hors ligne

 

#7 26 Jun 2007 13:00:13

Vic
Membre
Date d'inscription: 12 Apr 2006
Messages: 109
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

Bon déjà t’a pas utilisé de « gotos » et t’a eu le reflex de divisé ton programme en fonctions, ç’est bien.

Néanmoins, ça serait bien que tu le recode du début avec les outils de conception de la G100 plus récent, ne t’inquiète pas ça devrai être rapide.

*Concernant ton code :

Remarque 1 :

Pour faire un programme ou un jeux ç’est mieux de créer un projet.
Ainsi tu peux organiser tes sources en fichiers .c (qui comporte le code) et en .h (qui comporte les prototypes des fonctions, les constantes, les définitions de types…)
Donc commence par créer un projet avec les fichiers « main.c » et « main.h »

Remarque 2 :

Les indentations sont absentes (peut étre que tu las as faites mais elles ne sont pas resté sur le forum) Si tu les as pas mises alors prends l’habitude d’en mettre.

Remarque 3 :

Utilise plutôt cette méthode pour différencier les blocks ou les définitions des fonx (ça permet de voir si il y a autan d’accolades ouvrantes que  fermantes) :


If (cuelque chose)
  { Instruction ;
     Instruction ;
   }//l’accolade fermante est juste au dessous de l’ouvrante
else
  { bla ;
     bla ;
  }// l’accolade fermante est juste au dessous de l’ouvrante


Remarque 4 :

La fonction « int game (void) » est trop grande et compliquée.
Une fonx fait UN truck et PAS PLUS.

Voici comment j’aurai fait, attention il y a pleins d’autres méthodes…

http://perso.orange.fr/vic.vic/ex.zip

Il ne agit que d’un « squelette » fait rapidement il peux y avoir des erreurs alors fait gaffe.
De plus il est réduit a sa plus simple expression...

*Concernant le codage sur G100

Remarque 1 :
Vas voir sur le Wiki la rubrique concernant Spritemaker (création de sprites).
Tu pourras faire des zoli sprites en couleur.

Remarque 2

Vas voir sur le Wiki GxLib. (Rubrique 5 niveaux de gris)
C’test une lib qui permet d’afficher tes sprites fait avec Spritemaker eu double buffer vidéo.
Ca évite le clignotements et ç’est très rapide.

Remarque 3 :

Vas voir sur le Wiki timerlib (rubrique gestion des timer)
Utilise ces timers plutôt que de faire dew wait(temp).
Pour les jeux les wait() sont a éviter.

Je ne critique pas ton travail, au contraire j’ai vu pire pour un début.
Mais ça serait enrichissant pour toi si t’améliorait certains défauts => ton code deviendrai plus efficace.

Bon appétit.

Hors ligne

 

#8 26 Jun 2007 13:41:10

phcorp
Membre
Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

wow trés beau boulot !

un peu de rigueur ne fera certainement pas de mal à mon code wink

le clignotement est assez génant, je vais regarder le wiki, c'est vrai que c'est pas la première chose à laquelle on pense...

ps : merci pour ton exemple, je vais essayer de refaire entièrement mon jeu en prenant en compte tes conseils wink

les questions viendront un peu plus tard

Dernière modification par phcorp (26 Jun 2007 14:04:26)


http://www.imagup.info/images/04/1188234404_user.php.gif http://www.imagup.info/images/04/1188234372_user.mysql.gif http://www.imagup.info/images/04/1188234383_user.pando.gif http://www.imagup.info/images/04/1188234294_user.casio.gif

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#9 26 Jun 2007 16:10:14

phcorp
Membre
Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

voici mes questions :
.   que faire du code généré par Sprite Maker -> comment l'utiliser ? ( paramètres vidéos, fonctions...)
.   les sprites générés par Sprite Maker -> je les mets où ? ( #include fichier.h ou #include fichier.c )
.   les pointeurs, listes chaînées... je ne comprends rien ! enfin bon je me documente ça a l'air vraiment intéressant voire indispensable !

je fais des essais en attendant les réponses pour sprite maker smile

merci encore pour ton aide
phcorp


http://www.imagup.info/images/04/1188234404_user.php.gif http://www.imagup.info/images/04/1188234372_user.mysql.gif http://www.imagup.info/images/04/1188234383_user.pando.gif http://www.imagup.info/images/04/1188234294_user.casio.gif

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#10 27 Jun 2007 08:18:36

Vic
Membre
Date d'inscription: 12 Apr 2006
Messages: 109
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

Les pointeurs et les méthodes de gestions des données sont en effet très importants.

Etudie dans l’ordre suivant les notions suivantes :
-Pointeurs
-Structures
-Gestion des données, ici les listes chaînées (il y a aussi les Piles, les Files, et les arbres que tu peux étudier ultérieurement)

Pour utiliser Gxlib il faut ajouter la lib au projet, as-tu réussit a créer un projet avec TC3 ?

Pour créer des sprites il y a  la possibilité de le faire sprite par sprite ou bien de les faire en groupe : reporte toi a l’aide du logiciel. J’ai fait un ex pour les 2 méthodes.

Ces fonx marchent bien avec l’émulateur (winG100) alors utilise le, ça économisera la flash de ta G100.

Voici le contenu du fichier main.h :

///////////////////////////////////////////////////////////
//Sprites generé en groupe avec spritemaker
///////////////////////////////////////////////////////////

//Le tableaux de pointeur sur sprite est dans main () : Les sprites sont affiché par l'intermédiaire de ce tableau

unsigned char p_nord[] = {
0,0,16,16,0,0,255,255,255,255,0,0,0,1,0,1,
0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,
0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,
0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,
0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,
0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,
0,1,0,1,0 };


unsigned char p_est[] = {
0,0,16,16,0,0,1,0,1,0,0,0,1,0,1,0,
0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,
1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,
255,255,255,255,0,0,1,0,1,0,0,0,1,0,1,0,
0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,
1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,
1,0,1,0,0 };


unsigned char p_ouest[] = {
0,0,16,16,0,0,0,128,0,128,0,0,0,128,0,128,
0,0,0,128,0,128,0,0,0,128,0,128,0,0,0,128,
0,128,0,0,0,128,0,128,0,0,0,128,0,128,0,0,
255,255,255,255,0,0,0,128,0,128,0,0,0,128,0,128,
0,0,0,128,0,128,0,0,0,128,0,128,0,0,0,128,
0,128,0,0,0,128,0,128,0,0,0,128,0,128,0,0,
0,128,0,128,0 };


unsigned char p_sud[] = {
0,0,16,16,0,0,0,1,0,1,0,0,0,1,0,1,
0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,
0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,
0,1,0,1,0,0,0,1,0,1,0,0,0,1,0,1,
0,0,0,1,0,1,0,0,0,1,0,1,0,0,0,1,
0,1,0,0,0,1,0,1,0,0,0,1,0,1,0,0,
255,255,255,255,0 };


///////////////////////////////////////////////////////////
//Sprite generé individuellement aves sprite maker
///////////////////////////////////////////////////////////

//Ici il l'y a pas de tableaux de pionteur : le sprite est affiché directement
unsigned char p_nouveau[] = {
0,0,16,16,0,8,16,9,0,8,16,65,48,73,16,65,
162,42,242,127,162,42,20,16,28,48,20,16,8,32,8,100,
8,36,0,64,232,92,224,92,96,136,156,212,248,156,4,8,
244,149,244,29,0,128,4,139,0,139,4,65,4,195,4,67,
0,32,28,96,24,32,0,16,120,48,112,16,8,0,200,19,
200,3,16,16,16,26,16,18,32,10,112,14,32,10,0,1,
128,1,0,1,0 };

Et le contenu de main.c :

#include <dos.h>
#include <stdlib.h>
#include "gxlib10.h"
#include "main.h"//contien les codes de sprites

void main ()
{
unsigned char index;

//table de pointeur sur sprite généré par spritemaker :
unsigned char* girouette[] = {
    p_nord,
    p_est,
    p_ouest,
    p_sud
};//attention : cette table doit étre dans la fonx ou elle est utilisé; ici le main()

gxSetMode(1); //activation du mode 5 couleurs

index = 0;
while (1)
    {
    gxClearBuff();//efface le buffer video
    gxSpr_M_C (18,18,p_nouveau);//dessin "direct" d'un sprite
    gxSpr_M_C (35,25,girouette[index]);//dessin "automatique" avec le tableau de pointeur sur sprite
    gxRefresh();//rafraîchi l'encrent avec le buffer video
    getch();
    index++;//gestion de l'index
    if (index==4) index=0;
    }
}

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#11 27 Jun 2007 11:10:20

phcorp
Membre
Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

Les pointeurs et les méthodes de gestions des données sont en effet très importants.

Etudie dans l’ordre suivant les notions suivantes :
-Pointeurs
-Structures
-Gestion des données, ici les listes chaînées (il y a aussi les Piles, les Files, et les arbres que tu peux étudier ultérieurement)

c'est bon j'ai commancé dans cet ordre

Pour utiliser Gxlib il faut ajouter la lib au projet, as-tu réussit a créer un projet avec TC3 ?

oui !

Pour créer des sprites il y a  la possibilité de le faire sprite par sprite ou bien de les faire en groupe : reporte toi a l’aide du logiciel. J’ai fait un ex pour les 2 méthodes.

oui j'avais remarqué aussi.

Ces fonx marchent bien avec l’émulateur (winG100) alors utilise le, ça économisera la flash de ta G100.

c'est ce que je fais


merci pour ton code, j'ai quelques questions :
.   je ne comprends pas cette ligne :

gxSpr_M_C (18,18,p_nouveau);//dessin "direct" d'un sprite

quand tu dis dessin direct d'<<un>> sprite -> quel sprite ?
.   en gros dans ton prog, cette ligne :

gxSpr_M_C (35,25,girouette[index]);]);//dessin "automatique" avec le tableau de pointeur sur sprite

c'est pour créer une image changeante au cour du temps ?

voili voilou sinon tout est clair c'est impeccable :
MERCI

ps : je teste le code pour en savoir plus
ps2 : problême avec ton code, ce genre de problême m'arrive souvent je ne sais pas comment le régler
info : j'ai utilisé le prog TC.EXE, prob de config ?
http://www.imagup.info/images/03/1182973773_screen.PNG

Dernière modification par phcorp (27 Jun 2007 15:44:39)


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#12 28 Jun 2007 05:55:02

Vic
Membre
Date d'inscription: 12 Apr 2006
Messages: 109
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

J’ai oublié de te dire d’étudier les allocation dynamique de mémoire que tu peux voir après les pointeurs, rassure toi il n’y a que deux fonx (malloc(), free()) ça sera vite vu.

c'est pour créer une image changeante au cour du temps ?

Oui, tu peux aussi faire des effets de mouvement comme un bonhomme qui marche, en fin plein de trucks comme ça quoi.

gxSpr_M_C (18,18,p_nouveau);

Ce sprite est le dernier sprite du fichier main.h, Il représente une tête
Si tu l’essaye sur l’émulateur les niveaux de gris intermédiaire clignotent, ç’est normale sur la G100 ç’est bien des gris intermédiaire.
Mais je ne te conseille pas d’utiliser ce prog sur G100 car il n’y a pas de conditions d’arrêt.


Concernent ton pb de compilation :
La lib de Julien est codé avec l’asm des micros de classe 286, il est possible que ton projet sois paramétré pour compiler en 86 ou 186.
Dans ce cas les instructions asm de la lib qui n’existaient pas encor pour les 86 ou 186 ne passent pas à la compilation.

Voici la solution probable :

Option/Compiler/Advenced Code Generation/Instruction Set/80286

Vérifie aussi si t’a ajouter correctement la lib au projet :

Projet/Add Item

Concernant la config et l’utilisation de TC3 je ferait un article dans le Wiki avec toutes les étapes quant j’aurai un peu de temps.

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#13 28 Jun 2007 12:33:39

phcorp
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Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

Mais je ne te conseille pas d’utiliser ce prog sur G100 car il n’y a pas de conditions d’arrêt.

oui j'ai vu le "while(1)"

Option/Compiler/Advenced Code Generation/Instruction Set/80286

je l'avais déjà paramétré ainsi

Vérifie aussi si t’a ajouter correctement la lib au projet :

Projet/Add Item

ahh oui bien vu, je n'ai pas crée de projet, comment puis-je faire pour en créer un ?

Dernière modification par phcorp (28 Jun 2007 12:36:08)


http://www.imagup.info/images/04/1188234404_user.php.gif http://www.imagup.info/images/04/1188234372_user.mysql.gif http://www.imagup.info/images/04/1188234383_user.pando.gif http://www.imagup.info/images/04/1188234294_user.casio.gif

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#14 29 Jun 2007 04:56:44

Vic
Membre
Date d'inscription: 12 Apr 2006
Messages: 109
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

- vérifie les chemins des .prj , des .exe, et des include dans option/directories
- Créer un nouveau répertoire, qui sera le celui du projet, dans le répertoire des projets (celle indiqué dans option/directoires)
- projet/open projet
- sélectionner le nouveaux répertoire du projet dans la boite de dialogue
- remplacer l’étoile par le nom du projet (ce nom sera celui de l’exécutable) et mettre l’extension .prj
- mettre tous les fichiers  «.h » et «.c » des lib  dans le répertoire du  projet
- rajouter les fichiers «.c » au projet en utilisant la commande projet/Add item  (Si cette commande est grisée clique sur le petit carré vert dans la fenêtre du bas, clique sur celle ci et réessaye)
- mettre les #include des fichiers « .h » correspondant aux fichiers « .c »
- dans l’explo Windows fait un clic droit sur le fichier .prj et sélectionne propriétés/ouvrir avec… et sélectionne dans le répertoire de TC3 bin/TC.exe.
Ainsi quand tu voudra ouvrir un projet il suffira de cliquer sur le fichier .prj avec l’explo Windows

-Utilise un éditeur a coloration syntaxique (voir dans le Wiki rubrique éditeurs) pour écrire et enregistrer ton code.

Voili,voilou.

Dernière modification par Vic (29 Jun 2007 04:58:20)

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#15 29 Jun 2007 07:33:12

phcorp
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Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

aïe, ça refuse de se créer
le dossier où je dois créer le pojet c'est quoi ? :
http://www.imagup.info/images/03/1183117020_screen.PNG


http://www.imagup.info/images/04/1188234404_user.php.gif http://www.imagup.info/images/04/1188234372_user.mysql.gif http://www.imagup.info/images/04/1188234383_user.pando.gif http://www.imagup.info/images/04/1188234294_user.casio.gif

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#16 29 Jun 2007 12:21:55

Vic
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Date d'inscription: 12 Apr 2006
Messages: 109
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Re: Mon nouveau prog g100 : Ship Battle ( en cours )

Il faut créer ton dossier dans C:/TC/flash

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#17 29 Jun 2007 12:39:56

phcorp
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Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

oui c'est bon ! après moulte essai, j'y suis enfin arrivé ! merci wink

bon par contre, ça ne résout pas mon problème, sur le screen :
http://www.imagup.info/images/03/1183135832_screen.PNG
tu peux voir que les libs sont bien incluses mais aussi voir en bas que le peoblême est toujours présent :s

Dernière modification par phcorp (29 Jun 2007 12:47:30)


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#18 29 Jun 2007 14:59:58

Vic
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Date d'inscription: 12 Apr 2006
Messages: 109
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Re: Mon nouveau prog g100 : Ship Battle ( en cours )

mets ce repertoire dans C:/TC/flash
ouvre le avec TC3 et regardes la config.

http://perso.orange.fr/vic.vic/ph.zip

Il y a aussi l'exe

ps:
Je sais que Tonton1664 et Nykos visite le forum de temps en temps, et je suis le seul a aider phcrop !!

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#19 29 Jun 2007 18:06:56

phcorp
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Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

SUCCESS !!!
merci c'est super ça marche ! maintenant : au boulot !


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#20 30 Jun 2007 11:29:49

Vic
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Date d'inscription: 12 Apr 2006
Messages: 109
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Re: Mon nouveau prog g100 : Ship Battle ( en cours )

Ah oui, dans le projet que je t’ai proposé,  il y a une petite erreur de config : Il faut le faire compiler pour 286 comme je te l’avais dit. « Faites ce que je dis mais pas ce que je fais ».
Dans le code essaye de mettre la table de pointeur « girouette = {…} ; » juste en dessous des #includes, ça sera mieux ainsi.

Bonne prog.

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#21 30 Jun 2007 13:18:47

phcorp
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Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
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Re: Mon nouveau prog g100 : Ship Battle ( en cours )

ok, encore merci pour ton aide wink


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#22 01 Jul 2007 09:14:11

phcorp
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Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
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Re: Mon nouveau prog g100 : Ship Battle ( en cours )

1/allez hop c'est reparti,
un petit bug vidéo cette fois;
j'ai utilisé ta méthode pour afficher les sprites et malheureusement ils ne s'affichent pas bien et même pas du tout.. par contre on voit quelques pixels...
j'ai lu dans un précédent poste qu'il fallait "initialiser les bons paramètres vidéo".
quelqu'un pourrait-il m'expliquer ?

2/voilà j'ai consulté le bon vieux wiki, quelques progrès mais c'est toujours pas ça :
http://www.imagup.info/images/03/1183296687_screen.PNG
SHPBATTL.H :

Code:

unsigned char splashscreen[] = {
0,0,63,127,255,255,0,0,255,255,156,1,255,255,222,3,
255,255,80,2,255,255,220,3,255,255,80,2,255,255,80,2,
255,255,80,2,255,255,0,0,255,255,0,0,255,255,0,0,
255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,0,
255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,0,
255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,0,
255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,0,
255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,0,
255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,0,
255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,0,
255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,0,
255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,0,
255,255,0,0,255,255,0,0,255,255,224,255,255,255,240,255,
255,255,240,255,255,255,240,255,255,255,255,255,255,255,255,255,
255,255,109,252,255,255,33,252,255,255,179,253,255,255,119,252,
255,255,179,253,255,255,51,252,255,255,115,252,255,255,255,255,
16,255,255,0,0,255,255,238,145,255,255,207,144,255,255,200,
240,255,255,140,96,255,255,200,240,255,255,207,144,255,255,206,
144,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,3,0,255,255,7,0,255,255,3,0,255,255,1,
0,255,255,1,0,255,255,1,0,255,255,15,0,255,255,6,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,62,0,255,255,182,0,255,255,0,28,255,255,0,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,255,255,255,255,255,255,255,255,217,
198,255,255,208,210,255,255,22,210,255,255,23,198,255,255,214,
222,255,255,208,222,255,255,217,206,255,255,255,255,16,255,255,
0,0,255,255,71,50,255,255,197,123,255,255,197,75,255,255,
71,122,255,255,68,74,255,255,68,74,255,255,70,74,255,255,
0,0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,
0,0,255,255,0,0,255,255,12,0,255,255,12,0,255,255,
12,0,255,255,8,0,255,255,12,0,255,255,255,7,255,255,
255,2,255,255,12,0,255,255,13,0,255,255,15,0,255,255,
15,0,255,255,15,0,255,255,15,0,255,255,31,0,255,255,
31,0,255,255,7,0,255,255,47,0,255,255,63,0,255,255,
63,254,255,255,175,255,255,255,131,159,255,255,27,128,255,255,
62,128,255,255,18,1,255,255,0,0,255,255,0,0,255,255,
0,6,255,255,0,14,255,255,0,63,255,255,128,127,255,255,
0,127,255,255,0,27,255,255,0,0,255,255,0,0,255,255,
0,0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,
0,0,255,255,255,255,255,255,255,255,255,255,99,204,255,255,
41,133,255,255,41,181,255,255,99,180,255,255,111,181,255,255,
175,133,255,255,167,205,255,255,255,255,16,255,255,0,0,255,
255,206,56,255,255,235,173,255,255,43,173,255,255,43,57,255,
255,43,41,255,255,235,37,255,255,206,36,255,255,0,0,255,
255,0,0,255,255,8,0,255,255,24,0,255,255,24,0,255,
255,16,0,255,255,255,23,255,255,255,31,255,255,56,0,255,
255,56,0,255,255,48,0,255,255,50,112,255,255,127,224,255,
255,255,0,255,255,127,0,255,255,60,128,255,255,60,224,255,
255,127,0,255,255,127,192,255,255,31,128,255,255,103,128,255,
255,111,128,255,255,231,128,255,255,239,129,255,255,31,131,255,
255,127,128,255,255,15,128,255,255,31,64,255,255,223,11,255,
255,192,3,255,255,0,0,255,255,0,0,255,255,0,0,255,
255,0,0,255,255,4,0,255,255,144,0,255,255,159,0,255,
255,127,3,255,255,31,0,255,255,0,0,255,255,0,0,255,
255,0,0,255,255,0,0,255,255,0,0,255,255,15,0,255,
255,255,255,255,255,255,255,255,255,198,255,255,255,210,227,255,
255,210,213,255,255,198,205,255,255,222,213,255,255,222,227,255,
255,206,255,255,255,255,255,16,255,255,0,0,255,255,146,1,
255,255,210,51,255,255,30,50,255,255,158,1,255,255,82,48,
255,255,210,51,255,255,146,1,255,255,0,0,255,255,0,0,
255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,0,
255,255,0,208,255,255,0,240,255,255,0,0,255,255,0,0,
255,255,0,0,255,255,0,0,255,255,0,64,255,255,0,192,
255,255,0,128,255,255,0,0,255,255,0,96,255,255,0,224,
255,255,0,192,255,255,0,192,255,255,0,128,255,255,0,128,
255,255,0,128,255,255,0,134,255,255,0,132,255,255,192,255,
255,255,192,255,255,255,192,255,255,255,224,255,255,255,240,0,
255,255,240,0,255,255,241,0,255,255,240,0,255,255,241,15,
255,255,255,31,255,255,255,95,255,255,254,255,255,255,240,255,
255,255,0,252,255,255,0,0,255,255,0,0,255,255,0,0,
255,255,0,0,255,255,0,0,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,115,222,255,255,33,220,255,255,173,29,
255,255,237,29,255,255,173,221,255,255,33,220,255,255,115,222,
255,255,255,255,16,255,255,0,0,255,255,14,247,255,255,143,
101,255,255,137,101,255,255,14,71,255,255,9,100,255,255,15,
100,255,255,14,246,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,126,0,255,255,240,255,255,255,0,
255,255,255,7,224,255,255,7,0,255,255,0,0,255,255,0,
0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,0,
0,255,255,1,0,255,255,255,255,255,255,255,255,255,255,255,
255,255,255,230,24,255,255,66,74,255,255,90,74,255,255,218,
24,255,255,218,91,255,255,194,107,255,255,230,105,255,255,255,
255,16,255,255,0,0,255,255,222,51,255,255,140,121,255,255,
140,73,255,255,8,121,255,255,140,73,255,255,140,73,255,255,
140,73,255,255,0,0,255,255,0,0,255,255,0,0,255,255,
0,0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,
0,0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,
0,0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,
0,0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,
0,0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,
0,0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,
0,0,255,255,0,0,255,255,0,0,255,255,0,0,255,255,
0,12,255,255,0,8,255,255,0,8,255,255,0,24,255,255,
0,18,255,255,0,6,255,255,0,6,255,255,0,4,255,255,
255,31,255,255,255,127,255,255,255,255,255,255,255,255,255,255,
255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,255,
132,57,255,255,204,144,255,255,204,150,255,255,221,48,255,255,
204,182,255,255,204,214,255,255,204,214,255,255,255,255,16,254,
255,0,0,254,255,0,199,254,255,128,199,254,255,0,196,254,
255,0,134,254,255,0,196,254,255,128,215,254,255,0,247,254,
255,0,0,254,255,0,0,254,255,0,0,254,255,0,0,254,
255,0,0,254,255,0,0,254,255,0,0,254,255,0,0,254,
255,0,0,254,255,0,0,254,255,0,0,254,255,0,0,254,
255,0,0,254,255,0,0,254,255,0,0,254,255,0,0,254,
255,0,0,254,255,0,0,254,255,0,0,254,255,0,0,254,
255,0,0,254,255,0,0,254,255,0,0,254,255,0,0,254,
255,0,0,254,255,0,0,254,255,0,0,254,255,0,0,254,
255,0,0,254,255,0,0,254,255,0,0,254,255,0,0,254,
255,0,0,254,255,0,0,254,255,0,0,254,255,0,0,254,
255,0,0,254,255,0,0,254,255,0,0,254,255,254,255,254,
255,254,255,254,255,254,255,254,255,254,255,254,255,254,255,254,
255,254,255,254,255,254,255,254,255,254,255,254,255,190,205,254,
255,190,133,254,255,190,180,254,255,62,180,254,255,62,181,254,
255,190,133,254,255,190,205,254,255,254,255,0,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205,205,205,205,205,205,205,205 };


unsigned char jet1[] = {
0,0,8,16,0,128,0,128,48,192,48,192,120,240,120,240,
254,255,254,255,255,255,255,255,254,127,254,127,192,31,192,31,
0,30,0,30,0,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205 };


unsigned char jet2[] = {
0,0,8,16,1,0,1,0,3,12,3,12,15,30,15,30,
255,127,255,127,255,255,255,255,254,127,254,127,248,3,248,3,
120,0,120,0,0,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205 };


unsigned char ship1[] = {
0,0,8,16,32,0,32,0,64,3,64,3,128,7,128,7,
128,7,128,7,159,223,159,223,255,255,255,255,254,255,254,255,
0,48,0,48,0,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205 };


unsigned char ship2[] = {
0,0,8,16,0,4,0,4,192,2,192,2,224,1,224,1,
224,1,224,1,251,249,251,249,255,255,255,255,255,127,255,127,
12,0,12,0,0,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205 };


unsigned char sub1[] = {
0,0,8,16,0,15,0,15,0,15,0,15,0,15,0,15,
254,127,254,127,255,255,255,255,255,255,255,255,254,255,254,255,
0,48,0,48,0,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205 };


unsigned char sub2[] = {
0,0,8,16,240,0,240,0,240,0,240,0,240,0,240,0,
254,127,254,127,255,255,255,255,255,255,255,255,255,127,255,127,
12,0,12,0,0,205,205,205,205,205,205,205,205,205,205,205,
205,205,205,205,205 };


unsigned char sea1[] = {
0,0,4,4,32,32,80,112,128,240,0,240,0,205,205,205,
205 };


unsigned char sea2[] = {
0,0,4,4,96,96,80,112,128,240,0,240,0,205,205,205,
205 };


unsigned char sea3[] = {
0,0,4,4,32,32,80,112,128,240,0,240,0,205,205,205,
205 };


unsigned char sea4[] = {
0,0,4,4,48,48,80,112,128,240,0,240,0,205,205,205,
205 };


unsigned char rocket[] = {
0,0,2,2,192,192,192,192,0,205,205 };


unsigned char* SHPBATTL[] = {
    splashscreen,
    jet1,
    jet2,
    ship1,
    ship2,
    sub1,
    sub2,
    sea1,
    sea2,
    sea3,
    sea4,
    rocket
};

SHPBATTL.C :

Code:

#include <dos.h>
#include <stdlib.h>
#include <casio2.h>
#include <mkeys.h>
#include "gxlib10.h"
#include "SHPBATTL.H"

unsigned char* sea[] = {
    sea1,
    sea2,
    sea3,
    sea4
};
unsigned char* jet[] = {
    jet1,
    jet2
};
unsigned char* ship[] = {
    ship1,
    ship2
};
unsigned char* sub[] = {
    sub1,
    sub2
};

//fonction jeuxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
int game(void){

//score
int score = 0;
//vitesse
int vitesse = 20;
//variable qui sert pour le mouvement de la mer
int countsea = 0;
//variable qui sert pour la boucle principale du jeu
int boucle = 0;
//la position du bateau et son orientation
int posx = 55, cote = 0;
//la position du projectile mer/air et sa direction
int ballx = 200, bally = 200, coteball;
//la position du projectile mer/abysse
int dropx = 200, dropy = 200;
//la position des ennemis
int sub1x, sub1y, sub2x, sub2y, jet1x, jet1y, jet2x, jet2y;
//orientation des ennemis
int sub1pos, sub2pos, jet1pos, jet2pos;
//affichege ou non
int sub1disp, sub2disp, jet1disp, jet2disp;
//projectiles ennemis
int ball1x = 200, ball1y = 200, ball2x = 200, ball2y = 200, ball3x = 200, ball3y = 200, ball4x = 200, ball4y = 200;
//boucle dessin mer
int c;

sub1pos = 1;
sub1x = 128 + 8;
sub1y = 35 + 8;
sub1disp = 1;

sub2pos = 0; 
sub2x = 0 - 22;
sub2y = 35 + 16;
sub2disp = 1;

jet1pos = 1;
jet1x = 128 + 22;
jet1y = 14;
jet1disp = 1;

jet2pos = 0;
jet2x = 0 - 8;
jet2y = 7;
jet2disp = 1;

while(boucle!=1){

//mouvement de la mer--------------------------------------
countsea++;
if(countsea>3){
countsea = 0;
}
//---------------------------------------------------------

//affichage global-----------------------------------------
gxClearBuff();//efface le buffer video

for(c=0;c<128;c=c+4){
gxSpr_M_C (c,30,sea[countsea]);
}

if (jet1disp==1) gxSpr_M_C (jet1x, jet1y, jet[jet1pos]);
if (jet2disp==1) gxSpr_M_C (jet2x, jet2y, jet[jet2pos]);
if (sub1disp==1) gxSpr_M_C (sub1x, sub1y, sub[sub1pos]);
if (sub2disp==1) gxSpr_M_C (sub2x, sub2y, sub[sub2pos]);

gxSpr_M_C (posx, 28, ship[cote]);

gxSpr_M_C (ballx, bally, rocket);
gxSpr_M_C (ball1x, ball1y, rocket);
gxSpr_M_C (ball2x, ball2y, rocket);
gxSpr_M_C (ball3x, ball3y, rocket);
gxSpr_M_C (ball4x, ball4y, rocket);

gxRefresh();//raffraichi l'ecrent avec le buffer video
//---------------------------------------------------------

//mouvement des ennemis------------------------------------
if(sub1pos==0){
sub1x++;
if(sub1x>128){
sub1pos = 1;
sub1x = 128 + 8;
sub1disp = 1;
}
}else{
sub1x--;
if(sub1x<-8){
sub1pos = 0;
sub1x = 0 - 8;
sub1disp = 1;
}
}
if(sub2pos==0){
sub2x++;
if(sub2x>128){
sub2pos = 1; 
sub2x = 128 + 22;
sub2disp = 1;
}
}else{
sub2x--;
if(sub2x<-8){
sub2pos = 0; 
sub2x = 0 - 22;
sub2disp = 1;
}
}
if(jet1pos==0){
jet1x++;
if(jet1x>128){
jet1pos = 1;
jet1x = 128 + 22;
jet1disp = 1;
}
}else{
jet1x--;
if(jet1x<-8){
jet1pos = 0;
jet1x = 0 - 22;
jet1disp = 1;
}
}
if(jet2pos==0){
jet2x++;
if(jet2x>128){
jet2pos = 1;
jet2x = 128 + 8;
jet2disp = 1;
}
}else{
jet2x--;
if(jet2x<-8){
jet2pos = 0;
jet2x = 0 - 8;
jet2disp = 1;
}
}
//colision projectile/avion................................
if((ballx>=jet1x) && (ballx<(jet1x+16)) && (bally>=jet1y) && (bally<(jet1y+6))){
jet1disp=0;
score++;
ballx=200;
bally=200;
}
if((ballx>=jet2x) && (ballx<(jet2x+16)) && (bally>=jet2y) && (bally<(jet2y+6))){
jet2disp=0;
score++;
ballx=200;
bally=200;
}

if((jet1x==posx) && (ball1x==200) && (jet1disp==1)){ball1x=jet1x+8;ball1y=jet1y+4;}
if((jet2x==posx) && (ball2x==200) && (jet2disp==1)){ball2x=jet2x+8;ball2y=jet2y+4;}
if((sub1x==posx) && (ball3x==200) && (sub1disp==1)){ball3x=sub1x+8;ball3y=sub1y+4;}
if((sub2x==posx) && (ball4x==200) && (sub2disp==1)){ball4x=sub2x+8;ball4y=sub2y+4;}

ball1y++;
ball2y++;
ball3y--;
ball4y--;

if(ball1y>64){ball1x=200;}
if(ball2y>64){ball2x=200;}
if(ball3y<0){ball3x=200;}
if(ball4y<0){ball4x=200;}

if((ball1x>=posx) && (ball1x<(posx+16)) && (ball1y>=28) && (ball1y<(28+6))){
boucle=1;
}
if((ball2x>=posx) && (ball2x<(posx+16)) && (ball2y>=28) && (ball2y<(28+6))){
boucle=1;
}
if((ball3x>=posx) && (ball3x<(posx+16)) && (ball3y>=28) && (ball3y<(28+6))){
boucle=1;
}
if((ball4x>=posx) && (ball4x<(posx+16)) && (ball4y>=28) && (ball4y<(28+6))){
boucle=1;
}

//.........................................................
//colision projectile/sousmarin............................
if((dropx>=sub1x) && (dropx<(sub1x+16)) && (dropy>=sub1y) && (dropy<(sub1y+6))){
sub1disp=0;
score++;
dropx=200;
dropy=200;
}
if((dropx>=sub2x) && (dropx<(sub2x+16)) && (dropy>=sub2y) && (dropy<(sub2y+6))){
sub2disp=0;
score++;
dropx=200;
dropy=200;
}
//.........................................................
//---------------------------------------------------------

//mouvement du bateau--------------------------------------
if(thetouche(9,1)==1){
posx--;
cote = 1;
}
if(thetouche(9,4)==1){
posx++;
cote = 0;
}
if(thetouche(7,4)==1){
boucle=1;
}
//---------------------------------------------------------

//mouvement du projectile mer/air--------------------------
if(coteball==0) ballx++;
if(coteball==1) ballx--;
bally--;
if( (thetouche(1,5)==1) && (ballx>128) ){
ballx = posx+8;
bally = 28;
if(cote==0) coteball=0;
if(cote==1) coteball=1;
}
if(bally<0){
coteball=0;
ballx=200;
}
if(bally>64){
coteball=0;
ballx=200;
}
//---------------------------------------------------------

//mouvement du projectile mer/abysse-----------------------
dropy++;
if( (thetouche(1,4)==1) && (dropy>64) ){
dropy = 33;
dropx = posx+8;
}
if(dropy>64) dropx = 200;
//affichage
setPix(dropx, dropy, 0, 1);
setPix(dropx+1, dropy, 0, 1);
setPix(dropx, dropy+1, 0, 1);
setPix(dropx+1, dropy+1, 0, 1);
//---------------------------------------------------------

//réglage de la vitesse------------------------------------
if(thetouche(2,4)==1) vitesse--;
if(thetouche(2,5)==1) vitesse++;
if(vitesse<1) vitesse=1;
if(vitesse>50) vitesse=50;
//---------------------------------------------------------

wait(vitesse);
}

return(score);
}
//xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

int main(void){

int score = 0;

gxSetMode(1);

gxClearBuff();//efface le buffer video

gxSpr_M_C (0,0,splashscreen);//dessin "direct" d'un sprite : splashscreen

gxRefresh();//raffraichi l'ecrent avec le buffer video

getch();                      // attend la pression de n’importe quelle touche

clrscr();                     // efface l’ecran

score = game();
gotoxy(1,2);
printf("Score:");
gotoxy(1,3);
printf("%d", score);

wait(200);

getch();                      // attend la pression de n’importe quelle touche

return(0) ;}                  // quitte le programme, retour au menu de la calculatrice

fichier des sprites :
http://dl.free.fr/coblu7K8g/SHPBATTL.csp
quelqu'un peut m'aider ?

Dernière modification par phcorp (01 Jul 2007 09:33:10)


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#23 01 Jul 2007 14:02:54

Vic
Membre
Date d'inscription: 12 Apr 2006
Messages: 109
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Re: Mon nouveau prog g100 : Ship Battle ( en cours )

Il faut indiquer dans spritemaker de générer du code pour GxLib (option/je sait plus quoi…)

Je vois aucun pointeur, fonx game() toujours aussi compliquée, les accolades, les indentations… Tu n’as pas étudié les notions fondamentales que je t’ai indiqué.
Si tu ne tiens pas compte des remarques ça ne sert a rien qu’on te donnes des conseils !

Les unités, les obus sont des données. La méthode de gestion de donnée la plus adaptée à ton jeu est la liste doublement chaînée, alors commence par faire les fonx  y correspondant (ajouter, supprimer, unité suivante, unité précédente). Après, seulement, tu pourra faire le moteur de ton jeux, et en suite le « visuel ».

sub2x = 0 - 22;

Utilise des #define dans le .h, dans le .c on mets pas de nombres isolé comme ça.

En fin bref, relis les postes précédents, oublies ce code et RECOMMENCE DE PUIS LE DEBUT !

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#24 01 Jul 2007 14:13:41

phcorp
Membre
Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

Je vois aucun pointeur, fonx game() toujours aussi compliquée, les accolades, les indentations… Tu n’as pas étudié les notions fondamentales que je t’ai indiqué.
Si tu ne tiens pas compte des remarques ça ne sert a rien qu’on te donnes des conseils !

holà l'ami, j'avance petit à petit et je veux d'abord bien maîtriser gxlib

En fin bref, relis les postes précédents, oublies ce code et RECOMMENCE DE PUIS LE DEBUT

je suis en train mais ça prend un certain temps;
quand j'aurais fini, tu seras le premier averti wink

ps: au fait c'est bon maintenant ça marche, merci smile

Dernière modification par phcorp (01 Jul 2007 14:18:32)


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#25 03 Jul 2007 17:12:47

phcorp
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Lieu: Yvelines(78), France
Date d'inscription: 25 Nov 2004
Messages: 69
Site web

Re: Mon nouveau prog g100 : Ship Battle ( en cours )

voilà je laisse mes sources dans le premier message, je les mettrais à jour tous les jours, vous pourrez ainsi suivre les avancements du programme

problême d'affichage du splashscreen au démarrage sad je ne vois absolument pas pourquoi !

Dernière modification par phcorp (03 Jul 2007 19:53:40)


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