Ajout de Task projectil
Remplissage de la liste des missiles et test si les missiles touches. Remplissage de la queue_N pour tuer le joueur. Ajout d'une animation en cas de collision ?
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8 changed files with 51372 additions and 51205 deletions
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@ -1,4 +1,4 @@
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635E684B79701B039C64EA45C3F84D30=CA3D7F5B74D23BB249A63D9AEFB759CA
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8DF89ED150041C4CBC7CB9A9CAA90856=97BE6964F306799AFB7A9F5FF625EF7F
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DC22A860405A8BF2F2C095E5B6529F12=97BE6964F306799AFB7A9F5FF625EF7F
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8DF89ED150041C4CBC7CB9A9CAA90856=786F7A4E7FD721DD7DA504061EFBB9FE
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DC22A860405A8BF2F2C095E5B6529F12=27012316FF7CB74C53C654C2433BBA42
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eclipse.preferences.version=1
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@ -1677,9 +1677,25 @@ void f_projectile(void const * argument)
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const TickType_t xPeriodeTache = 10;
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/* Infinite loop */
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struct Missile liste_missile[50];
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struct Missile missile;
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uint8_t indice = 0;
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for (;;)
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{
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xQueueReceive(Queue_NHandle, &missile, 0);
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liste_missile[indice++] = missile;
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for (int i=0;i<= indice;i++)
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{
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liste_missile[i].x = liste_missile[i].dx + liste_missile[i].x;
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liste_missile[i].y = liste_missile[i].dy + liste_missile[i].y;
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if ((liste_missile[i].x == joueur.x)&&(liste_missile[i].y == joueur.y))
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{
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xQueueSend(Queue_JHandle, &liste_missile+indice,0);
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// TODO Une petite animation d'explosion ?
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}
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}
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vTaskDelayUntil(&xLastWakeTime, xPeriodeTache);
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}
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/* USER CODE END f_projectile */
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@ -25,6 +25,6 @@ main.c:1543:5:envoie_score 16 static
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main.c:1559:6:f_GameMaster 24 static
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main.c:1587:6:f_Joueur_1 80 static
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main.c:1653:6:f_block_enemie 24 static
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main.c:1673:6:f_projectile 528 static
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main.c:1696:6:HAL_TIM_PeriodElapsedCallback 16 static
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main.c:1713:6:Error_Handler 4 static,ignoring_inline_asm
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main.c:1673:6:f_projectile 544 static
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main.c:1712:6:HAL_TIM_PeriodElapsedCallback 16 static
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main.c:1729:6:Error_Handler 4 static,ignoring_inline_asm
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