/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* utils_2.c :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: lfirmin +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2024/11/13 12:34:24 by lfirmin #+# #+# */ /* Updated: 2024/11/13 12:34:24 by lfirmin ### ########.fr */ /* */ /* ************************************************************************** */ #include "../include/so_long.h" int close_game(t_game *game) { if (!game) return (0); if (game->img_floor) mlx_destroy_image(game->mlx, game->img_floor); if (game->img_wall) mlx_destroy_image(game->mlx, game->img_wall); if (game->img_player) mlx_destroy_image(game->mlx, game->img_player); if (game->img_collect) mlx_destroy_image(game->mlx, game->img_collect); if (game->img_exit) mlx_destroy_image(game->mlx, game->img_exit); if (game->win) mlx_destroy_window(game->mlx, game->win); if (game->mlx) { mlx_destroy_display(game->mlx); free(game->mlx); } clean_data(game->data); free(game); return (exit(0), 0); } void update_player_position(t_game *game, int x, int y) { int old_x; int old_y; old_x = game->player_x; old_y = game->player_y; game->map[old_y][old_x] = '0'; if (old_x == game->exit_x && old_y == game->exit_y) game->map[old_y][old_x] = 'E'; draw_tile(game, game->map[old_y][old_x], old_x, old_y); game->map[y][x] = 'P'; draw_tile(game, 'P', x, y); game->player_x = x; game->player_y = y; game->moves++; printf("Moves: %d\n", game->moves); } void move_player(t_game *game, int new_x, int new_y) { char current_pos; current_pos = game->map[new_y][new_x]; if (current_pos == 'E' && game->collectibles == 0) { ft_printf_fd(1, "Congratulations! You won in %d moves!\n", \ game->moves + 1); close_game(game); } if (current_pos == 'C') { game->collectibles--; if (game->collectibles == 0) draw_tile(game, 'E', game->exit_x, game->exit_y); } update_player_position(game, new_x, new_y); } int is_valid_move(t_game *game, int x, int y) { if (x < 0 || x >= game->map_width || y < 0 || y >= game->map_height) return (0); if (game->map[y][x] == '1') return (0); if (game->map[y][x] == 'E') { if (game->collectibles == 0) return (1); return (1); } return (1); }