Ouais à mon tour de montrer mon code.
Voici comment j'indente mon Python
def on_action_export_triggered(self):
file_name = KFileDialog.getSaveFileName(KUrl(), "*.png", self)
if not file_name.isNull():
file = QFile(file_name)
file.open(QIODevice.WriteOnly)
self.image.save(file, "PNG")
def on_action_color_triggered(self):
color = QColorDialog.getColor(self.pen.color(), self)
if color.isValid():
self.pen.setColor(color)
def on_action_pen_thin_triggered(self):
self.pen.setWidth(1)
def on_action_pen_normal_triggered(self):
self.pen.setWidth(2)
Et voici un bout de code en C pour montrer quand même que je sais personnaliser mon style, mon art :
void Game_play(Game *this, Joypad *joypad, Graphics *graphics)
{
unsigned short current_level = 0;
Hero hero;
Hero_init(&hero, 5);
do
{
Level_init(&(this->memory->level), FileGame_getLevelData(this->file_game, current_level), &(this->memory->level_memory));
Level_play(&(this->memory->level), &hero, graphics, joypad);
if(!hero.character.alive)
hero.nb_lives--, hero.character.alive = true;
else if(!joypad->keys.quit)
current_level++;
}while(!joypad->keys.quit && current_level < this->file_game->nb_level && hero.nb_lives > 0);
}
void Level_play(Level *this, Hero *hero, Graphics *graphics, Joypad *joypad)
{
this->hero = hero;
Hero_initLevel(hero, &(this->hero_start_pos));
// On attend que le joueur soit prêt.
Joypad_waitNoKey(joypad);
unsigned short clignote = 0;
do
{
hero->visible = (clignote <= 3);
clignote = (clignote + 1) & 0x07;
Level_draw(this, graphics);
}while(!Joypad_isKeyPressed(joypad));
hero->visible = true;
// Boucle principale
do
{
Level_update(this, joypad);
Level_draw(this, graphics);
} while(hero->character.alive && !hero->escaped && !joypad->keys.quit);
}
void Level_update(Level *this, Joypad *joypad)
{
// Joypad
Joypad_update(joypad);
// Hero
Hero_update(this->hero, joypad, this);
// Holes
unsigned short i = 0;
while(i < List_count(&(this->holes)))
{
Hole *hole = List_get(&(this->holes), i);
Hole_update(hole, this);
if(hole->state == Hole_FREE)
List_remove(&(this->holes), i); // On vire le trou
else
i++;
}
// Enemies
Iterator it;
Iterator_init(&it, &(this->enemies));
while(Iterator_hasElement(&it))
{
Enemy_update(Iterator_get(&it), this, this->hero);
Iterator_next(&it);
}
}
On se délecte devant ces « & » occasionnels qui ponctuent agréablement mon code.