1

Salut, j'ai dans mon programme une boucle while qui s'effectue tant qu'une variable (nommée bool_enter) ne vaut pas 1.

Dans cette boucle je fais un ngetchx que je test. Si on appuie sur esc ou enter, la variable bool_enter est mise à 1, puis la boucle continue et revient au début.
Donc là, logiquement, la boucle ne devrait pas être exécutée puisque la variable testée vaut bien 1.
Mais la boucle est toujours faite une fois (là si je réappuie sur entrer ou esc, la boucle est stoppée).

Donc je voudrais savoir pourquoi la boucle continue d'être exécutée une fois de trop.

Je mets mes codes sources pour que vous puissiez voir (elle ne marche pas la balise hide? là ça fait gonfler la page, désolé...):

Le fichier main:
// C Source File - Main
// Created 28/10/2009; 11:37:49

#include <tigcclib.h>

#include "pics.h"

#define FULLSCREEN (&(SCR_RECT){{0,0,159,99}})

short menu_principal(short selection);


// Main Function
void _main(void)
{

LCD_BUFFER sauvegarde_ecran;
LCD_save(sauvegarde_ecran);

clrscr();

BitmapPut(0, 0, &bitmap, FULLSCREEN, A_NORMAL);

DrawStr (50, 65, "Version 0.1", A_NORMAL);
DrawStr (20, 80, "appuyez sur une touche", A_NORMAL);
ngetchx();
clrscr();
menu_principal(0);
printf("%d", menu_principal(0));
ngetchx();

LCD_restore(sauvegarde_ecran);
}

//Main menu fonction
short menu_principal(short selection)
{

char select_actuel = 1;
char bool_enter = 0;
short action = 0;
short select_x = 15, select_y = 25, select_x2 = 135;

clrscr();
BitmapPut(25, 9, &crate, FULLSCREEN, A_NORMAL);
DrawStr (40, 10, "MENU PRINCIPAL", A_NORMAL);
BitmapPut(130, 9, &crate, FULLSCREEN, A_NORMAL);
DrawStr (35, 25, "Nouvelle partie", A_NORMAL);
DrawStr (50, 40, "Continuer", A_NORMAL);
DrawStr (55, 55, "Credits", A_NORMAL);
DrawStr (55, 70, "Quitter", A_NORMAL);
BitmapPut(select_x, select_y, &player, FULLSCREEN, A_NORMAL); //drawing the first stickmans
BitmapPut(select_x2, select_y, &player, FULLSCREEN, A_NORMAL);

while (bool_enter != 1)
{
action = ngetchx();
if (action == 337)
select_actuel--;
if (action == 340)
select_actuel++;
if (action == 264 || action == 13)
bool_enter = 1;


DrawStr (select_x, select_y, " ", A_REPLACE); //Clearing the stickmans
DrawStr (select_x2, select_y, " ", A_REPLACE);

switch (select_actuel)
{
case 1:
select_x = 15;
select_y = 25;
select_x2 = 135;
selection = 1;
break;
case 2:
select_x = 30;
select_y = 40;
select_x2 = 120;
selection = 2;
break;
case 3:
select_x = 35;
select_y = 55;
select_x2 = 110;
selection = 3;
break;
case 4:
select_x = 35;
select_y = 70;
select_x2 = 110;
selection = 4;
default:
break;
}
BitmapPut(select_x, select_y, &player, FULLSCREEN, A_NORMAL); //drawing the stickmans
BitmapPut(select_x2, select_y, &player, FULLSCREEN, A_NORMAL);
}
clrscr();
return selection;
}


Le fichier des images:
// Header File - Pics & Sprites
// Created 01/11/2009; 17:56:09

//Player sprite

static BITMAP player = {
8,8,
{ 0x18,
0x3C,
0x3C,
0x18,
0x7E,
0x18,
0x24,
0x24
}};

//Brick sprite

static BITMAP brick = {
8,8,
{ 0x22,
0xFF,
0x88,
0xFF,
0x22,
0xFF,
0x88,
0xFF
}};


//Crate sprite

static BITMAP crate =
{
8,8,
{ 0xFF,
0xC3,
0xA5,
0x99,
0x99,
0xA5,
0xC3,
0xFF
}};



//Title screen picture

static BITMAP bitmap =
{
100,160,
{
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} };


Voilà merci smile
Programmeur sur TI82, et bientôt sur 89!

2

Je ne suis pas sûr d'avoir compris, quelle est cette fois de trop dont tu parles ?
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3

mets le ngetchx() et les ifs correspondants en fin de boucle while.

Comme ça, lorsqu'on appuiera sur une touche, on sera donc en fin de boucle, et le programme pourra retourner au début de la boucle et tout de suite après, vérifier la condition sans qu'il ne se passe rien entre-temps.

ps : la façon dont tu changes la variable "select_y" est un peu horrible :

select_y = select_y * 15 +10;

hors des switches est un poil meilleur

4

Ouais pareil je vois pas trop...

Tu as vérifié que ta boucle fonctionnait bien et que les variables avaient bien la bonne valeur au bon moment ? (En affichant à l'écran par exemple...)
Car si t'as un problème le seul truc que je vois c ngetchx...

Sinon oué la balise hide ne marche plus (ça fait super longtemps d'ailleurs, étrange qu'elle traine encore ici...), mais tu peux utiliser [box][pre] [/pre][/box] pour le code, ou même [source].
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Le scénario de notre univers a été rédigée par un bataillon de singes savants. Tout s'explique enfin.
T'as un problème ? Tu veux un bonbon ?
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5

C'est dans la fonction menu_principal.

Après l'affichage des éléments du menus (de bêtes strings: nouvelle partie, continuer, credits, quitter...), je fais une boucle while:

//debut de la fonction
...

while (bool_enter != 1)
{
action = ngetchx();
if (action == 337)
select_actuel--;
if (action == 340)
select_actuel++;
if (action == 264 || action == 13)
bool_enter = 1;
//je teste ici la valeur de la touche appuyée, si on appuie sur entrée ou escape, le booléen passe à 1
//mais après la boucle se répète encore une fois, alors que bool_enter vaut maintenant 1



DrawStr (select_x, select_y, " ", A_REPLACE); //Clearing the stickmans
DrawStr (select_x2, select_y, " ", A_REPLACE);

switch (select_actuel)
{
case 1:
select_x = 15;
select_y = 25;
select_x2 = 135;
selection = 1;
break;
case 2:
select_x = 30;
select_y = 40;
select_x2 = 120;
selection = 2;
break;
case 3:
select_x = 35;
select_y = 55;
select_x2 = 110;
selection = 3;
break;
case 4:
select_x = 35;
select_y = 70;
select_x2 = 110;
selection = 4;
default:
break;
}
BitmapPut(select_x, select_y, &player, FULLSCREEN, A_NORMAL); //drawing the stickmans
BitmapPut(select_x2, select_y, &player, FULLSCREEN, A_NORMAL);
}
clrscr();
return selection; }


Edit: @ Yoshi_noir: oui j'y avais pensé aussi, je comptais essayer.
Ok pour la variable select_y.

MErci de vos réponses.
Programmeur sur TI82, et bientôt sur 89!

6

Sinon, tu utilises 337, 340 etc pour les codes de touches. Visiblement, ça ne fonctionnera bien que sur 89/89ti. Utilises KEY_LEFT/KEY_RIGHT etc... si tu veux que ça fonctionne aussi sur 92+/v200

7

En parlant de ça, il doit surement exister une liste des touches et de leurs valeurs non? Je n'arrive pas à en trouver.

Programmeur sur TI82, et bientôt sur 89!

8

Il y a l'enum CommonKeys de kbd.h, et les KEY_* de compat.h.
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Membre de la TI-Chess Team.
Co-mainteneur de GCC4TI (documentation en ligne de GCC4TI), TIEmu et TILP.
Co-admin de TI-Planet.

9

C'est comme ça qu'on fait des hide ici.
hide
// C Source File - Main
// Created 28/10/2009; 11:37:49

#include <tigcclib.h>

#include "pics.h"

#define FULLSCREEN (&(SCR_RECT){{0,0,159,99}})

short menu_principal(short selection);


// Main Function
void _main(void)
{

LCD_BUFFER sauvegarde_ecran;
LCD_save(sauvegarde_ecran);

clrscr();

BitmapPut(0, 0, &bitmap, FULLSCREEN, A_NORMAL);

DrawStr (50, 65, "Version 0.1", A_NORMAL);
DrawStr (20, 80, "appuyez sur une touche", A_NORMAL);
ngetchx();
clrscr();
menu_principal(0);
printf("%d", menu_principal(0));
ngetchx();

LCD_restore(sauvegarde_ecran);
}

//Main menu fonction
short menu_principal(short selection)
{

char select_actuel = 1;
char bool_enter = 0;
short action = 0;
short select_x = 15, select_y = 25, select_x2 = 135;

clrscr();
BitmapPut(25, 9, &crate, FULLSCREEN, A_NORMAL);
DrawStr (40, 10, "MENU PRINCIPAL", A_NORMAL);
BitmapPut(130, 9, &crate, FULLSCREEN, A_NORMAL);
DrawStr (35, 25, "Nouvelle partie", A_NORMAL);
DrawStr (50, 40, "Continuer", A_NORMAL);
DrawStr (55, 55, "Credits", A_NORMAL);
DrawStr (55, 70, "Quitter", A_NORMAL);
BitmapPut(select_x, select_y, &player, FULLSCREEN, A_NORMAL); //drawing the first stickmans
BitmapPut(select_x2, select_y, &player, FULLSCREEN, A_NORMAL);

while (bool_enter != 1)
{
action = ngetchx();
if (action == 337)
select_actuel--;
if (action == 340)
select_actuel++;
if (action == 264 || action == 13)
bool_enter = 1;


DrawStr (select_x, select_y, " ", A_REPLACE); //Clearing the stickmans
DrawStr (select_x2, select_y, " ", A_REPLACE);

switch (select_actuel)
{
case 1:
select_x = 15;
select_y = 25;
select_x2 = 135;
selection = 1;
break;
case 2:
select_x = 30;
select_y = 40;
select_x2 = 120;
selection = 2;
break;
case 3:
select_x = 35;
select_y = 55;
select_x2 = 110;
selection = 3;
break;
case 4:
select_x = 35;
select_y = 70;
select_x2 = 110;
selection = 4;
default:
break;
}
BitmapPut(select_x, select_y, &player, FULLSCREEN, A_NORMAL); //drawing the stickmans
BitmapPut(select_x2, select_y, &player, FULLSCREEN, A_NORMAL);
}
clrscr();
return selection;
}


Le fichier des images:
// Header File - Pics & Sprites
// Created 01/11/2009; 17:56:09

//Player sprite

static BITMAP player = {
8,8,
{ 0x18,
0x3C,
0x3C,
0x18,
0x7E,
0x18,
0x24,
0x24
}};

//Brick sprite

static BITMAP brick = {
8,8,
{ 0x22,
0xFF,
0x88,
0xFF,
0x22,
0xFF,
0x88,
0xFF
}};


//Crate sprite

static BITMAP crate =
{
8,8,
{ 0xFF,
0xC3,
0xA5,
0x99,
0x99,
0xA5,
0xC3,
0xFF
}};



//Title screen picture

static BITMAP bitmap =
{
100,160,
{
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} };

10

tant qu'on y est, 2eme astuce : coller des énormes tableaux de sprites ça n'apporte pas des informations très utiles, donc autant en faire l'économie et préserver la mise en page ^^
avatar
All right. Keep doing whatever it is you think you're doing.
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Besoin d'aide sur le site ? Essayez par ici :)

11

Zephyr (./10) :
tant qu'on y est, 2eme astuce : coller des énormes tableaux de sprites ça n'apporte pas des informations très utiles, donc autant en faire l'économie et préserver la mise en page ^^


C'était au cas ou vous vouliez compiler pour voir wink
Programmeur sur TI82, et bientôt sur 89!