# Documentation de la bibliothèque MLV-0.6.716

- Presentation
- Téléchargement
- Installation
- Compilation
- Exemples
- API
- Liste des fonctions
- bogues
- contacts

# advanced/09_animation.c

A ECRIRE

    #include <MLV/MLV_all.h>
    #include <stdio.h>
    #include <stdlib.h>

    //
    // Attention !
    // Pour pouvoir compiler ce programme sous windows et sous macintosh,
    // il faut, pour la déclaration du main, respecter strictement la syntaxe
    // suivante :
    //
    int main( int argc, char *argv[] ){
            int width = 640, height = 480;

            MLV_init_audio();
            MLV_create_window( "advanced - 9 animation", "animation", width, height );

            // On charge les données multimédias en mémoire
            const char* file_path_of_creature = "creature.png";
            MLV_Image* creature = MLV_load_image( file_path_of_creature );
            if( ! creature ){
                    fprintf(
                            stderr, "It was impossible to load the file %s.\n",
                            file_path_of_creature
                    );
                    exit(1);
            }
            const char* file_path_of_sound = "walk.ogg";
            MLV_Sound* sound = MLV_load_sound( file_path_of_sound );
            if( ! sound ){
                    fprintf(
                            stderr, "It was impossible to load the file %s.\n",
                            file_path_of_sound
                    );
                    exit(1);
            }

            // On construit une animation avec les donnée multimédias
            // précédement chargées.
            MLV_Animation* animation;
            int nb_frames = 6;
            int nb_layers = 1;
            int nb_channels = 1;
            int w = 79, h = 79;

            MLV_Image* images[4];
            images[0] = MLV_copy_partial_image( creature, 0, 0, w, h );
            images[1] = MLV_copy_partial_image( creature, 1*(w+1), 0, w, h );
            images[2] = MLV_copy_partial_image( creature, 2*(w+1), 0, w, h );
            images[3] = MLV_copy_partial_image( creature, 3*(w+1), 0, w, h );

            animation       = MLV_create_animation(
                    nb_frames, nb_layers, nb_channels
            );

            int layer = 0;
            MLV_add_frame_in_animation(
                    images+0, &sound, 4, animation
            );
            MLV_add_frame_in_animation(
                    images+1, NULL, 4, animation
            );
            MLV_add_frame_in_animation(
                    images+2, &sound, 4, animation
            );
            MLV_add_frame_in_animation(
                    images+3, NULL, 4, animation
            );

            // Création d'un lecteur d'animation
            MLV_Animation_player* animation_player = MLV_create_animation_player( animation );

            // On lance la lecture de l'animation
            MLV_play_animation_player( animation_player );

            // On active le son
            MLV_turn_on_sound_of_animation_player( animation_player, 0 );
            MLV_change_sound_volume_of_animation_player( animation_player, 0, 0.2 );

            // On fice le nombre d'image par seconde
            MLV_change_frame_rate( 24 );

            int avance = 0;
            int pas = 4;
            MLV_Keyboard_button touche;
            while(
                    MLV_get_event (
                            &touche, NULL, NULL,
                            NULL, NULL,
                            NULL, NULL, NULL,
                            NULL
                    ) == MLV_NONE ||
                    touche != MLV_KEYBOARD_ESCAPE
            ){
                    MLV_update_animation_player( animation_player );

                    MLV_draw_filled_rectangle( 0,0, width, height, MLV_COLOR_BROWN );
                    MLV_draw_filled_rectangle(
                            width/2,0, width/2, height, MLV_COLOR_YELLOW
                    );
                    avance += pas;
                    if( avance > width-w ){
                            MLV_play_revert_animation_player( animation_player );
                            pas = -pas;
                    }
                    if( avance < 0 ){
                            MLV_play_animation_player( animation_player );
                            pas = -pas;
                    }
                    int position_y = 20;
                    MLV_draw_image_from_animation_player( animation_player, layer, avance, position_y );
                    MLV_actualise_window();
                    MLV_play_sound_from_animation_player( animation_player, 0 );
                    MLV_delay_according_to_frame_rate();
            }

            MLV_free_animation_player( animation_player );

            MLV_free_animation( animation );

            MLV_free_image( images[0] );
            MLV_free_image( images[1] );
            MLV_free_image( images[2] );
            MLV_free_image( images[3] );

            MLV_free_image( creature );

            MLV_free_window();
            MLV_free_audio();

            return 0;
    }