15 Commits

Author SHA1 Message Date
M1n-0
15b585df02 testfile 2026-03-31 13:29:29 +02:00
M1n-0
f6347feff1 testfile 2026-03-31 13:29:29 +02:00
GreyRav
c7f0e747b1 fix : change port 2026-03-31 13:29:29 +02:00
GreyRav
1d28a75529 fix : html + css display 2026-03-31 13:29:29 +02:00
Sysy's
ecbf7a5b34 Add hero page HTML and responsive CSS
Add a new landing view and stylesheet for MirrorGame. Creates web/templates/view/index.html (hero layout with image, play button, and left/right ad banner iframes) and web/assets/css/index.css (CSS variables, Inter font import, hero layout, responsive breakpoints, and .hero-play-button styles). Provides responsive behavior and positioning for ads and hero components.
2026-03-31 13:29:29 +02:00
GreyRav
46660bd921 fix : path to index.html 2026-03-31 13:29:29 +02:00
ee415c3d8b add check command and user object in user.rs file 2026-03-31 11:40:03 +02:00
e77fb7cb1e Merge branch 'main' of https://git.ninolbt.com/Nono/Projet_48h 2026-03-31 09:22:55 +02:00
4c1a439319 update and add insert command in user.rs file 2026-03-31 09:22:43 +02:00
999d27936a Update README 2026-03-31 09:19:26 +02:00
b509c9f4c3 sql rust interaction file update 2026-03-30 17:01:50 +02:00
26cdc99701 add sql rust interaction file 2026-03-30 15:48:14 +02:00
554d44cebb Merge branch 'backend-axum' of https://git.ninolbt.com/Nono/Projet_48h 2026-03-30 12:14:20 +02:00
GreyRav
3ad5811566 add : all folder + files for backend project 2026-03-30 11:42:42 +02:00
GreyRav
a8a0f54cb7 add : gitignore for target forlder 2026-03-30 11:27:04 +02:00
2 changed files with 89 additions and 13 deletions

View File

@@ -1,19 +1,31 @@
Règles : Règles :
Un rayon laser constant
Un ou plusieurs laser - Un rayon laser constant
Laser non movibles, on/off
Mirroirs orientables - Un ou plusieurs laser
Prisme (dédouble le laser ou le renvoi selon l'angle)
Vitre colorée fixe ou placable par le joueur (r,j,b) - Laser non movibles, peut-être allumé/éteins
Bouton allumable par clique souris (interaction porte, mirroir, etc)
Bouton allumable par laser spécifique (interaction porte, mirroir, etc) - Mirroirs orientables
- Prisme (dédouble le laser ou le renvoi selon l'angle)
- Vitre colorée fixe ou placable par le joueur (r,j,b)
- Bouton allumable par clique souris (interaction porte, mirroir, etc)
- Bouton allumable par laser spécifique (interaction porte, mirroir, etc)
Rayon : Rayon :
Blanc -> rebondis seulement sur les mirroirs et s'arrête contre les murs
Rouge -> Allumage boutons - Blanc -> Rebondis seulement sur les mirroirs et s'arrête contre les murs
Bleu -> Rebondis sur toutes les surfaces
Jaune -> Traverse tout (mirroir compris) - Rouge -> Allumage des récepteurs
- Bleu -> Rebondis sur toutes les surfaces (murs compris)
- Jaune -> Traverse tout (mirroir compris)
Systeme de placement d'objet par grille Systeme de placement d'objet par grille

64
backend/user.rs Normal file
View File

@@ -0,0 +1,64 @@
use sqlite::Connection;
use sqlite::State;
pub struct User {
name: String,
level: u32,
password: String,
}
impl User {
pub fn open(name: String, level: u32, password: String) -> User {
User {name, level, password}
}
}
pub struct DataBase {
connection: Connection,
}
impl DataBase {
pub fn open(name: String) -> DataBase {
let connection = sqlite::open(name + ".db").unwrap();
DataBase { connection }
}
fn execute(&self, arg: String){
match self.connection.execute(arg){
_ => (),
Err(e) => panic!("Error : {}",e),
}
}
pub fn create_table(&self, table: &str, var: &str){
self.execute("CREATE TABLE ".to_owned() + &table.to_string() + "(" + &var.to_string() + ");");
}
pub fn add_column(&self, table: &str, arg: &str){
self.execute("ALTER TABLE ".to_owned() + &table.to_string() + " ADD " + &arg.to_string() + ";");
}
pub fn insert(&self, table: &str, arg: &str){
self.execute("INSERT INTO ".to_owned() + &table.to_string() + " VALUES (" + &arg.to_string() + ")" + ";");
}
pub fn check(&self, table: &str, arg: &str) -> bool {
let mut end = false;
self.connection.iterate("Select name FROM ".to_owned() + &table.to_string() + " WHERE name = " + &arg.to_string(), |pairs| {
for &(name, value) in pairs.iter() {
println!("{} = {}", name, value.unwrap());
if name == "name" {
println!("True");
end = true;
}
}
return end;
});
return end;
}
pub fn update(&self, table: &str, arg: &str, where_is: &str, arg2: &str){
self.execute("UPDATE ".to_owned() + &table.to_string() + " SET " + &arg.to_string() + " WHERE " + &where_is.to_string() + " = " + &arg2.to_string());
}
}