pvjc20/final
2020-05-21 19:06:40 +03:00
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commands.c first 2020-05-21 19:06:40 +03:00
commands.h first 2020-05-21 19:06:40 +03:00
game.c first 2020-05-21 19:06:40 +03:00
game.h first 2020-05-21 19:06:40 +03:00
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main.c first 2020-05-21 19:06:40 +03:00
Makefile first 2020-05-21 19:06:40 +03:00
README.md first 2020-05-21 19:06:40 +03:00

World Game Library

Learn asycnronous C programming by a game.

Installation and Running

Make sure, that ncurses is installed.

Clone this repository.

Compile:

make

Run:

./game

Make your own game

The game happens in a rectangular world of colorful characters. Your goal as a programmer is to modify the world according to the pressed keys and the internal game state. The library implements the game loop and draws the world to screen.

Your game consists of two functions:

  • void* init_game(struct world* g) is called in the beginning. Here you can initialize the internal state of the game. The function should return a pointer to an instance of the initial game state game.
  • int world_event(struct world* world,void* game) is called by the game loop in periodic interval or when a key was pressed. Non-zero return value or Ctrl+C key interrupts the game loop.

The world variable represents state of two-dimensional grid of characters on the screen. The screen matrix looks like this:

   origin
   [0,0]     width
  +--------------------+
h |                    |
e |                    |
i |                    |
g |                    |
h |                    |
t |                    |
  +--------------------+

The world has the following parameters:

  • int height: y-dimension of the grid.
  • int width: x-dimension of the grid.
  • int interval: maximum time between steps in milliseconds.

The World Event Function

The int world_event(struct world* world,void* game) function should:

  1. Read the game state (from the void* game) pointer.
  2. Examine the pressed key. If the key variable is non-zero, a key was pressed. According to the pressed key, modify the game state game.
  3. Draw the game state. In the beginning of the step function the screen is empty.
  4. Returning non-zero value ends the game loop.