Update 'a3/game.c'

This commit is contained in:
Anzhelika Nikolaieva 2023-04-23 11:34:22 +00:00
parent a98793204c
commit 15bb936c15

170
a3/game.c
View File

@ -3,119 +3,65 @@
#include <string.h>
#include "world.h"
#include "game.h"
#include <stdio.h>
#include <time.h>
void* init_game(struct game *game){
// Allocate memory for the state
struct game* st = calloc(1,(sizeof(struct game)));
// Initialize state
st->mousex = 5;
st->mousey = 5;
st->catx = 0;
st->caty = 0;
st->catx_position = 15;
st->caty_position = 15;
// Store pointer to the state to the world variable
return st;
#define EMPTY 0
#define CAT 1
#define MOUSE 2
struct game* create_world(int width, int height, int mouse_count) {
srand(time(NULL));
struct game* game = malloc(sizeof(struct game));
game->catx = rand() % width;
game->caty = rand() % height;
for (int i = 0; i < MOUSE_COUNT; i++) {
game->mousex[i] = rand() % width;
game->mousey[i] = rand() % height;
game->mouse_state[i] = 0;
}
return game;
}
// Step is called in a loop once in interval.
// It should modify the state and draw it.
int game_event(struct event* event,void* game){
// Get state pointer
struct game* state = game;
char msg[200];
sprintf(msg,"%d",event->type);
set_message(msg,10,0);
if ( event->type == EVENT_ESC){
// Non zero means finish the loop and stop the game.
return 1;
}
// Read game variable and update the eventstate
void update_game(struct game *game, int key){
// Move the cat based on the pressed key
switch(key) {
case 'w':
game->caty -= 1;
break;
case 's':
game->caty += 1;
break;
case 'a':
game->catx -= 1;
break;
case 'd':
game->catx += 1;
break;
}
// Is mouse caught ?
if ((state->caty_position == state->mousey) && (state->catx_position == state->mousex)){
clear_screen();
set_message("HAM",12,13);
return 0;
}
else if(event->type == EVENT_TIMEOUT) {
// Move cat
//state->catx_position += state->catx;
//state->caty_position += state->caty;
int cx = state->catx_position + state->catx;
int cy = state->caty_position + state->caty;
if (cx < 0 || cy < 0 || cx > event->width || cy > event->height){
}
else {
state->catx_position = cx;
state->caty_position = cy;
}
//state->catx_position += state->catx;
//state->caty_position += state->caty;
//state->caty_position += state->caty;
// random mouse movement
int m = rand() % 6;
if (m == 0){
state->mousey -= 1;
}
else if (m == 1){
state->mousey += 1;
}
else if (m == 2){
state->mousex -= 1;
}
else if (m == 3){
state->mousex += 1;
}
// Je myska mimo plochy
}
else if (event->type == EVENT_KEY){
// Move cat according to keyboard
if ( event->key == KEY_UP){
state->catx = 0;
state->caty = -1;
}
else if ( event->key == KEY_DOWN){
state->catx = 0;
state->caty = 1;
}
else if ( event->key == KEY_LEFT){
state->catx = -1;
state->caty = 0;
}
else if ( event->key == KEY_RIGHT){
state->catx = +1;
state->caty = 0;
}
}
// Draw world state
//
// Draw cat
clear_screen();
set_color_cell('c',state->catx_position,state->caty_position,COLOR_YELLOW,COLOR_RED);
set_color_cell('-',state->catx_position-1,state->caty_position,COLOR_YELLOW,COLOR_GREEN);
//set_cell('c',state->catx_position,state->caty_position);
// Draw mouse
set_cell('m',state->mousex,state->mousey);
set_message( state->message,1,0);
return 0;
void destroy_world(struct game* game) {
free(game);
}
void move_cat(struct game* game, char direction) {
if (direction == 'w' && game->caty > 0) {
game->caty -= 1;
} else if (direction == 's' && game->caty < 9) {
game->caty += 1;
} else if (direction == 'a' && game->catx > 0) {
game->catx -= 1;
} else if (direction == 'd' && game->catx < 9) {
game->catx += 1;
}
}
void move_mouse(struct game* game, int mouse_index) {
if (game->mouse_state[mouse_index] == 0) {
int m = rand() % 4;
if (m == 0 && game->mousey[mouse_index] > 0) {
game->mousey[mouse_index] -= 1;
} else if (m == 1 && game->mousey[mouse_index] < 9) {
game->mousey[mouse_index] += 1;
} else if (m == 2 && game->mousex[mouse_index] > 0) {
game->mousex[mouse_index] -= 1;
} else if (m == 3 && game->mousex[mouse_index] < 9) {
game->mousex[mouse_index] += 1;
}
}
}
int get_living_mouse_count(struct game* game) {
int living_count = 0;
for (int i = 0; i < MOUSE_COUNT; i++) {
if (game->mousex[i] >= 0 && game->mouse_state[i] == 0) {
living_count++;
}
}
return living_count;
}