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This commit is contained in:
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11
du8/Makefile
11
du8/Makefile
@ -1,10 +1,10 @@
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CC=gcc
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CFLAGS = -Wall -Wextra -g
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CFLAGS=-Wall -std=c99
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all: piskorky
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all: game
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piskorky: main.o game.o world.o
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$(CC) $(CFLAGS) -o piskorky main.o game.o world.o -lncurses
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game: main.o game.o world.o
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$(CC) $(CFLAGS) -o game main.o game.o world.o -lncurses
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main.o: main.c game.h world.h
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$(CC) $(CFLAGS) -c main.c
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@ -16,4 +16,5 @@ world.o: world.c world.h
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$(CC) $(CFLAGS) -c world.c
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clean:
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rm -f *.o piskorky
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rm -f *.o game
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@ -1,23 +1,78 @@
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# Piškvorky (Tic-Tac-Toe) – Terminalová hra s knižnicou `world`
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# World Game Library
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## 🕹️ Ako hrať
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- Ovládanie: `WASD` na pohyb, `medzerník` na položenie znaku.
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- Hráči sa striedajú ako X a O.
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- Hra končí výhrou jedného hráča alebo remízou.
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Learn asycnronous C programming by a game.
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## 🛠️ Preklad a spustenie
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```bash
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The library implements a game loop for a character-based ncurses game;
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The library finds out the event types:
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- start and end
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- mouse events
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- keyboard events
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- screen resize events
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It can print colors and arbitrary characters on the screen.
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Running is interrupted when character is drawn out of the screen.
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## Installation and Running
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Make sure, that `ncurses` is installed.
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Clone this repository.
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Compile:
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```c
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make
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./piskorky
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```
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## 🧠 Kód – Štruktúry a funkcie
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- `GameState`: štruktúra uchovávajúca stav hry (pole, hráč, kurzor, výherca).
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- `game_init`: inicializuje hru.
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- `draw`: vykresľuje mriežku a obsah.
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- `key_handler`: reaguje na stlačené klávesy.
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- `update`: nepoužíva sa (hra nie je časovo riadená).
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Run:
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```c
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./game
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```
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## Make your own game
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The game happens in a rectangular world of colorful characters.
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Your goal as a programmer is to modify the world according to the pressed keys and the internal game state.
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The library implements the game loop and draws the world to screen.
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Your game in file `game.c` consists of two functions:
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- `void* init_game()` is called in the beginning. Here you can initialize the internal state of the game.
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The function should return a pointer to an instance of the initial game state `game`.
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- `int game_event(struct event* event,void* game)`
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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.
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The world variable represents state of two-dimensional grid of characters on the screen. The screen matrix looks like this:
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```
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origin
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[0,0] width
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+--------------------+
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h | |
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e | |
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i | |
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g | |
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h | |
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t | |
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+--------------------+
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```
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The world has the following parameters:
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- `int height`: y-dimension of the grid.
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- `int width`: x-dimension of the grid.
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- `int interval`: maximum time between steps in milliseconds.
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### The Event Function
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The `int game_event(struct event* event,void* game)`
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function should:
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1. Read the game state (from the `void* game`) pointer.
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1. Examine the pressed key from event pointer. If the `key` variable is non-zero, a key was pressed. According to the pressed key, modify the game state `game`.
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1. Draw the game state. In the beginning of the step function the screen is empty.
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1. Returning non-zero value ends the game loop.
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## 📚 Zdroje
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- Príklady z predmetu ZAP.
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- Dokumentácia k `ncurses` a `world.h`.
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126
du8/game.c
126
du8/game.c
@ -1,95 +1,65 @@
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#include "game.h"
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#include "world.h"
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#include <string.h>
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void game_init(GameState *game) {
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for (int y = 0; y < SIZE; ++y)
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for (int x = 0; x < SIZE; ++x)
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game->board[y][x] = EMPTY;
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game->current_player = X;
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game->cursor_x = 0;
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game->cursor_y = 0;
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game->game_over = 0;
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game->winner = EMPTY;
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void init_game(GameState *state) {
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memset(state->board, ' ', sizeof(state->board));
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state->cursor_x = 0;
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state->cursor_y = 0;
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state->current_player = 0;
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state->game_over = 0;
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}
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void draw(void *state) {
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GameState *game = (GameState *)state;
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void draw_game(const GameState *state) {
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world_clear();
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for (int y = 0; y < SIZE; ++y) {
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for (int x = 0; x < SIZE; ++x) {
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world_set_color((x == game->cursor_x && y == game->cursor_y) ? 2 : 1);
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char *symbol = "[ ]";
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if (game->board[y][x] == X) symbol = "[X]";
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else if (game->board[y][x] == O) symbol = "[O]";
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world_draw_string(x * 4, y * 2, symbol);
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for (int y = 0; y < BOARD_SIZE; y++) {
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for (int x = 0; x < BOARD_SIZE; x++) {
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int wx = 5 + x * 4;
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int wy = 3 + y * 2;
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if (x == state->cursor_x && y == state->cursor_y)
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world_draw_char(wx, wy, state->board[y][x], COLOR_RED);
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else
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world_draw_char(wx, wy, state->board[y][x], COLOR_WHITE);
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}
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}
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if (game->game_over) {
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world_set_color(3);
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world_draw_string(0, SIZE * 2 + 1, game->winner == EMPTY ? "Remiza!" :
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(game->winner == X ? "Vyhral X!" : "Vyhral O!"));
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}
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world_draw_text(0, 0, "Hráč: %c", state->current_player ? 'O' : 'X');
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if (state->game_over)
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world_draw_text(0, 1, "Koniec hry! Stlač Q na ukončenie.");
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world_display();
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}
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void check_winner(GameState *game) {
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for (int i = 0; i < SIZE; ++i) {
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if (game->board[i][0] != EMPTY &&
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game->board[i][0] == game->board[i][1] &&
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game->board[i][1] == game->board[i][2]) {
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game->winner = game->board[i][0];
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game->game_over = 1;
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return;
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int check_winner(const GameState *state) {
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char p[] = {'X', 'O'};
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for (int i = 0; i < 2; i++) {
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char c = p[i];
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for (int j = 0; j < BOARD_SIZE; j++) {
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if (state->board[j][0] == c && state->board[j][1] == c && state->board[j][2] == c) return 1;
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if (state->board[0][j] == c && state->board[1][j] == c && state->board[2][j] == c) return 1;
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}
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if (game->board[0][i] != EMPTY &&
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game->board[0][i] == game->board[1][i] &&
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game->board[1][i] == game->board[2][i]) {
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game->winner = game->board[0][i];
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game->game_over = 1;
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return;
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}
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}
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if (game->board[0][0] != EMPTY &&
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game->board[0][0] == game->board[1][1] &&
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game->board[1][1] == game->board[2][2]) {
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game->winner = game->board[0][0];
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game->game_over = 1;
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return;
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}
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if (game->board[0][2] != EMPTY &&
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game->board[0][2] == game->board[1][1] &&
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game->board[1][1] == game->board[2][0]) {
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game->winner = game->board[0][2];
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game->game_over = 1;
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return;
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}
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int full = 1;
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for (int y = 0; y < SIZE; ++y)
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for (int x = 0; x < SIZE; ++x)
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if (game->board[y][x] == EMPTY)
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full = 0;
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if (full) {
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game->game_over = 1;
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game->winner = EMPTY;
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if (state->board[0][0] == c && state->board[1][1] == c && state->board[2][2] == c) return 1;
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if (state->board[0][2] == c && state->board[1][1] == c && state->board[2][0] == c) return 1;
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}
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return 0;
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}
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void key_handler(int key, void *state) {
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GameState *game = (GameState *)state;
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if (game->game_over) return;
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void handle_key(GameState *state, int key) {
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if (state->game_over) return;
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switch (key) {
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case 'w': if (game->cursor_y > 0) game->cursor_y--; break;
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case 's': if (game->cursor_y < SIZE - 1) game->cursor_y++; break;
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case 'a': if (game->cursor_x > 0) game->cursor_x--; break;
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case 'd': if (game->cursor_x < SIZE - 1) game->cursor_x++; break;
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case ' ': {
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if (game->board[game->cursor_y][game->cursor_x] == EMPTY) {
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game->board[game->cursor_y][game->cursor_x] = game->current_player;
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check_winner(game);
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if (!game->game_over)
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game->current_player = (game->current_player == X) ? O : X;
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}
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} break;
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case KEY_UP: if (state->cursor_y > 0) state->cursor_y--; break;
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case KEY_DOWN: if (state->cursor_y < BOARD_SIZE - 1) state->cursor_y++; break;
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case KEY_LEFT: if (state->cursor_x > 0) state->cursor_x--; break;
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case KEY_RIGHT: if (state->cursor_x < BOARD_SIZE - 1) state->cursor_x++; break;
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case '\n':
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case ' ':
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if (state->board[state->cursor_y][state->cursor_x] == ' ') {
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state->board[state->cursor_y][state->cursor_x] = state->current_player ? 'O' : 'X';
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if (check_winner(state)) {
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state->game_over = 1;
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} else {
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state->current_player = !state->current_player;
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}
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}
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break;
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}
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}
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void update(void *state) { }
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32
du8/game.h
32
du8/game.h
@ -1,20 +1,28 @@
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#ifndef GAME_H
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#define GAME_H
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#define SIZE 3
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#define BOARD_SIZE 3
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typedef enum { EMPTY, X, O } Cell;
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// Štruktúra pre stav hry
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typedef struct {
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Cell board[SIZE][SIZE];
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int current_player;
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int cursor_x, cursor_y;
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int game_over;
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Cell winner;
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char board[BOARD_SIZE][BOARD_SIZE]; // Hracia plocha 3x3
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int cursor_x; // Pozícia kurzora (X)
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int cursor_y; // Pozícia kurzora (Y)
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int current_player; // 0 = X, 1 = O
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int game_over; // 0 = pokračuje, 1 = koniec
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} GameState;
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void game_init(GameState *game);
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void draw(void *state);
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void update(void *state);
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void key_handler(int key, void *state);
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// Inicializácia hry
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void init_game(GameState *state);
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// Spracovanie klávesy
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void handle_key(GameState *state, int key);
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// Vykreslenie stavu hry
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void draw_game(const GameState *state);
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// Kontrola výhercu
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int check_winner(const GameState *state);
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#endif // GAME_H
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#endif
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BIN
du8/game.o
BIN
du8/game.o
Binary file not shown.
15
du8/main.c
15
du8/main.c
@ -1,9 +1,18 @@
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#include "world.h"
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#include "game.h"
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#include "world.h"
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int main() {
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GameState game;
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game_init(&game);
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world_init(&game, draw, key_handler, update);
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init_game(&game);
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world_init();
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while (1) {
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draw_game(&game);
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int key = world_get_key();
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if (key == 'q' || key == 'Q') break;
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handle_key(&game, key);
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}
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world_end();
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return 0;
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}
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BIN
du8/main.o
BIN
du8/main.o
Binary file not shown.
201
du8/world.c
201
du8/world.c
@ -1,198 +1,35 @@
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#include <ncurses.h>
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#include "world.h"
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#include <assert.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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int TIMEOUT;
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void world_init() {
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initscr();
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noecho();
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curs_set(FALSE);
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keypad(stdscr, TRUE);
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timeout(-1); // Blokujúce čakanie na vstup
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}
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void abort_game(const char* message){
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void world_end() {
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endwin();
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puts(message);
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exit(1);
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}
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void check_bounds(const char* source,int x, int y){
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char msg[200];
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if (x < 0 || x >= COLS){
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sprintf(msg,"%s:: width %d is out of bounds (0,%d)",source,x,COLS);
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abort_game(msg);
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}
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if (y < 0 || y >= LINES){
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sprintf(msg,"%s:: height %d is out of bounds (0,%d)",source,y,LINES);
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abort_game(msg);
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}
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int world_get_key() {
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return getch();
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}
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void clear_screen(){
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// Clear screen
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mvaddch(0,0,' ');
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int screenchars = LINES*COLS;
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for (int j = 1; j < screenchars;j++ ){
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addch(' ');
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}
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void world_clear() {
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clear();
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}
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void game_speed(int value){
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if (value < 0){
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abort_game("world_seed:: cannot be negative\n");
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}
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TIMEOUT =value;
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void world_draw_char(int x, int y, char c) {
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mvaddch(y, x, c);
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}
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void set_message(const char* message,int x,int y) {
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int l = strlen(message);
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for (int i = 0; i < l; i++){
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check_bounds("set_message",x+i,y);
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set_cell(message[i],x+i,y);
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}
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void world_draw_text(int x, int y, const char *text) {
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mvprintw(y, x, "%s", text);
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}
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void assert_message(int event,const char* message){
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if (event == 0){
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abort_game(message);
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}
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}
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void set_cell(int character,int x,int y) {
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check_bounds("set_cell",x,y);
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set_color_cell(character,x,y,COLOR_WHITE,COLOR_BLACK);
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}
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void set_color_cell(int character,int x,int y,short front_color,short back_color){
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check_bounds("set_color_cell",x,y);
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if (has_colors()){
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int pair = COLOR_COUNT * front_color + back_color;
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attron(COLOR_PAIR(pair));
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mvaddch(y,x,character);
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attroff(COLOR_PAIR(pair));
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}
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else{
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mvaddch(y,x,character);
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}
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}
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int start_world(void* (*init_game)(),int (*world_event)(struct event* event,void* game),void (*destroy_game)(void*)){
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srand(time(NULL));
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int r = 1;
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// Speed global variable
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TIMEOUT = 100;
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if (initscr() == NULL){
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// TODO Which Error?
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puts("Curses Error.");
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return -1;
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}
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noecho(); // Nevypisuj vstup na obrazovku
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cbreak(); // Zabudni starý vstup
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nodelay(stdscr,TRUE); // Nečakaj na stlačenie
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keypad(stdscr,TRUE); // Aktivuje šípky
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curs_set(FALSE); // Neviditeľný kurzor
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/* Get all the mouse events */
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mousemask(ALL_MOUSE_EVENTS, NULL);
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MEVENT mouse_event;
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if (has_colors()){ // Zistenie či terminál podporuje farby
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start_color();
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for (int i = 0; i < COLOR_COUNT;i++){
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for (int j = 0; j < COLOR_COUNT;j++){
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init_pair(i * COLOR_COUNT + j, i,j);
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}
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}
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}
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else {
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puts("No colors!\n");
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}
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void* game = NULL;
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if (init_game != NULL){
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game = init_game();
|
||||
assert_message(game != NULL,"init_game:: should return non null pointer");
|
||||
}
|
||||
timeout(TIMEOUT);
|
||||
// Initial step
|
||||
struct event event;
|
||||
memset(&event,0,sizeof(struct event));
|
||||
event.height = LINES;
|
||||
event.width = COLS;
|
||||
event.type = EVENT_START;
|
||||
clock_t start_time = clock();
|
||||
clock_t last_timeout = start_time;
|
||||
clock_t next_timeout = last_timeout + TIMEOUT;
|
||||
event.time_ms = start_time;
|
||||
// Start event
|
||||
r = world_event(&event,game);
|
||||
void world_display() {
|
||||
refresh();
|
||||
while (!r) {
|
||||
memset(&event,0,sizeof(struct event));
|
||||
event.height = LINES;
|
||||
event.width = COLS;
|
||||
event.key = getch();
|
||||
// No key was pressed
|
||||
if (event.key == ERR){
|
||||
event.type = EVENT_TIMEOUT;
|
||||
last_timeout = clock();
|
||||
next_timeout = last_timeout + TIMEOUT;
|
||||
}
|
||||
// Mouse event
|
||||
else if (event.key == KEY_MOUSE ){
|
||||
event.type = EVENT_MOUSE;
|
||||
if(getmouse(&mouse_event) == OK){
|
||||
event.mouse_x = mouse_event.x;
|
||||
event.mouse_y = mouse_event.y;
|
||||
if(mouse_event.bstate & BUTTON1_PRESSED){
|
||||
event.mouse_left = 1;
|
||||
}
|
||||
if(mouse_event.bstate & BUTTON2_PRESSED){
|
||||
event.mouse_middle = 1;
|
||||
}
|
||||
if(mouse_event.bstate & BUTTON3_PRESSED){
|
||||
event.mouse_right = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (event.key == KEY_RESIZE) {
|
||||
event.type = EVENT_RESIZE;
|
||||
}
|
||||
else{
|
||||
event.type = EVENT_KEY;
|
||||
if (event.key == 27){
|
||||
int k = getch();
|
||||
if (k == -1){
|
||||
// Esc Was pressed
|
||||
event.type = EVENT_ESC;
|
||||
}
|
||||
else {
|
||||
// Alt was pressed
|
||||
event.key = k;
|
||||
event.alt_key = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Draw new world
|
||||
event.time_ms = clock();
|
||||
r = world_event(&event,game);
|
||||
refresh();
|
||||
event.time_ms = clock();
|
||||
// set new timeout
|
||||
int nt = next_timeout - event.time_ms;
|
||||
//printf("%d\n",nt);
|
||||
if (nt > 0){
|
||||
timeout(nt);
|
||||
}
|
||||
else {
|
||||
timeout(TIMEOUT);
|
||||
next_timeout = event.time_ms + TIMEOUT;
|
||||
}
|
||||
}
|
||||
memset(&event,0,sizeof(struct event));
|
||||
event.height = LINES;
|
||||
event.width = COLS;
|
||||
event.type = EVENT_END;
|
||||
event.time_ms = clock();
|
||||
world_event(&event,game);
|
||||
if (destroy_game != NULL){
|
||||
destroy_game(game);
|
||||
}
|
||||
endwin();
|
||||
return r;
|
||||
};
|
||||
|
||||
|
BIN
du8/world.o
BIN
du8/world.o
Binary file not shown.
Loading…
Reference in New Issue
Block a user