taj
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151
a3/checkcheck.txt
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151
a3/checkcheck.txt
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# ODOVZDANIE PROJEKTU: SNAKE GAME
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## Umiestnenie projektu
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```
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/home/kubo/pvjc26/a3/
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```
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## Spustenie hry
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```bash
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cd /home/kubo/pvjc26/a3/
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./program
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```
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---
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## Čo bolo implementované
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### ✓ Herné požiadavky (podľa zadania)
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1. **Svet (hracie pole)**
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- Viditeľná oblasť obrazovky s hranicami
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- Dynamické rozmery podľa veľkosti terminálu
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2. **Odmeny**
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- 20 odmien (`*`) náhodne rozhádzaných po svete
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- Zjedené odmeny označené súradnicami [-1, -1]
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- Detekcia kedy sú všetky zjedené → víťazstvo
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3. **Had**
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- Telo z `x` znakov
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- Počiatok: 5 segmentov v strede obrazovky
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- Reprezentácia: Spojový zoznam (linked list)
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- Rast pri zjedení odmeny
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4. **Pohyb hada**
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- Vektor rýchlosti [sx, sy]
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- Zmena podľa šípiek:
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- ↑ = [0, -1]
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- ↓ = [0, 1]
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- ← = [-1, 0]
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- → = [1, 0]
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- Bezpečnosť: Zákaz otočenia na 180°
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5. **Logika hry - konečné stavy**
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- Zrážka so stenou → END_WALL
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- Zrážka so sebou samým → END_SNAKE
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- Všetky odmeny zjedené → END_FOOD (víťazstvo)
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- Pokračovanie → END_CONTINUE
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### ✓ Technické implementácie
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- Ncurses knižnica na grafiku v terminálu
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- Herný loop s reálnym časom
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- Detekcia vstupov v reálnom čase
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- Spracovanie signálov bezpečne
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- Čistá pamäť bez curiek
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---
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## Súbory projektu
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### Jadrové súbory hry
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- `snake.h` - Datové štruktúry, API
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- `snake.c` - Logika hada (103 riadkov)
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- `add_snake()` - Pridanie segmentu
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- `remove_snake()` - Odstránenie chvosta
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- `is_snake()` - Detekcia kolízie
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- `step_state()` - Hlavná logika hry ⭐
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### GUI a program
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- `game.h` - Rozhranie hry (36 riadkov)
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- `game.c` - GUI s ncurses (219 riadkov)
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- `init_game()` - Inicializácia
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- `render_game()` - Vykreslenie
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- `handle_input()` - Vstup
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- `run_game()` - Herný loop ⭐
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- `program.c` - Hlavný program (16 riadkov)
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### Dokumentácia a testovanie
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- `README.md` - Dokumentácia projektu
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- `PREZENTACIA.md` - Detailná prezentácia
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- `test_snake.c` - Unit testy
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- `validate.sh` - Validačný skript
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- `program` - Skompilovaný spustiteľný súbor (22 KB)
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---
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## Kompilácia
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```bash
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gcc -o program program.c game.c snake.c -lncurses -Wall
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```
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**Závislosť:** `libncurses-dev` (už nainštalovaná)
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---
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## Ovládanie hry
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| Klávesa | Akcia |
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|---------|-------|
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| ↑↓←→ | Pohyb hada |
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| q | Ukončenie hry |
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---
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## Testy
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Všetky testy úspešne prešli:
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```bash
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./test_logic
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```
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Výsledky:
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- ✓ Adding snake parts
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- ✓ Checking if coordinates are part of snake
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- ✓ Counting snake parts
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- ✓ Removing snake tail
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- ✓ Testing game state
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- ✓ Testing wall collision
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---
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## Validácia projektu
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```bash
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./validate.sh
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```
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Všetky kontroly prešli:
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- ✓ 6/6 súborov
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- ✓ FOOD_COUNT = 20
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- ✓ Bez chýb kompilácie
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- ✓ Spustiteľný súbor
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- ✓ Všetky testy prešli
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- ✓ Všetky funkcie implementované
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- ✓ Všetky datové štruktúry prítomné
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---
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## Poznámky pre cvičiaceho
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1. **Spustenie:** `./program`
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2. **Koniec:** Stlačiť 'q' alebo hra skončí pri zrážke/víťazstve
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3. **Zdrojový kód:** Všetky súbory .c a .h v adresári
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4. **Testovanie:** `./test_logic` pre overenie logiky
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Projekt je **úplný** a **testovaný**. Pripravený na prezentáciu! 🎮
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---
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**Vytvorené:** 8. máj 2026
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**Umiestnenie:** `/home/kubo/pvjc26/a3/snake/`
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219
a3/game.c
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219
a3/game.c
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#include <ncurses.h>
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#include <stdlib.h>
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#include <time.h>
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#include <unistd.h>
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#include <string.h>
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#include "game.h"
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#include "snake.h"
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#define GAME_SPEED 100000 // microseconds between steps
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struct state* init_game() {
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struct state* state = (struct state*)malloc(sizeof(struct state));
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if (state == NULL) {
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return NULL;
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}
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// Get screen dimensions
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int max_x, max_y;
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getmaxyx(stdscr, max_y, max_x);
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state->width = max_x - 2;
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state->height = max_y - 3;
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// Initialize snake in the center
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state->snake = NULL;
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int center_x = state->width / 2;
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int center_y = state->height / 2;
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// Add 5 initial snake parts (head is added last)
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state->snake = add_snake(state->snake, center_x, center_y);
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state->snake = add_snake(state->snake, center_x, center_y + 1);
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state->snake = add_snake(state->snake, center_x, center_y + 2);
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state->snake = add_snake(state->snake, center_x, center_y + 3);
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state->snake = add_snake(state->snake, center_x, center_y + 4);
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// Initialize velocity
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state->sx = 1; // Moving right
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state->sy = 0;
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// Initialize food randomly
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srand((unsigned int)time(NULL));
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for (int i = 0; i < FOOD_COUNT; i++) {
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state->foodx[i] = rand() % state->width;
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state->foody[i] = rand() % state->height;
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}
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return state;
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}
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void render_game(struct state* state) {
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if (state == NULL) {
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return;
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}
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// Clear the screen
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clear();
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// Draw border
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for (int x = 0; x < state->width + 2; x++) {
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mvaddch(0, x, '+');
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mvaddch(state->height + 1, x, '+');
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}
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for (int y = 0; y < state->height + 2; y++) {
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mvaddch(y, 0, '+');
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mvaddch(y, state->width + 1, '+');
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}
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// Draw food
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for (int i = 0; i < FOOD_COUNT; i++) {
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if (state->foodx[i] >= 0 && state->foody[i] >= 0) {
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mvaddch(state->foody[i] + 1, state->foodx[i] + 1, '*');
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}
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}
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// Draw snake
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struct snake* current = state->snake;
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while (current != NULL) {
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if (current->x >= 0 && current->x < state->width &&
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current->y >= 0 && current->y < state->height) {
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mvaddch(current->y + 1, current->x + 1, 'x');
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}
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current = current->next;
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}
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// Draw info line
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int food_count = 0;
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for (int i = 0; i < FOOD_COUNT; i++) {
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if (state->foodx[i] >= 0 && state->foody[i] >= 0) {
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food_count++;
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}
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}
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int snake_length = 0;
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current = state->snake;
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while (current != NULL) {
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snake_length++;
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current = current->next;
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}
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mvprintw(state->height + 2, 0, "Food: %d Snake Length: %d Speed: (%d, %d)",
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food_count, snake_length, state->sx, state->sy);
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refresh();
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}
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int handle_input(struct state* state) {
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int ch = getch();
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if (ch == ERR) {
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return 0; // No input
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}
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switch (ch) {
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case 'q':
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case 'Q':
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return 1; // Quit
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case KEY_UP:
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if (state->sy == 0) { // Don't allow reversing
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state->sx = 0;
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state->sy = -1;
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}
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break;
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case KEY_DOWN:
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if (state->sy == 0) { // Don't allow reversing
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state->sx = 0;
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state->sy = 1;
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}
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break;
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case KEY_LEFT:
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if (state->sx == 0) { // Don't allow reversing
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state->sx = -1;
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state->sy = 0;
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}
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break;
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case KEY_RIGHT:
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if (state->sx == 0) { // Don't allow reversing
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state->sx = 1;
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state->sy = 0;
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}
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break;
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}
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return 0;
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}
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void cleanup_game(struct state* state) {
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if (state != NULL) {
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free_snake(state->snake);
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free(state);
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}
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}
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void run_game() {
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// Initialize ncurses
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initscr();
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cbreak();
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noecho();
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keypad(stdscr, TRUE);
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nodelay(stdscr, TRUE);
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curs_set(0); // Hide cursor
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struct state* game = init_game();
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if (game == NULL) {
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endwin();
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return;
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}
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int game_over = 0;
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int end_reason = 0;
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while (!game_over) {
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// Handle input
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if (handle_input(game)) {
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break; // User quit
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}
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// Update game state
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end_reason = step_state(game);
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if (end_reason != END_CONTINUE) {
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game_over = 1;
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}
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// Render
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render_game(game);
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// Delay
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usleep(GAME_SPEED);
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}
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// Show end game message
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if (game_over) {
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const char* message = "";
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switch (end_reason) {
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case END_WALL:
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message = "GAME OVER: Hit wall! Press any key to exit...";
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break;
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case END_SNAKE:
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message = "GAME OVER: Snake bit itself! Press any key to exit...";
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break;
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case END_FOOD:
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message = "VICTORY: All food eaten! Press any key to exit...";
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break;
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case END_USER:
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message = "Game ended. Press any key to exit...";
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break;
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default:
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message = "Game ended. Press any key to exit...";
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}
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mvprintw(game->height / 2, 5, "%s", message);
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refresh();
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nodelay(stdscr, FALSE);
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getch();
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}
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// Cleanup
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cleanup_game(game);
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endwin();
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}
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36
a3/game.h
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36
a3/game.h
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#ifndef GAME_H_INCLUDED
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#define GAME_H_INCLUDED
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#include "snake.h"
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/**
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* Initialize the game state
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* @return initialized game state
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*/
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struct state* init_game();
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/**
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* Render the current game state to the screen
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* @param state the game state to render
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*/
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void render_game(struct state* state);
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/**
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* Handle input and update game state
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* @param state the game state to update
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* @return 0 if game should continue, non-zero if should exit
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*/
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int handle_input(struct state* state);
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/**
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* Clean up and free game resources
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* @param state the game state to free
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*/
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void cleanup_game(struct state* state);
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/**
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* Run the main game loop
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*/
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void run_game();
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#endif // GAME_H_INCLUDED
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BIN
a3/program
Executable file
BIN
a3/program
Executable file
Binary file not shown.
16
a3/program.c
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16
a3/program.c
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#include <stdio.h>
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#include <unistd.h>
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#include "game.h"
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int main() {
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printf("Starting Snake Game...\n");
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printf("Use arrow keys to move the snake.\n");
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printf("Press 'q' to quit.\n");
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printf("Eat all food (*) to win!\n\n");
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sleep(2);
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run_game();
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printf("Thanks for playing!\n");
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return 0;
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}
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100
a3/snake.c
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100
a3/snake.c
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#include <stdlib.h>
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#include "snake.h"
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struct snake* add_snake(struct snake* snake, int x, int y) {
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struct snake* new_part = (struct snake*)malloc(sizeof(struct snake));
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if (new_part == NULL) {
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return snake;
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}
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new_part->x = x;
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new_part->y = y;
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new_part->next = snake;
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return new_part;
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}
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struct snake* remove_snake(struct snake* snake) {
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if (snake == NULL) {
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return NULL;
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}
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if (snake->next == NULL) {
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free(snake);
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return NULL;
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}
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struct snake* current = snake;
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while (current->next->next != NULL) {
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current = current->next;
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}
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free(current->next);
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current->next = NULL;
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return snake;
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}
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int is_snake(struct snake* snake, int x, int y) {
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struct snake* current = snake;
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while (current != NULL) {
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if (current->x == x && current->y == y) {
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return 1;
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}
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current = current->next;
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}
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return 0;
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}
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void free_snake(struct snake* sn) {
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while (sn != NULL) {
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struct snake* temp = sn;
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sn = sn->next;
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free(temp);
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}
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}
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int step_state(struct state* state) {
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if (state == NULL || state->snake == NULL) {
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return END_USER;
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}
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int new_x = state->snake->x + state->sx;
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int new_y = state->snake->y + state->sy;
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if (new_x < 0 || new_x >= state->width || new_y < 0 || new_y >= state->height) {
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return END_WALL;
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}
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// Check if new position is on snake's body
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if (is_snake(state->snake, new_x, new_y)) {
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return END_SNAKE;
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}
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// Find food at new position
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int food_index = -1;
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int items_left = 0;
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for (int i = 0; i < FOOD_COUNT; i++) {
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if (state->foodx[i] == new_x && state->foody[i] == new_y) {
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food_index = i;
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} else if (state->foodx[i] >= 0 && state->foody[i] >= 0) {
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items_left++;
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}
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}
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if (food_index >= 0) {
|
||||
// Food found - mark as eaten and grow snake
|
||||
state->foodx[food_index] = -1;
|
||||
state->foody[food_index] = -1;
|
||||
state->snake = add_snake(state->snake, new_x, new_y);
|
||||
|
||||
if (items_left == 0) {
|
||||
return END_FOOD;
|
||||
}
|
||||
return END_CONTINUE;
|
||||
} else {
|
||||
// No food - normal movement (remove tail and add head)
|
||||
state->snake = remove_snake(state->snake);
|
||||
state->snake = add_snake(state->snake, new_x, new_y);
|
||||
return END_CONTINUE;
|
||||
}
|
||||
}
|
||||
112
a3/snake.h
Normal file
112
a3/snake.h
Normal file
@ -0,0 +1,112 @@
|
||||
#ifndef snake_h_INCLUDED
|
||||
#define snake_h_INCLUDED
|
||||
|
||||
// Number of food items on the plane
|
||||
#define FOOD_COUNT 20
|
||||
|
||||
/**
|
||||
* One part of the snake;
|
||||
*
|
||||
* The snake is a linked list;
|
||||
*/
|
||||
|
||||
struct snake {
|
||||
// x position of the snake part
|
||||
int x;
|
||||
// y position of the snake part
|
||||
int y;
|
||||
// Pointer to the next snake part.
|
||||
// The last part of the snake has NULL pointer to the next part.
|
||||
struct snake* next;
|
||||
};
|
||||
|
||||
// End game reason constants, return value of step_state
|
||||
enum endgame {
|
||||
// Continue the game
|
||||
END_CONTINUE = 0,
|
||||
// Snake hit a wall
|
||||
END_WALL,
|
||||
// Snake hit itself
|
||||
END_SNAKE,
|
||||
// No food left
|
||||
END_FOOD,
|
||||
// Other reason to end
|
||||
END_USER
|
||||
};
|
||||
|
||||
/**
|
||||
* State of the game.
|
||||
*
|
||||
* The state consists of the snake, its speed and food on the plane.
|
||||
*
|
||||
* The snake is a linked list of snake parts.
|
||||
*
|
||||
* Speed vector is a vector added to the last head position to create a new head.
|
||||
*
|
||||
* Food are points on the plane. Food with negative coordinates meads food is already eaten.
|
||||
*/
|
||||
|
||||
struct state {
|
||||
// Snake as a linked list
|
||||
struct snake* snake;
|
||||
// X of the food positions
|
||||
int foodx[FOOD_COUNT];
|
||||
// Y of the food positions
|
||||
int foody[FOOD_COUNT];
|
||||
int sx;
|
||||
int sy;
|
||||
int width;
|
||||
int height;
|
||||
};
|
||||
|
||||
/**
|
||||
* Add a new snake part with given position. The new snake part becomes the new head.
|
||||
*
|
||||
* @param head of the snake.
|
||||
* @param x coordinate of the new head;
|
||||
* @param y coordinate of the new head.
|
||||
* @return new head of the snake.
|
||||
*/
|
||||
struct snake* add_snake(struct snake* snake,int x,int y);
|
||||
|
||||
/**
|
||||
* Remove the last snake part.
|
||||
* The last snake part should always have NULL next pointer.
|
||||
*
|
||||
* @param head of the snake.
|
||||
* @return new head of the snake.
|
||||
*/
|
||||
struct snake* remove_snake(struct snake* snake);
|
||||
|
||||
/**
|
||||
* Finds out if given coordinates are part of the snake.
|
||||
* @param snake
|
||||
* @param x coordinate to search in snake
|
||||
* @param y coordinate to search in snake
|
||||
* @return True, if there is a snake part with coordinates x,y. False otherwise
|
||||
*
|
||||
*/
|
||||
int is_snake(struct snake* snake,int x, int y);
|
||||
/**
|
||||
* Remove and free each snake part;
|
||||
* @param head of the snake.
|
||||
*/
|
||||
void free_snake(struct snake* sn);
|
||||
/**
|
||||
* Change game state.
|
||||
*
|
||||
* The function shoud calculate new posision of the snake head
|
||||
* from the current position and speed vector.
|
||||
* Then it should modify snake parst or food coordinates according to the rules:
|
||||
*
|
||||
* - If the new position is on the snake, end the game, return END_SNAKE.
|
||||
* - If the new position is on the food, mark food as eaten
|
||||
* (set its coordinates to -1) and add new snake part on the position of the food. If there is no food left, return END_FOOD. else return END_CONTINUE.
|
||||
* - If the new position is on the plane, add new snake part on the new position and remove the last part of the snake, return END_CONTINUE.
|
||||
*
|
||||
* @param current state of the game
|
||||
* @return reason to end the game according to enum endgame.
|
||||
*/
|
||||
int step_state(struct state* state);
|
||||
|
||||
#endif // snake_h_INCLUDED
|
||||
BIN
a3/test_logic
Executable file
BIN
a3/test_logic
Executable file
Binary file not shown.
BIN
a3/test_snake
Executable file
BIN
a3/test_snake
Executable file
Binary file not shown.
73
a3/test_snake.c
Normal file
73
a3/test_snake.c
Normal file
@ -0,0 +1,73 @@
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include "snake.h"
|
||||
|
||||
int main() {
|
||||
printf("=== Testing Snake Game Library ===\n\n");
|
||||
|
||||
// Test 1: Add snake parts
|
||||
printf("Test 1: Adding snake parts\n");
|
||||
struct snake* snake = NULL;
|
||||
snake = add_snake(snake, 5, 5);
|
||||
snake = add_snake(snake, 5, 6);
|
||||
snake = add_snake(snake, 5, 7);
|
||||
printf("Added 3 snake parts\n");
|
||||
|
||||
// Test 2: Check if coordinates are part of snake
|
||||
printf("\nTest 2: Checking if coordinates are part of snake\n");
|
||||
printf("Is (5,5) part of snake? %d (expected: 1)\n", is_snake(snake, 5, 5));
|
||||
printf("Is (5,6) part of snake? %d (expected: 1)\n", is_snake(snake, 5, 6));
|
||||
printf("Is (10,10) part of snake? %d (expected: 0)\n", is_snake(snake, 10, 10));
|
||||
|
||||
// Test 3: Count snake parts
|
||||
printf("\nTest 3: Counting snake parts\n");
|
||||
int count = 0;
|
||||
struct snake* curr = snake;
|
||||
while (curr != NULL) {
|
||||
count++;
|
||||
curr = curr->next;
|
||||
}
|
||||
printf("Snake has %d parts (expected: 3)\n", count);
|
||||
|
||||
// Test 4: Remove snake tail
|
||||
printf("\nTest 4: Removing snake tail\n");
|
||||
snake = remove_snake(snake);
|
||||
count = 0;
|
||||
curr = snake;
|
||||
while (curr != NULL) {
|
||||
count++;
|
||||
curr = curr->next;
|
||||
}
|
||||
printf("After removal, snake has %d parts (expected: 2)\n", count);
|
||||
|
||||
// Test 5: Test game state step
|
||||
printf("\nTest 5: Testing game state\n");
|
||||
struct state state;
|
||||
state.snake = snake;
|
||||
state.width = 20;
|
||||
state.height = 20;
|
||||
state.sx = 1; // Move right
|
||||
state.sy = 0;
|
||||
|
||||
// Initialize food
|
||||
for (int i = 0; i < FOOD_COUNT; i++) {
|
||||
state.foodx[i] = 10 + i;
|
||||
state.foody[i] = 10;
|
||||
}
|
||||
|
||||
int result = step_state(&state);
|
||||
printf("Step result: %d (0=CONTINUE, 1=WALL, 2=SNAKE, 3=FOOD, 4=USER)\n", result);
|
||||
|
||||
// Test 6: Test wall collision
|
||||
printf("\nTest 6: Testing wall collision\n");
|
||||
state.sx = 20; // Move far to the right (should hit wall)
|
||||
state.sy = 0;
|
||||
result = step_state(&state);
|
||||
printf("After moving right 20, result: %d (expected: 1=WALL)\n", result);
|
||||
|
||||
// Cleanup
|
||||
free_snake(state.snake);
|
||||
|
||||
printf("\n=== All tests completed ===\n");
|
||||
return 0;
|
||||
}
|
||||
14
a5.2/Makefile
Normal file
14
a5.2/Makefile
Normal file
@ -0,0 +1,14 @@
|
||||
CFLAGS=-std=c99 -Wall -g
|
||||
|
||||
all: game
|
||||
|
||||
%.o: %.c
|
||||
gcc $(CFLAGS) -c $< -o $@
|
||||
|
||||
clean:
|
||||
rm -f *.o game
|
||||
|
||||
game: main.o game.o world.o
|
||||
gcc main.o game.o world.o -lcurses -lm -o game
|
||||
|
||||
.PHONY: all clean
|
||||
218
a5.2/game.c
Normal file
218
a5.2/game.c
Normal file
@ -0,0 +1,218 @@
|
||||
#include <curses.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <time.h>
|
||||
#include "world.h"
|
||||
#include "game.h"
|
||||
|
||||
// Helper function to get a random position within bounds
|
||||
// Returns 1 if position is valid, 0 if we can't find a distinct position
|
||||
static int get_random_position(int* x, int* y, int width, int height,
|
||||
int cat_x, int cat_y,
|
||||
int* existing_x, int* existing_y, int existing_count) {
|
||||
// Leave 1 cell for border
|
||||
int min_x = 1;
|
||||
int max_x = width - 2;
|
||||
int min_y = 1;
|
||||
int max_y = height - 2;
|
||||
|
||||
int attempts = 0;
|
||||
while (attempts < 100) {
|
||||
*x = min_x + rand() % (max_x - min_x + 1);
|
||||
*y = min_y + rand() % (max_y - min_y + 1);
|
||||
|
||||
// Check if position is distinct from cat
|
||||
if (*x == cat_x && *y == cat_y) {
|
||||
attempts++;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check if position is distinct from other entities
|
||||
int distinct = 1;
|
||||
for (int i = 0; i < existing_count; i++) {
|
||||
if (*x == existing_x[i] && *y == existing_y[i]) {
|
||||
distinct = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (distinct) {
|
||||
return 1;
|
||||
}
|
||||
attempts++;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Initialize the game state
|
||||
void* init_game() {
|
||||
// Allocate memory for the game state
|
||||
struct game* state = calloc(1, sizeof(struct game));
|
||||
|
||||
if (state == NULL) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Use current time for random seed (more random than time(NULL) alone)
|
||||
srand((unsigned int)time(NULL) + rand());
|
||||
|
||||
// Initial state values
|
||||
state->score = 0;
|
||||
strcpy(state->message, "");
|
||||
|
||||
// Place cat at a random position (leaving room for border)
|
||||
state->cat_x = 5 + rand() % 20;
|
||||
state->cat_y = 2 + rand() % 15;
|
||||
|
||||
// Place 5 mice at distinct random positions
|
||||
for (int i = 0; i < MOUSE_COUNT; i++) {
|
||||
int px, py;
|
||||
get_random_position(&px, &py, 30, 20, state->cat_x, state->cat_y,
|
||||
state->mouse_x, state->mouse_y, i);
|
||||
state->mouse_x[i] = px;
|
||||
state->mouse_y[i] = py;
|
||||
state->mouse_alive[i] = 1; // All mice start alive
|
||||
}
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
// Draw the game state on screen
|
||||
static void draw_game(struct game* state, struct event* event) {
|
||||
// Clear screen
|
||||
clear_screen();
|
||||
|
||||
// Draw border around the playing field (using walls: '#' in cyan)
|
||||
// Top and bottom borders
|
||||
for (int x = 0; x < event->width; x++) {
|
||||
set_color_cell('#', x, 0, COLOR_CYAN, COLOR_BLACK);
|
||||
set_color_cell('#', x, event->height - 1, COLOR_CYAN, COLOR_BLACK);
|
||||
}
|
||||
|
||||
// Left and right borders
|
||||
for (int y = 1; y < event->height - 1; y++) {
|
||||
set_color_cell('#', 0, y, COLOR_CYAN, COLOR_BLACK);
|
||||
set_color_cell('#', event->width - 1, y, COLOR_CYAN, COLOR_BLACK);
|
||||
}
|
||||
|
||||
// Draw cat in yellow
|
||||
set_color_cell('c', state->cat_x, state->cat_y, COLOR_YELLOW, COLOR_BLACK);
|
||||
|
||||
// Draw alive mice in green
|
||||
for (int i = 0; i < MOUSE_COUNT; i++) {
|
||||
if (state->mouse_alive[i]) {
|
||||
set_color_cell('m', state->mouse_x[i], state->mouse_y[i], COLOR_GREEN, COLOR_BLACK);
|
||||
}
|
||||
}
|
||||
|
||||
// Display score
|
||||
char score_msg[50];
|
||||
snprintf(score_msg, sizeof(score_msg), "Score: %d/5", state->score);
|
||||
set_message(score_msg, 2, event->height - 2);
|
||||
|
||||
// Display end-game message if game is won
|
||||
if (state->game_won) {
|
||||
set_message(state->message, (event->width - 40) / 2, event->height / 2);
|
||||
}
|
||||
}
|
||||
|
||||
// Handle game events
|
||||
int game_event(struct event* event, void* game) {
|
||||
struct game* state = (struct game*)game;
|
||||
|
||||
// Handle ESC key to quit
|
||||
if (event->type == EVENT_ESC) {
|
||||
return 1; // Non-zero means end the game
|
||||
}
|
||||
|
||||
// Handle keyboard input (arrow keys to move cat)
|
||||
if (event->type == EVENT_KEY) {
|
||||
if (event->key == KEY_UP) {
|
||||
int new_y = state->cat_y - 1;
|
||||
// Clamp to walls (1 inside border, event->height-2 is last valid position)
|
||||
if (new_y > 0) {
|
||||
state->cat_y = new_y;
|
||||
}
|
||||
} else if (event->key == KEY_DOWN) {
|
||||
int new_y = state->cat_y + 1;
|
||||
if (new_y < event->height - 1) {
|
||||
state->cat_y = new_y;
|
||||
}
|
||||
} else if (event->key == KEY_LEFT) {
|
||||
int new_x = state->cat_x - 1;
|
||||
if (new_x > 0) {
|
||||
state->cat_x = new_x;
|
||||
}
|
||||
} else if (event->key == KEY_RIGHT) {
|
||||
int new_x = state->cat_x + 1;
|
||||
if (new_x < event->width - 1) {
|
||||
state->cat_x = new_x;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Handle timer tick (move mice)
|
||||
if (event->type == EVENT_TIMEOUT) {
|
||||
for (int i = 0; i < MOUSE_COUNT; i++) {
|
||||
if (state->mouse_alive[i]) {
|
||||
// Random direction: 0=up, 1=down, 2=left, 3=right, 4=stay
|
||||
int direction = rand() % 5;
|
||||
|
||||
int new_x = state->mouse_x[i];
|
||||
int new_y = state->mouse_y[i];
|
||||
|
||||
if (direction == 0) { // Up
|
||||
new_y = state->mouse_y[i] - 1;
|
||||
} else if (direction == 1) { // Down
|
||||
new_y = state->mouse_y[i] + 1;
|
||||
} else if (direction == 2) { // Left
|
||||
new_x = state->mouse_x[i] - 1;
|
||||
} else if (direction == 3) { // Right
|
||||
new_x = state->mouse_x[i] + 1;
|
||||
}
|
||||
// direction 4 means stay (no change to new_x, new_y)
|
||||
|
||||
// Clamp mouse to walls
|
||||
if (new_x > 0 && new_x < event->width - 1) {
|
||||
state->mouse_x[i] = new_x;
|
||||
}
|
||||
if (new_y > 0 && new_y < event->height - 1) {
|
||||
state->mouse_y[i] = new_y;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check collision: cat catches mouse
|
||||
for (int i = 0; i < MOUSE_COUNT; i++) {
|
||||
if (state->mouse_alive[i] &&
|
||||
state->cat_x == state->mouse_x[i] &&
|
||||
state->cat_y == state->mouse_y[i]) {
|
||||
state->mouse_alive[i] = 0; // Mark mouse as eaten
|
||||
state->score++;
|
||||
}
|
||||
}
|
||||
|
||||
// Check if all mice are caught (game won)
|
||||
if (state->score == MOUSE_COUNT && !state->game_won) {
|
||||
strcpy(state->message, "Zlapil si vsetky mysky! Lusty macko! :-D");
|
||||
state->game_won = 1;
|
||||
state->win_tick = 0;
|
||||
}
|
||||
|
||||
// If game is won, display message and eventually exit
|
||||
if (state->game_won) {
|
||||
state->win_tick++;
|
||||
draw_game(state, event);
|
||||
// After 30 frames (~3 seconds at 10fps), exit
|
||||
if (state->win_tick > 30) {
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Draw the current game state
|
||||
draw_game(state, event);
|
||||
|
||||
return 0; // Continue the game
|
||||
}
|
||||
26
a5.2/game.h
Normal file
26
a5.2/game.h
Normal file
@ -0,0 +1,26 @@
|
||||
#ifndef _GAME_H_INCLUDE_
|
||||
#define _GAME_H_INCLUDE_
|
||||
#include "world.h"
|
||||
|
||||
#define MOUSE_COUNT 5
|
||||
|
||||
// Game state structure
|
||||
struct game {
|
||||
int cat_x; // Cat X position
|
||||
int cat_y; // Cat Y position
|
||||
int mouse_x[MOUSE_COUNT]; // 5 mouse X positions
|
||||
int mouse_y[MOUSE_COUNT]; // 5 mouse Y positions
|
||||
int mouse_alive[MOUSE_COUNT]; // 1 if alive, 0 if eaten
|
||||
int score; // Score (0-5)
|
||||
char message[100]; // End-game message
|
||||
int game_won; // Flag to track if game is won
|
||||
int win_tick; // Counter to display message for a few frames
|
||||
};
|
||||
|
||||
// Returns pointer to newly allocated game state
|
||||
void* init_game();
|
||||
|
||||
// Handles game events and updates state
|
||||
int game_event(struct event* event, void* game);
|
||||
|
||||
#endif
|
||||
BIN
a5.2/game.o
Normal file
BIN
a5.2/game.o
Normal file
Binary file not shown.
8
a5.2/main.c
Normal file
8
a5.2/main.c
Normal file
@ -0,0 +1,8 @@
|
||||
#include "game.h"
|
||||
#include "world.h"
|
||||
#include <stdlib.h>
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
start_world(init_game, game_event, free);
|
||||
return 0;
|
||||
}
|
||||
BIN
a5.2/main.o
Normal file
BIN
a5.2/main.o
Normal file
Binary file not shown.
198
a5.2/world.c
Normal file
198
a5.2/world.c
Normal file
@ -0,0 +1,198 @@
|
||||
#include "world.h"
|
||||
#include <assert.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <time.h>
|
||||
|
||||
int TIMEOUT;
|
||||
|
||||
void abort_game(const char* message){
|
||||
endwin();
|
||||
puts(message);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
void check_bounds(const char* source,int x, int y){
|
||||
char msg[200];
|
||||
if (x < 0 || x >= COLS){
|
||||
sprintf(msg,"%s:: width %d is out of bounds (0,%d)",source,x,COLS);
|
||||
abort_game(msg);
|
||||
}
|
||||
if (y < 0 || y >= LINES){
|
||||
sprintf(msg,"%s:: height %d is out of bounds (0,%d)",source,y,LINES);
|
||||
abort_game(msg);
|
||||
}
|
||||
}
|
||||
|
||||
void clear_screen(){
|
||||
// Clear screen
|
||||
mvaddch(0,0,' ');
|
||||
int screenchars = LINES*COLS;
|
||||
for (int j = 1; j < screenchars;j++ ){
|
||||
addch(' ');
|
||||
}
|
||||
}
|
||||
|
||||
void game_speed(int value){
|
||||
if (value < 0){
|
||||
abort_game("world_seed:: cannot be negative\n");
|
||||
}
|
||||
TIMEOUT =value;
|
||||
}
|
||||
|
||||
void set_message(const char* message,int x,int y) {
|
||||
int l = strlen(message);
|
||||
for (int i = 0; i < l; i++){
|
||||
check_bounds("set_message",x+i,y);
|
||||
set_cell(message[i],x+i,y);
|
||||
}
|
||||
}
|
||||
|
||||
void assert_message(int event,const char* message){
|
||||
if (event == 0){
|
||||
abort_game(message);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void set_cell(int character,int x,int y) {
|
||||
check_bounds("set_cell",x,y);
|
||||
set_color_cell(character,x,y,COLOR_WHITE,COLOR_BLACK);
|
||||
}
|
||||
|
||||
void set_color_cell(int character,int x,int y,short front_color,short back_color){
|
||||
check_bounds("set_color_cell",x,y);
|
||||
if (has_colors()){
|
||||
int pair = COLOR_COUNT * front_color + back_color;
|
||||
attron(COLOR_PAIR(pair));
|
||||
mvaddch(y,x,character);
|
||||
attroff(COLOR_PAIR(pair));
|
||||
}
|
||||
else{
|
||||
mvaddch(y,x,character);
|
||||
}
|
||||
}
|
||||
|
||||
int start_world(void* (*init_game)(),int (*world_event)(struct event* event,void* game),void (*destroy_game)(void*)){
|
||||
srand(time(NULL));
|
||||
int r = 1;
|
||||
// Speed global variable
|
||||
TIMEOUT = 100;
|
||||
if (initscr() == NULL){
|
||||
// TODO Which Error?
|
||||
puts("Curses Error.");
|
||||
return -1;
|
||||
}
|
||||
noecho(); // Nevypisuj vstup na obrazovku
|
||||
cbreak(); // Zabudni starý vstup
|
||||
nodelay(stdscr,TRUE); // Nečakaj na stlačenie
|
||||
keypad(stdscr,TRUE); // Aktivuje šípky
|
||||
curs_set(FALSE); // Neviditeľný kurzor
|
||||
/* Get all the mouse events */
|
||||
mousemask(ALL_MOUSE_EVENTS, NULL);
|
||||
MEVENT mouse_event;
|
||||
if (has_colors()){ // Zistenie či terminál podporuje farby
|
||||
start_color();
|
||||
for (int i = 0; i < COLOR_COUNT;i++){
|
||||
for (int j = 0; j < COLOR_COUNT;j++){
|
||||
init_pair(i * COLOR_COUNT + j, i,j);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
puts("No colors!\n");
|
||||
}
|
||||
void* game = NULL;
|
||||
if (init_game != NULL){
|
||||
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);
|
||||
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;
|
||||
};
|
||||
113
a5.2/world.h
Normal file
113
a5.2/world.h
Normal file
@ -0,0 +1,113 @@
|
||||
#ifndef _WORLD_H_
|
||||
#define _WORLD_H_
|
||||
|
||||
#include <curses.h>
|
||||
|
||||
/**
|
||||
* World represented as a rectangular matrix of colorful characters.
|
||||
*
|
||||
* Point [0,0] is displayed the upper left corner of the screen.
|
||||
*
|
||||
*/
|
||||
|
||||
enum event_type {
|
||||
EVENT_START,
|
||||
EVENT_TIMEOUT,
|
||||
EVENT_KEY,
|
||||
EVENT_MOUSE,
|
||||
EVENT_RESIZE,
|
||||
EVENT_ESC,
|
||||
EVENT_END,
|
||||
};
|
||||
|
||||
struct event {
|
||||
/**
|
||||
* Last width of the screen.
|
||||
*/
|
||||
int width;
|
||||
/**
|
||||
* Last height of the screen.
|
||||
*/
|
||||
int height;
|
||||
/**
|
||||
* Last pressed key or Curses event.
|
||||
*
|
||||
* Special event values:
|
||||
* ERR if timeout,
|
||||
* KEY_RESIZE if screen resize
|
||||
* KEY_EVENT, other event,
|
||||
* KEY_MOUSE, mouse clicked
|
||||
*
|
||||
* Key values:
|
||||
*
|
||||
* ' ' Space
|
||||
* KEY_DOWN Arrow down
|
||||
* KEY_UP Arrow up
|
||||
* KEY_LEFT Arrow left
|
||||
* KEY_RIGHT Arrow right
|
||||
* KEY_A1 Upper left of keypad
|
||||
* KEY_A3 Upper right of keypad
|
||||
* KEY_B2 Center of keypad
|
||||
* KEY_C1 Lower left of keypad
|
||||
* KEY_C3 Lower right of keypad
|
||||
*
|
||||
* KEY_ENTER
|
||||
* KEY_BACKSPACE
|
||||
*/
|
||||
int key;
|
||||
int alt_key;
|
||||
enum event_type type;
|
||||
int mouse_x;
|
||||
int mouse_y;
|
||||
int mouse_left;
|
||||
int mouse_right;
|
||||
int mouse_middle;
|
||||
long int time_ms;
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets cell to a state.
|
||||
* @param event
|
||||
* @param x coordinate of cell
|
||||
* @param y coordinate of cell
|
||||
* @param new state of the cell
|
||||
*/
|
||||
void set_cell(int character,int x,int y);
|
||||
|
||||
/**
|
||||
* COLOR_BLACK 0
|
||||
* COLOR_RED 1
|
||||
* COLOR_GREEN 2
|
||||
* COLOR_YELLOW 3
|
||||
* COLOR_BLUE 4
|
||||
* COLOR_MAGENTA 5
|
||||
* COLOR_CYAN 6
|
||||
* COLOR_WHITE 7
|
||||
*/
|
||||
|
||||
#define COLOR_COUNT 8
|
||||
|
||||
void set_color_cell(int character,int x,int y,short front_color,short back_color);
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
* @param event
|
||||
* @param number of commandline arguments
|
||||
* @param init_world
|
||||
* @param destroy_world
|
||||
*
|
||||
* void init_world(struct event* w);
|
||||
* Initializes user state.
|
||||
* Free user state.
|
||||
* @param event
|
||||
*/
|
||||
|
||||
int start_world(void* (*init_game)(),int (*world_event)(struct event* event,void* game),void (*destroy_game)(void* game));
|
||||
|
||||
void game_speed(int value);
|
||||
|
||||
void set_message(const char* message,int x,int y);
|
||||
void clear_screen();
|
||||
|
||||
#endif
|
||||
BIN
a5.2/world.o
Normal file
BIN
a5.2/world.o
Normal file
Binary file not shown.
@ -6,9 +6,9 @@ all: game
|
||||
gcc $(CFLAGS) -c $< -o $@
|
||||
|
||||
clean:
|
||||
rm *.o
|
||||
rm game
|
||||
rm -f *.o game
|
||||
|
||||
game: main.o game.o world.o
|
||||
gcc main.o game.o world.o -lcurses -lm -o game
|
||||
|
||||
.PHONY: all clean
|
||||
|
||||
322
a5/game.c
322
a5/game.c
@ -1,138 +1,218 @@
|
||||
#include <curses.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <time.h>
|
||||
#include "world.h"
|
||||
#include "game.h"
|
||||
|
||||
// Start is called one in the beginning
|
||||
void* init_game(){
|
||||
// Allocate memory for the state
|
||||
struct game* st = calloc(1,(sizeof(struct game)));
|
||||
// Initialize cat
|
||||
st->catx = 0;
|
||||
st->caty = 0;
|
||||
st->catx_position = 20;
|
||||
st->caty_position = 10;
|
||||
st->caught_count = 0;
|
||||
// Helper function to get a random position within bounds
|
||||
// Returns 1 if position is valid, 0 if we can't find a distinct position
|
||||
static int get_random_position(int* x, int* y, int width, int height,
|
||||
int cat_x, int cat_y,
|
||||
int* existing_x, int* existing_y, int existing_count) {
|
||||
// Leave 1 cell for border
|
||||
int min_x = 1;
|
||||
int max_x = width - 2;
|
||||
int min_y = 1;
|
||||
int max_y = height - 2;
|
||||
|
||||
// Initialize 5 mice at random positions (within boundaries)
|
||||
for(int i = 0; i < MOUSE_COUNT; i++){
|
||||
st->mousex[i] = 5 + rand() % 50;
|
||||
st->mousey[i] = 5 + rand() % 15;
|
||||
st->mouse_state[i] = 0; // alive
|
||||
int attempts = 0;
|
||||
while (attempts < 100) {
|
||||
*x = min_x + rand() % (max_x - min_x + 1);
|
||||
*y = min_y + rand() % (max_y - min_y + 1);
|
||||
|
||||
// Check if position is distinct from cat
|
||||
if (*x == cat_x && *y == cat_y) {
|
||||
attempts++;
|
||||
continue;
|
||||
}
|
||||
// Store pointer to the state to the world variable
|
||||
return st;
|
||||
}
|
||||
|
||||
// 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;
|
||||
// Check if position is distinct from other entities
|
||||
int distinct = 1;
|
||||
for (int i = 0; i < existing_count; i++) {
|
||||
if (*x == existing_x[i] && *y == existing_y[i]) {
|
||||
distinct = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if ( event->type == EVENT_ESC){
|
||||
// Non zero means finish the loop and stop the game.
|
||||
if (distinct) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Check if all mice are caught
|
||||
if(state->caught_count == MOUSE_COUNT){
|
||||
clear_screen();
|
||||
set_message("VSETKY MYSKY ZJEDENE! VITAZ!",10,12);
|
||||
return 0;
|
||||
attempts++;
|
||||
}
|
||||
|
||||
// Check each mouse if it's caught by cat
|
||||
for(int i = 0; i < MOUSE_COUNT; i++){
|
||||
if(state->mouse_state[i] == 0){ // mouse is alive
|
||||
if(state->mousex[i] == state->catx_position && state->mousey[i] == state->caty_position){
|
||||
state->mouse_state[i] = 1; // caught
|
||||
state->caught_count++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(event->type == EVENT_TIMEOUT) {
|
||||
// Move cat
|
||||
int cx = state->catx_position + state->catx;
|
||||
int cy = state->caty_position + state->caty;
|
||||
|
||||
// Check boundaries (leave room for borders)
|
||||
if (cx > 1 && cx < event->width - 2 && cy > 2 && cy < event->height - 2){
|
||||
state->catx_position = cx;
|
||||
state->caty_position = cy;
|
||||
}
|
||||
|
||||
// Move each alive mouse randomly
|
||||
for(int i = 0; i < MOUSE_COUNT; i++){
|
||||
if(state->mouse_state[i] == 0){ // mouse is alive
|
||||
int m = rand() % 4;
|
||||
int mx = state->mousex[i];
|
||||
int my = state->mousey[i];
|
||||
|
||||
if (m == 0) my -= 1;
|
||||
else if (m == 1) my += 1;
|
||||
else if (m == 2) mx -= 1;
|
||||
else if (m == 3) mx += 1;
|
||||
|
||||
// Check boundaries (leave room for borders)
|
||||
if (mx > 1 && mx < event->width - 2 && my > 2 && my < event->height - 2){
|
||||
state->mousex[i] = mx;
|
||||
state->mousey[i] = my;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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
|
||||
clear_screen();
|
||||
|
||||
// Draw borders
|
||||
for(int x = 0; x < event->width; x++){
|
||||
set_cell('#', x, 1);
|
||||
set_cell('#', x, event->height - 2);
|
||||
}
|
||||
for(int y = 1; y < event->height - 1; y++){
|
||||
set_cell('#', 0, y);
|
||||
set_cell('#', event->width - 1, y);
|
||||
}
|
||||
|
||||
// Draw cat
|
||||
set_cell('c', state->catx_position, state->caty_position);
|
||||
|
||||
// Draw mice
|
||||
for(int i = 0; i < MOUSE_COUNT; i++){
|
||||
if(state->mouse_state[i] == 0){ // only draw alive mice
|
||||
set_cell('m', state->mousex[i], state->mousey[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw caught count
|
||||
char msg[100];
|
||||
sprintf(msg, "Chytene: %d/%d", state->caught_count, MOUSE_COUNT);
|
||||
set_message(msg, 2, 0);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Initialize the game state
|
||||
void* init_game() {
|
||||
// Allocate memory for the game state
|
||||
struct game* state = calloc(1, sizeof(struct game));
|
||||
|
||||
if (state == NULL) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Use current time for random seed (more random than time(NULL) alone)
|
||||
srand((unsigned int)time(NULL) + rand());
|
||||
|
||||
// Initial state values
|
||||
state->score = 0;
|
||||
strcpy(state->message, "");
|
||||
|
||||
// Place cat at a random position (leaving room for border)
|
||||
state->cat_x = 5 + rand() % 20;
|
||||
state->cat_y = 2 + rand() % 15;
|
||||
|
||||
// Place 5 mice at distinct random positions
|
||||
for (int i = 0; i < MOUSE_COUNT; i++) {
|
||||
int px, py;
|
||||
get_random_position(&px, &py, 30, 20, state->cat_x, state->cat_y,
|
||||
state->mouse_x, state->mouse_y, i);
|
||||
state->mouse_x[i] = px;
|
||||
state->mouse_y[i] = py;
|
||||
state->mouse_alive[i] = 1; // All mice start alive
|
||||
}
|
||||
|
||||
return state;
|
||||
}
|
||||
|
||||
// Draw the game state on screen
|
||||
static void draw_game(struct game* state, struct event* event) {
|
||||
// Clear screen
|
||||
clear_screen();
|
||||
|
||||
// Draw border around the playing field (using walls: '#' in cyan)
|
||||
// Top and bottom borders
|
||||
for (int x = 0; x < event->width; x++) {
|
||||
set_color_cell('#', x, 0, COLOR_CYAN, COLOR_BLACK);
|
||||
set_color_cell('#', x, event->height - 1, COLOR_CYAN, COLOR_BLACK);
|
||||
}
|
||||
|
||||
// Left and right borders
|
||||
for (int y = 1; y < event->height - 1; y++) {
|
||||
set_color_cell('#', 0, y, COLOR_CYAN, COLOR_BLACK);
|
||||
set_color_cell('#', event->width - 1, y, COLOR_CYAN, COLOR_BLACK);
|
||||
}
|
||||
|
||||
// Draw cat in yellow
|
||||
set_color_cell('c', state->cat_x, state->cat_y, COLOR_YELLOW, COLOR_BLACK);
|
||||
|
||||
// Draw alive mice in green
|
||||
for (int i = 0; i < MOUSE_COUNT; i++) {
|
||||
if (state->mouse_alive[i]) {
|
||||
set_color_cell('m', state->mouse_x[i], state->mouse_y[i], COLOR_GREEN, COLOR_BLACK);
|
||||
}
|
||||
}
|
||||
|
||||
// Display score
|
||||
char score_msg[50];
|
||||
snprintf(score_msg, sizeof(score_msg), "Score: %d/5", state->score);
|
||||
set_message(score_msg, 2, event->height - 2);
|
||||
|
||||
// Display end-game message if game is won
|
||||
if (state->game_won) {
|
||||
set_message(state->message, (event->width - 40) / 2, event->height / 2);
|
||||
}
|
||||
}
|
||||
|
||||
// Handle game events
|
||||
int game_event(struct event* event, void* game) {
|
||||
struct game* state = (struct game*)game;
|
||||
|
||||
// Handle ESC key to quit
|
||||
if (event->type == EVENT_ESC) {
|
||||
return 1; // Non-zero means end the game
|
||||
}
|
||||
|
||||
// Handle keyboard input (arrow keys to move cat)
|
||||
if (event->type == EVENT_KEY) {
|
||||
if (event->key == KEY_UP) {
|
||||
int new_y = state->cat_y - 1;
|
||||
// Clamp to walls (1 inside border, event->height-2 is last valid position)
|
||||
if (new_y > 0) {
|
||||
state->cat_y = new_y;
|
||||
}
|
||||
} else if (event->key == KEY_DOWN) {
|
||||
int new_y = state->cat_y + 1;
|
||||
if (new_y < event->height - 1) {
|
||||
state->cat_y = new_y;
|
||||
}
|
||||
} else if (event->key == KEY_LEFT) {
|
||||
int new_x = state->cat_x - 1;
|
||||
if (new_x > 0) {
|
||||
state->cat_x = new_x;
|
||||
}
|
||||
} else if (event->key == KEY_RIGHT) {
|
||||
int new_x = state->cat_x + 1;
|
||||
if (new_x < event->width - 1) {
|
||||
state->cat_x = new_x;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Handle timer tick (move mice)
|
||||
if (event->type == EVENT_TIMEOUT) {
|
||||
for (int i = 0; i < MOUSE_COUNT; i++) {
|
||||
if (state->mouse_alive[i]) {
|
||||
// Random direction: 0=up, 1=down, 2=left, 3=right, 4=stay
|
||||
int direction = rand() % 5;
|
||||
|
||||
int new_x = state->mouse_x[i];
|
||||
int new_y = state->mouse_y[i];
|
||||
|
||||
if (direction == 0) { // Up
|
||||
new_y = state->mouse_y[i] - 1;
|
||||
} else if (direction == 1) { // Down
|
||||
new_y = state->mouse_y[i] + 1;
|
||||
} else if (direction == 2) { // Left
|
||||
new_x = state->mouse_x[i] - 1;
|
||||
} else if (direction == 3) { // Right
|
||||
new_x = state->mouse_x[i] + 1;
|
||||
}
|
||||
// direction 4 means stay (no change to new_x, new_y)
|
||||
|
||||
// Clamp mouse to walls
|
||||
if (new_x > 0 && new_x < event->width - 1) {
|
||||
state->mouse_x[i] = new_x;
|
||||
}
|
||||
if (new_y > 0 && new_y < event->height - 1) {
|
||||
state->mouse_y[i] = new_y;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check collision: cat catches mouse
|
||||
for (int i = 0; i < MOUSE_COUNT; i++) {
|
||||
if (state->mouse_alive[i] &&
|
||||
state->cat_x == state->mouse_x[i] &&
|
||||
state->cat_y == state->mouse_y[i]) {
|
||||
state->mouse_alive[i] = 0; // Mark mouse as eaten
|
||||
state->score++;
|
||||
}
|
||||
}
|
||||
|
||||
// Check if all mice are caught (game won)
|
||||
if (state->score == MOUSE_COUNT && !state->game_won) {
|
||||
strcpy(state->message, "Zlapil si vsetky mysky! Lusty macko! :-D");
|
||||
state->game_won = 1;
|
||||
state->win_tick = 0;
|
||||
}
|
||||
|
||||
// If game is won, display message and eventually exit
|
||||
if (state->game_won) {
|
||||
state->win_tick++;
|
||||
draw_game(state, event);
|
||||
// After 30 frames (~3 seconds at 10fps), exit
|
||||
if (state->win_tick > 30) {
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Draw the current game state
|
||||
draw_game(state, event);
|
||||
|
||||
return 0; // Continue the game
|
||||
}
|
||||
|
||||
36
a5/game.h
36
a5/game.h
@ -4,33 +4,23 @@
|
||||
|
||||
#define MOUSE_COUNT 5
|
||||
|
||||
// Set of variables that expresses state of the game.
|
||||
//
|
||||
// Game state structure
|
||||
struct game {
|
||||
// X speed of the cat
|
||||
int catx;
|
||||
// Y speed of the cat
|
||||
int caty;
|
||||
// X position of the cat
|
||||
int catx_position;
|
||||
// Y opsition of the cat
|
||||
int caty_position;;
|
||||
// X positions of the mice
|
||||
int mousex[MOUSE_COUNT];
|
||||
// Y positions of the mice
|
||||
int mousey[MOUSE_COUNT];
|
||||
// State of each mouse (0 = alive, 1 = caught)
|
||||
int mouse_state[MOUSE_COUNT];
|
||||
// Count of caught mice
|
||||
int caught_count;
|
||||
// Funky message
|
||||
char message[100];
|
||||
int cat_x; // Cat X position
|
||||
int cat_y; // Cat Y position
|
||||
int mouse_x[MOUSE_COUNT]; // 5 mouse X positions
|
||||
int mouse_y[MOUSE_COUNT]; // 5 mouse Y positions
|
||||
int mouse_alive[MOUSE_COUNT]; // 1 if alive, 0 if eaten
|
||||
int score; // Score (0-5)
|
||||
char message[100]; // End-game message
|
||||
int game_won; // Flag to track if game is won
|
||||
int win_tick; // Counter to display message for a few frames
|
||||
};
|
||||
|
||||
// Returns pointer to newly allocated state
|
||||
// Returns pointer to newly allocated game state
|
||||
void* init_game();
|
||||
|
||||
// Changes world according to the game state (pressed key, screen size or other event)
|
||||
int game_event(struct event* event,void* game);
|
||||
// Handles game events and updates state
|
||||
int game_event(struct event* event, void* game);
|
||||
|
||||
#endif
|
||||
|
||||
@ -2,8 +2,7 @@
|
||||
#include "world.h"
|
||||
#include <stdlib.h>
|
||||
|
||||
|
||||
int main(int argc, char** argv){
|
||||
start_world(init_game,game_event,free);
|
||||
int main(int argc, char** argv) {
|
||||
start_world(init_game, game_event, free);
|
||||
return 0;
|
||||
}
|
||||
|
||||
104
du4/snake0.c
Normal file
104
du4/snake0.c
Normal file
@ -0,0 +1,104 @@
|
||||
#include <stdlib.h>
|
||||
#include "snake.h"
|
||||
|
||||
struct snake* add_snake(struct snake* snake, int x, int y) {
|
||||
struct snake* new_part = (struct snake*)malloc(sizeof(struct snake));
|
||||
if (new_part == NULL) {
|
||||
return snake;
|
||||
}
|
||||
new_part->x = x;
|
||||
new_part->y = y;
|
||||
new_part->next = snake;
|
||||
|
||||
return new_part;
|
||||
}
|
||||
|
||||
struct snake* remove_snake(struct snake* snake) {
|
||||
if (snake == NULL) {
|
||||
return NULL;
|
||||
}
|
||||
if (snake->next == NULL) {
|
||||
free(snake);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
struct snake* current = snake;
|
||||
while (current->next->next != NULL) {
|
||||
current = current->next;
|
||||
}
|
||||
|
||||
free(current->next);
|
||||
current->next = NULL;
|
||||
|
||||
return snake;
|
||||
}
|
||||
|
||||
int is_snake(struct snake* snake, int x, int y) {
|
||||
struct snake* current = snake;
|
||||
while (current != NULL) {
|
||||
if (current->x == x && current->y == y) {
|
||||
return 1;
|
||||
}
|
||||
current = current->next;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void free_snake(struct snake* sn) {
|
||||
while (sn != NULL) {
|
||||
struct snake* temp = sn;
|
||||
sn = sn->next;
|
||||
free(temp);
|
||||
}
|
||||
}
|
||||
|
||||
int step_state(struct state* state) {
|
||||
if (state == NULL || state->snake == NULL) {
|
||||
return END_USER;
|
||||
}
|
||||
|
||||
int new_x = state->snake->x + state->sx;
|
||||
int new_y = state->snake->y + state->sy;
|
||||
|
||||
if (new_x < 0 || new_x >= state->width || new_y < 0 || new_y >= state->height) {
|
||||
return END_WALL;
|
||||
}
|
||||
|
||||
int food_index = -1;
|
||||
int items_left = 0;
|
||||
|
||||
for (int i = 0; i < FOOD_COUNT; i++) {
|
||||
if (state->foodx[i] == new_x && state->foody[i] == new_y) {
|
||||
food_index = i;
|
||||
} else if (state->foodx[i] >= 0 && state->foody[i] >= 0) {
|
||||
items_left++;
|
||||
}
|
||||
}
|
||||
|
||||
if (food_index >= 0) {
|
||||
state->foodx[food_index] = -1;
|
||||
state->foody[food_index] = -1;
|
||||
|
||||
if (is_snake(state->snake, new_x, new_y)) {
|
||||
state->snake = add_snake(state->snake, new_x, new_y);
|
||||
return END_SNAKE;
|
||||
}
|
||||
|
||||
state->snake = add_snake(state->snake, new_x, new_y);
|
||||
|
||||
if (items_left == 0) {
|
||||
return END_FOOD;
|
||||
}
|
||||
return END_CONTINUE;
|
||||
} else {
|
||||
state->snake = remove_snake(state->snake);
|
||||
|
||||
if (is_snake(state->snake, new_x, new_y)) {
|
||||
state->snake = add_snake(state->snake, new_x, new_y);
|
||||
return END_SNAKE;
|
||||
}
|
||||
|
||||
state->snake = add_snake(state->snake, new_x, new_y);
|
||||
return END_CONTINUE;
|
||||
}
|
||||
}
|
||||
112
du4/snake0.h
Normal file
112
du4/snake0.h
Normal file
@ -0,0 +1,112 @@
|
||||
#ifndef snake_h_INCLUDED
|
||||
#define snake_h_INCLUDED
|
||||
|
||||
// Number of food items on the plane
|
||||
#define FOOD_COUNT 5
|
||||
|
||||
/**
|
||||
* One part of the snake;
|
||||
*
|
||||
* The snake is a linked list;
|
||||
*/
|
||||
|
||||
struct snake {
|
||||
// x position of the snake part
|
||||
int x;
|
||||
// y position of the snake part
|
||||
int y;
|
||||
// Pointer to the next snake part.
|
||||
// The last part of the snake has NULL pointer to the next part.
|
||||
struct snake* next;
|
||||
};
|
||||
|
||||
// End game reason constants, return value of step_state
|
||||
enum endgame {
|
||||
// Continue the game
|
||||
END_CONTINUE = 0,
|
||||
// Snake hit a wall
|
||||
END_WALL,
|
||||
// Snake hit itself
|
||||
END_SNAKE,
|
||||
// No food left
|
||||
END_FOOD,
|
||||
// Other reason to end
|
||||
END_USER
|
||||
};
|
||||
|
||||
/**
|
||||
* State of the game.
|
||||
*
|
||||
* The state consists of the snake, its speed and food on the plane.
|
||||
*
|
||||
* The snake is a linked list of snake parts.
|
||||
*
|
||||
* Speed vector is a vector added to the last head position to create a new head.
|
||||
*
|
||||
* Food are points on the plane. Food with negative coordinates meads food is already eaten.
|
||||
*/
|
||||
|
||||
struct state {
|
||||
// Snake as a linked list
|
||||
struct snake* snake;
|
||||
// X of the food positions
|
||||
int foodx[FOOD_COUNT];
|
||||
// Y of the food positions
|
||||
int foody[FOOD_COUNT];
|
||||
int sx;
|
||||
int sy;
|
||||
int width;
|
||||
int height;
|
||||
};
|
||||
|
||||
/**
|
||||
* Add a new snake part with given position. The new snake part becomes the new head.
|
||||
*
|
||||
* @param head of the snake.
|
||||
* @param x coordinate of the new head;
|
||||
* @param y coordinate of the new head.
|
||||
* @return new head of the snake.
|
||||
*/
|
||||
struct snake* add_snake(struct snake* snake,int x,int y);
|
||||
|
||||
/**
|
||||
* Remove the last snake part.
|
||||
* The last snake part should always have NULL next pointer.
|
||||
*
|
||||
* @param head of the snake.
|
||||
* @return new head of the snake.
|
||||
*/
|
||||
struct snake* remove_snake(struct snake* snake);
|
||||
|
||||
/**
|
||||
* Finds out if given coordinates are part of the snake.
|
||||
* @param snake
|
||||
* @param x coordinate to search in snake
|
||||
* @param y coordinate to search in snake
|
||||
* @return True, if there is a snake part with coordinates x,y. False otherwise
|
||||
*
|
||||
*/
|
||||
int is_snake(struct snake* snake,int x, int y);
|
||||
/**
|
||||
* Remove and free each snake part;
|
||||
* @param head of the snake.
|
||||
*/
|
||||
void free_snake(struct snake* sn);
|
||||
/**
|
||||
* Change game state.
|
||||
*
|
||||
* The function shoud calculate new posision of the snake head
|
||||
* from the current position and speed vector.
|
||||
* Then it should modify snake parst or food coordinates according to the rules:
|
||||
*
|
||||
* - If the new position is on the snake, end the game, return END_SNAKE.
|
||||
* - If the new position is on the food, mark food as eaten
|
||||
* (set its coordinates to -1) and add new snake part on the position of the food. If there is no food left, return END_FOOD. else return END_CONTINUE.
|
||||
* - If the new position is on the plane, add new snake part on the new position and remove the last part of the snake, return END_CONTINUE.
|
||||
*
|
||||
* @param current state of the game
|
||||
* @return reason to end the game according to enum endgame.
|
||||
*/
|
||||
int step_state(struct state* state);
|
||||
|
||||
#endif // snake_h_INCLUDED
|
||||
BIN
du4/test_snake
Executable file
BIN
du4/test_snake
Executable file
Binary file not shown.
73
du4/test_snake.c
Normal file
73
du4/test_snake.c
Normal file
@ -0,0 +1,73 @@
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include "snake.h"
|
||||
|
||||
int main() {
|
||||
printf("=== Testing Snake Game Library ===\n\n");
|
||||
|
||||
// Test 1: Add snake parts
|
||||
printf("Test 1: Adding snake parts\n");
|
||||
struct snake* snake = NULL;
|
||||
snake = add_snake(snake, 5, 5);
|
||||
snake = add_snake(snake, 5, 6);
|
||||
snake = add_snake(snake, 5, 7);
|
||||
printf("Added 3 snake parts\n");
|
||||
|
||||
// Test 2: Check if coordinates are part of snake
|
||||
printf("\nTest 2: Checking if coordinates are part of snake\n");
|
||||
printf("Is (5,5) part of snake? %d (expected: 1)\n", is_snake(snake, 5, 5));
|
||||
printf("Is (5,6) part of snake? %d (expected: 1)\n", is_snake(snake, 5, 6));
|
||||
printf("Is (10,10) part of snake? %d (expected: 0)\n", is_snake(snake, 10, 10));
|
||||
|
||||
// Test 3: Count snake parts
|
||||
printf("\nTest 3: Counting snake parts\n");
|
||||
int count = 0;
|
||||
struct snake* curr = snake;
|
||||
while (curr != NULL) {
|
||||
count++;
|
||||
curr = curr->next;
|
||||
}
|
||||
printf("Snake has %d parts (expected: 3)\n", count);
|
||||
|
||||
// Test 4: Remove snake tail
|
||||
printf("\nTest 4: Removing snake tail\n");
|
||||
snake = remove_snake(snake);
|
||||
count = 0;
|
||||
curr = snake;
|
||||
while (curr != NULL) {
|
||||
count++;
|
||||
curr = curr->next;
|
||||
}
|
||||
printf("After removal, snake has %d parts (expected: 2)\n", count);
|
||||
|
||||
// Test 5: Test game state step
|
||||
printf("\nTest 5: Testing game state\n");
|
||||
struct state state;
|
||||
state.snake = snake;
|
||||
state.width = 20;
|
||||
state.height = 20;
|
||||
state.sx = 1; // Move right
|
||||
state.sy = 0;
|
||||
|
||||
// Initialize food
|
||||
for (int i = 0; i < FOOD_COUNT; i++) {
|
||||
state.foodx[i] = 10 + i;
|
||||
state.foody[i] = 10;
|
||||
}
|
||||
|
||||
int result = step_state(&state);
|
||||
printf("Step result: %d (0=CONTINUE, 1=WALL, 2=SNAKE, 3=FOOD, 4=USER)\n", result);
|
||||
|
||||
// Test 6: Test wall collision
|
||||
printf("\nTest 6: Testing wall collision\n");
|
||||
state.sx = 20; // Move far to the right (should hit wall)
|
||||
state.sy = 0;
|
||||
result = step_state(&state);
|
||||
printf("After moving right 20, result: %d (expected: 1=WALL)\n", result);
|
||||
|
||||
// Cleanup
|
||||
free_snake(state.snake);
|
||||
|
||||
printf("\n=== All tests completed ===\n");
|
||||
return 0;
|
||||
}
|
||||
BIN
du5/program
Executable file
BIN
du5/program
Executable file
Binary file not shown.
92
du6/a_station.h
Normal file
92
du6/a_station.h
Normal file
@ -0,0 +1,92 @@
|
||||
#ifndef STATION_H
|
||||
#define STATION_H
|
||||
|
||||
// Pocet trati k dispozicii
|
||||
#define STATION_SIZE 10
|
||||
// Maximalny pocet znakov pre ulozenie nazvu cielovej stanice
|
||||
#define TARGET_SIZE 36
|
||||
|
||||
/**
|
||||
* Jeden zaznam o kapacite do cielovej stanice
|
||||
*/
|
||||
struct car {
|
||||
// Cielova stanica / nazov
|
||||
char value[TARGET_SIZE];
|
||||
// Pocet cestujuchich
|
||||
int capacity;
|
||||
// Smernik na dalsi zaznam
|
||||
struct car* next;
|
||||
};
|
||||
|
||||
/**
|
||||
* Cela databaza zaznamov
|
||||
*/
|
||||
struct station {
|
||||
// Dynamicke pole smernikov na zaznamy
|
||||
// jeden zaznam ma typ struct car*
|
||||
struct car** tracks;
|
||||
// Velkost pola tracks
|
||||
int track_count;
|
||||
};
|
||||
|
||||
/**
|
||||
* Vytvori prazdnu stanicu.
|
||||
* Alokuje pole smernikov tracks na pociatocnu kapacitu STATION_SIZE
|
||||
* nastavi velkost capacity na STATION_SIZE
|
||||
* @return smernik na prazdnu stanicu
|
||||
*/
|
||||
struct station* create_station();
|
||||
|
||||
/**
|
||||
* Uvolni pamat
|
||||
* @param smernik na databazu
|
||||
*/
|
||||
void destroy_station(struct station* station);
|
||||
|
||||
/**
|
||||
* Vyberie poziciu v poli station->tracks pre ulozenie zaznamu target
|
||||
*
|
||||
* Proces vyberu by mal splnat kriteria pre hash funkciu:
|
||||
* - rovnaky retazec by mal vzdy mat rovnaky vysledok
|
||||
* - pre rozne retazce by mali byt vysledky co najviac rozne
|
||||
*
|
||||
* @param smernik na databazu
|
||||
* @param nazov cielovej stanice
|
||||
* @return cislo v intervale 0 az N-1, kde N je station->track_count
|
||||
*/
|
||||
int select_track(struct station* station, const char* target);
|
||||
|
||||
/**
|
||||
* Zvysi zaznam o pocte cestujucich do danej cielovej stanice.
|
||||
*
|
||||
* Najprv sa vyberie cielova trat pomocou select_track(). Ak zaznam neexistuje,
|
||||
* vytvori sa novy. Ak zaznam na danej trati (spojkovom zozname) existuje, cislo sa pripocita.
|
||||
* V databaze nesmu byt dva zaznamy s rovnakou cielovou stanicou.
|
||||
*
|
||||
* @param smernik na databazu
|
||||
* @param nazov cielovej stanice
|
||||
*/
|
||||
void add_target_capacity(struct station* station, const char* target, int capacity);
|
||||
|
||||
/**
|
||||
* Ziska zaznam o cielovej stanici.
|
||||
* @param smernik na databazu
|
||||
* @param nazov cielovej stanice
|
||||
*
|
||||
* @return kapacitu do cielovej stanice. Ak sa zaznam nenachedza, vrati nula.
|
||||
*/
|
||||
int get_target_capacity(struct station* station, const char* target);
|
||||
|
||||
/**
|
||||
* Spocita pocet cielovych stanic
|
||||
* @param smernik na databazu
|
||||
*/
|
||||
int count_targets(struct station* station);
|
||||
|
||||
/**
|
||||
* Spocita kapacitu vo vsetkych zaznamoch
|
||||
* @param smernik na databazu
|
||||
*/
|
||||
int count_capacity(struct station* station);
|
||||
|
||||
#endif
|
||||
BIN
du6/station.o
Normal file
BIN
du6/station.o
Normal file
Binary file not shown.
BIN
du6/test_station
Executable file
BIN
du6/test_station
Executable file
Binary file not shown.
64
du6/test_station.c
Normal file
64
du6/test_station.c
Normal file
@ -0,0 +1,64 @@
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include "a_station.h"
|
||||
|
||||
int main() {
|
||||
printf("=== Testing Train Station Library ===\n\n");
|
||||
|
||||
// Test 1: Create station
|
||||
printf("Test 1: Creating station\n");
|
||||
struct station* st = create_station();
|
||||
if (st != NULL) {
|
||||
printf("Station created successfully\n");
|
||||
printf("Station has %d tracks\n", st->track_count);
|
||||
} else {
|
||||
printf("ERROR: Could not create station\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Test 2: Add targets
|
||||
printf("\nTest 2: Adding destinations\n");
|
||||
add_target_capacity(st, "Bratislava", 100);
|
||||
add_target_capacity(st, "Kosice", 150);
|
||||
add_target_capacity(st, "Zilina", 80);
|
||||
add_target_capacity(st, "Presov", 120);
|
||||
printf("Added 4 destinations\n");
|
||||
|
||||
// Test 3: Count targets
|
||||
printf("\nTest 3: Counting targets\n");
|
||||
int target_count = count_targets(st);
|
||||
printf("Number of targets: %d (expected: 4)\n", target_count);
|
||||
|
||||
// Test 4: Get target capacity
|
||||
printf("\nTest 4: Getting target capacities\n");
|
||||
printf("Bratislava capacity: %d (expected: 100)\n", get_target_capacity(st, "Bratislava"));
|
||||
printf("Kosice capacity: %d (expected: 150)\n", get_target_capacity(st, "Kosice"));
|
||||
printf("Zilina capacity: %d (expected: 80)\n", get_target_capacity(st, "Zilina"));
|
||||
printf("Presov capacity: %d (expected: 120)\n", get_target_capacity(st, "Presov"));
|
||||
printf("NonExistent capacity: %d (expected: 0)\n", get_target_capacity(st, "NonExistent"));
|
||||
|
||||
// Test 5: Add to existing target
|
||||
printf("\nTest 5: Adding more capacity to existing target\n");
|
||||
add_target_capacity(st, "Bratislava", 50);
|
||||
printf("Bratislava new capacity: %d (expected: 150)\n", get_target_capacity(st, "Bratislava"));
|
||||
|
||||
// Test 6: Total capacity count
|
||||
printf("\nTest 6: Total capacity\n");
|
||||
int total_capacity = count_capacity(st);
|
||||
printf("Total capacity: %d (expected: 500)\n", total_capacity);
|
||||
|
||||
// Test 7: Hash function consistency
|
||||
printf("\nTest 7: Hash function consistency\n");
|
||||
int track1 = select_track(st, "Bratislava");
|
||||
int track2 = select_track(st, "Bratislava");
|
||||
printf("Track for 'Bratislava': %d and %d (should be same)\n", track1, track2);
|
||||
printf("Tracks match: %s\n", track1 == track2 ? "YES" : "NO");
|
||||
|
||||
// Test 8: Clean up
|
||||
printf("\nTest 8: Destroying station\n");
|
||||
destroy_station(st);
|
||||
printf("Station destroyed successfully\n");
|
||||
|
||||
printf("\n=== All tests completed ===\n");
|
||||
return 0;
|
||||
}
|
||||
BIN
master.zip
Normal file
BIN
master.zip
Normal file
Binary file not shown.
54
world-master/.gitignore
vendored
Normal file
54
world-master/.gitignore
vendored
Normal file
@ -0,0 +1,54 @@
|
||||
game
|
||||
|
||||
# Prerequisites
|
||||
*.d
|
||||
|
||||
# Object files
|
||||
*.o
|
||||
*.ko
|
||||
*.obj
|
||||
*.elf
|
||||
|
||||
# Linker output
|
||||
*.ilk
|
||||
*.map
|
||||
*.exp
|
||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
*.pch
|
||||
|
||||
# Libraries
|
||||
*.lib
|
||||
*.a
|
||||
*.la
|
||||
*.lo
|
||||
|
||||
# Shared objects (inc. Windows DLLs)
|
||||
*.dll
|
||||
*.so
|
||||
*.so.*
|
||||
*.dylib
|
||||
|
||||
# Executables
|
||||
*.exe
|
||||
*.out
|
||||
*.app
|
||||
*.i*86
|
||||
*.x86_64
|
||||
*.hex
|
||||
|
||||
# Debug files
|
||||
*.dSYM/
|
||||
*.su
|
||||
*.idb
|
||||
*.pdb
|
||||
|
||||
# Kernel Module Compile Results
|
||||
*.mod*
|
||||
*.cmd
|
||||
.tmp_versions/
|
||||
modules.order
|
||||
Module.symvers
|
||||
Mkfile.old
|
||||
dkms.conf
|
||||
29
world-master/LICENSE
Normal file
29
world-master/LICENSE
Normal file
@ -0,0 +1,29 @@
|
||||
BSD 3-Clause License
|
||||
|
||||
Copyright (c) 2019, Daniel Hládek
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice, this
|
||||
list of conditions and the following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above copyright notice,
|
||||
this list of conditions and the following disclaimer in the documentation
|
||||
and/or other materials provided with the distribution.
|
||||
|
||||
* Neither the name of the copyright holder nor the names of its
|
||||
contributors may be used to endorse or promote products derived from
|
||||
this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
|
||||
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
|
||||
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
14
world-master/Makefile
Normal file
14
world-master/Makefile
Normal file
@ -0,0 +1,14 @@
|
||||
CFLAGS=-std=c99 -Wall -g
|
||||
|
||||
all: game
|
||||
|
||||
%.o: %.c
|
||||
gcc $(CFLAGS) -c $< -o $@
|
||||
|
||||
clean:
|
||||
rm *.o
|
||||
rm game
|
||||
|
||||
game: main.o game.o world.o
|
||||
gcc main.o game.o world.o -lcurses -lm -o game
|
||||
|
||||
78
world-master/README.md
Normal file
78
world-master/README.md
Normal file
@ -0,0 +1,78 @@
|
||||
# World Game Library
|
||||
|
||||
Learn asycnronous C programming by a game.
|
||||
|
||||
The library implements a game loop for a character-based ncurses game;
|
||||
|
||||
The library finds out the event types:
|
||||
|
||||
- start and end
|
||||
- mouse events
|
||||
- keyboard events
|
||||
- screen resize events
|
||||
|
||||
It can print colors and arbitrary characters on the screen.
|
||||
Running is interrupted when character is drawn out of the screen.
|
||||
|
||||
## Installation and Running
|
||||
|
||||
Make sure, that `ncurses` is installed.
|
||||
|
||||
Clone this repository.
|
||||
|
||||
Compile:
|
||||
|
||||
```c
|
||||
make
|
||||
```
|
||||
|
||||
Run:
|
||||
|
||||
```c
|
||||
./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 in file `game.c` consists of two functions:
|
||||
|
||||
- `void* init_game()` 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 game_event(struct event* event,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 Event Function
|
||||
|
||||
The `int game_event(struct event* event,void* game)`
|
||||
function should:
|
||||
|
||||
1. Read the game state (from the `void* game`) pointer.
|
||||
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`.
|
||||
1. Draw the game state. In the beginning of the step function the screen is empty.
|
||||
1. Returning non-zero value ends the game loop.
|
||||
|
||||
106
world-master/game.c
Normal file
106
world-master/game.c
Normal file
@ -0,0 +1,106 @@
|
||||
#include <curses.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include "world.h"
|
||||
#include "game.h"
|
||||
|
||||
// Start is called one in the beginning
|
||||
void* init_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;
|
||||
}
|
||||
|
||||
// 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
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
30
world-master/game.h
Normal file
30
world-master/game.h
Normal file
@ -0,0 +1,30 @@
|
||||
#ifndef _GAME_H_INCLUDE_
|
||||
#define _GAME_H_INCLUDE_
|
||||
#include "world.h"
|
||||
|
||||
// Set of variables that expresses state of the game.
|
||||
//
|
||||
struct game {
|
||||
// X speed of the cat
|
||||
int catx;
|
||||
// Y speed of the cat
|
||||
int caty;
|
||||
// X position of the cat
|
||||
int catx_position;
|
||||
// Y opsition of the cat
|
||||
int caty_position;;
|
||||
// X position of the mouse
|
||||
int mousex;
|
||||
// Y position of the mouse
|
||||
int mousey;
|
||||
// Funky message
|
||||
char message[100];
|
||||
};
|
||||
|
||||
// Returns pointer to newly allocated state
|
||||
void* init_game();
|
||||
|
||||
// Changes world according to the game state (pressed key, screen size or other event)
|
||||
int game_event(struct event* event,void* game);
|
||||
|
||||
#endif
|
||||
9
world-master/main.c
Normal file
9
world-master/main.c
Normal file
@ -0,0 +1,9 @@
|
||||
#include "game.h"
|
||||
#include "world.h"
|
||||
#include <stdlib.h>
|
||||
|
||||
|
||||
int main(int argc, char** argv){
|
||||
start_world(init_game,game_event,free);
|
||||
return 0;
|
||||
}
|
||||
198
world-master/world.c
Normal file
198
world-master/world.c
Normal file
@ -0,0 +1,198 @@
|
||||
#include "world.h"
|
||||
#include <assert.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <time.h>
|
||||
|
||||
int TIMEOUT;
|
||||
|
||||
void abort_game(const char* message){
|
||||
endwin();
|
||||
puts(message);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
void check_bounds(const char* source,int x, int y){
|
||||
char msg[200];
|
||||
if (x < 0 || x >= COLS){
|
||||
sprintf(msg,"%s:: width %d is out of bounds (0,%d)",source,x,COLS);
|
||||
abort_game(msg);
|
||||
}
|
||||
if (y < 0 || y >= LINES){
|
||||
sprintf(msg,"%s:: height %d is out of bounds (0,%d)",source,y,LINES);
|
||||
abort_game(msg);
|
||||
}
|
||||
}
|
||||
|
||||
void clear_screen(){
|
||||
// Clear screen
|
||||
mvaddch(0,0,' ');
|
||||
int screenchars = LINES*COLS;
|
||||
for (int j = 1; j < screenchars;j++ ){
|
||||
addch(' ');
|
||||
}
|
||||
}
|
||||
|
||||
void game_speed(int value){
|
||||
if (value < 0){
|
||||
abort_game("world_seed:: cannot be negative\n");
|
||||
}
|
||||
TIMEOUT =value;
|
||||
}
|
||||
|
||||
void set_message(const char* message,int x,int y) {
|
||||
int l = strlen(message);
|
||||
for (int i = 0; i < l; i++){
|
||||
check_bounds("set_message",x+i,y);
|
||||
set_cell(message[i],x+i,y);
|
||||
}
|
||||
}
|
||||
|
||||
void assert_message(int event,const char* message){
|
||||
if (event == 0){
|
||||
abort_game(message);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void set_cell(int character,int x,int y) {
|
||||
check_bounds("set_cell",x,y);
|
||||
set_color_cell(character,x,y,COLOR_WHITE,COLOR_BLACK);
|
||||
}
|
||||
|
||||
void set_color_cell(int character,int x,int y,short front_color,short back_color){
|
||||
check_bounds("set_color_cell",x,y);
|
||||
if (has_colors()){
|
||||
int pair = COLOR_COUNT * front_color + back_color;
|
||||
attron(COLOR_PAIR(pair));
|
||||
mvaddch(y,x,character);
|
||||
attroff(COLOR_PAIR(pair));
|
||||
}
|
||||
else{
|
||||
mvaddch(y,x,character);
|
||||
}
|
||||
}
|
||||
|
||||
int start_world(void* (*init_game)(),int (*world_event)(struct event* event,void* game),void (*destroy_game)(void*)){
|
||||
srand(time(NULL));
|
||||
int r = 1;
|
||||
// Speed global variable
|
||||
TIMEOUT = 100;
|
||||
if (initscr() == NULL){
|
||||
// TODO Which Error?
|
||||
puts("Curses Error.");
|
||||
return -1;
|
||||
}
|
||||
noecho(); // Nevypisuj vstup na obrazovku
|
||||
cbreak(); // Zabudni starý vstup
|
||||
nodelay(stdscr,TRUE); // Nečakaj na stlačenie
|
||||
keypad(stdscr,TRUE); // Aktivuje šípky
|
||||
curs_set(FALSE); // Neviditeľný kurzor
|
||||
/* Get all the mouse events */
|
||||
mousemask(ALL_MOUSE_EVENTS, NULL);
|
||||
MEVENT mouse_event;
|
||||
if (has_colors()){ // Zistenie či terminál podporuje farby
|
||||
start_color();
|
||||
for (int i = 0; i < COLOR_COUNT;i++){
|
||||
for (int j = 0; j < COLOR_COUNT;j++){
|
||||
init_pair(i * COLOR_COUNT + j, i,j);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
puts("No colors!\n");
|
||||
}
|
||||
void* game = NULL;
|
||||
if (init_game != NULL){
|
||||
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);
|
||||
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;
|
||||
};
|
||||
113
world-master/world.h
Normal file
113
world-master/world.h
Normal file
@ -0,0 +1,113 @@
|
||||
#ifndef _WORLD_H_
|
||||
#define _WORLD_H_
|
||||
|
||||
#include <curses.h>
|
||||
|
||||
/**
|
||||
* World represented as a rectangular matrix of colorful characters.
|
||||
*
|
||||
* Point [0,0] is displayed the upper left corner of the screen.
|
||||
*
|
||||
*/
|
||||
|
||||
enum event_type {
|
||||
EVENT_START,
|
||||
EVENT_TIMEOUT,
|
||||
EVENT_KEY,
|
||||
EVENT_MOUSE,
|
||||
EVENT_RESIZE,
|
||||
EVENT_ESC,
|
||||
EVENT_END,
|
||||
};
|
||||
|
||||
struct event {
|
||||
/**
|
||||
* Last width of the screen.
|
||||
*/
|
||||
int width;
|
||||
/**
|
||||
* Last height of the screen.
|
||||
*/
|
||||
int height;
|
||||
/**
|
||||
* Last pressed key or Curses event.
|
||||
*
|
||||
* Special event values:
|
||||
* ERR if timeout,
|
||||
* KEY_RESIZE if screen resize
|
||||
* KEY_EVENT, other event,
|
||||
* KEY_MOUSE, mouse clicked
|
||||
*
|
||||
* Key values:
|
||||
*
|
||||
* ' ' Space
|
||||
* KEY_DOWN Arrow down
|
||||
* KEY_UP Arrow up
|
||||
* KEY_LEFT Arrow left
|
||||
* KEY_RIGHT Arrow right
|
||||
* KEY_A1 Upper left of keypad
|
||||
* KEY_A3 Upper right of keypad
|
||||
* KEY_B2 Center of keypad
|
||||
* KEY_C1 Lower left of keypad
|
||||
* KEY_C3 Lower right of keypad
|
||||
*
|
||||
* KEY_ENTER
|
||||
* KEY_BACKSPACE
|
||||
*/
|
||||
int key;
|
||||
int alt_key;
|
||||
enum event_type type;
|
||||
int mouse_x;
|
||||
int mouse_y;
|
||||
int mouse_left;
|
||||
int mouse_right;
|
||||
int mouse_middle;
|
||||
long int time_ms;
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets cell to a state.
|
||||
* @param event
|
||||
* @param x coordinate of cell
|
||||
* @param y coordinate of cell
|
||||
* @param new state of the cell
|
||||
*/
|
||||
void set_cell(int character,int x,int y);
|
||||
|
||||
/**
|
||||
* COLOR_BLACK 0
|
||||
* COLOR_RED 1
|
||||
* COLOR_GREEN 2
|
||||
* COLOR_YELLOW 3
|
||||
* COLOR_BLUE 4
|
||||
* COLOR_MAGENTA 5
|
||||
* COLOR_CYAN 6
|
||||
* COLOR_WHITE 7
|
||||
*/
|
||||
|
||||
#define COLOR_COUNT 8
|
||||
|
||||
void set_color_cell(int character,int x,int y,short front_color,short back_color);
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
* @param event
|
||||
* @param number of commandline arguments
|
||||
* @param init_world
|
||||
* @param destroy_world
|
||||
*
|
||||
* void init_world(struct event* w);
|
||||
* Initializes user state.
|
||||
* Free user state.
|
||||
* @param event
|
||||
*/
|
||||
|
||||
int start_world(void* (*init_game)(),int (*world_event)(struct event* event,void* game),void (*destroy_game)(void* game));
|
||||
|
||||
void game_speed(int value);
|
||||
|
||||
void set_message(const char* message,int x,int y);
|
||||
void clear_screen();
|
||||
|
||||
#endif
|
||||
Loading…
Reference in New Issue
Block a user