a5
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a5/.gitignore
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game
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# Prerequisites
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*.d
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# Object files
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*.o
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*.ko
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*.obj
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*.elf
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# Linker output
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*.ilk
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*.map
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*.exp
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# Precompiled Headers
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*.gch
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*.pch
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# Libraries
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*.lib
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*.a
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*.la
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*.lo
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# Shared objects (inc. Windows DLLs)
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*.dll
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*.so
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*.so.*
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*.dylib
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# Executables
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*.exe
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*.out
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*.app
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*.i*86
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*.x86_64
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*.hex
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# Debug files
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*.dSYM/
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*.su
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*.idb
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*.pdb
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# Kernel Module Compile Results
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*.mod*
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*.cmd
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.tmp_versions/
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modules.order
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Module.symvers
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Mkfile.old
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dkms.conf
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29
a5/LICENSE
29
a5/LICENSE
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BSD 3-Clause License
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Copyright (c) 2019, Daniel Hládek
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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* Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived from
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this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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78
a5/README.md
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a5/README.md
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# World Game Library
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Learn asycnronous C programming by a game.
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The library implements a game loop for a character-based ncurses game;
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The library finds out the event types:
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- start and end
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- mouse events
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- keyboard events
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- screen resize events
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It can print colors and arbitrary characters on the screen.
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Running is interrupted when character is drawn out of the screen.
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## Installation and Running
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Make sure, that `ncurses` is installed.
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Clone this repository.
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Compile:
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```c
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make
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```
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Run:
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```c
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./game
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```
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## Make your own game
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The game happens in a rectangular world of colorful characters.
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Your goal as a programmer is to modify the world according to the pressed keys and the internal game state.
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The library implements the game loop and draws the world to screen.
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Your game in file `game.c` consists of two functions:
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- `void* init_game()` is called in the beginning. Here you can initialize the internal state of the game.
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The function should return a pointer to an instance of the initial game state `game`.
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- `int game_event(struct event* event,void* game)`
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is called by the game loop in periodic interval or when a key was pressed. Non-zero return value or `Ctrl+C` key interrupts the game loop.
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The world variable represents state of two-dimensional grid of characters on the screen. The screen matrix looks like this:
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```
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origin
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[0,0] width
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+--------------------+
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h | |
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e | |
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i | |
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g | |
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h | |
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t | |
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+--------------------+
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```
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The world has the following parameters:
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- `int height`: y-dimension of the grid.
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- `int width`: x-dimension of the grid.
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- `int interval`: maximum time between steps in milliseconds.
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### The Event Function
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The `int game_event(struct event* event,void* game)`
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function should:
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1. Read the game state (from the `void* game`) pointer.
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1. Examine the pressed key from event pointer. If the `key` variable is non-zero, a key was pressed. According to the pressed key, modify the game state `game`.
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1. Draw the game state. In the beginning of the step function the screen is empty.
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1. Returning non-zero value ends the game loop.
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