Compare commits
7 Commits
926d3873e4
...
1.0.1
Author | SHA1 | Date | |
---|---|---|---|
7700d4fdb0 | |||
1ebdd68873 | |||
ab4ddaf365 | |||
8ddf1ad110 | |||
a2ec2614ac | |||
c5af2046e2 | |||
daf638d060 |
25
.drone.yml
Normal file
25
.drone.yml
Normal file
@@ -0,0 +1,25 @@
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kind: pipeline
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name: mazegame_compiler
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type: docker
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steps:
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- name: compile main.c
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description: Check if the code is compiling
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image: alpine
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#install make and gcc
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commands:
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- apk add build-base ncurses-dev ncurses ncurses-terminfo ncurses-static
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- mkdir build
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- gcc -static -o build/main main.c -l:libncurses.so
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artifacts:
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- name: compiled
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path: main
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type: file
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- name: gitea_release
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image: plugins/gitea-release
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settings:
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api_key:
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from_secret: gitea_api_key
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base_url: https://brn.systems:3000
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files: build/*
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when:
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event: tag
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4
.vscode/tasks.json
vendored
4
.vscode/tasks.json
vendored
@@ -13,13 +13,15 @@
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],
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"command": "/usr/bin/gcc",
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"args": [
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"-static",
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"-fdiagnostics-color=always",
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"-g",
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"${workspaceFolder}/main.c",
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"-o",
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//include ncurses
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"${fileDirname}/${fileBasenameNoExtension}",
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"-lncurses"
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"-lncurses",
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"-ltinfo"
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],
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"options": {
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"cwd": "${fileDirname}"
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250
main.c
250
main.c
@@ -1,10 +1,17 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include <stdint.h>
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#include <ncurses.h>
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#include <unistd.h>
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#include <math.h>
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uint16_t Hole_Div = 40;
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uint16_t SCR_X;
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uint16_t SCR_Y;
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@@ -13,15 +20,12 @@ char blank_char = 32;
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char wall_char = 35;
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char goal_char = 71;
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char player_char = 80;
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char bullet_char = 120;
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char inchar = ' ';
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uint16_t blank_color = 0;
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uint16_t wall_color = 1;
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uint16_t goal_color = 2;
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uint16_t player_color = 3;
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uint16_t border_color = 4;
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uint16_t bullet1_color = 5;
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uint16_t bullet2_color = 5;
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char letter = ' ';
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struct Object {
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uint16_t x;
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@@ -30,13 +34,6 @@ struct Object {
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uint16_t color;
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uint8_t dir;
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};
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struct Bullet {
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uint16_t x;
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uint16_t y;
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uint8_t dir;
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uint8_t color;
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};
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uint16_t bulletptr = 0;
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uint16_t player_x = 0;
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uint16_t player_y = 0;
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uint16_t goal_x = 0;
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@@ -44,155 +41,117 @@ uint16_t goal_y = 0;
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uint16_t rng_tmp = 0;
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uint16_t orient = 0;
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uint16_t inputs_tmp = 0;
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struct Object *rendered;
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struct Bullet *bullets;
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char *playfield;
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struct Object * rendered;
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char * playfield;
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int randomInt(int lower, int upper) {
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return rand() % (upper - lower + 1) + lower;
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}
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void generate_maze(){
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void generate_maze() {
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//fill playfield with blank
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for (uint16_t y = 0; y < SCR_Y; y++) {
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for (uint16_t x = 0; x < SCR_X; x++) {
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//playfield[y][x] = blank_char;
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//do it in one dimension
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playfield[y*SCR_X + x] = blank_char;
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playfield[y * SCR_X + x] = blank_char;
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}
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}
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//fill every other row with walls
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for (uint16_t y = 0; y < SCR_Y; y += 2) {
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for (uint16_t x = 0; x < SCR_X; x++) {
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//playfield[y][x] = wall_char;
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//do it in one dimension
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playfield[y*SCR_X + x] = wall_char;
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playfield[y * SCR_X + x] = wall_char;
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}
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}
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//punch holes in the walls
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for (uint16_t y = 0; y < SCR_Y; y++) {
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//punch holes in the walls depending on the SCR_X
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for (uint16_t ix = 0; ix < ((SCR_X-(SCR_X%Hole_Div))/Hole_Div); ix += 1) {
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for (uint16_t ix = 0; ix < ((SCR_X - (SCR_X % Hole_Div)) / Hole_Div); ix += 1) {
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rng_tmp = randomInt(1, SCR_X);
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//playfield[y][rng_tmp] = blank_char;
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//do it in one dimension
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playfield[y*SCR_X + rng_tmp] = blank_char;
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playfield[y * SCR_X + rng_tmp] = blank_char;
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}
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if (orient == 0) {
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if(y == 0){
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//playfield[y][rng_tmp] = goal_char;
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//do it in one dimension
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playfield[y*SCR_X + rng_tmp] = goal_char;
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if (y == 0) {
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playfield[y * SCR_X + rng_tmp] = goal_char;
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goal_x = rng_tmp;
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goal_y = y;
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}
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if (y == SCR_Y -1){
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//playfield[y][rng_tmp] = player_char;
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//do it in one dimension
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playfield[y*SCR_X + rng_tmp] = player_char;
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if (y == SCR_Y - 1) {
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playfield[y * SCR_X + rng_tmp] = player_char;
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player_x = rng_tmp;
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player_y = y;
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}
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} else {
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if(y == SCR_Y -1){
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//playfield[y][rng_tmp] = goal_char;
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//do it in one dimension
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playfield[y*SCR_X + rng_tmp] = goal_char;
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if (y == SCR_Y - 1) {
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playfield[y * SCR_X + rng_tmp] = goal_char;
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goal_x = rng_tmp;
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goal_y = y;
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}
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if (y == 0){
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//playfield[y][rng_tmp] = player_char;
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//do it in one dimension
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playfield[y*SCR_X + rng_tmp] = player_char;
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if (y == 0) {
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playfield[y * SCR_X + rng_tmp] = player_char;
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player_x = rng_tmp;
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player_y = y;
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}
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}
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}
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}
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void render_maze(){
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void render_maze() {
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//fill rendered with blank
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for (uint16_t y = 0; y < SCR_Y; y++) {
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for (uint16_t x = 0; x < SCR_X; x++) {
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//rendered[y][x] = blank_char;
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//do it in one dimension
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rendered[y*SCR_X + x].letter = blank_char;
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rendered[y*SCR_X + x].color = blank_color;
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rendered[y*SCR_X + x].x = x;
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rendered[y*SCR_X + x].y = y;
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rendered[y * SCR_X + x].letter = blank_char;
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rendered[y * SCR_X + x].color = blank_color;
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rendered[y * SCR_X + x].x = x;
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rendered[y * SCR_X + x].y = y;
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}
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}
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for (uint16_t y = 0; y < SCR_Y; y++) {
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for (uint16_t x = 0; x < SCR_X; x++) {
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//letter = playfield[y - 1][x- 1];
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//do it in one dimension
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letter = playfield[(y)*SCR_X + (x)];
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//rendered[x][y].letter = letter;
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//do it in one dimension
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rendered[(y)*SCR_X + (x)].letter = letter;
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//rendered[x][y].x = x;
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//do it in one dimension
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rendered[(y)*SCR_X + (x)].x = x;
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//rendered[x][y].y = y;
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//do it in one dimension
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rendered[(y)*SCR_X + (x)].y = y;
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if (letter == goal_char){
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//rendered[x][y].color = goal_color;
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//do it in one dimension
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rendered[(y)*SCR_X + (x)].color = goal_color;
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}
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else if (letter == player_char){
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//rendered[x][y].color = player_color;
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//do it in one dimension
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rendered[(y)*SCR_X + (x)].color = player_color;
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}
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else if (letter == blank_char){
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//rendered[x][y].color = blank_color;
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//do it in one dimension
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rendered[(y)*SCR_X + (x)].color = blank_color;
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}
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else if (letter == wall_char){
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//rendered[x][y].color = wall_color;
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//do it in one dimension
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rendered[(y)*SCR_X + (x)].color = wall_color;
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letter = playfield[(y) * SCR_X + (x)];
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rendered[(y) * SCR_X + (x)].letter = letter;
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rendered[(y) * SCR_X + (x)].x = x;
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rendered[(y) * SCR_X + (x)].y = y;
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if (letter == goal_char) {
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rendered[(y) * SCR_X + (x)].color = goal_color;
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} else if (letter == player_char) {
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rendered[(y) * SCR_X + (x)].color = player_color;
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} else if (letter == blank_char) {
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rendered[(y) * SCR_X + (x)].color = blank_color;
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} else if (letter == wall_char) {
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rendered[(y) * SCR_X + (x)].color = wall_color;
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}
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}
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}
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}
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void draw_maze(){
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//FILE *fp;
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//fp = fopen("logx", "w");
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void draw_maze() {
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for (uint16_t y = 0; y < SCR_Y; y++) {
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for (uint16_t x = 0; x < SCR_X; x++) {
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//attron(COLOR_PAIR(rendered[x][y].color));
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//do it in one dimension
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attron(COLOR_PAIR(rendered[(y)*SCR_X + (x)].color));
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//mvaddch(y, x, rendered[x][y].letter);
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//do it in one dimension
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mvaddch(y, x, rendered[(y)*SCR_X + (x)].letter);
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//fprintf(fp, "%c, x:%d y:%d\n", rendered[(y)*SCR_X + (x)].letter, rendered[(y)*SCR_X + (x)].x, rendered[(y)*SCR_X + (x)].y);
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//attroff(COLOR_PAIR(rendered[x][y].color));
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//do it in one dimension
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attroff(COLOR_PAIR(rendered[(y)*SCR_X + (x)].color));
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attron(COLOR_PAIR(rendered[(y) * SCR_X + (x)].color));
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mvaddch(y, x, rendered[(y) * SCR_X + (x)].letter);
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attroff(COLOR_PAIR(rendered[(y) * SCR_X + (x)].color));
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}
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}
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//fclose(fp);
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refresh();
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}
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void init(){
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void init() {
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initscr();
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//get screen size
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getmaxyx(stdscr, SCR_Y, SCR_X);
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playfield = malloc(sizeof(char) * SCR_Y * SCR_X);
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rendered = malloc(sizeof(struct Object) * (SCR_X) * (SCR_Y));
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bullets = malloc(sizeof(struct Bullet) * (SCR_X) * (SCR_Y));
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noecho();
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nodelay(stdscr, TRUE);
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start_color();
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@@ -201,90 +160,78 @@ void init(){
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init_pair(goal_color, COLOR_BLACK, COLOR_GREEN);
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init_pair(player_color, COLOR_BLACK, COLOR_YELLOW);
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init_pair(border_color, COLOR_WHITE, COLOR_BLUE);
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init_pair(bullet1_color, COLOR_BLACK, COLOR_YELLOW);
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init_pair(bullet2_color, COLOR_BLACK, COLOR_GREEN);
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attron(COLOR_PAIR(blank_color));
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clear();
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srand(time(NULL));
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}
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int keyinput(){
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int keyinput() {
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inchar = getch();
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if (inchar == 'q'){
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if (inchar == 'q') {
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return 1;
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}
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if (inchar == 'w'){
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if (inchar == 'w') {
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//if (playfield[player_y - 1][player_x] == blank_char){
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if (player_y > 0&&playfield[(player_y-1)*SCR_X + player_x] == blank_char){
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//playfield[player_y][player_x] = blank_char;
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//do it in one dimension
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playfield[(player_y)*SCR_X + player_x] = blank_char;
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if (player_y > 0 && playfield[(player_y - 1) * SCR_X + player_x] == blank_char) {
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playfield[(player_y) * SCR_X + player_x] = blank_char;
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player_y--;
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//playfield[player_y][player_x] = player_char;
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//do it in one dimension
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playfield[(player_y)*SCR_X + player_x] = player_char;
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//}else if (playfield[player_y - 1][player_x] == goal_char){
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}else if (playfield[(player_y-1)*SCR_X + player_x] == goal_char){
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playfield[(player_y) * SCR_X + player_x] = player_char;
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//}else if (playfield[player_y - 1][player_x] == goal_char){
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} else if (playfield[(player_y - 1) * SCR_X + player_x] == goal_char) {
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return 2;
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}
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}
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if (inchar == 'a'){
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if (inchar == 'a') {
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//if (playfield[player_y][player_x - 1] == blank_char){
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if (player_x > 0 &&playfield[(player_y)*SCR_X + (player_x-1)] == blank_char){
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//playfield[player_y][player_x] = blank_char;
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//do it in one dimension
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playfield[(player_y)*SCR_X + player_x] = blank_char;
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if (player_x > 0 && playfield[(player_y) * SCR_X + (player_x - 1)] == blank_char) {
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playfield[(player_y) * SCR_X + player_x] = blank_char;
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player_x--;
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//playfield[player_y][player_x] = player_char;
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//do it in one dimension
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playfield[(player_y)*SCR_X + player_x] = player_char;
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playfield[(player_y) * SCR_X + player_x] = player_char;
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}
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//else if (playfield[player_y][player_x - 1] == goal_char){
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else if (playfield[(player_y)*SCR_X + (player_x-1)] == goal_char){
|
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else if (playfield[(player_y) * SCR_X + (player_x - 1)] == goal_char) {
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return 2;
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}
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}
|
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if (inchar == 's'){
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if (inchar == 's') {
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//if (playfield[player_y + 1][player_x] == blank_char){
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if (player_x < SCR_X - 1 &&playfield[(player_y+1)*SCR_X + player_x] == blank_char){
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// playfield[player_y][player_x] = blank_char;
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playfield[(player_y)*SCR_X + player_x] = blank_char;
|
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if (player_x < SCR_X - 1 && playfield[(player_y + 1) * SCR_X + player_x] == blank_char) {
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playfield[(player_y) * SCR_X + player_x] = blank_char;
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player_y++;
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// playfield[player_y][player_x] = player_char;
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playfield[(player_y)*SCR_X + player_x] = player_char;
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// }else if (playfield[player_y + 1][player_x] == goal_char){
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}else if (playfield[(player_y+1)*SCR_X + player_x] == goal_char){
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playfield[(player_y) * SCR_X + player_x] = player_char;
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// }else if (playfield[player_y + 1][player_x] == goal_char){
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} else if (playfield[(player_y + 1) * SCR_X + player_x] == goal_char) {
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return 2;
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||||
}
|
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|
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}
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if (inchar == 'd'){
|
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if (inchar == 'd') {
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// if (playfield[player_y][player_x + 1] == blank_char){
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if (player_x < SCR_X - 1 &&playfield[(player_y)*SCR_X + (player_x+1)] == blank_char){
|
||||
//playfield[player_y][player_x] = blank_char;
|
||||
playfield[(player_y)*SCR_X + player_x] = blank_char;
|
||||
if (player_x < SCR_X - 1 && playfield[(player_y) * SCR_X + (player_x + 1)] == blank_char) {
|
||||
playfield[(player_y) * SCR_X + player_x] = blank_char;
|
||||
player_x++;
|
||||
//playfield[player_y][player_x] = player_char;
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playfield[(player_y)*SCR_X + player_x] = player_char;
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playfield[(player_y) * SCR_X + player_x] = player_char;
|
||||
}
|
||||
//else if (playfield[player_y][player_x + 1] == goal_char){
|
||||
else if (playfield[(player_y)*SCR_X + (player_x+1)] == goal_char){
|
||||
else if (playfield[(player_y) * SCR_X + (player_x + 1)] == goal_char) {
|
||||
return 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, char *argv[]){
|
||||
int main(int argc, char * argv[]) {
|
||||
init();
|
||||
//parse the command line arguments for width and height
|
||||
if (argc == 3){
|
||||
if (argc == 3) {
|
||||
SCR_X = atoi(argv[1]);
|
||||
SCR_Y = atoi(argv[2]);
|
||||
}
|
||||
if (argc == 2){
|
||||
if (argc == 2) {
|
||||
Hole_Div = atoi(argv[1]);
|
||||
}
|
||||
if (argc == 4){
|
||||
if (argc == 4) {
|
||||
SCR_X = atoi(argv[1]);
|
||||
SCR_Y = atoi(argv[2]);
|
||||
Hole_Div = atoi(argv[3]);
|
||||
@@ -292,14 +239,13 @@ int main(int argc, char *argv[]){
|
||||
generate_maze();
|
||||
render_maze();
|
||||
draw_maze();
|
||||
while (1)
|
||||
{
|
||||
while (1) {
|
||||
inputs_tmp = keyinput();
|
||||
if (inputs_tmp == 1){
|
||||
if (inputs_tmp == 1) {
|
||||
break;
|
||||
}
|
||||
if (inputs_tmp == 2){
|
||||
if (orient == 0){
|
||||
if (inputs_tmp == 2) {
|
||||
if (orient == 0) {
|
||||
orient = 1;
|
||||
} else {
|
||||
orient = 0;
|
||||
@@ -308,7 +254,7 @@ int main(int argc, char *argv[]){
|
||||
}
|
||||
render_maze();
|
||||
draw_maze();
|
||||
usleep(round(1000000/FPS));
|
||||
usleep(round(1000000 / FPS));
|
||||
}
|
||||
endwin();
|
||||
free(playfield);
|
||||
|
Reference in New Issue
Block a user