diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/org/blog/c/game.org | 35 |
1 files changed, 20 insertions, 15 deletions
diff --git a/src/org/blog/c/game.org b/src/org/blog/c/game.org index bd0922a..6b0478c 100644 --- a/src/org/blog/c/game.org +++ b/src/org/blog/c/game.org @@ -19,7 +19,9 @@ Hello !!, I hope you are doing great you amazing person whoever you are, and I r Basically the player is faced with a NxM field made up with the sign *"-"* and the player is denoted by the symbol *"+"*, there are also Bonuses *"B"* which add 1 to your score, Traps *"T"*, that remove one from your score, and Dead *"D"* which resets the score to 0. I will go into more of the specifics later but for now this is how it works, and the controls are Basic WASD bindings, though i may go for a HJKL style later. ** The code : -#+BEGIN_QUOTE +#+ATTR_HTML: :style background-color:#e2d8d6; + + #+BEGIN_SRC c -n #include <stdio.h> #include <stdlib.h> int main(int argc, char *argv[]) { @@ -147,41 +149,44 @@ int main(int argc, char *argv[]) { return 0; } - #+END_QUOTE + #+END_SRC Let's go step by step and see what we can fix or improve, to start off, line 4 to 10 can be reduced to a single line (which will be beneficial later too) - #+BEGIN_QUOTE + #+BEGIN_SRC c -n 4 char input,map[5][5] = {'-'}; - #+END_QUOTE + #+END_SRC Much better...but can be even more better, why stop at 5 when we can give the choice to the user !! - #+BEGIN_QUOTE + #+BEGIN_SRC c -n 4 int n=5,m=5; char input,map[n][m]={'-'}; - #+END_QUOTE + #+END_SRC For now at least, n and m are hardcoded to 5, but this will change later. Of course we have the usual inits on line 11, though since we are using variables instead of hardcoding 5, we will have to find the center by ourselves - #+BEGIN_QUOTE + #+ATTR_HTML: :style background-color:#e2d8d6; + #+BEGIN_SRC c -n 11 int stop=0,i=0,moves=0,score=0,pos[2] = {n/2,m/2}; - #+END_QUOTE + #+END_SRC This is getting better, of course we then initialize the coordinates of bonus, trap, and death, and set the player as a *'+'* in the field. Here comes the line 17-21, where it generates a random coordinate for the aforementioned pickups, and do that until there is no conflict between eachother and the player) here we will need to change it a tiny bit. - #+BEGIN_QUOTE + #+ATTR_HTML: :style background-color:#e2d8d6; + #+BEGIN_SRC c -n 17 bonus[0] = arc4random_uniform(n); bonus[1] = arc4random_uniform(m); trap[0] = arc4random_uniform(n); trap[1] = arc4random_uniform(m); death[0] = arc4random_uniform(n); death[1] = arc4random_uniform(m); - #+END_QUOTE + #+END_SRC Looking good so far!!, We then have line 21-23 which also shows the pickups as their respective symbols in the map. The main interactive program starts here, which will learn at least one time and stop if the received input is a *'c'*, it starts with a nested for loop on line 26 up to 31 to show the content of the map, nothing fancy, just some matrix stuff. we need to change the 5 though! -#+BEGIN_QUOTE + #+ATTR_HTML: :style background-color:#e2d8d6; + #+BEGIN_SRC c -n 26 for (int i = 0; i < n; i++) { for (int j = 0; j < m; j++) { printf("%c ", map[i][j]); @@ -189,12 +194,13 @@ The main interactive program starts here, which will learn at least one time and printf("\n"); } -#+END_QUOTE + #+END_SRC We show the score and the moves too, which at the start of the game are set to 0. and we prompt the user for a direction. Note here the space before the %c, this basically allows for the program to not choke on newlines and also even if the user writes multiple keys at the same time, they will still be done, like *ww* will make the player move twice up. After that we have some logic which should also be changed to account for the n and m changes yet again -#+BEGIN_QUOTE +#+ATTR_HTML: :style background-color:#e2d8d6; +#+BEGIN_SRC c -n 37 if (input == 'w') { printf("Moving up\n"); map[pos[0]][pos[1]] = '-'; @@ -237,7 +243,6 @@ After that we have some logic which should also be changed to account for the n } else { printf("Invalid input\n"); } - -#+END_QUOTE +#+END_SRC What this achieves is the "teleportation effect" whenever you are at the border of the screen! |