forked from snapshot112/minigame-menu
Got the minigame menu up, running and documented. Also split up the game file
This commit is contained in:
452
spel.c
452
spel.c
@@ -3,454 +3,22 @@
|
||||
* UvAnetID: 16333969
|
||||
* Studie: BSc Informatica
|
||||
*
|
||||
* This program loads in a maze from a text file and then lets you play that maze.
|
||||
* A minigame menu that lets you play games on the grid game engine.
|
||||
*
|
||||
* Params when running the program:
|
||||
* - The path to the text file containing the maze.
|
||||
*
|
||||
* How to play the game:
|
||||
* - You are the '*' character.
|
||||
* - Use either WSAD or the arrow keys to navigate through the maze.
|
||||
* - The exit of the maze is marked with a '$'.
|
||||
* - Walls are '#'.
|
||||
* - Traps are 'X'. These kill you.
|
||||
*
|
||||
* You can quit the program at any time by pressing CTRL + C.
|
||||
*
|
||||
* Have fun playing!
|
||||
* Currently the following games are included:
|
||||
* - maze runner
|
||||
* - snake
|
||||
* - minesweeper
|
||||
*/
|
||||
|
||||
#include <assert.h>
|
||||
#include <ctype.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
#include <ncurses.h>
|
||||
#include <wchar.h>
|
||||
#include <locale.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "rooster.h"
|
||||
|
||||
typedef enum {
|
||||
GAME_QUIT,
|
||||
GAME_MAZE_RUNNER,
|
||||
GAME_SNAKE,
|
||||
GAME_MINESWEEPER
|
||||
} game;
|
||||
|
||||
typedef enum {
|
||||
BLACK = 1,
|
||||
WHITE = 2,
|
||||
BLUE = 3,
|
||||
GREEN = 4,
|
||||
CYAN = 5,
|
||||
MAGENTA = 6,
|
||||
YELLOW = 7,
|
||||
RED = 8//,
|
||||
// LIME = 9
|
||||
} game_colors;
|
||||
|
||||
typedef struct {
|
||||
char name[100];
|
||||
rooster *game_map;
|
||||
} game_maps;
|
||||
|
||||
void toon_rooster_op_locatie(rooster *rp, int starting_x, int starting_y) {
|
||||
int height = rooster_hoogte(rp);
|
||||
|
||||
for (int y = 0; y < height; y++) {
|
||||
char *rij = rooster_vraag_rij(rp, y);
|
||||
mvprintw(starting_y + y, starting_x, "%s", rij);
|
||||
free(rij);
|
||||
}
|
||||
refresh();
|
||||
}
|
||||
|
||||
/* Toont het gegeven rooster met ncurses.
|
||||
*
|
||||
* Input:
|
||||
* rp: een pointer naar het rooster.
|
||||
*
|
||||
* Side effect:
|
||||
* De console wordt geleegd en het rooster wordt erin gezet.
|
||||
*/
|
||||
void toon_rooster(rooster *rp) {
|
||||
clear();
|
||||
|
||||
toon_rooster_op_locatie(rp, 0, 0);
|
||||
}
|
||||
|
||||
void update_grid(rooster *rp, char c, int x, int y) {
|
||||
if (rooster_plaats(rp, x, y, c) == 1) {
|
||||
mvaddch(y, x, c);
|
||||
}
|
||||
}
|
||||
|
||||
void game_error(void) {
|
||||
endwin();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
void quit_game(rooster *menu) {
|
||||
if (menu != NULL) {
|
||||
rooster_klaar(menu);
|
||||
}
|
||||
endwin();
|
||||
exit(EXIT_SUCCESS);
|
||||
}
|
||||
|
||||
/*
|
||||
* Toont het victory screen.
|
||||
*
|
||||
* Side Effect:
|
||||
* De victory message wordt op een schone console geprint.
|
||||
*/
|
||||
void display_victory(void) {
|
||||
clear();
|
||||
mvprintw(2,5, "YOU WON!!!!!");
|
||||
refresh();
|
||||
}
|
||||
|
||||
/*
|
||||
* Toont het loss screen.
|
||||
*
|
||||
* Side Effect:
|
||||
* De loss message wordt op een schone console geprint.
|
||||
*/
|
||||
void display_loss(void) {
|
||||
clear();
|
||||
mvprintw(2,5, "RIP, YOU DIED...");
|
||||
refresh();
|
||||
}
|
||||
|
||||
/*
|
||||
* Toont het quit screen.
|
||||
*
|
||||
* Side Effect:
|
||||
* De quit message wordt op een schone console geprint.
|
||||
*/
|
||||
void display_quit(void) {
|
||||
clear();
|
||||
mvprintw(2,5, "You quit the game");
|
||||
refresh();
|
||||
}
|
||||
|
||||
/*
|
||||
* Toont het hackerman screen.
|
||||
*
|
||||
* Side Effect:
|
||||
* De hackerman message wordt op een schone console geprint.
|
||||
*/
|
||||
void display_hackerman(void) {
|
||||
clear();
|
||||
mvprintw(2,5, "The hacker man strikes again...");
|
||||
refresh();
|
||||
}
|
||||
|
||||
/*
|
||||
* Bepaalt afhankelijk van de eindtoestand van het rooster
|
||||
* welk afsluitscherm er getoond moet worden en toont dan dat rooster.
|
||||
*
|
||||
* Input: Het rooster om de toestand uit af te lezen.
|
||||
*
|
||||
* Side Effects:
|
||||
* Het end-of-game scherm wordt op een blanke console geprint.
|
||||
*/
|
||||
void game_exit_screen(rooster *rp) {
|
||||
toestand current_state = rooster_vraag_toestand(rp);
|
||||
switch (current_state) {
|
||||
case STATE_GEWONNEN:
|
||||
display_victory();
|
||||
return;
|
||||
case STATE_VERLOREN:
|
||||
display_loss();
|
||||
return;
|
||||
case GAME_QUIT:
|
||||
display_quit();
|
||||
return;
|
||||
}
|
||||
display_hackerman();
|
||||
}
|
||||
|
||||
/*
|
||||
* Waits for the user to press an exit key 'q' before continuing.
|
||||
*/
|
||||
void graceful_exit(void) {
|
||||
mvprintw(5, 0, "Press 'q' to exit the game.");
|
||||
while (1) {
|
||||
switch (getch()) {
|
||||
case 'q':
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void speel_snake(void) {
|
||||
mvprintw(0,0, "Snake has not yet been created");
|
||||
graceful_exit();
|
||||
}
|
||||
|
||||
void speel_minesweeper() {
|
||||
mvprintw(0,0, "Minesweeper has not yet been created");
|
||||
graceful_exit();
|
||||
}
|
||||
|
||||
/* Voert de benodigde veranderingen in het rooster door als de speler in een
|
||||
* bepaalde richting probeert te bewegen.
|
||||
* Input:
|
||||
* rp : een pointer naar het rooster
|
||||
* dx,dy: de richting waarin de speler probeert te bewegen. De vier mogelijk-
|
||||
* heden voor (dx,dy) zijn (-1,0), (1,0), (0,-1), (0,1) voor resp.
|
||||
* links, rechts, omhoog en omlaag.
|
||||
*
|
||||
* Side effect: het rooster wordt aangepast op basis van de handeling van
|
||||
* de speler.
|
||||
*/
|
||||
void maze_runner_beweeg(rooster *rp, int dx, int dy) {
|
||||
int playerx;
|
||||
int playery;
|
||||
rooster_zoek(rp, '*', &playerx, &playery);
|
||||
|
||||
if (playerx == -1 || playery == -1) {
|
||||
printf("Player not found!");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
if (rooster_bevat(rp, playerx + dx, playery + dy) == 1) {
|
||||
char new_location = rooster_kijk(rp, playerx + dx, playery + dy);
|
||||
switch (new_location) {
|
||||
case '#':
|
||||
break;
|
||||
case 'X':
|
||||
update_grid(rp, ' ', playerx, playery);
|
||||
rooster_zet_toestand(rp, STATE_VERLOREN);
|
||||
break;
|
||||
case ' ':
|
||||
update_grid(rp, ' ', playerx, playery);
|
||||
update_grid(rp, '*', playerx + dx, playery + dy);
|
||||
break;
|
||||
case '$':
|
||||
update_grid(rp, ' ', playerx, playery);
|
||||
rooster_zet_toestand(rp, STATE_GEWONNEN);
|
||||
break;
|
||||
}
|
||||
refresh();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Speel een dolhof spel.
|
||||
*
|
||||
* Input:
|
||||
* rp: Een pointer naar een rooster met een valide doolhof erin.
|
||||
*
|
||||
* Side Effects:
|
||||
* Met WSAD en arrow keys kun je door het doolhof heen bewegen.
|
||||
*
|
||||
*/
|
||||
void maze_runner(rooster *rp) {
|
||||
while (rooster_vraag_toestand(rp) == STATE_AAN_HET_SPELEN)
|
||||
{
|
||||
switch (getch()) {
|
||||
case KEY_UP: // fallthrough
|
||||
case 'w':
|
||||
maze_runner_beweeg(rp, 0, -1);
|
||||
break;
|
||||
case KEY_DOWN: // fallthrough
|
||||
case 's':
|
||||
maze_runner_beweeg(rp, 0, 1);
|
||||
break;
|
||||
case KEY_LEFT: // fallthrough
|
||||
case 'a':
|
||||
maze_runner_beweeg(rp, -1, 0);
|
||||
break;
|
||||
case KEY_RIGHT: // fallthrough
|
||||
case 'd':
|
||||
maze_runner_beweeg(rp, 1, 0);
|
||||
break;
|
||||
case KEY_BACKSPACE:
|
||||
rooster_zet_toestand(rp, STATE_QUIT);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
rooster *choose_maze(void) {
|
||||
// TODO: echt opties aanbieden in plaats van hardcoded 1 maze.
|
||||
// Alternatief is om random een maze te genereren. dit is miss beter.
|
||||
|
||||
// 2. Open het doolhof bestand en lees het rooster.
|
||||
FILE *fh = fopen("assets/voorbeeld_doolhof.txt", "r");
|
||||
if (fh == NULL) {
|
||||
perror("loading maze");
|
||||
game_error();
|
||||
}
|
||||
rooster *rp = rooster_lees(fh);
|
||||
fclose(fh);
|
||||
|
||||
// 3. Bepaal of het lezen van het rooster is gelukt.
|
||||
if (rp == NULL) {
|
||||
fprintf(stderr, "Kan rooster niet maken.\n");
|
||||
game_error();
|
||||
}
|
||||
|
||||
return rp;
|
||||
}
|
||||
|
||||
/*
|
||||
* Speelt het spel met een gegeven rooster tot de toestand niet langer
|
||||
* AAN_HET_SPELEN is.
|
||||
*/
|
||||
void speel_maze(void) {
|
||||
// Voorbereiding.
|
||||
rooster *rp = choose_maze();
|
||||
toon_rooster(rp);
|
||||
rooster_zet_toestand(rp, STATE_AAN_HET_SPELEN);
|
||||
|
||||
// Game zelf.
|
||||
maze_runner(rp);
|
||||
|
||||
// Exit game.
|
||||
game_exit_screen(rp);
|
||||
rooster_klaar(rp);
|
||||
graceful_exit();
|
||||
}
|
||||
|
||||
void launch_game(rooster *menu, const game game) {
|
||||
switch (game) {
|
||||
case GAME_MAZE_RUNNER:
|
||||
speel_maze();
|
||||
return;
|
||||
case GAME_SNAKE:
|
||||
speel_snake();
|
||||
return;
|
||||
case GAME_MINESWEEPER:
|
||||
speel_minesweeper();
|
||||
return;
|
||||
case GAME_QUIT:
|
||||
quit_game(menu);
|
||||
}
|
||||
}
|
||||
|
||||
void menu_highlight(rooster *rp, const game target, const int offset_x, const int offset_y) {
|
||||
switch (target) {
|
||||
case GAME_MAZE_RUNNER: // Fallthrough
|
||||
case GAME_SNAKE: // Fallthrough
|
||||
case GAME_MINESWEEPER: // Fallthrough
|
||||
case GAME_QUIT: // Fallthrough
|
||||
// TODO: Properly highlight this shit.
|
||||
attron(COLOR_PAIR(HIGHLIGHT_COLOR));
|
||||
mvaddch(y0 + y, x0 + x * 2, ' ');
|
||||
addch(' ');
|
||||
attroff(COLOR_PAIR(kleur));
|
||||
char* row = rooster_vraag_rij(rp, target);
|
||||
mvprintw(offset_y + (int)target, offset_x, row);
|
||||
free(row);
|
||||
}
|
||||
}
|
||||
|
||||
game menu_try_move(const game selected_game, const int offset) {
|
||||
switch (selected_game + offset) {
|
||||
case GAME_MAZE_RUNNER:
|
||||
return GAME_MAZE_RUNNER;
|
||||
case GAME_SNAKE:
|
||||
return GAME_SNAKE;
|
||||
case GAME_MINESWEEPER:
|
||||
return GAME_MINESWEEPER;
|
||||
case GAME_QUIT:
|
||||
return GAME_QUIT;
|
||||
}
|
||||
return selected_game;
|
||||
}
|
||||
|
||||
void navigate_menu(rooster *menu, const game default_game, const int offset_x, const int offset_y) {
|
||||
game selected_game = default_game;
|
||||
while (true) {
|
||||
switch (getch()) {
|
||||
case KEY_UP: // fallthrough
|
||||
case 'w':
|
||||
selected_game = menu_try_move(selected_game, -1);
|
||||
menu_highlight(menu, selected_game, offset_x, offset_y);
|
||||
break;
|
||||
case KEY_DOWN: // fallthrough
|
||||
case 's':
|
||||
selected_game = menu_try_move(selected_game, 1);
|
||||
menu_highlight(menu, selected_game, offset_x, offset_y);
|
||||
break;
|
||||
case KEY_ENTER:
|
||||
case 'p':
|
||||
// select current game somehow
|
||||
launch_game(menu, GAME_QUIT);
|
||||
menu_highlight(menu, selected_game, offset_x, offset_y);
|
||||
break;
|
||||
case KEY_BACKSPACE:
|
||||
launch_game(menu, GAME_QUIT);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
rooster *laad_menu(void) {
|
||||
char menu[] = "Maze Runner\n"
|
||||
" Snake \n"
|
||||
"Minesweeper\n"
|
||||
" Leave \n";
|
||||
rooster *rp = rooster_maak(menu);
|
||||
return rp;
|
||||
}
|
||||
|
||||
void toon_menu(rooster *menu, const game default_game, const int offset_x, const int offset_y) {
|
||||
toon_rooster_op_locatie(menu, offset_x, offset_y);
|
||||
menu_highlight(menu, default_game, offset_x, offset_y);
|
||||
refresh();
|
||||
}
|
||||
|
||||
void menu(void) {
|
||||
rooster *menu = laad_menu();
|
||||
const game default_game = GAME_MAZE_RUNNER;
|
||||
|
||||
while (true) {
|
||||
clear();
|
||||
const int offset_x = 5;
|
||||
const int offset_y = 5;
|
||||
toon_menu(menu, default_game, offset_x, offset_y);
|
||||
navigate_menu(menu, default_game, offset_x, offset_y);
|
||||
}
|
||||
}
|
||||
|
||||
void startup_sequence(void) {
|
||||
// TODO: Nice entry screen
|
||||
}
|
||||
#include "grid_game_engine.h"
|
||||
#include "minigame_menu.h"
|
||||
|
||||
int main(void) {
|
||||
// 4. Initialiseer ncurses
|
||||
setlocale(LC_ALL, "");
|
||||
initscr();
|
||||
cbreak(); // zodat je kunt onderbreken met Ctrl+C
|
||||
keypad(stdscr, TRUE); // luister ook naar extra toetsen zoals pijltjes
|
||||
noecho(); // druk niet de letters af die je intypt
|
||||
curs_set(0); // hides the cursor// Don't mask any mouse events
|
||||
|
||||
// mousemask(ALL_MOUSE_EVENTS | REPORT_MOUSE_POSITION, NULL); // Don't mask any mouse events
|
||||
// printf("\033[?1003h\n"); // Makes the terminal report mouse movement events
|
||||
|
||||
start_color();
|
||||
init_pair(BLACK, COLOR_BLACK, COLOR_BLACK);
|
||||
init_pair(WHITE, COLOR_BLACK, COLOR_WHITE);
|
||||
init_pair(BLUE, COLOR_BLACK, COLOR_BLUE);
|
||||
init_pair(GREEN, COLOR_BLACK, COLOR_GREEN);
|
||||
init_pair(CYAN, COLOR_BLACK, COLOR_CYAN);
|
||||
init_pair(MAGENTA, COLOR_BLACK, COLOR_MAGENTA);
|
||||
init_pair(YELLOW, COLOR_BLACK, COLOR_YELLOW);
|
||||
init_pair(RED, COLOR_BLACK, COLOR_RED);
|
||||
// init_pair(LIME, COLOR_BLACK, COLOR_LIME);
|
||||
|
||||
init_engine();
|
||||
|
||||
// 5. Speel het spel.
|
||||
startup_sequence();
|
||||
menu();
|
||||
minigame_menu();
|
||||
|
||||
// 6. Sluit af.
|
||||
quit_game(NULL);
|
||||
cleanup_engine();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user