Got the minigame menu up, running and documented. Also split up the game file
This commit is contained in:
153
grid_game_engine.c
Normal file
153
grid_game_engine.c
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@@ -0,0 +1,153 @@
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/*
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* Created by snapshot112 on 10/15/25.
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*
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* A game engine that can run and display games in square grids.
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*/
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#include "grid_game_engine.h"
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#include <locale.h>
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#include <ncurses.h>
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#include <stdlib.h>
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#include "rooster.h"
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int modulo(const int number, const int mod) {
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int result = number % mod;
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if (result < 0) {
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result += mod; //This is not how math is supposed to work C, damnit.
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}
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return result;
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}
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void show_grid_on_offset(const rooster *gp, const int starting_x, const int starting_y) {
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const int height = rooster_hoogte(gp);
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for (int y = 0; y < height; y++) {
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char *rij = rooster_vraag_rij(gp, y);
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mvprintw(starting_y + y, starting_x, "%s", rij);
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free(rij);
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}
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refresh();
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}
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void show_grid(const rooster *rp) {
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show_grid_on_offset(rp, 0, 0);
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}
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void update_grid(rooster *rp, char c, int x, int y) {
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if (rooster_plaats(rp, x, y, c) == 1) {
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mvaddch(y, x, c);
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}
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}
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/*
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* Shows the victory screen.
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*
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* Side Effect:
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* Clears the console and prints the victory message.
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*/
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static void display_victory(void) {
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clear();
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mvprintw(2,5, "YOU WON!!!!!");
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refresh();
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}
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/*
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* Shows the GAME OVER screen.
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*
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* Side Effect:
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* Clears the console and prints the GAME OVER message.
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*/
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static void display_loss(void) {
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clear();
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mvprintw(2,5, "GAME OVER");
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refresh();
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}
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/*
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* Shows the quit screen
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*
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* Side Effect:
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* Clears the console and prints the quit message.
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*/
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static void display_quit(void) {
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clear();
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mvprintw(2,5, "You quit the game");
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refresh();
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}
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/*
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* Shows the hacker man screen
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*
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* Side Effect:
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* Clears the console and prints the hacker man message.
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*/
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static void display_hackerman(void) {
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clear();
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mvprintw(2,5, "The hacker man strikes again...");
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refresh();
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}
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void graceful_exit(void) {
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mvprintw(5, 5, "Press 'q' to exit.");
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while (1) {
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switch (getch()) {
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case 'q':
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case 'Q':
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return;
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}
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}
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}
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void game_exit_screen(rooster *gp) {
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toestand current_state = rooster_vraag_toestand(gp);
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switch (current_state) {
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case STATE_GEWONNEN:
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display_victory();
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break;
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case STATE_VERLOREN:
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display_loss();
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break;
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case STATE_QUIT:
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display_quit();
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break;
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default:
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display_hackerman();
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}
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graceful_exit();
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}
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static void init_ncurses() {
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setlocale(LC_ALL, "");
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initscr();
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cbreak(); // So you can cancel the game with ctrl + c.
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keypad(stdscr, TRUE); // Enable extra keys like the arrow keys.
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noecho(); // Don't write the keyboard input to the console.
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curs_set(0); // Hides the cursor.
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// mousemask(ALL_MOUSE_EVENTS | REPORT_MOUSE_POSITION, NULL); // Don't mask any mouse events
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// printf("\033[?1003h\n"); // Makes the terminal report mouse movement events
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start_color();
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init_pair(BLACK, COLOR_BLACK, COLOR_BLACK);
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init_pair(WHITE, COLOR_BLACK, COLOR_WHITE);
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init_pair(BLUE, COLOR_BLACK, COLOR_BLUE);
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init_pair(GREEN, COLOR_BLACK, COLOR_GREEN);
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init_pair(CYAN, COLOR_BLACK, COLOR_CYAN);
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init_pair(MAGENTA, COLOR_BLACK, COLOR_MAGENTA);
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init_pair(YELLOW, COLOR_BLACK, COLOR_YELLOW);
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init_pair(RED, COLOR_BLACK, COLOR_RED);
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}
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static void cleanup_ncurses() {
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endwin();
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}
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void init_engine(void) {
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init_ncurses();
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}
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void cleanup_engine(void) {
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cleanup_ncurses();
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}
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103
grid_game_engine.h
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103
grid_game_engine.h
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@@ -0,0 +1,103 @@
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/*
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* Created by snapshot112 on 10/15/25.
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*
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* A game engine that uses the can run and display games in rectangular grids.
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* The graphics are made using ncursesw.
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*
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* Please make sure to initialize the game engine before running any games.
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*/
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#ifndef MINIGAME_MENU_GRID_GAME_ENGINE_H
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#define MINIGAME_MENU_GRID_GAME_ENGINE_H
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#include "rooster.h"
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typedef enum {
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BLACK = 1,
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WHITE = 2,
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BLUE = 3,
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GREEN = 4,
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CYAN = 5,
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MAGENTA = 6,
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YELLOW = 7,
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RED = 8
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} game_colors;
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typedef struct {
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char name[100];
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rooster *game_map;
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} game_maps;
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/*
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* A proper modulo function.
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* The one provided by c: '%' doesn't work according to the mathematical definition.
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*/
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int modulo(int number, int mod);
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/*
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* Displays the given grid with the given offset using ncurses.
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*
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* Input:
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* gp: A pointer to the grid.
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*
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* Side effect:
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* The console is cleared and the grid is printed.
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*/
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void show_grid_on_offset(const rooster *gp, int starting_x, int starting_y);
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/*
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* Displays the given grid with ncurses.
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*
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* Input:
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* gp: A pointer to the grid.
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*
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* Side effect:
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* The console is cleared and the grid is printed.
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*/
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void show_grid(const rooster *gp);
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/*
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* Updates a single location in the grid.
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*
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* Input:
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* gp: A pointer to the grid.
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* c: The character to update the location with.
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* x: The x-coordinate of the spot you want to update.
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* y: The y-coordinate of the spot you want to update.
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*
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* Side effect:
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* The update gets applied both on the grid and on the screen.
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*/
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void update_grid(rooster *gp, char c, int x, int y);
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/*
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* Display the ending screen that matches the end state of the grid.
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*
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* Input:
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* gp: A pointer to the grid.
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*
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* Side Effects:
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* The end of game screen gets displayed with a graceful exit.
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*/
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void game_exit_screen(rooster *gp);
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/*
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* Waits for you to press 'q' before exiting the game.
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*
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* Side effect: Prints "Press 'q' to exit." game to the console.
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*/
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void graceful_exit(void);
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/*
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* Initialize ncurses.
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*
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* This enables cbreak, noecho, hides the cursor and enables the extra keys.
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* This also creates the color pairs needed for game_colors,
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*/
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void init_engine(void);
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/*
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* Cleanup ncurses.
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*/
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void cleanup_engine(void);
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#endif //MINIGAME_MENU_GRID_GAME_ENGINE_H
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128
maze_runner.c
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128
maze_runner.c
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@@ -0,0 +1,128 @@
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//
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// Created by snapshot112 on 10/15/25.
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//
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#include "maze_runner.h"
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#include <ncurses.h>
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#include <stdlib.h>
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#include "grid_game_engine.h"
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#include "rooster.h"
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/*
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* Reads in the maze from the assets file.
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*/
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static rooster *get_maze(void) {
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// TODO: echt opties aanbieden in plaats van hardcoded 1 maze.
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// Alternatief is om random een maze te genereren. dit is miss beter.
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// 2. Open het doolhof bestand en lees het rooster.
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FILE *fh = fopen("assets/maze.txt", "r");
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if (fh == NULL) {
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perror("loading maze");
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exit(EXIT_FAILURE);
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}
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rooster *rp = rooster_lees(fh);
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fclose(fh);
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// 3. Bepaal of het lezen van het rooster is gelukt.
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if (rp == NULL) {
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fprintf(stderr, "Kan rooster niet maken.\n");
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exit(EXIT_FAILURE);
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}
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return rp;
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}
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/* Voert de benodigde veranderingen in het rooster door als de speler in een
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* bepaalde richting probeert te bewegen.
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* Input:
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* rp : een pointer naar het rooster
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* dx,dy: de richting waarin de speler probeert te bewegen. De vier mogelijk-
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* heden voor (dx,dy) zijn (-1,0), (1,0), (0,-1), (0,1) voor resp.
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* links, rechts, omhoog en omlaag.
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*
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* Side effect: het rooster wordt aangepast op basis van de handeling van
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* de speler.
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*/
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static void maze_runner_beweeg(rooster *rp, int dx, int dy) {
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int playerx;
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int playery;
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rooster_zoek(rp, '*', &playerx, &playery);
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if (playerx == -1 || playery == -1) {
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printf("Player not found!");
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exit(1);
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}
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if (rooster_bevat(rp, playerx + dx, playery + dy) == 1) {
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char new_location = rooster_kijk(rp, playerx + dx, playery + dy);
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switch (new_location) {
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case '#':
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break;
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case 'X':
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update_grid(rp, ' ', playerx, playery);
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rooster_zet_toestand(rp, STATE_VERLOREN);
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break;
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case ' ':
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update_grid(rp, ' ', playerx, playery);
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update_grid(rp, '*', playerx + dx, playery + dy);
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break;
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case '$':
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update_grid(rp, ' ', playerx, playery);
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rooster_zet_toestand(rp, STATE_GEWONNEN);
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break;
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}
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refresh();
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}
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}
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/*
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* Speelt het spel met een gegeven rooster tot de toestand niet langer
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* AAN_HET_SPELEN is.
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*/
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static void speel_maze(rooster *rp) {
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while (rooster_vraag_toestand(rp) == STATE_AAN_HET_SPELEN)
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{
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switch (getch()) {
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case KEY_UP: // fallthrough
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case 'w':
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case 'W':
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maze_runner_beweeg(rp, 0, -1);
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break;
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case KEY_DOWN: // fallthrough
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case 's':
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case 'S':
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maze_runner_beweeg(rp, 0, 1);
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break;
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case KEY_LEFT: // fallthrough
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case 'a':
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case 'A':
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maze_runner_beweeg(rp, -1, 0);
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break;
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case KEY_RIGHT: // fallthrough
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case 'd':
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case 'D':
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maze_runner_beweeg(rp, 1, 0);
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break;
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case KEY_BACKSPACE:
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rooster_zet_toestand(rp, STATE_QUIT);
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break;
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}
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}
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}
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void maze_runner(void) {
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// Voorbereiding.
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rooster *rp = get_maze();
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show_grid(rp);
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rooster_zet_toestand(rp, STATE_AAN_HET_SPELEN);
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// Game zelf.
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speel_maze(rp);
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// Exit game.
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game_exit_screen(rp);
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rooster_klaar(rp);
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}
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39
maze_runner.h
Normal file
39
maze_runner.h
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@@ -0,0 +1,39 @@
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/*
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* Naam: Jeroen Boxhoorn
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* UvAnetID: 16333969
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* Studie: BSc Informatica
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*
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* A game of maze runner configured to run on the grid game engine.
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*
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* Please make sure to include and initialize the game engine before calling maze_runner();
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*
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* How to play the game:
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* - You are the '*' character.
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* - Use either WSAD or the arrow keys to navigate through the maze.
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* - The exit of the maze is marked with a '$'.
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* - Walls are '#'.
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* - Traps are 'X'. These kill you.
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*
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* You can quit the program at any time by pressing CTRL + C.
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*
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* Have fun playing!
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*/
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#ifndef MINIGAME_MENU_MAZE_RUNNER_H
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#define MINIGAME_MENU_MAZE_RUNNER_H
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/*
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* A game of maze runner configured to run on the grid game engine.
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*
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* Please make sure to include and initialize the game engine before calling maze_runner();
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*
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* Side Effects:
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* Clears the console and uses it to play a game of maze runner.
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*
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* Controls:
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* use WSAD or arrow keys to move through the maze.
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* Use BACKSPACE to exit the game early.
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*/
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void maze_runner(void);
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#endif //MINIGAME_MENU_MAZE_RUNNER_H
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16
minesweeper.c
Normal file
16
minesweeper.c
Normal file
@@ -0,0 +1,16 @@
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//
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// Created by snapshot112 on 10/15/25.
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//
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#include "minesweeper.h"
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#include <ncurses.h>
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#include "grid_game_engine.h"
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void minesweeper() {
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clear();
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mvprintw(0,0, "Minesweeper has not yet been created");
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graceful_exit();
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refresh();
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}
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30
minesweeper.h
Normal file
30
minesweeper.h
Normal file
@@ -0,0 +1,30 @@
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/*
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* Created by snapshot112 on 10/15/25.
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*
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* A game of minesweeper runner configured to run on the grid game engine.
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*
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* Please make sure to include and initialize the game engine before calling snake();
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*/
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#ifndef MINIGAME_MENU_MINESWEEPER_H
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#define MINIGAME_MENU_MINESWEEPER_H
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/*
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* A game of minesweeper configured to run on the grid game engine.
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*
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* Please make sure to include and initialize the game engine before calling snake();
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*
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* Side Effects:
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* Clears the console and uses it to play a game of minesweeper.
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*
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* Instructions:
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* use WSAD or arrow keys to select a grid square.
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* use SPACEBAR to open the current square.
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* use 'f' to mark/unmark a square.
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* use BACKSPACE to exit the game early.
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*
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* marked squares can't be opened.
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*/
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void minesweeper(void);
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#endif //MINIGAME_MENU_MINESWEEPER_H
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173
minigame_menu.c
Normal file
173
minigame_menu.c
Normal file
@@ -0,0 +1,173 @@
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//
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// Created by snapshot112 on 10/15/25.
|
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//
|
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#include "minigame_menu.h"
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#include <ncurses.h>
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#include <stdlib.h>
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#include "grid_game_engine.h"
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#include "maze_runner.h"
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#include "minesweeper.h"
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#include "rooster.h"
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#include "snake.h"
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#define AMOUNT_OF_MENU_OPTIONS 4
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static game SELECTED_GAME = GAME_MAZE_RUNNER;
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static int OFFSET_Y = 5;
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static int OFFSET_X = 5;
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/*
|
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* Launch a game from the menu.
|
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*
|
||||
* Input:
|
||||
* menu: A pointer to the menu grid.
|
||||
* game: The game you want to launch.
|
||||
*/
|
||||
static void launch_game(rooster *menu, const game game) {
|
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switch (game) {
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case GAME_MAZE_RUNNER:
|
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maze_runner();
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break;
|
||||
case GAME_SNAKE:
|
||||
snake();
|
||||
break;
|
||||
case GAME_MINESWEEPER:
|
||||
minesweeper();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Highlight a valid menu option.
|
||||
*
|
||||
* Input:
|
||||
* menu: A pointer to the menu grid.
|
||||
* target: The menu option to highlight.
|
||||
* offset_x: The x offset of the menu.
|
||||
* offset_y: The y offset of the menu.
|
||||
*
|
||||
* Side effects:
|
||||
* If a valid menu option is provided: It will be highlighted in green.
|
||||
* If an invalid menu option is provided: Nothing happens
|
||||
*/
|
||||
static void menu_highlight(const rooster *menu) {
|
||||
switch (SELECTED_GAME) {
|
||||
case GAME_MAZE_RUNNER:
|
||||
case GAME_SNAKE:
|
||||
case GAME_MINESWEEPER:
|
||||
case GAME_QUIT:
|
||||
attron(COLOR_PAIR(GREEN));
|
||||
|
||||
char* row = rooster_vraag_rij(menu, SELECTED_GAME);
|
||||
mvprintw(OFFSET_Y + (int)SELECTED_GAME, OFFSET_X, "%s", row);
|
||||
free(row);
|
||||
|
||||
attroff(COLOR_PAIR(GREEN));
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Show the menu screen.
|
||||
*
|
||||
* Input:
|
||||
* menu: A pointer to the menu grid.
|
||||
* default_selection: The starting selection in the menu.
|
||||
* offset_x: The x offset of the menu.
|
||||
* offset_y: The y offset of the menu.
|
||||
*
|
||||
* Side Effects:
|
||||
* Displays the menu
|
||||
*/
|
||||
static void show_menu(const rooster *menu) {
|
||||
clear();
|
||||
show_grid_on_offset(menu, OFFSET_X, OFFSET_Y);
|
||||
menu_highlight(menu);
|
||||
refresh();
|
||||
}
|
||||
|
||||
/*
|
||||
* Select the game on a location determined by a given offset.
|
||||
* Negative values go up and positive values go down.
|
||||
* Out of bounds selections loop around.
|
||||
*
|
||||
* Input:
|
||||
* selected_game: The currently selected game.
|
||||
* offset: The amount offset the current selection by.
|
||||
*
|
||||
* Side effect:
|
||||
* The game on the location of the given offset will be selected.
|
||||
*/
|
||||
static void menu_move(const int offset) {
|
||||
SELECTED_GAME = modulo(SELECTED_GAME + offset, AMOUNT_OF_MENU_OPTIONS);
|
||||
}
|
||||
|
||||
/*
|
||||
* Navigate through the menu.
|
||||
*
|
||||
* Input:
|
||||
* menu: A pointer to the menu grid.
|
||||
*
|
||||
* Output: A code that reflects the current menu state.
|
||||
* 0: Continue running.
|
||||
* 1: Exit the menu.
|
||||
*
|
||||
*
|
||||
* Side Effect:
|
||||
* Changes the SELECTED_GAME as needed and launches selected games on select.
|
||||
*/
|
||||
static int navigate_menu(rooster *menu) {
|
||||
switch (getch()) {
|
||||
case KEY_UP:
|
||||
case 'w':
|
||||
case 'W':
|
||||
menu_move(-1);
|
||||
break;
|
||||
case KEY_DOWN:
|
||||
case 's':
|
||||
case 'S':
|
||||
menu_move(1);
|
||||
break;
|
||||
case KEY_ENTER:
|
||||
case 'f':
|
||||
case 'F':
|
||||
if (SELECTED_GAME == GAME_QUIT) {
|
||||
return 1;
|
||||
}
|
||||
launch_game(menu, SELECTED_GAME);
|
||||
break;
|
||||
case KEY_BACKSPACE:
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
* Create the menu grid.
|
||||
*
|
||||
* Output:
|
||||
* A pointer to the menu grid.
|
||||
*/
|
||||
static rooster *initialize_menu(void) {
|
||||
char menu[] = "Maze Runner\n"
|
||||
" Snake \n"
|
||||
"Minesweeper\n"
|
||||
" Leave \n";
|
||||
rooster *rp = rooster_maak(menu);
|
||||
return rp;
|
||||
}
|
||||
|
||||
void minigame_menu(void) {
|
||||
rooster *menu = initialize_menu();
|
||||
|
||||
while (true) {
|
||||
show_menu(menu);
|
||||
if (navigate_menu(menu) == 1) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
rooster_klaar(menu);
|
||||
}
|
||||
35
minigame_menu.h
Normal file
35
minigame_menu.h
Normal file
@@ -0,0 +1,35 @@
|
||||
/*
|
||||
* Created by snapshot112 on 10/15/25.
|
||||
*
|
||||
* A minigame menu for games configured to run on the grid game engine.
|
||||
*
|
||||
* Please make sure to include and initialize the game engine before calling menu();
|
||||
*/
|
||||
|
||||
#ifndef MINIGAME_MENU_MINIGAME_MENU_H
|
||||
#define MINIGAME_MENU_MINIGAME_MENU_H
|
||||
|
||||
typedef enum {
|
||||
GAME_MAZE_RUNNER = 0,
|
||||
GAME_SNAKE = 1,
|
||||
GAME_MINESWEEPER = 2,
|
||||
GAME_QUIT = 3,
|
||||
} game;
|
||||
|
||||
/*
|
||||
* A minigame menu for games configured to run on the grid game engine.
|
||||
*
|
||||
* Please make sure to include and initialize the game engine before calling menu();
|
||||
*
|
||||
* Side Effects:
|
||||
* Clears the console and uses it to display a minigame menu.
|
||||
*
|
||||
* Controls:
|
||||
* 'w'/'arr_up: Next menu item.
|
||||
* 's'/'arr_down': Previous menu item.
|
||||
* 'f': Select current menu item.
|
||||
* 'BACKSPACE': Exit the menu.
|
||||
*/
|
||||
void minigame_menu(void);
|
||||
|
||||
#endif //MINIGAME_MENU_MINIGAME_MENU_H
|
||||
33
rooster.c
33
rooster.c
@@ -4,9 +4,6 @@
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
// TODO: End the eternal NULL checks.
|
||||
|
||||
/*
|
||||
* The rooster type this program is build around.
|
||||
*/
|
||||
@@ -17,14 +14,12 @@ typedef struct rooster_data {
|
||||
toestand state;
|
||||
} rooster;
|
||||
|
||||
|
||||
rooster *rooster_maak(const char* input) {
|
||||
int width = 0;
|
||||
int height = 0;
|
||||
const size_t len = strlen(input) / sizeof(char);
|
||||
if (input == NULL || len == 0) {
|
||||
perror("rooster_maak");
|
||||
exit(1);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
for (int i = 0; input[i] != '\n'; i++) {
|
||||
@@ -35,14 +30,18 @@ rooster *rooster_maak(const char* input) {
|
||||
|
||||
for (int i = 0; i < height; i = i + width + 1) {
|
||||
if ((int)strcspn(&input[i], "\n") != width) {
|
||||
perror("rooster_maak");
|
||||
exit(1);
|
||||
};
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
const int grid_size = (width + 1) * height + 1;
|
||||
|
||||
rooster *rp = malloc(sizeof(rooster));
|
||||
|
||||
if (rp == NULL) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
rp->rost = malloc(grid_size * sizeof(char));
|
||||
rp->height = height;
|
||||
rp->width = width;
|
||||
@@ -68,10 +67,6 @@ rooster *rooster_maak(const char* input) {
|
||||
* 0 otherwise
|
||||
*/
|
||||
static int get_grid_sizes(FILE *fh, rooster *rost) {
|
||||
if (fh == NULL) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
while (getc(fh) != '\n') {
|
||||
if (feof(fh)) {
|
||||
return 0;
|
||||
@@ -242,18 +237,6 @@ int rooster_plaats(rooster *rp, int x, int y, char c) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
char *rooster_als_string(const rooster *rp) {
|
||||
if (rp != NULL && rp->rost != NULL) {
|
||||
char *string = malloc(sizeof(rp->rost));
|
||||
if (string == NULL) {
|
||||
return NULL;
|
||||
}
|
||||
memcpy(string, rp->rost, sizeof(rp->rost));
|
||||
return string;
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
char *rooster_vraag_rij(const rooster *rp, int y) {
|
||||
if (rp != NULL && rp->rost != NULL && rooster_bevat(rp, 0, y) == 1) {
|
||||
// we're going to remove the newline so this is long enough
|
||||
|
||||
12
rooster.h
12
rooster.h
@@ -79,18 +79,6 @@ char *rooster_vraag_rij(const rooster *rp, int y);
|
||||
*/
|
||||
rooster *rooster_kopieer(const rooster *rp);
|
||||
|
||||
/*
|
||||
* Haal het hele rooster op in de vorm van een string.
|
||||
*
|
||||
* Input:
|
||||
* rp: Een pointer naar het rooster.
|
||||
*
|
||||
* Output:
|
||||
* Een pointer naar een string met daarin het hele rooster,
|
||||
* regels zijn gescheiden door '/n' karakters.
|
||||
*/
|
||||
char *rooster_als_string(const rooster *rp);
|
||||
|
||||
/* Vraag de huidige toestand van het spel op.
|
||||
|
||||
Input:
|
||||
|
||||
16
snake.c
Normal file
16
snake.c
Normal file
@@ -0,0 +1,16 @@
|
||||
//
|
||||
// Created by snapshot112 on 10/15/25.
|
||||
//
|
||||
|
||||
#include "snake.h"
|
||||
|
||||
#include <ncurses.h>
|
||||
|
||||
#include "grid_game_engine.h"
|
||||
|
||||
void snake(void) {
|
||||
clear();
|
||||
mvprintw(0,0, "Snake has not yet been created");
|
||||
graceful_exit();
|
||||
refresh();
|
||||
}
|
||||
26
snake.h
Normal file
26
snake.h
Normal file
@@ -0,0 +1,26 @@
|
||||
/*
|
||||
* Created by snapshot112 on 10/15/25.
|
||||
*
|
||||
* A game of maze runner configured to run on the grid game engine.
|
||||
*
|
||||
* Please make sure to include and initialize the game engine before calling snake();
|
||||
*/
|
||||
|
||||
#ifndef MINIGAME_MENU_SNAKE_H
|
||||
#define MINIGAME_MENU_SNAKE_H
|
||||
|
||||
/*
|
||||
* A game of snake configured to run on the grid game engine.
|
||||
*
|
||||
* Please make sure to include and initialize the game engine before calling snake();
|
||||
*
|
||||
* Side Effects:
|
||||
* Clears the console and uses it to play a game of snake.
|
||||
*
|
||||
* Controls:
|
||||
* Use WSAD or arrow keys to redirect the snake.
|
||||
* Use BACKSPACE to exit the game early.
|
||||
*/
|
||||
void snake(void);
|
||||
|
||||
#endif //MINIGAME_MENU_SNAKE_H
|
||||
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