├── game.sh
├── README.md
├── LICENSE
└── game.c
/game.sh:
--------------------------------------------------------------------------------
1 | ####--------------------------------####
2 | #--# Author: by uriid1 #--#
3 | #--# License: GNU GPLv3 #--#
4 | #--# Telegram: @main_moderator #--#
5 | #--# E-mail: appdurov@gmail.com #--#
6 | ####--------------------------------####
7 |
8 | # Del old
9 | if [ -f AppleWar ]; then
10 | rm AppleWar
11 | fi
12 |
13 | # Build new
14 | gcc game.c -o AppleWar -Wno-unused -lncurses
15 |
16 | # Run
17 | ./AppleWar
18 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | ## Apple War
2 |
3 | ```css
4 | e Y8b 888 Y8b Y8b Y888P
5 | d8b Y8b 888 88e 888 88e 888 ,e e, Y8b Y8b Y8P ,8Y88b 888*,8,
6 | d888b Y8b 888 888b 888 888b 888 d88 88b Y8b Y8b Y 8 888 888 88
7 | d888888888b 888 888P 888 888P 888 888 Y8b Y8b ee 888 888
8 | d8888888b Y8b 888 88. 888 88. 888 .YeeP. Y8P Y 88 888 888
9 | 888 888
10 | 888 888
11 |
12 | ```
13 |
14 | This is a small game written in C.
15 | Your task is to collect all the apples while avoiding enemies.
16 | I do not recommend using the source code for learning C.
17 | I wrote this game just for fun :)
18 | Have a good game!
19 |
20 | ## Movement:
21 | Arrows - move
22 | Space - shot
23 | q - open menu
24 |
25 | ## Screenshots
26 | 
27 | 
28 |
29 | # Running
30 | * You must have Ncurses and gcc installed to work.
31 |
32 | ## For Ubuntu / Debian based
33 | ```shell
34 | sudo apt-get install libncurses5-dev
35 | git clone https://github.com/uriid1/ascii-c-game
36 | cd ascii-c-game
37 | chmod +x game.sh
38 | ./game.sh
39 | ```
40 |
41 | ## For Arch based
42 | ```shell
43 | sudo pacman -S ncurses
44 | git clone https://github.com/uriid1/ascii-c-game
45 | cd ascii-c-game
46 | chmod +x game.sh
47 | ./game.sh
48 | ```
49 |
50 | ## For MacOs
51 | ```shell
52 | brew install ncurses
53 | git clone https://github.com/uriid1/ascii-c-game
54 | cd ascii-c-game
55 | chmod +x game.sh
56 | ./game.sh
57 | ```
58 |
59 |
--------------------------------------------------------------------------------
/LICENSE:
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535 |
536 | Nothing in this License shall be construed as excluding or limiting
537 | any implied license or other defenses to infringement that may
538 | otherwise be available to you under applicable patent law.
539 |
540 | 12. No Surrender of Others' Freedom.
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542 | If conditions are imposed on you (whether by court order, agreement or
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549 | the Program, the only way you could satisfy both those terms and this
550 | License would be to refrain entirely from conveying the Program.
551 |
552 | 13. Use with the GNU Affero General Public License.
553 |
554 | Notwithstanding any other provision of this License, you have
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563 | 14. Revised Versions of this License.
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565 | The Free Software Foundation may publish revised and/or new versions of
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567 | be similar in spirit to the present version, but may differ in detail to
568 | address new problems or concerns.
569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
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576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
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581 | public statement of acceptance of a version permanently authorizes you
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584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
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589 | 15. Disclaimer of Warranty.
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591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
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612 | 17. Interpretation of Sections 15 and 16.
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621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
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633 |
634 |
635 | Copyright (C)
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637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
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641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | Copyright (C)
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/game.c:
--------------------------------------------------------------------------------
1 | /*
2 | ####--------------------------------####
3 | #--# Author: by uriid1 #--#
4 | #--# License: GNU GPLv3 #--#
5 | #--# Telegram: @main_moderator #--#
6 | #--# E-mail: appdurov@gmail.com #--#
7 | ####--------------------------------####
8 | */
9 |
10 | // Includes
11 | #include
12 | #include
13 | #include
14 | #include
15 |
16 | // Key Kode
17 | #define vk_space 32
18 | #define vk_enter 10
19 | int key_pressed = 0;
20 |
21 | // Const Color
22 | const short c_wall = 1;
23 | const short c_apple = 2;
24 | const short c_door = 3;
25 | const short c_space = 4;
26 | const short c_life = 5;
27 | const short c_player = 6;
28 | const short c_bullet = 6;
29 | const short c_enemy = 7;
30 | const short c_box = 8;
31 | const short c_hud = 1;
32 |
33 | // Const state
34 | bool EXIT = false;
35 |
36 | // Game Global var
37 | short level = 1;
38 | short score = 0;
39 | short lifes = 3;
40 |
41 | int apples_in_level = 0;
42 | int bullet_shoot = false;
43 |
44 | // Level size
45 | int current_lvl_x;
46 | int current_lvl_y;
47 |
48 | // Window width & Height
49 | int w, h;
50 |
51 | // index map object
52 | #define i_wall 1
53 | #define i_apple 2
54 | #define i_door 3
55 | #define i_space 4
56 | #define i_life 5
57 | #define i_exit 6
58 | #define i_enemy_v 7
59 | #define i_box 8
60 | #define i_enemy_h 9
61 |
62 | ////////////////////
63 | // Menu
64 | ///////////////////
65 | const char *menu_logo[7] = {
66 | " e Y8b 888 Y8b Y8b Y888P",
67 | " d8b Y8b 888 88e 888 88e 888 ,e e, Y8b Y8b Y8P ,8Y88b 888*,8,",
68 | " d888b Y8b 888 888b 888 888b 888 d88 88b Y8b Y8b Y 8 888 888 88",
69 | " d888888888b 888 888P 888 888P 888 888 Y8b Y8b ee 888 888",
70 | " d8888888b Y8b 888 88. 888 88. 888 .YeeP. Y8P Y 88 888 888",
71 | " 888 888",
72 | " 888 888"
73 | };
74 |
75 | // Get char len
76 | int str_len(const char* str) {
77 | int size = 0;
78 | while(*str++) ++size;
79 | return size;
80 | }
81 |
82 | // Get logo size
83 | int logo_h_size = sizeof(menu_logo)/sizeof(menu_logo[0]);
84 |
85 | // Get logo len
86 | int get_logo_w_size(void) {
87 | int logo_w_size = 1;
88 |
89 | for (int i = 0; i < logo_h_size; i++) {
90 | int len = str_len(menu_logo[i]);
91 | if (len > logo_w_size) {
92 | logo_w_size = str_len(menu_logo[i]);
93 | }
94 | }
95 | return logo_w_size;
96 | }
97 |
98 | // Draw the logo
99 |
100 | int logo_w_size = 1;
101 | void draw_logo(int h, int w) {
102 | // Get w size
103 | if (logo_w_size == 1) {
104 | logo_w_size = get_logo_w_size() / 2;
105 | }
106 |
107 | // Draw
108 | attron(COLOR_PAIR(c_hud));
109 | for (int i = 0; i < logo_h_size; i++) {
110 | mvprintw(3 + i /* Logo Y pos */, w/2 - logo_w_size, menu_logo[i]);
111 | }
112 | attroff(COLOR_PAIR(c_hud));
113 | }
114 |
115 |
116 | /////////////////
117 | // LEVEL MAPS
118 | ////////////////
119 | // Map
120 | short arr_size_x;
121 | #define s_wall "///"
122 | #define s_exit "***"
123 | #define s_apple "(`)"
124 | #define s_empty " "
125 | #define s_door "-^-"
126 | #define s_life "(+)"
127 | #define s_enemy "(-)"
128 | #define s_box "[=]"
129 | #define s_space "..."
130 |
131 |
132 | ////////////////
133 | // Level one
134 | ///////////////
135 | #define lvl_one_x 27
136 | #define lvl_one_y 20
137 | #define level_one_size lvl_one_x
138 |
139 | short lvl_one[lvl_one_y][lvl_one_x] = {
140 | { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
141 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
142 | { 1, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
143 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
144 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 1 },
145 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
146 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
147 | { 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
148 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 1 },
149 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 1 },
150 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
151 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
152 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
153 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 1 },
154 | { 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 3, 3, 1 },
155 | { 1, 0, 0, 2, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1 },
156 | { 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1 },
157 | { 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 ,0, 0, 0, 0, 0, 0, 0, 2, 1, 0, 0, 0, 1 },
158 | { 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1 },
159 | { 1, 1, 1, 1, 1, 1, 1, 4, 4, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 6, 6, 1 }
160 | };
161 |
162 |
163 | ////////////////
164 | // Level two
165 | ////////////////
166 | #define lvl_two_x 27
167 | #define lvl_two_y 20
168 | #define level_two_size lvl_two_x
169 |
170 | short lvl_two[lvl_two_y][lvl_two_x] = {
171 | { 1, 1, 4, 4, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
172 | { 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
173 | { 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
174 | { 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
175 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
176 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
177 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1 },
178 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 8, 8, 8, 8, 0, 0, 0, 0, 3, 0, 0, 6 },
179 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 2, 2, 2, 8, 0, 0, 0, 0, 3, 0, 0, 6 },
180 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 2, 2, 2, 8, 0, 0, 0, 0, 1, 1, 1, 1 },
181 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 2, 2, 2, 8, 0, 0, 0, 0, 0, 0, 0, 1 },
182 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 2, 5, 2, 8, 0, 0, 0, 0, 0, 0, 0, 1 },
183 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 2, 2, 2, 8, 0, 0, 0, 0, 0, 0, 0, 1 },
184 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 2, 2, 2, 8, 0, 0, 0, 0, 0, 0, 0, 1 },
185 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 2, 2, 2, 8, 0, 0, 0, 0, 0, 0, 0, 1 },
186 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 1 },
187 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
188 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ,0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
189 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
190 | { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
191 | };
192 |
193 |
194 | ////////////////
195 | // Level three
196 | ////////////////
197 | #define lvl_three_x 27
198 | #define lvl_three_y 20
199 | #define level_three_size lvl_two_x
200 |
201 | short lvl_three[lvl_three_y][lvl_three_x] = {
202 | { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1, 1 },
203 | { 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1 },
204 | { 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1 },
205 | { 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1 },
206 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 1, 3, 1, 0, 0, 1 },
207 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
208 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
209 | { 1, 1, 1, 1, 0, 0, 0, 2, 2, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
210 | { 4, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
211 | { 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
212 | { 1, 1, 1, 1, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
213 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
214 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
215 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
216 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
217 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
218 | { 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
219 | { 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0 ,1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
220 | { 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
221 | { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
222 | };
223 |
224 |
225 | ////////////////
226 | // Level fo
227 | ////////////////
228 | #define lvl_fo_x 27
229 | #define lvl_fo_y 20
230 | #define level_fo_size lvl_fo_x
231 |
232 | short lvl_fo[lvl_fo_y][lvl_fo_x] = {
233 | { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4, 1, 1, 1, 1 },
234 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1 },
235 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1 },
236 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1 },
237 | { 1, 0, 0, 0, 0, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
238 | { 1, 0, 0, 0, 0, 8, 2, 2, 2, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
239 | { 1, 0, 0, 0, 0, 8, 2, 7, 2, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
240 | { 1, 0, 0, 0, 0, 8, 2, 2, 2, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
241 | { 1, 0, 0, 0, 0, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
242 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
243 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
244 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
245 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 1 },
246 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 2, 2, 2, 8, 0, 0, 0, 0, 0, 0, 0, 1 },
247 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 2, 7, 2, 8, 0, 0, 0, 0, 0, 0, 0, 1 },
248 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 2, 2, 2, 8, 0, 0, 0, 0, 0, 0, 0, 1 },
249 | { 1, 0, 0, 1, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 0, 1 },
250 | { 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0 ,0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
251 | { 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
252 | { 1, 1, 1, 1, 6, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
253 | };
254 |
255 |
256 | ////////////////
257 | // Level five
258 | ////////////////
259 | #define lvl_five_x 27
260 | #define lvl_five_y 20
261 | #define level_five_size lvl_five_x
262 |
263 | short lvl_five[lvl_five_y][lvl_five_x] = {
264 | { 1, 1, 1, 1, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
265 | { 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
266 | { 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
267 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
268 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 1 },
269 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
270 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
271 | { 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 7, 0, 0, 1 },
272 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
273 | { 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
274 | { 1, 0, 0, 0, 0, 0, 0, 0, 1, 6, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
275 | { 1, 0, 0, 0, 0, 0, 0, 0, 1, 6, 0, 3, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
276 | { 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
277 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 1 },
278 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
279 | { 1, 0, 0, 0, 1, 1, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 8, 8, 0, 1 },
280 | { 1, 0, 0, 2, 1, 1, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 5, 8, 2, 1 },
281 | { 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 2 ,0, 0, 0, 0, 0, 0, 0, 0, 8, 8, 8, 0, 1 },
282 | { 1, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
283 | { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
284 | };
285 |
286 |
287 | ////////////////
288 | // Level six
289 | ////////////////
290 | #define lvl_six_x 27
291 | #define lvl_six_y 20
292 | #define level_six_size lvl_six_x
293 |
294 | short lvl_six[lvl_six_y][lvl_six_x] = {
295 | { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1 },
296 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1 },
297 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1 },
298 | { 1, 0, 0, 0, 2, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 1, 0, 1 },
299 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 1 },
300 | { 1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
301 | { 1, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
302 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
303 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1 },
304 | { 1, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 6 },
305 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1 },
306 | { 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
307 | { 1, 0, 0, 0, 0, 0, 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
308 | { 1, 0, 0, 7, 0, 0, 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 7, 0, 1 },
309 | { 1, 0, 0, 0, 0, 0, 1, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
310 | { 1, 0, 0, 0, 0, 2, 1, 1, 1, 1, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
311 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3, 1, 0, 1 },
312 | { 1, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0 ,0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 2, 1 },
313 | { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1 },
314 | { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 1, 1 }
315 | };
316 |
317 |
318 | ////////////////
319 | // Level win
320 | ////////////////
321 | #define lvl_win_x 27
322 | #define lvl_win_y 20
323 | #define level_win_size lvl_win_x
324 |
325 | short lvl_win[lvl_win_y][lvl_win_x] = {
326 | { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
327 | { 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1 },
328 | { 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1 },
329 | { 1, 2, 2, 1, 2, 2, 1, 2, 2, 1, 1, 2, 2, 1, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1 },
330 | { 1, 2, 2, 1, 2, 2, 1, 2, 1, 0, 0, 1, 2, 1, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1 },
331 | { 1, 2, 2, 1, 2, 2, 1, 2, 1, 0, 0, 1, 2, 1, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1 },
332 | { 1, 2, 2, 1, 2, 2, 1, 2, 1, 0, 0, 1, 2, 1, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1 },
333 | { 1, 2, 2, 1, 1, 1, 1, 2, 2, 1, 1, 2, 2, 2, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1 },
334 | { 1, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1 },
335 | { 1, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1 },
336 | { 1, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1 },
337 | { 1, 2, 2, 2, 1, 2, 2, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 2, 1, 2, 1, 2, 2, 2, 2, 1 },
338 | { 1, 2, 2, 1, 2, 2, 2, 2, 1, 2, 1, 2, 1, 2, 2, 2, 1, 1, 2, 1, 2, 1, 2, 2, 2, 2, 1 },
339 | { 1, 2, 2, 2, 2, 2, 2, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 1, 2, 1, 2, 2, 2, 2, 1 },
340 | { 1, 2, 2, 2, 2, 2, 2, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 2, 2, 1, 2, 2, 2, 2, 2, 2, 1 },
341 | { 1, 2, 2, 2, 2, 2, 2, 2, 1, 1, 2, 1, 1, 2, 1, 2, 1, 2, 2, 1, 2, 1, 2, 2, 2, 2, 1 },
342 | { 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1 },
343 | { 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 ,2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1 },
344 | { 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1 },
345 | { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
346 | };
347 |
348 |
349 | //////////////////
350 | // COLORSHEME
351 | //////////////////
352 | // Set color
353 | void SetColor() {
354 | start_color();
355 | init_pair(c_wall, COLOR_BLUE, COLOR_BLACK);
356 | init_pair(c_apple, COLOR_WHITE, COLOR_BLACK);
357 | init_pair(c_door, COLOR_RED, COLOR_BLACK);
358 | init_pair(c_space, COLOR_BLACK, COLOR_BLACK);
359 | init_pair(c_life, COLOR_GREEN, COLOR_BLACK);
360 | init_pair(c_player, COLOR_MAGENTA, COLOR_BLACK);
361 | init_pair(c_bullet, COLOR_GREEN, COLOR_BLACK);
362 | init_pair(c_enemy, COLOR_RED, COLOR_BLACK);
363 | init_pair(c_box, COLOR_YELLOW, COLOR_BLACK);
364 | }
365 |
366 | // Draw colored instance
367 | #define td_indent 2 // Top & down ident
368 | #define symbol_count 3
369 |
370 | void draw_instance(int y, int x, int color, char name[]) {
371 | attron(COLOR_PAIR(color));
372 |
373 | // Win offset
374 | int win_xoffset = w/2;
375 | int win_yoffset = h/2;
376 |
377 | // Level offset
378 | int lvl_xoffset = (current_lvl_x/2)*symbol_count+(current_lvl_x%2);
379 | int lvl_yoffset = (current_lvl_y+(td_indent*2))/2-(1 /* +1 indent hud */+(current_lvl_y%2));
380 |
381 | mvprintw(
382 | /* Y pos */ ceil(win_yoffset - lvl_yoffset) + (y+td_indent),
383 | /* X pos */ ceil(win_xoffset - lvl_xoffset) + (x*symbol_count),
384 | /* S pos */ name
385 | );
386 | attroff(COLOR_PAIR(color));
387 | }
388 |
389 | //////////////
390 | // OBJECT
391 | //////////////
392 |
393 | // Class
394 | struct class_obj {
395 | char symbol[20];
396 | int hsp, vsp;
397 | int x, y;
398 | int direction;
399 | };
400 |
401 | // Create objects
402 | struct class_obj player = {};
403 | struct class_obj bullet = {};
404 | struct class_obj enemy[5]={};
405 |
406 | // Enemy movement
407 | void enemy_move(short current_lvl[][arr_size_x], int index) {
408 | if (enemy[index].direction == 1 || enemy[index].direction == -1) {
409 | // VSP
410 | if (current_lvl[enemy[index].y + enemy[index].vsp][enemy[index].x] == i_wall ||
411 | current_lvl[enemy[index].y + enemy[index].vsp][enemy[index].x] == i_door ||
412 | current_lvl[enemy[index].y + enemy[index].vsp][enemy[index].x] == i_box)
413 | {
414 | enemy[index].direction *= -1;
415 | }
416 |
417 | enemy[index].vsp = 1 * enemy[index].direction;
418 | enemy[index].y += enemy[index].vsp;
419 |
420 | return;
421 | }
422 |
423 | if (enemy[index].direction == 2 || enemy[index].direction == -2){
424 | // HSP
425 | if (current_lvl[enemy[index].y][enemy[index].x + enemy[index].hsp] == i_wall ||
426 | current_lvl[enemy[index].y][enemy[index].x + enemy[index].hsp] == i_door ||
427 | current_lvl[enemy[index].y][enemy[index].x + enemy[index].hsp] == i_box)
428 | {
429 | enemy[index].direction *= -1;
430 | }
431 |
432 | enemy[index].hsp = 1 * enemy[index].direction;
433 | enemy[index].x += enemy[index].hsp;
434 |
435 | return;
436 | }
437 | }
438 |
439 | // Enemy update
440 | void enemy_update(short current_lvl[][arr_size_x]) {
441 | for (int i = 0; i < sizeof(enemy)/sizeof(enemy[0]); i++) {
442 | enemy_move(current_lvl, i);
443 | }
444 | }
445 |
446 | // Enemy clear
447 | void clear_enemy() {
448 | for (int i = 0; i < sizeof(enemy)/sizeof(enemy[0]); i++) {
449 | enemy[i].y = 0;
450 | enemy[i].x = 0;
451 | enemy[i].direction = 0;
452 | }
453 | }
454 |
455 | // set obj Parametrs
456 | void obj_init(struct class_obj *obj, int x, int y, int dir, char *objname) {
457 | obj->x = x;
458 | obj->y = y;
459 | obj->direction = dir;
460 | strcpy(obj->symbol, objname);
461 | }
462 |
463 | /////////////
464 | // PLAYER
465 | ////////////
466 | // Playes method move
467 | int dir_x;
468 | int dir_y;
469 | int dir_shoot;
470 |
471 | void player_move(int key) {
472 | // Key check
473 | int key_left = ( key == KEY_LEFT ) ? 1 : 0;
474 | int key_right = ( key == KEY_RIGHT ) ? 1 : 0;
475 | int key_down = ( key == KEY_DOWN ) ? 1 : 0;
476 | int key_up = ( key == KEY_UP ) ? 1 : 0;
477 |
478 | // key dir
479 | dir_x = key_right - key_left;
480 | dir_y = key_down - key_up;
481 |
482 | // Animation and direction shoot
483 | if (dir_x == 0 && dir_y == 0) {
484 | strcpy(player.symbol, "|0|");
485 | } else {
486 | if ( dir_x == 1 ) { dir_shoot = 1; strcpy(player.symbol, "|0>" ); }
487 | if ( dir_x == -1 ) { dir_shoot = -1; strcpy(player.symbol, "<0|" ); }
488 | if ( dir_y == -1 ) { dir_shoot = -2; strcpy(player.symbol, "/0\\" ); }
489 | if ( dir_y == 1 ) { dir_shoot = 2; strcpy(player.symbol, "\\0/" ); }
490 | }
491 |
492 | player.hsp = 1 * dir_x;
493 | player.vsp = 1 * dir_y;
494 |
495 | if (player.hsp != 0) {
496 | player.vsp = 0;
497 | } else if (player.vsp != 0) {
498 | player.hsp = 0;
499 | }
500 |
501 | player.x += player.hsp;
502 | player.y += player.vsp;
503 | }
504 |
505 | // Collsiion
506 | void player_collision(short current_lvl[][arr_size_x]) {
507 | switch(current_lvl[player.y][player.x]) {
508 |
509 | // Collision
510 | case i_wall: // wall
511 | case i_box: // box
512 | case i_door: // door
513 | case i_space: // space
514 | player.x -= player.hsp;
515 | player.y -= player.vsp;
516 | break;
517 |
518 | // Apple collision
519 | case i_apple:
520 | current_lvl[player.y][player.x] = 0;
521 | score = score + 1;
522 | break;
523 |
524 | // key
525 | case i_life:
526 | current_lvl[player.y][player.x] = 0;
527 | lifes = lifes + 1;
528 | break;
529 | }
530 |
531 | // Enemy collision
532 | for (short i = 0; i < sizeof(enemy)/sizeof(enemy[0]); i++) {
533 | if (player.y == enemy[i].y &&
534 | player.x == enemy[i].x)
535 | {
536 | lifes = lifes - 1;
537 | }
538 | }
539 |
540 | }
541 |
542 |
543 | /////////////
544 | // BULLET
545 | ////////////
546 | void bullet_collision(short current_lvl[][arr_size_x]) {
547 | switch(current_lvl[bullet.y][bullet.x]) {
548 | case i_wall:
549 | case i_door:
550 | case i_space:
551 | bullet_shoot = false;
552 | break;
553 | }
554 |
555 | // Kill Box
556 | if (current_lvl[bullet.y][bullet.x] == i_box) {
557 | current_lvl[bullet.y][bullet.x] = 0;
558 | bullet_shoot = false;
559 | }
560 |
561 | // Kill Enemy
562 | if (bullet_shoot) {
563 | for (int i = 0; i < sizeof(enemy)/sizeof(enemy[0]); i++) {
564 | // Vertival collision
565 | if (enemy[i].vsp != 0) {
566 | if (bullet.y == enemy[i].y &&
567 | bullet.x == enemy[i].x ||
568 | bullet.y - enemy[i].direction == enemy[i].y &&
569 | bullet.x == enemy[i].x)
570 | {
571 | enemy[i].y = 0;
572 | enemy[i].x = 0;
573 | enemy[i].direction = 0;
574 | bullet_shoot = false;
575 | break;
576 | }
577 | }
578 |
579 | // Horizontal collision
580 | if (enemy[i].hsp != 0) {
581 | if (bullet.y == enemy[i].y &&
582 | bullet.x == enemy[i].x ||
583 | bullet.y == enemy[i].y &&
584 | bullet.x - enemy[i].direction == enemy[i].x)
585 | {
586 | enemy[i].y = 0;
587 | enemy[i].x = 0;
588 | enemy[i].direction = 0;
589 | bullet_shoot = false;
590 | break;
591 | }
592 | }
593 | }
594 | }
595 |
596 | }
597 |
598 |
599 | /////////////
600 | // LEVELS
601 | ////////////
602 | // Set enemy and calck apple
603 | void set_lvl_param(short current_lvl[][arr_size_x], int clx, int cly) {
604 | static int i = 0;
605 | for (int y = 0; y < cly; y++) {
606 | for (int x = 0; x < clx; x++) {
607 | if (current_lvl[y][x] == i_apple) {
608 | apples_in_level = apples_in_level + 1;
609 | }
610 |
611 | if (current_lvl[y][x] == i_enemy_v) {
612 | obj_init(&enemy[i], x, y, 1, "");
613 | i++;
614 | } else if (current_lvl[y][x] == i_enemy_h) {
615 | obj_init(&enemy[i], x, y, 2, "");
616 | i++;
617 | }
618 |
619 | if (i >= sizeof(enemy)/sizeof(enemy[0])) {
620 | i = 0;
621 | }
622 | }
623 | }
624 |
625 | }
626 |
627 |
628 | // Check next lvl
629 | bool next_lvl(short current_lvl[][arr_size_x]) {
630 | if (current_lvl[player.y][player.x] == i_exit) {
631 | score = 0;
632 | apples_in_level = 0;
633 | level = level + 1;
634 | return true;
635 | }
636 |
637 | return false;
638 | }
639 |
640 | // Draw Current Level
641 | void draw_level(short lvl[][arr_size_x]) {
642 | for (int y = 0; y < current_lvl_y; y++) {
643 | for (int x = 0; x < current_lvl_x; x++) {
644 | switch(lvl[y][x]) {
645 |
646 | // Draw static object
647 | case i_wall: draw_instance(y, x, c_wall, s_wall); break;
648 | case i_box: draw_instance(y, x, c_box, s_box); break;
649 | case i_apple: draw_instance(y, x, c_apple, s_apple); break;
650 | case i_door: draw_instance(y, x, c_door, s_door); break;
651 | case i_space: draw_instance(y, x, c_wall, s_space); break;
652 | case i_life: draw_instance(y, x, c_life, s_life); break;
653 | case i_exit: draw_instance(y, x, c_life, s_exit); break;
654 |
655 | // Draw dynamic object
656 | default:
657 |
658 | // Draw player
659 | if (x == player.x && y == player.y) {
660 | draw_instance(y, x, c_player, player.symbol);
661 | break;
662 | }
663 |
664 | // Draw bullet
665 | if (x == bullet.x && y == bullet.y) {
666 | if (!bullet_shoot) {
667 | break;
668 | }
669 | draw_instance(y, x, c_bullet, bullet.symbol);
670 | }
671 |
672 | // Draw enemy
673 | for (int i = 0; i < 5; i++) {
674 | if (x == enemy[i].x && y == enemy[i].y) {
675 | draw_instance(y, x, c_enemy, s_enemy);
676 | break;
677 | }
678 | }
679 |
680 | break;
681 | }
682 |
683 | // Open door
684 | if (score == apples_in_level) {
685 | if (lvl[y][x] == i_door) {
686 | lvl[y][x] = 0;
687 | }
688 | }
689 | }
690 | }
691 | }
692 |
693 | //////////////
694 | // GAME
695 | /////////////
696 |
697 | // Hud
698 | void draw_hud() {
699 | if (score == 0) {
700 | mvprintw(1, 2, "apples: %d%% lifes: %d level: %d\n", score, lifes, level);
701 | return;
702 | }
703 |
704 | mvprintw(1, 2, "apples: %d%% lifes: %d level: %d\n", ((score * 100) / apples_in_level), lifes, level);
705 | }
706 |
707 | // Game Over
708 | void game_over() {
709 | EXIT = true;
710 | endwin();
711 | printf("Game Over!\n");
712 | }
713 |
714 | void bullet_update(void) {
715 | // Shoot
716 | if (!bullet_shoot) {
717 | bullet.x = player.x;
718 | bullet.y = player.y;
719 | if (key_pressed == vk_space) {
720 | bullet.direction = dir_shoot;
721 | bullet_shoot = true;
722 | }
723 | } else {
724 | switch(bullet.direction) {
725 | case 1:
726 | bullet.hsp = 1;
727 | bullet.vsp = 0;
728 | break;
729 |
730 | case -1:
731 | bullet.hsp = -1;
732 | bullet.vsp = 0;
733 | break;
734 |
735 | case 2:
736 | bullet.hsp = 0;
737 | bullet.vsp = 1;
738 | break;
739 |
740 | case -2:
741 | bullet.hsp = 0;
742 | bullet.vsp = -1;
743 | break;
744 | }
745 |
746 | bullet.x += bullet.hsp;
747 | bullet.y += bullet.vsp;
748 | }
749 | }
750 |
751 | // Update game
752 | void game_update(int key, short current_lvl[][arr_size_x]) {
753 | // Player
754 | player_move(key);
755 | player_collision(current_lvl);
756 |
757 | // Enemy
758 | enemy_update(current_lvl);
759 |
760 | // Bullet
761 | bullet_update();
762 | bullet_collision(current_lvl);
763 |
764 | // Draw map
765 | draw_level(current_lvl);
766 |
767 | // Over
768 | if (lifes <= 0)
769 | game_over();
770 | }
771 |
772 | // Init lvl
773 | void level_init(short index_lvl) {
774 | static bool init = true;
775 |
776 | if (!init) {
777 | if (index_lvl == 1) { init = next_lvl(lvl_one); game_update(key_pressed, lvl_one); }
778 | if (index_lvl == 2) { init = next_lvl(lvl_two); game_update(key_pressed, lvl_two); }
779 | if (index_lvl == 3) { init = next_lvl(lvl_three); game_update(key_pressed, lvl_three); }
780 | if (index_lvl == 4) { init = next_lvl(lvl_fo); game_update(key_pressed, lvl_fo); }
781 | if (index_lvl == 5) { init = next_lvl(lvl_five); game_update(key_pressed, lvl_five); }
782 | if (index_lvl == 6) { init = next_lvl(lvl_six); game_update(key_pressed, lvl_six); }
783 | if (index_lvl == 7) { init = next_lvl(lvl_win); game_update(key_pressed, lvl_win); }
784 |
785 | return;
786 | }
787 |
788 | switch(index_lvl) {
789 | case 1:
790 | player.x = 8;
791 | player.y = 16;
792 | current_lvl_x = lvl_one_x;
793 | current_lvl_y = lvl_one_y;
794 | arr_size_x = level_one_size;
795 | clear_enemy();
796 | set_lvl_param(lvl_one, current_lvl_x, current_lvl_y);
797 | init = false;
798 | break;
799 |
800 | case 2:
801 | player.x = 3;
802 | player.y = 2;
803 | current_lvl_x = lvl_two_x;
804 | current_lvl_y = lvl_two_y;
805 | arr_size_x = level_two_size;
806 | clear_enemy();
807 | set_lvl_param(lvl_two, current_lvl_x, current_lvl_y);
808 | init = false;
809 | break;
810 |
811 | case 3:
812 | player.x = 2;
813 | player.y = 6;
814 | current_lvl_x = lvl_three_x;
815 | current_lvl_y = lvl_three_y;
816 | arr_size_x = level_three_size;
817 | clear_enemy();
818 | set_lvl_param(lvl_three, current_lvl_x, current_lvl_y);
819 | init = false;
820 | break;
821 |
822 | case 4:
823 | player.x = 22;
824 | player.y = 1;
825 | current_lvl_x = lvl_fo_x;
826 | current_lvl_y = lvl_fo_y;
827 | arr_size_x = level_fo_size;
828 | clear_enemy();
829 | set_lvl_param(lvl_fo, current_lvl_x, current_lvl_y);
830 | init = false;
831 | break;
832 |
833 | case 5:
834 | player.x = 4;
835 | player.y = 1;
836 | current_lvl_x = lvl_five_x;
837 | current_lvl_y = lvl_five_y;
838 | arr_size_x = level_five_size;
839 | clear_enemy();
840 | set_lvl_param(lvl_five, current_lvl_x, current_lvl_y);
841 | init = false;
842 | break;
843 |
844 | case 6:
845 | player.x = 8;
846 | player.y = 13;
847 | current_lvl_x = lvl_six_x;
848 | current_lvl_y = lvl_six_y;
849 | arr_size_x = level_six_size;
850 | clear_enemy();
851 | set_lvl_param(lvl_six, current_lvl_x, current_lvl_y);
852 | init = false;
853 | break;
854 |
855 | case 7:
856 | player.x = 23;
857 | player.y = 5;
858 | current_lvl_x = lvl_win_x;
859 | current_lvl_y = lvl_win_y;
860 | arr_size_x = level_win_size;
861 | clear_enemy();
862 | set_lvl_param(lvl_win, current_lvl_x, current_lvl_y);
863 | init = false;
864 | break;
865 | }
866 | }
867 |
868 |
869 |
870 | ///////////////
871 | // MAIN
872 | //////////////
873 | int main(void) {
874 |
875 | // Start curses mode
876 | initscr();
877 | keypad(stdscr, TRUE);
878 | savetty();
879 | cbreak();
880 | noecho();
881 | timeout(0);
882 | leaveok(stdscr, TRUE);
883 | curs_set(0);
884 |
885 | // if not support color
886 | if (!has_colors()) {
887 | endwin();
888 | printf("Your terminal does not support color\n");
889 | }
890 |
891 | ////////////////////
892 | // Enum game state
893 | ///////////////////
894 | typedef enum {
895 | STATE_MENU,
896 | STATE_INFO,
897 | STATE_GAME,
898 | STATE_EXIT,
899 | } game_states;
900 |
901 | // Init current state
902 | game_states current_state;
903 | current_state = STATE_MENU;
904 |
905 |
906 | //////////////
907 | // init obj
908 | //////////////
909 | // Player
910 | obj_init(&player, 5 /* x pos */, 5 /* y pos */, 0, "|O|");
911 |
912 | // Bullet
913 | obj_init(&bullet, player.x, player.x, 0, " * ");
914 |
915 | ////////////////
916 | // Main loop
917 | ///////////////
918 |
919 | // Menu item
920 | // Item start game
921 | const char *item_start_game[2] = {
922 | "> START GAME <",
923 | "start game",
924 | };
925 |
926 | // Item info
927 | const char *item_info[2] = {
928 | "> INFO <",
929 | "info",
930 | };
931 |
932 | // Item exit
933 | const char *item_exit[2] = {
934 | "> EXIT <",
935 | "exit",
936 | };
937 |
938 | while (!EXIT) {
939 |
940 | // Color
941 | SetColor();
942 |
943 | // Get window width & Height
944 | getmaxyx(stdscr, h, w);
945 |
946 | // Menu state
947 | static int menu_item = 0;
948 | if (key_pressed == KEY_UP) menu_item--;
949 | if (key_pressed == KEY_DOWN) menu_item++;
950 |
951 | if (menu_item >= 2) menu_item = 2;
952 | if (menu_item <= 0) menu_item = 0;
953 |
954 | // In menu state
955 | switch(current_state) {
956 | // Menu
957 | case STATE_MENU:
958 | // Logo
959 | draw_logo(h, w);
960 |
961 | ///////////
962 | // Items
963 | //////////
964 | // Item start game
965 | int select_start_game = menu_item == 0 ? 0 : 1;
966 | mvprintw(h/2 - logo_h_size + 9, w/2 - str_len(item_start_game[select_start_game])/2, item_start_game[select_start_game]);
967 |
968 | // Item info
969 | int select_info = menu_item == 1 ? 0 : 1;
970 | mvprintw(h/2 - logo_h_size + 11, w/2 - str_len(item_info[select_info])/2, item_info[select_info]);
971 |
972 | // Item exit
973 | int select_exit = menu_item == 2 ? 0 : 1;
974 | mvprintw(h/2 - logo_h_size + 13, w/2 - str_len(item_exit[select_exit])/2, item_exit[select_exit]);
975 |
976 | // By dev
977 | mvprintw(h-2, 2, "Develop: uriid1");
978 |
979 | // Draw box
980 | attron(COLOR_PAIR(c_hud));
981 | box(stdscr, 0, 0);
982 | attron(COLOR_PAIR(c_hud));
983 |
984 | // Click handler
985 | if (key_pressed == vk_enter) {
986 | switch(menu_item) {
987 | case 0:
988 | current_state = STATE_GAME;
989 | break;
990 |
991 | case 1:
992 | // Info page is dev
993 | current_state = STATE_INFO;
994 | break;
995 |
996 | case 2:
997 | current_state = STATE_EXIT;
998 | break;
999 | }
1000 | }
1001 | break;
1002 |
1003 | // Info
1004 | case STATE_INFO:
1005 | static int len_xoff = 31;
1006 | static int len_yoff = 2;
1007 | mvprintw(h/2-len_yoff, w/2-len_xoff, "This is a small game written in C.");
1008 | mvprintw(h/2-len_yoff+1, w/2-len_xoff, "Your task is to collect all the apples while avoiding enemies.");
1009 | mvprintw(h/2-len_yoff+2, w/2-len_xoff, "I wrote this game just for fun :)");
1010 | mvprintw(h/2-len_yoff+3, w/2-len_xoff, "I do not recommend using the source code for learning C.");
1011 | mvprintw(h/2-len_yoff+4, w/2-len_xoff, "Have a good game!");
1012 |
1013 | // To menu
1014 | mvprintw(h-4, w/2-ceil(len_xoff/2), "press 'q' to exit menu");
1015 |
1016 | // By dev
1017 | mvprintw(h-2, 2, "Develop: uriid1");
1018 |
1019 | box(stdscr, 0, 0);
1020 | break;
1021 |
1022 | // Game
1023 | case STATE_GAME:
1024 | level_init(level);
1025 | draw_hud();
1026 | box(stdscr, 0, 0);
1027 | break;
1028 |
1029 | // Exit
1030 | case STATE_EXIT:
1031 | endwin();
1032 | EXIT = TRUE;
1033 | break;
1034 | }
1035 |
1036 | // Exit to menu
1037 | if (key_pressed == 'q')
1038 | current_state = STATE_MENU;
1039 |
1040 | // Get key pressed
1041 | key_pressed = wgetch(stdscr);
1042 | napms(100);
1043 | key_pressed = wgetch(stdscr);
1044 |
1045 | // Clear
1046 | erase();
1047 |
1048 | }
1049 |
1050 | // End curses mode
1051 | endwin();
1052 |
1053 | return 0;
1054 | }
1055 |
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