├── 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 | ![Screenshot](https://github.com/uriid1/scrfmp/blob/main/AppleWar/lvl0.png) 27 | ![Screenshot](https://github.com/uriid1/scrfmp/blob/main/AppleWar/lvl5.png) 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: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 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 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 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 640 | (at your option) any later version. 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 | --------------------------------------------------------------------------------