You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
272 lines
6.0 KiB
272 lines
6.0 KiB
#include <ncurses.h>
|
|
#include <string.h>
|
|
|
|
#define MAX_PROJECTILES 2
|
|
#define MAX_ZOMBIES 1000
|
|
|
|
int scrRows,scrCols;
|
|
int viewportWinRows,viewportWinCols;
|
|
int lastPressed;
|
|
|
|
WINDOW* viewportWin;
|
|
|
|
WINDOW* scoreWin;
|
|
|
|
|
|
|
|
struct Projectile{
|
|
int isAlive;
|
|
char symbol;
|
|
int curXpos;
|
|
int curYpos;
|
|
int prevYpos;
|
|
int prevXpos;
|
|
int nextYpos;
|
|
int nextXpos;
|
|
int range;
|
|
char direction;
|
|
int distanceTraveled;
|
|
};
|
|
struct Projectile projectiles[MAX_PROJECTILES];
|
|
|
|
struct Weapon{
|
|
char name[10];
|
|
int range;
|
|
int maxCapacity;
|
|
int curCapacity;
|
|
char projectileSymbol;
|
|
char symbols[8];
|
|
};
|
|
|
|
struct Player {
|
|
char symbol;
|
|
int curYpos, curXpos;
|
|
int nextYpos, nextXpos;
|
|
struct Weapon weapons[8];
|
|
int curWeapon;
|
|
int isAlive;
|
|
};
|
|
|
|
|
|
struct Player player = {.symbol='@', .curYpos=1, .curXpos=1, .nextYpos=1, .nextXpos=1 ,.isAlive=1};
|
|
|
|
struct Player zombies[MAX_ZOMBIES];
|
|
struct Player zombie = {.symbol='Z', .curYpos=5, .curXpos=5, .nextYpos=5, .nextXpos=5 ,.isAlive=1};
|
|
|
|
struct Weapon pistol = {.name="Pistol", .range=3, .maxCapacity=12, .curCapacity=12, .symbols="-\\|/-\\|/"};
|
|
|
|
|
|
|
|
void collisionDetect(int objYpos, int objXpos){
|
|
|
|
}
|
|
|
|
void movePlayer(struct Player *playerRef);
|
|
|
|
void moveProjectiles(){
|
|
int i;
|
|
for(i=0; i<MAX_PROJECTILES; i++){
|
|
if(projectiles[i].isAlive){
|
|
projectiles[i].prevYpos=projectiles[i].curYpos;
|
|
projectiles[i].prevXpos=projectiles[i].curXpos;
|
|
|
|
switch(projectiles[i].direction){
|
|
case 'w':{
|
|
projectiles[i].curYpos--;
|
|
break;
|
|
}
|
|
|
|
case 'a':{
|
|
projectiles[i].curXpos--;
|
|
break;
|
|
}
|
|
|
|
case 's':{
|
|
projectiles[i].curYpos++;
|
|
break;
|
|
}
|
|
|
|
case 'd':{
|
|
projectiles[i].curXpos++;
|
|
break;
|
|
}
|
|
|
|
}
|
|
projectiles[i].distanceTraveled++;
|
|
collisionDetect(projectiles[i].curYpos, projectiles[i].curXpos);
|
|
mvwaddch(viewportWin, projectiles[i].curYpos, projectiles[i].curXpos, projectiles[i].symbol);
|
|
if(mvwinch(viewportWin,projectiles[i].prevYpos, projectiles[i].prevXpos)==projectiles[i].symbol){
|
|
mvwaddch(viewportWin, projectiles[i].prevYpos, projectiles[i].prevXpos, ' ');
|
|
}
|
|
if(projectiles[i].distanceTraveled>=projectiles[i].range || projectiles[i].curYpos > viewportWinRows || projectiles[i].curYpos < 0 || projectiles[i].curXpos > viewportWinCols || projectiles[i].curXpos < 0){
|
|
projectiles[i].isAlive=0;
|
|
mvwaddch(viewportWin, projectiles[i].curYpos, projectiles[i].curXpos, ' ');
|
|
}
|
|
|
|
usleep(30000);
|
|
}
|
|
}
|
|
}
|
|
|
|
void fireWeapon(struct Weapon *weaponRef, char *direction){
|
|
struct Projectile projectile;
|
|
if (!strcmp(weaponRef->name,"Pistol")){
|
|
projectile.range=20;
|
|
}
|
|
projectile.isAlive=1;
|
|
projectile.distanceTraveled=0;
|
|
projectile.curYpos=player.curYpos;
|
|
projectile.curXpos=player.curXpos;
|
|
if(direction=="up"){
|
|
projectile.range*=.4;
|
|
projectile.direction='w';
|
|
projectile.symbol=weaponRef->symbols[2];
|
|
}
|
|
if(direction=="left"){
|
|
projectile.direction='a';
|
|
projectile.symbol=weaponRef->symbols[0];
|
|
}
|
|
if(direction=="down"){
|
|
projectile.range*=.4;
|
|
projectile.direction='s';
|
|
projectile.symbol=weaponRef->symbols[6];
|
|
}
|
|
if(direction=="right"){
|
|
projectile.direction='d';
|
|
projectile.symbol=weaponRef->symbols[4];
|
|
}
|
|
int i;
|
|
for(i=0;i<MAX_PROJECTILES;i++){
|
|
if(projectiles[i].isAlive==0 && projectiles[i+1].isAlive==0){
|
|
projectiles[i]=projectile;
|
|
player.weapons[player.curWeapon].curCapacity--;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void drawScore(){
|
|
werase(scoreWin);
|
|
box(scoreWin, 0, 0);
|
|
mvwprintw(scoreWin, 1, 1, "Current Weapon: %s",player.weapons[player.curWeapon].name);
|
|
mvwprintw(scoreWin, 2, 1, "Ammo: %d/%d",player.weapons[player.curWeapon].curCapacity,player.weapons[player.curWeapon].maxCapacity);
|
|
wnoutrefresh(scoreWin);
|
|
}
|
|
|
|
void drawViewport(){
|
|
box(viewportWin,0,0);
|
|
wnoutrefresh(viewportWin);
|
|
}
|
|
|
|
void movePlayer( struct Player *playerRef) {
|
|
mvwaddch(viewportWin, playerRef->curYpos, playerRef->curXpos, ' ');
|
|
mvwaddch(viewportWin, playerRef->nextYpos, playerRef->nextXpos, playerRef->symbol);
|
|
playerRef->curYpos = playerRef->nextYpos;
|
|
playerRef->curXpos = playerRef->nextXpos;
|
|
wnoutrefresh(viewportWin);
|
|
}
|
|
|
|
void initializeWorld() {
|
|
curs_set(0);
|
|
getmaxyx(stdscr,scrRows,scrCols);
|
|
viewportWin=newwin(scrRows-10,scrCols,0,0);
|
|
getmaxyx(viewportWin,viewportWinRows,viewportWinCols);
|
|
scoreWin=newwin(10,scrCols,scrRows-10,0);
|
|
mvwaddch(viewportWin, player.curYpos, player.curXpos, player.symbol);
|
|
mvwaddch(viewportWin, zombie.curYpos, zombie.curXpos, zombie.symbol);
|
|
}
|
|
|
|
int main() {
|
|
initscr();
|
|
cbreak();
|
|
keypad(stdscr, TRUE);
|
|
noecho();
|
|
initializeWorld();
|
|
nodelay(stdscr, TRUE);
|
|
int ch;
|
|
|
|
player.weapons[0]=pistol;
|
|
player.curWeapon=0;
|
|
while(1) {
|
|
drawScore();
|
|
drawViewport();
|
|
moveProjectiles();
|
|
doupdate();
|
|
ch = getch();
|
|
switch(ch){
|
|
case 'w':
|
|
case 'W':{
|
|
if(player.curYpos > 1){
|
|
player.nextYpos--;
|
|
if(player.nextYpos < 0){
|
|
player.nextYpos = 0;
|
|
}
|
|
movePlayer(&player);
|
|
}
|
|
break;
|
|
}
|
|
case 's':
|
|
case 'S':{
|
|
if(player.curYpos < viewportWinRows - 2){
|
|
player.nextYpos++;
|
|
if(player.nextYpos > viewportWinRows-1){
|
|
player.nextYpos = viewportWinRows-1;
|
|
}
|
|
movePlayer(&player);
|
|
}
|
|
break;
|
|
}
|
|
case 'a':
|
|
case 'A':{
|
|
if(player.curXpos > 1){
|
|
player.nextXpos--;
|
|
if(player.nextXpos < 0){
|
|
player.nextXpos = 0;
|
|
}
|
|
movePlayer(&player);
|
|
}
|
|
break;
|
|
}
|
|
case 'd':
|
|
case 'D':{
|
|
if(player.curXpos < scrCols-2){
|
|
player.nextXpos++;
|
|
if(player.nextXpos > viewportWinCols-1){
|
|
player.nextXpos = viewportWinCols-1;
|
|
}
|
|
movePlayer(&player);
|
|
}
|
|
break;
|
|
}
|
|
case KEY_UP:{
|
|
if(player.weapons[player.curWeapon].curCapacity>0){
|
|
fireWeapon(&pistol, "up");
|
|
}
|
|
break;
|
|
}
|
|
case KEY_LEFT:{
|
|
if(player.weapons[player.curWeapon].curCapacity>0){
|
|
fireWeapon(&pistol, "left");
|
|
}
|
|
break;
|
|
}
|
|
case KEY_DOWN:{
|
|
if(player.weapons[player.curWeapon].curCapacity>0){
|
|
fireWeapon(&pistol, "down");
|
|
}
|
|
break;
|
|
}
|
|
case KEY_RIGHT:{
|
|
if(player.weapons[player.curWeapon].curCapacity>0){
|
|
fireWeapon(&pistol, "right");
|
|
}
|
|
break;
|
|
}
|
|
|
|
default:
|
|
if (ch != ERR) {lastPressed=ch;};
|
|
break;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|