Added player movement...
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469e117e78
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7290620674
@ -24,10 +24,9 @@ static number_t game_set_screen_height (game_t * game, number_t height) { return
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#define MEMORY_LIMIT (1024 * 1024)
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#define MEMORY_LIMIT (1024 * 1024)
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static string_t memory_store [MEMORY_LIMIT];
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static memory_t memorize (number_t size) {
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static memory_t memorize (number_t size) {
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static number_t memory_count = 0;
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static string_t memory_store [MEMORY_LIMIT] = { 0 };
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static number_t memory_count = 0;
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fatal_failure (memory_count + size >= MEMORY_LIMIT, "memorize: You have reached the 1 MiB memory limit.");
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fatal_failure (memory_count + size >= MEMORY_LIMIT, "memorize: You have reached the 1 MiB memory limit.");
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@ -36,31 +35,18 @@ static memory_t memorize (number_t size) {
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return ((memory_t) ((string_t) memory_store + memory_count - size));
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return ((memory_t) ((string_t) memory_store + memory_count - size));
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}
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}
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static void move_player (void) { ++player.x; }
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static symbol_t * format_symbol (number_t character, number_t colour, number_t effect) {
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symbol_t * symbol;
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static void game_configure (void) {
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symbol = memorize ((number_t) sizeof (* symbol));
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curses_configure ();
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curses_bind (SIGNAL_W, move_player);
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symbol->character = character;
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curses_bind (SIGNAL_S, move_player);
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symbol->colour = colour;
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curses_bind (SIGNAL_A, move_player);
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symbol->effect = effect;
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curses_bind (SIGNAL_D, move_player);
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game.active = curses_active;
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return (symbol);
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game.screen_width = curses_screen_width;
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game.screen_height = curses_screen_height;
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player.x = 0;
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player.y = 0;
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}
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}
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static void game_synchronize (void) {
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return;
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}
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game_t game;
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player_t player;
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skill_t * game_skill (string_t name, bundle_t * points, ...) {
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skill_t * game_skill (string_t name, bundle_t * points, ...) {
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skill_t * skill;
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skill_t * skill;
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va_list list;
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va_list list;
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@ -68,17 +54,17 @@ skill_t * game_skill (string_t name, bundle_t * points, ...) {
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va_start (list, points);
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va_start (list, points);
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skill = memorize ((int) sizeof (* skill));
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skill = memorize ((number_t) sizeof (* skill));
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string_copy ((skill->name = memorize (string_length (name) + 1)), name);
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string_copy ((skill->name = memorize (string_length (name) + 1)), name);
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memory_copy ((skill->points = memorize ((int) sizeof (* skill->points))), points, (int) sizeof (* points));
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memory_copy ((skill->points = memorize ((number_t) sizeof (* skill->points))), points, (number_t) sizeof (* points));
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for (;;) {
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for (;;) {
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action = (number_t) va_arg (list, int);
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action = (number_t) va_arg (list, int);
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if (action > 0) {
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if (action > 0) {
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skill->positive_count += 1;
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skill->positive_count += 1;
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skill->positive = memorize ((int) sizeof (action));
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skill->positive = memorize ((number_t) sizeof (action));
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skill->positive [skill->positive_count - 1] = (action_t) action;
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skill->positive [skill->positive_count - 1] = (action_t) action;
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} else break;
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} else break;
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}
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}
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@ -95,26 +81,23 @@ attribute_t * game_attribute (string_t name, bundle_t * points, ...) {
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va_start (list, points);
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va_start (list, points);
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attribute = memorize ((int) sizeof (* attribute));
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attribute = memorize ((number_t) sizeof (* attribute));
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string_copy ((attribute->name = memorize (string_length (name) + 1)), name);
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string_copy ((attribute->name = memorize (string_length (name) + 1)), name);
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memory_copy ((attribute->points = memorize ((int) sizeof (* attribute->points))), points, (int) sizeof (* points));
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memory_copy ((attribute->points = memorize ((number_t) sizeof (* attribute->points))), points, (number_t) sizeof (* points));
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for (;;) {
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for (;;) {
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action = (number_t) va_arg (list, int);
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action = (number_t) va_arg (list, int);
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if (action > 0) {
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if (action > 0) {
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attribute->positive_count += 1;
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attribute->positive_count += 1;
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attribute->positive = memorize ((int) sizeof (action));
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attribute->positive = memorize ((number_t) sizeof (action));
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attribute->positive [attribute->positive_count - 1] = (action_t) action;
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attribute->positive [attribute->positive_count - 1] = (action_t) action;
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} else if (action < 0) {
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} else if (action < 0) {
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attribute->negative_count += 1;
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attribute->negative_count += 1;
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attribute->negative = memorize ((int) sizeof (action));
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attribute->negative = memorize ((number_t) sizeof (action));
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attribute->negative [attribute->negative_count - 1] = (action_t) action;
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attribute->negative [attribute->negative_count - 1] = (action_t) action;
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} else {
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} else break;
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break;
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}
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}
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}
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va_end (list);
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va_end (list);
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@ -122,6 +105,31 @@ attribute_t * game_attribute (string_t name, bundle_t * points, ...) {
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return (attribute);
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return (attribute);
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}
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}
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//~block_t * game_block (string_t name, symbol_t * symbol) {
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//~block_t * block;
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//~block = memorize ((number_t) sizeof (* block));
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//~string_copy ((block->name = memorize (string_length (name) + 1)), name);
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//~memory_copy ((block->symbol = memorize ((number_t) sizeof (* block->symbol))), symbol, (number_t) sizeof (* symbol));
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//~return (block);
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//~}
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player_t * game_player (string_t name, symbol_t * symbol) {
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player_t * player;
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player = memorize ((number_t) sizeof (* player));
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string_copy ((player->name = memorize (string_length (name) + 1)), name);
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memory_copy ((player->symbol = memorize ((number_t) sizeof (* player->symbol))), symbol, (number_t) sizeof (* symbol));
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player->x = 3;
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player->y = 3;
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return (player);
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}
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void game_render_skill (skill_t * skill, number_t x, number_t y) {
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void game_render_skill (skill_t * skill, number_t x, number_t y) {
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curses_render_string (skill->name, COLOUR_CYAN, EFFECT_NORMAL, x, y);
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curses_render_string (skill->name, COLOUR_CYAN, EFFECT_NORMAL, x, y);
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@ -143,8 +151,11 @@ void game_render_attribute (attribute_t * attribute, number_t x, number_t y) {
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}
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}
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void play_game (void) {
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void play_game (void) {
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bundle_t skill_points = { 10, 120, 0, 0 };
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bundle_t skill_points = { 10, 120, 0 };
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bundle_t attribute_points = { 1, 12, 0, 0 };
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bundle_t attribute_points = { 1, 12, 0 };
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player_t * player;
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//~world_t * world;
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skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic;
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skill_t * blades, * axes, * bows, * spears, * puppet_magic, * nature_magic, * rune_magic, * charm_magic;
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attribute_t * strength, * edurance, * wisdom, * agility;
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attribute_t * strength, * edurance, * wisdom, * agility;
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@ -163,7 +174,9 @@ void play_game (void) {
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rune_magic = game_skill ("Rune Magic", & skill_points, GAME_ACTION_CITE_RUNE, 0);
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rune_magic = game_skill ("Rune Magic", & skill_points, GAME_ACTION_CITE_RUNE, 0);
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charm_magic = game_skill ("Charm Magic", & skill_points, GAME_ACTION_CAST_CHARM, 0);
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charm_magic = game_skill ("Charm Magic", & skill_points, GAME_ACTION_CAST_CHARM, 0);
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game_configure ();
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player = game_player ("Riri", format_symbol ('@', COLOUR_CYAN, EFFECT_BOLD));
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curses_configure ();
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while (curses_active) {
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while (curses_active) {
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curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL);
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curses_render_background (' ', COLOUR_WHITE, EFFECT_NORMAL);
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@ -186,24 +199,18 @@ void play_game (void) {
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game_render_skill (rune_magic, 2, 12);
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game_render_skill (rune_magic, 2, 12);
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game_render_skill (charm_magic, 2, 13);
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game_render_skill (charm_magic, 2, 13);
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curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player.x, player.y);
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curses_render_character ('@', COLOUR_CYAN, EFFECT_BOLD, player->x, player->y);
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switch (curses_character) {
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case 'w': player->y -= 1; break;
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case 's': player->y += 1; break;
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case 'a': player->x -= 1; break;
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case 'd': player->x += 1; break;
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default: break;
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}
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curses_synchronize ();
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curses_synchronize ();
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game_synchronize ();
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}
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}
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//~char*a,*b,*c;
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//~a=memorize(12); string_copy(a,"heyo world\n"); terminal_colour(1,1); echo(a); terminal_cancel();
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//~b=memorize( 3); string_copy(b,"!\n"); terminal_colour(2,1); echo(b); terminal_cancel();
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//~c=memorize(12); string_copy(c,"cyaa world\n"); terminal_colour(3,1); echo(c); terminal_cancel();
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//~out(memory_store,512);
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//~terminal_colour(1,1); echo(number_to_string((int)a)); terminal_cancel();
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//~terminal_colour(2,1); echo(number_to_string((int)b)); terminal_cancel();
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//~terminal_colour(3,1); echo(number_to_string((int)c)); terminal_cancel(); echo("\n");
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//~terminal_colour(1,1); echo(a); terminal_cancel();
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//~terminal_colour(2,1); echo(b); terminal_cancel();
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//~terminal_colour(3,1); echo(c); terminal_cancel();
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}
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}
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#endif
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#endif
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@ -37,12 +37,12 @@ typedef enum action_t {
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GAME_ACTION_COUNT
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GAME_ACTION_COUNT
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} action_t;
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} action_t;
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typedef struct game_t {
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typedef struct symbol_t {
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number_t active, screen_width, screen_height;
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number_t character, colour, effect;
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} game_t;
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} symbol_t;
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typedef struct bundle_t {
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typedef struct bundle_t {
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number_t minimum, maximum, current, booster;
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number_t minimum, maximum, current;
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} bundle_t;
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} bundle_t;
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typedef struct skill_t {
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typedef struct skill_t {
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@ -60,20 +60,31 @@ typedef struct attribute_t {
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action_t * positive, * negative;
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action_t * positive, * negative;
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} attribute_t;
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} attribute_t;
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//~typedef struct block_t {
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//~string_t name;
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//~symbol_t * symbol;
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//~number_t collision;
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//~} block_t;
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typedef struct player_t {
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typedef struct player_t {
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string_t name;
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string_t name;
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number_t x, y;
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symbol_t * symbol;
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bundle_t health, armour, mana, stamina;
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number_t x, y;
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attribute_t strength, edurance, intelligence, agility;
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//~bundle_t * health, * armour, * mana, * stamina;
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skill_t blades, axes, bows, spears;
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//~attribute_t strength, edurance, intelligence, agility;
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skill_t puppet_magic, nature_magic, rune_magic, charm_magic;
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//~skill_t blades, axes, bows, spears;
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//~skill_t puppet_magic, nature_magic, rune_magic, charm_magic;
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} player_t;
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} player_t;
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extern game_t game;
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//~typedef struct world_t {
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extern player_t player;
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//~number_t width, height;
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//~block_t * block;
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//~} world_t;
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extern skill_t * game_skill (string_t name, bundle_t * points, ...);
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extern skill_t * game_skill (string_t name, bundle_t * points, ...);
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extern attribute_t * game_attribute (string_t name, bundle_t * points, ...);
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extern attribute_t * game_attribute (string_t name, bundle_t * points, ...);
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//~extern block_t * game_block (string_t name, symbol_t * symbol);
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extern player_t * game_player (string_t name, symbol_t * symbol);
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extern void game_render_skill (skill_t * skill, number_t x, number_t y);
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extern void game_render_skill (skill_t * skill, number_t x, number_t y);
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extern void game_render_attribute (attribute_t * attribute, number_t x, number_t y);
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extern void game_render_attribute (attribute_t * attribute, number_t x, number_t y);
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