106 lines
2.7 KiB
C
106 lines
2.7 KiB
C
#include <stdio.h> //printf and shit
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#include <curses.h>
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#include <time.h>
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int main( int argc, char *argv[] ) { //yoinked from the internet argc is number of args and argv is a "array of arguments"
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clock_t prevtime, currenttime;
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prevtime = clock();
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int delay = 1000;
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int dosspin = 0;
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bool gamerun = true;
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struct entity {
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int x;
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int y;
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int xold;
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int yold;
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}
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player = {0, 0, 0, 0},
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enemy = {24, 16, 0, 0};
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initscr();
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//cbreak();
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nodelay(stdscr, true); //cbreak would wait for you to press a key this doesnt
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noecho();
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clear();
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while(gamerun) {
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currenttime = clock();
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dosspin = clock() % 4;
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if ((currenttime - prevtime) > delay) {
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player.xold = player.x;
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player.yold = player.y;
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enemy.xold = enemy.x;
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enemy.yold = enemy.y;
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switch (getch()) {
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case 'a' :
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player.y--;
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break;
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case 'w' :
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player.x--;
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break;
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case 'd' :
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player.y++;
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break;
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case 's' :
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player.x++;
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break;
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case 'q' :
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gamerun = false;
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break;
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}
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//game logic not kb dependent
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if ((enemy.x == player.x) && (enemy.y == player.y)){
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endwin();
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puts("you lose :(");
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return 0; //TODO fix this this should not be here...
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}
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//TODO fix enemy movement (it works but its kinda broken)
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if ((clock() % 500) == 1) {
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if (enemy.x > player.x) {
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enemy.x--;
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} else {enemy.x++;}
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if (enemy.y > player.y) {
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enemy.y--;
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} else {enemy.y++;}
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}
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prevtime = currenttime;
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}
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//entity rendering
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mvaddch(enemy.xold, enemy.yold, ' ');
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switch (dosspin) {
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case 0 :
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mvaddch(enemy.x, enemy.y, '-');
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break;
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case 1 :
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mvaddch(enemy.x, enemy.y, '/');
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break;
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case 2 :
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mvaddch(enemy.x, enemy.y, '|');
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break;
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case 3 :
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mvaddch(enemy.x, enemy.y, '\\');
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break;
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}
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mvaddch(player.xold, player.yold, ' ');
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mvaddch(player.x, player.y, '#');
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}
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//cleanup
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endwin();
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printf("Args %d",argc); //anti Wall Werror Wextra
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puts(argv[0]);//anti Wall Werror Wextra
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return 0;
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}
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