added comments and removed old code
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83d51667c2
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1 changed files with 13 additions and 20 deletions
33
main.c
33
main.c
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@ -4,17 +4,17 @@
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#include <time.h>
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#include <time.h>
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#include<unistd.h>
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#include<unistd.h>
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#include<stdbool.h>
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#include<stdbool.h>
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#define SCREEN_WIDTH 11
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#define SCREEN_WIDTH 11 //set the width of the game screen
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#define SCREEN_HEIGHT 20
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#define SCREEN_HEIGHT 20 //set the height of the game screen
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#define PADDLE_SIZE 2
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#define PADDLE_SIZE 2 //set the paddle size. the blocks are added this amount either size of a central block.
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#define SLEEP_TIME_MS 100 * 1000
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#define SLEEP_TIME_MS 100 * 1000 //set the time to sleep between frames
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#define PADDLE_HEIGHT SCREEN_HEIGHT-4
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#define PADDLE_HEIGHT SCREEN_HEIGHT-4 //the negative number is distance from the bottom
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#define Y_BLOCK_LAYERS 10
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#define Y_BLOCK_LAYERS 10 //add the amount of layers of blocks from the top of the screen
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#define X_BLOCK_LAYERS SCREEN_WIDTH
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#define X_BLOCK_LAYERS SCREEN_WIDTH
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uint8_t screen[SCREEN_WIDTH][SCREEN_HEIGHT];
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uint8_t screen[SCREEN_WIDTH][SCREEN_HEIGHT]; //this is the array the game lives in
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enum PIXEL_TYPE {
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enum PIXEL_TYPE { //used to set what kind of pixel is shown on the screen array
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PIXEL_EMPTY=0u,
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PIXEL_EMPTY=0u,
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PIXEL_BALL=1u,
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PIXEL_BALL=1u,
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PIXEL_BLOCK=2u,
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PIXEL_BLOCK=2u,
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@ -23,7 +23,7 @@ enum PIXEL_TYPE {
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PIXEL_PADDLE_RIGHT=5u
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PIXEL_PADDLE_RIGHT=5u
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} PIXEL_TYPE;
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} PIXEL_TYPE;
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void clearScreen() {
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void clearScreen() { //clears the screen of all pixels to redraw the screen
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for (int y = 0; y < SCREEN_HEIGHT; y++) {
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for (int y = 0; y < SCREEN_HEIGHT; y++) {
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for (int x=0; x<SCREEN_WIDTH; x++) {
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for (int x=0; x<SCREEN_WIDTH; x++) {
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screen[x][y]=PIXEL_EMPTY;
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screen[x][y]=PIXEL_EMPTY;
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@ -49,18 +49,18 @@ struct Paddle {
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typedef struct block {
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typedef struct block {
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uint8_t xLocation;
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uint8_t xLocation;
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uint8_t yLocation;
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uint8_t yLocation;
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bool visable;
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bool visable; //controls if the block is visible or not
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} Block_t;
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} Block_t;
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bool ballOnXEdge(Ball_t ball){
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bool ballOnXEdge(Ball_t ball){ //work around to determine if the ball is on the edge of the screen
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if(ball.xPOS==0) return true;
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if(ball.xPOS==0) return true;
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if (ball.xPOS==SCREEN_WIDTH-1) return true;
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if (ball.xPOS==SCREEN_WIDTH-1) return true;
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return false;
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return false;
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}
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}
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int main() {
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int main() {
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Ball_t ball = {.xPOS=0,.yPOS=0,.xVEL=0,.yVEL=0};
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Ball_t ball = {.xPOS=0,.yPOS=0,.xVEL=0,.yVEL=0}; //setup game ball
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time_t UNIXTIME = time(NULL);
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time_t UNIXTIME = time(NULL); //create UNIXTIME struct
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srand(UNIXTIME); //seed random number with time at run time
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srand(UNIXTIME); //seed random number with time at run time
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Block_t blockArr[X_BLOCK_LAYERS][Y_BLOCK_LAYERS];
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Block_t blockArr[X_BLOCK_LAYERS][Y_BLOCK_LAYERS];
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bool blockFlushHit = false; //used to show if the ball has hit a block vertically or horizontally
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bool blockFlushHit = false; //used to show if the ball has hit a block vertically or horizontally
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@ -92,13 +92,6 @@ int main() {
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}
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}
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}
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}
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/* //draw paddel
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screen[paddle.location][PADDLE_HEIGHT]=PIXEL_PADDLE_MIDDLE;
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for(int x= 0; x<=PADDLE_SIZE; x++) {
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screen[paddle.location-x][PADDLE_HEIGHT]=PIXEL_PADDLE_LEFT;
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screen[paddle.location+x][PADDLE_HEIGHT]=PIXEL_PADDLE_RIGHT;
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} */
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for (int x=0-PADDLE_SIZE;x<PADDLE_SIZE;x++){
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for (int x=0-PADDLE_SIZE;x<PADDLE_SIZE;x++){
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if(x==0-PADDLE_SIZE){
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if(x==0-PADDLE_SIZE){
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screen[paddle.location+x][PADDLE_HEIGHT]=PIXEL_PADDLE_LEFT;
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screen[paddle.location+x][PADDLE_HEIGHT]=PIXEL_PADDLE_LEFT;
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