224 lines
7.4 KiB
C
224 lines
7.4 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdint.h>
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#include <time.h>
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#include<unistd.h>
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#include<stdbool.h>
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#define SCREEN_WIDTH 11 //set the width of the game screen
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#define SCREEN_HEIGHT 20 //set the height of the game screen
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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 //set the time to sleep between frames
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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 //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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uint8_t screen[SCREEN_WIDTH][SCREEN_HEIGHT]; //this is the array the game lives in
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int moveArr[] = {-2,-1,0,1,2};
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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_BALL=1u,
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PIXEL_BLOCK=2u,
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PIXEL_PADDLE_MIDDLE=3u,
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PIXEL_PADDLE_LEFT=4u,
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PIXEL_PADDLE_RIGHT=5u
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} PIXEL_TYPE;
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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 x=0; x<SCREEN_WIDTH; x++) {
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screen[x][y]=PIXEL_EMPTY;
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}
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}
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printf("\e[1;1H\e[2J");//clear the screen of the prev frame
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}
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typedef struct ballStruct {
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uint8_t xPOS;
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uint8_t yPOS;
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int8_t xVEL;
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int8_t yVEL;
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} Ball_t;
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typedef struct Paddle {
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uint8_t location;
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int paddleSize;
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} Paddle_t;
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typedef struct block {
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uint8_t xLocation;
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uint8_t yLocation;
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bool visable; //controls if the block is visible or not
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} Block_t;
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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==SCREEN_WIDTH-1) return true;
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return false;
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}
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bool movePaddle(Paddle_t* Paddle, int dir){ //negitave dir to move left positive to move right
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if (dir==0) return false;
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if (dir<=0){
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if (Paddle ->location-Paddle->paddleSize+dir<=0) return false;
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Paddle->location = Paddle->location+dir;
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return true;
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} else if (dir>=0) {
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if (Paddle->location+Paddle->paddleSize+dir>= SCREEN_WIDTH-1) return false;
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Paddle->location= Paddle->location+dir;
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return true;
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}
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}
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int main() {
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Ball_t ball = {.xPOS=0,.yPOS=0,.xVEL=0,.yVEL=0}; //setup game ball
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Paddle_t paddle= {.location=(SCREEN_WIDTH/2),.paddleSize=PADDLE_SIZE};
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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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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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//init blockArr array
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for (int x=0; x< X_BLOCK_LAYERS; x++) {
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for (int y=0; y<Y_BLOCK_LAYERS; y++) {
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blockArr[x][y]=(Block_t) {
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.xLocation =x,.yLocation=y,.visable=true
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};
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}
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}
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ball.xPOS=rand()% SCREEN_WIDTH;
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ball.yPOS= PADDLE_HEIGHT-1;
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ball.xVEL=1;
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ball.yVEL=1;
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while(true) {
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usleep(SLEEP_TIME_MS);
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clearScreen();
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blockFlushHit = false;
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//draw blocks
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for (int x = 0; x<X_BLOCK_LAYERS; x++) {
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for (int y =0; y<Y_BLOCK_LAYERS; y++) {
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if(blockArr[x][y].visable==true) {
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screen[x][y]=PIXEL_BLOCK;
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}
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}
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}
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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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screen[paddle.location+x][PADDLE_HEIGHT]=PIXEL_PADDLE_LEFT;
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} else if (x==PADDLE_SIZE-1){
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screen[paddle.location+x][PADDLE_HEIGHT]=PIXEL_PADDLE_RIGHT;
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} else {
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screen[paddle.location+x][PADDLE_HEIGHT]=PIXEL_PADDLE_MIDDLE;
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}
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}
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//draw ball
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screen[ball.xPOS][ball.yPOS]=PIXEL_BALL;
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//render step
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for (int x =0; x<=SCREEN_WIDTH; x++) {
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printf("--"); //top border
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}
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printf("\n");
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for (int y = 0; y < SCREEN_HEIGHT; y++) {
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printf("|");
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for (int x=0; x<SCREEN_WIDTH; x++) {
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if (screen[x][y]==PIXEL_EMPTY) {
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printf(" ");
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} else if(screen[x][y]==PIXEL_BLOCK) {
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printf("[]");
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} else if (screen[x][y]==PIXEL_BALL) {
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printf("<>");
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} else if(screen[x][y]==PIXEL_PADDLE_MIDDLE) {
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printf("==");
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} else if(screen[x][y]==PIXEL_PADDLE_LEFT){
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printf("<=");
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} else if(screen[x][y]==PIXEL_PADDLE_RIGHT){
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printf("=>");
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}
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}
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printf("|\n");
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}
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for (int x =0; x<=SCREEN_WIDTH; x++) {
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printf("--");
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}
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printf("\n");
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//detect when ball hits the edge of the screen
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if (ball.xPOS==0||ball.xPOS==(SCREEN_WIDTH-1)) {
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ball.xVEL=ball.xVEL*-1;
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}
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if (ball.yPOS==0||ball.yPOS==(SCREEN_HEIGHT-1)) {
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ball.yVEL=ball.yVEL*-1;
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}
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//detect when ball hits a block
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if (screen[ball.xPOS+ball.xVEL][ball.yPOS]==PIXEL_BLOCK) {
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blockArr[ball.xPOS+ball.xVEL][ball.yPOS].visable=false;
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ball.xVEL = ball.xVEL *-1;
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blockFlushHit=true;
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}
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if (screen[ball.xPOS][ball.yPOS+ball.yVEL]==PIXEL_BLOCK) {
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blockArr[ball.xPOS][ball.yPOS+ball.yVEL].visable=false;
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ball.yVEL = ball.yVEL *-1;
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blockFlushHit=true;
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}
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if (screen[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL]==PIXEL_BLOCK&&blockFlushHit==false) {
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blockArr[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL].visable=false;
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if(ballOnXEdge(ball)==false) {
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ball.xVEL = ball.xVEL *-1;
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}
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if (ball.yPOS!=0) {
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ball.yVEL=ball.yVEL *-1;
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}
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}
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//detect when ball hits paddle
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if(screen[ball.xPOS+ball.xVEL][ball.yPOS]==PIXEL_PADDLE_MIDDLE) {
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ball.xVEL = ball.xVEL *-1;
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}
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if (screen[ball.xPOS][ball.yPOS+ball.yVEL]== PIXEL_PADDLE_MIDDLE) { //hit detection y direction
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ball.yVEL= ball.yVEL*-1;
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}
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if (screen[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL]==PIXEL_PADDLE_MIDDLE) { //diagonal hit detection
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ball.xVEL = ball.xVEL *-1;
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ball.yVEL=ball.yVEL *-1;
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}
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//paddle left
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if (screen[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL]==PIXEL_PADDLE_LEFT) { //diagonal hit detection
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if(ball.xVEL==-1){
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ball.xVEL=-1;
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} else if (ball.xVEL==0){
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ball.xVEL=-1;
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} else {
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ball.xVEL=-1;
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}
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ball.yVEL=ball.yVEL *-1;
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}
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//paddle right
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if (screen[ball.xPOS+ball.xVEL][ball.yPOS+ball.yVEL]==PIXEL_PADDLE_RIGHT) { //diagonal hit detection
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if (ball.xVEL==-1){ //moving left
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ball.xVEL=1;
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} else if (ball.xVEL==0){ //moving straight down
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ball.xVEL=1;
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} else { //moving right
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ball.xVEL=1;
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}
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ball.yVEL=ball.yVEL *-1;
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}
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//update ball position
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ball.xPOS=ball.xPOS+ball.xVEL;
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ball.yPOS= ball.yPOS+ball.yVEL;
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//move paddle
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movePaddle(&paddle,moveArr[rand()%6]);
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}
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}
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