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January 21, 2016 18:56
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spacepins
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/* | |
char m[] = "Copyright (c) 2016, Christoph-Simon Senjak"; | |
printf("%s <%c%c%c%c%s%c>\n", m, m[11], m[24], m[24], '@', "uxul.d", m[37]); | |
All rights reserved. | |
Redistribution and use in source and binary forms, with or without | |
modification, are permitted provided that the following conditions are met: | |
1. Redistributions of source code must retain the above copyright notice, | |
this list of conditions and the following disclaimer. | |
2. Redistributions in binary form must reproduce the above copyright notice, | |
this list of conditions and the following disclaimer in the documentation | |
and/or other materials provided with the distribution. | |
3. Neither the name of the copyright holder nor the names of its contributors | |
may be used to endorse or promote products derived from this software without | |
specific prior written permission. | |
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | |
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | |
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | |
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | |
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | |
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | |
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
POSSIBILITY OF SUCH DAMAGE. | |
Compile with: | |
cc \ | |
spacepins.c `pkg-config --cflags ncursesw` \ | |
`pkg-config --libs ncursesw` \ | |
-std=c99 | |
Controls: Up/Down to move up/down, Right to shoot, Esc to end. | |
To play on a braille line, make sure it supports unicode, and maps unicode | |
braille characters to the respective characters on your device, and point | |
your line to the upper left corner. (This should for example work well with | |
Orca.) The first four braille cells show an 8x4 grid. After them, a score is | |
shown. When an enemy crosses the left border, the score is decreased, when | |
you shoot an enemy, your score is increased. | |
*/ | |
#define _BSD_SOURCE | |
#include <stdio.h> | |
#include <stdint.h> | |
#include <stdbool.h> | |
#include <unistd.h> | |
#include <wchar.h> | |
#include <locale.h> | |
#include <string.h> | |
#include <stdlib.h> | |
#define NCURSES_WIDECHAR (true) | |
#include <curses.h> | |
int player_y = 0; | |
int score = 0; | |
bool playfield[8][4]; | |
struct pt { | |
int x; | |
int y; | |
int speed; | |
}; | |
struct pt enemies[] = { | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }}; | |
struct pt tela[] = { | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
{ .x = -1, .y = -1 }, | |
}; | |
static const int telum_delay_max = 25; | |
static int telum_delay = 0; | |
static const int telum_speed_max = 10; | |
static const int enemy_speed_max = 20; | |
inline static uint8_t rbyte (uint8_t b) { | |
static const int nums[] = {0, 1, 2, 6, | |
3, 4, 5, 7}; | |
uint8_t r = 0; | |
for (int i = 0; i < 8; ++i) { | |
r |= ((b >> i) % 2) << nums[i]; | |
} | |
return r; | |
} | |
void shoot() { | |
if (telum_delay == 0) { | |
for (int i = 0; i < sizeof(tela)/sizeof(struct pt); ++i) { | |
if (tela[i].x == -1) { | |
tela[i].x = 1; | |
tela[i].y = player_y; | |
tela[i].speed = telum_speed_max; | |
telum_delay = telum_delay_max; | |
return; | |
} | |
} | |
} | |
} | |
void proceed_tela () { | |
if (telum_delay != 0) telum_delay--; | |
for (int i = 0; i < sizeof(tela)/sizeof(struct pt); ++i) { | |
if (tela[i].x == 7) { | |
tela[i].x = -1; | |
} else if (tela[i].x != -1) { | |
if (tela[i].speed-- == 0) { | |
tela[i].x++; | |
tela[i].speed = telum_speed_max; | |
} | |
playfield[tela[i].x][tela[i].y] = true; | |
} | |
} | |
} | |
int spawn_time; | |
static const int spawn_time_max = 100; | |
void maybe_spawn_enemy () { | |
if (spawn_time != 0) { | |
spawn_time--; | |
} else { | |
spawn_time = spawn_time_max; | |
for (int i = 0; i < sizeof(enemies)/sizeof(struct pt); ++i) { | |
if (enemies[i].x == -1) { | |
enemies[i].x = 7; | |
enemies[i].speed = enemy_speed_max; | |
enemies[i].y = rand() % 4; | |
return; | |
} | |
} | |
} | |
} | |
/* notice: we assume that all tela and *only* tela are already there, | |
that is, the player is not drawn already */ | |
void proceed_enemies () { | |
maybe_spawn_enemy(); | |
for (int i = 0; i < sizeof(enemies)/sizeof(struct pt); ++i) { | |
if (enemies[i].x == 0) { | |
score--; /* hit */ | |
enemies[i].x = -1; | |
} else if (enemies[i].x != -1) { | |
if (playfield[enemies[i].x][enemies[i].y]) { | |
score++; /* shot */ | |
for (int j = 0; j < sizeof(tela)/sizeof(struct pt); ++j) { | |
if ((tela[j].x == enemies[i].x) && (tela[j].y == enemies[i].y)) { | |
tela[j].x = -1; | |
break; | |
} | |
} | |
enemies[i].x = -1; | |
} else { | |
if (enemies[i].speed-- == 0) { | |
enemies[i].x--; | |
enemies[i].speed = enemy_speed_max; | |
} | |
playfield[enemies[i].x][enemies[i].y] = true; | |
} | |
} | |
} | |
} | |
void draw (int x, int y) { | |
wchar_t l[5]; | |
l[4] = 0; | |
for (int i = 0; i < 4; ++i) { | |
uint8_t fld = 0; | |
for (int j = 0; j < 4; ++j) { | |
fld |= (playfield[2*i ][j] ? 1 << j : 0); | |
fld |= (playfield[2*i+1][j] ? 1 << (4 + j) : 0); | |
} | |
l[i] = 0x2800 | rbyte(fld); | |
} | |
mvaddwstr(x, y, l); | |
mvprintw(x, y + 6, "%0'4d", score); | |
} | |
int main (void) { | |
/* whoever invented this ... */ | |
setlocale(LC_CTYPE, ""); | |
initscr(); | |
cbreak(); | |
noecho(); | |
keypad(stdscr, TRUE); | |
nodelay(stdscr, TRUE); | |
curs_set(0); | |
bool cont = true; | |
while (cont) { | |
memset(playfield, 0, sizeof(playfield)); | |
proceed_tela(); | |
proceed_enemies(); | |
playfield[0][player_y] = true; | |
draw(0, 0); | |
refresh(); | |
usleep(10000); | |
playfield[0][player_y] = false; | |
int ch; | |
while ((ch = getch()) != ERR) { | |
switch(ch) { | |
case KEY_UP: | |
if (player_y != 0) player_y--; | |
break; | |
case KEY_DOWN: | |
if (player_y != 3) player_y++; | |
break; | |
case KEY_RIGHT: | |
shoot(); | |
break; | |
case 27: | |
cont = false; | |
break; | |
default: | |
break; | |
} | |
} | |
} | |
endwin(); | |
} |
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