Commit aa4461e0 authored by Norsty YT's avatar Norsty YT
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New Project: "ZaverecnyProjekt"

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#include <stdio.h>
#include <time.h> //RNG
#include <conio.h> //Input
#include <windows.h> //Sleep
#include <process.h> //Threading
//SCREEN
const int screenWidth = 20;
const int screenHeight = 10;
char screen[screenWidth][screenHeight]
{
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' },
{ ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ' }
};
//PLAYER
char playerChar = '#';
int playerPositionX = 0;
int playerPositionY = 0;
int score = 0;
int scoreCounter = 0;
bool gameOver = false;
//OBSTACLES
char obstacleChar = 'O';
const int maxObstacles = 6;
int numberOfObstacles = 0;
struct Obstacle
{
int positionX;
int positionY;
int width;
};
Obstacle obstacleList[maxObstacles] = {};
//DELAYS [in miliseconds]
int obstacleSpawnDelay = 1500;
int obstacleMoveDelay = 750;
int endProgramDelay = 3000;
int inputDelay = 100;
void Render()
{
printf("\033[H\033[J");
for (int verticalPixel = 0; verticalPixel < screenHeight; verticalPixel++)
{
for (int horizontalPixel = 0; horizontalPixel < screenWidth; horizontalPixel++)
{
printf("%c", screen[horizontalPixel][verticalPixel]);
}
putchar('|');
putchar('\n');
}
puts("--------------------O");
printf("Score: %d", score);
}
void MainMenu()
{
puts(" _______ ______ __ ________________ _______ _____ _____ ________ _ __");
puts(" / ____/ | / / __ \\/ / / ____/ ___/ ___/ / ____/ | / / | / ___// _/ __ \\/ | / /");
puts(" / __/ / |/ / / / / / / __/ \\__ \\\\__ \\ / __/ | | / / /| | \\__ \\ / // / / / |/ /");
puts(" / /___/ /| / /_/ / /___/ /___ ___/ /__/ / / /___ | |/ / ___ |___/ // // /_/ / /| /");
puts("/_____/_/ |_/_____/_____/_____//____/____/ /_____/ |___/_/ |_/____/___/\\____/_/ |_/");
putchar('\n');
putchar('\n');
putchar('\n');
puts("Dodge upcoming obstacles and achieve the highest score!");
putchar('\n');
puts("CONTROLS:");
puts("A - Move left");
puts("D - Move right");
putchar('\n');
puts("DISCLAMER: Make sure CAPSLOCK is OFF!");
putchar('\n');
putchar('\n');
putchar('\n');
puts("==========================");
puts("> PRESS ANY KEY TO START <");
puts("==========================");
if (_getch())
{
return;
}
}
void GameOver()
{
gameOver = true;
printf("\033[H\033[J");
puts(" _____ __ __ ______ ______ ________ _____ ");
puts(" / ____| /\\ | \\/ | ____| / __ \\ \\ / / ____| __ \\ ");
puts(" | | __ / \\ | \\ / | |__ | | | \\ \\ / /| |__ | |__) |");
puts(" | | |_ | / /\\ \\ | |\\/| | __| | | | |\\ \\/ / | __| | _ / ");
puts(" | |__| |/ ____ \\| | | | |____ | |__| | \\ / | |____| | \\ \\ ");
puts(" \\_____/_/ \\_\\_| |_|______| \\____/ \\/ |______|_| \\_\\");
puts("================================================================");
putchar('\n');
printf("SCORE: %d", score);
putchar('\n');
Sleep(endProgramDelay);
exit(0);
}
void CheckInput()
{
switch (_getch())
{
case 'a':
{
if (screen[playerPositionX - 1][playerPositionY] != obstacleChar && gameOver == false)
{
if (playerPositionX - 1 != -1)
{
screen[playerPositionX][playerPositionY] = ' ';
screen[playerPositionX - 1][playerPositionY] = playerChar;
playerPositionX--;
Render();
break;
}
}
else
{
GameOver();
}
}
case 'd':
{
if (screen[playerPositionX + 1][playerPositionY] != obstacleChar && gameOver == false)
{
if (playerPositionX + 1 != screenWidth)
{
screen[playerPositionX][playerPositionY] = ' ';
screen[playerPositionX + 1][playerPositionY] = playerChar;
playerPositionX++;
Render();
break;
}
}
else
{
GameOver();
}
}
}
}
void SpawnPlayer(int positionX, int positionY)
{
screen[positionX][positionY] = playerChar;
playerPositionX = positionX;
playerPositionY = positionY;
}
void SpawnObstacle(void* arg)
{
time_t t;
srand((unsigned int)time(&t));
for (int i = 0; i < 6; i++)
{
struct Obstacle obstacleObject = {};
obstacleObject.positionX = rand() % 18;
obstacleObject.positionY = 0;
obstacleObject.width = 3;
obstacleList[numberOfObstacles] = obstacleObject;
for (int i = obstacleList[numberOfObstacles].positionX; i < obstacleList[numberOfObstacles].positionX + obstacleList[numberOfObstacles].width; i++)
{
screen[i][obstacleList[numberOfObstacles].positionY] = obstacleChar;
}
numberOfObstacles++;
Sleep(obstacleSpawnDelay);
}
}
void MoveObstacles(void* arg)
{
time_t t;
srand((unsigned int)time(&t));
while (gameOver == false)
{
bool canIncrementScore = true;
for (int currentObstacle = 0; currentObstacle <= numberOfObstacles; currentObstacle++)
{
for (int character = obstacleList[currentObstacle].positionX; character < obstacleList[currentObstacle].positionX + obstacleList[currentObstacle].width; character++)
{
screen[character][obstacleList[currentObstacle].positionY] = ' ';
if (obstacleList[currentObstacle].positionY + 1 < screenHeight)
{
if (screen[character][obstacleList[currentObstacle].positionY + 1] != playerChar)
{
screen[character][obstacleList[currentObstacle].positionY + 1] = obstacleChar;
}
else
{
GameOver();
}
}
}
if (obstacleList[currentObstacle].positionY == playerPositionY - 1 && canIncrementScore)
{
score++;
scoreCounter++;
canIncrementScore = false;
}
if (obstacleList[currentObstacle].positionY + 1 < screenHeight)
{
obstacleList[currentObstacle].positionY++;
}
else
{
obstacleList[currentObstacle].positionX = rand() % 18;
obstacleList[currentObstacle].positionY = 0;
}
}
Render();
if (scoreCounter == 10 && obstacleMoveDelay >= 300)
{
obstacleMoveDelay -= 50;
scoreCounter = 0;
}
Sleep(obstacleMoveDelay);
}
}
int main()
{
MainMenu();
SpawnPlayer(9, 5);
_beginthread(SpawnObstacle, 0, NULL);
Render();
_beginthread(MoveObstacles, 0, NULL);
while (gameOver == false)
{
CheckInput();
Sleep(inputDelay);
}
}
\ No newline at end of file
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