mingw编译的windows命令行贪吃蛇示例
本文导语: 主线程:维护游戏逻辑,刷新画面。后台线程:监听按键(getch) 暂时只支持Windows下的MinGW编译,本来用MinGW编译是想写成Linux下也能运行的。结果Linux下面没有直接提供getch()函数(Windows下的有)。 管他呢!纯属娱乐~ 编译要...
主线程:维护游戏逻辑,刷新画面。
后台线程:监听按键(getch)
暂时只支持Windows下的MinGW编译,本来用MinGW编译是想写成Linux下也能运行的。结果Linux下面没有直接提供getch()函数(Windows下的有)。
管他呢!纯属娱乐~
编译要加-lpthread
snake_cmd.cpp
#include // for INT_MAX
#include
#include
#include
#include
#include
#include
#include
#include
#ifdef WIN32
#include
#include // for console I/O
#define sleep(x) Sleep(1000 * (x))
#define msleep(x) Sleep(x)
#define CLEAR_TERM system("CLS");
#else
#include
#define msleep(x) usleep(1000 * (x))
#define CLEAR_TERM system("clear");
#endif
namespace game {
// using namespace std;
/////////////////////////////////////////////////////////////////////////////
// for debug
#ifdef DEBUG
struct Logger {
FILE* out;
Logger(FILE *pf) : out(pf) {}
void operator()(const char *format, ...) {
va_list args;
va_start(args, format);
vfprintf(out, format, args);
va_end(args);
}
};
Logger outLogger(stdout);
Logger errLogger(stderr);
#define log outLogger
#define err errLogger
// void logger(const char *format, ...)
// {
// va_list args;
// va_start(args, format);
// vprintf(format, args);
// va_end(args);
// }
#else
#define logger(fmt, ...) fmt
#define log logger
#define err logger
#endif
// #define log logger
// #define log outLogger
/////////////////////////////////////////////////////////////////////////////
// key values:
#define K_SPACE 32
#define K_ESC 27
#define K_W 119
#define K_S 115
#define K_A 97
#define K_D 100
// up, down, left, right Pressed 1 key Return 2 value
#define K_DIR 224 // ignore this
#define K_UP 72
#define K_DOWN 80
#define K_LEFT 75
#define K_RIGHT 77
// common constants:
#ifndef DELAY
#define GAME_CYCLE_MS 1000
#else
#define GAME_CYCLE_MS DELAY
#endif
#define MAX_BODY_LEN 128
#define MAX_FOOD_NUM 8
#define WIDTH 64
#define HEIGHT 24
// char constants:
#define CH_BORDER '#'
#define CH_BLANK ' '
#define CH_SNAKE '*'
#define CH_SNAKEH '@'
#define CH_SNAKET '+'
#define CH_FOOD '$'
#define CH_MINE '#'
/////////////////////////////////////////////////////////////////////////////
enum Direction
{
UNKNOW, UP, DOWN, LEFT, RIGHT
};
struct Point
{
int x;
int y;
Point() : x(0), y(0) {}
Point(int xx, int yy) : x(xx), y(yy) {}
bool operator==(const Point &rhs) const {
return x == rhs.x && y == rhs.y;
}
Point& operator+=(const Point &rhs) {
x += rhs.x;
y += rhs.y;
return *this;
}
Point operator+(const Point &rhs) const {
Point res(rhs);
res.x += x;
res.y += y;
return res;
}
#ifdef DEBUG
void show() {
log("Point_%p:(%d, %d)n", this, x, y);
}
#endif
};
/////////////////////////////////////////////////////////////////////////////
/*
dimension:
0---x+
|
y
+
*/
Point operator+(const Point &point, const Direction &dir)
{
Point pt(point);
switch(dir) {
case UP:
pt.y--; break;
case DOWN:
pt.y++; break;
case LEFT:
pt.x--; break;
case RIGHT:
pt.x++; break;
default:
err("ERROR: Point + Direction Error!n");
break;
}
return pt;
}
/////////////////////////////////////////////////////////////////////////////
class Snake
{
typedef std::vector body_type;
typedef body_type::iterator body_iter;
typedef body_type::const_iterator body_citer;
Direction dir; // 前进方向
// Point body[MAX_BODY_LEN]; // 身体位置
body_type body; // 身体位置
public:
Snake(): dir(UNKNOW) {}
Snake(Direction d) : dir(d) {}
void setDir(Direction dir) {
this->dir = dir;
}
void setHead(Point p) {
log("setHead...n");
// p.show();
if(body.size() == 0) {
body.insert(body.begin(), p);
}
}
int length() const { return body.size(); }
Point getNode(int ino) const { return body[ino]; }
Point getHead() const {
return *body.begin();
}
Point nextHead() const {
return getHead() + dir;
}
bool isOnBody(Point pt) const {
for( body_citer it = body.begin(); it != body.end(); ++it ) {
if( *it == pt ) return true;
}
return false;
}
bool checkDir(Direction newDir) const {
if( dir == UP && newDir == DOWN
|| dir == DOWN && newDir == UP
|| dir == LEFT && newDir == RIGHT
|| dir == RIGHT && newDir == LEFT)
return false;
return true;
}
bool selfCollision() const {
Point h = getHead(); // next time head position
// if( length() > 1 && isOnBody(h) ) return true;
body_citer it = body.begin();
for( ++it; it != body.end(); ++it ) {
if( *it == h ) return true;
}
return false;
}
bool changeDir(Direction newDir) {
if( checkDir(newDir) ) {
setDir(newDir);
return true;
}
else {
return false;
}
}
void move() {
if( ! selfCollision() ) {
Point nh = nextHead();
body.insert(body.begin(), nh);
body.erase(body.end());
}
else {
err("ERROR: move failed! direction incorrect!n");
}
}
void growth() {
Point nh = nextHead();
body.insert(body.begin(), nh);
}
// void putTo(Point axis) {
// for(body_iter it=body.begin(); it!=body.end(); ++it) {
// *it += axis;
// }
// }
#ifdef DEBUG
void show() {
log("Snake_%p:n", this);
log("{n");
log(" dir: %d,n", dir);
log(" body: [");
for(body_citer it = body.begin(); it != body.end(); ++it) {
log("(%d, %d), ", it->x, it->y);
}
log("]n}n");
}
#endif
};
struct PlayGround
{
int width;
int height;
bool border;
PlayGround() : width(0), height(0), border(true) {}
PlayGround(int w, int h, bool b) : width(w), height(h), border(b) { }
// x -- width, y -- height
bool inArea(int x, int y) {
if( border ) {
if( x < 1 || x >= width-1 ) return false;
if( y < 1 || y >= height-1 ) return false;
}
else { // no border
if( x < 0 || x >= width ) return false;
if( y < 0 || y >= height ) return false;
}
return true;
}
bool inArea(Point p) { return inArea(p.x, p.y); }
#ifdef DEBUG
void show() {
log("PlayGround_%p:n", this);
log("{n");
log(" width: %d,n", width);
log(" height: %d,n", height);
log(" border: %d,n", border);
log("}n");
}
#endif
};
enum GameState {
GS_UNKNOW,
GS_START,
GS_PAUSE,
GS_OVER,
GS_EXIT
};
class Game
{
Snake *snake;
PlayGround *ground;
char buffer[HEIGHT][WIDTH+2];
int foodCount;
Point *foodBuffer[MAX_FOOD_NUM];
int time;
GameState state;
std::stack gsStack;
public:
Game() : snake(new Snake(RIGHT)),
ground(new PlayGround(WIDTH, HEIGHT, true)), foodCount(0) { init(); }
~Game() {
if(ground) delete ground;
if(snake) delete snake;
}
void setState(GameState gs) { state = gs; }
GameState getState() const { return state; }
void pause() {
if( state != GS_PAUSE ) {
state = GS_PAUSE;
gsStack.push(state);
log("state: %d, statck.size(): %dn", state, gsStack.size());
}
else {
state = gsStack.top();
gsStack.pop();
}
}
void init() {
memset(buffer, 0, sizeof(buffer));
memset(foodBuffer, 0, sizeof(foodBuffer));
Point ph(2, ground->height/3); // init head pos
snake->setHead(ph);
time = 0;
}
void syncGround() { // ground => buffer
for(int x=0; xwidth; x++) {
for(int y=0; yheight; y++) {
if( ground->border
&& ( y == 0 || y == HEIGHT-1
|| x == 0 || x == WIDTH-1 )
){
buffer[y][x] = CH_BORDER;
}
else buffer[y][x] = CH_BLANK;
}
}
}
void syncSnake() { // snake => buffer
Point head = snake->getNode(0);
buffer[head.y][head.x] = CH_SNAKEH;
for(int i=1; ilength()-1; i++) {
Point p = snake->getNode(i);
buffer[p.y][p.x] = CH_SNAKE;
}
if(snake->length() > 1) {
Point tail = snake->getNode(snake->length()-1);
buffer[tail.y][tail.x] = CH_SNAKET;
}
}
void syncFood() { // foodBuffer => buffer
for(int i=0; iy][p->x] = CH_FOOD;
}
}
}
void draw() { // buffer => console
// 0. clear last buffer
memset(buffer, 0, sizeof(buffer));
// 1. sync PlayGround
syncGround();
// 2. sync Snake
syncSnake();
// 3. draw food
syncFood();
// 4. draw to console
for(int i=0; iinArea(p) ) return false;
// check for snake
if( snake->isOnBody(p) ) return false;
// check for foods
for(int i=0; i foodBuffer
log("Food generate...n");
if( foodCount < MAX_FOOD_NUM ) {
int x, y;
do {
x = rand() % WIDTH;
y = rand() % HEIGHT;
}while( ! checkPos(Point(x, y)) );
for(int i=0; inextHead();
// check for eating food
bool willEat = false;
int foodidx = -1;
for(int i=0; igrowth();
// food delete.
delete foodBuffer[foodidx];
foodBuffer[foodidx] = NULL;
foodCount--;
// new food.
genFood();
}
else snake->move();
// check for wall collision
if( ground->border ) {
if( nh.x == 0 || nh.x == WIDTH-1
|| nh.y == 0 || nh.y == HEIGHT-1 ) {
state = GS_OVER;
}
}
else {
log("UNDEFINE...");
exit(-1);
}
// check for slef colision
if( snake->selfCollision() ) {
state = GS_OVER;
return;
}
}
void snakeTrun(Direction d) {
snake->changeDir(d);
}
void info() {
printf("Greedy Snake! length: %d time:%dn", snake->length(), time);
}
#ifdef DEBUG
void foodInfo() {
log("foodInfo: {n");
log(" foodCount: %d,n", foodCount);
log(" foodBuffer: [");
for(int i=0; ix, p->y);
else log("null");
log("%s", i != MAX_FOOD_NUM-1 ? ", " : "");
}
log("]n}n");
}
void show() {
snake->show();
ground->show();
log("buffer:n");
#if 0
for(int i=0; idraw();
while(1) {
if( GS_PAUSE != pGame->getState() ) {
CLEAR_TERM
switch(keyPressed) {
case K_SPACE: pGame->setState(GS_PAUSE); break;
case K_UP:
case K_W: pGame->snakeTrun(UP); break;
case K_DOWN:
case K_S: pGame->snakeTrun(DOWN); break;
case K_LEFT:
case K_A: pGame->snakeTrun(LEFT); break;
case K_RIGHT:
case K_D: pGame->snakeTrun(RIGHT); break;
case K_ESC: pGame->setState(GS_EXIT); break;
}
pGame->info();
pGame->update();
pGame->draw();
}
else {
switch(keyPressed) {
case K_SPACE: pGame->setState(GS_START); break;
case K_ESC: pGame->setState(GS_EXIT); break;
}
}
if( pGame->getState() == GS_OVER ) {
puts("game over!");
break;
}
else if( pGame->getState() == GS_EXIT ) {
puts("exit!");
break;
}
keyPressed = INT_MAX;
msleep(GAME_CYCLE_MS);
}
cleanup();
return 0;
}
Makefile
debug: snake_cmd.cpp
g++ snake_cmd.cpp -lpthread -DDEBUG -DDELAY=1000 -g -Wall
release: snake_cmd.cpp
g++ snake_cmd.cpp -lpthread -o snake -DDELAY=1000
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