1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
|
/*
* Google T-Rex Console Game - Main game logic
* -----------------
* A console-based game inspired by the Google Chrome T-Rex runner game.
* Written in C, it uses multithreading to capture input and display game
* visuals. This program involves a dinosaur character navigating obstacles
* while tracking score, day/night cycle, and player actions.
*
* Dependencies:
* - Requires POSIX-compliant libraries for terminal manipulation and multithreading.
* - Must be run in a terminal that supports UTF-8 encoding and ANSI escape codes.
*
* Controls:
* - Space/Enter/Arrow Up: Jump
* - Arrow Down: Crouch
* - R: Restart after game over in spectator
*
* Program Structure:
* - Input Handling: A thread to capture user key presses in non-canonical mode.
* - Game Rendering: Draws the ground, dinosaur, enemies, and other game elements.
* - Game Logic: Controls movement, collision detection, and scoring.
*
* Note:
* This game is for educational and entertainment purposes.
* Console-based display limitations may vary depending on the terminal used.
*
* Author: Sanzhar Zhanalin
* Date: 02.11.2024
* Version: 1.0
*/
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <locale.h>
#include <wchar.h>
#include <termios.h>
#include <pthread.h>
#include <sys/ioctl.h>
#include <stdint.h>
#include <string.h>
#include <sys/time.h>
#include "game_objects.h"
#include <math.h>
#include <signal.h>
// Global variables for game control and shared key handling
volatile uint8_t running = 1; // Controls the main game loop
volatile uint8_t last_key = '\0'; // Stores the last key pressed
pthread_mutex_t key_mutex; // Mutex for synchronizing key access
struct winsize w; // Terminal window size
// Enum for different enemy types
typedef enum {
pterodactyl_type = 1,
cactus_type_1 = 2,
cactus_type_2 = 3,
cactus_type_3 = 4,
cactus_type_4 = 5,
} enemy_type;
// Enum for different game states
typedef enum {
state_start = 0,
state_running = 1,
state_death = 2,
} game_states;
// Structure for the game state and data
struct game_t {
// Screen and game variables
int32_t height; // Screen height
int32_t weight; // Screen width
uint64_t size; // Screen buffer size
game_states state; // Current game state
uint64_t time_start; // Game start time
uint8_t space; // Jump control
uint8_t crouch; // Crouch control
uint64_t score; // Player's score
double_t speed; // Game speed
double_t x; // Horizontal position of the player
double_t y; // Vertical position of the player
int32_t dy; // Vertical velocity
uint64_t jump_stamp; // Time jump_stamp for tracking jumps
uint64_t crouch_stamp; // Time jump_stamp for tracking crouchs
uint64_t dn_new; // Day-night transition flag
uint8_t dn_mask; // Mask for day-night effect
uint64_t day_night; // Timer for day-night cycle
uint8_t moon_phase; // Current moon phase
uint8_t *screen; // Screen buffer
uint32_t *ground; // Ground buffer
uint64_t ground_size; // Ground buffer size
// Enemy data
struct enemy_st {
enemy_type e_type; // Type of enemy
double_t e_x; // Enemy's x position
int32_t e_y; // Enemy's y position
} enemies[ENEMY_COUNT];
// Cloud data
struct cloud_st {
uint8_t c_type; // Type of cloud
double_t c_x; // Cloud's x position
int32_t c_y; // Cloud's y position
double_t c_speed; // Cloud's speed
} clouds[CLOUD_COUNT];
} game;
// Input thread to capture key presses
// Input thread to capture key presses
void *input_thread(void *_) {
struct termios oldt, newt;
tcgetattr(STDIN_FILENO, &oldt); // Get current terminal settings
newt = oldt;
newt.c_lflag &= ~(ICANON | ECHO); // Disable canonical mode and echo
tcsetattr(STDIN_FILENO, TCSANOW, &newt); // Apply new settings
while (running) {
const int32_t ch = getchar(); // Capture key press
if (ch == EOF) continue;
pthread_mutex_lock(&key_mutex); // Lock mutex to update last_key
last_key = ch;
pthread_mutex_unlock(&key_mutex);
}
tcsetattr(STDIN_FILENO, TCSANOW, &oldt); // Restore original settings
return NULL;
}
// Function to get the current time in milliseconds
uint64_t get_time() {
struct timeval tv;
gettimeofday(&tv, NULL);
return tv.tv_sec * 1000 + tv.tv_usec / 1000;
}
// Function to render the game screen in the terminal
void print_dina() {
system("clear");
for (int y = game.height - 1; y >= 0; --y) {
const uint8_t *screen_raw = game.screen + y * game.weight;
for (int x = 0; x < w.ws_col; ++x) {
wprintf(L"%lc", 0x2800 | (game.dn_mask ^ screen_raw[x]));
}
wprintf(L"\n");
}
}
// Function to handle keyboard inputs and update game state
void keyboard_handler() {
pthread_mutex_lock(&key_mutex);
const uint8_t c = last_key; // Get the last key pressed
last_key = '\0';
pthread_mutex_unlock(&key_mutex);
uint8_t space = 0;
uint8_t crouch = 0;
// Map keys to actions
switch (c) {
case 10: case 32: case 65: space = 1; break; // Jump
case 66: crouch = 1; break; // Crouch
case 114: game.state = state_start; // Restart
default: ;
}
if (game.state != state_running && (space || crouch)) {
game.state = state_running;
game.time_start = get_time();
const int32_t center_x = game.weight - 1;
const int32_t center_y = game.height - 1;
game.day_night = (uint64_t) ((double) get_time() - sqrt(center_x * center_x + center_y * center_y) * 4);
game.dn_new = 0;
game.dn_mask = 0xFF;
for (int e = 0; e < ENEMY_COUNT; ++e)
game.enemies[e].e_type = 0;
}
game.space = space;
game.crouch = crouch;
}
// Function to update the player's position and handle jumping logic
void player_movement() {
const uint64_t score = (get_time() - game.time_start) / 50;
double_t speed = 3.0 + (double_t) score / 600.0;
if (speed > 7) speed = 7;
if (game.state == state_start) speed = 3;
if (game.state == state_death) {
game.score = 0;
game.speed = 0;
return;
}
// Jump Calculations
if (game.jump_stamp != 0) {
double_t dt = (double_t) (score - game.jump_stamp) / 2.0;
dt = (-dt + 8) * dt;
game.y = dt > 0 ? dt : 0;
if (game.crouch) game.jump_stamp -= 2;
}
// Crouch Calculations
if (get_time() - game.crouch_stamp <= CROUCH_TIME) game.crouch = 1;
else if (game.crouch_stamp == 0 && game.crouch) game.crouch_stamp = get_time();
else game.crouch_stamp = 0;
if (game.y == 0) game.jump_stamp = game.space ? score - 2 : 0;
game.score = score;
game.speed = speed;
}
void drawing_back(int32_t x, int32_t y, int32_t w, int32_t h, const uint32_t *background) {
if (x >= game.weight || y >= game.height) return;
if (w * 4 + x < 0 || h * 4 + y < 0) return;
int p_x = 0;
if (x < 0) {
p_x = -x;
x = 0;
}
register uint32_t d_y = game.height - y;
register uint32_t d_x = game.weight - x;
if (d_y > h) d_y = h;
if (d_x > w * 4) d_x = w * 4;
d_x -= p_x;
const register uint32_t byx = d_x >> 2;
const register uint32_t bix = byx << 2;
d_x &= 3;
for (register uint32_t _y = 0; _y < d_y; ++_y) {
uint8_t *screen_raw = game.screen + (_y + y) * game.weight + x;
const uint8_t *object_raw = (uint8_t *)(background + _y * w) + p_x;
for (register uint32_t _x = 0; _x < byx; ++_x)
((uint32_t *)screen_raw)[_x] &= ((uint32_t *)object_raw)[_x];
if (!d_x) continue;
screen_raw += bix;
object_raw += bix;
for (register uint32_t _x = 0; _x < d_x; ++_x)
screen_raw[_x] &= object_raw[_x];
}
}
void drawing_objects(int32_t x, int32_t y, int32_t w, int32_t h, const uint32_t *object) {
if (x >= game.weight || y >= game.height) return;
if (w * 4 + x < 0 || h * 4 + y < 0) return;
int p_x = 0;
if (x < 0) {
p_x = -x;
x = 0;
}
register uint32_t d_y = game.height - y;
register uint32_t d_x = game.weight - x;
if (d_y > h) d_y = h;
if (d_x > w * 4) d_x = w * 4;
d_x -= p_x;
const register uint32_t byx = d_x >> 2;
const register uint32_t bix = byx << 2;
d_x &= 3;
for (register uint32_t _y = 0; _y < d_y; ++_y) {
uint8_t *screen_raw = game.screen + (_y + y) * game.weight + x;
const uint8_t *object_raw = (uint8_t *)(object + _y * w) + p_x;
for (register uint32_t _x = 0; _x < byx; ++_x)
((uint32_t *)screen_raw)[_x] |= ((uint32_t *)object_raw)[_x];
if (!d_x) continue;
screen_raw += bix;
object_raw += bix;
for (register uint32_t _x = 0; _x < d_x; ++_x)
screen_raw[_x] |= object_raw[_x];
}
}
void draw_ground() {
const uint64_t size = game.weight / 2 + (game.weight % 2 != 0) + 1;
if (size > game.ground_size) {
game.ground_size = size;
game.ground = malloc(GROUND_H * size * sizeof(uint32_t));
memset(game.ground, 0, GROUND_H * size * sizeof(uint32_t));
for (int y = 0; y < GROUND_H; ++y) {
uint32_t *_ground_raw = &game.ground[y * size];
for (int x = 0; x < size; ++x) {
_ground_raw[x] = ground_1[y][(rand() & 0x07) == 0x07 ? rand() & 1 : 2]; // NOLINT(*-msc50-cpp)
}
}
}
for (int y = 0; y < GROUND_H; ++y) {
uint32_t *_ground_raw = &game.ground[y * size];
const uint8_t *ground_raw = (uint8_t *)_ground_raw;
uint8_t *screen_raw = game.screen + y * game.weight;
for (int x = 0; x < size * 4 && x < game.weight; ++x) {
screen_raw[x] |= ground_raw[(int32_t)(x + game.x) % (size * 4)];
}
_ground_raw[(int32_t)((double_t) size - 1 + game.x / 4) % size] = ground_1[y][(rand() & 0x07) == 0x07 ? rand() & 1 : 2]; // NOLINT(*-msc50-cpp)
}
game.x = (int32_t) ((int32_t)(game.x + game.speed) % (size * 4));
}
void draw_player() {
const uint32_t *tile_dino = NULL;
const uint32_t *tile_back = NULL;
if (game.state != state_death) {
if (game.crouch) tile_dino = game.score & 2 ? down_1 : down_2;
else tile_dino = game.score & 2 ? run_1 : run_2;
if (game.crouch) tile_back = game.score & 2 ? down_1_r : down_2_r;
else tile_back = game.score & 2 ? run_1_r : run_2_r;
} else tile_dino = death_1;
if (tile_back != NULL) drawing_back(0, 1 + game.y, DINO_W, DINO_H, tile_back);
drawing_objects(0, 1 + game.y, DINO_W, DINO_H, tile_dino);
}
uint32_t *get_enemy(const enemy_type type, const uint64_t step) {
switch (type) {
case pterodactyl_type:
return step? pterodactyl_1 : pterodactyl_2;
case cactus_type_1:
return cactus_1;
case cactus_type_2:
return cactus_2;
case cactus_type_3:
return cactus_3;
case cactus_type_4:
return cactus_4;
default: return NULL;
}
}
void draw_enemy() {
double_t mx = 0;
for (int e = 0; e < ENEMY_COUNT; ++e)
if (mx < game.enemies[e].e_x) mx = game.enemies[e].e_x;
for (int e = 0; e < ENEMY_COUNT; ++e) {
struct enemy_st *enemy = &game.enemies[e];
if (enemy->e_type == 0) {
const int32_t min_distance = (game.speed) * (ENEMY_MIN_DISTANCE + rand() % 25); // NOLINT(*-narrowing-conversions, *-msc50-cpp)
enemy->e_type = rand() % ENEMY_TYPES + 1; // NOLINT(*-msc50-cpp)
enemy->e_x = game.weight;
if (enemy->e_x < min_distance + mx) enemy->e_x = min_distance + mx;
if (mx < enemy->e_x) mx = enemy->e_x;
enemy->e_y = rand() & 1 && enemy->e_type == pterodactyl_type ? 5 : 1; // NOLINT(*-msc50-cpp)
}
const uint32_t *enemy_tile = get_enemy(enemy->e_type, game.score & 2);
if (enemy_tile == NULL) return;
drawing_objects(enemy->e_x, enemy->e_y, ENEMY_W, ENEMY_H, enemy_tile);
enemy->e_x -= game.speed;
if (enemy->e_x + ENEMY_W < 0) enemy->e_type = 0;
}
}
void check_death() {
if (game.state == state_start) return;
const uint32_t *tile_dino = NULL;
if (game.crouch) tile_dino = game.score & 2 ? down_1 : down_2;
else tile_dino = game.score & 2 ? run_1 : run_2;
for (int y = 0; y < DINO_H && y + 1 + game.y < game.height; ++y) {
const uint32_t *dino_raw = &tile_dino[y * DINO_W];
const uint32_t *screen_raw = (uint32_t *) (game.screen + (uint32_t)(y + game.y + 1) * game.weight);
for (int x = 0; x < DINO_W; ++x) {
if (screen_raw[x] & dino_raw[x]) {
game.state = state_death;
return;
}
}
}
}
void draw_sky() {
const uint32_t day_night = (get_time() - game.day_night) / 4;
const int32_t center_x = game.weight - 1;
const int32_t center_y = game.height - 1;
if (sqrt(center_x * center_x + center_y * center_y) < day_night) {
if (game.dn_new) game.dn_mask ^= 0xFF;
if (game.dn_new && !game.dn_mask) game.moon_phase = (game.moon_phase + 1) % 7;
game.dn_new = 0;
return;
}
for (int32_t y = center_y; y >= 0; --y) {
const int32_t dy = (center_y - y) * (center_y - y);
uint8_t *screen_raw = game.screen + y * game.weight;
for (int32_t x = center_x; x >= 0; --x) {
if (sqrt((center_x - x) * (center_x - x) + dy) > day_night) break;
screen_raw[x] ^= 0xFF;
}
}
}
void draw_clouds() {
double_t mx = 0;
for (int e = 0; e < CLOUD_COUNT; ++e)
if (mx < game.clouds[e].c_x) mx = game.clouds[e].c_x;
for (int e = 0; e < CLOUD_COUNT; ++e) {
struct cloud_st *cloud = &game.clouds[e];
if (cloud->c_type == 0) {
const int32_t min_distance = game.speed * (CLOUD_MIN_DISTANCE + rand() % 10); // NOLINT(*-narrowing-conversions, *-msc50-cpp)
cloud->c_type = 1;
cloud->c_x = (float_t) game.weight;
if (cloud->c_x < (float_t) min_distance + mx) cloud->c_x = (float_t) min_distance + mx;
if (mx < cloud->c_x) mx = cloud->c_x;
if (game.height - CLOUD_H - 10 == 0) cloud->c_y = 10;
else cloud->c_y = 10 + rand() % (game.height - CLOUD_H - 10); // NOLINT(*-msc50-cpp)
cloud->c_speed = 0.1 + rand() % 15 / 10.0; // NOLINT(*-msc50-cpp)
}
drawing_back(cloud->c_x, cloud->c_y, CLOUD_W, CLOUD_H, cloud_1r);
drawing_objects(cloud->c_x, cloud->c_y, CLOUD_W, CLOUD_H, cloud_1);
cloud->c_x -= cloud->c_speed;
if (cloud->c_x + CLOUD_W * 4 < 1) cloud->c_type = 0;
}
}
uint32_t *get_digit(const int type) {
switch (type) {
case 0:
return digit_0;
case 1:
return digit_1;
case 2:
return digit_2;
case 3:
return digit_3;
case 4:
return digit_4;
case 5:
return digit_5;
case 6:
return digit_6;
case 7:
return digit_7;
case 8:
return digit_8;
case 9:
return digit_9;
default: return NULL;
}
}
void draw_score() {
if (game.state == state_start) return;
int32_t score = game.score;
uint32_t X = game.weight - 4;
while(score) {
const uint32_t *tile = get_digit(score % 10);
for (int y = 0; y < DIGIT_H; ++y) {
uint16_t *screen_raw = (uint16_t *) (game.screen + (game.height - DIGIT_H + y) * game.weight);
screen_raw[X / 2] |= tile[y * DIGIT_W];
}
X -= DIGIT_W * 2;
score /= 10;
}
}
uint32_t *get_phase(const int type) {
switch (type) {
case 0:
return phase_1;
case 1:
return phase_2;
case 2:
return phase_3;
case 3:
return phase_4;
case 4:
return phase_5;
case 5:
return phase_6;
case 6:
return phase_7;
default: return phase_4;
}
}
void draw_sun_moon() {
if ((get_time() - game.day_night) / 4 > DAY_LIGHT_TIME) {
game.day_night = get_time();
game.dn_new = 1;
}
const uint32_t dx = game.weight * (double_t)(get_time() - game.day_night) / DAY_LIGHT_TIME / 4;
const uint32_t *phase = phase_4;
if (!game.dn_mask) phase = get_phase(game.moon_phase);
drawing_objects(game.weight - dx, game.height - PHASE_H - 2, PHASE_W, PHASE_H, phase);
}
void update_console_events() {
// Get the current size of the terminal window
if (ioctl(STDOUT_FILENO, TIOCGWINSZ, &w) == -1) return; // Handle potential error in ioctl
if (w.ws_col == 0) return; // Avoid processing if no columns are available
// Set game height and width based on terminal size, capping height at 25
game.height = w.ws_row > 25 ? 25 : w.ws_row;
game.weight = w.ws_col < 16 ? 16 : w.ws_col;
game.height = game.height < 6 ? 6 : game.height;
// Check if the new screen size exceeds the allocated size
if (game.weight * game.height > game.size) {
if (game.screen != NULL) free(game.screen); // Free previous screen buffer if it exists
game.size = game.weight * game.height; // Update the game size to the new dimensions
game.screen = malloc(game.size); // Allocate new memory for the screen buffer
}
// Initialize the screen buffer to zero
memset(game.screen, 0, game.size);
// Handle keyboard input from the player
keyboard_handler();
// Update player movement based on input
player_movement();
// Draw the enemy on the screen
draw_enemy();
// Check for player death conditions
check_death();
// Draw the ground on the screen
draw_ground();
// Draw the sun and moon (if applicable) on the screen
draw_sun_moon();
// Draw clouds on the screen
draw_clouds();
// Draw the player character on the screen
draw_player();
// Draw the current score on the screen
draw_score();
// Draw the background sky on the screen
draw_sky();
}
// Drawing thread to simulate console drawing and game logic
void drawing_thread() {
while (running) {
usleep(32000);
update_console_events();
print_dina();
}
}
// Show cursor when program is closed
void show_cursor(int signal) {
wprintf(L"\e[?25h");
running = 0;
}
// Main game loop and initialization
int main() {
setlocale(LC_CTYPE, ""); // Enable Unicode for the console
signal(SIGINT, show_cursor);
signal(SIGTERM, show_cursor);
wprintf(L"\e[?25l"); // Hide cursor in the terminal
pthread_t input_tid;
pthread_mutex_init(&key_mutex, NULL);
pthread_create(&input_tid, NULL, input_thread, NULL); // Start input capture thread
drawing_thread(); // Start main game loop and drawing
pthread_join(input_tid, NULL); // Wait for the input thread to finish
pthread_mutex_destroy(&key_mutex); // Clean up mutex
printf("Program exited.\n");
return 0;
}
|