Updated code

This commit is contained in:
felicianoa237
2024-12-23 11:40:58 -06:00
commit 806041eaaa
45 changed files with 3764 additions and 0 deletions

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View File

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----------------------------------------------------------
End testing: Mar 24 09:01 Central Daylight Time

View File

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View File

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32
console_function.h Normal file
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#ifndef CONSOLE_FUNCTIONS_H
#define CONSOLE_FUNCTIONS_H
#include <windows.h>
#include <stdio.h>
#include <stdbool.h>
#include "entities.h"
// Function declarations
// Function to clear the console
void clearConsole();
// Function to enable ANSI support
void enableANSI();
// Function to set cursor position
void gotoxy(int x, int y);
// Function to update the console with an entity's data
bool updateConsole(struct Entity *pEntity);
// Function to get console buffer information
void getBufferInfo(HANDLE *hHandle, CONSOLE_SCREEN_BUFFER_INFO *pCSBI);
// Function to print a list of entities to the console
void printList(HANDLE *pHConsole, DWORD *pCharsWritten, Entity *e);
// Function to print console bounds information
void printBoundsToConsole(HANDLE *pHConsole, SMALL_RECT *pScreenBounds);
#endif // CONSOLE_FUNCTIONS_H

170
console_functions.c Normal file
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//
// Created by tony on 11/27/2024.
//
#include "console_function.h"
// Function to clear the console
void clearConsole()
{
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
COORD coordScreen = {0, 0};
DWORD cCharsWritten;
CONSOLE_SCREEN_BUFFER_INFO csbi;
DWORD dwConSize;
// Get the console screen buffer info
if (!GetConsoleScreenBufferInfo(hConsole, &csbi))
{
return;
}
dwConSize = csbi.dwSize.X * csbi.dwSize.Y;
// Fill the console with spaces
FillConsoleOutputCharacter(hConsole, (TCHAR) ' ', dwConSize, coordScreen, &cCharsWritten);
// Reset the cursor to the top left
SetConsoleCursorPosition(hConsole, coordScreen);
}
void enableANSI()
{
HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
DWORD dwMode = 0;
// Get the current console mode
if (GetConsoleMode(hOut, &dwMode))
{
// Enable the ENABLE_VIRTUAL_TERMINAL_PROCESSING flag
SetConsoleMode(hOut, dwMode | ENABLE_VIRTUAL_TERMINAL_PROCESSING);
}
}
// Function to set cursor position
void gotoxy(int x, int y)
{
COORD coord;
coord.X = (short)x;
coord.Y = (short)y;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);
}
bool updateConsole(struct Entity *pEntity)
{
HANDLE lhConsole = GetStdHandle(STD_OUTPUT_HANDLE);
DWORD pCharsWritten;
Entity *toScreen = pEntity;
/* if (!WriteConsoleOutputCharacter(lhConsole,
toScreen.avatar,
1,
toScreen.position,
&pCharsWritten)) {
printf("Error: Unable to write to console. Error code: %ld\n", GetLastError());
return 0;
}*/
return 1;
}
void getBufferInfo(HANDLE *hHandle, CONSOLE_SCREEN_BUFFER_INFO *pCSBI)
{
GetConsoleScreenBufferInfo(hHandle, pCSBI);
}
void printList(HANDLE *pHConsole, DWORD *pCharsWritten, Entity *pE)
{
HANDLE *bhConsole;
bhConsole = &pHConsole;
DWORD *bCharsWritten;
bCharsWritten = &pCharsWritten;
for (int counter = 0; counter < 10 ;counter++)
{
Entity bE = pE[counter];
if (!WriteConsoleOutputCharacter(bhConsole,
&bE.avatar,
1,
bE.position,
pCharsWritten)) {
// printf("Error: Unable to write to console. Error code: %ld\n", GetLastError());
}
// printf("Avatar :%s",&e->avatar);
//e = (Entity *) e->next;
}
}
void printBoundsToConsole(HANDLE *pHConsole,
/*DWORD *pCharsWritten,*/
SMALL_RECT *pScreenBounds)
{
char strLeft[12]; // Buffer to hold the integer as a string
char strTop[12]; // Buffer to hold the integer as a string
char strRight[12]; // Buffer to hold the integer as a string
char strBottom[12]; // Buffer to hold the integer as a string
snprintf(strLeft, sizeof(strLeft), "%d", pScreenBounds->Left);
snprintf(strTop, sizeof(strTop), "%d", pScreenBounds->Top);
snprintf(strRight, sizeof(strRight), "%d", pScreenBounds->Right);
snprintf(strBottom, sizeof(strBottom), "%d", pScreenBounds->Bottom);
size_t lLeft = strlen(strLeft);
size_t lTop = strlen(strTop);
size_t lRight = strlen(strRight);
size_t lBottom = strlen(strBottom);
CHAR_INFO bLeft[12]; // Same size as strBuffer to avoid overflow
CHAR_INFO bTop[12]; // Same size as strBuffer to avoid overflow
CHAR_INFO bRight[12]; // Same size as strBuffer to avoid overflow
CHAR_INFO bBottom[12]; // Same size as strBuffer to avoid overflow
for (size_t i = 0; i < lLeft; i++)
{
bLeft[i].Char.AsciiChar = strLeft[i]; // Assign character
bLeft[i].Attributes = FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY; // Yellow text
}
for (size_t i = 0; i < lTop; i++)
{
bTop[i].Char.AsciiChar = strTop[i]; // Assign character
bTop[i].Attributes = FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY; // Yellow text
}
for (size_t i = 0; i < lRight; i++)
{
bRight[i].Char.AsciiChar = strRight[i]; // Assign character
bRight[i].Attributes = FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY; // Yellow text
}
for (size_t i = 0; i < lBottom; i++)
{
bBottom[i].Char.AsciiChar = strBottom[i]; // Assign character
bBottom[i].Attributes = FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY; // Yellow text
}
SMALL_RECT rLeft = {0, 0, (SHORT)(lLeft - 1), 0}; // Start at top-left corner, width of the string
SMALL_RECT rTop = {0, 1, (SHORT)(lTop - 1), 0}; // Start at top-left corner, width of the string
SMALL_RECT rRight = {0, 2, (SHORT)(lRight - 1), 0}; // Start at top-left corner, width of the string
SMALL_RECT rBottom = {0, 3, (SHORT)(lBottom - 1), 0}; // Start at top-left corner, width of the string
COORD sLeft = {(SHORT)lLeft, 1}; // Width is the length of the string, height is 1
COORD sTop = {(SHORT)lTop, 1}; // Width is the length of the string, height is 1
COORD sRight = {(SHORT)lRight, 1}; // Width is the length of the string, height is 1
COORD sBottom = {(SHORT)lBottom, 1}; // Width is the length of the string, height is 1
COORD cLeft = {0, 0}; // Starting point in the CHAR_INFO buffer
COORD cTop = {0, 1}; // Starting point in the CHAR_INFO buffer
COORD cRight = {0, 2}; // Starting point in the CHAR_INFO buffer
COORD cBottom = {0, 3}; // Starting point in the CHAR_INFO buffer
WriteConsoleOutput(pHConsole,
bLeft,
sLeft,
cLeft,
&rLeft);
WriteConsoleOutput(pHConsole,
bTop,
sTop,
cTop,
&rTop);
WriteConsoleOutput(pHConsole,
bRight,
sRight,
cRight,
&rRight);
WriteConsoleOutput(pHConsole,
bBottom,
sBottom,
cBottom,
&rBottom);
}

90
entities.c Normal file
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@@ -0,0 +1,90 @@
//
// Created by tony on 11/28/2024.
//
#include "entities.h"
/*Entity* entity_INIT(int id, char avatar, char type, COORD position) {
Entity* e = (Entity *)malloc(sizeof(Entity));
e->id = id;
e->avatar = avatar;
e->type = type;
e->position = position;
e->next = NULL;
return e;
}*/
void append(Entity *head, int id, char avatar, char type, COORD position)
{
/* Entity e =
{
id,
avatar,
type,
position
};
if (head == NULL) {
head = &e;
} else {
Entity *temp = *head;
while (temp->next != NULL) {
temp = temp->next;
}
temp->next = e;
}*/
}
/*
void freeList(Entity *e)
{
Entity *current = *e;
Entity *next;
while (current != NULL)
{
free(current);
current = next;
}
*e = NULL;
}
*/
void updateEntityPostition(struct Entity *pEntity, int direction)
{
switch (direction)
{
case (1):
pEntity->position.Y--;
break;
case (2):
pEntity->position.Y++;
break;
case (3):
pEntity->position.X--;
break;
case (4):
pEntity->position.X++;
break;
default:
0;
}
};
/*struct Entity **createEntity(int id, char avatar, char type, COORD position)
{
struct Entity *e = (Entity *)malloc(sizeof(Entity));
e->id = id;
e->avatar = avatar;
e->type = type;
e->position = position;
return (Entity **)e;
}*/
void freeEntities(struct Entity *pEntity)
{
free(pEntity);
}

31
entities.h Normal file
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@@ -0,0 +1,31 @@
//
// Created by tony on 11/27/2024.
//
#include <windows.h>
#ifndef CONSOLEMENU_ENTITIES_H
#define CONSOLEMENU_ENTITIES_H
typedef struct Entity
{
int id;
char avatar;
char type;
COORD position;
struct Entity *next;
} Entity;
Entity* entity_INIT(int id, char avatar, char type, COORD position);
void append(Entity *head, int id, char avatar, char type, COORD position);
void freeList(Entity *e);
void updateEntityPostition(struct Entity *pPlayer, int direction);
struct Entity **createEntity(int id, char avatar, char type, COORD position);
void freeEntities(struct Entity *pEntity);
#endif //CONSOLEMENU_ENTITIES_H

79
game.c Normal file
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@@ -0,0 +1,79 @@
//
// Created by tony on 11/28/2024.
//
#include "game.h"
void gameINIT(Game *pGame)
{
Game game = *pGame;
//HANDLE hConsole = &pGame->hConsole;
//CONSOLE_SCREEN_BUFFER_INFO *pCsbi = &game.csbi;
//GetConsoleScreenBufferInfo(hConsole, pCsbi);
clearConsole();
SMALL_RECT region = {
.Top = 0,
.Left = 0,
.Bottom = 29,
.Right = 180
};
// INIT Entities
// const int MAX_ENTITIES = 10;
Entity entities[10];
Entity *pEntities = &entities;
entities[0] = (Entity) {0, (char)'X', (char)'P', (COORD) {(SHORT) 20,(SHORT) 20}};
entities[1] = (Entity) {1, (char)'N', (char)'N', (COORD) {(SHORT) 10,(SHORT) 10}};
entities[2] = (Entity) {2, (char)'N', (char)'N', (COORD) {(SHORT) 11,(SHORT) 10}};
entities[3] = (Entity) {3, (char)'N', (char)'N', (COORD) {(SHORT) 12,(SHORT) 10}};
entities[4] = (Entity) {4, (char)'N', (char)'N', (COORD) {(SHORT) 13,(SHORT) 10}};
// append(&pEntities, 0, (char)'X', (char)'P', (COORD) {(SHORT) 20,(SHORT) 20});
/*append(&pEntities, 1, (char)'N', (char)'N', (COORD) {(SHORT) 10,(SHORT) 10});
append(&pEntities, 2, (char)'N', (char)'N', (COORD) {(SHORT) 11,(SHORT) 10});
append(&pEntities, 3, (char)'N', (char)'N', (COORD) {(SHORT) 12,(SHORT) 10});
append(&pEntities, 4, (char)'N', (char)'N', (COORD) {(SHORT) 13,(SHORT) 10});*/
// INIT Clock targeting
const int targetFPS = 60; // Target frames per second
const int frameDelay = 1000 / targetFPS; // Frame duration in milliseconds
// Main Loop
bool run = true;
while (run)
{
GetConsoleScreenBufferInfo(&pGame->hConsole,
&pGame->csbi);
//printBoundsToConsole(&pGame->hConsole,
// pGame->charsWritten,
// game.csbi.srWindow);
getUserInput(&pEntities[0],
&region);
printList(&pGame->hConsole,
pGame->charsWritten,
&entities);
clock_t startTime = clock();
// Calculate the elapsed time and delay if necessary
clock_t elapsedTime = clock() - startTime;
int delayTime = frameDelay - (elapsedTime * 1000 / CLOCKS_PER_SEC);
// Ensure the frame time does not exceed the target FPS
if (delayTime > 0)
{
Sleep(delayTime);
}
if (GetAsyncKeyState(VK_ESCAPE))
{
run = false;
}
clearConsole();
}
//freeList(&entities);
}

25
game.h Normal file
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@@ -0,0 +1,25 @@
//
// Created by tony on 11/28/2024.
//
#ifndef CONSOLEMENU_GAME_H
#define CONSOLEMENU_GAME_H
#include <windows.h>
#include <time.h>
#include <stdbool.h>
#include "entities.h"
#include "console_function.h"
#include "player_functions.c"
typedef struct Game
{
int id;
HANDLE hConsole;
CONSOLE_SCREEN_BUFFER_INFO csbi;
DWORD *charsWritten;
} Game;
void gameINIT(Game *pGame);
#endif //CONSOLEMENU_GAME_H

26
main.c Normal file
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#pragma clang diagnostic push
#pragma ide diagnostic ignored "cppcoreguidelines-narrowing-conversions"
#include "game.h"
int randomSeed[78] = {
26, 38, 69, 23, 29, 35, 45, 59, 60, 86, 55, 64, 3, 92, 74, 18, 16, 81, 17, 67,
98, 89, 49, 51, 83, 36, 72, 7, 75, 84, 31, 81, 29, 15, 96, 58, 96, 27, 88, 40,
1, 47, 30, 7, 61, 3, 4, 72, 39, 44, 69, 8, 24, 69, 11, 7, 19, 74, 79, 70, 71,
86, 78, 87, 53, 49, 97, 96, 60, 71, 8, 41, 49, 63, 79, 43, 12, 6
};
int main()
{
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
COORD coordScreen = {0, 0};
DWORD cCharsWritten;
CONSOLE_SCREEN_BUFFER_INFO csbi;
DWORD dwConSize;
struct Game game = {0, GetStdHandle(STD_OUTPUT_HANDLE), csbi, &cCharsWritten};
Game *pGame = &game;
gameINIT(pGame);
return 0;
}
#pragma clang diagnostic pop

46
player_functions.c Normal file
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//
// Created by tony on 11/27/2024.
//
#include <windows.h>
#include <stdbool.h>
#include <stdio.h>
#include "entities.h"
static void getUserInput(struct Entity *pPlayer, SMALL_RECT *pScreenBounds)
{
// Check for specific keyboard keys
if (GetAsyncKeyState(VK_UP))
{
pPlayer->position.Y--;
if (pPlayer->position.Y < pScreenBounds->Top)
{
pPlayer->position.Y++;
}
}
if (GetAsyncKeyState(VK_DOWN))
{
pPlayer->position.Y++;
if (pPlayer->position.Y > pScreenBounds->Bottom)
{
pPlayer->position.Y--;
}
}
if (GetAsyncKeyState(VK_LEFT))
{
pPlayer->position.X--;
if (pPlayer->position.X < pScreenBounds->Left)
{
pPlayer->position.X++;
}
}
if (GetAsyncKeyState(VK_RIGHT))
{
pPlayer->position.X++;
if (pPlayer->position.X > pScreenBounds->Right)
{
pPlayer->position.X--;
}
}
}