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