how to charge a map in Csfml - c

I am making a game in CSFML for the purpose of a school exercise
In order to fit all the requirement I must a game who follows the rule of a finite runne suc as geometry dash. It does everything except a major feature: get a map from a file that will be like:
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXX2XXXXXXXXX2XXXXXXXXXXXXXXE
111111111111111111111111111111111111
X representing nothing (they will be a background that is displayed)
2 is spike
1 is the ground
E is the end, it will stop the program after displaying a victory screen
(each character will be replace by the texture who is assigned except X who represent empty space)
I had only access to few C functions ( write, free, malloc, rand, open, read,getline)
I was thinking about just reading the file and storing it as a char*, but the thing is I don't know how to make spikes appear on the screen one by one, when they must.

You need to choose a size for all of your blocks.
Each blocks (X, 2, 1, E) need to have the same size.
Example (with block 64*64px)
void display_map(char **map)
{
char *image = NULL;
int size_block = 64;
for (int i = 0; map[i] != NULL; i++) {
for (int j = 0; map[i][j] != '\0'; j++) {
switch (map[i][j]) {
case 'X':
image = "nothing";
break;
case '2':
image = "pike";
break;
// ....
}
display_at_position(i * size_block, j * size_block, image);
}
}
}

Related

Animated ASCII art flickering in c

I'm making an ASCII art game in c (windows), but for some reason when i play it is all flickering at apparently random intervals, and for most of the time i can't see anything. can anyone explain why or how to solve it?
this is my code:
const int WIDTH = 20, HEIGTH = 5;
const int AREA = (WIDTH) * HEIGTH;
const int gl = HEIGTH - 2; //Ground level
const float delta = 0.1f; //Frame rate
char scr[AREA]; //String for displaying stuff
char input;
int posx = 10, posy = gl - 1; //Player position
int vel = 0; //player velocity
while(1)
{
//TODO: player input
for(i = 0; i < AREA; i++) //Rendering part
{
if(i % WIDTH == 0 && i != 0)
{
scr[i] = '\n';
continue;
}
if(floor(i / WIDTH) >= gl) //i is on ground
{
scr[i] = '.';
continue;
}
scr[i] = ' ';
}
//Set player position
scr[posy * WIDTH + posx + 1] = '#';
scr[(posy + 1) * WIDTH + posx + 1] = '#';
system("cls");// Clear terminal
printf(scr);// Print screen
usleep(delta * 1000);//Sleep
}
output:
#
..........#........
...................►↓#
It works, but it flickers...
One possible reason for your problem is that there may be output waiting in the output buffer when you call your sleep function usleep. In that case, you should always flush all output before sleeping, by calling the function fflush( stdout );.
Also, using system("cls"); is highly inefficient. It is generally better to use the Console Functions API, or, if you are targetting platforms with Windows 10 or later, you can also use Console Virtual Terminal Sequences instead.
If you decide to use the Console Functions API, then the main functions that you will be needing in order to replace system("cls"); are GetStdHandle to obtain the output handle, and SetConsoleCursorPosition. That way, you won't have to clear the whole screen, but will only have to overwrite the parts of the screen that are changing. I also recommend that you replace printf with WriteConsole, otherwise you may run into buffering issues.
If this does not solve your flickering problem, then there also is the possibility of using double-buffering. Both the Console Functions API and Console Virtual Terminal Sequences support this.
When using the Console Functions API, you can use the function CreateConsoleScreenBuffer to create a new buffer to write to, without it being displayed immediately. This will allow you to first finish building the next screen, without any flickering occuring while doing so (because it is not being displayed yet). Once you have finished building the next screen, you can display it using the function SetConsoleActiveScreenBuffer.
Console Virtual Terminal Sequences offer similar functionality by supporting an alternate screen buffer.

Each loop round progressively slows down my SDL game

I am working on a little sokoban game, using the SDL 1.2 library. The most interesting possibility of this program is to move a character on a map. However, I am facing some strange slowing-down problem which I fail to find the reason of.
I simplified the code so it is not too long.
Here is the loop that makes the character move:
The followings correspond to the blocks of the game (each case of the map) and its position on the screen. For example, bloc[3] is a pointer to the surface corresponding to the 4th case of the map.
SDL_Surface *bloc[256] = {NULL};
SDL_Rect pos_bloc[256];
while (on == 1)
{
SDL_WaitEvent(&event);
switch (event.type)
{
case SDL_KEYDOWN:
switch(event.key.keysym.sym)
{
case SDLK_ESCAPE:
on = game_menu(screen);
refresh_screen(screen, bloc, pos_bloc, zone);
break;
case SDLK_UP:
if (zone[m - 16] == ' ') // m is the position of the character on
// the map. As the map is 16 blocks large,
// and the position in the map is registered
// in a string, m - 16 means: 1 case up.
// m + 16 means: 1 case down.
m = swap_2blocs(screen, bloc, pos_bloc, zone, m, -16, "up.bmp");
break;
case SDLK_DOWN:
if (zone[m + 16] == ' ')
m = swap_2blocs(screen, bloc, pos_bloc, zone, m, 16, "down.bmp");
break;
default:;
}
default:;
}
SDL_Flip(screen);
}
Whenever the keys up or down are pressed, it calls a function that swap 2 surfaces: it frees both SDL_Surface pointers concerned and then reallocates some memory for another surface:
int swap_2blocs(SDL_Surface *screen, SDL_Surface *bloc[256], SDL_Rect pos_bloc[256], char zone[257], int m, int n, char *character)
{
SDL_FreeSurface(bloc[m]); // The surface pointed to by `bloc[m]` is freed
bloc[m] = SDL_LoadBMP("empty_space.bmp"); // `bloc[m]` now points to another surface
SDL_BlitSurface(bloc[m], NULL, screen, &pos_bloc[m]);
zone[m] = ' '; // zone is the string that contains informations about each map block
// ' ' stands for an empty space, 'M' stands for the character
m += n;
zone[m] = 'M';
SDL_FreeSurface(bloc[m]); // The surface pointed to by `bloc[m]` is freed
bloc[m] = SDL_LoadBMP(character); // `bloc[m]` now points to another surface
SDL_BlitSurface(bloc[m], NULL, screen, &pos_bloc[m]);
return m;
}
There are several things to be known:
The problem randomly appears 1 out of 3 times.
After 15-25 events (key up or key down), the slowing-down effect begins to be felt. After something like 30 events, it starts being really slow (there are around 300ms between the moment when the key is pressed, and the moment when the characters move on the screen).
It does slow down more than these approximative 300ms.
When the problem appears, going back to the main menu (which implies to free all the surfaces pointed to by each pointer contained in bloc) and starting a new game doesn't reset the speed of the game. To reset it, the program must be exited and then launched again.
I would like to understand this mysterious behaviour: where does it come from? What is happening?

LZW encoding for large file

I am building an LZW encoding algorithm, which uses dictionary and hashing so it can reach fast enough for working words already stored in a dictionary.
The algorithm gives proper results when ran on smaller files (cca few hundreds of symbols), but on the larger files (and especially in those files which contain of less different symbols - for example, it gives the worst performance when ran on a file which consists only of 1 symbol, 'y' let's say). The worst performance, in terms that it just crashes when dictionary is not even close to being full. However, when the large input file consists of more than 1 symbol, dictionary gets close to being full, approximately 90%, but again then it crashes.
Considering the structure of my algorithm, I am not quite sure what is causing it to crash in general, or crash so soon when large file of just 1 symbol is given.
It must be something about hashing (first time doing it, so it might have some bugs).
The hash function I am using can be found here, and from what I have tested it, it gives good results: oat_hash
LZW encoding algorithm is based on this link, with slight change, that it works until the dictionary is not full: LZW encoder
Let's get into code:
Note: oat_hash is changed so it returns value % CAPACITY, so every index is from DICTIONARY
// Globals
#define CAPACITY 100000
char *DICTIONARY[CAPACITY];
unsigned short CODES[CAPACITY]; // CODES and DICTIONARY are linked via index: word from dictionary on index i, has its code in CODES on index i
int position = 0;
int code_counter = 0;
void encode(FILE *input, FILE *output){
int succ1 = fseek(input, 0, SEEK_SET);
if(succ1 != 0) printf("Error: file not open!");
int succ2 = fseek(output, 0, SEEK_SET);
if(succ2 != 0) printf("Error: file not open!");
//1. Working word = next symbol from the input
char *working_word = malloc(2048*sizeof(char));
char new_symbol = getc(input);
working_word[0] = new_symbol;
working_word[1] = '\0';
//2. WHILE(there are more symbols on the input) DO
//3. NewSymbol = next symbol from the input
while((new_symbol = getc(input)) != EOF){
char *workingWord_and_newSymbol= NULL;
char newSymbol[2];
newSymbol[0] = new_symbol;
newSymbol[1] = '\0';
workingWord_and_newSymbol = working_word_and_new_symbol(working_word, newSymbol);
int index = oat_hash(workingWord_and_newSymbol, strlen(workingWord_and_newSymbol));
//4. IF(WorkingWord + NewSymbol) is already in the dictionary THEN
if(DICTIONARY[index] != NULL){
// 5. WorkingWord += NewSymbol
working_word = working_word_and_new_symbol(working_word, newSymbol);
}
//6. ELSE
else{
//7. OUTPUT: code for WorkingWord
int idx = oat_hash(working_word, strlen(working_word));
fprintf(output, "%u", CODES[idx]);
//8. Add (WorkingWord + NewSymbol) into a dictionary and assign it a new code
if(!dictionary_full()){
DICTIONARY[index] = workingWord_and_newSymbol;
CODES[index] = code_counter + 1;
code_counter += 1;
working_word = strdup(newSymbol);
}else break;
}
//10. END IF
}
//11. END WHILE
//12. OUTPUT: code for WorkingWord
int index = oat_hash(working_word, strlen(working_word));
fprintf(output, "%u", CODES[index]);
free(working_word);
}
int index = oat_hash(workingWord_and_newSymbol, strlen(workingWord_and_newSymbol));
And later
int idx = oat_hash(working_word, strlen(working_word));
fprintf(output, "%u", CODES[idx]);
//8. Add (WorkingWord + NewSymbol) into a dictionary and assign it a new code
if(!dictionary_full()){
DICTIONARY[index] = workingWord_and_newSymbol;
CODES[index] = code_counter + 1;
code_counter += 1;
working_word = strdup(newSymbol);
}else break;
idx and index are unbounded and you use them to access a bounded array. You're accessing memory out of range. Here's a suggestion, but it may skew the distribution. If your hash range is much larger than CAPACITY it shouldn't be a problem. But you also have another problem which was mentioned, collisions, you need to handle them. But that's a different problem.
int index = oat_hash(workingWord_and_newSymbol, strlen(workingWord_and_newSymbol)) % CAPACITY;
// and
int idx = oat_hash(working_word, strlen(working_word)) % CAPACITY;
LZW compression is certainly used to construct binary files and normally is capable of reading binary files.
The following code is problematic as it relies on new_symbol never being a \0.
newSymbol[0] = new_symbol; newSymbol[1] = '\0';
strlen(workingWord_and_newSymbol)
strdup(newSymbol)
Needs re-write to work with arrays of bytes rather than strings.
fopen() was not shown. Insure one is opening in binary. input = fopen(..., "rb");
#Wumpus Q. Wumbley is correct, use int newSymbol.
Minor:
new_symbol and newSymbol are confusing.
Consider:
// char *working_word = malloc(2048*sizeof(char));
#define WORKING_WORD_N (2048)
char *working_word = malloc(WORKING_WORD_N*sizeof(*working_word));
// or
char *working_word = malloc(WORKING_WORD_N);

Print doesn't show in printed array although specified

I'm working a simple candy crush game for my year 1 assignment.
I am at this stage where I need to show my self-made simple marker( *box made of '|' and '_'* ) on the center of the board ( board[5][5] ) once the program is executed.
Here is the current code:
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
//FUNCTION: Draw the Board
int drawBoard()
{
//Declare array size
int board[9][9];
//initialize variables
int rows, columns, randomNumber, flag;
//random number seed generator
srand(time(NULL));
for ( rows = 0 ; rows < 9 ; rows++ )
{
for ( columns = 0 ; columns < 9 ; columns++ )
{
flag = 0;
do
{
//generate random numbers from 2 - 8
randomNumber = rand() %7 + 2;
board[rows][columns] = randomNumber;
//Checks for 2 adjacent numbers.
if ( board[rows][columns] == board[rows - 1][columns] || board[rows][columns] == board[rows][columns - 1] )
{
flag = 0;
continue;
}
else
{
flag = 1;
printf( " %d ", board[rows][columns] );
}
} while ( flag == 0 );
}//end inner for-loop
printf("\n\n");
}//end outer for-loop
//call FUNCTION marker() to display marker around board[5][5]
marker( board[5][5] );
}//end FUNCTION drawBoard
//FUNCTION: Mark the surrounding of the number with "|" and "_" at board[5][5]
void marker( int a )
{
printf( " _ \n" );
printf( "|%c|\n", a );
printf( " _ \n" );
}
int main()
{
drawBoard();
}
At the end of function drawBoard(), I placed the code marker( board[5][5] ).
This should have printed the markers around the number printed at coordinate board[5][5]..but for some reason it displays right after the board has been printed.
So why doesn't it print at that coordinate although I specified it at board[5][5]?
What could be the problem here?
so in your marker function you need to pass the board and the coordinate you want to print at
void marker( int x, int y, int** board )
{
board[x][y-1]="_";
board[x-1][y]="|";
board[x+1][y]="|";
board[x][y+1]="_";
}
then after the call to marker(5,5,board), call drawboard again
my code's a bit off but that's the logic, except you need to check for the case that the marker is at the edge of the board
in other words, you need to keep board around, and any time you make a change to it, clear the screen and print the whole board out again.
There is no persistent drawing in the way that you are doing this. You are just printing straight to the shell/command prompt. The way that you trying to do things will not work. You can't edit something drawn to the prompt after you have drawn it, you need to basically clear the screen and then draw again but with your indicated maker.
I don't know if you are able to use libraries in your assignment, but a very good library that WILL let you do is ncurses
EDIT Full rewrite of answer
Drawing Things On Top of One Another In CMD
Alright, I had some downtime at work, so I wrote a project to do what you need and I'm going to post code and explain what it does and why you need it along the way.
First thin that you are going to need a basically a render buffer or a render context. Whenever you are programming in a graphics API such as OpenGL, you don't just render straight to the screen, you render each object that you have to a buffer that rasterizes your content and turns it into pixels. Once it's in that form, the API shoves the rendered picture onto the screen. We are going to take a similar approach where instead of drawing to a pixel buffer on the GPU, we are going to draw to a character buffer. Think about each character as a pixel on the screen.
Here is a pastebin of the complete source:
Complete Source of Project
RenderContext
Our class to do this will be the RenderContext class. It has fields to hold width and height as well as an array of chars and a special char that we fill our buffer with whenever we clear it.
This class simply holds an array and functions to let us render to it. It makes sure that when we draw to it, we are within bounds. It is possible for an object to try to draw outside of the clipping space (off screen). However, whatever is drawn there is discarded.
class RenderContext {
private:
int m_width, m_height; // Width and Height of this canvas
char* m_renderBuffer; // Array to hold "pixels" of canvas
char m_clearChar; // What to clear the array to
public:
RenderContext() : m_width(50), m_height(20), m_clearChar(' ') {
m_renderBuffer = new char[m_width * m_height];
}
RenderContext(int width, int height) : m_width(width), m_height(height), m_clearChar(' ') {
m_renderBuffer = new char[m_width * m_height];
}
~RenderContext();
char getContentAt(int x, int y);
void setContentAt(int x, int y, char val);
void setClearChar(char clearChar);
void render();
void clear();
};
The two most important functions of this class are setContentAt and render
setContentAt is what an object calls to fill in a "pixel" value. To make this a little more flexible, our class uses a pointer to an array of chars rather than a straight array (or even a two dimensional array). This lets us set the size of our canvas at runtime. Because of this, we access elements of this array with x + (y * m_width) which replaces a two dimensional dereference such as arr[i][j]
// Fill a specific "pixel" on the canvas
void RenderContext::setContentAt(int x, int y, char val) {
if (((0 <= x) && (x < m_width)) && ((0 <= y) && (y < m_height))) {
m_renderBuffer[(x + (y * m_width))] = val;
}
}
render is what actually draws to the prompt. All it does is iterate over all the "pixels" in it's buffer and place them on screen and then moves to the next line.
// Paint the canvas to the shell
void RenderContext::render() {
int row, column;
for (row = 0; row < m_height; row++) {
for (column = 0; column < m_width; column++) {
printf("%c", getContentAt(column, row));
}
printf("\n");
}
}
I_Drawable
Our next class is an Interface that lets us contract with objects that they can draw to our RenderContext. It is pure virtual because we don't want to actually be able to instantiate it, we only want to derive from it. It's only function is draw which accepts a RenderContext. Derived classes use this call to receive the RenderContext and then use RenderContext's setContentAt to put "pixels" into the buffer.
class I_Drawable {
public:
virtual void draw(RenderContext&) = 0;
};
GameBoard
The first class to implement the I_Drawable, thus being able to render to our RenderContext, is the GameBoard class. This is where a majority of the logic comes in. It has fields for width, height, and a integer array that holds the values of the elements on the board. It also has two other fields for spacing. Since when you draw your board using your code, you have spaces between each element. We don't need to incorporate this into the underlying structure of the board, we just need to use them when we draw.
class GameBoard : public I_Drawable {
private:
int m_width, m_height; // Width and height of the board
int m_verticalSpacing, m_horizontalSpacing; // Spaces between each element on the board
Marker m_marker; // The cursor that will draw on this board
int* m_board; // Array of elements on this board
void setAtPos(int x, int y, int val);
void generateBoard();
public:
GameBoard() : m_width(10), m_height(10), m_verticalSpacing(5), m_horizontalSpacing(3), m_marker(Marker()) {
m_board = new int[m_width * m_height];
generateBoard();
}
GameBoard(int width, int height) : m_width(width), m_height(height), m_verticalSpacing(5), m_horizontalSpacing(3), m_marker(Marker()) {
m_board = new int[m_width * m_height];
generateBoard();
}
~GameBoard();
int getAtPos(int x, int y);
void draw(RenderContext& renderTarget);
void handleInput(MoveDirection moveDirection);
int getWidth();
int getHeight();
};
It's key functions are generateBoard, handleInput, and the derived virtual function draw. However, do note that in its constructor it creates a new int array and gives it to its pointer. Then its destructor automatically removes the allocated memory whenever the board goes away.
generateBoard is what we use to actual create the board and fill it with numbers. It will iterate over each location on the board. Each time, it will look at the elements directly to the left and above and store them. Then it will generate a random number until the number it generates does not match either of the stored elements, then it stores the number in the array. I rewrote this to get rid of the flag usage. This function gets called during the construction of the class.
// Actually create the board
void GameBoard::generateBoard() {
int row, column, randomNumber, valToLeft, valToTop;
// Iterate over all rows and columns
for (row = 0; row < m_height; row++) {
for (column = 0; column < m_width; column++) {
// Get the previous elements
valToLeft = getAtPos(column - 1, row);
valToTop = getAtPos(column, row - 1);
// Generate random numbers until we have one
// that is not the same as an adjacent element
do {
randomNumber = (2 + (rand() % 7));
} while ((valToLeft == randomNumber) || (valToTop == randomNumber));
setAtPos(column, row, randomNumber);
}
}
}
handleInput is what deals with moving the cursor around on the board. It's basically a freebie and your next step after getting the cursor to draw over the board. I needed a way to test the drawing. It accepts an enumeration that we switch on to know where to move our cursor to next. If you maybe wanted to have your cursor wrap around the board whenever you reach an edge, you would want to do that here.
void GameBoard::handleInput(MoveDirection moveDirection) {
switch (moveDirection) {
case MD_UP:
if (m_marker.getYPos() > 0)
m_marker.setYPos(m_marker.getYPos() - 1);
break;
case MD_DOWN:
if (m_marker.getYPos() < m_height - 1)
m_marker.setYPos(m_marker.getYPos() + 1);
break;
case MD_LEFT:
if (m_marker.getXPos() > 0)
m_marker.setXPos(m_marker.getXPos() - 1);
break;
case MD_RIGHT:
if (m_marker.getXPos() < m_width - 1)
m_marker.setXPos(m_marker.getXPos() + 1);
break;
}
}
draw is very important because it's what gets the numbers into the RenderContext. To summarize, it iterates over every element on the board, and draws in the correct location on the canvas placing an element under the correct "pixel". This is where we incorporate the spacing. Also, take care and note that we render the cursor in this function.
It's a matter of choice, but you can either store a marker outside of the GameBoard class and render it yourself in the main loop (this would be a good choice because it loosens the coupling between the GameBoard class and the Marker class. However, since they are fairly coupled, I chose to let GameBoard render it. If we used a scene graph, as we probably would with a more complex scene/game, the Marker would probably be a child node of the GameBoard so it would be similar to this implementation but still more generic by not storing an explicit Marker in the GameBoard class.
// Function to draw to the canvas
void GameBoard::draw(RenderContext& renderTarget) {
int row, column;
char buffer[8];
// Iterate over every element
for (row = 0; row < m_height; row++) {
for (column = 0; column < m_width; column++) {
// Convert the integer to a char
sprintf(buffer, "%d", getAtPos(column, row));
// Set the canvas "pixel" to the char at the
// desired position including the padding
renderTarget.setContentAt(
((column * m_verticalSpacing) + 1),
((row * m_horizontalSpacing) + 1),
buffer[0]);
}
}
// Draw the marker
m_marker.draw(renderTarget);
}
Marker
Speaking of the Marker class, let's look at that now. The Marker class is actually very similar to the GameBoard class. However, it lacks a lot of the logic that GameBoard has since it doesn't need to worry about a bunch of elements on the board. The important thing is the draw function.
class Marker : public I_Drawable {
private:
int m_xPos, m_yPos; // Position of cursor
public:
Marker() : m_xPos(0), m_yPos(0) {
}
Marker(int xPos, int yPos) : m_xPos(xPos), m_yPos(yPos) {
}
void draw(RenderContext& renderTarget);
int getXPos();
int getYPos();
void setXPos(int xPos);
void setYPos(int yPos);
};
draw simply puts four symbols onto the RenderContext to outline the selected element on the board. Take note that Marker has no clue about the GameBoard class. It has no reference to it, it doesn't know how large it is, or what elements it holds. You should note though, that I got lazy and didn't take out the hard coded offsets that sort of depend on the padding that the GameBoard has. You should implement a better solution to this because if you change the padding in the GameBoard class, your cursor will be off.
Besides that, whenever the symbols get drawn, they overwrite whatever is in the ContextBuffer. This is important because the main point of your question was how to draw the cursor on top of the GameBoard. This also goes to the importance of draw order. Let's say that whenever we draw our GameBoard, we drew a '=' between each element. If we drew the cursor first and then the board, the GameBoard would draw over the cursor making it invisible.
If this were a more complex scene, we might have to do something fancy like use a depth buffer that would record the z-index of an element. Then whenever we drew, we would check and see if the z-index of the new element was closer or further away than whatever was already in the RenderContext's buffer. Depending on that, we might skip drawing the "pixel" altogether.
We don't though, so take care to order your draw calls!
// Draw the cursor to the canvas
void Marker::draw(RenderContext& renderTarget) {
// Adjust marker by board spacing
// (This is kind of a hack and should be changed)
int tmpX, tmpY;
tmpX = ((m_xPos * 5) + 1);
tmpY = ((m_yPos * 3) + 1);
// Set surrounding elements
renderTarget.setContentAt(tmpX - 0, tmpY - 1, '-');
renderTarget.setContentAt(tmpX - 1, tmpY - 0, '|');
renderTarget.setContentAt(tmpX - 0, tmpY + 1, '-');
renderTarget.setContentAt(tmpX + 1, tmpY - 0, '|');
}
CmdPromptHelper
The last class that I'm going to talk about is the CmdPromptHelper. You don't have anything like this in your original question. However, you will need to worry about it soon. This class is also only useful on Windows so if you are on linux/unix, you will need to worry about dealing with drawing to the shell yourself.
class CmdPromptHelper {
private:
DWORD inMode; // Attributes of std::in before we change them
DWORD outMode; // Attributes of std::out before we change them
HANDLE hstdin; // Handle to std::in
HANDLE hstdout; // Handle to std::out
public:
CmdPromptHelper();
void reset();
WORD getKeyPress();
void clearScreen();
};
Each one of the functions is important. The constructor gets handles to the std::in and std::out of the current command prompt. The getKeyPress function returns what key the user presses down (key-up events are ignored). And the clearScreen function clears the prompt (not really, it actually moves whatever is already in the prompt up).
getKeyPress just makes sure you have a handle and then reads what has been typed into the console. It makes sure that whatever it is, it is a key and that it is being pressed down. Then it returns the key code as a Windows specific enum usually prefaced by VK_.
// See what key is pressed by the user and return it
WORD CmdPromptHelper::getKeyPress() {
if (hstdin != INVALID_HANDLE_VALUE) {
DWORD count;
INPUT_RECORD inrec;
// Get Key Press
ReadConsoleInput(hstdin, &inrec, 1, &count);
// Return key only if it is key down
if (inrec.Event.KeyEvent.bKeyDown) {
return inrec.Event.KeyEvent.wVirtualKeyCode;
} else {
return 0;
}
// Flush input
FlushConsoleInputBuffer(hstdin);
} else {
return 0;
}
}
clearScreen is a little deceiving. You would think that it clears out the text in the prompt. As far as I know, it doesn't. I'm pretty sure it actually shifts all the content up and then writes a ton of characters to the prompt to make it look like the screen was cleared.
An important concept that this function brings up though is the idea of buffered rendering. Again, if this were a more robust system, we would want to implement the concept of double buffering which means rendering to an invisible buffer and waiting until all drawing is finished and then swap the invisible buffer with the visible one. This makes for a much cleaner view of the render because we don't see things while they are still getting drawn. The way we do things here, we see the rendering process happen right in front of us. It's not a major concern, it just looks ugly sometimes.
// Flood the console with empty space so that we can
// simulate single buffering (I have no idea how to double buffer this)
void CmdPromptHelper::clearScreen() {
if (hstdout != INVALID_HANDLE_VALUE) {
CONSOLE_SCREEN_BUFFER_INFO csbi;
DWORD cellCount; // How many cells to paint
DWORD count; // How many we painted
COORD homeCoord = {0, 0}; // Where to put the cursor to clear
// Get console info
if (!GetConsoleScreenBufferInfo(hstdout, &csbi)) {
return;
}
// Get cell count
cellCount = csbi.dwSize.X * csbi.dwSize.Y;
// Fill the screen with spaces
FillConsoleOutputCharacter(
hstdout,
(TCHAR) ' ',
cellCount,
homeCoord,
&count
);
// Set cursor position
SetConsoleCursorPosition(hstdout, homeCoord);
}
}
main
The very last thing that you need to worry about is how to use all these things. That's where main comes in. You need a game loop. Game loops are probably the most important thing in any game. Any game that you look at will have a game loop.
The idea is:
Show something on screen
Read input
Handle the input
GOTO 1
This program is no different. The first thing it does is create a GameBoard and a RenderContext. It also makes a CmdPromptHelper which lets of interface with the command prompt. After that, it starts the loop and lets the loop continue until we hit the exit condition (for us that's pressing escape). We could have a separate class or function do dispatch input, but since we just dispatch the input to another input handler, I kept it in the main loop. After you get the input, you send if off to the GameBoard which alters itself accordingly. The next step is to clear the RenderContext and the screen/prompt. Then rerun the loop if escape wasn't pressed.
int main() {
WORD key;
GameBoard gb(5, 5);
RenderContext rc(25, 15);
CmdPromptHelper cph;
do {
gb.draw(rc);
rc.render();
key = cph.getKeyPress();
switch (key) {
case VK_UP:
gb.handleInput(MD_UP);
break;
case VK_DOWN:
gb.handleInput(MD_DOWN);
break;
case VK_LEFT:
gb.handleInput(MD_LEFT);
break;
case VK_RIGHT:
gb.handleInput(MD_RIGHT);
break;
}
rc.clear();
cph.clearScreen();
} while (key != VK_ESCAPE);
}
After you have taken into consideration all of these things, you understand why and where you need to be drawing your cursor. It's not a matter of calling a function after another, you need to composite your draws. You can't just draw the GameBoard and then draw the Marker. At least not with the command prompt. I hope this helps. It definitely alleviated the down time at work.

Texture management / pointer question

I'm working on a texture management and animation solution for a small side project of mine. Although the project uses Allegro for rendering and input, my question mostly revolves around C and memory management. I wanted to post it here to get thoughts and insight into the approach, as I'm terrible when it comes to pointers.
Essentially what I'm trying to do is load all of my texture resources into a central manager (textureManager) - which is essentially an array of structs containing ALLEGRO_BITMAP objects. The textures stored within the textureManager are mostly full sprite sheets.
From there, I have an anim(ation) struct, which contains animation-specific information (along with a pointer to the corresponding texture within the textureManager).
To give you an idea, here's how I setup and play the players 'walk' animation:
createAnimation(&player.animations[0], "media/characters/player/walk.png", player.w, player.h);
playAnimation(&player.animations[0], 10);
Rendering the animations current frame is just a case of blitting a specific region of the sprite sheet stored in textureManager.
For reference, here's the code for anim.h and anim.c. I'm sure what I'm doing here is probably a terrible approach for a number of reasons. I'd like to hear about them! Am I opening myself to any pitfalls? Will this work as I'm hoping?
anim.h
#ifndef ANIM_H
#define ANIM_H
#define ANIM_MAX_FRAMES 10
#define MAX_TEXTURES 50
struct texture {
bool active;
ALLEGRO_BITMAP *bmp;
};
struct texture textureManager[MAX_TEXTURES];
typedef struct tAnim {
ALLEGRO_BITMAP **sprite;
int w, h;
int curFrame, numFrames, frameCount;
float delay;
} anim;
void setupTextureManager(void);
int addTexture(char *filename);
int createAnimation(anim *a, char *filename, int w, int h);
void playAnimation(anim *a, float delay);
void updateAnimation(anim *a);
#endif
anim.c
void setupTextureManager() {
int i = 0;
for(i = 0; i < MAX_TEXTURES; i++) {
textureManager[i].active = false;
}
}
int addTextureToManager(char *filename) {
int i = 0;
for(i = 0; i < MAX_TEXTURES; i++) {
if(!textureManager[i].active) {
textureManager[i].bmp = al_load_bitmap(filename);
textureManager[i].active = true;
if(!textureManager[i].bmp) {
printf("Error loading texture: %s", filename);
return -1;
}
return i;
}
}
return -1;
}
int createAnimation(anim *a, char *filename, int w, int h) {
int textureId = addTextureToManager(filename);
if(textureId > -1) {
a->sprite = textureManager[textureId].bmp;
a->w = w;
a->h = h;
a->numFrames = al_get_bitmap_width(a->sprite) / w;
printf("Animation loaded with %i frames, given resource id: %i\n", a->numFrames, textureId);
} else {
printf("Texture manager full\n");
return 1;
}
return 0;
}
void playAnimation(anim *a, float delay) {
a->curFrame = 0;
a->frameCount = 0;
a->delay = delay;
}
void updateAnimation(anim *a) {
a->frameCount ++;
if(a->frameCount >= a->delay) {
a->frameCount = 0;
a->curFrame ++;
if(a->curFrame >= a->numFrames) {
a->curFrame = 0;
}
}
}
You may want to consider a more flexible Animation structure that contains an array of Frame structures. Each frame structure could contain the frame delay, an x/y hotspot offset, etc. This way different frames of the same animation could be different sizes and delays. But if you don't need those features, then what you're doing is fine.
I assume you'll be running the logic at a fixed frame rate (constant # of logical frames per second)? If so, then the delay parameters should work out well.
A quick comment regarding your code:
textureManager[i].active = true;
You probably shouldn't mark it as active until after you've checked if the bitmap loaded.
Also note that Allegro 4.9/5.0 is fully backed by OpenGL or D3D textures and, as such, large bitmaps will fail to load on some video cards! This could be a problem if you are generating large sprite sheets. As of the current version, you have to work around it yourself.
You could do something like:
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP);
ALLEGRO_BITMAP *sprite_sheet = al_load_bitmap("sprites.png");
al_set_new_bitmap_flags(0);
if (!sprite_sheet) return -1; // error
// loop over sprite sheet, creating new video bitmaps for each frame
for (i = 0; i < num_sprites; ++i)
{
animation.frame[i].bmp = al_create_bitmap( ... );
al_set_target_bitmap(animation.frame[i].bmp);
al_draw_bitmap_region( sprite_sheet, ... );
}
al_destroy_bitmap(sprite_sheet);
al_set_target_bitmap(al_get_backbuffer());
To be clear: this is a video card limitation. So a large sprite sheet may work on your computer but fail to load on another. The above approach loads the sprite sheet into a memory bitmap (essentially guaranteed to succeed) and then creates a new, smaller hardware accelerated video bitmap per frame.
Are you sure you need a pointer to pointer for ALLEGRO_BITMAP **sprite; in anim?
IIRC Allegro BITMAP-handles are pointers already, so there is no need double-reference them, since you seem to only want to store one Bitmap per animation.
You ought to use ALLEGRO_BITMAP *sprite; in anim.
I do not see any other problems with your code.

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