#include #include #include #include #include #include "grid.h" #include "vect.h" static bool running = true; static bool do_step = true; static Vect2i cursor = {0, 0}; void handleInput(char ch); void showLastPressed(char ch); void showCurPos(); int main() { // init initscr(); raw(); noecho(); // Colors // allows for transparancy when color values in init_pair(); are set to -1 or, no pair specified // e.g init_pair(1, COLOR_WHITE, -1) would be transparent background but white text use_default_colors(); start_color(); // cell init_pair(1, COLOR_BLUE, COLOR_WHITE); // text init_pair(2, COLOR_YELLOW, -1); // cursor init_pair(3, COLOR_RED, COLOR_RED); // doesn't wait for user to input. // timeout(100) waits for 100ms for input. timeout(0); curs_set(FALSE); int width = 0; int height = 0; // stdscr is screen created by initscr() getmaxyx(stdscr, height, width); // framerate of the game const int FRAME_RATE = 30; const float FRAME_TIME = 1.f/(float)FRAME_RATE; Grid grid; initGrid(&grid, width, height); randomizeGrid(&grid); float t = 0; while (running) { clock_t start_t = clock(); char ch = getch(); handleInput(ch); // draw grid drawGrid(&grid); // draw overlays showLastPressed(ch); showCurPos(); // cursor attron(COLOR_PAIR(3)); mvaddch(cursor.y, cursor.x, ' '); attroff(COLOR_PAIR(3)); refresh(); if (do_step) updateGrid(&grid); usleep(pow(10,6)*(FRAME_TIME-t)); float t = (float) (clock()-start_t) / (float) CLOCKS_PER_SEC; } endwin(); return 0; } void showLastPressed(char ch) { static char lastc = ' '; if (ch != -1) lastc = ch; attron(COLOR_PAIR(2)); mvprintw(0, 0, "Last Pressed: %c", lastc); attroff(COLOR_PAIR(2)); } void showCurPos() { attron(COLOR_PAIR(2)); mvprintw(1, 0, "curpos: %i, %i", cursor.x, cursor.y); attroff(COLOR_PAIR(2)); } void handleInput(char ch) { switch (ch) { case 'q': running = false; break; case ' ': do_step ^= 1; break; case 'h': moveVect2i(&cursor, -1, 0); break; case 'j': moveVect2i(&cursor, 0, 1); break; case 'k': moveVect2i(&cursor, 0, -1); break; case 'l': moveVect2i(&cursor, 1, 0); break; } }