Added MazezaM
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MazezaM/MAZEZAM.COM
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BIN
MazezaM/MAZEZAM.COM
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MazezaM/README.md
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MazezaM/README.md
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# MazezaM
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MazezaM is a puzzle game for CP/M.
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* Copyright (C) 2002 Malcolm Tyrrell <tyrrelmr@cs.tcd.ie>
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* CP/M version (C) 2004-2008 Ventzislav Tzvetkov (drHirudo) (for VT52 terminals)
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* z88dk version by Stefano Bodrato (www.z88dk.org)
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* VT100 adaption (C) 2020 Anna Christina Naß <acn@acn.wtf>
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Licensed under the GPL.
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You can find the VT52 version of this game, and also for other platforms, here: http://hirudov.com/
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## The game
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MazezaM (pronounced "may-zam") is a simple puzzle game. You enter the
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mazezam on the left and you have to get to the exit on the right by
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pushing rows of blocks left and right.
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In the game ``=`` represents a brick, ``#`` represents a block, ``P`` is the Player
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and ``O`` is a door.
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Good Luck.
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## Keys
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I changed the keys to 8, 6, 4, 2 on the numpad, but W, A, S, D will also work.
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Use R to restart a level (at the cost of one live).
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## About the game, by drHirudo
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To the best of my knowledge MazezaM's specific game logic is original.
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Unfortunately, there are so many puzzles out there that it is impossible for
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me to be sure. If you are aware of a prior instance of the idea, please get
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in touch. If possible, include a link which I can add to my web page.
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The idea for MazezaM came to me while recalling an Oric-1 type-in game
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called "Fall Guy" (from the book "Sixty Programs for the Oric-1" by Robert
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Erskine, Humphrey Walwyn, Paul Stanley and Michael Bews). The game play is a
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reminiscent of the game Sokoban (Thinking Rabbit, Inc) and also bears a
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resemblance to "sliding block" or "sliding piece" puzzles where wooden shapes
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are moved around in order to get a (usually larger) shape from one side of the
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puzzle to the other. The name "MazezaM" was suggested by Robert Byrne.
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## Compiling
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MazezaM is written in C for the ZXCC compiler which can be found in [z88dk](https://www.z88dk.org/).
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Use this command line (tested in Linux) to compile:
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zcc +cpm -lndos -o MAZEZAM.COM mazezam.c -O3
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## New Levels Wanted:
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If you like this game and are good at designing levels, I encourage you to
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create levels and send them to any of the authors for include in further
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versions. Credit of course will be given.
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## Other versions and games my drHirudo
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Original Sinclair and Java games - Copyright (C) 2002 Malcolm Tyrrell
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http://www.cs.tcd.ie/Malcolm.Tyrrell/
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Amiga Version
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Copyright (C) 2003-2004 Ventzislav Tzvetkov
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http://hirudov.com/
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Gameboy Version
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Copyright (C) 2003-2004 Ventzislav Tzvetkov
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http://hirudov.com/
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Developed using GBDK v2.1.0-1 and Wzonka-Lad 1.03.00.
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Oric Atmos Version
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Copyright (C) 2004 Ventzislav Tzvetkov
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http://hirudov.com/
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Apple II Version
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Copyright (C) 2004 Ventzislav Tzvetkov
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http://hirudov.com/
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Commodore 64 Version
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Copyright (C) 2004 Ventzislav Tzvetkov
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http://hirudov.com/
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SNES version
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Copyright (C) 2004-2006 Ventzislav Tzvetkov
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http://hirudov.com/
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CP/M version
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Copyright (C) 2004-2008 Ventzislav Tzvetkov
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http://hirudov.com/
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Compiled using Z88DK on AmigaOS 4.
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Tested under DOSBox and MYZ80 emulator.
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MazezaM/mazezam.c
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MazezaM/mazezam.c
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/*
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MazezaM
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Copyright (C) 2002
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Malcolm Tyrrell
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tyrrelmr@cs.tcd.ie
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CP/M version (C) 2004-2008
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Ventzislav Tzvetkov
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http://drhirudo.hit.bg
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z88dk version by Stefano Bodrato (www.z88dk.org)
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VT100 version by Anna Christina Naß <acn@acn.wtf>
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Build:
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zcc +cpm -lndos -o MAZEZAM.COM mazezam.c -O3
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This code may be used and distributed under
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the terms of the GNU General Public Licence.
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*/
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#pragma output hrgpage = 36096
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#include <stdio.h> // We use printf(); putchar();
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#include <string.h> // strlen for the Level name centering.
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#define LEVELS 12 // Number of Levels
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#define TRUE 1
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#define FALSE 0
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#define PLAYER "P" // player symbol
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#define BRICK ":" // brick symbol
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#define COLWAY 15 // color of entrance and exit
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#define COLDOOR 15 // color of entrance door
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#define COLPLAYER 14 // color of player
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#define COLBRICK 8 // color of bricks
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unsigned int uLives,uWidth,uHeight, i, j, l, t, r, rx, lx, bCloseFlag=FALSE, Column;
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/* Global miscellaneous variables - i,j for loops and Player coordinates,
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t,r,rx,lx - for the Level build. */
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char *MazeLine[12], // Text pointer to the Level (Max 12 lines)
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Mazezam[200], // Storage of the level.
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PressedKey; // Which key is pressed.
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static char *ARGH[]={
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"ARGH!",
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"OUCH!",
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"GRRR!",
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"NOOU!",
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"NAAH!",
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"UUUF!",
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"AAAH!",
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"OUUF!",
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"PUFF!"
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};
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/* We use escape control combinations for handling of the display */
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ClearScreen()
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{
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printf("\033[2J\033[H");
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}
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InverseOn()
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{
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printf("\033[7m");
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}
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InverseOff()
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{
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printf("\033[0m");
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}
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ResetAttr()
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{
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printf("\033[0m");
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}
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FgCol(color)
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int color;
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{
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if(color<8)
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printf("\033[3%dm", color);
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if(color>=8)
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printf("\033[3%d;1m", color-8); // bright colors begin at 8
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}
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BgCol(color)
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int color;
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{
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char str[6];
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printf("\033[4%dm", color);
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}
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PrintPlayer()
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{
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FgCol(COLPLAYER);
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printf(PLAYER);
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ResetAttr();
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}
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ColorLine(line)
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int line;
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{
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FgCol(line);
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}
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void PrintEnter()
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{
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printf("\n");
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}
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void FillRow()
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{
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FgCol(COLBRICK);
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for (Column=0;Column<80;Column++) printf(BRICK);
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ResetAttr();
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PrintEnter();
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}
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void FillWall()
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{
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FgCol(COLBRICK);
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for (l=0;l<26;l++) printf(BRICK);
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ResetAttr();
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}
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void FillSpace()
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{
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for (l=0;l<28;l++) printf(" ");
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}
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void gotogxy(int x,int y)
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{
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printf("\033[%d;%dH",y+1,x+1); // Console sequence for setting cursor to X,Y position.
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}
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void Level(int MazeNumber)
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{
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int k;
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char *LevelName; // Pointer to the Level name string.
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ClearScreen();
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switch (MazeNumber)
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{
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case 1:
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LevelName="Humble Origins";uWidth=7;uHeight=2;lx=rx=1;
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MazeLine[1]=" # # ";
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MazeLine[2]=" # ## ";
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break;
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case 2:
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LevelName="Easy Does It";uWidth=8;uHeight=lx=3;rx=2;
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MazeLine[1]=" # ###";
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MazeLine[2]=" # # # ";
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MazeLine[3]=" # # # ";
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break;
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case 3:
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LevelName="Up, Up and Away";uWidth=5;uHeight=lx=11;rx=1;
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MazeLine[1]= " # ";
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MazeLine[2]= " # ##";
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MazeLine[3]= " ## ";
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MazeLine[4]= "# # ";
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MazeLine[5]= " # # ";
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MazeLine[6]= " ### ";
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MazeLine[7]= "# # ";
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MazeLine[8]= " # # ";
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MazeLine[9]= " # # ";
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MazeLine[10]="# ## ";
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MazeLine[11]=" # ";
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break;
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case 4:
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LevelName="Little Harder";uWidth=5;uHeight=4;lx=2;rx=1;
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MazeLine[1]=" # # ";
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MazeLine[2]=" # #";
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MazeLine[3]=" # ";
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MazeLine[4]=" ## #";
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break;
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case 5:
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LevelName="To and Fro";uWidth=13;uHeight=6;lx=rx=1;
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MazeLine[1]=" ##### ";
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MazeLine[2]="# ##### ### ";
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MazeLine[3]=" # ### #### ";
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MazeLine[4]="# # ####### ";
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MazeLine[5]=" ### # ## ";
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MazeLine[6]="# # # ## # ";
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break;
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case 6:
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LevelName="Loop-de-Loop";uWidth=14;uHeight=4;lx=2;rx=4;
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MazeLine[1]=" ##### ## ## ";
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MazeLine[2]=" ## ## ## ";
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MazeLine[3]="## # ## ### ";
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MazeLine[4]=" ######## #";
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break;
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case 7:
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LevelName="Somehow Easy";uWidth=5;uHeight=rx=3;lx=1;
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MazeLine[1]=" ## ";
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MazeLine[2]=" # ";
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MazeLine[3]=" # ##";
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break;
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case 8:
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LevelName="Be Prepared";uWidth=7;uHeight=6;lx=5;rx=3;
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MazeLine[1]=" # ";
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MazeLine[2]=" #### ";
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MazeLine[3]=" ### ##";
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MazeLine[4]=" # # # ";
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MazeLine[5]=" # ## ";
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MazeLine[6]="# ## ";
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break;
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case 9:
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LevelName="Two Front Doors";uWidth=16;uHeight=rx=7;lx=1;
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MazeLine[1]=" ####### ";
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MazeLine[2]=" #### #### # # ";
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MazeLine[3]="## ## ###### # #";
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MazeLine[4]="## # # ";
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MazeLine[5]=" ############# ";
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MazeLine[6]=" # ## # ### ";
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MazeLine[7]=" # ### ##";
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break;
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case 10:
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LevelName="Through, through";uWidth=15;uHeight=4;lx=3;rx=1;
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MazeLine[1]=" #### #### ##";
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MazeLine[2]=" # ## ## # ## ";
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MazeLine[3]=" # ## #### ## ";
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MazeLine[4]=" # ## #### # ";
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break;
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case 11:
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LevelName="Double Cross";uWidth=9;uHeight=lx=7;rx=3;
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MazeLine[1]=" # #### ";
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MazeLine[2]=" # # ## ";
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MazeLine[3]=" # #### #";
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MazeLine[4]="# ## # ";
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MazeLine[5]=" # ###";
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MazeLine[6]=" ###### ";
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MazeLine[7]=" # ";
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break;
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case 12:
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LevelName="Inside Out";uWidth=14;uHeight=10;lx=8;rx=1;
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MazeLine[1]= " # ";
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MazeLine[2]= " ########## #";
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MazeLine[3]= " ### ## ";
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MazeLine[4]= " # ######## # ";
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MazeLine[5]= " ### ### ### ";
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MazeLine[6]= " ### # ### ";
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MazeLine[7]= " # ####### ## ";
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MazeLine[8]= " # # # ### ";
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MazeLine[9]= " ############ ";
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MazeLine[10]=" ";
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break;
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default:
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ClearScreen();
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gotogxy(9,7);
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printf("Congratulations!");
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gotogxy(2,8);
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printf("You've completed the MazezaM");
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gotogxy(12,10);
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InverseOn();
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printf("Well Done!");
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InverseOff();
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bCloseFlag=TRUE;
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getkey();
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break;
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}
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if (bCloseFlag) return;
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for (i=1;i<uHeight+1;i++) strcpy(&Mazezam[i*uWidth],MazeLine[i]); // Copy the Level Data.
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l=((80-uWidth)/2);
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t=((22-uHeight)/2);
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r=80-l-uWidth;
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FgCol(COLBRICK); printf(BRICK); printf(BRICK);printf(BRICK); ResetAttr();
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printf(" Level ");
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if (MazeNumber<10) printf("0%d ",MazeNumber);
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else printf("%d ",MazeNumber);
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FgCol(COLBRICK); for (i=0;i<50;i++) printf(BRICK); ResetAttr();
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printf(" Lives ");
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if (uLives<10) printf("0%d",uLives);
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else printf("%d",uLives);
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FgCol(COLBRICK); printf(" "); printf(BRICK); printf(BRICK); printf(BRICK); PrintEnter(); ResetAttr();
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for (i=1;i!=t+1;i++) FillRow();
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for (i=1;i!=uHeight+1;i++)
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{
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if (i==lx) for (k=0;k!=l;k++) { FgCol(COLWAY); printf("_"); ResetAttr(); }
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if (i!=lx) for (k=0;k!=l;k++) { FgCol(COLBRICK); printf(BRICK); ResetAttr(); }
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ColorLine(i); printf(MazeLine[i]); ResetAttr(); // Print the Level line.
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if (i==rx) for (k=0;k!=r;k++) { FgCol(COLWAY); printf("_"); ResetAttr(); }
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if (i!=rx) for (k=0;k!=r;k++) { FgCol(COLBRICK); printf(BRICK); ResetAttr(); }
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PrintEnter();
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}
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FgCol(COLBRICK); for (i=t+uHeight+1;i!=22;i++) FillRow(); ResetAttr();
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j=strlen(LevelName);
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FgCol(COLBRICK); for (k=0;k!=((78-j)/2);k++) printf(BRICK); ResetAttr();
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printf(" ");
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printf(LevelName);
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printf(" ");
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FgCol(COLBRICK); for (k=0;k!=((78-j)/2);k++) printf(BRICK); ResetAttr();
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PrintEnter();
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for (i=0;i!=l;i++)
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{
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gotogxy(i+1,t+lx);
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PrintPlayer(); //Start animation
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gotogxy(i,t+lx);
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FgCol(COLWAY);
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printf("_"); // Fill after
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}
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gotogxy(l-1,t+lx);
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FgCol(COLDOOR); printf("O");
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PrintPlayer();
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i=lx;
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j=1;
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}
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void Title()
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{
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ClearScreen();
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gotogxy(0,2);
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FillRow();
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FillWall(); BgCol(7); FgCol(13);
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printf(" M"); FgCol(10); printf(" a"); FgCol(11); printf(" z");
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FgCol(12); printf(" e"); FgCol(11); printf(" z"); FgCol(10); printf(" a");
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FgCol(13); printf(" M "); ResetAttr();
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FillWall(); PrintEnter();
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FillRow();
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FillWall(); FillSpace(); FillWall(); PrintEnter();
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FillWall(); printf(" CPM version (C) 2004-08 by "); FillWall(); PrintEnter();
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FillWall(); printf(" Ventzislav Tzvetkov "); FillWall(); PrintEnter();
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FillWall(); printf(" VT100 color (C) 2020 by "); FillWall(); PrintEnter();
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FillWall(); printf(" Anna Christina Nass "); FillWall(); PrintEnter();
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FillWall(); FillSpace(); FillWall(); PrintEnter();
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FillWall(); FillSpace(); FillWall(); PrintEnter();
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FillRow();
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PrintEnter();
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PrintEnter();
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printf(" Keys: 8 ^ r - retry level\n");
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printf(" | q - quit\n");
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printf(" 4 <--+--> 6 \n");
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printf(" |\n");
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printf(" v 2 Press SPACE to start\n");
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printf(" (or use WASD keys)\n");
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uLives=3;
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Column=40;
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for (;;)
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{
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gotogxy(Column,11);
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PrintPlayer();
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PressedKey=getkey();
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if (PressedKey==' ') break;
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if (PressedKey=='Q' || PressedKey=='q')
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{
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bCloseFlag=TRUE;
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break;
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}
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if (PressedKey=='6')
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{
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gotogxy(Column,11);
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Column+=(Column<53);
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printf(" ");
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}
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if (PressedKey=='4')
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{
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||||
gotogxy(Column,11);
|
||||
Column-=(Column>26);
|
||||
printf(" ");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int main()
|
||||
{
|
||||
int Mazeno,Loop,rand;
|
||||
|
||||
printf("\033[?25l"); // Hide Cursor escape sequence
|
||||
|
||||
for (;;)
|
||||
{
|
||||
Title();
|
||||
Mazeno=1;
|
||||
if (bCloseFlag) break;
|
||||
Level(Mazeno);
|
||||
|
||||
for(;;)
|
||||
{
|
||||
PressedKey=getkey();
|
||||
|
||||
// restart level
|
||||
if (PressedKey=='R' || PressedKey=='r')
|
||||
{
|
||||
uLives--;
|
||||
if (uLives<1) PressedKey='q';
|
||||
else
|
||||
{
|
||||
gotogxy(l+j-3,t+i-1);
|
||||
InverseOn();
|
||||
printf(ARGH[rand%9]);
|
||||
InverseOff();
|
||||
getkey();
|
||||
Level(Mazeno);
|
||||
}
|
||||
}
|
||||
|
||||
// quit
|
||||
if (PressedKey=='Q' || PressedKey=='q')
|
||||
{
|
||||
//gotogxy(l+j-3,t+i-1);
|
||||
//InverseOn();
|
||||
//printf(ARGH[rand%9]);
|
||||
//InverseOff();
|
||||
//getkey();
|
||||
gotogxy(35,10);
|
||||
InverseOn();
|
||||
printf("GAME OVER!");
|
||||
InverseOff();
|
||||
getkey();
|
||||
bCloseFlag=TRUE;
|
||||
break;
|
||||
}
|
||||
|
||||
// right - level cleared
|
||||
if ((PressedKey=='6' || PressedKey=='D' || PressedKey=='d') && (i==rx && j==uWidth))
|
||||
{
|
||||
gotogxy(l+j-1,t+i);
|
||||
printf(" ");
|
||||
for (i=l+uWidth;i!=80;i++)
|
||||
{
|
||||
gotogxy(i,t+rx);
|
||||
PrintPlayer();
|
||||
gotogxy(i,t+rx);
|
||||
FgCol(COLWAY); printf("_"); ResetAttr();
|
||||
}
|
||||
InverseOn();
|
||||
i=t+rx;
|
||||
switch (rand%6)
|
||||
{
|
||||
case 0:
|
||||
gotogxy(13,i);
|
||||
printf("Hurray!");
|
||||
break;
|
||||
|
||||
case 1:
|
||||
gotogxy(13,i);
|
||||
printf("Hurrah!");
|
||||
break;
|
||||
|
||||
case 2:
|
||||
gotogxy(16,i);
|
||||
printf("Yes!");
|
||||
break;
|
||||
|
||||
case 3:
|
||||
gotogxy(14,i);
|
||||
printf("Great!");
|
||||
break;
|
||||
|
||||
case 4:
|
||||
gotogxy(12,i);
|
||||
printf("Yee-hah!");
|
||||
break;
|
||||
|
||||
default:
|
||||
gotogxy(16,i);
|
||||
printf("Yay!");
|
||||
}
|
||||
InverseOff();
|
||||
getkey();
|
||||
uLives++;
|
||||
Level(++Mazeno);
|
||||
PressedKey=0;
|
||||
}
|
||||
|
||||
// right
|
||||
if ((PressedKey=='6' || PressedKey=='D' || PressedKey=='d') && j<uWidth)
|
||||
if ((Mazezam[i*uWidth+j])==' ')
|
||||
{
|
||||
gotogxy(l+j-1,t+i);
|
||||
printf(" ");
|
||||
j++;
|
||||
gotogxy(l+j-1,t+i);
|
||||
PrintPlayer();
|
||||
}
|
||||
else
|
||||
if (Mazezam[(i*uWidth)+uWidth-1]==' ')
|
||||
{
|
||||
j++;
|
||||
for (Loop=uWidth-1;Loop>0;Loop--)
|
||||
Mazezam[(i*uWidth)+Loop]=Mazezam[(i*uWidth)+Loop-1];
|
||||
Mazezam[i*uWidth]=' ';
|
||||
gotogxy(l,t+i);
|
||||
for (Loop=0;Loop<uWidth;Loop++)
|
||||
{
|
||||
ColorLine(i);
|
||||
putchar(Mazezam[i*uWidth+Loop]);
|
||||
ResetAttr();
|
||||
}
|
||||
gotogxy(l+j-1,t+i);
|
||||
PrintPlayer();
|
||||
}
|
||||
|
||||
// left
|
||||
if ((PressedKey=='4' || PressedKey=='A' || PressedKey=='a') && j>1)
|
||||
if (Mazezam[(i*uWidth)+j-2]==' ')
|
||||
{
|
||||
gotogxy(l+j-1,t+i);
|
||||
printf(" ");
|
||||
j--;
|
||||
gotogxy(l+j-1,t+i);
|
||||
PrintPlayer();
|
||||
}
|
||||
else
|
||||
if (Mazezam[i*uWidth]==' ')
|
||||
{
|
||||
j--;
|
||||
for (Loop=1;Loop!=uWidth;Loop++)
|
||||
Mazezam[(i*uWidth)+Loop-1]=Mazezam[(i*uWidth)+Loop];
|
||||
Mazezam[(i*uWidth)+uWidth-1]=' ';
|
||||
gotogxy(l,t+i);
|
||||
for (Loop=0;Loop<uWidth;Loop++)
|
||||
{
|
||||
ColorLine(i);
|
||||
putchar(Mazezam[i*uWidth+Loop]);
|
||||
ResetAttr();
|
||||
}
|
||||
gotogxy(l+j-1,t+i);
|
||||
PrintPlayer();
|
||||
}
|
||||
|
||||
// down
|
||||
if ((PressedKey=='2' || PressedKey=='S' || PressedKey=='s') && i<uHeight)
|
||||
if (Mazezam[((i+1)*uWidth)+j-1]==' ')
|
||||
{
|
||||
gotogxy(l+j-1,t+i);
|
||||
printf(" ");
|
||||
i++;
|
||||
gotogxy(l+j-1,t+i);
|
||||
PrintPlayer();
|
||||
}
|
||||
|
||||
// up
|
||||
if ((PressedKey=='8' || PressedKey=='W' || PressedKey=='w') && i>1)
|
||||
if (Mazezam[((i-1)*uWidth)+j-1]==' ')
|
||||
{
|
||||
gotogxy(l+j-1,t+i);
|
||||
printf(" ");
|
||||
i--;
|
||||
gotogxy(l+j-1,t+i);
|
||||
PrintPlayer();
|
||||
}
|
||||
|
||||
PressedKey=0;
|
||||
if (bCloseFlag) break;
|
||||
rand++;
|
||||
}
|
||||
if (bCloseFlag) break;
|
||||
}
|
||||
ClearScreen();
|
||||
|
||||
printf("\033[?25h"); // Show Cursor escape sequence
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user