Add some option mechanics

This commit is contained in:
Tiehuis 2014-12-06 12:57:07 +13:00
parent 569e11710f
commit b7c45f7f87
3 changed files with 87 additions and 14 deletions

View File

@ -224,6 +224,8 @@ struct gameoptions* gameoptions_default(void)
opt->goal = 2048;
opt->spawn_value = 2;
opt->spawn_rate = 1;
opt->enable_color = 0;
opt->animate = 1;
return opt;
}
@ -245,3 +247,73 @@ void gamestate_clear(struct gamestate *g)
free(g->grid);
free(g);
}
/* The following may be moved into own file */
void reset_highscore(void)
{
printf("Are you sure you want to reset your highscores? (Y)es/(N)o: ");
int response;
if ((response = getchar()) == 'y' || response == 'Y') {
printf("Resetting highscore...\n");
}
}
void print_usage(void)
{
printf(
"usage: 2048 [-cCrh] [-b <rate>] [-s <size>]\n"
"\n"
"controls\n"
" hjkl movement keys\n"
" q quit current game\n"
"\n"
"options\n"
" -s <size> set the grid side lengths\n"
" -b <rate> set the block spawn rate\n"
" -a enable animations (default)\n"
" -A disable animations\n"
" -c enable color support\n"
" -C disable color support (default)\n"
);
}
#include <getopt.h>
struct gameoptions* parse_options(struct gameoptions *opt, int argc, char **argv)
{
int c;
while ((c = getopt(argc, argv, "aArcChs:b:")) != -1) {
switch (c) {
case 'a':
opt->animate = 1;
break;
case 'A':
opt->animate = 0;
break;
case 'c':
opt->enable_color = 1;
break;
case 'C':
opt->enable_color = 0;
break;
case 's':;
/* Stick with square for now */
int optint = strtol(optarg, NULL, 10);
opt->grid_height = optint > 4 ? optint : 4;
opt->grid_width = optint > 4 ? optint : 4;
break;
case 'b':
opt->spawn_rate = strtol(optarg, NULL, 10);
break;
case 'r':
reset_highscore();
exit(0);
case 'h':
print_usage();
exit(0);
}
}
return opt;
}

View File

@ -18,6 +18,8 @@ struct gameoptions {
long goal;
long spawn_value;
int spawn_rate;
int enable_color;
int animate;
};
struct gamestate {
@ -30,11 +32,9 @@ struct gamestate {
int print_width;
/* Options */
struct gameoptions *opts;
/* Draw functions */
void (*ds_draw)(struct gamestate*);
void (*ds_clear)(void);
};
struct gameoptions* parse_options(struct gameoptions*, int, char**);
void gravitate(struct gamestate*, direction, void (*callback)(struct gamestate*));
void merge(struct gamestate*, direction, void (*callback)(struct gamestate*));
int moves_available(struct gamestate *);

View File

@ -6,7 +6,7 @@
#include <unistd.h>
#include "2048_engine.h"
#define ITER(x, expr)\
#define iterate(x, expr)\
do {\
int i;\
for (i = 0; i < x; ++i) { expr; }\
@ -31,7 +31,7 @@ void draw_screen(struct gamestate *g)
mvwprintw(gamewin, 0, 0, scr, g->score, g->score_last);
mvwprintw(gamewin, 1, 0, "HISCR: %d\n", g->score_high);
ITER(g->opts->grid_width*(g->print_width + 2) + 1, waddch(gamewin, '-'));
iterate(g->opts->grid_width*(g->print_width + 2) + 1, waddch(gamewin, '-'));
int x, y, xps = 0, yps = 3;
for (y = 0; y < g->opts->grid_height; y++, xps = 0, yps++) {
mvwprintw(gamewin, yps, xps++, "|");
@ -41,13 +41,13 @@ void draw_screen(struct gamestate *g)
mvwprintw(gamewin, yps, xps + g->print_width, " |");
}
else {
ITER(g->print_width + 1, waddch(gamewin, ' '));
iterate(g->print_width + 1, waddch(gamewin, ' '));
waddch(gamewin, '|');
}
xps += (g->print_width + 2);
}
}
ITER(g->opts->grid_height*(g->print_width + 2) + 1, waddch(gamewin, '-'));
iterate(g->opts->grid_height*(g->print_width + 2) + 1, waddch(gamewin, '-'));
wrefresh(gamewin);
}
@ -93,7 +93,6 @@ int get_keypress(void)
return fgetc(stdin);
}
void draw_screen(struct gamestate *g)
{
/* Clear the screen each draw if we are able to */
@ -107,7 +106,7 @@ void draw_screen(struct gamestate *g)
printf("\n");
// alter this grid_size + 1 to match abitrary grid size
ITER(g->opts->grid_width, printf("------"));
iterate(g->opts->grid_width, printf("------"));
printf("-\n");
int x, y;
for (y = 0; y < g->opts->grid_height; y++) {
@ -120,7 +119,7 @@ void draw_screen(struct gamestate *g)
}
printf("\n");
}
ITER(g->opts->grid_width, printf("------"));
iterate(g->opts->grid_width, printf("------"));
printf("-\n\n");
}
#endif /* CURSES */
@ -128,15 +127,17 @@ void draw_screen(struct gamestate *g)
void ddraw(struct gamestate *g)
{
draw_screen(g);
usleep(30000);
usleep(40000);
}
int main(int argc, char **argv)
{
struct gamestate *g = gamestate_init(gameoptions_default());
struct gamestate *g = gamestate_init(
parse_options(
gameoptions_default(), argc, argv));
drawstate_init();
while (1) {
draw_screen(g);
@ -152,7 +153,7 @@ int main(int argc, char **argv)
break;
}
gamestate_tick(g, ch, ddraw);
gamestate_tick(g, ch, g->opts->animate ? ddraw : NULL);
}
endloop: