Linux C Project:p Ong

Source: Internet
Author: User

In Linux under the C language using the signal mechanism to complete a pinball game, the code is as follows:


Bounce.h

/* bounce.h*//* Some settings for the game*/#defineBLANK ' #defineDFL_SYMBOL ' o ' #defineTOP_ROW5 #definebot_row 20# defineleft_edge10#defineright_edge70#definex_init10/* starting col*/#defineY_INIT10/* Starting row*/#defineTICKS_ per_sec50/* affects speed*/#defineX_TTM5 #definey_ttm8/** the ping pong ball **/struct ppball {inty_pos, X_pos,y_ttm, X_tt M,Y_TTG, X_ttg,y_dir, X_dir;charsymbol;} ;

Pppaddle.h

struct Pppaddle{int pad_top;int pad_bot;int pad_col;char Pad_char;}; void Paddle_init (struct pppaddle * p); int paddle_up (struct pppaddle * p); int paddle_down (struct pppaddle * p); int Paddle_c ontact (int x,int y,struct pppaddle * p);

Pong.c

#include <curses.h> #include <signal.h> #include "bounce.h" #include <stdlib.h> #include "pppaddle.h" #define Maxspeed 10#define maxmodify 3struct ppball the_ball;struct pppaddle the_paddle;int ball_left = 3;/** the main lo  Op **/void set_up (); void wrap_up (); void Draw_wall (); void Draw_paddle (); int main () {int c;set_up (); while (Ball_left > 0 && (c = GetChar ()) = ' Q ') {if (c = = ' J ') {if (Paddle_down (&the_paddle) = = 1) {Move (the_paddle.pad_top-1, t He_paddle.pad_col); Addch ("); Move (The_paddle.pad_bot, The_paddle.pad_col); ADDCH (' # ');}} if (c = = ' K ') {if (paddle_up (&the_paddle) = = 1) {Move (The_paddle.pad_bot + 1, the_paddle.pad_col); ADDCH ("); Move (the_ Paddle.pad_top, The_paddle.pad_col); ADDCH (' # ');}}} Wrap_up ();} void Set_up ()/* *init structure and other stuff */{void ball_move (int);p addle_init (&the_paddle); the_ball.y_pos = Y_ Init;the_ball.x_pos = X_INIT;THE_BALL.Y_TTG = The_ball.y_ttm = rand ()% MAXSPEED;THE_BALL.X_TTG = The_ball.x_ttm = rand () % Maxspeed; the_ball.y_dir = 1;the_ball.x_dir = 1;the_ball.symbol = Dfl_symbol;initscr (); NoEcho (); Crmode (); Signal (SIGINT, SIG_ IGN); Mvaddch (The_ball.y_pos, The_ball.x_pos, The_ball.symbol);d raw_wall (); refresh (); Signal (SIGALRM, ball_move); Set_ticker (1000/TICKS_PER_SEC); /* Send millisecs per tick */}void wrap_up () {set_ticker (0); Endwin ();/* put Back to normal*/}void ball_move (int signum) { int Y_cur, X_cur, Moved;signal (SIGALRM, sig_ign); /* dont get caught now */y_cur = The_ball.y_pos; /* Old spot*/x_cur = the_ball.x_pos;moved = 0;if (The_ball.y_ttm > 0 && the_ball.y_ttg--= = 1) {The_ball.y_pos + = The_ball.y_dir; /* MOVE*/THE_BALL.Y_TTG = The_ball.y_ttm; /* reset*/moved = 1;} if (The_ball.x_ttm > 0 && the_ball.x_ttg--= = 1) {The_ball.x_pos + = The_ball.x_dir;/* MOVE*/THE_BALL.X_TTG = t He_ball.x_ttm; /* reset*/moved = 1;} if (moved) {MVADDCH (y_cur, x_cur, blank), MVADDCH (Y_cur, x_cur, blank), MVADDCH (The_ball.y_pos, The_ball.x_pos, the_ Ball.symbol); Bounce_or_lose (&the_ball); Move (LINES-1, COLS-1); Refresh ();} Signal (SIGALRM, ball_move); /* For unreliable systems */}int bounce_or_lose (struct ppball *bp) {int return_val = 0;if (Bp->y_pos = top_row) {BP-&G T;y_dir = 1;change_the_speed (); return_val = 1;} else if (Bp->y_pos = = Bot_row) {Bp->y_dir = -1;change_the_speed (); return_val = 1;} if (Bp->x_pos = = Left_edge) {Bp->x_dir = 1;change_the_speed (); return_val = 1;} else if (Paddle_contact (bp->x_pos , Bp->y_pos, &the_paddle)) {Bp->x_dir = -1;change_the_speed (); return_val = 1;} if (The_ball.x_pos = =) {Move (The_ball.y_pos,the_ball.x_pos); Addch ("); Move (LINES-1, COLS-1); refresh (); bp->x_ pos = 10;bp->y_pos = 10;ball_left--;if (Ball_left = = 0) {clear (); exit (0);}} return return_val;} void Draw_wall () {int i;for (i = 9; I <=; i++) {Move (4, I); ADDCH (' * ');} for (i = 4; I <=; i++) {Move (I, 9); ADDCH (' * ');} for (i = 9; I <=; i++) {Move (+, i); ADDCH (' * ');} for (i = the_paddle.pad_top; I <= The_paddle.pad_bot; i++) {Move (I, The_paddle.pad_col); ADDCH (' # ');}} void Draw_paddle () {int i;for (i = the_paddle.pad_top; I <= The_paddle.pad_bot; i++) {Move (I, the_paddle.pad_col); addch ('#');}} void Change_the_speed () {int add_or_delete = rand ()% maxspeed;if (add_or_delete% 2 = = 0) Add_or_delete = 1;elseadd_or_del  Ete = -1;int Speed_change = rand ()% maxmodify;if (The_ball.x_ttm + (Speed_change * add_or_delete) > 0) The_ball.x_ttm = The_ball.x_ttm + (Speed_change * add_or_delete); add_or_delete = rand ()% maxspeed;if (add_or_delete% 2 = = 0) add_or_delet E = 1;elseadd_or_delete = -1;speed_change = rand ()% maxmodify;if (The_ball.y_ttm + (Speed_change * add_or_delete) > 0) The_ball.y_ttm = The_ball.y_ttm + (Speed_change * add_or_delete);}

Pppaddle.c

#include "pppaddle.h" void paddle_init (struct pppaddle * p) {P->pad_char = ' # ';p->pad_col = 71;p->pad_bot = 16;p-& Gt;pad_top = 11;} int paddle_up (struct Pppaddle * p) {if (p->pad_top! = 5) {p->pad_top--;p->pad_bot--;return 1;} return 0;//int i;//for (i = the_paddle.pad_top; I <= the_paddle.pad_bot;i++)//{//move (i,the_paddle.pad_col);//addch (' # ');//}}int paddle_down (struct Pppaddle * p) {if (P->pad_bot! =) {p->pad_top++;p->pad_bot++;return 1;} return 0;//int i;//for (i = the_paddle.pad_top; I <= the_paddle.pad_bot;i++)//{//move (i,the_paddle.pad_col);//addch (' # ');//}}int paddle_contact (int x,int y,struct Pppaddle * p) {if (x = = && y <= p->pad_bot && y ; = p->pad_top) return 1;elsereturn 0;}

Set_ticker.c

 #include < stdio.h> #include <sys/time.h> #include <signal.h>/* * set_ticker.c * Set_ticker (number_ Of_milliseconds) * Arranges for the interval timer to issue * sigalrm ' s at regular in Tervals * returns-1 On Error, 0 for OK * * arg in milliseconds, converted into micro Seoncds */void set_tic        Ker (int n_msecs) {struct Itimerval new_timeset;        Long N_sec, n_usecs;        N_sec = n_msecs/1000;        N_usecs = (n_msecs%) * 1000L;        New_timeset.it_interval.tv_sec = n_sec;      /* Set Reload */new_timeset.it_interval.tv_usec = n_usecs;      /* New Ticker value */new_timeset.it_value.tv_sec = n_sec;     /* Store this */new_timeset.it_value.tv_usec = n_usecs; /* and this */setitimer (Itimer_real, &new_timeset, NULL);} 




Linux C Project:p Ong

Contact Us

The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion; products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the content of the page makes you feel confusing, please write us an email, we will handle the problem within 5 days after receiving your email.

If you find any instances of plagiarism from the community, please send an email to: info-contact@alibabacloud.com and provide relevant evidence. A staff member will contact you within 5 working days.

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.