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25 changed files with 176 additions and 392 deletions

6
.gitignore vendored
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@ -1,6 +1,2 @@
obj/ obj/
build/ game
csnake
*.core
include/config.h
include/config.mk

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@ -1,38 +0,0 @@
cmake_minimum_required(VERSION 3.5)
project(csnake VERSION 1.2 LANGUAGES C)
if(PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
message(FATAL_ERROR "In-source builds are not allowed.")
endif()
add_executable(csnake
src/main.c
src/screen.c
src/input.c
src/player.c
src/sleep.c
src/platform/getch.c
src/platform/game.c
)
set_target_properties(csnake PROPERTIES C_STANDARD 11)
set_target_properties(csnake PROPERTIES C_EXTENSIONS FALSE)
if(${CMAKE_SYSTEM_NAME} STREQUAL "FreeBSD")
target_link_libraries(csnake pthread)
elseif(${MINGW})
set(CMAKE_C_FLAGS "-D_UCRT")
target_link_libraries(csnake ucrt)
endif()
target_include_directories(csnake PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/include)
set(FIELD_SIZE 10 CACHE STRING "Size of game field")
set(DEFX 0 CACHE STRING "Start x")
set(DEFY 0 CACHE STRING "Start y")
set(SLEEP 1000 CACHE STRING "Sleep between frames (ms)")
configure_file(
${CMAKE_CURRENT_SOURCE_DIR}/templates/config.h.in
${CMAKE_CURRENT_SOURCE_DIR}/include/config.h
)

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@ -1,9 +0,0 @@
Copyright 2024 nakidai
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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@ -1,30 +1,24 @@
include include/config.mk include config.mk
INCLUDE = -Iinclude INCLUDE = -Iinclude
RM = rm -f RM = rm -f
SRCDIR = src SRCDIR = src
OBJDIR = obj OBJDIR = obj
SRC = main.c screen.c input.c player.c sleep.c platform/getch.c platform/game.c SRC = main.c screen.c input.c player.c
OBJ = $(addprefix $(OBJDIR)/,$(SRC:.c=.o)) OBJ = $(addprefix $(OBJDIR)/,$(SRC:.c=.o))
# Link pthread on FreeBSD default: $(OUT)
DEFLDFLAGS += $(shell if echo "" | cc -E -dM -xc - | grep __FreeBSD__ > /dev/null 2>&1; then echo "-lpthread"; fi)
# Use ucrt on MinGW
DEFLDFLAGS += $(shell if echo "" | cc -E -dM -xc - | grep __MINGW32__ > /dev/null 2>&1; then echo "-lucrt"; fi)
DEFCFLAGS += $(shell if echo "" | cc -E -dM -xc - | grep __MINGW32__ > /dev/null 2>&1; then echo "-D_UCRT"; fi)
all: $(OUT) obj:
mkdir obj
$(OBJDIR)/platform:
mkdir -p $(OBJDIR)/platform
$(OBJDIR)/%.o: $(SRCDIR)/%.c $(OBJDIR)/%.o: $(SRCDIR)/%.c
$(CC) -c -std=c11 -o $@ $< $(CFLAGS) $(DEFCFLAGS) $(INCLUDE) $(CC) -c -o $@ $< $(CFLAGS) $(INCLUDE)
$(OUT): $(OBJDIR)/platform $(OBJ) $(OUT): obj $(OBJ)
$(CC) -o $@ $(OBJ) $(LDFLAGS) $(DEFLDFLAGS) $(CC) -o $@ $(OBJ) $(LDFLAGS)
clean: clean:
$(RM) $(OUT) $(OBJDIR)/*.o $(OBJDIR)/platform/*.o $(RM) $(OUT) $(OBJDIR)/*
.PHONY: default clean .PHONY: default clean

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@ -1,19 +0,0 @@
# csnake
Snakegame written in C.
Controls
--
- WASD - movement
- P - Pause
Supported platforms
--
Was tested on:
- FreeBSD 13.2
- Windows 11 (both MSVC and MinGW)
- Linux 6.5.8 (glibc 2.38-7)
Building
--
- On \*nix-like systems you can use GNU Make with configure script providing arguments through environment variables or CMake
- On Windows you can use CMake

4
config.mk Normal file
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@ -0,0 +1,4 @@
CC = cc
CFLAGS =
LDFLAGS =
OUT = game

41
configure vendored
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@ -1,37 +1,25 @@
#!/bin/sh #!/bin/sh
usage() if [[ "$*" == *"--help"* ]] || [[ "$*" == *"-h"* ]]
{ then
echo "Use environment variables to pass values: echo "Use environment variables to pass values:
CC - compiler (default: cc) CC - compiler (default: cc)
CFLAGS - flags for compiler CFLAGS - flags for compiler
LDFLAGS - flags for linker LDFLAGS - flags for linker
OUT - out file (default: csnake OUT - out file (default: game
FIELD_SIZE - size of game field SIZE - size of game field
DEFX - start x DEFX - start x
DEFY - start y DEFY - start y"
SLEEP - sleep between frames (ms)"
exit 1 exit 1
} fi
while test $# -gt 0; do
case "$1" in
-h) usage
;;
--help) usage
;;
esac
shift
done
CC=${CC:-cc} CC=${CC:-cc}
CFLAGS=${CFLAGS:-} CFLAGS=${CFLAGS:-}
LDFLAGS=${LDFLAGS:-} LDFLAGS=${LDFLAGS:-}
OUT=${OUT:-csnake} OUT=${OUT:-game}
FIELD_SIZE=${FIELD_SIZE:-10} SIZE=${SIZE:-10}
DEFX=${DEFX:-0} DEFX=${DEFX:-0}
DEFY=${DEFY:-0} DEFY=${DEFY:-0}
SLEEP=${SLEEP:-1000}
echo "Makefile configuration:" echo "Makefile configuration:"
echo "Compiler: $CC" echo "Compiler: $CC"
@ -40,10 +28,15 @@ echo "LDFLAGS: $LDFLAGS"
echo "Out file: $OUT" echo "Out file: $OUT"
echo echo
echo "Code configuration:" echo "Code configuration:"
echo "Field size: $FIELD_SIZE" echo "Size: $SIZE"
echo "Start x: $DEFX" echo "Start x: $DEFX"
echo "Start y: $DEFY" echo "Start y: $DEFY"
echo "Sleep: $SLEEP"
eval "echo \"$(cat templates/config.mk.in)\"" > include/config.mk echo "CC = $CC
eval "echo \"$(cat templates/config.h.in)\"" > include/config.h CFLAGS = $CFLAGS
LDFLAGS = $LDFLAGS
OUT = $OUT" > config.mk
echo "#define SIZE $SIZE
#define DEFX $DEFX
#define DEFY $DEFY" > include/config.h

3
include/config.h Normal file
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@ -0,0 +1,3 @@
#define SIZE 10
#define DEFX 0
#define DEFY 0

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@ -3,14 +3,12 @@
#include <stdbool.h> #include <stdbool.h>
#include "platform/thread.h"
typedef struct input_args_t typedef struct input_args_t
{ {
int *out; char *out;
bool *alive; bool *alive;
} InputArgs; } InputArgs;
ThreadR input(void *vargp); int input(void *vargp);
#endif /* __INPUT_H__ */ #endif /* __INPUT_H__ */

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@ -1,6 +0,0 @@
#ifndef __PLATFORM_GAME_H__
#define __PLATFORM_GAME_H__
void platformGameInit(void);
#endif /* __PLATFORM_GAME_H__ */

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@ -1,15 +0,0 @@
#ifndef __GETCH_H__
#define __GETCH_H__
#ifdef _WIN32
#include <conio.h>
#define getch _getch
inline int getchInit(void) { return 0; }
#else
int getch(void);
void getchInit(void);
void getchResetTerminalStateHandler(int sig);
void getchResetTerminalState(void);
#endif /* _WIN32 */
#endif /* __GETCH_H__ */

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@ -1,29 +0,0 @@
#ifndef __PLATFORM_SCREEN_H__
#define __PLATFORM_SCREEN_H__
#ifdef _WIN32
#ifdef __MINGW32__
#include <windows.h>
#else
#include <Windows.h>
#endif /* __MINGW32__ */
#else
#include <stdio.h>
#endif /* _WIN32 */
#ifdef _WIN32
static inline void resetCoordinates(void)
{
HANDLE output = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleCursorPosition(output, (COORD){0});
}
#else
static inline void resetCoordinates(void)
{
printf("\e[1;1H\e[2J");
}
#endif /* _WIN32 */
#endif /* __PLATFORM_SCREEN_H__ */

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@ -1,29 +0,0 @@
#ifndef __THREAD_H__
#define __THREAD_H__
#ifdef _WIN32
#include <process.h>
#else
#include <pthread.h>
#include <stddef.h>
#endif /* _WIN32 */
#ifdef _WIN32
typedef void ThreadR;
#define ThreadReturn return
#else
typedef void* ThreadR;
#define ThreadReturn return NULL
#endif /* _WIN32 */
typedef ThreadR (*Thread)(void *);
static inline void threadCreate(Thread function, void *args)
{
#ifdef _WIN32
_beginthread(function, 0, args);
#else
pthread_create(&(pthread_t){0}, 0, function, args);
#endif /* _WIN32 */
}
#endif /* __THREAD_H__ */

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@ -4,7 +4,12 @@
#include <stdbool.h> #include <stdbool.h>
#include "food.h" #include "food.h"
typedef enum { UP, RIGHT, DOWN, LEFT} Direction; #define UP 0
#define RIGHT 1
#define DOWN 2
#define LEFT 3
typedef int Direction;
typedef struct player_node_t PlayerNode; typedef struct player_node_t PlayerNode;
typedef struct player_t Player; typedef struct player_t Player;
@ -21,10 +26,11 @@ struct player_t
int score; int score;
}; };
void playerCreate(Player *buffer, Direction direction, int x, int y, int score); Player *playerCreate(Direction direction, int x, int y, int score);
void playerFree(Player *player);
bool playerCheckSelfCollision(Player player); bool playerCheckSelfCollision(Player *player);
bool playerCheckFoodCollision(Player player, Food food); bool playerCheckFoodCollision(Player *player, Food food);
bool playerDoTick(Player *player, Food food); bool playerDoTick(Player *player, Food food);
#endif /* __PLAYER_H__ */ #endif /* __PLAYER_H__ */

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@ -1,8 +1,6 @@
#ifndef __SCREEN_H__ #ifndef __SCREEN_H__
#define __SCREEN_H__ #define __SCREEN_H__
#include <string.h>
typedef char Point; typedef char Point;
typedef struct screen_t typedef struct screen_t
{ {
@ -11,18 +9,11 @@ typedef struct screen_t
Point *screen; Point *screen;
} Screen; } Screen;
void screenCreate(Screen *buffer, int width, int height, Point fill_value); Screen *screenCreate(int width, int height, Point fill_value);
void screenShow(Screen screen); void screenFree(Screen *screen);
static inline Point *screenGetPoint(Screen screen, int x, int y)
{
return screen.screen + x + (y * screen.width);
}
static inline void screenSet(Screen screen, Point fill_value)
{
memset(screen.screen, fill_value, screen.width * screen.height * sizeof(char));
}
Point *screenGetPoint(Screen *screen, int x, int y);
void screenShow(Screen *screen);
void screenSet(Screen *screen, char fill_value);
#endif /* __SCREEN_H__ */ #endif /* __SCREEN_H__ */

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@ -1,6 +0,0 @@
#ifndef __SLEEP_H__
#define __SLEEP_H__
void sleepMS(int msec);
#endif /* __SLEEP_H__ */

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@ -1,18 +1,35 @@
#include "input.h"
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <unistd.h>
#include <termios.h>
#include "input.h" char getch(void)
#include "platform/thread.h"
#include "platform/getch.h"
ThreadR input(void *vargp)
{ {
int *out = ((InputArgs *)vargp)->out; char buf = 0;
struct termios old = { 0 };
fflush(stdout);
if (tcgetattr(0, &old) < 0) perror("tcsetattr()");
old.c_lflag &= ~ICANON; // local modes = Non Canonical mode
old.c_lflag &= ~ECHO; // local modes = Disable echo.
old.c_cc[VMIN] = 1; // control chars (MIN value) = 1
old.c_cc[VTIME] = 0; // control chars (TIME value) = 0 (No time)
if (tcsetattr(0, TCSANOW, &old) < 0) perror("tcsetattr ICANON");
if (read(0, &buf, 1) < 0) perror("read()");
old.c_lflag |= ICANON; // local modes = Canonical mode
old.c_lflag |= ECHO; // local modes = Enable echo.
if (tcsetattr(0, TCSADRAIN, &old) < 0) perror ("tcsetattr ~ICANON");
return buf;
}
int input(void *vargp)
{
char *out = ((InputArgs *)vargp)->out;
bool *alive = ((InputArgs *)vargp)->alive; bool *alive = ((InputArgs *)vargp)->alive;
while (*alive) while (*alive)
{ {
*out = getch(); *out = getch();
} }
ThreadReturn; return 0;
} }

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@ -1,6 +1,7 @@
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <stdbool.h> #include <stdbool.h>
#include <threads.h>
#include <time.h> #include <time.h>
#include "input.h" #include "input.h"
@ -8,87 +9,85 @@
#include "player.h" #include "player.h"
#include "food.h" #include "food.h"
#include "config.h" #include "config.h"
#include "sleep.h"
#include "platform/thread.h"
#include "platform/screen.h"
#include "platform/game.h"
void drawPlayer(Player player, Screen screen) void drawPlayer(Player *player, Screen *screen)
{ {
PlayerNode *node; PlayerNode *node;
for (node = player.tail; node != NULL; node = node->next) for (node = player->tail; node != NULL; node = node->next)
*screenGetPoint(screen, node->x, node->y) = '#'; *screenGetPoint(screen, node->x, node->y) = '#';
} }
Food generateFood(Player player) Food generateFood(Player *player)
{ {
Food food; Food food;
do do
{ {
food = (Food){rand() % FIELD_SIZE, rand() % FIELD_SIZE}; food = (Food){random() % SIZE, random() % SIZE};
} while (playerCheckFoodCollision(player, food)); } while (playerCheckFoodCollision(player, food));
return food; return food;
} }
void resetCoordinates(void)
{
printf("\e[1;1H\e[2J");
}
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
srand((unsigned int)time(NULL)); srandom(time(NULL));
platformGameInit(); Player *player = playerCreate(DOWN, DEFX, DEFY, 0);
Screen *screen = screenCreate(SIZE, SIZE, ' ');
Player player; playerCreate(&player, DOWN, DEFX, DEFY, 0); PlayerNode *node;
Screen screen; screenCreate(&screen, FIELD_SIZE, FIELD_SIZE, ' '); thrd_t input_thread;
int i;
int head_x, head_y;
Food food = generateFood(player); Food food = generateFood(player);
int key = 0; bool *running = malloc(sizeof(bool)); *running = true;
bool running = true; char *key = malloc(sizeof(char)); *key = 0;
bool stopped = false; InputArgs input_args = (InputArgs){ key, running };
int head_x, head_y;
threadCreate(input, &(InputArgs){ &key, &running }); thrd_create(&input_thread, input, &input_args);
while (running) while (*running)
{ {
switch (*key)
{
case 'q':
*running = false; return 0;
case 'w':
player->direction = UP; break;
case 'd':
player->direction = RIGHT; break;
case 's':
player->direction = DOWN; break;
case 'a':
player->direction = LEFT; break;
}
if (playerDoTick(player, food))
food = generateFood(player);
if (playerCheckSelfCollision(player))
{
*running = false;
break;
}
head_x = player->head->x;
head_y = player->head->y;
if (head_x >= SIZE || head_x < 0 || head_y >= SIZE || head_y < 0)
{
*running = false;
break;
}
screenSet(screen, ' '); screenSet(screen, ' ');
drawPlayer(player, screen); drawPlayer(player, screen);
*screenGetPoint(screen, food.x, food.y) = '@'; *screenGetPoint(screen, food.x, food.y) = '@';
resetCoordinates(); resetCoordinates();
screenShow(screen); screenShow(screen);
for (int i = 0; i < FIELD_SIZE*2; ++i) putchar('-'); for (i = 0; i < SIZE*2; ++i) putchar('-');
printf("\nScore: %d\n", player.score); printf("\nScore: %d\n", player->score);
sleepMS(SLEEP); thrd_sleep(&(struct timespec){.tv_sec=1}, NULL);
switch (key)
{
case 'q':
running = false; return 0;
case 'p':
stopped = !stopped; break;
case 'w':
if (player.direction == DOWN) break;
player.direction = UP; break;
case 'd':
if (player.direction == LEFT) break;
player.direction = RIGHT; break;
case 's':
if (player.direction == UP) break;
player.direction = DOWN; break;
case 'a':
if (player.direction == RIGHT) break;
player.direction = LEFT; break;
} key = 0;
if (stopped) continue;
if (playerDoTick(&player, food) && player.score < FIELD_SIZE*FIELD_SIZE - 1)
food = generateFood(player);
head_x = player.head->x;
head_y = player.head->y;
if (head_x >= FIELD_SIZE || head_x < 0 || head_y >= FIELD_SIZE || head_y < 0 || playerCheckSelfCollision(player))
{
running = false;
break;
}
} }
return 0; return 0;
} }

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@ -1,24 +0,0 @@
#ifdef _WIN32
void platformGameInit(void) {}
#else
#include <signal.h>
#include <stdlib.h>
#include "platform/getch.h"
void platformGameInit(void)
{
getchInit();
atexit(getchResetTerminalState);
signal(SIGINT, getchResetTerminalStateHandler);
signal(SIGABRT, getchResetTerminalStateHandler);
signal(SIGFPE, getchResetTerminalStateHandler);
signal(SIGILL, getchResetTerminalStateHandler);
signal(SIGSEGV, getchResetTerminalStateHandler);
signal(SIGTERM, getchResetTerminalStateHandler);
}
#endif /* _WIN32 */

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@ -1,43 +0,0 @@
#ifndef _WIN32
#include <unistd.h>
#include <termios.h>
#include <stdio.h>
#include <stdlib.h>
static struct termios DefaultState = {0};
int getch(void)
{
char buf = 0;
struct termios old = {0};
fflush(stdout);
if (tcgetattr(0, &old) < 0) perror("tcsetattr()");
old.c_lflag &= ~ICANON; // local modes = Non Canonical mode
old.c_lflag &= ~ECHO; // local modes = Disable echo.
old.c_cc[VMIN] = 1; // control chars (MIN value) = 1
old.c_cc[VTIME] = 0; // control chars (TIME value) = 0 (No time)
if (tcsetattr(0, TCSANOW, &old) < 0) perror("tcsetattr ICANON");
if (read(0, &buf, 1) < 0) perror("read()");
old.c_lflag |= ICANON; // local modes = Canonical mode
old.c_lflag |= ECHO; // local modes = Enable echo.
if (tcsetattr(0, TCSADRAIN, &old) < 0) perror ("tcsetattr ~ICANON");
return (int)buf;
}
void getchResetTerminalState(void)
{
tcsetattr(0, TCSANOW, &DefaultState);
}
void getchResetTerminalStateHandler(int sig)
{
getchResetTerminalState();
_Exit(sig);
}
void getchInit(void)
{
tcgetattr(0, &DefaultState);
}
#endif /* !_WIN32 */

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@ -2,32 +2,39 @@
#include "player.h" #include "player.h"
void playerCreate(Player *buffer, Direction direction, int x, int y, int score) Player *playerCreate(Direction direction, int x, int y, int score)
{ {
Player *player = (Player *)malloc(sizeof(Player));
PlayerNode *head = (PlayerNode *)malloc(sizeof(PlayerNode)); PlayerNode *head = (PlayerNode *)malloc(sizeof(PlayerNode));
head->x = x; head->x = x;
head->y = y; head->y = y;
head->next = NULL; head->next = NULL;
buffer->tail = head; player->tail = head;
buffer->head = head; player->head = head;
buffer->score = score; player->score = score;
buffer->direction = direction; player->direction = direction;
return player;
} }
bool playerCheckFoodCollision(Player player, Food food) void playerFree(Player *player)
{ {
for (PlayerNode *node = player.tail; node != NULL; node = node->next) }
bool playerCheckFoodCollision(Player *player, Food food)
{
for (PlayerNode *node = player->tail; node != NULL; node = node->next)
if (node->x == food.x && node->y == food.y) if (node->x == food.x && node->y == food.y)
return true; return true;
return false; return false;
} }
bool playerCheckSelfCollision(Player player) bool playerCheckSelfCollision(Player *player)
{ {
PlayerNode *nodei, *nodej; PlayerNode *nodei, *nodej;
for (nodei = player.tail; nodei != NULL; nodei = nodei->next) for (nodei = player->tail; nodei != NULL; nodei = nodei->next)
for (nodej = nodei->next; nodej != NULL; nodej = nodej->next) for (nodej = nodei->next; nodej != NULL; nodej = nodej->next)
if (nodei->x == nodej->x && nodei->y == nodej->y) if (nodei->x == nodej->x && nodei->y == nodej->y)
return true; return true;
@ -38,7 +45,6 @@ bool playerDoTick(Player *player, Food food)
{ {
bool food_collision; bool food_collision;
PlayerNode *new_head = (PlayerNode *)malloc(sizeof(PlayerNode)); PlayerNode *new_head = (PlayerNode *)malloc(sizeof(PlayerNode));
new_head->next = NULL;
int head_x = player->head->x; int head_x = player->head->x;
int head_y = player->head->y; int head_y = player->head->y;

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@ -1,24 +1,36 @@
#include "screen.h"
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
#include "screen.h" Screen *screenCreate(int width, int height, Point fill_value)
void screenCreate(Screen *buffer, int width, int height, Point fill_value)
{ {
Point *screen = malloc(width * height * sizeof(Point)); Point *screen = malloc(width * height * sizeof(Point));
memset(screen, fill_value, width * height * sizeof(Point)); memset(screen, fill_value, width * height * sizeof(Point));
buffer->width = width; Screen *out = malloc(sizeof(Screen));
buffer->height = height; out->width = width;
buffer->screen = screen; out->height = height;
out->screen = screen;
return out;
} }
void screenShow(Screen screen) void screenFree(Screen *screen)
{
free(screen->screen);
free(screen);
}
Point *screenGetPoint(Screen *screen, int x, int y)
{
return screen->screen + x + (y * screen->width);
}
void screenShow(Screen *screen)
{ {
int x, y, i; int x, y, i;
int width = screen.width; int width = screen->width;
int height = screen.height; int height = screen->height;
Point point; Point point;
for (y = 0; y < height; ++y) for (y = 0; y < height; ++y)
@ -31,3 +43,8 @@ void screenShow(Screen screen)
putchar('\n'); putchar('\n');
} }
} }
void screenSet(Screen *screen, Point fill_value)
{
memset(screen->screen, fill_value, screen->width * screen->height * sizeof(char));
}

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@ -1,14 +0,0 @@
#include <time.h>
static long long int getMS()
{
struct timespec ts;
timespec_get(&ts, TIME_UTC);
return ts.tv_sec * 1000 + ts.tv_nsec / 1000000;
}
void sleepMS(int msec)
{
long long int end = getMS() + msec;
while (getMS() < end);
}

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@ -1,4 +0,0 @@
#define FIELD_SIZE ${FIELD_SIZE}
#define DEFX ${DEFX}
#define DEFY ${DEFY}
#define SLEEP ${SLEEP}

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@ -1,4 +0,0 @@
CC = ${CC}
CFLAGS = ${CFLAGS}
LDFLAGS = ${LDFLAGS}
OUT = ${OUT}