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game.c
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#include "game.h"
static int currentFrame = 0;
static Scene currentScene = INTRO;
static int currentSelection = 0;
static int highScore = 0;
static int isExitGameVariable = 0;
static int isGameOverVariable = 0;
static int isHavingUncompletingGameVariable = 0;
static int isInitRandom = 0;
static int isPauseVariable = 1;
static Level levelGame = EASY;
static Map mapGame;
static int numberPlayers = 1;
static Snake players[2];
static int temporaryNumberPlayers = 1;
//==================================================
WORD changeForegroundColor(WORD attributes, Color code, int isIntensity) {
attributes &= (~FOREGROUND_BLUE) & (~FOREGROUND_GREEN) & (~FOREGROUND_RED) & (~FOREGROUND_INTENSITY);
switch (code) {
case RED:
attributes = attributes | FOREGROUND_RED;
break;
case GREEN:
attributes = attributes | FOREGROUND_GREEN;
break;
case BLUE:
attributes = attributes | FOREGROUND_BLUE;
break;
case YELLOW:
attributes = attributes | FOREGROUND_RED | FOREGROUND_GREEN;
break;
case CYAN:
attributes = attributes | FOREGROUND_GREEN | FOREGROUND_BLUE;
break;
case MAGENTA:
attributes = attributes | FOREGROUND_BLUE | FOREGROUND_RED;
break;
case WHITE:
attributes = attributes | FOREGROUND_RED | FOREGROUND_BLUE | FOREGROUND_GREEN;
break;
case BLACK:
attributes = attributes;
break;
}
if (isIntensity)
attributes = attributes | FOREGROUND_INTENSITY;
return attributes;
}
int nextHeadSnake(Snake player, COORD *nextHead) {
if (nextHead == NULL)
return -1;
*nextHead = player.head;
switch (player.direction) {
case UP:
if (nextHead->Y == 0)
return -1;
nextHead->Y -= 1;
break;
case DOWN:
if (nextHead->Y == mapGame.size.Y-1)
return -1;
nextHead->Y += 1;
break;
case LEFT:
if (nextHead->X == 0)
return -1;
nextHead->X -= 1;
break;
case RIGHT:
if (nextHead->X == mapGame.size.X-1)
return -1;
nextHead->X += 1;
break;
}
}
int nextRandom() {
int i, nEmpty, nxtRand;
if (!isInitRandom) {
isInitRandom = 1;
srand(time(NULL));
}
nEmpty = 0;
for (i = 0; i < ((int)mapGame.size.X)*((int)mapGame.size.Y); i++) {
if (mapGame.buffer[i] == 0)
nEmpty++;
}
if (nEmpty == 0)
return -1;
nxtRand = rand() % nEmpty + 1;
for (i = 0; i < ((int)mapGame.size.X)*((int)mapGame.size.Y); i++) {
if (mapGame.buffer[i] == 0) {
nxtRand--;
if (nxtRand == 0)
return i;
}
}
}
//==================================================
Scene getCurrentScene() {
return currentScene;
}
int getFoodValue() {
switch (levelGame) {
case EASY:
return 1;
case MEDIUM:
return 5;
case HARD:
return 10;
}
}
ResultMatch getResultMatch() {
switch (isGameOverVariable) {
case 1:
return PLAYER_1;
case 2:
return PLAYER_2;
case 3:
if (players[0].score > players[1].score)
return PLAYER_1;
else if (players[0].score < players[1].score)
return PLAYER_2;
else
return TIE;
default:
return UNKNOWN;
}
}
int getSpeedSnake() {
switch (levelGame) {
case EASY:
return 10;
case MEDIUM:
return 15;
case HARD:
return 30;
}
}
int isExitGame() {
return isExitGameVariable;
}
int isGameOver() {
return (isGameOverVariable == 0) ? 0 : 1;
}
int isHavingUncompletingGame() {
return isHavingUncompletingGameVariable;
}
int isPause() {
return isPauseVariable;
}
//==================================================
void setNewMap() {
int i;
COORD sizeScreen = getConsoleMaximumSize();
mapGame.size = createCoordObject(sizeScreen.X-2, sizeScreen.Y-3);
for (i = 0; i < ((int)mapGame.size.X)*((int)mapGame.size.Y); i++)
mapGame.buffer[i] = 0;
}
void setFood() {
int i, nEmpty, nFood;
nEmpty = nFood = 0;
for (i = 0; i < ((int)mapGame.size.X)*((int)mapGame.size.Y); i++) {
if (mapGame.buffer[i] == 0)
nEmpty++;
if (mapGame.buffer[i] < 0)
nFood++;
}
while (nFood == 0 || nFood*99 < nEmpty) {
i = nextRandom();
if (i == -1)
break;
mapGame.buffer[i] = -getFoodValue();
nFood++;
nEmpty--;
}
}
void setNewGame(int nPlayers, Level level) {
isHavingUncompletingGameVariable = 1;
isPauseVariable = 1;
isGameOverVariable = 0;
currentFrame = 0;
setNewMap();
numberPlayers = nPlayers;
if (numberPlayers == 2) {
players[1].head = createCoordObject(mapGame.size.X-2, mapGame.size.Y-1);
players[1].direction = LEFT;
players[1].length = 2;
players[1].score = 0;
mapGame.buffer[coord2int(mapGame.size.X-1, mapGame.size.Y-1, mapGame.size)] = 1;
mapGame.buffer[coord2int(mapGame.size.X-2, mapGame.size.Y-1, mapGame.size)] = 3;
}
players[0].head = createCoordObject(1, 0);
players[0].direction = RIGHT;
players[0].length = 2;
players[0].score = 0;
mapGame.buffer[coord2int(0, 0, mapGame.size)] = 2;
mapGame.buffer[coord2int(1, 0, mapGame.size)] = 4;
levelGame = level;
setFood();
}
void setGameOver(int winnerPlayer) {
isGameOverVariable |= winnerPlayer;
isHavingUncompletingGameVariable = 0;
if (numberPlayers == 2)
saveHighScore(players[1].score);
saveHighScore(players[0].score);
}
void setNextFrameInGame() {
int i;
COORD nextHead[2];
currentFrame++;
if (currentFrame % (60/getSpeedSnake()) != 0)
return;
if (numberPlayers == 1) {
if (nextHeadSnake(players[0], &nextHead[0]) == -1)
setGameOver(1);
else if (mapGame.buffer[coord2int(nextHead[0].X, nextHead[0].Y, mapGame.size)] < 0) {
players[0].head = nextHead[0];
players[0].length++;
players[0].score += -mapGame.buffer[coord2int(nextHead[0].X, nextHead[0].Y, mapGame.size)];
mapGame.buffer[coord2int(nextHead[0].X, nextHead[0].Y, mapGame.size)] = players[0].length*2;
setFood();
} else {
for (i = 0; i < ((int)mapGame.size.X)*((int)mapGame.size.Y); i++) {
if (mapGame.buffer[i] > 0)
mapGame.buffer[i] -= 2;
}
if (mapGame.buffer[coord2int(nextHead[0].X, nextHead[0].Y, mapGame.size)] > 0)
setGameOver(1);
players[0].head = nextHead[0];
mapGame.buffer[coord2int(nextHead[0].X, nextHead[0].Y, mapGame.size)] = players[0].length*2;
}
} else if (nextHeadSnake(players[0], &nextHead[0]) != -1 &&
nextHeadSnake(players[1], &nextHead[1]) != -1 &&
nextHead[0].X == nextHead[1].X && nextHead[0].Y == nextHead[1].Y) {
setGameOver(3);
players[0].head = nextHead[0];
players[1].head = nextHead[1];
if (mapGame.buffer[coord2int(nextHead[0].X, nextHead[0].Y, mapGame.size)] < 0) {
players[0].length++;
players[0].score += -mapGame.buffer[coord2int(nextHead[0].X, nextHead[0].Y, mapGame.size)];
players[1].length++;
players[1].score += -mapGame.buffer[coord2int(nextHead[1].X, nextHead[1].Y, mapGame.size)];
mapGame.buffer[coord2int(nextHead[0].X, nextHead[0].Y, mapGame.size)] = players[0].length*2 + players[1].length*2 - 1;
setFood();
} else {
for (i = 0; i < ((int)mapGame.size.X)*((int)mapGame.size.Y); i++) {
if (mapGame.buffer[i] == 1)
mapGame.buffer[i] = 0;
else if (mapGame.buffer[i] > 0)
mapGame.buffer[i] -= 2;
}
mapGame.buffer[coord2int(nextHead[0].X, nextHead[0].Y, mapGame.size)] = players[0].length*2 + players[1].length*2 - 1;
}
} else {
int temp = 0;
if (nextHeadSnake(players[0], &nextHead[0]) == -1)
setGameOver(2);
else if (mapGame.buffer[coord2int(nextHead[0].X, nextHead[0].Y, mapGame.size)] < 0) {
players[0].head = nextHead[0];
players[0].length++;
players[0].score += -mapGame.buffer[coord2int(nextHead[0].X, nextHead[0].Y, mapGame.size)];
mapGame.buffer[coord2int(nextHead[0].X, nextHead[0].Y, mapGame.size)] = players[0].length*2;
setFood();
} else {
for (i = 0; i < ((int)mapGame.size.X)*((int)mapGame.size.Y); i++) {
if (mapGame.buffer[i] > 0 && mapGame.buffer[i] % 2 == 0)
mapGame.buffer[i] -= 2;
}
temp |= 1;
}
if (nextHeadSnake(players[1], &nextHead[1]) == -1)
setGameOver(1);
else if (mapGame.buffer[coord2int(nextHead[1].X, nextHead[1].Y, mapGame.size)] < 0) {
players[1].head = nextHead[1];
players[1].length++;
players[1].score += -mapGame.buffer[coord2int(nextHead[1].X, nextHead[1].Y, mapGame.size)];
mapGame.buffer[coord2int(nextHead[1].X, nextHead[1].Y, mapGame.size)] = players[1].length*2 - 1;
setFood();
} else {
for (i = 0; i < ((int)mapGame.size.X)*((int)mapGame.size.Y); i++) {
if (mapGame.buffer[i] == 1)
mapGame.buffer[i] = 0;
else if (mapGame.buffer[i] > 0 && mapGame.buffer[i] % 2 == 1)
mapGame.buffer[i] -= 2;
}
temp |= 2;
}
if (temp & 1) {
if (mapGame.buffer[coord2int(nextHead[0].X, nextHead[0].Y, mapGame.size)] > 0)
setGameOver(2);
players[0].head = nextHead[0];
mapGame.buffer[coord2int(nextHead[0].X, nextHead[0].Y, mapGame.size)] = players[0].length*2;
}
if (temp & 2) {
if (mapGame.buffer[coord2int(nextHead[1].X, nextHead[1].Y, mapGame.size)] > 0)
setGameOver(1);
players[1].head = nextHead[1];
mapGame.buffer[coord2int(nextHead[1].X, nextHead[1].Y, mapGame.size)] = players[1].length*2 - 1;
}
}
}
void saveUncompletingGame() {
if (!isGameOver()) {
isHavingUncompletingGameVariable = 1;
isPauseVariable = 1;
}
}
void changeBetweenPlayPause() {
isPauseVariable = 1-isPauseVariable;
}
void changeDirectionSnake(int player, Direction newDirection) {
COORD tempNextHead;
Snake tempSnake = players[player-1];
tempSnake.direction = newDirection;
if (nextHeadSnake(tempSnake, &tempNextHead) == -1 ||
mapGame.buffer[coord2int(tempNextHead.X, tempNextHead.Y, mapGame.size)] != players[player-1].length*2 - ((player == 1) ? 2 : 3))
players[player-1].direction = newDirection;
}
void loadHighScore() {
int readHighScore = 0;
FILE *f = fopen("highscore.bin", "rb");
if (f != NULL) {
fread(&readHighScore, sizeof(int), 1, f);
fclose(f);
}
if (readHighScore > highScore)
highScore = readHighScore;
}
void saveHighScore(int newHighScore) {
if (highScore < newHighScore) {
highScore = newHighScore;
FILE *f = fopen("highscore.bin", "wb");
if (f != NULL) {
fwrite(&highScore, sizeof(int), 1, f);
fclose(f);
}
}
}
//==================================================
void drawIntro(CHAR_INFO buffer[]) {
int i;
clearBuffer(buffer);
drawTextToBuffer(buffer, 0, 0, "\xc9\xcd\xcd\xcd\xcd\xcd\xcd\xcd SNAKE GAME \xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xbb");
i = 0;
if (isHavingUncompletingGame()) {
drawTextToBuffer(buffer, 0, i+1, "\xba %c Continue \xba", ((currentSelection == i) ? '\xaf' : ' ')); i++;
}
drawTextToBuffer(buffer, 0, i+1, "\xba %c New Game \xba", ((currentSelection == i) ? '\xaf' : ' ')); i++;
drawTextToBuffer(buffer, 0, i+1, "\xba %c Help \xba", ((currentSelection == i) ? '\xaf' : ' ')); i++;
drawTextToBuffer(buffer, 0, i+1, "\xba %c High Score \xba", ((currentSelection == i) ? '\xaf' : ' ')); i++;
drawTextToBuffer(buffer, 0, i+1, "\xba %c Credit \xba", ((currentSelection == i) ? '\xaf' : ' ')); i++;
if (!isHavingUncompletingGame()) {
drawTextToBuffer(buffer, 0, i+1, "\xba \xba"); i++;
}
drawTextToBuffer(buffer, 0, i+1, "\xc8\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xbc");
}
void drawNewGame(CHAR_INFO buffer[]) {
clearBuffer(buffer);
drawTextToBuffer(buffer, 0, 0, "\xc9\xcd\xcd\xcd\xcd\xcd\xcd\xcd SNAKE GAME \xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xbb");
drawTextToBuffer(buffer, 0, 1, "\xba %c 1 Player \xba", ((currentSelection == 0) ? '\xaf' : ' '));
drawTextToBuffer(buffer, 0, 2, "\xba %c 2 Player \xba", ((currentSelection == 1) ? '\xaf' : ' '));
drawTextToBuffer(buffer, 0, 3, "\xba \xba");
drawTextToBuffer(buffer, 0, 4, "\xc8\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcdPress ESC to return\xcd\xbc");
}
void drawHelp(CHAR_INFO buffer[]) {
clearBuffer(buffer);
drawTextToBuffer(buffer,0,0, "\xc9\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd SNAKE GAME \xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xbb");
drawTextToBuffer(buffer,0,1, "\xba 1 Player : \xba");
drawTextToBuffer(buffer,0,2, "\xba Your goal is to move the sneak by pressing either \"WSAD\" or Arrow keys and eat as many \"food\" \xba");
drawTextToBuffer(buffer,0,3, "\xba blocks as possible.The food blocks spawn randomly on the screen. When the food is eaten, the sneak \xba");
drawTextToBuffer(buffer,0,4, "\xba grows in length and you will receive some points depending on the mode selection: \xba");
drawTextToBuffer(buffer,0,5, "\xba Easy : 1 point/block. \xba");
drawTextToBuffer(buffer,0,6, "\xba Medium : 5 point/block. \xba");
drawTextToBuffer(buffer,0,7, "\xba Hard : 10 point/block. \xba");
drawTextToBuffer(buffer,0,8, "\xba The game will stop: \xba");
drawTextToBuffer(buffer,0,9, "\xba +If the snake hits the boundary wall, the sneak dies. \xba");
drawTextToBuffer(buffer,0,10,"\xba +If the snake hits itself. \xba");
drawTextToBuffer(buffer,0,11,"\xba +If the length of the sneak equal the whole screen. \xba");
drawTextToBuffer(buffer,0,12,"\xba 2 Player : \xba");
drawTextToBuffer(buffer,0,13,"\xba The only difference is that there are two sneaks on the playfield : \xba");
drawTextToBuffer(buffer,0,14,"\xba 1st player controls a blue snake using \"WSAD\". \xba");
drawTextToBuffer(buffer,0,15,"\xba 2nd player controls a red snake using Arrow keys. \xba");
drawTextToBuffer(buffer,0,16,"\xba The game will stop: \xba");
drawTextToBuffer(buffer,0,17,"\xba +Either one of them hits itself or hits the other's tail. \xba");
drawTextToBuffer(buffer,0,18,"\xba +Either one of them hits the boundary wall. \xba");
drawTextToBuffer(buffer,0,19,"\xba +The length of either one of them equal the field. \xba");
drawTextToBuffer(buffer,0,20,"\xba When playing, there are shortcut keys you can use. \xba");
drawTextToBuffer(buffer,0,21,"\xba Press \"Enter\" to Pause/Resume. \xba");
drawTextToBuffer(buffer,0,22,"\xba Press \"ESC\" to return to the game menu. \xba");
drawTextToBuffer(buffer,0,23,"\xba \xba");
drawTextToBuffer(buffer,0,24,"\xba If you leave the game when the snake still alive, you can continue to play the previous game at \xba");
drawTextToBuffer(buffer,0,25,"\xba the game menu. Each game, your score will be saved in HIGH SCORE and only the highest point showed. \xba");
drawTextToBuffer(buffer,0,26,"\xba \xba");
drawTextToBuffer(buffer,0,27,"\xba Hope you have a great experience enjoying the game ! \xba");
drawTextToBuffer(buffer,0,28,"\xc8\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd Press ESC to return \xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xbc");
}
void drawLevel(CHAR_INFO buffer[]) {
clearBuffer(buffer);
drawTextToBuffer(buffer, 0, 0, "\xc9\xcd\xcd\xcd\xcd\xcd\xcd\xcd SNAKE GAME \xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xbb");
drawTextToBuffer(buffer, 0, 1, "\xba %c Easy \xba", ((currentSelection == 0) ? '\xaf' : ' '));
drawTextToBuffer(buffer, 0, 2, "\xba %c Medium \xba", ((currentSelection == 1) ? '\xaf' : ' '));
drawTextToBuffer(buffer, 0, 3, "\xba %c Hard \xba", ((currentSelection == 2) ? '\xaf' : ' '));
drawTextToBuffer(buffer, 0, 4, "\xba \xba");
drawTextToBuffer(buffer, 0, 5, "\xc8\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcdPress ESC to return\xcd\xbc");
}
void drawHighScore(CHAR_INFO buffer[]) {
clearBuffer(buffer);
drawTextToBuffer(buffer, 0, 0, "\xc9\xcd\xcd\xcd\xcd\xcd\xcd\xcd SNAKE GAME \xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xbb");
drawTextToBuffer(buffer, 0, 1, "\xba High Score \xba");
drawTextToBuffer(buffer, 0, 2, "\xba %10d \xba", highScore);
drawTextToBuffer(buffer, 0, 3, "\xba \xba");
drawTextToBuffer(buffer, 0, 4, "\xba \xba");
drawTextToBuffer(buffer, 0, 5, "\xc8\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcdPress ESC to return\xcd\xbc");
}
void drawCredit(CHAR_INFO buffer[]) {
clearBuffer(buffer);
drawTextToBuffer(buffer, 0, 0, "\xc9\xcd\xcd\xcd\xcd\xcd\xcd\xcd SNAKE GAME \xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xbb");
drawTextToBuffer(buffer, 0, 1, "\xba Dang Diem Linh \xba");
drawTextToBuffer(buffer, 0, 2, "\xba Duong Quang Vinh \xba");
drawTextToBuffer(buffer, 0, 3, "\xba Chu Quoc Minh \xba");
drawTextToBuffer(buffer, 0, 4, "\xc8\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcd\xcdPress ESC to return\xcd\xbc");
}
void drawInGame(CHAR_INFO buffer[]) {
int i, j;
COORD sizeScreen = getConsoleMaximumSize();
WORD attribute = getConsoleScreenBufferInfo().wAttributes;
if (!isPause() && !isGameOver())
setNextFrameInGame();
clearBuffer(buffer);
for (i = 0; i < sizeScreen.X; i++) {
buffer[coord2int(i, 0, sizeScreen)].Char.AsciiChar = '\xcd';
buffer[coord2int(i, sizeScreen.Y-2, sizeScreen)].Char.AsciiChar = '\xcd';
}
for (i = 0; i < sizeScreen.Y-1; i++) {
buffer[coord2int(0, i, sizeScreen)].Char.AsciiChar = '\xba';
buffer[coord2int(sizeScreen.X-1, i, sizeScreen)].Char.AsciiChar = '\xba';
}
buffer[coord2int(0, 0, sizeScreen)].Char.AsciiChar = '\xc9';
buffer[coord2int(sizeScreen.X-1, 0, sizeScreen)].Char.AsciiChar = '\xbb';
buffer[coord2int(0, sizeScreen.Y-2, sizeScreen)].Char.AsciiChar = '\xc8';
buffer[coord2int(sizeScreen.X-1, sizeScreen.Y-2, sizeScreen)].Char.AsciiChar = '\xbc';
for (i = 0; i < mapGame.size.X; i++) {
for (j = 0; j < mapGame.size.Y; j++) {
int temp = mapGame.buffer[coord2int(i, j, mapGame.size)];
if (temp < 0) {
buffer[coord2int(i+1, j+1, sizeScreen)].Char.AsciiChar = '\xfe';
buffer[coord2int(i+1, j+1, sizeScreen)].Attributes = changeForegroundColor(attribute, YELLOW, 1);
} else if (temp == players[0].length*2 + players[1].length*2 - 1) {
buffer[coord2int(i+1, j+1, sizeScreen)].Char.AsciiChar = '\xdb';
buffer[coord2int(i+1, j+1, sizeScreen)].Attributes = changeForegroundColor(attribute, MAGENTA, 1);
} else if (temp == players[0].length*2) {
buffer[coord2int(i+1, j+1, sizeScreen)].Char.AsciiChar = '\xdb';
buffer[coord2int(i+1, j+1, sizeScreen)].Attributes = changeForegroundColor(attribute, GREEN, 1);
} else if (temp == players[1].length*2 - 1) {
buffer[coord2int(i+1, j+1, sizeScreen)].Char.AsciiChar = '\xdb';
buffer[coord2int(i+1, j+1, sizeScreen)].Attributes = changeForegroundColor(attribute, RED, 1);
} else if (temp > 0) {
buffer[coord2int(i+1, j+1, sizeScreen)].Char.AsciiChar = '\xdb';
buffer[coord2int(i+1, j+1, sizeScreen)].Attributes = changeForegroundColor(attribute, ((temp%2) ? RED : GREEN), 0);
}
}
}
if (isGameOver()) {
if (numberPlayers == 1) {
drawTextToBuffer(buffer, 0, sizeScreen.Y-1, "Game Over! Your score is %d ...", players[0].score);
for (i = 0; i < sizeScreen.X-1; i++)
buffer[coord2int(i, sizeScreen.Y-1, sizeScreen)].Attributes = changeForegroundColor(attribute, WHITE, 1);
} else {
switch (getResultMatch()) {
case PLAYER_1:
drawTextToBuffer(buffer, 0, sizeScreen.Y-1, "Game Over! The winner is Player 1 ... Score: %d (P1) - %d (P2)", players[0].score, players[1].score);
for (i = 0; i < sizeScreen.X-1; i++)
buffer[coord2int(i, sizeScreen.Y-1, sizeScreen)].Attributes = changeForegroundColor(attribute, GREEN, 1);
break;
case PLAYER_2:
drawTextToBuffer(buffer, 0, sizeScreen.Y-1, "Game Over! The winner is Player 2 ... Score: %d (P1) - %d (P2)", players[0].score, players[1].score);
for (i = 0; i < sizeScreen.X-1; i++)
buffer[coord2int(i, sizeScreen.Y-1, sizeScreen)].Attributes = changeForegroundColor(attribute, RED, 1);
break;
case TIE:
drawTextToBuffer(buffer, 0, sizeScreen.Y-1, "Game Over! The result is tie ... Score: %d (P1) - %d (P2)", players[0].score, players[1].score);
for (i = 0; i < sizeScreen.X-1; i++)
buffer[coord2int(i, sizeScreen.Y-1, sizeScreen)].Attributes = changeForegroundColor(attribute, WHITE, 1);
break;
}
}
} else if (isPause()) {
drawTextToBuffer(buffer, 0, sizeScreen.Y-1, "Game Paused ... Press Enter to Continue");
for (i = 0; i < sizeScreen.X-1; i++)
buffer[coord2int(i, sizeScreen.Y-1, sizeScreen)].Attributes = changeForegroundColor(attribute, WHITE, 1);
} else if (numberPlayers == 1) {
drawTextToBuffer(buffer, 0, sizeScreen.Y-1, "Score: %10d Press Enter to Pause Press ESC to escape", players[0].score);
for (i = 0; i < sizeScreen.X-1; i++)
buffer[coord2int(i, sizeScreen.Y-1, sizeScreen)].Attributes = changeForegroundColor(attribute, WHITE, 1);
for (i = 0; i < 10; i++)
buffer[coord2int(i+7, sizeScreen.Y-1, sizeScreen)].Attributes = changeForegroundColor(attribute, GREEN, 1);
} else {
drawTextToBuffer(buffer, 0, sizeScreen.Y-1, "Score: %10d - %10d Press Enter to Pause Press ESC to escape", players[0].score, players[1].score);
for (i = 0; i < sizeScreen.X-1; i++)
buffer[coord2int(i, sizeScreen.Y-1, sizeScreen)].Attributes = changeForegroundColor(attribute, WHITE, 1);
for (i = 0; i < 10; i++)
buffer[coord2int(i+7, sizeScreen.Y-1, sizeScreen)].Attributes = changeForegroundColor(attribute, GREEN, 1);
for (i = 0; i < 10; i++)
buffer[coord2int(i+20, sizeScreen.Y-1, sizeScreen)].Attributes = changeForegroundColor(attribute, RED, 1);
}
}
//==================================================
void processKeyIntro(KEY_EVENT_RECORD event) {
int numberSelection;
if (event.bKeyDown)
return;
if (isHavingUncompletingGame())
numberSelection = 5;
else
numberSelection = 4;
switch (event.wVirtualKeyCode) {
case VK_ESCAPE:
isExitGameVariable = 1;
break;
case VK_RETURN:
switch ((isHavingUncompletingGame()) ? currentSelection : currentSelection+1) {
case 0:
toContinue();
break;
case 1:
toNewGame();
break;
case 2:
toHelp();
break;
case 3:
toHighScore();
break;
case 4:
toCredit();
break;
}
break;
case VK_UP:
currentSelection = (currentSelection - 1 + numberSelection)%numberSelection;
break;
case VK_DOWN:
currentSelection = (currentSelection + 1 + numberSelection)%numberSelection;
break;
}
}
void processKeyNewGame(KEY_EVENT_RECORD event) {
int numberSelection = 2;
if (event.bKeyDown)
return;
switch (event.wVirtualKeyCode) {
case VK_ESCAPE:
toIntro();
break;
case VK_RETURN:
temporaryNumberPlayers = currentSelection + 1;
toLevel();
break;
case VK_UP:
currentSelection = (currentSelection - 1 + numberSelection)%numberSelection;
break;
case VK_DOWN:
currentSelection = (currentSelection + 1 + numberSelection)%numberSelection;
break;
}
}
void processKeyHelp(KEY_EVENT_RECORD event) {
int numberSelection = 3;
if(event.bKeyDown)
return;
switch(event.wVirtualKeyCode) {
case VK_ESCAPE:
toIntro();
break;
}
}
void processKeyLevel(KEY_EVENT_RECORD event) {
int numberSelection = 3;
if (event.bKeyDown)
return;
switch (event.wVirtualKeyCode) {
case VK_ESCAPE:
toNewGame();
break;
case VK_RETURN:
switch (currentSelection) {
case 0:
setNewGame(temporaryNumberPlayers, EASY);
break;
case 1:
setNewGame(temporaryNumberPlayers, MEDIUM);
break;
case 2:
setNewGame(temporaryNumberPlayers, HARD);
break;
}
toInGame();
break;
case VK_UP:
currentSelection = (currentSelection - 1 + numberSelection)%numberSelection;
break;
case VK_DOWN:
currentSelection = (currentSelection + 1 + numberSelection)%numberSelection;
break;
}
}
void processKeyHighScore(KEY_EVENT_RECORD event) {
if (event.bKeyDown)
return;
switch (event.wVirtualKeyCode) {
case VK_ESCAPE:
toIntro();
break;
}
}
void processKeyCredit(KEY_EVENT_RECORD event) {
if (event.bKeyDown)
return;
switch (event.wVirtualKeyCode) {
case VK_ESCAPE:
toIntro();
break;
}
}
void processKeyInGame(KEY_EVENT_RECORD event) {
if (event.bKeyDown)
return;
switch (event.wVirtualKeyCode) {
case VK_ESCAPE:
if (!isGameOver())
saveUncompletingGame();
toIntro();;
break;
case VK_RETURN:
changeBetweenPlayPause();
break;
case VK_UP:
if (numberPlayers == 2)
changeDirectionSnake(2, UP);
else
changeDirectionSnake(1, UP);
break;
case VK_DOWN:
if (numberPlayers == 2)
changeDirectionSnake(2, DOWN);
else
changeDirectionSnake(1, DOWN);
break;
case VK_LEFT:
if (numberPlayers == 2)
changeDirectionSnake(2, LEFT);
else
changeDirectionSnake(1, LEFT);
break;
case VK_RIGHT:
if (numberPlayers == 2)
changeDirectionSnake(2, RIGHT);
else
changeDirectionSnake(1, RIGHT);
break;
case 0x57:
if (numberPlayers == 2)
changeDirectionSnake(1, UP);
break;
case 0x53:
if (numberPlayers == 2)
changeDirectionSnake(1, DOWN);
break;
case 0x41:
if (numberPlayers == 2)
changeDirectionSnake(1, LEFT);
break;
case 0x44:
if (numberPlayers == 2)
changeDirectionSnake(1, RIGHT);
break;
}
}
//==================================================
void toIntro() {
currentScene = INTRO;
currentSelection = 0;
addKeyEventFunction(&processKeyIntro);
}
void toContinue() {
if (!isHavingUncompletingGame())
toIntro();
else
toInGame();
}
void toNewGame() {
currentScene = NEWGAME;
currentSelection = 0;
addKeyEventFunction(&processKeyNewGame);
}
void toHelp() {
currentScene = HELP;
addKeyEventFunction(&processKeyHelp);
}
void toLevel() {
currentScene = LEVEL;
currentSelection = 0;
addKeyEventFunction(&processKeyLevel);
}
void toHighScore() {
loadHighScore();
currentScene = HIGHSCORE;
addKeyEventFunction(&processKeyHighScore);
}
void toCredit() {
currentScene = CREDIT;
addKeyEventFunction(&processKeyCredit);
}
void toInGame() {
currentScene = INGAME;
addKeyEventFunction(&processKeyInGame);
}
//==================================================
void initGame() {
initConsole();
toIntro();
}
void runGame() {
CHAR_INFO buffer[65536]; //khoi tao buffer de ve
initGame(); //khoi tao chuong trinh game
while (!isExitGame()) { //kiem tra trang thai tro choi da ket thuc chua
delayFPS(60); //tam dung FPS trong 1/60 giay
processEventsNonBlocking(); //xu ly su kien ma khong chan chuong trinh
switch (getCurrentScene()) { //lay canh hien tai
case INTRO: //INTRO
drawIntro(buffer); //Ve Intro
writeFullConsoleBuffer(buffer); //Buffer luu tru INTRO va chuyen sang man hinh CONSOLE
break;
case NEWGAME: //tuong tu INTRO
drawNewGame(buffer);
writeFullConsoleBuffer(buffer);
break;
case LEVEL: //tuong tu INTRO
drawLevel(buffer);
writeFullConsoleBuffer(buffer);
break;
case HIGHSCORE: //tuong tu INTRO
drawHighScore(buffer);
writeFullConsoleBuffer(buffer);
break;
case CREDIT: //tuong tu INTRO
drawCredit(buffer);
writeFullConsoleBuffer(buffer);
break;
case INGAME: //tuong tu INTRO
drawInGame(buffer);
writeFullConsoleBuffer(buffer);
break;
case HELP: //tuong tu INTRO
drawHelp(buffer);
writeFullConsoleBuffer(buffer);
break;
}
}
}