CLI-based maze-game: Difference between revisions
Thundergnat (talk | contribs) m Automated syntax highlighting fixup (second round - minor fixes) |
m →{{header|Wren}}: Wren-trait -> Wren-iterate |
||
Line 1,460:
{{libheader|Wren-dynamic}}
{{libheader|Wren-str}}
{{libheader|Wren-
An embedded script so we can use the ncurses library.
<syntaxhighlight lang="ecmascript">/* cli_based_maze_game.wren */
Line 1,466:
import "./dynamic" for Enum, Tuple, Struct
import "./str" for Char
import "./
import "random" for Random
|
Revision as of 20:05, 28 February 2023
- Task
Create a complete but CLI-controlled maze-game! Use the CLI interface only. The symbols:
1. The hero: @
2. Strong monsters: * (they can kill you).
3. Weak monsters: . (You can kill them).
4. Treasure: $
5. Wall: X
6. Bomb: b
7. Revolving door: -o-
and:
|
o
|
(the monsters are stupid, they can't use these doors)
Monsters must be moved by the computer, automatically. Use for this subtask a fork()-ed part of your program.
The maze must be generated randomly, at each start of the game.
Note: I apologize of my bad English, I'm very sorry...
Furor
###sysinclude terminal.uh
###sysinclude into.uh
###sysinclude math.uh
###define VÁRAKOZIK 40000
// Minél nagyobb a fenti szám, annál lassabban mozognak a szörnyek.
###define MERETX 69
// A labirintus oszlopainak számozása 0 és MERETX-1 közt történik.
// MERETX muszáj hogy páratlan szám legyen.
###define MERETY 31
// A labirintus sorainak számozása 0 és MERETY-1 közt történik.
// MERETY muszáj hogy páratlan szám legyen.
###define TREASURE '$
###define TREASUREDB 3
// A treasuredb jelenti, hány $ jel lesz elhelyezve
###define WAY 32
###define FAL 'X
###define wayszín 0
###define wayháttérszín 0
// Az alábbi doors az ajtók számát jelzi a labirintus falaiban.
###define doors 20
###define AJTÓKÖZEPE 'o
###define AJTÓSZÁRNYFÜGGŐLEGES '|
###define AJTÓSZÁRNYVÍZSZINTES '-
###define AJTÓszín $e
###define AJTÓháttérszín 0
###define FALszín $1b
###define FALháttérszín FALszín
###define HŐS '@
###define HALOTTHŐS '+
###define HŐSszín 9
###define HŐSháttérszín 0
###define kincsszín $b
###define kincsháttérszín 0
// Ennyi bombát lehet találni a labirintusban:
###define bombákszáma 5
###define bomba 'b
###define bombaszín $a6
###define bombaháttérszín 0
###define szörnyekszáma 20
###define szörny '*
###define szörnyszín $d
###define szörnyháttérszín 0
###define gyengeszörny '.
###define gyengeszörnyszín $cd
###define gyengeszörnyháttérszín 0
###define szörnygyengülvalószínűség 25
// A fenti szám minél magasabb, annál kisebb az esélye hogy egy erős szörny gyengévé válik.
###define szörnyerősödikvalószínűség 5
// A fenti szám minél magasabb, annál kisebb az esélye annak, hogy egy gyenge szörny megerősödik.
argc 2 > {
."Labirintusjáték. Készítette: Viola Zoltán alias Harold King alias Fossil Codger.\n"
."(fossilcodger@gmail.com)\n"
."A program a Furor programnyelven íródott, azt a programnyelvet is én, Viola Zoltán írtam.\n"
."A játék célja: az összes kincs megszerzése. A kincs jelképe a $ jel.\n"
."Kilépés: az Esc 2-szer lenyomva, vagy a q.\n"
."A b lenyomásával robbanthatsz, de csak amíg maradt bombád.\n"
."Egy bomba minden falat lerombol a játékos körül (a labirintus legszélső, keretező"
." falait kivéve), de a szörnyeket nem öli meg.\n"
."A bomba átlósan se rombol, csak függőlegesen és vízszintesen!\n"
."A bomba nem pusztítja el az ajtókat, és a kincset se.\n"
."Bombákat találhatsz is a labirintusban, ezeket a b betű jelképezi. Ha rájuk lépsz,\n"
."azzal megszerezted a bombát, azaz a bombáid száma növekszik, később ezeket\n"
."felhasználhatod.\n"
."A játék akkor ér véget, ha az összes kincset megszerezted.\n"
."A labirintusban nem csak falak, de forgóajtók is vannak.\n"
."A forgóajtó ha vízszintes, így néz ki: -o-\n"
."Ha meg függőleges akkor így:\n"
."|\n"
."o\n"
."|\n"
."A forgóajtó közepét az o karakter, a szárnyait a vonal jelképezi.\n"
."A forgóajtó elfordítható, ha a szárnyának a megfelelő irányból nekimész a karaktereddel,\n"
."és ha semmi se áll az elforgatás útjában.\n"
."A játékost a @ jelképezi a játékban, s kiindulási helye mindig a bal alsó sarokban van.\n"
."Van a játékban kis csalásra is lehetőség: a B (nagy bé betű) minden lenyomása eggyel\n"
."megnöveli a bombáid mennyiségét.\n"
end
}
3 sto bombs // A bombák száma.
randinit // A véletlenszámgenerátor inicializálása
pálya MERETY MERETX createsharedscreen
100 shared sto messagestring // kommunikációs terület a forkolt programrészeknek
szörnyekszáma shared sto sxkoord
szörnyekszáma shared sto sykoord
üres() // Ez elkészíti az üres területet, falakkal körülhatárolva
generatemaze() // Ez legenerálja véletlenszerűen a labirintust
// ********************************************************
//
// Ki- és bejáratok generálása, ha szükséges:
//
MERETY 2 - dup sto y sto newy 0 dup sto x sto newx
pálya @y @x HŐS [[^]] // A hős karakterének letevése
// ********************************************************
cursoroff
cls
§kirajzol fork sto kirajzoló
§szörnymozgat fork sto szörnymozgató
kirajzolni:
@newy sto y @newx sto x
kirajzol2:
@messagestring 6 [] then §meghaltahős
@messagestring 1 @bombs [^]
@messagestring 2 @kincsszámláló [^]
@kincsszámláló TREASUREDB #g == {
100000 usleep
@messagestring 5 1 [^] // Üzenetküldés a szörnymozgatás leállítására
@messagestring 0 1 [^] // üzenetküldés a kirajzolónak hogy álljon le
@szörnymozgató wait
@kirajzoló wait
."YOU WON! Congratulations!\n"
goto §vége
}
pálya @y @x [[]] HALOTTHŐS == {
100000 usleep
meghaltahős:
@messagestring 5 1 [^] // Üzenetküldés a szörnymozgatás leállítására
@messagestring 0 1 [^] // üzenetküldés a kirajzolónak hogy álljon le
@szörnymozgató wait
@kirajzoló wait
."YOU PERISHED! :(\n"
goto §vége
}
// Billentyűzetinput
newinputchar: #g 11 into sto kar
@kar $ffffffffffffffff == then §kirajzol2
@kar 128 < { @kar 27 == then §vége2
@kar 'q == then §vége2
@kar 'B == { inc bombs goto §kirajzol2 }
@kar 'b == { @bombs else §newinputchar // Ha elfogyott a bomba, hiába minden...
dec bombs
@x 1 > { pálya @y @x -- [[]] FAL == { pálya @y @x -- WAY [[^]] } }
@y 1 > { @x { pálya @y -- @x [[]] FAL == { pálya @y -- @x WAY [[^]] } } }
@x MERETX 2 - < { pálya @y @x ++ [[]] FAL == { pálya @y @x ++ WAY [[^]] } }
@y MERETY 2 - < { @x { pálya @y ++ @x [[]] FAL == { pálya @y ++ @x WAY [[^]] } } }
goto §kirajzol2
}
goto §newinputchar }
@kar $ff & sto k
@x sto newx @y sto newy
@k 1 == { // kurzorfel
dec newy @newy else §newinputchar
@x else §lépés
@y 1 == §newinputchar
// -o-
// @
pálya @newy @newx [[]] AJTÓSZÁRNYVÍZSZINTES ==
pálya @newy @newx ++ [[]] AJTÓKÖZEPE ==
pálya @newy -- @newx [[]] WAY ==
pálya @newy -- @newx ++ [[]] WAY ==
pálya @newy ++ @newx 2 + [[]] WAY ==
pálya @newy ++ @newx ++ [[]] WAY ==
& & & & & {
pálya @newy @newx WAY [[^]]
pálya @newy @newx 2 + WAY [[^]]
pálya @newy -- @newx ++ AJTÓSZÁRNYFÜGGŐLEGES [[^]]
pálya @newy ++ @newx ++ AJTÓSZÁRNYFÜGGŐLEGES [[^]]
goto §lépés
}
// -o-
// @
pálya @newy @newx [[]] AJTÓSZÁRNYVÍZSZINTES ==
pálya @newy @newx -- [[]] AJTÓKÖZEPE ==
pálya @newy -- @newx [[]] WAY ==
pálya @newy -- @newx -- [[]] WAY ==
pálya @newy ++ @newx 2 - [[]] WAY ==
pálya @newy ++ @newx -- [[]] WAY ==
& & & & & {
pálya @newy @newx WAY [[^]]
pálya @newy @newx 2 - WAY [[^]]
pálya @newy -- @newx -- AJTÓSZÁRNYFÜGGŐLEGES [[^]]
pálya @newy ++ @newx -- AJTÓSZÁRNYFÜGGŐLEGES [[^]]
goto §lépés
}
goto §lépés
} // kurzorfel vége
@k 2 == { // kurzorle
inc newy @newy MERETY -- >= then §newinputchar
@x else §lépés
// @
// -o-
pálya @newy @newx [[]] AJTÓSZÁRNYVÍZSZINTES ==
pálya @newy @newx ++ [[]] AJTÓKÖZEPE ==
pálya @newy ++ @newx [[]] WAY ==
pálya @newy ++ @newx ++ [[]] WAY ==
pálya @newy -- @newx 2 + [[]] WAY ==
pálya @newy -- @newx ++ [[]] WAY ==
& & & & & {
pálya @newy @newx WAY [[^]]
pálya @newy @newx 2 + WAY [[^]]
pálya @newy -- @newx ++ AJTÓSZÁRNYFÜGGŐLEGES [[^]]
pálya @newy ++ @newx ++ AJTÓSZÁRNYFÜGGŐLEGES [[^]]
goto §lépés
}
// @
// -o-
pálya @newy @newx [[]] AJTÓSZÁRNYVÍZSZINTES ==
pálya @newy @newx -- [[]] AJTÓKÖZEPE ==
pálya @newy ++ @newx [[]] WAY ==
pálya @newy ++ @newx -- [[]] WAY ==
pálya @newy -- @newx 2 - [[]] WAY ==
pálya @newy -- @newx -- [[]] WAY ==
& & & & & {
pálya @newy @newx WAY [[^]]
pálya @newy @newx 2 - WAY [[^]]
pálya @newy -- @newx -- AJTÓSZÁRNYFÜGGŐLEGES [[^]]
pálya @newy ++ @newx -- AJTÓSZÁRNYFÜGGŐLEGES [[^]]
goto §lépés
}
goto §lépés
} // kurzorle vége
@k 3 == { // kurzorjobbra
inc newx @newx MERETX >= then §newinputchar
@x MERETX -- == then §newinputchar
@x else §lépés
// @|
// o
// |
//@newy 2 + MERETY >= then §lépés
pálya @newy @newx [[]] AJTÓSZÁRNYFÜGGŐLEGES ==
pálya @newy ++ @newx [[]] AJTÓKÖZEPE == & else §jobbra2
pálya @newy @newx ++ [[]] WAY ==
pálya @newy ++ @newx ++ [[]] WAY ==
pálya @newy ++ @newx -- [[]] WAY ==
pálya @newy 2 + @newx -- [[]] WAY ==
& & & {
pálya @newy @newx WAY [[^]]
pálya @newy 2 + @newx WAY [[^]]
pálya @newy ++ @newx -- AJTÓSZÁRNYVÍZSZINTES [[^]]
pálya @newy ++ @newx ++ AJTÓSZÁRNYVÍZSZINTES [[^]]
goto §lépés
}
// |
// o
// @|
jobbra2:
@newy -- else §lépés
pálya @newy @newx [[]] AJTÓSZÁRNYFÜGGŐLEGES ==
pálya @newy -- @newx [[]] AJTÓKÖZEPE ==
pálya @newy @newx ++ [[]] WAY ==
pálya @newy -- @newx ++ [[]] WAY ==
pálya @newy -- @newx -- [[]] WAY ==
pálya @newy 2 - @newx -- [[]] WAY ==
& & & & & {
pálya @newy @newx WAY [[^]]
pálya @newy 2 - @newx WAY [[^]]
pálya @newy -- @newx -- AJTÓSZÁRNYVÍZSZINTES [[^]]
pálya @newy -- @newx ++ AJTÓSZÁRNYVÍZSZINTES [[^]]
goto §lépés
}
goto §lépés
} // kurzorjobbra vége
@k 4 == { // kurzorbalra
@x else §newinputchar
dec newx @newx else §newinputchar
// |@
// o
// |
//@newy 2 + MERETY >= then §lépés
pálya @newy @newx [[]] AJTÓSZÁRNYFÜGGŐLEGES ==
pálya @newy ++ @newx [[]] AJTÓKÖZEPE == & else §balra2
pálya @newy @newx -- [[]] WAY ==
pálya @newy ++ @newx -- [[]] WAY ==
pálya @newy ++ @newx ++ [[]] WAY ==
pálya @newy 2 + @newx ++ [[]] WAY ==
& & & {
pálya @newy @newx WAY [[^]]
pálya @newy 2 + @newx WAY [[^]]
pálya @newy ++ @newx -- AJTÓSZÁRNYVÍZSZINTES [[^]]
pálya @newy ++ @newx ++ AJTÓSZÁRNYVÍZSZINTES [[^]]
goto §lépés
}
// |
// o
// |@
balra2:
//@newy -- else §lépés
pálya @newy @newx [[]] AJTÓSZÁRNYFÜGGŐLEGES ==
pálya @newy -- @newx [[]] AJTÓKÖZEPE == & else §lépés
pálya @newy @newx -- [[]] WAY ==
pálya @newy -- @newx ++ [[]] WAY ==
pálya @newy -- @newx -- [[]] WAY ==
pálya @newy 2 - @newx ++ [[]] WAY ==
& & & {
pálya @newy @newx WAY [[^]]
pálya @newy 2 - @newx WAY [[^]]
pálya @newy -- @newx -- AJTÓSZÁRNYVÍZSZINTES [[^]]
pálya @newy -- @newx ++ AJTÓSZÁRNYVÍZSZINTES [[^]]
goto §lépés
}
goto §lépés
} // kurzorbalra vége
goto §newinputchar
// =========================================================
// =========================================================
lépés:
pálya @newy @newx [[]] FAL == then §newinputchar
pálya @newy @newx [[]] AJTÓKÖZEPE == then §newinputchar
pálya @newy @newx [[]] AJTÓSZÁRNYVÍZSZINTES == then §newinputchar
pálya @newy @newx [[]] AJTÓSZÁRNYFÜGGŐLEGES == then §newinputchar
pálya @newy @newx [[]] TREASURE == { inc kincsszámláló }
pálya @newy @newx [[]] bomba == { inc bombs }
pálya @newy @newx [[]] szörny == { pálya @y @x WAY [[^]]
pálya @newy @newx HALOTTHŐS [[^]]
goto §kirajzolni }
pálya @y @x WAY [[^]]
pálya @newy @newx HŐS [[^]]
goto §kirajzolni
// *******************************************************
vége2:
// üzenetküldés a child processeknek hogy álljanak le
@messagestring 0 1 [^]
@messagestring 5 1 [^]
// Várakozás a child processek befejeződésére:
@szörnymozgató wait
@kirajzoló wait
vége:
@messagestring free
@sxkoord free
@sykoord free
pálya eraseshared
,,, cursoron
end
// ********************************************************
kirajzol:
closestdin // Nem várunk semmi billentyűzetinputot
{... // végtelenciklus
// .......................................................
@messagestring 0 [] { end } // Parancs érkezett szeppuku elkövetésére...
// .......................................................
topleft
#k MERETY yloop: {| MERETX {|
pálya {}§yloop {} [[]] WAY == { wayszín tint wayháttérszín !tint pálya {}§yloop {} [[]] print {<} }
pálya {}§yloop {} [[]] FAL == { FALszín tint FALháttérszín !tint pálya {}§yloop {} [[]] print {<} }
pálya {}§yloop {} [[]] AJTÓSZÁRNYFÜGGŐLEGES == { AJTÓszín tint AJTÓháttérszín !tint pálya {}§yloop {} [[]] print {<} }
pálya {}§yloop {} [[]] AJTÓSZÁRNYVÍZSZINTES == { AJTÓszín tint AJTÓháttérszín !tint pálya {}§yloop {} [[]] print {<} }
pálya {}§yloop {} [[]] AJTÓKÖZEPE == { AJTÓszín tint AJTÓháttérszín !tint pálya {}§yloop {} [[]] print {<} }
pálya {}§yloop {} [[]] bomba == { bombaszín tint bombaháttérszín !tint pálya {}§yloop {} [[]] print {<} }
pálya {}§yloop {} [[]] szörny == { szörnyszín tint szörnyháttérszín !tint pálya {}§yloop {} [[]] print {<} }
pálya {}§yloop {} [[]] gyengeszörny == {
gyengeszörnyszín tint gyengeszörnyháttérszín !tint pálya {}§yloop {} [[]] print {<} }
pálya {}§yloop {} [[]] HŐS == { HŐSszín tint HŐSháttérszín !tint pálya {}§yloop {} [[]] print {<} }
pálya {}§yloop {} [[]] HALOTTHŐS == { HŐSszín tint HŐSháttérszín !tint pálya {}§yloop {} [[]] print {<} }
pálya {}§yloop {} [[]] 'a >= pálya {}§yloop {} [[]] 'z <= &
{ kincsszín tint kincsháttérszín !tint pálya {}§yloop {} [[]] print {<} }
,,, pálya {}§yloop {} [[]] print
|} ,,, NL |} NL
."Collected treasure = " #g @messagestring 2 [] print ." Bombs = " @messagestring 1 [] printnl
VÁRAKOZIK usleep
...}
// ********************************************************
szörnymozgat:
closestdin closestdout closestderr // Nem várunk semmi billentyűzetinputot és nem is írunk sehova
randinit
{... // végtelenciklus
6000 usleep
// .......................................................
@messagestring 5 [] { end } // Parancs érkezett szeppuku elkövetésére...
// .......................................................
szörnyekszáma random sto akts
@sxkoord @akts [] sto! sx @sykoord @akts [] sto! sy #g | !{ {.<.} }
pálya @sy @sx [[]] szörny == {
szörnygyengülvalószínűség random 1 == { pálya @sy @sx gyengeszörny [[^]] {.<.} }
sbr §szörnylépéskeres
#g
@szörnyy @szörnyx | !{ {.<.} } // Ha nem talált helyet ahova mozoghatna
pálya @szörnyy @szörnyx [[]] HŐS == { pálya @szörnyy @szörnyx HALOTTHŐS [[^]] @messagestring 6 1 [^] 1000 usleep {.<.} }
pálya @sy @sx WAY [[^]] pálya @szörnyy @szörnyx szörny [[^]]
@sxkoord @akts @szörnyx [^] @sykoord @akts @szörnyy [^]
{.<.}
}
pálya @sy @sx [[]] gyengeszörny == {
szörnyerősödikvalószínűség random 1 == { pálya @sy @sx szörny [[^]] {.<.} }
sbr §szörnylépéskeres
#g
@szörnyy @szörnyx | !{ {.<.} } // Ha nem talált helyet ahova mozoghatna
pálya @sy @sx WAY [[^]]
pálya @szörnyy @szörnyx [[]] HŐS != { // Ha gyenge szörny találkozik a hőssel, a szörnynek vége, nem rajzoljuk ki
pálya @szörnyy @szörnyx gyengeszörny [[^]]
}{ zero szörnyx zero szörnyy }
@sxkoord @akts @szörnyx [^] @sykoord @akts @szörnyy [^]
{.<.}
}
...}
// .......................................................
szörnylépéskeres:
zero szörnyy zero szörnyx
24 random sto kvartett // Választunk egy iránykvartettet
#g 4 {|
@kvartett 4 * {} + §irányok[] sto sirány
@sirány 0 == { // fel
@sy !{ {<} }
pálya @sy -- @sx [[]] WAY ==
pálya @sy -- @sx [[]] HŐS == | { @sy -- sto szörnyy @sx sto szörnyx rts }
{<}
} // fel vége
@sirány 1 == { // le
@sy ++ MERETY -- >= { {<} }
pálya @sy ++ @sx [[]] WAY ==
pálya @sy ++ @sx [[]] HŐS == | { @sy ++ sto szörnyy @sx sto szörnyx rts }
{<}
} // le vége
@sirány 2 == { // balra
@sx !{ {<} }
pálya @sy @sx -- [[]] WAY ==
pálya @sy @sx -- [[]] HŐS == | { @sy sto szörnyy @sx -- sto szörnyx rts }
{<}
} // balra vége
@sirány 3 == { // jobbra
@sx ++ MERETX -- >= { {<} }
pálya @sy @sx ++ [[]] WAY ==
pálya @sy @sx ++ [[]] HŐS == | { @sy sto szörnyy @sx ++ sto szörnyx rts }
{<}
} // jobbra vége
|}
rts
irányok:
0 1 2 3 0 1 3 2 0 2 1 3 0 2 3 1 0 3 1 2 0 3 2 1
1 0 2 3 1 0 3 2 1 2 0 3 1 2 3 0 1 3 0 2 1 3 2 0
2 1 0 3 2 1 3 0 2 0 1 3 2 0 3 1 2 3 1 0 2 3 0 1
3 1 2 0 3 1 0 2 3 2 1 0 3 2 0 1 3 0 1 2 3 0 2 1
// ********************************************************************
{ „k” }
{ „x” }
{ „y” }
{ „sx” }
{ „sy” }
{ „kar” }
{ „newx” }
{ „newy” }
{ „akts” }
{ „bombs” }
{ „pálya” }
{ „sirány” }
{ „sxkoord” }
{ „sykoord” }
{ „szörnyx” }
{ „szörnyy” }
{ „kvartett” }
{ „kirajzoló” }
{ „messagestring” }
{ „szörnymozgató” }
{ „kincsszámláló” }
{ „myerrorhandler” // A hibakezelő rutin. Igazság szerint abszolút nincs szükség rá,
// de itt illik legyen a helye ha egy komolyabb progi része lenne
// ez a labirintusrajzoló.
#g sto hibakód sto hívórutin sto hívóneve
."Hiba történt ebben a névtérben: " @hívóneve sprintnl
."Ezt a hibakódot kaptam: " @hibakód printnl
end
{ „hibakód” }
{ „hívórutin” }
{ „hívóneve” }
}
// ---------------------------------------------
{ „üres” __usebigbossnamespace
// Kitölti úttal az egész pályát, de a széleit falakkal
MERETY yciklus: {| MERETX {|
pálya {}§yciklus {} WAY [[^]]
|} |}
MERETY {| pálya {} 0 FAL [[^]] pálya {} MERETX -- FAL [[^]] |}
MERETX {| pálya 0 {} FAL [[^]] pálya MERETY -- {} FAL [[^]] |}
end
}
// ---------------------------------------------
{ „generatemaze” __usebigbossnamespace
###sysinclude math.uh
// Az alábbi sorban beállítjuk az errorhandler függvényt a megfelelőképpen:
@initflag !{ one initflag myerrorhandler §myerrorhandlerlabel set errorhandler }
#g // Végig egész számokkal dolgozunk
// Az alábbi 2 sorban memóriát foglalunk 2 stringnek, amik
// segédváltozókként funkcionálnak majd, flagek tárolását végzik:
MERETX mem !maximize sto oszlopflag
MERETY mem !maximize sto sorflag
// ***********************************************************
// Az oszlopok és sorok első és utolsó pozícióit bejelöljük,
// mondván hogy ott már van fal.
//
@oszlopflag 0 1 [^]
@oszlopflag @oszlopflag~ -- 1 [^]
@sorflag 0 1 [^]
@sorflag @sorflag~ -- 1 [^]
// ***********************************************************
// Az alábbi 2 ciklusban az oszlopok és sorok flagjait tároló
// stringek minden páratlanadik pozícióját bejelöljük, ez jelzi
// később, hogy azokkal a sorokkal illetve oszlopokkal nem kell
// törődnie. Fal ugyanis csak páros indexű helyeken építhető.
//
MERETX -- {| {} 2 !/ then{<} @oszlopflag {+} 1 [^] |}
MERETY -- {| {} 2 !/ then{<} @sorflag {+} 1 [^] |}
// ***********************************************************
nextrandom:
// ...............................................
// E két ciklus csekkolja le, van-e még olyan
// sor illetve oszlop, amit nem vizsgáltunk végig.
@oszlopflag {~ @@ !{ goto §kell } |}
@sorflag {~ @@ !{ goto §kell } |}
// ...............................................
// Elhelyezzük a forgóajtókat:
doors {|
newrandomneed:
MERETX random sto x
MERETY random sto y pálya @y @x [[]] WAY == then §newrandomneed
// Most már biztos hogy itt fal van.
@x 2 < then §newrandomneed @y 2 < then §newrandomneed
@x MERETX 3 - > then §newrandomneed @y MERETY 3 - > then §newrandomneed
// Megnézzük, függőleges ajtót betehetünk-e.
pálya @y -- @x [[]] FAL == // Ha az aktuális pozíció fölött is fal van
pálya @y ++ @x [[]] FAL == // Ha az aktuális pozíció alatt is fal van
pálya @y -- @x -- [[]] WAY == // balfelső sarok szabad
pálya @y -- @x ++ [[]] WAY == // jobbfelső sarok szabad
pálya @y ++ @x -- [[]] WAY == // balalsó sarok szabad
pálya @y ++ @x ++ [[]] WAY == // jobbalsó sarok szabad
pálya @y @x -- [[]] WAY == // bal szomszéd szabad
pálya @y @x ++ [[]] WAY == // jobb szomszéd szabad
& & & & & & & else §vízszintesteszt
pálya @y @x AJTÓKÖZEPE [[^]]
pálya @y -- @x AJTÓSZÁRNYFÜGGŐLEGES [[^]]
pálya @y ++ @x AJTÓSZÁRNYFÜGGŐLEGES [[^]]
{<}
vízszintesteszt:
// Megnézzük, vízszintes ajtót betehetünk-e.
pálya @y @x -- [[]] FAL == // Ha az aktuális pozíció mellett balra is fal van
pálya @y @x ++ [[]] FAL == // Ha az aktuális pozíció mellett jobbra is fal van
pálya @y -- @x -- [[]] WAY == // balfelső sarok szabad
pálya @y -- @x ++ [[]] WAY == // jobbfelső sarok szabad
pálya @y ++ @x -- [[]] WAY == // balalsó sarok szabad
pálya @y ++ @x ++ [[]] WAY == // jobbalsó sarok szabad
pálya @y ++ @x [[]] WAY == // fent szabad
pálya @y -- @x [[]] WAY == // lent szabad
& & & & & & & else §newrandomneed
pálya @y @x AJTÓKÖZEPE [[^]]
pálya @y @x -- AJTÓSZÁRNYVÍZSZINTES [[^]]
pálya @y @x ++ AJTÓSZÁRNYVÍZSZINTES [[^]]
|}
// Elhelyezzük a kincseket.
TREASUREDB {| sbr §newrandomnumber pálya @y @x TREASURE [[^]] |}
// Elhelyezzük a bombákat.
bombákszáma {| sbr §newrandomnumber pálya @y @x bomba [[^]] |}
// Elhelyezzük a szörnyeket. Kezdetben mind gyengék.
szörnyekszáma {| sbr §newrandomnumber pálya @y @x gyengeszörny [[^]]
@sxkoord {} @x [^] @sykoord {} @y [^]
|}
// ...............................................
@oszlopflag free @sorflag free // Az ideiglenes változók
// memóriaterületének felszabadítása
end
kell:
4 random // Választunk egy irányt véletlenszerűen
§jumpingtable[] [goto] // és elugrunk a megfelelő rutinra
bal: // balról jobbra
MERETY random 2 / 2 * sto aktrand // így biztos páros szám
@sorflag @aktrand [] !{
MERETX -- {|
pálya @aktrand {} [[]] FAL == { {<} }
pálya @aktrand {+} [[]] FAL == { {<} }
pálya @aktrand {} FAL [[^]]
|}
@sorflag @aktrand 1 [^]
}
goto §nextrandom
jobb: // jobbról balra
MERETY random 2 / 2 * sto aktrand
@sorflag @aktrand [] !{
MERETX -- {|
pálya @aktrand {-} [[]] FAL == { {<} }
pálya @aktrand {--} [[]] FAL == { {<} }
pálya @aktrand {-} FAL [[^]]
|}
@sorflag @aktrand 1 [^]
}
goto §nextrandom
lent: // Lentről fel
MERETX random 2 / 2 * sto aktrand
@oszlopflag @aktrand [] !{
MERETY -- {|
pálya {-} @aktrand [[]] FAL == { {<} }
pálya {--} @aktrand [[]] FAL == { {<} }
pálya {-} @aktrand FAL [[^]]
|}
@oszlopflag @aktrand 1 [^]
}
goto §nextrandom
fent: // Fentről le
MERETX random 2 / 2 * sto aktrand
@oszlopflag @aktrand [] !{
MERETY -- {|
pálya {} @aktrand [[]] FAL == { {<} }
pálya {+} @aktrand [[]] FAL == { {<} }
pálya {} @aktrand FAL [[^]]
|}
@oszlopflag @aktrand 1 [^]
}
goto §nextrandom
newrandomnumber:
MERETX random sto x MERETY random sto y pálya @y @x [[]] WAY != then §newrandomnumber
rts
// ..........................................................
myerrorhandlerlabel: fail
{ „x” } { „y” }
{ „initflag” }
{ „oszlopflag” }
{ „sorflag” }
{ „aktrand” }
jumpingtable: §bal §jobb §lent §fent
}
// ---------------------------------------------------------
- Output:
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X X | X X X X . X X X X X X X X XXXXX XXX X X XXXXX o XXX X X XXX X XXXXX XbXXX X X X-o-X XXXXXXX*X X X X . X X X X X | X X X X | X X X X X X X X X * X X X XXX XXX X X X X X X XXX X X X X o | XXX X XXX X*X XXX X X XXXXX X X X X X X X X X | X | o X . X X X X X X X XXXXX XXX XXXXXXXXXXX XXX o XXXXX | XXXXXXXXXXX X X XXXXXXXXXXXXX X X X X X * X X X | X X X X X X X X X X X XXXXX XXX X X XXXXX X XXX X X XXX X XXXXX X XXX X X XXXXX -o-XXXX X X @ X X * X X X X X $ X X XX-o-XXXXXX XXXXXXXXXXX XXX XXXXXXX X-o-XXXXXXXXXXXXXXXXXXXXXXXXXXX X X X X X X X X X X X X X X X X X XXXXX XXX X X XXXXX$X XXX X X XXX | XXXXX X XXXbX X*XXXXX X-o-XXX X-o- X X X X . X X X X X X o X X . X X X X X X XXXXX XXX X X XXXXX X XXX X X X X | XXXXX X XXX X X XXXXX XX-o-XX X X X X* X X bX X X X X X XXXXXXXXXXX XXXXXXXXXXX XXX XXXXXXX XXX-o-XXXXXXXXXXXXXXXXXXXXXXXXX X X X X . X X X X X X X X X X X X X X X X X X.X XXX XXX X X X X X X XXX X X X X X X XXX X XXX X X XXX X XXXXXXX X X X X X X X .X X X X X X XXX-o-XXXXXXXXXXXXXXXXX XXX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX-o-XX X X X X X X X X X X X X X X X X X X * X X X XXX XXX X X X X X X XXX X X X X X X X X X XXX X X XXX X X XXXXX X X | X X * X X X X X X X X X X X X X X X o -o-XX XXX XXXXXXXXXXX XXX X XXXXX X XXXXXXXXXXX X X XXXXXXXXXXXXX X | X X X X X X XXXXXXXXXXX XXX-o-XXXXX XXX XXXXXXX XXXXXXX-o-XXXXXXXXXXXXXXXXXXXXX X X X X X X X X X X X X X X X X XbX X X X X XXX XXX X X XXX X X XXX X X X X X X XXX X XXX X X XXXXX X-o-XXX X X X X X X X X *b * * X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Collected treasure = 1 Bombs = 3
Nim
This translation uses the binding for “ncurses” and have been tested on Linux (Manjaro).
import os, random, sequtils, strutils, std/exitprocs, locks
import ncurses
const
KeyUp = 259
Keydown = 258
KeyLeft = 260
KeyRight = 261
Mx = 69 # No of columns (1..Mx), must be odd.
My = 31 # No of rows (1..My), must be odd.
Treasure = '$'
TreasureDb= 3 # How many $ signs will be placed.
Way = ' '
Wall = 'X'
Doors = 20 # No of doors.
DoorCenter = 'o'
DoorWingVertical = '|'
DoorWingHorizontal = '-'
Hero = '@'
DeadHero = '+'
NumberOfBombs = 5
Bomb = 'b'
NumberOfMonsters = 20
Monster = '*'
WeakMonster = '.'
MonsterWeaknessProbability = 25
# The higher the above number, the lower the chance that a strong monster will become weak.
MonsterIntensifiesProbability = 5
# The higher the number above, the lower the chance that a weak monster will get stronger.
HelpText = """
Maze game.
The object of the game is to get all the treasures. The symbol of the treasure is the $ sign.
Help (display this text): press ? or h
Exit: press Esc or q
You can detonate a bomb by pressing b, but only as long as your bomb remains.
A bomb destroys every wall around the player (the outermost, framing of the maze
except for its walls), but it won't kill monsters.
The bomb does not destroy diagonally, only vertically and horizontally.
The bomb will not destroy the doors or the treasure.
You can also find bombs in the maze, represented by the letter b. If you step on them,
you got the bomb with it, that is, the number of your bombs increases, for later use.
The game ends when you have acquired all the treasures.
The maze has not only walls but also revolving doors.
The revolving door, if horizontal, looks like this: -o-
If vertical, like this:
|
o
|
The center of the revolving door is represented by the character o, the wings by the line.
The revolving door can be rotated if you take your wing in the right direction with your character,
and if nothing stands in the way of rotation.
The player is represented by @ in the game, and his starting point is always in the lower left corner.
There is a possibility of a little cheating in the game: each press of the letter c is one increases
the amount of your bombs.
"""
type
Direction = enum dirLeft, dirRight, dirUp, dirDown
Position = tuple[x, y: int]
Game = object
grid: array[1..My, array[1..Mx, char]]
scoords: array[1..NumberOfMonsters, Position]
showHelp: bool
terminate: bool
treasureCounter: Natural
bombs: Natural
x, y: Natural
const
None: Position = (0, 0)
Dy = [-1, 1, 0, 0]
Dx = [0, 0, -1, 1]
var gameLock: Lock
proc genFlags(n: static int): array[1..n, bool] =
for i in countup(1, n, 2):
result[i] = true
proc initGame(): Game =
result.bombs = 3
for x in 1..Mx:
result.grid[1][x] = Wall
result.grid[My][x] = Wall
for y in 2..<My:
result.grid[y][1] = Wall
for x in 2..<Mx: result.grid[y][x] = Way
result.grid[y][Mx] = Wall
var colFlags = genFlags(Mx)
var rowFlags = genFlags(My)
while colFlags.anyIt(it) or rowFlags.anyIt(it):
let direction = Direction(rand(3))
let j = rand(1..(if direction <= dirRight: My else: Mx)) div 2 * 2 + 1
case direction
of dirLeft:
if rowFlags[j]:
for r in 1..<Mx:
if result.grid[j][r] != Wall and result.grid[j][r+1] != Wall:
result.grid[j][r] = Wall
rowFlags[j] = false
of dirRight:
if rowFlags[j]:
for r in countdown(Mx, 3):
if result.grid[j][r-1] != Wall and result.grid[j][r-2] != Wall:
result.grid[j][r-1] = Wall
rowFlags[j] = false
of dirUp:
if colFlags[j]:
for c in countdown(My, 3):
if result.grid[c-1][j] != Wall and result.grid[c-2][j] != Wall:
result.grid[c-1][j] = Wall
colFlags[j] = false
of dirDown:
if colFlags[j]:
for c in 1..<My:
if result.grid[c][j] != Wall and result.grid[c+1][j] != Wall:
result.grid[c][j] = Wall
colFlags[j] = false
var doorsPlaced = 0
while doorsPlaced < Doors:
let x = rand(3..Mx-2)
let y = rand(3..My-2)
if result.grid[y][x] != Way and
result.grid[y-1][x-1] == Way and # top left corner free
result.grid[y-1][x+1] == Way and # top right corner free
result.grid[y+1][x-1] == Way and # left corner free
result.grid[y+1][x+1] == Way: # right corner free
# Let's see if we can put a vertical door.
if result.grid[y-1][x] == Wall and # wall above the current position
result.grid[y-2][x] == Wall and # wall above the current position
result.grid[y+1][x] == Wall and # wall below the current position
result.grid[y+2][x] == Wall and # wall below the current position
result.grid[y][x-1] == Way and # left neighbor free
result.grid[y][x+1] == Way: # right neighbor free
result.grid[y][x] = DoorCenter
result.grid[y-1][x] = DoorWingVertical
result.grid[y+1][x] = DoorWingVertical
inc doorsPlaced
# Let's see if we can put a horizontal door.
elif result.grid[y][x-1] == Wall and # wall left of the current position
result.grid[y][x-2] == Wall and # wall left of the current position
result.grid[y][x+1] == Wall and # wall right of the current position
result.grid[y][x+2] == Wall and # wall right of the current position
result.grid[y+1][x] == Way and # above neighbor free
result.grid[y-1][x] == Way: # below neighbor free
result.grid[y][x] = DoorCenter
result.grid[y][x-1] = DoorWingHorizontal
result.grid[y][x+1] = DoorWingHorizontal
inc doorsPlaced
const Stuff = [(TreasureDb, Treasure),
(NumberOfBombs, Bomb),
(NumberOfMonsters, WeakMonster)] # At first, all monsters are weak.
for (n, what) in Stuff:
var iter = 1
var n = n
while n > 0:
let x = rand(1..Mx)
let y = rand(1..My)
if result.grid[y][x] == Way:
result.grid[y][x] = what
if what == WeakMonster:
result.scoords[n] = (x, y)
dec n
inc iter
assert iter <= 10_000 # (sanity check)
result.x = 1
result.y = My - 2
result.grid[My - 2][1] = Hero
proc draw(game: ptr Game) {.thread.} =
cursSet(0)
while true:
acquire gameLock
if game.showHelp:
erase()
addStr HelpText
while getch() == -1: sleep 10
erase()
game.showHelp = false
erase()
move(0, 0)
for row in game.grid:
addstr row.join("") & '\n'
addstr "\n\nCollected treasures = $1 Bombs = $2\n".format(game.treasureCounter, game.bombs)
refresh()
if game.terminate: break
release gameLock
sleep 200
release gameLock
proc monsterStepFinder(game: ptr Game; sx, sy: int): Position =
result = None
var m = [0, 1, 2, 3]
m.shuffle()
for i in m:
let nx = sx + Dx[i]
let ny = sy + Dy[i]
if ny in 1..My and nx in 1..Mx and game.grid[ny][nx] in [Way, Hero]:
result = (nx, ny)
proc monsterMove(game: ptr Game) {.thread.} =
while not game.terminate:
acquire gameLock
let active = rand(1..NumberOfMonsters)
let (sx, sy) = game.scoords[active]
if sx != 0:
let ch = game.grid[sy][sx]
if ch == Monster:
if rand(1..MonsterWeaknessProbability) == 1:
game.grid[sy][sx] = WeakMonster
else:
let monster = game.monsterStepFinder(sx, sy)
if monster != None:
if game.grid[monster.y][monster.x] == Hero:
game.grid[monster.y][monster.x] = DeadHero
game.terminate = true
break
game.grid[sy][sx] = Way
game.grid[monster.y][monster.x] = Monster
game.scoords[active] = monster
elif ch == WeakMonster:
if rand(1..MonsterIntensifiesProbability) == 1:
game.grid[sy][sx] = Monster
else:
let monster = game.monsterStepFinder(sx, sy)
if monster != None:
game.grid[sy][sx] = Way
if game.grid[monster.y][monster.x] != Hero:
game.grid[monster.y][monster.x] = WeakMonster
game.scoords[active] = monster
else:
game.scoords[active] = None
release gameLock
sleep 100
release gameLock
proc rotateDoor(game: var Game; nx, ny: int) =
for i in 1..4:
let
wy = Dy[i-1]
wx = Dx[i-1]
cy = ny + wy
cx = nx + wx
if game.grid[cy][cx] == DoorCenter:
if game.grid[cy-1][cx-1] == Way and
game.grid[cy-1][cx+1] == Way and
game.grid[cy+1][cx-1] == Way and
game.grid[cy+1][cx+1] == Way: # four corners empty
let py = Dy[^i]
let px = Dx[^i]
if game.grid[cy+py][cx+px] == Way and
game.grid[cy-py][cx-px] == Way: # swung door empty
let door = game.grid[ny][nx]
let flip = if door == DoorWingVertical: DoorWingHorizontal else: DoorWingVertical
game.grid[cy+py][cx+px] = flip
game.grid[cy-py][cx-px] = flip
game.grid[cy+wy][cx+wx] = Way
game.grid[cy-wy][cx-wx] = Way
break
proc keyboard(game: var Game; win: PWindow) =
while not game.terminate:
var key = -1
while key == -1 and not game.terminate:
sleep 10
key = win.wgetch()
acquire gameLock
case key
of ord('\e'), ord('q'):
game.terminate = true
of ord('b'):
if game.bombs != 0:
dec game.bombs
for i in 0..3:
let nx = game.x + Dx[i]
let ny = game.y + Dy[i]
if ny in 2..<My and nx in 2..<Mx and game.grid[ny][nx] == Wall:
game.grid[ny][nx] = Way
of ord('c'):
inc game.bombs
of ord('?'), ord('h'):
game.showHelp = true
else:
let chIndex = [KeyUp, Keydown, KeyLeft, KeyRight].find(key)
if chIndex >= 0:
let nx = game.x + Dx[chIndex]
let ny = game.y + Dy[chIndex]
if ny in 2..<My and nx in 2..<Mx:
var ch = game.grid[ny][nx]
if ch in [DoorWingVertical, DoorWingHorizontal]:
game.grid[game.y][game.x] = Way # (temp. "ghost" him)
game.rotateDoor(nx, ny)
game.grid[game.y][game.x] = Hero
ch = game.grid[ny][nx] # (maybe unaltered)
elif ch == Monster:
game.grid[game.y][game.x] = Way
game.grid[ny][nx] = DeadHero
game.y = ny
game.x = nx
game.terminate = true
elif ch == Treasure:
inc game.treasureCounter
if game.treasureCounter == TreasureDb:
game.terminate = true
ch = Way
elif ch == Bomb:
inc game.bombs
ch = Way
if ch in [Way, WeakMonster]:
game.grid[game.y][game.x] = Way
game.grid[ny][nx] = Hero
game.y = ny
game.x = nx
release gameLock
while getch() != -1: discard # (purge kbd buffer)
proc play() =
randomize()
let win = initscr()
win.nodelay(true)
win.keypad(true)
noecho()
cbreak()
addExitProc proc() = endwin()
addExitProc proc() = cursSet(1)
var game = initGame()
var tdraw, tmove: Thread[ptr Game]
createThread(tdraw, draw, addr(game))
createThread(tmove, monsterMove, addr(game))
game.keyboard(win)
joinThreads(tdraw, tmove)
if game.treasureCounter == TreasureDb:
addstr "\nYOU WON! Congratulations!\n"
refresh()
while getch() == -1: sleep(1)
elif game.grid[game.y][game.x] == DeadHero:
addstr "\nYOU PERISHED!\n"
refresh()
while getch() == -1: sleep(1)
play()
Phix
-- demo/rosetta/CLI_maze.exw without js -- (wait_key(), get_key(), position(), clear_screen(), etc) constant W = platform()=WINDOWS, UP = iff(W?328:259), DOWN = iff(W?336:258), LEFT = iff(W?331:260), RGHT = iff(W?333:261), ESC = #1B, MX = 69, -- No of columns (1..MX), must be odd. MY = 31, -- No of rows (1..MY), must be odd. TREASURE = '$', TREASUREDB = 3, -- treasuredb means how many $ signs will be placed WAY = ' ', WALL = 'X', DOORS = 20, -- No of doors DOOR_CENTER = 'o', DOOR_WING_VERTICAL = '|', DOOR_WING_HORIZONTAL = '-', HERO = '@', DEAD_HERO = '+', NUMBER_OF_BOMBS = 5, BOMB = 'b', NUMBER_OF_MONSTERS = 20, MONSTER = '*', WEAK_MONSTER = '.', MONSTER_WEAKNESS_PROBABILITY = 25, -- The higher the above number, the lower the chance that a strong monster will become weak. MONSTER_INTENSIFIES_PROBABILITY = 5, -- The higher the number above, the lower the chance that a weak monster will get stronger. help_text = """ Maze game. The object of the game is to get all the treasures. The symbol of the treasure is the $ sign. Help (display this text): press ? or h Exit: press Esc or q You can detonate a bomb by pressing b, but only as long as your bomb remains. A bomb destroys every wall around the player (the outermost, framing of the maze except for its walls), but it won't kill monsters. The bomb does not destroy diagonally, only vertically and horizontally. The bomb will not destroy the doors or the treasure. You can also find bombs in the maze, represented by the letter b. If you step on them, you got the bomb with it, that is, the number of your bombs increases, for later use. The game ends when you have acquired all the treasures. The maze has not only walls but also revolving doors. The revolving door, if horizontal, looks like this: -o- If vertical, like this: | o | The center of the revolving door is represented by the character o, the wings by the line. The revolving door can be rotated if you take your wing in the right direction with your character, and if nothing stands in the way of rotation. The player is represented by @ in the game, and his starting point is always in the lower left corner. There is a possibility of a little cheating in the game: each press of the letter c is one increases the amount of your bombs. """ integer bombs = 3, treasure_counter = 0 sequence tb = repeat(WALL,MX), inw = WALL&repeat(WAY,MX-2)&WALL, grid = {tb}&repeat(inw,MY-2)&{tb}, sxkoord = repeat(0,NUMBER_OF_MONSTERS), sykoord = repeat(0,NUMBER_OF_MONSTERS) function gen_flags(integer l) sequence res = repeat(false,l) for i=1 to l by 2 do res[i] = true end for return res end function procedure generatemaze() sequence colflag = gen_flags(MX), rowflag = gen_flags(MY) while find(true,colflag) or find(true,rowflag) do integer direction = rand(4), j = floor(rand(iff(direction<=2?MY:MX))/2)*2+1 switch direction do case 1: -- left if rowflag[j] then for r=1 to MX-1 do if grid[j][r]!=WALL and grid[j][r+1]!=WALL then grid[j][r] = WALL end if end for rowflag[j] = false end if case 2: -- right if rowflag[j] then for r=MX to 3 by -1 do if grid[j][r-1]!=WALL and grid[j][r-2]!=WALL then grid[j][r-1] = WALL end if end for rowflag[j] = false end if case 3: -- up if colflag[j] then for c=MY to 3 by -1 do if grid[c-1][j]!=WALL and grid[c-2][j]!=WALL then grid[c-1][j] = WALL end if end for colflag[j] = false end if case 4: -- down if colflag[j] then for c=1 to MY-1 do if grid[c][j]!=WALL and grid[c+1][j]!=WALL then grid[c][j] = WALL end if end for colflag[j] = false end if end switch end while integer doors_placed = 0, x, y while doors_placed<DOORS do x = rand(MX-4)+2 y = rand(MY-4)+2 if grid[y ][x ] != WAY and grid[y-1][x-1] == WAY -- top left corner free and grid[y-1][x+1] == WAY -- top right corner free and grid[y+1][x-1] == WAY -- left corner free and grid[y+1][x+1] == WAY then -- right corner free -- Let's see if we can put a vertical door. if grid[y-1][x ] == WALL -- wall above the current position and grid[y-2][x ] == WALL -- wall above the current position and grid[y+1][x ] == WALL -- wall below the current position and grid[y+2][x ] == WALL -- wall below the current position and grid[y ][x-1] == WAY -- left neighbor free and grid[y ][x+1] == WAY then -- right neighbor free grid[y ][x] = DOOR_CENTER grid[y-1][x] = DOOR_WING_VERTICAL grid[y+1][x] = DOOR_WING_VERTICAL doors_placed += 1 -- Let's see if we can put a horizontal door. elsif grid[y ][x-1] == WALL -- wall left of the current position and grid[y ][x-2] == WALL -- wall left of the current position and grid[y ][x+1] == WALL -- wall right of the current position and grid[y ][x+2] == WALL -- wall right of the current position and grid[y+1][x ] == WAY -- above neighbor free and grid[y-1][x ] == WAY then -- below neighbor free grid[y][x ] = DOOR_CENTER grid[y][x-1] = DOOR_WING_HORIZONTAL grid[y][x+1] = DOOR_WING_HORIZONTAL doors_placed += 1 end if end if end while sequence stuff = {{TREASUREDB, TREASURE}, {NUMBER_OF_BOMBS, BOMB}, {NUMBER_OF_MONSTERS, WEAK_MONSTER}} -- At first, all monsters are weak. for i=1 to length(stuff) do integer {n, what} = stuff[i], iter = 1 while n do x = rand(MX) y = rand(MY) if grid[y][x]==WAY then grid[y][x] = what if what=WEAK_MONSTER then sxkoord[n] = x sykoord[n] = y end if n -= 1 end if iter += 1 if iter>10000 then ?9/0 end if -- (sanity check) end while end for end procedure integer terminate = false, showhelp = false procedure draw() cursor(NO_CURSOR) while true do if showhelp then clear_screen() puts(1,help_text) {} = wait_key() clear_screen() showhelp = false end if position(1,1) puts(1,join(grid,"\n")&"\n\n") printf(1,"Collected treasure = %d Bombs = %d\n",{treasure_counter,bombs}) if terminate then exit end if task_yield() end while end procedure constant dy = {-1,+1, 0, 0}, dx = { 0, 0,-1,+1}, HV = {DOOR_WING_HORIZONTAL,DOOR_WING_VERTICAL} procedure rotate_door(integer ny,nx) for i=1 to 4 do integer wy = dy[i], wx = dx[i], cy = ny+wy, cx = nx+wx if grid[cy,cx]=DOOR_CENTER then if grid[cy-1][cx-1]=WAY and grid[cy-1][cx+1]=WAY and grid[cy+1][cx-1]=WAY and grid[cy+1][cx+1]=WAY then -- four corners empty integer py = dy[-i], px = dx[-i] if grid[cy+py][cx+px]=WAY and grid[cy-py][cx-px]=WAY then -- swung door empty integer door = grid[ny][nx], flip = HV[-find(door,HV)] grid[cy+py][cx+px] = flip grid[cy-py][cx-px] = flip grid[cy+wy][cx+wx] = WAY grid[cy-wy][cx-wx] = WAY end if end if exit end if end for end procedure integer x = 1, y = MY-2 procedure keyboard() integer ny,nx while not terminate do integer ch = lower(get_key()) if ch=-1 then task_yield() elsif ch=ESC or ch='q' then exit elsif ch='b' and bombs!=0 then bombs -= 1 for i=1 to 4 do ny = y+dy[i] nx = x+dx[i] if ny>1 and ny<MY and nx>1 and nx<MX and grid[ny][nx]=WALL then grid[ny][nx]=WAY end if end for elsif ch='c' then bombs += 1 elsif ch='?' or ch='h' then showhelp = true else ch = find(ch,{UP,DOWN,LEFT,RGHT}) if ch then ny = y+dy[ch] nx = x+dx[ch] if ny>1 and ny<MY and nx>1 and nx<MX then ch = grid[ny][nx] if ch=DOOR_WING_VERTICAL or ch=DOOR_WING_HORIZONTAL then grid[y][x] = WAY -- (temp. "ghost" him) rotate_door(ny,nx) grid[y][x] = HERO ch = grid[ny][nx] -- (maybe unaltered) elsif ch=MONSTER then grid[y][x] = WAY grid[ny][nx] = DEAD_HERO y = ny x = nx exit elsif ch=TREASURE then treasure_counter += 1 if treasure_counter=TREASUREDB then terminate = true end if ch = WAY elsif ch=BOMB then bombs += 1 ch = WAY end if if ch=WAY or ch=WEAK_MONSTER then grid[y][x] = WAY grid[ny][nx] = HERO y = ny x = nx end if end if end if end if end while terminate = true while get_key()!=-1 do end while -- (purge kbd buffer) end procedure integer sy, sx, monster_y, monster_x function monster_step_finder() monster_y = 0 monster_x = 0 sequence m = shuffle(tagset(4)) for i=1 to length(m) do integer ny = sy+dy[i], nx = sx+dx[i] if ny>=1 and ny<=MY and nx>=1 and nx<=MX and find(grid[ny][nx],{WAY,HERO}) then monster_y = ny monster_x = nx return true end if end for return false end function procedure monster_move() while not terminate do integer active = rand(NUMBER_OF_MONSTERS) sx = sxkoord[active] sy = sykoord[active] if sx then integer ch = grid[sy][sx] if ch=MONSTER then if rand(MONSTER_WEAKNESS_PROBABILITY)=1 then grid[sy][sx] = WEAK_MONSTER elsif monster_step_finder() then if grid[monster_y][monster_x]=HERO then grid[monster_y][monster_x]=DEAD_HERO terminate = true exit end if grid[sy][sx] = WAY grid[monster_y][monster_x] = MONSTER sxkoord[active] = monster_x sykoord[active] = monster_y end if elsif ch=WEAK_MONSTER then if rand(MONSTER_INTENSIFIES_PROBABILITY)=1 then grid[sy][sx] = MONSTER elsif monster_step_finder() then grid[sy][sx] = WAY if grid[monster_y][monster_x]!=HERO then grid[monster_y][monster_x]=WEAK_MONSTER sxkoord[active] = monster_x sykoord[active] = monster_y else sxkoord[active] = 0 sykoord[active] = 0 end if end if end if end if task_yield() end while end procedure generatemaze() grid[y][x] = HERO integer draw_id = task_create(draw,{}), mstr_id = task_create(monster_move,{}) task_schedule(draw_id,{0.2,0.2}) task_schedule(mstr_id,{0.1,0.1}) keyboard() if treasure_counter=TREASUREDB then puts(1,"YOU WON! Congratulations!\n") {} = wait_key() elsif grid[y][x]=DEAD_HERO then puts(1,"YOU PERISHED!\n") {} = wait_key() end if
Wren
An embedded script so we can use the ncurses library.
/* cli_based_maze_game.wren */
import "./dynamic" for Enum, Tuple, Struct
import "./str" for Char
import "./iterate" for Stepped
import "random" for Random
// all methods assume stdscr
class NC {
foreign static initScr()
foreign static cbreak()
foreign static nocbreak()
foreign static keypad(bf)
foreign static echo()
foreign static noecho()
foreign static cursSet(visibility)
foreign static erase()
foreign static addStr(str)
foreign static getch()
foreign static move(y, x)
foreign static refresh()
foreign static endwin()
}
var KeyUp = 259
var KeyDown = 258
var KeyLeft = 260
var KeyRight = 261
var Mx = 69 // no of columns (0..Mx-1), must be odd
var My = 31 // no of rows (0..My-1), must be odd
var Treasure = Char.code("$")
var TreasureDb = 3 // how many $ signs will be placed
var Way = Char.code(" ")
var Wall = Char.code("X")
var Doors = 20 // no of doors
var DoorCenter = Char.code("o")
var DoorWingVertical = Char.code("|")
var DoorWingHorizontal = Char.code("-")
var Hero = Char.code("@")
var DeadHero = Char.code("+")
var NumberOfBombs = 5
var Bomb = Char.code("b")
var NumberOfMonsters = 20
var Monster = Char.code("*")
var WeakMonster = Char.code(".")
// the higher this is, the lower the chance that a string monster will become weak
var MonsterWeaknessProbability = 25
// the higher this is, the lower the chance that a weak monster will get stronger
var MonsterIntensifiesProbability = 5
var HelpText = """
Maze game.
The object of the game is to get all the treasures. The symbol of the treasure is the $ sign.
Help (display this text): press ? or h
Exit: press Esc or q
You can detonate a bomb by pressing b, but only as long as your bomb remains.
A bomb destroys every wall around the player (the outermost, framing of the maze
except for its walls), but it won't kill monsters.
The bomb does not destroy diagonally, only vertically and horizontally.
The bomb will not destroy the doors or the treasure.
You can also find bombs in the maze, represented by the letter b. If you step on them,
you got the bomb with it, that is, the number of your bombs increases, for later use.
The game ends when you have acquired all the treasures.
The maze has not only walls but also revolving doors.
The revolving door, if horizontal, looks like this: -o-
If vertical, like this:
|
o
|
The center of the revolving door is represented by the character o, the wings by the line.
The revolving door can be rotated if you take your wing in the right direction with your character,
and if nothing stands in the way of rotation.
The player is represented by @ in the game, and his starting point is always in the lower left corner.
There is a possibility of a little cheating in the game: each press of the letter c increases by one
the amount of your bombs.
"""
var Direction = Enum.create("Direction", ["left", "right", "up", "down"])
var Position = Tuple.create("Position", ["x", "y"])
var gameFields = ["grid", "scoords", "showHelp", "terminate", "treasureCounter", "bombs", "x", "y"]
var Game = Struct.create("Game", gameFields)
var None = Position.new(0, 0)
var Dy = [-1, 1, 0, 0]
var Dx = [0, 0, -1, 1]
var rand = Random.new()
var genFlags = Fn.new { |n|
var flags = List.filled(n, false)
for (i in Stepped.new(0...n, 2)) flags[i] = true
return flags
}
var initGame = Fn.new {
var grid = List.filled(My, null)
for (y in 0...My) grid[y] = List.filled(Mx, Wall)
for (y in 1...My-1) {
for (x in 1...Mx-1) grid[y][x] = Way
}
var colFlags = genFlags.call(Mx)
var rowFlags = genFlags.call(My)
while (colFlags.any { |f| f } || rowFlags.any { |f| f }) {
var dir = rand.int(4)
var j = rand.int((dir <= Direction.right) ? My : Mx)
if (j % 2 == 1) j = j + 1
if (dir == Direction.left) {
if (rowFlags[j]) {
for (r in 0...Mx-1) {
if (grid[j][r] != Wall && grid[j][r+1] != Wall) grid[j][r] = Wall
}
rowFlags[j] = false
}
} else if (dir == Direction.right) {
if (rowFlags[j]) {
for (r in Mx-1..2) {
if (grid[j][r-1] != Wall && grid[j][r-2] != Wall) grid[j][r-1] = Wall
}
rowFlags[j] = false
}
} else if (dir == Direction.up) {
if (colFlags[j]) {
for (c in My-1..2) {
if (grid[c-1][j] != Wall && grid[c-2][j] != Wall) grid[c-1][j] = Wall
}
colFlags[j] = false
}
} else if (dir == Direction.down) {
if (colFlags[j]) {
for (c in 0...My-1) {
if (grid[c][j] != Wall && grid[c+1][j] != Wall) grid[c][j] = Wall
}
colFlags[j] = false
}
}
}
var doorsPlaced = 0
while (doorsPlaced < Doors) {
var x = rand.int(2, Mx - 2)
var y = rand.int(2, My - 2)
if (grid[y][x] != Way &&
grid[y-1][x-1] == Way && // top left corner free
grid[y-1][x+1] == Way && // top right corner free
grid[y+1][x-1] == Way && // left corner free
grid[y+1][x+1] == Way) { // right corner free
// let's see if we can put a vertical door
if (grid[y-1][x] == Wall && // wall above the current position
grid[y-2][x] == Wall && // wall above the current position
grid[y+1][x] == Wall && // wall below the current position
grid[y+2][x] == Wall && // wall below the current position
grid[y][x-1] == Way && // left neighbor free
grid[y][x+1] == Way) { // right neighbor free
grid[y][x] = DoorCenter
grid[y-1][x] = DoorWingVertical
grid[y+1][x] = DoorWingVertical
doorsPlaced = doorsPlaced + 1
// let's see if we can put a horizontal door
} else if (grid[y][x-1] == Wall && // wall left of the current position
grid[y][x-2] == Wall && // wall left of the current position
grid[y][x+1] == Wall && // wall right of the current position
grid[y][x+2] == Wall && // wall right of the current position
grid[y+1][x] == Way && // above neighbor free
grid[y-1][x] == Way) { // below neighbor free
grid[y][x] = DoorCenter
grid[y][x-1] = DoorWingHorizontal
grid[y][x+1] = DoorWingHorizontal
doorsPlaced = doorsPlaced + 1
}
}
}
var scoords = List.filled(NumberOfMonsters, null)
for (i in 0...NumberOfMonsters) scoords[i] = Position.new(0, 0)
var stuff = [
[TreasureDb, Treasure],
[NumberOfBombs, Bomb],
[NumberOfMonsters, WeakMonster] // at first, all monsters are weak
]
for (s in stuff) {
var n = s[0]
var what = s[1]
var iter = 1
while (n >= 0) {
var x = rand.int(Mx)
var y = rand.int(My)
if (grid[y][x] == Way) {
grid[y][x] = what
if (what == WeakMonster) scoords[n-1] = Position.new(x, y)
n = n - 1
}
iter = iter + 1
if (iter > 10000) Fiber.abort("Something went wrong.") // sanity check
}
}
grid[My - 2][1] = Hero
return Game.new(grid, scoords, false, false, 0, 3, 1, My - 2)
}
var draw = Fn.new { |game|
NC.cursSet(0)
while (true) {
if (game.showHelp) {
NC.erase()
NC.addStr(HelpText)
NC.getch()
NC.erase()
game.showHelp = false
}
NC.erase()
NC.move(0, 0)
for (row in game.grid) NC.addStr(row.map { |c| String.fromByte(c) }.join() + "\n")
NC.addStr("\n\nCollected treasure = %(game.treasureCounter) Bombs = %(game.bombs)\n")
NC.refresh()
Fiber.yield()
}
}
var monsterStepFinder = Fn.new { |game, sx, sy|
var result = None
var m = [0, 1, 2, 3]
rand.shuffle(m)
for (i in m) {
var nx = sx + Dx[i]
var ny = sy + Dy[i]
if (ny >= 0 && ny < My && nx >= 0 && nx < Mx && [Way, Hero].contains(game.grid[ny][nx])) {
result = Position.new(nx, ny)
}
}
return result
}
var monsterMove = Fn.new { |game|
while (true) {
var active = rand.int(NumberOfMonsters)
var pos = game.scoords[active]
var sx = pos.x
var sy = pos.y
if (sx != 0) {
var ch = game.grid[sy][sx]
if (ch == Monster) {
if (rand.int(MonsterWeaknessProbability) == 0) {
game.grid[sy][sx] = WeakMonster
} else {
var monster = monsterStepFinder.call(game, sx, sy)
if (monster.x != 0 && monster.y != 0) {
if (game.grid[monster.y][monster.x] == Hero) {
game.grid[monster.y][monster.x] = DeadHero
game.terminate = true
break
}
}
game.grid[sy][sx] = Way
game.grid[monster.y][monster.x] = Monster
game.scoords[active] = monster
}
} else if (ch == WeakMonster) {
if (rand.int(MonsterIntensifiesProbability) == 0) {
game.grid[sy][sx] = Monster
} else {
var monster = monsterStepFinder.call(game, sx, sy)
if (monster.x != 0 && monster.y != 0) {
if (game.grid[monster.y][monster.x] == Hero) {
game.grid[monster.y][monster.x] = WeakMonster
game.scoords[active] = monster
break
} else {
game.scoords[active] = None
}
}
}
}
}
Fiber.yield()
}
}
var rotateDoor = Fn.new { |game, nx, ny|
for (i in 1..4) {
var wy = Dy[i-1]
var wx = Dx[i-1]
var cy = ny + wy
var cx = nx + wx
if (game.grid[cy][cx] == DoorCenter) {
if (game.grid[cy-1][cx-1] == Way &&
game.grid[cy-1][cx+1] == Way &&
game.grid[cy+1][cx-1] == Way &&
game.grid[cy+1][cx+1] == Way) { // 4 corners empty
var py = Dy[-i]
var px = Dx[-i]
if (game.grid[cy+py][cx+px] == Way &&
game.grid[cy-py][cx-px] == Way) { // swung door empty
var door = game.grid[ny][nx]
var flip = DoorWingVertical ? DoorWingHorizontal : DoorWingVertical
game.grid[cy+py][cx+px] = flip
game.grid[cy-py][cx-px] = flip
game.grid[cy+wy][cx+wx] = Way
game.grid[cy-wy][cx-wx] = Way
}
}
break
}
}
}
var keyboard = Fn.new { |game|
while (true) {
var key = NC.getch()
if (key == Char.code("\e") || key == Char.code("q")) {
game.terminate = true
break
} else if (key == Char.code("b")) {
if (game.bombs != 0) {
game.bombs = game.bombs - 1
for (i in 0..3) {
var nx = game.x + Dx[i]
var ny = game.y + Dy[i]
if (ny >= 1 && ny < My-1 && nx >= 1 && nx < Mx-1 && game.grid[ny][nx] == Wall) {
game.grid[ny][nx] = Way
}
}
}
} else if (key == Char.code("c")) {
game.bombs = game.bombs + 1
} else if (key == Char.code("?") || key == Char.code("h")) {
game.showHelp = true
} else {
var chIndex = [KeyUp, KeyDown, KeyLeft, KeyRight].indexOf(key)
if (chIndex >= 0) {
var nx = game.x + Dx[chIndex]
var ny = game.y + Dy[chIndex]
if (ny >= 1 && ny < My-1 && nx >= 1 && nx < Mx-1) {
var ch = game.grid[ny][nx]
if (ch == DoorWingVertical || ch == DoorWingHorizontal) {
game.grid[game.y][game.x] = Way // temp. "ghost" him
rotateDoor.call(game, nx, ny)
game.grid[game.y][game.x] = Hero
ch = game.grid[ny][nx] // may be unaltered
} else if (ch == Monster) {
game.grid[game.y][game.x] = Way
game.grid[ny][nx] = DeadHero
game.y = ny
game.x = nx
game.terminate = true
break
} else if (ch == Treasure) {
game.treasureCounter = game.treasureCounter + 1
if (game.treasureCounter == TreasureDb) {
game.grid[game.y][game.x] = Way
game.grid[ny][nx] = Hero
game.y = ny
game.x = nx
game.terminate = true
break
}
ch = Way
} else if (ch == Bomb) {
game.bombs = game.bombs + 1
ch = Way
}
if (ch == Way || ch == WeakMonster) {
game.grid[game.y][game.x] = Way
game.grid[ny][nx] = Hero
game.y = ny
game.x = nx
}
}
}
}
Fiber.yield()
}
}
var play = Fn.new {
NC.initScr()
NC.cbreak()
NC.keypad(true)
NC.noecho()
var game = initGame.call()
var fDraw = Fiber.new(draw)
var fKeyboard = Fiber.new(keyboard)
var fMonsterMove = Fiber.new(monsterMove)
while (true) {
fDraw.call(game)
if (game.terminate) break
fKeyboard.call(game)
if (!game.terminate) fMonsterMove.call(game)
}
if (game.treasureCounter == TreasureDb) {
NC.addStr("\nYOU WON! Congratulations!\n")
NC.refresh()
NC.getch()
} else if (game.grid[game.y][game.x] == DeadHero) {
NC.addStr("\nYOU PERISHED!\n")
NC.refresh()
NC.getch()
}
}
play.call()
NC.echo()
NC.nocbreak()
NC.endwin()
NC.cursSet(1)
We now embed this in the following C program, build and run it.
/* gcc cli_based_maze_game.c -o cli_based_maze_game -lncurses -lwren -lm */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ncurses.h>
#include <unistd.h>
#include "wren.h"
/* C <=> Wren interface functions */
void C_initScr(WrenVM* vm) {
initscr();
}
void C_cbreak(WrenVM* vm) {
int res = cbreak();
wrenSetSlotDouble(vm, 0, (double)res);
}
void C_nocbreak(WrenVM* vm) {
int res = nocbreak();
wrenSetSlotDouble(vm, 0, (double)res);
}
void C_keypad(WrenVM* vm) {
bool bf = wrenGetSlotBool(vm, 1);
int res = keypad(stdscr, bf);
wrenSetSlotDouble(vm, 0, (double)res);
}
void C_echo(WrenVM* vm) {
int res = echo();
wrenSetSlotDouble(vm, 0, (double)res);
}
void C_noecho(WrenVM* vm) {
int res = noecho();
wrenSetSlotDouble(vm, 0, (double)res);
}
void C_cursSet(WrenVM* vm) {
int visibility = (int)wrenGetSlotDouble(vm, 1);
int res = curs_set(visibility);
wrenSetSlotDouble(vm, 0, (double)res);
}
void C_erase(WrenVM* vm) {
int res = erase();
wrenSetSlotDouble(vm, 0, (double)res);
}
void C_addStr(WrenVM* vm) {
const char *str = wrenGetSlotString(vm, 1);
int res = addstr(str);
wrenSetSlotDouble(vm, 0, (double)res);
}
void C_getch(WrenVM* vm) {
int ch = getch();
wrenSetSlotDouble(vm, 0, (double)ch);
}
void C_move(WrenVM* vm) {
int y = (int)wrenGetSlotDouble(vm, 1);
int x = (int)wrenGetSlotDouble(vm, 2);
int res = move(y, x);
wrenSetSlotDouble(vm, 0, (double)res);
}
void C_refresh(WrenVM* vm) {
int res = refresh();
wrenSetSlotDouble(vm, 0, (double)res);
}
void C_endwin(WrenVM* vm) {
int res = endwin();
wrenSetSlotDouble(vm, 0, (double)res);
}
WrenForeignMethodFn bindForeignMethod(
WrenVM* vm,
const char* module,
const char* className,
bool isStatic,
const char* signature) {
if (strcmp(module, "main") == 0) {
if (strcmp(className, "NC") == 0) {
if (isStatic && strcmp(signature, "initScr()") == 0) return C_initScr;
if (isStatic && strcmp(signature, "cbreak()") == 0) return C_cbreak;
if (isStatic && strcmp(signature, "nocbreak()") == 0) return C_nocbreak;
if (isStatic && strcmp(signature, "keypad(_)") == 0) return C_keypad;
if (isStatic && strcmp(signature, "echo()") == 0) return C_echo;
if (isStatic && strcmp(signature, "noecho()") == 0) return C_noecho;
if (isStatic && strcmp(signature, "cursSet(_)") == 0) return C_cursSet;
if (isStatic && strcmp(signature, "erase()") == 0) return C_erase;
if (isStatic && strcmp(signature, "addStr(_)") == 0) return C_addStr;
if (isStatic && strcmp(signature, "getch()") == 0) return C_getch;
if (isStatic && strcmp(signature, "move(_,_)") == 0) return C_move;
if (isStatic && strcmp(signature, "refresh()") == 0) return C_refresh;
if (isStatic && strcmp(signature, "endwin()") == 0) return C_endwin;
}
}
return NULL;
}
static void writeFn(WrenVM* vm, const char* text) {
printf("%s", text);
}
void errorFn(WrenVM* vm, WrenErrorType errorType, const char* module, const int line, const char* msg) {
switch (errorType) {
case WREN_ERROR_COMPILE:
printf("[%s line %d] [Error] %s\n", module, line, msg);
break;
case WREN_ERROR_STACK_TRACE:
printf("[%s line %d] in %s\n", module, line, msg);
break;
case WREN_ERROR_RUNTIME:
printf("[Runtime Error] %s\n", msg);
break;
}
}
char *readFile(const char *fileName) {
FILE *f = fopen(fileName, "r");
fseek(f, 0, SEEK_END);
long fsize = ftell(f);
rewind(f);
char *script = malloc(fsize + 1);
fread(script, 1, fsize, f);
fclose(f);
script[fsize] = 0;
return script;
}
static void loadModuleComplete(WrenVM* vm, const char* module, WrenLoadModuleResult result) {
if( result.source) free((void*)result.source);
}
WrenLoadModuleResult loadModule(WrenVM* vm, const char* name) {
WrenLoadModuleResult result = {0};
if (strcmp(name, "random") != 0 && strcmp(name, "meta") != 0) {
result.onComplete = loadModuleComplete;
char fullName[strlen(name) + 6];
strcpy(fullName, name);
strcat(fullName, ".wren");
result.source = readFile(fullName);
}
return result;
}
int main(int argc, char **argv) {
WrenConfiguration config;
wrenInitConfiguration(&config);
config.writeFn = &writeFn;
config.errorFn = &errorFn;
config.bindForeignMethodFn = &bindForeignMethod;
config.loadModuleFn = &loadModule;
WrenVM* vm = wrenNewVM(&config);
const char* module = "main";
const char* fileName = "cli_based_maze_game.wren";
char *script = readFile(fileName);
WrenInterpretResult result = wrenInterpret(vm, module, script);
switch (result) {
case WREN_RESULT_COMPILE_ERROR:
printf("Compile Error!\n");
break;
case WREN_RESULT_RUNTIME_ERROR:
printf("Runtime Error!\n");
usleep(10000000); // allow time to read it
timeout(-1);
nocbreak();
echo();
endwin();
break;
case WREN_RESULT_SUCCESS:
break;
}
wrenFreeVM(vm);
free(script);
return 0;
}
- Output:
Sample opening screen.
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X . X b . X X X X XXXXX X X XXX XXXXX X XXXXX XXXXX X-o-X X X X XXXXXXX X-o-X XXXXX X X X X X X X X X X X X X X X X X X X XXXXX X X XXXbXXXXX X XXXXXXXXXXX XXXXX X XXX XXXXXXX XXXXX XXXXX X X X X X X X X X X X X . . X X XXXXX XXXXXXX XXX-o-XXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXX X X X X $ X X . X . X X X X X XXXXX X X XXX XXXXX X XXXXX XXXXX XXXXX X X X XXXXX X.XXXXX XXXXX X X X X X X X X . X X X X X X X X X X XXXXX X X XXX XXXXX XXXXXXXXXXXXX X-o-X X XXX XX-o-XX XXXXX XXXXX X X X X X X X X X X X X X X .X X X X.XXXXX X X$XXX XXXXX X XXXXX XXX X XXXXX X X X$XXXXX X XXXXX XXXXX X X X | X X X X X X X X X X X X X X X XXXXX o XXXXX X-o-XXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXX XXXXXXXXXXX X X X | Xb X X . X X X X X XXXXX X X XXX XXXXX X XXXXX XXXXX XXXXX X X X XXXXX X XXXXX XXXXX X X X X X X X X X X X X X b X X X XXXXXXXXX-o-XXXXXXXXXXXX-o-XXXXXXXXXXXXXXXXXXXXXXXX-o-XXXXXXXXXXXXX X . X XX-o-XXXXX-o-XXXXX-o-XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX-o-XXXX X X . . . X X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX-o-XXXX-o-XXXX X . X X X X XXXXX X X XXX XXXXX X XXXXXXXXXXX XXXXX X XXX XX-o-XX XXXXX XXXXX X X X X X X X X X . X X X X X X X XXXXX$X XXXXX XXXXXXXXXXXXXXXXXXX XXXXXXXXXXX XXXXXXX XXXX-o-XXXX X X X X X b X X X X X XXXXXXXXXXXXXXXXXXXXXXXXXXX-o-XXXXXXXXXXX-o-X XXXXXXXXXXXXXXXXXXXXX X@ . . X . . b X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Collected treasure = 0 Bombs = 3
Corresponding closing screen after a rare victory!
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X . X b . X X X X XXXXX X X XXX XXXXX X XXXXX XXXXX X-o-X X X X XXXXXXX X-o-X XXXXX X X X X X X X X X X X X X X X X X X X XXXXX X X XXXbXXXXX X XXXXXXXXXXX XXXXX X XXX XXXXXXX XXXXX XXXXX X X X X X X X X X X X X * * X X XXXXX XXXXXXX XXX-o-XXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXXX X X X X X X . X . X X X X X XXXXX X X XXX XXXXX X XXXXX XXXXX XXXXX X X X XXXXX X.XXXXX XXXXX X X X X X X X X . X X X X X X X X X X XXXXX X X XXX XXXXX XXXXXXXXXXXXX X-o-X X XXX XX-o-XX XXXXX XXXXX X X X X X X X X X X X X X X .X X X X.XXX X @XXX XXXXX X XXXXX XXX X XXXXX X X X$XXXXX X XXXXX XXXXX X X X X X X X X X X X X X X X X X XXX X-o-XXXXX X-o-XXXXXXXXXXXXXXXXXXXXXXXXXXX XXXXXXX XXXXXXXXXXX X X X Xb X X . X X X X X XXXXX X X XXX XXXXX X XXXXX XXXXX XXXXX X X X XXXXX X XXXXX XXXXX X X X X X X X X X X X X X b X X X XXXXXXXXX-o-XXXXXXXXXXXX-o-XXXXXXXXXXXXXXXXXXXXXXXX-o-XXXXXXXXXXXXX X - . X XX o XXXXX-o-XXXXX-o-XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX-o-XXXX X X - . . . X X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX-o-XXXX-o-XXXX X X X X X XXXXX X X XXX XXXXX X XXXXXXXXXXX XXXXX X XXX XX-o-XX XXXXX XXXXX X X X X X X X X X . X X X X X X X XXXXX X XXXXX XXXXXXXXXXXXXXXXXXX XXXXXXXXXXX XXXXXXX XXXX-o-XXXX X X X X X b X X X X X XXXXXXXXXXXXXXXXXXXXXXXXXXX-o-XXXXXXXXXXX-o-X XXXXXXXXXXXXXXXXXXXXX X . . X . . b X XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Collected treasure = 3 Bombs = 1 YOU WON! Congratulations!