In this part we will be drawing the player character onto the screen and moving him around. If you haven't set up your environment with GCC and Ncurses yet, go check out the setup instructions at Part 0: The Setup.
Getting Started
Let's first create a src
folder inside our game folder to keep all of our .c
files. Place your main.c
file in that folder and replace the code in it to be the following:
#include <ncurses.h> // replace 'ncurses.h' with 'curses.h' if using Windows
int main(void)
{
initscr();
noecho();
curs_set(0);
while(getch() != 'q')
{
mvaddch(10, 20, '@');
}
endwin();
return 0;
}
The first function we call, initscr()
starts up the ncurses system and allows us to call all the other functions on our terminal. noecho()
will prevent ncurses from immediately drawing on the screen when we press any keys, try commenting it out to see what happens. And finally curs_set(0)
will make our cursor invisible, otherwise we would see the flashing cursor on our screen, which is not part of our game.
After this setup of ncurses we can actually start using it to draw on the screen. getch()
is a function that takes a single character input from your keyboard and returns that character to the calling function. In this case, we are running a while loop that will constantly ask the user for an input and will keep printing the @
symbol until the user presses the q
key, at which time the while loop will exit and our program will end.
The function mvaddch(10, 20, '@');
is a function which takes three parameters, a y
index, an x
index and a character to print to screen at the (y, x)
coordinates. Notice how ncurses uses coordinates with the y
axis first and the x
axis second. This is consistent across all ncurses functions. mvaddch()
function just moves the cursor to the indicated position, then adds the given character to where the cursor is.
To get out of the loop just press the q
key. After the while loop we run endwin()
which is the ncurses function that closes ncurses in our terminal, this will always be the last function we run before closing our program.
Automating Compilation
Before trying out this program, let's simplify our compilation task, which we will be repeating many times, by creating a makefile. Create a new file in your top level game folder (outside of src
) called makefile
and add the following code to it:
- In Linux
CC = gcc
CFLAGS = -lncurses
SOURCES = ./src/*.c
all: rogue run clean
rogue:
$(CC) $(SOURCES) $(CFLAGS) -o rogue
run:
./rogue
clean:
rm rogue
Now all you need to do in order to compile and run the program is type the following command:
$ make
This will first run the section titled rogue
, which will be the same as gcc ./src/*.c -lncurses -o rogue
after replacing all the variables. If it manages to compile correctly and without errors, it will then proceed to run the section titled run
, running the compiled program. If the program itself finishes without an error, the makefile will run the clean
section, removing the compiled program so that next time you run make
you get a fresh compilation.
- In Windows
You can try to install make
in Windows to have the above makefile work for you, but I have not been able to try that out. The solution I can offer is to write a simple .bat
file with the following code which will allow you to automate compilation in a similar manner:
gcc .\src\*.c -lpdcurses -o -rogue
rogue.exe
Del rogue.exe
Attention!
If you don't remove the compiled file, next time you run make, it will see that there is already a compiled version and will skip the compilation phase altogether, even if you've made changes to the source files. This is especially prone to happen whenever you get bugs in your code which make your program crash during runtime. Since the makefile will stop for any errors, the bugged compilation will not be removed. If you forget to delete the file and start debugging and running make again, it will simply run the old compilation again and you won't actually be seeing the modifications you've made to your source code.
Try running the program with either your makefile or your .bat file and see if it works properly.
Note: this game should be run directly on the Command Line or Command Prompt as Ncurses is a library meant to create programs for terminals.
Right now it simply draws an @
sign on the screen. Not much, but that's our main character. The @
sign is traditionally used in ASCII-based roguelikes to represent the player avatar.
Now let's try getting it to move.
Movement
To start moving around we'll need some way to change the player's y
and x
position. In order to give the player a (y, x)
position let's create some structs. First, go ahead and create a new directory called include
in your base directory and add a file into that folder called rogue.h
. You should now have a directory tree as follows:
tutorial_folder/
-include/
-rogue.h
-src/
-main.c
-makefile
From now on, all of our .c
files will go into src/
and all of our .h
files will go into include/
.
Add the following code into rogue.h
:
#ifndef ROGUE_H
#define ROGUE_H
#include <ncurses.h>
#include <stdlib.h>
typedef struct
{
int y;
int x;
} Position;
typedef struct
{
Position pos;
char ch;
} Entity;
#endif
Here we're creating two simple structs, one called Position
which contains (y, x)
coordinates in the form of two int variables, and another called Entity
which for now will only contain a Position
variable and a char
variable where we will keep how the player is represented on the screen. We include <stdlib.h>
because we will be using a function that is defined in it. We also added #include <ncurses.h>
at the top because we're going to include this file in main.c
and we'll just keep all of our includes in our .h
files.
The first two statements and the last line,
#ifndef ROGUE_H
#define ROGUE_H
...
#endif
are used to keep the compiler from compiling the rogue.h
file multiple times. Since we will include it in several different .c
files, we have the compiler check if the variable ROGUE_H
has been previously defined and, if not, define ROGUE_H
and proceed with compiling the rest of the file. In this way, rogue.h
will only get compiled the first time it is included, after which, it will simply detect that ROGUE_H
has already been defined and skip the rest of the file.
Now to include our rogue.h
file change the following code in main.c
:
-#include <ncurses.h>
+#include <rogue.h>
Now that we've connected main.c
with rogue.h
let's create another file in which we will make a function that creates our player using the structs and another that takes an input and modifies the player position. Create a new file in src
called player.c
and add the following:
#include <rogue.h>
Entity* createPlayer(Position start_pos)
{
Entity* newPlayer = calloc(1, sizeof(Entity));
newPlayer->pos.y = start_pos.y;
newPlayer->pos.x = start_pos.x;
newPlayer->ch = '@';
return newPlayer;
}
void handleInput(int input)
{
switch(input)
{
//move up
case 'k':
player->pos.y--;
break;
//move down
case 'j':
player->pos.y++;
break;
//move left
case 'h':
player->pos.x--;
break;
//move right
case 'l':
player->pos.x++;
break;
default:
break;
}
}
We include rogue.h
because we're using both structs defined in that file. The first function Entity* createPlayer(Position start_pos)
takes a Position argument and returns a pointer to an Entity. We create the player as a pointer to Entity in order to be able to modify his component variables in function calls. We will use pointers extensively in this tutorial.
Entity* newPlayer = calloc(1, sizeof(Entity));
declares the newPlayer
variable and dynamically allocates the appropriate memory for that pointer. We are using calloc()
in this tutorial instead of its counterpart malloc()
beacause calloc
not only allocates the memory, it also initializes all of the bytes in that memory block to 0
, erasing any garbage data which might have been stored previously and allowing us to use the memory safely. You can find more information about the calloc()
function here. calloc()
is defined in stdlib.h
which we've already included in rogue.h
.
After allocating the memory we assign the appropriate values to the newPlayer
position and character. Note that when using pointers to structs you need to use ->
in order to reference its member variables. If it is just a struct variable, like the Position
struct inside of the Entity
struct, then you just use .
in order to reference its member variables. That is why we use newPlayer->pos.y
: newPlayer
is a pointer so we use ->
to access its pos
member, and since pos
is not a pointer but a struct variable, we simply use .
to access its y
and x
members.
After setting up the player, we return the newPlayer
pointer to the calling function.
void handleInput(int input)
is a simple function where we use a switch()
statement in order to increase or decrease the y
or x
variable of the player's position depending on the input provided. Here we are using a pointer variable called player
which we will declare as an extern in our rogue.h
file below. I used the vim-like hjkl
keyset because it's the classic retro style, but you can change it to use the standard wasd
keys or any other keyset you prefer.
Open rogue.h
and append the following code before the #endif
line:
// player.c functions
Entity* createPlayer(Position start_pos);
void handleInput(int input);
// externs
extern Entity* player;
#endif
Here we are simply adding the declarations of the functions we defined in player.c
. This is so any file which includes rogue.h
can use these functions properly. We also add an extern Entity* player;
variable which we will declare in our main.c
file. We will add several externs
throughout the tutorial whenever we want to create a variable that is shared between any files that include rogue.h
.
Open main.c
and make the following changes:
#include <rogue.h>
+
+Entity* player;
+
int main(void)
{
+ int ch;
+ Position start_pos = { 10, 20 };
+
initscr();
noecho();
curs_set(0);
+
+ player = createPlayer(start_pos);
+ mvaddch(player->pos.y, player->pos.x, player->ch);
+
- while(getch() != 'q')
+ while(ch = getch())
{
- mvaddch(10, 20, '@');
+ if (ch == 'q')
+ {
+ break;
+ }
+
+ handleInput(ch);
+ clear();
+ mvaddch(player->pos.y, player->pos.x, player->ch);
}
endwin();
Your main.c
file should now look like this:
#include <rogue.h>
Entity* player;
int main(void)
{
int ch;
Position start_pos = { 10, 20 };
initscr();
noecho();
curs_set(0);
player = createPlayer(start_pos);
mvaddch(player->pos.y, player->pos.x, player->ch);
while(ch = getch())
{
if (ch == 'q')
{
break;
}
handleInput(ch);
clear();
mvaddch(player->pos.y, player->pos.x, player->ch);
}
endwin();
return 0;
}
Entity* player;
declares a variable which we will use to point to our player object. We have already added it as an extern
in our rogue.h
file so that it can be used by functions outside of main.c
without us having to pass the player object as an argument. This will help reduce our function signatures.
int ch;
declares an int which we will use to store the input from the user and Position start_pos = { 10, 20 };
creates a Position
struct which we use to give the createPlayer()
function a starting position. We hard code it for now, but we will soon be getting that position depending on the randomized creation of the rooms in the dungeon.
player = createPlayer(start_pos);
calls the createPlayer()
function and assigns the returned Entity
pointer to our player
variable.
mvaddch(player->pos.y, player->pos.x, player->ch);
uses the player
struct's members to call mvaddch()
and draw the player's character on the screen at his position. We call this once before the while
loop to avoid just having an initial black screen before the user presses any keys.
while(ch = getch())
starts a while loop that waits for the user to press a key and assigns that key to our ch
variable declared above.
if (ch == 'q')
{
break;
}
This verifies if the key pressed is q
and exits the while
loop if it is.
If the input isn't a q
then we proceed with the rest of the while loop, calling first handleInput(ch);
, which will modify the player's position depending on the key. Then we use clear();
, which is an ncurses function that erases the screen. And finally we call mvaddch(player->pos.y, player->pos.x, player->ch);
again to draw the character at his new position. If we didn't use clear()
before drawing the player on his new position, the old positions of the player would still be drawn and you would see a trail of previous @
symbols.
Before we try compiling it, we need to modify our makefile to compile our include file. Make the following changes to it:
-CFLAGS = -lncurses
+CFLAGS = -lncurses -I./include/
If you're using the windows batch file change the first line to the following:
gcc .\src\*.c -lpdcurses -I.\include\ -o -rogue
Try compiling it using the .bat
file or with make:
$ make
You should be able to move your @
character around the screen by pressing the appropriate keys. Press q
to exit. Congratulations, you now have a moving player!
That's the end of this part. We'll have Part 2 coming out soon.
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