hi i am a newbie at c++.. this is code of game am wondering why the text is blinking ?
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/* Include section */
#define WIN32_LEAN_AND_MEAN
#include <iostream>
#include <windows.h>
#include <cstdlib>
#include <time.h>
/* Using Statements*/
using std::cout;
using std::endl;
/* Constants */
#define X 20
#define Y 10
#define _D_UP 0
#define _D_DOWN 1
#define _D_RIGHT 2
#define _D_LEFT 3
HANDLE h;
/* Variables */
bool _quit,
_redraw,
_gameOver;
short _score; // The score of the player
short _direction, _prevDirection; // Stores the current direction the snake is going and the previous directions
short _scPosX, _scPosY; // The x and y position of the score thing to collect
char _map[24][80];
char _bar[11];
char _character, _scChar;
/* functions */
void initialize(); // Initializes the program
void update(); // Updates anything
void draw(); // Draws the stuff to the screen
void escape(); // Check if the escape key is pressed
void moveKey(); // Check if the up, down, left or right arrow is pressed
void updateMove(); // Updates the movement
void updateScore(); // Check if the score needs to be updated
void setGameOver(); // Sets that the player is game over
void checkGameOver(); // Check if the player is game over
void wait(int time); // Wait for x milli seconds
void setRandomScorePos(); // Sets a new random position of the score thing to collect
void cleanup(); // Cleanup anything afterwards
/* Part structure */
struct part
{
/* Variables */
short posX; // X position
short posY; // Y position
short prevX; // Previous X position
short prevY; // Previous Y position
part * child; // Pointer to the child node
/* Functions */
void updateChild() // Update the child node with this current position
{
if(this->child != NULL) // Child exists so update it
{
this->child->prevX = this->child->posX;
this->child->prevY = this->child->posY;
this->child->posX = this->prevX;
this->child->posY = this->prevY;
this->child->updateChild(); // Update the childs child too
}
}
void addChild() // Add a new child to the stack
{
if(this->child == NULL) // This does not have a child yet, so add one
{
this->child = new part();
}
else // This has a child, so add a child one level below (continues until child == NULL)
{
this->child->addChild();
}
return;
}
void deleteChild() // Delete the child
{
if(this->child == NULL)
{
return; // Child is deleted already or does not exist
}
else // Child exists > delete that child
{
if(this->child->hasChild()) // If the child has a child, delete that child
{
this->child->deleteChild();
}
else // This child does not have a child, so delete it;
{
delete child;
child = NULL; // Make a NULL pointer so that hasChild() won't crash
return;
}
return;
}
return;
}
void drawChild()
{
if(this->child == NULL)
{
return; // No child exists
}
else
{
// Child exists...
// But the child has no child itself
if(!this->child->hasChild())
{
_map[this->child->posY][this->child->posX] = _character;
_map[this->child->prevY][this->child->prevX] = ' ';
}
// The child has a child itself
else
{
_map[this->child->posY][this->child->posX] = _character;
this->child->drawChild(); // Draw the childs children...
}
}
}
bool hasChild() // Check if part has a child
{
if(this->child == NULL)
return false;
else
return true;
}
} root;
/* Application entry point */
void main()
{
// Initialize
initialize();
// Run loop
while(!_quit && !_gameOver)
{
// Update and draw the screen
update();
if(_redraw)
{
draw();
_redraw = false;
}
// Wait for some time
Sleep(10);
}
// Show that the user is game over
setGameOver();
// Draw the screen for the last time
draw();
system("pause"); // Wait for the user to quit
cleanup();
//return 0;
}
void initialize()
{
// Init
_redraw = true;
_quit = false;
_gameOver = false;
_character = 'o';
_scChar = '$';
// Root node
root.posX = X;
root.posY = Y;
root.prevX = NULL;
root.prevY = NULL;
root.child = NULL;
// Set the console title
SetConsoleTitle(L"A Snake Clone in WIN32 Console!");
// Fill the map
for(int ln = 0; ln < 24; ln++)
{
for(int nr = 0; nr < 80; nr++)
{
_map[ln][nr] = ' ';
}
}
_map[root.posY][root.posX] = _character;
_direction = _D_RIGHT;
_prevDirection = -1;
_score = 0;
/*for(int i = 0; i < 11; i++)
{
_bar[i] = ' ';
}
_bar[2] = '>';
_bar[4] = 'S';
_bar[5] = 'c';
_bar[6] = 'o';
_bar[7] = 'r';
_bar[8] = 'e';
_bar[9] = ':';*/
h = GetStdHandle(STD_OUTPUT_HANDLE);
// Seed random number generator
srand(time(NULL));
setRandomScorePos();
}
void update()
{
// Key presses
escape(); // Check if the user wants to quit
moveKey(); // update movement by keypress
updateMove(); // update the movement
_map[root.posY][root.posX] = _character; // Set the new character position
// DONE: add improved child draw function
if(root.child == NULL)
{
_map[root.prevY][root.prevX] = ' '; // Set the old character position
}
else
{
root.drawChild();
}
// Check if the player is out of boundaries and is game over
checkGameOver();
updateScore();
}
void moveKey()
{
if(GetAsyncKeyState(VK_UP) != 0)
{
_prevDirection = _direction;
_direction = _D_UP;
}
if(GetAsyncKeyState(VK_DOWN) != 0)
{
_prevDirection = _direction;
_direction = _D_DOWN;
}
if(GetAsyncKeyState(VK_LEFT) != 0)
{
_prevDirection = _direction;
_direction = _D_LEFT;
}
if(GetAsyncKeyState(VK_RIGHT) != 0)
{
_prevDirection = _direction;
_direction = _D_RIGHT;
}
// DONE: Remove this in final build (after all score related functionality is added)
//if(GetAsyncKeyState(VK_SPACE) != 0)
//{
// _score++;
// root.addChild();
//}
}
void escape()
{
if(GetAsyncKeyState(VK_ESCAPE) != 0)
{
_quit = true;
}
}
void updateMove()
{
switch(_direction)
{
case _D_UP:
// Check if snake is not eating itself
if(_prevDirection == _D_DOWN && _score > 0)
{
_gameOver = true;
break;
}
// Update root first
root.prevX = root.posX;
root.prevY = root.posY;
root.posY--;
// Update child
root.updateChild();
break;
case _D_DOWN:
// Check if snake is not eating itself
if(_prevDirection == _D_UP && _score > 0)
{
_gameOver = true;
break;
}
root.prevX = root.posX;
root.prevY = root.posY;
root.posY++;
// Update child
root.updateChild();
break;
case _D_RIGHT:
// Check if snake is not eating itself
if(_prevDirection == _D_LEFT && _score > 0)
{
_gameOver = true;
break;
}
root.prevX = root.posX;
root.prevY = root.posY;
root.posX++;
// Update child
root.updateChild();
break;
case _D_LEFT:
// Check if snake is not eating itself
if(_prevDirection == _D_RIGHT && _score > 0)
{
_gameOver = true;
break;
}
root.prevX = root.posX;
root.prevY = root.posY;
root.posX--;
// Update child
root.updateChild();
break;
default:
break;
}
_redraw = true;
}
void checkGameOver()
{
// Player is game over > _gameOver = true;
if(root.posX < 0 || root.posX > 79 || root.posY < 1 || root.posY > 24)
{
_gameOver = true;
_redraw = true;
return;
}
return;
}
void setGameOver()
{
cout << "Game over !";
/*_bar[1] = 'G';
_bar[2] = 'a';
_bar[3] = 'm';
_bar[4] = 'e';
_bar[5] = ' ';
_bar[6] = 'o';
_bar[7] = 'v';
_bar[8] = 'e';
_bar[9] = 'r';*/
}
void draw()
{
// clear the screen
system("cls");
// Draw the first row
//SetConsoleTextAttribute(h, FOREGROUND_BLUE | FOREGROUND_GREEN | FOREGROUND_RED | FOREGROUND_INTENSITY | BACKGROUND_INTENSITY); // Gray background - white foreground
cout << "Score:" << _score;
//cout << _score;
// Fill the rest of the line
if(_score < 10)
{
for(int i = 0; i < 68 ;i++)
{
cout << ' ';
}
}
else if(_score < 100)
{
for(int i = 0; i < 67;i++)
{
cout << ' ';
}
}
else
{
for(int i = 0; i < 66;i++)
{
cout << ' ';
}
}
//SetConsoleTextAttribute(h, FOREGROUND_GREEN | FOREGROUND_INTENSITY); // Default color Black background - grey foreground
// Loop through _map and draw it to the screen
for(int ln = 0; ln < 23; ln++)
{
for(int nr = 0; nr < 79; nr++)
{
cout << _map[ln][nr];
}
cout << endl;
}
}
void wait(int time)
{
for(int i = 0; i < time; i++)
{
// wait...
}
}
void updateScore()
{
if(root.posX == _scPosX && root.posY == _scPosY)
{
_score++;
root.addChild();
setRandomScorePos();
}
}
void setRandomScorePos()
{
short tempX, tempY;
// TODO: add random position and check if the random position is not one of the positions of the position of the snake
tempX = rand() % 70 + 1;
tempY = rand() % 20 + 1;
while(_map[tempY][tempX] == _character)
{
// Get a new random number
tempX = rand() % 70 + 1;
tempY = rand() % 20 + 1;
}
_scPosX = tempX;
_scPosY = tempY;
_map[_scPosY][_scPosX] = _scChar;
}
// Delete al temporary child interfaces
void cleanup()
{
while(root.child != NULL)
{
root.deleteChild();
}
}