From: A-Larsen Date: Thu, 15 Oct 2026 22:30:52 +0000 (-0400) Subject: first commit X-Git-Url: https://nyquistdev.net/git/?a=commitdiff_plain;h=fd7707c80a20765c68150697e94962e1f0c07f2f;p=galaga.git first commit --- fd7707c80a20765c68150697e94962e1f0c07f2f diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..d159169 --- /dev/null +++ b/LICENSE @@ -0,0 +1,339 @@ + GNU GENERAL PUBLIC LICENSE + Version 2, June 1991 + + Copyright (C) 1989, 1991 Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. By contrast, the GNU General Public +License is intended to guarantee your freedom to share and change free +software--to make sure the software is free for all its users. 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See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License along + with this program; if not, write to the Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + +Also add information on how to contact you by electronic and paper mail. + +If the program is interactive, make it output a short notice like this +when it starts in an interactive mode: + + Gnomovision version 69, Copyright (C) year name of author + Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, the commands you use may +be called something other than `show w' and `show c'; they could even be +mouse-clicks or menu items--whatever suits your program. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the program, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the program + `Gnomovision' (which makes passes at compilers) written by James Hacker. + + , 1 April 1989 + Ty Coon, President of Vice + +This General Public License does not permit incorporating your program into +proprietary programs. If your program is a subroutine library, you may +consider it more useful to permit linking proprietary applications with the +library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. diff --git a/README.adoc b/README.adoc new file mode 100644 index 0000000..ec68d70 --- /dev/null +++ b/README.adoc @@ -0,0 +1,22 @@ +== Galaga +Recreation of Galaga with SDL2 library in C + +== Building + +---- +make +---- + +== Running tests + +[source, sh] +---- +./test +---- + +example: + +[source, sh] +---- + ./tests "pickFormationPosition" +---- diff --git a/docinfo.conf b/docinfo.conf new file mode 100644 index 0000000..57fa5b9 --- /dev/null +++ b/docinfo.conf @@ -0,0 +1,3 @@ +#!/usr/bin/env bash +HOSTNAME=nyquistdev.net +DOCINFODIR=/usr/local/share/readme-to-html diff --git a/galaga b/galaga new file mode 100755 index 0000000..9b0e870 Binary files /dev/null and b/galaga differ diff --git a/galaga.c b/galaga.c new file mode 100644 index 0000000..4ce3051 --- /dev/null +++ b/galaga.c @@ -0,0 +1,26 @@ +/* + * Copyright (C) 2024 Austin Larsen + * + * This program is free software; you can redistribute it and/or modify it under + * the terms of the GNU General Public License as published by the Free Software + * Foundation; either version 2 of the License, or (at your option) any later + * version. + * + * This program is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS + * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more + * details. + * + * You should have received a copy of the GNU General Public License along with + * this program; if not, write to the Free Software Foundation, Inc., 51 + * Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ +#include "game.h" + +int main(void) +{ + Game game; + GameInit(&game); + GameUpdate(&game, 220, 60); + GameQuit(&game); +} diff --git a/game.c b/game.c new file mode 100644 index 0000000..95cc56f --- /dev/null +++ b/game.c @@ -0,0 +1,457 @@ +/* + * Copyright (C) 2024 Austin Larsen + * + * This program is free software; you can redistribute it and/or modify it under + * the terms of the GNU General Public License as published by the Free Software + * Foundation; either version 2 of the License, or (at your option) any later + * version. + * + * This program is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS + * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more + * details. + * + * You should have received a copy of the GNU General Public License along with + * this program; if not, write to the Free Software Foundation, Inc., 51 + * Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ +#include "game.h" + +void interpolate(float *x, int y, int s, SDL_Point p1, SDL_Point p2) { + if ((p2.y - p1.y) == 0) return; + *x = s + (float)((p2.x - p1.x) * (y - p1.y)) / (float)(p2.y - p1.y); +} + +void +setColor(SDL_Renderer *renderer, uint8_t color) +{ + const SDL_Color colors[] = { + [COLOR_RED] = {.r = 217, .g = 100, .b = 89, .a = 255}, + [COLOR_WHITE] = {.r = 255, .g = 255, .b = 255, .a = 255}, + [COLOR_GREEN] = {.r = 88, .g = 140, .b = 126, .a = 255}, + [COLOR_BLUE] = {.r = 146, .g = 161, .b = 185, .a = 255}, + [COLOR_ORANGE] = {.r = 242, .g = 174, .b = 114, .a = 255}, + [COLOR_GREY] = {.r = 89, .g = 89, .b = 89, .a = 89}, + [COLOR_BLACK] = {.r = 0, .g = 0, .b = 0, .a = 0}, + }; + + SDL_SetRenderDrawColor(renderer, colors[color].r, colors[color].g, + colors[color].b, colors[color].a); +} + +void +updateGridPosition(Grid *grid, uint64_t frame) +{ + uint64_t update_rate = 450; + + grid->space = 50 + sin(((frame % update_rate) / + (float)update_rate) * TAU) * 4; + + float width = (float)grid->space * (float)FORMATION_WIDTH; + uint8_t height = (float)grid->space * (float)FORMATION_HEIGHT; + + grid->start.x = ((grid->space - ENEMY_SIZE_PX) / 2.0f) + + ((float)SCREEN_WIDTH_PX / 2.0f) - (width / 2.0f); + + + grid->start.y = 10; +} + +void +getGridPosition(SDL_Point *point, Grid grid, uint8_t x, uint8_t y) +{ + point->x = grid.start.x + x * grid.space; + point->y = grid.start.y + y * grid.space; +} + +void +drawFormationGrid(SDL_Renderer *renderer, Grid grid, uint64_t frame) +{ + + for (uint8_t y = 0; y < FORMATION_HEIGHT; ++y) { + for (uint8_t x = 0; x < FORMATION_WIDTH; ++x) { + SDL_Point point; + + getGridPosition(&point, grid, x, y); + + SDL_Rect rect = { + .x = point.x, + .y = point.y, + .w = ENEMY_SIZE_PX, + .h = ENEMY_SIZE_PX, + }; + + SDL_RenderDrawRect(renderer, &rect); + } + } +} + +void +enemyToFormation(FPosition *point, Grid *grid, uint64_t frame, FPosition source, + bool *enteredFormation, uint8_t pickedPosition, + SDL_Point destination) +{ + SDL_Point a; + + getGridPosition(&a, *grid, destination.x, destination.y); + + if (!(*enteredFormation)) { + SDL_Point b = { + .x = source.x, + .y = source.y + }; + + interpolate(&point->x, point->y, source.x, b, a); + + point->y -= 1; + + if (point->y < a.y) { + *enteredFormation = true; + grid->formation[pickedPosition] = 1; + } + return; + } + + point->y = a.y; + point->x = a.x; +} + +void +drawFighter(SDL_Renderer *renderer, SDL_Point point) +{ + SDL_Rect rect = { + .x = point.x, + .y = point.y, + .w = FIGHTER_WIDTH_PX, + .h = FIGHTER_HEIGHT_PX + }; + + setColor(renderer, COLOR_GREEN); + SDL_RenderFillRect(renderer, &rect); +} + +void +drawEnemy(SDL_Renderer *renderer, FPosition point) +{ + SDL_Rect rect = { + .x = point.x, + .y = point.y, + .w = ENEMY_SIZE_PX, + .h = ENEMY_SIZE_PX + }; + + setColor(renderer, COLOR_BLUE); + SDL_RenderFillRect(renderer, &rect); +} + +void +drawNoiseCircle(SDL_Renderer *renderer, SDL_Point center, + uint8_t px_size, uint16_t radius, float accuracy) +{ + for(float i = 0; i <= TAU + accuracy; i += accuracy) { + float n = (float)rand() / (float)RAND_MAX; + + float x = sinf(n * TAU); + float y = cosf(n * TAU); + + // if (!(i > 0)) continue; + + SDL_Rect rect = { + .x = x * radius + center.x, + .y = y * radius + center.y, + .w = px_size, + .h = px_size + }; + + SDL_RenderFillRect(renderer, &rect); + } +} + +bool +drawExplosion(SDL_Renderer *renderer, uint64_t frame) +{ + static float i = 0; + SDL_Point center = {.x = 400, .y = 400}; + + if (i >= 55) return false; + + uint8_t gap = 3; + + setColor(renderer, (int)i % 4 ? COLOR_WHITE : COLOR_RED); + + for (uint8_t j = 0; j < i; ++j) { + drawNoiseCircle(renderer, center, 3, j, 4); + } + + i += .9f; + return true; +} + + +void +enemyMove(FPosition *point, bool invert_x, bool invert_y, float radians) +{ + point->x += sinf(radians) * (invert_x ? -1 : 1); + point->y += cosf(radians) * (invert_y ? -1 : 1); +} + +bool +enemyEntrance(uint8_t p1, uint8_t p2, uint64_t frame, FPosition *rect) +{ + const int padding = 50; + + if (rect->init) { + + switch(p1) { + case BOTTOM: rect->radians = M_PI_2; break; + case TOP: rect->radians = 0; break; + } + + rect->start_radians = rect->radians; + + if (p1 == BOTTOM && p2 == LEFT) { + rect->x = -padding - ENEMY_SIZE_PX; + rect->y = (float)SCREEN_HEIGHT_PX - ENEMY_SIZE_PX - padding; + } + + if (p1 == BOTTOM && p2 == RIGHT) { + rect->x = SCREEN_WIDTH_PX + padding; + rect->y = (float)SCREEN_HEIGHT_PX - ENEMY_SIZE_PX - padding; + } + + if (p1 == TOP && p2 == CENTER_LEFT) { + rect->x = ((float)SCREEN_WIDTH_PX / 2.0f) - ENEMY_SIZE_PX - 30; + rect->y = -padding - ENEMY_SIZE_PX; + } + + rect->init = false; + } + + + switch(p1) { + case BOTTOM: { + enemyMove(rect, p2 == LEFT ? 0 : 1, 0, rect->radians); + + float r2 = 0; + + if (rect->radians - rect->start_radians < M_PI_2) { + rect->radians += .003f; + r2 = rect->radians; + } else{ + rect->radians += .016f; + if (rect->radians - r2 >= M_3PI) { + rect->init = true; + return false; + } + } + break; + } + case TOP: { + enemyMove(rect, p2 == CENTER_LEFT ? 1 : 0, 0, rect->radians); + + float r2 = 0; + + if (rect->radians - rect->start_radians > -M_PI_4) { + rect->radians -= .002f; + r2 = rect->radians; + } else { + rect->radians -= .016f; + if (rect->radians - r2 <= -TAU) { + rect->init = true; + return false; + } + } + break; + } + } + + return true; +} + +uint8_t +pickFormationPosition(uint8_t type, bool *formation) +{ + + switch(type) { + case ENEMY_BEE: { + int i = -1; + + while (true) { + float r = (float)rand() / (float)RAND_MAX; + i = r * FORMATION_WIDTH * FORMATION_HEIGHT; + if (!formation[i]) break; + } + + formation[i] = 1; + return i; + } + } + return 0; +} + +FPosition * +EnemyEnter(uint8_t id, uint8_t type, Grid *grid, uint8_t enter, + uint64_t frame) { + + static EnemyInfo info[FORMATION_WIDTH] = {[0 ... FORMATION_WIDTH - 1] = { + .pickedPosition = 0, + .enteredFormation = false, + .entering = true, + .source = {0}, + .position = { + .x = 0, + .y = 0, + .radians = 0, + .init = true + }, + .formation = {0} + }}; + + EnemyInfo *infop = &info[id]; + + if (infop->entering) { + infop->entering = enemyEntrance(BOTTOM, enter, frame, + &infop->position); + } else if (!infop->pickedPosition) { + SDL_Point p; + uint8_t i = pickFormationPosition(type, grid->formation); + infop->formation.x = i % FORMATION_WIDTH; + infop->formation.y = floor((float)i / (float)FORMATION_WIDTH); + printf("i: %d\n", i); + printf("x: %d, y: %d\n", infop->formation.x, infop->formation.y); + memcpy(&infop->source, &infop->position, sizeof(FPosition)); + infop->pickedPosition = i; + } else{ + enemyToFormation(&infop->position, grid, frame, infop->source, + &infop->enteredFormation, infop->pickedPosition, + infop->formation); + } + return &infop->position; +} + +uint8_t +updateMain(Game *game, uint64_t frame, SDL_KeyCode key, bool keydown) +{ + static bool init = true; + + if (init) { + srand(time(NULL)); + init = false; + } + + updateGridPosition(&game->grid, frame); + + static SDL_Point fighter_pos = { + .x = 10, + .y = SCREEN_HEIGHT_PX - FIGHTER_HEIGHT_PX - 10 + }; + + // make sure left and right enemy do not choose the same spot + FPosition *position1 = EnemyEnter(0, ENEMY_BEE, &game->grid, RIGHT, frame); + FPosition *position2 = EnemyEnter(1, ENEMY_BEE, &game->grid, LEFT, frame); + + drawExplosion(game->renderer, frame); + drawFighter(game->renderer, fighter_pos); + drawEnemy(game->renderer, *position1); + drawEnemy(game->renderer, *position2); + SDL_RenderDrawLine(game->renderer, SCREEN_WIDTH_PX / 2, 0, + SCREEN_WIDTH_PX / 2, SCREEN_HEIGHT_PX); + drawFormationGrid(game->renderer, game->grid, frame); + + return UPDATE_MAIN; +} + +void +GameInit(Game *game) +{ + memset(game, 0, sizeof(Game)); + + END(SDL_Init(SDL_INIT_VIDEO) != 0, "Could not create texture", + SDL_GetError()); + + END(TTF_Init() != 0, "Could not initialize TTF", TTF_GetError()); + + END(IMG_Init(IMG_INIT_PNG) != IMG_INIT_PNG, "Could not initialize PNG", + TTF_GetError()); + + game->window = SDL_CreateWindow("galaga", SDL_WINDOWPOS_UNDEFINED, + SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH_PX, + SCREEN_HEIGHT_PX, SDL_WINDOW_SHOWN); + + END(game->window == NULL, "Could not create window", SDL_GetError()); + + game->renderer = SDL_CreateRenderer(game->window, 0, + SDL_RENDERER_SOFTWARE); + + END(game->renderer == NULL, "Could not create renderer", SDL_GetError()); +} + +void +GameUpdate(Game *game, const uint16_t lps, const uint16_t fps) +{ + uint64_t frame = 0; + bool keydown = false; + uint8_t update_id = 0; + Update_callback update; + float lsp_mspd = (1.0f / (float)lps) * 1000.0f; + + SDL_Rect background_rect = { + .x = 0, + .y = 0, + .w = SCREEN_WIDTH_PX, + .h = SCREEN_HEIGHT_PX + }; + + while (!game->quit) { + uint32_t start = SDL_GetTicks(); + + switch (update_id) { + case UPDATE_MAIN: update = updateMain; break; + } + + setColor(game->renderer, COLOR_GREY); + SDL_RenderClear(game->renderer); + setColor(game->renderer, COLOR_BLACK); + SDL_RenderFillRect(game->renderer, &background_rect); + + SDL_Event event; + SDL_KeyCode key = 0; + + while (SDL_PollEvent(&event)) { + switch (event.type) { + case SDL_KEYDOWN: { + if (event.key.repeat == 0) { + key = event.key.keysym.sym; + keydown = true; + } + + break; + } + + case SDL_KEYUP: keydown = false; break; + case SDL_QUIT: game->quit = true; break; + } + } + + update_id = update(game, frame, key, keydown); + + uint32_t end = SDL_GetTicks(); + uint32_t elapsed_time = end - start; + + if (elapsed_time < lsp_mspd) SDL_Delay(lsp_mspd - elapsed_time); + + if (frame % (lps / fps) == 0) SDL_RenderPresent(game->renderer); + + frame++; + } +} + +void +GameQuit(Game *game) +{ + SDL_DestroyWindow(game->window); + SDL_DestroyRenderer(game->renderer); + TTF_Quit(); + IMG_Quit(); + SDL_Quit(); +} diff --git a/game.h b/game.h new file mode 100644 index 0000000..ef4072e --- /dev/null +++ b/game.h @@ -0,0 +1,120 @@ +/* + * Copyright (C) 2024 Austin Larsen + * + * This program is free software; you can redistribute it and/or modify it under + * the terms of the GNU General Public License as published by the Free Software + * Foundation; either version 2 of the License, or (at your option) any later + * version. + * + * This program is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS + * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more + * details. + * + * You should have received a copy of the GNU General Public License along with + * this program; if not, write to the Free Software Foundation, Inc., 51 + * Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ +#ifndef _GAME_H_ +#define _GAME_H_ + +#include +#include +#include +#include +#include +#include +#include +#include + +#define TAU ((float)(M_PI * 2.0f)) +#define M_3PI ((float)(M_PI * 3.0f)) +#define SCREEN_WIDTH_PX 600U +#define SCREEN_HEIGHT_PX 800U +#define FIGHTER_WIDTH_PX 45 +#define FIGHTER_HEIGHT_PX 58 +#define ENEMY_SIZE_PX 30 +#define UP TOP +#define DOWN BOTTOM +#define FORMATION_WIDTH 10 +#define FORMATION_HEIGHT 5 +#define FORMATION_SIZE (FORMATION_WIDTH * FORMATION_HEIGHT) +#define ENEMY_BOSS_START 0 +#define ENEMY_BOSS_END 9 +#define ENEMY_BUTTERFLY_START 10 +#define ENEMY_BUTTERFLY_END 29 +#define ENEMY_BEE_START 30 +#define ENEMY_BEE_END 39 + +#define END(check, str1, str2) \ + if (check) { \ + assert(check); \ + fprintf(stderr, "%s\n%s", str1, str2); \ + exit(1); \ + } \ + +enum /* color */ {COLOR_RED, COLOR_GREEN, COLOR_BLUE, COLOR_ORANGE, COLOR_GREY, COLOR_WHITE, COLOR_BLACK, COLOR_SIZE}; +enum /* cardinal */ {TOP, BOTTOM, LEFT, RIGHT, CENTER_LEFT, CENTER_RIGHT}; +enum /*enemy types */ {ENEMY_BEE, ENEMY_BUTTERFLY, ENEMY_BOSS}; +enum /* update callback ids */ {UPDATE_MAIN}; + +typedef struct _FPoint { + bool init; + float x; + float y; + float radians; + float start_radians; +} FPosition; + +typedef struct _Grid { + bool formation[FORMATION_SIZE]; // 10 x 5 + SDL_Point start; + uint8_t space; + // row 1 (0-9) boss + // row 2 (10-19) butterfly + // row 3 (20-29) butterfly + // row 4 (30-39) bees + // row 5: (40-49) bees +} Grid; + +typedef struct _Game { + bool quit; + bool canDraw; + uint8_t level; + uint64_t score; + Grid grid; + SDL_Renderer *renderer; + SDL_Window *window; +} Game; + +typedef struct _EnemyInfo { + bool enteredFormation; + bool entering; + SDL_Point formation; + FPosition source; + FPosition position; + uint8_t pickedPosition; +} EnemyInfo; + +typedef uint8_t (*Update_callback)(Game *game, uint64_t frame, SDL_KeyCode key, bool keydown); + +void interpolate(float *x, int y, int s, SDL_Point p1, SDL_Point p2); +void setColor(SDL_Renderer *renderer, uint8_t color); +void updateGridPosition(Grid *grid, uint64_t frame); +void getGridPosition(SDL_Point *point, Grid grid, uint8_t x, uint8_t y); +void drawFormationGrid(SDL_Renderer *renderer, Grid grid, uint64_t frame); +void enemyToFormation(FPosition *point, Grid *grid, uint64_t frame, FPosition source, bool *enteredFormation, uint8_t pickedPosition, SDL_Point destination); +void drawFighter(SDL_Renderer *renderer, SDL_Point point); +void drawEnemy(SDL_Renderer *renderer, FPosition point); +void drawNoiseCircle(SDL_Renderer *renderer, SDL_Point center, uint8_t px_size, uint16_t radius, float accuracy); +bool drawExplosion(SDL_Renderer *renderer, uint64_t frame); +void enemyMove(FPosition *point, bool invert_x, bool invert_y, float radians); +bool enemyEntrance(uint8_t p1, uint8_t p2, uint64_t frame, FPosition *rect); +uint8_t pickFormationPosition(uint8_t type, bool *formation); +FPosition * EnemyEnter(uint8_t id, uint8_t type, Grid *grid, uint8_t enter, uint64_t frame); +uint8_t updateMain(Game *game, uint64_t frame, SDL_KeyCode key, bool keydown); +void GameInit(Game *game); +void GameUpdate(Game *game, const uint16_t lps, const uint16_t fps); +void GameQuit(Game *game); + +#endif // _GAME_H_ diff --git a/makefile b/makefile new file mode 100644 index 0000000..a4cb5fe --- /dev/null +++ b/makefile @@ -0,0 +1,14 @@ +LIBS = -lSDL2 -lSDL2_image -lSDL2_ttf -lm + +PROG = galaga + +game: game.c $(PROG).c + gcc -g -o $(PROG) game.c $(PROG).c $(LIBS) + +tests: game.c tests.c + gcc -g -o tests game.c tests.c $(LIBS) + +clean: + rm -rf $(PROG) tests + +.PHONY: clean diff --git a/rendered.html b/rendered.html new file mode 100644 index 0000000..ab97e91 --- /dev/null +++ b/rendered.html @@ -0,0 +1,959 @@ + + + + + + + +Galaga + + + + + + + + + + + + + + + + + + + + + +
+
+

Galaga

+
+
+

Recreation of Galaga with SDL2 library in C

+
+
+
+
+

Building

+
+
+
+
make
+
+
+
+
+
+

Running tests

+
+
+
+
./test <test name>
+
+
+
+

example:

+
+
+
+
 ./tests "pickFormationPosition"
+
+
+
+
+
+ + + + \ No newline at end of file diff --git a/tests.c b/tests.c new file mode 100644 index 0000000..2aa76e1 --- /dev/null +++ b/tests.c @@ -0,0 +1,69 @@ +/* + * Copyright (C) 2024 Austin Larsen + * + * This program is free software; you can redistribute it and/or modify it under + * the terms of the GNU General Public License as published by the Free Software + * Foundation; either version 2 of the License, or (at your option) any later + * version. + * + * This program is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS + * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more + * details. + * + * You should have received a copy of the GNU General Public License along with + * this program; if not, write to the Free Software Foundation, Inc., 51 + * Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ +#include "game.h" + +int main(int argc, char **argv) +{ + + if (argc > 1) { + if (strcmp(argv[1], "pickFormationPosition") == 0) { + Grid grid; + srand(time(NULL)); + + uint16_t size = 20; + + uint8_t i = 0; + uint8_t *picked = malloc(sizeof(uint8_t) * size); + bool pass = true; + + while(i < size) { + printf("%d: ", i); + int a = -1; + a = pickFormationPosition(ENEMY_BEE, grid.formation); + + printf("%d\n", a); + + if (picked[a] == 1) { + pass = false; + break; + } + + picked[a] = 1; + + i++; + } + + if (pass) { + printf("SUCCESS\n"); + return 0; + + } else { + printf("FAIL\n"); + return 1; + } + + free(picked); + } else { + fprintf(stderr, "not an argument"); + return 1 ; + } + + } + + return 0; +} diff --git a/todo.adoc b/todo.adoc new file mode 100644 index 0000000..0ca36c8 --- /dev/null +++ b/todo.adoc @@ -0,0 +1,3 @@ +== TODO + +- [ ] make sure left and right enemy do not choose the same spot