Reputation: 11
I'm trying to have an "o" move down independent from user input. I plan on using user input for another object. Without the if statement, "o" will increase and go down. With a getch, the "o" moves only when there's an input.
while(1) {
clear(); // Clear the screen of all
// previously-printed characters
mvprintw(y, x, "o"); // Print our "ball" at the current xy position
int ch = getch(); //THE PROBLEM
// Move the player's ship left or right based on user input, currently controls the "o" IKNOW. IT's JUST TESTING. THAT"S BESIDES THE PROBLEM
if (ch == 'a') x--;
else if(ch == 'd') x++;
else if(ch == 'q') break;// quit option i
refresh();
usleep(DELAY);
// Shorter delay between movements
y++; // Advance the ball down
}
I tried different loops, putting the movement part into a different function, but I still require the movement to be in the while loop. I've been told the while(1) is for every 1 frame, but the output seems to be stuck on requiring an input to progress to the next frame. How could I move "o" independently?
Upvotes: 1
Views: 156
Reputation: 99
Read the edit
I'm keeping the original answer because it may be useful to someone with a similar problem that doesn't need multithreading.
I don't know exactly what you're trying to achieve, but hopefully this gets you a little closer to your goal. Really, all you need to do is add a timeout
of DELAY
milliseconds at the top of your main function.
This works, however it is perhaps not ideal -- the ship goes down 1 line every time the a/d keys are pressed. You can reverse this by adding a 'continue' after the if (ch == 'a'/'d') x--/++; // continue;
(by reverse I mean "not move down at all when the a+d keys are pressed")
This could be the behaviour you want, however a possibly better? solution could be to use multithreading (pthreads on *nix systems and I guess the Win32 API could do the same on Windows). I tried this, however you might need to do some more research because I couldn't get it working after a few minutes of trying (the ncurses library might not like multithreading or maybe I was doing something wrong [probably the latter]) (again, see edit).
#include <ncurses.h>
const int DELAY = 1000;
int x = 0;
int y = 0;
int main() {
initscr();
timeout(DELAY);
for (;;) {
clear();
mvprintw(y, x, "o");
int ch = getch();
if (ch == 'a') x--;
else if (ch == 'd') x++;
else if (ch == 'q') return 0;
y++;
}
return 0;
}
Hope this helps!
EDIT/UPDATE: I got the threaded version working
So, I have no idea why threads didn't work before, but now I have a working program that has none of the problems of the previous versions:
#include <ncurses.h>
#include <pthread.h>
#include <unistd.h>
const int DELAY = 1000000;
int x = 0;
int y = 0;
pthread_mutex_t y_mutex;
void *inc_y(void* ptr) {
for (;;) {
pthread_mutex_lock(&y_mutex);
y++;
pthread_mutex_unlock(&y_mutex);
usleep(DELAY);
}
}
void *draw(void* ptr) {
initscr();
timeout(1);
for (;;) {
int ch = getch();
if (ch == 'a') x--;
else if (ch == 'd') x++;
else if (ch == 'q') return 0;
clear();
mvprintw(y, x, "o");
}
}
int main() {
pthread_mutex_init(&y_mutex, NULL);
pthread_t inc_y_thread, draw_thread;
pthread_create(&inc_y_thread, NULL, inc_y, NULL);
pthread_create(&draw_thread, NULL, draw, NULL);
pthread_join(inc_y_thread, NULL);
pthread_join(draw_thread, NULL);
pthread_mutex_destroy(&y_mutex);
return 0;
}
Note that although I am not experienced with C multithreading and the mutex for y
may not be strictly necessary, however I think that it would be to make sure that while draw
is reading the y
variable, it is not also being written to.
Upvotes: 0