I'm writing, just to get confidence with the programming procedures, a win32 application that responds to keyboard input. To do so I'm using the GetAsyncKeyState() function.
At first I wrote all my code in the main() function, and all seemed well, it worked. So I decided to complicate things, but that requires me to use the GetAsyncKeyState() function in a different function called by the main(). I thought I just needed to declare some variables outside the main() and move the code from the main to the new function like this:
int btnup_down = 0;
int close = 1;
int main(void){
while (1){
Sleep(50);
listentokb();
if (close == 0){
break;
}
}return 0;
}
int listentokb(void){
if ((GetAsyncKeyState(0x4C) & 0x8000) && (ko == 0)){
ko = 1;
printf("Ok you pressed k");
return 0;
} else if (((GetAsyncKeyState(0x4C) == 0) && (ko == 1)) {
ko = 0;
printf("Now you released it");
close = 0;
return 0;
}return 0;
}
When I run this code, the loop keeps going and it doesn't matter if I press the key or not, it keeps looping without printf-ing anything. Any help will be greatly appreaciated.
Your problem has nothing to to with main() or not. You can call winapi function such as GetAsyncKeyState() from wherever you want in your code, as long as you provide the good arrguments.
According to this list of virtual key codes the code 0x4c corresponds to the key L and not to the key K. So after a bracket correction typo in your code, I could run it succesfully interupting the loop with L
Some remarks about your function:
Your function listentokb() always returns 0. On the other hand, you use a global variable close to tell the calling function the result of your keyboard scanning. This is a very bad practice: whenever possible avoid global variables.
Here a slightly updated version of your code that bans global variables, and use return value to communicate the results:
const int KEY_K = 0x4B; // avoid using values directly in the code
int listentokb (void){ // returns 'K' if K is released and 0 otherwise
static int ko; // this is like a global variable: it will keep the value from one call to the other
// but it has teh advantage of being seen only by your function
if((GetAsyncKeyState(KEY_K) & 0x8000) && (ko == 0)){
ko = 1;
printf("Ok you pressed k");
return 0;
}
else if((GetAsyncKeyState(KEY_K) == 0) && (ko == 1)) {
ko = 0;
printf("Now you released it");
return 'K';
}
return 0;
}
int main(void){
bool go_on = true; // The state of the loop shall be local variable not global
while(go_on){
Sleep(50);
go_on= ! listentokb(); // if returns 0 we go on
}
return 0;
}
Related
First of all sorry for too much code
Here there is a vector (teamNum) with type class, the class contain a vector (player) with type struct, it is a little complicated, but here in this function I need to check if there is a player in teamNum which contain tName equal to _tname (function parameter) contain (the player) pID equal to _pID (function parameter)
bool thereIsSimilarID(string _tname, int _pID)
{
for (int i = 0; i < teamNum.size(); i++)
{
if (teamNum[i].tName == _tname)
{
for (int j = 0; j < teamNum[i].player.size(); j++)
{
if (teamNum[i].player[j].pID == _pID)
return true;
}
}
else if (i == (teamNum.size() - 1))
{
return false;
}
}
}
And in the main
int main()
{
cout << "\n" << thereIsSimilarID("Leverpool", 1) << endl;
}
The output is 24 !!!!!
(good note that this happen just when the team (Leverpool) is the last team in the vector teamNum)
Again sorry for too much code but I need to know the bug not only fix the problem I need to learn from you
You encountered undefined behaviour.
If you take the if (teamNum[i].tName == _tname)-branch on the last element, but find no player with the correct pID, you don't return anything. Which means, that the return value is whatever random value is currently in the memory location that should hold the return value. In your case it happens to 24. But theoretically, everything could happen.
The same problem occurs when teamNum is empty.
The solution is to make sure to always return a value from a function (except if it has return type void of course):
bool thereIsSimilarID(string _tname, int _pID)
{
for (int i = 0; i < teamNum.size(); i++)
{
// In this loop return true if you find a matching element
}
// If no matching element was found we reach this point and make sure to return a value
return false;
}
You should take a look at your compiler settings and enable all the warnings. And often it's good to let it treat certain warnings as errors.
I am trying to get a trail to appear behind the player bike but for some reason instead of a "x" appearing behind the player every time it moves, the player would actually duplicate itself. It sounds a little confusing but you should compile this code yourself and see what i mean. What I am trying to do is just have a trail of "x" behind the player instead of the player leaving a trail of "P". thanks
#include <iostream>
#include "windows.h"
#include <conio.h>
#include <ctime>
using namespace std;
//prototype functions used
void DisplayMap();
void PlayerBike();
void setCursorTo();
void SetBike();
//global variables that will be used by different functions
int PlayerX = 10;
int PlayerY = 70;
bool GameOver = false;
const int H = 25; // const variable so it doesnt change size
const int W = 82;// const variable so it doesnt change size
char Map[H][W]; // char map with HxW
char trail = 'x'; // this is where the trail is initialized as a *
int main()
{
SetBike();
DisplayMap();
while (GameOver == false){
setCursorTo();
PlayerBike();
} // end while loop
return 0;
}//end main
void DisplayMap(){ // display map function
for(int i = 0; i < H; i++ ){
for(int j = 0; j < W; j++){
if(i == 0 || i == 24 || j == 0 || j == 81 ){ Map[i][j] = 'x';} // characters in row 24x81 are changed to x
cout << Map[i][j]; // output map
} // end for loop
cout << "\n"; // create new line to output the map correctly
} //end for loop
} // end DisplayMap function
void SetBike(){
Map[PlayerX] [PlayerY] = 'P';
}
void PlayerBike(){
Map[PlayerY][PlayerX]= trail; // I would like this trail to repeat behind the player but it does not appear at all.
if (kbhit()) {// get user key input
char GetCh = getch(); // GetCh equal to the button the user presses
if (GetCh == 'w'){PlayerX = PlayerX - 1; Trailx = Trailx -1;}
else if (GetCh == 's'){PlayerX = PlayerX +1; Trailx = Trailx +1;}
else if (GetCh == 'd'){PlayerY = PlayerY +1;}
else if (GetCh == 'a'){PlayerY = PlayerY - 1;}
}// end kbhit
}// end PlayerBike function
void setCursorTo() // stops constant flashing on the map
{
HANDLE handle;
COORD position;
handle = GetStdHandle(STD_OUTPUT_HANDLE);
position.X = 0;
position.Y = 0;
SetConsoleCursorPosition(handle, position);
}
Your DisplayMap function is flawed.
First, it seems you are not only displaying the map, you are also actively modifying it. Put the drawing-a-border into a separate initMap function, which also zeros out all other positions with a space (it seems you didn't do that yet, so perhaps that is where it goes wrong). You only need to call initMap once.
Next, do not draw the player P in the DisplayMap function. Draw this once, before entering the game loop. Then: if the user pressed a valid move key,
put an x on the player's position
update player position
put a P on the new position
redraw the screen by calling DisplayMap
and you'll see the trail stays put.
Possible refinements: before accepting a 'move' command by updating the position, check if the map contains a space or something else. If it contains a space, you can execute the move; if not, play an explosion animation (*oO*+.). Also, consider looking up the switch statement in your favourite C reference, to avoid endless long sequences of if..else.
I'm trying to make function that has a loop that checks every member of an array made from boolean variables and exits when it finds the first "true" value.
That's what I have now:
bool solids[50];
int a,i;
//"equality" is a function that checks the equality between "a" and a defined value
solids[0] = equality(a,&value_1);
solids[1] = equality(a,&value_1);
solids[2] = equality(a,&value_1);
solids[3] = equality(a,&value_1);
for (i = 0; solids[i] != true; i++)
{
[...]
}
But I have no idea, what should I put into the loop?
My attempt was
for (i = 0; i <= 50; i++)
{
if (solids[i] == true)
{
return true;
break;
} else {
return false;
}
}
,that should return true after the first found true and return false if the array has no member with true value, but it doesn't seem to work in the code.
Is it wrong? If yes, what is the problem?
PS.: I may count the number of trues with a counter but that's not an optimal solve to the problem, since I just look for the FIRST true value and consequently, the program doesn't have to check all the 50 members. Needley to count, how many unnecesary steps should this solve would mean.
here's a short example usage of std::find() as advised by #chris:
bool find_element_in_array() {
bool solids[50];
int length;
/* ... do many operations, and keep length as the size of values inserted in solids */
bool* location = std::find(solids, length, true);
// if element is found return true
if (location != solids + length)
return true;
// else return false
return false;
}
Once you have solids correctly set (it looks like you're currently setting every value to the same thing), you can make a loop that exits on the first true like this:
for (i = 0; i < 50; i++)
{
if (solids[i] == true)
{
return true;
}
}
return false;
I'd also just move the declaration of i into the for loop body, since it's not used outside, but the above answers your question.
return immediately exits the function, so there is no need to break the loop after.
If it's sufficient to exit the function right after the search, you should write something like:
for (int i = 0; i < 50; i++) {
if (solids[i]) return true;
}
return false;
If you need to use the result of the search in the same function, use additional variable:
bool found = false;
for (int = 0; i < 50; i++) {
if (solids[i]) {
bool = true;
break;
}
}
if (found) { ...
The following code:
#include <cstdlib>
#include <iostream>
using namespace std;
int function(void)
{
static int i,state=0;
switch(state)
{
case 0: goto labeL0;
case 1 :goto labeL1;
}
labeL0:
for (i = 0; i < 10; i++)
{
state=1;
return i;
labeL1:;
}
}
int main(int argc, char *argv[])
{
cout << function() << endl;
system("PAUSE");
return EXIT_SUCCESS;
}
fails. I mean it returns only 0 instead of 0,1,2,...
I wanted just use label and goto statements to implement such functions. It is for practice (let's say homework), but I can't get it to work. Is this even possible?
How can I use goto and label statements so that this function prints 0 1 2... so on?
It's not clear to me exactly what you're trying to do. If your goal is
jsut to use goto, the simplest solution is to implement the algorithm
exactly as you'ld normally do, replacing looping constructs wit goto;
i.e. instead of:
for ( int i = 0; i < 10; ++ i ) {
std::cout << i << std::endl
}
you could write:
int i = 0;
goto label1:
label2:
std::cout << i << std::endl;
++ i;
label1:
if ( i < 10 ) goto label2;
Back in the old days, with Fortran IV, this is what we actually did.
There's absolutely no reason to do it today (except maybe obfuscation).
I wonder, however, given the static variables, if you're not trying to
implement some sort of co-routine; that each time you call the function,
you output one higher than the previous time. In this case, I'd
recommend maintaining the state in a class, rather than using static
variables. In addition the function will need some sort of return value
so that the caller will know when it's finished, and the caller will
have to loop. Something like the following should do the trick:
class CoRoutine
{
int i;
public:
CoRoutine() : i( 0 ) {}
bool function()
{
if ( i < 10 ) {
std::cout << i <<std::endl;
++ i;
}
return i < 10;
}
};
int
main()
{
CoRoutine c;
while ( c.function() ) {
}
return 0;
}
(There's still no need for goto, of course.)
This won't work since after the return statement, the compiler leaves the function ignoring all statements after it.
Also, using labels is ugly, horrible and unmaintainable. Why are you using them? Do you want the maintenance guy arriving at your house with a chain-saw?
After executing the return statement the execution returns from function().....
So initially when i=0, "return i" returns 0 and it is displayed on screen
You should use recursive call to function to get it executed and more over your use of GOTO is a typical example of why we should avoid using goto.
void function(void)
{
static int i=0;
for(;i<10;)
{
cout<<i;
i++;
function();
}
}
void main()
{
function();
}
but if you still want to use goto statements then use this
void function(void)
{
static int i =0;
lablelA:
cout<<i;
i++;
if(i == 10)
return;
goto lablelA;
}
Jumping to labeL1 is jumping in a loop with uninitialized variable i. How could this go right? This is only 1 of the reasons to avoid goto.
EDIT: actually, it should probably work as some sort of poor man's generator (because of the static local variables), but still the case of i >= 10 should be handled. Now it is returning nothing. So your main concern in the code is that you need a loop in main to call function maximum 10 times.
Still, this is not a construct I would want to see in real code.
The code reminds me of Coroutines in C.
To print 0, 1, etc you should call the function several times. That's the whole point.
I am writing a small console adventure game and I faced a few problems.
1. The input is kinda laggy, I'm using while loop ( while(getch() == 'w') ). After a key is pressed the first time, nothing happens (you have to press it 2 times) and if you switch directions (press key A/D/S) it also doesn't react the 1st time. If you hold a key, it works fine. How can this be fixed?
2. Here's the function I use to refresh game (render the game scene when a key is pressed):
void refresh(char map[Y][X])
{
system("cls");
for (int i = 0; i<UP; i++)
{
cout<<endl;
}
for (int i = 0; i<Y; i++)
{
for (int k = 0; k<LEFT; k++)
{
cout<<" ";
}
for (int j = 0; j<X; j++)
{
cout<<map[i][j];
}
cout<<endl;
}
}
When I use this function once, it's ok, but when they key is pressed or held multiple times - the game field starts to flash. I figured that I need to redraw only a part of the field (where changes are made/movements are done), not the whole field. Can you offer any ideas how to do that?
The sample code for input:
while(getch() == 'w')
{
if (map[y-1][x]!= WALL)
{
map[y-1][x] = CHARACTER;
map [y][x] = ' ';
y--;
refresh(map);
Sleep(SPEED); // this is unnecessary, SPEED is 0, I just kept it for tests
}
}
Basically, the main function looks like this:
int main()
{
(...) Variables (...)
generateMap(FROM FILE);
refresh(); // First initialization of the field
while (getch() != 'q') // While not quitting
{
while(getch() == 'w')
{
if (THE FIELD ABOVE IS NOT OCCUPIED)
{
setSomeVariables();
refresh(THE GAMEFIELD);
}
}
}
while(getch() == 's')
{
if (THE FIELD BELOW IS NOT OCCUPIED)
{
setSomeVariables();
refresh(THE GAMEFIELD);
}
}
}
while(getch() == 'a')
{
if (THE FIELD ON THE LEFT IS NOT OCCUPIED)
{
setSomeVariables();
refresh(THE GAMEFIELD);
}
}
}
while(getch() == 'd')
{
if (THE FIELD ON THE RIGHT IS NOT OCCUPIED)
{
setSomeVariables();
refresh(THE GAMEFIELD);
}
}
}
return 0;
}
Don't use system("cls"), it is really slow, instead set the cursor on the beginning of the screen with the following code:
COORD cur = {0, 0};
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), cur);
You should call getch() only one time in the loop, like this:
char key;
do
{
key = getch();
if(key == 'w')
{
//do something
}
//the other if statements
}while(key != 'q');
The code should have only one getch() in the whole code (if possible) and inside a switch you do the action for each input. So, it is switch inside the loop, and not loops inside the switch. Something like this:
while ((ch = getch()) != 'q')
{
switch (ch)
{
case 'a':
GoLeft();
break;
...
}
}
There is a library called ncurses that you can use to move the cursor around the screen, and write anything anywhere.
It looks like your problem is calling getch() multiple times. Have only one loop, and call getch() once per loop, and store the result. Test that result for each value (q, w, s, ...) for each iteration of the loop.
I would recommend you to use function input() as it stands:
void input()
{ if (GetKeyState('W') & 0x8000) // That means when button "W" is pressed
... your code ...
// (changes global variables, or you can pass variables by reference)
}
without any getch() command that stops your game every single time.
You can use it with the draw() and calculate()/refresh() functions in the main(), like:
int main()
{
... other part of code ...
while (!gameover)
{
input();
calculate();
draw();
}
}
so that you will always have some sort of input value before the calculations, and then you would draw (+ it's much easier to debug ;) )