Rogue-Like game problems

Hey everyone!

I've been trying to make a rogue-like game with C++ and Windows API, no other libraries such as Curses. I'm trying to do this so I can understand how and why each function works, rather than just knowing they do work.

However I'm running into some issues, as I have no idea how my display function works, and the console screen shutters every time it updates and displays my character position.

I am wondering how I should program my display functions instead, as I know they're likely horribly written. I am also wondering how to get rid of the shuttering, maybe only update the areas where something has been changed.

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#include "stdafx.h"
#include <iostream>
#include <Windows.h>
#include <conio.h>
//map dimensions
#define MAP_WIDTH 20
#define MAP_HEIGHT 20
//tile types
#define TILE_BACKGROUND 0
#define TILE_WALL 1

using namespace std;

void clear_screen(void); //clears the screen
void display_character(int x, int y); //displays a char at x and y axis.
int nMapArray[MAP_HEIGHT][MAP_WIDTH] = {
	{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
	{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
	{1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
	};
void DrawMap(void);

void clear_screen ( void ) //Clears the screen
{
  DWORD n;                         /* Number of characters written */
  DWORD size;                      /* number of visible characters */
  COORD coord = {0};               /* Top left screen position */
  CONSOLE_SCREEN_BUFFER_INFO csbi;

  /* Get a handle to the console */
  HANDLE h = GetStdHandle ( STD_OUTPUT_HANDLE );

  GetConsoleScreenBufferInfo ( h, &csbi );

  /* Find the number of characters to overwrite */
  size = csbi.dwSize.X * csbi.dwSize.Y;

  /* Overwrite the screen buffer with whitespace */
  FillConsoleOutputCharacter ( h, TEXT ( ' ' ), size, coord, &n );
  GetConsoleScreenBufferInfo ( h, &csbi );
  FillConsoleOutputAttribute ( h, csbi.wAttributes, size, coord, &n );

  /* Reset the cursor to the top left position */
  SetConsoleCursorPosition ( h, coord );
}

void display_character(int x, int y) //Displays a character at x and y axis.
{
	DWORD size;
	CONSOLE_SCREEN_BUFFER_INFO csbi;
	HANDLE h = GetStdHandle ( STD_OUTPUT_HANDLE );
	DWORD n;
	GetConsoleScreenBufferInfo ( h, &csbi );
	size = 1; //How many characters "@" compared to "@@"

	COORD coord = {x, y}; //coordinates x and y
	FillConsoleOutputCharacter(h, TEXT('@'), size, coord, &n); //the TEXT(' ') is your character.
}

void display_tile_background(int x, int y) //Displays a character at x and y axis.
{
	DWORD size;
	CONSOLE_SCREEN_BUFFER_INFO csbi;
	HANDLE h = GetStdHandle ( STD_OUTPUT_HANDLE );
	DWORD n;
	GetConsoleScreenBufferInfo ( h, &csbi );
	size = 1; //How many characters "@" compared to "@@"

	COORD coord = {x, y}; //coordinates x and y
	FillConsoleOutputCharacter(h, TEXT('.'), size, coord, &n); //the TEXT(' ') is your character.
}

void display_tile_wall(int x, int y) //Displays a character at x and y axis.
{
	DWORD size;
	CONSOLE_SCREEN_BUFFER_INFO csbi;
	HANDLE h = GetStdHandle ( STD_OUTPUT_HANDLE );
	DWORD n;
	GetConsoleScreenBufferInfo ( h, &csbi );
	size = 1; //How many characters "@" compared to "@@"

	COORD coord = {x, y}; //coordinates x and y
	FillConsoleOutputCharacter(h, TEXT('#'), size, coord, &n); //the TEXT(' ') is your character.
}

void DrawMap(void)
{
	for(int y = 0; y < MAP_HEIGHT; y++)
	{
		for(int x = 0; x < MAP_WIDTH; x++)
		{
			switch(nMapArray[y][x])
			{
			case TILE_BACKGROUND:
				display_tile_background(x, y);
				break;
			case TILE_WALL:
				display_tile_wall(x, y);
				break;
			}
		}
	}
}


int main()
{
	//clear screen
	clear_screen();

	//draw the map
	DrawMap();

	int xAxis = 5; //initializes coordinated for character to originally be on screen
	int yAxis = 5;
	display_character(xAxis, yAxis); //display the character
	char nKey = _getch();
	while(true) //constant while loop to continue the game
	{
		//clear screen
		clear_screen();

		//draw map
		DrawMap();

		//draw the player to the screen
		display_character(xAxis, yAxis);

		//wait for the user to do something
		char keypress;
		cin.get(keypress);

		//processing phase - implement the player's command
		switch(keypress)
		{
		//move up
		case 'w':
			if(yAxis >= 1) //can't go up off the screen
			{
				yAxis--;
				break;
			}
			else
			{
				break;
			}

		//move down
		case 's':
			if(yAxis <= 23) //can't go down off the screen
			{
				yAxis++;
				break;
			}
			else
			{
				break;
			}
		
		//move left
		case 'a':
			if(xAxis >= 1)
			{
				xAxis--;
				break;
			}
			else
			{
				break;
			}
		
		//move right
		case 'd':
			if(xAxis <= 78)
			{
				xAxis++;
				break;
			}
			else
			{
				break;
			}

		//quit
		default:
			break;
		}
	}

	return 0;
}



Thanks,
NSwiftae
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