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Go Dino Game Complete Explanation

The document provides a comprehensive explanation of the 'Go Dino' game code written in C++, detailing its structure, including headers, global variables, utility functions, and gameplay mechanics. It outlines how the game operates, including dinosaur movement, hurdle mechanics, and user interactions within the game loop. Overall, it serves as a guide to understanding the code's functionality and design for creating an interactive console-based game.

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0% found this document useful (0 votes)
38 views

Go Dino Game Complete Explanation

The document provides a comprehensive explanation of the 'Go Dino' game code written in C++, detailing its structure, including headers, global variables, utility functions, and gameplay mechanics. It outlines how the game operates, including dinosaur movement, hurdle mechanics, and user interactions within the game loop. Overall, it serves as a guide to understanding the code's functionality and design for creating an interactive console-based game.

Uploaded by

muneebcyberguard
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Comprehensive Explanation of the "Go Dino" Game Code

This document provides a detailed explanation of the "Go Dino" game code, written in C++.
Each section of the code is explained step by step to ensure clarity and understanding.

Headers and Libraries

The code starts by including necessary libraries:

1. #include <iostream>: For standard input/output operations (e.g., cout, cin).


2. #include <conio.h>: Used for console input/output, providing functions like getch() (to
read a keypress) and kbhit() (to detect if a key is pressed).
3. #include <windows.h>: Provides Windows-specific functions like
SetConsoleCursorPosition (to manipulate cursor position) and Sleep (to delay execution).
4. #include <time.h>: Though included, this library is not utilized in the current code.

The program also defines constants for fixed positions:


- DINO_POS: The X-coordinate where the dinosaur is drawn.
- HURDLE_POS: The starting X-coordinate of the hurdle.

Global Variables

Several global variables manage the game state:


1. HANDLE console: A handle to the console, used for controlling console properties.
2. int dinoY: Tracks the vertical position of the dinosaur, which is crucial for the jump
mechanic.
3. int speed: Controls the game speed. Lower values make the game faster.
4. int gameover: A flag set to 1 when the game ends.

Utility Functions

1. gotoxy(int x, int y): Moves the console cursor to the (x, y) position.
- Utilizes the Windows API function SetConsoleCursorPosition.

2. setcursor(bool visible, DWORD size): Configures the cursor's visibility and size.
- Parameters:
* visible: true for visible cursor, false for hidden cursor.
* size: Determines the size of the cursor (default: 20).
Both functions enhance the console's appearance and interactivity.

Initialization Function

init():
- Clears the console using system("cls").
- Resets the game state, including the gameover flag and score display.
- Draws the game boundary using '=' at the top and bottom of the console.

Dinosaur Movement

moveDino(int jump = 0):


- Controls the dinosaur's animation and position.
- Clears the old position and redraws the dinosaur.
- jump parameter values:
* 0: Default (no jump).
* 1: Jump upward.
* 2: Jump downward.
- Dynamically animates the dinosaur’s legs using the foot variable.

Hurdle Mechanics

drawHurdle():
- Draws and moves the hurdle from right to left.
- Clears the previous position of the hurdle.
- Detects collision by checking the dinosaur's vertical position relative to the hurdle.
* On collision, displays "GAME OVER" and resets the game state.
- Increments the score when the hurdle crosses the left edge of the screen.
- Increases difficulty by reducing the speed (minimum threshold: 20).

Gameplay Loop

play():
- Handles the core gameplay mechanics.
- Continuously updates the game by moving the dinosaur and hurdles.
- Processes user input:
* Spacebar: Initiates a jump.
* 'P' or 'p': Pauses the game until another key is pressed.
* ESC: Quits the game and returns to the main menu.
Instructions

instruction():
- Displays a set of instructions for the player:
1. How to jump and avoid hurdles.
2. Controls for pausing and quitting the game.
- Returns to the main menu upon any key press.

Main Menu

main():
- Displays the main menu with three options:
1. Start Game: Launches the gameplay loop by calling play().
2. Instructions: Displays the instruction screen.
3. Quit: Exits the program.
- Waits for user input and executes the corresponding functionality.

Conclusion

The "Go Dino" game is a simple yet interactive console-based game. It combines basic
graphics with game logic to create a fun and challenging experience. The code demonstrates
the use of:
- Console manipulation using Windows API.
- Efficient game state management.
- User input handling for real-time interaction.

This breakdown should help you understand each component of the game and how it
contributes to the overall functionality.

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