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4 changes: 4 additions & 0 deletions .Jules/palette.md
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Expand Up @@ -6,3 +6,7 @@

## 2026-01-09 - Terminal I/O and Blocking
**Learning:** Standard terminal I/O is line-buffered by default. For real-time games, it's essential to use non-canonical mode (raw mode) to capture keypresses immediately. Also, internal journals should be kept clean if they are to be included in the repo.

## 2026-02-05 - Immediate Tactile Feedback in CLI
**Learning:** In terminal-based games, users expect immediate visual feedback for their actions. Relying solely on a fixed-interval game loop for UI updates can make the application feel unresponsive or "laggy" if the loop interval is high. Centralizing rendering logic and triggering it immediately upon user input (key events) significantly improves the perceived responsiveness.
**Action:** Use an `updateUI` flag or a dedicated render function that can be called from both input handling and timer tick branches of the game loop.
12 changes: 4 additions & 8 deletions .github/workflows/rust.yml → .github/workflows/build.yml
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@@ -1,22 +1,18 @@
name: Rust
name: Build and Test

on:
push:
branches: [ "main" ]
pull_request:
branches: [ "main" ]

env:
CARGO_TERM_COLOR: always

jobs:
build:

runs-on: ubuntu-latest

steps:
- uses: actions/checkout@v4
- name: Build
run: cargo build --verbose
- name: Run tests
run: cargo test --verbose
run: make
- name: Run Smoke Test
run: ./game <<<'q' | grep "Thanks for playing!"
23 changes: 13 additions & 10 deletions src/main.cpp
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Expand Up @@ -13,29 +13,32 @@ int main() {
tcsetattr(STDIN_FILENO, TCSANOW, &newt);

int score = 0; bool hardMode = false; char input;
std::cout << "==========================\n SPEED CLICKER\n==========================\n"
<< "Controls:\n [h] Toggle Hard Mode (10x Speed!)\n [q] Quit Game\n [Any key] Click!\n\n";
std::cout << "\033[1m==========================\n SPEED CLICKER\n==========================\033[0m\n"
<< "Controls:\n [\033[1;33mh\033[0m] Toggle Hard Mode\n [\033[1;31mq\033[0m] Quit\n [Any key] Click!\n\n";

struct pollfd fds[1] = {{STDIN_FILENO, POLLIN, 0}};
auto last_tick = std::chrono::steady_clock::now();
while (true) {
int timeout = hardMode ? 100 : 1000;
bool updateUI = false;
if (poll(fds, 1, 0) > 0) {
if (read(STDIN_FILENO, &input, 1) <= 0 || input == 'q') break;
if (input == 'h') {
hardMode = !hardMode;
std::cout << (hardMode ? "\n[HARD MODE] Speed x10!\n" : "\n[NORMAL MODE]\n");
} else score++;
if (input == 'h') hardMode = !hardMode;
else score++;
updateUI = true;
}
auto now = std::chrono::steady_clock::now();
auto elapsed = std::chrono::duration_cast<std::chrono::milliseconds>(now - last_tick).count();
if (elapsed >= timeout) {
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - last_tick).count() >= timeout) {
score++; last_tick = now;
std::cout << "Score: " << score << (hardMode ? " [FAST] " : " [NORMAL] ") << "\r" << std::flush;
updateUI = true;
}
if (updateUI) {
std::cout << "\rScore: \033[1;32m" << score << "\033[0m "
<< (hardMode ? "\033[1;31m[FAST]\033[0m" : "\033[1;34m[NORMAL]\033[0m") << " " << std::flush;
}
std::this_thread::sleep_for(std::chrono::milliseconds(10));
}
tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
std::cout << "\nFinal Score: " << score << "\nThanks for playing!\n";
std::cout << "\n\n\033[1mFinal Score: \033[1;32m" << score << "\033[0m\nThanks for playing!\n";
return 0;
}