" Protect our galaxy by destroying those alien invaders! "
My own variation of the classic Space Invader game.
- Windows
You can download the latest release from here
- How to play:
- Run
invader.exe
- Press A or D to move left or right respectively [ Only a tap should suffice ]
- Press Space to shoot
- Double tap A or D to move by a certain boost
- Press X to gain a life by sacrificing a certain amount of score
- Run
There are 5 levels in the game. After the 2nd level, a boss round should appear at the end of each level. (WARNING!) Boss bullets are undestroyable
- PDCurses
-
Clone the repo and create new project in Visual Studio
-
Visual Studio 2017 Source
- Take the developer command prompt of VS2017 community edition and type in set
PDCURSES_SRCDIR=<PDCurses Directory Location>
; in my case it was
set PDCURSES_SRCDIR=C:\pdcurses-master
-
Navigate in the command window to the directory of PDcurses/wincon (in my case
C:\pdcurses-master\wincon
) -
nmake –f Makefile.vc
(This is the make file for pd curses.) It will create the pdcurses.lib for our Visual Studio. -
Now we need to incorporate the generated library into our project. So open up your project and go to project properties
-
In “VC++ Directories”, change:
- Include directories: Add a new file-path to PDCurses installation directory, in my case it is
C:\pdcurses-master
. - Library directories: Add a new file-path to PDCurses installation library directory, in my case it is
C:\pdcurses-master\wincon
.
- Include directories: Add a new file-path to PDCurses installation directory, in my case it is
-
In C/C++:
- In “Code Generation” tab, change “Runtime Library” to “Multithreaded Debug (/MTd)”. (Usually, it is set already)
-
In Linker:
- In “Input” tab, add pdcurses.lib to Additional Dependencies (I initially got confused - remeber, it is the input tab of linker)
-
Click on Apply, and OK.
-
- Take the developer command prompt of VS2017 community edition and type in set
-
Build and run project. Note: you might have to copy the assets folder to where your Visual Studio stores the compiled executable in order for the sounds to work