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42 Lisboa · Graphics and validation

The visible game is only half the project. Before a map can be played, its shape, walls, required elements, and reachable path all have to be proven valid.

Flagship case study2025

Reachability copy5 × 7 grid

flood fill → prove the path

Year
2025
Language
C
Context
42 Lisboa
Stack
C · MiniLibX · 2D Graphics · Flood fill

What I owned.

01 · Personal contribution

Biraj implemented the game loop, map parsing and validation, rendering, movement, collectible state, and the cleanup paths required by the C graphics stack.

How the parts meet.

02 · Architecture

  1. 01

    Parse

    Read the map into a stable grid and reject malformed rows, invalid characters, or missing required elements.

  2. 02

    Prove

    Run flood fill on a copy of the grid to confirm the player can reach every collectible and the exit without mutating the playable map.

  3. 03

    Render

    Translate tile state into MiniLibX frames while keeping movement counts, collection state, and exit behavior synchronized.

Where understanding had to deepen.

03 · Hardest problem

Flood fill was the hardest idea to understand. The breakthrough was treating it as a proof over a disposable map copy: explore every reachable tile, then verify that the required goals were visited.

What held up.

04 · Result

The project received 100/125 in evaluation. The mandatory game and validation work were completed; the optional bonus was not attempted.

What I carry forward.

05 · Reflection

A future version would go beyond satisfying the brief. I would expand it into a more complete and enjoyable game with stronger feedback, progression, and original visual direction.

The honest record.

Margin notes

  • 01

    Evaluation: 100/125

  • 02

    Mandatory scope completed; bonus not included

  • 03

    Freely reusable visual assets were sourced online

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