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219 lines
4.9 KiB
Plaintext
219 lines
4.9 KiB
Plaintext
module snake;
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import raylib55;
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/**
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*
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* raylib - classic game: snake
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*
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* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria,
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* converted to C3 and modified by Christoffer Lerno
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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*/
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const SNAKE_LENGTH = 256;
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const SQUARE_SIZE = 32;
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const int SCREEN_WIDTH = 800;
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const int SCREEN_HEIGHT = 450;
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enum SnakeDirection : (RLVector2 dir)
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{
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RIGHT = { SQUARE_SIZE, 0 },
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DOWN = { 0, SQUARE_SIZE },
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LEFT = { -SQUARE_SIZE, 0 },
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UP = { 0, -SQUARE_SIZE }
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}
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struct Snake
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{
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RLVector2 position;
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RLVector2 size;
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RLColor color;
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}
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struct Food
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{
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RLVector2 position;
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RLVector2 size;
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bool active;
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RLColor color;
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}
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int frames_counter = 0;
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bool game_over = false;
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bool pause = false;
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Food fruit;
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SnakeDirection snake_direction;
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Snake[SNAKE_LENGTH] snake;
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RLVector2[SNAKE_LENGTH] snake_position;
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bool allow_move = false;
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RLVector2 offset;
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int counter_tail = 0;
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fn void main()
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{
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rl::init_window(SCREEN_WIDTH, SCREEN_HEIGHT, "classic game: snake");
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init_game();
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rl::set_target_fps(60);
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while (!rl::window_should_close()) // Detect window close button or ESC key
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{
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update_draw_frame();
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}
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unload_game();
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rl::close_window();
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}
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// Initialize game variables
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fn void init_game()
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{
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frames_counter = 0;
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game_over = false;
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pause = false;
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counter_tail = 1;
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allow_move = false;
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snake_direction = RIGHT;
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offset.x = SCREEN_WIDTH % SQUARE_SIZE;
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offset.y = SCREEN_HEIGHT % SQUARE_SIZE;
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foreach (i, &s : snake)
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{
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s.position = offset / 2;
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s.size = (RLVector2)SQUARE_SIZE;
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s.color = i ? rl::BLUE : rl::DARKBLUE;
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}
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foreach (&pos : snake_position)
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{
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*pos = { 0, 0 };
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}
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fruit = { .size = (RLVector2)SQUARE_SIZE, .color = rl::SKYBLUE, .active = false };
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}
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fn RLVector2 random_fruit_position()
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{
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return offset / 2 + { (float)rl::get_random_value(0, SCREEN_WIDTH / SQUARE_SIZE - 1) * SQUARE_SIZE, (float)rl::get_random_value(0, (SCREEN_HEIGHT / SQUARE_SIZE) - 1) * SQUARE_SIZE };
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}
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fn void update_game()
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{
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if (game_over)
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{
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if (rl::is_key_pressed(ENTER))
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{
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init_game();
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game_over = false;
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}
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return;
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}
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if (rl::is_key_pressed(P)) pause = !pause;
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if (pause) return;
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if (rl::is_key_pressed(RIGHT) && allow_move)
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{
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snake_direction = SnakeDirection.from_ordinal((snake_direction.ordinal + 1) % 4);
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allow_move = false;
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}
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if (rl::is_key_pressed(LEFT) && allow_move)
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{
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snake_direction = SnakeDirection.from_ordinal((snake_direction.ordinal + 3) % 4);
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allow_move = false;
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}
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// Snake movement
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foreach (i, &sp : snake_position[:counter_tail]) *sp = snake[i].position;
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if (frames_counter++ % 20 != 0) return;
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allow_move = true;
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snake[0].position += snake_direction.dir;
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foreach (i, &s : snake[1 .. counter_tail - 1]) s.position = snake_position[i];
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// Wall behaviour
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if (snake[0].position.comp_ge({SCREEN_WIDTH - offset.x, SCREEN_HEIGHT - offset.y}).or() || snake[0].position.comp_lt({ 0, 0 }).or())
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{
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game_over = true;
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}
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// Collision with yourself
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for (int i = 1; i < counter_tail; i++)
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{
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if (snake[0].position == snake[i].position) game_over = true;
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}
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// Fruit position calculation
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if (!fruit.active)
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{
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fruit.active = true;
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fruit.position = random_fruit_position();
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for (int i = 0; i < counter_tail; i++)
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{
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while (fruit.position == snake[i].position)
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{
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fruit.position = random_fruit_position();
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i = 0;
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}
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}
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}
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// Collision
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if (snake[0].position.comp_lt(fruit.position + fruit.size).and() && fruit.position.comp_lt(snake[0].position + snake[0].size).and())
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{
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snake[counter_tail].position = snake_position[counter_tail - 1];
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counter_tail += 1;
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fruit.active = false;
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}
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}
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// Draw game (one frame)
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fn void draw_game()
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{
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rl::begin_drawing();
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rl::clear_background(rl::RAYWHITE);
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defer rl::end_drawing();
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if (game_over)
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{
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rl::draw_text("PRESS [ENTER] TO PLAY AGAIN", rl::get_screen_width() / 2 - rl::measure_text("PRESS [ENTER] TO PLAY AGAIN", 20)/2, rl::get_screen_height() / 2 - 50, 20, rl::GRAY);
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return;
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}
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// Draw grid lines
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for (int i = 0; i < SCREEN_WIDTH / SQUARE_SIZE + 1; i++)
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{
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rl::draw_line_v(offset / 2 + { (float)SQUARE_SIZE * i, 0}, {(float)SQUARE_SIZE * i + offset.x / 2, SCREEN_HEIGHT - offset.y / 2}, rl::LIGHTGRAY);
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}
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for (int i = 0; i < SCREEN_HEIGHT/SQUARE_SIZE + 1; i++)
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{
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rl::draw_line_v(offset / 2 + { 0, (float)SQUARE_SIZE * i }, { SCREEN_WIDTH - offset.x/2, (float)SQUARE_SIZE * i + offset.y / 2 }, rl::LIGHTGRAY);
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}
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// Draw snake
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foreach (&s : snake[:counter_tail]) rl::draw_rectangle_v(s.position, s.size, s.color);
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// Draw fruit to pick
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rl::draw_rectangle_v(fruit.position, fruit.size, fruit.color);
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if (pause) rl::draw_text("GAME PAUSED", SCREEN_WIDTH / 2 - rl::measure_text("GAME PAUSED", 40) / 2, SCREEN_HEIGHT / 2 - 40, 40, rl::GRAY);
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}
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// Unload game variables
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fn void unload_game()
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{
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// TODO: Unload all dynamic loaded data (textures, sounds, models...)
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}
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// Update and Draw (one frame)
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fn void update_draw_frame()
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{
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update_game();
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draw_game();
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} |