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c3c/resources/examples/raylib/raylib_snake.c3
2025-11-27 20:42:35 +01:00

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