286 lines
9.6 KiB
Plaintext
286 lines
9.6 KiB
Plaintext
/*******************************************************************************************
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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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*
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* This game has been created using raylib v1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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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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#include "raylib.h"
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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//----------------------------------------------------------------------------------
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// Some Defines
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//----------------------------------------------------------------------------------
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#define SNAKE_LENGTH 256
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#define SQUARE_SIZE 31
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct Snake {
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Vector2 position;
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Vector2 size;
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Vector2 speed;
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Color color;
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} Snake;
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typedef struct Food {
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Vector2 position;
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Vector2 size;
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bool active;
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Color color;
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} Food;
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//------------------------------------------------------------------------------------
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// Global Variables Declaration
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//------------------------------------------------------------------------------------
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static const int screenWidth = 800;
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static const int screenHeight = 450;
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static int framesCounter = 0;
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static bool gameOver = false;
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static bool pause = false;
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static Food fruit = { 0 };
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static Snake snake[SNAKE_LENGTH] = { 0 };
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static Vector2 snakePosition[SNAKE_LENGTH] = { 0 };
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static bool allowMove = false;
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static Vector2 offset = { 0 };
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static int counterTail = 0;
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//------------------------------------------------------------------------------------
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// Module Functions Declaration (local)
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//------------------------------------------------------------------------------------
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static void InitGame(void); // Initialize game
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static void UpdateGame(void); // Update game (one frame)
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static void DrawGame(void); // Draw game (one frame)
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static void UnloadGame(void); // Unload game
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static void UpdateDrawFrame(void); // Update and Draw (one frame)
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization (Note windowTitle is unused on Android)
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//---------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "classic game: snake");
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InitGame();
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
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#else
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update and Draw
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//----------------------------------------------------------------------------------
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UpdateDrawFrame();
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//----------------------------------------------------------------------------------
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}
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#endif
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadGame(); // Unload loaded data (textures, sounds, models...)
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//------------------------------------------------------------------------------------
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// Module Functions Definitions (local)
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//------------------------------------------------------------------------------------
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// Initialize game variables
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void InitGame(void)
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{
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framesCounter = 0;
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gameOver = false;
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pause = false;
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counterTail = 1;
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allowMove = false;
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offset.x = screenWidth%SQUARE_SIZE;
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offset.y = screenHeight%SQUARE_SIZE;
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for (int i = 0; i < SNAKE_LENGTH; i++)
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{
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snake[i].position = (Vector2){ offset.x/2, offset.y/2 };
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snake[i].size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE };
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snake[i].speed = (Vector2){ SQUARE_SIZE, 0 };
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if (i == 0) snake[i].color = DARKBLUE;
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else snake[i].color = BLUE;
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}
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for (int i = 0; i < SNAKE_LENGTH; i++)
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{
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snakePosition[i] = (Vector2){ 0.0f, 0.0f };
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}
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fruit.size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE };
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fruit.color = SKYBLUE;
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fruit.active = false;
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}
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// Update game (one frame)
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void UpdateGame(void)
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{
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if (!gameOver)
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{
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if (IsKeyPressed('P')) pause = !pause;
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if (!pause)
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{
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// Player control
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if (IsKeyPressed(KEY_RIGHT) && (snake[0].speed.x == 0) && allowMove)
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{
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snake[0].speed = (Vector2){ SQUARE_SIZE, 0 };
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allowMove = false;
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}
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if (IsKeyPressed(KEY_LEFT) && (snake[0].speed.x == 0) && allowMove)
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{
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snake[0].speed = (Vector2){ -SQUARE_SIZE, 0 };
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allowMove = false;
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}
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if (IsKeyPressed(KEY_UP) && (snake[0].speed.y == 0) && allowMove)
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{
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snake[0].speed = (Vector2){ 0, -SQUARE_SIZE };
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allowMove = false;
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}
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if (IsKeyPressed(KEY_DOWN) && (snake[0].speed.y == 0) && allowMove)
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{
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snake[0].speed = (Vector2){ 0, SQUARE_SIZE };
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allowMove = false;
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}
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// Snake movement
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for (int i = 0; i < counterTail; i++) snakePosition[i] = snake[i].position;
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if ((framesCounter%5) == 0)
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{
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for (int i = 0; i < counterTail; i++)
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{
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if (i == 0)
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{
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snake[0].position.x += snake[0].speed.x;
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snake[0].position.y += snake[0].speed.y;
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allowMove = true;
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}
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else snake[i].position = snakePosition[i-1];
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}
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}
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// Wall behaviour
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if (((snake[0].position.x) > (screenWidth - offset.x)) ||
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((snake[0].position.y) > (screenHeight - offset.y)) ||
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(snake[0].position.x < 0) || (snake[0].position.y < 0))
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{
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gameOver = true;
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}
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// Collision with yourself
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for (int i = 1; i < counterTail; i++)
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{
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if ((snake[0].position.x == snake[i].position.x) && (snake[0].position.y == snake[i].position.y)) gameOver = 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 = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.x/2, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.y/2 };
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for (int i = 0; i < counterTail; i++)
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{
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while ((fruit.position.x == snake[i].position.x) && (fruit.position.y == snake[i].position.y))
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{
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fruit.position = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.x/2, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.y/2 };
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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.x < (fruit.position.x + fruit.size.x) && (snake[0].position.x + snake[0].size.x) > fruit.position.x) &&
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(snake[0].position.y < (fruit.position.y + fruit.size.y) && (snake[0].position.y + snake[0].size.y) > fruit.position.y))
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{
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snake[counterTail].position = snakePosition[counterTail - 1];
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counterTail += 1;
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fruit.active = false;
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}
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framesCounter++;
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}
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}
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else
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{
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if (IsKeyPressed(KEY_ENTER))
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{
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InitGame();
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gameOver = false;
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}
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}
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}
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// Draw game (one frame)
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void DrawGame(void)
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{
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (!gameOver)
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{
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// Draw grid lines
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for (int i = 0; i < screenWidth/SQUARE_SIZE + 1; i++)
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{
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DrawLineV((Vector2){SQUARE_SIZE*i + offset.x/2, offset.y/2}, (Vector2){SQUARE_SIZE*i + offset.x/2, screenHeight - offset.y/2}, LIGHTGRAY);
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}
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for (int i = 0; i < screenHeight/SQUARE_SIZE + 1; i++)
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{
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DrawLineV((Vector2){offset.x/2, SQUARE_SIZE*i + offset.y/2}, (Vector2){screenWidth - offset.x/2, SQUARE_SIZE*i + offset.y/2}, LIGHTGRAY);
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}
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// Draw snake
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for (int i = 0; i < counterTail; i++) DrawRectangleV(snake[i].position, snake[i].size, snake[i].color);
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// Draw fruit to pick
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DrawRectangleV(fruit.position, fruit.size, fruit.color);
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if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
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}
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else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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EndDrawing();
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}
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// Unload game variables
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void UnloadGame(void)
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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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void UpdateDrawFrame(void)
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{
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UpdateGame();
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DrawGame();
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} |