/******************************************************************************************* * * raylib - sample game: snake * * Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria * * This game has been created using raylib v1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_WEB) #include #endif //---------------------------------------------------------------------------------- // Some Defines //---------------------------------------------------------------------------------- #define SNAKE_LENGTH 256 #define SQUARE_SIZE 31 //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef struct Snake { Vector2 position; Vector2 size; Vector2 speed; Color color; } Snake; typedef struct Food { Vector2 position; Vector2 size; bool active; Color color; } Food; //------------------------------------------------------------------------------------ // Global Variables Declaration //------------------------------------------------------------------------------------ static int screenWidth = 800; static int screenHeight = 450; static int framesCounter; static bool gameOver; static bool pause; static Food fruit; static Snake snake[SNAKE_LENGTH]; static Vector2 snakePosition[SNAKE_LENGTH]; static bool allowMove; static Vector2 offset; static int counterTail; //------------------------------------------------------------------------------------ // Module Functions Declaration (local) //------------------------------------------------------------------------------------ static void InitGame(void); // Initialize game static void UpdateGame(void); // Update game (one frame) static void DrawGame(void); // Draw game (one frame) static void UnloadGame(void); // Unload game static void UpdateDrawFrame(void); // Update and Draw (one frame) //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization (Note windowTitle is unused on Android) //--------------------------------------------------------- InitWindow(screenWidth, screenHeight, "sample game: snake"); InitGame(); #if defined(PLATFORM_WEB) emscripten_set_main_loop(UpdateDrawFrame, 0, 1); #else SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update and Draw //---------------------------------------------------------------------------------- UpdateDrawFrame(); //---------------------------------------------------------------------------------- } #endif // De-Initialization //-------------------------------------------------------------------------------------- UnloadGame(); // Unload loaded data (textures, sounds, models...) CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } //------------------------------------------------------------------------------------ // Module Functions Definitions (local) //------------------------------------------------------------------------------------ // Initialize game variables void InitGame(void) { framesCounter = 0; gameOver = false; pause = false; counterTail = 1; allowMove = false; offset.x = screenWidth%SQUARE_SIZE; offset.y = screenHeight%SQUARE_SIZE; for (int i = 0; i < SNAKE_LENGTH; i++) { snake[i].position = (Vector2){ offset.x/2, offset.y/2 }; snake[i].size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE }; snake[i].speed = (Vector2){ SQUARE_SIZE, 0 }; if (i == 0) snake[i].color = DARKBLUE; else snake[i].color = BLUE; } for (int i = 0; i < SNAKE_LENGTH; i++) { snakePosition[i] = (Vector2){ 0.0f, 0.0f }; } fruit.size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE }; fruit.color = SKYBLUE; fruit.active = false; } // Update game (one frame) void UpdateGame(void) { if (!gameOver) { if (IsKeyPressed('P')) pause = !pause; if (!pause) { // control if (IsKeyPressed(KEY_RIGHT) && (snake[0].speed.x == 0) && allowMove) { snake[0].speed = (Vector2){ SQUARE_SIZE, 0 }; allowMove = false; } if (IsKeyPressed(KEY_LEFT) && (snake[0].speed.x == 0) && allowMove) { snake[0].speed = (Vector2){ -SQUARE_SIZE, 0 }; allowMove = false; } if (IsKeyPressed(KEY_UP) && (snake[0].speed.y == 0) && allowMove) { snake[0].speed = (Vector2){ 0, -SQUARE_SIZE }; allowMove = false; } if (IsKeyPressed(KEY_DOWN) && (snake[0].speed.y == 0) && allowMove) { snake[0].speed = (Vector2){ 0, SQUARE_SIZE }; allowMove = false; } // movement for (int i = 0; i < counterTail; i++) snakePosition[i] = snake[i].position; if ((framesCounter%5) == 0) { for (int i = 0; i < counterTail; i++) { if (i == 0) { snake[0].position.x += snake[0].speed.x; snake[0].position.y += snake[0].speed.y; allowMove = true; } else snake[i].position = snakePosition[i-1]; } } // wall behaviour if (((snake[0].position.x) > (screenWidth - offset.x)) || ((snake[0].position.y) > (screenHeight - offset.y)) || (snake[0].position.x < 0) || (snake[0].position.y < 0)) { gameOver = true; } // collision with yourself for (int i = 1; i < counterTail; i++) { if ((snake[0].position.x == snake[i].position.x) && (snake[0].position.y == snake[i].position.y)) gameOver = true; } // TODO: review logic: fruit.position calculation if (!fruit.active) { fruit.active = true; 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 }; for (int i = 0; i < counterTail; i++) { while ((fruit.position.x == snake[i].position.x) && (fruit.position.y == snake[i].position.y)) { fruit.position = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE }; i = 0; } } } // collision if (CheckCollisionRecs((Rectangle){(int)snake[0].position.x, (int)snake[0].position.y, (int)snake[0].size.x, (int)snake[0].size.y}, (Rectangle){(int)fruit.position.x, (int)fruit.position.y, (int)fruit.size.x, (int)fruit.size.y})) { snake[counterTail].position = snakePosition[counterTail - 1]; counterTail += 1; fruit.active = false; } framesCounter++; } } else { if (IsKeyPressed(KEY_ENTER)) { InitGame(); gameOver = false; } } } // Draw game (one frame) void DrawGame(void) { BeginDrawing(); ClearBackground(RAYWHITE); if (!gameOver) { // Draw grid lines for (int i = 0; i < screenWidth/SQUARE_SIZE + 1; i++) { DrawLineV((Vector2){SQUARE_SIZE*i + offset.x/2, offset.y/2}, (Vector2){SQUARE_SIZE*i + offset.x/2, screenHeight - offset.y/2}, LIGHTGRAY); } for (int i = 0; i < screenHeight/SQUARE_SIZE + 1; i++) { DrawLineV((Vector2){offset.x/2, SQUARE_SIZE*i + offset.y/2}, (Vector2){screenWidth - offset.x/2, SQUARE_SIZE*i + offset.y/2}, LIGHTGRAY); } // Draw snake for (int i = 0; i < counterTail; i++) DrawRectangleV(snake[i].position, snake[i].size, snake[i].color); // Draw fruit to pick DrawRectangleV(fruit.position, fruit.size, fruit.color); if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY); } else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY); EndDrawing(); } // Unload game variables void UnloadGame(void) { // TODO: Unload all dynamic loaded data (textures, sounds, models...) } // Update and Draw (one frame) void UpdateDrawFrame(void) { UpdateGame(); DrawGame(); }