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snake.c
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388 lines (331 loc) · 8.79 KB
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#include "SDL.h"
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <time.h>
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
const SDL_Color BLACK = { .r = 0, .g = 0, .b = 0, .a = 255 };
const SDL_Color WHITE = { .r = 255, .g = 255, .b = 255, .a = 255 };
const SDL_Color RED = { .r = 255, .g = 0, .b = 0, .a = 255 };
const SDL_Color MAROON = { .r = 128, .g = 0, .b = 0, .a = 255 };
const SDL_Color BLUE = { .r = 0, .g = 0, .b = 255, .a = 255 };
const SDL_Color NAVY = { .r = 0, .g = 0, .b = 128, .a = 255 };
const SDL_Color LIME = { .r = 0, .g = 255, .b = 0, .a = 255 };
const SDL_Color GREEN = { .r = 0, .g = 128, .b = 0, .a = 255 };
// 4:3 aspect ratio is assumed
//
// FIELD_CELL_WIDTH has to divisible by 4, will have to divide SCREEN_WIDTH
#define FIELD_CELL_WIDTH 16
#define CELL_SIZE ((SCREEN_WIDTH) / (FIELD_CELL_WIDTH))
#define FIELD_CELL_HEIGHT ((FIELD_CELL_WIDTH) / 4 * 3)
#define FIELD_START_CELL_X 0
#define FIELD_START_CELL_Y 0
void draw_field(SDL_Renderer *renderer)
{
SDL_Color prev;
SDL_GetRenderDrawColor(renderer, &prev.a, &prev.g, &prev.b, &prev.a);
SDL_SetRenderDrawColor(renderer, NAVY.r, NAVY.g, NAVY.b, NAVY.a);
SDL_Rect field = {
FIELD_START_CELL_X * CELL_SIZE,
FIELD_START_CELL_Y * CELL_SIZE,
FIELD_CELL_WIDTH * CELL_SIZE,
FIELD_CELL_HEIGHT * CELL_SIZE
};
SDL_RenderFillRect(renderer, &field);
SDL_SetRenderDrawColor(renderer, BLUE.r, BLUE.g, BLUE.b, BLUE.a);
// SDL_SetRenderDrawColor(renderer, 0, 0, 150, 255);
for (int i = 1; i < FIELD_CELL_WIDTH; i++) {
SDL_RenderDrawLine(renderer, i * CELL_SIZE, 0,
i * CELL_SIZE, FIELD_CELL_HEIGHT * CELL_SIZE);
}
for (int i = 1; i < FIELD_CELL_HEIGHT; i++) {
SDL_RenderDrawLine(renderer, 0, i * CELL_SIZE,
FIELD_CELL_WIDTH * CELL_SIZE, i * CELL_SIZE);
}
SDL_SetRenderDrawColor(renderer, prev.a, prev.g, prev.b, prev.a);
}
bool is_cell_occupied[FIELD_CELL_HEIGHT][FIELD_CELL_WIDTH];
typedef struct apple {
int r;
int c;
} Apple;
Apple apple;
void place_apple()
{
do {
apple.r = rand() % FIELD_CELL_HEIGHT;
apple.c = rand() % FIELD_CELL_WIDTH;
} while (is_cell_occupied[apple.r][apple.c]);
}
void draw_apple(SDL_Renderer *renderer)
{
SDL_Color prev;
SDL_GetRenderDrawColor(renderer, &prev.r, &prev.g, &prev.b, &prev.a);
// SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_SetRenderDrawColor(renderer, RED.r, RED.g, RED.b, RED.a);
SDL_Rect apple_cell = {
.x = apple.c * CELL_SIZE, .y = apple.r * CELL_SIZE,
.w = CELL_SIZE, .h = CELL_SIZE
};
SDL_RenderFillRect(renderer, &apple_cell);
SDL_SetRenderDrawColor(renderer, MAROON.r, MAROON.g, MAROON.b,
MAROON.a);
SDL_RenderDrawRect(renderer, &apple_cell);
SDL_SetRenderDrawColor(renderer, prev.r, prev.g, prev.b, prev.a);
}
typedef enum dir {
UP,
DOWN,
LEFT,
RIGHT,
NONE
} Dir;
// change in rows and cols when one moves in that direction by one cell
void get_dr_dc(int *dr, int *dc, Dir dir)
{
switch (dir) {
case UP:
*dr = -1;
*dc = 0;
break;
case DOWN:
*dr = 1;
*dc = 0;
break;
case RIGHT:
*dr = 0;
*dc = 1;
break;
case LEFT:
*dr = 0;
*dc = -1;
break;
default:
*dr = 0;
*dc = 0;
break;
}
}
typedef struct snake_segment {
int r;
int c;
Dir dir;
// struct snake_segment *next;
// struct snake_segment *prev;
} SnakeSegment;
#define SNAKE_MAX_SIZE 10000
typedef struct snake {
SnakeSegment segments[SNAKE_MAX_SIZE];
int size;
} Snake;
Snake snake;
Dir snake_get_dir()
{
if (snake.size == 0) {
return 0;
}
return snake.segments[0].dir;
}
void snake_set_dir(Dir dir)
{
if (snake.size != 0) {
snake.segments[0].dir = dir;
}
}
void snake_init_segment(int i)
{
snake.segments[i] = (SnakeSegment){ 0, 0, RIGHT };
}
void snake_init(int size, int r, int c, Dir dir)
{
snake.size = size;
for (int i = 0; i < size; i++) {
if (i == 0) {
snake.segments[i].r = r;
snake.segments[i].c = c;
} else {
int dr, dc;
get_dr_dc(&dr, &dc, snake.segments[i - 1].dir);
snake.segments[i].r = snake.segments[i - 1].r - dr;
snake.segments[i].c = snake.segments[i - 1].c - dc;
}
snake.segments[i].dir = dir;
is_cell_occupied[snake.segments[i].r][snake.segments[i].c] = true;
}
}
void snake_increment_size(const SnakeSegment *new_segment)
{
snake.segments[snake.size++] = *new_segment;
}
bool is_valid_move(int new_head_r, int new_head_c)
{
if (new_head_r >= FIELD_CELL_HEIGHT || new_head_r < 0 ||
new_head_c >=FIELD_CELL_WIDTH || new_head_c < 0 ||
(is_cell_occupied[new_head_r][new_head_c] &&
!(new_head_r == snake.segments[snake.size - 1].r &&
new_head_c == snake.segments[snake.size - 1].c))) {
// printf("False move: new_head_r = %d new_head_c = %d\n", new_head_r,
// new_head_c);
return false;
}
return true;
}
// will return false on invalid move
bool move_snake(bool *has_eaten_apple)
{
*has_eaten_apple = false;
int dr, dc;
get_dr_dc(&dr, &dc, snake.segments[0].dir);
if (!is_valid_move(snake.segments[0].r + dr, snake.segments[0].c + dc)) {
return false;
}
for (int i = snake.size - 1; i >= 0; i--) {
if (i == snake.size - 1) {
is_cell_occupied[snake.segments[i].r][snake.segments[i].c] = false;
// get the change in head directions
get_dr_dc(&dr, &dc, snake.segments[0].dir);
// if eaten apple, increment the size
if (snake.segments[0].r + dr == apple.r &&
snake.segments[0].c + dc == apple.c) {
snake_increment_size(&snake.segments[snake.size - 1]);
is_cell_occupied[snake.segments[i + 1].r][snake.
segments[i + 1].c] = true;
*has_eaten_apple = true;
}
}
get_dr_dc(&dr, &dc, snake.segments[i].dir);
snake.segments[i].r += dr;
snake.segments[i].c += dc;
// for the head
if (i == 0) {
is_cell_occupied[snake.segments[i].r][snake.segments[i].c] = true;
}
}
for (int i = snake.size - 1; i >= 1; i--) {
snake.segments[i].dir = snake.segments[i - 1].dir;
}
return true;
}
void draw_snake(SDL_Renderer *renderer)
{
SDL_Color prev;
SDL_GetRenderDrawColor(renderer, &prev.a, &prev.g, &prev.b, &prev.a);
for (int i = 0; i < snake.size; i++) {
SDL_Rect cell = { snake.segments[i].c * CELL_SIZE,
snake.segments[i].r * CELL_SIZE,
CELL_SIZE, CELL_SIZE
};
SDL_SetRenderDrawColor(renderer, LIME.r, LIME.g, LIME.b, LIME.a);
SDL_RenderFillRect(renderer, &cell);
SDL_SetRenderDrawColor(renderer,GREEN.r,GREEN.g,GREEN.b, 255);
SDL_RenderDrawRect(renderer, &cell);
}
SDL_SetRenderDrawColor(renderer, prev.a, prev.g, prev.b, prev.a);
}
void draw_screen(SDL_Renderer *renderer)
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
draw_field(renderer);
draw_apple(renderer);
draw_snake(renderer);
}
#define FRAME_RATE 60
// snake will move after N_FRAMES_PER_MOVEMENT frames
#define N_FRAMES_PER_MOVEMENT 10
void update_game_state()
{
bool has_eaten_apple = false;
if (!move_snake(&has_eaten_apple)) {
exit(0);
}
if (has_eaten_apple) {
place_apple();
}
}
int main()
{
srand(time(NULL));
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
fprintf(stderr, "\nUnable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
atexit(SDL_Quit);
SDL_Window *window =
SDL_CreateWindow("Snake",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_SHOWN
);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
// make the scaled rendering look smoother.
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
SDL_RenderSetLogicalSize(renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
int quit = 0;
snake_init(5, 0, 4, RIGHT);
place_apple();
draw_screen(renderer);
bool last_move_drawn = true;
int n_frames_mod = 0;
while (!quit) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
quit = 1;
break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_ESCAPE:
quit = 1;
break;
case SDLK_UP:
if (snake_get_dir() != DOWN && snake_get_dir() != UP &&
last_move_drawn) {
snake_set_dir(UP);
last_move_drawn = false;
}
break;
case SDLK_DOWN:
if (snake_get_dir() != UP && snake_get_dir() != DOWN &&
last_move_drawn) {
snake_set_dir(DOWN);
last_move_drawn = false;
}
break;
case SDLK_LEFT:
if (snake_get_dir() != RIGHT && snake_get_dir() != LEFT &&
last_move_drawn) {
snake_set_dir(LEFT);
last_move_drawn = false;
}
break;
case SDLK_RIGHT:
if (snake_get_dir() != LEFT && snake_get_dir() != RIGHT &&
last_move_drawn) {
snake_set_dir(RIGHT);
last_move_drawn = false;
}
break;
default:
break;
}
break;
default:
break;
}
}
if (n_frames_mod == 0) {
update_game_state();
last_move_drawn = true;
}
draw_screen(renderer);
SDL_RenderPresent(renderer);
n_frames_mod = (n_frames_mod + 1) % N_FRAMES_PER_MOVEMENT;
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
return 0;
}