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sdl/examples/demo/01-snake/snake.c

351 lines
9.8 KiB
C

/*
* Logic implementation of the Snake game. It is designed to efficiently
* represent the state of the game in memory.
*
* This code is public domain. Feel free to use it for any purpose!
*/
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#define STEP_RATE_IN_MILLISECONDS 125
#define SNAKE_BLOCK_SIZE_IN_PIXELS 24
#define SDL_WINDOW_WIDTH (SNAKE_BLOCK_SIZE_IN_PIXELS * SNAKE_GAME_WIDTH)
#define SDL_WINDOW_HEIGHT (SNAKE_BLOCK_SIZE_IN_PIXELS * SNAKE_GAME_HEIGHT)
#define SNAKE_GAME_WIDTH 24U
#define SNAKE_GAME_HEIGHT 18U
#define SNAKE_MATRIX_SIZE (SNAKE_GAME_WIDTH * SNAKE_GAME_HEIGHT)
#define THREE_BITS 0x7U /* ~CHAR_MAX >> (CHAR_BIT - SNAKE_CELL_MAX_BITS) */
#define SHIFT(x, y) (((x) + ((y) * SNAKE_GAME_WIDTH)) * SNAKE_CELL_MAX_BITS)
typedef enum
{
SNAKE_CELL_NOTHING = 0U,
SNAKE_CELL_SRIGHT = 1U,
SNAKE_CELL_SUP = 2U,
SNAKE_CELL_SLEFT = 3U,
SNAKE_CELL_SDOWN = 4U,
SNAKE_CELL_FOOD = 5U
} SnakeCell;
#define SNAKE_CELL_MAX_BITS 3U /* floor(log2(SNAKE_CELL_FOOD)) + 1 */
typedef enum
{
SNAKE_DIR_RIGHT,
SNAKE_DIR_UP,
SNAKE_DIR_LEFT,
SNAKE_DIR_DOWN
} SnakeDirection;
typedef struct
{
unsigned char cells[(SNAKE_MATRIX_SIZE * SNAKE_CELL_MAX_BITS) / 8U];
char head_xpos;
char head_ypos;
char tail_xpos;
char tail_ypos;
char next_dir;
char inhibit_tail_step;
unsigned occupied_cells;
} SnakeContext;
typedef struct
{
SDL_Window *window;
SDL_Renderer *renderer;
SnakeContext snake_ctx;
Uint64 last_step;
} AppState;
SnakeCell snake_cell_at(const SnakeContext *ctx, char x, char y)
{
const int shift = SHIFT(x, y);
unsigned short range;
SDL_memcpy(&range, ctx->cells + (shift / 8), sizeof(range));
return (SnakeCell)((range >> (shift % 8)) & THREE_BITS);
}
static void set_rect_xy_(SDL_FRect *r, short x, short y)
{
r->x = (float)(x * SNAKE_BLOCK_SIZE_IN_PIXELS);
r->y = (float)(y * SNAKE_BLOCK_SIZE_IN_PIXELS);
}
static void put_cell_at_(SnakeContext *ctx, char x, char y, SnakeCell ct)
{
const int shift = SHIFT(x, y);
const int adjust = shift % 8;
unsigned char *const pos = ctx->cells + (shift / 8);
unsigned short range;
SDL_memcpy(&range, pos, sizeof(range));
range &= ~(THREE_BITS << adjust); /* clear bits */
range |= (ct & THREE_BITS) << adjust;
SDL_memcpy(pos, &range, sizeof(range));
}
static int are_cells_full_(SnakeContext *ctx)
{
return ctx->occupied_cells == SNAKE_GAME_WIDTH * SNAKE_GAME_HEIGHT;
}
static void new_food_pos_(SnakeContext *ctx)
{
while (true) {
const char x = (char) SDL_rand(SNAKE_GAME_WIDTH);
const char y = (char) SDL_rand(SNAKE_GAME_HEIGHT);
if (snake_cell_at(ctx, x, y) == SNAKE_CELL_NOTHING) {
put_cell_at_(ctx, x, y, SNAKE_CELL_FOOD);
break;
}
}
}
void snake_initialize(SnakeContext *ctx)
{
int i;
SDL_zeroa(ctx->cells);
ctx->head_xpos = ctx->tail_xpos = SNAKE_GAME_WIDTH / 2;
ctx->head_ypos = ctx->tail_ypos = SNAKE_GAME_HEIGHT / 2;
ctx->next_dir = SNAKE_DIR_RIGHT;
ctx->inhibit_tail_step = ctx->occupied_cells = 4;
--ctx->occupied_cells;
put_cell_at_(ctx, ctx->tail_xpos, ctx->tail_ypos, SNAKE_CELL_SRIGHT);
for (i = 0; i < 4; i++) {
new_food_pos_(ctx);
++ctx->occupied_cells;
}
}
void snake_redir(SnakeContext *ctx, SnakeDirection dir)
{
SnakeCell ct = snake_cell_at(ctx, ctx->head_xpos, ctx->head_ypos);
if ((dir == SNAKE_DIR_RIGHT && ct != SNAKE_CELL_SLEFT) ||
(dir == SNAKE_DIR_UP && ct != SNAKE_CELL_SDOWN) ||
(dir == SNAKE_DIR_LEFT && ct != SNAKE_CELL_SRIGHT) ||
(dir == SNAKE_DIR_DOWN && ct != SNAKE_CELL_SUP)) {
ctx->next_dir = dir;
}
}
static void wrap_around_(char *val, char max)
{
if (*val < 0) {
*val = max - 1;
} else if (*val > max - 1) {
*val = 0;
}
}
void snake_step(SnakeContext *ctx)
{
const SnakeCell dir_as_cell = (SnakeCell)(ctx->next_dir + 1);
SnakeCell ct;
char prev_xpos;
char prev_ypos;
/* Move tail forward */
if (--ctx->inhibit_tail_step == 0) {
++ctx->inhibit_tail_step;
ct = snake_cell_at(ctx, ctx->tail_xpos, ctx->tail_ypos);
put_cell_at_(ctx, ctx->tail_xpos, ctx->tail_ypos, SNAKE_CELL_NOTHING);
switch (ct) {
case SNAKE_CELL_SRIGHT:
ctx->tail_xpos++;
break;
case SNAKE_CELL_SUP:
ctx->tail_ypos--;
break;
case SNAKE_CELL_SLEFT:
ctx->tail_xpos--;
break;
case SNAKE_CELL_SDOWN:
ctx->tail_ypos++;
break;
default:
break;
}
wrap_around_(&ctx->tail_xpos, SNAKE_GAME_WIDTH);
wrap_around_(&ctx->tail_ypos, SNAKE_GAME_HEIGHT);
}
/* Move head forward */
prev_xpos = ctx->head_xpos;
prev_ypos = ctx->head_ypos;
switch (ctx->next_dir) {
case SNAKE_DIR_RIGHT:
++ctx->head_xpos;
break;
case SNAKE_DIR_UP:
--ctx->head_ypos;
break;
case SNAKE_DIR_LEFT:
--ctx->head_xpos;
break;
case SNAKE_DIR_DOWN:
++ctx->head_ypos;
break;
}
wrap_around_(&ctx->head_xpos, SNAKE_GAME_WIDTH);
wrap_around_(&ctx->head_ypos, SNAKE_GAME_HEIGHT);
/* Collisions */
ct = snake_cell_at(ctx, ctx->head_xpos, ctx->head_ypos);
if (ct != SNAKE_CELL_NOTHING && ct != SNAKE_CELL_FOOD) {
snake_initialize(ctx);
return;
}
put_cell_at_(ctx, prev_xpos, prev_ypos, dir_as_cell);
put_cell_at_(ctx, ctx->head_xpos, ctx->head_ypos, dir_as_cell);
if (ct == SNAKE_CELL_FOOD) {
if (are_cells_full_(ctx)) {
snake_initialize(ctx);
return;
}
new_food_pos_(ctx);
++ctx->inhibit_tail_step;
++ctx->occupied_cells;
}
}
static int handle_key_event_(SnakeContext *ctx, SDL_Scancode key_code)
{
switch (key_code) {
/* Quit. */
case SDL_SCANCODE_ESCAPE:
case SDL_SCANCODE_Q:
return SDL_APP_SUCCESS;
/* Restart the game as if the program was launched. */
case SDL_SCANCODE_R:
snake_initialize(ctx);
break;
/* Decide new direction of the snake. */
case SDL_SCANCODE_RIGHT:
snake_redir(ctx, SNAKE_DIR_RIGHT);
break;
case SDL_SCANCODE_UP:
snake_redir(ctx, SNAKE_DIR_UP);
break;
case SDL_SCANCODE_LEFT:
snake_redir(ctx, SNAKE_DIR_LEFT);
break;
case SDL_SCANCODE_DOWN:
snake_redir(ctx, SNAKE_DIR_DOWN);
break;
default:
break;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void *appstate)
{
AppState *as = (AppState *)appstate;
SnakeContext *ctx = &as->snake_ctx;
const Uint64 now = SDL_GetTicks();
SDL_FRect r;
unsigned i;
unsigned j;
int ct;
// run game logic if we're at or past the time to run it.
// if we're _really_ behind the time to run it, run it
// several times.
while ((now - as->last_step) >= STEP_RATE_IN_MILLISECONDS) {
snake_step(ctx);
as->last_step += STEP_RATE_IN_MILLISECONDS;
}
r.w = r.h = SNAKE_BLOCK_SIZE_IN_PIXELS;
SDL_SetRenderDrawColor(as->renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(as->renderer);
for (i = 0; i < SNAKE_GAME_WIDTH; i++) {
for (j = 0; j < SNAKE_GAME_HEIGHT; j++) {
ct = snake_cell_at(ctx, i, j);
if (ct == SNAKE_CELL_NOTHING)
continue;
set_rect_xy_(&r, i, j);
if (ct == SNAKE_CELL_FOOD)
SDL_SetRenderDrawColor(as->renderer, 80, 80, 255, SDL_ALPHA_OPAQUE);
else /* body */
SDL_SetRenderDrawColor(as->renderer, 0, 128, 0, SDL_ALPHA_OPAQUE);
SDL_RenderFillRect(as->renderer, &r);
}
}
SDL_SetRenderDrawColor(as->renderer, 255, 255, 0, SDL_ALPHA_OPAQUE); /*head*/
set_rect_xy_(&r, ctx->head_xpos, ctx->head_ypos);
SDL_RenderFillRect(as->renderer, &r);
SDL_RenderPresent(as->renderer);
return SDL_APP_CONTINUE;
}
static const struct
{
const char *key;
const char *value;
} extended_metadata[] =
{
{ SDL_PROP_APP_METADATA_URL_STRING, "https://examples.libsdl.org/SDL3/game/01-snake/" },
{ SDL_PROP_APP_METADATA_CREATOR_STRING, "SDL team" },
{ SDL_PROP_APP_METADATA_COPYRIGHT_STRING, "Placed in the public domain" },
{ SDL_PROP_APP_METADATA_TYPE_STRING, "game" }
};
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
size_t i;
if (!SDL_SetAppMetadata("Example Snake game", "1.0", "com.example.Snake")) {
return SDL_APP_FAILURE;
}
for (i = 0; i < SDL_arraysize(extended_metadata); i++) {
if (!SDL_SetAppMetadataProperty(extended_metadata[i].key, extended_metadata[i].value)) {
return SDL_APP_FAILURE;
}
}
if (!SDL_Init(SDL_INIT_VIDEO)) {
return SDL_APP_FAILURE;
}
AppState *as = SDL_calloc(1, sizeof(AppState));
if (!as) {
return SDL_APP_FAILURE;
}
*appstate = as;
if (!SDL_CreateWindowAndRenderer("examples/demo/snake", SDL_WINDOW_WIDTH, SDL_WINDOW_HEIGHT, 0, &as->window, &as->renderer)) {
return SDL_APP_FAILURE;
}
snake_initialize(&as->snake_ctx);
as->last_step = SDL_GetTicks();
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
SnakeContext *ctx = &((AppState *)appstate)->snake_ctx;
switch (event->type) {
case SDL_EVENT_QUIT:
return SDL_APP_SUCCESS;
case SDL_EVENT_KEY_DOWN:
return handle_key_event_(ctx, event->key.scancode);
}
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
if (appstate != NULL) {
AppState *as = (AppState *)appstate;
SDL_DestroyRenderer(as->renderer);
SDL_DestroyWindow(as->window);
SDL_free(as);
}
}