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#import "Basic";
#import "Random";
TUI :: #import "TUI";

Vec2D :: struct {
    x: int;
    y: int;
}

operator == :: (a: Vec2D, b: Vec2D) -> bool {
    return a.x == b.x && a.y == b.y;
}

screen_size_x: int = ---;
screen_size_y: int = ---;
player_name: string = ---;

main :: () {

    game_loop :: () {

        LOOP_PERIOD_MS :: 30;

        score := 0;
        dir := Vec2D.{1, 0};
        food := Vec2D.{5, 5};

        random_food :: () -> Vec2D {
            return Vec2D.{
                cast(int)(random_get_zero_to_one_open() * (screen_size_x-3) + 2),
                cast(int)(random_get_zero_to_one_open() * (screen_size_y-3) + 2)
            };
        }
        
        snake_parts: [..] Vec2D;
        for 0..13 array_add(*snake_parts, Vec2D.{3, 3});
        snake_parts[0].x += 1;
        
        TUI.flush_input();
        TUI.set_next_key(TUI.Keys.Resize);
        timer := current_time_monotonic();
        while main_loop := true {

            timestamp := current_time_monotonic();
            key := TUI.get_key(LOOP_PERIOD_MS);

            if key == {
                case TUI.Keys.Resize;
                    TUI.clear_terminal();
                    screen_size_x, screen_size_y = TUI.get_terminal_size();
                    TUI.draw_box(1, 1, screen_size_x, screen_size_y);
                    TUI.set_cursor_position(3, screen_size_y);
                    write_strings(" ", player_name, " ");
                    food = random_food();

                case #char "q"; #through;
                case #char "Q"; #through;
                case TUI.Keys.Escape;
                    break main_loop;

                case TUI.Keys.Up;
                    if dir != Vec2D.{0, 1} then dir = Vec2D.{0, -1};

                case TUI.Keys.Down;
                    if dir != Vec2D.{0, -1} then dir = Vec2D.{0, 1};
                    
                case TUI.Keys.Left;
                    if dir != Vec2D.{1, 0} then dir = Vec2D.{-1, 0};

                case TUI.Keys.Right;
                    if dir != Vec2D.{-1, 0} then dir = Vec2D.{1, 0};
            }

            last_pos := snake_parts[snake_parts.count-1];

            // Update position.
            for < snake_parts.count-1..1 {
                if snake_parts[it] != snake_parts[it-1] {
                    snake_parts[it] = snake_parts[it-1];
                }
            }
            snake_parts[0].x += dir.x;
            snake_parts[0].y += dir.y;

            // Teleport on borders.
            if snake_parts[0].x < 2         then snake_parts[0].x = screen_size_x - 1;
            if snake_parts[0].x >= screen_size_x   then snake_parts[0].x = 2;
            if snake_parts[0].y < 2         then snake_parts[0].y = screen_size_y - 1;
            if snake_parts[0].y >= screen_size_y   then snake_parts[0].y = 2;

            // Check for game-over.
            for 1..snake_parts.count-1 {
                if snake_parts[it] == snake_parts[0] {
                    break main_loop;
                }
            }

            // Check for food.
            if snake_parts[0] == food {
                score += 1;
                array_add(*snake_parts, snake_parts[snake_parts.count-1]);
                food = random_food();
            }
            
            // Wait to match game loop time.
            delta := to_milliseconds(current_time_monotonic() - timestamp);
            if delta < LOOP_PERIOD_MS {
                sleep_milliseconds(xx (LOOP_PERIOD_MS - delta));
            }

            // Draw snake.
            write_string(TUI.Commands.DrawingMode);
            TUI.set_cursor_position(last_pos.x, last_pos.y);
            write_string(TUI.Drawings.Blank);
            for snake_parts {
                TUI.set_cursor_position(it.x, it.y);
                write_string(TUI.Drawings.Checkerboard);
            }
            // Draw food.
            {
                TUI.using_style(TUI.Style.{ foreground = TUI.Palette.RED, bold = true, });
                TUI.set_cursor_position(food.x, food.y);
                write_string(TUI.Drawings.Diamond);
            }
            write_string(TUI.Commands.TextMode);

            // Set score
            TUI.set_cursor_position(3, 1);
            print(" % ", score);
        }
    }
    
    GAME_OVER_TEXT      :: "~ game over ~";
    INSTRUCTIONS_TEXT   :: "(esc to exit)";
    
    TUI.start();
    TUI.set_cursor_position(1, 1);
    
    write_string("Please enter player name: ");
    player_name = TUI.read_input_line(64);

    while true {
        game_loop();

        // Game over screen.
        TUI.draw_box(screen_size_x/3, screen_size_y/2-1, screen_size_x/3, 4);
        TUI.set_cursor_position((screen_size_x-GAME_OVER_TEXT.count)/2, screen_size_y/2);
        write_string(GAME_OVER_TEXT);
        TUI.set_cursor_position((screen_size_x-GAME_OVER_TEXT.count)/2, screen_size_y/2+1);
        write_string(INSTRUCTIONS_TEXT);
        sleep_milliseconds(100);
        TUI.flush_input();
        if TUI.get_key() == TUI.Keys.Escape then break;
    }

    TUI.stop();
}