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#import "Basic";
#import "Random";
TUI :: #import "TUI"(COLOR_MODE = 8);
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};
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, " ");
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};
}
if screen_size_x < 15 || screen_size_y < 15 {
TUI.clear_terminal();
TUI.set_cursor_position(1,1);
write_string("~ paused : increase window size ~");
continue;
}
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;
food.x = clamp(food.x, 2, screen_size_x-1);
food.y = clamp(food.y, 2, screen_size_y-1);
// 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 = 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)
};
}
// 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)";
seed: u64 = xx to_milliseconds(current_time_monotonic()) | 0x01; // Seed must be odd.
random_seed(seed);
assert(TUI.start(), "Failed to start TUI.");
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.
box_size := Vec2D.{19, 4};
TUI.draw_box((screen_size_x-box_size.x)/2, (screen_size_y-box_size.y)/2, box_size.x, box_size.y);
TUI.set_cursor_position((screen_size_x-GAME_OVER_TEXT.count)/2, (screen_size_y-box_size.y)/2 + 1);
write_string(GAME_OVER_TEXT);
TUI.set_cursor_position((screen_size_x-GAME_OVER_TEXT.count)/2, (screen_size_y-box_size.y)/2 + 2);
write_string(INSTRUCTIONS_TEXT);
sleep_milliseconds(100);
TUI.flush_input();
if TUI.get_key() == TUI.Keys.Escape then break;
}
assert(TUI.stop(), "Failed to stop TUI.");
}
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