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sortix--sortix/games/snake.cpp

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#include <libmaxsi/platform.h>
#include <libmaxsi/io.h>
#include <libmaxsi/thread.h>
#include <libmaxsi/keyboard.h>
#include <libmaxsi/sortix-vga.h>
#include <libmaxsi/sortix-keyboard.h>
using namespace Maxsi;
using namespace Maxsi::Keyboard;
const int width = 80;
const int height = 25;
const int buffersize = height * width;
System::VGA::Frame* frame;
int posx;
int posy;
int velx;
int vely;
int tailx;
int taily;
int taillen;
int tailmax;
int animalx;
int animaly;
char direction[buffersize];
uint16_t animal = '%' | (COLOR8_RED<<8);
uint16_t snake = ' ' | (COLOR8_GREEN<<12);
const int defaultspeed = 75;
const int speedincrease = -5;
const int maxspeed = 40;
volatile int speed;
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// HACK: Sortix has no random number generator yet!
int random_seed=1337;
int rand(int max)
{
int tmpmax=max;
random_seed = random_seed + 37 * 1103515245 + 12345;
return (unsigned int) (random_seed / 65536) % tmpmax;
}
void Clear()
{
// Reset the game data.
for ( int i = 0; i < buffersize; i++ ) { frame->text[i] = ' '; direction[i] = -1; }
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}
void Reset()
{
Clear();
tailx = posx = width/2;
taily = posy = height/2;
switch ( rand(4) )
{
case 0: velx = -1; vely = 0; break;
case 1: velx = 1; vely = 0; break;
case 2: velx = 0; vely = -1; break;
case 3: velx = 0; vely = -1; break;
}
animalx = 2 + rand(width-4);
animaly = 2 + rand(height-4);
taillen = 0;
tailmax = 3;
frame->text[animaly * width + animalx] = animal;
speed = defaultspeed;
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}
int Init()
{
// Create a VGA frame we can render onto.
frame = System::VGA::CreateFrame();
if ( frame == NULL )
{
Print("Could not create VGA frame\n");
return -1;
}
System::VGA::ChangeFrame(frame->fd);
Reset();
return 0;
}
void Update()
{
int newvelx = velx;
int newvely = vely;
// Read the keyboard input from the user.
unsigned method = System::Keyboard::POLL;
uint32_t codepoint;
while ( (codepoint = System::Keyboard::ReceieveKeystroke(method) ) != 0 )
{
bool keyup = codepoint & DEPRESSED;
if ( keyup ) { continue; }
codepoint &= ~DEPRESSED;
if ( codepoint == '\n' ) { Reset(); return; }
if ( codepoint == 'w' || codepoint == 'W' ) { newvelx = 0; newvely = -1; }
if ( codepoint == 'a' || codepoint == 'A' ) { newvelx = -1; newvely = 0; }
if ( codepoint == 's' || codepoint == 'S' ) { newvelx = 0; newvely = 1; }
if ( codepoint == 'd' || codepoint == 'D' ) { newvelx = 1; newvely = 0; }
}
// Make sure we don't do a 180.
if ( !(velx == -1 && newvelx == 1) &&
!(velx == 1 && newvelx == -1) &&
!(vely == -1 && newvely == 1) &&
!(vely == 1 && newvely == -1) )
{
velx = newvelx; vely = newvely;
}
// Don't collide with the border!
if ( posx + velx < 0 || width <= posx + velx ||
posy + vely < 0 || height <= posy + vely ) { Reset(); return; }
int newx = posx + velx;
int newy = posy + vely;
// Move the tail, if needed.
if ( taillen == tailmax )
{
frame->text[taily * width + tailx] = ' '; taillen--;
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switch ( direction[taily * width + tailx] )
{
case 0: tailx--; break;
case 1: tailx++; break;
case 2: taily--; break;
case 3: taily++; break;
}
}
// Check for collision.
if ( frame->text[newy * width + newx] == snake ) { Reset(); return; }
// Check for food.
if ( newx == animalx && newy == animaly )
{
tailmax++;
animalx = 2 + rand(width-4);
animaly = 2 + rand(height-4);
if ( maxspeed < speed ) { speed += speedincrease; }
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}
frame->text[animaly * width + animalx] = animal;
// Remember where we are going.
int dir = 0;
if ( velx < 0 ) { dir = 0; }
if ( velx > 0 ) { dir = 1; }
if ( vely < 0 ) { dir = 2; }
if ( vely > 0 ) { dir = 3; }
direction[posy * width + posx] = dir;
// Move the head.
posx = newx;
posy = newy;
frame->text[posy * width + posx] = snake; taillen++;
}
int main(int argc, char* argv[])
{
int result = Init();
if ( result != 0 ) { return result; }
// Update the game every once in a while.
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while ( true )
{
Thread::USleep(speed * 1000);
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Update();
}
return 0;
}