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sortix--sortix/games/snake.cpp
2011-12-04 15:04:06 +01:00

186 lines
3.9 KiB
C++

#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>
#include <stdio.h>
#include <stdlib.h>
#include <fcntl.h>
#include <unistd.h>
#include <errno.h>
#include <error.h>
#include <string.h>
using namespace Maxsi;
using namespace Maxsi::Keyboard;
const int width = 80;
const int height = 25;
const int buffersize = height * width;
int vgafd;
uint16_t frame[width*height];
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;
void Clear()
{
// Reset the game data.
for ( int i = 0; i < buffersize; i++ ) { frame[i] = ' '; direction[i] = -1; }
}
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[animaly * width + animalx] = animal;
speed = defaultspeed;
}
bool FlushVGA()
{
return writeall(vgafd, frame, sizeof(frame)) == 0;
}
int Init()
{
vgafd = open("/dev/vga", O_RDWR);
if ( vgafd < 0 ) { error(0, errno, "unable to open vga device /dev/vga"); return 1; }
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::ReceiveKeystroke(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[taily * width + tailx] = ' '; taillen--;
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[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));
ASSERT(0 <= animalx && animalx < width);
ASSERT(0 <= animaly && animaly < height);
if ( maxspeed < speed ) { speed += speedincrease; }
}
frame[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[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.
while ( true )
{
Thread::USleep(speed * 1000);
Update();
FlushVGA();
}
return 0;
}