mirror of
https://gitlab.com/sortix/sortix.git
synced 2023-02-13 20:55:38 -05:00
186 lines
3.9 KiB
C++
186 lines
3.9 KiB
C++
#include <libmaxsi/platform.h>
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#include <libmaxsi/io.h>
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#include <libmaxsi/thread.h>
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#include <libmaxsi/keyboard.h>
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#include <libmaxsi/sortix-vga.h>
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#include <libmaxsi/sortix-keyboard.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <fcntl.h>
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#include <unistd.h>
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#include <errno.h>
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#include <error.h>
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#include <string.h>
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using namespace Maxsi;
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using namespace Maxsi::Keyboard;
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const int width = 80;
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const int height = 25;
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const int buffersize = height * width;
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int vgafd;
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uint16_t frame[width*height];
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int posx;
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int posy;
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int velx;
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int vely;
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int tailx;
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int taily;
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int taillen;
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int tailmax;
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int animalx;
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int animaly;
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char direction[buffersize];
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uint16_t animal = '%' | (COLOR8_RED<<8);
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uint16_t snake = ' ' | (COLOR8_GREEN<<12);
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const int defaultspeed = 75;
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const int speedincrease = -5;
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const int maxspeed = 40;
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volatile int speed;
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void Clear()
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{
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// Reset the game data.
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for ( int i = 0; i < buffersize; i++ ) { frame[i] = ' '; direction[i] = -1; }
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}
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void Reset()
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{
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Clear();
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tailx = posx = width/2;
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taily = posy = height/2;
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switch ( rand() % 4 )
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{
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case 0: velx = -1; vely = 0; break;
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case 1: velx = 1; vely = 0; break;
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case 2: velx = 0; vely = -1; break;
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case 3: velx = 0; vely = -1; break;
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}
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animalx = 2 + (rand() % (width-4));
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animaly = 2 + (rand() % (height-4));
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taillen = 0;
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tailmax = 3;
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frame[animaly * width + animalx] = animal;
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speed = defaultspeed;
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}
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bool FlushVGA()
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{
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return writeall(vgafd, frame, sizeof(frame)) == 0;
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}
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int Init()
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{
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vgafd = open("/dev/vga", O_RDWR);
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if ( vgafd < 0 ) { error(0, errno, "unable to open vga device /dev/vga"); return 1; }
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Reset();
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return 0;
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}
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void Update()
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{
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int newvelx = velx;
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int newvely = vely;
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// Read the keyboard input from the user.
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unsigned method = System::Keyboard::POLL;
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uint32_t codepoint;
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while ( (codepoint = System::Keyboard::ReceiveKeystroke(method) ) != 0 )
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{
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bool keyup = codepoint & DEPRESSED;
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if ( keyup ) { continue; }
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codepoint &= ~DEPRESSED;
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if ( codepoint == '\n' ) { Reset(); return; }
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if ( codepoint == 'w' || codepoint == 'W' ) { newvelx = 0; newvely = -1; }
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if ( codepoint == 'a' || codepoint == 'A' ) { newvelx = -1; newvely = 0; }
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if ( codepoint == 's' || codepoint == 'S' ) { newvelx = 0; newvely = 1; }
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if ( codepoint == 'd' || codepoint == 'D' ) { newvelx = 1; newvely = 0; }
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}
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// Make sure we don't do a 180.
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if ( !(velx == -1 && newvelx == 1) &&
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!(velx == 1 && newvelx == -1) &&
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!(vely == -1 && newvely == 1) &&
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!(vely == 1 && newvely == -1) )
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{
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velx = newvelx; vely = newvely;
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}
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// Don't collide with the border!
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if ( posx + velx < 0 || width <= posx + velx ||
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posy + vely < 0 || height <= posy + vely ) { Reset(); return; }
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int newx = posx + velx;
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int newy = posy + vely;
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// Move the tail, if needed.
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if ( taillen == tailmax )
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{
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frame[taily * width + tailx] = ' '; taillen--;
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switch ( direction[taily * width + tailx] )
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{
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case 0: tailx--; break;
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case 1: tailx++; break;
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case 2: taily--; break;
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case 3: taily++; break;
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}
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}
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// Check for collision.
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if ( frame[newy * width + newx] == snake ) { Reset(); return; }
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// Check for food.
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if ( newx == animalx && newy == animaly )
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{
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tailmax++;
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animalx = 2 + (rand() % (width-4));
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animaly = 2 + (rand() % (height-4));
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ASSERT(0 <= animalx && animalx < width);
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ASSERT(0 <= animaly && animaly < height);
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if ( maxspeed < speed ) { speed += speedincrease; }
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}
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frame[animaly * width + animalx] = animal;
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// Remember where we are going.
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int dir = 0;
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if ( velx < 0 ) { dir = 0; }
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if ( velx > 0 ) { dir = 1; }
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if ( vely < 0 ) { dir = 2; }
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if ( vely > 0 ) { dir = 3; }
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direction[posy * width + posx] = dir;
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// Move the head.
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posx = newx;
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posy = newy;
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frame[posy * width + posx] = snake; taillen++;
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}
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int main(int argc, char* argv[])
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{
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int result = Init();
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if ( result != 0 ) { return result; }
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// Update the game every once in a while.
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while ( true )
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{
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Thread::USleep(speed * 1000);
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Update();
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FlushVGA();
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}
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return 0;
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}
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