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Benjamin LEROUX
SnakeProject
Commits
420f6fa7
Commit
420f6fa7
authored
Oct 25, 2020
by
Benjamin LEROUX
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Snake from raylib games
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420f6fa7
/*******************************************************************************************
*
* raylib - sample game: snake
*
* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define SNAKE_LENGTH 256
#define SQUARE_SIZE 31
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef
struct
Snake
{
Vector2
position
;
Vector2
size
;
Vector2
speed
;
Color
color
;
}
Snake
;
typedef
struct
Food
{
Vector2
position
;
Vector2
size
;
bool
active
;
Color
color
;
}
Food
;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static
const
int
screenWidth
=
800
;
static
const
int
screenHeight
=
450
;
static
int
framesCounter
=
0
;
static
bool
gameOver
=
false
;
static
bool
pause
=
false
;
static
Food
fruit
=
{
0
};
static
Snake
snake
[
SNAKE_LENGTH
]
=
{
0
};
static
Vector2
snakePosition
[
SNAKE_LENGTH
]
=
{
0
};
static
bool
allowMove
=
false
;
static
Vector2
offset
=
{
0
};
static
int
counterTail
=
0
;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static
void
InitGame
(
void
);
// Initialize game
static
void
UpdateGame
(
void
);
// Update game (one frame)
static
void
DrawGame
(
void
);
// Draw game (one frame)
static
void
UnloadGame
(
void
);
// Unload game
static
void
UpdateDrawFrame
(
void
);
// Update and Draw (one frame)
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int
main
(
void
)
{
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
InitWindow
(
screenWidth
,
screenHeight
,
"sample game: snake"
);
InitGame
();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop
(
UpdateDrawFrame
,
0
,
1
);
#else
SetTargetFPS
(
60
);
//--------------------------------------------------------------------------------------
// Main game loop
while
(
!
WindowShouldClose
())
// Detect window close button or ESC key
{
// Update and Draw
//----------------------------------------------------------------------------------
UpdateDrawFrame
();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame
();
// Unload loaded data (textures, sounds, models...)
CloseWindow
();
// Close window and OpenGL context
//--------------------------------------------------------------------------------------
return
0
;
}
//------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//------------------------------------------------------------------------------------
// Initialize game variables
void
InitGame
(
void
)
{
framesCounter
=
0
;
gameOver
=
false
;
pause
=
false
;
counterTail
=
1
;
allowMove
=
false
;
offset
.
x
=
screenWidth
%
SQUARE_SIZE
;
offset
.
y
=
screenHeight
%
SQUARE_SIZE
;
for
(
int
i
=
0
;
i
<
SNAKE_LENGTH
;
i
++
)
{
snake
[
i
].
position
=
(
Vector2
){
offset
.
x
/
2
,
offset
.
y
/
2
};
snake
[
i
].
size
=
(
Vector2
){
SQUARE_SIZE
,
SQUARE_SIZE
};
snake
[
i
].
speed
=
(
Vector2
){
SQUARE_SIZE
,
0
};
if
(
i
==
0
)
snake
[
i
].
color
=
DARKBLUE
;
else
snake
[
i
].
color
=
BLUE
;
}
for
(
int
i
=
0
;
i
<
SNAKE_LENGTH
;
i
++
)
{
snakePosition
[
i
]
=
(
Vector2
){
0
.
0
f
,
0
.
0
f
};
}
fruit
.
size
=
(
Vector2
){
SQUARE_SIZE
,
SQUARE_SIZE
};
fruit
.
color
=
SKYBLUE
;
fruit
.
active
=
false
;
}
// Update game (one frame)
void
UpdateGame
(
void
)
{
if
(
!
gameOver
)
{
if
(
IsKeyPressed
(
'P'
))
pause
=
!
pause
;
if
(
!
pause
)
{
// Player control
if
(
IsKeyPressed
(
KEY_RIGHT
)
&&
(
snake
[
0
].
speed
.
x
==
0
)
&&
allowMove
)
{
snake
[
0
].
speed
=
(
Vector2
){
SQUARE_SIZE
,
0
};
allowMove
=
false
;
}
if
(
IsKeyPressed
(
KEY_LEFT
)
&&
(
snake
[
0
].
speed
.
x
==
0
)
&&
allowMove
)
{
snake
[
0
].
speed
=
(
Vector2
){
-
SQUARE_SIZE
,
0
};
allowMove
=
false
;
}
if
(
IsKeyPressed
(
KEY_UP
)
&&
(
snake
[
0
].
speed
.
y
==
0
)
&&
allowMove
)
{
snake
[
0
].
speed
=
(
Vector2
){
0
,
-
SQUARE_SIZE
};
allowMove
=
false
;
}
if
(
IsKeyPressed
(
KEY_DOWN
)
&&
(
snake
[
0
].
speed
.
y
==
0
)
&&
allowMove
)
{
snake
[
0
].
speed
=
(
Vector2
){
0
,
SQUARE_SIZE
};
allowMove
=
false
;
}
// Snake movement
for
(
int
i
=
0
;
i
<
counterTail
;
i
++
)
snakePosition
[
i
]
=
snake
[
i
].
position
;
if
((
framesCounter
%
5
)
==
0
)
{
for
(
int
i
=
0
;
i
<
counterTail
;
i
++
)
{
if
(
i
==
0
)
{
snake
[
0
].
position
.
x
+=
snake
[
0
].
speed
.
x
;
snake
[
0
].
position
.
y
+=
snake
[
0
].
speed
.
y
;
allowMove
=
true
;
}
else
snake
[
i
].
position
=
snakePosition
[
i
-
1
];
}
}
// Wall behaviour
if
(((
snake
[
0
].
position
.
x
)
>
(
screenWidth
-
offset
.
x
))
||
((
snake
[
0
].
position
.
y
)
>
(
screenHeight
-
offset
.
y
))
||
(
snake
[
0
].
position
.
x
<
0
)
||
(
snake
[
0
].
position
.
y
<
0
))
{
gameOver
=
true
;
}
// Collision with yourself
for
(
int
i
=
1
;
i
<
counterTail
;
i
++
)
{
if
((
snake
[
0
].
position
.
x
==
snake
[
i
].
position
.
x
)
&&
(
snake
[
0
].
position
.
y
==
snake
[
i
].
position
.
y
))
gameOver
=
true
;
}
// Fruit position calculation
if
(
!
fruit
.
active
)
{
fruit
.
active
=
true
;
fruit
.
position
=
(
Vector2
){
GetRandomValue
(
0
,
(
screenWidth
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
x
/
2
,
GetRandomValue
(
0
,
(
screenHeight
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
y
/
2
};
for
(
int
i
=
0
;
i
<
counterTail
;
i
++
)
{
while
((
fruit
.
position
.
x
==
snake
[
i
].
position
.
x
)
&&
(
fruit
.
position
.
y
==
snake
[
i
].
position
.
y
))
{
fruit
.
position
=
(
Vector2
){
GetRandomValue
(
0
,
(
screenWidth
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
x
/
2
,
GetRandomValue
(
0
,
(
screenHeight
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
y
/
2
};
i
=
0
;
}
}
}
// Collision
if
((
snake
[
0
].
position
.
x
<
(
fruit
.
position
.
x
+
fruit
.
size
.
x
)
&&
(
snake
[
0
].
position
.
x
+
snake
[
0
].
size
.
x
)
>
fruit
.
position
.
x
)
&&
(
snake
[
0
].
position
.
y
<
(
fruit
.
position
.
y
+
fruit
.
size
.
y
)
&&
(
snake
[
0
].
position
.
y
+
snake
[
0
].
size
.
y
)
>
fruit
.
position
.
y
))
{
snake
[
counterTail
].
position
=
snakePosition
[
counterTail
-
1
];
counterTail
+=
1
;
fruit
.
active
=
false
;
}
framesCounter
++
;
}
}
else
{
if
(
IsKeyPressed
(
KEY_ENTER
))
{
InitGame
();
gameOver
=
false
;
}
}
}
// Draw game (one frame)
void
DrawGame
(
void
)
{
BeginDrawing
();
ClearBackground
(
RAYWHITE
);
if
(
!
gameOver
)
{
// Draw grid lines
for
(
int
i
=
0
;
i
<
screenWidth
/
SQUARE_SIZE
+
1
;
i
++
)
{
DrawLineV
((
Vector2
){
SQUARE_SIZE
*
i
+
offset
.
x
/
2
,
offset
.
y
/
2
},
(
Vector2
){
SQUARE_SIZE
*
i
+
offset
.
x
/
2
,
screenHeight
-
offset
.
y
/
2
},
LIGHTGRAY
);
}
for
(
int
i
=
0
;
i
<
screenHeight
/
SQUARE_SIZE
+
1
;
i
++
)
{
DrawLineV
((
Vector2
){
offset
.
x
/
2
,
SQUARE_SIZE
*
i
+
offset
.
y
/
2
},
(
Vector2
){
screenWidth
-
offset
.
x
/
2
,
SQUARE_SIZE
*
i
+
offset
.
y
/
2
},
LIGHTGRAY
);
}
// Draw snake
for
(
int
i
=
0
;
i
<
counterTail
;
i
++
)
DrawRectangleV
(
snake
[
i
].
position
,
snake
[
i
].
size
,
snake
[
i
].
color
);
// Draw fruit to pick
DrawRectangleV
(
fruit
.
position
,
fruit
.
size
,
fruit
.
color
);
if
(
pause
)
DrawText
(
"GAME PAUSED"
,
screenWidth
/
2
-
MeasureText
(
"GAME PAUSED"
,
40
)
/
2
,
screenHeight
/
2
-
40
,
40
,
GRAY
);
}
else
DrawText
(
"PRESS [ENTER] TO PLAY AGAIN"
,
GetScreenWidth
()
/
2
-
MeasureText
(
"PRESS [ENTER] TO PLAY AGAIN"
,
20
)
/
2
,
GetScreenHeight
()
/
2
-
50
,
20
,
GRAY
);
EndDrawing
();
}
// Unload game variables
void
UnloadGame
(
void
)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void
UpdateDrawFrame
(
void
)
{
UpdateGame
();
DrawGame
();
}
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