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Fan FEI
FanFEI_Jeu
Commits
df36b02e
Commit
df36b02e
authored
Nov 03, 2020
by
Fan FEI
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version "final"
parent
b1554786
Changes
1
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1 changed file
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127 additions
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27 deletions
+127
-27
snake_FanFEI.c
snake_FanFEI.c
+127
-27
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snake_FanFEI.c
View file @
df36b02e
...
...
@@ -18,9 +18,7 @@
#include <raylib.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include <errno.h>
#include <string.h>
#include <stdbool.h>
...
...
@@ -32,15 +30,14 @@
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define SNAKE_LENGTH 256
#define SQUARE_SIZE 39
Music
soundtrack
;
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef
struct
Snake
{
//
typedef
struct
Snake
{
Vector2
position
;
Vector2
size
;
Vector2
speed
;
...
...
@@ -57,20 +54,26 @@ typedef struct Food {
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static
const
int
screenWidth
=
1
5
00
;
//Set the width of the game interface
static
const
int
screenHeight
=
1
5
00
;
//Set the Height of the game interface
static
const
int
screenWidth
=
1
2
00
;
//Set the width of the game interface
static
const
int
screenHeight
=
1
2
00
;
//Set the Height of the game interface
static
int
framesCounter
=
0
;
static
bool
gameOver
=
false
;
static
bool
pause
=
false
;
static
Food
fruit
=
{
0
};
static
Food
star
=
{
0
};
// Generate a reward
static
Snake
snake
[
SNAKE_LENGTH
]
=
{
0
};
//Maximum length of snake
static
Vector2
snakePosition
[
SNAKE_LENGTH
]
=
{
0
};
//The coordinates of the snake body
static
bool
allowMove
=
false
;
static
Vector2
offset
=
{
0
};
static
int
counterTail
=
0
;
static
int
numWalls
=
7
;
// Number of walls
static
Rectangle
walls
[
7
];
Music
soundtrack
;
// Add soundtrack
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
...
...
@@ -79,6 +82,9 @@ 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)
static
void
InitWalls
(
void
);
static
void
DrawWalls
(
void
);
static
bool
IsCoCollision
(
Vector2
coor
);
//------------------------------------------------------------------------------------
// Program main entry point
...
...
@@ -87,14 +93,16 @@ int main(void)
{
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
InitWindow
(
screenWidth
,
screenHeight
,
"sample game: snake By FanFEI"
);
// Initialize the interface and title
InitWindow
(
screenWidth
,
screenHeight
,
"Raylib : snake By Fan FEI"
);
// Initialize the interface and title
// Add soundtrack
InitAudioDevice
();
char
*
music
=
"Music_snake_FanFEI.mp3"
;
soundtrack
=
LoadMusicStream
(
music
);
PlayMusicStream
(
soundtrack
);
InitGame
();
//Initialize the game
InitGame
();
//Initialize the game
InitWalls
();
//Initialize the walls
#if defined(PLATFORM_WEB)
emscripten_set_main_loop
(
UpdateDrawFrame
,
60
,
1
);
// The number of frames can adjust the game speed
...
...
@@ -156,9 +164,13 @@ void InitGame(void)
snakePosition
[
i
]
=
(
Vector2
){
0
.
0
f
,
0
.
0
f
};
}
fruit
.
size
=
(
Vector2
){
SQUARE_SIZE
,
SQUARE_SIZE
};
// The color, coordinates and status of the
props
fruit
.
color
=
RED
;
fruit
.
size
=
(
Vector2
){
SQUARE_SIZE
,
SQUARE_SIZE
};
// The color, coordinates and status of the
fruit
fruit
.
color
=
RED
;
// An apple maybe :)
fruit
.
active
=
false
;
star
.
size
=
(
Vector2
){
SQUARE_SIZE
,
SQUARE_SIZE
};
// The color, coordinates and status of the star
star
.
color
=
GOLD
;
star
.
active
=
false
;
}
// Update game (one frame)
...
...
@@ -166,7 +178,10 @@ void UpdateGame(void)
{
if
(
!
gameOver
)
{
if
(
IsKeyPressed
(
'P'
))
pause
=
!
pause
;
// Keyboard input p pause
if
(
IsKeyPressed
(
'P'
)){
pause
=
!
pause
;
// Keyboard input p pause
SetMusicVolume
(
soundtrack
,
1
);
}
if
(
!
pause
)
{
...
...
@@ -211,12 +226,7 @@ void UpdateGame(void)
}
// Wall behaviour
/*
if (((snake[0].position.y) > (screenHeight - offset.y)) || (snake[0].position.y < 0))
{
gameOver = true;
}
*/
if
((
snake
[
0
].
position
.
x
)
>
(
screenWidth
-
offset
.
x
))
snake
[
0
].
position
.
x
=
offset
.
x
/
2
;
if
((
snake
[
0
].
position
.
y
)
>
(
screenHeight
-
offset
.
y
))
...
...
@@ -226,6 +236,12 @@ void UpdateGame(void)
if
((
snake
[
0
].
position
.
y
<
0
))
snake
[
0
].
position
.
y
+=
(
screenHeight
-
offset
.
y
);
for
(
int
i
=
0
;
i
<
numWalls
;
i
++
){
if
(
CheckCollisionPointRec
(
snake
[
0
].
position
,
walls
[
i
])){
gameOver
=
true
;
}
}
// Collision with yourself
for
(
int
i
=
1
;
i
<
counterTail
;
i
++
)
{
...
...
@@ -239,14 +255,28 @@ void UpdateGame(void)
fruit
.
active
=
true
;
//Randomly generate a fruit on the map
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
++
)
//The position of the fruit will not overlap with the snake
for
(
int
i
=
0
;
i
<
counterTail
;
i
++
)
//The position of the fruit will not overlap with the snake
and walls
{
while
((
fruit
.
position
.
x
==
snake
[
i
].
position
.
x
)
&&
(
fruit
.
position
.
y
==
snake
[
i
].
position
.
y
))
while
((
(
fruit
.
position
.
x
==
snake
[
i
].
position
.
x
)
&&
(
fruit
.
position
.
y
==
snake
[
i
].
position
.
y
))
||
(
IsCoCollision
(
fruit
.
position
)
))
{
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
};
}
}
}
if
(
!
star
.
active
||
(
framesCounter
%
300
==
0
))
{
star
.
active
=
true
;
//Randomly generate a star on the map
star
.
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
++
)
//The position of the star will not overlap with the snake and walls
{
while
(((
star
.
position
.
x
==
snake
[
i
].
position
.
x
)
&&
(
star
.
position
.
y
==
snake
[
i
].
position
.
y
))
||
(
IsCoCollision
(
star
.
position
)))
{
star
.
position
=
(
Vector2
){
GetRandomValue
(
0
,
(
screenWidth
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
x
/
2
,
GetRandomValue
(
0
,
(
screenHeight
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
y
/
2
};
}
}
}
// Collision
if
((
snake
[
0
].
position
.
x
<
(
fruit
.
position
.
x
+
fruit
.
size
.
x
)
&&
(
snake
[
0
].
position
.
x
+
snake
[
0
].
size
.
x
)
>
fruit
.
position
.
x
)
&&
...
...
@@ -256,7 +286,15 @@ void UpdateGame(void)
counterTail
+=
1
;
fruit
.
active
=
false
;
}
if
((
snake
[
0
].
position
.
x
<
(
star
.
position
.
x
+
star
.
size
.
x
)
&&
(
snake
[
0
].
position
.
x
+
snake
[
0
].
size
.
x
)
>
star
.
position
.
x
)
&&
(
snake
[
0
].
position
.
y
<
(
star
.
position
.
y
+
star
.
size
.
y
)
&&
(
snake
[
0
].
position
.
y
+
snake
[
0
].
size
.
y
)
>
star
.
position
.
y
))
{
snake
[
counterTail
].
position
=
snakePosition
[
counterTail
-
1
];
counterTail
+=
2
;
star
.
active
=
false
;
}
framesCounter
++
;
}
}
...
...
@@ -272,6 +310,57 @@ void UpdateGame(void)
}
}
// Draw walls
void
InitWalls
(
void
){
int
randNum
;
int
randDirection
;
int
randX
;
int
randY
;
int
maxWalls
=
(
screenWidth
/
SQUARE_SIZE
)
/
4
;
int
minWalls
=
3
;
for
(
int
i
=
0
;
i
<
numWalls
;
i
++
){
randNum
=
rand
()
%
(
maxWalls
-
minWalls
)
+
minWalls
;
randX
=
rand
()
%
(
screenWidth
/
SQUARE_SIZE
);
// ((maxWalls ) - minWalls) + minWalls;
randY
=
rand
()
%
(
screenWidth
/
SQUARE_SIZE
);
// ((maxWalls ) - minWalls) + minWalls;
walls
[
i
].
x
=
randX
*
SQUARE_SIZE
+
offset
.
x
/
2
;
walls
[
i
].
y
=
randY
*
SQUARE_SIZE
+
offset
.
y
/
2
;
if
(
i
%
2
==
0
){
walls
[
i
].
width
=
(
SQUARE_SIZE
-
1
);
walls
[
i
].
height
=
(
SQUARE_SIZE
*
randNum
-
1
);
}
else
{
walls
[
i
].
width
=
(
SQUARE_SIZE
*
randNum
-
1
);
walls
[
i
].
height
=
(
SQUARE_SIZE
-
1
);
}
/*
If i do not subtract 1 from the height and the width,
then after the judgment of function bool CheckCollisionPointRec(Vector2 point, Rectangle rec),
a game bug will occur.
*/
}
}
void
DrawWalls
(
void
){
for
(
int
i
=
0
;
i
<
numWalls
;
i
++
){
DrawRectangleRec
(
walls
[
i
],
GRAY
);
}
}
bool
IsCoCollision
(
Vector2
coor
){
for
(
int
i
=
0
;
i
<
numWalls
;
i
++
){
if
(
CheckCollisionPointRec
(
coor
,
walls
[
i
])){
return
true
;
}
}
return
false
;
}
// Draw game (one frame)
void
DrawGame
(
void
)
{
...
...
@@ -294,18 +383,29 @@ void DrawGame(void)
// Draw snake
for
(
int
i
=
0
;
i
<
counterTail
;
i
++
)
DrawRectangleV
(
snake
[
i
].
position
,
snake
[
i
].
size
,
snake
[
i
].
color
);
// Draw walls
DrawWalls
();
// Draw fruit to pick
DrawRectangleV
(
fruit
.
position
,
fruit
.
size
,
fruit
.
color
);
DrawRectangleV
(
star
.
position
,
star
.
size
,
star
.
color
);
// Show time and score
DrawText
(
TextFormat
(
"TIME : %.1f s"
,
(
float
)
framesCounter
/
60
),
screenWidth
-
SQUARE_SIZE
*
8
,
SQUARE_SIZE
,
SQUARE_SIZE
,
DARKGRAY
);
DrawText
(
TextFormat
(
"SCORE: %03d"
,
counterTail
),
screenWidth
-
SQUARE_SIZE
*
8
,
SQUARE_SIZE
*
2
,
SQUARE_SIZE
,
DARKGRAY
);
DrawText
(
TextFormat
(
"SCORE: %03d"
,
counterTail
-
2
),
screenWidth
-
SQUARE_SIZE
*
8
,
SQUARE_SIZE
*
2
,
SQUARE_SIZE
,
DARKGRAY
);
// Show pause
if
(
pause
)
DrawText
(
"GAME PAUSED"
,
screenWidth
/
2
-
MeasureText
(
"GAME PAUSED"
,
40
)
/
2
,
screenHeight
/
2
-
40
,
40
,
GRAY
);
if
(
pause
){
DrawText
(
"GAME PAUSED"
,
screenWidth
/
2
-
MeasureText
(
"GAME PAUSED"
,
40
)
/
2
,
screenHeight
/
2
-
50
,
50
,
BLACK
);
DrawText
(
TextFormat
(
"SCORE: %03d"
,
counterTail
-
2
),
screenWidth
/
2
-
MeasureText
(
"GAME PAUSED"
,
40
)
/
2
,
screenHeight
/
2
-
100
,
50
,
BLACK
);
SetMusicVolume
(
soundtrack
,
0
);
// Set volume for music (1.0 is max level)
}
}
else
{
DrawText
(
"PRESS [ENTER] TO PLAY AGAIN"
,
GetScreenWidth
()
/
2
-
MeasureText
(
"PRESS [ENTER] TO PLAY AGAIN"
,
40
)
/
2
,
GetScreenHeight
()
/
2
-
50
,
40
,
GRAY
);
DrawText
(
TextFormat
(
"SCORE: %03d"
,
counterTail
-
2
),
screenWidth
/
2
-
MeasureText
(
"SCORE: %03d"
,
40
)
/
2
,
screenHeight
/
2
-
100
,
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
();
}
...
...
@@ -322,4 +422,4 @@ void UpdateDrawFrame(void)
{
UpdateGame
();
DrawGame
();
}
\ No newline at end of file
}
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