// Simple snake game // Use the arrow keys on the USB keyboard // If using a different HID, use the wasd keys // In any case, press esc to exit #define word char #include "LIB/MATH.C" #include "LIB/STDLIB.C" #include "LIB/SYS.C" #include "LIB/GFX.C" #define START_DELAY 120 #define STEP_DELAY 20 #define MIN_DELAY 30 #define BOARD_WIDTH 40 #define BOARD_HEIGHT 24 #define SCORE_Y 24 // Snake directions #define UP 0 #define DOWN 1 #define RIGHT 2 #define LEFT 3 #define CHAR_UP 30 #define CHAR_DOWN 31 #define CHAR_RIGHT 16 #define CHAR_LEFT 17 #define CHAR_WALL 219 #define CHAR_BODY 177 #define CHAR_FOOD 7 #define BTN_LEFT 256 #define BTN_RIGHT 257 #define BTN_UP 258 #define BTN_DOWN 259 word score = 0; word delayTime = START_DELAY; word xFood = 0; word yFood = 0; struct coordinate{ word x; word y; } snake[(BOARD_WIDTH-1)*(BOARD_HEIGHT-1)]; word snakeLen; word dir = RIGHT; word dirOnScreen = RIGHT; // keep track of the direction of the rendered snake word gameOver = 0; unsigned word rngLfsr = 0xACE1; word rngBit = 0; word rngRand() { rngBit = ((rngLfsr >> 0) ^ (rngLfsr >> 2) ^ (rngLfsr >> 3) ^ (rngLfsr >> 5) ) & 1; rngLfsr = (rngLfsr >> 1) | (rngBit << 15); return rngLfsr; } void setTimer3(word ms) { // clear result timer3Value = 0; // set timer word *p = (word *) TIMER3_VAL; *p = ms; // start timer word *q = (word *) TIMER3_CTRL; *q = 1; } void clearScreen() { GFX_clearWindowtileTable(); //GFX_clearWindowpaletteTable(); // no colors yet } void drawBorder() { word x, y; y = 0; char wallchar = CHAR_WALL; for (x = 0; x < BOARD_WIDTH; x++) { GFX_printWindowColored(&wallchar, 1, GFX_WindowPosFromXY(x, y), 0); } y = BOARD_HEIGHT-1; for (x = 0; x < BOARD_WIDTH; x++) { GFX_printWindowColored(&wallchar, 1, GFX_WindowPosFromXY(x, y), 0); } x = 0; for (y = 0; y < BOARD_HEIGHT; y++) { GFX_printWindowColored(&wallchar, 1, GFX_WindowPosFromXY(x, y), 0); } x = BOARD_WIDTH-1; for (y = 0; y < BOARD_HEIGHT; y++) { GFX_printWindowColored(&wallchar, 1, GFX_WindowPosFromXY(x, y), 0); } } void drawScore() { GFX_printWindowColored("Score:", 6, GFX_WindowPosFromXY(0, SCORE_Y), 0); char scoreBuf[32]; itoa(score, scoreBuf); GFX_printWindowColored(scoreBuf, strlen(scoreBuf), GFX_WindowPosFromXY(7, SCORE_Y), 0); } void drawPlayer() { // draw head char bodyChar = 0; switch(dir) { case UP: bodyChar = CHAR_UP; break; case DOWN: bodyChar = CHAR_DOWN; break; case LEFT: bodyChar = CHAR_LEFT; break; case RIGHT: bodyChar = CHAR_RIGHT; break; } GFX_printWindowColored(&bodyChar, 1, GFX_WindowPosFromXY(snake[0].x, snake[0].y), 0); // draw body word i; for (i = 1; i < snakeLen; i++) { char bodyChar = CHAR_BODY; GFX_printWindowColored(&bodyChar, 1, GFX_WindowPosFromXY(snake[i].x, snake[i].y), 0); } } void drawFood() { char foodChar = CHAR_FOOD; GFX_printWindowColored(&foodChar, 1, GFX_WindowPosFromXY(xFood, yFood), 0); } word genNewFoodX() { // gen random number within screen width word randX = MATH_modU(rngRand(), BOARD_WIDTH); // fix on borders if (randX == 0) { randX = 1; } else if (randX == BOARD_WIDTH -1) { randX = BOARD_WIDTH -2; } return randX; } word genNewFoodY() { // gen random number within screen width word randY = MATH_modU(rngRand(), BOARD_HEIGHT); // fix on borders if (randY == 0) { randY = 1; } else if (randY == BOARD_HEIGHT -1) { randY = BOARD_HEIGHT -2; } return randY; } word collidesWithSnake(word x, word y) { // collision with snake word i; for (i = 0; i= 0; i--) { snake[i+1].x = snake[i].x; snake[i+1].y = snake[i].y; } // create new head switch(dir) { case UP: snake[0].x = snake[1].x; snake[0].y = snake[1].y -1; break; case DOWN: snake[0].x = snake[1].x; snake[0].y = snake[1].y +1; break; case LEFT: snake[0].x = snake[1].x -1; snake[0].y = snake[1].y; break; case RIGHT: snake[0].x = snake[1].x +1; snake[0].y = snake[1].y; break; } } word checkGameOver() { // collision with border if (snake[0].x == 0 || snake[0].x == BOARD_WIDTH-1 || snake[0].y == 0 || snake[0].y == BOARD_HEIGHT-1) { return 1; } // collision with self word i; for (i = 1; i>1) - 5, (BOARD_HEIGHT>>1)), 0); gameOver = 1; } void gameUpdate() { word keepTail = checkFoodCollision(); updatePlayer(keepTail); drawScore(); drawFood(); drawPlayer(); if (checkGameOver()) { doGameOver(); } } void init() { // start with a snake of length 3 snakeLen = 3; dir = RIGHT; snake[0].x = (BOARD_WIDTH>>2) -1; snake[0].y = BOARD_HEIGHT>>1; snake[1].x = snake[0].x -1; snake[1].y = snake[0].y; snake[2].x = snake[1].x -1; snake[2].y = snake[1].y; // start food at top right ish xFood = (BOARD_WIDTH>>1) + (BOARD_WIDTH>>2); yFood = (BOARD_HEIGHT>>1) - (BOARD_HEIGHT>>2); clearScreen(); drawBorder(); drawScore(); drawFood(); drawPlayer(); } int main() { init(); setTimer3(delayTime); // main loop while (1) { if (HID_FifoAvailable()) { word c = HID_FifoRead(); switch(c) { case 27: //escape // cleanup and exit clearScreen(); BDOS_PrintcConsole('\n'); return 'q'; break; case 'a': if (dirOnScreen != RIGHT) { dir = LEFT; } break; case 'd': if (dirOnScreen != LEFT) { dir = RIGHT; } break; case 'w': if (dirOnScreen != DOWN) { dir = UP; } break; case 's': if (dirOnScreen != UP) { dir = DOWN; } break; case '=': case '+': // speed things up if (delayTime > MIN_DELAY + STEP_DELAY) { delayTime = delayTime - STEP_DELAY; } break; } } if (!gameOver) { if (timer3Value == 1) { gameUpdate(); setTimer3(delayTime); } } rngRand(); //update rng } return 'q'; } void interrupt() { // handle all interrupts word i = getIntID(); switch(i) { case INTID_TIMER1: timer1Value = 1; // notify ending of timer1 break; case INTID_TIMER2: break; case INTID_UART0: break; case INTID_GPU: break; case INTID_TIMER3: timer3Value = 1; // notify ending of timer3 break; case INTID_PS2: break; case INTID_UART1: break; case INTID_UART2: break; } }