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- // 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;
- 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<snakeLen; i++)
- {
- if (x == snake[i].x && y == snake[i].y)
- {
- return 1;
- }
- }
- return 0;
- }
- word checkFoodCollision()
- {
- if (snake[0].x == xFood && snake[0].y == yFood)
- {
- score++;
- snakeLen++;
- xFood = genNewFoodX();
- yFood = genNewFoodY();
- // repeat if collision with snake, until no collision anymore
- // TODO: check and update only one axis at the time if collision
- while(collidesWithSnake(xFood, yFood))
- {
- xFood = genNewFoodX();
- yFood = genNewFoodY();
- }
- return 1;
- }
- return 0;
- }
- void updatePlayer(word keepTail)
- {
- // check which button is held
- if (BDOS_USBkeyHeld(BTN_LEFT))
- {
- if (dirOnScreen != RIGHT)
- {
- dir = LEFT;
- }
- }
- else if (BDOS_USBkeyHeld(BTN_RIGHT))
- {
- if (dirOnScreen != LEFT)
- {
- dir = RIGHT;
- }
- }
- else if (BDOS_USBkeyHeld(BTN_UP))
- {
- if (dirOnScreen != DOWN)
- {
- dir = UP;
- }
- }
- else if (BDOS_USBkeyHeld(BTN_DOWN))
- {
- if (dirOnScreen != UP)
- {
- dir = DOWN;
- }
- }
- dirOnScreen = dir; // update
- // remove last part of body
- if (!keepTail)
- {
- char emptyTile = 0;
- GFX_printWindowColored(&emptyTile, 1, GFX_WindowPosFromXY(snake[snakeLen-1].x, snake[snakeLen-1].y), 0);
- }
- // move all snake pieces back
- word i;
- for (i = snakeLen-2; 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<snakeLen; i++)
- {
- if (snake[0].x == snake[i].x && snake[0].y == snake[i].y)
- {
- return 1;
- }
- }
- return 0;
- }
- void doGameOver()
- {
- GFX_printWindowColored("GAME OVER!", 10, GFX_WindowPosFromXY((BOARD_WIDTH>>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;
- }
- }
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