Files
SDL/examples/game/01-snake/snake.c
Sam Lantinga a90ad3b0e2 Removed SDL_bool in favor of plain bool
We require stdbool.h in the build environment, so we might as well use the plain bool type.

If your environment doesn't have stdbool.h, this simple replacement will suffice:
typedef signed char bool;
2024-09-18 08:32:30 -07:00

333 lines
9.2 KiB
C

/*
* Logic implementation of the Snake game. It is designed to efficiently
* represent in memory the state of the game.
*
* This code is public domain. Feel free to use it for any purpose!
*/
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#define STEP_RATE_IN_MILLISECONDS 125
#define SNAKE_BLOCK_SIZE_IN_PIXELS 24
#define SDL_WINDOW_WIDTH (SNAKE_BLOCK_SIZE_IN_PIXELS * SNAKE_GAME_WIDTH)
#define SDL_WINDOW_HEIGHT (SNAKE_BLOCK_SIZE_IN_PIXELS * SNAKE_GAME_HEIGHT)
#define SNAKE_GAME_WIDTH 24U
#define SNAKE_GAME_HEIGHT 18U
#define SNAKE_MATRIX_SIZE (SNAKE_GAME_WIDTH * SNAKE_GAME_HEIGHT)
#define THREE_BITS 0x7U /* ~CHAR_MAX >> (CHAR_BIT - SNAKE_CELL_MAX_BITS) */
#define SHIFT(x, y) (((x) + ((y) * SNAKE_GAME_WIDTH)) * SNAKE_CELL_MAX_BITS)
typedef enum
{
SNAKE_CELL_NOTHING = 0U,
SNAKE_CELL_SRIGHT = 1U,
SNAKE_CELL_SUP = 2U,
SNAKE_CELL_SLEFT = 3U,
SNAKE_CELL_SDOWN = 4U,
SNAKE_CELL_FOOD = 5U
} SnakeCell;
#define SNAKE_CELL_MAX_BITS 3U /* floor(log2(SNAKE_CELL_FOOD)) + 1 */
typedef enum
{
SNAKE_DIR_RIGHT,
SNAKE_DIR_UP,
SNAKE_DIR_LEFT,
SNAKE_DIR_DOWN
} SnakeDirection;
typedef struct
{
unsigned char cells[(SNAKE_MATRIX_SIZE * SNAKE_CELL_MAX_BITS) / 8U];
char head_xpos;
char head_ypos;
char tail_xpos;
char tail_ypos;
char next_dir;
char inhibit_tail_step;
unsigned occupied_cells;
} SnakeContext;
typedef struct
{
SDL_Window *window;
SDL_Renderer *renderer;
SDL_TimerID step_timer;
SnakeContext snake_ctx;
} AppState;
SnakeCell snake_cell_at(const SnakeContext *ctx, char x, char y)
{
const int shift = SHIFT(x, y);
unsigned short range;
SDL_memcpy(&range, ctx->cells + (shift / 8), sizeof(range));
return (SnakeCell)((range >> (shift % 8)) & THREE_BITS);
}
static void set_rect_xy_(SDL_FRect *r, short x, short y)
{
r->x = (float)(x * SNAKE_BLOCK_SIZE_IN_PIXELS);
r->y = (float)(y * SNAKE_BLOCK_SIZE_IN_PIXELS);
}
static void put_cell_at_(SnakeContext *ctx, char x, char y, SnakeCell ct)
{
const int shift = SHIFT(x, y);
const int adjust = shift % 8;
unsigned char *const pos = ctx->cells + (shift / 8);
unsigned short range;
SDL_memcpy(&range, pos, sizeof(range));
range &= ~(THREE_BITS << adjust); /* clear bits */
range |= (ct & THREE_BITS) << adjust;
SDL_memcpy(pos, &range, sizeof(range));
}
static int are_cells_full_(SnakeContext *ctx)
{
return ctx->occupied_cells == SNAKE_GAME_WIDTH * SNAKE_GAME_HEIGHT;
}
static void new_food_pos_(SnakeContext *ctx)
{
while (true) {
const char x = (char) SDL_rand(SNAKE_GAME_WIDTH);
const char y = (char) SDL_rand(SNAKE_GAME_HEIGHT);
if (snake_cell_at(ctx, x, y) == SNAKE_CELL_NOTHING) {
put_cell_at_(ctx, x, y, SNAKE_CELL_FOOD);
break;
}
}
}
void snake_initialize(SnakeContext *ctx)
{
int i;
SDL_zeroa(ctx->cells);
ctx->head_xpos = ctx->tail_xpos = SNAKE_GAME_WIDTH / 2;
ctx->head_ypos = ctx->tail_ypos = SNAKE_GAME_HEIGHT / 2;
ctx->next_dir = SNAKE_DIR_RIGHT;
ctx->inhibit_tail_step = ctx->occupied_cells = 4;
--ctx->occupied_cells;
put_cell_at_(ctx, ctx->tail_xpos, ctx->tail_ypos, SNAKE_CELL_SRIGHT);
for (i = 0; i < 4; i++) {
new_food_pos_(ctx);
++ctx->occupied_cells;
}
}
void snake_redir(SnakeContext *ctx, SnakeDirection dir)
{
SnakeCell ct = snake_cell_at(ctx, ctx->head_xpos, ctx->head_ypos);
if ((dir == SNAKE_DIR_RIGHT && ct != SNAKE_CELL_SLEFT) ||
(dir == SNAKE_DIR_UP && ct != SNAKE_CELL_SDOWN) ||
(dir == SNAKE_DIR_LEFT && ct != SNAKE_CELL_SRIGHT) ||
(dir == SNAKE_DIR_DOWN && ct != SNAKE_CELL_SUP)) {
ctx->next_dir = dir;
}
}
static void wrap_around_(char *val, char max)
{
if (*val < 0) {
*val = max - 1;
} else if (*val > max - 1) {
*val = 0;
}
}
void snake_step(SnakeContext *ctx)
{
const SnakeCell dir_as_cell = (SnakeCell)(ctx->next_dir + 1);
SnakeCell ct;
char prev_xpos;
char prev_ypos;
/* Move tail forward */
if (--ctx->inhibit_tail_step == 0) {
++ctx->inhibit_tail_step;
ct = snake_cell_at(ctx, ctx->tail_xpos, ctx->tail_ypos);
put_cell_at_(ctx, ctx->tail_xpos, ctx->tail_ypos, SNAKE_CELL_NOTHING);
switch (ct) {
case SNAKE_CELL_SRIGHT:
ctx->tail_xpos++;
break;
case SNAKE_CELL_SUP:
ctx->tail_ypos--;
break;
case SNAKE_CELL_SLEFT:
ctx->tail_xpos--;
break;
case SNAKE_CELL_SDOWN:
ctx->tail_ypos++;
break;
default:
break;
}
wrap_around_(&ctx->tail_xpos, SNAKE_GAME_WIDTH);
wrap_around_(&ctx->tail_ypos, SNAKE_GAME_HEIGHT);
}
/* Move head forward */
prev_xpos = ctx->head_xpos;
prev_ypos = ctx->head_ypos;
switch (ctx->next_dir) {
case SNAKE_DIR_RIGHT:
++ctx->head_xpos;
break;
case SNAKE_DIR_UP:
--ctx->head_ypos;
break;
case SNAKE_DIR_LEFT:
--ctx->head_xpos;
break;
case SNAKE_DIR_DOWN:
++ctx->head_ypos;
break;
}
wrap_around_(&ctx->head_xpos, SNAKE_GAME_WIDTH);
wrap_around_(&ctx->head_ypos, SNAKE_GAME_HEIGHT);
/* Collisions */
ct = snake_cell_at(ctx, ctx->head_xpos, ctx->head_ypos);
if (ct != SNAKE_CELL_NOTHING && ct != SNAKE_CELL_FOOD) {
snake_initialize(ctx);
return;
}
put_cell_at_(ctx, prev_xpos, prev_ypos, dir_as_cell);
put_cell_at_(ctx, ctx->head_xpos, ctx->head_ypos, dir_as_cell);
if (ct == SNAKE_CELL_FOOD) {
if (are_cells_full_(ctx)) {
snake_initialize(ctx);
return;
}
new_food_pos_(ctx);
++ctx->inhibit_tail_step;
++ctx->occupied_cells;
}
}
static Uint32 sdl_timer_callback_(void *payload, SDL_TimerID timer_id, Uint32 interval)
{
/* NOTE: snake_step is not called here directly for multithreaded concerns. */
SDL_Event event;
SDL_zero(event);
event.type = SDL_EVENT_USER;
SDL_PushEvent(&event);
return interval;
}
static int handle_key_event_(SnakeContext *ctx, SDL_Scancode key_code)
{
switch (key_code) {
/* Quit. */
case SDL_SCANCODE_ESCAPE:
case SDL_SCANCODE_Q:
return SDL_APP_SUCCESS;
/* Restart the game as if the program was launched. */
case SDL_SCANCODE_R:
snake_initialize(ctx);
break;
/* Decide new direction of the snake. */
case SDL_SCANCODE_RIGHT:
snake_redir(ctx, SNAKE_DIR_RIGHT);
break;
case SDL_SCANCODE_UP:
snake_redir(ctx, SNAKE_DIR_UP);
break;
case SDL_SCANCODE_LEFT:
snake_redir(ctx, SNAKE_DIR_LEFT);
break;
case SDL_SCANCODE_DOWN:
snake_redir(ctx, SNAKE_DIR_DOWN);
break;
default:
break;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void *appstate)
{
AppState *as;
SnakeContext *ctx;
SDL_FRect r;
unsigned i;
unsigned j;
int ct;
as = (AppState *)appstate;
ctx = &as->snake_ctx;
r.w = r.h = SNAKE_BLOCK_SIZE_IN_PIXELS;
SDL_SetRenderDrawColor(as->renderer, 0, 0, 0, 255);
SDL_RenderClear(as->renderer);
for (i = 0; i < SNAKE_GAME_WIDTH; i++) {
for (j = 0; j < SNAKE_GAME_HEIGHT; j++) {
ct = snake_cell_at(ctx, i, j);
if (ct == SNAKE_CELL_NOTHING)
continue;
set_rect_xy_(&r, i, j);
if (ct == SNAKE_CELL_FOOD)
SDL_SetRenderDrawColor(as->renderer, 80, 80, 255, 255);
else /* body */
SDL_SetRenderDrawColor(as->renderer, 0, 128, 0, 255);
SDL_RenderFillRect(as->renderer, &r);
}
}
SDL_SetRenderDrawColor(as->renderer, 255, 255, 0, 255); /*head*/
set_rect_xy_(&r, ctx->head_xpos, ctx->head_ypos);
SDL_RenderFillRect(as->renderer, &r);
SDL_RenderPresent(as->renderer);
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
if (!SDL_Init(SDL_INIT_VIDEO)) {
return SDL_APP_FAILURE;
}
AppState *as = SDL_calloc(1, sizeof(AppState));
*appstate = as;
if (!SDL_CreateWindowAndRenderer("examples/game/snake", SDL_WINDOW_WIDTH, SDL_WINDOW_HEIGHT, 0, &as->window, &as->renderer)) {
return SDL_APP_FAILURE;
}
snake_initialize(&as->snake_ctx);
as->step_timer = SDL_AddTimer(STEP_RATE_IN_MILLISECONDS, sdl_timer_callback_, NULL);
if (as->step_timer == 0) {
return SDL_APP_FAILURE;
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
SnakeContext *ctx = &((AppState *)appstate)->snake_ctx;
switch (event->type) {
case SDL_EVENT_QUIT:
return SDL_APP_SUCCESS;
case SDL_EVENT_USER:
snake_step(ctx);
break;
case SDL_EVENT_KEY_DOWN:
return handle_key_event_(ctx, event->key.scancode);
}
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate)
{
if (appstate != NULL) {
AppState *as = (AppState *)appstate;
SDL_RemoveTimer(as->step_timer);
SDL_DestroyRenderer(as->renderer);
SDL_DestroyWindow(as->window);
SDL_free(as);
}
}