mirror of
https://github.com/vlang/v.git
synced 2023-08-10 21:13:21 +03:00
475 lines
11 KiB
V
475 lines
11 KiB
V
// import modules for use in app
|
|
import term.ui as termui
|
|
import rand
|
|
|
|
// define some global constants
|
|
const (
|
|
block_size = 1
|
|
buffer = 10
|
|
green = termui.Color{0, 255, 0}
|
|
grey = termui.Color{150, 150, 150}
|
|
white = termui.Color{255, 255, 255}
|
|
blue = termui.Color{0, 0, 255}
|
|
red = termui.Color{255, 0, 0}
|
|
black = termui.Color{0, 0, 0}
|
|
)
|
|
|
|
// what edge of the screen are you facing
|
|
enum Orientation {
|
|
top
|
|
right
|
|
bottom
|
|
left
|
|
}
|
|
|
|
// what's the current state of the game
|
|
enum GameState {
|
|
pause
|
|
gameover
|
|
game
|
|
oob // snake out-of-bounds
|
|
}
|
|
|
|
// simple 2d vector representation
|
|
struct Vec {
|
|
mut:
|
|
x int
|
|
y int
|
|
}
|
|
|
|
// determine orientation from vector (hacky way to set facing from velocity)
|
|
fn (v Vec) facing() Orientation {
|
|
result := if v.x >= 0 {
|
|
Orientation.right
|
|
} else if v.x < 0 {
|
|
Orientation.left
|
|
} else if v.y >= 0 {
|
|
Orientation.bottom
|
|
} else {
|
|
Orientation.top
|
|
}
|
|
return result
|
|
}
|
|
|
|
// generate a random vector with x in [min_x, max_x] and y in [min_y, max_y]
|
|
fn (mut v Vec) randomize(min_x int, min_y int, max_x int, max_y int) {
|
|
v.x = rand.int_in_range(min_x, max_x)
|
|
v.y = rand.int_in_range(min_y, max_y)
|
|
}
|
|
|
|
// part of snake's body representation
|
|
struct BodyPart {
|
|
mut:
|
|
pos Vec = {
|
|
x: block_size
|
|
y: block_size
|
|
}
|
|
color termui.Color = green
|
|
facing Orientation = .top
|
|
}
|
|
|
|
// snake representation
|
|
struct Snake {
|
|
mut:
|
|
app &App
|
|
direction Orientation
|
|
body []BodyPart
|
|
velocity Vec = Vec{
|
|
x: 0
|
|
y: 0
|
|
}
|
|
}
|
|
|
|
// length returns the snake's current length
|
|
fn (s Snake) length() int {
|
|
return s.body.len
|
|
}
|
|
|
|
// impulse provides a impulse to change the snake's direction
|
|
fn (mut s Snake) impulse(direction Orientation) {
|
|
mut vec := Vec{}
|
|
match direction {
|
|
.top {
|
|
vec.x = 0
|
|
vec.y = -1 * block_size
|
|
}
|
|
.right {
|
|
vec.x = 2 * block_size
|
|
vec.y = 0
|
|
}
|
|
.bottom {
|
|
vec.x = 0
|
|
vec.y = block_size
|
|
}
|
|
.left {
|
|
vec.x = -2 * block_size
|
|
vec.y = 0
|
|
}
|
|
}
|
|
s.direction = direction
|
|
s.velocity = vec
|
|
}
|
|
|
|
// move performs the calculations for the snake's movements
|
|
fn (mut s Snake) move() {
|
|
mut i := s.body.len - 1
|
|
width := s.app.width
|
|
height := s.app.height
|
|
// move the parts of the snake as appropriate
|
|
for i = s.body.len - 1; i >= 0; i-- {
|
|
mut piece := s.body[i]
|
|
if i > 0 { // just move the body of the snake up one position
|
|
piece.pos = s.body[i - 1].pos
|
|
piece.facing = s.body[i - 1].facing
|
|
} else { // verify that the move is valid and move the head if so
|
|
piece.facing = s.direction
|
|
new_x := piece.pos.x + s.velocity.x
|
|
new_y := piece.pos.y + s.velocity.y
|
|
piece.pos.x += if new_x > block_size && new_x < width - block_size {
|
|
s.velocity.x
|
|
} else {
|
|
0
|
|
}
|
|
piece.pos.y += if new_y > block_size && new_y < height - block_size {
|
|
s.velocity.y
|
|
} else {
|
|
0
|
|
}
|
|
}
|
|
s.body[i] = piece
|
|
}
|
|
}
|
|
|
|
// grow add another part to the snake when it catches the rat
|
|
fn (mut s Snake) grow() {
|
|
head := s.get_tail()
|
|
mut pos := Vec{}
|
|
// add the segment on the opposite side of the previous tail
|
|
match head.facing {
|
|
.bottom {
|
|
pos.x = head.pos.x
|
|
pos.y = head.pos.y - block_size
|
|
}
|
|
.left {
|
|
pos.x = head.pos.x + block_size
|
|
pos.y = head.pos.y
|
|
}
|
|
.top {
|
|
pos.x = head.pos.x
|
|
pos.y = head.pos.y + block_size
|
|
}
|
|
.right {
|
|
pos.x = head.pos.x - block_size
|
|
pos.y = head.pos.y
|
|
}
|
|
}
|
|
s.body << BodyPart{
|
|
pos: pos
|
|
facing: head.facing
|
|
}
|
|
}
|
|
|
|
// get_body gets the parts of the snakes body
|
|
fn (s Snake) get_body() []BodyPart {
|
|
return s.body
|
|
}
|
|
|
|
// get_head get snake's head
|
|
fn (s Snake) get_head() BodyPart {
|
|
return s.body[0]
|
|
}
|
|
|
|
// get_tail get snake's tail
|
|
fn (s Snake) get_tail() BodyPart {
|
|
return s.body[s.body.len - 1]
|
|
}
|
|
|
|
// randomize randomizes position and veolcity of snake
|
|
fn (mut s Snake) randomize() {
|
|
speeds := [-2, 0, 2]
|
|
mut pos := s.get_head().pos
|
|
pos.randomize(buffer, buffer, s.app.width - buffer, s.app.height - buffer)
|
|
for pos.x % 2 != 0 || (pos.x < buffer && pos.x > s.app.width - buffer) {
|
|
pos.randomize(buffer, buffer, s.app.width - buffer, s.app.height - buffer)
|
|
}
|
|
s.velocity.y = rand.int_in_range(-1 * block_size, block_size)
|
|
s.velocity.x = speeds[rand.intn(speeds.len)]
|
|
s.direction = s.velocity.facing()
|
|
s.body[0].pos = pos
|
|
}
|
|
|
|
// check_overlap determine if the snake's looped onto itself
|
|
fn (s Snake) check_overlap() bool {
|
|
h := s.get_head()
|
|
head_pos := h.pos
|
|
for i in 2 .. s.length() {
|
|
piece_pos := s.body[i].pos
|
|
if head_pos.x == piece_pos.x && head_pos.y == piece_pos.y {
|
|
return true
|
|
}
|
|
}
|
|
return false
|
|
}
|
|
|
|
fn (s Snake) check_out_of_bounds() bool {
|
|
h := s.get_head()
|
|
return h.pos.x + s.velocity.x <= block_size
|
|
|| h.pos.x + s.velocity.x > s.app.width - s.velocity.x
|
|
|| h.pos.y + s.velocity.y <= block_size
|
|
|| h.pos.y + s.velocity.y > s.app.height - block_size - s.velocity.y
|
|
}
|
|
|
|
// draw draws the parts of the snake
|
|
fn (s Snake) draw() {
|
|
mut a := s.app
|
|
for part in s.get_body() {
|
|
a.termui.set_bg_color(part.color)
|
|
a.termui.draw_rect(part.pos.x, part.pos.y, part.pos.x + block_size, part.pos.y + block_size)
|
|
$if verbose ? {
|
|
text := match part.facing {
|
|
.top { '^' }
|
|
.bottom { 'v' }
|
|
.right { '>' }
|
|
.left { '<' }
|
|
}
|
|
a.termui.set_color(white)
|
|
a.termui.draw_text(part.pos.x, part.pos.y, text)
|
|
}
|
|
}
|
|
}
|
|
|
|
// rat representation
|
|
struct Rat {
|
|
mut:
|
|
pos Vec = {
|
|
x: block_size
|
|
y: block_size
|
|
}
|
|
captured bool
|
|
color termui.Color = grey
|
|
app &App
|
|
}
|
|
|
|
// randomize spawn the rat in a new spot within the playable field
|
|
fn (mut r Rat) randomize() {
|
|
r.pos.randomize(2 * block_size + buffer, 2 * block_size + buffer, r.app.width - block_size - buffer,
|
|
r.app.height - block_size - buffer)
|
|
}
|
|
|
|
struct App {
|
|
mut:
|
|
termui &termui.Context = 0
|
|
snake Snake
|
|
rat Rat
|
|
width int
|
|
height int
|
|
redraw bool = true
|
|
state GameState = .game
|
|
}
|
|
|
|
// new_game setups the rat and snake for play
|
|
fn (mut a App) new_game() {
|
|
mut snake := Snake{
|
|
body: []BodyPart{len: 1, init: BodyPart{}}
|
|
app: a
|
|
}
|
|
snake.randomize()
|
|
mut rat := Rat{
|
|
app: a
|
|
}
|
|
rat.randomize()
|
|
a.snake = snake
|
|
a.rat = rat
|
|
a.state = .game
|
|
a.redraw = true
|
|
}
|
|
|
|
// initialize the app and record the width and height of the window
|
|
fn init(x voidptr) {
|
|
mut app := &App(x)
|
|
w, h := app.termui.window_width, app.termui.window_height
|
|
app.width = w
|
|
app.height = h
|
|
app.new_game()
|
|
}
|
|
|
|
// event handles different events for the app as they occur
|
|
fn event(e &termui.Event, x voidptr) {
|
|
mut app := &App(x)
|
|
match e.typ {
|
|
.mouse_down {}
|
|
.mouse_drag {}
|
|
.mouse_up {}
|
|
.key_down {
|
|
match e.code {
|
|
.up, .w { app.move_snake(.top) }
|
|
.down, .s { app.move_snake(.bottom) }
|
|
.left, .a { app.move_snake(.left) }
|
|
.right, .d { app.move_snake(.right) }
|
|
.r { app.new_game() }
|
|
.c {}
|
|
.p { app.state = if app.state == .game { GameState.pause } else { GameState.game } }
|
|
.escape, .q { exit(0) }
|
|
else { exit(0) }
|
|
}
|
|
if e.code == .c {
|
|
} else if e.code == .escape {
|
|
exit(0)
|
|
}
|
|
}
|
|
else {}
|
|
}
|
|
app.redraw = true
|
|
}
|
|
|
|
// frame perform actions on every tick
|
|
fn frame(x voidptr) {
|
|
mut app := &App(x)
|
|
app.update()
|
|
app.draw()
|
|
}
|
|
|
|
// update perform any calculations that are needed before drawing
|
|
fn (mut a App) update() {
|
|
if a.state == .game {
|
|
a.snake.move()
|
|
if a.snake.check_out_of_bounds() {
|
|
$if verbose ? {
|
|
a.snake.body[0].color = red
|
|
} $else {
|
|
a.state = .oob
|
|
}
|
|
}
|
|
if a.snake.check_overlap() {
|
|
a.state = .gameover
|
|
return
|
|
}
|
|
if a.check_capture() {
|
|
a.rat.randomize()
|
|
a.snake.grow()
|
|
}
|
|
}
|
|
}
|
|
|
|
// draw write to the screen
|
|
fn (mut a App) draw() {
|
|
// reset screen
|
|
a.termui.clear()
|
|
a.termui.set_bg_color(white)
|
|
a.termui.draw_empty_rect(1, 1, a.width, a.height)
|
|
// determine if a special screen needs to be draw
|
|
match a.state {
|
|
.gameover {
|
|
a.draw_gameover()
|
|
a.redraw = false
|
|
}
|
|
.pause {
|
|
a.draw_pause()
|
|
}
|
|
else {
|
|
a.redraw = true
|
|
}
|
|
}
|
|
a.termui.set_color(blue)
|
|
a.termui.set_bg_color(white)
|
|
a.termui.draw_text(3 * block_size, a.height - (2 * block_size), 'p - (un)pause r - reset q - quit')
|
|
// draw the snake, rat, and score if appropriate
|
|
if a.redraw {
|
|
a.termui.set_bg_color(black)
|
|
a.draw_gamescreen()
|
|
if a.state == .oob {
|
|
a.state = .gameover
|
|
}
|
|
}
|
|
// write to the screen
|
|
a.termui.reset_bg_color()
|
|
a.termui.flush()
|
|
}
|
|
|
|
// move_snake move the snake in specified direction
|
|
fn (mut a App) move_snake(direction Orientation) {
|
|
a.snake.impulse(direction)
|
|
}
|
|
|
|
// check_capture determine if the snake overlaps with the rat
|
|
fn (a App) check_capture() bool {
|
|
snake_pos := a.snake.get_head().pos
|
|
rat_pos := a.rat.pos
|
|
return snake_pos.x <= rat_pos.x + block_size && snake_pos.x + block_size >= rat_pos.x
|
|
&& snake_pos.y <= rat_pos.y + block_size&& snake_pos.y + block_size >= rat_pos.y
|
|
}
|
|
|
|
fn (mut a App) draw_snake() {
|
|
a.snake.draw()
|
|
}
|
|
|
|
fn (mut a App) draw_rat() {
|
|
a.termui.set_bg_color(a.rat.color)
|
|
a.termui.draw_rect(a.rat.pos.x, a.rat.pos.y, a.rat.pos.x + block_size, a.rat.pos.y + block_size)
|
|
}
|
|
|
|
fn (mut a App) draw_gamescreen() {
|
|
$if verbose ? {
|
|
a.draw_debug()
|
|
}
|
|
a.draw_score()
|
|
a.draw_rat()
|
|
a.draw_snake()
|
|
}
|
|
|
|
fn (mut a App) draw_score() {
|
|
a.termui.set_color(blue)
|
|
a.termui.set_bg_color(white)
|
|
score := a.snake.length() - 1
|
|
a.termui.draw_text(a.width - (2 * block_size), block_size, '${score:03d}')
|
|
}
|
|
|
|
fn (mut a App) draw_pause() {
|
|
a.termui.set_color(blue)
|
|
a.termui.draw_text((a.width / 2) - block_size, 3 * block_size, 'Paused!')
|
|
}
|
|
|
|
fn (mut a App) draw_debug() {
|
|
a.termui.set_color(blue)
|
|
a.termui.set_bg_color(white)
|
|
snake := a.snake
|
|
a.termui.draw_text(block_size, 1 * block_size, 'Display_width: ${a.width:04d} Display_height: ${a.height:04d}')
|
|
a.termui.draw_text(block_size, 2 * block_size, 'Vx: ${snake.velocity.x:+02d} Vy: ${snake.velocity.y:+02d}')
|
|
a.termui.draw_text(block_size, 3 * block_size, 'F: $snake.direction')
|
|
snake_head := snake.get_head()
|
|
rat := a.rat
|
|
a.termui.draw_text(block_size, 4 * block_size, 'Sx: ${snake_head.pos.x:+03d} Sy: ${snake_head.pos.y:+03d}')
|
|
a.termui.draw_text(block_size, 5 * block_size, 'Rx: ${rat.pos.x:+03d} Ry: ${rat.pos.y:+03d}')
|
|
}
|
|
|
|
fn (mut a App) draw_gameover() {
|
|
a.termui.set_bg_color(white)
|
|
a.termui.set_color(red)
|
|
a.rat.pos = Vec{
|
|
x: -1
|
|
y: -1
|
|
}
|
|
x_offset := ' ##### '.len // take half of a line from the game over text and store the length
|
|
start_x := (a.width / 2) - x_offset
|
|
a.termui.draw_text(start_x, (a.height / 2) - 3 * block_size, ' ##### ####### ')
|
|
a.termui.draw_text(start_x, (a.height / 2) - 2 * block_size, ' # # ## # # ###### # # # # ###### ##### ')
|
|
a.termui.draw_text(start_x, (a.height / 2) - 1 * block_size, ' # # # ## ## # # # # # # # # ')
|
|
a.termui.draw_text(start_x, (a.height / 2) - 0 * block_size, ' # #### # # # ## # ##### # # # # ##### # # ')
|
|
a.termui.draw_text(start_x, (a.height / 2) + 1 * block_size, ' # # ###### # # # # # # # # ##### ')
|
|
a.termui.draw_text(start_x, (a.height / 2) + 2 * block_size, ' # # # # # # # # # # # # # # ')
|
|
a.termui.draw_text(start_x, (a.height / 2) + 3 * block_size, ' ##### # # # # ###### ####### ## ###### # # ')
|
|
}
|
|
|
|
fn main() {
|
|
mut app := &App{}
|
|
app.termui = termui.init(
|
|
user_data: app
|
|
event_fn: event
|
|
frame_fn: frame
|
|
init_fn: init
|
|
hide_cursor: true
|
|
frame_rate: 10
|
|
)
|
|
app.termui.run() ?
|
|
}
|