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