/* snake.c ... */ /* * Logic implementation of the Snake game. It is designed to efficiently * represent the state of the game in memory. * * 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; SnakeContext snake_ctx; Uint64 last_step; } 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 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 = (AppState *)appstate; SnakeContext *ctx = &as->snake_ctx; const Uint64 now = SDL_GetTicks(); SDL_FRect r; unsigned i; unsigned j; int ct; // run game logic if we're at or past the time to run it. // if we're _really_ behind the time to run it, run it // several times. while ((now - as->last_step) >= STEP_RATE_IN_MILLISECONDS) { snake_step(ctx); as->last_step += STEP_RATE_IN_MILLISECONDS; } r.w = r.h = SNAKE_BLOCK_SIZE_IN_PIXELS; SDL_SetRenderDrawColor(as->renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); 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, SDL_ALPHA_OPAQUE); else /* body */ SDL_SetRenderDrawColor(as->renderer, 0, 128, 0, SDL_ALPHA_OPAQUE); SDL_RenderFillRect(as->renderer, &r); } } SDL_SetRenderDrawColor(as->renderer, 255, 255, 0, SDL_ALPHA_OPAQUE); /*head*/ set_rect_xy_(&r, ctx->head_xpos, ctx->head_ypos); SDL_RenderFillRect(as->renderer, &r); SDL_RenderPresent(as->renderer); return SDL_APP_CONTINUE; } static const struct { const char *key; const char *value; } extended_metadata[] = { { SDL_PROP_APP_METADATA_URL_STRING, "https://examples.libsdl.org/SDL3/game/01-snake/" }, { SDL_PROP_APP_METADATA_CREATOR_STRING, "SDL team" }, { SDL_PROP_APP_METADATA_COPYRIGHT_STRING, "Placed in the public domain" }, { SDL_PROP_APP_METADATA_TYPE_STRING, "game" } }; SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) { size_t i; if (!SDL_SetAppMetadata("Example Snake game", "1.0", "com.example.Snake")) { return SDL_APP_FAILURE; } for (i = 0; i < SDL_arraysize(extended_metadata); i++) { if (!SDL_SetAppMetadataProperty(extended_metadata[i].key, extended_metadata[i].value)) { return SDL_APP_FAILURE; } } if (!SDL_Init(SDL_INIT_VIDEO)) { return SDL_APP_FAILURE; } AppState *as = SDL_calloc(1, sizeof(AppState)); if (!as) { return SDL_APP_FAILURE; } *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->last_step = SDL_GetTicks(); 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_KEY_DOWN: return handle_key_event_(ctx, event->key.scancode); } return SDL_APP_CONTINUE; } void SDL_AppQuit(void *appstate, SDL_AppResult result) { if (appstate != NULL) { AppState *as = (AppState *)appstate; SDL_DestroyRenderer(as->renderer); SDL_DestroyWindow(as->window); SDL_free(as); } }