snake.odin 5.0 KB

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  1. package snake
  2. import k2 "../.."
  3. import "core:math"
  4. import "core:fmt"
  5. import "core:time"
  6. import "core:math/rand"
  7. import "base:intrinsics"
  8. import "core:log"
  9. import "core:mem"
  10. WINDOW_SIZE :: 1000
  11. GRID_WIDTH :: 20
  12. CELL_SIZE :: 16
  13. CANVAS_SIZE :: GRID_WIDTH*CELL_SIZE
  14. TICK_RATE :: 0.13
  15. Vec2i :: [2]int
  16. MAX_SNAKE_LENGTH :: GRID_WIDTH*GRID_WIDTH
  17. snake: [MAX_SNAKE_LENGTH]Vec2i
  18. snake_length: int
  19. tick_timer: f32 = TICK_RATE
  20. move_direction: Vec2i
  21. game_over: bool
  22. food_pos: Vec2i
  23. place_food :: proc() {
  24. occupied: [GRID_WIDTH][GRID_WIDTH]bool
  25. for i in 0..<snake_length {
  26. occupied[snake[i].x][snake[i].y] = true
  27. }
  28. free_cells := make([dynamic]Vec2i, context.temp_allocator)
  29. for x in 0..<GRID_WIDTH {
  30. for y in 0..<GRID_WIDTH {
  31. if !occupied[x][y] {
  32. append(&free_cells, Vec2i {x, y})
  33. }
  34. }
  35. }
  36. if len(free_cells) > 0 {
  37. random_cell_index := rand.int31_max(i32(len(free_cells)))
  38. food_pos = free_cells[random_cell_index]
  39. }
  40. }
  41. restart :: proc() {
  42. start_head_pos := Vec2i { GRID_WIDTH / 2, GRID_WIDTH / 2 }
  43. snake[0] = start_head_pos
  44. snake[1] = start_head_pos - {0, 1}
  45. snake[2] = start_head_pos - {0, 2}
  46. snake_length = 3
  47. move_direction = {0, 1}
  48. game_over = false
  49. place_food()
  50. }
  51. main :: proc() {
  52. context.logger = log.create_console_logger()
  53. when ODIN_DEBUG {
  54. track: mem.Tracking_Allocator
  55. mem.tracking_allocator_init(&track, context.allocator)
  56. context.allocator = mem.tracking_allocator(&track)
  57. defer {
  58. if len(track.allocation_map) > 0 {
  59. for _, entry in track.allocation_map {
  60. fmt.eprintf("%v leaked: %v bytes\n", entry.location, entry.size)
  61. }
  62. }
  63. mem.tracking_allocator_destroy(&track)
  64. }
  65. }
  66. k2.init(WINDOW_SIZE, WINDOW_SIZE, "Snake")
  67. SHADER_SOURCE :: #load("shader.hlsl")
  68. shader := k2.load_shader(string(SHADER_SOURCE), {
  69. .RG32_Float,
  70. .RG32_Float,
  71. .RGBA8_Norm,
  72. .RG32_Float,
  73. })
  74. prev_time := time.now()
  75. restart()
  76. food_sprite := k2.load_texture_from_file("food.png")
  77. head_sprite := k2.load_texture_from_file("head.png")
  78. body_sprite := k2.load_texture_from_file("body.png")
  79. tail_sprite := k2.load_texture_from_file("tail.png")
  80. food_eaten_at := time.now()
  81. started_at := time.now()
  82. for !k2.shutdown_wanted() {
  83. time_now := time.now()
  84. dt := f32(time.duration_seconds(time.diff(prev_time, time_now)))
  85. prev_time = time_now
  86. total_time := time.duration_seconds(time.diff(started_at, time_now))
  87. k2.process_events()
  88. if k2.key_is_held(.Up) {
  89. move_direction = {0, -1}
  90. }
  91. if k2.key_is_held(.Down) {
  92. move_direction = {0, 1}
  93. }
  94. if k2.key_is_held(.Left) {
  95. move_direction = {-1, 0}
  96. }
  97. if k2.key_is_held(.Right) {
  98. move_direction = {1, 0}
  99. }
  100. if game_over {
  101. if k2.key_went_down(.Enter) {
  102. restart()
  103. }
  104. } else {
  105. tick_timer -= dt
  106. }
  107. if tick_timer <= 0 {
  108. next_part_pos := snake[0]
  109. snake[0] += move_direction
  110. head_pos := snake[0]
  111. if head_pos.x < 0 || head_pos.y < 0 || head_pos.x >= GRID_WIDTH || head_pos.y >= GRID_WIDTH {
  112. game_over = true
  113. }
  114. for i in 1..<snake_length {
  115. cur_pos := snake[i]
  116. if cur_pos == head_pos {
  117. game_over = true
  118. }
  119. snake[i] = next_part_pos
  120. next_part_pos = cur_pos
  121. }
  122. if head_pos == food_pos {
  123. snake_length += 1
  124. snake[snake_length - 1] = next_part_pos
  125. place_food()
  126. food_eaten_at = time.now()
  127. }
  128. tick_timer = TICK_RATE + tick_timer
  129. }
  130. k2.clear({76, 53, 83, 255})
  131. k2.set_shader(shader)
  132. camera := k2.Camera {
  133. zoom = f32(WINDOW_SIZE) / CANVAS_SIZE,
  134. }
  135. k2.set_camera(camera)
  136. food_sprite.width = CELL_SIZE
  137. food_sprite.height = CELL_SIZE
  138. k2.draw_texture(food_sprite, {f32(food_pos.x), f32(food_pos.y)}*CELL_SIZE)
  139. time_since_food := time.duration_seconds(time.diff(food_eaten_at, time_now))
  140. if time_since_food < 0.5 && total_time > 1 {
  141. shader.input_overrides[3] = k2.create_vertex_input_override(k2.Vec2{f32(math.cos(total_time*100)), f32(math.sin(total_time*120 + 3))})
  142. }
  143. for i in 0..<snake_length {
  144. part_sprite := body_sprite
  145. dir: Vec2i
  146. if i == 0 {
  147. part_sprite = head_sprite
  148. dir = snake[i] - snake[i + 1]
  149. } else if i == snake_length - 1 {
  150. part_sprite = tail_sprite
  151. dir = snake[i - 1] - snake[i]
  152. } else {
  153. dir = snake[i - 1] - snake[i]
  154. }
  155. rot := math.atan2(f32(dir.y), f32(dir.x)) * math.DEG_PER_RAD
  156. source := k2.Rect {
  157. 0, 0,
  158. f32(part_sprite.width), f32(part_sprite.height),
  159. }
  160. dest := k2.Rect {
  161. f32(snake[i].x)*CELL_SIZE + 0.5*CELL_SIZE,
  162. f32(snake[i].y)*CELL_SIZE + 0.5*CELL_SIZE,
  163. CELL_SIZE,
  164. CELL_SIZE,
  165. }
  166. k2.draw_texture_ex(part_sprite, source, dest, {CELL_SIZE, CELL_SIZE}*0.5, rot)
  167. }
  168. if game_over {
  169. k2.draw_text("Game Over!", {4, 4}, 25, k2.RED)
  170. k2.draw_text("Press Enter to play again", {4, 30}, 15, k2.BLACK)
  171. }
  172. shader.input_overrides[3] = {}
  173. score := snake_length - 3
  174. score_str := fmt.tprintf("Score: %v", score)
  175. k2.draw_text(score_str, {4, CANVAS_SIZE - 14}, 10, k2.GRAY)
  176. k2.present()
  177. free_all(context.temp_allocator)
  178. }
  179. k2.destroy_shader(shader)
  180. k2.destroy_texture(head_sprite)
  181. k2.destroy_texture(food_sprite)
  182. k2.destroy_texture(body_sprite)
  183. k2.destroy_texture(tail_sprite)
  184. k2.shutdown()
  185. }