#include #include #include #include #include #include #include #include #include "./globals.h" #include "./utils/utils.h" #include "./snake/snake.h" char board[BRD_SIZE_Y][BRD_SIZE_X]; const char SNAKE_VIS = '#'; int main() { clock_t initClock = clock(); // Termios setup struct termios attr; tcgetattr(STDIN_FILENO, &attr); const struct termios ATTR_ORIG = attr; attr.c_lflag &= ~(ECHO | ICANON); attr.c_cc[VMIN] = 0; attr.c_cc[VTIME] = 0; tcsetattr(STDIN_FILENO, 0, &attr); // Game board setup for (int i = 0; i < BRD_SIZE_Y; i++) { for (int j = 0; j < BRD_SIZE_X; j++) { if (i == 0 || i == BRD_SIZE_Y - 1) board[i][j] = '-'; else if (j == 0 || j == BRD_SIZE_X - 1) board[i][j] = '|'; else board[i][j] = ' '; } } board[0][0] = '+'; board[BRD_SIZE_Y - 1][0] = '+'; board[0][BRD_SIZE_X - 1] = '+'; board[BRD_SIZE_Y - 1][BRD_SIZE_X - 1] = '+'; int points = 0; int gameSpeed = 0; int sleepInterval = 200 - gameSpeed; // Snake head setup snakePart* snakeHead = (snakePart*) malloc(sizeof(snakePart)); snakeHead->x = randomX(initClock); snakeHead->y = randomY(initClock); snakeHead->visChar = '&'; snakeHead->dir = 'w'; snakeHead->order = (order*) malloc(sizeof(order)); snakeHead->order->dir = snakeHead->dir; snakeHead->order->delay = -1; snakeHead->order->next = NULL; snakeHead->next = NULL; board[snakeHead->y][snakeHead->x] = snakeHead->visChar; // Food setup struct { int x; int y; char visChar; } food; food.x = randomX(initClock); food.y = randomY(initClock); food.visChar = '$'; board[food.y][food.x] = food.visChar; // Screen init system("clear"); // Game loop while (1) { fflush(stdout); char buf[1] = {0}; // Food collision if (snakeHead->x == food.x && snakeHead->y == food.y) { points++; if (points % 5 == 0) gameSpeed += 15; do { food.x = randomX(initClock); food.y = randomY(initClock); } while (checkCollision(snakeHead, food.x, food.y)); addSnakePart(snakeHead); } // Input handling if (read(STDIN_FILENO, buf, 1) != 0 && isalpha(buf[0])) { char input = buf[0]; input = tolower(input); if ( (input == 'w' && snakeHead->dir != 's') || (input == 's' && snakeHead->dir != 'w') || (input == 'a' && snakeHead->dir != 'd') || (input == 'd' && snakeHead->dir != 'a') ) { snakeHead->dir = input; addOrders(snakeHead, input); } } // Update board board[food.y][food.x] = food.visChar; mvSnakeParts(snakeHead); // Snake collision if (snakeHead->next != NULL) { snakePart* current = snakeHead->next; while (1) { if (current->x == snakeHead->x && current->y == snakeHead->y) goto game_over; if (current->next == NULL) break; current = current->next; } } system("clear"); printBoard(); printf("Points: %d\n", points); printf("Game Speed: %d\n", gameSpeed); /* printf("x: %d\n", snakeHead->x); printf("y: %d\n\n", snakeHead->y); printf("food x: %d\n", food.x); printf("food y: %d\n", food.y); { snakePart* current = snakeHead; int i = 0; while (1) { printf("Part %d:\n", i); printf("dir: %c\n", current->dir); printf("orders: \n"); order* order = current->order; int order_i = 0; while (1) { printf("\t\nOrder %d:\n", order_i); printf("\tdir: %c\n", order->dir); printf("\tdelay: %d\n", order->delay); printf("\tnext: "); if (order->next == NULL) printf("NULL\n"); else printf("exists\n"); if (order->next == NULL) break; order = order->next; order_i++; } if (current->next == NULL) break; current = current->next; i++; } } */ sleep_ms(sleepInterval - gameSpeed); } game_over: // Game over system("clear"); printBoard(); printf("Final Points: %d\n", points); printf("Final Game Speed: %d\n", gameSpeed); tcsetattr(STDIN_FILENO, 0, &ATTR_ORIG); return 0; }