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a2/snake.c
112
a2/snake.c
@ -1,3 +1,26 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <conio.h>
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#define WIDTH 20
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#define HEIGHT 20
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#define FOOD_COUNT 3
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enum EndGame { END_WALL, END_SNAKE, END_FOOD, END_CONTINUE };
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struct snake {
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int x, y;
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struct snake* next;
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};
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struct state {
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int width, height;
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int sx, sy;
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struct snake* snake;
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int foodx[FOOD_COUNT];
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int foody[FOOD_COUNT];
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};
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struct snake* add_snake(struct snake* old_head, int x, int y) {
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struct snake* new_head = (struct snake*) malloc(sizeof(struct snake));
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new_head->x = x;
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@ -55,3 +78,92 @@ int step_state(struct state* state) {
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return END_CONTINUE;
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}
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void initialize(struct state* state) {
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state->width = WIDTH;
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state->height = HEIGHT;
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state->sx = 1;
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state->sy = 0;
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state->snake = add_snake(NULL, 5, 5);
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for (int i = 0; i < FOOD_COUNT; i++) {
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state->foodx[i] = rand() % state->width;
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state->foody[i] = rand() % state->height;
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}
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}
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void render(struct state* state) {
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system("cls");
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for (int y = 0; y < state->height; y++) {
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for (int x = 0; x < state->width; x++) {
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if (is_snake(state->snake, x, y)) {
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printf("* ");
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} else {
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int food = 0;
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for (int i = 0; i < FOOD_COUNT; i++) {
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if (state->foodx[i] == x && state->foody[i] == y) {
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printf("o ");
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food = 1;
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break;
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}
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}
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if (!food) printf(". ");
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}
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}
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printf("\n");
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}
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}
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void handle_input(struct state* state) {
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if (_kbhit()) {
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char key = _getch();
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switch (key) {
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case 'w':
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state->sx = 0; state->sy = -1;
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break;
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case 's':
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state->sx = 0; state->sy = 1;
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break;
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case 'a':
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state->sx = -1; state->sy = 0;
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break;
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case 'd':
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state->sx = 1; state->sy = 0;
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break;
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case 'q':
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exit(0);
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break;
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default:
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break;
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}
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}
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}
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void game_loop(struct state* state) {
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while (1) {
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render(state);
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handle_input(state);
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int result = step_state(state);
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if (result == END_WALL || result == END_SNAKE) {
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printf("Game Over!\n");
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break;
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} else if (result == END_FOOD) {
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printf("You ate all the food! You win!\n");
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break;
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}
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}
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}
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void cleanup(struct state* state) {
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free_snake(state->snake);
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}
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int main() {
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struct state game_state;
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initialize(&game_state);
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game_loop(&game_state);
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cleanup(&game_state);
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return 0;
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}
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