252 lines
7.0 KiB
Lua
252 lines
7.0 KiB
Lua
package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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Util = require( "utillib" )
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Vector2 = require( "vector2" )
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Rectangle = require( "rectangle" )
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-- Defines
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local RESOLUTION = Vector2:new( 128, 128 )
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local TILE_SIZE = 8
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local LEVEL_SIZE = RESOLUTION.x / TILE_SIZE
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local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum.
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-- Resources
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local framebuffer = nil
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local monitor = 0
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local monitorPos = Vector2:newT( RL.GetMonitorPosition( monitor ) )
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local monitorSize = Vector2:newT( RL.GetMonitorSize( monitor ) )
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local winScale = 6
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local winSize = Vector2:new( RESOLUTION.x * winScale, RESOLUTION.y * winScale )
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local gameState = STATE.GAME
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local grassTexture = nil
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local snakeTexture = nil
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local appleTexture = nil
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local gameSpeed = 7.0
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local moveTimer = 1.0
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local snake = {}
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local applePos = {}
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local function setSnake()
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snake = {
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heading = Vector2:new( 1, 0 ),
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control = Vector2:new( 1, 0 ),
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headPos = Vector2:new( LEVEL_SIZE / 2, LEVEL_SIZE / 2 ),
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segments = {}, -- { pos Vector2, heading Vector2 }
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grow = 2,
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}
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end
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local function addSegment()
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-- If first segment, grow from head and otherwise from tail. New segments are inserted firts.
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if #snake.segments == 0 then
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table.insert( snake.segments, 1, {
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pos = snake.headPos:clone(),
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heading = snake.heading:clone()
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} )
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else
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table.insert( snake.segments, 1, {
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pos = snake.segments[ #snake.segments ].pos:clone(),
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heading = snake.segments[ #snake.segments ].heading:clone()
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} )
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end
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end
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local function setApplePos()
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applePos = Vector2:new( math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) )
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local search = true
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while search do
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search = false
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applePos:set( math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) )
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for _, seg in ipairs( snake.segments ) do
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search = applePos == seg.pos
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if search then
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break
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end
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end
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end
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end
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-- Init.
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function RL.init()
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowSize( winSize )
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RL.SetWindowPosition( { monitorPos.x + monitorSize.x / 2 - winSize.x / 2, monitorPos.y + monitorSize.y / 2 - winSize.y / 2 } )
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RL.SetWindowTitle( "Snake" )
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RL.SetWindowIcon( RL.LoadImage( RL.GetBasePath().."../resources/images/apple.png" ) )
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framebuffer = RL.LoadRenderTexture( RESOLUTION )
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grassTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/grass.png" )
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snakeTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/snake.png" )
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appleTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/apple.png" )
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setSnake()
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setApplePos()
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end
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-- Process.
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local function moveSnake()
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-- Check if snake has eaten and should grow.
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if 0 < snake.grow then
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addSegment()
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snake.grow = snake.grow - 1
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end
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-- Move body.
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for i, seg in ipairs( snake.segments ) do
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if i < #snake.segments then
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seg.pos:setV( snake.segments[ i+1 ].pos )
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seg.heading:setV( snake.segments[ i+1 ].heading )
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else
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seg.pos:setV( snake.headPos )
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seg.heading:setV( snake.heading )
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end
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end
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-- Move head.
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snake.heading:set( snake.control.x, snake.control.y )
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snake.headPos:set( snake.headPos.x + snake.heading.x, snake.headPos.y + snake.heading.y )
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-- Check appple eating.
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if snake.headPos == applePos then
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snake.grow = snake.grow + 1
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setApplePos()
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end
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-- Check if hit to body.
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for _, seg in ipairs( snake.segments ) do
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if snake.headPos == seg.pos then
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gameState = STATE.OVER
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end
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end
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-- Check if outside or level.
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if snake.headPos.x < 0 or LEVEL_SIZE <= snake.headPos.x or snake.headPos.y < 0 or LEVEL_SIZE <= snake.headPos.y then
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gameState = STATE.OVER
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end
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moveTimer = moveTimer + 1.0
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end
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function RL.update( delta )
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if gameState == STATE.GAME then -- Run game.
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-- Controls.
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if RL.IsKeyPressed( RL.KEY_RIGHT ) and 0 <= snake.heading.x then
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snake.control:set( 1, 0 )
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elseif RL.IsKeyPressed( RL.KEY_LEFT ) and snake.heading.x <= 0 then
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snake.control:set( -1, 0 )
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elseif RL.IsKeyPressed( RL.KEY_DOWN ) and 0 <= snake.heading.y then
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snake.control:set( 0, 1 )
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elseif RL.IsKeyPressed( RL.KEY_UP ) and snake.heading.y <= 0 then
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snake.control:set( 0, -1 )
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end
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moveTimer = moveTimer - gameSpeed * delta
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if moveTimer <= 0.0 then
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moveSnake()
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end
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elseif gameState == STATE.OVER and RL.IsKeyPressed( RL.KEY_ENTER ) then -- Reset game.
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setSnake()
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setApplePos()
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gameState = STATE.GAME
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end
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end
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-- Drawing.
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local function drawGrass()
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for y = 0, LEVEL_SIZE - 1 do
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for x = 0, LEVEL_SIZE - 1 do
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RL.DrawTexture( grassTexture, { x * TILE_SIZE, y * TILE_SIZE }, RL.WHITE )
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end
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end
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end
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--[[ Check if next segment is on left side. There are more mathematically elegant solution to this, but there is
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only four possibilities so we can just check them all. ]]--
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local function onLeft( this, nextSeg )
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return ( this == Vector2:temp( 0, -1 ) and nextSeg == Vector2:temp( -1, 0 ) )
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or ( this == Vector2:temp( -1, 0 ) and nextSeg == Vector2:temp( 0, 1 ) )
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or ( this == Vector2:temp( 0, 1 ) and nextSeg == Vector2:temp( 1, 0 ) )
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or ( this == Vector2:temp( 1, 0 ) and nextSeg == Vector2:temp( 0, -1 ) )
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end
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local function drawSnake()
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for i, seg in ipairs( snake.segments ) do
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local angle = seg.heading:atan2()
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local source = Rectangle:temp( 16, 0, 8, 8 )
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if i == 1 then -- Tail segment. Yes tail is actually the 'first' segment.
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source.x = 8
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if 1 < #snake.segments then
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angle = snake.segments[ 2 ].heading:atan2()
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end
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elseif i < #snake.segments and seg.heading ~= snake.segments[ i+1 ].heading then -- Turned middle segments.
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source.x = 0
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-- Mirror turned segment to other way.
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if onLeft( seg.heading, snake.segments[ i+1 ].heading ) then
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source.height = -8
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end
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elseif i == #snake.segments and seg.heading ~= snake.heading then -- Turned segment before head.
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source.x = 0
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if onLeft( seg.heading, snake.heading ) then
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source.height = -8
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end
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end
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-- Notice that we set the origin to center { 4, 4 } that acts as pivot point. We also have to adjust our dest position by 4.
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RL.DrawTexturePro(
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snakeTexture,
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source,
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{ seg.pos.x * TILE_SIZE + 4, seg.pos.y * TILE_SIZE + 4, 8, 8 },
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{ 4, 4 },
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angle * RL.RAD2DEG,
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RL.WHITE
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)
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end
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-- Let's draw the head last to keep it on top.
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local angle = snake.heading:atan2()
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RL.DrawTexturePro(
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snakeTexture,
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{ 24, 0, 8, 8 },
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{ snake.headPos.x * TILE_SIZE + 4, snake.headPos.y * TILE_SIZE + 4, 8, 8 },
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{ 4, 4 },
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angle * RL.RAD2DEG,
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RL.WHITE
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)
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end
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local function drawApple()
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RL.DrawTexture( appleTexture, { applePos.x * TILE_SIZE, applePos.y * TILE_SIZE }, RL.WHITE )
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end
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function RL.draw()
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-- Clear the window to black.
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RL.ClearBackground( RL.BLACK )
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-- Draw to framebuffer.
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RL.BeginTextureMode( framebuffer )
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RL.ClearBackground( RL.BLACK )
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drawGrass()
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drawSnake()
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drawApple()
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if gameState == STATE.OVER then
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RL.DrawText( "Press Enter to\nrestart", { 10, 10 }, 10, RL.WHITE )
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end
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RL.EndTextureMode()
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-- Draw framebuffer to window.
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RL.DrawTexturePro(
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RL.GetRenderTextureTexture( framebuffer ),
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{ 0, 0, RESOLUTION.x, -RESOLUTION.y },
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{ 0, 0, winSize.x, winSize.y },
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{ 0, 0 },
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0.0,
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RL.WHITE
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)
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end
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