package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua" Util = require( "utillib" ) Vec2 = require( "vector2" ) Rect = require( "rectangle" ) -- Defines local RESOLUTION = Vec2:new( 128, 128 ) local TILE_SIZE = 8 local LEVEL_SIZE = RESOLUTION.x / TILE_SIZE local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum. -- Resources local framebuffer = nil local monitor = 0 local monitorPos = Vec2:new( RL.GetMonitorPosition( monitor ) ) local monitorSize = Vec2:new( RL.GetMonitorSize( monitor ) ) local winScale = 6 local winSize = Vec2:new( RESOLUTION.x * winScale, RESOLUTION.y * winScale ) local gameState = STATE.GAME local grassTexture = nil local snakeTexture = nil local appleTexture = nil local gameSpeed = 7.0 local moveTimer = 1.0 local snake = {} local applePos = {} local function setSnake() snake = { heading = Vec2:new( 1, 0 ), control = Vec2:new( 1, 0 ), headPos = Vec2:new( LEVEL_SIZE / 2, LEVEL_SIZE / 2 ), segments = {}, -- { pos Vec2, heading Vec2 } grow = 2, } end local function addSegment() -- If first segment, grow from head and otherwise from tail. New segments are inserted firts. if #snake.segments == 0 then table.insert( snake.segments, 1, { pos = snake.headPos:clone(), heading = snake.heading:clone() } ) else table.insert( snake.segments, 1, { pos = snake.segments[ #snake.segments ].pos:clone(), heading = snake.segments[ #snake.segments ].heading:clone() } ) end end local function setApplePos() applePos = Vec2:new( math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) ) local search = true while search do search = false applePos = Vec2:new( math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) ) for _, seg in ipairs( snake.segments ) do search = applePos == seg.pos if search then break end end end end -- Init. function RL.init() RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE ) RL.SetWindowState( RL.FLAG_VSYNC_HINT ) RL.SetWindowSize( winSize ) RL.SetWindowPosition( { monitorPos.x + monitorSize.x / 2 - winSize.x / 2, monitorPos.y + monitorSize.y / 2 - winSize.y / 2 } ) RL.SetWindowTitle( "Snake" ) RL.SetWindowIcon( RL.LoadImage( RL.GetBasePath().."../resources/images/apple.png" ) ) framebuffer = RL.LoadRenderTexture( RESOLUTION ) grassTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/grass.png" ) snakeTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/snake.png" ) appleTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/apple.png" ) setSnake() setApplePos() end -- Process. local function moveSnake() -- Check if snake has eaten and should grow. if 0 < snake.grow then addSegment() snake.grow = snake.grow - 1 end -- Move body. for i, seg in ipairs( snake.segments ) do if i < #snake.segments then seg.pos = snake.segments[ i+1 ].pos:clone() seg.heading = snake.segments[ i+1 ].heading:clone() else seg.pos = snake.headPos:clone() seg.heading = snake.heading:clone() end end -- Move head. snake.heading = Vec2:new( snake.control.x, snake.control.y ) snake.headPos = Vec2:new( snake.headPos.x + snake.heading.x, snake.headPos.y + snake.heading.y ) -- Check appple eating. if snake.headPos == applePos then snake.grow = snake.grow + 1 setApplePos() end -- Check if hit to body. for _, seg in ipairs( snake.segments ) do if snake.headPos == seg.pos then gameState = STATE.OVER end end -- Check if outside or level. if snake.headPos.x < 0 or LEVEL_SIZE <= snake.headPos.x or snake.headPos.y < 0 or LEVEL_SIZE <= snake.headPos.y then gameState = STATE.OVER end moveTimer = moveTimer + 1.0 end function RL.process( delta ) if gameState == STATE.GAME then -- Run game. -- Controls. if RL.IsKeyPressed( RL.KEY_RIGHT ) and 0 <= snake.heading.x then snake.control = Vec2:new( 1, 0 ) elseif RL.IsKeyPressed( RL.KEY_LEFT ) and snake.heading.x <= 0 then snake.control = Vec2:new( -1, 0 ) elseif RL.IsKeyPressed( RL.KEY_DOWN ) and 0 <= snake.heading.y then snake.control = Vec2:new( 0, 1 ) elseif RL.IsKeyPressed( RL.KEY_UP ) and snake.heading.y <= 0 then snake.control = Vec2:new( 0, -1 ) end moveTimer = moveTimer - gameSpeed * delta if moveTimer <= 0.0 then moveSnake() end elseif gameState == STATE.OVER and RL.IsKeyPressed( RL.KEY_ENTER ) then -- Reset game. setSnake() setApplePos() gameState = STATE.GAME end end -- Drawing. local function drawGrass() for y = 0, LEVEL_SIZE - 1 do for x = 0, LEVEL_SIZE - 1 do RL.DrawTexture( grassTexture, { x * TILE_SIZE, y * TILE_SIZE }, RL.WHITE ) end end end --[[ Check if next segment is on left side. There are more mathematically elegant solution to this, but there is only four possibilities so we can just check them all. ]]-- local function onLeft( this, nextSeg ) return ( this == Vec2:new( 0, -1 ) and nextSeg == Vec2:new( -1, 0 ) ) or ( this == Vec2:new( -1, 0 ) and nextSeg == Vec2:new( 0, 1 ) ) or ( this == Vec2:new( 0, 1 ) and nextSeg == Vec2:new( 1, 0 ) ) or ( this == Vec2:new( 1, 0 ) and nextSeg == Vec2:new( 0, -1 ) ) end local function drawSnake() for i, seg in ipairs( snake.segments ) do local angle = seg.heading:atan2() local source = Rect:new( 16, 0, 8, 8 ) if i == 1 then -- Tail segment. Yes tail is actually the 'first' segment. source.x = 8 if 1 < #snake.segments then angle = snake.segments[ 2 ].heading:atan2() end elseif i < #snake.segments and seg.heading ~= snake.segments[ i+1 ].heading then -- Turned middle segments. source.x = 0 -- Mirror turned segment to other way. if onLeft( seg.heading, snake.segments[ i+1 ].heading ) then source.height = -8 end elseif i == #snake.segments and seg.heading ~= snake.heading then -- Turned segment before head. source.x = 0 if onLeft( seg.heading, snake.heading ) then source.height = -8 end end -- 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. RL.DrawTexturePro( snakeTexture, source, { seg.pos.x * TILE_SIZE + 4, seg.pos.y * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle * RL.RAD2DEG, RL.WHITE ) end -- Let's draw the head last to keep it on top. local angle = snake.heading:atan2() RL.DrawTexturePro( snakeTexture, { 24, 0, 8, 8 }, { snake.headPos.x * TILE_SIZE + 4, snake.headPos.y * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle * RL.RAD2DEG, RL.WHITE ) end local function drawApple() RL.DrawTexture( appleTexture, { applePos.x * TILE_SIZE, applePos.y * TILE_SIZE }, RL.WHITE ) end function RL.draw() -- Clear the window to black. RL.ClearBackground( RL.BLACK ) -- Draw to framebuffer. RL.BeginTextureMode( framebuffer ) RL.ClearBackground( RL.BLACK ) drawGrass() drawSnake() drawApple() if gameState == STATE.OVER then RL.DrawText( "Press Enter to\nrestart", { 10, 10 }, 10, RL.WHITE ) end RL.EndTextureMode() -- Draw framebuffer to window. RL.DrawTexturePro( RL.GetRenderTextureTexture( framebuffer ), { 0, 0, RESOLUTION.x, -RESOLUTION.y }, { 0, 0, winSize.x, winSize.y }, { 0, 0 }, 0.0, RL.WHITE ) end