#include #include #include #include #include #include using namespace Maxsi; using namespace Maxsi::Keyboard; const int width = 80; const int height = 25; const int buffersize = height * width; System::VGA::Frame* frame; int posx; int posy; int velx; int vely; int tailx; int taily; int taillen; int tailmax; int animalx; int animaly; char direction[buffersize]; uint16_t animal = '%' | (COLOR8_RED<<8); uint16_t snake = ' ' | (COLOR8_GREEN<<12); const int defaultspeed = 75; const int speedincrease = -5; const int maxspeed = 40; volatile int speed; // HACK: Sortix has no random number generator yet! int random_seed=1337; int rand(int max) { int tmpmax=max; random_seed = random_seed + 37 * 1103515245 + 12345; return (unsigned int) (random_seed / 65536) % tmpmax; } void Clear() { // Reset the game data. for ( int i = 0; i < buffersize; i++ ) { frame->text[i] = ' '; direction[i] = -1; } } void Reset() { Clear(); tailx = posx = width/2; taily = posy = height/2; switch ( rand(4) ) { case 0: velx = -1; vely = 0; break; case 1: velx = 1; vely = 0; break; case 2: velx = 0; vely = -1; break; case 3: velx = 0; vely = -1; break; } animalx = 2 + rand(width-4); animaly = 2 + rand(height-4); taillen = 0; tailmax = 3; frame->text[animaly * width + animalx] = animal; speed = defaultspeed; } int Init() { // Create a VGA frame we can render onto. frame = System::VGA::CreateFrame(); if ( frame == NULL ) { Print("Could not create VGA frame\n"); return -1; } System::VGA::ChangeFrame(frame->fd); Reset(); return 0; } void Update() { int newvelx = velx; int newvely = vely; // Read the keyboard input from the user. unsigned method = System::Keyboard::POLL; uint32_t codepoint; while ( (codepoint = System::Keyboard::ReceieveKeystroke(method) ) != 0 ) { bool keyup = codepoint & DEPRESSED; if ( keyup ) { continue; } codepoint &= ~DEPRESSED; if ( codepoint == '\n' ) { Reset(); return; } if ( codepoint == 'w' || codepoint == 'W' ) { newvelx = 0; newvely = -1; } if ( codepoint == 'a' || codepoint == 'A' ) { newvelx = -1; newvely = 0; } if ( codepoint == 's' || codepoint == 'S' ) { newvelx = 0; newvely = 1; } if ( codepoint == 'd' || codepoint == 'D' ) { newvelx = 1; newvely = 0; } } // Make sure we don't do a 180. if ( !(velx == -1 && newvelx == 1) && !(velx == 1 && newvelx == -1) && !(vely == -1 && newvely == 1) && !(vely == 1 && newvely == -1) ) { velx = newvelx; vely = newvely; } // Don't collide with the border! if ( posx + velx < 0 || width <= posx + velx || posy + vely < 0 || height <= posy + vely ) { Reset(); return; } int newx = posx + velx; int newy = posy + vely; // Move the tail, if needed. if ( taillen == tailmax ) { frame->text[taily * width + tailx] = ' '; taillen--; switch ( direction[taily * width + tailx] ) { case 0: tailx--; break; case 1: tailx++; break; case 2: taily--; break; case 3: taily++; break; } } // Check for collision. if ( frame->text[newy * width + newx] == snake ) { Reset(); return; } // Check for food. if ( newx == animalx && newy == animaly ) { tailmax++; animalx = 2 + rand(width-4); animaly = 2 + rand(height-4); if ( maxspeed < speed ) { speed += speedincrease; } } frame->text[animaly * width + animalx] = animal; // Remember where we are going. int dir = 0; if ( velx < 0 ) { dir = 0; } if ( velx > 0 ) { dir = 1; } if ( vely < 0 ) { dir = 2; } if ( vely > 0 ) { dir = 3; } direction[posy * width + posx] = dir; // Move the head. posx = newx; posy = newy; frame->text[posy * width + posx] = snake; taillen++; } int main(int argc, char* argv[]) { int result = Init(); if ( result != 0 ) { return result; } // Update the game every once in a while. while ( true ) { Thread::USleep(speed * 1000); Update(); } return 0; }