examples: add interpolated movement and input queue to snek/snek.v (#21798)

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shadow 2024-07-03 15:17:46 -04:00 committed by GitHub
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@ -1,9 +1,9 @@
import os
import datatypes
import gg
import gx
// import sokol.sapp
import time
import os
import rand
import time
// constants
const top_height = 100
@ -11,28 +11,20 @@ const canvas_size = 700
const game_size = 17
const tile_size = canvas_size / game_size
const tick_rate_ms = 100
const high_score_file_path = os.join_path(os.cache_dir(), 'v', 'examples', 'snek')
// types
struct Pos {
struct Vec {
x int
y int
}
fn (a Pos) + (b Pos) Pos {
return Pos{a.x + b.x, a.y + b.y}
fn (a Vec) + (b Vec) Vec {
return Vec{a.x + b.x, a.y + b.y}
}
fn (a Pos) - (b Pos) Pos {
return Pos{a.x - b.x, a.y - b.y}
}
enum Direction {
up
down
left
right
fn (a Vec) - (b Vec) Vec {
return Vec{a.x - b.x, a.y - b.y}
}
type HighScore = int
@ -48,30 +40,28 @@ fn (mut h HighScore) load() {
struct App {
mut:
gg &gg.Context = unsafe { nil }
score int
best HighScore
snake []Pos
dir Direction
last_dir Direction
food Pos
start_time i64
last_tick i64
gg &gg.Context = unsafe { nil }
score int
best HighScore
snake []Vec
dir Vec
dir_queue datatypes.Queue[Vec]
food Vec
last_tick i64
}
// utility
fn (mut app App) reset_game() {
app.score = 0
app.snake = [
Pos{3, 8},
Pos{2, 8},
Pos{1, 8},
Pos{0, 8},
Vec{3, 8},
Vec{2, 8},
Vec{1, 8},
Vec{0, 8},
]
app.dir = .right
app.last_dir = app.dir
app.food = Pos{10, 8}
app.start_time = time.ticks()
app.dir = Vec{1, 0}
app.dir_queue = datatypes.Queue[Vec]{}
app.food = Vec{10, 8}
app.last_tick = time.ticks()
}
@ -79,7 +69,7 @@ fn (mut app App) move_food() {
for {
x := rand.intn(game_size) or { 0 }
y := rand.intn(game_size) or { 0 }
app.food = Pos{x, y}
app.food = Vec{x, y}
if app.food !in app.snake {
return
@ -89,81 +79,65 @@ fn (mut app App) move_food() {
// events
fn on_keydown(key gg.KeyCode, mod gg.Modifier, mut app App) {
match key {
dir := match key {
.w, .up {
if app.last_dir != .down {
app.dir = .up
}
Vec{0, -1}
}
.s, .down {
if app.last_dir != .up {
app.dir = .down
}
Vec{0, 1}
}
.a, .left {
if app.last_dir != .right {
app.dir = .left
}
Vec{-1, 0}
}
.d, .right {
if app.last_dir != .left {
app.dir = .right
}
Vec{1, 0}
}
else {
return
}
else {}
}
app.dir_queue.push(dir)
}
fn on_frame(mut app App) {
// check if snake bit itself
if app.snake[0] in app.snake[1..] {
app.reset_game()
}
// check if snake hit a wall
if app.snake[0].x < 0 || app.snake[0].x >= game_size || app.snake[0].y < 0
|| app.snake[0].y >= game_size {
app.reset_game()
}
progress := f32_min(1, f32(time.ticks() - app.last_tick) / f32(tick_rate_ms))
app.gg.begin()
now := time.ticks()
// draw food
app.gg.draw_rect_filled(tile_size * app.food.x, tile_size * app.food.y + top_height,
tile_size, tile_size, gx.red)
if now - app.last_tick >= tick_rate_ms {
app.last_tick = now
// finding delta direction
delta_dir := match app.dir {
.up { Pos{0, -1} }
.down { Pos{0, 1} }
.left { Pos{-1, 0} }
.right { Pos{1, 0} }
}
// "snaking" along
mut prev := app.snake[0]
app.snake[0] = app.snake[0] + delta_dir
for i in 1 .. app.snake.len {
tmp := app.snake[i]
app.snake[i] = prev
prev = tmp
}
// adding last segment
if app.snake[0] == app.food {
app.move_food()
app.score++
if app.score > app.best {
app.best = app.score
app.best.save()
}
app.snake << app.snake.last() + app.snake.last() - app.snake[app.snake.len - 2]
}
app.last_dir = app.dir
}
// drawing snake
for pos in app.snake {
// draw snake
for pos in app.snake[..app.snake.len - 1] {
app.gg.draw_rect_filled(tile_size * pos.x, tile_size * pos.y + top_height, tile_size,
tile_size, gx.blue)
}
// drawing food
app.gg.draw_rect_filled(tile_size * app.food.x, tile_size * app.food.y + top_height,
tile_size, tile_size, gx.red)
// draw partial head
head := app.snake[0]
app.gg.draw_rect_filled(int(tile_size * (head.x + app.dir.x * progress)),
int(tile_size * (head.y + app.dir.y * progress)) + top_height, tile_size, tile_size,
gx.blue)
// drawing top
// draw partial tail
tail := app.snake.last()
tail_dir := app.snake[app.snake.len - 2] - tail
app.gg.draw_rect_filled(int(tile_size * (tail.x + tail_dir.x * progress)),
int(tile_size * (tail.y + tail_dir.y * progress)) + top_height, tile_size, tile_size,
gx.blue)
// draw score bar
app.gg.draw_rect_filled(0, 0, canvas_size, top_height, gx.black)
app.gg.draw_text(150, top_height / 2, 'Score: ${app.score}', gx.TextCfg{
color: gx.white
@ -178,14 +152,35 @@ fn on_frame(mut app App) {
size: 65
})
// checking if snake bit itself
if app.snake[0] in app.snake[1..] {
app.reset_game()
}
// checking if snake hit a wall
if app.snake[0].x < 0 || app.snake[0].x >= game_size || app.snake[0].y < 0
|| app.snake[0].y >= game_size {
app.reset_game()
if progress == 1 {
// "snake" along
mut prev := app.snake[0]
app.snake[0] = app.snake[0] + app.dir
for i in 1 .. app.snake.len {
tmp := app.snake[i]
app.snake[i] = prev
prev = tmp
}
// add tail segment if food has been eaten
if app.snake[0] == app.food {
app.score++
if app.score > app.best {
app.best = app.score
app.best.save()
}
app.snake << app.snake.last() + app.snake.last() - app.snake[app.snake.len - 2]
app.move_food()
}
if dir := app.dir_queue.pop() {
if dir.x != -app.dir.x || dir.y != -app.dir.y {
app.dir = dir
}
}
app.last_tick = time.ticks()
}
app.gg.end()