Snake: Difference between revisions
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=={{header|BASIC}}==
==={{header|Applesoft BASIC}}===
Rather than using DIM X%(1599),Y%(1599) which takes a long time to initialize, instead to speed this up, the program will POKE and PEEK the snake coordinates in memory. On initialization, LOMEM: 24576 moves variables out of the way.
Continue playing by typing the CONT command from the Applesoft BASIC prompt if you quit or it's game over.
<syntaxhighlight lang="basic">REM === VARIABLES ===
REM
REM D(4) X DELTAS
REM E(4) Y DELTAS
REM K(255) KEYCODE BEHESTS
REM FN X X COORDINATES OF SNAKE FROM MEMORY
REM FN Y Y COORDINATES OF SNAKE FROM MEMORY
REM A <UNUSED>
REM B BEHEST: 0=NOTHING 1=RIGHT 2=LEFT 3=DOWN 4=UP 5=QUIT
REM C SCRN COLOR
REM D X-DELTA
REM E Y-DELTA
REM F FOOD COLOR= 4 DARK GREEN
REM H HIT= 127
REM I KEYBOARD= 49152
REM J CLEAR KEYBOARD= 49168
REM K KEYCODE
REM L LENGTH WIDTH&HEIGHT= 40
REM M MAX= 1599 UPPER BOUND OF SNAKE X AND Y COORDINATES
REM N NEW POSITION OF HEAD OF SNAKE
REM O OLD POSITION OF TAIL OF SNAKE
REM P ADDRESS OF 1600 X COORDINATES OF SNAKE
REM Q QUIT= 5
REM R REMAINING COLOR= 9 ORANGE
REM S SNAKE HEAD COLOR= 13 YELLOW
REM T ONE= 1
REM U X FOOD COORDINATE
REM V Y FOOD COORDINATE
REM W WALL COLOR= 10 GREY
REM X X SNAKE HEAD COORDINATE
REM Y Y SNAKE HEAD COORDINATE
REM Z ADDRESS OF 1600 Y COORDINATES OF SNAKE
REM Q$ QUIT MESSAGE
REM === KEYBOARD ===
REM
REM UPPER LOWER KEY BEHEST
REM 155 ESC QUIT
REM 139 UP UP
REM 193 225 A UP
REM 201 233 I UP
REM 138 DOWN DOWN
REM 218 250 Z DOWN
REM 203 235 K DOWN
REM 136 LEFT LEFT
REM 202 234 J LEFT
REM 149 RIGHT RIGHT
REM 204 236 L RIGHT
0 ON B = Q GOTO 5: IF B THEN D = D(B):E = E(B)
1 X = X + D:Y = Y + E:C = SCRN( X,Y): COLOR= S: PLOT X,Y: COLOR= R: PLOT FN X(N), FN Y(N):N = N - T + (N = 0) * M: POKE P + N,X: POKE Z + N,Y: ON C(C) GOTO 4: IF NOT C THEN COLOR= 0: PLOT FN X(O), FN Y(O):O = O - T + (O = 0) * M
2 IF C THEN U = INT ( RND (T) * L):V = INT ( RND (T) * L): ON SCRN( U,V) > 0 GOTO 2: COLOR= F: PLOT U,V
3 K = PEEK (I):B = PEEK (J * (K > H)):B = K(K): GOTO
4 COLOR= T: PLOT X,Y: READ Q$: DATA5,20,20,1,-1,1,-1,13,9,4,10,1,40,1599,127,49152,49168,4608,6400,5,4,4,4,4,4,3,3,3,3,3,2,2,2,1,1,1,DONE,GAME OVER
5 IF Q = 5 THEN PRINT Q$;: END : HOME :Q = Q * (B = Q):B = 0: ON Q = 5 GOTO : RUN
6 LOMEM: 24576
7 DIM K(255),D(4),E(4),C(15): READ Q,X,Y,D(1),D(2),E(3),E(4),S,R,F,W,T,L,M,H,I,J,P,Z,K(155),K(139),K(193),K(225),K(201),K(233),K(138),K(218),K(250),K(203),K(235),K(136),K(202),K(234),K(149),K(204),K(236),Q$
8 DEF FN X(I) = PEEK (P + I): DEF FN Y(I) = PEEK (Z + I):B = RND (0):C(S) = T:C(R) = T:C(W) = T:B = INT ( RND (T) * 4) + T:D = D(B):E = E(B): POKE P + O,X: POKE Z + O,Y
9 GR : HOME : COLOR= W: VLIN 0,39 AT 0: VLIN 0,39 AT 39: HLIN 1,38 AT 0: HLIN 1,38 AT 39: COLOR= F: PLOT X + D,Y + E: GOTO</syntaxhighlight>
==={{header|Craft Basic}}===
[[File:Craft Basic Snake.png|right]]
<syntaxhighlight lang="basic">rem Snake example game for Craft Basic
rem by Gemino Smothers 2022
rem www.lucidapogee.com
title "Snake!"
define gfxx = 330, gfxy = 296
define upkey = 0, rightkey = 0, downkey = 0, leftkey = 0, esckey = 0
define speed = 0, delay = 0, score = 0, game = 1
define maxsize = 1000, size = 9, direction = int(rnd * 4) + 1
define rx = int(rnd * (gfxx - 24)) + 12
define ry = int(rnd * (gfxy - 40)) + 25
dim sx[maxsize]
dim sy[maxsize]
let sx[0] = gfxx / 2
let sy[0] = gfxy / 2
fill on
bgcolor 128, 64, 0
cls graphics
resize 0, 0, gfxx + 10, gfxy + 56
center
formid 1
staticform 1, 1, 100, 14
fgcolor 255, 255, 0
bgcolor 0, 80, 0
colorform
alert "Snake! by Gemino Smothers 2022"
alert "Get the gray little rodents and avoid hitting yourself or walls."
alert "Use arrow keys to move. Esc to exit."
input "Enter game speed between 0 to 100+", speed
fgcolor 0, 80, 0
rect 0, 0, gfxx, gfxy
do
button upkey, 38
button rightkey, 39
button downkey, 40
button leftkey, 37
button esckey, 27
if upkey = 1 and direction <> 3 then
let direction = 1
endif
if rightkey = 1 and direction <> 4 then
let direction = 2
endif
if downkey = 1 and direction <> 1 then
let direction = 3
endif
if leftkey = 1 and direction <> 2 then
let direction = 4
endif
fgcolor 0, 80, 0
oval sx[size], sy[size], 15, 15
let i = size + 1
do
let i = i - 1
let c = i - 1
if sx[0] = sx[i] and sy[0] = sy[i] = 1 then
let game = 0
endif
let sx[i] = sx[c]
let sy[i] = sy[c]
fgcolor 0, 255, 0
oval sx[i], sy[i], 15, 15
loop i > 1
fgcolor 0, 0, 255
oval sx[0] + 5, sy[0] + 5, 3, 3
oval sx[0] + 9, sy[0] + 5, 3, 3
if direction = 1 then
let sy[0] = sy[0] - 15
endif
if direction = 2 then
let sx[0] = sx[0] + 15
endif
if direction = 3 then
let sy[0] = sy[0] + 15
endif
if direction = 4 then
let sx[0] = sx[0] - 15
endif
if sx[0] <= -10 or sx[0] >= gfxx or sy[0] <= -10 or sy[0] >= gfxy = 1 then
let game = 0
endif
if sx[0] + 15 >= rx and sx[0] <= rx + 15 and sy[0] + 15 >= ry and sy[0] <= ry + 15 = 1 then
playwave "examples\tada.wav"
fgcolor 0, 80, 0
rect 0, 0, gfxx, gfxy
let rx = int(rnd * (gfxx - 24)) + 12
let ry = int(rnd * (gfxy - 40)) + 25
let size = size + 3
let score = score + 1
endif
fgcolor 100,100,100
oval rx, ry, 15, 15
fgcolor 255, 0, 0
oval rx + 5, ry + 5, 3, 3
oval rx + 9, ry + 5, 3, 3
fgcolor 255, 255, 0
formid 1
formtext "Score: ", score
updateform
let delay = clock
do
wait
loop clock < delay + speed
loop esckey <> 1 and game = 1
playwave "examples\boom.wav"
alert "Game over! Score: ", score</syntaxhighlight>
==={{header|FreeBASIC}}===
Line 1,274 ⟶ 1,510:
</syntaxhighlight>
==={{header|Integer BASIC}}===
{{Trans|Applesoft BASIC}}
<syntaxhighlight lang="basic"> 0 IF B=Q THEN GOTO 9: IF B THEN D=D(B): IF B THEN E=E(B):X=X+D:Y=Y+E:A= SCRN(X,Y): COLOR=S: PLOT X,Y: COLOR=R: PLOT X(N),Y(N)
1 N=N-T+(N=1)*M:X(N)=X:Y(N)=Y: IF C(A) THEN GOTO 9: IF A THEN GOTO 2: COLOR=0: PLOT X(O),Y(O):O=O-T+(O=1)*M: GOTO 3
2 U= RND (L):V= RND (L): IF SCRN(U,V)>0 THEN GOTO 2: COLOR=F: PLOT U,V
3 K= PEEK (I):B= PEEK (J*(K>H)):B=K(K): GOTO 0
4 DIM X(1600),Y(1600),K(255),D(4),E(4),C(15): FOR I=0 TO 255:K(I)=0: NEXT I: FOR I=1 TO 4:D(I)=0:E(I)=0: NEXT I
5 FOR I=0 TO 15:C(I)=0: NEXT I:Q=5:X=20:Y=20:E(1)=-1:D(2)=-1:E(3)=1:D(4)=1:S=13:R=9:F=4:W=10:T=1:L=40:M=1600
6 H=127:I=-16384:J=-16368:K(155)=5:K(193)=1:K(225)=1:K(201)=1:K(233)=1:K(136)=2:K(202)=2:K(234)=2:N=1:O=1
7 K(218)=3:K(250)=3:K(203)=3:K(235)=3:K(149)=4:K(204)=4:K(236)=4:C(S)=T:C(R)=T:C(W)=T:B= RND (4)+T:D=D(B)
8 E=E(B):X(O)=X:Y(O)=Y: GR : CALL -936: COLOR=W: VLIN 0,39 AT 0: VLIN 0,39 AT 39: HLIN 1,38 AT 0: HLIN 1,38 AT 39: COLOR=F: PLOT X+D,Y+E: GOTO 0
9 IF Q#5 THEN GOTO 4:Q=Q*(B=Q): COLOR=T: IF Q=0 THEN PLOT X,Y: IF Q=0 THEN PRINT "GAME OVER";: IF Q THEN PRINT "DONE";:K= PEEK (J):B=0: END </syntaxhighlight>
==={{header|Locomotive Basic}}===
[[File:Snake locomotive basic.png|thumb|''Snake'' running in CPCBasic]]
Use the arrow keys to control movement direction. If you find gameplay too easy, lower the skill parameter in line 20 or increase ml (maximum snake length).
If you are playing this in [https://benchmarko.github.io/CPCBasic/cpcbasic.html CPCBasic], paste the code into the top box, then click on the "Reset" and "Run" buttons below and finally click on the CPC screen so it gets keyboard focus. (The frame around the screen will turn dark).
<syntaxhighlight lang="locobasic">10 mode 1:randomize time
15 ink 0,0:ink 1,6:ink 2,18:ink 3,11
20 sx=20:sy=5:dx=1:dy=0:ml=20:dim ox(ml),oy(ml):oi=1:ll=4:skill=8
30 f$=chr$(228):w$=chr$(127):b$=chr$(231)
40 pen 3:print string$(40,w$);
50 for i=2 to 20:print w$;space$(38);w$;:next
60 print string$(40,w$);
70 locate
80 gosub 260
140 locate sx,sy:pen 2:print chr$(224);:ox(oi)=sx:oy(oi)=sy
150 oi=oi+1:if oi>ml then oi=1
160 nx=sx+dx:ny=sy+dy
170 locate nx,ny:a$=copychr$(#0)
180 if a$=w$ or a$=b$ then sound 2,62500/20,100:locate 13,6:print "You have died!":end
190 if a$=f$ then sound 2,62500/500,10: sound
200 locate 1,24:print "SCORE:"p
210 for i=1 to skill:frame
211 if inkey(1)>-1 then dx=1:dy=0
212 if inkey(8)>-1 then dx=-1:dy=0
213 if inkey(0)>-1 then dx=0:dy=-1
214 if inkey(2)>-1 then dx=0:dy=1
215 next
220 locate sx,sy:pen 2:print b$;
230 nn=1+((oi+ml-ll) mod ml)
240 if ox(nn)>0 then locate ox(nn),oy(nn):print " ";
250 sx=nx:sy=ny:goto
260 fx=rnd*39+1:fy=rnd*19+1
270 locate fx,fy:a$=copychr$(#0)
280 if a$<>" " then 260
290 pen 1:print f$;
300 return</syntaxhighlight>
Line 1,669 ⟶ 1,918:
}
</syntaxhighlight>
=={{header|Delphi}}==
Line 2,211 ⟶ 2,291:
OnCreate = FormCreate
end
</syntaxhighlight>
=={{header|EasyLang}}==
[https://easylang.dev/apps/snake.html Run it]
{{Trans|Craft Basic}}
<syntaxhighlight>
subr fruit
rx = (randint 20 - 1) * 5 + 2.5
ry = (randint 20 - 1) * 5 + 2.5
.
subr start
fruit
game = 1
sx[] = [ 52.5 0 0 0 0 ]
sy[] = [ 52.5 0 0 0 0 ]
dir = randint 4
timer 0
.
background 242
move 30 70
clear
color 997
text "SNAKE"
textsize 5
move 6 40
text "Keys or mouse for controlling"
move 6 30
text "Space or click to to start"
#
on key
if game = 0 and keybkey = " "
start
return
.
if dir mod 2 = 1
if keybkey = "ArrowRight"
dir = 2
elif keybkey = "ArrowLeft"
dir = 4
.
else
if keybkey = "ArrowUp"
dir = 1
elif keybkey = "ArrowDown"
dir = 3
.
.
.
on mouse_down
if game = 0
start
return
.
if dir mod 2 = 1
if mouse_x < sx
dir = 4
else
dir = 2
.
else
if mouse_y < sy
dir = 3
else
dir = 1
.
.
.
on timer
clear
color 997
move 2 95
text "Score: " & 10 * len sx[] - 50
color 966
move rx ry
circle 1.5
#
sx = sx[1] ; sy = sy[1]
if dir = 1
sy += 5
elif dir = 2
sx += 5
elif dir = 3
sy -= 5
elif dir = 4
sx -= 5
.
if sx < 0 or sx > 100 or sy < 0 or sy > 100
game = 0
.
color 494
for i = len sx[] downto 2
if sx = sx[i] and sy = sy[i]
game = 0
.
sx[i] = sx[i - 1]
sy[i] = sy[i - 1]
if sx[i] > 0
move sx[i] sy[i]
circle 2.5
.
.
move sx sy
circle 2.5
color 000
if dir = 2 or dir = 4
move sx sy + 1
circle 0.5
move sx sy - 1
circle 0.5
else
move sx + 1 sy
circle 0.5
move sx - 1 sy
circle 0.5
.
if sx = rx and sy = ry
len sx[] len sx[] + 3
len sy[] len sy[] + 3
fruit
.
sx[1] = sx ; sy[1] = sy
if game = 1
timer 0.15
else
color 997
move 10 10
text "Space or click new game"
.
.
</syntaxhighlight>
=={{header|F Sharp}}==
<syntaxhighlight lang="fsharp">
open System
open System.Threading.Tasks
open System.Threading
module SnakeGame =
/// 🚏 Directions on our grid:
type Movement =
| Left of Position
| Right of Position
| Down of Position
| Up of Position
| InvalidMove
/// 🐍 Sort of like a list, but not:
and Snake<'Position> =
| Head of Position * Snake<'Position>
| Belly of Position * Snake<'Position>
| Tail
/// 🕹️ Our basic runtime information:
and Game =
| GameRunning of Movement * Snake<Position> * Grid * Eaten:int * Food
| GameOver of Grid * Eaten:int
/// 🧭 x & y in our plane:
and Position = int * int
/// 🍎 The food our snake will eat:
and Food = Position * string
/// 🌐 A simple two dimensional plane:
and Grid = string[][]
/// Making a list of positions from a Snake 🐍
let snakeUnzip (snake:Snake<Position>) =
let rec unzip snake carry =
match snake with
| Head (p, rest) -> unzip rest <| carry @ [p]
| Belly (p, rest) -> unzip rest <| carry @ [p]
| Tail -> carry
unzip snake []
/// Making a Snake from a list of positions 🐍
let snakeZip (positions:list<Position>) (upto:int) =
let correctLength = (List.take upto positions)
let rec zip (carry:Snake<Position>) (rest:list<Position>) =
match rest with
| head::[] -> zip (Head(head, carry)) []
| back::front -> zip (Belly (back, carry)) front
| [] -> carry
zip Tail (List.rev correctLength)
module Graphics =
let private random = new Random()
let private head = "🤢"
let private belly = "🟢"
let private display = "⬜"
let private errorDisplay = "🟥"
let private food = [|"🐁";"🐀";"🐥";"🪺";"🐸";"🐛";"🪰";"🐞";"🦗"|]
let private randomFood () = food.[random.Next(food.Length - 1)]
let isFood square = Array.contains square food
let isFreeSpace square = square = display || square = errorDisplay
let isOccupied square =
match square with
| square when isFreeSpace square -> false
| square when isFood square -> false
| _ -> true
let makeGrid (dimensionsSquared) : Grid =
let row _ = Array.init dimensionsSquared (fun _ -> display)
Array.init dimensionsSquared row
let clearGrid (grid:Grid) : unit =
Array.iteri (fun i row ->
Array.iteri (fun j _ ->
grid.[i].[j] <- display
) row
) grid
let render (grid:Grid) : unit =
Console.Clear()
Array.iter (fun (row:string array) ->
let prettyprint = String.concat "" row
printfn $"{prettyprint}") grid
printfn "Snake Game in FSharp by @wiredsister"
printfn "Controls: ⬅️ ↕️ ➡️"
printfn "Press Ctrl+C to Quit Game"
Console.Title <- "FSharp Snake 🐍"
let getFreeSpaces (grid:Grid) : list<Position> =
let results : Position list ref = ref []
for i in 0..(grid.Length-1) do
for j in 0..(grid.Length-1) do
if isFreeSpace grid.[i].[j]
then results.Value <- results.Value @ [i,j]
else ()
()
results.Value
let getFood (grid:Grid) : Food =
Console.Beep()
let freeSpaces =
getFreeSpaces grid
|> Array.ofList
let food = randomFood ()
let randomPos = freeSpaces.[random.Next(freeSpaces.Length - 1)]
randomPos, food
let dropFood (grid:Grid) (food:Food) =
let (x, y), animal = food
grid.[x].[y] <- animal
let slither (snake:Snake<Position>) (grid:Grid) : unit =
try
let rec slithering (body:Snake<Position>) =
match body with
| Head(p, s) ->
let row, column = p
grid.[row].[column] <- head
slithering s
| Belly(p, s) ->
let row, column = p
grid.[row].[column] <- belly
slithering s
| Tail -> ()
do slithering snake
with _ -> failwith "ERROR: Could not slither snake!"
let endGame (grid:Grid) : unit =
Console.Clear()
Array.iteri (fun i row ->
Array.iteri (fun j _ ->
grid.[i].[j] <- errorDisplay
) row
) grid
Array.iter (fun (row:string array) ->
let prettyprint = String.concat "" row
printfn $"{prettyprint}") grid
Console.Beep()
module GamePlay =
let moveUp (snake:Snake<Position>) (grid:Grid) (eaten:int) (food:Food) : Game =
match snake with
| Head (p, rest:Snake<Position>) ->
let x, y = p
let shiftUp = ((x-1), y)
try
match shiftUp with
| (row,column) when Graphics.isOccupied grid.[row].[column] ->
GameOver (grid, eaten)
| (row, column) when Graphics.isFood grid.[row].[column] ->
let unzipped = snakeUnzip (Head (shiftUp, (Belly (p, rest))))
let newSnake = snakeZip unzipped (eaten+1)
let nextFood = Graphics.getFood grid
GameRunning (Up shiftUp, newSnake, grid, eaten+1, nextFood)
| pivot ->
let unzipped = snakeUnzip (Head (pivot, (Belly (p, rest))))
let newSnake = snakeZip unzipped eaten
GameRunning (Up pivot, newSnake, grid, eaten, food)
with _ -> GameOver (grid, eaten)
| _ -> failwith "ERROR: No head!"
let moveDown (snake:Snake<Position>) (grid:Grid) (eaten:int) (food:Food) : Game =
match snake with
| Head (p, rest:Snake<Position>) ->
let x, y = p
let shiftDown = ((x+1), y)
try
match shiftDown with
| (row,column) when Graphics.isOccupied grid.[row].[column] ->
GameOver (grid, eaten)
| (row, column) when Graphics.isFood grid.[row].[column] ->
let unzipped = snakeUnzip (Head (shiftDown, (Belly (p, rest))))
let newSnake = snakeZip unzipped (eaten+1)
let nextFood = Graphics.getFood grid
GameRunning (Down shiftDown, newSnake, grid, (eaten+1), nextFood)
| pivot ->
let unzipped = snakeUnzip (Head (pivot, (Belly (p, rest))))
let newSnake = snakeZip unzipped eaten
GameRunning (Down pivot, newSnake, grid, eaten, food)
with _ -> GameOver (grid, eaten)
| _ -> failwith "ERROR: No head!"
let moveLeft (snake:Snake<Position>) (grid:Grid) (eaten:int) (food:Food) : Game =
match snake with
| Head (p, rest:Snake<Position>) ->
let x, y = p
let shiftLeft = (x, (y-1))
try
match shiftLeft with
| (row,column) when Graphics.isOccupied grid.[row].[column] ->
GameOver (grid, eaten)
| (row, column) when Graphics.isFood grid.[row].[column] ->
let unzipped = snakeUnzip (Head (shiftLeft, (Belly (p, rest))))
let newSnake = snakeZip unzipped (eaten+1)
let nextFood = Graphics.getFood grid
GameRunning (Left shiftLeft, newSnake, grid, eaten+1, nextFood)
| pivot ->
let unzipped = snakeUnzip (Head (pivot, (Belly (p, rest))))
let newSnake = snakeZip unzipped eaten
GameRunning (Left pivot, newSnake, grid, eaten, food)
with _ -> GameOver (grid, eaten)
| _ -> failwith "ERROR: No head!"
let moveRight (snake:Snake<Position>) (grid:Grid) (eaten:int) (food:Food) : Game =
match snake with
| Head (p, rest:Snake<Position>) ->
let (x: int), y = p
let shiftRight = (x, (y+1))
try
match shiftRight with
| (row,column) when Graphics.isOccupied grid.[row].[column] ->
GameOver (grid, eaten)
| (row, column) when Graphics.isFood grid.[row].[column] ->
let unzipped = snakeUnzip (Head (shiftRight, (Belly (p, rest))))
let newSnake = snakeZip unzipped (eaten+1)
let nextFood = Graphics.getFood grid
GameRunning (Right shiftRight, newSnake, grid, eaten+1, nextFood)
| pivot ->
let unzipped = snakeUnzip (Head (pivot, (Belly (p, rest))))
let newSnake = snakeZip unzipped eaten
GameRunning (Right pivot, newSnake, grid, eaten, food)
with _ -> GameOver (grid, eaten)
| _ -> failwith "ERROR: No head!"
open SnakeGame
[<EntryPoint>]
let main _ =
/// A gentle slope function for making the snake go faster:
let tick (eaten:int) = 100./log10(float eaten) |> int
let getNextMove prev snake grid eaten food : Task<Game> =
task {
do! Task.Delay(tick(eaten))
if not Console.KeyAvailable
then
match prev with
| Up _ -> return GamePlay.moveUp snake grid eaten food
| Down _ -> return GamePlay.moveDown snake grid eaten food
| Right _ -> return GamePlay.moveRight snake grid eaten food
| Left _ -> return GamePlay.moveLeft snake grid eaten food
| InvalidMove -> return GameOver (grid, eaten)
else
match Console.ReadKey() with
| keystroke when keystroke.Key.Equals(ConsoleKey.UpArrow) ->
return GamePlay.moveUp snake grid eaten food
| keystroke when keystroke.Key.Equals(ConsoleKey.DownArrow) ->
return GamePlay.moveDown snake grid eaten food
| keystroke when keystroke.Key.Equals(ConsoleKey.RightArrow) ->
return GamePlay.moveRight snake grid eaten food
| keystroke when keystroke.Key.Equals(ConsoleKey.LeftArrow) ->
return GamePlay.moveLeft snake grid eaten food
| _ ->
match prev with
| Up _ -> return GamePlay.moveUp snake grid eaten food
| Down _ -> return GamePlay.moveDown snake grid eaten food
| Right _ -> return GamePlay.moveRight snake grid eaten food
| Left _ -> return GamePlay.moveLeft snake grid eaten food
| InvalidMove -> return GameOver (grid, eaten)
}
let gridDimension = 20
let segments = [(0,3); (0,2); (0,1); (0,0)]
let youngSnake : Snake<Position> = snakeZip segments segments.Length
let startingGrid = Graphics.makeGrid gridDimension
let startingFood = Graphics.getFood startingGrid
let start = GamePlay.moveRight youngSnake startingGrid segments.Length startingFood
let rec gameLoop (game:Game) =
match game with
| GameRunning (prev, snake, grid, eaten, food) ->
do Graphics.clearGrid grid
do Graphics.dropFood grid food
do Graphics.slither snake grid
do Graphics.render grid
let eitherPlayerOrCursor = getNextMove prev snake grid eaten food
do eitherPlayerOrCursor.Wait()
gameLoop eitherPlayerOrCursor.Result
| GameOver (grid,eaten) ->
do Graphics.endGame grid
printfn $"Game Over! Snake ate {eaten-segments.Length} critters!"
do Thread.Sleep(1000)
let rec wantToPlayAgain () =
match Console.ReadKey() with
| keystroke when keystroke.Key.Equals(ConsoleKey.Y) -> gameLoop start
| keystroke when keystroke.Key.Equals(ConsoleKey.N) -> ()
| _ -> wantToPlayAgain ()
printfn $"Restart? Type Y to continue..."
wantToPlayAgain()
do gameLoop start
0
</syntaxhighlight>
Line 2,777 ⟶ 3,291:
=={{header|Julia}}==
<syntaxhighlight lang="julia">using GLMakie, GeometryBasics
mutable struct SnakeGame
height::Int
width::Int
snake::Vector{CartesianIndex{2}}
food::CartesianIndex{2}
end
Line 2,823 ⟶ 3,336:
function play(;n=10,t=0.5)
game =
scene = Scene(resolution = (1000, 1000), raw = true, camera = campixel!)
display(scene)
Line 2,844 ⟶ 3,357:
score_text = @lift("Score: $(length($game.snake)-1)")
text!(scene, score_text, color=:gray, position = @lift((widths($area)[1]/2, widths($area)[2])),
direction = Ref{Any}(nothing)
on(events(scene).
if
direction[] = CartesianIndex(-1,0)
direction[] = CartesianIndex(0,1)
direction[] = CartesianIndex(0,-1)
direction[] = CartesianIndex(1,0)
end
end
end
Line 4,222 ⟶ 4,737:
=={{header|Rust}}==
Implemented smooth (per-pixel) animation on Win32 API (tested on Windows 7 and Windows 11)
<syntaxhighlight lang="rust">/* add to file Cargo.toml:
[dependencies]
winsafe = "0.0.8" # IMHO: before the appearance of winsafe="0.1" it is not worth raising the version here
rand = "0.8
derive-new = "0.5"
*/
#![windows_subsystem = "windows"]
use
use rand::{thread_rng, Rng};
use std::{cell::RefCell, rc::Rc};
use winsafe::{co, gui, prelude::*, COLORREF, HBRUSH, HPEN, RECT, SIZE};
const STEP: i32 = 3; // px, motion per frame
const
const SNAKE_W: i32 = 20; // px
const FW: i32 = 20; // the width of the square field in the cells of the game grid
const TW: i32 = (FW + 2) * GCW; // total field width (with overlap for collisions) in STEPs
const
#[rustfmt::skip]
#[derive(new)]
struct Context {
wnd: gui::WindowMain,
#[new(default) ] snake: Vec<i32>, // [
#[new(value = "TW") ] next_incr: i32, // `incr` in the next grid cell
#[new(default) ] gap: i32, // interval in STEPs to the next grid cell; negative - tail clipping mark
}
pub fn main() {
let [bg, tail, turn, body, food, head] = [
let grid: Vec<_> = (1..=FW).flat_map(|y| (1..=FW).map(move |x| (y * TW + x) * GCW)).collect();
let mut colors = [(0x00, 0xF0, 0xA0); 6]; // color tail, turn, body
colors[bg] = (0x00, 0x50, 0x90);
Line 4,294 ⟶ 4,781:
let wnd = gui::WindowMain::new(gui::WindowMainOpts {
title: "Snake - Start: Space, then press W-A-S-D".to_string(),
size:
class_bg_brush: brushes[bg],
..Default::default()
});
// WindowMain is based on Arc, so wnd.clone() is a shallow copy of a reference.
let context = Rc::new(RefCell::new(Context::new(wnd.clone())));
wnd.on().wm_paint({
let context = Rc::clone(&context);
move |
let
let hdc =
hdc.SelectObjectPen(HPEN::CreatePen(co::PS::NULL, 0, COLORREF::new(0, 0, 0))?)?;
for (&id, &brush) in
let [left, top] =
let rect = RECT
hdc.RoundRect(rect, SIZE::new(SNAKE_W / 2, SNAKE_W / 2))?;
}
Ok(ctx.wnd.hwnd().EndPaint(&ps))
}
});
wnd.on().
let context = Rc::clone(&context);
let mut ctx = context.borrow_mut();
(TW, bt @ (b'A' | b'D')) => ctx.
}
});
wnd.on().
let mut ctx = context.
let
if ctx.gap < 0 {
}
ctx.
if ctx.gap == 0 {
ctx.gap = if new_h == ctx.r[food] { GCW } else { -GCW };
let mut snake_cells: Vec<_> = ctx.snake.iter().step_by(GCW as usize).collect();
if new_h == ctx.r[food] {
ctx.wnd.hwnd().SetWindowText(&format!("Snake - Eaten: {}", snake_cells.len()))?;
snake_cells.sort();
ctx.r[food] = *(grid.iter())
.filter(|i| **i != new_h && snake_cells.binary_search(i).is_err())
.nth(thread_rng().gen_range(0..(grid.len() - 1 - snake_cells.len()).max(1)))
.unwrap_or(&0);
} else if grid.binary_search(&new_h).is_err() || snake_cells.contains(&&new_h) {
ctx.wnd.hwnd().KillTimer(1)?; // Stop
let title = ctx.wnd.hwnd().GetWindowText()?;
ctx.wnd.hwnd().SetWindowText(&(title + ". Restart: Space"))?;
*ctx = Context::new(ctx.wnd.clone());
return Ok(());
}
ctx.incr = ctx.next_incr;
}
ctx.snake.push(new_h);
ctx.wnd.hwnd().InvalidateRect(None, new_h == ID0)?; // call .wm_paint(), with erase on Restart
Ok(())
});
}</syntaxhighlight>
{{out}}
[[File:Snake rust.png]]
=={{header|Sidef}}==
Line 4,665 ⟶ 5,121:
{{libheader|Wren-dynamic}}
An embedded program so we can ask the C host to call ncurses and another library function for us.
<syntaxhighlight lang="
import "random" for Random
Line 4,803 ⟶ 5,259:
<br>
Now embed this script in the following C program, compile and run it.
<syntaxhighlight lang="c">/* gcc
#include <stdio.h>
Line 4,949 ⟶ 5,405:
WrenVM* vm = wrenNewVM(&config);
const char* module = "main";
const char* fileName = "
char *script = readFile(fileName);
WrenInterpretResult result = wrenInterpret(vm, module, script);
|