Snake/snake_ported.cpp
2025-02-03 20:55:27 +00:00

186 lines
6.3 KiB
C++

/**************************************************************
* SNAKE SDL + OpenGL Test Game to be ported to UWP
* How to build (mingw mysys):
* g++ -shared snake_ported.cpp -o snake_ported.dll \
-lmingw32 -lSDL2main -lSDL2 -lopengl32 -mwindows
* ----------------------------------------------------------
**************************************************************/
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include <iostream>
#include <vector>
#include <cstdlib>
#include <ctime>
#ifdef _WIN32
#define DLL_EXPORT __declspec(dllexport)
#else
#define DLL_EXPORT
#endif
static const int GRID_WIDTH = 20;
static const int GRID_HEIGHT = 15;
static const int WINDOW_SCALE = 32;
struct Segment { int x, y; };
enum Direction { UP, DOWN, LEFT, RIGHT };
extern "C" {
struct ControllerInput {
float left_x;
float left_y;
float right_x;
float right_y;
bool button_a;
bool button_b;
};
static float g_left_x = 0.0f;
static float g_left_y = 0.0f;
static Direction g_dir = RIGHT;
static bool g_running = false;
// Update controller thumbstick values, map them to direction
DLL_EXPORT void update_controller_input(ControllerInput input) {
g_left_x = input.left_x;
g_left_y = input.left_y;
}
// Forward declaration so external_entry can call it
static int snake_main();
// This is the exported entry point that the host app calls
// It calls our internal snake_main()
DLL_EXPORT int external_entry() {
return snake_main();
}
}
// The core Snake game logic
static int snake_main() {
//SDL_GL_GetCurrentContext() will be your best friend.
if (!SDL_GL_GetCurrentContext()) {
std::cerr << "No active GL context found. Exiting.\n";
return -1;
}
glViewport(0, 0, GRID_WIDTH * WINDOW_SCALE, GRID_HEIGHT * WINDOW_SCALE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, (double)(GRID_WIDTH * WINDOW_SCALE),
(double)(GRID_HEIGHT * WINDOW_SCALE), 0.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0.f, 0.f, 0.f, 1.f);
std::srand((unsigned int)std::time(nullptr));
std::vector<Segment> snake;
snake.push_back({GRID_WIDTH / 2, GRID_HEIGHT / 2});
g_dir = RIGHT;
int foodX = std::rand() % GRID_WIDTH;
int foodY = std::rand() % GRID_HEIGHT;
const float MOVE_INTERVAL = 0.15f;
float timer = 0.0f;
g_running = true;
Uint32 lastTicks = SDL_GetTicks();
int score = 0;
while (g_running) {
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
g_running = false;
} else if (e.type == SDL_KEYDOWN) {
switch (e.key.keysym.sym) {
case SDLK_ESCAPE: g_running = false; break;
case SDLK_UP: if (g_dir != DOWN) g_dir = UP; break;
case SDLK_DOWN: if (g_dir != UP) g_dir = DOWN; break;
case SDLK_LEFT: if (g_dir != RIGHT) g_dir = LEFT; break;
case SDLK_RIGHT: if (g_dir != LEFT) g_dir = RIGHT; break;
default: break;
}
}
}
// handle controller direction via left thumbstick
{
float deadzone = 0.5f;
Direction nextDir = g_dir;
if (g_left_y > deadzone && g_dir != DOWN) nextDir = UP;
if (g_left_y < -deadzone && g_dir != UP) nextDir = DOWN;
if (g_left_x > deadzone && g_dir != LEFT) nextDir = RIGHT;
if (g_left_x < -deadzone && g_dir != RIGHT) nextDir = LEFT;
g_dir = nextDir;
}
Uint32 currentTicks = SDL_GetTicks();
float deltaTime = (currentTicks - lastTicks) / 1000.0f;
lastTicks = currentTicks;
timer += deltaTime;
if (timer >= MOVE_INTERVAL) {
timer -= MOVE_INTERVAL;
Segment head = snake.front();
switch (g_dir) {
case UP: head.y -= 1; break;
case DOWN: head.y += 1; break;
case LEFT: head.x -= 1; break;
case RIGHT: head.x += 1; break;
}
if (head.x < 0) head.x = GRID_WIDTH - 1;
else if (head.x >= GRID_WIDTH) head.x = 0;
if (head.y < 0) head.y = GRID_HEIGHT - 1;
else if (head.y >= GRID_HEIGHT) head.y = 0;
for (size_t i = 0; i < snake.size(); i++) {
if (snake[i].x == head.x && snake[i].y == head.y) {
std::cout << "Game Over! Final score: " << score << std::endl;
g_running = false;
break;
}
}
if (g_running) {
snake.insert(snake.begin(), head);
if (head.x == foodX && head.y == foodY) {
score++;
foodX = std::rand() % GRID_WIDTH;
foodY = std::rand() % GRID_HEIGHT;
} else {
snake.pop_back();
}
}
}
if (!g_running) break;
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glColor3f(1.0f, 0.0f, 0.0f);
glBegin(GL_QUADS);
float fx = (float)foodX * WINDOW_SCALE;
float fy = (float)foodY * WINDOW_SCALE;
glVertex2f(fx, fy);
glVertex2f(fx + WINDOW_SCALE, fy);
glVertex2f(fx + WINDOW_SCALE, fy + WINDOW_SCALE);
glVertex2f(fx, fy + WINDOW_SCALE);
glEnd();
glColor3f(0.0f, 1.0f, 0.0f);
glBegin(GL_QUADS);
for (auto &seg : snake) {
float sx = (float)seg.x * WINDOW_SCALE;
float sy = (float)seg.y * WINDOW_SCALE;
glVertex2f(sx, sy);
glVertex2f(sx + WINDOW_SCALE, sy);
glVertex2f(sx + WINDOW_SCALE, sy + WINDOW_SCALE);
glVertex2f(sx, sy + WINDOW_SCALE);
}
glEnd();
// Since the host created the window & context, we swap via the current window
SDL_GL_SwapWindow(SDL_GL_GetCurrentWindow());
}
return 0;
}