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path: root/src/main.cpp
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/* Copyright (C) 2024 Aryadev Chavali

 * You may distribute and modify this code under the terms of the MIT
 * license.  You should have received a copy of the MIT license with
 * this file.  If not, please write to: aryadev@aryadevchavali.com.

 * Created: 2024-05-08
 * Author: Aryadev Chavali
 * Description: Entrypoint
 */

#include <algorithm>
#include <chrono>
#include <cstdlib>
#include <cstring>
#include <ctime>
#include <iostream>
#include <raylib.h>
#include <raymath.h>
#include <sstream>
#include <string>
#include <vector>

#define WIDTH  800
#define HEIGHT 600

long mod(long a, long b)
{
  return (a % b + b) % b;
}

enum class Type
{
  EMPTY,
  WALL,
  FRUIT,
};

enum class Direction
{
  UP    = 1,
  LEFT  = 2,
  RIGHT = -2,
  DOWN  = -1
};

struct Point
{
  int x, y;

  bool operator==(const Point &p) const
  {
    return x == p.x && y == p.y;
  }

  Point operator+(const Point &p) const
  {
    return {x + p.x, y + p.y};
  }

  Point operator-(const Point &p) const
  {
    return {x - p.x, y - p.y};
  }

  Point operator*(const Point &p) const
  {
    return {x * p.x, y * p.y};
  }

  Point operator*(int m) const
  {
    return {x * m, y * m};
  }

  Point() : x{0}, y{0}
  {}

  Point(int x, int y) : x{x}, y{y}
  {}

  Point(Direction dir)
  {
    switch (dir)
    {
    case Direction::UP:
      *this = Point{0, -1};
      break;
    case Direction::DOWN:
      *this = Point{0, 1};
      break;
    case Direction::LEFT:
      *this = Point{-1, 0};
      break;
    case Direction::RIGHT:
      *this = Point{1, 0};
      break;
    }
  }
};

template <size_t a, size_t b>
struct State
{
  static constexpr double mx          = WIDTH / a;
  static constexpr double my          = HEIGHT / b;
  static constexpr double square_size = mx < my ? mx : my;

  struct Player
  {
    Direction dir;
    std::vector<Point> points;
  } player;

  Type grid[a][b];

  bool is_player(size_t x, size_t y) const
  {
    return std::find(player.points.begin(), player.points.end(),
                     Point{(int)x, (int)y}) != player.points.end();
  }

  double rescale(size_t grid, bool smaller, double translation) const
  {
    double x = grid * square_size;
    if (smaller)
      x += translation;
    return x;
  }

  void draw_grid() const
  {
    for (size_t x = 0; x < a; ++x)
    {
      double x_ = rescale(x, HEIGHT < WIDTH, (WIDTH - HEIGHT) / 2);
      for (size_t y = 0; y < b; ++y)
      {
        double y_ = rescale(y, WIDTH < HEIGHT, (HEIGHT - WIDTH) / 2);

        if (grid[x][y] == Type::EMPTY)
          DrawRectangleLines(x_, y_, square_size, square_size, WHITE);
        else if (grid[x][y] == Type::WALL)
          DrawRectangle(x_, y_, square_size, square_size, WHITE);
        else if (grid[x][y] == Type::FRUIT)
          DrawRectangle(x_, y_, square_size, square_size, RED);
      }
    }

    double x_ =
        rescale(player.points.begin()->x, HEIGHT < WIDTH, (WIDTH - HEIGHT) / 2);
    double y_ =
        rescale(player.points.begin()->y, WIDTH < HEIGHT, (HEIGHT - WIDTH) / 2);
    DrawRectangle(x_, y_, square_size, square_size, YELLOW);
    // Eyes based on direction
    double x_eye_1 = x_;
    double y_eye_1 = y_;
    double x_eye_2 = x_;
    double y_eye_2 = y_;
    switch (player.dir)
    {
    case Direction::UP:
      x_eye_2 += (9.0 / 10) * square_size;
      break;
    case Direction::DOWN:
      y_eye_1 += (9.0 / 10) * square_size;
      y_eye_2 += (9.0 / 10) * square_size;
      x_eye_2 += (9.0 / 10) * square_size;
      break;
    case Direction::RIGHT:
      x_eye_1 += (9.0 / 10) * square_size;
      x_eye_2 += (9.0 / 10) * square_size;
      y_eye_2 += (9.0 / 10) * square_size;
      break;
    case Direction::LEFT:
      y_eye_2 += (9.0 / 10) * square_size;
      break;
    }
    DrawRectangle(x_eye_1, y_eye_1, square_size / 10, square_size / 10, BLACK);
    DrawRectangle(x_eye_2, y_eye_2, square_size / 10, square_size / 10, BLACK);
    for (size_t i = 1; i < player.points.size(); ++i)
    {
      const auto &p = player.points[i];
      x_            = rescale(p.x, HEIGHT < WIDTH, (WIDTH - HEIGHT) / 2);
      y_            = rescale(p.y, WIDTH < HEIGHT, (HEIGHT - WIDTH) / 2);
      DrawRectangle(x_, y_, square_size, square_size, GREEN);
    }
  }

  std::vector<Point>::iterator player_head(void)
  {
    return player.points.begin();
  }

  bool update_player_head()
  {
    auto head          = player_head();
    Point old_position = *head;
    Point new_position = old_position;
    new_position.y += Point{player.dir}.y;
    new_position.x += Point{player.dir}.x;
    new_position.x = mod(new_position.x, a);
    new_position.y = mod(new_position.y, b);

    if (is_player(new_position.x, new_position.y) ||
        grid[new_position.x][new_position.y] == Type::WALL)
      return true;

    *head = new_position;

    for (size_t i = 1; i < player.points.size(); ++i)
    {
      Point cpy        = player.points[i];
      player.points[i] = old_position;
      old_position     = cpy;
    }
    return false;
  }

  void make_rand_fruit(void)
  {
    size_t x = rand() % a;
    size_t y = rand() % b;
    while (grid[x][y] == Type::WALL || is_player(x, y))
    {
      x = rand() % a;
      y = rand() % b;
    }
    grid[x][y] = Type::FRUIT;
  }

  void player_fruit_collision()
  {
    const auto point = player_head();
    if (grid[point->x][point->y] == Type::FRUIT)
    {
      // If only one point currently then put it anywhere
      grid[point->x][point->y] = Type::EMPTY;
      if (player.points.size() == 1)
      {
        player.points.push_back((Point{player.dir} * -1) + *point);
      }
      // Otherwise look at the last two points, calculate a direction
      // vector then make the new one
      else
      {
        auto last_1 = player.points.end() - 1;
        auto last_2 = player.points.end() - 2;
        player.points.push_back(*last_1 + (*last_1 - *last_2));
      }
    }
  }

  void reset(void)
  {
    player.points.clear();
    player.points.push_back({a / 2, b / 2});
    player.dir = Direction::LEFT;
    memset(grid, 0, sizeof(Type) * a * b);
  }
};

namespace chrono = std::chrono;

struct Time
{
  size_t hours, minutes, seconds;

  Time(size_t s)
  {
    hours = s / 3600;
    s -= (hours * 3600);
    minutes = s / 60;
    s -= (minutes * 60);
    seconds = s;
  }

  std::string to_str(void)
  {
    std::stringstream s;
    if (hours < 10)
      s << "0";
    s << std::to_string(hours) + ":";
    if (minutes < 10)
      s << "0";
    s << std::to_string(minutes) + ":";
    if (seconds < 10)
      s << "0";
    s << std::to_string(seconds);
    return s.str();
  }
};

using Clock = chrono::steady_clock;
int main(void)
{
  srand(time(NULL));
  constexpr size_t X = 10, Y = 10;
  State<X, Y> state;
  state.reset();

  InitWindow(WIDTH, HEIGHT, "snek");
  SetTargetFPS(60);

  chrono::time_point<Clock> time_start{Clock::now()};
  constexpr double max_score = 100;

  constexpr double fruit_delta_max = 5;
  constexpr double fruit_delta_min = 1;
  constexpr auto fruit_delta       = [](size_t player_size)
  {
    return fruit_delta_min +
           ((fruit_delta_max - fruit_delta_min) *
            (1 - (player_size < max_score ? player_size / max_score : 1)));
  };

  chrono::time_point<Clock> fruit_cur{Clock::now()};
  chrono::time_point<Clock> fruit_prev{Clock::now()};

  constexpr double update_delta_max = 500;
  constexpr double update_delta_min = 50;
  constexpr auto update_delta       = [](size_t player_size)
  {
    return update_delta_min +
           ((update_delta_max - update_delta_min) *
            (1 - (player_size < max_score ? player_size / max_score : 1)));
  };
  chrono::time_point<Clock> update_cur{Clock::now()};
  chrono::time_point<Clock> update_prev{Clock::now()};

  Direction dir = Direction::LEFT;
  bool paused   = false;
  while (!WindowShouldClose())
  {
    if (!paused)
    {
      if (IsKeyDown(KEY_J))
        dir = Direction::DOWN;
      else if (IsKeyDown(KEY_K))
        dir = Direction::UP;
      else if (IsKeyDown(KEY_H))
        dir = Direction::LEFT;
      else if (IsKeyDown(KEY_L))
        dir = Direction::RIGHT;

      update_cur = Clock::now();
      if (chrono::duration_cast<chrono::milliseconds>(update_cur - update_prev)
              .count() >= update_delta(state.player.points.size()))
      {
        update_prev = update_cur;
        if (!(state.player.points.size() > 1 &&
              ((Point{dir} + (*state.player.points.begin())) ==
               (*(state.player.points.begin() + 1)))))
          state.player.dir = dir;
        bool collide = state.update_player_head();
        if (collide)
        {
          paused = false;
          // state.reset();
          time_start = Clock::now();
        }
        state.player_fruit_collision();
      }

      fruit_cur = Clock::now();

      if (chrono::duration_cast<chrono::seconds>(fruit_cur - fruit_prev)
              .count() >= fruit_delta(state.player.points.size()))
      {
        fruit_prev = fruit_cur;
        state.make_rand_fruit();
      }
    }

    BeginDrawing();
    ClearBackground(BLACK);
    state.draw_grid();
    DrawText("TIME", 0, 0, 25, YELLOW);
    DrawText(
        Time(chrono::duration_cast<chrono::seconds>(Clock::now() - beg).count())
            .to_str()
            .c_str(),
        0, 25, 25, YELLOW);

    std::stringstream ss;
    ss << "Score: ";
    ss << state.player.points.size() - 1;
    DrawText(ss.str().c_str(), 0, 50, 20, YELLOW);

    EndDrawing();
  }
  CloseWindow();
  return 0;
}