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}}===
 
Line 1,669 ⟶ 1,917:
}
</syntaxhighlight>
 
 
=={{header|Craft Basic}}==
<syntaxhighlight lang="basic">'Snake example game for Craft Basic
'by Gemino Smothers 2022
 
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]
 
define fn (bounds) as sx[0] <= -10 or sx[0] >= gfxx or sy[0] <= -10 or sy[0] >= gfxy
define fn (collision) as sx[0] + 15 >= rx and sx[0] <= rx + 15 and sy[0] + 15 >= ry and sy[0] <= ry + 15
define fn (eatself) as sx[0] = sx[i] and sy[0] = sy[i]
 
let sx[0] = gfxx / 2
let sy[0] = gfxy / 2
 
title "Snake!"
 
resize 0, 0, gfxx + 10, gfxy + 56
center
 
fill on
bgcolor 128, 64, 0
cls
 
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 (eatself) = 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 (bounds) = 1 then
 
let game = 0
 
endif
 
if (collision) = 1 then
 
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
cursor 1,1
print "Score: ", score
 
let delay = (clock)
 
do
 
wait
 
loop (clock) < delay + speed
 
loop esckey <> 1 and game = 1
 
alert "Game over! Score: ", score
 
end</syntaxhighlight>
{{out}}
[[File:Craft Basic Snake.png]]
 
=={{header|Delphi}}==
Line 2,212 ⟶ 2,290:
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 2,778 ⟶ 3,290:
 
=={{header|Julia}}==
<syntaxhighlight lang="julia">using GLMakie, GeometryBasics
Makie version in 99 lines.
<syntaxhighlight lang="julia">using Makie
 
mutable struct SnakeGame
height::Int
width::Int
snake::Vector{CartesianIndex{2}}
food::CartesianIndex{2}
end
 
Line 2,824 ⟶ 3,335:
 
function play(;n=10,t=0.5)
game = NodeObservable(SnakeGame(;width=n,height=n))
scene = Scene(resolution = (1000, 1000), raw = true, camera = campixel!)
display(scene)
Line 2,845 ⟶ 3,356:
 
score_text = @lift("Score: $(length($game.snake)-1)")
text!(scene, score_text, color=:gray, position = @lift((widths($area)[1]/2, widths($area)[2])), textsizefontsize = 50, align = (:center, :top))
 
direction = Ref{Any}(nothing)
 
on(events(scene).events.keyboardbuttonskeyboardbutton) do but
if ispressed(but,.action == Keyboard.press || but.action == Keyboard.left)repeat
direction[]if but.key == CartesianIndex(-1,0)Keyboard.left
direction[] = CartesianIndex(-1,0)
elseif ispressed(but, Keyboard.up)
direction[]elseif but.key == CartesianIndex(0,1)Keyboard.up
direction[] = CartesianIndex(0,1)
elseif ispressed(but, Keyboard.down)
direction[]elseif but.key == CartesianIndex(0,-1)Keyboard.down
direction[] = CartesianIndex(0,-1)
elseif ispressed(but, Keyboard.right)
direction[]elseif but.key == CartesianIndex(1,0)Keyboard.right
direction[] = CartesianIndex(1,0)
end
end
end
Line 4,224 ⟶ 4,737:
=={{header|Rust}}==
Implemented smooth (per-pixel) animation on Win32 API (tested on Windows 7 and Windows 11)
 
Used winsafe - a safe rust bindings library for Win32 GUI: young but very handy, with links to docs.microsoft.com from doc and src for all Win32 entities involved.
 
Along the way, the possibility of restarting while maintaining the length of the snake has been implemented. Now a long snake is available to everyone!
 
[http://github.com/rust-rosetta/rust-rosetta/blob/master/tasks/snake/SnkRust.png snake game screenshot]
<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
winsafe = "0.0.8"
rand = "0.8.4"
derive-new = "0.5"
*/
 
#![windows_subsystem = "windows"]
 
use randderive_new::Rngnew;
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. STEP and FPS determine the smoothness and speed of the animation.
const FPSGCW: u32i32 = 907; // game grid cell width in STEPs
const CELL: i32 = 21; // px, game grid (logical step). Will be aligned by STEP
const FIELD_W: i32 = 20; // width of the square field in CELLs
const SNAKE_W: i32 = 20; // px
const FW: i32 = 20; // the width of the square field in the cells of the game grid
const ROUNDING: SIZE = SIZE::new(SNAKE_W / 2, SNAKE_W / 2);
const TW: i32 = (FW + 2) * GCW; // total field width (with overlap for collisions) in STEPs
 
const RATIOID0: i32 = CELLFW / STEP2 * GCW; // starting position id
const START_CELL: i32 = FIELD_W / 2 * RATIO;
/// total field width (with overlap for collisions) in STEPs
const TW: i32 = (FIELD_W + 2) * RATIO;
#[derive(Clone, Copy)]
#[repr(i32)]
enum Direction {
Start = 0,
A = -1,
D = 1,
W = -TW,
S = TW,
}
use Direction::*;
 
#[rustfmt::skip]
#[derive(new)]
struct Context {
wnd: gui::WindowMain,
#[new(default) ] snake: Vec<i32>, // [ids_rectrect_ids] where id_rectrect_id = y * TW + x (where x, y: nSTEPs)
id_r#[new(value = "[ID0; 6]")] r: [i32; 6], // ID 6 rectanglesrect to color in next frame (bg, tail, turn, body, food, head)
#[new(default) ] incr: i32, // 0 | -1 | 1 | -TW | TW - increment r[head] in next STEP
gap: i32, // gap in STEPs between animation and logic cell (negative - remove tail)
#[new(value = "TW") ] next_incr: i32, // `incr` in the next grid cell
dir: Direction,
#[new(default) ] gap: i32, // interval in STEPs to the next grid cell; negative - tail clipping mark
ordered_dir: Direction,
}
impl Context {
fn new(wnd: gui::WindowMain, len: usize) -> Self {
Self {
wnd,
snake: vec![START_CELL; len.saturating_sub(RATIO as usize)],
id_r: [START_CELL; 6],
gap: 0,
dir: Start,
ordered_dir: S,
}
}
}
 
pub fn main() {
let [bg, tail, turn, body, food, head] = [0usize0_usize, 1, 2, 3, 4, 5];
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 4,295 ⟶ 4,780:
let wnd = gui::WindowMain::new(gui::WindowMainOpts {
title: "Snake - Start: Space, then press W-A-S-D".to_string(),
size: winsafe::SIZE::new(FIELD_WFW * RATIOGCW * STEP, FIELD_WFW * RATIOGCW * STEP),
ex_style: co::WS_EX::CLIENTEDGE,
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::new(RefCell::new(Context::new(wnd.clone(), 0)));
 
wnd.on().wm_key_down({
let context = Rc::clone(&context);
move |k| {
let mut ctx = context.borrow_mutborrow();
matchlet (ctx.dir,mut k.char_codeps as= u8winsafe::PAINTSTRUCT::default() {;
let hdc = ctx.wnd.hwnd(Start, bt @ ).BeginPaint(b'&mut ' | 113ps)) => {?;
hdc.SelectObjectPen(HPEN::CreatePen(co::PS::NULL, 0, COLORREF::new(0, 0, 0))?)?;
let len = ctx.snake.len(); // 113 == F2 key
for (&id, &brush) in *ctx = Context::new(ctx.wndr.cloneiter(), if bt =.zip(&brushes[bg..= b' 'head]) { len } else { 0 });
let [left, top] = ctx.wnd.hwnd().InvalidateRect(None[id % TW, true)?;id // call TW].wm_paintmap(|i| i * STEP - (STEP * GCW + SNAKE_W) with/ erase2);
let rect = RECT ctx.wnd.hwnd().SetTimer(1{ left, 1000top, /right: FPSleft + SNAKE_W, None)?bottom: top + SNAKE_W };
}hdc.SelectObjectBrush(brush)?;
hdc.RoundRect(rect, SIZE::new(SNAKE_W / 2, SNAKE_W / 2))?;
(W | S, bt @ (b'A' | b'D')) => ctx.ordered_dir = if bt == b'A' { A } else { D },
(A | D, bt @ (b'S' | b'W')) => ctx.ordered_dir = if bt == b'S' { S } else { W },
_ => (),
}
Ok(ctx.wnd.hwnd().EndPaint(&ps))
}
});
 
wnd.on().wm_timerwm_key_down(1, {
let context = Rc::clone(&context);
letmove cells:|key| Vec<i32> = (1..=FIELD_W){
.flat_map(|y| (1..=FIELD_W).map(move |x| (y * TW + x) * RATIO))
.collect();
move || {
let mut ctx = context.borrow_mut();
let new_h =Ok(match (ctx.id_r[head]incr.abs(), + ctxkey.dirchar_code as i32;u8) {
ctx.id_r[body] (0, b' ') => _ = ctx.id_r[head];wnd.hwnd().SetTimer(1, 10, None)?, // Start / Restart
(TW, bt @ (b'A' | b'D')) => ctx.id_r[head]next_incr = new_h;if bt == b'A' { -1 } else { 1 },
if (1, bt @ (b'S' | b'W')) => ctx.gapnext_incr <= 0if bt == b'S' { TW } else { -TW },
ctx.id_r[bg]_ => ctx.snake.remove(0);,
ctx.id_r[tail] = ctx.snake[0];})
ctx.id_r[turn] = ctx.snake[RATIO as usize / 2];
}
ctx.gap -= ctx.gap.signum();
if ctx.gap == 0 {
let hw = ctx.wnd.hwnd();
let eat = new_h == ctx.id_r[food];
let mut snk_cells: Vec<_> = ctx.snake.iter().step_by(RATIO as usize).collect();
if !eat && (cells.binary_search(&new_h).is_err() || snk_cells.contains(&&new_h)) {
hw.KillTimer(1)?;
hw.SetWindowText(&(hw.GetWindowText()? + " Restart: F2 (with save - Space)"))?;
ctx.dir = Start;
return Ok(());
} else if eat || ctx.id_r[food] == START_CELL && ctx.id_r[tail] != START_CELL {
if eat {
hw.SetWindowText(&format!("Snake - Eaten: {}.", snk_cells.len()))?;
}
if eat && snk_cells.len() == cells.len() - 2 {
hw.SetWindowText(&(hw.GetWindowText()? + " ALL !!!"))?;
ctx.id_r[food] = 0; // hide food: all eaten
} else if new_h != START_CELL {
snk_cells.sort();
ctx.id_r[food] = *(cells.iter())
.filter(|i| **i != new_h && snk_cells.binary_search(i).is_err())
.nth(rand::thread_rng().gen_range(0..cells.len() - snk_cells.len() - 1))
.unwrap();
}
}
ctx.dir = ctx.ordered_dir;
ctx.gap = if eat { RATIO } else { -RATIO }
}
ctx.snake.push(new_h);
ctx.wnd.hwnd().InvalidateRect(None, false)?; // call .wm_paint() without erase
Ok(())
}
});
 
wnd.on().wm_paintwm_timer(1, move || {
let mut ctx = context.borrowborrow_mut();
let mut psnew_h = winsafe::PAINTSTRUCT::default()ctx.r[head] + ctx.incr;
let(ctx.r[body], hdcctx.r[head]) = (ctx.wnd.hwnd().BeginPaint(&mutr[head], psnew_h)?;
if ctx.gap < 0 {
hdc.SelectObjectPen(HPEN::CreatePen(co::PS::NULL, 0, COLORREF::new(0, 0, 0))?)?;
for (&id_rect, &brush) in ctx.id_rr[bg] = ctx.iter()snake.zipremove(&brushes0) {;
hdcctx.SelectObjectBrush(brush)?r[tail] = ctx.snake[0];
let leftctx.r[turn] = id_rect % TW * STEP - (STEP * RATIOctx.snake[GCW +as SNAKE_W)usize / 2];
}
let top = id_rect / TW * STEP - (STEP * RATIO + SNAKE_W) / 2;
ctx.gap -= hdcctx.gap.RoundRectsignum();
if ctx.gap == winsafe::RECT0 {
ctx.gap = if new_h == ctx.r[food] { GCW left,} else { -GCW };
let mut snake_cells: Vec<_> = ctx.snake.iter().step_by(GCW as top,usize).collect();
if new_h == ctx.r[food] right: left + SNAKE_W,{
ctx.wnd.hwnd().SetWindowText(&format!("Snake - bottomEaten: top{}", + SNAKE_W,snake_cells.len()))?;
},snake_cells.sort();
ROUNDING,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.wndsnake.hwndpush().EndPaint(&psnew_h);
ctx.wnd.hwnd().InvalidateRect(None, new_h == ID0)?; // call .wm_paint(), with erase on Restart
Ok(())
});
 
if let Err(e) = wnd.run_main(None) {.unwrap();
winsafe::HWND::NULL
.MessageBox(&e.to_string(), "Uncaught error", co::MB::ICONERROR)
.unwrap();
}
}</syntaxhighlight>
{{out}}
[[File:Snake rust.png]]
 
=={{header|Sidef}}==
Line 4,665 ⟶ 5,120:
{{libheader|Wren-dynamic}}
An embedded program so we can ask the C host to call ncurses and another library function for us.
<syntaxhighlight lang="ecmascriptwren">/* snakeSnake.wren */
 
import "random" for Random
Line 4,803 ⟶ 5,258:
<br>
Now embed this script in the following C program, compile and run it.
<syntaxhighlight lang="c">/* gcc snakeSnake.c -o snakeSnake -lncurses -lwren -lm */
 
#include <stdio.h>
Line 4,949 ⟶ 5,404:
WrenVM* vm = wrenNewVM(&config);
const char* module = "main";
const char* fileName = "snakeSnake.wren";
char *script = readFile(fileName);
WrenInterpretResult result = wrenInterpret(vm, module, script);
1,969

edits