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https://github.com/libsdl-org/SDL.git
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examples: Smush game/01-snake into one source file, clean up some things.
This commit is contained in:
parent
906044569d
commit
f6fc5e2881
4 changed files with 202 additions and 231 deletions
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@ -188,7 +188,7 @@ add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simpl
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add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav)
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add_sdl_example_executable(camera-read-and-draw SOURCES camera/01-read-and-draw/read-and-draw.c)
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add_sdl_example_executable(pen-drawing-lines SOURCES pen/01-drawing-lines/drawing-lines.c)
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add_sdl_example_executable(game-snake SOURCES game/01-snake/main.c game/01-snake/snake.c)
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add_sdl_example_executable(game-snake SOURCES game/01-snake/snake.c)
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if(PSP)
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@ -1,155 +0,0 @@
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/*
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* This example code implements a Snake game that showcases some of the
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* functionalities of SDL, such as timer callbacks and event handling.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <stdlib.h> /* malloc(), free() */
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#include "snake.h"
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#define STEP_RATE_IN_MILLISECONDS 125
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#define SNAKE_BLOCK_SIZE_IN_PIXELS 24
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#define SDL_WINDOW_WIDTH (SNAKE_BLOCK_SIZE_IN_PIXELS * SNAKE_GAME_WIDTH)
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#define SDL_WINDOW_HEIGHT (SNAKE_BLOCK_SIZE_IN_PIXELS * SNAKE_GAME_HEIGHT)
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typedef struct
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{
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_TimerID step_timer;
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SnakeContext snake_ctx;
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} AppState;
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static Uint32 sdl_timer_callback_(void *payload, SDL_TimerID timer_id, Uint32 interval)
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{
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/* NOTE: snake_step is not called here directly for multithreaded concerns. */
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SDL_Event event;
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SDL_zero(event);
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event.type = SDL_EVENT_USER;
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SDL_PushEvent(&event);
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return interval;
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}
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static int handle_key_event_(SnakeContext *ctx, SDL_Scancode key_code)
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{
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switch (key_code) {
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/* Quit. */
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case SDL_SCANCODE_ESCAPE:
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case SDL_SCANCODE_Q:
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return SDL_APP_SUCCESS;
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/* Restart the game as if the program was launched. */
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case SDL_SCANCODE_R:
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snake_initialize(ctx, SDL_rand);
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break;
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/* Decide new direction of the snake. */
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case SDL_SCANCODE_RIGHT:
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snake_redir(ctx, SNAKE_DIR_RIGHT);
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break;
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case SDL_SCANCODE_UP:
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snake_redir(ctx, SNAKE_DIR_UP);
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break;
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case SDL_SCANCODE_LEFT:
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snake_redir(ctx, SNAKE_DIR_LEFT);
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break;
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case SDL_SCANCODE_DOWN:
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snake_redir(ctx, SNAKE_DIR_DOWN);
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break;
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default:
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break;
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}
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return SDL_APP_CONTINUE;
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}
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static void set_rect_xy_(SDL_FRect *r, short x, short y)
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{
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r->x = (float)(x * SNAKE_BLOCK_SIZE_IN_PIXELS);
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r->y = (float)(y * SNAKE_BLOCK_SIZE_IN_PIXELS);
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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AppState *as;
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SnakeContext *ctx;
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SDL_FRect r;
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unsigned i;
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unsigned j;
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int ct;
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as = (AppState *)appstate;
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ctx = &as->snake_ctx;
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r.w = r.h = SNAKE_BLOCK_SIZE_IN_PIXELS;
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SDL_SetRenderDrawColor(as->renderer, 0, 0, 0, 255);
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SDL_RenderClear(as->renderer);
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for (i = 0; i < SNAKE_GAME_WIDTH; i++) {
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for (j = 0; j < SNAKE_GAME_HEIGHT; j++) {
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ct = snake_cell_at(ctx, i, j);
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if (ct == SNAKE_CELL_NOTHING)
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continue;
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set_rect_xy_(&r, i, j);
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if (ct == SNAKE_CELL_FOOD)
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SDL_SetRenderDrawColor(as->renderer, 0, 0, 128, 255);
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else /* body */
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SDL_SetRenderDrawColor(as->renderer, 0, 128, 0, 255);
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SDL_RenderFillRect(as->renderer, &r);
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}
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}
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SDL_SetRenderDrawColor(as->renderer, 255, 255, 0, 255); /*head*/
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set_rect_xy_(&r, ctx->head_xpos, ctx->head_ypos);
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SDL_RenderFillRect(as->renderer, &r);
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SDL_RenderPresent(as->renderer);
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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(void)argc;
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(void)argv;
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER)) {
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return SDL_APP_FAILURE;
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}
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SDL_SetHint("SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR", "0");
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AppState *as = malloc(sizeof(AppState));
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*appstate = as;
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as->step_timer = 0;
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if (!SDL_CreateWindowAndRenderer("examples/game/snake", SDL_WINDOW_WIDTH, SDL_WINDOW_HEIGHT, 0, &as->window, &as->renderer)) {
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return SDL_APP_FAILURE;
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}
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snake_initialize(&as->snake_ctx, SDL_rand);
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as->step_timer = SDL_AddTimer(
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STEP_RATE_IN_MILLISECONDS,
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sdl_timer_callback_,
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NULL);
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if (as->step_timer == 0) {
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return SDL_APP_FAILURE;
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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SnakeContext *ctx = &((AppState *)appstate)->snake_ctx;
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switch (event->type) {
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case SDL_EVENT_QUIT:
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return SDL_APP_SUCCESS;
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case SDL_EVENT_USER:
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snake_step(ctx, SDL_rand);
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break;
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case SDL_EVENT_KEY_DOWN:
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return handle_key_event_(ctx, event->key.scancode);
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}
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void *appstate)
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{
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if (appstate != NULL) {
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AppState *as = (AppState *)appstate;
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SDL_RemoveTimer(as->step_timer);
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SDL_DestroyRenderer(as->renderer);
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SDL_DestroyWindow(as->window);
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free(as);
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}
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}
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@ -4,24 +4,89 @@
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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#include "snake.h"
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#include <limits.h> /* CHAR_BIT, CHAR_MAX */
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#include <string.h> /* memcpy() */
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#define STEP_RATE_IN_MILLISECONDS 125
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#define SNAKE_BLOCK_SIZE_IN_PIXELS 24
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#define SDL_WINDOW_WIDTH (SNAKE_BLOCK_SIZE_IN_PIXELS * SNAKE_GAME_WIDTH)
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#define SDL_WINDOW_HEIGHT (SNAKE_BLOCK_SIZE_IN_PIXELS * SNAKE_GAME_HEIGHT)
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#define SNAKE_GAME_WIDTH 24U
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#define SNAKE_GAME_HEIGHT 18U
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#define SNAKE_MATRIX_SIZE (SNAKE_GAME_WIDTH * SNAKE_GAME_HEIGHT)
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#define THREE_BITS 0x7U /* ~CHAR_MAX >> (CHAR_BIT - SNAKE_CELL_MAX_BITS) */
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#define SHIFT(x, y) (((x) + ((y) * SNAKE_GAME_WIDTH)) * SNAKE_CELL_MAX_BITS)
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typedef enum
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{
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SNAKE_CELL_NOTHING = 0U,
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SNAKE_CELL_SRIGHT = 1U,
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SNAKE_CELL_SUP = 2U,
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SNAKE_CELL_SLEFT = 3U,
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SNAKE_CELL_SDOWN = 4U,
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SNAKE_CELL_FOOD = 5U
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} SnakeCell;
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#define SNAKE_CELL_MAX_BITS 3U /* floor(log2(SNAKE_CELL_FOOD)) + 1 */
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typedef enum
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{
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SNAKE_DIR_RIGHT,
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SNAKE_DIR_UP,
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SNAKE_DIR_LEFT,
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SNAKE_DIR_DOWN
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} SnakeDirection;
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typedef struct
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{
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unsigned char cells[(SNAKE_MATRIX_SIZE * SNAKE_CELL_MAX_BITS) / 8U];
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char head_xpos;
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char head_ypos;
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char tail_xpos;
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char tail_ypos;
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char next_dir;
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char inhibit_tail_step;
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unsigned occupied_cells;
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} SnakeContext;
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typedef Sint32 (SDLCALL *RandFunc)(Sint32 n);
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typedef struct
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{
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_TimerID step_timer;
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SnakeContext snake_ctx;
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} AppState;
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SnakeCell snake_cell_at(const SnakeContext *ctx, char x, char y)
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{
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const int shift = SHIFT(x, y);
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unsigned short range;
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SDL_memcpy(&range, ctx->cells + (shift / 8), sizeof(range));
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return (SnakeCell)((range >> (shift % 8)) & THREE_BITS);
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}
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static void set_rect_xy_(SDL_FRect *r, short x, short y)
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{
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r->x = (float)(x * SNAKE_BLOCK_SIZE_IN_PIXELS);
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r->y = (float)(y * SNAKE_BLOCK_SIZE_IN_PIXELS);
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}
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static void put_cell_at_(SnakeContext *ctx, char x, char y, SnakeCell ct)
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{
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const int shift = SHIFT(x, y);
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const int adjust = shift % CHAR_BIT;
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unsigned char *const pos = ctx->cells + (shift / CHAR_BIT);
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const int adjust = shift % 8;
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unsigned char *const pos = ctx->cells + (shift / 8);
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unsigned short range;
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memcpy(&range, pos, sizeof(range));
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SDL_memcpy(&range, pos, sizeof(range));
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range &= ~(THREE_BITS << adjust); /* clear bits */
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range |= (ct & THREE_BITS) << adjust;
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memcpy(pos, &range, sizeof(range));
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SDL_memcpy(pos, &range, sizeof(range));
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}
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static int are_cells_full_(SnakeContext *ctx)
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static void new_food_pos_(SnakeContext *ctx, RandFunc rand)
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{
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char x;
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char y;
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for (;;) {
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x = (char) rand(SNAKE_GAME_WIDTH);
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y = (char) rand(SNAKE_GAME_HEIGHT);
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while (SDL_TRUE) {
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const char x = (char) rand(SNAKE_GAME_WIDTH);
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const char y = (char) rand(SNAKE_GAME_HEIGHT);
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if (snake_cell_at(ctx, x, y) == SNAKE_CELL_NOTHING) {
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put_cell_at_(ctx, x, y, SNAKE_CELL_FOOD);
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break;
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void snake_initialize(SnakeContext *ctx, RandFunc rand)
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{
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int i;
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memset(ctx, 0, sizeof ctx->cells);
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SDL_zeroa(ctx->cells);
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ctx->head_xpos = ctx->tail_xpos = SNAKE_GAME_WIDTH / 2;
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ctx->head_ypos = ctx->tail_ypos = SNAKE_GAME_HEIGHT / 2;
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ctx->next_dir = SNAKE_DIR_RIGHT;
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if ((dir == SNAKE_DIR_RIGHT && ct != SNAKE_CELL_SLEFT) ||
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(dir == SNAKE_DIR_UP && ct != SNAKE_CELL_SDOWN) ||
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(dir == SNAKE_DIR_LEFT && ct != SNAKE_CELL_SRIGHT) ||
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(dir == SNAKE_DIR_DOWN && ct != SNAKE_CELL_SUP))
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(dir == SNAKE_DIR_DOWN && ct != SNAKE_CELL_SUP)) {
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ctx->next_dir = dir;
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}
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}
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static void wrap_around_(char *val, char max)
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{
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if (*val < 0)
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if (*val < 0) {
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*val = max - 1;
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if (*val > max - 1)
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} else if (*val > max - 1) {
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*val = 0;
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}
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}
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void snake_step(SnakeContext *ctx, RandFunc rand)
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@ -145,10 +210,125 @@ void snake_step(SnakeContext *ctx, RandFunc rand)
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}
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}
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SnakeCell snake_cell_at(const SnakeContext *ctx, char x, char y)
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static Uint32 sdl_timer_callback_(void *payload, SDL_TimerID timer_id, Uint32 interval)
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{
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const int shift = SHIFT(x, y);
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unsigned short range;
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memcpy(&range, ctx->cells + (shift / CHAR_BIT), sizeof(range));
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return (SnakeCell)((range >> (shift % CHAR_BIT)) & THREE_BITS);
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/* NOTE: snake_step is not called here directly for multithreaded concerns. */
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SDL_Event event;
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SDL_zero(event);
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event.type = SDL_EVENT_USER;
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SDL_PushEvent(&event);
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return interval;
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}
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static int handle_key_event_(SnakeContext *ctx, SDL_Scancode key_code)
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{
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switch (key_code) {
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/* Quit. */
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case SDL_SCANCODE_ESCAPE:
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case SDL_SCANCODE_Q:
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return SDL_APP_SUCCESS;
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/* Restart the game as if the program was launched. */
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case SDL_SCANCODE_R:
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snake_initialize(ctx, SDL_rand);
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break;
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/* Decide new direction of the snake. */
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case SDL_SCANCODE_RIGHT:
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snake_redir(ctx, SNAKE_DIR_RIGHT);
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break;
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case SDL_SCANCODE_UP:
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snake_redir(ctx, SNAKE_DIR_UP);
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break;
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case SDL_SCANCODE_LEFT:
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snake_redir(ctx, SNAKE_DIR_LEFT);
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break;
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case SDL_SCANCODE_DOWN:
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snake_redir(ctx, SNAKE_DIR_DOWN);
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break;
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default:
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break;
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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AppState *as;
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SnakeContext *ctx;
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SDL_FRect r;
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unsigned i;
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unsigned j;
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int ct;
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as = (AppState *)appstate;
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ctx = &as->snake_ctx;
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r.w = r.h = SNAKE_BLOCK_SIZE_IN_PIXELS;
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SDL_SetRenderDrawColor(as->renderer, 0, 0, 0, 255);
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SDL_RenderClear(as->renderer);
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for (i = 0; i < SNAKE_GAME_WIDTH; i++) {
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for (j = 0; j < SNAKE_GAME_HEIGHT; j++) {
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ct = snake_cell_at(ctx, i, j);
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if (ct == SNAKE_CELL_NOTHING)
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continue;
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set_rect_xy_(&r, i, j);
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if (ct == SNAKE_CELL_FOOD)
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SDL_SetRenderDrawColor(as->renderer, 0, 0, 128, 255);
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else /* body */
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SDL_SetRenderDrawColor(as->renderer, 0, 128, 0, 255);
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SDL_RenderFillRect(as->renderer, &r);
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}
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}
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SDL_SetRenderDrawColor(as->renderer, 255, 255, 0, 255); /*head*/
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set_rect_xy_(&r, ctx->head_xpos, ctx->head_ypos);
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SDL_RenderFillRect(as->renderer, &r);
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SDL_RenderPresent(as->renderer);
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER)) {
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return SDL_APP_FAILURE;
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}
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AppState *as = SDL_calloc(1, sizeof(AppState));
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*appstate = as;
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if (!SDL_CreateWindowAndRenderer("examples/game/snake", SDL_WINDOW_WIDTH, SDL_WINDOW_HEIGHT, 0, &as->window, &as->renderer)) {
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return SDL_APP_FAILURE;
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}
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snake_initialize(&as->snake_ctx, SDL_rand);
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as->step_timer = SDL_AddTimer(STEP_RATE_IN_MILLISECONDS, sdl_timer_callback_, NULL);
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if (as->step_timer == 0) {
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return SDL_APP_FAILURE;
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, const SDL_Event *event)
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{
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SnakeContext *ctx = &((AppState *)appstate)->snake_ctx;
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switch (event->type) {
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case SDL_EVENT_QUIT:
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return SDL_APP_SUCCESS;
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case SDL_EVENT_USER:
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snake_step(ctx, SDL_rand);
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break;
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case SDL_EVENT_KEY_DOWN:
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return handle_key_event_(ctx, event->key.scancode);
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}
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void *appstate)
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{
|
||||
if (appstate != NULL) {
|
||||
AppState *as = (AppState *)appstate;
|
||||
SDL_RemoveTimer(as->step_timer);
|
||||
SDL_DestroyRenderer(as->renderer);
|
||||
SDL_DestroyWindow(as->window);
|
||||
SDL_free(as);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,54 +0,0 @@
|
|||
/*
|
||||
* Interface definition of the Snake game.
|
||||
*
|
||||
* This code is public domain. Feel free to use it for any purpose!
|
||||
*/
|
||||
#ifndef SNAKE_H
|
||||
#define SNAKE_H
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#define SNAKE_GAME_WIDTH 24U
|
||||
#define SNAKE_GAME_HEIGHT 18U
|
||||
#define SNAKE_MATRIX_SIZE (SNAKE_GAME_WIDTH * SNAKE_GAME_HEIGHT)
|
||||
|
||||
typedef enum
|
||||
{
|
||||
SNAKE_CELL_NOTHING = 0U,
|
||||
SNAKE_CELL_SRIGHT = 1U,
|
||||
SNAKE_CELL_SUP = 2U,
|
||||
SNAKE_CELL_SLEFT = 3U,
|
||||
SNAKE_CELL_SDOWN = 4U,
|
||||
SNAKE_CELL_FOOD = 5U
|
||||
} SnakeCell;
|
||||
|
||||
#define SNAKE_CELL_MAX_BITS 3U /* floor(log2(SNAKE_CELL_FOOD)) + 1 */
|
||||
|
||||
typedef enum
|
||||
{
|
||||
SNAKE_DIR_RIGHT,
|
||||
SNAKE_DIR_UP,
|
||||
SNAKE_DIR_LEFT,
|
||||
SNAKE_DIR_DOWN
|
||||
} SnakeDirection;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
unsigned char cells[(SNAKE_MATRIX_SIZE * SNAKE_CELL_MAX_BITS) / 8U];
|
||||
char head_xpos;
|
||||
char head_ypos;
|
||||
char tail_xpos;
|
||||
char tail_ypos;
|
||||
char next_dir;
|
||||
char inhibit_tail_step;
|
||||
unsigned occupied_cells;
|
||||
} SnakeContext;
|
||||
|
||||
typedef Sint32 (SDLCALL *RandFunc)(Sint32 n);
|
||||
|
||||
void snake_initialize(SnakeContext *ctx, RandFunc rand);
|
||||
void snake_redir(SnakeContext *ctx, SnakeDirection dir);
|
||||
void snake_step(SnakeContext *ctx, RandFunc rand);
|
||||
SnakeCell snake_cell_at(const SnakeContext *ctx, char x, char y);
|
||||
|
||||
#endif /* SNAKE_H */
|
Loading…
Add table
Add a link
Reference in a new issue