ludic/examples/games/snake.ludic
Orkuncakilkaya 19fcf60599 wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
  1804 vars into 126 states, 64 into lets; 23498 edits in 460 files

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:31:34 +03:00

165 lines
6.7 KiB
Text

# ============================================================================
# snake.ludic — a small, complete game in Ludic. No sprites or assets: every
# pixel is drawn from primitives. Build: bin/ludic build examples/games/snake.ludic
#
# It shows the everyday shape of a Ludic game: an ECS for the moving parts (one
# entity per snake segment), named program state for the rest, and a Render
# handler that paints the frame with the Screen API and named colors.
# ============================================================================
program Snake {
property Pos { x: int = 0, y: int = 0 }
property Seg { order: int = 0 } # 0 = head, 1.. = body toward the tail
const GRID_W: int = 20 # playfield, in tiles
const GRID_H: int = 15
const TILE: int = 16 # pixels per tile
const DIR_UP: int = 0
const DIR_DOWN: int = 1
const DIR_LEFT: int = 2
const DIR_RIGHT: int = 3
const MODE_PLAY: int = 0
const MODE_OVER: int = 1
# ---- the game's whole state, named ----------------------------------------
state SnakeState {
direction: int = DIR_RIGHT
length: int = 3
tick: int = 0
food_x: int = 14
food_y: int = 7
mode: int = MODE_PLAY
score: int = 0
ate: int = 0 # did the head reach the food this step?
tail_x: int = 0 # where the tail sat before it moved (grow here)
tail_y: int = 0
acked: int = 0 # game-over key must be released before restart
}
# ---- custom shades this game uses (values the named palette doesn't carry) -
const SHADE_BG: int = 0x0d1020 # backdrop behind the board
const SHADE_TILE_A: int = 0x141a2e # checkerboard, light square
const SHADE_TILE_B: int = 0x10162a # checkerboard, dark square
const SHADE_FOOD: int = 0xe0405a
const SHADE_BODY: int = 0x40c060
const SHADE_HEAD: int = 0x9dffb0
const SHADE_SCORE: int = 0xffe060
const SHADE_OVER: int = 0xff5555
function reset(snake_st: mut SnakeState, unused: int) -> int {
for (p, s) in query [Pos, Seg] { despawn self() }
spawn S0 { Seg { order: 0 }; Pos { x: 10, y: 7 } }
spawn S1 { Seg { order: 1 }; Pos { x: 9, y: 7 } }
spawn S2 { Seg { order: 2 }; Pos { x: 8, y: 7 } }
snake_st.direction = DIR_RIGHT
snake_st.length = 3
snake_st.tick = 0
snake_st.mode = MODE_PLAY
snake_st.score = 0
snake_st.food_x = 14
snake_st.food_y = 7
return 0
}
handler Boot(snake_st: mut SnakeState) phase Start { reset(snake_st, 0) }
handler Input(snake_st: mut SnakeState) phase Input {
let k = Input.key()
if snake_st.mode == MODE_PLAY {
if k == 'w' { if snake_st.direction != DIR_DOWN { snake_st.direction = DIR_UP } }
if k == 's' { if snake_st.direction != DIR_UP { snake_st.direction = DIR_DOWN } }
if k == 'a' { if snake_st.direction != DIR_RIGHT { snake_st.direction = DIR_LEFT } }
if k == 'd' { if snake_st.direction != DIR_LEFT { snake_st.direction = DIR_RIGHT } }
}
if snake_st.mode == MODE_OVER {
if k == 0 { snake_st.acked = 1 }
if k != 0 { if snake_st.acked == 1 { reset(snake_st, 0) } }
}
}
handler Move(snake_st: mut SnakeState) phase Update {
if snake_st.mode == MODE_PLAY {
snake_st.tick += 1
if snake_st.tick >= 6 {
snake_st.tick = 0
# remember the tail cell, then drag every segment onto the one ahead of it
for (pt, stg) in query [Pos, Seg] {
if stg.order == snake_st.length - 1 { snake_st.tail_x = pt.x; snake_st.tail_y = pt.y }
}
for step in 0 .. snake_st.length {
let i = snake_st.length - 1 - step
if i >= 1 {
for (pa, sa) in query [Pos, Seg] {
if sa.order == i {
for (pb, sb) in query [Pos, Seg] {
if sb.order == i - 1 { pa.x = pb.x; pa.y = pb.y }
}
}
}
}
}
# move the head, check the walls, check the food
snake_st.ate = 0
for (ph, sh) in query [Pos, Seg] {
if sh.order == 0 {
if snake_st.direction == DIR_UP { ph.y -= 1 }
if snake_st.direction == DIR_DOWN { ph.y += 1 }
if snake_st.direction == DIR_LEFT { ph.x -= 1 }
if snake_st.direction == DIR_RIGHT { ph.x += 1 }
if ph.x < 0 { snake_st.mode = MODE_OVER }
if ph.x >= GRID_W { snake_st.mode = MODE_OVER }
if ph.y < 0 { snake_st.mode = MODE_OVER }
if ph.y >= GRID_H { snake_st.mode = MODE_OVER }
if ph.x == snake_st.food_x { if ph.y == snake_st.food_y { snake_st.ate = 1 } }
}
}
# self-collision: head onto any body segment
for (ph, sh) in query [Pos, Seg] {
if sh.order == 0 {
for (pb, sb) in query [Pos, Seg] {
if sb.order > 0 {
if pb.x == ph.x { if pb.y == ph.y { snake_st.mode = MODE_OVER } }
}
}
}
}
if snake_st.ate == 1 {
snake_st.score += 1
spawn Body { Seg { order: snake_st.length }; Pos { x: snake_st.tail_x, y: snake_st.tail_y } }
snake_st.length += 1
snake_st.food_x = Random.range(low: 0, high: GRID_W - 1)
snake_st.food_y = Random.range(low: 0, high: GRID_H - 1)
}
}
}
}
handler Draw(snake_st: SnakeState) phase Render {
Screen.clear(SHADE_BG)
# checkerboard field
for gy in 0 .. GRID_H {
for gx in 0 .. GRID_W {
var tile_color = SHADE_TILE_A
if (gx + gy) % 2 == 0 { tile_color = SHADE_TILE_B }
Screen.fill_rectangle(x: gx * TILE, y: gy * TILE, width: TILE, height: TILE, color: tile_color)
}
}
# food, inset a few pixels inside its tile
Screen.fill_rectangle(x: snake_st.food_x * TILE + 3, y: snake_st.food_y * TILE + 3, width: TILE - 6, height: TILE - 6, color: SHADE_FOOD)
# every snake segment, straight from the ECS
for (p, s) in query [Pos, Seg] {
var seg_color = SHADE_BODY
if s.order == 0 { seg_color = SHADE_HEAD } # the head is brighter
Screen.fill_rectangle(x: p.x * TILE + 1, y: p.y * TILE + 1, width: TILE - 2, height: TILE - 2, color: seg_color)
}
Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1)
Screen.draw_number(x: 52, y: 4, value: snake_st.score, color: SHADE_SCORE, scale: 1)
if snake_st.mode == MODE_OVER {
Screen.draw_text(x: 112, y: 104, text: "GAME OVER", color: SHADE_OVER, scale: 2)
Screen.draw_text(x: 84, y: 140, text: "PRESS ANY KEY", color: Color.White, scale: 1)
}
Screen.show()
}
}