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toxic/src/game_snake.c

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2020-12-11 07:46:01 +01:00
/* game_snake.c
*
*
* Copyright (C) 2020 Toxic All Rights Reserved.
*
* This file is part of Toxic.
*
* Toxic is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Toxic is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Toxic. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "game_base.h"
#include "game_util.h"
#include "game_snake.h"
#include "misc_tools.h"
#define SNAKE_MAX_SNAKE_LENGTH (GAME_MAX_SQUARE_X * GAME_MAX_SQUARE_Y)
#define SNAKE_AGENT_MAX_LIST_SIZE (GAME_MAX_SQUARE_X * GAME_MAX_SQUARE_Y)
#define SNAKE_DEFAULT_SNAKE_SPEED 6
#define SNAKE_DEFAULT_AGENT_SPEED 1
#define SNAKE_MAX_SNAKE_SPEED 12
#define SNAKE_MAX_AGENT_SPEED (SNAKE_MAX_SNAKE_SPEED / 2)
#define SNAKE_DEFAULT_UPDATE_INTERVAL 20
/* How often we update frames independent of the speed of the game or objects */
#define SNAKE_FRAME_DRAW_SPEED 5
/* How long a regular message stays on the screen */
#define SNAKE_DEFAULT_MESSAGE_TIMER 5
/* Increment snake speed by 1 every time level increases by this amount */
#define SNAKE_LEVEL_SPEED_INTERVAL 5
/* Increment level by 1 every time snake eats this many foods */
#define SNAKE_LEVEL_UP_FOOD_LIMIT 4
/* Increment agent speed by 1 every time level increases by this amount */
#define SNAKE_AGENT_LEVEL_SPEED_INTERVAL 2
/* Points multiplier for getting a powerup */
#define SNAKE_POWERUP_BONUS_MULTIPLIER 5
/* Extra bonus for running over a glowing agent */
#define SNAKE_AGENT_GLOWING_MULTIPLIER 2
/* Agents begin glowing if their speed is greater than this */
#define SNAKE_AGENT_GLOWING_SPEED (SNAKE_DEFAULT_AGENT_SPEED + 2)
/* A new powerup is placed on the board after this many seconds since last one wore off */
#define SNAKE_POWERUP_INTERVAL 45
/* How long a powerup lasts */
#define SNAKE_POWERUP_TIMER 12
/* Number of key presses to queue; one key press is retrieved per state update */
#define SNAKE_KEY_PRESS_QUEUE_SIZE 3
/* These decide how many points to decay and how often to penalize camping for powerups */
#define SNAKE_DECAY_POINTS_INTERVAL 1
#define SNAKE_DECAY_POINTS_FRACTION 10
#define SNAKE_HEAD_COLOUR GREEN
#define SNAKE_DEAD_BODY_CHAR 'o'
#define SNAKE_DEAD_BODY_COLOUR RED
#define SNAKE_BODY_COLOUR CYAN
#define SNAKE_BODY_CHAR 'o'
#define SNAKE_FOOD_COLOUR YELLOW
#define SNAKE_FOOD_CHAR '*'
#define SNAKE_AGENT_NORMAL_COLOUR RED
#define SNAKE_AGENT_GLOWING_COLOUR GREEN
#define SNAKE_AGENT_NORMAL_CHAR 'x'
#define SNAKE_AGENT_GLOWING_CHAR 'X'
#define SNAKE_POWERUP_CHAR 'P'
typedef struct NasaAgent {
Coords coords;
bool is_alive;
bool is_glowing;
TIME_MS last_time_moved;
size_t speed;
char display_char;
int colour;
int attributes;
} NasaAgent;
typedef struct Snake {
Coords coords;
char display_char;
int colour;
int attributes;
} Snake;
typedef struct SnakeState {
Snake *snake;
size_t snake_length;
size_t snake_speed;
TIME_MS snake_time_last_moved;
bool has_powerup;
Direction direction;
Coords powerup;
TIME_S powerup_timer;
TIME_S last_powerup_time;
Coords food;
NasaAgent *agents;
size_t agent_list_size;
TIME_S last_time_points_decayed;
TIME_S pause_time;
int key_press_queue[SNAKE_KEY_PRESS_QUEUE_SIZE];
size_t keys_skip_counter;
TIME_MS last_draw_update;
bool game_over;
} SnakeState;
static void snake_create_points_message(GameData *game, Direction dir, long int points, const Coords *coords)
{
char buf[GAME_MAX_MESSAGE_SIZE + 1];
snprintf(buf, sizeof(buf), "%ld", points);
if (game_set_message(game, buf, strlen(buf), dir, A_BOLD, WHITE, 0, coords, false, false) == -1) {
fprintf(stderr, "failed to set points message\n");
}
}
static void snake_create_message(GameData *game, Direction dir, const char *message, int attributes,
int colour, TIME_S timeout, const Coords *coords, bool priority)
{
if (game_set_message(game, message, strlen(message), dir, attributes, colour, timeout, coords, false, priority) == -1) {
fprintf(stderr, "failed to set message\n");
}
}
static Coords *snake_get_head_coords(const SnakeState *state)
{
return &state->snake[0].coords;
}
static void snake_set_head_char(SnakeState *state)
{
Snake *snake_head = &state->snake[0];
switch (state->direction) {
case NORTH:
snake_head->display_char = '^';
break;
case SOUTH:
snake_head->display_char = 'v';
break;
case EAST:
snake_head->display_char = '>';
return;
case WEST:
snake_head->display_char = '<';
break;
default:
snake_head->display_char = '?';
break;
}
}
static bool snake_validate_direction(const SnakeState *state, Direction dir)
{
if (!GAME_UTIL_DIRECTION_VALID(dir)) {
return false;
}
const int diff = abs((int)state->direction - (int)dir);
return diff != 1;
}
static void snake_update_direction(SnakeState *state)
{
for (size_t i = 0; i < SNAKE_KEY_PRESS_QUEUE_SIZE; ++i) {
int key = state->key_press_queue[i];
if (key == 0) {
continue;
}
Direction dir = game_util_get_direction(key);
if (!GAME_UTIL_DIRECTION_VALID(dir)) {
state->key_press_queue[i] = 0;
continue;
}
if (snake_validate_direction(state, dir)) {
state->direction = dir;
snake_set_head_char(state);
state->key_press_queue[i] = 0;
state->keys_skip_counter = 0;
break;
}
if (state->keys_skip_counter++ >= SNAKE_KEY_PRESS_QUEUE_SIZE) {
state->keys_skip_counter = 0;
memset(state->key_press_queue, 0, sizeof(state->key_press_queue));
}
}
}
static void snake_set_key_press(SnakeState *state, int key)
{
for (size_t i = 0; i < SNAKE_KEY_PRESS_QUEUE_SIZE; ++i) {
if (state->key_press_queue[i] == 0) {
state->key_press_queue[i] = key;
return;
}
}
memset(state->key_press_queue, 0, sizeof(state->key_press_queue));
state->key_press_queue[0] = key;
}
static void snake_update_score(GameData *game, const SnakeState *state, long int points)
{
const Coords *head = snake_get_head_coords(state);
snake_create_points_message(game, state->direction, points, head);
game_update_score(game, points);
}
static long int snake_get_move_points(const SnakeState *state)
{
return state->snake_length + (2 * state->snake_speed);
}
/* Return true if snake body is occupying given coordinates */
static bool snake_coords_contain_body(const SnakeState *state, const Coords *coords)
{
for (size_t i = 1; i < state->snake_length; ++i) {
Coords snake_coords = state->snake[i].coords;
if (COORDINATES_OVERLAP(coords->x, coords->y, snake_coords.x, snake_coords.y)) {
return true;
}
}
return false;
}
static bool snake_self_consume(const SnakeState *state)
{
const Coords *head = snake_get_head_coords(state);
return snake_coords_contain_body(state, head);
}
/*
* Returns a pointer to the agent at x and y coordinates.
*
* Returns NULL if no living agent is at coords.
*/
static NasaAgent *snake_get_agent_at_coords(const SnakeState *state, const Coords *coords)
{
for (size_t i = 0; i < state->agent_list_size; ++i) {
NasaAgent *agent = &state->agents[i];
if (!agent->is_alive) {
continue;
}
if (COORDINATES_OVERLAP(coords->x, coords->y, agent->coords.x, agent->coords.y)) {
return agent;
}
}
return NULL;
}
/*
* Return true if snake got caught by an agent and doesn't have a powerup.
*
* If snake runs over agent and does have a powerup the agent is killed and score updated.
*/
static bool snake_agent_caught(GameData *game, SnakeState *state, const Coords *coords)
{
NasaAgent *agent = snake_get_agent_at_coords(state, coords);
if (agent == NULL) {
return false;
}
if (!state->has_powerup) {
return true;
}
agent->is_alive = false;
long int points = snake_get_move_points(state) * (agent->speed + 1);
if (agent->is_glowing) {
points *= SNAKE_AGENT_GLOWING_MULTIPLIER;
}
snake_update_score(game, state, points);
return false;
}
static bool snake_state_valid(GameData *game, SnakeState *state)
{
const Coords *head = snake_get_head_coords(state);
if (!game_coordinates_in_bounds(game, head->x, head->y)) {
snake_create_message(game, state->direction, "Ouch!", A_BOLD, WHITE, SNAKE_DEFAULT_MESSAGE_TIMER, head, true);
return false;
}
if (snake_self_consume(state)) {
snake_create_message(game, state->direction, "Tastes like chicken", A_BOLD, WHITE, SNAKE_DEFAULT_MESSAGE_TIMER, head,
true);
return false;
}
if (snake_agent_caught(game, state, head)) {
snake_create_message(game, state->direction, "ARGH they got me!", A_BOLD, WHITE, SNAKE_DEFAULT_MESSAGE_TIMER, head,
true);
return false;
}
return true;
}
/*
* Sets colour and attributes for entire snake except head.
*
* If colour is set to -1 a random colour is chosen for each body part.
*/
static void snake_set_body_attributes(Snake *snake, size_t length, int colour, int attributes)
{
for (size_t i = 1; i < length; ++i) {
Snake *body = &snake[i];
if (colour == -1) {
body->colour = game_util_random_colour();
} else {
body->colour = colour;
}
body->attributes = attributes;
}
}
static void snake_move_body(SnakeState *state)
{
for (size_t i = state->snake_length - 1; i > 0; --i) {
Coords *curr = &state->snake[i].coords;
Coords prev = state->snake[i - 1].coords;
curr->x = prev.x;
curr->y = prev.y;
}
}
static void snake_move_head(SnakeState *state)
{
Coords *head = snake_get_head_coords(state);
game_util_move_coords(state->direction, head);
}
static void snake_grow(SnakeState *state)
{
size_t index = state->snake_length;
if (index >= SNAKE_MAX_SNAKE_LENGTH) {
return;
}
state->snake[index].coords.x = -1;
state->snake[index].coords.y = -1;
state->snake[index].display_char = SNAKE_BODY_CHAR;
state->snake[index].colour = SNAKE_BODY_COLOUR;
state->snake[index].attributes = A_BOLD;
state->snake_length = index + 1;
}
static long int snake_check_food(const GameData *game, SnakeState *state)
{
Coords *food = &state->food;
const Coords *head = snake_get_head_coords(state);
if (!COORDINATES_OVERLAP(head->x, head->y, food->x, food->y)) {
return 0;
}
snake_grow(state);
game_random_coords(game, food);
return snake_get_move_points(state);
}
static long int snake_check_powerup(GameData *game, SnakeState *state)
{
Coords *powerup = &state->powerup;
const Coords *head = snake_get_head_coords(state);
if (!COORDINATES_OVERLAP(head->x, head->y, powerup->x, powerup->y)) {
return 0;
}
snake_create_message(game, state->direction, "AAAAA", A_BOLD, RED, 2, head, false);
TIME_S t = get_unix_time();
state->has_powerup = true;
state->powerup_timer = t;
powerup->x = -1;
powerup->y = -1;
return snake_get_move_points(state) * SNAKE_POWERUP_BONUS_MULTIPLIER;
}
/*
* Returns the first unoccupied index in agent array.
*/
static size_t snake_get_empty_agent_index(const NasaAgent *agents)
{
for (size_t i = 0; i < SNAKE_AGENT_MAX_LIST_SIZE; ++i) {
if (!agents[i].is_alive) {
return i;
}
}
fprintf(stderr, "Warning: Agent array is full. This should be impossible\n");
return 0;
}
static void snake_initialize_agent(SnakeState *state, const Coords *coords)
{
size_t idx = snake_get_empty_agent_index(state->agents);
if ((idx >= state->agent_list_size) && (idx + 1 <= SNAKE_AGENT_MAX_LIST_SIZE)) {
state->agent_list_size = idx + 1;
}
NasaAgent *agent = &state->agents[idx];
agent->coords = (Coords) {
coords->x,
coords->y
};
agent->is_alive = true;
agent->is_glowing = false;
agent->display_char = SNAKE_AGENT_NORMAL_CHAR;
agent->colour = SNAKE_AGENT_NORMAL_COLOUR;
agent->attributes = A_BOLD;
agent->last_time_moved = 0;
agent->speed = SNAKE_DEFAULT_AGENT_SPEED;
}
static void snake_dispatch_new_agent(const GameData *game, SnakeState *state)
{
Coords new_coords;
const Coords *head = snake_get_head_coords(state);
size_t tries = 0;
do {
if (tries++ >= 10) {
return;
}
game_random_coords(game, &new_coords);
} while (COORDINATES_OVERLAP(new_coords.x, new_coords.y, head->x, head->y)
|| snake_get_agent_at_coords(state, &new_coords) != NULL);
snake_initialize_agent(state, &new_coords);
}
static void snake_place_powerup(const GameData *game, SnakeState *state)
{
Coords *powerup = &state->powerup;
if (powerup->x != -1) {
return;
}
if (!timed_out(state->last_powerup_time, SNAKE_POWERUP_INTERVAL)) {
return;
}
game_random_coords(game, powerup);
}
static void snake_do_powerup(const GameData *game, SnakeState *state)
{
if (!state->has_powerup) {
snake_place_powerup(game, state);
return;
}
if (timed_out(state->powerup_timer, SNAKE_POWERUP_TIMER)) {
state->last_powerup_time = get_unix_time();
state->has_powerup = false;
snake_set_body_attributes(state->snake, state->snake_length, SNAKE_BODY_COLOUR, A_BOLD);
}
}
static void snake_decay_points(GameData *game, SnakeState *state)
{
long int score = game_get_score(game);
long int decay = snake_get_move_points(state) / SNAKE_DECAY_POINTS_FRACTION;
if (score > decay && timed_out(state->last_time_points_decayed, SNAKE_DECAY_POINTS_INTERVAL)) {
game_update_score(game, -decay);
state->last_time_points_decayed = get_unix_time();
}
}
static void snake_do_points_update(GameData *game, SnakeState *state, long int points)
{
snake_update_score(game, state, points);
if (state->snake_length % SNAKE_LEVEL_UP_FOOD_LIMIT != 0) {
return;
}
game_increment_level(game);
size_t level = game_get_current_level(game);
if (level % SNAKE_LEVEL_SPEED_INTERVAL == 0 && state->snake_speed < SNAKE_MAX_SNAKE_SPEED) {
++state->snake_speed;
}
if (level % SNAKE_AGENT_LEVEL_SPEED_INTERVAL == 0) {
for (size_t i = 0; i < state->agent_list_size; ++i) {
NasaAgent *agent = &state->agents[i];
if (!agent->is_alive) {
continue;
}
if (agent->speed < SNAKE_MAX_AGENT_SPEED) {
++agent->speed;
}
if (agent->speed > SNAKE_AGENT_GLOWING_SPEED && !agent->is_glowing) {
agent->is_glowing = true;
agent->display_char = SNAKE_AGENT_GLOWING_CHAR;
agent->colour = SNAKE_AGENT_GLOWING_COLOUR;
snake_create_message(game, state->direction, "*glows*", A_BOLD, GREEN, 2, &agent->coords, false);
}
}
}
snake_dispatch_new_agent(game, state);
}
static void snake_game_over(SnakeState *state)
{
state->game_over = true;
state->has_powerup = false;
state->snake[0].colour = SNAKE_DEAD_BODY_COLOUR;
state->snake[0].attributes = A_BOLD | A_BLINK;
snake_set_body_attributes(state->snake, state->snake_length, SNAKE_DEAD_BODY_COLOUR, A_BOLD | A_BLINK);
}
static void snake_move(GameData *game, SnakeState *state, TIME_MS cur_time)
{
const TIME_MS real_speed = GAME_UTIL_REAL_SPEED(state->direction, state->snake_speed);
if (!game_do_object_state_update(game, cur_time, state->snake_time_last_moved, real_speed)) {
return;
}
state->snake_time_last_moved = cur_time;
snake_update_direction(state);
snake_move_body(state);
snake_move_head(state);
if (!snake_state_valid(game, state)) {
snake_game_over(state);
game_set_status(game, GS_Finished);
return;
}
long int points = snake_check_food(game, state) + snake_check_powerup(game, state);
if (points > 0) {
snake_do_points_update(game, state, points);
}
}
/*
* Attempts to move every agent in list.
*
* If an agent is normal it will move in a random direction. If it's glowing it will
* move towards the snake.
*/
static void snake_agent_move(GameData *game, SnakeState *state, TIME_MS cur_time)
{
const Coords *head = snake_get_head_coords(state);
for (size_t i = 0; i < state->agent_list_size; ++i) {
NasaAgent *agent = &state->agents[i];
if (!agent->is_alive) {
continue;
}
Coords *coords = &agent->coords;
Coords new_coords = (Coords) {
coords->x,
coords->y
};
Direction dir = !agent->is_glowing ? game_util_random_direction()
: game_util_move_towards(coords, head, state->has_powerup);
const TIME_MS real_speed = agent->is_glowing ? GAME_UTIL_REAL_SPEED(dir, agent->speed) : agent->speed;
if (!game_do_object_state_update(game, cur_time, agent->last_time_moved, real_speed)) {
continue;
}
agent->last_time_moved = cur_time;
game_util_move_coords(dir, &new_coords);
if (!game_coordinates_in_bounds(game, new_coords.x, new_coords.y)) {
continue;
}
if (snake_coords_contain_body(state, &new_coords)) {
continue;
}
if (snake_get_agent_at_coords(state, &new_coords) != NULL) {
continue;
}
coords->x = new_coords.x;
coords->y = new_coords.y;
if (!state->has_powerup && COORDINATES_OVERLAP(head->x, head->y, new_coords.x, new_coords.y)) {
snake_game_over(state);
game_set_status(game, GS_Finished);
return;
}
}
}
static void snake_update_frames(const GameData *game, SnakeState *state, TIME_MS cur_time)
{
if (!game_do_object_state_update(game, cur_time, state->last_draw_update, SNAKE_FRAME_DRAW_SPEED)) {
return;
}
state->last_draw_update = cur_time;
if (state->has_powerup) {
const int time_left = SNAKE_POWERUP_TIMER - (get_unix_time() - state->powerup_timer);
if (time_left <= 5 && time_left % 2 == 0) {
snake_set_body_attributes(state->snake, state->snake_length, SNAKE_BODY_COLOUR, A_BOLD);
} else {
snake_set_body_attributes(state->snake, state->snake_length, -1, A_BOLD);
}
}
}
static void snake_draw_self(WINDOW *win, const SnakeState *state)
{
for (size_t i = 0; i < state->snake_length; ++i) {
const Snake *body = &state->snake[i];
if (body->coords.x <= 0 || body->coords.y <= 0) {
continue;
}
wattron(win, body->attributes | COLOR_PAIR(body->colour));
mvwaddch(win, body->coords.y, body->coords.x, body->display_char);
wattroff(win, body->attributes | COLOR_PAIR(body->colour));
}
}
static void snake_draw_food(WINDOW *win, const SnakeState *state)
{
wattron(win, A_BOLD | COLOR_PAIR(SNAKE_FOOD_COLOUR));
mvwaddch(win, state->food.y, state->food.x, SNAKE_FOOD_CHAR);
wattroff(win, A_BOLD | COLOR_PAIR(SNAKE_FOOD_COLOUR));
}
static void snake_draw_agent(WINDOW *win, const SnakeState *state)
{
for (size_t i = 0; i < state->agent_list_size; ++i) {
NasaAgent agent = state->agents[i];
if (agent.is_alive) {
Coords coords = agent.coords;
wattron(win, agent.attributes | COLOR_PAIR(agent.colour));
mvwaddch(win, coords.y, coords.x, agent.display_char);
wattroff(win, agent.attributes | COLOR_PAIR(agent.colour));
}
}
}
static void snake_draw_powerup(WINDOW *win, const SnakeState *state)
{
Coords powerup = state->powerup;
if (powerup.x != -1) {
int colour = game_util_random_colour();
wattron(win, A_BOLD | COLOR_PAIR(colour));
mvwaddch(win, powerup.y, powerup.x, SNAKE_POWERUP_CHAR);
wattroff(win, A_BOLD | COLOR_PAIR(colour));
}
}
void snake_cb_update_game_state(GameData *game, void *cb_data)
{
if (!cb_data) {
return;
}
SnakeState *state = (SnakeState *)cb_data;
TIME_MS cur_time = get_time_millis();
snake_do_powerup(game, state);
snake_agent_move(game, state, cur_time);
snake_move(game, state, cur_time);
snake_decay_points(game, state);
if (!state->game_over) {
snake_update_frames(game, state, cur_time);
}
}
void snake_cb_render_window(GameData *game, WINDOW *win, void *cb_data)
{
if (!cb_data) {
return;
}
SnakeState *state = (SnakeState *)cb_data;
snake_draw_food(win, state);
snake_draw_powerup(win, state);
snake_draw_agent(win, state);
snake_draw_self(win, state);
}
void snake_cb_kill(GameData *game, void *cb_data)
{
if (!cb_data) {
return;
}
SnakeState *state = (SnakeState *)cb_data;
free(state->snake);
free(state->agents);
free(state);
game_set_cb_update_state(game, NULL, NULL);
game_set_cb_render_window(game, NULL, NULL);
game_set_cb_kill(game, NULL, NULL);
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game_set_cb_on_keypress(game, NULL, NULL);
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game_set_cb_on_pause(game, NULL, NULL);
}
void snake_cb_on_keypress(GameData *game, int key, void *cb_data)
{
if (!cb_data) {
return;
}
SnakeState *state = (SnakeState *)cb_data;
snake_set_key_press(state, key);
}
void snake_cb_pause(GameData *game, bool is_paused, void *cb_data)
{
UNUSED_VAR(game);
if (!cb_data) {
return;
}
SnakeState *state = (SnakeState *)cb_data;
TIME_S t = get_unix_time();
if (is_paused) {
state->pause_time = t;
} else {
state->powerup_timer += (t - state->pause_time);
state->last_powerup_time += (t - state->pause_time);
}
}
static void snake_initialize_snake_head(const GameData *game, Snake *snake)
{
int max_x;
int max_y;
game_max_x_y(game, &max_x, &max_y);
snake[0].coords.x = max_x / 2;
snake[0].coords.y = max_y / 2;
snake[0].colour = SNAKE_HEAD_COLOUR;
snake[0].attributes = A_BOLD;
}
int snake_initialize(GameData *game)
{
if (game_set_window_shape(game, GW_ShapeSquare) == -1) {
return -1;
}
SnakeState *state = calloc(1, sizeof(SnakeState));
if (state == NULL) {
return -1;
}
state->snake = calloc(1, SNAKE_MAX_SNAKE_LENGTH * sizeof(Snake));
if (state->snake == NULL) {
free(state);
return -1;
}
state->agents = calloc(1, SNAKE_AGENT_MAX_LIST_SIZE * sizeof(NasaAgent));
if (state->agents == NULL) {
free(state->snake);
free(state);
return -1;
}
snake_initialize_snake_head(game, state->snake);
state->snake_speed = SNAKE_DEFAULT_SNAKE_SPEED;
state->snake_length = 1;
state->direction = NORTH;
snake_set_head_char(state);
state->powerup.x = -1;
state->powerup.y = -1;
state->last_powerup_time = get_unix_time();
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game_show_level(game, true);
game_show_score(game, true);
game_show_high_score(game, true);
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game_increment_level(game);
game_set_update_interval(game, SNAKE_DEFAULT_UPDATE_INTERVAL);
game_random_coords(game, &state->food);
game_set_cb_update_state(game, snake_cb_update_game_state, state);
game_set_cb_render_window(game, snake_cb_render_window, state);
game_set_cb_on_keypress(game, snake_cb_on_keypress, state);
game_set_cb_kill(game, snake_cb_kill, state);
game_set_cb_on_pause(game, snake_cb_pause, state);
return 0;
}