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https://github.com/dora-meowmeow/countdown-snake.git
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198
main.cpp
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198
main.cpp
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/*
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* Made by catdotjs 2025, I love rats
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* This implementation of snake uses a counting clock instead of constraint
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* based implementation of original snake. It works pretty well at small boards
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*
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* Libraries you need:
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* stdc++ (of course)
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* ncurses
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* thats it...
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*/
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#include <algorithm>
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#include <chrono>
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#include <csignal>
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#include <cstdint>
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#include <cstdlib>
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#include <memory>
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#include <ncurses.h>
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#include <string>
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#include <thread>
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#include <vector>
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#define SNAKE '#'
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#define APPLE '$'
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#define BASEVAL 4
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#define MULTI 5
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struct vec2 {
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int16_t x, y = 0;
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vec2(uint16_t x = 0, uint16_t y = 0) : x(x), y(y) {}
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vec2 &operator+=(vec2 p) {
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*this = *this + p;
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return *this;
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}
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vec2 &operator-=(vec2 p) {
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*this = *this - p;
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return *this;
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}
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vec2 &operator*=(int p) {
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*this = *this * p;
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return *this;
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}
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vec2 &operator/=(int p) {
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*this = *this / p;
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return *this;
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}
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vec2 operator+(const vec2 &q) { return vec2(x + q.x, y + q.y); }
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vec2 operator-(const vec2 &q) { return vec2(x - q.x, y - q.y); }
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vec2 operator*(const uint16_t &q) { return vec2(x * q, y * q); }
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vec2 operator/(const uint16_t &q) { return vec2(x / q, y / q); }
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};
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class Game {
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public:
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Game(uint16_t boardX = 40, uint16_t boardY = 60, uint16_t framesPerSec = 20)
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: delay(1000 / framesPerSec), boardSize(boardX, boardY),
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snakeHead(boardX / 2, boardY / 2), GameBoard(boardX * boardY, 0),
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snakeDir(0, -1) {
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initscr();
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// Accept keypad key presses KEY_UP, KEY_DOWN, KEY_RIGHT, KEY_LEFT and do
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// not block for input
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noecho();
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cbreak();
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nodelay(stdscr, true);
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keypad(stdscr, true);
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srand(time(0));
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GameBoard[posOnArray(snakeHead)] = snakeLen;
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};
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~Game() { endwin(); };
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void start() {
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drawBorder();
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placeApple();
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while (isRunning) {
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input();
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checkFail();
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draw();
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refresh();
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std::this_thread::sleep_for(delay);
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}
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}
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void end() { isRunning = false; }
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private:
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uint16_t posOnArray(vec2 obj) { return obj.x + (obj.y * boardSize.x); }
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void drawBorder() {
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std::string width(boardSize.x, '-');
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mvprintw(boardSize.y, 0, width.c_str());
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for (uint16_t i = 0; i < boardSize.y; i++) {
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mvaddch(i, boardSize.x, '|');
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}
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}
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void input() {
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int key = getch();
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switch (key) {
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case KEY_UP:
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if (snakeDir.y != 1) {
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snakeDir.y = -1;
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snakeDir.x = 0;
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}
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break;
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case KEY_DOWN:
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if (snakeDir.y != -1) {
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snakeDir.y = 1;
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snakeDir.x = 0;
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}
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break;
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case KEY_LEFT:
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if (snakeDir.x != 1) {
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snakeDir.y = 0;
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snakeDir.x = -1;
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}
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break;
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case KEY_RIGHT:
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if (snakeDir.x != -1) {
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snakeDir.y = 0;
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snakeDir.x = 1;
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}
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break;
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default:
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break;
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}
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snakeHead += snakeDir;
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}
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void checkFail() {
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bool xOverflow = snakeHead.x < 0 || snakeHead.x >= boardSize.x;
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bool yOverflow = snakeHead.y < 0 || snakeHead.y >= boardSize.y;
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if (xOverflow || yOverflow || GameBoard[posOnArray(snakeHead)] != 0) {
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end();
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gameOver();
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return;
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}
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GameBoard[posOnArray(snakeHead)] = snakeLen;
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}
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void gameOver() {
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vec2 scr = boardSize / 2;
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std::string gameover = "Game Over! Exiting in 5 seconds!";
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uint16_t x = std::max((int)(scr.x - (gameover.length() / 2)), 0);
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mvprintw(scr.y - 1, x, gameover.c_str());
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mvprintw(scr.y, x, "Your score: %d", (snakeLen - BASEVAL) * MULTI);
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refresh();
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std::this_thread::sleep_for(std::chrono::seconds(5));
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}
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void placeApple() {
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do {
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apple.x = rand() % boardSize.x;
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apple.y = rand() % boardSize.y;
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} while (GameBoard[posOnArray(apple)] != 0);
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}
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void draw() {
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for (uint16_t i = 0; i < boardSize.x * boardSize.y; i++) {
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uint16_t x = i % boardSize.x;
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uint16_t y = i / boardSize.x;
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if (x != apple.x || y != apple.y) {
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uint16_t val = GameBoard[i];
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mvaddch(y, x, val > 0 ? SNAKE : ' ');
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// Tick down the snake
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if (val > 0) {
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GameBoard[i]--;
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}
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} else {
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mvaddch(y, x, APPLE);
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}
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}
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if (apple.x == snakeHead.x && apple.y == snakeHead.y) {
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snakeLen++;
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placeApple();
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}
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}
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vec2 snakeHead, boardSize, apple, snakeDir;
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uint16_t snakeLen = BASEVAL;
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bool isRunning = true;
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std::vector<uint16_t> GameBoard;
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std::chrono::milliseconds delay;
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};
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std::unique_ptr<Game> game;
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void handleSignal(int signal) { game->end(); }
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int main(int argc, char *argv[]) {
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game = std::make_unique<Game>(90, 30, 10);
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std::signal(SIGTERM, handleSignal);
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std::signal(SIGINT, handleSignal);
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game->start();
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return 0;
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}
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