webbyuu / gpt-engineer /tests /tools /example_snake_files.py
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PYTHON = """
import keyboard
import random
from dataclasses import dataclass
class View:
def __init__(self, game):
self.game = game
def render(self):
# Print the game state
for y in range(10):
for x in range(10):
if Point(x, y) in self.game.snake:
print('S', end='')
elif Point(x, y) == self.game.food:
print('F', end='')
else:
print('.', end='')
print()
print()
@dataclass
class Point:
x: int
y: int
class Game:
def __init__(self):
self.snake = [Point(5, 5)]
self.food = self.generate_food()
self.is_running = True
def generate_food(self):
return Point(random.randint(0, 10), random.randint(0, 10))
def update(self):
# Move the snake
self.snake.move()
# Check for collision with food
if self.snake.head == self.food:
self.snake.grow()
self.food = self.generate_food()
# Check for collision with boundaries
if not (0 <= self.snake.head.x < 10 and 0 <= self.snake.head.y < 10):
self.is_running = False
class Controller:
def __init__(self, game, view):
self.game = game
self.view = view
def handle_input(self):
if keyboard.is_pressed('up'):
self.game.move('up')
elif keyboard.is_pressed('down'):
self.game.move('down')
elif keyboard.is_pressed('left'):
self.game.move('left')
elif keyboard.is_pressed('right'):
self.game.move('right')
def main():
game = Game()
view = View(game)
controller = Controller(game, view)
while game.is_running:
controller.handle_input()
game.update()
view.render()
if __name__ == "__main__":
main()
"""
HTML = """
<!DOCTYPE html>
<html>
<head>
<title>Snake Game</title>
<link rel="stylesheet" type="text/css" href="styles.css">
</head>
<body>
<h1>Snake Game</h1>
<canvas id="gameCanvas" width="400" height="400"></canvas>
<h2 id="score">Score: 0</h2>
<script src="script.js"></script>
</body>
</html>
"""
CSS = """
body {
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
background-color: #000;
color: #fff;
font-family: Arial, sans-serif;
}
#gameCanvas {
border: 1px solid #fff;
}
h1, h2 {
text-align: center;
}
"""
JAVASCRIPT = """
var canvas = document.getElementById('gameCanvas');
var context = canvas.getContext('2d');
var box = 20;
var score = 0;
var food = null;
var snake = [];
snake[0] = { x: 10 * box, y: 10 * box };
document.addEventListener('keydown', direction);
var d;
function direction(event) {
if (event.keyCode == 37 && d != "RIGHT") {
d = "LEFT";
} else if (event.keyCode == 38 && d != "DOWN") {
d = "UP";
} else if (event.keyCode == 39 && d != "LEFT") {
d = "RIGHT";
} else if (event.keyCode == 40 && d != "UP") {
d = "DOWN";
}
}
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < snake.length; i++) {
context.fillStyle = (i == 0) ? "green" : "white";
context.fillRect(snake[i].x, snake[i].y, box, box);
}
if (food == null) {
food = {
x: Math.floor(Math.random() * 19 + 1) * box,
y: Math.floor(Math.random() * 19 + 1) * box
}
}
context.fillStyle = "red";
context.fillRect(food.x, food.y, box, box);
var snakeX = snake[0].x;
var snakeY = snake[0].y;
if (d == "LEFT") snakeX -= box;
if (d == "UP") snakeY -= box;
if (d == "RIGHT") snakeX += box;
if (d == "DOWN") snakeY += box;
if (snakeX == food.x && snakeY == food.y) {
score++;
food = null;
} else {
snake.pop();
}
var newHead = {
x: snakeX,
y: snakeY
}
if (snakeX < 0 || snakeY < 0 || snakeX > 19 * box || snakeY > 19 * box || collision(newHead, snake)) {
clearInterval(game);
}
snake.unshift(newHead);
document.getElementById('score').innerHTML = "Score: " + score;
}
function collision(head, array) {
for (var i = 0; i < array.length; i++) {
if (head.x == array[i].x && head.y == array[i].y) {
return true;
}
}
return false;
}
var game = setInterval(draw, 100);
"""
JAVA = """
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
import javax.swing.Timer;
public class SnakeGame extends JPanel implements ActionListener {
private final int B_WIDTH = 300;
private final int B_HEIGHT = 300;
private final int DOT_SIZE = 10;
private final int ALL_DOTS = 900;
private final int RAND_POS = 29;
private final int DELAY = 140;
private final int x[] = new int[ALL_DOTS];
private final int y[] = new int[ALL_DOTS];
private int dots;
private int apple_x;
private int apple_y;
private boolean leftDirection = false;
private boolean rightDirection = true;
private boolean upDirection = false;
private boolean downDirection = false;
private boolean inGame = true;
private Timer timer;
private Image ball;
private Image apple;
private Image head;
public SnakeGame() {
initBoard();
}
private void initBoard() {
addKeyListener(new TAdapter());
setBackground(Color.black);
setFocusable(true);
setPreferredSize(new Dimension(B_WIDTH, B_HEIGHT));
loadImages();
initGame();
}
private void loadImages() {
ImageIcon iid = new ImageIcon("src/resources/dot.png");
ball = iid.getImage();
ImageIcon iia = new ImageIcon("src/resources/apple.png");
apple = iia.getImage();
ImageIcon iih = new ImageIcon("src/resources/head.png");
head = iih.getImage();
}
private void initGame() {
dots = 3;
for (int z = 0; z < dots; z++) {
x[z] = 50 - z * 10;
y[z] = 50;
}
locateApple();
timer = new Timer(DELAY, this);
timer.start();
}
@Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
doDrawing(g);
}
private void doDrawing(Graphics g) {
if (inGame) {
g.drawImage(apple, apple_x, apple_y, this);
for (int z = 0; z < dots; z++) {
if (z == 0) {
g.drawImage(head, x[z], y[z], this);
} else {
g.drawImage(ball, x[z], y[z], this);
}
}
Toolkit.getDefaultToolkit().sync();
} else {
gameOver(g);
}
}
private void gameOver(Graphics g) {
String msg = "Game Over";
Font small = new Font("Helvetica", Font.BOLD, 14);
FontMetrics metr = getFontMetrics(small);
g.setColor(Color.white);
g.setFont(small);
g.drawString(msg, (B_WIDTH - metr.stringWidth(msg)) / 2, B_HEIGHT / 2);
}
private void checkApple() {
if ((x[0] == apple_x) && (y[0] == apple_y)) {
dots++;
locateApple();
}
}
private void move() {
for (int z = dots; z > 0; z--) {
x[z] = x[(z - 1)];
y[z] = y[(z - 1)];
}
if (leftDirection) {
x[0] -= DOT_SIZE;
}
if (rightDirection) {
x[0] += DOT_SIZE;
}
if (upDirection) {
y[0] -= DOT_SIZE;
}
if (downDirection) {
y[0] += DOT_SIZE;
}
}
private void checkCollision() {
for (int z = dots; z > 0; z--) {
if ((z > 4) && (x[0] == x[z]) && (y[0] == y[z])) {
inGame = false;
}
}
if (y[0] >= B_HEIGHT) {
inGame = false;
}
if (y[0] < 0) {
inGame = false;
}
if (x[0] >= B_WIDTH) {
inGame = false;
}
if (x[0] < 0) {
inGame = false;
}
if (!inGame) {
timer.stop();
}
}
private void locateApple() {
int r = (int) (Math.random() * RAND_POS);
apple_x = ((r * DOT_SIZE));
r = (int) (Math.random() * RAND_POS);
apple_y = ((r * DOT_SIZE));
}
@Override
public void actionPerformed(ActionEvent e) {
if (inGame) {
checkApple();
checkCollision();
move();
}
repaint();
}
private class TAdapter extends KeyAdapter {
@Override
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if ((key == KeyEvent.VK_LEFT) && (!rightDirection)) {
leftDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_RIGHT) && (!leftDirection)) {
rightDirection = true;
upDirection = false;
downDirection = false;
}
if ((key == KeyEvent.VK_UP) && (!downDirection)) {
upDirection = true;
rightDirection = false;
leftDirection = false;
}
if ((key == KeyEvent.VK_DOWN) && (!upDirection)) {
downDirection = true;
rightDirection = false;
leftDirection = false;
}
}
}
}
"""
C_SHARP = """
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
namespace SnakeGame
{
// Model
public class Game
{
public Snake Snake { get; set; }
public Point Food { get; set; }
public int Score { get; set; }
public bool Over { get; set; }
public Game()
{
Snake = new Snake();
Food = new Point();
Score = 0;
Over = false;
}
}
public class Snake
{
public Queue<Point> Body { get; set; }
public Direction Direction { get; set; }
public Snake()
{
Body = new Queue<Point>();
Direction = Direction.Right;
}
}
public class Point
{
public int X { get; set; }
public int Y { get; set; }
}
public enum Direction
{
Up,
Down,
Left,
Right
}
// View
public class GameView
{
public void Draw(Game game)
{
Console.Clear();
foreach (var point in game.Snake.Body)
{
Console.SetCursorPosition(point.X, point.Y);
Console.Write("O");
}
Console.SetCursorPosition(game.Food.X, game.Food.Y);
Console.Write("F");
Console.SetCursorPosition(0, 0);
Console.Write("Score: " + game.Score);
}
}
// Controller
public class GameController
{
private Game game;
private GameView view;
public GameController(Game game, GameView view)
{
this.game = game;
this.view = view;
}
public void Start()
{
while (!game.Over)
{
Thread.Sleep(100);
MoveSnake();
CheckCollision();
view.Draw(game);
}
}
private void MoveSnake()
{
var head = game.Snake.Body.Last();
var newHead = new Point { X = head.X, Y = head.Y };
switch (game.Snake.Direction)
{
case Direction.Up:
newHead.Y--;
break;
case Direction.Down:
newHead.Y++;
break;
case Direction.Left:
newHead.X--;
break;
case Direction.Right:
newHead.X++;
break;
}
game.Snake.Body.Enqueue(newHead);
if (newHead.X == game.Food.X && newHead.Y == game.Food.Y)
{
game.Score++;
game.Food = new Point { X = new Random().Next(1, 10), Y = new Random().Next(1, 10) };
}
else
{
game.Snake.Body.Dequeue();
}
}
private void CheckCollision()
{
var head = game.Snake.Body.Last();
if (head.X < 0 || head.Y < 0 || head.X >= 10 || head.Y >= 10)
{
game.Over = true;
}
if (game.Snake.Body.Take(game.Snake.Body.Count - 1).Any(p => p.X == head.X && p.Y == head.Y))
{
game.Over = true;
}
}
}
class Program
{
static void Main(string[] args)
{
var game = new Game();
var view = new GameView();
var controller = new GameController(game, view);
controller.Start();
}
}
}
"""
TYPESCRIPT = """
// Importing necessary modules
import { Application, Graphics, Keyboard } from 'pixi.js';
// Defining the Model class
class Model {
// The snake's body is represented as an array of points
body: Array<{x: number, y: number}>;
constructor() {
this.body = [{x: 0, y: 0}];
}
// Method to move the snake
move(direction: {x: number, y: number}) {
// Add a new head in the direction of movement
this.body.unshift({
x: this.body[0].x + direction.x,
y: this.body[0].y + direction.y
});
// Remove the tail
this.body.pop();
}
}
// Defining the View class
class View {
// The view needs a reference to the model and the PIXI application
model: Model;
app: Application;
graphics: Graphics;
constructor(model: Model, app: Application) {
this.model = model;
this.app = app;
this.graphics = new Graphics();
this.app.stage.addChild(this.graphics);
}
// Method to render the snake
render() {
// Clear the previous frame
this.graphics.clear();
// Draw each part of the snake's body
for (let part of this.model.body) {
this.graphics.beginFill(0xFFFFFF);
this.graphics.drawRect(part.x * 10, part.y * 10, 10, 10);
this.graphics.endFill();
}
}
}
// Defining the Controller class
class Controller {
// The controller needs a reference to the model and the view
model: Model;
view: View;
direction: {x: number, y: number};
constructor(model: Model, view: View) {
this.model = model;
this.view = view;
this.direction = {x: 1, y: 0};
// Set up keyboard controls
window.addEventListener('keydown', (e) => this.handleKeydown(e));
}
// Method to handle keyboard input
handleKeydown(event: KeyboardEvent) {
switch (event.key) {
case 'ArrowUp':
this.direction = {x: 0, y: -1};
break;
case 'ArrowDown':
this.direction = {x: 0, y: 1};
break;
case 'ArrowLeft':
this.direction = {x: -1, y: 0};
break;
case 'ArrowRight':
this.direction = {x: 1, y: 0};
break;
}
}
// Method to update the game state
update() {
this.model.move(this.direction);
this.view.render();
}
}
// Create the PIXI application
let app = new Application({width: 800, height: 600});
// Create the MVC components
let model = new Model();
let view = new View(model, app);
let controller = new Controller(model, view);
// Start the game loop
setInterval(() => controller.update(), 100);
"""
RUBY = """
require 'io/console'
# Model
class Game
attr_accessor :score, :snake, :food
def initialize
@score = 0
@snake = [[2, 2]]
@food = [6, 4]
end
def move(direction)
head = @snake.first.dup
case direction
when 'up'
head[0] -= 1
when 'down'
head[0] += 1
when 'left'
head[1] -= 1
when 'right'
head[1] += 1
end
@snake.unshift(head)
if @snake.first == @food
@score += 1
@food = [rand(1..8), rand(1..8)]
else
@snake.pop
end
end
def game_over?
head = @snake.first
@snake[1..-1].include?(head) || head[0] == 0 || head[1] == 0 || head[0] == 9 || head[1] == 9
end
end
# View
class View
def render(game)
system('clear')
puts "Score: #{game.score}"
(0..9).each do |i|
(0..9).each do |j|
if game.snake.include?([i, j])
print 'S'
elsif game.food == [i, j]
print 'F'
else
print '.'
end
end
puts
end
end
end
# Controller
class Controller
def initialize
@game = Game.new
@view = View.new
@direction = 'right'
end
def play
loop do
@view.render(@game)
break if @game.game_over?
input = IO.console.getch
case input
when 'w'
@direction = 'up'
when 's'
@direction = 'down'
when 'a'
@direction = 'left'
when 'd'
@direction = 'right'
end
@game.move(@direction)
end
puts "Game Over! Your score was #{@game.score}."
end
end
Controller.new.play
"""
PHP = """
<?php
// Model
class Snake {
public $body;
public $direction;
public function __construct() {
$this->body = array(array(2, 0), array(1, 0), array(0, 0));
$this->direction = 'right';
}
public function move() {
$head = current($this->body);
switch($this->direction) {
case 'right':
$this->body[] = array($head[0] + 1, $head[1]);
break;
case 'left':
$this->body[] = array($head[0] - 1, $head[1]);
break;
case 'up':
$this->body[] = array($head[0], $head[1] - 1);
break;
case 'down':
$this->body[] = array($head[0], $head[1] + 1);
break;
}
array_shift($this->body);
}
public function changeDirection($new_direction) {
$this->direction = $new_direction;
}
}
// View
class GameView {
public function render($snake) {
$output = '';
for ($y=0; $y<20; $y++) {
for ($x=0; $x<20; $x++) {
if (in_array(array($x, $y), $snake->body)) {
$output .= 'X';
} else {
$output .= ' ';
}
}
$output .= "\n";
}
echo $output;
}
}
// Controller
class GameController {
public $snake;
public $view;
public function __construct() {
$this->snake = new Snake();
$this->view = new GameView();
}
public function start() {
while (true) {
$this->view->render($this->snake);
$this->snake->move();
sleep(1);
}
}
public function changeDirection($new_direction) {
$this->snake->changeDirection($new_direction);
}
}
// Game loop
$game = new GameController();
$game->start();
?>
"""
SWIFT = """
import Foundation
import Cocoa
// MARK: - Model
struct Point {
var x: Int
var y: Int
}
class Snake {
var body: [Point]
var direction: Direction
init(startPoint: Point) {
body = [startPoint]
direction = .right
}
func move() {
let head = body.first!
var newHead = head
switch direction {
case .up:
newHead.y += 1
case .down:
newHead.y -= 1
case .left:
newHead.x -= 1
case .right:
newHead.x += 1
}
body.insert(newHead, at: 0)
body.removeLast()
}
func grow() {
let tail = body.last!
body.append(tail)
}
}
enum Direction {
case up
case down
case left
case right
}
// MARK: - View
class GameView {
func draw(snake: Snake) {
for point in snake.body {
print("O", terminator: "")
}
print("\n")
}
}
// MARK: - Controller
class GameController {
var snake: Snake
var view: GameView
init() {
snake = Snake(startPoint: Point(x: 0, y: 0))
view = GameView()
}
func start() {
while true {
snake.move()
view.draw(snake: snake)
sleep(1)
}
}
func handleKey(key: String) {
switch key {
case "w":
snake.direction = .up
case "s":
snake.direction = .down
case "a":
snake.direction = .left
case "d":
snake.direction = .right
default:
break
}
}
}
// MARK: - Main
let gameController = GameController()
gameController.start()
"""
GO = """
package main
import (
"fmt"
"os"
"os/exec"
"time"
"math/rand"
"bufio"
"syscall"
"unsafe"
)
// Model
type Point struct {
X int
Y int
}
type Snake struct {
Body []Point
Dir string
}
type Game struct {
Snake Snake
Food Point
Score int
Width int
Height int
}
// View
func (game *Game) Render() {
clearScreen()
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
point := Point{X: x, Y: y}
switch {
case point == game.Food:
fmt.Print("F")
case game.Snake.Contains(point):
fmt.Print("S")
default:
fmt.Print(" ")
}
}
fmt.Println()
}
fmt.Println("Score:", game.Score)
}
// Controller
func (game *Game) Update() {
head := game.Snake.Body[0]
switch game.Snake.Dir {
case "up":
head.Y--
case "down":
head.Y++
case "left":
head.X--
case "right":
head.X++
}
if head.X < 0 || head.Y < 0 || head.X >= game.Width || head.Y >= game.Height {
game.Score = -1
return
}
if game.Snake.Contains(head) {
game.Score = -1
return
}
if head == game.Food {
game.Score++
game.Food = Point{rand.Intn(game.Width), rand.Intn(game.Height)}
} else {
game.Snake.Body = game.Snake.Body[:len(game.Snake.Body)-1]
}
game.Snake.Body = append([]Point{head}, game.Snake.Body...)
}
func (snake *Snake) Contains(point Point) bool {
for _, bodyPoint := range snake.Body {
if bodyPoint == point {
return true
}
}
return false
}
func clearScreen() {
cmd := exec.Command("clear")
cmd.Stdout = os.Stdout
cmd.Run()
}
func main() {
game := &Game{
Snake: Snake{
Body: []Point{{10, 10}},
Dir: "right",
},
Food: Point{15, 15},
Score: 0,
Width: 20,
Height: 20,
}
go func() {
reader := bufio.NewReader(os.Stdin)
for {
char, _, err := reader.ReadRune()
if err != nil {
panic(err)
}
switch char {
case 'w':
game.Snake.Dir = "up"
case 's':
game.Snake.Dir = "down"
case 'a':
game.Snake.Dir = "left"
case 'd':
game.Snake.Dir = "right"
}
}
}()
for game.Score >= 0 {
game.Render()
time.Sleep(time.Second / 5)
game.Update()
}
}
"""
KOTLIN = """
import java.awt.Color
import java.awt.Dimension
import java.awt.Font
import java.awt.FontMetrics
import java.awt.Graphics
import java.awt.Image
import java.awt.Toolkit
import java.awt.event.ActionEvent
import java.awt.event.ActionListener
import java.awt.event.KeyAdapter
import java.awt.event.KeyEvent
import javax.swing.ImageIcon
import javax.swing.JPanel
import javax.swing.Timer
class Board : JPanel(), ActionListener {
private val B_WIDTH = 300
private val B_HEIGHT = 300
private val DOT_SIZE = 10
private val ALL_DOTS = 900
private val RAND_POS = 29
private val DELAY = 140
private val x = IntArray(ALL_DOTS)
private val y = IntArray(ALL_DOTS)
private var dots: Int = 0
private var apple_x: Int = 0
private var apple_y: Int = 0
private var leftDirection = false
private var rightDirection = true
private var upDirection = false
private var downDirection = false
private var inGame = true
private lateinit var timer: Timer
private lateinit var apple: Image
private lateinit var dot: Image
private lateinit var head: Image
init {
initBoard()
}
private fun initBoard() {
addKeyListener(TAdapter())
background = Color.black
isFocusable = true
preferredSize = Dimension(B_WIDTH, B_HEIGHT)
loadImages()
initGame()
}
private fun loadImages() {
val iid = ImageIcon("src/resources/apple.png")
apple = iid.image
val iid2 = ImageIcon("src/resources/dot.png")
dot = iid2.image
val iid3 = ImageIcon("src/resources/head.png")
head = iid3.image
}
private fun initGame() {
dots = 3
for (z in 0 until dots) {
x[z] = 50 - z * 10
y[z] = 50
}
locateApple()
timer = Timer(DELAY, this)
timer.start()
}
override fun paintComponent(g: Graphics) {
super.paintComponent(g)
doDrawing(g)
}
private fun doDrawing(g: Graphics) {
if (inGame) {
g.drawImage(apple, apple_x, apple_y, this)
for (z in 0 until dots) {
if (z == 0) {
g.drawImage(head, x[z], y[z], this)
} else {
g.drawImage(dot, x[z], y[z], this)
}
}
Toolkit.getDefaultToolkit().sync()
} else {
gameOver(g)
}
}
private fun gameOver(g: Graphics) {
val msg = "Game Over"
val font = Font("Helvetica", Font.BOLD, 14)
val metrics: FontMetrics = this.getFontMetrics(font)
g.color = Color.white
g.font = font
g.drawString(msg, (B_WIDTH - metrics.stringWidth(msg)) / 2, B_HEIGHT / 2)
}
private fun checkApple() {
if (x[0] == apple_x && y[0] == apple_y) {
dots++
locateApple()
}
}
private fun move() {
for (z in dots downTo 1) {
x[z] = x[z - 1]
y[z] = y[z - 1]
}
if (leftDirection) {
x[0] -= DOT_SIZE
}
if (rightDirection) {
x[0] += DOT_SIZE
}
if (upDirection) {
y[0] -= DOT_SIZE
}
if (downDirection) {
y[0] += DOT_SIZE
}
}
private fun checkCollision() {
for (z in dots downTo 1) {
if (z > 4 && x[0] == x[z] && y[0] == y[z]) {
inGame = false
}
}
if (y[0] >= B_HEIGHT) {
inGame = false
}
if (y[0] < 0) {
inGame = false
}
if (x[0] >= B_WIDTH) {
inGame = false
}
if (x[0] < 0) {
inGame = false
}
if (!inGame) {
timer.stop()
}
}
private fun locateApple() {
val r = (Math.random() * RAND_POS).toInt()
apple_x = r * DOT_SIZE
r = (Math.random() * RAND_POS).toInt()
apple_y = r * DOT_SIZE
}
override fun actionPerformed(e: ActionEvent) {
if (inGame) {
checkApple()
checkCollision()
move()
}
repaint()
}
private inner class TAdapter : KeyAdapter() {
override fun keyPressed(e: KeyEvent) {
val key = e.keyCode
if (key == KeyEvent.VK_LEFT && !rightDirection) {
leftDirection = true
upDirection = false
downDirection = false
}
if (key == KeyEvent.VK_RIGHT && !leftDirection) {
rightDirection = true
upDirection = false
downDirection = false
}
if (key == KeyEvent.VK_UP && !downDirection) {
upDirection = true
rightDirection = false
leftDirection = false
}
if (key == KeyEvent.VK_DOWN && !upDirection) {
downDirection = true
rightDirection = false
leftDirection = false
}
}
}
}
"""
RUST = """
extern crate termion;
use std::io;
use std::io::stdout;
use std::io::Write;
use std::thread;
use std::time::Duration;
use termion::raw::IntoRawMode;
use termion::input::TermRead;
use termion::event::Key;
// Define the size of the game board
const BOARD_SIZE: usize = 10;
// Define the game state
struct GameState {
snake: Snake,
food: Food,
}
// Define the snake
struct Snake {
body: Vec<(usize, usize)>,
direction: Direction,
}
// Define the food
struct Food {
position: (usize, usize),
}
// Define the possible directions the snake can move
enum Direction {
Up,
Down,
Left,
Right,
}
// Implement the game state
impl GameState {
fn new() -> GameState {
GameState {
snake: Snake::new(),
food: Food::new(),
}
}
// Update the game state
fn update(&mut self) {
self.snake.move();
if self.snake.eats(&self.food) {
self.food = Food::new();
}
}
}
// Implement the snake
impl Snake {
fn new() -> Snake {
Snake {
body: vec![(BOARD_SIZE / 2, BOARD_SIZE / 2)],
direction: Direction::Right,
}
}
// Move the snake in the current direction
fn move(&mut self) {
let (head_x, head_y) = self.body[0];
match self.direction {
Direction::Up => self.body.insert(0, (head_x, head_y - 1)),
Direction::Down => self.body.insert(0, (head_x, head_y + 1)),
Direction::Left => self.body.insert(0, (head_x - 1, head_y)),
Direction::Right => self.body.insert(0, (head_x + 1, head_y)),
}
self.body.pop();
}
// Check if the snake eats the food
fn eats(&self, food: &Food) -> bool {
self.body[0] == food.position
}
}
// Implement the food
impl Food {
fn new() -> Food {
Food {
position: (rand::random::<usize>() % BOARD_SIZE, rand::random::<usize>() % BOARD_SIZE),
}
}
}
// Implement the view
fn render(game_state: &GameState) {
for y in 0..BOARD_SIZE {
for x in 0..BOARD_SIZE {
if game_state.snake.body.contains(&(x, y)) {
print!("S");
} else if game_state.food.position == (x, y) {
print!("F");
} else {
print!(" ");
}
}
println!();
}
}
// Implement the controller
fn controller(game_state: &mut GameState) {
let stdin = io::stdin();
for c in stdin.keys() {
match c.unwrap() {
Key::Char('q') => break,
Key::Up => game_state.snake.direction = Direction::Up,
Key::Down => game_state.snake.direction = Direction::Down,
Key::Left => game_state.snake.direction = Direction::Left,
Key::Right => game_state.snake.direction = Direction::Right,
_ => {}
}
}
}
fn main() {
let mut game_state = GameState::new();
let mut stdout = stdout().into_raw_mode().unwrap();
loop {
write!(stdout, "{}", termion::clear::All).unwrap();
render(&game_state);
stdout.flush().unwrap();
game_state.update();
thread::sleep(Duration::from_millis(1000));
}
}
"""
C_PLUS_PLUS = """
#include <iostream>
#include <conio.h>
#include <windows.h>
using namespace std;
bool gameOver;
const int width = 20;
const int height = 20;
int x, y, fruitX, fruitY, score;
int tailX[100], tailY[100];
int nTail;
enum eDirecton { STOP = 0, LEFT, RIGHT, UP, DOWN};
eDirecton dir;
void Setup()
{
gameOver = false;
dir = STOP;
x = width / 2;
y = height / 2;
fruitX = rand() % width;
fruitY = rand() % height;
score = 0;
}
void Draw()
{
system("cls");
for (int i = 0; i < width+2; i++)
cout << "#";
cout << endl;
for (int i = 0; i < height; i++)
{
for (int j = 0; j < width; j++)
{
if (j == 0)
cout << "#";
if (i == y && j == x)
cout << "*";
else if (i == fruitY && j == fruitX)
cout << "%";
else
{
bool print = false;
for (int k = 0; k < nTail ; k++)
{
if (tailX[k] == j && tailY[k] == i)
{
cout << "*"; print = true;
}
}
if (!print)
cout << " ";
}
if (j == width - 1)
cout << "#";
}
cout << endl;
}
for (int i = 0; i < width+2; i++)
cout << "#";
cout << endl;
cout << "Score:" << score << endl;
}
void Input()
{
if (_kbhit())
{
switch (_getch())
{
case 'a':
dir = LEFT;
break;
case 'd':
dir = RIGHT;
break;
case 'w':
dir = UP;
break;
case 's':
dir = DOWN;
break;
case 'x':
gameOver = true;
break;
}
}
}
void algorithm()
{
int prevX = tailX[0];
int prevY = tailY[0];
int prev2X, prev2Y;
tailX[0] = x;
tailY[0] = y;
for(int i = 1; i < nTail ; i++)
{
prev2X = tailX[i];
prev2Y = tailY[i];
tailX[i] = prevX;
tailY[i] = prevY;
prevX = prev2X;
prevY = prev2Y;
}
switch (dir)
{
case LEFT:
x--;
break;
case RIGHT:
x++;
break;
case UP:
y--;
break;
case DOWN:
y++;
break;
default:
break;
}
if (x >= width)
x = 0; else if (x < 0) x = width - 1;
if (y >= height)
y = 0; else if (y < 0) y = height - 1;
for (int i = 0; i < nTail ; i++)
if (tailX[i] == x && tailY[i] == y)
gameOver = true;
if (x == fruitX && y == fruitY)
{
score += 10;
fruitX = rand() % width;
fruitY = rand() % height;
nTail++;
}
}
int main()
{
Setup();
while (!gameOver)
{
Draw();
Input();
algorithm();
}
return 0;
}
"""
C = """
#include <stdio.h>
#include <conio.h>
#include <windows.h>
#include <stdlib.h>
#define WIDTH 20
#define HEIGHT 20
#define MAX_SNAKE_SIZE WIDTH *HEIGHT
// Model
typedef struct {
int x, y;
} Point;
typedef struct {
Point body[MAX_SNAKE_SIZE];
int size;
Point direction;
} Snake;
typedef struct {
Point position;
int isEaten;
} Fruit;
// View
void gotoxy(int x, int y) {
COORD coord;
coord.X = x;
coord.Y = y;
SetConsoleCursorPosition(GetStdHandle(STD_OUTPUT_HANDLE), coord);
}
void drawBoard() {
int i;
for (i = 0; i < WIDTH + 2; i++) {
gotoxy(i, 0);
printf("#");
gotoxy(i, HEIGHT + 1);
printf("#");
}
for (i = 0; i < HEIGHT + 2; i++) {
gotoxy(0, i);
printf("#");
gotoxy(WIDTH + 1, i);
printf("#");
}
}
void drawSnake(Snake* snake) {
int i;
for (i = 0; i < snake->size; i++) {
gotoxy(snake->body[i].x, snake->body[i].y);
printf("*");
}
}
void drawFruit(Fruit* fruit) {
gotoxy(fruit->position.x, fruit->position.y);
printf("@");
}
// Controller
void initGame(Snake* snake, Fruit* fruit) {
snake->size = 1;
snake->body[0].x = WIDTH / 2;
snake->body[0].y = HEIGHT / 2;
snake->direction.x = 0;
snake->direction.y = 1;
fruit->position.x = rand() % WIDTH;
fruit->position.y = rand() % HEIGHT;
fruit->isEaten = 0;
}
void updateSnake(Snake* snake) {
memmove(&snake->body[1], &snake->body[0], sizeof(Point) * (snake->size - 1));
snake->body[0].x += snake->direction.x;
snake->body[0].y += snake->direction.y;
}
void updateFruit(Snake* snake, Fruit* fruit) {
if (snake->body[0].x == fruit->position.x && snake->body[0].y == fruit->position.y) {
fruit->isEaten = 1;
snake->size++;
}
if (fruit->isEaten) {
fruit->position.x = rand() % WIDTH;
fruit->position.y = rand() % HEIGHT;
fruit->isEaten = 0;
}
}
void updateDirection(Snake* snake, char key) {
switch (key) {
case 'w':
snake->direction.x = 0;
snake->direction.y = -1;
break;
case 's':
snake->direction.x = 0;
snake->direction.y = 1;
break;
case 'a':
snake->direction.x = -1;
snake->direction.y = 0;
break;
case 'd':
snake->direction.x = 1;
snake->direction.y = 0;
break;
}
}
int isGameOver(Snake* snake) {
if (snake->body[0].x <= 0 || snake->body[0].x >= WIDTH || snake->body[0].y <= 0 || snake->body[0].y >= HEIGHT)
return 1;
int i;
for (i = 1; i < snake->size; i++) {
if (snake->body[0].x == snake->body[i].x && snake->body[0].y == snake->body[i].y)
return 1;
}
return 0;
}
int main() {
Snake snake;
Fruit fruit;
char key;
initGame(&snake, &fruit);
while (1) {
drawBoard();
drawSnake(&snake);
drawFruit(&fruit);
if (_kbhit()) {
key = _getch();
updateDirection(&snake, key);
}
updateSnake(&snake);
updateFruit(&snake, &fruit);
if (isGameOver(&snake)) {
break;
}
Sleep(100);
system("cls");
}
printf("Game Over!\n");
return 0;
}
"""