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main.c
534 lines (460 loc) · 21 KB
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main.c
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#include <allegro.h>
#include <stdio.h>
#include <conio.h>
#include <stdlib.h>
#include <math.h>
#define l 97
#define r 100
#define u 119
#define d 115
#define esc 27
#define enter 13
int portal1[2];
int portal2[2];
int guardi;
int guardj;
int mode;
char dir; // the commands
char save; // the saved commands
int length; // length of snake
int t; // delay time
int score; // score
int sp; // speed
double record;
int scenery_number;
char look;
void body( int x, int y)
{
BITMAP *b = load_bitmap("Image/Body.bmp",NULL);
blit(b,screen,0,0,x-5,y-5,10,10);
}
void head( int x, int y)
{
char direc[] = "Image/Headx.bmp";
direc[10] = look;
BITMAP *h = load_bitmap(direc,NULL);
blit(h,screen,0,0,x-5,y-5,10,10);
}
void body_erase( int x, int y)
{
BITMAP *b = load_bitmap("Image/Eraseblank.bmp",NULL);
blit(b,screen,0,0,x-5,y-5,10,10);
}
void fruit( int x, int y)
{
BITMAP *food = load_bitmap("Image/Food.bmp",NULL);
blit(food,screen,0,0,x-5,y-5,10,10);
}
void block( int x, int y, BITMAP *bm) // display a little block on the screen
{
BITMAP *b = load_bitmap("Image/Block.bmp",NULL);// load the block
blit(b,bm,0,0,x-5,y-5,10,10);
}
void miniblock( int x, int y)
{
BITMAP *mb = load_bitmap("Image/Miniblock.bmp",NULL);// load the miniblock
blit(mb,screen,0,0,x-2,y-2,5,5);
}
void erase( int matrix[][50], int v[][2])
{
int k; // counter to the vector
for(k=0;k<length;k++){matrix[v[k][0]][v[k][1]]=0;} // erasing the vector on the matrix for every position in the vector
}
void zeroing( int matrix[][50]) // zeroing the matriz
{
int i,j; // counters for line and column
for(i=0;i<25;i++){for(j=0;j<50;j++){matrix[i][j]=0;}}
}
int charint( char c)
{
if(c=='0') {return 0;}
else if(c=='1') {return 1;}
else if(c=='2') {return 2;}
else if(c=='3') {return 3;}
else if(c=='4') {return 4;}
else if(c=='5') {return 5;}
else if(c=='6') {return 6;}
else if(c=='7') {return 7;}
else if(c=='8') {return 8;}
else if(c=='9') {return 9;}
}
char intchar(int number) // convert an integer in a character
{
if(number==0) {return '0';}
else if(number==1) {return '1';}
else if(number==2) {return '2';}
else if(number==3) {return '3';}
else if(number==4) {return '4';}
else if(number==5) {return '5';}
else if(number==6) {return '6';}
else if(number==7) {return '7';}
else if(number==8) {return '8';}
else if(number==9) {return '9';}
else return ' ';
}
void display_portal( int x, int y, int n, BITMAP *bm)
{
char filename[] = "Image/PortalX.bmp";
filename[12] = intchar(n);
BITMAP *port = load_bitmap(filename,NULL);
blit(port,bm,0,0,x-5,y-5,10,10);
}
void outnumber( int x, int y, int number) // prints a number by coordinates
{
int k;
char str_number[7];
str_number[5] = str_number[6] = ' ';
for(k=0;k<5;k++) {str_number[4-k] = intchar(((int)(number/pow(10,k)))%10);}
textout_ex(screen,font,str_number,x,y,0x040428,0xFFFFFF);
}
void display2() // display the dynamic numbers
{
outnumber(523,71,score); // display the score
outnumber(523,118,length); // display the length of snake
outnumber(523,163,sp); // display the speed
outnumber(523,208,record);
}
void display( int matrix[][50], int v[][2], int f[], int initial) // display dynamic things, using graphics (snake, food)
{
int x,y,i,j; // counters
x = 15; y = 15; // initial position to the matrix
if(initial==1){for(i=0;i<length;i++){body(15+10*v[i][1],15+10*v[i][0]);}}
else {
body(15+10*v[1][1],15+10*v[1][0]);
if((v[0][1]+v[0][0])%2==0) {body(15+10*v[0][1],15+10*v[0][0]);}
else {head(15+10*v[0][1],15+10*v[0][0]);}
body_erase(15+10*guardj,15+10*guardi);
fruit(15+10*f[1],15+10*f[0]);// now display the food
}
}
int init( int matrix[][50]) // this function will initiate the scenery and info
{
int i,j; // generic counters
BITMAP *background = load_bitmap("Image/Init.bmp",NULL);
BITMAP *background2 = load_bitmap("Image/Init2.bmp",NULL);
BITMAP *buffer2 = create_bitmap(600,272);
// design
clear_to_color(screen,0xFFFFFF);
blit(background,buffer2,0,0,520,0,80,272);
blit(background2,buffer2,0,0,0,0,520,272);
rect(buffer2,521,3,596,46,0x000000); // score boundary
rect(buffer2,521,48,596,91,0x000000); // status boundary
rect(buffer2,521,95,596,138,0x000000); // length boundary
rect(buffer2,521,142,596,185,0x000000); // speed boundary
rect(buffer2,521,187,596,228,0x000000); // record boundary
textout_ex(buffer2,font,"Score: ",523,51,0xFFFFFF,0x00000);
textout_ex(buffer2,font,"Mode: ",523,5,0xFFFFFF,0x000000);
textout_ex(buffer2,font,"Length: ",523,97,0xFFFFFF,0x000000);
textout_ex(buffer2,font,"Speed: ",523,144,0xFFFFFF,0x000000);
textout_ex(buffer2,font,"Record: ",523,189,0xFFFFFF,0x000000);
if(mode==1){textout_ex(buffer2,font,"Wall ON",523,24,0x040428,0xFFFFFF);}
else if(mode==-1) {textout_ex(buffer2,font,"Wall OFF",523,24,0x040428,0xFFFFFF);}
// now, the static scenery
for(i=0;i<25;i++)
{
for(j=0;j<50;j++)
{
if(matrix[i][j]==8){block((15+10*j),(15+10*i),buffer2);}
else if(matrix[i][j]==1) {display_portal((15+10*j),(15+10*i),1,buffer2);}
else if(matrix[i][j]==2) {display_portal((15+10*j),(15+10*i),2,buffer2);}
}
}
blit(buffer2,screen,0,0,0,0,600,272);
}
void opening()
{
BITMAP *snake = load_bitmap("Image/Snake.bmp",NULL);
if(snake!=NULL) blit(snake,screen,0,0,65,0,4740,243);
rest(1500);
}
void build_scenery( int matrix[][50], char filename[]) // this function will open the scenery.txt file and convert into a matrix
{
record = 0;
int i,j; // generic counters
char rec[5]; // the vector with the characters of record
FILE *scenery;
scenery = fopen(filename,"r");
if(scenery==NULL) {zeroing(matrix);}
else
{
for(i=0;i<25;i++)
{
for(j=0;j<=50;j++)
{
if(j==50) {rec[0] = getc(scenery);}
else
{
matrix[i][j] = charint(getc(scenery));
if(matrix[i][j]==1){portal1[0] = i; portal1[1] = j;}
else if(matrix[i][j]==2){portal2[0] = i; portal2[1] = j;}
}
}
}
}
for(i=0;i<5;i++) {rec[i] = getc(scenery);} // at this point, the function knows all characters of record
for(i=0;i<5;i++) {record += (charint((int)rec[i]))*pow(10,4-i);} // now, the function will convert the string into a integer
fclose(scenery);
}
void saverec( int matrix[][50], int v[][2], int f[]) // this function will write the new record on the file
{
int i,j,k=0; // counters
char filename[] = "sceneryx.txt";
if(scenery_number==-1) {filename[7] = 'x';}
else if(scenery_number==0) {filename[7] = '_';}
else {filename[7] = intchar(scenery_number);}
// before, the function will erase the snake on the matrix and the food
erase(matrix,v); matrix[f[0]][f[1]] = 0;
FILE *scenery; // the pointer of file
scenery = fopen(filename,"w"); // opening the file to write
/* Writing the matrix */
for(i=0;i<25;i++) // passing through the lines
{
for(j=0;j<50;j++){ putc(intchar(matrix[i][j]),scenery); } // passing through the column
putc('\n',scenery); // at the final of the line, put a newline
}
/*Writing the record*/
if(score > record)
{
record = score;
for(i=4;i>=0;i--) {putc(intchar(((int)(record/pow(10,i)))%10),scenery);}
textout_ex(screen,font,"NEW RECORD!",220,130,0xFFFFFF,0x000000);
}
else {for(i=4;i>=0;i--) {putc(intchar(((int)(record/pow(10,i)))%10),scenery);} textout_ex(screen,font,"GAME OVER!",220,130,0xFFFFFF,0x000000);}
fclose(scenery);
}
void position( int matrix[][50], int v[][2] ) // position a 2d vector (of positions) in a matrix
{
int k; // counter for vector v
for(k=0;k<length;k++){matrix[v[k][0]][v[k][1]]=7;}
}
void food(int matrix[][50],int f[]) // places the food
{
display2();
srand(time(NULL));
f[0] = rand()%23 + 1;
f[1] = rand()%48 + 1;
while(matrix[f[0]][f[1]]!=0)
{
srand(time(NULL));
f[0] = rand()%24;
f[1] = rand()%49;
}
matrix[f[0]][f[1]]=6;
fruit(15+10*f[1],15+10*f[0]);
if(t>44) {t -= 1;}
else if(t<44) {t += 1;}
}
void move( int matrix[][50], int v[][2], int f[]) // move the vector v in a direction
// OBS: building
// portal1 = 1
// portal2 = 2
{
int k; // counter to the vector v
int save[2];
save[0] = v[length-1][0]; save[1] = v[length-1][1]; // saving the position of last element of snake
for(k=(length-1);k>=1;k-=1){v[k][0] = v [k-1][0]; v[k][1] = v[k-1][1];} // positions will "delay"
if (dir==u) look = 'u';
else if (dir==d) look = 'd';
else if (dir==l) look = 'l';
else if (dir==r) look = 'r';
// first, check of portal1
if((dir==u)&&(v[0][0]-1==portal1[0])&&(v[0][1]==portal1[1])){v[0][0] = portal2[0]-1; v[0][1] = portal2[1];if(t>20) {t -= 1;sp++;}}
else if((dir==d)&&(v[0][0]+1==portal1[0])&&(v[0][1]==portal1[1])){v[0][0] = portal2[0]+1; v[0][1] = portal2[1];if(t>20) {t -= 1;sp++;}}
else if((dir==l)&&(v[0][1]-1==portal1[1])&&(v[0][0]==portal1[0])){v[0][0] = portal2[0]; v[0][1] = portal2[1]-1;if(t>20) {t -= 1;sp++;}}
else if((dir==r)&&(v[0][1]+1==portal1[1])&&(v[0][0]==portal1[0])){v[0][0] = portal2[0]; v[0][1] = portal2[1]+1;if(t>20) {t -= 1;sp++;}}
// now, check of portal2
else if((dir==u)&&(v[0][0]-1==portal2[0])&&(v[0][1]==portal2[1])){v[0][0] = portal1[0]-1; v[0][1] = portal1[1];if(t>20) {t -= 1;}}
else if((dir==d)&&(v[0][0]+1==portal2[0])&&(v[0][1]==portal2[1])){v[0][0] = portal1[0]+1; v[0][1] = portal1[1];if(t>20) {t -= 1;}}
else if((dir==l)&&(v[0][1]-1==portal2[1])&&(v[0][0]==portal2[0])){v[0][0] = portal1[0]; v[0][1] = portal1[1]-1;if(t>20) {t -= 1;}}
else if((dir==r)&&(v[0][1]+1==portal2[1])&&(v[0][0]==portal2[0])){v[0][0] = portal1[0]; v[0][1] = portal1[1]+1;if(t>20) {t -= 1;}}
else if ((dir==u)&&(v[0][0]-1 == v[1][0])) {v[0][0] +=1;}
else if((dir==u)&&(v[0][0]==0)){v[0][0]=24;}
else if(dir==u){v[0][0]-=1;}
else if ((dir==d)&&(v[0][0]+1 == v[1][0])) {v[0][0] -=1;}
else if((dir==d)&&(v[0][0]==24)){v[0][0]=0;}
else if(dir==d){v[0][0]+=1;}
else if ((dir==r)&&(v[0][1]+1 == v[1][1])) {v[0][1] -=1;}
else if((dir==r)&&(v[0][1]==49)){v[0][1]=0;}
else if(dir==r){v[0][1]+=1;}
else if ((dir==d)&&(v[0][0]-1 == v[1][0])) {v[0][0] +=1;}
else if((dir==l)&&(v[0][1]==0)){v[0][1]=49;}
else if(dir==l){v[0][1]-=1;}
if((v[0][0]==f[0])&&(v[0][1]==f[1])) // if the snake eat the food
{
score = score + 10;
length = length + 1;
sp = sp + 1;
v[length-1][0] = save[0];
v[length-1][1] = save[1];
food(matrix,f);
}
}
int analysis( int matrix[][50], int v[][2], int f[]) // if wall mode is on mode = 1 // returns 1 if game over is true
{
/*((dir==u)&&(v[0][0]-1==v[length-1][0])) {erase(matrix,v); move(matrix,v,dir,f); position(matrix,v); return 0;}
else if((dir==d)&&(v[0][0]+1==v[length-1][0])) {erase(matrix,v); move(matrix,v,dir,f); position(matrix,v); return 0;}
else if((dir==r)&&(v[0][1]+1==v[length-1][1])) {erase(matrix,v); move(matrix,v,dir,f); position(matrix,v); return 0;}
else if((dir==l)&&(v[0][1]-1==v[length-1][1])) {erase(matrix,v); move(matrix,v,dir,f); position(matrix,v); return 0;}*/
if((dir==u)&&(save==d)){dir = d;}
else if((dir==d)&&(save==u)){dir = u;}
else if((dir==r)&&(save==l)){dir = l;}
else if((dir==l)&&(save==r)){dir = r;}
// first, check of portal1
if((dir==u)&&(v[0][0]-1==portal1[0])&&(v[0][1]==portal1[1])&&(matrix[portal2[0]-1][portal2[1]]==8)){return 1;}
else if((dir==d)&&(v[0][0]+1==portal1[0])&&(v[0][1]==portal1[1])&&(matrix[portal2[0]+1][portal2[1]]==8)){return 1;}
else if((dir==l)&&(v[0][1]-1==portal1[1])&&(v[0][0]==portal1[0])&&(matrix[portal2[0]][portal2[1]-1]==8)){return 1;}
else if((dir==r)&&(v[0][1]+1==portal1[1])&&(v[0][0]==portal1[0])&&(matrix[portal2[0]][portal2[1]+1]==8)){return 1;}
// now, check of portal2
else if((dir==u)&&(v[0][0]-1==portal2[0])&&(v[0][1]==portal2[1])&&(matrix[portal1[0]-1][portal1[1]]==8)){return 1;}
else if((dir==d)&&(v[0][0]+1==portal2[0])&&(v[0][1]==portal2[1])&&(matrix[portal1[0]+1][portal1[1]]==8)){return 1;}
else if((dir==l)&&(v[0][1]-1==portal2[1])&&(v[0][0]==portal2[0])&&(matrix[portal1[0]][portal1[1]-1]==8)){return 1;}
else if((dir==r)&&(v[0][1]+1==portal2[1])&&(v[0][0]==portal2[0])&&(matrix[portal1[0]][portal1[1]+1]==8)){return 1;}
else if((mode==1)&&(dir==u)&&(v[0][0]==0)) { return 1;} // up boundary
else if((mode==1)&&(dir==d)&&(v[0][0]==24)) { return 1;} // down boundary
else if((mode==1)&&(dir==l)&&(v[0][1]==0)) { return 1;} // left boundary
else if((mode==1)&&(dir==r)&&(v[0][1]==49)) { return 1;} // right boundary
else if((mode==-1)&&(dir==u)&&(v[0][0]==0)&&(matrix[24][v[0][1]]==0)) {erase(matrix,v); move(matrix,v,f); position(matrix,v); return 0;} // upper tail
else if((mode==-1)&&(dir==d)&&(v[0][0]==24)&&(matrix[0][v[0][1]]==0)) {erase(matrix,v); move(matrix,v,f); position(matrix,v); return 0;}
else if((mode==-1)&&(dir==l)&&(v[0][1]==0)&&(matrix[v[0][0]][49]==0)) {erase(matrix,v); move(matrix,v,f); position(matrix,v); return 0;} // left tail
else if((mode==-1)&&(dir==r)&&(v[0][1]==49)&&(matrix[v[0][0]][0]==0)) {erase(matrix,v); move(matrix,v,f); position(matrix,v); return 0;} // right scenery
else if((mode==-1)&&(dir==u)&&(v[0][0]==0)&&(matrix[24][v[0][1]]==7)) { return 1;} // upper tail
else if((mode==-1)&&(dir==u)&&(v[0][0]==0)&&(matrix[24][v[0][1]]==8)) { return 1;} // upper scenery
else if((mode==-1)&&(dir==d)&&(v[0][0]==24)&&(matrix[0][v[0][1]]==7)) { return 1;} // bottom tail
else if((mode==-1)&&(dir==d)&&(v[0][0]==24)&&(matrix[0][v[0][1]]==8)) { return 1;} // bottom scenery
else if((mode==-1)&&(dir==l)&&(v[0][1]==0)&&(matrix[v[0][0]][49]==7)) { return 1;} // left tail
else if((mode==-1)&&(dir==l)&&(v[0][1]==0)&&(matrix[v[0][0]][49]==8)) { return 1;} // left scenery
else if((mode==-1)&&(dir==r)&&(v[0][1]==49)&&(matrix[v[0][0]][0]==7)) { return 1;} // right tail
else if((mode==-1)&&(dir==r)&&(v[0][1]==49)&&(matrix[v[0][0]][0]==8)) { return 1;} // right scenery
else if((dir==u)&&(matrix[v[0][0]-1][v[0][1]]==7)) { return 1;} // upper tail
else if((dir==u)&&(matrix[v[0][0]-1][v[0][1]]==8)) { return 1;} // upper scenery
else if((dir==d)&&(matrix[v[0][0]+1][v[0][1]]==7)) { return 1;} // bottom tail
else if((dir==d)&&(matrix[v[0][0]+1][v[0][1]]==8)) { return 1;} // bottom scenery
else if((dir==l)&&(matrix[v[0][0]][v[0][1]-1]==7)) { return 1;} // left tail
else if((dir==l)&&(matrix[v[0][0]][v[0][1]-1]==8)) {return 1;} // left scenery
else if((dir==r)&&(matrix[v[0][0]][v[0][1]+1]==7)) { return 1;} // right tail
else if((dir==r)&&(matrix[v[0][0]][v[0][1]+1]==8)) { return 1;} // right scenery
else { erase(matrix,v); move(matrix,v,f); position(matrix,v); return 0;}
}
void select_stage( int matrix[][50]) // if wall mode is off
{
int k = 0, i,j,s=0;
char button;
char address[13] = "sceneryx.txt"; // the generic address to some scenery
BITMAP *buffer2 = create_bitmap(600,272);
BITMAP *mb = load_bitmap("Image/Miniblock.bmp",NULL);// load the miniblock
FILE *scenery; // pointer of file
while(s != 1)
{
clear_to_color(buffer2,0x6F6F6F);
rect(buffer2,173,71,425,198,0x000000);// boot the rectangle
rect(buffer2,172,70,426,199,0x000000);// boot the rectangle
rectfill(buffer2,174,72,424,197,0xFFFFFF);// boot the rectangle
address[7] = intchar(k);
scenery = fopen(address,"r");
if(scenery==NULL) {zeroing(matrix);}
else
{
for(i=0;i<25;i++)
{
for(j=0;j<=50;j++)
{
if(j==50) {getc(scenery);}
else matrix[i][j] = charint(getc(scenery));
}
}
fclose(scenery);
}
for(i=0;i<25;i++)
{
for(j=0;j<50;j++)
{
if(matrix[i][j]==8) {blit(mb,buffer2,0,0,(177+j*5)-2,(75+i*5)-2,5,5);}
}
}
blit(buffer2,screen,0,0,0,0,600,272);
outnumber(240,210,k);
textout_ex(screen,font,"Field ",185,210,0xFFFFFF,0x6F6F6F);
button = readkey(); rest(20);
if((button==enter)&&(scenery!=NULL)&&(k!=0)) { clear_to_color(screen,0xFFFFFF); build_scenery(matrix,address); s = 1; scenery_number = k;}
else if((button==enter)&&(scenery==NULL)) {build_scenery(matrix,"scenery_.txt"); s = 1; scenery_number = 0;}
else if((button==l)||(button==d)){if(k>0){k--;}}
else {if(k<9) {k++;}}
}
}
int menu_mode( int matrix[][50]) // boot the menu
{
char button;
BITMAP *menu = load_bitmap("Image/Menu.bmp",NULL); // circle(250,98,5); circle(250,129,5);
BITMAP *selector = load_bitmap("Image/Selector.bmp",NULL);
BITMAP *erase = load_bitmap("Image/Erase.bmp",NULL);
mode = 1;
clear_to_color(screen,0x4D4D4D);
if(menu!=NULL) {blit(menu,screen,0,0,150,50,300,100);}
while(button!=enter)
{
if(mode>0) {blit(selector,screen,0,0,154,85,90,30); blit(erase,screen,0,0,154,115,90,30);}
else {blit(selector,screen,0,0,154,115,90,30); blit(erase,screen,0,0,154,85,90,30);}
button = readkey();
if(button!= enter) {mode = mode*(-1);}
rest(10);
}
if(mode==-1){select_stage(matrix);}
else {build_scenery(matrix,"sceneryx.txt"); scenery_number = -1;}
return mode;
}
int main()
{
int field[25][50]; int python[1000][2]; int fd[2];
int k,i,j,n=1,counter=0, over,t2;
char directory[] = "Music/x.mid";
allegro_init();
install_keyboard();
set_color_depth(32);
set_gfx_mode(GFX_AUTODETECT_WINDOWED, 600, 272, 0, 0);
install_sound(DIGI_AUTODETECT,MIDI_AUTODETECT,NULL);
BITMAP *buffer = create_bitmap(600,272);
MIDI *music;
while(n>0)
{
dir = r; length = 4; score = 0; t = 100; sp = 1; over = 0; look = 'r'; t2 = 1;
python[0][0] = 15; python[0][1] = 10; python[1][0] = 15; python[1][1] = 9; python[2][0] = 15; python[2][1] = 8; python[3][0] = 15; python[3][1] = 7;
srand(time(NULL)); directory[6] = intchar(rand()%9 + 1);
music = load_midi(directory);
play_midi(music,0);
clear_to_color(screen,0x000000);
opening();
menu_mode(field);
init(field);
position(field,python); // position the snake
food(field,fd);
guardi = python[length-1][0]; guardj = python[length-1][1];
display(field,python,fd,t2);
while(over!=1)
{
if(t2<10){t2++;}
guardi = python[length-1][0]; guardj = python[length-1][1];
save = dir;
python[length][0] = i; python[length][1] = j;
rest(10);
if(keypressed()){dir = readkey();}
else if ((dir & 0xff) == 'w') dir =u;
else if ((dir & 0xff) == 's') dir =d;
else if ((dir & 0xff) == 'a') dir =l;
else if ((dir & 0xff) == 'd') dir =r;
if((dir==u)||(dir==d)||(dir==l)||(dir==r)) {over = analysis(field,python,fd);rest(t-10); }
else if(dir==esc){over=1;n=0;}
else {dir = save; over = analysis(field,python,fd);rest(t-10);};
display(field,python,fd,t2);
}
portal1[0] = 50; portal1[1] = 50; portal2[0] = 50; portal2[1] = 50;
clear_to_color(screen,0xFFFFFF);
textout_ex(screen,font,"Score: ",225,160,0x02094A,0xF7FF0B); outnumber(265,160,score);
saverec(field,python,fd);
destroy_midi(music);
rest(100);
if(readkey()==esc){n=0;}
}
destroy_bitmap(buffer);
return 0;
}
END_OF_MAIN();