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TwoOfDiamonds

Pascal the Snake

Apr 23rd, 2013
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Pascal 6.50 KB | None | 0 0
  1. program Snake;
  2. uses Crt;
  3.  
  4. type
  5.         SnakeCell = record
  6.                 xCoord: Integer;
  7.                 yCoord: Integer;
  8.         End;
  9.  
  10. label wrongDirection;
  11.  
  12. const
  13.         up = 1;
  14.         down = 2;
  15.         left = 3;
  16.         right = 4;
  17.  
  18.         lines = 15; {number of lines}
  19.         rows = 20; {number of rows}
  20.  
  21.         {number of lines and rows can be changed without any restriction
  22.         except the limits of the map[][]}
  23.  
  24.         empty = 0;         //' '
  25.         wall = 1;          //#
  26.         food = 2;          //@
  27.         clear = -1;
  28.  
  29.         snakeHead = 10; //O
  30.         snakeBody = 11; //x
  31.  
  32. var
  33.         i, j, h, t, k : integer;
  34.         map: Array[1..25,1..80] of Integer;
  35.         isRunning : boolean;
  36.         snakeA: Array[1..200] of SnakeCell;
  37.         direction: integer;
  38.         foodX, foodY: integer;
  39.         isFood: boolean;
  40.         points: integer;
  41.  
  42.         key : char;
  43. begin
  44.  
  45.  
  46. ClrScr;
  47. isFood := false;
  48. Randomize;
  49. points := 0;
  50.  
  51. for i:=2 to 200 do begin
  52.         snakeA[i].xCoord := -1;
  53.         snakeA[i].yCoord := -1;
  54. end;
  55.  
  56. {this is positioning the snake in the middle of the map}
  57.  
  58. snakeA[1].xCoord := rows div 2;
  59. snakeA[1].yCoord := lines div 2;
  60.  
  61. {this is creating the game map}
  62. for i:=1 to lines do begin
  63.         for j:=1 to rows do begin
  64.                 if (i=1) OR (j = 1) OR (i = lines) OR (j = rows) then map[i][j]:=1
  65.                 else map[i][j] := 0;
  66.          end;
  67. end;
  68.  
  69. {this prints the walls and leaves the inside space empty}
  70.  
  71. for i:=1 to lines do begin
  72.         for j:=1 to rows do begin
  73.                 if map[i][j] = wall then write('#')
  74.                 else if map[i][j] = empty then write(' ');
  75.         end;
  76.         writeln();
  77.  
  78. end;
  79.  
  80.  
  81. isRunning := true; {variable which will keep the game-loop running}
  82.  
  83. {bringing Pascal to life }
  84.  
  85. gotoxy(snakeA[1].xCoord, snakeA[1].yCoord);
  86. write ('O');
  87.  
  88. repeat                                 {game loop}
  89.  
  90.         wrongDirection:      {this is a label for GOTO}
  91.  
  92.         if isFood = false then begin       {if there is no food, create one}
  93.                 foodX := random(rows-2) + 2;
  94.                 foodY := random(lines-2) + 2;
  95.                 isFood := true;
  96.                 gotoxy(foodX, foodY);
  97.                 write ('@');
  98.         end;
  99.  
  100.         {if a key is pressed, check if the snake can do that move
  101.         (the direction doesn't change by 180 degrees) and if it is ok
  102.         then change the direction}
  103.  
  104.         if Keypressed then begin
  105.                 key := readkey;
  106.  
  107.                 case key of
  108.                         #75 : begin if direction = right then goto wrongDirection; direction := left; end;
  109.                         #72 : begin if direction = down then goto wrongDirection; direction := up; end;
  110.                         #77 : begin if direction = left then goto wrongDirection; direction := right; end;
  111.                         #80 : begin if direction = up then goto wrongDirection; direction := down; end;
  112.                         #27 : break;
  113.                 end;
  114.         end;
  115.  
  116.         {erase the snake so it can be painted to the next position}
  117.  
  118.                 gotoxy(snakeA[1].xCoord, snakeA[1].yCoord); write(' ');
  119.                 for t:=2 to 200 do begin
  120.                         if snakeA[t].xCoord <> -1 then begin
  121.                                 gotoxy(snakeA[t].xCoord, snakeA[t].yCoord);
  122.                                 write(' ');
  123.                         end
  124.                         else break;
  125.                 end;
  126.  
  127.                 {compute the movement of each snake cell
  128.                 the for must go from 200 down , otherwise all the cells would
  129.                 be stacked up on the snakeA[2] position}
  130.  
  131.                 {each cell will move where the one before it was}
  132.  
  133.                 for j:=200 downto 2 do begin
  134.                         if snakeA[j].xCoord <> - 1 then begin
  135.                                 snakeA[j].xCoord := snakeA[j-1].xCoord;
  136.                                 snakeA[j].yCoord := snakeA[j-1].yCoord;
  137.                                 end;
  138.                 end;
  139.  
  140.                 {this is the movement of the Snake Head}
  141.  
  142.                 case direction of
  143.                         up : snakeA[1].yCoord := snakeA[1].yCoord - 1;
  144.                         down : snakeA[1].yCoord := snakeA[1].yCoord + 1;
  145.                         left : snakeA[1].xCoord := snakeA[1].xCoord - 1;
  146.                         right : snakeA[1].xCoord := snakeA[1].xCoord + 1;
  147.                 end;
  148.  
  149.                 {display the snake at its new position}
  150.  
  151.                 gotoxy(snakeA[1].xCoord, snakeA[1].yCoord); write('O');
  152.                 for i:=2 to 200 do begin
  153.                         if snakeA[i].xCoord <> -1 then begin gotoxy(snakeA[i].xCoord,snakeA[i].yCoord);write('x');
  154.                         end
  155.                         else break;
  156.                 end;
  157.  
  158.                 {check if the snakehead collided with any of its cells}
  159.  
  160.                 for k:=2 to 200 do begin
  161.                         if snakeA[k].xCoord = -1 then break;
  162.                         if (snakeA[k].xCoord = snakeA[1].xCoord) and (snakeA[k].yCoord = snakeA[1].yCoord) then isRunning := false;
  163.                 end;
  164.  
  165.                 {if the snake collided with the food we consider to have eaten it
  166.                 so: *there is no food on the screen anymore
  167.                 *the user gains one point
  168.                 *we find the first position in the array that isn't used and
  169.                 add a cell to the current snake}
  170.  
  171.                 if (snakeA[1].yCoord = foodY) and (snakeA[1].xCoord = foodX) then begin
  172.                         isFood := false;
  173.                         points := points+1;
  174.                         for h:=2 to 200 do begin
  175.                                 if snakeA[h].xCoord = -1 then begin snakeA[h].xCoord := snakeA[h-1].xCoord; snakeA[h].yCoord :=snakeA[h-1].yCoord;break;end;
  176.  
  177.                         end;
  178.                 end;
  179.  
  180.                 {delay(150) makes the snake move reasonably fast but not too fast}
  181.  
  182.                 delay(150);
  183.                 gotoxy(1, lines+1); write('Points: ', points);  //points are displayed
  184.  
  185.                 {if the snakehead collided with a wall , the game is over}
  186.  
  187.                 if (snakeA[1].xCoord<=1) or (snakeA[1].yCoord<=1) or (snakeA[1].xCoord >= rows) or (snakeA[1].yCoord>=lines) then isRunning := false;
  188.  
  189.  
  190.         until isRunning = false;
  191.  
  192.         {the screen will be paused a little after the game was ended so the
  193.         player can see the points}
  194.  
  195.         delay(3000);
  196.  
  197.  
  198. end.     {THE END}
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