#include <SDL.h>
#include <iostream>
#include <vector>
#include <cstdlib>
#include <ctime>

// Constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int CELL_SIZE = 20;
const int GRID_WIDTH = SCREEN_WIDTH / CELL_SIZE;
const int GRID_HEIGHT = SCREEN_HEIGHT / CELL_SIZE;

// Struct for representing a point on the grid
struct Point {
    int x, y;
};

// Enumeration for different game states
enum GameState {
    PLAY,
    GAME_OVER
};

// Function prototypes
void initializeSDL();
SDL_Window* createWindow();
SDL_Renderer* createRenderer(SDL_Window* window);
void handleInput(SDL_Event& event, bool& quit, GameState& gameState);
void generateObstacle(std::vector<Point>& obstacles, Point& food);
void drawGrid(SDL_Renderer* renderer);
void drawSnake(SDL_Renderer* renderer, const std::vector<Point>& snake);
void drawObstacles(SDL_Renderer* renderer, const std::vector<Point>& obstacles);
void drawFood(SDL_Renderer* renderer, const Point& food);
bool checkCollision(const Point& p1, const Point& p2);
bool checkSelfCollision(const std::vector<Point>& snake);
bool checkObstacleCollision(const Point& head, const std::vector<Point>& obstacles);

int main() {
    initializeSDL();

    SDL_Window* window = createWindow();
    SDL_Renderer* renderer = createRenderer(window);

    // Initialize game variables
    std::vector<Point> snake = {{GRID_WIDTH / 2, GRID_HEIGHT / 2}};
    std::vector<Point> obstacles;
    Point food;
    GameState gameState = PLAY;

    srand(time(nullptr));

    bool quit = false;
    while (!quit) {
        SDL_Event event;
        while (SDL_PollEvent(&event)) {
            handleInput(event, quit, gameState);
        }

        if (gameState == PLAY) {
            // Move the snake
            Point head = snake.front();
            Point newHead = head;
            switch (rand() % 4) {
                case 0:
                    newHead.x += 1;
                    break;
                case 1:
                    newHead.x -= 1;
                    break;
                case 2:
                    newHead.y += 1;
                    break;
                case 3:
                    newHead.y -= 1;
                    break;
            }

            // Check for collisions
            if (checkCollision(newHead, food)) {
                snake.push_back(newHead);
                generateObstacle(obstacles, food);
            } else {
                snake.insert(snake.begin(), newHead);
                snake.pop_back();
            }

            if (checkSelfCollision(snake) || checkObstacleCollision(newHead, obstacles) ||
                newHead.x < 0 || newHead.x >= GRID_WIDTH || newHead.y < 0 || newHead.y >= GRID_HEIGHT) {
                gameState = GAME_OVER;
            }

            // Clear the screen
            SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
            SDL_RenderClear(renderer);

            // Draw game elements
            drawGrid(renderer);
            drawSnake(renderer, snake);
            drawObstacles(renderer, obstacles);
            drawFood(renderer, food);

            // Update the screen
            SDL_RenderPresent(renderer);

            // Add a delay to control the speed of the game
            SDL_Delay(100);
        } else if (gameState == GAME_OVER) {
            std::cout << "Game Over!\n";
            quit = true;
        }
    }

    // Cleanup and close the SDL window
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();

    return 0;
}

void initializeSDL() {
    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
        std::cerr << "SDL initialization failed: " << SDL_GetError() << std::endl;
        exit(1);
    }
}

SDL_Window* createWindow() {
    SDL_Window* window = SDL_CreateWindow("Snake Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
                                          SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
    if (!window) {
        std::cerr << "Window creation failed: " << SDL_GetError() << std::endl;
        exit(1);
    }
    return window;
}

SDL_Renderer* createRenderer(SDL_Window* window) {
    SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
    if (!renderer) {
        std::cerr << "Renderer creation failed: " << SDL_GetError() << std::endl;
        exit(1);
    }
    return renderer;
}

void handleInput(SDL_Event& event, bool& quit, GameState& gameState) {
    while (SDL_PollEvent(&event)) {
        switch (event.type) {
            case SDL_QUIT:
                quit = true;
                break;
            case SDL_KEYDOWN:
                switch (event.key.keysym.sym) {
                    case SDLK_ESCAPE:
                        quit = true;
                        break;
                    case SDLK_q:
                        quit = true;
                        break;
                }
                break;
        }
    }
}

void generateObstacle(std::vector<Point>& obstacles, Point& food) {
    Point obstacle;
    do {
        obstacle = {rand() % GRID_WIDTH, rand() % GRID_HEIGHT};
    } while (checkCollision(obstacle, food) || checkCollision(obstacle, {GRID_WIDTH / 2, GRID_HEIGHT / 2}));
    obstacles.push_back(obstacle);
}

void drawGrid(SDL_Renderer* renderer) {
    SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
    for (int i = 0; i < SCREEN_WIDTH; i += CELL_SIZE) {
        SDL_RenderDrawLine(renderer, i, 0, i, SCREEN_HEIGHT);
    }
    for (int i = 0; i < SCREEN_HEIGHT; i += CELL_SIZE) {
        SDL_RenderDrawLine(renderer, 0, i, SCREEN_WIDTH, i);
    }
}

void drawSnake(SDL_Renderer* renderer, const std::vector<Point>& snake) {
    SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
    for (const auto& point : snake) {
        SDL_Rect rect = {point.x * CELL_SIZE, point.y * CELL_SIZE, CELL_SIZE, CELL_SIZE};
        SDL_RenderFillRect(renderer, &rect);
    }
}

void drawObstacles(SDL_Renderer* renderer, const std::vector<Point>& obstacles) {
    SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
    for (const auto& point : obstacles) {
        SDL_Rect rect = {point.x * CELL_SIZE, point.y * CELL_SIZE, CELL_SIZE, CELL_SIZE};
        SDL_RenderFillRect(renderer, &rect);
    }
}

void drawFood(SDL_Renderer* renderer, const Point& food) {
    SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
    SDL_Rect rect = {food.x * CELL_SIZE, food.y * CELL_SIZE, CELL_SIZE, CELL_SIZE};
    SDL_RenderFillRect(renderer, &rect);
}

bool checkCollision(const Point& p1, const Point& p2) {
    return p1.x == p2.x && p1.y == p2.y;
}

bool checkSelfCollision(const std::vector<Point>& snake) {
    Point head = snake.front();
    for (auto it = snake.begin() + 1; it != snake.end(); ++it) {
        if (checkCollision(head, *it)) {
            return true;
        }
    }
    return false;
}

bool checkObstacleCollision(const Point& head, const std::vector<Point>& obstacles) {
    for (const auto& obstacle : obstacles) {
        if (checkCollision(head, obstacle)) {
            return true;
        }
    }
    return false;
}
 

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Read inputs from stdin

OneCompiler's C++ online compiler supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample program which takes name as input and print your name with hello.

#include <iostream>
#include <string>
using namespace std;

int main() 
{
    string name;
    cout << "Enter name:";
    getline (cin, name);
    cout << "Hello " << name;
    return 0;
}

About C++

C++ is a widely used middle-level programming language.

  • Supports different platforms like Windows, various Linux flavours, MacOS etc
  • C++ supports OOPS concepts like Inheritance, Polymorphism, Encapsulation and Abstraction.
  • Case-sensitive
  • C++ is a compiler based language
  • C++ supports structured programming language
  • C++ provides alot of inbuilt functions and also supports dynamic memory allocation.
  • Like C, C++ also allows you to play with memory using Pointers.

Syntax help

Loops

1. If-Else:

When ever you want to perform a set of operations based on a condition If-Else is used.

if(conditional-expression) {
   //code
}
else {
   //code
}

You can also use if-else for nested Ifs and If-Else-If ladder when multiple conditions are to be performed on a single variable.

2. Switch:

Switch is an alternative to If-Else-If ladder.

switch(conditional-expression){    
case value1:    
 // code    
 break;  // optional  
case value2:    
 // code    
 break;  // optional  
......    
    
default:     
 code to be executed when all the above cases are not matched;    
} 

3. For:

For loop is used to iterate a set of statements based on a condition.

for(Initialization; Condition; Increment/decrement){  
  //code  
} 

4. While:

While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.

while (condition) {  
// code 
}  

5. Do-While:

Do-while is also used to iterate a set of statements based on a condition. It is mostly used when you need to execute the statements atleast once.

do {  
 // code 
} while (condition); 

Functions

Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increases re-usuability and modularity. Function gets run only when it is called.

How to declare a Function:

return_type function_name(parameters);

How to call a Function:

function_name (parameters)

How to define a Function:

return_type function_name(parameters) {  
 // code
}