{"action":"created","comment":{"url":"https://api.github.com/repos/redox-os/games-for-redox/pulls/comments/56753316","id":56753316,"diff_hunk":"@@ -0,0 +1,470 @@\n+extern crate termion;\n+\n+use termion::{IntoRawMode, TermWrite, Color, async_stdin};\n+use std::io::{stdout, stdin, Read, Write};\n+use std::time::{Instant, Duration};\n+use std::collections::VecDeque;\n+\n+#[derive(PartialEq, Copy, Clone)]\n+enum Direction {\n+    Up,\n+    Down,\n+    Left,\n+    Right,\n+}\n+\n+/// Snake's Body Part location and direction\n+struct BodyPart {\n+    x: u16,\n+    y: u16,\n+    direction: Direction,\n+}\n+\n+/// Snake's Food\n+struct Food {\n+    x: u16,\n+    y: u16,\n+}\n+\n+impl BodyPart {\n+    fn crawl(&self) -> BodyPart {\n+        let mut x = self.x;\n+        let mut y = self.y;\n+        let new_direction: Direction;\n+\n+        match self.direction {\n+            Direction::Up => { \n+                y += 1;\n+                new_direction = Direction::Up;\n+            },\n+            Direction::Down => { \n+                y -= 1;\n+                new_direction = Direction::Down;\n+            },\n+            Direction::Left => {\n+                x -= 1;\n+                new_direction = Direction::Left;\n+            },\n+            Direction::Right => {\n+                x += 1;\n+                new_direction = Direction::Right;\n+            },\n+        };\n+\n+        BodyPart {\n+            x: x,\n+            y: y,\n+            direction: new_direction\n+        }\n+    }\n+}\n+\n+/// Snake\n+struct Snake {\n+    direction: Direction,\n+    body: VecDeque<BodyPart>,\n+}\n+\n+/// The game state.\n+struct Game<R, W> {\n+    /// The play area width.\n+    width: usize,\n+    /// The play area height.\n+    height: usize,\n+    /// Standard input.\n+    stdin: R,\n+    /// Standard output.\n+    stdout: W,\n+    /// Snake\n+    snake: Snake,\n+    /// Snake's Food\n+    food: Food,\n+    /// Speed\n+    speed: u64,\n+    /// Game Score\n+    score: i32,\n+    /// Interval between frames\n+    interval: u64,\n+    /// This will be modified when a random value is read or written.\n+    seed: usize,\n+}\n+\n+impl<R: Read, W: Write> Game<R, W> {\n+    /// Start the game loop.\n+    ///\n+    /// This will listen to events and do the appropriate actions.\n+    fn start(&mut self) {\n+        self.stdout.hide_cursor().unwrap();\n+\n+        let mut before = Instant::now();\n+\n+        loop {\n+            self.interval = 1000 / self.speed;\n+            let now = Instant::now();\n+            let dt = (now.duration_since(before).subsec_nanos() / 1_000_000) as u64;\n+\n+            if dt < self.interval {\n+                std::thread::sleep(Duration::from_millis(self.interval - dt));\n+                continue;\n+            }\n+\n+            before = now;\n+\n+            if !self.update() {\n+                return;\n+            }\n+\n+            if self.check_game_over() {\n+                if self.game_over() {\n+                    self.reset();\n+                    continue;\n+                } else {\n+                    return;\n+                }\n+            }\n+\n+            if self.check_eating() {\n+                self.score += 1;\n+                self.speed += 4;\n+                self.grow_snake();\n+                self.move_food();\n+            }\n+\n+            self.clear_snake();\n+            self.draw_snake();\n+            self.draw_food();\n+\n+            self.stdout.flush().unwrap();\n+            self.stdout.reset().unwrap();\n+        }\n+    }\n+\n+    /// Reset the game.\n+    ///\n+    /// This will display the starting play area.\n+    fn reset(&mut self) {\n+        self.stdout.clear().unwrap();\n+        self.stdout.flush().unwrap();\n+        self.stdout.reset().unwrap();\n+\n+        self.draw_walls();\n+\n+        self.snake = Snake {\n+            direction: Direction::Right,\n+            body: vec![\n+                BodyPart { x: 10, y: 10, direction: Direction::Right},\n+                BodyPart { x: 11, y: 10, direction: Direction::Right},\n+                BodyPart { x: 12, y: 10, direction: Direction::Right},\n+                BodyPart { x: 13, y: 10, direction: Direction::Right},\n+                BodyPart { x: 14, y: 10, direction: Direction::Right},\n+                BodyPart { x: 15, y: 10, direction: Direction::Right},\n+                BodyPart { x: 16, y: 10, direction: Direction::Right},\n+                BodyPart { x: 17, y: 10, direction: Direction::Right},\n+                BodyPart { x: 18, y: 10, direction: Direction::Right},\n+                BodyPart { x: 19, y: 10, direction: Direction::Right},\n+            ].into_iter().collect(),\n+        };\n+        \n+        self.food = Food {\n+            x: self.width as u16 / 2,\n+            y: self.height as u16 / 2,\n+        };\n+        \n+        self.score = 0;\n+        self.speed = 10;\n+        self.interval = 0;\n+        self.seed = 0;\n+    }\n+\n+    /// Update the game.\n+    ///\n+    /// This will receive and process input. As well as update the game world.\n+    /// Returns false if the game is supposed to be closed.\n+    fn update(&mut self) -> bool {\n+        let mut key_bytes = [0];\n+        self.stdin.read(&mut key_bytes).unwrap();\n+\n+        self.write_rand(key_bytes[0]);\n+\n+        match key_bytes[0] {\n+            b'q' => return false,\n+            b'k' => self.turn_snake(Direction::Up),\n+            b'j' => self.turn_snake(Direction::Down),\n+            b'h' => self.turn_snake(Direction::Left),\n+            b'l' => self.turn_snake(Direction::Right),\n+            b'0' => {},\n+            _ => {},\n+        }\n+\n+        self.move_snake();\n+\n+        true\n+    }\n+\n+    /// Read a number from the randomizer.\n+    fn read_rand(&mut self) -> u8 {\n+        self.seed ^= self.seed.rotate_right(4).wrapping_add(0x25A45B35C4FD3DF2);\n+        self.seed ^= self.seed >> 7;\n+        self.seed as u8\n+    }\n+\n+    /// This is used for collecting entropy to the randomizer.\n+    fn write_rand(&mut self, b: u8) {\n+        self.seed ^= b as usize;\n+        self.read_rand();\n+    }\n+\n+    /// Check if the Snake is overlapping a wall or a body part\n+    fn check_game_over(&mut self) -> bool {\n+        let head = &self.snake.body.back().unwrap();\n+\n+        if self.snake.body.iter().filter(|part| {\n+            (head.x, head.y) == (part.x, part.y)\n+        }).count() > 1 {\n+            return true;\n+        }\n+\n+        match (head.x, head.y) {\n+            (0, _) => true,\n+            (_, 0) => true,\n+            (x, _) if x == self.width as u16 => true,\n+            (_, y) if y == self.height as u16 - 1 => true,\n+            _ => false,\n+        }\n+    }\n+\n+    /// Grows the Snake's tail\n+    fn grow_snake(&mut self) {\n+        let (x, y, direction) = {\n+            let tail = &self.snake.body.front().unwrap();\n+\n+            (match tail.direction {\n+                Direction::Left => tail.x + 1,\n+                Direction::Right => tail.x - 1,\n+                _ => tail.x,\n+            },\n+            match tail.direction {\n+                Direction::Up => tail.y + 1,\n+                Direction::Down => tail.y - 1,\n+                _ => tail.y,\n+            },\n+            tail.direction)\n+        };\n+\n+        self.snake.body.push_front(BodyPart {\n+            x: x,\n+            y: y,\n+            direction: direction,\n+        });\n+    }\n+\n+    /// Checks if the Snake is overlapping the food\n+    fn check_eating(&mut self) -> bool {\n+        let head = &self.snake.body.back().unwrap();\n+        if (head.x, head.y) == (self.food.x, self.food.y) {\n+            return true;\n+        }\n+        false\n+    }\n+\n+    fn clear_snake(&mut self) {\n+        for part in &self.snake.body {\n+            self.stdout.goto(part.x, part.y).unwrap();\n+            self.stdout.write(\" \".as_bytes()).unwrap();\n+        }\n+    }\n+\n+    fn move_snake(&mut self) {\n+        {\n+            let tail = self.snake.body.pop_front().unwrap();\n+            self.stdout.goto(tail.x, tail.y).unwrap();\n+            self.stdout.write(\" 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