Project 1: snek
Deadline: Thursday, September 12, 11:59:59 PM PT
Welcome to the first project of 61C! In this project, you'll get some practice with C coding by creating a playable snake game. If you're not familiar with snake, you can try out a demo at this link.
Make sure you've finished the setup in Lab 0 before starting this project.
Labs 1-2 are required for Project 1. Lectures 2-3, and the memory management/layout section of Lecture 4 are recommended. Discussions 1 and 2 are recommended.
We will be asking that all students show that they tried debugging before submitting a ticket for Project 1. If no debugging attempts are made, or it is clear that you do not understand how to debug, we will ask you to finish Lab 2 before resubmitting a ticket.
General testing and debugging tips can be found later in Compilation, Testing, and Debugging and on our common errors page.
Setup
This assignment can be done alone or with a partner.
You must complete this project on the hive machines (not your local machine). See Lab 0 if you need to set up the hive machines again.
Warning: Once you create a group on Gradar, you will not be able to change (add, remove, or swap) partners for this project, so please be sure of your partner before starting the project. You must add your partner on both Gradar and to every Gradescope submission.
If there are extenuating circumstances that require a partner switch (e.g. your partner drops the class, your partner is unresponsive), please reach out to us privately.
-
Visit Gradar. Log in and register your Project 1 group (and add your partner, if you have one), then create a GitHub repo for you or your group. If you have a partner, one partner should create a group and invite the other partner to that repo. The other partner should accept the invite without creating their own group.
-
Clone the repository on a hive machine.
(replace fa24-proj1-USERNAME
with the name of your GitHub repo)
-
Navigate to your repository:
-
Add the starter repository as a remote:
-
Pull from the starter repo:
Conceptual Overview
Snakes
A snake game can be represented by a grid of characters. The grid contains walls, fruits, and one or more snakes. An example of a game is shown below:
##############
# #
# dv #
# v # #
# v # #
# s >>D # #
# v # #
# *A< * # #
# #
##############
The grid has the following special characters:
#
denotes a wall.*
denotes a fruit.wasd
denotes the tail of a snake.^<v>
denotes the body of a snake.WASD
denotes the head of a snake.x
denotes the head of a snake that has died.
Each character of the snake tells you what direction the snake is currently heading in:
w
,W
, or^
denotes upa
,A
, or<
denotes lefts
,S
, orv
denotes downd
,D
, or>
denotes right
At each time step, each snakes moves according to the following rules:
- Each snake moves one step in the direction of its head.
- If the head crashes into the body of a snake or a wall, the snake dies and stops moving. When a snake dies, the head is replaced with an
x
. - If the head moves into a fruit, the snake eats the fruit and grows by 1 unit in length. Each time fruit is consumed, a new fruit is generated on the board.
In the example above, after one time step, the board will look like this:
##############
# * #
# s #
# v # #
# v # #
# s >>>D# #
# v # #
# A<< * # #
# #
##############
After one more time step, the board will look like this:
##############
# * #
# s #
# v # #
# v # #
# >>>x# #
# s # #
#A<<< * # #
# #
##############
Snakes are guaranteed to be at least three units long.
Numbering snakes
Each snake on the board is numbered depending on the position of its tail, in the order that the tails appear in the file (going from top-to-bottom, then left-to-right). For example, consider the following board with four snakes:
#############
# s d>>D #
# v A<a #
# S W #
# ^ #
# w #
#############
Snake 0 is the snake with tail s
, snake 1 has tail d
, snake 2 has tail a
, and snake 3 has tail w
.
Once the snakes are numbered from their initial positions, the numbering of the snakes does not change throughout the game.
Game board
A game board is a grid of characters, not necessarily rectangular. Here's an example of a non-rectangular board:
##############
# #######
##### ##
# # ##
##### ######
# ## #
# ######
# ##
# #
# ##### #
######## #########
Note that each row can have a different number of characters, but will start and end with a wall (#
). You can also assume that the board is an enclosed space, so snakes can't travel infinitely far in any direction.
The game_state_t
struct
A snake game is stored in memory in a game_state_t
struct, which is defined in state.h
. The struct contains the following fields:
unsigned int num_rows
: The number of rows in the game board.char** board
: The game board in memory. Each element of theboard
array is achar*
pointer to a character array containing a row of the board. Each row must be terminated by a new line character and must be a valid string.unsigned int num_snakes
: The number of snakes on the board.snake_t* snakes
: An array ofsnake_t
structs.
The snake_t
struct
Also defined in state.h
, each snake_t
struct contains the following fields:
unsigned int tail_row
: The row of the snake's tail.unsigned int tail_col
: The column of the snake's tail.unsigned int head_row
: The row of the snake's head.unsigned int head_col
: The column of the snake's head.bool live
:true
if the snake is alive, andfalse
if the snake is dead.
Please don't modify the provided struct definitions. You should only need to modify state.c
snake.c
, and custom_tests.c
in this project.
Compilation, Testing, and Debugging
In this project, we've provided a Makefile
as some of the compilation commands are a bit more complex. Please do not call gcc
yourself!
This project involves two executables:
unit-tests
: this executable contains all of the unit tests, which are provided for tasks 1 through 6.snake
: this executable contains the full Snake game, and is involved in integration tests in task 7.
To compile an executable, you can run make executable-name
. For example, to compile unit-tests
, run make unit-tests
. You can then run the executable with ./unit-tests
or call cgdb
and valgrind
on the executable. Make sure to recompile after you make changes to your code!
Please note that the unit tests are not comprehensive, and passing them does not guarantee that your implementation is fully correct. However, they should be helpful to get you started with debugging.
Testing and Debugging Tips
If your implementation isn't working, it's time to start debugging. You can add printf
statements in your code to print out variables during code execution, and then run compile and run the unit tests again to see the output of your print statements.
In CGDB, you can set a breakpoint in your own code (hint: see the GDB reference card for how to set a breakpoint in a different file). Then type run
or r
to start the program, and it'll pause at your breakpoint.
Tip: If you see "Segmentation fault (core dumped)", this means that your program crashed. One way to start debugging is by starting CGDB, run
ning the program with no breakpoints, and then typing backtrace
or bt
to see what line of code the program crashed at.
You can also use p print_board(state, stdout)
to print out your entire board while debugging in cgdb
.
Task 1: create_default_state
Implement the create_default_state
function in state.c
. This function should create a default snake game in memory with the following starting state (which you can hardcode), and return a pointer to the newly created game_state_t
struct.
####################
# #
# d>D * #
# #
# #
# #
# #
# #
# #
# #
# #
# #
# #
# #
# #
# #
# #
####################
create_default_state |
||
Arguments | None | |
Return values | game_state_t * |
A pointer to the newly created game_state_t struct. |
Hints
- The board has 18 rows, and each row has 20 columns. The fruit is at row 2, column 9 (zero-indexed). The tail is at row 2, column 2, and the head is at row 2, column 4.
- Which part of memory (code, static, stack, heap) should you store the new game in?
strcpy
may be helpful.
Testing and debugging
Unit tests are provided for this task, and can be run via the unit-tests
executable. For compilation and debugging, see Compilation, Testing, and Debugging.
Task 2: free_state
Implement the free_state
function in state.c
. This function should free all memory allocated for the given state, including all snake
structs and all state
->board
contents.
free_state |
||
Arguments | game_state_t* state |
A pointer to the game_state_t struct to be freed |
Return values | None |
Testing and debugging
To test if we correctly freed memory for the game state, run make valgrind-test-free-state
to check for memory leaks. If nothing is leaked, then you've passed the unit test for this task.
Task 3: print_board
Implement the print_board
function in state.c
. This function should print out the given game board to the given file pointer.
print_board |
||
Arguments | game_state_t* state |
A pointer to the game_state_t struct to be printed |
FILE* fp |
A pointer to the file object where the board should be printed to | |
Return values | None |
Hints
- The
fprintf
function will help you print out characters and/or strings to a given file pointer.
Testing and debugging
Unit tests are provided for this task, and can be run via the unit-tests
executable. For compilation and debugging, see Compilation, Testing, and Debugging.
If your function executes successfully (doesn't segfault or crash) but doesn't print the correct output, the board you printed will be in unit-test-out.snk
. A correctly-printed board should match the default board from Task 1.
Task 4: update_state
Implement the update_state
function in state.c
. This function should move the snakes one timestep according to the rules of the game.
Helper functions are not graded; for this task, we'll only be checking that update_state
is correct.
Task 4.1: Helpers
We have provided the following helper function definitions that you can implement. These functions are entirely independent of any game board or snake; they only take in a single character and output some information about that character.
bool is_tail(char c)
: Returns true ifc
is part of the snake's tail. The snake's tail consists of these characters:wasd
. Returns false otherwise.bool is_head(char c)
: Returns true ifc
is part of the snake's head. The snake's head consists of these characters:WASDx
. Returns false otherwise.bool is_snake(char c)
: Returns true ifc
is part of the snake. The snake consists of these characters:wasd^<v>WASDx
. Returns false otherwise.char body_to_tail(char c)
: Converts a character in the snake's body (^<v>
) to the matching character representing the snake's tail (wasd
). The output may be undefined for characters that are not a snake's body.char head_to_body(char c)
: Converts a character in the snake's head (WASD
) to the matching character representing the snake's body (^<v>
). The output may be undefined for characters that are not a snake's head.unsigned int get_next_row(unsigned int cur_row, char c)
: Returnscur_row + 1
ifc
isv
ors
orS
. Returnscur_row - 1
ifc
is^
orw
orW
. Returnscur_row
otherwise.unsigned int get_next_col(unsigned int cur_col, char c)
: Returnscur_col + 1
ifc
is>
ord
orD
. Returnscur_col - 1
ifc
is<
ora
orA
. Returnscur_col
otherwise.
Unit tests are not provided for these helper functions, so you'll have to write your own tests in custom_tests.c
to make sure that these are working as expected. Make sure that these tests comprehensively test your helper functions--our autograder will run your tests on buggy implementations to make sure that your tests can catch bugs!
When writing a unit test, the test function should return false
if the test fails, and true
if the test passes. You can use printf
to print out debugging statements. Some of the assert helper functions in asserts.h
might be useful.
Once you've written your own unit tests, you can compile them with make custom-tests
, which produces the custom-tests
executable that you can run or debug.
Task 4.2: next_square
Implement the next_square
helper function in state.c
. This function returns the character in the cell the given snake is moving into. This function should not modify anything in the game stored in memory.
next_square |
||
Arguments | game_state_t* state |
A pointer to the game_state_t struct to be analyzed |
int snum |
The index of the snake to be analyzed | |
Return values | char |
The character in the cell the given snake is moving into |
As an example, consider the following board:
##############
# #
# #
# #
# d>D* #
# #
# s #
# v #
# S #
##############
Assuming that state
is a pointer to this game state, then next_square(state, 0)
should return *
, because the head of snake 0 is moving into a cell with *
in it. Similarly, next_square(state, 1)
should return #
for snake 1.
The helper functions you wrote earlier might be helpful for this function (and the rest of this task too). Also, check out get_board_at
and set_board_at
, which are helper functions we wrote for you.
Use make unit-tests
to compile the provided unit tests. You can also use p print_board(state, stdout)
to print out your entire board while debugging in cgdb
.
Task 4.3: update_head
Implement the update_head
function in state.c
. This function will update the head of the snake.
Remember that you will need to update the head both on the game board and in the snake_t
struct. On the game board, add a character where the snake is moving. In the snake_t
struct, update the row and column of the head.
update_head |
||
Arguments | game_state_t* state |
A pointer to the game_state_t struct to be updated |
int snum |
The index of the snake to be updated | |
Return values | None |
As an example, consider the following board:
##############
# d>D #
# * #
# W #
# ^ #
# ^ #
# w #
# #
# #
##############
Assuming that state
is a pointer to this game state, then update_head(state, 0)
will move the head of snake 0, leaving all other snakes unchanged. In the snake_t
struct corresponding to snake 0, the head_col
value should be updated from 6 to 7, and the head_row
value should stay unchanged at 1. The new board will look like this:
##############
# d>>D #
# * #
# W #
# ^ #
# ^ #
# w #
# #
# #
##############
Note that this function ignores food, walls, and snake bodies when moving the head.
Use make unit-tests
to compile the provided unit tests. You can also use p print_board(state, stdout)
to print out your entire board while debugging in cgdb
.
Task 4.4: update_tail
Implement the update_tail
function in state.c
. This function will update the tail of the snake.
Remember that you will need to update the tail both on the game board and in the snake_t
struct. On the game board, blank out the current tail, and change the new tail from a body character (^<v>
) into a tail character (wasd
). In the snake_t
struct, update the row and column of the tail.
update_tail |
||
Arguments | game_state_t* state |
A pointer to the game_state_t struct to be updated |
int snum |
The index of the snake to be updated | |
Return values | None |
As an example, consider the following board:
##############
# d>D #
# * #
# W #
# ^ #
# ^ #
# w #
# #
# #
##############
Assuming that state
is a pointer to this game state, then update_tail(state, 1)
will move the tail of snake 1, leaving all other snakes unchanged. In the snake_t
struct corresponding to snake 1, the tail_row
value should be updated from 6 to 5, and the tail_col
value should stay unchanged at 9. The new board will look like this:
##############
# d>D #
# * #
# W #
# ^ #
# w #
# #
# #
# #
##############
Use make unit-tests
to compile the provided unit tests. You can also use p print_board(state, stdout)
to print out your entire board while debugging in cgdb
.
Task 4.5: update_state
Using the helpers you created, implement update_state
in state.c
.
As a reminder, the rules for moving a snake are as follows:
- Each snake moves one step in the direction of its head.
- If the head crashes into the body of a snake or a wall, the snake dies and stops moving. When a snake dies, the head is replaced with an
x
. - If the head moves into a fruit, the snake eats the fruit and grows by 1 unit in length. (You can implement growing by 1 unit by updating the head without updating the tail.) Each time fruit is consumed, a new fruit is generated on the board.
The int (*add_food)(game_state_t* state)
argument is a function pointer, which means that add_food
is a pointer to the code section of memory. The code that add_food
is pointing at is a function that takes in game_state_t* state
as an argument and returns an int
. You can call this function with add_food(x)
, replacing x
with your argument, to add a fruit to the board.
update_state |
||
Arguments | game_state_t* state |
A pointer to the game_state_t struct to be updated |
int (*add_food)(game_state_t* state) |
A pointer to a function that will add fruit to the board | |
Return values | None |
Testing and debugging
Unit tests are provided for only update_state
, and can be run via the unit-tests
executable. For compilation and debugging, see Compilation, Testing, and Debugging.
Task 5: load_board
Implement the load_board
function in state.c
. This function will read a game board from a stream (FILE *
) into memory. Your implementation of load_board
must support reading in from stdin
and any other streams, so please do not use anything that does not support stdin
, such as seeking, rewinding, or reopening.
Remember that each row of the game board might have a different number of columns. Your implementation should be memory-efficient and should not allocate significantly more memory than necessary to store the board. For example, if a row is 3 characters long, you shouldn't be allocating 100 bytes of space for that row.
You must use fgets
to read from the file pointer. We reserve the ability to manually regrade your submission if it uses a function other than fgets
to read from file
. Other string functions, such as strchr
, may be helpful here as well! Do not worry about error handling for calls to fgets
.
Hint: realloc
may be helpful for this task.
Tasks 5 and 6 combined will create a game_state_t
struct in memory with all its fields set up. In this task, please set num_snakes
to 0 and set the snakes
array to NULL
, since these will be initialized in task 6.
Task 5.1: read_line
Implement the read_line
function in state.c
. Given a FILE *
file
, read a line from file
and store the string on the heap. If fgets
errors, return NULL
.
read_line |
||
Arguments | FILE* file |
A file pointer where the string can be read from |
Return values | char * |
A pointer to the newly read string. NULL if there are any errors, or if EOF is reached. |
Task 5.2: load_board
Using read_line
, implement the load_board
function in state.c
.
load_board |
||
Arguments | FILE* file |
A file pointer where the board can be read from |
Return values | game_state_t * |
A pointer to the newly created game_state_t struct. NULL if there are any errors. |
Testing and debugging
Unit tests are provided for this task, and can be run via the unit-tests
executable. For compilation and debugging, see Compilation, Testing, and Debugging.
Task 6: initialize_snake
Implement the initialize_snake
function in state.c
. This function takes in a game board and creates the array of snake_t
structs.
Task 6.1: find_head
Implement the find_head
function in state.c
. Given a snake_t
struct with the tail row and column filled in, this function traces through the board to find the head row and column, and fills in the head row and column in the struct.
find_head |
||
Arguments | game_state_t* state |
A pointer to the game_state_t struct to be analyzed |
int snum |
The index of the snake to be analyzed | |
Return values | None |
As an example, consider the following board:
##############
# #
# * #
# #
# d>v #
# v #
# W v #
# ^<<< #
# #
##############
Assuming that state
is a pointer to this game state, then find_head(state, 0)
will fill in the head_row
and head_col
fields of the snake 0 struct with 6 and 3, respectively.
Task 6.2: initialize_snake
Using find_head
, implement the initialize_snake
function in state.c
. You can assume that the state passed into this function is the result of calling load_board
, but you may not assume that the snakes
array is defined. This means the board-related fields are already filled in, and you only need to fill in num_snakes
and create the snakes
array.
You may assume that all snakes on the board start out alive.
initialize_snakes |
||
Arguments | game_state_t* state |
A pointer to the game_state_t struct to be filled in |
Return values | game_state_t* state |
A pointer to the game_state_t struct with fields filled in. This can be the same as the struct passed in (you can modify the struct in-place). |
Testing and debugging
Unit tests are provided for this task, and can be run via the unit-tests
executable. For compilation and debugging, see Compilation, Testing, and Debugging.
Task 7: main
Using the functions you implemented in all the previous tasks, fill in the blanks in snake.c
. Each time the snake.c
program is run, the board will be updated by one time step.
To test your full implementation, run make run-integration-tests
. This will compile your program for you by calling make snake
internally.
To debug your implementation, run cgdb --args ./snake -i tests/TESTNAME-in.snk -o tests/TESTNAME-out.snk
. To check for memory leaks or out-of-bounds reads/writes, you can run valgrind ./snake -i tests/TESTNAME-in.snk -o tests/TESTNAME-out.snk
. Replace TESTNAME
with one of the test names in the tests
folder:
01-simple
02-direction
03-tail
04-food
05-wall
06-small
07-medium
08-multisnake
09-everything
10-filled
11-manyclose
12-corner
13-sus
14-orochi
15-hydra
16-huge
17-wide
18-tall
19-101-127
20-long-line
21-bigL
Similarly, you can test loading from stdin
by running ./snake --stdin -o tests/TESTNAME-out.snk < tests/TESTNAME-in.snk
, then running diff tests/TESTNAME-ref.snk tests/TESTNAME-out.snk
. To debug, run either cgdb ./snake
followed by set args --stdin -o tests/TESTNAME-out.snk < tests/TESTNAME-in.snk
or run valgrind ./snake --stdin -o tests/TESTNAME-out.snk < tests/TESTNAME-in.snk
. Note: this behavior is not explicitly tested with the unit tests or make run-integration-tests
, but will be tested on the autograder.
If you make changes to your code, please make sure to recompile before running other commands (except for make run-integration-tests
)!
You can also run make run-nonexistent-input-file-test
to make sure that your program correctly exits with error code -1 if the input file doesn't exist.
Task 8: Partner/Feedback Form
Congratulations on finishing the project! This is a relatively new project, so we'd love to hear your feedback on what can be improved for future semesters.
Please fill out this short form, where you can offer your thoughts on the project and (if applicable) your partnership. Any feedback you provide won't affect your grade, so feel free to be honest and constructive.
Submission and Grading
Submit your code to the Project 1 Gradescope assignment. Make sure that you have only modified snake.c
, state.c
, and custom_tests.c
. You can submit to Gradescope as many times as you want, and the score you see on Gradescope will be your final score for this project.
Just for fun: play snake
Now you can play a game with the code you've written by make interactive-snake
followed by ./interactive-snake
. Use the wasd
keys to control your snake!
To speed up or slow down the game, you can run ./interactive-snake -d 0.5
(replacing 0.5 with the number of seconds between time steps). During the game, you can also press ]
to move faster and [
to move slower.