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Snake.cpp
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Snake.cpp
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/*
* Snake game program using the SDL library
*
* @author J. Alvarez
*/
#include "Screen.hpp"
#include "Snake.hpp"
#include <iostream>
namespace SnakeGame {
const Uint8 Snake::S_SNK_RED = 0x00;
const Uint8 Snake::S_SNK_GREEN = 0x00;
const Uint8 Snake::S_SNK_BLUE = 0xFF;
const int Snake::S_INITIAL_SPEED = 1;
cint Snake::S_INITIAL_DIRECTION = Snake::Direction::RIGHT;
cint Snake::S_N_SECTS = 8;
cint Snake::S_INITIAL_LIVES = 3;
Snake::Snake(): m_speed(S_INITIAL_SPEED), m_lives(S_INITIAL_LIVES),
m_direction(S_INITIAL_DIRECTION), m_hasUpdated(false) {
Section * newSection = nullptr;
for (int i = 0; i < S_N_SECTS; i++) {
newSection = new Section(Screen::S_WIDTH/2 - i*Section::S_SECTION_WIDTH,
3*Section::S_SECTION_WIDTH, 0);
m_sections.push_back(newSection);
}
}
Snake::~Snake() {
freeSections();
}
void Snake::draw(Screen & screen) {
for (auto section: m_sections)
section->draw(screen);
}
void Snake::updateDirection(int direction) {
if (
(m_direction == Snake::Direction::UP || m_direction ==
Snake::Direction::DOWN) && (direction == Snake::Direction::LEFT ||
direction == Snake::Direction::RIGHT)
||
(m_direction == Snake::Direction::LEFT || m_direction ==
Snake::Direction::RIGHT) && (direction == Snake::Direction::UP ||
direction == Snake::Direction::DOWN)
) {
m_direction = direction;
m_hasUpdated = true;
}
}
bool Snake::move() {
for (int i = m_sections.size()-1; i > 0; i--)
m_sections[i]->move(m_sections[i]->
calculateDirection(* m_sections[i-1]));
m_sections[0]->move(m_direction);
m_hasUpdated = false;
if (m_sections[0]->m_x >= Screen::S_WIDTH || m_sections[0]->m_x < 0 ||
m_sections[0]->m_y >= Screen::S_HEIGHT || m_sections[0]->m_y < 0)
return false;
else
return true;
}
void Snake::die() {
m_lives--;
}
void Snake::reset() {
Snake::resetSections();
Snake::resetDirection();
}
void Snake::freeSections() {
for (auto section: m_sections)
delete section;
}
void Snake::resetSections() {
for(int i = S_N_SECTS; i < m_sections.size(); i++)
delete m_sections[i];
m_sections.erase(m_sections.begin() + S_N_SECTS, m_sections.end());
for (int i = 0; i < S_N_SECTS; i++){
m_sections[i]->m_x = Screen::S_WIDTH/2 - Section::S_SECTION_WIDTH*i;
m_sections[i]->m_y = 3*Section::S_SECTION_WIDTH;
}
}
void Snake::resetDirection() {
m_direction = S_INITIAL_DIRECTION;
}
bool Snake::collidesWith(Collideable & object) {
return m_sections[0]->collidesWith(object);
}
void Snake::addSection() {
const int N = m_sections.size();
int basePlacement = m_sections[N-2]->calculateDirection(* m_sections[N-1]);
int x = 0;
int y = 0;
int t = 0;
switch (basePlacement) {
case Snake::Direction::UP:
x = m_sections[N-1]->m_x;
y = m_sections[N-1]->m_y - Section::S_SECTION_WIDTH;
break;
case Snake::Direction::DOWN:
x = m_sections[N-1]->m_x;
y = m_sections[N-1]->m_y + Section::S_SECTION_WIDTH;
break;
case Snake::Direction::LEFT:
x = m_sections[N-1]->m_x - Section::S_SECTION_WIDTH;
y = m_sections[N-1]->m_y;
break;
case Snake::Direction::RIGHT:
x = m_sections[N-1]->m_x + Section::S_SECTION_WIDTH;
y = m_sections[N-1]->m_y;
break;
}
Section * newSection = new Section(x,y,t);
m_sections.push_back(newSection);
}
void Snake::toString() { // TODO Remove. For debugging purposes
SDL_Log("----------------------------------------");
SDL_Log("The snake is:");
for (auto section: m_sections)
section->toString();
SDL_Log("----------------------------------------");
}
} // namespace SnakeGame