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main.cpp
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main.cpp
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/*
* Snake game program using the SDL library
*
* @author J. Alvarez
*/
#include <iostream>
#include <cstring>
#include <vector>
#include <time.h>
#include <stdlib.h>
#include "Snake.hpp"
#include "Food.hpp"
#include "Wall.hpp"
#include "Screen.hpp"
#include "SDL2/SDL.h"
using namespace SnakeGame;
bool holdGame(Screen & screen, int millis) {
int startTime = SDL_GetTicks();
bool quit = false;
while (SDL_GetTicks() - startTime < millis && !quit) {
if(screen.processEvents() == Screen::Action::QUIT)
quit = true;
}
return quit;
}
bool pauseGame(Screen & screen, bool & pause) {
int startTime = SDL_GetTicks();
bool quit = false;
while (!quit && pause) {
int action = screen.processEvents();
switch (action) {
case Screen::Action::QUIT:
quit = true;
break;
case Screen::Action::PAUSE:
pause = false;
break;
}
}
return quit;
}
void resetLevel(Snake & snake, Food & food, bool & starting) {
snake.die();
snake.reset();
food = Food();
starting = true;
}
void createWalls(std::vector<Wall *> & walls) {
const int N_HORIZONTAL = Screen::S_WIDTH / Wall::S_WALL_WIDTH;
const int N_VERTICAL = Screen::S_HEIGHT / Wall::S_WALL_WIDTH - 2;
for (int i = 0; i < N_HORIZONTAL; i++) {
Wall * upperWall = new Wall(i * Wall::S_WALL_WIDTH, 0);
Wall * lowerWall = new Wall(i * Wall::S_WALL_WIDTH,
Screen::S_HEIGHT - 3 * Wall::S_WALL_WIDTH);
walls.push_back(upperWall);
walls.push_back(lowerWall);
}
for (int i = 1; i < N_VERTICAL - 1; i++) {
Wall * leftmostWall = new Wall(0, i * Wall::S_WALL_WIDTH);
Wall * rightmostWall = new Wall(Screen::S_WIDTH - Wall::S_WALL_WIDTH,
i * Wall::S_WALL_WIDTH);
walls.push_back(leftmostWall);
walls.push_back(rightmostWall);
}
}
void drawWalls(std::vector<Wall *> & walls, Screen & screen) {
for (auto wall: walls)
wall->draw(screen);
}
void freeWalls(std::vector<Wall *> & walls) {
for (auto wall: walls)
delete wall;
walls.clear();
}
int main(int argc, char ** argv) {
srand(time(NULL));
Screen screen;
Snake snake;
Food food;
std::vector<Wall *> walls;
createWalls(walls);
int score = 0;
if (!screen.init()) {
SDL_Log("Error initializing screen");
return -1;
}
bool quit = false;
bool starting = true;
bool pause = false;
while (!quit && snake.m_lives > 0) {
screen.clear();
snake.draw(screen);
food.draw(screen);
drawWalls(walls, screen);
screen.update(score, snake.m_lives, false);
if (starting) {
quit = holdGame(screen, 1500);
starting = false;
}
switch (screen.processEvents()) {
case Screen::Action::QUIT:
quit = true;
break;
case Screen::Action::PAUSE:
pause = true;
break;
case Screen::Action::MOVE_UP:
if(!snake.m_hasUpdated)
snake.updateDirection(Snake::Direction::UP);
break;
case Screen::Action::MOVE_DOWN:
if(!snake.m_hasUpdated)
snake.updateDirection(Snake::Direction::DOWN);
break;
case Screen::Action::MOVE_LEFT:
if(!snake.m_hasUpdated)
snake.updateDirection(Snake::Direction::LEFT);
break;
case Screen::Action::MOVE_RIGHT:
if(!snake.m_hasUpdated)
snake.updateDirection(Snake::Direction::RIGHT);
break;
}
if (pause)
quit = pauseGame(screen, pause);
int elapsed = SDL_GetTicks();
if (elapsed/10 % 6 == 0) {
if (!snake.move())
resetLevel(snake, food, starting);
else {
if (snake.collidesWith(food)) {
food = Food();
score += Food::S_VALUE;
snake.addSection();
}
for (auto wall: walls)
if (snake.collidesWith(* wall))
resetLevel(snake, food, starting);
for (int i = 1; i < snake.m_sections.size(); i++)
if (snake.collidesWith(* snake.m_sections[i]))
resetLevel(snake, food, starting);
}
}
if (snake.m_lives == 0) {
screen.clear();
screen.drawGameOver();
screen.update(score, snake.m_lives, true);
holdGame(screen, 3000);
}
}
freeWalls(walls);
screen.close();
return 0;
}