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								#include <iostream>
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								#include <SFML\Graphics.hpp>
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								#include <SFML\System.hpp>
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								#include "Snake.h"
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								// Test for collision between two objects
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								bool SnakeCollision(sf::RectangleShape object1, sf::RectangleShape object2)
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								{
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								    // Hack for getting a temporary collision
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								    // Collision only tested for origin corrordinate
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								    sf::Vector2f object1Position = object1.getPosition();
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								    sf::Vector2f object2Position = object2.getPosition();
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								    if (object1Position.x != object2Position.x)
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								        return 0;
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								    if (object1Position.y != object2Position.y)
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								        return 0;
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								    return 1;
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								}
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											2022-08-10 19:59:48 -05:00
										 
									 
								 
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								// Check keyboard for new direction of snake
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								void Snake::CheckDirection()
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								{
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								    if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
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								        snakeDirection = 1;
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								    if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
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								        snakeDirection = 2;
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								    if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
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								        snakeDirection = 3;
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								    if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
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								        snakeDirection = 4;
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								    return;
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								}
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								// Check snake head for running into boundaries
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								bool Snake::CheckBoundaries()
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								{
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								    if (snakeBody.front().getPosition().x == 0 && snakeDirection == 1)
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								        return true;
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								    if (snakeBody.front().getPosition().y == 0 && snakeDirection == 2)
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								        return true;
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								    // TODO: Change boundaries to not be hard-coded
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								    if (snakeBody.front().getPosition().y > 675 && snakeDirection == 3)
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								        return true;
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								    if (snakeBody.front().getPosition().x > 975 && snakeDirection == 4)
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								        return true;
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								    return false;
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											2022-07-26 19:03:55 -05:00
										 
									 
								 
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								}
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								// Get a new coordinate position based on snake direction
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								sf::Vector2f CalculateNewPosition(int direction, sf::Vector2f position)
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								{
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								    if (direction == 0)
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								        return position;
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								    if (direction == 1)
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								        position.x -= 25;
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								    if (direction == 2)
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								        position.y -= 25;
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								    if (direction == 3)
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								        position.y += 25;
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								    if (direction == 4)
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								        position.x += 25;
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								    return position;
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								}
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											2022-07-27 15:15:36 -05:00
										 
									 
								 
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								// Move snake based on direction and test for eating food
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								void Snake::MoveSnake(sf::RectangleShape& snakeFood)
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								{
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								    CheckDirection();
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								    sf::Vector2f newHeadPosition;
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								    newHeadPosition = GetSnakeHeadPosition();
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								    if (!CheckBoundaries())
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								        newHeadPosition = CalculateNewPosition(snakeDirection, newHeadPosition);
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								    sf::RectangleShape newBodyPart(sf::Vector2f(25,25));
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								    newBodyPart.setPosition(newHeadPosition);
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								    if (IsSelfCollision(newBodyPart)) // Do nothing if self collision
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								    {
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								        return;
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								    }
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								    newBodyPart.setFillColor(sf::Color::Green);
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								    snakeBody.push_front(newBodyPart);
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								    if (!SnakeCollision(GetSnakeHead(), snakeFood))
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								        snakeBody.pop_back();
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								    else if (SnakeCollision(GetSnakeHead(), snakeFood))
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								    {
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								        sf::Vector2f snakeFoodPosition = snakeFood.getPosition();
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								        snakeFoodPosition.x += 25;
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								        snakeFoodPosition.y += 25;
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								        snakeFood.setPosition(snakeFoodPosition.x, snakeFoodPosition.y);
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								    }
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								    return;
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								}
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								// Return the Vector2f head of snake
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								sf::Vector2f Snake::GetSnakeHeadPosition()
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								{
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								    sf::Vector2f position;
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								    position = snakeBody.front().getPosition();
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								    return position;
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								}
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								// Return the RectangleShape head of snake
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								sf::RectangleShape Snake::GetSnakeHead()
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								{
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								    sf::RectangleShape head;
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								    head = snakeBody.front();
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								    return head;
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								}
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								// Iterate through snake deque and draw to window
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								void Snake::DisplaySnake(sf::RenderWindow& window)
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								{
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								    for (auto it = snakeBody.cbegin(); it != snakeBody.cend(); ++it)
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								    {
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								        window.draw(*it);
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								    }
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								    return;
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								}
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								// Test for snake self collision
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								bool Snake::IsSelfCollision(sf::RectangleShape testRectangle)
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								{
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								    for (auto it = snakeBody.cbegin(); it != snakeBody.cend(); ++it)
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								    {
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								        if (SnakeCollision(testRectangle, *it))
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								        {
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								            return true;
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								        }
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								    }
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								    return false;
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								}
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								// General constructor for snake class
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								Snake::Snake()
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								{
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								    sf::RectangleShape newBodyPart(sf::Vector2f(25,25));
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								    newBodyPart.setFillColor(sf::Color::Green);
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								    snakeBody.push_back(newBodyPart);
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								    return;
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								}
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								// Constructor for snake with position
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								Snake::Snake(sf::Vector2f head)
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								{
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								    sf::RectangleShape newBodyPart(head);
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								    newBodyPart.setFillColor(sf::Color::Green);
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								    snakeBody.push_back(newBodyPart);
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								    return;
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								}
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