snakeplusplus/src/Snake.cpp

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#include <iostream>
#include <SFML\Graphics.hpp>
#include <SFML\System.hpp>
#include "Snake.h"
// Test for collision between two objects
bool SnakeCollision(sf::RectangleShape object1, sf::RectangleShape object2)
{
// Hack for getting a temporary collision
// Collision only tested for origin corrordinate
sf::Vector2f object1Position = object1.getPosition();
sf::Vector2f object2Position = object2.getPosition();
if (object1Position.x != object2Position.x)
return 0;
if (object1Position.y != object2Position.y)
return 0;
return 1;
}
// Move snake head piece
void Snake::CheckDirection()
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
snakeDirection = 1;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
snakeDirection = 2;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
snakeDirection = 3;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
snakeDirection = 4;
return;
}
// Check snake head for running into boundaries
bool Snake::CheckBoundaries()
{
if (snakeBody.front().getPosition().x == 0 && snakeDirection == 1)
return 1;
if (snakeBody.front().getPosition().y == 0 && snakeDirection == 2)
return 1;
// TODO: Change boundaries to not be hard-coded
if (snakeBody.front().getPosition().y > 675 && snakeDirection == 3)
return 1;
if (snakeBody.front().getPosition().x > 975 && snakeDirection == 4)
return 1;
return 0;
}
sf::Vector2f CalculateNewPosition(int direction, sf::Vector2f position)
{
if (direction == 0)
return position;
if (direction == 1)
position.x -= 25;
if (direction == 2)
position.y -= 25;
if (direction == 3)
position.y += 25;
if (direction == 4)
position.x += 25;
return position;
}
void Snake::ExtendSnake()
{
// Create a new deque RectangleShape without popping old
return;
}
void Snake::MoveSnake()
{
// Create a new deque RectangleShape and pop old
// Todo: Depreciate ExtendSnake and just add a collision test
CheckDirection();
sf::Vector2f newHeadPosition;
newHeadPosition = GetSnakeHeadPosition();
if (!CheckBoundaries())
newHeadPosition = CalculateNewPosition(snakeDirection, newHeadPosition);
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sf::RectangleShape newBodyPart(sf::Vector2f(25,25));
newBodyPart.setPosition(newHeadPosition);
snakeBody.push_back(newBodyPart);
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snakeBody.pop_front();
return;
}
// Get x and y position of snake head
sf::Vector2f Snake::GetSnakeHeadPosition()
{
sf::Vector2f position;
position = snakeBody.front().getPosition();
return position;
}
sf::RectangleShape Snake::GetSnakeHead()
{
sf::RectangleShape head;
head = snakeBody.front();
return head;
}
void Snake::DisplaySnake(sf::RenderWindow& window)
{
for (auto it = snakeBody.cbegin(); it != snakeBody.cend(); ++it)
{
window.draw(*it);
}
return;
}
Snake::Snake()
{
// Possibly unnecessary
// The big 3 could be used to create a fresh game state
return;
}
Snake::Snake(sf::Vector2f head)
{
sf::RectangleShape newBodyPart(head);
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newBodyPart.setFillColor(sf::Color::Green);
snakeBody.push_back(newBodyPart);
return;
}
// SnakeNode::SnakeNode();
// SnakeNode::SnakeNode(sf::Vector2f addBodyPiece);