#include #include #include #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 SnakeMovement(sf::Keyboard keyboard) { /* if (keyboard.pressed(Left)) snakeHead.moveleft(); if (keyboard.pressed(Right)) snakeHead.moveRight(); if (keyboard.pressed(Down)) snakeHead.moveDown(); if (keyboard.pressed(Up)) snakeHead.moveUp(); */ return; } 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 return; } // Get x and y position of snake head sf::Vector2f Snake::GetHeadPosition() { sf::Vector2f position; position = snakeBody.front().getPosition(); return position; } 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); snakeBody.push_back(newBodyPart); return; } // SnakeNode::SnakeNode(); // SnakeNode::SnakeNode(sf::Vector2f addBodyPiece);