Points Added

This commit is contained in:
Syntriax 2020-06-11 20:10:44 +03:00
parent 8341d82660
commit 17d8b7b646
5 changed files with 147 additions and 42 deletions

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Data/SpriteSheet.kra Normal file

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@ -15,6 +15,7 @@ class GameConfiguration
float audioVolume;
bool fullscreen;
int tickPerSec;
template <class T> T Clamp(T &, T = 0.0, T = 1.0);
void NormalizeVector2f(sf::Vector2f &);
@ -31,6 +32,7 @@ class GameConfiguration
bool IsFullscreen();
float GetSpriteSizeMultiplier();
float GetAudioVolume();
int GetTickPerSec();
sf::Color GetBackgroundColor();
sf::Vector2i GetScreenDimensions();
sf::Vector2i GetGridSize();
@ -128,6 +130,7 @@ void GameConfiguration::LoadValuesFromFile(std::string path)
int bgColor[3];
GetNextNonCommentLine(stream) >> gridSize.x >> coma >> gridSize.y;
GetNextNonCommentLine(stream) >> tickPerSec;
GetNextNonCommentLine(stream) >> windowDimensions.x >> coma >> windowDimensions.y;
LoadSpriteSheet(GetNextNonCommentLine(stream).str());
GetNextNonCommentLine(stream) >> spriteSheetCellSize.x >> coma >> spriteSheetCellSize.y;
@ -171,6 +174,8 @@ void GameConfiguration::WriteValuesToFile(std::string path)
confFile << "# Grid Size (x, y) (5 - 100)\n";
confFile << gridSize.x << ", " << gridSize.y << "\n\n";
confFile << "# Tick per Sec (1 - 60)\n";
confFile << tickPerSec << "\n\n";
confFile << "# Window Dimensions (x, y)\n";
confFile << "# If fullscreen set to 1 this will be skipped\n";
confFile << windowDimensions.x << ", " << windowDimensions.y << "\n\n";
@ -198,7 +203,8 @@ void GameConfiguration::LoadDefaultValues()
LoadSpriteSheet("Data\\SpriteSheet.png");
spriteSheetCellSize = sf::Vector2i(64, 64);
spriteSizeMultiplier = 1.0;
tickPerSec = 4;
fullscreen = false;
audioVolume = 1.0;
}
@ -232,6 +238,11 @@ sf::IntRect GameConfiguration::GetSpriteRect(unsigned int index)
return spriteSheetRect;
}
int GameConfiguration::GetTickPerSec()
{
return tickPerSec;
}
bool GameConfiguration::IsFullscreen()
{
return fullscreen;

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@ -11,6 +11,7 @@ class Grid : public IDrawable
Cell *CreateCellArray(sf::Vector2i);
public:
Grid();
void ApplyGridLimitsToVector2i(sf::Vector2i &);
bool SetGrid();
void UpdateCell(int, int, unsigned int, int = -1);
void Draw(sf::RenderWindow *);
@ -40,7 +41,7 @@ Cell *Grid::CreateCellArray(sf::Vector2i)
for (i = 0; i < cellCount; i++)
{
xPos = (i % gridSize.x) * cellSize.x * sizeMultiplier + offset.x;
yPos = (i / gridSize.x) * cellSize.y * sizeMultiplier + offset.y;
yPos = ((cellCount - i - 1) / gridSize.x) * cellSize.y * sizeMultiplier + offset.y;
(array + i) -> Set(xPos, yPos);
}
@ -48,6 +49,12 @@ Cell *Grid::CreateCellArray(sf::Vector2i)
return array;
}
void Grid::ApplyGridLimitsToVector2i(sf::Vector2i &vector)
{
vector.x %= gridSize.x; if(vector.x < 0) vector.x += gridSize.x;
vector.y %= gridSize.y; if(vector.y < 0) vector.y += gridSize.y;
}
bool Grid::SetGrid()
{
GameConfiguration *config = GameManager::GetConfig();

167
Snake.hpp
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@ -1,4 +1,12 @@
#include "SynEngine.hpp"
#include <time.h>
enum CellState
{
EmptyCell,
PointCell,
SnakeCell
};
enum PlayerSprite
{
@ -23,20 +31,30 @@ class Snake : public IBehaviour
private:
std::vector<SnakePart> snake;
unsigned int lenght;
SnakePart *backSecond;
SnakePart *back;
SnakePart *headSecond;
SnakePart *head;
Timer *timer;
Grid *grid;
sf::Vector2i gridSize;
float timeCountdown;
float timeResetValue;
unsigned TickPerSec;
GameConfiguration *config;
sf::Vector2i pointPosition;
void Move();
void Grow();
void ResetPointPosition();
int GetRandom(int, int);
unsigned GetDirection(sf::Vector2i, sf::Vector2i);
unsigned GetBackDirection();
unsigned GetMoveDirection();
sf::Vector2i GetDirectionVector(unsigned);
PlayerSprite GetNewSprite(unsigned &);
CellState NextCellState();
public:
Snake();
void Update();
@ -45,9 +63,7 @@ class Snake : public IBehaviour
Snake::Snake()
{
TickPerSec = 4;
timeResetValue = 1.0 / (float)TickPerSec;
timeCountdown = timeResetValue;
pointPosition = { 0, 0 }; // TEST
lenght = 2;
snake.reserve(lenght);
@ -55,44 +71,83 @@ Snake::Snake()
snake.push_back({ sf::Vector2i(1 - i, 0), 0});
timer = &GameManager::timer;
head = &snake[0];
head = backSecond = &snake[0];
back = headSecond = &snake[1];
config = GameManager::GetConfig();
grid = &GameManager::GetGrid();
gridSize = config -> GetGridSize();
TickPerSec = config -> GetTickPerSec();
timeResetValue = 1.0 / (float)TickPerSec;
timeCountdown = timeResetValue;
grid -> UpdateCell(snake[0].cellPosition.x, snake[0].cellPosition.y, PlayerSprite::Head, 0);
grid -> UpdateCell(snake[1].cellPosition.x, snake[1].cellPosition.y, PlayerSprite::Straight, 0);
grid -> UpdateCell(snake[1].cellPosition.x, snake[1].cellPosition.y, PlayerSprite::Back, 0);
ResetPointPosition();
}
int Snake::GetRandom(int min, int max)
{
int result;
static float value = 0.0;
value += GameManager::timer.GetTimePassed();
srand(value);
result = rand() % (max - min);
result += min;
return result;
}
void Snake::ResetPointPosition()
{
bool isInside = false;
int i;
do
{
isInside = false;
pointPosition = sf::Vector2i(GetRandom(0, gridSize.x), GetRandom(0, gridSize.y));
for (i = 0; i < lenght; i++)
if(snake[i].cellPosition == pointPosition)
{
isInside = true;
break;
}
} while (isInside);
grid -> UpdateCell(pointPosition.x, pointPosition.y, PlayerSprite::Point, 0);
}
void Snake::Grow()
{
sf::Vector2i secondPosition;
sf::Vector2i headPosition = head -> cellPosition;
unsigned previousDirection;
unsigned headDirection;
PlayerSprite sprite;
headDirection = GetMoveDirection();
headPosition += GetDirectionVector(headDirection);
grid -> ApplyGridLimitsToVector2i(headPosition);
snake.insert(snake.begin(), { headPosition, headDirection });
lenght = snake.size();
previousDirection = snake[1].direction;
sprite = GetNewSprite(previousDirection);
head = &snake[0]; headSecond = &snake[1];
back = &snake[lenght - 1]; backSecond = &snake[lenght - 2];
grid -> UpdateCell(headPosition.x, headPosition.y, PlayerSprite::Head, headDirection);
grid -> UpdateCell(headSecond -> cellPosition.x, headSecond -> cellPosition.y, sprite, (int)previousDirection);
}
void Snake::Move()
{
sf::Vector2i *backPosition = &snake[lenght - 1].cellPosition;
sf::Vector2i *secondPosition = &snake[1].cellPosition;
sf::Vector2i headPosition = head -> cellPosition;
unsigned direction;
unsigned headDirection;
PlayerSprite sprite;
grid -> UpdateCell(backPosition -> x, -backPosition -> y, PlayerSprite::Empty);
headDirection = head -> direction;
grid -> UpdateCell(back -> cellPosition.x, back -> cellPosition.y, PlayerSprite::Empty);
snake.pop_back();
// Check if the new direction is opposite to the head's direction
if((GameManager::GetInputDirection() + 2) % 4 == headDirection)
headPosition += GetDirectionVector(headDirection);
else
{
headPosition += GameManager::GetInputVector();
headDirection = GameManager::GetInputDirection();
}
snake.insert(snake.begin(), { headPosition, headDirection });
direction = snake[1].direction;
sprite = GetNewSprite(direction);
grid -> UpdateCell(headPosition.x, -headPosition.y, PlayerSprite::Head, headDirection);
grid -> UpdateCell(secondPosition -> x, -secondPosition -> y, sprite, (int)direction);
grid -> UpdateCell(backPosition -> x, -backPosition -> y, PlayerSprite::Back, GetBackDirection());
Grow();
grid -> UpdateCell(back -> cellPosition.x, back -> cellPosition.y, PlayerSprite::Back, GetBackDirection());
}
void Snake::Update()
@ -103,30 +158,61 @@ void Snake::Update()
return;
}
Move();
switch (NextCellState())
{
case CellState::EmptyCell: Move(); break;
case CellState::PointCell: Grow(); ResetPointPosition(); break;
// case CellState::SnakeCell: GameOver(); break;
}
timeCountdown = timeResetValue;
}
unsigned Snake::GetMoveDirection()
{
// Check if the new direction is opposite to the head's direction
unsigned direction = head -> direction;
unsigned inputDirection = GameManager::GetInputDirection();
if((inputDirection + 2) % 4 != direction)
return inputDirection;
return direction;
}
sf::Vector2i Snake::GetDirectionVector(unsigned direction)
{
switch (direction)
{
case 0: return sf::Vector2i(1, 0);
case 1: return sf::Vector2i(0, -1);
case 2: return sf::Vector2i(-1, 0);
case 3: return sf::Vector2i(0, 1);
default: return sf::Vector2i(1, 0);
case 0: return sf::Vector2i(1, 0);
case 1: return sf::Vector2i(0, -1);
case 2: return sf::Vector2i(-1, 0);
case 3: return sf::Vector2i(0, 1);
default: return sf::Vector2i(1, 0);
}
}
CellState Snake::NextCellState()
{
sf::Vector2i cellPosition = head -> cellPosition + GetDirectionVector(GetMoveDirection());
grid -> ApplyGridLimitsToVector2i(cellPosition);
for (int i = 0; i < lenght; i++)
if(snake[i].cellPosition == cellPosition)
return CellState::SnakeCell;
if(cellPosition == pointPosition)
return CellState::PointCell;
return CellState::EmptyCell;
}
PlayerSprite Snake::GetNewSprite(unsigned &direction)
{
SnakePart *third = &snake[2];
SnakePart *second = &snake[1];
SnakePart *second = headSecond;
sf::Vector2i vector = third -> cellPosition - head -> cellPosition;
unsigned newDirection = GameManager::GetInputDirection();
// I need to update this. It look so bad
if(vector.x != 0 && vector.y != 0)
{
@ -167,6 +253,7 @@ unsigned Snake::GetDirection(sf::Vector2i first, sf::Vector2i second)
unsigned Snake::GetBackDirection()
{
return GetDirection(snake[lenght - 2].cellPosition, snake[lenght - 1].cellPosition);
}