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Data/SpriteSheet.kra
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Data/SpriteSheet.kra
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Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 14 KiB |
@ -15,6 +15,7 @@ class GameConfiguration
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float audioVolume;
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bool fullscreen;
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int tickPerSec;
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template <class T> T Clamp(T &, T = 0.0, T = 1.0);
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void NormalizeVector2f(sf::Vector2f &);
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@ -31,6 +32,7 @@ class GameConfiguration
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bool IsFullscreen();
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float GetSpriteSizeMultiplier();
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float GetAudioVolume();
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int GetTickPerSec();
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sf::Color GetBackgroundColor();
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sf::Vector2i GetScreenDimensions();
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sf::Vector2i GetGridSize();
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@ -128,6 +130,7 @@ void GameConfiguration::LoadValuesFromFile(std::string path)
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int bgColor[3];
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GetNextNonCommentLine(stream) >> gridSize.x >> coma >> gridSize.y;
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GetNextNonCommentLine(stream) >> tickPerSec;
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GetNextNonCommentLine(stream) >> windowDimensions.x >> coma >> windowDimensions.y;
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LoadSpriteSheet(GetNextNonCommentLine(stream).str());
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GetNextNonCommentLine(stream) >> spriteSheetCellSize.x >> coma >> spriteSheetCellSize.y;
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@ -171,6 +174,8 @@ void GameConfiguration::WriteValuesToFile(std::string path)
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confFile << "# Grid Size (x, y) (5 - 100)\n";
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confFile << gridSize.x << ", " << gridSize.y << "\n\n";
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confFile << "# Tick per Sec (1 - 60)\n";
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confFile << tickPerSec << "\n\n";
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confFile << "# Window Dimensions (x, y)\n";
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confFile << "# If fullscreen set to 1 this will be skipped\n";
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confFile << windowDimensions.x << ", " << windowDimensions.y << "\n\n";
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@ -198,6 +203,7 @@ void GameConfiguration::LoadDefaultValues()
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LoadSpriteSheet("Data\\SpriteSheet.png");
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spriteSheetCellSize = sf::Vector2i(64, 64);
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spriteSizeMultiplier = 1.0;
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tickPerSec = 4;
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fullscreen = false;
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audioVolume = 1.0;
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@ -232,6 +238,11 @@ sf::IntRect GameConfiguration::GetSpriteRect(unsigned int index)
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return spriteSheetRect;
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}
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int GameConfiguration::GetTickPerSec()
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{
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return tickPerSec;
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}
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bool GameConfiguration::IsFullscreen()
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{
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return fullscreen;
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9
Grid.hpp
9
Grid.hpp
@ -11,6 +11,7 @@ class Grid : public IDrawable
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Cell *CreateCellArray(sf::Vector2i);
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public:
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Grid();
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void ApplyGridLimitsToVector2i(sf::Vector2i &);
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bool SetGrid();
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void UpdateCell(int, int, unsigned int, int = -1);
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void Draw(sf::RenderWindow *);
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@ -40,7 +41,7 @@ Cell *Grid::CreateCellArray(sf::Vector2i)
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for (i = 0; i < cellCount; i++)
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{
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xPos = (i % gridSize.x) * cellSize.x * sizeMultiplier + offset.x;
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yPos = (i / gridSize.x) * cellSize.y * sizeMultiplier + offset.y;
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yPos = ((cellCount - i - 1) / gridSize.x) * cellSize.y * sizeMultiplier + offset.y;
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(array + i) -> Set(xPos, yPos);
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}
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@ -48,6 +49,12 @@ Cell *Grid::CreateCellArray(sf::Vector2i)
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return array;
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}
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void Grid::ApplyGridLimitsToVector2i(sf::Vector2i &vector)
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{
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vector.x %= gridSize.x; if(vector.x < 0) vector.x += gridSize.x;
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vector.y %= gridSize.y; if(vector.y < 0) vector.y += gridSize.y;
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}
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bool Grid::SetGrid()
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{
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GameConfiguration *config = GameManager::GetConfig();
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157
Snake.hpp
157
Snake.hpp
@ -1,4 +1,12 @@
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#include "SynEngine.hpp"
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#include <time.h>
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enum CellState
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{
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EmptyCell,
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PointCell,
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SnakeCell
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};
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enum PlayerSprite
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{
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@ -23,20 +31,30 @@ class Snake : public IBehaviour
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private:
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std::vector<SnakePart> snake;
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unsigned int lenght;
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SnakePart *backSecond;
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SnakePart *back;
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SnakePart *headSecond;
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SnakePart *head;
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Timer *timer;
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Grid *grid;
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sf::Vector2i gridSize;
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float timeCountdown;
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float timeResetValue;
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unsigned TickPerSec;
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GameConfiguration *config;
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sf::Vector2i pointPosition;
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void Move();
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void Grow();
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void ResetPointPosition();
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int GetRandom(int, int);
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unsigned GetDirection(sf::Vector2i, sf::Vector2i);
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unsigned GetBackDirection();
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unsigned GetMoveDirection();
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sf::Vector2i GetDirectionVector(unsigned);
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PlayerSprite GetNewSprite(unsigned &);
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CellState NextCellState();
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public:
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Snake();
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void Update();
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@ -45,9 +63,7 @@ class Snake : public IBehaviour
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Snake::Snake()
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{
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TickPerSec = 4;
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timeResetValue = 1.0 / (float)TickPerSec;
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timeCountdown = timeResetValue;
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pointPosition = { 0, 0 }; // TEST
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lenght = 2;
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snake.reserve(lenght);
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@ -55,44 +71,83 @@ Snake::Snake()
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snake.push_back({ sf::Vector2i(1 - i, 0), 0});
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timer = &GameManager::timer;
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head = &snake[0];
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head = backSecond = &snake[0];
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back = headSecond = &snake[1];
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config = GameManager::GetConfig();
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grid = &GameManager::GetGrid();
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gridSize = config -> GetGridSize();
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TickPerSec = config -> GetTickPerSec();
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timeResetValue = 1.0 / (float)TickPerSec;
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timeCountdown = timeResetValue;
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grid -> UpdateCell(snake[0].cellPosition.x, snake[0].cellPosition.y, PlayerSprite::Head, 0);
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grid -> UpdateCell(snake[1].cellPosition.x, snake[1].cellPosition.y, PlayerSprite::Straight, 0);
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grid -> UpdateCell(snake[1].cellPosition.x, snake[1].cellPosition.y, PlayerSprite::Back, 0);
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ResetPointPosition();
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}
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int Snake::GetRandom(int min, int max)
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{
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int result;
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static float value = 0.0;
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value += GameManager::timer.GetTimePassed();
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srand(value);
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result = rand() % (max - min);
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result += min;
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return result;
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}
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void Snake::ResetPointPosition()
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{
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bool isInside = false;
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int i;
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do
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{
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isInside = false;
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pointPosition = sf::Vector2i(GetRandom(0, gridSize.x), GetRandom(0, gridSize.y));
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for (i = 0; i < lenght; i++)
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if(snake[i].cellPosition == pointPosition)
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{
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isInside = true;
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break;
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}
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} while (isInside);
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grid -> UpdateCell(pointPosition.x, pointPosition.y, PlayerSprite::Point, 0);
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}
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void Snake::Grow()
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{
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sf::Vector2i secondPosition;
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sf::Vector2i headPosition = head -> cellPosition;
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unsigned previousDirection;
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unsigned headDirection;
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PlayerSprite sprite;
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headDirection = GetMoveDirection();
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headPosition += GetDirectionVector(headDirection);
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grid -> ApplyGridLimitsToVector2i(headPosition);
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snake.insert(snake.begin(), { headPosition, headDirection });
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lenght = snake.size();
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previousDirection = snake[1].direction;
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sprite = GetNewSprite(previousDirection);
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head = &snake[0]; headSecond = &snake[1];
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back = &snake[lenght - 1]; backSecond = &snake[lenght - 2];
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grid -> UpdateCell(headPosition.x, headPosition.y, PlayerSprite::Head, headDirection);
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grid -> UpdateCell(headSecond -> cellPosition.x, headSecond -> cellPosition.y, sprite, (int)previousDirection);
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}
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void Snake::Move()
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{
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sf::Vector2i *backPosition = &snake[lenght - 1].cellPosition;
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sf::Vector2i *secondPosition = &snake[1].cellPosition;
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sf::Vector2i headPosition = head -> cellPosition;
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unsigned direction;
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unsigned headDirection;
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PlayerSprite sprite;
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grid -> UpdateCell(backPosition -> x, -backPosition -> y, PlayerSprite::Empty);
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headDirection = head -> direction;
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grid -> UpdateCell(back -> cellPosition.x, back -> cellPosition.y, PlayerSprite::Empty);
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snake.pop_back();
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// Check if the new direction is opposite to the head's direction
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if((GameManager::GetInputDirection() + 2) % 4 == headDirection)
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headPosition += GetDirectionVector(headDirection);
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else
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{
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headPosition += GameManager::GetInputVector();
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headDirection = GameManager::GetInputDirection();
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}
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snake.insert(snake.begin(), { headPosition, headDirection });
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direction = snake[1].direction;
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sprite = GetNewSprite(direction);
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grid -> UpdateCell(headPosition.x, -headPosition.y, PlayerSprite::Head, headDirection);
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grid -> UpdateCell(secondPosition -> x, -secondPosition -> y, sprite, (int)direction);
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grid -> UpdateCell(backPosition -> x, -backPosition -> y, PlayerSprite::Back, GetBackDirection());
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Grow();
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grid -> UpdateCell(back -> cellPosition.x, back -> cellPosition.y, PlayerSprite::Back, GetBackDirection());
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}
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void Snake::Update()
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@ -103,10 +158,27 @@ void Snake::Update()
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return;
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}
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Move();
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switch (NextCellState())
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{
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case CellState::EmptyCell: Move(); break;
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case CellState::PointCell: Grow(); ResetPointPosition(); break;
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// case CellState::SnakeCell: GameOver(); break;
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}
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timeCountdown = timeResetValue;
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}
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unsigned Snake::GetMoveDirection()
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{
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// Check if the new direction is opposite to the head's direction
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unsigned direction = head -> direction;
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unsigned inputDirection = GameManager::GetInputDirection();
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if((inputDirection + 2) % 4 != direction)
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return inputDirection;
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return direction;
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}
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sf::Vector2i Snake::GetDirectionVector(unsigned direction)
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{
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switch (direction)
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@ -119,14 +191,28 @@ sf::Vector2i Snake::GetDirectionVector(unsigned direction)
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}
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}
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CellState Snake::NextCellState()
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{
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sf::Vector2i cellPosition = head -> cellPosition + GetDirectionVector(GetMoveDirection());
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grid -> ApplyGridLimitsToVector2i(cellPosition);
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for (int i = 0; i < lenght; i++)
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if(snake[i].cellPosition == cellPosition)
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return CellState::SnakeCell;
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if(cellPosition == pointPosition)
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return CellState::PointCell;
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return CellState::EmptyCell;
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}
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PlayerSprite Snake::GetNewSprite(unsigned &direction)
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{
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SnakePart *third = &snake[2];
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SnakePart *second = &snake[1];
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SnakePart *second = headSecond;
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sf::Vector2i vector = third -> cellPosition - head -> cellPosition;
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unsigned newDirection = GameManager::GetInputDirection();
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// I need to update this. It look so bad
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if(vector.x != 0 && vector.y != 0)
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{
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@ -167,6 +253,7 @@ unsigned Snake::GetDirection(sf::Vector2i first, sf::Vector2i second)
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unsigned Snake::GetBackDirection()
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{
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return GetDirection(snake[lenght - 2].cellPosition, snake[lenght - 1].cellPosition);
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}
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