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Snake: Use a queue for the movement inputs.

This makes it a lot less finicky to make rapid moves like staircasing and
sudden turns.
This commit is contained in:
Andreas Kling 2019-04-20 03:44:01 +02:00
parent e24e486714
commit b41e95b578
3 changed files with 43 additions and 20 deletions

View file

@ -56,11 +56,13 @@ void SnakeGame::timer_event(CTimerEvent&)
if (m_tail.size() > m_length)
m_tail.take_last();
m_head.row += m_vertical_velocity;
m_head.column += m_horizontal_velocity;
if (!m_velocity_queue.is_empty())
m_velocity = m_velocity_queue.dequeue();
m_last_vertical_velocity = m_vertical_velocity;
m_last_horizontal_velocity = m_horizontal_velocity;
m_head.row += m_velocity.vertical;
m_head.column += m_velocity.horizontal;
m_last_velocity = m_velocity;
if (m_head.row >= m_rows)
m_head.row = 0;
@ -90,31 +92,27 @@ void SnakeGame::keydown_event(GKeyEvent& event)
switch (event.key()) {
case KeyCode::Key_A:
case KeyCode::Key_Left:
if (m_last_horizontal_velocity == 1)
if (last_velocity().horizontal == 1)
break;
m_vertical_velocity = 0;
m_horizontal_velocity = -1;
queue_velocity(0, -1);
break;
case KeyCode::Key_D:
case KeyCode::Key_Right:
if (m_last_horizontal_velocity == -1)
if (last_velocity().horizontal == -1)
break;
m_vertical_velocity = 0;
m_horizontal_velocity = 1;
queue_velocity(0, 1);
break;
case KeyCode::Key_W:
case KeyCode::Key_Up:
if (m_last_vertical_velocity == 1)
if (last_velocity().vertical == 1)
break;
m_vertical_velocity = -1;
m_horizontal_velocity = 0;
queue_velocity(-1, 0);
break;
case KeyCode::Key_S:
case KeyCode::Key_Down:
if (m_last_vertical_velocity == -1)
if (last_velocity().vertical == -1)
break;
m_vertical_velocity = 1;
m_horizontal_velocity = 0;
queue_velocity(1, 0);
break;
default:
break;
@ -149,3 +147,18 @@ void SnakeGame::game_over()
{
reset();
}
void SnakeGame::queue_velocity(int v, int h)
{
if (last_velocity().vertical == v && last_velocity().horizontal == h)
return;
m_velocity_queue.enqueue({ v, h });
}
const SnakeGame::Velocity& SnakeGame::last_velocity() const
{
if (!m_velocity_queue.is_empty())
return m_velocity_queue.last();
return m_last_velocity;
}