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Snake: Flesh out a basic snake game :^)
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6 changed files with 196 additions and 9 deletions
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#include "SnakeGame.h"
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#include <LibGUI/GPainter.h>
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#include <stdlib.h>
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#include <time.h>
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SnakeGame::SnakeGame(GWidget* parent)
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: GWidget(parent)
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{
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srand(time(nullptr));
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reset();
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}
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SnakeGame::~SnakeGame()
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{
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}
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void SnakeGame::reset()
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{
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m_head = { m_rows / 2, m_columns / 2 };
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m_tail.clear_with_capacity();
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m_length = 2;
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stop_timer();
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start_timer(120);
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spawn_fruit();
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}
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bool SnakeGame::is_available(const Coordinate& coord)
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{
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for (int i = 0; i < m_tail.size(); ++i) {
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if (m_tail[i] == coord)
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return false;
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}
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if (m_head == coord)
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return false;
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if (m_fruit == coord)
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return false;
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return true;
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}
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void SnakeGame::spawn_fruit()
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{
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Coordinate coord;
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for (;;) {
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coord.row = rand() % m_rows;
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coord.column = rand() % m_columns;
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if (is_available(coord))
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break;
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}
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m_fruit = coord;
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}
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void SnakeGame::timer_event(CTimerEvent&)
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{
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m_tail.prepend(m_head);
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if (m_tail.size() > m_length)
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m_tail.take_last();
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m_head.row += m_vertical_velocity;
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m_head.column += m_horizontal_velocity;
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m_last_vertical_velocity = m_vertical_velocity;
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m_last_horizontal_velocity = m_horizontal_velocity;
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if (m_head.row >= m_rows)
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m_head.row = 0;
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if (m_head.row < 0)
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m_head.row = m_rows - 1;
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if (m_head.column >= m_columns)
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m_head.column = 0;
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if (m_head.column < 0)
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m_head.column = m_columns - 1;
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for (int i = 0; i < m_tail.size(); ++i) {
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if (m_head == m_tail[i]) {
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game_over();
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return;
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}
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}
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if (m_head == m_fruit) {
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++m_length;
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spawn_fruit();
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}
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update();
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}
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void SnakeGame::keydown_event(GKeyEvent& event)
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{
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switch (event.key()) {
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case KeyCode::Key_A:
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case KeyCode::Key_Left:
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if (m_last_horizontal_velocity == 1)
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break;
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m_vertical_velocity = 0;
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m_horizontal_velocity = -1;
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break;
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case KeyCode::Key_D:
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case KeyCode::Key_Right:
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if (m_last_horizontal_velocity == -1)
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break;
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m_vertical_velocity = 0;
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m_horizontal_velocity = 1;
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break;
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case KeyCode::Key_W:
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case KeyCode::Key_Up:
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if (m_last_vertical_velocity == 1)
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break;
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m_vertical_velocity = -1;
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m_horizontal_velocity = 0;
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break;
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case KeyCode::Key_S:
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case KeyCode::Key_Down:
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if (m_last_vertical_velocity == -1)
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break;
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m_vertical_velocity = 1;
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m_horizontal_velocity = 0;
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break;
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default:
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break;
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}
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}
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void SnakeGame::paint_event(GPaintEvent& event)
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{
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GPainter painter(*this);
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painter.fill_rect(event.rect(), Color::Black);
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auto game_rect = rect();
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auto cell_size = Size(game_rect.width() / m_columns, game_rect.height() / m_rows);
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auto cell_rect = [&] (const Coordinate& coord) -> Rect {
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return {
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coord.column * cell_size.width(),
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coord.row * cell_size.height(),
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cell_size.width(),
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cell_size.height()
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};
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};
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painter.fill_rect(cell_rect(m_head), Color::Yellow);
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for (auto& coord : m_tail)
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painter.fill_rect(cell_rect(coord), Color::from_rgb(0xaaaa00));
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painter.fill_rect(cell_rect(m_fruit), Color::Red);
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}
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void SnakeGame::game_over()
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{
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reset();
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}
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