sneek fassst as fuckkk boiii ; idk what the fuck changed lol

This commit is contained in:
rattatwinko
2025-05-18 15:07:55 +02:00
parent c7999939e1
commit cb87b266b4

313
main.cpp
View File

@@ -4,6 +4,10 @@
#include <random> #include <random>
#include <array> #include <array>
// Note: Make sure to link with sfml-audio in your CMakeLists.txt
// add_executable(cppsnek main.cpp)
// target_link_libraries(cppsnek sfml-graphics sfml-window sfml-system sfml-audio)
// Set namespaces for SFML and STD // Set namespaces for SFML and STD
using namespace sf; using namespace sf;
using namespace std; using namespace std;
@@ -59,9 +63,15 @@ private:
SoundBuffer moveBuffer; SoundBuffer moveBuffer;
SoundBuffer eatBuffer; SoundBuffer eatBuffer;
SoundBuffer gameOverBuffer; SoundBuffer gameOverBuffer;
SoundBuffer milestoneBuffer;
SoundBuffer themeSongBuffer;
Sound moveSound; Sound moveSound;
Sound eatSound; Sound eatSound;
Sound gameOverSound; Sound gameOverSound;
Sound milestoneSound;
Sound themeSongSound;
bool soundLoaded; bool soundLoaded;
public: public:
@@ -70,11 +80,18 @@ public:
createMoveSound(); createMoveSound();
createEatSound(); createEatSound();
createGameOverSound(); createGameOverSound();
createMilestoneSound();
// createThemeSong();
// Set volumes to be quieter // Set volumes to be quieter
moveSound.setVolume(15.0f); // Very quiet for movement moveSound.setVolume(20.0f); // Quiet for movement
eatSound.setVolume(25.0f); // Bit louder for eating eatSound.setVolume(30.0f); // Louder for eating
gameOverSound.setVolume(30.0f); // Louder for game over gameOverSound.setVolume(35.0f); // Even louder for game over
milestoneSound.setVolume(40.0f); // More noticeable for milestones
themeSongSound.setVolume(25.0f); // Background music quieter
// Set theme song to loop
themeSongSound.setLoop(true);
} }
void createMoveSound() { void createMoveSound() {
@@ -83,13 +100,22 @@ public:
std::vector<Int16> samples(DURATION); std::vector<Int16> samples(DURATION);
// Generate a simple beep for movement (higher pitch, shorter) // Generate a cheerful beep for movement (higher pitch, shorter)
for (unsigned i = 0; i < DURATION; i++) { for (unsigned i = 0; i < DURATION; i++) {
double time = i / static_cast<double>(SAMPLE_RATE); double time = i / static_cast<double>(SAMPLE_RATE);
samples[i] = 10000 * sin(2 * 3.14159 * 880 * time); // 880 Hz tone // Major third chord (more cheerful than single tone)
double freq1 = 880; // Base note
double freq2 = 1100; // Major third
samples[i] = 5000 * sin(2 * 3.14159 * freq1 * time) +
5000 * sin(2 * 3.14159 * freq2 * time);
}
// Apply quick fade-in and fade-out (makes it sound less harsh)
for (unsigned i = 0; i < DURATION / 10; i++) {
double fadeIn = static_cast<double>(i) / (DURATION / 10);
samples[i] = static_cast<Int16>(samples[i] * fadeIn);
} }
// Apply fade-out
for (unsigned i = DURATION / 2; i < DURATION; i++) { for (unsigned i = DURATION / 2; i < DURATION; i++) {
double fadeOut = 1.0 - (static_cast<double>(i - DURATION / 2) / (DURATION / 2)); double fadeOut = 1.0 - (static_cast<double>(i - DURATION / 2) / (DURATION / 2));
samples[i] = static_cast<Int16>(samples[i] * fadeOut); samples[i] = static_cast<Int16>(samples[i] * fadeOut);
@@ -103,25 +129,33 @@ public:
void createEatSound() { void createEatSound() {
const unsigned SAMPLE_RATE = 44100; const unsigned SAMPLE_RATE = 44100;
const unsigned DURATION = 8000; // Slightly longer duration for eat sound const unsigned DURATION = 10000; // Slightly longer duration for eat sound
std::vector<Int16> samples(DURATION); std::vector<Int16> samples(DURATION);
// Generate eat sound (rising pitch)
for (unsigned i = 0; i < DURATION; i++) { for (unsigned i = 0; i < DURATION; i++) {
double time = i / static_cast<double>(SAMPLE_RATE); double time = i / static_cast<double>(SAMPLE_RATE);
double frequency = 440 + (i * 400 / DURATION); // Rising from 440Hz to 840Hz // Create a C major ascending arpeggio (C, E, G) - happy sound
samples[i] = 12000 * sin(2 * 3.14159 * frequency * time); double phase = (i * 15.0) / DURATION; // Controls arpeggio speed
double note = floor(phase * 3) / 3.0; // 0, 1/3, 2/3
// C major chord frequencies (C, E, G)
double freq;
if (note < 0.34) freq = 523.25; // C5
else if (note < 0.67) freq = 659.25; // E5
else freq = 783.99; // G5
samples[i] = 12000 * sin(2 * 3.14159 * freq * time);
} }
// Apply fade-in and fade-out // Apply fade-in and fade-out
for (unsigned i = 0; i < DURATION / 4; i++) { for (unsigned i = 0; i < DURATION / 5; i++) {
double fadeIn = static_cast<double>(i) / (DURATION / 4); double fadeIn = static_cast<double>(i) / (DURATION / 5);
samples[i] = static_cast<Int16>(samples[i] * fadeIn); samples[i] = static_cast<Int16>(samples[i] * fadeIn);
} }
for (unsigned i = 3 * DURATION / 4; i < DURATION; i++) { for (unsigned i = 4 * DURATION / 5; i < DURATION; i++) {
double fadeOut = 1.0 - (static_cast<double>(i - 3 * DURATION / 4) / (DURATION / 4)); double fadeOut = 1.0 - (static_cast<double>(i - 4 * DURATION / 5) / (DURATION / 5));
samples[i] = static_cast<Int16>(samples[i] * fadeOut); samples[i] = static_cast<Int16>(samples[i] * fadeOut);
} }
@@ -133,20 +167,32 @@ public:
void createGameOverSound() { void createGameOverSound() {
const unsigned SAMPLE_RATE = 44100; const unsigned SAMPLE_RATE = 44100;
const unsigned DURATION = 44100 / 2; // Half second const unsigned DURATION = 44100 / 1.2; // Almost a second
std::vector<Int16> samples(DURATION); std::vector<Int16> samples(DURATION);
// Generate game over sound (descending pitch)
for (unsigned i = 0; i < DURATION; i++) { for (unsigned i = 0; i < DURATION; i++) {
double time = i / static_cast<double>(SAMPLE_RATE); double time = i / static_cast<double>(SAMPLE_RATE);
double frequency = 440 - (i * 200 / DURATION); // Falling from 440Hz to 240Hz double phase = static_cast<double>(i) / DURATION; // 0 to 1
samples[i] = 15000 * sin(2 * 3.14159 * frequency * time);
// C major scale descending (C6 down to C5)
double noteFreq;
if (phase < 0.125) noteFreq = 1046.50; // C6
else if (phase < 0.25) noteFreq = 932.33; // Bb5
else if (phase < 0.375) noteFreq = 783.99; // G5
else if (phase < 0.5) noteFreq = 698.46; // F5
else if (phase < 0.625) noteFreq = 659.25; // E5
else if (phase < 0.75) noteFreq = 587.33; // D5
else if (phase < 0.875) noteFreq = 523.25; // C5
else noteFreq = 493.88; // B4
samples[i] = 15000 * sin(2 * 3.14159 * noteFreq * time);
} }
// Apply "wah wah" effect with fading // Apply envelope to make it sound more natural
for (unsigned i = 0; i < DURATION; i++) { for (unsigned i = 0; i < DURATION; i++) {
double envelope = 1.0 - 0.8 * (static_cast<double>(i) / DURATION); double progress = static_cast<double>(i) / DURATION;
double envelope = 1.0 - progress * 0.5; // Gradual fade
samples[i] = static_cast<Int16>(samples[i] * envelope); samples[i] = static_cast<Int16>(samples[i] * envelope);
} }
@@ -156,6 +202,118 @@ public:
gameOverSound.setBuffer(gameOverBuffer); gameOverSound.setBuffer(gameOverBuffer);
} }
void createMilestoneSound() {
const unsigned SAMPLE_RATE = 44100;
const unsigned DURATION = 44100 / 2; // Half second
std::vector<Int16> samples(DURATION);
for (unsigned i = 0; i < DURATION; i++) {
double time = i / static_cast<double>(SAMPLE_RATE);
double phase = static_cast<double>(i) / DURATION;
double freq1, freq2;
if (phase < 0.3) {
// First chord - C major
freq1 = 523.25; // C5
freq2 = 659.25; // E5
} else if (phase < 0.6) {
// Second chord - F major
freq1 = 698.46; // F5
freq2 = 880.00; // A5
} else {
// Final chord - G major (dominant)
freq1 = 783.99; // G5
freq2 = 987.77; // B5
}
// Mix two frequencies for a richer sound
samples[i] = 8000 * sin(2 * 3.14159 * freq1 * time) +
8000 * sin(2 * 3.14159 * freq2 * time);
}
// Apply envelope to make it sound more natural
for (unsigned i = 0; i < DURATION / 10; i++) {
double fadeIn = static_cast<double>(i) / (DURATION / 10);
samples[i] = static_cast<Int16>(samples[i] * fadeIn);
}
for (unsigned i = 8 * DURATION / 10; i < DURATION; i++) {
double fadeOut = 1.0 - (static_cast<double>(i - 8 * DURATION / 10) / (2 * DURATION / 10));
samples[i] = static_cast<Int16>(samples[i] * fadeOut);
}
if (!milestoneBuffer.loadFromSamples(&samples[0], samples.size(), 1, SAMPLE_RATE)) {
soundLoaded = false;
}
milestoneSound.setBuffer(milestoneBuffer);
}
void createThemeSong() {
const unsigned SAMPLE_RATE = 44100;
const unsigned DURATION = SAMPLE_RATE * 8; // 8 seconds loop
std::vector<Int16> samples(DURATION);
const double pentatonic[] = {
523.25, // C5
587.33, // D5
659.25, // E5
783.99, // G5
880.00 // A5
};
const int numNotes = 5;
// Create a simple melody pattern
const int pattern[] = {0, 2, 4, 2, 3, 1, 0, 1, 2, 4, 3, 2, 1, 3, 2, 0};
const int patternLength = 16;
// Beat durations (in seconds)
const double beatDuration = 0.5; // Half second per beat
const double beatsPerBar = 4; // 4 beats in a bar
for (unsigned i = 0; i < DURATION; i++) {
double time = i / static_cast<double>(SAMPLE_RATE);
double beatPosition = fmod(time, beatDuration * beatsPerBar) / beatDuration; // Position within the bar
int currentBeat = static_cast<int>(time / beatDuration) % patternLength;
// Get current note in the pattern
int noteIndex = pattern[currentBeat];
double freq = pentatonic[noteIndex];
// Add a bass note every 4 beats
double bassFreq = 0;
if (currentBeat % 4 == 0) {
bassFreq = pentatonic[0] / 2; // One octave lower than the root
} else if (currentBeat % 4 == 2) {
bassFreq = pentatonic[2] / 2; // One octave lower than the third
}
// Simple envelope for each note
double envelope = 1.0;
double noteTime = fmod(time, beatDuration);
if (noteTime < 0.05) {
envelope = noteTime / 0.05; // Quick attack
} else if (noteTime > beatDuration * 0.8) {
envelope = (beatDuration - noteTime) / (beatDuration * 0.2); // Release
}
// Mix the sounds
double mainNote = sin(2 * 3.14159 * freq * time);
double bassNote = (bassFreq > 0) ? sin(2 * 3.14159 * bassFreq * time) : 0;
// Quieter theme song for background
samples[i] = static_cast<Int16>(envelope * 6000 * mainNote +
envelope * 4000 * bassNote);
}
if (!themeSongBuffer.loadFromSamples(&samples[0], samples.size(), 1, SAMPLE_RATE)) {
soundLoaded = false;
}
themeSongSound.setBuffer(themeSongBuffer);
}
void playMoveSound() { void playMoveSound() {
if (soundLoaded) { if (soundLoaded) {
moveSound.play(); moveSound.play();
@@ -170,9 +328,41 @@ public:
void playGameOverSound() { void playGameOverSound() {
if (soundLoaded) { if (soundLoaded) {
// Stop theme song when game is over
themeSongSound.stop();
gameOverSound.play(); gameOverSound.play();
} }
} }
void playMilestoneSound() {
if (soundLoaded) {
milestoneSound.play();
}
}
void startThemeSong() {
if (soundLoaded) {
themeSongSound.play();
}
}
void stopThemeSong() {
if (soundLoaded) {
themeSongSound.stop();
}
}
void pauseThemeSong() {
if (soundLoaded) {
themeSongSound.pause();
}
}
void resumeThemeSong() {
if (soundLoaded) {
themeSongSound.play();
}
}
}; };
class Game { class Game {
@@ -185,8 +375,12 @@ private:
Clock clock; Clock clock;
float speed; float speed;
int score; int score;
int lastMilestone;
Font font; Font font;
Text scoreText; Text scoreText;
Text messageText;
Clock messageTimer;
bool showMessage;
SoundManager soundManager; SoundManager soundManager;
Vector2f lastDirection; Vector2f lastDirection;
@@ -199,10 +393,11 @@ private:
VertexArray grid; VertexArray grid;
// Patterns // Patterns
// Make it have a lil smile for the head pattern
const array<array<int, 5>, 5> HEAD_PATTERN = {{ const array<array<int, 5>, 5> HEAD_PATTERN = {{
{1, 1, 1, 1, 1}, {0, 1, 1, 1, 0},
{1, 1, 1, 1, 1}, {1, 0, 1, 0, 1},
{1, 1, 1, 1, 1}, {1, 1, 0, 1, 1},
{1, 1, 1, 1, 1}, {1, 1, 1, 1, 1},
{1, 1, 1, 1, 1} {1, 1, 1, 1, 1}
}}; }};
@@ -225,8 +420,15 @@ private:
}}; }};
public: public:
Game() : window(VideoMode(WIDTH, HEIGHT), "SFML CPPSNEK V1.3 With Sound"), direction(1, 0), Game() : window(VideoMode(WIDTH, HEIGHT), "cppsnek"), direction(1, 0),
isMoving(false), speed(0.1f), score(0), grid(Lines), lastDirection(1, 0) { isMoving(false),
speed(0.05f), // Fast asf speed lolz
score(0),
lastMilestone(0),
grid(Lines),
lastDirection(1, 0),
showMessage(false) {
window.setFramerateLimit(60); window.setFramerateLimit(60);
// Initialize snake // Initialize snake
@@ -248,11 +450,19 @@ public:
if (!font.loadFromFile("/usr/share/fonts/gnu-free/FreeSans.ttf")) { if (!font.loadFromFile("/usr/share/fonts/gnu-free/FreeSans.ttf")) {
font.loadFromFile("/usr/share/fonts/liberation/LiberationSans-Regular.ttf"); font.loadFromFile("/usr/share/fonts/liberation/LiberationSans-Regular.ttf");
} }
// Setup score text
scoreText.setFont(font); scoreText.setFont(font);
scoreText.setCharacterSize(24); scoreText.setCharacterSize(24);
scoreText.setFillColor(Color::White); scoreText.setFillColor(Color::White);
scoreText.setPosition(10, 10); scoreText.setPosition(10, 10);
updateScoreText(); updateScoreText();
// Setup milestone message text
messageText.setFont(font);
messageText.setCharacterSize(32);
messageText.setFillColor(Color::Yellow);
messageText.setPosition(WIDTH / 2 - 100, HEIGHT / 2 - 50);
} }
void createGrid() { void createGrid() {
@@ -293,22 +503,22 @@ public:
void handleInput() { void handleInput() {
bool directionChanged = false; bool directionChanged = false;
if (Keyboard::isKeyPressed(Keyboard::Left) && direction.x == 0) { if (Keyboard::isKeyPressed(Keyboard::A) && direction.x == 0) {
direction = Vector2f(-1, 0); direction = Vector2f(-1, 0);
isMoving = true; isMoving = true;
directionChanged = true; directionChanged = true;
} }
else if (Keyboard::isKeyPressed(Keyboard::Right) && direction.x == 0) { else if (Keyboard::isKeyPressed(Keyboard::D) && direction.x == 0) {
direction = Vector2f(1, 0); direction = Vector2f(1, 0);
isMoving = true; isMoving = true;
directionChanged = true; directionChanged = true;
} }
else if (Keyboard::isKeyPressed(Keyboard::Up) && direction.y == 0) { else if (Keyboard::isKeyPressed(Keyboard::W) && direction.y == 0) {
direction = Vector2f(0, -1); direction = Vector2f(0, -1);
isMoving = true; isMoving = true;
directionChanged = true; directionChanged = true;
} }
else if (Keyboard::isKeyPressed(Keyboard::Down) && direction.y == 0) { else if (Keyboard::isKeyPressed(Keyboard::S) && direction.y == 0) {
direction = Vector2f(0, 1); direction = Vector2f(0, 1);
isMoving = true; isMoving = true;
directionChanged = true; directionChanged = true;
@@ -326,7 +536,8 @@ public:
clock.restart(); clock.restart();
SnakeSegment newHead = {snake[0].x + direction.x, snake[0].y + direction.y}; SnakeSegment newHead = {static_cast<int>(snake[0].x + direction.x),
static_cast<int>(snake[0].y + direction.y)};
if (newHead.x < 0 || newHead.x >= GRID_WIDTH || newHead.y < 0 || newHead.y >= GRID_HEIGHT) { if (newHead.x < 0 || newHead.x >= GRID_WIDTH || newHead.y < 0 || newHead.y >= GRID_HEIGHT) {
soundManager.playGameOverSound(); soundManager.playGameOverSound();
@@ -349,6 +560,14 @@ public:
updateScoreText(); updateScoreText();
soundManager.playEatSound(); soundManager.playEatSound();
// Check for milestones (every 100 points)
if (score >= 100 && score / 100 > lastMilestone / 100) {
lastMilestone = score;
showMilestoneMessage();
soundManager.playMilestoneSound();
}
// Speed up the game as score increases
if (score % 50 == 0 && speed > 0.05f) { if (score % 50 == 0 && speed > 0.05f) {
speed -= 0.01f; speed -= 0.01f;
} }
@@ -356,6 +575,17 @@ public:
snake.insert(snake.begin(), newHead); snake.insert(snake.begin(), newHead);
snake.pop_back(); snake.pop_back();
} }
// Update message display time
if (showMessage && messageTimer.getElapsedTime().asSeconds() > 2.0f) {
showMessage = false;
}
}
void showMilestoneMessage() {
messageText.setString("MILESTONE: " + std::to_string(score) + " POINTS!");
showMessage = true;
messageTimer.restart();
} }
void reset() { void reset() {
@@ -366,10 +596,14 @@ public:
direction = Vector2f(1, 0); direction = Vector2f(1, 0);
lastDirection = Vector2f(1, 0); lastDirection = Vector2f(1, 0);
isMoving = false; isMoving = false;
speed = 0.1f; speed = 0.05f; // Same as in rungame
score = 0; score = 0;
lastMilestone = 0;
updateScoreText(); updateScoreText();
spawnFruit(); spawnFruit();
// Restart theme song
soundManager.startThemeSong();
} }
void render() { void render() {
@@ -396,15 +630,32 @@ public:
// Draw score // Draw score
window.draw(scoreText); window.draw(scoreText);
// Draw milestone message if needed
if (showMessage) {
window.draw(messageText);
}
window.display(); window.display();
} }
void run() { void run() {
// Don't start theme song when game starts ; cause its fucking terrible
// soundManager.startThemeSong();
while (window.isOpen()) { while (window.isOpen()) {
Event event; Event event;
while (window.pollEvent(event)) { while (window.pollEvent(event)) {
if (event.type == Event::Closed) if (event.type == Event::Closed)
window.close(); window.close();
// Pause/resume game with space
if (event.type == Event::KeyPressed && event.key.code == Keyboard::Space) {
isMoving = !isMoving;
if (isMoving)
soundManager.resumeThemeSong();
else
soundManager.pauseThemeSong();
}
} }
handleInput(); handleInput();