672 lines
21 KiB
C++
672 lines
21 KiB
C++
#include <SFML/Graphics.hpp>
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#include <SFML/Audio.hpp>
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#include <vector>
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#include <random>
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#include <array>
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// Note: Make sure to link with sfml-audio in your CMakeLists.txt
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// add_executable(cppsnek main.cpp)
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// target_link_libraries(cppsnek sfml-graphics sfml-window sfml-system sfml-audio)
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// Set namespaces for SFML and STD
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using namespace sf;
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using namespace std;
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// Init window / sprite variables ( constant and will never change )
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constexpr int WIDTH = 640;
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constexpr int HEIGHT = 480;
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constexpr int GRID_SIZE = 20;
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constexpr int GRID_WIDTH = WIDTH / GRID_SIZE;
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constexpr int GRID_HEIGHT = HEIGHT / GRID_SIZE;
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constexpr int SPRITE_SIZE = GRID_SIZE;
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struct SnakeSegment {
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int x, y;
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};
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class NumericSprite {
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private:
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Texture texture;
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Sprite sprite;
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public:
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NumericSprite() {
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texture.create(SPRITE_SIZE, SPRITE_SIZE);
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sprite.setTexture(texture);
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}
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void createFromPattern(const array<array<int, 5>, 5>& pattern, Color color) {
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Image img;
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img.create(SPRITE_SIZE, SPRITE_SIZE, Color::Transparent);
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int scale = SPRITE_SIZE / 5;
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for (int y = 0; y < 5; y++) {
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for (int x = 0; x < 5; x++) {
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if (pattern[y][x] == 1) {
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for (int sy = 0; sy < scale; sy++) {
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for (int sx = 0; sx < scale; sx++) {
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img.setPixel(x * scale + sx, y * scale + sy, color);
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}
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}
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}
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}
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}
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texture.update(img);
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}
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const Sprite& getSprite() const { return sprite; }
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void setPosition(float x, float y) { sprite.setPosition(x, y); }
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};
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class SoundManager {
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private:
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SoundBuffer moveBuffer;
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SoundBuffer eatBuffer;
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SoundBuffer gameOverBuffer;
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SoundBuffer milestoneBuffer;
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SoundBuffer themeSongBuffer;
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Sound moveSound;
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Sound eatSound;
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Sound gameOverSound;
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Sound milestoneSound;
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Sound themeSongSound;
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bool soundLoaded;
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public:
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SoundManager() : soundLoaded(true) {
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// Create simple beep sounds programmatically
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createMoveSound();
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createEatSound();
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createGameOverSound();
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createMilestoneSound();
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// createThemeSong();
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// Set volumes to be quieter
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moveSound.setVolume(20.0f); // Quiet for movement
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eatSound.setVolume(30.0f); // Louder for eating
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gameOverSound.setVolume(35.0f); // Even louder for game over
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milestoneSound.setVolume(40.0f); // More noticeable for milestones
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themeSongSound.setVolume(25.0f); // Background music quieter
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// Set theme song to loop
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themeSongSound.setLoop(true);
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}
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void createMoveSound() {
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const unsigned SAMPLE_RATE = 44100;
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const unsigned DURATION = 5000; // Very short duration (in samples)
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std::vector<Int16> samples(DURATION);
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// Generate a cheerful beep for movement (higher pitch, shorter)
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for (unsigned i = 0; i < DURATION; i++) {
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double time = i / static_cast<double>(SAMPLE_RATE);
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// Major third chord (more cheerful than single tone)
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double freq1 = 880; // Base note
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double freq2 = 1100; // Major third
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samples[i] = 5000 * sin(2 * 3.14159 * freq1 * time) +
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5000 * sin(2 * 3.14159 * freq2 * time);
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}
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// Apply quick fade-in and fade-out (makes it sound less harsh)
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for (unsigned i = 0; i < DURATION / 10; i++) {
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double fadeIn = static_cast<double>(i) / (DURATION / 10);
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samples[i] = static_cast<Int16>(samples[i] * fadeIn);
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}
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for (unsigned i = DURATION / 2; i < DURATION; i++) {
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double fadeOut = 1.0 - (static_cast<double>(i - DURATION / 2) / (DURATION / 2));
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samples[i] = static_cast<Int16>(samples[i] * fadeOut);
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}
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if (!moveBuffer.loadFromSamples(&samples[0], samples.size(), 1, SAMPLE_RATE)) {
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soundLoaded = false;
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}
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moveSound.setBuffer(moveBuffer);
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}
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void createEatSound() {
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const unsigned SAMPLE_RATE = 44100;
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const unsigned DURATION = 10000; // Slightly longer duration for eat sound
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std::vector<Int16> samples(DURATION);
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for (unsigned i = 0; i < DURATION; i++) {
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double time = i / static_cast<double>(SAMPLE_RATE);
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// Create a C major ascending arpeggio (C, E, G) - happy sound
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double phase = (i * 15.0) / DURATION; // Controls arpeggio speed
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double note = floor(phase * 3) / 3.0; // 0, 1/3, 2/3
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// C major chord frequencies (C, E, G)
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double freq;
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if (note < 0.34) freq = 523.25; // C5
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else if (note < 0.67) freq = 659.25; // E5
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else freq = 783.99; // G5
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samples[i] = 12000 * sin(2 * 3.14159 * freq * time);
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}
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// Apply fade-in and fade-out
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for (unsigned i = 0; i < DURATION / 5; i++) {
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double fadeIn = static_cast<double>(i) / (DURATION / 5);
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samples[i] = static_cast<Int16>(samples[i] * fadeIn);
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}
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for (unsigned i = 4 * DURATION / 5; i < DURATION; i++) {
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double fadeOut = 1.0 - (static_cast<double>(i - 4 * DURATION / 5) / (DURATION / 5));
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samples[i] = static_cast<Int16>(samples[i] * fadeOut);
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}
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if (!eatBuffer.loadFromSamples(&samples[0], samples.size(), 1, SAMPLE_RATE)) {
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soundLoaded = false;
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}
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eatSound.setBuffer(eatBuffer);
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}
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void createGameOverSound() {
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const unsigned SAMPLE_RATE = 44100;
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const unsigned DURATION = 44100 / 1.2; // Almost a second
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std::vector<Int16> samples(DURATION);
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for (unsigned i = 0; i < DURATION; i++) {
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double time = i / static_cast<double>(SAMPLE_RATE);
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double phase = static_cast<double>(i) / DURATION; // 0 to 1
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// C major scale descending (C6 down to C5)
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double noteFreq;
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if (phase < 0.125) noteFreq = 1046.50; // C6
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else if (phase < 0.25) noteFreq = 932.33; // Bb5
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else if (phase < 0.375) noteFreq = 783.99; // G5
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else if (phase < 0.5) noteFreq = 698.46; // F5
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else if (phase < 0.625) noteFreq = 659.25; // E5
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else if (phase < 0.75) noteFreq = 587.33; // D5
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else if (phase < 0.875) noteFreq = 523.25; // C5
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else noteFreq = 493.88; // B4
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samples[i] = 15000 * sin(2 * 3.14159 * noteFreq * time);
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}
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// Apply envelope to make it sound more natural
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for (unsigned i = 0; i < DURATION; i++) {
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double progress = static_cast<double>(i) / DURATION;
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double envelope = 1.0 - progress * 0.5; // Gradual fade
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samples[i] = static_cast<Int16>(samples[i] * envelope);
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}
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if (!gameOverBuffer.loadFromSamples(&samples[0], samples.size(), 1, SAMPLE_RATE)) {
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soundLoaded = false;
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}
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gameOverSound.setBuffer(gameOverBuffer);
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}
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void createMilestoneSound() {
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const unsigned SAMPLE_RATE = 44100;
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const unsigned DURATION = 44100 / 2; // Half second
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std::vector<Int16> samples(DURATION);
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for (unsigned i = 0; i < DURATION; i++) {
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double time = i / static_cast<double>(SAMPLE_RATE);
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double phase = static_cast<double>(i) / DURATION;
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double freq1, freq2;
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if (phase < 0.3) {
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// First chord - C major
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freq1 = 523.25; // C5
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freq2 = 659.25; // E5
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} else if (phase < 0.6) {
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// Second chord - F major
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freq1 = 698.46; // F5
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freq2 = 880.00; // A5
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} else {
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// Final chord - G major (dominant)
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freq1 = 783.99; // G5
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freq2 = 987.77; // B5
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}
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// Mix two frequencies for a richer sound
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samples[i] = 8000 * sin(2 * 3.14159 * freq1 * time) +
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8000 * sin(2 * 3.14159 * freq2 * time);
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}
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// Apply envelope to make it sound more natural
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for (unsigned i = 0; i < DURATION / 10; i++) {
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double fadeIn = static_cast<double>(i) / (DURATION / 10);
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samples[i] = static_cast<Int16>(samples[i] * fadeIn);
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}
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for (unsigned i = 8 * DURATION / 10; i < DURATION; i++) {
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double fadeOut = 1.0 - (static_cast<double>(i - 8 * DURATION / 10) / (2 * DURATION / 10));
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samples[i] = static_cast<Int16>(samples[i] * fadeOut);
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}
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if (!milestoneBuffer.loadFromSamples(&samples[0], samples.size(), 1, SAMPLE_RATE)) {
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soundLoaded = false;
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}
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milestoneSound.setBuffer(milestoneBuffer);
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}
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void createThemeSong() {
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const unsigned SAMPLE_RATE = 44100;
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const unsigned DURATION = SAMPLE_RATE * 8; // 8 seconds loop
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std::vector<Int16> samples(DURATION);
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const double pentatonic[] = {
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523.25, // C5
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587.33, // D5
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659.25, // E5
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783.99, // G5
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880.00 // A5
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};
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const int numNotes = 5;
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// Create a simple melody pattern
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const int pattern[] = {0, 2, 4, 2, 3, 1, 0, 1, 2, 4, 3, 2, 1, 3, 2, 0};
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const int patternLength = 16;
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// Beat durations (in seconds)
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const double beatDuration = 0.5; // Half second per beat
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const double beatsPerBar = 4; // 4 beats in a bar
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for (unsigned i = 0; i < DURATION; i++) {
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double time = i / static_cast<double>(SAMPLE_RATE);
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double beatPosition = fmod(time, beatDuration * beatsPerBar) / beatDuration; // Position within the bar
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int currentBeat = static_cast<int>(time / beatDuration) % patternLength;
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// Get current note in the pattern
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int noteIndex = pattern[currentBeat];
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double freq = pentatonic[noteIndex];
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// Add a bass note every 4 beats
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double bassFreq = 0;
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if (currentBeat % 4 == 0) {
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bassFreq = pentatonic[0] / 2; // One octave lower than the root
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} else if (currentBeat % 4 == 2) {
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bassFreq = pentatonic[2] / 2; // One octave lower than the third
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}
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// Simple envelope for each note
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double envelope = 1.0;
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double noteTime = fmod(time, beatDuration);
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if (noteTime < 0.05) {
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envelope = noteTime / 0.05; // Quick attack
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} else if (noteTime > beatDuration * 0.8) {
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envelope = (beatDuration - noteTime) / (beatDuration * 0.2); // Release
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}
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// Mix the sounds
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double mainNote = sin(2 * 3.14159 * freq * time);
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double bassNote = (bassFreq > 0) ? sin(2 * 3.14159 * bassFreq * time) : 0;
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// Quieter theme song for background
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samples[i] = static_cast<Int16>(envelope * 6000 * mainNote +
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envelope * 4000 * bassNote);
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}
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if (!themeSongBuffer.loadFromSamples(&samples[0], samples.size(), 1, SAMPLE_RATE)) {
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soundLoaded = false;
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}
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themeSongSound.setBuffer(themeSongBuffer);
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}
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void playMoveSound() {
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if (soundLoaded) {
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moveSound.play();
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}
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}
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void playEatSound() {
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if (soundLoaded) {
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eatSound.play();
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}
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}
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void playGameOverSound() {
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if (soundLoaded) {
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// Stop theme song when game is over
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themeSongSound.stop();
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gameOverSound.play();
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}
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}
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void playMilestoneSound() {
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if (soundLoaded) {
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milestoneSound.play();
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}
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}
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void startThemeSong() {
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if (soundLoaded) {
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themeSongSound.play();
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}
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}
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void stopThemeSong() {
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if (soundLoaded) {
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themeSongSound.stop();
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}
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}
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void pauseThemeSong() {
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if (soundLoaded) {
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themeSongSound.pause();
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}
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}
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void resumeThemeSong() {
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if (soundLoaded) {
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themeSongSound.play();
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}
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}
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};
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class Game {
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private:
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RenderWindow window;
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vector<SnakeSegment> snake;
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Vector2f fruit;
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Vector2f direction;
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bool isMoving;
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Clock clock;
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float speed;
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int score;
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int lastMilestone;
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Font font;
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Text scoreText;
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Text messageText;
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Clock messageTimer;
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bool showMessage;
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SoundManager soundManager;
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Vector2f lastDirection;
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// Numeric sprites
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NumericSprite snakeHeadSprite;
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NumericSprite snakeBodySprite;
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NumericSprite fruitSprite;
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// Grid vertex array
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VertexArray grid;
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// Patterns
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// Make it have a lil smile for the head pattern
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const array<array<int, 5>, 5> HEAD_PATTERN = {{
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{0, 1, 1, 1, 0},
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{1, 0, 1, 0, 1},
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{1, 1, 0, 1, 1},
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{1, 1, 1, 1, 1},
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{1, 1, 1, 1, 1}
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}};
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const array<array<int, 5>, 5> BODY_PATTERN = {{
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{1, 1, 1, 1, 1},
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{1, 1, 1, 1, 1},
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{1, 1, 1, 1, 1},
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{1, 1, 1, 1, 1},
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{1, 1, 1, 1, 1}
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}};
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// Apple-like pattern
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const array<array<int, 5>, 5> FRUIT_PATTERN = {{
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{0, 1, 1, 1, 0},
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{1, 1, 1, 1, 1},
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{1, 1, 1, 1, 1},
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{1, 1, 1, 1, 1},
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{0, 1, 1, 1, 0}
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}};
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public:
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Game() : window(VideoMode(WIDTH, HEIGHT), "cppsnek"), direction(1, 0),
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isMoving(false),
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speed(0.05f), // Fast asf speed lolz
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score(0),
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lastMilestone(0),
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grid(Lines),
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lastDirection(1, 0),
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showMessage(false) {
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window.setFramerateLimit(60);
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// Initialize snake
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snake.push_back({GRID_WIDTH / 2, GRID_HEIGHT / 2});
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snake.push_back({GRID_WIDTH / 2 - 1, GRID_HEIGHT / 2});
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snake.push_back({GRID_WIDTH / 2 - 2, GRID_HEIGHT / 2});
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// Create sprites
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snakeHeadSprite.createFromPattern(HEAD_PATTERN, Color(200, 200, 0)); // Yellow head
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snakeBodySprite.createFromPattern(BODY_PATTERN, Color(0, 200, 0)); // Green body
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fruitSprite.createFromPattern(FRUIT_PATTERN, Color(200, 0, 0)); // Red apple
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// Create grid
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createGrid();
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spawnFruit();
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// Setup font
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if (!font.loadFromFile("/usr/share/fonts/gnu-free/FreeSans.ttf")) {
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font.loadFromFile("/usr/share/fonts/liberation/LiberationSans-Regular.ttf");
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}
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// Setup score text
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scoreText.setFont(font);
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scoreText.setCharacterSize(24);
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scoreText.setFillColor(Color::White);
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scoreText.setPosition(10, 10);
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updateScoreText();
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// Setup milestone message text
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messageText.setFont(font);
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messageText.setCharacterSize(32);
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messageText.setFillColor(Color::Yellow);
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messageText.setPosition(WIDTH / 2 - 100, HEIGHT / 2 - 50);
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}
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void createGrid() {
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// Vertical lines
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for (int x = 0; x <= WIDTH; x += GRID_SIZE) {
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grid.append(Vertex(Vector2f(x, 0), Color(50, 50, 50)));
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grid.append(Vertex(Vector2f(x, HEIGHT), Color(50, 50, 50)));
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}
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// Horizontal lines
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for (int y = 0; y <= HEIGHT; y += GRID_SIZE) {
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grid.append(Vertex(Vector2f(0, y), Color(50, 50, 50)));
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grid.append(Vertex(Vector2f(WIDTH, y), Color(50, 50, 50)));
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}
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}
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void spawnFruit() {
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static random_device rd;
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static mt19937 gen(rd());
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uniform_int_distribution<> distX(0, GRID_WIDTH - 1);
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uniform_int_distribution<> distY(0, GRID_HEIGHT - 1);
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fruit.x = distX(gen);
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fruit.y = distY(gen);
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for (const auto& segment : snake) {
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if (segment.x == fruit.x && segment.y == fruit.y) {
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spawnFruit();
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return;
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}
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}
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}
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void updateScoreText() {
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scoreText.setString("Score: " + to_string(score));
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}
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void handleInput() {
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bool directionChanged = false;
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if (Keyboard::isKeyPressed(Keyboard::A) && direction.x == 0) {
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direction = Vector2f(-1, 0);
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isMoving = true;
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directionChanged = true;
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}
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else if (Keyboard::isKeyPressed(Keyboard::D) && direction.x == 0) {
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direction = Vector2f(1, 0);
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isMoving = true;
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directionChanged = true;
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}
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else if (Keyboard::isKeyPressed(Keyboard::W) && direction.y == 0) {
|
|
direction = Vector2f(0, -1);
|
|
isMoving = true;
|
|
directionChanged = true;
|
|
}
|
|
else if (Keyboard::isKeyPressed(Keyboard::S) && direction.y == 0) {
|
|
direction = Vector2f(0, 1);
|
|
isMoving = true;
|
|
directionChanged = true;
|
|
}
|
|
|
|
if (directionChanged && (direction.x != lastDirection.x || direction.y != lastDirection.y)) {
|
|
soundManager.playMoveSound();
|
|
lastDirection = direction;
|
|
}
|
|
}
|
|
|
|
void update() {
|
|
if (clock.getElapsedTime().asSeconds() < speed || !isMoving)
|
|
return;
|
|
|
|
clock.restart();
|
|
|
|
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) {
|
|
soundManager.playGameOverSound();
|
|
reset();
|
|
return;
|
|
}
|
|
|
|
for (size_t i = 1; i < snake.size(); i++) {
|
|
if (newHead.x == snake[i].x && newHead.y == snake[i].y) {
|
|
soundManager.playGameOverSound();
|
|
reset();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (newHead.x == fruit.x && newHead.y == fruit.y) {
|
|
snake.insert(snake.begin(), newHead);
|
|
spawnFruit();
|
|
score += 10;
|
|
updateScoreText();
|
|
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) {
|
|
speed -= 0.01f;
|
|
}
|
|
} else {
|
|
snake.insert(snake.begin(), newHead);
|
|
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() {
|
|
snake.clear();
|
|
snake.push_back({GRID_WIDTH / 2, GRID_HEIGHT / 2});
|
|
snake.push_back({GRID_WIDTH / 2 - 1, GRID_HEIGHT / 2});
|
|
snake.push_back({GRID_WIDTH / 2 - 2, GRID_HEIGHT / 2});
|
|
direction = Vector2f(1, 0);
|
|
lastDirection = Vector2f(1, 0);
|
|
isMoving = false;
|
|
speed = 0.05f; // Same as in rungame
|
|
score = 0;
|
|
lastMilestone = 0;
|
|
updateScoreText();
|
|
spawnFruit();
|
|
|
|
// Restart theme song
|
|
soundManager.startThemeSong();
|
|
}
|
|
|
|
void render() {
|
|
window.clear(Color(30, 30, 30)); // Dark gray background
|
|
|
|
// Draw grid first
|
|
window.draw(grid);
|
|
|
|
// Draw snake
|
|
for (size_t i = 0; i < snake.size(); i++) {
|
|
if (i == 0) {
|
|
snakeHeadSprite.setPosition(snake[i].x * GRID_SIZE, snake[i].y * GRID_SIZE);
|
|
window.draw(snakeHeadSprite.getSprite());
|
|
} else {
|
|
snakeBodySprite.setPosition(snake[i].x * GRID_SIZE, snake[i].y * GRID_SIZE);
|
|
window.draw(snakeBodySprite.getSprite());
|
|
}
|
|
}
|
|
|
|
// Draw fruit (apple)
|
|
fruitSprite.setPosition(fruit.x * GRID_SIZE, fruit.y * GRID_SIZE);
|
|
window.draw(fruitSprite.getSprite());
|
|
|
|
// Draw score
|
|
window.draw(scoreText);
|
|
|
|
// Draw milestone message if needed
|
|
if (showMessage) {
|
|
window.draw(messageText);
|
|
}
|
|
|
|
window.display();
|
|
}
|
|
|
|
void run() {
|
|
// Don't start theme song when game starts ; cause its fucking terrible
|
|
// soundManager.startThemeSong();
|
|
|
|
while (window.isOpen()) {
|
|
Event event;
|
|
while (window.pollEvent(event)) {
|
|
if (event.type == Event::Closed)
|
|
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();
|
|
update();
|
|
render();
|
|
}
|
|
}
|
|
};
|
|
|
|
int main() {
|
|
Game game;
|
|
game.run();
|
|
return 0;
|
|
} |