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Copy pathworld.cpp
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270 lines (235 loc) · 10.2 KB
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#include <SFML/Graphics.hpp>
#include "world.h"
#include <iostream>
#include "snake.h"
#include "GridMath.h"
// Define the global shapes declared with extern in the header
sf::RectangleShape Field;
sf::RectangleShape BigWallN;
sf::RectangleShape BigWallE;
sf::RectangleShape BigWallS;
sf::RectangleShape BigWallW;
void initWorld(float SCREEN_WIDTH, float SCREEN_HEIGHT, float wallthickness)
{
const float EWwallpos = SCREEN_WIDTH-wallthickness;
// Initialize the existing shapes (not create new ones)
Field.setFillColor(sf::Color::Green);
Field.setSize(sf::Vector2f(SCREEN_HEIGHT, SCREEN_HEIGHT));
Field.setOutlineColor(sf::Color::Red);
Field.setOutlineThickness(-wallthickness);
Field.setPosition({0, 0});
BigWallN.setSize(sf::Vector2f(SCREEN_WIDTH, wallthickness));
BigWallN.setFillColor(sf::Color(153, 157, 160, 200));
BigWallN.setPosition({0, 0});
BigWallE.setSize(sf::Vector2f(wallthickness, SCREEN_HEIGHT));
BigWallE.setFillColor(sf::Color(153, 157, 160, 200));
BigWallE.setPosition({EWwallpos, 0});
BigWallS.setSize(sf::Vector2f(SCREEN_WIDTH, wallthickness));
BigWallS.setFillColor(sf::Color(153, 157, 160, 200));
BigWallS.setPosition({0, EWwallpos});
BigWallW.setSize(sf::Vector2f(wallthickness, SCREEN_HEIGHT));
BigWallW.setFillColor(sf::Color(153, 157, 160, 200));
BigWallW.setPosition({0, 0});
}
void drawWorld(sf::RenderWindow& window)
{
window.draw(Field);
window.draw(BigWallN); // Draw the walls
window.draw(BigWallE);
window.draw(BigWallS);
window.draw(BigWallW);
}
void drawSnake(sf::RenderWindow& window, const Snake& snake, const int& CELL_SIZE)
{
//Loads everything as textures
static sf::Texture HeadOfSnake, BodyOfSnake, TailOfSnake, WS, WN, EN, ES;
static bool textureLoaded = false;
if (!textureLoaded)
{
bool loadSuccess = true;
loadSuccess &= HeadOfSnake.loadFromFile("../SnakeHead.png");
loadSuccess &= BodyOfSnake.loadFromFile("../SnakeBody.png");
loadSuccess &= TailOfSnake.loadFromFile("../SnakeEnd.png");
loadSuccess &= EN.loadFromFile("../sEN.png");
loadSuccess &= ES.loadFromFile("../sES.png");
loadSuccess &= WN.loadFromFile("../sWN.png");
loadSuccess &= WS.loadFromFile("../sWS.png");
if (!loadSuccess) {
std::cout << "'\n'Snake textures could not be loaded\n";
} else {
textureLoaded = true;
}
}
sf::Sprite HeadSprite(HeadOfSnake);
sf::Sprite BodySprite(BodyOfSnake);
sf::Sprite TailSprite(TailOfSnake);
sf::Sprite WSS(WS);
sf::Sprite WNS(WN);
sf::Sprite ESS(ES);
sf::Sprite ENS(EN);
// Set origins for proper rotation (center of each sprite)
HeadSprite.setOrigin(sf::Vector2f(HeadOfSnake.getSize().x / 2.f, HeadOfSnake.getSize().y / 2.f));
BodySprite.setOrigin(sf::Vector2f(BodyOfSnake.getSize().x / 2.f, BodyOfSnake.getSize().y / 2.f));
TailSprite.setOrigin(sf::Vector2f(TailOfSnake.getSize().x / 2.f, TailOfSnake.getSize().y / 2.f));
WSS.setOrigin(sf::Vector2f(WS.getSize().x / 2.f, WS.getSize().y / 2.f));
WNS.setOrigin(sf::Vector2f(WN.getSize().x / 2.f, WN.getSize().y / 2.f));
ESS.setOrigin(sf::Vector2f(ES.getSize().x / 2.f, ES.getSize().y / 2.f));
ENS.setOrigin(sf::Vector2f(EN.getSize().x / 2.f, EN.getSize().y / 2.f));
// Draw each segment with the appropriate sprite
for (size_t i = 0; i < snake.body.size(); ++i)
{
const auto& segment = snake.body[i];
sf::Vector2f pos = GridMath::GridToScreenPos(segment.x, segment.y);
pos.x += CELL_SIZE / 2.0f;
pos.y += CELL_SIZE / 2.0f;
// Determine which sprite to use based on position in snake
if (i == snake.body.size()-1)
{
// Head (first element)
HeadSprite.setPosition(pos);
if (snake.direction.x==-1 && snake.direction.y==0) //left
{
HeadSprite.setRotation(sf::degrees(0));
}
else if (snake.direction.x==1 && snake.direction.y==0) //right
{
HeadSprite.setRotation(sf::degrees(180));
}
else if (snake.direction.x==0 && snake.direction.y==-1) //up
{
HeadSprite.setRotation(sf::degrees(90));
}
else if (snake.direction.x==0 && snake.direction.y==1) //down
{
HeadSprite.setRotation(sf::degrees(270));
}
window.draw(HeadSprite);
}
else if (i == 0) {
// Tail (last element)
TailSprite.setPosition(pos);
if (snake.body.size() > 1) {
const auto& afterTail = snake.body[i+1];
if (afterTail.x > segment.x) { // Tail points left
TailSprite.setRotation(sf::degrees(180));
}
else if (afterTail.x < segment.x) { // Tail points right
TailSprite.setRotation(sf::degrees(0));
}
else if (afterTail.y > segment.y) { // Tail points up
TailSprite.setRotation(sf::degrees(-90));
}
else { // Tail points down
TailSprite.setRotation(sf::degrees(-270));
}
}
window.draw(TailSprite);
}
else {
// Body segments - check if corner
bool isCorner = false;
// Only check for corners if we have previous and next segments
if (i > 0 && i < snake.body.size() - 1) {
const auto& prev = snake.body[i-1];
const auto& next = snake.body[i+1];
int fromDirX = segment.x - prev.x; // Direction we came from
int fromDirY = segment.y - prev.y;
int toDirX = next.x - segment.x; // Direction we're going
int toDirY = next.y - segment.y;
// A corner is when direction changes (X and Y both change)
isCorner = (fromDirX != toDirX || fromDirY != toDirY);
if (isCorner)
{
// Determine which corner sprite to use
sf::Sprite* cornerSprite; // Default
// Coming from East (fromDirX < 0) going North (toDirY < 0)
if (fromDirX<0 && toDirY<0)
{
cornerSprite = &ENS;
}
// Coming from West (fromDirX > 0) going South (toDirY > 0)
else if (fromDirX > 0 && toDirY > 0)
{
cornerSprite = &WSS;
}
// Coming from East (fromDirX < 0) going South (toDirY > 0)
else if (fromDirX < 0 && toDirY > 0)
{
cornerSprite = &ESS;
}
// Coming from West (fromDirX > 0) going North (toDirY < 0)
else if (fromDirX > 0 && toDirY < 0)
{
cornerSprite = &WNS;
}
// Coming from North (fromDirY > 0) going East (toDirX > 0)
else if (fromDirY > 0 && toDirX > 0)
{
cornerSprite = &ENS;
}
// Coming from South (fromDirY < 0) going East (toDirX > 0)
else if (fromDirY < 0 && toDirX > 0)
{
cornerSprite = &ESS;
}
// Coming from North (fromDirY > 0) going West (toDirX < 0)
else if (fromDirY > 0 && toDirX < 0)
{
cornerSprite = &WNS;
}
// Coming from South (fromDirY < 0) going West (toDirX < 0)
else if (fromDirY < 0 && toDirX < 0)
{
cornerSprite = &WSS;
}
else
{
cornerSprite = &WSS;
}
cornerSprite->setPosition(pos);
window.draw(*cornerSprite);
}
}
if (!isCorner) {
const auto& prev = snake.body[i-1];
//Horizontal
if (prev.x < segment.x && prev.y == segment.y) {
BodySprite.setRotation(sf::degrees(0));
BodySprite.setPosition(pos);
}
else if (prev.x > segment.x && prev.y == segment.y) {
BodySprite.setRotation(sf::degrees(180));
BodySprite.setPosition(pos);
}
//Vertical
else if (prev.x == segment.x && prev.y < segment.y) {
BodySprite.setRotation(sf::degrees(90));
BodySprite.setPosition(pos);
}
else if (prev.x == segment.x && prev.y > segment.y) {
BodySprite.setRotation(sf::degrees(270));
BodySprite.setPosition(pos);
}
window.draw(BodySprite);
}
}
}
}
void drawApple(sf::RenderWindow& window,sf::Vector2i appleXY)
{
static sf::Texture appleTexture;
static bool textureLoaded = false;
// Load the texture only once
if (!textureLoaded) {
if (!appleTexture.loadFromFile("../Apple.png")) {
std::cout << "Apple could not be loaded" << std::endl;
} else {
textureLoaded = true;
}
}
// Create a sprite from the texture
sf::Sprite appleSprite(appleTexture);
sf::Vector2f pos = GridMath::GridToScreenPos(appleXY.x, appleXY.y);
appleSprite.setPosition(pos);
window.draw(appleSprite);
}