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Benjamin LEROUX
SnakeProject
Commits
15e6d0a8
Commit
15e6d0a8
authored
Oct 27, 2020
by
Benjamin LEROUX
Browse files
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Plain Diff
ajout de murs + gestion collision
parent
214cc162
Changes
1
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88 additions
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23 deletions
+88
-23
snake.c
snake.c
+88
-23
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snake.c
View file @
15e6d0a8
...
@@ -22,12 +22,9 @@
...
@@ -22,12 +22,9 @@
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
#define SNAKE_LENGTH 256
#define SNAKE_LENGTH 256
#define SQUARE_SIZE 31
#define SQUARE_SIZE 31
#define NUMBEROFWALL 8
//----------------------------------------------------------------------------------
// More Defines
//----------------------------------------------------------------------------------
#define BordureX 12.5
#define BordureY 8
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
// Types and Structures Definition
// Types and Structures Definition
...
@@ -67,6 +64,8 @@ static int counterTail = 0;
...
@@ -67,6 +64,8 @@ static int counterTail = 0;
static
Food
goldenFruit
=
{
0
};
static
Food
goldenFruit
=
{
0
};
static
Food
deadFruit
=
{
0
};
static
Food
deadFruit
=
{
0
};
static
Rectangle
recTab
[
NUMBEROFWALL
];
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
...
@@ -136,7 +135,7 @@ void InitGame(void)
...
@@ -136,7 +135,7 @@ void InitGame(void)
snake
[
i
].
size
=
(
Vector2
){
SQUARE_SIZE
,
SQUARE_SIZE
};
snake
[
i
].
size
=
(
Vector2
){
SQUARE_SIZE
,
SQUARE_SIZE
};
snake
[
i
].
speed
=
(
Vector2
){
SQUARE_SIZE
,
0
};
snake
[
i
].
speed
=
(
Vector2
){
SQUARE_SIZE
,
0
};
if
(
i
==
0
)
snake
[
i
].
color
=
DARK
BLUE
;
if
(
i
==
0
)
snake
[
i
].
color
=
DARK
GREEN
;
else
snake
[
i
].
color
=
BLUE
;
else
snake
[
i
].
color
=
BLUE
;
}
}
...
@@ -146,7 +145,7 @@ void InitGame(void)
...
@@ -146,7 +145,7 @@ void InitGame(void)
}
}
fruit
.
size
=
(
Vector2
){
SQUARE_SIZE
,
SQUARE_SIZE
};
fruit
.
size
=
(
Vector2
){
SQUARE_SIZE
,
SQUARE_SIZE
};
fruit
.
color
=
SKYBLUE
;
fruit
.
color
=
GREEN
;
fruit
.
active
=
false
;
fruit
.
active
=
false
;
goldenFruit
.
size
=
(
Vector2
){
SQUARE_SIZE
,
SQUARE_SIZE
};
goldenFruit
.
size
=
(
Vector2
){
SQUARE_SIZE
,
SQUARE_SIZE
};
...
@@ -156,6 +155,73 @@ void InitGame(void)
...
@@ -156,6 +155,73 @@ void InitGame(void)
deadFruit
.
size
=
(
Vector2
){
SQUARE_SIZE
,
SQUARE_SIZE
};
deadFruit
.
size
=
(
Vector2
){
SQUARE_SIZE
,
SQUARE_SIZE
};
deadFruit
.
color
=
BLACK
;
deadFruit
.
color
=
BLACK
;
deadFruit
.
active
=
false
;
deadFruit
.
active
=
false
;
recTab
[
0
].
x
=
2
*
SQUARE_SIZE
+
offset
.
x
/
2
;
//mur haut gauche
recTab
[
0
].
y
=
2
*
SQUARE_SIZE
+
offset
.
y
/
2
;
recTab
[
0
].
width
=
(
SQUARE_SIZE
)
-
0
.
1
;
recTab
[
0
].
height
=
(
SQUARE_SIZE
*
4
)
-
0
.
1
;
recTab
[
1
].
x
=
3
*
SQUARE_SIZE
+
offset
.
x
/
2
;
recTab
[
1
].
y
=
2
*
SQUARE_SIZE
+
offset
.
y
/
2
;
recTab
[
1
].
width
=
(
SQUARE_SIZE
*
3
)
-
0
.
1
;
recTab
[
1
].
height
=
(
SQUARE_SIZE
)
-
0
.
1
;
recTab
[
2
].
x
=
screenWidth
-
(
offset
.
x
/
2
)
-
(
3
*
SQUARE_SIZE
);
//mur haut droit
recTab
[
2
].
y
=
2
*
SQUARE_SIZE
+
offset
.
y
/
2
;
recTab
[
2
].
width
=
(
SQUARE_SIZE
)
-
0
.
1
;
recTab
[
2
].
height
=
(
SQUARE_SIZE
*
4
)
-
0
.
1
;
recTab
[
3
].
x
=
screenWidth
-
(
offset
.
x
/
2
)
-
(
6
*
SQUARE_SIZE
);
recTab
[
3
].
y
=
2
*
SQUARE_SIZE
+
offset
.
y
/
2
;
recTab
[
3
].
width
=
(
SQUARE_SIZE
*
3
)
-
0
.
1
;
recTab
[
3
].
height
=
(
SQUARE_SIZE
)
-
0
.
1
;
recTab
[
4
].
x
=
2
*
SQUARE_SIZE
+
offset
.
x
/
2
;
//mur bas gauche
recTab
[
4
].
y
=
screenHeight
-
(
offset
.
y
/
2
)
-
(
6
*
SQUARE_SIZE
);
recTab
[
4
].
width
=
(
SQUARE_SIZE
)
-
0
.
1
;
recTab
[
4
].
height
=
(
SQUARE_SIZE
*
3
)
-
0
.
1
;
recTab
[
5
].
x
=
2
*
SQUARE_SIZE
+
offset
.
x
/
2
;
recTab
[
5
].
y
=
screenHeight
-
(
offset
.
y
/
2
)
-
(
3
*
SQUARE_SIZE
);
recTab
[
5
].
width
=
(
SQUARE_SIZE
*
4
)
-
0
.
1
;
recTab
[
5
].
height
=
(
SQUARE_SIZE
)
-
0
.
1
;
recTab
[
6
].
x
=
screenWidth
-
(
offset
.
x
/
2
)
-
(
3
*
SQUARE_SIZE
);
//mur bas droit
recTab
[
6
].
y
=
screenHeight
-
(
offset
.
y
/
2
)
-
(
6
*
SQUARE_SIZE
);
recTab
[
6
].
width
=
(
SQUARE_SIZE
)
-
0
.
1
;
recTab
[
6
].
height
=
(
SQUARE_SIZE
*
4
)
-
0
.
1
;
recTab
[
7
].
x
=
screenWidth
-
(
offset
.
x
/
2
)
-
(
6
*
SQUARE_SIZE
);
recTab
[
7
].
y
=
screenHeight
-
(
offset
.
y
/
2
)
-
(
3
*
SQUARE_SIZE
);
recTab
[
7
].
width
=
(
SQUARE_SIZE
*
3
)
-
0
.
1
;
recTab
[
7
].
height
=
(
SQUARE_SIZE
)
-
0
.
1
;
}
void
drawWalls
(){
//mur haut gauche
DrawRectangleRec
(
recTab
[
0
],
DARKBROWN
);
DrawRectangleRec
(
recTab
[
1
],
DARKBROWN
);
//mur haut droit
DrawRectangleRec
(
recTab
[
2
],
DARKBROWN
);
DrawRectangleRec
(
recTab
[
3
],
DARKBROWN
);
//mur bas gauche
DrawRectangleRec
(
recTab
[
4
],
DARKBROWN
);
DrawRectangleRec
(
recTab
[
5
],
DARKBROWN
);
//mur bas droit
DrawRectangleRec
(
recTab
[
6
],
DARKBROWN
);
DrawRectangleRec
(
recTab
[
7
],
DARKBROWN
);
}
bool
checkCollisionMur
(
Vector2
position
){
bool
res
=
false
;
for
(
int
i
=
0
;
i
<
NUMBEROFWALL
;
i
++
){
if
(
CheckCollisionPointRec
(
position
,
recTab
[
i
]))
res
=
true
;
}
return
res
;
}
}
// Update game (one frame)
// Update game (one frame)
...
@@ -206,15 +272,8 @@ void UpdateGame(void)
...
@@ -206,15 +272,8 @@ void UpdateGame(void)
}
}
}
}
// Wall behaviour
//collison mur
/*
if
(
checkCollisionMur
(
snake
[
0
].
position
))
gameOver
=
true
;
if (((snake[0].position.x) > (screenWidth - offset.x)) ||
((snake[0].position.y) > (screenHeight - offset.y)) ||
(snake[0].position.x < 0) || (snake[0].position.y < 0))
{
gameOver = true;
}
*/
//teleport wall
//teleport wall
if
((
snake
[
0
].
position
.
x
)
>
(
screenWidth
-
offset
.
x
)){
if
((
snake
[
0
].
position
.
x
)
>
(
screenWidth
-
offset
.
x
)){
...
@@ -246,7 +305,7 @@ void UpdateGame(void)
...
@@ -246,7 +305,7 @@ void UpdateGame(void)
for
(
int
i
=
0
;
i
<
counterTail
;
i
++
)
for
(
int
i
=
0
;
i
<
counterTail
;
i
++
)
{
{
while
((
fruit
.
position
.
x
==
snake
[
i
].
position
.
x
)
&&
(
fruit
.
position
.
y
==
snake
[
i
].
position
.
y
))
while
((
(
fruit
.
position
.
x
==
snake
[
i
].
position
.
x
)
&&
(
fruit
.
position
.
y
==
snake
[
i
].
position
.
y
))
||
checkCollisionMur
(
fruit
.
position
))
{
{
fruit
.
position
=
(
Vector2
){
GetRandomValue
(
0
,
(
screenWidth
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
x
/
2
,
GetRandomValue
(
0
,
(
screenHeight
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
y
/
2
};
fruit
.
position
=
(
Vector2
){
GetRandomValue
(
0
,
(
screenWidth
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
x
/
2
,
GetRandomValue
(
0
,
(
screenHeight
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
y
/
2
};
i
=
0
;
i
=
0
;
...
@@ -258,7 +317,7 @@ void UpdateGame(void)
...
@@ -258,7 +317,7 @@ void UpdateGame(void)
goldenFruit
.
position
=
(
Vector2
){
GetRandomValue
(
0
,
(
screenWidth
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
x
/
2
,
GetRandomValue
(
0
,
(
screenHeight
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
y
/
2
};
goldenFruit
.
position
=
(
Vector2
){
GetRandomValue
(
0
,
(
screenWidth
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
x
/
2
,
GetRandomValue
(
0
,
(
screenHeight
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
y
/
2
};
for
(
int
i
=
0
;
i
<
counterTail
;
i
++
)
for
(
int
i
=
0
;
i
<
counterTail
;
i
++
)
{
{
while
(((
goldenFruit
.
position
.
x
==
snake
[
i
].
position
.
x
)
&&
(
goldenFruit
.
position
.
y
==
snake
[
i
].
position
.
y
))
||
((
goldenFruit
.
position
.
x
==
fruit
.
position
.
x
)
&&
(
goldenFruit
.
position
.
y
==
fruit
.
position
.
y
)))
while
(((
goldenFruit
.
position
.
x
==
snake
[
i
].
position
.
x
)
&&
(
goldenFruit
.
position
.
y
==
snake
[
i
].
position
.
y
))
||
((
goldenFruit
.
position
.
x
==
fruit
.
position
.
x
)
&&
(
goldenFruit
.
position
.
y
==
fruit
.
position
.
y
))
||
checkCollisionMur
(
goldenFruit
.
position
)
)
{
{
goldenFruit
.
position
=
(
Vector2
){
GetRandomValue
(
0
,
(
screenWidth
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
x
/
2
,
GetRandomValue
(
0
,
(
screenHeight
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
y
/
2
};
goldenFruit
.
position
=
(
Vector2
){
GetRandomValue
(
0
,
(
screenWidth
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
x
/
2
,
GetRandomValue
(
0
,
(
screenHeight
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
y
/
2
};
i
=
0
;
i
=
0
;
...
@@ -268,7 +327,7 @@ void UpdateGame(void)
...
@@ -268,7 +327,7 @@ void UpdateGame(void)
deadFruit
.
position
=
(
Vector2
){
GetRandomValue
(
0
,
(
screenWidth
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
x
/
2
,
GetRandomValue
(
0
,
(
screenHeight
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
y
/
2
};
deadFruit
.
position
=
(
Vector2
){
GetRandomValue
(
0
,
(
screenWidth
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
x
/
2
,
GetRandomValue
(
0
,
(
screenHeight
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
y
/
2
};
for
(
int
i
=
0
;
i
<
counterTail
;
i
++
)
for
(
int
i
=
0
;
i
<
counterTail
;
i
++
)
{
{
while
(((
deadFruit
.
position
.
x
==
snake
[
i
].
position
.
x
)
&&
(
deadFruit
.
position
.
y
==
snake
[
i
].
position
.
y
))
||
((
deadFruit
.
position
.
x
==
fruit
.
position
.
x
)
&&
(
goldenFruit
.
position
.
y
==
fruit
.
position
.
y
)))
while
(((
deadFruit
.
position
.
x
==
snake
[
i
].
position
.
x
)
&&
(
deadFruit
.
position
.
y
==
snake
[
i
].
position
.
y
))
||
((
deadFruit
.
position
.
x
==
fruit
.
position
.
x
)
&&
(
goldenFruit
.
position
.
y
==
fruit
.
position
.
y
))
||
checkCollisionMur
(
deadFruit
.
position
)
)
{
{
deadFruit
.
position
=
(
Vector2
){
GetRandomValue
(
0
,
(
screenWidth
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
x
/
2
,
GetRandomValue
(
0
,
(
screenHeight
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
y
/
2
};
deadFruit
.
position
=
(
Vector2
){
GetRandomValue
(
0
,
(
screenWidth
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
x
/
2
,
GetRandomValue
(
0
,
(
screenHeight
/
SQUARE_SIZE
)
-
1
)
*
SQUARE_SIZE
+
offset
.
y
/
2
};
i
=
0
;
i
=
0
;
...
@@ -342,15 +401,20 @@ void DrawGame(void)
...
@@ -342,15 +401,20 @@ void DrawGame(void)
// Draw snake
// Draw snake
for
(
int
i
=
0
;
i
<
counterTail
;
i
++
)
DrawRectangleV
(
snake
[
i
].
position
,
snake
[
i
].
size
,
snake
[
i
].
color
);
for
(
int
i
=
0
;
i
<
counterTail
;
i
++
)
DrawRectangleV
(
snake
[
i
].
position
,
snake
[
i
].
size
,
snake
[
i
].
color
);
//Draw walls
drawWalls
();
// Draw fruit to pick
// Draw fruit to pick
DrawRectangleV
(
fruit
.
position
,
fruit
.
size
,
fruit
.
color
);
DrawRectangleV
(
fruit
.
position
,
fruit
.
size
,
fruit
.
color
);
if
(
counterTail
%
4
==
0
)
DrawRectangleV
(
goldenFruit
.
position
,
goldenFruit
.
size
,
goldenFruit
.
color
);
if
(
counterTail
%
4
==
0
)
DrawRectangleV
(
goldenFruit
.
position
,
goldenFruit
.
size
,
goldenFruit
.
color
);
if
(
counterTail
%
7
==
0
)
DrawRectangleV
(
deadFruit
.
position
,
deadFruit
.
size
,
deadFruit
.
color
);
if
(
counterTail
%
7
==
0
)
DrawRectangleV
(
deadFruit
.
position
,
deadFruit
.
size
,
deadFruit
.
color
);
// DrawText(TextFormat("TIME: %.02f", (float)framesCounter/60), 10, 10, 20, BLACK);
//DrawText(TextFormat("SCORE: %04i",snake[0].score), 10, 30, 20, BLACK);
//score et timer en temps reel
DrawText
(
TextFormat
(
"TIME: %.02f"
,
(
float
)
framesCounter
/
60
),
10
,
10
,
20
,
BLACK
);
DrawText
(
TextFormat
(
"SCORE: %04i"
,
snake
[
0
].
score
),
10
,
30
,
20
,
BLACK
);
if
(
pause
)
{
if
(
pause
)
{
DrawText
(
"GAME PAUSED"
,
screenWidth
/
2
-
MeasureText
(
"GAME PAUSED"
,
80
)
/
2
,
screenHeight
/
2
-
160
,
8
0
,
BLACK
);
DrawText
(
"GAME PAUSED"
,
screenWidth
/
2
-
MeasureText
(
"GAME PAUSED"
,
70
)
/
2
,
screenHeight
/
2
-
120
,
7
0
,
BLACK
);
DrawText
(
TextFormat
(
"TIME: %.02f"
,
(
float
)
framesCounter
/
60
),
screenWidth
/
2
-
MeasureText
(
"TIME: 00.00"
,
60
)
/
2
,
screenHeight
-
140
,
60
,
BLUE
);
DrawText
(
TextFormat
(
"TIME: %.02f"
,
(
float
)
framesCounter
/
60
),
screenWidth
/
2
-
MeasureText
(
"TIME: 00.00"
,
60
)
/
2
,
screenHeight
-
140
,
60
,
BLUE
);
DrawText
(
TextFormat
(
"SCORE: %04i"
,
snake
[
0
].
score
),
screenWidth
/
2
-
MeasureText
(
"SCORE: 0000"
,
60
)
/
2
,
screenHeight
-
200
,
60
,
BLUE
);
DrawText
(
TextFormat
(
"SCORE: %04i"
,
snake
[
0
].
score
),
screenWidth
/
2
-
MeasureText
(
"SCORE: 0000"
,
60
)
/
2
,
screenHeight
-
200
,
60
,
BLUE
);
}
}
...
@@ -375,3 +439,4 @@ void UpdateDrawFrame(void)
...
@@ -375,3 +439,4 @@ void UpdateDrawFrame(void)
UpdateGame
();
UpdateGame
();
DrawGame
();
DrawGame
();
}
}
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