#include "Snake.h" #include Snake::Snake(uint32_t headY, uint32_t headX) :direction_{LEFT} { snake_.push_back(Point{headY, headX, '>'}); for (uint32_t i = 1; i <= SNAKE_DEFAULT_SIZE; i++) { snake_.push_back(Point{headY, headX + i, SNAKE_BODY_CHAR}); } } void Snake::updateHead() { switch (direction_) { case UP: snake_.front().moveUp(); break; case DOWN: snake_.front().moveDown(); break; case LEFT: snake_.front().moveLeft(); break; case RIGHT: snake_.front().moveRight(); break; default: std::cerr << "[x] This direction does not exist" << std::endl; // OOPS! } } void Snake::printSnake() const { // TODO: for each point in snake_ call point.print() Graphics::get().refreshScreen(); } void Snake::move() { auto head = snake_.begin(); auto second = std::next(snake_.begin()); // TODO: the current tail of our snake shoudl be hidden // TODO: each element, from the tail to the second-to-head // should move to the position of the element before it // update the previous to head node // by copying from head and setting // the image to be body instead of head *second = *head; second->setImg(SNAKE_BODY_CHAR); updateHead(); printSnake(); } void Snake::moveUp(){ snake_.front().setImg('v'); direction_ = UP; move(); } void Snake::moveDown(){ snake_.front().setImg('^'); direction_ = DOWN; move(); } void Snake::moveLeft(){ snake_.front().setImg('>'); direction_ = LEFT; move(); } void Snake::moveRight(){ snake_.front().setImg('<'); direction_ = RIGHT; move(); } bool Snake::isBitten() const { const Point& head = snake_.front(); // TODO: return true if any point of the snake has the same position as the head // remember to skip the head as the snake is not flexible enough to bite off its own head return false; } bool Snake::hasBitSnack(uint32_t snackY, uint32_t snackX) const { const Point& head = snake_.front(); // TODO: return true if the heads position is on the same coordinates as snack // and return false otherwise } bool Snake::hasCrashedWall() const { const Point& head = snake_.front(); return (head.getY() < GAME_TOP_WALL_Y) || (head.getY() > GAME_BOTTOM_WALL_Y) || (head.getX() < GAME_LEFT_WALL_X) || (head.getX() > GAME_RIGHT_WALL_X); } uint32_t Snake::getSize() const { return snake_.size(); } void Snake::incSize(){ const auto tail = std::prev(snake_.end()); const uint32_t tailX = tail->getX(); const uint32_t tailY = tail->getY(); const auto prev = std::prev(tail); const uint32_t prevX = prev->getX(); const uint32_t prevY = prev->getY(); if (prevY == tailY){ // if the two last parts are on the same 'height' (horizontal tail direction) if (prevX < tailX) { // if the tail continues to the left: // add one part to the right of the tail snake_.push_back(Point{tailY, tailX + 1, SNAKE_BODY_CHAR}); } else { // if the tail continues to the right: // add one part to the left of the tail snake_.push_back(Point{tailY, tailX - 1, SNAKE_BODY_CHAR}); } } else { // if the two last parts are on the same 'width' (vertical tail direction) if (prevY < tailY) { // if the tail continues to the upper side: // add one part facing down snake_.push_back(Point{tailY + 1, tailX, SNAKE_BODY_CHAR}); } else { // if the tail continues to the lower side: // add one part facing up snake_.push_back(Point{tailY - 1, tailX, SNAKE_BODY_CHAR}); } } }