added fruit and edge collision

This commit is contained in:
Joseph Aquino 2025-12-21 02:19:18 -05:00
parent a3d6742d98
commit 75cf6f524d
9 changed files with 185 additions and 27 deletions

16
include/Fruit.h Normal file
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@ -0,0 +1,16 @@
#pragma once
#include <SFML/Graphics.hpp>
#include <Color.h>
#include <Player.h>
struct Fruit
{
Fruit() = default;
Fruit(sf::Vector2i gridPos_in, const sf::Color& color_in = sf::Color::White);
sf::Vector2u gridPos{};
Color color{};
sf::Vector2f windowPos(float gridSize_in);
void respawn(const std::vector<SnakeNode>& body_in, sf::Vector2u gridCount_in);
};

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@ -2,6 +2,7 @@
#include <Util.h>
#include <Player.h>
#include <Fruit.h>
#include <GameConfig.h>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
@ -39,6 +40,8 @@ private:
void failState();
void winState();
private:
GameConfig config;
@ -54,9 +57,13 @@ private:
//sf::Sound failSound;
Player player{};
Fruit fruit{};
sf::Vector2u gridCount;
size_t frameCount{};
bool useImgui;
bool fail;
bool fail{};
bool win{};
bool running{true};
};

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@ -1,3 +1,5 @@
#pragma once
#include <Util.h>
#include <SFML/Graphics.hpp>
@ -8,6 +10,6 @@ struct GameConfig
int framerate{};
Color playerHeadColor;
Color playerBodyColor;
sf::Vector2i headGridStartPos;
sf::Vector2u headGridStartPos;
float gridSize;
};

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@ -1,4 +1,4 @@
#pragma once
#include <SFML/Graphics.hpp>
#include <Util.h>
@ -13,11 +13,13 @@ enum class Direction
struct SnakeNode
{
SnakeNode(sf::Vector2i gridPos_in, sf::Color color_in = sf::Color::White);
sf::Vector2f windowPos{};
sf::Vector2i gridPos{};
sf::Vector2i previousGridPos{};
SnakeNode(sf::Vector2u gridPos_in, const sf::Color& color_in = sf::Color::White);
// sf::Vector2f windowPos{};
sf::Vector2u gridPos{};
sf::Vector2u previousGridPos{};
Color color{};
sf::Vector2f windowPos(float gridSize_in);
};
struct Player

11
include/log.h Normal file
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@ -0,0 +1,11 @@
#pragma once
#include <iostream>
#ifdef LOG_ENABLE
#define LOG_CONDITON(x) if (x)
#define LOG(x) std::cout << x << "\n"
#else
#define LOG(x)
#define LOG_CONDITON(x)
#endif

35
src/Fruit.cpp Normal file
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@ -0,0 +1,35 @@
#include <Player.h>
#include <Fruit.h>
#include <Random.h>
Fruit::Fruit(sf::Vector2i gridPos_in, const sf::Color& color_in)
: gridPos(gridPos_in)
, color(color_in)
{ }
sf::Vector2f Fruit::windowPos(float gridSize_in)
{
return {gridPos.x * gridSize_in, gridPos.y * gridSize_in};
}
void Fruit::respawn(const std::vector<SnakeNode>& body_in, sf::Vector2u gridCount_in)
{
unsigned int tempX;
unsigned int tempY;
bool valid = false;
do
{
tempX = Random::get(0, gridCount_in.x - 1);
tempY = Random::get(0, gridCount_in.y - 1);
for (const auto& node : body_in)
{
if (node.gridPos.x != tempX and node.gridPos.y != tempY)
{
valid = true;
}
}
} while (!valid);
this->gridPos = {tempX, tempY};
}

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@ -31,13 +31,26 @@ Game::Game(bool useImgui_in)
return;
}
gridCount.x = window.getSize().x / config.gridSize;
gridCount.y = window.getSize().y / config.gridSize;
player.body.reserve(100);
player.body.emplace_back(config.headGridStartPos);
player.head().windowPos.x = player.head().gridPos.x * config.gridSize;
player.head().windowPos.y = player.head().gridPos.y * config.gridSize;
fruit.gridPos = {5,5};
fruit.color = sf::Color::Red;
//uncomment to quickly test player movement
/*
player.body.emplace_back(sf::Vector2i{config.headGridStartPos.x - 1, config.headGridStartPos.y});
player.body.emplace_back(sf::Vector2i{config.headGridStartPos.x - 2, config.headGridStartPos.y});
player.body.emplace_back(sf::Vector2i{config.headGridStartPos.x - 3, config.headGridStartPos.y});
player.body.emplace_back(sf::Vector2i{config.headGridStartPos.x - 4, config.headGridStartPos.y});
*/
tempRect.setSize({config.gridSize, config.gridSize});
tempRect.setOutlineThickness(5);
tempRect.setOutlineThickness(-5);
tempRect.setOutlineColor(sf::Color::Black);
score.setPosition({10, static_cast<float>(window.getSize().y - 40)});
@ -179,10 +192,23 @@ void Game::collision()
if (player.head().gridPos == player.body.at(i).gridPos)
{
fail = true;
//failSound.play();
return;
}
}
if (player.head().gridPos == fruit.gridPos)
{
player.body.emplace_back(player.body.back().previousGridPos);
if (player.body.size() != (gridCount.x * gridCount.y))
{
//play sound
fruit.respawn(player.body, gridCount);
}
else
{
//play win sound
}
}
}
@ -211,39 +237,68 @@ void Game::movement()
if (frameCount % config.tickRate != 0) return;
SnakeNode& head = player.head();
switch (player.inputBuffer)
{
case Direction::up:
player.head().previousGridPos = player.head().gridPos;
player.head().gridPos += sf::Vector2i{ 0, -1 };
if (head.gridPos.y == 0)
{
fail = true;
return;
}
head.previousGridPos = head.gridPos;
head.gridPos.y -= 1;
player.facing = Direction::up;
// std::cout << "up\n";
break;
case Direction::down:
player.head().previousGridPos = player.head().gridPos;
player.head().gridPos += sf::Vector2i{ 0, 1 };
if (head.gridPos.y == gridCount.y - 1)
{
fail = true;
return;
}
head.previousGridPos = head.gridPos;
head.gridPos.y += 1;
player.facing = Direction::down;
// std::cout << "down\n";
break;
case Direction::left:
player.head().previousGridPos = player.head().gridPos;
player.head().gridPos += sf::Vector2i{ -1, 0 };
if (head.gridPos.x == 0)
{
fail = true;
return;
}
head.previousGridPos = head.gridPos;
head.gridPos.x -= 1;
player.facing = Direction::left;
// std::cout << "left\n";
break;
case Direction::right:
player.head().previousGridPos = player.head().gridPos;
player.head().gridPos += sf::Vector2i{ 1, 0 };
if (head.gridPos.x == gridCount.x -1)
{
fail = true;
return;
}
head.previousGridPos = head.gridPos;
head.gridPos.x += 1;
player.facing = Direction::right;
// std::cout << "right\n";
break;
}
player.head().windowPos.x = player.head().gridPos.x * config.gridSize;
player.head().windowPos.y = player.head().gridPos.y * config.gridSize;
const size_t limit = player.body.size();
for (size_t i = 1; i < limit; i++)
{
player.body[i].previousGridPos = player.body[i].gridPos;
player.body[i].gridPos = player.body[i-1].previousGridPos;
}
}
@ -279,10 +334,14 @@ void Game::render()
for (auto& node : player.body)
{
tempRect.setFillColor(node.color.sfml());
tempRect.setPosition(node.windowPos);
tempRect.setPosition(node.windowPos(config.gridSize));
window.draw(tempRect);
}
tempRect.setFillColor(fruit.color.sfml());
tempRect.setPosition(fruit.windowPos(config.gridSize));
window.draw(tempRect);
score.setString("Score: " + std::to_string(player.score));
window.draw(score);
@ -304,7 +363,10 @@ void Game::scoreSystem()
void Game::resetGame()
{
player.body.clear();
player.body.emplace_back(config.headGridStartPos);
fail = false;
player.facing = Direction::up;
}
void Game::failState()
@ -316,6 +378,11 @@ void Game::failState()
// }
}
void Game::winState()
{
}
void Game::run()
{
while(window.isOpen())
@ -326,7 +393,7 @@ void Game::run()
input();
if (!fail)
if (!fail and !win)
{
movement();
@ -336,10 +403,14 @@ void Game::run()
scoreSystem();
}
else
else if (fail)
{
failState();
}
else if (win)
{
winState();
}
imgui();

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@ -1,10 +1,15 @@
#include <Player.h>
SnakeNode::SnakeNode(sf::Vector2i gridPos_in, sf::Color color_in)
SnakeNode::SnakeNode(sf::Vector2u gridPos_in, const sf::Color& color_in)
: gridPos(gridPos_in)
, color(color_in)
{ }
sf::Vector2f SnakeNode::windowPos(float gridSize_in)
{
return {gridPos.x * gridSize_in, gridPos.y * gridSize_in};
}
SnakeNode& Player::head()
{
return body[0];

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@ -1,3 +1,4 @@
#include <log.h>
#include <Game.h>
int main(int argc, char* argv[])
@ -11,6 +12,14 @@ int main(int argc, char* argv[])
useImgui = false;
}
}
LOG("\n\n\033[32mTODO: ");
LOG("-Implement fruit eating");
LOG("-Implement sound effects and background music");
LOG("-Handle game over state");
LOG("-Implement game config via imgui");
LOG("\033[0m");
Game game(useImgui);
game.run();