Beispiel #1
0
bool		Core::posFood(const Food &food)
{
  if ((food.getPosX() == _pos[0].getPosX()) && (food.getPosY() == _pos[0].getPosY()))
    setFood(true);
  else
    setFood(false);
  return (true);
}
Beispiel #2
0
void		Core::displayBegin(const IGui *gui, const Food &food) const
{
  int		i;

  i = 0;
  if (gui)
    {
      while (i <= SIZE_SNAKE)
	{
	  gui->displayBody(_pos[i].getPosX(), _pos[i].getPosY());
	  i++;
	}
      gui->displayFood(food.getPosX(), food.getPosY());
    }
}
Beispiel #3
0
void		Core::loopBegin(const IGui *gui, Food food, t_key key)
{
  int		score;

  score = 0;
  if (gui)
    {
      displayBegin(gui, food);
      while ((key != ESCAPE_KEY) &&
	     (collisionWithWall(_pos[0].getPosX(), _pos[0].getPosY())) &&
	     (collisionWithSnake(_pos[0].getPosX(), _pos[0].getPosY())) &&
	     (posFood(food)))
	{
	  if (getFood())
	    {
	      food.putFood(_pos, _width, _height);
	      gui->displayFood(food.getPosX(), food.getPosY());
	      score += 100;
	    }
	  if (!getFood())
	    {
	      gui->displayAfterFood(_pos[_pos.size() - 1].getPosX(), _pos[_pos.size() - 1].getPosY());
	      _pos.pop_back();
	    }
	  key = gui->manageKey();
	  if (key == ESCAPE_KEY)
	    std::cout << "You're a poor loser, you leave the game !" << std::endl;
	  if (key == SPEEDP_KEY || key == SPEEDL_KEY)
	    setSpeed(key);
	  else
	    setDirectionSnake(key);
	  moveDirection();
	  gui->displayBody(_pos[0].getPosX(), _pos[0].getPosY());
	  gui->displayScore(score);
	  if (_speed <= 0)
	    _speed += -(_speed);
	  usleep(_speed);
	}
    }
}