Esempio n. 1
0
void snakeclass::start()
{
    while(1)
    {
        if(collision())
        {
            SDL_Surface* messege;

            SDL_Color brown = {255, 123, 98};
            messege = TTF_RenderText_Solid(font, "GAME OVER!", brown);
            SDL_Rect gameover = {640/2-40, 170};
            SDL_BlitSurface(messege, NULL, screen, &gameover);//=========================================================================================
            SDL_FreeSurface(messege);
            SDL_Flip(screen);
            SDL_Delay(6000);
            break;
        }

        movesnake();
        if(direction=='q')
            break;

        SDL_Flip(screen);
        SDL_Delay(del);
    }
}
static 
int _move(void)
{
    if (!perfs[0] || !perfs[1])
	exitSnake(0);

    /* keep ghostbuster away */
    perfs[0]->p_ghostbuster = 0;
    perfs[1]->p_ghostbuster = 0;

    if (s_clock == 5)
	startsnake();
    else if (s_clock > 5) {
	check_explode();
	if (!explode) {
	    movesnake();
	}
	else if ((perfs[0]->p_ntorp == 0 && perfs[1]->p_ntorp == 0 &&
	    perfs[0]->p_nplasmatorp == 0 && perfs[1]->p_nplasmatorp == 0) ||
	    /* xx -- sometimes above doesn't work? */
		 s_clock - explode > 56)
	    exitSnake(0);
    }
    return 1;
}
Esempio n. 3
0
void Snake_GO(SNAKE *snake, int vel, int bound_x, int bound_y, int spawnx, int spawny, FOOD *foo, int foo_num)
{
	SNAKE tsnake = *snake;
	if(tsnake.ON)
	{
		if(tsnake.dead>=1)
		{
			tsnake.dead++;
			//Waits for 50 refreshes before dead snake respawns
			if(tsnake.dead>50)
			{
				//respawns snake
				start(&tsnake, 0, spawnx, spawny);
				tsnake.dead=0;
			}
		}
		else
		{
			movesnake(&tsnake, tsnake.movin.x, tsnake.movin.y);
			eatfood(&tsnake, foo, foo_num);
			edges(&tsnake, bound_x, bound_y);
			checksnake(&tsnake);
		}
	}
	*snake = tsnake;
}
Esempio n. 4
0
void displaymovement(int snakeXY[][MAX_SIZE], int snakelength, int dir) {
	int x,y;
	x = snakeXY[0][snakelength - 1];
	y = snakeXY[1][snakelength - 1];
	gotoxy(x,y);
	printf(" ");
	gotoxy(snakeXY[0][0],snakeXY[1][0]);
	printf("*");
	movesnake(snakeXY, snakelength, dir);
	gotoxy(snakeXY[0][0],snakeXY[1][0]);
	printf("X");
	gotoxy(1,1);
}	
Esempio n. 5
0
void	snakeclass::Play() {
  while (1)
    {
      if (collision()) {
	printw("Game over");
	break ;
      }
      movesnake();
      aff_map();
      if (direction == 'q')
	break ;
      usleep(del);
    }
}
Esempio n. 6
0
void gameClass::start()
{
	const int FPS = 60;
	Uint32 start;
	while(1)
	{
		start = SDL_GetTicks();
		movesnake();
		if(direction=='q')
		{
			break;
		}
		SDL_Flip(screen);
	    if(1000/FPS > SDL_GetTicks()-start) {
		SDL_Delay(1000/FPS-(SDL_GetTicks()-start));
		}
	}
}
Esempio n. 7
0
/**
 * \brief movesnake Procedure de mise à jour et de deplacement du serpent dans
 * une direction donne
 * \param s le serpent a deplacer
 * \param dir la direction souhaitee
 */
void movesnake(snake s,direction dir){
    if(!estInverse(s.dir[0],dir)){
        int i;
        switch (dir){
        case right:
            for(i=s.taille-1;i>0;i--){
                s.pos[i].x=s.pos[i-1].x;
                s.pos[i].y=s.pos[i-1].y;
            }
            s.pos[0].x++;
            s.dir[0]=dir;
            break;
        case left:
            for(i=s.taille-1;i>0;i--){
                s.pos[i].x=s.pos[i-1].x;
                s.pos[i].y=s.pos[i-1].y;
            }
            s.pos[0].x--;
            s.dir[0]=dir;
            break;
        case up:
            for(i=s.taille-1;i>0;i--){
                s.pos[i].x=s.pos[i-1].x;
                s.pos[i].y=s.pos[i-1].y;
            }
            s.pos[0].y--;
            s.dir[0]=dir;
            break;
        case down:
            for(i=s.taille-1;i>0;i--){
                s.pos[i].x=s.pos[i-1].x;
                s.pos[i].y=s.pos[i-1].y;
            }
            s.pos[0].y++;
            s.dir[0]=dir;
            break;
        }
    }
    else {
        movesnake(s,s.dir[0]);
    }
}