void LittleSnake::playAgain(Ref *sender) { log("Game State: REINITIALIZED"); menu->setVisible(false); raspberryAteCount = 0; this->removeChild(gameFinishLabel); deleteSnake(); initializeSnake(); spawnRaspberry(); gameState = REINITIALIZED; }
void resetSnake(LLRoot * master) { if(master == NULL) return; if(LLDEBUG) printf("###### GAME RESET; Setting snake back to 0,0,0 ######\r\n\r\n"); tick.detach(); freeListLL(master); myCube.clearCube(); initializeSnake(master); //sysClock.reset(); if(LLDEBUG) printListLL(master); }
void LittleSnake::setupCommon() { log("Game State: INITIALIZED"); raspberryBody = nullptr; raspberryAteCount = 0; dtCount = 0.0; isTouchDown = false; initialTouchPos = Point::ZERO; this->currentTouchPos = Point::ZERO; initializeSnake(); spawnRaspberry(); gameState = INITIALIZED; this->scheduleUpdate(); }
int main() { sysClock.reset(); sysClock.start(); my2c.frequency(400000); b_xpos.fall(&getSnakeInput); b_xpos.mode(PullUp); b_xneg.fall(&getSnakeInput); b_xneg.mode(PullUp); b_ypos.fall(&getSnakeInput); b_ypos.mode(PullUp); b_yneg.fall(&getSnakeInput); b_yneg.mode(PullUp); b_zpos.fall(&getSnakeInput); b_zpos.mode(PullUp); b_zneg.fall(&getSnakeInput); b_zneg.mode(PullUp); wait(0.2); initializeSnake(&Snake); // sets ticker to SPEED if(LLDEBUG) printListLL(&Snake); while(1) { myCube.lightCube(CUBE_DELAY); if(snakeFlag) { snakeFlag = 0; moveSnake(); } } //freeListLL(&Snake); //printf("$ Program complete ... how did we get here?\r\n"); }