#pragma once #ifndef SNAKE_PLAYINGSTATE_HXX #define SNAKE_PLAYINGSTATE_HXX #include "GameState.hxx" #include "AssetManager.hxx" #include #include #include enum class Direction { Up, Right, Down, Left, }; class PlayingState final : public GameState { public: static int constexpr CELLS_X = 64; static int constexpr CELLS_Y = 48; static float constexpr ACCELERATION = 1.05f; static float constexpr MAX_DISTANCE = 1.0f; // one cell per cycle static float constexpr START_SPEED = 0.005f; // 5 cell per second static float constexpr MAX_SPEED = 0.01f; // 20 cells per second PlayingState(); void on_enter(GameStateManager& gsm) override; void on_event(GameStateManager& gsm, SDL_Event const& evt) override; void update(GameStateManager& gsm, std::chrono::milliseconds delta_time) override; void render(SDLRenderer& renderer) override; void render_game(SDLRenderer& renderer, bool is_current_state = true); private: void place_head(); void place_target(); void render_ui(SDLRenderer& renderer, SDL_Rect const& playing_field); void render_target(SDLRenderer& renderer, SDL_Rect const& playing_field); void render_snake(SDLRenderer& renderer, SDL_Rect const& playing_field); bool detect_death(SDL_Point const& position); std::default_random_engine generator_; std::uniform_int_distribution distribution_position_x_{0, CELLS_X-1}; std::uniform_int_distribution distribution_position_y_{0, CELLS_Y-1}; SDL_Point target_{}; unsigned length_{0u}; Direction direction_{Direction::Left}; std::optional new_direction_{}; SDL_FPoint head_{}; std::deque tail_; float speed_{0.001f}; Asset font_; }; #endif // SNAKE_PLAYINGSTATE_HXX