#include "PlayingState.hxx" #include "HighScoreManager.hxx" #include "GameStateManager.hxx" #include "TranslationManager.hxx" #include #include #include #include #include namespace { SDL_Point head_position(SDL_FPoint const& position) { #ifndef _MSC_VER #pragma STDC FENV_ACCESS ON #endif // !_MSC_VER std::fesetround(FE_TONEAREST); return { .x = static_cast(std::nearbyint(position.x)), .y = static_cast(std::nearbyint(position.y)), }; } unsigned points_for_target(SDL_Point const& target) { // normally there is just 1 point per target hit SDL_Rect const inner_field{ .x=2, .y=2, .w=PlayingState::CELLS_X-4, .h=PlayingState::CELLS_Y-4, }; if (SDL_PointInRect(&target, &inner_field)) { return 1; } // targets with a distance of 1 to the wall give double points SDL_Rect const outer_field{ .x=1, .y=1, .w=PlayingState::CELLS_X-2, .h=PlayingState::CELLS_Y-2, }; if (SDL_PointInRect(&target, &outer_field)) { return 2; } // corners give 8 points if ((target.x==0 || target.x==PlayingState::CELLS_X-1) && (target.y==0 || target.y==PlayingState::CELLS_Y-1)) { return 8; } // edges give 4 points return 4; } } static bool operator==(SDL_Point const& lhs, SDL_Point const& rhs) { return lhs.x==rhs.x && lhs.y==rhs.y; } static bool operator!=(SDL_Point const& lhs, SDL_Point const& rhs) { return lhs.x!=rhs.x || lhs.y!=rhs.y; } PlayingState::PlayingState() :generator_{std::random_device{}()}, font_{"kenney_pixel.ttf"} { } void PlayingState::on_enter(GameStateManager& gsm) { (void) gsm; length_ = 10u; std::uniform_int_distribution distribution_direction{0, 3}; direction_ = static_cast(distribution_direction(generator_)); place_head(); place_target(); tail_.clear(); speed_ = START_SPEED; } void PlayingState::on_event(GameStateManager& gsm, SDL_Event const& evt) { if (evt.type==SDL_KEYUP) { auto const scancode = evt.key.keysym.scancode; if (scancode==SDL_SCANCODE_ESCAPE || scancode==SDL_SCANCODE_PAUSE) gsm.push_state(GameStates::MainMenu); } } void PlayingState::update(GameStateManager& gsm, std::chrono::milliseconds const delta_time) { handle_direction_change(); fps_ = static_cast(1000.0/static_cast(delta_time.count())); auto const distance = speed_*static_cast(delta_time.count()); if (distance>MAX_DISTANCE) { SDL_Log("Snake would move a distance of %f. Game might have been stuck. Skipping cycle.", distance); return; } auto const direction = new_direction_.value_or(direction_); auto const MAX_X = static_cast(CELLS_X-1); auto const MAX_Y = static_cast(CELLS_Y-1); SDL_FPoint new_head = head_; switch (direction) { case Direction::Up: new_head.y -= distance; if (new_head.y<0.0f && !deadly_wall_) { new_head.y += MAX_Y; } break; case Direction::Down: new_head.y += distance; if (new_head.y>=MAX_Y && !deadly_wall_) { new_head.y -= MAX_Y; } break; case Direction::Left: new_head.x -= distance; if (new_head.x<0.0f && !deadly_wall_) { new_head.x += MAX_X; } break; case Direction::Right: new_head.x += distance; if (new_head.x>=MAX_X && !deadly_wall_) { new_head.x -= MAX_X; } break; } auto const old_pos = ::head_position(head_); auto const new_pos = ::head_position(new_head); if (old_pos!=new_pos) { if (new_direction_.has_value()) { direction_ = new_direction_.value(); new_direction_.reset(); } if (detect_death(new_pos)) { HighScoreManager::instance().set_new_score(length_); gsm.replace_state(GameStates::GameOver); } if (target_.contains(new_pos)) { target_.erase(new_pos); auto const growth = std::min(points_for_target(new_pos), static_cast(CELLS_X*CELLS_Y)-length_); length_ += growth; speed_ = std::min(MAX_SPEED, speed_*std::pow(ACCELERATION, static_cast(growth))); if (!place_target()) { // technically the player finished the game at this point HighScoreManager::instance().set_new_score(length_); gsm.replace_state(GameStates::GameOver); } } tail_.push_front(old_pos); if (tail_.size()+1>length_) tail_.pop_back(); } head_ = new_head; } void PlayingState::handle_direction_change() { // this is not done in the event handler as we don't want to wait for KEYUP to re-fire in certain situations auto const keyboard = SDL_GetKeyboardState(nullptr); if (new_direction_.has_value()) return; if (direction_==Direction::Left || direction_==Direction::Right) { if (keyboard[SDL_SCANCODE_UP] || keyboard[SDL_SCANCODE_W]) { new_direction_ = Direction::Up; } else if (keyboard[SDL_SCANCODE_DOWN] || keyboard[SDL_SCANCODE_S]) { new_direction_ = Direction::Down; } } else { if (keyboard[SDL_SCANCODE_LEFT] || keyboard[SDL_SCANCODE_A]) { new_direction_ = Direction::Left; } else if (keyboard[SDL_SCANCODE_RIGHT] || keyboard[SDL_SCANCODE_D]) { new_direction_ = Direction::Right; } } } void PlayingState::render(SDLRenderer& renderer) { render_game(renderer); } void PlayingState::render_ui(SDLRenderer& renderer, SDL_Rect const& playing_field) { auto const& tm = TranslationManager::instance(); auto const score_text = tm.get_translation("Score")+": "+std::to_string(length_); SDL_Surface* text_surface = TTF_RenderUTF8_Solid(font_, score_text.c_str(), {255, 255, 255, SDL_ALPHA_OPAQUE}); SDL_Texture* text = SDL_CreateTextureFromSurface(renderer, text_surface); SDL_FreeSurface(text_surface); int text_width, text_height; SDL_QueryTexture(text, nullptr, nullptr, &text_width, &text_height); SDL_Rect render_quad = {playing_field.x, 10, text_width, text_height}; SDL_RenderCopy(renderer, text, nullptr, &render_quad); SDL_DestroyTexture(text); auto const fps_text = tm.get_translation("Frames per second")+": "+std::to_string(fps_); text_surface = TTF_RenderUTF8_Solid(font_, fps_text.c_str(), {255, 255, 255, SDL_ALPHA_OPAQUE}); text = SDL_CreateTextureFromSurface(renderer, text_surface); SDL_FreeSurface(text_surface); SDL_QueryTexture(text, nullptr, nullptr, &text_width, &text_height); render_quad = {playing_field.x+playing_field.w-text_width, 10, text_width, text_height}; SDL_RenderCopy(renderer, text, nullptr, &render_quad); SDL_DestroyTexture(text); if (deadly_wall_) SDL_SetRenderDrawColor(renderer, 249, 95, 0, SDL_ALPHA_OPAQUE); else SDL_SetRenderDrawColor(renderer, 255, 204, 0, SDL_ALPHA_OPAQUE); SDL_RenderDrawRect(renderer, &playing_field); } bool PlayingState::place_target() { std::unordered_set field; field.reserve(CELLS_X*CELLS_Y); for (int x = 0; x(wanted_targets-target_.size()), 0ll), generator_); deadly_wall_ = distribution_deadly_wall(generator_)!=0; return true; } void PlayingState::place_head() { do { head_.x = static_cast(distribution_position_x_(generator_)); } while (head_.x<10.0f || head_.x>static_cast(CELLS_X-10)); do { head_.y = static_cast(distribution_position_y_(generator_)); } while (head_.y<10.0f || head_.y>static_cast(CELLS_Y-10)); } void PlayingState::render_target(SDLRenderer& renderer, SDL_Rect const& playing_field) { auto const ratio = playing_field.w/static_cast(CELLS_X); SDL_SetRenderDrawColor(renderer, 76, 208, 45, SDL_ALPHA_OPAQUE); for (auto const& target: target_) { SDL_Rect const target_rect{ .x = static_cast(playing_field.x+ratio*target.x), .y = static_cast(playing_field.y+ratio*target.y), .w = static_cast(ratio), .h = static_cast(ratio), }; SDL_RenderFillRect(renderer, &target_rect); } } void PlayingState::render_snake(SDLRenderer& renderer, SDL_Rect const& playing_field) { auto const ratio = playing_field.w/static_cast(CELLS_X); auto const render_dot = [ratio, playing_field, &renderer](SDL_Point const& position, double const size_factor) { int const base_x = static_cast(playing_field.x+ratio*position.x); int const base_y = static_cast(playing_field.y+ratio*position.y); int const size = std::max(1, static_cast(ratio*size_factor)); int const padding = (static_cast(ratio)-size) >> 1; SDL_Rect const target_rect{ .x = base_x+padding, .y = base_y+padding, .w = size, .h = size, }; SDL_RenderFillRect(renderer, &target_rect); }; SDL_SetRenderDrawColor(renderer, 255, 255, 255, SDL_ALPHA_OPAQUE); double size = 1.0; double const decay = 1.0/static_cast(tail_.size()+1); for (auto const& particle: tail_) { size = std::max(0.0, size-decay); render_dot(particle, size); } SDL_SetRenderDrawColor(renderer, 0, 170, 231, SDL_ALPHA_OPAQUE); render_dot(::head_position(head_), 1.0); } bool PlayingState::detect_death(SDL_Point const& position) { // collision with wall if (position.x<0 || position.x>=CELLS_X || position.y<0 || position.y>=CELLS_Y) return true; // collision with self return (std::ranges::any_of(tail_, [&position](SDL_Point const& particle) { return position==particle; })); } void PlayingState::render_game(SDLRenderer& renderer, bool is_current_state) { int width, height; SDL_GetRendererOutputSize(renderer, &width, &height); SDL_Rect playing_field; double const ratio = static_cast(CELLS_X)/CELLS_Y; if (width(playing_field.w/ratio); } else { playing_field.h = height-70; playing_field.w = static_cast(playing_field.h*ratio); } playing_field.x = (width-playing_field.w)/2; playing_field.y = 50; if (is_current_state) { SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); SDL_RenderClear(renderer); } render_snake(renderer, playing_field); render_target(renderer, playing_field); render_ui(renderer, playing_field); if (is_current_state) SDL_RenderPresent(renderer); }