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- #include "PlayingState.hxx"
- #include "HighScoreManager.hxx"
- #include "GameStateManager.hxx"
- #include "TranslationManager.hxx"
- #include <algorithm>
- #include <cfenv>
- #include <cmath>
- #include <iterator>
- #include <random>
- 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<int>(std::nearbyint(position.x)),
- .y = static_cast<int>(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<int> distribution_direction{0, 3};
- direction_ = static_cast<Direction>(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<int>(1000.0/static_cast<double>(delta_time.count()));
- auto const distance = speed_*static_cast<float>(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<float>(CELLS_X-1);
- auto const MAX_Y = static_cast<float>(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<unsigned>(CELLS_X*CELLS_Y)-length_);
- length_ += growth;
- speed_ = std::min(MAX_SPEED, speed_*std::pow(ACCELERATION, static_cast<float>(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<SDL_Point> field;
- field.reserve(CELLS_X*CELLS_Y);
- for (int x = 0; x<CELLS_X; ++x) {
- for (int y = 0; y<CELLS_Y; ++y) {
- field.insert({x, y});
- }
- }
- field.erase(::head_position(head_));
- for (auto const& particle: tail_) {
- field.erase(particle);
- }
- for (auto const& target: target_) {
- field.erase(target);
- }
- if (field.empty()) {
- return false;
- }
- auto const wanted_targets = distribution_num_targets(generator_);
- std::ranges::sample(field, std::insert_iterator{target_, target_.end()},
- std::max(static_cast<long long>(wanted_targets-target_.size()), 0ll), generator_);
- deadly_wall_ = distribution_deadly_wall(generator_)!=0;
- return true;
- }
- void PlayingState::place_head()
- {
- do {
- head_.x = static_cast<float>(distribution_position_x_(generator_));
- }
- while (head_.x<10.0f || head_.x>static_cast<float>(CELLS_X-10));
- do {
- head_.y = static_cast<float>(distribution_position_y_(generator_));
- }
- while (head_.y<10.0f || head_.y>static_cast<float>(CELLS_Y-10));
- }
- void PlayingState::render_target(SDLRenderer& renderer, SDL_Rect const& playing_field)
- {
- auto const ratio = playing_field.w/static_cast<double>(CELLS_X);
- SDL_SetRenderDrawColor(renderer, 76, 208, 45, SDL_ALPHA_OPAQUE);
- for (auto const& target: target_) {
- SDL_Rect const target_rect{
- .x = static_cast<int>(playing_field.x+ratio*target.x),
- .y = static_cast<int>(playing_field.y+ratio*target.y),
- .w = static_cast<int>(ratio),
- .h = static_cast<int>(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<double>(CELLS_X);
- auto const render_dot = [ratio, playing_field, &renderer](SDL_Point const& position, double const size_factor) {
- int const base_x = static_cast<int>(playing_field.x+ratio*position.x);
- int const base_y = static_cast<int>(playing_field.y+ratio*position.y);
- int const size = std::max(1, static_cast<int>(ratio*size_factor));
- int const padding = (static_cast<int>(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<double>(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<double>(CELLS_X)/CELLS_Y;
- if (width<height*ratio) {
- playing_field.w = width-20;
- playing_field.h = static_cast<int>(playing_field.w/ratio);
- }
- else {
- playing_field.h = height-70;
- playing_field.w = static_cast<int>(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);
- }
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