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SnakeCPP.cpp
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SnakeCPP.cpp
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#include <SDL2/SDL.h>
#include <cstdio>
#include <cstdlib>
#include <ctime>
#include <vector>
// Struct Vector
struct Vec2 {
int X;
int Y;
};
// SDL2 Stuff
SDL_Event e;
SDL_Window *window = nullptr;
SDL_Renderer *renderer = nullptr;
SDL_Rect rect;
// Game Variables
std::vector<Vec2> snake;
Vec2 direction;
Vec2 fruit;
bool isUp = false, isDown = false, isRight = false, isLeft = false;
bool running = true;
void updateKeys();
void update();
void draw();
void repositionFruit();
void restart();
int main(int argc, char **argv) {
SDL_Init(SDL_INIT_EVERYTHING);
SDL_CreateWindowAndRenderer(1280, 720, 0, &window, &renderer);
srand(time(NULL));
{
Vec2 vec2;
vec2.X = 49 / 2;
vec2.Y = 26 / 2;
snake.push_back(vec2);
direction.X = 0;
direction.Y = 0;
repositionFruit();
}
while (running) {
updateKeys();
update();
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
draw();
SDL_RenderPresent(renderer);
SDL_Delay(100);
}
return 0;
}
void updateKeys() {
while (SDL_PollEvent(&e)) {
switch (e.type) {
case SDL_QUIT:
running = false;
break;
case SDL_KEYDOWN:
switch (e.key.keysym.sym) {
case SDLK_ESCAPE:
running = false;
break;
case SDLK_d:
isRight = true;
break;
case SDLK_w:
isUp = true;
break;
case SDLK_s:
isDown = true;
break;
case SDLK_a:
isLeft = true;
break;
}
break;
case SDL_KEYUP:
switch (e.key.keysym.sym) {
case SDLK_d:
isRight = false;
break;
case SDLK_w:
isUp = false;
break;
case SDLK_s:
isDown = false;
break;
case SDLK_a:
isLeft = false;
break;
case SDLK_F2:
repositionFruit();
break;
case SDLK_F3:
restart();
break;
}
break;
}
}
}
void update() {
Vec2 snakeLastPosition = snake[0];
if (isUp) {
if (direction.Y != 1) {
direction.X = 0;
direction.Y = -1;
}
}
if (isDown) {
if (direction.Y != -1) {
direction.X = 0;
direction.Y = 1;
}
}
if (isRight) {
if (direction.X != -1) {
direction.X = 1;
direction.Y = 0;
}
}
if (isLeft) {
if (direction.X != 1) {
direction.X = -1;
direction.Y = 0;
}
}
for (int i = snake.size() - 1; i > 0; i--) {
snake[i] = snake[i - 1];
}
snake[0].X += direction.X;
snake[0].Y += direction.Y;
if (snake[0].X == fruit.X && snake[0].Y == fruit.Y) {
repositionFruit();
snake.push_back(snakeLastPosition);
}
if (snake[0].X < -4) {
snake[0].X = 52;
}
if (snake[0].X > 54) {
snake[0].X = -2;
}
if (snake[0].Y < -4) {
snake[0].Y = 32;
}
if (snake[0].Y > 34) {
snake[0].Y = -2;
}
for (int i = 1; i < snake.size(); i++) {
if (snake[0].X == snake[i].X && snake[0].Y == snake[i].Y) {
restart();
}
}
}
void draw() {
rect.w = 26;
rect.h = 26;
for (int i = 0; i < snake.size(); i++) {
rect.x = snake[i].X * 26;
rect.y = snake[i].Y * 26;
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
SDL_RenderFillRect(renderer, &rect);
}
rect.x = fruit.X * 26;
rect.y = fruit.Y * 26;
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
SDL_RenderFillRect(renderer, &rect);
}
void repositionFruit() {
fruit.X = (rand() % 49);
fruit.Y = (rand() % 26);
}
void restart() {
snake.clear();
srand(time(NULL));
Vec2 vec2;
vec2.X = 49 / 2;
vec2.Y = 26 / 2;
snake.push_back(vec2);
direction.X = 0;
direction.Y = 0;
repositionFruit();
}