📄 snake.cpp
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/************************************************************************ Copyright (C) 2000-2005 Trolltech AS. All rights reserved.**** This file is part of the Qtopia Environment.** ** This program is free software; you can redistribute it and/or modify it** under the terms of the GNU General Public License as published by the** Free Software Foundation; either version 2 of the License, or (at your** option) any later version.** ** A copy of the GNU GPL license version 2 is included in this package as ** LICENSE.GPL.**** This program is distributed in the hope that it will be useful, but** WITHOUT ANY WARRANTY; without even the implied warranty of** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. ** See the GNU General Public License for more details.**** In addition, as a special exception Trolltech gives permission to link** the code of this program with Qtopia applications copyrighted, developed** and distributed by Trolltech under the terms of the Qtopia Personal Use** License Agreement. You must comply with the GNU General Public License** in all respects for all of the code used other than the applications** licensed under the Qtopia Personal Use License Agreement. If you modify** this file, you may extend this exception to your version of the file,** but you are not obligated to do so. If you do not wish to do so, delete** this exception statement from your version.** ** See http://www.trolltech.com/gpl/ for GPL licensing information.**** Contact info@trolltech.com if any conditions of this licensing are** not clear to you.************************************************************************/#include "snake.h"#include "sprites.h"#include "target.h"#include "codes.h"#include <qtopia/resource.h>#include <qimage.h>#include <qregexp.h>Snake::Snake(QCanvas* c){ paused = FALSE; deadSnake = FALSE; canvas = c; score = 0; snakelist.setAutoDelete(true); autoMoveTimer = new QTimer(this); connect( autoMoveTimer, SIGNAL(timeout()), this, SLOT(moveSnake()) ); createSnake();}void Snake::createSnake(){ QCanvasPixmapArray* snakeparts = SpriteDB::spriteCache(); if (snakeparts == 0) { qDebug("Couldn't not find sprite cache"); return; } grow = 0; last = Key_Right; QCanvasSprite* head = new QCanvasSprite(snakeparts, canvas ); head->setFrame(SpriteDB::snakeHead(right)); snakelist.insert(0, head); head->show(); head->move(2*SpriteDB::tileSize(), SpriteDB::tileSize()); QCanvasSprite* body = new QCanvasSprite(snakeparts, canvas ); body->setFrame(SpriteDB::snakeBody(right, right)); snakelist.append( body ); body->show(); body->move(SpriteDB::tileSize(), SpriteDB::tileSize()); QCanvasSprite* end = new QCanvasSprite(snakeparts, canvas ); end->setFrame(SpriteDB::snakeTail(right)); snakelist.append( end ); end->show(); end->move(0, SpriteDB::tileSize()); currentdir = right; speed = 250; autoMoveTimer->start(speed); moveSnake();}void Snake::increaseSpeed(){ if (speed > 150) speed = speed - 5; autoMoveTimer->start(speed);}void Snake::go(int newkey){ int direction = newkey; switch(newkey) { default: return;#ifdef QTOPIA_PHONE case Key_6: direction = Key_Right; // FALL THROUGH#endif case Key_Right: if (currentdir == left) return; break;#ifdef QTOPIA_PHONE case Key_4: direction = Key_Left; // FALL THROUGH#endif case Key_Left: if (currentdir == right) return; break;#ifdef QTOPIA_PHONE case Key_2: direction = Key_Up; // FALL THROUGH#endif case Key_Up: if (currentdir == down) return; break;#ifdef QTOPIA_PHONE case Key_8: direction = Key_Down; // FALL THROUGH#endif case Key_Down: if (currentdir == up) return; break;#ifdef QTOPIA_PHONE case Key_1: // Up or down, depending on direction. if (currentdir == left || currentdir == right) direction = Key_Up; else direction = Key_Left; break; case Key_3: // Up or down, depending on direction. if (currentdir == left || currentdir == right) direction = Key_Up; else direction = Key_Right; break; case Key_7: // Up or down, depending on direction. if (currentdir == left || currentdir == right) direction = Key_Down; else direction = Key_Left; break; case Key_9: // Up or down, depending on direction. if (currentdir == left || currentdir == right) direction = Key_Down; else direction = Key_Right; break;#endif } Snake::changeHead(direction); Snake::moveSnake();} void Snake::move(Direction dir){ autoMoveTimer->start(speed); int x = 0; int y = 0; newdir = dir; switch (dir) { case right: x = SpriteDB::tileSize(); break; case left: x = -SpriteDB::tileSize(); break; case down: y = SpriteDB::tileSize(); break; case up: y = -SpriteDB::tileSize(); break; } QCanvasSprite* sprite = new QCanvasSprite(SpriteDB::spriteCache(), canvas ); sprite->setFrame(SpriteDB::snakeBody(currentdir, newdir)); snakelist.insert(1, sprite); sprite->move(snakelist.first()->x(), snakelist.first()->y() ); snakelist.first()->moveBy(x, y); if (grow <= 0) changeTail(); else grow--; sprite->show(); currentdir = dir; canvas->update();} void Snake::changeTail(){ snakelist.removeLast(); double lastx = snakelist.last()->x(); double prevx = snakelist.prev()->x(); Direction dir; if ( prevx == lastx ) { //vertical if ( snakelist.prev()->y() > snakelist.last()->y() ) dir = down; else dir = up; } else { //horizontal if (snakelist.prev()->x() > snakelist.last()->x() ) dir = left; else dir = right; } snakelist.last()->setFrame(SpriteDB::snakeTail(dir));} void Snake::changeHead(int lastkey){ last = lastkey; switch (last) { case Key_Up: snakelist.first()->setFrame(SpriteDB::snakeHead(up)); break; case Key_Left: snakelist.first()->setFrame(SpriteDB::snakeHead(left)); break; case Key_Right: snakelist.first()->setFrame(SpriteDB::snakeHead(right)); break; case Key_Down: snakelist.first()->setFrame(SpriteDB::snakeHead(down)); break; } }void Snake::extendSnake(){ grow++;} void Snake::moveSnake(){ switch (last) { case Key_Up: move(up); break; case Key_Left: move(left); break; case Key_Right: move(right); break; case Key_Down: move(down); break; } detectCrash();}void Snake::detectCrash(){ QCanvasSprite* head = snakelist.first(); QCanvasItem* item; QCanvasItemList l=head->collisions(FALSE); for (QCanvasItemList::Iterator it=l.begin(); it!=l.end(); ++it) { item = *it; // check if snake hit target if ( (item->rtti()== 1500 ) && (item->collidesWith(head)) ) { Target* target = (Target*) item; target->done(); emit targethit(); extendSnake(); setScore(5); return; } // check if snake hit obstacles if ( (item->rtti()==1600) && (item->collidesWith(head)) ) { deadSnake = TRUE; emit dead(); autoMoveTimer->stop(); return; } // check if snake hit border if ( (item->rtti()==1700) && (item->collidesWith(head)) ) { deadSnake = TRUE; emit dead(); autoMoveTimer->stop(); return; } } //check if snake hit itself for (uint i = 3; i < snakelist.count(); i++) { if (head->collidesWith(snakelist.at(i)) ) { deadSnake = TRUE; emit dead(); autoMoveTimer->stop(); return; } }} void Snake::setScore(int amount){ score = score + amount; emit scorechanged();}int Snake::getScore(){ return score;}void Snake::pause() { if (!deadSnake) { if (paused) autoMoveTimer->start(speed); else autoMoveTimer->stop(); paused = !paused; }}Snake::~Snake(){ autoMoveTimer->stop();}
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