1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141
| m_NB_DEPART = 3; // Nombre de cube pour snake au debut
m_COTE_SNAKE = 16;
sf::RenderWindow window;
window.create(sf::VideoMode(500, 300), " SNAKE ");
window.setVerticalSyncEnabled(true);
snakeDepart();
pomme();
while (window.isOpen())
{
while (window.pollEvent(m_event))
{
switch(m_event.type)
{
case sf::Event::Closed:
window.close();
break;
case sf::Event::KeyPressed:
switch(m_event.key.code)
{
case sf::Keyboard::Left:
if (snake_dir != R)
snake_dir = L;
break;
case sf::Keyboard::Right:
if (snake_dir != L)
snake_dir = R;
break;
case sf::Keyboard::Up:
if (snake_dir != D)
snake_dir = U;
break;
case sf::Keyboard::Down:
if (snake_dir != U)
snake_dir = D;
break;
}
break;
}
}
if(timer.getElapsedTime().asMilliseconds() > 1000)
gestionMouvement();
// je voulais mettre gestion clavier ici
for (unsigned int i = 0; i < m_snake.size(); i++)
window.draw(m_snake[i]);
window.draw(m_pomme);
window.display();
window.clear();
}
}
void Snake2::snakeDepart()
{
for(unsigned int i = 0; i < m_NB_DEPART; i++)
{
sf::RectangleShape x;
x.setSize(sf::Vector2f(m_COTE_SNAKE, m_COTE_SNAKE));
x.setFillColor(sf::Color(0, 236, 8));
x.setPosition(i*m_COTE_SNAKE,0);
m_snake.push_back(x);
}
}
void Snake2::pomme()
{
m_pomme.setRadius(8);
m_pomme.setFillColor(sf::Color::Red);
m_pomme.setPosition(200, 200);
}
void Snake2::gestionClavier()
{
if (m_event.type == sf::Event::KeyPressed)
switch (m_event.key.code) {
case sf::Keyboard::Left :
if (snake_dir != R) // On vérifie que le joueur n'ai pas une direction inverse
snake_dir = L;
break;
case sf::Keyboard::Right :
if (snake_dir != L)
snake_dir = R;
break;
case sf::Keyboard::Up :
if (snake_dir != D)
snake_dir = U;
break;
case sf::Keyboard::Down :
if (snake_dir != U)
snake_dir = D;
break;
default:
break;
}
}
void Snake2::gestionMouvement()
{
switch (snake_dir) {
case U : { //Vers le haut
for (int i = m_snake.size() ; i > 0; i-- )
m_snake[i].setPosition(m_snake[i-1].getPosition().x, m_snake[i-1].getPosition().y); // On place chaque partie à la position de la partie d'avant
m_snake[0].move(0, -m_COTE_SNAKE); // Puis on place la tête
}
case D : { //Vers le bas
for (int i = m_snake.size() ; i > 0; i--)
m_snake[i].setPosition(m_snake[i-1].getPosition().x, m_snake[i-1].getPosition().y);
m_snake[0].move(0, m_COTE_SNAKE);
}
case L : { //Vers la gauche
for (int i = m_snake.size(); i > 0; i--)
m_snake[i].setPosition(m_snake[i-1].getPosition().x, m_snake[i-1].getPosition().y);
m_snake[0].move(-m_COTE_SNAKE, 0 );
}
case R : { //Vers la droite
for (int i = m_snake.size(); i > 0; i--)
m_snake[i].setPosition(m_snake[i-1].getPosition().x, m_snake[i-1].getPosition().y);
m_snake[0].move(m_COTE_SNAKE, 0 );
}
}
timer.restart();
} |
Partager