/* * Copyright (c) 2022 @aismann; Peter Eismann, Germany; dreifrankensoft * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #include "SimpleSnakeScene.h" #include USING_NS_CC; struct Snake { int x, y; } s[snakeBodies + StartBodies]; struct Fruit { int x, y; } f; // Print useful error message instead of segfaulting when files are not there. static void problemLoading(const char* filename) { printf("Error while loading: %s\n", filename); printf( "Depending on how you compiled you might have to add 'Resources/' in front of filenames in " "HelloWorldScene.cpp\n"); } // on "init" you need to initialize your instance bool SimpleSnake::init() { ////////////////////////////// // 1. super init first if (!Scene::init()) { return false; } auto visibleSize = Director::getInstance()->getVisibleSize(); auto origin = Director::getInstance()->getVisibleOrigin(); auto safeArea = Director::getInstance()->getSafeAreaRect(); auto safeOrigin = safeArea.origin; ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // you may modify it. // add a "close" icon to exit the progress. it's an autorelease object auto closeItem = MenuItemImage::create("CloseNormal.png", "CloseSelected.png", CC_CALLBACK_1(SimpleSnake::menuCloseCallback, this)); if (closeItem == nullptr || closeItem->getContentSize().width <= 0 || closeItem->getContentSize().height <= 0) { problemLoading("'CloseNormal.png' and 'CloseSelected.png'"); } else { float x = safeOrigin.x + safeArea.size.width - closeItem->getContentSize().width / 2; float y = safeOrigin.y + closeItem->getContentSize().height / 2; closeItem->setPosition(Vec2(x, y)); } // create menu, it's an autorelease object auto menu = Menu::create(closeItem, NULL); menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); ///////////////////////////// // 3. add your codes below... auto listener = EventListenerKeyboard::create(); listener->onKeyPressed = CC_CALLBACK_2(SimpleSnake::onKeyPressed, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); // add a label shows "Hello World" // create and initialize a label auto label = Label::createWithTTF("Example - Simple Snake", "fonts/Marker Felt.ttf", 24); if (label == nullptr) { problemLoading("'fonts/Marker Felt.ttf'"); } else { // position the label on the center of the screen label->setPosition( Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - label->getContentSize().height)); // add the label as a child to this layer this->addChild(label, 1); } // add "HelloWorld" splash screen" auto sprite = Sprite::create("ADXE.png"sv); if (sprite == nullptr) { problemLoading("'ADXE.png'"); } else { // position the sprite on the center of the screen offset = Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y); sprite->setPosition(offset); // add the sprite as a child to this layer this->addChild(sprite, 0); auto drawNode = DrawNode::create(); drawNode->setPosition(Vec2(0, 0)); addChild(drawNode); drawNode->drawRect(safeArea.origin, safeArea.origin + safeArea.size, Color4F::BLUE); } srand(time(0)); mydraw = DrawNode::create(); addChild(mydraw, 10); f.x = 10; f.y = 10; s[0].x = 20; s[0].y = 20; char buffer[1024]; for (int i = 0; i < snakeBodies; i++) { myScore[i] = 0.0; sprintf(buffer, "Level %i Time : %f", i + 1, myScore[i]); myScoreLabel[i] = Label::createWithTTF(std::string(buffer), "fonts/Marker Felt.ttf", 24); myScoreLabel[i]->setPosition( Vec2(130, origin.y + visibleSize.height - label->getContentSize().height - i * 30)); this->addChild(myScoreLabel[i], 1); } scheduleUpdate(); return true; } void SimpleSnake::onKeyPressed(EventKeyboard::KeyCode keyCode, Event* event) { switch (keyCode) { case cocos2d::EventKeyboard::KeyCode::KEY_LEFT_ARROW: if (dir != 2) dir = 1; break; case cocos2d::EventKeyboard::KeyCode::KEY_RIGHT_ARROW: if (dir != 1) dir = 2; break; case cocos2d::EventKeyboard::KeyCode::KEY_UP_ARROW: if (dir != 3) dir = 0; break; case cocos2d::EventKeyboard::KeyCode::KEY_DOWN_ARROW: if (dir != 0) dir = 3; break; default: break; } } void SimpleSnake::menuCloseCallback(Ref* sender) { Director::getInstance()->end(); } void SimpleSnake::update(float delta) { static float runTime = 0; static bool finish = false; runTime += delta; endLevelTime += delta; if (finish) { return; } if (runTime > level) { for (int i = num; i > 0; --i) { s[i] = s[i - 1]; } switch (dir) { case 0: s[0].y++; if (s[0].y >= M) s[0].y = 0; break; case 1: s[0].x--; if (s[0].x < 0) s[0].x = N; break; case 2: s[0].x++; if (s[0].x >= N) s[0].x = 0; break; case 3: s[0].y--; if (s[0].y < 0) s[0].y = M; break; default: break; } if ((s[0].x == f.x) && (s[0].y == f.y)) { bool posOk; do { posOk = true; f.x = rand() % N; f.y = rand() % M; for (int i = 0; i < num; i++) { if (f.x == s[i].x && f.y == s[i].y) { posOk = false; break; } } } while (!posOk); // score char buffer[124]; myScore[num - StartBodies] = endLevelTime; sprintf(buffer, "Level %i Time : %f", num - StartBodies + 1, myScore[num - StartBodies]); myScoreLabel[num - StartBodies]->setString(buffer); if (num >= (snakeBodies + StartBodies - 1)) { myScoreLabel[num - StartBodies]->setString("FINISH"); finish = true; } // next level num++; level -= 0.01; startLevelTime = 0.0; endLevelTime = startLevelTime; } runTime = 0; } //////// draw /////// mydraw->clear(); // Draw food mydraw->drawDot(Vec2(size / 2 + f.x * size, size / 2 + f.y * size), size / 2, Color4B::GREEN); // Draw snake for (int i = 0; i < num; i++) { mydraw->drawDot(Vec2(size / 2 + s[i].x * size, size / 2 + s[i].y * size), size / 2, Color4B::BLUE); } }