a3
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d452cb33e3
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64
a3/snake.c
64
a3/snake.c
@ -1,11 +1,11 @@
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#include "snake.h"
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#include <stdlib.h>
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// Pridá nový diel hada na začiatok (hlavu)
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// Adds a new part to the snake at the given (x, y) position, making it the new head
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struct snake* add_snake(struct snake* snake, int x, int y){
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struct snake* new_head = malloc(sizeof(struct snake));
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if(!new_head){
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return NULL;
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return NULL;
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}
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new_head->x = x;
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new_head->y = y;
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@ -13,7 +13,7 @@ struct snake* add_snake(struct snake* snake, int x, int y){
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return new_head;
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}
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// Odstráni posledný diel hada (chvost)
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// Removes the last part of the snake (tail)
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struct snake* remove_snake(struct snake* snake){
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if(!snake || !snake->next){
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free(snake);
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@ -21,15 +21,15 @@ struct snake* remove_snake(struct snake* snake){
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}
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struct snake* current = snake;
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while (current->next && current->next->next){
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current = current->next;
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while (current->next && current->next->next) {
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current = current->next; // Move to the second last part
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}
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free(current->next);
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current->next = NULL;
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free(current->next); // Free the last part (tail)
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current->next = NULL; // Set the second last part's next pointer to NULL
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return snake;
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}
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// Zistí, či sa na daných súradniciach nachádza časť hada
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// Checks if there is a part of the snake at the given (x, y) coordinates
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int is_snake(struct snake* snake, int x, int y){
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while(snake){
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if(snake->x == x && snake->y == y){
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@ -40,7 +40,7 @@ int is_snake(struct snake* snake, int x, int y){
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return 0;
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}
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// Uvoľní pamäť všetkých častí hada
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// Frees the memory allocated for all parts of the snake
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void free_snake(struct snake* sn){
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while(sn){
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struct snake* next = sn->next;
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@ -49,28 +49,52 @@ void free_snake(struct snake* sn){
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}
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}
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// Spraví jeden krok hry – aktualizuje stav podľa pohybu
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// Main function that updates the game state based on the snake's movement
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// Returns the game status according to the reason to end the game (enum endgame)
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int step_state(struct state* state){
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int newx = state->snake->x + state->sx;
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int newy = state->snake->y + state->sy;
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if (!state || !state->snake) return END_USER;
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if(newx < 0 || newx >= state->width || newy < 0 || newy >= state->height)
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int new_x = state->snake->x + state->sx;
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int new_y = state->snake->y + state->sy;
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// Check for collision with wall (end the game if collided)
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if(new_x < 0 || new_x >= state->width || new_y < 0 || new_y >= state->height){
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return END_WALL;
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}
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if(is_snake(state->snake, newx, newy))
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// Check for collision with itself (end the game if the snake runs into itself)
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if(is_snake(state->snake, new_x, new_y)){
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return END_SNAKE;
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}
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for(int i = 0; i < FOOD_COUNT; i++){
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if(state->foodx[i] == newx && state->foody[i] == newy){
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// Check if the snake ate any food
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for(int i = 0; i < FOOD_COUNT; i++) {
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if(state->foodx[i] == new_x && state->foody[i] == new_y){
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// Mark the food as eaten
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state->foodx[i] = -1;
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state->foody[i] = -1;
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state->snake = add_snake(state->snake, newx, newy);
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place_food(state);
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// Add a new snake part at the food's location (new head)
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state->snake = add_snake(state->snake, new_x, new_y);
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int food_placed = 0;
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while(!food_placed){
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int food_x = rand() % (state->width - 2) + 1;
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int food_y = rand() % (state->height - 2) + 1;
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if(!is_snake(state->snake, food_x, food_y)){
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state->foodx[i] = food_x;
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state->foody[i] = food_y;
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food_placed = 1; // Successfully placed food
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}
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}
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return END_CONTINUE;
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}
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}
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state->snake = add_snake(state->snake, newx, newy);
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// Regular snake movement: move the snake by adding a new head and removing the tail
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state->snake = add_snake(state->snake, new_x, new_y);
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state->snake = remove_snake(state->snake);
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return END_CONTINUE;
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return END_CONTINUE; // Continue the game if no other conditions are met
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}
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