[C入门 - 游戏编程系列] 贪吃蛇篇(六) - 蛇实现

  这一篇是关于设置蛇的属性的,接上一篇(五)。

 

设置蛇的速度,很简单,只要不是负数就行了。

void SNK_SetSnakeSpeed(Snake *snake, int speed)

{

    if (snake != 0) snake->speed = SDL_abs(speed);

}

 

设置蛇的方向有些复杂,玩过贪吃蛇的都知道,蛇向前移动时,它无法向后转弯;向左移动时,它无法向右转弯。所以,我也要做些这样的判断。

void SNK_SetSnakeDirection(Snake *snake, int direction)

{

    if (snake != 0 && (direction & (SNAKE_UP | SNAKE_DOWN | SNAKE_LEFT | SNAKE_RIGHT)))

    {

        if (snake->direction & (SNAKE_UP | SNAKE_DOWN))

        {

            if (direction & (SNAKE_LEFT | SNAKE_RIGHT))

                snake->direction = direction;

        }

        else

        {

            if (direction & (SNAKE_UP | SNAKE_DOWN))

                snake->direction = direction;

        }

    }

}

这样就能保证方向是对的,而且具有正确的转弯行为。

 

最后设置蛇的颜色,这个就没什么好说的了。

void SNK_SetSnakeColor(Snake *snake, Uint8 r, Uint8 g, Uint8 b, Uint8 a)

{

    if (snake != 0)

    {

        snake->color.r = r;

        snake->color.g = g;

        snake->color.b = b;

        snake->color.a = a;

    }

}

 

到此,蛇的实现代码就写完了。整个游戏最核心的部分也就这些了,接下来就是弄个美观的界面了。

 

以下是snk-snake.c文件的完整源码:

#include "snk-snake.h"



#define INIT_SNAKE(world, size, x, y)                                       \

    snake->world = (world);                                                 \

    snake->x = (SDL_abs(x) > (world)->w) ? 0 : SDL_abs(x);                  \

    snake->x = (size) ? ((snake->x / SDL_abs(size)) * SDL_abs(size)) : 0;   \

    snake->y = (SDL_abs(y) > (world)->h) ? 0 : SDL_abs(y);                  \

    snake->y = (size) ? ((snake->y / SDL_abs(size)) * SDL_abs(size)) : 0;   \

    snake->size = (size) ? SDL_abs(size) : 0;                               \

    snake->color.r = snake->color.g = snake->color.b = snake->color.a = 0;  \

    snake->speed = 0;                                                       \

    snake->length = 1;                                                      \

    snake->direction = SNAKE_UP;                                            \

    snake->body = 0;



#define MOVE_SNAKE(body) do {                                               \

    switch ((body)->direction)                                              \

    {                                                                       \

        case SNAKE_UP:   (body)->y -= snake->size; break;                   \

        case SNAKE_DOWN: (body)->y += snake->size; break;                   \

        case SNAKE_LEFT: (body)->x -= snake->size; break;                   \

        case SNAKE_RIGHT:(body)->x += snake->size; break;                   \

    }                                                                       \

} while (0)



#define APPEND_BODY(last, body) do {                                        \

    if ((last)->direction & (SNAKE_UP | SNAKE_DOWN)) {                      \

        (body)->x = (last)->x;                                              \

        if ((last)->direction & SNAKE_UP)                                   \

            (body)->y = (last)->y + snake->size;                            \

        else                                                                \

            (body)->y = (last)->y - snake->size;                            \

    } else {                                                                \

        if ((last)->direction & SNAKE_LEFT)                                 \

            (body)->x = (last)->x + snake->size;                            \

        else                                                                \

            (body)->x = (last)->x - snake->size;                            \

        (body)->y = (last)->y;                                              \

    }                                                                       \

    (body)->direction = (last)->direction;                                  \

    (body)->next = (snake->body != 0) ? snake->body : 0;                    \

    snake->body = (body);                                                   \

    ++snake->length;                                                        \

} while (0)



#define REMOVE_BODY(body) do {                                              \

    snake->body = (body)->next;                                             \

    SDL_free(body);                                                         \

    (body) = snake->body;                                                   \

} while (body)



Snake * SNK_CreateSnake(World *world, int size, int x, int y)

{

    Snake *snake;



    if (world == 0) return 0;



    if ((snake = (Snake *)SDL_malloc(sizeof(Snake))) == 0) return 0;



    INIT_SNAKE(world, size, x, y);

    SNK_GrowSnake(snake);



    return snake;

}



void SNK_DestroySnake(Snake *snake)

{

    struct Body *body;



    if (snake != 0)

    {

        if ((body = snake->body)) REMOVE_BODY(body);



        SDL_free(snake);

        snake = 0;

    }

}



void SNK_MoveSnake(Snake *snake)

{

    struct Body *body;



    if (snake != 0)

    {

        MOVE_SNAKE(snake);



        for (body = snake->body; body; body = body->next)

        {

            MOVE_SNAKE(body);

            body->direction = (body->next != 0) ? body->next->direction : snake->direction;

        }

    }

}



void SNK_DrawSnake(Snake *snake)

{

    SDL_Rect rect;

    struct Body *body;



    if (snake != 0)

    {

        rect.x = snake->x;

        rect.y = snake->y;

        rect.w = rect.h = snake->size;



        if (((snake->world != 0) ? (snake->world->render != 0) : 0))

        {

            SDL_SetRenderDrawColor(snake->world->render,

                                   snake->color.r, snake->color.g,

                                   snake->color.b, snake->color.a);

            SDL_RenderDrawRect(snake->world->render, &rect);



            for (body = snake->body; body; body = body->next)

            {

                rect.x = body->x;

                rect.y = body->y;

                SDL_RenderDrawRect(snake->world->render, &rect);

            }

        }

    }

}



void SNK_GrowSnake(Snake *snake)

{

    struct Body *body;



    if (snake != 0)

    {

        if ((body = (struct Body *)SDL_malloc(sizeof(struct Body))) == 0) return;



        if (snake->body == 0)

        {

            APPEND_BODY(snake, body);

        }

        else

        {

            APPEND_BODY(snake->body, body);

        }

    }

}





int SNK_HasIntersection(Snake *snake, SDL_Rect rect)

{

    SDL_Rect bodyrect;

    struct Body *body;



    if (snake != 0)

    {

        bodyrect.w = bodyrect.h = snake->size;



        for (body = snake->body; body; body = body->next)

        {

            bodyrect.x = body->x;

            bodyrect.y = body->y;



            if (SDL_HasIntersection(&bodyrect, &rect) != 0)

                return 1;

        }

    }



    return 0;

}



int SNK_GetSnakeStatus(Snake *snake)

{

    SDL_Rect headrect;



    if (((snake != 0) ? (snake->world != 0) : 0))

    {

        headrect.w = (snake->x > 0 && snake->x < snake->world->w);

        headrect.h = (snake->y > 0 && snake->y < snake->world->h);



        if (headrect.w && headrect.h)

        {

            headrect.x = snake->x;

            headrect.y = snake->y;

            headrect.w = headrect.h = snake->size;



            if (SNK_HasIntersection(snake, headrect) != 0)

                return SNAKE_DIED;



            return SNAKE_MOVABLE;

        }

        else

        {

            switch (snake->direction)

            {

            case SNAKE_UP:

                headrect.x = (snake->y > 0);

                break;

            case SNAKE_DOWN:

                headrect.x = ((snake->y + snake->size) < snake->world->h);

                break;

            case SNAKE_LEFT:

                headrect.x = (snake->x > 0);

                break;

            case SNAKE_RIGHT:

                headrect.x = ((snake->x + snake->size) < snake->world->w);

                break;

            }



            return ((headrect.x != 0) ? SNAKE_MOVABLE : 0);

        }

    }



    return 0;

}



void SNK_SetSnakeSpeed(Snake *snake, int speed)

{

    if (snake != 0) snake->speed = SDL_abs(speed);

}



void SNK_SetSnakeDirection(Snake *snake, int direction)

{

    if (snake != 0 && (direction & (SNAKE_UP | SNAKE_DOWN | SNAKE_LEFT | SNAKE_RIGHT)))

    {

        if (snake->direction & (SNAKE_UP | SNAKE_DOWN))

        {

            if (direction & (SNAKE_LEFT | SNAKE_RIGHT))

                snake->direction = direction;

        }

        else

        {

            if (direction & (SNAKE_UP | SNAKE_DOWN))

                snake->direction = direction;

        }

    }

}



void SNK_SetSnakeColor(Snake *snake, Uint8 r, Uint8 g, Uint8 b, Uint8 a)

{

    if (snake != 0)

    {

        snake->color.r = r;

        snake->color.g = g;

        snake->color.b = b;

        snake->color.a = a;

    }

}

宏INIT_SNAKE中snake->x和snake->y重复了两次,主要是为了将蛇的位置和蛇的大小对齐。

APPEND_BODY用于追加链表节点,并设置snake->body永远指向蛇尾,提高追加节点的效率。

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