Head of player is now distinctive
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38
src/main.cpp
38
src/main.cpp
@@ -146,10 +146,42 @@ struct State
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}
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}
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for (const auto p : player.points)
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double x_ =
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rescale(player.points.begin()->x, HEIGHT < WIDTH, (WIDTH - HEIGHT) / 2);
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double y_ =
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rescale(player.points.begin()->y, WIDTH < HEIGHT, (HEIGHT - WIDTH) / 2);
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DrawRectangle(x_, y_, square_size, square_size, YELLOW);
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// Eyes based on direction
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double x_eye_1 = x_;
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double y_eye_1 = y_;
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double x_eye_2 = x_;
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double y_eye_2 = y_;
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switch (player.dir)
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{
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double x_ = rescale(p.x, HEIGHT < WIDTH, (WIDTH - HEIGHT) / 2);
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double y_ = rescale(p.y, WIDTH < HEIGHT, (HEIGHT - WIDTH) / 2);
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case Direction::UP:
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x_eye_2 += (9.0 / 10) * square_size;
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break;
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case Direction::DOWN:
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y_eye_1 += (9.0 / 10) * square_size;
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y_eye_2 += (9.0 / 10) * square_size;
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x_eye_2 += (9.0 / 10) * square_size;
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break;
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case Direction::RIGHT:
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x_eye_1 += (9.0 / 10) * square_size;
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x_eye_2 += (9.0 / 10) * square_size;
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y_eye_2 += (9.0 / 10) * square_size;
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break;
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case Direction::LEFT:
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y_eye_2 += (9.0 / 10) * square_size;
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break;
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}
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DrawRectangle(x_eye_1, y_eye_1, square_size / 10, square_size / 10, BLACK);
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DrawRectangle(x_eye_2, y_eye_2, square_size / 10, square_size / 10, BLACK);
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for (size_t i = 1; i < player.points.size(); ++i)
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{
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const auto &p = player.points[i];
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x_ = rescale(p.x, HEIGHT < WIDTH, (WIDTH - HEIGHT) / 2);
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y_ = rescale(p.y, WIDTH < HEIGHT, (HEIGHT - WIDTH) / 2);
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DrawRectangle(x_, y_, square_size, square_size, GREEN);
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}
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}
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