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authorAryadev Chavali <aryadev@aryadevchavali.com>2024-05-08 13:18:27 +0530
committerAryadev Chavali <aryadev@aryadevchavali.com>2024-05-08 13:18:27 +0530
commite92871066a6aa0efeb616372bdd7aa096eb654ea (patch)
tree5f95b517eb6dc1ddd6caf1a655d093f476c61e68 /src/main.cpp
parentbdd79c42a1ab4147af978e89fae96ce01554a519 (diff)
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Timer for new fruit and player updating
Instead of changing the FPS we'll manage it ourselves and keep a constant 60fps.
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp105
1 files changed, 68 insertions, 37 deletions
diff --git a/src/main.cpp b/src/main.cpp
index b75f7c9..a8fe5f0 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -293,51 +293,82 @@ struct Time
using Clock = chrono::steady_clock;
int main(void)
{
- constexpr size_t X = 50, Y = 50;
+ srand(time(NULL));
+ constexpr size_t X = 10, Y = 10;
State<X, Y> state;
- state.player.points.push_back({15, 15});
- for (size_t i = 0; i < X; ++i)
- for (size_t j = 0; j < Y; ++j)
- state.grid[i][j] = Type::FRUIT;
+ state.reset();
- Direction dir = Direction::LEFT;
InitWindow(WIDTH, HEIGHT, "snek");
- int fps = 10;
- SetTargetFPS(fps);
+ SetTargetFPS(60);
+
+ chrono::time_point<Clock> time_start{Clock::now()};
+ constexpr double max_score = 100;
+
+ constexpr double fruit_delta_max = 5;
+ constexpr double fruit_delta_min = 1;
+ constexpr auto fruit_delta = [](size_t player_size)
+ {
+ return fruit_delta_min +
+ ((fruit_delta_max - fruit_delta_min) *
+ (1 - (player_size < max_score ? player_size / max_score : 1)));
+ };
+
+ chrono::time_point<Clock> fruit_cur{Clock::now()};
+ chrono::time_point<Clock> fruit_prev{Clock::now()};
- chrono::time_point<Clock> beg{Clock::now()};
+ constexpr double update_delta_max = 500;
+ constexpr double update_delta_min = 50;
+ constexpr auto update_delta = [](size_t player_size)
+ {
+ return update_delta_min +
+ ((update_delta_max - update_delta_min) *
+ (1 - (player_size < max_score ? player_size / max_score : 1)));
+ };
+ chrono::time_point<Clock> update_cur{Clock::now()};
+ chrono::time_point<Clock> update_prev{Clock::now()};
+
+ Direction dir = Direction::LEFT;
+ bool paused = false;
while (!WindowShouldClose())
{
- state.player_fruit_collision();
-
- if (IsKeyDown(KEY_J) && (Direction)(-((int)dir)) != Direction::DOWN)
- dir = Direction::DOWN;
- else if (IsKeyDown(KEY_K) && (Direction)(-((int)dir)) != Direction::UP)
- dir = Direction::UP;
- else if (IsKeyDown(KEY_H) && (Direction)(-((int)dir)) != Direction::LEFT)
- dir = Direction::LEFT;
- else if (IsKeyDown(KEY_L) && (Direction)(-((int)dir)) != Direction::RIGHT)
- dir = Direction::RIGHT;
- else if (IsKeyDown(KEY_EQUAL))
+ if (!paused)
{
- ++fps;
- if (fps > 60)
- fps = 60;
- SetTargetFPS(fps);
- }
- else if (IsKeyDown(KEY_MINUS))
- {
- --fps;
- if (fps < 0)
- fps = 1;
- SetTargetFPS(fps);
- }
+ if (IsKeyDown(KEY_J))
+ dir = Direction::DOWN;
+ else if (IsKeyDown(KEY_K))
+ dir = Direction::UP;
+ else if (IsKeyDown(KEY_H))
+ dir = Direction::LEFT;
+ else if (IsKeyDown(KEY_L))
+ dir = Direction::RIGHT;
+
+ update_cur = Clock::now();
+ if (chrono::duration_cast<chrono::milliseconds>(update_cur - update_prev)
+ .count() >= update_delta(state.player.points.size()))
+ {
+ update_prev = update_cur;
+ if (!(state.player.points.size() > 1 &&
+ ((Point{dir} + (*state.player.points.begin())) ==
+ (*(state.player.points.begin() + 1)))))
+ state.player.dir = dir;
+ bool collide = state.update_player_head();
+ if (collide)
+ {
+ paused = false;
+ // state.reset();
+ time_start = Clock::now();
+ }
+ state.player_fruit_collision();
+ }
- bool collide = state.update_player_head(dir);
- if (collide)
- {
- state.reset();
- beg = Clock::now();
+ fruit_cur = Clock::now();
+
+ if (chrono::duration_cast<chrono::seconds>(fruit_cur - fruit_prev)
+ .count() >= fruit_delta(state.player.points.size()))
+ {
+ fruit_prev = fruit_cur;
+ state.make_rand_fruit();
+ }
}
BeginDrawing();