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04c3cddb1e
Give the game window a GUI::Frame appearance, and make sure the menus have Alt shortcuts. :^)
73 lines
1.6 KiB
C++
73 lines
1.6 KiB
C++
/*
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* Copyright (c) 2018-2020, Andreas Kling <kling@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/CircularQueue.h>
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#include <AK/NonnullRefPtrVector.h>
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#include <LibGUI/Frame.h>
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class SnakeGame : public GUI::Frame {
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C_OBJECT(SnakeGame);
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public:
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virtual ~SnakeGame() override;
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void reset();
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private:
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SnakeGame();
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virtual void paint_event(GUI::PaintEvent&) override;
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virtual void keydown_event(GUI::KeyEvent&) override;
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virtual void timer_event(Core::TimerEvent&) override;
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struct Coordinate {
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int row { 0 };
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int column { 0 };
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bool operator==(const Coordinate& other) const
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{
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return row == other.row && column == other.column;
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}
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};
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struct Velocity {
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int vertical { 0 };
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int horizontal { 0 };
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};
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void game_over();
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void spawn_fruit();
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bool is_available(const Coordinate&);
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void queue_velocity(int v, int h);
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const Velocity& last_velocity() const;
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Gfx::IntRect cell_rect(const Coordinate&) const;
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Gfx::IntRect score_rect() const;
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Gfx::IntRect high_score_rect() const;
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int m_rows { 20 };
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int m_columns { 20 };
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Velocity m_velocity { 0, 1 };
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Velocity m_last_velocity { 0, 1 };
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CircularQueue<Velocity, 10> m_velocity_queue;
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Coordinate m_head;
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Vector<Coordinate> m_tail;
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Coordinate m_fruit;
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int m_fruit_type { 0 };
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size_t m_length { 0 };
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unsigned m_score { 0 };
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String m_score_text;
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unsigned m_high_score { 0 };
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String m_high_score_text;
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NonnullRefPtrVector<Gfx::Bitmap> m_fruit_bitmaps;
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};
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