#include <SDL.h> #include <iostream> #include <vector> #include <cstdlib> #include <ctime> // Constants const int SCREEN_WIDTH = 640; const int SCREEN_HEIGHT = 480; const int CELL_SIZE = 20; const int GRID_WIDTH = SCREEN_WIDTH / CELL_SIZE; const int GRID_HEIGHT = SCREEN_HEIGHT / CELL_SIZE; // Struct for representing a point on the grid struct Point { int x, y; }; // Enumeration for different game states enum GameState { PLAY, GAME_OVER }; // Function prototypes void initializeSDL(); SDL_Window* createWindow(); SDL_Renderer* createRenderer(SDL_Window* window); void handleInput(SDL_Event& event, bool& quit, GameState& gameState); void generateObstacle(std::vector<Point>& obstacles, Point& food); void drawGrid(SDL_Renderer* renderer); void drawSnake(SDL_Renderer* renderer, const std::vector<Point>& snake); void drawObstacles(SDL_Renderer* renderer, const std::vector<Point>& obstacles); void drawFood(SDL_Renderer* renderer, const Point& food); bool checkCollision(const Point& p1, const Point& p2); bool checkSelfCollision(const std::vector<Point>& snake); bool checkObstacleCollision(const Point& head, const std::vector<Point>& obstacles); int main() { initializeSDL(); SDL_Window* window = createWindow(); SDL_Renderer* renderer = createRenderer(window); // Initialize game variables std::vector<Point> snake = {{GRID_WIDTH / 2, GRID_HEIGHT / 2}}; std::vector<Point> obstacles; Point food; GameState gameState = PLAY; srand(time(nullptr)); bool quit = false; while (!quit) { SDL_Event event; while (SDL_PollEvent(&event)) { handleInput(event, quit, gameState); } if (gameState == PLAY) { // Move the snake Point head = snake.front(); Point newHead = head; switch (rand() % 4) { case 0: newHead.x += 1; break; case 1: newHead.x -= 1; break; case 2: newHead.y += 1; break; case 3: newHead.y -= 1; break; } // Check for collisions if (checkCollision(newHead, food)) { snake.push_back(newHead); generateObstacle(obstacles, food); } else { snake.insert(snake.begin(), newHead); snake.pop_back(); } if (checkSelfCollision(snake) || checkObstacleCollision(newHead, obstacles) || newHead.x < 0 || newHead.x >= GRID_WIDTH || newHead.y < 0 || newHead.y >= GRID_HEIGHT) { gameState = GAME_OVER; } // Clear the screen SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_RenderClear(renderer); // Draw game elements drawGrid(renderer); drawSnake(renderer, snake); drawObstacles(renderer, obstacles); drawFood(renderer, food); // Update the screen SDL_RenderPresent(renderer); // Add a delay to control the speed of the game SDL_Delay(100); } else if (gameState == GAME_OVER) { std::cout << "Game Over!\n"; quit = true; } } // Cleanup and close the SDL window SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); return 0; } void initializeSDL() { if (SDL_Init(SDL_INIT_VIDEO) < 0) { std::cerr << "SDL initialization failed: " << SDL_GetError() << std::endl; exit(1); } } SDL_Window* createWindow() { SDL_Window* window = SDL_CreateWindow("Snake Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN); if (!window) { std::cerr << "Window creation failed: " << SDL_GetError() << std::endl; exit(1); } return window; } SDL_Renderer* createRenderer(SDL_Window* window) { SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED); if (!renderer) { std::cerr << "Renderer creation failed: " << SDL_GetError() << std::endl; exit(1); } return renderer; } void handleInput(SDL_Event& event, bool& quit, GameState& gameState) { while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_QUIT: quit = true; break; case SDL_KEYDOWN: switch (event.key.keysym.sym) { case SDLK_ESCAPE: quit = true; break; case SDLK_q: quit = true; break; } break; } } } void generateObstacle(std::vector<Point>& obstacles, Point& food) { Point obstacle; do { obstacle = {rand() % GRID_WIDTH, rand() % GRID_HEIGHT}; } while (checkCollision(obstacle, food) || checkCollision(obstacle, {GRID_WIDTH / 2, GRID_HEIGHT / 2})); obstacles.push_back(obstacle); } void drawGrid(SDL_Renderer* renderer) { SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); for (int i = 0; i < SCREEN_WIDTH; i += CELL_SIZE) { SDL_RenderDrawLine(renderer, i, 0, i, SCREEN_HEIGHT); } for (int i = 0; i < SCREEN_HEIGHT; i += CELL_SIZE) { SDL_RenderDrawLine(renderer, 0, i, SCREEN_WIDTH, i); } } void drawSnake(SDL_Renderer* renderer, const std::vector<Point>& snake) { SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); for (const auto& point : snake) { SDL_Rect rect = {point.x * CELL_SIZE, point.y * CELL_SIZE, CELL_SIZE, CELL_SIZE}; SDL_RenderFillRect(renderer, &rect); } } void drawObstacles(SDL_Renderer* renderer, const std::vector<Point>& obstacles) { SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); for (const auto& point : obstacles) { SDL_Rect rect = {point.x * CELL_SIZE, point.y * CELL_SIZE, CELL_SIZE, CELL_SIZE}; SDL_RenderFillRect(renderer, &rect); } } void drawFood(SDL_Renderer* renderer, const Point& food) { SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255); SDL_Rect rect = {food.x * CELL_SIZE, food.y * CELL_SIZE, CELL_SIZE, CELL_SIZE}; SDL_RenderFillRect(renderer, &rect); } bool checkCollision(const Point& p1, const Point& p2) { return p1.x == p2.x && p1.y == p2.y; } bool checkSelfCollision(const std::vector<Point>& snake) { Point head = snake.front(); for (auto it = snake.begin() + 1; it != snake.end(); ++it) { if (checkCollision(head, *it)) { return true; } } return false; } bool checkObstacleCollision(const Point& head, const std::vector<Point>& obstacles) { for (const auto& obstacle : obstacles) { if (checkCollision(head, obstacle)) { return true; } } return false; }
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function_name (parameters)
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