feat: a more intuitive move function
This commit is contained in:
+23
-63
@@ -1,8 +1,6 @@
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#include "elements.hpp"
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#include <cstdlib>
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#include <ctime>
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#include <iostream>
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#include <string>
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void Point::assign() {
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std::srand(std::time(0));
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@@ -25,70 +23,32 @@ void PointCollection::set_direction(char direction) {
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}
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}
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void PointCollection::move(Point* m_board[ROW][COL]) {
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for(int i = m_point_list.size() - 1; i >= 0; i--) {
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Point &p = m_point_list[i];
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int cur_row = p.m_row;
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int cur_col = p.m_col;
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int new_row = cur_row;
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int new_col = cur_col;
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if(p.m_direction == 'u') {
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Point *target = m_board[p.m_row - 1][p.m_col];
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if(target == nullptr && p.m_row >= 0) {
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new_row--;
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void PointCollection::move(Point* board[ROW][COL]) {
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for(int r = 0; r < ROW; r++) {
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for(int c = 0; c < COL; c++) {
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Point *p = board[r][c];
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if(p != nullptr) {
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if(p->m_direction == 'u') {
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if(p->m_row <= 0) continue;
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if(board[p->m_row - 1][p->m_col] != nullptr) continue;
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p->m_row--;
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}
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else if(target->m_symbol == m_board[cur_row][cur_col]->m_symbol
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&& !target->m_collide) {
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target->m_symbol *= 2;
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target->m_collide = true;
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m_board[cur_row][cur_col] = nullptr;
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continue;
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else if(p->m_direction == 'd') {
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if(p->m_row >= ROW - 1) continue;
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if(board[p->m_row + 1][p->m_col] != nullptr) continue;
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p->m_row++;
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}
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else if(p->m_direction == 'l') {
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if(p->m_col <= 0) continue;
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if(board[p->m_row][p->m_col - 1] != nullptr) continue;
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p->m_col--;
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}
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else if(p->m_direction == 'r') {
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if(p->m_col >= COL - 1) continue;
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if(board[p->m_row][p->m_col + 1] != nullptr) continue;
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p->m_col++;
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}
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}
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else if(p.m_direction == 'd') {
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Point *target = m_board[p.m_row + 1][p.m_col];
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if(target == nullptr && p.m_row < ROW) {
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new_row++;
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}
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else if(target->m_symbol == m_board[cur_row][cur_col]->m_symbol
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&& !target->m_collide) {
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target->m_symbol *= 2;
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target->m_collide = true;
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m_board[cur_row][cur_col] = nullptr;
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continue;
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}
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} else if(p.m_direction == 'l') {
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Point *target = m_board[p.m_row][p.m_col - 1];
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if(target == nullptr && p.m_col >= 0) {
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new_col--;
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}
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else if(target->m_symbol == m_board[cur_row][cur_col]->m_symbol
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&& !target->m_collide) {
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target->m_symbol *= 2;
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target->m_collide = true;
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m_board[cur_row][cur_col] = nullptr;
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continue;
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}
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} else if(p.m_direction == 'r') {
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Point *target = m_board[p.m_row][p.m_col + 1];
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if(target == nullptr && p.m_col < ROW) {
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new_col++;
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}
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else if(target->m_symbol == m_board[cur_row][cur_col]->m_symbol
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&& !target->m_collide) {
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target->m_symbol *= 2;
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target->m_collide = true;
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m_board[cur_row][cur_col] = nullptr;
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continue;
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}
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}
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m_board[p.m_row][p.m_col] = nullptr;
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p.assign(new_row, new_col);
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m_board[new_row][new_col] = &p;
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}
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}
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@@ -4,39 +4,6 @@
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#include "window.hpp"
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#include "elements.hpp"
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bool _check_collision(Point &a, Point &b) {
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if(a.m_row == b.m_row && a.m_col == b.m_col && a.m_symbol == b.m_symbol) {
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return true;
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}
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return false;
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}
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void _increment_point(Point &p) {
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p.m_symbol *= 2;
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}
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void _handle_point(PointCollection &collection, int index, Point &a, Point &b) {
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if(a.m_symbol == b.m_symbol && !b.m_collide) {
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collection.m_point_list.erase(collection.m_point_list.begin() + index);
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_increment_point(b);
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b.m_collide = true;
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}
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else if(b.m_collide) {
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if(a.m_symbol == 'u' && b.m_symbol == 'u') {
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a.assign(b.m_row - 1, a.m_col);
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}
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if(a.m_symbol == 'd' && b.m_symbol == 'd') {
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a.assign(b.m_row + 1, a.m_col);
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}
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if(a.m_symbol == 'l' && b.m_symbol == 'l') {
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a.assign(b.m_row, a.m_col + 1);
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}
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if(a.m_symbol == 'r' && b.m_symbol == 'r') {
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a.assign(b.m_row, a.m_col - 1);
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}
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}
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}
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int main() {
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Input input;
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Window window;
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@@ -48,17 +15,8 @@ int main() {
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collection.m_point_list.back().assign();
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while (running) {
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// collection.check_collision();
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collection.move(window.m_board);
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window.draw_window(collection);
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// for(int i = collection.m_point_list.size() - 1; i >= 0; i--) {
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// for(int a = collection.m_point_list.size() - 1; a >= 0; a--) {
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// if (i == a) break;
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// if(_check_collision(collection.m_point_list[i], collection.m_point_list[a])) {
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// _handle_point(collection, i, collection.m_point_list[i], collection.m_point_list[a]);
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// }
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// }
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// }
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}
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input_thread.join();
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