project09 - clean up

This commit is contained in:
2025-11-14 15:23:07 -05:00
parent b1014cd561
commit 762d413f24
3 changed files with 119 additions and 41 deletions

View File

@@ -25,8 +25,9 @@ class Food {
var int gridX, gridY;
// generate random grid coordinates (8x8 pixel grid)
// adjusted for header area (y starts at 33, so grid starts at row 5)
let gridX = Random.between(1, 58) * 8;
let gridY = Random.between(1, 28) * 8;
let gridY = Random.between(5, 28) * 8;
do position.setX(gridX);
do position.setY(gridY);

View File

@@ -16,13 +16,13 @@ class Snake {
let direction = 4; // right
let body = Array.new(maxLength);
// initialize head at screen center
let head = Point.new(256, 128);
// initialize head at screen center (adjusted for header area)
let head = Point.new(256, 144);
let body[0] = head;
// create initial body segments
let body[1] = Point.new(248, 128);
let body[2] = Point.new(240, 128);
let body[1] = Point.new(248, 144);
let body[2] = Point.new(240, 144);
do draw();
return this;
@@ -146,10 +146,10 @@ class Snake {
return;
}
// check wall collision
// check wall collision (adjusted for header area)
method boolean hitWall() {
return (head.getX() < 8) | (head.getX() > 496) |
(head.getY() < 8) | (head.getY() > 240);
(head.getY() < 33) | (head.getY() > 240);
}
// check self collision

View File

@@ -7,6 +7,9 @@ class SnakeGame {
field boolean gameOver;
field boolean paused;
field int speed;
field char lastKey;
field int pendingDirection;
field boolean restarting;
// create new snake game
constructor SnakeGame new() {
@@ -17,6 +20,9 @@ class SnakeGame {
let gameOver = false;
let paused = false;
let speed = 150; // milliseconds between moves
let lastKey = 0;
let pendingDirection = 0;
let restarting = false;
do Random.seed(123); // initialize random generator
do drawUI();
@@ -33,57 +39,133 @@ class SnakeGame {
// draw game interface elements
method void drawUI() {
// draw thick border for clear game boundaries
// draw header area with border only on third row
do Screen.setColor(true);
do Screen.drawRectangle(0, 0, 511, 7); // top border
do Screen.drawRectangle(0, 22, 511, 32); // border only on third row
do Screen.drawRectangle(0, 248, 511, 255); // bottom border
do Screen.drawRectangle(0, 0, 7, 255); // left border
do Screen.drawRectangle(504, 0, 511, 255); // right border
do Screen.drawRectangle(0, 32, 7, 255); // left border (starts below header)
do Screen.drawRectangle(504, 32, 511, 255); // right border (starts below header)
do showGameTitle();
do showScore();
do showInstructions();
do showControls();
return;
}
// display game title
method void showGameTitle() {
do Output.moveCursor(0, 0);
do Output.printString("SNAKE GAME");
return;
}
// display current score
method void showScore() {
do Output.moveCursor(0, 0);
do Output.moveCursor(1, 0);
do Output.printString("Score: ");
do Output.printInt(score);
return;
}
// display game instructions
method void showInstructions() {
do Output.moveCursor(0, 20);
do Output.printString("Arrow Keys: Move Space: Pause Q: Quit");
// display game controls
method void showControls() {
do Output.moveCursor(0, 35);
do Output.printString("Arrows: Move Space: Pause");
do Output.moveCursor(1, 35);
do Output.printString("Enter: 2x Speed R: Restart");
return;
}
// display game over message
method void showGameOver() {
do Output.moveCursor(12, 20);
// draw larger border box (centered on screen)
do Screen.setColor(true);
do Screen.drawRectangle(100, 80, 412, 180); // outer border
do Screen.setColor(false);
do Screen.drawRectangle(102, 82, 410, 178); // inner area
// properly centered text
// Box spans columns 12-51 (39 chars wide), center at column 31
do Output.moveCursor(10, 26); // "GAME OVER!" (10 chars) centered at 31-5=26
do Output.printString("GAME OVER!");
do Output.moveCursor(14, 18);
do Output.moveCursor(12, 23); // "Final Score: XXX" (~16 chars) centered at 31-8=23
do Output.printString("Final Score: ");
do Output.printInt(score);
do Output.moveCursor(16, 15);
do Output.moveCursor(14, 15); // "Press R to restart or Q to quit" (32 chars) at 31-16=15
do Output.printString("Press R to restart or Q to quit");
return;
}
// handle user input
// handle user input with key press detection
method void processInput() {
var char key;
let key = Keyboard.keyPressed();
if (key = 81) { let gameOver = true; } // q - quit
if (key = 32) { let paused = ~paused; } // space - pause
if (key = 131) { do snake.setDirection(1); } // up arrow
if (key = 133) { do snake.setDirection(2); } // down arrow
if (key = 130) { do snake.setDirection(3); } // left arrow
if (key = 132) { do snake.setDirection(4); } // right arrow
// only process if this is a new key press (different from last frame)
if ((key > 0) & (~(key = lastKey))) {
if (key = 81) { let gameOver = true; } // q - quit
if (key = 32) { let paused = ~paused; } // space - pause
if ((key = 82) & (~restarting)) { // r - restart anytime (prevent rapid calls)
let restarting = true;
do restart();
return;
}
if (key = 131) { let pendingDirection = 1; } // up arrow - queue for next frame
if (key = 133) { let pendingDirection = 2; } // down arrow - queue for next frame
if (key = 130) { let pendingDirection = 3; } // left arrow - queue for next frame
if (key = 132) { let pendingDirection = 4; } // right arrow - queue for next frame
}
let lastKey = key;
return;
}
// get current speed based on whether shift is held
method int getCurrentSpeed() {
var char key;
let key = Keyboard.keyPressed();
if (key = 128) { // enter key
return speed / 2; // 2x speed when enter held
}
return speed;
}
// restart the game
method void restart() {
do Screen.clearScreen();
do snake.dispose();
do food.dispose();
let snake = Snake.new();
let food = Food.new();
do food.spawn();
let score = 0;
let gameOver = false;
let paused = false;
let speed = 150;
let lastKey = 0;
let pendingDirection = 0;
let restarting = false;
do drawUI();
return;
}
// check for input multiple times during wait period
method void waitWithInput(int milliseconds) {
var int elapsed;
var int checkInterval;
let elapsed = 0;
let checkInterval = 20; // check input every 20ms
while (elapsed < milliseconds) {
do processInput();
if (gameOver) {
return;
}
do Sys.wait(checkInterval);
let elapsed = elapsed + checkInterval;
}
return;
}
@@ -97,6 +179,12 @@ class SnakeGame {
return;
}
// apply pending direction change at start of frame
if (pendingDirection > 0) {
do snake.setDirection(pendingDirection);
let pendingDirection = 0;
}
// get current head and direction
let currentHead = snake.getHead();
let currentDirection = snake.getDirection();
@@ -119,6 +207,7 @@ class SnakeGame {
do snake.move(ateFood);
// check collisions after movement
// check wall collision (adjusted for new header area)
if (snake.hitWall() | snake.hitSelf()) {
let gameOver = true;
return;
@@ -163,9 +252,8 @@ class SnakeGame {
while (true) {
// game running loop
while (~gameOver) {
do processInput();
do update();
do Sys.wait(speed);
do waitWithInput(getCurrentSpeed());
}
// game over screen
@@ -173,18 +261,7 @@ class SnakeGame {
let restart = waitForRestart();
if (restart) {
// reset game state
do Screen.clearScreen();
do snake.dispose();
do food.dispose();
let snake = Snake.new();
let food = Food.new();
do food.spawn();
let score = 0;
let gameOver = false;
let paused = false;
let speed = 150;
do drawUI();
do restart();
} else {
return; // quit game
}