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A few more formatting tweaks
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parent
4fb76cb808
commit
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1 changed files with 15 additions and 15 deletions
30
isnake.c
30
isnake.c
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@ -90,8 +90,8 @@ const int colourTextLabel[3] = { 215, 95, 95 }; // Red
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const int colourTextData[3] = { 135, 215, 255 }; // Blue
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const int colourTextData[3] = { 135, 215, 255 }; // Blue
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// ENUMERATIONS FOR MORE READABLE CODE
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// ENUMERATIONS FOR MORE READABLE CODE
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enum direction {Up, Down, Left, Right}; // Movement directions
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enum direction { Up, Down, Left, Right }; // Movement directions
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enum gameParams {QuitGame, TilesHigh, TilesWide, NPCCount, SnakeSpeed, SnakeLength, SnakeDirection, SnakeScore};
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enum gameParams { QuitGame, TilesHigh, TilesWide, NPCCount, SnakeSpeed, SnakeLength, SnakeDirection, SnakeScore };
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// GAME FUNCTIONS
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// GAME FUNCTIONS
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void gameLoop(SDL_Surface* screen, SDL_Rect** ppTiles, int** ppSprites, int (*gameParameters)[8], SDL_Event* event);
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void gameLoop(SDL_Surface* screen, SDL_Rect** ppTiles, int** ppSprites, int (*gameParameters)[8], SDL_Event* event);
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@ -222,17 +222,17 @@ int main(int argc, char* args[]) {
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// GAME LOOP
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// GAME LOOP
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void gameLoop(SDL_Surface* screen, SDL_Rect** ppTiles, int** ppSprites, int (*gameParameters)[8], SDL_Event* event) {
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void gameLoop(SDL_Surface* screen, SDL_Rect** ppTiles, int** ppSprites, int (*gameParameters)[8], SDL_Event* event) {
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SDL_Colour SDL_ColourBackground = {colourBackground[0], colourBackground[1], colourBackground[2]};
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SDL_Colour SDL_ColourBackground = { colourBackground[0], colourBackground[1], colourBackground[2] };
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SDL_Colour SDL_ColourTextLabel = {colourTextLabel[0], colourTextLabel[1], colourTextLabel[2]};
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SDL_Colour SDL_ColourTextLabel = { colourTextLabel[0], colourTextLabel[1], colourTextLabel[2] };
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SDL_Colour SDL_ColourTextData = {colourTextData[0], colourTextData[1], colourTextData[2]};
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SDL_Colour SDL_ColourTextData = { colourTextData[0], colourTextData[1], colourTextData[2] };
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SDL_Colour SDL_ColourTextGameOver = {colourTextGameOver[0], colourTextGameOver[1], colourTextGameOver[2]};
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SDL_Colour SDL_ColourTextGameOver = { colourTextGameOver[0], colourTextGameOver[1], colourTextGameOver[2] };
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int scoreLabelPosition[2] = {15, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4};
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int scoreLabelPosition[2] = { 15, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4 };
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int scoreDataPosition[2] = {95, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4};
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int scoreDataPosition[2] = { 95, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4 };
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int speedLabelPosition[2] = {(TILEWIDTH * (*gameParameters)[TilesWide]) - 100, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4};
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int speedLabelPosition[2] = { (TILEWIDTH * (*gameParameters)[TilesWide]) - 100, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4 };
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int speedDataPosition[2] = {(TILEWIDTH * (*gameParameters)[TilesWide]) - 25, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4};
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int speedDataPosition[2] = { (TILEWIDTH * (*gameParameters)[TilesWide]) - 25, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 4 };
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int gameOverMsgPosition[5] = {(TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) - 147, (TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) - 50, (TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) + 61, (TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) + 82, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 9};
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int gameOverMsgPosition[5] = { (TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) - 147, (TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) - 50, (TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) + 61, (TILEWIDTH * ((*gameParameters)[TilesWide] / 2)) + 82, (TILEHEIGHT * (*gameParameters)[TilesHigh]) + 9 };
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char* gameOverMsg[4] = {"GAME OVER", "SPACE to RESTART", " or ", "ESC to QUIT"};
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char* gameOverMsg[4] = { "GAME OVER", "SPACE to RESTART", " or ", "ESC to QUIT" };
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char tempString[2][3] = {"-1", "-1"};
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char tempString[2][3] = { "-1", "-1" };
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// LOAD BLOCKS AND FOOD
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// LOAD BLOCKS AND FOOD
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loadNPCs(screen, ppTiles, ppSprites, gameParameters);
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loadNPCs(screen, ppTiles, ppSprites, gameParameters);
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@ -637,8 +637,8 @@ void randomLocation(int** ppSprites, int (*gameParameters)[8], int* location[2])
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// DRAW TEXT WHEN REQUIRED
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// DRAW TEXT WHEN REQUIRED
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void drawText(SDL_Surface* screen, char* string, int size, int x, int y, SDL_Colour colour) {
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void drawText(SDL_Surface* screen, char* string, int size, int x, int y, SDL_Colour colour) {
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SDL_Colour SDL_ColourBackground = {colourBackground[0], colourBackground[1], colourBackground[2]};
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SDL_Colour SDL_ColourBackground = { colourBackground[0], colourBackground[1], colourBackground[2] };
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SDL_Rect coordinates = {x, y};
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SDL_Rect coordinates = { x, y };
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SDL_Surface *newString = NULL;
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SDL_Surface *newString = NULL;
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TTF_Font *font;
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TTF_Font *font;
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