-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathTron.cpp
99 lines (81 loc) · 2.14 KB
/
Tron.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
#include <SFML/Graphics.hpp>
#include <time.h>
using namespace sf;
const int W=600;
const int H=480;
int speed = 4;
bool field[W][H]={0};
struct player
{ int x,y,dir;
Color color;
player(Color c)
{
x=rand() % W;
y=rand() % H;
color=c;
dir=rand() % 4;
}
void tick()
{
if (dir==0) y+=1;
if (dir==1) x-=1;
if (dir==2) x+=1;
if (dir==3) y-=1;
if (x>=W) x=0; if (x<0) x=W-1;
if (y>=H) y=0; if (y<0) y=H-1;
}
Vector3f getColor()
{return Vector3f(color.r,color.g,color.b);}
};
int main()
{
srand(time(0));
RenderWindow window(VideoMode(W, H), "The Tron Game!");
window.setFramerateLimit(60);
Texture texture;
texture.loadFromFile("background.jpg");
Sprite sBackground(texture);
player p1(Color::Red), p2(Color::Green);
Sprite sprite;
RenderTexture t;
t.create(W, H);
t.setSmooth(true);
sprite.setTexture(t.getTexture());
t.clear(); t.draw(sBackground);
bool Game=1;
while (window.isOpen())
{
Event e;
while (window.pollEvent(e))
{
if (e.type == Event::Closed)
window.close();
}
if (Keyboard::isKeyPressed(Keyboard::Left)) if (p1.dir!=2) p1.dir=1;
if (Keyboard::isKeyPressed(Keyboard::Right)) if (p1.dir!=1) p1.dir=2;
if (Keyboard::isKeyPressed(Keyboard::Up)) if (p1.dir!=0) p1.dir=3;
if (Keyboard::isKeyPressed(Keyboard::Down)) if (p1.dir!=3) p1.dir=0;
if (Keyboard::isKeyPressed(Keyboard::A)) if (p2.dir!=2) p2.dir=1;
if (Keyboard::isKeyPressed(Keyboard::D)) if (p2.dir!=1) p2.dir=2;
if (Keyboard::isKeyPressed(Keyboard::W)) if (p2.dir!=0) p2.dir=3;
if (Keyboard::isKeyPressed(Keyboard::S)) if (p2.dir!=3) p2.dir=0;
if (!Game) continue;
for(int i=0;i<speed;i++)
{
p1.tick(); p2.tick();
if (field[p1.x][p1.y]==1) Game=0;
if (field[p2.x][p2.y]==1) Game=0;
field[p1.x][p1.y]=1;
field[p2.x][p2.y]=1;
CircleShape c(3);
c.setPosition(p1.x,p1.y); c.setFillColor(p1.color); t.draw(c);
c.setPosition(p2.x,p2.y); c.setFillColor(p2.color); t.draw(c);
t.display();
}
////// draw ///////
window.clear();
window.draw(sprite);
window.display();
}
return 0;
}