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snake.cpp
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#include "snake.h"
Snake::Snake(QObject* parent, Map* m, Snake* e): lives(1), map(m), enemy(e)
{
setParent(parent);
while(true)
{
POINT random((rand()%(map->h_size - 1)) + 1, (rand()%(map->v_size - 1)) + 1);
//这个点是墙
if(map->blocks.contains(random))
continue;
else
{
body.push_back(random);
break;
}
}
direction = DIRECTION(rand()%4);
tarDir = direction;
qDebug() << "snake constructed at " << body.front().x << body.front().y << Qt::endl;
}
// 移动一格
void Snake::move()
{
//先处理头部向前的移动
switch(tarDir)
{
case UP:
body.prepend(POINT(body.front().x, body.front().y - 1));
break;
case DOWN:
body.prepend(POINT(body.front().x, body.front().y + 1));
break;
case LEFT:
body.prepend(POINT(body.front().x - 1, body.front().y));
break;
case RIGHT:
body.prepend(POINT(body.front().x + 1, body.front().y));
break;
}
direction = tarDir;
qDebug() << "snake move to " << body.front().x << body.front().y << int(direction) << Qt::endl;
//再处理尾部移动
//若需要增加长度,则尾部不移动
if(addLen)
{
addLen = false;
return;
}
body.pop_back();
}
void Snake::autoMove(POINT target)
{
// 对于每种情况自定义搜索方向
QVector<DIRECTION> searchOrder;
// 一种贪心算法,优先向食物方向移动
if(target.x < body.front().x && target.y < body.front().y)
{
searchOrder.push_back(UP);
searchOrder.push_back(LEFT);
searchOrder.push_back(DOWN);
searchOrder.push_back(RIGHT);
}
else if(target.x < body.front().x && target.y > body.front().y)
{
searchOrder.push_back(LEFT);
searchOrder.push_back(DOWN);
searchOrder.push_back(UP);
searchOrder.push_back(RIGHT);
}
else if(target.x > body.front().x && target.y < body.front().y)
{
searchOrder.push_back(RIGHT);
searchOrder.push_back(UP);
searchOrder.push_back(DOWN);
searchOrder.push_back(LEFT);
}
else if(target.x > body.front().x && target.y > body.front().y)
{
searchOrder.push_back(DOWN);
searchOrder.push_back(RIGHT);
searchOrder.push_back(UP);
searchOrder.push_back(LEFT);
}
else if(target.x == body.front().x && target.y < body.front().y)
{
searchOrder.push_back(UP);
searchOrder.push_back(RIGHT);
searchOrder.push_back(LEFT);
searchOrder.push_back(DOWN);
}
else if(target.x == body.front().x && target.y > body.front().y)
{
searchOrder.push_back(DOWN);
searchOrder.push_back(RIGHT);
searchOrder.push_back(LEFT);
searchOrder.push_back(UP);
}
else if(target.x < body.front().x && target.y == body.front().y)
{
searchOrder.push_back(LEFT);
searchOrder.push_back(UP);
searchOrder.push_back(DOWN);
searchOrder.push_back(RIGHT);
}
else if(target.x > body.front().x && target.y == body.front().y)
{
searchOrder.push_back(RIGHT);
searchOrder.push_back(DOWN);
searchOrder.push_back(UP);
searchOrder.push_back(LEFT);
}
else
{
searchOrder.push_back(UP);
searchOrder.push_back(LEFT);
searchOrder.push_back(DOWN);
searchOrder.push_back(RIGHT);
}
POINT up(body.front().x, body.front().y - 1);
POINT down(body.front().x, body.front().y + 1);
POINT left(body.front().x - 1, body.front().y);
POINT right(body.front().x + 1, body.front().y);
// 根据搜索顺序找路,要求这个方向的下一格没有障碍,也没有自己的身体,也没有对手的身体
for(auto it = searchOrder.begin(); it != searchOrder.end(); ++it)
{
switch(*it)
{
case UP:
if((direction != DOWN) && (!(map->blocks).contains(up)))
{
if(!(insideBody(up) || (enemy && enemy->inside(up))))
{
tarDir = UP;
move();
return;
}
}
break;
case DOWN:
if((direction != UP) && (!(map->blocks).contains(down)))
{
if(!(insideBody(down) || (enemy && enemy->inside(down))))
{
tarDir = DOWN;
move();
return;
}
}
break;
case LEFT:
if((direction != RIGHT) && (!(map->blocks).contains(left)))
{
if(!(insideBody(left) || (enemy && enemy->inside(left))))
{
tarDir = LEFT;
move();
return;
}
}
break;
case RIGHT:
if((direction != LEFT) && (!(map->blocks).contains(right)))
{
if(!(insideBody(right) || (enemy && enemy->inside(right))))
{
tarDir = RIGHT;
move();
return;
}
}
break;
}
}
move();
return;
}
void Snake::addLife()
{
++lives;
}
void Snake::addLength()
{
addLen = true;
}
void Snake::die()
{
--lives;
if(lives == 0)
{
emit(death());
return;
}
//进行复活
emit(setReady());
while(true)
{
//如果是最短长度,则随机出生在一个地方
if(body.size() == 1)
{
while(true)
{
POINT random((rand()%(map->h_size - 1)) + 1, (rand()%(map->v_size - 1)) + 1);
//这个点是墙
if(map->blocks.contains(random))
continue;
body.clear();
body.push_back(random);
break;
}
return;
}
//去掉头部一格,直至有路可走
body.pop_front();
// 找有路的方向
POINT left(body.front().x - 1, body.front().y);
if(!(map->blocks).contains(left))
{
if(!(insideBody(left) || (enemy && enemy->inside(left))))
{
tarDir = LEFT;
return;
}
}
POINT right(body.front().x + 1, body.front().y);
if(!(map->blocks).contains(right))
{
if(!(insideBody(right) || (enemy && enemy->inside(right))))
{
tarDir = RIGHT;
return;
}
}
POINT up(body.front().x, body.front().y - 1);
if(!(map->blocks).contains(up))
{
if(!(insideBody(up) || (enemy && enemy->inside(up))))
{
tarDir = UP;
return;
}
}
POINT down(body.front().x, body.front().y + 1);
if(!(map->blocks).contains(down))
{
if(!(insideBody(down) || (enemy && enemy->inside(down))))
{
tarDir = DOWN;
return;
}
}
}
}
bool Snake::inside(POINT p)
{
for(auto it = body.begin(); it != body.end(); ++it)
{
if(p == *it)
return true;
}
return false;
}
bool Snake::insideBody(POINT p)
{
for(auto it = body.begin() + 1; it != body.end(); ++it)
{
if(p == *it)
return true;
}
return false;
}