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 Flexible Arrays for snake/an "evil" process
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Mr. T




PostPosted: Sat May 28, 2005 12:57 am   Post subject: Flexible Arrays for snake/an "evil" process

1. i read over the tutorials on flexible arrays, but i am still bewildered to how/where i can incorporate them to allow my snake to grow
2. i have a process which seems to work fine. if u think its worth eliminating, be my guest
----------
code:

%%%%%%%%%%%%%%%%%%%%%%%%
%variable declaration
var scorewin, gamewin : int
scorewin := Window.Open ("nocursor,graphics:455;90,title:Uncle Worm           Score: 0")
colourback (black)
cls
colour (brightgreen)
gamewin := Window.Open ("nocursor,position:bottom; right,graphics:500;400")
%%%%%%%%%%%%%%%%%%%%%%%%
var food1, food2 : int
var foodSize : int
var makeFood : boolean := true
var box1, box4 : int := 0
var col : int := 4
var countdown : int := 5
/*var snakex : int := 200*/
/*var snakey : int := 150*/
var snakesize : int := 5
var move, move2, move3, move4 := false
var key : array char of boolean
var ring : int := 0
var answer : string
move3 := true %starting direction of snake
var newMaxX : int := 500 %innitial screen dimensions (x co-ords)
var newMaxY : int := 400 %innitial screen dimensions (y co-ords)
var levelUpX : int := 50 %decrease in screen dimensions (x co-ords) upon completion of level
var levelUpY : int := 40 %decrease in screen dimensions (y co-ords) upon completion of level
var scoreLevel : int := 50
var foodBoolean : boolean
var score : int := 0 %score
var bonus : int := 60 %1 min to get bonus (bonus = 60000 milliseconds = 60 seconds =1 min)
var fontScore, fontExit : int
var col1, col2, col3 : int := brightred
fontScore := Font.New ("serif:40")
fontExit := Font.New ("arial:14")
var randomMotivation : int
var funnyMotivation : array 1 .. 5 of string
%%%%%%%%%%%%%%%%%%%%%%%%
%Preliminary Setup
funnyMotivation (1) := "HAX00R!!!"
funnyMotivation (2) := "OH SNAP!!!"
funnyMotivation (3) := "GHETTO!!!"
funnyMotivation (4) := "WERD UP!!!"
funnyMotivation (5) := "PWNAGE!!!"
type snakeDat :
    record
        x : int
        y : int
    end record
var snake : flexible array 1 .. 2 of snakeDat
snake (1).x := maxx div 2
snake (1).y := maxy div 2
%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%
% START %
%%%%%%%%%
colour (0)
colourback (7)
cls
%gives time for user to get ready
loop
    locate (12, 25) %locates the count down test
    put "Starting in...", countdown  %starts the countdown
    delay (300) %delay between each consecutive decreasing number
    countdown := countdown - 1 %decreasing increments
    cls %erases the countdown text when countdown reaches 0
    exit when countdown = 0 %game begins when countdown hits 0
end loop
%%%%%%%%%%%%%%%%%%%%%%%%
process windowUpdate
    Window.Select (scorewin)
    View.Set ("graphics:" + intstr (455) + ";" + intstr (90) + ",title:Uncle Worm           Score: " + intstr (score)) %if food eaten, score added to total at the top of the screen
    randint (randomMotivation, 1, 5) %random motivation generator
    Font.Draw (funnyMotivation (randomMotivation), (maxx div 2) - 125, (maxy div 2), fontScore, yellow) %random motivation ouput
end windowUpdate
%%%%%%%%%%%%%%%%%%%%%%%%
procedure food
    if makeFood then %makeFood:=true
        randint (food1, 1, newMaxX - 10) %random food location (but not in the walls)
        randint (food2, 1, newMaxY - 10) %random food location (but not in the walls)
        randint (foodSize, 2, 10) %random food size
        drawfilloval (food1, food2, foodSize, foodSize, 2) %draws the food
    end if
end food
%%%%%%%%%%%%%%%%%%%%%%%%
%point of contact upon death
procedure ringEnd
    loop
        Window.Select (scorewin)
        cls
        Font.Draw ("GAME OVER!!!", (maxx div 2) - 175, (maxy div 2), fontScore, ring)
        Window.Select (gamewin)
        drawoval (snake (1).x, snake (1).y, snakesize + ring, snakesize + ring, ring)  %ring expands around the ball at the point of collision
        ring += 2 %increments of the rings
        delay (10) %delay between each ring increment
        exit when ring = 100 %game ends when ring incremeent hits 100
    end loop
end ringEnd
%%%%%%%%%%%%%%%%%%%%%%%%
%draws food
food
%%%%%%%%%%%%%%%%%%%%%%%%
%snake movement
loop
    drawbox (box1, newMaxY - 1, newMaxX - 1, box4, 14)
    drawfilloval (snake (1).x, snake (1).y, snakesize, snakesize, 7)
    /*draw_snake*/
    if move then
        snake (1).y += 1
    elsif move2 then
        snake (1).y -= 1
    elsif move3 then
        snake (1).x += 1
    elsif move4 then
        snake (1).x -= 1
    end if
    Input.KeyDown (key)
    if key (KEY_UP_ARROW) and move2 = false then %Two Conditions: 1. up arrow is pressed 2. move2 = false
        move2 := false
        move3 := false
        move4 := false
        move := true
    elsif key (KEY_DOWN_ARROW) and move = false then  %Two Conditions: 1. down arrow is pressed 2. move = false
        move := false
        move3 := false
        move4 := false
        move2 := true
    elsif key (KEY_RIGHT_ARROW) and move4 = false then %Two Conditions: 1. right arrow is pressed 2. move4 = false
        move := false
        move2 := false
        move4 := false
        move3 := true
    elsif key (KEY_LEFT_ARROW) and move3 = false then   %Two Conditions: 1. left arrow is pressed 2. move3 = false
        move := false
        move2 := false
        move3 := false
        move4 := true
    end if
    drawfilloval (snake (1).x, snake (1).y, snakesize, snakesize, 12)
    /*col:=7
     draw_snake */
    %deletes the tail
    delay (10)
    %%%%%%%%%%%%%%%%%%%%%%%%
    %wall collision detection
    if snake (1).x = 4 or snake (1).x = maxx - 4 or snake (1).y = 4 or snake (1).y = maxy - 4 then   %collision detection to detect whether the ball has hit the walls
        Window.Select (scorewin)
        View.Set ("graphics:" + intstr (455) + ";" + intstr (90) + ",title:Uncle Worm           Score: " + intstr (score) + "            You Lose!") %if balls hits the wall, you lose!
        Window.Select (gamewin)
        ringEnd %fancy death
        exit %game ends
    end if
    %%%%%%%%%%%%%%%%%%%%%%%%
    %food collision detection
    if score < scoreLevel then     %additional check to make sure the level isnt completed
        if whatdotcolour (food1 + foodSize, food2 + foodSize) = 12 or whatdotcolour (food1 - foodSize, food2 - foodSize) = 12
                then
            score += 10 %when food collision detected points are added to score
            new snake, upper (snake) + 1
            fork windowUpdate %fork needed so that the delay within the process will only affect one screen
            Window.Select (scorewin)
            cls %scorewin clears refreshes the score every time a new apple is eaten
            Window.Select (gamewin)
            drawfilloval (food1, food2, foodSize, foodSize, 7)   %so that no chunk of food is left behind
            if score < scoreLevel then %if level isnt completed
                food %continue to make food if its still the same level
            end if
        end if
    end if
    %%%%%%%%%%%%%%%%%%%%%%%%
    %NEXT LEVEL
    if score >= scoreLevel %ready to enter next level
            then
        drawfillbox ((maxx div 2) - 27, maxy, (maxx div 2) + 20, maxy - 25, 0)
        Font.Draw ("EXIT", (maxx div 2) - 25, maxy - 20, fontExit, col1) %level's exit point
        col1 += 1
        if col1 = 40
                then
            col1 := 0
        end if
        makeFood := false   %once exit appears, no more food is drawn
    end if

    if whatdotcolour (snake (1).x + snakesize, snake (1).y + snakesize) = 0 %if the snake reaches the exit (detects the WHITE(whatdotcolour) exit point)
            then
        cls      %clears the screen for the scoring updates
        %%%%%%%%%%%%%%%%%%%%%%%%
        %scoring system (after each completed level)
        Window.Select (scorewin)
        put "Your score is: ", score %score with out additional time bonus

        var timeBonus : int := bonus - Time.Elapsed div 1000 %1 min timer (Time.Elapsed = 1000 milliseconds = 1 min)
        put "Your time bonus is: ", timeBonus %time bonus
        score := score + timeBonus %updated score = score as of to that point + time bonus
        put "Your overall score is: ", score %score as of to that point + time bonus
        bonus := 60 + (Time.Elapsed div 1000) %bonus reset
        put "[press enter to continue to next round]" %gives the user time to read the score
        View.Set ("graphics:" + intstr (455) + ";" + intstr (90) + ",title:Uncle Worm           Score: " + intstr (score))
        Window.Select (gamewin)
        Input.Pause %waits for a button to be pressed before entering the next level
        Window.Select (scorewin)
        cls %clears the scorewin once the gamewin restarts
        Window.Select (gamewin)
        /*getch (ch)
         if ch =(KEY_ENTER)
         then*/
        %%%%%%%%%%%%%%%%%%%%%%%%
        %variable reset
        newMaxX := newMaxX - levelUpX %updated screen dimensions = screen dimensions - 50
        newMaxY := newMaxY - levelUpY %updated screen dimensions = screen dimensions - 40
        View.Set ("graphics:" + intstr (newMaxX) + ";" + intstr (newMaxY)) %displaying new screen for gamewin
        snake (1).x := newMaxX div 2 %new x co-ords for the start of a new level
        snake (1).y := newMaxY div 2 %new y co-ords for the start of a new level
        colour (0) %reset the colour of any writing
        colourback (7) %reset the colour of the background
        cls %paints the background specified colour
        makeFood := true %makign it possible to draw food
        food %start redrawing food
        scoreLevel := score + 50 %next level will be completed after an additional 50 points
    end if
end loop
View.Update
%%%%%%%%%%%%%%%%%%%%%%%%
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Cervantes




PostPosted: Sat May 28, 2005 7:27 am   Post subject: (No subject)

I don't understand why you think you need that process. I would eliminate it, if I were you.
code:

if you eat an apple then
    incriment the upper bounds of your flexible array by 1
    you don't need to set the x and y coordinates of the new segment
end if

%update positions of snake
for decreasing  n : upper (snake) .. 2
    snake (n) := snake (n - 1)   
    %where snake is an array of a record that contains x and y coordinates
end for


If you have the update segments code between the drawing and the eating the apples, then you don't have to set the x and y coords. This is how you should do it. The reason is, you eat an apple, then go into the decreasing for loop and the upper (snake) is set to the second greatest element of the flexible array.

Hope that helps.
Mr. T




PostPosted: Sat May 28, 2005 2:34 pm   Post subject: Alex's Opinion

I'm still not getting how and where i can fit it in ack! Crying or Very sad
Token




PostPosted: Sat May 28, 2005 2:52 pm   Post subject: (No subject)

well what your doing with the array is storing the location that each block of the snake is in, so0o what you do is every time you eat an apple you make the array able to hold one more cordinate. then what you'd would be somthing like this


code:


for decreasing i : lengthOfSnake .. 2

    snakex (i) := snakex (i - 1)
end for
snake (1) := %%%whatever the new one is, i didnt take the time to look at your code.



hope this helps
Cervantes




PostPosted: Sat May 28, 2005 3:14 pm   Post subject: (No subject)

Token wrote:
code:
snake (1) := %%%whatever the new one is, i didnt take the time to look at your code.

Assuming snake (1) is the head of the snake (which it makes most sense to be), why would you adjust it's position to the new position. It's like you're sticking the snake's head in its ass! Laughing
Mr. T




PostPosted: Sat May 28, 2005 4:03 pm   Post subject: Alex's Opinion

ok, i added in the flexible array stuff...but its screwy, cuz the game is running, but u cant see the snake.
code:

%%%%%%%%%%%%%%%%%%%%%%%%
%variable declaration
var scorewin, gamewin : int
scorewin := Window.Open ("nocursor,graphics:455;90,title:Uncle Worm           Score: 0")
colourback (black)
cls
colour (brightgreen)
gamewin := Window.Open ("nocursor,position:bottom; right,graphics:500;400")
%%%%%%%%%%%%%%%%%%%%%%%%
var food1, food2 : int
var foodSize : int
var makeFood : boolean := true
var box1, box4 : int := 0
var col : int := 4
var countdown : int := 5
/*var snakex : int := 200*/
/*var snakey : int := 150*/
var snakesize : int := 5
var move, move2, move3, move4 := false
var key : array char of boolean
var ring : int := 0
var answer : string
move3 := true %starting direction of snake
var newMaxX : int := 500 %innitial screen dimensions (x co-ords)
var newMaxY : int := 400 %innitial screen dimensions (y co-ords)
var levelUpX : int := 50 %decrease in screen dimensions (x co-ords) upon completion of level
var levelUpY : int := 40 %decrease in screen dimensions (y co-ords) upon completion of level
var scoreLevel : int := 50
var foodBoolean : boolean
var score : int := 0 %score
var bonus : int := 60 %1 min to get bonus (bonus = 60000 milliseconds = 60 seconds =1 min)
var fontScore, fontExit : int
var col1, col2, col3 : int := brightred
fontScore := Font.New ("serif:40")
fontExit := Font.New ("arial:14")
var randomMotivation : int
var funnyMotivation : array 1 .. 5 of string
%%%%%%%%%%%%%%%%%%%%%%%%
%Preliminary Setup
funnyMotivation (1) := "HAX00R!!!"
funnyMotivation (2) := "OH SNAP!!!"
funnyMotivation (3) := "GHETTO!!!"
funnyMotivation (4) := "WERD UP!!!"
funnyMotivation (5) := "PWNAGE!!!"
type snakeDat :
    record
        x : int
        y : int
    end record
var snake : flexible array 1 .. 2 of snakeDat
snake (1).x := maxx div 2
snake (1).y := maxy div 2
snake (2).x :=(maxx div 2)-10
snake (2).y :=maxy div 2
new snake, 2 %set snake's length to 2
%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%
% START %
%%%%%%%%%
colour (0)
colourback (7)
cls
%gives time for user to get ready
loop
    locate (12, 25) %locates the count down test
    put "Starting in...", countdown  %starts the countdown
    delay (300) %delay between each consecutive decreasing number
    countdown := countdown - 1 %decreasing increments
    cls %erases the countdown text when countdown reaches 0
    exit when countdown = 0 %game begins when countdown hits 0
end loop
%%%%%%%%%%%%%%%%%%%%%%%%
process windowUpdate
    Window.Select (scorewin)
    View.Set ("graphics:" + intstr (455) + ";" + intstr (90) + ",title:Uncle Worm           Score: " + intstr (score)) %if food eaten, score added to total at the top of the screen
    randint (randomMotivation, 1, 5) %random motivation generator
    Font.Draw (funnyMotivation (randomMotivation), (maxx div 2) - 125, (maxy div 2), fontScore, yellow) %random motivation ouput
end windowUpdate
%%%%%%%%%%%%%%%%%%%%%%%%
procedure food
    if makeFood then %makeFood:=true
        randint (food1, 1, newMaxX - 10) %random food location (but not in the walls)
        randint (food2, 1, newMaxY - 10) %random food location (but not in the walls)
        randint (foodSize, 2, 10) %random food size
        drawfilloval (food1, food2, foodSize, foodSize, 2) %draws the food
    end if
end food
%%%%%%%%%%%%%%%%%%%%%%%%
%point of contact upon death
procedure ringEnd
    loop
        Window.Select (scorewin)
        cls
        Font.Draw ("GAME OVER!!!", (maxx div 2) - 175, (maxy div 2), fontScore, ring)
        Window.Select (gamewin)
        drawoval (snake (1).x, snake (1).y, snakesize + ring, snakesize + ring, ring)  %ring expands around the ball at the point of collision
        ring += 2 %increments of the rings
        delay (10) %delay between each ring increment
        exit when ring = 100 %game ends when ring incremeent hits 100
    end loop
end ringEnd
%%%%%%%%%%%%%%%%%%%%%%%%
%draws food
food

  for i : 1 .. upper (snake) %redraw snake
            Draw.FillOval (snake (i).x, snake (i).y, 5,  5, 12)
        end for

       
%%%%%%%%%%%%%%%%%%%%%%%%
%snake movement

loop   
    drawbox (box1, newMaxY - 1, newMaxX - 1, box4, 14)
   
    /*draw_snake*/
    if move then
        snake (1).y += 1
    elsif move2 then
        snake (1).y -= 1
    elsif move3 then
        snake (1).x += 1
    elsif move4 then
        snake (1).x -= 1
    end if
    Input.KeyDown (key)
    if key (KEY_UP_ARROW) and move2 = false then %Two Conditions: 1. up arrow is pressed 2. move2 = false
        move2 := false
        move3 := false
        move4 := false
        move := true
    elsif key (KEY_DOWN_ARROW) and move = false then  %Two Conditions: 1. down arrow is pressed 2. move = false
        move := false
        move3 := false
        move4 := false
        move2 := true
    elsif key (KEY_RIGHT_ARROW) and move4 = false then %Two Conditions: 1. right arrow is pressed 2. move4 = false
        move := false
        move2 := false
        move4 := false
        move3 := true
    elsif key (KEY_LEFT_ARROW) and move3 = false then   %Two Conditions: 1. left arrow is pressed 2. move3 = false
        move := false
        move2 := false
        move3 := false
        move4 := true
    end if
    for decreasing i : upper (snake) .. 2 %set each of the snake's sections to equal the one before it
            snake (i) := snake (i - 1)
        end for
        delay (10)
    %%%%%%%%%%%%%%%%%%%%%%%%
    %wall collision detection
    if snake (1).x = 4 or snake (1).x = maxx - 4 or snake (1).y = 4 or snake (1).y = maxy - 4 then   %collision detection to detect whether the ball has hit the walls
        Window.Select (scorewin)
        View.Set ("graphics:" + intstr (455) + ";" + intstr (90) + ",title:Uncle Worm           Score: " + intstr (score) + "            You Lose!") %if balls hits the wall, you lose!
        Window.Select (gamewin)
        ringEnd %fancy death
        exit %game ends
    end if
    %%%%%%%%%%%%%%%%%%%%%%%%
    %food collision detection
    if score < scoreLevel then     %additional check to make sure the level isnt completed
        if whatdotcolour (food1 + foodSize, food2 + foodSize) = 12 or whatdotcolour (food1 - foodSize, food2 - foodSize) = 12
                then
            score += 10 %when food collision detected points are added to score
            new snake, upper (snake) + 1 %add a new element to it
            snake (upper (snake)) := snake (upper (snake) - 1) %set new element's coordinates
            fork windowUpdate %fork needed so that the delay within the process will only affect one screen
            Window.Select (scorewin)
            cls %scorewin clears refreshes the score every time a new apple is eaten
            Window.Select (gamewin)
            drawfilloval (food1, food2, foodSize, foodSize, 7)   %so that no chunk of food is left behind
                if score < scoreLevel then %if level isnt completed
                food %continue to make food if its still the same level
               
       
       
            end if
                end if
    end if
   
    %%%%%%%%%%%%%%%%%%%%%%%%
    %NEXT LEVEL
    if score >= scoreLevel %ready to enter next level
            then
        drawfillbox ((maxx div 2) - 27, maxy, (maxx div 2) + 20, maxy - 25, 0)
        Font.Draw ("EXIT", (maxx div 2) - 25, maxy - 20, fontExit, col1) %level's exit point
        col1 += 1
        if col1 = 40
                then
            col1 := 0
        end if
        makeFood := false   %once exit appears, no more food is drawn
    end if

    if whatdotcolour (snake (1).x + snakesize, snake (1).y + snakesize) = 0 %if the snake reaches the exit (detects the WHITE(whatdotcolour) exit point)
            then
        cls      %clears the screen for the scoring updates
        %%%%%%%%%%%%%%%%%%%%%%%%
        %scoring system (after each completed level)
        Window.Select (scorewin)
        put "Your score is: ", score %score with out additional time bonus

        var timeBonus : int := bonus - Time.Elapsed div 1000 %1 min timer (Time.Elapsed = 1000 milliseconds = 1 min)
        put "Your time bonus is: ", timeBonus %time bonus
        score := score + timeBonus %updated score = score as of to that point + time bonus
        put "Your overall score is: ", score %score as of to that point + time bonus
        bonus := 60 + (Time.Elapsed div 1000) %bonus reset
        put "[press enter to continue to next round]" %gives the user time to read the score
        View.Set ("graphics:" + intstr (455) + ";" + intstr (90) + ",title:Uncle Worm           Score: " + intstr (score))
        Window.Select (gamewin)
        Input.Pause %waits for a button to be pressed before entering the next level
        Window.Select (scorewin)
        cls %clears the scorewin once the gamewin restarts
        Window.Select (gamewin)
        /*getch (ch)
         if ch =(KEY_ENTER)
         then*/
        %%%%%%%%%%%%%%%%%%%%%%%%
        %variable reset
        newMaxX := newMaxX - levelUpX %updated screen dimensions = screen dimensions - 50
        newMaxY := newMaxY - levelUpY %updated screen dimensions = screen dimensions - 40
        View.Set ("graphics:" + intstr (newMaxX) + ";" + intstr (newMaxY)) %displaying new screen for gamewin
        snake (1).x := newMaxX div 2 %new x co-ords for the start of a new level
        snake (1).y := newMaxY div 2 %new y co-ords for the start of a new level
        colour (0) %reset the colour of any writing
        colourback (7) %reset the colour of the background
        cls %paints the background specified colour
        makeFood := true %makign it possible to draw food
        food %start redrawing food
        scoreLevel := score + 50 %next level will be completed after an additional 50 points
    end if
end loop


%%%%%%%%%%%%%%%%%%%%%%%%
Token




PostPosted: Mon May 30, 2005 6:40 pm   Post subject: (No subject)

[quote="Cervantes"]
Token wrote:
... It's like you're sticking the snake's head in its ass!...


lmao great way of putting it Laughing
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