我们正在STM32发现板上创建蛇游戏,并将其显示在LED屏幕上。我们将蛇存储在结构的链表类型中。我们把碰撞检测的东西放下来了,我们知道如何移动蛇的头部,但是我们不知道如何使它长大。你能给我们指点吗?

这是我们拥有的:

void move_seg() {
  struct seg *temp = malloc(sizeof(struct seg));
  temp->x = head->x + xdir[direction]*4;
  temp->y = head->y + ydir[direction]*4;
  head->next = temp;
  head = temp;
  draw_seg(head, WHITE);
  //check if snake collided with itself..
  collision_detection();
  //check if apple was eaten
  apple_eaten();
  if (apple_was_eaten) {
    draw_seg(tail, WHITE);
  }
  else {
    draw_seg(tail, BLACK);
  }
  tail = tail->next;
  }
}

最佳答案

我只想发布更新以显示我们做了什么。一旦我们向seg结构添加了上一个指针并创建了板子大小的矩阵来存储苹果/蛇段的位置,这是一个非常简单的修复。

仅当头部不与苹果碰撞时才删除尾巴。

void move_seg() {
  //get head's next position, set that as new head
  seg* next_head = malloc(sizeof(seg));
  next_head->x = (head->x + xdir[direction] + 24) % 24;
  next_head->y = (head->y + ydir[direction] + 32) % 32;
  next_head->prev = 0;
  next_head->next = head;
  head->prev = next_head;
  head = next_head;

  int delete_tail = 1;

  //check if head collided with apple
  if (board[head->x][head->y] == HAS_APPLE) {
    //if so, delete tail, create new apple
    delete_tail = 0;
    create_apple();
  }

  //check if head collided with any other part of the snake
  if (board[head->x][head->y] == HAS_SNAKE) {
    //if so, game over
    game_over = 1;
  }

  //draw the head, add it to the matrix
  draw_seg(head, WHITE);
  board[head->x][head->y] = HAS_SNAKE;

  //if the snake didn't collide with an apple
  if (delete_tail) {
    //delete the tail
    board[tail->x][tail->y] = 0;
    seg* temp = tail;
    tail = temp->prev;
    tail->next = 0;
    draw_seg(temp, BLACK);
    //free(temp);
  }
}

关于c - 在C中移动蛇,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/34168298/

10-10 03:37