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Kandif
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2 years ago
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12
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extends Node2D

var point_pos:Vector2
var snake_body = [Vector2(5,10),Vector2(4,10),Vector2(3,10),Vector2(2,10)]
var snake_direction = Vector2(1,0)
var buffered_direction = Vector2.ZERO
var changed_direction = false

var add_point = false


func _ready():
	point_pos = place_point()
	draw_point()
	draw_snake()

func draw_point():
	$Board.set_cell(point_pos.x,point_pos.y,1,false,false,false,Vector2(0,0))
	
func place_point():
	randomize()
	var x = randi() % 20
	var y = randi() % 20
	while(Vector2(x,y) in snake_body):
		x = randi() % 20
		y = randi() % 20
	return Vector2(x,y)
	
func draw_snake():
	for block in snake_body:
		$Board.set_cell(block.x,block.y,0,false,false,false,Vector2(7,0))
	
func delete_tiles(id):
	var cells = $Board.get_used_cells_by_id(id)
	for cell in cells:
		$Board.set_cell(cell.x,cell.y,-1)
		
func move_snake():
	delete_tiles(0)
	var removable = 2
	if add_point:
		removable = 1
	var body_copy = snake_body.slice(0,snake_body.size() - removable)
	var new_head = body_copy[0] + snake_direction
	body_copy.insert(0,new_head)
	snake_body = body_copy
	add_point = false
	if buffered_direction!=Vector2.ZERO:
		snake_direction = buffered_direction
		buffered_direction = Vector2.ZERO
		changed_direction = true
		
func  check_point_eaten():
	if point_pos == snake_body[0]+snake_direction:
		point_pos = place_point()	
		add_point = true
		
func check_game_over():
	var head = snake_body[0]+snake_direction
	if head.x<0 or head.x>19 or head.y<0 or head.y>19:
		reset()
	elif head in snake_body:
		reset()	
		
func reset():
	snake_body = [Vector2(5,10),Vector2(4,10),Vector2(3,10)]
	snake_direction = Vector2(1,0)
	delete_tiles(1)
	add_point = place_point()
		
func _on_Timer_timeout():
	check_point_eaten()
	check_game_over()
	move_snake()
	draw_point()
	draw_snake()
	
func _process(delta):
	if not changed_direction:
		if Input.is_key_pressed(KEY_W) && not snake_direction == Vector2(0,1) :
			snake_direction = Vector2(0,-1)
			changed_direction = true
		elif Input.is_key_pressed(KEY_D) && not snake_direction == Vector2(-1,0) :
			snake_direction = Vector2(1,0)
			changed_direction = true
		elif Input.is_key_pressed(KEY_A) && not snake_direction == Vector2(1,0) :
			snake_direction = Vector2(-1,0)
			changed_direction = true
		elif Input.is_key_pressed(KEY_S) && not snake_direction == Vector2(0,-1) :
			snake_direction = Vector2(0,1)
			changed_direction = true
	else:
		if Input.is_key_pressed(KEY_W) && not snake_direction == Vector2(0,1) :
			buffered_direction = Vector2(0,-1)
		elif Input.is_key_pressed(KEY_D) && not snake_direction == Vector2(-1,0) :
			buffered_direction = Vector2(1,0)
		elif Input.is_key_pressed(KEY_A) && not snake_direction == Vector2(1,0) :
			buffered_direction = Vector2(-1,0)
		elif Input.is_key_pressed(KEY_S) && not snake_direction == Vector2(0,-1) :
			buffered_direction = Vector2(0,1)		
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