Snake vs Block Game to be run upon K64F.

Dependencies:   mbed

SnakevsBlock/SnakevsBlock.cpp

Committer:
AhmedPlaymaker
Date:
2019-04-10
Revision:
24:1c118b071430
Parent:
23:592345a70329
Child:
25:e827f1a8fadc

File content as of revision 24:1c118b071430:

#include "SnakevsBlock.h"

SnakevsBlock::SnakevsBlock()
{

}

SnakevsBlock::~SnakevsBlock()
{

}

void SnakevsBlock::init()
{
    //The snake length configuration and all the other initial information passing will be done here
    length = 3;
    level = 1;
    foodbuff = 0;
    send=0;
    speed = 1;
    blockgap = 500;
    blockbuff = 0;
    for(int i=0; i<=14; i++)  {
        b[i] = 1;
    }
}



void SnakevsBlock::read_input(Gamepad &pad)
{
    _d = pad.get_direction(); //Obtains Direction pushed towards on Joystick.
    _mag = pad.get_mag(); //Obtains Magnitude of Joystick.
}

void SnakevsBlock::draw(N5110 &lcd, Gamepad &pad)
{
    length = _s.draw(pad, lcd, length, level); //Draws the Snake.     //Make these snake buffs relative to the snake drops which in turn relate to the game speed
    if(foodbuff >=0)  {
        _f.draw(lcd); //Draws the first food.
        if(foodbuff >=50)  {
            _ff.draw(lcd); //Draws the second food.
            if(foodbuff >=80) {
                _fff.draw(lcd); //Draws the third food.
            }
        }
        foodbuff +=1;
    }
    if(foodbuff >=8) {
        send = _b.draw(lcd, length, blocknum, srn, blockgap);
    }
    if(foodbuff == 8) {
        blockbuff = 0;
    }
    
    //Code to print length on game screen.
    char bufferscore[14];
    sprintf(bufferscore,"%d",length);
    lcd.printString(bufferscore,1,0);
    
            if(pad.check_event(Gamepad::BACK_PRESSED)){ //Waits for Back button to be pressed.
            
                NVIC_SystemReset(); //Software Reset.
                
            }
        
    
}


void SnakevsBlock::update(Gamepad &pad) //Updates objects on screen.
{
    CheckSnakeBlockCollision(pad); //Function checks for when the snake collides with any of the blocks.
    CheckSnakeFoodCollision(pad); //Function checks for when the snake collides with it's food.
    CheckSnakeBlockSidesCollision(pad, _d); //Function checks for when the snake collides with any of the blocks' sides.
    _s.update(_d,_mag, length, speed, b); //_d is the direction of joystick and b controls thew motion of a section of the snake relative to obstruction
    _f.update();
    _ff.update();
    _fff.update(); 
    _b.update(blocknum, srn, send);
    blockbuff++;
    if(blockbuff == blockgap)  {  //change this while changing the block drop gap
        blockbuff = 0;
    }
    if(length >= 11)  {  //to make it easier to react to sudden happenings
        speed = 2;
    }
    else  {
        speed = 1;
    }
    if(length > 15)  {  //to make progressive levels harder
        blockgap -= 20;
        level += 1;
    }
}

void SnakevsBlock::get_pos()
{
    Vector2D snake_pos = _s.get_pos(length);
    //printf("player pos = %f %f \n", player_pos.x, player_pos.y); //top left of player sprite
    // 81.000000 0.000000 top right
    // 0.000000 0.000000 is top left
    // 81.000000 45.000000 bottom right
    snakex = snake_pos.x;
    snakey = snake_pos.y;
    //printf("snakexy in GAME = %d %d \n", snakex, snakey);
}   
    

void SnakevsBlock::CheckSnakeFoodCollision(Gamepad &pad)
    {
        //Obtains all required coordinates.
        
        
        Vector2D f_pos = _f.get_pos();
        Vector2D ff_pos = _ff.get_pos();
        Vector2D fff_pos = _fff.get_pos();
        Vector2D snake_pos = _s.get_pos(length);
        
        //If statements check if the snake sprite has collided with any
        //of the three food sprites, if so then the food location is reset and
        //length of the snake is increased using the length variable.
         
    if (
        ((snake_pos.y == f_pos.y) ||
        (snake_pos.y == f_pos.y + 1) ||
        (snake_pos.y == f_pos.y + 2) ||
        (snake_pos.y + 1== f_pos.y) ||
        (snake_pos.y  + 1== f_pos.y + 1) ||
        (snake_pos.y  + 1== f_pos.y + 2) ||
        (snake_pos.y + 2 == f_pos.y) ||
        (snake_pos.y + 2 == f_pos.y + 1) ||
        (snake_pos.y + 2 == f_pos.y + 2)) &&
        ((snake_pos.x == f_pos.x) ||
        (snake_pos.x == f_pos.x + 1) ||
        (snake_pos.x == f_pos.x + 2) ||
        (snake_pos.x + 1 == f_pos.x) ||
        (snake_pos.x + 1== f_pos.x + 1) ||
        (snake_pos.x + 1 == f_pos.x + 2) ||
        (snake_pos.x + 2 == f_pos.x) ||
        (snake_pos.x + 2 == f_pos.x + 1) ||
        (snake_pos.x + 2 == f_pos.x + 2))
    ) {
        
        //printf("snake feast working \n");
        //audio feedback
        pad.tone(1000.0,0.1);
        f_pos.x = rand() % 82;
        if(blockbuff>25)  { //change this while changing the block drop gap
            f_pos.y = -2;
        }
        length+=1;
        
    }
    
    if (
        ((snake_pos.y == ff_pos.y) ||
        (snake_pos.y == ff_pos.y + 1) ||
        (snake_pos.y == ff_pos.y + 2) ||
        (snake_pos.y + 1== ff_pos.y) ||
        (snake_pos.y  + 1== ff_pos.y + 1) ||
        (snake_pos.y  + 1== ff_pos.y + 2) ||
        (snake_pos.y + 2 == ff_pos.y) ||
        (snake_pos.y + 2 == ff_pos.y + 1) ||
        (snake_pos.y + 2 == ff_pos.y + 2)) &&
        ((snake_pos.x == ff_pos.x) ||
        (snake_pos.x == ff_pos.x + 1) ||
        (snake_pos.x == ff_pos.x + 2) ||
        (snake_pos.x + 1 == ff_pos.x) ||
        (snake_pos.x + 1== ff_pos.x + 1) ||
        (snake_pos.x + 1 == ff_pos.x + 2) ||
        (snake_pos.x + 2 == ff_pos.x) ||
        (snake_pos.x + 2 == ff_pos.x + 1) ||
        (snake_pos.x + 2 == ff_pos.x + 2))
    ) {
        
        //printf("snake feast working \n");
        // audio feedback
        pad.tone(1000.0,0.1);
        ff_pos.x = rand() % 82;
        ff_pos.y = -2;
        if(blockbuff>25)  { //change this while changing the block drop gap
            f_pos.y = -2;
        }
        length+=1;
        
    }
    
    if (
        ((snake_pos.y == fff_pos.y) ||
        (snake_pos.y == fff_pos.y + 1) ||
        (snake_pos.y == fff_pos.y + 2) ||
        (snake_pos.y + 1== fff_pos.y) ||
        (snake_pos.y  + 1== fff_pos.y + 1) ||
        (snake_pos.y  + 1== fff_pos.y + 2) ||
        (snake_pos.y + 2 == fff_pos.y) ||
        (snake_pos.y + 2 == fff_pos.y + 1) ||
        (snake_pos.y + 2 == fff_pos.y + 2)) &&
        ((snake_pos.x == fff_pos.x) ||
        (snake_pos.x == fff_pos.x + 1) ||
        (snake_pos.x == fff_pos.x + 2) ||
        (snake_pos.x + 1 == fff_pos.x) ||
        (snake_pos.x + 1== fff_pos.x + 1) ||
        (snake_pos.x + 1 == fff_pos.x + 2) ||
        (snake_pos.x + 2 == fff_pos.x) ||
        (snake_pos.x + 2 == fff_pos.x + 1) ||
        (snake_pos.x + 2 == fff_pos.x + 2))
    ) {
        
        //printf("snake feast working \n");
        // audio feedback
        pad.tone(1000.0,0.1);
        fff_pos.x = rand() % 82;
        fff_pos.y = -2;
        if(blockbuff>25)  { //change this while changing the block drop gap
            f_pos.y = -2;
        }
        length+=1;
        
    }


    _f.set_pos(f_pos);
    _ff.set_pos(ff_pos);
    _fff.set_pos(fff_pos);
    
    }
    
    void SnakevsBlock::CheckSnakeBlockCollision(Gamepad &pad)
    {
        //Obtains all required coordinates.
        Vector2D b_pos = _b.get_pos();
        int *b_number;
        b_number = _b.get_number();
        Vector2D snake_pos = _s.get_pos(length);
        
        //If statements check if the snake sprite has collided with any
        //of the blocks which are a maximum of 5, if so then the snake length reduces and the block number reduces
        //the block has to move slower and come down after every 2/3 iterations(dependent on the snake size.(think about this)
        
    if (
        ((snake_pos.y == b_pos.y + 10) ||
        (snake_pos.y == b_pos.y + 10) ||
        (snake_pos.y == b_pos.y + 10)) &&
        ((snake_pos.x + 1 == b_pos.x + 1) ||
        (snake_pos.x + 1 == b_pos.x + 2) ||
        (snake_pos.x + 1 == b_pos.x + 3) ||
        (snake_pos.x + 1 == b_pos.x + 4) ||
        (snake_pos.x + 1 == b_pos.x + 5) ||
        (snake_pos.x + 1 == b_pos.x + 6) ||
        (snake_pos.x + 1 == b_pos.x + 7) ||
        (snake_pos.x + 1 == b_pos.x + 8) ||
        (snake_pos.x + 1 == b_pos.x + 9) ||
        (snake_pos.x + 1 == b_pos.x + 10) ||
        (snake_pos.x + 1 == b_pos.x + 11) ||
        (snake_pos.x + 1 == b_pos.x + 12) ||
        (snake_pos.x + 1 == b_pos.x + 13) ||
        (snake_pos.x + 1 == b_pos.x + 14) ||
        (snake_pos.x + 1 == b_pos.x + 15) ||
        (snake_pos.x + 1 == b_pos.x + 16) ||
        (snake_pos.x + 1 == b_pos.x + 17) ||
        (snake_pos.x + 1 == b_pos.x + 18))
    ) {
        
        //printf("snake collision working \n");
        //audio feedback
        if(blocknum > 0)  {
            b_pos.y = 0;
        }
        srn = 0;
        blocknum = b_number[srn];
        send=1;
        blocknum-=1;
        if(blocknum >= 0)  {  // to make sure that snake doesn't decrease in length if number on the block is less than 1;
            speed = 2;
            length-=1;
            pad.tone(1000.0,0.1);
            wait(0.05);
        }
        else  {
            speed = 1;
        }
    }
    
    if (
        ((snake_pos.y == b_pos.y + 10) ||
        (snake_pos.y == b_pos.y + 10) ||
        (snake_pos.y == b_pos.y + 10)) &&
        ((snake_pos.x + 1 == b_pos.x + 19) ||
        (snake_pos.x + 1 == b_pos.x + 20) ||
        (snake_pos.x + 1 == b_pos.x + 21) ||
        (snake_pos.x + 1 == b_pos.x + 22) ||
        (snake_pos.x + 1 == b_pos.x + 23) ||
        (snake_pos.x + 1 == b_pos.x + 24) ||
        (snake_pos.x + 1 == b_pos.x + 25) ||
        (snake_pos.x + 1 == b_pos.x + 26) ||
        (snake_pos.x + 1 == b_pos.x + 27) ||
        (snake_pos.x + 1 == b_pos.x + 28) ||
        (snake_pos.x + 1 == b_pos.x + 29) ||
        (snake_pos.x + 1 == b_pos.x + 30) ||
        (snake_pos.x + 1 == b_pos.x + 31) ||
        (snake_pos.x + 1 == b_pos.x + 32) ||
        (snake_pos.x + 1 == b_pos.x + 33) ||
        (snake_pos.x + 1 == b_pos.x + 34))
    ) {
        
        //printf("snake collision working \n");
        //audio feedback
        if(blocknum > 0)  {
            b_pos.y = 0;
        }
        srn = 1;
        blocknum = b_number[srn];
        send=1;
        blocknum-=1;
        if(blocknum >= 0)  {  // to make sure that snake doesn't decrease in length if number on the block is less than 1;
            speed = 2;
            length-=1;
            pad.tone(1000.0,0.1);
            wait(0.05);
        }
        else  {
            speed = 1;
        }
        
    }
    
    if (
        ((snake_pos.y == b_pos.y + 10) ||
        (snake_pos.y == b_pos.y + 10) ||
        (snake_pos.y == b_pos.y + 10)) &&
        ((snake_pos.x + 1 == b_pos.x + 35) ||
        (snake_pos.x + 1 == b_pos.x + 36) ||
        (snake_pos.x + 1 == b_pos.x + 37) ||
        (snake_pos.x + 1 == b_pos.x + 38) ||
        (snake_pos.x + 1 == b_pos.x + 39) ||
        (snake_pos.x + 1 == b_pos.x + 40) ||
        (snake_pos.x + 1 == b_pos.x + 41) ||
        (snake_pos.x + 1 == b_pos.x + 42) ||
        (snake_pos.x + 1 == b_pos.x + 43) ||
        (snake_pos.x + 1 == b_pos.x + 44) ||
        (snake_pos.x + 1 == b_pos.x + 45) ||
        (snake_pos.x + 1 == b_pos.x + 46) ||
        (snake_pos.x + 1 == b_pos.x + 47) ||
        (snake_pos.x + 1 == b_pos.x + 48) ||
        (snake_pos.x + 1 == b_pos.x + 49) ||
        (snake_pos.x + 1 == b_pos.x + 50))
    ) {
        
        //printf("snake collision working \n");
        //audio feedback
        if(blocknum > 0)  {
            b_pos.y = 0;
        }
        srn = 2;
        blocknum = b_number[srn];
        send=1;
        blocknum-=1;
        if(blocknum >= 0)  {  // to make sure that snake doesn't decrease in length if number on the block is less than 1;
            speed = 2;
            length-=1;
            pad.tone(1000.0,0.1);
            wait(0.05);
        }
        else  {
            speed = 1;
        }
        
    }
    
    if (
        ((snake_pos.y == b_pos.y + 10) ||
        (snake_pos.y == b_pos.y + 10) ||
        (snake_pos.y == b_pos.y + 10)) &&
        ((snake_pos.x + 1 == b_pos.x + 51) ||
        (snake_pos.x + 1 == b_pos.x + 52) ||
        (snake_pos.x + 1 == b_pos.x + 53) ||
        (snake_pos.x + 1 == b_pos.x + 54) ||
        (snake_pos.x + 1 == b_pos.x + 55) ||
        (snake_pos.x + 1 == b_pos.x + 56) ||
        (snake_pos.x + 1 == b_pos.x + 57) ||
        (snake_pos.x + 1 == b_pos.x + 58) ||
        (snake_pos.x + 1 == b_pos.x + 59) ||
        (snake_pos.x + 1 == b_pos.x + 60) ||
        (snake_pos.x + 1 == b_pos.x + 61) ||
        (snake_pos.x + 1 == b_pos.x + 62) ||
        (snake_pos.x + 1 == b_pos.x + 63) ||
        (snake_pos.x + 1 == b_pos.x + 64) ||
        (snake_pos.x + 1 == b_pos.x + 65) ||
        (snake_pos.x + 1 == b_pos.x + 66))
    ) {
        
        //printf("snake collision working \n");
        //audio feedback
        if(blocknum > 0)  {
            b_pos.y = 0;
        }
        srn = 3;
        blocknum = b_number[srn];
        send=1;
        blocknum-=1;
        if(blocknum >= 0)  {  // to make sure that snake doesn't decrease in length if number on the block is less than 1;
            length-=1;
            pad.tone(1000.0,0.1);
            wait(0.05);
        }
        else  {
            speed = 1;
        }
        
    }
    
    if (
        ((snake_pos.y == b_pos.y + 10) ||
        (snake_pos.y == b_pos.y + 10) ||
        (snake_pos.y == b_pos.y + 10)) &&
        ((snake_pos.x + 1 == b_pos.x + 67) ||
        (snake_pos.x + 1 == b_pos.x + 68) ||
        (snake_pos.x + 1 == b_pos.x + 69) ||
        (snake_pos.x + 1 == b_pos.x + 70) ||
        (snake_pos.x + 1 == b_pos.x + 71) ||
        (snake_pos.x + 1 == b_pos.x + 72) ||
        (snake_pos.x + 1 == b_pos.x + 73) ||
        (snake_pos.x + 1 == b_pos.x + 74) ||
        (snake_pos.x + 1 == b_pos.x + 75) ||
        (snake_pos.x + 1 == b_pos.x + 76) ||
        (snake_pos.x + 1 == b_pos.x + 77) ||
        (snake_pos.x + 1 == b_pos.x + 78) ||
        (snake_pos.x + 1 == b_pos.x + 79) ||
        (snake_pos.x + 1 == b_pos.x + 80) ||
        (snake_pos.x + 1 == b_pos.x + 81) ||
        (snake_pos.x + 1 == b_pos.x + 82) ||
        (snake_pos.x + 1 == b_pos.x + 83))
    ) {
        
        //printf("snake collision working \n");
        //audio feedback
        if(blocknum > 0)  {
            b_pos.y = 0;
        }
        srn = 4;
        blocknum = b_number[srn];
        send=1;
        blocknum-=1;
        if(blocknum >= 0)  {  // to make sure that snake doesn't decrease in length if number on the block is less than 1;
            speed = 2;
            length-=1;
            pad.tone(1000.0,0.1);
            wait(0.05);
        }
        else  {
            speed = 1;
        }
    }
    
}

void SnakevsBlock::CheckSnakeBlockSidesCollision(Gamepad &pad, Direction d)
    {
        //Obtains all required coordinates.
        Vector2D b_pos = _b.get_pos();
        snake_pos[0] = _s.get_pos(length);
        snake_pos[1] = _s.get_pos_before1(length);
        snake_pos[2] = _s.get_pos_before2(length);
        snake_pos[3] = _s.get_pos_before3(length);
        snake_pos[4] = _s.get_pos_before4(length);
        snake_pos[5] = _s.get_pos_before5(length);
        snake_pos[6] = _s.get_pos_before6(length);
        snake_pos[7] = _s.get_pos_before7(length);
        snake_pos[8] = _s.get_pos_before8(length);
        snake_pos[9] = _s.get_pos_before9(length);
        snake_pos[10] = _s.get_pos_before10(length);
        snake_pos[11] = _s.get_pos_before11(length);
        snake_pos[12] = _s.get_pos_before12(length);
        snake_pos[13] = _s.get_pos_before13(length);
        snake_pos[14] = _s.get_pos_before14(length);
        
        //If statements check if the snake sprite has collided with any
        //of the blocks' sides and then stop the snake moving in x axis
        
        speed = 1;
        for(int i=0; i<=14; i++)  {
            b[i] = 1;
        }
        
    //For West
    for(int i=0; i<=14; i++)  {
        if (
            ((((snake_pos[i].y == b_pos.y + 1) ||
            (snake_pos[i].y == b_pos.y + 1) ||
            (snake_pos[i].y == b_pos.y + 2) ||
            (snake_pos[i].y == b_pos.y + 3) ||
            (snake_pos[i].y == b_pos.y + 4) ||
            (snake_pos[i].y == b_pos.y + 5) ||
            (snake_pos[i].y == b_pos.y + 6) ||
            (snake_pos[i].y == b_pos.y + 7) ||
            (snake_pos[i].y == b_pos.y + 8) ||
            (snake_pos[i].y == b_pos.y + 9) ||
            (snake_pos[i].y == b_pos.y + 10) ||
            (snake_pos[i].y + 1 == b_pos.y) ||
            (snake_pos[i].y + 1 == b_pos.y + 1) ||
            (snake_pos[i].y + 1 == b_pos.y + 2) ||
            (snake_pos[i].y + 1 == b_pos.y + 3) ||
            (snake_pos[i].y + 1 == b_pos.y + 4) ||
            (snake_pos[i].y + 1 == b_pos.y + 5) ||
            (snake_pos[i].y + 1 == b_pos.y + 6) ||
            (snake_pos[i].y + 1 == b_pos.y + 7) ||
            (snake_pos[i].y + 1 == b_pos.y + 8) ||
            (snake_pos[i].y + 1 == b_pos.y + 9) ||
            (snake_pos[i].y + 1 == b_pos.y + 10) ||
            (snake_pos[i].y + 2 == b_pos.y) ||
            (snake_pos[i].y + 2 == b_pos.y + 1) ||
            (snake_pos[i].y + 2 == b_pos.y + 2) ||
            (snake_pos[i].y + 2 == b_pos.y + 3) ||
            (snake_pos[i].y + 2 == b_pos.y + 4) ||
            (snake_pos[i].y + 2 == b_pos.y + 5) ||
            (snake_pos[i].y + 2 == b_pos.y + 6) ||
            (snake_pos[i].y + 2 == b_pos.y + 7) ||
            (snake_pos[i].y + 2 == b_pos.y + 8) ||
            (snake_pos[i].y + 2 == b_pos.y + 9) ||
            (snake_pos[i].y + 2 == b_pos.y + 10)) &&
            ((snake_pos[i].x == b_pos.x + 4) ||  //W
            (snake_pos[i].x == b_pos.x + 36) ||  //W
            (snake_pos[i].x == b_pos.x + 68) ||  //W
            (snake_pos[i].x + 1 == b_pos.x + 4) ||  //W
            (snake_pos[i].x + 1 == b_pos.x + 36) ||  //W
            (snake_pos[i].x + 1 == b_pos.x + 68) ||  //W
            (snake_pos[i].x + 2 == b_pos.x + 4) ||  //W
            (snake_pos[i].x + 2 == b_pos.x + 36) ||  //W
            (snake_pos[i].x + 2 == b_pos.x + 68) ||  //W
            (snake_pos[i].x == b_pos.x + 20) ||  //W
            (snake_pos[i].x == b_pos.x + 52) ||  //W
            (snake_pos[i].x == b_pos.x + 84) ||  //W
            (snake_pos[i].x + 1 == b_pos.x + 20) ||  //W
            (snake_pos[i].x + 1 == b_pos.x + 52) ||  //W
            (snake_pos[i].x + 1 == b_pos.x + 84) ||  //W
            (snake_pos[i].x + 2 == b_pos.x + 20) ||  //W
            (snake_pos[i].x + 2 == b_pos.x + 52) ||  //W
            (snake_pos[i].x + 2 == b_pos.x + 84)))&&(d != E)&&(length > i)) //W
            ) {
            //code makes sure that the colliding part doesn't move in x axis.
            for(int snake_beed_num=0; snake_beed_num<=15; snake_beed_num++)  {
                if(length == snake_beed_num + i)  {
                    b[snake_beed_num - 1] = 0;
                }
            }
        }
        
         //for East
        if (
            ((((snake_pos[i].y == b_pos.y + 1) ||
            (snake_pos[i].y == b_pos.y + 1) ||
            (snake_pos[i].y == b_pos.y + 2) ||
            (snake_pos[i].y == b_pos.y + 3) ||
            (snake_pos[i].y == b_pos.y + 4) ||
            (snake_pos[i].y == b_pos.y + 5) ||
            (snake_pos[i].y == b_pos.y + 6) ||
            (snake_pos[i].y == b_pos.y + 7) ||
            (snake_pos[i].y == b_pos.y + 8) ||
            (snake_pos[i].y == b_pos.y + 9) ||
            (snake_pos[i].y == b_pos.y + 10) ||
            (snake_pos[i].y + 1 == b_pos.y) ||
            (snake_pos[i].y + 1 == b_pos.y + 1) ||
            (snake_pos[i].y + 1 == b_pos.y + 2) ||
            (snake_pos[i].y + 1 == b_pos.y + 3) ||
            (snake_pos[i].y + 1 == b_pos.y + 4) ||
            (snake_pos[i].y + 1 == b_pos.y + 5) ||
            (snake_pos[i].y + 1 == b_pos.y + 6) ||
            (snake_pos[i].y + 1 == b_pos.y + 7) ||
            (snake_pos[i].y + 1 == b_pos.y + 8) ||
            (snake_pos[i].y + 1 == b_pos.y + 9) ||
            (snake_pos[i].y + 1 == b_pos.y + 10) ||
            (snake_pos[i].y + 2 == b_pos.y) ||
            (snake_pos[i].y + 2 == b_pos.y + 1) ||
            (snake_pos[i].y + 2 == b_pos.y + 2) ||
            (snake_pos[i].y + 2 == b_pos.y + 3) ||
            (snake_pos[i].y + 2 == b_pos.y + 4) ||
            (snake_pos[i].y + 2 == b_pos.y + 5) ||
            (snake_pos[i].y + 2 == b_pos.y + 6) ||
            (snake_pos[i].y + 2 == b_pos.y + 7) ||
            (snake_pos[i].y + 2 == b_pos.y + 8) ||
            (snake_pos[i].y + 2 == b_pos.y + 9) ||
            (snake_pos[i].y + 2 == b_pos.y + 10)) &&
            ((snake_pos[i].x == b_pos.x + 18) ||  //E
            (snake_pos[i].x == b_pos.x + 50) ||  //E
            (snake_pos[i].x == b_pos.x + 82) ||  //E
            (snake_pos[i].x + 1 == b_pos.x + 18) ||  //E
            (snake_pos[i].x + 1 == b_pos.x + 50) ||  //E
            (snake_pos[i].x + 1 == b_pos.x + 82) ||  //E
            (snake_pos[i].x + 2 == b_pos.x + 18) ||  //E
            (snake_pos[i].x + 2 == b_pos.x + 50) ||  //E
            (snake_pos[i].x + 2 == b_pos.x + 82) ||  //E
            (snake_pos[i].x == b_pos.x + 2) ||  //E
            (snake_pos[i].x == b_pos.x + 34) ||  //E
            (snake_pos[i].x == b_pos.x + 66) ||  //E
            (snake_pos[i].x + 1 == b_pos.x + 2) ||  //E
            (snake_pos[i].x + 1 == b_pos.x + 34) ||  //E
            (snake_pos[i].x + 1 == b_pos.x + 66) ||  //E
            (snake_pos[i].x + 2 == b_pos.x + 2) ||  //E
            (snake_pos[i].x + 2 == b_pos.x + 34) ||  //E
            (snake_pos[i].x + 2 == b_pos.x + 66)))&&(d != W)) //E
        ) {
            //add some code that it doesn't move through
            speed = 0;
        }
    }
}