My way was a little verbose, but you could do:

(defn verify-direction
  "Gets the current snake direction or
   a new one if a board edge was reached."
  []
  (let [direction (@snake :direction)
        head (snake-head)
        x (head :x)
        y (head :y)
        at-left (= x 0)
        at-right (= x (- *board-width* 1))
        at-top (= y 0)
        at-bottom (= y (- *board-height* 1))
        left-half (< x (/ *board-width* 2))
        top-half (< y (/ *board-height* 2))]
    (cond
      (and (= direction :right) at-right) (if top-half :down :up)
      (and (= direction :down) at-bottom) (if left-half :right :left)
      (and (= direction :left) at-left) (if top-half :down :up)
      (and (= direction :up) at-top) (if left-half :right :left)
      true direction)))

On Jan 3, 9:28 am, "Mark Volkmann" <r.mark.volkm...@gmail.com> wrote:
> On Sat, Jan 3, 2009 at 3:03 AM, Brian Will <brian.thomas.w...@gmail.com> 
> wrote:
>
> > The problem with the snake running off the edge simply is a flaw in
> > your logic here:
>
> > (defn verify-direction
> >  "Gets the current snake direction or
> >   a new one if a board edge was reached."
> >  []
> >  (let [direction (@snake :direction)
> >        head (snake-head)
> >        x (head :x)
> >        y (head :y)]
> >    (cond
> >      (and (= direction :right) (= x (- *board-width* 1))) :down
> >      (and (= direction :down) (= y (- *board-height* 1))) :left
> >      (and (= direction :left) (= x 0)) :up
> >      (and (= direction :up) (= y 0)) :right
> >      true direction)))
>
> > Each case of the cond here is flawed. For example, when the snake is
> > heading right and already on the bottom, he's going to turn down,
> > which is off the board.
>
> > I suggest splitting each direction case into two cases such that the
> > snake goes in the direction where there's more room to travel:
>
> >  (defn verify-direction
> >  "Gets the current snake direction or
> >   a new one if a board edge was reached."
> >  []
> >  (let [direction (@snake :direction)
> >        head (snake-head)
> >        x (head :x)
> >        y (head :y)
> >        left (= x 0)
> >        right (= x (- *board-width* 1))
> >        top (= y 0)
> >        bottom (= y (- *board-height* 1))
> >        left-half (< x (/ *board-width* 2))
> >        right-half (>= x (/ *board-width* 2))
> >        top-half (< y (/ *board-height* 2))
> >        bottom-half (>= y (/ *board-height* 2))]
> >    (cond
> >      (and (= direction :right) right top-half) :down
> >      (and (= direction :right) right bottom-half) :up
> >      (and (= direction :down) bottom left-half) :right
> >      (and (= direction :down) bottom right-half) :left
> >      (and (= direction :left) left top-half) :down
> >      (and (= direction :left) left bottom-half) :up
> >      (and (= direction :up) top left-half) :right
> >      (and (= direction :up) top right-half) :left
> >      true direction)))
>
> Thanks Brian! I ended up doing something similar that required a
> little less code. Here's what I did.
>
>   (let [direction (@snake :direction)
>         head (snake-head)
>         x (head :x)
>         y (head :y)
>         at-left (= x 0)
>         at-right (= x (- *board-width* 1))
>         at-top (= y 0)
>         at-bottom (= y (- *board-height* 1))]
>     (cond
>       (and (= direction :up) at-top) (if at-right :left :right)
>       (and (= direction :right) at-right) (if at-bottom :up :down)
>       (and (= direction :down) at-bottom) (if at-left :right :left)
>       (and (= direction :left) at-left) (if at-top :down :up)
>       true direction)))
>
> --
> R. Mark Volkmann
> Object Computing, Inc.
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