2022-08-15 23:51:18 -05:00
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// GameState.cpp
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2023-04-06 22:22:06 -05:00
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#include <SFML/System/Vector2.hpp>
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#include <memory>
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#include <stdexcept>
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#include <string>
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#include <SFML/Graphics.hpp>
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#include "common.hpp"
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#include "playerinterface.hpp"
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#include "gamestate.hpp"
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namespace snakeplusplus
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{
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GameEngine::GameEngine()
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{
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return;
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}
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void GameEngine::StartGame()
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{
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//ApplySettings();
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PrepareGameBoard();
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graphics.StartGameWindow();
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GameLoop();
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return;
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}
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2023-03-12 08:50:50 -05:00
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void GameEngine::GameLoop(void)
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{
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sf::Vector2f newHeadPosition;
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while (graphics.IsOpen())
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{
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UpdatePlayerSpeed();
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PlaceNewSnakePart(MovePlayer());
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graphics.DisplayGameState(&gameBoard);
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}
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return;
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}
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sf::Vector2f GameEngine::MovePlayer(void)
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{
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sf::Vector2f newHeadPosition;
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newHeadPosition.x = player.headLocation.x + player.speed.x;
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newHeadPosition.y = player.headLocation.y + player.speed.y;
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return newHeadPosition;
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}
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sf::Vector2f GameEngine::GetGameBoundaries(void)
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{
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return graphics.gameBoundaries;
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}
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void GameEngine::PlaceNewSnakePart(sf::Vector2f location)
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{
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char locationState;
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try
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{
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locationState = gameBoard.at(location.y).at(location.x);
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if (locationState == 'O')
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isGameOver = true; // Game should end (Snake touching snake)
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if (playerFood.location != location)
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player.Pop();
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gameBoard.at(location.y).at(location.x) = 'O';
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} catch (const std::out_of_range& error) {
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isGameOver = true; // Snake ran into edge
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return;
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}
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return;
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}
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2022-08-02 21:17:23 -05:00
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// Generates new food until not colliding with player
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void GameEngine::RegenerateFood(void)
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{
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sf::Vector2f newLocation = playerFood.location;
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bool isUpdated = false;
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// Keep making new food until generating a valid spot
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while (gameBoard.at(newLocation.y).at(newLocation.x) == 'O')
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{
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isUpdated = true;
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playerFood.GenerateNewFood(GetGameBoundaries());
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newLocation = playerFood.location;
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}
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if (isUpdated)
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gameBoard.at(newLocation.y).at(newLocation.x) = 'X';
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return;
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}
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void GameEngine::PrepareGameBoard(void)
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{
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gameBoard.clear();
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sf::Vector2f boardDimensions = GetGameBoundaries();
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std::vector<char> tempBoard;
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tempBoard.resize(boardDimensions.x, ' ');
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gameBoard.resize(boardDimensions.y, tempBoard);
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sf::Vector2f playerLocation(4,5);
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char* headLocation = &gameBoard.at(playerLocation.y).at(playerLocation.x);
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*headLocation = 'O';
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player.body.push(std::shared_ptr<char>(headLocation));
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sf::Vector2f foodLocation(2,2);
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gameBoard.at(foodLocation.y).at(foodLocation.x) = 'X';
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return;
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}
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void GameEngine::UpdatePlayerSpeed(void)
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{
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PlayerDirection input = controls.GetPlayerInput();
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switch (input) {
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case kUp:
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player.speed.x = 0;
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player.speed.y = 1;
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case kLeft:
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player.speed.x = -1;
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player.speed.y = 0;
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case kRight:
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player.speed.x = 1;
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player.speed.y = 0;
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case kDown:
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player.speed.x = 0;
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player.speed.y = -1;
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default:
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break;
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}
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2022-08-02 21:17:23 -05:00
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}
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}
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