snakeplusplus/src/gamestate.cpp

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// GameState.cpp
#include <iostream>
#include <stdexcept>
#include <SFML/Graphics.hpp>
#include "botinterface.hpp"
#include "common.hpp"
#include "playerinterface.hpp"
#include "gamestate.hpp"
GameEngine::GameEngine()
{
InitializeGenerator();
return;
}
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void GameEngine::Start()
{
PrepareGameBoard();
if (!state.m_bNoDisplay)
graphics.StartGameWindow();
Loop();
return;
}
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void GameEngine::Reset()
{
AddIteration();
player.Reset();
if (state.m_bIsBotControlled) { while (!bot.path.empty()) { bot.path.pop(); } }
PrepareGameBoard();
state.m_bIsGameOver = false;
if (state.m_bNoDisplay)
graphics.SetShowGame(false);
else
graphics.SetShowGame((amountPlayed + 1) % 50 == 0);
return;
}
void GameEngine::AddIteration(void)
{
graphics.CheckContinue(state.m_bIsBotControlled);
if (player.body.size() > 40)
{
UpdateAverage();
double adjustmentAmount = 0.002;
if (average > player.body.size()) { bot.AdjustProbability(adjustmentAmount); }
else { bot.AdjustProbability(-adjustmentAmount); }
}
std::cout << "[Info - GameEngine] Current average: " << average << std::endl;
std::cout << "[Info - GameEngine] Previous iteration size: " << player.body.size() << std::endl;
}
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void GameEngine::Loop(void)
{
int currentScore = 0;
while (graphics.IsOpen() || state.m_bNoDisplay)
{
if (state.m_bIsGameOver) { Reset(); }
UpdatePlayerSpeed();
PlaceNewSnakePart(MovePlayer());
RegenerateFood();
currentScore = player.body.size() * 100;
//bot.UpdateProbability(player.body.size());
if (!state.m_bNoDisplay)
graphics.DisplayGameState(gameBoard, currentScore);
}
return;
}
sf::Vector2f GameEngine::MovePlayer(void)
{
return sf::Vector2f(player.headLocation.x + player.speed.x, player.headLocation.y + player.speed.y);
}
sf::Vector2f GameEngine::GetGameBoundaries(void)
{
return graphics.gameBoundaries;
}
void GameEngine::PlaceNewSnakePart(sf::Vector2f location) {
if (!player.speed.x && !player.speed.y) { return; }
try {
GameSpace* locationState = &gameBoard.at(location.y).at(location.x);
if (locationState->m_bSnake && (player.body.size() > 1)) {
state.m_bIsGameOver = true; // Game should end (Snake touching snake)
}
locationState->m_bSnake = true;
player.body.push(locationState);
player.headLocation = location;
if (playerFood.location != location)
player.Pop();
else
locationState->m_bFood = false;
} catch (const std::out_of_range& error) {
state.m_bIsGameOver = true; // Snake ran into edge
}
return;
}
// Generates new food until not colliding with player
void GameEngine::RegenerateFood()
{
// Generate a new food location if the current one is occupied
while (gameBoard[playerFood.location.y][playerFood.location.x].m_bSnake) {
playerFood.GenerateNewFood(GetGameBoundaries());
}
// Update the game board with the new food location
gameBoard[playerFood.location.y][playerFood.location.x].m_bFood = 1;
}
void GameEngine::PrepareGameBoard(void)
{
gameBoard.clear();
sf::Vector2f boardDimensions = GetGameBoundaries();
gameBoard.resize(boardDimensions.y, std::vector<GameSpace>(boardDimensions.x));
// Snake setup
player.headLocation.x = GenerateRandomNumber(boardDimensions.x);
player.headLocation.y = GenerateRandomNumber(boardDimensions.y);
{
GameSpace* locationState = &gameBoard[player.headLocation.y][player.headLocation.x];
player.body.push(locationState);
locationState->m_bSnake = true;
}
// Food setup
playerFood.GenerateNewFood(boardDimensions);
gameBoard[playerFood.location.y][playerFood.location.x].m_bFood = true;
return;
}
void GameEngine::UpdatePlayerSpeed(void)
{
PlayerDirection controller;
if (state.m_bIsBotControlled) {
if (bot.path.empty()) {
bot.GetNewPath(gameBoard, player.headLocation, GetGameBoundaries(), player.body.size());
}
controller = bot.GetInput(&player.headLocation);
}
else { controller = GetPlayerInput(); }
switch (controller) {
case kUp:
if (player.speed.y == kUnitSpeed) { break; }
player.speed.x = 0;
player.speed.y = -kUnitSpeed;
break;
case kLeft:
if (player.speed.x == kUnitSpeed) { break; }
player.speed.x = -kUnitSpeed;
player.speed.y = 0;
break;
case kRight:
if (player.speed.x == -kUnitSpeed) { break; }
player.speed.x = kUnitSpeed;
player.speed.y = 0;
break;
case kDown:
if (player.speed.y == -kUnitSpeed) { break; }
player.speed.x = 0;
player.speed.y = kUnitSpeed;
break;
default:
break;
}
return;
}
void GameEngine::UpdateAverage() {
totalLength += player.body.size();
amountPlayed += 1;
average = (double)totalLength / amountPlayed;
}