refactor: remove all code from being in namespace
This commit is contained in:
parent
d5c797d460
commit
0ff3ef3f62
@ -7,172 +7,169 @@
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#include <stdexcept>
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#include <SFML/System/Vector2.hpp>
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namespace snakeplusplus
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PlayerDirection lastKnownDirection = kNone;
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AISnake::AISnake() {
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;
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}
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PlayerDirection AISnake::GetInput(const sf::Vector2f* source)
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{
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PlayerDirection lastKnownDirection = kNone;
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sf::Vector2f directionDelta;
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if (*source == path.top()) { path.pop(); }
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if (path.empty()) { return kUp; } // Snake is trapped
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directionDelta = *source - path.top();
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path.pop();
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if ((directionDelta.y == 1)
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&& (lastKnownDirection != kDown))
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{ lastKnownDirection = kUp; }
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else if ((directionDelta.y == -1)
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&& (lastKnownDirection != kUp))
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{ lastKnownDirection = kDown; }
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else if ((directionDelta.x == 1)
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&& (lastKnownDirection != kRight))
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{ lastKnownDirection = kLeft; }
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else if ((directionDelta.x == -1)
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&& (lastKnownDirection != kLeft))
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{ lastKnownDirection = kRight; }
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return lastKnownDirection;
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}
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AISnake::AISnake() {
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;
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void AISnake::UpdateProbability(int snakeSize)
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{
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probabilityBFS = 1 - ((double) snakeSize) / 1000;
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return;
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}
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void AISnake::AdjustProbability(double amount)
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{
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probabilityBFS += amount;
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if (probabilityBFS > 1.0) { probabilityBFS = 1.0; }
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if (probabilityBFS < 0.0) { probabilityBFS = 0.0; }
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std::cout << "[Info - AISnake] New BFS probability: " << probabilityBFS << std::endl;
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return;
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}
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// Gets a new path for the bot to follow
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// Uses DFS algorithm
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void AISnake::GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize)
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{
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// Search for food
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/*
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BFS(gameBoard, source, boundaries);
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if (gameBoard[botPathUnsanitized.top().y][botPathUnsanitized.top().x] != 'X') {
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while (!botPathUnsanitized.empty()) { botPathUnsanitized.pop(); }
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DFS(gameBoard, source, boundaries);
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while (botPathUnsanitized.size() > 15) { botPathUnsanitized.pop(); }
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}
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PlayerDirection AISnake::GetInput(const sf::Vector2f* source)
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{
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sf::Vector2f directionDelta;
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if (*source == path.top()) { path.pop(); }
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if (path.empty()) { return kUp; } // Snake is trapped
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directionDelta = *source - path.top();
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path.pop();
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if ((directionDelta.y == 1)
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&& (lastKnownDirection != kDown))
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{ lastKnownDirection = kUp; }
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else if ((directionDelta.y == -1)
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&& (lastKnownDirection != kUp))
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{ lastKnownDirection = kDown; }
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else if ((directionDelta.x == 1)
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&& (lastKnownDirection != kRight))
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{ lastKnownDirection = kLeft; }
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else if ((directionDelta.x == -1)
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&& (lastKnownDirection != kLeft))
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{ lastKnownDirection = kRight; }
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return lastKnownDirection;
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}
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void AISnake::UpdateProbability(int snakeSize)
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{
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probabilityBFS = 1 - ((double) snakeSize) / 1000;
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return;
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}
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void AISnake::AdjustProbability(double amount)
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{
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probabilityBFS += amount;
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if (probabilityBFS > 1.0) { probabilityBFS = 1.0; }
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if (probabilityBFS < 0.0) { probabilityBFS = 0.0; }
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std::cout << "[Info - AISnake] New BFS probability: " << probabilityBFS << std::endl;
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return;
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}
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// Gets a new path for the bot to follow
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// Uses DFS algorithm
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void AISnake::GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize)
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{
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// Search for food
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/*
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BFS(gameBoard, source, boundaries);
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if (gameBoard[botPathUnsanitized.top().y][botPathUnsanitized.top().x] != 'X') {
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while (!botPathUnsanitized.empty()) { botPathUnsanitized.pop(); }
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DFS(gameBoard, source, boundaries);
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while (botPathUnsanitized.size() > 15) { botPathUnsanitized.pop(); }
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*/
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// Probability-based approach for fun
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double roll = ((double) GenerateRandomNumber(RAND_MAX)) / ((double) RAND_MAX);
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if (roll <= probabilityBFS) { BFS(gameBoard, source, boundaries); }
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else { DFS(gameBoard, source, boundaries); }
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// Create path for food
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path.push(botPathUnsanitized.top());
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botPathUnsanitized.pop();
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while (!botPathUnsanitized.empty()) {
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sf::Vector2f deltaVector = botPathUnsanitized.top() - path.top();
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int delta = abs(deltaVector.x) + abs(deltaVector.y);
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if (delta == 1) {
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path.push(botPathUnsanitized.top());
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}
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*/
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// Probability-based approach for fun
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double roll = ((double) GenerateRandomNumber(RAND_MAX)) / ((double) RAND_MAX);
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if (roll <= probabilityBFS) { BFS(gameBoard, source, boundaries); }
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else { DFS(gameBoard, source, boundaries); }
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// Create path for food
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path.push(botPathUnsanitized.top());
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botPathUnsanitized.pop();
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while (!botPathUnsanitized.empty()) {
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sf::Vector2f deltaVector = botPathUnsanitized.top() - path.top();
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int delta = abs(deltaVector.x) + abs(deltaVector.y);
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if (delta == 1) {
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path.push(botPathUnsanitized.top());
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}
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botPathUnsanitized.pop();
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}
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}
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void AISnake::BFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries) {
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std::queue<sf::Vector2f> search;
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std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false));
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bool foodFound = false;
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search.push(source);
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while (!search.empty()) {
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sf::Vector2f currentLocation = search.front();
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search.pop();
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if (foodFound) { break; }
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if (visited.at(currentLocation.y).at(currentLocation.x)) { continue; }
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if (gameBoard.at(currentLocation.y).at(currentLocation.x) == 'X') {
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foodFound = true;
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}
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botPathUnsanitized.push(currentLocation);
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std::array<sf::Vector2f, 4> localLocations;
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localLocations.fill(currentLocation);
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localLocations[0].y += 1;
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localLocations[1].x += 1;
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localLocations[2].y -= 1;
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localLocations[3].x -= 1;
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for (auto i : localLocations) {
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try {
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if (gameBoard.at(i.y).at(i.x) == 'X') {
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botPathUnsanitized.push(i);
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foodFound = true;
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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for (sf::Vector2f newLocation : localLocations) {
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try {
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if ((!visited.at(newLocation.y).at(newLocation.x))
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&& (gameBoard.at(newLocation.y).at(newLocation.x) == ' ')) {
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search.push(newLocation);
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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visited.at(currentLocation.y).at(currentLocation.x) = true;
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}
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}
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void AISnake::DFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries) {
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std::stack<sf::Vector2f> search;
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std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false));
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bool foodFound = false;
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search.push(source);
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while (!search.empty()) {
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sf::Vector2f currentLocation = search.top();
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search.pop();
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if (foodFound) { break; }
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if (visited.at(currentLocation.y).at(currentLocation.x)) { continue; }
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if (gameBoard.at(currentLocation.y).at(currentLocation.x) == 'X') {
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foodFound = true;
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}
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botPathUnsanitized.push(currentLocation);
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std::array<sf::Vector2f, 4> localLocations;
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localLocations.fill(currentLocation);
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localLocations[0].y += 1;
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localLocations[1].x += 1;
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localLocations[2].y -= 1;
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localLocations[3].x -= 1;
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for (auto i : localLocations) {
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try {
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if (gameBoard.at(i.y).at(i.x) == 'X') {
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botPathUnsanitized.push(i);
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foodFound = true;
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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for (sf::Vector2f newLocation : localLocations) {
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try {
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if (newLocation.x < 1 || newLocation.y < 1
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|| newLocation.x > boundaries.x - 2
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|| newLocation.y > boundaries.y - 2) {
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continue;
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}
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if ((!visited.at(newLocation.y).at(newLocation.x))
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&& (gameBoard.at(newLocation.y).at(newLocation.x) == ' ')) {
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search.push(newLocation);
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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visited.at(currentLocation.y).at(currentLocation.x) = true;
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}
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}
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}
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void AISnake::BFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries) {
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std::queue<sf::Vector2f> search;
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std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false));
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bool foodFound = false;
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search.push(source);
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while (!search.empty()) {
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sf::Vector2f currentLocation = search.front();
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search.pop();
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if (foodFound) { break; }
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if (visited.at(currentLocation.y).at(currentLocation.x)) { continue; }
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if (gameBoard.at(currentLocation.y).at(currentLocation.x) == 'X') {
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foodFound = true;
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}
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botPathUnsanitized.push(currentLocation);
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std::array<sf::Vector2f, 4> localLocations;
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localLocations.fill(currentLocation);
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localLocations[0].y += 1;
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localLocations[1].x += 1;
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localLocations[2].y -= 1;
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localLocations[3].x -= 1;
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for (auto i : localLocations) {
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try {
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if (gameBoard.at(i.y).at(i.x) == 'X') {
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botPathUnsanitized.push(i);
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foodFound = true;
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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for (sf::Vector2f newLocation : localLocations) {
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try {
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if ((!visited.at(newLocation.y).at(newLocation.x))
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&& (gameBoard.at(newLocation.y).at(newLocation.x) == ' ')) {
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search.push(newLocation);
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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visited.at(currentLocation.y).at(currentLocation.x) = true;
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}
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}
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void AISnake::DFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries) {
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std::stack<sf::Vector2f> search;
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std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false));
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bool foodFound = false;
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search.push(source);
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while (!search.empty()) {
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sf::Vector2f currentLocation = search.top();
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search.pop();
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if (foodFound) { break; }
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if (visited.at(currentLocation.y).at(currentLocation.x)) { continue; }
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if (gameBoard.at(currentLocation.y).at(currentLocation.x) == 'X') {
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foodFound = true;
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}
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botPathUnsanitized.push(currentLocation);
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std::array<sf::Vector2f, 4> localLocations;
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localLocations.fill(currentLocation);
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localLocations[0].y += 1;
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localLocations[1].x += 1;
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localLocations[2].y -= 1;
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localLocations[3].x -= 1;
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for (auto i : localLocations) {
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try {
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if (gameBoard.at(i.y).at(i.x) == 'X') {
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botPathUnsanitized.push(i);
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foodFound = true;
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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for (sf::Vector2f newLocation : localLocations) {
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try {
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if (newLocation.x < 1 || newLocation.y < 1
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|| newLocation.x > boundaries.x - 2
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|| newLocation.y > boundaries.y - 2) {
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continue;
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}
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if ((!visited.at(newLocation.y).at(newLocation.x))
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&& (gameBoard.at(newLocation.y).at(newLocation.x) == ' ')) {
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search.push(newLocation);
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}
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} catch (const std::out_of_range& error) {
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continue; // Out of bounds
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}
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}
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visited.at(currentLocation.y).at(currentLocation.x) = true;
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}
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}
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@ -6,22 +6,19 @@
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#include <vector>
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#include <SFML/System/Vector2.hpp>
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namespace snakeplusplus
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{
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class AISnake {
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public:
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std::stack<sf::Vector2f> path;
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AISnake();
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void GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize);
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PlayerDirection GetInput(const sf::Vector2f* source);
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void UpdateProbability(int snakeSize);
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void AdjustProbability(double amount);
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private:
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double probabilityBFS = 0.500;
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std::stack<sf::Vector2f> botPathUnsanitized;
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void BFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
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void DFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
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};
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}
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class AISnake {
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public:
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std::stack<sf::Vector2f> path;
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AISnake();
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void GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize);
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PlayerDirection GetInput(const sf::Vector2f* source);
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void UpdateProbability(int snakeSize);
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void AdjustProbability(double amount);
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private:
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double probabilityBFS = 0.500;
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std::stack<sf::Vector2f> botPathUnsanitized;
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void BFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
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void DFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
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};
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#endif
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@ -2,20 +2,17 @@
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#include <random>
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#include "common.hpp"
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namespace snakeplusplus
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std::default_random_engine generator;
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void InitializeGenerator(void)
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{
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std::default_random_engine generator;
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void InitializeGenerator(void)
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{
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generator.seed(std::random_device{}());
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}
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// Returns a newly generated number
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int GenerateRandomNumber(int generationLimit)
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{
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int generatedNumber;
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std::uniform_int_distribution<> distribution(0, generationLimit - 1);
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generatedNumber = distribution(snakeplusplus::generator);
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return generatedNumber;
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}
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generator.seed(std::random_device{}());
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}
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// Returns a newly generated number
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int GenerateRandomNumber(int generationLimit)
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{
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int generatedNumber;
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std::uniform_int_distribution<> distribution(0, generationLimit - 1);
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generatedNumber = distribution(generator);
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return generatedNumber;
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}
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@ -1,20 +1,16 @@
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#ifndef COMMON_HPP
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#define COMMON_HPP
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namespace snakeplusplus
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void InitializeGenerator(void);
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int GenerateRandomNumber(int generationLimit);
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enum PlayerDirection
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{
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void InitializeGenerator(void);
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int GenerateRandomNumber(int generationLimit);
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enum PlayerDirection
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{
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kNone = 0,
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kLeft = 1,
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kUp = 2,
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kDown = 3,
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kRight = 4
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};
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}
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kNone = 0,
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kLeft = 1,
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kUp = 2,
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kDown = 3,
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kRight = 4
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};
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#endif
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@ -7,165 +7,163 @@
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#include "playerinterface.hpp"
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#include "gamestate.hpp"
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namespace snakeplusplus
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GameEngine::GameEngine()
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{
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GameEngine::GameEngine()
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{
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InitializeGenerator();
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return;
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}
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void GameEngine::Start()
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{
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PrepareGameBoard();
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graphics.StartGameWindow();
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Loop();
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return;
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}
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|
||||
void GameEngine::Reset()
|
||||
{
|
||||
AddIteration();
|
||||
player.Reset();
|
||||
if (isBotControlled) { while (!bot.path.empty()) { bot.path.pop(); } }
|
||||
PrepareGameBoard();
|
||||
isGameOver = false;
|
||||
graphics.SetShowGame((amountPlayed + 1) % 50 == 0);
|
||||
return;
|
||||
}
|
||||
|
||||
void GameEngine::AddIteration(void)
|
||||
{
|
||||
graphics.CheckContinue(isBotControlled);
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
void GameEngine::Loop(void)
|
||||
{
|
||||
int currentScore = 0;
|
||||
while (graphics.IsOpen())
|
||||
{
|
||||
if (isGameOver) { Reset(); }
|
||||
UpdatePlayerSpeed();
|
||||
PlaceNewSnakePart(MovePlayer());
|
||||
RegenerateFood();
|
||||
currentScore = player.body.size() * 100;
|
||||
//bot.UpdateProbability(player.body.size());
|
||||
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 {
|
||||
char* locationState = &gameBoard.at(location.y).at(location.x);
|
||||
if (*locationState == 'O' && (player.body.size() > 1)) {
|
||||
isGameOver = true; // Game should end (Snake touching snake)
|
||||
}
|
||||
*locationState = 'O';
|
||||
player.body.push(locationState);
|
||||
player.headLocation = location;
|
||||
if (playerFood.location != location)
|
||||
player.Pop();
|
||||
} catch (const std::out_of_range& error) {
|
||||
isGameOver = 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.at(playerFood.location.y).at(playerFood.location.x) == 'O') {
|
||||
playerFood.GenerateNewFood(GetGameBoundaries());
|
||||
}
|
||||
|
||||
// Update the game board with the new food location
|
||||
gameBoard.at(playerFood.location.y).at(playerFood.location.x) = 'X';
|
||||
}
|
||||
|
||||
|
||||
void GameEngine::PrepareGameBoard(void)
|
||||
{
|
||||
gameBoard.clear();
|
||||
sf::Vector2f boardDimensions = GetGameBoundaries();
|
||||
gameBoard.resize(boardDimensions.y, std::vector<char> (boardDimensions.x, ' '));
|
||||
// Snake setup
|
||||
player.headLocation.x = GenerateRandomNumber(boardDimensions.x);
|
||||
player.headLocation.y = GenerateRandomNumber(boardDimensions.y);
|
||||
{
|
||||
char* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x);
|
||||
player.body.push(locationState);
|
||||
*locationState = 'O';
|
||||
}
|
||||
// Food setup
|
||||
playerFood.GenerateNewFood(boardDimensions);
|
||||
gameBoard.at(playerFood.location.y).at(playerFood.location.x) = 'X';
|
||||
return;
|
||||
}
|
||||
|
||||
void GameEngine::UpdatePlayerSpeed(void)
|
||||
{
|
||||
PlayerDirection controller;
|
||||
if (isBotControlled) {
|
||||
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;
|
||||
}
|
||||
InitializeGenerator();
|
||||
return;
|
||||
}
|
||||
|
||||
void GameEngine::Start()
|
||||
{
|
||||
PrepareGameBoard();
|
||||
graphics.StartGameWindow();
|
||||
Loop();
|
||||
return;
|
||||
}
|
||||
|
||||
void GameEngine::Reset()
|
||||
{
|
||||
AddIteration();
|
||||
player.Reset();
|
||||
if (isBotControlled) { while (!bot.path.empty()) { bot.path.pop(); } }
|
||||
PrepareGameBoard();
|
||||
isGameOver = false;
|
||||
graphics.SetShowGame((amountPlayed + 1) % 50 == 0);
|
||||
return;
|
||||
}
|
||||
|
||||
void GameEngine::AddIteration(void)
|
||||
{
|
||||
graphics.CheckContinue(isBotControlled);
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
void GameEngine::Loop(void)
|
||||
{
|
||||
int currentScore = 0;
|
||||
while (graphics.IsOpen())
|
||||
{
|
||||
if (isGameOver) { Reset(); }
|
||||
UpdatePlayerSpeed();
|
||||
PlaceNewSnakePart(MovePlayer());
|
||||
RegenerateFood();
|
||||
currentScore = player.body.size() * 100;
|
||||
//bot.UpdateProbability(player.body.size());
|
||||
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 {
|
||||
char* locationState = &gameBoard.at(location.y).at(location.x);
|
||||
if (*locationState == 'O' && (player.body.size() > 1)) {
|
||||
isGameOver = true; // Game should end (Snake touching snake)
|
||||
}
|
||||
*locationState = 'O';
|
||||
player.body.push(locationState);
|
||||
player.headLocation = location;
|
||||
if (playerFood.location != location)
|
||||
player.Pop();
|
||||
} catch (const std::out_of_range& error) {
|
||||
isGameOver = 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.at(playerFood.location.y).at(playerFood.location.x) == 'O') {
|
||||
playerFood.GenerateNewFood(GetGameBoundaries());
|
||||
}
|
||||
|
||||
// Update the game board with the new food location
|
||||
gameBoard.at(playerFood.location.y).at(playerFood.location.x) = 'X';
|
||||
}
|
||||
|
||||
|
||||
void GameEngine::PrepareGameBoard(void)
|
||||
{
|
||||
gameBoard.clear();
|
||||
sf::Vector2f boardDimensions = GetGameBoundaries();
|
||||
gameBoard.resize(boardDimensions.y, std::vector<char> (boardDimensions.x, ' '));
|
||||
// Snake setup
|
||||
player.headLocation.x = GenerateRandomNumber(boardDimensions.x);
|
||||
player.headLocation.y = GenerateRandomNumber(boardDimensions.y);
|
||||
{
|
||||
char* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x);
|
||||
player.body.push(locationState);
|
||||
*locationState = 'O';
|
||||
}
|
||||
// Food setup
|
||||
playerFood.GenerateNewFood(boardDimensions);
|
||||
gameBoard.at(playerFood.location.y).at(playerFood.location.x) = 'X';
|
||||
return;
|
||||
}
|
||||
|
||||
void GameEngine::UpdatePlayerSpeed(void)
|
||||
{
|
||||
PlayerDirection controller;
|
||||
if (isBotControlled) {
|
||||
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;
|
||||
}
|
||||
|
@ -3,42 +3,40 @@
|
||||
#define GAMESTATE_HPP
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include <memory>
|
||||
#include "botinterface.hpp"
|
||||
#include "snake.hpp"
|
||||
#include "playerinterface.hpp"
|
||||
|
||||
namespace snakeplusplus
|
||||
{
|
||||
const int kUnitSpeed = 1;
|
||||
const int kUnitSpeed = 1;
|
||||
|
||||
class GameEngine
|
||||
{
|
||||
public:
|
||||
GameEngine();
|
||||
void Start(void);
|
||||
void Reset(void);
|
||||
void AddIteration(void);
|
||||
sf::Vector2f GetGameBoundaries(void);
|
||||
private:
|
||||
std::vector< std::vector<char> > gameBoard;
|
||||
PlayerOutput graphics;
|
||||
Snake player;
|
||||
Food playerFood;
|
||||
AISnake bot;
|
||||
bool isGameOver = 0;
|
||||
bool isBotControlled = 1;
|
||||
void DisplayEndScreen(void);
|
||||
void Loop(void);
|
||||
sf::Vector2f MovePlayer(void);
|
||||
void PlaceNewSnakePart(sf::Vector2f location);
|
||||
void RegenerateFood(void);
|
||||
void PrepareGameBoard(void);
|
||||
void UpdatePlayerSpeed();
|
||||
void UpdateAverage();
|
||||
int totalLength = 0;
|
||||
int amountPlayed = 0;
|
||||
double average = 0;
|
||||
};
|
||||
}
|
||||
class GameEngine
|
||||
{
|
||||
public:
|
||||
GameEngine();
|
||||
void Start(void);
|
||||
void Reset(void);
|
||||
void AddIteration(void);
|
||||
sf::Vector2f GetGameBoundaries(void);
|
||||
private:
|
||||
std::vector< std::vector<char> > gameBoard;
|
||||
PlayerOutput graphics;
|
||||
Snake player;
|
||||
Food playerFood;
|
||||
AISnake bot;
|
||||
bool isGameOver = 0;
|
||||
bool isBotControlled = 1;
|
||||
void DisplayEndScreen(void);
|
||||
void Loop(void);
|
||||
sf::Vector2f MovePlayer(void);
|
||||
void PlaceNewSnakePart(sf::Vector2f location);
|
||||
void RegenerateFood(void);
|
||||
void PrepareGameBoard(void);
|
||||
void UpdatePlayerSpeed();
|
||||
void UpdateAverage();
|
||||
int totalLength = 0;
|
||||
int amountPlayed = 0;
|
||||
double average = 0;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -2,7 +2,7 @@
|
||||
|
||||
int main(void)
|
||||
{
|
||||
snakeplusplus::GameEngine game;
|
||||
GameEngine game;
|
||||
game.Start();
|
||||
return 0;
|
||||
}
|
||||
|
@ -2,173 +2,170 @@
|
||||
#include <SFML/System/Vector2.hpp>
|
||||
#include <SFML/Window/Keyboard.hpp>
|
||||
|
||||
namespace snakeplusplus
|
||||
PlayerDirection GetPlayerInput(void)
|
||||
{
|
||||
PlayerDirection GetPlayerInput(void)
|
||||
{
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)
|
||||
|| sf::Keyboard::isKeyPressed(sf::Keyboard::A))
|
||||
return kLeft;
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)
|
||||
|| sf::Keyboard::isKeyPressed(sf::Keyboard::W))
|
||||
return kUp;
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)
|
||||
|| sf::Keyboard::isKeyPressed(sf::Keyboard::S))
|
||||
return kDown;
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)
|
||||
|| sf::Keyboard::isKeyPressed(sf::Keyboard::D))
|
||||
return kRight;
|
||||
return kNone;
|
||||
}
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)
|
||||
|| sf::Keyboard::isKeyPressed(sf::Keyboard::A))
|
||||
return kLeft;
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)
|
||||
|| sf::Keyboard::isKeyPressed(sf::Keyboard::W))
|
||||
return kUp;
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)
|
||||
|| sf::Keyboard::isKeyPressed(sf::Keyboard::S))
|
||||
return kDown;
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)
|
||||
|| sf::Keyboard::isKeyPressed(sf::Keyboard::D))
|
||||
return kRight;
|
||||
return kNone;
|
||||
}
|
||||
|
||||
bool PlayerOutput::IsOpen(void)
|
||||
{
|
||||
return gameWindow.isOpen();
|
||||
}
|
||||
bool PlayerOutput::IsOpen(void)
|
||||
{
|
||||
return gameWindow.isOpen();
|
||||
}
|
||||
|
||||
PlayerOutput::PlayerOutput(void)
|
||||
{
|
||||
float kWidth = 1025;
|
||||
float kHeight = 725;
|
||||
float kBoardWidth = kWidth / kGridSize;
|
||||
float kBoardHeight = kHeight / kGridSize;
|
||||
gameBoundaries = sf::Vector2f(kBoardWidth, kBoardHeight);
|
||||
gameVideoSettings = sf::VideoMode(kWidth, kHeight);
|
||||
drawObject.setSize(sf::Vector2f(kGridSize, kGridSize));
|
||||
return;
|
||||
}
|
||||
PlayerOutput::PlayerOutput(void)
|
||||
{
|
||||
float kWidth = 1025;
|
||||
float kHeight = 725;
|
||||
float kBoardWidth = kWidth / kGridSize;
|
||||
float kBoardHeight = kHeight / kGridSize;
|
||||
gameBoundaries = sf::Vector2f(kBoardWidth, kBoardHeight);
|
||||
gameVideoSettings = sf::VideoMode(kWidth, kHeight);
|
||||
drawObject.setSize(sf::Vector2f(kGridSize, kGridSize));
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::CheckContinue(bool isBotControlled)
|
||||
void PlayerOutput::CheckContinue(bool isBotControlled)
|
||||
{
|
||||
if (isBotControlled) { return; }
|
||||
DisplayEndScreen();
|
||||
while (true)
|
||||
{
|
||||
if (isBotControlled) { return; }
|
||||
DisplayEndScreen();
|
||||
while (true)
|
||||
gameWindow.pollEvent(event);
|
||||
if ((event.type == sf::Event::Closed)
|
||||
|| (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
|
||||
{
|
||||
gameWindow.pollEvent(event);
|
||||
if ((event.type == sf::Event::Closed)
|
||||
|| (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
|
||||
{
|
||||
gameWindow.close();
|
||||
return;
|
||||
}
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) { return; }
|
||||
sf::sleep(delay);
|
||||
gameWindow.close();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerOutput::DisplayEndScreen(void)
|
||||
{
|
||||
gameWindow.clear();
|
||||
sf::Vector2f textPosition(gameBoundaries);
|
||||
textPosition.x = textPosition.x / 2;
|
||||
textPosition.y = textPosition.y / 2;
|
||||
sf::Font font;
|
||||
font.loadFromFile("Arial.ttf");
|
||||
sf::Text gameOverText("Game Over\nPress 'Enter' to play again", font);
|
||||
gameOverText.setPosition(textPosition);
|
||||
gameWindow.draw(gameOverText);
|
||||
gameWindow.display();
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::DisplayScore(int score) {
|
||||
sf::Vector2f textPosition(gameBoundaries);
|
||||
textPosition.x = textPosition.x / 2;
|
||||
textPosition.y = textPosition.y / 2;
|
||||
sf::Font font;
|
||||
font.loadFromFile("Arial.ttf");
|
||||
std::string text = "Score: " + std::to_string(score);
|
||||
sf::Text ScoreText(text, font);
|
||||
ScoreText.setPosition(textPosition);
|
||||
gameWindow.draw(ScoreText);
|
||||
|
||||
}
|
||||
|
||||
void PlayerOutput::DisplayGameState(std::vector< std::vector<char> >& gameBoard, int score)
|
||||
{
|
||||
CheckWindowEvents();
|
||||
if (delay == sf::milliseconds(0)) { return; }
|
||||
char* letterOnBoard;
|
||||
for (float y = 0; y < gameBoundaries.y; y++)
|
||||
{
|
||||
for (float x = 0; x < gameBoundaries.x; x++)
|
||||
{
|
||||
letterOnBoard = &gameBoard.at(y).at(x);
|
||||
switch (*letterOnBoard)
|
||||
{
|
||||
case 'O':
|
||||
DrawSnake(sf::Vector2f(x, y));
|
||||
break;
|
||||
case 'X':
|
||||
DrawFood(sf::Vector2f(x,y));
|
||||
break;
|
||||
default:
|
||||
DrawEmpty(sf::Vector2f(x,y));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
DisplayScore(score);
|
||||
gameWindow.display();
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) { return; }
|
||||
sf::sleep(delay);
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::StartGameWindow(void)
|
||||
{
|
||||
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
|
||||
isWindowAlive = true;
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::SetShowGame(bool isShowing) {
|
||||
if (isShowing) { delay = sf::milliseconds(2); }
|
||||
else { delay = sf::milliseconds(0); }
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::CheckWindowEvents(void)
|
||||
{
|
||||
while (gameWindow.pollEvent(event))
|
||||
{
|
||||
if ((event.type == sf::Event::Closed)
|
||||
|| (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
|
||||
gameWindow.close();
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Equal)) {
|
||||
if (delay > sf::milliseconds(16)) { continue; }
|
||||
delay += sf::milliseconds(1);
|
||||
}
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Hyphen)) {
|
||||
if (delay == sf::milliseconds(0)) { continue; }
|
||||
delay -= sf::milliseconds(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerOutput::DrawEmpty(sf::Vector2f location)
|
||||
{
|
||||
location *= static_cast<float>(kGridSize);
|
||||
drawObject.setPosition(location);
|
||||
drawObject.setFillColor(sf::Color::Black);
|
||||
gameWindow.draw(drawObject);
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::DrawFood(sf::Vector2f location)
|
||||
{
|
||||
location *= static_cast<float>(kGridSize);
|
||||
drawObject.setPosition(location);
|
||||
drawObject.setFillColor(sf::Color::Red);
|
||||
gameWindow.draw(drawObject);
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::DrawSnake(sf::Vector2f location)
|
||||
{
|
||||
location *= static_cast<float>(kGridSize);
|
||||
drawObject.setPosition(location);
|
||||
drawObject.setFillColor(sf::Color::Green);
|
||||
gameWindow.draw(drawObject);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerOutput::DisplayEndScreen(void)
|
||||
{
|
||||
gameWindow.clear();
|
||||
sf::Vector2f textPosition(gameBoundaries);
|
||||
textPosition.x = textPosition.x / 2;
|
||||
textPosition.y = textPosition.y / 2;
|
||||
sf::Font font;
|
||||
font.loadFromFile("Arial.ttf");
|
||||
sf::Text gameOverText("Game Over\nPress 'Enter' to play again", font);
|
||||
gameOverText.setPosition(textPosition);
|
||||
gameWindow.draw(gameOverText);
|
||||
gameWindow.display();
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::DisplayScore(int score) {
|
||||
sf::Vector2f textPosition(gameBoundaries);
|
||||
textPosition.x = textPosition.x / 2;
|
||||
textPosition.y = textPosition.y / 2;
|
||||
sf::Font font;
|
||||
font.loadFromFile("Arial.ttf");
|
||||
std::string text = "Score: " + std::to_string(score);
|
||||
sf::Text ScoreText(text, font);
|
||||
ScoreText.setPosition(textPosition);
|
||||
gameWindow.draw(ScoreText);
|
||||
|
||||
}
|
||||
|
||||
void PlayerOutput::DisplayGameState(std::vector< std::vector<char> >& gameBoard, int score)
|
||||
{
|
||||
CheckWindowEvents();
|
||||
if (delay == sf::milliseconds(0)) { return; }
|
||||
char* letterOnBoard;
|
||||
for (float y = 0; y < gameBoundaries.y; y++)
|
||||
{
|
||||
for (float x = 0; x < gameBoundaries.x; x++)
|
||||
{
|
||||
letterOnBoard = &gameBoard.at(y).at(x);
|
||||
switch (*letterOnBoard)
|
||||
{
|
||||
case 'O':
|
||||
DrawSnake(sf::Vector2f(x, y));
|
||||
break;
|
||||
case 'X':
|
||||
DrawFood(sf::Vector2f(x,y));
|
||||
break;
|
||||
default:
|
||||
DrawEmpty(sf::Vector2f(x,y));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
DisplayScore(score);
|
||||
gameWindow.display();
|
||||
sf::sleep(delay);
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::StartGameWindow(void)
|
||||
{
|
||||
gameWindow.create(gameVideoSettings, "SnakePlusPlus");
|
||||
isWindowAlive = true;
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::SetShowGame(bool isShowing) {
|
||||
if (isShowing) { delay = sf::milliseconds(2); }
|
||||
else { delay = sf::milliseconds(0); }
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::CheckWindowEvents(void)
|
||||
{
|
||||
while (gameWindow.pollEvent(event))
|
||||
{
|
||||
if ((event.type == sf::Event::Closed)
|
||||
|| (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
|
||||
gameWindow.close();
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Equal)) {
|
||||
if (delay > sf::milliseconds(16)) { continue; }
|
||||
delay += sf::milliseconds(1);
|
||||
}
|
||||
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Hyphen)) {
|
||||
if (delay == sf::milliseconds(0)) { continue; }
|
||||
delay -= sf::milliseconds(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerOutput::DrawEmpty(sf::Vector2f location)
|
||||
{
|
||||
location *= static_cast<float>(kGridSize);
|
||||
drawObject.setPosition(location);
|
||||
drawObject.setFillColor(sf::Color::Black);
|
||||
gameWindow.draw(drawObject);
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::DrawFood(sf::Vector2f location)
|
||||
{
|
||||
location *= static_cast<float>(kGridSize);
|
||||
drawObject.setPosition(location);
|
||||
drawObject.setFillColor(sf::Color::Red);
|
||||
gameWindow.draw(drawObject);
|
||||
return;
|
||||
}
|
||||
|
||||
void PlayerOutput::DrawSnake(sf::Vector2f location)
|
||||
{
|
||||
location *= static_cast<float>(kGridSize);
|
||||
drawObject.setPosition(location);
|
||||
drawObject.setFillColor(sf::Color::Green);
|
||||
gameWindow.draw(drawObject);
|
||||
return;
|
||||
}
|
||||
|
@ -6,34 +6,31 @@
|
||||
|
||||
const int kGridSize = 25;
|
||||
|
||||
namespace snakeplusplus
|
||||
{
|
||||
PlayerDirection GetPlayerInput(void);
|
||||
PlayerDirection GetPlayerInput(void);
|
||||
|
||||
class PlayerOutput
|
||||
{
|
||||
public:
|
||||
sf::Vector2f gameBoundaries;
|
||||
PlayerOutput(void);
|
||||
bool IsOpen(void);
|
||||
void CheckContinue(bool isBotControlled);
|
||||
void DisplayGameState(std::vector< std::vector<char> >& gameBoard, int score);
|
||||
void DisplayScore(int score);
|
||||
void StartGameWindow(void);
|
||||
void SetShowGame(bool isShowing);
|
||||
private:
|
||||
void CheckWindowEvents(void);
|
||||
void DisplayEndScreen(void);
|
||||
void DrawEmpty(sf::Vector2f location);
|
||||
void DrawFood(sf::Vector2f location);
|
||||
void DrawSnake(sf::Vector2f location);
|
||||
sf::RenderWindow gameWindow;
|
||||
sf::VideoMode gameVideoSettings;
|
||||
sf::RectangleShape drawObject;
|
||||
sf::Event event;
|
||||
bool isWindowAlive;
|
||||
sf::Time delay = sf::milliseconds(1);
|
||||
};
|
||||
}
|
||||
class PlayerOutput
|
||||
{
|
||||
public:
|
||||
sf::Vector2f gameBoundaries;
|
||||
PlayerOutput(void);
|
||||
bool IsOpen(void);
|
||||
void CheckContinue(bool isBotControlled);
|
||||
void DisplayGameState(std::vector< std::vector<char> >& gameBoard, int score);
|
||||
void DisplayScore(int score);
|
||||
void StartGameWindow(void);
|
||||
void SetShowGame(bool isShowing);
|
||||
private:
|
||||
void CheckWindowEvents(void);
|
||||
void DisplayEndScreen(void);
|
||||
void DrawEmpty(sf::Vector2f location);
|
||||
void DrawFood(sf::Vector2f location);
|
||||
void DrawSnake(sf::Vector2f location);
|
||||
sf::RenderWindow gameWindow;
|
||||
sf::VideoMode gameVideoSettings;
|
||||
sf::RectangleShape drawObject;
|
||||
sf::Event event;
|
||||
bool isWindowAlive;
|
||||
sf::Time delay = sf::milliseconds(1);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -4,28 +4,25 @@
|
||||
#include "common.hpp"
|
||||
#include "snake.hpp"
|
||||
|
||||
namespace snakeplusplus
|
||||
void Snake::Pop(void)
|
||||
{
|
||||
void Snake::Pop(void)
|
||||
{
|
||||
*(body.front()) = ' ';
|
||||
body.pop();
|
||||
return;
|
||||
}
|
||||
|
||||
void Snake::Reset(void)
|
||||
{
|
||||
while (!body.empty()) Pop();
|
||||
speed.x = 0;
|
||||
speed.y = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
// Returns a new food object for the snakeFood
|
||||
void Food::GenerateNewFood(sf::Vector2f boundaries)
|
||||
{
|
||||
location.x = GenerateRandomNumber(boundaries.x);
|
||||
location.y = GenerateRandomNumber(boundaries.y);
|
||||
return;
|
||||
}
|
||||
*(body.front()) = ' ';
|
||||
body.pop();
|
||||
return;
|
||||
}
|
||||
|
||||
void Snake::Reset(void)
|
||||
{
|
||||
while (!body.empty()) Pop();
|
||||
speed.x = 0;
|
||||
speed.y = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
// Returns a new food object for the snakeFood
|
||||
void Food::GenerateNewFood(sf::Vector2f boundaries)
|
||||
{
|
||||
location.x = GenerateRandomNumber(boundaries.x);
|
||||
location.y = GenerateRandomNumber(boundaries.y);
|
||||
return;
|
||||
}
|
||||
|
@ -5,25 +5,22 @@
|
||||
#include <SFML/System/Vector2.hpp>
|
||||
#include <queue>
|
||||
|
||||
namespace snakeplusplus
|
||||
struct Snake
|
||||
{
|
||||
struct Snake
|
||||
{
|
||||
public:
|
||||
sf::Vector2f headLocation;
|
||||
sf::Vector2f speed;
|
||||
std::queue<char*> body;
|
||||
void Pop(void);
|
||||
void Reset(void);
|
||||
};
|
||||
public:
|
||||
sf::Vector2f headLocation;
|
||||
sf::Vector2f speed;
|
||||
std::queue<char*> body;
|
||||
void Pop(void);
|
||||
void Reset(void);
|
||||
};
|
||||
|
||||
struct Food
|
||||
{
|
||||
public:
|
||||
sf::Vector2f location;
|
||||
char* food;
|
||||
void GenerateNewFood(sf::Vector2f boundaries);
|
||||
};
|
||||
}
|
||||
struct Food
|
||||
{
|
||||
public:
|
||||
sf::Vector2f location;
|
||||
char* food;
|
||||
void GenerateNewFood(sf::Vector2f boundaries);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user