refactor: remove all code from being in namespace

This commit is contained in:
Trianta 2024-08-02 19:45:07 -05:00
parent d5c797d460
commit 0ff3ef3f62
11 changed files with 601 additions and 630 deletions

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@ -7,172 +7,169 @@
#include <stdexcept> #include <stdexcept>
#include <SFML/System/Vector2.hpp> #include <SFML/System/Vector2.hpp>
namespace snakeplusplus PlayerDirection lastKnownDirection = kNone;
AISnake::AISnake() {
;
}
PlayerDirection AISnake::GetInput(const sf::Vector2f* source)
{ {
PlayerDirection lastKnownDirection = kNone; sf::Vector2f directionDelta;
if (*source == path.top()) { path.pop(); }
if (path.empty()) { return kUp; } // Snake is trapped
directionDelta = *source - path.top();
path.pop();
if ((directionDelta.y == 1)
&& (lastKnownDirection != kDown))
{ lastKnownDirection = kUp; }
else if ((directionDelta.y == -1)
&& (lastKnownDirection != kUp))
{ lastKnownDirection = kDown; }
else if ((directionDelta.x == 1)
&& (lastKnownDirection != kRight))
{ lastKnownDirection = kLeft; }
else if ((directionDelta.x == -1)
&& (lastKnownDirection != kLeft))
{ lastKnownDirection = kRight; }
return lastKnownDirection;
}
AISnake::AISnake() { void AISnake::UpdateProbability(int snakeSize)
; {
probabilityBFS = 1 - ((double) snakeSize) / 1000;
return;
}
void AISnake::AdjustProbability(double amount)
{
probabilityBFS += amount;
if (probabilityBFS > 1.0) { probabilityBFS = 1.0; }
if (probabilityBFS < 0.0) { probabilityBFS = 0.0; }
std::cout << "[Info - AISnake] New BFS probability: " << probabilityBFS << std::endl;
return;
}
// Gets a new path for the bot to follow
// Uses DFS algorithm
void AISnake::GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize)
{
// Search for food
/*
BFS(gameBoard, source, boundaries);
if (gameBoard[botPathUnsanitized.top().y][botPathUnsanitized.top().x] != 'X') {
while (!botPathUnsanitized.empty()) { botPathUnsanitized.pop(); }
DFS(gameBoard, source, boundaries);
while (botPathUnsanitized.size() > 15) { botPathUnsanitized.pop(); }
} }
*/
PlayerDirection AISnake::GetInput(const sf::Vector2f* source) // Probability-based approach for fun
{ double roll = ((double) GenerateRandomNumber(RAND_MAX)) / ((double) RAND_MAX);
sf::Vector2f directionDelta; if (roll <= probabilityBFS) { BFS(gameBoard, source, boundaries); }
if (*source == path.top()) { path.pop(); } else { DFS(gameBoard, source, boundaries); }
if (path.empty()) { return kUp; } // Snake is trapped // Create path for food
directionDelta = *source - path.top(); path.push(botPathUnsanitized.top());
path.pop(); botPathUnsanitized.pop();
if ((directionDelta.y == 1) while (!botPathUnsanitized.empty()) {
&& (lastKnownDirection != kDown)) sf::Vector2f deltaVector = botPathUnsanitized.top() - path.top();
{ lastKnownDirection = kUp; } int delta = abs(deltaVector.x) + abs(deltaVector.y);
else if ((directionDelta.y == -1) if (delta == 1) {
&& (lastKnownDirection != kUp)) path.push(botPathUnsanitized.top());
{ lastKnownDirection = kDown; }
else if ((directionDelta.x == 1)
&& (lastKnownDirection != kRight))
{ lastKnownDirection = kLeft; }
else if ((directionDelta.x == -1)
&& (lastKnownDirection != kLeft))
{ lastKnownDirection = kRight; }
return lastKnownDirection;
}
void AISnake::UpdateProbability(int snakeSize)
{
probabilityBFS = 1 - ((double) snakeSize) / 1000;
return;
}
void AISnake::AdjustProbability(double amount)
{
probabilityBFS += amount;
if (probabilityBFS > 1.0) { probabilityBFS = 1.0; }
if (probabilityBFS < 0.0) { probabilityBFS = 0.0; }
std::cout << "[Info - AISnake] New BFS probability: " << probabilityBFS << std::endl;
return;
}
// Gets a new path for the bot to follow
// Uses DFS algorithm
void AISnake::GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize)
{
// Search for food
/*
BFS(gameBoard, source, boundaries);
if (gameBoard[botPathUnsanitized.top().y][botPathUnsanitized.top().x] != 'X') {
while (!botPathUnsanitized.empty()) { botPathUnsanitized.pop(); }
DFS(gameBoard, source, boundaries);
while (botPathUnsanitized.size() > 15) { botPathUnsanitized.pop(); }
} }
*/
// Probability-based approach for fun
double roll = ((double) GenerateRandomNumber(RAND_MAX)) / ((double) RAND_MAX);
if (roll <= probabilityBFS) { BFS(gameBoard, source, boundaries); }
else { DFS(gameBoard, source, boundaries); }
// Create path for food
path.push(botPathUnsanitized.top());
botPathUnsanitized.pop(); botPathUnsanitized.pop();
while (!botPathUnsanitized.empty()) { }
sf::Vector2f deltaVector = botPathUnsanitized.top() - path.top(); }
int delta = abs(deltaVector.x) + abs(deltaVector.y);
if (delta == 1) { void AISnake::BFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries) {
path.push(botPathUnsanitized.top()); std::queue<sf::Vector2f> search;
} std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false));
botPathUnsanitized.pop(); bool foodFound = false;
} search.push(source);
} while (!search.empty()) {
sf::Vector2f currentLocation = search.front();
void AISnake::BFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries) { search.pop();
std::queue<sf::Vector2f> search; if (foodFound) { break; }
std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false)); if (visited.at(currentLocation.y).at(currentLocation.x)) { continue; }
bool foodFound = false; if (gameBoard.at(currentLocation.y).at(currentLocation.x) == 'X') {
search.push(source); foodFound = true;
while (!search.empty()) { }
sf::Vector2f currentLocation = search.front(); botPathUnsanitized.push(currentLocation);
search.pop(); std::array<sf::Vector2f, 4> localLocations;
if (foodFound) { break; } localLocations.fill(currentLocation);
if (visited.at(currentLocation.y).at(currentLocation.x)) { continue; } localLocations[0].y += 1;
if (gameBoard.at(currentLocation.y).at(currentLocation.x) == 'X') { localLocations[1].x += 1;
foodFound = true; localLocations[2].y -= 1;
} localLocations[3].x -= 1;
botPathUnsanitized.push(currentLocation); for (auto i : localLocations) {
std::array<sf::Vector2f, 4> localLocations; try {
localLocations.fill(currentLocation); if (gameBoard.at(i.y).at(i.x) == 'X') {
localLocations[0].y += 1; botPathUnsanitized.push(i);
localLocations[1].x += 1; foodFound = true;
localLocations[2].y -= 1; }
localLocations[3].x -= 1; } catch (const std::out_of_range& error) {
for (auto i : localLocations) { continue; // Out of bounds
try { }
if (gameBoard.at(i.y).at(i.x) == 'X') { }
botPathUnsanitized.push(i); for (sf::Vector2f newLocation : localLocations) {
foodFound = true; try {
} if ((!visited.at(newLocation.y).at(newLocation.x))
} catch (const std::out_of_range& error) { && (gameBoard.at(newLocation.y).at(newLocation.x) == ' ')) {
continue; // Out of bounds search.push(newLocation);
} }
} } catch (const std::out_of_range& error) {
for (sf::Vector2f newLocation : localLocations) { continue; // Out of bounds
try { }
if ((!visited.at(newLocation.y).at(newLocation.x)) }
&& (gameBoard.at(newLocation.y).at(newLocation.x) == ' ')) { visited.at(currentLocation.y).at(currentLocation.x) = true;
search.push(newLocation); }
} }
} catch (const std::out_of_range& error) {
continue; // Out of bounds void AISnake::DFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries) {
} std::stack<sf::Vector2f> search;
} std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false));
visited.at(currentLocation.y).at(currentLocation.x) = true; bool foodFound = false;
} search.push(source);
} while (!search.empty()) {
sf::Vector2f currentLocation = search.top();
void AISnake::DFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries) { search.pop();
std::stack<sf::Vector2f> search; if (foodFound) { break; }
std::vector<std::vector<bool>> visited(boundaries.y, std::vector<bool> (boundaries.x, false)); if (visited.at(currentLocation.y).at(currentLocation.x)) { continue; }
bool foodFound = false; if (gameBoard.at(currentLocation.y).at(currentLocation.x) == 'X') {
search.push(source); foodFound = true;
while (!search.empty()) { }
sf::Vector2f currentLocation = search.top(); botPathUnsanitized.push(currentLocation);
search.pop(); std::array<sf::Vector2f, 4> localLocations;
if (foodFound) { break; } localLocations.fill(currentLocation);
if (visited.at(currentLocation.y).at(currentLocation.x)) { continue; } localLocations[0].y += 1;
if (gameBoard.at(currentLocation.y).at(currentLocation.x) == 'X') { localLocations[1].x += 1;
foodFound = true; localLocations[2].y -= 1;
} localLocations[3].x -= 1;
botPathUnsanitized.push(currentLocation); for (auto i : localLocations) {
std::array<sf::Vector2f, 4> localLocations; try {
localLocations.fill(currentLocation); if (gameBoard.at(i.y).at(i.x) == 'X') {
localLocations[0].y += 1; botPathUnsanitized.push(i);
localLocations[1].x += 1; foodFound = true;
localLocations[2].y -= 1; }
localLocations[3].x -= 1; } catch (const std::out_of_range& error) {
for (auto i : localLocations) { continue; // Out of bounds
try { }
if (gameBoard.at(i.y).at(i.x) == 'X') { }
botPathUnsanitized.push(i); for (sf::Vector2f newLocation : localLocations) {
foodFound = true; try {
} if (newLocation.x < 1 || newLocation.y < 1
} catch (const std::out_of_range& error) { || newLocation.x > boundaries.x - 2
continue; // Out of bounds || newLocation.y > boundaries.y - 2) {
} continue;
}
for (sf::Vector2f newLocation : localLocations) { }
try { if ((!visited.at(newLocation.y).at(newLocation.x))
if (newLocation.x < 1 || newLocation.y < 1 && (gameBoard.at(newLocation.y).at(newLocation.x) == ' ')) {
|| newLocation.x > boundaries.x - 2 search.push(newLocation);
|| newLocation.y > boundaries.y - 2) { }
continue; } catch (const std::out_of_range& error) {
continue; // Out of bounds
} }
if ((!visited.at(newLocation.y).at(newLocation.x)) }
&& (gameBoard.at(newLocation.y).at(newLocation.x) == ' ')) { visited.at(currentLocation.y).at(currentLocation.x) = true;
search.push(newLocation);
}
} catch (const std::out_of_range& error) {
continue; // Out of bounds
}
}
visited.at(currentLocation.y).at(currentLocation.x) = true;
}
} }
} }

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@ -6,22 +6,19 @@
#include <vector> #include <vector>
#include <SFML/System/Vector2.hpp> #include <SFML/System/Vector2.hpp>
namespace snakeplusplus class AISnake {
{ public:
class AISnake { std::stack<sf::Vector2f> path;
public: AISnake();
std::stack<sf::Vector2f> path; void GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize);
AISnake(); PlayerDirection GetInput(const sf::Vector2f* source);
void GetNewPath(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries, const int snakeSize); void UpdateProbability(int snakeSize);
PlayerDirection GetInput(const sf::Vector2f* source); void AdjustProbability(double amount);
void UpdateProbability(int snakeSize); private:
void AdjustProbability(double amount); double probabilityBFS = 0.500;
private: std::stack<sf::Vector2f> botPathUnsanitized;
double probabilityBFS = 0.500; void BFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
std::stack<sf::Vector2f> botPathUnsanitized; void DFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
void BFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries); };
void DFS(const std::vector< std::vector<char> >& gameBoard, const sf::Vector2f& source, const sf::Vector2f& boundaries);
};
}
#endif #endif

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@ -2,20 +2,17 @@
#include <random> #include <random>
#include "common.hpp" #include "common.hpp"
namespace snakeplusplus std::default_random_engine generator;
void InitializeGenerator(void)
{ {
std::default_random_engine generator; generator.seed(std::random_device{}());
void InitializeGenerator(void) }
{
generator.seed(std::random_device{}()); // Returns a newly generated number
} int GenerateRandomNumber(int generationLimit)
{
// Returns a newly generated number int generatedNumber;
int GenerateRandomNumber(int generationLimit) std::uniform_int_distribution<> distribution(0, generationLimit - 1);
{ generatedNumber = distribution(generator);
int generatedNumber; return generatedNumber;
std::uniform_int_distribution<> distribution(0, generationLimit - 1);
generatedNumber = distribution(snakeplusplus::generator);
return generatedNumber;
}
} }

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@ -1,20 +1,16 @@
#ifndef COMMON_HPP #ifndef COMMON_HPP
#define COMMON_HPP #define COMMON_HPP
namespace snakeplusplus void InitializeGenerator(void);
int GenerateRandomNumber(int generationLimit);
enum PlayerDirection
{ {
void InitializeGenerator(void); kNone = 0,
int GenerateRandomNumber(int generationLimit); kLeft = 1,
kUp = 2,
enum PlayerDirection kDown = 3,
{ kRight = 4
kNone = 0, };
kLeft = 1,
kUp = 2,
kDown = 3,
kRight = 4
};
}
#endif #endif

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@ -7,165 +7,163 @@
#include "playerinterface.hpp" #include "playerinterface.hpp"
#include "gamestate.hpp" #include "gamestate.hpp"
namespace snakeplusplus GameEngine::GameEngine()
{ {
GameEngine::GameEngine() InitializeGenerator();
{ return;
InitializeGenerator(); }
return;
} void GameEngine::Start()
{
void GameEngine::Start() PrepareGameBoard();
{ graphics.StartGameWindow();
PrepareGameBoard(); Loop();
graphics.StartGameWindow(); return;
Loop(); }
return;
} void GameEngine::Reset()
{
void GameEngine::Reset() AddIteration();
{ player.Reset();
AddIteration(); if (isBotControlled) { while (!bot.path.empty()) { bot.path.pop(); } }
player.Reset(); PrepareGameBoard();
if (isBotControlled) { while (!bot.path.empty()) { bot.path.pop(); } } isGameOver = false;
PrepareGameBoard(); graphics.SetShowGame((amountPlayed + 1) % 50 == 0);
isGameOver = false; return;
graphics.SetShowGame((amountPlayed + 1) % 50 == 0); }
return;
} void GameEngine::AddIteration(void)
{
void GameEngine::AddIteration(void) graphics.CheckContinue(isBotControlled);
{ if (player.body.size() > 40)
graphics.CheckContinue(isBotControlled); {
if (player.body.size() > 40) UpdateAverage();
{ double adjustmentAmount = 0.002;
UpdateAverage(); if (average > player.body.size()) { bot.AdjustProbability(adjustmentAmount); }
double adjustmentAmount = 0.002; else { bot.AdjustProbability(-adjustmentAmount); }
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;
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)
{
void GameEngine::Loop(void) int currentScore = 0;
{ while (graphics.IsOpen())
int currentScore = 0; {
while (graphics.IsOpen()) if (isGameOver) { Reset(); }
{ UpdatePlayerSpeed();
if (isGameOver) { Reset(); } PlaceNewSnakePart(MovePlayer());
UpdatePlayerSpeed(); RegenerateFood();
PlaceNewSnakePart(MovePlayer()); currentScore = player.body.size() * 100;
RegenerateFood(); //bot.UpdateProbability(player.body.size());
currentScore = player.body.size() * 100; graphics.DisplayGameState(gameBoard, currentScore);
//bot.UpdateProbability(player.body.size()); }
graphics.DisplayGameState(gameBoard, currentScore); return;
} }
return;
} sf::Vector2f GameEngine::MovePlayer(void)
{
sf::Vector2f GameEngine::MovePlayer(void) return sf::Vector2f(player.headLocation.x + player.speed.x, player.headLocation.y + player.speed.y);
{ }
return sf::Vector2f(player.headLocation.x + player.speed.x, player.headLocation.y + player.speed.y);
}
sf::Vector2f GameEngine::GetGameBoundaries(void)
{
sf::Vector2f GameEngine::GetGameBoundaries(void) return graphics.gameBoundaries;
{ }
return graphics.gameBoundaries;
} void GameEngine::PlaceNewSnakePart(sf::Vector2f location) {
if (!player.speed.x && !player.speed.y) { return; }
void GameEngine::PlaceNewSnakePart(sf::Vector2f location) { try {
if (!player.speed.x && !player.speed.y) { return; } char* locationState = &gameBoard.at(location.y).at(location.x);
try { if (*locationState == 'O' && (player.body.size() > 1)) {
char* locationState = &gameBoard.at(location.y).at(location.x); isGameOver = true; // Game should end (Snake touching snake)
if (*locationState == 'O' && (player.body.size() > 1)) { }
isGameOver = true; // Game should end (Snake touching snake) *locationState = 'O';
} player.body.push(locationState);
*locationState = 'O'; player.headLocation = location;
player.body.push(locationState); if (playerFood.location != location)
player.headLocation = location; player.Pop();
if (playerFood.location != location) } catch (const std::out_of_range& error) {
player.Pop(); isGameOver = true; // Snake ran into edge
} catch (const std::out_of_range& error) { }
isGameOver = true; // Snake ran into edge return;
} }
return;
}
// Generates new food until not colliding with player
void GameEngine::RegenerateFood()
// 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') {
// Generate a new food location if the current one is occupied playerFood.GenerateNewFood(GetGameBoundaries());
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';
// Update the game board with the new food location }
gameBoard.at(playerFood.location.y).at(playerFood.location.x) = 'X';
}
void GameEngine::PrepareGameBoard(void)
{
void GameEngine::PrepareGameBoard(void) gameBoard.clear();
{ sf::Vector2f boardDimensions = GetGameBoundaries();
gameBoard.clear(); gameBoard.resize(boardDimensions.y, std::vector<char> (boardDimensions.x, ' '));
sf::Vector2f boardDimensions = GetGameBoundaries(); // Snake setup
gameBoard.resize(boardDimensions.y, std::vector<char> (boardDimensions.x, ' ')); player.headLocation.x = GenerateRandomNumber(boardDimensions.x);
// Snake setup player.headLocation.y = GenerateRandomNumber(boardDimensions.y);
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);
char* locationState = &gameBoard.at(player.headLocation.y).at(player.headLocation.x); *locationState = 'O';
player.body.push(locationState); }
*locationState = 'O'; // Food setup
} playerFood.GenerateNewFood(boardDimensions);
// Food setup gameBoard.at(playerFood.location.y).at(playerFood.location.x) = 'X';
playerFood.GenerateNewFood(boardDimensions); return;
gameBoard.at(playerFood.location.y).at(playerFood.location.x) = 'X'; }
return;
} void GameEngine::UpdatePlayerSpeed(void)
{
void GameEngine::UpdatePlayerSpeed(void) PlayerDirection controller;
{ if (isBotControlled) {
PlayerDirection controller; if (bot.path.empty()) {
if (isBotControlled) { bot.GetNewPath(gameBoard, player.headLocation, GetGameBoundaries(), player.body.size());
if (bot.path.empty()) { }
bot.GetNewPath(gameBoard, player.headLocation, GetGameBoundaries(), player.body.size()); controller = bot.GetInput(&player.headLocation);
} }
controller = bot.GetInput(&player.headLocation); else { controller = GetPlayerInput(); }
} switch (controller) {
else { controller = GetPlayerInput(); } case kUp:
switch (controller) { if (player.speed.y == kUnitSpeed) { break; }
case kUp: player.speed.x = 0;
if (player.speed.y == kUnitSpeed) { break; } player.speed.y = -kUnitSpeed;
player.speed.x = 0; break;
player.speed.y = -kUnitSpeed; case kLeft:
break; if (player.speed.x == kUnitSpeed) { break; }
case kLeft: player.speed.x = -kUnitSpeed;
if (player.speed.x == kUnitSpeed) { break; } player.speed.y = 0;
player.speed.x = -kUnitSpeed; break;
player.speed.y = 0; case kRight:
break; if (player.speed.x == -kUnitSpeed) { break; }
case kRight: player.speed.x = kUnitSpeed;
if (player.speed.x == -kUnitSpeed) { break; } player.speed.y = 0;
player.speed.x = kUnitSpeed; break;
player.speed.y = 0; case kDown:
break; if (player.speed.y == -kUnitSpeed) { break; }
case kDown: player.speed.x = 0;
if (player.speed.y == -kUnitSpeed) { break; } player.speed.y = kUnitSpeed;
player.speed.x = 0; break;
player.speed.y = kUnitSpeed; default:
break; break;
default: }
break; return;
} }
return;
} void GameEngine::UpdateAverage() {
void GameEngine::UpdateAverage() { totalLength += player.body.size();
totalLength += player.body.size(); amountPlayed += 1;
amountPlayed += 1; average = (double)totalLength / amountPlayed;
average = (double)totalLength / amountPlayed;
}
} }

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@ -3,42 +3,40 @@
#define GAMESTATE_HPP #define GAMESTATE_HPP
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include <memory>
#include "botinterface.hpp" #include "botinterface.hpp"
#include "snake.hpp" #include "snake.hpp"
#include "playerinterface.hpp" #include "playerinterface.hpp"
namespace snakeplusplus const int kUnitSpeed = 1;
{
const int kUnitSpeed = 1;
class GameEngine class GameEngine
{ {
public: public:
GameEngine(); GameEngine();
void Start(void); void Start(void);
void Reset(void); void Reset(void);
void AddIteration(void); void AddIteration(void);
sf::Vector2f GetGameBoundaries(void); sf::Vector2f GetGameBoundaries(void);
private: private:
std::vector< std::vector<char> > gameBoard; std::vector< std::vector<char> > gameBoard;
PlayerOutput graphics; PlayerOutput graphics;
Snake player; Snake player;
Food playerFood; Food playerFood;
AISnake bot; AISnake bot;
bool isGameOver = 0; bool isGameOver = 0;
bool isBotControlled = 1; bool isBotControlled = 1;
void DisplayEndScreen(void); void DisplayEndScreen(void);
void Loop(void); void Loop(void);
sf::Vector2f MovePlayer(void); sf::Vector2f MovePlayer(void);
void PlaceNewSnakePart(sf::Vector2f location); void PlaceNewSnakePart(sf::Vector2f location);
void RegenerateFood(void); void RegenerateFood(void);
void PrepareGameBoard(void); void PrepareGameBoard(void);
void UpdatePlayerSpeed(); void UpdatePlayerSpeed();
void UpdateAverage(); void UpdateAverage();
int totalLength = 0; int totalLength = 0;
int amountPlayed = 0; int amountPlayed = 0;
double average = 0; double average = 0;
}; };
}
#endif #endif

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@ -2,7 +2,7 @@
int main(void) int main(void)
{ {
snakeplusplus::GameEngine game; GameEngine game;
game.Start(); game.Start();
return 0; return 0;
} }

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@ -2,173 +2,170 @@
#include <SFML/System/Vector2.hpp> #include <SFML/System/Vector2.hpp>
#include <SFML/Window/Keyboard.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))
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) return kLeft;
|| sf::Keyboard::isKeyPressed(sf::Keyboard::A)) if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)
return kLeft; || sf::Keyboard::isKeyPressed(sf::Keyboard::W))
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) return kUp;
|| sf::Keyboard::isKeyPressed(sf::Keyboard::W)) if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)
return kUp; || sf::Keyboard::isKeyPressed(sf::Keyboard::S))
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) return kDown;
|| sf::Keyboard::isKeyPressed(sf::Keyboard::S)) if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)
return kDown; || sf::Keyboard::isKeyPressed(sf::Keyboard::D))
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right) return kRight;
|| sf::Keyboard::isKeyPressed(sf::Keyboard::D)) return kNone;
return kRight; }
return kNone;
}
bool PlayerOutput::IsOpen(void) bool PlayerOutput::IsOpen(void)
{ {
return gameWindow.isOpen(); return gameWindow.isOpen();
} }
PlayerOutput::PlayerOutput(void) PlayerOutput::PlayerOutput(void)
{ {
float kWidth = 1025; float kWidth = 1025;
float kHeight = 725; float kHeight = 725;
float kBoardWidth = kWidth / kGridSize; float kBoardWidth = kWidth / kGridSize;
float kBoardHeight = kHeight / kGridSize; float kBoardHeight = kHeight / kGridSize;
gameBoundaries = sf::Vector2f(kBoardWidth, kBoardHeight); gameBoundaries = sf::Vector2f(kBoardWidth, kBoardHeight);
gameVideoSettings = sf::VideoMode(kWidth, kHeight); gameVideoSettings = sf::VideoMode(kWidth, kHeight);
drawObject.setSize(sf::Vector2f(kGridSize, kGridSize)); drawObject.setSize(sf::Vector2f(kGridSize, kGridSize));
return; return;
} }
void PlayerOutput::CheckContinue(bool isBotControlled) void PlayerOutput::CheckContinue(bool isBotControlled)
{
if (isBotControlled) { return; }
DisplayEndScreen();
while (true)
{ {
if (isBotControlled) { return; } gameWindow.pollEvent(event);
DisplayEndScreen(); if ((event.type == sf::Event::Closed)
while (true) || (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
{ {
gameWindow.pollEvent(event); gameWindow.close();
if ((event.type == sf::Event::Closed) return;
|| (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape)))
{
gameWindow.close();
return;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) { return; }
sf::sleep(delay);
} }
} if (sf::Keyboard::isKeyPressed(sf::Keyboard::Enter)) { 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); 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;
}

View File

@ -6,34 +6,31 @@
const int kGridSize = 25; const int kGridSize = 25;
namespace snakeplusplus PlayerDirection GetPlayerInput(void);
{
PlayerDirection GetPlayerInput(void);
class PlayerOutput class PlayerOutput
{ {
public: public:
sf::Vector2f gameBoundaries; sf::Vector2f gameBoundaries;
PlayerOutput(void); PlayerOutput(void);
bool IsOpen(void); bool IsOpen(void);
void CheckContinue(bool isBotControlled); void CheckContinue(bool isBotControlled);
void DisplayGameState(std::vector< std::vector<char> >& gameBoard, int score); void DisplayGameState(std::vector< std::vector<char> >& gameBoard, int score);
void DisplayScore(int score); void DisplayScore(int score);
void StartGameWindow(void); void StartGameWindow(void);
void SetShowGame(bool isShowing); void SetShowGame(bool isShowing);
private: private:
void CheckWindowEvents(void); void CheckWindowEvents(void);
void DisplayEndScreen(void); void DisplayEndScreen(void);
void DrawEmpty(sf::Vector2f location); void DrawEmpty(sf::Vector2f location);
void DrawFood(sf::Vector2f location); void DrawFood(sf::Vector2f location);
void DrawSnake(sf::Vector2f location); void DrawSnake(sf::Vector2f location);
sf::RenderWindow gameWindow; sf::RenderWindow gameWindow;
sf::VideoMode gameVideoSettings; sf::VideoMode gameVideoSettings;
sf::RectangleShape drawObject; sf::RectangleShape drawObject;
sf::Event event; sf::Event event;
bool isWindowAlive; bool isWindowAlive;
sf::Time delay = sf::milliseconds(1); sf::Time delay = sf::milliseconds(1);
}; };
}
#endif #endif

View File

@ -4,28 +4,25 @@
#include "common.hpp" #include "common.hpp"
#include "snake.hpp" #include "snake.hpp"
namespace snakeplusplus void Snake::Pop(void)
{ {
void Snake::Pop(void) *(body.front()) = ' ';
{ body.pop();
*(body.front()) = ' '; return;
body.pop(); }
return;
} void Snake::Reset(void)
{
void Snake::Reset(void) while (!body.empty()) Pop();
{ speed.x = 0;
while (!body.empty()) Pop(); speed.y = 0;
speed.x = 0; return;
speed.y = 0; }
return;
} // Returns a new food object for the snakeFood
void Food::GenerateNewFood(sf::Vector2f boundaries)
// Returns a new food object for the snakeFood {
void Food::GenerateNewFood(sf::Vector2f boundaries) location.x = GenerateRandomNumber(boundaries.x);
{ location.y = GenerateRandomNumber(boundaries.y);
location.x = GenerateRandomNumber(boundaries.x); return;
location.y = GenerateRandomNumber(boundaries.y);
return;
}
} }

View File

@ -5,25 +5,22 @@
#include <SFML/System/Vector2.hpp> #include <SFML/System/Vector2.hpp>
#include <queue> #include <queue>
namespace snakeplusplus struct Snake
{ {
struct Snake public:
{ sf::Vector2f headLocation;
public: sf::Vector2f speed;
sf::Vector2f headLocation; std::queue<char*> body;
sf::Vector2f speed; void Pop(void);
std::queue<char*> body; void Reset(void);
void Pop(void); };
void Reset(void);
};
struct Food struct Food
{ {
public: public:
sf::Vector2f location; sf::Vector2f location;
char* food; char* food;
void GenerateNewFood(sf::Vector2f boundaries); void GenerateNewFood(sf::Vector2f boundaries);
}; };
}
#endif #endif